diff --git a/dist/cjs/viewport.js b/dist/cjs/viewport.js index 435b540d..e619156b 100644 --- a/dist/cjs/viewport.js +++ b/dist/cjs/viewport.js @@ -1,8 +1,8 @@ /* eslint-disable */ /*! - * pixi-viewport - v4.37.0 - * Compiled Sun, 23 Oct 2022 14:02:15 UTC + * pixi-viewport - v4.38.0 + * Compiled Sun, 27 Nov 2022 13:43:58 UTC * * pixi-viewport is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -378,19 +378,20 @@ var penner = createCommonjsModule(function (module, exports) { * @param {(function|string)} [ease] * @param {defaults} default penner equation to use if none is provided */ +// eslint-disable-next-line consistent-return function ease(ease, defaults) { if (!ease) { - return penner[defaults] + return penner[defaults]; } else if (typeof ease === 'function') { - return ease + return ease; } else if (typeof ease === 'string') { - return penner[ease] + return penner[ease]; } } @@ -598,7 +599,7 @@ class Animate extends Plugin { this.parent.fitHeight(this.height, this.keepCenter, this.width === null); } - if (!this.keepCenter) + if (!this.keepCenter && this.options.position) { this.parent.moveCenter(this.options.position); } @@ -726,6 +727,8 @@ function _optionalChain$1(ops) { let lastAccessLHS = undefined; let value = ops[ + + @@ -751,7 +754,7 @@ class Bounce extends Plugin /** Holds whether to bounce from left side. */ - + /** Holds whether to bounce from top side. */ @@ -810,7 +813,9 @@ class Bounce extends Plugin this.left = this.options.sides.indexOf('left') !== -1; this.right = this.options.sides.indexOf('right') !== -1; } - } else { + } + else + { this.left = this.top = this.right = this.bottom = false; } @@ -823,7 +828,9 @@ class Bounce extends Plugin } else { + // eslint-disable-next-line no-nested-ternary this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0; + // eslint-disable-next-line no-nested-ternary this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0; } @@ -958,8 +965,8 @@ class Bounce extends Plugin y1 * this.parent.scale.y ), bottomRight: new math.Point( - width * this.parent.scale.x - this.parent.screenWidth, - height * this.parent.scale.y - this.parent.screenHeight + (width * this.parent.scale.x) - this.parent.screenWidth, + (height * this.parent.scale.y) - this.parent.screenHeight ) }; } @@ -971,8 +978,8 @@ class Bounce extends Plugin bottom: this.parent.bottom > this.parent.worldHeight, topLeft: new math.Point(0, 0), bottomRight: new math.Point( - this.parent.worldWidth * this.parent.scale.x - this.parent.screenWidth, - this.parent.worldHeight * this.parent.scale.y - this.parent.screenHeight + (this.parent.worldWidth * this.parent.scale.x) - this.parent.screenWidth, + (this.parent.worldHeight * this.parent.scale.y) - this.parent.screenHeight ) }; } @@ -995,7 +1002,8 @@ class Bounce extends Plugin if (decelerate && (decelerate.x || decelerate.y)) { - if ((decelerate.x && decelerate.percentChangeX === _optionalChain$1([decelerate, 'access', _ => _.options, 'optionalAccess', _2 => _2.friction])) || (decelerate.y && decelerate.percentChangeY === _optionalChain$1([decelerate, 'access', _3 => _3.options, 'optionalAccess', _4 => _4.friction]))) + if ((decelerate.x && decelerate.percentChangeX === _optionalChain$1([decelerate, 'access', _ => _.options, 'optionalAccess', _2 => _2.friction])) + || (decelerate.y && decelerate.percentChangeY === _optionalChain$1([decelerate, 'access', _3 => _3.options, 'optionalAccess', _4 => _4.friction]))) { oob = this.oob(); if ((oob.left && this.left) || (oob.right && this.right)) @@ -1071,12 +1079,14 @@ class Bounce extends Plugin * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side; * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight] - * eg: to allow the world to be completely dragged offscreen, set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2] + * eg: to allow the world to be completely dragged offscreen, set + * [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2] * * Underflow determines what happens when the world is smaller than the viewport * 1. none = the world is clamped but there is no special behavior * 2. center = the world is centered on the viewport - * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the appropriate boundaries + * 3. combination of top/bottom/center and left/right/center (case insensitive) = + * the world is stuck to the appropriate boundaries * */ @@ -1191,7 +1201,9 @@ class Clamp extends Plugin } else { + // eslint-disable-next-line no-nested-ternary this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0; + // eslint-disable-next-line no-nested-ternary this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0; this.noUnderflow = false; } @@ -1268,7 +1280,8 @@ class Clamp extends Plugin { if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right)) { - this.parent.x = -(this.options.right === true ? this.parent.worldWidth : this.options.right) * this.parent.scale.x + this.parent.screenWidth; + this.parent.x = (-(this.options.right === true ? this.parent.worldWidth : this.options.right) + * this.parent.scale.x) + this.parent.screenWidth; decelerate.x = 0; moved = true; } @@ -1325,8 +1338,8 @@ class Clamp extends Plugin { if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)) { - this.parent.y = -(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom) - * this.parent.scale.y + this.parent.screenHeight; + this.parent.y = (-(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom) + * this.parent.scale.y) + this.parent.screenHeight; decelerate.y = 0; moved = true; } @@ -1754,16 +1767,22 @@ class Decelerate extends Plugin this.timeSinceRelease += elapsed; // End decelerate velocity once it goes under a certain amount of precision. - if (this.x && this.y) { - if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) { - this.x = 0; - this.y = 0; + if (this.x && this.y) + { + if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) + { + this.x = 0; + this.y = 0; } - } else { - if (Math.abs(this.x || 0) < this.options.minSpeed) { + } + else + { + if (Math.abs(this.x || 0) < this.options.minSpeed) + { this.x = 0; } - if (Math.abs(this.y || 0) < this.options.minSpeed) { + if (Math.abs(this.y || 0) < this.options.minSpeed) + { this.y = 0; } } @@ -1876,6 +1895,7 @@ class Decelerate extends Plugin + const DEFAULT_DRAG_OPTIONS = { @@ -1934,13 +1954,15 @@ class Drag extends Plugin /** The ID of the pointer currently panning the viewport. */ + /** Array of event-handlers for window */ + __init() {this.windowEventHandlers = new Array();} + /** * This is called by {@link Viewport.drag}. */ constructor(parent, options = {}) { - super(parent); - + super(parent);Drag.prototype.__init.call(this); this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options); this.moved = false; this.reverse = this.options.reverse ? 1 : -1; @@ -1964,16 +1986,30 @@ class Drag extends Plugin */ handleKeyPresses(codes) { - window.addEventListener('keydown', (e) => - { + const keydownHandler = (e) => { if (codes.includes(e.code)) { this.keyIsPressed = true; } - }); + }; - window.addEventListener('keyup', (e) => - { + const keyupHandler = (e) => { if (codes.includes(e.code)) { this.keyIsPressed = false; } + }; + + this.addWindowEventHandler("keyup", keyupHandler); + this.addWindowEventHandler("keydown", keydownHandler); + } + + addWindowEventHandler(event, handler) + { + window.addEventListener(event, handler); + this.windowEventHandlers.push({event, handler}); + } + + destroy() + { + this.windowEventHandlers.forEach(({event, handler}) => { + window.removeEventListener(event, handler); }); } @@ -2413,20 +2449,21 @@ class Follow extends Plugin if (distance) { - const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) / (2 * this.options.acceleration); + const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) + / (2 * this.options.acceleration); if (distance > decelerationDistance) { this.velocity = { - x: Math.min(this.velocity.x + this.options.acceleration * elapsed, this.options.speed), - y: Math.min(this.velocity.y + this.options.acceleration * elapsed, this.options.speed) + x: Math.min(this.velocity.x + (this.options.acceleration * elapsed, this.options.speed)), + y: Math.min(this.velocity.y + (this.options.acceleration * elapsed, this.options.speed)) }; } else { this.velocity = { - x: Math.max(this.velocity.x - this.options.acceleration * this.options.speed, 0), - y: Math.max(this.velocity.y - this.options.acceleration * this.options.speed, 0) + x: Math.max(this.velocity.x - (this.options.acceleration * this.options.speed), 0), + y: Math.max(this.velocity.y - (this.options.acceleration * this.options.speed), 0) }; } const changeX = Math.cos(angle) * this.velocity.x; @@ -2499,6 +2536,8 @@ class Follow extends Plugin + + @@ -2862,9 +2901,9 @@ class Pinch extends Plugin const point = { x: (first.last ).x - + ((second.last ).x - (first.last ).x) / 2, + + (((second.last ).x - (first.last ).x) / 2), y: (first.last ).y - + ((second.last ).y - (first.last ).y) / 2, + + (((second.last ).y - (first.last ).y) / 2), }; if (!this.options.center) @@ -2877,7 +2916,7 @@ class Pinch extends Plugin dist = dist === 0 ? dist = 0.0000000001 : dist; - const change = (1 - last / dist) * this.options.percent + const change = (1 - (last / dist)) * this.options.percent * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y); if (this.isAxisX()) @@ -3692,8 +3731,8 @@ class Wheel extends Plugin }; this.smoothing = { - x: ((this.parent.scale.x + original.x) * change - this.parent.scale.x) / this.options.smooth, - y: ((this.parent.scale.y + original.y) * change - this.parent.scale.y) / this.options.smooth, + x: (((this.parent.scale.x + original.x) * change) - this.parent.scale.x) / this.options.smooth, + y: (((this.parent.scale.y + original.y) * change) - this.parent.scale.y) / this.options.smooth, }; this.smoothingCount = 0; this.smoothingCenter = point; @@ -4107,6 +4146,14 @@ class PluginManager */ add(name, plugin, index = PLUGIN_ORDER.length) { + + const oldPlugin = this.plugins[name]; + + if (oldPlugin) + { + oldPlugin.destroy(); + } + this.plugins[name] = plugin; const current = PLUGIN_ORDER.indexOf(name); @@ -4194,6 +4241,9 @@ class PluginManager /** removes all installed plugins */ removeAll() { + this.list.forEach((plugin) => { + plugin.destroy(); + }); this.plugins = {}; this.sort(); } @@ -4207,6 +4257,7 @@ class PluginManager { if (this.plugins[name]) { + _optionalChain([this, 'access', _4 => _4.plugins, 'access', _5 => _5[name], 'optionalAccess', _6 => _6.destroy, 'call', _7 => _7()]); delete this.plugins[name]; this.viewport.emit(`${name}-remove`); this.sort(); @@ -4220,7 +4271,7 @@ class PluginManager */ pause(name) { - _optionalChain([this, 'access', _4 => _4.plugins, 'access', _5 => _5[name], 'optionalAccess', _6 => _6.pause, 'call', _7 => _7()]); + _optionalChain([this, 'access', _8 => _8.plugins, 'access', _9 => _9[name], 'optionalAccess', _10 => _10.pause, 'call', _11 => _11()]); } /** @@ -4230,7 +4281,7 @@ class PluginManager */ resume(name) { - _optionalChain([this, 'access', _8 => _8.plugins, 'access', _9 => _9[name], 'optionalAccess', _10 => _10.resume, 'call', _11 => _11()]); + _optionalChain([this, 'access', _12 => _12.plugins, 'access', _13 => _13[name], 'optionalAccess', _14 => _14.resume, 'call', _15 => _15()]); } /** diff --git a/dist/cjs/viewport.js.map b/dist/cjs/viewport.js.map index 45546c60..0d885b57 100644 --- a/dist/cjs/viewport.js.map +++ b/dist/cjs/viewport.js.map @@ -1 +1 @@ -{"version":3,"file":"viewport.js","sources":["../../src/plugins/Plugin.ts","../../node_modules/penner/penner.js","../../src/ease.ts","../../src/plugins/Animate.ts","../../src/plugins/Bounce.ts","../../src/plugins/Clamp.ts","../../src/plugins/ClampZoom.ts","../../src/plugins/Decelerate.ts","../../src/plugins/Drag.ts","../../src/plugins/Follow.ts","../../src/plugins/MouseEdges.ts","../../src/plugins/Pinch.ts","../../src/plugins/Snap.ts","../../src/plugins/SnapZoom.ts","../../src/plugins/Wheel.ts","../../src/InputManager.ts","../../src/PluginManager.ts","../../src/Viewport.ts"],"sourcesContent":["import type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from '../Viewport';\n\n/**\n * Derive this class to create user-defined plugins\n *\n * @public\n */\nexport class Plugin\n{\n /** The viewport to which this plugin is attached. */\n public readonly parent: Viewport;\n\n /**\n * Flags whether this plugin has been \"paused\".\n *\n * @see Plugin#pause\n * @see Plugin#resume\n */\n public paused: boolean;\n\n /** @param {Viewport} parent */\n constructor(parent: Viewport)\n {\n this.parent = parent;\n this.paused = false;\n }\n\n /** Called when plugin is removed */\n public destroy()\n {\n // Override for implementation\n }\n\n /** Handler for pointerdown PIXI event */\n public down(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for pointermove PIXI event */\n public move(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for pointerup PIXI event */\n public up(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for wheel event on div */\n public wheel(_e: WheelEvent): boolean | undefined\n {\n return false;\n }\n\n /**\n * Called on each tick\n * @param {number} elapsed time in millisecond since last update\n */\n public update(_delta: number): void\n {\n // Override for implementation\n }\n\n /** Called when the viewport is resized */\n public resize()\n {\n // Override for implementation\n }\n\n /** Called when the viewport is manually moved */\n public reset(): void\n {\n // Override for implementation\n }\n\n /** Pause the plugin */\n public pause(): void\n {\n this.paused = true;\n }\n\n /** Un-pause the plugin */\n public resume(): void\n {\n this.paused = false;\n }\n}\n","\n/*\n\tCopyright © 2001 Robert Penner\n\tAll rights reserved.\n\n\tRedistribution and use in source and binary forms, with or without modification, \n\tare permitted provided that the following conditions are met:\n\n\tRedistributions of source code must retain the above copyright notice, this list of \n\tconditions and the following disclaimer.\n\tRedistributions in binary form must reproduce the above copyright notice, this list \n\tof conditions and the following disclaimer in the documentation and/or other materials \n\tprovided with the distribution.\n\n\tNeither the name of the author nor the names of contributors may be used to endorse \n\tor promote products derived from this software without specific prior written permission.\n\n\tTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY \n\tEXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n\tMERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n\tCOPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n\tEXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n\tGOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED \n\tAND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n\tNEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED \n\tOF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n(function() {\n var penner, umd;\n\n umd = function(factory) {\n if (typeof exports === 'object') {\n return module.exports = factory;\n } else if (typeof define === 'function' && define.amd) {\n return define([], factory);\n } else {\n return this.penner = factory;\n }\n };\n\n penner = {\n linear: function(t, b, c, d) {\n return c * t / d + b;\n },\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n easeInOutQuad: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t + b;\n } else {\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n }\n },\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n easeOutCubic: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n },\n easeInOutCubic: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n },\n easeInQuart: function(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n },\n easeOutQuart: function(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n },\n easeInOutQuart: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t + b;\n } else {\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n },\n easeInQuint: function(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n },\n easeOutQuint: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n },\n easeInOutQuint: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n },\n easeInSine: function(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n },\n easeOutSine: function(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n },\n easeInOutSine: function(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n },\n easeInExpo: function(t, b, c, d) {\n if (t === 0) {\n return b;\n } else {\n return c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n },\n easeOutExpo: function(t, b, c, d) {\n if (t === d) {\n return b + c;\n } else {\n return c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n },\n easeInOutExpo: function(t, b, c, d) {\n if (t === 0) {\n b;\n }\n if (t === d) {\n b + c;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n } else {\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n },\n easeInCirc: function(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n },\n easeOutCirc: function(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n },\n easeInOutCirc: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n } else {\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n },\n easeInElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n },\n easeOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b;\n },\n easeInOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d / 2) === 2) {\n b + c;\n }\n if (!p) {\n p = d * (.3 * 1.5);\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n if (t < 1) {\n return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n } else {\n return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;\n }\n },\n easeInBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n },\n easeOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n },\n easeInOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b;\n } else {\n return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b;\n }\n },\n easeInBounce: function(t, b, c, d) {\n var v;\n v = penner.easeOutBounce(d - t, 0, c, d);\n return c - v + b;\n },\n easeOutBounce: function(t, b, c, d) {\n if ((t /= d) < 1 / 2.75) {\n return c * (7.5625 * t * t) + b;\n } else if (t < 2 / 2.75) {\n return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b;\n } else if (t < 2.5 / 2.75) {\n return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b;\n } else {\n return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b;\n }\n },\n easeInOutBounce: function(t, b, c, d) {\n var v;\n if (t < d / 2) {\n v = penner.easeInBounce(t * 2, 0, c, d);\n return v * .5 + b;\n } else {\n v = penner.easeOutBounce(t * 2 - d, 0, c, d);\n return v * .5 + c * .5 + b;\n }\n }\n };\n\n umd(penner);\n\n}).call(this);\n","// eslint-disable-next-line\n// @ts-expect-error Penner seems to have no typings.\nimport Penner from 'penner';\n\n/**\n * Returns correct Penner equation using string or Function.\n *\n * @internal\n * @ignore\n * @param {(function|string)} [ease]\n * @param {defaults} default penner equation to use if none is provided\n */\nexport default function ease(ease: any, defaults?: any): any\n{\n if (!ease)\n {\n return Penner[defaults]\n }\n else if (typeof ease === 'function')\n {\n return ease\n }\n else if (typeof ease === 'string')\n {\n return Penner[ease]\n }\n}","import { IPointData, Point } from '@pixi/math';\nimport { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Animate}. */\nexport interface IAnimateOptions\n{\n /** Time to animate */\n time?: number;\n\n /** Position to move the viewport to */\n position?: IPointData;\n\n /**\n * Desired viewport width in world pixels\n *\n * (use instead of scale; aspect ratio is maintained if height is not provided)\n */\n width?: number;\n\n /**\n * Desired viewport height in world pixels\n *\n * (use instead of scale; aspect ratio is maintained if width is not provided)\n */\n height?: number;\n\n /** Scale to change zoom (scale.x = scale.y) */\n scale?: number;\n\n /** Independently change zoom in x-direction */\n scaleX?: number;\n\n /** Independently change zoom in y-direction */\n scaleY?: number;\n\n /** Easing function to use */\n ease?: any;\n\n /** Callback to invoke when the animation completes */\n callbackOnComplete?: (viewport: Viewport) => void;\n\n /** Removes this plugin if interrupted by any user input */\n removeOnInterrupt?: boolean;\n}\n\nconst DEFAULT_ANIMATE_OPTIONS = {\n removeOnInterrupt: false,\n ease: 'linear',\n time: 1000,\n};\n\n/**\n * Animation plugin.\n *\n * @see Viewport#animate\n * @fires animate-end\n */\nexport class Animate extends Plugin\n{\n public readonly options: IAnimateOptions & { ease: any; time: number };\n\n /** The starting x-coordinate of the viewport. */\n protected startX?: number;\n\n /** The starting y-coordinate of the viewport. */\n protected startY?: number;\n\n /** The change in the x-coordinate of the viewport through the animation.*/\n protected deltaX?: number;\n\n /** The change in the y-coordinate of the viewport through the animation. */\n protected deltaY?: number;\n\n /** Marks whether the center of the viewport is preserved in the animation. */\n protected keepCenter!: boolean;\n\n /** The starting viewport width. */\n protected startWidth: number | null = null;\n\n /** The starting viewport height. */\n protected startHeight: number | null = null;\n\n /** The change in the viewport's width through the animation. */\n protected deltaWidth: number | null = null;\n\n /** The change in the viewport's height through the animation. */\n protected deltaHeight: number | null = null;\n\n /** The viewport's width post-animation. */\n protected width: number | null = null;\n\n /** The viewport's height post-animation. */\n protected height: number | null = null;\n\n /** The time since the animation started. */\n protected time = 0;\n\n /**\n * This is called by {@link Viewport.animate}.\n *\n * @param parent\n * @param options\n */\n constructor(parent: Viewport, options: IAnimateOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_ANIMATE_OPTIONS, options);\n this.options.ease = ease(this.options.ease);\n\n this.setupPosition();\n this.setupZoom();\n\n this.time = 0;\n }\n\n /**\n * Setup `startX`, `startY`, `deltaX`, `deltaY`, `keepCenter`.\n *\n * This is called during construction.\n */\n protected setupPosition(): void\n {\n if (typeof this.options.position !== 'undefined')\n {\n this.startX = this.parent.center.x;\n this.startY = this.parent.center.y;\n this.deltaX = this.options.position.x - this.parent.center.x;\n this.deltaY = this.options.position.y - this.parent.center.y;\n this.keepCenter = false;\n }\n else\n {\n this.keepCenter = true;\n }\n }\n\n /**\n * Setup `startWidth, `startHeight`, `deltaWidth, `deltaHeight, `width`, `height`.\n *\n * This is called during construction.\n */\n protected setupZoom(): void\n {\n this.width = null;\n this.height = null;\n\n if (typeof this.options.scale !== 'undefined')\n {\n this.width = this.parent.screenWidth / this.options.scale;\n }\n else if (typeof this.options.scaleX !== 'undefined' || typeof this.options.scaleY !== 'undefined')\n {\n if (typeof this.options.scaleX !== 'undefined')\n {\n // screenSizeInWorldPixels = screenWidth / scale\n this.width = this.parent.screenWidth / this.options.scaleX;\n }\n if (typeof this.options.scaleY !== 'undefined')\n {\n this.height = this.parent.screenHeight / this.options.scaleY;\n }\n }\n else\n {\n if (typeof this.options.width !== 'undefined')\n {\n this.width = this.options.width;\n }\n if (typeof this.options.height !== 'undefined')\n {\n this.height = this.options.height;\n }\n }\n\n if (this.width !== null)\n {\n this.startWidth = this.parent.screenWidthInWorldPixels;\n this.deltaWidth = this.width - this.startWidth;\n }\n if (this.height !== null)\n {\n this.startHeight = this.parent.screenHeightInWorldPixels;\n this.deltaHeight = this.height - this.startHeight;\n }\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('animate');\n }\n\n return false;\n }\n\n public complete(): void\n {\n this.parent.plugins.remove('animate');\n if (this.width !== null)\n {\n this.parent.fitWidth(this.width, this.keepCenter, this.height === null);\n }\n if (this.height !== null)\n {\n this.parent.fitHeight(this.height, this.keepCenter, this.width === null);\n }\n if (!this.keepCenter)\n {\n this.parent.moveCenter(this.options.position!);\n }\n\n this.parent.emit('animate-end', this.parent);\n\n if (this.options.callbackOnComplete)\n {\n this.options.callbackOnComplete(this.parent);\n }\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n this.time += elapsed;\n\n const originalZoom = new Point(this.parent.scale.x, this.parent.scale.y);\n\n if (this.time >= this.options.time)\n {\n const originalWidth = this.parent.width;\n const originalHeight = this.parent.height;\n\n this.complete();\n if (originalWidth !== this.parent.width || originalHeight !== this.parent.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n else\n {\n const percent = this.options.ease(this.time, 0, 1, this.options.time);\n\n if (this.width !== null)\n {\n const startWidth = this.startWidth as number;\n const deltaWidth = this.deltaWidth as number;\n\n this.parent.fitWidth(\n startWidth + (deltaWidth * percent),\n this.keepCenter,\n this.height === null);\n }\n if (this.height !== null)\n {\n const startHeight = this.startHeight as number;\n const deltaHeight = this.deltaHeight as number;\n\n this.parent.fitHeight(\n startHeight + (deltaHeight * percent),\n this.keepCenter,\n this.width === null);\n }\n if (this.width === null)\n {\n this.parent.scale.x = this.parent.scale.y;\n }\n else if (this.height === null)\n {\n this.parent.scale.y = this.parent.scale.x;\n }\n if (!this.keepCenter)\n {\n const startX = this.startX as number;\n const startY = this.startY as number;\n const deltaX = this.deltaX as number;\n const deltaY = this.deltaY as number;\n const original = new Point(this.parent.x, this.parent.y);\n\n this.parent.moveCenter(startX + (deltaX * percent), startY + (deltaY * percent));\n this.parent.emit('moved', { viewport: this.parent, original, type: 'animate' });\n }\n if (this.width || this.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n }\n}\n","import { Point, Rectangle } from '@pixi/math';\nimport { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Drag } from './Drag';\nimport type { IDecelerateOptions } from './Decelerate';\nimport type { Pinch } from './Pinch';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Bounce}. */\nexport interface IBounceOptions {\n /** \"all\", \"horizontal\", \"vertical\", or combination of \"top\", \"bottom\", \"right\", \"left\" (e.g., 'top-bottom-right') */\n sides?:\n 'all'\n | 'horizontal'\n | 'vertical'\n | string;\n\n /** Friction to apply to decelerate if active */\n friction?: number;\n\n /** Time in ms to finish bounce */\n time?: number;\n\n /** Use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight) */\n bounceBox?: Rectangle | null;\n\n /** Ease function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /** (top/bottom/center and left/right/center, or center) where to place world if too small for screen */\n underflow?: 'center' | string;\n}\n\n/** Bounce state along an axis */\nexport interface IBounceState {\n /** Elapsed time since bounce started */\n time: number;\n\n /** Starting coordinate */\n start: number;\n\n /** Change in coordinate through bounce */\n delta: number;\n\n /** Ending coordinate */\n end: number;\n}\n\nconst DEFAULT_BOUNCE_OPTIONS: Required = {\n sides: 'all',\n friction: 0.5,\n time: 150,\n ease: 'easeInOutSine',\n underflow: 'center',\n bounceBox: null\n};\n\n/**\n * @fires bounce-start-x\n * @fires bounce.end-x\n * @fires bounce-start-y\n * @fires bounce-end-y\n * @public\n */\nexport class Bounce extends Plugin\n{\n /** The options passed to initialize this plugin, cannot be modified again. */\n public readonly options: Readonly>;\n\n /** Holds whether to bounce from left side. */\n public readonly left: boolean ;\n\n /** Holds whether to bounce from top side. */\n public readonly top: boolean;\n\n /** Holds whether to bounce from right side. */\n public readonly right: boolean;\n\n /** Holds whether to bounce from bottom side. */\n public readonly bottom: boolean;\n\n /** Direction of underflow along x-axis. */\n public readonly underflowX: -1 | 0 | 1;\n\n /** Direction of underflow along y-axis. */\n public readonly underflowY: -1 | 0 | 1;\n\n /** Easing */\n protected ease: any;\n\n /** Bounce state along x-axis */\n protected toX!: IBounceState | null;\n\n /** Bounce state along y-axis */\n protected toY!: IBounceState | null;\n\n /**\n * This is called by {@link Viewport.bounce}.\n */\n constructor(parent: Viewport, options: IBounceOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_BOUNCE_OPTIONS, options);\n this.ease = ease(this.options.ease, 'easeInOutSine');\n\n if (this.options.sides)\n {\n if (this.options.sides === 'all')\n {\n this.top = this.bottom = this.left = this.right = true;\n }\n else if (this.options.sides === 'horizontal')\n {\n this.right = this.left = true;\n this.top = this.bottom = false;\n }\n else if (this.options.sides === 'vertical')\n {\n this.left = this.right = false;\n this.top = this.bottom = true;\n }\n else\n {\n this.top = this.options.sides.indexOf('top') !== -1;\n this.bottom = this.options.sides.indexOf('bottom') !== -1;\n this.left = this.options.sides.indexOf('left') !== -1;\n this.right = this.options.sides.indexOf('right') !== -1;\n }\n } else {\n this.left = this.top = this.right = this.bottom = false;\n }\n\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n }\n\n this.reset();\n }\n\n public isActive(): boolean\n {\n return this.toX !== null || this.toY !== null;\n }\n\n public down(): boolean\n {\n this.toX = this.toY = null;\n\n return false;\n }\n\n public up(): boolean\n {\n this.bounce();\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n this.bounce();\n\n if (this.toX)\n {\n const toX = this.toX;\n\n toX.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-x' });\n\n if (toX.time >= this.options.time)\n {\n this.parent.x = toX.end;\n this.toX = null;\n this.parent.emit('bounce-x-end', this.parent);\n }\n else\n {\n this.parent.x = this.ease(toX.time, toX.start, toX.delta, this.options.time);\n }\n }\n\n if (this.toY)\n {\n const toY = this.toY;\n\n toY.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-y' });\n\n if (toY.time >= this.options.time)\n {\n this.parent.y = toY.end;\n this.toY = null;\n this.parent.emit('bounce-y-end', this.parent);\n }\n else\n {\n this.parent.y = this.ease(toY.time, toY.start, toY.delta, this.options.time);\n }\n }\n }\n\n /** @internal */\n protected calcUnderflowX(): number\n {\n let x: number;\n\n switch (this.underflowX)\n {\n case -1:\n x = 0;\n break;\n case 1:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n\n return x;\n }\n\n /** @internal */\n protected calcUnderflowY(): number\n {\n let y: number;\n\n switch (this.underflowY)\n {\n case -1:\n y = 0;\n break;\n case 1:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n\n return y;\n }\n\n private oob(): Record<'left' | 'right' | 'top' | 'bottom', boolean> & Record<'topLeft' | 'bottomRight', Point>\n {\n const box = this.options.bounceBox;\n\n if (box)\n {\n const x1 = typeof box.x === 'undefined' ? 0 : box.x;\n const y1 = typeof box.y === 'undefined' ? 0 : box.y;\n const width = typeof box.width === 'undefined' ? this.parent.worldWidth : box.width;\n const height = typeof box.height === 'undefined' ? this.parent.worldHeight : box.height;\n\n return {\n left: this.parent.left < x1,\n right: this.parent.right > width,\n top: this.parent.top < y1,\n bottom: this.parent.bottom > height,\n topLeft: new Point(\n x1 * this.parent.scale.x,\n y1 * this.parent.scale.y\n ),\n bottomRight: new Point(\n width * this.parent.scale.x - this.parent.screenWidth,\n height * this.parent.scale.y - this.parent.screenHeight\n )\n };\n }\n\n return {\n left: this.parent.left < 0,\n right: this.parent.right > this.parent.worldWidth,\n top: this.parent.top < 0,\n bottom: this.parent.bottom > this.parent.worldHeight,\n topLeft: new Point(0, 0),\n bottomRight: new Point(\n this.parent.worldWidth * this.parent.scale.x - this.parent.screenWidth,\n this.parent.worldHeight * this.parent.scale.y - this.parent.screenHeight\n )\n };\n }\n\n public bounce(): void\n {\n if (this.paused)\n {\n return;\n }\n\n let oob;\n let decelerate: undefined | null | {\n percentChangeX?: number;\n percentChangeY?: number;\n x?: number;\n y?: number;\n options?: IDecelerateOptions\n } = this.parent.plugins.get('decelerate', true) as any;\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n if ((decelerate.x && decelerate.percentChangeX === decelerate.options?.friction) || (decelerate.y && decelerate.percentChangeY === decelerate.options?.friction))\n {\n oob = this.oob();\n if ((oob.left && this.left) || (oob.right && this.right))\n {\n decelerate.percentChangeX = this.options.friction;\n }\n if ((oob.top && this.top) || (oob.bottom && this.bottom))\n {\n decelerate.percentChangeY = this.options.friction;\n }\n }\n }\n const drag: Partial = this.parent.plugins.get('drag', true) || {};\n const pinch: Partial = this.parent.plugins.get('pinch', true) || {};\n\n decelerate = decelerate || {};\n\n if (!drag?.active && !pinch?.active && ((!this.toX || !this.toY) && (!decelerate.x || !decelerate.y)))\n {\n oob = oob || this.oob();\n const topLeft = oob.topLeft;\n const bottomRight = oob.bottomRight;\n\n if (!this.toX && !decelerate.x)\n {\n let x = null;\n\n if (oob.left && this.left)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -topLeft.x;\n }\n else if (oob.right && this.right)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -bottomRight.x;\n }\n if (x !== null && this.parent.x !== x)\n {\n this.toX = { time: 0, start: this.parent.x, delta: x - this.parent.x, end: x };\n this.parent.emit('bounce-x-start', this.parent);\n }\n }\n if (!this.toY && !decelerate.y)\n {\n let y = null;\n\n if (oob.top && this.top)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -topLeft.y;\n }\n else if (oob.bottom && this.bottom)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -bottomRight.y;\n }\n if (y !== null && this.parent.y !== y)\n {\n this.toY = { time: 0, start: this.parent.y, delta: y - this.parent.y, end: y };\n this.parent.emit('bounce-y-start', this.parent);\n }\n }\n }\n }\n\n public reset(): void\n {\n this.toX = this.toY = null;\n this.bounce();\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\n\n/**\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of the world offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight]\n * eg: to allow the world to be completely dragged offscreen, set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the appropriate boundaries\n *\n */\nexport interface IClampOptions\n{\n /**\n * Clamp left; true = 0\n *\n * @default false\n */\n left?: number | boolean | null;\n\n /**\n * Clamp top; true = 0\n *\n * @default false\n */\n top?: number | boolean | null;\n\n /**\n * Clamp right; true = viewport.worldWidth\n *\n * @default false\n */\n right?: number | boolean | null;\n\n /**\n * Clamp bottom; true = viewport.worldHeight\n *\n * @default false\n */\n bottom?: number | boolean | null;\n\n /**\n * (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight]; replaces left/right/top/bottom if set\n *\n * @default null\n */\n direction?: 'all' | 'x' | 'y' | null;\n\n /**\n * Where to place world if too small for screen (e.g., top-right, center, none, bottomleft)\n *\n * @default 'center'\n */\n underflow?: 'center' | string;\n}\n\nconst DEFAULT_CLAMP_OPTIONS: Required = {\n left: false,\n right: false,\n top: false,\n bottom: false,\n direction: null,\n underflow: 'center'\n};\n\n/**\n * Plugin to clamp the viewport to a specific world bounding box.\n *\n * @public\n */\nexport class Clamp extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Required;\n\n /** Last state of viewport */\n protected last: {\n x: number | null;\n y: number | null;\n scaleX: number | null;\n scaleY: number | null;\n };\n\n protected noUnderflow!: boolean;\n protected underflowX!: -1 | 0 | 1;\n protected underflowY!: -1 | 0 | 1;\n\n /**\n * This is called by {@link Viewport.clamp}.\n */\n constructor(parent: Viewport, options : IClampOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_OPTIONS, options);\n\n if (this.options.direction)\n {\n this.options.left = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.right = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.top = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n this.options.bottom = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n }\n\n this.parseUnderflow();\n this.last = { x: null, y: null, scaleX: null, scaleY: null };\n this.update();\n }\n\n private parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'none')\n {\n this.noUnderflow = true;\n }\n else if (clamp === 'center')\n {\n this.underflowX = this.underflowY = 0;\n this.noUnderflow = false;\n }\n else\n {\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n this.noUnderflow = false;\n }\n }\n\n public move(): boolean\n {\n this.update();\n\n return false;\n }\n\n public update(): void\n {\n if (this.paused)\n {\n return;\n }\n\n // only clamp on change\n if (this.parent.x === this.last.x\n && this.parent.y === this.last.y\n && this.parent.scale.x === this.last.scaleX\n && this.parent.scale.y === this.last.scaleY)\n {\n return;\n }\n const original = { x: this.parent.x, y: this.parent.y };\n // TODO: Fix\n const decelerate: any = (this.parent.plugins as any).decelerate || {};\n\n if (this.options.left !== null || this.options.right !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n if (this.parent.x !== 0)\n {\n this.parent.x = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.x !== this.parent.screenWidth - this.parent.screenWorldWidth)\n {\n this.parent.x = this.parent.screenWidth - this.parent.screenWorldWidth;\n moved = true;\n }\n break;\n default:\n if (this.parent.x !== (this.parent.screenWidth - this.parent.screenWorldWidth) / 2)\n {\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.left !== null)\n {\n if (this.parent.left < (this.options.left === true ? 0 : this.options.left))\n {\n this.parent.x = -(this.options.left === true ? 0 : this.options.left) * this.parent.scale.x;\n decelerate.x = 0;\n moved = true;\n }\n }\n if (this.options.right !== null)\n {\n if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right))\n {\n this.parent.x = -(this.options.right === true ? this.parent.worldWidth : this.options.right) * this.parent.scale.x + this.parent.screenWidth;\n decelerate.x = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-x' });\n }\n }\n if (this.options.top !== null || this.options.bottom !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n if (this.parent.y !== 0)\n {\n this.parent.y = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.y !== this.parent.screenHeight - this.parent.screenWorldHeight)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n moved = true;\n }\n break;\n default:\n if (this.parent.y !== (this.parent.screenHeight - this.parent.screenWorldHeight) / 2)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.top !== null)\n {\n if (this.parent.top < (this.options.top === true ? 0 : this.options.top))\n {\n this.parent.y = -(this.options.top === true ? 0 : this.options.top)\n * this.parent.scale.y;\n decelerate.y = 0;\n moved = true;\n }\n }\n if (this.options.bottom !== null)\n {\n if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom))\n {\n this.parent.y = -(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)\n * this.parent.scale.y + this.parent.screenHeight;\n decelerate.y = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-y' });\n }\n }\n this.last.x = this.parent.x;\n this.last.y = this.parent.y;\n this.last.scaleX = this.parent.scale.x;\n this.last.scaleY = this.parent.scale.y;\n }\n\n public reset(): void\n {\n this.update();\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\n\n/**\n * Options for {@link ClampZoom}.\n *\n * Use either minimum width/height or minimum scale\n */\nexport interface IClampZoomOptions\n{\n /** Minimum width */\n minWidth?: number | null;\n\n /** Minimum height */\n minHeight?: number | null;\n\n /** Maximum width */\n maxWidth?: number | null;\n\n /** Maximum height */\n maxHeight?: number | null;\n\n /** Minimum scale */\n minScale?: number | null | IScale;\n\n /** Maximum scale */\n maxScale?: number | null | IScale;\n}\n\nconst DEFAULT_CLAMP_ZOOM_OPTIONS: Required = {\n minWidth: null,\n minHeight: null,\n maxWidth: null,\n maxHeight: null,\n minScale: null,\n maxScale: null\n};\n\n/**\n * Plugin to clamp the viewport's zoom to a specific range.\n *\n * @public\n */\nexport class ClampZoom extends Plugin\n{\n public readonly options: Required;\n\n /**\n * This is called by {@link Viewport.clampZoom}.\n */\n constructor(parent: Viewport, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_ZOOM_OPTIONS, options);\n\n this.clamp();\n }\n\n public resize(): void\n {\n this.clamp();\n }\n\n /** Clamp the viewport scale zoom) */\n public clamp(): void\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.options.minWidth || this.options.minHeight || this.options.maxWidth || this.options.maxHeight)\n {\n let width = this.parent.worldScreenWidth;\n let height = this.parent.worldScreenHeight;\n\n if (this.options.minWidth !== null && width < this.options.minWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.minWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxWidth !== null && width > this.options.maxWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.maxWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.minHeight !== null && height < this.options.minHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.minHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxHeight !== null && height > this.options.maxHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.maxHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n else\n if (this.options.minScale || this.options.maxScale)\n {\n const minScale: IScale = { x: null, y: null };\n const maxScale: IScale = { x: null, y: null };\n\n if (typeof this.options.minScale === 'number')\n {\n minScale.x = this.options.minScale;\n minScale.y = this.options.minScale;\n }\n else if (this.options.minScale !== null)\n {\n const optsMinScale = this.options.minScale as IScale;\n\n minScale.x = typeof optsMinScale.x === 'undefined' ? null : optsMinScale.x;\n minScale.y = typeof optsMinScale.y === 'undefined' ? null : optsMinScale.y;\n }\n\n if (typeof this.options.maxScale === 'number')\n {\n maxScale.x = this.options.maxScale;\n maxScale.y = this.options.maxScale;\n }\n else if (this.options.maxScale !== null)\n {\n const optsMaxScale = this.options.maxScale as IScale;\n\n maxScale.x = typeof optsMaxScale.x === 'undefined' ? null : optsMaxScale.x;\n maxScale.y = typeof optsMaxScale.y === 'undefined' ? null : optsMaxScale.y;\n }\n\n let scaleX = this.parent.scale.x;\n let scaleY = this.parent.scale.y;\n\n if (minScale.x !== null && scaleX < minScale.x)\n {\n scaleX = minScale.x;\n }\n if (maxScale.x !== null && scaleX > maxScale.x)\n {\n scaleX = maxScale.x;\n }\n if (minScale.y !== null && scaleY < minScale.y)\n {\n scaleY = minScale.y;\n }\n if (maxScale.y !== null && scaleY > maxScale.y)\n {\n scaleY = maxScale.y;\n }\n if (scaleX !== this.parent.scale.x || scaleY !== this.parent.scale.y)\n {\n this.parent.scale.set(scaleX, scaleY);\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n }\n\n public reset(): void\n {\n this.clamp();\n }\n}\n\n/** This allows independent x and y values for min/maxScale */\nexport interface IScale {\n x: null | number\n y: null | number\n}\n","import { Plugin } from './Plugin';\n\nimport type { Point } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\nexport interface IDecelerateOptions {\n /**\n * Percent to decelerate after movement. This should be between 0 and 1, exclusive.\n *\n * @default 0.95\n */\n friction?: number;\n\n /**\n * Percent to decelerate when past boundaries (only applicable when viewport.bounce() is active)\n *\n * @default 0.8\n */\n bounce?: number;\n\n /**\n * Minimum velocity before stopping/reversing acceleration\n *\n * @default 0.01\n */\n minSpeed?: number;\n}\n\n/** Viewport position snapshot that's saved by {@link DeceleratePlugin} to estimate panning velocity. */\nexport interface IDecelerateSnapshot {\n /** x-coordinate of the viewport. */\n x: number;\n\n /** y-coordinate of the viewport. */\n y: number;\n\n /** Time at which this snapshot was taken. */\n time: number;\n}\n\nconst DEFAULT_DECELERATE_OPTIONS: Required = {\n friction: 0.98,\n bounce: 0.8,\n minSpeed: 0.01\n};\n\n/**\n * Time period of decay (1 frame)\n *\n * @internal\n * @ignore\n */\nconst TP = 16;\n\n/**\n * Plugin to decelerate viewport velocity smoothly after panning ends.\n *\n * @public\n */\nexport class Decelerate extends Plugin\n{\n /** Options used to initialize this plugin. */\n public readonly options: Required;\n\n /**\n * x-component of the velocity of viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n public x!: number | null;\n\n /**\n * y-component of the velocity of the viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n public y!: number | null;\n\n /**\n * The decay factor for the x-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n public percentChangeX!: number;\n\n /**\n * The decay factor for the y-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n public percentChangeY!: number;\n\n /** Saved list of recent viewport position snapshots, to estimate velocity. */\n protected saved: Array;\n\n /** The time since the user released panning of the viewport. */\n protected timeSinceRelease: number;\n\n /**\n * This is called by {@link Viewport.decelerate}.\n */\n constructor(parent: Viewport, options: IDecelerateOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DECELERATE_OPTIONS, options);\n this.saved = [];\n this.timeSinceRelease = 0;\n\n this.reset();\n this.parent.on('moved', (data) => this.moved(data));\n }\n\n public down(): boolean\n {\n this.saved = [];\n this.x = this.y = null;\n\n return false;\n }\n\n public isActive(): boolean\n {\n return !!(this.x || this.y);\n }\n\n public move(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n this.saved.push({ x: this.parent.x, y: this.parent.y, time: performance.now() });\n\n if (this.saved.length > 60)\n {\n this.saved.splice(0, 30);\n }\n }\n\n // Silently recording viewport positions\n return false;\n }\n\n /** Listener to viewport's \"moved\" event. */\n protected moved(data: { type: 'clamp-x' | 'clamp-y'; original: Point }): void\n {\n if (this.saved.length)\n {\n const last = this.saved[this.saved.length - 1];\n\n if (data.type === 'clamp-x')\n {\n if (last.x === data.original.x)\n {\n last.x = this.parent.x;\n }\n }\n else if (data.type === 'clamp-y')\n {\n if (last.y === data.original.y)\n {\n last.y = this.parent.y;\n }\n }\n }\n }\n\n public up(): boolean\n {\n if (this.parent.input.count() === 0 && this.saved.length)\n {\n const now = performance.now();\n\n for (const save of this.saved)\n {\n if (save.time >= now - 100)\n {\n const time = now - save.time;\n\n this.x = (this.parent.x - save.x) / time;\n this.y = (this.parent.y - save.y) / time;\n this.percentChangeX = this.percentChangeY = this.options.friction;\n this.timeSinceRelease = 0;\n break;\n }\n }\n }\n\n return false;\n }\n\n /**\n * Manually activate deceleration, starting from the (x, y) velocity components passed in the options.\n *\n * @param {object} options\n * @param {number} [options.x] - Specify x-component of initial velocity.\n * @param {number} [options.y] - Specify y-component of initial velocity.\n */\n public activate(options: { x?: number; y?: number; }): void\n {\n options = options || {};\n\n if (typeof options.x !== 'undefined')\n {\n this.x = options.x;\n this.percentChangeX = this.options.friction;\n }\n if (typeof options.y !== 'undefined')\n {\n this.y = options.y;\n this.percentChangeY = this.options.friction;\n }\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n /*\n * See https://github.com/davidfig/pixi-viewport/issues/271 for math.\n *\n * The viewport velocity (this.x, this.y) decays exponentially by the the decay factor\n * (this.percentChangeX, this.percentChangeY) each frame. This velocity function is integrated\n * to calculate the displacement.\n */\n\n const moved = this.x || this.y;\n\n const ti = this.timeSinceRelease;\n const tf = this.timeSinceRelease + elapsed;\n\n if (this.x)\n {\n const k = this.percentChangeX;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport x-coordinate.\n this.parent.x += ((this.x * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on x-component of velocity\n this.x *= Math.pow(this.percentChangeX, elapsed / TP);\n }\n if (this.y)\n {\n const k = this.percentChangeY;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport y-coordinate.\n this.parent.y += ((this.y * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on y-component of velocity\n this.y *= Math.pow(this.percentChangeY, elapsed / TP);\n }\n\n this.timeSinceRelease += elapsed;\n\n // End decelerate velocity once it goes under a certain amount of precision.\n if (this.x && this.y) {\n if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) {\n this.x = 0;\n this.y = 0;\n }\n } else {\n if (Math.abs(this.x || 0) < this.options.minSpeed) {\n this.x = 0;\n }\n if (Math.abs(this.y || 0) < this.options.minSpeed) {\n this.y = 0;\n }\n }\n\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, type: 'decelerate' });\n }\n }\n\n public reset(): void\n {\n this.x = this.y = null;\n }\n}\n","import { Point } from '@pixi/math';\nimport { Plugin } from './Plugin';\n\nimport type { Decelerate } from './Decelerate';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { IPointData } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Drag}. */\nexport interface IDragOptions {\n /**\n * direction to drag\n *\n * @default \"all\"\n */\n direction?: string;\n\n /**\n * whether click to drag is active\n *\n * @default true\n */\n pressDrag?: boolean;\n\n /**\n * Use wheel to scroll in direction (unless wheel plugin is active)\n *\n * @default true\n */\n wheel?: boolean;\n\n /**\n * number of pixels to scroll with each wheel spin\n *\n * @default 1\n */\n wheelScroll?: number;\n\n /**\n * reverse the direction of the wheel scroll\n *\n * @default false\n */\n reverse?: boolean;\n\n /**\n * clamp wheel(to avoid weird bounce with mouse wheel). Can be 'x' or 'y' or `true`.\n *\n * @default false\n */\n clampWheel?: boolean | string;\n\n /**\n * where to place world if too small for screen\n *\n * @default \"center\"\n */\n underflow?: string;\n\n /**\n * factor to multiply drag to increase the speed of movement\n *\n * @default 1\n */\n factor?: number;\n\n /**\n * Changes which mouse buttons trigger drag.\n *\n * Use: 'all', 'left', right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * `viewport.options.disableOnContextMenu` if you want to use right-click dragging.\n *\n * @default \"all\"\n */\n mouseButtons?: 'all' | string;\n\n /**\n * Array containing {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of\n * keys that can be pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n *\n * @default null\n */\n keyToPress?: string[] | null;\n\n /**\n * Ignore keyToPress for touch events.\n *\n * @default false\n */\n ignoreKeyToPressOnTouch?: boolean;\n\n /**\n * Scaling factor for non-DOM_DELTA_PIXEL scrolling events.\n *\n * @default 20\n */\n lineHeight?: number;\n\n /**\n * Swap x and y axes when scrolling.\n *\n * @default false\n */\n wheelSwapAxes?: boolean;\n}\n\nconst DEFAULT_DRAG_OPTIONS: Required = {\n direction: 'all',\n pressDrag: true,\n wheel: true,\n wheelScroll: 1,\n reverse: false,\n clampWheel: false,\n underflow: 'center',\n factor: 1,\n mouseButtons: 'all',\n keyToPress: null,\n ignoreKeyToPressOnTouch: false,\n lineHeight: 20,\n wheelSwapAxes: false,\n};\n\n/**\n * Plugin to enable panning/dragging of the viewport to move around.\n *\n * @public\n */\nexport class Drag extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Readonly>;\n\n /** Flags when viewport is moving. */\n protected moved: boolean;\n\n /** Factor to apply from {@link IDecelerateOptions}'s reverse. */\n protected reverse: 1 | -1;\n\n /** Holds whether dragging is enabled along the x-axis. */\n protected xDirection: boolean;\n\n /** Holds whether dragging is enabled along the y-axis. */\n protected yDirection: boolean;\n\n /** Flags whether the keys required to drag are pressed currently. */\n protected keyIsPressed: boolean;\n\n /** Holds whether the left, center, and right buttons are required to pan. */\n protected mouse!: [boolean, boolean, boolean];\n\n /** Underflow factor along x-axis */\n protected underflowX!: -1 | 0 | 1;\n\n /** Underflow factor along y-axis */\n protected underflowY!: -1 | 0 | 1;\n\n /** Last pointer position while panning. */\n protected last?: IPointData | null;\n\n /** The ID of the pointer currently panning the viewport. */\n protected current?: number;\n\n /**\n * This is called by {@link Viewport.drag}.\n */\n constructor(parent: Viewport, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options);\n this.moved = false;\n this.reverse = this.options.reverse ? 1 : -1;\n this.xDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'x';\n this.yDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'y';\n this.keyIsPressed = false;\n\n this.parseUnderflow();\n this.mouseButtons(this.options.mouseButtons);\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger drag event\n */\n protected handleKeyPresses(codes: string[]): void\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n { this.keyIsPressed = true; }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n { this.keyIsPressed = false; }\n });\n }\n\n /**\n * initialize mousebuttons array\n * @param {string} buttons\n */\n protected mouseButtons(buttons: string): void\n {\n if (!buttons || buttons === 'all')\n {\n this.mouse = [true, true, true];\n }\n else\n {\n this.mouse = [\n buttons.indexOf('left') !== -1,\n buttons.indexOf('middle') !== -1,\n buttons.indexOf('right') !== -1\n ];\n }\n }\n\n protected parseUnderflow(): void\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n if (clamp.includes('left'))\n {\n this.underflowX = -1;\n }\n else if (clamp.includes('right'))\n {\n this.underflowX = 1;\n }\n else\n {\n this.underflowX = 0;\n }\n if (clamp.includes('top'))\n {\n this.underflowY = -1;\n }\n else if (clamp.includes('bottom'))\n {\n this.underflowY = 1;\n }\n else\n {\n this.underflowY = 0;\n }\n }\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n protected checkButtons(event: InteractionEvent): boolean\n {\n const isMouse = event.data.pointerType === 'mouse';\n const count = this.parent.input.count();\n\n if ((count === 1) || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n if (!isMouse || this.mouse[event.data.button])\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n protected checkKeyPress(event: InteractionEvent): boolean\n {\n return (!this.options.keyToPress\n || this.keyIsPressed\n || (this.options.ignoreKeyToPressOnTouch && event.data.pointerType === 'touch'));\n }\n\n public down(event: InteractionEvent): boolean\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.checkButtons(event) && this.checkKeyPress(event))\n {\n this.last = { x: event.data.global.x, y: event.data.global.y };\n this.current = event.data.pointerId;\n\n return true;\n }\n this.last = null;\n\n return false;\n }\n\n get active(): boolean\n {\n return this.moved;\n }\n\n public move(event: InteractionEvent): boolean\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.last && this.current === event.data.pointerId)\n {\n const x = event.data.global.x;\n const y = event.data.global.y;\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n const distX = x - this.last.x;\n const distY = y - this.last.y;\n\n if (this.moved\n || ((this.xDirection && this.parent.input.checkThreshold(distX))\n || (this.yDirection && this.parent.input.checkThreshold(distY))))\n {\n const newPoint = { x, y };\n\n if (this.xDirection)\n {\n this.parent.x += (newPoint.x - this.last.x) * this.options.factor;\n }\n if (this.yDirection)\n {\n this.parent.y += (newPoint.y - this.last.y) * this.options.factor;\n }\n this.last = newPoint;\n if (!this.moved)\n {\n this.parent.emit('drag-start', {\n event,\n screen: new Point(this.last.x, this.last.y),\n world: this.parent.toWorld(new Point(this.last.x, this.last.y)),\n viewport: this.parent\n });\n }\n this.moved = true;\n this.parent.emit('moved', { viewport: this.parent, type: 'drag' });\n\n return true;\n }\n }\n else\n {\n this.moved = false;\n }\n }\n\n return false;\n }\n\n public up(event: InteractionEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n const touches = this.parent.input.touches;\n\n if (touches.length === 1)\n {\n const pointer = touches[0];\n\n if (pointer.last)\n {\n this.last = { x: pointer.last.x, y: pointer.last.y };\n this.current = pointer.id;\n }\n this.moved = false;\n\n return true;\n }\n else if (this.last)\n {\n if (this.moved)\n {\n const screen = new Point(this.last.x, this.last.y);\n\n this.parent.emit('drag-end', {\n event, screen,\n world: this.parent.toWorld(screen),\n viewport: this.parent,\n });\n this.last = null;\n this.moved = false;\n\n return true;\n }\n }\n\n return false;\n }\n\n public wheel(event: WheelEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n if (this.options.wheel)\n {\n const wheel = this.parent.plugins.get('wheel', true);\n\n if (!wheel || (!wheel.options.wheelZoom && !event.ctrlKey))\n {\n const step = event.deltaMode ? this.options.lineHeight : 1;\n\n const deltas = [event.deltaX, event.deltaY];\n const [deltaX, deltaY] = this.options.wheelSwapAxes ? deltas.reverse() : deltas;\n\n if (this.xDirection)\n {\n this.parent.x += deltaX * step * this.options.wheelScroll * this.reverse;\n }\n if (this.yDirection)\n {\n this.parent.y += deltaY * step * this.options.wheelScroll * this.reverse;\n }\n if (this.options.clampWheel)\n {\n this.clamp();\n }\n this.parent.emit('wheel-scroll', this.parent);\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n if (!this.parent.options.passiveWheel)\n {\n event.preventDefault();\n }\n if (this.parent.options.stopPropagation)\n {\n event.stopPropagation();\n }\n\n return true;\n }\n }\n\n return false;\n }\n\n public resume(): void\n {\n this.last = null;\n this.paused = false;\n }\n\n public clamp(): void\n {\n const decelerate: Partial = this.parent.plugins.get('decelerate', true) || {};\n\n if (this.options.clampWheel !== 'y')\n {\n if (this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n this.parent.x = 0;\n break;\n case 1:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n }\n else\n if (this.parent.left < 0)\n {\n this.parent.x = 0;\n decelerate.x = 0;\n }\n else if (this.parent.right > this.parent.worldWidth)\n {\n this.parent.x = (-this.parent.worldWidth * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n }\n }\n if (this.options.clampWheel !== 'x')\n {\n if (this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n this.parent.y = 0;\n break;\n case 1:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n }\n else\n {\n if (this.parent.top < 0)\n {\n this.parent.y = 0;\n decelerate.y = 0;\n }\n if (this.parent.bottom > this.parent.worldHeight)\n {\n this.parent.y = (-this.parent.worldHeight * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n }\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { DisplayObject } from '@pixi/display';\nimport type { IPointData } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Follow}. */\nexport interface IFollowOptions\n{\n /**\n * Speed to follow in px/frame (0 = teleport to location)\n *\n * @default 9\n */\n speed?: number;\n\n /**\n * Set acceleration to accelerate and decelerate at this rate; speed cannot be 0 to use acceleration\n *\n * @default null\n */\n acceleration?: number | null;\n\n /**\n * Radius (in world coordinates) of center circle where movement is allowed without moving the viewport\n *\n * @default null\n */\n radius?: number | null;\n}\n\nconst DEFAULT_FOLLOW_OPTIONS: Required = {\n speed: 0,\n acceleration: null,\n radius: null\n};\n\n/**\n * Plugin to follow a display-object.\n *\n * @see Viewport.follow\n * @public\n */\nexport class Follow extends Plugin\n{\n /** The options used to initialize this plugin. */\n public readonly options: Required;\n\n /** The target this plugin will make the viewport follow. */\n public target: DisplayObject;\n\n /** The velocity provided the viewport by following, at the current time. */\n protected velocity: IPointData;\n\n /**\n * This is called by {@link Viewport.follow}.\n *\n * @param parent\n * @param target - target to follow\n * @param options\n */\n constructor(parent: Viewport, target: DisplayObject, options: IFollowOptions = {})\n {\n super(parent);\n\n this.target = target;\n this.options = Object.assign({}, DEFAULT_FOLLOW_OPTIONS, options);\n this.velocity = { x: 0, y: 0 };\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n const center = this.parent.center;\n let toX = this.target.x;\n let toY = this.target.y;\n\n if (this.options.radius)\n {\n const distance = Math.sqrt(Math.pow(this.target.y - center.y, 2) + Math.pow(this.target.x - center.x, 2));\n\n if (distance > this.options.radius)\n {\n const angle = Math.atan2(this.target.y - center.y, this.target.x - center.x);\n\n toX = this.target.x - (Math.cos(angle) * this.options.radius);\n toY = this.target.y - (Math.sin(angle) * this.options.radius);\n }\n else\n {\n return;\n }\n }\n\n const deltaX = toX - center.x;\n const deltaY = toY - center.y;\n\n if (deltaX || deltaY)\n {\n if (this.options.speed)\n {\n if (this.options.acceleration)\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const distance = Math.sqrt(Math.pow(deltaX, 2) + Math.pow(deltaY, 2));\n\n if (distance)\n {\n const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) / (2 * this.options.acceleration);\n\n if (distance > decelerationDistance)\n {\n this.velocity = {\n x: Math.min(this.velocity.x + this.options.acceleration * elapsed, this.options.speed),\n y: Math.min(this.velocity.y + this.options.acceleration * elapsed, this.options.speed)\n };\n }\n else\n {\n this.velocity = {\n x: Math.max(this.velocity.x - this.options.acceleration * this.options.speed, 0),\n y: Math.max(this.velocity.y - this.options.acceleration * this.options.speed, 0)\n };\n }\n const changeX = Math.cos(angle) * this.velocity.x;\n const changeY = Math.sin(angle) * this.velocity.y;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const changeX = Math.cos(angle) * this.options.speed;\n const changeY = Math.sin(angle) * this.options.speed;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n this.parent.moveCenter(toX, toY);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\nimport type { InteractionEvent } from '@pixi/interaction';\n\n/** Insets for mouse edges scrolling regions */\nexport interface IMouseEdgesInsets {\n /** Distance from center of screen in screen pixels */\n radius?: number | null;\n\n /** Distance from all sides in screen pixels */\n distance?: number | null;\n\n /** Alternatively, set top distance (leave unset for no top scroll) */\n top?: number | null;\n\n /** Alternatively, set bottom distance (leave unset for no top scroll) */\n bottom?: number | null;\n\n /** Alternatively, set left distance (leave unset for no top scroll) */\n left?: number | null;\n\n /** Alternatively, set right distance (leave unset for no top scroll) */\n right?: number | null;\n}\n\n/** Options for {@link MouseEdges}. */\nexport interface IMouseEdgesOptions extends IMouseEdgesInsets {\n /** Speed in pixels/frame to scroll viewport */\n speed?: number;\n\n /** Reverse direction of scroll */\n reverse?: boolean;\n\n /** Don't use decelerate plugin even if it's installed */\n noDecelerate?: boolean;\n\n /**\n * If using radius, use linear movement (+/- 1, +/- 1) instead of angled movement.\n *\n * (Math.cos(angle from center), Math.sin(angle from center))\n */\n linear?: boolean;\n\n /** Allows plugin to continue working even when there's a `mousedown` event. */\n allowButtons?: boolean;\n}\n\nconst MOUSE_EDGES_OPTIONS: Required = {\n radius: null,\n distance: null,\n top: null,\n bottom: null,\n left: null,\n right: null,\n speed: 8,\n reverse: false,\n noDecelerate: false,\n linear: false,\n allowButtons: false,\n};\n\n/**\n * Scroll viewport when mouse hovers near one of the edges.\n *\n * @event mouse-edge-start(Viewport) emitted when mouse-edge starts\n * @event mouse-edge-end(Viewport) emitted when mouse-edge ends\n */\nexport class MouseEdges extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Readonly>;\n\n /** Factor from reverse option. */\n protected readonly reverse: -1 | 1;\n\n /** Radius squared */\n protected readonly radiusSquared: number | null;\n\n /** Scroll region size on the left side. */\n protected left!: number | null;\n\n /** Scroll region size on the top size. */\n protected top!: number | null;\n\n /** Scroll region size on the right side. */\n protected right!: number | null;\n\n /** Scroll region size on the bottom side. */\n protected bottom!: number | null;\n\n protected horizontal?: number | null;\n\n protected vertical?: number | null;\n\n /**\n * This is called by {@link Viewport.mouseEdges}.\n */\n constructor(parent: Viewport, options: IMouseEdgesOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, MOUSE_EDGES_OPTIONS, options);\n this.reverse = this.options.reverse ? 1 : -1;\n this.radiusSquared = typeof this.options.radius === 'number' ? Math.pow(this.options.radius, 2) : null;\n\n this.resize();\n }\n\n public resize(): void\n {\n const distance = this.options.distance;\n\n if (distance !== null)\n {\n this.left = distance;\n this.top = distance;\n this.right = this.parent.screenWidth - distance;\n this.bottom = this.parent.screenHeight - distance;\n }\n else if (!this.options.radius)\n {\n this.left = this.options.left;\n this.top = this.options.top;\n this.right = this.options.right === null ? null : this.parent.screenWidth - this.options.right;\n this.bottom = this.options.bottom === null ? null : this.parent.screenHeight - this.options.bottom;\n }\n }\n\n public down(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if (!this.options.allowButtons)\n {\n this.horizontal = this.vertical = null;\n }\n\n return false;\n }\n\n public move(event: InteractionEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if ((event.data.pointerType !== 'mouse' && event.data.identifier !== 1)\n || (!this.options.allowButtons && event.data.buttons !== 0))\n {\n return false;\n }\n\n const x = event.data.global.x;\n const y = event.data.global.y;\n\n if (this.radiusSquared)\n {\n const center = this.parent.toScreen(this.parent.center);\n const distance = Math.pow(center.x - x, 2) + Math.pow(center.y - y, 2);\n\n if (distance >= this.radiusSquared)\n {\n const angle = Math.atan2(center.y - y, center.x - x);\n\n if (this.options.linear)\n {\n this.horizontal = Math.round(Math.cos(angle)) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.round(Math.sin(angle)) * this.options.speed * this.reverse * (60 / 1000);\n }\n else\n {\n this.horizontal = Math.cos(angle) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.sin(angle) * this.options.speed * this.reverse * (60 / 1000);\n }\n }\n else\n {\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n\n this.horizontal = this.vertical = 0;\n }\n }\n else\n {\n if (this.left !== null && x < this.left)\n {\n this.horizontal = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.right !== null && x > this.right)\n {\n this.horizontal = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateHorizontal();\n this.horizontal = 0;\n }\n if (this.top !== null && y < this.top)\n {\n this.vertical = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.bottom !== null && y > this.bottom)\n {\n this.vertical = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateVertical();\n this.vertical = 0;\n }\n }\n\n return false;\n }\n\n private decelerateHorizontal(): void\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.horizontal && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ x: (this.horizontal * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n private decelerateVertical(): void\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.vertical && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ y: (this.vertical * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n public up(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n this.horizontal = this.vertical = null;\n\n return false;\n }\n\n public update(): void\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.horizontal || this.vertical)\n {\n const center = this.parent.center;\n\n if (this.horizontal)\n {\n center.x += this.horizontal * this.options.speed;\n }\n if (this.vertical)\n {\n center.y += this.vertical * this.options.speed;\n }\n\n this.parent.moveCenter(center);\n this.parent.emit('moved', { viewport: this.parent, type: 'mouse-edges' });\n }\n }\n}\n","import { Plugin } from './Plugin';\nimport { Point } from '@pixi/math';\n\nimport type { IPointData } from '@pixi/math';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { IViewportTouch } from '../InputManager';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Pinch}. */\nexport interface IPinchOptions\n{\n /** Disable two-finger dragging. */\n noDrag?: boolean;\n\n /**\n * Percent to modify pinch speed.\n *\n * @default 1\n */\n percent?: number;\n\n /**\n * Factor to multiply two-finger drag to increase speed of movement\n *\n * @default 1\n */\n factor?: number;\n\n /** Place this point at center during zoom instead of center of two fingers */\n center?: Point | null;\n\n /** Axis to zoom */\n axis?: 'all' | 'x' | 'y';\n}\n\nconst DEFAULT_PINCH_OPTIONS: Required = {\n noDrag: false,\n percent: 1,\n center: null,\n factor: 1,\n axis: 'all',\n};\n\n/**\n * Plugin for enabling two-finger pinching (or dragging).\n *\n * @public\n */\nexport class Pinch extends Plugin\n{\n /** Options used to initialize this plugin. */\n public readonly options: Required;\n\n /** Flags whether this plugin is active, i.e. a pointer is down on the viewport. */\n public active = false;\n\n /** Flags whether the viewport is being pinched. */\n public pinching = false;\n\n protected moved = false;\n protected lastCenter?: IPointData | null;\n\n /**\n * This is called by {@link Viewport.pinch}.\n */\n constructor(parent: Viewport, options: IPinchOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_PINCH_OPTIONS, options);\n }\n\n public down(): boolean\n {\n if (this.parent.input.count() >= 2)\n {\n this.active = true;\n\n return true;\n }\n\n return false;\n }\n\n public isAxisX(): boolean\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n public isAxisY(): boolean\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n public move(e: InteractionEvent): boolean\n {\n if (this.paused || !this.active)\n {\n return false;\n }\n\n const x = e.data.global.x;\n const y = e.data.global.y;\n\n const pointers = this.parent.input.touches;\n\n if (pointers.length >= 2)\n {\n const first = pointers[0] as IViewportTouch;\n const second = pointers[1] as IViewportTouch;\n const last = (first.last && second.last)\n ? Math.sqrt(Math.pow(second.last.x - first.last.x, 2) + Math.pow(second.last.y - first.last.y, 2))\n : null;\n\n if (first.id === e.data.pointerId)\n {\n first.last = { x, y, data: e.data } as IPointData;\n }\n else if (second.id === e.data.pointerId)\n {\n second.last = { x, y, data: e.data } as IPointData;\n }\n if (last)\n {\n let oldPoint: IPointData | undefined;\n\n const point = {\n x: (first.last as IPointData).x\n + ((second.last as IPointData).x - (first.last as IPointData).x) / 2,\n y: (first.last as IPointData).y\n + ((second.last as IPointData).y - (first.last as IPointData).y) / 2,\n };\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n let dist = Math.sqrt(Math.pow(\n (second.last as IPointData).x - (first.last as IPointData).x, 2)\n + Math.pow((second.last as IPointData).y - (first.last as IPointData).y, 2));\n\n dist = dist === 0 ? dist = 0.0000000001 : dist;\n\n const change = (1 - last / dist) * this.options.percent\n * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y);\n\n if (this.isAxisX())\n {\n this.parent.scale.x += change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'pinch', center: point });\n\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += (point.x - newPoint.x) * this.options.factor;\n this.parent.y += (point.y - newPoint.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n if (!this.options.noDrag && this.lastCenter)\n {\n this.parent.x += (point.x - this.lastCenter.x) * this.options.factor;\n this.parent.y += (point.y - this.lastCenter.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n\n this.lastCenter = point;\n this.moved = true;\n }\n else if (!this.pinching)\n {\n this.parent.emit('pinch-start', this.parent);\n this.pinching = true;\n }\n\n return true;\n }\n\n return false;\n }\n\n public up(): boolean\n {\n if (this.pinching)\n {\n if (this.parent.input.touches.length <= 1)\n {\n this.active = false;\n this.lastCenter = null;\n this.pinching = false;\n this.moved = false;\n this.parent.emit('pinch-end', this.parent);\n\n return true;\n }\n }\n\n return false;\n }\n}\n","import { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Viewport } from '../Viewport';\n\nexport interface ISnapOptions\n{\n /** snap to the top-left of viewport instead of center */\n topLeft?: boolean;\n\n /**\n * Friction/frame to apply if decelerate is active\n *\n * @default 0.8\n */\n friction?: number;\n\n /**\n * @default 1000\n */\n time?: number;\n\n /** Easing function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /**\n * Pause snapping with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Removes this plugin after snapping is complete\n *\n * @default false\n */\n removeOnComplete?: boolean;\n\n /**\n * Removes this plugin if interrupted by any user input\n *\n * @default false\n */\n removeOnInterrupt?: boolean;\n\n /**\n * Starts the snap immediately regardless of whether the viewport is at the desired location\n *\n * @default false\n */\n forceStart?: boolean;\n}\n\nconst DEFAULT_SNAP_OPTIONS: Required = {\n topLeft: false,\n friction: 0.8,\n time: 1000,\n ease: 'easeInOutSine',\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false\n};\n\n/**\n * @event snap-start(Viewport) emitted each time a snap animation starts\n * @event snap-restart(Viewport) emitted each time a snap resets because of a change in viewport size\n * @event snap-end(Viewport) emitted each time snap reaches its target\n * @event snap-remove(Viewport) emitted if snap plugin is removed\n */\nexport class Snap extends Plugin\n{\n public readonly options: Required;\n public ease?: any;\n public x: number;\n public y: number;\n\n protected percent?: number;\n protected snapping?: { time: number } | null;\n protected deltaX?: number;\n protected deltaY?: number;\n protected startX?: number;\n protected startY?: number;\n\n /**\n * This is called by {@link Viewport.snap}.\n */\n constructor(parent: Viewport, x: number, y: number, options: ISnapOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_SNAP_OPTIONS, options);\n this.ease = ease(options.ease, 'easeInOutSine');\n this.x = x;\n this.y = y;\n\n if (this.options.forceStart)\n {\n this.snapStart();\n }\n }\n\n public snapStart(): void\n {\n this.percent = 0;\n this.snapping = { time: 0 };\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n this.deltaX = this.x - current.x;\n this.deltaY = this.y - current.y;\n this.startX = current.x;\n this.startY = current.y;\n this.parent.emit('snap-start', this.parent);\n }\n\n public wheel(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n\n return false;\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n public up(): boolean\n {\n if (this.parent.input.count() === 0)\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n decelerate.percentChangeX = decelerate.percentChangeY = this.options.friction;\n }\n }\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n if (!this.snapping)\n {\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n if (current.x !== this.x || current.y !== this.y)\n {\n this.snapStart();\n }\n }\n else\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n let finished;\n let x;\n let y;\n\n const startX = this.startX as number;\n const startY = this.startY as number;\n const deltaX = this.deltaX as number;\n const deltaY = this.deltaY as number;\n\n if (snapping.time > this.options.time)\n {\n finished = true;\n x = startX + deltaX;\n y = startY + deltaY;\n }\n else\n {\n const percent = this.ease(snapping.time, 0, 1, this.options.time);\n\n x = startX + (deltaX * percent);\n y = startY + (deltaY * percent);\n }\n if (this.options.topLeft)\n {\n this.parent.moveCorner(x, y);\n }\n else\n {\n this.parent.moveCenter(x, y);\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'snap' });\n\n if (finished)\n {\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap');\n }\n this.parent.emit('snap-end', this.parent);\n this.snapping = null;\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Point } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link SnapZoom}. */\nexport interface ISnapZoomOptions\n{\n /** the desired width to snap (to maintain aspect ratio, choose only width or height) */\n width?: number;\n\n /** the desired height to snap (to maintain aspect ratio, choose only width or height) */\n height?: number;\n\n /**\n * time for snapping in ms\n *\n * @default 1000\n */\n time?: number;\n\n /** ease function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /** Place this point at center during zoom instead of center of the viewport */\n center?: Point | null;\n\n /**\n * Pause snapping with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Removes this plugin after snapping is complete\n *\n * @default false\n */\n removeOnComplete?: boolean;\n\n /**\n * Removes this plugin if interrupted by any user input\n *\n * @default false\n */\n removeOnInterrupt?: boolean;\n\n /**\n * Starts the snap immediately regardless of whether the viewport is at the desired zoom\n *\n * @default false\n */\n forceStart?: boolean;\n\n /**\n * Zoom but do not move\n *\n * @default false\n */\n noMove?: boolean;\n}\n\nconst DEFAULT_SNAP_ZOOM_OPTIONS: Required = {\n width: 0,\n height: 0,\n time: 1000,\n ease: 'easeInOutSine',\n center: null,\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false,\n noMove: false\n};\n\n/**\n * @event snap-zoom-start(Viewport) emitted each time a fit animation starts\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n */\nexport class SnapZoom extends Plugin\n{\n public readonly options: Required;\n\n protected ease: any;\n protected xScale: number;\n protected yScale: number;\n protected xIndependent: boolean;\n protected yIndependent: boolean;\n protected snapping?: {\n time: number;\n startX: number;\n startY: number;\n deltaX: number;\n deltaY: number;\n } | null;\n\n /**\n * This is called by {@link Viewport.snapZoom}.\n */\n constructor(parent: Viewport, options: ISnapZoomOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_SNAP_ZOOM_OPTIONS, options);\n this.ease = ease(this.options.ease);\n\n // Assign defaults for typescript.\n this.xIndependent = false;\n this.yIndependent = false;\n this.xScale = 0;\n this.yScale = 0;\n\n if (this.options.width > 0)\n {\n this.xScale = parent.screenWidth / this.options.width;\n this.xIndependent = true;\n }\n if (this.options.height > 0)\n {\n this.yScale = parent.screenHeight / this.options.height;\n this.yIndependent = true;\n }\n\n this.xScale = this.xIndependent ? (this.xScale as number) : (this.yScale as number);\n this.yScale = this.yIndependent ? (this.yScale as number) : this.xScale;\n\n if (this.options.time === 0)\n {\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.x = this.xScale;\n\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.y = this.yScale;\n\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n }\n else if (options.forceStart)\n {\n this.createSnapping();\n }\n }\n\n private createSnapping(): void\n {\n const startWorldScreenWidth = this.parent.worldScreenWidth;\n const startWorldScreenHeight = this.parent.worldScreenHeight;\n const endWorldScreenWidth = this.parent.screenWidth / this.xScale;\n const endWorldScreenHeight = this.parent.screenHeight / this.yScale;\n\n this.snapping = {\n time: 0,\n startX: startWorldScreenWidth,\n startY: startWorldScreenHeight,\n deltaX: endWorldScreenWidth - startWorldScreenWidth,\n deltaY: endWorldScreenHeight - startWorldScreenHeight\n };\n\n this.parent.emit('snap-zoom-start', this.parent);\n }\n\n public resize(): void\n {\n this.snapping = null;\n\n if (this.options.width > 0)\n {\n this.xScale = this.parent.screenWidth / this.options.width;\n }\n if (this.options.height > 0)\n {\n this.yScale = this.parent.screenHeight / this.options.height;\n }\n this.xScale = this.xIndependent ? this.xScale : this.yScale;\n this.yScale = this.yIndependent ? this.yScale : this.xScale;\n }\n\n public wheel(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n\n return false;\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n\n let oldCenter: Point | undefined;\n\n if (!this.options.center && !this.options.noMove)\n {\n oldCenter = this.parent.center;\n }\n if (!this.snapping)\n {\n if (this.parent.scale.x !== this.xScale || this.parent.scale.y !== this.yScale)\n {\n this.createSnapping();\n }\n }\n else if (this.snapping)\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n\n if (snapping.time >= this.options.time)\n {\n this.parent.scale.set(this.xScale, this.yScale);\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n this.parent.emit('snap-zoom-end', this.parent);\n this.snapping = null;\n }\n else\n {\n const snapping = this.snapping;\n const worldScreenWidth = this.ease(snapping.time, snapping.startX, snapping.deltaX, this.options.time);\n const worldScreenHeight = this.ease(snapping.time, snapping.startY, snapping.deltaY, this.options.time);\n\n this.parent.scale.x = this.parent.screenWidth / worldScreenWidth;\n this.parent.scale.y = this.parent.screenHeight / worldScreenHeight;\n }\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (!this.options.noMove)\n {\n if (!this.options.center)\n {\n this.parent.moveCenter(oldCenter as Point);\n }\n else\n {\n this.parent.moveCenter(this.options.center);\n }\n }\n }\n }\n\n public resume(): void\n {\n this.snapping = null;\n super.resume();\n }\n}\n","import { Plugin } from './Plugin';\nimport { IPointData, Point } from '@pixi/math';\n\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Wheel}. */\nexport interface IWheelOptions\n{\n /**\n * Percent to scroll with each spin\n *\n * @default 0.1\n */\n percent?: number;\n\n /**\n * smooth the zooming by providing the number of frames to zoom between wheel spins\n *\n * @default false\n */\n smooth?: false | number;\n\n /**\n * Stop smoothing with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Reverse the direction of the scroll\n *\n * @default false\n */\n reverse?: boolean;\n\n /**\n * Place this point at center during zoom instead of current mouse position\n *\n * @default null\n */\n center?: Point | null;\n\n /**\n * Scaling factor for non-DOM_DELTA_PIXEL scrolling events\n *\n * @default 20\n */\n lineHeight?: number;\n\n /**\n * Axis to zoom\n *\n * @default 'all'\n */\n axis?: 'all' | 'x' | 'y';\n\n /**\n * Array containing {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of\n * keys that can be pressed for the zoom to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n *\n * @default null\n */\n keyToPress?: string[] | null;\n\n /**\n * pinch the trackpad to zoom\n */\n trackpadPinch?: boolean;\n\n /**\n * zooms on wheel spin (use this as an alternative to drag.options.wheel)\n */\n wheelZoom?: boolean;\n}\n\nconst DEFAULT_WHEEL_OPTIONS: Required = {\n percent: 0.1,\n smooth: false,\n interrupt: true,\n reverse: false,\n center: null,\n lineHeight: 20,\n axis: 'all',\n keyToPress: null,\n trackpadPinch: false,\n wheelZoom: true,\n};\n\n/**\n * Plugin for handling wheel scrolling for viewport zoom.\n *\n * @event wheel({wheel: {dx, dy, dz}, event, viewport})\n */\nexport class Wheel extends Plugin\n{\n public readonly options: Required;\n\n protected smoothing?: IPointData | null;\n protected smoothingCenter?: Point | null;\n protected smoothingCount?: number;\n\n /** Flags whether the keys required to zoom are pressed currently. */\n protected keyIsPressed: boolean;\n\n /**\n * This is called by {@link Viewport.wheel}.\n */\n constructor(parent: Viewport, options: IWheelOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_WHEEL_OPTIONS, options);\n this.keyIsPressed = false;\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger zoom event\n */\n protected handleKeyPresses(codes: string[]): void\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = true;\n }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = false;\n }\n });\n }\n\n protected checkKeyPress(): boolean\n {\n return !this.options.keyToPress || this.keyIsPressed;\n }\n\n public down(): boolean\n {\n if (this.options.interrupt)\n {\n this.smoothing = null;\n }\n\n return false;\n }\n\n protected isAxisX(): boolean\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n protected isAxisY(): boolean\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n public update(): void\n {\n if (this.smoothing)\n {\n const point = this.smoothingCenter;\n const change = this.smoothing;\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point as IPointData);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x += change.x;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change.y;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += (point as IPointData).x - newPoint.x;\n this.parent.y += (point as IPointData).y - newPoint.y;\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n (this.smoothingCount as number)++;\n\n if ((this.smoothingCount as number) >= this.options.smooth)\n {\n this.smoothing = null;\n }\n }\n }\n\n private pinch(e: WheelEvent)\n {\n if (this.paused)\n {\n return;\n }\n\n const point = this.parent.input.getPointerPosition(e);\n const step = -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 200;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n let oldPoint: IPointData | undefined;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n public wheel(e: WheelEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n if (!this.checkKeyPress())\n {\n return false;\n }\n\n if (e.ctrlKey && this.options.trackpadPinch)\n {\n this.pinch(e);\n }\n else if (this.options.wheelZoom)\n {\n const point = this.parent.input.getPointerPosition(e);\n const sign = this.options.reverse ? -1 : 1;\n const step = sign * -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 500;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n if (this.options.smooth)\n {\n const original = {\n x: this.smoothing ? this.smoothing.x * (this.options.smooth - (this.smoothingCount as number)) : 0,\n y: this.smoothing ? this.smoothing.y * (this.options.smooth - (this.smoothingCount as number)) : 0\n };\n\n this.smoothing = {\n x: ((this.parent.scale.x + original.x) * change - this.parent.scale.x) / this.options.smooth,\n y: ((this.parent.scale.y + original.y) * change - this.parent.scale.y) / this.options.smooth,\n };\n this.smoothingCount = 0;\n this.smoothingCenter = point;\n }\n else\n {\n let oldPoint: IPointData | undefined;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n return !this.parent.options.passiveWheel;\n }\n}\n","import { Point, Rectangle } from '@pixi/math';\n\nimport type { IPointData } from '@pixi/math';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from './Viewport';\n\nexport interface IViewportTouch\n{\n id: number;\n last: IPointData | null;\n}\n\n/**\n * Handles all input for Viewport\n *\n * @internal\n * @ignore\n * @private\n */\nexport class InputManager\n{\n public readonly viewport: Viewport;\n\n public clickedAvailable?: boolean;\n public isMouseDown?: boolean;\n public last?: Point | null;\n public wheelFunction?: (e: WheelEvent) => void;\n /** List of active touches on viewport */\n public touches: IViewportTouch[];\n\n constructor(viewport: Viewport)\n {\n this.viewport = viewport;\n this.touches = [];\n\n this.addListeners();\n }\n\n /** Add input listeners */\n private addListeners()\n {\n this.viewport.interactive = true;\n if (!this.viewport.forceHitArea)\n {\n this.viewport.hitArea = new Rectangle(0, 0, this.viewport.worldWidth, this.viewport.worldHeight);\n }\n this.viewport.on('pointerdown', this.down, this);\n this.viewport.on('pointermove', this.move, this);\n this.viewport.on('pointerup', this.up, this);\n this.viewport.on('pointerupoutside', this.up, this);\n this.viewport.on('pointercancel', this.up, this);\n this.viewport.on('pointerout', this.up, this);\n this.wheelFunction = (e) => this.handleWheel(e);\n this.viewport.options.divWheel.addEventListener(\n 'wheel',\n this.wheelFunction as any,\n { passive: this.viewport.options.passiveWheel });\n this.isMouseDown = false;\n }\n\n /**\n * Removes all event listeners from viewport\n * (useful for cleanup of wheel when removing viewport)\n */\n public destroy(): void\n {\n this.viewport.options.divWheel.removeEventListener('wheel', this.wheelFunction as any);\n }\n\n /**\n * handle down events for viewport\n *\n * @param {PIXI.InteractionEvent} event\n */\n public down(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = true;\n }\n else if (!this.get(event.data.pointerId))\n {\n this.touches.push({ id: event.data.pointerId, last: null });\n }\n if (this.count() === 1)\n {\n this.last = event.data.global.clone();\n\n // clicked event does not fire if viewport is decelerating or bouncing\n const decelerate = this.viewport.plugins.get('decelerate', true);\n const bounce = this.viewport.plugins.get('bounce', true);\n\n if ((!decelerate || !decelerate.isActive()) && (!bounce || !bounce.isActive()))\n {\n this.clickedAvailable = true;\n }\n else\n {\n this.clickedAvailable = false;\n }\n }\n else\n {\n this.clickedAvailable = false;\n }\n\n const stop = this.viewport.plugins.down(event);\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Clears all pointer events */\n public clear(): void\n {\n this.isMouseDown = false;\n this.touches = [];\n this.last = null;\n }\n\n /**\n * @param {number} change\n * @returns whether change exceeds threshold\n */\n public checkThreshold(change: number): boolean\n {\n if (Math.abs(change) >= this.viewport.threshold)\n {\n return true;\n }\n\n return false;\n }\n\n /** Handle move events for viewport */\n public move(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n const stop = this.viewport.plugins.move(event);\n\n if (this.clickedAvailable && this.last)\n {\n const distX = event.data.global.x - this.last.x;\n const distY = event.data.global.y - this.last.y;\n\n if (this.checkThreshold(distX) || this.checkThreshold(distY))\n {\n this.clickedAvailable = false;\n }\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Handle up events for viewport */\n public up(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = false;\n }\n\n if (event.data.pointerType !== 'mouse')\n {\n this.remove(event.data.pointerId);\n }\n\n const stop = this.viewport.plugins.up(event);\n\n if (this.clickedAvailable && this.count() === 0 && this.last)\n {\n this.viewport.emit('clicked', {\n event,\n screen: this.last,\n world: this.viewport.toWorld(this.last),\n viewport: this\n });\n this.clickedAvailable = false;\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Gets pointer position if this.interaction is set */\n public getPointerPosition(event: WheelEvent): Point\n {\n const point = new Point();\n\n if (this.viewport.options.interaction)\n {\n this.viewport.options.interaction.mapPositionToPoint(point, event.clientX, event.clientY);\n }\n else if (this.viewport.options.useDivWheelForInputManager && this.viewport.options.divWheel)\n {\n const rect = this.viewport.options.divWheel.getBoundingClientRect();\n\n point.x = event.clientX - rect.left;\n point.y = event.clientY - rect.top;\n }\n else\n {\n point.x = event.clientX;\n point.y = event.clientY;\n }\n\n return point;\n }\n\n /** Handle wheel events */\n public handleWheel(event: WheelEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n // do not handle events coming from other elements\n if (this.viewport.options.interaction\n && (this.viewport.options.interaction as any).interactionDOMElement !== event.target)\n {\n return;\n }\n\n // only handle wheel events where the mouse is over the viewport\n const point = this.viewport.toLocal(this.getPointerPosition(event));\n\n if (this.viewport.left <= point.x\n && point.x <= this.viewport.right\n && this.viewport.top <= point.y\n && point.y <= this.viewport.bottom)\n {\n const stop = this.viewport.plugins.wheel(event);\n\n if (stop && !this.viewport.options.passiveWheel)\n {\n event.preventDefault();\n }\n }\n }\n\n public pause(): void\n {\n this.touches = [];\n this.isMouseDown = false;\n }\n\n /** Get touch by id */\n public get(id: number): IViewportTouch | null\n {\n for (const touch of this.touches)\n {\n if (touch.id === id)\n {\n return touch;\n }\n }\n\n return null;\n }\n\n /** Remove touch by number */\n remove(id: number): void\n {\n for (let i = 0; i < this.touches.length; i++)\n {\n if (this.touches[i].id === id)\n {\n this.touches.splice(i, 1);\n\n return;\n }\n }\n }\n\n /**\n * @returns {number} count of mouse/touch pointers that are down on the viewport\n */\n count(): number\n {\n return (this.isMouseDown ? 1 : 0) + this.touches.length;\n }\n}\n","import type {\n Animate,\n Bounce,\n Clamp,\n ClampZoom,\n Decelerate,\n Drag,\n Follow,\n MouseEdges,\n Pinch,\n Plugin,\n Snap,\n SnapZoom,\n Wheel,\n} from './plugins';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from './Viewport';\n\nconst PLUGIN_ORDER = [\n 'drag',\n 'pinch',\n 'wheel',\n 'follow',\n 'mouse-edges',\n 'decelerate',\n 'animate',\n 'bounce',\n 'snap-zoom',\n 'clamp-zoom',\n 'snap',\n 'clamp',\n];\n\n/**\n * Use this to access current plugins or add user-defined plugins\n *\n * @public\n */\nexport class PluginManager\n{\n /** Maps mounted plugins by their type */\n public plugins: Partial>;\n\n /**\n * List of plugins mounted\n *\n * This list is kept sorted by the internal priority of plugins (hard-coded).\n */\n public list: Array;\n\n /** The viewport using the plugins managed by `this`. */\n public readonly viewport: Viewport;\n\n /** This is called by {@link Viewport} to initialize the {@link Viewport.plugins plugins}. */\n constructor(viewport: Viewport)\n {\n this.viewport = viewport;\n this.list = [];\n this.plugins = {};\n }\n\n /**\n * Inserts a named plugin or a user plugin into the viewport\n * default plugin order: 'drag', 'pinch', 'wheel', 'follow', 'mouse-edges', 'decelerate', 'bounce',\n * 'snap-zoom', 'clamp-zoom', 'snap', 'clamp'\n *\n * @param {string} name of plugin\n * @param {Plugin} plugin - instantiated Plugin class\n * @param {number} index to insert userPlugin (otherwise inserts it at the end)\n */\n public add(name: string, plugin: Plugin, index: number = PLUGIN_ORDER.length)\n {\n this.plugins[name] = plugin;\n\n const current = PLUGIN_ORDER.indexOf(name);\n\n if (current !== -1)\n {\n PLUGIN_ORDER.splice(current, 1);\n }\n\n PLUGIN_ORDER.splice(index, 0, name);\n this.sort();\n }\n\n public get(name: 'animate', ignorePaused?: boolean): Animate | undefined | null;\n public get(name: 'bounce', ignorePaused?: boolean): Bounce | undefined | null;\n public get(name: 'clamp', ignorePaused?: boolean): Clamp | undefined | null;\n public get(name: 'clamp-zoom', ignorePaused?: boolean): ClampZoom | undefined | null;\n public get(name: 'decelerate', ignorePaused?: boolean): Decelerate | undefined | null;\n public get(name: 'drag', ignorePaused?: boolean): Drag | undefined | null;\n public get(name: 'follow', ignorePaused?: boolean): Follow | undefined | null;\n public get(name: 'mouse-edges', ignorePaused?: boolean): MouseEdges | undefined | null;\n public get(name: 'pinch', ignorePaused?: boolean): Pinch | undefined | null;\n public get(name: 'snap', ignorePaused?: boolean): Snap | undefined | null;\n public get(name: 'snap-zoom', ignorePaused?: boolean): SnapZoom | undefined | null;\n public get(name: 'wheel', ignorePaused?: boolean): Wheel | undefined | null;\n public get(name: string, ignorePaused?: boolean): T | undefined | null;\n\n /**\n * Get plugin\n *\n * @param {string} name of plugin\n * @param {boolean} [ignorePaused] return null if plugin is paused\n */\n public get(name: string, ignorePaused?: boolean): T | undefined | null\n {\n if (ignorePaused)\n {\n if (this.plugins[name]?.paused)\n {\n return null;\n }\n }\n\n return this.plugins[name] as T;\n }\n\n /**\n * Update all active plugins\n *\n * @internal\n * @ignore\n * @param {number} elapsed type in milliseconds since last update\n */\n public update(elapsed: number): void\n {\n for (const plugin of this.list)\n {\n plugin.update(elapsed);\n }\n }\n\n /**\n * Resize all active plugins\n *\n * @internal\n * @ignore\n */\n public resize(): void\n {\n for (const plugin of this.list)\n {\n plugin.resize();\n }\n }\n\n /** Clamps and resets bounce and decelerate (as needed) after manually moving viewport */\n public reset(): void\n {\n for (const plugin of this.list)\n {\n plugin.reset();\n }\n }\n\n /** removes all installed plugins */\n public removeAll(): void\n {\n this.plugins = {};\n this.sort();\n }\n\n /**\n * Removes installed plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public remove(name: string): void\n {\n if (this.plugins[name])\n {\n delete this.plugins[name];\n this.viewport.emit(`${name}-remove`);\n this.sort();\n }\n }\n\n /**\n * Pause plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public pause(name: string): void\n {\n this.plugins[name]?.pause();\n }\n\n /**\n * Resume plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public resume(name: string): void\n {\n this.plugins[name]?.resume();\n }\n\n /**\n * Sort plugins according to PLUGIN_ORDER\n *\n * @internal\n * @ignore\n */\n public sort()\n {\n this.list = [];\n\n for (const plugin of PLUGIN_ORDER)\n {\n if (this.plugins[plugin])\n {\n this.list.push(this.plugins[plugin] as Plugin);\n }\n }\n }\n\n /**\n * Handle down for all plugins\n *\n * @internal\n * @ignore\n */\n public down(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.down(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle move for all plugins\n *\n * @internal\n * @ignore\n */\n public move(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.viewport.plugins.list)\n {\n if (plugin.move(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle up for all plugins\n *\n * @internal\n * @ignore\n */\n public up(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.up(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle wheel event for all plugins\n *\n * @internal\n * @ignore\n */\n public wheel(e: WheelEvent): boolean\n {\n let result = false;\n\n for (const plugin of this.list)\n {\n if (plugin.wheel(e))\n {\n result = true;\n }\n }\n\n return result;\n }\n}\n","import { Container } from '@pixi/display';\nimport { IPointData, Point, Rectangle } from '@pixi/math';\nimport { Ticker } from '@pixi/ticker';\n\nimport { InputManager } from './InputManager';\nimport { PluginManager } from './PluginManager';\nimport {\n Animate, IAnimateOptions,\n Bounce, IBounceOptions,\n Clamp, IClampOptions,\n ClampZoom, IClampZoomOptions,\n Decelerate, IDecelerateOptions,\n Drag, IDragOptions,\n Follow, IFollowOptions,\n MouseEdges, IMouseEdgesOptions,\n Pinch, IPinchOptions,\n Snap, ISnapOptions,\n SnapZoom, ISnapZoomOptions,\n Wheel, IWheelOptions,\n} from './plugins';\n\nimport type { DisplayObject, IDestroyOptions } from '@pixi/display';\nimport type { IHitArea, InteractionManager } from '@pixi/interaction';\n\n/** Options for {@link Viewport}. */\nexport interface IViewportOptions\n{\n /** @default window.innerWidth */\n screenWidth?: number;\n\n /** @default window.innerHeight */\n screenHeight?: number;\n\n /** @default this.width */\n worldWidth?: number | null;\n\n /** @default this.height */\n worldHeight?: number | null;\n\n /**\n * Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event\n *\n * @default 5\n */\n threshold?: number;\n\n /**\n * Whether the 'wheel' event is set to passive (note: if false, e.preventDefault() will be called when wheel\n * is used over the viewport)\n *\n * @default true\n */\n passiveWheel?: boolean;\n\n /**\n * Whether to stopPropagation of events that impact the viewport (except wheel events, see options.passiveWheel)\n */\n stopPropagation?: boolean;\n\n /**\n * Change the default hitArea from world size to a new value\n */\n forceHitArea?: Rectangle | null;\n\n /**\n * Set this if you want to manually call update() function on each frame\n *\n * @default false\n */\n noTicker?: boolean;\n\n /**\n * InteractionManager, available from instantiated `WebGLRenderer/CanvasRenderer.plugins.interaction`\n *\n * It's used to calculate pointer postion relative to canvas location on screen\n */\n interaction?: InteractionManager | null;\n\n /**\n * Remove oncontextmenu=() => {} from the divWheel element\n */\n disableOnContextMenu?: boolean;\n\n /**\n * div to attach the wheel event\n *\n * @default document.body\n */\n divWheel?: HTMLElement;\n\n /**\n * Use this PIXI.ticker for updates\n *\n * @default PIXI.Ticker.shared\n */\n ticker?: Ticker;\n\n /**\n * Uses divWheel definition for InputManager to calculate positioning relative to containing div\n * this is used only if options.interaction is not defined\n */\n useDivWheelForInputManager?: boolean;\n}\n\nexport interface ICompleteViewportOptions extends IViewportOptions\n{\n screenWidth: number;\n screenHeight: number;\n threshold: number;\n passiveWheel: boolean;\n stopPropagation: boolean;\n noTicker: boolean;\n ticker: Ticker;\n}\n\nexport interface IViewportTransformState\n{\n x: number;\n y: number;\n scaleX: number;\n scaleY: number;\n}\n\nconst DEFAULT_VIEWPORT_OPTIONS: ICompleteViewportOptions = {\n screenWidth: window.innerWidth,\n screenHeight: window.innerHeight,\n worldWidth: null,\n worldHeight: null,\n threshold: 5,\n passiveWheel: true,\n stopPropagation: false,\n forceHitArea: null,\n noTicker: false,\n interaction: null,\n disableOnContextMenu: false,\n ticker: Ticker.shared,\n};\n\n/**\n * Main class to use when creating a Viewport\n *\n * @public\n * @fires clicked\n * @fires drag-start\n * @fires drag-end\n * @fires drag-remove\n * @fires pinch-start\n * @fires pinch-end\n * @fires pinch-remove\n * @fires snap-start\n * @fires snap-end\n * @fires snap-remove\n * @fires snap-zoom-start\n * @fires snap-zoom-end\n * @fires snap-zoom-remove\n * @fires bounce-x-start\n * @fires bounce-x-end\n * @fires bounce-y-start\n * @fires bounce-y-end\n * @fires bounce-remove\n * @fires wheel\n * @fires wheel-remove\n * @fires wheel-scroll\n * @fires wheel-scroll-remove\n * @fires mouse-edge-start\n * @fires mouse-edge-end\n * @fires mouse-edge-remove\n * @fires moved\n * @fires moved-end\n * @fires zoomed\n * @fires zoomed-end\n * @fires frame-end\n */\nexport class Viewport extends Container\n{\n /** Flags whether the viewport is being panned */\n public moving?: boolean;\n\n public screenWidth: number;\n public screenHeight: number;\n\n /** Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event */\n public threshold: number;\n\n public readonly input: InputManager;\n\n /** Use this to add user plugins or access existing plugins (e.g., to pause, resume, or remove them) */\n public readonly plugins: PluginManager;\n\n /** Flags whether the viewport zoom is being changed. */\n public zooming?: boolean;\n\n public lastViewport?: IViewportTransformState | null;\n\n /** The options passed when creating this viewport, merged with the default values */\n public readonly options: ICompleteViewportOptions & { divWheel: HTMLElement };\n\n private _dirty?: boolean;\n private _forceHitArea?: IHitArea | null;\n private _hitAreaDefault?: Rectangle;\n private _pause?: boolean;\n private readonly tickerFunction?: () => void;\n private _worldWidth?: number | null;\n private _worldHeight?: number | null;\n private _disableOnContextMenu = (e: MouseEvent) => e.preventDefault();\n\n /**\n * @param {IViewportOptions} ViewportOptions\n * @param {number} [options.screenWidth=window.innerWidth]\n * @param {number} [options.screenHeight=window.innerHeight]\n * @param {number} [options.worldWidth=this.width]\n * @param {number} [options.worldHeight=this.height]\n * @param {number} [options.threshold=5] number of pixels to move to trigger an input event (e.g., drag, pinch)\n * or disable a clicked event\n * @param {boolean} [options.passiveWheel=true] whether the 'wheel' event is set to passive (note: if false,\n * e.preventDefault() will be called when wheel is used over the viewport)\n * @param {boolean} [options.stopPropagation=false] whether to stopPropagation of events that impact the viewport\n * (except wheel events, see options.passiveWheel)\n * @param {HitArea} [options.forceHitArea] change the default hitArea from world size to a new value\n * @param {boolean} [options.noTicker] set this if you want to manually call update() function on each frame\n * @param {PIXI.Ticker} [options.ticker=PIXI.Ticker.shared] use this PIXI.ticker for updates\n * @param {PIXI.InteractionManager} [options.interaction=null] InteractionManager, available from instantiated\n * WebGLRenderer/CanvasRenderer.plugins.interaction - used to calculate pointer position relative to canvas\n * location on screen\n * @param {HTMLElement} [options.divWheel=document.body] div to attach the wheel event\n * @param {boolean} [options.disableOnContextMenu] remove oncontextmenu=() => {} from the divWheel element\n */\n constructor(options: IViewportOptions = {})\n {\n super();\n this.options = Object.assign(\n {},\n { divWheel: document.body },\n DEFAULT_VIEWPORT_OPTIONS,\n options\n );\n\n this.screenWidth = this.options.screenWidth;\n this.screenHeight = this.options.screenHeight;\n\n this._worldWidth = this.options.worldWidth;\n this._worldHeight = this.options.worldHeight;\n this.forceHitArea = this.options.forceHitArea;\n this.threshold = this.options.threshold;\n\n this.options.divWheel = this.options.divWheel || document.body;\n\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.addEventListener('contextmenu', this._disableOnContextMenu);\n }\n if (!this.options.noTicker)\n {\n this.tickerFunction = () => this.update(this.options.ticker.elapsedMS);\n this.options.ticker.add(this.tickerFunction);\n }\n\n this.input = new InputManager(this);\n this.plugins = new PluginManager(this);\n }\n\n /** Overrides PIXI.Container's destroy to also remove the 'wheel' and PIXI.Ticker listeners */\n destroy(options?: IDestroyOptions): void\n {\n if (!this.options.noTicker && this.tickerFunction)\n {\n this.options.ticker.remove(this.tickerFunction);\n }\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.removeEventListener('contextmenu', this._disableOnContextMenu);\n }\n\n this.input.destroy();\n super.destroy(options);\n }\n\n /**\n * Update viewport on each frame.\n *\n * By default, you do not need to call this unless you set `options.noTicker=true`.\n *\n * @param {number} elapsed time in milliseconds since last update\n */\n update(elapsed: number): void\n {\n if (!this.pause)\n {\n this.plugins.update(elapsed);\n\n if (this.lastViewport)\n {\n // Check for moved-end event\n if (this.lastViewport.x !== this.x || this.lastViewport.y !== this.y)\n {\n this.moving = true;\n }\n else if (this.moving)\n {\n this.emit('moved-end', this);\n this.moving = false;\n }\n\n // Check for zoomed-end event\n if (this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y)\n {\n this.zooming = true;\n }\n else if (this.zooming)\n {\n this.emit('zoomed-end', this);\n this.zooming = false;\n }\n }\n\n if (!this.forceHitArea)\n {\n this._hitAreaDefault = new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n this.hitArea = this._hitAreaDefault;\n }\n\n this._dirty = this._dirty || !this.lastViewport\n || this.lastViewport.x !== this.x || this.lastViewport.y !== this.y\n || this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y;\n\n this.lastViewport = {\n x: this.x,\n y: this.y,\n scaleX: this.scale.x,\n scaleY: this.scale.y\n };\n this.emit('frame-end', this);\n }\n }\n\n /**\n * Use this to set screen and world sizes, needed for pinch/wheel/clamp/bounce.\n * @param {number} screenWidth=window.innerWidth\n * @param {number} screenHeight=window.innerHeight\n * @param {number} [worldWidth]\n * @param {number} [worldHeight]\n */\n resize(\n screenWidth: number = window.innerWidth,\n screenHeight: number = window.innerHeight,\n worldWidth?: number,\n worldHeight?: number\n ): void\n {\n this.screenWidth = screenWidth;\n this.screenHeight = screenHeight;\n\n if (typeof worldWidth !== 'undefined')\n {\n this._worldWidth = worldWidth;\n }\n if (typeof worldHeight !== 'undefined')\n {\n this._worldHeight = worldHeight;\n }\n\n this.plugins.resize();\n this.dirty = true;\n }\n\n /** World width, in pixels */\n get worldWidth(): number\n {\n if (this._worldWidth)\n {\n return this._worldWidth;\n }\n\n return this.width / this.scale.x;\n }\n set worldWidth(value: number)\n {\n this._worldWidth = value;\n this.plugins.resize();\n }\n\n /** World height, in pixels */\n get worldHeight(): number\n {\n if (this._worldHeight)\n {\n return this._worldHeight;\n }\n\n return this.height / this.scale.y;\n }\n set worldHeight(value: number)\n {\n this._worldHeight = value;\n this.plugins.resize();\n }\n\n /** Get visible world bounds of viewport */\n public getVisibleBounds(): Rectangle\n {\n return new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n }\n\n /** Change coordinates from screen to world */\n public toWorld

(x: number, y: number): P;\n /** Change coordinates from screen to world */\n public toWorld

(screenPoint: IPointData): P;\n\n /**\n * Changes coordinate from screen to world\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n public toWorld

(x: number | IPointData, y?: number): P\n {\n if (arguments.length === 2)\n {\n return this.toLocal

(new Point(x as number, y));\n }\n\n return this.toLocal

(x as IPointData);\n }\n\n /** Change coordinates from world to screen */\n public toScreen

(x: number, y: number): P\n /** Change coordinates from world to screen */\n public toScreen

(worldPoint: IPointData): P\n\n /**\n * Changes coordinate from world to screen\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n public toScreen

(x: number | IPointData, y?: number): P\n {\n if (arguments.length === 2)\n {\n return this.toGlobal

(new Point(x as number, y));\n }\n\n return this.toGlobal

(x as IPointData);\n }\n\n /** Screen width in world coordinates */\n get worldScreenWidth(): number\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Screen height in world coordinates */\n get worldScreenHeight(): number\n {\n return this.screenHeight / this.scale.y;\n }\n\n /** World width in screen coordinates */\n get screenWorldWidth(): number\n {\n return this.worldWidth * this.scale.x;\n }\n\n /** World height in screen coordinates */\n get screenWorldHeight(): number\n {\n return this.worldHeight * this.scale.y;\n }\n\n /** Center of screen in world coordinates */\n get center(): Point\n {\n return new Point(\n (this.worldScreenWidth / 2) - (this.x / this.scale.x),\n (this.worldScreenHeight / 2) - (this.y / this.scale.y),\n );\n }\n set center(value: Point)\n {\n this.moveCenter(value);\n }\n\n public moveCenter(x: number, y: number): Viewport;\n\n /** Move center of viewport to {@code center}. */\n public moveCenter(center: IPointData): Viewport;\n\n /**\n * Move center of viewport to (x, y)\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @return {Viewport}\n */\n public moveCenter(...args: [number, number] | [IPointData]): Viewport\n {\n let x: number;\n let y: number;\n\n if (typeof args[0] === 'number')\n {\n x = args[0];\n y = args[1] as number;\n }\n else\n {\n x = args[0].x;\n y = args[0].y;\n }\n\n const newX = ((this.worldScreenWidth / 2) - x) * this.scale.x;\n const newY = ((this.worldScreenHeight / 2) - y) * this.scale.y;\n\n if (this.x !== newX || this.y !== newY)\n {\n this.position.set(newX, newY);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Top-left corner of Viewport */\n get corner(): Point\n {\n return new Point(-this.x / this.scale.x, -this.y / this.scale.y);\n }\n set corner(value: Point)\n {\n this.moveCorner(value);\n }\n\n /** Move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n public moveCorner(x: number, y: number): Viewport;\n\n /** move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n public moveCorner(center: Point): Viewport;\n\n /**\n * MoveCorner\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @returns {Viewport}\n */\n public moveCorner(...args: [number, number] | [Point]): Viewport\n {\n let x;\n let y;\n\n if (args.length === 1)\n {\n x = -args[0].x * this.scale.x;\n y = -args[0].y * this.scale.y;\n }\n else\n {\n x = -args[0] * this.scale.x;\n y = -args[1] * this.scale.y;\n }\n\n if (x !== this.x || y !== this.y)\n {\n this.position.set(x, y);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Get how many world pixels fit in screen's width */\n get screenWidthInWorldPixels(): number\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Get how many world pixels fit on screen's height */\n get screenHeightInWorldPixels(): number\n {\n return this.screenHeight / this.scale.y;\n }\n\n /**\n * Find the scale value that fits a world width on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param width - Width in world pixels\n * @return - scale\n */\n findFitWidth(width: number): number\n {\n return this.screenWidth / width;\n }\n\n /**\n * Finds the scale value that fits a world height on the screens\n * does not change the viewport (use fit... to change)\n *\n * @param height - Height in world pixels\n * @return - scale\n */\n findFitHeight(height: number): number\n {\n return this.screenHeight / height;\n }\n\n /**\n * Finds the scale value that fits the smaller of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findFit(width: number, height: number): number\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.min(scaleX, scaleY);\n }\n\n /**\n * Finds the scale value that fits the larger of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findCover(width: number, height: number): number\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.max(scaleX, scaleY);\n }\n\n /**\n * Change zoom so the width fits in the viewport\n *\n * @param width - width in world coordinates\n * @param center - maintain the same center\n * @param scaleY - whether to set scaleY=scaleX\n * @param noClamp - whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitWidth(width = this.worldWidth, center?: boolean, scaleY = true, noClamp?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.x = this.screenWidth / width;\n\n if (scaleY)\n {\n this.scale.y = this.scale.x;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so the height fits in the viewport\n *\n * @param {number} [height=this.worldHeight] in world coordinates\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {boolean} [scaleX=true] whether to set scaleX = scaleY\n * @param {boolean} [noClamp] whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitHeight(height = this.worldHeight, center?: boolean, scaleX = true, noClamp?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.y = this.screenHeight / height;\n\n if (scaleX)\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the entire world in the viewport\n *\n * @param {boolean} center maintain the same center of the screen after zoom\n * @returns {Viewport} this\n */\n fitWorld(center?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / this.worldWidth;\n this.scale.y = this.screenHeight / this.worldHeight;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the size or the entire world in the viewport\n *\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {number} [width=this.worldWidth] desired width\n * @param {number} [height=this.worldHeight] desired height\n * @returns {Viewport} this\n */\n fit(center?: boolean, width = this.worldWidth, height = this.worldHeight): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / width;\n this.scale.y = this.screenHeight / height;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport to specific value.\n *\n * @param {number} scale value (e.g., 1 would be 100%, 0.25 would be 25%)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n setZoom(scale: number, center?: boolean): Viewport\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.set(scale);\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport by a certain percent (in both x and y direction).\n *\n * @param {number} percent change (e.g., 0.25 would increase a starting scale of 1.0 to 1.25)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoomPercent(percent: number, center?: boolean): Viewport\n {\n return this.setZoom(this.scale.x + (this.scale.x * percent), center);\n }\n\n /**\n * Zoom viewport by increasing/decreasing width by a certain number of pixels.\n *\n * @param {number} change in pixels\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoom(change: number, center?: boolean): Viewport\n {\n this.fitWidth(change + this.worldScreenWidth, center);\n\n return this;\n }\n\n /** Changes scale of viewport and maintains center of viewport */\n get scaled(): number\n {\n return this.scale.x;\n }\n set scaled(scale: number)\n {\n this.setZoom(scale, true);\n }\n\n /**\n * Returns zoom to the desired scale\n *\n * @param {ISnapZoomOptions} options\n * @param {number} [options.width=0] - the desired width to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.height=0] - the desired height to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.time=1000] - time for snapping in ms\n * @param {(string|function)} [options.ease=easeInOutSine] ease function or name (see http://easings.net/\n * for supported names)\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of the viewport\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at the\n * desired zoom\n * @param {boolean} [options.noMove] - zoom but do not move\n */\n snapZoom(options?: ISnapZoomOptions): Viewport\n {\n this.plugins.add('snap-zoom', new SnapZoom(this, options));\n\n return this;\n }\n\n /** Is container out of world bounds */\n OOB(): {\n left: boolean;\n right: boolean;\n top: boolean;\n bottom: boolean;\n cornerPoint: Point;\n }\n {\n return {\n left: this.left < 0,\n right: this.right > this.worldWidth,\n top: this.top < 0,\n bottom: this.bottom > this.worldHeight,\n cornerPoint: new Point(\n (this.worldWidth * this.scale.x) - this.screenWidth,\n (this.worldHeight * this.scale.y) - this.screenHeight\n )\n };\n }\n\n /** World coordinates of the right edge of the screen */\n get right(): number\n {\n return (-this.x / this.scale.x) + this.worldScreenWidth;\n }\n set right(value: number)\n {\n this.x = (-value * this.scale.x) + this.screenWidth;\n this.plugins.reset();\n }\n\n /** World coordinates of the left edge of the screen */\n get left(): number\n {\n return -this.x / this.scale.x;\n }\n set left(value: number)\n {\n this.x = -value * this.scale.x;\n this.plugins.reset();\n }\n\n /** World coordinates of the top edge of the screen */\n get top(): number\n {\n return -this.y / this.scale.y;\n }\n set top(value: number)\n {\n this.y = -value * this.scale.y;\n this.plugins.reset();\n }\n\n /** World coordinates of the bottom edge of the screen */\n get bottom(): number\n {\n return (-this.y / this.scale.y) + this.worldScreenHeight;\n }\n set bottom(value: number)\n {\n this.y = (-value * this.scale.y) + this.screenHeight;\n this.plugins.reset();\n }\n\n /**\n * Determines whether the viewport is dirty (i.e., needs to be rendered to the screen because of a change)\n */\n get dirty(): boolean\n {\n return !!this._dirty;\n }\n set dirty(value: boolean)\n {\n this._dirty = value;\n }\n\n /**\n * Permanently changes the Viewport's hitArea\n *\n * NOTE: if not set then hitArea = PIXI.Rectangle(Viewport.left, Viewport.top, Viewport.worldScreenWidth,\n * Viewport.worldScreenHeight)\n */\n get forceHitArea(): IHitArea | null | undefined\n {\n return this._forceHitArea;\n }\n set forceHitArea(value: IHitArea | null | undefined)\n {\n if (value)\n {\n this._forceHitArea = value;\n this.hitArea = value;\n }\n else\n {\n this._forceHitArea = null;\n this.hitArea = new Rectangle(0, 0, this.worldWidth, this.worldHeight);\n }\n }\n\n /**\n * Enable one-finger touch to drag\n *\n * NOTE: if you expect users to use right-click dragging, you should enable `viewport.options.disableOnContextMenu`\n * to avoid the context menu popping up on each right-click drag.\n *\n * @param {IDragOptions} [options]\n * @param {string} [options.direction=all] direction to drag\n * @param {boolean} [options.pressDrag=true] whether click to drag is active\n * @param {boolean} [options.wheel=true] use wheel to scroll in direction (unless wheel plugin is active)\n * @param {number} [options.wheelScroll=1] number of pixels to scroll with each wheel spin\n * @param {boolean} [options.reverse] reverse the direction of the wheel scroll\n * @param {(boolean|string)} [options.clampWheel=false] clamp wheel(to avoid weird bounce with mouse wheel)\n * @param {string} [options.underflow=center] where to place world if too small for screen\n * @param {number} [options.factor=1] factor to multiply drag to increase the speed of movement\n * @param {string} [options.mouseButtons=all] changes which mouse buttons trigger drag, use: 'all', 'left',\n * 'right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * viewport.options.disableOnContextMenu if you want to use right-click dragging\n * @param {string[]} [options.keyToPress=null] - array containing\n * {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of keys that can be\n * pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n * @param {boolean} [options.ignoreKeyToPressOnTouch=false] - ignore keyToPress for touch events\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @returns {Viewport} this\n */\n public drag(options?: IDragOptions): Viewport\n {\n this.plugins.add('drag', new Drag(this, options));\n\n return this;\n }\n\n /**\n * Clamp to world boundaries or other provided boundaries\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary\n * [0, viewport.worldWidth/viewport.worldHeight], eg: to allow the world to be completely dragged offscreen,\n * set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the\n * appropriate boundaries\n *\n * NOTES:\n * clamp is disabled if called with no options; use { direction: 'all' } for all edge clamping\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n *\n * @param {object} [options]\n * @param {(number|boolean)} [options.left=false] - clamp left; true = 0\n * @param {(number|boolean)} [options.right=false] - clamp right; true = viewport.worldWidth\n * @param {(number|boolean)} [options.top=false] - clamp top; true = 0\n * @param {(number|boolean)} [options.bottom=false] - clamp bottom; true = viewport.worldHeight\n * @param {string} [direction] - (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight];\n * replaces left/right/top/bottom if set\n * @param {string} [underflow=center] - where to place world if too small for screen (e.g., top-right, center,\n * none, bottomLeft) * @returns {Viewport} this\n */\n public clamp(options?: IClampOptions): Viewport\n {\n this.plugins.add('clamp', new Clamp(this, options));\n\n return this;\n }\n\n /**\n * Decelerate after a move\n *\n * NOTE: this fires 'moved' event during deceleration\n *\n * @param {IDecelerateOptions} [options]\n * @param {number} [options.friction=0.95] - percent to decelerate after movement\n * @param {number} [options.bounce=0.8] - percent to decelerate when past boundaries (only applicable when\n * viewport.bounce() is active)\n * @param {number} [options.minSpeed=0.01] - minimum velocity before stopping/reversing acceleration\n * @return {Viewport} this\n */\n public decelerate(options?: IDecelerateOptions): Viewport\n {\n this.plugins.add('decelerate', new Decelerate(this, options));\n\n return this;\n }\n\n /**\n * Bounce on borders\n * NOTES:\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n * fires 'moved', 'bounce-x-start', 'bounce-y-start', 'bounce-x-end', and 'bounce-y-end' events\n * @param {object} [options]\n * @param {string} [options.sides=all] - all, horizontal, vertical, or combination of top, bottom, right, left\n * (e.g., 'top-bottom-right')\n * @param {number} [options.friction=0.5] - friction to apply to decelerate if active\n * @param {number} [options.time=150] - time in ms to finish bounce\n * @param {object} [options.bounceBox] - use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight)\n * @param {number} [options.bounceBox.x=0]\n * @param {number} [options.bounceBox.y=0]\n * @param {number} [options.bounceBox.width=viewport.worldWidth]\n * @param {number} [options.bounceBox.height=viewport.worldHeight]\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name\n * (see http://easings.net/ for supported names)\n * @param {string} [options.underflow=center] - (top/bottom/center and left/right/center, or center)\n * where to place world if too small for screen\n * @return {Viewport} this\n */\n public bounce(options?: IBounceOptions): Viewport\n {\n this.plugins.add('bounce', new Bounce(this, options));\n\n return this;\n }\n\n /**\n * Enable pinch to zoom and two-finger touch to drag\n *\n * @param {PinchOptions} [options]\n * @param {boolean} [options.noDrag] - disable two-finger dragging\n * @param {number} [options.percent=1] - percent to modify pinch speed\n * @param {number} [options.factor=1] - factor to multiply two-finger drag to increase the speed of movement\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of two fingers\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n public pinch(options?: IPinchOptions): Viewport\n {\n this.plugins.add('pinch', new Pinch(this, options));\n\n return this;\n }\n\n /**\n * Snap to a point\n *\n * @param {number} x\n * @param {number} y\n * @param {ISnapOptions} [options]\n * @param {boolean} [options.topLeft] - snap to the top-left of viewport instead of center\n * @param {number} [options.friction=0.8] - friction/frame to apply if decelerate is active\n * @param {number} [options.time=1000] - time in ms to snap\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name (see http://easings.net/\n * for supported names)\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at\n * the desired location\n * @return {Viewport} this\n */\n public snap(x: number, y: number, options?: ISnapOptions): Viewport\n {\n this.plugins.add('snap', new Snap(this, x, y, options));\n\n return this;\n }\n\n /**\n * Follow a target\n *\n * NOTES:\n * uses the (x, y) as the center to follow; for PIXI.Sprite to work properly, use sprite.anchor.set(0.5)\n * options.acceleration is not perfect as it doesn't know the velocity of the target. It adds acceleration\n * to the start of movement and deceleration to the end of movement when the target is stopped.\n * To cancel the follow, use: `viewport.plugins.remove('follow')`\n *\n * @fires 'moved' event\n *\n * @param {PIXI.DisplayObject} target to follow\n * @param {IFollowOptions} [options]\n * @param {number} [options.speed=0] - to follow in pixels/frame (0=teleport to location)\n * @param {number} [options.acceleration] - set acceleration to accelerate and decelerate at this rate; speed\n * cannot be 0 to use acceleration\n * @param {number} [options.radius] - radius (in world coordinates) of center circle where movement is allowed\n * without moving the viewport * @returns {Viewport} this\n * @returns {Viewport} this\n */\n public follow(target: DisplayObject, options?: IFollowOptions): Viewport\n {\n this.plugins.add('follow', new Follow(this, target, options));\n\n return this;\n }\n\n /**\n * Zoom using mouse wheel\n *\n * NOTE: the default event listener for 'wheel' event is document.body. Use `Viewport.options.divWheel` to\n * change this default\n *\n * @param {IWheelOptions} [options]\n * @param {number} [options.percent=0.1] - percent to scroll with each spin\n * @param {number} [options.smooth] - smooth the zooming by providing the number of frames to zoom between wheel spins\n * @param {boolean} [options.interrupt=true] - stop smoothing with any user input on the viewport\n * @param {boolean} [options.reverse] - reverse the direction of the scroll\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of current mouse position\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n public wheel(options?: IWheelOptions): Viewport\n {\n this.plugins.add('wheel', new Wheel(this, options));\n\n return this;\n }\n\n /**\n * Animate the position and/or scale of the viewport\n * To set the zoom level, use: (1) scale, (2) scaleX and scaleY, or (3) width and/or height\n * @param {object} options\n * @param {number} [options.time=1000] - time to animate\n * @param {PIXI.Point} [options.position=viewport.center] - position to move viewport\n * @param {number} [options.width] - desired viewport width in world pixels (use instead of scale;\n * aspect ratio is maintained if height is not provided)\n * @param {number} [options.height] - desired viewport height in world pixels (use instead of scale;\n * aspect ratio is maintained if width is not provided)\n * @param {number} [options.scale] - scale to change zoom (scale.x = scale.y)\n * @param {number} [options.scaleX] - independently change zoom in x-direction\n * @param {number} [options.scaleY] - independently change zoom in y-direction\n * @param {(function|string)} [options.ease=linear] - easing function to use\n * @param {function} [options.callbackOnComplete]\n * @param {boolean} [options.removeOnInterrupt] removes this plugin if interrupted by any user input\n * @returns {Viewport} this\n */\n public animate(options: IAnimateOptions): Viewport\n {\n this.plugins.add('animate', new Animate(this, options));\n\n return this;\n }\n\n /**\n * Enable clamping of zoom to constraints\n *\n * The minWidth/Height settings are how small the world can get (as it would appear on the screen)\n * before clamping. The maxWidth/maxHeight is how larger the world can scale (as it would appear on\n * the screen) before clamping.\n *\n * For example, if you have a world size of 1000 x 1000 and a screen size of 100 x 100, if you set\n * minWidth/Height = 100 then the world will not be able to zoom smaller than the screen size (ie,\n * zooming out so it appears smaller than the screen). Similarly, if you set maxWidth/Height = 100\n * the world will not be able to zoom larger than the screen size (ie, zooming in so it appears\n * larger than the screen).\n *\n * @param {object} [options]\n * @param {number} [options.minWidth] - minimum width\n * @param {number} [options.minHeight] - minimum height\n * @param {number} [options.maxWidth] - maximum width\n * @param {number} [options.maxHeight] - maximum height\n * @param {number} [options.minScale] - minimum scale\n * @param {number} [options.maxScale] - minimum scale\n * @return {Viewport} this\n */\n public clampZoom(options: IClampZoomOptions): Viewport\n {\n this.plugins.add('clamp-zoom', new ClampZoom(this, options));\n\n return this;\n }\n\n /**\n * Scroll viewport when mouse hovers near one of the edges or radius-distance from center of screen.\n *\n * NOTES: fires 'moved' event; there's a known bug where the mouseEdges does not work properly with \"windowed\" viewports\n *\n * @param {IMouseEdgesOptions} [options]\n * @param {number} [options.radius] - distance from center of screen in screen pixels\n * @param {number} [options.distance] - distance from all sides in screen pixels\n * @param {number} [options.top] - alternatively, set top distance (leave unset for no top scroll)\n * @param {number} [options.bottom] - alternatively, set bottom distance (leave unset for no top scroll)\n * @param {number} [options.left] - alternatively, set left distance (leave unset for no top scroll)\n * @param {number} [options.right] - alternatively, set right distance (leave unset for no top scroll)\n * @param {number} [options.speed=8] - speed in pixels/frame to scroll viewport\n * @param {boolean} [options.reverse] - reverse direction of scroll\n * @param {boolean} [options.noDecelerate] - don't use decelerate plugin even if it's installed\n * @param {boolean} [options.linear] - if using radius, use linear movement (+/- 1, +/- 1) instead of angled\n * movement (Math.cos(angle from center), Math.sin(angle from center))\n * @param {boolean} [options.allowButtons] allows plugin to continue working even when there's a mousedown event\n */\n public mouseEdges(options: IMouseEdgesOptions): Viewport\n {\n this.plugins.add('mouse-edges', new MouseEdges(this, options));\n\n return this;\n }\n\n /** Pause viewport (including animation updates such as decelerate) */\n get pause(): boolean\n {\n return !!this._pause;\n }\n set pause(value: boolean)\n {\n this._pause = value;\n\n this.lastViewport = null;\n this.moving = false;\n this.zooming = false;\n\n if (value)\n {\n this.input.pause();\n }\n }\n\n /**\n * Move the viewport so the bounding box is visible\n *\n * @param x - left\n * @param y - top\n * @param width\n * @param height\n * @param resizeToFit - Resize the viewport so the box fits within the viewport\n */\n public ensureVisible(x: number, y: number, width: number, height: number, resizeToFit?: boolean): void\n {\n if (resizeToFit && (width > this.worldScreenWidth || height > this.worldScreenHeight))\n {\n this.fit(true, width, height);\n this.emit('zoomed', { viewport: this, type: 'ensureVisible' });\n }\n let moved = false;\n\n if (x < this.left)\n {\n this.left = x;\n moved = true;\n }\n else if (x + width > this.right)\n {\n this.right = x + width;\n moved = true;\n }\n if (y < this.top)\n {\n this.top = y;\n moved = true;\n }\n else if (y + height > this.bottom)\n {\n this.bottom = y + height;\n moved = true;\n }\n if (moved)\n {\n this.emit('moved', { viewport: this, type: 'ensureVisible' });\n }\n }\n}\n\n/**\n * Fires after a mouse or touch click\n * @event Viewport#clicked\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag starts\n * @event Viewport#drag-start\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag ends\n * @event Viewport#drag-end\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a pinch starts\n * @event Viewport#pinch-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a pinch end\n * @event Viewport#pinch-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap starts\n * @event Viewport#snap-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap ends\n * @event Viewport#snap-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom starts\n * @event Viewport#snap-zoom-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom ends\n * @event Viewport#snap-zoom-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the x direction\n * @event Viewport#bounce-x-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the x direction\n * @event Viewport#bounce-x-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the y direction\n * @event Viewport#bounce-y-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the y direction\n * @event Viewport#bounce-y-end\n * @type {Viewport}\n */\n\n/**\n * Fires when for a mouse wheel event\n * @event Viewport#wheel\n * @type {object}\n * @property {object} wheel\n * @property {number} wheel.dx\n * @property {number} wheel.dy\n * @property {number} wheel.dz\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a wheel-scroll occurs\n * @event Viewport#wheel-scroll\n * @type {Viewport}\n */\n\n/**\n * Fires when a mouse-edge starts to scroll\n * @event Viewport#mouse-edge-start\n * @type {Viewport}\n */\n\n/**\n * Fires when the mouse-edge scrolling ends\n * @event Viewport#mouse-edge-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#moved\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type - (drag, snap, pinch, follow, bounce-x, bounce-y,\n * clamp-x, clamp-y, decelerate, mouse-edges, wheel, ensureVisible)\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#zoomed\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type (drag-zoom, pinch, wheel, clamp-zoom, ensureVisible)\n */\n\n/**\n * Fires when viewport stops moving\n * @event Viewport#moved-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport stops zooming\n * @event Viewport#zoomed-end\n * @type {Viewport}\n */\n\n/**\n* Fires at the end of an update frame\n* @event Viewport#frame-end\n* @type 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\ No newline at end of file +{"version":3,"file":"viewport.js","sources":["../../src/plugins/Plugin.ts","../../node_modules/penner/penner.js","../../src/ease.ts","../../src/plugins/Animate.ts","../../src/plugins/Bounce.ts","../../src/plugins/Clamp.ts","../../src/plugins/ClampZoom.ts","../../src/plugins/Decelerate.ts","../../src/plugins/Drag.ts","../../src/plugins/Follow.ts","../../src/plugins/MouseEdges.ts","../../src/plugins/Pinch.ts","../../src/plugins/Snap.ts","../../src/plugins/SnapZoom.ts","../../src/plugins/Wheel.ts","../../src/InputManager.ts","../../src/PluginManager.ts","../../src/Viewport.ts"],"sourcesContent":["import type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from '../Viewport';\n\n/**\n * Derive this class to create user-defined plugins\n *\n * @public\n */\nexport class Plugin\n{\n /** The viewport to which this plugin is attached. */\n public readonly parent: Viewport;\n\n /**\n * Flags whether this plugin has been \"paused\".\n *\n * @see Plugin#pause\n * @see Plugin#resume\n */\n public paused: boolean;\n\n /** @param {Viewport} parent */\n constructor(parent: Viewport)\n {\n this.parent = parent;\n this.paused = false;\n }\n\n /** Called when plugin is removed */\n public destroy()\n {\n // Override for implementation\n }\n\n /** Handler for pointerdown PIXI event */\n public down(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for pointermove PIXI event */\n public move(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for pointerup PIXI event */\n public up(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for wheel event on div */\n public wheel(_e: WheelEvent): boolean | undefined\n {\n return false;\n }\n\n /**\n * Called on each tick\n * @param {number} elapsed time in millisecond since last update\n */\n public update(_delta: number): void\n {\n // Override for implementation\n }\n\n /** Called when the viewport is resized */\n public resize()\n {\n // Override for implementation\n }\n\n /** Called when the viewport is manually moved */\n public reset(): void\n {\n // Override for implementation\n }\n\n /** Pause the plugin */\n public pause(): void\n {\n this.paused = true;\n }\n\n /** Un-pause the plugin */\n public resume(): void\n {\n this.paused = false;\n }\n}\n","\n/*\n\tCopyright © 2001 Robert Penner\n\tAll rights reserved.\n\n\tRedistribution and use in source and binary forms, with or without modification, \n\tare permitted provided that the following conditions are met:\n\n\tRedistributions of source code must retain the above copyright notice, this list of \n\tconditions and the following disclaimer.\n\tRedistributions in binary form must reproduce the above copyright notice, this list \n\tof conditions and the following disclaimer in the documentation and/or other materials \n\tprovided with the distribution.\n\n\tNeither the name of the author nor the names of contributors may be used to endorse \n\tor promote products derived from this software without specific prior written permission.\n\n\tTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY \n\tEXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n\tMERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n\tCOPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n\tEXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n\tGOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED \n\tAND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n\tNEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED \n\tOF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n(function() {\n var penner, umd;\n\n umd = function(factory) {\n if (typeof exports === 'object') {\n return module.exports = factory;\n } else if (typeof define === 'function' && define.amd) {\n return define([], factory);\n } else {\n return this.penner = factory;\n }\n };\n\n penner = {\n linear: function(t, b, c, d) {\n return c * t / d + b;\n },\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n easeInOutQuad: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t + b;\n } else {\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n }\n },\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n easeOutCubic: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n },\n easeInOutCubic: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n },\n easeInQuart: function(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n },\n easeOutQuart: function(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n },\n easeInOutQuart: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t + b;\n } else {\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n },\n easeInQuint: function(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n },\n easeOutQuint: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n },\n easeInOutQuint: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n },\n easeInSine: function(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n },\n easeOutSine: function(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n },\n easeInOutSine: function(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n },\n easeInExpo: function(t, b, c, d) {\n if (t === 0) {\n return b;\n } else {\n return c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n },\n easeOutExpo: function(t, b, c, d) {\n if (t === d) {\n return b + c;\n } else {\n return c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n },\n easeInOutExpo: function(t, b, c, d) {\n if (t === 0) {\n b;\n }\n if (t === d) {\n b + c;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n } else {\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n },\n easeInCirc: function(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n },\n easeOutCirc: function(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n },\n easeInOutCirc: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n } else {\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n },\n easeInElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n },\n easeOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b;\n },\n easeInOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d / 2) === 2) {\n b + c;\n }\n if (!p) {\n p = d * (.3 * 1.5);\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n if (t < 1) {\n return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n } else {\n return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;\n }\n },\n easeInBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n },\n easeOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n },\n easeInOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b;\n } else {\n return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b;\n }\n },\n easeInBounce: function(t, b, c, d) {\n var v;\n v = penner.easeOutBounce(d - t, 0, c, d);\n return c - v + b;\n },\n easeOutBounce: function(t, b, c, d) {\n if ((t /= d) < 1 / 2.75) {\n return c * (7.5625 * t * t) + b;\n } else if (t < 2 / 2.75) {\n return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b;\n } else if (t < 2.5 / 2.75) {\n return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b;\n } else {\n return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b;\n }\n },\n easeInOutBounce: function(t, b, c, d) {\n var v;\n if (t < d / 2) {\n v = penner.easeInBounce(t * 2, 0, c, d);\n return v * .5 + b;\n } else {\n v = penner.easeOutBounce(t * 2 - d, 0, c, d);\n return v * .5 + c * .5 + b;\n }\n }\n };\n\n umd(penner);\n\n}).call(this);\n","// eslint-disable-next-line\n// @ts-expect-error Penner seems to have no typings.\nimport Penner from 'penner';\n\n/**\n * Returns correct Penner equation using string or Function.\n *\n * @internal\n * @ignore\n * @param {(function|string)} [ease]\n * @param {defaults} default penner equation to use if none is provided\n */\n// eslint-disable-next-line consistent-return\nexport default function ease(ease: any, defaults?: any): any\n{\n if (!ease)\n {\n return Penner[defaults];\n }\n else if (typeof ease === 'function')\n {\n return ease;\n }\n else if (typeof ease === 'string')\n {\n return Penner[ease];\n }\n}\n","import { IPointData, Point } from '@pixi/math';\nimport { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Animate}. */\nexport interface IAnimateOptions\n{\n /** Time to animate */\n time?: number;\n\n /** Position to move the viewport to */\n position?: IPointData;\n\n /**\n * Desired viewport width in world pixels\n *\n * (use instead of scale; aspect ratio is maintained if height is not provided)\n */\n width?: number;\n\n /**\n * Desired viewport height in world pixels\n *\n * (use instead of scale; aspect ratio is maintained if width is not provided)\n */\n height?: number;\n\n /** Scale to change zoom (scale.x = scale.y) */\n scale?: number;\n\n /** Independently change zoom in x-direction */\n scaleX?: number;\n\n /** Independently change zoom in y-direction */\n scaleY?: number;\n\n /** Easing function to use */\n ease?: any;\n\n /** Callback to invoke when the animation completes */\n callbackOnComplete?: (viewport: Viewport) => void;\n\n /** Removes this plugin if interrupted by any user input */\n removeOnInterrupt?: boolean;\n}\n\nconst DEFAULT_ANIMATE_OPTIONS = {\n removeOnInterrupt: false,\n ease: 'linear',\n time: 1000,\n};\n\n/**\n * Animation plugin.\n *\n * @see Viewport#animate\n * @fires animate-end\n */\nexport class Animate extends Plugin\n{\n public readonly options: IAnimateOptions & { ease: any; time: number };\n\n /** The starting x-coordinate of the viewport. */\n protected startX?: number;\n\n /** The starting y-coordinate of the viewport. */\n protected startY?: number;\n\n /** The change in the x-coordinate of the viewport through the animation.*/\n protected deltaX?: number;\n\n /** The change in the y-coordinate of the viewport through the animation. */\n protected deltaY?: number;\n\n /** Marks whether the center of the viewport is preserved in the animation. */\n protected keepCenter!: boolean;\n\n /** The starting viewport width. */\n protected startWidth: number | null = null;\n\n /** The starting viewport height. */\n protected startHeight: number | null = null;\n\n /** The change in the viewport's width through the animation. */\n protected deltaWidth: number | null = null;\n\n /** The change in the viewport's height through the animation. */\n protected deltaHeight: number | null = null;\n\n /** The viewport's width post-animation. */\n protected width: number | null = null;\n\n /** The viewport's height post-animation. */\n protected height: number | null = null;\n\n /** The time since the animation started. */\n protected time = 0;\n\n /**\n * This is called by {@link Viewport.animate}.\n *\n * @param parent\n * @param options\n */\n constructor(parent: Viewport, options: IAnimateOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_ANIMATE_OPTIONS, options);\n this.options.ease = ease(this.options.ease);\n\n this.setupPosition();\n this.setupZoom();\n\n this.time = 0;\n }\n\n /**\n * Setup `startX`, `startY`, `deltaX`, `deltaY`, `keepCenter`.\n *\n * This is called during construction.\n */\n protected setupPosition(): void\n {\n if (typeof this.options.position !== 'undefined')\n {\n this.startX = this.parent.center.x;\n this.startY = this.parent.center.y;\n this.deltaX = this.options.position.x - this.parent.center.x;\n this.deltaY = this.options.position.y - this.parent.center.y;\n this.keepCenter = false;\n }\n else\n {\n this.keepCenter = true;\n }\n }\n\n /**\n * Setup `startWidth, `startHeight`, `deltaWidth, `deltaHeight, `width`, `height`.\n *\n * This is called during construction.\n */\n protected setupZoom(): void\n {\n this.width = null;\n this.height = null;\n\n if (typeof this.options.scale !== 'undefined')\n {\n this.width = this.parent.screenWidth / this.options.scale;\n }\n else if (typeof this.options.scaleX !== 'undefined' || typeof this.options.scaleY !== 'undefined')\n {\n if (typeof this.options.scaleX !== 'undefined')\n {\n // screenSizeInWorldPixels = screenWidth / scale\n this.width = this.parent.screenWidth / this.options.scaleX;\n }\n if (typeof this.options.scaleY !== 'undefined')\n {\n this.height = this.parent.screenHeight / this.options.scaleY;\n }\n }\n else\n {\n if (typeof this.options.width !== 'undefined')\n {\n this.width = this.options.width;\n }\n if (typeof this.options.height !== 'undefined')\n {\n this.height = this.options.height;\n }\n }\n\n if (this.width !== null)\n {\n this.startWidth = this.parent.screenWidthInWorldPixels;\n this.deltaWidth = this.width - this.startWidth;\n }\n if (this.height !== null)\n {\n this.startHeight = this.parent.screenHeightInWorldPixels;\n this.deltaHeight = this.height - this.startHeight;\n }\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('animate');\n }\n\n return false;\n }\n\n public complete(): void\n {\n this.parent.plugins.remove('animate');\n if (this.width !== null)\n {\n this.parent.fitWidth(this.width, this.keepCenter, this.height === null);\n }\n if (this.height !== null)\n {\n this.parent.fitHeight(this.height, this.keepCenter, this.width === null);\n }\n if (!this.keepCenter && this.options.position)\n {\n this.parent.moveCenter(this.options.position);\n }\n\n this.parent.emit('animate-end', this.parent);\n\n if (this.options.callbackOnComplete)\n {\n this.options.callbackOnComplete(this.parent);\n }\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n this.time += elapsed;\n\n const originalZoom = new Point(this.parent.scale.x, this.parent.scale.y);\n\n if (this.time >= this.options.time)\n {\n const originalWidth = this.parent.width;\n const originalHeight = this.parent.height;\n\n this.complete();\n if (originalWidth !== this.parent.width || originalHeight !== this.parent.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n else\n {\n const percent = this.options.ease(this.time, 0, 1, this.options.time);\n\n if (this.width !== null)\n {\n const startWidth = this.startWidth as number;\n const deltaWidth = this.deltaWidth as number;\n\n this.parent.fitWidth(\n startWidth + (deltaWidth * percent),\n this.keepCenter,\n this.height === null);\n }\n if (this.height !== null)\n {\n const startHeight = this.startHeight as number;\n const deltaHeight = this.deltaHeight as number;\n\n this.parent.fitHeight(\n startHeight + (deltaHeight * percent),\n this.keepCenter,\n this.width === null);\n }\n if (this.width === null)\n {\n this.parent.scale.x = this.parent.scale.y;\n }\n else if (this.height === null)\n {\n this.parent.scale.y = this.parent.scale.x;\n }\n if (!this.keepCenter)\n {\n const startX = this.startX as number;\n const startY = this.startY as number;\n const deltaX = this.deltaX as number;\n const deltaY = this.deltaY as number;\n const original = new Point(this.parent.x, this.parent.y);\n\n this.parent.moveCenter(startX + (deltaX * percent), startY + (deltaY * percent));\n this.parent.emit('moved', { viewport: this.parent, original, type: 'animate' });\n }\n if (this.width || this.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n }\n}\n","import { Point, Rectangle } from '@pixi/math';\nimport { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Drag } from './Drag';\nimport type { IDecelerateOptions } from './Decelerate';\nimport type { Pinch } from './Pinch';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Bounce}. */\nexport interface IBounceOptions\n{\n /** \"all\", \"horizontal\", \"vertical\", or combination of \"top\", \"bottom\", \"right\", \"left\" (e.g., 'top-bottom-right') */\n sides?:\n 'all'\n | 'horizontal'\n | 'vertical'\n | string;\n\n /** Friction to apply to decelerate if active */\n friction?: number;\n\n /** Time in ms to finish bounce */\n time?: number;\n\n /** Use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight) */\n bounceBox?: Rectangle | null;\n\n /** Ease function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /** (top/bottom/center and left/right/center, or center) where to place world if too small for screen */\n underflow?: 'center' | string;\n}\n\n/** Bounce state along an axis */\nexport interface IBounceState\n{\n /** Elapsed time since bounce started */\n time: number;\n\n /** Starting coordinate */\n start: number;\n\n /** Change in coordinate through bounce */\n delta: number;\n\n /** Ending coordinate */\n end: number;\n}\n\nconst DEFAULT_BOUNCE_OPTIONS: Required = {\n sides: 'all',\n friction: 0.5,\n time: 150,\n ease: 'easeInOutSine',\n underflow: 'center',\n bounceBox: null\n};\n\n/**\n * @fires bounce-start-x\n * @fires bounce.end-x\n * @fires bounce-start-y\n * @fires bounce-end-y\n * @public\n */\nexport class Bounce extends Plugin\n{\n /** The options passed to initialize this plugin, cannot be modified again. */\n public readonly options: Readonly>;\n\n /** Holds whether to bounce from left side. */\n public readonly left: boolean;\n\n /** Holds whether to bounce from top side. */\n public readonly top: boolean;\n\n /** Holds whether to bounce from right side. */\n public readonly right: boolean;\n\n /** Holds whether to bounce from bottom side. */\n public readonly bottom: boolean;\n\n /** Direction of underflow along x-axis. */\n public readonly underflowX: -1 | 0 | 1;\n\n /** Direction of underflow along y-axis. */\n public readonly underflowY: -1 | 0 | 1;\n\n /** Easing */\n protected ease: any;\n\n /** Bounce state along x-axis */\n protected toX!: IBounceState | null;\n\n /** Bounce state along y-axis */\n protected toY!: IBounceState | null;\n\n /**\n * This is called by {@link Viewport.bounce}.\n */\n constructor(parent: Viewport, options: IBounceOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_BOUNCE_OPTIONS, options);\n this.ease = ease(this.options.ease, 'easeInOutSine');\n\n if (this.options.sides)\n {\n if (this.options.sides === 'all')\n {\n this.top = this.bottom = this.left = this.right = true;\n }\n else if (this.options.sides === 'horizontal')\n {\n this.right = this.left = true;\n this.top = this.bottom = false;\n }\n else if (this.options.sides === 'vertical')\n {\n this.left = this.right = false;\n this.top = this.bottom = true;\n }\n else\n {\n this.top = this.options.sides.indexOf('top') !== -1;\n this.bottom = this.options.sides.indexOf('bottom') !== -1;\n this.left = this.options.sides.indexOf('left') !== -1;\n this.right = this.options.sides.indexOf('right') !== -1;\n }\n }\n else\n {\n this.left = this.top = this.right = this.bottom = false;\n }\n\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n // eslint-disable-next-line no-nested-ternary\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n // eslint-disable-next-line no-nested-ternary\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n }\n\n this.reset();\n }\n\n public isActive(): boolean\n {\n return this.toX !== null || this.toY !== null;\n }\n\n public down(): boolean\n {\n this.toX = this.toY = null;\n\n return false;\n }\n\n public up(): boolean\n {\n this.bounce();\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n this.bounce();\n\n if (this.toX)\n {\n const toX = this.toX;\n\n toX.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-x' });\n\n if (toX.time >= this.options.time)\n {\n this.parent.x = toX.end;\n this.toX = null;\n this.parent.emit('bounce-x-end', this.parent);\n }\n else\n {\n this.parent.x = this.ease(toX.time, toX.start, toX.delta, this.options.time);\n }\n }\n\n if (this.toY)\n {\n const toY = this.toY;\n\n toY.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-y' });\n\n if (toY.time >= this.options.time)\n {\n this.parent.y = toY.end;\n this.toY = null;\n this.parent.emit('bounce-y-end', this.parent);\n }\n else\n {\n this.parent.y = this.ease(toY.time, toY.start, toY.delta, this.options.time);\n }\n }\n }\n\n /** @internal */\n protected calcUnderflowX(): number\n {\n let x: number;\n\n switch (this.underflowX)\n {\n case -1:\n x = 0;\n break;\n case 1:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n\n return x;\n }\n\n /** @internal */\n protected calcUnderflowY(): number\n {\n let y: number;\n\n switch (this.underflowY)\n {\n case -1:\n y = 0;\n break;\n case 1:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n\n return y;\n }\n\n private oob(): Record<'left' | 'right' | 'top' | 'bottom', boolean> & Record<'topLeft' | 'bottomRight', Point>\n {\n const box = this.options.bounceBox;\n\n if (box)\n {\n const x1 = typeof box.x === 'undefined' ? 0 : box.x;\n const y1 = typeof box.y === 'undefined' ? 0 : box.y;\n const width = typeof box.width === 'undefined' ? this.parent.worldWidth : box.width;\n const height = typeof box.height === 'undefined' ? this.parent.worldHeight : box.height;\n\n return {\n left: this.parent.left < x1,\n right: this.parent.right > width,\n top: this.parent.top < y1,\n bottom: this.parent.bottom > height,\n topLeft: new Point(\n x1 * this.parent.scale.x,\n y1 * this.parent.scale.y\n ),\n bottomRight: new Point(\n (width * this.parent.scale.x) - this.parent.screenWidth,\n (height * this.parent.scale.y) - this.parent.screenHeight\n )\n };\n }\n\n return {\n left: this.parent.left < 0,\n right: this.parent.right > this.parent.worldWidth,\n top: this.parent.top < 0,\n bottom: this.parent.bottom > this.parent.worldHeight,\n topLeft: new Point(0, 0),\n bottomRight: new Point(\n (this.parent.worldWidth * this.parent.scale.x) - this.parent.screenWidth,\n (this.parent.worldHeight * this.parent.scale.y) - this.parent.screenHeight\n )\n };\n }\n\n public bounce(): void\n {\n if (this.paused)\n {\n return;\n }\n\n let oob;\n let decelerate: undefined | null | {\n percentChangeX?: number;\n percentChangeY?: number;\n x?: number;\n y?: number;\n options?: IDecelerateOptions\n } = this.parent.plugins.get('decelerate', true) as any;\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n if ((decelerate.x && decelerate.percentChangeX === decelerate.options?.friction)\n || (decelerate.y && decelerate.percentChangeY === decelerate.options?.friction))\n {\n oob = this.oob();\n if ((oob.left && this.left) || (oob.right && this.right))\n {\n decelerate.percentChangeX = this.options.friction;\n }\n if ((oob.top && this.top) || (oob.bottom && this.bottom))\n {\n decelerate.percentChangeY = this.options.friction;\n }\n }\n }\n const drag: Partial = this.parent.plugins.get('drag', true) || {};\n const pinch: Partial = this.parent.plugins.get('pinch', true) || {};\n\n decelerate = decelerate || {};\n\n if (!drag?.active && !pinch?.active && ((!this.toX || !this.toY) && (!decelerate.x || !decelerate.y)))\n {\n oob = oob || this.oob();\n const topLeft = oob.topLeft;\n const bottomRight = oob.bottomRight;\n\n if (!this.toX && !decelerate.x)\n {\n let x = null;\n\n if (oob.left && this.left)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -topLeft.x;\n }\n else if (oob.right && this.right)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -bottomRight.x;\n }\n if (x !== null && this.parent.x !== x)\n {\n this.toX = { time: 0, start: this.parent.x, delta: x - this.parent.x, end: x };\n this.parent.emit('bounce-x-start', this.parent);\n }\n }\n if (!this.toY && !decelerate.y)\n {\n let y = null;\n\n if (oob.top && this.top)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -topLeft.y;\n }\n else if (oob.bottom && this.bottom)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -bottomRight.y;\n }\n if (y !== null && this.parent.y !== y)\n {\n this.toY = { time: 0, start: this.parent.y, delta: y - this.parent.y, end: y };\n this.parent.emit('bounce-y-start', this.parent);\n }\n }\n }\n }\n\n public reset(): void\n {\n this.toX = this.toY = null;\n this.bounce();\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\n\n/**\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of the world offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight]\n * eg: to allow the world to be completely dragged offscreen, set\n * [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) =\n * the world is stuck to the appropriate boundaries\n *\n */\nexport interface IClampOptions\n{\n /**\n * Clamp left; true = 0\n *\n * @default false\n */\n left?: number | boolean | null;\n\n /**\n * Clamp top; true = 0\n *\n * @default false\n */\n top?: number | boolean | null;\n\n /**\n * Clamp right; true = viewport.worldWidth\n *\n * @default false\n */\n right?: number | boolean | null;\n\n /**\n * Clamp bottom; true = viewport.worldHeight\n *\n * @default false\n */\n bottom?: number | boolean | null;\n\n /**\n * (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight]; replaces left/right/top/bottom if set\n *\n * @default null\n */\n direction?: 'all' | 'x' | 'y' | null;\n\n /**\n * Where to place world if too small for screen (e.g., top-right, center, none, bottomleft)\n *\n * @default 'center'\n */\n underflow?: 'center' | string;\n}\n\nconst DEFAULT_CLAMP_OPTIONS: Required = {\n left: false,\n right: false,\n top: false,\n bottom: false,\n direction: null,\n underflow: 'center'\n};\n\n/**\n * Plugin to clamp the viewport to a specific world bounding box.\n *\n * @public\n */\nexport class Clamp extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Required;\n\n /** Last state of viewport */\n protected last: {\n x: number | null;\n y: number | null;\n scaleX: number | null;\n scaleY: number | null;\n };\n\n protected noUnderflow!: boolean;\n protected underflowX!: -1 | 0 | 1;\n protected underflowY!: -1 | 0 | 1;\n\n /**\n * This is called by {@link Viewport.clamp}.\n */\n constructor(parent: Viewport, options : IClampOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_OPTIONS, options);\n\n if (this.options.direction)\n {\n this.options.left = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.right = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.top = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n this.options.bottom = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n }\n\n this.parseUnderflow();\n this.last = { x: null, y: null, scaleX: null, scaleY: null };\n this.update();\n }\n\n private parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'none')\n {\n this.noUnderflow = true;\n }\n else if (clamp === 'center')\n {\n this.underflowX = this.underflowY = 0;\n this.noUnderflow = false;\n }\n else\n {\n // eslint-disable-next-line no-nested-ternary\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n // eslint-disable-next-line no-nested-ternary\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n this.noUnderflow = false;\n }\n }\n\n public move(): boolean\n {\n this.update();\n\n return false;\n }\n\n public update(): void\n {\n if (this.paused)\n {\n return;\n }\n\n // only clamp on change\n if (this.parent.x === this.last.x\n && this.parent.y === this.last.y\n && this.parent.scale.x === this.last.scaleX\n && this.parent.scale.y === this.last.scaleY)\n {\n return;\n }\n const original = { x: this.parent.x, y: this.parent.y };\n // TODO: Fix\n const decelerate: any = (this.parent.plugins as any).decelerate || {};\n\n if (this.options.left !== null || this.options.right !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n if (this.parent.x !== 0)\n {\n this.parent.x = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.x !== this.parent.screenWidth - this.parent.screenWorldWidth)\n {\n this.parent.x = this.parent.screenWidth - this.parent.screenWorldWidth;\n moved = true;\n }\n break;\n default:\n if (this.parent.x !== (this.parent.screenWidth - this.parent.screenWorldWidth) / 2)\n {\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.left !== null)\n {\n if (this.parent.left < (this.options.left === true ? 0 : this.options.left))\n {\n this.parent.x = -(this.options.left === true ? 0 : this.options.left) * this.parent.scale.x;\n decelerate.x = 0;\n moved = true;\n }\n }\n if (this.options.right !== null)\n {\n if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right))\n {\n this.parent.x = (-(this.options.right === true ? this.parent.worldWidth : this.options.right)\n * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-x' });\n }\n }\n if (this.options.top !== null || this.options.bottom !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n if (this.parent.y !== 0)\n {\n this.parent.y = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.y !== this.parent.screenHeight - this.parent.screenWorldHeight)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n moved = true;\n }\n break;\n default:\n if (this.parent.y !== (this.parent.screenHeight - this.parent.screenWorldHeight) / 2)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.top !== null)\n {\n if (this.parent.top < (this.options.top === true ? 0 : this.options.top))\n {\n this.parent.y = -(this.options.top === true ? 0 : this.options.top)\n * this.parent.scale.y;\n decelerate.y = 0;\n moved = true;\n }\n }\n if (this.options.bottom !== null)\n {\n if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom))\n {\n this.parent.y = (-(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)\n * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-y' });\n }\n }\n this.last.x = this.parent.x;\n this.last.y = this.parent.y;\n this.last.scaleX = this.parent.scale.x;\n this.last.scaleY = this.parent.scale.y;\n }\n\n public reset(): void\n {\n this.update();\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\n\n/**\n * Options for {@link ClampZoom}.\n *\n * Use either minimum width/height or minimum scale\n */\nexport interface IClampZoomOptions\n{\n /** Minimum width */\n minWidth?: number | null;\n\n /** Minimum height */\n minHeight?: number | null;\n\n /** Maximum width */\n maxWidth?: number | null;\n\n /** Maximum height */\n maxHeight?: number | null;\n\n /** Minimum scale */\n minScale?: number | null | IScale;\n\n /** Maximum scale */\n maxScale?: number | null | IScale;\n}\n\nconst DEFAULT_CLAMP_ZOOM_OPTIONS: Required = {\n minWidth: null,\n minHeight: null,\n maxWidth: null,\n maxHeight: null,\n minScale: null,\n maxScale: null\n};\n\n/**\n * Plugin to clamp the viewport's zoom to a specific range.\n *\n * @public\n */\nexport class ClampZoom extends Plugin\n{\n public readonly options: Required;\n\n /**\n * This is called by {@link Viewport.clampZoom}.\n */\n constructor(parent: Viewport, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_ZOOM_OPTIONS, options);\n\n this.clamp();\n }\n\n public resize(): void\n {\n this.clamp();\n }\n\n /** Clamp the viewport scale zoom) */\n public clamp(): void\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.options.minWidth || this.options.minHeight || this.options.maxWidth || this.options.maxHeight)\n {\n let width = this.parent.worldScreenWidth;\n let height = this.parent.worldScreenHeight;\n\n if (this.options.minWidth !== null && width < this.options.minWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.minWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxWidth !== null && width > this.options.maxWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.maxWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.minHeight !== null && height < this.options.minHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.minHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxHeight !== null && height > this.options.maxHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.maxHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n else\n if (this.options.minScale || this.options.maxScale)\n {\n const minScale: IScale = { x: null, y: null };\n const maxScale: IScale = { x: null, y: null };\n\n if (typeof this.options.minScale === 'number')\n {\n minScale.x = this.options.minScale;\n minScale.y = this.options.minScale;\n }\n else if (this.options.minScale !== null)\n {\n const optsMinScale = this.options.minScale as IScale;\n\n minScale.x = typeof optsMinScale.x === 'undefined' ? null : optsMinScale.x;\n minScale.y = typeof optsMinScale.y === 'undefined' ? null : optsMinScale.y;\n }\n\n if (typeof this.options.maxScale === 'number')\n {\n maxScale.x = this.options.maxScale;\n maxScale.y = this.options.maxScale;\n }\n else if (this.options.maxScale !== null)\n {\n const optsMaxScale = this.options.maxScale as IScale;\n\n maxScale.x = typeof optsMaxScale.x === 'undefined' ? null : optsMaxScale.x;\n maxScale.y = typeof optsMaxScale.y === 'undefined' ? null : optsMaxScale.y;\n }\n\n let scaleX = this.parent.scale.x;\n let scaleY = this.parent.scale.y;\n\n if (minScale.x !== null && scaleX < minScale.x)\n {\n scaleX = minScale.x;\n }\n if (maxScale.x !== null && scaleX > maxScale.x)\n {\n scaleX = maxScale.x;\n }\n if (minScale.y !== null && scaleY < minScale.y)\n {\n scaleY = minScale.y;\n }\n if (maxScale.y !== null && scaleY > maxScale.y)\n {\n scaleY = maxScale.y;\n }\n if (scaleX !== this.parent.scale.x || scaleY !== this.parent.scale.y)\n {\n this.parent.scale.set(scaleX, scaleY);\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n }\n\n public reset(): void\n {\n this.clamp();\n }\n}\n\n/** This allows independent x and y values for min/maxScale */\nexport interface IScale\n{\n x: null | number\n y: null | number\n}\n","import { Plugin } from './Plugin';\n\nimport type { Point } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\nexport interface IDecelerateOptions\n{\n /**\n * Percent to decelerate after movement. This should be between 0 and 1, exclusive.\n *\n * @default 0.95\n */\n friction?: number;\n\n /**\n * Percent to decelerate when past boundaries (only applicable when viewport.bounce() is active)\n *\n * @default 0.8\n */\n bounce?: number;\n\n /**\n * Minimum velocity before stopping/reversing acceleration\n *\n * @default 0.01\n */\n minSpeed?: number;\n}\n\n/** Viewport position snapshot that's saved by {@link DeceleratePlugin} to estimate panning velocity. */\nexport interface IDecelerateSnapshot\n{\n /** x-coordinate of the viewport. */\n x: number;\n\n /** y-coordinate of the viewport. */\n y: number;\n\n /** Time at which this snapshot was taken. */\n time: number;\n}\n\nconst DEFAULT_DECELERATE_OPTIONS: Required = {\n friction: 0.98,\n bounce: 0.8,\n minSpeed: 0.01\n};\n\n/**\n * Time period of decay (1 frame)\n *\n * @internal\n * @ignore\n */\nconst TP = 16;\n\n/**\n * Plugin to decelerate viewport velocity smoothly after panning ends.\n *\n * @public\n */\nexport class Decelerate extends Plugin\n{\n /** Options used to initialize this plugin. */\n public readonly options: Required;\n\n /**\n * x-component of the velocity of viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n public x!: number | null;\n\n /**\n * y-component of the velocity of the viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n public y!: number | null;\n\n /**\n * The decay factor for the x-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n public percentChangeX!: number;\n\n /**\n * The decay factor for the y-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n public percentChangeY!: number;\n\n /** Saved list of recent viewport position snapshots, to estimate velocity. */\n protected saved: Array;\n\n /** The time since the user released panning of the viewport. */\n protected timeSinceRelease: number;\n\n /**\n * This is called by {@link Viewport.decelerate}.\n */\n constructor(parent: Viewport, options: IDecelerateOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DECELERATE_OPTIONS, options);\n this.saved = [];\n this.timeSinceRelease = 0;\n\n this.reset();\n this.parent.on('moved', (data) => this.moved(data));\n }\n\n public down(): boolean\n {\n this.saved = [];\n this.x = this.y = null;\n\n return false;\n }\n\n public isActive(): boolean\n {\n return !!(this.x || this.y);\n }\n\n public move(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n this.saved.push({ x: this.parent.x, y: this.parent.y, time: performance.now() });\n\n if (this.saved.length > 60)\n {\n this.saved.splice(0, 30);\n }\n }\n\n // Silently recording viewport positions\n return false;\n }\n\n /** Listener to viewport's \"moved\" event. */\n protected moved(data: { type: 'clamp-x' | 'clamp-y'; original: Point }): void\n {\n if (this.saved.length)\n {\n const last = this.saved[this.saved.length - 1];\n\n if (data.type === 'clamp-x')\n {\n if (last.x === data.original.x)\n {\n last.x = this.parent.x;\n }\n }\n else if (data.type === 'clamp-y')\n {\n if (last.y === data.original.y)\n {\n last.y = this.parent.y;\n }\n }\n }\n }\n\n public up(): boolean\n {\n if (this.parent.input.count() === 0 && this.saved.length)\n {\n const now = performance.now();\n\n for (const save of this.saved)\n {\n if (save.time >= now - 100)\n {\n const time = now - save.time;\n\n this.x = (this.parent.x - save.x) / time;\n this.y = (this.parent.y - save.y) / time;\n this.percentChangeX = this.percentChangeY = this.options.friction;\n this.timeSinceRelease = 0;\n break;\n }\n }\n }\n\n return false;\n }\n\n /**\n * Manually activate deceleration, starting from the (x, y) velocity components passed in the options.\n *\n * @param {object} options\n * @param {number} [options.x] - Specify x-component of initial velocity.\n * @param {number} [options.y] - Specify y-component of initial velocity.\n */\n public activate(options: { x?: number; y?: number; }): void\n {\n options = options || {};\n\n if (typeof options.x !== 'undefined')\n {\n this.x = options.x;\n this.percentChangeX = this.options.friction;\n }\n if (typeof options.y !== 'undefined')\n {\n this.y = options.y;\n this.percentChangeY = this.options.friction;\n }\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n /*\n * See https://github.com/davidfig/pixi-viewport/issues/271 for math.\n *\n * The viewport velocity (this.x, this.y) decays exponentially by the the decay factor\n * (this.percentChangeX, this.percentChangeY) each frame. This velocity function is integrated\n * to calculate the displacement.\n */\n\n const moved = this.x || this.y;\n\n const ti = this.timeSinceRelease;\n const tf = this.timeSinceRelease + elapsed;\n\n if (this.x)\n {\n const k = this.percentChangeX;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport x-coordinate.\n this.parent.x += ((this.x * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on x-component of velocity\n this.x *= Math.pow(this.percentChangeX, elapsed / TP);\n }\n if (this.y)\n {\n const k = this.percentChangeY;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport y-coordinate.\n this.parent.y += ((this.y * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on y-component of velocity\n this.y *= Math.pow(this.percentChangeY, elapsed / TP);\n }\n\n this.timeSinceRelease += elapsed;\n\n // End decelerate velocity once it goes under a certain amount of precision.\n if (this.x && this.y)\n {\n if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed)\n {\n this.x = 0;\n this.y = 0;\n }\n }\n else\n {\n if (Math.abs(this.x || 0) < this.options.minSpeed)\n {\n this.x = 0;\n }\n if (Math.abs(this.y || 0) < this.options.minSpeed)\n {\n this.y = 0;\n }\n }\n\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, type: 'decelerate' });\n }\n }\n\n public reset(): void\n {\n this.x = this.y = null;\n }\n}\n","import { Point } from '@pixi/math';\nimport { Plugin } from './Plugin';\n\nimport type { Decelerate } from './Decelerate';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { IPointData } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Drag}. */\nexport interface IDragOptions\n{\n /**\n * direction to drag\n *\n * @default \"all\"\n */\n direction?: string;\n\n /**\n * whether click to drag is active\n *\n * @default true\n */\n pressDrag?: boolean;\n\n /**\n * Use wheel to scroll in direction (unless wheel plugin is active)\n *\n * @default true\n */\n wheel?: boolean;\n\n /**\n * number of pixels to scroll with each wheel spin\n *\n * @default 1\n */\n wheelScroll?: number;\n\n /**\n * reverse the direction of the wheel scroll\n *\n * @default false\n */\n reverse?: boolean;\n\n /**\n * clamp wheel(to avoid weird bounce with mouse wheel). Can be 'x' or 'y' or `true`.\n *\n * @default false\n */\n clampWheel?: boolean | string;\n\n /**\n * where to place world if too small for screen\n *\n * @default \"center\"\n */\n underflow?: string;\n\n /**\n * factor to multiply drag to increase the speed of movement\n *\n * @default 1\n */\n factor?: number;\n\n /**\n * Changes which mouse buttons trigger drag.\n *\n * Use: 'all', 'left', right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * `viewport.options.disableOnContextMenu` if you want to use right-click dragging.\n *\n * @default \"all\"\n */\n mouseButtons?: 'all' | string;\n\n /**\n * Array containing {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of\n * keys that can be pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n *\n * @default null\n */\n keyToPress?: string[] | null;\n\n /**\n * Ignore keyToPress for touch events.\n *\n * @default false\n */\n ignoreKeyToPressOnTouch?: boolean;\n\n /**\n * Scaling factor for non-DOM_DELTA_PIXEL scrolling events.\n *\n * @default 20\n */\n lineHeight?: number;\n\n /**\n * Swap x and y axes when scrolling.\n *\n * @default false\n */\n wheelSwapAxes?: boolean;\n}\n\nconst DEFAULT_DRAG_OPTIONS: Required = {\n direction: 'all',\n pressDrag: true,\n wheel: true,\n wheelScroll: 1,\n reverse: false,\n clampWheel: false,\n underflow: 'center',\n factor: 1,\n mouseButtons: 'all',\n keyToPress: null,\n ignoreKeyToPressOnTouch: false,\n lineHeight: 20,\n wheelSwapAxes: false,\n};\n\n/**\n * Plugin to enable panning/dragging of the viewport to move around.\n *\n * @public\n */\nexport class Drag extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Readonly>;\n\n /** Flags when viewport is moving. */\n protected moved: boolean;\n\n /** Factor to apply from {@link IDecelerateOptions}'s reverse. */\n protected reverse: 1 | -1;\n\n /** Holds whether dragging is enabled along the x-axis. */\n protected xDirection: boolean;\n\n /** Holds whether dragging is enabled along the y-axis. */\n protected yDirection: boolean;\n\n /** Flags whether the keys required to drag are pressed currently. */\n protected keyIsPressed: boolean;\n\n /** Holds whether the left, center, and right buttons are required to pan. */\n protected mouse!: [boolean, boolean, boolean];\n\n /** Underflow factor along x-axis */\n protected underflowX!: -1 | 0 | 1;\n\n /** Underflow factor along y-axis */\n protected underflowY!: -1 | 0 | 1;\n\n /** Last pointer position while panning. */\n protected last?: IPointData | null;\n\n /** The ID of the pointer currently panning the viewport. */\n protected current?: number;\n\n /** Array of event-handlers for window */\n private windowEventHandlers: Array<{event: string, handler: (e: any) => void}> = new Array();\n\n /**\n * This is called by {@link Viewport.drag}.\n */\n constructor(parent: Viewport, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options);\n this.moved = false;\n this.reverse = this.options.reverse ? 1 : -1;\n this.xDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'x';\n this.yDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'y';\n this.keyIsPressed = false;\n\n this.parseUnderflow();\n this.mouseButtons(this.options.mouseButtons);\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger drag event\n */\n protected handleKeyPresses(codes: string[]): void\n {\n const keydownHandler = (e: KeyboardEvent) => {\n if (codes.includes(e.code))\n { this.keyIsPressed = true; }\n }\n\n const keyupHandler = (e: KeyboardEvent) => {\n if (codes.includes(e.code))\n { this.keyIsPressed = false; }\n }\n\n this.addWindowEventHandler(\"keyup\", keyupHandler);\n this.addWindowEventHandler(\"keydown\", keydownHandler);\n }\n\n private addWindowEventHandler(event: string, handler: (e: any) => void): void\n {\n window.addEventListener(event, handler);\n this.windowEventHandlers.push({event, handler});\n }\n\n public override destroy(): void\n {\n this.windowEventHandlers.forEach(({event, handler}) => {\n window.removeEventListener(event, handler);\n })\n }\n\n /**\n * initialize mousebuttons array\n * @param {string} buttons\n */\n protected mouseButtons(buttons: string): void\n {\n if (!buttons || buttons === 'all')\n {\n this.mouse = [true, true, true];\n }\n else\n {\n this.mouse = [\n buttons.indexOf('left') !== -1,\n buttons.indexOf('middle') !== -1,\n buttons.indexOf('right') !== -1\n ];\n }\n }\n\n protected parseUnderflow(): void\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n if (clamp.includes('left'))\n {\n this.underflowX = -1;\n }\n else if (clamp.includes('right'))\n {\n this.underflowX = 1;\n }\n else\n {\n this.underflowX = 0;\n }\n if (clamp.includes('top'))\n {\n this.underflowY = -1;\n }\n else if (clamp.includes('bottom'))\n {\n this.underflowY = 1;\n }\n else\n {\n this.underflowY = 0;\n }\n }\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n protected checkButtons(event: InteractionEvent): boolean\n {\n const isMouse = event.data.pointerType === 'mouse';\n const count = this.parent.input.count();\n\n if ((count === 1) || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n if (!isMouse || this.mouse[event.data.button])\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n protected checkKeyPress(event: InteractionEvent): boolean\n {\n return (!this.options.keyToPress\n || this.keyIsPressed\n || (this.options.ignoreKeyToPressOnTouch && event.data.pointerType === 'touch'));\n }\n\n public down(event: InteractionEvent): boolean\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.checkButtons(event) && this.checkKeyPress(event))\n {\n this.last = { x: event.data.global.x, y: event.data.global.y };\n this.current = event.data.pointerId;\n\n return true;\n }\n this.last = null;\n\n return false;\n }\n\n get active(): boolean\n {\n return this.moved;\n }\n\n public move(event: InteractionEvent): boolean\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.last && this.current === event.data.pointerId)\n {\n const x = event.data.global.x;\n const y = event.data.global.y;\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n const distX = x - this.last.x;\n const distY = y - this.last.y;\n\n if (this.moved\n || ((this.xDirection && this.parent.input.checkThreshold(distX))\n || (this.yDirection && this.parent.input.checkThreshold(distY))))\n {\n const newPoint = { x, y };\n\n if (this.xDirection)\n {\n this.parent.x += (newPoint.x - this.last.x) * this.options.factor;\n }\n if (this.yDirection)\n {\n this.parent.y += (newPoint.y - this.last.y) * this.options.factor;\n }\n this.last = newPoint;\n if (!this.moved)\n {\n this.parent.emit('drag-start', {\n event,\n screen: new Point(this.last.x, this.last.y),\n world: this.parent.toWorld(new Point(this.last.x, this.last.y)),\n viewport: this.parent\n });\n }\n this.moved = true;\n this.parent.emit('moved', { viewport: this.parent, type: 'drag' });\n\n return true;\n }\n }\n else\n {\n this.moved = false;\n }\n }\n\n return false;\n }\n\n public up(event: InteractionEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n const touches = this.parent.input.touches;\n\n if (touches.length === 1)\n {\n const pointer = touches[0];\n\n if (pointer.last)\n {\n this.last = { x: pointer.last.x, y: pointer.last.y };\n this.current = pointer.id;\n }\n this.moved = false;\n\n return true;\n }\n else if (this.last)\n {\n if (this.moved)\n {\n const screen = new Point(this.last.x, this.last.y);\n\n this.parent.emit('drag-end', {\n event, screen,\n world: this.parent.toWorld(screen),\n viewport: this.parent,\n });\n this.last = null;\n this.moved = false;\n\n return true;\n }\n }\n\n return false;\n }\n\n public wheel(event: WheelEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n if (this.options.wheel)\n {\n const wheel = this.parent.plugins.get('wheel', true);\n\n if (!wheel || (!wheel.options.wheelZoom && !event.ctrlKey))\n {\n const step = event.deltaMode ? this.options.lineHeight : 1;\n\n const deltas = [event.deltaX, event.deltaY];\n const [deltaX, deltaY] = this.options.wheelSwapAxes ? deltas.reverse() : deltas;\n\n if (this.xDirection)\n {\n this.parent.x += deltaX * step * this.options.wheelScroll * this.reverse;\n }\n if (this.yDirection)\n {\n this.parent.y += deltaY * step * this.options.wheelScroll * this.reverse;\n }\n if (this.options.clampWheel)\n {\n this.clamp();\n }\n this.parent.emit('wheel-scroll', this.parent);\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n if (!this.parent.options.passiveWheel)\n {\n event.preventDefault();\n }\n if (this.parent.options.stopPropagation)\n {\n event.stopPropagation();\n }\n\n return true;\n }\n }\n\n return false;\n }\n\n public resume(): void\n {\n this.last = null;\n this.paused = false;\n }\n\n public clamp(): void\n {\n const decelerate: Partial = this.parent.plugins.get('decelerate', true) || {};\n\n if (this.options.clampWheel !== 'y')\n {\n if (this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n this.parent.x = 0;\n break;\n case 1:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n }\n else\n if (this.parent.left < 0)\n {\n this.parent.x = 0;\n decelerate.x = 0;\n }\n else if (this.parent.right > this.parent.worldWidth)\n {\n this.parent.x = (-this.parent.worldWidth * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n }\n }\n if (this.options.clampWheel !== 'x')\n {\n if (this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n this.parent.y = 0;\n break;\n case 1:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n }\n else\n {\n if (this.parent.top < 0)\n {\n this.parent.y = 0;\n decelerate.y = 0;\n }\n if (this.parent.bottom > this.parent.worldHeight)\n {\n this.parent.y = (-this.parent.worldHeight * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n }\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { DisplayObject } from '@pixi/display';\nimport type { IPointData } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Follow}. */\nexport interface IFollowOptions\n{\n /**\n * Speed to follow in px/frame (0 = teleport to location)\n *\n * @default 9\n */\n speed?: number;\n\n /**\n * Set acceleration to accelerate and decelerate at this rate; speed cannot be 0 to use acceleration\n *\n * @default null\n */\n acceleration?: number | null;\n\n /**\n * Radius (in world coordinates) of center circle where movement is allowed without moving the viewport\n *\n * @default null\n */\n radius?: number | null;\n}\n\nconst DEFAULT_FOLLOW_OPTIONS: Required = {\n speed: 0,\n acceleration: null,\n radius: null\n};\n\n/**\n * Plugin to follow a display-object.\n *\n * @see Viewport.follow\n * @public\n */\nexport class Follow extends Plugin\n{\n /** The options used to initialize this plugin. */\n public readonly options: Required;\n\n /** The target this plugin will make the viewport follow. */\n public target: DisplayObject;\n\n /** The velocity provided the viewport by following, at the current time. */\n protected velocity: IPointData;\n\n /**\n * This is called by {@link Viewport.follow}.\n *\n * @param parent\n * @param target - target to follow\n * @param options\n */\n constructor(parent: Viewport, target: DisplayObject, options: IFollowOptions = {})\n {\n super(parent);\n\n this.target = target;\n this.options = Object.assign({}, DEFAULT_FOLLOW_OPTIONS, options);\n this.velocity = { x: 0, y: 0 };\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n const center = this.parent.center;\n let toX = this.target.x;\n let toY = this.target.y;\n\n if (this.options.radius)\n {\n const distance = Math.sqrt(Math.pow(this.target.y - center.y, 2) + Math.pow(this.target.x - center.x, 2));\n\n if (distance > this.options.radius)\n {\n const angle = Math.atan2(this.target.y - center.y, this.target.x - center.x);\n\n toX = this.target.x - (Math.cos(angle) * this.options.radius);\n toY = this.target.y - (Math.sin(angle) * this.options.radius);\n }\n else\n {\n return;\n }\n }\n\n const deltaX = toX - center.x;\n const deltaY = toY - center.y;\n\n if (deltaX || deltaY)\n {\n if (this.options.speed)\n {\n if (this.options.acceleration)\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const distance = Math.sqrt(Math.pow(deltaX, 2) + Math.pow(deltaY, 2));\n\n if (distance)\n {\n const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2))\n / (2 * this.options.acceleration);\n\n if (distance > decelerationDistance)\n {\n this.velocity = {\n x: Math.min(this.velocity.x + (this.options.acceleration * elapsed, this.options.speed)),\n y: Math.min(this.velocity.y + (this.options.acceleration * elapsed, this.options.speed))\n };\n }\n else\n {\n this.velocity = {\n x: Math.max(this.velocity.x - (this.options.acceleration * this.options.speed), 0),\n y: Math.max(this.velocity.y - (this.options.acceleration * this.options.speed), 0)\n };\n }\n const changeX = Math.cos(angle) * this.velocity.x;\n const changeY = Math.sin(angle) * this.velocity.y;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const changeX = Math.cos(angle) * this.options.speed;\n const changeY = Math.sin(angle) * this.options.speed;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n this.parent.moveCenter(toX, toY);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\nimport type { InteractionEvent } from '@pixi/interaction';\n\n/** Insets for mouse edges scrolling regions */\nexport interface IMouseEdgesInsets\n{\n /** Distance from center of screen in screen pixels */\n radius?: number | null;\n\n /** Distance from all sides in screen pixels */\n distance?: number | null;\n\n /** Alternatively, set top distance (leave unset for no top scroll) */\n top?: number | null;\n\n /** Alternatively, set bottom distance (leave unset for no top scroll) */\n bottom?: number | null;\n\n /** Alternatively, set left distance (leave unset for no top scroll) */\n left?: number | null;\n\n /** Alternatively, set right distance (leave unset for no top scroll) */\n right?: number | null;\n}\n\n/** Options for {@link MouseEdges}. */\nexport interface IMouseEdgesOptions extends IMouseEdgesInsets\n{\n /** Speed in pixels/frame to scroll viewport */\n speed?: number;\n\n /** Reverse direction of scroll */\n reverse?: boolean;\n\n /** Don't use decelerate plugin even if it's installed */\n noDecelerate?: boolean;\n\n /**\n * If using radius, use linear movement (+/- 1, +/- 1) instead of angled movement.\n *\n * (Math.cos(angle from center), Math.sin(angle from center))\n */\n linear?: boolean;\n\n /** Allows plugin to continue working even when there's a `mousedown` event. */\n allowButtons?: boolean;\n}\n\nconst MOUSE_EDGES_OPTIONS: Required = {\n radius: null,\n distance: null,\n top: null,\n bottom: null,\n left: null,\n right: null,\n speed: 8,\n reverse: false,\n noDecelerate: false,\n linear: false,\n allowButtons: false,\n};\n\n/**\n * Scroll viewport when mouse hovers near one of the edges.\n *\n * @event mouse-edge-start(Viewport) emitted when mouse-edge starts\n * @event mouse-edge-end(Viewport) emitted when mouse-edge ends\n */\nexport class MouseEdges extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Readonly>;\n\n /** Factor from reverse option. */\n protected readonly reverse: -1 | 1;\n\n /** Radius squared */\n protected readonly radiusSquared: number | null;\n\n /** Scroll region size on the left side. */\n protected left!: number | null;\n\n /** Scroll region size on the top size. */\n protected top!: number | null;\n\n /** Scroll region size on the right side. */\n protected right!: number | null;\n\n /** Scroll region size on the bottom side. */\n protected bottom!: number | null;\n\n protected horizontal?: number | null;\n\n protected vertical?: number | null;\n\n /**\n * This is called by {@link Viewport.mouseEdges}.\n */\n constructor(parent: Viewport, options: IMouseEdgesOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, MOUSE_EDGES_OPTIONS, options);\n this.reverse = this.options.reverse ? 1 : -1;\n this.radiusSquared = typeof this.options.radius === 'number' ? Math.pow(this.options.radius, 2) : null;\n\n this.resize();\n }\n\n public resize(): void\n {\n const distance = this.options.distance;\n\n if (distance !== null)\n {\n this.left = distance;\n this.top = distance;\n this.right = this.parent.screenWidth - distance;\n this.bottom = this.parent.screenHeight - distance;\n }\n else if (!this.options.radius)\n {\n this.left = this.options.left;\n this.top = this.options.top;\n this.right = this.options.right === null ? null : this.parent.screenWidth - this.options.right;\n this.bottom = this.options.bottom === null ? null : this.parent.screenHeight - this.options.bottom;\n }\n }\n\n public down(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if (!this.options.allowButtons)\n {\n this.horizontal = this.vertical = null;\n }\n\n return false;\n }\n\n public move(event: InteractionEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if ((event.data.pointerType !== 'mouse' && event.data.identifier !== 1)\n || (!this.options.allowButtons && event.data.buttons !== 0))\n {\n return false;\n }\n\n const x = event.data.global.x;\n const y = event.data.global.y;\n\n if (this.radiusSquared)\n {\n const center = this.parent.toScreen(this.parent.center);\n const distance = Math.pow(center.x - x, 2) + Math.pow(center.y - y, 2);\n\n if (distance >= this.radiusSquared)\n {\n const angle = Math.atan2(center.y - y, center.x - x);\n\n if (this.options.linear)\n {\n this.horizontal = Math.round(Math.cos(angle)) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.round(Math.sin(angle)) * this.options.speed * this.reverse * (60 / 1000);\n }\n else\n {\n this.horizontal = Math.cos(angle) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.sin(angle) * this.options.speed * this.reverse * (60 / 1000);\n }\n }\n else\n {\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n\n this.horizontal = this.vertical = 0;\n }\n }\n else\n {\n if (this.left !== null && x < this.left)\n {\n this.horizontal = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.right !== null && x > this.right)\n {\n this.horizontal = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateHorizontal();\n this.horizontal = 0;\n }\n if (this.top !== null && y < this.top)\n {\n this.vertical = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.bottom !== null && y > this.bottom)\n {\n this.vertical = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateVertical();\n this.vertical = 0;\n }\n }\n\n return false;\n }\n\n private decelerateHorizontal(): void\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.horizontal && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ x: (this.horizontal * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n private decelerateVertical(): void\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.vertical && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ y: (this.vertical * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n public up(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n this.horizontal = this.vertical = null;\n\n return false;\n }\n\n public update(): void\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.horizontal || this.vertical)\n {\n const center = this.parent.center;\n\n if (this.horizontal)\n {\n center.x += this.horizontal * this.options.speed;\n }\n if (this.vertical)\n {\n center.y += this.vertical * this.options.speed;\n }\n\n this.parent.moveCenter(center);\n this.parent.emit('moved', { viewport: this.parent, type: 'mouse-edges' });\n }\n }\n}\n","import { Plugin } from './Plugin';\nimport { Point } from '@pixi/math';\n\nimport type { IPointData } from '@pixi/math';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { IViewportTouch } from '../InputManager';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Pinch}. */\nexport interface IPinchOptions\n{\n /** Disable two-finger dragging. */\n noDrag?: boolean;\n\n /**\n * Percent to modify pinch speed.\n *\n * @default 1\n */\n percent?: number;\n\n /**\n * Factor to multiply two-finger drag to increase speed of movement\n *\n * @default 1\n */\n factor?: number;\n\n /** Place this point at center during zoom instead of center of two fingers */\n center?: Point | null;\n\n /** Axis to zoom */\n axis?: 'all' | 'x' | 'y';\n}\n\nconst DEFAULT_PINCH_OPTIONS: Required = {\n noDrag: false,\n percent: 1,\n center: null,\n factor: 1,\n axis: 'all',\n};\n\n/**\n * Plugin for enabling two-finger pinching (or dragging).\n *\n * @public\n */\nexport class Pinch extends Plugin\n{\n /** Options used to initialize this plugin. */\n public readonly options: Required;\n\n /** Flags whether this plugin is active, i.e. a pointer is down on the viewport. */\n public active = false;\n\n /** Flags whether the viewport is being pinched. */\n public pinching = false;\n\n protected moved = false;\n protected lastCenter?: IPointData | null;\n\n /**\n * This is called by {@link Viewport.pinch}.\n */\n constructor(parent: Viewport, options: IPinchOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_PINCH_OPTIONS, options);\n }\n\n public down(): boolean\n {\n if (this.parent.input.count() >= 2)\n {\n this.active = true;\n\n return true;\n }\n\n return false;\n }\n\n public isAxisX(): boolean\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n public isAxisY(): boolean\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n public move(e: InteractionEvent): boolean\n {\n if (this.paused || !this.active)\n {\n return false;\n }\n\n const x = e.data.global.x;\n const y = e.data.global.y;\n\n const pointers = this.parent.input.touches;\n\n if (pointers.length >= 2)\n {\n const first = pointers[0] as IViewportTouch;\n const second = pointers[1] as IViewportTouch;\n const last = (first.last && second.last)\n ? Math.sqrt(Math.pow(second.last.x - first.last.x, 2) + Math.pow(second.last.y - first.last.y, 2))\n : null;\n\n if (first.id === e.data.pointerId)\n {\n first.last = { x, y, data: e.data } as IPointData;\n }\n else if (second.id === e.data.pointerId)\n {\n second.last = { x, y, data: e.data } as IPointData;\n }\n if (last)\n {\n let oldPoint: IPointData | undefined;\n\n const point = {\n x: (first.last as IPointData).x\n + (((second.last as IPointData).x - (first.last as IPointData).x) / 2),\n y: (first.last as IPointData).y\n + (((second.last as IPointData).y - (first.last as IPointData).y) / 2),\n };\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n let dist = Math.sqrt(Math.pow(\n (second.last as IPointData).x - (first.last as IPointData).x, 2)\n + Math.pow((second.last as IPointData).y - (first.last as IPointData).y, 2));\n\n dist = dist === 0 ? dist = 0.0000000001 : dist;\n\n const change = (1 - (last / dist)) * this.options.percent\n * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y);\n\n if (this.isAxisX())\n {\n this.parent.scale.x += change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'pinch', center: point });\n\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += (point.x - newPoint.x) * this.options.factor;\n this.parent.y += (point.y - newPoint.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n if (!this.options.noDrag && this.lastCenter)\n {\n this.parent.x += (point.x - this.lastCenter.x) * this.options.factor;\n this.parent.y += (point.y - this.lastCenter.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n\n this.lastCenter = point;\n this.moved = true;\n }\n else if (!this.pinching)\n {\n this.parent.emit('pinch-start', this.parent);\n this.pinching = true;\n }\n\n return true;\n }\n\n return false;\n }\n\n public up(): boolean\n {\n if (this.pinching)\n {\n if (this.parent.input.touches.length <= 1)\n {\n this.active = false;\n this.lastCenter = null;\n this.pinching = false;\n this.moved = false;\n this.parent.emit('pinch-end', this.parent);\n\n return true;\n }\n }\n\n return false;\n }\n}\n","import { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Viewport } from '../Viewport';\n\nexport interface ISnapOptions\n{\n /** snap to the top-left of viewport instead of center */\n topLeft?: boolean;\n\n /**\n * Friction/frame to apply if decelerate is active\n *\n * @default 0.8\n */\n friction?: number;\n\n /**\n * @default 1000\n */\n time?: number;\n\n /** Easing function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /**\n * Pause snapping with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Removes this plugin after snapping is complete\n *\n * @default false\n */\n removeOnComplete?: boolean;\n\n /**\n * Removes this plugin if interrupted by any user input\n *\n * @default false\n */\n removeOnInterrupt?: boolean;\n\n /**\n * Starts the snap immediately regardless of whether the viewport is at the desired location\n *\n * @default false\n */\n forceStart?: boolean;\n}\n\nconst DEFAULT_SNAP_OPTIONS: Required = {\n topLeft: false,\n friction: 0.8,\n time: 1000,\n ease: 'easeInOutSine',\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false\n};\n\n/**\n * @event snap-start(Viewport) emitted each time a snap animation starts\n * @event snap-restart(Viewport) emitted each time a snap resets because of a change in viewport size\n * @event snap-end(Viewport) emitted each time snap reaches its target\n * @event snap-remove(Viewport) emitted if snap plugin is removed\n */\nexport class Snap extends Plugin\n{\n public readonly options: Required;\n public ease?: any;\n public x: number;\n public y: number;\n\n protected percent?: number;\n protected snapping?: { time: number } | null;\n protected deltaX?: number;\n protected deltaY?: number;\n protected startX?: number;\n protected startY?: number;\n\n /**\n * This is called by {@link Viewport.snap}.\n */\n constructor(parent: Viewport, x: number, y: number, options: ISnapOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_SNAP_OPTIONS, options);\n this.ease = ease(options.ease, 'easeInOutSine');\n this.x = x;\n this.y = y;\n\n if (this.options.forceStart)\n {\n this.snapStart();\n }\n }\n\n public snapStart(): void\n {\n this.percent = 0;\n this.snapping = { time: 0 };\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n this.deltaX = this.x - current.x;\n this.deltaY = this.y - current.y;\n this.startX = current.x;\n this.startY = current.y;\n this.parent.emit('snap-start', this.parent);\n }\n\n public wheel(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n\n return false;\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n public up(): boolean\n {\n if (this.parent.input.count() === 0)\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n decelerate.percentChangeX = decelerate.percentChangeY = this.options.friction;\n }\n }\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n if (!this.snapping)\n {\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n if (current.x !== this.x || current.y !== this.y)\n {\n this.snapStart();\n }\n }\n else\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n let finished;\n let x;\n let y;\n\n const startX = this.startX as number;\n const startY = this.startY as number;\n const deltaX = this.deltaX as number;\n const deltaY = this.deltaY as number;\n\n if (snapping.time > this.options.time)\n {\n finished = true;\n x = startX + deltaX;\n y = startY + deltaY;\n }\n else\n {\n const percent = this.ease(snapping.time, 0, 1, this.options.time);\n\n x = startX + (deltaX * percent);\n y = startY + (deltaY * percent);\n }\n if (this.options.topLeft)\n {\n this.parent.moveCorner(x, y);\n }\n else\n {\n this.parent.moveCenter(x, y);\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'snap' });\n\n if (finished)\n {\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap');\n }\n this.parent.emit('snap-end', this.parent);\n this.snapping = null;\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Point } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link SnapZoom}. */\nexport interface ISnapZoomOptions\n{\n /** the desired width to snap (to maintain aspect ratio, choose only width or height) */\n width?: number;\n\n /** the desired height to snap (to maintain aspect ratio, choose only width or height) */\n height?: number;\n\n /**\n * time for snapping in ms\n *\n * @default 1000\n */\n time?: number;\n\n /** ease function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /** Place this point at center during zoom instead of center of the viewport */\n center?: Point | null;\n\n /**\n * Pause snapping with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Removes this plugin after snapping is complete\n *\n * @default false\n */\n removeOnComplete?: boolean;\n\n /**\n * Removes this plugin if interrupted by any user input\n *\n * @default false\n */\n removeOnInterrupt?: boolean;\n\n /**\n * Starts the snap immediately regardless of whether the viewport is at the desired zoom\n *\n * @default false\n */\n forceStart?: boolean;\n\n /**\n * Zoom but do not move\n *\n * @default false\n */\n noMove?: boolean;\n}\n\nconst DEFAULT_SNAP_ZOOM_OPTIONS: Required = {\n width: 0,\n height: 0,\n time: 1000,\n ease: 'easeInOutSine',\n center: null,\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false,\n noMove: false\n};\n\n/**\n * @event snap-zoom-start(Viewport) emitted each time a fit animation starts\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n */\nexport class SnapZoom extends Plugin\n{\n public readonly options: Required;\n\n protected ease: any;\n protected xScale: number;\n protected yScale: number;\n protected xIndependent: boolean;\n protected yIndependent: boolean;\n protected snapping?: {\n time: number;\n startX: number;\n startY: number;\n deltaX: number;\n deltaY: number;\n } | null;\n\n /**\n * This is called by {@link Viewport.snapZoom}.\n */\n constructor(parent: Viewport, options: ISnapZoomOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_SNAP_ZOOM_OPTIONS, options);\n this.ease = ease(this.options.ease);\n\n // Assign defaults for typescript.\n this.xIndependent = false;\n this.yIndependent = false;\n this.xScale = 0;\n this.yScale = 0;\n\n if (this.options.width > 0)\n {\n this.xScale = parent.screenWidth / this.options.width;\n this.xIndependent = true;\n }\n if (this.options.height > 0)\n {\n this.yScale = parent.screenHeight / this.options.height;\n this.yIndependent = true;\n }\n\n this.xScale = this.xIndependent ? (this.xScale as number) : (this.yScale as number);\n this.yScale = this.yIndependent ? (this.yScale as number) : this.xScale;\n\n if (this.options.time === 0)\n {\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.x = this.xScale;\n\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.y = this.yScale;\n\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n }\n else if (options.forceStart)\n {\n this.createSnapping();\n }\n }\n\n private createSnapping(): void\n {\n const startWorldScreenWidth = this.parent.worldScreenWidth;\n const startWorldScreenHeight = this.parent.worldScreenHeight;\n const endWorldScreenWidth = this.parent.screenWidth / this.xScale;\n const endWorldScreenHeight = this.parent.screenHeight / this.yScale;\n\n this.snapping = {\n time: 0,\n startX: startWorldScreenWidth,\n startY: startWorldScreenHeight,\n deltaX: endWorldScreenWidth - startWorldScreenWidth,\n deltaY: endWorldScreenHeight - startWorldScreenHeight\n };\n\n this.parent.emit('snap-zoom-start', this.parent);\n }\n\n public resize(): void\n {\n this.snapping = null;\n\n if (this.options.width > 0)\n {\n this.xScale = this.parent.screenWidth / this.options.width;\n }\n if (this.options.height > 0)\n {\n this.yScale = this.parent.screenHeight / this.options.height;\n }\n this.xScale = this.xIndependent ? this.xScale : this.yScale;\n this.yScale = this.yIndependent ? this.yScale : this.xScale;\n }\n\n public wheel(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n\n return false;\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n\n let oldCenter: Point | undefined;\n\n if (!this.options.center && !this.options.noMove)\n {\n oldCenter = this.parent.center;\n }\n if (!this.snapping)\n {\n if (this.parent.scale.x !== this.xScale || this.parent.scale.y !== this.yScale)\n {\n this.createSnapping();\n }\n }\n else if (this.snapping)\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n\n if (snapping.time >= this.options.time)\n {\n this.parent.scale.set(this.xScale, this.yScale);\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n this.parent.emit('snap-zoom-end', this.parent);\n this.snapping = null;\n }\n else\n {\n const snapping = this.snapping;\n const worldScreenWidth = this.ease(snapping.time, snapping.startX, snapping.deltaX, this.options.time);\n const worldScreenHeight = this.ease(snapping.time, snapping.startY, snapping.deltaY, this.options.time);\n\n this.parent.scale.x = this.parent.screenWidth / worldScreenWidth;\n this.parent.scale.y = this.parent.screenHeight / worldScreenHeight;\n }\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (!this.options.noMove)\n {\n if (!this.options.center)\n {\n this.parent.moveCenter(oldCenter as Point);\n }\n else\n {\n this.parent.moveCenter(this.options.center);\n }\n }\n }\n }\n\n public resume(): void\n {\n this.snapping = null;\n super.resume();\n }\n}\n","import { Plugin } from './Plugin';\nimport { IPointData, Point } from '@pixi/math';\n\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Wheel}. */\nexport interface IWheelOptions\n{\n /**\n * Percent to scroll with each spin\n *\n * @default 0.1\n */\n percent?: number;\n\n /**\n * smooth the zooming by providing the number of frames to zoom between wheel spins\n *\n * @default false\n */\n smooth?: false | number;\n\n /**\n * Stop smoothing with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Reverse the direction of the scroll\n *\n * @default false\n */\n reverse?: boolean;\n\n /**\n * Place this point at center during zoom instead of current mouse position\n *\n * @default null\n */\n center?: Point | null;\n\n /**\n * Scaling factor for non-DOM_DELTA_PIXEL scrolling events\n *\n * @default 20\n */\n lineHeight?: number;\n\n /**\n * Axis to zoom\n *\n * @default 'all'\n */\n axis?: 'all' | 'x' | 'y';\n\n /**\n * Array containing {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of\n * keys that can be pressed for the zoom to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n *\n * @default null\n */\n keyToPress?: string[] | null;\n\n /**\n * pinch the trackpad to zoom\n */\n trackpadPinch?: boolean;\n\n /**\n * zooms on wheel spin (use this as an alternative to drag.options.wheel)\n */\n wheelZoom?: boolean;\n}\n\nconst DEFAULT_WHEEL_OPTIONS: Required = {\n percent: 0.1,\n smooth: false,\n interrupt: true,\n reverse: false,\n center: null,\n lineHeight: 20,\n axis: 'all',\n keyToPress: null,\n trackpadPinch: false,\n wheelZoom: true,\n};\n\n/**\n * Plugin for handling wheel scrolling for viewport zoom.\n *\n * @event wheel({wheel: {dx, dy, dz}, event, viewport})\n */\nexport class Wheel extends Plugin\n{\n public readonly options: Required;\n\n protected smoothing?: IPointData | null;\n protected smoothingCenter?: Point | null;\n protected smoothingCount?: number;\n\n /** Flags whether the keys required to zoom are pressed currently. */\n protected keyIsPressed: boolean;\n\n /**\n * This is called by {@link Viewport.wheel}.\n */\n constructor(parent: Viewport, options: IWheelOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_WHEEL_OPTIONS, options);\n this.keyIsPressed = false;\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger zoom event\n */\n protected handleKeyPresses(codes: string[]): void\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = true;\n }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = false;\n }\n });\n }\n\n protected checkKeyPress(): boolean\n {\n return !this.options.keyToPress || this.keyIsPressed;\n }\n\n public down(): boolean\n {\n if (this.options.interrupt)\n {\n this.smoothing = null;\n }\n\n return false;\n }\n\n protected isAxisX(): boolean\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n protected isAxisY(): boolean\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n public update(): void\n {\n if (this.smoothing)\n {\n const point = this.smoothingCenter;\n const change = this.smoothing;\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point as IPointData);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x += change.x;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change.y;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += (point as IPointData).x - newPoint.x;\n this.parent.y += (point as IPointData).y - newPoint.y;\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n (this.smoothingCount as number)++;\n\n if ((this.smoothingCount as number) >= this.options.smooth)\n {\n this.smoothing = null;\n }\n }\n }\n\n private pinch(e: WheelEvent)\n {\n if (this.paused)\n {\n return;\n }\n\n const point = this.parent.input.getPointerPosition(e);\n const step = -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 200;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n let oldPoint: IPointData | undefined;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n public wheel(e: WheelEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n if (!this.checkKeyPress())\n {\n return false;\n }\n\n if (e.ctrlKey && this.options.trackpadPinch)\n {\n this.pinch(e);\n }\n else if (this.options.wheelZoom)\n {\n const point = this.parent.input.getPointerPosition(e);\n const sign = this.options.reverse ? -1 : 1;\n const step = sign * -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 500;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n if (this.options.smooth)\n {\n const original = {\n x: this.smoothing ? this.smoothing.x * (this.options.smooth - (this.smoothingCount as number)) : 0,\n y: this.smoothing ? this.smoothing.y * (this.options.smooth - (this.smoothingCount as number)) : 0\n };\n\n this.smoothing = {\n x: (((this.parent.scale.x + original.x) * change) - this.parent.scale.x) / this.options.smooth,\n y: (((this.parent.scale.y + original.y) * change) - this.parent.scale.y) / this.options.smooth,\n };\n this.smoothingCount = 0;\n this.smoothingCenter = point;\n }\n else\n {\n let oldPoint: IPointData | undefined;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n return !this.parent.options.passiveWheel;\n }\n}\n","import { Point, Rectangle } from '@pixi/math';\n\nimport type { IPointData } from '@pixi/math';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from './Viewport';\n\nexport interface IViewportTouch\n{\n id: number;\n last: IPointData | null;\n}\n\n/**\n * Handles all input for Viewport\n *\n * @internal\n * @ignore\n * @private\n */\nexport class InputManager\n{\n public readonly viewport: Viewport;\n\n public clickedAvailable?: boolean;\n public isMouseDown?: boolean;\n public last?: Point | null;\n public wheelFunction?: (e: WheelEvent) => void;\n /** List of active touches on viewport */\n public touches: IViewportTouch[];\n\n constructor(viewport: Viewport)\n {\n this.viewport = viewport;\n this.touches = [];\n\n this.addListeners();\n }\n\n /** Add input listeners */\n private addListeners()\n {\n this.viewport.interactive = true;\n if (!this.viewport.forceHitArea)\n {\n this.viewport.hitArea = new Rectangle(0, 0, this.viewport.worldWidth, this.viewport.worldHeight);\n }\n this.viewport.on('pointerdown', this.down, this);\n this.viewport.on('pointermove', this.move, this);\n this.viewport.on('pointerup', this.up, this);\n this.viewport.on('pointerupoutside', this.up, this);\n this.viewport.on('pointercancel', this.up, this);\n this.viewport.on('pointerout', this.up, this);\n this.wheelFunction = (e) => this.handleWheel(e);\n this.viewport.options.divWheel.addEventListener(\n 'wheel',\n this.wheelFunction as any,\n { passive: this.viewport.options.passiveWheel });\n this.isMouseDown = false;\n }\n\n /**\n * Removes all event listeners from viewport\n * (useful for cleanup of wheel when removing viewport)\n */\n public destroy(): void\n {\n this.viewport.options.divWheel.removeEventListener('wheel', this.wheelFunction as any);\n }\n\n /**\n * handle down events for viewport\n *\n * @param {PIXI.InteractionEvent} event\n */\n public down(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = true;\n }\n else if (!this.get(event.data.pointerId))\n {\n this.touches.push({ id: event.data.pointerId, last: null });\n }\n if (this.count() === 1)\n {\n this.last = event.data.global.clone();\n\n // clicked event does not fire if viewport is decelerating or bouncing\n const decelerate = this.viewport.plugins.get('decelerate', true);\n const bounce = this.viewport.plugins.get('bounce', true);\n\n if ((!decelerate || !decelerate.isActive()) && (!bounce || !bounce.isActive()))\n {\n this.clickedAvailable = true;\n }\n else\n {\n this.clickedAvailable = false;\n }\n }\n else\n {\n this.clickedAvailable = false;\n }\n\n const stop = this.viewport.plugins.down(event);\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Clears all pointer events */\n public clear(): void\n {\n this.isMouseDown = false;\n this.touches = [];\n this.last = null;\n }\n\n /**\n * @param {number} change\n * @returns whether change exceeds threshold\n */\n public checkThreshold(change: number): boolean\n {\n if (Math.abs(change) >= this.viewport.threshold)\n {\n return true;\n }\n\n return false;\n }\n\n /** Handle move events for viewport */\n public move(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n const stop = this.viewport.plugins.move(event);\n\n if (this.clickedAvailable && this.last)\n {\n const distX = event.data.global.x - this.last.x;\n const distY = event.data.global.y - this.last.y;\n\n if (this.checkThreshold(distX) || this.checkThreshold(distY))\n {\n this.clickedAvailable = false;\n }\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Handle up events for viewport */\n public up(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = false;\n }\n\n if (event.data.pointerType !== 'mouse')\n {\n this.remove(event.data.pointerId);\n }\n\n const stop = this.viewport.plugins.up(event);\n\n if (this.clickedAvailable && this.count() === 0 && this.last)\n {\n this.viewport.emit('clicked', {\n event,\n screen: this.last,\n world: this.viewport.toWorld(this.last),\n viewport: this\n });\n this.clickedAvailable = false;\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Gets pointer position if this.interaction is set */\n public getPointerPosition(event: WheelEvent): Point\n {\n const point = new Point();\n\n if (this.viewport.options.interaction)\n {\n this.viewport.options.interaction.mapPositionToPoint(point, event.clientX, event.clientY);\n }\n else if (this.viewport.options.useDivWheelForInputManager && this.viewport.options.divWheel)\n {\n const rect = this.viewport.options.divWheel.getBoundingClientRect();\n\n point.x = event.clientX - rect.left;\n point.y = event.clientY - rect.top;\n }\n else\n {\n point.x = event.clientX;\n point.y = event.clientY;\n }\n\n return point;\n }\n\n /** Handle wheel events */\n public handleWheel(event: WheelEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n // do not handle events coming from other elements\n if (this.viewport.options.interaction\n && (this.viewport.options.interaction as any).interactionDOMElement !== event.target)\n {\n return;\n }\n\n // only handle wheel events where the mouse is over the viewport\n const point = this.viewport.toLocal(this.getPointerPosition(event));\n\n if (this.viewport.left <= point.x\n && point.x <= this.viewport.right\n && this.viewport.top <= point.y\n && point.y <= this.viewport.bottom)\n {\n const stop = this.viewport.plugins.wheel(event);\n\n if (stop && !this.viewport.options.passiveWheel)\n {\n event.preventDefault();\n }\n }\n }\n\n public pause(): void\n {\n this.touches = [];\n this.isMouseDown = false;\n }\n\n /** Get touch by id */\n public get(id: number): IViewportTouch | null\n {\n for (const touch of this.touches)\n {\n if (touch.id === id)\n {\n return touch;\n }\n }\n\n return null;\n }\n\n /** Remove touch by number */\n remove(id: number): void\n {\n for (let i = 0; i < this.touches.length; i++)\n {\n if (this.touches[i].id === id)\n {\n this.touches.splice(i, 1);\n\n return;\n }\n }\n }\n\n /**\n * @returns {number} count of mouse/touch pointers that are down on the viewport\n */\n count(): number\n {\n return (this.isMouseDown ? 1 : 0) + this.touches.length;\n }\n}\n","import type {\n Animate,\n Bounce,\n Clamp,\n ClampZoom,\n Decelerate,\n Drag,\n Follow,\n MouseEdges,\n Pinch,\n Plugin,\n Snap,\n SnapZoom,\n Wheel,\n} from './plugins';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from './Viewport';\n\nconst PLUGIN_ORDER = [\n 'drag',\n 'pinch',\n 'wheel',\n 'follow',\n 'mouse-edges',\n 'decelerate',\n 'animate',\n 'bounce',\n 'snap-zoom',\n 'clamp-zoom',\n 'snap',\n 'clamp',\n];\n\n/**\n * Use this to access current plugins or add user-defined plugins\n *\n * @public\n */\nexport class PluginManager\n{\n /** Maps mounted plugins by their type */\n public plugins: Partial>;\n\n /**\n * List of plugins mounted\n *\n * This list is kept sorted by the internal priority of plugins (hard-coded).\n */\n public list: Array;\n\n /** The viewport using the plugins managed by `this`. */\n public readonly viewport: Viewport;\n\n /** This is called by {@link Viewport} to initialize the {@link Viewport.plugins plugins}. */\n constructor(viewport: Viewport)\n {\n this.viewport = viewport;\n this.list = [];\n this.plugins = {};\n }\n\n /**\n * Inserts a named plugin or a user plugin into the viewport\n * default plugin order: 'drag', 'pinch', 'wheel', 'follow', 'mouse-edges', 'decelerate', 'bounce',\n * 'snap-zoom', 'clamp-zoom', 'snap', 'clamp'\n *\n * @param {string} name of plugin\n * @param {Plugin} plugin - instantiated Plugin class\n * @param {number} index to insert userPlugin (otherwise inserts it at the end)\n */\n public add(name: string, plugin: Plugin, index: number = PLUGIN_ORDER.length)\n {\n\n const oldPlugin = this.plugins[name];\n\n if (oldPlugin)\n {\n oldPlugin.destroy();\n }\n\n this.plugins[name] = plugin;\n\n const current = PLUGIN_ORDER.indexOf(name);\n\n if (current !== -1)\n {\n PLUGIN_ORDER.splice(current, 1);\n }\n\n PLUGIN_ORDER.splice(index, 0, name);\n this.sort();\n }\n\n public get(name: 'animate', ignorePaused?: boolean): Animate | undefined | null;\n public get(name: 'bounce', ignorePaused?: boolean): Bounce | undefined | null;\n public get(name: 'clamp', ignorePaused?: boolean): Clamp | undefined | null;\n public get(name: 'clamp-zoom', ignorePaused?: boolean): ClampZoom | undefined | null;\n public get(name: 'decelerate', ignorePaused?: boolean): Decelerate | undefined | null;\n public get(name: 'drag', ignorePaused?: boolean): Drag | undefined | null;\n public get(name: 'follow', ignorePaused?: boolean): Follow | undefined | null;\n public get(name: 'mouse-edges', ignorePaused?: boolean): MouseEdges | undefined | null;\n public get(name: 'pinch', ignorePaused?: boolean): Pinch | undefined | null;\n public get(name: 'snap', ignorePaused?: boolean): Snap | undefined | null;\n public get(name: 'snap-zoom', ignorePaused?: boolean): SnapZoom | undefined | null;\n public get(name: 'wheel', ignorePaused?: boolean): Wheel | undefined | null;\n public get(name: string, ignorePaused?: boolean): T | undefined | null;\n\n /**\n * Get plugin\n *\n * @param {string} name of plugin\n * @param {boolean} [ignorePaused] return null if plugin is paused\n */\n public get(name: string, ignorePaused?: boolean): T | undefined | null\n {\n if (ignorePaused)\n {\n if (this.plugins[name]?.paused)\n {\n return null;\n }\n }\n\n return this.plugins[name] as T;\n }\n\n /**\n * Update all active plugins\n *\n * @internal\n * @ignore\n * @param {number} elapsed type in milliseconds since last update\n */\n public update(elapsed: number): void\n {\n for (const plugin of this.list)\n {\n plugin.update(elapsed);\n }\n }\n\n /**\n * Resize all active plugins\n *\n * @internal\n * @ignore\n */\n public resize(): void\n {\n for (const plugin of this.list)\n {\n plugin.resize();\n }\n }\n\n /** Clamps and resets bounce and decelerate (as needed) after manually moving viewport */\n public reset(): void\n {\n for (const plugin of this.list)\n {\n plugin.reset();\n }\n }\n\n /** removes all installed plugins */\n public removeAll(): void\n {\n this.list.forEach((plugin) => {\n plugin.destroy();\n })\n this.plugins = {};\n this.sort();\n }\n\n /**\n * Removes installed plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public remove(name: string): void\n {\n if (this.plugins[name])\n {\n this.plugins[name]?.destroy();\n delete this.plugins[name];\n this.viewport.emit(`${name}-remove`);\n this.sort();\n }\n }\n\n /**\n * Pause plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public pause(name: string): void\n {\n this.plugins[name]?.pause();\n }\n\n /**\n * Resume plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public resume(name: string): void\n {\n this.plugins[name]?.resume();\n }\n\n /**\n * Sort plugins according to PLUGIN_ORDER\n *\n * @internal\n * @ignore\n */\n public sort()\n {\n this.list = [];\n\n for (const plugin of PLUGIN_ORDER)\n {\n if (this.plugins[plugin])\n {\n this.list.push(this.plugins[plugin] as Plugin);\n }\n }\n }\n\n /**\n * Handle down for all plugins\n *\n * @internal\n * @ignore\n */\n public down(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.down(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle move for all plugins\n *\n * @internal\n * @ignore\n */\n public move(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.viewport.plugins.list)\n {\n if (plugin.move(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle up for all plugins\n *\n * @internal\n * @ignore\n */\n public up(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.up(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle wheel event for all plugins\n *\n * @internal\n * @ignore\n */\n public wheel(e: WheelEvent): boolean\n {\n let result = false;\n\n for (const plugin of this.list)\n {\n if (plugin.wheel(e))\n {\n result = true;\n }\n }\n\n return result;\n }\n}\n","import { Container } from '@pixi/display';\nimport { IPointData, Point, Rectangle } from '@pixi/math';\nimport { Ticker } from '@pixi/ticker';\n\nimport { InputManager } from './InputManager';\nimport { PluginManager } from './PluginManager';\nimport {\n Animate, IAnimateOptions,\n Bounce, IBounceOptions,\n Clamp, IClampOptions,\n ClampZoom, IClampZoomOptions,\n Decelerate, IDecelerateOptions,\n Drag, IDragOptions,\n Follow, IFollowOptions,\n MouseEdges, IMouseEdgesOptions,\n Pinch, IPinchOptions,\n Snap, ISnapOptions,\n SnapZoom, ISnapZoomOptions,\n Wheel, IWheelOptions,\n} from './plugins';\n\nimport type { DisplayObject, IDestroyOptions } from '@pixi/display';\nimport type { IHitArea, InteractionManager } from '@pixi/interaction';\n\n/** Options for {@link Viewport}. */\nexport interface IViewportOptions\n{\n /** @default window.innerWidth */\n screenWidth?: number;\n\n /** @default window.innerHeight */\n screenHeight?: number;\n\n /** @default this.width */\n worldWidth?: number | null;\n\n /** @default this.height */\n worldHeight?: number | null;\n\n /**\n * Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event\n *\n * @default 5\n */\n threshold?: number;\n\n /**\n * Whether the 'wheel' event is set to passive (note: if false, e.preventDefault() will be called when wheel\n * is used over the viewport)\n *\n * @default true\n */\n passiveWheel?: boolean;\n\n /**\n * Whether to stopPropagation of events that impact the viewport (except wheel events, see options.passiveWheel)\n */\n stopPropagation?: boolean;\n\n /**\n * Change the default hitArea from world size to a new value\n */\n forceHitArea?: Rectangle | null;\n\n /**\n * Set this if you want to manually call update() function on each frame\n *\n * @default false\n */\n noTicker?: boolean;\n\n /**\n * InteractionManager, available from instantiated `WebGLRenderer/CanvasRenderer.plugins.interaction`\n *\n * It's used to calculate pointer postion relative to canvas location on screen\n */\n interaction?: InteractionManager | null;\n\n /**\n * Remove oncontextmenu=() => {} from the divWheel element\n */\n disableOnContextMenu?: boolean;\n\n /**\n * div to attach the wheel event\n *\n * @default document.body\n */\n divWheel?: HTMLElement;\n\n /**\n * Use this PIXI.ticker for updates\n *\n * @default PIXI.Ticker.shared\n */\n ticker?: Ticker;\n\n /**\n * Uses divWheel definition for InputManager to calculate positioning relative to containing div\n * this is used only if options.interaction is not defined\n */\n useDivWheelForInputManager?: boolean;\n}\n\nexport interface ICompleteViewportOptions extends IViewportOptions\n{\n screenWidth: number;\n screenHeight: number;\n threshold: number;\n passiveWheel: boolean;\n stopPropagation: boolean;\n noTicker: boolean;\n ticker: Ticker;\n}\n\nexport interface IViewportTransformState\n{\n x: number;\n y: number;\n scaleX: number;\n scaleY: number;\n}\n\nconst DEFAULT_VIEWPORT_OPTIONS: ICompleteViewportOptions = {\n screenWidth: window.innerWidth,\n screenHeight: window.innerHeight,\n worldWidth: null,\n worldHeight: null,\n threshold: 5,\n passiveWheel: true,\n stopPropagation: false,\n forceHitArea: null,\n noTicker: false,\n interaction: null,\n disableOnContextMenu: false,\n ticker: Ticker.shared,\n};\n\n/**\n * Main class to use when creating a Viewport\n *\n * @public\n * @fires clicked\n * @fires drag-start\n * @fires drag-end\n * @fires drag-remove\n * @fires pinch-start\n * @fires pinch-end\n * @fires pinch-remove\n * @fires snap-start\n * @fires snap-end\n * @fires snap-remove\n * @fires snap-zoom-start\n * @fires snap-zoom-end\n * @fires snap-zoom-remove\n * @fires bounce-x-start\n * @fires bounce-x-end\n * @fires bounce-y-start\n * @fires bounce-y-end\n * @fires bounce-remove\n * @fires wheel\n * @fires wheel-remove\n * @fires wheel-scroll\n * @fires wheel-scroll-remove\n * @fires mouse-edge-start\n * @fires mouse-edge-end\n * @fires mouse-edge-remove\n * @fires moved\n * @fires moved-end\n * @fires zoomed\n * @fires zoomed-end\n * @fires frame-end\n */\nexport class Viewport extends Container\n{\n /** Flags whether the viewport is being panned */\n public moving?: boolean;\n\n public screenWidth: number;\n public screenHeight: number;\n\n /** Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event */\n public threshold: number;\n\n public readonly input: InputManager;\n\n /** Use this to add user plugins or access existing plugins (e.g., to pause, resume, or remove them) */\n public readonly plugins: PluginManager;\n\n /** Flags whether the viewport zoom is being changed. */\n public zooming?: boolean;\n\n public lastViewport?: IViewportTransformState | null;\n\n /** The options passed when creating this viewport, merged with the default values */\n public readonly options: ICompleteViewportOptions & { divWheel: HTMLElement };\n\n private _dirty?: boolean;\n private _forceHitArea?: IHitArea | null;\n private _hitAreaDefault?: Rectangle;\n private _pause?: boolean;\n private readonly tickerFunction?: () => void;\n private _worldWidth?: number | null;\n private _worldHeight?: number | null;\n private _disableOnContextMenu = (e: MouseEvent) => e.preventDefault();\n\n /**\n * @param {IViewportOptions} ViewportOptions\n * @param {number} [options.screenWidth=window.innerWidth]\n * @param {number} [options.screenHeight=window.innerHeight]\n * @param {number} [options.worldWidth=this.width]\n * @param {number} [options.worldHeight=this.height]\n * @param {number} [options.threshold=5] number of pixels to move to trigger an input event (e.g., drag, pinch)\n * or disable a clicked event\n * @param {boolean} [options.passiveWheel=true] whether the 'wheel' event is set to passive (note: if false,\n * e.preventDefault() will be called when wheel is used over the viewport)\n * @param {boolean} [options.stopPropagation=false] whether to stopPropagation of events that impact the viewport\n * (except wheel events, see options.passiveWheel)\n * @param {HitArea} [options.forceHitArea] change the default hitArea from world size to a new value\n * @param {boolean} [options.noTicker] set this if you want to manually call update() function on each frame\n * @param {PIXI.Ticker} [options.ticker=PIXI.Ticker.shared] use this PIXI.ticker for updates\n * @param {PIXI.InteractionManager} [options.interaction=null] InteractionManager, available from instantiated\n * WebGLRenderer/CanvasRenderer.plugins.interaction - used to calculate pointer position relative to canvas\n * location on screen\n * @param {HTMLElement} [options.divWheel=document.body] div to attach the wheel event\n * @param {boolean} [options.disableOnContextMenu] remove oncontextmenu=() => {} from the divWheel element\n */\n constructor(options: IViewportOptions = {})\n {\n super();\n this.options = Object.assign(\n {},\n { divWheel: document.body },\n DEFAULT_VIEWPORT_OPTIONS,\n options\n );\n\n this.screenWidth = this.options.screenWidth;\n this.screenHeight = this.options.screenHeight;\n\n this._worldWidth = this.options.worldWidth;\n this._worldHeight = this.options.worldHeight;\n this.forceHitArea = this.options.forceHitArea;\n this.threshold = this.options.threshold;\n\n this.options.divWheel = this.options.divWheel || document.body;\n\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.addEventListener('contextmenu', this._disableOnContextMenu);\n }\n if (!this.options.noTicker)\n {\n this.tickerFunction = () => this.update(this.options.ticker.elapsedMS);\n this.options.ticker.add(this.tickerFunction);\n }\n\n this.input = new InputManager(this);\n this.plugins = new PluginManager(this);\n }\n\n /** Overrides PIXI.Container's destroy to also remove the 'wheel' and PIXI.Ticker listeners */\n destroy(options?: IDestroyOptions): void\n {\n if (!this.options.noTicker && this.tickerFunction)\n {\n this.options.ticker.remove(this.tickerFunction);\n }\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.removeEventListener('contextmenu', this._disableOnContextMenu);\n }\n\n this.input.destroy();\n super.destroy(options);\n }\n\n /**\n * Update viewport on each frame.\n *\n * By default, you do not need to call this unless you set `options.noTicker=true`.\n *\n * @param {number} elapsed time in milliseconds since last update\n */\n update(elapsed: number): void\n {\n if (!this.pause)\n {\n this.plugins.update(elapsed);\n\n if (this.lastViewport)\n {\n // Check for moved-end event\n if (this.lastViewport.x !== this.x || this.lastViewport.y !== this.y)\n {\n this.moving = true;\n }\n else if (this.moving)\n {\n this.emit('moved-end', this);\n this.moving = false;\n }\n\n // Check for zoomed-end event\n if (this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y)\n {\n this.zooming = true;\n }\n else if (this.zooming)\n {\n this.emit('zoomed-end', this);\n this.zooming = false;\n }\n }\n\n if (!this.forceHitArea)\n {\n this._hitAreaDefault = new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n this.hitArea = this._hitAreaDefault;\n }\n\n this._dirty = this._dirty || !this.lastViewport\n || this.lastViewport.x !== this.x || this.lastViewport.y !== this.y\n || this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y;\n\n this.lastViewport = {\n x: this.x,\n y: this.y,\n scaleX: this.scale.x,\n scaleY: this.scale.y\n };\n this.emit('frame-end', this);\n }\n }\n\n /**\n * Use this to set screen and world sizes, needed for pinch/wheel/clamp/bounce.\n * @param {number} screenWidth=window.innerWidth\n * @param {number} screenHeight=window.innerHeight\n * @param {number} [worldWidth]\n * @param {number} [worldHeight]\n */\n resize(\n screenWidth: number = window.innerWidth,\n screenHeight: number = window.innerHeight,\n worldWidth?: number,\n worldHeight?: number\n ): void\n {\n this.screenWidth = screenWidth;\n this.screenHeight = screenHeight;\n\n if (typeof worldWidth !== 'undefined')\n {\n this._worldWidth = worldWidth;\n }\n if (typeof worldHeight !== 'undefined')\n {\n this._worldHeight = worldHeight;\n }\n\n this.plugins.resize();\n this.dirty = true;\n }\n\n /** World width, in pixels */\n get worldWidth(): number\n {\n if (this._worldWidth)\n {\n return this._worldWidth;\n }\n\n return this.width / this.scale.x;\n }\n set worldWidth(value: number)\n {\n this._worldWidth = value;\n this.plugins.resize();\n }\n\n /** World height, in pixels */\n get worldHeight(): number\n {\n if (this._worldHeight)\n {\n return this._worldHeight;\n }\n\n return this.height / this.scale.y;\n }\n set worldHeight(value: number)\n {\n this._worldHeight = value;\n this.plugins.resize();\n }\n\n /** Get visible world bounds of viewport */\n public getVisibleBounds(): Rectangle\n {\n return new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n }\n\n /** Change coordinates from screen to world */\n public toWorld

(x: number, y: number): P;\n /** Change coordinates from screen to world */\n public toWorld

(screenPoint: IPointData): P;\n\n /**\n * Changes coordinate from screen to world\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n public toWorld

(x: number | IPointData, y?: number): P\n {\n if (arguments.length === 2)\n {\n return this.toLocal

(new Point(x as number, y));\n }\n\n return this.toLocal

(x as IPointData);\n }\n\n /** Change coordinates from world to screen */\n public toScreen

(x: number, y: number): P;\n /** Change coordinates from world to screen */\n public toScreen

(worldPoint: IPointData): P;\n\n /**\n * Changes coordinate from world to screen\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n public toScreen

(x: number | IPointData, y?: number): P\n {\n if (arguments.length === 2)\n {\n return this.toGlobal

(new Point(x as number, y));\n }\n\n return this.toGlobal

(x as IPointData);\n }\n\n /** Screen width in world coordinates */\n get worldScreenWidth(): number\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Screen height in world coordinates */\n get worldScreenHeight(): number\n {\n return this.screenHeight / this.scale.y;\n }\n\n /** World width in screen coordinates */\n get screenWorldWidth(): number\n {\n return this.worldWidth * this.scale.x;\n }\n\n /** World height in screen coordinates */\n get screenWorldHeight(): number\n {\n return this.worldHeight * this.scale.y;\n }\n\n /** Center of screen in world coordinates */\n get center(): Point\n {\n return new Point(\n (this.worldScreenWidth / 2) - (this.x / this.scale.x),\n (this.worldScreenHeight / 2) - (this.y / this.scale.y),\n );\n }\n set center(value: Point)\n {\n this.moveCenter(value);\n }\n\n public moveCenter(x: number, y: number): Viewport;\n\n /** Move center of viewport to {@code center}. */\n public moveCenter(center: IPointData): Viewport;\n\n /**\n * Move center of viewport to (x, y)\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @return {Viewport}\n */\n public moveCenter(...args: [number, number] | [IPointData]): Viewport\n {\n let x: number;\n let y: number;\n\n if (typeof args[0] === 'number')\n {\n x = args[0];\n y = args[1] as number;\n }\n else\n {\n x = args[0].x;\n y = args[0].y;\n }\n\n const newX = ((this.worldScreenWidth / 2) - x) * this.scale.x;\n const newY = ((this.worldScreenHeight / 2) - y) * this.scale.y;\n\n if (this.x !== newX || this.y !== newY)\n {\n this.position.set(newX, newY);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Top-left corner of Viewport */\n get corner(): Point\n {\n return new Point(-this.x / this.scale.x, -this.y / this.scale.y);\n }\n set corner(value: Point)\n {\n this.moveCorner(value);\n }\n\n /** Move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n public moveCorner(x: number, y: number): Viewport;\n\n /** move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n public moveCorner(center: Point): Viewport;\n\n /**\n * MoveCorner\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @returns {Viewport}\n */\n public moveCorner(...args: [number, number] | [Point]): Viewport\n {\n let x;\n let y;\n\n if (args.length === 1)\n {\n x = -args[0].x * this.scale.x;\n y = -args[0].y * this.scale.y;\n }\n else\n {\n x = -args[0] * this.scale.x;\n y = -args[1] * this.scale.y;\n }\n\n if (x !== this.x || y !== this.y)\n {\n this.position.set(x, y);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Get how many world pixels fit in screen's width */\n get screenWidthInWorldPixels(): number\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Get how many world pixels fit on screen's height */\n get screenHeightInWorldPixels(): number\n {\n return this.screenHeight / this.scale.y;\n }\n\n /**\n * Find the scale value that fits a world width on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param width - Width in world pixels\n * @return - scale\n */\n findFitWidth(width: number): number\n {\n return this.screenWidth / width;\n }\n\n /**\n * Finds the scale value that fits a world height on the screens\n * does not change the viewport (use fit... to change)\n *\n * @param height - Height in world pixels\n * @return - scale\n */\n findFitHeight(height: number): number\n {\n return this.screenHeight / height;\n }\n\n /**\n * Finds the scale value that fits the smaller of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findFit(width: number, height: number): number\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.min(scaleX, scaleY);\n }\n\n /**\n * Finds the scale value that fits the larger of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findCover(width: number, height: number): number\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.max(scaleX, scaleY);\n }\n\n /**\n * Change zoom so the width fits in the viewport\n *\n * @param width - width in world coordinates\n * @param center - maintain the same center\n * @param scaleY - whether to set scaleY=scaleX\n * @param noClamp - whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitWidth(width = this.worldWidth, center?: boolean, scaleY = true, noClamp?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.x = this.screenWidth / width;\n\n if (scaleY)\n {\n this.scale.y = this.scale.x;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so the height fits in the viewport\n *\n * @param {number} [height=this.worldHeight] in world coordinates\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {boolean} [scaleX=true] whether to set scaleX = scaleY\n * @param {boolean} [noClamp] whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitHeight(height = this.worldHeight, center?: boolean, scaleX = true, noClamp?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.y = this.screenHeight / height;\n\n if (scaleX)\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the entire world in the viewport\n *\n * @param {boolean} center maintain the same center of the screen after zoom\n * @returns {Viewport} this\n */\n fitWorld(center?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / this.worldWidth;\n this.scale.y = this.screenHeight / this.worldHeight;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the size or the entire world in the viewport\n *\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {number} [width=this.worldWidth] desired width\n * @param {number} [height=this.worldHeight] desired height\n * @returns {Viewport} this\n */\n fit(center?: boolean, width = this.worldWidth, height = this.worldHeight): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / width;\n this.scale.y = this.screenHeight / height;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport to specific value.\n *\n * @param {number} scale value (e.g., 1 would be 100%, 0.25 would be 25%)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n setZoom(scale: number, center?: boolean): Viewport\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.set(scale);\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport by a certain percent (in both x and y direction).\n *\n * @param {number} percent change (e.g., 0.25 would increase a starting scale of 1.0 to 1.25)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoomPercent(percent: number, center?: boolean): Viewport\n {\n return this.setZoom(this.scale.x + (this.scale.x * percent), center);\n }\n\n /**\n * Zoom viewport by increasing/decreasing width by a certain number of pixels.\n *\n * @param {number} change in pixels\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoom(change: number, center?: boolean): Viewport\n {\n this.fitWidth(change + this.worldScreenWidth, center);\n\n return this;\n }\n\n /** Changes scale of viewport and maintains center of viewport */\n get scaled(): number\n {\n return this.scale.x;\n }\n set scaled(scale: number)\n {\n this.setZoom(scale, true);\n }\n\n /**\n * Returns zoom to the desired scale\n *\n * @param {ISnapZoomOptions} options\n * @param {number} [options.width=0] - the desired width to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.height=0] - the desired height to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.time=1000] - time for snapping in ms\n * @param {(string|function)} [options.ease=easeInOutSine] ease function or name (see http://easings.net/\n * for supported names)\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of the viewport\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at the\n * desired zoom\n * @param {boolean} [options.noMove] - zoom but do not move\n */\n snapZoom(options?: ISnapZoomOptions): Viewport\n {\n this.plugins.add('snap-zoom', new SnapZoom(this, options));\n\n return this;\n }\n\n /** Is container out of world bounds */\n OOB(): {\n left: boolean;\n right: boolean;\n top: boolean;\n bottom: boolean;\n cornerPoint: Point;\n }\n {\n return {\n left: this.left < 0,\n right: this.right > this.worldWidth,\n top: this.top < 0,\n bottom: this.bottom > this.worldHeight,\n cornerPoint: new Point(\n (this.worldWidth * this.scale.x) - this.screenWidth,\n (this.worldHeight * this.scale.y) - this.screenHeight\n )\n };\n }\n\n /** World coordinates of the right edge of the screen */\n get right(): number\n {\n return (-this.x / this.scale.x) + this.worldScreenWidth;\n }\n set right(value: number)\n {\n this.x = (-value * this.scale.x) + this.screenWidth;\n this.plugins.reset();\n }\n\n /** World coordinates of the left edge of the screen */\n get left(): number\n {\n return -this.x / this.scale.x;\n }\n set left(value: number)\n {\n this.x = -value * this.scale.x;\n this.plugins.reset();\n }\n\n /** World coordinates of the top edge of the screen */\n get top(): number\n {\n return -this.y / this.scale.y;\n }\n set top(value: number)\n {\n this.y = -value * this.scale.y;\n this.plugins.reset();\n }\n\n /** World coordinates of the bottom edge of the screen */\n get bottom(): number\n {\n return (-this.y / this.scale.y) + this.worldScreenHeight;\n }\n set bottom(value: number)\n {\n this.y = (-value * this.scale.y) + this.screenHeight;\n this.plugins.reset();\n }\n\n /**\n * Determines whether the viewport is dirty (i.e., needs to be rendered to the screen because of a change)\n */\n get dirty(): boolean\n {\n return !!this._dirty;\n }\n set dirty(value: boolean)\n {\n this._dirty = value;\n }\n\n /**\n * Permanently changes the Viewport's hitArea\n *\n * NOTE: if not set then hitArea = PIXI.Rectangle(Viewport.left, Viewport.top, Viewport.worldScreenWidth,\n * Viewport.worldScreenHeight)\n */\n get forceHitArea(): IHitArea | null | undefined\n {\n return this._forceHitArea;\n }\n set forceHitArea(value: IHitArea | null | undefined)\n {\n if (value)\n {\n this._forceHitArea = value;\n this.hitArea = value;\n }\n else\n {\n this._forceHitArea = null;\n this.hitArea = new Rectangle(0, 0, this.worldWidth, this.worldHeight);\n }\n }\n\n /**\n * Enable one-finger touch to drag\n *\n * NOTE: if you expect users to use right-click dragging, you should enable `viewport.options.disableOnContextMenu`\n * to avoid the context menu popping up on each right-click drag.\n *\n * @param {IDragOptions} [options]\n * @param {string} [options.direction=all] direction to drag\n * @param {boolean} [options.pressDrag=true] whether click to drag is active\n * @param {boolean} [options.wheel=true] use wheel to scroll in direction (unless wheel plugin is active)\n * @param {number} [options.wheelScroll=1] number of pixels to scroll with each wheel spin\n * @param {boolean} [options.reverse] reverse the direction of the wheel scroll\n * @param {(boolean|string)} [options.clampWheel=false] clamp wheel(to avoid weird bounce with mouse wheel)\n * @param {string} [options.underflow=center] where to place world if too small for screen\n * @param {number} [options.factor=1] factor to multiply drag to increase the speed of movement\n * @param {string} [options.mouseButtons=all] changes which mouse buttons trigger drag, use: 'all', 'left',\n * 'right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * viewport.options.disableOnContextMenu if you want to use right-click dragging\n * @param {string[]} [options.keyToPress=null] - array containing\n * {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of keys that can be\n * pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n * @param {boolean} [options.ignoreKeyToPressOnTouch=false] - ignore keyToPress for touch events\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @returns {Viewport} this\n */\n public drag(options?: IDragOptions): Viewport\n {\n this.plugins.add('drag', new Drag(this, options));\n\n return this;\n }\n\n /**\n * Clamp to world boundaries or other provided boundaries\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary\n * [0, viewport.worldWidth/viewport.worldHeight], eg: to allow the world to be completely dragged offscreen,\n * set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the\n * appropriate boundaries\n *\n * NOTES:\n * clamp is disabled if called with no options; use { direction: 'all' } for all edge clamping\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n *\n * @param {object} [options]\n * @param {(number|boolean)} [options.left=false] - clamp left; true = 0\n * @param {(number|boolean)} [options.right=false] - clamp right; true = viewport.worldWidth\n * @param {(number|boolean)} [options.top=false] - clamp top; true = 0\n * @param {(number|boolean)} [options.bottom=false] - clamp bottom; true = viewport.worldHeight\n * @param {string} [direction] - (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight];\n * replaces left/right/top/bottom if set\n * @param {string} [underflow=center] - where to place world if too small for screen (e.g., top-right, center,\n * none, bottomLeft) * @returns {Viewport} this\n */\n public clamp(options?: IClampOptions): Viewport\n {\n this.plugins.add('clamp', new Clamp(this, options));\n\n return this;\n }\n\n /**\n * Decelerate after a move\n *\n * NOTE: this fires 'moved' event during deceleration\n *\n * @param {IDecelerateOptions} [options]\n * @param {number} [options.friction=0.95] - percent to decelerate after movement\n * @param {number} [options.bounce=0.8] - percent to decelerate when past boundaries (only applicable when\n * viewport.bounce() is active)\n * @param {number} [options.minSpeed=0.01] - minimum velocity before stopping/reversing acceleration\n * @return {Viewport} this\n */\n public decelerate(options?: IDecelerateOptions): Viewport\n {\n this.plugins.add('decelerate', new Decelerate(this, options));\n\n return this;\n }\n\n /**\n * Bounce on borders\n * NOTES:\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n * fires 'moved', 'bounce-x-start', 'bounce-y-start', 'bounce-x-end', and 'bounce-y-end' events\n * @param {object} [options]\n * @param {string} [options.sides=all] - all, horizontal, vertical, or combination of top, bottom, right, left\n * (e.g., 'top-bottom-right')\n * @param {number} [options.friction=0.5] - friction to apply to decelerate if active\n * @param {number} [options.time=150] - time in ms to finish bounce\n * @param {object} [options.bounceBox] - use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight)\n * @param {number} [options.bounceBox.x=0]\n * @param {number} [options.bounceBox.y=0]\n * @param {number} [options.bounceBox.width=viewport.worldWidth]\n * @param {number} [options.bounceBox.height=viewport.worldHeight]\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name\n * (see http://easings.net/ for supported names)\n * @param {string} [options.underflow=center] - (top/bottom/center and left/right/center, or center)\n * where to place world if too small for screen\n * @return {Viewport} this\n */\n public bounce(options?: IBounceOptions): Viewport\n {\n this.plugins.add('bounce', new Bounce(this, options));\n\n return this;\n }\n\n /**\n * Enable pinch to zoom and two-finger touch to drag\n *\n * @param {PinchOptions} [options]\n * @param {boolean} [options.noDrag] - disable two-finger dragging\n * @param {number} [options.percent=1] - percent to modify pinch speed\n * @param {number} [options.factor=1] - factor to multiply two-finger drag to increase the speed of movement\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of two fingers\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n public pinch(options?: IPinchOptions): Viewport\n {\n this.plugins.add('pinch', new Pinch(this, options));\n\n return this;\n }\n\n /**\n * Snap to a point\n *\n * @param {number} x\n * @param {number} y\n * @param {ISnapOptions} [options]\n * @param {boolean} [options.topLeft] - snap to the top-left of viewport instead of center\n * @param {number} [options.friction=0.8] - friction/frame to apply if decelerate is active\n * @param {number} [options.time=1000] - time in ms to snap\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name (see http://easings.net/\n * for supported names)\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at\n * the desired location\n * @return {Viewport} this\n */\n public snap(x: number, y: number, options?: ISnapOptions): Viewport\n {\n this.plugins.add('snap', new Snap(this, x, y, options));\n\n return this;\n }\n\n /**\n * Follow a target\n *\n * NOTES:\n * uses the (x, y) as the center to follow; for PIXI.Sprite to work properly, use sprite.anchor.set(0.5)\n * options.acceleration is not perfect as it doesn't know the velocity of the target. It adds acceleration\n * to the start of movement and deceleration to the end of movement when the target is stopped.\n * To cancel the follow, use: `viewport.plugins.remove('follow')`\n *\n * @fires 'moved' event\n *\n * @param {PIXI.DisplayObject} target to follow\n * @param {IFollowOptions} [options]\n * @param {number} [options.speed=0] - to follow in pixels/frame (0=teleport to location)\n * @param {number} [options.acceleration] - set acceleration to accelerate and decelerate at this rate; speed\n * cannot be 0 to use acceleration\n * @param {number} [options.radius] - radius (in world coordinates) of center circle where movement is allowed\n * without moving the viewport * @returns {Viewport} this\n * @returns {Viewport} this\n */\n public follow(target: DisplayObject, options?: IFollowOptions): Viewport\n {\n this.plugins.add('follow', new Follow(this, target, options));\n\n return this;\n }\n\n /**\n * Zoom using mouse wheel\n *\n * NOTE: the default event listener for 'wheel' event is document.body. Use `Viewport.options.divWheel` to\n * change this default\n *\n * @param {IWheelOptions} [options]\n * @param {number} [options.percent=0.1] - percent to scroll with each spin\n * @param {number} [options.smooth] - smooth the zooming by providing the number of frames to zoom between wheel spins\n * @param {boolean} [options.interrupt=true] - stop smoothing with any user input on the viewport\n * @param {boolean} [options.reverse] - reverse the direction of the scroll\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of current mouse position\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n public wheel(options?: IWheelOptions): Viewport\n {\n this.plugins.add('wheel', new Wheel(this, options));\n\n return this;\n }\n\n /**\n * Animate the position and/or scale of the viewport\n * To set the zoom level, use: (1) scale, (2) scaleX and scaleY, or (3) width and/or height\n * @param {object} options\n * @param {number} [options.time=1000] - time to animate\n * @param {PIXI.Point} [options.position=viewport.center] - position to move viewport\n * @param {number} [options.width] - desired viewport width in world pixels (use instead of scale;\n * aspect ratio is maintained if height is not provided)\n * @param {number} [options.height] - desired viewport height in world pixels (use instead of scale;\n * aspect ratio is maintained if width is not provided)\n * @param {number} [options.scale] - scale to change zoom (scale.x = scale.y)\n * @param {number} [options.scaleX] - independently change zoom in x-direction\n * @param {number} [options.scaleY] - independently change zoom in y-direction\n * @param {(function|string)} [options.ease=linear] - easing function to use\n * @param {function} [options.callbackOnComplete]\n * @param {boolean} [options.removeOnInterrupt] removes this plugin if interrupted by any user input\n * @returns {Viewport} this\n */\n public animate(options: IAnimateOptions): Viewport\n {\n this.plugins.add('animate', new Animate(this, options));\n\n return this;\n }\n\n /**\n * Enable clamping of zoom to constraints\n *\n * The minWidth/Height settings are how small the world can get (as it would appear on the screen)\n * before clamping. The maxWidth/maxHeight is how larger the world can scale (as it would appear on\n * the screen) before clamping.\n *\n * For example, if you have a world size of 1000 x 1000 and a screen size of 100 x 100, if you set\n * minWidth/Height = 100 then the world will not be able to zoom smaller than the screen size (ie,\n * zooming out so it appears smaller than the screen). Similarly, if you set maxWidth/Height = 100\n * the world will not be able to zoom larger than the screen size (ie, zooming in so it appears\n * larger than the screen).\n *\n * @param {object} [options]\n * @param {number} [options.minWidth] - minimum width\n * @param {number} [options.minHeight] - minimum height\n * @param {number} [options.maxWidth] - maximum width\n * @param {number} [options.maxHeight] - maximum height\n * @param {number} [options.minScale] - minimum scale\n * @param {number} [options.maxScale] - minimum scale\n * @return {Viewport} this\n */\n public clampZoom(options: IClampZoomOptions): Viewport\n {\n this.plugins.add('clamp-zoom', new ClampZoom(this, options));\n\n return this;\n }\n\n /**\n * Scroll viewport when mouse hovers near one of the edges or radius-distance from center of screen.\n *\n * NOTES: fires 'moved' event; there's a known bug where the mouseEdges does not work properly with \"windowed\" viewports\n *\n * @param {IMouseEdgesOptions} [options]\n * @param {number} [options.radius] - distance from center of screen in screen pixels\n * @param {number} [options.distance] - distance from all sides in screen pixels\n * @param {number} [options.top] - alternatively, set top distance (leave unset for no top scroll)\n * @param {number} [options.bottom] - alternatively, set bottom distance (leave unset for no top scroll)\n * @param {number} [options.left] - alternatively, set left distance (leave unset for no top scroll)\n * @param {number} [options.right] - alternatively, set right distance (leave unset for no top scroll)\n * @param {number} [options.speed=8] - speed in pixels/frame to scroll viewport\n * @param {boolean} [options.reverse] - reverse direction of scroll\n * @param {boolean} [options.noDecelerate] - don't use decelerate plugin even if it's installed\n * @param {boolean} [options.linear] - if using radius, use linear movement (+/- 1, +/- 1) instead of angled\n * movement (Math.cos(angle from center), Math.sin(angle from center))\n * @param {boolean} [options.allowButtons] allows plugin to continue working even when there's a mousedown event\n */\n public mouseEdges(options: IMouseEdgesOptions): Viewport\n {\n this.plugins.add('mouse-edges', new MouseEdges(this, options));\n\n return this;\n }\n\n /** Pause viewport (including animation updates such as decelerate) */\n get pause(): boolean\n {\n return !!this._pause;\n }\n set pause(value: boolean)\n {\n this._pause = value;\n\n this.lastViewport = null;\n this.moving = false;\n this.zooming = false;\n\n if (value)\n {\n this.input.pause();\n }\n }\n\n /**\n * Move the viewport so the bounding box is visible\n *\n * @param x - left\n * @param y - top\n * @param width\n * @param height\n * @param resizeToFit - Resize the viewport so the box fits within the viewport\n */\n public ensureVisible(x: number, y: number, width: number, height: number, resizeToFit?: boolean): void\n {\n if (resizeToFit && (width > this.worldScreenWidth || height > this.worldScreenHeight))\n {\n this.fit(true, width, height);\n this.emit('zoomed', { viewport: this, type: 'ensureVisible' });\n }\n let moved = false;\n\n if (x < this.left)\n {\n this.left = x;\n moved = true;\n }\n else if (x + width > this.right)\n {\n this.right = x + width;\n moved = true;\n }\n if (y < this.top)\n {\n this.top = y;\n moved = true;\n }\n else if (y + height > this.bottom)\n {\n this.bottom = y + height;\n moved = true;\n }\n if (moved)\n {\n this.emit('moved', { viewport: this, type: 'ensureVisible' });\n }\n }\n}\n\n/**\n * Fires after a mouse or touch click\n * @event Viewport#clicked\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag starts\n * @event Viewport#drag-start\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag ends\n * @event Viewport#drag-end\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a pinch starts\n * @event Viewport#pinch-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a pinch end\n * @event Viewport#pinch-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap starts\n * @event Viewport#snap-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap ends\n * @event Viewport#snap-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom starts\n * @event Viewport#snap-zoom-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom ends\n * @event Viewport#snap-zoom-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the x direction\n * @event Viewport#bounce-x-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the x direction\n * @event Viewport#bounce-x-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the y direction\n * @event Viewport#bounce-y-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the y direction\n * @event Viewport#bounce-y-end\n * @type {Viewport}\n */\n\n/**\n * Fires when for a mouse wheel event\n * @event Viewport#wheel\n * @type {object}\n * @property {object} wheel\n * @property {number} wheel.dx\n * @property {number} wheel.dy\n * @property {number} wheel.dz\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a wheel-scroll occurs\n * @event Viewport#wheel-scroll\n * @type {Viewport}\n */\n\n/**\n * Fires when a mouse-edge starts to scroll\n * @event Viewport#mouse-edge-start\n * @type {Viewport}\n */\n\n/**\n * Fires when the mouse-edge scrolling ends\n * @event Viewport#mouse-edge-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#moved\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type - (drag, snap, pinch, 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\ No newline at end of file diff --git a/dist/esm/viewport.es.js b/dist/esm/viewport.es.js index 52312b4a..dfe20464 100644 --- a/dist/esm/viewport.es.js +++ b/dist/esm/viewport.es.js @@ -1,8 +1,8 @@ /* eslint-disable */ /*! - * pixi-viewport - v4.37.0 - * Compiled Sun, 23 Oct 2022 14:02:15 UTC + * pixi-viewport - v4.38.0 + * Compiled Sun, 27 Nov 2022 13:43:58 UTC * * pixi-viewport is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -374,19 +374,20 @@ var penner = createCommonjsModule(function (module, exports) { * @param {(function|string)} [ease] * @param {defaults} default penner equation to use if none is provided */ +// eslint-disable-next-line consistent-return function ease(ease, defaults) { if (!ease) { - return penner[defaults] + return penner[defaults]; } else if (typeof ease === 'function') { - return ease + return ease; } else if (typeof ease === 'string') { - return penner[ease] + return penner[ease]; } } @@ -594,7 +595,7 @@ class Animate extends Plugin { this.parent.fitHeight(this.height, this.keepCenter, this.width === null); } - if (!this.keepCenter) + if (!this.keepCenter && this.options.position) { this.parent.moveCenter(this.options.position); } @@ -722,6 +723,8 @@ function _optionalChain$1(ops) { let lastAccessLHS = undefined; let value = ops[ + + @@ -747,7 +750,7 @@ class Bounce extends Plugin /** Holds whether to bounce from left side. */ - + /** Holds whether to bounce from top side. */ @@ -806,7 +809,9 @@ class Bounce extends Plugin this.left = this.options.sides.indexOf('left') !== -1; this.right = this.options.sides.indexOf('right') !== -1; } - } else { + } + else + { this.left = this.top = this.right = this.bottom = false; } @@ -819,7 +824,9 @@ class Bounce extends Plugin } else { + // eslint-disable-next-line no-nested-ternary this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0; + // eslint-disable-next-line no-nested-ternary this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0; } @@ -954,8 +961,8 @@ class Bounce extends Plugin y1 * this.parent.scale.y ), bottomRight: new Point( - width * this.parent.scale.x - this.parent.screenWidth, - height * this.parent.scale.y - this.parent.screenHeight + (width * this.parent.scale.x) - this.parent.screenWidth, + (height * this.parent.scale.y) - this.parent.screenHeight ) }; } @@ -967,8 +974,8 @@ class Bounce extends Plugin bottom: this.parent.bottom > this.parent.worldHeight, topLeft: new Point(0, 0), bottomRight: new Point( - this.parent.worldWidth * this.parent.scale.x - this.parent.screenWidth, - this.parent.worldHeight * this.parent.scale.y - this.parent.screenHeight + (this.parent.worldWidth * this.parent.scale.x) - this.parent.screenWidth, + (this.parent.worldHeight * this.parent.scale.y) - this.parent.screenHeight ) }; } @@ -991,7 +998,8 @@ class Bounce extends Plugin if (decelerate && (decelerate.x || decelerate.y)) { - if ((decelerate.x && decelerate.percentChangeX === _optionalChain$1([decelerate, 'access', _ => _.options, 'optionalAccess', _2 => _2.friction])) || (decelerate.y && decelerate.percentChangeY === _optionalChain$1([decelerate, 'access', _3 => _3.options, 'optionalAccess', _4 => _4.friction]))) + if ((decelerate.x && decelerate.percentChangeX === _optionalChain$1([decelerate, 'access', _ => _.options, 'optionalAccess', _2 => _2.friction])) + || (decelerate.y && decelerate.percentChangeY === _optionalChain$1([decelerate, 'access', _3 => _3.options, 'optionalAccess', _4 => _4.friction]))) { oob = this.oob(); if ((oob.left && this.left) || (oob.right && this.right)) @@ -1067,12 +1075,14 @@ class Bounce extends Plugin * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side; * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight] - * eg: to allow the world to be completely dragged offscreen, set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2] + * eg: to allow the world to be completely dragged offscreen, set + * [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2] * * Underflow determines what happens when the world is smaller than the viewport * 1. none = the world is clamped but there is no special behavior * 2. center = the world is centered on the viewport - * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the appropriate boundaries + * 3. combination of top/bottom/center and left/right/center (case insensitive) = + * the world is stuck to the appropriate boundaries * */ @@ -1187,7 +1197,9 @@ class Clamp extends Plugin } else { + // eslint-disable-next-line no-nested-ternary this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0; + // eslint-disable-next-line no-nested-ternary this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0; this.noUnderflow = false; } @@ -1264,7 +1276,8 @@ class Clamp extends Plugin { if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right)) { - this.parent.x = -(this.options.right === true ? this.parent.worldWidth : this.options.right) * this.parent.scale.x + this.parent.screenWidth; + this.parent.x = (-(this.options.right === true ? this.parent.worldWidth : this.options.right) + * this.parent.scale.x) + this.parent.screenWidth; decelerate.x = 0; moved = true; } @@ -1321,8 +1334,8 @@ class Clamp extends Plugin { if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)) { - this.parent.y = -(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom) - * this.parent.scale.y + this.parent.screenHeight; + this.parent.y = (-(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom) + * this.parent.scale.y) + this.parent.screenHeight; decelerate.y = 0; moved = true; } @@ -1750,16 +1763,22 @@ class Decelerate extends Plugin this.timeSinceRelease += elapsed; // End decelerate velocity once it goes under a certain amount of precision. - if (this.x && this.y) { - if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) { - this.x = 0; - this.y = 0; + if (this.x && this.y) + { + if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) + { + this.x = 0; + this.y = 0; } - } else { - if (Math.abs(this.x || 0) < this.options.minSpeed) { + } + else + { + if (Math.abs(this.x || 0) < this.options.minSpeed) + { this.x = 0; } - if (Math.abs(this.y || 0) < this.options.minSpeed) { + if (Math.abs(this.y || 0) < this.options.minSpeed) + { this.y = 0; } } @@ -1872,6 +1891,7 @@ class Decelerate extends Plugin + const DEFAULT_DRAG_OPTIONS = { @@ -1930,13 +1950,15 @@ class Drag extends Plugin /** The ID of the pointer currently panning the viewport. */ + /** Array of event-handlers for window */ + __init() {this.windowEventHandlers = new Array();} + /** * This is called by {@link Viewport.drag}. */ constructor(parent, options = {}) { - super(parent); - + super(parent);Drag.prototype.__init.call(this); this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options); this.moved = false; this.reverse = this.options.reverse ? 1 : -1; @@ -1960,16 +1982,30 @@ class Drag extends Plugin */ handleKeyPresses(codes) { - window.addEventListener('keydown', (e) => - { + const keydownHandler = (e) => { if (codes.includes(e.code)) { this.keyIsPressed = true; } - }); + }; - window.addEventListener('keyup', (e) => - { + const keyupHandler = (e) => { if (codes.includes(e.code)) { this.keyIsPressed = false; } + }; + + this.addWindowEventHandler("keyup", keyupHandler); + this.addWindowEventHandler("keydown", keydownHandler); + } + + addWindowEventHandler(event, handler) + { + window.addEventListener(event, handler); + this.windowEventHandlers.push({event, handler}); + } + + destroy() + { + this.windowEventHandlers.forEach(({event, handler}) => { + window.removeEventListener(event, handler); }); } @@ -2409,20 +2445,21 @@ class Follow extends Plugin if (distance) { - const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) / (2 * this.options.acceleration); + const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) + / (2 * this.options.acceleration); if (distance > decelerationDistance) { this.velocity = { - x: Math.min(this.velocity.x + this.options.acceleration * elapsed, this.options.speed), - y: Math.min(this.velocity.y + this.options.acceleration * elapsed, this.options.speed) + x: Math.min(this.velocity.x + (this.options.acceleration * elapsed, this.options.speed)), + y: Math.min(this.velocity.y + (this.options.acceleration * elapsed, this.options.speed)) }; } else { this.velocity = { - x: Math.max(this.velocity.x - this.options.acceleration * this.options.speed, 0), - y: Math.max(this.velocity.y - this.options.acceleration * this.options.speed, 0) + x: Math.max(this.velocity.x - (this.options.acceleration * this.options.speed), 0), + y: Math.max(this.velocity.y - (this.options.acceleration * this.options.speed), 0) }; } const changeX = Math.cos(angle) * this.velocity.x; @@ -2495,6 +2532,8 @@ class Follow extends Plugin + + @@ -2858,9 +2897,9 @@ class Pinch extends Plugin const point = { x: (first.last ).x - + ((second.last ).x - (first.last ).x) / 2, + + (((second.last ).x - (first.last ).x) / 2), y: (first.last ).y - + ((second.last ).y - (first.last ).y) / 2, + + (((second.last ).y - (first.last ).y) / 2), }; if (!this.options.center) @@ -2873,7 +2912,7 @@ class Pinch extends Plugin dist = dist === 0 ? dist = 0.0000000001 : dist; - const change = (1 - last / dist) * this.options.percent + const change = (1 - (last / dist)) * this.options.percent * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y); if (this.isAxisX()) @@ -3688,8 +3727,8 @@ class Wheel extends Plugin }; this.smoothing = { - x: ((this.parent.scale.x + original.x) * change - this.parent.scale.x) / this.options.smooth, - y: ((this.parent.scale.y + original.y) * change - this.parent.scale.y) / this.options.smooth, + x: (((this.parent.scale.x + original.x) * change) - this.parent.scale.x) / this.options.smooth, + y: (((this.parent.scale.y + original.y) * change) - this.parent.scale.y) / this.options.smooth, }; this.smoothingCount = 0; this.smoothingCenter = point; @@ -4103,6 +4142,14 @@ class PluginManager */ add(name, plugin, index = PLUGIN_ORDER.length) { + + const oldPlugin = this.plugins[name]; + + if (oldPlugin) + { + oldPlugin.destroy(); + } + this.plugins[name] = plugin; const current = PLUGIN_ORDER.indexOf(name); @@ -4190,6 +4237,9 @@ class PluginManager /** removes all installed plugins */ removeAll() { + this.list.forEach((plugin) => { + plugin.destroy(); + }); this.plugins = {}; this.sort(); } @@ -4203,6 +4253,7 @@ class PluginManager { if (this.plugins[name]) { + _optionalChain([this, 'access', _4 => _4.plugins, 'access', _5 => _5[name], 'optionalAccess', _6 => _6.destroy, 'call', _7 => _7()]); delete this.plugins[name]; this.viewport.emit(`${name}-remove`); this.sort(); @@ -4216,7 +4267,7 @@ class PluginManager */ pause(name) { - _optionalChain([this, 'access', _4 => _4.plugins, 'access', _5 => _5[name], 'optionalAccess', _6 => _6.pause, 'call', _7 => _7()]); + _optionalChain([this, 'access', _8 => _8.plugins, 'access', _9 => _9[name], 'optionalAccess', _10 => _10.pause, 'call', _11 => _11()]); } /** @@ -4226,7 +4277,7 @@ class PluginManager */ resume(name) { - _optionalChain([this, 'access', _8 => _8.plugins, 'access', _9 => _9[name], 'optionalAccess', _10 => _10.resume, 'call', _11 => _11()]); + _optionalChain([this, 'access', _12 => _12.plugins, 'access', _13 => _13[name], 'optionalAccess', _14 => _14.resume, 'call', _15 => _15()]); } /** diff --git a/dist/esm/viewport.es.js.map b/dist/esm/viewport.es.js.map index 01f76cd5..4516c1ae 100644 --- a/dist/esm/viewport.es.js.map +++ b/dist/esm/viewport.es.js.map @@ -1 +1 @@ -{"version":3,"file":"viewport.es.js","sources":["../../src/plugins/Plugin.ts","../../node_modules/penner/penner.js","../../src/ease.ts","../../src/plugins/Animate.ts","../../src/plugins/Bounce.ts","../../src/plugins/Clamp.ts","../../src/plugins/ClampZoom.ts","../../src/plugins/Decelerate.ts","../../src/plugins/Drag.ts","../../src/plugins/Follow.ts","../../src/plugins/MouseEdges.ts","../../src/plugins/Pinch.ts","../../src/plugins/Snap.ts","../../src/plugins/SnapZoom.ts","../../src/plugins/Wheel.ts","../../src/InputManager.ts","../../src/PluginManager.ts","../../src/Viewport.ts"],"sourcesContent":["import type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from '../Viewport';\n\n/**\n * Derive this class to create user-defined plugins\n *\n * @public\n */\nexport class Plugin\n{\n /** The viewport to which this plugin is attached. */\n public readonly parent: Viewport;\n\n /**\n * Flags whether this plugin has been \"paused\".\n *\n * @see Plugin#pause\n * @see Plugin#resume\n */\n public paused: boolean;\n\n /** @param {Viewport} parent */\n constructor(parent: Viewport)\n {\n this.parent = parent;\n this.paused = false;\n }\n\n /** Called when plugin is removed */\n public destroy()\n {\n // Override for implementation\n }\n\n /** Handler for pointerdown PIXI event */\n public down(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for pointermove PIXI event */\n public move(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for pointerup PIXI event */\n public up(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for wheel event on div */\n public wheel(_e: WheelEvent): boolean | undefined\n {\n return false;\n }\n\n /**\n * Called on each tick\n * @param {number} elapsed time in millisecond since last update\n */\n public update(_delta: number): void\n {\n // Override for implementation\n }\n\n /** Called when the viewport is resized */\n public resize()\n {\n // Override for implementation\n }\n\n /** Called when the viewport is manually moved */\n public reset(): void\n {\n // Override for implementation\n }\n\n /** Pause the plugin */\n public pause(): void\n {\n this.paused = true;\n }\n\n /** Un-pause the plugin */\n public resume(): void\n {\n this.paused = false;\n }\n}\n","\n/*\n\tCopyright © 2001 Robert Penner\n\tAll rights reserved.\n\n\tRedistribution and use in source and binary forms, with or without modification, \n\tare permitted provided that the following conditions are met:\n\n\tRedistributions of source code must retain the above copyright notice, this list of \n\tconditions and the following disclaimer.\n\tRedistributions in binary form must reproduce the above copyright notice, this list \n\tof conditions and the following disclaimer in the documentation and/or other materials \n\tprovided with the distribution.\n\n\tNeither the name of the author nor the names of contributors may be used to endorse \n\tor promote products derived from this software without specific prior written permission.\n\n\tTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY \n\tEXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n\tMERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n\tCOPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n\tEXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n\tGOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED \n\tAND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n\tNEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED \n\tOF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n(function() {\n var penner, umd;\n\n umd = function(factory) {\n if (typeof exports === 'object') {\n return module.exports = factory;\n } else if (typeof define === 'function' && define.amd) {\n return define([], factory);\n } else {\n return this.penner = factory;\n }\n };\n\n penner = {\n linear: function(t, b, c, d) {\n return c * t / d + b;\n },\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n easeInOutQuad: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t + b;\n } else {\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n }\n },\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n easeOutCubic: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n },\n easeInOutCubic: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n },\n easeInQuart: function(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n },\n easeOutQuart: function(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n },\n easeInOutQuart: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t + b;\n } else {\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n },\n easeInQuint: function(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n },\n easeOutQuint: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n },\n easeInOutQuint: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n },\n easeInSine: function(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n },\n easeOutSine: function(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n },\n easeInOutSine: function(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n },\n easeInExpo: function(t, b, c, d) {\n if (t === 0) {\n return b;\n } else {\n return c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n },\n easeOutExpo: function(t, b, c, d) {\n if (t === d) {\n return b + c;\n } else {\n return c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n },\n easeInOutExpo: function(t, b, c, d) {\n if (t === 0) {\n b;\n }\n if (t === d) {\n b + c;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n } else {\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n },\n easeInCirc: function(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n },\n easeOutCirc: function(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n },\n easeInOutCirc: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n } else {\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n },\n easeInElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n },\n easeOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b;\n },\n easeInOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d / 2) === 2) {\n b + c;\n }\n if (!p) {\n p = d * (.3 * 1.5);\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n if (t < 1) {\n return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n } else {\n return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;\n }\n },\n easeInBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n },\n easeOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n },\n easeInOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b;\n } else {\n return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b;\n }\n },\n easeInBounce: function(t, b, c, d) {\n var v;\n v = penner.easeOutBounce(d - t, 0, c, d);\n return c - v + b;\n },\n easeOutBounce: function(t, b, c, d) {\n if ((t /= d) < 1 / 2.75) {\n return c * (7.5625 * t * t) + b;\n } else if (t < 2 / 2.75) {\n return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b;\n } else if (t < 2.5 / 2.75) {\n return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b;\n } else {\n return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b;\n }\n },\n easeInOutBounce: function(t, b, c, d) {\n var v;\n if (t < d / 2) {\n v = penner.easeInBounce(t * 2, 0, c, d);\n return v * .5 + b;\n } else {\n v = penner.easeOutBounce(t * 2 - d, 0, c, d);\n return v * .5 + c * .5 + b;\n }\n }\n };\n\n umd(penner);\n\n}).call(this);\n","// eslint-disable-next-line\n// @ts-expect-error Penner seems to have no typings.\nimport Penner from 'penner';\n\n/**\n * Returns correct Penner equation using string or Function.\n *\n * @internal\n * @ignore\n * @param {(function|string)} [ease]\n * @param {defaults} default penner equation to use if none is provided\n */\nexport default function ease(ease: any, defaults?: any): any\n{\n if (!ease)\n {\n return Penner[defaults]\n }\n else if (typeof ease === 'function')\n {\n return ease\n }\n else if (typeof ease === 'string')\n {\n return Penner[ease]\n }\n}","import { IPointData, Point } from '@pixi/math';\nimport { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Animate}. */\nexport interface IAnimateOptions\n{\n /** Time to animate */\n time?: number;\n\n /** Position to move the viewport to */\n position?: IPointData;\n\n /**\n * Desired viewport width in world pixels\n *\n * (use instead of scale; aspect ratio is maintained if height is not provided)\n */\n width?: number;\n\n /**\n * Desired viewport height in world pixels\n *\n * (use instead of scale; aspect ratio is maintained if width is not provided)\n */\n height?: number;\n\n /** Scale to change zoom (scale.x = scale.y) */\n scale?: number;\n\n /** Independently change zoom in x-direction */\n scaleX?: number;\n\n /** Independently change zoom in y-direction */\n scaleY?: number;\n\n /** Easing function to use */\n ease?: any;\n\n /** Callback to invoke when the animation completes */\n callbackOnComplete?: (viewport: Viewport) => void;\n\n /** Removes this plugin if interrupted by any user input */\n removeOnInterrupt?: boolean;\n}\n\nconst DEFAULT_ANIMATE_OPTIONS = {\n removeOnInterrupt: false,\n ease: 'linear',\n time: 1000,\n};\n\n/**\n * Animation plugin.\n *\n * @see Viewport#animate\n * @fires animate-end\n */\nexport class Animate extends Plugin\n{\n public readonly options: IAnimateOptions & { ease: any; time: number };\n\n /** The starting x-coordinate of the viewport. */\n protected startX?: number;\n\n /** The starting y-coordinate of the viewport. */\n protected startY?: number;\n\n /** The change in the x-coordinate of the viewport through the animation.*/\n protected deltaX?: number;\n\n /** The change in the y-coordinate of the viewport through the animation. */\n protected deltaY?: number;\n\n /** Marks whether the center of the viewport is preserved in the animation. */\n protected keepCenter!: boolean;\n\n /** The starting viewport width. */\n protected startWidth: number | null = null;\n\n /** The starting viewport height. */\n protected startHeight: number | null = null;\n\n /** The change in the viewport's width through the animation. */\n protected deltaWidth: number | null = null;\n\n /** The change in the viewport's height through the animation. */\n protected deltaHeight: number | null = null;\n\n /** The viewport's width post-animation. */\n protected width: number | null = null;\n\n /** The viewport's height post-animation. */\n protected height: number | null = null;\n\n /** The time since the animation started. */\n protected time = 0;\n\n /**\n * This is called by {@link Viewport.animate}.\n *\n * @param parent\n * @param options\n */\n constructor(parent: Viewport, options: IAnimateOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_ANIMATE_OPTIONS, options);\n this.options.ease = ease(this.options.ease);\n\n this.setupPosition();\n this.setupZoom();\n\n this.time = 0;\n }\n\n /**\n * Setup `startX`, `startY`, `deltaX`, `deltaY`, `keepCenter`.\n *\n * This is called during construction.\n */\n protected setupPosition(): void\n {\n if (typeof this.options.position !== 'undefined')\n {\n this.startX = this.parent.center.x;\n this.startY = this.parent.center.y;\n this.deltaX = this.options.position.x - this.parent.center.x;\n this.deltaY = this.options.position.y - this.parent.center.y;\n this.keepCenter = false;\n }\n else\n {\n this.keepCenter = true;\n }\n }\n\n /**\n * Setup `startWidth, `startHeight`, `deltaWidth, `deltaHeight, `width`, `height`.\n *\n * This is called during construction.\n */\n protected setupZoom(): void\n {\n this.width = null;\n this.height = null;\n\n if (typeof this.options.scale !== 'undefined')\n {\n this.width = this.parent.screenWidth / this.options.scale;\n }\n else if (typeof this.options.scaleX !== 'undefined' || typeof this.options.scaleY !== 'undefined')\n {\n if (typeof this.options.scaleX !== 'undefined')\n {\n // screenSizeInWorldPixels = screenWidth / scale\n this.width = this.parent.screenWidth / this.options.scaleX;\n }\n if (typeof this.options.scaleY !== 'undefined')\n {\n this.height = this.parent.screenHeight / this.options.scaleY;\n }\n }\n else\n {\n if (typeof this.options.width !== 'undefined')\n {\n this.width = this.options.width;\n }\n if (typeof this.options.height !== 'undefined')\n {\n this.height = this.options.height;\n }\n }\n\n if (this.width !== null)\n {\n this.startWidth = this.parent.screenWidthInWorldPixels;\n this.deltaWidth = this.width - this.startWidth;\n }\n if (this.height !== null)\n {\n this.startHeight = this.parent.screenHeightInWorldPixels;\n this.deltaHeight = this.height - this.startHeight;\n }\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('animate');\n }\n\n return false;\n }\n\n public complete(): void\n {\n this.parent.plugins.remove('animate');\n if (this.width !== null)\n {\n this.parent.fitWidth(this.width, this.keepCenter, this.height === null);\n }\n if (this.height !== null)\n {\n this.parent.fitHeight(this.height, this.keepCenter, this.width === null);\n }\n if (!this.keepCenter)\n {\n this.parent.moveCenter(this.options.position!);\n }\n\n this.parent.emit('animate-end', this.parent);\n\n if (this.options.callbackOnComplete)\n {\n this.options.callbackOnComplete(this.parent);\n }\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n this.time += elapsed;\n\n const originalZoom = new Point(this.parent.scale.x, this.parent.scale.y);\n\n if (this.time >= this.options.time)\n {\n const originalWidth = this.parent.width;\n const originalHeight = this.parent.height;\n\n this.complete();\n if (originalWidth !== this.parent.width || originalHeight !== this.parent.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n else\n {\n const percent = this.options.ease(this.time, 0, 1, this.options.time);\n\n if (this.width !== null)\n {\n const startWidth = this.startWidth as number;\n const deltaWidth = this.deltaWidth as number;\n\n this.parent.fitWidth(\n startWidth + (deltaWidth * percent),\n this.keepCenter,\n this.height === null);\n }\n if (this.height !== null)\n {\n const startHeight = this.startHeight as number;\n const deltaHeight = this.deltaHeight as number;\n\n this.parent.fitHeight(\n startHeight + (deltaHeight * percent),\n this.keepCenter,\n this.width === null);\n }\n if (this.width === null)\n {\n this.parent.scale.x = this.parent.scale.y;\n }\n else if (this.height === null)\n {\n this.parent.scale.y = this.parent.scale.x;\n }\n if (!this.keepCenter)\n {\n const startX = this.startX as number;\n const startY = this.startY as number;\n const deltaX = this.deltaX as number;\n const deltaY = this.deltaY as number;\n const original = new Point(this.parent.x, this.parent.y);\n\n this.parent.moveCenter(startX + (deltaX * percent), startY + (deltaY * percent));\n this.parent.emit('moved', { viewport: this.parent, original, type: 'animate' });\n }\n if (this.width || this.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n }\n}\n","import { Point, Rectangle } from '@pixi/math';\nimport { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Drag } from './Drag';\nimport type { IDecelerateOptions } from './Decelerate';\nimport type { Pinch } from './Pinch';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Bounce}. */\nexport interface IBounceOptions {\n /** \"all\", \"horizontal\", \"vertical\", or combination of \"top\", \"bottom\", \"right\", \"left\" (e.g., 'top-bottom-right') */\n sides?:\n 'all'\n | 'horizontal'\n | 'vertical'\n | string;\n\n /** Friction to apply to decelerate if active */\n friction?: number;\n\n /** Time in ms to finish bounce */\n time?: number;\n\n /** Use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight) */\n bounceBox?: Rectangle | null;\n\n /** Ease function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /** (top/bottom/center and left/right/center, or center) where to place world if too small for screen */\n underflow?: 'center' | string;\n}\n\n/** Bounce state along an axis */\nexport interface IBounceState {\n /** Elapsed time since bounce started */\n time: number;\n\n /** Starting coordinate */\n start: number;\n\n /** Change in coordinate through bounce */\n delta: number;\n\n /** Ending coordinate */\n end: number;\n}\n\nconst DEFAULT_BOUNCE_OPTIONS: Required = {\n sides: 'all',\n friction: 0.5,\n time: 150,\n ease: 'easeInOutSine',\n underflow: 'center',\n bounceBox: null\n};\n\n/**\n * @fires bounce-start-x\n * @fires bounce.end-x\n * @fires bounce-start-y\n * @fires bounce-end-y\n * @public\n */\nexport class Bounce extends Plugin\n{\n /** The options passed to initialize this plugin, cannot be modified again. */\n public readonly options: Readonly>;\n\n /** Holds whether to bounce from left side. */\n public readonly left: boolean ;\n\n /** Holds whether to bounce from top side. */\n public readonly top: boolean;\n\n /** Holds whether to bounce from right side. */\n public readonly right: boolean;\n\n /** Holds whether to bounce from bottom side. */\n public readonly bottom: boolean;\n\n /** Direction of underflow along x-axis. */\n public readonly underflowX: -1 | 0 | 1;\n\n /** Direction of underflow along y-axis. */\n public readonly underflowY: -1 | 0 | 1;\n\n /** Easing */\n protected ease: any;\n\n /** Bounce state along x-axis */\n protected toX!: IBounceState | null;\n\n /** Bounce state along y-axis */\n protected toY!: IBounceState | null;\n\n /**\n * This is called by {@link Viewport.bounce}.\n */\n constructor(parent: Viewport, options: IBounceOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_BOUNCE_OPTIONS, options);\n this.ease = ease(this.options.ease, 'easeInOutSine');\n\n if (this.options.sides)\n {\n if (this.options.sides === 'all')\n {\n this.top = this.bottom = this.left = this.right = true;\n }\n else if (this.options.sides === 'horizontal')\n {\n this.right = this.left = true;\n this.top = this.bottom = false;\n }\n else if (this.options.sides === 'vertical')\n {\n this.left = this.right = false;\n this.top = this.bottom = true;\n }\n else\n {\n this.top = this.options.sides.indexOf('top') !== -1;\n this.bottom = this.options.sides.indexOf('bottom') !== -1;\n this.left = this.options.sides.indexOf('left') !== -1;\n this.right = this.options.sides.indexOf('right') !== -1;\n }\n } else {\n this.left = this.top = this.right = this.bottom = false;\n }\n\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n }\n\n this.reset();\n }\n\n public isActive(): boolean\n {\n return this.toX !== null || this.toY !== null;\n }\n\n public down(): boolean\n {\n this.toX = this.toY = null;\n\n return false;\n }\n\n public up(): boolean\n {\n this.bounce();\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n this.bounce();\n\n if (this.toX)\n {\n const toX = this.toX;\n\n toX.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-x' });\n\n if (toX.time >= this.options.time)\n {\n this.parent.x = toX.end;\n this.toX = null;\n this.parent.emit('bounce-x-end', this.parent);\n }\n else\n {\n this.parent.x = this.ease(toX.time, toX.start, toX.delta, this.options.time);\n }\n }\n\n if (this.toY)\n {\n const toY = this.toY;\n\n toY.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-y' });\n\n if (toY.time >= this.options.time)\n {\n this.parent.y = toY.end;\n this.toY = null;\n this.parent.emit('bounce-y-end', this.parent);\n }\n else\n {\n this.parent.y = this.ease(toY.time, toY.start, toY.delta, this.options.time);\n }\n }\n }\n\n /** @internal */\n protected calcUnderflowX(): number\n {\n let x: number;\n\n switch (this.underflowX)\n {\n case -1:\n x = 0;\n break;\n case 1:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n\n return x;\n }\n\n /** @internal */\n protected calcUnderflowY(): number\n {\n let y: number;\n\n switch (this.underflowY)\n {\n case -1:\n y = 0;\n break;\n case 1:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n\n return y;\n }\n\n private oob(): Record<'left' | 'right' | 'top' | 'bottom', boolean> & Record<'topLeft' | 'bottomRight', Point>\n {\n const box = this.options.bounceBox;\n\n if (box)\n {\n const x1 = typeof box.x === 'undefined' ? 0 : box.x;\n const y1 = typeof box.y === 'undefined' ? 0 : box.y;\n const width = typeof box.width === 'undefined' ? this.parent.worldWidth : box.width;\n const height = typeof box.height === 'undefined' ? this.parent.worldHeight : box.height;\n\n return {\n left: this.parent.left < x1,\n right: this.parent.right > width,\n top: this.parent.top < y1,\n bottom: this.parent.bottom > height,\n topLeft: new Point(\n x1 * this.parent.scale.x,\n y1 * this.parent.scale.y\n ),\n bottomRight: new Point(\n width * this.parent.scale.x - this.parent.screenWidth,\n height * this.parent.scale.y - this.parent.screenHeight\n )\n };\n }\n\n return {\n left: this.parent.left < 0,\n right: this.parent.right > this.parent.worldWidth,\n top: this.parent.top < 0,\n bottom: this.parent.bottom > this.parent.worldHeight,\n topLeft: new Point(0, 0),\n bottomRight: new Point(\n this.parent.worldWidth * this.parent.scale.x - this.parent.screenWidth,\n this.parent.worldHeight * this.parent.scale.y - this.parent.screenHeight\n )\n };\n }\n\n public bounce(): void\n {\n if (this.paused)\n {\n return;\n }\n\n let oob;\n let decelerate: undefined | null | {\n percentChangeX?: number;\n percentChangeY?: number;\n x?: number;\n y?: number;\n options?: IDecelerateOptions\n } = this.parent.plugins.get('decelerate', true) as any;\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n if ((decelerate.x && decelerate.percentChangeX === decelerate.options?.friction) || (decelerate.y && decelerate.percentChangeY === decelerate.options?.friction))\n {\n oob = this.oob();\n if ((oob.left && this.left) || (oob.right && this.right))\n {\n decelerate.percentChangeX = this.options.friction;\n }\n if ((oob.top && this.top) || (oob.bottom && this.bottom))\n {\n decelerate.percentChangeY = this.options.friction;\n }\n }\n }\n const drag: Partial = this.parent.plugins.get('drag', true) || {};\n const pinch: Partial = this.parent.plugins.get('pinch', true) || {};\n\n decelerate = decelerate || {};\n\n if (!drag?.active && !pinch?.active && ((!this.toX || !this.toY) && (!decelerate.x || !decelerate.y)))\n {\n oob = oob || this.oob();\n const topLeft = oob.topLeft;\n const bottomRight = oob.bottomRight;\n\n if (!this.toX && !decelerate.x)\n {\n let x = null;\n\n if (oob.left && this.left)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -topLeft.x;\n }\n else if (oob.right && this.right)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -bottomRight.x;\n }\n if (x !== null && this.parent.x !== x)\n {\n this.toX = { time: 0, start: this.parent.x, delta: x - this.parent.x, end: x };\n this.parent.emit('bounce-x-start', this.parent);\n }\n }\n if (!this.toY && !decelerate.y)\n {\n let y = null;\n\n if (oob.top && this.top)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -topLeft.y;\n }\n else if (oob.bottom && this.bottom)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -bottomRight.y;\n }\n if (y !== null && this.parent.y !== y)\n {\n this.toY = { time: 0, start: this.parent.y, delta: y - this.parent.y, end: y };\n this.parent.emit('bounce-y-start', this.parent);\n }\n }\n }\n }\n\n public reset(): void\n {\n this.toX = this.toY = null;\n this.bounce();\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\n\n/**\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of the world offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight]\n * eg: to allow the world to be completely dragged offscreen, set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the appropriate boundaries\n *\n */\nexport interface IClampOptions\n{\n /**\n * Clamp left; true = 0\n *\n * @default false\n */\n left?: number | boolean | null;\n\n /**\n * Clamp top; true = 0\n *\n * @default false\n */\n top?: number | boolean | null;\n\n /**\n * Clamp right; true = viewport.worldWidth\n *\n * @default false\n */\n right?: number | boolean | null;\n\n /**\n * Clamp bottom; true = viewport.worldHeight\n *\n * @default false\n */\n bottom?: number | boolean | null;\n\n /**\n * (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight]; replaces left/right/top/bottom if set\n *\n * @default null\n */\n direction?: 'all' | 'x' | 'y' | null;\n\n /**\n * Where to place world if too small for screen (e.g., top-right, center, none, bottomleft)\n *\n * @default 'center'\n */\n underflow?: 'center' | string;\n}\n\nconst DEFAULT_CLAMP_OPTIONS: Required = {\n left: false,\n right: false,\n top: false,\n bottom: false,\n direction: null,\n underflow: 'center'\n};\n\n/**\n * Plugin to clamp the viewport to a specific world bounding box.\n *\n * @public\n */\nexport class Clamp extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Required;\n\n /** Last state of viewport */\n protected last: {\n x: number | null;\n y: number | null;\n scaleX: number | null;\n scaleY: number | null;\n };\n\n protected noUnderflow!: boolean;\n protected underflowX!: -1 | 0 | 1;\n protected underflowY!: -1 | 0 | 1;\n\n /**\n * This is called by {@link Viewport.clamp}.\n */\n constructor(parent: Viewport, options : IClampOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_OPTIONS, options);\n\n if (this.options.direction)\n {\n this.options.left = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.right = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.top = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n this.options.bottom = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n }\n\n this.parseUnderflow();\n this.last = { x: null, y: null, scaleX: null, scaleY: null };\n this.update();\n }\n\n private parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'none')\n {\n this.noUnderflow = true;\n }\n else if (clamp === 'center')\n {\n this.underflowX = this.underflowY = 0;\n this.noUnderflow = false;\n }\n else\n {\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n this.noUnderflow = false;\n }\n }\n\n public move(): boolean\n {\n this.update();\n\n return false;\n }\n\n public update(): void\n {\n if (this.paused)\n {\n return;\n }\n\n // only clamp on change\n if (this.parent.x === this.last.x\n && this.parent.y === this.last.y\n && this.parent.scale.x === this.last.scaleX\n && this.parent.scale.y === this.last.scaleY)\n {\n return;\n }\n const original = { x: this.parent.x, y: this.parent.y };\n // TODO: Fix\n const decelerate: any = (this.parent.plugins as any).decelerate || {};\n\n if (this.options.left !== null || this.options.right !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n if (this.parent.x !== 0)\n {\n this.parent.x = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.x !== this.parent.screenWidth - this.parent.screenWorldWidth)\n {\n this.parent.x = this.parent.screenWidth - this.parent.screenWorldWidth;\n moved = true;\n }\n break;\n default:\n if (this.parent.x !== (this.parent.screenWidth - this.parent.screenWorldWidth) / 2)\n {\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.left !== null)\n {\n if (this.parent.left < (this.options.left === true ? 0 : this.options.left))\n {\n this.parent.x = -(this.options.left === true ? 0 : this.options.left) * this.parent.scale.x;\n decelerate.x = 0;\n moved = true;\n }\n }\n if (this.options.right !== null)\n {\n if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right))\n {\n this.parent.x = -(this.options.right === true ? this.parent.worldWidth : this.options.right) * this.parent.scale.x + this.parent.screenWidth;\n decelerate.x = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-x' });\n }\n }\n if (this.options.top !== null || this.options.bottom !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n if (this.parent.y !== 0)\n {\n this.parent.y = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.y !== this.parent.screenHeight - this.parent.screenWorldHeight)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n moved = true;\n }\n break;\n default:\n if (this.parent.y !== (this.parent.screenHeight - this.parent.screenWorldHeight) / 2)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.top !== null)\n {\n if (this.parent.top < (this.options.top === true ? 0 : this.options.top))\n {\n this.parent.y = -(this.options.top === true ? 0 : this.options.top)\n * this.parent.scale.y;\n decelerate.y = 0;\n moved = true;\n }\n }\n if (this.options.bottom !== null)\n {\n if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom))\n {\n this.parent.y = -(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)\n * this.parent.scale.y + this.parent.screenHeight;\n decelerate.y = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-y' });\n }\n }\n this.last.x = this.parent.x;\n this.last.y = this.parent.y;\n this.last.scaleX = this.parent.scale.x;\n this.last.scaleY = this.parent.scale.y;\n }\n\n public reset(): void\n {\n this.update();\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\n\n/**\n * Options for {@link ClampZoom}.\n *\n * Use either minimum width/height or minimum scale\n */\nexport interface IClampZoomOptions\n{\n /** Minimum width */\n minWidth?: number | null;\n\n /** Minimum height */\n minHeight?: number | null;\n\n /** Maximum width */\n maxWidth?: number | null;\n\n /** Maximum height */\n maxHeight?: number | null;\n\n /** Minimum scale */\n minScale?: number | null | IScale;\n\n /** Maximum scale */\n maxScale?: number | null | IScale;\n}\n\nconst DEFAULT_CLAMP_ZOOM_OPTIONS: Required = {\n minWidth: null,\n minHeight: null,\n maxWidth: null,\n maxHeight: null,\n minScale: null,\n maxScale: null\n};\n\n/**\n * Plugin to clamp the viewport's zoom to a specific range.\n *\n * @public\n */\nexport class ClampZoom extends Plugin\n{\n public readonly options: Required;\n\n /**\n * This is called by {@link Viewport.clampZoom}.\n */\n constructor(parent: Viewport, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_ZOOM_OPTIONS, options);\n\n this.clamp();\n }\n\n public resize(): void\n {\n this.clamp();\n }\n\n /** Clamp the viewport scale zoom) */\n public clamp(): void\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.options.minWidth || this.options.minHeight || this.options.maxWidth || this.options.maxHeight)\n {\n let width = this.parent.worldScreenWidth;\n let height = this.parent.worldScreenHeight;\n\n if (this.options.minWidth !== null && width < this.options.minWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.minWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxWidth !== null && width > this.options.maxWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.maxWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.minHeight !== null && height < this.options.minHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.minHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxHeight !== null && height > this.options.maxHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.maxHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n else\n if (this.options.minScale || this.options.maxScale)\n {\n const minScale: IScale = { x: null, y: null };\n const maxScale: IScale = { x: null, y: null };\n\n if (typeof this.options.minScale === 'number')\n {\n minScale.x = this.options.minScale;\n minScale.y = this.options.minScale;\n }\n else if (this.options.minScale !== null)\n {\n const optsMinScale = this.options.minScale as IScale;\n\n minScale.x = typeof optsMinScale.x === 'undefined' ? null : optsMinScale.x;\n minScale.y = typeof optsMinScale.y === 'undefined' ? null : optsMinScale.y;\n }\n\n if (typeof this.options.maxScale === 'number')\n {\n maxScale.x = this.options.maxScale;\n maxScale.y = this.options.maxScale;\n }\n else if (this.options.maxScale !== null)\n {\n const optsMaxScale = this.options.maxScale as IScale;\n\n maxScale.x = typeof optsMaxScale.x === 'undefined' ? null : optsMaxScale.x;\n maxScale.y = typeof optsMaxScale.y === 'undefined' ? null : optsMaxScale.y;\n }\n\n let scaleX = this.parent.scale.x;\n let scaleY = this.parent.scale.y;\n\n if (minScale.x !== null && scaleX < minScale.x)\n {\n scaleX = minScale.x;\n }\n if (maxScale.x !== null && scaleX > maxScale.x)\n {\n scaleX = maxScale.x;\n }\n if (minScale.y !== null && scaleY < minScale.y)\n {\n scaleY = minScale.y;\n }\n if (maxScale.y !== null && scaleY > maxScale.y)\n {\n scaleY = maxScale.y;\n }\n if (scaleX !== this.parent.scale.x || scaleY !== this.parent.scale.y)\n {\n this.parent.scale.set(scaleX, scaleY);\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n }\n\n public reset(): void\n {\n this.clamp();\n }\n}\n\n/** This allows independent x and y values for min/maxScale */\nexport interface IScale {\n x: null | number\n y: null | number\n}\n","import { Plugin } from './Plugin';\n\nimport type { Point } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\nexport interface IDecelerateOptions {\n /**\n * Percent to decelerate after movement. This should be between 0 and 1, exclusive.\n *\n * @default 0.95\n */\n friction?: number;\n\n /**\n * Percent to decelerate when past boundaries (only applicable when viewport.bounce() is active)\n *\n * @default 0.8\n */\n bounce?: number;\n\n /**\n * Minimum velocity before stopping/reversing acceleration\n *\n * @default 0.01\n */\n minSpeed?: number;\n}\n\n/** Viewport position snapshot that's saved by {@link DeceleratePlugin} to estimate panning velocity. */\nexport interface IDecelerateSnapshot {\n /** x-coordinate of the viewport. */\n x: number;\n\n /** y-coordinate of the viewport. */\n y: number;\n\n /** Time at which this snapshot was taken. */\n time: number;\n}\n\nconst DEFAULT_DECELERATE_OPTIONS: Required = {\n friction: 0.98,\n bounce: 0.8,\n minSpeed: 0.01\n};\n\n/**\n * Time period of decay (1 frame)\n *\n * @internal\n * @ignore\n */\nconst TP = 16;\n\n/**\n * Plugin to decelerate viewport velocity smoothly after panning ends.\n *\n * @public\n */\nexport class Decelerate extends Plugin\n{\n /** Options used to initialize this plugin. */\n public readonly options: Required;\n\n /**\n * x-component of the velocity of viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n public x!: number | null;\n\n /**\n * y-component of the velocity of the viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n public y!: number | null;\n\n /**\n * The decay factor for the x-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n public percentChangeX!: number;\n\n /**\n * The decay factor for the y-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n public percentChangeY!: number;\n\n /** Saved list of recent viewport position snapshots, to estimate velocity. */\n protected saved: Array;\n\n /** The time since the user released panning of the viewport. */\n protected timeSinceRelease: number;\n\n /**\n * This is called by {@link Viewport.decelerate}.\n */\n constructor(parent: Viewport, options: IDecelerateOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DECELERATE_OPTIONS, options);\n this.saved = [];\n this.timeSinceRelease = 0;\n\n this.reset();\n this.parent.on('moved', (data) => this.moved(data));\n }\n\n public down(): boolean\n {\n this.saved = [];\n this.x = this.y = null;\n\n return false;\n }\n\n public isActive(): boolean\n {\n return !!(this.x || this.y);\n }\n\n public move(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n this.saved.push({ x: this.parent.x, y: this.parent.y, time: performance.now() });\n\n if (this.saved.length > 60)\n {\n this.saved.splice(0, 30);\n }\n }\n\n // Silently recording viewport positions\n return false;\n }\n\n /** Listener to viewport's \"moved\" event. */\n protected moved(data: { type: 'clamp-x' | 'clamp-y'; original: Point }): void\n {\n if (this.saved.length)\n {\n const last = this.saved[this.saved.length - 1];\n\n if (data.type === 'clamp-x')\n {\n if (last.x === data.original.x)\n {\n last.x = this.parent.x;\n }\n }\n else if (data.type === 'clamp-y')\n {\n if (last.y === data.original.y)\n {\n last.y = this.parent.y;\n }\n }\n }\n }\n\n public up(): boolean\n {\n if (this.parent.input.count() === 0 && this.saved.length)\n {\n const now = performance.now();\n\n for (const save of this.saved)\n {\n if (save.time >= now - 100)\n {\n const time = now - save.time;\n\n this.x = (this.parent.x - save.x) / time;\n this.y = (this.parent.y - save.y) / time;\n this.percentChangeX = this.percentChangeY = this.options.friction;\n this.timeSinceRelease = 0;\n break;\n }\n }\n }\n\n return false;\n }\n\n /**\n * Manually activate deceleration, starting from the (x, y) velocity components passed in the options.\n *\n * @param {object} options\n * @param {number} [options.x] - Specify x-component of initial velocity.\n * @param {number} [options.y] - Specify y-component of initial velocity.\n */\n public activate(options: { x?: number; y?: number; }): void\n {\n options = options || {};\n\n if (typeof options.x !== 'undefined')\n {\n this.x = options.x;\n this.percentChangeX = this.options.friction;\n }\n if (typeof options.y !== 'undefined')\n {\n this.y = options.y;\n this.percentChangeY = this.options.friction;\n }\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n /*\n * See https://github.com/davidfig/pixi-viewport/issues/271 for math.\n *\n * The viewport velocity (this.x, this.y) decays exponentially by the the decay factor\n * (this.percentChangeX, this.percentChangeY) each frame. This velocity function is integrated\n * to calculate the displacement.\n */\n\n const moved = this.x || this.y;\n\n const ti = this.timeSinceRelease;\n const tf = this.timeSinceRelease + elapsed;\n\n if (this.x)\n {\n const k = this.percentChangeX;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport x-coordinate.\n this.parent.x += ((this.x * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on x-component of velocity\n this.x *= Math.pow(this.percentChangeX, elapsed / TP);\n }\n if (this.y)\n {\n const k = this.percentChangeY;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport y-coordinate.\n this.parent.y += ((this.y * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on y-component of velocity\n this.y *= Math.pow(this.percentChangeY, elapsed / TP);\n }\n\n this.timeSinceRelease += elapsed;\n\n // End decelerate velocity once it goes under a certain amount of precision.\n if (this.x && this.y) {\n if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) {\n this.x = 0;\n this.y = 0;\n }\n } else {\n if (Math.abs(this.x || 0) < this.options.minSpeed) {\n this.x = 0;\n }\n if (Math.abs(this.y || 0) < this.options.minSpeed) {\n this.y = 0;\n }\n }\n\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, type: 'decelerate' });\n }\n }\n\n public reset(): void\n {\n this.x = this.y = null;\n }\n}\n","import { Point } from '@pixi/math';\nimport { Plugin } from './Plugin';\n\nimport type { Decelerate } from './Decelerate';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { IPointData } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Drag}. */\nexport interface IDragOptions {\n /**\n * direction to drag\n *\n * @default \"all\"\n */\n direction?: string;\n\n /**\n * whether click to drag is active\n *\n * @default true\n */\n pressDrag?: boolean;\n\n /**\n * Use wheel to scroll in direction (unless wheel plugin is active)\n *\n * @default true\n */\n wheel?: boolean;\n\n /**\n * number of pixels to scroll with each wheel spin\n *\n * @default 1\n */\n wheelScroll?: number;\n\n /**\n * reverse the direction of the wheel scroll\n *\n * @default false\n */\n reverse?: boolean;\n\n /**\n * clamp wheel(to avoid weird bounce with mouse wheel). Can be 'x' or 'y' or `true`.\n *\n * @default false\n */\n clampWheel?: boolean | string;\n\n /**\n * where to place world if too small for screen\n *\n * @default \"center\"\n */\n underflow?: string;\n\n /**\n * factor to multiply drag to increase the speed of movement\n *\n * @default 1\n */\n factor?: number;\n\n /**\n * Changes which mouse buttons trigger drag.\n *\n * Use: 'all', 'left', right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * `viewport.options.disableOnContextMenu` if you want to use right-click dragging.\n *\n * @default \"all\"\n */\n mouseButtons?: 'all' | string;\n\n /**\n * Array containing {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of\n * keys that can be pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n *\n * @default null\n */\n keyToPress?: string[] | null;\n\n /**\n * Ignore keyToPress for touch events.\n *\n * @default false\n */\n ignoreKeyToPressOnTouch?: boolean;\n\n /**\n * Scaling factor for non-DOM_DELTA_PIXEL scrolling events.\n *\n * @default 20\n */\n lineHeight?: number;\n\n /**\n * Swap x and y axes when scrolling.\n *\n * @default false\n */\n wheelSwapAxes?: boolean;\n}\n\nconst DEFAULT_DRAG_OPTIONS: Required = {\n direction: 'all',\n pressDrag: true,\n wheel: true,\n wheelScroll: 1,\n reverse: false,\n clampWheel: false,\n underflow: 'center',\n factor: 1,\n mouseButtons: 'all',\n keyToPress: null,\n ignoreKeyToPressOnTouch: false,\n lineHeight: 20,\n wheelSwapAxes: false,\n};\n\n/**\n * Plugin to enable panning/dragging of the viewport to move around.\n *\n * @public\n */\nexport class Drag extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Readonly>;\n\n /** Flags when viewport is moving. */\n protected moved: boolean;\n\n /** Factor to apply from {@link IDecelerateOptions}'s reverse. */\n protected reverse: 1 | -1;\n\n /** Holds whether dragging is enabled along the x-axis. */\n protected xDirection: boolean;\n\n /** Holds whether dragging is enabled along the y-axis. */\n protected yDirection: boolean;\n\n /** Flags whether the keys required to drag are pressed currently. */\n protected keyIsPressed: boolean;\n\n /** Holds whether the left, center, and right buttons are required to pan. */\n protected mouse!: [boolean, boolean, boolean];\n\n /** Underflow factor along x-axis */\n protected underflowX!: -1 | 0 | 1;\n\n /** Underflow factor along y-axis */\n protected underflowY!: -1 | 0 | 1;\n\n /** Last pointer position while panning. */\n protected last?: IPointData | null;\n\n /** The ID of the pointer currently panning the viewport. */\n protected current?: number;\n\n /**\n * This is called by {@link Viewport.drag}.\n */\n constructor(parent: Viewport, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options);\n this.moved = false;\n this.reverse = this.options.reverse ? 1 : -1;\n this.xDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'x';\n this.yDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'y';\n this.keyIsPressed = false;\n\n this.parseUnderflow();\n this.mouseButtons(this.options.mouseButtons);\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger drag event\n */\n protected handleKeyPresses(codes: string[]): void\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n { this.keyIsPressed = true; }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n { this.keyIsPressed = false; }\n });\n }\n\n /**\n * initialize mousebuttons array\n * @param {string} buttons\n */\n protected mouseButtons(buttons: string): void\n {\n if (!buttons || buttons === 'all')\n {\n this.mouse = [true, true, true];\n }\n else\n {\n this.mouse = [\n buttons.indexOf('left') !== -1,\n buttons.indexOf('middle') !== -1,\n buttons.indexOf('right') !== -1\n ];\n }\n }\n\n protected parseUnderflow(): void\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n if (clamp.includes('left'))\n {\n this.underflowX = -1;\n }\n else if (clamp.includes('right'))\n {\n this.underflowX = 1;\n }\n else\n {\n this.underflowX = 0;\n }\n if (clamp.includes('top'))\n {\n this.underflowY = -1;\n }\n else if (clamp.includes('bottom'))\n {\n this.underflowY = 1;\n }\n else\n {\n this.underflowY = 0;\n }\n }\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n protected checkButtons(event: InteractionEvent): boolean\n {\n const isMouse = event.data.pointerType === 'mouse';\n const count = this.parent.input.count();\n\n if ((count === 1) || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n if (!isMouse || this.mouse[event.data.button])\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n protected checkKeyPress(event: InteractionEvent): boolean\n {\n return (!this.options.keyToPress\n || this.keyIsPressed\n || (this.options.ignoreKeyToPressOnTouch && event.data.pointerType === 'touch'));\n }\n\n public down(event: InteractionEvent): boolean\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.checkButtons(event) && this.checkKeyPress(event))\n {\n this.last = { x: event.data.global.x, y: event.data.global.y };\n this.current = event.data.pointerId;\n\n return true;\n }\n this.last = null;\n\n return false;\n }\n\n get active(): boolean\n {\n return this.moved;\n }\n\n public move(event: InteractionEvent): boolean\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.last && this.current === event.data.pointerId)\n {\n const x = event.data.global.x;\n const y = event.data.global.y;\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n const distX = x - this.last.x;\n const distY = y - this.last.y;\n\n if (this.moved\n || ((this.xDirection && this.parent.input.checkThreshold(distX))\n || (this.yDirection && this.parent.input.checkThreshold(distY))))\n {\n const newPoint = { x, y };\n\n if (this.xDirection)\n {\n this.parent.x += (newPoint.x - this.last.x) * this.options.factor;\n }\n if (this.yDirection)\n {\n this.parent.y += (newPoint.y - this.last.y) * this.options.factor;\n }\n this.last = newPoint;\n if (!this.moved)\n {\n this.parent.emit('drag-start', {\n event,\n screen: new Point(this.last.x, this.last.y),\n world: this.parent.toWorld(new Point(this.last.x, this.last.y)),\n viewport: this.parent\n });\n }\n this.moved = true;\n this.parent.emit('moved', { viewport: this.parent, type: 'drag' });\n\n return true;\n }\n }\n else\n {\n this.moved = false;\n }\n }\n\n return false;\n }\n\n public up(event: InteractionEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n const touches = this.parent.input.touches;\n\n if (touches.length === 1)\n {\n const pointer = touches[0];\n\n if (pointer.last)\n {\n this.last = { x: pointer.last.x, y: pointer.last.y };\n this.current = pointer.id;\n }\n this.moved = false;\n\n return true;\n }\n else if (this.last)\n {\n if (this.moved)\n {\n const screen = new Point(this.last.x, this.last.y);\n\n this.parent.emit('drag-end', {\n event, screen,\n world: this.parent.toWorld(screen),\n viewport: this.parent,\n });\n this.last = null;\n this.moved = false;\n\n return true;\n }\n }\n\n return false;\n }\n\n public wheel(event: WheelEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n if (this.options.wheel)\n {\n const wheel = this.parent.plugins.get('wheel', true);\n\n if (!wheel || (!wheel.options.wheelZoom && !event.ctrlKey))\n {\n const step = event.deltaMode ? this.options.lineHeight : 1;\n\n const deltas = [event.deltaX, event.deltaY];\n const [deltaX, deltaY] = this.options.wheelSwapAxes ? deltas.reverse() : deltas;\n\n if (this.xDirection)\n {\n this.parent.x += deltaX * step * this.options.wheelScroll * this.reverse;\n }\n if (this.yDirection)\n {\n this.parent.y += deltaY * step * this.options.wheelScroll * this.reverse;\n }\n if (this.options.clampWheel)\n {\n this.clamp();\n }\n this.parent.emit('wheel-scroll', this.parent);\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n if (!this.parent.options.passiveWheel)\n {\n event.preventDefault();\n }\n if (this.parent.options.stopPropagation)\n {\n event.stopPropagation();\n }\n\n return true;\n }\n }\n\n return false;\n }\n\n public resume(): void\n {\n this.last = null;\n this.paused = false;\n }\n\n public clamp(): void\n {\n const decelerate: Partial = this.parent.plugins.get('decelerate', true) || {};\n\n if (this.options.clampWheel !== 'y')\n {\n if (this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n this.parent.x = 0;\n break;\n case 1:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n }\n else\n if (this.parent.left < 0)\n {\n this.parent.x = 0;\n decelerate.x = 0;\n }\n else if (this.parent.right > this.parent.worldWidth)\n {\n this.parent.x = (-this.parent.worldWidth * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n }\n }\n if (this.options.clampWheel !== 'x')\n {\n if (this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n this.parent.y = 0;\n break;\n case 1:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n }\n else\n {\n if (this.parent.top < 0)\n {\n this.parent.y = 0;\n decelerate.y = 0;\n }\n if (this.parent.bottom > this.parent.worldHeight)\n {\n this.parent.y = (-this.parent.worldHeight * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n }\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { DisplayObject } from '@pixi/display';\nimport type { IPointData } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Follow}. */\nexport interface IFollowOptions\n{\n /**\n * Speed to follow in px/frame (0 = teleport to location)\n *\n * @default 9\n */\n speed?: number;\n\n /**\n * Set acceleration to accelerate and decelerate at this rate; speed cannot be 0 to use acceleration\n *\n * @default null\n */\n acceleration?: number | null;\n\n /**\n * Radius (in world coordinates) of center circle where movement is allowed without moving the viewport\n *\n * @default null\n */\n radius?: number | null;\n}\n\nconst DEFAULT_FOLLOW_OPTIONS: Required = {\n speed: 0,\n acceleration: null,\n radius: null\n};\n\n/**\n * Plugin to follow a display-object.\n *\n * @see Viewport.follow\n * @public\n */\nexport class Follow extends Plugin\n{\n /** The options used to initialize this plugin. */\n public readonly options: Required;\n\n /** The target this plugin will make the viewport follow. */\n public target: DisplayObject;\n\n /** The velocity provided the viewport by following, at the current time. */\n protected velocity: IPointData;\n\n /**\n * This is called by {@link Viewport.follow}.\n *\n * @param parent\n * @param target - target to follow\n * @param options\n */\n constructor(parent: Viewport, target: DisplayObject, options: IFollowOptions = {})\n {\n super(parent);\n\n this.target = target;\n this.options = Object.assign({}, DEFAULT_FOLLOW_OPTIONS, options);\n this.velocity = { x: 0, y: 0 };\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n const center = this.parent.center;\n let toX = this.target.x;\n let toY = this.target.y;\n\n if (this.options.radius)\n {\n const distance = Math.sqrt(Math.pow(this.target.y - center.y, 2) + Math.pow(this.target.x - center.x, 2));\n\n if (distance > this.options.radius)\n {\n const angle = Math.atan2(this.target.y - center.y, this.target.x - center.x);\n\n toX = this.target.x - (Math.cos(angle) * this.options.radius);\n toY = this.target.y - (Math.sin(angle) * this.options.radius);\n }\n else\n {\n return;\n }\n }\n\n const deltaX = toX - center.x;\n const deltaY = toY - center.y;\n\n if (deltaX || deltaY)\n {\n if (this.options.speed)\n {\n if (this.options.acceleration)\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const distance = Math.sqrt(Math.pow(deltaX, 2) + Math.pow(deltaY, 2));\n\n if (distance)\n {\n const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) / (2 * this.options.acceleration);\n\n if (distance > decelerationDistance)\n {\n this.velocity = {\n x: Math.min(this.velocity.x + this.options.acceleration * elapsed, this.options.speed),\n y: Math.min(this.velocity.y + this.options.acceleration * elapsed, this.options.speed)\n };\n }\n else\n {\n this.velocity = {\n x: Math.max(this.velocity.x - this.options.acceleration * this.options.speed, 0),\n y: Math.max(this.velocity.y - this.options.acceleration * this.options.speed, 0)\n };\n }\n const changeX = Math.cos(angle) * this.velocity.x;\n const changeY = Math.sin(angle) * this.velocity.y;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const changeX = Math.cos(angle) * this.options.speed;\n const changeY = Math.sin(angle) * this.options.speed;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n this.parent.moveCenter(toX, toY);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\nimport type { InteractionEvent } from '@pixi/interaction';\n\n/** Insets for mouse edges scrolling regions */\nexport interface IMouseEdgesInsets {\n /** Distance from center of screen in screen pixels */\n radius?: number | null;\n\n /** Distance from all sides in screen pixels */\n distance?: number | null;\n\n /** Alternatively, set top distance (leave unset for no top scroll) */\n top?: number | null;\n\n /** Alternatively, set bottom distance (leave unset for no top scroll) */\n bottom?: number | null;\n\n /** Alternatively, set left distance (leave unset for no top scroll) */\n left?: number | null;\n\n /** Alternatively, set right distance (leave unset for no top scroll) */\n right?: number | null;\n}\n\n/** Options for {@link MouseEdges}. */\nexport interface IMouseEdgesOptions extends IMouseEdgesInsets {\n /** Speed in pixels/frame to scroll viewport */\n speed?: number;\n\n /** Reverse direction of scroll */\n reverse?: boolean;\n\n /** Don't use decelerate plugin even if it's installed */\n noDecelerate?: boolean;\n\n /**\n * If using radius, use linear movement (+/- 1, +/- 1) instead of angled movement.\n *\n * (Math.cos(angle from center), Math.sin(angle from center))\n */\n linear?: boolean;\n\n /** Allows plugin to continue working even when there's a `mousedown` event. */\n allowButtons?: boolean;\n}\n\nconst MOUSE_EDGES_OPTIONS: Required = {\n radius: null,\n distance: null,\n top: null,\n bottom: null,\n left: null,\n right: null,\n speed: 8,\n reverse: false,\n noDecelerate: false,\n linear: false,\n allowButtons: false,\n};\n\n/**\n * Scroll viewport when mouse hovers near one of the edges.\n *\n * @event mouse-edge-start(Viewport) emitted when mouse-edge starts\n * @event mouse-edge-end(Viewport) emitted when mouse-edge ends\n */\nexport class MouseEdges extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Readonly>;\n\n /** Factor from reverse option. */\n protected readonly reverse: -1 | 1;\n\n /** Radius squared */\n protected readonly radiusSquared: number | null;\n\n /** Scroll region size on the left side. */\n protected left!: number | null;\n\n /** Scroll region size on the top size. */\n protected top!: number | null;\n\n /** Scroll region size on the right side. */\n protected right!: number | null;\n\n /** Scroll region size on the bottom side. */\n protected bottom!: number | null;\n\n protected horizontal?: number | null;\n\n protected vertical?: number | null;\n\n /**\n * This is called by {@link Viewport.mouseEdges}.\n */\n constructor(parent: Viewport, options: IMouseEdgesOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, MOUSE_EDGES_OPTIONS, options);\n this.reverse = this.options.reverse ? 1 : -1;\n this.radiusSquared = typeof this.options.radius === 'number' ? Math.pow(this.options.radius, 2) : null;\n\n this.resize();\n }\n\n public resize(): void\n {\n const distance = this.options.distance;\n\n if (distance !== null)\n {\n this.left = distance;\n this.top = distance;\n this.right = this.parent.screenWidth - distance;\n this.bottom = this.parent.screenHeight - distance;\n }\n else if (!this.options.radius)\n {\n this.left = this.options.left;\n this.top = this.options.top;\n this.right = this.options.right === null ? null : this.parent.screenWidth - this.options.right;\n this.bottom = this.options.bottom === null ? null : this.parent.screenHeight - this.options.bottom;\n }\n }\n\n public down(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if (!this.options.allowButtons)\n {\n this.horizontal = this.vertical = null;\n }\n\n return false;\n }\n\n public move(event: InteractionEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if ((event.data.pointerType !== 'mouse' && event.data.identifier !== 1)\n || (!this.options.allowButtons && event.data.buttons !== 0))\n {\n return false;\n }\n\n const x = event.data.global.x;\n const y = event.data.global.y;\n\n if (this.radiusSquared)\n {\n const center = this.parent.toScreen(this.parent.center);\n const distance = Math.pow(center.x - x, 2) + Math.pow(center.y - y, 2);\n\n if (distance >= this.radiusSquared)\n {\n const angle = Math.atan2(center.y - y, center.x - x);\n\n if (this.options.linear)\n {\n this.horizontal = Math.round(Math.cos(angle)) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.round(Math.sin(angle)) * this.options.speed * this.reverse * (60 / 1000);\n }\n else\n {\n this.horizontal = Math.cos(angle) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.sin(angle) * this.options.speed * this.reverse * (60 / 1000);\n }\n }\n else\n {\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n\n this.horizontal = this.vertical = 0;\n }\n }\n else\n {\n if (this.left !== null && x < this.left)\n {\n this.horizontal = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.right !== null && x > this.right)\n {\n this.horizontal = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateHorizontal();\n this.horizontal = 0;\n }\n if (this.top !== null && y < this.top)\n {\n this.vertical = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.bottom !== null && y > this.bottom)\n {\n this.vertical = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateVertical();\n this.vertical = 0;\n }\n }\n\n return false;\n }\n\n private decelerateHorizontal(): void\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.horizontal && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ x: (this.horizontal * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n private decelerateVertical(): void\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.vertical && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ y: (this.vertical * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n public up(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n this.horizontal = this.vertical = null;\n\n return false;\n }\n\n public update(): void\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.horizontal || this.vertical)\n {\n const center = this.parent.center;\n\n if (this.horizontal)\n {\n center.x += this.horizontal * this.options.speed;\n }\n if (this.vertical)\n {\n center.y += this.vertical * this.options.speed;\n }\n\n this.parent.moveCenter(center);\n this.parent.emit('moved', { viewport: this.parent, type: 'mouse-edges' });\n }\n }\n}\n","import { Plugin } from './Plugin';\nimport { Point } from '@pixi/math';\n\nimport type { IPointData } from '@pixi/math';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { IViewportTouch } from '../InputManager';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Pinch}. */\nexport interface IPinchOptions\n{\n /** Disable two-finger dragging. */\n noDrag?: boolean;\n\n /**\n * Percent to modify pinch speed.\n *\n * @default 1\n */\n percent?: number;\n\n /**\n * Factor to multiply two-finger drag to increase speed of movement\n *\n * @default 1\n */\n factor?: number;\n\n /** Place this point at center during zoom instead of center of two fingers */\n center?: Point | null;\n\n /** Axis to zoom */\n axis?: 'all' | 'x' | 'y';\n}\n\nconst DEFAULT_PINCH_OPTIONS: Required = {\n noDrag: false,\n percent: 1,\n center: null,\n factor: 1,\n axis: 'all',\n};\n\n/**\n * Plugin for enabling two-finger pinching (or dragging).\n *\n * @public\n */\nexport class Pinch extends Plugin\n{\n /** Options used to initialize this plugin. */\n public readonly options: Required;\n\n /** Flags whether this plugin is active, i.e. a pointer is down on the viewport. */\n public active = false;\n\n /** Flags whether the viewport is being pinched. */\n public pinching = false;\n\n protected moved = false;\n protected lastCenter?: IPointData | null;\n\n /**\n * This is called by {@link Viewport.pinch}.\n */\n constructor(parent: Viewport, options: IPinchOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_PINCH_OPTIONS, options);\n }\n\n public down(): boolean\n {\n if (this.parent.input.count() >= 2)\n {\n this.active = true;\n\n return true;\n }\n\n return false;\n }\n\n public isAxisX(): boolean\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n public isAxisY(): boolean\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n public move(e: InteractionEvent): boolean\n {\n if (this.paused || !this.active)\n {\n return false;\n }\n\n const x = e.data.global.x;\n const y = e.data.global.y;\n\n const pointers = this.parent.input.touches;\n\n if (pointers.length >= 2)\n {\n const first = pointers[0] as IViewportTouch;\n const second = pointers[1] as IViewportTouch;\n const last = (first.last && second.last)\n ? Math.sqrt(Math.pow(second.last.x - first.last.x, 2) + Math.pow(second.last.y - first.last.y, 2))\n : null;\n\n if (first.id === e.data.pointerId)\n {\n first.last = { x, y, data: e.data } as IPointData;\n }\n else if (second.id === e.data.pointerId)\n {\n second.last = { x, y, data: e.data } as IPointData;\n }\n if (last)\n {\n let oldPoint: IPointData | undefined;\n\n const point = {\n x: (first.last as IPointData).x\n + ((second.last as IPointData).x - (first.last as IPointData).x) / 2,\n y: (first.last as IPointData).y\n + ((second.last as IPointData).y - (first.last as IPointData).y) / 2,\n };\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n let dist = Math.sqrt(Math.pow(\n (second.last as IPointData).x - (first.last as IPointData).x, 2)\n + Math.pow((second.last as IPointData).y - (first.last as IPointData).y, 2));\n\n dist = dist === 0 ? dist = 0.0000000001 : dist;\n\n const change = (1 - last / dist) * this.options.percent\n * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y);\n\n if (this.isAxisX())\n {\n this.parent.scale.x += change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'pinch', center: point });\n\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += (point.x - newPoint.x) * this.options.factor;\n this.parent.y += (point.y - newPoint.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n if (!this.options.noDrag && this.lastCenter)\n {\n this.parent.x += (point.x - this.lastCenter.x) * this.options.factor;\n this.parent.y += (point.y - this.lastCenter.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n\n this.lastCenter = point;\n this.moved = true;\n }\n else if (!this.pinching)\n {\n this.parent.emit('pinch-start', this.parent);\n this.pinching = true;\n }\n\n return true;\n }\n\n return false;\n }\n\n public up(): boolean\n {\n if (this.pinching)\n {\n if (this.parent.input.touches.length <= 1)\n {\n this.active = false;\n this.lastCenter = null;\n this.pinching = false;\n this.moved = false;\n this.parent.emit('pinch-end', this.parent);\n\n return true;\n }\n }\n\n return false;\n }\n}\n","import { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Viewport } from '../Viewport';\n\nexport interface ISnapOptions\n{\n /** snap to the top-left of viewport instead of center */\n topLeft?: boolean;\n\n /**\n * Friction/frame to apply if decelerate is active\n *\n * @default 0.8\n */\n friction?: number;\n\n /**\n * @default 1000\n */\n time?: number;\n\n /** Easing function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /**\n * Pause snapping with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Removes this plugin after snapping is complete\n *\n * @default false\n */\n removeOnComplete?: boolean;\n\n /**\n * Removes this plugin if interrupted by any user input\n *\n * @default false\n */\n removeOnInterrupt?: boolean;\n\n /**\n * Starts the snap immediately regardless of whether the viewport is at the desired location\n *\n * @default false\n */\n forceStart?: boolean;\n}\n\nconst DEFAULT_SNAP_OPTIONS: Required = {\n topLeft: false,\n friction: 0.8,\n time: 1000,\n ease: 'easeInOutSine',\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false\n};\n\n/**\n * @event snap-start(Viewport) emitted each time a snap animation starts\n * @event snap-restart(Viewport) emitted each time a snap resets because of a change in viewport size\n * @event snap-end(Viewport) emitted each time snap reaches its target\n * @event snap-remove(Viewport) emitted if snap plugin is removed\n */\nexport class Snap extends Plugin\n{\n public readonly options: Required;\n public ease?: any;\n public x: number;\n public y: number;\n\n protected percent?: number;\n protected snapping?: { time: number } | null;\n protected deltaX?: number;\n protected deltaY?: number;\n protected startX?: number;\n protected startY?: number;\n\n /**\n * This is called by {@link Viewport.snap}.\n */\n constructor(parent: Viewport, x: number, y: number, options: ISnapOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_SNAP_OPTIONS, options);\n this.ease = ease(options.ease, 'easeInOutSine');\n this.x = x;\n this.y = y;\n\n if (this.options.forceStart)\n {\n this.snapStart();\n }\n }\n\n public snapStart(): void\n {\n this.percent = 0;\n this.snapping = { time: 0 };\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n this.deltaX = this.x - current.x;\n this.deltaY = this.y - current.y;\n this.startX = current.x;\n this.startY = current.y;\n this.parent.emit('snap-start', this.parent);\n }\n\n public wheel(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n\n return false;\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n public up(): boolean\n {\n if (this.parent.input.count() === 0)\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n decelerate.percentChangeX = decelerate.percentChangeY = this.options.friction;\n }\n }\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n if (!this.snapping)\n {\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n if (current.x !== this.x || current.y !== this.y)\n {\n this.snapStart();\n }\n }\n else\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n let finished;\n let x;\n let y;\n\n const startX = this.startX as number;\n const startY = this.startY as number;\n const deltaX = this.deltaX as number;\n const deltaY = this.deltaY as number;\n\n if (snapping.time > this.options.time)\n {\n finished = true;\n x = startX + deltaX;\n y = startY + deltaY;\n }\n else\n {\n const percent = this.ease(snapping.time, 0, 1, this.options.time);\n\n x = startX + (deltaX * percent);\n y = startY + (deltaY * percent);\n }\n if (this.options.topLeft)\n {\n this.parent.moveCorner(x, y);\n }\n else\n {\n this.parent.moveCenter(x, y);\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'snap' });\n\n if (finished)\n {\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap');\n }\n this.parent.emit('snap-end', this.parent);\n this.snapping = null;\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Point } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link SnapZoom}. */\nexport interface ISnapZoomOptions\n{\n /** the desired width to snap (to maintain aspect ratio, choose only width or height) */\n width?: number;\n\n /** the desired height to snap (to maintain aspect ratio, choose only width or height) */\n height?: number;\n\n /**\n * time for snapping in ms\n *\n * @default 1000\n */\n time?: number;\n\n /** ease function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /** Place this point at center during zoom instead of center of the viewport */\n center?: Point | null;\n\n /**\n * Pause snapping with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Removes this plugin after snapping is complete\n *\n * @default false\n */\n removeOnComplete?: boolean;\n\n /**\n * Removes this plugin if interrupted by any user input\n *\n * @default false\n */\n removeOnInterrupt?: boolean;\n\n /**\n * Starts the snap immediately regardless of whether the viewport is at the desired zoom\n *\n * @default false\n */\n forceStart?: boolean;\n\n /**\n * Zoom but do not move\n *\n * @default false\n */\n noMove?: boolean;\n}\n\nconst DEFAULT_SNAP_ZOOM_OPTIONS: Required = {\n width: 0,\n height: 0,\n time: 1000,\n ease: 'easeInOutSine',\n center: null,\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false,\n noMove: false\n};\n\n/**\n * @event snap-zoom-start(Viewport) emitted each time a fit animation starts\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n */\nexport class SnapZoom extends Plugin\n{\n public readonly options: Required;\n\n protected ease: any;\n protected xScale: number;\n protected yScale: number;\n protected xIndependent: boolean;\n protected yIndependent: boolean;\n protected snapping?: {\n time: number;\n startX: number;\n startY: number;\n deltaX: number;\n deltaY: number;\n } | null;\n\n /**\n * This is called by {@link Viewport.snapZoom}.\n */\n constructor(parent: Viewport, options: ISnapZoomOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_SNAP_ZOOM_OPTIONS, options);\n this.ease = ease(this.options.ease);\n\n // Assign defaults for typescript.\n this.xIndependent = false;\n this.yIndependent = false;\n this.xScale = 0;\n this.yScale = 0;\n\n if (this.options.width > 0)\n {\n this.xScale = parent.screenWidth / this.options.width;\n this.xIndependent = true;\n }\n if (this.options.height > 0)\n {\n this.yScale = parent.screenHeight / this.options.height;\n this.yIndependent = true;\n }\n\n this.xScale = this.xIndependent ? (this.xScale as number) : (this.yScale as number);\n this.yScale = this.yIndependent ? (this.yScale as number) : this.xScale;\n\n if (this.options.time === 0)\n {\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.x = this.xScale;\n\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.y = this.yScale;\n\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n }\n else if (options.forceStart)\n {\n this.createSnapping();\n }\n }\n\n private createSnapping(): void\n {\n const startWorldScreenWidth = this.parent.worldScreenWidth;\n const startWorldScreenHeight = this.parent.worldScreenHeight;\n const endWorldScreenWidth = this.parent.screenWidth / this.xScale;\n const endWorldScreenHeight = this.parent.screenHeight / this.yScale;\n\n this.snapping = {\n time: 0,\n startX: startWorldScreenWidth,\n startY: startWorldScreenHeight,\n deltaX: endWorldScreenWidth - startWorldScreenWidth,\n deltaY: endWorldScreenHeight - startWorldScreenHeight\n };\n\n this.parent.emit('snap-zoom-start', this.parent);\n }\n\n public resize(): void\n {\n this.snapping = null;\n\n if (this.options.width > 0)\n {\n this.xScale = this.parent.screenWidth / this.options.width;\n }\n if (this.options.height > 0)\n {\n this.yScale = this.parent.screenHeight / this.options.height;\n }\n this.xScale = this.xIndependent ? this.xScale : this.yScale;\n this.yScale = this.yIndependent ? this.yScale : this.xScale;\n }\n\n public wheel(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n\n return false;\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n\n let oldCenter: Point | undefined;\n\n if (!this.options.center && !this.options.noMove)\n {\n oldCenter = this.parent.center;\n }\n if (!this.snapping)\n {\n if (this.parent.scale.x !== this.xScale || this.parent.scale.y !== this.yScale)\n {\n this.createSnapping();\n }\n }\n else if (this.snapping)\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n\n if (snapping.time >= this.options.time)\n {\n this.parent.scale.set(this.xScale, this.yScale);\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n this.parent.emit('snap-zoom-end', this.parent);\n this.snapping = null;\n }\n else\n {\n const snapping = this.snapping;\n const worldScreenWidth = this.ease(snapping.time, snapping.startX, snapping.deltaX, this.options.time);\n const worldScreenHeight = this.ease(snapping.time, snapping.startY, snapping.deltaY, this.options.time);\n\n this.parent.scale.x = this.parent.screenWidth / worldScreenWidth;\n this.parent.scale.y = this.parent.screenHeight / worldScreenHeight;\n }\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (!this.options.noMove)\n {\n if (!this.options.center)\n {\n this.parent.moveCenter(oldCenter as Point);\n }\n else\n {\n this.parent.moveCenter(this.options.center);\n }\n }\n }\n }\n\n public resume(): void\n {\n this.snapping = null;\n super.resume();\n }\n}\n","import { Plugin } from './Plugin';\nimport { IPointData, Point } from '@pixi/math';\n\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Wheel}. */\nexport interface IWheelOptions\n{\n /**\n * Percent to scroll with each spin\n *\n * @default 0.1\n */\n percent?: number;\n\n /**\n * smooth the zooming by providing the number of frames to zoom between wheel spins\n *\n * @default false\n */\n smooth?: false | number;\n\n /**\n * Stop smoothing with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Reverse the direction of the scroll\n *\n * @default false\n */\n reverse?: boolean;\n\n /**\n * Place this point at center during zoom instead of current mouse position\n *\n * @default null\n */\n center?: Point | null;\n\n /**\n * Scaling factor for non-DOM_DELTA_PIXEL scrolling events\n *\n * @default 20\n */\n lineHeight?: number;\n\n /**\n * Axis to zoom\n *\n * @default 'all'\n */\n axis?: 'all' | 'x' | 'y';\n\n /**\n * Array containing {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of\n * keys that can be pressed for the zoom to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n *\n * @default null\n */\n keyToPress?: string[] | null;\n\n /**\n * pinch the trackpad to zoom\n */\n trackpadPinch?: boolean;\n\n /**\n * zooms on wheel spin (use this as an alternative to drag.options.wheel)\n */\n wheelZoom?: boolean;\n}\n\nconst DEFAULT_WHEEL_OPTIONS: Required = {\n percent: 0.1,\n smooth: false,\n interrupt: true,\n reverse: false,\n center: null,\n lineHeight: 20,\n axis: 'all',\n keyToPress: null,\n trackpadPinch: false,\n wheelZoom: true,\n};\n\n/**\n * Plugin for handling wheel scrolling for viewport zoom.\n *\n * @event wheel({wheel: {dx, dy, dz}, event, viewport})\n */\nexport class Wheel extends Plugin\n{\n public readonly options: Required;\n\n protected smoothing?: IPointData | null;\n protected smoothingCenter?: Point | null;\n protected smoothingCount?: number;\n\n /** Flags whether the keys required to zoom are pressed currently. */\n protected keyIsPressed: boolean;\n\n /**\n * This is called by {@link Viewport.wheel}.\n */\n constructor(parent: Viewport, options: IWheelOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_WHEEL_OPTIONS, options);\n this.keyIsPressed = false;\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger zoom event\n */\n protected handleKeyPresses(codes: string[]): void\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = true;\n }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = false;\n }\n });\n }\n\n protected checkKeyPress(): boolean\n {\n return !this.options.keyToPress || this.keyIsPressed;\n }\n\n public down(): boolean\n {\n if (this.options.interrupt)\n {\n this.smoothing = null;\n }\n\n return false;\n }\n\n protected isAxisX(): boolean\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n protected isAxisY(): boolean\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n public update(): void\n {\n if (this.smoothing)\n {\n const point = this.smoothingCenter;\n const change = this.smoothing;\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point as IPointData);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x += change.x;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change.y;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += (point as IPointData).x - newPoint.x;\n this.parent.y += (point as IPointData).y - newPoint.y;\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n (this.smoothingCount as number)++;\n\n if ((this.smoothingCount as number) >= this.options.smooth)\n {\n this.smoothing = null;\n }\n }\n }\n\n private pinch(e: WheelEvent)\n {\n if (this.paused)\n {\n return;\n }\n\n const point = this.parent.input.getPointerPosition(e);\n const step = -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 200;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n let oldPoint: IPointData | undefined;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n public wheel(e: WheelEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n if (!this.checkKeyPress())\n {\n return false;\n }\n\n if (e.ctrlKey && this.options.trackpadPinch)\n {\n this.pinch(e);\n }\n else if (this.options.wheelZoom)\n {\n const point = this.parent.input.getPointerPosition(e);\n const sign = this.options.reverse ? -1 : 1;\n const step = sign * -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 500;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n if (this.options.smooth)\n {\n const original = {\n x: this.smoothing ? this.smoothing.x * (this.options.smooth - (this.smoothingCount as number)) : 0,\n y: this.smoothing ? this.smoothing.y * (this.options.smooth - (this.smoothingCount as number)) : 0\n };\n\n this.smoothing = {\n x: ((this.parent.scale.x + original.x) * change - this.parent.scale.x) / this.options.smooth,\n y: ((this.parent.scale.y + original.y) * change - this.parent.scale.y) / this.options.smooth,\n };\n this.smoothingCount = 0;\n this.smoothingCenter = point;\n }\n else\n {\n let oldPoint: IPointData | undefined;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n return !this.parent.options.passiveWheel;\n }\n}\n","import { Point, Rectangle } from '@pixi/math';\n\nimport type { IPointData } from '@pixi/math';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from './Viewport';\n\nexport interface IViewportTouch\n{\n id: number;\n last: IPointData | null;\n}\n\n/**\n * Handles all input for Viewport\n *\n * @internal\n * @ignore\n * @private\n */\nexport class InputManager\n{\n public readonly viewport: Viewport;\n\n public clickedAvailable?: boolean;\n public isMouseDown?: boolean;\n public last?: Point | null;\n public wheelFunction?: (e: WheelEvent) => void;\n /** List of active touches on viewport */\n public touches: IViewportTouch[];\n\n constructor(viewport: Viewport)\n {\n this.viewport = viewport;\n this.touches = [];\n\n this.addListeners();\n }\n\n /** Add input listeners */\n private addListeners()\n {\n this.viewport.interactive = true;\n if (!this.viewport.forceHitArea)\n {\n this.viewport.hitArea = new Rectangle(0, 0, this.viewport.worldWidth, this.viewport.worldHeight);\n }\n this.viewport.on('pointerdown', this.down, this);\n this.viewport.on('pointermove', this.move, this);\n this.viewport.on('pointerup', this.up, this);\n this.viewport.on('pointerupoutside', this.up, this);\n this.viewport.on('pointercancel', this.up, this);\n this.viewport.on('pointerout', this.up, this);\n this.wheelFunction = (e) => this.handleWheel(e);\n this.viewport.options.divWheel.addEventListener(\n 'wheel',\n this.wheelFunction as any,\n { passive: this.viewport.options.passiveWheel });\n this.isMouseDown = false;\n }\n\n /**\n * Removes all event listeners from viewport\n * (useful for cleanup of wheel when removing viewport)\n */\n public destroy(): void\n {\n this.viewport.options.divWheel.removeEventListener('wheel', this.wheelFunction as any);\n }\n\n /**\n * handle down events for viewport\n *\n * @param {PIXI.InteractionEvent} event\n */\n public down(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = true;\n }\n else if (!this.get(event.data.pointerId))\n {\n this.touches.push({ id: event.data.pointerId, last: null });\n }\n if (this.count() === 1)\n {\n this.last = event.data.global.clone();\n\n // clicked event does not fire if viewport is decelerating or bouncing\n const decelerate = this.viewport.plugins.get('decelerate', true);\n const bounce = this.viewport.plugins.get('bounce', true);\n\n if ((!decelerate || !decelerate.isActive()) && (!bounce || !bounce.isActive()))\n {\n this.clickedAvailable = true;\n }\n else\n {\n this.clickedAvailable = false;\n }\n }\n else\n {\n this.clickedAvailable = false;\n }\n\n const stop = this.viewport.plugins.down(event);\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Clears all pointer events */\n public clear(): void\n {\n this.isMouseDown = false;\n this.touches = [];\n this.last = null;\n }\n\n /**\n * @param {number} change\n * @returns whether change exceeds threshold\n */\n public checkThreshold(change: number): boolean\n {\n if (Math.abs(change) >= this.viewport.threshold)\n {\n return true;\n }\n\n return false;\n }\n\n /** Handle move events for viewport */\n public move(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n const stop = this.viewport.plugins.move(event);\n\n if (this.clickedAvailable && this.last)\n {\n const distX = event.data.global.x - this.last.x;\n const distY = event.data.global.y - this.last.y;\n\n if (this.checkThreshold(distX) || this.checkThreshold(distY))\n {\n this.clickedAvailable = false;\n }\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Handle up events for viewport */\n public up(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = false;\n }\n\n if (event.data.pointerType !== 'mouse')\n {\n this.remove(event.data.pointerId);\n }\n\n const stop = this.viewport.plugins.up(event);\n\n if (this.clickedAvailable && this.count() === 0 && this.last)\n {\n this.viewport.emit('clicked', {\n event,\n screen: this.last,\n world: this.viewport.toWorld(this.last),\n viewport: this\n });\n this.clickedAvailable = false;\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Gets pointer position if this.interaction is set */\n public getPointerPosition(event: WheelEvent): Point\n {\n const point = new Point();\n\n if (this.viewport.options.interaction)\n {\n this.viewport.options.interaction.mapPositionToPoint(point, event.clientX, event.clientY);\n }\n else if (this.viewport.options.useDivWheelForInputManager && this.viewport.options.divWheel)\n {\n const rect = this.viewport.options.divWheel.getBoundingClientRect();\n\n point.x = event.clientX - rect.left;\n point.y = event.clientY - rect.top;\n }\n else\n {\n point.x = event.clientX;\n point.y = event.clientY;\n }\n\n return point;\n }\n\n /** Handle wheel events */\n public handleWheel(event: WheelEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n // do not handle events coming from other elements\n if (this.viewport.options.interaction\n && (this.viewport.options.interaction as any).interactionDOMElement !== event.target)\n {\n return;\n }\n\n // only handle wheel events where the mouse is over the viewport\n const point = this.viewport.toLocal(this.getPointerPosition(event));\n\n if (this.viewport.left <= point.x\n && point.x <= this.viewport.right\n && this.viewport.top <= point.y\n && point.y <= this.viewport.bottom)\n {\n const stop = this.viewport.plugins.wheel(event);\n\n if (stop && !this.viewport.options.passiveWheel)\n {\n event.preventDefault();\n }\n }\n }\n\n public pause(): void\n {\n this.touches = [];\n this.isMouseDown = false;\n }\n\n /** Get touch by id */\n public get(id: number): IViewportTouch | null\n {\n for (const touch of this.touches)\n {\n if (touch.id === id)\n {\n return touch;\n }\n }\n\n return null;\n }\n\n /** Remove touch by number */\n remove(id: number): void\n {\n for (let i = 0; i < this.touches.length; i++)\n {\n if (this.touches[i].id === id)\n {\n this.touches.splice(i, 1);\n\n return;\n }\n }\n }\n\n /**\n * @returns {number} count of mouse/touch pointers that are down on the viewport\n */\n count(): number\n {\n return (this.isMouseDown ? 1 : 0) + this.touches.length;\n }\n}\n","import type {\n Animate,\n Bounce,\n Clamp,\n ClampZoom,\n Decelerate,\n Drag,\n Follow,\n MouseEdges,\n Pinch,\n Plugin,\n Snap,\n SnapZoom,\n Wheel,\n} from './plugins';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from './Viewport';\n\nconst PLUGIN_ORDER = [\n 'drag',\n 'pinch',\n 'wheel',\n 'follow',\n 'mouse-edges',\n 'decelerate',\n 'animate',\n 'bounce',\n 'snap-zoom',\n 'clamp-zoom',\n 'snap',\n 'clamp',\n];\n\n/**\n * Use this to access current plugins or add user-defined plugins\n *\n * @public\n */\nexport class PluginManager\n{\n /** Maps mounted plugins by their type */\n public plugins: Partial>;\n\n /**\n * List of plugins mounted\n *\n * This list is kept sorted by the internal priority of plugins (hard-coded).\n */\n public list: Array;\n\n /** The viewport using the plugins managed by `this`. */\n public readonly viewport: Viewport;\n\n /** This is called by {@link Viewport} to initialize the {@link Viewport.plugins plugins}. */\n constructor(viewport: Viewport)\n {\n this.viewport = viewport;\n this.list = [];\n this.plugins = {};\n }\n\n /**\n * Inserts a named plugin or a user plugin into the viewport\n * default plugin order: 'drag', 'pinch', 'wheel', 'follow', 'mouse-edges', 'decelerate', 'bounce',\n * 'snap-zoom', 'clamp-zoom', 'snap', 'clamp'\n *\n * @param {string} name of plugin\n * @param {Plugin} plugin - instantiated Plugin class\n * @param {number} index to insert userPlugin (otherwise inserts it at the end)\n */\n public add(name: string, plugin: Plugin, index: number = PLUGIN_ORDER.length)\n {\n this.plugins[name] = plugin;\n\n const current = PLUGIN_ORDER.indexOf(name);\n\n if (current !== -1)\n {\n PLUGIN_ORDER.splice(current, 1);\n }\n\n PLUGIN_ORDER.splice(index, 0, name);\n this.sort();\n }\n\n public get(name: 'animate', ignorePaused?: boolean): Animate | undefined | null;\n public get(name: 'bounce', ignorePaused?: boolean): Bounce | undefined | null;\n public get(name: 'clamp', ignorePaused?: boolean): Clamp | undefined | null;\n public get(name: 'clamp-zoom', ignorePaused?: boolean): ClampZoom | undefined | null;\n public get(name: 'decelerate', ignorePaused?: boolean): Decelerate | undefined | null;\n public get(name: 'drag', ignorePaused?: boolean): Drag | undefined | null;\n public get(name: 'follow', ignorePaused?: boolean): Follow | undefined | null;\n public get(name: 'mouse-edges', ignorePaused?: boolean): MouseEdges | undefined | null;\n public get(name: 'pinch', ignorePaused?: boolean): Pinch | undefined | null;\n public get(name: 'snap', ignorePaused?: boolean): Snap | undefined | null;\n public get(name: 'snap-zoom', ignorePaused?: boolean): SnapZoom | undefined | null;\n public get(name: 'wheel', ignorePaused?: boolean): Wheel | undefined | null;\n public get(name: string, ignorePaused?: boolean): T | undefined | null;\n\n /**\n * Get plugin\n *\n * @param {string} name of plugin\n * @param {boolean} [ignorePaused] return null if plugin is paused\n */\n public get(name: string, ignorePaused?: boolean): T | undefined | null\n {\n if (ignorePaused)\n {\n if (this.plugins[name]?.paused)\n {\n return null;\n }\n }\n\n return this.plugins[name] as T;\n }\n\n /**\n * Update all active plugins\n *\n * @internal\n * @ignore\n * @param {number} elapsed type in milliseconds since last update\n */\n public update(elapsed: number): void\n {\n for (const plugin of this.list)\n {\n plugin.update(elapsed);\n }\n }\n\n /**\n * Resize all active plugins\n *\n * @internal\n * @ignore\n */\n public resize(): void\n {\n for (const plugin of this.list)\n {\n plugin.resize();\n }\n }\n\n /** Clamps and resets bounce and decelerate (as needed) after manually moving viewport */\n public reset(): void\n {\n for (const plugin of this.list)\n {\n plugin.reset();\n }\n }\n\n /** removes all installed plugins */\n public removeAll(): void\n {\n this.plugins = {};\n this.sort();\n }\n\n /**\n * Removes installed plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public remove(name: string): void\n {\n if (this.plugins[name])\n {\n delete this.plugins[name];\n this.viewport.emit(`${name}-remove`);\n this.sort();\n }\n }\n\n /**\n * Pause plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public pause(name: string): void\n {\n this.plugins[name]?.pause();\n }\n\n /**\n * Resume plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public resume(name: string): void\n {\n this.plugins[name]?.resume();\n }\n\n /**\n * Sort plugins according to PLUGIN_ORDER\n *\n * @internal\n * @ignore\n */\n public sort()\n {\n this.list = [];\n\n for (const plugin of PLUGIN_ORDER)\n {\n if (this.plugins[plugin])\n {\n this.list.push(this.plugins[plugin] as Plugin);\n }\n }\n }\n\n /**\n * Handle down for all plugins\n *\n * @internal\n * @ignore\n */\n public down(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.down(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle move for all plugins\n *\n * @internal\n * @ignore\n */\n public move(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.viewport.plugins.list)\n {\n if (plugin.move(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle up for all plugins\n *\n * @internal\n * @ignore\n */\n public up(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.up(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle wheel event for all plugins\n *\n * @internal\n * @ignore\n */\n public wheel(e: WheelEvent): boolean\n {\n let result = false;\n\n for (const plugin of this.list)\n {\n if (plugin.wheel(e))\n {\n result = true;\n }\n }\n\n return result;\n }\n}\n","import { Container } from '@pixi/display';\nimport { IPointData, Point, Rectangle } from '@pixi/math';\nimport { Ticker } from '@pixi/ticker';\n\nimport { InputManager } from './InputManager';\nimport { PluginManager } from './PluginManager';\nimport {\n Animate, IAnimateOptions,\n Bounce, IBounceOptions,\n Clamp, IClampOptions,\n ClampZoom, IClampZoomOptions,\n Decelerate, IDecelerateOptions,\n Drag, IDragOptions,\n Follow, IFollowOptions,\n MouseEdges, IMouseEdgesOptions,\n Pinch, IPinchOptions,\n Snap, ISnapOptions,\n SnapZoom, ISnapZoomOptions,\n Wheel, IWheelOptions,\n} from './plugins';\n\nimport type { DisplayObject, IDestroyOptions } from '@pixi/display';\nimport type { IHitArea, InteractionManager } from '@pixi/interaction';\n\n/** Options for {@link Viewport}. */\nexport interface IViewportOptions\n{\n /** @default window.innerWidth */\n screenWidth?: number;\n\n /** @default window.innerHeight */\n screenHeight?: number;\n\n /** @default this.width */\n worldWidth?: number | null;\n\n /** @default this.height */\n worldHeight?: number | null;\n\n /**\n * Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event\n *\n * @default 5\n */\n threshold?: number;\n\n /**\n * Whether the 'wheel' event is set to passive (note: if false, e.preventDefault() will be called when wheel\n * is used over the viewport)\n *\n * @default true\n */\n passiveWheel?: boolean;\n\n /**\n * Whether to stopPropagation of events that impact the viewport (except wheel events, see options.passiveWheel)\n */\n stopPropagation?: boolean;\n\n /**\n * Change the default hitArea from world size to a new value\n */\n forceHitArea?: Rectangle | null;\n\n /**\n * Set this if you want to manually call update() function on each frame\n *\n * @default false\n */\n noTicker?: boolean;\n\n /**\n * InteractionManager, available from instantiated `WebGLRenderer/CanvasRenderer.plugins.interaction`\n *\n * It's used to calculate pointer postion relative to canvas location on screen\n */\n interaction?: InteractionManager | null;\n\n /**\n * Remove oncontextmenu=() => {} from the divWheel element\n */\n disableOnContextMenu?: boolean;\n\n /**\n * div to attach the wheel event\n *\n * @default document.body\n */\n divWheel?: HTMLElement;\n\n /**\n * Use this PIXI.ticker for updates\n *\n * @default PIXI.Ticker.shared\n */\n ticker?: Ticker;\n\n /**\n * Uses divWheel definition for InputManager to calculate positioning relative to containing div\n * this is used only if options.interaction is not defined\n */\n useDivWheelForInputManager?: boolean;\n}\n\nexport interface ICompleteViewportOptions extends IViewportOptions\n{\n screenWidth: number;\n screenHeight: number;\n threshold: number;\n passiveWheel: boolean;\n stopPropagation: boolean;\n noTicker: boolean;\n ticker: Ticker;\n}\n\nexport interface IViewportTransformState\n{\n x: number;\n y: number;\n scaleX: number;\n scaleY: number;\n}\n\nconst DEFAULT_VIEWPORT_OPTIONS: ICompleteViewportOptions = {\n screenWidth: window.innerWidth,\n screenHeight: window.innerHeight,\n worldWidth: null,\n worldHeight: null,\n threshold: 5,\n passiveWheel: true,\n stopPropagation: false,\n forceHitArea: null,\n noTicker: false,\n interaction: null,\n disableOnContextMenu: false,\n ticker: Ticker.shared,\n};\n\n/**\n * Main class to use when creating a Viewport\n *\n * @public\n * @fires clicked\n * @fires drag-start\n * @fires drag-end\n * @fires drag-remove\n * @fires pinch-start\n * @fires pinch-end\n * @fires pinch-remove\n * @fires snap-start\n * @fires snap-end\n * @fires snap-remove\n * @fires snap-zoom-start\n * @fires snap-zoom-end\n * @fires snap-zoom-remove\n * @fires bounce-x-start\n * @fires bounce-x-end\n * @fires bounce-y-start\n * @fires bounce-y-end\n * @fires bounce-remove\n * @fires wheel\n * @fires wheel-remove\n * @fires wheel-scroll\n * @fires wheel-scroll-remove\n * @fires mouse-edge-start\n * @fires mouse-edge-end\n * @fires mouse-edge-remove\n * @fires moved\n * @fires moved-end\n * @fires zoomed\n * @fires zoomed-end\n * @fires frame-end\n */\nexport class Viewport extends Container\n{\n /** Flags whether the viewport is being panned */\n public moving?: boolean;\n\n public screenWidth: number;\n public screenHeight: number;\n\n /** Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event */\n public threshold: number;\n\n public readonly input: InputManager;\n\n /** Use this to add user plugins or access existing plugins (e.g., to pause, resume, or remove them) */\n public readonly plugins: PluginManager;\n\n /** Flags whether the viewport zoom is being changed. */\n public zooming?: boolean;\n\n public lastViewport?: IViewportTransformState | null;\n\n /** The options passed when creating this viewport, merged with the default values */\n public readonly options: ICompleteViewportOptions & { divWheel: HTMLElement };\n\n private _dirty?: boolean;\n private _forceHitArea?: IHitArea | null;\n private _hitAreaDefault?: Rectangle;\n private _pause?: boolean;\n private readonly tickerFunction?: () => void;\n private _worldWidth?: number | null;\n private _worldHeight?: number | null;\n private _disableOnContextMenu = (e: MouseEvent) => e.preventDefault();\n\n /**\n * @param {IViewportOptions} ViewportOptions\n * @param {number} [options.screenWidth=window.innerWidth]\n * @param {number} [options.screenHeight=window.innerHeight]\n * @param {number} [options.worldWidth=this.width]\n * @param {number} [options.worldHeight=this.height]\n * @param {number} [options.threshold=5] number of pixels to move to trigger an input event (e.g., drag, pinch)\n * or disable a clicked event\n * @param {boolean} [options.passiveWheel=true] whether the 'wheel' event is set to passive (note: if false,\n * e.preventDefault() will be called when wheel is used over the viewport)\n * @param {boolean} [options.stopPropagation=false] whether to stopPropagation of events that impact the viewport\n * (except wheel events, see options.passiveWheel)\n * @param {HitArea} [options.forceHitArea] change the default hitArea from world size to a new value\n * @param {boolean} [options.noTicker] set this if you want to manually call update() function on each frame\n * @param {PIXI.Ticker} [options.ticker=PIXI.Ticker.shared] use this PIXI.ticker for updates\n * @param {PIXI.InteractionManager} [options.interaction=null] InteractionManager, available from instantiated\n * WebGLRenderer/CanvasRenderer.plugins.interaction - used to calculate pointer position relative to canvas\n * location on screen\n * @param {HTMLElement} [options.divWheel=document.body] div to attach the wheel event\n * @param {boolean} [options.disableOnContextMenu] remove oncontextmenu=() => {} from the divWheel element\n */\n constructor(options: IViewportOptions = {})\n {\n super();\n this.options = Object.assign(\n {},\n { divWheel: document.body },\n DEFAULT_VIEWPORT_OPTIONS,\n options\n );\n\n this.screenWidth = this.options.screenWidth;\n this.screenHeight = this.options.screenHeight;\n\n this._worldWidth = this.options.worldWidth;\n this._worldHeight = this.options.worldHeight;\n this.forceHitArea = this.options.forceHitArea;\n this.threshold = this.options.threshold;\n\n this.options.divWheel = this.options.divWheel || document.body;\n\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.addEventListener('contextmenu', this._disableOnContextMenu);\n }\n if (!this.options.noTicker)\n {\n this.tickerFunction = () => this.update(this.options.ticker.elapsedMS);\n this.options.ticker.add(this.tickerFunction);\n }\n\n this.input = new InputManager(this);\n this.plugins = new PluginManager(this);\n }\n\n /** Overrides PIXI.Container's destroy to also remove the 'wheel' and PIXI.Ticker listeners */\n destroy(options?: IDestroyOptions): void\n {\n if (!this.options.noTicker && this.tickerFunction)\n {\n this.options.ticker.remove(this.tickerFunction);\n }\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.removeEventListener('contextmenu', this._disableOnContextMenu);\n }\n\n this.input.destroy();\n super.destroy(options);\n }\n\n /**\n * Update viewport on each frame.\n *\n * By default, you do not need to call this unless you set `options.noTicker=true`.\n *\n * @param {number} elapsed time in milliseconds since last update\n */\n update(elapsed: number): void\n {\n if (!this.pause)\n {\n this.plugins.update(elapsed);\n\n if (this.lastViewport)\n {\n // Check for moved-end event\n if (this.lastViewport.x !== this.x || this.lastViewport.y !== this.y)\n {\n this.moving = true;\n }\n else if (this.moving)\n {\n this.emit('moved-end', this);\n this.moving = false;\n }\n\n // Check for zoomed-end event\n if (this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y)\n {\n this.zooming = true;\n }\n else if (this.zooming)\n {\n this.emit('zoomed-end', this);\n this.zooming = false;\n }\n }\n\n if (!this.forceHitArea)\n {\n this._hitAreaDefault = new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n this.hitArea = this._hitAreaDefault;\n }\n\n this._dirty = this._dirty || !this.lastViewport\n || this.lastViewport.x !== this.x || this.lastViewport.y !== this.y\n || this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y;\n\n this.lastViewport = {\n x: this.x,\n y: this.y,\n scaleX: this.scale.x,\n scaleY: this.scale.y\n };\n this.emit('frame-end', this);\n }\n }\n\n /**\n * Use this to set screen and world sizes, needed for pinch/wheel/clamp/bounce.\n * @param {number} screenWidth=window.innerWidth\n * @param {number} screenHeight=window.innerHeight\n * @param {number} [worldWidth]\n * @param {number} [worldHeight]\n */\n resize(\n screenWidth: number = window.innerWidth,\n screenHeight: number = window.innerHeight,\n worldWidth?: number,\n worldHeight?: number\n ): void\n {\n this.screenWidth = screenWidth;\n this.screenHeight = screenHeight;\n\n if (typeof worldWidth !== 'undefined')\n {\n this._worldWidth = worldWidth;\n }\n if (typeof worldHeight !== 'undefined')\n {\n this._worldHeight = worldHeight;\n }\n\n this.plugins.resize();\n this.dirty = true;\n }\n\n /** World width, in pixels */\n get worldWidth(): number\n {\n if (this._worldWidth)\n {\n return this._worldWidth;\n }\n\n return this.width / this.scale.x;\n }\n set worldWidth(value: number)\n {\n this._worldWidth = value;\n this.plugins.resize();\n }\n\n /** World height, in pixels */\n get worldHeight(): number\n {\n if (this._worldHeight)\n {\n return this._worldHeight;\n }\n\n return this.height / this.scale.y;\n }\n set worldHeight(value: number)\n {\n this._worldHeight = value;\n this.plugins.resize();\n }\n\n /** Get visible world bounds of viewport */\n public getVisibleBounds(): Rectangle\n {\n return new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n }\n\n /** Change coordinates from screen to world */\n public toWorld

(x: number, y: number): P;\n /** Change coordinates from screen to world */\n public toWorld

(screenPoint: IPointData): P;\n\n /**\n * Changes coordinate from screen to world\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n public toWorld

(x: number | IPointData, y?: number): P\n {\n if (arguments.length === 2)\n {\n return this.toLocal

(new Point(x as number, y));\n }\n\n return this.toLocal

(x as IPointData);\n }\n\n /** Change coordinates from world to screen */\n public toScreen

(x: number, y: number): P\n /** Change coordinates from world to screen */\n public toScreen

(worldPoint: IPointData): P\n\n /**\n * Changes coordinate from world to screen\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n public toScreen

(x: number | IPointData, y?: number): P\n {\n if (arguments.length === 2)\n {\n return this.toGlobal

(new Point(x as number, y));\n }\n\n return this.toGlobal

(x as IPointData);\n }\n\n /** Screen width in world coordinates */\n get worldScreenWidth(): number\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Screen height in world coordinates */\n get worldScreenHeight(): number\n {\n return this.screenHeight / this.scale.y;\n }\n\n /** World width in screen coordinates */\n get screenWorldWidth(): number\n {\n return this.worldWidth * this.scale.x;\n }\n\n /** World height in screen coordinates */\n get screenWorldHeight(): number\n {\n return this.worldHeight * this.scale.y;\n }\n\n /** Center of screen in world coordinates */\n get center(): Point\n {\n return new Point(\n (this.worldScreenWidth / 2) - (this.x / this.scale.x),\n (this.worldScreenHeight / 2) - (this.y / this.scale.y),\n );\n }\n set center(value: Point)\n {\n this.moveCenter(value);\n }\n\n public moveCenter(x: number, y: number): Viewport;\n\n /** Move center of viewport to {@code center}. */\n public moveCenter(center: IPointData): Viewport;\n\n /**\n * Move center of viewport to (x, y)\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @return {Viewport}\n */\n public moveCenter(...args: [number, number] | [IPointData]): Viewport\n {\n let x: number;\n let y: number;\n\n if (typeof args[0] === 'number')\n {\n x = args[0];\n y = args[1] as number;\n }\n else\n {\n x = args[0].x;\n y = args[0].y;\n }\n\n const newX = ((this.worldScreenWidth / 2) - x) * this.scale.x;\n const newY = ((this.worldScreenHeight / 2) - y) * this.scale.y;\n\n if (this.x !== newX || this.y !== newY)\n {\n this.position.set(newX, newY);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Top-left corner of Viewport */\n get corner(): Point\n {\n return new Point(-this.x / this.scale.x, -this.y / this.scale.y);\n }\n set corner(value: Point)\n {\n this.moveCorner(value);\n }\n\n /** Move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n public moveCorner(x: number, y: number): Viewport;\n\n /** move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n public moveCorner(center: Point): Viewport;\n\n /**\n * MoveCorner\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @returns {Viewport}\n */\n public moveCorner(...args: [number, number] | [Point]): Viewport\n {\n let x;\n let y;\n\n if (args.length === 1)\n {\n x = -args[0].x * this.scale.x;\n y = -args[0].y * this.scale.y;\n }\n else\n {\n x = -args[0] * this.scale.x;\n y = -args[1] * this.scale.y;\n }\n\n if (x !== this.x || y !== this.y)\n {\n this.position.set(x, y);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Get how many world pixels fit in screen's width */\n get screenWidthInWorldPixels(): number\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Get how many world pixels fit on screen's height */\n get screenHeightInWorldPixels(): number\n {\n return this.screenHeight / this.scale.y;\n }\n\n /**\n * Find the scale value that fits a world width on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param width - Width in world pixels\n * @return - scale\n */\n findFitWidth(width: number): number\n {\n return this.screenWidth / width;\n }\n\n /**\n * Finds the scale value that fits a world height on the screens\n * does not change the viewport (use fit... to change)\n *\n * @param height - Height in world pixels\n * @return - scale\n */\n findFitHeight(height: number): number\n {\n return this.screenHeight / height;\n }\n\n /**\n * Finds the scale value that fits the smaller of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findFit(width: number, height: number): number\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.min(scaleX, scaleY);\n }\n\n /**\n * Finds the scale value that fits the larger of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findCover(width: number, height: number): number\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.max(scaleX, scaleY);\n }\n\n /**\n * Change zoom so the width fits in the viewport\n *\n * @param width - width in world coordinates\n * @param center - maintain the same center\n * @param scaleY - whether to set scaleY=scaleX\n * @param noClamp - whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitWidth(width = this.worldWidth, center?: boolean, scaleY = true, noClamp?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.x = this.screenWidth / width;\n\n if (scaleY)\n {\n this.scale.y = this.scale.x;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so the height fits in the viewport\n *\n * @param {number} [height=this.worldHeight] in world coordinates\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {boolean} [scaleX=true] whether to set scaleX = scaleY\n * @param {boolean} [noClamp] whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitHeight(height = this.worldHeight, center?: boolean, scaleX = true, noClamp?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.y = this.screenHeight / height;\n\n if (scaleX)\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the entire world in the viewport\n *\n * @param {boolean} center maintain the same center of the screen after zoom\n * @returns {Viewport} this\n */\n fitWorld(center?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / this.worldWidth;\n this.scale.y = this.screenHeight / this.worldHeight;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the size or the entire world in the viewport\n *\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {number} [width=this.worldWidth] desired width\n * @param {number} [height=this.worldHeight] desired height\n * @returns {Viewport} this\n */\n fit(center?: boolean, width = this.worldWidth, height = this.worldHeight): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / width;\n this.scale.y = this.screenHeight / height;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport to specific value.\n *\n * @param {number} scale value (e.g., 1 would be 100%, 0.25 would be 25%)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n setZoom(scale: number, center?: boolean): Viewport\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.set(scale);\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport by a certain percent (in both x and y direction).\n *\n * @param {number} percent change (e.g., 0.25 would increase a starting scale of 1.0 to 1.25)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoomPercent(percent: number, center?: boolean): Viewport\n {\n return this.setZoom(this.scale.x + (this.scale.x * percent), center);\n }\n\n /**\n * Zoom viewport by increasing/decreasing width by a certain number of pixels.\n *\n * @param {number} change in pixels\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoom(change: number, center?: boolean): Viewport\n {\n this.fitWidth(change + this.worldScreenWidth, center);\n\n return this;\n }\n\n /** Changes scale of viewport and maintains center of viewport */\n get scaled(): number\n {\n return this.scale.x;\n }\n set scaled(scale: number)\n {\n this.setZoom(scale, true);\n }\n\n /**\n * Returns zoom to the desired scale\n *\n * @param {ISnapZoomOptions} options\n * @param {number} [options.width=0] - the desired width to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.height=0] - the desired height to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.time=1000] - time for snapping in ms\n * @param {(string|function)} [options.ease=easeInOutSine] ease function or name (see http://easings.net/\n * for supported names)\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of the viewport\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at the\n * desired zoom\n * @param {boolean} [options.noMove] - zoom but do not move\n */\n snapZoom(options?: ISnapZoomOptions): Viewport\n {\n this.plugins.add('snap-zoom', new SnapZoom(this, options));\n\n return this;\n }\n\n /** Is container out of world bounds */\n OOB(): {\n left: boolean;\n right: boolean;\n top: boolean;\n bottom: boolean;\n cornerPoint: Point;\n }\n {\n return {\n left: this.left < 0,\n right: this.right > this.worldWidth,\n top: this.top < 0,\n bottom: this.bottom > this.worldHeight,\n cornerPoint: new Point(\n (this.worldWidth * this.scale.x) - this.screenWidth,\n (this.worldHeight * this.scale.y) - this.screenHeight\n )\n };\n }\n\n /** World coordinates of the right edge of the screen */\n get right(): number\n {\n return (-this.x / this.scale.x) + this.worldScreenWidth;\n }\n set right(value: number)\n {\n this.x = (-value * this.scale.x) + this.screenWidth;\n this.plugins.reset();\n }\n\n /** World coordinates of the left edge of the screen */\n get left(): number\n {\n return -this.x / this.scale.x;\n }\n set left(value: number)\n {\n this.x = -value * this.scale.x;\n this.plugins.reset();\n }\n\n /** World coordinates of the top edge of the screen */\n get top(): number\n {\n return -this.y / this.scale.y;\n }\n set top(value: number)\n {\n this.y = -value * this.scale.y;\n this.plugins.reset();\n }\n\n /** World coordinates of the bottom edge of the screen */\n get bottom(): number\n {\n return (-this.y / this.scale.y) + this.worldScreenHeight;\n }\n set bottom(value: number)\n {\n this.y = (-value * this.scale.y) + this.screenHeight;\n this.plugins.reset();\n }\n\n /**\n * Determines whether the viewport is dirty (i.e., needs to be rendered to the screen because of a change)\n */\n get dirty(): boolean\n {\n return !!this._dirty;\n }\n set dirty(value: boolean)\n {\n this._dirty = value;\n }\n\n /**\n * Permanently changes the Viewport's hitArea\n *\n * NOTE: if not set then hitArea = PIXI.Rectangle(Viewport.left, Viewport.top, Viewport.worldScreenWidth,\n * Viewport.worldScreenHeight)\n */\n get forceHitArea(): IHitArea | null | undefined\n {\n return this._forceHitArea;\n }\n set forceHitArea(value: IHitArea | null | undefined)\n {\n if (value)\n {\n this._forceHitArea = value;\n this.hitArea = value;\n }\n else\n {\n this._forceHitArea = null;\n this.hitArea = new Rectangle(0, 0, this.worldWidth, this.worldHeight);\n }\n }\n\n /**\n * Enable one-finger touch to drag\n *\n * NOTE: if you expect users to use right-click dragging, you should enable `viewport.options.disableOnContextMenu`\n * to avoid the context menu popping up on each right-click drag.\n *\n * @param {IDragOptions} [options]\n * @param {string} [options.direction=all] direction to drag\n * @param {boolean} [options.pressDrag=true] whether click to drag is active\n * @param {boolean} [options.wheel=true] use wheel to scroll in direction (unless wheel plugin is active)\n * @param {number} [options.wheelScroll=1] number of pixels to scroll with each wheel spin\n * @param {boolean} [options.reverse] reverse the direction of the wheel scroll\n * @param {(boolean|string)} [options.clampWheel=false] clamp wheel(to avoid weird bounce with mouse wheel)\n * @param {string} [options.underflow=center] where to place world if too small for screen\n * @param {number} [options.factor=1] factor to multiply drag to increase the speed of movement\n * @param {string} [options.mouseButtons=all] changes which mouse buttons trigger drag, use: 'all', 'left',\n * 'right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * viewport.options.disableOnContextMenu if you want to use right-click dragging\n * @param {string[]} [options.keyToPress=null] - array containing\n * {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of keys that can be\n * pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n * @param {boolean} [options.ignoreKeyToPressOnTouch=false] - ignore keyToPress for touch events\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @returns {Viewport} this\n */\n public drag(options?: IDragOptions): Viewport\n {\n this.plugins.add('drag', new Drag(this, options));\n\n return this;\n }\n\n /**\n * Clamp to world boundaries or other provided boundaries\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary\n * [0, viewport.worldWidth/viewport.worldHeight], eg: to allow the world to be completely dragged offscreen,\n * set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the\n * appropriate boundaries\n *\n * NOTES:\n * clamp is disabled if called with no options; use { direction: 'all' } for all edge clamping\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n *\n * @param {object} [options]\n * @param {(number|boolean)} [options.left=false] - clamp left; true = 0\n * @param {(number|boolean)} [options.right=false] - clamp right; true = viewport.worldWidth\n * @param {(number|boolean)} [options.top=false] - clamp top; true = 0\n * @param {(number|boolean)} [options.bottom=false] - clamp bottom; true = viewport.worldHeight\n * @param {string} [direction] - (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight];\n * replaces left/right/top/bottom if set\n * @param {string} [underflow=center] - where to place world if too small for screen (e.g., top-right, center,\n * none, bottomLeft) * @returns {Viewport} this\n */\n public clamp(options?: IClampOptions): Viewport\n {\n this.plugins.add('clamp', new Clamp(this, options));\n\n return this;\n }\n\n /**\n * Decelerate after a move\n *\n * NOTE: this fires 'moved' event during deceleration\n *\n * @param {IDecelerateOptions} [options]\n * @param {number} [options.friction=0.95] - percent to decelerate after movement\n * @param {number} [options.bounce=0.8] - percent to decelerate when past boundaries (only applicable when\n * viewport.bounce() is active)\n * @param {number} [options.minSpeed=0.01] - minimum velocity before stopping/reversing acceleration\n * @return {Viewport} this\n */\n public decelerate(options?: IDecelerateOptions): Viewport\n {\n this.plugins.add('decelerate', new Decelerate(this, options));\n\n return this;\n }\n\n /**\n * Bounce on borders\n * NOTES:\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n * fires 'moved', 'bounce-x-start', 'bounce-y-start', 'bounce-x-end', and 'bounce-y-end' events\n * @param {object} [options]\n * @param {string} [options.sides=all] - all, horizontal, vertical, or combination of top, bottom, right, left\n * (e.g., 'top-bottom-right')\n * @param {number} [options.friction=0.5] - friction to apply to decelerate if active\n * @param {number} [options.time=150] - time in ms to finish bounce\n * @param {object} [options.bounceBox] - use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight)\n * @param {number} [options.bounceBox.x=0]\n * @param {number} [options.bounceBox.y=0]\n * @param {number} [options.bounceBox.width=viewport.worldWidth]\n * @param {number} [options.bounceBox.height=viewport.worldHeight]\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name\n * (see http://easings.net/ for supported names)\n * @param {string} [options.underflow=center] - (top/bottom/center and left/right/center, or center)\n * where to place world if too small for screen\n * @return {Viewport} this\n */\n public bounce(options?: IBounceOptions): Viewport\n {\n this.plugins.add('bounce', new Bounce(this, options));\n\n return this;\n }\n\n /**\n * Enable pinch to zoom and two-finger touch to drag\n *\n * @param {PinchOptions} [options]\n * @param {boolean} [options.noDrag] - disable two-finger dragging\n * @param {number} [options.percent=1] - percent to modify pinch speed\n * @param {number} [options.factor=1] - factor to multiply two-finger drag to increase the speed of movement\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of two fingers\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n public pinch(options?: IPinchOptions): Viewport\n {\n this.plugins.add('pinch', new Pinch(this, options));\n\n return this;\n }\n\n /**\n * Snap to a point\n *\n * @param {number} x\n * @param {number} y\n * @param {ISnapOptions} [options]\n * @param {boolean} [options.topLeft] - snap to the top-left of viewport instead of center\n * @param {number} [options.friction=0.8] - friction/frame to apply if decelerate is active\n * @param {number} [options.time=1000] - time in ms to snap\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name (see http://easings.net/\n * for supported names)\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at\n * the desired location\n * @return {Viewport} this\n */\n public snap(x: number, y: number, options?: ISnapOptions): Viewport\n {\n this.plugins.add('snap', new Snap(this, x, y, options));\n\n return this;\n }\n\n /**\n * Follow a target\n *\n * NOTES:\n * uses the (x, y) as the center to follow; for PIXI.Sprite to work properly, use sprite.anchor.set(0.5)\n * options.acceleration is not perfect as it doesn't know the velocity of the target. It adds acceleration\n * to the start of movement and deceleration to the end of movement when the target is stopped.\n * To cancel the follow, use: `viewport.plugins.remove('follow')`\n *\n * @fires 'moved' event\n *\n * @param {PIXI.DisplayObject} target to follow\n * @param {IFollowOptions} [options]\n * @param {number} [options.speed=0] - to follow in pixels/frame (0=teleport to location)\n * @param {number} [options.acceleration] - set acceleration to accelerate and decelerate at this rate; speed\n * cannot be 0 to use acceleration\n * @param {number} [options.radius] - radius (in world coordinates) of center circle where movement is allowed\n * without moving the viewport * @returns {Viewport} this\n * @returns {Viewport} this\n */\n public follow(target: DisplayObject, options?: IFollowOptions): Viewport\n {\n this.plugins.add('follow', new Follow(this, target, options));\n\n return this;\n }\n\n /**\n * Zoom using mouse wheel\n *\n * NOTE: the default event listener for 'wheel' event is document.body. Use `Viewport.options.divWheel` to\n * change this default\n *\n * @param {IWheelOptions} [options]\n * @param {number} [options.percent=0.1] - percent to scroll with each spin\n * @param {number} [options.smooth] - smooth the zooming by providing the number of frames to zoom between wheel spins\n * @param {boolean} [options.interrupt=true] - stop smoothing with any user input on the viewport\n * @param {boolean} [options.reverse] - reverse the direction of the scroll\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of current mouse position\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n public wheel(options?: IWheelOptions): Viewport\n {\n this.plugins.add('wheel', new Wheel(this, options));\n\n return this;\n }\n\n /**\n * Animate the position and/or scale of the viewport\n * To set the zoom level, use: (1) scale, (2) scaleX and scaleY, or (3) width and/or height\n * @param {object} options\n * @param {number} [options.time=1000] - time to animate\n * @param {PIXI.Point} [options.position=viewport.center] - position to move viewport\n * @param {number} [options.width] - desired viewport width in world pixels (use instead of scale;\n * aspect ratio is maintained if height is not provided)\n * @param {number} [options.height] - desired viewport height in world pixels (use instead of scale;\n * aspect ratio is maintained if width is not provided)\n * @param {number} [options.scale] - scale to change zoom (scale.x = scale.y)\n * @param {number} [options.scaleX] - independently change zoom in x-direction\n * @param {number} [options.scaleY] - independently change zoom in y-direction\n * @param {(function|string)} [options.ease=linear] - easing function to use\n * @param {function} [options.callbackOnComplete]\n * @param {boolean} [options.removeOnInterrupt] removes this plugin if interrupted by any user input\n * @returns {Viewport} this\n */\n public animate(options: IAnimateOptions): Viewport\n {\n this.plugins.add('animate', new Animate(this, options));\n\n return this;\n }\n\n /**\n * Enable clamping of zoom to constraints\n *\n * The minWidth/Height settings are how small the world can get (as it would appear on the screen)\n * before clamping. The maxWidth/maxHeight is how larger the world can scale (as it would appear on\n * the screen) before clamping.\n *\n * For example, if you have a world size of 1000 x 1000 and a screen size of 100 x 100, if you set\n * minWidth/Height = 100 then the world will not be able to zoom smaller than the screen size (ie,\n * zooming out so it appears smaller than the screen). Similarly, if you set maxWidth/Height = 100\n * the world will not be able to zoom larger than the screen size (ie, zooming in so it appears\n * larger than the screen).\n *\n * @param {object} [options]\n * @param {number} [options.minWidth] - minimum width\n * @param {number} [options.minHeight] - minimum height\n * @param {number} [options.maxWidth] - maximum width\n * @param {number} [options.maxHeight] - maximum height\n * @param {number} [options.minScale] - minimum scale\n * @param {number} [options.maxScale] - minimum scale\n * @return {Viewport} this\n */\n public clampZoom(options: IClampZoomOptions): Viewport\n {\n this.plugins.add('clamp-zoom', new ClampZoom(this, options));\n\n return this;\n }\n\n /**\n * Scroll viewport when mouse hovers near one of the edges or radius-distance from center of screen.\n *\n * NOTES: fires 'moved' event; there's a known bug where the mouseEdges does not work properly with \"windowed\" viewports\n *\n * @param {IMouseEdgesOptions} [options]\n * @param {number} [options.radius] - distance from center of screen in screen pixels\n * @param {number} [options.distance] - distance from all sides in screen pixels\n * @param {number} [options.top] - alternatively, set top distance (leave unset for no top scroll)\n * @param {number} [options.bottom] - alternatively, set bottom distance (leave unset for no top scroll)\n * @param {number} [options.left] - alternatively, set left distance (leave unset for no top scroll)\n * @param {number} [options.right] - alternatively, set right distance (leave unset for no top scroll)\n * @param {number} [options.speed=8] - speed in pixels/frame to scroll viewport\n * @param {boolean} [options.reverse] - reverse direction of scroll\n * @param {boolean} [options.noDecelerate] - don't use decelerate plugin even if it's installed\n * @param {boolean} [options.linear] - if using radius, use linear movement (+/- 1, +/- 1) instead of angled\n * movement (Math.cos(angle from center), Math.sin(angle from center))\n * @param {boolean} [options.allowButtons] allows plugin to continue working even when there's a mousedown event\n */\n public mouseEdges(options: IMouseEdgesOptions): Viewport\n {\n this.plugins.add('mouse-edges', new MouseEdges(this, options));\n\n return this;\n }\n\n /** Pause viewport (including animation updates such as decelerate) */\n get pause(): boolean\n {\n return !!this._pause;\n }\n set pause(value: boolean)\n {\n this._pause = value;\n\n this.lastViewport = null;\n this.moving = false;\n this.zooming = false;\n\n if (value)\n {\n this.input.pause();\n }\n }\n\n /**\n * Move the viewport so the bounding box is visible\n *\n * @param x - left\n * @param y - top\n * @param width\n * @param height\n * @param resizeToFit - Resize the viewport so the box fits within the viewport\n */\n public ensureVisible(x: number, y: number, width: number, height: number, resizeToFit?: boolean): void\n {\n if (resizeToFit && (width > this.worldScreenWidth || height > this.worldScreenHeight))\n {\n this.fit(true, width, height);\n this.emit('zoomed', { viewport: this, type: 'ensureVisible' });\n }\n let moved = false;\n\n if (x < this.left)\n {\n this.left = x;\n moved = true;\n }\n else if (x + width > this.right)\n {\n this.right = x + width;\n moved = true;\n }\n if (y < this.top)\n {\n this.top = y;\n moved = true;\n }\n else if (y + height > this.bottom)\n {\n this.bottom = y + height;\n moved = true;\n }\n if (moved)\n {\n this.emit('moved', { viewport: this, type: 'ensureVisible' });\n }\n }\n}\n\n/**\n * Fires after a mouse or touch click\n * @event Viewport#clicked\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag starts\n * @event Viewport#drag-start\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag ends\n * @event Viewport#drag-end\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a pinch starts\n * @event Viewport#pinch-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a pinch end\n * @event Viewport#pinch-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap starts\n * @event Viewport#snap-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap ends\n * @event Viewport#snap-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom starts\n * @event Viewport#snap-zoom-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom ends\n * @event Viewport#snap-zoom-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the x direction\n * @event Viewport#bounce-x-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the x direction\n * @event Viewport#bounce-x-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the y direction\n * @event Viewport#bounce-y-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the y direction\n * @event Viewport#bounce-y-end\n * @type {Viewport}\n */\n\n/**\n * Fires when for a mouse wheel event\n * @event Viewport#wheel\n * @type {object}\n * @property {object} wheel\n * @property {number} wheel.dx\n * @property {number} wheel.dy\n * @property {number} wheel.dz\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a wheel-scroll occurs\n * @event Viewport#wheel-scroll\n * @type {Viewport}\n */\n\n/**\n * Fires when a mouse-edge starts to scroll\n * @event Viewport#mouse-edge-start\n * @type {Viewport}\n */\n\n/**\n * Fires when the mouse-edge scrolling ends\n * @event Viewport#mouse-edge-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#moved\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type - (drag, snap, pinch, follow, bounce-x, bounce-y,\n * clamp-x, clamp-y, decelerate, mouse-edges, wheel, ensureVisible)\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#zoomed\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type (drag-zoom, pinch, wheel, clamp-zoom, ensureVisible)\n */\n\n/**\n * Fires when viewport stops moving\n * @event Viewport#moved-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport stops zooming\n * @event Viewport#zoomed-end\n * @type {Viewport}\n */\n\n/**\n* Fires at the end of an update frame\n* @event Viewport#frame-end\n* @type 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\ No newline at end of file +{"version":3,"file":"viewport.es.js","sources":["../../src/plugins/Plugin.ts","../../node_modules/penner/penner.js","../../src/ease.ts","../../src/plugins/Animate.ts","../../src/plugins/Bounce.ts","../../src/plugins/Clamp.ts","../../src/plugins/ClampZoom.ts","../../src/plugins/Decelerate.ts","../../src/plugins/Drag.ts","../../src/plugins/Follow.ts","../../src/plugins/MouseEdges.ts","../../src/plugins/Pinch.ts","../../src/plugins/Snap.ts","../../src/plugins/SnapZoom.ts","../../src/plugins/Wheel.ts","../../src/InputManager.ts","../../src/PluginManager.ts","../../src/Viewport.ts"],"sourcesContent":["import type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from '../Viewport';\n\n/**\n * Derive this class to create user-defined plugins\n *\n * @public\n */\nexport class Plugin\n{\n /** The viewport to which this plugin is attached. */\n public readonly parent: Viewport;\n\n /**\n * Flags whether this plugin has been \"paused\".\n *\n * @see Plugin#pause\n * @see Plugin#resume\n */\n public paused: boolean;\n\n /** @param {Viewport} parent */\n constructor(parent: Viewport)\n {\n this.parent = parent;\n this.paused = false;\n }\n\n /** Called when plugin is removed */\n public destroy()\n {\n // Override for implementation\n }\n\n /** Handler for pointerdown PIXI event */\n public down(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for pointermove PIXI event */\n public move(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for pointerup PIXI event */\n public up(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for wheel event on div */\n public wheel(_e: WheelEvent): boolean | undefined\n {\n return false;\n }\n\n /**\n * Called on each tick\n * @param {number} elapsed time in millisecond since last update\n */\n public update(_delta: number): void\n {\n // Override for implementation\n }\n\n /** Called when the viewport is resized */\n public resize()\n {\n // Override for implementation\n }\n\n /** Called when the viewport is manually moved */\n public reset(): void\n {\n // Override for implementation\n }\n\n /** Pause the plugin */\n public pause(): void\n {\n this.paused = true;\n }\n\n /** Un-pause the plugin */\n public resume(): void\n {\n this.paused = false;\n }\n}\n","\n/*\n\tCopyright © 2001 Robert Penner\n\tAll rights reserved.\n\n\tRedistribution and use in source and binary forms, with or without modification, \n\tare permitted provided that the following conditions are met:\n\n\tRedistributions of source code must retain the above copyright notice, this list of \n\tconditions and the following disclaimer.\n\tRedistributions in binary form must reproduce the above copyright notice, this list \n\tof conditions and the following disclaimer in the documentation and/or other materials \n\tprovided with the distribution.\n\n\tNeither the name of the author nor the names of contributors may be used to endorse \n\tor promote products derived from this software without specific prior written permission.\n\n\tTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY \n\tEXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n\tMERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n\tCOPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n\tEXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n\tGOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED \n\tAND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n\tNEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED \n\tOF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n(function() {\n var penner, umd;\n\n umd = function(factory) {\n if (typeof exports === 'object') {\n return module.exports = factory;\n } else if (typeof define === 'function' && define.amd) {\n return define([], factory);\n } else {\n return this.penner = factory;\n }\n };\n\n penner = {\n linear: function(t, b, c, d) {\n return c * t / d + b;\n },\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n easeInOutQuad: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t + b;\n } else {\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n }\n },\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n easeOutCubic: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n },\n easeInOutCubic: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n },\n easeInQuart: function(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n },\n easeOutQuart: function(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n },\n easeInOutQuart: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t + b;\n } else {\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n },\n easeInQuint: function(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n },\n easeOutQuint: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n },\n easeInOutQuint: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n },\n easeInSine: function(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n },\n easeOutSine: function(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n },\n easeInOutSine: function(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n },\n easeInExpo: function(t, b, c, d) {\n if (t === 0) {\n return b;\n } else {\n return c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n },\n easeOutExpo: function(t, b, c, d) {\n if (t === d) {\n return b + c;\n } else {\n return c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n },\n easeInOutExpo: function(t, b, c, d) {\n if (t === 0) {\n b;\n }\n if (t === d) {\n b + c;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n } else {\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n },\n easeInCirc: function(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n },\n easeOutCirc: function(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n },\n easeInOutCirc: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n } else {\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n },\n easeInElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n },\n easeOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b;\n },\n easeInOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d / 2) === 2) {\n b + c;\n }\n if (!p) {\n p = d * (.3 * 1.5);\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n if (t < 1) {\n return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n } else {\n return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;\n }\n },\n easeInBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n },\n easeOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n },\n easeInOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b;\n } else {\n return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b;\n }\n },\n easeInBounce: function(t, b, c, d) {\n var v;\n v = penner.easeOutBounce(d - t, 0, c, d);\n return c - v + b;\n },\n easeOutBounce: function(t, b, c, d) {\n if ((t /= d) < 1 / 2.75) {\n return c * (7.5625 * t * t) + b;\n } else if (t < 2 / 2.75) {\n return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b;\n } else if (t < 2.5 / 2.75) {\n return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b;\n } else {\n return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b;\n }\n },\n easeInOutBounce: function(t, b, c, d) {\n var v;\n if (t < d / 2) {\n v = penner.easeInBounce(t * 2, 0, c, d);\n return v * .5 + b;\n } else {\n v = penner.easeOutBounce(t * 2 - d, 0, c, d);\n return v * .5 + c * .5 + b;\n }\n }\n };\n\n umd(penner);\n\n}).call(this);\n","// eslint-disable-next-line\n// @ts-expect-error Penner seems to have no typings.\nimport Penner from 'penner';\n\n/**\n * Returns correct Penner equation using string or Function.\n *\n * @internal\n * @ignore\n * @param {(function|string)} [ease]\n * @param {defaults} default penner equation to use if none is provided\n */\n// eslint-disable-next-line consistent-return\nexport default function ease(ease: any, defaults?: any): any\n{\n if (!ease)\n {\n return Penner[defaults];\n }\n else if (typeof ease === 'function')\n {\n return ease;\n }\n else if (typeof ease === 'string')\n {\n return Penner[ease];\n }\n}\n","import { IPointData, Point } from '@pixi/math';\nimport { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Animate}. */\nexport interface IAnimateOptions\n{\n /** Time to animate */\n time?: number;\n\n /** Position to move the viewport to */\n position?: IPointData;\n\n /**\n * Desired viewport width in world pixels\n *\n * (use instead of scale; aspect ratio is maintained if height is not provided)\n */\n width?: number;\n\n /**\n * Desired viewport height in world pixels\n *\n * (use instead of scale; aspect ratio is maintained if width is not provided)\n */\n height?: number;\n\n /** Scale to change zoom (scale.x = scale.y) */\n scale?: number;\n\n /** Independently change zoom in x-direction */\n scaleX?: number;\n\n /** Independently change zoom in y-direction */\n scaleY?: number;\n\n /** Easing function to use */\n ease?: any;\n\n /** Callback to invoke when the animation completes */\n callbackOnComplete?: (viewport: Viewport) => void;\n\n /** Removes this plugin if interrupted by any user input */\n removeOnInterrupt?: boolean;\n}\n\nconst DEFAULT_ANIMATE_OPTIONS = {\n removeOnInterrupt: false,\n ease: 'linear',\n time: 1000,\n};\n\n/**\n * Animation plugin.\n *\n * @see Viewport#animate\n * @fires animate-end\n */\nexport class Animate extends Plugin\n{\n public readonly options: IAnimateOptions & { ease: any; time: number };\n\n /** The starting x-coordinate of the viewport. */\n protected startX?: number;\n\n /** The starting y-coordinate of the viewport. */\n protected startY?: number;\n\n /** The change in the x-coordinate of the viewport through the animation.*/\n protected deltaX?: number;\n\n /** The change in the y-coordinate of the viewport through the animation. */\n protected deltaY?: number;\n\n /** Marks whether the center of the viewport is preserved in the animation. */\n protected keepCenter!: boolean;\n\n /** The starting viewport width. */\n protected startWidth: number | null = null;\n\n /** The starting viewport height. */\n protected startHeight: number | null = null;\n\n /** The change in the viewport's width through the animation. */\n protected deltaWidth: number | null = null;\n\n /** The change in the viewport's height through the animation. */\n protected deltaHeight: number | null = null;\n\n /** The viewport's width post-animation. */\n protected width: number | null = null;\n\n /** The viewport's height post-animation. */\n protected height: number | null = null;\n\n /** The time since the animation started. */\n protected time = 0;\n\n /**\n * This is called by {@link Viewport.animate}.\n *\n * @param parent\n * @param options\n */\n constructor(parent: Viewport, options: IAnimateOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_ANIMATE_OPTIONS, options);\n this.options.ease = ease(this.options.ease);\n\n this.setupPosition();\n this.setupZoom();\n\n this.time = 0;\n }\n\n /**\n * Setup `startX`, `startY`, `deltaX`, `deltaY`, `keepCenter`.\n *\n * This is called during construction.\n */\n protected setupPosition(): void\n {\n if (typeof this.options.position !== 'undefined')\n {\n this.startX = this.parent.center.x;\n this.startY = this.parent.center.y;\n this.deltaX = this.options.position.x - this.parent.center.x;\n this.deltaY = this.options.position.y - this.parent.center.y;\n this.keepCenter = false;\n }\n else\n {\n this.keepCenter = true;\n }\n }\n\n /**\n * Setup `startWidth, `startHeight`, `deltaWidth, `deltaHeight, `width`, `height`.\n *\n * This is called during construction.\n */\n protected setupZoom(): void\n {\n this.width = null;\n this.height = null;\n\n if (typeof this.options.scale !== 'undefined')\n {\n this.width = this.parent.screenWidth / this.options.scale;\n }\n else if (typeof this.options.scaleX !== 'undefined' || typeof this.options.scaleY !== 'undefined')\n {\n if (typeof this.options.scaleX !== 'undefined')\n {\n // screenSizeInWorldPixels = screenWidth / scale\n this.width = this.parent.screenWidth / this.options.scaleX;\n }\n if (typeof this.options.scaleY !== 'undefined')\n {\n this.height = this.parent.screenHeight / this.options.scaleY;\n }\n }\n else\n {\n if (typeof this.options.width !== 'undefined')\n {\n this.width = this.options.width;\n }\n if (typeof this.options.height !== 'undefined')\n {\n this.height = this.options.height;\n }\n }\n\n if (this.width !== null)\n {\n this.startWidth = this.parent.screenWidthInWorldPixels;\n this.deltaWidth = this.width - this.startWidth;\n }\n if (this.height !== null)\n {\n this.startHeight = this.parent.screenHeightInWorldPixels;\n this.deltaHeight = this.height - this.startHeight;\n }\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('animate');\n }\n\n return false;\n }\n\n public complete(): void\n {\n this.parent.plugins.remove('animate');\n if (this.width !== null)\n {\n this.parent.fitWidth(this.width, this.keepCenter, this.height === null);\n }\n if (this.height !== null)\n {\n this.parent.fitHeight(this.height, this.keepCenter, this.width === null);\n }\n if (!this.keepCenter && this.options.position)\n {\n this.parent.moveCenter(this.options.position);\n }\n\n this.parent.emit('animate-end', this.parent);\n\n if (this.options.callbackOnComplete)\n {\n this.options.callbackOnComplete(this.parent);\n }\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n this.time += elapsed;\n\n const originalZoom = new Point(this.parent.scale.x, this.parent.scale.y);\n\n if (this.time >= this.options.time)\n {\n const originalWidth = this.parent.width;\n const originalHeight = this.parent.height;\n\n this.complete();\n if (originalWidth !== this.parent.width || originalHeight !== this.parent.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n else\n {\n const percent = this.options.ease(this.time, 0, 1, this.options.time);\n\n if (this.width !== null)\n {\n const startWidth = this.startWidth as number;\n const deltaWidth = this.deltaWidth as number;\n\n this.parent.fitWidth(\n startWidth + (deltaWidth * percent),\n this.keepCenter,\n this.height === null);\n }\n if (this.height !== null)\n {\n const startHeight = this.startHeight as number;\n const deltaHeight = this.deltaHeight as number;\n\n this.parent.fitHeight(\n startHeight + (deltaHeight * percent),\n this.keepCenter,\n this.width === null);\n }\n if (this.width === null)\n {\n this.parent.scale.x = this.parent.scale.y;\n }\n else if (this.height === null)\n {\n this.parent.scale.y = this.parent.scale.x;\n }\n if (!this.keepCenter)\n {\n const startX = this.startX as number;\n const startY = this.startY as number;\n const deltaX = this.deltaX as number;\n const deltaY = this.deltaY as number;\n const original = new Point(this.parent.x, this.parent.y);\n\n this.parent.moveCenter(startX + (deltaX * percent), startY + (deltaY * percent));\n this.parent.emit('moved', { viewport: this.parent, original, type: 'animate' });\n }\n if (this.width || this.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n }\n}\n","import { Point, Rectangle } from '@pixi/math';\nimport { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Drag } from './Drag';\nimport type { IDecelerateOptions } from './Decelerate';\nimport type { Pinch } from './Pinch';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Bounce}. */\nexport interface IBounceOptions\n{\n /** \"all\", \"horizontal\", \"vertical\", or combination of \"top\", \"bottom\", \"right\", \"left\" (e.g., 'top-bottom-right') */\n sides?:\n 'all'\n | 'horizontal'\n | 'vertical'\n | string;\n\n /** Friction to apply to decelerate if active */\n friction?: number;\n\n /** Time in ms to finish bounce */\n time?: number;\n\n /** Use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight) */\n bounceBox?: Rectangle | null;\n\n /** Ease function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /** (top/bottom/center and left/right/center, or center) where to place world if too small for screen */\n underflow?: 'center' | string;\n}\n\n/** Bounce state along an axis */\nexport interface IBounceState\n{\n /** Elapsed time since bounce started */\n time: number;\n\n /** Starting coordinate */\n start: number;\n\n /** Change in coordinate through bounce */\n delta: number;\n\n /** Ending coordinate */\n end: number;\n}\n\nconst DEFAULT_BOUNCE_OPTIONS: Required = {\n sides: 'all',\n friction: 0.5,\n time: 150,\n ease: 'easeInOutSine',\n underflow: 'center',\n bounceBox: null\n};\n\n/**\n * @fires bounce-start-x\n * @fires bounce.end-x\n * @fires bounce-start-y\n * @fires bounce-end-y\n * @public\n */\nexport class Bounce extends Plugin\n{\n /** The options passed to initialize this plugin, cannot be modified again. */\n public readonly options: Readonly>;\n\n /** Holds whether to bounce from left side. */\n public readonly left: boolean;\n\n /** Holds whether to bounce from top side. */\n public readonly top: boolean;\n\n /** Holds whether to bounce from right side. */\n public readonly right: boolean;\n\n /** Holds whether to bounce from bottom side. */\n public readonly bottom: boolean;\n\n /** Direction of underflow along x-axis. */\n public readonly underflowX: -1 | 0 | 1;\n\n /** Direction of underflow along y-axis. */\n public readonly underflowY: -1 | 0 | 1;\n\n /** Easing */\n protected ease: any;\n\n /** Bounce state along x-axis */\n protected toX!: IBounceState | null;\n\n /** Bounce state along y-axis */\n protected toY!: IBounceState | null;\n\n /**\n * This is called by {@link Viewport.bounce}.\n */\n constructor(parent: Viewport, options: IBounceOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_BOUNCE_OPTIONS, options);\n this.ease = ease(this.options.ease, 'easeInOutSine');\n\n if (this.options.sides)\n {\n if (this.options.sides === 'all')\n {\n this.top = this.bottom = this.left = this.right = true;\n }\n else if (this.options.sides === 'horizontal')\n {\n this.right = this.left = true;\n this.top = this.bottom = false;\n }\n else if (this.options.sides === 'vertical')\n {\n this.left = this.right = false;\n this.top = this.bottom = true;\n }\n else\n {\n this.top = this.options.sides.indexOf('top') !== -1;\n this.bottom = this.options.sides.indexOf('bottom') !== -1;\n this.left = this.options.sides.indexOf('left') !== -1;\n this.right = this.options.sides.indexOf('right') !== -1;\n }\n }\n else\n {\n this.left = this.top = this.right = this.bottom = false;\n }\n\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n // eslint-disable-next-line no-nested-ternary\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n // eslint-disable-next-line no-nested-ternary\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n }\n\n this.reset();\n }\n\n public isActive(): boolean\n {\n return this.toX !== null || this.toY !== null;\n }\n\n public down(): boolean\n {\n this.toX = this.toY = null;\n\n return false;\n }\n\n public up(): boolean\n {\n this.bounce();\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n this.bounce();\n\n if (this.toX)\n {\n const toX = this.toX;\n\n toX.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-x' });\n\n if (toX.time >= this.options.time)\n {\n this.parent.x = toX.end;\n this.toX = null;\n this.parent.emit('bounce-x-end', this.parent);\n }\n else\n {\n this.parent.x = this.ease(toX.time, toX.start, toX.delta, this.options.time);\n }\n }\n\n if (this.toY)\n {\n const toY = this.toY;\n\n toY.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-y' });\n\n if (toY.time >= this.options.time)\n {\n this.parent.y = toY.end;\n this.toY = null;\n this.parent.emit('bounce-y-end', this.parent);\n }\n else\n {\n this.parent.y = this.ease(toY.time, toY.start, toY.delta, this.options.time);\n }\n }\n }\n\n /** @internal */\n protected calcUnderflowX(): number\n {\n let x: number;\n\n switch (this.underflowX)\n {\n case -1:\n x = 0;\n break;\n case 1:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n\n return x;\n }\n\n /** @internal */\n protected calcUnderflowY(): number\n {\n let y: number;\n\n switch (this.underflowY)\n {\n case -1:\n y = 0;\n break;\n case 1:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n\n return y;\n }\n\n private oob(): Record<'left' | 'right' | 'top' | 'bottom', boolean> & Record<'topLeft' | 'bottomRight', Point>\n {\n const box = this.options.bounceBox;\n\n if (box)\n {\n const x1 = typeof box.x === 'undefined' ? 0 : box.x;\n const y1 = typeof box.y === 'undefined' ? 0 : box.y;\n const width = typeof box.width === 'undefined' ? this.parent.worldWidth : box.width;\n const height = typeof box.height === 'undefined' ? this.parent.worldHeight : box.height;\n\n return {\n left: this.parent.left < x1,\n right: this.parent.right > width,\n top: this.parent.top < y1,\n bottom: this.parent.bottom > height,\n topLeft: new Point(\n x1 * this.parent.scale.x,\n y1 * this.parent.scale.y\n ),\n bottomRight: new Point(\n (width * this.parent.scale.x) - this.parent.screenWidth,\n (height * this.parent.scale.y) - this.parent.screenHeight\n )\n };\n }\n\n return {\n left: this.parent.left < 0,\n right: this.parent.right > this.parent.worldWidth,\n top: this.parent.top < 0,\n bottom: this.parent.bottom > this.parent.worldHeight,\n topLeft: new Point(0, 0),\n bottomRight: new Point(\n (this.parent.worldWidth * this.parent.scale.x) - this.parent.screenWidth,\n (this.parent.worldHeight * this.parent.scale.y) - this.parent.screenHeight\n )\n };\n }\n\n public bounce(): void\n {\n if (this.paused)\n {\n return;\n }\n\n let oob;\n let decelerate: undefined | null | {\n percentChangeX?: number;\n percentChangeY?: number;\n x?: number;\n y?: number;\n options?: IDecelerateOptions\n } = this.parent.plugins.get('decelerate', true) as any;\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n if ((decelerate.x && decelerate.percentChangeX === decelerate.options?.friction)\n || (decelerate.y && decelerate.percentChangeY === decelerate.options?.friction))\n {\n oob = this.oob();\n if ((oob.left && this.left) || (oob.right && this.right))\n {\n decelerate.percentChangeX = this.options.friction;\n }\n if ((oob.top && this.top) || (oob.bottom && this.bottom))\n {\n decelerate.percentChangeY = this.options.friction;\n }\n }\n }\n const drag: Partial = this.parent.plugins.get('drag', true) || {};\n const pinch: Partial = this.parent.plugins.get('pinch', true) || {};\n\n decelerate = decelerate || {};\n\n if (!drag?.active && !pinch?.active && ((!this.toX || !this.toY) && (!decelerate.x || !decelerate.y)))\n {\n oob = oob || this.oob();\n const topLeft = oob.topLeft;\n const bottomRight = oob.bottomRight;\n\n if (!this.toX && !decelerate.x)\n {\n let x = null;\n\n if (oob.left && this.left)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -topLeft.x;\n }\n else if (oob.right && this.right)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -bottomRight.x;\n }\n if (x !== null && this.parent.x !== x)\n {\n this.toX = { time: 0, start: this.parent.x, delta: x - this.parent.x, end: x };\n this.parent.emit('bounce-x-start', this.parent);\n }\n }\n if (!this.toY && !decelerate.y)\n {\n let y = null;\n\n if (oob.top && this.top)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -topLeft.y;\n }\n else if (oob.bottom && this.bottom)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -bottomRight.y;\n }\n if (y !== null && this.parent.y !== y)\n {\n this.toY = { time: 0, start: this.parent.y, delta: y - this.parent.y, end: y };\n this.parent.emit('bounce-y-start', this.parent);\n }\n }\n }\n }\n\n public reset(): void\n {\n this.toX = this.toY = null;\n this.bounce();\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\n\n/**\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of the world offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight]\n * eg: to allow the world to be completely dragged offscreen, set\n * [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) =\n * the world is stuck to the appropriate boundaries\n *\n */\nexport interface IClampOptions\n{\n /**\n * Clamp left; true = 0\n *\n * @default false\n */\n left?: number | boolean | null;\n\n /**\n * Clamp top; true = 0\n *\n * @default false\n */\n top?: number | boolean | null;\n\n /**\n * Clamp right; true = viewport.worldWidth\n *\n * @default false\n */\n right?: number | boolean | null;\n\n /**\n * Clamp bottom; true = viewport.worldHeight\n *\n * @default false\n */\n bottom?: number | boolean | null;\n\n /**\n * (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight]; replaces left/right/top/bottom if set\n *\n * @default null\n */\n direction?: 'all' | 'x' | 'y' | null;\n\n /**\n * Where to place world if too small for screen (e.g., top-right, center, none, bottomleft)\n *\n * @default 'center'\n */\n underflow?: 'center' | string;\n}\n\nconst DEFAULT_CLAMP_OPTIONS: Required = {\n left: false,\n right: false,\n top: false,\n bottom: false,\n direction: null,\n underflow: 'center'\n};\n\n/**\n * Plugin to clamp the viewport to a specific world bounding box.\n *\n * @public\n */\nexport class Clamp extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Required;\n\n /** Last state of viewport */\n protected last: {\n x: number | null;\n y: number | null;\n scaleX: number | null;\n scaleY: number | null;\n };\n\n protected noUnderflow!: boolean;\n protected underflowX!: -1 | 0 | 1;\n protected underflowY!: -1 | 0 | 1;\n\n /**\n * This is called by {@link Viewport.clamp}.\n */\n constructor(parent: Viewport, options : IClampOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_OPTIONS, options);\n\n if (this.options.direction)\n {\n this.options.left = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.right = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.top = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n this.options.bottom = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n }\n\n this.parseUnderflow();\n this.last = { x: null, y: null, scaleX: null, scaleY: null };\n this.update();\n }\n\n private parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'none')\n {\n this.noUnderflow = true;\n }\n else if (clamp === 'center')\n {\n this.underflowX = this.underflowY = 0;\n this.noUnderflow = false;\n }\n else\n {\n // eslint-disable-next-line no-nested-ternary\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n // eslint-disable-next-line no-nested-ternary\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n this.noUnderflow = false;\n }\n }\n\n public move(): boolean\n {\n this.update();\n\n return false;\n }\n\n public update(): void\n {\n if (this.paused)\n {\n return;\n }\n\n // only clamp on change\n if (this.parent.x === this.last.x\n && this.parent.y === this.last.y\n && this.parent.scale.x === this.last.scaleX\n && this.parent.scale.y === this.last.scaleY)\n {\n return;\n }\n const original = { x: this.parent.x, y: this.parent.y };\n // TODO: Fix\n const decelerate: any = (this.parent.plugins as any).decelerate || {};\n\n if (this.options.left !== null || this.options.right !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n if (this.parent.x !== 0)\n {\n this.parent.x = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.x !== this.parent.screenWidth - this.parent.screenWorldWidth)\n {\n this.parent.x = this.parent.screenWidth - this.parent.screenWorldWidth;\n moved = true;\n }\n break;\n default:\n if (this.parent.x !== (this.parent.screenWidth - this.parent.screenWorldWidth) / 2)\n {\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.left !== null)\n {\n if (this.parent.left < (this.options.left === true ? 0 : this.options.left))\n {\n this.parent.x = -(this.options.left === true ? 0 : this.options.left) * this.parent.scale.x;\n decelerate.x = 0;\n moved = true;\n }\n }\n if (this.options.right !== null)\n {\n if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right))\n {\n this.parent.x = (-(this.options.right === true ? this.parent.worldWidth : this.options.right)\n * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-x' });\n }\n }\n if (this.options.top !== null || this.options.bottom !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n if (this.parent.y !== 0)\n {\n this.parent.y = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.y !== this.parent.screenHeight - this.parent.screenWorldHeight)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n moved = true;\n }\n break;\n default:\n if (this.parent.y !== (this.parent.screenHeight - this.parent.screenWorldHeight) / 2)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.top !== null)\n {\n if (this.parent.top < (this.options.top === true ? 0 : this.options.top))\n {\n this.parent.y = -(this.options.top === true ? 0 : this.options.top)\n * this.parent.scale.y;\n decelerate.y = 0;\n moved = true;\n }\n }\n if (this.options.bottom !== null)\n {\n if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom))\n {\n this.parent.y = (-(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)\n * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-y' });\n }\n }\n this.last.x = this.parent.x;\n this.last.y = this.parent.y;\n this.last.scaleX = this.parent.scale.x;\n this.last.scaleY = this.parent.scale.y;\n }\n\n public reset(): void\n {\n this.update();\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\n\n/**\n * Options for {@link ClampZoom}.\n *\n * Use either minimum width/height or minimum scale\n */\nexport interface IClampZoomOptions\n{\n /** Minimum width */\n minWidth?: number | null;\n\n /** Minimum height */\n minHeight?: number | null;\n\n /** Maximum width */\n maxWidth?: number | null;\n\n /** Maximum height */\n maxHeight?: number | null;\n\n /** Minimum scale */\n minScale?: number | null | IScale;\n\n /** Maximum scale */\n maxScale?: number | null | IScale;\n}\n\nconst DEFAULT_CLAMP_ZOOM_OPTIONS: Required = {\n minWidth: null,\n minHeight: null,\n maxWidth: null,\n maxHeight: null,\n minScale: null,\n maxScale: null\n};\n\n/**\n * Plugin to clamp the viewport's zoom to a specific range.\n *\n * @public\n */\nexport class ClampZoom extends Plugin\n{\n public readonly options: Required;\n\n /**\n * This is called by {@link Viewport.clampZoom}.\n */\n constructor(parent: Viewport, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_ZOOM_OPTIONS, options);\n\n this.clamp();\n }\n\n public resize(): void\n {\n this.clamp();\n }\n\n /** Clamp the viewport scale zoom) */\n public clamp(): void\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.options.minWidth || this.options.minHeight || this.options.maxWidth || this.options.maxHeight)\n {\n let width = this.parent.worldScreenWidth;\n let height = this.parent.worldScreenHeight;\n\n if (this.options.minWidth !== null && width < this.options.minWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.minWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxWidth !== null && width > this.options.maxWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.maxWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.minHeight !== null && height < this.options.minHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.minHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxHeight !== null && height > this.options.maxHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.maxHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n else\n if (this.options.minScale || this.options.maxScale)\n {\n const minScale: IScale = { x: null, y: null };\n const maxScale: IScale = { x: null, y: null };\n\n if (typeof this.options.minScale === 'number')\n {\n minScale.x = this.options.minScale;\n minScale.y = this.options.minScale;\n }\n else if (this.options.minScale !== null)\n {\n const optsMinScale = this.options.minScale as IScale;\n\n minScale.x = typeof optsMinScale.x === 'undefined' ? null : optsMinScale.x;\n minScale.y = typeof optsMinScale.y === 'undefined' ? null : optsMinScale.y;\n }\n\n if (typeof this.options.maxScale === 'number')\n {\n maxScale.x = this.options.maxScale;\n maxScale.y = this.options.maxScale;\n }\n else if (this.options.maxScale !== null)\n {\n const optsMaxScale = this.options.maxScale as IScale;\n\n maxScale.x = typeof optsMaxScale.x === 'undefined' ? null : optsMaxScale.x;\n maxScale.y = typeof optsMaxScale.y === 'undefined' ? null : optsMaxScale.y;\n }\n\n let scaleX = this.parent.scale.x;\n let scaleY = this.parent.scale.y;\n\n if (minScale.x !== null && scaleX < minScale.x)\n {\n scaleX = minScale.x;\n }\n if (maxScale.x !== null && scaleX > maxScale.x)\n {\n scaleX = maxScale.x;\n }\n if (minScale.y !== null && scaleY < minScale.y)\n {\n scaleY = minScale.y;\n }\n if (maxScale.y !== null && scaleY > maxScale.y)\n {\n scaleY = maxScale.y;\n }\n if (scaleX !== this.parent.scale.x || scaleY !== this.parent.scale.y)\n {\n this.parent.scale.set(scaleX, scaleY);\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n }\n\n public reset(): void\n {\n this.clamp();\n }\n}\n\n/** This allows independent x and y values for min/maxScale */\nexport interface IScale\n{\n x: null | number\n y: null | number\n}\n","import { Plugin } from './Plugin';\n\nimport type { Point } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\nexport interface IDecelerateOptions\n{\n /**\n * Percent to decelerate after movement. This should be between 0 and 1, exclusive.\n *\n * @default 0.95\n */\n friction?: number;\n\n /**\n * Percent to decelerate when past boundaries (only applicable when viewport.bounce() is active)\n *\n * @default 0.8\n */\n bounce?: number;\n\n /**\n * Minimum velocity before stopping/reversing acceleration\n *\n * @default 0.01\n */\n minSpeed?: number;\n}\n\n/** Viewport position snapshot that's saved by {@link DeceleratePlugin} to estimate panning velocity. */\nexport interface IDecelerateSnapshot\n{\n /** x-coordinate of the viewport. */\n x: number;\n\n /** y-coordinate of the viewport. */\n y: number;\n\n /** Time at which this snapshot was taken. */\n time: number;\n}\n\nconst DEFAULT_DECELERATE_OPTIONS: Required = {\n friction: 0.98,\n bounce: 0.8,\n minSpeed: 0.01\n};\n\n/**\n * Time period of decay (1 frame)\n *\n * @internal\n * @ignore\n */\nconst TP = 16;\n\n/**\n * Plugin to decelerate viewport velocity smoothly after panning ends.\n *\n * @public\n */\nexport class Decelerate extends Plugin\n{\n /** Options used to initialize this plugin. */\n public readonly options: Required;\n\n /**\n * x-component of the velocity of viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n public x!: number | null;\n\n /**\n * y-component of the velocity of the viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n public y!: number | null;\n\n /**\n * The decay factor for the x-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n public percentChangeX!: number;\n\n /**\n * The decay factor for the y-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n public percentChangeY!: number;\n\n /** Saved list of recent viewport position snapshots, to estimate velocity. */\n protected saved: Array;\n\n /** The time since the user released panning of the viewport. */\n protected timeSinceRelease: number;\n\n /**\n * This is called by {@link Viewport.decelerate}.\n */\n constructor(parent: Viewport, options: IDecelerateOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DECELERATE_OPTIONS, options);\n this.saved = [];\n this.timeSinceRelease = 0;\n\n this.reset();\n this.parent.on('moved', (data) => this.moved(data));\n }\n\n public down(): boolean\n {\n this.saved = [];\n this.x = this.y = null;\n\n return false;\n }\n\n public isActive(): boolean\n {\n return !!(this.x || this.y);\n }\n\n public move(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n this.saved.push({ x: this.parent.x, y: this.parent.y, time: performance.now() });\n\n if (this.saved.length > 60)\n {\n this.saved.splice(0, 30);\n }\n }\n\n // Silently recording viewport positions\n return false;\n }\n\n /** Listener to viewport's \"moved\" event. */\n protected moved(data: { type: 'clamp-x' | 'clamp-y'; original: Point }): void\n {\n if (this.saved.length)\n {\n const last = this.saved[this.saved.length - 1];\n\n if (data.type === 'clamp-x')\n {\n if (last.x === data.original.x)\n {\n last.x = this.parent.x;\n }\n }\n else if (data.type === 'clamp-y')\n {\n if (last.y === data.original.y)\n {\n last.y = this.parent.y;\n }\n }\n }\n }\n\n public up(): boolean\n {\n if (this.parent.input.count() === 0 && this.saved.length)\n {\n const now = performance.now();\n\n for (const save of this.saved)\n {\n if (save.time >= now - 100)\n {\n const time = now - save.time;\n\n this.x = (this.parent.x - save.x) / time;\n this.y = (this.parent.y - save.y) / time;\n this.percentChangeX = this.percentChangeY = this.options.friction;\n this.timeSinceRelease = 0;\n break;\n }\n }\n }\n\n return false;\n }\n\n /**\n * Manually activate deceleration, starting from the (x, y) velocity components passed in the options.\n *\n * @param {object} options\n * @param {number} [options.x] - Specify x-component of initial velocity.\n * @param {number} [options.y] - Specify y-component of initial velocity.\n */\n public activate(options: { x?: number; y?: number; }): void\n {\n options = options || {};\n\n if (typeof options.x !== 'undefined')\n {\n this.x = options.x;\n this.percentChangeX = this.options.friction;\n }\n if (typeof options.y !== 'undefined')\n {\n this.y = options.y;\n this.percentChangeY = this.options.friction;\n }\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n /*\n * See https://github.com/davidfig/pixi-viewport/issues/271 for math.\n *\n * The viewport velocity (this.x, this.y) decays exponentially by the the decay factor\n * (this.percentChangeX, this.percentChangeY) each frame. This velocity function is integrated\n * to calculate the displacement.\n */\n\n const moved = this.x || this.y;\n\n const ti = this.timeSinceRelease;\n const tf = this.timeSinceRelease + elapsed;\n\n if (this.x)\n {\n const k = this.percentChangeX;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport x-coordinate.\n this.parent.x += ((this.x * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on x-component of velocity\n this.x *= Math.pow(this.percentChangeX, elapsed / TP);\n }\n if (this.y)\n {\n const k = this.percentChangeY;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport y-coordinate.\n this.parent.y += ((this.y * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on y-component of velocity\n this.y *= Math.pow(this.percentChangeY, elapsed / TP);\n }\n\n this.timeSinceRelease += elapsed;\n\n // End decelerate velocity once it goes under a certain amount of precision.\n if (this.x && this.y)\n {\n if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed)\n {\n this.x = 0;\n this.y = 0;\n }\n }\n else\n {\n if (Math.abs(this.x || 0) < this.options.minSpeed)\n {\n this.x = 0;\n }\n if (Math.abs(this.y || 0) < this.options.minSpeed)\n {\n this.y = 0;\n }\n }\n\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, type: 'decelerate' });\n }\n }\n\n public reset(): void\n {\n this.x = this.y = null;\n }\n}\n","import { Point } from '@pixi/math';\nimport { Plugin } from './Plugin';\n\nimport type { Decelerate } from './Decelerate';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { IPointData } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Drag}. */\nexport interface IDragOptions\n{\n /**\n * direction to drag\n *\n * @default \"all\"\n */\n direction?: string;\n\n /**\n * whether click to drag is active\n *\n * @default true\n */\n pressDrag?: boolean;\n\n /**\n * Use wheel to scroll in direction (unless wheel plugin is active)\n *\n * @default true\n */\n wheel?: boolean;\n\n /**\n * number of pixels to scroll with each wheel spin\n *\n * @default 1\n */\n wheelScroll?: number;\n\n /**\n * reverse the direction of the wheel scroll\n *\n * @default false\n */\n reverse?: boolean;\n\n /**\n * clamp wheel(to avoid weird bounce with mouse wheel). Can be 'x' or 'y' or `true`.\n *\n * @default false\n */\n clampWheel?: boolean | string;\n\n /**\n * where to place world if too small for screen\n *\n * @default \"center\"\n */\n underflow?: string;\n\n /**\n * factor to multiply drag to increase the speed of movement\n *\n * @default 1\n */\n factor?: number;\n\n /**\n * Changes which mouse buttons trigger drag.\n *\n * Use: 'all', 'left', right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * `viewport.options.disableOnContextMenu` if you want to use right-click dragging.\n *\n * @default \"all\"\n */\n mouseButtons?: 'all' | string;\n\n /**\n * Array containing {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of\n * keys that can be pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n *\n * @default null\n */\n keyToPress?: string[] | null;\n\n /**\n * Ignore keyToPress for touch events.\n *\n * @default false\n */\n ignoreKeyToPressOnTouch?: boolean;\n\n /**\n * Scaling factor for non-DOM_DELTA_PIXEL scrolling events.\n *\n * @default 20\n */\n lineHeight?: number;\n\n /**\n * Swap x and y axes when scrolling.\n *\n * @default false\n */\n wheelSwapAxes?: boolean;\n}\n\nconst DEFAULT_DRAG_OPTIONS: Required = {\n direction: 'all',\n pressDrag: true,\n wheel: true,\n wheelScroll: 1,\n reverse: false,\n clampWheel: false,\n underflow: 'center',\n factor: 1,\n mouseButtons: 'all',\n keyToPress: null,\n ignoreKeyToPressOnTouch: false,\n lineHeight: 20,\n wheelSwapAxes: false,\n};\n\n/**\n * Plugin to enable panning/dragging of the viewport to move around.\n *\n * @public\n */\nexport class Drag extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Readonly>;\n\n /** Flags when viewport is moving. */\n protected moved: boolean;\n\n /** Factor to apply from {@link IDecelerateOptions}'s reverse. */\n protected reverse: 1 | -1;\n\n /** Holds whether dragging is enabled along the x-axis. */\n protected xDirection: boolean;\n\n /** Holds whether dragging is enabled along the y-axis. */\n protected yDirection: boolean;\n\n /** Flags whether the keys required to drag are pressed currently. */\n protected keyIsPressed: boolean;\n\n /** Holds whether the left, center, and right buttons are required to pan. */\n protected mouse!: [boolean, boolean, boolean];\n\n /** Underflow factor along x-axis */\n protected underflowX!: -1 | 0 | 1;\n\n /** Underflow factor along y-axis */\n protected underflowY!: -1 | 0 | 1;\n\n /** Last pointer position while panning. */\n protected last?: IPointData | null;\n\n /** The ID of the pointer currently panning the viewport. */\n protected current?: number;\n\n /** Array of event-handlers for window */\n private windowEventHandlers: Array<{event: string, handler: (e: any) => void}> = new Array();\n\n /**\n * This is called by {@link Viewport.drag}.\n */\n constructor(parent: Viewport, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options);\n this.moved = false;\n this.reverse = this.options.reverse ? 1 : -1;\n this.xDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'x';\n this.yDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'y';\n this.keyIsPressed = false;\n\n this.parseUnderflow();\n this.mouseButtons(this.options.mouseButtons);\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger drag event\n */\n protected handleKeyPresses(codes: string[]): void\n {\n const keydownHandler = (e: KeyboardEvent) => {\n if (codes.includes(e.code))\n { this.keyIsPressed = true; }\n }\n\n const keyupHandler = (e: KeyboardEvent) => {\n if (codes.includes(e.code))\n { this.keyIsPressed = false; }\n }\n\n this.addWindowEventHandler(\"keyup\", keyupHandler);\n this.addWindowEventHandler(\"keydown\", keydownHandler);\n }\n\n private addWindowEventHandler(event: string, handler: (e: any) => void): void\n {\n window.addEventListener(event, handler);\n this.windowEventHandlers.push({event, handler});\n }\n\n public override destroy(): void\n {\n this.windowEventHandlers.forEach(({event, handler}) => {\n window.removeEventListener(event, handler);\n })\n }\n\n /**\n * initialize mousebuttons array\n * @param {string} buttons\n */\n protected mouseButtons(buttons: string): void\n {\n if (!buttons || buttons === 'all')\n {\n this.mouse = [true, true, true];\n }\n else\n {\n this.mouse = [\n buttons.indexOf('left') !== -1,\n buttons.indexOf('middle') !== -1,\n buttons.indexOf('right') !== -1\n ];\n }\n }\n\n protected parseUnderflow(): void\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n if (clamp.includes('left'))\n {\n this.underflowX = -1;\n }\n else if (clamp.includes('right'))\n {\n this.underflowX = 1;\n }\n else\n {\n this.underflowX = 0;\n }\n if (clamp.includes('top'))\n {\n this.underflowY = -1;\n }\n else if (clamp.includes('bottom'))\n {\n this.underflowY = 1;\n }\n else\n {\n this.underflowY = 0;\n }\n }\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n protected checkButtons(event: InteractionEvent): boolean\n {\n const isMouse = event.data.pointerType === 'mouse';\n const count = this.parent.input.count();\n\n if ((count === 1) || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n if (!isMouse || this.mouse[event.data.button])\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n protected checkKeyPress(event: InteractionEvent): boolean\n {\n return (!this.options.keyToPress\n || this.keyIsPressed\n || (this.options.ignoreKeyToPressOnTouch && event.data.pointerType === 'touch'));\n }\n\n public down(event: InteractionEvent): boolean\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.checkButtons(event) && this.checkKeyPress(event))\n {\n this.last = { x: event.data.global.x, y: event.data.global.y };\n this.current = event.data.pointerId;\n\n return true;\n }\n this.last = null;\n\n return false;\n }\n\n get active(): boolean\n {\n return this.moved;\n }\n\n public move(event: InteractionEvent): boolean\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.last && this.current === event.data.pointerId)\n {\n const x = event.data.global.x;\n const y = event.data.global.y;\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n const distX = x - this.last.x;\n const distY = y - this.last.y;\n\n if (this.moved\n || ((this.xDirection && this.parent.input.checkThreshold(distX))\n || (this.yDirection && this.parent.input.checkThreshold(distY))))\n {\n const newPoint = { x, y };\n\n if (this.xDirection)\n {\n this.parent.x += (newPoint.x - this.last.x) * this.options.factor;\n }\n if (this.yDirection)\n {\n this.parent.y += (newPoint.y - this.last.y) * this.options.factor;\n }\n this.last = newPoint;\n if (!this.moved)\n {\n this.parent.emit('drag-start', {\n event,\n screen: new Point(this.last.x, this.last.y),\n world: this.parent.toWorld(new Point(this.last.x, this.last.y)),\n viewport: this.parent\n });\n }\n this.moved = true;\n this.parent.emit('moved', { viewport: this.parent, type: 'drag' });\n\n return true;\n }\n }\n else\n {\n this.moved = false;\n }\n }\n\n return false;\n }\n\n public up(event: InteractionEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n const touches = this.parent.input.touches;\n\n if (touches.length === 1)\n {\n const pointer = touches[0];\n\n if (pointer.last)\n {\n this.last = { x: pointer.last.x, y: pointer.last.y };\n this.current = pointer.id;\n }\n this.moved = false;\n\n return true;\n }\n else if (this.last)\n {\n if (this.moved)\n {\n const screen = new Point(this.last.x, this.last.y);\n\n this.parent.emit('drag-end', {\n event, screen,\n world: this.parent.toWorld(screen),\n viewport: this.parent,\n });\n this.last = null;\n this.moved = false;\n\n return true;\n }\n }\n\n return false;\n }\n\n public wheel(event: WheelEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n if (this.options.wheel)\n {\n const wheel = this.parent.plugins.get('wheel', true);\n\n if (!wheel || (!wheel.options.wheelZoom && !event.ctrlKey))\n {\n const step = event.deltaMode ? this.options.lineHeight : 1;\n\n const deltas = [event.deltaX, event.deltaY];\n const [deltaX, deltaY] = this.options.wheelSwapAxes ? deltas.reverse() : deltas;\n\n if (this.xDirection)\n {\n this.parent.x += deltaX * step * this.options.wheelScroll * this.reverse;\n }\n if (this.yDirection)\n {\n this.parent.y += deltaY * step * this.options.wheelScroll * this.reverse;\n }\n if (this.options.clampWheel)\n {\n this.clamp();\n }\n this.parent.emit('wheel-scroll', this.parent);\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n if (!this.parent.options.passiveWheel)\n {\n event.preventDefault();\n }\n if (this.parent.options.stopPropagation)\n {\n event.stopPropagation();\n }\n\n return true;\n }\n }\n\n return false;\n }\n\n public resume(): void\n {\n this.last = null;\n this.paused = false;\n }\n\n public clamp(): void\n {\n const decelerate: Partial = this.parent.plugins.get('decelerate', true) || {};\n\n if (this.options.clampWheel !== 'y')\n {\n if (this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n this.parent.x = 0;\n break;\n case 1:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n }\n else\n if (this.parent.left < 0)\n {\n this.parent.x = 0;\n decelerate.x = 0;\n }\n else if (this.parent.right > this.parent.worldWidth)\n {\n this.parent.x = (-this.parent.worldWidth * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n }\n }\n if (this.options.clampWheel !== 'x')\n {\n if (this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n this.parent.y = 0;\n break;\n case 1:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n }\n else\n {\n if (this.parent.top < 0)\n {\n this.parent.y = 0;\n decelerate.y = 0;\n }\n if (this.parent.bottom > this.parent.worldHeight)\n {\n this.parent.y = (-this.parent.worldHeight * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n }\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { DisplayObject } from '@pixi/display';\nimport type { IPointData } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Follow}. */\nexport interface IFollowOptions\n{\n /**\n * Speed to follow in px/frame (0 = teleport to location)\n *\n * @default 9\n */\n speed?: number;\n\n /**\n * Set acceleration to accelerate and decelerate at this rate; speed cannot be 0 to use acceleration\n *\n * @default null\n */\n acceleration?: number | null;\n\n /**\n * Radius (in world coordinates) of center circle where movement is allowed without moving the viewport\n *\n * @default null\n */\n radius?: number | null;\n}\n\nconst DEFAULT_FOLLOW_OPTIONS: Required = {\n speed: 0,\n acceleration: null,\n radius: null\n};\n\n/**\n * Plugin to follow a display-object.\n *\n * @see Viewport.follow\n * @public\n */\nexport class Follow extends Plugin\n{\n /** The options used to initialize this plugin. */\n public readonly options: Required;\n\n /** The target this plugin will make the viewport follow. */\n public target: DisplayObject;\n\n /** The velocity provided the viewport by following, at the current time. */\n protected velocity: IPointData;\n\n /**\n * This is called by {@link Viewport.follow}.\n *\n * @param parent\n * @param target - target to follow\n * @param options\n */\n constructor(parent: Viewport, target: DisplayObject, options: IFollowOptions = {})\n {\n super(parent);\n\n this.target = target;\n this.options = Object.assign({}, DEFAULT_FOLLOW_OPTIONS, options);\n this.velocity = { x: 0, y: 0 };\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n const center = this.parent.center;\n let toX = this.target.x;\n let toY = this.target.y;\n\n if (this.options.radius)\n {\n const distance = Math.sqrt(Math.pow(this.target.y - center.y, 2) + Math.pow(this.target.x - center.x, 2));\n\n if (distance > this.options.radius)\n {\n const angle = Math.atan2(this.target.y - center.y, this.target.x - center.x);\n\n toX = this.target.x - (Math.cos(angle) * this.options.radius);\n toY = this.target.y - (Math.sin(angle) * this.options.radius);\n }\n else\n {\n return;\n }\n }\n\n const deltaX = toX - center.x;\n const deltaY = toY - center.y;\n\n if (deltaX || deltaY)\n {\n if (this.options.speed)\n {\n if (this.options.acceleration)\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const distance = Math.sqrt(Math.pow(deltaX, 2) + Math.pow(deltaY, 2));\n\n if (distance)\n {\n const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2))\n / (2 * this.options.acceleration);\n\n if (distance > decelerationDistance)\n {\n this.velocity = {\n x: Math.min(this.velocity.x + (this.options.acceleration * elapsed, this.options.speed)),\n y: Math.min(this.velocity.y + (this.options.acceleration * elapsed, this.options.speed))\n };\n }\n else\n {\n this.velocity = {\n x: Math.max(this.velocity.x - (this.options.acceleration * this.options.speed), 0),\n y: Math.max(this.velocity.y - (this.options.acceleration * this.options.speed), 0)\n };\n }\n const changeX = Math.cos(angle) * this.velocity.x;\n const changeY = Math.sin(angle) * this.velocity.y;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const changeX = Math.cos(angle) * this.options.speed;\n const changeY = Math.sin(angle) * this.options.speed;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n this.parent.moveCenter(toX, toY);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\nimport type { InteractionEvent } from '@pixi/interaction';\n\n/** Insets for mouse edges scrolling regions */\nexport interface IMouseEdgesInsets\n{\n /** Distance from center of screen in screen pixels */\n radius?: number | null;\n\n /** Distance from all sides in screen pixels */\n distance?: number | null;\n\n /** Alternatively, set top distance (leave unset for no top scroll) */\n top?: number | null;\n\n /** Alternatively, set bottom distance (leave unset for no top scroll) */\n bottom?: number | null;\n\n /** Alternatively, set left distance (leave unset for no top scroll) */\n left?: number | null;\n\n /** Alternatively, set right distance (leave unset for no top scroll) */\n right?: number | null;\n}\n\n/** Options for {@link MouseEdges}. */\nexport interface IMouseEdgesOptions extends IMouseEdgesInsets\n{\n /** Speed in pixels/frame to scroll viewport */\n speed?: number;\n\n /** Reverse direction of scroll */\n reverse?: boolean;\n\n /** Don't use decelerate plugin even if it's installed */\n noDecelerate?: boolean;\n\n /**\n * If using radius, use linear movement (+/- 1, +/- 1) instead of angled movement.\n *\n * (Math.cos(angle from center), Math.sin(angle from center))\n */\n linear?: boolean;\n\n /** Allows plugin to continue working even when there's a `mousedown` event. */\n allowButtons?: boolean;\n}\n\nconst MOUSE_EDGES_OPTIONS: Required = {\n radius: null,\n distance: null,\n top: null,\n bottom: null,\n left: null,\n right: null,\n speed: 8,\n reverse: false,\n noDecelerate: false,\n linear: false,\n allowButtons: false,\n};\n\n/**\n * Scroll viewport when mouse hovers near one of the edges.\n *\n * @event mouse-edge-start(Viewport) emitted when mouse-edge starts\n * @event mouse-edge-end(Viewport) emitted when mouse-edge ends\n */\nexport class MouseEdges extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Readonly>;\n\n /** Factor from reverse option. */\n protected readonly reverse: -1 | 1;\n\n /** Radius squared */\n protected readonly radiusSquared: number | null;\n\n /** Scroll region size on the left side. */\n protected left!: number | null;\n\n /** Scroll region size on the top size. */\n protected top!: number | null;\n\n /** Scroll region size on the right side. */\n protected right!: number | null;\n\n /** Scroll region size on the bottom side. */\n protected bottom!: number | null;\n\n protected horizontal?: number | null;\n\n protected vertical?: number | null;\n\n /**\n * This is called by {@link Viewport.mouseEdges}.\n */\n constructor(parent: Viewport, options: IMouseEdgesOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, MOUSE_EDGES_OPTIONS, options);\n this.reverse = this.options.reverse ? 1 : -1;\n this.radiusSquared = typeof this.options.radius === 'number' ? Math.pow(this.options.radius, 2) : null;\n\n this.resize();\n }\n\n public resize(): void\n {\n const distance = this.options.distance;\n\n if (distance !== null)\n {\n this.left = distance;\n this.top = distance;\n this.right = this.parent.screenWidth - distance;\n this.bottom = this.parent.screenHeight - distance;\n }\n else if (!this.options.radius)\n {\n this.left = this.options.left;\n this.top = this.options.top;\n this.right = this.options.right === null ? null : this.parent.screenWidth - this.options.right;\n this.bottom = this.options.bottom === null ? null : this.parent.screenHeight - this.options.bottom;\n }\n }\n\n public down(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if (!this.options.allowButtons)\n {\n this.horizontal = this.vertical = null;\n }\n\n return false;\n }\n\n public move(event: InteractionEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if ((event.data.pointerType !== 'mouse' && event.data.identifier !== 1)\n || (!this.options.allowButtons && event.data.buttons !== 0))\n {\n return false;\n }\n\n const x = event.data.global.x;\n const y = event.data.global.y;\n\n if (this.radiusSquared)\n {\n const center = this.parent.toScreen(this.parent.center);\n const distance = Math.pow(center.x - x, 2) + Math.pow(center.y - y, 2);\n\n if (distance >= this.radiusSquared)\n {\n const angle = Math.atan2(center.y - y, center.x - x);\n\n if (this.options.linear)\n {\n this.horizontal = Math.round(Math.cos(angle)) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.round(Math.sin(angle)) * this.options.speed * this.reverse * (60 / 1000);\n }\n else\n {\n this.horizontal = Math.cos(angle) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.sin(angle) * this.options.speed * this.reverse * (60 / 1000);\n }\n }\n else\n {\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n\n this.horizontal = this.vertical = 0;\n }\n }\n else\n {\n if (this.left !== null && x < this.left)\n {\n this.horizontal = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.right !== null && x > this.right)\n {\n this.horizontal = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateHorizontal();\n this.horizontal = 0;\n }\n if (this.top !== null && y < this.top)\n {\n this.vertical = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.bottom !== null && y > this.bottom)\n {\n this.vertical = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateVertical();\n this.vertical = 0;\n }\n }\n\n return false;\n }\n\n private decelerateHorizontal(): void\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.horizontal && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ x: (this.horizontal * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n private decelerateVertical(): void\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.vertical && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ y: (this.vertical * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n public up(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n this.horizontal = this.vertical = null;\n\n return false;\n }\n\n public update(): void\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.horizontal || this.vertical)\n {\n const center = this.parent.center;\n\n if (this.horizontal)\n {\n center.x += this.horizontal * this.options.speed;\n }\n if (this.vertical)\n {\n center.y += this.vertical * this.options.speed;\n }\n\n this.parent.moveCenter(center);\n this.parent.emit('moved', { viewport: this.parent, type: 'mouse-edges' });\n }\n }\n}\n","import { Plugin } from './Plugin';\nimport { Point } from '@pixi/math';\n\nimport type { IPointData } from '@pixi/math';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { IViewportTouch } from '../InputManager';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Pinch}. */\nexport interface IPinchOptions\n{\n /** Disable two-finger dragging. */\n noDrag?: boolean;\n\n /**\n * Percent to modify pinch speed.\n *\n * @default 1\n */\n percent?: number;\n\n /**\n * Factor to multiply two-finger drag to increase speed of movement\n *\n * @default 1\n */\n factor?: number;\n\n /** Place this point at center during zoom instead of center of two fingers */\n center?: Point | null;\n\n /** Axis to zoom */\n axis?: 'all' | 'x' | 'y';\n}\n\nconst DEFAULT_PINCH_OPTIONS: Required = {\n noDrag: false,\n percent: 1,\n center: null,\n factor: 1,\n axis: 'all',\n};\n\n/**\n * Plugin for enabling two-finger pinching (or dragging).\n *\n * @public\n */\nexport class Pinch extends Plugin\n{\n /** Options used to initialize this plugin. */\n public readonly options: Required;\n\n /** Flags whether this plugin is active, i.e. a pointer is down on the viewport. */\n public active = false;\n\n /** Flags whether the viewport is being pinched. */\n public pinching = false;\n\n protected moved = false;\n protected lastCenter?: IPointData | null;\n\n /**\n * This is called by {@link Viewport.pinch}.\n */\n constructor(parent: Viewport, options: IPinchOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_PINCH_OPTIONS, options);\n }\n\n public down(): boolean\n {\n if (this.parent.input.count() >= 2)\n {\n this.active = true;\n\n return true;\n }\n\n return false;\n }\n\n public isAxisX(): boolean\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n public isAxisY(): boolean\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n public move(e: InteractionEvent): boolean\n {\n if (this.paused || !this.active)\n {\n return false;\n }\n\n const x = e.data.global.x;\n const y = e.data.global.y;\n\n const pointers = this.parent.input.touches;\n\n if (pointers.length >= 2)\n {\n const first = pointers[0] as IViewportTouch;\n const second = pointers[1] as IViewportTouch;\n const last = (first.last && second.last)\n ? Math.sqrt(Math.pow(second.last.x - first.last.x, 2) + Math.pow(second.last.y - first.last.y, 2))\n : null;\n\n if (first.id === e.data.pointerId)\n {\n first.last = { x, y, data: e.data } as IPointData;\n }\n else if (second.id === e.data.pointerId)\n {\n second.last = { x, y, data: e.data } as IPointData;\n }\n if (last)\n {\n let oldPoint: IPointData | undefined;\n\n const point = {\n x: (first.last as IPointData).x\n + (((second.last as IPointData).x - (first.last as IPointData).x) / 2),\n y: (first.last as IPointData).y\n + (((second.last as IPointData).y - (first.last as IPointData).y) / 2),\n };\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n let dist = Math.sqrt(Math.pow(\n (second.last as IPointData).x - (first.last as IPointData).x, 2)\n + Math.pow((second.last as IPointData).y - (first.last as IPointData).y, 2));\n\n dist = dist === 0 ? dist = 0.0000000001 : dist;\n\n const change = (1 - (last / dist)) * this.options.percent\n * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y);\n\n if (this.isAxisX())\n {\n this.parent.scale.x += change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'pinch', center: point });\n\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += (point.x - newPoint.x) * this.options.factor;\n this.parent.y += (point.y - newPoint.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n if (!this.options.noDrag && this.lastCenter)\n {\n this.parent.x += (point.x - this.lastCenter.x) * this.options.factor;\n this.parent.y += (point.y - this.lastCenter.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n\n this.lastCenter = point;\n this.moved = true;\n }\n else if (!this.pinching)\n {\n this.parent.emit('pinch-start', this.parent);\n this.pinching = true;\n }\n\n return true;\n }\n\n return false;\n }\n\n public up(): boolean\n {\n if (this.pinching)\n {\n if (this.parent.input.touches.length <= 1)\n {\n this.active = false;\n this.lastCenter = null;\n this.pinching = false;\n this.moved = false;\n this.parent.emit('pinch-end', this.parent);\n\n return true;\n }\n }\n\n return false;\n }\n}\n","import { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Viewport } from '../Viewport';\n\nexport interface ISnapOptions\n{\n /** snap to the top-left of viewport instead of center */\n topLeft?: boolean;\n\n /**\n * Friction/frame to apply if decelerate is active\n *\n * @default 0.8\n */\n friction?: number;\n\n /**\n * @default 1000\n */\n time?: number;\n\n /** Easing function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /**\n * Pause snapping with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Removes this plugin after snapping is complete\n *\n * @default false\n */\n removeOnComplete?: boolean;\n\n /**\n * Removes this plugin if interrupted by any user input\n *\n * @default false\n */\n removeOnInterrupt?: boolean;\n\n /**\n * Starts the snap immediately regardless of whether the viewport is at the desired location\n *\n * @default false\n */\n forceStart?: boolean;\n}\n\nconst DEFAULT_SNAP_OPTIONS: Required = {\n topLeft: false,\n friction: 0.8,\n time: 1000,\n ease: 'easeInOutSine',\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false\n};\n\n/**\n * @event snap-start(Viewport) emitted each time a snap animation starts\n * @event snap-restart(Viewport) emitted each time a snap resets because of a change in viewport size\n * @event snap-end(Viewport) emitted each time snap reaches its target\n * @event snap-remove(Viewport) emitted if snap plugin is removed\n */\nexport class Snap extends Plugin\n{\n public readonly options: Required;\n public ease?: any;\n public x: number;\n public y: number;\n\n protected percent?: number;\n protected snapping?: { time: number } | null;\n protected deltaX?: number;\n protected deltaY?: number;\n protected startX?: number;\n protected startY?: number;\n\n /**\n * This is called by {@link Viewport.snap}.\n */\n constructor(parent: Viewport, x: number, y: number, options: ISnapOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_SNAP_OPTIONS, options);\n this.ease = ease(options.ease, 'easeInOutSine');\n this.x = x;\n this.y = y;\n\n if (this.options.forceStart)\n {\n this.snapStart();\n }\n }\n\n public snapStart(): void\n {\n this.percent = 0;\n this.snapping = { time: 0 };\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n this.deltaX = this.x - current.x;\n this.deltaY = this.y - current.y;\n this.startX = current.x;\n this.startY = current.y;\n this.parent.emit('snap-start', this.parent);\n }\n\n public wheel(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n\n return false;\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n public up(): boolean\n {\n if (this.parent.input.count() === 0)\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n decelerate.percentChangeX = decelerate.percentChangeY = this.options.friction;\n }\n }\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n if (!this.snapping)\n {\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n if (current.x !== this.x || current.y !== this.y)\n {\n this.snapStart();\n }\n }\n else\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n let finished;\n let x;\n let y;\n\n const startX = this.startX as number;\n const startY = this.startY as number;\n const deltaX = this.deltaX as number;\n const deltaY = this.deltaY as number;\n\n if (snapping.time > this.options.time)\n {\n finished = true;\n x = startX + deltaX;\n y = startY + deltaY;\n }\n else\n {\n const percent = this.ease(snapping.time, 0, 1, this.options.time);\n\n x = startX + (deltaX * percent);\n y = startY + (deltaY * percent);\n }\n if (this.options.topLeft)\n {\n this.parent.moveCorner(x, y);\n }\n else\n {\n this.parent.moveCenter(x, y);\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'snap' });\n\n if (finished)\n {\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap');\n }\n this.parent.emit('snap-end', this.parent);\n this.snapping = null;\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Point } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link SnapZoom}. */\nexport interface ISnapZoomOptions\n{\n /** the desired width to snap (to maintain aspect ratio, choose only width or height) */\n width?: number;\n\n /** the desired height to snap (to maintain aspect ratio, choose only width or height) */\n height?: number;\n\n /**\n * time for snapping in ms\n *\n * @default 1000\n */\n time?: number;\n\n /** ease function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /** Place this point at center during zoom instead of center of the viewport */\n center?: Point | null;\n\n /**\n * Pause snapping with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Removes this plugin after snapping is complete\n *\n * @default false\n */\n removeOnComplete?: boolean;\n\n /**\n * Removes this plugin if interrupted by any user input\n *\n * @default false\n */\n removeOnInterrupt?: boolean;\n\n /**\n * Starts the snap immediately regardless of whether the viewport is at the desired zoom\n *\n * @default false\n */\n forceStart?: boolean;\n\n /**\n * Zoom but do not move\n *\n * @default false\n */\n noMove?: boolean;\n}\n\nconst DEFAULT_SNAP_ZOOM_OPTIONS: Required = {\n width: 0,\n height: 0,\n time: 1000,\n ease: 'easeInOutSine',\n center: null,\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false,\n noMove: false\n};\n\n/**\n * @event snap-zoom-start(Viewport) emitted each time a fit animation starts\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n */\nexport class SnapZoom extends Plugin\n{\n public readonly options: Required;\n\n protected ease: any;\n protected xScale: number;\n protected yScale: number;\n protected xIndependent: boolean;\n protected yIndependent: boolean;\n protected snapping?: {\n time: number;\n startX: number;\n startY: number;\n deltaX: number;\n deltaY: number;\n } | null;\n\n /**\n * This is called by {@link Viewport.snapZoom}.\n */\n constructor(parent: Viewport, options: ISnapZoomOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_SNAP_ZOOM_OPTIONS, options);\n this.ease = ease(this.options.ease);\n\n // Assign defaults for typescript.\n this.xIndependent = false;\n this.yIndependent = false;\n this.xScale = 0;\n this.yScale = 0;\n\n if (this.options.width > 0)\n {\n this.xScale = parent.screenWidth / this.options.width;\n this.xIndependent = true;\n }\n if (this.options.height > 0)\n {\n this.yScale = parent.screenHeight / this.options.height;\n this.yIndependent = true;\n }\n\n this.xScale = this.xIndependent ? (this.xScale as number) : (this.yScale as number);\n this.yScale = this.yIndependent ? (this.yScale as number) : this.xScale;\n\n if (this.options.time === 0)\n {\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.x = this.xScale;\n\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.y = this.yScale;\n\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n }\n else if (options.forceStart)\n {\n this.createSnapping();\n }\n }\n\n private createSnapping(): void\n {\n const startWorldScreenWidth = this.parent.worldScreenWidth;\n const startWorldScreenHeight = this.parent.worldScreenHeight;\n const endWorldScreenWidth = this.parent.screenWidth / this.xScale;\n const endWorldScreenHeight = this.parent.screenHeight / this.yScale;\n\n this.snapping = {\n time: 0,\n startX: startWorldScreenWidth,\n startY: startWorldScreenHeight,\n deltaX: endWorldScreenWidth - startWorldScreenWidth,\n deltaY: endWorldScreenHeight - startWorldScreenHeight\n };\n\n this.parent.emit('snap-zoom-start', this.parent);\n }\n\n public resize(): void\n {\n this.snapping = null;\n\n if (this.options.width > 0)\n {\n this.xScale = this.parent.screenWidth / this.options.width;\n }\n if (this.options.height > 0)\n {\n this.yScale = this.parent.screenHeight / this.options.height;\n }\n this.xScale = this.xIndependent ? this.xScale : this.yScale;\n this.yScale = this.yIndependent ? this.yScale : this.xScale;\n }\n\n public wheel(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n\n return false;\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n\n let oldCenter: Point | undefined;\n\n if (!this.options.center && !this.options.noMove)\n {\n oldCenter = this.parent.center;\n }\n if (!this.snapping)\n {\n if (this.parent.scale.x !== this.xScale || this.parent.scale.y !== this.yScale)\n {\n this.createSnapping();\n }\n }\n else if (this.snapping)\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n\n if (snapping.time >= this.options.time)\n {\n this.parent.scale.set(this.xScale, this.yScale);\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n this.parent.emit('snap-zoom-end', this.parent);\n this.snapping = null;\n }\n else\n {\n const snapping = this.snapping;\n const worldScreenWidth = this.ease(snapping.time, snapping.startX, snapping.deltaX, this.options.time);\n const worldScreenHeight = this.ease(snapping.time, snapping.startY, snapping.deltaY, this.options.time);\n\n this.parent.scale.x = this.parent.screenWidth / worldScreenWidth;\n this.parent.scale.y = this.parent.screenHeight / worldScreenHeight;\n }\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (!this.options.noMove)\n {\n if (!this.options.center)\n {\n this.parent.moveCenter(oldCenter as Point);\n }\n else\n {\n this.parent.moveCenter(this.options.center);\n }\n }\n }\n }\n\n public resume(): void\n {\n this.snapping = null;\n super.resume();\n }\n}\n","import { Plugin } from './Plugin';\nimport { IPointData, Point } from '@pixi/math';\n\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Wheel}. */\nexport interface IWheelOptions\n{\n /**\n * Percent to scroll with each spin\n *\n * @default 0.1\n */\n percent?: number;\n\n /**\n * smooth the zooming by providing the number of frames to zoom between wheel spins\n *\n * @default false\n */\n smooth?: false | number;\n\n /**\n * Stop smoothing with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Reverse the direction of the scroll\n *\n * @default false\n */\n reverse?: boolean;\n\n /**\n * Place this point at center during zoom instead of current mouse position\n *\n * @default null\n */\n center?: Point | null;\n\n /**\n * Scaling factor for non-DOM_DELTA_PIXEL scrolling events\n *\n * @default 20\n */\n lineHeight?: number;\n\n /**\n * Axis to zoom\n *\n * @default 'all'\n */\n axis?: 'all' | 'x' | 'y';\n\n /**\n * Array containing {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of\n * keys that can be pressed for the zoom to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n *\n * @default null\n */\n keyToPress?: string[] | null;\n\n /**\n * pinch the trackpad to zoom\n */\n trackpadPinch?: boolean;\n\n /**\n * zooms on wheel spin (use this as an alternative to drag.options.wheel)\n */\n wheelZoom?: boolean;\n}\n\nconst DEFAULT_WHEEL_OPTIONS: Required = {\n percent: 0.1,\n smooth: false,\n interrupt: true,\n reverse: false,\n center: null,\n lineHeight: 20,\n axis: 'all',\n keyToPress: null,\n trackpadPinch: false,\n wheelZoom: true,\n};\n\n/**\n * Plugin for handling wheel scrolling for viewport zoom.\n *\n * @event wheel({wheel: {dx, dy, dz}, event, viewport})\n */\nexport class Wheel extends Plugin\n{\n public readonly options: Required;\n\n protected smoothing?: IPointData | null;\n protected smoothingCenter?: Point | null;\n protected smoothingCount?: number;\n\n /** Flags whether the keys required to zoom are pressed currently. */\n protected keyIsPressed: boolean;\n\n /**\n * This is called by {@link Viewport.wheel}.\n */\n constructor(parent: Viewport, options: IWheelOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_WHEEL_OPTIONS, options);\n this.keyIsPressed = false;\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger zoom event\n */\n protected handleKeyPresses(codes: string[]): void\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = true;\n }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = false;\n }\n });\n }\n\n protected checkKeyPress(): boolean\n {\n return !this.options.keyToPress || this.keyIsPressed;\n }\n\n public down(): boolean\n {\n if (this.options.interrupt)\n {\n this.smoothing = null;\n }\n\n return false;\n }\n\n protected isAxisX(): boolean\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n protected isAxisY(): boolean\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n public update(): void\n {\n if (this.smoothing)\n {\n const point = this.smoothingCenter;\n const change = this.smoothing;\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point as IPointData);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x += change.x;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change.y;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += (point as IPointData).x - newPoint.x;\n this.parent.y += (point as IPointData).y - newPoint.y;\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n (this.smoothingCount as number)++;\n\n if ((this.smoothingCount as number) >= this.options.smooth)\n {\n this.smoothing = null;\n }\n }\n }\n\n private pinch(e: WheelEvent)\n {\n if (this.paused)\n {\n return;\n }\n\n const point = this.parent.input.getPointerPosition(e);\n const step = -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 200;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n let oldPoint: IPointData | undefined;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n public wheel(e: WheelEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n if (!this.checkKeyPress())\n {\n return false;\n }\n\n if (e.ctrlKey && this.options.trackpadPinch)\n {\n this.pinch(e);\n }\n else if (this.options.wheelZoom)\n {\n const point = this.parent.input.getPointerPosition(e);\n const sign = this.options.reverse ? -1 : 1;\n const step = sign * -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 500;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n if (this.options.smooth)\n {\n const original = {\n x: this.smoothing ? this.smoothing.x * (this.options.smooth - (this.smoothingCount as number)) : 0,\n y: this.smoothing ? this.smoothing.y * (this.options.smooth - (this.smoothingCount as number)) : 0\n };\n\n this.smoothing = {\n x: (((this.parent.scale.x + original.x) * change) - this.parent.scale.x) / this.options.smooth,\n y: (((this.parent.scale.y + original.y) * change) - this.parent.scale.y) / this.options.smooth,\n };\n this.smoothingCount = 0;\n this.smoothingCenter = point;\n }\n else\n {\n let oldPoint: IPointData | undefined;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n return !this.parent.options.passiveWheel;\n }\n}\n","import { Point, Rectangle } from '@pixi/math';\n\nimport type { IPointData } from '@pixi/math';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from './Viewport';\n\nexport interface IViewportTouch\n{\n id: number;\n last: IPointData | null;\n}\n\n/**\n * Handles all input for Viewport\n *\n * @internal\n * @ignore\n * @private\n */\nexport class InputManager\n{\n public readonly viewport: Viewport;\n\n public clickedAvailable?: boolean;\n public isMouseDown?: boolean;\n public last?: Point | null;\n public wheelFunction?: (e: WheelEvent) => void;\n /** List of active touches on viewport */\n public touches: IViewportTouch[];\n\n constructor(viewport: Viewport)\n {\n this.viewport = viewport;\n this.touches = [];\n\n this.addListeners();\n }\n\n /** Add input listeners */\n private addListeners()\n {\n this.viewport.interactive = true;\n if (!this.viewport.forceHitArea)\n {\n this.viewport.hitArea = new Rectangle(0, 0, this.viewport.worldWidth, this.viewport.worldHeight);\n }\n this.viewport.on('pointerdown', this.down, this);\n this.viewport.on('pointermove', this.move, this);\n this.viewport.on('pointerup', this.up, this);\n this.viewport.on('pointerupoutside', this.up, this);\n this.viewport.on('pointercancel', this.up, this);\n this.viewport.on('pointerout', this.up, this);\n this.wheelFunction = (e) => this.handleWheel(e);\n this.viewport.options.divWheel.addEventListener(\n 'wheel',\n this.wheelFunction as any,\n { passive: this.viewport.options.passiveWheel });\n this.isMouseDown = false;\n }\n\n /**\n * Removes all event listeners from viewport\n * (useful for cleanup of wheel when removing viewport)\n */\n public destroy(): void\n {\n this.viewport.options.divWheel.removeEventListener('wheel', this.wheelFunction as any);\n }\n\n /**\n * handle down events for viewport\n *\n * @param {PIXI.InteractionEvent} event\n */\n public down(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = true;\n }\n else if (!this.get(event.data.pointerId))\n {\n this.touches.push({ id: event.data.pointerId, last: null });\n }\n if (this.count() === 1)\n {\n this.last = event.data.global.clone();\n\n // clicked event does not fire if viewport is decelerating or bouncing\n const decelerate = this.viewport.plugins.get('decelerate', true);\n const bounce = this.viewport.plugins.get('bounce', true);\n\n if ((!decelerate || !decelerate.isActive()) && (!bounce || !bounce.isActive()))\n {\n this.clickedAvailable = true;\n }\n else\n {\n this.clickedAvailable = false;\n }\n }\n else\n {\n this.clickedAvailable = false;\n }\n\n const stop = this.viewport.plugins.down(event);\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Clears all pointer events */\n public clear(): void\n {\n this.isMouseDown = false;\n this.touches = [];\n this.last = null;\n }\n\n /**\n * @param {number} change\n * @returns whether change exceeds threshold\n */\n public checkThreshold(change: number): boolean\n {\n if (Math.abs(change) >= this.viewport.threshold)\n {\n return true;\n }\n\n return false;\n }\n\n /** Handle move events for viewport */\n public move(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n const stop = this.viewport.plugins.move(event);\n\n if (this.clickedAvailable && this.last)\n {\n const distX = event.data.global.x - this.last.x;\n const distY = event.data.global.y - this.last.y;\n\n if (this.checkThreshold(distX) || this.checkThreshold(distY))\n {\n this.clickedAvailable = false;\n }\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Handle up events for viewport */\n public up(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = false;\n }\n\n if (event.data.pointerType !== 'mouse')\n {\n this.remove(event.data.pointerId);\n }\n\n const stop = this.viewport.plugins.up(event);\n\n if (this.clickedAvailable && this.count() === 0 && this.last)\n {\n this.viewport.emit('clicked', {\n event,\n screen: this.last,\n world: this.viewport.toWorld(this.last),\n viewport: this\n });\n this.clickedAvailable = false;\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Gets pointer position if this.interaction is set */\n public getPointerPosition(event: WheelEvent): Point\n {\n const point = new Point();\n\n if (this.viewport.options.interaction)\n {\n this.viewport.options.interaction.mapPositionToPoint(point, event.clientX, event.clientY);\n }\n else if (this.viewport.options.useDivWheelForInputManager && this.viewport.options.divWheel)\n {\n const rect = this.viewport.options.divWheel.getBoundingClientRect();\n\n point.x = event.clientX - rect.left;\n point.y = event.clientY - rect.top;\n }\n else\n {\n point.x = event.clientX;\n point.y = event.clientY;\n }\n\n return point;\n }\n\n /** Handle wheel events */\n public handleWheel(event: WheelEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n // do not handle events coming from other elements\n if (this.viewport.options.interaction\n && (this.viewport.options.interaction as any).interactionDOMElement !== event.target)\n {\n return;\n }\n\n // only handle wheel events where the mouse is over the viewport\n const point = this.viewport.toLocal(this.getPointerPosition(event));\n\n if (this.viewport.left <= point.x\n && point.x <= this.viewport.right\n && this.viewport.top <= point.y\n && point.y <= this.viewport.bottom)\n {\n const stop = this.viewport.plugins.wheel(event);\n\n if (stop && !this.viewport.options.passiveWheel)\n {\n event.preventDefault();\n }\n }\n }\n\n public pause(): void\n {\n this.touches = [];\n this.isMouseDown = false;\n }\n\n /** Get touch by id */\n public get(id: number): IViewportTouch | null\n {\n for (const touch of this.touches)\n {\n if (touch.id === id)\n {\n return touch;\n }\n }\n\n return null;\n }\n\n /** Remove touch by number */\n remove(id: number): void\n {\n for (let i = 0; i < this.touches.length; i++)\n {\n if (this.touches[i].id === id)\n {\n this.touches.splice(i, 1);\n\n return;\n }\n }\n }\n\n /**\n * @returns {number} count of mouse/touch pointers that are down on the viewport\n */\n count(): number\n {\n return (this.isMouseDown ? 1 : 0) + this.touches.length;\n }\n}\n","import type {\n Animate,\n Bounce,\n Clamp,\n ClampZoom,\n Decelerate,\n Drag,\n Follow,\n MouseEdges,\n Pinch,\n Plugin,\n Snap,\n SnapZoom,\n Wheel,\n} from './plugins';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from './Viewport';\n\nconst PLUGIN_ORDER = [\n 'drag',\n 'pinch',\n 'wheel',\n 'follow',\n 'mouse-edges',\n 'decelerate',\n 'animate',\n 'bounce',\n 'snap-zoom',\n 'clamp-zoom',\n 'snap',\n 'clamp',\n];\n\n/**\n * Use this to access current plugins or add user-defined plugins\n *\n * @public\n */\nexport class PluginManager\n{\n /** Maps mounted plugins by their type */\n public plugins: Partial>;\n\n /**\n * List of plugins mounted\n *\n * This list is kept sorted by the internal priority of plugins (hard-coded).\n */\n public list: Array;\n\n /** The viewport using the plugins managed by `this`. */\n public readonly viewport: Viewport;\n\n /** This is called by {@link Viewport} to initialize the {@link Viewport.plugins plugins}. */\n constructor(viewport: Viewport)\n {\n this.viewport = viewport;\n this.list = [];\n this.plugins = {};\n }\n\n /**\n * Inserts a named plugin or a user plugin into the viewport\n * default plugin order: 'drag', 'pinch', 'wheel', 'follow', 'mouse-edges', 'decelerate', 'bounce',\n * 'snap-zoom', 'clamp-zoom', 'snap', 'clamp'\n *\n * @param {string} name of plugin\n * @param {Plugin} plugin - instantiated Plugin class\n * @param {number} index to insert userPlugin (otherwise inserts it at the end)\n */\n public add(name: string, plugin: Plugin, index: number = PLUGIN_ORDER.length)\n {\n\n const oldPlugin = this.plugins[name];\n\n if (oldPlugin)\n {\n oldPlugin.destroy();\n }\n\n this.plugins[name] = plugin;\n\n const current = PLUGIN_ORDER.indexOf(name);\n\n if (current !== -1)\n {\n PLUGIN_ORDER.splice(current, 1);\n }\n\n PLUGIN_ORDER.splice(index, 0, name);\n this.sort();\n }\n\n public get(name: 'animate', ignorePaused?: boolean): Animate | undefined | null;\n public get(name: 'bounce', ignorePaused?: boolean): Bounce | undefined | null;\n public get(name: 'clamp', ignorePaused?: boolean): Clamp | undefined | null;\n public get(name: 'clamp-zoom', ignorePaused?: boolean): ClampZoom | undefined | null;\n public get(name: 'decelerate', ignorePaused?: boolean): Decelerate | undefined | null;\n public get(name: 'drag', ignorePaused?: boolean): Drag | undefined | null;\n public get(name: 'follow', ignorePaused?: boolean): Follow | undefined | null;\n public get(name: 'mouse-edges', ignorePaused?: boolean): MouseEdges | undefined | null;\n public get(name: 'pinch', ignorePaused?: boolean): Pinch | undefined | null;\n public get(name: 'snap', ignorePaused?: boolean): Snap | undefined | null;\n public get(name: 'snap-zoom', ignorePaused?: boolean): SnapZoom | undefined | null;\n public get(name: 'wheel', ignorePaused?: boolean): Wheel | undefined | null;\n public get(name: string, ignorePaused?: boolean): T | undefined | null;\n\n /**\n * Get plugin\n *\n * @param {string} name of plugin\n * @param {boolean} [ignorePaused] return null if plugin is paused\n */\n public get(name: string, ignorePaused?: boolean): T | undefined | null\n {\n if (ignorePaused)\n {\n if (this.plugins[name]?.paused)\n {\n return null;\n }\n }\n\n return this.plugins[name] as T;\n }\n\n /**\n * Update all active plugins\n *\n * @internal\n * @ignore\n * @param {number} elapsed type in milliseconds since last update\n */\n public update(elapsed: number): void\n {\n for (const plugin of this.list)\n {\n plugin.update(elapsed);\n }\n }\n\n /**\n * Resize all active plugins\n *\n * @internal\n * @ignore\n */\n public resize(): void\n {\n for (const plugin of this.list)\n {\n plugin.resize();\n }\n }\n\n /** Clamps and resets bounce and decelerate (as needed) after manually moving viewport */\n public reset(): void\n {\n for (const plugin of this.list)\n {\n plugin.reset();\n }\n }\n\n /** removes all installed plugins */\n public removeAll(): void\n {\n this.list.forEach((plugin) => {\n plugin.destroy();\n })\n this.plugins = {};\n this.sort();\n }\n\n /**\n * Removes installed plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public remove(name: string): void\n {\n if (this.plugins[name])\n {\n this.plugins[name]?.destroy();\n delete this.plugins[name];\n this.viewport.emit(`${name}-remove`);\n this.sort();\n }\n }\n\n /**\n * Pause plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public pause(name: string): void\n {\n this.plugins[name]?.pause();\n }\n\n /**\n * Resume plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public resume(name: string): void\n {\n this.plugins[name]?.resume();\n }\n\n /**\n * Sort plugins according to PLUGIN_ORDER\n *\n * @internal\n * @ignore\n */\n public sort()\n {\n this.list = [];\n\n for (const plugin of PLUGIN_ORDER)\n {\n if (this.plugins[plugin])\n {\n this.list.push(this.plugins[plugin] as Plugin);\n }\n }\n }\n\n /**\n * Handle down for all plugins\n *\n * @internal\n * @ignore\n */\n public down(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.down(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle move for all plugins\n *\n * @internal\n * @ignore\n */\n public move(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.viewport.plugins.list)\n {\n if (plugin.move(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle up for all plugins\n *\n * @internal\n * @ignore\n */\n public up(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.up(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle wheel event for all plugins\n *\n * @internal\n * @ignore\n */\n public wheel(e: WheelEvent): boolean\n {\n let result = false;\n\n for (const plugin of this.list)\n {\n if (plugin.wheel(e))\n {\n result = true;\n }\n }\n\n return result;\n }\n}\n","import { Container } from '@pixi/display';\nimport { IPointData, Point, Rectangle } from '@pixi/math';\nimport { Ticker } from '@pixi/ticker';\n\nimport { InputManager } from './InputManager';\nimport { PluginManager } from './PluginManager';\nimport {\n Animate, IAnimateOptions,\n Bounce, IBounceOptions,\n Clamp, IClampOptions,\n ClampZoom, IClampZoomOptions,\n Decelerate, IDecelerateOptions,\n Drag, IDragOptions,\n Follow, IFollowOptions,\n MouseEdges, IMouseEdgesOptions,\n Pinch, IPinchOptions,\n Snap, ISnapOptions,\n SnapZoom, ISnapZoomOptions,\n Wheel, IWheelOptions,\n} from './plugins';\n\nimport type { DisplayObject, IDestroyOptions } from '@pixi/display';\nimport type { IHitArea, InteractionManager } from '@pixi/interaction';\n\n/** Options for {@link Viewport}. */\nexport interface IViewportOptions\n{\n /** @default window.innerWidth */\n screenWidth?: number;\n\n /** @default window.innerHeight */\n screenHeight?: number;\n\n /** @default this.width */\n worldWidth?: number | null;\n\n /** @default this.height */\n worldHeight?: number | null;\n\n /**\n * Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event\n *\n * @default 5\n */\n threshold?: number;\n\n /**\n * Whether the 'wheel' event is set to passive (note: if false, e.preventDefault() will be called when wheel\n * is used over the viewport)\n *\n * @default true\n */\n passiveWheel?: boolean;\n\n /**\n * Whether to stopPropagation of events that impact the viewport (except wheel events, see options.passiveWheel)\n */\n stopPropagation?: boolean;\n\n /**\n * Change the default hitArea from world size to a new value\n */\n forceHitArea?: Rectangle | null;\n\n /**\n * Set this if you want to manually call update() function on each frame\n *\n * @default false\n */\n noTicker?: boolean;\n\n /**\n * InteractionManager, available from instantiated `WebGLRenderer/CanvasRenderer.plugins.interaction`\n *\n * It's used to calculate pointer postion relative to canvas location on screen\n */\n interaction?: InteractionManager | null;\n\n /**\n * Remove oncontextmenu=() => {} from the divWheel element\n */\n disableOnContextMenu?: boolean;\n\n /**\n * div to attach the wheel event\n *\n * @default document.body\n */\n divWheel?: HTMLElement;\n\n /**\n * Use this PIXI.ticker for updates\n *\n * @default PIXI.Ticker.shared\n */\n ticker?: Ticker;\n\n /**\n * Uses divWheel definition for InputManager to calculate positioning relative to containing div\n * this is used only if options.interaction is not defined\n */\n useDivWheelForInputManager?: boolean;\n}\n\nexport interface ICompleteViewportOptions extends IViewportOptions\n{\n screenWidth: number;\n screenHeight: number;\n threshold: number;\n passiveWheel: boolean;\n stopPropagation: boolean;\n noTicker: boolean;\n ticker: Ticker;\n}\n\nexport interface IViewportTransformState\n{\n x: number;\n y: number;\n scaleX: number;\n scaleY: number;\n}\n\nconst DEFAULT_VIEWPORT_OPTIONS: ICompleteViewportOptions = {\n screenWidth: window.innerWidth,\n screenHeight: window.innerHeight,\n worldWidth: null,\n worldHeight: null,\n threshold: 5,\n passiveWheel: true,\n stopPropagation: false,\n forceHitArea: null,\n noTicker: false,\n interaction: null,\n disableOnContextMenu: false,\n ticker: Ticker.shared,\n};\n\n/**\n * Main class to use when creating a Viewport\n *\n * @public\n * @fires clicked\n * @fires drag-start\n * @fires drag-end\n * @fires drag-remove\n * @fires pinch-start\n * @fires pinch-end\n * @fires pinch-remove\n * @fires snap-start\n * @fires snap-end\n * @fires snap-remove\n * @fires snap-zoom-start\n * @fires snap-zoom-end\n * @fires snap-zoom-remove\n * @fires bounce-x-start\n * @fires bounce-x-end\n * @fires bounce-y-start\n * @fires bounce-y-end\n * @fires bounce-remove\n * @fires wheel\n * @fires wheel-remove\n * @fires wheel-scroll\n * @fires wheel-scroll-remove\n * @fires mouse-edge-start\n * @fires mouse-edge-end\n * @fires mouse-edge-remove\n * @fires moved\n * @fires moved-end\n * @fires zoomed\n * @fires zoomed-end\n * @fires frame-end\n */\nexport class Viewport extends Container\n{\n /** Flags whether the viewport is being panned */\n public moving?: boolean;\n\n public screenWidth: number;\n public screenHeight: number;\n\n /** Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event */\n public threshold: number;\n\n public readonly input: InputManager;\n\n /** Use this to add user plugins or access existing plugins (e.g., to pause, resume, or remove them) */\n public readonly plugins: PluginManager;\n\n /** Flags whether the viewport zoom is being changed. */\n public zooming?: boolean;\n\n public lastViewport?: IViewportTransformState | null;\n\n /** The options passed when creating this viewport, merged with the default values */\n public readonly options: ICompleteViewportOptions & { divWheel: HTMLElement };\n\n private _dirty?: boolean;\n private _forceHitArea?: IHitArea | null;\n private _hitAreaDefault?: Rectangle;\n private _pause?: boolean;\n private readonly tickerFunction?: () => void;\n private _worldWidth?: number | null;\n private _worldHeight?: number | null;\n private _disableOnContextMenu = (e: MouseEvent) => e.preventDefault();\n\n /**\n * @param {IViewportOptions} ViewportOptions\n * @param {number} [options.screenWidth=window.innerWidth]\n * @param {number} [options.screenHeight=window.innerHeight]\n * @param {number} [options.worldWidth=this.width]\n * @param {number} [options.worldHeight=this.height]\n * @param {number} [options.threshold=5] number of pixels to move to trigger an input event (e.g., drag, pinch)\n * or disable a clicked event\n * @param {boolean} [options.passiveWheel=true] whether the 'wheel' event is set to passive (note: if false,\n * e.preventDefault() will be called when wheel is used over the viewport)\n * @param {boolean} [options.stopPropagation=false] whether to stopPropagation of events that impact the viewport\n * (except wheel events, see options.passiveWheel)\n * @param {HitArea} [options.forceHitArea] change the default hitArea from world size to a new value\n * @param {boolean} [options.noTicker] set this if you want to manually call update() function on each frame\n * @param {PIXI.Ticker} [options.ticker=PIXI.Ticker.shared] use this PIXI.ticker for updates\n * @param {PIXI.InteractionManager} [options.interaction=null] InteractionManager, available from instantiated\n * WebGLRenderer/CanvasRenderer.plugins.interaction - used to calculate pointer position relative to canvas\n * location on screen\n * @param {HTMLElement} [options.divWheel=document.body] div to attach the wheel event\n * @param {boolean} [options.disableOnContextMenu] remove oncontextmenu=() => {} from the divWheel element\n */\n constructor(options: IViewportOptions = {})\n {\n super();\n this.options = Object.assign(\n {},\n { divWheel: document.body },\n DEFAULT_VIEWPORT_OPTIONS,\n options\n );\n\n this.screenWidth = this.options.screenWidth;\n this.screenHeight = this.options.screenHeight;\n\n this._worldWidth = this.options.worldWidth;\n this._worldHeight = this.options.worldHeight;\n this.forceHitArea = this.options.forceHitArea;\n this.threshold = this.options.threshold;\n\n this.options.divWheel = this.options.divWheel || document.body;\n\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.addEventListener('contextmenu', this._disableOnContextMenu);\n }\n if (!this.options.noTicker)\n {\n this.tickerFunction = () => this.update(this.options.ticker.elapsedMS);\n this.options.ticker.add(this.tickerFunction);\n }\n\n this.input = new InputManager(this);\n this.plugins = new PluginManager(this);\n }\n\n /** Overrides PIXI.Container's destroy to also remove the 'wheel' and PIXI.Ticker listeners */\n destroy(options?: IDestroyOptions): void\n {\n if (!this.options.noTicker && this.tickerFunction)\n {\n this.options.ticker.remove(this.tickerFunction);\n }\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.removeEventListener('contextmenu', this._disableOnContextMenu);\n }\n\n this.input.destroy();\n super.destroy(options);\n }\n\n /**\n * Update viewport on each frame.\n *\n * By default, you do not need to call this unless you set `options.noTicker=true`.\n *\n * @param {number} elapsed time in milliseconds since last update\n */\n update(elapsed: number): void\n {\n if (!this.pause)\n {\n this.plugins.update(elapsed);\n\n if (this.lastViewport)\n {\n // Check for moved-end event\n if (this.lastViewport.x !== this.x || this.lastViewport.y !== this.y)\n {\n this.moving = true;\n }\n else if (this.moving)\n {\n this.emit('moved-end', this);\n this.moving = false;\n }\n\n // Check for zoomed-end event\n if (this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y)\n {\n this.zooming = true;\n }\n else if (this.zooming)\n {\n this.emit('zoomed-end', this);\n this.zooming = false;\n }\n }\n\n if (!this.forceHitArea)\n {\n this._hitAreaDefault = new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n this.hitArea = this._hitAreaDefault;\n }\n\n this._dirty = this._dirty || !this.lastViewport\n || this.lastViewport.x !== this.x || this.lastViewport.y !== this.y\n || this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y;\n\n this.lastViewport = {\n x: this.x,\n y: this.y,\n scaleX: this.scale.x,\n scaleY: this.scale.y\n };\n this.emit('frame-end', this);\n }\n }\n\n /**\n * Use this to set screen and world sizes, needed for pinch/wheel/clamp/bounce.\n * @param {number} screenWidth=window.innerWidth\n * @param {number} screenHeight=window.innerHeight\n * @param {number} [worldWidth]\n * @param {number} [worldHeight]\n */\n resize(\n screenWidth: number = window.innerWidth,\n screenHeight: number = window.innerHeight,\n worldWidth?: number,\n worldHeight?: number\n ): void\n {\n this.screenWidth = screenWidth;\n this.screenHeight = screenHeight;\n\n if (typeof worldWidth !== 'undefined')\n {\n this._worldWidth = worldWidth;\n }\n if (typeof worldHeight !== 'undefined')\n {\n this._worldHeight = worldHeight;\n }\n\n this.plugins.resize();\n this.dirty = true;\n }\n\n /** World width, in pixels */\n get worldWidth(): number\n {\n if (this._worldWidth)\n {\n return this._worldWidth;\n }\n\n return this.width / this.scale.x;\n }\n set worldWidth(value: number)\n {\n this._worldWidth = value;\n this.plugins.resize();\n }\n\n /** World height, in pixels */\n get worldHeight(): number\n {\n if (this._worldHeight)\n {\n return this._worldHeight;\n }\n\n return this.height / this.scale.y;\n }\n set worldHeight(value: number)\n {\n this._worldHeight = value;\n this.plugins.resize();\n }\n\n /** Get visible world bounds of viewport */\n public getVisibleBounds(): Rectangle\n {\n return new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n }\n\n /** Change coordinates from screen to world */\n public toWorld

(x: number, y: number): P;\n /** Change coordinates from screen to world */\n public toWorld

(screenPoint: IPointData): P;\n\n /**\n * Changes coordinate from screen to world\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n public toWorld

(x: number | IPointData, y?: number): P\n {\n if (arguments.length === 2)\n {\n return this.toLocal

(new Point(x as number, y));\n }\n\n return this.toLocal

(x as IPointData);\n }\n\n /** Change coordinates from world to screen */\n public toScreen

(x: number, y: number): P;\n /** Change coordinates from world to screen */\n public toScreen

(worldPoint: IPointData): P;\n\n /**\n * Changes coordinate from world to screen\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n public toScreen

(x: number | IPointData, y?: number): P\n {\n if (arguments.length === 2)\n {\n return this.toGlobal

(new Point(x as number, y));\n }\n\n return this.toGlobal

(x as IPointData);\n }\n\n /** Screen width in world coordinates */\n get worldScreenWidth(): number\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Screen height in world coordinates */\n get worldScreenHeight(): number\n {\n return this.screenHeight / this.scale.y;\n }\n\n /** World width in screen coordinates */\n get screenWorldWidth(): number\n {\n return this.worldWidth * this.scale.x;\n }\n\n /** World height in screen coordinates */\n get screenWorldHeight(): number\n {\n return this.worldHeight * this.scale.y;\n }\n\n /** Center of screen in world coordinates */\n get center(): Point\n {\n return new Point(\n (this.worldScreenWidth / 2) - (this.x / this.scale.x),\n (this.worldScreenHeight / 2) - (this.y / this.scale.y),\n );\n }\n set center(value: Point)\n {\n this.moveCenter(value);\n }\n\n public moveCenter(x: number, y: number): Viewport;\n\n /** Move center of viewport to {@code center}. */\n public moveCenter(center: IPointData): Viewport;\n\n /**\n * Move center of viewport to (x, y)\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @return {Viewport}\n */\n public moveCenter(...args: [number, number] | [IPointData]): Viewport\n {\n let x: number;\n let y: number;\n\n if (typeof args[0] === 'number')\n {\n x = args[0];\n y = args[1] as number;\n }\n else\n {\n x = args[0].x;\n y = args[0].y;\n }\n\n const newX = ((this.worldScreenWidth / 2) - x) * this.scale.x;\n const newY = ((this.worldScreenHeight / 2) - y) * this.scale.y;\n\n if (this.x !== newX || this.y !== newY)\n {\n this.position.set(newX, newY);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Top-left corner of Viewport */\n get corner(): Point\n {\n return new Point(-this.x / this.scale.x, -this.y / this.scale.y);\n }\n set corner(value: Point)\n {\n this.moveCorner(value);\n }\n\n /** Move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n public moveCorner(x: number, y: number): Viewport;\n\n /** move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n public moveCorner(center: Point): Viewport;\n\n /**\n * MoveCorner\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @returns {Viewport}\n */\n public moveCorner(...args: [number, number] | [Point]): Viewport\n {\n let x;\n let y;\n\n if (args.length === 1)\n {\n x = -args[0].x * this.scale.x;\n y = -args[0].y * this.scale.y;\n }\n else\n {\n x = -args[0] * this.scale.x;\n y = -args[1] * this.scale.y;\n }\n\n if (x !== this.x || y !== this.y)\n {\n this.position.set(x, y);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Get how many world pixels fit in screen's width */\n get screenWidthInWorldPixels(): number\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Get how many world pixels fit on screen's height */\n get screenHeightInWorldPixels(): number\n {\n return this.screenHeight / this.scale.y;\n }\n\n /**\n * Find the scale value that fits a world width on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param width - Width in world pixels\n * @return - scale\n */\n findFitWidth(width: number): number\n {\n return this.screenWidth / width;\n }\n\n /**\n * Finds the scale value that fits a world height on the screens\n * does not change the viewport (use fit... to change)\n *\n * @param height - Height in world pixels\n * @return - scale\n */\n findFitHeight(height: number): number\n {\n return this.screenHeight / height;\n }\n\n /**\n * Finds the scale value that fits the smaller of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findFit(width: number, height: number): number\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.min(scaleX, scaleY);\n }\n\n /**\n * Finds the scale value that fits the larger of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findCover(width: number, height: number): number\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.max(scaleX, scaleY);\n }\n\n /**\n * Change zoom so the width fits in the viewport\n *\n * @param width - width in world coordinates\n * @param center - maintain the same center\n * @param scaleY - whether to set scaleY=scaleX\n * @param noClamp - whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitWidth(width = this.worldWidth, center?: boolean, scaleY = true, noClamp?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.x = this.screenWidth / width;\n\n if (scaleY)\n {\n this.scale.y = this.scale.x;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so the height fits in the viewport\n *\n * @param {number} [height=this.worldHeight] in world coordinates\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {boolean} [scaleX=true] whether to set scaleX = scaleY\n * @param {boolean} [noClamp] whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitHeight(height = this.worldHeight, center?: boolean, scaleX = true, noClamp?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.y = this.screenHeight / height;\n\n if (scaleX)\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the entire world in the viewport\n *\n * @param {boolean} center maintain the same center of the screen after zoom\n * @returns {Viewport} this\n */\n fitWorld(center?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / this.worldWidth;\n this.scale.y = this.screenHeight / this.worldHeight;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the size or the entire world in the viewport\n *\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {number} [width=this.worldWidth] desired width\n * @param {number} [height=this.worldHeight] desired height\n * @returns {Viewport} this\n */\n fit(center?: boolean, width = this.worldWidth, height = this.worldHeight): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / width;\n this.scale.y = this.screenHeight / height;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport to specific value.\n *\n * @param {number} scale value (e.g., 1 would be 100%, 0.25 would be 25%)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n setZoom(scale: number, center?: boolean): Viewport\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.set(scale);\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport by a certain percent (in both x and y direction).\n *\n * @param {number} percent change (e.g., 0.25 would increase a starting scale of 1.0 to 1.25)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoomPercent(percent: number, center?: boolean): Viewport\n {\n return this.setZoom(this.scale.x + (this.scale.x * percent), center);\n }\n\n /**\n * Zoom viewport by increasing/decreasing width by a certain number of pixels.\n *\n * @param {number} change in pixels\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoom(change: number, center?: boolean): Viewport\n {\n this.fitWidth(change + this.worldScreenWidth, center);\n\n return this;\n }\n\n /** Changes scale of viewport and maintains center of viewport */\n get scaled(): number\n {\n return this.scale.x;\n }\n set scaled(scale: number)\n {\n this.setZoom(scale, true);\n }\n\n /**\n * Returns zoom to the desired scale\n *\n * @param {ISnapZoomOptions} options\n * @param {number} [options.width=0] - the desired width to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.height=0] - the desired height to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.time=1000] - time for snapping in ms\n * @param {(string|function)} [options.ease=easeInOutSine] ease function or name (see http://easings.net/\n * for supported names)\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of the viewport\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at the\n * desired zoom\n * @param {boolean} [options.noMove] - zoom but do not move\n */\n snapZoom(options?: ISnapZoomOptions): Viewport\n {\n this.plugins.add('snap-zoom', new SnapZoom(this, options));\n\n return this;\n }\n\n /** Is container out of world bounds */\n OOB(): {\n left: boolean;\n right: boolean;\n top: boolean;\n bottom: boolean;\n cornerPoint: Point;\n }\n {\n return {\n left: this.left < 0,\n right: this.right > this.worldWidth,\n top: this.top < 0,\n bottom: this.bottom > this.worldHeight,\n cornerPoint: new Point(\n (this.worldWidth * this.scale.x) - this.screenWidth,\n (this.worldHeight * this.scale.y) - this.screenHeight\n )\n };\n }\n\n /** World coordinates of the right edge of the screen */\n get right(): number\n {\n return (-this.x / this.scale.x) + this.worldScreenWidth;\n }\n set right(value: number)\n {\n this.x = (-value * this.scale.x) + this.screenWidth;\n this.plugins.reset();\n }\n\n /** World coordinates of the left edge of the screen */\n get left(): number\n {\n return -this.x / this.scale.x;\n }\n set left(value: number)\n {\n this.x = -value * this.scale.x;\n this.plugins.reset();\n }\n\n /** World coordinates of the top edge of the screen */\n get top(): number\n {\n return -this.y / this.scale.y;\n }\n set top(value: number)\n {\n this.y = -value * this.scale.y;\n this.plugins.reset();\n }\n\n /** World coordinates of the bottom edge of the screen */\n get bottom(): number\n {\n return (-this.y / this.scale.y) + this.worldScreenHeight;\n }\n set bottom(value: number)\n {\n this.y = (-value * this.scale.y) + this.screenHeight;\n this.plugins.reset();\n }\n\n /**\n * Determines whether the viewport is dirty (i.e., needs to be rendered to the screen because of a change)\n */\n get dirty(): boolean\n {\n return !!this._dirty;\n }\n set dirty(value: boolean)\n {\n this._dirty = value;\n }\n\n /**\n * Permanently changes the Viewport's hitArea\n *\n * NOTE: if not set then hitArea = PIXI.Rectangle(Viewport.left, Viewport.top, Viewport.worldScreenWidth,\n * Viewport.worldScreenHeight)\n */\n get forceHitArea(): IHitArea | null | undefined\n {\n return this._forceHitArea;\n }\n set forceHitArea(value: IHitArea | null | undefined)\n {\n if (value)\n {\n this._forceHitArea = value;\n this.hitArea = value;\n }\n else\n {\n this._forceHitArea = null;\n this.hitArea = new Rectangle(0, 0, this.worldWidth, this.worldHeight);\n }\n }\n\n /**\n * Enable one-finger touch to drag\n *\n * NOTE: if you expect users to use right-click dragging, you should enable `viewport.options.disableOnContextMenu`\n * to avoid the context menu popping up on each right-click drag.\n *\n * @param {IDragOptions} [options]\n * @param {string} [options.direction=all] direction to drag\n * @param {boolean} [options.pressDrag=true] whether click to drag is active\n * @param {boolean} [options.wheel=true] use wheel to scroll in direction (unless wheel plugin is active)\n * @param {number} [options.wheelScroll=1] number of pixels to scroll with each wheel spin\n * @param {boolean} [options.reverse] reverse the direction of the wheel scroll\n * @param {(boolean|string)} [options.clampWheel=false] clamp wheel(to avoid weird bounce with mouse wheel)\n * @param {string} [options.underflow=center] where to place world if too small for screen\n * @param {number} [options.factor=1] factor to multiply drag to increase the speed of movement\n * @param {string} [options.mouseButtons=all] changes which mouse buttons trigger drag, use: 'all', 'left',\n * 'right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * viewport.options.disableOnContextMenu if you want to use right-click dragging\n * @param {string[]} [options.keyToPress=null] - array containing\n * {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of keys that can be\n * pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n * @param {boolean} [options.ignoreKeyToPressOnTouch=false] - ignore keyToPress for touch events\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @returns {Viewport} this\n */\n public drag(options?: IDragOptions): Viewport\n {\n this.plugins.add('drag', new Drag(this, options));\n\n return this;\n }\n\n /**\n * Clamp to world boundaries or other provided boundaries\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary\n * [0, viewport.worldWidth/viewport.worldHeight], eg: to allow the world to be completely dragged offscreen,\n * set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the\n * appropriate boundaries\n *\n * NOTES:\n * clamp is disabled if called with no options; use { direction: 'all' } for all edge clamping\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n *\n * @param {object} [options]\n * @param {(number|boolean)} [options.left=false] - clamp left; true = 0\n * @param {(number|boolean)} [options.right=false] - clamp right; true = viewport.worldWidth\n * @param {(number|boolean)} [options.top=false] - clamp top; true = 0\n * @param {(number|boolean)} [options.bottom=false] - clamp bottom; true = viewport.worldHeight\n * @param {string} [direction] - (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight];\n * replaces left/right/top/bottom if set\n * @param {string} [underflow=center] - where to place world if too small for screen (e.g., top-right, center,\n * none, bottomLeft) * @returns {Viewport} this\n */\n public clamp(options?: IClampOptions): Viewport\n {\n this.plugins.add('clamp', new Clamp(this, options));\n\n return this;\n }\n\n /**\n * Decelerate after a move\n *\n * NOTE: this fires 'moved' event during deceleration\n *\n * @param {IDecelerateOptions} [options]\n * @param {number} [options.friction=0.95] - percent to decelerate after movement\n * @param {number} [options.bounce=0.8] - percent to decelerate when past boundaries (only applicable when\n * viewport.bounce() is active)\n * @param {number} [options.minSpeed=0.01] - minimum velocity before stopping/reversing acceleration\n * @return {Viewport} this\n */\n public decelerate(options?: IDecelerateOptions): Viewport\n {\n this.plugins.add('decelerate', new Decelerate(this, options));\n\n return this;\n }\n\n /**\n * Bounce on borders\n * NOTES:\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n * fires 'moved', 'bounce-x-start', 'bounce-y-start', 'bounce-x-end', and 'bounce-y-end' events\n * @param {object} [options]\n * @param {string} [options.sides=all] - all, horizontal, vertical, or combination of top, bottom, right, left\n * (e.g., 'top-bottom-right')\n * @param {number} [options.friction=0.5] - friction to apply to decelerate if active\n * @param {number} [options.time=150] - time in ms to finish bounce\n * @param {object} [options.bounceBox] - use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight)\n * @param {number} [options.bounceBox.x=0]\n * @param {number} [options.bounceBox.y=0]\n * @param {number} [options.bounceBox.width=viewport.worldWidth]\n * @param {number} [options.bounceBox.height=viewport.worldHeight]\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name\n * (see http://easings.net/ for supported names)\n * @param {string} [options.underflow=center] - (top/bottom/center and left/right/center, or center)\n * where to place world if too small for screen\n * @return {Viewport} this\n */\n public bounce(options?: IBounceOptions): Viewport\n {\n this.plugins.add('bounce', new Bounce(this, options));\n\n return this;\n }\n\n /**\n * Enable pinch to zoom and two-finger touch to drag\n *\n * @param {PinchOptions} [options]\n * @param {boolean} [options.noDrag] - disable two-finger dragging\n * @param {number} [options.percent=1] - percent to modify pinch speed\n * @param {number} [options.factor=1] - factor to multiply two-finger drag to increase the speed of movement\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of two fingers\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n public pinch(options?: IPinchOptions): Viewport\n {\n this.plugins.add('pinch', new Pinch(this, options));\n\n return this;\n }\n\n /**\n * Snap to a point\n *\n * @param {number} x\n * @param {number} y\n * @param {ISnapOptions} [options]\n * @param {boolean} [options.topLeft] - snap to the top-left of viewport instead of center\n * @param {number} [options.friction=0.8] - friction/frame to apply if decelerate is active\n * @param {number} [options.time=1000] - time in ms to snap\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name (see http://easings.net/\n * for supported names)\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at\n * the desired location\n * @return {Viewport} this\n */\n public snap(x: number, y: number, options?: ISnapOptions): Viewport\n {\n this.plugins.add('snap', new Snap(this, x, y, options));\n\n return this;\n }\n\n /**\n * Follow a target\n *\n * NOTES:\n * uses the (x, y) as the center to follow; for PIXI.Sprite to work properly, use sprite.anchor.set(0.5)\n * options.acceleration is not perfect as it doesn't know the velocity of the target. It adds acceleration\n * to the start of movement and deceleration to the end of movement when the target is stopped.\n * To cancel the follow, use: `viewport.plugins.remove('follow')`\n *\n * @fires 'moved' event\n *\n * @param {PIXI.DisplayObject} target to follow\n * @param {IFollowOptions} [options]\n * @param {number} [options.speed=0] - to follow in pixels/frame (0=teleport to location)\n * @param {number} [options.acceleration] - set acceleration to accelerate and decelerate at this rate; speed\n * cannot be 0 to use acceleration\n * @param {number} [options.radius] - radius (in world coordinates) of center circle where movement is allowed\n * without moving the viewport * @returns {Viewport} this\n * @returns {Viewport} this\n */\n public follow(target: DisplayObject, options?: IFollowOptions): Viewport\n {\n this.plugins.add('follow', new Follow(this, target, options));\n\n return this;\n }\n\n /**\n * Zoom using mouse wheel\n *\n * NOTE: the default event listener for 'wheel' event is document.body. Use `Viewport.options.divWheel` to\n * change this default\n *\n * @param {IWheelOptions} [options]\n * @param {number} [options.percent=0.1] - percent to scroll with each spin\n * @param {number} [options.smooth] - smooth the zooming by providing the number of frames to zoom between wheel spins\n * @param {boolean} [options.interrupt=true] - stop smoothing with any user input on the viewport\n * @param {boolean} [options.reverse] - reverse the direction of the scroll\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of current mouse position\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n public wheel(options?: IWheelOptions): Viewport\n {\n this.plugins.add('wheel', new Wheel(this, options));\n\n return this;\n }\n\n /**\n * Animate the position and/or scale of the viewport\n * To set the zoom level, use: (1) scale, (2) scaleX and scaleY, or (3) width and/or height\n * @param {object} options\n * @param {number} [options.time=1000] - time to animate\n * @param {PIXI.Point} [options.position=viewport.center] - position to move viewport\n * @param {number} [options.width] - desired viewport width in world pixels (use instead of scale;\n * aspect ratio is maintained if height is not provided)\n * @param {number} [options.height] - desired viewport height in world pixels (use instead of scale;\n * aspect ratio is maintained if width is not provided)\n * @param {number} [options.scale] - scale to change zoom (scale.x = scale.y)\n * @param {number} [options.scaleX] - independently change zoom in x-direction\n * @param {number} [options.scaleY] - independently change zoom in y-direction\n * @param {(function|string)} [options.ease=linear] - easing function to use\n * @param {function} [options.callbackOnComplete]\n * @param {boolean} [options.removeOnInterrupt] removes this plugin if interrupted by any user input\n * @returns {Viewport} this\n */\n public animate(options: IAnimateOptions): Viewport\n {\n this.plugins.add('animate', new Animate(this, options));\n\n return this;\n }\n\n /**\n * Enable clamping of zoom to constraints\n *\n * The minWidth/Height settings are how small the world can get (as it would appear on the screen)\n * before clamping. The maxWidth/maxHeight is how larger the world can scale (as it would appear on\n * the screen) before clamping.\n *\n * For example, if you have a world size of 1000 x 1000 and a screen size of 100 x 100, if you set\n * minWidth/Height = 100 then the world will not be able to zoom smaller than the screen size (ie,\n * zooming out so it appears smaller than the screen). Similarly, if you set maxWidth/Height = 100\n * the world will not be able to zoom larger than the screen size (ie, zooming in so it appears\n * larger than the screen).\n *\n * @param {object} [options]\n * @param {number} [options.minWidth] - minimum width\n * @param {number} [options.minHeight] - minimum height\n * @param {number} [options.maxWidth] - maximum width\n * @param {number} [options.maxHeight] - maximum height\n * @param {number} [options.minScale] - minimum scale\n * @param {number} [options.maxScale] - minimum scale\n * @return {Viewport} this\n */\n public clampZoom(options: IClampZoomOptions): Viewport\n {\n this.plugins.add('clamp-zoom', new ClampZoom(this, options));\n\n return this;\n }\n\n /**\n * Scroll viewport when mouse hovers near one of the edges or radius-distance from center of screen.\n *\n * NOTES: fires 'moved' event; there's a known bug where the mouseEdges does not work properly with \"windowed\" viewports\n *\n * @param {IMouseEdgesOptions} [options]\n * @param {number} [options.radius] - distance from center of screen in screen pixels\n * @param {number} [options.distance] - distance from all sides in screen pixels\n * @param {number} [options.top] - alternatively, set top distance (leave unset for no top scroll)\n * @param {number} [options.bottom] - alternatively, set bottom distance (leave unset for no top scroll)\n * @param {number} [options.left] - alternatively, set left distance (leave unset for no top scroll)\n * @param {number} [options.right] - alternatively, set right distance (leave unset for no top scroll)\n * @param {number} [options.speed=8] - speed in pixels/frame to scroll viewport\n * @param {boolean} [options.reverse] - reverse direction of scroll\n * @param {boolean} [options.noDecelerate] - don't use decelerate plugin even if it's installed\n * @param {boolean} [options.linear] - if using radius, use linear movement (+/- 1, +/- 1) instead of angled\n * movement (Math.cos(angle from center), Math.sin(angle from center))\n * @param {boolean} [options.allowButtons] allows plugin to continue working even when there's a mousedown event\n */\n public mouseEdges(options: IMouseEdgesOptions): Viewport\n {\n this.plugins.add('mouse-edges', new MouseEdges(this, options));\n\n return this;\n }\n\n /** Pause viewport (including animation updates such as decelerate) */\n get pause(): boolean\n {\n return !!this._pause;\n }\n set pause(value: boolean)\n {\n this._pause = value;\n\n this.lastViewport = null;\n this.moving = false;\n this.zooming = false;\n\n if (value)\n {\n this.input.pause();\n }\n }\n\n /**\n * Move the viewport so the bounding box is visible\n *\n * @param x - left\n * @param y - top\n * @param width\n * @param height\n * @param resizeToFit - Resize the viewport so the box fits within the viewport\n */\n public ensureVisible(x: number, y: number, width: number, height: number, resizeToFit?: boolean): void\n {\n if (resizeToFit && (width > this.worldScreenWidth || height > this.worldScreenHeight))\n {\n this.fit(true, width, height);\n this.emit('zoomed', { viewport: this, type: 'ensureVisible' });\n }\n let moved = false;\n\n if (x < this.left)\n {\n this.left = x;\n moved = true;\n }\n else if (x + width > this.right)\n {\n this.right = x + width;\n moved = true;\n }\n if (y < this.top)\n {\n this.top = y;\n moved = true;\n }\n else if (y + height > this.bottom)\n {\n this.bottom = y + height;\n moved = true;\n }\n if (moved)\n {\n this.emit('moved', { viewport: this, type: 'ensureVisible' });\n }\n }\n}\n\n/**\n * Fires after a mouse or touch click\n * @event Viewport#clicked\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag starts\n * @event Viewport#drag-start\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag ends\n * @event Viewport#drag-end\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a pinch starts\n * @event Viewport#pinch-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a pinch end\n * @event Viewport#pinch-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap starts\n * @event Viewport#snap-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap ends\n * @event Viewport#snap-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom starts\n * @event Viewport#snap-zoom-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom ends\n * @event Viewport#snap-zoom-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the x direction\n * @event Viewport#bounce-x-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the x direction\n * @event Viewport#bounce-x-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the y direction\n * @event Viewport#bounce-y-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the y direction\n * @event Viewport#bounce-y-end\n * @type {Viewport}\n */\n\n/**\n * Fires when for a mouse wheel event\n * @event Viewport#wheel\n * @type {object}\n * @property {object} wheel\n * @property {number} wheel.dx\n * @property {number} wheel.dy\n * @property {number} wheel.dz\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a wheel-scroll occurs\n * @event Viewport#wheel-scroll\n * @type {Viewport}\n */\n\n/**\n * Fires when a mouse-edge starts to scroll\n * @event Viewport#mouse-edge-start\n * @type {Viewport}\n */\n\n/**\n * Fires when the mouse-edge scrolling ends\n * @event Viewport#mouse-edge-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#moved\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type - (drag, snap, pinch, 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\ No newline at end of file diff --git a/dist/viewport.min.js b/dist/viewport.min.js index e0df5183..55facc82 100644 --- a/dist/viewport.min.js +++ b/dist/viewport.min.js @@ -1,8 +1,8 @@ /* eslint-disable */ /*! - * pixi-viewport - v4.37.0 - * Compiled Sun, 23 Oct 2022 14:02:15 UTC + * pixi-viewport - v4.38.0 + * Compiled Sun, 27 Nov 2022 13:43:58 UTC * * pixi-viewport is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -411,19 +411,20 @@ this.PIXI = this.PIXI || {}; * @param {(function|string)} [ease] * @param {defaults} default penner equation to use if none is provided */ + // eslint-disable-next-line consistent-return function ease(ease, defaults) { if (!ease) { - return penner[defaults] + return penner[defaults]; } else if (typeof ease === 'function') { - return ease + return ease; } else if (typeof ease === 'string') { - return penner[ease] + return penner[ease]; } } @@ -632,7 +633,7 @@ this.PIXI = this.PIXI || {}; { this.parent.fitHeight(this.height, this.keepCenter, this.width === null); } - if (!this.keepCenter) + if (!this.keepCenter && this.options.position) { this.parent.moveCenter(this.options.position); } @@ -760,6 +761,8 @@ this.PIXI = this.PIXI || {}; + + @@ -785,7 +788,7 @@ this.PIXI = this.PIXI || {}; /** Holds whether to bounce from left side. */ - + /** Holds whether to bounce from top side. */ @@ -844,7 +847,9 @@ this.PIXI = this.PIXI || {}; this.left = this.options.sides.indexOf('left') !== -1; this.right = this.options.sides.indexOf('right') !== -1; } - } else { + } + else + { this.left = this.top = this.right = this.bottom = false; } @@ -857,7 +862,9 @@ this.PIXI = this.PIXI || {}; } else { + // eslint-disable-next-line no-nested-ternary this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0; + // eslint-disable-next-line no-nested-ternary this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0; } @@ -992,8 +999,8 @@ this.PIXI = this.PIXI || {}; y1 * this.parent.scale.y ), bottomRight: new math.Point( - width * this.parent.scale.x - this.parent.screenWidth, - height * this.parent.scale.y - this.parent.screenHeight + (width * this.parent.scale.x) - this.parent.screenWidth, + (height * this.parent.scale.y) - this.parent.screenHeight ) }; } @@ -1005,8 +1012,8 @@ this.PIXI = this.PIXI || {}; bottom: this.parent.bottom > this.parent.worldHeight, topLeft: new math.Point(0, 0), bottomRight: new math.Point( - this.parent.worldWidth * this.parent.scale.x - this.parent.screenWidth, - this.parent.worldHeight * this.parent.scale.y - this.parent.screenHeight + (this.parent.worldWidth * this.parent.scale.x) - this.parent.screenWidth, + (this.parent.worldHeight * this.parent.scale.y) - this.parent.screenHeight ) }; } @@ -1029,7 +1036,8 @@ this.PIXI = this.PIXI || {}; if (decelerate && (decelerate.x || decelerate.y)) { - if ((decelerate.x && decelerate.percentChangeX === _optionalChain$1([decelerate, 'access', _ => _.options, 'optionalAccess', _2 => _2.friction])) || (decelerate.y && decelerate.percentChangeY === _optionalChain$1([decelerate, 'access', _3 => _3.options, 'optionalAccess', _4 => _4.friction]))) + if ((decelerate.x && decelerate.percentChangeX === _optionalChain$1([decelerate, 'access', _ => _.options, 'optionalAccess', _2 => _2.friction])) + || (decelerate.y && decelerate.percentChangeY === _optionalChain$1([decelerate, 'access', _3 => _3.options, 'optionalAccess', _4 => _4.friction]))) { oob = this.oob(); if ((oob.left && this.left) || (oob.right && this.right)) @@ -1105,12 +1113,14 @@ this.PIXI = this.PIXI || {}; * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side; * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight] - * eg: to allow the world to be completely dragged offscreen, set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2] + * eg: to allow the world to be completely dragged offscreen, set + * [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2] * * Underflow determines what happens when the world is smaller than the viewport * 1. none = the world is clamped but there is no special behavior * 2. center = the world is centered on the viewport - * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the appropriate boundaries + * 3. combination of top/bottom/center and left/right/center (case insensitive) = + * the world is stuck to the appropriate boundaries * */ @@ -1225,7 +1235,9 @@ this.PIXI = this.PIXI || {}; } else { + // eslint-disable-next-line no-nested-ternary this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0; + // eslint-disable-next-line no-nested-ternary this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0; this.noUnderflow = false; } @@ -1302,7 +1314,8 @@ this.PIXI = this.PIXI || {}; { if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right)) { - this.parent.x = -(this.options.right === true ? this.parent.worldWidth : this.options.right) * this.parent.scale.x + this.parent.screenWidth; + this.parent.x = (-(this.options.right === true ? this.parent.worldWidth : this.options.right) + * this.parent.scale.x) + this.parent.screenWidth; decelerate.x = 0; moved = true; } @@ -1359,8 +1372,8 @@ this.PIXI = this.PIXI || {}; { if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)) { - this.parent.y = -(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom) - * this.parent.scale.y + this.parent.screenHeight; + this.parent.y = (-(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom) + * this.parent.scale.y) + this.parent.screenHeight; decelerate.y = 0; moved = true; } @@ -1788,16 +1801,22 @@ this.PIXI = this.PIXI || {}; this.timeSinceRelease += elapsed; // End decelerate velocity once it goes under a certain amount of precision. - if (this.x && this.y) { - if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) { - this.x = 0; - this.y = 0; + if (this.x && this.y) + { + if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) + { + this.x = 0; + this.y = 0; } - } else { - if (Math.abs(this.x || 0) < this.options.minSpeed) { + } + else + { + if (Math.abs(this.x || 0) < this.options.minSpeed) + { this.x = 0; } - if (Math.abs(this.y || 0) < this.options.minSpeed) { + if (Math.abs(this.y || 0) < this.options.minSpeed) + { this.y = 0; } } @@ -1910,6 +1929,7 @@ this.PIXI = this.PIXI || {}; + const DEFAULT_DRAG_OPTIONS = { @@ -1968,12 +1988,15 @@ this.PIXI = this.PIXI || {}; /** The ID of the pointer currently panning the viewport. */ + /** Array of event-handlers for window */ + __init() {this.windowEventHandlers = new Array();} + /** * This is called by {@link Viewport.drag}. */ constructor(parent, options = {}) { - super(parent); + super(parent);Drag.prototype.__init.call(this);; this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options); this.moved = false; @@ -1998,16 +2021,30 @@ this.PIXI = this.PIXI || {}; */ handleKeyPresses(codes) { - window.addEventListener('keydown', (e) => - { + const keydownHandler = (e) => { if (codes.includes(e.code)) { this.keyIsPressed = true; } - }); + }; - window.addEventListener('keyup', (e) => - { + const keyupHandler = (e) => { if (codes.includes(e.code)) { this.keyIsPressed = false; } + }; + + this.addWindowEventHandler("keyup", keyupHandler); + this.addWindowEventHandler("keydown", keydownHandler); + } + + addWindowEventHandler(event, handler) + { + window.addEventListener(event, handler); + this.windowEventHandlers.push({event, handler}); + } + + destroy() + { + this.windowEventHandlers.forEach(({event, handler}) => { + window.removeEventListener(event, handler); }); } @@ -2447,20 +2484,21 @@ this.PIXI = this.PIXI || {}; if (distance) { - const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) / (2 * this.options.acceleration); + const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) + / (2 * this.options.acceleration); if (distance > decelerationDistance) { this.velocity = { - x: Math.min(this.velocity.x + this.options.acceleration * elapsed, this.options.speed), - y: Math.min(this.velocity.y + this.options.acceleration * elapsed, this.options.speed) + x: Math.min(this.velocity.x + (this.options.acceleration * elapsed, this.options.speed)), + y: Math.min(this.velocity.y + (this.options.acceleration * elapsed, this.options.speed)) }; } else { this.velocity = { - x: Math.max(this.velocity.x - this.options.acceleration * this.options.speed, 0), - y: Math.max(this.velocity.y - this.options.acceleration * this.options.speed, 0) + x: Math.max(this.velocity.x - (this.options.acceleration * this.options.speed), 0), + y: Math.max(this.velocity.y - (this.options.acceleration * this.options.speed), 0) }; } const changeX = Math.cos(angle) * this.velocity.x; @@ -2533,6 +2571,8 @@ this.PIXI = this.PIXI || {}; + + @@ -2897,9 +2937,9 @@ this.PIXI = this.PIXI || {}; const point = { x: (first.last ).x - + ((second.last ).x - (first.last ).x) / 2, + + (((second.last ).x - (first.last ).x) / 2), y: (first.last ).y - + ((second.last ).y - (first.last ).y) / 2, + + (((second.last ).y - (first.last ).y) / 2), }; if (!this.options.center) @@ -2912,7 +2952,7 @@ this.PIXI = this.PIXI || {}; dist = dist === 0 ? dist = 0.0000000001 : dist; - const change = (1 - last / dist) * this.options.percent + const change = (1 - (last / dist)) * this.options.percent * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y); if (this.isAxisX()) @@ -3727,8 +3767,8 @@ this.PIXI = this.PIXI || {}; }; this.smoothing = { - x: ((this.parent.scale.x + original.x) * change - this.parent.scale.x) / this.options.smooth, - y: ((this.parent.scale.y + original.y) * change - this.parent.scale.y) / this.options.smooth, + x: (((this.parent.scale.x + original.x) * change) - this.parent.scale.x) / this.options.smooth, + y: (((this.parent.scale.y + original.y) * change) - this.parent.scale.y) / this.options.smooth, }; this.smoothingCount = 0; this.smoothingCenter = point; @@ -4142,6 +4182,14 @@ this.PIXI = this.PIXI || {}; */ add(name, plugin, index = PLUGIN_ORDER.length) { + + const oldPlugin = this.plugins[name]; + + if (oldPlugin) + { + oldPlugin.destroy(); + } + this.plugins[name] = plugin; const current = PLUGIN_ORDER.indexOf(name); @@ -4229,6 +4277,9 @@ this.PIXI = this.PIXI || {}; /** removes all installed plugins */ removeAll() { + this.list.forEach((plugin) => { + plugin.destroy(); + }); this.plugins = {}; this.sort(); } @@ -4242,6 +4293,7 @@ this.PIXI = this.PIXI || {}; { if (this.plugins[name]) { + _optionalChain([this, 'access', _4 => _4.plugins, 'access', _5 => _5[name], 'optionalAccess', _6 => _6.destroy, 'call', _7 => _7()]); delete this.plugins[name]; this.viewport.emit(`${name}-remove`); this.sort(); @@ -4255,7 +4307,7 @@ this.PIXI = this.PIXI || {}; */ pause(name) { - _optionalChain([this, 'access', _4 => _4.plugins, 'access', _5 => _5[name], 'optionalAccess', _6 => _6.pause, 'call', _7 => _7()]); + _optionalChain([this, 'access', _8 => _8.plugins, 'access', _9 => _9[name], 'optionalAccess', _10 => _10.pause, 'call', _11 => _11()]); } /** @@ -4265,7 +4317,7 @@ this.PIXI = this.PIXI || {}; */ resume(name) { - _optionalChain([this, 'access', _8 => _8.plugins, 'access', _9 => _9[name], 'optionalAccess', _10 => _10.resume, 'call', _11 => _11()]); + _optionalChain([this, 'access', _12 => _12.plugins, 'access', _13 => _13[name], 'optionalAccess', _14 => _14.resume, 'call', _15 => _15()]); } /** diff --git a/dist/viewport.min.js.map b/dist/viewport.min.js.map index 341790a8..b02bcd90 100644 --- a/dist/viewport.min.js.map +++ b/dist/viewport.min.js.map @@ -1 +1 @@ -{"version":3,"file":"viewport.min.js","sources":["../src/plugins/Plugin.ts","../node_modules/penner/penner.js","../src/ease.ts","../src/plugins/Animate.ts","../src/plugins/Bounce.ts","../src/plugins/Clamp.ts","../src/plugins/ClampZoom.ts","../src/plugins/Decelerate.ts","../src/plugins/Drag.ts","../src/plugins/Follow.ts","../src/plugins/MouseEdges.ts","../src/plugins/Pinch.ts","../src/plugins/Snap.ts","../src/plugins/SnapZoom.ts","../src/plugins/Wheel.ts","../src/InputManager.ts","../src/PluginManager.ts","../src/Viewport.ts"],"sourcesContent":["import type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from '../Viewport';\n\n/**\n * Derive this class to create user-defined plugins\n *\n * @public\n */\nexport class Plugin\n{\n /** The viewport to which this plugin is attached. */\n public readonly parent: Viewport;\n\n /**\n * Flags whether this plugin has been \"paused\".\n *\n * @see Plugin#pause\n * @see Plugin#resume\n */\n public paused: boolean;\n\n /** @param {Viewport} parent */\n constructor(parent: Viewport)\n {\n this.parent = parent;\n this.paused = false;\n }\n\n /** Called when plugin is removed */\n public destroy()\n {\n // Override for implementation\n }\n\n /** Handler for pointerdown PIXI event */\n public down(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for pointermove PIXI event */\n public move(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for pointerup PIXI event */\n public up(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for wheel event on div */\n public wheel(_e: WheelEvent): boolean | undefined\n {\n return false;\n }\n\n /**\n * Called on each tick\n * @param {number} elapsed time in millisecond since last update\n */\n public update(_delta: number): void\n {\n // Override for implementation\n }\n\n /** Called when the viewport is resized */\n public resize()\n {\n // Override for implementation\n }\n\n /** Called when the viewport is manually moved */\n public reset(): void\n {\n // Override for implementation\n }\n\n /** Pause the plugin */\n public pause(): void\n {\n this.paused = true;\n }\n\n /** Un-pause the plugin */\n public resume(): void\n {\n this.paused = false;\n }\n}\n","\n/*\n\tCopyright © 2001 Robert Penner\n\tAll rights reserved.\n\n\tRedistribution and use in source and binary forms, with or without modification, \n\tare permitted provided that the following conditions are met:\n\n\tRedistributions of source code must retain the above copyright notice, this list of \n\tconditions and the following disclaimer.\n\tRedistributions in binary form must reproduce the above copyright notice, this list \n\tof conditions and the following disclaimer in the documentation and/or other materials \n\tprovided with the distribution.\n\n\tNeither the name of the author nor the names of contributors may be used to endorse \n\tor promote products derived from this software without specific prior written permission.\n\n\tTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY \n\tEXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n\tMERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n\tCOPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n\tEXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n\tGOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED \n\tAND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n\tNEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED \n\tOF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n(function() {\n var penner, umd;\n\n umd = function(factory) {\n if (typeof exports === 'object') {\n return module.exports = factory;\n } else if (typeof define === 'function' && define.amd) {\n return define([], factory);\n } else {\n return this.penner = factory;\n }\n };\n\n penner = {\n linear: function(t, b, c, d) {\n return c * t / d + b;\n },\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n easeInOutQuad: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t + b;\n } else {\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n }\n },\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n easeOutCubic: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n },\n easeInOutCubic: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n },\n easeInQuart: function(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n },\n easeOutQuart: function(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n },\n easeInOutQuart: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t + b;\n } else {\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n },\n easeInQuint: function(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n },\n easeOutQuint: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n },\n easeInOutQuint: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n },\n easeInSine: function(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n },\n easeOutSine: function(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n },\n easeInOutSine: function(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n },\n easeInExpo: function(t, b, c, d) {\n if (t === 0) {\n return b;\n } else {\n return c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n },\n easeOutExpo: function(t, b, c, d) {\n if (t === d) {\n return b + c;\n } else {\n return c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n },\n easeInOutExpo: function(t, b, c, d) {\n if (t === 0) {\n b;\n }\n if (t === d) {\n b + c;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n } else {\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n },\n easeInCirc: function(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n },\n easeOutCirc: function(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n },\n easeInOutCirc: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n } else {\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n },\n easeInElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n },\n easeOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b;\n },\n easeInOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d / 2) === 2) {\n b + c;\n }\n if (!p) {\n p = d * (.3 * 1.5);\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n if (t < 1) {\n return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n } else {\n return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;\n }\n },\n easeInBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n },\n easeOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n },\n easeInOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b;\n } else {\n return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b;\n }\n },\n easeInBounce: function(t, b, c, d) {\n var v;\n v = penner.easeOutBounce(d - t, 0, c, d);\n return c - v + b;\n },\n easeOutBounce: function(t, b, c, d) {\n if ((t /= d) < 1 / 2.75) {\n return c * (7.5625 * t * t) + b;\n } else if (t < 2 / 2.75) {\n return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b;\n } else if (t < 2.5 / 2.75) {\n return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b;\n } else {\n return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b;\n }\n },\n easeInOutBounce: function(t, b, c, d) {\n var v;\n if (t < d / 2) {\n v = penner.easeInBounce(t * 2, 0, c, d);\n return v * .5 + b;\n } else {\n v = penner.easeOutBounce(t * 2 - d, 0, c, d);\n return v * .5 + c * .5 + b;\n }\n }\n };\n\n umd(penner);\n\n}).call(this);\n","// eslint-disable-next-line\n// @ts-expect-error Penner seems to have no typings.\nimport Penner from 'penner';\n\n/**\n * Returns correct Penner equation using string or Function.\n *\n * @internal\n * @ignore\n * @param {(function|string)} [ease]\n * @param {defaults} default penner equation to use if none is provided\n */\nexport default function ease(ease: any, defaults?: any): any\n{\n if (!ease)\n {\n return Penner[defaults]\n }\n else if (typeof ease === 'function')\n {\n return ease\n }\n else if (typeof ease === 'string')\n {\n return Penner[ease]\n }\n}","import { IPointData, Point } from '@pixi/math';\nimport { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Animate}. */\nexport interface IAnimateOptions\n{\n /** Time to animate */\n time?: number;\n\n /** Position to move the viewport to */\n position?: IPointData;\n\n /**\n * Desired viewport width in world pixels\n *\n * (use instead of scale; aspect ratio is maintained if height is not provided)\n */\n width?: number;\n\n /**\n * Desired viewport height in world pixels\n *\n * (use instead of scale; aspect ratio is maintained if width is not provided)\n */\n height?: number;\n\n /** Scale to change zoom (scale.x = scale.y) */\n scale?: number;\n\n /** Independently change zoom in x-direction */\n scaleX?: number;\n\n /** Independently change zoom in y-direction */\n scaleY?: number;\n\n /** Easing function to use */\n ease?: any;\n\n /** Callback to invoke when the animation completes */\n callbackOnComplete?: (viewport: Viewport) => void;\n\n /** Removes this plugin if interrupted by any user input */\n removeOnInterrupt?: boolean;\n}\n\nconst DEFAULT_ANIMATE_OPTIONS = {\n removeOnInterrupt: false,\n ease: 'linear',\n time: 1000,\n};\n\n/**\n * Animation plugin.\n *\n * @see Viewport#animate\n * @fires animate-end\n */\nexport class Animate extends Plugin\n{\n public readonly options: IAnimateOptions & { ease: any; time: number };\n\n /** The starting x-coordinate of the viewport. */\n protected startX?: number;\n\n /** The starting y-coordinate of the viewport. */\n protected startY?: number;\n\n /** The change in the x-coordinate of the viewport through the animation.*/\n protected deltaX?: number;\n\n /** The change in the y-coordinate of the viewport through the animation. */\n protected deltaY?: number;\n\n /** Marks whether the center of the viewport is preserved in the animation. */\n protected keepCenter!: boolean;\n\n /** The starting viewport width. */\n protected startWidth: number | null = null;\n\n /** The starting viewport height. */\n protected startHeight: number | null = null;\n\n /** The change in the viewport's width through the animation. */\n protected deltaWidth: number | null = null;\n\n /** The change in the viewport's height through the animation. */\n protected deltaHeight: number | null = null;\n\n /** The viewport's width post-animation. */\n protected width: number | null = null;\n\n /** The viewport's height post-animation. */\n protected height: number | null = null;\n\n /** The time since the animation started. */\n protected time = 0;\n\n /**\n * This is called by {@link Viewport.animate}.\n *\n * @param parent\n * @param options\n */\n constructor(parent: Viewport, options: IAnimateOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_ANIMATE_OPTIONS, options);\n this.options.ease = ease(this.options.ease);\n\n this.setupPosition();\n this.setupZoom();\n\n this.time = 0;\n }\n\n /**\n * Setup `startX`, `startY`, `deltaX`, `deltaY`, `keepCenter`.\n *\n * This is called during construction.\n */\n protected setupPosition(): void\n {\n if (typeof this.options.position !== 'undefined')\n {\n this.startX = this.parent.center.x;\n this.startY = this.parent.center.y;\n this.deltaX = this.options.position.x - this.parent.center.x;\n this.deltaY = this.options.position.y - this.parent.center.y;\n this.keepCenter = false;\n }\n else\n {\n this.keepCenter = true;\n }\n }\n\n /**\n * Setup `startWidth, `startHeight`, `deltaWidth, `deltaHeight, `width`, `height`.\n *\n * This is called during construction.\n */\n protected setupZoom(): void\n {\n this.width = null;\n this.height = null;\n\n if (typeof this.options.scale !== 'undefined')\n {\n this.width = this.parent.screenWidth / this.options.scale;\n }\n else if (typeof this.options.scaleX !== 'undefined' || typeof this.options.scaleY !== 'undefined')\n {\n if (typeof this.options.scaleX !== 'undefined')\n {\n // screenSizeInWorldPixels = screenWidth / scale\n this.width = this.parent.screenWidth / this.options.scaleX;\n }\n if (typeof this.options.scaleY !== 'undefined')\n {\n this.height = this.parent.screenHeight / this.options.scaleY;\n }\n }\n else\n {\n if (typeof this.options.width !== 'undefined')\n {\n this.width = this.options.width;\n }\n if (typeof this.options.height !== 'undefined')\n {\n this.height = this.options.height;\n }\n }\n\n if (this.width !== null)\n {\n this.startWidth = this.parent.screenWidthInWorldPixels;\n this.deltaWidth = this.width - this.startWidth;\n }\n if (this.height !== null)\n {\n this.startHeight = this.parent.screenHeightInWorldPixels;\n this.deltaHeight = this.height - this.startHeight;\n }\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('animate');\n }\n\n return false;\n }\n\n public complete(): void\n {\n this.parent.plugins.remove('animate');\n if (this.width !== null)\n {\n this.parent.fitWidth(this.width, this.keepCenter, this.height === null);\n }\n if (this.height !== null)\n {\n this.parent.fitHeight(this.height, this.keepCenter, this.width === null);\n }\n if (!this.keepCenter)\n {\n this.parent.moveCenter(this.options.position!);\n }\n\n this.parent.emit('animate-end', this.parent);\n\n if (this.options.callbackOnComplete)\n {\n this.options.callbackOnComplete(this.parent);\n }\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n this.time += elapsed;\n\n const originalZoom = new Point(this.parent.scale.x, this.parent.scale.y);\n\n if (this.time >= this.options.time)\n {\n const originalWidth = this.parent.width;\n const originalHeight = this.parent.height;\n\n this.complete();\n if (originalWidth !== this.parent.width || originalHeight !== this.parent.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n else\n {\n const percent = this.options.ease(this.time, 0, 1, this.options.time);\n\n if (this.width !== null)\n {\n const startWidth = this.startWidth as number;\n const deltaWidth = this.deltaWidth as number;\n\n this.parent.fitWidth(\n startWidth + (deltaWidth * percent),\n this.keepCenter,\n this.height === null);\n }\n if (this.height !== null)\n {\n const startHeight = this.startHeight as number;\n const deltaHeight = this.deltaHeight as number;\n\n this.parent.fitHeight(\n startHeight + (deltaHeight * percent),\n this.keepCenter,\n this.width === null);\n }\n if (this.width === null)\n {\n this.parent.scale.x = this.parent.scale.y;\n }\n else if (this.height === null)\n {\n this.parent.scale.y = this.parent.scale.x;\n }\n if (!this.keepCenter)\n {\n const startX = this.startX as number;\n const startY = this.startY as number;\n const deltaX = this.deltaX as number;\n const deltaY = this.deltaY as number;\n const original = new Point(this.parent.x, this.parent.y);\n\n this.parent.moveCenter(startX + (deltaX * percent), startY + (deltaY * percent));\n this.parent.emit('moved', { viewport: this.parent, original, type: 'animate' });\n }\n if (this.width || this.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n }\n}\n","import { Point, Rectangle } from '@pixi/math';\nimport { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Drag } from './Drag';\nimport type { IDecelerateOptions } from './Decelerate';\nimport type { Pinch } from './Pinch';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Bounce}. */\nexport interface IBounceOptions {\n /** \"all\", \"horizontal\", \"vertical\", or combination of \"top\", \"bottom\", \"right\", \"left\" (e.g., 'top-bottom-right') */\n sides?:\n 'all'\n | 'horizontal'\n | 'vertical'\n | string;\n\n /** Friction to apply to decelerate if active */\n friction?: number;\n\n /** Time in ms to finish bounce */\n time?: number;\n\n /** Use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight) */\n bounceBox?: Rectangle | null;\n\n /** Ease function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /** (top/bottom/center and left/right/center, or center) where to place world if too small for screen */\n underflow?: 'center' | string;\n}\n\n/** Bounce state along an axis */\nexport interface IBounceState {\n /** Elapsed time since bounce started */\n time: number;\n\n /** Starting coordinate */\n start: number;\n\n /** Change in coordinate through bounce */\n delta: number;\n\n /** Ending coordinate */\n end: number;\n}\n\nconst DEFAULT_BOUNCE_OPTIONS: Required = {\n sides: 'all',\n friction: 0.5,\n time: 150,\n ease: 'easeInOutSine',\n underflow: 'center',\n bounceBox: null\n};\n\n/**\n * @fires bounce-start-x\n * @fires bounce.end-x\n * @fires bounce-start-y\n * @fires bounce-end-y\n * @public\n */\nexport class Bounce extends Plugin\n{\n /** The options passed to initialize this plugin, cannot be modified again. */\n public readonly options: Readonly>;\n\n /** Holds whether to bounce from left side. */\n public readonly left: boolean ;\n\n /** Holds whether to bounce from top side. */\n public readonly top: boolean;\n\n /** Holds whether to bounce from right side. */\n public readonly right: boolean;\n\n /** Holds whether to bounce from bottom side. */\n public readonly bottom: boolean;\n\n /** Direction of underflow along x-axis. */\n public readonly underflowX: -1 | 0 | 1;\n\n /** Direction of underflow along y-axis. */\n public readonly underflowY: -1 | 0 | 1;\n\n /** Easing */\n protected ease: any;\n\n /** Bounce state along x-axis */\n protected toX!: IBounceState | null;\n\n /** Bounce state along y-axis */\n protected toY!: IBounceState | null;\n\n /**\n * This is called by {@link Viewport.bounce}.\n */\n constructor(parent: Viewport, options: IBounceOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_BOUNCE_OPTIONS, options);\n this.ease = ease(this.options.ease, 'easeInOutSine');\n\n if (this.options.sides)\n {\n if (this.options.sides === 'all')\n {\n this.top = this.bottom = this.left = this.right = true;\n }\n else if (this.options.sides === 'horizontal')\n {\n this.right = this.left = true;\n this.top = this.bottom = false;\n }\n else if (this.options.sides === 'vertical')\n {\n this.left = this.right = false;\n this.top = this.bottom = true;\n }\n else\n {\n this.top = this.options.sides.indexOf('top') !== -1;\n this.bottom = this.options.sides.indexOf('bottom') !== -1;\n this.left = this.options.sides.indexOf('left') !== -1;\n this.right = this.options.sides.indexOf('right') !== -1;\n }\n } else {\n this.left = this.top = this.right = this.bottom = false;\n }\n\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n }\n\n this.reset();\n }\n\n public isActive(): boolean\n {\n return this.toX !== null || this.toY !== null;\n }\n\n public down(): boolean\n {\n this.toX = this.toY = null;\n\n return false;\n }\n\n public up(): boolean\n {\n this.bounce();\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n this.bounce();\n\n if (this.toX)\n {\n const toX = this.toX;\n\n toX.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-x' });\n\n if (toX.time >= this.options.time)\n {\n this.parent.x = toX.end;\n this.toX = null;\n this.parent.emit('bounce-x-end', this.parent);\n }\n else\n {\n this.parent.x = this.ease(toX.time, toX.start, toX.delta, this.options.time);\n }\n }\n\n if (this.toY)\n {\n const toY = this.toY;\n\n toY.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-y' });\n\n if (toY.time >= this.options.time)\n {\n this.parent.y = toY.end;\n this.toY = null;\n this.parent.emit('bounce-y-end', this.parent);\n }\n else\n {\n this.parent.y = this.ease(toY.time, toY.start, toY.delta, this.options.time);\n }\n }\n }\n\n /** @internal */\n protected calcUnderflowX(): number\n {\n let x: number;\n\n switch (this.underflowX)\n {\n case -1:\n x = 0;\n break;\n case 1:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n\n return x;\n }\n\n /** @internal */\n protected calcUnderflowY(): number\n {\n let y: number;\n\n switch (this.underflowY)\n {\n case -1:\n y = 0;\n break;\n case 1:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n\n return y;\n }\n\n private oob(): Record<'left' | 'right' | 'top' | 'bottom', boolean> & Record<'topLeft' | 'bottomRight', Point>\n {\n const box = this.options.bounceBox;\n\n if (box)\n {\n const x1 = typeof box.x === 'undefined' ? 0 : box.x;\n const y1 = typeof box.y === 'undefined' ? 0 : box.y;\n const width = typeof box.width === 'undefined' ? this.parent.worldWidth : box.width;\n const height = typeof box.height === 'undefined' ? this.parent.worldHeight : box.height;\n\n return {\n left: this.parent.left < x1,\n right: this.parent.right > width,\n top: this.parent.top < y1,\n bottom: this.parent.bottom > height,\n topLeft: new Point(\n x1 * this.parent.scale.x,\n y1 * this.parent.scale.y\n ),\n bottomRight: new Point(\n width * this.parent.scale.x - this.parent.screenWidth,\n height * this.parent.scale.y - this.parent.screenHeight\n )\n };\n }\n\n return {\n left: this.parent.left < 0,\n right: this.parent.right > this.parent.worldWidth,\n top: this.parent.top < 0,\n bottom: this.parent.bottom > this.parent.worldHeight,\n topLeft: new Point(0, 0),\n bottomRight: new Point(\n this.parent.worldWidth * this.parent.scale.x - this.parent.screenWidth,\n this.parent.worldHeight * this.parent.scale.y - this.parent.screenHeight\n )\n };\n }\n\n public bounce(): void\n {\n if (this.paused)\n {\n return;\n }\n\n let oob;\n let decelerate: undefined | null | {\n percentChangeX?: number;\n percentChangeY?: number;\n x?: number;\n y?: number;\n options?: IDecelerateOptions\n } = this.parent.plugins.get('decelerate', true) as any;\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n if ((decelerate.x && decelerate.percentChangeX === decelerate.options?.friction) || (decelerate.y && decelerate.percentChangeY === decelerate.options?.friction))\n {\n oob = this.oob();\n if ((oob.left && this.left) || (oob.right && this.right))\n {\n decelerate.percentChangeX = this.options.friction;\n }\n if ((oob.top && this.top) || (oob.bottom && this.bottom))\n {\n decelerate.percentChangeY = this.options.friction;\n }\n }\n }\n const drag: Partial = this.parent.plugins.get('drag', true) || {};\n const pinch: Partial = this.parent.plugins.get('pinch', true) || {};\n\n decelerate = decelerate || {};\n\n if (!drag?.active && !pinch?.active && ((!this.toX || !this.toY) && (!decelerate.x || !decelerate.y)))\n {\n oob = oob || this.oob();\n const topLeft = oob.topLeft;\n const bottomRight = oob.bottomRight;\n\n if (!this.toX && !decelerate.x)\n {\n let x = null;\n\n if (oob.left && this.left)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -topLeft.x;\n }\n else if (oob.right && this.right)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -bottomRight.x;\n }\n if (x !== null && this.parent.x !== x)\n {\n this.toX = { time: 0, start: this.parent.x, delta: x - this.parent.x, end: x };\n this.parent.emit('bounce-x-start', this.parent);\n }\n }\n if (!this.toY && !decelerate.y)\n {\n let y = null;\n\n if (oob.top && this.top)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -topLeft.y;\n }\n else if (oob.bottom && this.bottom)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -bottomRight.y;\n }\n if (y !== null && this.parent.y !== y)\n {\n this.toY = { time: 0, start: this.parent.y, delta: y - this.parent.y, end: y };\n this.parent.emit('bounce-y-start', this.parent);\n }\n }\n }\n }\n\n public reset(): void\n {\n this.toX = this.toY = null;\n this.bounce();\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\n\n/**\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of the world offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight]\n * eg: to allow the world to be completely dragged offscreen, set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the appropriate boundaries\n *\n */\nexport interface IClampOptions\n{\n /**\n * Clamp left; true = 0\n *\n * @default false\n */\n left?: number | boolean | null;\n\n /**\n * Clamp top; true = 0\n *\n * @default false\n */\n top?: number | boolean | null;\n\n /**\n * Clamp right; true = viewport.worldWidth\n *\n * @default false\n */\n right?: number | boolean | null;\n\n /**\n * Clamp bottom; true = viewport.worldHeight\n *\n * @default false\n */\n bottom?: number | boolean | null;\n\n /**\n * (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight]; replaces left/right/top/bottom if set\n *\n * @default null\n */\n direction?: 'all' | 'x' | 'y' | null;\n\n /**\n * Where to place world if too small for screen (e.g., top-right, center, none, bottomleft)\n *\n * @default 'center'\n */\n underflow?: 'center' | string;\n}\n\nconst DEFAULT_CLAMP_OPTIONS: Required = {\n left: false,\n right: false,\n top: false,\n bottom: false,\n direction: null,\n underflow: 'center'\n};\n\n/**\n * Plugin to clamp the viewport to a specific world bounding box.\n *\n * @public\n */\nexport class Clamp extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Required;\n\n /** Last state of viewport */\n protected last: {\n x: number | null;\n y: number | null;\n scaleX: number | null;\n scaleY: number | null;\n };\n\n protected noUnderflow!: boolean;\n protected underflowX!: -1 | 0 | 1;\n protected underflowY!: -1 | 0 | 1;\n\n /**\n * This is called by {@link Viewport.clamp}.\n */\n constructor(parent: Viewport, options : IClampOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_OPTIONS, options);\n\n if (this.options.direction)\n {\n this.options.left = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.right = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.top = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n this.options.bottom = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n }\n\n this.parseUnderflow();\n this.last = { x: null, y: null, scaleX: null, scaleY: null };\n this.update();\n }\n\n private parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'none')\n {\n this.noUnderflow = true;\n }\n else if (clamp === 'center')\n {\n this.underflowX = this.underflowY = 0;\n this.noUnderflow = false;\n }\n else\n {\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n this.noUnderflow = false;\n }\n }\n\n public move(): boolean\n {\n this.update();\n\n return false;\n }\n\n public update(): void\n {\n if (this.paused)\n {\n return;\n }\n\n // only clamp on change\n if (this.parent.x === this.last.x\n && this.parent.y === this.last.y\n && this.parent.scale.x === this.last.scaleX\n && this.parent.scale.y === this.last.scaleY)\n {\n return;\n }\n const original = { x: this.parent.x, y: this.parent.y };\n // TODO: Fix\n const decelerate: any = (this.parent.plugins as any).decelerate || {};\n\n if (this.options.left !== null || this.options.right !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n if (this.parent.x !== 0)\n {\n this.parent.x = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.x !== this.parent.screenWidth - this.parent.screenWorldWidth)\n {\n this.parent.x = this.parent.screenWidth - this.parent.screenWorldWidth;\n moved = true;\n }\n break;\n default:\n if (this.parent.x !== (this.parent.screenWidth - this.parent.screenWorldWidth) / 2)\n {\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.left !== null)\n {\n if (this.parent.left < (this.options.left === true ? 0 : this.options.left))\n {\n this.parent.x = -(this.options.left === true ? 0 : this.options.left) * this.parent.scale.x;\n decelerate.x = 0;\n moved = true;\n }\n }\n if (this.options.right !== null)\n {\n if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right))\n {\n this.parent.x = -(this.options.right === true ? this.parent.worldWidth : this.options.right) * this.parent.scale.x + this.parent.screenWidth;\n decelerate.x = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-x' });\n }\n }\n if (this.options.top !== null || this.options.bottom !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n if (this.parent.y !== 0)\n {\n this.parent.y = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.y !== this.parent.screenHeight - this.parent.screenWorldHeight)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n moved = true;\n }\n break;\n default:\n if (this.parent.y !== (this.parent.screenHeight - this.parent.screenWorldHeight) / 2)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.top !== null)\n {\n if (this.parent.top < (this.options.top === true ? 0 : this.options.top))\n {\n this.parent.y = -(this.options.top === true ? 0 : this.options.top)\n * this.parent.scale.y;\n decelerate.y = 0;\n moved = true;\n }\n }\n if (this.options.bottom !== null)\n {\n if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom))\n {\n this.parent.y = -(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)\n * this.parent.scale.y + this.parent.screenHeight;\n decelerate.y = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-y' });\n }\n }\n this.last.x = this.parent.x;\n this.last.y = this.parent.y;\n this.last.scaleX = this.parent.scale.x;\n this.last.scaleY = this.parent.scale.y;\n }\n\n public reset(): void\n {\n this.update();\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\n\n/**\n * Options for {@link ClampZoom}.\n *\n * Use either minimum width/height or minimum scale\n */\nexport interface IClampZoomOptions\n{\n /** Minimum width */\n minWidth?: number | null;\n\n /** Minimum height */\n minHeight?: number | null;\n\n /** Maximum width */\n maxWidth?: number | null;\n\n /** Maximum height */\n maxHeight?: number | null;\n\n /** Minimum scale */\n minScale?: number | null | IScale;\n\n /** Maximum scale */\n maxScale?: number | null | IScale;\n}\n\nconst DEFAULT_CLAMP_ZOOM_OPTIONS: Required = {\n minWidth: null,\n minHeight: null,\n maxWidth: null,\n maxHeight: null,\n minScale: null,\n maxScale: null\n};\n\n/**\n * Plugin to clamp the viewport's zoom to a specific range.\n *\n * @public\n */\nexport class ClampZoom extends Plugin\n{\n public readonly options: Required;\n\n /**\n * This is called by {@link Viewport.clampZoom}.\n */\n constructor(parent: Viewport, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_ZOOM_OPTIONS, options);\n\n this.clamp();\n }\n\n public resize(): void\n {\n this.clamp();\n }\n\n /** Clamp the viewport scale zoom) */\n public clamp(): void\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.options.minWidth || this.options.minHeight || this.options.maxWidth || this.options.maxHeight)\n {\n let width = this.parent.worldScreenWidth;\n let height = this.parent.worldScreenHeight;\n\n if (this.options.minWidth !== null && width < this.options.minWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.minWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxWidth !== null && width > this.options.maxWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.maxWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.minHeight !== null && height < this.options.minHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.minHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxHeight !== null && height > this.options.maxHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.maxHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n else\n if (this.options.minScale || this.options.maxScale)\n {\n const minScale: IScale = { x: null, y: null };\n const maxScale: IScale = { x: null, y: null };\n\n if (typeof this.options.minScale === 'number')\n {\n minScale.x = this.options.minScale;\n minScale.y = this.options.minScale;\n }\n else if (this.options.minScale !== null)\n {\n const optsMinScale = this.options.minScale as IScale;\n\n minScale.x = typeof optsMinScale.x === 'undefined' ? null : optsMinScale.x;\n minScale.y = typeof optsMinScale.y === 'undefined' ? null : optsMinScale.y;\n }\n\n if (typeof this.options.maxScale === 'number')\n {\n maxScale.x = this.options.maxScale;\n maxScale.y = this.options.maxScale;\n }\n else if (this.options.maxScale !== null)\n {\n const optsMaxScale = this.options.maxScale as IScale;\n\n maxScale.x = typeof optsMaxScale.x === 'undefined' ? null : optsMaxScale.x;\n maxScale.y = typeof optsMaxScale.y === 'undefined' ? null : optsMaxScale.y;\n }\n\n let scaleX = this.parent.scale.x;\n let scaleY = this.parent.scale.y;\n\n if (minScale.x !== null && scaleX < minScale.x)\n {\n scaleX = minScale.x;\n }\n if (maxScale.x !== null && scaleX > maxScale.x)\n {\n scaleX = maxScale.x;\n }\n if (minScale.y !== null && scaleY < minScale.y)\n {\n scaleY = minScale.y;\n }\n if (maxScale.y !== null && scaleY > maxScale.y)\n {\n scaleY = maxScale.y;\n }\n if (scaleX !== this.parent.scale.x || scaleY !== this.parent.scale.y)\n {\n this.parent.scale.set(scaleX, scaleY);\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n }\n\n public reset(): void\n {\n this.clamp();\n }\n}\n\n/** This allows independent x and y values for min/maxScale */\nexport interface IScale {\n x: null | number\n y: null | number\n}\n","import { Plugin } from './Plugin';\n\nimport type { Point } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\nexport interface IDecelerateOptions {\n /**\n * Percent to decelerate after movement. This should be between 0 and 1, exclusive.\n *\n * @default 0.95\n */\n friction?: number;\n\n /**\n * Percent to decelerate when past boundaries (only applicable when viewport.bounce() is active)\n *\n * @default 0.8\n */\n bounce?: number;\n\n /**\n * Minimum velocity before stopping/reversing acceleration\n *\n * @default 0.01\n */\n minSpeed?: number;\n}\n\n/** Viewport position snapshot that's saved by {@link DeceleratePlugin} to estimate panning velocity. */\nexport interface IDecelerateSnapshot {\n /** x-coordinate of the viewport. */\n x: number;\n\n /** y-coordinate of the viewport. */\n y: number;\n\n /** Time at which this snapshot was taken. */\n time: number;\n}\n\nconst DEFAULT_DECELERATE_OPTIONS: Required = {\n friction: 0.98,\n bounce: 0.8,\n minSpeed: 0.01\n};\n\n/**\n * Time period of decay (1 frame)\n *\n * @internal\n * @ignore\n */\nconst TP = 16;\n\n/**\n * Plugin to decelerate viewport velocity smoothly after panning ends.\n *\n * @public\n */\nexport class Decelerate extends Plugin\n{\n /** Options used to initialize this plugin. */\n public readonly options: Required;\n\n /**\n * x-component of the velocity of viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n public x!: number | null;\n\n /**\n * y-component of the velocity of the viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n public y!: number | null;\n\n /**\n * The decay factor for the x-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n public percentChangeX!: number;\n\n /**\n * The decay factor for the y-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n public percentChangeY!: number;\n\n /** Saved list of recent viewport position snapshots, to estimate velocity. */\n protected saved: Array;\n\n /** The time since the user released panning of the viewport. */\n protected timeSinceRelease: number;\n\n /**\n * This is called by {@link Viewport.decelerate}.\n */\n constructor(parent: Viewport, options: IDecelerateOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DECELERATE_OPTIONS, options);\n this.saved = [];\n this.timeSinceRelease = 0;\n\n this.reset();\n this.parent.on('moved', (data) => this.moved(data));\n }\n\n public down(): boolean\n {\n this.saved = [];\n this.x = this.y = null;\n\n return false;\n }\n\n public isActive(): boolean\n {\n return !!(this.x || this.y);\n }\n\n public move(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n this.saved.push({ x: this.parent.x, y: this.parent.y, time: performance.now() });\n\n if (this.saved.length > 60)\n {\n this.saved.splice(0, 30);\n }\n }\n\n // Silently recording viewport positions\n return false;\n }\n\n /** Listener to viewport's \"moved\" event. */\n protected moved(data: { type: 'clamp-x' | 'clamp-y'; original: Point }): void\n {\n if (this.saved.length)\n {\n const last = this.saved[this.saved.length - 1];\n\n if (data.type === 'clamp-x')\n {\n if (last.x === data.original.x)\n {\n last.x = this.parent.x;\n }\n }\n else if (data.type === 'clamp-y')\n {\n if (last.y === data.original.y)\n {\n last.y = this.parent.y;\n }\n }\n }\n }\n\n public up(): boolean\n {\n if (this.parent.input.count() === 0 && this.saved.length)\n {\n const now = performance.now();\n\n for (const save of this.saved)\n {\n if (save.time >= now - 100)\n {\n const time = now - save.time;\n\n this.x = (this.parent.x - save.x) / time;\n this.y = (this.parent.y - save.y) / time;\n this.percentChangeX = this.percentChangeY = this.options.friction;\n this.timeSinceRelease = 0;\n break;\n }\n }\n }\n\n return false;\n }\n\n /**\n * Manually activate deceleration, starting from the (x, y) velocity components passed in the options.\n *\n * @param {object} options\n * @param {number} [options.x] - Specify x-component of initial velocity.\n * @param {number} [options.y] - Specify y-component of initial velocity.\n */\n public activate(options: { x?: number; y?: number; }): void\n {\n options = options || {};\n\n if (typeof options.x !== 'undefined')\n {\n this.x = options.x;\n this.percentChangeX = this.options.friction;\n }\n if (typeof options.y !== 'undefined')\n {\n this.y = options.y;\n this.percentChangeY = this.options.friction;\n }\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n /*\n * See https://github.com/davidfig/pixi-viewport/issues/271 for math.\n *\n * The viewport velocity (this.x, this.y) decays exponentially by the the decay factor\n * (this.percentChangeX, this.percentChangeY) each frame. This velocity function is integrated\n * to calculate the displacement.\n */\n\n const moved = this.x || this.y;\n\n const ti = this.timeSinceRelease;\n const tf = this.timeSinceRelease + elapsed;\n\n if (this.x)\n {\n const k = this.percentChangeX;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport x-coordinate.\n this.parent.x += ((this.x * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on x-component of velocity\n this.x *= Math.pow(this.percentChangeX, elapsed / TP);\n }\n if (this.y)\n {\n const k = this.percentChangeY;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport y-coordinate.\n this.parent.y += ((this.y * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on y-component of velocity\n this.y *= Math.pow(this.percentChangeY, elapsed / TP);\n }\n\n this.timeSinceRelease += elapsed;\n\n // End decelerate velocity once it goes under a certain amount of precision.\n if (this.x && this.y) {\n if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) {\n this.x = 0;\n this.y = 0;\n }\n } else {\n if (Math.abs(this.x || 0) < this.options.minSpeed) {\n this.x = 0;\n }\n if (Math.abs(this.y || 0) < this.options.minSpeed) {\n this.y = 0;\n }\n }\n\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, type: 'decelerate' });\n }\n }\n\n public reset(): void\n {\n this.x = this.y = null;\n }\n}\n","import { Point } from '@pixi/math';\nimport { Plugin } from './Plugin';\n\nimport type { Decelerate } from './Decelerate';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { IPointData } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Drag}. */\nexport interface IDragOptions {\n /**\n * direction to drag\n *\n * @default \"all\"\n */\n direction?: string;\n\n /**\n * whether click to drag is active\n *\n * @default true\n */\n pressDrag?: boolean;\n\n /**\n * Use wheel to scroll in direction (unless wheel plugin is active)\n *\n * @default true\n */\n wheel?: boolean;\n\n /**\n * number of pixels to scroll with each wheel spin\n *\n * @default 1\n */\n wheelScroll?: number;\n\n /**\n * reverse the direction of the wheel scroll\n *\n * @default false\n */\n reverse?: boolean;\n\n /**\n * clamp wheel(to avoid weird bounce with mouse wheel). Can be 'x' or 'y' or `true`.\n *\n * @default false\n */\n clampWheel?: boolean | string;\n\n /**\n * where to place world if too small for screen\n *\n * @default \"center\"\n */\n underflow?: string;\n\n /**\n * factor to multiply drag to increase the speed of movement\n *\n * @default 1\n */\n factor?: number;\n\n /**\n * Changes which mouse buttons trigger drag.\n *\n * Use: 'all', 'left', right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * `viewport.options.disableOnContextMenu` if you want to use right-click dragging.\n *\n * @default \"all\"\n */\n mouseButtons?: 'all' | string;\n\n /**\n * Array containing {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of\n * keys that can be pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n *\n * @default null\n */\n keyToPress?: string[] | null;\n\n /**\n * Ignore keyToPress for touch events.\n *\n * @default false\n */\n ignoreKeyToPressOnTouch?: boolean;\n\n /**\n * Scaling factor for non-DOM_DELTA_PIXEL scrolling events.\n *\n * @default 20\n */\n lineHeight?: number;\n\n /**\n * Swap x and y axes when scrolling.\n *\n * @default false\n */\n wheelSwapAxes?: boolean;\n}\n\nconst DEFAULT_DRAG_OPTIONS: Required = {\n direction: 'all',\n pressDrag: true,\n wheel: true,\n wheelScroll: 1,\n reverse: false,\n clampWheel: false,\n underflow: 'center',\n factor: 1,\n mouseButtons: 'all',\n keyToPress: null,\n ignoreKeyToPressOnTouch: false,\n lineHeight: 20,\n wheelSwapAxes: false,\n};\n\n/**\n * Plugin to enable panning/dragging of the viewport to move around.\n *\n * @public\n */\nexport class Drag extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Readonly>;\n\n /** Flags when viewport is moving. */\n protected moved: boolean;\n\n /** Factor to apply from {@link IDecelerateOptions}'s reverse. */\n protected reverse: 1 | -1;\n\n /** Holds whether dragging is enabled along the x-axis. */\n protected xDirection: boolean;\n\n /** Holds whether dragging is enabled along the y-axis. */\n protected yDirection: boolean;\n\n /** Flags whether the keys required to drag are pressed currently. */\n protected keyIsPressed: boolean;\n\n /** Holds whether the left, center, and right buttons are required to pan. */\n protected mouse!: [boolean, boolean, boolean];\n\n /** Underflow factor along x-axis */\n protected underflowX!: -1 | 0 | 1;\n\n /** Underflow factor along y-axis */\n protected underflowY!: -1 | 0 | 1;\n\n /** Last pointer position while panning. */\n protected last?: IPointData | null;\n\n /** The ID of the pointer currently panning the viewport. */\n protected current?: number;\n\n /**\n * This is called by {@link Viewport.drag}.\n */\n constructor(parent: Viewport, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options);\n this.moved = false;\n this.reverse = this.options.reverse ? 1 : -1;\n this.xDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'x';\n this.yDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'y';\n this.keyIsPressed = false;\n\n this.parseUnderflow();\n this.mouseButtons(this.options.mouseButtons);\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger drag event\n */\n protected handleKeyPresses(codes: string[]): void\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n { this.keyIsPressed = true; }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n { this.keyIsPressed = false; }\n });\n }\n\n /**\n * initialize mousebuttons array\n * @param {string} buttons\n */\n protected mouseButtons(buttons: string): void\n {\n if (!buttons || buttons === 'all')\n {\n this.mouse = [true, true, true];\n }\n else\n {\n this.mouse = [\n buttons.indexOf('left') !== -1,\n buttons.indexOf('middle') !== -1,\n buttons.indexOf('right') !== -1\n ];\n }\n }\n\n protected parseUnderflow(): void\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n if (clamp.includes('left'))\n {\n this.underflowX = -1;\n }\n else if (clamp.includes('right'))\n {\n this.underflowX = 1;\n }\n else\n {\n this.underflowX = 0;\n }\n if (clamp.includes('top'))\n {\n this.underflowY = -1;\n }\n else if (clamp.includes('bottom'))\n {\n this.underflowY = 1;\n }\n else\n {\n this.underflowY = 0;\n }\n }\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n protected checkButtons(event: InteractionEvent): boolean\n {\n const isMouse = event.data.pointerType === 'mouse';\n const count = this.parent.input.count();\n\n if ((count === 1) || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n if (!isMouse || this.mouse[event.data.button])\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n protected checkKeyPress(event: InteractionEvent): boolean\n {\n return (!this.options.keyToPress\n || this.keyIsPressed\n || (this.options.ignoreKeyToPressOnTouch && event.data.pointerType === 'touch'));\n }\n\n public down(event: InteractionEvent): boolean\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.checkButtons(event) && this.checkKeyPress(event))\n {\n this.last = { x: event.data.global.x, y: event.data.global.y };\n this.current = event.data.pointerId;\n\n return true;\n }\n this.last = null;\n\n return false;\n }\n\n get active(): boolean\n {\n return this.moved;\n }\n\n public move(event: InteractionEvent): boolean\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.last && this.current === event.data.pointerId)\n {\n const x = event.data.global.x;\n const y = event.data.global.y;\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n const distX = x - this.last.x;\n const distY = y - this.last.y;\n\n if (this.moved\n || ((this.xDirection && this.parent.input.checkThreshold(distX))\n || (this.yDirection && this.parent.input.checkThreshold(distY))))\n {\n const newPoint = { x, y };\n\n if (this.xDirection)\n {\n this.parent.x += (newPoint.x - this.last.x) * this.options.factor;\n }\n if (this.yDirection)\n {\n this.parent.y += (newPoint.y - this.last.y) * this.options.factor;\n }\n this.last = newPoint;\n if (!this.moved)\n {\n this.parent.emit('drag-start', {\n event,\n screen: new Point(this.last.x, this.last.y),\n world: this.parent.toWorld(new Point(this.last.x, this.last.y)),\n viewport: this.parent\n });\n }\n this.moved = true;\n this.parent.emit('moved', { viewport: this.parent, type: 'drag' });\n\n return true;\n }\n }\n else\n {\n this.moved = false;\n }\n }\n\n return false;\n }\n\n public up(event: InteractionEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n const touches = this.parent.input.touches;\n\n if (touches.length === 1)\n {\n const pointer = touches[0];\n\n if (pointer.last)\n {\n this.last = { x: pointer.last.x, y: pointer.last.y };\n this.current = pointer.id;\n }\n this.moved = false;\n\n return true;\n }\n else if (this.last)\n {\n if (this.moved)\n {\n const screen = new Point(this.last.x, this.last.y);\n\n this.parent.emit('drag-end', {\n event, screen,\n world: this.parent.toWorld(screen),\n viewport: this.parent,\n });\n this.last = null;\n this.moved = false;\n\n return true;\n }\n }\n\n return false;\n }\n\n public wheel(event: WheelEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n if (this.options.wheel)\n {\n const wheel = this.parent.plugins.get('wheel', true);\n\n if (!wheel || (!wheel.options.wheelZoom && !event.ctrlKey))\n {\n const step = event.deltaMode ? this.options.lineHeight : 1;\n\n const deltas = [event.deltaX, event.deltaY];\n const [deltaX, deltaY] = this.options.wheelSwapAxes ? deltas.reverse() : deltas;\n\n if (this.xDirection)\n {\n this.parent.x += deltaX * step * this.options.wheelScroll * this.reverse;\n }\n if (this.yDirection)\n {\n this.parent.y += deltaY * step * this.options.wheelScroll * this.reverse;\n }\n if (this.options.clampWheel)\n {\n this.clamp();\n }\n this.parent.emit('wheel-scroll', this.parent);\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n if (!this.parent.options.passiveWheel)\n {\n event.preventDefault();\n }\n if (this.parent.options.stopPropagation)\n {\n event.stopPropagation();\n }\n\n return true;\n }\n }\n\n return false;\n }\n\n public resume(): void\n {\n this.last = null;\n this.paused = false;\n }\n\n public clamp(): void\n {\n const decelerate: Partial = this.parent.plugins.get('decelerate', true) || {};\n\n if (this.options.clampWheel !== 'y')\n {\n if (this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n this.parent.x = 0;\n break;\n case 1:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n }\n else\n if (this.parent.left < 0)\n {\n this.parent.x = 0;\n decelerate.x = 0;\n }\n else if (this.parent.right > this.parent.worldWidth)\n {\n this.parent.x = (-this.parent.worldWidth * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n }\n }\n if (this.options.clampWheel !== 'x')\n {\n if (this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n this.parent.y = 0;\n break;\n case 1:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n }\n else\n {\n if (this.parent.top < 0)\n {\n this.parent.y = 0;\n decelerate.y = 0;\n }\n if (this.parent.bottom > this.parent.worldHeight)\n {\n this.parent.y = (-this.parent.worldHeight * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n }\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { DisplayObject } from '@pixi/display';\nimport type { IPointData } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Follow}. */\nexport interface IFollowOptions\n{\n /**\n * Speed to follow in px/frame (0 = teleport to location)\n *\n * @default 9\n */\n speed?: number;\n\n /**\n * Set acceleration to accelerate and decelerate at this rate; speed cannot be 0 to use acceleration\n *\n * @default null\n */\n acceleration?: number | null;\n\n /**\n * Radius (in world coordinates) of center circle where movement is allowed without moving the viewport\n *\n * @default null\n */\n radius?: number | null;\n}\n\nconst DEFAULT_FOLLOW_OPTIONS: Required = {\n speed: 0,\n acceleration: null,\n radius: null\n};\n\n/**\n * Plugin to follow a display-object.\n *\n * @see Viewport.follow\n * @public\n */\nexport class Follow extends Plugin\n{\n /** The options used to initialize this plugin. */\n public readonly options: Required;\n\n /** The target this plugin will make the viewport follow. */\n public target: DisplayObject;\n\n /** The velocity provided the viewport by following, at the current time. */\n protected velocity: IPointData;\n\n /**\n * This is called by {@link Viewport.follow}.\n *\n * @param parent\n * @param target - target to follow\n * @param options\n */\n constructor(parent: Viewport, target: DisplayObject, options: IFollowOptions = {})\n {\n super(parent);\n\n this.target = target;\n this.options = Object.assign({}, DEFAULT_FOLLOW_OPTIONS, options);\n this.velocity = { x: 0, y: 0 };\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n const center = this.parent.center;\n let toX = this.target.x;\n let toY = this.target.y;\n\n if (this.options.radius)\n {\n const distance = Math.sqrt(Math.pow(this.target.y - center.y, 2) + Math.pow(this.target.x - center.x, 2));\n\n if (distance > this.options.radius)\n {\n const angle = Math.atan2(this.target.y - center.y, this.target.x - center.x);\n\n toX = this.target.x - (Math.cos(angle) * this.options.radius);\n toY = this.target.y - (Math.sin(angle) * this.options.radius);\n }\n else\n {\n return;\n }\n }\n\n const deltaX = toX - center.x;\n const deltaY = toY - center.y;\n\n if (deltaX || deltaY)\n {\n if (this.options.speed)\n {\n if (this.options.acceleration)\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const distance = Math.sqrt(Math.pow(deltaX, 2) + Math.pow(deltaY, 2));\n\n if (distance)\n {\n const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) / (2 * this.options.acceleration);\n\n if (distance > decelerationDistance)\n {\n this.velocity = {\n x: Math.min(this.velocity.x + this.options.acceleration * elapsed, this.options.speed),\n y: Math.min(this.velocity.y + this.options.acceleration * elapsed, this.options.speed)\n };\n }\n else\n {\n this.velocity = {\n x: Math.max(this.velocity.x - this.options.acceleration * this.options.speed, 0),\n y: Math.max(this.velocity.y - this.options.acceleration * this.options.speed, 0)\n };\n }\n const changeX = Math.cos(angle) * this.velocity.x;\n const changeY = Math.sin(angle) * this.velocity.y;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const changeX = Math.cos(angle) * this.options.speed;\n const changeY = Math.sin(angle) * this.options.speed;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n this.parent.moveCenter(toX, toY);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\nimport type { InteractionEvent } from '@pixi/interaction';\n\n/** Insets for mouse edges scrolling regions */\nexport interface IMouseEdgesInsets {\n /** Distance from center of screen in screen pixels */\n radius?: number | null;\n\n /** Distance from all sides in screen pixels */\n distance?: number | null;\n\n /** Alternatively, set top distance (leave unset for no top scroll) */\n top?: number | null;\n\n /** Alternatively, set bottom distance (leave unset for no top scroll) */\n bottom?: number | null;\n\n /** Alternatively, set left distance (leave unset for no top scroll) */\n left?: number | null;\n\n /** Alternatively, set right distance (leave unset for no top scroll) */\n right?: number | null;\n}\n\n/** Options for {@link MouseEdges}. */\nexport interface IMouseEdgesOptions extends IMouseEdgesInsets {\n /** Speed in pixels/frame to scroll viewport */\n speed?: number;\n\n /** Reverse direction of scroll */\n reverse?: boolean;\n\n /** Don't use decelerate plugin even if it's installed */\n noDecelerate?: boolean;\n\n /**\n * If using radius, use linear movement (+/- 1, +/- 1) instead of angled movement.\n *\n * (Math.cos(angle from center), Math.sin(angle from center))\n */\n linear?: boolean;\n\n /** Allows plugin to continue working even when there's a `mousedown` event. */\n allowButtons?: boolean;\n}\n\nconst MOUSE_EDGES_OPTIONS: Required = {\n radius: null,\n distance: null,\n top: null,\n bottom: null,\n left: null,\n right: null,\n speed: 8,\n reverse: false,\n noDecelerate: false,\n linear: false,\n allowButtons: false,\n};\n\n/**\n * Scroll viewport when mouse hovers near one of the edges.\n *\n * @event mouse-edge-start(Viewport) emitted when mouse-edge starts\n * @event mouse-edge-end(Viewport) emitted when mouse-edge ends\n */\nexport class MouseEdges extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Readonly>;\n\n /** Factor from reverse option. */\n protected readonly reverse: -1 | 1;\n\n /** Radius squared */\n protected readonly radiusSquared: number | null;\n\n /** Scroll region size on the left side. */\n protected left!: number | null;\n\n /** Scroll region size on the top size. */\n protected top!: number | null;\n\n /** Scroll region size on the right side. */\n protected right!: number | null;\n\n /** Scroll region size on the bottom side. */\n protected bottom!: number | null;\n\n protected horizontal?: number | null;\n\n protected vertical?: number | null;\n\n /**\n * This is called by {@link Viewport.mouseEdges}.\n */\n constructor(parent: Viewport, options: IMouseEdgesOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, MOUSE_EDGES_OPTIONS, options);\n this.reverse = this.options.reverse ? 1 : -1;\n this.radiusSquared = typeof this.options.radius === 'number' ? Math.pow(this.options.radius, 2) : null;\n\n this.resize();\n }\n\n public resize(): void\n {\n const distance = this.options.distance;\n\n if (distance !== null)\n {\n this.left = distance;\n this.top = distance;\n this.right = this.parent.screenWidth - distance;\n this.bottom = this.parent.screenHeight - distance;\n }\n else if (!this.options.radius)\n {\n this.left = this.options.left;\n this.top = this.options.top;\n this.right = this.options.right === null ? null : this.parent.screenWidth - this.options.right;\n this.bottom = this.options.bottom === null ? null : this.parent.screenHeight - this.options.bottom;\n }\n }\n\n public down(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if (!this.options.allowButtons)\n {\n this.horizontal = this.vertical = null;\n }\n\n return false;\n }\n\n public move(event: InteractionEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if ((event.data.pointerType !== 'mouse' && event.data.identifier !== 1)\n || (!this.options.allowButtons && event.data.buttons !== 0))\n {\n return false;\n }\n\n const x = event.data.global.x;\n const y = event.data.global.y;\n\n if (this.radiusSquared)\n {\n const center = this.parent.toScreen(this.parent.center);\n const distance = Math.pow(center.x - x, 2) + Math.pow(center.y - y, 2);\n\n if (distance >= this.radiusSquared)\n {\n const angle = Math.atan2(center.y - y, center.x - x);\n\n if (this.options.linear)\n {\n this.horizontal = Math.round(Math.cos(angle)) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.round(Math.sin(angle)) * this.options.speed * this.reverse * (60 / 1000);\n }\n else\n {\n this.horizontal = Math.cos(angle) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.sin(angle) * this.options.speed * this.reverse * (60 / 1000);\n }\n }\n else\n {\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n\n this.horizontal = this.vertical = 0;\n }\n }\n else\n {\n if (this.left !== null && x < this.left)\n {\n this.horizontal = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.right !== null && x > this.right)\n {\n this.horizontal = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateHorizontal();\n this.horizontal = 0;\n }\n if (this.top !== null && y < this.top)\n {\n this.vertical = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.bottom !== null && y > this.bottom)\n {\n this.vertical = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateVertical();\n this.vertical = 0;\n }\n }\n\n return false;\n }\n\n private decelerateHorizontal(): void\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.horizontal && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ x: (this.horizontal * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n private decelerateVertical(): void\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.vertical && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ y: (this.vertical * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n public up(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n this.horizontal = this.vertical = null;\n\n return false;\n }\n\n public update(): void\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.horizontal || this.vertical)\n {\n const center = this.parent.center;\n\n if (this.horizontal)\n {\n center.x += this.horizontal * this.options.speed;\n }\n if (this.vertical)\n {\n center.y += this.vertical * this.options.speed;\n }\n\n this.parent.moveCenter(center);\n this.parent.emit('moved', { viewport: this.parent, type: 'mouse-edges' });\n }\n }\n}\n","import { Plugin } from './Plugin';\nimport { Point } from '@pixi/math';\n\nimport type { IPointData } from '@pixi/math';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { IViewportTouch } from '../InputManager';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Pinch}. */\nexport interface IPinchOptions\n{\n /** Disable two-finger dragging. */\n noDrag?: boolean;\n\n /**\n * Percent to modify pinch speed.\n *\n * @default 1\n */\n percent?: number;\n\n /**\n * Factor to multiply two-finger drag to increase speed of movement\n *\n * @default 1\n */\n factor?: number;\n\n /** Place this point at center during zoom instead of center of two fingers */\n center?: Point | null;\n\n /** Axis to zoom */\n axis?: 'all' | 'x' | 'y';\n}\n\nconst DEFAULT_PINCH_OPTIONS: Required = {\n noDrag: false,\n percent: 1,\n center: null,\n factor: 1,\n axis: 'all',\n};\n\n/**\n * Plugin for enabling two-finger pinching (or dragging).\n *\n * @public\n */\nexport class Pinch extends Plugin\n{\n /** Options used to initialize this plugin. */\n public readonly options: Required;\n\n /** Flags whether this plugin is active, i.e. a pointer is down on the viewport. */\n public active = false;\n\n /** Flags whether the viewport is being pinched. */\n public pinching = false;\n\n protected moved = false;\n protected lastCenter?: IPointData | null;\n\n /**\n * This is called by {@link Viewport.pinch}.\n */\n constructor(parent: Viewport, options: IPinchOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_PINCH_OPTIONS, options);\n }\n\n public down(): boolean\n {\n if (this.parent.input.count() >= 2)\n {\n this.active = true;\n\n return true;\n }\n\n return false;\n }\n\n public isAxisX(): boolean\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n public isAxisY(): boolean\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n public move(e: InteractionEvent): boolean\n {\n if (this.paused || !this.active)\n {\n return false;\n }\n\n const x = e.data.global.x;\n const y = e.data.global.y;\n\n const pointers = this.parent.input.touches;\n\n if (pointers.length >= 2)\n {\n const first = pointers[0] as IViewportTouch;\n const second = pointers[1] as IViewportTouch;\n const last = (first.last && second.last)\n ? Math.sqrt(Math.pow(second.last.x - first.last.x, 2) + Math.pow(second.last.y - first.last.y, 2))\n : null;\n\n if (first.id === e.data.pointerId)\n {\n first.last = { x, y, data: e.data } as IPointData;\n }\n else if (second.id === e.data.pointerId)\n {\n second.last = { x, y, data: e.data } as IPointData;\n }\n if (last)\n {\n let oldPoint: IPointData | undefined;\n\n const point = {\n x: (first.last as IPointData).x\n + ((second.last as IPointData).x - (first.last as IPointData).x) / 2,\n y: (first.last as IPointData).y\n + ((second.last as IPointData).y - (first.last as IPointData).y) / 2,\n };\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n let dist = Math.sqrt(Math.pow(\n (second.last as IPointData).x - (first.last as IPointData).x, 2)\n + Math.pow((second.last as IPointData).y - (first.last as IPointData).y, 2));\n\n dist = dist === 0 ? dist = 0.0000000001 : dist;\n\n const change = (1 - last / dist) * this.options.percent\n * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y);\n\n if (this.isAxisX())\n {\n this.parent.scale.x += change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'pinch', center: point });\n\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += (point.x - newPoint.x) * this.options.factor;\n this.parent.y += (point.y - newPoint.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n if (!this.options.noDrag && this.lastCenter)\n {\n this.parent.x += (point.x - this.lastCenter.x) * this.options.factor;\n this.parent.y += (point.y - this.lastCenter.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n\n this.lastCenter = point;\n this.moved = true;\n }\n else if (!this.pinching)\n {\n this.parent.emit('pinch-start', this.parent);\n this.pinching = true;\n }\n\n return true;\n }\n\n return false;\n }\n\n public up(): boolean\n {\n if (this.pinching)\n {\n if (this.parent.input.touches.length <= 1)\n {\n this.active = false;\n this.lastCenter = null;\n this.pinching = false;\n this.moved = false;\n this.parent.emit('pinch-end', this.parent);\n\n return true;\n }\n }\n\n return false;\n }\n}\n","import { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Viewport } from '../Viewport';\n\nexport interface ISnapOptions\n{\n /** snap to the top-left of viewport instead of center */\n topLeft?: boolean;\n\n /**\n * Friction/frame to apply if decelerate is active\n *\n * @default 0.8\n */\n friction?: number;\n\n /**\n * @default 1000\n */\n time?: number;\n\n /** Easing function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /**\n * Pause snapping with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Removes this plugin after snapping is complete\n *\n * @default false\n */\n removeOnComplete?: boolean;\n\n /**\n * Removes this plugin if interrupted by any user input\n *\n * @default false\n */\n removeOnInterrupt?: boolean;\n\n /**\n * Starts the snap immediately regardless of whether the viewport is at the desired location\n *\n * @default false\n */\n forceStart?: boolean;\n}\n\nconst DEFAULT_SNAP_OPTIONS: Required = {\n topLeft: false,\n friction: 0.8,\n time: 1000,\n ease: 'easeInOutSine',\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false\n};\n\n/**\n * @event snap-start(Viewport) emitted each time a snap animation starts\n * @event snap-restart(Viewport) emitted each time a snap resets because of a change in viewport size\n * @event snap-end(Viewport) emitted each time snap reaches its target\n * @event snap-remove(Viewport) emitted if snap plugin is removed\n */\nexport class Snap extends Plugin\n{\n public readonly options: Required;\n public ease?: any;\n public x: number;\n public y: number;\n\n protected percent?: number;\n protected snapping?: { time: number } | null;\n protected deltaX?: number;\n protected deltaY?: number;\n protected startX?: number;\n protected startY?: number;\n\n /**\n * This is called by {@link Viewport.snap}.\n */\n constructor(parent: Viewport, x: number, y: number, options: ISnapOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_SNAP_OPTIONS, options);\n this.ease = ease(options.ease, 'easeInOutSine');\n this.x = x;\n this.y = y;\n\n if (this.options.forceStart)\n {\n this.snapStart();\n }\n }\n\n public snapStart(): void\n {\n this.percent = 0;\n this.snapping = { time: 0 };\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n this.deltaX = this.x - current.x;\n this.deltaY = this.y - current.y;\n this.startX = current.x;\n this.startY = current.y;\n this.parent.emit('snap-start', this.parent);\n }\n\n public wheel(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n\n return false;\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n public up(): boolean\n {\n if (this.parent.input.count() === 0)\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n decelerate.percentChangeX = decelerate.percentChangeY = this.options.friction;\n }\n }\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n if (!this.snapping)\n {\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n if (current.x !== this.x || current.y !== this.y)\n {\n this.snapStart();\n }\n }\n else\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n let finished;\n let x;\n let y;\n\n const startX = this.startX as number;\n const startY = this.startY as number;\n const deltaX = this.deltaX as number;\n const deltaY = this.deltaY as number;\n\n if (snapping.time > this.options.time)\n {\n finished = true;\n x = startX + deltaX;\n y = startY + deltaY;\n }\n else\n {\n const percent = this.ease(snapping.time, 0, 1, this.options.time);\n\n x = startX + (deltaX * percent);\n y = startY + (deltaY * percent);\n }\n if (this.options.topLeft)\n {\n this.parent.moveCorner(x, y);\n }\n else\n {\n this.parent.moveCenter(x, y);\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'snap' });\n\n if (finished)\n {\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap');\n }\n this.parent.emit('snap-end', this.parent);\n this.snapping = null;\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Point } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link SnapZoom}. */\nexport interface ISnapZoomOptions\n{\n /** the desired width to snap (to maintain aspect ratio, choose only width or height) */\n width?: number;\n\n /** the desired height to snap (to maintain aspect ratio, choose only width or height) */\n height?: number;\n\n /**\n * time for snapping in ms\n *\n * @default 1000\n */\n time?: number;\n\n /** ease function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /** Place this point at center during zoom instead of center of the viewport */\n center?: Point | null;\n\n /**\n * Pause snapping with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Removes this plugin after snapping is complete\n *\n * @default false\n */\n removeOnComplete?: boolean;\n\n /**\n * Removes this plugin if interrupted by any user input\n *\n * @default false\n */\n removeOnInterrupt?: boolean;\n\n /**\n * Starts the snap immediately regardless of whether the viewport is at the desired zoom\n *\n * @default false\n */\n forceStart?: boolean;\n\n /**\n * Zoom but do not move\n *\n * @default false\n */\n noMove?: boolean;\n}\n\nconst DEFAULT_SNAP_ZOOM_OPTIONS: Required = {\n width: 0,\n height: 0,\n time: 1000,\n ease: 'easeInOutSine',\n center: null,\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false,\n noMove: false\n};\n\n/**\n * @event snap-zoom-start(Viewport) emitted each time a fit animation starts\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n */\nexport class SnapZoom extends Plugin\n{\n public readonly options: Required;\n\n protected ease: any;\n protected xScale: number;\n protected yScale: number;\n protected xIndependent: boolean;\n protected yIndependent: boolean;\n protected snapping?: {\n time: number;\n startX: number;\n startY: number;\n deltaX: number;\n deltaY: number;\n } | null;\n\n /**\n * This is called by {@link Viewport.snapZoom}.\n */\n constructor(parent: Viewport, options: ISnapZoomOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_SNAP_ZOOM_OPTIONS, options);\n this.ease = ease(this.options.ease);\n\n // Assign defaults for typescript.\n this.xIndependent = false;\n this.yIndependent = false;\n this.xScale = 0;\n this.yScale = 0;\n\n if (this.options.width > 0)\n {\n this.xScale = parent.screenWidth / this.options.width;\n this.xIndependent = true;\n }\n if (this.options.height > 0)\n {\n this.yScale = parent.screenHeight / this.options.height;\n this.yIndependent = true;\n }\n\n this.xScale = this.xIndependent ? (this.xScale as number) : (this.yScale as number);\n this.yScale = this.yIndependent ? (this.yScale as number) : this.xScale;\n\n if (this.options.time === 0)\n {\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.x = this.xScale;\n\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.y = this.yScale;\n\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n }\n else if (options.forceStart)\n {\n this.createSnapping();\n }\n }\n\n private createSnapping(): void\n {\n const startWorldScreenWidth = this.parent.worldScreenWidth;\n const startWorldScreenHeight = this.parent.worldScreenHeight;\n const endWorldScreenWidth = this.parent.screenWidth / this.xScale;\n const endWorldScreenHeight = this.parent.screenHeight / this.yScale;\n\n this.snapping = {\n time: 0,\n startX: startWorldScreenWidth,\n startY: startWorldScreenHeight,\n deltaX: endWorldScreenWidth - startWorldScreenWidth,\n deltaY: endWorldScreenHeight - startWorldScreenHeight\n };\n\n this.parent.emit('snap-zoom-start', this.parent);\n }\n\n public resize(): void\n {\n this.snapping = null;\n\n if (this.options.width > 0)\n {\n this.xScale = this.parent.screenWidth / this.options.width;\n }\n if (this.options.height > 0)\n {\n this.yScale = this.parent.screenHeight / this.options.height;\n }\n this.xScale = this.xIndependent ? this.xScale : this.yScale;\n this.yScale = this.yIndependent ? this.yScale : this.xScale;\n }\n\n public wheel(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n\n return false;\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n\n let oldCenter: Point | undefined;\n\n if (!this.options.center && !this.options.noMove)\n {\n oldCenter = this.parent.center;\n }\n if (!this.snapping)\n {\n if (this.parent.scale.x !== this.xScale || this.parent.scale.y !== this.yScale)\n {\n this.createSnapping();\n }\n }\n else if (this.snapping)\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n\n if (snapping.time >= this.options.time)\n {\n this.parent.scale.set(this.xScale, this.yScale);\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n this.parent.emit('snap-zoom-end', this.parent);\n this.snapping = null;\n }\n else\n {\n const snapping = this.snapping;\n const worldScreenWidth = this.ease(snapping.time, snapping.startX, snapping.deltaX, this.options.time);\n const worldScreenHeight = this.ease(snapping.time, snapping.startY, snapping.deltaY, this.options.time);\n\n this.parent.scale.x = this.parent.screenWidth / worldScreenWidth;\n this.parent.scale.y = this.parent.screenHeight / worldScreenHeight;\n }\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (!this.options.noMove)\n {\n if (!this.options.center)\n {\n this.parent.moveCenter(oldCenter as Point);\n }\n else\n {\n this.parent.moveCenter(this.options.center);\n }\n }\n }\n }\n\n public resume(): void\n {\n this.snapping = null;\n super.resume();\n }\n}\n","import { Plugin } from './Plugin';\nimport { IPointData, Point } from '@pixi/math';\n\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Wheel}. */\nexport interface IWheelOptions\n{\n /**\n * Percent to scroll with each spin\n *\n * @default 0.1\n */\n percent?: number;\n\n /**\n * smooth the zooming by providing the number of frames to zoom between wheel spins\n *\n * @default false\n */\n smooth?: false | number;\n\n /**\n * Stop smoothing with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Reverse the direction of the scroll\n *\n * @default false\n */\n reverse?: boolean;\n\n /**\n * Place this point at center during zoom instead of current mouse position\n *\n * @default null\n */\n center?: Point | null;\n\n /**\n * Scaling factor for non-DOM_DELTA_PIXEL scrolling events\n *\n * @default 20\n */\n lineHeight?: number;\n\n /**\n * Axis to zoom\n *\n * @default 'all'\n */\n axis?: 'all' | 'x' | 'y';\n\n /**\n * Array containing {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of\n * keys that can be pressed for the zoom to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n *\n * @default null\n */\n keyToPress?: string[] | null;\n\n /**\n * pinch the trackpad to zoom\n */\n trackpadPinch?: boolean;\n\n /**\n * zooms on wheel spin (use this as an alternative to drag.options.wheel)\n */\n wheelZoom?: boolean;\n}\n\nconst DEFAULT_WHEEL_OPTIONS: Required = {\n percent: 0.1,\n smooth: false,\n interrupt: true,\n reverse: false,\n center: null,\n lineHeight: 20,\n axis: 'all',\n keyToPress: null,\n trackpadPinch: false,\n wheelZoom: true,\n};\n\n/**\n * Plugin for handling wheel scrolling for viewport zoom.\n *\n * @event wheel({wheel: {dx, dy, dz}, event, viewport})\n */\nexport class Wheel extends Plugin\n{\n public readonly options: Required;\n\n protected smoothing?: IPointData | null;\n protected smoothingCenter?: Point | null;\n protected smoothingCount?: number;\n\n /** Flags whether the keys required to zoom are pressed currently. */\n protected keyIsPressed: boolean;\n\n /**\n * This is called by {@link Viewport.wheel}.\n */\n constructor(parent: Viewport, options: IWheelOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_WHEEL_OPTIONS, options);\n this.keyIsPressed = false;\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger zoom event\n */\n protected handleKeyPresses(codes: string[]): void\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = true;\n }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = false;\n }\n });\n }\n\n protected checkKeyPress(): boolean\n {\n return !this.options.keyToPress || this.keyIsPressed;\n }\n\n public down(): boolean\n {\n if (this.options.interrupt)\n {\n this.smoothing = null;\n }\n\n return false;\n }\n\n protected isAxisX(): boolean\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n protected isAxisY(): boolean\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n public update(): void\n {\n if (this.smoothing)\n {\n const point = this.smoothingCenter;\n const change = this.smoothing;\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point as IPointData);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x += change.x;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change.y;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += (point as IPointData).x - newPoint.x;\n this.parent.y += (point as IPointData).y - newPoint.y;\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n (this.smoothingCount as number)++;\n\n if ((this.smoothingCount as number) >= this.options.smooth)\n {\n this.smoothing = null;\n }\n }\n }\n\n private pinch(e: WheelEvent)\n {\n if (this.paused)\n {\n return;\n }\n\n const point = this.parent.input.getPointerPosition(e);\n const step = -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 200;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n let oldPoint: IPointData | undefined;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n public wheel(e: WheelEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n if (!this.checkKeyPress())\n {\n return false;\n }\n\n if (e.ctrlKey && this.options.trackpadPinch)\n {\n this.pinch(e);\n }\n else if (this.options.wheelZoom)\n {\n const point = this.parent.input.getPointerPosition(e);\n const sign = this.options.reverse ? -1 : 1;\n const step = sign * -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 500;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n if (this.options.smooth)\n {\n const original = {\n x: this.smoothing ? this.smoothing.x * (this.options.smooth - (this.smoothingCount as number)) : 0,\n y: this.smoothing ? this.smoothing.y * (this.options.smooth - (this.smoothingCount as number)) : 0\n };\n\n this.smoothing = {\n x: ((this.parent.scale.x + original.x) * change - this.parent.scale.x) / this.options.smooth,\n y: ((this.parent.scale.y + original.y) * change - this.parent.scale.y) / this.options.smooth,\n };\n this.smoothingCount = 0;\n this.smoothingCenter = point;\n }\n else\n {\n let oldPoint: IPointData | undefined;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n return !this.parent.options.passiveWheel;\n }\n}\n","import { Point, Rectangle } from '@pixi/math';\n\nimport type { IPointData } from '@pixi/math';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from './Viewport';\n\nexport interface IViewportTouch\n{\n id: number;\n last: IPointData | null;\n}\n\n/**\n * Handles all input for Viewport\n *\n * @internal\n * @ignore\n * @private\n */\nexport class InputManager\n{\n public readonly viewport: Viewport;\n\n public clickedAvailable?: boolean;\n public isMouseDown?: boolean;\n public last?: Point | null;\n public wheelFunction?: (e: WheelEvent) => void;\n /** List of active touches on viewport */\n public touches: IViewportTouch[];\n\n constructor(viewport: Viewport)\n {\n this.viewport = viewport;\n this.touches = [];\n\n this.addListeners();\n }\n\n /** Add input listeners */\n private addListeners()\n {\n this.viewport.interactive = true;\n if (!this.viewport.forceHitArea)\n {\n this.viewport.hitArea = new Rectangle(0, 0, this.viewport.worldWidth, this.viewport.worldHeight);\n }\n this.viewport.on('pointerdown', this.down, this);\n this.viewport.on('pointermove', this.move, this);\n this.viewport.on('pointerup', this.up, this);\n this.viewport.on('pointerupoutside', this.up, this);\n this.viewport.on('pointercancel', this.up, this);\n this.viewport.on('pointerout', this.up, this);\n this.wheelFunction = (e) => this.handleWheel(e);\n this.viewport.options.divWheel.addEventListener(\n 'wheel',\n this.wheelFunction as any,\n { passive: this.viewport.options.passiveWheel });\n this.isMouseDown = false;\n }\n\n /**\n * Removes all event listeners from viewport\n * (useful for cleanup of wheel when removing viewport)\n */\n public destroy(): void\n {\n this.viewport.options.divWheel.removeEventListener('wheel', this.wheelFunction as any);\n }\n\n /**\n * handle down events for viewport\n *\n * @param {PIXI.InteractionEvent} event\n */\n public down(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = true;\n }\n else if (!this.get(event.data.pointerId))\n {\n this.touches.push({ id: event.data.pointerId, last: null });\n }\n if (this.count() === 1)\n {\n this.last = event.data.global.clone();\n\n // clicked event does not fire if viewport is decelerating or bouncing\n const decelerate = this.viewport.plugins.get('decelerate', true);\n const bounce = this.viewport.plugins.get('bounce', true);\n\n if ((!decelerate || !decelerate.isActive()) && (!bounce || !bounce.isActive()))\n {\n this.clickedAvailable = true;\n }\n else\n {\n this.clickedAvailable = false;\n }\n }\n else\n {\n this.clickedAvailable = false;\n }\n\n const stop = this.viewport.plugins.down(event);\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Clears all pointer events */\n public clear(): void\n {\n this.isMouseDown = false;\n this.touches = [];\n this.last = null;\n }\n\n /**\n * @param {number} change\n * @returns whether change exceeds threshold\n */\n public checkThreshold(change: number): boolean\n {\n if (Math.abs(change) >= this.viewport.threshold)\n {\n return true;\n }\n\n return false;\n }\n\n /** Handle move events for viewport */\n public move(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n const stop = this.viewport.plugins.move(event);\n\n if (this.clickedAvailable && this.last)\n {\n const distX = event.data.global.x - this.last.x;\n const distY = event.data.global.y - this.last.y;\n\n if (this.checkThreshold(distX) || this.checkThreshold(distY))\n {\n this.clickedAvailable = false;\n }\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Handle up events for viewport */\n public up(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = false;\n }\n\n if (event.data.pointerType !== 'mouse')\n {\n this.remove(event.data.pointerId);\n }\n\n const stop = this.viewport.plugins.up(event);\n\n if (this.clickedAvailable && this.count() === 0 && this.last)\n {\n this.viewport.emit('clicked', {\n event,\n screen: this.last,\n world: this.viewport.toWorld(this.last),\n viewport: this\n });\n this.clickedAvailable = false;\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Gets pointer position if this.interaction is set */\n public getPointerPosition(event: WheelEvent): Point\n {\n const point = new Point();\n\n if (this.viewport.options.interaction)\n {\n this.viewport.options.interaction.mapPositionToPoint(point, event.clientX, event.clientY);\n }\n else if (this.viewport.options.useDivWheelForInputManager && this.viewport.options.divWheel)\n {\n const rect = this.viewport.options.divWheel.getBoundingClientRect();\n\n point.x = event.clientX - rect.left;\n point.y = event.clientY - rect.top;\n }\n else\n {\n point.x = event.clientX;\n point.y = event.clientY;\n }\n\n return point;\n }\n\n /** Handle wheel events */\n public handleWheel(event: WheelEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n // do not handle events coming from other elements\n if (this.viewport.options.interaction\n && (this.viewport.options.interaction as any).interactionDOMElement !== event.target)\n {\n return;\n }\n\n // only handle wheel events where the mouse is over the viewport\n const point = this.viewport.toLocal(this.getPointerPosition(event));\n\n if (this.viewport.left <= point.x\n && point.x <= this.viewport.right\n && this.viewport.top <= point.y\n && point.y <= this.viewport.bottom)\n {\n const stop = this.viewport.plugins.wheel(event);\n\n if (stop && !this.viewport.options.passiveWheel)\n {\n event.preventDefault();\n }\n }\n }\n\n public pause(): void\n {\n this.touches = [];\n this.isMouseDown = false;\n }\n\n /** Get touch by id */\n public get(id: number): IViewportTouch | null\n {\n for (const touch of this.touches)\n {\n if (touch.id === id)\n {\n return touch;\n }\n }\n\n return null;\n }\n\n /** Remove touch by number */\n remove(id: number): void\n {\n for (let i = 0; i < this.touches.length; i++)\n {\n if (this.touches[i].id === id)\n {\n this.touches.splice(i, 1);\n\n return;\n }\n }\n }\n\n /**\n * @returns {number} count of mouse/touch pointers that are down on the viewport\n */\n count(): number\n {\n return (this.isMouseDown ? 1 : 0) + this.touches.length;\n }\n}\n","import type {\n Animate,\n Bounce,\n Clamp,\n ClampZoom,\n Decelerate,\n Drag,\n Follow,\n MouseEdges,\n Pinch,\n Plugin,\n Snap,\n SnapZoom,\n Wheel,\n} from './plugins';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from './Viewport';\n\nconst PLUGIN_ORDER = [\n 'drag',\n 'pinch',\n 'wheel',\n 'follow',\n 'mouse-edges',\n 'decelerate',\n 'animate',\n 'bounce',\n 'snap-zoom',\n 'clamp-zoom',\n 'snap',\n 'clamp',\n];\n\n/**\n * Use this to access current plugins or add user-defined plugins\n *\n * @public\n */\nexport class PluginManager\n{\n /** Maps mounted plugins by their type */\n public plugins: Partial>;\n\n /**\n * List of plugins mounted\n *\n * This list is kept sorted by the internal priority of plugins (hard-coded).\n */\n public list: Array;\n\n /** The viewport using the plugins managed by `this`. */\n public readonly viewport: Viewport;\n\n /** This is called by {@link Viewport} to initialize the {@link Viewport.plugins plugins}. */\n constructor(viewport: Viewport)\n {\n this.viewport = viewport;\n this.list = [];\n this.plugins = {};\n }\n\n /**\n * Inserts a named plugin or a user plugin into the viewport\n * default plugin order: 'drag', 'pinch', 'wheel', 'follow', 'mouse-edges', 'decelerate', 'bounce',\n * 'snap-zoom', 'clamp-zoom', 'snap', 'clamp'\n *\n * @param {string} name of plugin\n * @param {Plugin} plugin - instantiated Plugin class\n * @param {number} index to insert userPlugin (otherwise inserts it at the end)\n */\n public add(name: string, plugin: Plugin, index: number = PLUGIN_ORDER.length)\n {\n this.plugins[name] = plugin;\n\n const current = PLUGIN_ORDER.indexOf(name);\n\n if (current !== -1)\n {\n PLUGIN_ORDER.splice(current, 1);\n }\n\n PLUGIN_ORDER.splice(index, 0, name);\n this.sort();\n }\n\n public get(name: 'animate', ignorePaused?: boolean): Animate | undefined | null;\n public get(name: 'bounce', ignorePaused?: boolean): Bounce | undefined | null;\n public get(name: 'clamp', ignorePaused?: boolean): Clamp | undefined | null;\n public get(name: 'clamp-zoom', ignorePaused?: boolean): ClampZoom | undefined | null;\n public get(name: 'decelerate', ignorePaused?: boolean): Decelerate | undefined | null;\n public get(name: 'drag', ignorePaused?: boolean): Drag | undefined | null;\n public get(name: 'follow', ignorePaused?: boolean): Follow | undefined | null;\n public get(name: 'mouse-edges', ignorePaused?: boolean): MouseEdges | undefined | null;\n public get(name: 'pinch', ignorePaused?: boolean): Pinch | undefined | null;\n public get(name: 'snap', ignorePaused?: boolean): Snap | undefined | null;\n public get(name: 'snap-zoom', ignorePaused?: boolean): SnapZoom | undefined | null;\n public get(name: 'wheel', ignorePaused?: boolean): Wheel | undefined | null;\n public get(name: string, ignorePaused?: boolean): T | undefined | null;\n\n /**\n * Get plugin\n *\n * @param {string} name of plugin\n * @param {boolean} [ignorePaused] return null if plugin is paused\n */\n public get(name: string, ignorePaused?: boolean): T | undefined | null\n {\n if (ignorePaused)\n {\n if (this.plugins[name]?.paused)\n {\n return null;\n }\n }\n\n return this.plugins[name] as T;\n }\n\n /**\n * Update all active plugins\n *\n * @internal\n * @ignore\n * @param {number} elapsed type in milliseconds since last update\n */\n public update(elapsed: number): void\n {\n for (const plugin of this.list)\n {\n plugin.update(elapsed);\n }\n }\n\n /**\n * Resize all active plugins\n *\n * @internal\n * @ignore\n */\n public resize(): void\n {\n for (const plugin of this.list)\n {\n plugin.resize();\n }\n }\n\n /** Clamps and resets bounce and decelerate (as needed) after manually moving viewport */\n public reset(): void\n {\n for (const plugin of this.list)\n {\n plugin.reset();\n }\n }\n\n /** removes all installed plugins */\n public removeAll(): void\n {\n this.plugins = {};\n this.sort();\n }\n\n /**\n * Removes installed plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public remove(name: string): void\n {\n if (this.plugins[name])\n {\n delete this.plugins[name];\n this.viewport.emit(`${name}-remove`);\n this.sort();\n }\n }\n\n /**\n * Pause plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public pause(name: string): void\n {\n this.plugins[name]?.pause();\n }\n\n /**\n * Resume plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public resume(name: string): void\n {\n this.plugins[name]?.resume();\n }\n\n /**\n * Sort plugins according to PLUGIN_ORDER\n *\n * @internal\n * @ignore\n */\n public sort()\n {\n this.list = [];\n\n for (const plugin of PLUGIN_ORDER)\n {\n if (this.plugins[plugin])\n {\n this.list.push(this.plugins[plugin] as Plugin);\n }\n }\n }\n\n /**\n * Handle down for all plugins\n *\n * @internal\n * @ignore\n */\n public down(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.down(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle move for all plugins\n *\n * @internal\n * @ignore\n */\n public move(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.viewport.plugins.list)\n {\n if (plugin.move(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle up for all plugins\n *\n * @internal\n * @ignore\n */\n public up(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.up(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle wheel event for all plugins\n *\n * @internal\n * @ignore\n */\n public wheel(e: WheelEvent): boolean\n {\n let result = false;\n\n for (const plugin of this.list)\n {\n if (plugin.wheel(e))\n {\n result = true;\n }\n }\n\n return result;\n }\n}\n","import { Container } from '@pixi/display';\nimport { IPointData, Point, Rectangle } from '@pixi/math';\nimport { Ticker } from '@pixi/ticker';\n\nimport { InputManager } from './InputManager';\nimport { PluginManager } from './PluginManager';\nimport {\n Animate, IAnimateOptions,\n Bounce, IBounceOptions,\n Clamp, IClampOptions,\n ClampZoom, IClampZoomOptions,\n Decelerate, IDecelerateOptions,\n Drag, IDragOptions,\n Follow, IFollowOptions,\n MouseEdges, IMouseEdgesOptions,\n Pinch, IPinchOptions,\n Snap, ISnapOptions,\n SnapZoom, ISnapZoomOptions,\n Wheel, IWheelOptions,\n} from './plugins';\n\nimport type { DisplayObject, IDestroyOptions } from '@pixi/display';\nimport type { IHitArea, InteractionManager } from '@pixi/interaction';\n\n/** Options for {@link Viewport}. */\nexport interface IViewportOptions\n{\n /** @default window.innerWidth */\n screenWidth?: number;\n\n /** @default window.innerHeight */\n screenHeight?: number;\n\n /** @default this.width */\n worldWidth?: number | null;\n\n /** @default this.height */\n worldHeight?: number | null;\n\n /**\n * Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event\n *\n * @default 5\n */\n threshold?: number;\n\n /**\n * Whether the 'wheel' event is set to passive (note: if false, e.preventDefault() will be called when wheel\n * is used over the viewport)\n *\n * @default true\n */\n passiveWheel?: boolean;\n\n /**\n * Whether to stopPropagation of events that impact the viewport (except wheel events, see options.passiveWheel)\n */\n stopPropagation?: boolean;\n\n /**\n * Change the default hitArea from world size to a new value\n */\n forceHitArea?: Rectangle | null;\n\n /**\n * Set this if you want to manually call update() function on each frame\n *\n * @default false\n */\n noTicker?: boolean;\n\n /**\n * InteractionManager, available from instantiated `WebGLRenderer/CanvasRenderer.plugins.interaction`\n *\n * It's used to calculate pointer postion relative to canvas location on screen\n */\n interaction?: InteractionManager | null;\n\n /**\n * Remove oncontextmenu=() => {} from the divWheel element\n */\n disableOnContextMenu?: boolean;\n\n /**\n * div to attach the wheel event\n *\n * @default document.body\n */\n divWheel?: HTMLElement;\n\n /**\n * Use this PIXI.ticker for updates\n *\n * @default PIXI.Ticker.shared\n */\n ticker?: Ticker;\n\n /**\n * Uses divWheel definition for InputManager to calculate positioning relative to containing div\n * this is used only if options.interaction is not defined\n */\n useDivWheelForInputManager?: boolean;\n}\n\nexport interface ICompleteViewportOptions extends IViewportOptions\n{\n screenWidth: number;\n screenHeight: number;\n threshold: number;\n passiveWheel: boolean;\n stopPropagation: boolean;\n noTicker: boolean;\n ticker: Ticker;\n}\n\nexport interface IViewportTransformState\n{\n x: number;\n y: number;\n scaleX: number;\n scaleY: number;\n}\n\nconst DEFAULT_VIEWPORT_OPTIONS: ICompleteViewportOptions = {\n screenWidth: window.innerWidth,\n screenHeight: window.innerHeight,\n worldWidth: null,\n worldHeight: null,\n threshold: 5,\n passiveWheel: true,\n stopPropagation: false,\n forceHitArea: null,\n noTicker: false,\n interaction: null,\n disableOnContextMenu: false,\n ticker: Ticker.shared,\n};\n\n/**\n * Main class to use when creating a Viewport\n *\n * @public\n * @fires clicked\n * @fires drag-start\n * @fires drag-end\n * @fires drag-remove\n * @fires pinch-start\n * @fires pinch-end\n * @fires pinch-remove\n * @fires snap-start\n * @fires snap-end\n * @fires snap-remove\n * @fires snap-zoom-start\n * @fires snap-zoom-end\n * @fires snap-zoom-remove\n * @fires bounce-x-start\n * @fires bounce-x-end\n * @fires bounce-y-start\n * @fires bounce-y-end\n * @fires bounce-remove\n * @fires wheel\n * @fires wheel-remove\n * @fires wheel-scroll\n * @fires wheel-scroll-remove\n * @fires mouse-edge-start\n * @fires mouse-edge-end\n * @fires mouse-edge-remove\n * @fires moved\n * @fires moved-end\n * @fires zoomed\n * @fires zoomed-end\n * @fires frame-end\n */\nexport class Viewport extends Container\n{\n /** Flags whether the viewport is being panned */\n public moving?: boolean;\n\n public screenWidth: number;\n public screenHeight: number;\n\n /** Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event */\n public threshold: number;\n\n public readonly input: InputManager;\n\n /** Use this to add user plugins or access existing plugins (e.g., to pause, resume, or remove them) */\n public readonly plugins: PluginManager;\n\n /** Flags whether the viewport zoom is being changed. */\n public zooming?: boolean;\n\n public lastViewport?: IViewportTransformState | null;\n\n /** The options passed when creating this viewport, merged with the default values */\n public readonly options: ICompleteViewportOptions & { divWheel: HTMLElement };\n\n private _dirty?: boolean;\n private _forceHitArea?: IHitArea | null;\n private _hitAreaDefault?: Rectangle;\n private _pause?: boolean;\n private readonly tickerFunction?: () => void;\n private _worldWidth?: number | null;\n private _worldHeight?: number | null;\n private _disableOnContextMenu = (e: MouseEvent) => e.preventDefault();\n\n /**\n * @param {IViewportOptions} ViewportOptions\n * @param {number} [options.screenWidth=window.innerWidth]\n * @param {number} [options.screenHeight=window.innerHeight]\n * @param {number} [options.worldWidth=this.width]\n * @param {number} [options.worldHeight=this.height]\n * @param {number} [options.threshold=5] number of pixels to move to trigger an input event (e.g., drag, pinch)\n * or disable a clicked event\n * @param {boolean} [options.passiveWheel=true] whether the 'wheel' event is set to passive (note: if false,\n * e.preventDefault() will be called when wheel is used over the viewport)\n * @param {boolean} [options.stopPropagation=false] whether to stopPropagation of events that impact the viewport\n * (except wheel events, see options.passiveWheel)\n * @param {HitArea} [options.forceHitArea] change the default hitArea from world size to a new value\n * @param {boolean} [options.noTicker] set this if you want to manually call update() function on each frame\n * @param {PIXI.Ticker} [options.ticker=PIXI.Ticker.shared] use this PIXI.ticker for updates\n * @param {PIXI.InteractionManager} [options.interaction=null] InteractionManager, available from instantiated\n * WebGLRenderer/CanvasRenderer.plugins.interaction - used to calculate pointer position relative to canvas\n * location on screen\n * @param {HTMLElement} [options.divWheel=document.body] div to attach the wheel event\n * @param {boolean} [options.disableOnContextMenu] remove oncontextmenu=() => {} from the divWheel element\n */\n constructor(options: IViewportOptions = {})\n {\n super();\n this.options = Object.assign(\n {},\n { divWheel: document.body },\n DEFAULT_VIEWPORT_OPTIONS,\n options\n );\n\n this.screenWidth = this.options.screenWidth;\n this.screenHeight = this.options.screenHeight;\n\n this._worldWidth = this.options.worldWidth;\n this._worldHeight = this.options.worldHeight;\n this.forceHitArea = this.options.forceHitArea;\n this.threshold = this.options.threshold;\n\n this.options.divWheel = this.options.divWheel || document.body;\n\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.addEventListener('contextmenu', this._disableOnContextMenu);\n }\n if (!this.options.noTicker)\n {\n this.tickerFunction = () => this.update(this.options.ticker.elapsedMS);\n this.options.ticker.add(this.tickerFunction);\n }\n\n this.input = new InputManager(this);\n this.plugins = new PluginManager(this);\n }\n\n /** Overrides PIXI.Container's destroy to also remove the 'wheel' and PIXI.Ticker listeners */\n destroy(options?: IDestroyOptions): void\n {\n if (!this.options.noTicker && this.tickerFunction)\n {\n this.options.ticker.remove(this.tickerFunction);\n }\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.removeEventListener('contextmenu', this._disableOnContextMenu);\n }\n\n this.input.destroy();\n super.destroy(options);\n }\n\n /**\n * Update viewport on each frame.\n *\n * By default, you do not need to call this unless you set `options.noTicker=true`.\n *\n * @param {number} elapsed time in milliseconds since last update\n */\n update(elapsed: number): void\n {\n if (!this.pause)\n {\n this.plugins.update(elapsed);\n\n if (this.lastViewport)\n {\n // Check for moved-end event\n if (this.lastViewport.x !== this.x || this.lastViewport.y !== this.y)\n {\n this.moving = true;\n }\n else if (this.moving)\n {\n this.emit('moved-end', this);\n this.moving = false;\n }\n\n // Check for zoomed-end event\n if (this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y)\n {\n this.zooming = true;\n }\n else if (this.zooming)\n {\n this.emit('zoomed-end', this);\n this.zooming = false;\n }\n }\n\n if (!this.forceHitArea)\n {\n this._hitAreaDefault = new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n this.hitArea = this._hitAreaDefault;\n }\n\n this._dirty = this._dirty || !this.lastViewport\n || this.lastViewport.x !== this.x || this.lastViewport.y !== this.y\n || this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y;\n\n this.lastViewport = {\n x: this.x,\n y: this.y,\n scaleX: this.scale.x,\n scaleY: this.scale.y\n };\n this.emit('frame-end', this);\n }\n }\n\n /**\n * Use this to set screen and world sizes, needed for pinch/wheel/clamp/bounce.\n * @param {number} screenWidth=window.innerWidth\n * @param {number} screenHeight=window.innerHeight\n * @param {number} [worldWidth]\n * @param {number} [worldHeight]\n */\n resize(\n screenWidth: number = window.innerWidth,\n screenHeight: number = window.innerHeight,\n worldWidth?: number,\n worldHeight?: number\n ): void\n {\n this.screenWidth = screenWidth;\n this.screenHeight = screenHeight;\n\n if (typeof worldWidth !== 'undefined')\n {\n this._worldWidth = worldWidth;\n }\n if (typeof worldHeight !== 'undefined')\n {\n this._worldHeight = worldHeight;\n }\n\n this.plugins.resize();\n this.dirty = true;\n }\n\n /** World width, in pixels */\n get worldWidth(): number\n {\n if (this._worldWidth)\n {\n return this._worldWidth;\n }\n\n return this.width / this.scale.x;\n }\n set worldWidth(value: number)\n {\n this._worldWidth = value;\n this.plugins.resize();\n }\n\n /** World height, in pixels */\n get worldHeight(): number\n {\n if (this._worldHeight)\n {\n return this._worldHeight;\n }\n\n return this.height / this.scale.y;\n }\n set worldHeight(value: number)\n {\n this._worldHeight = value;\n this.plugins.resize();\n }\n\n /** Get visible world bounds of viewport */\n public getVisibleBounds(): Rectangle\n {\n return new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n }\n\n /** Change coordinates from screen to world */\n public toWorld

(x: number, y: number): P;\n /** Change coordinates from screen to world */\n public toWorld

(screenPoint: IPointData): P;\n\n /**\n * Changes coordinate from screen to world\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n public toWorld

(x: number | IPointData, y?: number): P\n {\n if (arguments.length === 2)\n {\n return this.toLocal

(new Point(x as number, y));\n }\n\n return this.toLocal

(x as IPointData);\n }\n\n /** Change coordinates from world to screen */\n public toScreen

(x: number, y: number): P\n /** Change coordinates from world to screen */\n public toScreen

(worldPoint: IPointData): P\n\n /**\n * Changes coordinate from world to screen\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n public toScreen

(x: number | IPointData, y?: number): P\n {\n if (arguments.length === 2)\n {\n return this.toGlobal

(new Point(x as number, y));\n }\n\n return this.toGlobal

(x as IPointData);\n }\n\n /** Screen width in world coordinates */\n get worldScreenWidth(): number\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Screen height in world coordinates */\n get worldScreenHeight(): number\n {\n return this.screenHeight / this.scale.y;\n }\n\n /** World width in screen coordinates */\n get screenWorldWidth(): number\n {\n return this.worldWidth * this.scale.x;\n }\n\n /** World height in screen coordinates */\n get screenWorldHeight(): number\n {\n return this.worldHeight * this.scale.y;\n }\n\n /** Center of screen in world coordinates */\n get center(): Point\n {\n return new Point(\n (this.worldScreenWidth / 2) - (this.x / this.scale.x),\n (this.worldScreenHeight / 2) - (this.y / this.scale.y),\n );\n }\n set center(value: Point)\n {\n this.moveCenter(value);\n }\n\n public moveCenter(x: number, y: number): Viewport;\n\n /** Move center of viewport to {@code center}. */\n public moveCenter(center: IPointData): Viewport;\n\n /**\n * Move center of viewport to (x, y)\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @return {Viewport}\n */\n public moveCenter(...args: [number, number] | [IPointData]): Viewport\n {\n let x: number;\n let y: number;\n\n if (typeof args[0] === 'number')\n {\n x = args[0];\n y = args[1] as number;\n }\n else\n {\n x = args[0].x;\n y = args[0].y;\n }\n\n const newX = ((this.worldScreenWidth / 2) - x) * this.scale.x;\n const newY = ((this.worldScreenHeight / 2) - y) * this.scale.y;\n\n if (this.x !== newX || this.y !== newY)\n {\n this.position.set(newX, newY);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Top-left corner of Viewport */\n get corner(): Point\n {\n return new Point(-this.x / this.scale.x, -this.y / this.scale.y);\n }\n set corner(value: Point)\n {\n this.moveCorner(value);\n }\n\n /** Move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n public moveCorner(x: number, y: number): Viewport;\n\n /** move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n public moveCorner(center: Point): Viewport;\n\n /**\n * MoveCorner\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @returns {Viewport}\n */\n public moveCorner(...args: [number, number] | [Point]): Viewport\n {\n let x;\n let y;\n\n if (args.length === 1)\n {\n x = -args[0].x * this.scale.x;\n y = -args[0].y * this.scale.y;\n }\n else\n {\n x = -args[0] * this.scale.x;\n y = -args[1] * this.scale.y;\n }\n\n if (x !== this.x || y !== this.y)\n {\n this.position.set(x, y);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Get how many world pixels fit in screen's width */\n get screenWidthInWorldPixels(): number\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Get how many world pixels fit on screen's height */\n get screenHeightInWorldPixels(): number\n {\n return this.screenHeight / this.scale.y;\n }\n\n /**\n * Find the scale value that fits a world width on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param width - Width in world pixels\n * @return - scale\n */\n findFitWidth(width: number): number\n {\n return this.screenWidth / width;\n }\n\n /**\n * Finds the scale value that fits a world height on the screens\n * does not change the viewport (use fit... to change)\n *\n * @param height - Height in world pixels\n * @return - scale\n */\n findFitHeight(height: number): number\n {\n return this.screenHeight / height;\n }\n\n /**\n * Finds the scale value that fits the smaller of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findFit(width: number, height: number): number\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.min(scaleX, scaleY);\n }\n\n /**\n * Finds the scale value that fits the larger of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findCover(width: number, height: number): number\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.max(scaleX, scaleY);\n }\n\n /**\n * Change zoom so the width fits in the viewport\n *\n * @param width - width in world coordinates\n * @param center - maintain the same center\n * @param scaleY - whether to set scaleY=scaleX\n * @param noClamp - whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitWidth(width = this.worldWidth, center?: boolean, scaleY = true, noClamp?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.x = this.screenWidth / width;\n\n if (scaleY)\n {\n this.scale.y = this.scale.x;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so the height fits in the viewport\n *\n * @param {number} [height=this.worldHeight] in world coordinates\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {boolean} [scaleX=true] whether to set scaleX = scaleY\n * @param {boolean} [noClamp] whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitHeight(height = this.worldHeight, center?: boolean, scaleX = true, noClamp?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.y = this.screenHeight / height;\n\n if (scaleX)\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the entire world in the viewport\n *\n * @param {boolean} center maintain the same center of the screen after zoom\n * @returns {Viewport} this\n */\n fitWorld(center?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / this.worldWidth;\n this.scale.y = this.screenHeight / this.worldHeight;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the size or the entire world in the viewport\n *\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {number} [width=this.worldWidth] desired width\n * @param {number} [height=this.worldHeight] desired height\n * @returns {Viewport} this\n */\n fit(center?: boolean, width = this.worldWidth, height = this.worldHeight): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / width;\n this.scale.y = this.screenHeight / height;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport to specific value.\n *\n * @param {number} scale value (e.g., 1 would be 100%, 0.25 would be 25%)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n setZoom(scale: number, center?: boolean): Viewport\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.set(scale);\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport by a certain percent (in both x and y direction).\n *\n * @param {number} percent change (e.g., 0.25 would increase a starting scale of 1.0 to 1.25)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoomPercent(percent: number, center?: boolean): Viewport\n {\n return this.setZoom(this.scale.x + (this.scale.x * percent), center);\n }\n\n /**\n * Zoom viewport by increasing/decreasing width by a certain number of pixels.\n *\n * @param {number} change in pixels\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoom(change: number, center?: boolean): Viewport\n {\n this.fitWidth(change + this.worldScreenWidth, center);\n\n return this;\n }\n\n /** Changes scale of viewport and maintains center of viewport */\n get scaled(): number\n {\n return this.scale.x;\n }\n set scaled(scale: number)\n {\n this.setZoom(scale, true);\n }\n\n /**\n * Returns zoom to the desired scale\n *\n * @param {ISnapZoomOptions} options\n * @param {number} [options.width=0] - the desired width to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.height=0] - the desired height to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.time=1000] - time for snapping in ms\n * @param {(string|function)} [options.ease=easeInOutSine] ease function or name (see http://easings.net/\n * for supported names)\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of the viewport\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at the\n * desired zoom\n * @param {boolean} [options.noMove] - zoom but do not move\n */\n snapZoom(options?: ISnapZoomOptions): Viewport\n {\n this.plugins.add('snap-zoom', new SnapZoom(this, options));\n\n return this;\n }\n\n /** Is container out of world bounds */\n OOB(): {\n left: boolean;\n right: boolean;\n top: boolean;\n bottom: boolean;\n cornerPoint: Point;\n }\n {\n return {\n left: this.left < 0,\n right: this.right > this.worldWidth,\n top: this.top < 0,\n bottom: this.bottom > this.worldHeight,\n cornerPoint: new Point(\n (this.worldWidth * this.scale.x) - this.screenWidth,\n (this.worldHeight * this.scale.y) - this.screenHeight\n )\n };\n }\n\n /** World coordinates of the right edge of the screen */\n get right(): number\n {\n return (-this.x / this.scale.x) + this.worldScreenWidth;\n }\n set right(value: number)\n {\n this.x = (-value * this.scale.x) + this.screenWidth;\n this.plugins.reset();\n }\n\n /** World coordinates of the left edge of the screen */\n get left(): number\n {\n return -this.x / this.scale.x;\n }\n set left(value: number)\n {\n this.x = -value * this.scale.x;\n this.plugins.reset();\n }\n\n /** World coordinates of the top edge of the screen */\n get top(): number\n {\n return -this.y / this.scale.y;\n }\n set top(value: number)\n {\n this.y = -value * this.scale.y;\n this.plugins.reset();\n }\n\n /** World coordinates of the bottom edge of the screen */\n get bottom(): number\n {\n return (-this.y / this.scale.y) + this.worldScreenHeight;\n }\n set bottom(value: number)\n {\n this.y = (-value * this.scale.y) + this.screenHeight;\n this.plugins.reset();\n }\n\n /**\n * Determines whether the viewport is dirty (i.e., needs to be rendered to the screen because of a change)\n */\n get dirty(): boolean\n {\n return !!this._dirty;\n }\n set dirty(value: boolean)\n {\n this._dirty = value;\n }\n\n /**\n * Permanently changes the Viewport's hitArea\n *\n * NOTE: if not set then hitArea = PIXI.Rectangle(Viewport.left, Viewport.top, Viewport.worldScreenWidth,\n * Viewport.worldScreenHeight)\n */\n get forceHitArea(): IHitArea | null | undefined\n {\n return this._forceHitArea;\n }\n set forceHitArea(value: IHitArea | null | undefined)\n {\n if (value)\n {\n this._forceHitArea = value;\n this.hitArea = value;\n }\n else\n {\n this._forceHitArea = null;\n this.hitArea = new Rectangle(0, 0, this.worldWidth, this.worldHeight);\n }\n }\n\n /**\n * Enable one-finger touch to drag\n *\n * NOTE: if you expect users to use right-click dragging, you should enable `viewport.options.disableOnContextMenu`\n * to avoid the context menu popping up on each right-click drag.\n *\n * @param {IDragOptions} [options]\n * @param {string} [options.direction=all] direction to drag\n * @param {boolean} [options.pressDrag=true] whether click to drag is active\n * @param {boolean} [options.wheel=true] use wheel to scroll in direction (unless wheel plugin is active)\n * @param {number} [options.wheelScroll=1] number of pixels to scroll with each wheel spin\n * @param {boolean} [options.reverse] reverse the direction of the wheel scroll\n * @param {(boolean|string)} [options.clampWheel=false] clamp wheel(to avoid weird bounce with mouse wheel)\n * @param {string} [options.underflow=center] where to place world if too small for screen\n * @param {number} [options.factor=1] factor to multiply drag to increase the speed of movement\n * @param {string} [options.mouseButtons=all] changes which mouse buttons trigger drag, use: 'all', 'left',\n * 'right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * viewport.options.disableOnContextMenu if you want to use right-click dragging\n * @param {string[]} [options.keyToPress=null] - array containing\n * {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of keys that can be\n * pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n * @param {boolean} [options.ignoreKeyToPressOnTouch=false] - ignore keyToPress for touch events\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @returns {Viewport} this\n */\n public drag(options?: IDragOptions): Viewport\n {\n this.plugins.add('drag', new Drag(this, options));\n\n return this;\n }\n\n /**\n * Clamp to world boundaries or other provided boundaries\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary\n * [0, viewport.worldWidth/viewport.worldHeight], eg: to allow the world to be completely dragged offscreen,\n * set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the\n * appropriate boundaries\n *\n * NOTES:\n * clamp is disabled if called with no options; use { direction: 'all' } for all edge clamping\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n *\n * @param {object} [options]\n * @param {(number|boolean)} [options.left=false] - clamp left; true = 0\n * @param {(number|boolean)} [options.right=false] - clamp right; true = viewport.worldWidth\n * @param {(number|boolean)} [options.top=false] - clamp top; true = 0\n * @param {(number|boolean)} [options.bottom=false] - clamp bottom; true = viewport.worldHeight\n * @param {string} [direction] - (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight];\n * replaces left/right/top/bottom if set\n * @param {string} [underflow=center] - where to place world if too small for screen (e.g., top-right, center,\n * none, bottomLeft) * @returns {Viewport} this\n */\n public clamp(options?: IClampOptions): Viewport\n {\n this.plugins.add('clamp', new Clamp(this, options));\n\n return this;\n }\n\n /**\n * Decelerate after a move\n *\n * NOTE: this fires 'moved' event during deceleration\n *\n * @param {IDecelerateOptions} [options]\n * @param {number} [options.friction=0.95] - percent to decelerate after movement\n * @param {number} [options.bounce=0.8] - percent to decelerate when past boundaries (only applicable when\n * viewport.bounce() is active)\n * @param {number} [options.minSpeed=0.01] - minimum velocity before stopping/reversing acceleration\n * @return {Viewport} this\n */\n public decelerate(options?: IDecelerateOptions): Viewport\n {\n this.plugins.add('decelerate', new Decelerate(this, options));\n\n return this;\n }\n\n /**\n * Bounce on borders\n * NOTES:\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n * fires 'moved', 'bounce-x-start', 'bounce-y-start', 'bounce-x-end', and 'bounce-y-end' events\n * @param {object} [options]\n * @param {string} [options.sides=all] - all, horizontal, vertical, or combination of top, bottom, right, left\n * (e.g., 'top-bottom-right')\n * @param {number} [options.friction=0.5] - friction to apply to decelerate if active\n * @param {number} [options.time=150] - time in ms to finish bounce\n * @param {object} [options.bounceBox] - use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight)\n * @param {number} [options.bounceBox.x=0]\n * @param {number} [options.bounceBox.y=0]\n * @param {number} [options.bounceBox.width=viewport.worldWidth]\n * @param {number} [options.bounceBox.height=viewport.worldHeight]\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name\n * (see http://easings.net/ for supported names)\n * @param {string} [options.underflow=center] - (top/bottom/center and left/right/center, or center)\n * where to place world if too small for screen\n * @return {Viewport} this\n */\n public bounce(options?: IBounceOptions): Viewport\n {\n this.plugins.add('bounce', new Bounce(this, options));\n\n return this;\n }\n\n /**\n * Enable pinch to zoom and two-finger touch to drag\n *\n * @param {PinchOptions} [options]\n * @param {boolean} [options.noDrag] - disable two-finger dragging\n * @param {number} [options.percent=1] - percent to modify pinch speed\n * @param {number} [options.factor=1] - factor to multiply two-finger drag to increase the speed of movement\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of two fingers\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n public pinch(options?: IPinchOptions): Viewport\n {\n this.plugins.add('pinch', new Pinch(this, options));\n\n return this;\n }\n\n /**\n * Snap to a point\n *\n * @param {number} x\n * @param {number} y\n * @param {ISnapOptions} [options]\n * @param {boolean} [options.topLeft] - snap to the top-left of viewport instead of center\n * @param {number} [options.friction=0.8] - friction/frame to apply if decelerate is active\n * @param {number} [options.time=1000] - time in ms to snap\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name (see http://easings.net/\n * for supported names)\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at\n * the desired location\n * @return {Viewport} this\n */\n public snap(x: number, y: number, options?: ISnapOptions): Viewport\n {\n this.plugins.add('snap', new Snap(this, x, y, options));\n\n return this;\n }\n\n /**\n * Follow a target\n *\n * NOTES:\n * uses the (x, y) as the center to follow; for PIXI.Sprite to work properly, use sprite.anchor.set(0.5)\n * options.acceleration is not perfect as it doesn't know the velocity of the target. It adds acceleration\n * to the start of movement and deceleration to the end of movement when the target is stopped.\n * To cancel the follow, use: `viewport.plugins.remove('follow')`\n *\n * @fires 'moved' event\n *\n * @param {PIXI.DisplayObject} target to follow\n * @param {IFollowOptions} [options]\n * @param {number} [options.speed=0] - to follow in pixels/frame (0=teleport to location)\n * @param {number} [options.acceleration] - set acceleration to accelerate and decelerate at this rate; speed\n * cannot be 0 to use acceleration\n * @param {number} [options.radius] - radius (in world coordinates) of center circle where movement is allowed\n * without moving the viewport * @returns {Viewport} this\n * @returns {Viewport} this\n */\n public follow(target: DisplayObject, options?: IFollowOptions): Viewport\n {\n this.plugins.add('follow', new Follow(this, target, options));\n\n return this;\n }\n\n /**\n * Zoom using mouse wheel\n *\n * NOTE: the default event listener for 'wheel' event is document.body. Use `Viewport.options.divWheel` to\n * change this default\n *\n * @param {IWheelOptions} [options]\n * @param {number} [options.percent=0.1] - percent to scroll with each spin\n * @param {number} [options.smooth] - smooth the zooming by providing the number of frames to zoom between wheel spins\n * @param {boolean} [options.interrupt=true] - stop smoothing with any user input on the viewport\n * @param {boolean} [options.reverse] - reverse the direction of the scroll\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of current mouse position\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n public wheel(options?: IWheelOptions): Viewport\n {\n this.plugins.add('wheel', new Wheel(this, options));\n\n return this;\n }\n\n /**\n * Animate the position and/or scale of the viewport\n * To set the zoom level, use: (1) scale, (2) scaleX and scaleY, or (3) width and/or height\n * @param {object} options\n * @param {number} [options.time=1000] - time to animate\n * @param {PIXI.Point} [options.position=viewport.center] - position to move viewport\n * @param {number} [options.width] - desired viewport width in world pixels (use instead of scale;\n * aspect ratio is maintained if height is not provided)\n * @param {number} [options.height] - desired viewport height in world pixels (use instead of scale;\n * aspect ratio is maintained if width is not provided)\n * @param {number} [options.scale] - scale to change zoom (scale.x = scale.y)\n * @param {number} [options.scaleX] - independently change zoom in x-direction\n * @param {number} [options.scaleY] - independently change zoom in y-direction\n * @param {(function|string)} [options.ease=linear] - easing function to use\n * @param {function} [options.callbackOnComplete]\n * @param {boolean} [options.removeOnInterrupt] removes this plugin if interrupted by any user input\n * @returns {Viewport} this\n */\n public animate(options: IAnimateOptions): Viewport\n {\n this.plugins.add('animate', new Animate(this, options));\n\n return this;\n }\n\n /**\n * Enable clamping of zoom to constraints\n *\n * The minWidth/Height settings are how small the world can get (as it would appear on the screen)\n * before clamping. The maxWidth/maxHeight is how larger the world can scale (as it would appear on\n * the screen) before clamping.\n *\n * For example, if you have a world size of 1000 x 1000 and a screen size of 100 x 100, if you set\n * minWidth/Height = 100 then the world will not be able to zoom smaller than the screen size (ie,\n * zooming out so it appears smaller than the screen). Similarly, if you set maxWidth/Height = 100\n * the world will not be able to zoom larger than the screen size (ie, zooming in so it appears\n * larger than the screen).\n *\n * @param {object} [options]\n * @param {number} [options.minWidth] - minimum width\n * @param {number} [options.minHeight] - minimum height\n * @param {number} [options.maxWidth] - maximum width\n * @param {number} [options.maxHeight] - maximum height\n * @param {number} [options.minScale] - minimum scale\n * @param {number} [options.maxScale] - minimum scale\n * @return {Viewport} this\n */\n public clampZoom(options: IClampZoomOptions): Viewport\n {\n this.plugins.add('clamp-zoom', new ClampZoom(this, options));\n\n return this;\n }\n\n /**\n * Scroll viewport when mouse hovers near one of the edges or radius-distance from center of screen.\n *\n * NOTES: fires 'moved' event; there's a known bug where the mouseEdges does not work properly with \"windowed\" viewports\n *\n * @param {IMouseEdgesOptions} [options]\n * @param {number} [options.radius] - distance from center of screen in screen pixels\n * @param {number} [options.distance] - distance from all sides in screen pixels\n * @param {number} [options.top] - alternatively, set top distance (leave unset for no top scroll)\n * @param {number} [options.bottom] - alternatively, set bottom distance (leave unset for no top scroll)\n * @param {number} [options.left] - alternatively, set left distance (leave unset for no top scroll)\n * @param {number} [options.right] - alternatively, set right distance (leave unset for no top scroll)\n * @param {number} [options.speed=8] - speed in pixels/frame to scroll viewport\n * @param {boolean} [options.reverse] - reverse direction of scroll\n * @param {boolean} [options.noDecelerate] - don't use decelerate plugin even if it's installed\n * @param {boolean} [options.linear] - if using radius, use linear movement (+/- 1, +/- 1) instead of angled\n * movement (Math.cos(angle from center), Math.sin(angle from center))\n * @param {boolean} [options.allowButtons] allows plugin to continue working even when there's a mousedown event\n */\n public mouseEdges(options: IMouseEdgesOptions): Viewport\n {\n this.plugins.add('mouse-edges', new MouseEdges(this, options));\n\n return this;\n }\n\n /** Pause viewport (including animation updates such as decelerate) */\n get pause(): boolean\n {\n return !!this._pause;\n }\n set pause(value: boolean)\n {\n this._pause = value;\n\n this.lastViewport = null;\n this.moving = false;\n this.zooming = false;\n\n if (value)\n {\n this.input.pause();\n }\n }\n\n /**\n * Move the viewport so the bounding box is visible\n *\n * @param x - left\n * @param y - top\n * @param width\n * @param height\n * @param resizeToFit - Resize the viewport so the box fits within the viewport\n */\n public ensureVisible(x: number, y: number, width: number, height: number, resizeToFit?: boolean): void\n {\n if (resizeToFit && (width > this.worldScreenWidth || height > this.worldScreenHeight))\n {\n this.fit(true, width, height);\n this.emit('zoomed', { viewport: this, type: 'ensureVisible' });\n }\n let moved = false;\n\n if (x < this.left)\n {\n this.left = x;\n moved = true;\n }\n else if (x + width > this.right)\n {\n this.right = x + width;\n moved = true;\n }\n if (y < this.top)\n {\n this.top = y;\n moved = true;\n }\n else if (y + height > this.bottom)\n {\n this.bottom = y + height;\n moved = true;\n }\n if (moved)\n {\n this.emit('moved', { viewport: this, type: 'ensureVisible' });\n }\n }\n}\n\n/**\n * Fires after a mouse or touch click\n * @event Viewport#clicked\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag starts\n * @event Viewport#drag-start\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag ends\n * @event Viewport#drag-end\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a pinch starts\n * @event Viewport#pinch-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a pinch end\n * @event Viewport#pinch-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap starts\n * @event Viewport#snap-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap ends\n * @event Viewport#snap-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom starts\n * @event Viewport#snap-zoom-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom ends\n * @event Viewport#snap-zoom-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the x direction\n * @event Viewport#bounce-x-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the x direction\n * @event Viewport#bounce-x-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the y direction\n * @event Viewport#bounce-y-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the y direction\n * @event Viewport#bounce-y-end\n * @type {Viewport}\n */\n\n/**\n * Fires when for a mouse wheel event\n * @event Viewport#wheel\n * @type {object}\n * @property {object} wheel\n * @property {number} wheel.dx\n * @property {number} wheel.dy\n * @property {number} wheel.dz\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a wheel-scroll occurs\n * @event Viewport#wheel-scroll\n * @type {Viewport}\n */\n\n/**\n * Fires when a mouse-edge starts to scroll\n * @event Viewport#mouse-edge-start\n * @type {Viewport}\n */\n\n/**\n * Fires when the mouse-edge scrolling ends\n * @event Viewport#mouse-edge-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#moved\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type - (drag, snap, pinch, follow, bounce-x, bounce-y,\n * clamp-x, clamp-y, decelerate, mouse-edges, wheel, ensureVisible)\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#zoomed\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type (drag-zoom, pinch, wheel, clamp-zoom, ensureVisible)\n */\n\n/**\n * Fires when viewport stops moving\n * @event Viewport#moved-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport stops zooming\n * @event Viewport#zoomed-end\n * @type {Viewport}\n */\n\n/**\n* Fires at the end of an update frame\n* @event Viewport#frame-end\n* @type 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\ No newline at end of file +{"version":3,"file":"viewport.min.js","sources":["../src/plugins/Plugin.ts","../node_modules/penner/penner.js","../src/ease.ts","../src/plugins/Animate.ts","../src/plugins/Bounce.ts","../src/plugins/Clamp.ts","../src/plugins/ClampZoom.ts","../src/plugins/Decelerate.ts","../src/plugins/Drag.ts","../src/plugins/Follow.ts","../src/plugins/MouseEdges.ts","../src/plugins/Pinch.ts","../src/plugins/Snap.ts","../src/plugins/SnapZoom.ts","../src/plugins/Wheel.ts","../src/InputManager.ts","../src/PluginManager.ts","../src/Viewport.ts"],"sourcesContent":["import type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from '../Viewport';\n\n/**\n * Derive this class to create user-defined plugins\n *\n * @public\n */\nexport class Plugin\n{\n /** The viewport to which this plugin is attached. */\n public readonly parent: Viewport;\n\n /**\n * Flags whether this plugin has been \"paused\".\n *\n * @see Plugin#pause\n * @see Plugin#resume\n */\n public paused: boolean;\n\n /** @param {Viewport} parent */\n constructor(parent: Viewport)\n {\n this.parent = parent;\n this.paused = false;\n }\n\n /** Called when plugin is removed */\n public destroy()\n {\n // Override for implementation\n }\n\n /** Handler for pointerdown PIXI event */\n public down(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for pointermove PIXI event */\n public move(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for pointerup PIXI event */\n public up(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for wheel event on div */\n public wheel(_e: WheelEvent): boolean | undefined\n {\n return false;\n }\n\n /**\n * Called on each tick\n * @param {number} elapsed time in millisecond since last update\n */\n public update(_delta: number): void\n {\n // Override for implementation\n }\n\n /** Called when the viewport is resized */\n public resize()\n {\n // Override for implementation\n }\n\n /** Called when the viewport is manually moved */\n public reset(): void\n {\n // Override for implementation\n }\n\n /** Pause the plugin */\n public pause(): void\n {\n this.paused = true;\n }\n\n /** Un-pause the plugin */\n public resume(): void\n {\n this.paused = false;\n }\n}\n","\n/*\n\tCopyright © 2001 Robert Penner\n\tAll rights reserved.\n\n\tRedistribution and use in source and binary forms, with or without modification, \n\tare permitted provided that the following conditions are met:\n\n\tRedistributions of source code must retain the above copyright notice, this list of \n\tconditions and the following disclaimer.\n\tRedistributions in binary form must reproduce the above copyright notice, this list \n\tof conditions and the following disclaimer in the documentation and/or other materials \n\tprovided with the distribution.\n\n\tNeither the name of the author nor the names of contributors may be used to endorse \n\tor promote products derived from this software without specific prior written permission.\n\n\tTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY \n\tEXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n\tMERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n\tCOPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n\tEXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n\tGOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED \n\tAND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n\tNEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED \n\tOF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n(function() {\n var penner, umd;\n\n umd = function(factory) {\n if (typeof exports === 'object') {\n return module.exports = factory;\n } else if (typeof define === 'function' && define.amd) {\n return define([], factory);\n } else {\n return this.penner = factory;\n }\n };\n\n penner = {\n linear: function(t, b, c, d) {\n return c * t / d + b;\n },\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n easeInOutQuad: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t + b;\n } else {\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n }\n },\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n easeOutCubic: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n },\n easeInOutCubic: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n },\n easeInQuart: function(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n },\n easeOutQuart: function(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n },\n easeInOutQuart: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t + b;\n } else {\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n },\n easeInQuint: function(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n },\n easeOutQuint: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n },\n easeInOutQuint: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n },\n easeInSine: function(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n },\n easeOutSine: function(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n },\n easeInOutSine: function(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n },\n easeInExpo: function(t, b, c, d) {\n if (t === 0) {\n return b;\n } else {\n return c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n },\n easeOutExpo: function(t, b, c, d) {\n if (t === d) {\n return b + c;\n } else {\n return c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n },\n easeInOutExpo: function(t, b, c, d) {\n if (t === 0) {\n b;\n }\n if (t === d) {\n b + c;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n } else {\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n },\n easeInCirc: function(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n },\n easeOutCirc: function(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n },\n easeInOutCirc: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n } else {\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n },\n easeInElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n },\n easeOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b;\n },\n easeInOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d / 2) === 2) {\n b + c;\n }\n if (!p) {\n p = d * (.3 * 1.5);\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n if (t < 1) {\n return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n } else {\n return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;\n }\n },\n easeInBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n },\n easeOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n },\n easeInOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b;\n } else {\n return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b;\n }\n },\n easeInBounce: function(t, b, c, d) {\n var v;\n v = penner.easeOutBounce(d - t, 0, c, d);\n return c - v + b;\n },\n easeOutBounce: function(t, b, c, d) {\n if ((t /= d) < 1 / 2.75) {\n return c * (7.5625 * t * t) + b;\n } else if (t < 2 / 2.75) {\n return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b;\n } else if (t < 2.5 / 2.75) {\n return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b;\n } else {\n return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b;\n }\n },\n easeInOutBounce: function(t, b, c, d) {\n var v;\n if (t < d / 2) {\n v = penner.easeInBounce(t * 2, 0, c, d);\n return v * .5 + b;\n } else {\n v = penner.easeOutBounce(t * 2 - d, 0, c, d);\n return v * .5 + c * .5 + b;\n }\n }\n };\n\n umd(penner);\n\n}).call(this);\n","// eslint-disable-next-line\n// @ts-expect-error Penner seems to have no typings.\nimport Penner from 'penner';\n\n/**\n * Returns correct Penner equation using string or Function.\n *\n * @internal\n * @ignore\n * @param {(function|string)} [ease]\n * @param {defaults} default penner equation to use if none is provided\n */\n// eslint-disable-next-line consistent-return\nexport default function ease(ease: any, defaults?: any): any\n{\n if (!ease)\n {\n return Penner[defaults];\n }\n else if (typeof ease === 'function')\n {\n return ease;\n }\n else if (typeof ease === 'string')\n {\n return Penner[ease];\n }\n}\n","import { IPointData, Point } from '@pixi/math';\nimport { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Animate}. */\nexport interface IAnimateOptions\n{\n /** Time to animate */\n time?: number;\n\n /** Position to move the viewport to */\n position?: IPointData;\n\n /**\n * Desired viewport width in world pixels\n *\n * (use instead of scale; aspect ratio is maintained if height is not provided)\n */\n width?: number;\n\n /**\n * Desired viewport height in world pixels\n *\n * (use instead of scale; aspect ratio is maintained if width is not provided)\n */\n height?: number;\n\n /** Scale to change zoom (scale.x = scale.y) */\n scale?: number;\n\n /** Independently change zoom in x-direction */\n scaleX?: number;\n\n /** Independently change zoom in y-direction */\n scaleY?: number;\n\n /** Easing function to use */\n ease?: any;\n\n /** Callback to invoke when the animation completes */\n callbackOnComplete?: (viewport: Viewport) => void;\n\n /** Removes this plugin if interrupted by any user input */\n removeOnInterrupt?: boolean;\n}\n\nconst DEFAULT_ANIMATE_OPTIONS = {\n removeOnInterrupt: false,\n ease: 'linear',\n time: 1000,\n};\n\n/**\n * Animation plugin.\n *\n * @see Viewport#animate\n * @fires animate-end\n */\nexport class Animate extends Plugin\n{\n public readonly options: IAnimateOptions & { ease: any; time: number };\n\n /** The starting x-coordinate of the viewport. */\n protected startX?: number;\n\n /** The starting y-coordinate of the viewport. */\n protected startY?: number;\n\n /** The change in the x-coordinate of the viewport through the animation.*/\n protected deltaX?: number;\n\n /** The change in the y-coordinate of the viewport through the animation. */\n protected deltaY?: number;\n\n /** Marks whether the center of the viewport is preserved in the animation. */\n protected keepCenter!: boolean;\n\n /** The starting viewport width. */\n protected startWidth: number | null = null;\n\n /** The starting viewport height. */\n protected startHeight: number | null = null;\n\n /** The change in the viewport's width through the animation. */\n protected deltaWidth: number | null = null;\n\n /** The change in the viewport's height through the animation. */\n protected deltaHeight: number | null = null;\n\n /** The viewport's width post-animation. */\n protected width: number | null = null;\n\n /** The viewport's height post-animation. */\n protected height: number | null = null;\n\n /** The time since the animation started. */\n protected time = 0;\n\n /**\n * This is called by {@link Viewport.animate}.\n *\n * @param parent\n * @param options\n */\n constructor(parent: Viewport, options: IAnimateOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_ANIMATE_OPTIONS, options);\n this.options.ease = ease(this.options.ease);\n\n this.setupPosition();\n this.setupZoom();\n\n this.time = 0;\n }\n\n /**\n * Setup `startX`, `startY`, `deltaX`, `deltaY`, `keepCenter`.\n *\n * This is called during construction.\n */\n protected setupPosition(): void\n {\n if (typeof this.options.position !== 'undefined')\n {\n this.startX = this.parent.center.x;\n this.startY = this.parent.center.y;\n this.deltaX = this.options.position.x - this.parent.center.x;\n this.deltaY = this.options.position.y - this.parent.center.y;\n this.keepCenter = false;\n }\n else\n {\n this.keepCenter = true;\n }\n }\n\n /**\n * Setup `startWidth, `startHeight`, `deltaWidth, `deltaHeight, `width`, `height`.\n *\n * This is called during construction.\n */\n protected setupZoom(): void\n {\n this.width = null;\n this.height = null;\n\n if (typeof this.options.scale !== 'undefined')\n {\n this.width = this.parent.screenWidth / this.options.scale;\n }\n else if (typeof this.options.scaleX !== 'undefined' || typeof this.options.scaleY !== 'undefined')\n {\n if (typeof this.options.scaleX !== 'undefined')\n {\n // screenSizeInWorldPixels = screenWidth / scale\n this.width = this.parent.screenWidth / this.options.scaleX;\n }\n if (typeof this.options.scaleY !== 'undefined')\n {\n this.height = this.parent.screenHeight / this.options.scaleY;\n }\n }\n else\n {\n if (typeof this.options.width !== 'undefined')\n {\n this.width = this.options.width;\n }\n if (typeof this.options.height !== 'undefined')\n {\n this.height = this.options.height;\n }\n }\n\n if (this.width !== null)\n {\n this.startWidth = this.parent.screenWidthInWorldPixels;\n this.deltaWidth = this.width - this.startWidth;\n }\n if (this.height !== null)\n {\n this.startHeight = this.parent.screenHeightInWorldPixels;\n this.deltaHeight = this.height - this.startHeight;\n }\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('animate');\n }\n\n return false;\n }\n\n public complete(): void\n {\n this.parent.plugins.remove('animate');\n if (this.width !== null)\n {\n this.parent.fitWidth(this.width, this.keepCenter, this.height === null);\n }\n if (this.height !== null)\n {\n this.parent.fitHeight(this.height, this.keepCenter, this.width === null);\n }\n if (!this.keepCenter && this.options.position)\n {\n this.parent.moveCenter(this.options.position);\n }\n\n this.parent.emit('animate-end', this.parent);\n\n if (this.options.callbackOnComplete)\n {\n this.options.callbackOnComplete(this.parent);\n }\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n this.time += elapsed;\n\n const originalZoom = new Point(this.parent.scale.x, this.parent.scale.y);\n\n if (this.time >= this.options.time)\n {\n const originalWidth = this.parent.width;\n const originalHeight = this.parent.height;\n\n this.complete();\n if (originalWidth !== this.parent.width || originalHeight !== this.parent.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n else\n {\n const percent = this.options.ease(this.time, 0, 1, this.options.time);\n\n if (this.width !== null)\n {\n const startWidth = this.startWidth as number;\n const deltaWidth = this.deltaWidth as number;\n\n this.parent.fitWidth(\n startWidth + (deltaWidth * percent),\n this.keepCenter,\n this.height === null);\n }\n if (this.height !== null)\n {\n const startHeight = this.startHeight as number;\n const deltaHeight = this.deltaHeight as number;\n\n this.parent.fitHeight(\n startHeight + (deltaHeight * percent),\n this.keepCenter,\n this.width === null);\n }\n if (this.width === null)\n {\n this.parent.scale.x = this.parent.scale.y;\n }\n else if (this.height === null)\n {\n this.parent.scale.y = this.parent.scale.x;\n }\n if (!this.keepCenter)\n {\n const startX = this.startX as number;\n const startY = this.startY as number;\n const deltaX = this.deltaX as number;\n const deltaY = this.deltaY as number;\n const original = new Point(this.parent.x, this.parent.y);\n\n this.parent.moveCenter(startX + (deltaX * percent), startY + (deltaY * percent));\n this.parent.emit('moved', { viewport: this.parent, original, type: 'animate' });\n }\n if (this.width || this.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n }\n}\n","import { Point, Rectangle } from '@pixi/math';\nimport { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Drag } from './Drag';\nimport type { IDecelerateOptions } from './Decelerate';\nimport type { Pinch } from './Pinch';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Bounce}. */\nexport interface IBounceOptions\n{\n /** \"all\", \"horizontal\", \"vertical\", or combination of \"top\", \"bottom\", \"right\", \"left\" (e.g., 'top-bottom-right') */\n sides?:\n 'all'\n | 'horizontal'\n | 'vertical'\n | string;\n\n /** Friction to apply to decelerate if active */\n friction?: number;\n\n /** Time in ms to finish bounce */\n time?: number;\n\n /** Use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight) */\n bounceBox?: Rectangle | null;\n\n /** Ease function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /** (top/bottom/center and left/right/center, or center) where to place world if too small for screen */\n underflow?: 'center' | string;\n}\n\n/** Bounce state along an axis */\nexport interface IBounceState\n{\n /** Elapsed time since bounce started */\n time: number;\n\n /** Starting coordinate */\n start: number;\n\n /** Change in coordinate through bounce */\n delta: number;\n\n /** Ending coordinate */\n end: number;\n}\n\nconst DEFAULT_BOUNCE_OPTIONS: Required = {\n sides: 'all',\n friction: 0.5,\n time: 150,\n ease: 'easeInOutSine',\n underflow: 'center',\n bounceBox: null\n};\n\n/**\n * @fires bounce-start-x\n * @fires bounce.end-x\n * @fires bounce-start-y\n * @fires bounce-end-y\n * @public\n */\nexport class Bounce extends Plugin\n{\n /** The options passed to initialize this plugin, cannot be modified again. */\n public readonly options: Readonly>;\n\n /** Holds whether to bounce from left side. */\n public readonly left: boolean;\n\n /** Holds whether to bounce from top side. */\n public readonly top: boolean;\n\n /** Holds whether to bounce from right side. */\n public readonly right: boolean;\n\n /** Holds whether to bounce from bottom side. */\n public readonly bottom: boolean;\n\n /** Direction of underflow along x-axis. */\n public readonly underflowX: -1 | 0 | 1;\n\n /** Direction of underflow along y-axis. */\n public readonly underflowY: -1 | 0 | 1;\n\n /** Easing */\n protected ease: any;\n\n /** Bounce state along x-axis */\n protected toX!: IBounceState | null;\n\n /** Bounce state along y-axis */\n protected toY!: IBounceState | null;\n\n /**\n * This is called by {@link Viewport.bounce}.\n */\n constructor(parent: Viewport, options: IBounceOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_BOUNCE_OPTIONS, options);\n this.ease = ease(this.options.ease, 'easeInOutSine');\n\n if (this.options.sides)\n {\n if (this.options.sides === 'all')\n {\n this.top = this.bottom = this.left = this.right = true;\n }\n else if (this.options.sides === 'horizontal')\n {\n this.right = this.left = true;\n this.top = this.bottom = false;\n }\n else if (this.options.sides === 'vertical')\n {\n this.left = this.right = false;\n this.top = this.bottom = true;\n }\n else\n {\n this.top = this.options.sides.indexOf('top') !== -1;\n this.bottom = this.options.sides.indexOf('bottom') !== -1;\n this.left = this.options.sides.indexOf('left') !== -1;\n this.right = this.options.sides.indexOf('right') !== -1;\n }\n }\n else\n {\n this.left = this.top = this.right = this.bottom = false;\n }\n\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n // eslint-disable-next-line no-nested-ternary\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n // eslint-disable-next-line no-nested-ternary\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n }\n\n this.reset();\n }\n\n public isActive(): boolean\n {\n return this.toX !== null || this.toY !== null;\n }\n\n public down(): boolean\n {\n this.toX = this.toY = null;\n\n return false;\n }\n\n public up(): boolean\n {\n this.bounce();\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n this.bounce();\n\n if (this.toX)\n {\n const toX = this.toX;\n\n toX.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-x' });\n\n if (toX.time >= this.options.time)\n {\n this.parent.x = toX.end;\n this.toX = null;\n this.parent.emit('bounce-x-end', this.parent);\n }\n else\n {\n this.parent.x = this.ease(toX.time, toX.start, toX.delta, this.options.time);\n }\n }\n\n if (this.toY)\n {\n const toY = this.toY;\n\n toY.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-y' });\n\n if (toY.time >= this.options.time)\n {\n this.parent.y = toY.end;\n this.toY = null;\n this.parent.emit('bounce-y-end', this.parent);\n }\n else\n {\n this.parent.y = this.ease(toY.time, toY.start, toY.delta, this.options.time);\n }\n }\n }\n\n /** @internal */\n protected calcUnderflowX(): number\n {\n let x: number;\n\n switch (this.underflowX)\n {\n case -1:\n x = 0;\n break;\n case 1:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n\n return x;\n }\n\n /** @internal */\n protected calcUnderflowY(): number\n {\n let y: number;\n\n switch (this.underflowY)\n {\n case -1:\n y = 0;\n break;\n case 1:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n\n return y;\n }\n\n private oob(): Record<'left' | 'right' | 'top' | 'bottom', boolean> & Record<'topLeft' | 'bottomRight', Point>\n {\n const box = this.options.bounceBox;\n\n if (box)\n {\n const x1 = typeof box.x === 'undefined' ? 0 : box.x;\n const y1 = typeof box.y === 'undefined' ? 0 : box.y;\n const width = typeof box.width === 'undefined' ? this.parent.worldWidth : box.width;\n const height = typeof box.height === 'undefined' ? this.parent.worldHeight : box.height;\n\n return {\n left: this.parent.left < x1,\n right: this.parent.right > width,\n top: this.parent.top < y1,\n bottom: this.parent.bottom > height,\n topLeft: new Point(\n x1 * this.parent.scale.x,\n y1 * this.parent.scale.y\n ),\n bottomRight: new Point(\n (width * this.parent.scale.x) - this.parent.screenWidth,\n (height * this.parent.scale.y) - this.parent.screenHeight\n )\n };\n }\n\n return {\n left: this.parent.left < 0,\n right: this.parent.right > this.parent.worldWidth,\n top: this.parent.top < 0,\n bottom: this.parent.bottom > this.parent.worldHeight,\n topLeft: new Point(0, 0),\n bottomRight: new Point(\n (this.parent.worldWidth * this.parent.scale.x) - this.parent.screenWidth,\n (this.parent.worldHeight * this.parent.scale.y) - this.parent.screenHeight\n )\n };\n }\n\n public bounce(): void\n {\n if (this.paused)\n {\n return;\n }\n\n let oob;\n let decelerate: undefined | null | {\n percentChangeX?: number;\n percentChangeY?: number;\n x?: number;\n y?: number;\n options?: IDecelerateOptions\n } = this.parent.plugins.get('decelerate', true) as any;\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n if ((decelerate.x && decelerate.percentChangeX === decelerate.options?.friction)\n || (decelerate.y && decelerate.percentChangeY === decelerate.options?.friction))\n {\n oob = this.oob();\n if ((oob.left && this.left) || (oob.right && this.right))\n {\n decelerate.percentChangeX = this.options.friction;\n }\n if ((oob.top && this.top) || (oob.bottom && this.bottom))\n {\n decelerate.percentChangeY = this.options.friction;\n }\n }\n }\n const drag: Partial = this.parent.plugins.get('drag', true) || {};\n const pinch: Partial = this.parent.plugins.get('pinch', true) || {};\n\n decelerate = decelerate || {};\n\n if (!drag?.active && !pinch?.active && ((!this.toX || !this.toY) && (!decelerate.x || !decelerate.y)))\n {\n oob = oob || this.oob();\n const topLeft = oob.topLeft;\n const bottomRight = oob.bottomRight;\n\n if (!this.toX && !decelerate.x)\n {\n let x = null;\n\n if (oob.left && this.left)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -topLeft.x;\n }\n else if (oob.right && this.right)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -bottomRight.x;\n }\n if (x !== null && this.parent.x !== x)\n {\n this.toX = { time: 0, start: this.parent.x, delta: x - this.parent.x, end: x };\n this.parent.emit('bounce-x-start', this.parent);\n }\n }\n if (!this.toY && !decelerate.y)\n {\n let y = null;\n\n if (oob.top && this.top)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -topLeft.y;\n }\n else if (oob.bottom && this.bottom)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -bottomRight.y;\n }\n if (y !== null && this.parent.y !== y)\n {\n this.toY = { time: 0, start: this.parent.y, delta: y - this.parent.y, end: y };\n this.parent.emit('bounce-y-start', this.parent);\n }\n }\n }\n }\n\n public reset(): void\n {\n this.toX = this.toY = null;\n this.bounce();\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\n\n/**\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of the world offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight]\n * eg: to allow the world to be completely dragged offscreen, set\n * [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) =\n * the world is stuck to the appropriate boundaries\n *\n */\nexport interface IClampOptions\n{\n /**\n * Clamp left; true = 0\n *\n * @default false\n */\n left?: number | boolean | null;\n\n /**\n * Clamp top; true = 0\n *\n * @default false\n */\n top?: number | boolean | null;\n\n /**\n * Clamp right; true = viewport.worldWidth\n *\n * @default false\n */\n right?: number | boolean | null;\n\n /**\n * Clamp bottom; true = viewport.worldHeight\n *\n * @default false\n */\n bottom?: number | boolean | null;\n\n /**\n * (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight]; replaces left/right/top/bottom if set\n *\n * @default null\n */\n direction?: 'all' | 'x' | 'y' | null;\n\n /**\n * Where to place world if too small for screen (e.g., top-right, center, none, bottomleft)\n *\n * @default 'center'\n */\n underflow?: 'center' | string;\n}\n\nconst DEFAULT_CLAMP_OPTIONS: Required = {\n left: false,\n right: false,\n top: false,\n bottom: false,\n direction: null,\n underflow: 'center'\n};\n\n/**\n * Plugin to clamp the viewport to a specific world bounding box.\n *\n * @public\n */\nexport class Clamp extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Required;\n\n /** Last state of viewport */\n protected last: {\n x: number | null;\n y: number | null;\n scaleX: number | null;\n scaleY: number | null;\n };\n\n protected noUnderflow!: boolean;\n protected underflowX!: -1 | 0 | 1;\n protected underflowY!: -1 | 0 | 1;\n\n /**\n * This is called by {@link Viewport.clamp}.\n */\n constructor(parent: Viewport, options : IClampOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_OPTIONS, options);\n\n if (this.options.direction)\n {\n this.options.left = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.right = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.top = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n this.options.bottom = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n }\n\n this.parseUnderflow();\n this.last = { x: null, y: null, scaleX: null, scaleY: null };\n this.update();\n }\n\n private parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'none')\n {\n this.noUnderflow = true;\n }\n else if (clamp === 'center')\n {\n this.underflowX = this.underflowY = 0;\n this.noUnderflow = false;\n }\n else\n {\n // eslint-disable-next-line no-nested-ternary\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n // eslint-disable-next-line no-nested-ternary\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n this.noUnderflow = false;\n }\n }\n\n public move(): boolean\n {\n this.update();\n\n return false;\n }\n\n public update(): void\n {\n if (this.paused)\n {\n return;\n }\n\n // only clamp on change\n if (this.parent.x === this.last.x\n && this.parent.y === this.last.y\n && this.parent.scale.x === this.last.scaleX\n && this.parent.scale.y === this.last.scaleY)\n {\n return;\n }\n const original = { x: this.parent.x, y: this.parent.y };\n // TODO: Fix\n const decelerate: any = (this.parent.plugins as any).decelerate || {};\n\n if (this.options.left !== null || this.options.right !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n if (this.parent.x !== 0)\n {\n this.parent.x = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.x !== this.parent.screenWidth - this.parent.screenWorldWidth)\n {\n this.parent.x = this.parent.screenWidth - this.parent.screenWorldWidth;\n moved = true;\n }\n break;\n default:\n if (this.parent.x !== (this.parent.screenWidth - this.parent.screenWorldWidth) / 2)\n {\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.left !== null)\n {\n if (this.parent.left < (this.options.left === true ? 0 : this.options.left))\n {\n this.parent.x = -(this.options.left === true ? 0 : this.options.left) * this.parent.scale.x;\n decelerate.x = 0;\n moved = true;\n }\n }\n if (this.options.right !== null)\n {\n if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right))\n {\n this.parent.x = (-(this.options.right === true ? this.parent.worldWidth : this.options.right)\n * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-x' });\n }\n }\n if (this.options.top !== null || this.options.bottom !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n if (this.parent.y !== 0)\n {\n this.parent.y = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.y !== this.parent.screenHeight - this.parent.screenWorldHeight)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n moved = true;\n }\n break;\n default:\n if (this.parent.y !== (this.parent.screenHeight - this.parent.screenWorldHeight) / 2)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.top !== null)\n {\n if (this.parent.top < (this.options.top === true ? 0 : this.options.top))\n {\n this.parent.y = -(this.options.top === true ? 0 : this.options.top)\n * this.parent.scale.y;\n decelerate.y = 0;\n moved = true;\n }\n }\n if (this.options.bottom !== null)\n {\n if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom))\n {\n this.parent.y = (-(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)\n * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-y' });\n }\n }\n this.last.x = this.parent.x;\n this.last.y = this.parent.y;\n this.last.scaleX = this.parent.scale.x;\n this.last.scaleY = this.parent.scale.y;\n }\n\n public reset(): void\n {\n this.update();\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\n\n/**\n * Options for {@link ClampZoom}.\n *\n * Use either minimum width/height or minimum scale\n */\nexport interface IClampZoomOptions\n{\n /** Minimum width */\n minWidth?: number | null;\n\n /** Minimum height */\n minHeight?: number | null;\n\n /** Maximum width */\n maxWidth?: number | null;\n\n /** Maximum height */\n maxHeight?: number | null;\n\n /** Minimum scale */\n minScale?: number | null | IScale;\n\n /** Maximum scale */\n maxScale?: number | null | IScale;\n}\n\nconst DEFAULT_CLAMP_ZOOM_OPTIONS: Required = {\n minWidth: null,\n minHeight: null,\n maxWidth: null,\n maxHeight: null,\n minScale: null,\n maxScale: null\n};\n\n/**\n * Plugin to clamp the viewport's zoom to a specific range.\n *\n * @public\n */\nexport class ClampZoom extends Plugin\n{\n public readonly options: Required;\n\n /**\n * This is called by {@link Viewport.clampZoom}.\n */\n constructor(parent: Viewport, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_ZOOM_OPTIONS, options);\n\n this.clamp();\n }\n\n public resize(): void\n {\n this.clamp();\n }\n\n /** Clamp the viewport scale zoom) */\n public clamp(): void\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.options.minWidth || this.options.minHeight || this.options.maxWidth || this.options.maxHeight)\n {\n let width = this.parent.worldScreenWidth;\n let height = this.parent.worldScreenHeight;\n\n if (this.options.minWidth !== null && width < this.options.minWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.minWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxWidth !== null && width > this.options.maxWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.maxWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.minHeight !== null && height < this.options.minHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.minHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxHeight !== null && height > this.options.maxHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.maxHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n else\n if (this.options.minScale || this.options.maxScale)\n {\n const minScale: IScale = { x: null, y: null };\n const maxScale: IScale = { x: null, y: null };\n\n if (typeof this.options.minScale === 'number')\n {\n minScale.x = this.options.minScale;\n minScale.y = this.options.minScale;\n }\n else if (this.options.minScale !== null)\n {\n const optsMinScale = this.options.minScale as IScale;\n\n minScale.x = typeof optsMinScale.x === 'undefined' ? null : optsMinScale.x;\n minScale.y = typeof optsMinScale.y === 'undefined' ? null : optsMinScale.y;\n }\n\n if (typeof this.options.maxScale === 'number')\n {\n maxScale.x = this.options.maxScale;\n maxScale.y = this.options.maxScale;\n }\n else if (this.options.maxScale !== null)\n {\n const optsMaxScale = this.options.maxScale as IScale;\n\n maxScale.x = typeof optsMaxScale.x === 'undefined' ? null : optsMaxScale.x;\n maxScale.y = typeof optsMaxScale.y === 'undefined' ? null : optsMaxScale.y;\n }\n\n let scaleX = this.parent.scale.x;\n let scaleY = this.parent.scale.y;\n\n if (minScale.x !== null && scaleX < minScale.x)\n {\n scaleX = minScale.x;\n }\n if (maxScale.x !== null && scaleX > maxScale.x)\n {\n scaleX = maxScale.x;\n }\n if (minScale.y !== null && scaleY < minScale.y)\n {\n scaleY = minScale.y;\n }\n if (maxScale.y !== null && scaleY > maxScale.y)\n {\n scaleY = maxScale.y;\n }\n if (scaleX !== this.parent.scale.x || scaleY !== this.parent.scale.y)\n {\n this.parent.scale.set(scaleX, scaleY);\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n }\n\n public reset(): void\n {\n this.clamp();\n }\n}\n\n/** This allows independent x and y values for min/maxScale */\nexport interface IScale\n{\n x: null | number\n y: null | number\n}\n","import { Plugin } from './Plugin';\n\nimport type { Point } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\nexport interface IDecelerateOptions\n{\n /**\n * Percent to decelerate after movement. This should be between 0 and 1, exclusive.\n *\n * @default 0.95\n */\n friction?: number;\n\n /**\n * Percent to decelerate when past boundaries (only applicable when viewport.bounce() is active)\n *\n * @default 0.8\n */\n bounce?: number;\n\n /**\n * Minimum velocity before stopping/reversing acceleration\n *\n * @default 0.01\n */\n minSpeed?: number;\n}\n\n/** Viewport position snapshot that's saved by {@link DeceleratePlugin} to estimate panning velocity. */\nexport interface IDecelerateSnapshot\n{\n /** x-coordinate of the viewport. */\n x: number;\n\n /** y-coordinate of the viewport. */\n y: number;\n\n /** Time at which this snapshot was taken. */\n time: number;\n}\n\nconst DEFAULT_DECELERATE_OPTIONS: Required = {\n friction: 0.98,\n bounce: 0.8,\n minSpeed: 0.01\n};\n\n/**\n * Time period of decay (1 frame)\n *\n * @internal\n * @ignore\n */\nconst TP = 16;\n\n/**\n * Plugin to decelerate viewport velocity smoothly after panning ends.\n *\n * @public\n */\nexport class Decelerate extends Plugin\n{\n /** Options used to initialize this plugin. */\n public readonly options: Required;\n\n /**\n * x-component of the velocity of viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n public x!: number | null;\n\n /**\n * y-component of the velocity of the viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n public y!: number | null;\n\n /**\n * The decay factor for the x-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n public percentChangeX!: number;\n\n /**\n * The decay factor for the y-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n public percentChangeY!: number;\n\n /** Saved list of recent viewport position snapshots, to estimate velocity. */\n protected saved: Array;\n\n /** The time since the user released panning of the viewport. */\n protected timeSinceRelease: number;\n\n /**\n * This is called by {@link Viewport.decelerate}.\n */\n constructor(parent: Viewport, options: IDecelerateOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DECELERATE_OPTIONS, options);\n this.saved = [];\n this.timeSinceRelease = 0;\n\n this.reset();\n this.parent.on('moved', (data) => this.moved(data));\n }\n\n public down(): boolean\n {\n this.saved = [];\n this.x = this.y = null;\n\n return false;\n }\n\n public isActive(): boolean\n {\n return !!(this.x || this.y);\n }\n\n public move(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n this.saved.push({ x: this.parent.x, y: this.parent.y, time: performance.now() });\n\n if (this.saved.length > 60)\n {\n this.saved.splice(0, 30);\n }\n }\n\n // Silently recording viewport positions\n return false;\n }\n\n /** Listener to viewport's \"moved\" event. */\n protected moved(data: { type: 'clamp-x' | 'clamp-y'; original: Point }): void\n {\n if (this.saved.length)\n {\n const last = this.saved[this.saved.length - 1];\n\n if (data.type === 'clamp-x')\n {\n if (last.x === data.original.x)\n {\n last.x = this.parent.x;\n }\n }\n else if (data.type === 'clamp-y')\n {\n if (last.y === data.original.y)\n {\n last.y = this.parent.y;\n }\n }\n }\n }\n\n public up(): boolean\n {\n if (this.parent.input.count() === 0 && this.saved.length)\n {\n const now = performance.now();\n\n for (const save of this.saved)\n {\n if (save.time >= now - 100)\n {\n const time = now - save.time;\n\n this.x = (this.parent.x - save.x) / time;\n this.y = (this.parent.y - save.y) / time;\n this.percentChangeX = this.percentChangeY = this.options.friction;\n this.timeSinceRelease = 0;\n break;\n }\n }\n }\n\n return false;\n }\n\n /**\n * Manually activate deceleration, starting from the (x, y) velocity components passed in the options.\n *\n * @param {object} options\n * @param {number} [options.x] - Specify x-component of initial velocity.\n * @param {number} [options.y] - Specify y-component of initial velocity.\n */\n public activate(options: { x?: number; y?: number; }): void\n {\n options = options || {};\n\n if (typeof options.x !== 'undefined')\n {\n this.x = options.x;\n this.percentChangeX = this.options.friction;\n }\n if (typeof options.y !== 'undefined')\n {\n this.y = options.y;\n this.percentChangeY = this.options.friction;\n }\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n /*\n * See https://github.com/davidfig/pixi-viewport/issues/271 for math.\n *\n * The viewport velocity (this.x, this.y) decays exponentially by the the decay factor\n * (this.percentChangeX, this.percentChangeY) each frame. This velocity function is integrated\n * to calculate the displacement.\n */\n\n const moved = this.x || this.y;\n\n const ti = this.timeSinceRelease;\n const tf = this.timeSinceRelease + elapsed;\n\n if (this.x)\n {\n const k = this.percentChangeX;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport x-coordinate.\n this.parent.x += ((this.x * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on x-component of velocity\n this.x *= Math.pow(this.percentChangeX, elapsed / TP);\n }\n if (this.y)\n {\n const k = this.percentChangeY;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport y-coordinate.\n this.parent.y += ((this.y * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on y-component of velocity\n this.y *= Math.pow(this.percentChangeY, elapsed / TP);\n }\n\n this.timeSinceRelease += elapsed;\n\n // End decelerate velocity once it goes under a certain amount of precision.\n if (this.x && this.y)\n {\n if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed)\n {\n this.x = 0;\n this.y = 0;\n }\n }\n else\n {\n if (Math.abs(this.x || 0) < this.options.minSpeed)\n {\n this.x = 0;\n }\n if (Math.abs(this.y || 0) < this.options.minSpeed)\n {\n this.y = 0;\n }\n }\n\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, type: 'decelerate' });\n }\n }\n\n public reset(): void\n {\n this.x = this.y = null;\n }\n}\n","import { Point } from '@pixi/math';\nimport { Plugin } from './Plugin';\n\nimport type { Decelerate } from './Decelerate';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { IPointData } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Drag}. */\nexport interface IDragOptions\n{\n /**\n * direction to drag\n *\n * @default \"all\"\n */\n direction?: string;\n\n /**\n * whether click to drag is active\n *\n * @default true\n */\n pressDrag?: boolean;\n\n /**\n * Use wheel to scroll in direction (unless wheel plugin is active)\n *\n * @default true\n */\n wheel?: boolean;\n\n /**\n * number of pixels to scroll with each wheel spin\n *\n * @default 1\n */\n wheelScroll?: number;\n\n /**\n * reverse the direction of the wheel scroll\n *\n * @default false\n */\n reverse?: boolean;\n\n /**\n * clamp wheel(to avoid weird bounce with mouse wheel). Can be 'x' or 'y' or `true`.\n *\n * @default false\n */\n clampWheel?: boolean | string;\n\n /**\n * where to place world if too small for screen\n *\n * @default \"center\"\n */\n underflow?: string;\n\n /**\n * factor to multiply drag to increase the speed of movement\n *\n * @default 1\n */\n factor?: number;\n\n /**\n * Changes which mouse buttons trigger drag.\n *\n * Use: 'all', 'left', right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * `viewport.options.disableOnContextMenu` if you want to use right-click dragging.\n *\n * @default \"all\"\n */\n mouseButtons?: 'all' | string;\n\n /**\n * Array containing {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of\n * keys that can be pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n *\n * @default null\n */\n keyToPress?: string[] | null;\n\n /**\n * Ignore keyToPress for touch events.\n *\n * @default false\n */\n ignoreKeyToPressOnTouch?: boolean;\n\n /**\n * Scaling factor for non-DOM_DELTA_PIXEL scrolling events.\n *\n * @default 20\n */\n lineHeight?: number;\n\n /**\n * Swap x and y axes when scrolling.\n *\n * @default false\n */\n wheelSwapAxes?: boolean;\n}\n\nconst DEFAULT_DRAG_OPTIONS: Required = {\n direction: 'all',\n pressDrag: true,\n wheel: true,\n wheelScroll: 1,\n reverse: false,\n clampWheel: false,\n underflow: 'center',\n factor: 1,\n mouseButtons: 'all',\n keyToPress: null,\n ignoreKeyToPressOnTouch: false,\n lineHeight: 20,\n wheelSwapAxes: false,\n};\n\n/**\n * Plugin to enable panning/dragging of the viewport to move around.\n *\n * @public\n */\nexport class Drag extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Readonly>;\n\n /** Flags when viewport is moving. */\n protected moved: boolean;\n\n /** Factor to apply from {@link IDecelerateOptions}'s reverse. */\n protected reverse: 1 | -1;\n\n /** Holds whether dragging is enabled along the x-axis. */\n protected xDirection: boolean;\n\n /** Holds whether dragging is enabled along the y-axis. */\n protected yDirection: boolean;\n\n /** Flags whether the keys required to drag are pressed currently. */\n protected keyIsPressed: boolean;\n\n /** Holds whether the left, center, and right buttons are required to pan. */\n protected mouse!: [boolean, boolean, boolean];\n\n /** Underflow factor along x-axis */\n protected underflowX!: -1 | 0 | 1;\n\n /** Underflow factor along y-axis */\n protected underflowY!: -1 | 0 | 1;\n\n /** Last pointer position while panning. */\n protected last?: IPointData | null;\n\n /** The ID of the pointer currently panning the viewport. */\n protected current?: number;\n\n /** Array of event-handlers for window */\n private windowEventHandlers: Array<{event: string, handler: (e: any) => void}> = new Array();\n\n /**\n * This is called by {@link Viewport.drag}.\n */\n constructor(parent: Viewport, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options);\n this.moved = false;\n this.reverse = this.options.reverse ? 1 : -1;\n this.xDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'x';\n this.yDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'y';\n this.keyIsPressed = false;\n\n this.parseUnderflow();\n this.mouseButtons(this.options.mouseButtons);\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger drag event\n */\n protected handleKeyPresses(codes: string[]): void\n {\n const keydownHandler = (e: KeyboardEvent) => {\n if (codes.includes(e.code))\n { this.keyIsPressed = true; }\n }\n\n const keyupHandler = (e: KeyboardEvent) => {\n if (codes.includes(e.code))\n { this.keyIsPressed = false; }\n }\n\n this.addWindowEventHandler(\"keyup\", keyupHandler);\n this.addWindowEventHandler(\"keydown\", keydownHandler);\n }\n\n private addWindowEventHandler(event: string, handler: (e: any) => void): void\n {\n window.addEventListener(event, handler);\n this.windowEventHandlers.push({event, handler});\n }\n\n public override destroy(): void\n {\n this.windowEventHandlers.forEach(({event, handler}) => {\n window.removeEventListener(event, handler);\n })\n }\n\n /**\n * initialize mousebuttons array\n * @param {string} buttons\n */\n protected mouseButtons(buttons: string): void\n {\n if (!buttons || buttons === 'all')\n {\n this.mouse = [true, true, true];\n }\n else\n {\n this.mouse = [\n buttons.indexOf('left') !== -1,\n buttons.indexOf('middle') !== -1,\n buttons.indexOf('right') !== -1\n ];\n }\n }\n\n protected parseUnderflow(): void\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n if (clamp.includes('left'))\n {\n this.underflowX = -1;\n }\n else if (clamp.includes('right'))\n {\n this.underflowX = 1;\n }\n else\n {\n this.underflowX = 0;\n }\n if (clamp.includes('top'))\n {\n this.underflowY = -1;\n }\n else if (clamp.includes('bottom'))\n {\n this.underflowY = 1;\n }\n else\n {\n this.underflowY = 0;\n }\n }\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n protected checkButtons(event: InteractionEvent): boolean\n {\n const isMouse = event.data.pointerType === 'mouse';\n const count = this.parent.input.count();\n\n if ((count === 1) || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n if (!isMouse || this.mouse[event.data.button])\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n protected checkKeyPress(event: InteractionEvent): boolean\n {\n return (!this.options.keyToPress\n || this.keyIsPressed\n || (this.options.ignoreKeyToPressOnTouch && event.data.pointerType === 'touch'));\n }\n\n public down(event: InteractionEvent): boolean\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.checkButtons(event) && this.checkKeyPress(event))\n {\n this.last = { x: event.data.global.x, y: event.data.global.y };\n this.current = event.data.pointerId;\n\n return true;\n }\n this.last = null;\n\n return false;\n }\n\n get active(): boolean\n {\n return this.moved;\n }\n\n public move(event: InteractionEvent): boolean\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.last && this.current === event.data.pointerId)\n {\n const x = event.data.global.x;\n const y = event.data.global.y;\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n const distX = x - this.last.x;\n const distY = y - this.last.y;\n\n if (this.moved\n || ((this.xDirection && this.parent.input.checkThreshold(distX))\n || (this.yDirection && this.parent.input.checkThreshold(distY))))\n {\n const newPoint = { x, y };\n\n if (this.xDirection)\n {\n this.parent.x += (newPoint.x - this.last.x) * this.options.factor;\n }\n if (this.yDirection)\n {\n this.parent.y += (newPoint.y - this.last.y) * this.options.factor;\n }\n this.last = newPoint;\n if (!this.moved)\n {\n this.parent.emit('drag-start', {\n event,\n screen: new Point(this.last.x, this.last.y),\n world: this.parent.toWorld(new Point(this.last.x, this.last.y)),\n viewport: this.parent\n });\n }\n this.moved = true;\n this.parent.emit('moved', { viewport: this.parent, type: 'drag' });\n\n return true;\n }\n }\n else\n {\n this.moved = false;\n }\n }\n\n return false;\n }\n\n public up(event: InteractionEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n const touches = this.parent.input.touches;\n\n if (touches.length === 1)\n {\n const pointer = touches[0];\n\n if (pointer.last)\n {\n this.last = { x: pointer.last.x, y: pointer.last.y };\n this.current = pointer.id;\n }\n this.moved = false;\n\n return true;\n }\n else if (this.last)\n {\n if (this.moved)\n {\n const screen = new Point(this.last.x, this.last.y);\n\n this.parent.emit('drag-end', {\n event, screen,\n world: this.parent.toWorld(screen),\n viewport: this.parent,\n });\n this.last = null;\n this.moved = false;\n\n return true;\n }\n }\n\n return false;\n }\n\n public wheel(event: WheelEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n if (this.options.wheel)\n {\n const wheel = this.parent.plugins.get('wheel', true);\n\n if (!wheel || (!wheel.options.wheelZoom && !event.ctrlKey))\n {\n const step = event.deltaMode ? this.options.lineHeight : 1;\n\n const deltas = [event.deltaX, event.deltaY];\n const [deltaX, deltaY] = this.options.wheelSwapAxes ? deltas.reverse() : deltas;\n\n if (this.xDirection)\n {\n this.parent.x += deltaX * step * this.options.wheelScroll * this.reverse;\n }\n if (this.yDirection)\n {\n this.parent.y += deltaY * step * this.options.wheelScroll * this.reverse;\n }\n if (this.options.clampWheel)\n {\n this.clamp();\n }\n this.parent.emit('wheel-scroll', this.parent);\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n if (!this.parent.options.passiveWheel)\n {\n event.preventDefault();\n }\n if (this.parent.options.stopPropagation)\n {\n event.stopPropagation();\n }\n\n return true;\n }\n }\n\n return false;\n }\n\n public resume(): void\n {\n this.last = null;\n this.paused = false;\n }\n\n public clamp(): void\n {\n const decelerate: Partial = this.parent.plugins.get('decelerate', true) || {};\n\n if (this.options.clampWheel !== 'y')\n {\n if (this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n this.parent.x = 0;\n break;\n case 1:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n }\n else\n if (this.parent.left < 0)\n {\n this.parent.x = 0;\n decelerate.x = 0;\n }\n else if (this.parent.right > this.parent.worldWidth)\n {\n this.parent.x = (-this.parent.worldWidth * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n }\n }\n if (this.options.clampWheel !== 'x')\n {\n if (this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n this.parent.y = 0;\n break;\n case 1:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n }\n else\n {\n if (this.parent.top < 0)\n {\n this.parent.y = 0;\n decelerate.y = 0;\n }\n if (this.parent.bottom > this.parent.worldHeight)\n {\n this.parent.y = (-this.parent.worldHeight * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n }\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { DisplayObject } from '@pixi/display';\nimport type { IPointData } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Follow}. */\nexport interface IFollowOptions\n{\n /**\n * Speed to follow in px/frame (0 = teleport to location)\n *\n * @default 9\n */\n speed?: number;\n\n /**\n * Set acceleration to accelerate and decelerate at this rate; speed cannot be 0 to use acceleration\n *\n * @default null\n */\n acceleration?: number | null;\n\n /**\n * Radius (in world coordinates) of center circle where movement is allowed without moving the viewport\n *\n * @default null\n */\n radius?: number | null;\n}\n\nconst DEFAULT_FOLLOW_OPTIONS: Required = {\n speed: 0,\n acceleration: null,\n radius: null\n};\n\n/**\n * Plugin to follow a display-object.\n *\n * @see Viewport.follow\n * @public\n */\nexport class Follow extends Plugin\n{\n /** The options used to initialize this plugin. */\n public readonly options: Required;\n\n /** The target this plugin will make the viewport follow. */\n public target: DisplayObject;\n\n /** The velocity provided the viewport by following, at the current time. */\n protected velocity: IPointData;\n\n /**\n * This is called by {@link Viewport.follow}.\n *\n * @param parent\n * @param target - target to follow\n * @param options\n */\n constructor(parent: Viewport, target: DisplayObject, options: IFollowOptions = {})\n {\n super(parent);\n\n this.target = target;\n this.options = Object.assign({}, DEFAULT_FOLLOW_OPTIONS, options);\n this.velocity = { x: 0, y: 0 };\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n const center = this.parent.center;\n let toX = this.target.x;\n let toY = this.target.y;\n\n if (this.options.radius)\n {\n const distance = Math.sqrt(Math.pow(this.target.y - center.y, 2) + Math.pow(this.target.x - center.x, 2));\n\n if (distance > this.options.radius)\n {\n const angle = Math.atan2(this.target.y - center.y, this.target.x - center.x);\n\n toX = this.target.x - (Math.cos(angle) * this.options.radius);\n toY = this.target.y - (Math.sin(angle) * this.options.radius);\n }\n else\n {\n return;\n }\n }\n\n const deltaX = toX - center.x;\n const deltaY = toY - center.y;\n\n if (deltaX || deltaY)\n {\n if (this.options.speed)\n {\n if (this.options.acceleration)\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const distance = Math.sqrt(Math.pow(deltaX, 2) + Math.pow(deltaY, 2));\n\n if (distance)\n {\n const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2))\n / (2 * this.options.acceleration);\n\n if (distance > decelerationDistance)\n {\n this.velocity = {\n x: Math.min(this.velocity.x + (this.options.acceleration * elapsed, this.options.speed)),\n y: Math.min(this.velocity.y + (this.options.acceleration * elapsed, this.options.speed))\n };\n }\n else\n {\n this.velocity = {\n x: Math.max(this.velocity.x - (this.options.acceleration * this.options.speed), 0),\n y: Math.max(this.velocity.y - (this.options.acceleration * this.options.speed), 0)\n };\n }\n const changeX = Math.cos(angle) * this.velocity.x;\n const changeY = Math.sin(angle) * this.velocity.y;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const changeX = Math.cos(angle) * this.options.speed;\n const changeY = Math.sin(angle) * this.options.speed;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n this.parent.moveCenter(toX, toY);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\nimport type { InteractionEvent } from '@pixi/interaction';\n\n/** Insets for mouse edges scrolling regions */\nexport interface IMouseEdgesInsets\n{\n /** Distance from center of screen in screen pixels */\n radius?: number | null;\n\n /** Distance from all sides in screen pixels */\n distance?: number | null;\n\n /** Alternatively, set top distance (leave unset for no top scroll) */\n top?: number | null;\n\n /** Alternatively, set bottom distance (leave unset for no top scroll) */\n bottom?: number | null;\n\n /** Alternatively, set left distance (leave unset for no top scroll) */\n left?: number | null;\n\n /** Alternatively, set right distance (leave unset for no top scroll) */\n right?: number | null;\n}\n\n/** Options for {@link MouseEdges}. */\nexport interface IMouseEdgesOptions extends IMouseEdgesInsets\n{\n /** Speed in pixels/frame to scroll viewport */\n speed?: number;\n\n /** Reverse direction of scroll */\n reverse?: boolean;\n\n /** Don't use decelerate plugin even if it's installed */\n noDecelerate?: boolean;\n\n /**\n * If using radius, use linear movement (+/- 1, +/- 1) instead of angled movement.\n *\n * (Math.cos(angle from center), Math.sin(angle from center))\n */\n linear?: boolean;\n\n /** Allows plugin to continue working even when there's a `mousedown` event. */\n allowButtons?: boolean;\n}\n\nconst MOUSE_EDGES_OPTIONS: Required = {\n radius: null,\n distance: null,\n top: null,\n bottom: null,\n left: null,\n right: null,\n speed: 8,\n reverse: false,\n noDecelerate: false,\n linear: false,\n allowButtons: false,\n};\n\n/**\n * Scroll viewport when mouse hovers near one of the edges.\n *\n * @event mouse-edge-start(Viewport) emitted when mouse-edge starts\n * @event mouse-edge-end(Viewport) emitted when mouse-edge ends\n */\nexport class MouseEdges extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Readonly>;\n\n /** Factor from reverse option. */\n protected readonly reverse: -1 | 1;\n\n /** Radius squared */\n protected readonly radiusSquared: number | null;\n\n /** Scroll region size on the left side. */\n protected left!: number | null;\n\n /** Scroll region size on the top size. */\n protected top!: number | null;\n\n /** Scroll region size on the right side. */\n protected right!: number | null;\n\n /** Scroll region size on the bottom side. */\n protected bottom!: number | null;\n\n protected horizontal?: number | null;\n\n protected vertical?: number | null;\n\n /**\n * This is called by {@link Viewport.mouseEdges}.\n */\n constructor(parent: Viewport, options: IMouseEdgesOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, MOUSE_EDGES_OPTIONS, options);\n this.reverse = this.options.reverse ? 1 : -1;\n this.radiusSquared = typeof this.options.radius === 'number' ? Math.pow(this.options.radius, 2) : null;\n\n this.resize();\n }\n\n public resize(): void\n {\n const distance = this.options.distance;\n\n if (distance !== null)\n {\n this.left = distance;\n this.top = distance;\n this.right = this.parent.screenWidth - distance;\n this.bottom = this.parent.screenHeight - distance;\n }\n else if (!this.options.radius)\n {\n this.left = this.options.left;\n this.top = this.options.top;\n this.right = this.options.right === null ? null : this.parent.screenWidth - this.options.right;\n this.bottom = this.options.bottom === null ? null : this.parent.screenHeight - this.options.bottom;\n }\n }\n\n public down(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if (!this.options.allowButtons)\n {\n this.horizontal = this.vertical = null;\n }\n\n return false;\n }\n\n public move(event: InteractionEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if ((event.data.pointerType !== 'mouse' && event.data.identifier !== 1)\n || (!this.options.allowButtons && event.data.buttons !== 0))\n {\n return false;\n }\n\n const x = event.data.global.x;\n const y = event.data.global.y;\n\n if (this.radiusSquared)\n {\n const center = this.parent.toScreen(this.parent.center);\n const distance = Math.pow(center.x - x, 2) + Math.pow(center.y - y, 2);\n\n if (distance >= this.radiusSquared)\n {\n const angle = Math.atan2(center.y - y, center.x - x);\n\n if (this.options.linear)\n {\n this.horizontal = Math.round(Math.cos(angle)) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.round(Math.sin(angle)) * this.options.speed * this.reverse * (60 / 1000);\n }\n else\n {\n this.horizontal = Math.cos(angle) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.sin(angle) * this.options.speed * this.reverse * (60 / 1000);\n }\n }\n else\n {\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n\n this.horizontal = this.vertical = 0;\n }\n }\n else\n {\n if (this.left !== null && x < this.left)\n {\n this.horizontal = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.right !== null && x > this.right)\n {\n this.horizontal = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateHorizontal();\n this.horizontal = 0;\n }\n if (this.top !== null && y < this.top)\n {\n this.vertical = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.bottom !== null && y > this.bottom)\n {\n this.vertical = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateVertical();\n this.vertical = 0;\n }\n }\n\n return false;\n }\n\n private decelerateHorizontal(): void\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.horizontal && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ x: (this.horizontal * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n private decelerateVertical(): void\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.vertical && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ y: (this.vertical * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n public up(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n this.horizontal = this.vertical = null;\n\n return false;\n }\n\n public update(): void\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.horizontal || this.vertical)\n {\n const center = this.parent.center;\n\n if (this.horizontal)\n {\n center.x += this.horizontal * this.options.speed;\n }\n if (this.vertical)\n {\n center.y += this.vertical * this.options.speed;\n }\n\n this.parent.moveCenter(center);\n this.parent.emit('moved', { viewport: this.parent, type: 'mouse-edges' });\n }\n }\n}\n","import { Plugin } from './Plugin';\nimport { Point } from '@pixi/math';\n\nimport type { IPointData } from '@pixi/math';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { IViewportTouch } from '../InputManager';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Pinch}. */\nexport interface IPinchOptions\n{\n /** Disable two-finger dragging. */\n noDrag?: boolean;\n\n /**\n * Percent to modify pinch speed.\n *\n * @default 1\n */\n percent?: number;\n\n /**\n * Factor to multiply two-finger drag to increase speed of movement\n *\n * @default 1\n */\n factor?: number;\n\n /** Place this point at center during zoom instead of center of two fingers */\n center?: Point | null;\n\n /** Axis to zoom */\n axis?: 'all' | 'x' | 'y';\n}\n\nconst DEFAULT_PINCH_OPTIONS: Required = {\n noDrag: false,\n percent: 1,\n center: null,\n factor: 1,\n axis: 'all',\n};\n\n/**\n * Plugin for enabling two-finger pinching (or dragging).\n *\n * @public\n */\nexport class Pinch extends Plugin\n{\n /** Options used to initialize this plugin. */\n public readonly options: Required;\n\n /** Flags whether this plugin is active, i.e. a pointer is down on the viewport. */\n public active = false;\n\n /** Flags whether the viewport is being pinched. */\n public pinching = false;\n\n protected moved = false;\n protected lastCenter?: IPointData | null;\n\n /**\n * This is called by {@link Viewport.pinch}.\n */\n constructor(parent: Viewport, options: IPinchOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_PINCH_OPTIONS, options);\n }\n\n public down(): boolean\n {\n if (this.parent.input.count() >= 2)\n {\n this.active = true;\n\n return true;\n }\n\n return false;\n }\n\n public isAxisX(): boolean\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n public isAxisY(): boolean\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n public move(e: InteractionEvent): boolean\n {\n if (this.paused || !this.active)\n {\n return false;\n }\n\n const x = e.data.global.x;\n const y = e.data.global.y;\n\n const pointers = this.parent.input.touches;\n\n if (pointers.length >= 2)\n {\n const first = pointers[0] as IViewportTouch;\n const second = pointers[1] as IViewportTouch;\n const last = (first.last && second.last)\n ? Math.sqrt(Math.pow(second.last.x - first.last.x, 2) + Math.pow(second.last.y - first.last.y, 2))\n : null;\n\n if (first.id === e.data.pointerId)\n {\n first.last = { x, y, data: e.data } as IPointData;\n }\n else if (second.id === e.data.pointerId)\n {\n second.last = { x, y, data: e.data } as IPointData;\n }\n if (last)\n {\n let oldPoint: IPointData | undefined;\n\n const point = {\n x: (first.last as IPointData).x\n + (((second.last as IPointData).x - (first.last as IPointData).x) / 2),\n y: (first.last as IPointData).y\n + (((second.last as IPointData).y - (first.last as IPointData).y) / 2),\n };\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n let dist = Math.sqrt(Math.pow(\n (second.last as IPointData).x - (first.last as IPointData).x, 2)\n + Math.pow((second.last as IPointData).y - (first.last as IPointData).y, 2));\n\n dist = dist === 0 ? dist = 0.0000000001 : dist;\n\n const change = (1 - (last / dist)) * this.options.percent\n * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y);\n\n if (this.isAxisX())\n {\n this.parent.scale.x += change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'pinch', center: point });\n\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += (point.x - newPoint.x) * this.options.factor;\n this.parent.y += (point.y - newPoint.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n if (!this.options.noDrag && this.lastCenter)\n {\n this.parent.x += (point.x - this.lastCenter.x) * this.options.factor;\n this.parent.y += (point.y - this.lastCenter.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n\n this.lastCenter = point;\n this.moved = true;\n }\n else if (!this.pinching)\n {\n this.parent.emit('pinch-start', this.parent);\n this.pinching = true;\n }\n\n return true;\n }\n\n return false;\n }\n\n public up(): boolean\n {\n if (this.pinching)\n {\n if (this.parent.input.touches.length <= 1)\n {\n this.active = false;\n this.lastCenter = null;\n this.pinching = false;\n this.moved = false;\n this.parent.emit('pinch-end', this.parent);\n\n return true;\n }\n }\n\n return false;\n }\n}\n","import { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Viewport } from '../Viewport';\n\nexport interface ISnapOptions\n{\n /** snap to the top-left of viewport instead of center */\n topLeft?: boolean;\n\n /**\n * Friction/frame to apply if decelerate is active\n *\n * @default 0.8\n */\n friction?: number;\n\n /**\n * @default 1000\n */\n time?: number;\n\n /** Easing function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /**\n * Pause snapping with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Removes this plugin after snapping is complete\n *\n * @default false\n */\n removeOnComplete?: boolean;\n\n /**\n * Removes this plugin if interrupted by any user input\n *\n * @default false\n */\n removeOnInterrupt?: boolean;\n\n /**\n * Starts the snap immediately regardless of whether the viewport is at the desired location\n *\n * @default false\n */\n forceStart?: boolean;\n}\n\nconst DEFAULT_SNAP_OPTIONS: Required = {\n topLeft: false,\n friction: 0.8,\n time: 1000,\n ease: 'easeInOutSine',\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false\n};\n\n/**\n * @event snap-start(Viewport) emitted each time a snap animation starts\n * @event snap-restart(Viewport) emitted each time a snap resets because of a change in viewport size\n * @event snap-end(Viewport) emitted each time snap reaches its target\n * @event snap-remove(Viewport) emitted if snap plugin is removed\n */\nexport class Snap extends Plugin\n{\n public readonly options: Required;\n public ease?: any;\n public x: number;\n public y: number;\n\n protected percent?: number;\n protected snapping?: { time: number } | null;\n protected deltaX?: number;\n protected deltaY?: number;\n protected startX?: number;\n protected startY?: number;\n\n /**\n * This is called by {@link Viewport.snap}.\n */\n constructor(parent: Viewport, x: number, y: number, options: ISnapOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_SNAP_OPTIONS, options);\n this.ease = ease(options.ease, 'easeInOutSine');\n this.x = x;\n this.y = y;\n\n if (this.options.forceStart)\n {\n this.snapStart();\n }\n }\n\n public snapStart(): void\n {\n this.percent = 0;\n this.snapping = { time: 0 };\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n this.deltaX = this.x - current.x;\n this.deltaY = this.y - current.y;\n this.startX = current.x;\n this.startY = current.y;\n this.parent.emit('snap-start', this.parent);\n }\n\n public wheel(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n\n return false;\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n public up(): boolean\n {\n if (this.parent.input.count() === 0)\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n decelerate.percentChangeX = decelerate.percentChangeY = this.options.friction;\n }\n }\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n if (!this.snapping)\n {\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n if (current.x !== this.x || current.y !== this.y)\n {\n this.snapStart();\n }\n }\n else\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n let finished;\n let x;\n let y;\n\n const startX = this.startX as number;\n const startY = this.startY as number;\n const deltaX = this.deltaX as number;\n const deltaY = this.deltaY as number;\n\n if (snapping.time > this.options.time)\n {\n finished = true;\n x = startX + deltaX;\n y = startY + deltaY;\n }\n else\n {\n const percent = this.ease(snapping.time, 0, 1, this.options.time);\n\n x = startX + (deltaX * percent);\n y = startY + (deltaY * percent);\n }\n if (this.options.topLeft)\n {\n this.parent.moveCorner(x, y);\n }\n else\n {\n this.parent.moveCenter(x, y);\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'snap' });\n\n if (finished)\n {\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap');\n }\n this.parent.emit('snap-end', this.parent);\n this.snapping = null;\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Point } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link SnapZoom}. */\nexport interface ISnapZoomOptions\n{\n /** the desired width to snap (to maintain aspect ratio, choose only width or height) */\n width?: number;\n\n /** the desired height to snap (to maintain aspect ratio, choose only width or height) */\n height?: number;\n\n /**\n * time for snapping in ms\n *\n * @default 1000\n */\n time?: number;\n\n /** ease function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /** Place this point at center during zoom instead of center of the viewport */\n center?: Point | null;\n\n /**\n * Pause snapping with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Removes this plugin after snapping is complete\n *\n * @default false\n */\n removeOnComplete?: boolean;\n\n /**\n * Removes this plugin if interrupted by any user input\n *\n * @default false\n */\n removeOnInterrupt?: boolean;\n\n /**\n * Starts the snap immediately regardless of whether the viewport is at the desired zoom\n *\n * @default false\n */\n forceStart?: boolean;\n\n /**\n * Zoom but do not move\n *\n * @default false\n */\n noMove?: boolean;\n}\n\nconst DEFAULT_SNAP_ZOOM_OPTIONS: Required = {\n width: 0,\n height: 0,\n time: 1000,\n ease: 'easeInOutSine',\n center: null,\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false,\n noMove: false\n};\n\n/**\n * @event snap-zoom-start(Viewport) emitted each time a fit animation starts\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n */\nexport class SnapZoom extends Plugin\n{\n public readonly options: Required;\n\n protected ease: any;\n protected xScale: number;\n protected yScale: number;\n protected xIndependent: boolean;\n protected yIndependent: boolean;\n protected snapping?: {\n time: number;\n startX: number;\n startY: number;\n deltaX: number;\n deltaY: number;\n } | null;\n\n /**\n * This is called by {@link Viewport.snapZoom}.\n */\n constructor(parent: Viewport, options: ISnapZoomOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_SNAP_ZOOM_OPTIONS, options);\n this.ease = ease(this.options.ease);\n\n // Assign defaults for typescript.\n this.xIndependent = false;\n this.yIndependent = false;\n this.xScale = 0;\n this.yScale = 0;\n\n if (this.options.width > 0)\n {\n this.xScale = parent.screenWidth / this.options.width;\n this.xIndependent = true;\n }\n if (this.options.height > 0)\n {\n this.yScale = parent.screenHeight / this.options.height;\n this.yIndependent = true;\n }\n\n this.xScale = this.xIndependent ? (this.xScale as number) : (this.yScale as number);\n this.yScale = this.yIndependent ? (this.yScale as number) : this.xScale;\n\n if (this.options.time === 0)\n {\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.x = this.xScale;\n\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.y = this.yScale;\n\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n }\n else if (options.forceStart)\n {\n this.createSnapping();\n }\n }\n\n private createSnapping(): void\n {\n const startWorldScreenWidth = this.parent.worldScreenWidth;\n const startWorldScreenHeight = this.parent.worldScreenHeight;\n const endWorldScreenWidth = this.parent.screenWidth / this.xScale;\n const endWorldScreenHeight = this.parent.screenHeight / this.yScale;\n\n this.snapping = {\n time: 0,\n startX: startWorldScreenWidth,\n startY: startWorldScreenHeight,\n deltaX: endWorldScreenWidth - startWorldScreenWidth,\n deltaY: endWorldScreenHeight - startWorldScreenHeight\n };\n\n this.parent.emit('snap-zoom-start', this.parent);\n }\n\n public resize(): void\n {\n this.snapping = null;\n\n if (this.options.width > 0)\n {\n this.xScale = this.parent.screenWidth / this.options.width;\n }\n if (this.options.height > 0)\n {\n this.yScale = this.parent.screenHeight / this.options.height;\n }\n this.xScale = this.xIndependent ? this.xScale : this.yScale;\n this.yScale = this.yIndependent ? this.yScale : this.xScale;\n }\n\n public wheel(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n\n return false;\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n\n let oldCenter: Point | undefined;\n\n if (!this.options.center && !this.options.noMove)\n {\n oldCenter = this.parent.center;\n }\n if (!this.snapping)\n {\n if (this.parent.scale.x !== this.xScale || this.parent.scale.y !== this.yScale)\n {\n this.createSnapping();\n }\n }\n else if (this.snapping)\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n\n if (snapping.time >= this.options.time)\n {\n this.parent.scale.set(this.xScale, this.yScale);\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n this.parent.emit('snap-zoom-end', this.parent);\n this.snapping = null;\n }\n else\n {\n const snapping = this.snapping;\n const worldScreenWidth = this.ease(snapping.time, snapping.startX, snapping.deltaX, this.options.time);\n const worldScreenHeight = this.ease(snapping.time, snapping.startY, snapping.deltaY, this.options.time);\n\n this.parent.scale.x = this.parent.screenWidth / worldScreenWidth;\n this.parent.scale.y = this.parent.screenHeight / worldScreenHeight;\n }\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (!this.options.noMove)\n {\n if (!this.options.center)\n {\n this.parent.moveCenter(oldCenter as Point);\n }\n else\n {\n this.parent.moveCenter(this.options.center);\n }\n }\n }\n }\n\n public resume(): void\n {\n this.snapping = null;\n super.resume();\n }\n}\n","import { Plugin } from './Plugin';\nimport { IPointData, Point } from '@pixi/math';\n\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Wheel}. */\nexport interface IWheelOptions\n{\n /**\n * Percent to scroll with each spin\n *\n * @default 0.1\n */\n percent?: number;\n\n /**\n * smooth the zooming by providing the number of frames to zoom between wheel spins\n *\n * @default false\n */\n smooth?: false | number;\n\n /**\n * Stop smoothing with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Reverse the direction of the scroll\n *\n * @default false\n */\n reverse?: boolean;\n\n /**\n * Place this point at center during zoom instead of current mouse position\n *\n * @default null\n */\n center?: Point | null;\n\n /**\n * Scaling factor for non-DOM_DELTA_PIXEL scrolling events\n *\n * @default 20\n */\n lineHeight?: number;\n\n /**\n * Axis to zoom\n *\n * @default 'all'\n */\n axis?: 'all' | 'x' | 'y';\n\n /**\n * Array containing {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of\n * keys that can be pressed for the zoom to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n *\n * @default null\n */\n keyToPress?: string[] | null;\n\n /**\n * pinch the trackpad to zoom\n */\n trackpadPinch?: boolean;\n\n /**\n * zooms on wheel spin (use this as an alternative to drag.options.wheel)\n */\n wheelZoom?: boolean;\n}\n\nconst DEFAULT_WHEEL_OPTIONS: Required = {\n percent: 0.1,\n smooth: false,\n interrupt: true,\n reverse: false,\n center: null,\n lineHeight: 20,\n axis: 'all',\n keyToPress: null,\n trackpadPinch: false,\n wheelZoom: true,\n};\n\n/**\n * Plugin for handling wheel scrolling for viewport zoom.\n *\n * @event wheel({wheel: {dx, dy, dz}, event, viewport})\n */\nexport class Wheel extends Plugin\n{\n public readonly options: Required;\n\n protected smoothing?: IPointData | null;\n protected smoothingCenter?: Point | null;\n protected smoothingCount?: number;\n\n /** Flags whether the keys required to zoom are pressed currently. */\n protected keyIsPressed: boolean;\n\n /**\n * This is called by {@link Viewport.wheel}.\n */\n constructor(parent: Viewport, options: IWheelOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_WHEEL_OPTIONS, options);\n this.keyIsPressed = false;\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger zoom event\n */\n protected handleKeyPresses(codes: string[]): void\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = true;\n }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = false;\n }\n });\n }\n\n protected checkKeyPress(): boolean\n {\n return !this.options.keyToPress || this.keyIsPressed;\n }\n\n public down(): boolean\n {\n if (this.options.interrupt)\n {\n this.smoothing = null;\n }\n\n return false;\n }\n\n protected isAxisX(): boolean\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n protected isAxisY(): boolean\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n public update(): void\n {\n if (this.smoothing)\n {\n const point = this.smoothingCenter;\n const change = this.smoothing;\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point as IPointData);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x += change.x;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change.y;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += (point as IPointData).x - newPoint.x;\n this.parent.y += (point as IPointData).y - newPoint.y;\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n (this.smoothingCount as number)++;\n\n if ((this.smoothingCount as number) >= this.options.smooth)\n {\n this.smoothing = null;\n }\n }\n }\n\n private pinch(e: WheelEvent)\n {\n if (this.paused)\n {\n return;\n }\n\n const point = this.parent.input.getPointerPosition(e);\n const step = -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 200;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n let oldPoint: IPointData | undefined;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n public wheel(e: WheelEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n if (!this.checkKeyPress())\n {\n return false;\n }\n\n if (e.ctrlKey && this.options.trackpadPinch)\n {\n this.pinch(e);\n }\n else if (this.options.wheelZoom)\n {\n const point = this.parent.input.getPointerPosition(e);\n const sign = this.options.reverse ? -1 : 1;\n const step = sign * -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 500;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n if (this.options.smooth)\n {\n const original = {\n x: this.smoothing ? this.smoothing.x * (this.options.smooth - (this.smoothingCount as number)) : 0,\n y: this.smoothing ? this.smoothing.y * (this.options.smooth - (this.smoothingCount as number)) : 0\n };\n\n this.smoothing = {\n x: (((this.parent.scale.x + original.x) * change) - this.parent.scale.x) / this.options.smooth,\n y: (((this.parent.scale.y + original.y) * change) - this.parent.scale.y) / this.options.smooth,\n };\n this.smoothingCount = 0;\n this.smoothingCenter = point;\n }\n else\n {\n let oldPoint: IPointData | undefined;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n return !this.parent.options.passiveWheel;\n }\n}\n","import { Point, Rectangle } from '@pixi/math';\n\nimport type { IPointData } from '@pixi/math';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from './Viewport';\n\nexport interface IViewportTouch\n{\n id: number;\n last: IPointData | null;\n}\n\n/**\n * Handles all input for Viewport\n *\n * @internal\n * @ignore\n * @private\n */\nexport class InputManager\n{\n public readonly viewport: Viewport;\n\n public clickedAvailable?: boolean;\n public isMouseDown?: boolean;\n public last?: Point | null;\n public wheelFunction?: (e: WheelEvent) => void;\n /** List of active touches on viewport */\n public touches: IViewportTouch[];\n\n constructor(viewport: Viewport)\n {\n this.viewport = viewport;\n this.touches = [];\n\n this.addListeners();\n }\n\n /** Add input listeners */\n private addListeners()\n {\n this.viewport.interactive = true;\n if (!this.viewport.forceHitArea)\n {\n this.viewport.hitArea = new Rectangle(0, 0, this.viewport.worldWidth, this.viewport.worldHeight);\n }\n this.viewport.on('pointerdown', this.down, this);\n this.viewport.on('pointermove', this.move, this);\n this.viewport.on('pointerup', this.up, this);\n this.viewport.on('pointerupoutside', this.up, this);\n this.viewport.on('pointercancel', this.up, this);\n this.viewport.on('pointerout', this.up, this);\n this.wheelFunction = (e) => this.handleWheel(e);\n this.viewport.options.divWheel.addEventListener(\n 'wheel',\n this.wheelFunction as any,\n { passive: this.viewport.options.passiveWheel });\n this.isMouseDown = false;\n }\n\n /**\n * Removes all event listeners from viewport\n * (useful for cleanup of wheel when removing viewport)\n */\n public destroy(): void\n {\n this.viewport.options.divWheel.removeEventListener('wheel', this.wheelFunction as any);\n }\n\n /**\n * handle down events for viewport\n *\n * @param {PIXI.InteractionEvent} event\n */\n public down(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = true;\n }\n else if (!this.get(event.data.pointerId))\n {\n this.touches.push({ id: event.data.pointerId, last: null });\n }\n if (this.count() === 1)\n {\n this.last = event.data.global.clone();\n\n // clicked event does not fire if viewport is decelerating or bouncing\n const decelerate = this.viewport.plugins.get('decelerate', true);\n const bounce = this.viewport.plugins.get('bounce', true);\n\n if ((!decelerate || !decelerate.isActive()) && (!bounce || !bounce.isActive()))\n {\n this.clickedAvailable = true;\n }\n else\n {\n this.clickedAvailable = false;\n }\n }\n else\n {\n this.clickedAvailable = false;\n }\n\n const stop = this.viewport.plugins.down(event);\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Clears all pointer events */\n public clear(): void\n {\n this.isMouseDown = false;\n this.touches = [];\n this.last = null;\n }\n\n /**\n * @param {number} change\n * @returns whether change exceeds threshold\n */\n public checkThreshold(change: number): boolean\n {\n if (Math.abs(change) >= this.viewport.threshold)\n {\n return true;\n }\n\n return false;\n }\n\n /** Handle move events for viewport */\n public move(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n const stop = this.viewport.plugins.move(event);\n\n if (this.clickedAvailable && this.last)\n {\n const distX = event.data.global.x - this.last.x;\n const distY = event.data.global.y - this.last.y;\n\n if (this.checkThreshold(distX) || this.checkThreshold(distY))\n {\n this.clickedAvailable = false;\n }\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Handle up events for viewport */\n public up(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = false;\n }\n\n if (event.data.pointerType !== 'mouse')\n {\n this.remove(event.data.pointerId);\n }\n\n const stop = this.viewport.plugins.up(event);\n\n if (this.clickedAvailable && this.count() === 0 && this.last)\n {\n this.viewport.emit('clicked', {\n event,\n screen: this.last,\n world: this.viewport.toWorld(this.last),\n viewport: this\n });\n this.clickedAvailable = false;\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Gets pointer position if this.interaction is set */\n public getPointerPosition(event: WheelEvent): Point\n {\n const point = new Point();\n\n if (this.viewport.options.interaction)\n {\n this.viewport.options.interaction.mapPositionToPoint(point, event.clientX, event.clientY);\n }\n else if (this.viewport.options.useDivWheelForInputManager && this.viewport.options.divWheel)\n {\n const rect = this.viewport.options.divWheel.getBoundingClientRect();\n\n point.x = event.clientX - rect.left;\n point.y = event.clientY - rect.top;\n }\n else\n {\n point.x = event.clientX;\n point.y = event.clientY;\n }\n\n return point;\n }\n\n /** Handle wheel events */\n public handleWheel(event: WheelEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n // do not handle events coming from other elements\n if (this.viewport.options.interaction\n && (this.viewport.options.interaction as any).interactionDOMElement !== event.target)\n {\n return;\n }\n\n // only handle wheel events where the mouse is over the viewport\n const point = this.viewport.toLocal(this.getPointerPosition(event));\n\n if (this.viewport.left <= point.x\n && point.x <= this.viewport.right\n && this.viewport.top <= point.y\n && point.y <= this.viewport.bottom)\n {\n const stop = this.viewport.plugins.wheel(event);\n\n if (stop && !this.viewport.options.passiveWheel)\n {\n event.preventDefault();\n }\n }\n }\n\n public pause(): void\n {\n this.touches = [];\n this.isMouseDown = false;\n }\n\n /** Get touch by id */\n public get(id: number): IViewportTouch | null\n {\n for (const touch of this.touches)\n {\n if (touch.id === id)\n {\n return touch;\n }\n }\n\n return null;\n }\n\n /** Remove touch by number */\n remove(id: number): void\n {\n for (let i = 0; i < this.touches.length; i++)\n {\n if (this.touches[i].id === id)\n {\n this.touches.splice(i, 1);\n\n return;\n }\n }\n }\n\n /**\n * @returns {number} count of mouse/touch pointers that are down on the viewport\n */\n count(): number\n {\n return (this.isMouseDown ? 1 : 0) + this.touches.length;\n }\n}\n","import type {\n Animate,\n Bounce,\n Clamp,\n ClampZoom,\n Decelerate,\n Drag,\n Follow,\n MouseEdges,\n Pinch,\n Plugin,\n Snap,\n SnapZoom,\n Wheel,\n} from './plugins';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from './Viewport';\n\nconst PLUGIN_ORDER = [\n 'drag',\n 'pinch',\n 'wheel',\n 'follow',\n 'mouse-edges',\n 'decelerate',\n 'animate',\n 'bounce',\n 'snap-zoom',\n 'clamp-zoom',\n 'snap',\n 'clamp',\n];\n\n/**\n * Use this to access current plugins or add user-defined plugins\n *\n * @public\n */\nexport class PluginManager\n{\n /** Maps mounted plugins by their type */\n public plugins: Partial>;\n\n /**\n * List of plugins mounted\n *\n * This list is kept sorted by the internal priority of plugins (hard-coded).\n */\n public list: Array;\n\n /** The viewport using the plugins managed by `this`. */\n public readonly viewport: Viewport;\n\n /** This is called by {@link Viewport} to initialize the {@link Viewport.plugins plugins}. */\n constructor(viewport: Viewport)\n {\n this.viewport = viewport;\n this.list = [];\n this.plugins = {};\n }\n\n /**\n * Inserts a named plugin or a user plugin into the viewport\n * default plugin order: 'drag', 'pinch', 'wheel', 'follow', 'mouse-edges', 'decelerate', 'bounce',\n * 'snap-zoom', 'clamp-zoom', 'snap', 'clamp'\n *\n * @param {string} name of plugin\n * @param {Plugin} plugin - instantiated Plugin class\n * @param {number} index to insert userPlugin (otherwise inserts it at the end)\n */\n public add(name: string, plugin: Plugin, index: number = PLUGIN_ORDER.length)\n {\n\n const oldPlugin = this.plugins[name];\n\n if (oldPlugin)\n {\n oldPlugin.destroy();\n }\n\n this.plugins[name] = plugin;\n\n const current = PLUGIN_ORDER.indexOf(name);\n\n if (current !== -1)\n {\n PLUGIN_ORDER.splice(current, 1);\n }\n\n PLUGIN_ORDER.splice(index, 0, name);\n this.sort();\n }\n\n public get(name: 'animate', ignorePaused?: boolean): Animate | undefined | null;\n public get(name: 'bounce', ignorePaused?: boolean): Bounce | undefined | null;\n public get(name: 'clamp', ignorePaused?: boolean): Clamp | undefined | null;\n public get(name: 'clamp-zoom', ignorePaused?: boolean): ClampZoom | undefined | null;\n public get(name: 'decelerate', ignorePaused?: boolean): Decelerate | undefined | null;\n public get(name: 'drag', ignorePaused?: boolean): Drag | undefined | null;\n public get(name: 'follow', ignorePaused?: boolean): Follow | undefined | null;\n public get(name: 'mouse-edges', ignorePaused?: boolean): MouseEdges | undefined | null;\n public get(name: 'pinch', ignorePaused?: boolean): Pinch | undefined | null;\n public get(name: 'snap', ignorePaused?: boolean): Snap | undefined | null;\n public get(name: 'snap-zoom', ignorePaused?: boolean): SnapZoom | undefined | null;\n public get(name: 'wheel', ignorePaused?: boolean): Wheel | undefined | null;\n public get(name: string, ignorePaused?: boolean): T | undefined | null;\n\n /**\n * Get plugin\n *\n * @param {string} name of plugin\n * @param {boolean} [ignorePaused] return null if plugin is paused\n */\n public get(name: string, ignorePaused?: boolean): T | undefined | null\n {\n if (ignorePaused)\n {\n if (this.plugins[name]?.paused)\n {\n return null;\n }\n }\n\n return this.plugins[name] as T;\n }\n\n /**\n * Update all active plugins\n *\n * @internal\n * @ignore\n * @param {number} elapsed type in milliseconds since last update\n */\n public update(elapsed: number): void\n {\n for (const plugin of this.list)\n {\n plugin.update(elapsed);\n }\n }\n\n /**\n * Resize all active plugins\n *\n * @internal\n * @ignore\n */\n public resize(): void\n {\n for (const plugin of this.list)\n {\n plugin.resize();\n }\n }\n\n /** Clamps and resets bounce and decelerate (as needed) after manually moving viewport */\n public reset(): void\n {\n for (const plugin of this.list)\n {\n plugin.reset();\n }\n }\n\n /** removes all installed plugins */\n public removeAll(): void\n {\n this.list.forEach((plugin) => {\n plugin.destroy();\n })\n this.plugins = {};\n this.sort();\n }\n\n /**\n * Removes installed plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public remove(name: string): void\n {\n if (this.plugins[name])\n {\n this.plugins[name]?.destroy();\n delete this.plugins[name];\n this.viewport.emit(`${name}-remove`);\n this.sort();\n }\n }\n\n /**\n * Pause plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public pause(name: string): void\n {\n this.plugins[name]?.pause();\n }\n\n /**\n * Resume plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public resume(name: string): void\n {\n this.plugins[name]?.resume();\n }\n\n /**\n * Sort plugins according to PLUGIN_ORDER\n *\n * @internal\n * @ignore\n */\n public sort()\n {\n this.list = [];\n\n for (const plugin of PLUGIN_ORDER)\n {\n if (this.plugins[plugin])\n {\n this.list.push(this.plugins[plugin] as Plugin);\n }\n }\n }\n\n /**\n * Handle down for all plugins\n *\n * @internal\n * @ignore\n */\n public down(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.down(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle move for all plugins\n *\n * @internal\n * @ignore\n */\n public move(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.viewport.plugins.list)\n {\n if (plugin.move(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle up for all plugins\n *\n * @internal\n * @ignore\n */\n public up(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.up(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle wheel event for all plugins\n *\n * @internal\n * @ignore\n */\n public wheel(e: WheelEvent): boolean\n {\n let result = false;\n\n for (const plugin of this.list)\n {\n if (plugin.wheel(e))\n {\n result = true;\n }\n }\n\n return result;\n }\n}\n","import { Container } from '@pixi/display';\nimport { IPointData, Point, Rectangle } from '@pixi/math';\nimport { Ticker } from '@pixi/ticker';\n\nimport { InputManager } from './InputManager';\nimport { PluginManager } from './PluginManager';\nimport {\n Animate, IAnimateOptions,\n Bounce, IBounceOptions,\n Clamp, IClampOptions,\n ClampZoom, IClampZoomOptions,\n Decelerate, IDecelerateOptions,\n Drag, IDragOptions,\n Follow, IFollowOptions,\n MouseEdges, IMouseEdgesOptions,\n Pinch, IPinchOptions,\n Snap, ISnapOptions,\n SnapZoom, ISnapZoomOptions,\n Wheel, IWheelOptions,\n} from './plugins';\n\nimport type { DisplayObject, IDestroyOptions } from '@pixi/display';\nimport type { IHitArea, InteractionManager } from '@pixi/interaction';\n\n/** Options for {@link Viewport}. */\nexport interface IViewportOptions\n{\n /** @default window.innerWidth */\n screenWidth?: number;\n\n /** @default window.innerHeight */\n screenHeight?: number;\n\n /** @default this.width */\n worldWidth?: number | null;\n\n /** @default this.height */\n worldHeight?: number | null;\n\n /**\n * Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event\n *\n * @default 5\n */\n threshold?: number;\n\n /**\n * Whether the 'wheel' event is set to passive (note: if false, e.preventDefault() will be called when wheel\n * is used over the viewport)\n *\n * @default true\n */\n passiveWheel?: boolean;\n\n /**\n * Whether to stopPropagation of events that impact the viewport (except wheel events, see options.passiveWheel)\n */\n stopPropagation?: boolean;\n\n /**\n * Change the default hitArea from world size to a new value\n */\n forceHitArea?: Rectangle | null;\n\n /**\n * Set this if you want to manually call update() function on each frame\n *\n * @default false\n */\n noTicker?: boolean;\n\n /**\n * InteractionManager, available from instantiated `WebGLRenderer/CanvasRenderer.plugins.interaction`\n *\n * It's used to calculate pointer postion relative to canvas location on screen\n */\n interaction?: InteractionManager | null;\n\n /**\n * Remove oncontextmenu=() => {} from the divWheel element\n */\n disableOnContextMenu?: boolean;\n\n /**\n * div to attach the wheel event\n *\n * @default document.body\n */\n divWheel?: HTMLElement;\n\n /**\n * Use this PIXI.ticker for updates\n *\n * @default PIXI.Ticker.shared\n */\n ticker?: Ticker;\n\n /**\n * Uses divWheel definition for InputManager to calculate positioning relative to containing div\n * this is used only if options.interaction is not defined\n */\n useDivWheelForInputManager?: boolean;\n}\n\nexport interface ICompleteViewportOptions extends IViewportOptions\n{\n screenWidth: number;\n screenHeight: number;\n threshold: number;\n passiveWheel: boolean;\n stopPropagation: boolean;\n noTicker: boolean;\n ticker: Ticker;\n}\n\nexport interface IViewportTransformState\n{\n x: number;\n y: number;\n scaleX: number;\n scaleY: number;\n}\n\nconst DEFAULT_VIEWPORT_OPTIONS: ICompleteViewportOptions = {\n screenWidth: window.innerWidth,\n screenHeight: window.innerHeight,\n worldWidth: null,\n worldHeight: null,\n threshold: 5,\n passiveWheel: true,\n stopPropagation: false,\n forceHitArea: null,\n noTicker: false,\n interaction: null,\n disableOnContextMenu: false,\n ticker: Ticker.shared,\n};\n\n/**\n * Main class to use when creating a Viewport\n *\n * @public\n * @fires clicked\n * @fires drag-start\n * @fires drag-end\n * @fires drag-remove\n * @fires pinch-start\n * @fires pinch-end\n * @fires pinch-remove\n * @fires snap-start\n * @fires snap-end\n * @fires snap-remove\n * @fires snap-zoom-start\n * @fires snap-zoom-end\n * @fires snap-zoom-remove\n * @fires bounce-x-start\n * @fires bounce-x-end\n * @fires bounce-y-start\n * @fires bounce-y-end\n * @fires bounce-remove\n * @fires wheel\n * @fires wheel-remove\n * @fires wheel-scroll\n * @fires wheel-scroll-remove\n * @fires mouse-edge-start\n * @fires mouse-edge-end\n * @fires mouse-edge-remove\n * @fires moved\n * @fires moved-end\n * @fires zoomed\n * @fires zoomed-end\n * @fires frame-end\n */\nexport class Viewport extends Container\n{\n /** Flags whether the viewport is being panned */\n public moving?: boolean;\n\n public screenWidth: number;\n public screenHeight: number;\n\n /** Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event */\n public threshold: number;\n\n public readonly input: InputManager;\n\n /** Use this to add user plugins or access existing plugins (e.g., to pause, resume, or remove them) */\n public readonly plugins: PluginManager;\n\n /** Flags whether the viewport zoom is being changed. */\n public zooming?: boolean;\n\n public lastViewport?: IViewportTransformState | null;\n\n /** The options passed when creating this viewport, merged with the default values */\n public readonly options: ICompleteViewportOptions & { divWheel: HTMLElement };\n\n private _dirty?: boolean;\n private _forceHitArea?: IHitArea | null;\n private _hitAreaDefault?: Rectangle;\n private _pause?: boolean;\n private readonly tickerFunction?: () => void;\n private _worldWidth?: number | null;\n private _worldHeight?: number | null;\n private _disableOnContextMenu = (e: MouseEvent) => e.preventDefault();\n\n /**\n * @param {IViewportOptions} ViewportOptions\n * @param {number} [options.screenWidth=window.innerWidth]\n * @param {number} [options.screenHeight=window.innerHeight]\n * @param {number} [options.worldWidth=this.width]\n * @param {number} [options.worldHeight=this.height]\n * @param {number} [options.threshold=5] number of pixels to move to trigger an input event (e.g., drag, pinch)\n * or disable a clicked event\n * @param {boolean} [options.passiveWheel=true] whether the 'wheel' event is set to passive (note: if false,\n * e.preventDefault() will be called when wheel is used over the viewport)\n * @param {boolean} [options.stopPropagation=false] whether to stopPropagation of events that impact the viewport\n * (except wheel events, see options.passiveWheel)\n * @param {HitArea} [options.forceHitArea] change the default hitArea from world size to a new value\n * @param {boolean} [options.noTicker] set this if you want to manually call update() function on each frame\n * @param {PIXI.Ticker} [options.ticker=PIXI.Ticker.shared] use this PIXI.ticker for updates\n * @param {PIXI.InteractionManager} [options.interaction=null] InteractionManager, available from instantiated\n * WebGLRenderer/CanvasRenderer.plugins.interaction - used to calculate pointer position relative to canvas\n * location on screen\n * @param {HTMLElement} [options.divWheel=document.body] div to attach the wheel event\n * @param {boolean} [options.disableOnContextMenu] remove oncontextmenu=() => {} from the divWheel element\n */\n constructor(options: IViewportOptions = {})\n {\n super();\n this.options = Object.assign(\n {},\n { divWheel: document.body },\n DEFAULT_VIEWPORT_OPTIONS,\n options\n );\n\n this.screenWidth = this.options.screenWidth;\n this.screenHeight = this.options.screenHeight;\n\n this._worldWidth = this.options.worldWidth;\n this._worldHeight = this.options.worldHeight;\n this.forceHitArea = this.options.forceHitArea;\n this.threshold = this.options.threshold;\n\n this.options.divWheel = this.options.divWheel || document.body;\n\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.addEventListener('contextmenu', this._disableOnContextMenu);\n }\n if (!this.options.noTicker)\n {\n this.tickerFunction = () => this.update(this.options.ticker.elapsedMS);\n this.options.ticker.add(this.tickerFunction);\n }\n\n this.input = new InputManager(this);\n this.plugins = new PluginManager(this);\n }\n\n /** Overrides PIXI.Container's destroy to also remove the 'wheel' and PIXI.Ticker listeners */\n destroy(options?: IDestroyOptions): void\n {\n if (!this.options.noTicker && this.tickerFunction)\n {\n this.options.ticker.remove(this.tickerFunction);\n }\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.removeEventListener('contextmenu', this._disableOnContextMenu);\n }\n\n this.input.destroy();\n super.destroy(options);\n }\n\n /**\n * Update viewport on each frame.\n *\n * By default, you do not need to call this unless you set `options.noTicker=true`.\n *\n * @param {number} elapsed time in milliseconds since last update\n */\n update(elapsed: number): void\n {\n if (!this.pause)\n {\n this.plugins.update(elapsed);\n\n if (this.lastViewport)\n {\n // Check for moved-end event\n if (this.lastViewport.x !== this.x || this.lastViewport.y !== this.y)\n {\n this.moving = true;\n }\n else if (this.moving)\n {\n this.emit('moved-end', this);\n this.moving = false;\n }\n\n // Check for zoomed-end event\n if (this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y)\n {\n this.zooming = true;\n }\n else if (this.zooming)\n {\n this.emit('zoomed-end', this);\n this.zooming = false;\n }\n }\n\n if (!this.forceHitArea)\n {\n this._hitAreaDefault = new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n this.hitArea = this._hitAreaDefault;\n }\n\n this._dirty = this._dirty || !this.lastViewport\n || this.lastViewport.x !== this.x || this.lastViewport.y !== this.y\n || this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y;\n\n this.lastViewport = {\n x: this.x,\n y: this.y,\n scaleX: this.scale.x,\n scaleY: this.scale.y\n };\n this.emit('frame-end', this);\n }\n }\n\n /**\n * Use this to set screen and world sizes, needed for pinch/wheel/clamp/bounce.\n * @param {number} screenWidth=window.innerWidth\n * @param {number} screenHeight=window.innerHeight\n * @param {number} [worldWidth]\n * @param {number} [worldHeight]\n */\n resize(\n screenWidth: number = window.innerWidth,\n screenHeight: number = window.innerHeight,\n worldWidth?: number,\n worldHeight?: number\n ): void\n {\n this.screenWidth = screenWidth;\n this.screenHeight = screenHeight;\n\n if (typeof worldWidth !== 'undefined')\n {\n this._worldWidth = worldWidth;\n }\n if (typeof worldHeight !== 'undefined')\n {\n this._worldHeight = worldHeight;\n }\n\n this.plugins.resize();\n this.dirty = true;\n }\n\n /** World width, in pixels */\n get worldWidth(): number\n {\n if (this._worldWidth)\n {\n return this._worldWidth;\n }\n\n return this.width / this.scale.x;\n }\n set worldWidth(value: number)\n {\n this._worldWidth = value;\n this.plugins.resize();\n }\n\n /** World height, in pixels */\n get worldHeight(): number\n {\n if (this._worldHeight)\n {\n return this._worldHeight;\n }\n\n return this.height / this.scale.y;\n }\n set worldHeight(value: number)\n {\n this._worldHeight = value;\n this.plugins.resize();\n }\n\n /** Get visible world bounds of viewport */\n public getVisibleBounds(): Rectangle\n {\n return new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n }\n\n /** Change coordinates from screen to world */\n public toWorld

(x: number, y: number): P;\n /** Change coordinates from screen to world */\n public toWorld

(screenPoint: IPointData): P;\n\n /**\n * Changes coordinate from screen to world\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n public toWorld

(x: number | IPointData, y?: number): P\n {\n if (arguments.length === 2)\n {\n return this.toLocal

(new Point(x as number, y));\n }\n\n return this.toLocal

(x as IPointData);\n }\n\n /** Change coordinates from world to screen */\n public toScreen

(x: number, y: number): P;\n /** Change coordinates from world to screen */\n public toScreen

(worldPoint: IPointData): P;\n\n /**\n * Changes coordinate from world to screen\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n public toScreen

(x: number | IPointData, y?: number): P\n {\n if (arguments.length === 2)\n {\n return this.toGlobal

(new Point(x as number, y));\n }\n\n return this.toGlobal

(x as IPointData);\n }\n\n /** Screen width in world coordinates */\n get worldScreenWidth(): number\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Screen height in world coordinates */\n get worldScreenHeight(): number\n {\n return this.screenHeight / this.scale.y;\n }\n\n /** World width in screen coordinates */\n get screenWorldWidth(): number\n {\n return this.worldWidth * this.scale.x;\n }\n\n /** World height in screen coordinates */\n get screenWorldHeight(): number\n {\n return this.worldHeight * this.scale.y;\n }\n\n /** Center of screen in world coordinates */\n get center(): Point\n {\n return new Point(\n (this.worldScreenWidth / 2) - (this.x / this.scale.x),\n (this.worldScreenHeight / 2) - (this.y / this.scale.y),\n );\n }\n set center(value: Point)\n {\n this.moveCenter(value);\n }\n\n public moveCenter(x: number, y: number): Viewport;\n\n /** Move center of viewport to {@code center}. */\n public moveCenter(center: IPointData): Viewport;\n\n /**\n * Move center of viewport to (x, y)\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @return {Viewport}\n */\n public moveCenter(...args: [number, number] | [IPointData]): Viewport\n {\n let x: number;\n let y: number;\n\n if (typeof args[0] === 'number')\n {\n x = args[0];\n y = args[1] as number;\n }\n else\n {\n x = args[0].x;\n y = args[0].y;\n }\n\n const newX = ((this.worldScreenWidth / 2) - x) * this.scale.x;\n const newY = ((this.worldScreenHeight / 2) - y) * this.scale.y;\n\n if (this.x !== newX || this.y !== newY)\n {\n this.position.set(newX, newY);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Top-left corner of Viewport */\n get corner(): Point\n {\n return new Point(-this.x / this.scale.x, -this.y / this.scale.y);\n }\n set corner(value: Point)\n {\n this.moveCorner(value);\n }\n\n /** Move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n public moveCorner(x: number, y: number): Viewport;\n\n /** move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n public moveCorner(center: Point): Viewport;\n\n /**\n * MoveCorner\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @returns {Viewport}\n */\n public moveCorner(...args: [number, number] | [Point]): Viewport\n {\n let x;\n let y;\n\n if (args.length === 1)\n {\n x = -args[0].x * this.scale.x;\n y = -args[0].y * this.scale.y;\n }\n else\n {\n x = -args[0] * this.scale.x;\n y = -args[1] * this.scale.y;\n }\n\n if (x !== this.x || y !== this.y)\n {\n this.position.set(x, y);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Get how many world pixels fit in screen's width */\n get screenWidthInWorldPixels(): number\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Get how many world pixels fit on screen's height */\n get screenHeightInWorldPixels(): number\n {\n return this.screenHeight / this.scale.y;\n }\n\n /**\n * Find the scale value that fits a world width on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param width - Width in world pixels\n * @return - scale\n */\n findFitWidth(width: number): number\n {\n return this.screenWidth / width;\n }\n\n /**\n * Finds the scale value that fits a world height on the screens\n * does not change the viewport (use fit... to change)\n *\n * @param height - Height in world pixels\n * @return - scale\n */\n findFitHeight(height: number): number\n {\n return this.screenHeight / height;\n }\n\n /**\n * Finds the scale value that fits the smaller of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findFit(width: number, height: number): number\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.min(scaleX, scaleY);\n }\n\n /**\n * Finds the scale value that fits the larger of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findCover(width: number, height: number): number\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.max(scaleX, scaleY);\n }\n\n /**\n * Change zoom so the width fits in the viewport\n *\n * @param width - width in world coordinates\n * @param center - maintain the same center\n * @param scaleY - whether to set scaleY=scaleX\n * @param noClamp - whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitWidth(width = this.worldWidth, center?: boolean, scaleY = true, noClamp?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.x = this.screenWidth / width;\n\n if (scaleY)\n {\n this.scale.y = this.scale.x;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so the height fits in the viewport\n *\n * @param {number} [height=this.worldHeight] in world coordinates\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {boolean} [scaleX=true] whether to set scaleX = scaleY\n * @param {boolean} [noClamp] whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitHeight(height = this.worldHeight, center?: boolean, scaleX = true, noClamp?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.y = this.screenHeight / height;\n\n if (scaleX)\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the entire world in the viewport\n *\n * @param {boolean} center maintain the same center of the screen after zoom\n * @returns {Viewport} this\n */\n fitWorld(center?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / this.worldWidth;\n this.scale.y = this.screenHeight / this.worldHeight;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the size or the entire world in the viewport\n *\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {number} [width=this.worldWidth] desired width\n * @param {number} [height=this.worldHeight] desired height\n * @returns {Viewport} this\n */\n fit(center?: boolean, width = this.worldWidth, height = this.worldHeight): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / width;\n this.scale.y = this.screenHeight / height;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport to specific value.\n *\n * @param {number} scale value (e.g., 1 would be 100%, 0.25 would be 25%)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n setZoom(scale: number, center?: boolean): Viewport\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.set(scale);\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport by a certain percent (in both x and y direction).\n *\n * @param {number} percent change (e.g., 0.25 would increase a starting scale of 1.0 to 1.25)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoomPercent(percent: number, center?: boolean): Viewport\n {\n return this.setZoom(this.scale.x + (this.scale.x * percent), center);\n }\n\n /**\n * Zoom viewport by increasing/decreasing width by a certain number of pixels.\n *\n * @param {number} change in pixels\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoom(change: number, center?: boolean): Viewport\n {\n this.fitWidth(change + this.worldScreenWidth, center);\n\n return this;\n }\n\n /** Changes scale of viewport and maintains center of viewport */\n get scaled(): number\n {\n return this.scale.x;\n }\n set scaled(scale: number)\n {\n this.setZoom(scale, true);\n }\n\n /**\n * Returns zoom to the desired scale\n *\n * @param {ISnapZoomOptions} options\n * @param {number} [options.width=0] - the desired width to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.height=0] - the desired height to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.time=1000] - time for snapping in ms\n * @param {(string|function)} [options.ease=easeInOutSine] ease function or name (see http://easings.net/\n * for supported names)\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of the viewport\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at the\n * desired zoom\n * @param {boolean} [options.noMove] - zoom but do not move\n */\n snapZoom(options?: ISnapZoomOptions): Viewport\n {\n this.plugins.add('snap-zoom', new SnapZoom(this, options));\n\n return this;\n }\n\n /** Is container out of world bounds */\n OOB(): {\n left: boolean;\n right: boolean;\n top: boolean;\n bottom: boolean;\n cornerPoint: Point;\n }\n {\n return {\n left: this.left < 0,\n right: this.right > this.worldWidth,\n top: this.top < 0,\n bottom: this.bottom > this.worldHeight,\n cornerPoint: new Point(\n (this.worldWidth * this.scale.x) - this.screenWidth,\n (this.worldHeight * this.scale.y) - this.screenHeight\n )\n };\n }\n\n /** World coordinates of the right edge of the screen */\n get right(): number\n {\n return (-this.x / this.scale.x) + this.worldScreenWidth;\n }\n set right(value: number)\n {\n this.x = (-value * this.scale.x) + this.screenWidth;\n this.plugins.reset();\n }\n\n /** World coordinates of the left edge of the screen */\n get left(): number\n {\n return -this.x / this.scale.x;\n }\n set left(value: number)\n {\n this.x = -value * this.scale.x;\n this.plugins.reset();\n }\n\n /** World coordinates of the top edge of the screen */\n get top(): number\n {\n return -this.y / this.scale.y;\n }\n set top(value: number)\n {\n this.y = -value * this.scale.y;\n this.plugins.reset();\n }\n\n /** World coordinates of the bottom edge of the screen */\n get bottom(): number\n {\n return (-this.y / this.scale.y) + this.worldScreenHeight;\n }\n set bottom(value: number)\n {\n this.y = (-value * this.scale.y) + this.screenHeight;\n this.plugins.reset();\n }\n\n /**\n * Determines whether the viewport is dirty (i.e., needs to be rendered to the screen because of a change)\n */\n get dirty(): boolean\n {\n return !!this._dirty;\n }\n set dirty(value: boolean)\n {\n this._dirty = value;\n }\n\n /**\n * Permanently changes the Viewport's hitArea\n *\n * NOTE: if not set then hitArea = PIXI.Rectangle(Viewport.left, Viewport.top, Viewport.worldScreenWidth,\n * Viewport.worldScreenHeight)\n */\n get forceHitArea(): IHitArea | null | undefined\n {\n return this._forceHitArea;\n }\n set forceHitArea(value: IHitArea | null | undefined)\n {\n if (value)\n {\n this._forceHitArea = value;\n this.hitArea = value;\n }\n else\n {\n this._forceHitArea = null;\n this.hitArea = new Rectangle(0, 0, this.worldWidth, this.worldHeight);\n }\n }\n\n /**\n * Enable one-finger touch to drag\n *\n * NOTE: if you expect users to use right-click dragging, you should enable `viewport.options.disableOnContextMenu`\n * to avoid the context menu popping up on each right-click drag.\n *\n * @param {IDragOptions} [options]\n * @param {string} [options.direction=all] direction to drag\n * @param {boolean} [options.pressDrag=true] whether click to drag is active\n * @param {boolean} [options.wheel=true] use wheel to scroll in direction (unless wheel plugin is active)\n * @param {number} [options.wheelScroll=1] number of pixels to scroll with each wheel spin\n * @param {boolean} [options.reverse] reverse the direction of the wheel scroll\n * @param {(boolean|string)} [options.clampWheel=false] clamp wheel(to avoid weird bounce with mouse wheel)\n * @param {string} [options.underflow=center] where to place world if too small for screen\n * @param {number} [options.factor=1] factor to multiply drag to increase the speed of movement\n * @param {string} [options.mouseButtons=all] changes which mouse buttons trigger drag, use: 'all', 'left',\n * 'right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * viewport.options.disableOnContextMenu if you want to use right-click dragging\n * @param {string[]} [options.keyToPress=null] - array containing\n * {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of keys that can be\n * pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n * @param {boolean} [options.ignoreKeyToPressOnTouch=false] - ignore keyToPress for touch events\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @returns {Viewport} this\n */\n public drag(options?: IDragOptions): Viewport\n {\n this.plugins.add('drag', new Drag(this, options));\n\n return this;\n }\n\n /**\n * Clamp to world boundaries or other provided boundaries\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary\n * [0, viewport.worldWidth/viewport.worldHeight], eg: to allow the world to be completely dragged offscreen,\n * set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the\n * appropriate boundaries\n *\n * NOTES:\n * clamp is disabled if called with no options; use { direction: 'all' } for all edge clamping\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n *\n * @param {object} [options]\n * @param {(number|boolean)} [options.left=false] - clamp left; true = 0\n * @param {(number|boolean)} [options.right=false] - clamp right; true = viewport.worldWidth\n * @param {(number|boolean)} [options.top=false] - clamp top; true = 0\n * @param {(number|boolean)} [options.bottom=false] - clamp bottom; true = viewport.worldHeight\n * @param {string} [direction] - (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight];\n * replaces left/right/top/bottom if set\n * @param {string} [underflow=center] - where to place world if too small for screen (e.g., top-right, center,\n * none, bottomLeft) * @returns {Viewport} this\n */\n public clamp(options?: IClampOptions): Viewport\n {\n this.plugins.add('clamp', new Clamp(this, options));\n\n return this;\n }\n\n /**\n * Decelerate after a move\n *\n * NOTE: this fires 'moved' event during deceleration\n *\n * @param {IDecelerateOptions} [options]\n * @param {number} [options.friction=0.95] - percent to decelerate after movement\n * @param {number} [options.bounce=0.8] - percent to decelerate when past boundaries (only applicable when\n * viewport.bounce() is active)\n * @param {number} [options.minSpeed=0.01] - minimum velocity before stopping/reversing acceleration\n * @return {Viewport} this\n */\n public decelerate(options?: IDecelerateOptions): Viewport\n {\n this.plugins.add('decelerate', new Decelerate(this, options));\n\n return this;\n }\n\n /**\n * Bounce on borders\n * NOTES:\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n * fires 'moved', 'bounce-x-start', 'bounce-y-start', 'bounce-x-end', and 'bounce-y-end' events\n * @param {object} [options]\n * @param {string} [options.sides=all] - all, horizontal, vertical, or combination of top, bottom, right, left\n * (e.g., 'top-bottom-right')\n * @param {number} [options.friction=0.5] - friction to apply to decelerate if active\n * @param {number} [options.time=150] - time in ms to finish bounce\n * @param {object} [options.bounceBox] - use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight)\n * @param {number} [options.bounceBox.x=0]\n * @param {number} [options.bounceBox.y=0]\n * @param {number} [options.bounceBox.width=viewport.worldWidth]\n * @param {number} [options.bounceBox.height=viewport.worldHeight]\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name\n * (see http://easings.net/ for supported names)\n * @param {string} [options.underflow=center] - (top/bottom/center and left/right/center, or center)\n * where to place world if too small for screen\n * @return {Viewport} this\n */\n public bounce(options?: IBounceOptions): Viewport\n {\n this.plugins.add('bounce', new Bounce(this, options));\n\n return this;\n }\n\n /**\n * Enable pinch to zoom and two-finger touch to drag\n *\n * @param {PinchOptions} [options]\n * @param {boolean} [options.noDrag] - disable two-finger dragging\n * @param {number} [options.percent=1] - percent to modify pinch speed\n * @param {number} [options.factor=1] - factor to multiply two-finger drag to increase the speed of movement\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of two fingers\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n public pinch(options?: IPinchOptions): Viewport\n {\n this.plugins.add('pinch', new Pinch(this, options));\n\n return this;\n }\n\n /**\n * Snap to a point\n *\n * @param {number} x\n * @param {number} y\n * @param {ISnapOptions} [options]\n * @param {boolean} [options.topLeft] - snap to the top-left of viewport instead of center\n * @param {number} [options.friction=0.8] - friction/frame to apply if decelerate is active\n * @param {number} [options.time=1000] - time in ms to snap\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name (see http://easings.net/\n * for supported names)\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at\n * the desired location\n * @return {Viewport} this\n */\n public snap(x: number, y: number, options?: ISnapOptions): Viewport\n {\n this.plugins.add('snap', new Snap(this, x, y, options));\n\n return this;\n }\n\n /**\n * Follow a target\n *\n * NOTES:\n * uses the (x, y) as the center to follow; for PIXI.Sprite to work properly, use sprite.anchor.set(0.5)\n * options.acceleration is not perfect as it doesn't know the velocity of the target. It adds acceleration\n * to the start of movement and deceleration to the end of movement when the target is stopped.\n * To cancel the follow, use: `viewport.plugins.remove('follow')`\n *\n * @fires 'moved' event\n *\n * @param {PIXI.DisplayObject} target to follow\n * @param {IFollowOptions} [options]\n * @param {number} [options.speed=0] - to follow in pixels/frame (0=teleport to location)\n * @param {number} [options.acceleration] - set acceleration to accelerate and decelerate at this rate; speed\n * cannot be 0 to use acceleration\n * @param {number} [options.radius] - radius (in world coordinates) of center circle where movement is allowed\n * without moving the viewport * @returns {Viewport} this\n * @returns {Viewport} this\n */\n public follow(target: DisplayObject, options?: IFollowOptions): Viewport\n {\n this.plugins.add('follow', new Follow(this, target, options));\n\n return this;\n }\n\n /**\n * Zoom using mouse wheel\n *\n * NOTE: the default event listener for 'wheel' event is document.body. Use `Viewport.options.divWheel` to\n * change this default\n *\n * @param {IWheelOptions} [options]\n * @param {number} [options.percent=0.1] - percent to scroll with each spin\n * @param {number} [options.smooth] - smooth the zooming by providing the number of frames to zoom between wheel spins\n * @param {boolean} [options.interrupt=true] - stop smoothing with any user input on the viewport\n * @param {boolean} [options.reverse] - reverse the direction of the scroll\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of current mouse position\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n public wheel(options?: IWheelOptions): Viewport\n {\n this.plugins.add('wheel', new Wheel(this, options));\n\n return this;\n }\n\n /**\n * Animate the position and/or scale of the viewport\n * To set the zoom level, use: (1) scale, (2) scaleX and scaleY, or (3) width and/or height\n * @param {object} options\n * @param {number} [options.time=1000] - time to animate\n * @param {PIXI.Point} [options.position=viewport.center] - position to move viewport\n * @param {number} [options.width] - desired viewport width in world pixels (use instead of scale;\n * aspect ratio is maintained if height is not provided)\n * @param {number} [options.height] - desired viewport height in world pixels (use instead of scale;\n * aspect ratio is maintained if width is not provided)\n * @param {number} [options.scale] - scale to change zoom (scale.x = scale.y)\n * @param {number} [options.scaleX] - independently change zoom in x-direction\n * @param {number} [options.scaleY] - independently change zoom in y-direction\n * @param {(function|string)} [options.ease=linear] - easing function to use\n * @param {function} [options.callbackOnComplete]\n * @param {boolean} [options.removeOnInterrupt] removes this plugin if interrupted by any user input\n * @returns {Viewport} this\n */\n public animate(options: IAnimateOptions): Viewport\n {\n this.plugins.add('animate', new Animate(this, options));\n\n return this;\n }\n\n /**\n * Enable clamping of zoom to constraints\n *\n * The minWidth/Height settings are how small the world can get (as it would appear on the screen)\n * before clamping. The maxWidth/maxHeight is how larger the world can scale (as it would appear on\n * the screen) before clamping.\n *\n * For example, if you have a world size of 1000 x 1000 and a screen size of 100 x 100, if you set\n * minWidth/Height = 100 then the world will not be able to zoom smaller than the screen size (ie,\n * zooming out so it appears smaller than the screen). Similarly, if you set maxWidth/Height = 100\n * the world will not be able to zoom larger than the screen size (ie, zooming in so it appears\n * larger than the screen).\n *\n * @param {object} [options]\n * @param {number} [options.minWidth] - minimum width\n * @param {number} [options.minHeight] - minimum height\n * @param {number} [options.maxWidth] - maximum width\n * @param {number} [options.maxHeight] - maximum height\n * @param {number} [options.minScale] - minimum scale\n * @param {number} [options.maxScale] - minimum scale\n * @return {Viewport} this\n */\n public clampZoom(options: IClampZoomOptions): Viewport\n {\n this.plugins.add('clamp-zoom', new ClampZoom(this, options));\n\n return this;\n }\n\n /**\n * Scroll viewport when mouse hovers near one of the edges or radius-distance from center of screen.\n *\n * NOTES: fires 'moved' event; there's a known bug where the mouseEdges does not work properly with \"windowed\" viewports\n *\n * @param {IMouseEdgesOptions} [options]\n * @param {number} [options.radius] - distance from center of screen in screen pixels\n * @param {number} [options.distance] - distance from all sides in screen pixels\n * @param {number} [options.top] - alternatively, set top distance (leave unset for no top scroll)\n * @param {number} [options.bottom] - alternatively, set bottom distance (leave unset for no top scroll)\n * @param {number} [options.left] - alternatively, set left distance (leave unset for no top scroll)\n * @param {number} [options.right] - alternatively, set right distance (leave unset for no top scroll)\n * @param {number} [options.speed=8] - speed in pixels/frame to scroll viewport\n * @param {boolean} [options.reverse] - reverse direction of scroll\n * @param {boolean} [options.noDecelerate] - don't use decelerate plugin even if it's installed\n * @param {boolean} [options.linear] - if using radius, use linear movement (+/- 1, +/- 1) instead of angled\n * movement (Math.cos(angle from center), Math.sin(angle from center))\n * @param {boolean} [options.allowButtons] allows plugin to continue working even when there's a mousedown event\n */\n public mouseEdges(options: IMouseEdgesOptions): Viewport\n {\n this.plugins.add('mouse-edges', new MouseEdges(this, options));\n\n return this;\n }\n\n /** Pause viewport (including animation updates such as decelerate) */\n get pause(): boolean\n {\n return !!this._pause;\n }\n set pause(value: boolean)\n {\n this._pause = value;\n\n this.lastViewport = null;\n this.moving = false;\n this.zooming = false;\n\n if (value)\n {\n this.input.pause();\n }\n }\n\n /**\n * Move the viewport so the bounding box is visible\n *\n * @param x - left\n * @param y - top\n * @param width\n * @param height\n * @param resizeToFit - Resize the viewport so the box fits within the viewport\n */\n public ensureVisible(x: number, y: number, width: number, height: number, resizeToFit?: boolean): void\n {\n if (resizeToFit && (width > this.worldScreenWidth || height > this.worldScreenHeight))\n {\n this.fit(true, width, height);\n this.emit('zoomed', { viewport: this, type: 'ensureVisible' });\n }\n let moved = false;\n\n if (x < this.left)\n {\n this.left = x;\n moved = true;\n }\n else if (x + width > this.right)\n {\n this.right = x + width;\n moved = true;\n }\n if (y < this.top)\n {\n this.top = y;\n moved = true;\n }\n else if (y + height > this.bottom)\n {\n this.bottom = y + height;\n moved = true;\n }\n if (moved)\n {\n this.emit('moved', { viewport: this, type: 'ensureVisible' });\n }\n }\n}\n\n/**\n * Fires after a mouse or touch click\n * @event Viewport#clicked\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag starts\n * @event Viewport#drag-start\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag ends\n * @event Viewport#drag-end\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a pinch starts\n * @event Viewport#pinch-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a pinch end\n * @event Viewport#pinch-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap starts\n * @event Viewport#snap-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap ends\n * @event Viewport#snap-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom starts\n * @event Viewport#snap-zoom-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom ends\n * @event Viewport#snap-zoom-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the x direction\n * @event Viewport#bounce-x-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the x direction\n * @event Viewport#bounce-x-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the y direction\n * @event Viewport#bounce-y-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the y direction\n * @event Viewport#bounce-y-end\n * @type {Viewport}\n */\n\n/**\n * Fires when for a mouse wheel event\n * @event Viewport#wheel\n * @type {object}\n * @property {object} wheel\n * @property {number} wheel.dx\n * @property {number} wheel.dy\n * @property {number} wheel.dz\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a wheel-scroll occurs\n * @event Viewport#wheel-scroll\n * @type {Viewport}\n */\n\n/**\n * Fires when a mouse-edge starts to scroll\n * @event Viewport#mouse-edge-start\n * @type {Viewport}\n */\n\n/**\n * Fires when the mouse-edge scrolling ends\n * @event Viewport#mouse-edge-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#moved\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type - (drag, snap, pinch, 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n{constructor(t,e={}){super(t),this.options=Object.assign({},c,e),this.ease=r(this.options.ease,"easeInOutSine"),this.options.sides?"all"===this.options.sides?this.top=this.bottom=this.left=this.right=!0:"horizontal"===this.options.sides?(this.right=this.left=!0,this.top=this.bottom=!1):"vertical"===this.options.sides?(this.left=this.right=!1,this.top=this.bottom=!0):(this.top=-1!==this.options.sides.indexOf("top"),this.bottom=-1!==this.options.sides.indexOf("bottom"),this.left=-1!==this.options.sides.indexOf("left"),this.right=-1!==this.options.sides.indexOf("right")):this.left=this.top=this.right=this.bottom=!1;const i=this.options.underflow.toLowerCase();"center"===i?(this.underflowX=0,this.underflowY=0):(this.underflowX=-1!==i.indexOf("left")?-1:-1!==i.indexOf("right")?1:0,this.underflowY=-1!==i.indexOf("top")?-1:-1!==i.indexOf("bottom")?1:0),this.reset()}isActive(){return null!==this.toX||null!==this.toY}down(){return this.toX=this.toY=null,!1}up(){return this.bounce(),!1}update(t){if(!this.paused){if(this.bounce(),this.toX){const e=this.toX;e.time+=t,this.parent.emit("moved",{viewport:this.parent,type:"bounce-x"}),e.time>=this.options.time?(this.parent.x=e.end,this.toX=null,this.parent.emit("bounce-x-end",this.parent)):this.parent.x=this.ease(e.time,e.start,e.delta,this.options.time)}if(this.toY){const e=this.toY;e.time+=t,this.parent.emit("moved",{viewport:this.parent,type:"bounce-y"}),e.time>=this.options.time?(this.parent.y=e.end,this.toY=null,this.parent.emit("bounce-y-end",this.parent)):this.parent.y=this.ease(e.time,e.start,e.delta,this.options.time)}}}calcUnderflowX(){let t;switch(this.underflowX){case-1:t=0;break;case 1:t=this.parent.screenWidth-this.parent.screenWorldWidth;break;default:t=(this.parent.screenWidth-this.parent.screenWorldWidth)/2}return t}calcUnderflowY(){let t;switch(this.underflowY){case-1:t=0;break;case 1:t=this.parent.screenHeight-this.parent.screenWorldHeight;break;default:t=(this.parent.screenHeight-this.parent.screenWorldHeight)/2}return t}oob(){const t=this.options.bounceBox;if(t){const i=void 0===t.x?0:t.x,s=void 0===t.y?0:t.y,n=void 0===t.width?this.parent.worldWidth:t.width,h=void 0===t.height?this.parent.worldHeight:t.height;return{left:this.parent.leftn,top:this.parent.toph,topLeft:new e.Point(i*this.parent.scale.x,s*this.parent.scale.y),bottomRight:new e.Point(n*this.parent.scale.x-this.parent.screenWidth,h*this.parent.scale.y-this.parent.screenHeight)}}return{left:this.parent.left<0,right:this.parent.right>this.parent.worldWidth,top:this.parent.top<0,bottom:this.parent.bottom>this.parent.worldHeight,topLeft:new e.Point(0,0),bottomRight:new e.Point(this.parent.worldWidth*this.parent.scale.x-this.parent.screenWidth,this.parent.worldHeight*this.parent.scale.y-this.parent.screenHeight)}}bounce(){if(this.paused)return;let t,e=this.parent.plugins.get("decelerate",!0);e&&(e.x||e.y)&&(e.x&&e.percentChangeX===l([e,"access",t=>t.options,"optionalAccess",t=>t.friction])||e.y&&e.percentChangeY===l([e,"access",t=>t.options,"optionalAccess",t=>t.friction]))&&(t=this.oob(),(t.left&&this.left||t.right&&this.right)&&(e.percentChangeX=this.options.friction),(t.top&&this.top||t.bottom&&this.bottom)&&(e.percentChangeY=this.options.friction));const i=this.parent.plugins.get("drag",!0)||{},s=this.parent.plugins.get("pinch",!0)||{};if(e=e||{},!(l([i,"optionalAccess",t=>t.active])||l([s,"optionalAccess",t=>t.active])||this.toX&&this.toY||e.x&&e.y)){t=t||this.oob();const i=t.topLeft,s=t.bottomRight;if(!this.toX&&!e.x){let e=null;t.left&&this.left?e=this.parent.screenWorldWidth(!0===this.options.right?this.parent.worldWidth:this.options.right)&&(this.parent.x=-(!0===this.options.right?this.parent.worldWidth:this.options.right)*this.parent.scale.x+this.parent.screenWidth,e.x=0,i=!0);i&&this.parent.emit("moved",{viewport:this.parent,original:t,type:"clamp-x"})}if(null!==this.options.top||null!==this.options.bottom){let i=!1;if(!this.noUnderflow&&this.parent.screenWorldHeight(!0===this.options.bottom?this.parent.worldHeight:this.options.bottom)&&(this.parent.y=-(!0===this.options.bottom?this.parent.worldHeight:this.options.bottom)*this.parent.scale.y+this.parent.screenHeight,e.y=0,i=!0);i&&this.parent.emit("moved",{viewport:this.parent,original:t,type:"clamp-y"})}this.last.x=this.parent.x,this.last.y=this.parent.y,this.last.scaleX=this.parent.scale.x,this.last.scaleY=this.parent.scale.y}reset(){this.update()}}const g={minWidth:null,minHeight:null,maxWidth:null,maxHeight:null,minScale:null,maxScale:null};class w extends n{constructor(t,e={}){super(t),this.options=Object.assign({},g,e),this.clamp()}resize(){this.clamp()}clamp(){if(!this.paused)if(this.options.minWidth||this.options.minHeight||this.options.maxWidth||this.options.maxHeight){let t=this.parent.worldScreenWidth,e=this.parent.worldScreenHeight;if(null!==this.options.minWidth&&tthis.options.maxWidth){const i=this.parent.scale.x;this.parent.fitWidth(this.options.maxWidth,!1,!1,!0),this.parent.scale.y*=this.parent.scale.x/i,t=this.parent.worldScreenWidth,e=this.parent.worldScreenHeight,this.parent.emit("zoomed",{viewport:this.parent,type:"clamp-zoom"})}if(null!==this.options.minHeight&&ethis.options.maxHeight){const t=this.parent.scale.y;this.parent.fitHeight(this.options.maxHeight,!1,!1,!0),this.parent.scale.x*=this.parent.scale.y/t,this.parent.emit("zoomed",{viewport:this.parent,type:"clamp-zoom"})}}else if(this.options.minScale||this.options.maxScale){const t={x:null,y:null},e={x:null,y:null};if("number"==typeof this.options.minScale)t.x=this.options.minScale,t.y=this.options.minScale;else if(null!==this.options.minScale){const e=this.options.minScale;t.x=void 0===e.x?null:e.x,t.y=void 0===e.y?null:e.y}if("number"==typeof this.options.maxScale)e.x=this.options.maxScale,e.y=this.options.maxScale;else if(null!==this.options.maxScale){const t=this.options.maxScale;e.x=void 0===t.x?null:t.x,e.y=void 0===t.y?null:t.y}let i=this.parent.scale.x,s=this.parent.scale.y;null!==t.x&&ie.x&&(i=e.x),null!==t.y&&se.y&&(s=e.y),i===this.parent.scale.x&&s===this.parent.scale.y||(this.parent.scale.set(i,s),this.parent.emit("zoomed",{viewport:this.parent,type:"clamp-zoom"}))}}reset(){this.clamp()}}const y={friction:.98,bounce:.8,minSpeed:.01},f=16;class x extends n{constructor(t,e={}){super(t),this.options=Object.assign({},y,e),this.saved=[],this.timeSinceRelease=0,this.reset(),this.parent.on("moved",(t=>this.moved(t)))}down(){return this.saved=[],this.x=this.y=null,!1}isActive(){return!(!this.x&&!this.y)}move(){if(this.paused)return!1;const t=this.parent.input.count();return(1===t||t>1&&!this.parent.plugins.get("pinch",!0))&&(this.saved.push({x:this.parent.x,y:this.parent.y,time:performance.now()}),this.saved.length>60&&this.saved.splice(0,30)),!1}moved(t){if(this.saved.length){const e=this.saved[this.saved.length-1];"clamp-x"===t.type?e.x===t.original.x&&(e.x=this.parent.x):"clamp-y"===t.type&&e.y===t.original.y&&(e.y=this.parent.y)}}up(){if(0===this.parent.input.count()&&this.saved.length){const t=performance.now();for(const e of this.saved)if(e.time>=t-100){const i=t-e.time;this.x=(this.parent.x-e.x)/i,this.y=(this.parent.y-e.y)/i,this.percentChangeX=this.percentChangeY=this.options.friction,this.timeSinceRelease=0;break}}return!1}activate(t){void 0!==(t=t||{}).x&&(this.x=t.x,this.percentChangeX=this.options.friction),void 0!==t.y&&(this.y=t.y,this.percentChangeY=this.options.friction)}update(t){if(this.paused)return;const e=this.x||this.y,i=this.timeSinceRelease,s=this.timeSinceRelease+t;if(this.x){const e=this.percentChangeX,n=Math.log(e);this.parent.x+=this.x*f/n*(Math.pow(e,s/f)-Math.pow(e,i/f)),this.x*=Math.pow(this.percentChangeX,t/f)}if(this.y){const e=this.percentChangeY,n=Math.log(e);this.parent.y+=this.y*f/n*(Math.pow(e,s/f)-Math.pow(e,i/f)),this.y*=Math.pow(this.percentChangeY,t/f)}this.timeSinceRelease+=t,this.x&&this.y?Math.abs(this.x){t.includes(e.code)&&(this.keyIsPressed=!0)})),window.addEventListener("keyup",(e=>{t.includes(e.code)&&(this.keyIsPressed=!1)}))}mouseButtons(t){this.mouse=t&&"all"!==t?[-1!==t.indexOf("left"),-1!==t.indexOf("middle"),-1!==t.indexOf("right")]:[!0,!0,!0]}parseUnderflow(){const t=this.options.underflow.toLowerCase();"center"===t?(this.underflowX=0,this.underflowY=0):(t.includes("left")?this.underflowX=-1:t.includes("right")?this.underflowX=1:this.underflowX=0,t.includes("top")?this.underflowY=-1:t.includes("bottom")?this.underflowY=1:this.underflowY=0)}checkButtons(t){const e="mouse"===t.data.pointerType,i=this.parent.input.count();return!(!(1===i||i>1&&!this.parent.plugins.get("pinch",!0))||e&&!this.mouse[t.data.button])}checkKeyPress(t){return!this.options.keyToPress||this.keyIsPressed||this.options.ignoreKeyToPressOnTouch&&"touch"===t.data.pointerType}down(t){return!(this.paused||!this.options.pressDrag)&&(this.checkButtons(t)&&this.checkKeyPress(t)?(this.last={x:t.data.global.x,y:t.data.global.y},this.current=t.data.pointerId,!0):(this.last=null,!1))}get active(){return this.moved}move(t){if(this.paused||!this.options.pressDrag)return!1;if(this.last&&this.current===t.data.pointerId){const i=t.data.global.x,s=t.data.global.y,n=this.parent.input.count();if(1===n||n>1&&!this.parent.plugins.get("pinch",!0)){const n=i-this.last.x,h=s-this.last.y;if(this.moved||this.xDirection&&this.parent.input.checkThreshold(n)||this.yDirection&&this.parent.input.checkThreshold(h)){const n={x:i,y:s};return this.xDirection&&(this.parent.x+=(n.x-this.last.x)*this.options.factor),this.yDirection&&(this.parent.y+=(n.y-this.last.y)*this.options.factor),this.last=n,this.moved||this.parent.emit("drag-start",{event:t,screen:new e.Point(this.last.x,this.last.y),world:this.parent.toWorld(new e.Point(this.last.x,this.last.y)),viewport:this.parent}),this.moved=!0,this.parent.emit("moved",{viewport:this.parent,type:"drag"}),!0}}else this.moved=!1}return!1}up(t){if(this.paused)return!1;const i=this.parent.input.touches;if(1===i.length){const t=i[0];return t.last&&(this.last={x:t.last.x,y:t.last.y},this.current=t.id),this.moved=!1,!0}if(this.last&&this.moved){const i=new e.Point(this.last.x,this.last.y);return this.parent.emit("drag-end",{event:t,screen:i,world:this.parent.toWorld(i),viewport:this.parent}),this.last=null,this.moved=!1,!0}return!1}wheel(t){if(this.paused)return!1;if(this.options.wheel){const e=this.parent.plugins.get("wheel",!0);if(!e||!e.options.wheelZoom&&!t.ctrlKey){const e=t.deltaMode?this.options.lineHeight:1,i=[t.deltaX,t.deltaY],[s,n]=this.options.wheelSwapAxes?i.reverse():i;return this.xDirection&&(this.parent.x+=s*e*this.options.wheelScroll*this.reverse),this.yDirection&&(this.parent.y+=n*e*this.options.wheelScroll*this.reverse),this.options.clampWheel&&this.clamp(),this.parent.emit("wheel-scroll",this.parent),this.parent.emit("moved",{viewport:this.parent,type:"wheel"}),this.parent.options.passiveWheel||t.preventDefault(),this.parent.options.stopPropagation&&t.stopPropagation(),!0}}return!1}resume(){this.last=null,this.paused=!1}clamp(){const t=this.parent.plugins.get("decelerate",!0)||{};if("y"!==this.options.clampWheel)if(this.parent.screenWorldWidththis.parent.worldWidth&&(this.parent.x=-this.parent.worldWidth*this.parent.scale.x+this.parent.screenWidth,t.x=0);if("x"!==this.options.clampWheel)if(this.parent.screenWorldHeightthis.parent.worldHeight&&(this.parent.y=-this.parent.worldHeight*this.parent.scale.y+this.parent.screenHeight,t.y=0)}}const b={speed:0,acceleration:null,radius:null};class H extends n{constructor(t,e,i={}){super(t),this.target=e,this.options=Object.assign({},b,i),this.velocity={x:0,y:0}}update(t){if(this.paused)return;const e=this.parent.center;let i=this.target.x,s=this.target.y;if(this.options.radius){if(!(Math.sqrt(Math.pow(this.target.y-e.y,2)+Math.pow(this.target.x-e.x,2))>this.options.radius))return;{const t=Math.atan2(this.target.y-e.y,this.target.x-e.x);i=this.target.x-Math.cos(t)*this.options.radius,s=this.target.y-Math.sin(t)*this.options.radius}}const n=i-e.x,h=s-e.y;if(n||h)if(this.options.speed)if(this.options.acceleration){const o=Math.atan2(s-e.y,i-e.x),r=Math.sqrt(Math.pow(n,2)+Math.pow(h,2));if(r){const a=(Math.pow(this.velocity.x,2)+Math.pow(this.velocity.y,2))/(2*this.options.acceleration);this.velocity=r>a?{x:Math.min(this.velocity.x+this.options.acceleration*t,this.options.speed),y:Math.min(this.velocity.y+this.options.acceleration*t,this.options.speed)}:{x:Math.max(this.velocity.x-this.options.acceleration*this.options.speed,0),y:Math.max(this.velocity.y-this.options.acceleration*this.options.speed,0)};const p=Math.cos(o)*this.velocity.x,l=Math.sin(o)*this.velocity.y,c=Math.abs(p)>Math.abs(n)?i:e.x+p,d=Math.abs(l)>Math.abs(h)?s:e.y+l;this.parent.moveCenter(c,d),this.parent.emit("moved",{viewport:this.parent,type:"follow"})}}else{const t=Math.atan2(s-e.y,i-e.x),o=Math.cos(t)*this.options.speed,r=Math.sin(t)*this.options.speed,a=Math.abs(o)>Math.abs(n)?i:e.x+o,p=Math.abs(r)>Math.abs(h)?s:e.y+r;this.parent.moveCenter(a,p),this.parent.emit("moved",{viewport:this.parent,type:"follow"})}else this.parent.moveCenter(i,s),this.parent.emit("moved",{viewport:this.parent,type:"follow"})}}const M={radius:null,distance:null,top:null,bottom:null,left:null,right:null,speed:8,reverse:!1,noDecelerate:!1,linear:!1,allowButtons:!1};class S extends n{constructor(t,e={}){super(t),this.options=Object.assign({},M,e),this.reverse=this.options.reverse?1:-1,this.radiusSquared="number"==typeof this.options.radius?Math.pow(this.options.radius,2):null,this.resize()}resize(){const t=this.options.distance;null!==t?(this.left=t,this.top=t,this.right=this.parent.screenWidth-t,this.bottom=this.parent.screenHeight-t):this.options.radius||(this.left=this.options.left,this.top=this.options.top,this.right=null===this.options.right?null:this.parent.screenWidth-this.options.right,this.bottom=null===this.options.bottom?null:this.parent.screenHeight-this.options.bottom)}down(){return this.paused||this.options.allowButtons||(this.horizontal=this.vertical=null),!1}move(t){if(this.paused)return!1;if("mouse"!==t.data.pointerType&&1!==t.data.identifier||!this.options.allowButtons&&0!==t.data.buttons)return!1;const e=t.data.global.x,i=t.data.global.y;if(this.radiusSquared){const t=this.parent.toScreen(this.parent.center);if(Math.pow(t.x-e,2)+Math.pow(t.y-i,2)>=this.radiusSquared){const s=Math.atan2(t.y-i,t.x-e);this.options.linear?(this.horizontal=Math.round(Math.cos(s))*this.options.speed*this.reverse*.06,this.vertical=Math.round(Math.sin(s))*this.options.speed*this.reverse*.06):(this.horizontal=Math.cos(s)*this.options.speed*this.reverse*.06,this.vertical=Math.sin(s)*this.options.speed*this.reverse*.06)}else this.horizontal&&this.decelerateHorizontal(),this.vertical&&this.decelerateVertical(),this.horizontal=this.vertical=0}else null!==this.left&&ethis.right?this.horizontal=-1*this.reverse*this.options.speed*.06:(this.decelerateHorizontal(),this.horizontal=0),null!==this.top&&ithis.bottom?this.vertical=-1*this.reverse*this.options.speed*.06:(this.decelerateVertical(),this.vertical=0);return!1}decelerateHorizontal(){const t=this.parent.plugins.get("decelerate",!0);this.horizontal&&t&&!this.options.noDecelerate&&t.activate({x:this.horizontal*this.options.speed*this.reverse/(1e3/60)})}decelerateVertical(){const t=this.parent.plugins.get("decelerate",!0);this.vertical&&t&&!this.options.noDecelerate&&t.activate({y:this.vertical*this.options.speed*this.reverse/(1e3/60)})}up(){return this.paused||(this.horizontal&&this.decelerateHorizontal(),this.vertical&&this.decelerateVertical(),this.horizontal=this.vertical=null),!1}update(){if(!this.paused&&(this.horizontal||this.vertical)){const t=this.parent.center;this.horizontal&&(t.x+=this.horizontal*this.options.speed),this.vertical&&(t.y+=this.vertical*this.options.speed),this.parent.moveCenter(t),this.parent.emit("moved",{viewport:this.parent,type:"mouse-edges"})}}}const P={noDrag:!1,percent:1,center:null,factor:1,axis:"all"};class C extends n{__init(){this.active=!1}__init2(){this.pinching=!1}__init3(){this.moved=!1}constructor(t,e={}){super(t),C.prototype.__init.call(this),C.prototype.__init2.call(this),C.prototype.__init3.call(this),this.options=Object.assign({},P,e)}down(){return this.parent.input.count()>=2&&(this.active=!0,!0)}isAxisX(){return["all","x"].includes(this.options.axis)}isAxisY(){return["all","y"].includes(this.options.axis)}move(t){if(this.paused||!this.active)return!1;const e=t.data.global.x,i=t.data.global.y,s=this.parent.input.touches;if(s.length>=2){const n=s[0],h=s[1],o=n.last&&h.last?Math.sqrt(Math.pow(h.last.x-n.last.x,2)+Math.pow(h.last.y-n.last.y,2)):null;if(n.id===t.data.pointerId?n.last={x:e,y:i,data:t.data}:h.id===t.data.pointerId&&(h.last={x:e,y:i,data:t.data}),o){let t;const e={x:n.last.x+(h.last.x-n.last.x)/2,y:n.last.y+(h.last.y-n.last.y)/2};this.options.center||(t=this.parent.toLocal(e));let i=Math.sqrt(Math.pow(h.last.x-n.last.x,2)+Math.pow(h.last.y-n.last.y,2));i=0===i?i=1e-10:i;const s=(1-o/i)*this.options.percent*(this.isAxisX()?this.parent.scale.x:this.parent.scale.y);this.isAxisX()&&(this.parent.scale.x+=s),this.isAxisY()&&(this.parent.scale.y+=s),this.parent.emit("zoomed",{viewport:this.parent,type:"pinch",center:e});const r=this.parent.plugins.get("clamp-zoom",!0);if(r&&r.clamp(),this.options.center)this.parent.moveCenter(this.options.center);else{const i=this.parent.toGlobal(t);this.parent.x+=(e.x-i.x)*this.options.factor,this.parent.y+=(e.y-i.y)*this.options.factor,this.parent.emit("moved",{viewport:this.parent,type:"pinch"})}!this.options.noDrag&&this.lastCenter&&(this.parent.x+=(e.x-this.lastCenter.x)*this.options.factor,this.parent.y+=(e.y-this.lastCenter.y)*this.options.factor,this.parent.emit("moved",{viewport:this.parent,type:"pinch"})),this.lastCenter=e,this.moved=!0}else this.pinching||(this.parent.emit("pinch-start",this.parent),this.pinching=!0);return!0}return!1}up(){return!!(this.pinching&&this.parent.input.touches.length<=1)&&(this.active=!1,this.lastCenter=null,this.pinching=!1,this.moved=!1,this.parent.emit("pinch-end",this.parent),!0)}}const I={topLeft:!1,friction:.8,time:1e3,ease:"easeInOutSine",interrupt:!0,removeOnComplete:!1,removeOnInterrupt:!1,forceStart:!1};class O extends n{constructor(t,e,i,s={}){super(t),this.options=Object.assign({},I,s),this.ease=r(s.ease,"easeInOutSine"),this.x=e,this.y=i,this.options.forceStart&&this.snapStart()}snapStart(){this.percent=0,this.snapping={time:0};const t=this.options.topLeft?this.parent.corner:this.parent.center;this.deltaX=this.x-t.x,this.deltaY=this.y-t.y,this.startX=t.x,this.startY=t.y,this.parent.emit("snap-start",this.parent)}wheel(){return this.options.removeOnInterrupt&&this.parent.plugins.remove("snap"),!1}down(){return this.options.removeOnInterrupt?this.parent.plugins.remove("snap"):this.options.interrupt&&(this.snapping=null),!1}up(){if(0===this.parent.input.count()){const t=this.parent.plugins.get("decelerate",!0);t&&(t.x||t.y)&&(t.percentChangeX=t.percentChangeY=this.options.friction)}return!1}update(t){if(!(this.paused||this.options.interrupt&&0!==this.parent.input.count()))if(this.snapping){const e=this.snapping;let i,s,n;e.time+=t;const h=this.startX,o=this.startY,r=this.deltaX,a=this.deltaY;if(e.time>this.options.time)i=!0,s=h+r,n=o+a;else{const t=this.ease(e.time,0,1,this.options.time);s=h+r*t,n=o+a*t}this.options.topLeft?this.parent.moveCorner(s,n):this.parent.moveCenter(s,n),this.parent.emit("moved",{viewport:this.parent,type:"snap"}),i&&(this.options.removeOnComplete&&this.parent.plugins.remove("snap"),this.parent.emit("snap-end",this.parent),this.snapping=null)}else{const t=this.options.topLeft?this.parent.corner:this.parent.center;t.x===this.x&&t.y===this.y||this.snapStart()}}}const k={width:0,height:0,time:1e3,ease:"easeInOutSine",center:null,interrupt:!0,removeOnComplete:!1,removeOnInterrupt:!1,forceStart:!1,noMove:!1};class z extends n{constructor(t,e={}){super(t),this.options=Object.assign({},k,e),this.ease=r(this.options.ease),this.xIndependent=!1,this.yIndependent=!1,this.xScale=0,this.yScale=0,this.options.width>0&&(this.xScale=t.screenWidth/this.options.width,this.xIndependent=!0),this.options.height>0&&(this.yScale=t.screenHeight/this.options.height,this.yIndependent=!0),this.xScale=this.xIndependent?this.xScale:this.yScale,this.yScale=this.yIndependent?this.yScale:this.xScale,0===this.options.time?(t.container.scale.x=this.xScale,t.container.scale.y=this.yScale,this.options.removeOnComplete&&this.parent.plugins.remove("snap-zoom")):e.forceStart&&this.createSnapping()}createSnapping(){const t=this.parent.worldScreenWidth,e=this.parent.worldScreenHeight,i=this.parent.screenWidth/this.xScale,s=this.parent.screenHeight/this.yScale;this.snapping={time:0,startX:t,startY:e,deltaX:i-t,deltaY:s-e},this.parent.emit("snap-zoom-start",this.parent)}resize(){this.snapping=null,this.options.width>0&&(this.xScale=this.parent.screenWidth/this.options.width),this.options.height>0&&(this.yScale=this.parent.screenHeight/this.options.height),this.xScale=this.xIndependent?this.xScale:this.yScale,this.yScale=this.yIndependent?this.yScale:this.xScale}wheel(){return this.options.removeOnInterrupt&&this.parent.plugins.remove("snap-zoom"),!1}down(){return this.options.removeOnInterrupt?this.parent.plugins.remove("snap-zoom"):this.options.interrupt&&(this.snapping=null),!1}update(t){if(this.paused)return;if(this.options.interrupt&&0!==this.parent.input.count())return;let e;if(this.options.center||this.options.noMove||(e=this.parent.center),this.snapping){if(this.snapping){const i=this.snapping;if(i.time+=t,i.time>=this.options.time)this.parent.scale.set(this.xScale,this.yScale),this.options.removeOnComplete&&this.parent.plugins.remove("snap-zoom"),this.parent.emit("snap-zoom-end",this.parent),this.snapping=null;else{const t=this.snapping,e=this.ease(t.time,t.startX,t.deltaX,this.options.time),i=this.ease(t.time,t.startY,t.deltaY,this.options.time);this.parent.scale.x=this.parent.screenWidth/e,this.parent.scale.y=this.parent.screenHeight/i}const s=this.parent.plugins.get("clamp-zoom",!0);s&&s.clamp(),this.options.noMove||(this.options.center?this.parent.moveCenter(this.options.center):this.parent.moveCenter(e))}}else this.parent.scale.x===this.xScale&&this.parent.scale.y===this.yScale||this.createSnapping()}resume(){this.snapping=null,super.resume()}}const _={percent:.1,smooth:!1,interrupt:!0,reverse:!1,center:null,lineHeight:20,axis:"all",keyToPress:null,trackpadPinch:!1,wheelZoom:!0};class X extends n{constructor(t,e={}){super(t),this.options=Object.assign({},_,e),this.keyIsPressed=!1,this.options.keyToPress&&this.handleKeyPresses(this.options.keyToPress)}handleKeyPresses(t){window.addEventListener("keydown",(e=>{t.includes(e.code)&&(this.keyIsPressed=!0)})),window.addEventListener("keyup",(e=>{t.includes(e.code)&&(this.keyIsPressed=!1)}))}checkKeyPress(){return!this.options.keyToPress||this.keyIsPressed}down(){return this.options.interrupt&&(this.smoothing=null),!1}isAxisX(){return["all","x"].includes(this.options.axis)}isAxisY(){return["all","y"].includes(this.options.axis)}update(){if(this.smoothing){const t=this.smoothingCenter,e=this.smoothing;let i;this.options.center||(i=this.parent.toLocal(t)),this.isAxisX()&&(this.parent.scale.x+=e.x),this.isAxisY()&&(this.parent.scale.y+=e.y),this.parent.emit("zoomed",{viewport:this.parent,type:"wheel"});const s=this.parent.plugins.get("clamp-zoom",!0);if(s&&s.clamp(),this.options.center)this.parent.moveCenter(this.options.center);else{const e=this.parent.toGlobal(i);this.parent.x+=t.x-e.x,this.parent.y+=t.y-e.y}this.parent.emit("moved",{viewport:this.parent,type:"wheel"}),this.smoothingCount++,this.smoothingCount>=this.options.smooth&&(this.smoothing=null)}}pinch(t){if(this.paused)return;const e=this.parent.input.getPointerPosition(t),i=-t.deltaY*(t.deltaMode?this.options.lineHeight:1)/200,s=Math.pow(2,(1+this.options.percent)*i);let n;this.options.center||(n=this.parent.toLocal(e)),this.isAxisX()&&(this.parent.scale.x*=s),this.isAxisY()&&(this.parent.scale.y*=s),this.parent.emit("zoomed",{viewport:this.parent,type:"wheel"});const h=this.parent.plugins.get("clamp-zoom",!0);if(h&&h.clamp(),this.options.center)this.parent.moveCenter(this.options.center);else{const t=this.parent.toGlobal(n);this.parent.x+=e.x-t.x,this.parent.y+=e.y-t.y}this.parent.emit("moved",{viewport:this.parent,type:"wheel"}),this.parent.emit("wheel",{wheel:{dx:t.deltaX,dy:t.deltaY,dz:t.deltaZ},event:t,viewport:this.parent})}wheel(t){if(this.paused)return!1;if(!this.checkKeyPress())return!1;if(t.ctrlKey&&this.options.trackpadPinch)this.pinch(t);else if(this.options.wheelZoom){const e=this.parent.input.getPointerPosition(t),i=(this.options.reverse?-1:1)*-t.deltaY*(t.deltaMode?this.options.lineHeight:1)/500,s=Math.pow(2,(1+this.options.percent)*i);if(this.options.smooth){const t={x:this.smoothing?this.smoothing.x*(this.options.smooth-this.smoothingCount):0,y:this.smoothing?this.smoothing.y*(this.options.smooth-this.smoothingCount):0};this.smoothing={x:((this.parent.scale.x+t.x)*s-this.parent.scale.x)/this.options.smooth,y:((this.parent.scale.y+t.y)*s-this.parent.scale.y)/this.options.smooth},this.smoothingCount=0,this.smoothingCenter=e}else{let t;this.options.center||(t=this.parent.toLocal(e)),this.isAxisX()&&(this.parent.scale.x*=s),this.isAxisY()&&(this.parent.scale.y*=s),this.parent.emit("zoomed",{viewport:this.parent,type:"wheel"});const i=this.parent.plugins.get("clamp-zoom",!0);if(i&&i.clamp(),this.options.center)this.parent.moveCenter(this.options.center);else{const i=this.parent.toGlobal(t);this.parent.x+=e.x-i.x,this.parent.y+=e.y-i.y}}this.parent.emit("moved",{viewport:this.parent,type:"wheel"}),this.parent.emit("wheel",{wheel:{dx:t.deltaX,dy:t.deltaY,dz:t.deltaZ},event:t,viewport:this.parent})}return!this.parent.options.passiveWheel}}class Y{constructor(t){this.viewport=t,this.touches=[],this.addListeners()}addListeners(){this.viewport.interactive=!0,this.viewport.forceHitArea||(this.viewport.hitArea=new e.Rectangle(0,0,this.viewport.worldWidth,this.viewport.worldHeight)),this.viewport.on("pointerdown",this.down,this),this.viewport.on("pointermove",this.move,this),this.viewport.on("pointerup",this.up,this),this.viewport.on("pointerupoutside",this.up,this),this.viewport.on("pointercancel",this.up,this),this.viewport.on("pointerout",this.up,this),this.wheelFunction=t=>this.handleWheel(t),this.viewport.options.divWheel.addEventListener("wheel",this.wheelFunction,{passive:this.viewport.options.passiveWheel}),this.isMouseDown=!1}destroy(){this.viewport.options.divWheel.removeEventListener("wheel",this.wheelFunction)}down(t){if(this.viewport.pause||!this.viewport.worldVisible)return;if("mouse"===t.data.pointerType?this.isMouseDown=!0:this.get(t.data.pointerId)||this.touches.push({id:t.data.pointerId,last:null}),1===this.count()){this.last=t.data.global.clone();const e=this.viewport.plugins.get("decelerate",!0),i=this.viewport.plugins.get("bounce",!0);e&&e.isActive()||i&&i.isActive()?this.clickedAvailable=!1:this.clickedAvailable=!0}else this.clickedAvailable=!1;this.viewport.plugins.down(t)&&this.viewport.options.stopPropagation&&t.stopPropagation()}clear(){this.isMouseDown=!1,this.touches=[],this.last=null}checkThreshold(t){return Math.abs(t)>=this.viewport.threshold}move(t){if(this.viewport.pause||!this.viewport.worldVisible)return;const e=this.viewport.plugins.move(t);if(this.clickedAvailable&&this.last){const e=t.data.global.x-this.last.x,i=t.data.global.y-this.last.y;(this.checkThreshold(e)||this.checkThreshold(i))&&(this.clickedAvailable=!1)}e&&this.viewport.options.stopPropagation&&t.stopPropagation()}up(t){if(this.viewport.pause||!this.viewport.worldVisible)return;"mouse"===t.data.pointerType&&(this.isMouseDown=!1),"mouse"!==t.data.pointerType&&this.remove(t.data.pointerId);const e=this.viewport.plugins.up(t);this.clickedAvailable&&0===this.count()&&this.last&&(this.viewport.emit("clicked",{event:t,screen:this.last,world:this.viewport.toWorld(this.last),viewport:this}),this.clickedAvailable=!1),e&&this.viewport.options.stopPropagation&&t.stopPropagation()}getPointerPosition(t){const i=new e.Point;if(this.viewport.options.interaction)this.viewport.options.interaction.mapPositionToPoint(i,t.clientX,t.clientY);else if(this.viewport.options.useDivWheelForInputManager&&this.viewport.options.divWheel){const e=this.viewport.options.divWheel.getBoundingClientRect();i.x=t.clientX-e.left,i.y=t.clientY-e.top}else i.x=t.clientX,i.y=t.clientY;return i}handleWheel(t){if(this.viewport.pause||!this.viewport.worldVisible)return;if(this.viewport.options.interaction&&this.viewport.options.interaction.interactionDOMElement!==t.target)return;const e=this.viewport.toLocal(this.getPointerPosition(t));if(this.viewport.left<=e.x&&e.x<=this.viewport.right&&this.viewport.top<=e.y&&e.y<=this.viewport.bottom){this.viewport.plugins.wheel(t)&&!this.viewport.options.passiveWheel&&t.preventDefault()}}pause(){this.touches=[],this.isMouseDown=!1}get(t){for(const e of this.touches)if(e.id===t)return e;return null}remove(t){for(let e=0;ei.call(e,...t))),e=void 0)}return i}const D=["drag","pinch","wheel","follow","mouse-edges","decelerate","animate","bounce","snap-zoom","clamp-zoom","snap","clamp"];class T{constructor(t){this.viewport=t,this.list=[],this.plugins={}}add(t,e,i=D.length){this.plugins[t]=e;const s=D.indexOf(t);-1!==s&&D.splice(s,1),D.splice(i,0,t),this.sort()}get(t,e){return e&&A([this,"access",t=>t.plugins,"access",e=>e[t],"optionalAccess",t=>t.paused])?null:this.plugins[t]}update(t){for(const e of this.list)e.update(t)}resize(){for(const t of this.list)t.resize()}reset(){for(const t of this.list)t.reset()}removeAll(){this.plugins={},this.sort()}remove(t){this.plugins[t]&&(delete this.plugins[t],this.viewport.emit(`${t}-remove`),this.sort())}pause(t){A([this,"access",t=>t.plugins,"access",e=>e[t],"optionalAccess",t=>t.pause,"call",t=>t()])}resume(t){A([this,"access",t=>t.plugins,"access",e=>e[t],"optionalAccess",t=>t.resume,"call",t=>t()])}sort(){this.list=[];for(const t of D)this.plugins[t]&&this.list.push(this.plugins[t])}down(t){let e=!1;for(const i of this.list)i.down(t)&&(e=!0);return e}move(t){let e=!1;for(const i of this.viewport.plugins.list)i.move(t)&&(e=!0);return e}up(t){let e=!1;for(const i of this.list)i.up(t)&&(e=!0);return e}wheel(t){let e=!1;for(const i of this.list)i.wheel(t)&&(e=!0);return e}}const L={screenWidth:window.innerWidth,screenHeight:window.innerHeight,worldWidth:null,worldHeight:null,threshold:5,passiveWheel:!0,stopPropagation:!1,forceHitArea:null,noTicker:!1,interaction:null,disableOnContextMenu:!1,ticker:s.Ticker.shared};class V extends i.Container{__init(){this._disableOnContextMenu=t=>t.preventDefault()}constructor(t={}){super(),V.prototype.__init.call(this),this.options=Object.assign({},{divWheel:document.body},L,t),this.screenWidth=this.options.screenWidth,this.screenHeight=this.options.screenHeight,this._worldWidth=this.options.worldWidth,this._worldHeight=this.options.worldHeight,this.forceHitArea=this.options.forceHitArea,this.threshold=this.options.threshold,this.options.divWheel=this.options.divWheel||document.body,this.options.disableOnContextMenu&&this.options.divWheel.addEventListener("contextmenu",this._disableOnContextMenu),this.options.noTicker||(this.tickerFunction=()=>this.update(this.options.ticker.elapsedMS),this.options.ticker.add(this.tickerFunction)),this.input=new Y(this),this.plugins=new T(this)}destroy(t){!this.options.noTicker&&this.tickerFunction&&this.options.ticker.remove(this.tickerFunction),this.options.disableOnContextMenu&&this.options.divWheel.removeEventListener("contextmenu",this._disableOnContextMenu),this.input.destroy(),super.destroy(t)}update(t){this.pause||(this.plugins.update(t),this.lastViewport&&(this.lastViewport.x!==this.x||this.lastViewport.y!==this.y?this.moving=!0:this.moving&&(this.emit("moved-end",this),this.moving=!1),this.lastViewport.scaleX!==this.scale.x||this.lastViewport.scaleY!==this.scale.y?this.zooming=!0:this.zooming&&(this.emit("zoomed-end",this),this.zooming=!1)),this.forceHitArea||(this._hitAreaDefault=new e.Rectangle(this.left,this.top,this.worldScreenWidth,this.worldScreenHeight),this.hitArea=this._hitAreaDefault),this._dirty=this._dirty||!this.lastViewport||this.lastViewport.x!==this.x||this.lastViewport.y!==this.y||this.lastViewport.scaleX!==this.scale.x||this.lastViewport.scaleY!==this.scale.y,this.lastViewport={x:this.x,y:this.y,scaleX:this.scale.x,scaleY:this.scale.y},this.emit("frame-end",this))}resize(t=window.innerWidth,e=window.innerHeight,i,s){this.screenWidth=t,this.screenHeight=e,void 0!==i&&(this._worldWidth=i),void 0!==s&&(this._worldHeight=s),this.plugins.resize(),this.dirty=!0}get worldWidth(){return this._worldWidth?this._worldWidth:this.width/this.scale.x}set worldWidth(t){this._worldWidth=t,this.plugins.resize()}get worldHeight(){return this._worldHeight?this._worldHeight:this.height/this.scale.y}set worldHeight(t){this._worldHeight=t,this.plugins.resize()}getVisibleBounds(){return new e.Rectangle(this.left,this.top,this.worldScreenWidth,this.worldScreenHeight)}toWorld(t,i){return 2===arguments.length?this.toLocal(new e.Point(t,i)):this.toLocal(t)}toScreen(t,i){return 2===arguments.length?this.toGlobal(new e.Point(t,i)):this.toGlobal(t)}get worldScreenWidth(){return this.screenWidth/this.scale.x}get worldScreenHeight(){return this.screenHeight/this.scale.y}get screenWorldWidth(){return this.worldWidth*this.scale.x}get screenWorldHeight(){return this.worldHeight*this.scale.y}get center(){return new e.Point(this.worldScreenWidth/2-this.x/this.scale.x,this.worldScreenHeight/2-this.y/this.scale.y)}set center(t){this.moveCenter(t)}moveCenter(...t){let e,i;"number"==typeof t[0]?(e=t[0],i=t[1]):(e=t[0].x,i=t[0].y);const s=(this.worldScreenWidth/2-e)*this.scale.x,n=(this.worldScreenHeight/2-i)*this.scale.y;return this.x===s&&this.y===n||(this.position.set(s,n),this.plugins.reset(),this.dirty=!0),this}get corner(){return new e.Point(-this.x/this.scale.x,-this.y/this.scale.y)}set corner(t){this.moveCorner(t)}moveCorner(...t){let e,i;return 1===t.length?(e=-t[0].x*this.scale.x,i=-t[0].y*this.scale.y):(e=-t[0]*this.scale.x,i=-t[1]*this.scale.y),e===this.x&&i===this.y||(this.position.set(e,i),this.plugins.reset(),this.dirty=!0),this}get screenWidthInWorldPixels(){return this.screenWidth/this.scale.x}get screenHeightInWorldPixels(){return this.screenHeight/this.scale.y}findFitWidth(t){return this.screenWidth/t}findFitHeight(t){return this.screenHeight/t}findFit(t,e){const i=this.screenWidth/t,s=this.screenHeight/e;return Math.min(i,s)}findCover(t,e){const i=this.screenWidth/t,s=this.screenHeight/e;return Math.max(i,s)}fitWidth(t=this.worldWidth,e,i=!0,s){let n;e&&(n=this.center),this.scale.x=this.screenWidth/t,i&&(this.scale.y=this.scale.x);const h=this.plugins.get("clamp-zoom",!0);return!s&&h&&h.clamp(),e&&n&&this.moveCenter(n),this}fitHeight(t=this.worldHeight,e,i=!0,s){let n;e&&(n=this.center),this.scale.y=this.screenHeight/t,i&&(this.scale.x=this.scale.y);const h=this.plugins.get("clamp-zoom",!0);return!s&&h&&h.clamp(),e&&n&&this.moveCenter(n),this}fitWorld(t){let e;t&&(e=this.center),this.scale.x=this.screenWidth/this.worldWidth,this.scale.y=this.screenHeight/this.worldHeight,this.scale.xthis.worldWidth,top:this.top<0,bottom:this.bottom>this.worldHeight,cornerPoint:new e.Point(this.worldWidth*this.scale.x-this.screenWidth,this.worldHeight*this.scale.y-this.screenHeight)}}get right(){return-this.x/this.scale.x+this.worldScreenWidth}set right(t){this.x=-t*this.scale.x+this.screenWidth,this.plugins.reset()}get left(){return-this.x/this.scale.x}set left(t){this.x=-t*this.scale.x,this.plugins.reset()}get top(){return-this.y/this.scale.y}set top(t){this.y=-t*this.scale.y,this.plugins.reset()}get bottom(){return-this.y/this.scale.y+this.worldScreenHeight}set bottom(t){this.y=-t*this.scale.y+this.screenHeight,this.plugins.reset()}get dirty(){return!!this._dirty}set dirty(t){this._dirty=t}get forceHitArea(){return this._forceHitArea}set forceHitArea(t){t?(this._forceHitArea=t,this.hitArea=t):(this._forceHitArea=null,this.hitArea=new e.Rectangle(0,0,this.worldWidth,this.worldHeight))}drag(t){return this.plugins.add("drag",new W(this,t)),this}clamp(t){return this.plugins.add("clamp",new m(this,t)),this}decelerate(t){return this.plugins.add("decelerate",new x(this,t)),this}bounce(t){return this.plugins.add("bounce",new d(this,t)),this}pinch(t){return this.plugins.add("pinch",new C(this,t)),this}snap(t,e,i){return this.plugins.add("snap",new O(this,t,e,i)),this}follow(t,e){return this.plugins.add("follow",new H(this,t,e)),this}wheel(t){return this.plugins.add("wheel",new X(this,t)),this}animate(t){return this.plugins.add("animate",new p(this,t)),this}clampZoom(t){return this.plugins.add("clamp-zoom",new w(this,t)),this}mouseEdges(t){return this.plugins.add("mouse-edges",new S(this,t)),this}get pause(){return!!this._pause}set pause(t){this._pause=t,this.lastViewport=null,this.moving=!1,this.zooming=!1,t&&this.input.pause()}ensureVisible(t,e,i,s,n){n&&(i>this.worldScreenWidth||s>this.worldScreenHeight)&&(this.fit(!0,i,s),this.emit("zoomed",{viewport:this,type:"ensureVisible"}));let h=!1;tthis.right&&(this.right=t+i,h=!0),ethis.bottom&&(this.bottom=e+s,h=!0),h&&this.emit("moved",{viewport:this,type:"ensureVisible"})}}t.Animate=p,t.Bounce=d,t.Clamp=m,t.ClampZoom=w,t.Decelerate=x,t.Drag=W,t.Follow=H,t.InputManager=Y,t.MouseEdges=S,t.Pinch=C,t.Plugin=n,t.PluginManager=T,t.Snap=O,t.SnapZoom=z,t.Viewport=V,t.Wheel=X,Object.defineProperty(t,"__esModule",{value:!0})})),"undefined"!=typeof pixi_viewport&&Object.assign(this.PIXI,pixi_viewport); +this.PIXI=this.PIXI||{},function(t,e){"object"==typeof exports&&"undefined"!=typeof module?e(exports,require("@pixi/math"),require("@pixi/display"),require("@pixi/ticker")):"function"==typeof define&&define.amd?define(["exports","@pixi/math","@pixi/display","@pixi/ticker"],e):e((t="undefined"!=typeof globalThis?globalThis:t||self).pixi_viewport={},t.PIXI,t.PIXI,t.PIXI)}(this,(function(t,e,i,s){"use strict";class n{constructor(t){this.parent=t,this.paused=!1}destroy(){}down(t){return!1}move(t){return!1}up(t){return!1}wheel(t){return!1}update(t){}resize(){}reset(){}pause(){this.paused=!0}resume(){this.paused=!1}}var h="undefined"!=typeof globalThis?globalThis:"undefined"!=typeof window?window:"undefined"!=typeof global?global:"undefined"!=typeof self?self:{};var o=function(t,e,i){return t(i={path:e,exports:{},require:function(t,e){return function(){throw new Error("Dynamic requires are not currently supported by @rollup/plugin-commonjs")}(null==e&&i.path)}},i.exports),i.exports}((function(t,e){(function(){var e;(function(e){t.exports=e})(e={linear:function(t,e,i,s){return i*t/s+e},easeInQuad:function(t,e,i,s){return i*(t/=s)*t+e},easeOutQuad:function(t,e,i,s){return-i*(t/=s)*(t-2)+e},easeInOutQuad:function(t,e,i,s){return(t/=s/2)<1?i/2*t*t+e:-i/2*(--t*(t-2)-1)+e},easeInCubic:function(t,e,i,s){return i*(t/=s)*t*t+e},easeOutCubic:function(t,e,i,s){return i*((t=t/s-1)*t*t+1)+e},easeInOutCubic:function(t,e,i,s){return(t/=s/2)<1?i/2*t*t*t+e:i/2*((t-=2)*t*t+2)+e},easeInQuart:function(t,e,i,s){return i*(t/=s)*t*t*t+e},easeOutQuart:function(t,e,i,s){return-i*((t=t/s-1)*t*t*t-1)+e},easeInOutQuart:function(t,e,i,s){return(t/=s/2)<1?i/2*t*t*t*t+e:-i/2*((t-=2)*t*t*t-2)+e},easeInQuint:function(t,e,i,s){return i*(t/=s)*t*t*t*t+e},easeOutQuint:function(t,e,i,s){return i*((t=t/s-1)*t*t*t*t+1)+e},easeInOutQuint:function(t,e,i,s){return(t/=s/2)<1?i/2*t*t*t*t*t+e:i/2*((t-=2)*t*t*t*t+2)+e},easeInSine:function(t,e,i,s){return-i*Math.cos(t/s*(Math.PI/2))+i+e},easeOutSine:function(t,e,i,s){return i*Math.sin(t/s*(Math.PI/2))+e},easeInOutSine:function(t,e,i,s){return-i/2*(Math.cos(Math.PI*t/s)-1)+e},easeInExpo:function(t,e,i,s){return 0===t?e:i*Math.pow(2,10*(t/s-1))+e},easeOutExpo:function(t,e,i,s){return t===s?e+i:i*(1-Math.pow(2,-10*t/s))+e},easeInOutExpo:function(t,e,i,s){return(t/=s/2)<1?i/2*Math.pow(2,10*(t-1))+e:i/2*(2-Math.pow(2,-10*--t))+e},easeInCirc:function(t,e,i,s){return-i*(Math.sqrt(1-(t/=s)*t)-1)+e},easeOutCirc:function(t,e,i,s){return i*Math.sqrt(1-(t=t/s-1)*t)+e},easeInOutCirc:function(t,e,i,s){return(t/=s/2)<1?-i/2*(Math.sqrt(1-t*t)-1)+e:i/2*(Math.sqrt(1-(t-=2)*t)+1)+e},easeInElastic:function(t,e,i,s){var n,h,o;return o=1.70158,0===t||(t/=s),(h=0)||(h=.3*s),(n=i)=this.options.time){const t=this.parent.width,e=this.parent.height;this.complete(),t===this.parent.width&&e===this.parent.height||this.parent.emit("zoomed",{viewport:this.parent,original:i,type:"animate"})}else{const t=this.options.ease(this.time,0,1,this.options.time);if(null!==this.width){const e=this.startWidth,i=this.deltaWidth;this.parent.fitWidth(e+i*t,this.keepCenter,null===this.height)}if(null!==this.height){const e=this.startHeight,i=this.deltaHeight;this.parent.fitHeight(e+i*t,this.keepCenter,null===this.width)}if(null===this.width?this.parent.scale.x=this.parent.scale.y:null===this.height&&(this.parent.scale.y=this.parent.scale.x),!this.keepCenter){const i=this.startX,s=this.startY,n=this.deltaX,h=this.deltaY,o=new e.Point(this.parent.x,this.parent.y);this.parent.moveCenter(i+n*t,s+h*t),this.parent.emit("moved",{viewport:this.parent,original:o,type:"animate"})}(this.width||this.height)&&this.parent.emit("zoomed",{viewport:this.parent,original:i,type:"animate"})}}}function l(t){let e,i=t[0],s=1;for(;si.call(e,...t))),e=void 0)}return i}const c={sides:"all",friction:.5,time:150,ease:"easeInOutSine",underflow:"center",bounceBox:null};class d extends n{constructor(t,e={}){super(t),this.options=Object.assign({},c,e),this.ease=r(this.options.ease,"easeInOutSine"),this.options.sides?"all"===this.options.sides?this.top=this.bottom=this.left=this.right=!0:"horizontal"===this.options.sides?(this.right=this.left=!0,this.top=this.bottom=!1):"vertical"===this.options.sides?(this.left=this.right=!1,this.top=this.bottom=!0):(this.top=-1!==this.options.sides.indexOf("top"),this.bottom=-1!==this.options.sides.indexOf("bottom"),this.left=-1!==this.options.sides.indexOf("left"),this.right=-1!==this.options.sides.indexOf("right")):this.left=this.top=this.right=this.bottom=!1;const i=this.options.underflow.toLowerCase();"center"===i?(this.underflowX=0,this.underflowY=0):(this.underflowX=-1!==i.indexOf("left")?-1:-1!==i.indexOf("right")?1:0,this.underflowY=-1!==i.indexOf("top")?-1:-1!==i.indexOf("bottom")?1:0),this.reset()}isActive(){return null!==this.toX||null!==this.toY}down(){return this.toX=this.toY=null,!1}up(){return this.bounce(),!1}update(t){if(!this.paused){if(this.bounce(),this.toX){const e=this.toX;e.time+=t,this.parent.emit("moved",{viewport:this.parent,type:"bounce-x"}),e.time>=this.options.time?(this.parent.x=e.end,this.toX=null,this.parent.emit("bounce-x-end",this.parent)):this.parent.x=this.ease(e.time,e.start,e.delta,this.options.time)}if(this.toY){const e=this.toY;e.time+=t,this.parent.emit("moved",{viewport:this.parent,type:"bounce-y"}),e.time>=this.options.time?(this.parent.y=e.end,this.toY=null,this.parent.emit("bounce-y-end",this.parent)):this.parent.y=this.ease(e.time,e.start,e.delta,this.options.time)}}}calcUnderflowX(){let t;switch(this.underflowX){case-1:t=0;break;case 1:t=this.parent.screenWidth-this.parent.screenWorldWidth;break;default:t=(this.parent.screenWidth-this.parent.screenWorldWidth)/2}return t}calcUnderflowY(){let t;switch(this.underflowY){case-1:t=0;break;case 1:t=this.parent.screenHeight-this.parent.screenWorldHeight;break;default:t=(this.parent.screenHeight-this.parent.screenWorldHeight)/2}return t}oob(){const t=this.options.bounceBox;if(t){const i=void 0===t.x?0:t.x,s=void 0===t.y?0:t.y,n=void 0===t.width?this.parent.worldWidth:t.width,h=void 0===t.height?this.parent.worldHeight:t.height;return{left:this.parent.leftn,top:this.parent.toph,topLeft:new e.Point(i*this.parent.scale.x,s*this.parent.scale.y),bottomRight:new e.Point(n*this.parent.scale.x-this.parent.screenWidth,h*this.parent.scale.y-this.parent.screenHeight)}}return{left:this.parent.left<0,right:this.parent.right>this.parent.worldWidth,top:this.parent.top<0,bottom:this.parent.bottom>this.parent.worldHeight,topLeft:new e.Point(0,0),bottomRight:new e.Point(this.parent.worldWidth*this.parent.scale.x-this.parent.screenWidth,this.parent.worldHeight*this.parent.scale.y-this.parent.screenHeight)}}bounce(){if(this.paused)return;let t,e=this.parent.plugins.get("decelerate",!0);e&&(e.x||e.y)&&(e.x&&e.percentChangeX===l([e,"access",t=>t.options,"optionalAccess",t=>t.friction])||e.y&&e.percentChangeY===l([e,"access",t=>t.options,"optionalAccess",t=>t.friction]))&&(t=this.oob(),(t.left&&this.left||t.right&&this.right)&&(e.percentChangeX=this.options.friction),(t.top&&this.top||t.bottom&&this.bottom)&&(e.percentChangeY=this.options.friction));const i=this.parent.plugins.get("drag",!0)||{},s=this.parent.plugins.get("pinch",!0)||{};if(e=e||{},!(l([i,"optionalAccess",t=>t.active])||l([s,"optionalAccess",t=>t.active])||this.toX&&this.toY||e.x&&e.y)){t=t||this.oob();const i=t.topLeft,s=t.bottomRight;if(!this.toX&&!e.x){let e=null;t.left&&this.left?e=this.parent.screenWorldWidth(!0===this.options.right?this.parent.worldWidth:this.options.right)&&(this.parent.x=-(!0===this.options.right?this.parent.worldWidth:this.options.right)*this.parent.scale.x+this.parent.screenWidth,e.x=0,i=!0);i&&this.parent.emit("moved",{viewport:this.parent,original:t,type:"clamp-x"})}if(null!==this.options.top||null!==this.options.bottom){let i=!1;if(!this.noUnderflow&&this.parent.screenWorldHeight(!0===this.options.bottom?this.parent.worldHeight:this.options.bottom)&&(this.parent.y=-(!0===this.options.bottom?this.parent.worldHeight:this.options.bottom)*this.parent.scale.y+this.parent.screenHeight,e.y=0,i=!0);i&&this.parent.emit("moved",{viewport:this.parent,original:t,type:"clamp-y"})}this.last.x=this.parent.x,this.last.y=this.parent.y,this.last.scaleX=this.parent.scale.x,this.last.scaleY=this.parent.scale.y}reset(){this.update()}}const g={minWidth:null,minHeight:null,maxWidth:null,maxHeight:null,minScale:null,maxScale:null};class w extends n{constructor(t,e={}){super(t),this.options=Object.assign({},g,e),this.clamp()}resize(){this.clamp()}clamp(){if(!this.paused)if(this.options.minWidth||this.options.minHeight||this.options.maxWidth||this.options.maxHeight){let t=this.parent.worldScreenWidth,e=this.parent.worldScreenHeight;if(null!==this.options.minWidth&&tthis.options.maxWidth){const i=this.parent.scale.x;this.parent.fitWidth(this.options.maxWidth,!1,!1,!0),this.parent.scale.y*=this.parent.scale.x/i,t=this.parent.worldScreenWidth,e=this.parent.worldScreenHeight,this.parent.emit("zoomed",{viewport:this.parent,type:"clamp-zoom"})}if(null!==this.options.minHeight&&ethis.options.maxHeight){const t=this.parent.scale.y;this.parent.fitHeight(this.options.maxHeight,!1,!1,!0),this.parent.scale.x*=this.parent.scale.y/t,this.parent.emit("zoomed",{viewport:this.parent,type:"clamp-zoom"})}}else if(this.options.minScale||this.options.maxScale){const t={x:null,y:null},e={x:null,y:null};if("number"==typeof this.options.minScale)t.x=this.options.minScale,t.y=this.options.minScale;else if(null!==this.options.minScale){const e=this.options.minScale;t.x=void 0===e.x?null:e.x,t.y=void 0===e.y?null:e.y}if("number"==typeof this.options.maxScale)e.x=this.options.maxScale,e.y=this.options.maxScale;else if(null!==this.options.maxScale){const t=this.options.maxScale;e.x=void 0===t.x?null:t.x,e.y=void 0===t.y?null:t.y}let i=this.parent.scale.x,s=this.parent.scale.y;null!==t.x&&ie.x&&(i=e.x),null!==t.y&&se.y&&(s=e.y),i===this.parent.scale.x&&s===this.parent.scale.y||(this.parent.scale.set(i,s),this.parent.emit("zoomed",{viewport:this.parent,type:"clamp-zoom"}))}}reset(){this.clamp()}}const y={friction:.98,bounce:.8,minSpeed:.01},f=16;class x extends n{constructor(t,e={}){super(t),this.options=Object.assign({},y,e),this.saved=[],this.timeSinceRelease=0,this.reset(),this.parent.on("moved",(t=>this.moved(t)))}down(){return this.saved=[],this.x=this.y=null,!1}isActive(){return!(!this.x&&!this.y)}move(){if(this.paused)return!1;const t=this.parent.input.count();return(1===t||t>1&&!this.parent.plugins.get("pinch",!0))&&(this.saved.push({x:this.parent.x,y:this.parent.y,time:performance.now()}),this.saved.length>60&&this.saved.splice(0,30)),!1}moved(t){if(this.saved.length){const e=this.saved[this.saved.length-1];"clamp-x"===t.type?e.x===t.original.x&&(e.x=this.parent.x):"clamp-y"===t.type&&e.y===t.original.y&&(e.y=this.parent.y)}}up(){if(0===this.parent.input.count()&&this.saved.length){const t=performance.now();for(const e of this.saved)if(e.time>=t-100){const i=t-e.time;this.x=(this.parent.x-e.x)/i,this.y=(this.parent.y-e.y)/i,this.percentChangeX=this.percentChangeY=this.options.friction,this.timeSinceRelease=0;break}}return!1}activate(t){void 0!==(t=t||{}).x&&(this.x=t.x,this.percentChangeX=this.options.friction),void 0!==t.y&&(this.y=t.y,this.percentChangeY=this.options.friction)}update(t){if(this.paused)return;const e=this.x||this.y,i=this.timeSinceRelease,s=this.timeSinceRelease+t;if(this.x){const e=this.percentChangeX,n=Math.log(e);this.parent.x+=this.x*f/n*(Math.pow(e,s/f)-Math.pow(e,i/f)),this.x*=Math.pow(this.percentChangeX,t/f)}if(this.y){const e=this.percentChangeY,n=Math.log(e);this.parent.y+=this.y*f/n*(Math.pow(e,s/f)-Math.pow(e,i/f)),this.y*=Math.pow(this.percentChangeY,t/f)}this.timeSinceRelease+=t,this.x&&this.y?Math.abs(this.x){t.includes(e.code)&&(this.keyIsPressed=!1)})),this.addWindowEventHandler("keydown",(e=>{t.includes(e.code)&&(this.keyIsPressed=!0)}))}addWindowEventHandler(t,e){window.addEventListener(t,e),this.windowEventHandlers.push({event:t,handler:e})}destroy(){this.windowEventHandlers.forEach((({event:t,handler:e})=>{window.removeEventListener(t,e)}))}mouseButtons(t){this.mouse=t&&"all"!==t?[-1!==t.indexOf("left"),-1!==t.indexOf("middle"),-1!==t.indexOf("right")]:[!0,!0,!0]}parseUnderflow(){const t=this.options.underflow.toLowerCase();"center"===t?(this.underflowX=0,this.underflowY=0):(t.includes("left")?this.underflowX=-1:t.includes("right")?this.underflowX=1:this.underflowX=0,t.includes("top")?this.underflowY=-1:t.includes("bottom")?this.underflowY=1:this.underflowY=0)}checkButtons(t){const e="mouse"===t.data.pointerType,i=this.parent.input.count();return!(!(1===i||i>1&&!this.parent.plugins.get("pinch",!0))||e&&!this.mouse[t.data.button])}checkKeyPress(t){return!this.options.keyToPress||this.keyIsPressed||this.options.ignoreKeyToPressOnTouch&&"touch"===t.data.pointerType}down(t){return!(this.paused||!this.options.pressDrag)&&(this.checkButtons(t)&&this.checkKeyPress(t)?(this.last={x:t.data.global.x,y:t.data.global.y},this.current=t.data.pointerId,!0):(this.last=null,!1))}get active(){return this.moved}move(t){if(this.paused||!this.options.pressDrag)return!1;if(this.last&&this.current===t.data.pointerId){const i=t.data.global.x,s=t.data.global.y,n=this.parent.input.count();if(1===n||n>1&&!this.parent.plugins.get("pinch",!0)){const n=i-this.last.x,h=s-this.last.y;if(this.moved||this.xDirection&&this.parent.input.checkThreshold(n)||this.yDirection&&this.parent.input.checkThreshold(h)){const n={x:i,y:s};return this.xDirection&&(this.parent.x+=(n.x-this.last.x)*this.options.factor),this.yDirection&&(this.parent.y+=(n.y-this.last.y)*this.options.factor),this.last=n,this.moved||this.parent.emit("drag-start",{event:t,screen:new e.Point(this.last.x,this.last.y),world:this.parent.toWorld(new e.Point(this.last.x,this.last.y)),viewport:this.parent}),this.moved=!0,this.parent.emit("moved",{viewport:this.parent,type:"drag"}),!0}}else this.moved=!1}return!1}up(t){if(this.paused)return!1;const i=this.parent.input.touches;if(1===i.length){const t=i[0];return t.last&&(this.last={x:t.last.x,y:t.last.y},this.current=t.id),this.moved=!1,!0}if(this.last&&this.moved){const i=new e.Point(this.last.x,this.last.y);return this.parent.emit("drag-end",{event:t,screen:i,world:this.parent.toWorld(i),viewport:this.parent}),this.last=null,this.moved=!1,!0}return!1}wheel(t){if(this.paused)return!1;if(this.options.wheel){const e=this.parent.plugins.get("wheel",!0);if(!e||!e.options.wheelZoom&&!t.ctrlKey){const e=t.deltaMode?this.options.lineHeight:1,i=[t.deltaX,t.deltaY],[s,n]=this.options.wheelSwapAxes?i.reverse():i;return this.xDirection&&(this.parent.x+=s*e*this.options.wheelScroll*this.reverse),this.yDirection&&(this.parent.y+=n*e*this.options.wheelScroll*this.reverse),this.options.clampWheel&&this.clamp(),this.parent.emit("wheel-scroll",this.parent),this.parent.emit("moved",{viewport:this.parent,type:"wheel"}),this.parent.options.passiveWheel||t.preventDefault(),this.parent.options.stopPropagation&&t.stopPropagation(),!0}}return!1}resume(){this.last=null,this.paused=!1}clamp(){const t=this.parent.plugins.get("decelerate",!0)||{};if("y"!==this.options.clampWheel)if(this.parent.screenWorldWidththis.parent.worldWidth&&(this.parent.x=-this.parent.worldWidth*this.parent.scale.x+this.parent.screenWidth,t.x=0);if("x"!==this.options.clampWheel)if(this.parent.screenWorldHeightthis.parent.worldHeight&&(this.parent.y=-this.parent.worldHeight*this.parent.scale.y+this.parent.screenHeight,t.y=0)}}const b={speed:0,acceleration:null,radius:null};class H extends n{constructor(t,e,i={}){super(t),this.target=e,this.options=Object.assign({},b,i),this.velocity={x:0,y:0}}update(t){if(this.paused)return;const e=this.parent.center;let i=this.target.x,s=this.target.y;if(this.options.radius){if(!(Math.sqrt(Math.pow(this.target.y-e.y,2)+Math.pow(this.target.x-e.x,2))>this.options.radius))return;{const t=Math.atan2(this.target.y-e.y,this.target.x-e.x);i=this.target.x-Math.cos(t)*this.options.radius,s=this.target.y-Math.sin(t)*this.options.radius}}const n=i-e.x,h=s-e.y;if(n||h)if(this.options.speed)if(this.options.acceleration){const t=Math.atan2(s-e.y,i-e.x),o=Math.sqrt(Math.pow(n,2)+Math.pow(h,2));if(o){const r=(Math.pow(this.velocity.x,2)+Math.pow(this.velocity.y,2))/(2*this.options.acceleration);this.velocity=o>r?{x:Math.min(this.velocity.x+(this.options.acceleration,this.options.speed)),y:Math.min(this.velocity.y+(this.options.acceleration,this.options.speed))}:{x:Math.max(this.velocity.x-this.options.acceleration*this.options.speed,0),y:Math.max(this.velocity.y-this.options.acceleration*this.options.speed,0)};const a=Math.cos(t)*this.velocity.x,p=Math.sin(t)*this.velocity.y,l=Math.abs(a)>Math.abs(n)?i:e.x+a,c=Math.abs(p)>Math.abs(h)?s:e.y+p;this.parent.moveCenter(l,c),this.parent.emit("moved",{viewport:this.parent,type:"follow"})}}else{const t=Math.atan2(s-e.y,i-e.x),o=Math.cos(t)*this.options.speed,r=Math.sin(t)*this.options.speed,a=Math.abs(o)>Math.abs(n)?i:e.x+o,p=Math.abs(r)>Math.abs(h)?s:e.y+r;this.parent.moveCenter(a,p),this.parent.emit("moved",{viewport:this.parent,type:"follow"})}else this.parent.moveCenter(i,s),this.parent.emit("moved",{viewport:this.parent,type:"follow"})}}const M={radius:null,distance:null,top:null,bottom:null,left:null,right:null,speed:8,reverse:!1,noDecelerate:!1,linear:!1,allowButtons:!1};class S extends n{constructor(t,e={}){super(t),this.options=Object.assign({},M,e),this.reverse=this.options.reverse?1:-1,this.radiusSquared="number"==typeof this.options.radius?Math.pow(this.options.radius,2):null,this.resize()}resize(){const t=this.options.distance;null!==t?(this.left=t,this.top=t,this.right=this.parent.screenWidth-t,this.bottom=this.parent.screenHeight-t):this.options.radius||(this.left=this.options.left,this.top=this.options.top,this.right=null===this.options.right?null:this.parent.screenWidth-this.options.right,this.bottom=null===this.options.bottom?null:this.parent.screenHeight-this.options.bottom)}down(){return this.paused||this.options.allowButtons||(this.horizontal=this.vertical=null),!1}move(t){if(this.paused)return!1;if("mouse"!==t.data.pointerType&&1!==t.data.identifier||!this.options.allowButtons&&0!==t.data.buttons)return!1;const e=t.data.global.x,i=t.data.global.y;if(this.radiusSquared){const t=this.parent.toScreen(this.parent.center);if(Math.pow(t.x-e,2)+Math.pow(t.y-i,2)>=this.radiusSquared){const s=Math.atan2(t.y-i,t.x-e);this.options.linear?(this.horizontal=Math.round(Math.cos(s))*this.options.speed*this.reverse*.06,this.vertical=Math.round(Math.sin(s))*this.options.speed*this.reverse*.06):(this.horizontal=Math.cos(s)*this.options.speed*this.reverse*.06,this.vertical=Math.sin(s)*this.options.speed*this.reverse*.06)}else this.horizontal&&this.decelerateHorizontal(),this.vertical&&this.decelerateVertical(),this.horizontal=this.vertical=0}else null!==this.left&&ethis.right?this.horizontal=-1*this.reverse*this.options.speed*.06:(this.decelerateHorizontal(),this.horizontal=0),null!==this.top&&ithis.bottom?this.vertical=-1*this.reverse*this.options.speed*.06:(this.decelerateVertical(),this.vertical=0);return!1}decelerateHorizontal(){const t=this.parent.plugins.get("decelerate",!0);this.horizontal&&t&&!this.options.noDecelerate&&t.activate({x:this.horizontal*this.options.speed*this.reverse/(1e3/60)})}decelerateVertical(){const t=this.parent.plugins.get("decelerate",!0);this.vertical&&t&&!this.options.noDecelerate&&t.activate({y:this.vertical*this.options.speed*this.reverse/(1e3/60)})}up(){return this.paused||(this.horizontal&&this.decelerateHorizontal(),this.vertical&&this.decelerateVertical(),this.horizontal=this.vertical=null),!1}update(){if(!this.paused&&(this.horizontal||this.vertical)){const t=this.parent.center;this.horizontal&&(t.x+=this.horizontal*this.options.speed),this.vertical&&(t.y+=this.vertical*this.options.speed),this.parent.moveCenter(t),this.parent.emit("moved",{viewport:this.parent,type:"mouse-edges"})}}}const P={noDrag:!1,percent:1,center:null,factor:1,axis:"all"};class C extends n{__init(){this.active=!1}__init2(){this.pinching=!1}__init3(){this.moved=!1}constructor(t,e={}){super(t),C.prototype.__init.call(this),C.prototype.__init2.call(this),C.prototype.__init3.call(this),this.options=Object.assign({},P,e)}down(){return this.parent.input.count()>=2&&(this.active=!0,!0)}isAxisX(){return["all","x"].includes(this.options.axis)}isAxisY(){return["all","y"].includes(this.options.axis)}move(t){if(this.paused||!this.active)return!1;const e=t.data.global.x,i=t.data.global.y,s=this.parent.input.touches;if(s.length>=2){const n=s[0],h=s[1],o=n.last&&h.last?Math.sqrt(Math.pow(h.last.x-n.last.x,2)+Math.pow(h.last.y-n.last.y,2)):null;if(n.id===t.data.pointerId?n.last={x:e,y:i,data:t.data}:h.id===t.data.pointerId&&(h.last={x:e,y:i,data:t.data}),o){let t;const e={x:n.last.x+(h.last.x-n.last.x)/2,y:n.last.y+(h.last.y-n.last.y)/2};this.options.center||(t=this.parent.toLocal(e));let i=Math.sqrt(Math.pow(h.last.x-n.last.x,2)+Math.pow(h.last.y-n.last.y,2));i=0===i?i=1e-10:i;const s=(1-o/i)*this.options.percent*(this.isAxisX()?this.parent.scale.x:this.parent.scale.y);this.isAxisX()&&(this.parent.scale.x+=s),this.isAxisY()&&(this.parent.scale.y+=s),this.parent.emit("zoomed",{viewport:this.parent,type:"pinch",center:e});const r=this.parent.plugins.get("clamp-zoom",!0);if(r&&r.clamp(),this.options.center)this.parent.moveCenter(this.options.center);else{const i=this.parent.toGlobal(t);this.parent.x+=(e.x-i.x)*this.options.factor,this.parent.y+=(e.y-i.y)*this.options.factor,this.parent.emit("moved",{viewport:this.parent,type:"pinch"})}!this.options.noDrag&&this.lastCenter&&(this.parent.x+=(e.x-this.lastCenter.x)*this.options.factor,this.parent.y+=(e.y-this.lastCenter.y)*this.options.factor,this.parent.emit("moved",{viewport:this.parent,type:"pinch"})),this.lastCenter=e,this.moved=!0}else this.pinching||(this.parent.emit("pinch-start",this.parent),this.pinching=!0);return!0}return!1}up(){return!!(this.pinching&&this.parent.input.touches.length<=1)&&(this.active=!1,this.lastCenter=null,this.pinching=!1,this.moved=!1,this.parent.emit("pinch-end",this.parent),!0)}}const I={topLeft:!1,friction:.8,time:1e3,ease:"easeInOutSine",interrupt:!0,removeOnComplete:!1,removeOnInterrupt:!1,forceStart:!1};class O extends n{constructor(t,e,i,s={}){super(t),this.options=Object.assign({},I,s),this.ease=r(s.ease,"easeInOutSine"),this.x=e,this.y=i,this.options.forceStart&&this.snapStart()}snapStart(){this.percent=0,this.snapping={time:0};const t=this.options.topLeft?this.parent.corner:this.parent.center;this.deltaX=this.x-t.x,this.deltaY=this.y-t.y,this.startX=t.x,this.startY=t.y,this.parent.emit("snap-start",this.parent)}wheel(){return this.options.removeOnInterrupt&&this.parent.plugins.remove("snap"),!1}down(){return this.options.removeOnInterrupt?this.parent.plugins.remove("snap"):this.options.interrupt&&(this.snapping=null),!1}up(){if(0===this.parent.input.count()){const t=this.parent.plugins.get("decelerate",!0);t&&(t.x||t.y)&&(t.percentChangeX=t.percentChangeY=this.options.friction)}return!1}update(t){if(!(this.paused||this.options.interrupt&&0!==this.parent.input.count()))if(this.snapping){const e=this.snapping;let i,s,n;e.time+=t;const h=this.startX,o=this.startY,r=this.deltaX,a=this.deltaY;if(e.time>this.options.time)i=!0,s=h+r,n=o+a;else{const t=this.ease(e.time,0,1,this.options.time);s=h+r*t,n=o+a*t}this.options.topLeft?this.parent.moveCorner(s,n):this.parent.moveCenter(s,n),this.parent.emit("moved",{viewport:this.parent,type:"snap"}),i&&(this.options.removeOnComplete&&this.parent.plugins.remove("snap"),this.parent.emit("snap-end",this.parent),this.snapping=null)}else{const t=this.options.topLeft?this.parent.corner:this.parent.center;t.x===this.x&&t.y===this.y||this.snapStart()}}}const k={width:0,height:0,time:1e3,ease:"easeInOutSine",center:null,interrupt:!0,removeOnComplete:!1,removeOnInterrupt:!1,forceStart:!1,noMove:!1};class z extends n{constructor(t,e={}){super(t),this.options=Object.assign({},k,e),this.ease=r(this.options.ease),this.xIndependent=!1,this.yIndependent=!1,this.xScale=0,this.yScale=0,this.options.width>0&&(this.xScale=t.screenWidth/this.options.width,this.xIndependent=!0),this.options.height>0&&(this.yScale=t.screenHeight/this.options.height,this.yIndependent=!0),this.xScale=this.xIndependent?this.xScale:this.yScale,this.yScale=this.yIndependent?this.yScale:this.xScale,0===this.options.time?(t.container.scale.x=this.xScale,t.container.scale.y=this.yScale,this.options.removeOnComplete&&this.parent.plugins.remove("snap-zoom")):e.forceStart&&this.createSnapping()}createSnapping(){const t=this.parent.worldScreenWidth,e=this.parent.worldScreenHeight,i=this.parent.screenWidth/this.xScale,s=this.parent.screenHeight/this.yScale;this.snapping={time:0,startX:t,startY:e,deltaX:i-t,deltaY:s-e},this.parent.emit("snap-zoom-start",this.parent)}resize(){this.snapping=null,this.options.width>0&&(this.xScale=this.parent.screenWidth/this.options.width),this.options.height>0&&(this.yScale=this.parent.screenHeight/this.options.height),this.xScale=this.xIndependent?this.xScale:this.yScale,this.yScale=this.yIndependent?this.yScale:this.xScale}wheel(){return this.options.removeOnInterrupt&&this.parent.plugins.remove("snap-zoom"),!1}down(){return this.options.removeOnInterrupt?this.parent.plugins.remove("snap-zoom"):this.options.interrupt&&(this.snapping=null),!1}update(t){if(this.paused)return;if(this.options.interrupt&&0!==this.parent.input.count())return;let e;if(this.options.center||this.options.noMove||(e=this.parent.center),this.snapping){if(this.snapping){const i=this.snapping;if(i.time+=t,i.time>=this.options.time)this.parent.scale.set(this.xScale,this.yScale),this.options.removeOnComplete&&this.parent.plugins.remove("snap-zoom"),this.parent.emit("snap-zoom-end",this.parent),this.snapping=null;else{const t=this.snapping,e=this.ease(t.time,t.startX,t.deltaX,this.options.time),i=this.ease(t.time,t.startY,t.deltaY,this.options.time);this.parent.scale.x=this.parent.screenWidth/e,this.parent.scale.y=this.parent.screenHeight/i}const s=this.parent.plugins.get("clamp-zoom",!0);s&&s.clamp(),this.options.noMove||(this.options.center?this.parent.moveCenter(this.options.center):this.parent.moveCenter(e))}}else this.parent.scale.x===this.xScale&&this.parent.scale.y===this.yScale||this.createSnapping()}resume(){this.snapping=null,super.resume()}}const _={percent:.1,smooth:!1,interrupt:!0,reverse:!1,center:null,lineHeight:20,axis:"all",keyToPress:null,trackpadPinch:!1,wheelZoom:!0};class X extends n{constructor(t,e={}){super(t),this.options=Object.assign({},_,e),this.keyIsPressed=!1,this.options.keyToPress&&this.handleKeyPresses(this.options.keyToPress)}handleKeyPresses(t){window.addEventListener("keydown",(e=>{t.includes(e.code)&&(this.keyIsPressed=!0)})),window.addEventListener("keyup",(e=>{t.includes(e.code)&&(this.keyIsPressed=!1)}))}checkKeyPress(){return!this.options.keyToPress||this.keyIsPressed}down(){return this.options.interrupt&&(this.smoothing=null),!1}isAxisX(){return["all","x"].includes(this.options.axis)}isAxisY(){return["all","y"].includes(this.options.axis)}update(){if(this.smoothing){const t=this.smoothingCenter,e=this.smoothing;let i;this.options.center||(i=this.parent.toLocal(t)),this.isAxisX()&&(this.parent.scale.x+=e.x),this.isAxisY()&&(this.parent.scale.y+=e.y),this.parent.emit("zoomed",{viewport:this.parent,type:"wheel"});const s=this.parent.plugins.get("clamp-zoom",!0);if(s&&s.clamp(),this.options.center)this.parent.moveCenter(this.options.center);else{const e=this.parent.toGlobal(i);this.parent.x+=t.x-e.x,this.parent.y+=t.y-e.y}this.parent.emit("moved",{viewport:this.parent,type:"wheel"}),this.smoothingCount++,this.smoothingCount>=this.options.smooth&&(this.smoothing=null)}}pinch(t){if(this.paused)return;const e=this.parent.input.getPointerPosition(t),i=-t.deltaY*(t.deltaMode?this.options.lineHeight:1)/200,s=Math.pow(2,(1+this.options.percent)*i);let n;this.options.center||(n=this.parent.toLocal(e)),this.isAxisX()&&(this.parent.scale.x*=s),this.isAxisY()&&(this.parent.scale.y*=s),this.parent.emit("zoomed",{viewport:this.parent,type:"wheel"});const h=this.parent.plugins.get("clamp-zoom",!0);if(h&&h.clamp(),this.options.center)this.parent.moveCenter(this.options.center);else{const t=this.parent.toGlobal(n);this.parent.x+=e.x-t.x,this.parent.y+=e.y-t.y}this.parent.emit("moved",{viewport:this.parent,type:"wheel"}),this.parent.emit("wheel",{wheel:{dx:t.deltaX,dy:t.deltaY,dz:t.deltaZ},event:t,viewport:this.parent})}wheel(t){if(this.paused)return!1;if(!this.checkKeyPress())return!1;if(t.ctrlKey&&this.options.trackpadPinch)this.pinch(t);else if(this.options.wheelZoom){const e=this.parent.input.getPointerPosition(t),i=(this.options.reverse?-1:1)*-t.deltaY*(t.deltaMode?this.options.lineHeight:1)/500,s=Math.pow(2,(1+this.options.percent)*i);if(this.options.smooth){const t={x:this.smoothing?this.smoothing.x*(this.options.smooth-this.smoothingCount):0,y:this.smoothing?this.smoothing.y*(this.options.smooth-this.smoothingCount):0};this.smoothing={x:((this.parent.scale.x+t.x)*s-this.parent.scale.x)/this.options.smooth,y:((this.parent.scale.y+t.y)*s-this.parent.scale.y)/this.options.smooth},this.smoothingCount=0,this.smoothingCenter=e}else{let t;this.options.center||(t=this.parent.toLocal(e)),this.isAxisX()&&(this.parent.scale.x*=s),this.isAxisY()&&(this.parent.scale.y*=s),this.parent.emit("zoomed",{viewport:this.parent,type:"wheel"});const i=this.parent.plugins.get("clamp-zoom",!0);if(i&&i.clamp(),this.options.center)this.parent.moveCenter(this.options.center);else{const i=this.parent.toGlobal(t);this.parent.x+=e.x-i.x,this.parent.y+=e.y-i.y}}this.parent.emit("moved",{viewport:this.parent,type:"wheel"}),this.parent.emit("wheel",{wheel:{dx:t.deltaX,dy:t.deltaY,dz:t.deltaZ},event:t,viewport:this.parent})}return!this.parent.options.passiveWheel}}class Y{constructor(t){this.viewport=t,this.touches=[],this.addListeners()}addListeners(){this.viewport.interactive=!0,this.viewport.forceHitArea||(this.viewport.hitArea=new e.Rectangle(0,0,this.viewport.worldWidth,this.viewport.worldHeight)),this.viewport.on("pointerdown",this.down,this),this.viewport.on("pointermove",this.move,this),this.viewport.on("pointerup",this.up,this),this.viewport.on("pointerupoutside",this.up,this),this.viewport.on("pointercancel",this.up,this),this.viewport.on("pointerout",this.up,this),this.wheelFunction=t=>this.handleWheel(t),this.viewport.options.divWheel.addEventListener("wheel",this.wheelFunction,{passive:this.viewport.options.passiveWheel}),this.isMouseDown=!1}destroy(){this.viewport.options.divWheel.removeEventListener("wheel",this.wheelFunction)}down(t){if(this.viewport.pause||!this.viewport.worldVisible)return;if("mouse"===t.data.pointerType?this.isMouseDown=!0:this.get(t.data.pointerId)||this.touches.push({id:t.data.pointerId,last:null}),1===this.count()){this.last=t.data.global.clone();const e=this.viewport.plugins.get("decelerate",!0),i=this.viewport.plugins.get("bounce",!0);e&&e.isActive()||i&&i.isActive()?this.clickedAvailable=!1:this.clickedAvailable=!0}else this.clickedAvailable=!1;this.viewport.plugins.down(t)&&this.viewport.options.stopPropagation&&t.stopPropagation()}clear(){this.isMouseDown=!1,this.touches=[],this.last=null}checkThreshold(t){return Math.abs(t)>=this.viewport.threshold}move(t){if(this.viewport.pause||!this.viewport.worldVisible)return;const e=this.viewport.plugins.move(t);if(this.clickedAvailable&&this.last){const e=t.data.global.x-this.last.x,i=t.data.global.y-this.last.y;(this.checkThreshold(e)||this.checkThreshold(i))&&(this.clickedAvailable=!1)}e&&this.viewport.options.stopPropagation&&t.stopPropagation()}up(t){if(this.viewport.pause||!this.viewport.worldVisible)return;"mouse"===t.data.pointerType&&(this.isMouseDown=!1),"mouse"!==t.data.pointerType&&this.remove(t.data.pointerId);const e=this.viewport.plugins.up(t);this.clickedAvailable&&0===this.count()&&this.last&&(this.viewport.emit("clicked",{event:t,screen:this.last,world:this.viewport.toWorld(this.last),viewport:this}),this.clickedAvailable=!1),e&&this.viewport.options.stopPropagation&&t.stopPropagation()}getPointerPosition(t){const i=new e.Point;if(this.viewport.options.interaction)this.viewport.options.interaction.mapPositionToPoint(i,t.clientX,t.clientY);else if(this.viewport.options.useDivWheelForInputManager&&this.viewport.options.divWheel){const e=this.viewport.options.divWheel.getBoundingClientRect();i.x=t.clientX-e.left,i.y=t.clientY-e.top}else i.x=t.clientX,i.y=t.clientY;return i}handleWheel(t){if(this.viewport.pause||!this.viewport.worldVisible)return;if(this.viewport.options.interaction&&this.viewport.options.interaction.interactionDOMElement!==t.target)return;const e=this.viewport.toLocal(this.getPointerPosition(t));if(this.viewport.left<=e.x&&e.x<=this.viewport.right&&this.viewport.top<=e.y&&e.y<=this.viewport.bottom){this.viewport.plugins.wheel(t)&&!this.viewport.options.passiveWheel&&t.preventDefault()}}pause(){this.touches=[],this.isMouseDown=!1}get(t){for(const e of this.touches)if(e.id===t)return e;return null}remove(t){for(let e=0;ei.call(e,...t))),e=void 0)}return i}const D=["drag","pinch","wheel","follow","mouse-edges","decelerate","animate","bounce","snap-zoom","clamp-zoom","snap","clamp"];class T{constructor(t){this.viewport=t,this.list=[],this.plugins={}}add(t,e,i=D.length){const s=this.plugins[t];s&&s.destroy(),this.plugins[t]=e;const n=D.indexOf(t);-1!==n&&D.splice(n,1),D.splice(i,0,t),this.sort()}get(t,e){return e&&A([this,"access",t=>t.plugins,"access",e=>e[t],"optionalAccess",t=>t.paused])?null:this.plugins[t]}update(t){for(const e of this.list)e.update(t)}resize(){for(const t of this.list)t.resize()}reset(){for(const t of this.list)t.reset()}removeAll(){this.list.forEach((t=>{t.destroy()})),this.plugins={},this.sort()}remove(t){this.plugins[t]&&(A([this,"access",t=>t.plugins,"access",e=>e[t],"optionalAccess",t=>t.destroy,"call",t=>t()]),delete this.plugins[t],this.viewport.emit(`${t}-remove`),this.sort())}pause(t){A([this,"access",t=>t.plugins,"access",e=>e[t],"optionalAccess",t=>t.pause,"call",t=>t()])}resume(t){A([this,"access",t=>t.plugins,"access",e=>e[t],"optionalAccess",t=>t.resume,"call",t=>t()])}sort(){this.list=[];for(const t of D)this.plugins[t]&&this.list.push(this.plugins[t])}down(t){let e=!1;for(const i of this.list)i.down(t)&&(e=!0);return e}move(t){let e=!1;for(const i of this.viewport.plugins.list)i.move(t)&&(e=!0);return e}up(t){let e=!1;for(const i of this.list)i.up(t)&&(e=!0);return e}wheel(t){let e=!1;for(const i of this.list)i.wheel(t)&&(e=!0);return e}}const L={screenWidth:window.innerWidth,screenHeight:window.innerHeight,worldWidth:null,worldHeight:null,threshold:5,passiveWheel:!0,stopPropagation:!1,forceHitArea:null,noTicker:!1,interaction:null,disableOnContextMenu:!1,ticker:s.Ticker.shared};class E extends i.Container{__init(){this._disableOnContextMenu=t=>t.preventDefault()}constructor(t={}){super(),E.prototype.__init.call(this),this.options=Object.assign({},{divWheel:document.body},L,t),this.screenWidth=this.options.screenWidth,this.screenHeight=this.options.screenHeight,this._worldWidth=this.options.worldWidth,this._worldHeight=this.options.worldHeight,this.forceHitArea=this.options.forceHitArea,this.threshold=this.options.threshold,this.options.divWheel=this.options.divWheel||document.body,this.options.disableOnContextMenu&&this.options.divWheel.addEventListener("contextmenu",this._disableOnContextMenu),this.options.noTicker||(this.tickerFunction=()=>this.update(this.options.ticker.elapsedMS),this.options.ticker.add(this.tickerFunction)),this.input=new Y(this),this.plugins=new T(this)}destroy(t){!this.options.noTicker&&this.tickerFunction&&this.options.ticker.remove(this.tickerFunction),this.options.disableOnContextMenu&&this.options.divWheel.removeEventListener("contextmenu",this._disableOnContextMenu),this.input.destroy(),super.destroy(t)}update(t){this.pause||(this.plugins.update(t),this.lastViewport&&(this.lastViewport.x!==this.x||this.lastViewport.y!==this.y?this.moving=!0:this.moving&&(this.emit("moved-end",this),this.moving=!1),this.lastViewport.scaleX!==this.scale.x||this.lastViewport.scaleY!==this.scale.y?this.zooming=!0:this.zooming&&(this.emit("zoomed-end",this),this.zooming=!1)),this.forceHitArea||(this._hitAreaDefault=new e.Rectangle(this.left,this.top,this.worldScreenWidth,this.worldScreenHeight),this.hitArea=this._hitAreaDefault),this._dirty=this._dirty||!this.lastViewport||this.lastViewport.x!==this.x||this.lastViewport.y!==this.y||this.lastViewport.scaleX!==this.scale.x||this.lastViewport.scaleY!==this.scale.y,this.lastViewport={x:this.x,y:this.y,scaleX:this.scale.x,scaleY:this.scale.y},this.emit("frame-end",this))}resize(t=window.innerWidth,e=window.innerHeight,i,s){this.screenWidth=t,this.screenHeight=e,void 0!==i&&(this._worldWidth=i),void 0!==s&&(this._worldHeight=s),this.plugins.resize(),this.dirty=!0}get worldWidth(){return this._worldWidth?this._worldWidth:this.width/this.scale.x}set worldWidth(t){this._worldWidth=t,this.plugins.resize()}get worldHeight(){return this._worldHeight?this._worldHeight:this.height/this.scale.y}set worldHeight(t){this._worldHeight=t,this.plugins.resize()}getVisibleBounds(){return new e.Rectangle(this.left,this.top,this.worldScreenWidth,this.worldScreenHeight)}toWorld(t,i){return 2===arguments.length?this.toLocal(new e.Point(t,i)):this.toLocal(t)}toScreen(t,i){return 2===arguments.length?this.toGlobal(new e.Point(t,i)):this.toGlobal(t)}get worldScreenWidth(){return this.screenWidth/this.scale.x}get worldScreenHeight(){return this.screenHeight/this.scale.y}get screenWorldWidth(){return this.worldWidth*this.scale.x}get screenWorldHeight(){return this.worldHeight*this.scale.y}get center(){return new e.Point(this.worldScreenWidth/2-this.x/this.scale.x,this.worldScreenHeight/2-this.y/this.scale.y)}set center(t){this.moveCenter(t)}moveCenter(...t){let e,i;"number"==typeof t[0]?(e=t[0],i=t[1]):(e=t[0].x,i=t[0].y);const s=(this.worldScreenWidth/2-e)*this.scale.x,n=(this.worldScreenHeight/2-i)*this.scale.y;return this.x===s&&this.y===n||(this.position.set(s,n),this.plugins.reset(),this.dirty=!0),this}get corner(){return new e.Point(-this.x/this.scale.x,-this.y/this.scale.y)}set corner(t){this.moveCorner(t)}moveCorner(...t){let e,i;return 1===t.length?(e=-t[0].x*this.scale.x,i=-t[0].y*this.scale.y):(e=-t[0]*this.scale.x,i=-t[1]*this.scale.y),e===this.x&&i===this.y||(this.position.set(e,i),this.plugins.reset(),this.dirty=!0),this}get screenWidthInWorldPixels(){return this.screenWidth/this.scale.x}get screenHeightInWorldPixels(){return this.screenHeight/this.scale.y}findFitWidth(t){return this.screenWidth/t}findFitHeight(t){return this.screenHeight/t}findFit(t,e){const i=this.screenWidth/t,s=this.screenHeight/e;return Math.min(i,s)}findCover(t,e){const i=this.screenWidth/t,s=this.screenHeight/e;return Math.max(i,s)}fitWidth(t=this.worldWidth,e,i=!0,s){let n;e&&(n=this.center),this.scale.x=this.screenWidth/t,i&&(this.scale.y=this.scale.x);const h=this.plugins.get("clamp-zoom",!0);return!s&&h&&h.clamp(),e&&n&&this.moveCenter(n),this}fitHeight(t=this.worldHeight,e,i=!0,s){let n;e&&(n=this.center),this.scale.y=this.screenHeight/t,i&&(this.scale.x=this.scale.y);const h=this.plugins.get("clamp-zoom",!0);return!s&&h&&h.clamp(),e&&n&&this.moveCenter(n),this}fitWorld(t){let e;t&&(e=this.center),this.scale.x=this.screenWidth/this.worldWidth,this.scale.y=this.screenHeight/this.worldHeight,this.scale.xthis.worldWidth,top:this.top<0,bottom:this.bottom>this.worldHeight,cornerPoint:new e.Point(this.worldWidth*this.scale.x-this.screenWidth,this.worldHeight*this.scale.y-this.screenHeight)}}get right(){return-this.x/this.scale.x+this.worldScreenWidth}set right(t){this.x=-t*this.scale.x+this.screenWidth,this.plugins.reset()}get left(){return-this.x/this.scale.x}set left(t){this.x=-t*this.scale.x,this.plugins.reset()}get top(){return-this.y/this.scale.y}set top(t){this.y=-t*this.scale.y,this.plugins.reset()}get bottom(){return-this.y/this.scale.y+this.worldScreenHeight}set bottom(t){this.y=-t*this.scale.y+this.screenHeight,this.plugins.reset()}get dirty(){return!!this._dirty}set dirty(t){this._dirty=t}get forceHitArea(){return this._forceHitArea}set forceHitArea(t){t?(this._forceHitArea=t,this.hitArea=t):(this._forceHitArea=null,this.hitArea=new e.Rectangle(0,0,this.worldWidth,this.worldHeight))}drag(t){return this.plugins.add("drag",new W(this,t)),this}clamp(t){return this.plugins.add("clamp",new m(this,t)),this}decelerate(t){return this.plugins.add("decelerate",new x(this,t)),this}bounce(t){return this.plugins.add("bounce",new d(this,t)),this}pinch(t){return this.plugins.add("pinch",new C(this,t)),this}snap(t,e,i){return this.plugins.add("snap",new O(this,t,e,i)),this}follow(t,e){return this.plugins.add("follow",new H(this,t,e)),this}wheel(t){return this.plugins.add("wheel",new X(this,t)),this}animate(t){return this.plugins.add("animate",new p(this,t)),this}clampZoom(t){return this.plugins.add("clamp-zoom",new w(this,t)),this}mouseEdges(t){return this.plugins.add("mouse-edges",new S(this,t)),this}get pause(){return!!this._pause}set pause(t){this._pause=t,this.lastViewport=null,this.moving=!1,this.zooming=!1,t&&this.input.pause()}ensureVisible(t,e,i,s,n){n&&(i>this.worldScreenWidth||s>this.worldScreenHeight)&&(this.fit(!0,i,s),this.emit("zoomed",{viewport:this,type:"ensureVisible"}));let h=!1;tthis.right&&(this.right=t+i,h=!0),ethis.bottom&&(this.bottom=e+s,h=!0),h&&this.emit("moved",{viewport:this,type:"ensureVisible"})}}t.Animate=p,t.Bounce=d,t.Clamp=m,t.ClampZoom=w,t.Decelerate=x,t.Drag=W,t.Follow=H,t.InputManager=Y,t.MouseEdges=S,t.Pinch=C,t.Plugin=n,t.PluginManager=T,t.Snap=O,t.SnapZoom=z,t.Viewport=E,t.Wheel=X,Object.defineProperty(t,"__esModule",{value:!0})})),"undefined"!=typeof pixi_viewport&&Object.assign(this.PIXI,pixi_viewport); //# sourceMappingURL=viewport.min.min.js.map diff --git a/dist/viewport.min.min.js.map b/dist/viewport.min.min.js.map index 826a9aa6..ce104c80 100644 --- a/dist/viewport.min.min.js.map +++ b/dist/viewport.min.min.js.map @@ -1 +1 @@ -{"version":3,"file":"viewport.min.min.js","sources":["../src/plugins/Plugin.ts","../node_modules/penner/penner.js","../src/ease.ts","../src/plugins/Animate.ts","../src/plugins/Bounce.ts","../src/plugins/Clamp.ts","../src/plugins/ClampZoom.ts","../src/plugins/Decelerate.ts","../src/plugins/Drag.ts","../src/plugins/Follow.ts","../src/plugins/MouseEdges.ts","../src/plugins/Pinch.ts","../src/plugins/Snap.ts","../src/plugins/SnapZoom.ts","../src/plugins/Wheel.ts","../src/InputManager.ts","../src/PluginManager.ts","../src/Viewport.ts"],"sourcesContent":["import type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from '../Viewport';\n\n/**\n * Derive this class to create user-defined plugins\n *\n * @public\n */\nexport class Plugin\n{\n /** The viewport to which this plugin is attached. */\n public readonly parent: Viewport;\n\n /**\n * Flags whether this plugin has been \"paused\".\n *\n * @see Plugin#pause\n * @see Plugin#resume\n */\n public paused: boolean;\n\n /** @param {Viewport} parent */\n constructor(parent: Viewport)\n {\n this.parent = parent;\n this.paused = false;\n }\n\n /** Called when plugin is removed */\n public destroy()\n {\n // Override for implementation\n }\n\n /** Handler for pointerdown PIXI event */\n public down(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for pointermove PIXI event */\n public move(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for pointerup PIXI event */\n public up(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for wheel event on div */\n public wheel(_e: WheelEvent): boolean | undefined\n {\n return false;\n }\n\n /**\n * Called on each tick\n * @param {number} elapsed time in millisecond since last update\n */\n public update(_delta: number): void\n {\n // Override for implementation\n }\n\n /** Called when the viewport is resized */\n public resize()\n {\n // Override for implementation\n }\n\n /** Called when the viewport is manually moved */\n public reset(): void\n {\n // Override for implementation\n }\n\n /** Pause the plugin */\n public pause(): void\n {\n this.paused = true;\n }\n\n /** Un-pause the plugin */\n public resume(): void\n {\n this.paused = false;\n }\n}\n","\n/*\n\tCopyright © 2001 Robert Penner\n\tAll rights reserved.\n\n\tRedistribution and use in source and binary forms, with or without modification, \n\tare permitted provided that the following conditions are met:\n\n\tRedistributions of source code must retain the above copyright notice, this list of \n\tconditions and the following disclaimer.\n\tRedistributions in binary form must reproduce the above copyright notice, this list \n\tof conditions and the following disclaimer in the documentation and/or other materials \n\tprovided with the distribution.\n\n\tNeither the name of the author nor the names of contributors may be used to endorse \n\tor promote products derived from this software without specific prior written permission.\n\n\tTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY \n\tEXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n\tMERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n\tCOPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n\tEXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n\tGOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED \n\tAND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n\tNEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED \n\tOF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n(function() {\n var penner, umd;\n\n umd = function(factory) {\n if (typeof exports === 'object') {\n return module.exports = factory;\n } else if (typeof define === 'function' && define.amd) {\n return define([], factory);\n } else {\n return this.penner = factory;\n }\n };\n\n penner = {\n linear: function(t, b, c, d) {\n return c * t / d + b;\n },\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n easeInOutQuad: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t + b;\n } else {\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n }\n },\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n easeOutCubic: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n },\n easeInOutCubic: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n },\n easeInQuart: function(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n },\n easeOutQuart: function(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n },\n easeInOutQuart: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t + b;\n } else {\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n },\n easeInQuint: function(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n },\n easeOutQuint: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n },\n easeInOutQuint: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n },\n easeInSine: function(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n },\n easeOutSine: function(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n },\n easeInOutSine: function(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n },\n easeInExpo: function(t, b, c, d) {\n if (t === 0) {\n return b;\n } else {\n return c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n },\n easeOutExpo: function(t, b, c, d) {\n if (t === d) {\n return b + c;\n } else {\n return c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n },\n easeInOutExpo: function(t, b, c, d) {\n if (t === 0) {\n b;\n }\n if (t === d) {\n b + c;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n } else {\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n },\n easeInCirc: function(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n },\n easeOutCirc: function(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n },\n easeInOutCirc: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n } else {\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n },\n easeInElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n },\n easeOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b;\n },\n easeInOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d / 2) === 2) {\n b + c;\n }\n if (!p) {\n p = d * (.3 * 1.5);\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n if (t < 1) {\n return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n } else {\n return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;\n }\n },\n easeInBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n },\n easeOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n },\n easeInOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b;\n } else {\n return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b;\n }\n },\n easeInBounce: function(t, b, c, d) {\n var v;\n v = penner.easeOutBounce(d - t, 0, c, d);\n return c - v + b;\n },\n easeOutBounce: function(t, b, c, d) {\n if ((t /= d) < 1 / 2.75) {\n return c * (7.5625 * t * t) + b;\n } else if (t < 2 / 2.75) {\n return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b;\n } else if (t < 2.5 / 2.75) {\n return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b;\n } else {\n return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b;\n }\n },\n easeInOutBounce: function(t, b, c, d) {\n var v;\n if (t < d / 2) {\n v = penner.easeInBounce(t * 2, 0, c, d);\n return v * .5 + b;\n } else {\n v = penner.easeOutBounce(t * 2 - d, 0, c, d);\n return v * .5 + c * .5 + b;\n }\n }\n };\n\n umd(penner);\n\n}).call(this);\n","// eslint-disable-next-line\n// @ts-expect-error Penner seems to have no typings.\nimport Penner from 'penner';\n\n/**\n * Returns correct Penner equation using string or Function.\n *\n * @internal\n * @ignore\n * @param {(function|string)} [ease]\n * @param {defaults} default penner equation to use if none is provided\n */\nexport default function ease(ease: any, defaults?: any): any\n{\n if (!ease)\n {\n return Penner[defaults]\n }\n else if (typeof ease === 'function')\n {\n return ease\n }\n else if (typeof ease === 'string')\n {\n return Penner[ease]\n }\n}","import { IPointData, Point } from '@pixi/math';\nimport { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Animate}. */\nexport interface IAnimateOptions\n{\n /** Time to animate */\n time?: number;\n\n /** Position to move the viewport to */\n position?: IPointData;\n\n /**\n * Desired viewport width in world pixels\n *\n * (use instead of scale; aspect ratio is maintained if height is not provided)\n */\n width?: number;\n\n /**\n * Desired viewport height in world pixels\n *\n * (use instead of scale; aspect ratio is maintained if width is not provided)\n */\n height?: number;\n\n /** Scale to change zoom (scale.x = scale.y) */\n scale?: number;\n\n /** Independently change zoom in x-direction */\n scaleX?: number;\n\n /** Independently change zoom in y-direction */\n scaleY?: number;\n\n /** Easing function to use */\n ease?: any;\n\n /** Callback to invoke when the animation completes */\n callbackOnComplete?: (viewport: Viewport) => void;\n\n /** Removes this plugin if interrupted by any user input */\n removeOnInterrupt?: boolean;\n}\n\nconst DEFAULT_ANIMATE_OPTIONS = {\n removeOnInterrupt: false,\n ease: 'linear',\n time: 1000,\n};\n\n/**\n * Animation plugin.\n *\n * @see Viewport#animate\n * @fires animate-end\n */\nexport class Animate extends Plugin\n{\n public readonly options: IAnimateOptions & { ease: any; time: number };\n\n /** The starting x-coordinate of the viewport. */\n protected startX?: number;\n\n /** The starting y-coordinate of the viewport. */\n protected startY?: number;\n\n /** The change in the x-coordinate of the viewport through the animation.*/\n protected deltaX?: number;\n\n /** The change in the y-coordinate of the viewport through the animation. */\n protected deltaY?: number;\n\n /** Marks whether the center of the viewport is preserved in the animation. */\n protected keepCenter!: boolean;\n\n /** The starting viewport width. */\n protected startWidth: number | null = null;\n\n /** The starting viewport height. */\n protected startHeight: number | null = null;\n\n /** The change in the viewport's width through the animation. */\n protected deltaWidth: number | null = null;\n\n /** The change in the viewport's height through the animation. */\n protected deltaHeight: number | null = null;\n\n /** The viewport's width post-animation. */\n protected width: number | null = null;\n\n /** The viewport's height post-animation. */\n protected height: number | null = null;\n\n /** The time since the animation started. */\n protected time = 0;\n\n /**\n * This is called by {@link Viewport.animate}.\n *\n * @param parent\n * @param options\n */\n constructor(parent: Viewport, options: IAnimateOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_ANIMATE_OPTIONS, options);\n this.options.ease = ease(this.options.ease);\n\n this.setupPosition();\n this.setupZoom();\n\n this.time = 0;\n }\n\n /**\n * Setup `startX`, `startY`, `deltaX`, `deltaY`, `keepCenter`.\n *\n * This is called during construction.\n */\n protected setupPosition(): void\n {\n if (typeof this.options.position !== 'undefined')\n {\n this.startX = this.parent.center.x;\n this.startY = this.parent.center.y;\n this.deltaX = this.options.position.x - this.parent.center.x;\n this.deltaY = this.options.position.y - this.parent.center.y;\n this.keepCenter = false;\n }\n else\n {\n this.keepCenter = true;\n }\n }\n\n /**\n * Setup `startWidth, `startHeight`, `deltaWidth, `deltaHeight, `width`, `height`.\n *\n * This is called during construction.\n */\n protected setupZoom(): void\n {\n this.width = null;\n this.height = null;\n\n if (typeof this.options.scale !== 'undefined')\n {\n this.width = this.parent.screenWidth / this.options.scale;\n }\n else if (typeof this.options.scaleX !== 'undefined' || typeof this.options.scaleY !== 'undefined')\n {\n if (typeof this.options.scaleX !== 'undefined')\n {\n // screenSizeInWorldPixels = screenWidth / scale\n this.width = this.parent.screenWidth / this.options.scaleX;\n }\n if (typeof this.options.scaleY !== 'undefined')\n {\n this.height = this.parent.screenHeight / this.options.scaleY;\n }\n }\n else\n {\n if (typeof this.options.width !== 'undefined')\n {\n this.width = this.options.width;\n }\n if (typeof this.options.height !== 'undefined')\n {\n this.height = this.options.height;\n }\n }\n\n if (this.width !== null)\n {\n this.startWidth = this.parent.screenWidthInWorldPixels;\n this.deltaWidth = this.width - this.startWidth;\n }\n if (this.height !== null)\n {\n this.startHeight = this.parent.screenHeightInWorldPixels;\n this.deltaHeight = this.height - this.startHeight;\n }\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('animate');\n }\n\n return false;\n }\n\n public complete(): void\n {\n this.parent.plugins.remove('animate');\n if (this.width !== null)\n {\n this.parent.fitWidth(this.width, this.keepCenter, this.height === null);\n }\n if (this.height !== null)\n {\n this.parent.fitHeight(this.height, this.keepCenter, this.width === null);\n }\n if (!this.keepCenter)\n {\n this.parent.moveCenter(this.options.position!);\n }\n\n this.parent.emit('animate-end', this.parent);\n\n if (this.options.callbackOnComplete)\n {\n this.options.callbackOnComplete(this.parent);\n }\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n this.time += elapsed;\n\n const originalZoom = new Point(this.parent.scale.x, this.parent.scale.y);\n\n if (this.time >= this.options.time)\n {\n const originalWidth = this.parent.width;\n const originalHeight = this.parent.height;\n\n this.complete();\n if (originalWidth !== this.parent.width || originalHeight !== this.parent.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n else\n {\n const percent = this.options.ease(this.time, 0, 1, this.options.time);\n\n if (this.width !== null)\n {\n const startWidth = this.startWidth as number;\n const deltaWidth = this.deltaWidth as number;\n\n this.parent.fitWidth(\n startWidth + (deltaWidth * percent),\n this.keepCenter,\n this.height === null);\n }\n if (this.height !== null)\n {\n const startHeight = this.startHeight as number;\n const deltaHeight = this.deltaHeight as number;\n\n this.parent.fitHeight(\n startHeight + (deltaHeight * percent),\n this.keepCenter,\n this.width === null);\n }\n if (this.width === null)\n {\n this.parent.scale.x = this.parent.scale.y;\n }\n else if (this.height === null)\n {\n this.parent.scale.y = this.parent.scale.x;\n }\n if (!this.keepCenter)\n {\n const startX = this.startX as number;\n const startY = this.startY as number;\n const deltaX = this.deltaX as number;\n const deltaY = this.deltaY as number;\n const original = new Point(this.parent.x, this.parent.y);\n\n this.parent.moveCenter(startX + (deltaX * percent), startY + (deltaY * percent));\n this.parent.emit('moved', { viewport: this.parent, original, type: 'animate' });\n }\n if (this.width || this.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n }\n}\n","import { Point, Rectangle } from '@pixi/math';\nimport { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Drag } from './Drag';\nimport type { IDecelerateOptions } from './Decelerate';\nimport type { Pinch } from './Pinch';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Bounce}. */\nexport interface IBounceOptions {\n /** \"all\", \"horizontal\", \"vertical\", or combination of \"top\", \"bottom\", \"right\", \"left\" (e.g., 'top-bottom-right') */\n sides?:\n 'all'\n | 'horizontal'\n | 'vertical'\n | string;\n\n /** Friction to apply to decelerate if active */\n friction?: number;\n\n /** Time in ms to finish bounce */\n time?: number;\n\n /** Use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight) */\n bounceBox?: Rectangle | null;\n\n /** Ease function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /** (top/bottom/center and left/right/center, or center) where to place world if too small for screen */\n underflow?: 'center' | string;\n}\n\n/** Bounce state along an axis */\nexport interface IBounceState {\n /** Elapsed time since bounce started */\n time: number;\n\n /** Starting coordinate */\n start: number;\n\n /** Change in coordinate through bounce */\n delta: number;\n\n /** Ending coordinate */\n end: number;\n}\n\nconst DEFAULT_BOUNCE_OPTIONS: Required = {\n sides: 'all',\n friction: 0.5,\n time: 150,\n ease: 'easeInOutSine',\n underflow: 'center',\n bounceBox: null\n};\n\n/**\n * @fires bounce-start-x\n * @fires bounce.end-x\n * @fires bounce-start-y\n * @fires bounce-end-y\n * @public\n */\nexport class Bounce extends Plugin\n{\n /** The options passed to initialize this plugin, cannot be modified again. */\n public readonly options: Readonly>;\n\n /** Holds whether to bounce from left side. */\n public readonly left: boolean ;\n\n /** Holds whether to bounce from top side. */\n public readonly top: boolean;\n\n /** Holds whether to bounce from right side. */\n public readonly right: boolean;\n\n /** Holds whether to bounce from bottom side. */\n public readonly bottom: boolean;\n\n /** Direction of underflow along x-axis. */\n public readonly underflowX: -1 | 0 | 1;\n\n /** Direction of underflow along y-axis. */\n public readonly underflowY: -1 | 0 | 1;\n\n /** Easing */\n protected ease: any;\n\n /** Bounce state along x-axis */\n protected toX!: IBounceState | null;\n\n /** Bounce state along y-axis */\n protected toY!: IBounceState | null;\n\n /**\n * This is called by {@link Viewport.bounce}.\n */\n constructor(parent: Viewport, options: IBounceOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_BOUNCE_OPTIONS, options);\n this.ease = ease(this.options.ease, 'easeInOutSine');\n\n if (this.options.sides)\n {\n if (this.options.sides === 'all')\n {\n this.top = this.bottom = this.left = this.right = true;\n }\n else if (this.options.sides === 'horizontal')\n {\n this.right = this.left = true;\n this.top = this.bottom = false;\n }\n else if (this.options.sides === 'vertical')\n {\n this.left = this.right = false;\n this.top = this.bottom = true;\n }\n else\n {\n this.top = this.options.sides.indexOf('top') !== -1;\n this.bottom = this.options.sides.indexOf('bottom') !== -1;\n this.left = this.options.sides.indexOf('left') !== -1;\n this.right = this.options.sides.indexOf('right') !== -1;\n }\n } else {\n this.left = this.top = this.right = this.bottom = false;\n }\n\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n }\n\n this.reset();\n }\n\n public isActive(): boolean\n {\n return this.toX !== null || this.toY !== null;\n }\n\n public down(): boolean\n {\n this.toX = this.toY = null;\n\n return false;\n }\n\n public up(): boolean\n {\n this.bounce();\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n this.bounce();\n\n if (this.toX)\n {\n const toX = this.toX;\n\n toX.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-x' });\n\n if (toX.time >= this.options.time)\n {\n this.parent.x = toX.end;\n this.toX = null;\n this.parent.emit('bounce-x-end', this.parent);\n }\n else\n {\n this.parent.x = this.ease(toX.time, toX.start, toX.delta, this.options.time);\n }\n }\n\n if (this.toY)\n {\n const toY = this.toY;\n\n toY.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-y' });\n\n if (toY.time >= this.options.time)\n {\n this.parent.y = toY.end;\n this.toY = null;\n this.parent.emit('bounce-y-end', this.parent);\n }\n else\n {\n this.parent.y = this.ease(toY.time, toY.start, toY.delta, this.options.time);\n }\n }\n }\n\n /** @internal */\n protected calcUnderflowX(): number\n {\n let x: number;\n\n switch (this.underflowX)\n {\n case -1:\n x = 0;\n break;\n case 1:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n\n return x;\n }\n\n /** @internal */\n protected calcUnderflowY(): number\n {\n let y: number;\n\n switch (this.underflowY)\n {\n case -1:\n y = 0;\n break;\n case 1:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n\n return y;\n }\n\n private oob(): Record<'left' | 'right' | 'top' | 'bottom', boolean> & Record<'topLeft' | 'bottomRight', Point>\n {\n const box = this.options.bounceBox;\n\n if (box)\n {\n const x1 = typeof box.x === 'undefined' ? 0 : box.x;\n const y1 = typeof box.y === 'undefined' ? 0 : box.y;\n const width = typeof box.width === 'undefined' ? this.parent.worldWidth : box.width;\n const height = typeof box.height === 'undefined' ? this.parent.worldHeight : box.height;\n\n return {\n left: this.parent.left < x1,\n right: this.parent.right > width,\n top: this.parent.top < y1,\n bottom: this.parent.bottom > height,\n topLeft: new Point(\n x1 * this.parent.scale.x,\n y1 * this.parent.scale.y\n ),\n bottomRight: new Point(\n width * this.parent.scale.x - this.parent.screenWidth,\n height * this.parent.scale.y - this.parent.screenHeight\n )\n };\n }\n\n return {\n left: this.parent.left < 0,\n right: this.parent.right > this.parent.worldWidth,\n top: this.parent.top < 0,\n bottom: this.parent.bottom > this.parent.worldHeight,\n topLeft: new Point(0, 0),\n bottomRight: new Point(\n this.parent.worldWidth * this.parent.scale.x - this.parent.screenWidth,\n this.parent.worldHeight * this.parent.scale.y - this.parent.screenHeight\n )\n };\n }\n\n public bounce(): void\n {\n if (this.paused)\n {\n return;\n }\n\n let oob;\n let decelerate: undefined | null | {\n percentChangeX?: number;\n percentChangeY?: number;\n x?: number;\n y?: number;\n options?: IDecelerateOptions\n } = this.parent.plugins.get('decelerate', true) as any;\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n if ((decelerate.x && decelerate.percentChangeX === decelerate.options?.friction) || (decelerate.y && decelerate.percentChangeY === decelerate.options?.friction))\n {\n oob = this.oob();\n if ((oob.left && this.left) || (oob.right && this.right))\n {\n decelerate.percentChangeX = this.options.friction;\n }\n if ((oob.top && this.top) || (oob.bottom && this.bottom))\n {\n decelerate.percentChangeY = this.options.friction;\n }\n }\n }\n const drag: Partial = this.parent.plugins.get('drag', true) || {};\n const pinch: Partial = this.parent.plugins.get('pinch', true) || {};\n\n decelerate = decelerate || {};\n\n if (!drag?.active && !pinch?.active && ((!this.toX || !this.toY) && (!decelerate.x || !decelerate.y)))\n {\n oob = oob || this.oob();\n const topLeft = oob.topLeft;\n const bottomRight = oob.bottomRight;\n\n if (!this.toX && !decelerate.x)\n {\n let x = null;\n\n if (oob.left && this.left)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -topLeft.x;\n }\n else if (oob.right && this.right)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -bottomRight.x;\n }\n if (x !== null && this.parent.x !== x)\n {\n this.toX = { time: 0, start: this.parent.x, delta: x - this.parent.x, end: x };\n this.parent.emit('bounce-x-start', this.parent);\n }\n }\n if (!this.toY && !decelerate.y)\n {\n let y = null;\n\n if (oob.top && this.top)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -topLeft.y;\n }\n else if (oob.bottom && this.bottom)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -bottomRight.y;\n }\n if (y !== null && this.parent.y !== y)\n {\n this.toY = { time: 0, start: this.parent.y, delta: y - this.parent.y, end: y };\n this.parent.emit('bounce-y-start', this.parent);\n }\n }\n }\n }\n\n public reset(): void\n {\n this.toX = this.toY = null;\n this.bounce();\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\n\n/**\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of the world offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight]\n * eg: to allow the world to be completely dragged offscreen, set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the appropriate boundaries\n *\n */\nexport interface IClampOptions\n{\n /**\n * Clamp left; true = 0\n *\n * @default false\n */\n left?: number | boolean | null;\n\n /**\n * Clamp top; true = 0\n *\n * @default false\n */\n top?: number | boolean | null;\n\n /**\n * Clamp right; true = viewport.worldWidth\n *\n * @default false\n */\n right?: number | boolean | null;\n\n /**\n * Clamp bottom; true = viewport.worldHeight\n *\n * @default false\n */\n bottom?: number | boolean | null;\n\n /**\n * (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight]; replaces left/right/top/bottom if set\n *\n * @default null\n */\n direction?: 'all' | 'x' | 'y' | null;\n\n /**\n * Where to place world if too small for screen (e.g., top-right, center, none, bottomleft)\n *\n * @default 'center'\n */\n underflow?: 'center' | string;\n}\n\nconst DEFAULT_CLAMP_OPTIONS: Required = {\n left: false,\n right: false,\n top: false,\n bottom: false,\n direction: null,\n underflow: 'center'\n};\n\n/**\n * Plugin to clamp the viewport to a specific world bounding box.\n *\n * @public\n */\nexport class Clamp extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Required;\n\n /** Last state of viewport */\n protected last: {\n x: number | null;\n y: number | null;\n scaleX: number | null;\n scaleY: number | null;\n };\n\n protected noUnderflow!: boolean;\n protected underflowX!: -1 | 0 | 1;\n protected underflowY!: -1 | 0 | 1;\n\n /**\n * This is called by {@link Viewport.clamp}.\n */\n constructor(parent: Viewport, options : IClampOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_OPTIONS, options);\n\n if (this.options.direction)\n {\n this.options.left = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.right = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.top = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n this.options.bottom = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n }\n\n this.parseUnderflow();\n this.last = { x: null, y: null, scaleX: null, scaleY: null };\n this.update();\n }\n\n private parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'none')\n {\n this.noUnderflow = true;\n }\n else if (clamp === 'center')\n {\n this.underflowX = this.underflowY = 0;\n this.noUnderflow = false;\n }\n else\n {\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n this.noUnderflow = false;\n }\n }\n\n public move(): boolean\n {\n this.update();\n\n return false;\n }\n\n public update(): void\n {\n if (this.paused)\n {\n return;\n }\n\n // only clamp on change\n if (this.parent.x === this.last.x\n && this.parent.y === this.last.y\n && this.parent.scale.x === this.last.scaleX\n && this.parent.scale.y === this.last.scaleY)\n {\n return;\n }\n const original = { x: this.parent.x, y: this.parent.y };\n // TODO: Fix\n const decelerate: any = (this.parent.plugins as any).decelerate || {};\n\n if (this.options.left !== null || this.options.right !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n if (this.parent.x !== 0)\n {\n this.parent.x = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.x !== this.parent.screenWidth - this.parent.screenWorldWidth)\n {\n this.parent.x = this.parent.screenWidth - this.parent.screenWorldWidth;\n moved = true;\n }\n break;\n default:\n if (this.parent.x !== (this.parent.screenWidth - this.parent.screenWorldWidth) / 2)\n {\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.left !== null)\n {\n if (this.parent.left < (this.options.left === true ? 0 : this.options.left))\n {\n this.parent.x = -(this.options.left === true ? 0 : this.options.left) * this.parent.scale.x;\n decelerate.x = 0;\n moved = true;\n }\n }\n if (this.options.right !== null)\n {\n if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right))\n {\n this.parent.x = -(this.options.right === true ? this.parent.worldWidth : this.options.right) * this.parent.scale.x + this.parent.screenWidth;\n decelerate.x = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-x' });\n }\n }\n if (this.options.top !== null || this.options.bottom !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n if (this.parent.y !== 0)\n {\n this.parent.y = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.y !== this.parent.screenHeight - this.parent.screenWorldHeight)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n moved = true;\n }\n break;\n default:\n if (this.parent.y !== (this.parent.screenHeight - this.parent.screenWorldHeight) / 2)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.top !== null)\n {\n if (this.parent.top < (this.options.top === true ? 0 : this.options.top))\n {\n this.parent.y = -(this.options.top === true ? 0 : this.options.top)\n * this.parent.scale.y;\n decelerate.y = 0;\n moved = true;\n }\n }\n if (this.options.bottom !== null)\n {\n if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom))\n {\n this.parent.y = -(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)\n * this.parent.scale.y + this.parent.screenHeight;\n decelerate.y = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-y' });\n }\n }\n this.last.x = this.parent.x;\n this.last.y = this.parent.y;\n this.last.scaleX = this.parent.scale.x;\n this.last.scaleY = this.parent.scale.y;\n }\n\n public reset(): void\n {\n this.update();\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\n\n/**\n * Options for {@link ClampZoom}.\n *\n * Use either minimum width/height or minimum scale\n */\nexport interface IClampZoomOptions\n{\n /** Minimum width */\n minWidth?: number | null;\n\n /** Minimum height */\n minHeight?: number | null;\n\n /** Maximum width */\n maxWidth?: number | null;\n\n /** Maximum height */\n maxHeight?: number | null;\n\n /** Minimum scale */\n minScale?: number | null | IScale;\n\n /** Maximum scale */\n maxScale?: number | null | IScale;\n}\n\nconst DEFAULT_CLAMP_ZOOM_OPTIONS: Required = {\n minWidth: null,\n minHeight: null,\n maxWidth: null,\n maxHeight: null,\n minScale: null,\n maxScale: null\n};\n\n/**\n * Plugin to clamp the viewport's zoom to a specific range.\n *\n * @public\n */\nexport class ClampZoom extends Plugin\n{\n public readonly options: Required;\n\n /**\n * This is called by {@link Viewport.clampZoom}.\n */\n constructor(parent: Viewport, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_ZOOM_OPTIONS, options);\n\n this.clamp();\n }\n\n public resize(): void\n {\n this.clamp();\n }\n\n /** Clamp the viewport scale zoom) */\n public clamp(): void\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.options.minWidth || this.options.minHeight || this.options.maxWidth || this.options.maxHeight)\n {\n let width = this.parent.worldScreenWidth;\n let height = this.parent.worldScreenHeight;\n\n if (this.options.minWidth !== null && width < this.options.minWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.minWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxWidth !== null && width > this.options.maxWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.maxWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.minHeight !== null && height < this.options.minHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.minHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxHeight !== null && height > this.options.maxHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.maxHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n else\n if (this.options.minScale || this.options.maxScale)\n {\n const minScale: IScale = { x: null, y: null };\n const maxScale: IScale = { x: null, y: null };\n\n if (typeof this.options.minScale === 'number')\n {\n minScale.x = this.options.minScale;\n minScale.y = this.options.minScale;\n }\n else if (this.options.minScale !== null)\n {\n const optsMinScale = this.options.minScale as IScale;\n\n minScale.x = typeof optsMinScale.x === 'undefined' ? null : optsMinScale.x;\n minScale.y = typeof optsMinScale.y === 'undefined' ? null : optsMinScale.y;\n }\n\n if (typeof this.options.maxScale === 'number')\n {\n maxScale.x = this.options.maxScale;\n maxScale.y = this.options.maxScale;\n }\n else if (this.options.maxScale !== null)\n {\n const optsMaxScale = this.options.maxScale as IScale;\n\n maxScale.x = typeof optsMaxScale.x === 'undefined' ? null : optsMaxScale.x;\n maxScale.y = typeof optsMaxScale.y === 'undefined' ? null : optsMaxScale.y;\n }\n\n let scaleX = this.parent.scale.x;\n let scaleY = this.parent.scale.y;\n\n if (minScale.x !== null && scaleX < minScale.x)\n {\n scaleX = minScale.x;\n }\n if (maxScale.x !== null && scaleX > maxScale.x)\n {\n scaleX = maxScale.x;\n }\n if (minScale.y !== null && scaleY < minScale.y)\n {\n scaleY = minScale.y;\n }\n if (maxScale.y !== null && scaleY > maxScale.y)\n {\n scaleY = maxScale.y;\n }\n if (scaleX !== this.parent.scale.x || scaleY !== this.parent.scale.y)\n {\n this.parent.scale.set(scaleX, scaleY);\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n }\n\n public reset(): void\n {\n this.clamp();\n }\n}\n\n/** This allows independent x and y values for min/maxScale */\nexport interface IScale {\n x: null | number\n y: null | number\n}\n","import { Plugin } from './Plugin';\n\nimport type { Point } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\nexport interface IDecelerateOptions {\n /**\n * Percent to decelerate after movement. This should be between 0 and 1, exclusive.\n *\n * @default 0.95\n */\n friction?: number;\n\n /**\n * Percent to decelerate when past boundaries (only applicable when viewport.bounce() is active)\n *\n * @default 0.8\n */\n bounce?: number;\n\n /**\n * Minimum velocity before stopping/reversing acceleration\n *\n * @default 0.01\n */\n minSpeed?: number;\n}\n\n/** Viewport position snapshot that's saved by {@link DeceleratePlugin} to estimate panning velocity. */\nexport interface IDecelerateSnapshot {\n /** x-coordinate of the viewport. */\n x: number;\n\n /** y-coordinate of the viewport. */\n y: number;\n\n /** Time at which this snapshot was taken. */\n time: number;\n}\n\nconst DEFAULT_DECELERATE_OPTIONS: Required = {\n friction: 0.98,\n bounce: 0.8,\n minSpeed: 0.01\n};\n\n/**\n * Time period of decay (1 frame)\n *\n * @internal\n * @ignore\n */\nconst TP = 16;\n\n/**\n * Plugin to decelerate viewport velocity smoothly after panning ends.\n *\n * @public\n */\nexport class Decelerate extends Plugin\n{\n /** Options used to initialize this plugin. */\n public readonly options: Required;\n\n /**\n * x-component of the velocity of viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n public x!: number | null;\n\n /**\n * y-component of the velocity of the viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n public y!: number | null;\n\n /**\n * The decay factor for the x-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n public percentChangeX!: number;\n\n /**\n * The decay factor for the y-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n public percentChangeY!: number;\n\n /** Saved list of recent viewport position snapshots, to estimate velocity. */\n protected saved: Array;\n\n /** The time since the user released panning of the viewport. */\n protected timeSinceRelease: number;\n\n /**\n * This is called by {@link Viewport.decelerate}.\n */\n constructor(parent: Viewport, options: IDecelerateOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DECELERATE_OPTIONS, options);\n this.saved = [];\n this.timeSinceRelease = 0;\n\n this.reset();\n this.parent.on('moved', (data) => this.moved(data));\n }\n\n public down(): boolean\n {\n this.saved = [];\n this.x = this.y = null;\n\n return false;\n }\n\n public isActive(): boolean\n {\n return !!(this.x || this.y);\n }\n\n public move(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n this.saved.push({ x: this.parent.x, y: this.parent.y, time: performance.now() });\n\n if (this.saved.length > 60)\n {\n this.saved.splice(0, 30);\n }\n }\n\n // Silently recording viewport positions\n return false;\n }\n\n /** Listener to viewport's \"moved\" event. */\n protected moved(data: { type: 'clamp-x' | 'clamp-y'; original: Point }): void\n {\n if (this.saved.length)\n {\n const last = this.saved[this.saved.length - 1];\n\n if (data.type === 'clamp-x')\n {\n if (last.x === data.original.x)\n {\n last.x = this.parent.x;\n }\n }\n else if (data.type === 'clamp-y')\n {\n if (last.y === data.original.y)\n {\n last.y = this.parent.y;\n }\n }\n }\n }\n\n public up(): boolean\n {\n if (this.parent.input.count() === 0 && this.saved.length)\n {\n const now = performance.now();\n\n for (const save of this.saved)\n {\n if (save.time >= now - 100)\n {\n const time = now - save.time;\n\n this.x = (this.parent.x - save.x) / time;\n this.y = (this.parent.y - save.y) / time;\n this.percentChangeX = this.percentChangeY = this.options.friction;\n this.timeSinceRelease = 0;\n break;\n }\n }\n }\n\n return false;\n }\n\n /**\n * Manually activate deceleration, starting from the (x, y) velocity components passed in the options.\n *\n * @param {object} options\n * @param {number} [options.x] - Specify x-component of initial velocity.\n * @param {number} [options.y] - Specify y-component of initial velocity.\n */\n public activate(options: { x?: number; y?: number; }): void\n {\n options = options || {};\n\n if (typeof options.x !== 'undefined')\n {\n this.x = options.x;\n this.percentChangeX = this.options.friction;\n }\n if (typeof options.y !== 'undefined')\n {\n this.y = options.y;\n this.percentChangeY = this.options.friction;\n }\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n /*\n * See https://github.com/davidfig/pixi-viewport/issues/271 for math.\n *\n * The viewport velocity (this.x, this.y) decays exponentially by the the decay factor\n * (this.percentChangeX, this.percentChangeY) each frame. This velocity function is integrated\n * to calculate the displacement.\n */\n\n const moved = this.x || this.y;\n\n const ti = this.timeSinceRelease;\n const tf = this.timeSinceRelease + elapsed;\n\n if (this.x)\n {\n const k = this.percentChangeX;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport x-coordinate.\n this.parent.x += ((this.x * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on x-component of velocity\n this.x *= Math.pow(this.percentChangeX, elapsed / TP);\n }\n if (this.y)\n {\n const k = this.percentChangeY;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport y-coordinate.\n this.parent.y += ((this.y * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on y-component of velocity\n this.y *= Math.pow(this.percentChangeY, elapsed / TP);\n }\n\n this.timeSinceRelease += elapsed;\n\n // End decelerate velocity once it goes under a certain amount of precision.\n if (this.x && this.y) {\n if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) {\n this.x = 0;\n this.y = 0;\n }\n } else {\n if (Math.abs(this.x || 0) < this.options.minSpeed) {\n this.x = 0;\n }\n if (Math.abs(this.y || 0) < this.options.minSpeed) {\n this.y = 0;\n }\n }\n\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, type: 'decelerate' });\n }\n }\n\n public reset(): void\n {\n this.x = this.y = null;\n }\n}\n","import { Point } from '@pixi/math';\nimport { Plugin } from './Plugin';\n\nimport type { Decelerate } from './Decelerate';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { IPointData } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Drag}. */\nexport interface IDragOptions {\n /**\n * direction to drag\n *\n * @default \"all\"\n */\n direction?: string;\n\n /**\n * whether click to drag is active\n *\n * @default true\n */\n pressDrag?: boolean;\n\n /**\n * Use wheel to scroll in direction (unless wheel plugin is active)\n *\n * @default true\n */\n wheel?: boolean;\n\n /**\n * number of pixels to scroll with each wheel spin\n *\n * @default 1\n */\n wheelScroll?: number;\n\n /**\n * reverse the direction of the wheel scroll\n *\n * @default false\n */\n reverse?: boolean;\n\n /**\n * clamp wheel(to avoid weird bounce with mouse wheel). Can be 'x' or 'y' or `true`.\n *\n * @default false\n */\n clampWheel?: boolean | string;\n\n /**\n * where to place world if too small for screen\n *\n * @default \"center\"\n */\n underflow?: string;\n\n /**\n * factor to multiply drag to increase the speed of movement\n *\n * @default 1\n */\n factor?: number;\n\n /**\n * Changes which mouse buttons trigger drag.\n *\n * Use: 'all', 'left', right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * `viewport.options.disableOnContextMenu` if you want to use right-click dragging.\n *\n * @default \"all\"\n */\n mouseButtons?: 'all' | string;\n\n /**\n * Array containing {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of\n * keys that can be pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n *\n * @default null\n */\n keyToPress?: string[] | null;\n\n /**\n * Ignore keyToPress for touch events.\n *\n * @default false\n */\n ignoreKeyToPressOnTouch?: boolean;\n\n /**\n * Scaling factor for non-DOM_DELTA_PIXEL scrolling events.\n *\n * @default 20\n */\n lineHeight?: number;\n\n /**\n * Swap x and y axes when scrolling.\n *\n * @default false\n */\n wheelSwapAxes?: boolean;\n}\n\nconst DEFAULT_DRAG_OPTIONS: Required = {\n direction: 'all',\n pressDrag: true,\n wheel: true,\n wheelScroll: 1,\n reverse: false,\n clampWheel: false,\n underflow: 'center',\n factor: 1,\n mouseButtons: 'all',\n keyToPress: null,\n ignoreKeyToPressOnTouch: false,\n lineHeight: 20,\n wheelSwapAxes: false,\n};\n\n/**\n * Plugin to enable panning/dragging of the viewport to move around.\n *\n * @public\n */\nexport class Drag extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Readonly>;\n\n /** Flags when viewport is moving. */\n protected moved: boolean;\n\n /** Factor to apply from {@link IDecelerateOptions}'s reverse. */\n protected reverse: 1 | -1;\n\n /** Holds whether dragging is enabled along the x-axis. */\n protected xDirection: boolean;\n\n /** Holds whether dragging is enabled along the y-axis. */\n protected yDirection: boolean;\n\n /** Flags whether the keys required to drag are pressed currently. */\n protected keyIsPressed: boolean;\n\n /** Holds whether the left, center, and right buttons are required to pan. */\n protected mouse!: [boolean, boolean, boolean];\n\n /** Underflow factor along x-axis */\n protected underflowX!: -1 | 0 | 1;\n\n /** Underflow factor along y-axis */\n protected underflowY!: -1 | 0 | 1;\n\n /** Last pointer position while panning. */\n protected last?: IPointData | null;\n\n /** The ID of the pointer currently panning the viewport. */\n protected current?: number;\n\n /**\n * This is called by {@link Viewport.drag}.\n */\n constructor(parent: Viewport, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options);\n this.moved = false;\n this.reverse = this.options.reverse ? 1 : -1;\n this.xDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'x';\n this.yDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'y';\n this.keyIsPressed = false;\n\n this.parseUnderflow();\n this.mouseButtons(this.options.mouseButtons);\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger drag event\n */\n protected handleKeyPresses(codes: string[]): void\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n { this.keyIsPressed = true; }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n { this.keyIsPressed = false; }\n });\n }\n\n /**\n * initialize mousebuttons array\n * @param {string} buttons\n */\n protected mouseButtons(buttons: string): void\n {\n if (!buttons || buttons === 'all')\n {\n this.mouse = [true, true, true];\n }\n else\n {\n this.mouse = [\n buttons.indexOf('left') !== -1,\n buttons.indexOf('middle') !== -1,\n buttons.indexOf('right') !== -1\n ];\n }\n }\n\n protected parseUnderflow(): void\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n if (clamp.includes('left'))\n {\n this.underflowX = -1;\n }\n else if (clamp.includes('right'))\n {\n this.underflowX = 1;\n }\n else\n {\n this.underflowX = 0;\n }\n if (clamp.includes('top'))\n {\n this.underflowY = -1;\n }\n else if (clamp.includes('bottom'))\n {\n this.underflowY = 1;\n }\n else\n {\n this.underflowY = 0;\n }\n }\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n protected checkButtons(event: InteractionEvent): boolean\n {\n const isMouse = event.data.pointerType === 'mouse';\n const count = this.parent.input.count();\n\n if ((count === 1) || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n if (!isMouse || this.mouse[event.data.button])\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n protected checkKeyPress(event: InteractionEvent): boolean\n {\n return (!this.options.keyToPress\n || this.keyIsPressed\n || (this.options.ignoreKeyToPressOnTouch && event.data.pointerType === 'touch'));\n }\n\n public down(event: InteractionEvent): boolean\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.checkButtons(event) && this.checkKeyPress(event))\n {\n this.last = { x: event.data.global.x, y: event.data.global.y };\n this.current = event.data.pointerId;\n\n return true;\n }\n this.last = null;\n\n return false;\n }\n\n get active(): boolean\n {\n return this.moved;\n }\n\n public move(event: InteractionEvent): boolean\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.last && this.current === event.data.pointerId)\n {\n const x = event.data.global.x;\n const y = event.data.global.y;\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n const distX = x - this.last.x;\n const distY = y - this.last.y;\n\n if (this.moved\n || ((this.xDirection && this.parent.input.checkThreshold(distX))\n || (this.yDirection && this.parent.input.checkThreshold(distY))))\n {\n const newPoint = { x, y };\n\n if (this.xDirection)\n {\n this.parent.x += (newPoint.x - this.last.x) * this.options.factor;\n }\n if (this.yDirection)\n {\n this.parent.y += (newPoint.y - this.last.y) * this.options.factor;\n }\n this.last = newPoint;\n if (!this.moved)\n {\n this.parent.emit('drag-start', {\n event,\n screen: new Point(this.last.x, this.last.y),\n world: this.parent.toWorld(new Point(this.last.x, this.last.y)),\n viewport: this.parent\n });\n }\n this.moved = true;\n this.parent.emit('moved', { viewport: this.parent, type: 'drag' });\n\n return true;\n }\n }\n else\n {\n this.moved = false;\n }\n }\n\n return false;\n }\n\n public up(event: InteractionEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n const touches = this.parent.input.touches;\n\n if (touches.length === 1)\n {\n const pointer = touches[0];\n\n if (pointer.last)\n {\n this.last = { x: pointer.last.x, y: pointer.last.y };\n this.current = pointer.id;\n }\n this.moved = false;\n\n return true;\n }\n else if (this.last)\n {\n if (this.moved)\n {\n const screen = new Point(this.last.x, this.last.y);\n\n this.parent.emit('drag-end', {\n event, screen,\n world: this.parent.toWorld(screen),\n viewport: this.parent,\n });\n this.last = null;\n this.moved = false;\n\n return true;\n }\n }\n\n return false;\n }\n\n public wheel(event: WheelEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n if (this.options.wheel)\n {\n const wheel = this.parent.plugins.get('wheel', true);\n\n if (!wheel || (!wheel.options.wheelZoom && !event.ctrlKey))\n {\n const step = event.deltaMode ? this.options.lineHeight : 1;\n\n const deltas = [event.deltaX, event.deltaY];\n const [deltaX, deltaY] = this.options.wheelSwapAxes ? deltas.reverse() : deltas;\n\n if (this.xDirection)\n {\n this.parent.x += deltaX * step * this.options.wheelScroll * this.reverse;\n }\n if (this.yDirection)\n {\n this.parent.y += deltaY * step * this.options.wheelScroll * this.reverse;\n }\n if (this.options.clampWheel)\n {\n this.clamp();\n }\n this.parent.emit('wheel-scroll', this.parent);\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n if (!this.parent.options.passiveWheel)\n {\n event.preventDefault();\n }\n if (this.parent.options.stopPropagation)\n {\n event.stopPropagation();\n }\n\n return true;\n }\n }\n\n return false;\n }\n\n public resume(): void\n {\n this.last = null;\n this.paused = false;\n }\n\n public clamp(): void\n {\n const decelerate: Partial = this.parent.plugins.get('decelerate', true) || {};\n\n if (this.options.clampWheel !== 'y')\n {\n if (this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n this.parent.x = 0;\n break;\n case 1:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n }\n else\n if (this.parent.left < 0)\n {\n this.parent.x = 0;\n decelerate.x = 0;\n }\n else if (this.parent.right > this.parent.worldWidth)\n {\n this.parent.x = (-this.parent.worldWidth * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n }\n }\n if (this.options.clampWheel !== 'x')\n {\n if (this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n this.parent.y = 0;\n break;\n case 1:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n }\n else\n {\n if (this.parent.top < 0)\n {\n this.parent.y = 0;\n decelerate.y = 0;\n }\n if (this.parent.bottom > this.parent.worldHeight)\n {\n this.parent.y = (-this.parent.worldHeight * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n }\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { DisplayObject } from '@pixi/display';\nimport type { IPointData } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Follow}. */\nexport interface IFollowOptions\n{\n /**\n * Speed to follow in px/frame (0 = teleport to location)\n *\n * @default 9\n */\n speed?: number;\n\n /**\n * Set acceleration to accelerate and decelerate at this rate; speed cannot be 0 to use acceleration\n *\n * @default null\n */\n acceleration?: number | null;\n\n /**\n * Radius (in world coordinates) of center circle where movement is allowed without moving the viewport\n *\n * @default null\n */\n radius?: number | null;\n}\n\nconst DEFAULT_FOLLOW_OPTIONS: Required = {\n speed: 0,\n acceleration: null,\n radius: null\n};\n\n/**\n * Plugin to follow a display-object.\n *\n * @see Viewport.follow\n * @public\n */\nexport class Follow extends Plugin\n{\n /** The options used to initialize this plugin. */\n public readonly options: Required;\n\n /** The target this plugin will make the viewport follow. */\n public target: DisplayObject;\n\n /** The velocity provided the viewport by following, at the current time. */\n protected velocity: IPointData;\n\n /**\n * This is called by {@link Viewport.follow}.\n *\n * @param parent\n * @param target - target to follow\n * @param options\n */\n constructor(parent: Viewport, target: DisplayObject, options: IFollowOptions = {})\n {\n super(parent);\n\n this.target = target;\n this.options = Object.assign({}, DEFAULT_FOLLOW_OPTIONS, options);\n this.velocity = { x: 0, y: 0 };\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n const center = this.parent.center;\n let toX = this.target.x;\n let toY = this.target.y;\n\n if (this.options.radius)\n {\n const distance = Math.sqrt(Math.pow(this.target.y - center.y, 2) + Math.pow(this.target.x - center.x, 2));\n\n if (distance > this.options.radius)\n {\n const angle = Math.atan2(this.target.y - center.y, this.target.x - center.x);\n\n toX = this.target.x - (Math.cos(angle) * this.options.radius);\n toY = this.target.y - (Math.sin(angle) * this.options.radius);\n }\n else\n {\n return;\n }\n }\n\n const deltaX = toX - center.x;\n const deltaY = toY - center.y;\n\n if (deltaX || deltaY)\n {\n if (this.options.speed)\n {\n if (this.options.acceleration)\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const distance = Math.sqrt(Math.pow(deltaX, 2) + Math.pow(deltaY, 2));\n\n if (distance)\n {\n const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) / (2 * this.options.acceleration);\n\n if (distance > decelerationDistance)\n {\n this.velocity = {\n x: Math.min(this.velocity.x + this.options.acceleration * elapsed, this.options.speed),\n y: Math.min(this.velocity.y + this.options.acceleration * elapsed, this.options.speed)\n };\n }\n else\n {\n this.velocity = {\n x: Math.max(this.velocity.x - this.options.acceleration * this.options.speed, 0),\n y: Math.max(this.velocity.y - this.options.acceleration * this.options.speed, 0)\n };\n }\n const changeX = Math.cos(angle) * this.velocity.x;\n const changeY = Math.sin(angle) * this.velocity.y;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const changeX = Math.cos(angle) * this.options.speed;\n const changeY = Math.sin(angle) * this.options.speed;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n this.parent.moveCenter(toX, toY);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\nimport type { InteractionEvent } from '@pixi/interaction';\n\n/** Insets for mouse edges scrolling regions */\nexport interface IMouseEdgesInsets {\n /** Distance from center of screen in screen pixels */\n radius?: number | null;\n\n /** Distance from all sides in screen pixels */\n distance?: number | null;\n\n /** Alternatively, set top distance (leave unset for no top scroll) */\n top?: number | null;\n\n /** Alternatively, set bottom distance (leave unset for no top scroll) */\n bottom?: number | null;\n\n /** Alternatively, set left distance (leave unset for no top scroll) */\n left?: number | null;\n\n /** Alternatively, set right distance (leave unset for no top scroll) */\n right?: number | null;\n}\n\n/** Options for {@link MouseEdges}. */\nexport interface IMouseEdgesOptions extends IMouseEdgesInsets {\n /** Speed in pixels/frame to scroll viewport */\n speed?: number;\n\n /** Reverse direction of scroll */\n reverse?: boolean;\n\n /** Don't use decelerate plugin even if it's installed */\n noDecelerate?: boolean;\n\n /**\n * If using radius, use linear movement (+/- 1, +/- 1) instead of angled movement.\n *\n * (Math.cos(angle from center), Math.sin(angle from center))\n */\n linear?: boolean;\n\n /** Allows plugin to continue working even when there's a `mousedown` event. */\n allowButtons?: boolean;\n}\n\nconst MOUSE_EDGES_OPTIONS: Required = {\n radius: null,\n distance: null,\n top: null,\n bottom: null,\n left: null,\n right: null,\n speed: 8,\n reverse: false,\n noDecelerate: false,\n linear: false,\n allowButtons: false,\n};\n\n/**\n * Scroll viewport when mouse hovers near one of the edges.\n *\n * @event mouse-edge-start(Viewport) emitted when mouse-edge starts\n * @event mouse-edge-end(Viewport) emitted when mouse-edge ends\n */\nexport class MouseEdges extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Readonly>;\n\n /** Factor from reverse option. */\n protected readonly reverse: -1 | 1;\n\n /** Radius squared */\n protected readonly radiusSquared: number | null;\n\n /** Scroll region size on the left side. */\n protected left!: number | null;\n\n /** Scroll region size on the top size. */\n protected top!: number | null;\n\n /** Scroll region size on the right side. */\n protected right!: number | null;\n\n /** Scroll region size on the bottom side. */\n protected bottom!: number | null;\n\n protected horizontal?: number | null;\n\n protected vertical?: number | null;\n\n /**\n * This is called by {@link Viewport.mouseEdges}.\n */\n constructor(parent: Viewport, options: IMouseEdgesOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, MOUSE_EDGES_OPTIONS, options);\n this.reverse = this.options.reverse ? 1 : -1;\n this.radiusSquared = typeof this.options.radius === 'number' ? Math.pow(this.options.radius, 2) : null;\n\n this.resize();\n }\n\n public resize(): void\n {\n const distance = this.options.distance;\n\n if (distance !== null)\n {\n this.left = distance;\n this.top = distance;\n this.right = this.parent.screenWidth - distance;\n this.bottom = this.parent.screenHeight - distance;\n }\n else if (!this.options.radius)\n {\n this.left = this.options.left;\n this.top = this.options.top;\n this.right = this.options.right === null ? null : this.parent.screenWidth - this.options.right;\n this.bottom = this.options.bottom === null ? null : this.parent.screenHeight - this.options.bottom;\n }\n }\n\n public down(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if (!this.options.allowButtons)\n {\n this.horizontal = this.vertical = null;\n }\n\n return false;\n }\n\n public move(event: InteractionEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if ((event.data.pointerType !== 'mouse' && event.data.identifier !== 1)\n || (!this.options.allowButtons && event.data.buttons !== 0))\n {\n return false;\n }\n\n const x = event.data.global.x;\n const y = event.data.global.y;\n\n if (this.radiusSquared)\n {\n const center = this.parent.toScreen(this.parent.center);\n const distance = Math.pow(center.x - x, 2) + Math.pow(center.y - y, 2);\n\n if (distance >= this.radiusSquared)\n {\n const angle = Math.atan2(center.y - y, center.x - x);\n\n if (this.options.linear)\n {\n this.horizontal = Math.round(Math.cos(angle)) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.round(Math.sin(angle)) * this.options.speed * this.reverse * (60 / 1000);\n }\n else\n {\n this.horizontal = Math.cos(angle) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.sin(angle) * this.options.speed * this.reverse * (60 / 1000);\n }\n }\n else\n {\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n\n this.horizontal = this.vertical = 0;\n }\n }\n else\n {\n if (this.left !== null && x < this.left)\n {\n this.horizontal = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.right !== null && x > this.right)\n {\n this.horizontal = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateHorizontal();\n this.horizontal = 0;\n }\n if (this.top !== null && y < this.top)\n {\n this.vertical = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.bottom !== null && y > this.bottom)\n {\n this.vertical = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateVertical();\n this.vertical = 0;\n }\n }\n\n return false;\n }\n\n private decelerateHorizontal(): void\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.horizontal && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ x: (this.horizontal * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n private decelerateVertical(): void\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.vertical && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ y: (this.vertical * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n public up(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n this.horizontal = this.vertical = null;\n\n return false;\n }\n\n public update(): void\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.horizontal || this.vertical)\n {\n const center = this.parent.center;\n\n if (this.horizontal)\n {\n center.x += this.horizontal * this.options.speed;\n }\n if (this.vertical)\n {\n center.y += this.vertical * this.options.speed;\n }\n\n this.parent.moveCenter(center);\n this.parent.emit('moved', { viewport: this.parent, type: 'mouse-edges' });\n }\n }\n}\n","import { Plugin } from './Plugin';\nimport { Point } from '@pixi/math';\n\nimport type { IPointData } from '@pixi/math';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { IViewportTouch } from '../InputManager';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Pinch}. */\nexport interface IPinchOptions\n{\n /** Disable two-finger dragging. */\n noDrag?: boolean;\n\n /**\n * Percent to modify pinch speed.\n *\n * @default 1\n */\n percent?: number;\n\n /**\n * Factor to multiply two-finger drag to increase speed of movement\n *\n * @default 1\n */\n factor?: number;\n\n /** Place this point at center during zoom instead of center of two fingers */\n center?: Point | null;\n\n /** Axis to zoom */\n axis?: 'all' | 'x' | 'y';\n}\n\nconst DEFAULT_PINCH_OPTIONS: Required = {\n noDrag: false,\n percent: 1,\n center: null,\n factor: 1,\n axis: 'all',\n};\n\n/**\n * Plugin for enabling two-finger pinching (or dragging).\n *\n * @public\n */\nexport class Pinch extends Plugin\n{\n /** Options used to initialize this plugin. */\n public readonly options: Required;\n\n /** Flags whether this plugin is active, i.e. a pointer is down on the viewport. */\n public active = false;\n\n /** Flags whether the viewport is being pinched. */\n public pinching = false;\n\n protected moved = false;\n protected lastCenter?: IPointData | null;\n\n /**\n * This is called by {@link Viewport.pinch}.\n */\n constructor(parent: Viewport, options: IPinchOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_PINCH_OPTIONS, options);\n }\n\n public down(): boolean\n {\n if (this.parent.input.count() >= 2)\n {\n this.active = true;\n\n return true;\n }\n\n return false;\n }\n\n public isAxisX(): boolean\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n public isAxisY(): boolean\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n public move(e: InteractionEvent): boolean\n {\n if (this.paused || !this.active)\n {\n return false;\n }\n\n const x = e.data.global.x;\n const y = e.data.global.y;\n\n const pointers = this.parent.input.touches;\n\n if (pointers.length >= 2)\n {\n const first = pointers[0] as IViewportTouch;\n const second = pointers[1] as IViewportTouch;\n const last = (first.last && second.last)\n ? Math.sqrt(Math.pow(second.last.x - first.last.x, 2) + Math.pow(second.last.y - first.last.y, 2))\n : null;\n\n if (first.id === e.data.pointerId)\n {\n first.last = { x, y, data: e.data } as IPointData;\n }\n else if (second.id === e.data.pointerId)\n {\n second.last = { x, y, data: e.data } as IPointData;\n }\n if (last)\n {\n let oldPoint: IPointData | undefined;\n\n const point = {\n x: (first.last as IPointData).x\n + ((second.last as IPointData).x - (first.last as IPointData).x) / 2,\n y: (first.last as IPointData).y\n + ((second.last as IPointData).y - (first.last as IPointData).y) / 2,\n };\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n let dist = Math.sqrt(Math.pow(\n (second.last as IPointData).x - (first.last as IPointData).x, 2)\n + Math.pow((second.last as IPointData).y - (first.last as IPointData).y, 2));\n\n dist = dist === 0 ? dist = 0.0000000001 : dist;\n\n const change = (1 - last / dist) * this.options.percent\n * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y);\n\n if (this.isAxisX())\n {\n this.parent.scale.x += change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'pinch', center: point });\n\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += (point.x - newPoint.x) * this.options.factor;\n this.parent.y += (point.y - newPoint.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n if (!this.options.noDrag && this.lastCenter)\n {\n this.parent.x += (point.x - this.lastCenter.x) * this.options.factor;\n this.parent.y += (point.y - this.lastCenter.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n\n this.lastCenter = point;\n this.moved = true;\n }\n else if (!this.pinching)\n {\n this.parent.emit('pinch-start', this.parent);\n this.pinching = true;\n }\n\n return true;\n }\n\n return false;\n }\n\n public up(): boolean\n {\n if (this.pinching)\n {\n if (this.parent.input.touches.length <= 1)\n {\n this.active = false;\n this.lastCenter = null;\n this.pinching = false;\n this.moved = false;\n this.parent.emit('pinch-end', this.parent);\n\n return true;\n }\n }\n\n return false;\n }\n}\n","import { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Viewport } from '../Viewport';\n\nexport interface ISnapOptions\n{\n /** snap to the top-left of viewport instead of center */\n topLeft?: boolean;\n\n /**\n * Friction/frame to apply if decelerate is active\n *\n * @default 0.8\n */\n friction?: number;\n\n /**\n * @default 1000\n */\n time?: number;\n\n /** Easing function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /**\n * Pause snapping with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Removes this plugin after snapping is complete\n *\n * @default false\n */\n removeOnComplete?: boolean;\n\n /**\n * Removes this plugin if interrupted by any user input\n *\n * @default false\n */\n removeOnInterrupt?: boolean;\n\n /**\n * Starts the snap immediately regardless of whether the viewport is at the desired location\n *\n * @default false\n */\n forceStart?: boolean;\n}\n\nconst DEFAULT_SNAP_OPTIONS: Required = {\n topLeft: false,\n friction: 0.8,\n time: 1000,\n ease: 'easeInOutSine',\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false\n};\n\n/**\n * @event snap-start(Viewport) emitted each time a snap animation starts\n * @event snap-restart(Viewport) emitted each time a snap resets because of a change in viewport size\n * @event snap-end(Viewport) emitted each time snap reaches its target\n * @event snap-remove(Viewport) emitted if snap plugin is removed\n */\nexport class Snap extends Plugin\n{\n public readonly options: Required;\n public ease?: any;\n public x: number;\n public y: number;\n\n protected percent?: number;\n protected snapping?: { time: number } | null;\n protected deltaX?: number;\n protected deltaY?: number;\n protected startX?: number;\n protected startY?: number;\n\n /**\n * This is called by {@link Viewport.snap}.\n */\n constructor(parent: Viewport, x: number, y: number, options: ISnapOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_SNAP_OPTIONS, options);\n this.ease = ease(options.ease, 'easeInOutSine');\n this.x = x;\n this.y = y;\n\n if (this.options.forceStart)\n {\n this.snapStart();\n }\n }\n\n public snapStart(): void\n {\n this.percent = 0;\n this.snapping = { time: 0 };\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n this.deltaX = this.x - current.x;\n this.deltaY = this.y - current.y;\n this.startX = current.x;\n this.startY = current.y;\n this.parent.emit('snap-start', this.parent);\n }\n\n public wheel(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n\n return false;\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n public up(): boolean\n {\n if (this.parent.input.count() === 0)\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n decelerate.percentChangeX = decelerate.percentChangeY = this.options.friction;\n }\n }\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n if (!this.snapping)\n {\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n if (current.x !== this.x || current.y !== this.y)\n {\n this.snapStart();\n }\n }\n else\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n let finished;\n let x;\n let y;\n\n const startX = this.startX as number;\n const startY = this.startY as number;\n const deltaX = this.deltaX as number;\n const deltaY = this.deltaY as number;\n\n if (snapping.time > this.options.time)\n {\n finished = true;\n x = startX + deltaX;\n y = startY + deltaY;\n }\n else\n {\n const percent = this.ease(snapping.time, 0, 1, this.options.time);\n\n x = startX + (deltaX * percent);\n y = startY + (deltaY * percent);\n }\n if (this.options.topLeft)\n {\n this.parent.moveCorner(x, y);\n }\n else\n {\n this.parent.moveCenter(x, y);\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'snap' });\n\n if (finished)\n {\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap');\n }\n this.parent.emit('snap-end', this.parent);\n this.snapping = null;\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Point } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link SnapZoom}. */\nexport interface ISnapZoomOptions\n{\n /** the desired width to snap (to maintain aspect ratio, choose only width or height) */\n width?: number;\n\n /** the desired height to snap (to maintain aspect ratio, choose only width or height) */\n height?: number;\n\n /**\n * time for snapping in ms\n *\n * @default 1000\n */\n time?: number;\n\n /** ease function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /** Place this point at center during zoom instead of center of the viewport */\n center?: Point | null;\n\n /**\n * Pause snapping with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Removes this plugin after snapping is complete\n *\n * @default false\n */\n removeOnComplete?: boolean;\n\n /**\n * Removes this plugin if interrupted by any user input\n *\n * @default false\n */\n removeOnInterrupt?: boolean;\n\n /**\n * Starts the snap immediately regardless of whether the viewport is at the desired zoom\n *\n * @default false\n */\n forceStart?: boolean;\n\n /**\n * Zoom but do not move\n *\n * @default false\n */\n noMove?: boolean;\n}\n\nconst DEFAULT_SNAP_ZOOM_OPTIONS: Required = {\n width: 0,\n height: 0,\n time: 1000,\n ease: 'easeInOutSine',\n center: null,\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false,\n noMove: false\n};\n\n/**\n * @event snap-zoom-start(Viewport) emitted each time a fit animation starts\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n */\nexport class SnapZoom extends Plugin\n{\n public readonly options: Required;\n\n protected ease: any;\n protected xScale: number;\n protected yScale: number;\n protected xIndependent: boolean;\n protected yIndependent: boolean;\n protected snapping?: {\n time: number;\n startX: number;\n startY: number;\n deltaX: number;\n deltaY: number;\n } | null;\n\n /**\n * This is called by {@link Viewport.snapZoom}.\n */\n constructor(parent: Viewport, options: ISnapZoomOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_SNAP_ZOOM_OPTIONS, options);\n this.ease = ease(this.options.ease);\n\n // Assign defaults for typescript.\n this.xIndependent = false;\n this.yIndependent = false;\n this.xScale = 0;\n this.yScale = 0;\n\n if (this.options.width > 0)\n {\n this.xScale = parent.screenWidth / this.options.width;\n this.xIndependent = true;\n }\n if (this.options.height > 0)\n {\n this.yScale = parent.screenHeight / this.options.height;\n this.yIndependent = true;\n }\n\n this.xScale = this.xIndependent ? (this.xScale as number) : (this.yScale as number);\n this.yScale = this.yIndependent ? (this.yScale as number) : this.xScale;\n\n if (this.options.time === 0)\n {\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.x = this.xScale;\n\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.y = this.yScale;\n\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n }\n else if (options.forceStart)\n {\n this.createSnapping();\n }\n }\n\n private createSnapping(): void\n {\n const startWorldScreenWidth = this.parent.worldScreenWidth;\n const startWorldScreenHeight = this.parent.worldScreenHeight;\n const endWorldScreenWidth = this.parent.screenWidth / this.xScale;\n const endWorldScreenHeight = this.parent.screenHeight / this.yScale;\n\n this.snapping = {\n time: 0,\n startX: startWorldScreenWidth,\n startY: startWorldScreenHeight,\n deltaX: endWorldScreenWidth - startWorldScreenWidth,\n deltaY: endWorldScreenHeight - startWorldScreenHeight\n };\n\n this.parent.emit('snap-zoom-start', this.parent);\n }\n\n public resize(): void\n {\n this.snapping = null;\n\n if (this.options.width > 0)\n {\n this.xScale = this.parent.screenWidth / this.options.width;\n }\n if (this.options.height > 0)\n {\n this.yScale = this.parent.screenHeight / this.options.height;\n }\n this.xScale = this.xIndependent ? this.xScale : this.yScale;\n this.yScale = this.yIndependent ? this.yScale : this.xScale;\n }\n\n public wheel(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n\n return false;\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n\n let oldCenter: Point | undefined;\n\n if (!this.options.center && !this.options.noMove)\n {\n oldCenter = this.parent.center;\n }\n if (!this.snapping)\n {\n if (this.parent.scale.x !== this.xScale || this.parent.scale.y !== this.yScale)\n {\n this.createSnapping();\n }\n }\n else if (this.snapping)\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n\n if (snapping.time >= this.options.time)\n {\n this.parent.scale.set(this.xScale, this.yScale);\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n this.parent.emit('snap-zoom-end', this.parent);\n this.snapping = null;\n }\n else\n {\n const snapping = this.snapping;\n const worldScreenWidth = this.ease(snapping.time, snapping.startX, snapping.deltaX, this.options.time);\n const worldScreenHeight = this.ease(snapping.time, snapping.startY, snapping.deltaY, this.options.time);\n\n this.parent.scale.x = this.parent.screenWidth / worldScreenWidth;\n this.parent.scale.y = this.parent.screenHeight / worldScreenHeight;\n }\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (!this.options.noMove)\n {\n if (!this.options.center)\n {\n this.parent.moveCenter(oldCenter as Point);\n }\n else\n {\n this.parent.moveCenter(this.options.center);\n }\n }\n }\n }\n\n public resume(): void\n {\n this.snapping = null;\n super.resume();\n }\n}\n","import { Plugin } from './Plugin';\nimport { IPointData, Point } from '@pixi/math';\n\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Wheel}. */\nexport interface IWheelOptions\n{\n /**\n * Percent to scroll with each spin\n *\n * @default 0.1\n */\n percent?: number;\n\n /**\n * smooth the zooming by providing the number of frames to zoom between wheel spins\n *\n * @default false\n */\n smooth?: false | number;\n\n /**\n * Stop smoothing with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Reverse the direction of the scroll\n *\n * @default false\n */\n reverse?: boolean;\n\n /**\n * Place this point at center during zoom instead of current mouse position\n *\n * @default null\n */\n center?: Point | null;\n\n /**\n * Scaling factor for non-DOM_DELTA_PIXEL scrolling events\n *\n * @default 20\n */\n lineHeight?: number;\n\n /**\n * Axis to zoom\n *\n * @default 'all'\n */\n axis?: 'all' | 'x' | 'y';\n\n /**\n * Array containing {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of\n * keys that can be pressed for the zoom to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n *\n * @default null\n */\n keyToPress?: string[] | null;\n\n /**\n * pinch the trackpad to zoom\n */\n trackpadPinch?: boolean;\n\n /**\n * zooms on wheel spin (use this as an alternative to drag.options.wheel)\n */\n wheelZoom?: boolean;\n}\n\nconst DEFAULT_WHEEL_OPTIONS: Required = {\n percent: 0.1,\n smooth: false,\n interrupt: true,\n reverse: false,\n center: null,\n lineHeight: 20,\n axis: 'all',\n keyToPress: null,\n trackpadPinch: false,\n wheelZoom: true,\n};\n\n/**\n * Plugin for handling wheel scrolling for viewport zoom.\n *\n * @event wheel({wheel: {dx, dy, dz}, event, viewport})\n */\nexport class Wheel extends Plugin\n{\n public readonly options: Required;\n\n protected smoothing?: IPointData | null;\n protected smoothingCenter?: Point | null;\n protected smoothingCount?: number;\n\n /** Flags whether the keys required to zoom are pressed currently. */\n protected keyIsPressed: boolean;\n\n /**\n * This is called by {@link Viewport.wheel}.\n */\n constructor(parent: Viewport, options: IWheelOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_WHEEL_OPTIONS, options);\n this.keyIsPressed = false;\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger zoom event\n */\n protected handleKeyPresses(codes: string[]): void\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = true;\n }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = false;\n }\n });\n }\n\n protected checkKeyPress(): boolean\n {\n return !this.options.keyToPress || this.keyIsPressed;\n }\n\n public down(): boolean\n {\n if (this.options.interrupt)\n {\n this.smoothing = null;\n }\n\n return false;\n }\n\n protected isAxisX(): boolean\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n protected isAxisY(): boolean\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n public update(): void\n {\n if (this.smoothing)\n {\n const point = this.smoothingCenter;\n const change = this.smoothing;\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point as IPointData);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x += change.x;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change.y;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += (point as IPointData).x - newPoint.x;\n this.parent.y += (point as IPointData).y - newPoint.y;\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n (this.smoothingCount as number)++;\n\n if ((this.smoothingCount as number) >= this.options.smooth)\n {\n this.smoothing = null;\n }\n }\n }\n\n private pinch(e: WheelEvent)\n {\n if (this.paused)\n {\n return;\n }\n\n const point = this.parent.input.getPointerPosition(e);\n const step = -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 200;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n let oldPoint: IPointData | undefined;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n public wheel(e: WheelEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n if (!this.checkKeyPress())\n {\n return false;\n }\n\n if (e.ctrlKey && this.options.trackpadPinch)\n {\n this.pinch(e);\n }\n else if (this.options.wheelZoom)\n {\n const point = this.parent.input.getPointerPosition(e);\n const sign = this.options.reverse ? -1 : 1;\n const step = sign * -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 500;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n if (this.options.smooth)\n {\n const original = {\n x: this.smoothing ? this.smoothing.x * (this.options.smooth - (this.smoothingCount as number)) : 0,\n y: this.smoothing ? this.smoothing.y * (this.options.smooth - (this.smoothingCount as number)) : 0\n };\n\n this.smoothing = {\n x: ((this.parent.scale.x + original.x) * change - this.parent.scale.x) / this.options.smooth,\n y: ((this.parent.scale.y + original.y) * change - this.parent.scale.y) / this.options.smooth,\n };\n this.smoothingCount = 0;\n this.smoothingCenter = point;\n }\n else\n {\n let oldPoint: IPointData | undefined;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n return !this.parent.options.passiveWheel;\n }\n}\n","import { Point, Rectangle } from '@pixi/math';\n\nimport type { IPointData } from '@pixi/math';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from './Viewport';\n\nexport interface IViewportTouch\n{\n id: number;\n last: IPointData | null;\n}\n\n/**\n * Handles all input for Viewport\n *\n * @internal\n * @ignore\n * @private\n */\nexport class InputManager\n{\n public readonly viewport: Viewport;\n\n public clickedAvailable?: boolean;\n public isMouseDown?: boolean;\n public last?: Point | null;\n public wheelFunction?: (e: WheelEvent) => void;\n /** List of active touches on viewport */\n public touches: IViewportTouch[];\n\n constructor(viewport: Viewport)\n {\n this.viewport = viewport;\n this.touches = [];\n\n this.addListeners();\n }\n\n /** Add input listeners */\n private addListeners()\n {\n this.viewport.interactive = true;\n if (!this.viewport.forceHitArea)\n {\n this.viewport.hitArea = new Rectangle(0, 0, this.viewport.worldWidth, this.viewport.worldHeight);\n }\n this.viewport.on('pointerdown', this.down, this);\n this.viewport.on('pointermove', this.move, this);\n this.viewport.on('pointerup', this.up, this);\n this.viewport.on('pointerupoutside', this.up, this);\n this.viewport.on('pointercancel', this.up, this);\n this.viewport.on('pointerout', this.up, this);\n this.wheelFunction = (e) => this.handleWheel(e);\n this.viewport.options.divWheel.addEventListener(\n 'wheel',\n this.wheelFunction as any,\n { passive: this.viewport.options.passiveWheel });\n this.isMouseDown = false;\n }\n\n /**\n * Removes all event listeners from viewport\n * (useful for cleanup of wheel when removing viewport)\n */\n public destroy(): void\n {\n this.viewport.options.divWheel.removeEventListener('wheel', this.wheelFunction as any);\n }\n\n /**\n * handle down events for viewport\n *\n * @param {PIXI.InteractionEvent} event\n */\n public down(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = true;\n }\n else if (!this.get(event.data.pointerId))\n {\n this.touches.push({ id: event.data.pointerId, last: null });\n }\n if (this.count() === 1)\n {\n this.last = event.data.global.clone();\n\n // clicked event does not fire if viewport is decelerating or bouncing\n const decelerate = this.viewport.plugins.get('decelerate', true);\n const bounce = this.viewport.plugins.get('bounce', true);\n\n if ((!decelerate || !decelerate.isActive()) && (!bounce || !bounce.isActive()))\n {\n this.clickedAvailable = true;\n }\n else\n {\n this.clickedAvailable = false;\n }\n }\n else\n {\n this.clickedAvailable = false;\n }\n\n const stop = this.viewport.plugins.down(event);\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Clears all pointer events */\n public clear(): void\n {\n this.isMouseDown = false;\n this.touches = [];\n this.last = null;\n }\n\n /**\n * @param {number} change\n * @returns whether change exceeds threshold\n */\n public checkThreshold(change: number): boolean\n {\n if (Math.abs(change) >= this.viewport.threshold)\n {\n return true;\n }\n\n return false;\n }\n\n /** Handle move events for viewport */\n public move(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n const stop = this.viewport.plugins.move(event);\n\n if (this.clickedAvailable && this.last)\n {\n const distX = event.data.global.x - this.last.x;\n const distY = event.data.global.y - this.last.y;\n\n if (this.checkThreshold(distX) || this.checkThreshold(distY))\n {\n this.clickedAvailable = false;\n }\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Handle up events for viewport */\n public up(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = false;\n }\n\n if (event.data.pointerType !== 'mouse')\n {\n this.remove(event.data.pointerId);\n }\n\n const stop = this.viewport.plugins.up(event);\n\n if (this.clickedAvailable && this.count() === 0 && this.last)\n {\n this.viewport.emit('clicked', {\n event,\n screen: this.last,\n world: this.viewport.toWorld(this.last),\n viewport: this\n });\n this.clickedAvailable = false;\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Gets pointer position if this.interaction is set */\n public getPointerPosition(event: WheelEvent): Point\n {\n const point = new Point();\n\n if (this.viewport.options.interaction)\n {\n this.viewport.options.interaction.mapPositionToPoint(point, event.clientX, event.clientY);\n }\n else if (this.viewport.options.useDivWheelForInputManager && this.viewport.options.divWheel)\n {\n const rect = this.viewport.options.divWheel.getBoundingClientRect();\n\n point.x = event.clientX - rect.left;\n point.y = event.clientY - rect.top;\n }\n else\n {\n point.x = event.clientX;\n point.y = event.clientY;\n }\n\n return point;\n }\n\n /** Handle wheel events */\n public handleWheel(event: WheelEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n // do not handle events coming from other elements\n if (this.viewport.options.interaction\n && (this.viewport.options.interaction as any).interactionDOMElement !== event.target)\n {\n return;\n }\n\n // only handle wheel events where the mouse is over the viewport\n const point = this.viewport.toLocal(this.getPointerPosition(event));\n\n if (this.viewport.left <= point.x\n && point.x <= this.viewport.right\n && this.viewport.top <= point.y\n && point.y <= this.viewport.bottom)\n {\n const stop = this.viewport.plugins.wheel(event);\n\n if (stop && !this.viewport.options.passiveWheel)\n {\n event.preventDefault();\n }\n }\n }\n\n public pause(): void\n {\n this.touches = [];\n this.isMouseDown = false;\n }\n\n /** Get touch by id */\n public get(id: number): IViewportTouch | null\n {\n for (const touch of this.touches)\n {\n if (touch.id === id)\n {\n return touch;\n }\n }\n\n return null;\n }\n\n /** Remove touch by number */\n remove(id: number): void\n {\n for (let i = 0; i < this.touches.length; i++)\n {\n if (this.touches[i].id === id)\n {\n this.touches.splice(i, 1);\n\n return;\n }\n }\n }\n\n /**\n * @returns {number} count of mouse/touch pointers that are down on the viewport\n */\n count(): number\n {\n return (this.isMouseDown ? 1 : 0) + this.touches.length;\n }\n}\n","import type {\n Animate,\n Bounce,\n Clamp,\n ClampZoom,\n Decelerate,\n Drag,\n Follow,\n MouseEdges,\n Pinch,\n Plugin,\n Snap,\n SnapZoom,\n Wheel,\n} from './plugins';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from './Viewport';\n\nconst PLUGIN_ORDER = [\n 'drag',\n 'pinch',\n 'wheel',\n 'follow',\n 'mouse-edges',\n 'decelerate',\n 'animate',\n 'bounce',\n 'snap-zoom',\n 'clamp-zoom',\n 'snap',\n 'clamp',\n];\n\n/**\n * Use this to access current plugins or add user-defined plugins\n *\n * @public\n */\nexport class PluginManager\n{\n /** Maps mounted plugins by their type */\n public plugins: Partial>;\n\n /**\n * List of plugins mounted\n *\n * This list is kept sorted by the internal priority of plugins (hard-coded).\n */\n public list: Array;\n\n /** The viewport using the plugins managed by `this`. */\n public readonly viewport: Viewport;\n\n /** This is called by {@link Viewport} to initialize the {@link Viewport.plugins plugins}. */\n constructor(viewport: Viewport)\n {\n this.viewport = viewport;\n this.list = [];\n this.plugins = {};\n }\n\n /**\n * Inserts a named plugin or a user plugin into the viewport\n * default plugin order: 'drag', 'pinch', 'wheel', 'follow', 'mouse-edges', 'decelerate', 'bounce',\n * 'snap-zoom', 'clamp-zoom', 'snap', 'clamp'\n *\n * @param {string} name of plugin\n * @param {Plugin} plugin - instantiated Plugin class\n * @param {number} index to insert userPlugin (otherwise inserts it at the end)\n */\n public add(name: string, plugin: Plugin, index: number = PLUGIN_ORDER.length)\n {\n this.plugins[name] = plugin;\n\n const current = PLUGIN_ORDER.indexOf(name);\n\n if (current !== -1)\n {\n PLUGIN_ORDER.splice(current, 1);\n }\n\n PLUGIN_ORDER.splice(index, 0, name);\n this.sort();\n }\n\n public get(name: 'animate', ignorePaused?: boolean): Animate | undefined | null;\n public get(name: 'bounce', ignorePaused?: boolean): Bounce | undefined | null;\n public get(name: 'clamp', ignorePaused?: boolean): Clamp | undefined | null;\n public get(name: 'clamp-zoom', ignorePaused?: boolean): ClampZoom | undefined | null;\n public get(name: 'decelerate', ignorePaused?: boolean): Decelerate | undefined | null;\n public get(name: 'drag', ignorePaused?: boolean): Drag | undefined | null;\n public get(name: 'follow', ignorePaused?: boolean): Follow | undefined | null;\n public get(name: 'mouse-edges', ignorePaused?: boolean): MouseEdges | undefined | null;\n public get(name: 'pinch', ignorePaused?: boolean): Pinch | undefined | null;\n public get(name: 'snap', ignorePaused?: boolean): Snap | undefined | null;\n public get(name: 'snap-zoom', ignorePaused?: boolean): SnapZoom | undefined | null;\n public get(name: 'wheel', ignorePaused?: boolean): Wheel | undefined | null;\n public get(name: string, ignorePaused?: boolean): T | undefined | null;\n\n /**\n * Get plugin\n *\n * @param {string} name of plugin\n * @param {boolean} [ignorePaused] return null if plugin is paused\n */\n public get(name: string, ignorePaused?: boolean): T | undefined | null\n {\n if (ignorePaused)\n {\n if (this.plugins[name]?.paused)\n {\n return null;\n }\n }\n\n return this.plugins[name] as T;\n }\n\n /**\n * Update all active plugins\n *\n * @internal\n * @ignore\n * @param {number} elapsed type in milliseconds since last update\n */\n public update(elapsed: number): void\n {\n for (const plugin of this.list)\n {\n plugin.update(elapsed);\n }\n }\n\n /**\n * Resize all active plugins\n *\n * @internal\n * @ignore\n */\n public resize(): void\n {\n for (const plugin of this.list)\n {\n plugin.resize();\n }\n }\n\n /** Clamps and resets bounce and decelerate (as needed) after manually moving viewport */\n public reset(): void\n {\n for (const plugin of this.list)\n {\n plugin.reset();\n }\n }\n\n /** removes all installed plugins */\n public removeAll(): void\n {\n this.plugins = {};\n this.sort();\n }\n\n /**\n * Removes installed plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public remove(name: string): void\n {\n if (this.plugins[name])\n {\n delete this.plugins[name];\n this.viewport.emit(`${name}-remove`);\n this.sort();\n }\n }\n\n /**\n * Pause plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public pause(name: string): void\n {\n this.plugins[name]?.pause();\n }\n\n /**\n * Resume plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public resume(name: string): void\n {\n this.plugins[name]?.resume();\n }\n\n /**\n * Sort plugins according to PLUGIN_ORDER\n *\n * @internal\n * @ignore\n */\n public sort()\n {\n this.list = [];\n\n for (const plugin of PLUGIN_ORDER)\n {\n if (this.plugins[plugin])\n {\n this.list.push(this.plugins[plugin] as Plugin);\n }\n }\n }\n\n /**\n * Handle down for all plugins\n *\n * @internal\n * @ignore\n */\n public down(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.down(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle move for all plugins\n *\n * @internal\n * @ignore\n */\n public move(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.viewport.plugins.list)\n {\n if (plugin.move(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle up for all plugins\n *\n * @internal\n * @ignore\n */\n public up(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.up(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle wheel event for all plugins\n *\n * @internal\n * @ignore\n */\n public wheel(e: WheelEvent): boolean\n {\n let result = false;\n\n for (const plugin of this.list)\n {\n if (plugin.wheel(e))\n {\n result = true;\n }\n }\n\n return result;\n }\n}\n","import { Container } from '@pixi/display';\nimport { IPointData, Point, Rectangle } from '@pixi/math';\nimport { Ticker } from '@pixi/ticker';\n\nimport { InputManager } from './InputManager';\nimport { PluginManager } from './PluginManager';\nimport {\n Animate, IAnimateOptions,\n Bounce, IBounceOptions,\n Clamp, IClampOptions,\n ClampZoom, IClampZoomOptions,\n Decelerate, IDecelerateOptions,\n Drag, IDragOptions,\n Follow, IFollowOptions,\n MouseEdges, IMouseEdgesOptions,\n Pinch, IPinchOptions,\n Snap, ISnapOptions,\n SnapZoom, ISnapZoomOptions,\n Wheel, IWheelOptions,\n} from './plugins';\n\nimport type { DisplayObject, IDestroyOptions } from '@pixi/display';\nimport type { IHitArea, InteractionManager } from '@pixi/interaction';\n\n/** Options for {@link Viewport}. */\nexport interface IViewportOptions\n{\n /** @default window.innerWidth */\n screenWidth?: number;\n\n /** @default window.innerHeight */\n screenHeight?: number;\n\n /** @default this.width */\n worldWidth?: number | null;\n\n /** @default this.height */\n worldHeight?: number | null;\n\n /**\n * Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event\n *\n * @default 5\n */\n threshold?: number;\n\n /**\n * Whether the 'wheel' event is set to passive (note: if false, e.preventDefault() will be called when wheel\n * is used over the viewport)\n *\n * @default true\n */\n passiveWheel?: boolean;\n\n /**\n * Whether to stopPropagation of events that impact the viewport (except wheel events, see options.passiveWheel)\n */\n stopPropagation?: boolean;\n\n /**\n * Change the default hitArea from world size to a new value\n */\n forceHitArea?: Rectangle | null;\n\n /**\n * Set this if you want to manually call update() function on each frame\n *\n * @default false\n */\n noTicker?: boolean;\n\n /**\n * InteractionManager, available from instantiated `WebGLRenderer/CanvasRenderer.plugins.interaction`\n *\n * It's used to calculate pointer postion relative to canvas location on screen\n */\n interaction?: InteractionManager | null;\n\n /**\n * Remove oncontextmenu=() => {} from the divWheel element\n */\n disableOnContextMenu?: boolean;\n\n /**\n * div to attach the wheel event\n *\n * @default document.body\n */\n divWheel?: HTMLElement;\n\n /**\n * Use this PIXI.ticker for updates\n *\n * @default PIXI.Ticker.shared\n */\n ticker?: Ticker;\n\n /**\n * Uses divWheel definition for InputManager to calculate positioning relative to containing div\n * this is used only if options.interaction is not defined\n */\n useDivWheelForInputManager?: boolean;\n}\n\nexport interface ICompleteViewportOptions extends IViewportOptions\n{\n screenWidth: number;\n screenHeight: number;\n threshold: number;\n passiveWheel: boolean;\n stopPropagation: boolean;\n noTicker: boolean;\n ticker: Ticker;\n}\n\nexport interface IViewportTransformState\n{\n x: number;\n y: number;\n scaleX: number;\n scaleY: number;\n}\n\nconst DEFAULT_VIEWPORT_OPTIONS: ICompleteViewportOptions = {\n screenWidth: window.innerWidth,\n screenHeight: window.innerHeight,\n worldWidth: null,\n worldHeight: null,\n threshold: 5,\n passiveWheel: true,\n stopPropagation: false,\n forceHitArea: null,\n noTicker: false,\n interaction: null,\n disableOnContextMenu: false,\n ticker: Ticker.shared,\n};\n\n/**\n * Main class to use when creating a Viewport\n *\n * @public\n * @fires clicked\n * @fires drag-start\n * @fires drag-end\n * @fires drag-remove\n * @fires pinch-start\n * @fires pinch-end\n * @fires pinch-remove\n * @fires snap-start\n * @fires snap-end\n * @fires snap-remove\n * @fires snap-zoom-start\n * @fires snap-zoom-end\n * @fires snap-zoom-remove\n * @fires bounce-x-start\n * @fires bounce-x-end\n * @fires bounce-y-start\n * @fires bounce-y-end\n * @fires bounce-remove\n * @fires wheel\n * @fires wheel-remove\n * @fires wheel-scroll\n * @fires wheel-scroll-remove\n * @fires mouse-edge-start\n * @fires mouse-edge-end\n * @fires mouse-edge-remove\n * @fires moved\n * @fires moved-end\n * @fires zoomed\n * @fires zoomed-end\n * @fires frame-end\n */\nexport class Viewport extends Container\n{\n /** Flags whether the viewport is being panned */\n public moving?: boolean;\n\n public screenWidth: number;\n public screenHeight: number;\n\n /** Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event */\n public threshold: number;\n\n public readonly input: InputManager;\n\n /** Use this to add user plugins or access existing plugins (e.g., to pause, resume, or remove them) */\n public readonly plugins: PluginManager;\n\n /** Flags whether the viewport zoom is being changed. */\n public zooming?: boolean;\n\n public lastViewport?: IViewportTransformState | null;\n\n /** The options passed when creating this viewport, merged with the default values */\n public readonly options: ICompleteViewportOptions & { divWheel: HTMLElement };\n\n private _dirty?: boolean;\n private _forceHitArea?: IHitArea | null;\n private _hitAreaDefault?: Rectangle;\n private _pause?: boolean;\n private readonly tickerFunction?: () => void;\n private _worldWidth?: number | null;\n private _worldHeight?: number | null;\n private _disableOnContextMenu = (e: MouseEvent) => e.preventDefault();\n\n /**\n * @param {IViewportOptions} ViewportOptions\n * @param {number} [options.screenWidth=window.innerWidth]\n * @param {number} [options.screenHeight=window.innerHeight]\n * @param {number} [options.worldWidth=this.width]\n * @param {number} [options.worldHeight=this.height]\n * @param {number} [options.threshold=5] number of pixels to move to trigger an input event (e.g., drag, pinch)\n * or disable a clicked event\n * @param {boolean} [options.passiveWheel=true] whether the 'wheel' event is set to passive (note: if false,\n * e.preventDefault() will be called when wheel is used over the viewport)\n * @param {boolean} [options.stopPropagation=false] whether to stopPropagation of events that impact the viewport\n * (except wheel events, see options.passiveWheel)\n * @param {HitArea} [options.forceHitArea] change the default hitArea from world size to a new value\n * @param {boolean} [options.noTicker] set this if you want to manually call update() function on each frame\n * @param {PIXI.Ticker} [options.ticker=PIXI.Ticker.shared] use this PIXI.ticker for updates\n * @param {PIXI.InteractionManager} [options.interaction=null] InteractionManager, available from instantiated\n * WebGLRenderer/CanvasRenderer.plugins.interaction - used to calculate pointer position relative to canvas\n * location on screen\n * @param {HTMLElement} [options.divWheel=document.body] div to attach the wheel event\n * @param {boolean} [options.disableOnContextMenu] remove oncontextmenu=() => {} from the divWheel element\n */\n constructor(options: IViewportOptions = {})\n {\n super();\n this.options = Object.assign(\n {},\n { divWheel: document.body },\n DEFAULT_VIEWPORT_OPTIONS,\n options\n );\n\n this.screenWidth = this.options.screenWidth;\n this.screenHeight = this.options.screenHeight;\n\n this._worldWidth = this.options.worldWidth;\n this._worldHeight = this.options.worldHeight;\n this.forceHitArea = this.options.forceHitArea;\n this.threshold = this.options.threshold;\n\n this.options.divWheel = this.options.divWheel || document.body;\n\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.addEventListener('contextmenu', this._disableOnContextMenu);\n }\n if (!this.options.noTicker)\n {\n this.tickerFunction = () => this.update(this.options.ticker.elapsedMS);\n this.options.ticker.add(this.tickerFunction);\n }\n\n this.input = new InputManager(this);\n this.plugins = new PluginManager(this);\n }\n\n /** Overrides PIXI.Container's destroy to also remove the 'wheel' and PIXI.Ticker listeners */\n destroy(options?: IDestroyOptions): void\n {\n if (!this.options.noTicker && this.tickerFunction)\n {\n this.options.ticker.remove(this.tickerFunction);\n }\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.removeEventListener('contextmenu', this._disableOnContextMenu);\n }\n\n this.input.destroy();\n super.destroy(options);\n }\n\n /**\n * Update viewport on each frame.\n *\n * By default, you do not need to call this unless you set `options.noTicker=true`.\n *\n * @param {number} elapsed time in milliseconds since last update\n */\n update(elapsed: number): void\n {\n if (!this.pause)\n {\n this.plugins.update(elapsed);\n\n if (this.lastViewport)\n {\n // Check for moved-end event\n if (this.lastViewport.x !== this.x || this.lastViewport.y !== this.y)\n {\n this.moving = true;\n }\n else if (this.moving)\n {\n this.emit('moved-end', this);\n this.moving = false;\n }\n\n // Check for zoomed-end event\n if (this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y)\n {\n this.zooming = true;\n }\n else if (this.zooming)\n {\n this.emit('zoomed-end', this);\n this.zooming = false;\n }\n }\n\n if (!this.forceHitArea)\n {\n this._hitAreaDefault = new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n this.hitArea = this._hitAreaDefault;\n }\n\n this._dirty = this._dirty || !this.lastViewport\n || this.lastViewport.x !== this.x || this.lastViewport.y !== this.y\n || this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y;\n\n this.lastViewport = {\n x: this.x,\n y: this.y,\n scaleX: this.scale.x,\n scaleY: this.scale.y\n };\n this.emit('frame-end', this);\n }\n }\n\n /**\n * Use this to set screen and world sizes, needed for pinch/wheel/clamp/bounce.\n * @param {number} screenWidth=window.innerWidth\n * @param {number} screenHeight=window.innerHeight\n * @param {number} [worldWidth]\n * @param {number} [worldHeight]\n */\n resize(\n screenWidth: number = window.innerWidth,\n screenHeight: number = window.innerHeight,\n worldWidth?: number,\n worldHeight?: number\n ): void\n {\n this.screenWidth = screenWidth;\n this.screenHeight = screenHeight;\n\n if (typeof worldWidth !== 'undefined')\n {\n this._worldWidth = worldWidth;\n }\n if (typeof worldHeight !== 'undefined')\n {\n this._worldHeight = worldHeight;\n }\n\n this.plugins.resize();\n this.dirty = true;\n }\n\n /** World width, in pixels */\n get worldWidth(): number\n {\n if (this._worldWidth)\n {\n return this._worldWidth;\n }\n\n return this.width / this.scale.x;\n }\n set worldWidth(value: number)\n {\n this._worldWidth = value;\n this.plugins.resize();\n }\n\n /** World height, in pixels */\n get worldHeight(): number\n {\n if (this._worldHeight)\n {\n return this._worldHeight;\n }\n\n return this.height / this.scale.y;\n }\n set worldHeight(value: number)\n {\n this._worldHeight = value;\n this.plugins.resize();\n }\n\n /** Get visible world bounds of viewport */\n public getVisibleBounds(): Rectangle\n {\n return new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n }\n\n /** Change coordinates from screen to world */\n public toWorld

(x: number, y: number): P;\n /** Change coordinates from screen to world */\n public toWorld

(screenPoint: IPointData): P;\n\n /**\n * Changes coordinate from screen to world\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n public toWorld

(x: number | IPointData, y?: number): P\n {\n if (arguments.length === 2)\n {\n return this.toLocal

(new Point(x as number, y));\n }\n\n return this.toLocal

(x as IPointData);\n }\n\n /** Change coordinates from world to screen */\n public toScreen

(x: number, y: number): P\n /** Change coordinates from world to screen */\n public toScreen

(worldPoint: IPointData): P\n\n /**\n * Changes coordinate from world to screen\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n public toScreen

(x: number | IPointData, y?: number): P\n {\n if (arguments.length === 2)\n {\n return this.toGlobal

(new Point(x as number, y));\n }\n\n return this.toGlobal

(x as IPointData);\n }\n\n /** Screen width in world coordinates */\n get worldScreenWidth(): number\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Screen height in world coordinates */\n get worldScreenHeight(): number\n {\n return this.screenHeight / this.scale.y;\n }\n\n /** World width in screen coordinates */\n get screenWorldWidth(): number\n {\n return this.worldWidth * this.scale.x;\n }\n\n /** World height in screen coordinates */\n get screenWorldHeight(): number\n {\n return this.worldHeight * this.scale.y;\n }\n\n /** Center of screen in world coordinates */\n get center(): Point\n {\n return new Point(\n (this.worldScreenWidth / 2) - (this.x / this.scale.x),\n (this.worldScreenHeight / 2) - (this.y / this.scale.y),\n );\n }\n set center(value: Point)\n {\n this.moveCenter(value);\n }\n\n public moveCenter(x: number, y: number): Viewport;\n\n /** Move center of viewport to {@code center}. */\n public moveCenter(center: IPointData): Viewport;\n\n /**\n * Move center of viewport to (x, y)\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @return {Viewport}\n */\n public moveCenter(...args: [number, number] | [IPointData]): Viewport\n {\n let x: number;\n let y: number;\n\n if (typeof args[0] === 'number')\n {\n x = args[0];\n y = args[1] as number;\n }\n else\n {\n x = args[0].x;\n y = args[0].y;\n }\n\n const newX = ((this.worldScreenWidth / 2) - x) * this.scale.x;\n const newY = ((this.worldScreenHeight / 2) - y) * this.scale.y;\n\n if (this.x !== newX || this.y !== newY)\n {\n this.position.set(newX, newY);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Top-left corner of Viewport */\n get corner(): Point\n {\n return new Point(-this.x / this.scale.x, -this.y / this.scale.y);\n }\n set corner(value: Point)\n {\n this.moveCorner(value);\n }\n\n /** Move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n public moveCorner(x: number, y: number): Viewport;\n\n /** move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n public moveCorner(center: Point): Viewport;\n\n /**\n * MoveCorner\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @returns {Viewport}\n */\n public moveCorner(...args: [number, number] | [Point]): Viewport\n {\n let x;\n let y;\n\n if (args.length === 1)\n {\n x = -args[0].x * this.scale.x;\n y = -args[0].y * this.scale.y;\n }\n else\n {\n x = -args[0] * this.scale.x;\n y = -args[1] * this.scale.y;\n }\n\n if (x !== this.x || y !== this.y)\n {\n this.position.set(x, y);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Get how many world pixels fit in screen's width */\n get screenWidthInWorldPixels(): number\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Get how many world pixels fit on screen's height */\n get screenHeightInWorldPixels(): number\n {\n return this.screenHeight / this.scale.y;\n }\n\n /**\n * Find the scale value that fits a world width on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param width - Width in world pixels\n * @return - scale\n */\n findFitWidth(width: number): number\n {\n return this.screenWidth / width;\n }\n\n /**\n * Finds the scale value that fits a world height on the screens\n * does not change the viewport (use fit... to change)\n *\n * @param height - Height in world pixels\n * @return - scale\n */\n findFitHeight(height: number): number\n {\n return this.screenHeight / height;\n }\n\n /**\n * Finds the scale value that fits the smaller of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findFit(width: number, height: number): number\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.min(scaleX, scaleY);\n }\n\n /**\n * Finds the scale value that fits the larger of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findCover(width: number, height: number): number\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.max(scaleX, scaleY);\n }\n\n /**\n * Change zoom so the width fits in the viewport\n *\n * @param width - width in world coordinates\n * @param center - maintain the same center\n * @param scaleY - whether to set scaleY=scaleX\n * @param noClamp - whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitWidth(width = this.worldWidth, center?: boolean, scaleY = true, noClamp?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.x = this.screenWidth / width;\n\n if (scaleY)\n {\n this.scale.y = this.scale.x;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so the height fits in the viewport\n *\n * @param {number} [height=this.worldHeight] in world coordinates\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {boolean} [scaleX=true] whether to set scaleX = scaleY\n * @param {boolean} [noClamp] whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitHeight(height = this.worldHeight, center?: boolean, scaleX = true, noClamp?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.y = this.screenHeight / height;\n\n if (scaleX)\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the entire world in the viewport\n *\n * @param {boolean} center maintain the same center of the screen after zoom\n * @returns {Viewport} this\n */\n fitWorld(center?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / this.worldWidth;\n this.scale.y = this.screenHeight / this.worldHeight;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the size or the entire world in the viewport\n *\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {number} [width=this.worldWidth] desired width\n * @param {number} [height=this.worldHeight] desired height\n * @returns {Viewport} this\n */\n fit(center?: boolean, width = this.worldWidth, height = this.worldHeight): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / width;\n this.scale.y = this.screenHeight / height;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport to specific value.\n *\n * @param {number} scale value (e.g., 1 would be 100%, 0.25 would be 25%)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n setZoom(scale: number, center?: boolean): Viewport\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.set(scale);\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport by a certain percent (in both x and y direction).\n *\n * @param {number} percent change (e.g., 0.25 would increase a starting scale of 1.0 to 1.25)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoomPercent(percent: number, center?: boolean): Viewport\n {\n return this.setZoom(this.scale.x + (this.scale.x * percent), center);\n }\n\n /**\n * Zoom viewport by increasing/decreasing width by a certain number of pixels.\n *\n * @param {number} change in pixels\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoom(change: number, center?: boolean): Viewport\n {\n this.fitWidth(change + this.worldScreenWidth, center);\n\n return this;\n }\n\n /** Changes scale of viewport and maintains center of viewport */\n get scaled(): number\n {\n return this.scale.x;\n }\n set scaled(scale: number)\n {\n this.setZoom(scale, true);\n }\n\n /**\n * Returns zoom to the desired scale\n *\n * @param {ISnapZoomOptions} options\n * @param {number} [options.width=0] - the desired width to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.height=0] - the desired height to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.time=1000] - time for snapping in ms\n * @param {(string|function)} [options.ease=easeInOutSine] ease function or name (see http://easings.net/\n * for supported names)\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of the viewport\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at the\n * desired zoom\n * @param {boolean} [options.noMove] - zoom but do not move\n */\n snapZoom(options?: ISnapZoomOptions): Viewport\n {\n this.plugins.add('snap-zoom', new SnapZoom(this, options));\n\n return this;\n }\n\n /** Is container out of world bounds */\n OOB(): {\n left: boolean;\n right: boolean;\n top: boolean;\n bottom: boolean;\n cornerPoint: Point;\n }\n {\n return {\n left: this.left < 0,\n right: this.right > this.worldWidth,\n top: this.top < 0,\n bottom: this.bottom > this.worldHeight,\n cornerPoint: new Point(\n (this.worldWidth * this.scale.x) - this.screenWidth,\n (this.worldHeight * this.scale.y) - this.screenHeight\n )\n };\n }\n\n /** World coordinates of the right edge of the screen */\n get right(): number\n {\n return (-this.x / this.scale.x) + this.worldScreenWidth;\n }\n set right(value: number)\n {\n this.x = (-value * this.scale.x) + this.screenWidth;\n this.plugins.reset();\n }\n\n /** World coordinates of the left edge of the screen */\n get left(): number\n {\n return -this.x / this.scale.x;\n }\n set left(value: number)\n {\n this.x = -value * this.scale.x;\n this.plugins.reset();\n }\n\n /** World coordinates of the top edge of the screen */\n get top(): number\n {\n return -this.y / this.scale.y;\n }\n set top(value: number)\n {\n this.y = -value * this.scale.y;\n this.plugins.reset();\n }\n\n /** World coordinates of the bottom edge of the screen */\n get bottom(): number\n {\n return (-this.y / this.scale.y) + this.worldScreenHeight;\n }\n set bottom(value: number)\n {\n this.y = (-value * this.scale.y) + this.screenHeight;\n this.plugins.reset();\n }\n\n /**\n * Determines whether the viewport is dirty (i.e., needs to be rendered to the screen because of a change)\n */\n get dirty(): boolean\n {\n return !!this._dirty;\n }\n set dirty(value: boolean)\n {\n this._dirty = value;\n }\n\n /**\n * Permanently changes the Viewport's hitArea\n *\n * NOTE: if not set then hitArea = PIXI.Rectangle(Viewport.left, Viewport.top, Viewport.worldScreenWidth,\n * Viewport.worldScreenHeight)\n */\n get forceHitArea(): IHitArea | null | undefined\n {\n return this._forceHitArea;\n }\n set forceHitArea(value: IHitArea | null | undefined)\n {\n if (value)\n {\n this._forceHitArea = value;\n this.hitArea = value;\n }\n else\n {\n this._forceHitArea = null;\n this.hitArea = new Rectangle(0, 0, this.worldWidth, this.worldHeight);\n }\n }\n\n /**\n * Enable one-finger touch to drag\n *\n * NOTE: if you expect users to use right-click dragging, you should enable `viewport.options.disableOnContextMenu`\n * to avoid the context menu popping up on each right-click drag.\n *\n * @param {IDragOptions} [options]\n * @param {string} [options.direction=all] direction to drag\n * @param {boolean} [options.pressDrag=true] whether click to drag is active\n * @param {boolean} [options.wheel=true] use wheel to scroll in direction (unless wheel plugin is active)\n * @param {number} [options.wheelScroll=1] number of pixels to scroll with each wheel spin\n * @param {boolean} [options.reverse] reverse the direction of the wheel scroll\n * @param {(boolean|string)} [options.clampWheel=false] clamp wheel(to avoid weird bounce with mouse wheel)\n * @param {string} [options.underflow=center] where to place world if too small for screen\n * @param {number} [options.factor=1] factor to multiply drag to increase the speed of movement\n * @param {string} [options.mouseButtons=all] changes which mouse buttons trigger drag, use: 'all', 'left',\n * 'right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * viewport.options.disableOnContextMenu if you want to use right-click dragging\n * @param {string[]} [options.keyToPress=null] - array containing\n * {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of keys that can be\n * pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n * @param {boolean} [options.ignoreKeyToPressOnTouch=false] - ignore keyToPress for touch events\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @returns {Viewport} this\n */\n public drag(options?: IDragOptions): Viewport\n {\n this.plugins.add('drag', new Drag(this, options));\n\n return this;\n }\n\n /**\n * Clamp to world boundaries or other provided boundaries\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary\n * [0, viewport.worldWidth/viewport.worldHeight], eg: to allow the world to be completely dragged offscreen,\n * set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the\n * appropriate boundaries\n *\n * NOTES:\n * clamp is disabled if called with no options; use { direction: 'all' } for all edge clamping\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n *\n * @param {object} [options]\n * @param {(number|boolean)} [options.left=false] - clamp left; true = 0\n * @param {(number|boolean)} [options.right=false] - clamp right; true = viewport.worldWidth\n * @param {(number|boolean)} [options.top=false] - clamp top; true = 0\n * @param {(number|boolean)} [options.bottom=false] - clamp bottom; true = viewport.worldHeight\n * @param {string} [direction] - (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight];\n * replaces left/right/top/bottom if set\n * @param {string} [underflow=center] - where to place world if too small for screen (e.g., top-right, center,\n * none, bottomLeft) * @returns {Viewport} this\n */\n public clamp(options?: IClampOptions): Viewport\n {\n this.plugins.add('clamp', new Clamp(this, options));\n\n return this;\n }\n\n /**\n * Decelerate after a move\n *\n * NOTE: this fires 'moved' event during deceleration\n *\n * @param {IDecelerateOptions} [options]\n * @param {number} [options.friction=0.95] - percent to decelerate after movement\n * @param {number} [options.bounce=0.8] - percent to decelerate when past boundaries (only applicable when\n * viewport.bounce() is active)\n * @param {number} [options.minSpeed=0.01] - minimum velocity before stopping/reversing acceleration\n * @return {Viewport} this\n */\n public decelerate(options?: IDecelerateOptions): Viewport\n {\n this.plugins.add('decelerate', new Decelerate(this, options));\n\n return this;\n }\n\n /**\n * Bounce on borders\n * NOTES:\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n * fires 'moved', 'bounce-x-start', 'bounce-y-start', 'bounce-x-end', and 'bounce-y-end' events\n * @param {object} [options]\n * @param {string} [options.sides=all] - all, horizontal, vertical, or combination of top, bottom, right, left\n * (e.g., 'top-bottom-right')\n * @param {number} [options.friction=0.5] - friction to apply to decelerate if active\n * @param {number} [options.time=150] - time in ms to finish bounce\n * @param {object} [options.bounceBox] - use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight)\n * @param {number} [options.bounceBox.x=0]\n * @param {number} [options.bounceBox.y=0]\n * @param {number} [options.bounceBox.width=viewport.worldWidth]\n * @param {number} [options.bounceBox.height=viewport.worldHeight]\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name\n * (see http://easings.net/ for supported names)\n * @param {string} [options.underflow=center] - (top/bottom/center and left/right/center, or center)\n * where to place world if too small for screen\n * @return {Viewport} this\n */\n public bounce(options?: IBounceOptions): Viewport\n {\n this.plugins.add('bounce', new Bounce(this, options));\n\n return this;\n }\n\n /**\n * Enable pinch to zoom and two-finger touch to drag\n *\n * @param {PinchOptions} [options]\n * @param {boolean} [options.noDrag] - disable two-finger dragging\n * @param {number} [options.percent=1] - percent to modify pinch speed\n * @param {number} [options.factor=1] - factor to multiply two-finger drag to increase the speed of movement\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of two fingers\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n public pinch(options?: IPinchOptions): Viewport\n {\n this.plugins.add('pinch', new Pinch(this, options));\n\n return this;\n }\n\n /**\n * Snap to a point\n *\n * @param {number} x\n * @param {number} y\n * @param {ISnapOptions} [options]\n * @param {boolean} [options.topLeft] - snap to the top-left of viewport instead of center\n * @param {number} [options.friction=0.8] - friction/frame to apply if decelerate is active\n * @param {number} [options.time=1000] - time in ms to snap\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name (see http://easings.net/\n * for supported names)\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at\n * the desired location\n * @return {Viewport} this\n */\n public snap(x: number, y: number, options?: ISnapOptions): Viewport\n {\n this.plugins.add('snap', new Snap(this, x, y, options));\n\n return this;\n }\n\n /**\n * Follow a target\n *\n * NOTES:\n * uses the (x, y) as the center to follow; for PIXI.Sprite to work properly, use sprite.anchor.set(0.5)\n * options.acceleration is not perfect as it doesn't know the velocity of the target. It adds acceleration\n * to the start of movement and deceleration to the end of movement when the target is stopped.\n * To cancel the follow, use: `viewport.plugins.remove('follow')`\n *\n * @fires 'moved' event\n *\n * @param {PIXI.DisplayObject} target to follow\n * @param {IFollowOptions} [options]\n * @param {number} [options.speed=0] - to follow in pixels/frame (0=teleport to location)\n * @param {number} [options.acceleration] - set acceleration to accelerate and decelerate at this rate; speed\n * cannot be 0 to use acceleration\n * @param {number} [options.radius] - radius (in world coordinates) of center circle where movement is allowed\n * without moving the viewport * @returns {Viewport} this\n * @returns {Viewport} this\n */\n public follow(target: DisplayObject, options?: IFollowOptions): Viewport\n {\n this.plugins.add('follow', new Follow(this, target, options));\n\n return this;\n }\n\n /**\n * Zoom using mouse wheel\n *\n * NOTE: the default event listener for 'wheel' event is document.body. Use `Viewport.options.divWheel` to\n * change this default\n *\n * @param {IWheelOptions} [options]\n * @param {number} [options.percent=0.1] - percent to scroll with each spin\n * @param {number} [options.smooth] - smooth the zooming by providing the number of frames to zoom between wheel spins\n * @param {boolean} [options.interrupt=true] - stop smoothing with any user input on the viewport\n * @param {boolean} [options.reverse] - reverse the direction of the scroll\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of current mouse position\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n public wheel(options?: IWheelOptions): Viewport\n {\n this.plugins.add('wheel', new Wheel(this, options));\n\n return this;\n }\n\n /**\n * Animate the position and/or scale of the viewport\n * To set the zoom level, use: (1) scale, (2) scaleX and scaleY, or (3) width and/or height\n * @param {object} options\n * @param {number} [options.time=1000] - time to animate\n * @param {PIXI.Point} [options.position=viewport.center] - position to move viewport\n * @param {number} [options.width] - desired viewport width in world pixels (use instead of scale;\n * aspect ratio is maintained if height is not provided)\n * @param {number} [options.height] - desired viewport height in world pixels (use instead of scale;\n * aspect ratio is maintained if width is not provided)\n * @param {number} [options.scale] - scale to change zoom (scale.x = scale.y)\n * @param {number} [options.scaleX] - independently change zoom in x-direction\n * @param {number} [options.scaleY] - independently change zoom in y-direction\n * @param {(function|string)} [options.ease=linear] - easing function to use\n * @param {function} [options.callbackOnComplete]\n * @param {boolean} [options.removeOnInterrupt] removes this plugin if interrupted by any user input\n * @returns {Viewport} this\n */\n public animate(options: IAnimateOptions): Viewport\n {\n this.plugins.add('animate', new Animate(this, options));\n\n return this;\n }\n\n /**\n * Enable clamping of zoom to constraints\n *\n * The minWidth/Height settings are how small the world can get (as it would appear on the screen)\n * before clamping. The maxWidth/maxHeight is how larger the world can scale (as it would appear on\n * the screen) before clamping.\n *\n * For example, if you have a world size of 1000 x 1000 and a screen size of 100 x 100, if you set\n * minWidth/Height = 100 then the world will not be able to zoom smaller than the screen size (ie,\n * zooming out so it appears smaller than the screen). Similarly, if you set maxWidth/Height = 100\n * the world will not be able to zoom larger than the screen size (ie, zooming in so it appears\n * larger than the screen).\n *\n * @param {object} [options]\n * @param {number} [options.minWidth] - minimum width\n * @param {number} [options.minHeight] - minimum height\n * @param {number} [options.maxWidth] - maximum width\n * @param {number} [options.maxHeight] - maximum height\n * @param {number} [options.minScale] - minimum scale\n * @param {number} [options.maxScale] - minimum scale\n * @return {Viewport} this\n */\n public clampZoom(options: IClampZoomOptions): Viewport\n {\n this.plugins.add('clamp-zoom', new ClampZoom(this, options));\n\n return this;\n }\n\n /**\n * Scroll viewport when mouse hovers near one of the edges or radius-distance from center of screen.\n *\n * NOTES: fires 'moved' event; there's a known bug where the mouseEdges does not work properly with \"windowed\" viewports\n *\n * @param {IMouseEdgesOptions} [options]\n * @param {number} [options.radius] - distance from center of screen in screen pixels\n * @param {number} [options.distance] - distance from all sides in screen pixels\n * @param {number} [options.top] - alternatively, set top distance (leave unset for no top scroll)\n * @param {number} [options.bottom] - alternatively, set bottom distance (leave unset for no top scroll)\n * @param {number} [options.left] - alternatively, set left distance (leave unset for no top scroll)\n * @param {number} [options.right] - alternatively, set right distance (leave unset for no top scroll)\n * @param {number} [options.speed=8] - speed in pixels/frame to scroll viewport\n * @param {boolean} [options.reverse] - reverse direction of scroll\n * @param {boolean} [options.noDecelerate] - don't use decelerate plugin even if it's installed\n * @param {boolean} [options.linear] - if using radius, use linear movement (+/- 1, +/- 1) instead of angled\n * movement (Math.cos(angle from center), Math.sin(angle from center))\n * @param {boolean} [options.allowButtons] allows plugin to continue working even when there's a mousedown event\n */\n public mouseEdges(options: IMouseEdgesOptions): Viewport\n {\n this.plugins.add('mouse-edges', new MouseEdges(this, options));\n\n return this;\n }\n\n /** Pause viewport (including animation updates such as decelerate) */\n get pause(): boolean\n {\n return !!this._pause;\n }\n set pause(value: boolean)\n {\n this._pause = value;\n\n this.lastViewport = null;\n this.moving = false;\n this.zooming = false;\n\n if (value)\n {\n this.input.pause();\n }\n }\n\n /**\n * Move the viewport so the bounding box is visible\n *\n * @param x - left\n * @param y - top\n * @param width\n * @param height\n * @param resizeToFit - Resize the viewport so the box fits within the viewport\n */\n public ensureVisible(x: number, y: number, width: number, height: number, resizeToFit?: boolean): void\n {\n if (resizeToFit && (width > this.worldScreenWidth || 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\ No newline at end of file +{"version":3,"file":"viewport.min.min.js","sources":["../src/plugins/Plugin.ts","../node_modules/penner/penner.js","../src/ease.ts","../src/plugins/Animate.ts","../src/plugins/Bounce.ts","../src/plugins/Clamp.ts","../src/plugins/ClampZoom.ts","../src/plugins/Decelerate.ts","../src/plugins/Drag.ts","../src/plugins/Follow.ts","../src/plugins/MouseEdges.ts","../src/plugins/Pinch.ts","../src/plugins/Snap.ts","../src/plugins/SnapZoom.ts","../src/plugins/Wheel.ts","../src/InputManager.ts","../src/PluginManager.ts","../src/Viewport.ts"],"sourcesContent":["import type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from '../Viewport';\n\n/**\n * Derive this class to create user-defined plugins\n *\n * @public\n */\nexport class Plugin\n{\n /** The viewport to which this plugin is attached. */\n public readonly parent: Viewport;\n\n /**\n * Flags whether this plugin has been \"paused\".\n *\n * @see Plugin#pause\n * @see Plugin#resume\n */\n public paused: boolean;\n\n /** @param {Viewport} parent */\n constructor(parent: Viewport)\n {\n this.parent = parent;\n this.paused = false;\n }\n\n /** Called when plugin is removed */\n public destroy()\n {\n // Override for implementation\n }\n\n /** Handler for pointerdown PIXI event */\n public down(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for pointermove PIXI event */\n public move(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for pointerup PIXI event */\n public up(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for wheel event on div */\n public wheel(_e: WheelEvent): boolean | undefined\n {\n return false;\n }\n\n /**\n * Called on each tick\n * @param {number} elapsed time in millisecond since last update\n */\n public update(_delta: number): void\n {\n // Override for implementation\n }\n\n /** Called when the viewport is resized */\n public resize()\n {\n // Override for implementation\n }\n\n /** Called when the viewport is manually moved */\n public reset(): void\n {\n // Override for implementation\n }\n\n /** Pause the plugin */\n public pause(): void\n {\n this.paused = true;\n }\n\n /** Un-pause the plugin */\n public resume(): void\n {\n this.paused = false;\n }\n}\n","\n/*\n\tCopyright © 2001 Robert Penner\n\tAll rights reserved.\n\n\tRedistribution and use in source and binary forms, with or without modification, \n\tare permitted provided that the following conditions are met:\n\n\tRedistributions of source code must retain the above copyright notice, this list of \n\tconditions and the following disclaimer.\n\tRedistributions in binary form must reproduce the above copyright notice, this list \n\tof conditions and the following disclaimer in the documentation and/or other materials \n\tprovided with the distribution.\n\n\tNeither the name of the author nor the names of contributors may be used to endorse \n\tor promote products derived from this software without specific prior written permission.\n\n\tTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY \n\tEXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n\tMERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n\tCOPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n\tEXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n\tGOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED \n\tAND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n\tNEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED \n\tOF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n(function() {\n var penner, umd;\n\n umd = function(factory) {\n if (typeof exports === 'object') {\n return module.exports = factory;\n } else if (typeof define === 'function' && define.amd) {\n return define([], factory);\n } else {\n return this.penner = factory;\n }\n };\n\n penner = {\n linear: function(t, b, c, d) {\n return c * t / d + b;\n },\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n easeInOutQuad: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t + b;\n } else {\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n }\n },\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n easeOutCubic: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n },\n easeInOutCubic: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n },\n easeInQuart: function(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n },\n easeOutQuart: function(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n },\n easeInOutQuart: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t + b;\n } else {\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n },\n easeInQuint: function(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n },\n easeOutQuint: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n },\n easeInOutQuint: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n },\n easeInSine: function(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n },\n easeOutSine: function(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n },\n easeInOutSine: function(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n },\n easeInExpo: function(t, b, c, d) {\n if (t === 0) {\n return b;\n } else {\n return c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n },\n easeOutExpo: function(t, b, c, d) {\n if (t === d) {\n return b + c;\n } else {\n return c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n },\n easeInOutExpo: function(t, b, c, d) {\n if (t === 0) {\n b;\n }\n if (t === d) {\n b + c;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n } else {\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n },\n easeInCirc: function(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n },\n easeOutCirc: function(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n },\n easeInOutCirc: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n } else {\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n },\n easeInElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n },\n easeOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b;\n },\n easeInOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d / 2) === 2) {\n b + c;\n }\n if (!p) {\n p = d * (.3 * 1.5);\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n if (t < 1) {\n return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n } else {\n return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;\n }\n },\n easeInBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n },\n easeOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n },\n easeInOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b;\n } else {\n return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b;\n }\n },\n easeInBounce: function(t, b, c, d) {\n var v;\n v = penner.easeOutBounce(d - t, 0, c, d);\n return c - v + b;\n },\n easeOutBounce: function(t, b, c, d) {\n if ((t /= d) < 1 / 2.75) {\n return c * (7.5625 * t * t) + b;\n } else if (t < 2 / 2.75) {\n return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b;\n } else if (t < 2.5 / 2.75) {\n return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b;\n } else {\n return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b;\n }\n },\n easeInOutBounce: function(t, b, c, d) {\n var v;\n if (t < d / 2) {\n v = penner.easeInBounce(t * 2, 0, c, d);\n return v * .5 + b;\n } else {\n v = penner.easeOutBounce(t * 2 - d, 0, c, d);\n return v * .5 + c * .5 + b;\n }\n }\n };\n\n umd(penner);\n\n}).call(this);\n","// eslint-disable-next-line\n// @ts-expect-error Penner seems to have no typings.\nimport Penner from 'penner';\n\n/**\n * Returns correct Penner equation using string or Function.\n *\n * @internal\n * @ignore\n * @param {(function|string)} [ease]\n * @param {defaults} default penner equation to use if none is provided\n */\n// eslint-disable-next-line consistent-return\nexport default function ease(ease: any, defaults?: any): any\n{\n if (!ease)\n {\n return Penner[defaults];\n }\n else if (typeof ease === 'function')\n {\n return ease;\n }\n else if (typeof ease === 'string')\n {\n return Penner[ease];\n }\n}\n","import { IPointData, Point } from '@pixi/math';\nimport { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Animate}. */\nexport interface IAnimateOptions\n{\n /** Time to animate */\n time?: number;\n\n /** Position to move the viewport to */\n position?: IPointData;\n\n /**\n * Desired viewport width in world pixels\n *\n * (use instead of scale; aspect ratio is maintained if height is not provided)\n */\n width?: number;\n\n /**\n * Desired viewport height in world pixels\n *\n * (use instead of scale; aspect ratio is maintained if width is not provided)\n */\n height?: number;\n\n /** Scale to change zoom (scale.x = scale.y) */\n scale?: number;\n\n /** Independently change zoom in x-direction */\n scaleX?: number;\n\n /** Independently change zoom in y-direction */\n scaleY?: number;\n\n /** Easing function to use */\n ease?: any;\n\n /** Callback to invoke when the animation completes */\n callbackOnComplete?: (viewport: Viewport) => void;\n\n /** Removes this plugin if interrupted by any user input */\n removeOnInterrupt?: boolean;\n}\n\nconst DEFAULT_ANIMATE_OPTIONS = {\n removeOnInterrupt: false,\n ease: 'linear',\n time: 1000,\n};\n\n/**\n * Animation plugin.\n *\n * @see Viewport#animate\n * @fires animate-end\n */\nexport class Animate extends Plugin\n{\n public readonly options: IAnimateOptions & { ease: any; time: number };\n\n /** The starting x-coordinate of the viewport. */\n protected startX?: number;\n\n /** The starting y-coordinate of the viewport. */\n protected startY?: number;\n\n /** The change in the x-coordinate of the viewport through the animation.*/\n protected deltaX?: number;\n\n /** The change in the y-coordinate of the viewport through the animation. */\n protected deltaY?: number;\n\n /** Marks whether the center of the viewport is preserved in the animation. */\n protected keepCenter!: boolean;\n\n /** The starting viewport width. */\n protected startWidth: number | null = null;\n\n /** The starting viewport height. */\n protected startHeight: number | null = null;\n\n /** The change in the viewport's width through the animation. */\n protected deltaWidth: number | null = null;\n\n /** The change in the viewport's height through the animation. */\n protected deltaHeight: number | null = null;\n\n /** The viewport's width post-animation. */\n protected width: number | null = null;\n\n /** The viewport's height post-animation. */\n protected height: number | null = null;\n\n /** The time since the animation started. */\n protected time = 0;\n\n /**\n * This is called by {@link Viewport.animate}.\n *\n * @param parent\n * @param options\n */\n constructor(parent: Viewport, options: IAnimateOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_ANIMATE_OPTIONS, options);\n this.options.ease = ease(this.options.ease);\n\n this.setupPosition();\n this.setupZoom();\n\n this.time = 0;\n }\n\n /**\n * Setup `startX`, `startY`, `deltaX`, `deltaY`, `keepCenter`.\n *\n * This is called during construction.\n */\n protected setupPosition(): void\n {\n if (typeof this.options.position !== 'undefined')\n {\n this.startX = this.parent.center.x;\n this.startY = this.parent.center.y;\n this.deltaX = this.options.position.x - this.parent.center.x;\n this.deltaY = this.options.position.y - this.parent.center.y;\n this.keepCenter = false;\n }\n else\n {\n this.keepCenter = true;\n }\n }\n\n /**\n * Setup `startWidth, `startHeight`, `deltaWidth, `deltaHeight, `width`, `height`.\n *\n * This is called during construction.\n */\n protected setupZoom(): void\n {\n this.width = null;\n this.height = null;\n\n if (typeof this.options.scale !== 'undefined')\n {\n this.width = this.parent.screenWidth / this.options.scale;\n }\n else if (typeof this.options.scaleX !== 'undefined' || typeof this.options.scaleY !== 'undefined')\n {\n if (typeof this.options.scaleX !== 'undefined')\n {\n // screenSizeInWorldPixels = screenWidth / scale\n this.width = this.parent.screenWidth / this.options.scaleX;\n }\n if (typeof this.options.scaleY !== 'undefined')\n {\n this.height = this.parent.screenHeight / this.options.scaleY;\n }\n }\n else\n {\n if (typeof this.options.width !== 'undefined')\n {\n this.width = this.options.width;\n }\n if (typeof this.options.height !== 'undefined')\n {\n this.height = this.options.height;\n }\n }\n\n if (this.width !== null)\n {\n this.startWidth = this.parent.screenWidthInWorldPixels;\n this.deltaWidth = this.width - this.startWidth;\n }\n if (this.height !== null)\n {\n this.startHeight = this.parent.screenHeightInWorldPixels;\n this.deltaHeight = this.height - this.startHeight;\n }\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('animate');\n }\n\n return false;\n }\n\n public complete(): void\n {\n this.parent.plugins.remove('animate');\n if (this.width !== null)\n {\n this.parent.fitWidth(this.width, this.keepCenter, this.height === null);\n }\n if (this.height !== null)\n {\n this.parent.fitHeight(this.height, this.keepCenter, this.width === null);\n }\n if (!this.keepCenter && this.options.position)\n {\n this.parent.moveCenter(this.options.position);\n }\n\n this.parent.emit('animate-end', this.parent);\n\n if (this.options.callbackOnComplete)\n {\n this.options.callbackOnComplete(this.parent);\n }\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n this.time += elapsed;\n\n const originalZoom = new Point(this.parent.scale.x, this.parent.scale.y);\n\n if (this.time >= this.options.time)\n {\n const originalWidth = this.parent.width;\n const originalHeight = this.parent.height;\n\n this.complete();\n if (originalWidth !== this.parent.width || originalHeight !== this.parent.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n else\n {\n const percent = this.options.ease(this.time, 0, 1, this.options.time);\n\n if (this.width !== null)\n {\n const startWidth = this.startWidth as number;\n const deltaWidth = this.deltaWidth as number;\n\n this.parent.fitWidth(\n startWidth + (deltaWidth * percent),\n this.keepCenter,\n this.height === null);\n }\n if (this.height !== null)\n {\n const startHeight = this.startHeight as number;\n const deltaHeight = this.deltaHeight as number;\n\n this.parent.fitHeight(\n startHeight + (deltaHeight * percent),\n this.keepCenter,\n this.width === null);\n }\n if (this.width === null)\n {\n this.parent.scale.x = this.parent.scale.y;\n }\n else if (this.height === null)\n {\n this.parent.scale.y = this.parent.scale.x;\n }\n if (!this.keepCenter)\n {\n const startX = this.startX as number;\n const startY = this.startY as number;\n const deltaX = this.deltaX as number;\n const deltaY = this.deltaY as number;\n const original = new Point(this.parent.x, this.parent.y);\n\n this.parent.moveCenter(startX + (deltaX * percent), startY + (deltaY * percent));\n this.parent.emit('moved', { viewport: this.parent, original, type: 'animate' });\n }\n if (this.width || this.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n }\n}\n","import { Point, Rectangle } from '@pixi/math';\nimport { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Drag } from './Drag';\nimport type { IDecelerateOptions } from './Decelerate';\nimport type { Pinch } from './Pinch';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Bounce}. */\nexport interface IBounceOptions\n{\n /** \"all\", \"horizontal\", \"vertical\", or combination of \"top\", \"bottom\", \"right\", \"left\" (e.g., 'top-bottom-right') */\n sides?:\n 'all'\n | 'horizontal'\n | 'vertical'\n | string;\n\n /** Friction to apply to decelerate if active */\n friction?: number;\n\n /** Time in ms to finish bounce */\n time?: number;\n\n /** Use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight) */\n bounceBox?: Rectangle | null;\n\n /** Ease function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /** (top/bottom/center and left/right/center, or center) where to place world if too small for screen */\n underflow?: 'center' | string;\n}\n\n/** Bounce state along an axis */\nexport interface IBounceState\n{\n /** Elapsed time since bounce started */\n time: number;\n\n /** Starting coordinate */\n start: number;\n\n /** Change in coordinate through bounce */\n delta: number;\n\n /** Ending coordinate */\n end: number;\n}\n\nconst DEFAULT_BOUNCE_OPTIONS: Required = {\n sides: 'all',\n friction: 0.5,\n time: 150,\n ease: 'easeInOutSine',\n underflow: 'center',\n bounceBox: null\n};\n\n/**\n * @fires bounce-start-x\n * @fires bounce.end-x\n * @fires bounce-start-y\n * @fires bounce-end-y\n * @public\n */\nexport class Bounce extends Plugin\n{\n /** The options passed to initialize this plugin, cannot be modified again. */\n public readonly options: Readonly>;\n\n /** Holds whether to bounce from left side. */\n public readonly left: boolean;\n\n /** Holds whether to bounce from top side. */\n public readonly top: boolean;\n\n /** Holds whether to bounce from right side. */\n public readonly right: boolean;\n\n /** Holds whether to bounce from bottom side. */\n public readonly bottom: boolean;\n\n /** Direction of underflow along x-axis. */\n public readonly underflowX: -1 | 0 | 1;\n\n /** Direction of underflow along y-axis. */\n public readonly underflowY: -1 | 0 | 1;\n\n /** Easing */\n protected ease: any;\n\n /** Bounce state along x-axis */\n protected toX!: IBounceState | null;\n\n /** Bounce state along y-axis */\n protected toY!: IBounceState | null;\n\n /**\n * This is called by {@link Viewport.bounce}.\n */\n constructor(parent: Viewport, options: IBounceOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_BOUNCE_OPTIONS, options);\n this.ease = ease(this.options.ease, 'easeInOutSine');\n\n if (this.options.sides)\n {\n if (this.options.sides === 'all')\n {\n this.top = this.bottom = this.left = this.right = true;\n }\n else if (this.options.sides === 'horizontal')\n {\n this.right = this.left = true;\n this.top = this.bottom = false;\n }\n else if (this.options.sides === 'vertical')\n {\n this.left = this.right = false;\n this.top = this.bottom = true;\n }\n else\n {\n this.top = this.options.sides.indexOf('top') !== -1;\n this.bottom = this.options.sides.indexOf('bottom') !== -1;\n this.left = this.options.sides.indexOf('left') !== -1;\n this.right = this.options.sides.indexOf('right') !== -1;\n }\n }\n else\n {\n this.left = this.top = this.right = this.bottom = false;\n }\n\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n // eslint-disable-next-line no-nested-ternary\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n // eslint-disable-next-line no-nested-ternary\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n }\n\n this.reset();\n }\n\n public isActive(): boolean\n {\n return this.toX !== null || this.toY !== null;\n }\n\n public down(): boolean\n {\n this.toX = this.toY = null;\n\n return false;\n }\n\n public up(): boolean\n {\n this.bounce();\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n this.bounce();\n\n if (this.toX)\n {\n const toX = this.toX;\n\n toX.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-x' });\n\n if (toX.time >= this.options.time)\n {\n this.parent.x = toX.end;\n this.toX = null;\n this.parent.emit('bounce-x-end', this.parent);\n }\n else\n {\n this.parent.x = this.ease(toX.time, toX.start, toX.delta, this.options.time);\n }\n }\n\n if (this.toY)\n {\n const toY = this.toY;\n\n toY.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-y' });\n\n if (toY.time >= this.options.time)\n {\n this.parent.y = toY.end;\n this.toY = null;\n this.parent.emit('bounce-y-end', this.parent);\n }\n else\n {\n this.parent.y = this.ease(toY.time, toY.start, toY.delta, this.options.time);\n }\n }\n }\n\n /** @internal */\n protected calcUnderflowX(): number\n {\n let x: number;\n\n switch (this.underflowX)\n {\n case -1:\n x = 0;\n break;\n case 1:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n\n return x;\n }\n\n /** @internal */\n protected calcUnderflowY(): number\n {\n let y: number;\n\n switch (this.underflowY)\n {\n case -1:\n y = 0;\n break;\n case 1:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n\n return y;\n }\n\n private oob(): Record<'left' | 'right' | 'top' | 'bottom', boolean> & Record<'topLeft' | 'bottomRight', Point>\n {\n const box = this.options.bounceBox;\n\n if (box)\n {\n const x1 = typeof box.x === 'undefined' ? 0 : box.x;\n const y1 = typeof box.y === 'undefined' ? 0 : box.y;\n const width = typeof box.width === 'undefined' ? this.parent.worldWidth : box.width;\n const height = typeof box.height === 'undefined' ? this.parent.worldHeight : box.height;\n\n return {\n left: this.parent.left < x1,\n right: this.parent.right > width,\n top: this.parent.top < y1,\n bottom: this.parent.bottom > height,\n topLeft: new Point(\n x1 * this.parent.scale.x,\n y1 * this.parent.scale.y\n ),\n bottomRight: new Point(\n (width * this.parent.scale.x) - this.parent.screenWidth,\n (height * this.parent.scale.y) - this.parent.screenHeight\n )\n };\n }\n\n return {\n left: this.parent.left < 0,\n right: this.parent.right > this.parent.worldWidth,\n top: this.parent.top < 0,\n bottom: this.parent.bottom > this.parent.worldHeight,\n topLeft: new Point(0, 0),\n bottomRight: new Point(\n (this.parent.worldWidth * this.parent.scale.x) - this.parent.screenWidth,\n (this.parent.worldHeight * this.parent.scale.y) - this.parent.screenHeight\n )\n };\n }\n\n public bounce(): void\n {\n if (this.paused)\n {\n return;\n }\n\n let oob;\n let decelerate: undefined | null | {\n percentChangeX?: number;\n percentChangeY?: number;\n x?: number;\n y?: number;\n options?: IDecelerateOptions\n } = this.parent.plugins.get('decelerate', true) as any;\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n if ((decelerate.x && decelerate.percentChangeX === decelerate.options?.friction)\n || (decelerate.y && decelerate.percentChangeY === decelerate.options?.friction))\n {\n oob = this.oob();\n if ((oob.left && this.left) || (oob.right && this.right))\n {\n decelerate.percentChangeX = this.options.friction;\n }\n if ((oob.top && this.top) || (oob.bottom && this.bottom))\n {\n decelerate.percentChangeY = this.options.friction;\n }\n }\n }\n const drag: Partial = this.parent.plugins.get('drag', true) || {};\n const pinch: Partial = this.parent.plugins.get('pinch', true) || {};\n\n decelerate = decelerate || {};\n\n if (!drag?.active && !pinch?.active && ((!this.toX || !this.toY) && (!decelerate.x || !decelerate.y)))\n {\n oob = oob || this.oob();\n const topLeft = oob.topLeft;\n const bottomRight = oob.bottomRight;\n\n if (!this.toX && !decelerate.x)\n {\n let x = null;\n\n if (oob.left && this.left)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -topLeft.x;\n }\n else if (oob.right && this.right)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -bottomRight.x;\n }\n if (x !== null && this.parent.x !== x)\n {\n this.toX = { time: 0, start: this.parent.x, delta: x - this.parent.x, end: x };\n this.parent.emit('bounce-x-start', this.parent);\n }\n }\n if (!this.toY && !decelerate.y)\n {\n let y = null;\n\n if (oob.top && this.top)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -topLeft.y;\n }\n else if (oob.bottom && this.bottom)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -bottomRight.y;\n }\n if (y !== null && this.parent.y !== y)\n {\n this.toY = { time: 0, start: this.parent.y, delta: y - this.parent.y, end: y };\n this.parent.emit('bounce-y-start', this.parent);\n }\n }\n }\n }\n\n public reset(): void\n {\n this.toX = this.toY = null;\n this.bounce();\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\n\n/**\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of the world offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight]\n * eg: to allow the world to be completely dragged offscreen, set\n * [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) =\n * the world is stuck to the appropriate boundaries\n *\n */\nexport interface IClampOptions\n{\n /**\n * Clamp left; true = 0\n *\n * @default false\n */\n left?: number | boolean | null;\n\n /**\n * Clamp top; true = 0\n *\n * @default false\n */\n top?: number | boolean | null;\n\n /**\n * Clamp right; true = viewport.worldWidth\n *\n * @default false\n */\n right?: number | boolean | null;\n\n /**\n * Clamp bottom; true = viewport.worldHeight\n *\n * @default false\n */\n bottom?: number | boolean | null;\n\n /**\n * (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight]; replaces left/right/top/bottom if set\n *\n * @default null\n */\n direction?: 'all' | 'x' | 'y' | null;\n\n /**\n * Where to place world if too small for screen (e.g., top-right, center, none, bottomleft)\n *\n * @default 'center'\n */\n underflow?: 'center' | string;\n}\n\nconst DEFAULT_CLAMP_OPTIONS: Required = {\n left: false,\n right: false,\n top: false,\n bottom: false,\n direction: null,\n underflow: 'center'\n};\n\n/**\n * Plugin to clamp the viewport to a specific world bounding box.\n *\n * @public\n */\nexport class Clamp extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Required;\n\n /** Last state of viewport */\n protected last: {\n x: number | null;\n y: number | null;\n scaleX: number | null;\n scaleY: number | null;\n };\n\n protected noUnderflow!: boolean;\n protected underflowX!: -1 | 0 | 1;\n protected underflowY!: -1 | 0 | 1;\n\n /**\n * This is called by {@link Viewport.clamp}.\n */\n constructor(parent: Viewport, options : IClampOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_OPTIONS, options);\n\n if (this.options.direction)\n {\n this.options.left = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.right = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.top = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n this.options.bottom = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n }\n\n this.parseUnderflow();\n this.last = { x: null, y: null, scaleX: null, scaleY: null };\n this.update();\n }\n\n private parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'none')\n {\n this.noUnderflow = true;\n }\n else if (clamp === 'center')\n {\n this.underflowX = this.underflowY = 0;\n this.noUnderflow = false;\n }\n else\n {\n // eslint-disable-next-line no-nested-ternary\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n // eslint-disable-next-line no-nested-ternary\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n this.noUnderflow = false;\n }\n }\n\n public move(): boolean\n {\n this.update();\n\n return false;\n }\n\n public update(): void\n {\n if (this.paused)\n {\n return;\n }\n\n // only clamp on change\n if (this.parent.x === this.last.x\n && this.parent.y === this.last.y\n && this.parent.scale.x === this.last.scaleX\n && this.parent.scale.y === this.last.scaleY)\n {\n return;\n }\n const original = { x: this.parent.x, y: this.parent.y };\n // TODO: Fix\n const decelerate: any = (this.parent.plugins as any).decelerate || {};\n\n if (this.options.left !== null || this.options.right !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n if (this.parent.x !== 0)\n {\n this.parent.x = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.x !== this.parent.screenWidth - this.parent.screenWorldWidth)\n {\n this.parent.x = this.parent.screenWidth - this.parent.screenWorldWidth;\n moved = true;\n }\n break;\n default:\n if (this.parent.x !== (this.parent.screenWidth - this.parent.screenWorldWidth) / 2)\n {\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.left !== null)\n {\n if (this.parent.left < (this.options.left === true ? 0 : this.options.left))\n {\n this.parent.x = -(this.options.left === true ? 0 : this.options.left) * this.parent.scale.x;\n decelerate.x = 0;\n moved = true;\n }\n }\n if (this.options.right !== null)\n {\n if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right))\n {\n this.parent.x = (-(this.options.right === true ? this.parent.worldWidth : this.options.right)\n * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-x' });\n }\n }\n if (this.options.top !== null || this.options.bottom !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n if (this.parent.y !== 0)\n {\n this.parent.y = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.y !== this.parent.screenHeight - this.parent.screenWorldHeight)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n moved = true;\n }\n break;\n default:\n if (this.parent.y !== (this.parent.screenHeight - this.parent.screenWorldHeight) / 2)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.top !== null)\n {\n if (this.parent.top < (this.options.top === true ? 0 : this.options.top))\n {\n this.parent.y = -(this.options.top === true ? 0 : this.options.top)\n * this.parent.scale.y;\n decelerate.y = 0;\n moved = true;\n }\n }\n if (this.options.bottom !== null)\n {\n if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom))\n {\n this.parent.y = (-(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)\n * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-y' });\n }\n }\n this.last.x = this.parent.x;\n this.last.y = this.parent.y;\n this.last.scaleX = this.parent.scale.x;\n this.last.scaleY = this.parent.scale.y;\n }\n\n public reset(): void\n {\n this.update();\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\n\n/**\n * Options for {@link ClampZoom}.\n *\n * Use either minimum width/height or minimum scale\n */\nexport interface IClampZoomOptions\n{\n /** Minimum width */\n minWidth?: number | null;\n\n /** Minimum height */\n minHeight?: number | null;\n\n /** Maximum width */\n maxWidth?: number | null;\n\n /** Maximum height */\n maxHeight?: number | null;\n\n /** Minimum scale */\n minScale?: number | null | IScale;\n\n /** Maximum scale */\n maxScale?: number | null | IScale;\n}\n\nconst DEFAULT_CLAMP_ZOOM_OPTIONS: Required = {\n minWidth: null,\n minHeight: null,\n maxWidth: null,\n maxHeight: null,\n minScale: null,\n maxScale: null\n};\n\n/**\n * Plugin to clamp the viewport's zoom to a specific range.\n *\n * @public\n */\nexport class ClampZoom extends Plugin\n{\n public readonly options: Required;\n\n /**\n * This is called by {@link Viewport.clampZoom}.\n */\n constructor(parent: Viewport, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_ZOOM_OPTIONS, options);\n\n this.clamp();\n }\n\n public resize(): void\n {\n this.clamp();\n }\n\n /** Clamp the viewport scale zoom) */\n public clamp(): void\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.options.minWidth || this.options.minHeight || this.options.maxWidth || this.options.maxHeight)\n {\n let width = this.parent.worldScreenWidth;\n let height = this.parent.worldScreenHeight;\n\n if (this.options.minWidth !== null && width < this.options.minWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.minWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxWidth !== null && width > this.options.maxWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.maxWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.minHeight !== null && height < this.options.minHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.minHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxHeight !== null && height > this.options.maxHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.maxHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n else\n if (this.options.minScale || this.options.maxScale)\n {\n const minScale: IScale = { x: null, y: null };\n const maxScale: IScale = { x: null, y: null };\n\n if (typeof this.options.minScale === 'number')\n {\n minScale.x = this.options.minScale;\n minScale.y = this.options.minScale;\n }\n else if (this.options.minScale !== null)\n {\n const optsMinScale = this.options.minScale as IScale;\n\n minScale.x = typeof optsMinScale.x === 'undefined' ? null : optsMinScale.x;\n minScale.y = typeof optsMinScale.y === 'undefined' ? null : optsMinScale.y;\n }\n\n if (typeof this.options.maxScale === 'number')\n {\n maxScale.x = this.options.maxScale;\n maxScale.y = this.options.maxScale;\n }\n else if (this.options.maxScale !== null)\n {\n const optsMaxScale = this.options.maxScale as IScale;\n\n maxScale.x = typeof optsMaxScale.x === 'undefined' ? null : optsMaxScale.x;\n maxScale.y = typeof optsMaxScale.y === 'undefined' ? null : optsMaxScale.y;\n }\n\n let scaleX = this.parent.scale.x;\n let scaleY = this.parent.scale.y;\n\n if (minScale.x !== null && scaleX < minScale.x)\n {\n scaleX = minScale.x;\n }\n if (maxScale.x !== null && scaleX > maxScale.x)\n {\n scaleX = maxScale.x;\n }\n if (minScale.y !== null && scaleY < minScale.y)\n {\n scaleY = minScale.y;\n }\n if (maxScale.y !== null && scaleY > maxScale.y)\n {\n scaleY = maxScale.y;\n }\n if (scaleX !== this.parent.scale.x || scaleY !== this.parent.scale.y)\n {\n this.parent.scale.set(scaleX, scaleY);\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n }\n\n public reset(): void\n {\n this.clamp();\n }\n}\n\n/** This allows independent x and y values for min/maxScale */\nexport interface IScale\n{\n x: null | number\n y: null | number\n}\n","import { Plugin } from './Plugin';\n\nimport type { Point } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\nexport interface IDecelerateOptions\n{\n /**\n * Percent to decelerate after movement. This should be between 0 and 1, exclusive.\n *\n * @default 0.95\n */\n friction?: number;\n\n /**\n * Percent to decelerate when past boundaries (only applicable when viewport.bounce() is active)\n *\n * @default 0.8\n */\n bounce?: number;\n\n /**\n * Minimum velocity before stopping/reversing acceleration\n *\n * @default 0.01\n */\n minSpeed?: number;\n}\n\n/** Viewport position snapshot that's saved by {@link DeceleratePlugin} to estimate panning velocity. */\nexport interface IDecelerateSnapshot\n{\n /** x-coordinate of the viewport. */\n x: number;\n\n /** y-coordinate of the viewport. */\n y: number;\n\n /** Time at which this snapshot was taken. */\n time: number;\n}\n\nconst DEFAULT_DECELERATE_OPTIONS: Required = {\n friction: 0.98,\n bounce: 0.8,\n minSpeed: 0.01\n};\n\n/**\n * Time period of decay (1 frame)\n *\n * @internal\n * @ignore\n */\nconst TP = 16;\n\n/**\n * Plugin to decelerate viewport velocity smoothly after panning ends.\n *\n * @public\n */\nexport class Decelerate extends Plugin\n{\n /** Options used to initialize this plugin. */\n public readonly options: Required;\n\n /**\n * x-component of the velocity of viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n public x!: number | null;\n\n /**\n * y-component of the velocity of the viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n public y!: number | null;\n\n /**\n * The decay factor for the x-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n public percentChangeX!: number;\n\n /**\n * The decay factor for the y-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n public percentChangeY!: number;\n\n /** Saved list of recent viewport position snapshots, to estimate velocity. */\n protected saved: Array;\n\n /** The time since the user released panning of the viewport. */\n protected timeSinceRelease: number;\n\n /**\n * This is called by {@link Viewport.decelerate}.\n */\n constructor(parent: Viewport, options: IDecelerateOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DECELERATE_OPTIONS, options);\n this.saved = [];\n this.timeSinceRelease = 0;\n\n this.reset();\n this.parent.on('moved', (data) => this.moved(data));\n }\n\n public down(): boolean\n {\n this.saved = [];\n this.x = this.y = null;\n\n return false;\n }\n\n public isActive(): boolean\n {\n return !!(this.x || this.y);\n }\n\n public move(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n this.saved.push({ x: this.parent.x, y: this.parent.y, time: performance.now() });\n\n if (this.saved.length > 60)\n {\n this.saved.splice(0, 30);\n }\n }\n\n // Silently recording viewport positions\n return false;\n }\n\n /** Listener to viewport's \"moved\" event. */\n protected moved(data: { type: 'clamp-x' | 'clamp-y'; original: Point }): void\n {\n if (this.saved.length)\n {\n const last = this.saved[this.saved.length - 1];\n\n if (data.type === 'clamp-x')\n {\n if (last.x === data.original.x)\n {\n last.x = this.parent.x;\n }\n }\n else if (data.type === 'clamp-y')\n {\n if (last.y === data.original.y)\n {\n last.y = this.parent.y;\n }\n }\n }\n }\n\n public up(): boolean\n {\n if (this.parent.input.count() === 0 && this.saved.length)\n {\n const now = performance.now();\n\n for (const save of this.saved)\n {\n if (save.time >= now - 100)\n {\n const time = now - save.time;\n\n this.x = (this.parent.x - save.x) / time;\n this.y = (this.parent.y - save.y) / time;\n this.percentChangeX = this.percentChangeY = this.options.friction;\n this.timeSinceRelease = 0;\n break;\n }\n }\n }\n\n return false;\n }\n\n /**\n * Manually activate deceleration, starting from the (x, y) velocity components passed in the options.\n *\n * @param {object} options\n * @param {number} [options.x] - Specify x-component of initial velocity.\n * @param {number} [options.y] - Specify y-component of initial velocity.\n */\n public activate(options: { x?: number; y?: number; }): void\n {\n options = options || {};\n\n if (typeof options.x !== 'undefined')\n {\n this.x = options.x;\n this.percentChangeX = this.options.friction;\n }\n if (typeof options.y !== 'undefined')\n {\n this.y = options.y;\n this.percentChangeY = this.options.friction;\n }\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n /*\n * See https://github.com/davidfig/pixi-viewport/issues/271 for math.\n *\n * The viewport velocity (this.x, this.y) decays exponentially by the the decay factor\n * (this.percentChangeX, this.percentChangeY) each frame. This velocity function is integrated\n * to calculate the displacement.\n */\n\n const moved = this.x || this.y;\n\n const ti = this.timeSinceRelease;\n const tf = this.timeSinceRelease + elapsed;\n\n if (this.x)\n {\n const k = this.percentChangeX;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport x-coordinate.\n this.parent.x += ((this.x * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on x-component of velocity\n this.x *= Math.pow(this.percentChangeX, elapsed / TP);\n }\n if (this.y)\n {\n const k = this.percentChangeY;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport y-coordinate.\n this.parent.y += ((this.y * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on y-component of velocity\n this.y *= Math.pow(this.percentChangeY, elapsed / TP);\n }\n\n this.timeSinceRelease += elapsed;\n\n // End decelerate velocity once it goes under a certain amount of precision.\n if (this.x && this.y)\n {\n if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed)\n {\n this.x = 0;\n this.y = 0;\n }\n }\n else\n {\n if (Math.abs(this.x || 0) < this.options.minSpeed)\n {\n this.x = 0;\n }\n if (Math.abs(this.y || 0) < this.options.minSpeed)\n {\n this.y = 0;\n }\n }\n\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, type: 'decelerate' });\n }\n }\n\n public reset(): void\n {\n this.x = this.y = null;\n }\n}\n","import { Point } from '@pixi/math';\nimport { Plugin } from './Plugin';\n\nimport type { Decelerate } from './Decelerate';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { IPointData } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Drag}. */\nexport interface IDragOptions\n{\n /**\n * direction to drag\n *\n * @default \"all\"\n */\n direction?: string;\n\n /**\n * whether click to drag is active\n *\n * @default true\n */\n pressDrag?: boolean;\n\n /**\n * Use wheel to scroll in direction (unless wheel plugin is active)\n *\n * @default true\n */\n wheel?: boolean;\n\n /**\n * number of pixels to scroll with each wheel spin\n *\n * @default 1\n */\n wheelScroll?: number;\n\n /**\n * reverse the direction of the wheel scroll\n *\n * @default false\n */\n reverse?: boolean;\n\n /**\n * clamp wheel(to avoid weird bounce with mouse wheel). Can be 'x' or 'y' or `true`.\n *\n * @default false\n */\n clampWheel?: boolean | string;\n\n /**\n * where to place world if too small for screen\n *\n * @default \"center\"\n */\n underflow?: string;\n\n /**\n * factor to multiply drag to increase the speed of movement\n *\n * @default 1\n */\n factor?: number;\n\n /**\n * Changes which mouse buttons trigger drag.\n *\n * Use: 'all', 'left', right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * `viewport.options.disableOnContextMenu` if you want to use right-click dragging.\n *\n * @default \"all\"\n */\n mouseButtons?: 'all' | string;\n\n /**\n * Array containing {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of\n * keys that can be pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n *\n * @default null\n */\n keyToPress?: string[] | null;\n\n /**\n * Ignore keyToPress for touch events.\n *\n * @default false\n */\n ignoreKeyToPressOnTouch?: boolean;\n\n /**\n * Scaling factor for non-DOM_DELTA_PIXEL scrolling events.\n *\n * @default 20\n */\n lineHeight?: number;\n\n /**\n * Swap x and y axes when scrolling.\n *\n * @default false\n */\n wheelSwapAxes?: boolean;\n}\n\nconst DEFAULT_DRAG_OPTIONS: Required = {\n direction: 'all',\n pressDrag: true,\n wheel: true,\n wheelScroll: 1,\n reverse: false,\n clampWheel: false,\n underflow: 'center',\n factor: 1,\n mouseButtons: 'all',\n keyToPress: null,\n ignoreKeyToPressOnTouch: false,\n lineHeight: 20,\n wheelSwapAxes: false,\n};\n\n/**\n * Plugin to enable panning/dragging of the viewport to move around.\n *\n * @public\n */\nexport class Drag extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Readonly>;\n\n /** Flags when viewport is moving. */\n protected moved: boolean;\n\n /** Factor to apply from {@link IDecelerateOptions}'s reverse. */\n protected reverse: 1 | -1;\n\n /** Holds whether dragging is enabled along the x-axis. */\n protected xDirection: boolean;\n\n /** Holds whether dragging is enabled along the y-axis. */\n protected yDirection: boolean;\n\n /** Flags whether the keys required to drag are pressed currently. */\n protected keyIsPressed: boolean;\n\n /** Holds whether the left, center, and right buttons are required to pan. */\n protected mouse!: [boolean, boolean, boolean];\n\n /** Underflow factor along x-axis */\n protected underflowX!: -1 | 0 | 1;\n\n /** Underflow factor along y-axis */\n protected underflowY!: -1 | 0 | 1;\n\n /** Last pointer position while panning. */\n protected last?: IPointData | null;\n\n /** The ID of the pointer currently panning the viewport. */\n protected current?: number;\n\n /** Array of event-handlers for window */\n private windowEventHandlers: Array<{event: string, handler: (e: any) => void}> = new Array();\n\n /**\n * This is called by {@link Viewport.drag}.\n */\n constructor(parent: Viewport, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options);\n this.moved = false;\n this.reverse = this.options.reverse ? 1 : -1;\n this.xDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'x';\n this.yDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'y';\n this.keyIsPressed = false;\n\n this.parseUnderflow();\n this.mouseButtons(this.options.mouseButtons);\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger drag event\n */\n protected handleKeyPresses(codes: string[]): void\n {\n const keydownHandler = (e: KeyboardEvent) => {\n if (codes.includes(e.code))\n { this.keyIsPressed = true; }\n }\n\n const keyupHandler = (e: KeyboardEvent) => {\n if (codes.includes(e.code))\n { this.keyIsPressed = false; }\n }\n\n this.addWindowEventHandler(\"keyup\", keyupHandler);\n this.addWindowEventHandler(\"keydown\", keydownHandler);\n }\n\n private addWindowEventHandler(event: string, handler: (e: any) => void): void\n {\n window.addEventListener(event, handler);\n this.windowEventHandlers.push({event, handler});\n }\n\n public override destroy(): void\n {\n this.windowEventHandlers.forEach(({event, handler}) => {\n window.removeEventListener(event, handler);\n })\n }\n\n /**\n * initialize mousebuttons array\n * @param {string} buttons\n */\n protected mouseButtons(buttons: string): void\n {\n if (!buttons || buttons === 'all')\n {\n this.mouse = [true, true, true];\n }\n else\n {\n this.mouse = [\n buttons.indexOf('left') !== -1,\n buttons.indexOf('middle') !== -1,\n buttons.indexOf('right') !== -1\n ];\n }\n }\n\n protected parseUnderflow(): void\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n if (clamp.includes('left'))\n {\n this.underflowX = -1;\n }\n else if (clamp.includes('right'))\n {\n this.underflowX = 1;\n }\n else\n {\n this.underflowX = 0;\n }\n if (clamp.includes('top'))\n {\n this.underflowY = -1;\n }\n else if (clamp.includes('bottom'))\n {\n this.underflowY = 1;\n }\n else\n {\n this.underflowY = 0;\n }\n }\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n protected checkButtons(event: InteractionEvent): boolean\n {\n const isMouse = event.data.pointerType === 'mouse';\n const count = this.parent.input.count();\n\n if ((count === 1) || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n if (!isMouse || this.mouse[event.data.button])\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n protected checkKeyPress(event: InteractionEvent): boolean\n {\n return (!this.options.keyToPress\n || this.keyIsPressed\n || (this.options.ignoreKeyToPressOnTouch && event.data.pointerType === 'touch'));\n }\n\n public down(event: InteractionEvent): boolean\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.checkButtons(event) && this.checkKeyPress(event))\n {\n this.last = { x: event.data.global.x, y: event.data.global.y };\n this.current = event.data.pointerId;\n\n return true;\n }\n this.last = null;\n\n return false;\n }\n\n get active(): boolean\n {\n return this.moved;\n }\n\n public move(event: InteractionEvent): boolean\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.last && this.current === event.data.pointerId)\n {\n const x = event.data.global.x;\n const y = event.data.global.y;\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n const distX = x - this.last.x;\n const distY = y - this.last.y;\n\n if (this.moved\n || ((this.xDirection && this.parent.input.checkThreshold(distX))\n || (this.yDirection && this.parent.input.checkThreshold(distY))))\n {\n const newPoint = { x, y };\n\n if (this.xDirection)\n {\n this.parent.x += (newPoint.x - this.last.x) * this.options.factor;\n }\n if (this.yDirection)\n {\n this.parent.y += (newPoint.y - this.last.y) * this.options.factor;\n }\n this.last = newPoint;\n if (!this.moved)\n {\n this.parent.emit('drag-start', {\n event,\n screen: new Point(this.last.x, this.last.y),\n world: this.parent.toWorld(new Point(this.last.x, this.last.y)),\n viewport: this.parent\n });\n }\n this.moved = true;\n this.parent.emit('moved', { viewport: this.parent, type: 'drag' });\n\n return true;\n }\n }\n else\n {\n this.moved = false;\n }\n }\n\n return false;\n }\n\n public up(event: InteractionEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n const touches = this.parent.input.touches;\n\n if (touches.length === 1)\n {\n const pointer = touches[0];\n\n if (pointer.last)\n {\n this.last = { x: pointer.last.x, y: pointer.last.y };\n this.current = pointer.id;\n }\n this.moved = false;\n\n return true;\n }\n else if (this.last)\n {\n if (this.moved)\n {\n const screen = new Point(this.last.x, this.last.y);\n\n this.parent.emit('drag-end', {\n event, screen,\n world: this.parent.toWorld(screen),\n viewport: this.parent,\n });\n this.last = null;\n this.moved = false;\n\n return true;\n }\n }\n\n return false;\n }\n\n public wheel(event: WheelEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n if (this.options.wheel)\n {\n const wheel = this.parent.plugins.get('wheel', true);\n\n if (!wheel || (!wheel.options.wheelZoom && !event.ctrlKey))\n {\n const step = event.deltaMode ? this.options.lineHeight : 1;\n\n const deltas = [event.deltaX, event.deltaY];\n const [deltaX, deltaY] = this.options.wheelSwapAxes ? deltas.reverse() : deltas;\n\n if (this.xDirection)\n {\n this.parent.x += deltaX * step * this.options.wheelScroll * this.reverse;\n }\n if (this.yDirection)\n {\n this.parent.y += deltaY * step * this.options.wheelScroll * this.reverse;\n }\n if (this.options.clampWheel)\n {\n this.clamp();\n }\n this.parent.emit('wheel-scroll', this.parent);\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n if (!this.parent.options.passiveWheel)\n {\n event.preventDefault();\n }\n if (this.parent.options.stopPropagation)\n {\n event.stopPropagation();\n }\n\n return true;\n }\n }\n\n return false;\n }\n\n public resume(): void\n {\n this.last = null;\n this.paused = false;\n }\n\n public clamp(): void\n {\n const decelerate: Partial = this.parent.plugins.get('decelerate', true) || {};\n\n if (this.options.clampWheel !== 'y')\n {\n if (this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n this.parent.x = 0;\n break;\n case 1:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n }\n else\n if (this.parent.left < 0)\n {\n this.parent.x = 0;\n decelerate.x = 0;\n }\n else if (this.parent.right > this.parent.worldWidth)\n {\n this.parent.x = (-this.parent.worldWidth * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n }\n }\n if (this.options.clampWheel !== 'x')\n {\n if (this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n this.parent.y = 0;\n break;\n case 1:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n }\n else\n {\n if (this.parent.top < 0)\n {\n this.parent.y = 0;\n decelerate.y = 0;\n }\n if (this.parent.bottom > this.parent.worldHeight)\n {\n this.parent.y = (-this.parent.worldHeight * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n }\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { DisplayObject } from '@pixi/display';\nimport type { IPointData } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Follow}. */\nexport interface IFollowOptions\n{\n /**\n * Speed to follow in px/frame (0 = teleport to location)\n *\n * @default 9\n */\n speed?: number;\n\n /**\n * Set acceleration to accelerate and decelerate at this rate; speed cannot be 0 to use acceleration\n *\n * @default null\n */\n acceleration?: number | null;\n\n /**\n * Radius (in world coordinates) of center circle where movement is allowed without moving the viewport\n *\n * @default null\n */\n radius?: number | null;\n}\n\nconst DEFAULT_FOLLOW_OPTIONS: Required = {\n speed: 0,\n acceleration: null,\n radius: null\n};\n\n/**\n * Plugin to follow a display-object.\n *\n * @see Viewport.follow\n * @public\n */\nexport class Follow extends Plugin\n{\n /** The options used to initialize this plugin. */\n public readonly options: Required;\n\n /** The target this plugin will make the viewport follow. */\n public target: DisplayObject;\n\n /** The velocity provided the viewport by following, at the current time. */\n protected velocity: IPointData;\n\n /**\n * This is called by {@link Viewport.follow}.\n *\n * @param parent\n * @param target - target to follow\n * @param options\n */\n constructor(parent: Viewport, target: DisplayObject, options: IFollowOptions = {})\n {\n super(parent);\n\n this.target = target;\n this.options = Object.assign({}, DEFAULT_FOLLOW_OPTIONS, options);\n this.velocity = { x: 0, y: 0 };\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n const center = this.parent.center;\n let toX = this.target.x;\n let toY = this.target.y;\n\n if (this.options.radius)\n {\n const distance = Math.sqrt(Math.pow(this.target.y - center.y, 2) + Math.pow(this.target.x - center.x, 2));\n\n if (distance > this.options.radius)\n {\n const angle = Math.atan2(this.target.y - center.y, this.target.x - center.x);\n\n toX = this.target.x - (Math.cos(angle) * this.options.radius);\n toY = this.target.y - (Math.sin(angle) * this.options.radius);\n }\n else\n {\n return;\n }\n }\n\n const deltaX = toX - center.x;\n const deltaY = toY - center.y;\n\n if (deltaX || deltaY)\n {\n if (this.options.speed)\n {\n if (this.options.acceleration)\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const distance = Math.sqrt(Math.pow(deltaX, 2) + Math.pow(deltaY, 2));\n\n if (distance)\n {\n const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2))\n / (2 * this.options.acceleration);\n\n if (distance > decelerationDistance)\n {\n this.velocity = {\n x: Math.min(this.velocity.x + (this.options.acceleration * elapsed, this.options.speed)),\n y: Math.min(this.velocity.y + (this.options.acceleration * elapsed, this.options.speed))\n };\n }\n else\n {\n this.velocity = {\n x: Math.max(this.velocity.x - (this.options.acceleration * this.options.speed), 0),\n y: Math.max(this.velocity.y - (this.options.acceleration * this.options.speed), 0)\n };\n }\n const changeX = Math.cos(angle) * this.velocity.x;\n const changeY = Math.sin(angle) * this.velocity.y;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const changeX = Math.cos(angle) * this.options.speed;\n const changeY = Math.sin(angle) * this.options.speed;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n this.parent.moveCenter(toX, toY);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\nimport type { InteractionEvent } from '@pixi/interaction';\n\n/** Insets for mouse edges scrolling regions */\nexport interface IMouseEdgesInsets\n{\n /** Distance from center of screen in screen pixels */\n radius?: number | null;\n\n /** Distance from all sides in screen pixels */\n distance?: number | null;\n\n /** Alternatively, set top distance (leave unset for no top scroll) */\n top?: number | null;\n\n /** Alternatively, set bottom distance (leave unset for no top scroll) */\n bottom?: number | null;\n\n /** Alternatively, set left distance (leave unset for no top scroll) */\n left?: number | null;\n\n /** Alternatively, set right distance (leave unset for no top scroll) */\n right?: number | null;\n}\n\n/** Options for {@link MouseEdges}. */\nexport interface IMouseEdgesOptions extends IMouseEdgesInsets\n{\n /** Speed in pixels/frame to scroll viewport */\n speed?: number;\n\n /** Reverse direction of scroll */\n reverse?: boolean;\n\n /** Don't use decelerate plugin even if it's installed */\n noDecelerate?: boolean;\n\n /**\n * If using radius, use linear movement (+/- 1, +/- 1) instead of angled movement.\n *\n * (Math.cos(angle from center), Math.sin(angle from center))\n */\n linear?: boolean;\n\n /** Allows plugin to continue working even when there's a `mousedown` event. */\n allowButtons?: boolean;\n}\n\nconst MOUSE_EDGES_OPTIONS: Required = {\n radius: null,\n distance: null,\n top: null,\n bottom: null,\n left: null,\n right: null,\n speed: 8,\n reverse: false,\n noDecelerate: false,\n linear: false,\n allowButtons: false,\n};\n\n/**\n * Scroll viewport when mouse hovers near one of the edges.\n *\n * @event mouse-edge-start(Viewport) emitted when mouse-edge starts\n * @event mouse-edge-end(Viewport) emitted when mouse-edge ends\n */\nexport class MouseEdges extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Readonly>;\n\n /** Factor from reverse option. */\n protected readonly reverse: -1 | 1;\n\n /** Radius squared */\n protected readonly radiusSquared: number | null;\n\n /** Scroll region size on the left side. */\n protected left!: number | null;\n\n /** Scroll region size on the top size. */\n protected top!: number | null;\n\n /** Scroll region size on the right side. */\n protected right!: number | null;\n\n /** Scroll region size on the bottom side. */\n protected bottom!: number | null;\n\n protected horizontal?: number | null;\n\n protected vertical?: number | null;\n\n /**\n * This is called by {@link Viewport.mouseEdges}.\n */\n constructor(parent: Viewport, options: IMouseEdgesOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, MOUSE_EDGES_OPTIONS, options);\n this.reverse = this.options.reverse ? 1 : -1;\n this.radiusSquared = typeof this.options.radius === 'number' ? Math.pow(this.options.radius, 2) : null;\n\n this.resize();\n }\n\n public resize(): void\n {\n const distance = this.options.distance;\n\n if (distance !== null)\n {\n this.left = distance;\n this.top = distance;\n this.right = this.parent.screenWidth - distance;\n this.bottom = this.parent.screenHeight - distance;\n }\n else if (!this.options.radius)\n {\n this.left = this.options.left;\n this.top = this.options.top;\n this.right = this.options.right === null ? null : this.parent.screenWidth - this.options.right;\n this.bottom = this.options.bottom === null ? null : this.parent.screenHeight - this.options.bottom;\n }\n }\n\n public down(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if (!this.options.allowButtons)\n {\n this.horizontal = this.vertical = null;\n }\n\n return false;\n }\n\n public move(event: InteractionEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if ((event.data.pointerType !== 'mouse' && event.data.identifier !== 1)\n || (!this.options.allowButtons && event.data.buttons !== 0))\n {\n return false;\n }\n\n const x = event.data.global.x;\n const y = event.data.global.y;\n\n if (this.radiusSquared)\n {\n const center = this.parent.toScreen(this.parent.center);\n const distance = Math.pow(center.x - x, 2) + Math.pow(center.y - y, 2);\n\n if (distance >= this.radiusSquared)\n {\n const angle = Math.atan2(center.y - y, center.x - x);\n\n if (this.options.linear)\n {\n this.horizontal = Math.round(Math.cos(angle)) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.round(Math.sin(angle)) * this.options.speed * this.reverse * (60 / 1000);\n }\n else\n {\n this.horizontal = Math.cos(angle) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.sin(angle) * this.options.speed * this.reverse * (60 / 1000);\n }\n }\n else\n {\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n\n this.horizontal = this.vertical = 0;\n }\n }\n else\n {\n if (this.left !== null && x < this.left)\n {\n this.horizontal = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.right !== null && x > this.right)\n {\n this.horizontal = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateHorizontal();\n this.horizontal = 0;\n }\n if (this.top !== null && y < this.top)\n {\n this.vertical = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.bottom !== null && y > this.bottom)\n {\n this.vertical = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateVertical();\n this.vertical = 0;\n }\n }\n\n return false;\n }\n\n private decelerateHorizontal(): void\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.horizontal && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ x: (this.horizontal * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n private decelerateVertical(): void\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.vertical && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ y: (this.vertical * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n public up(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n this.horizontal = this.vertical = null;\n\n return false;\n }\n\n public update(): void\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.horizontal || this.vertical)\n {\n const center = this.parent.center;\n\n if (this.horizontal)\n {\n center.x += this.horizontal * this.options.speed;\n }\n if (this.vertical)\n {\n center.y += this.vertical * this.options.speed;\n }\n\n this.parent.moveCenter(center);\n this.parent.emit('moved', { viewport: this.parent, type: 'mouse-edges' });\n }\n }\n}\n","import { Plugin } from './Plugin';\nimport { Point } from '@pixi/math';\n\nimport type { IPointData } from '@pixi/math';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { IViewportTouch } from '../InputManager';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Pinch}. */\nexport interface IPinchOptions\n{\n /** Disable two-finger dragging. */\n noDrag?: boolean;\n\n /**\n * Percent to modify pinch speed.\n *\n * @default 1\n */\n percent?: number;\n\n /**\n * Factor to multiply two-finger drag to increase speed of movement\n *\n * @default 1\n */\n factor?: number;\n\n /** Place this point at center during zoom instead of center of two fingers */\n center?: Point | null;\n\n /** Axis to zoom */\n axis?: 'all' | 'x' | 'y';\n}\n\nconst DEFAULT_PINCH_OPTIONS: Required = {\n noDrag: false,\n percent: 1,\n center: null,\n factor: 1,\n axis: 'all',\n};\n\n/**\n * Plugin for enabling two-finger pinching (or dragging).\n *\n * @public\n */\nexport class Pinch extends Plugin\n{\n /** Options used to initialize this plugin. */\n public readonly options: Required;\n\n /** Flags whether this plugin is active, i.e. a pointer is down on the viewport. */\n public active = false;\n\n /** Flags whether the viewport is being pinched. */\n public pinching = false;\n\n protected moved = false;\n protected lastCenter?: IPointData | null;\n\n /**\n * This is called by {@link Viewport.pinch}.\n */\n constructor(parent: Viewport, options: IPinchOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_PINCH_OPTIONS, options);\n }\n\n public down(): boolean\n {\n if (this.parent.input.count() >= 2)\n {\n this.active = true;\n\n return true;\n }\n\n return false;\n }\n\n public isAxisX(): boolean\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n public isAxisY(): boolean\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n public move(e: InteractionEvent): boolean\n {\n if (this.paused || !this.active)\n {\n return false;\n }\n\n const x = e.data.global.x;\n const y = e.data.global.y;\n\n const pointers = this.parent.input.touches;\n\n if (pointers.length >= 2)\n {\n const first = pointers[0] as IViewportTouch;\n const second = pointers[1] as IViewportTouch;\n const last = (first.last && second.last)\n ? Math.sqrt(Math.pow(second.last.x - first.last.x, 2) + Math.pow(second.last.y - first.last.y, 2))\n : null;\n\n if (first.id === e.data.pointerId)\n {\n first.last = { x, y, data: e.data } as IPointData;\n }\n else if (second.id === e.data.pointerId)\n {\n second.last = { x, y, data: e.data } as IPointData;\n }\n if (last)\n {\n let oldPoint: IPointData | undefined;\n\n const point = {\n x: (first.last as IPointData).x\n + (((second.last as IPointData).x - (first.last as IPointData).x) / 2),\n y: (first.last as IPointData).y\n + (((second.last as IPointData).y - (first.last as IPointData).y) / 2),\n };\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n let dist = Math.sqrt(Math.pow(\n (second.last as IPointData).x - (first.last as IPointData).x, 2)\n + Math.pow((second.last as IPointData).y - (first.last as IPointData).y, 2));\n\n dist = dist === 0 ? dist = 0.0000000001 : dist;\n\n const change = (1 - (last / dist)) * this.options.percent\n * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y);\n\n if (this.isAxisX())\n {\n this.parent.scale.x += change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'pinch', center: point });\n\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += (point.x - newPoint.x) * this.options.factor;\n this.parent.y += (point.y - newPoint.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n if (!this.options.noDrag && this.lastCenter)\n {\n this.parent.x += (point.x - this.lastCenter.x) * this.options.factor;\n this.parent.y += (point.y - this.lastCenter.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n\n this.lastCenter = point;\n this.moved = true;\n }\n else if (!this.pinching)\n {\n this.parent.emit('pinch-start', this.parent);\n this.pinching = true;\n }\n\n return true;\n }\n\n return false;\n }\n\n public up(): boolean\n {\n if (this.pinching)\n {\n if (this.parent.input.touches.length <= 1)\n {\n this.active = false;\n this.lastCenter = null;\n this.pinching = false;\n this.moved = false;\n this.parent.emit('pinch-end', this.parent);\n\n return true;\n }\n }\n\n return false;\n }\n}\n","import { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Viewport } from '../Viewport';\n\nexport interface ISnapOptions\n{\n /** snap to the top-left of viewport instead of center */\n topLeft?: boolean;\n\n /**\n * Friction/frame to apply if decelerate is active\n *\n * @default 0.8\n */\n friction?: number;\n\n /**\n * @default 1000\n */\n time?: number;\n\n /** Easing function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /**\n * Pause snapping with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Removes this plugin after snapping is complete\n *\n * @default false\n */\n removeOnComplete?: boolean;\n\n /**\n * Removes this plugin if interrupted by any user input\n *\n * @default false\n */\n removeOnInterrupt?: boolean;\n\n /**\n * Starts the snap immediately regardless of whether the viewport is at the desired location\n *\n * @default false\n */\n forceStart?: boolean;\n}\n\nconst DEFAULT_SNAP_OPTIONS: Required = {\n topLeft: false,\n friction: 0.8,\n time: 1000,\n ease: 'easeInOutSine',\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false\n};\n\n/**\n * @event snap-start(Viewport) emitted each time a snap animation starts\n * @event snap-restart(Viewport) emitted each time a snap resets because of a change in viewport size\n * @event snap-end(Viewport) emitted each time snap reaches its target\n * @event snap-remove(Viewport) emitted if snap plugin is removed\n */\nexport class Snap extends Plugin\n{\n public readonly options: Required;\n public ease?: any;\n public x: number;\n public y: number;\n\n protected percent?: number;\n protected snapping?: { time: number } | null;\n protected deltaX?: number;\n protected deltaY?: number;\n protected startX?: number;\n protected startY?: number;\n\n /**\n * This is called by {@link Viewport.snap}.\n */\n constructor(parent: Viewport, x: number, y: number, options: ISnapOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_SNAP_OPTIONS, options);\n this.ease = ease(options.ease, 'easeInOutSine');\n this.x = x;\n this.y = y;\n\n if (this.options.forceStart)\n {\n this.snapStart();\n }\n }\n\n public snapStart(): void\n {\n this.percent = 0;\n this.snapping = { time: 0 };\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n this.deltaX = this.x - current.x;\n this.deltaY = this.y - current.y;\n this.startX = current.x;\n this.startY = current.y;\n this.parent.emit('snap-start', this.parent);\n }\n\n public wheel(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n\n return false;\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n public up(): boolean\n {\n if (this.parent.input.count() === 0)\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n decelerate.percentChangeX = decelerate.percentChangeY = this.options.friction;\n }\n }\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n if (!this.snapping)\n {\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n if (current.x !== this.x || current.y !== this.y)\n {\n this.snapStart();\n }\n }\n else\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n let finished;\n let x;\n let y;\n\n const startX = this.startX as number;\n const startY = this.startY as number;\n const deltaX = this.deltaX as number;\n const deltaY = this.deltaY as number;\n\n if (snapping.time > this.options.time)\n {\n finished = true;\n x = startX + deltaX;\n y = startY + deltaY;\n }\n else\n {\n const percent = this.ease(snapping.time, 0, 1, this.options.time);\n\n x = startX + (deltaX * percent);\n y = startY + (deltaY * percent);\n }\n if (this.options.topLeft)\n {\n this.parent.moveCorner(x, y);\n }\n else\n {\n this.parent.moveCenter(x, y);\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'snap' });\n\n if (finished)\n {\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap');\n }\n this.parent.emit('snap-end', this.parent);\n this.snapping = null;\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Point } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link SnapZoom}. */\nexport interface ISnapZoomOptions\n{\n /** the desired width to snap (to maintain aspect ratio, choose only width or height) */\n width?: number;\n\n /** the desired height to snap (to maintain aspect ratio, choose only width or height) */\n height?: number;\n\n /**\n * time for snapping in ms\n *\n * @default 1000\n */\n time?: number;\n\n /** ease function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /** Place this point at center during zoom instead of center of the viewport */\n center?: Point | null;\n\n /**\n * Pause snapping with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Removes this plugin after snapping is complete\n *\n * @default false\n */\n removeOnComplete?: boolean;\n\n /**\n * Removes this plugin if interrupted by any user input\n *\n * @default false\n */\n removeOnInterrupt?: boolean;\n\n /**\n * Starts the snap immediately regardless of whether the viewport is at the desired zoom\n *\n * @default false\n */\n forceStart?: boolean;\n\n /**\n * Zoom but do not move\n *\n * @default false\n */\n noMove?: boolean;\n}\n\nconst DEFAULT_SNAP_ZOOM_OPTIONS: Required = {\n width: 0,\n height: 0,\n time: 1000,\n ease: 'easeInOutSine',\n center: null,\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false,\n noMove: false\n};\n\n/**\n * @event snap-zoom-start(Viewport) emitted each time a fit animation starts\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n */\nexport class SnapZoom extends Plugin\n{\n public readonly options: Required;\n\n protected ease: any;\n protected xScale: number;\n protected yScale: number;\n protected xIndependent: boolean;\n protected yIndependent: boolean;\n protected snapping?: {\n time: number;\n startX: number;\n startY: number;\n deltaX: number;\n deltaY: number;\n } | null;\n\n /**\n * This is called by {@link Viewport.snapZoom}.\n */\n constructor(parent: Viewport, options: ISnapZoomOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_SNAP_ZOOM_OPTIONS, options);\n this.ease = ease(this.options.ease);\n\n // Assign defaults for typescript.\n this.xIndependent = false;\n this.yIndependent = false;\n this.xScale = 0;\n this.yScale = 0;\n\n if (this.options.width > 0)\n {\n this.xScale = parent.screenWidth / this.options.width;\n this.xIndependent = true;\n }\n if (this.options.height > 0)\n {\n this.yScale = parent.screenHeight / this.options.height;\n this.yIndependent = true;\n }\n\n this.xScale = this.xIndependent ? (this.xScale as number) : (this.yScale as number);\n this.yScale = this.yIndependent ? (this.yScale as number) : this.xScale;\n\n if (this.options.time === 0)\n {\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.x = this.xScale;\n\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.y = this.yScale;\n\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n }\n else if (options.forceStart)\n {\n this.createSnapping();\n }\n }\n\n private createSnapping(): void\n {\n const startWorldScreenWidth = this.parent.worldScreenWidth;\n const startWorldScreenHeight = this.parent.worldScreenHeight;\n const endWorldScreenWidth = this.parent.screenWidth / this.xScale;\n const endWorldScreenHeight = this.parent.screenHeight / this.yScale;\n\n this.snapping = {\n time: 0,\n startX: startWorldScreenWidth,\n startY: startWorldScreenHeight,\n deltaX: endWorldScreenWidth - startWorldScreenWidth,\n deltaY: endWorldScreenHeight - startWorldScreenHeight\n };\n\n this.parent.emit('snap-zoom-start', this.parent);\n }\n\n public resize(): void\n {\n this.snapping = null;\n\n if (this.options.width > 0)\n {\n this.xScale = this.parent.screenWidth / this.options.width;\n }\n if (this.options.height > 0)\n {\n this.yScale = this.parent.screenHeight / this.options.height;\n }\n this.xScale = this.xIndependent ? this.xScale : this.yScale;\n this.yScale = this.yIndependent ? this.yScale : this.xScale;\n }\n\n public wheel(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n\n return false;\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n\n let oldCenter: Point | undefined;\n\n if (!this.options.center && !this.options.noMove)\n {\n oldCenter = this.parent.center;\n }\n if (!this.snapping)\n {\n if (this.parent.scale.x !== this.xScale || this.parent.scale.y !== this.yScale)\n {\n this.createSnapping();\n }\n }\n else if (this.snapping)\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n\n if (snapping.time >= this.options.time)\n {\n this.parent.scale.set(this.xScale, this.yScale);\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n this.parent.emit('snap-zoom-end', this.parent);\n this.snapping = null;\n }\n else\n {\n const snapping = this.snapping;\n const worldScreenWidth = this.ease(snapping.time, snapping.startX, snapping.deltaX, this.options.time);\n const worldScreenHeight = this.ease(snapping.time, snapping.startY, snapping.deltaY, this.options.time);\n\n this.parent.scale.x = this.parent.screenWidth / worldScreenWidth;\n this.parent.scale.y = this.parent.screenHeight / worldScreenHeight;\n }\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (!this.options.noMove)\n {\n if (!this.options.center)\n {\n this.parent.moveCenter(oldCenter as Point);\n }\n else\n {\n this.parent.moveCenter(this.options.center);\n }\n }\n }\n }\n\n public resume(): void\n {\n this.snapping = null;\n super.resume();\n }\n}\n","import { Plugin } from './Plugin';\nimport { IPointData, Point } from '@pixi/math';\n\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Wheel}. */\nexport interface IWheelOptions\n{\n /**\n * Percent to scroll with each spin\n *\n * @default 0.1\n */\n percent?: number;\n\n /**\n * smooth the zooming by providing the number of frames to zoom between wheel spins\n *\n * @default false\n */\n smooth?: false | number;\n\n /**\n * Stop smoothing with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Reverse the direction of the scroll\n *\n * @default false\n */\n reverse?: boolean;\n\n /**\n * Place this point at center during zoom instead of current mouse position\n *\n * @default null\n */\n center?: Point | null;\n\n /**\n * Scaling factor for non-DOM_DELTA_PIXEL scrolling events\n *\n * @default 20\n */\n lineHeight?: number;\n\n /**\n * Axis to zoom\n *\n * @default 'all'\n */\n axis?: 'all' | 'x' | 'y';\n\n /**\n * Array containing {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of\n * keys that can be pressed for the zoom to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n *\n * @default null\n */\n keyToPress?: string[] | null;\n\n /**\n * pinch the trackpad to zoom\n */\n trackpadPinch?: boolean;\n\n /**\n * zooms on wheel spin (use this as an alternative to drag.options.wheel)\n */\n wheelZoom?: boolean;\n}\n\nconst DEFAULT_WHEEL_OPTIONS: Required = {\n percent: 0.1,\n smooth: false,\n interrupt: true,\n reverse: false,\n center: null,\n lineHeight: 20,\n axis: 'all',\n keyToPress: null,\n trackpadPinch: false,\n wheelZoom: true,\n};\n\n/**\n * Plugin for handling wheel scrolling for viewport zoom.\n *\n * @event wheel({wheel: {dx, dy, dz}, event, viewport})\n */\nexport class Wheel extends Plugin\n{\n public readonly options: Required;\n\n protected smoothing?: IPointData | null;\n protected smoothingCenter?: Point | null;\n protected smoothingCount?: number;\n\n /** Flags whether the keys required to zoom are pressed currently. */\n protected keyIsPressed: boolean;\n\n /**\n * This is called by {@link Viewport.wheel}.\n */\n constructor(parent: Viewport, options: IWheelOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_WHEEL_OPTIONS, options);\n this.keyIsPressed = false;\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger zoom event\n */\n protected handleKeyPresses(codes: string[]): void\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = true;\n }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = false;\n }\n });\n }\n\n protected checkKeyPress(): boolean\n {\n return !this.options.keyToPress || this.keyIsPressed;\n }\n\n public down(): boolean\n {\n if (this.options.interrupt)\n {\n this.smoothing = null;\n }\n\n return false;\n }\n\n protected isAxisX(): boolean\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n protected isAxisY(): boolean\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n public update(): void\n {\n if (this.smoothing)\n {\n const point = this.smoothingCenter;\n const change = this.smoothing;\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point as IPointData);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x += change.x;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change.y;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += (point as IPointData).x - newPoint.x;\n this.parent.y += (point as IPointData).y - newPoint.y;\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n (this.smoothingCount as number)++;\n\n if ((this.smoothingCount as number) >= this.options.smooth)\n {\n this.smoothing = null;\n }\n }\n }\n\n private pinch(e: WheelEvent)\n {\n if (this.paused)\n {\n return;\n }\n\n const point = this.parent.input.getPointerPosition(e);\n const step = -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 200;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n let oldPoint: IPointData | undefined;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n public wheel(e: WheelEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n if (!this.checkKeyPress())\n {\n return false;\n }\n\n if (e.ctrlKey && this.options.trackpadPinch)\n {\n this.pinch(e);\n }\n else if (this.options.wheelZoom)\n {\n const point = this.parent.input.getPointerPosition(e);\n const sign = this.options.reverse ? -1 : 1;\n const step = sign * -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 500;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n if (this.options.smooth)\n {\n const original = {\n x: this.smoothing ? this.smoothing.x * (this.options.smooth - (this.smoothingCount as number)) : 0,\n y: this.smoothing ? this.smoothing.y * (this.options.smooth - (this.smoothingCount as number)) : 0\n };\n\n this.smoothing = {\n x: (((this.parent.scale.x + original.x) * change) - this.parent.scale.x) / this.options.smooth,\n y: (((this.parent.scale.y + original.y) * change) - this.parent.scale.y) / this.options.smooth,\n };\n this.smoothingCount = 0;\n this.smoothingCenter = point;\n }\n else\n {\n let oldPoint: IPointData | undefined;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n return !this.parent.options.passiveWheel;\n }\n}\n","import { Point, Rectangle } from '@pixi/math';\n\nimport type { IPointData } from '@pixi/math';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from './Viewport';\n\nexport interface IViewportTouch\n{\n id: number;\n last: IPointData | null;\n}\n\n/**\n * Handles all input for Viewport\n *\n * @internal\n * @ignore\n * @private\n */\nexport class InputManager\n{\n public readonly viewport: Viewport;\n\n public clickedAvailable?: boolean;\n public isMouseDown?: boolean;\n public last?: Point | null;\n public wheelFunction?: (e: WheelEvent) => void;\n /** List of active touches on viewport */\n public touches: IViewportTouch[];\n\n constructor(viewport: Viewport)\n {\n this.viewport = viewport;\n this.touches = [];\n\n this.addListeners();\n }\n\n /** Add input listeners */\n private addListeners()\n {\n this.viewport.interactive = true;\n if (!this.viewport.forceHitArea)\n {\n this.viewport.hitArea = new Rectangle(0, 0, this.viewport.worldWidth, this.viewport.worldHeight);\n }\n this.viewport.on('pointerdown', this.down, this);\n this.viewport.on('pointermove', this.move, this);\n this.viewport.on('pointerup', this.up, this);\n this.viewport.on('pointerupoutside', this.up, this);\n this.viewport.on('pointercancel', this.up, this);\n this.viewport.on('pointerout', this.up, this);\n this.wheelFunction = (e) => this.handleWheel(e);\n this.viewport.options.divWheel.addEventListener(\n 'wheel',\n this.wheelFunction as any,\n { passive: this.viewport.options.passiveWheel });\n this.isMouseDown = false;\n }\n\n /**\n * Removes all event listeners from viewport\n * (useful for cleanup of wheel when removing viewport)\n */\n public destroy(): void\n {\n this.viewport.options.divWheel.removeEventListener('wheel', this.wheelFunction as any);\n }\n\n /**\n * handle down events for viewport\n *\n * @param {PIXI.InteractionEvent} event\n */\n public down(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = true;\n }\n else if (!this.get(event.data.pointerId))\n {\n this.touches.push({ id: event.data.pointerId, last: null });\n }\n if (this.count() === 1)\n {\n this.last = event.data.global.clone();\n\n // clicked event does not fire if viewport is decelerating or bouncing\n const decelerate = this.viewport.plugins.get('decelerate', true);\n const bounce = this.viewport.plugins.get('bounce', true);\n\n if ((!decelerate || !decelerate.isActive()) && (!bounce || !bounce.isActive()))\n {\n this.clickedAvailable = true;\n }\n else\n {\n this.clickedAvailable = false;\n }\n }\n else\n {\n this.clickedAvailable = false;\n }\n\n const stop = this.viewport.plugins.down(event);\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Clears all pointer events */\n public clear(): void\n {\n this.isMouseDown = false;\n this.touches = [];\n this.last = null;\n }\n\n /**\n * @param {number} change\n * @returns whether change exceeds threshold\n */\n public checkThreshold(change: number): boolean\n {\n if (Math.abs(change) >= this.viewport.threshold)\n {\n return true;\n }\n\n return false;\n }\n\n /** Handle move events for viewport */\n public move(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n const stop = this.viewport.plugins.move(event);\n\n if (this.clickedAvailable && this.last)\n {\n const distX = event.data.global.x - this.last.x;\n const distY = event.data.global.y - this.last.y;\n\n if (this.checkThreshold(distX) || this.checkThreshold(distY))\n {\n this.clickedAvailable = false;\n }\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Handle up events for viewport */\n public up(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = false;\n }\n\n if (event.data.pointerType !== 'mouse')\n {\n this.remove(event.data.pointerId);\n }\n\n const stop = this.viewport.plugins.up(event);\n\n if (this.clickedAvailable && this.count() === 0 && this.last)\n {\n this.viewport.emit('clicked', {\n event,\n screen: this.last,\n world: this.viewport.toWorld(this.last),\n viewport: this\n });\n this.clickedAvailable = false;\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Gets pointer position if this.interaction is set */\n public getPointerPosition(event: WheelEvent): Point\n {\n const point = new Point();\n\n if (this.viewport.options.interaction)\n {\n this.viewport.options.interaction.mapPositionToPoint(point, event.clientX, event.clientY);\n }\n else if (this.viewport.options.useDivWheelForInputManager && this.viewport.options.divWheel)\n {\n const rect = this.viewport.options.divWheel.getBoundingClientRect();\n\n point.x = event.clientX - rect.left;\n point.y = event.clientY - rect.top;\n }\n else\n {\n point.x = event.clientX;\n point.y = event.clientY;\n }\n\n return point;\n }\n\n /** Handle wheel events */\n public handleWheel(event: WheelEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n // do not handle events coming from other elements\n if (this.viewport.options.interaction\n && (this.viewport.options.interaction as any).interactionDOMElement !== event.target)\n {\n return;\n }\n\n // only handle wheel events where the mouse is over the viewport\n const point = this.viewport.toLocal(this.getPointerPosition(event));\n\n if (this.viewport.left <= point.x\n && point.x <= this.viewport.right\n && this.viewport.top <= point.y\n && point.y <= this.viewport.bottom)\n {\n const stop = this.viewport.plugins.wheel(event);\n\n if (stop && !this.viewport.options.passiveWheel)\n {\n event.preventDefault();\n }\n }\n }\n\n public pause(): void\n {\n this.touches = [];\n this.isMouseDown = false;\n }\n\n /** Get touch by id */\n public get(id: number): IViewportTouch | null\n {\n for (const touch of this.touches)\n {\n if (touch.id === id)\n {\n return touch;\n }\n }\n\n return null;\n }\n\n /** Remove touch by number */\n remove(id: number): void\n {\n for (let i = 0; i < this.touches.length; i++)\n {\n if (this.touches[i].id === id)\n {\n this.touches.splice(i, 1);\n\n return;\n }\n }\n }\n\n /**\n * @returns {number} count of mouse/touch pointers that are down on the viewport\n */\n count(): number\n {\n return (this.isMouseDown ? 1 : 0) + this.touches.length;\n }\n}\n","import type {\n Animate,\n Bounce,\n Clamp,\n ClampZoom,\n Decelerate,\n Drag,\n Follow,\n MouseEdges,\n Pinch,\n Plugin,\n Snap,\n SnapZoom,\n Wheel,\n} from './plugins';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from './Viewport';\n\nconst PLUGIN_ORDER = [\n 'drag',\n 'pinch',\n 'wheel',\n 'follow',\n 'mouse-edges',\n 'decelerate',\n 'animate',\n 'bounce',\n 'snap-zoom',\n 'clamp-zoom',\n 'snap',\n 'clamp',\n];\n\n/**\n * Use this to access current plugins or add user-defined plugins\n *\n * @public\n */\nexport class PluginManager\n{\n /** Maps mounted plugins by their type */\n public plugins: Partial>;\n\n /**\n * List of plugins mounted\n *\n * This list is kept sorted by the internal priority of plugins (hard-coded).\n */\n public list: Array;\n\n /** The viewport using the plugins managed by `this`. */\n public readonly viewport: Viewport;\n\n /** This is called by {@link Viewport} to initialize the {@link Viewport.plugins plugins}. */\n constructor(viewport: Viewport)\n {\n this.viewport = viewport;\n this.list = [];\n this.plugins = {};\n }\n\n /**\n * Inserts a named plugin or a user plugin into the viewport\n * default plugin order: 'drag', 'pinch', 'wheel', 'follow', 'mouse-edges', 'decelerate', 'bounce',\n * 'snap-zoom', 'clamp-zoom', 'snap', 'clamp'\n *\n * @param {string} name of plugin\n * @param {Plugin} plugin - instantiated Plugin class\n * @param {number} index to insert userPlugin (otherwise inserts it at the end)\n */\n public add(name: string, plugin: Plugin, index: number = PLUGIN_ORDER.length)\n {\n\n const oldPlugin = this.plugins[name];\n\n if (oldPlugin)\n {\n oldPlugin.destroy();\n }\n\n this.plugins[name] = plugin;\n\n const current = PLUGIN_ORDER.indexOf(name);\n\n if (current !== -1)\n {\n PLUGIN_ORDER.splice(current, 1);\n }\n\n PLUGIN_ORDER.splice(index, 0, name);\n this.sort();\n }\n\n public get(name: 'animate', ignorePaused?: boolean): Animate | undefined | null;\n public get(name: 'bounce', ignorePaused?: boolean): Bounce | undefined | null;\n public get(name: 'clamp', ignorePaused?: boolean): Clamp | undefined | null;\n public get(name: 'clamp-zoom', ignorePaused?: boolean): ClampZoom | undefined | null;\n public get(name: 'decelerate', ignorePaused?: boolean): Decelerate | undefined | null;\n public get(name: 'drag', ignorePaused?: boolean): Drag | undefined | null;\n public get(name: 'follow', ignorePaused?: boolean): Follow | undefined | null;\n public get(name: 'mouse-edges', ignorePaused?: boolean): MouseEdges | undefined | null;\n public get(name: 'pinch', ignorePaused?: boolean): Pinch | undefined | null;\n public get(name: 'snap', ignorePaused?: boolean): Snap | undefined | null;\n public get(name: 'snap-zoom', ignorePaused?: boolean): SnapZoom | undefined | null;\n public get(name: 'wheel', ignorePaused?: boolean): Wheel | undefined | null;\n public get(name: string, ignorePaused?: boolean): T | undefined | null;\n\n /**\n * Get plugin\n *\n * @param {string} name of plugin\n * @param {boolean} [ignorePaused] return null if plugin is paused\n */\n public get(name: string, ignorePaused?: boolean): T | undefined | null\n {\n if (ignorePaused)\n {\n if (this.plugins[name]?.paused)\n {\n return null;\n }\n }\n\n return this.plugins[name] as T;\n }\n\n /**\n * Update all active plugins\n *\n * @internal\n * @ignore\n * @param {number} elapsed type in milliseconds since last update\n */\n public update(elapsed: number): void\n {\n for (const plugin of this.list)\n {\n plugin.update(elapsed);\n }\n }\n\n /**\n * Resize all active plugins\n *\n * @internal\n * @ignore\n */\n public resize(): void\n {\n for (const plugin of this.list)\n {\n plugin.resize();\n }\n }\n\n /** Clamps and resets bounce and decelerate (as needed) after manually moving viewport */\n public reset(): void\n {\n for (const plugin of this.list)\n {\n plugin.reset();\n }\n }\n\n /** removes all installed plugins */\n public removeAll(): void\n {\n this.list.forEach((plugin) => {\n plugin.destroy();\n })\n this.plugins = {};\n this.sort();\n }\n\n /**\n * Removes installed plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public remove(name: string): void\n {\n if (this.plugins[name])\n {\n this.plugins[name]?.destroy();\n delete this.plugins[name];\n this.viewport.emit(`${name}-remove`);\n this.sort();\n }\n }\n\n /**\n * Pause plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public pause(name: string): void\n {\n this.plugins[name]?.pause();\n }\n\n /**\n * Resume plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public resume(name: string): void\n {\n this.plugins[name]?.resume();\n }\n\n /**\n * Sort plugins according to PLUGIN_ORDER\n *\n * @internal\n * @ignore\n */\n public sort()\n {\n this.list = [];\n\n for (const plugin of PLUGIN_ORDER)\n {\n if (this.plugins[plugin])\n {\n this.list.push(this.plugins[plugin] as Plugin);\n }\n }\n }\n\n /**\n * Handle down for all plugins\n *\n * @internal\n * @ignore\n */\n public down(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.down(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle move for all plugins\n *\n * @internal\n * @ignore\n */\n public move(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.viewport.plugins.list)\n {\n if (plugin.move(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle up for all plugins\n *\n * @internal\n * @ignore\n */\n public up(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.up(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle wheel event for all plugins\n *\n * @internal\n * @ignore\n */\n public wheel(e: WheelEvent): boolean\n {\n let result = false;\n\n for (const plugin of this.list)\n {\n if (plugin.wheel(e))\n {\n result = true;\n }\n }\n\n return result;\n }\n}\n","import { Container } from '@pixi/display';\nimport { IPointData, Point, Rectangle } from '@pixi/math';\nimport { Ticker } from '@pixi/ticker';\n\nimport { InputManager } from './InputManager';\nimport { PluginManager } from './PluginManager';\nimport {\n Animate, IAnimateOptions,\n Bounce, IBounceOptions,\n Clamp, IClampOptions,\n ClampZoom, IClampZoomOptions,\n Decelerate, IDecelerateOptions,\n Drag, IDragOptions,\n Follow, IFollowOptions,\n MouseEdges, IMouseEdgesOptions,\n Pinch, IPinchOptions,\n Snap, ISnapOptions,\n SnapZoom, ISnapZoomOptions,\n Wheel, IWheelOptions,\n} from './plugins';\n\nimport type { DisplayObject, IDestroyOptions } from '@pixi/display';\nimport type { IHitArea, InteractionManager } from '@pixi/interaction';\n\n/** Options for {@link Viewport}. */\nexport interface IViewportOptions\n{\n /** @default window.innerWidth */\n screenWidth?: number;\n\n /** @default window.innerHeight */\n screenHeight?: number;\n\n /** @default this.width */\n worldWidth?: number | null;\n\n /** @default this.height */\n worldHeight?: number | null;\n\n /**\n * Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event\n *\n * @default 5\n */\n threshold?: number;\n\n /**\n * Whether the 'wheel' event is set to passive (note: if false, e.preventDefault() will be called when wheel\n * is used over the viewport)\n *\n * @default true\n */\n passiveWheel?: boolean;\n\n /**\n * Whether to stopPropagation of events that impact the viewport (except wheel events, see options.passiveWheel)\n */\n stopPropagation?: boolean;\n\n /**\n * Change the default hitArea from world size to a new value\n */\n forceHitArea?: Rectangle | null;\n\n /**\n * Set this if you want to manually call update() function on each frame\n *\n * @default false\n */\n noTicker?: boolean;\n\n /**\n * InteractionManager, available from instantiated `WebGLRenderer/CanvasRenderer.plugins.interaction`\n *\n * It's used to calculate pointer postion relative to canvas location on screen\n */\n interaction?: InteractionManager | null;\n\n /**\n * Remove oncontextmenu=() => {} from the divWheel element\n */\n disableOnContextMenu?: boolean;\n\n /**\n * div to attach the wheel event\n *\n * @default document.body\n */\n divWheel?: HTMLElement;\n\n /**\n * Use this PIXI.ticker for updates\n *\n * @default PIXI.Ticker.shared\n */\n ticker?: Ticker;\n\n /**\n * Uses divWheel definition for InputManager to calculate positioning relative to containing div\n * this is used only if options.interaction is not defined\n */\n useDivWheelForInputManager?: boolean;\n}\n\nexport interface ICompleteViewportOptions extends IViewportOptions\n{\n screenWidth: number;\n screenHeight: number;\n threshold: number;\n passiveWheel: boolean;\n stopPropagation: boolean;\n noTicker: boolean;\n ticker: Ticker;\n}\n\nexport interface IViewportTransformState\n{\n x: number;\n y: number;\n scaleX: number;\n scaleY: number;\n}\n\nconst DEFAULT_VIEWPORT_OPTIONS: ICompleteViewportOptions = {\n screenWidth: window.innerWidth,\n screenHeight: window.innerHeight,\n worldWidth: null,\n worldHeight: null,\n threshold: 5,\n passiveWheel: true,\n stopPropagation: false,\n forceHitArea: null,\n noTicker: false,\n interaction: null,\n disableOnContextMenu: false,\n ticker: Ticker.shared,\n};\n\n/**\n * Main class to use when creating a Viewport\n *\n * @public\n * @fires clicked\n * @fires drag-start\n * @fires drag-end\n * @fires drag-remove\n * @fires pinch-start\n * @fires pinch-end\n * @fires pinch-remove\n * @fires snap-start\n * @fires snap-end\n * @fires snap-remove\n * @fires snap-zoom-start\n * @fires snap-zoom-end\n * @fires snap-zoom-remove\n * @fires bounce-x-start\n * @fires bounce-x-end\n * @fires bounce-y-start\n * @fires bounce-y-end\n * @fires bounce-remove\n * @fires wheel\n * @fires wheel-remove\n * @fires wheel-scroll\n * @fires wheel-scroll-remove\n * @fires mouse-edge-start\n * @fires mouse-edge-end\n * @fires mouse-edge-remove\n * @fires moved\n * @fires moved-end\n * @fires zoomed\n * @fires zoomed-end\n * @fires frame-end\n */\nexport class Viewport extends Container\n{\n /** Flags whether the viewport is being panned */\n public moving?: boolean;\n\n public screenWidth: number;\n public screenHeight: number;\n\n /** Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event */\n public threshold: number;\n\n public readonly input: InputManager;\n\n /** Use this to add user plugins or access existing plugins (e.g., to pause, resume, or remove them) */\n public readonly plugins: PluginManager;\n\n /** Flags whether the viewport zoom is being changed. */\n public zooming?: boolean;\n\n public lastViewport?: IViewportTransformState | null;\n\n /** The options passed when creating this viewport, merged with the default values */\n public readonly options: ICompleteViewportOptions & { divWheel: HTMLElement };\n\n private _dirty?: boolean;\n private _forceHitArea?: IHitArea | null;\n private _hitAreaDefault?: Rectangle;\n private _pause?: boolean;\n private readonly tickerFunction?: () => void;\n private _worldWidth?: number | null;\n private _worldHeight?: number | null;\n private _disableOnContextMenu = (e: MouseEvent) => e.preventDefault();\n\n /**\n * @param {IViewportOptions} ViewportOptions\n * @param {number} [options.screenWidth=window.innerWidth]\n * @param {number} [options.screenHeight=window.innerHeight]\n * @param {number} [options.worldWidth=this.width]\n * @param {number} [options.worldHeight=this.height]\n * @param {number} [options.threshold=5] number of pixels to move to trigger an input event (e.g., drag, pinch)\n * or disable a clicked event\n * @param {boolean} [options.passiveWheel=true] whether the 'wheel' event is set to passive (note: if false,\n * e.preventDefault() will be called when wheel is used over the viewport)\n * @param {boolean} [options.stopPropagation=false] whether to stopPropagation of events that impact the viewport\n * (except wheel events, see options.passiveWheel)\n * @param {HitArea} [options.forceHitArea] change the default hitArea from world size to a new value\n * @param {boolean} [options.noTicker] set this if you want to manually call update() function on each frame\n * @param {PIXI.Ticker} [options.ticker=PIXI.Ticker.shared] use this PIXI.ticker for updates\n * @param {PIXI.InteractionManager} [options.interaction=null] InteractionManager, available from instantiated\n * WebGLRenderer/CanvasRenderer.plugins.interaction - used to calculate pointer position relative to canvas\n * location on screen\n * @param {HTMLElement} [options.divWheel=document.body] div to attach the wheel event\n * @param {boolean} [options.disableOnContextMenu] remove oncontextmenu=() => {} from the divWheel element\n */\n constructor(options: IViewportOptions = {})\n {\n super();\n this.options = Object.assign(\n {},\n { divWheel: document.body },\n DEFAULT_VIEWPORT_OPTIONS,\n options\n );\n\n this.screenWidth = this.options.screenWidth;\n this.screenHeight = this.options.screenHeight;\n\n this._worldWidth = this.options.worldWidth;\n this._worldHeight = this.options.worldHeight;\n this.forceHitArea = this.options.forceHitArea;\n this.threshold = this.options.threshold;\n\n this.options.divWheel = this.options.divWheel || document.body;\n\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.addEventListener('contextmenu', this._disableOnContextMenu);\n }\n if (!this.options.noTicker)\n {\n this.tickerFunction = () => this.update(this.options.ticker.elapsedMS);\n this.options.ticker.add(this.tickerFunction);\n }\n\n this.input = new InputManager(this);\n this.plugins = new PluginManager(this);\n }\n\n /** Overrides PIXI.Container's destroy to also remove the 'wheel' and PIXI.Ticker listeners */\n destroy(options?: IDestroyOptions): void\n {\n if (!this.options.noTicker && this.tickerFunction)\n {\n this.options.ticker.remove(this.tickerFunction);\n }\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.removeEventListener('contextmenu', this._disableOnContextMenu);\n }\n\n this.input.destroy();\n super.destroy(options);\n }\n\n /**\n * Update viewport on each frame.\n *\n * By default, you do not need to call this unless you set `options.noTicker=true`.\n *\n * @param {number} elapsed time in milliseconds since last update\n */\n update(elapsed: number): void\n {\n if (!this.pause)\n {\n this.plugins.update(elapsed);\n\n if (this.lastViewport)\n {\n // Check for moved-end event\n if (this.lastViewport.x !== this.x || this.lastViewport.y !== this.y)\n {\n this.moving = true;\n }\n else if (this.moving)\n {\n this.emit('moved-end', this);\n this.moving = false;\n }\n\n // Check for zoomed-end event\n if (this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y)\n {\n this.zooming = true;\n }\n else if (this.zooming)\n {\n this.emit('zoomed-end', this);\n this.zooming = false;\n }\n }\n\n if (!this.forceHitArea)\n {\n this._hitAreaDefault = new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n this.hitArea = this._hitAreaDefault;\n }\n\n this._dirty = this._dirty || !this.lastViewport\n || this.lastViewport.x !== this.x || this.lastViewport.y !== this.y\n || this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y;\n\n this.lastViewport = {\n x: this.x,\n y: this.y,\n scaleX: this.scale.x,\n scaleY: this.scale.y\n };\n this.emit('frame-end', this);\n }\n }\n\n /**\n * Use this to set screen and world sizes, needed for pinch/wheel/clamp/bounce.\n * @param {number} screenWidth=window.innerWidth\n * @param {number} screenHeight=window.innerHeight\n * @param {number} [worldWidth]\n * @param {number} [worldHeight]\n */\n resize(\n screenWidth: number = window.innerWidth,\n screenHeight: number = window.innerHeight,\n worldWidth?: number,\n worldHeight?: number\n ): void\n {\n this.screenWidth = screenWidth;\n this.screenHeight = screenHeight;\n\n if (typeof worldWidth !== 'undefined')\n {\n this._worldWidth = worldWidth;\n }\n if (typeof worldHeight !== 'undefined')\n {\n this._worldHeight = worldHeight;\n }\n\n this.plugins.resize();\n this.dirty = true;\n }\n\n /** World width, in pixels */\n get worldWidth(): number\n {\n if (this._worldWidth)\n {\n return this._worldWidth;\n }\n\n return this.width / this.scale.x;\n }\n set worldWidth(value: number)\n {\n this._worldWidth = value;\n this.plugins.resize();\n }\n\n /** World height, in pixels */\n get worldHeight(): number\n {\n if (this._worldHeight)\n {\n return this._worldHeight;\n }\n\n return this.height / this.scale.y;\n }\n set worldHeight(value: number)\n {\n this._worldHeight = value;\n this.plugins.resize();\n }\n\n /** Get visible world bounds of viewport */\n public getVisibleBounds(): Rectangle\n {\n return new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n }\n\n /** Change coordinates from screen to world */\n public toWorld

(x: number, y: number): P;\n /** Change coordinates from screen to world */\n public toWorld

(screenPoint: IPointData): P;\n\n /**\n * Changes coordinate from screen to world\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n public toWorld

(x: number | IPointData, y?: number): P\n {\n if (arguments.length === 2)\n {\n return this.toLocal

(new Point(x as number, y));\n }\n\n return this.toLocal

(x as IPointData);\n }\n\n /** Change coordinates from world to screen */\n public toScreen

(x: number, y: number): P;\n /** Change coordinates from world to screen */\n public toScreen

(worldPoint: IPointData): P;\n\n /**\n * Changes coordinate from world to screen\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n public toScreen

(x: number | IPointData, y?: number): P\n {\n if (arguments.length === 2)\n {\n return this.toGlobal

(new Point(x as number, y));\n }\n\n return this.toGlobal

(x as IPointData);\n }\n\n /** Screen width in world coordinates */\n get worldScreenWidth(): number\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Screen height in world coordinates */\n get worldScreenHeight(): number\n {\n return this.screenHeight / this.scale.y;\n }\n\n /** World width in screen coordinates */\n get screenWorldWidth(): number\n {\n return this.worldWidth * this.scale.x;\n }\n\n /** World height in screen coordinates */\n get screenWorldHeight(): number\n {\n return this.worldHeight * this.scale.y;\n }\n\n /** Center of screen in world coordinates */\n get center(): Point\n {\n return new Point(\n (this.worldScreenWidth / 2) - (this.x / this.scale.x),\n (this.worldScreenHeight / 2) - (this.y / this.scale.y),\n );\n }\n set center(value: Point)\n {\n this.moveCenter(value);\n }\n\n public moveCenter(x: number, y: number): Viewport;\n\n /** Move center of viewport to {@code center}. */\n public moveCenter(center: IPointData): Viewport;\n\n /**\n * Move center of viewport to (x, y)\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @return {Viewport}\n */\n public moveCenter(...args: [number, number] | [IPointData]): Viewport\n {\n let x: number;\n let y: number;\n\n if (typeof args[0] === 'number')\n {\n x = args[0];\n y = args[1] as number;\n }\n else\n {\n x = args[0].x;\n y = args[0].y;\n }\n\n const newX = ((this.worldScreenWidth / 2) - x) * this.scale.x;\n const newY = ((this.worldScreenHeight / 2) - y) * this.scale.y;\n\n if (this.x !== newX || this.y !== newY)\n {\n this.position.set(newX, newY);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Top-left corner of Viewport */\n get corner(): Point\n {\n return new Point(-this.x / this.scale.x, -this.y / this.scale.y);\n }\n set corner(value: Point)\n {\n this.moveCorner(value);\n }\n\n /** Move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n public moveCorner(x: number, y: number): Viewport;\n\n /** move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n public moveCorner(center: Point): Viewport;\n\n /**\n * MoveCorner\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @returns {Viewport}\n */\n public moveCorner(...args: [number, number] | [Point]): Viewport\n {\n let x;\n let y;\n\n if (args.length === 1)\n {\n x = -args[0].x * this.scale.x;\n y = -args[0].y * this.scale.y;\n }\n else\n {\n x = -args[0] * this.scale.x;\n y = -args[1] * this.scale.y;\n }\n\n if (x !== this.x || y !== this.y)\n {\n this.position.set(x, y);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Get how many world pixels fit in screen's width */\n get screenWidthInWorldPixels(): number\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Get how many world pixels fit on screen's height */\n get screenHeightInWorldPixels(): number\n {\n return this.screenHeight / this.scale.y;\n }\n\n /**\n * Find the scale value that fits a world width on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param width - Width in world pixels\n * @return - scale\n */\n findFitWidth(width: number): number\n {\n return this.screenWidth / width;\n }\n\n /**\n * Finds the scale value that fits a world height on the screens\n * does not change the viewport (use fit... to change)\n *\n * @param height - Height in world pixels\n * @return - scale\n */\n findFitHeight(height: number): number\n {\n return this.screenHeight / height;\n }\n\n /**\n * Finds the scale value that fits the smaller of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findFit(width: number, height: number): number\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.min(scaleX, scaleY);\n }\n\n /**\n * Finds the scale value that fits the larger of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findCover(width: number, height: number): number\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.max(scaleX, scaleY);\n }\n\n /**\n * Change zoom so the width fits in the viewport\n *\n * @param width - width in world coordinates\n * @param center - maintain the same center\n * @param scaleY - whether to set scaleY=scaleX\n * @param noClamp - whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitWidth(width = this.worldWidth, center?: boolean, scaleY = true, noClamp?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.x = this.screenWidth / width;\n\n if (scaleY)\n {\n this.scale.y = this.scale.x;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so the height fits in the viewport\n *\n * @param {number} [height=this.worldHeight] in world coordinates\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {boolean} [scaleX=true] whether to set scaleX = scaleY\n * @param {boolean} [noClamp] whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitHeight(height = this.worldHeight, center?: boolean, scaleX = true, noClamp?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.y = this.screenHeight / height;\n\n if (scaleX)\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the entire world in the viewport\n *\n * @param {boolean} center maintain the same center of the screen after zoom\n * @returns {Viewport} this\n */\n fitWorld(center?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / this.worldWidth;\n this.scale.y = this.screenHeight / this.worldHeight;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the size or the entire world in the viewport\n *\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {number} [width=this.worldWidth] desired width\n * @param {number} [height=this.worldHeight] desired height\n * @returns {Viewport} this\n */\n fit(center?: boolean, width = this.worldWidth, height = this.worldHeight): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / width;\n this.scale.y = this.screenHeight / height;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport to specific value.\n *\n * @param {number} scale value (e.g., 1 would be 100%, 0.25 would be 25%)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n setZoom(scale: number, center?: boolean): Viewport\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.set(scale);\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport by a certain percent (in both x and y direction).\n *\n * @param {number} percent change (e.g., 0.25 would increase a starting scale of 1.0 to 1.25)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoomPercent(percent: number, center?: boolean): Viewport\n {\n return this.setZoom(this.scale.x + (this.scale.x * percent), center);\n }\n\n /**\n * Zoom viewport by increasing/decreasing width by a certain number of pixels.\n *\n * @param {number} change in pixels\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoom(change: number, center?: boolean): Viewport\n {\n this.fitWidth(change + this.worldScreenWidth, center);\n\n return this;\n }\n\n /** Changes scale of viewport and maintains center of viewport */\n get scaled(): number\n {\n return this.scale.x;\n }\n set scaled(scale: number)\n {\n this.setZoom(scale, true);\n }\n\n /**\n * Returns zoom to the desired scale\n *\n * @param {ISnapZoomOptions} options\n * @param {number} [options.width=0] - the desired width to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.height=0] - the desired height to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.time=1000] - time for snapping in ms\n * @param {(string|function)} [options.ease=easeInOutSine] ease function or name (see http://easings.net/\n * for supported names)\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of the viewport\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at the\n * desired zoom\n * @param {boolean} [options.noMove] - zoom but do not move\n */\n snapZoom(options?: ISnapZoomOptions): Viewport\n {\n this.plugins.add('snap-zoom', new SnapZoom(this, options));\n\n return this;\n }\n\n /** Is container out of world bounds */\n OOB(): {\n left: boolean;\n right: boolean;\n top: boolean;\n bottom: boolean;\n cornerPoint: Point;\n }\n {\n return {\n left: this.left < 0,\n right: this.right > this.worldWidth,\n top: this.top < 0,\n bottom: this.bottom > this.worldHeight,\n cornerPoint: new Point(\n (this.worldWidth * this.scale.x) - this.screenWidth,\n (this.worldHeight * this.scale.y) - this.screenHeight\n )\n };\n }\n\n /** World coordinates of the right edge of the screen */\n get right(): number\n {\n return (-this.x / this.scale.x) + this.worldScreenWidth;\n }\n set right(value: number)\n {\n this.x = (-value * this.scale.x) + this.screenWidth;\n this.plugins.reset();\n }\n\n /** World coordinates of the left edge of the screen */\n get left(): number\n {\n return -this.x / this.scale.x;\n }\n set left(value: number)\n {\n this.x = -value * this.scale.x;\n this.plugins.reset();\n }\n\n /** World coordinates of the top edge of the screen */\n get top(): number\n {\n return -this.y / this.scale.y;\n }\n set top(value: number)\n {\n this.y = -value * this.scale.y;\n this.plugins.reset();\n }\n\n /** World coordinates of the bottom edge of the screen */\n get bottom(): number\n {\n return (-this.y / this.scale.y) + this.worldScreenHeight;\n }\n set bottom(value: number)\n {\n this.y = (-value * this.scale.y) + this.screenHeight;\n this.plugins.reset();\n }\n\n /**\n * Determines whether the viewport is dirty (i.e., needs to be rendered to the screen because of a change)\n */\n get dirty(): boolean\n {\n return !!this._dirty;\n }\n set dirty(value: boolean)\n {\n this._dirty = value;\n }\n\n /**\n * Permanently changes the Viewport's hitArea\n *\n * NOTE: if not set then hitArea = PIXI.Rectangle(Viewport.left, Viewport.top, Viewport.worldScreenWidth,\n * Viewport.worldScreenHeight)\n */\n get forceHitArea(): IHitArea | null | undefined\n {\n return this._forceHitArea;\n }\n set forceHitArea(value: IHitArea | null | undefined)\n {\n if (value)\n {\n this._forceHitArea = value;\n this.hitArea = value;\n }\n else\n {\n this._forceHitArea = null;\n this.hitArea = new Rectangle(0, 0, this.worldWidth, this.worldHeight);\n }\n }\n\n /**\n * Enable one-finger touch to drag\n *\n * NOTE: if you expect users to use right-click dragging, you should enable `viewport.options.disableOnContextMenu`\n * to avoid the context menu popping up on each right-click drag.\n *\n * @param {IDragOptions} [options]\n * @param {string} [options.direction=all] direction to drag\n * @param {boolean} [options.pressDrag=true] whether click to drag is active\n * @param {boolean} [options.wheel=true] use wheel to scroll in direction (unless wheel plugin is active)\n * @param {number} [options.wheelScroll=1] number of pixels to scroll with each wheel spin\n * @param {boolean} [options.reverse] reverse the direction of the wheel scroll\n * @param {(boolean|string)} [options.clampWheel=false] clamp wheel(to avoid weird bounce with mouse wheel)\n * @param {string} [options.underflow=center] where to place world if too small for screen\n * @param {number} [options.factor=1] factor to multiply drag to increase the speed of movement\n * @param {string} [options.mouseButtons=all] changes which mouse buttons trigger drag, use: 'all', 'left',\n * 'right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * viewport.options.disableOnContextMenu if you want to use right-click dragging\n * @param {string[]} [options.keyToPress=null] - array containing\n * {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of keys that can be\n * pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n * @param {boolean} [options.ignoreKeyToPressOnTouch=false] - ignore keyToPress for touch events\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @returns {Viewport} this\n */\n public drag(options?: IDragOptions): Viewport\n {\n this.plugins.add('drag', new Drag(this, options));\n\n return this;\n }\n\n /**\n * Clamp to world boundaries or other provided boundaries\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary\n * [0, viewport.worldWidth/viewport.worldHeight], eg: to allow the world to be completely dragged offscreen,\n * set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the\n * appropriate boundaries\n *\n * NOTES:\n * clamp is disabled if called with no options; use { direction: 'all' } for all edge clamping\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n *\n * @param {object} [options]\n * @param {(number|boolean)} [options.left=false] - clamp left; true = 0\n * @param {(number|boolean)} [options.right=false] - clamp right; true = viewport.worldWidth\n * @param {(number|boolean)} [options.top=false] - clamp top; true = 0\n * @param {(number|boolean)} [options.bottom=false] - clamp bottom; true = viewport.worldHeight\n * @param {string} [direction] - (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight];\n * replaces left/right/top/bottom if set\n * @param {string} [underflow=center] - where to place world if too small for screen (e.g., top-right, center,\n * none, bottomLeft) * @returns {Viewport} this\n */\n public clamp(options?: IClampOptions): Viewport\n {\n this.plugins.add('clamp', new Clamp(this, options));\n\n return this;\n }\n\n /**\n * Decelerate after a move\n *\n * NOTE: this fires 'moved' event during deceleration\n *\n * @param {IDecelerateOptions} [options]\n * @param {number} [options.friction=0.95] - percent to decelerate after movement\n * @param {number} [options.bounce=0.8] - percent to decelerate when past boundaries (only applicable when\n * viewport.bounce() is active)\n * @param {number} [options.minSpeed=0.01] - minimum velocity before stopping/reversing acceleration\n * @return {Viewport} this\n */\n public decelerate(options?: IDecelerateOptions): Viewport\n {\n this.plugins.add('decelerate', new Decelerate(this, options));\n\n return this;\n }\n\n /**\n * Bounce on borders\n * NOTES:\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n * fires 'moved', 'bounce-x-start', 'bounce-y-start', 'bounce-x-end', and 'bounce-y-end' events\n * @param {object} [options]\n * @param {string} [options.sides=all] - all, horizontal, vertical, or combination of top, bottom, right, left\n * (e.g., 'top-bottom-right')\n * @param {number} [options.friction=0.5] - friction to apply to decelerate if active\n * @param {number} [options.time=150] - time in ms to finish bounce\n * @param {object} [options.bounceBox] - use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight)\n * @param {number} [options.bounceBox.x=0]\n * @param {number} [options.bounceBox.y=0]\n * @param {number} [options.bounceBox.width=viewport.worldWidth]\n * @param {number} [options.bounceBox.height=viewport.worldHeight]\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name\n * (see http://easings.net/ for supported names)\n * @param {string} [options.underflow=center] - (top/bottom/center and left/right/center, or center)\n * where to place world if too small for screen\n * @return {Viewport} this\n */\n public bounce(options?: IBounceOptions): Viewport\n {\n this.plugins.add('bounce', new Bounce(this, options));\n\n return this;\n }\n\n /**\n * Enable pinch to zoom and two-finger touch to drag\n *\n * @param {PinchOptions} [options]\n * @param {boolean} [options.noDrag] - disable two-finger dragging\n * @param {number} [options.percent=1] - percent to modify pinch speed\n * @param {number} [options.factor=1] - factor to multiply two-finger drag to increase the speed of movement\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of two fingers\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n public pinch(options?: IPinchOptions): Viewport\n {\n this.plugins.add('pinch', new Pinch(this, options));\n\n return this;\n }\n\n /**\n * Snap to a point\n *\n * @param {number} x\n * @param {number} y\n * @param {ISnapOptions} [options]\n * @param {boolean} [options.topLeft] - snap to the top-left of viewport instead of center\n * @param {number} [options.friction=0.8] - friction/frame to apply if decelerate is active\n * @param {number} [options.time=1000] - time in ms to snap\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name (see http://easings.net/\n * for supported names)\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at\n * the desired location\n * @return {Viewport} this\n */\n public snap(x: number, y: number, options?: ISnapOptions): Viewport\n {\n this.plugins.add('snap', new Snap(this, x, y, options));\n\n return this;\n }\n\n /**\n * Follow a target\n *\n * NOTES:\n * uses the (x, y) as the center to follow; for PIXI.Sprite to work properly, use sprite.anchor.set(0.5)\n * options.acceleration is not perfect as it doesn't know the velocity of the target. It adds acceleration\n * to the start of movement and deceleration to the end of movement when the target is stopped.\n * To cancel the follow, use: `viewport.plugins.remove('follow')`\n *\n * @fires 'moved' event\n *\n * @param {PIXI.DisplayObject} target to follow\n * @param {IFollowOptions} [options]\n * @param {number} [options.speed=0] - to follow in pixels/frame (0=teleport to location)\n * @param {number} [options.acceleration] - set acceleration to accelerate and decelerate at this rate; speed\n * cannot be 0 to use acceleration\n * @param {number} [options.radius] - radius (in world coordinates) of center circle where movement is allowed\n * without moving the viewport * @returns {Viewport} this\n * @returns {Viewport} this\n */\n public follow(target: DisplayObject, options?: IFollowOptions): Viewport\n {\n this.plugins.add('follow', new Follow(this, target, options));\n\n return this;\n }\n\n /**\n * Zoom using mouse wheel\n *\n * NOTE: the default event listener for 'wheel' event is document.body. Use `Viewport.options.divWheel` to\n * change this default\n *\n * @param {IWheelOptions} [options]\n * @param {number} [options.percent=0.1] - percent to scroll with each spin\n * @param {number} [options.smooth] - smooth the zooming by providing the number of frames to zoom between wheel spins\n * @param {boolean} [options.interrupt=true] - stop smoothing with any user input on the viewport\n * @param {boolean} [options.reverse] - reverse the direction of the scroll\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of current mouse position\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n public wheel(options?: IWheelOptions): Viewport\n {\n this.plugins.add('wheel', new Wheel(this, options));\n\n return this;\n }\n\n /**\n * Animate the position and/or scale of the viewport\n * To set the zoom level, use: (1) scale, (2) scaleX and scaleY, or (3) width and/or height\n * @param {object} options\n * @param {number} [options.time=1000] - time to animate\n * @param {PIXI.Point} [options.position=viewport.center] - position to move viewport\n * @param {number} [options.width] - desired viewport width in world pixels (use instead of scale;\n * aspect ratio is maintained if height is not provided)\n * @param {number} [options.height] - desired viewport height in world pixels (use instead of scale;\n * aspect ratio is maintained if width is not provided)\n * @param {number} [options.scale] - scale to change zoom (scale.x = scale.y)\n * @param {number} [options.scaleX] - independently change zoom in x-direction\n * @param {number} [options.scaleY] - independently change zoom in y-direction\n * @param {(function|string)} [options.ease=linear] - easing function to use\n * @param {function} [options.callbackOnComplete]\n * @param {boolean} [options.removeOnInterrupt] removes this plugin if interrupted by any user input\n * @returns {Viewport} this\n */\n public animate(options: IAnimateOptions): Viewport\n {\n this.plugins.add('animate', new Animate(this, options));\n\n return this;\n }\n\n /**\n * Enable clamping of zoom to constraints\n *\n * The minWidth/Height settings are how small the world can get (as it would appear on the screen)\n * before clamping. The maxWidth/maxHeight is how larger the world can scale (as it would appear on\n * the screen) before clamping.\n *\n * For example, if you have a world size of 1000 x 1000 and a screen size of 100 x 100, if you set\n * minWidth/Height = 100 then the world will not be able to zoom smaller than the screen size (ie,\n * zooming out so it appears smaller than the screen). Similarly, if you set maxWidth/Height = 100\n * the world will not be able to zoom larger than the screen size (ie, zooming in so it appears\n * larger than the screen).\n *\n * @param {object} [options]\n * @param {number} [options.minWidth] - minimum width\n * @param {number} [options.minHeight] - minimum height\n * @param {number} [options.maxWidth] - maximum width\n * @param {number} [options.maxHeight] - maximum height\n * @param {number} [options.minScale] - minimum scale\n * @param {number} [options.maxScale] - minimum scale\n * @return {Viewport} this\n */\n public clampZoom(options: IClampZoomOptions): Viewport\n {\n this.plugins.add('clamp-zoom', new ClampZoom(this, options));\n\n return this;\n }\n\n /**\n * Scroll viewport when mouse hovers near one of the edges or radius-distance from center of screen.\n *\n * NOTES: fires 'moved' event; there's a known bug where the mouseEdges does not work properly with \"windowed\" viewports\n *\n * @param {IMouseEdgesOptions} [options]\n * @param {number} [options.radius] - distance from center of screen in screen pixels\n * @param {number} [options.distance] - distance from all sides in screen pixels\n * @param {number} [options.top] - alternatively, set top distance (leave unset for no top scroll)\n * @param {number} [options.bottom] - alternatively, set bottom distance (leave unset for no top scroll)\n * @param {number} [options.left] - alternatively, set left distance (leave unset for no top scroll)\n * @param {number} [options.right] - alternatively, set right distance (leave unset for no top scroll)\n * @param {number} [options.speed=8] - speed in pixels/frame to scroll viewport\n * @param {boolean} [options.reverse] - reverse direction of scroll\n * @param {boolean} [options.noDecelerate] - don't use decelerate plugin even if it's installed\n * @param {boolean} [options.linear] - if using radius, use linear movement (+/- 1, +/- 1) instead of angled\n * movement (Math.cos(angle from center), Math.sin(angle from center))\n * @param {boolean} [options.allowButtons] allows plugin to continue working even when there's a mousedown event\n */\n public mouseEdges(options: IMouseEdgesOptions): Viewport\n {\n this.plugins.add('mouse-edges', new MouseEdges(this, options));\n\n return this;\n }\n\n /** Pause viewport (including animation updates such as decelerate) */\n get pause(): boolean\n {\n return !!this._pause;\n }\n set pause(value: boolean)\n {\n this._pause = value;\n\n this.lastViewport = null;\n this.moving = false;\n this.zooming = false;\n\n if (value)\n {\n this.input.pause();\n }\n }\n\n /**\n * Move the viewport so the bounding box is visible\n *\n * @param x - left\n * @param y - top\n * @param width\n * @param height\n * @param resizeToFit - Resize the viewport so the box fits within the viewport\n */\n public ensureVisible(x: number, y: number, width: number, height: number, resizeToFit?: boolean): void\n {\n if (resizeToFit && (width > this.worldScreenWidth || height > this.worldScreenHeight))\n {\n this.fit(true, width, height);\n this.emit('zoomed', { viewport: this, type: 'ensureVisible' });\n }\n let moved = false;\n\n if (x < this.left)\n {\n this.left = x;\n moved = true;\n }\n else if (x + width > this.right)\n {\n this.right = x + width;\n moved = true;\n }\n if (y < this.top)\n {\n this.top = y;\n moved = true;\n }\n else if (y + height > this.bottom)\n {\n this.bottom = y + height;\n moved = true;\n }\n if (moved)\n {\n this.emit('moved', { viewport: this, type: 'ensureVisible' });\n }\n }\n}\n\n/**\n * Fires after a mouse or touch click\n * @event Viewport#clicked\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag starts\n * @event Viewport#drag-start\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag ends\n * @event Viewport#drag-end\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a pinch starts\n * @event Viewport#pinch-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a pinch end\n * @event Viewport#pinch-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap starts\n * @event Viewport#snap-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap ends\n * @event Viewport#snap-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom starts\n * @event Viewport#snap-zoom-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom ends\n * @event Viewport#snap-zoom-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the x direction\n * @event Viewport#bounce-x-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the x direction\n * @event Viewport#bounce-x-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the y direction\n * @event Viewport#bounce-y-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the y direction\n * @event Viewport#bounce-y-end\n * @type {Viewport}\n */\n\n/**\n * Fires when for a mouse wheel event\n * @event Viewport#wheel\n * @type {object}\n * @property {object} wheel\n * @property {number} wheel.dx\n * @property {number} wheel.dy\n * @property {number} wheel.dz\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a wheel-scroll occurs\n * @event Viewport#wheel-scroll\n * @type {Viewport}\n */\n\n/**\n * Fires when a mouse-edge starts to scroll\n * @event Viewport#mouse-edge-start\n * @type {Viewport}\n */\n\n/**\n * Fires when the mouse-edge scrolling ends\n * @event Viewport#mouse-edge-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#moved\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type - (drag, snap, pinch, 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\ No newline at end of file diff --git a/docs/builds/browserify/index.js b/docs/builds/browserify/index.js index 29f423e9..57439f5e 100644 --- a/docs/builds/browserify/index.js +++ b/docs/builds/browserify/index.js @@ -3,8 +3,8 @@ /* eslint-disable */ /*! - * pixi-viewport - v4.37.0 - * Compiled Sun, 23 Oct 2022 14:02:15 UTC + * pixi-viewport - v4.38.0 + * Compiled Sun, 27 Nov 2022 13:43:58 UTC * * pixi-viewport is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -380,19 +380,20 @@ var penner = createCommonjsModule(function (module, exports) { * @param {(function|string)} [ease] * @param {defaults} default penner equation to use if none is provided */ +// eslint-disable-next-line consistent-return function ease(ease, defaults) { if (!ease) { - return penner[defaults] + return penner[defaults]; } else if (typeof ease === 'function') { - return ease + return ease; } else if (typeof ease === 'string') { - return penner[ease] + return penner[ease]; } } @@ -600,7 +601,7 @@ class Animate extends Plugin { this.parent.fitHeight(this.height, this.keepCenter, this.width === null); } - if (!this.keepCenter) + if (!this.keepCenter && this.options.position) { this.parent.moveCenter(this.options.position); } @@ -728,6 +729,8 @@ function _optionalChain$1(ops) { let lastAccessLHS = undefined; let value = ops[ + + @@ -753,7 +756,7 @@ class Bounce extends Plugin /** Holds whether to bounce from left side. */ - + /** Holds whether to bounce from top side. */ @@ -812,7 +815,9 @@ class Bounce extends Plugin this.left = this.options.sides.indexOf('left') !== -1; this.right = this.options.sides.indexOf('right') !== -1; } - } else { + } + else + { this.left = this.top = this.right = this.bottom = false; } @@ -825,7 +830,9 @@ class Bounce extends Plugin } else { + // eslint-disable-next-line no-nested-ternary this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0; + // eslint-disable-next-line no-nested-ternary this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0; } @@ -960,8 +967,8 @@ class Bounce extends Plugin y1 * this.parent.scale.y ), bottomRight: new math.Point( - width * this.parent.scale.x - this.parent.screenWidth, - height * this.parent.scale.y - this.parent.screenHeight + (width * this.parent.scale.x) - this.parent.screenWidth, + (height * this.parent.scale.y) - this.parent.screenHeight ) }; } @@ -973,8 +980,8 @@ class Bounce extends Plugin bottom: this.parent.bottom > this.parent.worldHeight, topLeft: new math.Point(0, 0), bottomRight: new math.Point( - this.parent.worldWidth * this.parent.scale.x - this.parent.screenWidth, - this.parent.worldHeight * this.parent.scale.y - this.parent.screenHeight + (this.parent.worldWidth * this.parent.scale.x) - this.parent.screenWidth, + (this.parent.worldHeight * this.parent.scale.y) - this.parent.screenHeight ) }; } @@ -997,7 +1004,8 @@ class Bounce extends Plugin if (decelerate && (decelerate.x || decelerate.y)) { - if ((decelerate.x && decelerate.percentChangeX === _optionalChain$1([decelerate, 'access', _ => _.options, 'optionalAccess', _2 => _2.friction])) || (decelerate.y && decelerate.percentChangeY === _optionalChain$1([decelerate, 'access', _3 => _3.options, 'optionalAccess', _4 => _4.friction]))) + if ((decelerate.x && decelerate.percentChangeX === _optionalChain$1([decelerate, 'access', _ => _.options, 'optionalAccess', _2 => _2.friction])) + || (decelerate.y && decelerate.percentChangeY === _optionalChain$1([decelerate, 'access', _3 => _3.options, 'optionalAccess', _4 => _4.friction]))) { oob = this.oob(); if ((oob.left && this.left) || (oob.right && this.right)) @@ -1073,12 +1081,14 @@ class Bounce extends Plugin * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side; * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight] - * eg: to allow the world to be completely dragged offscreen, set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2] + * eg: to allow the world to be completely dragged offscreen, set + * [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2] * * Underflow determines what happens when the world is smaller than the viewport * 1. none = the world is clamped but there is no special behavior * 2. center = the world is centered on the viewport - * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the appropriate boundaries + * 3. combination of top/bottom/center and left/right/center (case insensitive) = + * the world is stuck to the appropriate boundaries * */ @@ -1193,7 +1203,9 @@ class Clamp extends Plugin } else { + // eslint-disable-next-line no-nested-ternary this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0; + // eslint-disable-next-line no-nested-ternary this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0; this.noUnderflow = false; } @@ -1270,7 +1282,8 @@ class Clamp extends Plugin { if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right)) { - this.parent.x = -(this.options.right === true ? this.parent.worldWidth : this.options.right) * this.parent.scale.x + this.parent.screenWidth; + this.parent.x = (-(this.options.right === true ? this.parent.worldWidth : this.options.right) + * this.parent.scale.x) + this.parent.screenWidth; decelerate.x = 0; moved = true; } @@ -1327,8 +1340,8 @@ class Clamp extends Plugin { if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)) { - this.parent.y = -(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom) - * this.parent.scale.y + this.parent.screenHeight; + this.parent.y = (-(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom) + * this.parent.scale.y) + this.parent.screenHeight; decelerate.y = 0; moved = true; } @@ -1756,16 +1769,22 @@ class Decelerate extends Plugin this.timeSinceRelease += elapsed; // End decelerate velocity once it goes under a certain amount of precision. - if (this.x && this.y) { - if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) { - this.x = 0; - this.y = 0; + if (this.x && this.y) + { + if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) + { + this.x = 0; + this.y = 0; } - } else { - if (Math.abs(this.x || 0) < this.options.minSpeed) { + } + else + { + if (Math.abs(this.x || 0) < this.options.minSpeed) + { this.x = 0; } - if (Math.abs(this.y || 0) < this.options.minSpeed) { + if (Math.abs(this.y || 0) < this.options.minSpeed) + { this.y = 0; } } @@ -1878,6 +1897,7 @@ class Decelerate extends Plugin + const DEFAULT_DRAG_OPTIONS = { @@ -1936,13 +1956,15 @@ class Drag extends Plugin /** The ID of the pointer currently panning the viewport. */ + /** Array of event-handlers for window */ + __init() {this.windowEventHandlers = new Array();} + /** * This is called by {@link Viewport.drag}. */ constructor(parent, options = {}) { - super(parent); - + super(parent);Drag.prototype.__init.call(this); this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options); this.moved = false; this.reverse = this.options.reverse ? 1 : -1; @@ -1966,16 +1988,30 @@ class Drag extends Plugin */ handleKeyPresses(codes) { - window.addEventListener('keydown', (e) => - { + const keydownHandler = (e) => { if (codes.includes(e.code)) { this.keyIsPressed = true; } - }); + }; - window.addEventListener('keyup', (e) => - { + const keyupHandler = (e) => { if (codes.includes(e.code)) { this.keyIsPressed = false; } + }; + + this.addWindowEventHandler("keyup", keyupHandler); + this.addWindowEventHandler("keydown", keydownHandler); + } + + addWindowEventHandler(event, handler) + { + window.addEventListener(event, handler); + this.windowEventHandlers.push({event, handler}); + } + + destroy() + { + this.windowEventHandlers.forEach(({event, handler}) => { + window.removeEventListener(event, handler); }); } @@ -2415,20 +2451,21 @@ class Follow extends Plugin if (distance) { - const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) / (2 * this.options.acceleration); + const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) + / (2 * this.options.acceleration); if (distance > decelerationDistance) { this.velocity = { - x: Math.min(this.velocity.x + this.options.acceleration * elapsed, this.options.speed), - y: Math.min(this.velocity.y + this.options.acceleration * elapsed, this.options.speed) + x: Math.min(this.velocity.x + (this.options.acceleration * elapsed, this.options.speed)), + y: Math.min(this.velocity.y + (this.options.acceleration * elapsed, this.options.speed)) }; } else { this.velocity = { - x: Math.max(this.velocity.x - this.options.acceleration * this.options.speed, 0), - y: Math.max(this.velocity.y - this.options.acceleration * this.options.speed, 0) + x: Math.max(this.velocity.x - (this.options.acceleration * this.options.speed), 0), + y: Math.max(this.velocity.y - (this.options.acceleration * this.options.speed), 0) }; } const changeX = Math.cos(angle) * this.velocity.x; @@ -2501,6 +2538,8 @@ class Follow extends Plugin + + @@ -2864,9 +2903,9 @@ class Pinch extends Plugin const point = { x: (first.last ).x - + ((second.last ).x - (first.last ).x) / 2, + + (((second.last ).x - (first.last ).x) / 2), y: (first.last ).y - + ((second.last ).y - (first.last ).y) / 2, + + (((second.last ).y - (first.last ).y) / 2), }; if (!this.options.center) @@ -2879,7 +2918,7 @@ class Pinch extends Plugin dist = dist === 0 ? dist = 0.0000000001 : dist; - const change = (1 - last / dist) * this.options.percent + const change = (1 - (last / dist)) * this.options.percent * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y); if (this.isAxisX()) @@ -3694,8 +3733,8 @@ class Wheel extends Plugin }; this.smoothing = { - x: ((this.parent.scale.x + original.x) * change - this.parent.scale.x) / this.options.smooth, - y: ((this.parent.scale.y + original.y) * change - this.parent.scale.y) / this.options.smooth, + x: (((this.parent.scale.x + original.x) * change) - this.parent.scale.x) / this.options.smooth, + y: (((this.parent.scale.y + original.y) * change) - this.parent.scale.y) / this.options.smooth, }; this.smoothingCount = 0; this.smoothingCenter = point; @@ -4109,6 +4148,14 @@ class PluginManager */ add(name, plugin, index = PLUGIN_ORDER.length) { + + const oldPlugin = this.plugins[name]; + + if (oldPlugin) + { + oldPlugin.destroy(); + } + this.plugins[name] = plugin; const current = PLUGIN_ORDER.indexOf(name); @@ -4196,6 +4243,9 @@ class PluginManager /** removes all installed plugins */ removeAll() { + this.list.forEach((plugin) => { + plugin.destroy(); + }); this.plugins = {}; this.sort(); } @@ -4209,6 +4259,7 @@ class PluginManager { if (this.plugins[name]) { + _optionalChain([this, 'access', _4 => _4.plugins, 'access', _5 => _5[name], 'optionalAccess', _6 => _6.destroy, 'call', _7 => _7()]); delete this.plugins[name]; this.viewport.emit(`${name}-remove`); this.sort(); @@ -4222,7 +4273,7 @@ class PluginManager */ pause(name) { - _optionalChain([this, 'access', _4 => _4.plugins, 'access', _5 => _5[name], 'optionalAccess', _6 => _6.pause, 'call', _7 => _7()]); + _optionalChain([this, 'access', _8 => _8.plugins, 'access', _9 => _9[name], 'optionalAccess', _10 => _10.pause, 'call', _11 => _11()]); } /** @@ -4232,7 +4283,7 @@ class PluginManager */ resume(name) { - _optionalChain([this, 'access', _8 => _8.plugins, 'access', _9 => _9[name], 'optionalAccess', _10 => _10.resume, 'call', _11 => _11()]); + _optionalChain([this, 'access', _12 => _12.plugins, 'access', _13 => _13[name], 'optionalAccess', _14 => _14.resume, 'call', _15 => _15()]); } /** @@ -5828,7 +5879,7 @@ exports.Wheel = Wheel; }).call(this)}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {}) -},{"@pixi/display":14,"@pixi/math":17,"@pixi/ticker":21}],2:[function(require,module,exports){ +},{"@pixi/display":8,"@pixi/math":20,"@pixi/ticker":37}],2:[function(require,module,exports){ const PIXI = require('pixi.js') const Viewport = require('../../../').Viewport @@ -5859,10 +5910,10 @@ window.onload = () => .pinch() .decelerate() } -},{"../../../":1,"pixi.js":26}],3:[function(require,module,exports){ +},{"../../../":1,"pixi.js":42}],3:[function(require,module,exports){ /*! - * @pixi/accessibility - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/accessibility - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * * @pixi/accessibility is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -6396,382 +6447,420 @@ exports.AccessibilityManager = AccessibilityManager; exports.accessibleTarget = accessibleTarget; -},{"@pixi/core":11,"@pixi/display":4,"@pixi/utils":22}],4:[function(require,module,exports){ +},{"@pixi/core":7,"@pixi/display":8,"@pixi/utils":38}],4:[function(require,module,exports){ /*! - * @pixi/display - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/app - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/display is licensed under the MIT License. + * @pixi/app is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ 'use strict'; Object.defineProperty(exports, '__esModule', { value: true }); -var settings = require('@pixi/settings'); -var math = require('@pixi/math'); +var core = require('@pixi/core'); +var display = require('@pixi/display'); var utils = require('@pixi/utils'); /** - * Sets the default value for the container property 'sortableChildren'. - * If set to true, the container will sort its children by zIndex value - * when updateTransform() is called, or manually if sortChildren() is called. - * - * This actually changes the order of elements in the array, so should be treated - * as a basic solution that is not performant compared to other solutions, - * such as @link https://github.com/pixijs/pixi-display - * - * Also be aware of that this may not work nicely with the addChildAt() function, - * as the zIndex sorting may cause the child to automatically sorted to another position. - * @static - * @constant - * @name SORTABLE_CHILDREN - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ -settings.settings.SORTABLE_CHILDREN = false; - -/** - * 'Builder' pattern for bounds rectangles. - * - * This could be called an Axis-Aligned Bounding Box. - * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems. - * @memberof PIXI + * Middleware for for Application's resize functionality + * @private + * @class */ -var Bounds = /** @class */ (function () { - function Bounds() { - this.minX = Infinity; - this.minY = Infinity; - this.maxX = -Infinity; - this.maxY = -Infinity; - this.rect = null; - this.updateID = -1; +var ResizePlugin = /** @class */ (function () { + function ResizePlugin() { } /** - * Checks if bounds are empty. - * @returns - True if empty. - */ - Bounds.prototype.isEmpty = function () { - return this.minX > this.maxX || this.minY > this.maxY; - }; - /** Clears the bounds and resets. */ - Bounds.prototype.clear = function () { - this.minX = Infinity; - this.minY = Infinity; - this.maxX = -Infinity; - this.maxY = -Infinity; - }; - /** - * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle - * It is not guaranteed that it will return tempRect - * @param rect - Temporary object will be used if AABB is not empty - * @returns - A rectangle of the bounds - */ - Bounds.prototype.getRectangle = function (rect) { - if (this.minX > this.maxX || this.minY > this.maxY) { - return math.Rectangle.EMPTY; - } - rect = rect || new math.Rectangle(0, 0, 1, 1); - rect.x = this.minX; - rect.y = this.minY; - rect.width = this.maxX - this.minX; - rect.height = this.maxY - this.minY; - return rect; - }; - /** - * This function should be inlined when its possible. - * @param point - The point to add. - */ - Bounds.prototype.addPoint = function (point) { - this.minX = Math.min(this.minX, point.x); - this.maxX = Math.max(this.maxX, point.x); - this.minY = Math.min(this.minY, point.y); - this.maxY = Math.max(this.maxY, point.y); - }; - /** - * Adds a point, after transformed. This should be inlined when its possible. - * @param matrix - * @param point + * Initialize the plugin with scope of application instance + * @static + * @private + * @param {object} [options] - See application options */ - Bounds.prototype.addPointMatrix = function (matrix, point) { - var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty; - var x = (a * point.x) + (c * point.y) + tx; - var y = (b * point.x) + (d * point.y) + ty; - this.minX = Math.min(this.minX, x); - this.maxX = Math.max(this.maxX, x); - this.minY = Math.min(this.minY, y); - this.maxY = Math.max(this.maxY, y); + ResizePlugin.init = function (options) { + var _this = this; + Object.defineProperty(this, 'resizeTo', + /** + * The HTML element or window to automatically resize the + * renderer's view element to match width and height. + * @member {Window|HTMLElement} + * @name resizeTo + * @memberof PIXI.Application# + */ + { + set: function (dom) { + globalThis.removeEventListener('resize', this.queueResize); + this._resizeTo = dom; + if (dom) { + globalThis.addEventListener('resize', this.queueResize); + this.resize(); + } + }, + get: function () { + return this._resizeTo; + }, + }); + /** + * Resize is throttled, so it's safe to call this multiple times per frame and it'll + * only be called once. + * @memberof PIXI.Application# + * @method queueResize + * @private + */ + this.queueResize = function () { + if (!_this._resizeTo) { + return; + } + _this.cancelResize(); + // // Throttle resize events per raf + _this._resizeId = requestAnimationFrame(function () { return _this.resize(); }); + }; + /** + * Cancel the resize queue. + * @memberof PIXI.Application# + * @method cancelResize + * @private + */ + this.cancelResize = function () { + if (_this._resizeId) { + cancelAnimationFrame(_this._resizeId); + _this._resizeId = null; + } + }; + /** + * Execute an immediate resize on the renderer, this is not + * throttled and can be expensive to call many times in a row. + * Will resize only if `resizeTo` property is set. + * @memberof PIXI.Application# + * @method resize + */ + this.resize = function () { + if (!_this._resizeTo) { + return; + } + // clear queue resize + _this.cancelResize(); + var width; + var height; + // Resize to the window + if (_this._resizeTo === globalThis.window) { + width = globalThis.innerWidth; + height = globalThis.innerHeight; + } + // Resize to other HTML entities + else { + var _a = _this._resizeTo, clientWidth = _a.clientWidth, clientHeight = _a.clientHeight; + width = clientWidth; + height = clientHeight; + } + _this.renderer.resize(width, height); + }; + // On resize + this._resizeId = null; + this._resizeTo = null; + this.resizeTo = options.resizeTo || null; }; /** - * Adds a quad, not transformed - * @param vertices - The verts to add. + * Clean up the ticker, scoped to application + * @static + * @private */ - Bounds.prototype.addQuad = function (vertices) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - var x = vertices[0]; - var y = vertices[1]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[2]; - y = vertices[3]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[4]; - y = vertices[5]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[6]; - y = vertices[7]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; + ResizePlugin.destroy = function () { + globalThis.removeEventListener('resize', this.queueResize); + this.cancelResize(); + this.cancelResize = null; + this.queueResize = null; + this.resizeTo = null; + this.resize = null; }; + /** @ignore */ + ResizePlugin.extension = core.ExtensionType.Application; + return ResizePlugin; +}()); + +/** + * Convenience class to create a new PIXI application. + * + * This class automatically creates the renderer, ticker and root container. + * @example + * // Create the application + * const app = new PIXI.Application(); + * + * // Add the view to the DOM + * document.body.appendChild(app.view); + * + * // ex, add display objects + * app.stage.addChild(PIXI.Sprite.from('something.png')); + * @class + * @memberof PIXI + */ +var Application = /** @class */ (function () { /** - * Adds sprite frame, transformed. - * @param transform - transform to apply - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame + * @param {object} [options] - The optional renderer parameters. + * @param {boolean} [options.autoStart=true] - Automatically starts the rendering after the construction. + * **Note**: Setting this parameter to false does NOT stop the shared ticker even if you set + * options.sharedTicker to true in case that it is already started. Stop it by your own. + * @param {number} [options.width=800] - The width of the renderers view. + * @param {number} [options.height=600] - The height of the renderers view. + * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional. + * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property. + * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the + * canvas needs to be opaque, possibly for performance reasons on some older devices. + * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for + * resolutions other than 1. + * @param {boolean} [options.antialias=false] - Sets antialias + * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, enable this if you + * need to call toDataUrl on the WebGL context. + * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer. + * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this + * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise + * it is ignored. + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque). + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or + * not before the new render pass. + * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" + * for devices with dual graphics card. **(WebGL only)**. + * @param {boolean} [options.sharedTicker=false] - `true` to use PIXI.Ticker.shared, `false` to create new ticker. + * If set to false, you cannot register a handler to occur before anything that runs on the shared ticker. + * The system ticker will always run before both the shared ticker and the app ticker. + * @param {boolean} [options.sharedLoader=false] - `true` to use PIXI.Loader.shared, `false` to create new Loader. + * @param {Window|HTMLElement} [options.resizeTo] - Element to automatically resize stage to. */ - Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) { - this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1); - }; + function Application(options) { + var _this = this; + /** + * The root display container that's rendered. + * @member {PIXI.Container} + */ + this.stage = new display.Container(); + // The default options + options = Object.assign({ + forceCanvas: false, + }, options); + this.renderer = core.autoDetectRenderer(options); + // install plugins here + Application._plugins.forEach(function (plugin) { + plugin.init.call(_this, options); + }); + } /** - * Adds sprite frame, multiplied by matrix - * @param matrix - matrix to apply - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame + * Use the {@link PIXI.extensions.add} API to register plugins. + * @deprecated since 6.5.0 + * @static + * @param {PIXI.IApplicationPlugin} plugin - Plugin being installed */ - Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) { - var a = matrix.a; - var b = matrix.b; - var c = matrix.c; - var d = matrix.d; - var tx = matrix.tx; - var ty = matrix.ty; - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - var x = (a * x0) + (c * y0) + tx; - var y = (b * x0) + (d * y0) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x1) + (c * y0) + tx; - y = (b * x1) + (d * y0) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x0) + (c * y1) + tx; - y = (b * x0) + (d * y1) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x1) + (c * y1) + tx; - y = (b * x1) + (d * y1) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; + Application.registerPlugin = function (plugin) { + utils.deprecation('6.5.0', 'Application.registerPlugin() is deprecated, use extensions.add()'); + core.extensions.add({ + type: core.ExtensionType.Application, + ref: plugin, + }); }; - /** - * Adds screen vertices from array - * @param vertexData - calculated vertices - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - */ - Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - for (var i = beginOffset; i < endOffset; i += 2) { - var x = vertexData[i]; - var y = vertexData[i + 1]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - } - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; + /** Render the current stage. */ + Application.prototype.render = function () { + this.renderer.render(this.stage); }; + Object.defineProperty(Application.prototype, "view", { + /** + * Reference to the renderer's canvas element. + * @member {HTMLCanvasElement} + * @readonly + */ + get: function () { + return this.renderer.view; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Application.prototype, "screen", { + /** + * Reference to the renderer's screen rectangle. Its safe to use as `filterArea` or `hitArea` for the whole screen. + * @member {PIXI.Rectangle} + * @readonly + */ + get: function () { + return this.renderer.screen; + }, + enumerable: false, + configurable: true + }); /** - * Add an array of mesh vertices - * @param transform - mesh transform - * @param vertices - mesh coordinates in array - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded + * Destroy and don't use after this. + * @param {boolean} [removeView=false] - Automatically remove canvas from DOM. + * @param {object|boolean} [stageOptions] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [stageOptions.children=false] - if set to true, all the children will have their destroy + * method called as well. 'stageOptions' will be passed on to those calls. + * @param {boolean} [stageOptions.texture=false] - Only used for child Sprites if stageOptions.children is set + * to true. Should it destroy the texture of the child sprite + * @param {boolean} [stageOptions.baseTexture=false] - Only used for child Sprites if stageOptions.children is set + * to true. Should it destroy the base texture of the child sprite */ - Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) { - this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset); + Application.prototype.destroy = function (removeView, stageOptions) { + var _this = this; + // Destroy plugins in the opposite order + // which they were constructed + var plugins = Application._plugins.slice(0); + plugins.reverse(); + plugins.forEach(function (plugin) { + plugin.destroy.call(_this); + }); + this.stage.destroy(stageOptions); + this.stage = null; + this.renderer.destroy(removeView); + this.renderer = null; }; - /** - * Add an array of mesh vertices. - * @param matrix - mesh matrix - * @param vertices - mesh coordinates in array - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - * @param padX - x padding - * @param padY - y padding - */ - Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) { - if (padX === void 0) { padX = 0; } - if (padY === void 0) { padY = padX; } - var a = matrix.a; - var b = matrix.b; - var c = matrix.c; - var d = matrix.d; - var tx = matrix.tx; - var ty = matrix.ty; - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - for (var i = beginOffset; i < endOffset; i += 2) { - var rawX = vertices[i]; - var rawY = vertices[i + 1]; - var x = (a * rawX) + (c * rawY) + tx; - var y = (d * rawY) + (b * rawX) + ty; - minX = Math.min(minX, x - padX); - maxX = Math.max(maxX, x + padX); - minY = Math.min(minY, y - padY); - maxY = Math.max(maxY, y + padY); - } - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Adds other {@link Bounds}. - * @param bounds - The Bounds to be added - */ - Bounds.prototype.addBounds = function (bounds) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = bounds.minX < minX ? bounds.minX : minX; - this.minY = bounds.minY < minY ? bounds.minY : minY; - this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX; - this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY; - }; - /** - * Adds other Bounds, masked with Bounds. - * @param bounds - The Bounds to be added. - * @param mask - TODO - */ - Bounds.prototype.addBoundsMask = function (bounds, mask) { - var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX; - var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY; - var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX; - var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY; - if (_minX <= _maxX && _minY <= _maxY) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = _minX < minX ? _minX : minX; - this.minY = _minY < minY ? _minY : minY; - this.maxX = _maxX > maxX ? _maxX : maxX; - this.maxY = _maxY > maxY ? _maxY : maxY; - } - }; - /** - * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty. - * @param bounds - other bounds - * @param matrix - multiplicator - */ - Bounds.prototype.addBoundsMatrix = function (bounds, matrix) { - this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY); - }; - /** - * Adds other Bounds, masked with Rectangle. - * @param bounds - TODO - * @param area - TODO - */ - Bounds.prototype.addBoundsArea = function (bounds, area) { - var _minX = bounds.minX > area.x ? bounds.minX : area.x; - var _minY = bounds.minY > area.y ? bounds.minY : area.y; - var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width); - var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height); - if (_minX <= _maxX && _minY <= _maxY) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = _minX < minX ? _minX : minX; - this.minY = _minY < minY ? _minY : minY; - this.maxX = _maxX > maxX ? _maxX : maxX; - this.maxY = _maxY > maxY ? _maxY : maxY; - } - }; - /** - * Pads bounds object, making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. - */ - Bounds.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - if (!this.isEmpty()) { - this.minX -= paddingX; - this.maxX += paddingX; - this.minY -= paddingY; - this.maxY += paddingY; - } - }; - /** - * Adds padded frame. (x0, y0) should be strictly less than (x1, y1) - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - * @param padX - padding X - * @param padY - padding Y - */ - Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) { - x0 -= padX; - y0 -= padY; - x1 += padX; - y1 += padY; - this.minX = this.minX < x0 ? this.minX : x0; - this.maxX = this.maxX > x1 ? this.maxX : x1; - this.minY = this.minY < y0 ? this.minY : y0; - this.maxY = this.maxY > y1 ? this.maxY : y1; - }; - return Bounds; + /** Collection of installed plugins. */ + Application._plugins = []; + return Application; }()); +core.extensions.handleByList(core.ExtensionType.Application, Application._plugins); + +core.extensions.add(ResizePlugin); + +exports.Application = Application; +exports.ResizePlugin = ResizePlugin; + + +},{"@pixi/core":7,"@pixi/display":8,"@pixi/utils":38}],5:[function(require,module,exports){ +/*! + * @pixi/compressed-textures - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/compressed-textures is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ +'use strict'; + +Object.defineProperty(exports, '__esModule', { value: true }); + +var core = require('@pixi/core'); +var loaders = require('@pixi/loaders'); +var utils = require('@pixi/utils'); +var settings = require('@pixi/settings'); +var constants = require('@pixi/constants'); + +var _a$2; +/** + * WebGL internal formats, including compressed texture formats provided by extensions + * @memberof PIXI + * @static + * @name INTERNAL_FORMATS + * @enum {number} + * @property {number} [COMPRESSED_RGB_S3TC_DXT1_EXT=0x83F0] - + * @property {number} [COMPRESSED_RGBA_S3TC_DXT1_EXT=0x83F1] - + * @property {number} [COMPRESSED_RGBA_S3TC_DXT3_EXT=0x83F2] - + * @property {number} [COMPRESSED_RGBA_S3TC_DXT5_EXT=0x83F3] - + * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT=35917] - + * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT=35918] - + * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT=35919] - + * @property {number} [COMPRESSED_SRGB_S3TC_DXT1_EXT=35916] - + * @property {number} [COMPRESSED_R11_EAC=0x9270] - + * @property {number} [COMPRESSED_SIGNED_R11_EAC=0x9271] - + * @property {number} [COMPRESSED_RG11_EAC=0x9272] - + * @property {number} [COMPRESSED_SIGNED_RG11_EAC=0x9273] - + * @property {number} [COMPRESSED_RGB8_ETC2=0x9274] - + * @property {number} [COMPRESSED_RGBA8_ETC2_EAC=0x9278] - + * @property {number} [COMPRESSED_SRGB8_ETC2=0x9275] - + * @property {number} [COMPRESSED_SRGB8_ALPHA8_ETC2_EAC=0x9279] - + * @property {number} [COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9276] - + * @property {number} [COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9277] - + * @property {number} [COMPRESSED_RGB_PVRTC_4BPPV1_IMG=0x8C00] - + * @property {number} [COMPRESSED_RGBA_PVRTC_4BPPV1_IMG=0x8C02] - + * @property {number} [COMPRESSED_RGB_PVRTC_2BPPV1_IMG=0x8C01] - + * @property {number} [COMPRESSED_RGBA_PVRTC_2BPPV1_IMG=0x8C03] - + * @property {number} [COMPRESSED_RGB_ETC1_WEBGL=0x8D64] - + * @property {number} [COMPRESSED_RGB_ATC_WEBGL=0x8C92] - + * @property {number} [COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL=0x8C92] - + * @property {number} [COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL=0x87EE] - + * @property {number} [COMPRESSED_RGBA_ASTC_4x4_KHR=0x93B0] - + */ +exports.INTERNAL_FORMATS = void 0; +(function (INTERNAL_FORMATS) { + // WEBGL_compressed_texture_s3tc + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_S3TC_DXT1_EXT"] = 33776] = "COMPRESSED_RGB_S3TC_DXT1_EXT"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_S3TC_DXT1_EXT"] = 33777] = "COMPRESSED_RGBA_S3TC_DXT1_EXT"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_S3TC_DXT3_EXT"] = 33778] = "COMPRESSED_RGBA_S3TC_DXT3_EXT"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_S3TC_DXT5_EXT"] = 33779] = "COMPRESSED_RGBA_S3TC_DXT5_EXT"; + // WEBGL_compressed_texture_s3tc_srgb + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT"] = 35917] = "COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT"] = 35918] = "COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT"] = 35919] = "COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_S3TC_DXT1_EXT"] = 35916] = "COMPRESSED_SRGB_S3TC_DXT1_EXT"; + // WEBGL_compressed_texture_etc + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_R11_EAC"] = 37488] = "COMPRESSED_R11_EAC"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SIGNED_R11_EAC"] = 37489] = "COMPRESSED_SIGNED_R11_EAC"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RG11_EAC"] = 37490] = "COMPRESSED_RG11_EAC"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SIGNED_RG11_EAC"] = 37491] = "COMPRESSED_SIGNED_RG11_EAC"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB8_ETC2"] = 37492] = "COMPRESSED_RGB8_ETC2"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA8_ETC2_EAC"] = 37496] = "COMPRESSED_RGBA8_ETC2_EAC"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB8_ETC2"] = 37493] = "COMPRESSED_SRGB8_ETC2"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"] = 37497] = "COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"] = 37494] = "COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"] = 37495] = "COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; + // WEBGL_compressed_texture_pvrtc + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_PVRTC_4BPPV1_IMG"] = 35840] = "COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"] = 35842] = "COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_PVRTC_2BPPV1_IMG"] = 35841] = "COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"] = 35843] = "COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; + // WEBGL_compressed_texture_etc1 + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_ETC1_WEBGL"] = 36196] = "COMPRESSED_RGB_ETC1_WEBGL"; + // WEBGL_compressed_texture_atc + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_ATC_WEBGL"] = 35986] = "COMPRESSED_RGB_ATC_WEBGL"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL"] = 35986] = "COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL"] = 34798] = "COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL"; + // WEBGL_compressed_texture_astc + /* eslint-disable-next-line camelcase */ + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_ASTC_4x4_KHR"] = 37808] = "COMPRESSED_RGBA_ASTC_4x4_KHR"; +})(exports.INTERNAL_FORMATS || (exports.INTERNAL_FORMATS = {})); +/** + * Maps the compressed texture formats in {@link PIXI.INTERNAL_FORMATS} to the number of bytes taken by + * each texel. + * @memberof PIXI + * @static + * @ignore + */ +var INTERNAL_FORMAT_TO_BYTES_PER_PIXEL = (_a$2 = {}, + // WEBGL_compressed_texture_s3tc + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGB_S3TC_DXT1_EXT] = 0.5, + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT] = 0.5, + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT] = 1, + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT] = 1, + // WEBGL_compressed_texture_s3tc + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_SRGB_S3TC_DXT1_EXT] = 0.5, + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT] = 0.5, + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT] = 1, + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT] = 1, + // WEBGL_compressed_texture_etc + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_R11_EAC] = 0.5, + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_SIGNED_R11_EAC] = 0.5, + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RG11_EAC] = 1, + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_SIGNED_RG11_EAC] = 1, + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGB8_ETC2] = 0.5, + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGBA8_ETC2_EAC] = 1, + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_SRGB8_ETC2] = 0.5, + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC] = 1, + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5, + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5, + // WEBGL_compressed_texture_pvrtc + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_4BPPV1_IMG] = 0.5, + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG] = 0.5, + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_2BPPV1_IMG] = 0.25, + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG] = 0.25, + // WEBGL_compressed_texture_etc1 + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGB_ETC1_WEBGL] = 0.5, + // @see https://www.khronos.org/registry/OpenGL/extensions/AMD/AMD_compressed_ATC_texture.txt + // WEBGL_compressed_texture_atc + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGB_ATC_WEBGL] = 0.5, + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL] = 1, + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL] = 1, + // @see https://registry.khronos.org/OpenGL/extensions/KHR/KHR_texture_compression_astc_hdr.txt + // WEBGL_compressed_texture_astc + /* eslint-disable-next-line camelcase */ + _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGBA_ASTC_4x4_KHR] = 1, + _a$2); /*! ***************************************************************************** Copyright (c) Microsoft Corporation. @@ -6800,1910 +6889,1235 @@ function __extends(d, b) { extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); +} + +function __awaiter(thisArg, _arguments, P, generator) { + function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); } + return new (P || (P = Promise))(function (resolve, reject) { + function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } } + function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } } + function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); } + step((generator = generator.apply(thisArg, _arguments || [])).next()); + }); +} + +function __generator(thisArg, body) { + var _ = { label: 0, sent: function() { if (t[0] & 1) { throw t[1]; } return t[1]; }, trys: [], ops: [] }, f, y, t, g; + return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g; + function verb(n) { return function (v) { return step([n, v]); }; } + function step(op) { + if (f) { throw new TypeError("Generator is already executing."); } + while (_) { try { + if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) { return t; } + if (y = 0, t) { op = [op[0] & 2, t.value]; } + switch (op[0]) { + case 0: case 1: t = op; break; + case 4: _.label++; return { value: op[1], done: false }; + case 5: _.label++; y = op[1]; op = [0]; continue; + case 7: op = _.ops.pop(); _.trys.pop(); continue; + default: + if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; } + if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; } + if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; } + if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; } + if (t[2]) { _.ops.pop(); } + _.trys.pop(); continue; + } + op = body.call(thisArg, _); + } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; } } + if (op[0] & 5) { throw op[1]; } return { value: op[0] ? op[1] : void 0, done: true }; + } } /** - * The base class for all objects that are rendered on the screen. + * Resource that fetches texture data over the network and stores it in a buffer. + * @class + * @extends PIXI.Resource + * @memberof PIXI + */ +var BlobResource = /** @class */ (function (_super) { + __extends(BlobResource, _super); + /** + * @param {string} source - the URL of the texture file + * @param {PIXI.IBlobOptions} options + * @param {boolean}[options.autoLoad] - whether to fetch the data immediately; + * you can fetch it later via {@link BlobResource#load} + * @param {boolean}[options.width] - the width in pixels. + * @param {boolean}[options.height] - the height in pixels. + */ + function BlobResource(source, options) { + if (options === void 0) { options = { width: 1, height: 1, autoLoad: true }; } + var _this = this; + var origin; + var data; + if (typeof source === 'string') { + origin = source; + data = new Uint8Array(); + } + else { + origin = null; + data = source; + } + _this = _super.call(this, data, options) || this; + /** + * The URL of the texture file + * @member {string} + */ + _this.origin = origin; + /** + * The viewable buffer on the data + * @member {ViewableBuffer} + */ + // HINT: BlobResource allows "null" sources, assuming the child class provides an alternative + _this.buffer = data ? new core.ViewableBuffer(data) : null; + // Allow autoLoad = "undefined" still load the resource by default + if (_this.origin && options.autoLoad !== false) { + _this.load(); + } + if (data && data.length) { + _this.loaded = true; + _this.onBlobLoaded(_this.buffer.rawBinaryData); + } + return _this; + } + BlobResource.prototype.onBlobLoaded = function (_data) { + // TODO: Override this method + }; + /** Loads the blob */ + BlobResource.prototype.load = function () { + return __awaiter(this, void 0, Promise, function () { + var response, blob, arrayBuffer; + return __generator(this, function (_a) { + switch (_a.label) { + case 0: return [4 /*yield*/, fetch(this.origin)]; + case 1: + response = _a.sent(); + return [4 /*yield*/, response.blob()]; + case 2: + blob = _a.sent(); + return [4 /*yield*/, blob.arrayBuffer()]; + case 3: + arrayBuffer = _a.sent(); + this.data = new Uint32Array(arrayBuffer); + this.buffer = new core.ViewableBuffer(arrayBuffer); + this.loaded = true; + this.onBlobLoaded(arrayBuffer); + this.update(); + return [2 /*return*/, this]; + } + }); + }); + }; + return BlobResource; +}(core.BufferResource)); + +/** + * Resource for compressed texture formats, as follows: S3TC/DXTn (& their sRGB formats), ATC, ASTC, ETC 1/2, PVRTC. * - * This is an abstract class and can not be used on its own; rather it should be extended. + * Compressed textures improve performance when rendering is texture-bound. The texture data stays compressed in + * graphics memory, increasing memory locality and speeding up texture fetches. These formats can also be used to store + * more detail in the same amount of memory. * - * ## Display objects implemented in PixiJS + * For most developers, container file formats are a better abstraction instead of directly handling raw texture + * data. PixiJS provides native support for the following texture file formats (via {@link PIXI.Loader}): * - * | Display Object | Description | - * | ------------------------------- | --------------------------------------------------------------------- | - * | {@link PIXI.Container} | Adds support for `children` to DisplayObject | - * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API | - * | {@link PIXI.Sprite} | Draws textures (i.e. images) | - * | {@link PIXI.Text} | Draws text using the Canvas API internally | - * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures | - * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion | - * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images | - * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data | - * | {@link PIXI.NineSlicePlane} | Mesh-related | - * | {@link PIXI.SimpleMesh} | v4-compatible mesh | - * | {@link PIXI.SimplePlane} | Mesh-related | - * | {@link PIXI.SimpleRope} | Mesh-related | + * **.dds** - the DirectDraw Surface file format stores DXTn (DXT-1,3,5) data. See {@link PIXI.DDSLoader} + * **.ktx** - the Khronos Texture Container file format supports storing all the supported WebGL compression formats. + * See {@link PIXI.KTXLoader}. + * **.basis** - the BASIS supercompressed file format stores texture data in an internal format that is transcoded + * to the compression format supported on the device at _runtime_. It also supports transcoding into a uncompressed + * format as a fallback; you must install the `@pixi/basis-loader`, `@pixi/basis-transcoder` packages separately to + * use these files. See {@link PIXI.BasisLoader}. * - * ## Transforms + * The loaders for the aforementioned formats use `CompressedTextureResource` internally. It is strongly suggested that + * they be used instead. * - * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its - * local coordinate space to its parent's local coordinate space. The following properties are derived - * from the transform: + * ## Working directly with CompressedTextureResource * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - *
PropertyDescription
[pivot]{@link PIXI.DisplayObject#pivot} - * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot - * is equal to position, regardless of the other three transformations. In other words, It is the center of - * rotation, scaling, and skewing. - *
[position]{@link PIXI.DisplayObject#position} - * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local - * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object - * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space. - *
[scale]{@link PIXI.DisplayObject#scale} - * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the - * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center - * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}. - *
[rotation]{@link PIXI.DisplayObject#rotation} - * Rotation. This will rotate the display object's projection by this angle (in radians). - *
[skew]{@link PIXI.DisplayObject#skew} - *

Skewing. This can be used to deform a rectangular display object into a parallelogram.

- *

- * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be - * thought of the net rotation applied to the coordinate axes (separately). For example, if "skew.x" is - * ⍺ and "skew.y" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be - * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will - * be rotated by an angle between ⍺ and β. - *

- *

- * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying - * a rotation. Indeed, if "skew.x" = -ϴ and "skew.y" = ϴ, it will produce an equivalent of "rotation" = ϴ. - *

- *

- * Another quite interesting observation is that "skew.x", "skew.y", rotation are communtative operations. Indeed, - * because rotation is essentially a careful combination of the two. - *

- *
angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
xTranslation. This is an alias for position.x!
yTranslation. This is an alias for position.y!
width - * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing - * the "requested" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there - * is no concept of user-defined width. - *
height - * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing - * the "requested" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there - * is no concept of user-defined height. - *
+ * Since `CompressedTextureResource` inherits `BlobResource`, you can provide it a URL pointing to a file containing + * the raw texture data (with no file headers!): * - * ## Bounds + * ```js + * // The resource backing the texture data for your textures. + * // NOTE: You can also provide a ArrayBufferView instead of a URL. This is used when loading data from a container file + * // format such as KTX, DDS, or BASIS. + * const compressedResource = new PIXI.CompressedTextureResource("bunny.dxt5", { + * format: PIXI.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, + * width: 256, + * height: 256 + * }); * - * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit - * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the - * `worldTransform` to calculate in world space). + * // You can create a base-texture to the cache, so that future `Texture`s can be created using the `Texture.from` API. + * const baseTexture = new PIXI.BaseTexture(compressedResource, { pmaMode: PIXI.ALPHA_MODES.NPM }); * - * There are a few additional types of bounding boxes: + * // Create a Texture to add to the TextureCache + * const texture = new PIXI.Texture(baseTexture); * - * | Bounds | Description | - * | --------------------- | ---------------------------------------------------------------------------------------- | - * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. | - * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. | - * | Render Bounds | The bounds, but including extra rendering effects like filter padding. | - * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. | - * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. | - * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)| - * | Content Bounds | The natural bounds when excluding all children of a `Container`. | - * - * ### calculateBounds - * - * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children. - * - * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and - * `getLocalBounds` to work. This method must write the bounds into `this._bounds`. - * - * Generally, the following technique works for most simple cases: take the list of points - * forming the "hull" of the object (i.e. outline of the object's shape), and then add them - * using {@link PIXI.Bounds#addPointMatrix}. - * - * ```js - * calculateBounds(): void - * { - * const points = [...]; - * - * for (let i = 0, j = points.length; i < j; i++) - * { - * this._bounds.addPointMatrix(this.worldTransform, points[i]); - * } - * } + * // Add baseTexture & texture to the global texture cache + * PIXI.BaseTexture.addToCache(baseTexture, "bunny.dxt5"); + * PIXI.Texture.addToCache(texture, "bunny.dxt5"); * ``` - * - * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them - * in one array together. - * - * ## Alpha - * - * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display - * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not - * applied on any ancestor further up the chain). - * - * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}. - * - * ## Renderable vs Visible - * - * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the - * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display - * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not - * be calculated. - * - * It is recommended that applications use the `renderable` property for culling. See - * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or - * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details. - * - * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This - * one is also better in terms of performance. * @memberof PIXI */ -var DisplayObject = /** @class */ (function (_super) { - __extends(DisplayObject, _super); - function DisplayObject() { - var _this = _super.call(this) || this; - _this.tempDisplayObjectParent = null; - // TODO: need to create Transform from factory - _this.transform = new math.Transform(); - _this.alpha = 1; - _this.visible = true; - _this.renderable = true; - _this.cullable = false; - _this.cullArea = null; - _this.parent = null; - _this.worldAlpha = 1; - _this._lastSortedIndex = 0; - _this._zIndex = 0; - _this.filterArea = null; - _this.filters = null; - _this._enabledFilters = null; - _this._bounds = new Bounds(); - _this._localBounds = null; - _this._boundsID = 0; - _this._boundsRect = null; - _this._localBoundsRect = null; - _this._mask = null; - _this._maskRefCount = 0; - _this._destroyed = false; - _this.isSprite = false; - _this.isMask = false; +var CompressedTextureResource = /** @class */ (function (_super) { + __extends(CompressedTextureResource, _super); + /** + * @param source - the buffer/URL holding the compressed texture data + * @param options + * @param {PIXI.INTERNAL_FORMATS} options.format - the compression format + * @param {number} options.width - the image width in pixels. + * @param {number} options.height - the image height in pixels. + * @param {number} [options.level=1] - the mipmap levels stored in the compressed texture, including level 0. + * @param {number} [options.levelBuffers] - the buffers for each mipmap level. `CompressedTextureResource` can allows you + * to pass `null` for `source`, for cases where each level is stored in non-contiguous memory. + */ + function CompressedTextureResource(source, options) { + var _this = _super.call(this, source, options) || this; + _this.format = options.format; + _this.levels = options.levels || 1; + _this._width = options.width; + _this._height = options.height; + _this._extension = CompressedTextureResource._formatToExtension(_this.format); + if (options.levelBuffers || _this.buffer) { + // ViewableBuffer doesn't support byteOffset :-( so allow source to be Uint8Array + _this._levelBuffers = options.levelBuffers + || CompressedTextureResource._createLevelBuffers(source instanceof Uint8Array ? source : _this.buffer.uint8View, _this.format, _this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode + _this.width, _this.height); + } return _this; } /** - * Mixes all enumerable properties and methods from a source object to DisplayObject. - * @param source - The source of properties and methods to mix in. + * @override + * @param renderer - A reference to the current renderer + * @param _texture - the texture + * @param _glTexture - texture instance for this webgl context */ - DisplayObject.mixin = function (source) { - // in ES8/ES2017, this would be really easy: - // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source)); - // get all the enumerable property keys - var keys = Object.keys(source); - // loop through properties - for (var i = 0; i < keys.length; ++i) { - var propertyName = keys[i]; - // Set the property using the property descriptor - this works for accessors and normal value properties - Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName)); + CompressedTextureResource.prototype.upload = function (renderer, _texture, _glTexture) { + var gl = renderer.gl; + var extension = renderer.context.extensions[this._extension]; + if (!extension) { + throw new Error(this._extension + " textures are not supported on the current machine"); } - }; - Object.defineProperty(DisplayObject.prototype, "destroyed", { - /** - * Fired when this DisplayObject is added to a Container. - * @instance - * @event added - * @param {PIXI.Container} container - The container added to. - */ - /** - * Fired when this DisplayObject is removed from a Container. - * @instance - * @event removed - * @param {PIXI.Container} container - The container removed from. - */ - /** - * Fired when this DisplayObject is destroyed. This event is emitted once - * destroy is finished. - * @instance - * @event destroyed - */ - /** Readonly flag for destroyed display objects. */ - get: function () { - return this._destroyed; - }, - enumerable: false, - configurable: true - }); - /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */ - DisplayObject.prototype._recursivePostUpdateTransform = function () { - if (this.parent) { - this.parent._recursivePostUpdateTransform(); - this.transform.updateTransform(this.parent.transform); + if (!this._levelBuffers) { + // Do not try to upload data before BlobResource loads, unless the levelBuffers were provided directly! + return false; } - else { - this.transform.updateTransform(this._tempDisplayObjectParent.transform); + for (var i = 0, j = this.levels; i < j; i++) { + var _a = this._levelBuffers[i], levelID = _a.levelID, levelWidth = _a.levelWidth, levelHeight = _a.levelHeight, levelBuffer = _a.levelBuffer; + gl.compressedTexImage2D(gl.TEXTURE_2D, levelID, this.format, levelWidth, levelHeight, 0, levelBuffer); } + return true; }; - /** Updates the object transform for rendering. TODO - Optimization pass! */ - DisplayObject.prototype.updateTransform = function () { - this._boundsID++; - this.transform.updateTransform(this.parent.transform); - // multiply the alphas.. - this.worldAlpha = this.alpha * this.parent.worldAlpha; + /** @protected */ + CompressedTextureResource.prototype.onBlobLoaded = function () { + this._levelBuffers = CompressedTextureResource._createLevelBuffers(this.buffer.uint8View, this.format, this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode + this.width, this.height); }; /** - * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}. - * - * This method is expensive on containers with a large subtree (like the stage). This is because the bounds - * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to - * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update - * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using - * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise, - * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as - * its height increases. - * - * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated. - * The world bounds of all display objects in a container's **subtree** will also be recalculated. - * - * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds - * calculation if needed. - * - * ```js - * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect); - * ``` - * - * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This - * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more - * details. - * - * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms - * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain - * cases. - * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from - * being updated. This means the calculation returned MAY be out of date BUT will give you a - * nice performance boost. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @returns - The minimum axis-aligned rectangle in world space that fits around this object. + * Returns the key (to ContextSystem#extensions) for the WebGL extension supporting the compression format + * @private + * @param format - the compression format to get the extension for. */ - DisplayObject.prototype.getBounds = function (skipUpdate, rect) { - if (!skipUpdate) { - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.updateTransform(); - this.parent = null; - } - else { - this._recursivePostUpdateTransform(); - this.updateTransform(); - } + CompressedTextureResource._formatToExtension = function (format) { + if (format >= 0x83F0 && format <= 0x83F3) { + return 's3tc'; } - if (this._bounds.updateID !== this._boundsID) { - this.calculateBounds(); - this._bounds.updateID = this._boundsID; + else if (format >= 0x9270 && format <= 0x9279) { + return 'etc'; } - if (!rect) { - if (!this._boundsRect) { - this._boundsRect = new math.Rectangle(); - } - rect = this._boundsRect; + else if (format >= 0x8C00 && format <= 0x8C03) { + return 'pvrtc'; } - return this._bounds.getRectangle(rect); - }; - /** - * Retrieves the local bounds of the displayObject as a rectangle object. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @returns - The rectangular bounding area. - */ - DisplayObject.prototype.getLocalBounds = function (rect) { - if (!rect) { - if (!this._localBoundsRect) { - this._localBoundsRect = new math.Rectangle(); - } - rect = this._localBoundsRect; + else if (format >= 0x8D64) { + return 'etc1'; } - if (!this._localBounds) { - this._localBounds = new Bounds(); + else if (format >= 0x8C92 && format <= 0x87EE) { + return 'atc'; } - var transformRef = this.transform; - var parentRef = this.parent; - this.parent = null; - this.transform = this._tempDisplayObjectParent.transform; - var worldBounds = this._bounds; - var worldBoundsID = this._boundsID; - this._bounds = this._localBounds; - var bounds = this.getBounds(false, rect); - this.parent = parentRef; - this.transform = transformRef; - this._bounds = worldBounds; - this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects - return bounds; + throw new Error('Invalid (compressed) texture format given!'); }; /** - * Calculates the global position of the display object. - * @param position - The world origin to calculate from. - * @param point - A Point object in which to store the value, optional - * (otherwise will create a new Point). - * @param skipUpdate - Should we skip the update transform. - * @returns - A point object representing the position of this object. + * Pre-creates buffer views for each mipmap level + * @private + * @param buffer - + * @param format - compression formats + * @param levels - mipmap levels + * @param blockWidth - + * @param blockHeight - + * @param imageWidth - width of the image in pixels + * @param imageHeight - height of the image in pixels */ - DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) { - if (skipUpdate === void 0) { skipUpdate = false; } - if (!skipUpdate) { - this._recursivePostUpdateTransform(); - // this parent check is for just in case the item is a root object. - // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly - // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.displayObjectUpdateTransform(); - this.parent = null; - } - else { - this.displayObjectUpdateTransform(); - } + CompressedTextureResource._createLevelBuffers = function (buffer, format, levels, blockWidth, blockHeight, imageWidth, imageHeight) { + // The byte-size of the first level buffer + var buffers = new Array(levels); + var offset = buffer.byteOffset; + var levelWidth = imageWidth; + var levelHeight = imageHeight; + var alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1); + var alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1); + var levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format]; + for (var i = 0; i < levels; i++) { + buffers[i] = { + levelID: i, + levelWidth: levels > 1 ? levelWidth : alignedLevelWidth, + levelHeight: levels > 1 ? levelHeight : alignedLevelHeight, + levelBuffer: new Uint8Array(buffer.buffer, offset, levelSize) + }; + offset += levelSize; + // Calculate levelBuffer dimensions for next iteration + levelWidth = (levelWidth >> 1) || 1; + levelHeight = (levelHeight >> 1) || 1; + alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1); + alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1); + levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format]; } - // don't need to update the lot - return this.worldTransform.apply(position, point); + return buffers; }; + return CompressedTextureResource; +}(BlobResource)); + +/* eslint-enable camelcase */ +/** + * Loader plugin for handling compressed textures for all platforms. + * @class + * @memberof PIXI + * @implements {PIXI.ILoaderPlugin} + */ +var CompressedTextureLoader = /** @class */ (function () { + function CompressedTextureLoader() { + } /** - * Calculates the local position of the display object relative to another point. - * @param position - The world origin to calculate from. - * @param from - The DisplayObject to calculate the global position from. - * @param point - A Point object in which to store the value, optional - * (otherwise will create a new Point). - * @param skipUpdate - Should we skip the update transform - * @returns - A point object representing the position of this object + * Called after a compressed-textures manifest is loaded. + * + * This will then load the correct compression format for the device. Your manifest should adhere + * to the following schema: + * + * ```js + * import { INTERNAL_FORMATS } from '@pixi/constants'; + * + * type CompressedTextureManifest = { + * textures: Array<{ src: string, format?: keyof INTERNAL_FORMATS}>, + * cacheID: string; + * }; + * ``` + * + * This is an example of a .json manifest file + * + * ```json + * { + * "cacheID":"asset", + * "textures":[ + * { "src":"asset.fallback.png" }, + * { "format":"COMPRESSED_RGBA_S3TC_DXT5_EXT", "src":"asset.s3tc.ktx" }, + * { "format":"COMPRESSED_RGBA8_ETC2_EAC", "src":"asset.etc.ktx" }, + * { "format":"RGBA_PVRTC_4BPPV1_IMG", "src":"asset.pvrtc.ktx" } + * ] + * } + * ``` */ - DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) { - if (from) { - position = from.toGlobal(position, point, skipUpdate); - } - if (!skipUpdate) { - this._recursivePostUpdateTransform(); - // this parent check is for just in case the item is a root object. - // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly - // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.displayObjectUpdateTransform(); - this.parent = null; + CompressedTextureLoader.use = function (resource, next) { + var data = resource.data; + var loader = this; + if (resource.type === loaders.LoaderResource.TYPE.JSON + && data + && data.cacheID + && data.textures) { + var textures = data.textures; + var textureURL = void 0; + var fallbackURL = void 0; + // Search for an extension that holds one the formats + for (var i = 0, j = textures.length; i < j; i++) { + var texture = textures[i]; + var url_1 = texture.src; + var format = texture.format; + if (!format) { + fallbackURL = url_1; + } + if (CompressedTextureLoader.textureFormats[format]) { + textureURL = url_1; + break; + } } - else { - this.displayObjectUpdateTransform(); + textureURL = textureURL || fallbackURL; + // Make sure we have a URL + if (!textureURL) { + next(new Error("Cannot load compressed-textures in " + resource.url + ", make sure you provide a fallback")); + return; + } + if (textureURL === resource.url) { + // Prevent infinite loops + next(new Error('URL of compressed texture cannot be the same as the manifest\'s URL')); + return; } + var loadOptions = { + crossOrigin: resource.crossOrigin, + metadata: resource.metadata.imageMetadata, + parentResource: resource + }; + var resourcePath = utils.url.resolve(resource.url.replace(loader.baseUrl, ''), textureURL); + var resourceName = data.cacheID; + // The appropriate loader should register the texture + loader.add(resourceName, resourcePath, loadOptions, function (res) { + if (res.error) { + next(res.error); + return; + } + var _a = res.texture, texture = _a === void 0 ? null : _a, _b = res.textures, textures = _b === void 0 ? {} : _b; + // Make sure texture/textures is assigned to parent resource + Object.assign(resource, { texture: texture, textures: textures }); + // Pass along any error + next(); + }); } - // simply apply the matrix.. - return this.worldTransform.applyInverse(position, point); - }; - /** - * Set the parent Container of this DisplayObject. - * @param container - The Container to add this DisplayObject to. - * @returns - The Container that this DisplayObject was added to. - */ - DisplayObject.prototype.setParent = function (container) { - if (!container || !container.addChild) { - throw new Error('setParent: Argument must be a Container'); + else { + next(); } - container.addChild(this); - return container; - }; - /** - * Convenience function to set the position, scale, skew and pivot at once. - * @param x - The X position - * @param y - The Y position - * @param scaleX - The X scale value - * @param scaleY - The Y scale value - * @param rotation - The rotation - * @param skewX - The X skew value - * @param skewY - The Y skew value - * @param pivotX - The X pivot value - * @param pivotY - The Y pivot value - * @returns - The DisplayObject instance - */ - DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (scaleX === void 0) { scaleX = 1; } - if (scaleY === void 0) { scaleY = 1; } - if (rotation === void 0) { rotation = 0; } - if (skewX === void 0) { skewX = 0; } - if (skewY === void 0) { skewY = 0; } - if (pivotX === void 0) { pivotX = 0; } - if (pivotY === void 0) { pivotY = 0; } - this.position.x = x; - this.position.y = y; - this.scale.x = !scaleX ? 1 : scaleX; - this.scale.y = !scaleY ? 1 : scaleY; - this.rotation = rotation; - this.skew.x = skewX; - this.skew.y = skewY; - this.pivot.x = pivotX; - this.pivot.y = pivotY; - return this; }; - /** - * Base destroy method for generic display objects. This will automatically - * remove the display object from its parent Container as well as remove - * all current event listeners and internal references. Do not use a DisplayObject - * after calling `destroy()`. - * @param _options - */ - DisplayObject.prototype.destroy = function (_options) { - if (this.parent) { - this.parent.removeChild(this); - } - this._destroyed = true; - this.transform = null; - this.parent = null; - this._bounds = null; - this.mask = null; - this.cullArea = null; - this.filters = null; - this.filterArea = null; - this.hitArea = null; - this.interactive = false; - this.interactiveChildren = false; - this.emit('destroyed'); - this.removeAllListeners(); - }; - Object.defineProperty(DisplayObject.prototype, "_tempDisplayObjectParent", { - /** - * @protected - * @member {PIXI.Container} - */ - get: function () { - if (this.tempDisplayObjectParent === null) { - // eslint-disable-next-line @typescript-eslint/no-use-before-define - this.tempDisplayObjectParent = new TemporaryDisplayObject(); - } - return this.tempDisplayObjectParent; - }, - enumerable: false, - configurable: true - }); - /** - * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root - * - * ``` - * const cacheParent = elem.enableTempParent(); - * elem.updateTransform(); - * elem.disableTempParent(cacheParent); - * ``` - * @returns - current parent - */ - DisplayObject.prototype.enableTempParent = function () { - var myParent = this.parent; - this.parent = this._tempDisplayObjectParent; - return myParent; - }; - /** - * Pair method for `enableTempParent` - * @param cacheParent - Actual parent of element - */ - DisplayObject.prototype.disableTempParent = function (cacheParent) { - this.parent = cacheParent; - }; - Object.defineProperty(DisplayObject.prototype, "x", { - /** - * The position of the displayObject on the x axis relative to the local coordinates of the parent. - * An alias to position.x - */ - get: function () { - return this.position.x; - }, - set: function (value) { - this.transform.position.x = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "y", { - /** - * The position of the displayObject on the y axis relative to the local coordinates of the parent. - * An alias to position.y - */ - get: function () { - return this.position.y; - }, - set: function (value) { - this.transform.position.y = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "worldTransform", { - /** - * Current transform of the object based on world (parent) factors. - * @readonly - */ - get: function () { - return this.transform.worldTransform; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "localTransform", { - /** - * Current transform of the object based on local factors: position, scale, other stuff. - * @readonly - */ - get: function () { - return this.transform.localTransform; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "position", { - /** - * The coordinate of the object relative to the local coordinates of the parent. - * @since 4.0.0 - */ - get: function () { - return this.transform.position; - }, - set: function (value) { - this.transform.position.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "scale", { - /** - * The scale factors of this object along the local coordinate axes. - * - * The default scale is (1, 1). - * @since 4.0.0 - */ - get: function () { - return this.transform.scale; - }, - set: function (value) { - this.transform.scale.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "pivot", { - /** - * The center of rotation, scaling, and skewing for this display object in its local space. The `position` - * is the projection of `pivot` in the parent's local space. - * - * By default, the pivot is the origin (0, 0). - * @since 4.0.0 - */ - get: function () { - return this.transform.pivot; - }, - set: function (value) { - this.transform.pivot.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "skew", { - /** - * The skew factor for the object in radians. - * @since 4.0.0 - */ - get: function () { - return this.transform.skew; - }, - set: function (value) { - this.transform.skew.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "rotation", { - /** - * The rotation of the object in radians. - * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. - */ - get: function () { - return this.transform.rotation; - }, - set: function (value) { - this.transform.rotation = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "angle", { - /** - * The angle of the object in degrees. - * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. - */ - get: function () { - return this.transform.rotation * math.RAD_TO_DEG; - }, - set: function (value) { - this.transform.rotation = value * math.DEG_TO_RAD; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "zIndex", { - /** - * The zIndex of the displayObject. - * - * If a container has the sortableChildren property set to true, children will be automatically - * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array, - * and thus rendered on top of other display objects within the same container. - * @see PIXI.Container#sortableChildren - */ - get: function () { - return this._zIndex; - }, - set: function (value) { - this._zIndex = value; - if (this.parent) { - this.parent.sortDirty = true; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "worldVisible", { - /** - * Indicates if the object is globally visible. - * @readonly - */ + Object.defineProperty(CompressedTextureLoader, "textureExtensions", { + /** Map of available texture extensions. */ get: function () { - var item = this; - do { - if (!item.visible) { - return false; + if (!CompressedTextureLoader._textureExtensions) { + // Auto-detect WebGL compressed-texture extensions + var canvas = settings.settings.ADAPTER.createCanvas(); + var gl = canvas.getContext('webgl'); + if (!gl) { + console.warn('WebGL not available for compressed textures. Silently failing.'); + return {}; } - item = item.parent; - } while (item); - return true; + var extensions = { + s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'), + s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'), + etc: gl.getExtension('WEBGL_compressed_texture_etc'), + etc1: gl.getExtension('WEBGL_compressed_texture_etc1'), + pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc') + || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'), + atc: gl.getExtension('WEBGL_compressed_texture_atc'), + astc: gl.getExtension('WEBGL_compressed_texture_astc') + }; + CompressedTextureLoader._textureExtensions = extensions; + } + return CompressedTextureLoader._textureExtensions; }, enumerable: false, configurable: true }); - Object.defineProperty(DisplayObject.prototype, "mask", { - /** - * Sets a mask for the displayObject. A mask is an object that limits the visibility of an - * object to the shape of the mask applied to it. In PixiJS a regular mask must be a - * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it - * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent. - * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong. - * To remove a mask, set this property to `null`. - * - * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask. - * @example - * const graphics = new PIXI.Graphics(); - * graphics.beginFill(0xFF3300); - * graphics.drawRect(50, 250, 100, 100); - * graphics.endFill(); - * - * const sprite = new PIXI.Sprite(texture); - * sprite.mask = graphics; - * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask. - */ + Object.defineProperty(CompressedTextureLoader, "textureFormats", { + /** Map of available texture formats. */ get: function () { - return this._mask; - }, - set: function (value) { - if (this._mask === value) { - return; - } - if (this._mask) { - var maskObject = (this._mask.isMaskData - ? this._mask.maskObject : this._mask); - if (maskObject) { - maskObject._maskRefCount--; - if (maskObject._maskRefCount === 0) { - maskObject.renderable = true; - maskObject.isMask = false; - } - } - } - this._mask = value; - if (this._mask) { - var maskObject = (this._mask.isMaskData - ? this._mask.maskObject : this._mask); - if (maskObject) { - if (maskObject._maskRefCount === 0) { - maskObject.renderable = false; - maskObject.isMask = true; + if (!CompressedTextureLoader._textureFormats) { + var extensions = CompressedTextureLoader.textureExtensions; + CompressedTextureLoader._textureFormats = {}; + // Assign all available compressed-texture formats + for (var extensionName in extensions) { + var extension = extensions[extensionName]; + if (!extension) { + continue; } - maskObject._maskRefCount++; + Object.assign(CompressedTextureLoader._textureFormats, Object.getPrototypeOf(extension)); } } + return CompressedTextureLoader._textureFormats; }, enumerable: false, configurable: true }); - return DisplayObject; -}(utils.EventEmitter)); + /** @ignore */ + CompressedTextureLoader.extension = core.ExtensionType.Loader; + return CompressedTextureLoader; +}()); + /** - * @private + * Creates base-textures and textures for each compressed-texture resource and adds them into the global + * texture cache. The first texture has two IDs - `${url}`, `${url}-1`; while the rest have an ID of the + * form `${url}-i`. + * @param url - the original address of the resources + * @param resources - the resources backing texture data + * @ignore */ -var TemporaryDisplayObject = /** @class */ (function (_super) { - __extends(TemporaryDisplayObject, _super); - function TemporaryDisplayObject() { - var _this = _super !== null && _super.apply(this, arguments) || this; - _this.sortDirty = null; - return _this; +function registerCompressedTextures(url, resources, metadata) { + var result = { + textures: {}, + texture: null, + }; + if (!resources) { + return result; } - return TemporaryDisplayObject; -}(DisplayObject)); -/** - * DisplayObject default updateTransform, does not update children of container. - * Will crash if there's no parent element. - * @memberof PIXI.DisplayObject# - * @method displayObjectUpdateTransform - */ -DisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform; + var textures = resources.map(function (resource) { + return (new core.Texture(new core.BaseTexture(resource, Object.assign({ + mipmap: constants.MIPMAP_MODES.OFF, + alphaMode: constants.ALPHA_MODES.NO_PREMULTIPLIED_ALPHA + }, metadata)))); + }); + textures.forEach(function (texture, i) { + var baseTexture = texture.baseTexture; + var cacheID = url + "-" + (i + 1); + core.BaseTexture.addToCache(baseTexture, cacheID); + core.Texture.addToCache(texture, cacheID); + if (i === 0) { + core.BaseTexture.addToCache(baseTexture, url); + core.Texture.addToCache(texture, url); + result.texture = texture; + } + result.textures[cacheID] = texture; + }); + return result; +} -/*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ +var _a$1, _b$1; +var DDS_MAGIC_SIZE = 4; +var DDS_HEADER_SIZE = 124; +var DDS_HEADER_PF_SIZE = 32; +var DDS_HEADER_DX10_SIZE = 20; +// DDS file format magic word +var DDS_MAGIC = 0x20534444; /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL + * DWORD offsets of the DDS file header fields (relative to file start). + * @ignore */ -var ENV; -(function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; -})(ENV || (ENV = {})); +var DDS_FIELDS = { + SIZE: 1, + FLAGS: 2, + HEIGHT: 3, + WIDTH: 4, + MIPMAP_COUNT: 7, + PIXEL_FORMAT: 19, +}; /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. + * DWORD offsets of the DDS PIXEL_FORMAT fields. + * @ignore */ -var RENDERER_TYPE; -(function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; -})(RENDERER_TYPE || (RENDERER_TYPE = {})); +var DDS_PF_FIELDS = { + SIZE: 0, + FLAGS: 1, + FOURCC: 2, + RGB_BITCOUNT: 3, + R_BIT_MASK: 4, + G_BIT_MASK: 5, + B_BIT_MASK: 6, + A_BIT_MASK: 7 +}; /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. + * DWORD offsets of the DDS_HEADER_DX10 fields. + * @ignore */ -var BUFFER_BITS; -(function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; -})(BUFFER_BITS || (BUFFER_BITS = {})); +var DDS_DX10_FIELDS = { + DXGI_FORMAT: 0, + RESOURCE_DIMENSION: 1, + MISC_FLAG: 2, + ARRAY_SIZE: 3, + MISC_FLAGS2: 4 +}; /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - + * @see https://docs.microsoft.com/en-us/windows/win32/api/dxgiformat/ne-dxgiformat-dxgi_format + * @ignore */ -var BLEND_MODES; -(function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; -})(BLEND_MODES || (BLEND_MODES = {})); -/** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ -var DRAW_MODES; -(function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; -})(DRAW_MODES || (DRAW_MODES = {})); +// This is way over-blown for us! Lend us a hand, and remove the ones that aren't used (but set the remaining +// ones to their correct value) +var DXGI_FORMAT; +(function (DXGI_FORMAT) { + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_UNKNOWN"] = 0] = "DXGI_FORMAT_UNKNOWN"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_TYPELESS"] = 1] = "DXGI_FORMAT_R32G32B32A32_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_FLOAT"] = 2] = "DXGI_FORMAT_R32G32B32A32_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_UINT"] = 3] = "DXGI_FORMAT_R32G32B32A32_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_SINT"] = 4] = "DXGI_FORMAT_R32G32B32A32_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_TYPELESS"] = 5] = "DXGI_FORMAT_R32G32B32_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_FLOAT"] = 6] = "DXGI_FORMAT_R32G32B32_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_UINT"] = 7] = "DXGI_FORMAT_R32G32B32_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_SINT"] = 8] = "DXGI_FORMAT_R32G32B32_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_TYPELESS"] = 9] = "DXGI_FORMAT_R16G16B16A16_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_FLOAT"] = 10] = "DXGI_FORMAT_R16G16B16A16_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_UNORM"] = 11] = "DXGI_FORMAT_R16G16B16A16_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_UINT"] = 12] = "DXGI_FORMAT_R16G16B16A16_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_SNORM"] = 13] = "DXGI_FORMAT_R16G16B16A16_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_SINT"] = 14] = "DXGI_FORMAT_R16G16B16A16_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_TYPELESS"] = 15] = "DXGI_FORMAT_R32G32_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_FLOAT"] = 16] = "DXGI_FORMAT_R32G32_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_UINT"] = 17] = "DXGI_FORMAT_R32G32_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_SINT"] = 18] = "DXGI_FORMAT_R32G32_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G8X24_TYPELESS"] = 19] = "DXGI_FORMAT_R32G8X24_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D32_FLOAT_S8X24_UINT"] = 20] = "DXGI_FORMAT_D32_FLOAT_S8X24_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS"] = 21] = "DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_X32_TYPELESS_G8X24_UINT"] = 22] = "DXGI_FORMAT_X32_TYPELESS_G8X24_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10A2_TYPELESS"] = 23] = "DXGI_FORMAT_R10G10B10A2_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10A2_UNORM"] = 24] = "DXGI_FORMAT_R10G10B10A2_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10A2_UINT"] = 25] = "DXGI_FORMAT_R10G10B10A2_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R11G11B10_FLOAT"] = 26] = "DXGI_FORMAT_R11G11B10_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_TYPELESS"] = 27] = "DXGI_FORMAT_R8G8B8A8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_UNORM"] = 28] = "DXGI_FORMAT_R8G8B8A8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_UNORM_SRGB"] = 29] = "DXGI_FORMAT_R8G8B8A8_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_UINT"] = 30] = "DXGI_FORMAT_R8G8B8A8_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_SNORM"] = 31] = "DXGI_FORMAT_R8G8B8A8_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_SINT"] = 32] = "DXGI_FORMAT_R8G8B8A8_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_TYPELESS"] = 33] = "DXGI_FORMAT_R16G16_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_FLOAT"] = 34] = "DXGI_FORMAT_R16G16_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_UNORM"] = 35] = "DXGI_FORMAT_R16G16_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_UINT"] = 36] = "DXGI_FORMAT_R16G16_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_SNORM"] = 37] = "DXGI_FORMAT_R16G16_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_SINT"] = 38] = "DXGI_FORMAT_R16G16_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_TYPELESS"] = 39] = "DXGI_FORMAT_R32_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D32_FLOAT"] = 40] = "DXGI_FORMAT_D32_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_FLOAT"] = 41] = "DXGI_FORMAT_R32_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_UINT"] = 42] = "DXGI_FORMAT_R32_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_SINT"] = 43] = "DXGI_FORMAT_R32_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R24G8_TYPELESS"] = 44] = "DXGI_FORMAT_R24G8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D24_UNORM_S8_UINT"] = 45] = "DXGI_FORMAT_D24_UNORM_S8_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R24_UNORM_X8_TYPELESS"] = 46] = "DXGI_FORMAT_R24_UNORM_X8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_X24_TYPELESS_G8_UINT"] = 47] = "DXGI_FORMAT_X24_TYPELESS_G8_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_TYPELESS"] = 48] = "DXGI_FORMAT_R8G8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_UNORM"] = 49] = "DXGI_FORMAT_R8G8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_UINT"] = 50] = "DXGI_FORMAT_R8G8_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_SNORM"] = 51] = "DXGI_FORMAT_R8G8_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_SINT"] = 52] = "DXGI_FORMAT_R8G8_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_TYPELESS"] = 53] = "DXGI_FORMAT_R16_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_FLOAT"] = 54] = "DXGI_FORMAT_R16_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D16_UNORM"] = 55] = "DXGI_FORMAT_D16_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_UNORM"] = 56] = "DXGI_FORMAT_R16_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_UINT"] = 57] = "DXGI_FORMAT_R16_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_SNORM"] = 58] = "DXGI_FORMAT_R16_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_SINT"] = 59] = "DXGI_FORMAT_R16_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_TYPELESS"] = 60] = "DXGI_FORMAT_R8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_UNORM"] = 61] = "DXGI_FORMAT_R8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_UINT"] = 62] = "DXGI_FORMAT_R8_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_SNORM"] = 63] = "DXGI_FORMAT_R8_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_SINT"] = 64] = "DXGI_FORMAT_R8_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_A8_UNORM"] = 65] = "DXGI_FORMAT_A8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R1_UNORM"] = 66] = "DXGI_FORMAT_R1_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R9G9B9E5_SHAREDEXP"] = 67] = "DXGI_FORMAT_R9G9B9E5_SHAREDEXP"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_B8G8_UNORM"] = 68] = "DXGI_FORMAT_R8G8_B8G8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_G8R8_G8B8_UNORM"] = 69] = "DXGI_FORMAT_G8R8_G8B8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC1_TYPELESS"] = 70] = "DXGI_FORMAT_BC1_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC1_UNORM"] = 71] = "DXGI_FORMAT_BC1_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC1_UNORM_SRGB"] = 72] = "DXGI_FORMAT_BC1_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC2_TYPELESS"] = 73] = "DXGI_FORMAT_BC2_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC2_UNORM"] = 74] = "DXGI_FORMAT_BC2_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC2_UNORM_SRGB"] = 75] = "DXGI_FORMAT_BC2_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC3_TYPELESS"] = 76] = "DXGI_FORMAT_BC3_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC3_UNORM"] = 77] = "DXGI_FORMAT_BC3_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC3_UNORM_SRGB"] = 78] = "DXGI_FORMAT_BC3_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC4_TYPELESS"] = 79] = "DXGI_FORMAT_BC4_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC4_UNORM"] = 80] = "DXGI_FORMAT_BC4_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC4_SNORM"] = 81] = "DXGI_FORMAT_BC4_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC5_TYPELESS"] = 82] = "DXGI_FORMAT_BC5_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC5_UNORM"] = 83] = "DXGI_FORMAT_BC5_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC5_SNORM"] = 84] = "DXGI_FORMAT_BC5_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B5G6R5_UNORM"] = 85] = "DXGI_FORMAT_B5G6R5_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B5G5R5A1_UNORM"] = 86] = "DXGI_FORMAT_B5G5R5A1_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8A8_UNORM"] = 87] = "DXGI_FORMAT_B8G8R8A8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8X8_UNORM"] = 88] = "DXGI_FORMAT_B8G8R8X8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM"] = 89] = "DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8A8_TYPELESS"] = 90] = "DXGI_FORMAT_B8G8R8A8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8A8_UNORM_SRGB"] = 91] = "DXGI_FORMAT_B8G8R8A8_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8X8_TYPELESS"] = 92] = "DXGI_FORMAT_B8G8R8X8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8X8_UNORM_SRGB"] = 93] = "DXGI_FORMAT_B8G8R8X8_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC6H_TYPELESS"] = 94] = "DXGI_FORMAT_BC6H_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC6H_UF16"] = 95] = "DXGI_FORMAT_BC6H_UF16"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC6H_SF16"] = 96] = "DXGI_FORMAT_BC6H_SF16"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC7_TYPELESS"] = 97] = "DXGI_FORMAT_BC7_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC7_UNORM"] = 98] = "DXGI_FORMAT_BC7_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC7_UNORM_SRGB"] = 99] = "DXGI_FORMAT_BC7_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_AYUV"] = 100] = "DXGI_FORMAT_AYUV"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y410"] = 101] = "DXGI_FORMAT_Y410"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y416"] = 102] = "DXGI_FORMAT_Y416"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_NV12"] = 103] = "DXGI_FORMAT_NV12"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P010"] = 104] = "DXGI_FORMAT_P010"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P016"] = 105] = "DXGI_FORMAT_P016"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_420_OPAQUE"] = 106] = "DXGI_FORMAT_420_OPAQUE"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_YUY2"] = 107] = "DXGI_FORMAT_YUY2"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y210"] = 108] = "DXGI_FORMAT_Y210"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y216"] = 109] = "DXGI_FORMAT_Y216"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_NV11"] = 110] = "DXGI_FORMAT_NV11"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_AI44"] = 111] = "DXGI_FORMAT_AI44"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_IA44"] = 112] = "DXGI_FORMAT_IA44"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P8"] = 113] = "DXGI_FORMAT_P8"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_A8P8"] = 114] = "DXGI_FORMAT_A8P8"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B4G4R4A4_UNORM"] = 115] = "DXGI_FORMAT_B4G4R4A4_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P208"] = 116] = "DXGI_FORMAT_P208"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_V208"] = 117] = "DXGI_FORMAT_V208"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_V408"] = 118] = "DXGI_FORMAT_V408"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE"] = 119] = "DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE"] = 120] = "DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_FORCE_UINT"] = 121] = "DXGI_FORMAT_FORCE_UINT"; +})(DXGI_FORMAT || (DXGI_FORMAT = {})); /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - + * Possible values of the field {@link DDS_DX10_FIELDS.RESOURCE_DIMENSION} + * @ignore */ -var FORMATS; -(function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; -})(FORMATS || (FORMATS = {})); +var D3D10_RESOURCE_DIMENSION; +(function (D3D10_RESOURCE_DIMENSION) { + D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION["DDS_DIMENSION_TEXTURE1D"] = 2] = "DDS_DIMENSION_TEXTURE1D"; + D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION["DDS_DIMENSION_TEXTURE2D"] = 3] = "DDS_DIMENSION_TEXTURE2D"; + D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION["DDS_DIMENSION_TEXTURE3D"] = 6] = "DDS_DIMENSION_TEXTURE3D"; +})(D3D10_RESOURCE_DIMENSION || (D3D10_RESOURCE_DIMENSION = {})); +var PF_FLAGS = 1; +// PIXEL_FORMAT flags +var DDPF_ALPHA = 0x2; +var DDPF_FOURCC = 0x4; +var DDPF_RGB = 0x40; +var DDPF_YUV = 0x200; +var DDPF_LUMINANCE = 0x20000; +// Four character codes for DXTn formats +var FOURCC_DXT1 = 0x31545844; +var FOURCC_DXT3 = 0x33545844; +var FOURCC_DXT5 = 0x35545844; +var FOURCC_DX10 = 0x30315844; +// Cubemap texture flag (for DDS_DX10_FIELDS.MISC_FLAG) +var DDS_RESOURCE_MISC_TEXTURECUBE = 0x4; /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - + * Maps `FOURCC_*` formats to internal formats (see {@link PIXI.INTERNAL_FORMATS}). + * @ignore */ -var TARGETS; -(function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; -})(TARGETS || (TARGETS = {})); +var FOURCC_TO_FORMAT = (_a$1 = {}, + _a$1[FOURCC_DXT1] = exports.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT, + _a$1[FOURCC_DXT3] = exports.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT, + _a$1[FOURCC_DXT5] = exports.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, + _a$1); /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - + * Maps {@link DXGI_FORMAT} to types/internal-formats (see {@link PIXI.TYPES}, {@link PIXI.INTERNAL_FORMATS}) + * @ignore */ -var TYPES; -(function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; -})(TYPES || (TYPES = {})); +var DXGI_TO_FORMAT = (_b$1 = {}, + // WEBGL_compressed_texture_s3tc + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_TYPELESS] = exports.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM] = exports.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_TYPELESS] = exports.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM] = exports.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_TYPELESS] = exports.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM] = exports.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, + // WEBGL_compressed_texture_s3tc_srgb + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM_SRGB] = exports.INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM_SRGB] = exports.INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM_SRGB] = exports.INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, + _b$1); /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. + * @class * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - + * @implements {PIXI.ILoaderPlugin} + * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide */ -var SAMPLER_TYPES; -(function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; -})(SAMPLER_TYPES || (SAMPLER_TYPES = {})); /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling + * Parses the DDS file header, generates base-textures, and puts them into the texture cache. + * @param arrayBuffer */ -var SCALE_MODES; -(function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; -})(SCALE_MODES || (SCALE_MODES = {})); +function parseDDS(arrayBuffer) { + var data = new Uint32Array(arrayBuffer); + var magicWord = data[0]; + if (magicWord !== DDS_MAGIC) { + throw new Error('Invalid DDS file magic word'); + } + var header = new Uint32Array(arrayBuffer, 0, DDS_HEADER_SIZE / Uint32Array.BYTES_PER_ELEMENT); + // DDS header fields + var height = header[DDS_FIELDS.HEIGHT]; + var width = header[DDS_FIELDS.WIDTH]; + var mipmapCount = header[DDS_FIELDS.MIPMAP_COUNT]; + // PIXEL_FORMAT fields + var pixelFormat = new Uint32Array(arrayBuffer, DDS_FIELDS.PIXEL_FORMAT * Uint32Array.BYTES_PER_ELEMENT, DDS_HEADER_PF_SIZE / Uint32Array.BYTES_PER_ELEMENT); + var formatFlags = pixelFormat[PF_FLAGS]; + // File contains compressed texture(s) + if (formatFlags & DDPF_FOURCC) { + var fourCC = pixelFormat[DDS_PF_FIELDS.FOURCC]; + // File contains one DXTn compressed texture + if (fourCC !== FOURCC_DX10) { + var internalFormat_1 = FOURCC_TO_FORMAT[fourCC]; + var dataOffset_1 = DDS_MAGIC_SIZE + DDS_HEADER_SIZE; + var texData = new Uint8Array(arrayBuffer, dataOffset_1); + var resource = new CompressedTextureResource(texData, { + format: internalFormat_1, + width: width, + height: height, + levels: mipmapCount // CompressedTextureResource will separate the levelBuffers for us! + }); + return [resource]; + } + // FOURCC_DX10 indicates there is a 20-byte DDS_HEADER_DX10 after DDS_HEADER + var dx10Offset = DDS_MAGIC_SIZE + DDS_HEADER_SIZE; + var dx10Header = new Uint32Array(data.buffer, dx10Offset, DDS_HEADER_DX10_SIZE / Uint32Array.BYTES_PER_ELEMENT); + var dxgiFormat = dx10Header[DDS_DX10_FIELDS.DXGI_FORMAT]; + var resourceDimension = dx10Header[DDS_DX10_FIELDS.RESOURCE_DIMENSION]; + var miscFlag = dx10Header[DDS_DX10_FIELDS.MISC_FLAG]; + var arraySize = dx10Header[DDS_DX10_FIELDS.ARRAY_SIZE]; + // Map dxgiFormat to PIXI.INTERNAL_FORMATS + var internalFormat_2 = DXGI_TO_FORMAT[dxgiFormat]; + if (internalFormat_2 === undefined) { + throw new Error("DDSParser cannot parse texture data with DXGI format " + dxgiFormat); + } + if (miscFlag === DDS_RESOURCE_MISC_TEXTURECUBE) { + // FIXME: Anybody excited about cubemap compressed textures? + throw new Error('DDSParser does not support cubemap textures'); + } + if (resourceDimension === D3D10_RESOURCE_DIMENSION.DDS_DIMENSION_TEXTURE3D) { + // FIXME: Anybody excited about 3D compressed textures? + throw new Error('DDSParser does not supported 3D texture data'); + } + // Uint8Array buffers of image data, including all mipmap levels in each image + var imageBuffers = new Array(); + var dataOffset = DDS_MAGIC_SIZE + + DDS_HEADER_SIZE + + DDS_HEADER_DX10_SIZE; + if (arraySize === 1) { + // No need bothering with the imageSize calculation! + imageBuffers.push(new Uint8Array(arrayBuffer, dataOffset)); + } + else { + // Calculate imageSize for each texture, and then locate each image's texture data + var pixelSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[internalFormat_2]; + var imageSize = 0; + var levelWidth = width; + var levelHeight = height; + for (var i = 0; i < mipmapCount; i++) { + var alignedLevelWidth = Math.max(1, (levelWidth + 3) & ~3); + var alignedLevelHeight = Math.max(1, (levelHeight + 3) & ~3); + var levelSize = alignedLevelWidth * alignedLevelHeight * pixelSize; + imageSize += levelSize; + levelWidth = levelWidth >>> 1; + levelHeight = levelHeight >>> 1; + } + var imageOffset = dataOffset; + // NOTE: Cubemaps have 6-images per texture (but they aren't supported so ^_^) + for (var i = 0; i < arraySize; i++) { + imageBuffers.push(new Uint8Array(arrayBuffer, imageOffset, imageSize)); + imageOffset += imageSize; + } + } + // Uint8Array -> CompressedTextureResource, and we're done! + return imageBuffers.map(function (buffer) { return new CompressedTextureResource(buffer, { + format: internalFormat_2, + width: width, + height: height, + levels: mipmapCount + }); }); + } + if (formatFlags & DDPF_RGB) { + // FIXME: We might want to allow uncompressed *.dds files? + throw new Error('DDSParser does not support uncompressed texture data.'); + } + if (formatFlags & DDPF_YUV) { + // FIXME: Does anybody need this feature? + throw new Error('DDSParser does not supported YUV uncompressed texture data.'); + } + if (formatFlags & DDPF_LUMINANCE) { + // FIXME: Microsoft says older DDS filers use this feature! Probably not worth the effort! + throw new Error('DDSParser does not support single-channel (lumninance) texture data!'); + } + if (formatFlags & DDPF_ALPHA) { + // FIXME: I'm tired! See above =) + throw new Error('DDSParser does not support single-channel (alpha) texture data!'); + } + throw new Error('DDSParser failed to load a texture file due to an unknown reason!'); +} + +var _a, _b, _c; /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring + * The 12-byte KTX file identifier + * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.1 + * @ignore */ -var WRAP_MODES; -(function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; -})(WRAP_MODES || (WRAP_MODES = {})); +var FILE_IDENTIFIER = [0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A]; /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. + * The value stored in the "endianness" field. + * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.2 + * @ignore */ -var MIPMAP_MODES; -(function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; -})(MIPMAP_MODES || (MIPMAP_MODES = {})); +var ENDIANNESS = 0x04030201; /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. + * Byte offsets of the KTX file header fields + * @ignore */ -var ALPHA_MODES; -(function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; -})(ALPHA_MODES || (ALPHA_MODES = {})); +var KTX_FIELDS = { + FILE_IDENTIFIER: 0, + ENDIANNESS: 12, + GL_TYPE: 16, + GL_TYPE_SIZE: 20, + GL_FORMAT: 24, + GL_INTERNAL_FORMAT: 28, + GL_BASE_INTERNAL_FORMAT: 32, + PIXEL_WIDTH: 36, + PIXEL_HEIGHT: 40, + PIXEL_DEPTH: 44, + NUMBER_OF_ARRAY_ELEMENTS: 48, + NUMBER_OF_FACES: 52, + NUMBER_OF_MIPMAP_LEVELS: 56, + BYTES_OF_KEY_VALUE_DATA: 60 +}; /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ -var CLEAR_MODES; -(function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; -})(CLEAR_MODES || (CLEAR_MODES = {})); -/** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually + * Byte size of the file header fields in {@code KTX_FIELDS} + * @ignore */ -var GC_MODES; -(function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; -})(GC_MODES || (GC_MODES = {})); +var FILE_HEADER_SIZE = 64; /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - + * Maps {@link PIXI.TYPES} to the bytes taken per component, excluding those ones that are bit-fields. + * @ignore */ -var PRECISION; -(function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; -})(PRECISION || (PRECISION = {})); +var TYPES_TO_BYTES_PER_COMPONENT = (_a = {}, + _a[constants.TYPES.UNSIGNED_BYTE] = 1, + _a[constants.TYPES.UNSIGNED_SHORT] = 2, + _a[constants.TYPES.INT] = 4, + _a[constants.TYPES.UNSIGNED_INT] = 4, + _a[constants.TYPES.FLOAT] = 4, + _a[constants.TYPES.HALF_FLOAT] = 8, + _a); /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) + * Number of components in each {@link PIXI.FORMATS} + * @ignore */ -var MASK_TYPES; -(function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; -})(MASK_TYPES || (MASK_TYPES = {})); +var FORMATS_TO_COMPONENTS = (_b = {}, + _b[constants.FORMATS.RGBA] = 4, + _b[constants.FORMATS.RGB] = 3, + _b[constants.FORMATS.RG] = 2, + _b[constants.FORMATS.RED] = 1, + _b[constants.FORMATS.LUMINANCE] = 1, + _b[constants.FORMATS.LUMINANCE_ALPHA] = 2, + _b[constants.FORMATS.ALPHA] = 1, + _b); /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. + * Number of bytes per pixel in bit-field types in {@link PIXI.TYPES} + * @ignore */ -var COLOR_MASK_BITS; -(function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; -})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {})); +var TYPES_TO_BYTES_PER_PIXEL = (_c = {}, + _c[constants.TYPES.UNSIGNED_SHORT_4_4_4_4] = 2, + _c[constants.TYPES.UNSIGNED_SHORT_5_5_5_1] = 2, + _c[constants.TYPES.UNSIGNED_SHORT_5_6_5] = 2, + _c); +function parseKTX(url, arrayBuffer, loadKeyValueData) { + if (loadKeyValueData === void 0) { loadKeyValueData = false; } + var dataView = new DataView(arrayBuffer); + if (!validate(url, dataView)) { + return null; + } + var littleEndian = dataView.getUint32(KTX_FIELDS.ENDIANNESS, true) === ENDIANNESS; + var glType = dataView.getUint32(KTX_FIELDS.GL_TYPE, littleEndian); + // const glTypeSize = dataView.getUint32(KTX_FIELDS.GL_TYPE_SIZE, littleEndian); + var glFormat = dataView.getUint32(KTX_FIELDS.GL_FORMAT, littleEndian); + var glInternalFormat = dataView.getUint32(KTX_FIELDS.GL_INTERNAL_FORMAT, littleEndian); + var pixelWidth = dataView.getUint32(KTX_FIELDS.PIXEL_WIDTH, littleEndian); + var pixelHeight = dataView.getUint32(KTX_FIELDS.PIXEL_HEIGHT, littleEndian) || 1; // "pixelHeight = 0" -> "1" + var pixelDepth = dataView.getUint32(KTX_FIELDS.PIXEL_DEPTH, littleEndian) || 1; // ^^ + var numberOfArrayElements = dataView.getUint32(KTX_FIELDS.NUMBER_OF_ARRAY_ELEMENTS, littleEndian) || 1; // ^^ + var numberOfFaces = dataView.getUint32(KTX_FIELDS.NUMBER_OF_FACES, littleEndian); + var numberOfMipmapLevels = dataView.getUint32(KTX_FIELDS.NUMBER_OF_MIPMAP_LEVELS, littleEndian); + var bytesOfKeyValueData = dataView.getUint32(KTX_FIELDS.BYTES_OF_KEY_VALUE_DATA, littleEndian); + // Whether the platform architecture is little endian. If littleEndian !== platformLittleEndian, then the + // file contents must be endian-converted! + // TODO: Endianness conversion + // const platformLittleEndian = new Uint8Array((new Uint32Array([ENDIANNESS])).buffer)[0] === 0x01; + if (pixelHeight === 0 || pixelDepth !== 1) { + throw new Error('Only 2D textures are supported'); + } + if (numberOfFaces !== 1) { + throw new Error('CubeTextures are not supported by KTXLoader yet!'); + } + if (numberOfArrayElements !== 1) { + // TODO: Support splitting array-textures into multiple BaseTextures + throw new Error('WebGL does not support array textures'); + } + // TODO: 8x4 blocks for 2bpp pvrtc + var blockWidth = 4; + var blockHeight = 4; + var alignedWidth = (pixelWidth + 3) & ~3; + var alignedHeight = (pixelHeight + 3) & ~3; + var imageBuffers = new Array(numberOfArrayElements); + var imagePixels = pixelWidth * pixelHeight; + if (glType === 0) { + // Align to 16 pixels (4x4 blocks) + imagePixels = alignedWidth * alignedHeight; + } + var imagePixelByteSize; + if (glType !== 0) { + // Uncompressed texture format + if (TYPES_TO_BYTES_PER_COMPONENT[glType]) { + imagePixelByteSize = TYPES_TO_BYTES_PER_COMPONENT[glType] * FORMATS_TO_COMPONENTS[glFormat]; + } + else { + imagePixelByteSize = TYPES_TO_BYTES_PER_PIXEL[glType]; + } + } + else { + imagePixelByteSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[glInternalFormat]; + } + if (imagePixelByteSize === undefined) { + throw new Error('Unable to resolve the pixel format stored in the *.ktx file!'); + } + var kvData = loadKeyValueData + ? parseKvData(dataView, bytesOfKeyValueData, littleEndian) + : null; + var imageByteSize = imagePixels * imagePixelByteSize; + var mipByteSize = imageByteSize; + var mipWidth = pixelWidth; + var mipHeight = pixelHeight; + var alignedMipWidth = alignedWidth; + var alignedMipHeight = alignedHeight; + var imageOffset = FILE_HEADER_SIZE + bytesOfKeyValueData; + for (var mipmapLevel = 0; mipmapLevel < numberOfMipmapLevels; mipmapLevel++) { + var imageSize = dataView.getUint32(imageOffset, littleEndian); + var elementOffset = imageOffset + 4; + for (var arrayElement = 0; arrayElement < numberOfArrayElements; arrayElement++) { + // TODO: Maybe support 3D textures? :-) + // for (let zSlice = 0; zSlice < pixelDepth; zSlice) + var mips = imageBuffers[arrayElement]; + if (!mips) { + mips = imageBuffers[arrayElement] = new Array(numberOfMipmapLevels); + } + mips[mipmapLevel] = { + levelID: mipmapLevel, + // don't align mipWidth when texture not compressed! (glType not zero) + levelWidth: numberOfMipmapLevels > 1 || glType !== 0 ? mipWidth : alignedMipWidth, + levelHeight: numberOfMipmapLevels > 1 || glType !== 0 ? mipHeight : alignedMipHeight, + levelBuffer: new Uint8Array(arrayBuffer, elementOffset, mipByteSize) + }; + elementOffset += mipByteSize; + } + // HINT: Aligns to 4-byte boundary after jumping imageSize (in lieu of mipPadding) + imageOffset += imageSize + 4; // (+4 to jump the imageSize field itself) + imageOffset = imageOffset % 4 !== 0 ? imageOffset + 4 - (imageOffset % 4) : imageOffset; + // Calculate mipWidth, mipHeight for _next_ iteration + mipWidth = (mipWidth >> 1) || 1; + mipHeight = (mipHeight >> 1) || 1; + alignedMipWidth = (mipWidth + blockWidth - 1) & ~(blockWidth - 1); + alignedMipHeight = (mipHeight + blockHeight - 1) & ~(blockHeight - 1); + // Each mipmap level is 4-times smaller? + mipByteSize = alignedMipWidth * alignedMipHeight * imagePixelByteSize; + } + // We use the levelBuffers feature of CompressedTextureResource b/c texture data is image-major, not level-major. + if (glType !== 0) { + return { + uncompressed: imageBuffers.map(function (levelBuffers) { + var buffer = levelBuffers[0].levelBuffer; + var convertToInt = false; + if (glType === constants.TYPES.FLOAT) { + buffer = new Float32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4); + } + else if (glType === constants.TYPES.UNSIGNED_INT) { + convertToInt = true; + buffer = new Uint32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4); + } + else if (glType === constants.TYPES.INT) { + convertToInt = true; + buffer = new Int32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4); + } + return { + resource: new core.BufferResource(buffer, { + width: levelBuffers[0].levelWidth, + height: levelBuffers[0].levelHeight, + }), + type: glType, + format: convertToInt ? convertFormatToInteger(glFormat) : glFormat, + }; + }), + kvData: kvData + }; + } + return { + compressed: imageBuffers.map(function (levelBuffers) { return new CompressedTextureResource(null, { + format: glInternalFormat, + width: pixelWidth, + height: pixelHeight, + levels: numberOfMipmapLevels, + levelBuffers: levelBuffers, + }); }), + kvData: kvData + }; +} /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples + * Checks whether the arrayBuffer contains a valid *.ktx file. + * @param url + * @param dataView */ -var MSAA_QUALITY; -(function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; -})(MSAA_QUALITY || (MSAA_QUALITY = {})); +function validate(url, dataView) { + // NOTE: Do not optimize this into 3 32-bit integer comparison because the endianness + // of the data is not specified. + for (var i = 0; i < FILE_IDENTIFIER.length; i++) { + if (dataView.getUint8(i) !== FILE_IDENTIFIER[i]) { + console.error(url + " is not a valid *.ktx file!"); + return false; + } + } + return true; +} +function convertFormatToInteger(format) { + switch (format) { + case constants.FORMATS.RGBA: return constants.FORMATS.RGBA_INTEGER; + case constants.FORMATS.RGB: return constants.FORMATS.RGB_INTEGER; + case constants.FORMATS.RG: return constants.FORMATS.RG_INTEGER; + case constants.FORMATS.RED: return constants.FORMATS.RED_INTEGER; + default: return format; + } +} +function parseKvData(dataView, bytesOfKeyValueData, littleEndian) { + var kvData = new Map(); + var bytesIntoKeyValueData = 0; + while (bytesIntoKeyValueData < bytesOfKeyValueData) { + var keyAndValueByteSize = dataView.getUint32(FILE_HEADER_SIZE + bytesIntoKeyValueData, littleEndian); + var keyAndValueByteOffset = FILE_HEADER_SIZE + bytesIntoKeyValueData + 4; + var valuePadding = 3 - ((keyAndValueByteSize + 3) % 4); + // Bounds check + if (keyAndValueByteSize === 0 || keyAndValueByteSize > bytesOfKeyValueData - bytesIntoKeyValueData) { + console.error('KTXLoader: keyAndValueByteSize out of bounds'); + break; + } + // Note: keyNulByte can't be 0 otherwise the key is an empty string. + var keyNulByte = 0; + for (; keyNulByte < keyAndValueByteSize; keyNulByte++) { + if (dataView.getUint8(keyAndValueByteOffset + keyNulByte) === 0x00) { + break; + } + } + if (keyNulByte === -1) { + console.error('KTXLoader: Failed to find null byte terminating kvData key'); + break; + } + var key = new TextDecoder().decode(new Uint8Array(dataView.buffer, keyAndValueByteOffset, keyNulByte)); + var value = new DataView(dataView.buffer, keyAndValueByteOffset + keyNulByte + 1, keyAndValueByteSize - keyNulByte - 1); + kvData.set(key, value); + // 4 = the keyAndValueByteSize field itself + // keyAndValueByteSize = the bytes taken by the key and value + // valuePadding = extra padding to align with 4 bytes + bytesIntoKeyValueData += 4 + keyAndValueByteSize + valuePadding; + } + return kvData; +} + +// Set DDS files to be loaded as an ArrayBuffer +loaders.LoaderResource.setExtensionXhrType('dds', loaders.LoaderResource.XHR_RESPONSE_TYPE.BUFFER); /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE + * @class * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects + * @implements {PIXI.ILoaderPlugin} + * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide */ -var BUFFER_TYPE; -(function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; -})(BUFFER_TYPE || (BUFFER_TYPE = {})); - -function sortChildren(a, b) { - if (a.zIndex === b.zIndex) { - return a._lastSortedIndex - b._lastSortedIndex; +var DDSLoader = /** @class */ (function () { + function DDSLoader() { } - return a.zIndex - b.zIndex; -} + /** + * Registers a DDS compressed texture + * @see PIXI.Loader.loaderMiddleware + * @param resource - loader resource that is checked to see if it is a DDS file + * @param next - callback Function to call when done + */ + DDSLoader.use = function (resource, next) { + if (resource.extension === 'dds' && resource.data) { + try { + Object.assign(resource, registerCompressedTextures(resource.name || resource.url, parseDDS(resource.data), resource.metadata)); + } + catch (err) { + next(err); + return; + } + } + next(); + }; + /** @ignore */ + DDSLoader.extension = core.ExtensionType.Loader; + return DDSLoader; +}()); + +// Set KTX files to be loaded as an ArrayBuffer +loaders.LoaderResource.setExtensionXhrType('ktx', loaders.LoaderResource.XHR_RESPONSE_TYPE.BUFFER); /** - * Container is a general-purpose display object that holds children. It also adds built-in support for advanced - * rendering features like masking and filtering. - * - * It is the base class of all display objects that act as a container for other objects, including Graphics - * and Sprite. - * - * ```js - * import { BlurFilter } from '@pixi/filter-blur'; - * import { Container } from '@pixi/display'; - * import { Graphics } from '@pixi/graphics'; - * import { Sprite } from '@pixi/sprite'; - * - * let container = new Container(); - * let sprite = Sprite.from("https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png"); - * - * sprite.width = 512; - * sprite.height = 512; - * - * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container - * // is rendered. - * container.addChild(sprite); + * Loader plugin for handling KTX texture container files. * - * // Blurs whatever is rendered by the container - * container.filters = [new BlurFilter()]; + * This KTX loader does not currently support the following features: + * * cube textures + * * 3D textures + * * endianness conversion for big-endian machines + * * embedded *.basis files * - * // Only the contents within a circle at the center should be rendered onto the screen. - * container.mask = new Graphics() - * .beginFill(0xffffff) - * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2) - * .endFill(); - * ``` + * It does supports the following features: + * * multiple textures per file + * * mipmapping (only for compressed formats) + * * vendor-specific key/value data parsing (enable {@link PIXI.KTXLoader.loadKeyValueData}) + * @class * @memberof PIXI + * @implements {PIXI.ILoaderPlugin} */ -var Container = /** @class */ (function (_super) { - __extends(Container, _super); - function Container() { - var _this = _super.call(this) || this; - _this.children = []; - _this.sortableChildren = settings.settings.SORTABLE_CHILDREN; - _this.sortDirty = false; - return _this; - /** - * Fired when a DisplayObject is added to this Container. - * @event PIXI.Container#childAdded - * @param {PIXI.DisplayObject} child - The child added to the Container. - * @param {PIXI.Container} container - The container that added the child. - * @param {number} index - The children's index of the added child. - */ - /** - * Fired when a DisplayObject is removed from this Container. - * @event PIXI.DisplayObject#removedFrom - * @param {PIXI.DisplayObject} child - The child removed from the Container. - * @param {PIXI.Container} container - The container that removed removed the child. - * @param {number} index - The former children's index of the removed child - */ +var KTXLoader = /** @class */ (function () { + function KTXLoader() { } /** - * Overridable method that can be used by Container subclasses whenever the children array is modified. - * @param _length + * Called after a KTX file is loaded. + * + * This will parse the KTX file header and add a {@code BaseTexture} to the texture + * cache. + * @see PIXI.Loader.loaderMiddleware + * @param resource - loader resource that is checked to see if it is a KTX file + * @param next - callback Function to call when done */ - Container.prototype.onChildrenChange = function (_length) { - /* empty */ + KTXLoader.use = function (resource, next) { + if (resource.extension === 'ktx' && resource.data) { + try { + var url_1 = resource.name || resource.url; + var _a = parseKTX(url_1, resource.data, this.loadKeyValueData), compressed = _a.compressed, uncompressed = _a.uncompressed, kvData_1 = _a.kvData; + if (compressed) { + var result = registerCompressedTextures(url_1, compressed, resource.metadata); + if (kvData_1 && result.textures) { + for (var textureId in result.textures) { + result.textures[textureId].baseTexture.ktxKeyValueData = kvData_1; + } + } + Object.assign(resource, result); + } + else if (uncompressed) { + var textures_1 = {}; + uncompressed.forEach(function (image, i) { + var texture = new core.Texture(new core.BaseTexture(image.resource, { + mipmap: constants.MIPMAP_MODES.OFF, + alphaMode: constants.ALPHA_MODES.NO_PREMULTIPLIED_ALPHA, + type: image.type, + format: image.format, + })); + var cacheID = url_1 + "-" + (i + 1); + if (kvData_1) + { texture.baseTexture.ktxKeyValueData = kvData_1; } + core.BaseTexture.addToCache(texture.baseTexture, cacheID); + core.Texture.addToCache(texture, cacheID); + if (i === 0) { + textures_1[url_1] = texture; + core.BaseTexture.addToCache(texture.baseTexture, url_1); + core.Texture.addToCache(texture, url_1); + } + textures_1[cacheID] = texture; + }); + Object.assign(resource, { textures: textures_1 }); + } + } + catch (err) { + next(err); + return; + } + } + next(); }; + /** @ignore */ + KTXLoader.extension = core.ExtensionType.Loader; /** - * Adds one or more children to the container. + * If set to `true`, {@link PIXI.KTXLoader} will parse key-value data in KTX textures. This feature relies + * on the [Encoding Standard]{@link https://encoding.spec.whatwg.org}. * - * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)` - * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container - * @returns {PIXI.DisplayObject} - The first child that was added. + * The key-value data will be available on the base-textures as {@code PIXI.BaseTexture.ktxKeyValueData}. They + * will hold a reference to the texture data buffer, so make sure to delete key-value data once you are done + * using it. */ - Container.prototype.addChild = function () { - var arguments$1 = arguments; + KTXLoader.loadKeyValueData = false; + return KTXLoader; +}()); - var children = []; - for (var _i = 0; _i < arguments.length; _i++) { - children[_i] = arguments$1[_i]; - } - // if there is only one argument we can bypass looping through the them - if (children.length > 1) { - // loop through the array and add all children - for (var i = 0; i < children.length; i++) { - // eslint-disable-next-line prefer-rest-params - this.addChild(children[i]); - } - } - else { - var child = children[0]; - // if the child has a parent then lets remove it as PixiJS objects can only exist in one place - if (child.parent) { - child.parent.removeChild(child); - } - child.parent = this; - this.sortDirty = true; - // ensure child transform will be recalculated - child.transform._parentID = -1; - this.children.push(child); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(this.children.length - 1); - this.emit('childAdded', child, this, this.children.length - 1); - child.emit('added', this); - } - return children[0]; - }; - /** - * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown - * @param {PIXI.DisplayObject} child - The child to add - * @param {number} index - The index to place the child in - * @returns {PIXI.DisplayObject} The child that was added. - */ - Container.prototype.addChildAt = function (child, index) { - if (index < 0 || index > this.children.length) { - throw new Error(child + "addChildAt: The index " + index + " supplied is out of bounds " + this.children.length); - } - if (child.parent) { - child.parent.removeChild(child); - } - child.parent = this; - this.sortDirty = true; - // ensure child transform will be recalculated - child.transform._parentID = -1; - this.children.splice(index, 0, child); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('added', this); - this.emit('childAdded', child, this, index); - return child; - }; - /** - * Swaps the position of 2 Display Objects within this container. - * @param child - First display object to swap - * @param child2 - Second display object to swap - */ - Container.prototype.swapChildren = function (child, child2) { - if (child === child2) { - return; - } - var index1 = this.getChildIndex(child); - var index2 = this.getChildIndex(child2); - this.children[index1] = child2; - this.children[index2] = child; - this.onChildrenChange(index1 < index2 ? index1 : index2); - }; - /** - * Returns the index position of a child DisplayObject instance - * @param child - The DisplayObject instance to identify - * @returns - The index position of the child display object to identify - */ - Container.prototype.getChildIndex = function (child) { - var index = this.children.indexOf(child); - if (index === -1) { - throw new Error('The supplied DisplayObject must be a child of the caller'); - } - return index; - }; - /** - * Changes the position of an existing child in the display object container - * @param child - The child DisplayObject instance for which you want to change the index number - * @param index - The resulting index number for the child display object - */ - Container.prototype.setChildIndex = function (child, index) { - if (index < 0 || index >= this.children.length) { - throw new Error("The index " + index + " supplied is out of bounds " + this.children.length); - } - var currentIndex = this.getChildIndex(child); - utils.removeItems(this.children, currentIndex, 1); // remove from old position - this.children.splice(index, 0, child); // add at new position - this.onChildrenChange(index); - }; - /** - * Returns the child at the specified index - * @param index - The index to get the child at - * @returns - The child at the given index, if any. - */ - Container.prototype.getChildAt = function (index) { - if (index < 0 || index >= this.children.length) { - throw new Error("getChildAt: Index (" + index + ") does not exist."); - } - return this.children[index]; - }; - /** - * Removes one or more children from the container. - * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove - * @returns {PIXI.DisplayObject} The first child that was removed. - */ - Container.prototype.removeChild = function () { - var arguments$1 = arguments; +exports.BlobResource = BlobResource; +exports.CompressedTextureLoader = CompressedTextureLoader; +exports.CompressedTextureResource = CompressedTextureResource; +exports.DDSLoader = DDSLoader; +exports.FORMATS_TO_COMPONENTS = FORMATS_TO_COMPONENTS; +exports.INTERNAL_FORMAT_TO_BYTES_PER_PIXEL = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL; +exports.KTXLoader = KTXLoader; +exports.TYPES_TO_BYTES_PER_COMPONENT = TYPES_TO_BYTES_PER_COMPONENT; +exports.TYPES_TO_BYTES_PER_PIXEL = TYPES_TO_BYTES_PER_PIXEL; +exports.parseDDS = parseDDS; +exports.parseKTX = parseKTX; - var children = []; - for (var _i = 0; _i < arguments.length; _i++) { - children[_i] = arguments$1[_i]; - } - // if there is only one argument we can bypass looping through the them - if (children.length > 1) { - // loop through the arguments property and remove all children - for (var i = 0; i < children.length; i++) { - this.removeChild(children[i]); - } - } - else { - var child = children[0]; - var index = this.children.indexOf(child); - if (index === -1) - { return null; } - child.parent = null; - // ensure child transform will be recalculated - child.transform._parentID = -1; - utils.removeItems(this.children, index, 1); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('removed', this); - this.emit('childRemoved', child, this, index); - } - return children[0]; - }; - /** - * Removes a child from the specified index position. - * @param index - The index to get the child from - * @returns The child that was removed. - */ - Container.prototype.removeChildAt = function (index) { - var child = this.getChildAt(index); - // ensure child transform will be recalculated.. - child.parent = null; - child.transform._parentID = -1; - utils.removeItems(this.children, index, 1); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('removed', this); - this.emit('childRemoved', child, this, index); - return child; - }; - /** - * Removes all children from this container that are within the begin and end indexes. - * @param beginIndex - The beginning position. - * @param endIndex - The ending position. Default value is size of the container. - * @returns - List of removed children - */ - Container.prototype.removeChildren = function (beginIndex, endIndex) { - if (beginIndex === void 0) { beginIndex = 0; } - if (endIndex === void 0) { endIndex = this.children.length; } - var begin = beginIndex; - var end = endIndex; - var range = end - begin; - var removed; - if (range > 0 && range <= end) { - removed = this.children.splice(begin, range); - for (var i = 0; i < removed.length; ++i) { - removed[i].parent = null; - if (removed[i].transform) { - removed[i].transform._parentID = -1; - } - } - this._boundsID++; - this.onChildrenChange(beginIndex); - for (var i = 0; i < removed.length; ++i) { - removed[i].emit('removed', this); - this.emit('childRemoved', removed[i], this, i); - } - return removed; - } - else if (range === 0 && this.children.length === 0) { - return []; - } - throw new RangeError('removeChildren: numeric values are outside the acceptable range.'); - }; - /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */ - Container.prototype.sortChildren = function () { - var sortRequired = false; - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - child._lastSortedIndex = i; - if (!sortRequired && child.zIndex !== 0) { - sortRequired = true; - } - } - if (sortRequired && this.children.length > 1) { - this.children.sort(sortChildren); - } - this.sortDirty = false; - }; - /** Updates the transform on all children of this container for rendering. */ - Container.prototype.updateTransform = function () { - if (this.sortableChildren && this.sortDirty) { - this.sortChildren(); - } - this._boundsID++; - this.transform.updateTransform(this.parent.transform); - // TODO: check render flags, how to process stuff here - this.worldAlpha = this.alpha * this.parent.worldAlpha; - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - if (child.visible) { - child.updateTransform(); - } - } - }; - /** - * Recalculates the bounds of the container. - * - * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds - * is limited to its mask's bounds or filterArea, if any is applied. - */ - Container.prototype.calculateBounds = function () { - this._bounds.clear(); - this._calculateBounds(); - for (var i = 0; i < this.children.length; i++) { - var child = this.children[i]; - if (!child.visible || !child.renderable) { - continue; - } - child.calculateBounds(); - // TODO: filter+mask, need to mask both somehow - if (child._mask) { - var maskObject = (child._mask.isMaskData - ? child._mask.maskObject : child._mask); - if (maskObject) { - maskObject.calculateBounds(); - this._bounds.addBoundsMask(child._bounds, maskObject._bounds); - } - else { - this._bounds.addBounds(child._bounds); - } - } - else if (child.filterArea) { - this._bounds.addBoundsArea(child._bounds, child.filterArea); - } - else { - this._bounds.addBounds(child._bounds); - } - } - this._bounds.updateID = this._boundsID; - }; - /** - * Retrieves the local bounds of the displayObject as a rectangle object. - * - * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render() - * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms, - * it was default behaviour of pixi 4.0-5.2 and caused many problems to users. - * @returns - The rectangular bounding area. - */ - Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) { - if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; } - var result = _super.prototype.getLocalBounds.call(this, rect); - if (!skipChildrenUpdate) { - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - if (child.visible) { - child.updateTransform(); - } - } - } - return result; - }; - /** - * Recalculates the content bounds of this object. This should be overriden to - * calculate the bounds of this specific object (not including children). - * @protected - */ - Container.prototype._calculateBounds = function () { - // FILL IN// - }; - /** - * Renders this object and its children with culling. - * @protected - * @param {PIXI.Renderer} renderer - The renderer - */ - Container.prototype._renderWithCulling = function (renderer) { - var sourceFrame = renderer.renderTexture.sourceFrame; - // If the source frame is empty, stop rendering. - if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) { - return; - } - // Render the content of the container only if its bounds intersect with the source frame. - // All filters are on the stack at this point, and the filter source frame is bound: - // therefore, even if the bounds to non intersect the filter frame, the filter - // is still applied and any filter padding that is in the frame is rendered correctly. - var bounds; - var transform; - // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea - // rectangle must completely contain the container and its children including filter padding. - if (this.cullArea) { - bounds = this.cullArea; - transform = this.worldTransform; - } - // If the container doesn't override _render, we can skip the bounds calculation and intersection test. - else if (this._render !== Container.prototype._render) { - bounds = this.getBounds(true); - } - // Render the container if the source frame intersects the bounds. - if (bounds && sourceFrame.intersects(bounds, transform)) { - this._render(renderer); - } - // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering. - else if (this.cullArea) { - return; - } - // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect - // the source frame, because the children might have filters with nonzero padding, which may intersect - // with the source frame while the bounds do not: filter padding is not included in the bounds. - // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered - // if they are out of frame; otherwise, render the children normally. - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - var childCullable = child.cullable; - child.cullable = childCullable || !this.cullArea; - child.render(renderer); - child.cullable = childCullable; - } - }; - /** - * Renders the object using the WebGL renderer. - * - * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the - * container itself. This `render` method will invoke it, and also invoke the `render` methods of all - * children afterward. - * - * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and - * the bounds of this object are out of frame, this implementation will entirely skip rendering. - * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally, - * setting alpha to zero is not recommended for purely skipping rendering. - * - * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is - * advised to employ **culling** to automatically skip rendering objects outside of the current screen. - * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}. - * Other culling methods might be better suited for a large number static objects; see - * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and - * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}. - * - * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or - * filtering is applied on a container. This does, however, break batching and can affect performance when - * masking and filtering is applied extensively throughout the scene graph. - * @param renderer - The renderer - */ - Container.prototype.render = function (renderer) { - // if the object is not visible or the alpha is 0 then no need to render this element - if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { - return; - } - // do a quick check to see if this element has a mask or a filter. - if (this._mask || (this.filters && this.filters.length)) { - this.renderAdvanced(renderer); - } - else if (this.cullable) { - this._renderWithCulling(renderer); - } - else { - this._render(renderer); - for (var i = 0, j = this.children.length; i < j; ++i) { - this.children[i].render(renderer); - } - } - }; - /** - * Render the object using the WebGL renderer and advanced features. - * @param renderer - The renderer - */ - Container.prototype.renderAdvanced = function (renderer) { - var filters = this.filters; - var mask = this._mask; - // push filter first as we need to ensure the stencil buffer is correct for any masking - if (filters) { - if (!this._enabledFilters) { - this._enabledFilters = []; - } - this._enabledFilters.length = 0; - for (var i = 0; i < filters.length; i++) { - if (filters[i].enabled) { - this._enabledFilters.push(filters[i]); - } - } - } - var flush = (filters && this._enabledFilters && this._enabledFilters.length) - || (mask && (!mask.isMaskData - || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE)))); - if (flush) { - renderer.batch.flush(); - } - if (filters && this._enabledFilters && this._enabledFilters.length) { - renderer.filter.push(this, this._enabledFilters); - } - if (mask) { - renderer.mask.push(this, this._mask); - } - if (this.cullable) { - this._renderWithCulling(renderer); - } - else { - this._render(renderer); - for (var i = 0, j = this.children.length; i < j; ++i) { - this.children[i].render(renderer); - } - } - if (flush) { - renderer.batch.flush(); - } - if (mask) { - renderer.mask.pop(this); - } - if (filters && this._enabledFilters && this._enabledFilters.length) { - renderer.filter.pop(); - } - }; - /** - * To be overridden by the subclasses. - * @param _renderer - The renderer - */ - Container.prototype._render = function (_renderer) { - // this is where content itself gets rendered... - }; - /** - * Removes all internal references and listeners as well as removes children from the display list. - * Do not use a Container after calling `destroy`. - * @param options - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy - * method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the texture of the child sprite - * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the base texture of the child sprite - */ - Container.prototype.destroy = function (options) { - _super.prototype.destroy.call(this); - this.sortDirty = false; - var destroyChildren = typeof options === 'boolean' ? options : options && options.children; - var oldChildren = this.removeChildren(0, this.children.length); - if (destroyChildren) { - for (var i = 0; i < oldChildren.length; ++i) { - oldChildren[i].destroy(options); - } - } - }; - Object.defineProperty(Container.prototype, "width", { - /** The width of the Container, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return this.scale.x * this.getLocalBounds().width; - }, - set: function (value) { - var width = this.getLocalBounds().width; - if (width !== 0) { - this.scale.x = value / width; - } - else { - this.scale.x = 1; - } - this._width = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Container.prototype, "height", { - /** The height of the Container, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return this.scale.y * this.getLocalBounds().height; - }, - set: function (value) { - var height = this.getLocalBounds().height; - if (height !== 0) { - this.scale.y = value / height; - } - else { - this.scale.y = 1; - } - this._height = value; - }, - enumerable: false, - configurable: true - }); - return Container; -}(DisplayObject)); -/** - * Container default updateTransform, does update children of container. - * Will crash if there's no parent element. - * @memberof PIXI.Container# - * @method containerUpdateTransform - */ -Container.prototype.containerUpdateTransform = Container.prototype.updateTransform; - -exports.Bounds = Bounds; -exports.Container = Container; -exports.DisplayObject = DisplayObject; -exports.TemporaryDisplayObject = TemporaryDisplayObject; - -},{"@pixi/math":5,"@pixi/settings":20,"@pixi/utils":22}],5:[function(require,module,exports){ +},{"@pixi/constants":6,"@pixi/core":7,"@pixi/loaders":19,"@pixi/settings":30,"@pixi/utils":38}],6:[function(require,module,exports){ /*! - * @pixi/math - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/constants - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/math is licensed under the MIT License. + * @pixi/constants is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ 'use strict'; @@ -8711,33208 +8125,25290 @@ exports.TemporaryDisplayObject = TemporaryDisplayObject; Object.defineProperty(exports, '__esModule', { value: true }); /** - * Two Pi. + * Different types of environments for WebGL. * @static - * @member {number} * @memberof PIXI + * @name ENV + * @enum {number} + * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility + * with older / less advanced devices. If you experience unexplained flickering prefer this environment. + * @property {number} WEBGL - Version 1 of WebGL + * @property {number} WEBGL2 - Version 2 of WebGL */ -var PI_2 = Math.PI * 2; +exports.ENV = void 0; +(function (ENV) { + ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; + ENV[ENV["WEBGL"] = 1] = "WEBGL"; + ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; +})(exports.ENV || (exports.ENV = {})); /** - * Conversion factor for converting radians to degrees. + * Constant to identify the Renderer Type. * @static - * @member {number} RAD_TO_DEG * @memberof PIXI + * @name RENDERER_TYPE + * @enum {number} + * @property {number} UNKNOWN - Unknown render type. + * @property {number} WEBGL - WebGL render type. + * @property {number} CANVAS - Canvas render type. */ -var RAD_TO_DEG = 180 / Math.PI; +exports.RENDERER_TYPE = void 0; +(function (RENDERER_TYPE) { + RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; + RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; + RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; +})(exports.RENDERER_TYPE || (exports.RENDERER_TYPE = {})); /** - * Conversion factor for converting degrees to radians. + * Bitwise OR of masks that indicate the buffers to be cleared. * @static - * @member {number} * @memberof PIXI + * @name BUFFER_BITS + * @enum {number} + * @property {number} COLOR - Indicates the buffers currently enabled for color writing. + * @property {number} DEPTH - Indicates the depth buffer. + * @property {number} STENCIL - Indicates the stencil buffer. */ -var DEG_TO_RAD = Math.PI / 180; +exports.BUFFER_BITS = void 0; +(function (BUFFER_BITS) { + BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; + BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; + BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; +})(exports.BUFFER_BITS || (exports.BUFFER_BITS = {})); /** - * Constants that identify shapes, mainly to prevent `instanceof` calls. + * Various blend modes supported by PIXI. + * + * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. + * Anything else will silently act like NORMAL. + * @memberof PIXI + * @name BLEND_MODES + * @enum {number} + * @property {number} NORMAL - + * @property {number} ADD - + * @property {number} MULTIPLY - + * @property {number} SCREEN - + * @property {number} OVERLAY - + * @property {number} DARKEN - + * @property {number} LIGHTEN - + * @property {number} COLOR_DODGE - + * @property {number} COLOR_BURN - + * @property {number} HARD_LIGHT - + * @property {number} SOFT_LIGHT - + * @property {number} DIFFERENCE - + * @property {number} EXCLUSION - + * @property {number} HUE - + * @property {number} SATURATION - + * @property {number} COLOR - + * @property {number} LUMINOSITY - + * @property {number} NORMAL_NPM - + * @property {number} ADD_NPM - + * @property {number} SCREEN_NPM - + * @property {number} NONE - + * @property {number} SRC_IN - + * @property {number} SRC_OUT - + * @property {number} SRC_ATOP - + * @property {number} DST_OVER - + * @property {number} DST_IN - + * @property {number} DST_OUT - + * @property {number} DST_ATOP - + * @property {number} SUBTRACT - + * @property {number} SRC_OVER - + * @property {number} ERASE - + * @property {number} XOR - + */ +exports.BLEND_MODES = void 0; +(function (BLEND_MODES) { + BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; + BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; + BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; + BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; + BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; + BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; + BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; + BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; + BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; + BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; + BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; + BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; + BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; + BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; + BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; + BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; + BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; + BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; + BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; + BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; + BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; + BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; + BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; + BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; + BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; + BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; + BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; + BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; + BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; + BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; + BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; + BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; +})(exports.BLEND_MODES || (exports.BLEND_MODES = {})); +/** + * Various webgl draw modes. These can be used to specify which GL drawMode to use + * under certain situations and renderers. + * @memberof PIXI * @static + * @name DRAW_MODES + * @enum {number} + * @property {number} POINTS - + * @property {number} LINES - + * @property {number} LINE_LOOP - + * @property {number} LINE_STRIP - + * @property {number} TRIANGLES - + * @property {number} TRIANGLE_STRIP - + * @property {number} TRIANGLE_FAN - + */ +exports.DRAW_MODES = void 0; +(function (DRAW_MODES) { + DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; + DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; + DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; + DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; + DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; + DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; + DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; +})(exports.DRAW_MODES || (exports.DRAW_MODES = {})); +/** + * Various GL texture/resources formats. * @memberof PIXI + * @static + * @name FORMATS * @enum {number} - * @property {number} POLY Polygon - * @property {number} RECT Rectangle - * @property {number} CIRC Circle - * @property {number} ELIP Ellipse - * @property {number} RREC Rounded Rectangle + * @property {number} [RGBA=6408] - + * @property {number} [RGB=6407] - + * @property {number} [RG=33319] - + * @property {number} [RED=6403] - + * @property {number} [RGBA_INTEGER=36249] - + * @property {number} [RGB_INTEGER=36248] - + * @property {number} [RG_INTEGER=33320] - + * @property {number} [RED_INTEGER=36244] - + * @property {number} [ALPHA=6406] - + * @property {number} [LUMINANCE=6409] - + * @property {number} [LUMINANCE_ALPHA=6410] - + * @property {number} [DEPTH_COMPONENT=6402] - + * @property {number} [DEPTH_STENCIL=34041] - */ -exports.SHAPES = void 0; -(function (SHAPES) { - SHAPES[SHAPES["POLY"] = 0] = "POLY"; - SHAPES[SHAPES["RECT"] = 1] = "RECT"; - SHAPES[SHAPES["CIRC"] = 2] = "CIRC"; - SHAPES[SHAPES["ELIP"] = 3] = "ELIP"; - SHAPES[SHAPES["RREC"] = 4] = "RREC"; -})(exports.SHAPES || (exports.SHAPES = {})); - +exports.FORMATS = void 0; +(function (FORMATS) { + FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; + FORMATS[FORMATS["RGB"] = 6407] = "RGB"; + FORMATS[FORMATS["RG"] = 33319] = "RG"; + FORMATS[FORMATS["RED"] = 6403] = "RED"; + FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; + FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; + FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; + FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; + FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; + FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; + FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; + FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; + FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; +})(exports.FORMATS || (exports.FORMATS = {})); /** - * The Point object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis - * @class + * Various GL target types. * @memberof PIXI - * @implements {IPoint} + * @static + * @name TARGETS + * @enum {number} + * @property {number} [TEXTURE_2D=3553] - + * @property {number} [TEXTURE_CUBE_MAP=34067] - + * @property {number} [TEXTURE_2D_ARRAY=35866] - + * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - + * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - + * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - + * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - + * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - + * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - */ -var Point = /** @class */ (function () { - /** - * Creates a new `Point` - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis - */ - function Point(x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - /** Position of the point on the x axis */ - this.x = 0; - /** Position of the point on the y axis */ - this.y = 0; - this.x = x; - this.y = y; - } - /** - * Creates a clone of this point - * @returns A clone of this point - */ - Point.prototype.clone = function () { - return new Point(this.x, this.y); - }; - /** - * Copies `x` and `y` from the given point into this point - * @param p - The point to copy from - * @returns The point instance itself - */ - Point.prototype.copyFrom = function (p) { - this.set(p.x, p.y); - return this; - }; - /** - * Copies this point's x and y into the given point (`p`). - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated - */ - Point.prototype.copyTo = function (p) { - p.set(this.x, this.y); - return p; - }; - /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal - */ - Point.prototype.equals = function (p) { - return (p.x === this.x) && (p.y === this.y); - }; - /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the `x` axis - * @param {number} [y=x] - position of the point on the `y` axis - * @returns The point instance itself - */ - Point.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - this.x = x; - this.y = y; - return this; - }; - Point.prototype.toString = function () { - return "[@pixi/math:Point x=" + this.x + " y=" + this.y + "]"; - }; - return Point; -}()); - -var tempPoints = [new Point(), new Point(), new Point(), new Point()]; +exports.TARGETS = void 0; +(function (TARGETS) { + TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; + TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; +})(exports.TARGETS || (exports.TARGETS = {})); /** - * Size object, contains width and height + * Various GL data format types. * @memberof PIXI - * @typedef {object} ISize - * @property {number} width - Width component - * @property {number} height - Height component + * @static + * @name TYPES + * @enum {number} + * @property {number} [UNSIGNED_BYTE=5121] - + * @property {number} [UNSIGNED_SHORT=5123] - + * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - + * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - + * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - + * @property {number} [UNSIGNED_INT=5125] - + * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - + * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - + * @property {number} [UNSIGNED_INT_24_8=34042] - + * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - + * @property {number} [BYTE=5120] - + * @property {number} [SHORT=5122] - + * @property {number} [INT=5124] - + * @property {number} [FLOAT=5126] - + * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - + * @property {number} [HALF_FLOAT=36193] - */ +exports.TYPES = void 0; +(function (TYPES) { + TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; + TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; + TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; + TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; + TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; + TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; + TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; + TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; + TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; + TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; + TYPES[TYPES["BYTE"] = 5120] = "BYTE"; + TYPES[TYPES["SHORT"] = 5122] = "SHORT"; + TYPES[TYPES["INT"] = 5124] = "INT"; + TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; + TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; + TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; +})(exports.TYPES || (exports.TYPES = {})); /** - * Rectangle object is an area defined by its position, as indicated by its top-left corner - * point (x, y) and by its width and its height. + * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. + * WebGL1 works only with FLOAT. * @memberof PIXI + * @static + * @name SAMPLER_TYPES + * @enum {number} + * @property {number} [FLOAT=0] - + * @property {number} [INT=1] - + * @property {number} [UINT=2] - */ -var Rectangle = /** @class */ (function () { - /** - * @param x - The X coordinate of the upper-left corner of the rectangle - * @param y - The Y coordinate of the upper-left corner of the rectangle - * @param width - The overall width of the rectangle - * @param height - The overall height of the rectangle - */ - function Rectangle(x, y, width, height) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - this.x = Number(x); - this.y = Number(y); - this.width = Number(width); - this.height = Number(height); - this.type = exports.SHAPES.RECT; - } - Object.defineProperty(Rectangle.prototype, "left", { - /** Returns the left edge of the rectangle. */ - get: function () { - return this.x; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "right", { - /** Returns the right edge of the rectangle. */ - get: function () { - return this.x + this.width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "top", { - /** Returns the top edge of the rectangle. */ - get: function () { - return this.y; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "bottom", { - /** Returns the bottom edge of the rectangle. */ - get: function () { - return this.y + this.height; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle, "EMPTY", { - /** A constant empty rectangle. */ - get: function () { - return new Rectangle(0, 0, 0, 0); - }, - enumerable: false, - configurable: true - }); - /** - * Creates a clone of this Rectangle - * @returns a copy of the rectangle - */ - Rectangle.prototype.clone = function () { - return new Rectangle(this.x, this.y, this.width, this.height); - }; - /** - * Copies another rectangle to this one. - * @param rectangle - The rectangle to copy from. - * @returns Returns itself. - */ - Rectangle.prototype.copyFrom = function (rectangle) { - this.x = rectangle.x; - this.y = rectangle.y; - this.width = rectangle.width; - this.height = rectangle.height; - return this; - }; - /** - * Copies this rectangle to another one. - * @param rectangle - The rectangle to copy to. - * @returns Returns given parameter. - */ - Rectangle.prototype.copyTo = function (rectangle) { - rectangle.x = this.x; - rectangle.y = this.y; - rectangle.width = this.width; - rectangle.height = this.height; - return rectangle; - }; - /** - * Checks whether the x and y coordinates given are contained within this Rectangle - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coordinates are within this Rectangle - */ - Rectangle.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { - return false; - } - if (x >= this.x && x < this.x + this.width) { - if (y >= this.y && y < this.y + this.height) { - return true; - } - } - return false; - }; - /** - * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object. - * Returns true only if the area of the intersection is >0, this means that Rectangles - * sharing a side are not overlapping. Another side effect is that an arealess rectangle - * (width or height equal to zero) can't intersect any other rectangle. - * @param {Rectangle} other - The Rectangle to intersect with `this`. - * @param {Matrix} transform - The transformation matrix of `other`. - * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`. - */ - Rectangle.prototype.intersects = function (other, transform) { - if (!transform) { - var x0_1 = this.x < other.x ? other.x : this.x; - var x1_1 = this.right > other.right ? other.right : this.right; - if (x1_1 <= x0_1) { - return false; - } - var y0_1 = this.y < other.y ? other.y : this.y; - var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom; - return y1_1 > y0_1; - } - var x0 = this.left; - var x1 = this.right; - var y0 = this.top; - var y1 = this.bottom; - if (x1 <= x0 || y1 <= y0) { - return false; - } - var lt = tempPoints[0].set(other.left, other.top); - var lb = tempPoints[1].set(other.left, other.bottom); - var rt = tempPoints[2].set(other.right, other.top); - var rb = tempPoints[3].set(other.right, other.bottom); - if (rt.x <= lt.x || lb.y <= lt.y) { - return false; - } - var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c)); - if (s === 0) { - return false; - } - transform.apply(lt, lt); - transform.apply(lb, lb); - transform.apply(rt, rt); - transform.apply(rb, rb); - if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0 - || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1 - || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0 - || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) { - return false; - } - var nx = s * (lb.y - lt.y); - var ny = s * (lt.x - lb.x); - var n00 = (nx * x0) + (ny * y0); - var n10 = (nx * x1) + (ny * y0); - var n01 = (nx * x0) + (ny * y1); - var n11 = (nx * x1) + (ny * y1); - if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y) - || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) { - return false; - } - var mx = s * (lt.y - rt.y); - var my = s * (rt.x - lt.x); - var m00 = (mx * x0) + (my * y0); - var m10 = (mx * x1) + (my * y0); - var m01 = (mx * x0) + (my * y1); - var m11 = (mx * x1) + (my * y1); - if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y) - || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) { - return false; - } - return true; - }; - /** - * Pads the rectangle making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. - * @returns Returns itself. - */ - Rectangle.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - this.x -= paddingX; - this.y -= paddingY; - this.width += paddingX * 2; - this.height += paddingY * 2; - return this; - }; - /** - * Fits this rectangle around the passed one. - * @param rectangle - The rectangle to fit. - * @returns Returns itself. - */ - Rectangle.prototype.fit = function (rectangle) { - var x1 = Math.max(this.x, rectangle.x); - var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.max(this.y, rectangle.y); - var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = Math.max(x2 - x1, 0); - this.y = y1; - this.height = Math.max(y2 - y1, 0); - return this; - }; - /** - * Enlarges rectangle that way its corners lie on grid - * @param resolution - resolution - * @param eps - precision - * @returns Returns itself. - */ - Rectangle.prototype.ceil = function (resolution, eps) { - if (resolution === void 0) { resolution = 1; } - if (eps === void 0) { eps = 0.001; } - var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution; - var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution; - this.x = Math.floor((this.x + eps) * resolution) / resolution; - this.y = Math.floor((this.y + eps) * resolution) / resolution; - this.width = x2 - this.x; - this.height = y2 - this.y; - return this; - }; - /** - * Enlarges this rectangle to include the passed rectangle. - * @param rectangle - The rectangle to include. - * @returns Returns itself. - */ - Rectangle.prototype.enlarge = function (rectangle) { - var x1 = Math.min(this.x, rectangle.x); - var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.min(this.y, rectangle.y); - var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = x2 - x1; - this.y = y1; - this.height = y2 - y1; - return this; - }; - Rectangle.prototype.toString = function () { - return "[@pixi/math:Rectangle x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; - }; - return Rectangle; -}()); - +exports.SAMPLER_TYPES = void 0; +(function (SAMPLER_TYPES) { + SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; + SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; + SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; +})(exports.SAMPLER_TYPES || (exports.SAMPLER_TYPES = {})); /** - * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects. + * The scale modes that are supported by pixi. + * + * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. + * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. * @memberof PIXI + * @static + * @name SCALE_MODES + * @enum {number} + * @property {number} LINEAR Smooth scaling + * @property {number} NEAREST Pixelating scaling */ -var Circle = /** @class */ (function () { - /** - * @param x - The X coordinate of the center of this circle - * @param y - The Y coordinate of the center of this circle - * @param radius - The radius of the circle - */ - function Circle(x, y, radius) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (radius === void 0) { radius = 0; } - this.x = x; - this.y = y; - this.radius = radius; - this.type = exports.SHAPES.CIRC; - } - /** - * Creates a clone of this Circle instance - * @returns A copy of the Circle - */ - Circle.prototype.clone = function () { - return new Circle(this.x, this.y, this.radius); - }; - /** - * Checks whether the x and y coordinates given are contained within this circle - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coordinates are within this Circle - */ - Circle.prototype.contains = function (x, y) { - if (this.radius <= 0) { - return false; - } - var r2 = this.radius * this.radius; - var dx = (this.x - x); - var dy = (this.y - y); - dx *= dx; - dy *= dy; - return (dx + dy <= r2); - }; - /** - * Returns the framing rectangle of the circle as a Rectangle object - * @returns The framing rectangle - */ - Circle.prototype.getBounds = function () { - return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2); - }; - Circle.prototype.toString = function () { - return "[@pixi/math:Circle x=" + this.x + " y=" + this.y + " radius=" + this.radius + "]"; - }; - return Circle; -}()); - +exports.SCALE_MODES = void 0; +(function (SCALE_MODES) { + SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; + SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; +})(exports.SCALE_MODES || (exports.SCALE_MODES = {})); /** - * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects. + * The wrap modes that are supported by pixi. + * + * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. + * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. + * If the texture is non power of two then clamp will be used regardless as WebGL can + * only use REPEAT if the texture is po2. + * + * This property only affects WebGL. + * @name WRAP_MODES * @memberof PIXI + * @static + * @enum {number} + * @property {number} CLAMP - The textures uvs are clamped + * @property {number} REPEAT - The texture uvs tile and repeat + * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring */ -var Ellipse = /** @class */ (function () { - /** - * @param x - The X coordinate of the center of this ellipse - * @param y - The Y coordinate of the center of this ellipse - * @param halfWidth - The half width of this ellipse - * @param halfHeight - The half height of this ellipse - */ - function Ellipse(x, y, halfWidth, halfHeight) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (halfWidth === void 0) { halfWidth = 0; } - if (halfHeight === void 0) { halfHeight = 0; } - this.x = x; - this.y = y; - this.width = halfWidth; - this.height = halfHeight; - this.type = exports.SHAPES.ELIP; - } - /** - * Creates a clone of this Ellipse instance - * @returns {PIXI.Ellipse} A copy of the ellipse - */ - Ellipse.prototype.clone = function () { - return new Ellipse(this.x, this.y, this.width, this.height); - }; - /** - * Checks whether the x and y coordinates given are contained within this ellipse - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coords are within this ellipse - */ - Ellipse.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { - return false; - } - // normalize the coords to an ellipse with center 0,0 - var normx = ((x - this.x) / this.width); - var normy = ((y - this.y) / this.height); - normx *= normx; - normy *= normy; - return (normx + normy <= 1); - }; - /** - * Returns the framing rectangle of the ellipse as a Rectangle object - * @returns The framing rectangle - */ - Ellipse.prototype.getBounds = function () { - return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height); - }; - Ellipse.prototype.toString = function () { - return "[@pixi/math:Ellipse x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; - }; - return Ellipse; -}()); - +exports.WRAP_MODES = void 0; +(function (WRAP_MODES) { + WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; + WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; + WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; +})(exports.WRAP_MODES || (exports.WRAP_MODES = {})); /** - * A class to define a shape via user defined coordinates. + * Mipmap filtering modes that are supported by pixi. + * + * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. + * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, + * or its `POW2` and texture dimensions are powers of 2. + * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. + * + * This property only affects WebGL. + * @name MIPMAP_MODES * @memberof PIXI + * @static + * @enum {number} + * @property {number} OFF - No mipmaps + * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 + * @property {number} ON - Always generate mipmaps + * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource + * that supports buffering each level-of-detail. */ -var Polygon = /** @class */ (function () { - /** - * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points - * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or - * the arguments passed can be all the points of the polygon e.g. - * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat - * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers. - */ - function Polygon() { - var arguments$1 = arguments; - - var points = []; - for (var _i = 0; _i < arguments.length; _i++) { - points[_i] = arguments$1[_i]; - } - var flat = Array.isArray(points[0]) ? points[0] : points; - // if this is an array of points, convert it to a flat array of numbers - if (typeof flat[0] !== 'number') { - var p = []; - for (var i = 0, il = flat.length; i < il; i++) { - p.push(flat[i].x, flat[i].y); - } - flat = p; - } - this.points = flat; - this.type = exports.SHAPES.POLY; - this.closeStroke = true; - } - /** - * Creates a clone of this polygon. - * @returns - A copy of the polygon. - */ - Polygon.prototype.clone = function () { - var points = this.points.slice(); - var polygon = new Polygon(points); - polygon.closeStroke = this.closeStroke; - return polygon; - }; - /** - * Checks whether the x and y coordinates passed to this function are contained within this polygon. - * @param x - The X coordinate of the point to test. - * @param y - The Y coordinate of the point to test. - * @returns - Whether the x/y coordinates are within this polygon. - */ - Polygon.prototype.contains = function (x, y) { - var inside = false; - // use some raycasting to test hits - // https://github.com/substack/point-in-polygon/blob/master/index.js - var length = this.points.length / 2; - for (var i = 0, j = length - 1; i < length; j = i++) { - var xi = this.points[i * 2]; - var yi = this.points[(i * 2) + 1]; - var xj = this.points[j * 2]; - var yj = this.points[(j * 2) + 1]; - var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi); - if (intersect) { - inside = !inside; - } - } - return inside; - }; - Polygon.prototype.toString = function () { - return "[@pixi/math:Polygon" - + ("closeStroke=" + this.closeStroke) - + ("points=" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + ", " + currentPoint; }, '') + "]"); - }; - return Polygon; -}()); - +exports.MIPMAP_MODES = void 0; +(function (MIPMAP_MODES) { + MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; + MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; + MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; + MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; +})(exports.MIPMAP_MODES || (exports.MIPMAP_MODES = {})); /** - * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its - * top-left corner point (x, y) and by its width and its height and its radius. + * How to treat textures with premultiplied alpha + * @name ALPHA_MODES * @memberof PIXI + * @static + * @enum {number} + * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. + * Option for compressed and data textures that are created from typed arrays. + * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. + * Default option, used for all loaded images. + * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied + * Example: spine atlases with `_pma` suffix. + * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. + * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. + * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. */ -var RoundedRectangle = /** @class */ (function () { - /** - * @param x - The X coordinate of the upper-left corner of the rounded rectangle - * @param y - The Y coordinate of the upper-left corner of the rounded rectangle - * @param width - The overall width of this rounded rectangle - * @param height - The overall height of this rounded rectangle - * @param radius - Controls the radius of the rounded corners - */ - function RoundedRectangle(x, y, width, height, radius) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - if (radius === void 0) { radius = 20; } - this.x = x; - this.y = y; - this.width = width; - this.height = height; - this.radius = radius; - this.type = exports.SHAPES.RREC; - } - /** - * Creates a clone of this Rounded Rectangle. - * @returns - A copy of the rounded rectangle. - */ - RoundedRectangle.prototype.clone = function () { - return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius); - }; - /** - * Checks whether the x and y coordinates given are contained within this Rounded Rectangle - * @param x - The X coordinate of the point to test. - * @param y - The Y coordinate of the point to test. - * @returns - Whether the x/y coordinates are within this Rounded Rectangle. - */ - RoundedRectangle.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { - return false; - } - if (x >= this.x && x <= this.x + this.width) { - if (y >= this.y && y <= this.y + this.height) { - var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2)); - if ((y >= this.y + radius && y <= this.y + this.height - radius) - || (x >= this.x + radius && x <= this.x + this.width - radius)) { - return true; - } - var dx = x - (this.x + radius); - var dy = y - (this.y + radius); - var radius2 = radius * radius; - if ((dx * dx) + (dy * dy) <= radius2) { - return true; - } - dx = x - (this.x + this.width - radius); - if ((dx * dx) + (dy * dy) <= radius2) { - return true; - } - dy = y - (this.y + this.height - radius); - if ((dx * dx) + (dy * dy) <= radius2) { - return true; - } - dx = x - (this.x + radius); - if ((dx * dx) + (dy * dy) <= radius2) { - return true; - } - } - } - return false; - }; - RoundedRectangle.prototype.toString = function () { - return "[@pixi/math:RoundedRectangle x=" + this.x + " y=" + this.y - + ("width=" + this.width + " height=" + this.height + " radius=" + this.radius + "]"); - }; - return RoundedRectangle; -}()); - +exports.ALPHA_MODES = void 0; +(function (ALPHA_MODES) { + ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; + ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; + ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; + ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; + ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; + ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; + ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; +})(exports.ALPHA_MODES || (exports.ALPHA_MODES = {})); /** - * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis. + * Configure whether filter textures are cleared after binding. * - * An `ObservablePoint` is a point that triggers a callback when the point's position is changed. + * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect + * this and skip clearing as an optimization. + * @name CLEAR_MODES * @memberof PIXI + * @static + * @enum {number} + * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. + * @property {number} CLEAR - Always clear the filter texture. + * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. + * @property {number} NO - Alias for BLEND, same as `false` in earlier versions + * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions + * @property {number} AUTO - Alias for BLIT */ -var ObservablePoint = /** @class */ (function () { - /** - * Creates a new `ObservablePoint` - * @param cb - callback function triggered when `x` and/or `y` are changed - * @param scope - owner of callback - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis - */ - function ObservablePoint(cb, scope, x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - this._x = x; - this._y = y; - this.cb = cb; - this.scope = scope; - } - /** - * Creates a clone of this point. - * The callback and scope params can be overridden otherwise they will default - * to the clone object's values. - * @override - * @param cb - The callback function triggered when `x` and/or `y` are changed - * @param scope - The owner of the callback - * @returns a copy of this observable point - */ - ObservablePoint.prototype.clone = function (cb, scope) { - if (cb === void 0) { cb = this.cb; } - if (scope === void 0) { scope = this.scope; } - return new ObservablePoint(cb, scope, this._x, this._y); - }; - /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=x] - position of the point on the y axis - * @returns The observable point instance itself - */ - ObservablePoint.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - if (this._x !== x || this._y !== y) { - this._x = x; - this._y = y; - this.cb.call(this.scope); - } - return this; - }; - /** - * Copies x and y from the given point (`p`) - * @param p - The point to copy from. Can be any of type that is or extends `IPointData` - * @returns The observable point instance itself - */ - ObservablePoint.prototype.copyFrom = function (p) { - if (this._x !== p.x || this._y !== p.y) { - this._x = p.x; - this._y = p.y; - this.cb.call(this.scope); +exports.CLEAR_MODES = void 0; +(function (CLEAR_MODES) { + CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; + CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; + CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; + CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; + CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; + CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; +})(exports.CLEAR_MODES || (exports.CLEAR_MODES = {})); +/** + * The gc modes that are supported by pixi. + * + * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO + * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not + * used for a specified period of time they will be removed from the GPU. They will of course + * be uploaded again when they are required. This is a silent behind the scenes process that + * should ensure that the GPU does not get filled up. + * + * Handy for mobile devices! + * This property only affects WebGL. + * @name GC_MODES + * @enum {number} + * @static + * @memberof PIXI + * @property {number} AUTO - Garbage collection will happen periodically automatically + * @property {number} MANUAL - Garbage collection will need to be called manually + */ +exports.GC_MODES = void 0; +(function (GC_MODES) { + GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; + GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; +})(exports.GC_MODES || (exports.GC_MODES = {})); +/** + * Constants that specify float precision in shaders. + * @name PRECISION + * @memberof PIXI + * @constant + * @static + * @enum {string} + * @property {string} [LOW='lowp'] - + * @property {string} [MEDIUM='mediump'] - + * @property {string} [HIGH='highp'] - + */ +exports.PRECISION = void 0; +(function (PRECISION) { + PRECISION["LOW"] = "lowp"; + PRECISION["MEDIUM"] = "mediump"; + PRECISION["HIGH"] = "highp"; +})(exports.PRECISION || (exports.PRECISION = {})); +/** + * Constants for mask implementations. + * We use `type` suffix because it leads to very different behaviours + * @name MASK_TYPES + * @memberof PIXI + * @static + * @enum {number} + * @property {number} NONE - Mask is ignored + * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap + * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil + * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture + * @property {number} COLOR - Color mask (RGBA) + */ +exports.MASK_TYPES = void 0; +(function (MASK_TYPES) { + MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; + MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; + MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; + MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; + MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; +})(exports.MASK_TYPES || (exports.MASK_TYPES = {})); +/** + * Bitwise OR of masks that indicate the color channels that are rendered to. + * @static + * @memberof PIXI + * @name COLOR_MASK_BITS + * @enum {number} + * @property {number} RED - Red channel. + * @property {number} GREEN - Green channel + * @property {number} BLUE - Blue channel. + * @property {number} ALPHA - Alpha channel. + */ +exports.COLOR_MASK_BITS = void 0; +(function (COLOR_MASK_BITS) { + COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; + COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; + COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; + COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; +})(exports.COLOR_MASK_BITS || (exports.COLOR_MASK_BITS = {})); +/** + * Constants for multi-sampling antialiasing. + * @see PIXI.Framebuffer#multisample + * @name MSAA_QUALITY + * @memberof PIXI + * @static + * @enum {number} + * @property {number} NONE - No multisampling for this renderTexture + * @property {number} LOW - Try 2 samples + * @property {number} MEDIUM - Try 4 samples + * @property {number} HIGH - Try 8 samples + */ +exports.MSAA_QUALITY = void 0; +(function (MSAA_QUALITY) { + MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; + MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; + MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; + MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; +})(exports.MSAA_QUALITY || (exports.MSAA_QUALITY = {})); +/** + * Constants for various buffer types in Pixi + * @see PIXI.BUFFER_TYPE + * @name BUFFER_TYPE + * @memberof PIXI + * @static + * @enum {number} + * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer + * @property {number} ARRAY_BUFFER - buffer type for using attribute data + * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects + */ +exports.BUFFER_TYPE = void 0; +(function (BUFFER_TYPE) { + BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; + BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; + // NOT YET SUPPORTED + BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; +})(exports.BUFFER_TYPE || (exports.BUFFER_TYPE = {})); + + +},{}],7:[function(require,module,exports){ +/*! + * @pixi/core - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/core is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ +'use strict'; + +Object.defineProperty(exports, '__esModule', { value: true }); + +var settings = require('@pixi/settings'); +var constants = require('@pixi/constants'); +var utils = require('@pixi/utils'); +var extensions = require('@pixi/extensions'); +var runner = require('@pixi/runner'); +var ticker = require('@pixi/ticker'); +var math = require('@pixi/math'); + +/** + * The maximum support for using WebGL. If a device does not + * support WebGL version, for instance WebGL 2, it will still + * attempt to fallback support to WebGL 1. If you want to + * explicitly remove feature support to target a more stable + * baseline, prefer a lower environment. + * + * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium} + * we disable webgl2 by default for all non-apple mobile devices. + * @static + * @name PREFER_ENV + * @memberof PIXI.settings + * @type {number} + * @default PIXI.ENV.WEBGL2 + */ +settings.settings.PREFER_ENV = utils.isMobile.any ? constants.ENV.WEBGL : constants.ENV.WEBGL2; +/** + * If set to `true`, *only* Textures and BaseTexture objects stored + * in the caches ({@link PIXI.utils.TextureCache TextureCache} and + * {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can be + * used when calling {@link PIXI.Texture.from Texture.from} or + * {@link PIXI.BaseTexture.from BaseTexture.from}. + * Otherwise, these `from` calls throw an exception. Using this property + * can be useful if you want to enforce preloading all assets with + * {@link PIXI.Loader Loader}. + * @static + * @name STRICT_TEXTURE_CACHE + * @memberof PIXI.settings + * @type {boolean} + * @default false + */ +settings.settings.STRICT_TEXTURE_CACHE = false; + +/** + * Collection of installed resource types, class must extend {@link PIXI.Resource}. + * @example + * class CustomResource extends PIXI.Resource { + * // MUST have source, options constructor signature + * // for auto-detected resources to be created. + * constructor(source, options) { + * super(); + * } + * upload(renderer, baseTexture, glTexture) { + * // upload with GL + * return true; + * } + * // used to auto-detect resource + * static test(source, extension) { + * return extension === 'xyz'|| source instanceof SomeClass; + * } + * } + * // Install the new resource type + * PIXI.INSTALLED.push(CustomResource); + * @memberof PIXI + * @type {Array} + * @static + * @readonly + */ +var INSTALLED = []; +/** + * Create a resource element from a single source element. This + * auto-detects which type of resource to create. All resources that + * are auto-detectable must have a static `test` method and a constructor + * with the arguments `(source, options?)`. Currently, the supported + * resources for auto-detection include: + * - {@link PIXI.ImageResource} + * - {@link PIXI.CanvasResource} + * - {@link PIXI.VideoResource} + * - {@link PIXI.SVGResource} + * - {@link PIXI.BufferResource} + * @static + * @memberof PIXI + * @function autoDetectResource + * @param {string|*} source - Resource source, this can be the URL to the resource, + * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri + * or any other resource that can be auto-detected. If not resource is + * detected, it's assumed to be an ImageResource. + * @param {object} [options] - Pass-through options to use for Resource + * @param {number} [options.width] - Width of BufferResource or SVG rasterization + * @param {number} [options.height] - Height of BufferResource or SVG rasterization + * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading + * @param {number} [options.scale=1] - SVG source scale. Overridden by width, height + * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object + * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin + * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately + * @param {number} [options.updateFPS=0] - Video option to update how many times a second the + * texture should be updated from the video. Leave at 0 to update at every render + * @returns {PIXI.Resource} The created resource. + */ +function autoDetectResource(source, options) { + if (!source) { + return null; + } + var extension = ''; + if (typeof source === 'string') { + // search for file extension: period, 3-4 chars, then ?, # or EOL + var result = (/\.(\w{3,4})(?:$|\?|#)/i).exec(source); + if (result) { + extension = result[1].toLowerCase(); } - return this; - }; + } + for (var i = INSTALLED.length - 1; i >= 0; --i) { + var ResourcePlugin = INSTALLED[i]; + if (ResourcePlugin.test && ResourcePlugin.test(source, extension)) { + return new ResourcePlugin(source, options); + } + } + throw new Error('Unrecognized source type to auto-detect Resource'); +} + +/*! ***************************************************************************** +Copyright (c) Microsoft Corporation. + +Permission to use, copy, modify, and/or distribute this software for any +purpose with or without fee is hereby granted. + +THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH +REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY +AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, +INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM +LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR +OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THIS SOFTWARE. +***************************************************************************** */ +/* global Reflect, Promise */ + +var extendStatics = function(d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics(d, b); +}; + +function __extends(d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); +} + +var __assign = function() { + __assign = Object.assign || function __assign(t) { + var arguments$1 = arguments; + + for (var s, i = 1, n = arguments.length; i < n; i++) { + s = arguments$1[i]; + for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } } + } + return t; + }; + return __assign.apply(this, arguments); +}; + +function __rest(s, e) { + var t = {}; + for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0) + { t[p] = s[p]; } } + if (s != null && typeof Object.getOwnPropertySymbols === "function") + { for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) { + if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i])) + { t[p[i]] = s[p[i]]; } + } } + return t; +} + +/** + * Base resource class for textures that manages validation and uploading, depending on its type. + * + * Uploading of a base texture to the GPU is required. + * @memberof PIXI + */ +var Resource = /** @class */ (function () { /** - * Copies this point's x and y into that of the given point (`p`) - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated + * @param width - Width of the resource + * @param height - Height of the resource */ - ObservablePoint.prototype.copyTo = function (p) { - p.set(this._x, this._y); - return p; + function Resource(width, height) { + if (width === void 0) { width = 0; } + if (height === void 0) { height = 0; } + this._width = width; + this._height = height; + this.destroyed = false; + this.internal = false; + this.onResize = new runner.Runner('setRealSize'); + this.onUpdate = new runner.Runner('update'); + this.onError = new runner.Runner('onError'); + } + /** + * Bind to a parent BaseTexture + * @param baseTexture - Parent texture + */ + Resource.prototype.bind = function (baseTexture) { + this.onResize.add(baseTexture); + this.onUpdate.add(baseTexture); + this.onError.add(baseTexture); + // Call a resize immediate if we already + // have the width and height of the resource + if (this._width || this._height) { + this.onResize.emit(this._width, this._height); + } }; /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal + * Unbind to a parent BaseTexture + * @param baseTexture - Parent texture */ - ObservablePoint.prototype.equals = function (p) { - return (p.x === this._x) && (p.y === this._y); + Resource.prototype.unbind = function (baseTexture) { + this.onResize.remove(baseTexture); + this.onUpdate.remove(baseTexture); + this.onError.remove(baseTexture); }; - ObservablePoint.prototype.toString = function () { - return "[@pixi/math:ObservablePoint x=" + 0 + " y=" + 0 + " scope=" + this.scope + "]"; + /** + * Trigger a resize event + * @param width - X dimension + * @param height - Y dimension + */ + Resource.prototype.resize = function (width, height) { + if (width !== this._width || height !== this._height) { + this._width = width; + this._height = height; + this.onResize.emit(width, height); + } }; - Object.defineProperty(ObservablePoint.prototype, "x", { - /** Position of the observable point on the x axis. */ + Object.defineProperty(Resource.prototype, "valid", { + /** + * Has been validated + * @readonly + */ get: function () { - return this._x; - }, - set: function (value) { - if (this._x !== value) { - this._x = value; - this.cb.call(this.scope); - } + return !!this._width && !!this._height; }, enumerable: false, configurable: true }); - Object.defineProperty(ObservablePoint.prototype, "y", { - /** Position of the observable point on the y axis. */ + /** Has been updated trigger event. */ + Resource.prototype.update = function () { + if (!this.destroyed) { + this.onUpdate.emit(); + } + }; + /** + * This can be overridden to start preloading a resource + * or do any other prepare step. + * @protected + * @returns Handle the validate event + */ + Resource.prototype.load = function () { + return Promise.resolve(this); + }; + Object.defineProperty(Resource.prototype, "width", { + /** + * The width of the resource. + * @readonly + */ get: function () { - return this._y; + return this._width; }, - set: function (value) { - if (this._y !== value) { - this._y = value; - this.cb.call(this.scope); - } + enumerable: false, + configurable: true + }); + Object.defineProperty(Resource.prototype, "height", { + /** + * The height of the resource. + * @readonly + */ + get: function () { + return this._height; }, enumerable: false, configurable: true }); - return ObservablePoint; + /** + * Set the style, optional to override + * @param _renderer - yeah, renderer! + * @param _baseTexture - the texture + * @param _glTexture - texture instance for this webgl context + * @returns - `true` is success + */ + Resource.prototype.style = function (_renderer, _baseTexture, _glTexture) { + return false; + }; + /** Clean up anything, this happens when destroying is ready. */ + Resource.prototype.dispose = function () { + // override + }; + /** + * Call when destroying resource, unbind any BaseTexture object + * before calling this method, as reference counts are maintained + * internally. + */ + Resource.prototype.destroy = function () { + if (!this.destroyed) { + this.destroyed = true; + this.dispose(); + this.onError.removeAll(); + this.onError = null; + this.onResize.removeAll(); + this.onResize = null; + this.onUpdate.removeAll(); + this.onUpdate = null; + } + }; + /** + * Abstract, used to auto-detect resource type. + * @param {*} _source - The source object + * @param {string} _extension - The extension of source, if set + */ + Resource.test = function (_source, _extension) { + return false; + }; + return Resource; }()); /** - * The PixiJS Matrix as a class makes it a lot faster. - * - * Here is a representation of it: - * ```js - * | a | c | tx| - * | b | d | ty| - * | 0 | 0 | 1 | - * ``` + * @interface SharedArrayBuffer + */ +/** + * Buffer resource with data of typed array. * @memberof PIXI */ -var Matrix = /** @class */ (function () { +var BufferResource = /** @class */ (function (_super) { + __extends(BufferResource, _super); /** - * @param a - x scale - * @param b - y skew - * @param c - x skew - * @param d - y scale - * @param tx - x translation - * @param ty - y translation + * @param source - Source buffer + * @param options - Options + * @param {number} options.width - Width of the texture + * @param {number} options.height - Height of the texture */ - function Matrix(a, b, c, d, tx, ty) { - if (a === void 0) { a = 1; } - if (b === void 0) { b = 0; } - if (c === void 0) { c = 0; } - if (d === void 0) { d = 1; } - if (tx === void 0) { tx = 0; } - if (ty === void 0) { ty = 0; } - this.array = null; - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - } - /** - * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: - * - * a = array[0] - * b = array[1] - * c = array[3] - * d = array[4] - * tx = array[2] - * ty = array[5] - * @param array - The array that the matrix will be populated from. - */ - Matrix.prototype.fromArray = function (array) { - this.a = array[0]; - this.b = array[1]; - this.c = array[3]; - this.d = array[4]; - this.tx = array[2]; - this.ty = array[5]; - }; - /** - * Sets the matrix properties. - * @param a - Matrix component - * @param b - Matrix component - * @param c - Matrix component - * @param d - Matrix component - * @param tx - Matrix component - * @param ty - Matrix component - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.set = function (a, b, c, d, tx, ty) { - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - return this; - }; + function BufferResource(source, options) { + var _this = this; + var _a = options || {}, width = _a.width, height = _a.height; + if (!width || !height) { + throw new Error('BufferResource width or height invalid'); + } + _this = _super.call(this, width, height) || this; + _this.data = source; + return _this; + } /** - * Creates an array from the current Matrix object. - * @param transpose - Whether we need to transpose the matrix or not - * @param [out=new Float32Array(9)] - If provided the array will be assigned to out - * @returns The newly created array which contains the matrix + * Upload the texture to the GPU. + * @param renderer - Upload to the renderer + * @param baseTexture - Reference to parent texture + * @param glTexture - glTexture + * @returns - true is success */ - Matrix.prototype.toArray = function (transpose, out) { - if (!this.array) { - this.array = new Float32Array(9); - } - var array = out || this.array; - if (transpose) { - array[0] = this.a; - array[1] = this.b; - array[2] = 0; - array[3] = this.c; - array[4] = this.d; - array[5] = 0; - array[6] = this.tx; - array[7] = this.ty; - array[8] = 1; + BufferResource.prototype.upload = function (renderer, baseTexture, glTexture) { + var gl = renderer.gl; + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === constants.ALPHA_MODES.UNPACK); + var width = baseTexture.realWidth; + var height = baseTexture.realHeight; + if (glTexture.width === width && glTexture.height === height) { + gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data); } else { - array[0] = this.a; - array[1] = this.c; - array[2] = this.tx; - array[3] = this.b; - array[4] = this.d; - array[5] = this.ty; - array[6] = 0; - array[7] = 0; - array[8] = 1; + glTexture.width = width; + glTexture.height = height; + gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data); } - return array; + return true; + }; + /** Destroy and don't use after this. */ + BufferResource.prototype.dispose = function () { + this.data = null; }; /** - * Get a new position with the current transformation applied. - * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, transformed through this matrix + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @returns {boolean} `true` if */ - Matrix.prototype.apply = function (pos, newPos) { - newPos = (newPos || new Point()); - var x = pos.x; - var y = pos.y; - newPos.x = (this.a * x) + (this.c * y) + this.tx; - newPos.y = (this.b * x) + (this.d * y) + this.ty; - return newPos; + BufferResource.test = function (source) { + return source instanceof Float32Array + || source instanceof Uint8Array + || source instanceof Uint32Array; }; + return BufferResource; +}(Resource)); + +var defaultBufferOptions = { + scaleMode: constants.SCALE_MODES.NEAREST, + format: constants.FORMATS.RGBA, + alphaMode: constants.ALPHA_MODES.NPM, +}; +/** + * A Texture stores the information that represents an image. + * All textures have a base texture, which contains information about the source. + * Therefore you can have many textures all using a single BaseTexture + * @memberof PIXI + * @typeParam R - The BaseTexture's Resource type. + * @typeParam RO - The options for constructing resource. + */ +var BaseTexture = /** @class */ (function (_super) { + __extends(BaseTexture, _super); /** - * Get a new position with the inverse of the current transformation applied. - * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, inverse-transformed through this matrix + * @param {PIXI.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null] - + * The current resource to use, for things that aren't Resource objects, will be converted + * into a Resource. + * @param options - Collection of options + * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture + * @param {number} [options.anisotropicLevel=PIXI.settings.ANISOTROPIC_LEVEL] - Anisotropic filtering level of texture + * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures + * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest + * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type + * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type + * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target + * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Pre multiply the image alpha + * @param {number} [options.width=0] - Width of the texture + * @param {number} [options.height=0] - Height of the texture + * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - Resolution of the base texture + * @param {object} [options.resourceOptions] - Optional resource options, + * see {@link PIXI.autoDetectResource autoDetectResource} */ - Matrix.prototype.applyInverse = function (pos, newPos) { - newPos = (newPos || new Point()); - var id = 1 / ((this.a * this.d) + (this.c * -this.b)); - var x = pos.x; - var y = pos.y; - newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id); - newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id); - return newPos; - }; + function BaseTexture(resource, options) { + if (resource === void 0) { resource = null; } + if (options === void 0) { options = null; } + var _this = _super.call(this) || this; + options = options || {}; + var alphaMode = options.alphaMode, mipmap = options.mipmap, anisotropicLevel = options.anisotropicLevel, scaleMode = options.scaleMode, width = options.width, height = options.height, wrapMode = options.wrapMode, format = options.format, type = options.type, target = options.target, resolution = options.resolution, resourceOptions = options.resourceOptions; + // Convert the resource to a Resource object + if (resource && !(resource instanceof Resource)) { + resource = autoDetectResource(resource, resourceOptions); + resource.internal = true; + } + _this.resolution = resolution || settings.settings.RESOLUTION; + _this.width = Math.round((width || 0) * _this.resolution) / _this.resolution; + _this.height = Math.round((height || 0) * _this.resolution) / _this.resolution; + _this._mipmap = mipmap !== undefined ? mipmap : settings.settings.MIPMAP_TEXTURES; + _this.anisotropicLevel = anisotropicLevel !== undefined ? anisotropicLevel : settings.settings.ANISOTROPIC_LEVEL; + _this._wrapMode = wrapMode || settings.settings.WRAP_MODE; + _this._scaleMode = scaleMode !== undefined ? scaleMode : settings.settings.SCALE_MODE; + _this.format = format || constants.FORMATS.RGBA; + _this.type = type || constants.TYPES.UNSIGNED_BYTE; + _this.target = target || constants.TARGETS.TEXTURE_2D; + _this.alphaMode = alphaMode !== undefined ? alphaMode : constants.ALPHA_MODES.UNPACK; + _this.uid = utils.uid(); + _this.touched = 0; + _this.isPowerOfTwo = false; + _this._refreshPOT(); + _this._glTextures = {}; + _this.dirtyId = 0; + _this.dirtyStyleId = 0; + _this.cacheId = null; + _this.valid = width > 0 && height > 0; + _this.textureCacheIds = []; + _this.destroyed = false; + _this.resource = null; + _this._batchEnabled = 0; + _this._batchLocation = 0; + _this.parentTextureArray = null; + /** + * Fired when a not-immediately-available source finishes loading. + * @protected + * @event PIXI.BaseTexture#loaded + * @param {PIXI.BaseTexture} baseTexture - Resource loaded. + */ + /** + * Fired when a not-immediately-available source fails to load. + * @protected + * @event PIXI.BaseTexture#error + * @param {PIXI.BaseTexture} baseTexture - Resource errored. + * @param {ErrorEvent} event - Load error event. + */ + /** + * Fired when BaseTexture is updated. + * @protected + * @event PIXI.BaseTexture#loaded + * @param {PIXI.BaseTexture} baseTexture - Resource loaded. + */ + /** + * Fired when BaseTexture is updated. + * @protected + * @event PIXI.BaseTexture#update + * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated. + */ + /** + * Fired when BaseTexture is destroyed. + * @protected + * @event PIXI.BaseTexture#dispose + * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed. + */ + // Set the resource + _this.setResource(resource); + return _this; + } + Object.defineProperty(BaseTexture.prototype, "realWidth", { + /** + * Pixel width of the source of this texture + * @readonly + */ + get: function () { + return Math.round(this.width * this.resolution); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BaseTexture.prototype, "realHeight", { + /** + * Pixel height of the source of this texture + * @readonly + */ + get: function () { + return Math.round(this.height * this.resolution); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BaseTexture.prototype, "mipmap", { + /** + * Mipmap mode of the texture, affects downscaled images + * @default PIXI.settings.MIPMAP_TEXTURES + */ + get: function () { + return this._mipmap; + }, + set: function (value) { + if (this._mipmap !== value) { + this._mipmap = value; + this.dirtyStyleId++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BaseTexture.prototype, "scaleMode", { + /** + * The scale mode to apply when scaling this texture + * @default PIXI.settings.SCALE_MODE + */ + get: function () { + return this._scaleMode; + }, + set: function (value) { + if (this._scaleMode !== value) { + this._scaleMode = value; + this.dirtyStyleId++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BaseTexture.prototype, "wrapMode", { + /** + * How the texture wraps + * @default PIXI.settings.WRAP_MODE + */ + get: function () { + return this._wrapMode; + }, + set: function (value) { + if (this._wrapMode !== value) { + this._wrapMode = value; + this.dirtyStyleId++; + } + }, + enumerable: false, + configurable: true + }); /** - * Translates the matrix on the x and y. - * @param x - How much to translate x by - * @param y - How much to translate y by - * @returns This matrix. Good for chaining method calls. + * Changes style options of BaseTexture + * @param scaleMode - Pixi scalemode + * @param mipmap - enable mipmaps + * @returns - this */ - Matrix.prototype.translate = function (x, y) { - this.tx += x; - this.ty += y; + BaseTexture.prototype.setStyle = function (scaleMode, mipmap) { + var dirty; + if (scaleMode !== undefined && scaleMode !== this.scaleMode) { + this.scaleMode = scaleMode; + dirty = true; + } + if (mipmap !== undefined && mipmap !== this.mipmap) { + this.mipmap = mipmap; + dirty = true; + } + if (dirty) { + this.dirtyStyleId++; + } return this; }; /** - * Applies a scale transformation to the matrix. - * @param x - The amount to scale horizontally - * @param y - The amount to scale vertically - * @returns This matrix. Good for chaining method calls. + * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero. + * @param desiredWidth - Desired visual width + * @param desiredHeight - Desired visual height + * @param resolution - Optionally set resolution + * @returns - this */ - Matrix.prototype.scale = function (x, y) { - this.a *= x; - this.d *= y; - this.c *= x; - this.b *= y; - this.tx *= x; - this.ty *= y; - return this; + BaseTexture.prototype.setSize = function (desiredWidth, desiredHeight, resolution) { + resolution = resolution || this.resolution; + return this.setRealSize(desiredWidth * resolution, desiredHeight * resolution, resolution); }; /** - * Applies a rotation transformation to the matrix. - * @param angle - The angle in radians. - * @returns This matrix. Good for chaining method calls. + * Sets real size of baseTexture, preserves current resolution. + * @param realWidth - Full rendered width + * @param realHeight - Full rendered height + * @param resolution - Optionally set resolution + * @returns - this */ - Matrix.prototype.rotate = function (angle) { - var cos = Math.cos(angle); - var sin = Math.sin(angle); - var a1 = this.a; - var c1 = this.c; - var tx1 = this.tx; - this.a = (a1 * cos) - (this.b * sin); - this.b = (a1 * sin) + (this.b * cos); - this.c = (c1 * cos) - (this.d * sin); - this.d = (c1 * sin) + (this.d * cos); - this.tx = (tx1 * cos) - (this.ty * sin); - this.ty = (tx1 * sin) + (this.ty * cos); + BaseTexture.prototype.setRealSize = function (realWidth, realHeight, resolution) { + this.resolution = resolution || this.resolution; + this.width = Math.round(realWidth) / this.resolution; + this.height = Math.round(realHeight) / this.resolution; + this._refreshPOT(); + this.update(); return this; }; /** - * Appends the given Matrix to this Matrix. - * @param matrix - The matrix to append. - * @returns This matrix. Good for chaining method calls. + * Refresh check for isPowerOfTwo texture based on size + * @private */ - Matrix.prototype.append = function (matrix) { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - this.a = (matrix.a * a1) + (matrix.b * c1); - this.b = (matrix.a * b1) + (matrix.b * d1); - this.c = (matrix.c * a1) + (matrix.d * c1); - this.d = (matrix.c * b1) + (matrix.d * d1); - this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx; - this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty; - return this; + BaseTexture.prototype._refreshPOT = function () { + this.isPowerOfTwo = utils.isPow2(this.realWidth) && utils.isPow2(this.realHeight); }; /** - * Sets the matrix based on all the available properties - * @param x - Position on the x axis - * @param y - Position on the y axis - * @param pivotX - Pivot on the x axis - * @param pivotY - Pivot on the y axis - * @param scaleX - Scale on the x axis - * @param scaleY - Scale on the y axis - * @param rotation - Rotation in radians - * @param skewX - Skew on the x axis - * @param skewY - Skew on the y axis - * @returns This matrix. Good for chaining method calls. + * Changes resolution + * @param resolution - res + * @returns - this */ - Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) { - this.a = Math.cos(rotation + skewY) * scaleX; - this.b = Math.sin(rotation + skewY) * scaleX; - this.c = -Math.sin(rotation - skewX) * scaleY; - this.d = Math.cos(rotation - skewX) * scaleY; - this.tx = x - ((pivotX * this.a) + (pivotY * this.c)); - this.ty = y - ((pivotX * this.b) + (pivotY * this.d)); + BaseTexture.prototype.setResolution = function (resolution) { + var oldResolution = this.resolution; + if (oldResolution === resolution) { + return this; + } + this.resolution = resolution; + if (this.valid) { + this.width = Math.round(this.width * oldResolution) / resolution; + this.height = Math.round(this.height * oldResolution) / resolution; + this.emit('update', this); + } + this._refreshPOT(); return this; }; /** - * Prepends the given Matrix to this Matrix. - * @param matrix - The matrix to prepend - * @returns This matrix. Good for chaining method calls. + * Sets the resource if it wasn't set. Throws error if resource already present + * @param resource - that is managing this BaseTexture + * @returns - this */ - Matrix.prototype.prepend = function (matrix) { - var tx1 = this.tx; - if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) { - var a1 = this.a; - var c1 = this.c; - this.a = (a1 * matrix.a) + (this.b * matrix.c); - this.b = (a1 * matrix.b) + (this.b * matrix.d); - this.c = (c1 * matrix.a) + (this.d * matrix.c); - this.d = (c1 * matrix.b) + (this.d * matrix.d); + BaseTexture.prototype.setResource = function (resource) { + if (this.resource === resource) { + return this; } - this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx; - this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty; + if (this.resource) { + throw new Error('Resource can be set only once'); + } + resource.bind(this); + this.resource = resource; return this; }; - /** - * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. - * @param transform - The transform to apply the properties to. - * @returns The transform with the newly applied properties - */ - Matrix.prototype.decompose = function (transform) { - // sort out rotation / skew.. - var a = this.a; - var b = this.b; - var c = this.c; - var d = this.d; - var pivot = transform.pivot; - var skewX = -Math.atan2(-c, d); - var skewY = Math.atan2(b, a); - var delta = Math.abs(skewX + skewY); - if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) { - transform.rotation = skewY; - transform.skew.x = transform.skew.y = 0; + /** Invalidates the object. Texture becomes valid if width and height are greater than zero. */ + BaseTexture.prototype.update = function () { + if (!this.valid) { + if (this.width > 0 && this.height > 0) { + this.valid = true; + this.emit('loaded', this); + this.emit('update', this); + } } else { - transform.rotation = 0; - transform.skew.x = skewX; - transform.skew.y = skewY; + this.dirtyId++; + this.dirtyStyleId++; + this.emit('update', this); } - // next set scale - transform.scale.x = Math.sqrt((a * a) + (b * b)); - transform.scale.y = Math.sqrt((c * c) + (d * d)); - // next set position - transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c)); - transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d)); - return transform; }; /** - * Inverts this matrix - * @returns This matrix. Good for chaining method calls. + * Handle errors with resources. + * @private + * @param event - Error event emitted. */ - Matrix.prototype.invert = function () { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - var tx1 = this.tx; - var n = (a1 * d1) - (b1 * c1); - this.a = d1 / n; - this.b = -b1 / n; - this.c = -c1 / n; - this.d = a1 / n; - this.tx = ((c1 * this.ty) - (d1 * tx1)) / n; - this.ty = -((a1 * this.ty) - (b1 * tx1)) / n; - return this; + BaseTexture.prototype.onError = function (event) { + this.emit('error', this, event); }; /** - * Resets this Matrix to an identity (default) matrix. - * @returns This matrix. Good for chaining method calls. + * Destroys this base texture. + * The method stops if resource doesn't want this texture to be destroyed. + * Removes texture from all caches. */ - Matrix.prototype.identity = function () { - this.a = 1; - this.b = 0; - this.c = 0; - this.d = 1; - this.tx = 0; - this.ty = 0; - return this; + BaseTexture.prototype.destroy = function () { + // remove and destroy the resource + if (this.resource) { + this.resource.unbind(this); + // only destroy resourced created internally + if (this.resource.internal) { + this.resource.destroy(); + } + this.resource = null; + } + if (this.cacheId) { + delete utils.BaseTextureCache[this.cacheId]; + delete utils.TextureCache[this.cacheId]; + this.cacheId = null; + } + // finally let the WebGL renderer know.. + this.dispose(); + BaseTexture.removeFromCache(this); + this.textureCacheIds = null; + this.destroyed = true; }; /** - * Creates a new Matrix object with the same values as this one. - * @returns A copy of this matrix. Good for chaining method calls. + * Frees the texture from WebGL memory without destroying this texture object. + * This means you can still use the texture later which will upload it to GPU + * memory again. + * @fires PIXI.BaseTexture#dispose */ - Matrix.prototype.clone = function () { - var matrix = new Matrix(); - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; + BaseTexture.prototype.dispose = function () { + this.emit('dispose', this); + }; + /** Utility function for BaseTexture|Texture cast. */ + BaseTexture.prototype.castToBaseTexture = function () { + return this; }; /** - * Changes the values of the given matrix to be the same as the ones in this matrix - * @param matrix - The matrix to copy to. - * @returns The matrix given in parameter with its values updated. + * Helper function that creates a base texture based on the source you provide. + * The source can be - image url, image element, canvas element. If the + * source is an image url or an image element and not in the base texture + * cache, it will be created and loaded. + * @static + * @param {string|string[]|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The + * source to create base texture from. + * @param options - See {@link PIXI.BaseTexture}'s constructor for options. + * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id + * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. + * @returns {PIXI.BaseTexture} The new base texture. */ - Matrix.prototype.copyTo = function (matrix) { - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; + BaseTexture.from = function (source, options, strict) { + if (strict === void 0) { strict = settings.settings.STRICT_TEXTURE_CACHE; } + var isFrame = typeof source === 'string'; + var cacheId = null; + if (isFrame) { + cacheId = source; + } + else { + if (!source._pixiId) { + var prefix = (options && options.pixiIdPrefix) || 'pixiid'; + source._pixiId = prefix + "_" + utils.uid(); + } + cacheId = source._pixiId; + } + var baseTexture = utils.BaseTextureCache[cacheId]; + // Strict-mode rejects invalid cacheIds + if (isFrame && strict && !baseTexture) { + throw new Error("The cacheId \"" + cacheId + "\" does not exist in BaseTextureCache."); + } + if (!baseTexture) { + baseTexture = new BaseTexture(source, options); + baseTexture.cacheId = cacheId; + BaseTexture.addToCache(baseTexture, cacheId); + } + return baseTexture; }; /** - * Changes the values of the matrix to be the same as the ones in given matrix - * @param {PIXI.Matrix} matrix - The matrix to copy from. - * @returns {PIXI.Matrix} this + * Create a new BaseTexture with a BufferResource from a Float32Array. + * RGBA values are floats from 0 to 1. + * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data + * is provided, a new Float32Array is created. + * @param width - Width of the resource + * @param height - Height of the resource + * @param options - See {@link PIXI.BaseTexture}'s constructor for options. + * Default properties are different from the constructor's defaults. + * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type + * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.NPM] - Image alpha, not premultiplied by default + * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.SCALE_MODES.NEAREST] - Scale mode, pixelating by default + * @returns - The resulting new BaseTexture */ - Matrix.prototype.copyFrom = function (matrix) { - this.a = matrix.a; - this.b = matrix.b; - this.c = matrix.c; - this.d = matrix.d; - this.tx = matrix.tx; - this.ty = matrix.ty; - return this; + BaseTexture.fromBuffer = function (buffer, width, height, options) { + buffer = buffer || new Float32Array(width * height * 4); + var resource = new BufferResource(buffer, { width: width, height: height }); + var type = buffer instanceof Float32Array ? constants.TYPES.FLOAT : constants.TYPES.UNSIGNED_BYTE; + return new BaseTexture(resource, Object.assign({}, defaultBufferOptions, options || { width: width, height: height, type: type })); }; - Matrix.prototype.toString = function () { - return "[@pixi/math:Matrix a=" + this.a + " b=" + this.b + " c=" + this.c + " d=" + this.d + " tx=" + this.tx + " ty=" + this.ty + "]"; + /** + * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object. + * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache. + * @param {string} id - The id that the BaseTexture will be stored against. + */ + BaseTexture.addToCache = function (baseTexture, id) { + if (id) { + if (baseTexture.textureCacheIds.indexOf(id) === -1) { + baseTexture.textureCacheIds.push(id); + } + if (utils.BaseTextureCache[id]) { + // eslint-disable-next-line no-console + console.warn("BaseTexture added to the cache with an id [" + id + "] that already had an entry"); + } + utils.BaseTextureCache[id] = baseTexture; + } }; - Object.defineProperty(Matrix, "IDENTITY", { - /** - * A default (identity) matrix - * @readonly - */ - get: function () { - return new Matrix(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Matrix, "TEMP_MATRIX", { - /** - * A temp matrix - * @readonly - */ - get: function () { - return new Matrix(); - }, - enumerable: false, - configurable: true - }); - return Matrix; -}()); - -// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group -/* - * Transform matrix for operation n is: - * | ux | vx | - * | uy | vy | - */ -var ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; -var uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; -var vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; -var vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; -/** - * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table} - * for the composition of each rotation in the dihederal group D8. - * @type {number[][]} - * @private - */ -var rotationCayley = []; -/** - * Matrices for each `GD8Symmetry` rotation. - * @type {PIXI.Matrix[]} - * @private - */ -var rotationMatrices = []; -/* - * Alias for {@code Math.sign}. - */ -var signum = Math.sign; -/* - * Initializes `rotationCayley` and `rotationMatrices`. It is called - * only once below. - */ -function init() { - for (var i = 0; i < 16; i++) { - var row = []; - rotationCayley.push(row); - for (var j = 0; j < 16; j++) { - /* Multiplies rotation matrices i and j. */ - var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j])); - var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j])); - var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j])); - var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j])); - /* Finds rotation matrix matching the product and pushes it. */ - for (var k = 0; k < 16; k++) { - if (ux[k] === _ux && uy[k] === _uy - && vx[k] === _vx && vy[k] === _vy) { - row.push(k); - break; + /** + * Remove a BaseTexture from the global BaseTextureCache. + * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself. + * @returns {PIXI.BaseTexture|null} The BaseTexture that was removed. + */ + BaseTexture.removeFromCache = function (baseTexture) { + if (typeof baseTexture === 'string') { + var baseTextureFromCache = utils.BaseTextureCache[baseTexture]; + if (baseTextureFromCache) { + var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture); + if (index > -1) { + baseTextureFromCache.textureCacheIds.splice(index, 1); } + delete utils.BaseTextureCache[baseTexture]; + return baseTextureFromCache; } } - } - for (var i = 0; i < 16; i++) { - var mat = new Matrix(); - mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0); - rotationMatrices.push(mat); - } -} -init(); -/** - * @memberof PIXI - * @typedef {number} GD8Symmetry - * @see PIXI.groupD8 - */ + else if (baseTexture && baseTexture.textureCacheIds) { + for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) { + delete utils.BaseTextureCache[baseTexture.textureCacheIds[i]]; + } + baseTexture.textureCacheIds.length = 0; + return baseTexture; + } + return null; + }; + /** Global number of the texture batch, used by multi-texture renderers. */ + BaseTexture._globalBatch = 0; + return BaseTexture; +}(utils.EventEmitter)); + /** - * Implements the dihedral group D8, which is similar to - * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html}; - * D8 is the same but with diagonals, and it is used for texture - * rotations. - * - * The directions the U- and V- axes after rotation - * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))` - * and `(vX(a), vY(a))`. These aren't necessarily unit vectors. - * - * **Origin:**
- * This is the small part of gameofbombs.com portal system. It works. - * @see PIXI.groupD8.E - * @see PIXI.groupD8.SE - * @see PIXI.groupD8.S - * @see PIXI.groupD8.SW - * @see PIXI.groupD8.W - * @see PIXI.groupD8.NW - * @see PIXI.groupD8.N - * @see PIXI.groupD8.NE - * @author Ivan @ivanpopelyshev - * @namespace PIXI.groupD8 + * Resource that can manage several resource (items) inside. + * All resources need to have the same pixel size. + * Parent class for CubeResource and ArrayResource * @memberof PIXI */ -var groupD8 = { - /** - * | Rotation | Direction | - * |----------|-----------| - * | 0° | East | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - E: 0, +var AbstractMultiResource = /** @class */ (function (_super) { + __extends(AbstractMultiResource, _super); /** - * | Rotation | Direction | - * |----------|-----------| - * | 45°↻ | Southeast | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} + * @param length + * @param options - Options to for Resource constructor + * @param {number} [options.width] - Width of the resource + * @param {number} [options.height] - Height of the resource */ - SE: 1, + function AbstractMultiResource(length, options) { + var _this = this; + var _a = options || {}, width = _a.width, height = _a.height; + _this = _super.call(this, width, height) || this; + _this.items = []; + _this.itemDirtyIds = []; + for (var i = 0; i < length; i++) { + var partTexture = new BaseTexture(); + _this.items.push(partTexture); + // -2 - first run of texture array upload + // -1 - texture item was allocated + // >=0 - texture item uploaded , in sync with items[i].dirtyId + _this.itemDirtyIds.push(-2); + } + _this.length = length; + _this._load = null; + _this.baseTexture = null; + return _this; + } /** - * | Rotation | Direction | - * |----------|-----------| - * | 90°↻ | South | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} + * Used from ArrayResource and CubeResource constructors. + * @param resources - Can be resources, image elements, canvas, etc. , + * length should be same as constructor length + * @param options - Detect options for resources */ - S: 2, + AbstractMultiResource.prototype.initFromArray = function (resources, options) { + for (var i = 0; i < this.length; i++) { + if (!resources[i]) { + continue; + } + if (resources[i].castToBaseTexture) { + this.addBaseTextureAt(resources[i].castToBaseTexture(), i); + } + else if (resources[i] instanceof Resource) { + this.addResourceAt(resources[i], i); + } + else { + this.addResourceAt(autoDetectResource(resources[i], options), i); + } + } + }; + /** Destroy this BaseImageResource. */ + AbstractMultiResource.prototype.dispose = function () { + for (var i = 0, len = this.length; i < len; i++) { + this.items[i].destroy(); + } + this.items = null; + this.itemDirtyIds = null; + this._load = null; + }; /** - * | Rotation | Direction | - * |----------|-----------| - * | 135°↻ | Southwest | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} + * Set a resource by ID + * @param resource + * @param index - Zero-based index of resource to set + * @returns - Instance for chaining */ - SW: 3, + AbstractMultiResource.prototype.addResourceAt = function (resource, index) { + if (!this.items[index]) { + throw new Error("Index " + index + " is out of bounds"); + } + // Inherit the first resource dimensions + if (resource.valid && !this.valid) { + this.resize(resource.width, resource.height); + } + this.items[index].setResource(resource); + return this; + }; /** - * | Rotation | Direction | - * |----------|-----------| - * | 180° | West | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} + * Set the parent base texture. + * @param baseTexture */ - W: 4, + AbstractMultiResource.prototype.bind = function (baseTexture) { + if (this.baseTexture !== null) { + throw new Error('Only one base texture per TextureArray is allowed'); + } + _super.prototype.bind.call(this, baseTexture); + for (var i = 0; i < this.length; i++) { + this.items[i].parentTextureArray = baseTexture; + this.items[i].on('update', baseTexture.update, baseTexture); + } + }; /** - * | Rotation | Direction | - * |-------------|--------------| - * | -135°/225°↻ | Northwest | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} + * Unset the parent base texture. + * @param baseTexture */ - NW: 5, + AbstractMultiResource.prototype.unbind = function (baseTexture) { + _super.prototype.unbind.call(this, baseTexture); + for (var i = 0; i < this.length; i++) { + this.items[i].parentTextureArray = null; + this.items[i].off('update', baseTexture.update, baseTexture); + } + }; /** - * | Rotation | Direction | - * |-------------|--------------| - * | -90°/270°↻ | North | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} + * Load all the resources simultaneously + * @returns - When load is resolved */ - N: 6, + AbstractMultiResource.prototype.load = function () { + var _this = this; + if (this._load) { + return this._load; + } + var resources = this.items.map(function (item) { return item.resource; }).filter(function (item) { return item; }); + // TODO: also implement load part-by-part strategy + var promises = resources.map(function (item) { return item.load(); }); + this._load = Promise.all(promises) + .then(function () { + var _a = _this.items[0], realWidth = _a.realWidth, realHeight = _a.realHeight; + _this.resize(realWidth, realHeight); + return Promise.resolve(_this); + }); + return this._load; + }; + return AbstractMultiResource; +}(Resource)); + +/** + * A resource that contains a number of sources. + * @memberof PIXI + */ +var ArrayResource = /** @class */ (function (_super) { + __extends(ArrayResource, _super); /** - * | Rotation | Direction | - * |-------------|--------------| - * | -45°/315°↻ | Northeast | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} + * @param source - Number of items in array or the collection + * of image URLs to use. Can also be resources, image elements, canvas, etc. + * @param options - Options to apply to {@link PIXI.autoDetectResource} + * @param {number} [options.width] - Width of the resource + * @param {number} [options.height] - Height of the resource */ - NE: 7, + function ArrayResource(source, options) { + var _this = this; + var _a = options || {}, width = _a.width, height = _a.height; + var urls; + var length; + if (Array.isArray(source)) { + urls = source; + length = source.length; + } + else { + length = source; + } + _this = _super.call(this, length, { width: width, height: height }) || this; + if (urls) { + _this.initFromArray(urls, options); + } + return _this; + } /** - * Reflection about Y-axis. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} + * Set a baseTexture by ID, + * ArrayResource just takes resource from it, nothing more + * @param baseTexture + * @param index - Zero-based index of resource to set + * @returns - Instance for chaining */ - MIRROR_VERTICAL: 8, + ArrayResource.prototype.addBaseTextureAt = function (baseTexture, index) { + if (baseTexture.resource) { + this.addResourceAt(baseTexture.resource, index); + } + else { + throw new Error('ArrayResource does not support RenderTexture'); + } + return this; + }; /** - * Reflection about the main diagonal. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} + * Add binding + * @param baseTexture */ - MAIN_DIAGONAL: 10, + ArrayResource.prototype.bind = function (baseTexture) { + _super.prototype.bind.call(this, baseTexture); + baseTexture.target = constants.TARGETS.TEXTURE_2D_ARRAY; + }; /** - * Reflection about X-axis. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} + * Upload the resources to the GPU. + * @param renderer + * @param texture + * @param glTexture + * @returns - whether texture was uploaded */ - MIRROR_HORIZONTAL: 12, - /** - * Reflection about reverse diagonal. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - REVERSE_DIAGONAL: 14, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The X-component of the U-axis - * after rotating the axes. - */ - uX: function (ind) { return ux[ind]; }, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis - * after rotating the axes. - */ - uY: function (ind) { return uy[ind]; }, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The X-component of the V-axis - * after rotating the axes. - */ - vX: function (ind) { return vx[ind]; }, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis - * after rotating the axes. - */ - vY: function (ind) { return vy[ind]; }, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite - * is needed. Only rotations have opposite symmetries while - * reflections don't. - * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation` - */ - inv: function (rotation) { - if (rotation & 8) // true only if between 8 & 15 (reflections) - { - return rotation & 15; // or rotation % 16 + ArrayResource.prototype.upload = function (renderer, texture, glTexture) { + var _a = this, length = _a.length, itemDirtyIds = _a.itemDirtyIds, items = _a.items; + var gl = renderer.gl; + if (glTexture.dirtyId < 0) { + gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, glTexture.internalFormat, this._width, this._height, length, 0, texture.format, glTexture.type, null); } - return (-rotation) & 7; // or (8 - rotation) % 8 - }, - /** - * Composes the two D8 operations. - * - * Taking `^` as reflection: - * - * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 | - * |-------|-----|-----|-----|-----|------|-------|-------|-------| - * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ | - * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ | - * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ | - * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ | - * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S | - * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W | - * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N | - * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E | - * - * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table} - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which - * is the row in the above cayley table. - * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which - * is the column in the above cayley table. - * @returns {PIXI.GD8Symmetry} Composed operation - */ - add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); }, - /** - * Reverse of `add`. - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotationSecond - Second operation - * @param {PIXI.GD8Symmetry} rotationFirst - First operation - * @returns {PIXI.GD8Symmetry} Result - */ - sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); }, + for (var i = 0; i < length; i++) { + var item = items[i]; + if (itemDirtyIds[i] < item.dirtyId) { + itemDirtyIds[i] = item.dirtyId; + if (item.valid) { + gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, // xoffset + 0, // yoffset + i, // zoffset + item.resource.width, item.resource.height, 1, texture.format, glTexture.type, item.resource.source); + } + } + } + return true; + }; + return ArrayResource; +}(AbstractMultiResource)); + +/** + * Base for all the image/canvas resources. + * @memberof PIXI + */ +var BaseImageResource = /** @class */ (function (_super) { + __extends(BaseImageResource, _super); /** - * Adds 180 degrees to rotation, which is a commutative - * operation. - * @memberof PIXI.groupD8 - * @param {number} rotation - The number to rotate. - * @returns {number} Rotated number + * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} source */ - rotate180: function (rotation) { return rotation ^ 4; }, + function BaseImageResource(source) { + var _this = this; + var sourceAny = source; + var width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width; + var height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height; + _this = _super.call(this, width, height) || this; + _this.source = source; + _this.noSubImage = false; + return _this; + } /** - * Checks if the rotation angle is vertical, i.e. south - * or north. It doesn't work for reflections. - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotation - The number to check. - * @returns {boolean} Whether or not the direction is vertical + * Set cross origin based detecting the url and the crossorigin + * @param element - Element to apply crossOrigin + * @param url - URL to check + * @param crossorigin - Cross origin value to use */ - isVertical: function (rotation) { return (rotation & 3) === 2; }, + BaseImageResource.crossOrigin = function (element, url, crossorigin) { + if (crossorigin === undefined && url.indexOf('data:') !== 0) { + element.crossOrigin = utils.determineCrossOrigin(url); + } + else if (crossorigin !== false) { + element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous'; + } + }; /** - * Approximates the vector `V(dx,dy)` into one of the - * eight directions provided by `groupD8`. - * @memberof PIXI.groupD8 - * @param {number} dx - X-component of the vector - * @param {number} dy - Y-component of the vector - * @returns {PIXI.GD8Symmetry} Approximation of the vector into - * one of the eight symmetries. + * Upload the texture to the GPU. + * @param renderer - Upload to the renderer + * @param baseTexture - Reference to parent texture + * @param glTexture + * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] - (optional) + * @returns - true is success */ - byDirection: function (dx, dy) { - if (Math.abs(dx) * 2 <= Math.abs(dy)) { - if (dy >= 0) { - return groupD8.S; + BaseImageResource.prototype.upload = function (renderer, baseTexture, glTexture, source) { + var gl = renderer.gl; + var width = baseTexture.realWidth; + var height = baseTexture.realHeight; + source = source || this.source; + if (source instanceof HTMLImageElement) { + if (!source.complete || source.naturalWidth === 0) { + return false; } - return groupD8.N; } - else if (Math.abs(dy) * 2 <= Math.abs(dx)) { - if (dx > 0) { - return groupD8.E; + else if (source instanceof HTMLVideoElement) { + if (source.readyState <= 1) { + return false; } - return groupD8.W; } - else if (dy > 0) { - if (dx > 0) { - return groupD8.SE; - } - return groupD8.SW; + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === constants.ALPHA_MODES.UNPACK); + if (!this.noSubImage + && baseTexture.target === gl.TEXTURE_2D + && glTexture.width === width + && glTexture.height === height) { + gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, glTexture.type, source); } - else if (dx > 0) { - return groupD8.NE; + else { + glTexture.width = width; + glTexture.height = height; + gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, baseTexture.format, glTexture.type, source); } - return groupD8.NW; - }, + return true; + }; /** - * Helps sprite to compensate texture packer rotation. - * @memberof PIXI.groupD8 - * @param {PIXI.Matrix} matrix - sprite world matrix - * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use. - * @param {number} tx - sprite anchoring - * @param {number} ty - sprite anchoring + * Checks if source width/height was changed, resize can cause extra baseTexture update. + * Triggers one update in any case. */ - matrixAppendRotationInv: function (matrix, rotation, tx, ty) { - if (tx === void 0) { tx = 0; } - if (ty === void 0) { ty = 0; } - // Packer used "rotation", we use "inv(rotation)" - var mat = rotationMatrices[groupD8.inv(rotation)]; - mat.tx = tx; - mat.ty = ty; - matrix.append(mat); - }, -}; + BaseImageResource.prototype.update = function () { + if (this.destroyed) { + return; + } + var source = this.source; + var width = source.naturalWidth || source.videoWidth || source.width; + var height = source.naturalHeight || source.videoHeight || source.height; + this.resize(width, height); + _super.prototype.update.call(this); + }; + /** Destroy this {@link BaseImageResource} */ + BaseImageResource.prototype.dispose = function () { + this.source = null; + }; + return BaseImageResource; +}(Resource)); /** - * Transform that takes care about its versions. + * @interface OffscreenCanvas + */ +/** + * Resource type for HTMLCanvasElement. * @memberof PIXI */ -var Transform = /** @class */ (function () { - function Transform() { - this.worldTransform = new Matrix(); - this.localTransform = new Matrix(); - this.position = new ObservablePoint(this.onChange, this, 0, 0); - this.scale = new ObservablePoint(this.onChange, this, 1, 1); - this.pivot = new ObservablePoint(this.onChange, this, 0, 0); - this.skew = new ObservablePoint(this.updateSkew, this, 0, 0); - this._rotation = 0; - this._cx = 1; - this._sx = 0; - this._cy = 0; - this._sy = 1; - this._localID = 0; - this._currentLocalID = 0; - this._worldID = 0; - this._parentID = 0; +var CanvasResource = /** @class */ (function (_super) { + __extends(CanvasResource, _super); + /** + * @param source - Canvas element to use + */ + // eslint-disable-next-line @typescript-eslint/no-useless-constructor + function CanvasResource(source) { + return _super.call(this, source) || this; } - /** Called when a value changes. */ - Transform.prototype.onChange = function () { - this._localID++; - }; - /** Called when the skew or the rotation changes. */ - Transform.prototype.updateSkew = function () { - this._cx = Math.cos(this._rotation + this.skew.y); - this._sx = Math.sin(this._rotation + this.skew.y); - this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2 - this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2 - this._localID++; + /** + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @returns {boolean} `true` if source is HTMLCanvasElement or OffscreenCanvas + */ + CanvasResource.test = function (source) { + var OffscreenCanvas = globalThis.OffscreenCanvas; + // Check for browsers that don't yet support OffscreenCanvas + if (OffscreenCanvas && source instanceof OffscreenCanvas) { + return true; + } + return globalThis.HTMLCanvasElement && source instanceof HTMLCanvasElement; }; - Transform.prototype.toString = function () { - return "[@pixi/math:Transform " - + ("position=(" + this.position.x + ", " + this.position.y + ") ") - + ("rotation=" + this.rotation + " ") - + ("scale=(" + this.scale.x + ", " + this.scale.y + ") ") - + ("skew=(" + this.skew.x + ", " + this.skew.y + ") ") - + "]"; + return CanvasResource; +}(BaseImageResource)); + +/** + * Resource for a CubeTexture which contains six resources. + * @memberof PIXI + */ +var CubeResource = /** @class */ (function (_super) { + __extends(CubeResource, _super); + /** + * @param {Array} [source] - Collection of URLs or resources + * to use as the sides of the cube. + * @param options - ImageResource options + * @param {number} [options.width] - Width of resource + * @param {number} [options.height] - Height of resource + * @param {number} [options.autoLoad=true] - Whether to auto-load resources + * @param {number} [options.linkBaseTexture=true] - In case BaseTextures are supplied, + * whether to copy them or use + */ + function CubeResource(source, options) { + var _this = this; + var _a = options || {}, width = _a.width, height = _a.height, autoLoad = _a.autoLoad, linkBaseTexture = _a.linkBaseTexture; + if (source && source.length !== CubeResource.SIDES) { + throw new Error("Invalid length. Got " + source.length + ", expected 6"); + } + _this = _super.call(this, 6, { width: width, height: height }) || this; + for (var i = 0; i < CubeResource.SIDES; i++) { + _this.items[i].target = constants.TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + i; + } + _this.linkBaseTexture = linkBaseTexture !== false; + if (source) { + _this.initFromArray(source, options); + } + if (autoLoad !== false) { + _this.load(); + } + return _this; + } + /** + * Add binding. + * @param baseTexture - parent base texture + */ + CubeResource.prototype.bind = function (baseTexture) { + _super.prototype.bind.call(this, baseTexture); + baseTexture.target = constants.TARGETS.TEXTURE_CUBE_MAP; }; - /** Updates the local transformation matrix. */ - Transform.prototype.updateLocalTransform = function () { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; + CubeResource.prototype.addBaseTextureAt = function (baseTexture, index, linkBaseTexture) { + if (!this.items[index]) { + throw new Error("Index " + index + " is out of bounds"); } + if (!this.linkBaseTexture + || baseTexture.parentTextureArray + || Object.keys(baseTexture._glTextures).length > 0) { + // copy mode + if (baseTexture.resource) { + this.addResourceAt(baseTexture.resource, index); + } + else { + throw new Error("CubeResource does not support copying of renderTexture."); + } + } + else { + // link mode, the difficult one! + baseTexture.target = constants.TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + index; + baseTexture.parentTextureArray = this.baseTexture; + this.items[index] = baseTexture; + } + if (baseTexture.valid && !this.valid) { + this.resize(baseTexture.realWidth, baseTexture.realHeight); + } + this.items[index] = baseTexture; + return this; }; /** - * Updates the local and the world transformation matrices. - * @param parentTransform - The parent transform + * Upload the resource + * @param renderer + * @param _baseTexture + * @param glTexture + * @returns {boolean} true is success */ - Transform.prototype.updateTransform = function (parentTransform) { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; - } - if (this._parentID !== parentTransform._worldID) { - // concat the parent matrix with the objects transform. - var pt = parentTransform.worldTransform; - var wt = this.worldTransform; - wt.a = (lt.a * pt.a) + (lt.b * pt.c); - wt.b = (lt.a * pt.b) + (lt.b * pt.d); - wt.c = (lt.c * pt.a) + (lt.d * pt.c); - wt.d = (lt.c * pt.b) + (lt.d * pt.d); - wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx; - wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty; - this._parentID = parentTransform._worldID; - // update the id of the transform.. - this._worldID++; + CubeResource.prototype.upload = function (renderer, _baseTexture, glTexture) { + var dirty = this.itemDirtyIds; + for (var i = 0; i < CubeResource.SIDES; i++) { + var side = this.items[i]; + if (dirty[i] < side.dirtyId || glTexture.dirtyId < _baseTexture.dirtyId) { + if (side.valid && side.resource) { + side.resource.upload(renderer, side, glTexture); + dirty[i] = side.dirtyId; + } + else if (dirty[i] < -1) { + // either item is not valid yet, either its a renderTexture + // allocate the memory + renderer.gl.texImage2D(side.target, 0, glTexture.internalFormat, _baseTexture.realWidth, _baseTexture.realHeight, 0, _baseTexture.format, glTexture.type, null); + dirty[i] = -1; + } + } } + return true; }; /** - * Decomposes a matrix and sets the transforms properties based on it. - * @param matrix - The matrix to decompose + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @returns {boolean} `true` if source is an array of 6 elements */ - Transform.prototype.setFromMatrix = function (matrix) { - matrix.decompose(this); - this._localID++; + CubeResource.test = function (source) { + return Array.isArray(source) && source.length === CubeResource.SIDES; }; - Object.defineProperty(Transform.prototype, "rotation", { - /** The rotation of the object in radians. */ - get: function () { - return this._rotation; - }, - set: function (value) { - if (this._rotation !== value) { - this._rotation = value; - this.updateSkew(); - } - }, - enumerable: false, - configurable: true - }); - /** A default (identity) transform. */ - Transform.IDENTITY = new Transform(); - return Transform; -}()); - -exports.Circle = Circle; -exports.DEG_TO_RAD = DEG_TO_RAD; -exports.Ellipse = Ellipse; -exports.Matrix = Matrix; -exports.ObservablePoint = ObservablePoint; -exports.PI_2 = PI_2; -exports.Point = Point; -exports.Polygon = Polygon; -exports.RAD_TO_DEG = RAD_TO_DEG; -exports.Rectangle = Rectangle; -exports.RoundedRectangle = RoundedRectangle; -exports.Transform = Transform; -exports.groupD8 = groupD8; - - -},{}],6:[function(require,module,exports){ -(function (global){(function (){ -/*! - * @pixi/app - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/app is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -var core = require('@pixi/core'); -var display = require('@pixi/display'); + /** Number of texture sides to store for CubeResources. */ + CubeResource.SIDES = 6; + return CubeResource; +}(AbstractMultiResource)); /** - * Middleware for for Application's resize functionality - * @private - * @class + * Resource type for HTMLImageElement. + * @memberof PIXI */ -var ResizePlugin = /** @class */ (function () { - function ResizePlugin() { - } +var ImageResource = /** @class */ (function (_super) { + __extends(ImageResource, _super); /** - * Initialize the plugin with scope of application instance - * @static - * @private - * @param {object} [options] - See application options + * @param source - image source or URL + * @param options + * @param {boolean} [options.autoLoad=true] - start loading process + * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - whether its required to create + * a bitmap before upload + * @param {boolean} [options.crossorigin=true] - Load image using cross origin + * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Premultiply image alpha in bitmap */ - ResizePlugin.init = function (options) { + function ImageResource(source, options) { var _this = this; - Object.defineProperty(this, 'resizeTo', - /** - * The HTML element or window to automatically resize the - * renderer's view element to match width and height. - * @member {Window|HTMLElement} - * @name resizeTo - * @memberof PIXI.Application# - */ - { - set: function (dom) { - globalThis.removeEventListener('resize', this.queueResize); - this._resizeTo = dom; - if (dom) { - globalThis.addEventListener('resize', this.queueResize); - this.resize(); + options = options || {}; + if (!(source instanceof HTMLImageElement)) { + var imageElement = new Image(); + BaseImageResource.crossOrigin(imageElement, source, options.crossorigin); + imageElement.src = source; + source = imageElement; + } + _this = _super.call(this, source) || this; + // FireFox 68, and possibly other versions, seems like setting the HTMLImageElement#width and #height + // to non-zero values before its loading completes if images are in a cache. + // Because of this, need to set the `_width` and the `_height` to zero to avoid uploading incomplete images. + // Please refer to the issue #5968 (https://github.com/pixijs/pixi.js/issues/5968). + if (!source.complete && !!_this._width && !!_this._height) { + _this._width = 0; + _this._height = 0; + } + _this.url = source.src; + _this._process = null; + _this.preserveBitmap = false; + _this.createBitmap = (options.createBitmap !== undefined + ? options.createBitmap : settings.settings.CREATE_IMAGE_BITMAP) && !!globalThis.createImageBitmap; + _this.alphaMode = typeof options.alphaMode === 'number' ? options.alphaMode : null; + _this.bitmap = null; + _this._load = null; + if (options.autoLoad !== false) { + _this.load(); + } + return _this; + } + /** + * Returns a promise when image will be loaded and processed. + * @param createBitmap - whether process image into bitmap + */ + ImageResource.prototype.load = function (createBitmap) { + var _this = this; + if (this._load) { + return this._load; + } + if (createBitmap !== undefined) { + this.createBitmap = createBitmap; + } + this._load = new Promise(function (resolve, reject) { + var source = _this.source; + _this.url = source.src; + var completed = function () { + if (_this.destroyed) { + return; } - }, - get: function () { - return this._resizeTo; - }, + source.onload = null; + source.onerror = null; + _this.resize(source.width, source.height); + _this._load = null; + if (_this.createBitmap) { + resolve(_this.process()); + } + else { + resolve(_this); + } + }; + if (source.complete && source.src) { + completed(); + } + else { + source.onload = completed; + source.onerror = function (event) { + // Avoids Promise freezing when resource broken + reject(event); + _this.onError.emit(event); + }; + } }); - /** - * Resize is throttled, so it's safe to call this multiple times per frame and it'll - * only be called once. - * @memberof PIXI.Application# - * @method queueResize - * @private - */ - this.queueResize = function () { - if (!_this._resizeTo) { - return; + return this._load; + }; + /** + * Called when we need to convert image into BitmapImage. + * Can be called multiple times, real promise is cached inside. + * @returns - Cached promise to fill that bitmap + */ + ImageResource.prototype.process = function () { + var _this = this; + var source = this.source; + if (this._process !== null) { + return this._process; + } + if (this.bitmap !== null || !globalThis.createImageBitmap) { + return Promise.resolve(this); + } + var createImageBitmap = globalThis.createImageBitmap; + var cors = !source.crossOrigin || source.crossOrigin === 'anonymous'; + this._process = fetch(source.src, { + mode: cors ? 'cors' : 'no-cors' + }) + .then(function (r) { return r.blob(); }) + .then(function (blob) { return createImageBitmap(blob, 0, 0, source.width, source.height, { + premultiplyAlpha: _this.alphaMode === null || _this.alphaMode === constants.ALPHA_MODES.UNPACK + ? 'premultiply' : 'none', + }); }) + .then(function (bitmap) { + if (_this.destroyed) { + return Promise.reject(); } - _this.cancelResize(); - // // Throttle resize events per raf - _this._resizeId = requestAnimationFrame(function () { return _this.resize(); }); - }; - /** - * Cancel the resize queue. - * @memberof PIXI.Application# - * @method cancelResize - * @private - */ - this.cancelResize = function () { - if (_this._resizeId) { - cancelAnimationFrame(_this._resizeId); - _this._resizeId = null; + _this.bitmap = bitmap; + _this.update(); + _this._process = null; + return Promise.resolve(_this); + }); + return this._process; + }; + /** + * Upload the image resource to GPU. + * @param renderer - Renderer to upload to + * @param baseTexture - BaseTexture for this resource + * @param glTexture - GLTexture to use + * @returns {boolean} true is success + */ + ImageResource.prototype.upload = function (renderer, baseTexture, glTexture) { + if (typeof this.alphaMode === 'number') { + // bitmap stores unpack premultiply flag, we dont have to notify texImage2D about it + baseTexture.alphaMode = this.alphaMode; + } + if (!this.createBitmap) { + return _super.prototype.upload.call(this, renderer, baseTexture, glTexture); + } + if (!this.bitmap) { + // yeah, ignore the output + this.process(); + if (!this.bitmap) { + return false; + } + } + _super.prototype.upload.call(this, renderer, baseTexture, glTexture, this.bitmap); + if (!this.preserveBitmap) { + // checks if there are other renderers that possibly need this bitmap + var flag = true; + var glTextures = baseTexture._glTextures; + for (var key in glTextures) { + var otherTex = glTextures[key]; + if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId) { + flag = false; + break; + } + } + if (flag) { + if (this.bitmap.close) { + this.bitmap.close(); + } + this.bitmap = null; + } + } + return true; + }; + /** Destroys this resource. */ + ImageResource.prototype.dispose = function () { + this.source.onload = null; + this.source.onerror = null; + _super.prototype.dispose.call(this); + if (this.bitmap) { + this.bitmap.close(); + this.bitmap = null; + } + this._process = null; + this._load = null; + }; + /** + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @returns {boolean} `true` if source is string or HTMLImageElement + */ + ImageResource.test = function (source) { + return typeof source === 'string' || source instanceof HTMLImageElement; + }; + return ImageResource; +}(BaseImageResource)); + +/** + * Resource type for SVG elements and graphics. + * @memberof PIXI + */ +var SVGResource = /** @class */ (function (_super) { + __extends(SVGResource, _super); + /** + * @param sourceBase64 - Base64 encoded SVG element or URL for SVG file. + * @param {object} [options] - Options to use + * @param {number} [options.scale=1] - Scale to apply to SVG. Overridden by... + * @param {number} [options.width] - Rasterize SVG this wide. Aspect ratio preserved if height not specified. + * @param {number} [options.height] - Rasterize SVG this high. Aspect ratio preserved if width not specified. + * @param {boolean} [options.autoLoad=true] - Start loading right away. + */ + function SVGResource(sourceBase64, options) { + var _this = this; + options = options || {}; + _this = _super.call(this, settings.settings.ADAPTER.createCanvas()) || this; + _this._width = 0; + _this._height = 0; + _this.svg = sourceBase64; + _this.scale = options.scale || 1; + _this._overrideWidth = options.width; + _this._overrideHeight = options.height; + _this._resolve = null; + _this._crossorigin = options.crossorigin; + _this._load = null; + if (options.autoLoad !== false) { + _this.load(); + } + return _this; + } + SVGResource.prototype.load = function () { + var _this = this; + if (this._load) { + return this._load; + } + this._load = new Promise(function (resolve) { + // Save this until after load is finished + _this._resolve = function () { + _this.resize(_this.source.width, _this.source.height); + resolve(_this); + }; + // Convert SVG inline string to data-uri + if (SVGResource.SVG_XML.test(_this.svg.trim())) { + if (!btoa) { + throw new Error('Your browser doesn\'t support base64 conversions.'); + } + _this.svg = "data:image/svg+xml;base64," + btoa(unescape(encodeURIComponent(_this.svg))); } + _this._loadSvg(); + }); + return this._load; + }; + /** Loads an SVG image from `imageUrl` or `data URL`. */ + SVGResource.prototype._loadSvg = function () { + var _this = this; + var tempImage = new Image(); + BaseImageResource.crossOrigin(tempImage, this.svg, this._crossorigin); + tempImage.src = this.svg; + tempImage.onerror = function (event) { + if (!_this._resolve) { + return; + } + tempImage.onerror = null; + _this.onError.emit(event); }; - /** - * Execute an immediate resize on the renderer, this is not - * throttled and can be expensive to call many times in a row. - * Will resize only if `resizeTo` property is set. - * @memberof PIXI.Application# - * @method resize - */ - this.resize = function () { - if (!_this._resizeTo) { + tempImage.onload = function () { + if (!_this._resolve) { return; } - // clear queue resize - _this.cancelResize(); - var width; - var height; - // Resize to the window - if (_this._resizeTo === globalThis.window) { - width = globalThis.innerWidth; - height = globalThis.innerHeight; + var svgWidth = tempImage.width; + var svgHeight = tempImage.height; + if (!svgWidth || !svgHeight) { + throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.'); } - // Resize to other HTML entities - else { - var _a = _this._resizeTo, clientWidth = _a.clientWidth, clientHeight = _a.clientHeight; - width = clientWidth; - height = clientHeight; + // Set render size + var width = svgWidth * _this.scale; + var height = svgHeight * _this.scale; + if (_this._overrideWidth || _this._overrideHeight) { + width = _this._overrideWidth || _this._overrideHeight / svgHeight * svgWidth; + height = _this._overrideHeight || _this._overrideWidth / svgWidth * svgHeight; } - _this.renderer.resize(width, height); + width = Math.round(width); + height = Math.round(height); + // Create a canvas element + var canvas = _this.source; + canvas.width = width; + canvas.height = height; + canvas._pixiId = "canvas_" + utils.uid(); + // Draw the Svg to the canvas + canvas + .getContext('2d') + .drawImage(tempImage, 0, 0, svgWidth, svgHeight, 0, 0, width, height); + _this._resolve(); + _this._resolve = null; }; - // On resize - this._resizeId = null; - this._resizeTo = null; - this.resizeTo = options.resizeTo || null; }; /** - * Clean up the ticker, scoped to application - * @static - * @private + * Get size from an svg string using a regular expression. + * @param svgString - a serialized svg element + * @returns - image extension */ - ResizePlugin.destroy = function () { - globalThis.removeEventListener('resize', this.queueResize); - this.cancelResize(); - this.cancelResize = null; - this.queueResize = null; - this.resizeTo = null; - this.resize = null; + SVGResource.getSize = function (svgString) { + var sizeMatch = SVGResource.SVG_SIZE.exec(svgString); + var size = {}; + if (sizeMatch) { + size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3])); + size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7])); + } + return size; }; - /** @ignore */ - ResizePlugin.extension = core.ExtensionType.Application; - return ResizePlugin; -}()); + /** Destroys this texture. */ + SVGResource.prototype.dispose = function () { + _super.prototype.dispose.call(this); + this._resolve = null; + this._crossorigin = null; + }; + /** + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @param {string} extension - The extension of source, if set + * @returns {boolean} - If the source is a SVG source or data file + */ + SVGResource.test = function (source, extension) { + // url file extension is SVG + return extension === 'svg' + // source is SVG data-uri + || (typeof source === 'string' && source.startsWith('data:image/svg+xml')) + // source is SVG inline + || (typeof source === 'string' && SVGResource.SVG_XML.test(source)); + }; + /** + * Regular expression for SVG XML document. + * @example <?xml version="1.0" encoding="utf-8" ?><!-- image/svg --><svg + * @readonly + */ + SVGResource.SVG_XML = /^(<\?xml[^?]+\?>)?\s*()]*-->)?\s*\]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*>/i; // eslint-disable-line max-len + return SVGResource; +}(BaseImageResource)); -/*! - * @pixi/settings - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/settings is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -/*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -/** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ -var ENV$1; -(function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; -})(ENV$1 || (ENV$1 = {})); -/** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ -var RENDERER_TYPE$1; -(function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; -})(RENDERER_TYPE$1 || (RENDERER_TYPE$1 = {})); -/** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ -var BUFFER_BITS$1; -(function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; -})(BUFFER_BITS$1 || (BUFFER_BITS$1 = {})); /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. + * Resource type for {@code HTMLVideoElement}. * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - */ -var BLEND_MODES$1; -(function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; -})(BLEND_MODES$1 || (BLEND_MODES$1 = {})); -/** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ -var DRAW_MODES$1; -(function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; -})(DRAW_MODES$1 || (DRAW_MODES$1 = {})); -/** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ -var FORMATS$1; -(function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; -})(FORMATS$1 || (FORMATS$1 = {})); -/** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ -var TARGETS$1; -(function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; -})(TARGETS$1 || (TARGETS$1 = {})); -/** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ -var TYPES$1; -(function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; -})(TYPES$1 || (TYPES$1 = {})); -/** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ -var SAMPLER_TYPES$1; -(function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; -})(SAMPLER_TYPES$1 || (SAMPLER_TYPES$1 = {})); +var VideoResource = /** @class */ (function (_super) { + __extends(VideoResource, _super); + /** + * @param {HTMLVideoElement|object|string|Array} source - Video element to use. + * @param {object} [options] - Options to use + * @param {boolean} [options.autoLoad=true] - Start loading the video immediately + * @param {boolean} [options.autoPlay=true] - Start playing video immediately + * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video. + * Leave at 0 to update at every render. + * @param {boolean} [options.crossorigin=true] - Load image using cross origin + */ + function VideoResource(source, options) { + var _this = this; + options = options || {}; + if (!(source instanceof HTMLVideoElement)) { + var videoElement = document.createElement('video'); + // workaround for https://github.com/pixijs/pixi.js/issues/5996 + videoElement.setAttribute('preload', 'auto'); + videoElement.setAttribute('webkit-playsinline', ''); + videoElement.setAttribute('playsinline', ''); + if (typeof source === 'string') { + source = [source]; + } + var firstSrc = source[0].src || source[0]; + BaseImageResource.crossOrigin(videoElement, firstSrc, options.crossorigin); + // array of objects or strings + for (var i = 0; i < source.length; ++i) { + var sourceElement = document.createElement('source'); + var _a = source[i], src = _a.src, mime = _a.mime; + src = src || source[i]; + var baseSrc = src.split('?').shift().toLowerCase(); + var ext = baseSrc.slice(baseSrc.lastIndexOf('.') + 1); + mime = mime || VideoResource.MIME_TYPES[ext] || "video/" + ext; + sourceElement.src = src; + sourceElement.type = mime; + videoElement.appendChild(sourceElement); + } + // Override the source + source = videoElement; + } + _this = _super.call(this, source) || this; + _this.noSubImage = true; + _this._autoUpdate = true; + _this._isConnectedToTicker = false; + _this._updateFPS = options.updateFPS || 0; + _this._msToNextUpdate = 0; + _this.autoPlay = options.autoPlay !== false; + _this._load = null; + _this._resolve = null; + // Bind for listeners + _this._onCanPlay = _this._onCanPlay.bind(_this); + _this._onError = _this._onError.bind(_this); + if (options.autoLoad !== false) { + _this.load(); + } + return _this; + } + /** + * Trigger updating of the texture. + * @param _deltaTime - time delta since last tick + */ + VideoResource.prototype.update = function (_deltaTime) { + if (!this.destroyed) { + // account for if video has had its playbackRate changed + var elapsedMS = ticker.Ticker.shared.elapsedMS * this.source.playbackRate; + this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS); + if (!this._updateFPS || this._msToNextUpdate <= 0) { + _super.prototype.update.call(this); + this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0; + } + } + }; + /** + * Start preloading the video resource. + * @returns {Promise} Handle the validate event + */ + VideoResource.prototype.load = function () { + var _this = this; + if (this._load) { + return this._load; + } + var source = this.source; + if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA) + && source.width && source.height) { + source.complete = true; + } + source.addEventListener('play', this._onPlayStart.bind(this)); + source.addEventListener('pause', this._onPlayStop.bind(this)); + if (!this._isSourceReady()) { + source.addEventListener('canplay', this._onCanPlay); + source.addEventListener('canplaythrough', this._onCanPlay); + source.addEventListener('error', this._onError, true); + } + else { + this._onCanPlay(); + } + this._load = new Promise(function (resolve) { + if (_this.valid) { + resolve(_this); + } + else { + _this._resolve = resolve; + source.load(); + } + }); + return this._load; + }; + /** + * Handle video error events. + * @param event + */ + VideoResource.prototype._onError = function (event) { + this.source.removeEventListener('error', this._onError, true); + this.onError.emit(event); + }; + /** + * Returns true if the underlying source is playing. + * @returns - True if playing. + */ + VideoResource.prototype._isSourcePlaying = function () { + var source = this.source; + return (!source.paused && !source.ended && this._isSourceReady()); + }; + /** + * Returns true if the underlying source is ready for playing. + * @returns - True if ready. + */ + VideoResource.prototype._isSourceReady = function () { + var source = this.source; + return source.readyState > 2; + }; + /** Runs the update loop when the video is ready to play. */ + VideoResource.prototype._onPlayStart = function () { + // Just in case the video has not received its can play even yet.. + if (!this.valid) { + this._onCanPlay(); + } + if (this.autoUpdate && !this._isConnectedToTicker) { + ticker.Ticker.shared.add(this.update, this); + this._isConnectedToTicker = true; + } + }; + /** Fired when a pause event is triggered, stops the update loop. */ + VideoResource.prototype._onPlayStop = function () { + if (this._isConnectedToTicker) { + ticker.Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; + } + }; + /** Fired when the video is loaded and ready to play. */ + VideoResource.prototype._onCanPlay = function () { + var source = this.source; + source.removeEventListener('canplay', this._onCanPlay); + source.removeEventListener('canplaythrough', this._onCanPlay); + var valid = this.valid; + this.resize(source.videoWidth, source.videoHeight); + // prevent multiple loaded dispatches.. + if (!valid && this._resolve) { + this._resolve(this); + this._resolve = null; + } + if (this._isSourcePlaying()) { + this._onPlayStart(); + } + else if (this.autoPlay) { + source.play(); + } + }; + /** Destroys this texture. */ + VideoResource.prototype.dispose = function () { + if (this._isConnectedToTicker) { + ticker.Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; + } + var source = this.source; + if (source) { + source.removeEventListener('error', this._onError, true); + source.pause(); + source.src = ''; + source.load(); + } + _super.prototype.dispose.call(this); + }; + Object.defineProperty(VideoResource.prototype, "autoUpdate", { + /** Should the base texture automatically update itself, set to true by default. */ + get: function () { + return this._autoUpdate; + }, + set: function (value) { + if (value !== this._autoUpdate) { + this._autoUpdate = value; + if (!this._autoUpdate && this._isConnectedToTicker) { + ticker.Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; + } + else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying()) { + ticker.Ticker.shared.add(this.update, this); + this._isConnectedToTicker = true; + } + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(VideoResource.prototype, "updateFPS", { + /** + * How many times a second to update the texture from the video. Leave at 0 to update at every render. + * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient. + */ + get: function () { + return this._updateFPS; + }, + set: function (value) { + if (value !== this._updateFPS) { + this._updateFPS = value; + } + }, + enumerable: false, + configurable: true + }); + /** + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @param {string} extension - The extension of source, if set + * @returns {boolean} `true` if video source + */ + VideoResource.test = function (source, extension) { + return (globalThis.HTMLVideoElement && source instanceof HTMLVideoElement) + || VideoResource.TYPES.indexOf(extension) > -1; + }; + /** + * List of common video file extensions supported by VideoResource. + * @readonly + */ + VideoResource.TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov']; + /** + * Map of video MIME types that can't be directly derived from file extensions. + * @readonly + */ + VideoResource.MIME_TYPES = { + ogv: 'video/ogg', + mov: 'video/quicktime', + m4v: 'video/mp4', + }; + return VideoResource; +}(BaseImageResource)); + /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. + * Resource type for ImageBitmap. * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling */ -var SCALE_MODES$1; -(function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; -})(SCALE_MODES$1 || (SCALE_MODES$1 = {})); +var ImageBitmapResource = /** @class */ (function (_super) { + __extends(ImageBitmapResource, _super); + /** + * @param source - Image element to use + */ + // eslint-disable-next-line @typescript-eslint/no-useless-constructor + function ImageBitmapResource(source) { + return _super.call(this, source) || this; + } + /** + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @returns {boolean} `true` if source is an ImageBitmap + */ + ImageBitmapResource.test = function (source) { + return !!globalThis.createImageBitmap && typeof ImageBitmap !== 'undefined' && source instanceof ImageBitmap; + }; + return ImageBitmapResource; +}(BaseImageResource)); + +INSTALLED.push(ImageResource, ImageBitmapResource, CanvasResource, VideoResource, SVGResource, BufferResource, CubeResource, ArrayResource); + +var _resources = { + __proto__: null, + Resource: Resource, + BaseImageResource: BaseImageResource, + INSTALLED: INSTALLED, + autoDetectResource: autoDetectResource, + AbstractMultiResource: AbstractMultiResource, + ArrayResource: ArrayResource, + BufferResource: BufferResource, + CanvasResource: CanvasResource, + CubeResource: CubeResource, + ImageResource: ImageResource, + SVGResource: SVGResource, + VideoResource: VideoResource, + ImageBitmapResource: ImageBitmapResource +}; + /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES + * Resource type for DepthTexture. * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring */ -var WRAP_MODES$1; -(function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; -})(WRAP_MODES$1 || (WRAP_MODES$1 = {})); +var DepthResource = /** @class */ (function (_super) { + __extends(DepthResource, _super); + function DepthResource() { + return _super !== null && _super.apply(this, arguments) || this; + } + /** + * Upload the texture to the GPU. + * @param renderer - Upload to the renderer + * @param baseTexture - Reference to parent texture + * @param glTexture - glTexture + * @returns - true is success + */ + DepthResource.prototype.upload = function (renderer, baseTexture, glTexture) { + var gl = renderer.gl; + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === constants.ALPHA_MODES.UNPACK); + var width = baseTexture.realWidth; + var height = baseTexture.realHeight; + if (glTexture.width === width && glTexture.height === height) { + gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data); + } + else { + glTexture.width = width; + glTexture.height = height; + gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data); + } + return true; + }; + return DepthResource; +}(BufferResource)); + /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. + * A framebuffer can be used to render contents off of the screen. {@link PIXI.BaseRenderTexture} uses + * one internally to render into itself. You can attach a depth or stencil buffer to a framebuffer. * - * This property only affects WebGL. - * @name MIPMAP_MODES + * On WebGL 2 machines, shaders can output to multiple textures simultaneously with GLSL 300 ES. * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. */ -var MIPMAP_MODES$1; -(function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; -})(MIPMAP_MODES$1 || (MIPMAP_MODES$1 = {})); -/** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ -var ALPHA_MODES$1; -(function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; -})(ALPHA_MODES$1 || (ALPHA_MODES$1 = {})); +var Framebuffer = /** @class */ (function () { + /** + * @param width - Width of the frame buffer + * @param height - Height of the frame buffer + */ + function Framebuffer(width, height) { + this.width = Math.round(width || 100); + this.height = Math.round(height || 100); + this.stencil = false; + this.depth = false; + this.dirtyId = 0; + this.dirtyFormat = 0; + this.dirtySize = 0; + this.depthTexture = null; + this.colorTextures = []; + this.glFramebuffers = {}; + this.disposeRunner = new runner.Runner('disposeFramebuffer'); + this.multisample = constants.MSAA_QUALITY.NONE; + } + Object.defineProperty(Framebuffer.prototype, "colorTexture", { + /** + * Reference to the colorTexture. + * @readonly + */ + get: function () { + return this.colorTextures[0]; + }, + enumerable: false, + configurable: true + }); + /** + * Add texture to the colorTexture array. + * @param index - Index of the array to add the texture to + * @param texture - Texture to add to the array + */ + Framebuffer.prototype.addColorTexture = function (index, texture) { + if (index === void 0) { index = 0; } + // TODO add some validation to the texture - same width / height etc? + this.colorTextures[index] = texture || new BaseTexture(null, { + scaleMode: constants.SCALE_MODES.NEAREST, + resolution: 1, + mipmap: constants.MIPMAP_MODES.OFF, + width: this.width, + height: this.height, + }); + this.dirtyId++; + this.dirtyFormat++; + return this; + }; + /** + * Add a depth texture to the frame buffer. + * @param texture - Texture to add. + */ + Framebuffer.prototype.addDepthTexture = function (texture) { + /* eslint-disable max-len */ + this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), { + scaleMode: constants.SCALE_MODES.NEAREST, + resolution: 1, + width: this.width, + height: this.height, + mipmap: constants.MIPMAP_MODES.OFF, + format: constants.FORMATS.DEPTH_COMPONENT, + type: constants.TYPES.UNSIGNED_SHORT, + }); + this.dirtyId++; + this.dirtyFormat++; + return this; + }; + /** Enable depth on the frame buffer. */ + Framebuffer.prototype.enableDepth = function () { + this.depth = true; + this.dirtyId++; + this.dirtyFormat++; + return this; + }; + /** Enable stencil on the frame buffer. */ + Framebuffer.prototype.enableStencil = function () { + this.stencil = true; + this.dirtyId++; + this.dirtyFormat++; + return this; + }; + /** + * Resize the frame buffer + * @param width - Width of the frame buffer to resize to + * @param height - Height of the frame buffer to resize to + */ + Framebuffer.prototype.resize = function (width, height) { + width = Math.round(width); + height = Math.round(height); + if (width === this.width && height === this.height) + { return; } + this.width = width; + this.height = height; + this.dirtyId++; + this.dirtySize++; + for (var i = 0; i < this.colorTextures.length; i++) { + var texture = this.colorTextures[i]; + var resolution = texture.resolution; + // take into account the fact the texture may have a different resolution.. + texture.setSize(width / resolution, height / resolution); + } + if (this.depthTexture) { + var resolution = this.depthTexture.resolution; + this.depthTexture.setSize(width / resolution, height / resolution); + } + }; + /** Disposes WebGL resources that are connected to this geometry. */ + Framebuffer.prototype.dispose = function () { + this.disposeRunner.emit(this, false); + }; + /** Destroys and removes the depth texture added to this framebuffer. */ + Framebuffer.prototype.destroyDepthTexture = function () { + if (this.depthTexture) { + this.depthTexture.destroy(); + this.depthTexture = null; + ++this.dirtyId; + ++this.dirtyFormat; + } + }; + return Framebuffer; +}()); + /** - * Configure whether filter textures are cleared after binding. + * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it. * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ -var CLEAR_MODES$1; -(function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; -})(CLEAR_MODES$1 || (CLEAR_MODES$1 = {})); -/** - * The gc modes that are supported by pixi. + * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded + * otherwise black rectangles will be drawn instead. * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. + * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position + * and rotation of the given Display Objects is ignored. For example: * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ -var GC_MODES$1; -(function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; -})(GC_MODES$1 || (GC_MODES$1 = {})); -/** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ -var PRECISION$1; -(function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; -})(PRECISION$1 || (PRECISION$1 = {})); -/** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES + * ```js + * let renderer = PIXI.autoDetectRenderer(); + * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 }); + * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); + * let sprite = PIXI.Sprite.from("spinObj_01.png"); + * + * sprite.position.x = 800/2; + * sprite.position.y = 600/2; + * sprite.anchor.x = 0.5; + * sprite.anchor.y = 0.5; + * + * renderer.render(sprite, {renderTexture}); + * ``` + * + * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 + * you can clear the transform + * + * ```js + * + * sprite.setTransform() + * + * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 }); + * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); + * + * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture + * ``` * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) */ -var MASK_TYPES$1; -(function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; -})(MASK_TYPES$1 || (MASK_TYPES$1 = {})); +var BaseRenderTexture = /** @class */ (function (_super) { + __extends(BaseRenderTexture, _super); + /** + * @param options + * @param {number} [options.width=100] - The width of the base render texture. + * @param {number} [options.height=100] - The height of the base render texture. + * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} + * for possible values. + * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio + * of the texture being generated. + * @param {PIXI.MSAA_QUALITY} [options.multisample=PIXI.MSAA_QUALITY.NONE] - The number of samples of the frame buffer. + */ + function BaseRenderTexture(options) { + if (options === void 0) { options = {}; } + var _this = this; + if (typeof options === 'number') { + /* eslint-disable prefer-rest-params */ + // Backward compatibility of signature + var width = arguments[0]; + var height = arguments[1]; + var scaleMode = arguments[2]; + var resolution = arguments[3]; + options = { width: width, height: height, scaleMode: scaleMode, resolution: resolution }; + /* eslint-enable prefer-rest-params */ + } + options.width = options.width || 100; + options.height = options.height || 100; + options.multisample = options.multisample !== undefined ? options.multisample : constants.MSAA_QUALITY.NONE; + _this = _super.call(this, null, options) || this; + // Set defaults + _this.mipmap = constants.MIPMAP_MODES.OFF; + _this.valid = true; + _this.clearColor = [0, 0, 0, 0]; + _this.framebuffer = new Framebuffer(_this.realWidth, _this.realHeight) + .addColorTexture(0, _this); + _this.framebuffer.multisample = options.multisample; + // TODO - could this be added the systems? + _this.maskStack = []; + _this.filterStack = [{}]; + return _this; + } + /** + * Resizes the BaseRenderTexture. + * @param desiredWidth - The desired width to resize to. + * @param desiredHeight - The desired height to resize to. + */ + BaseRenderTexture.prototype.resize = function (desiredWidth, desiredHeight) { + this.framebuffer.resize(desiredWidth * this.resolution, desiredHeight * this.resolution); + this.setRealSize(this.framebuffer.width, this.framebuffer.height); + }; + /** + * Frees the texture and framebuffer from WebGL memory without destroying this texture object. + * This means you can still use the texture later which will upload it to GPU + * memory again. + * @fires PIXI.BaseTexture#dispose + */ + BaseRenderTexture.prototype.dispose = function () { + this.framebuffer.dispose(); + _super.prototype.dispose.call(this); + }; + /** Destroys this texture. */ + BaseRenderTexture.prototype.destroy = function () { + _super.prototype.destroy.call(this); + this.framebuffer.destroyDepthTexture(); + this.framebuffer = null; + }; + return BaseRenderTexture; +}(BaseTexture)); + /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static + * Stores a texture's frame in UV coordinates, in + * which everything lies in the rectangle `[(0,0), (1,0), + * (1,1), (0,1)]`. + * + * | Corner | Coordinates | + * |--------------|-------------| + * | Top-Left | `(x0,y0)` | + * | Top-Right | `(x1,y1)` | + * | Bottom-Right | `(x2,y2)` | + * | Bottom-Left | `(x3,y3)` | + * @protected * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. */ -var COLOR_MASK_BITS$1; -(function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; -})(COLOR_MASK_BITS$1 || (COLOR_MASK_BITS$1 = {})); +var TextureUvs = /** @class */ (function () { + function TextureUvs() { + this.x0 = 0; + this.y0 = 0; + this.x1 = 1; + this.y1 = 0; + this.x2 = 1; + this.y2 = 1; + this.x3 = 0; + this.y3 = 1; + this.uvsFloat32 = new Float32Array(8); + } + /** + * Sets the texture Uvs based on the given frame information. + * @protected + * @param frame - The frame of the texture + * @param baseFrame - The base frame of the texture + * @param rotate - Rotation of frame, see {@link PIXI.groupD8} + */ + TextureUvs.prototype.set = function (frame, baseFrame, rotate) { + var tw = baseFrame.width; + var th = baseFrame.height; + if (rotate) { + // width and height div 2 div baseFrame size + var w2 = frame.width / 2 / tw; + var h2 = frame.height / 2 / th; + // coordinates of center + var cX = (frame.x / tw) + w2; + var cY = (frame.y / th) + h2; + rotate = math.groupD8.add(rotate, math.groupD8.NW); // NW is top-left corner + this.x0 = cX + (w2 * math.groupD8.uX(rotate)); + this.y0 = cY + (h2 * math.groupD8.uY(rotate)); + rotate = math.groupD8.add(rotate, 2); // rotate 90 degrees clockwise + this.x1 = cX + (w2 * math.groupD8.uX(rotate)); + this.y1 = cY + (h2 * math.groupD8.uY(rotate)); + rotate = math.groupD8.add(rotate, 2); + this.x2 = cX + (w2 * math.groupD8.uX(rotate)); + this.y2 = cY + (h2 * math.groupD8.uY(rotate)); + rotate = math.groupD8.add(rotate, 2); + this.x3 = cX + (w2 * math.groupD8.uX(rotate)); + this.y3 = cY + (h2 * math.groupD8.uY(rotate)); + } + else { + this.x0 = frame.x / tw; + this.y0 = frame.y / th; + this.x1 = (frame.x + frame.width) / tw; + this.y1 = frame.y / th; + this.x2 = (frame.x + frame.width) / tw; + this.y2 = (frame.y + frame.height) / th; + this.x3 = frame.x / tw; + this.y3 = (frame.y + frame.height) / th; + } + this.uvsFloat32[0] = this.x0; + this.uvsFloat32[1] = this.y0; + this.uvsFloat32[2] = this.x1; + this.uvsFloat32[3] = this.y1; + this.uvsFloat32[4] = this.x2; + this.uvsFloat32[5] = this.y2; + this.uvsFloat32[6] = this.x3; + this.uvsFloat32[7] = this.y3; + }; + TextureUvs.prototype.toString = function () { + return "[@pixi/core:TextureUvs " + + ("x0=" + this.x0 + " y0=" + this.y0 + " ") + + ("x1=" + this.x1 + " y1=" + this.y1 + " x2=" + this.x2 + " ") + + ("y2=" + this.y2 + " x3=" + this.x3 + " y3=" + this.y3) + + "]"; + }; + return TextureUvs; +}()); + +var DEFAULT_UVS = new TextureUvs(); /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples + * Used to remove listeners from WHITE and EMPTY Textures + * @ignore */ -var MSAA_QUALITY$1; -(function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; -})(MSAA_QUALITY$1 || (MSAA_QUALITY$1 = {})); +function removeAllHandlers(tex) { + tex.destroy = function _emptyDestroy() { }; + tex.on = function _emptyOn() { }; + tex.once = function _emptyOnce() { }; + tex.emit = function _emptyEmit() { }; +} /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE + * A texture stores the information that represents an image or part of an image. + * + * It cannot be added to the display list directly; instead use it as the texture for a Sprite. + * If no frame is provided for a texture, then the whole image is used. + * + * You can directly create a texture from an image and then reuse it multiple times like this : + * + * ```js + * let texture = PIXI.Texture.from('assets/image.png'); + * let sprite1 = new PIXI.Sprite(texture); + * let sprite2 = new PIXI.Sprite(texture); + * ``` + * + * If you didnt pass the texture frame to constructor, it enables `noFrame` mode: + * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture. + * + * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing. + * You can check for this by checking the sprite's _textureID property. + * ```js + * var texture = PIXI.Texture.from('assets/image.svg'); + * var sprite1 = new PIXI.Sprite(texture); + * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file + * ``` + * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068. * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects + * @typeParam R - The BaseTexture's Resource type. */ -var BUFFER_TYPE$1; -(function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; -})(BUFFER_TYPE$1 || (BUFFER_TYPE$1 = {})); - -var BrowserAdapter = { +var Texture = /** @class */ (function (_super) { + __extends(Texture, _super); /** - * Creates a canvas element of the given size. - * This canvas is created using the browser's native canvas element. - * @param width - width of the canvas - * @param height - height of the canvas + * @param baseTexture - The base texture source to create the texture from + * @param frame - The rectangle frame of the texture to show + * @param orig - The area of original texture + * @param trim - Trimmed rectangle of original texture + * @param rotate - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8} + * @param anchor - Default anchor point used for sprite placement / rotation */ - createCanvas: function (width, height) { - var canvas = document.createElement('canvas'); - canvas.width = width; - canvas.height = height; - return canvas; - }, - getWebGLRenderingContext: function () { return WebGLRenderingContext; }, - getNavigator: function () { return navigator; }, - getBaseUrl: function () { var _a; return (_a = document.baseURI) !== null && _a !== void 0 ? _a : window.location.href; }, - fetch: function (url, options) { return fetch(url, options); }, -}; - -var appleIphone = /iPhone/i; -var appleIpod = /iPod/i; -var appleTablet = /iPad/i; -var appleUniversal = /\biOS-universal(?:.+)Mac\b/i; -var androidPhone = /\bAndroid(?:.+)Mobile\b/i; -var androidTablet = /Android/i; -var amazonPhone = /(?:SD4930UR|\bSilk(?:.+)Mobile\b)/i; -var amazonTablet = /Silk/i; -var windowsPhone = /Windows Phone/i; -var windowsTablet = /\bWindows(?:.+)ARM\b/i; -var otherBlackBerry = /BlackBerry/i; -var otherBlackBerry10 = /BB10/i; -var otherOpera = /Opera Mini/i; -var otherChrome = /\b(CriOS|Chrome)(?:.+)Mobile/i; -var otherFirefox = /Mobile(?:.+)Firefox\b/i; -var isAppleTabletOnIos13 = function (navigator) { - return (typeof navigator !== 'undefined' && - navigator.platform === 'MacIntel' && - typeof navigator.maxTouchPoints === 'number' && - navigator.maxTouchPoints > 1 && - typeof MSStream === 'undefined'); -}; -function createMatch(userAgent) { - return function (regex) { return regex.test(userAgent); }; -} -function isMobile$1(param) { - var nav = { - userAgent: '', - platform: '', - maxTouchPoints: 0 - }; - if (!param && typeof navigator !== 'undefined') { - nav = { - userAgent: navigator.userAgent, - platform: navigator.platform, - maxTouchPoints: navigator.maxTouchPoints || 0 - }; - } - else if (typeof param === 'string') { - nav.userAgent = param; - } - else if (param && param.userAgent) { - nav = { - userAgent: param.userAgent, - platform: param.platform, - maxTouchPoints: param.maxTouchPoints || 0 - }; - } - var userAgent = nav.userAgent; - var tmp = userAgent.split('[FBAN'); - if (typeof tmp[1] !== 'undefined') { - userAgent = tmp[0]; - } - tmp = userAgent.split('Twitter'); - if (typeof tmp[1] !== 'undefined') { - userAgent = tmp[0]; - } - var match = createMatch(userAgent); - var result = { - apple: { - phone: match(appleIphone) && !match(windowsPhone), - ipod: match(appleIpod), - tablet: !match(appleIphone) && - (match(appleTablet) || isAppleTabletOnIos13(nav)) && - !match(windowsPhone), - universal: match(appleUniversal), - device: (match(appleIphone) || - match(appleIpod) || - match(appleTablet) || - match(appleUniversal) || - isAppleTabletOnIos13(nav)) && - !match(windowsPhone) - }, - amazon: { - phone: match(amazonPhone), - tablet: !match(amazonPhone) && match(amazonTablet), - device: match(amazonPhone) || match(amazonTablet) - }, - android: { - phone: (!match(windowsPhone) && match(amazonPhone)) || - (!match(windowsPhone) && match(androidPhone)), - tablet: !match(windowsPhone) && - !match(amazonPhone) && - !match(androidPhone) && - (match(amazonTablet) || match(androidTablet)), - device: (!match(windowsPhone) && - (match(amazonPhone) || - match(amazonTablet) || - match(androidPhone) || - match(androidTablet))) || - match(/\bokhttp\b/i) - }, - windows: { - phone: match(windowsPhone), - tablet: match(windowsTablet), - device: match(windowsPhone) || match(windowsTablet) - }, - other: { - blackberry: match(otherBlackBerry), - blackberry10: match(otherBlackBerry10), - opera: match(otherOpera), - firefox: match(otherFirefox), - chrome: match(otherChrome), - device: match(otherBlackBerry) || - match(otherBlackBerry10) || - match(otherOpera) || - match(otherFirefox) || - match(otherChrome) - }, - any: false, - phone: false, - tablet: false - }; - result.any = - result.apple.device || - result.android.device || - result.windows.device || - result.other.device; - result.phone = - result.apple.phone || result.android.phone || result.windows.phone; - result.tablet = - result.apple.tablet || result.android.tablet || result.windows.tablet; - return result; -} - -var isMobile = isMobile$1(globalThis.navigator); - -/** - * Uploading the same buffer multiple times in a single frame can cause performance issues. - * Apparent on iOS so only check for that at the moment - * This check may become more complex if this issue pops up elsewhere. - * @private - * @returns {boolean} `true` if the same buffer may be uploaded more than once. - */ -function canUploadSameBuffer() { - return !isMobile.apple.device; -} - -/** - * The maximum recommended texture units to use. - * In theory the bigger the better, and for desktop we'll use as many as we can. - * But some mobile devices slow down if there is to many branches in the shader. - * So in practice there seems to be a sweet spot size that varies depending on the device. - * - * In v4, all mobile devices were limited to 4 texture units because for this. - * In v5, we allow all texture units to be used on modern Apple or Android devices. - * @private - * @param {number} max - * @returns {number} The maximum recommended texture units to use. - */ -function maxRecommendedTextures(max) { - var allowMax = true; - if (isMobile.tablet || isMobile.phone) { - if (isMobile.apple.device) { - var match = (navigator.userAgent).match(/OS (\d+)_(\d+)?/); - if (match) { - var majorVersion = parseInt(match[1], 10); - // Limit texture units on devices below iOS 11, which will be older hardware - if (majorVersion < 11) { - allowMax = false; - } - } + function Texture(baseTexture, frame, orig, trim, rotate, anchor) { + var _this = _super.call(this) || this; + _this.noFrame = false; + if (!frame) { + _this.noFrame = true; + frame = new math.Rectangle(0, 0, 1, 1); } - if (isMobile.android.device) { - var match = (navigator.userAgent).match(/Android\s([0-9.]*)/); - if (match) { - var majorVersion = parseInt(match[1], 10); - // Limit texture units on devices below Android 7 (Nougat), which will be older hardware - if (majorVersion < 7) { - allowMax = false; - } + if (baseTexture instanceof Texture) { + baseTexture = baseTexture.baseTexture; + } + _this.baseTexture = baseTexture; + _this._frame = frame; + _this.trim = trim; + _this.valid = false; + _this._uvs = DEFAULT_UVS; + _this.uvMatrix = null; + _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1); + _this._rotate = Number(rotate || 0); + if (rotate === true) { + // this is old texturepacker legacy, some games/libraries are passing "true" for rotated textures + _this._rotate = 2; + } + else if (_this._rotate % 2 !== 0) { + throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually'); + } + _this.defaultAnchor = anchor ? new math.Point(anchor.x, anchor.y) : new math.Point(0, 0); + _this._updateID = 0; + _this.textureCacheIds = []; + if (!baseTexture.valid) { + baseTexture.once('loaded', _this.onBaseTextureUpdated, _this); + } + else if (_this.noFrame) { + // if there is no frame we should monitor for any base texture changes.. + if (baseTexture.valid) { + _this.onBaseTextureUpdated(baseTexture); } } + else { + _this.frame = frame; + } + if (_this.noFrame) { + baseTexture.on('update', _this.onBaseTextureUpdated, _this); + } + return _this; } - return allowMax ? max : 4; -} - -/** - * User's customizable globals for overriding the default PIXI settings, such - * as a renderer's default resolution, framerate, float precision, etc. - * @example - * // Use the native window resolution as the default resolution - * // will support high-density displays when rendering - * PIXI.settings.RESOLUTION = window.devicePixelRatio; - * - * // Disable interpolation when scaling, will make texture be pixelated - * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST; - * @namespace PIXI.settings - */ -var settings = { /** - * This adapter is used to call methods that are platform dependent. - * For example `document.createElement` only runs on the web but fails in node environments. - * This allows us to support more platforms by abstracting away specific implementations per platform. + * Updates this texture on the gpu. * - * By default the adapter is set to work in the browser. However you can create your own - * by implementing the `IAdapter` interface. See `IAdapter` for more information. - * @name ADAPTER - * @memberof PIXI.settings - * @type {PIXI.IAdapter} - * @default PIXI.BrowserAdapter + * Calls the TextureResource update. + * + * If you adjusted `frame` manually, please call `updateUvs()` instead. */ - ADAPTER: BrowserAdapter, + Texture.prototype.update = function () { + if (this.baseTexture.resource) { + this.baseTexture.resource.update(); + } + }; /** - * If set to true WebGL will attempt make textures mimpaped by default. - * Mipmapping will only succeed if the base texture uploaded has power of two dimensions. - * @static - * @name MIPMAP_TEXTURES - * @memberof PIXI.settings - * @type {PIXI.MIPMAP_MODES} - * @default PIXI.MIPMAP_MODES.POW2 + * Called when the base texture is updated + * @protected + * @param baseTexture - The base texture. */ - MIPMAP_TEXTURES: MIPMAP_MODES$1.POW2, + Texture.prototype.onBaseTextureUpdated = function (baseTexture) { + if (this.noFrame) { + if (!this.baseTexture.valid) { + return; + } + this._frame.width = baseTexture.width; + this._frame.height = baseTexture.height; + this.valid = true; + this.updateUvs(); + } + else { + // TODO this code looks confusing.. boo to abusing getters and setters! + // if user gave us frame that has bigger size than resized texture it can be a problem + this.frame = this._frame; + } + this.emit('update', this); + }; /** - * Default anisotropic filtering level of textures. - * Usually from 0 to 16 - * @static - * @name ANISOTROPIC_LEVEL - * @memberof PIXI.settings - * @type {number} - * @default 0 + * Destroys this texture + * @param [destroyBase=false] - Whether to destroy the base texture as well */ - ANISOTROPIC_LEVEL: 0, + Texture.prototype.destroy = function (destroyBase) { + if (this.baseTexture) { + if (destroyBase) { + var resource = this.baseTexture.resource; + // delete the texture if it exists in the texture cache.. + // this only needs to be removed if the base texture is actually destroyed too.. + if (resource && resource.url && utils.TextureCache[resource.url]) { + Texture.removeFromCache(resource.url); + } + this.baseTexture.destroy(); + } + this.baseTexture.off('loaded', this.onBaseTextureUpdated, this); + this.baseTexture.off('update', this.onBaseTextureUpdated, this); + this.baseTexture = null; + } + this._frame = null; + this._uvs = null; + this.trim = null; + this.orig = null; + this.valid = false; + Texture.removeFromCache(this); + this.textureCacheIds = null; + }; /** - * Default resolution / device pixel ratio of the renderer. - * @static - * @name RESOLUTION - * @memberof PIXI.settings - * @type {number} - * @default 1 + * Creates a new texture object that acts the same as this one. + * @returns - The new texture */ - RESOLUTION: 1, + Texture.prototype.clone = function () { + var clonedFrame = this._frame.clone(); + var clonedOrig = this._frame === this.orig ? clonedFrame : this.orig.clone(); + var clonedTexture = new Texture(this.baseTexture, !this.noFrame && clonedFrame, clonedOrig, this.trim && this.trim.clone(), this.rotate, this.defaultAnchor); + if (this.noFrame) { + clonedTexture._frame = clonedFrame; + } + return clonedTexture; + }; /** - * Default filter resolution. - * @static - * @name FILTER_RESOLUTION - * @memberof PIXI.settings - * @type {number} - * @default 1 + * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture. + * Call it after changing the frame */ - FILTER_RESOLUTION: 1, + Texture.prototype.updateUvs = function () { + if (this._uvs === DEFAULT_UVS) { + this._uvs = new TextureUvs(); + } + this._uvs.set(this._frame, this.baseTexture, this.rotate); + this._updateID++; + }; /** - * Default filter samples. - * @static - * @name FILTER_MULTISAMPLE - * @memberof PIXI.settings - * @type {PIXI.MSAA_QUALITY} - * @default PIXI.MSAA_QUALITY.NONE + * Helper function that creates a new Texture based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * @param {string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source - + * Source or array of sources to create texture from + * @param options - See {@link PIXI.BaseTexture}'s constructor for options. + * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id + * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. + * @returns {PIXI.Texture} The newly created texture */ - FILTER_MULTISAMPLE: MSAA_QUALITY$1.NONE, + Texture.from = function (source, options, strict) { + if (options === void 0) { options = {}; } + if (strict === void 0) { strict = settings.settings.STRICT_TEXTURE_CACHE; } + var isFrame = typeof source === 'string'; + var cacheId = null; + if (isFrame) { + cacheId = source; + } + else if (source instanceof BaseTexture) { + if (!source.cacheId) { + var prefix = (options && options.pixiIdPrefix) || 'pixiid'; + source.cacheId = prefix + "-" + utils.uid(); + BaseTexture.addToCache(source, source.cacheId); + } + cacheId = source.cacheId; + } + else { + if (!source._pixiId) { + var prefix = (options && options.pixiIdPrefix) || 'pixiid'; + source._pixiId = prefix + "_" + utils.uid(); + } + cacheId = source._pixiId; + } + var texture = utils.TextureCache[cacheId]; + // Strict-mode rejects invalid cacheIds + if (isFrame && strict && !texture) { + throw new Error("The cacheId \"" + cacheId + "\" does not exist in TextureCache."); + } + if (!texture && !(source instanceof BaseTexture)) { + if (!options.resolution) { + options.resolution = utils.getResolutionOfUrl(source); + } + texture = new Texture(new BaseTexture(source, options)); + texture.baseTexture.cacheId = cacheId; + BaseTexture.addToCache(texture.baseTexture, cacheId); + Texture.addToCache(texture, cacheId); + } + else if (!texture && (source instanceof BaseTexture)) { + texture = new Texture(source); + Texture.addToCache(texture, cacheId); + } + // lets assume its a base texture! + return texture; + }; /** - * The maximum textures that this device supports. - * @static - * @name SPRITE_MAX_TEXTURES - * @memberof PIXI.settings - * @type {number} - * @default 32 + * Useful for loading textures via URLs. Use instead of `Texture.from` because + * it does a better job of handling failed URLs more effectively. This also ignores + * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images. + * @param url - The remote URL or array of URLs to load. + * @param options - Optional options to include + * @returns - A Promise that resolves to a Texture. */ - SPRITE_MAX_TEXTURES: maxRecommendedTextures(32), - // TODO: maybe change to SPRITE.BATCH_SIZE: 2000 - // TODO: maybe add PARTICLE.BATCH_SIZE: 15000 + Texture.fromURL = function (url, options) { + var resourceOptions = Object.assign({ autoLoad: false }, options === null || options === void 0 ? void 0 : options.resourceOptions); + var texture = Texture.from(url, Object.assign({ resourceOptions: resourceOptions }, options), false); + var resource = texture.baseTexture.resource; + // The texture was already loaded + if (texture.baseTexture.valid) { + return Promise.resolve(texture); + } + // Manually load the texture, this should allow users to handle load errors + return resource.load().then(function () { return Promise.resolve(texture); }); + }; /** - * The default sprite batch size. - * - * The default aims to balance desktop and mobile devices. - * @static - * @name SPRITE_BATCH_SIZE - * @memberof PIXI.settings - * @type {number} - * @default 4096 + * Create a new Texture with a BufferResource from a Float32Array. + * RGBA values are floats from 0 to 1. + * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data + * is provided, a new Float32Array is created. + * @param width - Width of the resource + * @param height - Height of the resource + * @param options - See {@link PIXI.BaseTexture}'s constructor for options. + * @returns - The resulting new BaseTexture */ - SPRITE_BATCH_SIZE: 4096, + Texture.fromBuffer = function (buffer, width, height, options) { + return new Texture(BaseTexture.fromBuffer(buffer, width, height, options)); + }; /** - * The default render options if none are supplied to {@link PIXI.Renderer} - * or {@link PIXI.CanvasRenderer}. - * @static - * @name RENDER_OPTIONS - * @memberof PIXI.settings - * @type {object} - * @property {HTMLCanvasElement} [view=null] - - * @property {boolean} [antialias=false] - - * @property {boolean} [autoDensity=false] - - * @property {boolean} [useContextAlpha=true] - - * @property {number} [backgroundColor=0x000000] - - * @property {number} [backgroundAlpha=1] - - * @property {boolean} [clearBeforeRender=true] - - * @property {boolean} [preserveDrawingBuffer=false] - - * @property {number} [width=800] - - * @property {number} [height=600] - - * @property {boolean} [legacy=false] - + * Create a texture from a source and add to the cache. + * @param {HTMLImageElement|HTMLCanvasElement|string} source - The input source. + * @param imageUrl - File name of texture, for cache and resolving resolution. + * @param name - Human readable name for the texture cache. If no name is + * specified, only `imageUrl` will be used as the cache ID. + * @param options + * @returns - Output texture */ - RENDER_OPTIONS: { - view: null, - antialias: false, - autoDensity: false, - backgroundColor: 0x000000, - backgroundAlpha: 1, - useContextAlpha: true, - clearBeforeRender: true, - preserveDrawingBuffer: false, - width: 800, - height: 600, - legacy: false, - }, + Texture.fromLoader = function (source, imageUrl, name, options) { + var baseTexture = new BaseTexture(source, Object.assign({ + scaleMode: settings.settings.SCALE_MODE, + resolution: utils.getResolutionOfUrl(imageUrl), + }, options)); + var resource = baseTexture.resource; + if (resource instanceof ImageResource) { + resource.url = imageUrl; + } + var texture = new Texture(baseTexture); + // No name, use imageUrl instead + if (!name) { + name = imageUrl; + } + // lets also add the frame to pixi's global cache for 'fromLoader' function + BaseTexture.addToCache(texture.baseTexture, name); + Texture.addToCache(texture, name); + // also add references by url if they are different. + if (name !== imageUrl) { + BaseTexture.addToCache(texture.baseTexture, imageUrl); + Texture.addToCache(texture, imageUrl); + } + // Generally images are valid right away + if (texture.baseTexture.valid) { + return Promise.resolve(texture); + } + // SVG assets need to be parsed async, let's wait + return new Promise(function (resolve) { + texture.baseTexture.once('loaded', function () { return resolve(texture); }); + }); + }; /** - * Default Garbage Collection mode. - * @static - * @name GC_MODE - * @memberof PIXI.settings - * @type {PIXI.GC_MODES} - * @default PIXI.GC_MODES.AUTO + * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object. + * @param texture - The Texture to add to the cache. + * @param id - The id that the Texture will be stored against. */ - GC_MODE: GC_MODES$1.AUTO, + Texture.addToCache = function (texture, id) { + if (id) { + if (texture.textureCacheIds.indexOf(id) === -1) { + texture.textureCacheIds.push(id); + } + if (utils.TextureCache[id]) { + // eslint-disable-next-line no-console + console.warn("Texture added to the cache with an id [" + id + "] that already had an entry"); + } + utils.TextureCache[id] = texture; + } + }; /** - * Default Garbage Collection max idle. - * @static - * @name GC_MAX_IDLE - * @memberof PIXI.settings - * @type {number} - * @default 3600 + * Remove a Texture from the global TextureCache. + * @param texture - id of a Texture to be removed, or a Texture instance itself + * @returns - The Texture that was removed */ - GC_MAX_IDLE: 60 * 60, + Texture.removeFromCache = function (texture) { + if (typeof texture === 'string') { + var textureFromCache = utils.TextureCache[texture]; + if (textureFromCache) { + var index = textureFromCache.textureCacheIds.indexOf(texture); + if (index > -1) { + textureFromCache.textureCacheIds.splice(index, 1); + } + delete utils.TextureCache[texture]; + return textureFromCache; + } + } + else if (texture && texture.textureCacheIds) { + for (var i = 0; i < texture.textureCacheIds.length; ++i) { + // Check that texture matches the one being passed in before deleting it from the cache. + if (utils.TextureCache[texture.textureCacheIds[i]] === texture) { + delete utils.TextureCache[texture.textureCacheIds[i]]; + } + } + texture.textureCacheIds.length = 0; + return texture; + } + return null; + }; + Object.defineProperty(Texture.prototype, "resolution", { + /** + * Returns resolution of baseTexture + * @readonly + */ + get: function () { + return this.baseTexture.resolution; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Texture.prototype, "frame", { + /** + * The frame specifies the region of the base texture that this texture uses. + * Please call `updateUvs()` after you change coordinates of `frame` manually. + */ + get: function () { + return this._frame; + }, + set: function (frame) { + this._frame = frame; + this.noFrame = false; + var x = frame.x, y = frame.y, width = frame.width, height = frame.height; + var xNotFit = x + width > this.baseTexture.width; + var yNotFit = y + height > this.baseTexture.height; + if (xNotFit || yNotFit) { + var relationship = xNotFit && yNotFit ? 'and' : 'or'; + var errorX = "X: " + x + " + " + width + " = " + (x + width) + " > " + this.baseTexture.width; + var errorY = "Y: " + y + " + " + height + " = " + (y + height) + " > " + this.baseTexture.height; + throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: ' + + (errorX + " " + relationship + " " + errorY)); + } + this.valid = width && height && this.baseTexture.valid; + if (!this.trim && !this.rotate) { + this.orig = frame; + } + if (this.valid) { + this.updateUvs(); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Texture.prototype, "rotate", { + /** + * Indicates whether the texture is rotated inside the atlas + * set to 2 to compensate for texture packer rotation + * set to 6 to compensate for spine packer rotation + * can be used to rotate or mirror sprites + * See {@link PIXI.groupD8} for explanation + */ + get: function () { + return this._rotate; + }, + set: function (rotate) { + this._rotate = rotate; + if (this.valid) { + this.updateUvs(); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Texture.prototype, "width", { + /** The width of the Texture in pixels. */ + get: function () { + return this.orig.width; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Texture.prototype, "height", { + /** The height of the Texture in pixels. */ + get: function () { + return this.orig.height; + }, + enumerable: false, + configurable: true + }); + /** Utility function for BaseTexture|Texture cast. */ + Texture.prototype.castToBaseTexture = function () { + return this.baseTexture; + }; + Object.defineProperty(Texture, "EMPTY", { + /** An empty texture, used often to not have to create multiple empty textures. Can not be destroyed. */ + get: function () { + if (!Texture._EMPTY) { + Texture._EMPTY = new Texture(new BaseTexture()); + removeAllHandlers(Texture._EMPTY); + removeAllHandlers(Texture._EMPTY.baseTexture); + } + return Texture._EMPTY; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Texture, "WHITE", { + /** A white texture of 16x16 size, used for graphics and other things Can not be destroyed. */ + get: function () { + if (!Texture._WHITE) { + var canvas = settings.settings.ADAPTER.createCanvas(16, 16); + var context = canvas.getContext('2d'); + canvas.width = 16; + canvas.height = 16; + context.fillStyle = 'white'; + context.fillRect(0, 0, 16, 16); + Texture._WHITE = new Texture(BaseTexture.from(canvas)); + removeAllHandlers(Texture._WHITE); + removeAllHandlers(Texture._WHITE.baseTexture); + } + return Texture._WHITE; + }, + enumerable: false, + configurable: true + }); + return Texture; +}(utils.EventEmitter)); + +/** + * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it. + * + * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded + * otherwise black rectangles will be drawn instead. + * + * __Hint-2__: The actual memory allocation will happen on first render. + * You shouldn't create renderTextures each frame just to delete them after, try to reuse them. + * + * A RenderTexture takes a snapshot of any Display Object given to its render method. For example: + * + * ```js + * let renderer = PIXI.autoDetectRenderer(); + * let renderTexture = PIXI.RenderTexture.create({ width: 800, height: 600 }); + * let sprite = PIXI.Sprite.from("spinObj_01.png"); + * + * sprite.position.x = 800/2; + * sprite.position.y = 600/2; + * sprite.anchor.x = 0.5; + * sprite.anchor.y = 0.5; + * + * renderer.render(sprite, {renderTexture}); + * ``` + * Note that you should not create a new renderer, but reuse the same one as the rest of the application. + * + * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 + * you can clear the transform + * + * ```js + * + * sprite.setTransform() + * + * let renderTexture = new PIXI.RenderTexture.create({ width: 100, height: 100 }); + * + * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture + * ``` + * @memberof PIXI + */ +var RenderTexture = /** @class */ (function (_super) { + __extends(RenderTexture, _super); /** - * Default Garbage Collection maximum check count. - * @static - * @name GC_MAX_CHECK_COUNT - * @memberof PIXI.settings - * @type {number} - * @default 600 + * @param baseRenderTexture - The base texture object that this texture uses. + * @param frame - The rectangle frame of the texture to show. */ - GC_MAX_CHECK_COUNT: 60 * 10, + function RenderTexture(baseRenderTexture, frame) { + var _this = _super.call(this, baseRenderTexture, frame) || this; + _this.valid = true; + _this.filterFrame = null; + _this.filterPoolKey = null; + _this.updateUvs(); + return _this; + } + Object.defineProperty(RenderTexture.prototype, "framebuffer", { + /** + * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast. + * @readonly + */ + get: function () { + return this.baseTexture.framebuffer; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(RenderTexture.prototype, "multisample", { + /** + * Shortcut to `this.framebuffer.multisample`. + * @default PIXI.MSAA_QUALITY.NONE + */ + get: function () { + return this.framebuffer.multisample; + }, + set: function (value) { + this.framebuffer.multisample = value; + }, + enumerable: false, + configurable: true + }); /** - * Default wrap modes that are supported by pixi. - * @static - * @name WRAP_MODE - * @memberof PIXI.settings - * @type {PIXI.WRAP_MODES} - * @default PIXI.WRAP_MODES.CLAMP + * Resizes the RenderTexture. + * @param desiredWidth - The desired width to resize to. + * @param desiredHeight - The desired height to resize to. + * @param resizeBaseTexture - Should the baseTexture.width and height values be resized as well? + */ + RenderTexture.prototype.resize = function (desiredWidth, desiredHeight, resizeBaseTexture) { + if (resizeBaseTexture === void 0) { resizeBaseTexture = true; } + var resolution = this.baseTexture.resolution; + var width = Math.round(desiredWidth * resolution) / resolution; + var height = Math.round(desiredHeight * resolution) / resolution; + // TODO - could be not required.. + this.valid = (width > 0 && height > 0); + this._frame.width = this.orig.width = width; + this._frame.height = this.orig.height = height; + if (resizeBaseTexture) { + this.baseTexture.resize(width, height); + } + this.updateUvs(); + }; + /** + * Changes the resolution of baseTexture, but does not change framebuffer size. + * @param resolution - The new resolution to apply to RenderTexture */ - WRAP_MODE: WRAP_MODES$1.CLAMP, + RenderTexture.prototype.setResolution = function (resolution) { + var baseTexture = this.baseTexture; + if (baseTexture.resolution === resolution) { + return; + } + baseTexture.setResolution(resolution); + this.resize(baseTexture.width, baseTexture.height, false); + }; + RenderTexture.create = function (options) { + var arguments$1 = arguments; + + var rest = []; + for (var _i = 1; _i < arguments.length; _i++) { + rest[_i - 1] = arguments$1[_i]; + } + // @deprecated fallback, old-style: create(width, height, scaleMode, resolution) + if (typeof options === 'number') { + utils.deprecation('6.0.0', 'Arguments (width, height, scaleMode, resolution) have been deprecated.'); + /* eslint-disable prefer-rest-params */ + options = { + width: options, + height: rest[0], + scaleMode: rest[1], + resolution: rest[2], + }; + /* eslint-enable prefer-rest-params */ + } + return new RenderTexture(new BaseRenderTexture(options)); + }; + return RenderTexture; +}(Texture)); + +/** + * Texture pool, used by FilterSystem and plugins. + * + * Stores collection of temporary pow2 or screen-sized renderTextures + * + * If you use custom RenderTexturePool for your filters, you can use methods + * `getFilterTexture` and `returnFilterTexture` same as in + * @memberof PIXI + */ +var RenderTexturePool = /** @class */ (function () { /** - * Default scale mode for textures. - * @static - * @name SCALE_MODE - * @memberof PIXI.settings - * @type {PIXI.SCALE_MODES} - * @default PIXI.SCALE_MODES.LINEAR + * @param textureOptions - options that will be passed to BaseRenderTexture constructor + * @param {PIXI.SCALE_MODES} [textureOptions.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values. */ - SCALE_MODE: SCALE_MODES$1.LINEAR, + function RenderTexturePool(textureOptions) { + this.texturePool = {}; + this.textureOptions = textureOptions || {}; + this.enableFullScreen = false; + this._pixelsWidth = 0; + this._pixelsHeight = 0; + } /** - * Default specify float precision in vertex shader. - * @static - * @name PRECISION_VERTEX - * @memberof PIXI.settings - * @type {PIXI.PRECISION} - * @default PIXI.PRECISION.HIGH + * Creates texture with params that were specified in pool constructor. + * @param realWidth - Width of texture in pixels. + * @param realHeight - Height of texture in pixels. + * @param multisample - Number of samples of the framebuffer. */ - PRECISION_VERTEX: PRECISION$1.HIGH, + RenderTexturePool.prototype.createTexture = function (realWidth, realHeight, multisample) { + if (multisample === void 0) { multisample = constants.MSAA_QUALITY.NONE; } + var baseRenderTexture = new BaseRenderTexture(Object.assign({ + width: realWidth, + height: realHeight, + resolution: 1, + multisample: multisample, + }, this.textureOptions)); + return new RenderTexture(baseRenderTexture); + }; /** - * Default specify float precision in fragment shader. - * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742 - * @static - * @name PRECISION_FRAGMENT - * @memberof PIXI.settings - * @type {PIXI.PRECISION} - * @default PIXI.PRECISION.MEDIUM + * Gets a Power-of-Two render texture or fullScreen texture + * @param minWidth - The minimum width of the render texture. + * @param minHeight - The minimum height of the render texture. + * @param resolution - The resolution of the render texture. + * @param multisample - Number of samples of the render texture. + * @returns The new render texture. */ - PRECISION_FRAGMENT: isMobile.apple.device ? PRECISION$1.HIGH : PRECISION$1.MEDIUM, + RenderTexturePool.prototype.getOptimalTexture = function (minWidth, minHeight, resolution, multisample) { + if (resolution === void 0) { resolution = 1; } + if (multisample === void 0) { multisample = constants.MSAA_QUALITY.NONE; } + var key; + minWidth = Math.ceil((minWidth * resolution) - 1e-6); + minHeight = Math.ceil((minHeight * resolution) - 1e-6); + if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight) { + minWidth = utils.nextPow2(minWidth); + minHeight = utils.nextPow2(minHeight); + key = (((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF)) >>> 0; + if (multisample > 1) { + key += multisample * 0x100000000; + } + } + else { + key = multisample > 1 ? -multisample : -1; + } + if (!this.texturePool[key]) { + this.texturePool[key] = []; + } + var renderTexture = this.texturePool[key].pop(); + if (!renderTexture) { + renderTexture = this.createTexture(minWidth, minHeight, multisample); + } + renderTexture.filterPoolKey = key; + renderTexture.setResolution(resolution); + return renderTexture; + }; /** - * Can we upload the same buffer in a single frame? - * @static - * @name CAN_UPLOAD_SAME_BUFFER - * @memberof PIXI.settings - * @type {boolean} + * Gets extra texture of the same size as input renderTexture + * + * `getFilterTexture(input, 0.5)` or `getFilterTexture(0.5, input)` + * @param input - renderTexture from which size and resolution will be copied + * @param resolution - override resolution of the renderTexture + * It overrides, it does not multiply + * @param multisample - number of samples of the renderTexture */ - CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(), + RenderTexturePool.prototype.getFilterTexture = function (input, resolution, multisample) { + var filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || constants.MSAA_QUALITY.NONE); + filterTexture.filterFrame = input.filterFrame; + return filterTexture; + }; /** - * Enables bitmap creation before image load. This feature is experimental. - * @static - * @name CREATE_IMAGE_BITMAP - * @memberof PIXI.settings - * @type {boolean} - * @default false + * Place a render texture back into the pool. + * @param renderTexture - The renderTexture to free */ - CREATE_IMAGE_BITMAP: false, + RenderTexturePool.prototype.returnTexture = function (renderTexture) { + var key = renderTexture.filterPoolKey; + renderTexture.filterFrame = null; + this.texturePool[key].push(renderTexture); + }; /** - * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. - * Advantages can include sharper image quality (like text) and faster rendering on canvas. - * The main disadvantage is movement of objects may appear less smooth. - * @static + * Alias for returnTexture, to be compliant with FilterSystem interface. + * @param renderTexture - The renderTexture to free + */ + RenderTexturePool.prototype.returnFilterTexture = function (renderTexture) { + this.returnTexture(renderTexture); + }; + /** + * Clears the pool. + * @param destroyTextures - Destroy all stored textures. + */ + RenderTexturePool.prototype.clear = function (destroyTextures) { + destroyTextures = destroyTextures !== false; + if (destroyTextures) { + for (var i in this.texturePool) { + var textures = this.texturePool[i]; + if (textures) { + for (var j = 0; j < textures.length; j++) { + textures[j].destroy(true); + } + } + } + } + this.texturePool = {}; + }; + /** + * If screen size was changed, drops all screen-sized textures, + * sets new screen size, sets `enableFullScreen` to true + * + * Size is measured in pixels, `renderer.view` can be passed here, not `renderer.screen` + * @param size - Initial size of screen. + */ + RenderTexturePool.prototype.setScreenSize = function (size) { + if (size.width === this._pixelsWidth + && size.height === this._pixelsHeight) { + return; + } + this.enableFullScreen = size.width > 0 && size.height > 0; + for (var i in this.texturePool) { + if (!(Number(i) < 0)) { + continue; + } + var textures = this.texturePool[i]; + if (textures) { + for (var j = 0; j < textures.length; j++) { + textures[j].destroy(true); + } + } + this.texturePool[i] = []; + } + this._pixelsWidth = size.width; + this._pixelsHeight = size.height; + }; + /** + * Key that is used to store fullscreen renderTextures in a pool * @constant - * @memberof PIXI.settings - * @type {boolean} - * @default false */ - ROUND_PIXELS: false, -}; - -var commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {}; - -function createCommonjsModule(fn, basedir, module) { - return module = { - path: basedir, - exports: {}, - require: function (path, base) { - return commonjsRequire(path, (base === undefined || base === null) ? module.path : base); - } - }, fn(module, module.exports), module.exports; -} - -function commonjsRequire () { - throw new Error('Dynamic requires are not currently supported by @rollup/plugin-commonjs'); -} - -createCommonjsModule(function (module) { - -var has = Object.prototype.hasOwnProperty - , prefix = '~'; + RenderTexturePool.SCREEN_KEY = -1; + return RenderTexturePool; +}()); +/* eslint-disable max-len */ /** - * Constructor to create a storage for our `EE` objects. - * An `Events` instance is a plain object whose properties are event names. + * Holds the information for a single attribute structure required to render geometry. * - * @constructor - * @private + * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer} + * This can include anything from positions, uvs, normals, colors etc. + * @memberof PIXI */ -function Events() {} - -// -// We try to not inherit from `Object.prototype`. In some engines creating an -// instance in this way is faster than calling `Object.create(null)` directly. -// If `Object.create(null)` is not supported we prefix the event names with a -// character to make sure that the built-in object properties are not -// overridden or used as an attack vector. -// -if (Object.create) { - Events.prototype = Object.create(null); - - // - // This hack is needed because the `__proto__` property is still inherited in - // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5. - // - if (!new Events().__proto__) { prefix = false; } -} - -/** - * Representation of a single event listener. - * - * @param {Function} fn The listener function. - * @param {*} context The context to invoke the listener with. - * @param {Boolean} [once=false] Specify if the listener is a one-time listener. - * @constructor - * @private - */ -function EE(fn, context, once) { - this.fn = fn; - this.context = context; - this.once = once || false; -} - -/** - * Add a listener for a given event. - * - * @param {EventEmitter} emitter Reference to the `EventEmitter` instance. - * @param {(String|Symbol)} event The event name. - * @param {Function} fn The listener function. - * @param {*} context The context to invoke the listener with. - * @param {Boolean} once Specify if the listener is a one-time listener. - * @returns {EventEmitter} - * @private - */ -function addListener(emitter, event, fn, context, once) { - if (typeof fn !== 'function') { - throw new TypeError('The listener must be a function'); - } - - var listener = new EE(fn, context || emitter, once) - , evt = prefix ? prefix + event : event; - - if (!emitter._events[evt]) { emitter._events[evt] = listener, emitter._eventsCount++; } - else if (!emitter._events[evt].fn) { emitter._events[evt].push(listener); } - else { emitter._events[evt] = [emitter._events[evt], listener]; } - - return emitter; -} - -/** - * Clear event by name. - * - * @param {EventEmitter} emitter Reference to the `EventEmitter` instance. - * @param {(String|Symbol)} evt The Event name. - * @private - */ -function clearEvent(emitter, evt) { - if (--emitter._eventsCount === 0) { emitter._events = new Events(); } - else { delete emitter._events[evt]; } -} - -/** - * Minimal `EventEmitter` interface that is molded against the Node.js - * `EventEmitter` interface. - * - * @constructor - * @public - */ -function EventEmitter() { - this._events = new Events(); - this._eventsCount = 0; -} - -/** - * Return an array listing the events for which the emitter has registered - * listeners. - * - * @returns {Array} - * @public - */ -EventEmitter.prototype.eventNames = function eventNames() { - var names = [] - , events - , name; - - if (this._eventsCount === 0) { return names; } - - for (name in (events = this._events)) { - if (has.call(events, name)) { names.push(prefix ? name.slice(1) : name); } - } - - if (Object.getOwnPropertySymbols) { - return names.concat(Object.getOwnPropertySymbols(events)); - } - - return names; -}; - -/** - * Return the listeners registered for a given event. - * - * @param {(String|Symbol)} event The event name. - * @returns {Array} The registered listeners. - * @public - */ -EventEmitter.prototype.listeners = function listeners(event) { - var evt = prefix ? prefix + event : event - , handlers = this._events[evt]; - - if (!handlers) { return []; } - if (handlers.fn) { return [handlers.fn]; } - - for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) { - ee[i] = handlers[i].fn; - } - - return ee; -}; - -/** - * Return the number of listeners listening to a given event. - * - * @param {(String|Symbol)} event The event name. - * @returns {Number} The number of listeners. - * @public - */ -EventEmitter.prototype.listenerCount = function listenerCount(event) { - var evt = prefix ? prefix + event : event - , listeners = this._events[evt]; - - if (!listeners) { return 0; } - if (listeners.fn) { return 1; } - return listeners.length; -}; +var Attribute = /** @class */ (function () { + /** + * @param buffer - the id of the buffer that this attribute will look for + * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2. + * @param normalized - should the data be normalized. + * @param {PIXI.TYPES} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available + * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) + * @param [start=0] - How far into the array to start reading values (used for interleaving data) + * @param [instance=false] - Whether the geometry is instanced. + */ + function Attribute(buffer, size, normalized, type, stride, start, instance) { + if (size === void 0) { size = 0; } + if (normalized === void 0) { normalized = false; } + if (type === void 0) { type = constants.TYPES.FLOAT; } + this.buffer = buffer; + this.size = size; + this.normalized = normalized; + this.type = type; + this.stride = stride; + this.start = start; + this.instance = instance; + } + /** Destroys the Attribute. */ + Attribute.prototype.destroy = function () { + this.buffer = null; + }; + /** + * Helper function that creates an Attribute based on the information provided + * @param buffer - the id of the buffer that this attribute will look for + * @param [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2 + * @param [normalized=false] - should the data be normalized. + * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available + * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) + * @returns - A new {@link PIXI.Attribute} based on the information provided + */ + Attribute.from = function (buffer, size, normalized, type, stride) { + return new Attribute(buffer, size, normalized, type, stride); + }; + return Attribute; +}()); +var UID$4 = 0; /** - * Calls each of the listeners registered for a given event. - * - * @param {(String|Symbol)} event The event name. - * @returns {Boolean} `true` if the event had listeners, else `false`. - * @public + * A wrapper for data so that it can be used and uploaded by WebGL + * @memberof PIXI */ -EventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) { - var arguments$1 = arguments; - - var evt = prefix ? prefix + event : event; - - if (!this._events[evt]) { return false; } - - var listeners = this._events[evt] - , len = arguments.length - , args - , i; - - if (listeners.fn) { - if (listeners.once) { this.removeListener(event, listeners.fn, undefined, true); } - - switch (len) { - case 1: return listeners.fn.call(listeners.context), true; - case 2: return listeners.fn.call(listeners.context, a1), true; - case 3: return listeners.fn.call(listeners.context, a1, a2), true; - case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true; - case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true; - case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true; +var Buffer = /** @class */ (function () { + /** + * @param {PIXI.IArrayBuffer} data - the data to store in the buffer. + * @param _static - `true` for static buffer + * @param index - `true` for index buffer + */ + function Buffer(data, _static, index) { + if (_static === void 0) { _static = true; } + if (index === void 0) { index = false; } + this.data = (data || new Float32Array(1)); + this._glBuffers = {}; + this._updateID = 0; + this.index = index; + this.static = _static; + this.id = UID$4++; + this.disposeRunner = new runner.Runner('disposeBuffer'); } + // TODO could explore flagging only a partial upload? + /** + * Flags this buffer as requiring an upload to the GPU. + * @param {PIXI.IArrayBuffer|number[]} [data] - the data to update in the buffer. + */ + Buffer.prototype.update = function (data) { + if (data instanceof Array) { + data = new Float32Array(data); + } + this.data = data || this.data; + this._updateID++; + }; + /** Disposes WebGL resources that are connected to this geometry. */ + Buffer.prototype.dispose = function () { + this.disposeRunner.emit(this, false); + }; + /** Destroys the buffer. */ + Buffer.prototype.destroy = function () { + this.dispose(); + this.data = null; + }; + Object.defineProperty(Buffer.prototype, "index", { + get: function () { + return this.type === constants.BUFFER_TYPE.ELEMENT_ARRAY_BUFFER; + }, + /** + * Flags whether this is an index buffer. + * + * Index buffers are of type `ELEMENT_ARRAY_BUFFER`. Note that setting this property to false will make + * the buffer of type `ARRAY_BUFFER`. + * + * For backwards compatibility. + */ + set: function (value) { + this.type = value ? constants.BUFFER_TYPE.ELEMENT_ARRAY_BUFFER : constants.BUFFER_TYPE.ARRAY_BUFFER; + }, + enumerable: false, + configurable: true + }); + /** + * Helper function that creates a buffer based on an array or TypedArray + * @param {ArrayBufferView | number[]} data - the TypedArray that the buffer will store. If this is a regular Array it will be converted to a Float32Array. + * @returns - A new Buffer based on the data provided. + */ + Buffer.from = function (data) { + if (data instanceof Array) { + data = new Float32Array(data); + } + return new Buffer(data); + }; + return Buffer; +}()); - for (i = 1, args = new Array(len -1); i < len; i++) { - args[i - 1] = arguments$1[i]; +/* eslint-disable object-shorthand */ +var map$1 = { + Float32Array: Float32Array, + Uint32Array: Uint32Array, + Int32Array: Int32Array, + Uint8Array: Uint8Array, +}; +function interleaveTypedArrays(arrays, sizes) { + var outSize = 0; + var stride = 0; + var views = {}; + for (var i = 0; i < arrays.length; i++) { + stride += sizes[i]; + outSize += arrays[i].length; } - - listeners.fn.apply(listeners.context, args); - } else { - var length = listeners.length - , j; - - for (i = 0; i < length; i++) { - if (listeners[i].once) { this.removeListener(event, listeners[i].fn, undefined, true); } - - switch (len) { - case 1: listeners[i].fn.call(listeners[i].context); break; - case 2: listeners[i].fn.call(listeners[i].context, a1); break; - case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break; - case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break; - default: - if (!args) { for (j = 1, args = new Array(len -1); j < len; j++) { - args[j - 1] = arguments$1[j]; - } } - - listeners[i].fn.apply(listeners[i].context, args); - } + var buffer = new ArrayBuffer(outSize * 4); + var out = null; + var littleOffset = 0; + for (var i = 0; i < arrays.length; i++) { + var size = sizes[i]; + var array = arrays[i]; + var type = utils.getBufferType(array); + if (!views[type]) { + views[type] = new map$1[type](buffer); + } + out = views[type]; + for (var j = 0; j < array.length; j++) { + var indexStart = ((j / size | 0) * stride) + littleOffset; + var index = j % size; + out[indexStart + index] = array[j]; + } + littleOffset += size; } - } + return new Float32Array(buffer); +} - return true; +var byteSizeMap$1 = { 5126: 4, 5123: 2, 5121: 1 }; +var UID$3 = 0; +/* eslint-disable object-shorthand */ +var map = { + Float32Array: Float32Array, + Uint32Array: Uint32Array, + Int32Array: Int32Array, + Uint8Array: Uint8Array, + Uint16Array: Uint16Array, }; - +/* eslint-disable max-len */ /** - * Add a listener for a given event. + * The Geometry represents a model. It consists of two components: + * - GeometryStyle - The structure of the model such as the attributes layout + * - GeometryData - the data of the model - this consists of buffers. + * This can include anything from positions, uvs, normals, colors etc. * - * @param {(String|Symbol)} event The event name. - * @param {Function} fn The listener function. - * @param {*} [context=this] The context to invoke the listener with. - * @returns {EventEmitter} `this`. - * @public - */ -EventEmitter.prototype.on = function on(event, fn, context) { - return addListener(this, event, fn, context, false); -}; - -/** - * Add a one-time listener for a given event. + * Geometry can be defined without passing in a style or data if required (thats how I prefer!) * - * @param {(String|Symbol)} event The event name. - * @param {Function} fn The listener function. - * @param {*} [context=this] The context to invoke the listener with. - * @returns {EventEmitter} `this`. - * @public - */ -EventEmitter.prototype.once = function once(event, fn, context) { - return addListener(this, event, fn, context, true); -}; - -/** - * Remove the listeners of a given event. + * ```js + * let geometry = new PIXI.Geometry(); * - * @param {(String|Symbol)} event The event name. - * @param {Function} fn Only remove the listeners that match this function. - * @param {*} context Only remove the listeners that have this context. - * @param {Boolean} once Only remove one-time listeners. - * @returns {EventEmitter} `this`. - * @public + * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2); + * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1],2) + * geometry.addIndex([0,1,2,1,3,2]) + * ``` + * @memberof PIXI */ -EventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) { - var evt = prefix ? prefix + event : event; - - if (!this._events[evt]) { return this; } - if (!fn) { - clearEvent(this, evt); - return this; - } - - var listeners = this._events[evt]; - - if (listeners.fn) { - if ( - listeners.fn === fn && - (!once || listeners.once) && - (!context || listeners.context === context) - ) { - clearEvent(this, evt); - } - } else { - for (var i = 0, events = [], length = listeners.length; i < length; i++) { - if ( - listeners[i].fn !== fn || - (once && !listeners[i].once) || - (context && listeners[i].context !== context) - ) { - events.push(listeners[i]); - } +var Geometry = /** @class */ (function () { + /** + * @param buffers - An array of buffers. optional. + * @param attributes - Of the geometry, optional structure of the attributes layout + */ + function Geometry(buffers, attributes) { + if (buffers === void 0) { buffers = []; } + if (attributes === void 0) { attributes = {}; } + this.buffers = buffers; + this.indexBuffer = null; + this.attributes = attributes; + this.glVertexArrayObjects = {}; + this.id = UID$3++; + this.instanced = false; + this.instanceCount = 1; + this.disposeRunner = new runner.Runner('disposeGeometry'); + this.refCount = 0; } + /** + * + * Adds an attribute to the geometry + * Note: `stride` and `start` should be `undefined` if you dont know them, not 0! + * @param id - the name of the attribute (matching up to a shader) + * @param {PIXI.Buffer|number[]} buffer - the buffer that holds the data of the attribute . You can also provide an Array and a buffer will be created from it. + * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2 + * @param normalized - should the data be normalized. + * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {PIXI.TYPES} to see the ones available + * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) + * @param [start=0] - How far into the array to start reading values (used for interleaving data) + * @param instance - Instancing flag + * @returns - Returns self, useful for chaining. + */ + Geometry.prototype.addAttribute = function (id, buffer, size, normalized, type, stride, start, instance) { + if (size === void 0) { size = 0; } + if (normalized === void 0) { normalized = false; } + if (instance === void 0) { instance = false; } + if (!buffer) { + throw new Error('You must pass a buffer when creating an attribute'); + } + // check if this is a buffer! + if (!(buffer instanceof Buffer)) { + // its an array! + if (buffer instanceof Array) { + buffer = new Float32Array(buffer); + } + buffer = new Buffer(buffer); + } + var ids = id.split('|'); + if (ids.length > 1) { + for (var i = 0; i < ids.length; i++) { + this.addAttribute(ids[i], buffer, size, normalized, type); + } + return this; + } + var bufferIndex = this.buffers.indexOf(buffer); + if (bufferIndex === -1) { + this.buffers.push(buffer); + bufferIndex = this.buffers.length - 1; + } + this.attributes[id] = new Attribute(bufferIndex, size, normalized, type, stride, start, instance); + // assuming that if there is instanced data then this will be drawn with instancing! + this.instanced = this.instanced || instance; + return this; + }; + /** + * Returns the requested attribute. + * @param id - The name of the attribute required + * @returns - The attribute requested. + */ + Geometry.prototype.getAttribute = function (id) { + return this.attributes[id]; + }; + /** + * Returns the requested buffer. + * @param id - The name of the buffer required. + * @returns - The buffer requested. + */ + Geometry.prototype.getBuffer = function (id) { + return this.buffers[this.getAttribute(id).buffer]; + }; + /** + * + * Adds an index buffer to the geometry + * The index buffer contains integers, three for each triangle in the geometry, which reference the various attribute buffers (position, colour, UV coordinates, other UV coordinates, normal, …). There is only ONE index buffer. + * @param {PIXI.Buffer|number[]} [buffer] - The buffer that holds the data of the index buffer. You can also provide an Array and a buffer will be created from it. + * @returns - Returns self, useful for chaining. + */ + Geometry.prototype.addIndex = function (buffer) { + if (!(buffer instanceof Buffer)) { + // its an array! + if (buffer instanceof Array) { + buffer = new Uint16Array(buffer); + } + buffer = new Buffer(buffer); + } + buffer.type = constants.BUFFER_TYPE.ELEMENT_ARRAY_BUFFER; + this.indexBuffer = buffer; + if (this.buffers.indexOf(buffer) === -1) { + this.buffers.push(buffer); + } + return this; + }; + /** + * Returns the index buffer + * @returns - The index buffer. + */ + Geometry.prototype.getIndex = function () { + return this.indexBuffer; + }; + /** + * This function modifies the structure so that all current attributes become interleaved into a single buffer + * This can be useful if your model remains static as it offers a little performance boost + * @returns - Returns self, useful for chaining. + */ + Geometry.prototype.interleave = function () { + // a simple check to see if buffers are already interleaved.. + if (this.buffers.length === 1 || (this.buffers.length === 2 && this.indexBuffer)) + { return this; } + // assume already that no buffers are interleaved + var arrays = []; + var sizes = []; + var interleavedBuffer = new Buffer(); + var i; + for (i in this.attributes) { + var attribute = this.attributes[i]; + var buffer = this.buffers[attribute.buffer]; + arrays.push(buffer.data); + sizes.push((attribute.size * byteSizeMap$1[attribute.type]) / 4); + attribute.buffer = 0; + } + interleavedBuffer.data = interleaveTypedArrays(arrays, sizes); + for (i = 0; i < this.buffers.length; i++) { + if (this.buffers[i] !== this.indexBuffer) { + this.buffers[i].destroy(); + } + } + this.buffers = [interleavedBuffer]; + if (this.indexBuffer) { + this.buffers.push(this.indexBuffer); + } + return this; + }; + /** Get the size of the geometries, in vertices. */ + Geometry.prototype.getSize = function () { + for (var i in this.attributes) { + var attribute = this.attributes[i]; + var buffer = this.buffers[attribute.buffer]; + return buffer.data.length / ((attribute.stride / 4) || attribute.size); + } + return 0; + }; + /** Disposes WebGL resources that are connected to this geometry. */ + Geometry.prototype.dispose = function () { + this.disposeRunner.emit(this, false); + }; + /** Destroys the geometry. */ + Geometry.prototype.destroy = function () { + this.dispose(); + this.buffers = null; + this.indexBuffer = null; + this.attributes = null; + }; + /** + * Returns a clone of the geometry. + * @returns - A new clone of this geometry. + */ + Geometry.prototype.clone = function () { + var geometry = new Geometry(); + for (var i = 0; i < this.buffers.length; i++) { + geometry.buffers[i] = new Buffer(this.buffers[i].data.slice(0)); + } + for (var i in this.attributes) { + var attrib = this.attributes[i]; + geometry.attributes[i] = new Attribute(attrib.buffer, attrib.size, attrib.normalized, attrib.type, attrib.stride, attrib.start, attrib.instance); + } + if (this.indexBuffer) { + geometry.indexBuffer = geometry.buffers[this.buffers.indexOf(this.indexBuffer)]; + geometry.indexBuffer.type = constants.BUFFER_TYPE.ELEMENT_ARRAY_BUFFER; + } + return geometry; + }; + /** + * Merges an array of geometries into a new single one. + * + * Geometry attribute styles must match for this operation to work. + * @param geometries - array of geometries to merge + * @returns - Shiny new geometry! + */ + Geometry.merge = function (geometries) { + // todo add a geometry check! + // also a size check.. cant be too big!] + var geometryOut = new Geometry(); + var arrays = []; + var sizes = []; + var offsets = []; + var geometry; + // pass one.. get sizes.. + for (var i = 0; i < geometries.length; i++) { + geometry = geometries[i]; + for (var j = 0; j < geometry.buffers.length; j++) { + sizes[j] = sizes[j] || 0; + sizes[j] += geometry.buffers[j].data.length; + offsets[j] = 0; + } + } + // build the correct size arrays.. + for (var i = 0; i < geometry.buffers.length; i++) { + // TODO types! + arrays[i] = new map[utils.getBufferType(geometry.buffers[i].data)](sizes[i]); + geometryOut.buffers[i] = new Buffer(arrays[i]); + } + // pass to set data.. + for (var i = 0; i < geometries.length; i++) { + geometry = geometries[i]; + for (var j = 0; j < geometry.buffers.length; j++) { + arrays[j].set(geometry.buffers[j].data, offsets[j]); + offsets[j] += geometry.buffers[j].data.length; + } + } + geometryOut.attributes = geometry.attributes; + if (geometry.indexBuffer) { + geometryOut.indexBuffer = geometryOut.buffers[geometry.buffers.indexOf(geometry.indexBuffer)]; + geometryOut.indexBuffer.type = constants.BUFFER_TYPE.ELEMENT_ARRAY_BUFFER; + var offset = 0; + var stride = 0; + var offset2 = 0; + var bufferIndexToCount = 0; + // get a buffer + for (var i = 0; i < geometry.buffers.length; i++) { + if (geometry.buffers[i] !== geometry.indexBuffer) { + bufferIndexToCount = i; + break; + } + } + // figure out the stride of one buffer.. + for (var i in geometry.attributes) { + var attribute = geometry.attributes[i]; + if ((attribute.buffer | 0) === bufferIndexToCount) { + stride += ((attribute.size * byteSizeMap$1[attribute.type]) / 4); + } + } + // time to off set all indexes.. + for (var i = 0; i < geometries.length; i++) { + var indexBufferData = geometries[i].indexBuffer.data; + for (var j = 0; j < indexBufferData.length; j++) { + geometryOut.indexBuffer.data[j + offset2] += offset; + } + offset += geometries[i].buffers[bufferIndexToCount].data.length / (stride); + offset2 += indexBufferData.length; + } + } + return geometryOut; + }; + return Geometry; +}()); - // - // Reset the array, or remove it completely if we have no more listeners. - // - if (events.length) { this._events[evt] = events.length === 1 ? events[0] : events; } - else { clearEvent(this, evt); } - } - - return this; -}; - -/** - * Remove all listeners, or those of the specified event. - * - * @param {(String|Symbol)} [event] The event name. - * @returns {EventEmitter} `this`. - * @public - */ -EventEmitter.prototype.removeAllListeners = function removeAllListeners(event) { - var evt; - - if (event) { - evt = prefix ? prefix + event : event; - if (this._events[evt]) { clearEvent(this, evt); } - } else { - this._events = new Events(); - this._eventsCount = 0; - } - - return this; -}; - -// -// Alias methods names because people roll like that. -// -EventEmitter.prototype.off = EventEmitter.prototype.removeListener; -EventEmitter.prototype.addListener = EventEmitter.prototype.on; - -// -// Expose the prefix. -// -EventEmitter.prefixed = prefix; - -// -// Allow `EventEmitter` to be imported as module namespace. -// -EventEmitter.EventEmitter = EventEmitter; - -// -// Expose the module. -// -{ - module.exports = EventEmitter; -} -}); - -createCommonjsModule(function (module, exports) { -(function(root) { - - /** Detect free variables */ - var freeExports = exports && - !exports.nodeType && exports; - var freeModule = module && - !module.nodeType && module; - var freeGlobal = typeof commonjsGlobal == 'object' && commonjsGlobal; - if ( - freeGlobal.global === freeGlobal || - freeGlobal.window === freeGlobal || - freeGlobal.self === freeGlobal - ) { - root = freeGlobal; - } - - /** - * The `punycode` object. - * @name punycode - * @type Object - */ - var punycode, - - /** Highest positive signed 32-bit float value */ - maxInt = 2147483647, // aka. 0x7FFFFFFF or 2^31-1 - - /** Bootstring parameters */ - base = 36, - tMin = 1, - tMax = 26, - skew = 38, - damp = 700, - initialBias = 72, - initialN = 128, // 0x80 - delimiter = '-', // '\x2D' - - /** Regular expressions */ - regexPunycode = /^xn--/, - regexNonASCII = /[^\x20-\x7E]/, // unprintable ASCII chars + non-ASCII chars - regexSeparators = /[\x2E\u3002\uFF0E\uFF61]/g, // RFC 3490 separators - - /** Error messages */ - errors = { - 'overflow': 'Overflow: input needs wider integers to process', - 'not-basic': 'Illegal input >= 0x80 (not a basic code point)', - 'invalid-input': 'Invalid input' - }, - - /** Convenience shortcuts */ - baseMinusTMin = base - tMin, - floor = Math.floor, - stringFromCharCode = String.fromCharCode, - - /** Temporary variable */ - key; - - /*--------------------------------------------------------------------------*/ +/** + * Helper class to create a quad + * @memberof PIXI + */ +var Quad = /** @class */ (function (_super) { + __extends(Quad, _super); + function Quad() { + var _this = _super.call(this) || this; + _this.addAttribute('aVertexPosition', new Float32Array([ + 0, 0, + 1, 0, + 1, 1, + 0, 1 ])) + .addIndex([0, 1, 3, 2]); + return _this; + } + return Quad; +}(Geometry)); - /** - * A generic error utility function. - * @private - * @param {String} type The error type. - * @returns {Error} Throws a `RangeError` with the applicable error message. - */ - function error(type) { - throw RangeError(errors[type]); - } +/** + * Helper class to create a quad with uvs like in v4 + * @memberof PIXI + */ +var QuadUv = /** @class */ (function (_super) { + __extends(QuadUv, _super); + function QuadUv() { + var _this = _super.call(this) || this; + _this.vertices = new Float32Array([ + -1, -1, + 1, -1, + 1, 1, + -1, 1 ]); + _this.uvs = new Float32Array([ + 0, 0, + 1, 0, + 1, 1, + 0, 1 ]); + _this.vertexBuffer = new Buffer(_this.vertices); + _this.uvBuffer = new Buffer(_this.uvs); + _this.addAttribute('aVertexPosition', _this.vertexBuffer) + .addAttribute('aTextureCoord', _this.uvBuffer) + .addIndex([0, 1, 2, 0, 2, 3]); + return _this; + } + /** + * Maps two Rectangle to the quad. + * @param targetTextureFrame - The first rectangle + * @param destinationFrame - The second rectangle + * @returns - Returns itself. + */ + QuadUv.prototype.map = function (targetTextureFrame, destinationFrame) { + var x = 0; // destinationFrame.x / targetTextureFrame.width; + var y = 0; // destinationFrame.y / targetTextureFrame.height; + this.uvs[0] = x; + this.uvs[1] = y; + this.uvs[2] = x + (destinationFrame.width / targetTextureFrame.width); + this.uvs[3] = y; + this.uvs[4] = x + (destinationFrame.width / targetTextureFrame.width); + this.uvs[5] = y + (destinationFrame.height / targetTextureFrame.height); + this.uvs[6] = x; + this.uvs[7] = y + (destinationFrame.height / targetTextureFrame.height); + x = destinationFrame.x; + y = destinationFrame.y; + this.vertices[0] = x; + this.vertices[1] = y; + this.vertices[2] = x + destinationFrame.width; + this.vertices[3] = y; + this.vertices[4] = x + destinationFrame.width; + this.vertices[5] = y + destinationFrame.height; + this.vertices[6] = x; + this.vertices[7] = y + destinationFrame.height; + this.invalidate(); + return this; + }; + /** + * Legacy upload method, just marks buffers dirty. + * @returns - Returns itself. + */ + QuadUv.prototype.invalidate = function () { + this.vertexBuffer._updateID++; + this.uvBuffer._updateID++; + return this; + }; + return QuadUv; +}(Geometry)); - /** - * A generic `Array#map` utility function. - * @private - * @param {Array} array The array to iterate over. - * @param {Function} callback The function that gets called for every array - * item. - * @returns {Array} A new array of values returned by the callback function. - */ - function map(array, fn) { - var length = array.length; - var result = []; - while (length--) { - result[length] = fn(array[length]); - } - return result; - } +var UID$2 = 0; +/** + * Uniform group holds uniform map and some ID's for work + * + * `UniformGroup` has two modes: + * + * 1: Normal mode + * Normal mode will upload the uniforms with individual function calls as required + * + * 2: Uniform buffer mode + * This mode will treat the uniforms as a uniform buffer. You can pass in either a buffer that you manually handle, or + * or a generic object that PixiJS will automatically map to a buffer for you. + * For maximum benefits, make Ubo UniformGroups static, and only update them each frame. + * + * Rules of UBOs: + * - UBOs only work with WebGL2, so make sure you have a fallback! + * - Only floats are supported (including vec[2,3,4], mat[2,3,4]) + * - Samplers cannot be used in ubo's (a GPU limitation) + * - You must ensure that the object you pass in exactly matches in the shader ubo structure. + * Otherwise, weirdness will ensue! + * - The name of the ubo object added to the group must match exactly the name of the ubo in the shader. + * + * ``` + * // ubo in shader: + * uniform myCoolData { // declaring a ubo.. + * mat4 uCoolMatrix; + * float uFloatyMcFloatFace + * + * + * // a new uniform buffer object.. + * const myCoolData = new UniformBufferGroup({ + * uCoolMatrix: new Matrix(), + * uFloatyMcFloatFace: 23, + * }} + * + * // build a shader... + * const shader = Shader.from(srcVert, srcFrag, { + * myCoolData // name matches the ubo name in the shader. will be processed accordingly. + * }) + * + * ``` + * @memberof PIXI + */ +var UniformGroup = /** @class */ (function () { + /** + * @param {object | Buffer} [uniforms] - Custom uniforms to use to augment the built-in ones. Or a pixi buffer. + * @param isStatic - Uniforms wont be changed after creation. + * @param isUbo - If true, will treat this uniform group as a uniform buffer object. + */ + function UniformGroup(uniforms, isStatic, isUbo) { + this.group = true; + // lets generate this when the shader ? + this.syncUniforms = {}; + this.dirtyId = 0; + this.id = UID$2++; + this.static = !!isStatic; + this.ubo = !!isUbo; + if (uniforms instanceof Buffer) { + this.buffer = uniforms; + this.buffer.type = constants.BUFFER_TYPE.UNIFORM_BUFFER; + this.autoManage = false; + this.ubo = true; + } + else { + this.uniforms = uniforms; + if (this.ubo) { + this.buffer = new Buffer(new Float32Array(1)); + this.buffer.type = constants.BUFFER_TYPE.UNIFORM_BUFFER; + this.autoManage = true; + } + } + } + UniformGroup.prototype.update = function () { + this.dirtyId++; + if (!this.autoManage && this.buffer) { + this.buffer.update(); + } + }; + UniformGroup.prototype.add = function (name, uniforms, _static) { + if (!this.ubo) { + this.uniforms[name] = new UniformGroup(uniforms, _static); + } + else { + // eslint-disable-next-line max-len + throw new Error('[UniformGroup] uniform groups in ubo mode cannot be modified, or have uniform groups nested in them'); + } + }; + UniformGroup.from = function (uniforms, _static, _ubo) { + return new UniformGroup(uniforms, _static, _ubo); + }; + /** + * A short hand function for creating a static UBO UniformGroup. + * @param uniforms - the ubo item + * @param _static - should this be updated each time it is used? defaults to true here! + */ + UniformGroup.uboFrom = function (uniforms, _static) { + return new UniformGroup(uniforms, _static !== null && _static !== void 0 ? _static : true, true); + }; + return UniformGroup; +}()); - /** - * A simple `Array#map`-like wrapper to work with domain name strings or email - * addresses. - * @private - * @param {String} domain The domain name or email address. - * @param {Function} callback The function that gets called for every - * character. - * @returns {Array} A new string of characters returned by the callback - * function. - */ - function mapDomain(string, fn) { - var parts = string.split('@'); - var result = ''; - if (parts.length > 1) { - // In email addresses, only the domain name should be punycoded. Leave - // the local part (i.e. everything up to `@`) intact. - result = parts[0] + '@'; - string = parts[1]; - } - // Avoid `split(regex)` for IE8 compatibility. See #17. - string = string.replace(regexSeparators, '\x2E'); - var labels = string.split('.'); - var encoded = map(labels, fn).join('.'); - return result + encoded; - } +/** + * System plugin to the renderer to manage filter states. + * @ignore + */ +var FilterState = /** @class */ (function () { + function FilterState() { + this.renderTexture = null; + this.target = null; + this.legacy = false; + this.resolution = 1; + this.multisample = constants.MSAA_QUALITY.NONE; + // next three fields are created only for root + // re-assigned for everything else + this.sourceFrame = new math.Rectangle(); + this.destinationFrame = new math.Rectangle(); + this.bindingSourceFrame = new math.Rectangle(); + this.bindingDestinationFrame = new math.Rectangle(); + this.filters = []; + this.transform = null; + } + /** Clears the state */ + FilterState.prototype.clear = function () { + this.target = null; + this.filters = null; + this.renderTexture = null; + }; + return FilterState; +}()); - /** - * Creates an array containing the numeric code points of each Unicode - * character in the string. While JavaScript uses UCS-2 internally, - * this function will convert a pair of surrogate halves (each of which - * UCS-2 exposes as separate characters) into a single code point, - * matching UTF-16. - * @see `punycode.ucs2.encode` - * @see - * @memberOf punycode.ucs2 - * @name decode - * @param {String} string The Unicode input string (UCS-2). - * @returns {Array} The new array of code points. - */ - function ucs2decode(string) { - var output = [], - counter = 0, - length = string.length, - value, - extra; - while (counter < length) { - value = string.charCodeAt(counter++); - if (value >= 0xD800 && value <= 0xDBFF && counter < length) { - // high surrogate, and there is a next character - extra = string.charCodeAt(counter++); - if ((extra & 0xFC00) == 0xDC00) { // low surrogate - output.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000); - } else { - // unmatched surrogate; only append this code unit, in case the next - // code unit is the high surrogate of a surrogate pair - output.push(value); - counter--; - } - } else { - output.push(value); - } - } - return output; - } - - /** - * Creates a string based on an array of numeric code points. - * @see `punycode.ucs2.decode` - * @memberOf punycode.ucs2 - * @name encode - * @param {Array} codePoints The array of numeric code points. - * @returns {String} The new Unicode string (UCS-2). - */ - function ucs2encode(array) { - return map(array, function(value) { - var output = ''; - if (value > 0xFFFF) { - value -= 0x10000; - output += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800); - value = 0xDC00 | value & 0x3FF; - } - output += stringFromCharCode(value); - return output; - }).join(''); - } +var tempPoints = [new math.Point(), new math.Point(), new math.Point(), new math.Point()]; +var tempMatrix$2 = new math.Matrix(); +/** + * System plugin to the renderer to manage filters. + * + * ## Pipeline + * + * The FilterSystem executes the filtering pipeline by rendering the display-object into a texture, applying its + * [filters]{@link PIXI.Filter} in series, and the last filter outputs into the final render-target. + * + * The filter-frame is the rectangle in world space being filtered, and those contents are mapped into + * `(0, 0, filterFrame.width, filterFrame.height)` into the filter render-texture. The filter-frame is also called + * the source-frame, as it is used to bind the filter render-textures. The last filter outputs to the `filterFrame` + * in the final render-target. + * + * ## Usage + * + * {@link PIXI.Container#renderAdvanced} is an example of how to use the filter system. It is a 3 step process: + * + * **push**: Use {@link PIXI.FilterSystem#push} to push the set of filters to be applied on a filter-target. + * **render**: Render the contents to be filtered using the renderer. The filter-system will only capture the contents + * inside the bounds of the filter-target. NOTE: Using {@link PIXI.Renderer#render} is + * illegal during an existing render cycle, and it may reset the filter system. + * **pop**: Use {@link PIXI.FilterSystem#pop} to pop & execute the filters you initially pushed. It will apply them + * serially and output to the bounds of the filter-target. + * @memberof PIXI + */ +var FilterSystem = /** @class */ (function () { + /** + * @param renderer - The renderer this System works for. + */ + function FilterSystem(renderer) { + this.renderer = renderer; + this.defaultFilterStack = [{}]; + this.texturePool = new RenderTexturePool(); + this.texturePool.setScreenSize(renderer.view); + this.statePool = []; + this.quad = new Quad(); + this.quadUv = new QuadUv(); + this.tempRect = new math.Rectangle(); + this.activeState = {}; + this.globalUniforms = new UniformGroup({ + outputFrame: new math.Rectangle(), + inputSize: new Float32Array(4), + inputPixel: new Float32Array(4), + inputClamp: new Float32Array(4), + resolution: 1, + // legacy variables + filterArea: new Float32Array(4), + filterClamp: new Float32Array(4), + }, true); + this.forceClear = false; + this.useMaxPadding = false; + } + /** + * Pushes a set of filters to be applied later to the system. This will redirect further rendering into an + * input render-texture for the rest of the filtering pipeline. + * @param {PIXI.DisplayObject} target - The target of the filter to render. + * @param filters - The filters to apply. + */ + FilterSystem.prototype.push = function (target, filters) { + var _a, _b; + var renderer = this.renderer; + var filterStack = this.defaultFilterStack; + var state = this.statePool.pop() || new FilterState(); + var renderTextureSystem = this.renderer.renderTexture; + var resolution = filters[0].resolution; + var multisample = filters[0].multisample; + var padding = filters[0].padding; + var autoFit = filters[0].autoFit; + // We don't know whether it's a legacy filter until it was bound for the first time, + // therefore we have to assume that it is if legacy is undefined. + var legacy = (_a = filters[0].legacy) !== null && _a !== void 0 ? _a : true; + for (var i = 1; i < filters.length; i++) { + var filter = filters[i]; + // let's use the lowest resolution + resolution = Math.min(resolution, filter.resolution); + // let's use the lowest number of samples + multisample = Math.min(multisample, filter.multisample); + // figure out the padding required for filters + padding = this.useMaxPadding + // old behavior: use largest amount of padding! + ? Math.max(padding, filter.padding) + // new behavior: sum the padding + : padding + filter.padding; + // only auto fit if all filters are autofit + autoFit = autoFit && filter.autoFit; + legacy = legacy || ((_b = filter.legacy) !== null && _b !== void 0 ? _b : true); + } + if (filterStack.length === 1) { + this.defaultFilterStack[0].renderTexture = renderTextureSystem.current; + } + filterStack.push(state); + state.resolution = resolution; + state.multisample = multisample; + state.legacy = legacy; + state.target = target; + state.sourceFrame.copyFrom(target.filterArea || target.getBounds(true)); + state.sourceFrame.pad(padding); + var sourceFrameProjected = this.tempRect.copyFrom(renderTextureSystem.sourceFrame); + // Project source frame into world space (if projection is applied) + if (renderer.projection.transform) { + this.transformAABB(tempMatrix$2.copyFrom(renderer.projection.transform).invert(), sourceFrameProjected); + } + if (autoFit) { + state.sourceFrame.fit(sourceFrameProjected); + if (state.sourceFrame.width <= 0 || state.sourceFrame.height <= 0) { + state.sourceFrame.width = 0; + state.sourceFrame.height = 0; + } + } + else if (!state.sourceFrame.intersects(sourceFrameProjected)) { + state.sourceFrame.width = 0; + state.sourceFrame.height = 0; + } + // Round sourceFrame in screen space based on render-texture. + this.roundFrame(state.sourceFrame, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform); + state.renderTexture = this.getOptimalFilterTexture(state.sourceFrame.width, state.sourceFrame.height, resolution, multisample); + state.filters = filters; + state.destinationFrame.width = state.renderTexture.width; + state.destinationFrame.height = state.renderTexture.height; + var destinationFrame = this.tempRect; + destinationFrame.x = 0; + destinationFrame.y = 0; + destinationFrame.width = state.sourceFrame.width; + destinationFrame.height = state.sourceFrame.height; + state.renderTexture.filterFrame = state.sourceFrame; + state.bindingSourceFrame.copyFrom(renderTextureSystem.sourceFrame); + state.bindingDestinationFrame.copyFrom(renderTextureSystem.destinationFrame); + state.transform = renderer.projection.transform; + renderer.projection.transform = null; + renderTextureSystem.bind(state.renderTexture, state.sourceFrame, destinationFrame); + renderer.framebuffer.clear(0, 0, 0, 0); + }; + /** Pops off the filter and applies it. */ + FilterSystem.prototype.pop = function () { + var filterStack = this.defaultFilterStack; + var state = filterStack.pop(); + var filters = state.filters; + this.activeState = state; + var globalUniforms = this.globalUniforms.uniforms; + globalUniforms.outputFrame = state.sourceFrame; + globalUniforms.resolution = state.resolution; + var inputSize = globalUniforms.inputSize; + var inputPixel = globalUniforms.inputPixel; + var inputClamp = globalUniforms.inputClamp; + inputSize[0] = state.destinationFrame.width; + inputSize[1] = state.destinationFrame.height; + inputSize[2] = 1.0 / inputSize[0]; + inputSize[3] = 1.0 / inputSize[1]; + inputPixel[0] = Math.round(inputSize[0] * state.resolution); + inputPixel[1] = Math.round(inputSize[1] * state.resolution); + inputPixel[2] = 1.0 / inputPixel[0]; + inputPixel[3] = 1.0 / inputPixel[1]; + inputClamp[0] = 0.5 * inputPixel[2]; + inputClamp[1] = 0.5 * inputPixel[3]; + inputClamp[2] = (state.sourceFrame.width * inputSize[2]) - (0.5 * inputPixel[2]); + inputClamp[3] = (state.sourceFrame.height * inputSize[3]) - (0.5 * inputPixel[3]); + // only update the rect if its legacy.. + if (state.legacy) { + var filterArea = globalUniforms.filterArea; + filterArea[0] = state.destinationFrame.width; + filterArea[1] = state.destinationFrame.height; + filterArea[2] = state.sourceFrame.x; + filterArea[3] = state.sourceFrame.y; + globalUniforms.filterClamp = globalUniforms.inputClamp; + } + this.globalUniforms.update(); + var lastState = filterStack[filterStack.length - 1]; + this.renderer.framebuffer.blit(); + if (filters.length === 1) { + filters[0].apply(this, state.renderTexture, lastState.renderTexture, constants.CLEAR_MODES.BLEND, state); + this.returnFilterTexture(state.renderTexture); + } + else { + var flip = state.renderTexture; + var flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution); + flop.filterFrame = flip.filterFrame; + var i = 0; + for (i = 0; i < filters.length - 1; ++i) { + if (i === 1 && state.multisample > 1) { + flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution); + flop.filterFrame = flip.filterFrame; + } + filters[i].apply(this, flip, flop, constants.CLEAR_MODES.CLEAR, state); + var t = flip; + flip = flop; + flop = t; + } + filters[i].apply(this, flip, lastState.renderTexture, constants.CLEAR_MODES.BLEND, state); + if (i > 1 && state.multisample > 1) { + this.returnFilterTexture(state.renderTexture); + } + this.returnFilterTexture(flip); + this.returnFilterTexture(flop); + } + // lastState.renderTexture is blitted when lastState is popped + state.clear(); + this.statePool.push(state); + }; + /** + * Binds a renderTexture with corresponding `filterFrame`, clears it if mode corresponds. + * @param filterTexture - renderTexture to bind, should belong to filter pool or filter stack + * @param clearMode - clearMode, by default its CLEAR/YES. See {@link PIXI.CLEAR_MODES} + */ + FilterSystem.prototype.bindAndClear = function (filterTexture, clearMode) { + if (clearMode === void 0) { clearMode = constants.CLEAR_MODES.CLEAR; } + var _a = this.renderer, renderTextureSystem = _a.renderTexture, stateSystem = _a.state; + if (filterTexture === this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) { + // Restore projection transform if rendering into the output render-target. + this.renderer.projection.transform = this.activeState.transform; + } + else { + // Prevent projection within filtering pipeline. + this.renderer.projection.transform = null; + } + if (filterTexture && filterTexture.filterFrame) { + var destinationFrame = this.tempRect; + destinationFrame.x = 0; + destinationFrame.y = 0; + destinationFrame.width = filterTexture.filterFrame.width; + destinationFrame.height = filterTexture.filterFrame.height; + renderTextureSystem.bind(filterTexture, filterTexture.filterFrame, destinationFrame); + } + else if (filterTexture !== this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) { + renderTextureSystem.bind(filterTexture); + } + else { + // Restore binding for output render-target. + this.renderer.renderTexture.bind(filterTexture, this.activeState.bindingSourceFrame, this.activeState.bindingDestinationFrame); + } + // Clear the texture in BLIT mode if blending is disabled or the forceClear flag is set. The blending + // is stored in the 0th bit of the state. + var autoClear = (stateSystem.stateId & 1) || this.forceClear; + if (clearMode === constants.CLEAR_MODES.CLEAR + || (clearMode === constants.CLEAR_MODES.BLIT && autoClear)) { + // Use framebuffer.clear because we want to clear the whole filter texture, not just the filtering + // area over which the shaders are run. This is because filters may sampling outside of it (e.g. blur) + // instead of clamping their arithmetic. + this.renderer.framebuffer.clear(0, 0, 0, 0); + } + }; + /** + * Draws a filter using the default rendering process. + * + * This should be called only by {@link Filter#apply}. + * @param filter - The filter to draw. + * @param input - The input render target. + * @param output - The target to output to. + * @param clearMode - Should the output be cleared before rendering to it + */ + FilterSystem.prototype.applyFilter = function (filter, input, output, clearMode) { + var renderer = this.renderer; + // Set state before binding, so bindAndClear gets the blend mode. + renderer.state.set(filter.state); + this.bindAndClear(output, clearMode); + // set the uniforms.. + filter.uniforms.uSampler = input; + filter.uniforms.filterGlobals = this.globalUniforms; + // TODO make it so that the order of this does not matter.. + // because it does at the moment cos of global uniforms. + // they need to get resynced + renderer.shader.bind(filter); + // check to see if the filter is a legacy one.. + filter.legacy = !!filter.program.attributeData.aTextureCoord; + if (filter.legacy) { + this.quadUv.map(input._frame, input.filterFrame); + renderer.geometry.bind(this.quadUv); + renderer.geometry.draw(constants.DRAW_MODES.TRIANGLES); + } + else { + renderer.geometry.bind(this.quad); + renderer.geometry.draw(constants.DRAW_MODES.TRIANGLE_STRIP); + } + }; + /** + * Multiply _input normalized coordinates_ to this matrix to get _sprite texture normalized coordinates_. + * + * Use `outputMatrix * vTextureCoord` in the shader. + * @param outputMatrix - The matrix to output to. + * @param {PIXI.Sprite} sprite - The sprite to map to. + * @returns The mapped matrix. + */ + FilterSystem.prototype.calculateSpriteMatrix = function (outputMatrix, sprite) { + var _a = this.activeState, sourceFrame = _a.sourceFrame, destinationFrame = _a.destinationFrame; + var orig = sprite._texture.orig; + var mappedMatrix = outputMatrix.set(destinationFrame.width, 0, 0, destinationFrame.height, sourceFrame.x, sourceFrame.y); + var worldTransform = sprite.worldTransform.copyTo(math.Matrix.TEMP_MATRIX); + worldTransform.invert(); + mappedMatrix.prepend(worldTransform); + mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height); + mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y); + return mappedMatrix; + }; + /** Destroys this Filter System. */ + FilterSystem.prototype.destroy = function () { + this.renderer = null; + // Those textures has to be destroyed by RenderTextureSystem or FramebufferSystem + this.texturePool.clear(false); + }; + /** + * Gets a Power-of-Two render texture or fullScreen texture + * @param minWidth - The minimum width of the render texture in real pixels. + * @param minHeight - The minimum height of the render texture in real pixels. + * @param resolution - The resolution of the render texture. + * @param multisample - Number of samples of the render texture. + * @returns - The new render texture. + */ + FilterSystem.prototype.getOptimalFilterTexture = function (minWidth, minHeight, resolution, multisample) { + if (resolution === void 0) { resolution = 1; } + if (multisample === void 0) { multisample = constants.MSAA_QUALITY.NONE; } + return this.texturePool.getOptimalTexture(minWidth, minHeight, resolution, multisample); + }; + /** + * Gets extra render texture to use inside current filter + * To be compliant with older filters, you can use params in any order + * @param input - renderTexture from which size and resolution will be copied + * @param resolution - override resolution of the renderTexture + * @param multisample - number of samples of the renderTexture + */ + FilterSystem.prototype.getFilterTexture = function (input, resolution, multisample) { + if (typeof input === 'number') { + var swap = input; + input = resolution; + resolution = swap; + } + input = input || this.activeState.renderTexture; + var filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || constants.MSAA_QUALITY.NONE); + filterTexture.filterFrame = input.filterFrame; + return filterTexture; + }; + /** + * Frees a render texture back into the pool. + * @param renderTexture - The renderTarget to free + */ + FilterSystem.prototype.returnFilterTexture = function (renderTexture) { + this.texturePool.returnTexture(renderTexture); + }; + /** Empties the texture pool. */ + FilterSystem.prototype.emptyPool = function () { + this.texturePool.clear(true); + }; + /** Calls `texturePool.resize()`, affects fullScreen renderTextures. */ + FilterSystem.prototype.resize = function () { + this.texturePool.setScreenSize(this.renderer.view); + }; + /** + * @param matrix - first param + * @param rect - second param + */ + FilterSystem.prototype.transformAABB = function (matrix, rect) { + var lt = tempPoints[0]; + var lb = tempPoints[1]; + var rt = tempPoints[2]; + var rb = tempPoints[3]; + lt.set(rect.left, rect.top); + lb.set(rect.left, rect.bottom); + rt.set(rect.right, rect.top); + rb.set(rect.right, rect.bottom); + matrix.apply(lt, lt); + matrix.apply(lb, lb); + matrix.apply(rt, rt); + matrix.apply(rb, rb); + var x0 = Math.min(lt.x, lb.x, rt.x, rb.x); + var y0 = Math.min(lt.y, lb.y, rt.y, rb.y); + var x1 = Math.max(lt.x, lb.x, rt.x, rb.x); + var y1 = Math.max(lt.y, lb.y, rt.y, rb.y); + rect.x = x0; + rect.y = y0; + rect.width = x1 - x0; + rect.height = y1 - y0; + }; + FilterSystem.prototype.roundFrame = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) { + if (frame.width <= 0 || frame.height <= 0 || bindingSourceFrame.width <= 0 || bindingSourceFrame.height <= 0) { + return; + } + if (transform) { + var a = transform.a, b = transform.b, c = transform.c, d = transform.d; + // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation + // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0). + if ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4) + && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4)) { + return; + } + } + transform = transform ? tempMatrix$2.copyFrom(transform) : tempMatrix$2.identity(); + // Get forward transform from world space to screen space + transform + .translate(-bindingSourceFrame.x, -bindingSourceFrame.y) + .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height) + .translate(bindingDestinationFrame.x, bindingDestinationFrame.y); + // Convert frame to screen space + this.transformAABB(transform, frame); + // Round frame in screen space + frame.ceil(resolution); + // Project back into world space. + this.transformAABB(transform.invert(), frame); + }; + return FilterSystem; +}()); - /** - * Converts a basic code point into a digit/integer. - * @see `digitToBasic()` - * @private - * @param {Number} codePoint The basic numeric code point value. - * @returns {Number} The numeric value of a basic code point (for use in - * representing integers) in the range `0` to `base - 1`, or `base` if - * the code point does not represent a value. - */ - function basicToDigit(codePoint) { - if (codePoint - 48 < 10) { - return codePoint - 22; - } - if (codePoint - 65 < 26) { - return codePoint - 65; - } - if (codePoint - 97 < 26) { - return codePoint - 97; - } - return base; - } +/** + * Base for a common object renderer that can be used as a + * system renderer plugin. + * @memberof PIXI + */ +var ObjectRenderer = /** @class */ (function () { + /** + * @param renderer - The renderer this manager works for. + */ + function ObjectRenderer(renderer) { + this.renderer = renderer; + } + /** Stub method that should be used to empty the current batch by rendering objects now. */ + ObjectRenderer.prototype.flush = function () { + // flush! + }; + /** Generic destruction method that frees all resources. This should be called by subclasses. */ + ObjectRenderer.prototype.destroy = function () { + this.renderer = null; + }; + /** + * Stub method that initializes any state required before + * rendering starts. It is different from the `prerender` + * signal, which occurs every frame, in that it is called + * whenever an object requests _this_ renderer specifically. + */ + ObjectRenderer.prototype.start = function () { + // set the shader.. + }; + /** Stops the renderer. It should free up any state and become dormant. */ + ObjectRenderer.prototype.stop = function () { + this.flush(); + }; + /** + * Keeps the object to render. It doesn't have to be + * rendered immediately. + * @param {PIXI.DisplayObject} _object - The object to render. + */ + ObjectRenderer.prototype.render = function (_object) { + // render the object + }; + return ObjectRenderer; +}()); - /** - * Converts a digit/integer into a basic code point. - * @see `basicToDigit()` - * @private - * @param {Number} digit The numeric value of a basic code point. - * @returns {Number} The basic code point whose value (when used for - * representing integers) is `digit`, which needs to be in the range - * `0` to `base - 1`. If `flag` is non-zero, the uppercase form is - * used; else, the lowercase form is used. The behavior is undefined - * if `flag` is non-zero and `digit` has no uppercase form. - */ - function digitToBasic(digit, flag) { - // 0..25 map to ASCII a..z or A..Z - // 26..35 map to ASCII 0..9 - return digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5); - } - - /** - * Bias adaptation function as per section 3.4 of RFC 3492. - * http://tools.ietf.org/html/rfc3492#section-3.4 - * @private - */ - function adapt(delta, numPoints, firstTime) { - var k = 0; - delta = firstTime ? floor(delta / damp) : delta >> 1; - delta += floor(delta / numPoints); - for (/* no initialization */; delta > baseMinusTMin * tMax >> 1; k += base) { - delta = floor(delta / baseMinusTMin); - } - return floor(k + (baseMinusTMin + 1) * delta / (delta + skew)); - } - - /** - * Converts a Punycode string of ASCII-only symbols to a string of Unicode - * symbols. - * @memberOf punycode - * @param {String} input The Punycode string of ASCII-only symbols. - * @returns {String} The resulting string of Unicode symbols. - */ - function decode(input) { - // Don't use UCS-2 - var output = [], - inputLength = input.length, - out, - i = 0, - n = initialN, - bias = initialBias, - basic, - j, - index, - oldi, - w, - k, - digit, - t, - /** Cached calculation results */ - baseMinusT; - - // Handle the basic code points: let `basic` be the number of input code - // points before the last delimiter, or `0` if there is none, then copy - // the first basic code points to the output. - - basic = input.lastIndexOf(delimiter); - if (basic < 0) { - basic = 0; - } - - for (j = 0; j < basic; ++j) { - // if it's not a basic code point - if (input.charCodeAt(j) >= 0x80) { - error('not-basic'); - } - output.push(input.charCodeAt(j)); - } - - // Main decoding loop: start just after the last delimiter if any basic code - // points were copied; start at the beginning otherwise. - - for (index = basic > 0 ? basic + 1 : 0; index < inputLength; /* no final expression */) { - - // `index` is the index of the next character to be consumed. - // Decode a generalized variable-length integer into `delta`, - // which gets added to `i`. The overflow checking is easier - // if we increase `i` as we go, then subtract off its starting - // value at the end to obtain `delta`. - for (oldi = i, w = 1, k = base; /* no condition */; k += base) { - - if (index >= inputLength) { - error('invalid-input'); - } - - digit = basicToDigit(input.charCodeAt(index++)); - - if (digit >= base || digit > floor((maxInt - i) / w)) { - error('overflow'); - } - - i += digit * w; - t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias); - - if (digit < t) { - break; - } - - baseMinusT = base - t; - if (w > floor(maxInt / baseMinusT)) { - error('overflow'); - } - - w *= baseMinusT; - - } - - out = output.length + 1; - bias = adapt(i - oldi, out, oldi == 0); - - // `i` was supposed to wrap around from `out` to `0`, - // incrementing `n` each time, so we'll fix that now: - if (floor(i / out) > maxInt - n) { - error('overflow'); - } - - n += floor(i / out); - i %= out; - - // Insert `n` at position `i` of the output - output.splice(i++, 0, n); - - } - - return ucs2encode(output); - } - - /** - * Converts a string of Unicode symbols (e.g. a domain name label) to a - * Punycode string of ASCII-only symbols. - * @memberOf punycode - * @param {String} input The string of Unicode symbols. - * @returns {String} The resulting Punycode string of ASCII-only symbols. - */ - function encode(input) { - var n, - delta, - handledCPCount, - basicLength, - bias, - j, - m, - q, - k, - t, - currentValue, - output = [], - /** `inputLength` will hold the number of code points in `input`. */ - inputLength, - /** Cached calculation results */ - handledCPCountPlusOne, - baseMinusT, - qMinusT; - - // Convert the input in UCS-2 to Unicode - input = ucs2decode(input); - - // Cache the length - inputLength = input.length; - - // Initialize the state - n = initialN; - delta = 0; - bias = initialBias; - - // Handle the basic code points - for (j = 0; j < inputLength; ++j) { - currentValue = input[j]; - if (currentValue < 0x80) { - output.push(stringFromCharCode(currentValue)); - } - } - - handledCPCount = basicLength = output.length; - - // `handledCPCount` is the number of code points that have been handled; - // `basicLength` is the number of basic code points. - - // Finish the basic string - if it is not empty - with a delimiter - if (basicLength) { - output.push(delimiter); - } - - // Main encoding loop: - while (handledCPCount < inputLength) { - - // All non-basic code points < n have been handled already. Find the next - // larger one: - for (m = maxInt, j = 0; j < inputLength; ++j) { - currentValue = input[j]; - if (currentValue >= n && currentValue < m) { - m = currentValue; - } - } - - // Increase `delta` enough to advance the decoder's state to , - // but guard against overflow - handledCPCountPlusOne = handledCPCount + 1; - if (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) { - error('overflow'); - } - - delta += (m - n) * handledCPCountPlusOne; - n = m; - - for (j = 0; j < inputLength; ++j) { - currentValue = input[j]; - - if (currentValue < n && ++delta > maxInt) { - error('overflow'); - } - - if (currentValue == n) { - // Represent delta as a generalized variable-length integer - for (q = delta, k = base; /* no condition */; k += base) { - t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias); - if (q < t) { - break; - } - qMinusT = q - t; - baseMinusT = base - t; - output.push( - stringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0)) - ); - q = floor(qMinusT / baseMinusT); - } - - output.push(stringFromCharCode(digitToBasic(q, 0))); - bias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength); - delta = 0; - ++handledCPCount; - } - } - - ++delta; - ++n; - - } - return output.join(''); - } - - /** - * Converts a Punycode string representing a domain name or an email address - * to Unicode. Only the Punycoded parts of the input will be converted, i.e. - * it doesn't matter if you call it on a string that has already been - * converted to Unicode. - * @memberOf punycode - * @param {String} input The Punycoded domain name or email address to - * convert to Unicode. - * @returns {String} The Unicode representation of the given Punycode - * string. - */ - function toUnicode(input) { - return mapDomain(input, function(string) { - return regexPunycode.test(string) - ? decode(string.slice(4).toLowerCase()) - : string; - }); - } - - /** - * Converts a Unicode string representing a domain name or an email address to - * Punycode. Only the non-ASCII parts of the domain name will be converted, - * i.e. it doesn't matter if you call it with a domain that's already in - * ASCII. - * @memberOf punycode - * @param {String} input The domain name or email address to convert, as a - * Unicode string. - * @returns {String} The Punycode representation of the given domain name or - * email address. - */ - function toASCII(input) { - return mapDomain(input, function(string) { - return regexNonASCII.test(string) - ? 'xn--' + encode(string) - : string; - }); - } - - /*--------------------------------------------------------------------------*/ - - /** Define the public API */ - punycode = { - /** - * A string representing the current Punycode.js version number. - * @memberOf punycode - * @type String - */ - 'version': '1.3.2', - /** - * An object of methods to convert from JavaScript's internal character - * representation (UCS-2) to Unicode code points, and back. - * @see - * @memberOf punycode - * @type Object - */ - 'ucs2': { - 'decode': ucs2decode, - 'encode': ucs2encode - }, - 'decode': decode, - 'encode': encode, - 'toASCII': toASCII, - 'toUnicode': toUnicode - }; - - /** Expose `punycode` */ - // Some AMD build optimizers, like r.js, check for specific condition patterns - // like the following: - if (freeExports && freeModule) { - if (module.exports == freeExports) { // in Node.js or RingoJS v0.8.0+ - freeModule.exports = punycode; - } else { // in Narwhal or RingoJS v0.7.0- - for (key in punycode) { - punycode.hasOwnProperty(key) && (freeExports[key] = punycode[key]); - } - } - } else { // in Rhino or a web browser - root.punycode = punycode; - } - -}(commonjsGlobal)); -}); - -// Copyright Joyent, Inc. and other Node contributors. - -// If obj.hasOwnProperty has been overridden, then calling -// obj.hasOwnProperty(prop) will break. -// See: https://github.com/joyent/node/issues/1707 -function hasOwnProperty(obj, prop) { - return Object.prototype.hasOwnProperty.call(obj, prop); -} - -var decode = function(qs, sep, eq, options) { - sep = sep || '&'; - eq = eq || '='; - var obj = {}; - - if (typeof qs !== 'string' || qs.length === 0) { - return obj; - } - - var regexp = /\+/g; - qs = qs.split(sep); - - var maxKeys = 1000; - if (options && typeof options.maxKeys === 'number') { - maxKeys = options.maxKeys; - } - - var len = qs.length; - // maxKeys <= 0 means that we should not limit keys count - if (maxKeys > 0 && len > maxKeys) { - len = maxKeys; - } - - for (var i = 0; i < len; ++i) { - var x = qs[i].replace(regexp, '%20'), - idx = x.indexOf(eq), - kstr, vstr, k, v; - - if (idx >= 0) { - kstr = x.substr(0, idx); - vstr = x.substr(idx + 1); - } else { - kstr = x; - vstr = ''; - } - - k = decodeURIComponent(kstr); - v = decodeURIComponent(vstr); - - if (!hasOwnProperty(obj, k)) { - obj[k] = v; - } else if (Array.isArray(obj[k])) { - obj[k].push(v); - } else { - obj[k] = [obj[k], v]; - } - } - - return obj; -}; - -// Copyright Joyent, Inc. and other Node contributors. - -var stringifyPrimitive = function(v) { - switch (typeof v) { - case 'string': - return v; - - case 'boolean': - return v ? 'true' : 'false'; - - case 'number': - return isFinite(v) ? v : ''; - - default: - return ''; - } -}; - -var encode = function(obj, sep, eq, name) { - sep = sep || '&'; - eq = eq || '='; - if (obj === null) { - obj = undefined; - } - - if (typeof obj === 'object') { - return Object.keys(obj).map(function(k) { - var ks = encodeURIComponent(stringifyPrimitive(k)) + eq; - if (Array.isArray(obj[k])) { - return obj[k].map(function(v) { - return ks + encodeURIComponent(stringifyPrimitive(v)); - }).join(sep); - } else { - return ks + encodeURIComponent(stringifyPrimitive(obj[k])); - } - }).join(sep); - - } - - if (!name) { return ''; } - return encodeURIComponent(stringifyPrimitive(name)) + eq + - encodeURIComponent(stringifyPrimitive(obj)); -}; - -createCommonjsModule(function (module, exports) { - -exports.decode = exports.parse = decode; -exports.encode = exports.stringify = encode; -}); - -/*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -/** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ -var ENV; -(function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; -})(ENV || (ENV = {})); -/** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ -var RENDERER_TYPE; -(function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; -})(RENDERER_TYPE || (RENDERER_TYPE = {})); -/** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ -var BUFFER_BITS; -(function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; -})(BUFFER_BITS || (BUFFER_BITS = {})); /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. + * System plugin to the renderer to manage batching. * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - */ -var BLEND_MODES; -(function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; -})(BLEND_MODES || (BLEND_MODES = {})); -/** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ -var DRAW_MODES; -(function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; -})(DRAW_MODES || (DRAW_MODES = {})); -/** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ -var FORMATS; -(function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; -})(FORMATS || (FORMATS = {})); -/** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ -var TARGETS; -(function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; -})(TARGETS || (TARGETS = {})); -/** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ -var TYPES; -(function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; -})(TYPES || (TYPES = {})); -/** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ -var SAMPLER_TYPES; -(function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; -})(SAMPLER_TYPES || (SAMPLER_TYPES = {})); +var BatchSystem = /** @class */ (function () { + /** + * @param renderer - The renderer this System works for. + */ + function BatchSystem(renderer) { + this.renderer = renderer; + this.emptyRenderer = new ObjectRenderer(renderer); + this.currentRenderer = this.emptyRenderer; + } + /** + * Changes the current renderer to the one given in parameter + * @param objectRenderer - The object renderer to use. + */ + BatchSystem.prototype.setObjectRenderer = function (objectRenderer) { + if (this.currentRenderer === objectRenderer) { + return; + } + this.currentRenderer.stop(); + this.currentRenderer = objectRenderer; + this.currentRenderer.start(); + }; + /** + * This should be called if you wish to do some custom rendering + * It will basically render anything that may be batched up such as sprites + */ + BatchSystem.prototype.flush = function () { + this.setObjectRenderer(this.emptyRenderer); + }; + /** Reset the system to an empty renderer */ + BatchSystem.prototype.reset = function () { + this.setObjectRenderer(this.emptyRenderer); + }; + /** + * Handy function for batch renderers: copies bound textures in first maxTextures locations to array + * sets actual _batchLocation for them + * @param arr - arr copy destination + * @param maxTextures - number of copied elements + */ + BatchSystem.prototype.copyBoundTextures = function (arr, maxTextures) { + var boundTextures = this.renderer.texture.boundTextures; + for (var i = maxTextures - 1; i >= 0; --i) { + arr[i] = boundTextures[i] || null; + if (arr[i]) { + arr[i]._batchLocation = i; + } + } + }; + /** + * Assigns batch locations to textures in array based on boundTextures state. + * All textures in texArray should have `_batchEnabled = _batchId`, + * and their count should be less than `maxTextures`. + * @param texArray - textures to bound + * @param boundTextures - current state of bound textures + * @param batchId - marker for _batchEnabled param of textures in texArray + * @param maxTextures - number of texture locations to manipulate + */ + BatchSystem.prototype.boundArray = function (texArray, boundTextures, batchId, maxTextures) { + var elements = texArray.elements, ids = texArray.ids, count = texArray.count; + var j = 0; + for (var i = 0; i < count; i++) { + var tex = elements[i]; + var loc = tex._batchLocation; + if (loc >= 0 && loc < maxTextures + && boundTextures[loc] === tex) { + ids[i] = loc; + continue; + } + while (j < maxTextures) { + var bound = boundTextures[j]; + if (bound && bound._batchEnabled === batchId + && bound._batchLocation === j) { + j++; + continue; + } + ids[i] = j; + tex._batchLocation = j; + boundTextures[j] = tex; + break; + } + } + }; + /** + * @ignore + */ + BatchSystem.prototype.destroy = function () { + this.renderer = null; + }; + return BatchSystem; +}()); + +var CONTEXT_UID_COUNTER = 0; /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. + * System plugin to the renderer to manage the context. * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling */ -var SCALE_MODES; -(function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; -})(SCALE_MODES || (SCALE_MODES = {})); +var ContextSystem = /** @class */ (function () { + /** @param renderer - The renderer this System works for. */ + function ContextSystem(renderer) { + this.renderer = renderer; + this.webGLVersion = 1; + this.extensions = {}; + this.supports = { + uint32Indices: false, + }; + // Bind functions + this.handleContextLost = this.handleContextLost.bind(this); + this.handleContextRestored = this.handleContextRestored.bind(this); + renderer.view.addEventListener('webglcontextlost', this.handleContextLost, false); + renderer.view.addEventListener('webglcontextrestored', this.handleContextRestored, false); + } + Object.defineProperty(ContextSystem.prototype, "isLost", { + /** + * `true` if the context is lost + * @readonly + */ + get: function () { + return (!this.gl || this.gl.isContextLost()); + }, + enumerable: false, + configurable: true + }); + /** + * Handles the context change event. + * @param {WebGLRenderingContext} gl - New WebGL context. + */ + ContextSystem.prototype.contextChange = function (gl) { + this.gl = gl; + this.renderer.gl = gl; + this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++; + // restore a context if it was previously lost + if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) { + gl.getExtension('WEBGL_lose_context').restoreContext(); + } + }; + /** + * Initializes the context. + * @protected + * @param {WebGLRenderingContext} gl - WebGL context + */ + ContextSystem.prototype.initFromContext = function (gl) { + this.gl = gl; + this.validateContext(gl); + this.renderer.gl = gl; + this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++; + this.renderer.runners.contextChange.emit(gl); + }; + /** + * Initialize from context options + * @protected + * @see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext + * @param {object} options - context attributes + */ + ContextSystem.prototype.initFromOptions = function (options) { + var gl = this.createContext(this.renderer.view, options); + this.initFromContext(gl); + }; + /** + * Helper class to create a WebGL Context + * @param canvas - the canvas element that we will get the context from + * @param options - An options object that gets passed in to the canvas element containing the + * context attributes + * @see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext + * @returns {WebGLRenderingContext} the WebGL context + */ + ContextSystem.prototype.createContext = function (canvas, options) { + var gl; + if (settings.settings.PREFER_ENV >= constants.ENV.WEBGL2) { + gl = canvas.getContext('webgl2', options); + } + if (gl) { + this.webGLVersion = 2; + } + else { + this.webGLVersion = 1; + gl = canvas.getContext('webgl', options) || canvas.getContext('experimental-webgl', options); + if (!gl) { + // fail, not able to get a context + throw new Error('This browser does not support WebGL. Try using the canvas renderer'); + } + } + this.gl = gl; + this.getExtensions(); + return this.gl; + }; + /** Auto-populate the {@link PIXI.ContextSystem.extensions extensions}. */ + ContextSystem.prototype.getExtensions = function () { + // time to set up default extensions that Pixi uses. + var gl = this.gl; + var common = { + anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'), + floatTextureLinear: gl.getExtension('OES_texture_float_linear'), + s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'), + s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'), + etc: gl.getExtension('WEBGL_compressed_texture_etc'), + etc1: gl.getExtension('WEBGL_compressed_texture_etc1'), + pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc') + || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'), + atc: gl.getExtension('WEBGL_compressed_texture_atc'), + astc: gl.getExtension('WEBGL_compressed_texture_astc') + }; + if (this.webGLVersion === 1) { + Object.assign(this.extensions, common, { + drawBuffers: gl.getExtension('WEBGL_draw_buffers'), + depthTexture: gl.getExtension('WEBGL_depth_texture'), + loseContext: gl.getExtension('WEBGL_lose_context'), + vertexArrayObject: gl.getExtension('OES_vertex_array_object') + || gl.getExtension('MOZ_OES_vertex_array_object') + || gl.getExtension('WEBKIT_OES_vertex_array_object'), + uint32ElementIndex: gl.getExtension('OES_element_index_uint'), + // Floats and half-floats + floatTexture: gl.getExtension('OES_texture_float'), + floatTextureLinear: gl.getExtension('OES_texture_float_linear'), + textureHalfFloat: gl.getExtension('OES_texture_half_float'), + textureHalfFloatLinear: gl.getExtension('OES_texture_half_float_linear'), + }); + } + else if (this.webGLVersion === 2) { + Object.assign(this.extensions, common, { + // Floats and half-floats + colorBufferFloat: gl.getExtension('EXT_color_buffer_float') + }); + } + }; + /** + * Handles a lost webgl context + * @param {WebGLContextEvent} event - The context lost event. + */ + ContextSystem.prototype.handleContextLost = function (event) { + event.preventDefault(); + }; + /** Handles a restored webgl context. */ + ContextSystem.prototype.handleContextRestored = function () { + this.renderer.runners.contextChange.emit(this.gl); + }; + ContextSystem.prototype.destroy = function () { + var view = this.renderer.view; + this.renderer = null; + // remove listeners + view.removeEventListener('webglcontextlost', this.handleContextLost); + view.removeEventListener('webglcontextrestored', this.handleContextRestored); + this.gl.useProgram(null); + if (this.extensions.loseContext) { + this.extensions.loseContext.loseContext(); + } + }; + /** Handle the post-render runner event. */ + ContextSystem.prototype.postrender = function () { + if (this.renderer.renderingToScreen) { + this.gl.flush(); + } + }; + /** + * Validate context. + * @param {WebGLRenderingContext} gl - Render context. + */ + ContextSystem.prototype.validateContext = function (gl) { + var attributes = gl.getContextAttributes(); + var isWebGl2 = 'WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext; + if (isWebGl2) { + this.webGLVersion = 2; + } + // this is going to be fairly simple for now.. but at least we have room to grow! + if (attributes && !attributes.stencil) { + /* eslint-disable max-len, no-console */ + console.warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly'); + /* eslint-enable max-len, no-console */ + } + var hasuint32 = isWebGl2 || !!gl.getExtension('OES_element_index_uint'); + this.supports.uint32Indices = hasuint32; + if (!hasuint32) { + /* eslint-disable max-len, no-console */ + console.warn('Provided WebGL context does not support 32 index buffer, complex graphics may not render correctly'); + /* eslint-enable max-len, no-console */ + } + }; + return ContextSystem; +}()); + /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES + * Internal framebuffer for WebGL context. * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring */ -var WRAP_MODES; -(function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; -})(WRAP_MODES || (WRAP_MODES = {})); +var GLFramebuffer = /** @class */ (function () { + function GLFramebuffer(framebuffer) { + this.framebuffer = framebuffer; + this.stencil = null; + this.dirtyId = -1; + this.dirtyFormat = -1; + this.dirtySize = -1; + this.multisample = constants.MSAA_QUALITY.NONE; + this.msaaBuffer = null; + this.blitFramebuffer = null; + this.mipLevel = 0; + } + return GLFramebuffer; +}()); + +var tempRectangle = new math.Rectangle(); /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES + * System plugin to the renderer to manage framebuffers. * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. */ -var MIPMAP_MODES; -(function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; -})(MIPMAP_MODES || (MIPMAP_MODES = {})); -/** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ -var ALPHA_MODES; -(function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; -})(ALPHA_MODES || (ALPHA_MODES = {})); -/** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ -var CLEAR_MODES; -(function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; -})(CLEAR_MODES || (CLEAR_MODES = {})); -/** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ -var GC_MODES; -(function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; -})(GC_MODES || (GC_MODES = {})); -/** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ -var PRECISION; -(function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; -})(PRECISION || (PRECISION = {})); -/** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ -var MASK_TYPES; -(function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; -})(MASK_TYPES || (MASK_TYPES = {})); -/** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ -var COLOR_MASK_BITS; -(function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; -})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {})); -/** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ -var MSAA_QUALITY; -(function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; -})(MSAA_QUALITY || (MSAA_QUALITY = {})); -/** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ -var BUFFER_TYPE; -(function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; -})(BUFFER_TYPE || (BUFFER_TYPE = {})); - -/*! - * @pixi/utils - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/utils is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - -/** - * The prefix that denotes a URL is for a retina asset. - * @static - * @name RETINA_PREFIX - * @memberof PIXI.settings - * @type {RegExp} - * @default /@([0-9\.]+)x/ - * @example `@2x` - */ -settings.RETINA_PREFIX = /@([0-9\.]+)x/; -/** - * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function. - * If set to true, a WebGL renderer can fail to be created if the browser thinks there could be performance issues when - * using WebGL. - * - * In PixiJS v6 this has changed from true to false by default, to allow WebGL to work in as many scenarios as possible. - * However, some users may have a poor experience, for example, if a user has a gpu or driver version blacklisted by the - * browser. - * - * If your application requires high performance rendering, you may wish to set this to false. - * We recommend one of two options if you decide to set this flag to false: - * - * 1: Use the `pixi.js-legacy` package, which includes a Canvas renderer as a fallback in case high performance WebGL is - * not supported. - * - * 2: Call `isWebGLSupported` (which if found in the PIXI.utils package) in your code before attempting to create a PixiJS - * renderer, and show an error message to the user if the function returns false, explaining that their device & browser - * combination does not support high performance WebGL. - * This is a much better strategy than trying to create a PixiJS renderer and finding it then fails. - * @static - * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ -settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false; - -/** - * Corrects PixiJS blend, takes premultiplied alpha into account - * @memberof PIXI.utils - * @function mapPremultipliedBlendModes - * @private - * @returns {Array} Mapped modes. - */ -function mapPremultipliedBlendModes() { - var pm = []; - var npm = []; - for (var i = 0; i < 32; i++) { - pm[i] = i; - npm[i] = i; - } - pm[BLEND_MODES.NORMAL_NPM] = BLEND_MODES.NORMAL; - pm[BLEND_MODES.ADD_NPM] = BLEND_MODES.ADD; - pm[BLEND_MODES.SCREEN_NPM] = BLEND_MODES.SCREEN; - npm[BLEND_MODES.NORMAL] = BLEND_MODES.NORMAL_NPM; - npm[BLEND_MODES.ADD] = BLEND_MODES.ADD_NPM; - npm[BLEND_MODES.SCREEN] = BLEND_MODES.SCREEN_NPM; - var array = []; - array.push(npm); - array.push(pm); - return array; -} -/** - * maps premultiply flag and blendMode to adjusted blendMode - * @memberof PIXI.utils - * @constant premultiplyBlendMode - * @type {Array} - */ -mapPremultipliedBlendModes(); - -// A map of warning messages already fired -var warnings = {}; -/** - * Helper for warning developers about deprecated features & settings. - * A stack track for warnings is given; useful for tracking-down where - * deprecated methods/properties/classes are being used within the code. - * @memberof PIXI.utils - * @function deprecation - * @param {string} version - The version where the feature became deprecated - * @param {string} message - Message should include what is deprecated, where, and the new solution - * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack - * this is mostly to ignore internal deprecation calls. - */ -function deprecation(version, message, ignoreDepth) { - if (ignoreDepth === void 0) { ignoreDepth = 3; } - // Ignore duplicat - if (warnings[message]) { - return; - } - /* eslint-disable no-console */ - var stack = new Error().stack; - // Handle IE < 10 and Safari < 6 - if (typeof stack === 'undefined') { - console.warn('PixiJS Deprecation Warning: ', message + "\nDeprecated since v" + version); +var FramebufferSystem = /** @class */ (function () { + /** + * @param renderer - The renderer this System works for. + */ + function FramebufferSystem(renderer) { + this.renderer = renderer; + this.managedFramebuffers = []; + this.unknownFramebuffer = new Framebuffer(10, 10); + this.msaaSamples = null; } - else { - // chop off the stack trace which includes PixiJS internal calls - stack = stack.split('\n').splice(ignoreDepth).join('\n'); - if (console.groupCollapsed) { - console.groupCollapsed('%cPixiJS Deprecation Warning: %c%s', 'color:#614108;background:#fffbe6', 'font-weight:normal;color:#614108;background:#fffbe6', message + "\nDeprecated since v" + version); - console.warn(stack); - console.groupEnd(); + /** Sets up the renderer context and necessary buffers. */ + FramebufferSystem.prototype.contextChange = function () { + var gl = this.gl = this.renderer.gl; + this.CONTEXT_UID = this.renderer.CONTEXT_UID; + this.current = this.unknownFramebuffer; + this.viewport = new math.Rectangle(); + this.hasMRT = true; + this.writeDepthTexture = true; + this.disposeAll(true); + // webgl2 + if (this.renderer.context.webGLVersion === 1) { + // webgl 1! + var nativeDrawBuffersExtension_1 = this.renderer.context.extensions.drawBuffers; + var nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture; + if (settings.settings.PREFER_ENV === constants.ENV.WEBGL_LEGACY) { + nativeDrawBuffersExtension_1 = null; + nativeDepthTextureExtension = null; + } + if (nativeDrawBuffersExtension_1) { + gl.drawBuffers = function (activeTextures) { + return nativeDrawBuffersExtension_1.drawBuffersWEBGL(activeTextures); + }; + } + else { + this.hasMRT = false; + gl.drawBuffers = function () { + // empty + }; + } + if (!nativeDepthTextureExtension) { + this.writeDepthTexture = false; + } } else { - console.warn('PixiJS Deprecation Warning: ', message + "\nDeprecated since v" + version); - console.warn(stack); + // WebGL2 + // cache possible MSAA samples + this.msaaSamples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES); } - } - /* eslint-enable no-console */ - warnings[message] = true; -} - -/** - * Creates a Canvas element of the given size to be used as a target for rendering to. - * @class - * @memberof PIXI.utils - */ -/** @class */ ((function () { - /** - * @param width - the width for the newly created canvas - * @param height - the height for the newly created canvas - * @param {number} [resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the canvas - */ - function CanvasRenderTarget(width, height, resolution) { - this.canvas = settings.ADAPTER.createCanvas(); - this.context = this.canvas.getContext('2d'); - this.resolution = resolution || settings.RESOLUTION; - this.resize(width, height); - } + }; /** - * Clears the canvas that was created by the CanvasRenderTarget class. - * @private + * Bind a framebuffer. + * @param framebuffer + * @param frame - frame, default is framebuffer size + * @param mipLevel - optional mip level to set on the framebuffer - defaults to 0 */ - CanvasRenderTarget.prototype.clear = function () { - this.context.setTransform(1, 0, 0, 1, 0, 0); - this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); + FramebufferSystem.prototype.bind = function (framebuffer, frame, mipLevel) { + if (mipLevel === void 0) { mipLevel = 0; } + var gl = this.gl; + if (framebuffer) { + // TODO caching layer! + var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID] || this.initFramebuffer(framebuffer); + if (this.current !== framebuffer) { + this.current = framebuffer; + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo.framebuffer); + } + // make sure all textures are unbound.. + if (fbo.mipLevel !== mipLevel) { + framebuffer.dirtyId++; + framebuffer.dirtyFormat++; + fbo.mipLevel = mipLevel; + } + // now check for updates... + if (fbo.dirtyId !== framebuffer.dirtyId) { + fbo.dirtyId = framebuffer.dirtyId; + if (fbo.dirtyFormat !== framebuffer.dirtyFormat) { + fbo.dirtyFormat = framebuffer.dirtyFormat; + fbo.dirtySize = framebuffer.dirtySize; + this.updateFramebuffer(framebuffer, mipLevel); + } + else if (fbo.dirtySize !== framebuffer.dirtySize) { + fbo.dirtySize = framebuffer.dirtySize; + this.resizeFramebuffer(framebuffer); + } + } + for (var i = 0; i < framebuffer.colorTextures.length; i++) { + var tex = framebuffer.colorTextures[i]; + this.renderer.texture.unbind(tex.parentTextureArray || tex); + } + if (framebuffer.depthTexture) { + this.renderer.texture.unbind(framebuffer.depthTexture); + } + if (frame) { + var mipWidth = (frame.width >> mipLevel); + var mipHeight = (frame.height >> mipLevel); + var scale = mipWidth / frame.width; + this.setViewport(frame.x * scale, frame.y * scale, mipWidth, mipHeight); + } + else { + var mipWidth = (framebuffer.width >> mipLevel); + var mipHeight = (framebuffer.height >> mipLevel); + this.setViewport(0, 0, mipWidth, mipHeight); + } + } + else { + if (this.current) { + this.current = null; + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + } + if (frame) { + this.setViewport(frame.x, frame.y, frame.width, frame.height); + } + else { + this.setViewport(0, 0, this.renderer.width, this.renderer.height); + } + } }; /** - * Resizes the canvas to the specified width and height. - * @param desiredWidth - the desired width of the canvas - * @param desiredHeight - the desired height of the canvas + * Set the WebGLRenderingContext's viewport. + * @param x - X position of viewport + * @param y - Y position of viewport + * @param width - Width of viewport + * @param height - Height of viewport */ - CanvasRenderTarget.prototype.resize = function (desiredWidth, desiredHeight) { - this.canvas.width = Math.round(desiredWidth * this.resolution); - this.canvas.height = Math.round(desiredHeight * this.resolution); - }; - /** Destroys this canvas. */ - CanvasRenderTarget.prototype.destroy = function () { - this.context = null; - this.canvas = null; + FramebufferSystem.prototype.setViewport = function (x, y, width, height) { + var v = this.viewport; + x = Math.round(x); + y = Math.round(y); + width = Math.round(width); + height = Math.round(height); + if (v.width !== width || v.height !== height || v.x !== x || v.y !== y) { + v.x = x; + v.y = y; + v.width = width; + v.height = height; + this.gl.viewport(x, y, width, height); + } }; - Object.defineProperty(CanvasRenderTarget.prototype, "width", { - /** - * The width of the canvas buffer in pixels. - * @member {number} - */ - get: function () { - return this.canvas.width; - }, - set: function (val) { - this.canvas.width = Math.round(val); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(CanvasRenderTarget.prototype, "height", { + Object.defineProperty(FramebufferSystem.prototype, "size", { /** - * The height of the canvas buffer in pixels. - * @member {number} + * Get the size of the current width and height. Returns object with `width` and `height` values. + * @readonly */ get: function () { - return this.canvas.height; - }, - set: function (val) { - this.canvas.height = Math.round(val); + if (this.current) { + // TODO store temp + return { x: 0, y: 0, width: this.current.width, height: this.current.height }; + } + return { x: 0, y: 0, width: this.renderer.width, height: this.renderer.height }; }, enumerable: false, configurable: true }); - return CanvasRenderTarget; -})()); - -/** - * Convenience class to create a new PIXI application. - * - * This class automatically creates the renderer, ticker and root container. - * @example - * // Create the application - * const app = new PIXI.Application(); - * - * // Add the view to the DOM - * document.body.appendChild(app.view); - * - * // ex, add display objects - * app.stage.addChild(PIXI.Sprite.from('something.png')); - * @class - * @memberof PIXI - */ -var Application = /** @class */ (function () { /** - * @param {object} [options] - The optional renderer parameters. - * @param {boolean} [options.autoStart=true] - Automatically starts the rendering after the construction. - * **Note**: Setting this parameter to false does NOT stop the shared ticker even if you set - * options.sharedTicker to true in case that it is already started. Stop it by your own. - * @param {number} [options.width=800] - The width of the renderers view. - * @param {number} [options.height=600] - The height of the renderers view. - * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional. - * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property. - * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the - * canvas needs to be opaque, possibly for performance reasons on some older devices. - * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for - * resolutions other than 1. - * @param {boolean} [options.antialias=false] - Sets antialias - * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, enable this if you - * need to call toDataUrl on the WebGL context. - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer. - * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this - * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise - * it is ignored. - * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area - * (shown if not transparent). - * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque). - * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or - * not before the new render pass. - * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" - * for devices with dual graphics card. **(WebGL only)**. - * @param {boolean} [options.sharedTicker=false] - `true` to use PIXI.Ticker.shared, `false` to create new ticker. - * If set to false, you cannot register a handler to occur before anything that runs on the shared ticker. - * The system ticker will always run before both the shared ticker and the app ticker. - * @param {boolean} [options.sharedLoader=false] - `true` to use PIXI.Loader.shared, `false` to create new Loader. - * @param {Window|HTMLElement} [options.resizeTo] - Element to automatically resize stage to. + * Clear the color of the context + * @param r - Red value from 0 to 1 + * @param g - Green value from 0 to 1 + * @param b - Blue value from 0 to 1 + * @param a - Alpha value from 0 to 1 + * @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks + * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers. */ - function Application(options) { - var _this = this; - /** - * The root display container that's rendered. - * @member {PIXI.Container} - */ - this.stage = new display.Container(); - // The default options - options = Object.assign({ - forceCanvas: false, - }, options); - this.renderer = core.autoDetectRenderer(options); - // install plugins here - Application._plugins.forEach(function (plugin) { - plugin.init.call(_this, options); - }); - } - /** - * Use the {@link PIXI.extensions.add} API to register plugins. - * @deprecated since 6.5.0 - * @static - * @param {PIXI.IApplicationPlugin} plugin - Plugin being installed - */ - Application.registerPlugin = function (plugin) { - deprecation('6.5.0', 'Application.registerPlugin() is deprecated, use extensions.add()'); - core.extensions.add({ - type: core.ExtensionType.Application, - ref: plugin, - }); - }; - /** Render the current stage. */ - Application.prototype.render = function () { - this.renderer.render(this.stage); + FramebufferSystem.prototype.clear = function (r, g, b, a, mask) { + if (mask === void 0) { mask = constants.BUFFER_BITS.COLOR | constants.BUFFER_BITS.DEPTH; } + var gl = this.gl; + // TODO clear color can be set only one right? + gl.clearColor(r, g, b, a); + gl.clear(mask); }; - Object.defineProperty(Application.prototype, "view", { - /** - * Reference to the renderer's canvas element. - * @member {HTMLCanvasElement} - * @readonly - */ - get: function () { - return this.renderer.view; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Application.prototype, "screen", { - /** - * Reference to the renderer's screen rectangle. Its safe to use as `filterArea` or `hitArea` for the whole screen. - * @member {PIXI.Rectangle} - * @readonly - */ - get: function () { - return this.renderer.screen; - }, - enumerable: false, - configurable: true - }); /** - * Destroy and don't use after this. - * @param {boolean} [removeView=false] - Automatically remove canvas from DOM. - * @param {object|boolean} [stageOptions] - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [stageOptions.children=false] - if set to true, all the children will have their destroy - * method called as well. 'stageOptions' will be passed on to those calls. - * @param {boolean} [stageOptions.texture=false] - Only used for child Sprites if stageOptions.children is set - * to true. Should it destroy the texture of the child sprite - * @param {boolean} [stageOptions.baseTexture=false] - Only used for child Sprites if stageOptions.children is set - * to true. Should it destroy the base texture of the child sprite + * Initialize framebuffer for this context + * @protected + * @param framebuffer + * @returns - created GLFramebuffer */ - Application.prototype.destroy = function (removeView, stageOptions) { - var _this = this; - // Destroy plugins in the opposite order - // which they were constructed - var plugins = Application._plugins.slice(0); - plugins.reverse(); - plugins.forEach(function (plugin) { - plugin.destroy.call(_this); - }); - this.stage.destroy(stageOptions); - this.stage = null; - this.renderer.destroy(removeView); - this.renderer = null; + FramebufferSystem.prototype.initFramebuffer = function (framebuffer) { + var gl = this.gl; + var fbo = new GLFramebuffer(gl.createFramebuffer()); + fbo.multisample = this.detectSamples(framebuffer.multisample); + framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo; + this.managedFramebuffers.push(framebuffer); + framebuffer.disposeRunner.add(this); + return fbo; }; - /** Collection of installed plugins. */ - Application._plugins = []; - return Application; -}()); -core.extensions.handleByList(core.ExtensionType.Application, Application._plugins); - -core.extensions.add(ResizePlugin); - -exports.Application = Application; -exports.ResizePlugin = ResizePlugin; - - -}).call(this)}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {}) -},{"@pixi/core":11,"@pixi/display":7}],7:[function(require,module,exports){ -arguments[4][4][0].apply(exports,arguments) -},{"@pixi/math":8,"@pixi/settings":20,"@pixi/utils":22,"dup":4}],8:[function(require,module,exports){ -arguments[4][5][0].apply(exports,arguments) -},{"dup":5}],9:[function(require,module,exports){ -/*! - * @pixi/compressed-textures - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/compressed-textures is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -var core = require('@pixi/core'); -var loaders = require('@pixi/loaders'); -var utils = require('@pixi/utils'); -var constants = require('@pixi/constants'); - -var _a$2; -/** - * WebGL internal formats, including compressed texture formats provided by extensions - * @memberof PIXI - * @static - * @name INTERNAL_FORMATS - * @enum {number} - * @property {number} [COMPRESSED_RGB_S3TC_DXT1_EXT=0x83F0] - - * @property {number} [COMPRESSED_RGBA_S3TC_DXT1_EXT=0x83F1] - - * @property {number} [COMPRESSED_RGBA_S3TC_DXT3_EXT=0x83F2] - - * @property {number} [COMPRESSED_RGBA_S3TC_DXT5_EXT=0x83F3] - - * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT=35917] - - * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT=35918] - - * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT=35919] - - * @property {number} [COMPRESSED_SRGB_S3TC_DXT1_EXT=35916] - - * @property {number} [COMPRESSED_R11_EAC=0x9270] - - * @property {number} [COMPRESSED_SIGNED_R11_EAC=0x9271] - - * @property {number} [COMPRESSED_RG11_EAC=0x9272] - - * @property {number} [COMPRESSED_SIGNED_RG11_EAC=0x9273] - - * @property {number} [COMPRESSED_RGB8_ETC2=0x9274] - - * @property {number} [COMPRESSED_RGBA8_ETC2_EAC=0x9278] - - * @property {number} [COMPRESSED_SRGB8_ETC2=0x9275] - - * @property {number} [COMPRESSED_SRGB8_ALPHA8_ETC2_EAC=0x9279] - - * @property {number} [COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9276] - - * @property {number} [COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9277] - - * @property {number} [COMPRESSED_RGB_PVRTC_4BPPV1_IMG=0x8C00] - - * @property {number} [COMPRESSED_RGBA_PVRTC_4BPPV1_IMG=0x8C02] - - * @property {number} [COMPRESSED_RGB_PVRTC_2BPPV1_IMG=0x8C01] - - * @property {number} [COMPRESSED_RGBA_PVRTC_2BPPV1_IMG=0x8C03] - - * @property {number} [COMPRESSED_RGB_ETC1_WEBGL=0x8D64] - - * @property {number} [COMPRESSED_RGB_ATC_WEBGL=0x8C92] - - * @property {number} [COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL=0x8C92] - - * @property {number} [COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL=0x87EE] - - */ -exports.INTERNAL_FORMATS = void 0; -(function (INTERNAL_FORMATS) { - // WEBGL_compressed_texture_s3tc - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_S3TC_DXT1_EXT"] = 33776] = "COMPRESSED_RGB_S3TC_DXT1_EXT"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_S3TC_DXT1_EXT"] = 33777] = "COMPRESSED_RGBA_S3TC_DXT1_EXT"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_S3TC_DXT3_EXT"] = 33778] = "COMPRESSED_RGBA_S3TC_DXT3_EXT"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_S3TC_DXT5_EXT"] = 33779] = "COMPRESSED_RGBA_S3TC_DXT5_EXT"; - // WEBGL_compressed_texture_s3tc_srgb - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT"] = 35917] = "COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT"] = 35918] = "COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT"] = 35919] = "COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_S3TC_DXT1_EXT"] = 35916] = "COMPRESSED_SRGB_S3TC_DXT1_EXT"; - // WEBGL_compressed_texture_etc - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_R11_EAC"] = 37488] = "COMPRESSED_R11_EAC"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SIGNED_R11_EAC"] = 37489] = "COMPRESSED_SIGNED_R11_EAC"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RG11_EAC"] = 37490] = "COMPRESSED_RG11_EAC"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SIGNED_RG11_EAC"] = 37491] = "COMPRESSED_SIGNED_RG11_EAC"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB8_ETC2"] = 37492] = "COMPRESSED_RGB8_ETC2"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA8_ETC2_EAC"] = 37496] = "COMPRESSED_RGBA8_ETC2_EAC"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB8_ETC2"] = 37493] = "COMPRESSED_SRGB8_ETC2"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"] = 37497] = "COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"] = 37494] = "COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"] = 37495] = "COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; - // WEBGL_compressed_texture_pvrtc - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_PVRTC_4BPPV1_IMG"] = 35840] = "COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"] = 35842] = "COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_PVRTC_2BPPV1_IMG"] = 35841] = "COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"] = 35843] = "COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; - // WEBGL_compressed_texture_etc1 - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_ETC1_WEBGL"] = 36196] = "COMPRESSED_RGB_ETC1_WEBGL"; - // WEBGL_compressed_texture_atc - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_ATC_WEBGL"] = 35986] = "COMPRESSED_RGB_ATC_WEBGL"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL"] = 35986] = "COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL"] = 34798] = "COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL"; -})(exports.INTERNAL_FORMATS || (exports.INTERNAL_FORMATS = {})); -/** - * Maps the compressed texture formats in {@link PIXI.INTERNAL_FORMATS} to the number of bytes taken by - * each texel. - * @memberof PIXI - * @static - * @ignore - */ -var INTERNAL_FORMAT_TO_BYTES_PER_PIXEL = (_a$2 = {}, - // WEBGL_compressed_texture_s3tc - _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGB_S3TC_DXT1_EXT] = 0.5, - _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT] = 0.5, - _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT] = 1, - _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT] = 1, - // WEBGL_compressed_texture_s3tc - _a$2[exports.INTERNAL_FORMATS.COMPRESSED_SRGB_S3TC_DXT1_EXT] = 0.5, - _a$2[exports.INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT] = 0.5, - _a$2[exports.INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT] = 1, - _a$2[exports.INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT] = 1, - // WEBGL_compressed_texture_etc - _a$2[exports.INTERNAL_FORMATS.COMPRESSED_R11_EAC] = 0.5, - _a$2[exports.INTERNAL_FORMATS.COMPRESSED_SIGNED_R11_EAC] = 0.5, - _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RG11_EAC] = 1, - _a$2[exports.INTERNAL_FORMATS.COMPRESSED_SIGNED_RG11_EAC] = 1, - _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGB8_ETC2] = 0.5, - _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGBA8_ETC2_EAC] = 1, - _a$2[exports.INTERNAL_FORMATS.COMPRESSED_SRGB8_ETC2] = 0.5, - _a$2[exports.INTERNAL_FORMATS.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC] = 1, - _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5, - _a$2[exports.INTERNAL_FORMATS.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5, - // WEBGL_compressed_texture_pvrtc - _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_4BPPV1_IMG] = 0.5, - _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG] = 0.5, - _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_2BPPV1_IMG] = 0.25, - _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG] = 0.25, - // WEBGL_compressed_texture_etc1 - _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGB_ETC1_WEBGL] = 0.5, - // @see https://www.khronos.org/registry/OpenGL/extensions/AMD/AMD_compressed_ATC_texture.txt - // WEBGL_compressed_texture_atc - _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGB_ATC_WEBGL] = 0.5, - _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL] = 1, - _a$2[exports.INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL] = 1, - _a$2); - -/*! ***************************************************************************** -Copyright (c) Microsoft Corporation. - -Permission to use, copy, modify, and/or distribute this software for any -purpose with or without fee is hereby granted. - -THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH -REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY -AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, -INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM -LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR -OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR -PERFORMANCE OF THIS SOFTWARE. -***************************************************************************** */ -/* global Reflect, Promise */ - -var extendStatics = function(d, b) { - extendStatics = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics(d, b); -}; - -function __extends(d, b) { - extendStatics(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); -} - -function __awaiter(thisArg, _arguments, P, generator) { - function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); } - return new (P || (P = Promise))(function (resolve, reject) { - function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } } - function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } } - function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); } - step((generator = generator.apply(thisArg, _arguments || [])).next()); - }); -} - -function __generator(thisArg, body) { - var _ = { label: 0, sent: function() { if (t[0] & 1) { throw t[1]; } return t[1]; }, trys: [], ops: [] }, f, y, t, g; - return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g; - function verb(n) { return function (v) { return step([n, v]); }; } - function step(op) { - if (f) { throw new TypeError("Generator is already executing."); } - while (_) { try { - if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) { return t; } - if (y = 0, t) { op = [op[0] & 2, t.value]; } - switch (op[0]) { - case 0: case 1: t = op; break; - case 4: _.label++; return { value: op[1], done: false }; - case 5: _.label++; y = op[1]; op = [0]; continue; - case 7: op = _.ops.pop(); _.trys.pop(); continue; - default: - if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; } - if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; } - if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; } - if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; } - if (t[2]) { _.ops.pop(); } - _.trys.pop(); continue; - } - op = body.call(thisArg, _); - } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; } } - if (op[0] & 5) { throw op[1]; } return { value: op[0] ? op[1] : void 0, done: true }; - } -} - -/** - * Resource that fetches texture data over the network and stores it in a buffer. - * @class - * @extends PIXI.Resource - * @memberof PIXI - */ -var BlobResource = /** @class */ (function (_super) { - __extends(BlobResource, _super); /** - * @param {string} source - the URL of the texture file - * @param {PIXI.IBlobOptions} options - * @param {boolean}[options.autoLoad] - whether to fetch the data immediately; - * you can fetch it later via {@link BlobResource#load} - * @param {boolean}[options.width] - the width in pixels. - * @param {boolean}[options.height] - the height in pixels. + * Resize the framebuffer + * @param framebuffer + * @protected */ - function BlobResource(source, options) { - if (options === void 0) { options = { width: 1, height: 1, autoLoad: true }; } - var _this = this; - var origin; - var data; - if (typeof source === 'string') { - origin = source; - data = new Uint8Array(); + FramebufferSystem.prototype.resizeFramebuffer = function (framebuffer) { + var gl = this.gl; + var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; + if (fbo.msaaBuffer) { + gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer); + gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height); } - else { - origin = null; - data = source; + if (fbo.stencil) { + gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil); + if (fbo.msaaBuffer) { + gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height); + } + else { + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height); + } } - _this = _super.call(this, data, options) || this; - /** - * The URL of the texture file - * @member {string} - */ - _this.origin = origin; - /** - * The viewable buffer on the data - * @member {ViewableBuffer} - */ - // HINT: BlobResource allows "null" sources, assuming the child class provides an alternative - _this.buffer = data ? new core.ViewableBuffer(data) : null; - // Allow autoLoad = "undefined" still load the resource by default - if (_this.origin && options.autoLoad !== false) { - _this.load(); + var colorTextures = framebuffer.colorTextures; + var count = colorTextures.length; + if (!gl.drawBuffers) { + count = Math.min(count, 1); } - if (data && data.length) { - _this.loaded = true; - _this.onBlobLoaded(_this.buffer.rawBinaryData); + for (var i = 0; i < count; i++) { + var texture = colorTextures[i]; + var parentTexture = texture.parentTextureArray || texture; + this.renderer.texture.bind(parentTexture, 0); } - return _this; - } - BlobResource.prototype.onBlobLoaded = function (_data) { - // TODO: Override this method - }; - /** Loads the blob */ - BlobResource.prototype.load = function () { - return __awaiter(this, void 0, Promise, function () { - var response, blob, arrayBuffer; - return __generator(this, function (_a) { - switch (_a.label) { - case 0: return [4 /*yield*/, fetch(this.origin)]; - case 1: - response = _a.sent(); - return [4 /*yield*/, response.blob()]; - case 2: - blob = _a.sent(); - return [4 /*yield*/, blob.arrayBuffer()]; - case 3: - arrayBuffer = _a.sent(); - this.data = new Uint32Array(arrayBuffer); - this.buffer = new core.ViewableBuffer(arrayBuffer); - this.loaded = true; - this.onBlobLoaded(arrayBuffer); - this.update(); - return [2 /*return*/, this]; - } - }); - }); - }; - return BlobResource; -}(core.BufferResource)); - -/** - * Resource for compressed texture formats, as follows: S3TC/DXTn (& their sRGB formats), ATC, ASTC, ETC 1/2, PVRTC. - * - * Compressed textures improve performance when rendering is texture-bound. The texture data stays compressed in - * graphics memory, increasing memory locality and speeding up texture fetches. These formats can also be used to store - * more detail in the same amount of memory. - * - * For most developers, container file formats are a better abstraction instead of directly handling raw texture - * data. PixiJS provides native support for the following texture file formats (via {@link PIXI.Loader}): - * - * **.dds** - the DirectDraw Surface file format stores DXTn (DXT-1,3,5) data. See {@link PIXI.DDSLoader} - * **.ktx** - the Khronos Texture Container file format supports storing all the supported WebGL compression formats. - * See {@link PIXI.KTXLoader}. - * **.basis** - the BASIS supercompressed file format stores texture data in an internal format that is transcoded - * to the compression format supported on the device at _runtime_. It also supports transcoding into a uncompressed - * format as a fallback; you must install the `@pixi/basis-loader`, `@pixi/basis-transcoder` packages separately to - * use these files. See {@link PIXI.BasisLoader}. - * - * The loaders for the aforementioned formats use `CompressedTextureResource` internally. It is strongly suggested that - * they be used instead. - * - * ## Working directly with CompressedTextureResource - * - * Since `CompressedTextureResource` inherits `BlobResource`, you can provide it a URL pointing to a file containing - * the raw texture data (with no file headers!): - * - * ```js - * // The resource backing the texture data for your textures. - * // NOTE: You can also provide a ArrayBufferView instead of a URL. This is used when loading data from a container file - * // format such as KTX, DDS, or BASIS. - * const compressedResource = new PIXI.CompressedTextureResource("bunny.dxt5", { - * format: PIXI.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, - * width: 256, - * height: 256 - * }); - * - * // You can create a base-texture to the cache, so that future `Texture`s can be created using the `Texture.from` API. - * const baseTexture = new PIXI.BaseTexture(compressedResource, { pmaMode: PIXI.ALPHA_MODES.NPM }); - * - * // Create a Texture to add to the TextureCache - * const texture = new PIXI.Texture(baseTexture); - * - * // Add baseTexture & texture to the global texture cache - * PIXI.BaseTexture.addToCache(baseTexture, "bunny.dxt5"); - * PIXI.Texture.addToCache(texture, "bunny.dxt5"); - * ``` - * @memberof PIXI - */ -var CompressedTextureResource = /** @class */ (function (_super) { - __extends(CompressedTextureResource, _super); - /** - * @param source - the buffer/URL holding the compressed texture data - * @param options - * @param {PIXI.INTERNAL_FORMATS} options.format - the compression format - * @param {number} options.width - the image width in pixels. - * @param {number} options.height - the image height in pixels. - * @param {number} [options.level=1] - the mipmap levels stored in the compressed texture, including level 0. - * @param {number} [options.levelBuffers] - the buffers for each mipmap level. `CompressedTextureResource` can allows you - * to pass `null` for `source`, for cases where each level is stored in non-contiguous memory. - */ - function CompressedTextureResource(source, options) { - var _this = _super.call(this, source, options) || this; - _this.format = options.format; - _this.levels = options.levels || 1; - _this._width = options.width; - _this._height = options.height; - _this._extension = CompressedTextureResource._formatToExtension(_this.format); - if (options.levelBuffers || _this.buffer) { - // ViewableBuffer doesn't support byteOffset :-( so allow source to be Uint8Array - _this._levelBuffers = options.levelBuffers - || CompressedTextureResource._createLevelBuffers(source instanceof Uint8Array ? source : _this.buffer.uint8View, _this.format, _this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode - _this.width, _this.height); + if (framebuffer.depthTexture && this.writeDepthTexture) { + this.renderer.texture.bind(framebuffer.depthTexture, 0); } - return _this; - } + }; /** - * @override - * @param renderer - A reference to the current renderer - * @param _texture - the texture - * @param _glTexture - texture instance for this webgl context + * Update the framebuffer + * @param framebuffer + * @param mipLevel + * @protected */ - CompressedTextureResource.prototype.upload = function (renderer, _texture, _glTexture) { - var gl = renderer.gl; - var extension = renderer.context.extensions[this._extension]; - if (!extension) { - throw new Error(this._extension + " textures are not supported on the current machine"); + FramebufferSystem.prototype.updateFramebuffer = function (framebuffer, mipLevel) { + var gl = this.gl; + var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; + // bind the color texture + var colorTextures = framebuffer.colorTextures; + var count = colorTextures.length; + if (!gl.drawBuffers) { + count = Math.min(count, 1); } - if (!this._levelBuffers) { - // Do not try to upload data before BlobResource loads, unless the levelBuffers were provided directly! - return false; + if (fbo.multisample > 1 && this.canMultisampleFramebuffer(framebuffer)) { + fbo.msaaBuffer = fbo.msaaBuffer || gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer); + gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, fbo.msaaBuffer); } - for (var i = 0, j = this.levels; i < j; i++) { - var _a = this._levelBuffers[i], levelID = _a.levelID, levelWidth = _a.levelWidth, levelHeight = _a.levelHeight, levelBuffer = _a.levelBuffer; - gl.compressedTexImage2D(gl.TEXTURE_2D, levelID, this.format, levelWidth, levelHeight, 0, levelBuffer); + else if (fbo.msaaBuffer) { + gl.deleteRenderbuffer(fbo.msaaBuffer); + fbo.msaaBuffer = null; + if (fbo.blitFramebuffer) { + fbo.blitFramebuffer.dispose(); + fbo.blitFramebuffer = null; + } } - return true; - }; - /** @protected */ - CompressedTextureResource.prototype.onBlobLoaded = function () { - this._levelBuffers = CompressedTextureResource._createLevelBuffers(this.buffer.uint8View, this.format, this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode - this.width, this.height); - }; - /** - * Returns the key (to ContextSystem#extensions) for the WebGL extension supporting the compression format - * @private - * @param format - the compression format to get the extension for. - */ - CompressedTextureResource._formatToExtension = function (format) { - if (format >= 0x83F0 && format <= 0x83F3) { - return 's3tc'; + var activeTextures = []; + for (var i = 0; i < count; i++) { + var texture = colorTextures[i]; + var parentTexture = texture.parentTextureArray || texture; + this.renderer.texture.bind(parentTexture, 0); + if (i === 0 && fbo.msaaBuffer) { + continue; + } + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, texture.target, parentTexture._glTextures[this.CONTEXT_UID].texture, mipLevel); + activeTextures.push(gl.COLOR_ATTACHMENT0 + i); } - else if (format >= 0x9270 && format <= 0x9279) { - return 'etc'; + if (activeTextures.length > 1) { + gl.drawBuffers(activeTextures); } - else if (format >= 0x8C00 && format <= 0x8C03) { - return 'pvrtc'; + if (framebuffer.depthTexture) { + var writeDepthTexture = this.writeDepthTexture; + if (writeDepthTexture) { + var depthTexture = framebuffer.depthTexture; + this.renderer.texture.bind(depthTexture, 0); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._glTextures[this.CONTEXT_UID].texture, mipLevel); + } } - else if (format >= 0x8D64) { - return 'etc1'; + if ((framebuffer.stencil || framebuffer.depth) && !(framebuffer.depthTexture && this.writeDepthTexture)) { + fbo.stencil = fbo.stencil || gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil); + if (fbo.msaaBuffer) { + gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height); + } + else { + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height); + } + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, fbo.stencil); } - else if (format >= 0x8C92 && format <= 0x87EE) { - return 'atc'; + else if (fbo.stencil) { + gl.deleteRenderbuffer(fbo.stencil); + fbo.stencil = null; } - throw new Error('Invalid (compressed) texture format given!'); }; /** - * Pre-creates buffer views for each mipmap level - * @private - * @param buffer - - * @param format - compression formats - * @param levels - mipmap levels - * @param blockWidth - - * @param blockHeight - - * @param imageWidth - width of the image in pixels - * @param imageHeight - height of the image in pixels + * Returns true if the frame buffer can be multisampled. + * @param framebuffer */ - CompressedTextureResource._createLevelBuffers = function (buffer, format, levels, blockWidth, blockHeight, imageWidth, imageHeight) { - // The byte-size of the first level buffer - var buffers = new Array(levels); - var offset = buffer.byteOffset; - var levelWidth = imageWidth; - var levelHeight = imageHeight; - var alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1); - var alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1); - var levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format]; - for (var i = 0; i < levels; i++) { - buffers[i] = { - levelID: i, - levelWidth: levels > 1 ? levelWidth : alignedLevelWidth, - levelHeight: levels > 1 ? levelHeight : alignedLevelHeight, - levelBuffer: new Uint8Array(buffer.buffer, offset, levelSize) - }; - offset += levelSize; - // Calculate levelBuffer dimensions for next iteration - levelWidth = (levelWidth >> 1) || 1; - levelHeight = (levelHeight >> 1) || 1; - alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1); - alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1); - levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format]; + FramebufferSystem.prototype.canMultisampleFramebuffer = function (framebuffer) { + return this.renderer.context.webGLVersion !== 1 + && framebuffer.colorTextures.length <= 1 && !framebuffer.depthTexture; + }; + /** + * Detects number of samples that is not more than a param but as close to it as possible + * @param samples - number of samples + * @returns - recommended number of samples + */ + FramebufferSystem.prototype.detectSamples = function (samples) { + var msaaSamples = this.msaaSamples; + var res = constants.MSAA_QUALITY.NONE; + if (samples <= 1 || msaaSamples === null) { + return res; } - return buffers; + for (var i = 0; i < msaaSamples.length; i++) { + if (msaaSamples[i] <= samples) { + res = msaaSamples[i]; + break; + } + } + if (res === 1) { + res = constants.MSAA_QUALITY.NONE; + } + return res; }; - return CompressedTextureResource; -}(BlobResource)); - -/* eslint-enable camelcase */ -/** - * Loader plugin for handling compressed textures for all platforms. - * @class - * @memberof PIXI - * @implements {PIXI.ILoaderPlugin} - */ -var CompressedTextureLoader = /** @class */ (function () { - function CompressedTextureLoader() { - } /** - * Called after a compressed-textures manifest is loaded. - * - * This will then load the correct compression format for the device. Your manifest should adhere - * to the following schema: - * - * ```js - * import { INTERNAL_FORMATS } from '@pixi/constants'; - * - * type CompressedTextureManifest = { - * textures: Array<{ src: string, format?: keyof INTERNAL_FORMATS}>, - * cacheID: string; - * }; - * ``` + * Only works with WebGL2 * - * This is an example of a .json manifest file + * blits framebuffer to another of the same or bigger size + * after that target framebuffer is bound * - * ```json - * { - * "cacheID":"asset", - * "textures":[ - * { "src":"asset.fallback.png" }, - * { "format":"COMPRESSED_RGBA_S3TC_DXT5_EXT", "src":"asset.s3tc.ktx" }, - * { "format":"COMPRESSED_RGBA8_ETC2_EAC", "src":"asset.etc.ktx" }, - * { "format":"RGBA_PVRTC_4BPPV1_IMG", "src":"asset.pvrtc.ktx" } - * ] - * } - * ``` + * Fails with WebGL warning if blits multisample framebuffer to different size + * @param framebuffer - by default it blits "into itself", from renderBuffer to texture. + * @param sourcePixels - source rectangle in pixels + * @param destPixels - dest rectangle in pixels, assumed to be the same as sourcePixels */ - CompressedTextureLoader.use = function (resource, next) { - var data = resource.data; - var loader = this; - if (resource.type === loaders.LoaderResource.TYPE.JSON - && data - && data.cacheID - && data.textures) { - var textures = data.textures; - var textureURL = void 0; - var fallbackURL = void 0; - // Search for an extension that holds one the formats - for (var i = 0, j = textures.length; i < j; i++) { - var texture = textures[i]; - var url_1 = texture.src; - var format = texture.format; - if (!format) { - fallbackURL = url_1; - } - if (CompressedTextureLoader.textureFormats[format]) { - textureURL = url_1; - break; - } - } - textureURL = textureURL || fallbackURL; - // Make sure we have a URL - if (!textureURL) { - next(new Error("Cannot load compressed-textures in " + resource.url + ", make sure you provide a fallback")); + FramebufferSystem.prototype.blit = function (framebuffer, sourcePixels, destPixels) { + var _a = this, current = _a.current, renderer = _a.renderer, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; + if (renderer.context.webGLVersion !== 2) { + return; + } + if (!current) { + return; + } + var fbo = current.glFramebuffers[CONTEXT_UID]; + if (!fbo) { + return; + } + if (!framebuffer) { + if (!fbo.msaaBuffer) { return; } - if (textureURL === resource.url) { - // Prevent infinite loops - next(new Error('URL of compressed texture cannot be the same as the manifest\'s URL')); + var colorTexture = current.colorTextures[0]; + if (!colorTexture) { return; } - var loadOptions = { - crossOrigin: resource.crossOrigin, - metadata: resource.metadata.imageMetadata, - parentResource: resource - }; - var resourcePath = utils.url.resolve(resource.url.replace(loader.baseUrl, ''), textureURL); - var resourceName = data.cacheID; - // The appropriate loader should register the texture - loader.add(resourceName, resourcePath, loadOptions, function (res) { - if (res.error) { - next(res.error); - return; - } - var _a = res.texture, texture = _a === void 0 ? null : _a, _b = res.textures, textures = _b === void 0 ? {} : _b; - // Make sure texture/textures is assigned to parent resource - Object.assign(resource, { texture: texture, textures: textures }); - // Pass along any error - next(); - }); + if (!fbo.blitFramebuffer) { + fbo.blitFramebuffer = new Framebuffer(current.width, current.height); + fbo.blitFramebuffer.addColorTexture(0, colorTexture); + } + framebuffer = fbo.blitFramebuffer; + if (framebuffer.colorTextures[0] !== colorTexture) { + framebuffer.colorTextures[0] = colorTexture; + framebuffer.dirtyId++; + framebuffer.dirtyFormat++; + } + if (framebuffer.width !== current.width || framebuffer.height !== current.height) { + framebuffer.width = current.width; + framebuffer.height = current.height; + framebuffer.dirtyId++; + framebuffer.dirtySize++; + } } - else { - next(); + if (!sourcePixels) { + sourcePixels = tempRectangle; + sourcePixels.width = current.width; + sourcePixels.height = current.height; } + if (!destPixels) { + destPixels = sourcePixels; + } + var sameSize = sourcePixels.width === destPixels.width && sourcePixels.height === destPixels.height; + this.bind(framebuffer); + gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo.framebuffer); + gl.blitFramebuffer(sourcePixels.left, sourcePixels.top, sourcePixels.right, sourcePixels.bottom, destPixels.left, destPixels.top, destPixels.right, destPixels.bottom, gl.COLOR_BUFFER_BIT, sameSize ? gl.NEAREST : gl.LINEAR); }; - Object.defineProperty(CompressedTextureLoader, "textureExtensions", { - /** Map of available texture extensions. */ - get: function () { - if (!CompressedTextureLoader._textureExtensions) { - // Auto-detect WebGL compressed-texture extensions - var canvas = document.createElement('canvas'); - var gl = canvas.getContext('webgl'); - if (!gl) { - console.warn('WebGL not available for compressed textures. Silently failing.'); - return {}; - } - var extensions = { - s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'), - s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'), - etc: gl.getExtension('WEBGL_compressed_texture_etc'), - etc1: gl.getExtension('WEBGL_compressed_texture_etc1'), - pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc') - || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'), - atc: gl.getExtension('WEBGL_compressed_texture_atc'), - astc: gl.getExtension('WEBGL_compressed_texture_astc') - }; - CompressedTextureLoader._textureExtensions = extensions; + /** + * Disposes framebuffer. + * @param framebuffer - framebuffer that has to be disposed of + * @param contextLost - If context was lost, we suppress all delete function calls + */ + FramebufferSystem.prototype.disposeFramebuffer = function (framebuffer, contextLost) { + var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; + var gl = this.gl; + if (!fbo) { + return; + } + delete framebuffer.glFramebuffers[this.CONTEXT_UID]; + var index = this.managedFramebuffers.indexOf(framebuffer); + if (index >= 0) { + this.managedFramebuffers.splice(index, 1); + } + framebuffer.disposeRunner.remove(this); + if (!contextLost) { + gl.deleteFramebuffer(fbo.framebuffer); + if (fbo.msaaBuffer) { + gl.deleteRenderbuffer(fbo.msaaBuffer); } - return CompressedTextureLoader._textureExtensions; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(CompressedTextureLoader, "textureFormats", { - /** Map of available texture formats. */ - get: function () { - if (!CompressedTextureLoader._textureFormats) { - var extensions = CompressedTextureLoader.textureExtensions; - CompressedTextureLoader._textureFormats = {}; - // Assign all available compressed-texture formats - for (var extensionName in extensions) { - var extension = extensions[extensionName]; - if (!extension) { - continue; - } - Object.assign(CompressedTextureLoader._textureFormats, Object.getPrototypeOf(extension)); - } + if (fbo.stencil) { + gl.deleteRenderbuffer(fbo.stencil); } - return CompressedTextureLoader._textureFormats; - }, - enumerable: false, - configurable: true - }); - /** @ignore */ - CompressedTextureLoader.extension = core.ExtensionType.Loader; - return CompressedTextureLoader; + } + if (fbo.blitFramebuffer) { + fbo.blitFramebuffer.dispose(); + } + }; + /** + * Disposes all framebuffers, but not textures bound to them. + * @param [contextLost=false] - If context was lost, we suppress all delete function calls + */ + FramebufferSystem.prototype.disposeAll = function (contextLost) { + var list = this.managedFramebuffers; + this.managedFramebuffers = []; + for (var i = 0; i < list.length; i++) { + this.disposeFramebuffer(list[i], contextLost); + } + }; + /** + * Forcing creation of stencil buffer for current framebuffer, if it wasn't done before. + * Used by MaskSystem, when its time to use stencil mask for Graphics element. + * + * Its an alternative for public lazy `framebuffer.enableStencil`, in case we need stencil without rebind. + * @private + */ + FramebufferSystem.prototype.forceStencil = function () { + var framebuffer = this.current; + if (!framebuffer) { + return; + } + var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; + if (!fbo || fbo.stencil) { + return; + } + framebuffer.stencil = true; + var w = framebuffer.width; + var h = framebuffer.height; + var gl = this.gl; + var stencil = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, stencil); + if (fbo.msaaBuffer) { + gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, w, h); + } + else { + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, w, h); + } + fbo.stencil = stencil; + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencil); + }; + /** Resets framebuffer stored state, binds screen framebuffer. Should be called before renderTexture reset(). */ + FramebufferSystem.prototype.reset = function () { + this.current = this.unknownFramebuffer; + this.viewport = new math.Rectangle(); + }; + FramebufferSystem.prototype.destroy = function () { + this.renderer = null; + }; + return FramebufferSystem; }()); +var byteSizeMap = { 5126: 4, 5123: 2, 5121: 1 }; /** - * Creates base-textures and textures for each compressed-texture resource and adds them into the global - * texture cache. The first texture has two IDs - `${url}`, `${url}-1`; while the rest have an ID of the - * form `${url}-i`. - * @param url - the original address of the resources - * @param resources - the resources backing texture data - * @ignore + * System plugin to the renderer to manage geometry. + * @memberof PIXI */ -function registerCompressedTextures(url, resources, metadata) { - var result = { - textures: {}, - texture: null, - }; - if (!resources) { - return result; +var GeometrySystem = /** @class */ (function () { + /** @param renderer - The renderer this System works for. */ + function GeometrySystem(renderer) { + this.renderer = renderer; + this._activeGeometry = null; + this._activeVao = null; + this.hasVao = true; + this.hasInstance = true; + this.canUseUInt32ElementIndex = false; + this.managedGeometries = {}; } - var textures = resources.map(function (resource) { - return (new core.Texture(new core.BaseTexture(resource, Object.assign({ - mipmap: constants.MIPMAP_MODES.OFF, - alphaMode: constants.ALPHA_MODES.NO_PREMULTIPLIED_ALPHA - }, metadata)))); - }); - textures.forEach(function (texture, i) { - var baseTexture = texture.baseTexture; - var cacheID = url + "-" + (i + 1); - core.BaseTexture.addToCache(baseTexture, cacheID); - core.Texture.addToCache(texture, cacheID); - if (i === 0) { - core.BaseTexture.addToCache(baseTexture, url); - core.Texture.addToCache(texture, url); - result.texture = texture; + /** Sets up the renderer context and necessary buffers. */ + GeometrySystem.prototype.contextChange = function () { + this.disposeAll(true); + var gl = this.gl = this.renderer.gl; + var context = this.renderer.context; + this.CONTEXT_UID = this.renderer.CONTEXT_UID; + // webgl2 + if (context.webGLVersion !== 2) { + // webgl 1! + var nativeVaoExtension_1 = this.renderer.context.extensions.vertexArrayObject; + if (settings.settings.PREFER_ENV === constants.ENV.WEBGL_LEGACY) { + nativeVaoExtension_1 = null; + } + if (nativeVaoExtension_1) { + gl.createVertexArray = function () { + return nativeVaoExtension_1.createVertexArrayOES(); + }; + gl.bindVertexArray = function (vao) { + return nativeVaoExtension_1.bindVertexArrayOES(vao); + }; + gl.deleteVertexArray = function (vao) { + return nativeVaoExtension_1.deleteVertexArrayOES(vao); + }; + } + else { + this.hasVao = false; + gl.createVertexArray = function () { + return null; + }; + gl.bindVertexArray = function () { + return null; + }; + gl.deleteVertexArray = function () { + return null; + }; + } } - result.textures[cacheID] = texture; - }); - return result; -} - -var _a$1, _b$1; -var DDS_MAGIC_SIZE = 4; -var DDS_HEADER_SIZE = 124; -var DDS_HEADER_PF_SIZE = 32; -var DDS_HEADER_DX10_SIZE = 20; -// DDS file format magic word -var DDS_MAGIC = 0x20534444; -/** - * DWORD offsets of the DDS file header fields (relative to file start). - * @ignore - */ -var DDS_FIELDS = { - SIZE: 1, - FLAGS: 2, - HEIGHT: 3, - WIDTH: 4, - MIPMAP_COUNT: 7, - PIXEL_FORMAT: 19, -}; -/** - * DWORD offsets of the DDS PIXEL_FORMAT fields. - * @ignore - */ -var DDS_PF_FIELDS = { - SIZE: 0, - FLAGS: 1, - FOURCC: 2, - RGB_BITCOUNT: 3, - R_BIT_MASK: 4, - G_BIT_MASK: 5, - B_BIT_MASK: 6, - A_BIT_MASK: 7 -}; -/** - * DWORD offsets of the DDS_HEADER_DX10 fields. - * @ignore - */ -var DDS_DX10_FIELDS = { - DXGI_FORMAT: 0, - RESOURCE_DIMENSION: 1, - MISC_FLAG: 2, - ARRAY_SIZE: 3, - MISC_FLAGS2: 4 -}; -/** - * @see https://docs.microsoft.com/en-us/windows/win32/api/dxgiformat/ne-dxgiformat-dxgi_format - * @ignore - */ -// This is way over-blown for us! Lend us a hand, and remove the ones that aren't used (but set the remaining -// ones to their correct value) -var DXGI_FORMAT; -(function (DXGI_FORMAT) { - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_UNKNOWN"] = 0] = "DXGI_FORMAT_UNKNOWN"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_TYPELESS"] = 1] = "DXGI_FORMAT_R32G32B32A32_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_FLOAT"] = 2] = "DXGI_FORMAT_R32G32B32A32_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_UINT"] = 3] = "DXGI_FORMAT_R32G32B32A32_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_SINT"] = 4] = "DXGI_FORMAT_R32G32B32A32_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_TYPELESS"] = 5] = "DXGI_FORMAT_R32G32B32_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_FLOAT"] = 6] = "DXGI_FORMAT_R32G32B32_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_UINT"] = 7] = "DXGI_FORMAT_R32G32B32_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_SINT"] = 8] = "DXGI_FORMAT_R32G32B32_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_TYPELESS"] = 9] = "DXGI_FORMAT_R16G16B16A16_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_FLOAT"] = 10] = "DXGI_FORMAT_R16G16B16A16_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_UNORM"] = 11] = "DXGI_FORMAT_R16G16B16A16_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_UINT"] = 12] = "DXGI_FORMAT_R16G16B16A16_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_SNORM"] = 13] = "DXGI_FORMAT_R16G16B16A16_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_SINT"] = 14] = "DXGI_FORMAT_R16G16B16A16_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_TYPELESS"] = 15] = "DXGI_FORMAT_R32G32_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_FLOAT"] = 16] = "DXGI_FORMAT_R32G32_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_UINT"] = 17] = "DXGI_FORMAT_R32G32_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_SINT"] = 18] = "DXGI_FORMAT_R32G32_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G8X24_TYPELESS"] = 19] = "DXGI_FORMAT_R32G8X24_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D32_FLOAT_S8X24_UINT"] = 20] = "DXGI_FORMAT_D32_FLOAT_S8X24_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS"] = 21] = "DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_X32_TYPELESS_G8X24_UINT"] = 22] = "DXGI_FORMAT_X32_TYPELESS_G8X24_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10A2_TYPELESS"] = 23] = "DXGI_FORMAT_R10G10B10A2_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10A2_UNORM"] = 24] = "DXGI_FORMAT_R10G10B10A2_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10A2_UINT"] = 25] = "DXGI_FORMAT_R10G10B10A2_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R11G11B10_FLOAT"] = 26] = "DXGI_FORMAT_R11G11B10_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_TYPELESS"] = 27] = "DXGI_FORMAT_R8G8B8A8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_UNORM"] = 28] = "DXGI_FORMAT_R8G8B8A8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_UNORM_SRGB"] = 29] = "DXGI_FORMAT_R8G8B8A8_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_UINT"] = 30] = "DXGI_FORMAT_R8G8B8A8_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_SNORM"] = 31] = "DXGI_FORMAT_R8G8B8A8_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_SINT"] = 32] = "DXGI_FORMAT_R8G8B8A8_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_TYPELESS"] = 33] = "DXGI_FORMAT_R16G16_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_FLOAT"] = 34] = "DXGI_FORMAT_R16G16_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_UNORM"] = 35] = "DXGI_FORMAT_R16G16_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_UINT"] = 36] = "DXGI_FORMAT_R16G16_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_SNORM"] = 37] = "DXGI_FORMAT_R16G16_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_SINT"] = 38] = "DXGI_FORMAT_R16G16_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_TYPELESS"] = 39] = "DXGI_FORMAT_R32_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D32_FLOAT"] = 40] = "DXGI_FORMAT_D32_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_FLOAT"] = 41] = "DXGI_FORMAT_R32_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_UINT"] = 42] = "DXGI_FORMAT_R32_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_SINT"] = 43] = "DXGI_FORMAT_R32_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R24G8_TYPELESS"] = 44] = "DXGI_FORMAT_R24G8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D24_UNORM_S8_UINT"] = 45] = "DXGI_FORMAT_D24_UNORM_S8_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R24_UNORM_X8_TYPELESS"] = 46] = "DXGI_FORMAT_R24_UNORM_X8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_X24_TYPELESS_G8_UINT"] = 47] = "DXGI_FORMAT_X24_TYPELESS_G8_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_TYPELESS"] = 48] = "DXGI_FORMAT_R8G8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_UNORM"] = 49] = "DXGI_FORMAT_R8G8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_UINT"] = 50] = "DXGI_FORMAT_R8G8_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_SNORM"] = 51] = "DXGI_FORMAT_R8G8_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_SINT"] = 52] = "DXGI_FORMAT_R8G8_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_TYPELESS"] = 53] = "DXGI_FORMAT_R16_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_FLOAT"] = 54] = "DXGI_FORMAT_R16_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D16_UNORM"] = 55] = "DXGI_FORMAT_D16_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_UNORM"] = 56] = "DXGI_FORMAT_R16_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_UINT"] = 57] = "DXGI_FORMAT_R16_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_SNORM"] = 58] = "DXGI_FORMAT_R16_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_SINT"] = 59] = "DXGI_FORMAT_R16_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_TYPELESS"] = 60] = "DXGI_FORMAT_R8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_UNORM"] = 61] = "DXGI_FORMAT_R8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_UINT"] = 62] = "DXGI_FORMAT_R8_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_SNORM"] = 63] = "DXGI_FORMAT_R8_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_SINT"] = 64] = "DXGI_FORMAT_R8_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_A8_UNORM"] = 65] = "DXGI_FORMAT_A8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R1_UNORM"] = 66] = "DXGI_FORMAT_R1_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R9G9B9E5_SHAREDEXP"] = 67] = "DXGI_FORMAT_R9G9B9E5_SHAREDEXP"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_B8G8_UNORM"] = 68] = "DXGI_FORMAT_R8G8_B8G8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_G8R8_G8B8_UNORM"] = 69] = "DXGI_FORMAT_G8R8_G8B8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC1_TYPELESS"] = 70] = "DXGI_FORMAT_BC1_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC1_UNORM"] = 71] = "DXGI_FORMAT_BC1_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC1_UNORM_SRGB"] = 72] = "DXGI_FORMAT_BC1_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC2_TYPELESS"] = 73] = "DXGI_FORMAT_BC2_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC2_UNORM"] = 74] = "DXGI_FORMAT_BC2_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC2_UNORM_SRGB"] = 75] = "DXGI_FORMAT_BC2_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC3_TYPELESS"] = 76] = "DXGI_FORMAT_BC3_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC3_UNORM"] = 77] = "DXGI_FORMAT_BC3_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC3_UNORM_SRGB"] = 78] = "DXGI_FORMAT_BC3_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC4_TYPELESS"] = 79] = "DXGI_FORMAT_BC4_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC4_UNORM"] = 80] = "DXGI_FORMAT_BC4_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC4_SNORM"] = 81] = "DXGI_FORMAT_BC4_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC5_TYPELESS"] = 82] = "DXGI_FORMAT_BC5_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC5_UNORM"] = 83] = "DXGI_FORMAT_BC5_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC5_SNORM"] = 84] = "DXGI_FORMAT_BC5_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B5G6R5_UNORM"] = 85] = "DXGI_FORMAT_B5G6R5_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B5G5R5A1_UNORM"] = 86] = "DXGI_FORMAT_B5G5R5A1_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8A8_UNORM"] = 87] = "DXGI_FORMAT_B8G8R8A8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8X8_UNORM"] = 88] = "DXGI_FORMAT_B8G8R8X8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM"] = 89] = "DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8A8_TYPELESS"] = 90] = "DXGI_FORMAT_B8G8R8A8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8A8_UNORM_SRGB"] = 91] = "DXGI_FORMAT_B8G8R8A8_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8X8_TYPELESS"] = 92] = "DXGI_FORMAT_B8G8R8X8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8X8_UNORM_SRGB"] = 93] = "DXGI_FORMAT_B8G8R8X8_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC6H_TYPELESS"] = 94] = "DXGI_FORMAT_BC6H_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC6H_UF16"] = 95] = "DXGI_FORMAT_BC6H_UF16"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC6H_SF16"] = 96] = "DXGI_FORMAT_BC6H_SF16"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC7_TYPELESS"] = 97] = "DXGI_FORMAT_BC7_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC7_UNORM"] = 98] = "DXGI_FORMAT_BC7_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC7_UNORM_SRGB"] = 99] = "DXGI_FORMAT_BC7_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_AYUV"] = 100] = "DXGI_FORMAT_AYUV"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y410"] = 101] = "DXGI_FORMAT_Y410"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y416"] = 102] = "DXGI_FORMAT_Y416"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_NV12"] = 103] = "DXGI_FORMAT_NV12"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P010"] = 104] = "DXGI_FORMAT_P010"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P016"] = 105] = "DXGI_FORMAT_P016"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_420_OPAQUE"] = 106] = "DXGI_FORMAT_420_OPAQUE"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_YUY2"] = 107] = "DXGI_FORMAT_YUY2"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y210"] = 108] = "DXGI_FORMAT_Y210"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y216"] = 109] = "DXGI_FORMAT_Y216"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_NV11"] = 110] = "DXGI_FORMAT_NV11"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_AI44"] = 111] = "DXGI_FORMAT_AI44"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_IA44"] = 112] = "DXGI_FORMAT_IA44"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P8"] = 113] = "DXGI_FORMAT_P8"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_A8P8"] = 114] = "DXGI_FORMAT_A8P8"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B4G4R4A4_UNORM"] = 115] = "DXGI_FORMAT_B4G4R4A4_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P208"] = 116] = "DXGI_FORMAT_P208"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_V208"] = 117] = "DXGI_FORMAT_V208"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_V408"] = 118] = "DXGI_FORMAT_V408"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE"] = 119] = "DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE"] = 120] = "DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_FORCE_UINT"] = 121] = "DXGI_FORMAT_FORCE_UINT"; -})(DXGI_FORMAT || (DXGI_FORMAT = {})); -/** - * Possible values of the field {@link DDS_DX10_FIELDS.RESOURCE_DIMENSION} - * @ignore - */ -var D3D10_RESOURCE_DIMENSION; -(function (D3D10_RESOURCE_DIMENSION) { - D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION["DDS_DIMENSION_TEXTURE1D"] = 2] = "DDS_DIMENSION_TEXTURE1D"; - D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION["DDS_DIMENSION_TEXTURE2D"] = 3] = "DDS_DIMENSION_TEXTURE2D"; - D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION["DDS_DIMENSION_TEXTURE3D"] = 6] = "DDS_DIMENSION_TEXTURE3D"; -})(D3D10_RESOURCE_DIMENSION || (D3D10_RESOURCE_DIMENSION = {})); -var PF_FLAGS = 1; -// PIXEL_FORMAT flags -var DDPF_ALPHA = 0x2; -var DDPF_FOURCC = 0x4; -var DDPF_RGB = 0x40; -var DDPF_YUV = 0x200; -var DDPF_LUMINANCE = 0x20000; -// Four character codes for DXTn formats -var FOURCC_DXT1 = 0x31545844; -var FOURCC_DXT3 = 0x33545844; -var FOURCC_DXT5 = 0x35545844; -var FOURCC_DX10 = 0x30315844; -// Cubemap texture flag (for DDS_DX10_FIELDS.MISC_FLAG) -var DDS_RESOURCE_MISC_TEXTURECUBE = 0x4; -/** - * Maps `FOURCC_*` formats to internal formats (see {@link PIXI.INTERNAL_FORMATS}). - * @ignore - */ -var FOURCC_TO_FORMAT = (_a$1 = {}, - _a$1[FOURCC_DXT1] = exports.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT, - _a$1[FOURCC_DXT3] = exports.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT, - _a$1[FOURCC_DXT5] = exports.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, - _a$1); -/** - * Maps {@link DXGI_FORMAT} to types/internal-formats (see {@link PIXI.TYPES}, {@link PIXI.INTERNAL_FORMATS}) - * @ignore - */ -var DXGI_TO_FORMAT = (_b$1 = {}, - // WEBGL_compressed_texture_s3tc - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_TYPELESS] = exports.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM] = exports.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_TYPELESS] = exports.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM] = exports.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_TYPELESS] = exports.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM] = exports.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, - // WEBGL_compressed_texture_s3tc_srgb - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM_SRGB] = exports.INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM_SRGB] = exports.INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM_SRGB] = exports.INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, - _b$1); -/** - * @class - * @memberof PIXI - * @implements {PIXI.ILoaderPlugin} - * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide - */ -/** - * Parses the DDS file header, generates base-textures, and puts them into the texture cache. - * @param arrayBuffer - */ -function parseDDS(arrayBuffer) { - var data = new Uint32Array(arrayBuffer); - var magicWord = data[0]; - if (magicWord !== DDS_MAGIC) { - throw new Error('Invalid DDS file magic word'); - } - var header = new Uint32Array(arrayBuffer, 0, DDS_HEADER_SIZE / Uint32Array.BYTES_PER_ELEMENT); - // DDS header fields - var height = header[DDS_FIELDS.HEIGHT]; - var width = header[DDS_FIELDS.WIDTH]; - var mipmapCount = header[DDS_FIELDS.MIPMAP_COUNT]; - // PIXEL_FORMAT fields - var pixelFormat = new Uint32Array(arrayBuffer, DDS_FIELDS.PIXEL_FORMAT * Uint32Array.BYTES_PER_ELEMENT, DDS_HEADER_PF_SIZE / Uint32Array.BYTES_PER_ELEMENT); - var formatFlags = pixelFormat[PF_FLAGS]; - // File contains compressed texture(s) - if (formatFlags & DDPF_FOURCC) { - var fourCC = pixelFormat[DDS_PF_FIELDS.FOURCC]; - // File contains one DXTn compressed texture - if (fourCC !== FOURCC_DX10) { - var internalFormat_1 = FOURCC_TO_FORMAT[fourCC]; - var dataOffset_1 = DDS_MAGIC_SIZE + DDS_HEADER_SIZE; - var texData = new Uint8Array(arrayBuffer, dataOffset_1); - var resource = new CompressedTextureResource(texData, { - format: internalFormat_1, - width: width, - height: height, - levels: mipmapCount // CompressedTextureResource will separate the levelBuffers for us! - }); - return [resource]; - } - // FOURCC_DX10 indicates there is a 20-byte DDS_HEADER_DX10 after DDS_HEADER - var dx10Offset = DDS_MAGIC_SIZE + DDS_HEADER_SIZE; - var dx10Header = new Uint32Array(data.buffer, dx10Offset, DDS_HEADER_DX10_SIZE / Uint32Array.BYTES_PER_ELEMENT); - var dxgiFormat = dx10Header[DDS_DX10_FIELDS.DXGI_FORMAT]; - var resourceDimension = dx10Header[DDS_DX10_FIELDS.RESOURCE_DIMENSION]; - var miscFlag = dx10Header[DDS_DX10_FIELDS.MISC_FLAG]; - var arraySize = dx10Header[DDS_DX10_FIELDS.ARRAY_SIZE]; - // Map dxgiFormat to PIXI.INTERNAL_FORMATS - var internalFormat_2 = DXGI_TO_FORMAT[dxgiFormat]; - if (internalFormat_2 === undefined) { - throw new Error("DDSParser cannot parse texture data with DXGI format " + dxgiFormat); + if (context.webGLVersion !== 2) { + var instanceExt_1 = gl.getExtension('ANGLE_instanced_arrays'); + if (instanceExt_1) { + gl.vertexAttribDivisor = function (a, b) { + return instanceExt_1.vertexAttribDivisorANGLE(a, b); + }; + gl.drawElementsInstanced = function (a, b, c, d, e) { + return instanceExt_1.drawElementsInstancedANGLE(a, b, c, d, e); + }; + gl.drawArraysInstanced = function (a, b, c, d) { + return instanceExt_1.drawArraysInstancedANGLE(a, b, c, d); + }; + } + else { + this.hasInstance = false; + } } - if (miscFlag === DDS_RESOURCE_MISC_TEXTURECUBE) { - // FIXME: Anybody excited about cubemap compressed textures? - throw new Error('DDSParser does not support cubemap textures'); + this.canUseUInt32ElementIndex = context.webGLVersion === 2 || !!context.extensions.uint32ElementIndex; + }; + /** + * Binds geometry so that is can be drawn. Creating a Vao if required + * @param geometry - Instance of geometry to bind. + * @param shader - Instance of shader to use vao for. + */ + GeometrySystem.prototype.bind = function (geometry, shader) { + shader = shader || this.renderer.shader.shader; + var gl = this.gl; + // not sure the best way to address this.. + // currently different shaders require different VAOs for the same geometry + // Still mulling over the best way to solve this one.. + // will likely need to modify the shader attribute locations at run time! + var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID]; + var incRefCount = false; + if (!vaos) { + this.managedGeometries[geometry.id] = geometry; + geometry.disposeRunner.add(this); + geometry.glVertexArrayObjects[this.CONTEXT_UID] = vaos = {}; + incRefCount = true; } - if (resourceDimension === D3D10_RESOURCE_DIMENSION.DDS_DIMENSION_TEXTURE3D) { - // FIXME: Anybody excited about 3D compressed textures? - throw new Error('DDSParser does not supported 3D texture data'); + var vao = vaos[shader.program.id] || this.initGeometryVao(geometry, shader, incRefCount); + this._activeGeometry = geometry; + if (this._activeVao !== vao) { + this._activeVao = vao; + if (this.hasVao) { + gl.bindVertexArray(vao); + } + else { + this.activateVao(geometry, shader.program); + } } - // Uint8Array buffers of image data, including all mipmap levels in each image - var imageBuffers = new Array(); - var dataOffset = DDS_MAGIC_SIZE - + DDS_HEADER_SIZE - + DDS_HEADER_DX10_SIZE; - if (arraySize === 1) { - // No need bothering with the imageSize calculation! - imageBuffers.push(new Uint8Array(arrayBuffer, dataOffset)); + // TODO - optimise later! + // don't need to loop through if nothing changed! + // maybe look to add an 'autoupdate' to geometry? + this.updateBuffers(); + }; + /** Reset and unbind any active VAO and geometry. */ + GeometrySystem.prototype.reset = function () { + this.unbind(); + }; + /** Update buffers of the currently bound geometry. */ + GeometrySystem.prototype.updateBuffers = function () { + var geometry = this._activeGeometry; + var bufferSystem = this.renderer.buffer; + for (var i = 0; i < geometry.buffers.length; i++) { + var buffer = geometry.buffers[i]; + bufferSystem.update(buffer); } - else { - // Calculate imageSize for each texture, and then locate each image's texture data - var pixelSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[internalFormat_2]; - var imageSize = 0; - var levelWidth = width; - var levelHeight = height; - for (var i = 0; i < mipmapCount; i++) { - var alignedLevelWidth = Math.max(1, (levelWidth + 3) & ~3); - var alignedLevelHeight = Math.max(1, (levelHeight + 3) & ~3); - var levelSize = alignedLevelWidth * alignedLevelHeight * pixelSize; - imageSize += levelSize; - levelWidth = levelWidth >>> 1; - levelHeight = levelHeight >>> 1; + }; + /** + * Check compatibility between a geometry and a program + * @param geometry - Geometry instance. + * @param program - Program instance. + */ + GeometrySystem.prototype.checkCompatibility = function (geometry, program) { + // geometry must have at least all the attributes that the shader requires. + var geometryAttributes = geometry.attributes; + var shaderAttributes = program.attributeData; + for (var j in shaderAttributes) { + if (!geometryAttributes[j]) { + throw new Error("shader and geometry incompatible, geometry missing the \"" + j + "\" attribute"); } - var imageOffset = dataOffset; - // NOTE: Cubemaps have 6-images per texture (but they aren't supported so ^_^) - for (var i = 0; i < arraySize; i++) { - imageBuffers.push(new Uint8Array(arrayBuffer, imageOffset, imageSize)); - imageOffset += imageSize; + } + }; + /** + * Takes a geometry and program and generates a unique signature for them. + * @param geometry - To get signature from. + * @param program - To test geometry against. + * @returns - Unique signature of the geometry and program + */ + GeometrySystem.prototype.getSignature = function (geometry, program) { + var attribs = geometry.attributes; + var shaderAttributes = program.attributeData; + var strings = ['g', geometry.id]; + for (var i in attribs) { + if (shaderAttributes[i]) { + strings.push(i, shaderAttributes[i].location); } } - // Uint8Array -> CompressedTextureResource, and we're done! - return imageBuffers.map(function (buffer) { return new CompressedTextureResource(buffer, { - format: internalFormat_2, - width: width, - height: height, - levels: mipmapCount - }); }); - } - if (formatFlags & DDPF_RGB) { - // FIXME: We might want to allow uncompressed *.dds files? - throw new Error('DDSParser does not support uncompressed texture data.'); - } - if (formatFlags & DDPF_YUV) { - // FIXME: Does anybody need this feature? - throw new Error('DDSParser does not supported YUV uncompressed texture data.'); - } - if (formatFlags & DDPF_LUMINANCE) { - // FIXME: Microsoft says older DDS filers use this feature! Probably not worth the effort! - throw new Error('DDSParser does not support single-channel (lumninance) texture data!'); - } - if (formatFlags & DDPF_ALPHA) { - // FIXME: I'm tired! See above =) - throw new Error('DDSParser does not support single-channel (alpha) texture data!'); - } - throw new Error('DDSParser failed to load a texture file due to an unknown reason!'); -} - -var _a, _b, _c; -/** - * The 12-byte KTX file identifier - * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.1 - * @ignore - */ -var FILE_IDENTIFIER = [0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A]; -/** - * The value stored in the "endianness" field. - * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.2 - * @ignore - */ -var ENDIANNESS = 0x04030201; -/** - * Byte offsets of the KTX file header fields - * @ignore - */ -var KTX_FIELDS = { - FILE_IDENTIFIER: 0, - ENDIANNESS: 12, - GL_TYPE: 16, - GL_TYPE_SIZE: 20, - GL_FORMAT: 24, - GL_INTERNAL_FORMAT: 28, - GL_BASE_INTERNAL_FORMAT: 32, - PIXEL_WIDTH: 36, - PIXEL_HEIGHT: 40, - PIXEL_DEPTH: 44, - NUMBER_OF_ARRAY_ELEMENTS: 48, - NUMBER_OF_FACES: 52, - NUMBER_OF_MIPMAP_LEVELS: 56, - BYTES_OF_KEY_VALUE_DATA: 60 -}; -/** - * Byte size of the file header fields in {@code KTX_FIELDS} - * @ignore - */ -var FILE_HEADER_SIZE = 64; -/** - * Maps {@link PIXI.TYPES} to the bytes taken per component, excluding those ones that are bit-fields. - * @ignore - */ -var TYPES_TO_BYTES_PER_COMPONENT = (_a = {}, - _a[constants.TYPES.UNSIGNED_BYTE] = 1, - _a[constants.TYPES.UNSIGNED_SHORT] = 2, - _a[constants.TYPES.INT] = 4, - _a[constants.TYPES.UNSIGNED_INT] = 4, - _a[constants.TYPES.FLOAT] = 4, - _a[constants.TYPES.HALF_FLOAT] = 8, - _a); -/** - * Number of components in each {@link PIXI.FORMATS} - * @ignore - */ -var FORMATS_TO_COMPONENTS = (_b = {}, - _b[constants.FORMATS.RGBA] = 4, - _b[constants.FORMATS.RGB] = 3, - _b[constants.FORMATS.RG] = 2, - _b[constants.FORMATS.RED] = 1, - _b[constants.FORMATS.LUMINANCE] = 1, - _b[constants.FORMATS.LUMINANCE_ALPHA] = 2, - _b[constants.FORMATS.ALPHA] = 1, - _b); -/** - * Number of bytes per pixel in bit-field types in {@link PIXI.TYPES} - * @ignore - */ -var TYPES_TO_BYTES_PER_PIXEL = (_c = {}, - _c[constants.TYPES.UNSIGNED_SHORT_4_4_4_4] = 2, - _c[constants.TYPES.UNSIGNED_SHORT_5_5_5_1] = 2, - _c[constants.TYPES.UNSIGNED_SHORT_5_6_5] = 2, - _c); -function parseKTX(url, arrayBuffer, loadKeyValueData) { - if (loadKeyValueData === void 0) { loadKeyValueData = false; } - var dataView = new DataView(arrayBuffer); - if (!validate(url, dataView)) { - return null; - } - var littleEndian = dataView.getUint32(KTX_FIELDS.ENDIANNESS, true) === ENDIANNESS; - var glType = dataView.getUint32(KTX_FIELDS.GL_TYPE, littleEndian); - // const glTypeSize = dataView.getUint32(KTX_FIELDS.GL_TYPE_SIZE, littleEndian); - var glFormat = dataView.getUint32(KTX_FIELDS.GL_FORMAT, littleEndian); - var glInternalFormat = dataView.getUint32(KTX_FIELDS.GL_INTERNAL_FORMAT, littleEndian); - var pixelWidth = dataView.getUint32(KTX_FIELDS.PIXEL_WIDTH, littleEndian); - var pixelHeight = dataView.getUint32(KTX_FIELDS.PIXEL_HEIGHT, littleEndian) || 1; // "pixelHeight = 0" -> "1" - var pixelDepth = dataView.getUint32(KTX_FIELDS.PIXEL_DEPTH, littleEndian) || 1; // ^^ - var numberOfArrayElements = dataView.getUint32(KTX_FIELDS.NUMBER_OF_ARRAY_ELEMENTS, littleEndian) || 1; // ^^ - var numberOfFaces = dataView.getUint32(KTX_FIELDS.NUMBER_OF_FACES, littleEndian); - var numberOfMipmapLevels = dataView.getUint32(KTX_FIELDS.NUMBER_OF_MIPMAP_LEVELS, littleEndian); - var bytesOfKeyValueData = dataView.getUint32(KTX_FIELDS.BYTES_OF_KEY_VALUE_DATA, littleEndian); - // Whether the platform architecture is little endian. If littleEndian !== platformLittleEndian, then the - // file contents must be endian-converted! - // TODO: Endianness conversion - // const platformLittleEndian = new Uint8Array((new Uint32Array([ENDIANNESS])).buffer)[0] === 0x01; - if (pixelHeight === 0 || pixelDepth !== 1) { - throw new Error('Only 2D textures are supported'); - } - if (numberOfFaces !== 1) { - throw new Error('CubeTextures are not supported by KTXLoader yet!'); - } - if (numberOfArrayElements !== 1) { - // TODO: Support splitting array-textures into multiple BaseTextures - throw new Error('WebGL does not support array textures'); - } - // TODO: 8x4 blocks for 2bpp pvrtc - var blockWidth = 4; - var blockHeight = 4; - var alignedWidth = (pixelWidth + 3) & ~3; - var alignedHeight = (pixelHeight + 3) & ~3; - var imageBuffers = new Array(numberOfArrayElements); - var imagePixels = pixelWidth * pixelHeight; - if (glType === 0) { - // Align to 16 pixels (4x4 blocks) - imagePixels = alignedWidth * alignedHeight; - } - var imagePixelByteSize; - if (glType !== 0) { - // Uncompressed texture format - if (TYPES_TO_BYTES_PER_COMPONENT[glType]) { - imagePixelByteSize = TYPES_TO_BYTES_PER_COMPONENT[glType] * FORMATS_TO_COMPONENTS[glFormat]; + return strings.join('-'); + }; + /** + * Creates or gets Vao with the same structure as the geometry and stores it on the geometry. + * If vao is created, it is bound automatically. We use a shader to infer what and how to set up the + * attribute locations. + * @param geometry - Instance of geometry to to generate Vao for. + * @param shader - Instance of the shader. + * @param incRefCount - Increment refCount of all geometry buffers. + */ + GeometrySystem.prototype.initGeometryVao = function (geometry, shader, incRefCount) { + if (incRefCount === void 0) { incRefCount = true; } + var gl = this.gl; + var CONTEXT_UID = this.CONTEXT_UID; + var bufferSystem = this.renderer.buffer; + var program = shader.program; + if (!program.glPrograms[CONTEXT_UID]) { + this.renderer.shader.generateProgram(shader); } - else { - imagePixelByteSize = TYPES_TO_BYTES_PER_PIXEL[glType]; + this.checkCompatibility(geometry, program); + var signature = this.getSignature(geometry, program); + var vaoObjectHash = geometry.glVertexArrayObjects[this.CONTEXT_UID]; + var vao = vaoObjectHash[signature]; + if (vao) { + // this will give us easy access to the vao + vaoObjectHash[program.id] = vao; + return vao; } - } - else { - imagePixelByteSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[glInternalFormat]; - } - if (imagePixelByteSize === undefined) { - throw new Error('Unable to resolve the pixel format stored in the *.ktx file!'); - } - var kvData = loadKeyValueData - ? parseKvData(dataView, bytesOfKeyValueData, littleEndian) - : null; - var imageByteSize = imagePixels * imagePixelByteSize; - var mipByteSize = imageByteSize; - var mipWidth = pixelWidth; - var mipHeight = pixelHeight; - var alignedMipWidth = alignedWidth; - var alignedMipHeight = alignedHeight; - var imageOffset = FILE_HEADER_SIZE + bytesOfKeyValueData; - for (var mipmapLevel = 0; mipmapLevel < numberOfMipmapLevels; mipmapLevel++) { - var imageSize = dataView.getUint32(imageOffset, littleEndian); - var elementOffset = imageOffset + 4; - for (var arrayElement = 0; arrayElement < numberOfArrayElements; arrayElement++) { - // TODO: Maybe support 3D textures? :-) - // for (let zSlice = 0; zSlice < pixelDepth; zSlice) - var mips = imageBuffers[arrayElement]; - if (!mips) { - mips = imageBuffers[arrayElement] = new Array(numberOfMipmapLevels); + var buffers = geometry.buffers; + var attributes = geometry.attributes; + var tempStride = {}; + var tempStart = {}; + for (var j in buffers) { + tempStride[j] = 0; + tempStart[j] = 0; + } + for (var j in attributes) { + if (!attributes[j].size && program.attributeData[j]) { + attributes[j].size = program.attributeData[j].size; } - mips[mipmapLevel] = { - levelID: mipmapLevel, - // don't align mipWidth when texture not compressed! (glType not zero) - levelWidth: numberOfMipmapLevels > 1 || glType !== 0 ? mipWidth : alignedMipWidth, - levelHeight: numberOfMipmapLevels > 1 || glType !== 0 ? mipHeight : alignedMipHeight, - levelBuffer: new Uint8Array(arrayBuffer, elementOffset, mipByteSize) - }; - elementOffset += mipByteSize; + else if (!attributes[j].size) { + console.warn("PIXI Geometry attribute '" + j + "' size cannot be determined (likely the bound shader does not have the attribute)"); // eslint-disable-line + } + tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap[attributes[j].type]; } - // HINT: Aligns to 4-byte boundary after jumping imageSize (in lieu of mipPadding) - imageOffset += imageSize + 4; // (+4 to jump the imageSize field itself) - imageOffset = imageOffset % 4 !== 0 ? imageOffset + 4 - (imageOffset % 4) : imageOffset; - // Calculate mipWidth, mipHeight for _next_ iteration - mipWidth = (mipWidth >> 1) || 1; - mipHeight = (mipHeight >> 1) || 1; - alignedMipWidth = (mipWidth + blockWidth - 1) & ~(blockWidth - 1); - alignedMipHeight = (mipHeight + blockHeight - 1) & ~(blockHeight - 1); - // Each mipmap level is 4-times smaller? - mipByteSize = alignedMipWidth * alignedMipHeight * imagePixelByteSize; - } - // We use the levelBuffers feature of CompressedTextureResource b/c texture data is image-major, not level-major. - if (glType !== 0) { - return { - uncompressed: imageBuffers.map(function (levelBuffers) { - var buffer = levelBuffers[0].levelBuffer; - var convertToInt = false; - if (glType === constants.TYPES.FLOAT) { - buffer = new Float32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4); - } - else if (glType === constants.TYPES.UNSIGNED_INT) { - convertToInt = true; - buffer = new Uint32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4); + for (var j in attributes) { + var attribute = attributes[j]; + var attribSize = attribute.size; + if (attribute.stride === undefined) { + if (tempStride[attribute.buffer] === attribSize * byteSizeMap[attribute.type]) { + attribute.stride = 0; } - else if (glType === constants.TYPES.INT) { - convertToInt = true; - buffer = new Int32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4); + else { + attribute.stride = tempStride[attribute.buffer]; } - return { - resource: new core.BufferResource(buffer, { - width: levelBuffers[0].levelWidth, - height: levelBuffers[0].levelHeight, - }), - type: glType, - format: convertToInt ? convertFormatToInteger(glFormat) : glFormat, - }; - }), - kvData: kvData - }; - } - return { - compressed: imageBuffers.map(function (levelBuffers) { return new CompressedTextureResource(null, { - format: glInternalFormat, - width: pixelWidth, - height: pixelHeight, - levels: numberOfMipmapLevels, - levelBuffers: levelBuffers, - }); }), - kvData: kvData + } + if (attribute.start === undefined) { + attribute.start = tempStart[attribute.buffer]; + tempStart[attribute.buffer] += attribSize * byteSizeMap[attribute.type]; + } + } + vao = gl.createVertexArray(); + gl.bindVertexArray(vao); + // first update - and create the buffers! + // only create a gl buffer if it actually gets + for (var i = 0; i < buffers.length; i++) { + var buffer = buffers[i]; + bufferSystem.bind(buffer); + if (incRefCount) { + buffer._glBuffers[CONTEXT_UID].refCount++; + } + } + // TODO - maybe make this a data object? + // lets wait to see if we need to first! + this.activateVao(geometry, program); + this._activeVao = vao; + // add it to the cache! + vaoObjectHash[program.id] = vao; + vaoObjectHash[signature] = vao; + return vao; }; -} -/** - * Checks whether the arrayBuffer contains a valid *.ktx file. - * @param url - * @param dataView - */ -function validate(url, dataView) { - // NOTE: Do not optimize this into 3 32-bit integer comparison because the endianness - // of the data is not specified. - for (var i = 0; i < FILE_IDENTIFIER.length; i++) { - if (dataView.getUint8(i) !== FILE_IDENTIFIER[i]) { - console.error(url + " is not a valid *.ktx file!"); - return false; + /** + * Disposes geometry. + * @param geometry - Geometry with buffers. Only VAO will be disposed + * @param [contextLost=false] - If context was lost, we suppress deleteVertexArray + */ + GeometrySystem.prototype.disposeGeometry = function (geometry, contextLost) { + var _a; + if (!this.managedGeometries[geometry.id]) { + return; } - } - return true; -} -function convertFormatToInteger(format) { - switch (format) { - case constants.FORMATS.RGBA: return constants.FORMATS.RGBA_INTEGER; - case constants.FORMATS.RGB: return constants.FORMATS.RGB_INTEGER; - case constants.FORMATS.RG: return constants.FORMATS.RG_INTEGER; - case constants.FORMATS.RED: return constants.FORMATS.RED_INTEGER; - default: return format; - } -} -function parseKvData(dataView, bytesOfKeyValueData, littleEndian) { - var kvData = new Map(); - var bytesIntoKeyValueData = 0; - while (bytesIntoKeyValueData < bytesOfKeyValueData) { - var keyAndValueByteSize = dataView.getUint32(FILE_HEADER_SIZE + bytesIntoKeyValueData, littleEndian); - var keyAndValueByteOffset = FILE_HEADER_SIZE + bytesIntoKeyValueData + 4; - var valuePadding = 3 - ((keyAndValueByteSize + 3) % 4); - // Bounds check - if (keyAndValueByteSize === 0 || keyAndValueByteSize > bytesOfKeyValueData - bytesIntoKeyValueData) { - console.error('KTXLoader: keyAndValueByteSize out of bounds'); - break; + delete this.managedGeometries[geometry.id]; + var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID]; + var gl = this.gl; + var buffers = geometry.buffers; + var bufferSystem = (_a = this.renderer) === null || _a === void 0 ? void 0 : _a.buffer; + geometry.disposeRunner.remove(this); + if (!vaos) { + return; } - // Note: keyNulByte can't be 0 otherwise the key is an empty string. - var keyNulByte = 0; - for (; keyNulByte < keyAndValueByteSize; keyNulByte++) { - if (dataView.getUint8(keyAndValueByteOffset + keyNulByte) === 0x00) { - break; + // bufferSystem may have already been destroyed.. + // if this is the case, there is no need to destroy the geometry buffers... + // they already have been! + if (bufferSystem) { + for (var i = 0; i < buffers.length; i++) { + var buf = buffers[i]._glBuffers[this.CONTEXT_UID]; + // my be null as context may have changed right before the dispose is called + if (buf) { + buf.refCount--; + if (buf.refCount === 0 && !contextLost) { + bufferSystem.dispose(buffers[i], contextLost); + } + } } } - if (keyNulByte === -1) { - console.error('KTXLoader: Failed to find null byte terminating kvData key'); - break; + if (!contextLost) { + for (var vaoId in vaos) { + // delete only signatures, everything else are copies + if (vaoId[0] === 'g') { + var vao = vaos[vaoId]; + if (this._activeVao === vao) { + this.unbind(); + } + gl.deleteVertexArray(vao); + } + } } - var key = new TextDecoder().decode(new Uint8Array(dataView.buffer, keyAndValueByteOffset, keyNulByte)); - var value = new DataView(dataView.buffer, keyAndValueByteOffset + keyNulByte + 1, keyAndValueByteSize - keyNulByte - 1); - kvData.set(key, value); - // 4 = the keyAndValueByteSize field itself - // keyAndValueByteSize = the bytes taken by the key and value - // valuePadding = extra padding to align with 4 bytes - bytesIntoKeyValueData += 4 + keyAndValueByteSize + valuePadding; - } - return kvData; -} - -// Set DDS files to be loaded as an ArrayBuffer -loaders.LoaderResource.setExtensionXhrType('dds', loaders.LoaderResource.XHR_RESPONSE_TYPE.BUFFER); -/** - * @class - * @memberof PIXI - * @implements {PIXI.ILoaderPlugin} - * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide - */ -var DDSLoader = /** @class */ (function () { - function DDSLoader() { - } + delete geometry.glVertexArrayObjects[this.CONTEXT_UID]; + }; /** - * Registers a DDS compressed texture - * @see PIXI.Loader.loaderMiddleware - * @param resource - loader resource that is checked to see if it is a DDS file - * @param next - callback Function to call when done + * Dispose all WebGL resources of all managed geometries. + * @param [contextLost=false] - If context was lost, we suppress `gl.delete` calls */ - DDSLoader.use = function (resource, next) { - if (resource.extension === 'dds' && resource.data) { - try { - Object.assign(resource, registerCompressedTextures(resource.name || resource.url, parseDDS(resource.data), resource.metadata)); + GeometrySystem.prototype.disposeAll = function (contextLost) { + var all = Object.keys(this.managedGeometries); + for (var i = 0; i < all.length; i++) { + this.disposeGeometry(this.managedGeometries[all[i]], contextLost); + } + }; + /** + * Activate vertex array object. + * @param geometry - Geometry instance. + * @param program - Shader program instance. + */ + GeometrySystem.prototype.activateVao = function (geometry, program) { + var gl = this.gl; + var CONTEXT_UID = this.CONTEXT_UID; + var bufferSystem = this.renderer.buffer; + var buffers = geometry.buffers; + var attributes = geometry.attributes; + if (geometry.indexBuffer) { + // first update the index buffer if we have one.. + bufferSystem.bind(geometry.indexBuffer); + } + var lastBuffer = null; + // add a new one! + for (var j in attributes) { + var attribute = attributes[j]; + var buffer = buffers[attribute.buffer]; + var glBuffer = buffer._glBuffers[CONTEXT_UID]; + if (program.attributeData[j]) { + if (lastBuffer !== glBuffer) { + bufferSystem.bind(buffer); + lastBuffer = glBuffer; + } + var location = program.attributeData[j].location; + // TODO introduce state again + // we can optimise this for older devices that have no VAOs + gl.enableVertexAttribArray(location); + gl.vertexAttribPointer(location, attribute.size, attribute.type || gl.FLOAT, attribute.normalized, attribute.stride, attribute.start); + if (attribute.instance) { + // TODO calculate instance count based of this... + if (this.hasInstance) { + gl.vertexAttribDivisor(location, 1); + } + else { + throw new Error('geometry error, GPU Instancing is not supported on this device'); + } + } } - catch (err) { - next(err); - return; + } + }; + /** + * Draws the currently bound geometry. + * @param type - The type primitive to render. + * @param size - The number of elements to be rendered. If not specified, all vertices after the + * starting vertex will be drawn. + * @param start - The starting vertex in the geometry to start drawing from. If not specified, + * drawing will start from the first vertex. + * @param instanceCount - The number of instances of the set of elements to execute. If not specified, + * all instances will be drawn. + */ + GeometrySystem.prototype.draw = function (type, size, start, instanceCount) { + var gl = this.gl; + var geometry = this._activeGeometry; + // TODO.. this should not change so maybe cache the function? + if (geometry.indexBuffer) { + var byteSize = geometry.indexBuffer.data.BYTES_PER_ELEMENT; + var glType = byteSize === 2 ? gl.UNSIGNED_SHORT : gl.UNSIGNED_INT; + if (byteSize === 2 || (byteSize === 4 && this.canUseUInt32ElementIndex)) { + if (geometry.instanced) { + /* eslint-disable max-len */ + gl.drawElementsInstanced(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize, instanceCount || 1); + /* eslint-enable max-len */ + } + else { + /* eslint-disable max-len */ + gl.drawElements(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize); + /* eslint-enable max-len */ + } + } + else { + console.warn('unsupported index buffer type: uint32'); } } - next(); + else if (geometry.instanced) { + // TODO need a better way to calculate size.. + gl.drawArraysInstanced(type, start, size || geometry.getSize(), instanceCount || 1); + } + else { + gl.drawArrays(type, start, size || geometry.getSize()); + } + return this; }; - /** @ignore */ - DDSLoader.extension = core.ExtensionType.Loader; - return DDSLoader; + /** Unbind/reset everything. */ + GeometrySystem.prototype.unbind = function () { + this.gl.bindVertexArray(null); + this._activeVao = null; + this._activeGeometry = null; + }; + GeometrySystem.prototype.destroy = function () { + this.renderer = null; + }; + return GeometrySystem; }()); -// Set KTX files to be loaded as an ArrayBuffer -loaders.LoaderResource.setExtensionXhrType('ktx', loaders.LoaderResource.XHR_RESPONSE_TYPE.BUFFER); /** - * Loader plugin for handling KTX texture container files. - * - * This KTX loader does not currently support the following features: - * * cube textures - * * 3D textures - * * endianness conversion for big-endian machines - * * embedded *.basis files + * Component for masked elements. * - * It does supports the following features: - * * multiple textures per file - * * mipmapping (only for compressed formats) - * * vendor-specific key/value data parsing (enable {@link PIXI.KTXLoader.loadKeyValueData}) - * @class + * Holds mask mode and temporary data about current mask. * @memberof PIXI - * @implements {PIXI.ILoaderPlugin} */ -var KTXLoader = /** @class */ (function () { - function KTXLoader() { - } +var MaskData = /** @class */ (function () { /** - * Called after a KTX file is loaded. - * - * This will parse the KTX file header and add a {@code BaseTexture} to the texture - * cache. - * @see PIXI.Loader.loaderMiddleware - * @param resource - loader resource that is checked to see if it is a KTX file - * @param next - callback Function to call when done + * Create MaskData + * @param {PIXI.DisplayObject} [maskObject=null] - object that describes the mask */ - KTXLoader.use = function (resource, next) { - if (resource.extension === 'ktx' && resource.data) { - try { - var url_1 = resource.name || resource.url; - var _a = parseKTX(url_1, resource.data, this.loadKeyValueData), compressed = _a.compressed, uncompressed = _a.uncompressed, kvData_1 = _a.kvData; - if (compressed) { - var result = registerCompressedTextures(url_1, compressed, resource.metadata); - if (kvData_1 && result.textures) { - for (var textureId in result.textures) { - result.textures[textureId].baseTexture.ktxKeyValueData = kvData_1; - } - } - Object.assign(resource, result); + function MaskData(maskObject) { + if (maskObject === void 0) { maskObject = null; } + this.type = constants.MASK_TYPES.NONE; + this.autoDetect = true; + this.maskObject = maskObject || null; + this.pooled = false; + this.isMaskData = true; + this.resolution = null; + this.multisample = settings.settings.FILTER_MULTISAMPLE; + this.enabled = true; + this.colorMask = 0xf; + this._filters = null; + this._stencilCounter = 0; + this._scissorCounter = 0; + this._scissorRect = null; + this._scissorRectLocal = null; + this._colorMask = 0xf; + this._target = null; + } + Object.defineProperty(MaskData.prototype, "filter", { + /** + * The sprite mask filter. + * If set to `null`, the default sprite mask filter is used. + * @default null + */ + get: function () { + return this._filters ? this._filters[0] : null; + }, + set: function (value) { + if (value) { + if (this._filters) { + this._filters[0] = value; } - else if (uncompressed) { - var textures_1 = {}; - uncompressed.forEach(function (image, i) { - var texture = new core.Texture(new core.BaseTexture(image.resource, { - mipmap: constants.MIPMAP_MODES.OFF, - alphaMode: constants.ALPHA_MODES.NO_PREMULTIPLIED_ALPHA, - type: image.type, - format: image.format, - })); - var cacheID = url_1 + "-" + (i + 1); - if (kvData_1) - { texture.baseTexture.ktxKeyValueData = kvData_1; } - core.BaseTexture.addToCache(texture.baseTexture, cacheID); - core.Texture.addToCache(texture, cacheID); - if (i === 0) { - textures_1[url_1] = texture; - core.BaseTexture.addToCache(texture.baseTexture, url_1); - core.Texture.addToCache(texture, url_1); - } - textures_1[cacheID] = texture; - }); - Object.assign(resource, { textures: textures_1 }); + else { + this._filters = [value]; } } - catch (err) { - next(err); - return; + else { + this._filters = null; } + }, + enumerable: false, + configurable: true + }); + /** Resets the mask data after popMask(). */ + MaskData.prototype.reset = function () { + if (this.pooled) { + this.maskObject = null; + this.type = constants.MASK_TYPES.NONE; + this.autoDetect = true; } - next(); + this._target = null; + this._scissorRectLocal = null; }; - /** @ignore */ - KTXLoader.extension = core.ExtensionType.Loader; /** - * If set to `true`, {@link PIXI.KTXLoader} will parse key-value data in KTX textures. This feature relies - * on the [Encoding Standard]{@link https://encoding.spec.whatwg.org}. - * - * The key-value data will be available on the base-textures as {@code PIXI.BaseTexture.ktxKeyValueData}. They - * will hold a reference to the texture data buffer, so make sure to delete key-value data once you are done - * using it. + * Copies counters from maskData above, called from pushMask(). + * @param maskAbove */ - KTXLoader.loadKeyValueData = false; - return KTXLoader; + MaskData.prototype.copyCountersOrReset = function (maskAbove) { + if (maskAbove) { + this._stencilCounter = maskAbove._stencilCounter; + this._scissorCounter = maskAbove._scissorCounter; + this._scissorRect = maskAbove._scissorRect; + } + else { + this._stencilCounter = 0; + this._scissorCounter = 0; + this._scissorRect = null; + } + }; + return MaskData; }()); -exports.BlobResource = BlobResource; -exports.CompressedTextureLoader = CompressedTextureLoader; -exports.CompressedTextureResource = CompressedTextureResource; -exports.DDSLoader = DDSLoader; -exports.FORMATS_TO_COMPONENTS = FORMATS_TO_COMPONENTS; -exports.INTERNAL_FORMAT_TO_BYTES_PER_PIXEL = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL; -exports.KTXLoader = KTXLoader; -exports.TYPES_TO_BYTES_PER_COMPONENT = TYPES_TO_BYTES_PER_COMPONENT; -exports.TYPES_TO_BYTES_PER_PIXEL = TYPES_TO_BYTES_PER_PIXEL; -exports.parseDDS = parseDDS; -exports.parseKTX = parseKTX; - - -},{"@pixi/constants":10,"@pixi/core":11,"@pixi/loaders":16,"@pixi/utils":22}],10:[function(require,module,exports){ -/*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -/** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ -exports.ENV = void 0; -(function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; -})(exports.ENV || (exports.ENV = {})); /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. + * @private + * @param {WebGLRenderingContext} gl - The current WebGL context {WebGLProgram} + * @param {number} type - the type, can be either VERTEX_SHADER or FRAGMENT_SHADER + * @param {string} src - The vertex shader source as an array of strings. + * @returns {WebGLShader} the shader */ -exports.RENDERER_TYPE = void 0; -(function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; -})(exports.RENDERER_TYPE || (exports.RENDERER_TYPE = {})); +function compileShader(gl, type, src) { + var shader = gl.createShader(type); + gl.shaderSource(shader, src); + gl.compileShader(shader); + return shader; +} + /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. + * will log a shader error highlighting the lines with the error + * also will add numbers along the side. + * @param gl - the WebGLContext + * @param shader - the shader to log errors for */ -exports.BUFFER_BITS = void 0; -(function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; -})(exports.BUFFER_BITS || (exports.BUFFER_BITS = {})); +function logPrettyShaderError(gl, shader) { + var shaderSrc = gl.getShaderSource(shader) + .split('\n') + .map(function (line, index) { return index + ": " + line; }); + var shaderLog = gl.getShaderInfoLog(shader); + var splitShader = shaderLog.split('\n'); + var dedupe = {}; + var lineNumbers = splitShader.map(function (line) { return parseFloat(line.replace(/^ERROR\: 0\:([\d]+)\:.*$/, '$1')); }) + .filter(function (n) { + if (n && !dedupe[n]) { + dedupe[n] = true; + return true; + } + return false; + }); + var logArgs = ['']; + lineNumbers.forEach(function (number) { + shaderSrc[number - 1] = "%c" + shaderSrc[number - 1] + "%c"; + logArgs.push('background: #FF0000; color:#FFFFFF; font-size: 10px', 'font-size: 10px'); + }); + var fragmentSourceToLog = shaderSrc + .join('\n'); + logArgs[0] = fragmentSourceToLog; + console.error(shaderLog); + // eslint-disable-next-line no-console + console.groupCollapsed('click to view full shader code'); + console.warn.apply(console, logArgs); + // eslint-disable-next-line no-console + console.groupEnd(); +} /** - * Various blend modes supported by PIXI. * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ -exports.BLEND_MODES = void 0; -(function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; -})(exports.BLEND_MODES || (exports.BLEND_MODES = {})); -/** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ -exports.DRAW_MODES = void 0; -(function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; -})(exports.DRAW_MODES || (exports.DRAW_MODES = {})); -/** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - + * logs out any program errors + * @param gl - The current WebGL context + * @param program - the WebGL program to display errors for + * @param vertexShader - the fragment WebGL shader program + * @param fragmentShader - the vertex WebGL shader program */ -exports.FORMATS = void 0; -(function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; -})(exports.FORMATS || (exports.FORMATS = {})); +function logProgramError(gl, program, vertexShader, fragmentShader) { + // if linking fails, then log and cleanup + if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { + if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) { + logPrettyShaderError(gl, vertexShader); + } + if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) { + logPrettyShaderError(gl, fragmentShader); + } + console.error('PixiJS Error: Could not initialize shader.'); + // if there is a program info log, log it + if (gl.getProgramInfoLog(program) !== '') { + console.warn('PixiJS Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program)); + } + } +} + +function booleanArray(size) { + var array = new Array(size); + for (var i = 0; i < array.length; i++) { + array[i] = false; + } + return array; +} /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - + * @method defaultValue + * @memberof PIXI.glCore.shader + * @param {string} type - Type of value + * @param {number} size + * @private */ -exports.TARGETS = void 0; -(function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; -})(exports.TARGETS || (exports.TARGETS = {})); +function defaultValue(type, size) { + switch (type) { + case 'float': + return 0; + case 'vec2': + return new Float32Array(2 * size); + case 'vec3': + return new Float32Array(3 * size); + case 'vec4': + return new Float32Array(4 * size); + case 'int': + case 'uint': + case 'sampler2D': + case 'sampler2DArray': + return 0; + case 'ivec2': + return new Int32Array(2 * size); + case 'ivec3': + return new Int32Array(3 * size); + case 'ivec4': + return new Int32Array(4 * size); + case 'uvec2': + return new Uint32Array(2 * size); + case 'uvec3': + return new Uint32Array(3 * size); + case 'uvec4': + return new Uint32Array(4 * size); + case 'bool': + return false; + case 'bvec2': + return booleanArray(2 * size); + case 'bvec3': + return booleanArray(3 * size); + case 'bvec4': + return booleanArray(4 * size); + case 'mat2': + return new Float32Array([1, 0, + 0, 1]); + case 'mat3': + return new Float32Array([1, 0, 0, + 0, 1, 0, + 0, 0, 1]); + case 'mat4': + return new Float32Array([1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1]); + } + return null; +} + +var unknownContext = {}; +var context = unknownContext; /** - * Various GL data format types. - * @memberof PIXI + * returns a little WebGL context to use for program inspection. * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - + * @private + * @returns {WebGLRenderingContext} a gl context to test with */ -exports.TYPES = void 0; -(function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; -})(exports.TYPES || (exports.TYPES = {})); +function getTestContext() { + if (context === unknownContext || (context && context.isContextLost())) { + var canvas = settings.settings.ADAPTER.createCanvas(); + var gl = void 0; + if (settings.settings.PREFER_ENV >= constants.ENV.WEBGL2) { + gl = canvas.getContext('webgl2', {}); + } + if (!gl) { + gl = (canvas.getContext('webgl', {}) + || canvas.getContext('experimental-webgl', {})); + if (!gl) { + // fail, not able to get a context + gl = null; + } + else { + // for shader testing.. + gl.getExtension('WEBGL_draw_buffers'); + } + } + context = gl; + } + return context; +} + +var maxFragmentPrecision; +function getMaxFragmentPrecision() { + if (!maxFragmentPrecision) { + maxFragmentPrecision = constants.PRECISION.MEDIUM; + var gl = getTestContext(); + if (gl) { + if (gl.getShaderPrecisionFormat) { + var shaderFragment = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT); + maxFragmentPrecision = shaderFragment.precision ? constants.PRECISION.HIGH : constants.PRECISION.MEDIUM; + } + } + } + return maxFragmentPrecision; +} + /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - + * Sets the float precision on the shader, ensuring the device supports the request precision. + * If the precision is already present, it just ensures that the device is able to handle it. + * @private + * @param {string} src - The shader source + * @param {PIXI.PRECISION} requestedPrecision - The request float precision of the shader. + * @param {PIXI.PRECISION} maxSupportedPrecision - The maximum precision the shader supports. + * @returns {string} modified shader source */ -exports.SAMPLER_TYPES = void 0; -(function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; -})(exports.SAMPLER_TYPES || (exports.SAMPLER_TYPES = {})); +function setPrecision(src, requestedPrecision, maxSupportedPrecision) { + if (src.substring(0, 9) !== 'precision') { + // no precision supplied, so PixiJS will add the requested level. + var precision = requestedPrecision; + // If highp is requested but not supported, downgrade precision to a level all devices support. + if (requestedPrecision === constants.PRECISION.HIGH && maxSupportedPrecision !== constants.PRECISION.HIGH) { + precision = constants.PRECISION.MEDIUM; + } + return "precision " + precision + " float;\n" + src; + } + else if (maxSupportedPrecision !== constants.PRECISION.HIGH && src.substring(0, 15) === 'precision highp') { + // precision was supplied, but at a level this device does not support, so downgrading to mediump. + return src.replace('precision highp', 'precision mediump'); + } + return src; +} + +var GLSL_TO_SIZE = { + float: 1, + vec2: 2, + vec3: 3, + vec4: 4, + int: 1, + ivec2: 2, + ivec3: 3, + ivec4: 4, + uint: 1, + uvec2: 2, + uvec3: 3, + uvec4: 4, + bool: 1, + bvec2: 2, + bvec3: 3, + bvec4: 4, + mat2: 4, + mat3: 9, + mat4: 16, + sampler2D: 1, +}; /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling + * @private + * @method mapSize + * @memberof PIXI.glCore.shader + * @param {string} type */ -exports.SCALE_MODES = void 0; -(function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; -})(exports.SCALE_MODES || (exports.SCALE_MODES = {})); +function mapSize(type) { + return GLSL_TO_SIZE[type]; +} + +var GL_TABLE = null; +var GL_TO_GLSL_TYPES = { + FLOAT: 'float', + FLOAT_VEC2: 'vec2', + FLOAT_VEC3: 'vec3', + FLOAT_VEC4: 'vec4', + INT: 'int', + INT_VEC2: 'ivec2', + INT_VEC3: 'ivec3', + INT_VEC4: 'ivec4', + UNSIGNED_INT: 'uint', + UNSIGNED_INT_VEC2: 'uvec2', + UNSIGNED_INT_VEC3: 'uvec3', + UNSIGNED_INT_VEC4: 'uvec4', + BOOL: 'bool', + BOOL_VEC2: 'bvec2', + BOOL_VEC3: 'bvec3', + BOOL_VEC4: 'bvec4', + FLOAT_MAT2: 'mat2', + FLOAT_MAT3: 'mat3', + FLOAT_MAT4: 'mat4', + SAMPLER_2D: 'sampler2D', + INT_SAMPLER_2D: 'sampler2D', + UNSIGNED_INT_SAMPLER_2D: 'sampler2D', + SAMPLER_CUBE: 'samplerCube', + INT_SAMPLER_CUBE: 'samplerCube', + UNSIGNED_INT_SAMPLER_CUBE: 'samplerCube', + SAMPLER_2D_ARRAY: 'sampler2DArray', + INT_SAMPLER_2D_ARRAY: 'sampler2DArray', + UNSIGNED_INT_SAMPLER_2D_ARRAY: 'sampler2DArray', +}; +// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types +function mapType(gl, type) { + if (!GL_TABLE) { + var typeNames = Object.keys(GL_TO_GLSL_TYPES); + GL_TABLE = {}; + for (var i = 0; i < typeNames.length; ++i) { + var tn = typeNames[i]; + GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn]; + } + } + return GL_TABLE[type]; +} + +/* eslint-disable @typescript-eslint/explicit-module-boundary-types */ +// Parsers, each one of these will take a look at the type of shader property and uniform. +// if they pass the test function then the code function is called that returns a the shader upload code for that uniform. +// Shader upload code is automagically generated with these parsers. +// If no parser is valid then the default upload functions are used. +// exposing Parsers means that custom upload logic can be added to pixi's shaders. +// A good example would be a pixi rectangle can be directly set on a uniform. +// If the shader sees it it knows how to upload the rectangle structure as a vec4 +// format is as follows: +// +// { +// test: (data, uniform) => {} <--- test is this code should be used for this uniform +// code: (name, uniform) => {} <--- returns the string of the piece of code that uploads the uniform +// codeUbo: (name, uniform) => {} <--- returns the string of the piece of code that uploads the +// uniform to a uniform buffer +// } +var uniformParsers = [ + // a float cache layer + { + test: function (data) { + return data.type === 'float' && data.size === 1 && !data.isArray; + }, + code: function (name) { + return "\n if(uv[\"" + name + "\"] !== ud[\"" + name + "\"].value)\n {\n ud[\"" + name + "\"].value = uv[\"" + name + "\"]\n gl.uniform1f(ud[\"" + name + "\"].location, uv[\"" + name + "\"])\n }\n "; + }, + }, + // handling samplers + { + test: function (data, uniform) { + // eslint-disable-next-line max-len,no-eq-null,eqeqeq + return (data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray && (uniform == null || uniform.castToBaseTexture !== undefined); + }, + code: function (name) { return "t = syncData.textureCount++;\n\n renderer.texture.bind(uv[\"" + name + "\"], t);\n\n if(ud[\"" + name + "\"].value !== t)\n {\n ud[\"" + name + "\"].value = t;\n gl.uniform1i(ud[\"" + name + "\"].location, t);\n; // eslint-disable-line max-len\n }"; }, + }, + // uploading pixi matrix object to mat3 + { + test: function (data, uniform) { + return data.type === 'mat3' && data.size === 1 && !data.isArray && uniform.a !== undefined; + }, + code: function (name) { + // TODO and some smart caching dirty ids here! + return "\n gl.uniformMatrix3fv(ud[\"" + name + "\"].location, false, uv[\"" + name + "\"].toArray(true));\n "; + }, + codeUbo: function (name) { + return "\n var " + name + "_matrix = uv." + name + ".toArray(true);\n\n data[offset] = " + name + "_matrix[0];\n data[offset+1] = " + name + "_matrix[1];\n data[offset+2] = " + name + "_matrix[2];\n \n data[offset + 4] = " + name + "_matrix[3];\n data[offset + 5] = " + name + "_matrix[4];\n data[offset + 6] = " + name + "_matrix[5];\n \n data[offset + 8] = " + name + "_matrix[6];\n data[offset + 9] = " + name + "_matrix[7];\n data[offset + 10] = " + name + "_matrix[8];\n "; + }, + }, + // uploading a pixi point as a vec2 with caching layer + { + test: function (data, uniform) { + return data.type === 'vec2' && data.size === 1 && !data.isArray && uniform.x !== undefined; + }, + code: function (name) { + return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n gl.uniform2f(ud[\"" + name + "\"].location, v.x, v.y);\n }"; + }, + codeUbo: function (name) { + return "\n v = uv." + name + ";\n\n data[offset] = v.x;\n data[offset+1] = v.y;\n "; + } + }, + // caching layer for a vec2 + { + test: function (data) { + return data.type === 'vec2' && data.size === 1 && !data.isArray; + }, + code: function (name) { + return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n gl.uniform2f(ud[\"" + name + "\"].location, v[0], v[1]);\n }\n "; + }, + }, + // upload a pixi rectangle as a vec4 with caching layer + { + test: function (data, uniform) { + return data.type === 'vec4' && data.size === 1 && !data.isArray && uniform.width !== undefined; + }, + code: function (name) { + return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n cv[2] = v.width;\n cv[3] = v.height;\n gl.uniform4f(ud[\"" + name + "\"].location, v.x, v.y, v.width, v.height)\n }"; + }, + codeUbo: function (name) { + return "\n v = uv." + name + ";\n\n data[offset] = v.x;\n data[offset+1] = v.y;\n data[offset+2] = v.width;\n data[offset+3] = v.height;\n "; + } + }, + // a caching layer for vec4 uploading + { + test: function (data) { + return data.type === 'vec4' && data.size === 1 && !data.isArray; + }, + code: function (name) { + return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4f(ud[\"" + name + "\"].location, v[0], v[1], v[2], v[3])\n }"; + }, + } ]; + +// cu = Cached value's uniform data field +// cv = Cached value +// v = value to upload +// ud = uniformData +// uv = uniformValue +// l = location +var GLSL_TO_SINGLE_SETTERS_CACHED = { + float: "\n if (cv !== v)\n {\n cu.value = v;\n gl.uniform1f(location, v);\n }", + vec2: "\n if (cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2f(location, v[0], v[1])\n }", + vec3: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3f(location, v[0], v[1], v[2])\n }", + vec4: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4f(location, v[0], v[1], v[2], v[3]);\n }", + int: "\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1i(location, v);\n }", + ivec2: "\n if (cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2i(location, v[0], v[1]);\n }", + ivec3: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3i(location, v[0], v[1], v[2]);\n }", + ivec4: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\n }", + uint: "\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1ui(location, v);\n }", + uvec2: "\n if (cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2ui(location, v[0], v[1]);\n }", + uvec3: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3ui(location, v[0], v[1], v[2]);\n }", + uvec4: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4ui(location, v[0], v[1], v[2], v[3]);\n }", + bool: "\n if (cv !== v)\n {\n cu.value = v;\n gl.uniform1i(location, v);\n }", + bvec2: "\n if (cv[0] != v[0] || cv[1] != v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2i(location, v[0], v[1]);\n }", + bvec3: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3i(location, v[0], v[1], v[2]);\n }", + bvec4: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\n }", + mat2: 'gl.uniformMatrix2fv(location, false, v)', + mat3: 'gl.uniformMatrix3fv(location, false, v)', + mat4: 'gl.uniformMatrix4fv(location, false, v)', + sampler2D: "\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1i(location, v);\n }", + samplerCube: "\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1i(location, v);\n }", + sampler2DArray: "\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1i(location, v);\n }", +}; +var GLSL_TO_ARRAY_SETTERS = { + float: "gl.uniform1fv(location, v)", + vec2: "gl.uniform2fv(location, v)", + vec3: "gl.uniform3fv(location, v)", + vec4: 'gl.uniform4fv(location, v)', + mat4: 'gl.uniformMatrix4fv(location, false, v)', + mat3: 'gl.uniformMatrix3fv(location, false, v)', + mat2: 'gl.uniformMatrix2fv(location, false, v)', + int: 'gl.uniform1iv(location, v)', + ivec2: 'gl.uniform2iv(location, v)', + ivec3: 'gl.uniform3iv(location, v)', + ivec4: 'gl.uniform4iv(location, v)', + uint: 'gl.uniform1uiv(location, v)', + uvec2: 'gl.uniform2uiv(location, v)', + uvec3: 'gl.uniform3uiv(location, v)', + uvec4: 'gl.uniform4uiv(location, v)', + bool: 'gl.uniform1iv(location, v)', + bvec2: 'gl.uniform2iv(location, v)', + bvec3: 'gl.uniform3iv(location, v)', + bvec4: 'gl.uniform4iv(location, v)', + sampler2D: 'gl.uniform1iv(location, v)', + samplerCube: 'gl.uniform1iv(location, v)', + sampler2DArray: 'gl.uniform1iv(location, v)', +}; +function generateUniformsSync(group, uniformData) { + var _a; + var funcFragments = ["\n var v = null;\n var cv = null;\n var cu = null;\n var t = 0;\n var gl = renderer.gl;\n "]; + for (var i in group.uniforms) { + var data = uniformData[i]; + if (!data) { + if ((_a = group.uniforms[i]) === null || _a === void 0 ? void 0 : _a.group) { + if (group.uniforms[i].ubo) { + funcFragments.push("\n renderer.shader.syncUniformBufferGroup(uv." + i + ", '" + i + "');\n "); + } + else { + funcFragments.push("\n renderer.shader.syncUniformGroup(uv." + i + ", syncData);\n "); + } + } + continue; + } + var uniform = group.uniforms[i]; + var parsed = false; + for (var j = 0; j < uniformParsers.length; j++) { + if (uniformParsers[j].test(data, uniform)) { + funcFragments.push(uniformParsers[j].code(i, uniform)); + parsed = true; + break; + } + } + if (!parsed) { + var templateType = data.size === 1 && !data.isArray ? GLSL_TO_SINGLE_SETTERS_CACHED : GLSL_TO_ARRAY_SETTERS; + var template = templateType[data.type].replace('location', "ud[\"" + i + "\"].location"); + funcFragments.push("\n cu = ud[\"" + i + "\"];\n cv = cu.value;\n v = uv[\"" + i + "\"];\n " + template + ";"); + } + } + /* + * the introduction of syncData is to solve an issue where textures in uniform groups are not set correctly + * the texture count was always starting from 0 in each group. This needs to increment each time a texture is used + * no matter which group is being used + * + */ + // eslint-disable-next-line no-new-func + return new Function('ud', 'uv', 'renderer', 'syncData', funcFragments.join('\n')); +} + +var fragTemplate = [ + 'precision mediump float;', + 'void main(void){', + 'float test = 0.1;', + '%forloop%', + 'gl_FragColor = vec4(0.0);', + '}' ].join('\n'); +function generateIfTestSrc(maxIfs) { + var src = ''; + for (var i = 0; i < maxIfs; ++i) { + if (i > 0) { + src += '\nelse '; + } + if (i < maxIfs - 1) { + src += "if(test == " + i + ".0){}"; + } + } + return src; +} +function checkMaxIfStatementsInShader(maxIfs, gl) { + if (maxIfs === 0) { + throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`'); + } + var shader = gl.createShader(gl.FRAGMENT_SHADER); + while (true) // eslint-disable-line no-constant-condition + { + var fragmentSrc = fragTemplate.replace(/%forloop%/gi, generateIfTestSrc(maxIfs)); + gl.shaderSource(shader, fragmentSrc); + gl.compileShader(shader); + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { + maxIfs = (maxIfs / 2) | 0; + } + else { + // valid! + break; + } + } + return maxIfs; +} + +// Cache the result to prevent running this over and over +var unsafeEval; /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring + * Not all platforms allow to generate function code (e.g., `new Function`). + * this provides the platform-level detection. + * @private + * @returns {boolean} `true` if `new Function` is supported. */ -exports.WRAP_MODES = void 0; -(function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; -})(exports.WRAP_MODES || (exports.WRAP_MODES = {})); +function unsafeEvalSupported() { + if (typeof unsafeEval === 'boolean') { + return unsafeEval; + } + try { + /* eslint-disable no-new-func */ + var func = new Function('param1', 'param2', 'param3', 'return param1[param2] === param3;'); + /* eslint-enable no-new-func */ + unsafeEval = func({ a: 'b' }, 'a', 'b') === true; + } + catch (e) { + unsafeEval = false; + } + return unsafeEval; +} + +var defaultFragment$2 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n gl_FragColor *= texture2D(uSampler, vTextureCoord);\n}"; + +var defaultVertex$3 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}\n"; + +var UID$1 = 0; +var nameCache = {}; /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES + * Helper class to create a shader program. * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. */ -exports.MIPMAP_MODES = void 0; -(function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; -})(exports.MIPMAP_MODES || (exports.MIPMAP_MODES = {})); +var Program = /** @class */ (function () { + /** + * @param vertexSrc - The source of the vertex shader. + * @param fragmentSrc - The source of the fragment shader. + * @param name - Name for shader + */ + function Program(vertexSrc, fragmentSrc, name) { + if (name === void 0) { name = 'pixi-shader'; } + this.id = UID$1++; + this.vertexSrc = vertexSrc || Program.defaultVertexSrc; + this.fragmentSrc = fragmentSrc || Program.defaultFragmentSrc; + this.vertexSrc = this.vertexSrc.trim(); + this.fragmentSrc = this.fragmentSrc.trim(); + if (this.vertexSrc.substring(0, 8) !== '#version') { + name = name.replace(/\s+/g, '-'); + if (nameCache[name]) { + nameCache[name]++; + name += "-" + nameCache[name]; + } + else { + nameCache[name] = 1; + } + this.vertexSrc = "#define SHADER_NAME " + name + "\n" + this.vertexSrc; + this.fragmentSrc = "#define SHADER_NAME " + name + "\n" + this.fragmentSrc; + this.vertexSrc = setPrecision(this.vertexSrc, settings.settings.PRECISION_VERTEX, constants.PRECISION.HIGH); + this.fragmentSrc = setPrecision(this.fragmentSrc, settings.settings.PRECISION_FRAGMENT, getMaxFragmentPrecision()); + } + // currently this does not extract structs only default types + // this is where we store shader references.. + this.glPrograms = {}; + this.syncUniforms = null; + } + Object.defineProperty(Program, "defaultVertexSrc", { + /** + * The default vertex shader source. + * @constant + */ + get: function () { + return defaultVertex$3; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Program, "defaultFragmentSrc", { + /** + * The default fragment shader source. + * @constant + */ + get: function () { + return defaultFragment$2; + }, + enumerable: false, + configurable: true + }); + /** + * A short hand function to create a program based of a vertex and fragment shader. + * + * This method will also check to see if there is a cached program. + * @param vertexSrc - The source of the vertex shader. + * @param fragmentSrc - The source of the fragment shader. + * @param name - Name for shader + * @returns A shiny new PixiJS shader program! + */ + Program.from = function (vertexSrc, fragmentSrc, name) { + var key = vertexSrc + fragmentSrc; + var program = utils.ProgramCache[key]; + if (!program) { + utils.ProgramCache[key] = program = new Program(vertexSrc, fragmentSrc, name); + } + return program; + }; + return Program; +}()); + /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES + * A helper class for shaders. * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. */ -exports.ALPHA_MODES = void 0; -(function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; -})(exports.ALPHA_MODES || (exports.ALPHA_MODES = {})); +var Shader = /** @class */ (function () { + /** + * @param program - The program the shader will use. + * @param uniforms - Custom uniforms to use to augment the built-in ones. + */ + function Shader(program, uniforms) { + /** + * Used internally to bind uniform buffer objects. + * @ignore + */ + this.uniformBindCount = 0; + this.program = program; + // lets see whats been passed in + // uniforms should be converted to a uniform group + if (uniforms) { + if (uniforms instanceof UniformGroup) { + this.uniformGroup = uniforms; + } + else { + this.uniformGroup = new UniformGroup(uniforms); + } + } + else { + this.uniformGroup = new UniformGroup({}); + } + this.disposeRunner = new runner.Runner('disposeShader'); + } + // TODO move to shader system.. + Shader.prototype.checkUniformExists = function (name, group) { + if (group.uniforms[name]) { + return true; + } + for (var i in group.uniforms) { + var uniform = group.uniforms[i]; + if (uniform.group) { + if (this.checkUniformExists(name, uniform)) { + return true; + } + } + } + return false; + }; + Shader.prototype.destroy = function () { + // usage count on programs? + // remove if not used! + this.uniformGroup = null; + this.disposeRunner.emit(this); + this.disposeRunner.destroy(); + }; + Object.defineProperty(Shader.prototype, "uniforms", { + /** + * Shader uniform values, shortcut for `uniformGroup.uniforms`. + * @readonly + */ + get: function () { + return this.uniformGroup.uniforms; + }, + enumerable: false, + configurable: true + }); + /** + * A short hand function to create a shader based of a vertex and fragment shader. + * @param vertexSrc - The source of the vertex shader. + * @param fragmentSrc - The source of the fragment shader. + * @param uniforms - Custom uniforms to use to augment the built-in ones. + * @returns A shiny new PixiJS shader! + */ + Shader.from = function (vertexSrc, fragmentSrc, uniforms) { + var program = Program.from(vertexSrc, fragmentSrc); + return new Shader(program, uniforms); + }; + return Shader; +}()); + +/* eslint-disable max-len */ +var BLEND$1 = 0; +var OFFSET$1 = 1; +var CULLING$1 = 2; +var DEPTH_TEST$1 = 3; +var WINDING$1 = 4; +var DEPTH_MASK$1 = 5; /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ -exports.CLEAR_MODES = void 0; -(function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; -})(exports.CLEAR_MODES || (exports.CLEAR_MODES = {})); -/** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ -exports.GC_MODES = void 0; -(function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; -})(exports.GC_MODES || (exports.GC_MODES = {})); -/** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ -exports.PRECISION = void 0; -(function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; -})(exports.PRECISION || (exports.PRECISION = {})); -/** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ -exports.MASK_TYPES = void 0; -(function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; -})(exports.MASK_TYPES || (exports.MASK_TYPES = {})); -/** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ -exports.COLOR_MASK_BITS = void 0; -(function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; -})(exports.COLOR_MASK_BITS || (exports.COLOR_MASK_BITS = {})); -/** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ -exports.MSAA_QUALITY = void 0; -(function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; -})(exports.MSAA_QUALITY || (exports.MSAA_QUALITY = {})); -/** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ -exports.BUFFER_TYPE = void 0; -(function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; -})(exports.BUFFER_TYPE || (exports.BUFFER_TYPE = {})); - - -},{}],11:[function(require,module,exports){ -/*! - * @pixi/core - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/core is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -var settings = require('@pixi/settings'); -var constants = require('@pixi/constants'); -var utils = require('@pixi/utils'); -var extensions = require('@pixi/extensions'); -var runner = require('@pixi/runner'); -var ticker = require('@pixi/ticker'); -var math = require('@pixi/math'); - -/** - * The maximum support for using WebGL. If a device does not - * support WebGL version, for instance WebGL 2, it will still - * attempt to fallback support to WebGL 1. If you want to - * explicitly remove feature support to target a more stable - * baseline, prefer a lower environment. - * - * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium} - * we disable webgl2 by default for all non-apple mobile devices. - * @static - * @name PREFER_ENV - * @memberof PIXI.settings - * @type {number} - * @default PIXI.ENV.WEBGL2 - */ -settings.settings.PREFER_ENV = utils.isMobile.any ? constants.ENV.WEBGL : constants.ENV.WEBGL2; -/** - * If set to `true`, *only* Textures and BaseTexture objects stored - * in the caches ({@link PIXI.utils.TextureCache TextureCache} and - * {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can be - * used when calling {@link PIXI.Texture.from Texture.from} or - * {@link PIXI.BaseTexture.from BaseTexture.from}. - * Otherwise, these `from` calls throw an exception. Using this property - * can be useful if you want to enforce preloading all assets with - * {@link PIXI.Loader Loader}. - * @static - * @name STRICT_TEXTURE_CACHE - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ -settings.settings.STRICT_TEXTURE_CACHE = false; - -/** - * Collection of installed resource types, class must extend {@link PIXI.Resource}. - * @example - * class CustomResource extends PIXI.Resource { - * // MUST have source, options constructor signature - * // for auto-detected resources to be created. - * constructor(source, options) { - * super(); - * } - * upload(renderer, baseTexture, glTexture) { - * // upload with GL - * return true; - * } - * // used to auto-detect resource - * static test(source, extension) { - * return extension === 'xyz'|| source instanceof SomeClass; - * } - * } - * // Install the new resource type - * PIXI.INSTALLED.push(CustomResource); - * @memberof PIXI - * @type {Array} - * @static - * @readonly - */ -var INSTALLED = []; -/** - * Create a resource element from a single source element. This - * auto-detects which type of resource to create. All resources that - * are auto-detectable must have a static `test` method and a constructor - * with the arguments `(source, options?)`. Currently, the supported - * resources for auto-detection include: - * - {@link PIXI.ImageResource} - * - {@link PIXI.CanvasResource} - * - {@link PIXI.VideoResource} - * - {@link PIXI.SVGResource} - * - {@link PIXI.BufferResource} - * @static - * @memberof PIXI - * @function autoDetectResource - * @param {string|*} source - Resource source, this can be the URL to the resource, - * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri - * or any other resource that can be auto-detected. If not resource is - * detected, it's assumed to be an ImageResource. - * @param {object} [options] - Pass-through options to use for Resource - * @param {number} [options.width] - Width of BufferResource or SVG rasterization - * @param {number} [options.height] - Height of BufferResource or SVG rasterization - * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading - * @param {number} [options.scale=1] - SVG source scale. Overridden by width, height - * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object - * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin - * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately - * @param {number} [options.updateFPS=0] - Video option to update how many times a second the - * texture should be updated from the video. Leave at 0 to update at every render - * @returns {PIXI.Resource} The created resource. - */ -function autoDetectResource(source, options) { - if (!source) { - return null; - } - var extension = ''; - if (typeof source === 'string') { - // search for file extension: period, 3-4 chars, then ?, # or EOL - var result = (/\.(\w{3,4})(?:$|\?|#)/i).exec(source); - if (result) { - extension = result[1].toLowerCase(); - } - } - for (var i = INSTALLED.length - 1; i >= 0; --i) { - var ResourcePlugin = INSTALLED[i]; - if (ResourcePlugin.test && ResourcePlugin.test(source, extension)) { - return new ResourcePlugin(source, options); - } - } - throw new Error('Unrecognized source type to auto-detect Resource'); -} - -/*! ***************************************************************************** -Copyright (c) Microsoft Corporation. - -Permission to use, copy, modify, and/or distribute this software for any -purpose with or without fee is hereby granted. - -THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH -REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY -AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, -INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM -LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR -OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR -PERFORMANCE OF THIS SOFTWARE. -***************************************************************************** */ -/* global Reflect, Promise */ - -var extendStatics = function(d, b) { - extendStatics = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics(d, b); -}; - -function __extends(d, b) { - extendStatics(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); -} - -var __assign = function() { - __assign = Object.assign || function __assign(t) { - var arguments$1 = arguments; - - for (var s, i = 1, n = arguments.length; i < n; i++) { - s = arguments$1[i]; - for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } } - } - return t; - }; - return __assign.apply(this, arguments); -}; - -function __rest(s, e) { - var t = {}; - for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0) - { t[p] = s[p]; } } - if (s != null && typeof Object.getOwnPropertySymbols === "function") - { for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) { - if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i])) - { t[p[i]] = s[p[i]]; } - } } - return t; -} - -/** - * Base resource class for textures that manages validation and uploading, depending on its type. + * This is a WebGL state, and is is passed to {@link PIXI.StateSystem}. * - * Uploading of a base texture to the GPU is required. + * Each mesh rendered may require WebGL to be in a different state. + * For example you may want different blend mode or to enable polygon offsets * @memberof PIXI */ -var Resource = /** @class */ (function () { - /** - * @param width - Width of the resource - * @param height - Height of the resource - */ - function Resource(width, height) { - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - this._width = width; - this._height = height; - this.destroyed = false; - this.internal = false; - this.onResize = new runner.Runner('setRealSize'); - this.onUpdate = new runner.Runner('update'); - this.onError = new runner.Runner('onError'); +var State = /** @class */ (function () { + function State() { + this.data = 0; + this.blendMode = constants.BLEND_MODES.NORMAL; + this.polygonOffset = 0; + this.blend = true; + this.depthMask = true; + // this.depthTest = true; } - /** - * Bind to a parent BaseTexture - * @param baseTexture - Parent texture - */ - Resource.prototype.bind = function (baseTexture) { - this.onResize.add(baseTexture); - this.onUpdate.add(baseTexture); - this.onError.add(baseTexture); - // Call a resize immediate if we already - // have the width and height of the resource - if (this._width || this._height) { - this.onResize.emit(this._width, this._height); - } - }; - /** - * Unbind to a parent BaseTexture - * @param baseTexture - Parent texture - */ - Resource.prototype.unbind = function (baseTexture) { - this.onResize.remove(baseTexture); - this.onUpdate.remove(baseTexture); - this.onError.remove(baseTexture); - }; - /** - * Trigger a resize event - * @param width - X dimension - * @param height - Y dimension - */ - Resource.prototype.resize = function (width, height) { - if (width !== this._width || height !== this._height) { - this._width = width; - this._height = height; - this.onResize.emit(width, height); - } - }; - Object.defineProperty(Resource.prototype, "valid", { + Object.defineProperty(State.prototype, "blend", { /** - * Has been validated - * @readonly + * Activates blending of the computed fragment color values. + * @default true */ get: function () { - return !!this._width && !!this._height; + return !!(this.data & (1 << BLEND$1)); + }, + set: function (value) { + if (!!(this.data & (1 << BLEND$1)) !== value) { + this.data ^= (1 << BLEND$1); + } }, enumerable: false, configurable: true }); - /** Has been updated trigger event. */ - Resource.prototype.update = function () { - if (!this.destroyed) { - this.onUpdate.emit(); - } - }; - /** - * This can be overridden to start preloading a resource - * or do any other prepare step. - * @protected - * @returns Handle the validate event - */ - Resource.prototype.load = function () { - return Promise.resolve(this); - }; - Object.defineProperty(Resource.prototype, "width", { + Object.defineProperty(State.prototype, "offsets", { /** - * The width of the resource. - * @readonly + * Activates adding an offset to depth values of polygon's fragments + * @default false */ get: function () { - return this._width; + return !!(this.data & (1 << OFFSET$1)); + }, + set: function (value) { + if (!!(this.data & (1 << OFFSET$1)) !== value) { + this.data ^= (1 << OFFSET$1); + } }, enumerable: false, configurable: true }); - Object.defineProperty(Resource.prototype, "height", { + Object.defineProperty(State.prototype, "culling", { /** - * The height of the resource. - * @readonly + * Activates culling of polygons. + * @default false */ get: function () { - return this._height; + return !!(this.data & (1 << CULLING$1)); + }, + set: function (value) { + if (!!(this.data & (1 << CULLING$1)) !== value) { + this.data ^= (1 << CULLING$1); + } }, enumerable: false, configurable: true }); - /** - * Set the style, optional to override - * @param _renderer - yeah, renderer! - * @param _baseTexture - the texture - * @param _glTexture - texture instance for this webgl context - * @returns - `true` is success - */ - Resource.prototype.style = function (_renderer, _baseTexture, _glTexture) { - return false; - }; - /** Clean up anything, this happens when destroying is ready. */ - Resource.prototype.dispose = function () { - // override - }; - /** - * Call when destroying resource, unbind any BaseTexture object - * before calling this method, as reference counts are maintained - * internally. - */ - Resource.prototype.destroy = function () { - if (!this.destroyed) { - this.destroyed = true; - this.dispose(); - this.onError.removeAll(); - this.onError = null; - this.onResize.removeAll(); - this.onResize = null; - this.onUpdate.removeAll(); - this.onUpdate = null; - } - }; - /** - * Abstract, used to auto-detect resource type. - * @param {*} _source - The source object - * @param {string} _extension - The extension of source, if set - */ - Resource.test = function (_source, _extension) { - return false; - }; - return Resource; -}()); - -/** - * @interface SharedArrayBuffer - */ -/** - * Buffer resource with data of typed array. - * @memberof PIXI - */ -var BufferResource = /** @class */ (function (_super) { - __extends(BufferResource, _super); - /** - * @param source - Source buffer - * @param options - Options - * @param {number} options.width - Width of the texture - * @param {number} options.height - Height of the texture - */ - function BufferResource(source, options) { - var _this = this; - var _a = options || {}, width = _a.width, height = _a.height; - if (!width || !height) { - throw new Error('BufferResource width or height invalid'); - } - _this = _super.call(this, width, height) || this; - _this.data = source; - return _this; - } - /** - * Upload the texture to the GPU. - * @param renderer - Upload to the renderer - * @param baseTexture - Reference to parent texture - * @param glTexture - glTexture - * @returns - true is success - */ - BufferResource.prototype.upload = function (renderer, baseTexture, glTexture) { - var gl = renderer.gl; - gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === constants.ALPHA_MODES.UNPACK); - var width = baseTexture.realWidth; - var height = baseTexture.realHeight; - if (glTexture.width === width && glTexture.height === height) { - gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data); - } - else { - glTexture.width = width; - glTexture.height = height; - gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data); - } - return true; - }; - /** Destroy and don't use after this. */ - BufferResource.prototype.dispose = function () { - this.data = null; - }; - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if - */ - BufferResource.test = function (source) { - return source instanceof Float32Array - || source instanceof Uint8Array - || source instanceof Uint32Array; - }; - return BufferResource; -}(Resource)); - -var defaultBufferOptions = { - scaleMode: constants.SCALE_MODES.NEAREST, - format: constants.FORMATS.RGBA, - alphaMode: constants.ALPHA_MODES.NPM, -}; -/** - * A Texture stores the information that represents an image. - * All textures have a base texture, which contains information about the source. - * Therefore you can have many textures all using a single BaseTexture - * @memberof PIXI - * @typeParam R - The BaseTexture's Resource type. - * @typeParam RO - The options for constructing resource. - */ -var BaseTexture = /** @class */ (function (_super) { - __extends(BaseTexture, _super); - /** - * @param {PIXI.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null] - - * The current resource to use, for things that aren't Resource objects, will be converted - * into a Resource. - * @param options - Collection of options - * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture - * @param {number} [options.anisotropicLevel=PIXI.settings.ANISOTROPIC_LEVEL] - Anisotropic filtering level of texture - * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures - * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest - * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type - * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type - * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target - * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Pre multiply the image alpha - * @param {number} [options.width=0] - Width of the texture - * @param {number} [options.height=0] - Height of the texture - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - Resolution of the base texture - * @param {object} [options.resourceOptions] - Optional resource options, - * see {@link PIXI.autoDetectResource autoDetectResource} - */ - function BaseTexture(resource, options) { - if (resource === void 0) { resource = null; } - if (options === void 0) { options = null; } - var _this = _super.call(this) || this; - options = options || {}; - var alphaMode = options.alphaMode, mipmap = options.mipmap, anisotropicLevel = options.anisotropicLevel, scaleMode = options.scaleMode, width = options.width, height = options.height, wrapMode = options.wrapMode, format = options.format, type = options.type, target = options.target, resolution = options.resolution, resourceOptions = options.resourceOptions; - // Convert the resource to a Resource object - if (resource && !(resource instanceof Resource)) { - resource = autoDetectResource(resource, resourceOptions); - resource.internal = true; - } - _this.resolution = resolution || settings.settings.RESOLUTION; - _this.width = Math.round((width || 0) * _this.resolution) / _this.resolution; - _this.height = Math.round((height || 0) * _this.resolution) / _this.resolution; - _this._mipmap = mipmap !== undefined ? mipmap : settings.settings.MIPMAP_TEXTURES; - _this.anisotropicLevel = anisotropicLevel !== undefined ? anisotropicLevel : settings.settings.ANISOTROPIC_LEVEL; - _this._wrapMode = wrapMode || settings.settings.WRAP_MODE; - _this._scaleMode = scaleMode !== undefined ? scaleMode : settings.settings.SCALE_MODE; - _this.format = format || constants.FORMATS.RGBA; - _this.type = type || constants.TYPES.UNSIGNED_BYTE; - _this.target = target || constants.TARGETS.TEXTURE_2D; - _this.alphaMode = alphaMode !== undefined ? alphaMode : constants.ALPHA_MODES.UNPACK; - _this.uid = utils.uid(); - _this.touched = 0; - _this.isPowerOfTwo = false; - _this._refreshPOT(); - _this._glTextures = {}; - _this.dirtyId = 0; - _this.dirtyStyleId = 0; - _this.cacheId = null; - _this.valid = width > 0 && height > 0; - _this.textureCacheIds = []; - _this.destroyed = false; - _this.resource = null; - _this._batchEnabled = 0; - _this._batchLocation = 0; - _this.parentTextureArray = null; - /** - * Fired when a not-immediately-available source finishes loading. - * @protected - * @event PIXI.BaseTexture#loaded - * @param {PIXI.BaseTexture} baseTexture - Resource loaded. - */ - /** - * Fired when a not-immediately-available source fails to load. - * @protected - * @event PIXI.BaseTexture#error - * @param {PIXI.BaseTexture} baseTexture - Resource errored. - * @param {ErrorEvent} event - Load error event. - */ - /** - * Fired when BaseTexture is updated. - * @protected - * @event PIXI.BaseTexture#loaded - * @param {PIXI.BaseTexture} baseTexture - Resource loaded. - */ - /** - * Fired when BaseTexture is updated. - * @protected - * @event PIXI.BaseTexture#update - * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated. - */ - /** - * Fired when BaseTexture is destroyed. - * @protected - * @event PIXI.BaseTexture#dispose - * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed. - */ - // Set the resource - _this.setResource(resource); - return _this; - } - Object.defineProperty(BaseTexture.prototype, "realWidth", { + Object.defineProperty(State.prototype, "depthTest", { /** - * Pixel width of the source of this texture - * @readonly + * Activates depth comparisons and updates to the depth buffer. + * @default false */ get: function () { - return Math.round(this.width * this.resolution); + return !!(this.data & (1 << DEPTH_TEST$1)); + }, + set: function (value) { + if (!!(this.data & (1 << DEPTH_TEST$1)) !== value) { + this.data ^= (1 << DEPTH_TEST$1); + } }, enumerable: false, configurable: true }); - Object.defineProperty(BaseTexture.prototype, "realHeight", { + Object.defineProperty(State.prototype, "depthMask", { /** - * Pixel height of the source of this texture - * @readonly + * Enables or disables writing to the depth buffer. + * @default true */ get: function () { - return Math.round(this.height * this.resolution); + return !!(this.data & (1 << DEPTH_MASK$1)); + }, + set: function (value) { + if (!!(this.data & (1 << DEPTH_MASK$1)) !== value) { + this.data ^= (1 << DEPTH_MASK$1); + } }, enumerable: false, configurable: true }); - Object.defineProperty(BaseTexture.prototype, "mipmap", { + Object.defineProperty(State.prototype, "clockwiseFrontFace", { /** - * Mipmap mode of the texture, affects downscaled images - * @default PIXI.settings.MIPMAP_TEXTURES + * Specifies whether or not front or back-facing polygons can be culled. + * @default false */ get: function () { - return this._mipmap; + return !!(this.data & (1 << WINDING$1)); }, set: function (value) { - if (this._mipmap !== value) { - this._mipmap = value; - this.dirtyStyleId++; + if (!!(this.data & (1 << WINDING$1)) !== value) { + this.data ^= (1 << WINDING$1); } }, enumerable: false, configurable: true }); - Object.defineProperty(BaseTexture.prototype, "scaleMode", { + Object.defineProperty(State.prototype, "blendMode", { /** - * The scale mode to apply when scaling this texture - * @default PIXI.settings.SCALE_MODE + * The blend mode to be applied when this state is set. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. + * Setting this mode to anything other than NO_BLEND will automatically switch blending on. + * @default PIXI.BLEND_MODES.NORMAL */ get: function () { - return this._scaleMode; + return this._blendMode; }, set: function (value) { - if (this._scaleMode !== value) { - this._scaleMode = value; - this.dirtyStyleId++; - } + this.blend = (value !== constants.BLEND_MODES.NONE); + this._blendMode = value; }, enumerable: false, configurable: true }); - Object.defineProperty(BaseTexture.prototype, "wrapMode", { + Object.defineProperty(State.prototype, "polygonOffset", { /** - * How the texture wraps - * @default PIXI.settings.WRAP_MODE + * The polygon offset. Setting this property to anything other than 0 will automatically enable polygon offset fill. + * @default 0 */ get: function () { - return this._wrapMode; + return this._polygonOffset; }, set: function (value) { - if (this._wrapMode !== value) { - this._wrapMode = value; - this.dirtyStyleId++; - } + this.offsets = !!value; + this._polygonOffset = value; }, enumerable: false, configurable: true }); - /** - * Changes style options of BaseTexture - * @param scaleMode - Pixi scalemode - * @param mipmap - enable mipmaps - * @returns - this - */ - BaseTexture.prototype.setStyle = function (scaleMode, mipmap) { - var dirty; - if (scaleMode !== undefined && scaleMode !== this.scaleMode) { - this.scaleMode = scaleMode; - dirty = true; - } - if (mipmap !== undefined && mipmap !== this.mipmap) { - this.mipmap = mipmap; - dirty = true; - } - if (dirty) { - this.dirtyStyleId++; - } - return this; - }; - /** - * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero. - * @param desiredWidth - Desired visual width - * @param desiredHeight - Desired visual height - * @param resolution - Optionally set resolution - * @returns - this - */ - BaseTexture.prototype.setSize = function (desiredWidth, desiredHeight, resolution) { - resolution = resolution || this.resolution; - return this.setRealSize(desiredWidth * resolution, desiredHeight * resolution, resolution); - }; - /** - * Sets real size of baseTexture, preserves current resolution. - * @param realWidth - Full rendered width - * @param realHeight - Full rendered height - * @param resolution - Optionally set resolution - * @returns - this - */ - BaseTexture.prototype.setRealSize = function (realWidth, realHeight, resolution) { - this.resolution = resolution || this.resolution; - this.width = Math.round(realWidth) / this.resolution; - this.height = Math.round(realHeight) / this.resolution; - this._refreshPOT(); - this.update(); - return this; + State.prototype.toString = function () { + return "[@pixi/core:State " + + ("blendMode=" + this.blendMode + " ") + + ("clockwiseFrontFace=" + this.clockwiseFrontFace + " ") + + ("culling=" + this.culling + " ") + + ("depthMask=" + this.depthMask + " ") + + ("polygonOffset=" + this.polygonOffset) + + "]"; }; - /** - * Refresh check for isPowerOfTwo texture based on size - * @private - */ - BaseTexture.prototype._refreshPOT = function () { - this.isPowerOfTwo = utils.isPow2(this.realWidth) && utils.isPow2(this.realHeight); + State.for2d = function () { + var state = new State(); + state.depthTest = false; + state.blend = true; + return state; }; + return State; +}()); + +var defaultFragment$1 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n}\n"; + +var defaultVertex$2 = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n gl_Position = filterVertexPosition();\n vTextureCoord = filterTextureCoord();\n}\n"; + +/** + * A filter is a special shader that applies post-processing effects to an input texture and writes into an output + * render-target. + * + * {@link http://pixijs.io/examples/#/filters/blur-filter.js Example} of the + * {@link PIXI.filters.BlurFilter BlurFilter}. + * + * ### Usage + * Filters can be applied to any DisplayObject or Container. + * PixiJS' `FilterSystem` renders the container into temporary Framebuffer, + * then filter renders it to the screen. + * Multiple filters can be added to the `filters` array property and stacked on each other. + * + * ``` + * const filter = new PIXI.Filter(myShaderVert, myShaderFrag, { myUniform: 0.5 }); + * const container = new PIXI.Container(); + * container.filters = [filter]; + * ``` + * + * ### Previous Version Differences + * + * In PixiJS **v3**, a filter was always applied to _whole screen_. + * + * In PixiJS **v4**, a filter can be applied _only part of the screen_. + * Developers had to create a set of uniforms to deal with coordinates. + * + * In PixiJS **v5** combines _both approaches_. + * Developers can use normal coordinates of v3 and then allow filter to use partial Framebuffers, + * bringing those extra uniforms into account. + * + * Also be aware that we have changed default vertex shader, please consult + * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}. + * + * ### Frames + * + * The following table summarizes the coordinate spaces used in the filtering pipeline: + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + *
Coordinate SpaceDescription
Texture Coordinates + * The texture (or UV) coordinates in the input base-texture's space. These are normalized into the (0,1) range along + * both axes. + *
World Space + * A point in the same space as the world bounds of any display-object (i.e. in the scene graph's space). + *
Physical Pixels + * This is base-texture's space with the origin on the top-left. You can calculate these by multiplying the texture + * coordinates by the dimensions of the texture. + *
+ * + * ### Built-in Uniforms + * + * PixiJS viewport uses screen (CSS) coordinates, `(0, 0, renderer.screen.width, renderer.screen.height)`, + * and `projectionMatrix` uniform maps it to the gl viewport. + * + * **uSampler** + * + * The most important uniform is the input texture that container was rendered into. + * _Important note: as with all Framebuffers in PixiJS, both input and output are + * premultiplied by alpha._ + * + * By default, input normalized coordinates are passed to fragment shader with `vTextureCoord`. + * Use it to sample the input. + * + * ``` + * const fragment = ` + * varying vec2 vTextureCoord; + * uniform sampler2D uSampler; + * void main(void) + * { + * gl_FragColor = texture2D(uSampler, vTextureCoord); + * } + * `; + * + * const myFilter = new PIXI.Filter(null, fragment); + * ``` + * + * This filter is just one uniform less than {@link PIXI.filters.AlphaFilter AlphaFilter}. + * + * **outputFrame** + * + * The `outputFrame` holds the rectangle where filter is applied in screen (CSS) coordinates. + * It's the same as `renderer.screen` for a fullscreen filter. + * Only a part of `outputFrame.zw` size of temporary Framebuffer is used, + * `(0, 0, outputFrame.width, outputFrame.height)`, + * + * Filters uses this quad to normalized (0-1) space, its passed into `aVertexPosition` attribute. + * To calculate vertex position in screen space using normalized (0-1) space: + * + * ``` + * vec4 filterVertexPosition( void ) + * { + * vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy; + * return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0); + * } + * ``` + * + * **inputSize** + * + * Temporary framebuffer is different, it can be either the size of screen, either power-of-two. + * The `inputSize.xy` are size of temporary framebuffer that holds input. + * The `inputSize.zw` is inverted, it's a shortcut to evade division inside the shader. + * + * Set `inputSize.xy = outputFrame.zw` for a fullscreen filter. + * + * To calculate input normalized coordinate, you have to map it to filter normalized space. + * Multiply by `outputFrame.zw` to get input coordinate. + * Divide by `inputSize.xy` to get input normalized coordinate. + * + * ``` + * vec2 filterTextureCoord( void ) + * { + * return aVertexPosition * (outputFrame.zw * inputSize.zw); // same as /inputSize.xy + * } + * ``` + * **resolution** + * + * The `resolution` is the ratio of screen (CSS) pixels to real pixels. + * + * **inputPixel** + * + * `inputPixel.xy` is the size of framebuffer in real pixels, same as `inputSize.xy * resolution` + * `inputPixel.zw` is inverted `inputPixel.xy`. + * + * It's handy for filters that use neighbour pixels, like {@link PIXI.filters.FXAAFilter FXAAFilter}. + * + * **inputClamp** + * + * If you try to get info from outside of used part of Framebuffer - you'll get undefined behaviour. + * For displacements, coordinates has to be clamped. + * + * The `inputClamp.xy` is left-top pixel center, you may ignore it, because we use left-top part of Framebuffer + * `inputClamp.zw` is bottom-right pixel center. + * + * ``` + * vec4 color = texture2D(uSampler, clamp(modifiedTextureCoord, inputClamp.xy, inputClamp.zw)) + * ``` + * OR + * ``` + * vec4 color = texture2D(uSampler, min(modifigedTextureCoord, inputClamp.zw)) + * ``` + * + * ### Additional Information + * + * Complete documentation on Filter usage is located in the + * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}. + * + * Since PixiJS only had a handful of built-in filters, additional filters can be downloaded + * {@link https://github.com/pixijs/pixi-filters here} from the PixiJS Filters repository. + * @memberof PIXI + */ +var Filter = /** @class */ (function (_super) { + __extends(Filter, _super); /** - * Changes resolution - * @param resolution - res - * @returns - this + * @param vertexSrc - The source of the vertex shader. + * @param fragmentSrc - The source of the fragment shader. + * @param uniforms - Custom uniforms to use to augment the built-in ones. */ - BaseTexture.prototype.setResolution = function (resolution) { - var oldResolution = this.resolution; - if (oldResolution === resolution) { - return this; - } - this.resolution = resolution; - if (this.valid) { - this.width = Math.round(this.width * oldResolution) / resolution; - this.height = Math.round(this.height * oldResolution) / resolution; - this.emit('update', this); - } - this._refreshPOT(); - return this; - }; + function Filter(vertexSrc, fragmentSrc, uniforms) { + var _this = this; + var program = Program.from(vertexSrc || Filter.defaultVertexSrc, fragmentSrc || Filter.defaultFragmentSrc); + _this = _super.call(this, program, uniforms) || this; + _this.padding = 0; + _this.resolution = settings.settings.FILTER_RESOLUTION; + _this.multisample = settings.settings.FILTER_MULTISAMPLE; + _this.enabled = true; + _this.autoFit = true; + _this.state = new State(); + return _this; + } /** - * Sets the resource if it wasn't set. Throws error if resource already present - * @param resource - that is managing this BaseTexture - * @returns - this + * Applies the filter + * @param {PIXI.FilterSystem} filterManager - The renderer to retrieve the filter from + * @param {PIXI.RenderTexture} input - The input render target. + * @param {PIXI.RenderTexture} output - The target to output to. + * @param {PIXI.CLEAR_MODES} [clearMode] - Should the output be cleared before rendering to it. + * @param {object} [_currentState] - It's current state of filter. + * There are some useful properties in the currentState : + * target, filters, sourceFrame, destinationFrame, renderTarget, resolution */ - BaseTexture.prototype.setResource = function (resource) { - if (this.resource === resource) { - return this; - } - if (this.resource) { - throw new Error('Resource can be set only once'); - } - resource.bind(this); - this.resource = resource; - return this; - }; - /** Invalidates the object. Texture becomes valid if width and height are greater than zero. */ - BaseTexture.prototype.update = function () { - if (!this.valid) { - if (this.width > 0 && this.height > 0) { - this.valid = true; - this.emit('loaded', this); - this.emit('update', this); - } - } - else { - this.dirtyId++; - this.dirtyStyleId++; - this.emit('update', this); - } + Filter.prototype.apply = function (filterManager, input, output, clearMode, _currentState) { + // do as you please! + filterManager.applyFilter(this, input, output, clearMode); + // or just do a regular render.. }; + Object.defineProperty(Filter.prototype, "blendMode", { + /** + * Sets the blend mode of the filter. + * @default PIXI.BLEND_MODES.NORMAL + */ + get: function () { + return this.state.blendMode; + }, + set: function (value) { + this.state.blendMode = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Filter.prototype, "resolution", { + /** + * The resolution of the filter. Setting this to be lower will lower the quality but + * increase the performance of the filter. + */ + get: function () { + return this._resolution; + }, + set: function (value) { + this._resolution = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Filter, "defaultVertexSrc", { + /** + * The default vertex shader source + * @constant + */ + get: function () { + return defaultVertex$2; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Filter, "defaultFragmentSrc", { + /** + * The default fragment shader source + * @constant + */ + get: function () { + return defaultFragment$1; + }, + enumerable: false, + configurable: true + }); + return Filter; +}(Shader)); + +var vertex = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 otherMatrix;\n\nvarying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\n}\n"; + +var fragment = "varying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform sampler2D mask;\nuniform float alpha;\nuniform float npmAlpha;\nuniform vec4 maskClamp;\n\nvoid main(void)\n{\n float clip = step(3.5,\n step(maskClamp.x, vMaskCoord.x) +\n step(maskClamp.y, vMaskCoord.y) +\n step(vMaskCoord.x, maskClamp.z) +\n step(vMaskCoord.y, maskClamp.w));\n\n vec4 original = texture2D(uSampler, vTextureCoord);\n vec4 masky = texture2D(mask, vMaskCoord);\n float alphaMul = 1.0 - npmAlpha * (1.0 - masky.a);\n\n original *= (alphaMul * masky.r * alpha * clip);\n\n gl_FragColor = original;\n}\n"; + +var tempMat = new math.Matrix(); +/** + * Class controls uv mapping from Texture normal space to BaseTexture normal space. + * + * Takes `trim` and `rotate` into account. May contain clamp settings for Meshes and TilingSprite. + * + * Can be used in Texture `uvMatrix` field, or separately, you can use different clamp settings on the same texture. + * If you want to add support for texture region of certain feature or filter, that's what you're looking for. + * + * Takes track of Texture changes through `_lastTextureID` private field. + * Use `update()` method call to track it from outside. + * @see PIXI.Texture + * @see PIXI.Mesh + * @see PIXI.TilingSprite + * @memberof PIXI + */ +var TextureMatrix = /** @class */ (function () { /** - * Handle errors with resources. - * @private - * @param event - Error event emitted. + * @param texture - observed texture + * @param clampMargin - Changes frame clamping, 0.5 by default. Use -0.5 for extra border. */ - BaseTexture.prototype.onError = function (event) { - this.emit('error', this, event); - }; + function TextureMatrix(texture, clampMargin) { + this._texture = texture; + this.mapCoord = new math.Matrix(); + this.uClampFrame = new Float32Array(4); + this.uClampOffset = new Float32Array(2); + this._textureID = -1; + this._updateID = 0; + this.clampOffset = 0; + this.clampMargin = (typeof clampMargin === 'undefined') ? 0.5 : clampMargin; + this.isSimple = false; + } + Object.defineProperty(TextureMatrix.prototype, "texture", { + /** Texture property. */ + get: function () { + return this._texture; + }, + set: function (value) { + this._texture = value; + this._textureID = -1; + }, + enumerable: false, + configurable: true + }); /** - * Destroys this base texture. - * The method stops if resource doesn't want this texture to be destroyed. - * Removes texture from all caches. + * Multiplies uvs array to transform + * @param uvs - mesh uvs + * @param [out=uvs] - output + * @returns - output */ - BaseTexture.prototype.destroy = function () { - // remove and destroy the resource - if (this.resource) { - this.resource.unbind(this); - // only destroy resourced created internally - if (this.resource.internal) { - this.resource.destroy(); - } - this.resource = null; + TextureMatrix.prototype.multiplyUvs = function (uvs, out) { + if (out === undefined) { + out = uvs; } - if (this.cacheId) { - delete utils.BaseTextureCache[this.cacheId]; - delete utils.TextureCache[this.cacheId]; - this.cacheId = null; + var mat = this.mapCoord; + for (var i = 0; i < uvs.length; i += 2) { + var x = uvs[i]; + var y = uvs[i + 1]; + out[i] = (x * mat.a) + (y * mat.c) + mat.tx; + out[i + 1] = (x * mat.b) + (y * mat.d) + mat.ty; } - // finally let the WebGL renderer know.. - this.dispose(); - BaseTexture.removeFromCache(this); - this.textureCacheIds = null; - this.destroyed = true; - }; - /** - * Frees the texture from WebGL memory without destroying this texture object. - * This means you can still use the texture later which will upload it to GPU - * memory again. - * @fires PIXI.BaseTexture#dispose - */ - BaseTexture.prototype.dispose = function () { - this.emit('dispose', this); - }; - /** Utility function for BaseTexture|Texture cast. */ - BaseTexture.prototype.castToBaseTexture = function () { - return this; + return out; }; /** - * Helper function that creates a base texture based on the source you provide. - * The source can be - image url, image element, canvas element. If the - * source is an image url or an image element and not in the base texture - * cache, it will be created and loaded. - * @static - * @param {string|string[]|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The - * source to create base texture from. - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id - * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. - * @returns {PIXI.BaseTexture} The new base texture. + * Updates matrices if texture was changed. + * @param [forceUpdate=false] - if true, matrices will be updated any case + * @returns - Whether or not it was updated */ - BaseTexture.from = function (source, options, strict) { - if (strict === void 0) { strict = settings.settings.STRICT_TEXTURE_CACHE; } - var isFrame = typeof source === 'string'; - var cacheId = null; - if (isFrame) { - cacheId = source; - } - else { - if (!source._pixiId) { - var prefix = (options && options.pixiIdPrefix) || 'pixiid'; - source._pixiId = prefix + "_" + utils.uid(); - } - cacheId = source._pixiId; + TextureMatrix.prototype.update = function (forceUpdate) { + var tex = this._texture; + if (!tex || !tex.valid) { + return false; } - var baseTexture = utils.BaseTextureCache[cacheId]; - // Strict-mode rejects invalid cacheIds - if (isFrame && strict && !baseTexture) { - throw new Error("The cacheId \"" + cacheId + "\" does not exist in BaseTextureCache."); + if (!forceUpdate + && this._textureID === tex._updateID) { + return false; } - if (!baseTexture) { - baseTexture = new BaseTexture(source, options); - baseTexture.cacheId = cacheId; - BaseTexture.addToCache(baseTexture, cacheId); + this._textureID = tex._updateID; + this._updateID++; + var uvs = tex._uvs; + this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0); + var orig = tex.orig; + var trim = tex.trim; + if (trim) { + tempMat.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height); + this.mapCoord.append(tempMat); } - return baseTexture; - }; - /** - * Create a new BaseTexture with a BufferResource from a Float32Array. - * RGBA values are floats from 0 to 1. - * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data - * is provided, a new Float32Array is created. - * @param width - Width of the resource - * @param height - Height of the resource - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * Default properties are different from the constructor's defaults. - * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type - * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.NPM] - Image alpha, not premultiplied by default - * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.SCALE_MODES.NEAREST] - Scale mode, pixelating by default - * @returns - The resulting new BaseTexture - */ - BaseTexture.fromBuffer = function (buffer, width, height, options) { - buffer = buffer || new Float32Array(width * height * 4); - var resource = new BufferResource(buffer, { width: width, height: height }); - var type = buffer instanceof Float32Array ? constants.TYPES.FLOAT : constants.TYPES.UNSIGNED_BYTE; - return new BaseTexture(resource, Object.assign(defaultBufferOptions, options || { width: width, height: height, type: type })); + var texBase = tex.baseTexture; + var frame = this.uClampFrame; + var margin = this.clampMargin / texBase.resolution; + var offset = this.clampOffset; + frame[0] = (tex._frame.x + margin + offset) / texBase.width; + frame[1] = (tex._frame.y + margin + offset) / texBase.height; + frame[2] = (tex._frame.x + tex._frame.width - margin + offset) / texBase.width; + frame[3] = (tex._frame.y + tex._frame.height - margin + offset) / texBase.height; + this.uClampOffset[0] = offset / texBase.realWidth; + this.uClampOffset[1] = offset / texBase.realHeight; + this.isSimple = tex._frame.width === texBase.width + && tex._frame.height === texBase.height + && tex.rotate === 0; + return true; }; - /** - * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object. - * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache. - * @param {string} id - The id that the BaseTexture will be stored against. - */ - BaseTexture.addToCache = function (baseTexture, id) { - if (id) { - if (baseTexture.textureCacheIds.indexOf(id) === -1) { - baseTexture.textureCacheIds.push(id); - } - if (utils.BaseTextureCache[id]) { - // eslint-disable-next-line no-console - console.warn("BaseTexture added to the cache with an id [" + id + "] that already had an entry"); - } - utils.BaseTextureCache[id] = baseTexture; + return TextureMatrix; +}()); + +/** + * This handles a Sprite acting as a mask, as opposed to a Graphic. + * + * WebGL only. + * @memberof PIXI + */ +var SpriteMaskFilter = /** @class */ (function (_super) { + __extends(SpriteMaskFilter, _super); + /** @ignore */ + function SpriteMaskFilter(vertexSrc, fragmentSrc, uniforms) { + var _this = this; + var sprite = null; + if (typeof vertexSrc !== 'string' && fragmentSrc === undefined && uniforms === undefined) { + sprite = vertexSrc; + vertexSrc = undefined; + fragmentSrc = undefined; + uniforms = undefined; } - }; + _this = _super.call(this, vertexSrc || vertex, fragmentSrc || fragment, uniforms) || this; + _this.maskSprite = sprite; + _this.maskMatrix = new math.Matrix(); + return _this; + } + Object.defineProperty(SpriteMaskFilter.prototype, "maskSprite", { + /** + * Sprite mask + * @type {PIXI.DisplayObject} + */ + get: function () { + return this._maskSprite; + }, + set: function (value) { + this._maskSprite = value; + if (this._maskSprite) { + this._maskSprite.renderable = false; + } + }, + enumerable: false, + configurable: true + }); /** - * Remove a BaseTexture from the global BaseTextureCache. - * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself. - * @returns {PIXI.BaseTexture|null} The BaseTexture that was removed. + * Applies the filter + * @param filterManager - The renderer to retrieve the filter from + * @param input - The input render target. + * @param output - The target to output to. + * @param clearMode - Should the output be cleared before rendering to it. */ - BaseTexture.removeFromCache = function (baseTexture) { - if (typeof baseTexture === 'string') { - var baseTextureFromCache = utils.BaseTextureCache[baseTexture]; - if (baseTextureFromCache) { - var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture); - if (index > -1) { - baseTextureFromCache.textureCacheIds.splice(index, 1); - } - delete utils.BaseTextureCache[baseTexture]; - return baseTextureFromCache; - } + SpriteMaskFilter.prototype.apply = function (filterManager, input, output, clearMode) { + var maskSprite = this._maskSprite; + var tex = maskSprite._texture; + if (!tex.valid) { + return; } - else if (baseTexture && baseTexture.textureCacheIds) { - for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) { - delete utils.BaseTextureCache[baseTexture.textureCacheIds[i]]; - } - baseTexture.textureCacheIds.length = 0; - return baseTexture; + if (!tex.uvMatrix) { + // margin = 0.0, let it bleed a bit, shader code becomes easier + // assuming that atlas textures were made with 1-pixel padding + tex.uvMatrix = new TextureMatrix(tex, 0.0); } - return null; + tex.uvMatrix.update(); + this.uniforms.npmAlpha = tex.baseTexture.alphaMode ? 0.0 : 1.0; + this.uniforms.mask = tex; + // get _normalized sprite texture coords_ and convert them to _normalized atlas texture coords_ with `prepend` + this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite) + .prepend(tex.uvMatrix.mapCoord); + this.uniforms.alpha = maskSprite.worldAlpha; + this.uniforms.maskClamp = tex.uvMatrix.uClampFrame; + filterManager.applyFilter(this, input, output, clearMode); }; - /** Global number of the texture batch, used by multi-texture renderers. */ - BaseTexture._globalBatch = 0; - return BaseTexture; -}(utils.EventEmitter)); + return SpriteMaskFilter; +}(Filter)); /** - * Resource that can manage several resource (items) inside. - * All resources need to have the same pixel size. - * Parent class for CubeResource and ArrayResource + * System plugin to the renderer to manage masks. + * + * There are three built-in types of masking: + * **Scissor Masking**: Scissor masking discards pixels that are outside of a rectangle called the scissor box. It is + * the most performant as the scissor test is inexpensive. However, it can only be used when the mask is rectangular. + * **Stencil Masking**: Stencil masking discards pixels that don't overlap with the pixels rendered into the stencil + * buffer. It is the next fastest option as it does not require rendering into a separate framebuffer. However, it does + * cause the mask to be rendered **twice** for each masking operation; hence, minimize the rendering cost of your masks. + * **Sprite Mask Filtering**: Sprite mask filtering discards pixels based on the red channel of the sprite-mask's + * texture. (Generally, the masking texture is grayscale). Using advanced techniques, you might be able to embed this + * type of masking in a custom shader - and hence, bypassing the masking system fully for performance wins. + * + * The best type of masking is auto-detected when you `push` one. To use scissor masking, you must pass in a `Graphics` + * object with just a rectangle drawn. + * + * ## Mask Stacks + * + * In the scene graph, masks can be applied recursively, i.e. a mask can be applied during a masking operation. The mask + * stack stores the currently applied masks in order. Each {@link PIXI.BaseRenderTexture} holds its own mask stack, i.e. + * when you switch render-textures, the old masks only applied when you switch back to rendering to the old render-target. * @memberof PIXI */ -var AbstractMultiResource = /** @class */ (function (_super) { - __extends(AbstractMultiResource, _super); +var MaskSystem = /** @class */ (function () { /** - * @param length - * @param options - Options to for Resource constructor - * @param {number} [options.width] - Width of the resource - * @param {number} [options.height] - Height of the resource + * @param renderer - The renderer this System works for. */ - function AbstractMultiResource(length, options) { - var _this = this; - var _a = options || {}, width = _a.width, height = _a.height; - _this = _super.call(this, width, height) || this; - _this.items = []; - _this.itemDirtyIds = []; - for (var i = 0; i < length; i++) { - var partTexture = new BaseTexture(); - _this.items.push(partTexture); - // -2 - first run of texture array upload - // -1 - texture item was allocated - // >=0 - texture item uploaded , in sync with items[i].dirtyId - _this.itemDirtyIds.push(-2); - } - _this.length = length; - _this._load = null; - _this.baseTexture = null; - return _this; + function MaskSystem(renderer) { + this.renderer = renderer; + this.enableScissor = true; + this.alphaMaskPool = []; + this.maskDataPool = []; + this.maskStack = []; + this.alphaMaskIndex = 0; } /** - * Used from ArrayResource and CubeResource constructors. - * @param resources - Can be resources, image elements, canvas, etc. , - * length should be same as constructor length - * @param options - Detect options for resources + * Changes the mask stack that is used by this System. + * @param maskStack - The mask stack */ - AbstractMultiResource.prototype.initFromArray = function (resources, options) { - for (var i = 0; i < this.length; i++) { - if (!resources[i]) { - continue; - } - if (resources[i].castToBaseTexture) { - this.addBaseTextureAt(resources[i].castToBaseTexture(), i); - } - else if (resources[i] instanceof Resource) { - this.addResourceAt(resources[i], i); - } - else { - this.addResourceAt(autoDetectResource(resources[i], options), i); - } - } - }; - /** Destroy this BaseImageResource. */ - AbstractMultiResource.prototype.dispose = function () { - for (var i = 0, len = this.length; i < len; i++) { - this.items[i].destroy(); - } - this.items = null; - this.itemDirtyIds = null; - this._load = null; + MaskSystem.prototype.setMaskStack = function (maskStack) { + this.maskStack = maskStack; + this.renderer.scissor.setMaskStack(maskStack); + this.renderer.stencil.setMaskStack(maskStack); }; /** - * Set a resource by ID - * @param resource - * @param index - Zero-based index of resource to set - * @returns - Instance for chaining + * Enables the mask and appends it to the current mask stack. + * + * NOTE: The batch renderer should be flushed beforehand to prevent pending renders from being masked. + * @param {PIXI.DisplayObject} target - Display Object to push the mask to + * @param {PIXI.MaskData|PIXI.Sprite|PIXI.Graphics|PIXI.DisplayObject} maskDataOrTarget - The masking data. */ - AbstractMultiResource.prototype.addResourceAt = function (resource, index) { - if (!this.items[index]) { - throw new Error("Index " + index + " is out of bounds"); + MaskSystem.prototype.push = function (target, maskDataOrTarget) { + var maskData = maskDataOrTarget; + if (!maskData.isMaskData) { + var d = this.maskDataPool.pop() || new MaskData(); + d.pooled = true; + d.maskObject = maskDataOrTarget; + maskData = d; } - // Inherit the first resource dimensions - if (resource.valid && !this.valid) { - this.resize(resource.width, resource.height); + var maskAbove = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null; + maskData.copyCountersOrReset(maskAbove); + maskData._colorMask = maskAbove ? maskAbove._colorMask : 0xf; + if (maskData.autoDetect) { + this.detect(maskData); } - this.items[index].setResource(resource); - return this; - }; - /** - * Set the parent base texture. - * @param baseTexture - */ - AbstractMultiResource.prototype.bind = function (baseTexture) { - if (this.baseTexture !== null) { - throw new Error('Only one base texture per TextureArray is allowed'); + maskData._target = target; + if (maskData.type !== constants.MASK_TYPES.SPRITE) { + this.maskStack.push(maskData); } - _super.prototype.bind.call(this, baseTexture); - for (var i = 0; i < this.length; i++) { - this.items[i].parentTextureArray = baseTexture; - this.items[i].on('update', baseTexture.update, baseTexture); + if (maskData.enabled) { + switch (maskData.type) { + case constants.MASK_TYPES.SCISSOR: + this.renderer.scissor.push(maskData); + break; + case constants.MASK_TYPES.STENCIL: + this.renderer.stencil.push(maskData); + break; + case constants.MASK_TYPES.SPRITE: + maskData.copyCountersOrReset(null); + this.pushSpriteMask(maskData); + break; + case constants.MASK_TYPES.COLOR: + this.pushColorMask(maskData); + break; + } + } + if (maskData.type === constants.MASK_TYPES.SPRITE) { + this.maskStack.push(maskData); } }; /** - * Unset the parent base texture. - * @param baseTexture + * Removes the last mask from the mask stack and doesn't return it. + * + * NOTE: The batch renderer should be flushed beforehand to render the masked contents before the mask is removed. + * @param {PIXI.IMaskTarget} target - Display Object to pop the mask from */ - AbstractMultiResource.prototype.unbind = function (baseTexture) { - _super.prototype.unbind.call(this, baseTexture); - for (var i = 0; i < this.length; i++) { - this.items[i].parentTextureArray = null; - this.items[i].off('update', baseTexture.update, baseTexture); + MaskSystem.prototype.pop = function (target) { + var maskData = this.maskStack.pop(); + if (!maskData || maskData._target !== target) { + // TODO: add an assert when we have it + return; + } + if (maskData.enabled) { + switch (maskData.type) { + case constants.MASK_TYPES.SCISSOR: + this.renderer.scissor.pop(maskData); + break; + case constants.MASK_TYPES.STENCIL: + this.renderer.stencil.pop(maskData.maskObject); + break; + case constants.MASK_TYPES.SPRITE: + this.popSpriteMask(maskData); + break; + case constants.MASK_TYPES.COLOR: + this.popColorMask(maskData); + break; + } + } + maskData.reset(); + if (maskData.pooled) { + this.maskDataPool.push(maskData); + } + if (this.maskStack.length !== 0) { + var maskCurrent = this.maskStack[this.maskStack.length - 1]; + if (maskCurrent.type === constants.MASK_TYPES.SPRITE && maskCurrent._filters) { + maskCurrent._filters[0].maskSprite = maskCurrent.maskObject; + } } }; /** - * Load all the resources simultaneously - * @returns - When load is resolved + * Sets type of MaskData based on its maskObject. + * @param maskData */ - AbstractMultiResource.prototype.load = function () { - var _this = this; - if (this._load) { - return this._load; + MaskSystem.prototype.detect = function (maskData) { + var maskObject = maskData.maskObject; + if (!maskObject) { + maskData.type = constants.MASK_TYPES.COLOR; + } + else if (maskObject.isSprite) { + maskData.type = constants.MASK_TYPES.SPRITE; + } + else if (this.enableScissor && this.renderer.scissor.testScissor(maskData)) { + maskData.type = constants.MASK_TYPES.SCISSOR; + } + else { + maskData.type = constants.MASK_TYPES.STENCIL; } - var resources = this.items.map(function (item) { return item.resource; }).filter(function (item) { return item; }); - // TODO: also implement load part-by-part strategy - var promises = resources.map(function (item) { return item.load(); }); - this._load = Promise.all(promises) - .then(function () { - var _a = _this.items[0], realWidth = _a.realWidth, realHeight = _a.realHeight; - _this.resize(realWidth, realHeight); - return Promise.resolve(_this); - }); - return this._load; }; - return AbstractMultiResource; -}(Resource)); - -/** - * A resource that contains a number of sources. - * @memberof PIXI - */ -var ArrayResource = /** @class */ (function (_super) { - __extends(ArrayResource, _super); /** - * @param source - Number of items in array or the collection - * of image URLs to use. Can also be resources, image elements, canvas, etc. - * @param options - Options to apply to {@link PIXI.autoDetectResource} - * @param {number} [options.width] - Width of the resource - * @param {number} [options.height] - Height of the resource + * Applies the Mask and adds it to the current filter stack. + * @param maskData - Sprite to be used as the mask. */ - function ArrayResource(source, options) { - var _this = this; - var _a = options || {}, width = _a.width, height = _a.height; - var urls; - var length; - if (Array.isArray(source)) { - urls = source; - length = source.length; + MaskSystem.prototype.pushSpriteMask = function (maskData) { + var _a, _b; + var maskObject = maskData.maskObject; + var target = maskData._target; + var alphaMaskFilter = maskData._filters; + if (!alphaMaskFilter) { + alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex]; + if (!alphaMaskFilter) { + alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter()]; + } + } + var renderer = this.renderer; + var renderTextureSystem = renderer.renderTexture; + var resolution; + var multisample; + if (renderTextureSystem.current) { + var renderTexture = renderTextureSystem.current; + resolution = maskData.resolution || renderTexture.resolution; + multisample = (_a = maskData.multisample) !== null && _a !== void 0 ? _a : renderTexture.multisample; } else { - length = source; + resolution = maskData.resolution || renderer.resolution; + multisample = (_b = maskData.multisample) !== null && _b !== void 0 ? _b : renderer.multisample; } - _this = _super.call(this, length, { width: width, height: height }) || this; - if (urls) { - _this.initFromArray(urls, options); + alphaMaskFilter[0].resolution = resolution; + alphaMaskFilter[0].multisample = multisample; + alphaMaskFilter[0].maskSprite = maskObject; + var stashFilterArea = target.filterArea; + target.filterArea = maskObject.getBounds(true); + renderer.filter.push(target, alphaMaskFilter); + target.filterArea = stashFilterArea; + if (!maskData._filters) { + this.alphaMaskIndex++; } - return _this; - } + }; /** - * Set a baseTexture by ID, - * ArrayResource just takes resource from it, nothing more - * @param baseTexture - * @param index - Zero-based index of resource to set - * @returns - Instance for chaining + * Removes the last filter from the filter stack and doesn't return it. + * @param maskData - Sprite to be used as the mask. */ - ArrayResource.prototype.addBaseTextureAt = function (baseTexture, index) { - if (baseTexture.resource) { - this.addResourceAt(baseTexture.resource, index); + MaskSystem.prototype.popSpriteMask = function (maskData) { + this.renderer.filter.pop(); + if (maskData._filters) { + maskData._filters[0].maskSprite = null; } else { - throw new Error('ArrayResource does not support RenderTexture'); + this.alphaMaskIndex--; + this.alphaMaskPool[this.alphaMaskIndex][0].maskSprite = null; } - return this; }; /** - * Add binding - * @param baseTexture + * Pushes the color mask. + * @param maskData - The mask data */ - ArrayResource.prototype.bind = function (baseTexture) { - _super.prototype.bind.call(this, baseTexture); - baseTexture.target = constants.TARGETS.TEXTURE_2D_ARRAY; + MaskSystem.prototype.pushColorMask = function (maskData) { + var currColorMask = maskData._colorMask; + var nextColorMask = maskData._colorMask = currColorMask & maskData.colorMask; + if (nextColorMask !== currColorMask) { + this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0); + } }; /** - * Upload the resources to the GPU. - * @param renderer - * @param texture - * @param glTexture - * @returns - whether texture was uploaded + * Pops the color mask. + * @param maskData - The mask data */ - ArrayResource.prototype.upload = function (renderer, texture, glTexture) { - var _a = this, length = _a.length, itemDirtyIds = _a.itemDirtyIds, items = _a.items; - var gl = renderer.gl; - if (glTexture.dirtyId < 0) { - gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, glTexture.internalFormat, this._width, this._height, length, 0, texture.format, glTexture.type, null); - } - for (var i = 0; i < length; i++) { - var item = items[i]; - if (itemDirtyIds[i] < item.dirtyId) { - itemDirtyIds[i] = item.dirtyId; - if (item.valid) { - gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, // xoffset - 0, // yoffset - i, // zoffset - item.resource.width, item.resource.height, 1, texture.format, glTexture.type, item.resource.source); - } - } + MaskSystem.prototype.popColorMask = function (maskData) { + var currColorMask = maskData._colorMask; + var nextColorMask = this.maskStack.length > 0 + ? this.maskStack[this.maskStack.length - 1]._colorMask : 0xf; + if (nextColorMask !== currColorMask) { + this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0); } - return true; }; - return ArrayResource; -}(AbstractMultiResource)); + MaskSystem.prototype.destroy = function () { + this.renderer = null; + }; + return MaskSystem; +}()); /** - * Base for all the image/canvas resources. + * System plugin to the renderer to manage specific types of masking operations. * @memberof PIXI */ -var BaseImageResource = /** @class */ (function (_super) { - __extends(BaseImageResource, _super); +var AbstractMaskSystem = /** @class */ (function () { /** - * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} source + * @param renderer - The renderer this System works for. */ - function BaseImageResource(source) { - var _this = this; - var sourceAny = source; - var width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width; - var height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height; - _this = _super.call(this, width, height) || this; - _this.source = source; - _this.noSubImage = false; - return _this; + function AbstractMaskSystem(renderer) { + this.renderer = renderer; + this.maskStack = []; + this.glConst = 0; } - /** - * Set cross origin based detecting the url and the crossorigin - * @param element - Element to apply crossOrigin - * @param url - URL to check - * @param crossorigin - Cross origin value to use - */ - BaseImageResource.crossOrigin = function (element, url, crossorigin) { - if (crossorigin === undefined && url.indexOf('data:') !== 0) { - element.crossOrigin = utils.determineCrossOrigin(url); - } - else if (crossorigin !== false) { - element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous'; - } + /** Gets count of masks of certain type. */ + AbstractMaskSystem.prototype.getStackLength = function () { + return this.maskStack.length; }; /** - * Upload the texture to the GPU. - * @param renderer - Upload to the renderer - * @param baseTexture - Reference to parent texture - * @param glTexture - * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] - (optional) - * @returns - true is success + * Changes the mask stack that is used by this System. + * @param {PIXI.MaskData[]} maskStack - The mask stack */ - BaseImageResource.prototype.upload = function (renderer, baseTexture, glTexture, source) { - var gl = renderer.gl; - var width = baseTexture.realWidth; - var height = baseTexture.realHeight; - source = source || this.source; - if (source instanceof HTMLImageElement) { - if (!source.complete || source.naturalWidth === 0) { - return false; + AbstractMaskSystem.prototype.setMaskStack = function (maskStack) { + var gl = this.renderer.gl; + var curStackLen = this.getStackLength(); + this.maskStack = maskStack; + var newStackLen = this.getStackLength(); + if (newStackLen !== curStackLen) { + if (newStackLen === 0) { + gl.disable(this.glConst); } - } - else if (source instanceof HTMLVideoElement) { - if (source.readyState <= 1) { - return false; + else { + gl.enable(this.glConst); + this._useCurrent(); } } - gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === constants.ALPHA_MODES.UNPACK); - if (!this.noSubImage - && baseTexture.target === gl.TEXTURE_2D - && glTexture.width === width - && glTexture.height === height) { - gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, glTexture.type, source); - } - else { - glTexture.width = width; - glTexture.height = height; - gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, baseTexture.format, glTexture.type, source); - } - return true; }; /** - * Checks if source width/height was changed, resize can cause extra baseTexture update. - * Triggers one update in any case. + * Setup renderer to use the current mask data. + * @private */ - BaseImageResource.prototype.update = function () { - if (this.destroyed) { - return; - } - var source = this.source; - var width = source.naturalWidth || source.videoWidth || source.width; - var height = source.naturalHeight || source.videoHeight || source.height; - this.resize(width, height); - _super.prototype.update.call(this); + AbstractMaskSystem.prototype._useCurrent = function () { + // OVERWRITE; }; - /** Destroy this {@link BaseImageResource} */ - BaseImageResource.prototype.dispose = function () { - this.source = null; + /** Destroys the mask stack. */ + AbstractMaskSystem.prototype.destroy = function () { + this.renderer = null; + this.maskStack = null; }; - return BaseImageResource; -}(Resource)); + return AbstractMaskSystem; +}()); +var tempMatrix$1 = new math.Matrix(); +var rectPool = []; /** - * @interface OffscreenCanvas - */ -/** - * Resource type for HTMLCanvasElement. + * System plugin to the renderer to manage scissor masking. + * + * Scissor masking discards pixels outside of a rectangle called the scissor box. The scissor box is in the framebuffer + * viewport's space; however, the mask's rectangle is projected from world-space to viewport space automatically + * by this system. * @memberof PIXI */ -var CanvasResource = /** @class */ (function (_super) { - __extends(CanvasResource, _super); +var ScissorSystem = /** @class */ (function (_super) { + __extends(ScissorSystem, _super); /** - * @param source - Canvas element to use + * @param {PIXI.Renderer} renderer - The renderer this System works for. */ - // eslint-disable-next-line @typescript-eslint/no-useless-constructor - function CanvasResource(source) { - return _super.call(this, source) || this; + function ScissorSystem(renderer) { + var _this = _super.call(this, renderer) || this; + _this.glConst = settings.settings.ADAPTER.getWebGLRenderingContext().SCISSOR_TEST; + return _this; } - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is HTMLCanvasElement or OffscreenCanvas - */ - CanvasResource.test = function (source) { - var OffscreenCanvas = globalThis.OffscreenCanvas; - // Check for browsers that don't yet support OffscreenCanvas - if (OffscreenCanvas && source instanceof OffscreenCanvas) { - return true; + ScissorSystem.prototype.getStackLength = function () { + var maskData = this.maskStack[this.maskStack.length - 1]; + if (maskData) { + return maskData._scissorCounter; } - return globalThis.HTMLCanvasElement && source instanceof HTMLCanvasElement; + return 0; }; - return CanvasResource; -}(BaseImageResource)); - -/** - * Resource for a CubeTexture which contains six resources. - * @memberof PIXI - */ -var CubeResource = /** @class */ (function (_super) { - __extends(CubeResource, _super); /** - * @param {Array} [source] - Collection of URLs or resources - * to use as the sides of the cube. - * @param options - ImageResource options - * @param {number} [options.width] - Width of resource - * @param {number} [options.height] - Height of resource - * @param {number} [options.autoLoad=true] - Whether to auto-load resources - * @param {number} [options.linkBaseTexture=true] - In case BaseTextures are supplied, - * whether to copy them or use + * evaluates _boundsTransformed, _scissorRect for MaskData + * @param maskData */ - function CubeResource(source, options) { - var _this = this; - var _a = options || {}, width = _a.width, height = _a.height, autoLoad = _a.autoLoad, linkBaseTexture = _a.linkBaseTexture; - if (source && source.length !== CubeResource.SIDES) { - throw new Error("Invalid length. Got " + source.length + ", expected 6"); - } - _this = _super.call(this, 6, { width: width, height: height }) || this; - for (var i = 0; i < CubeResource.SIDES; i++) { - _this.items[i].target = constants.TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + i; + ScissorSystem.prototype.calcScissorRect = function (maskData) { + var _a; + if (maskData._scissorRectLocal) { + return; } - _this.linkBaseTexture = linkBaseTexture !== false; - if (source) { - _this.initFromArray(source, options); + var prevData = maskData._scissorRect; + var maskObject = maskData.maskObject; + var renderer = this.renderer; + var renderTextureSystem = renderer.renderTexture; + var rect = maskObject.getBounds(true, (_a = rectPool.pop()) !== null && _a !== void 0 ? _a : new math.Rectangle()); + this.roundFrameToPixels(rect, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform); + if (prevData) { + rect.fit(prevData); } - if (autoLoad !== false) { - _this.load(); + maskData._scissorRectLocal = rect; + }; + ScissorSystem.isMatrixRotated = function (matrix) { + if (!matrix) { + return false; } - return _this; - } + var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d; + // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation + // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0). + return ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4) + && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4)); + }; /** - * Add binding. - * @param baseTexture - parent base texture + * Test, whether the object can be scissor mask with current renderer projection. + * Calls "calcScissorRect()" if its true. + * @param maskData - mask data + * @returns whether Whether the object can be scissor mask */ - CubeResource.prototype.bind = function (baseTexture) { - _super.prototype.bind.call(this, baseTexture); - baseTexture.target = constants.TARGETS.TEXTURE_CUBE_MAP; - }; - CubeResource.prototype.addBaseTextureAt = function (baseTexture, index, linkBaseTexture) { - if (!this.items[index]) { - throw new Error("Index " + index + " is out of bounds"); + ScissorSystem.prototype.testScissor = function (maskData) { + var maskObject = maskData.maskObject; + if (!maskObject.isFastRect || !maskObject.isFastRect()) { + return false; } - if (!this.linkBaseTexture - || baseTexture.parentTextureArray - || Object.keys(baseTexture._glTextures).length > 0) { - // copy mode - if (baseTexture.resource) { - this.addResourceAt(baseTexture.resource, index); - } - else { - throw new Error("CubeResource does not support copying of renderTexture."); - } + if (ScissorSystem.isMatrixRotated(maskObject.worldTransform)) { + return false; } - else { - // link mode, the difficult one! - baseTexture.target = constants.TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + index; - baseTexture.parentTextureArray = this.baseTexture; - this.items[index] = baseTexture; + if (ScissorSystem.isMatrixRotated(this.renderer.projection.transform)) { + return false; } - if (baseTexture.valid && !this.valid) { - this.resize(baseTexture.realWidth, baseTexture.realHeight); + this.calcScissorRect(maskData); + var rect = maskData._scissorRectLocal; + return rect.width > 0 && rect.height > 0; + }; + ScissorSystem.prototype.roundFrameToPixels = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) { + if (ScissorSystem.isMatrixRotated(transform)) { + return; } - this.items[index] = baseTexture; - return this; + transform = transform ? tempMatrix$1.copyFrom(transform) : tempMatrix$1.identity(); + // Get forward transform from world space to screen space + transform + .translate(-bindingSourceFrame.x, -bindingSourceFrame.y) + .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height) + .translate(bindingDestinationFrame.x, bindingDestinationFrame.y); + // Convert frame to screen space + this.renderer.filter.transformAABB(transform, frame); + frame.fit(bindingDestinationFrame); + frame.x = Math.round(frame.x * resolution); + frame.y = Math.round(frame.y * resolution); + frame.width = Math.round(frame.width * resolution); + frame.height = Math.round(frame.height * resolution); }; /** - * Upload the resource - * @param renderer - * @param _baseTexture - * @param glTexture - * @returns {boolean} true is success + * Applies the Mask and adds it to the current stencil stack. + * @author alvin + * @param maskData - The mask data. */ - CubeResource.prototype.upload = function (renderer, _baseTexture, glTexture) { - var dirty = this.itemDirtyIds; - for (var i = 0; i < CubeResource.SIDES; i++) { - var side = this.items[i]; - if (dirty[i] < side.dirtyId || glTexture.dirtyId < _baseTexture.dirtyId) { - if (side.valid && side.resource) { - side.resource.upload(renderer, side, glTexture); - dirty[i] = side.dirtyId; - } - else if (dirty[i] < -1) { - // either item is not valid yet, either its a renderTexture - // allocate the memory - renderer.gl.texImage2D(side.target, 0, glTexture.internalFormat, _baseTexture.realWidth, _baseTexture.realHeight, 0, _baseTexture.format, glTexture.type, null); - dirty[i] = -1; - } - } + ScissorSystem.prototype.push = function (maskData) { + if (!maskData._scissorRectLocal) { + this.calcScissorRect(maskData); } - return true; + var gl = this.renderer.gl; + if (!maskData._scissorRect) { + gl.enable(gl.SCISSOR_TEST); + } + maskData._scissorCounter++; + maskData._scissorRect = maskData._scissorRectLocal; + this._useCurrent(); }; /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is an array of 6 elements + * This should be called after a mask is popped off the mask stack. It will rebind the scissor box to be latest with the + * last mask in the stack. + * + * This can also be called when you directly modify the scissor box and want to restore PixiJS state. + * @param maskData - The mask data. */ - CubeResource.test = function (source) { - return Array.isArray(source) && source.length === CubeResource.SIDES; - }; - /** Number of texture sides to store for CubeResources. */ - CubeResource.SIDES = 6; - return CubeResource; -}(AbstractMultiResource)); + ScissorSystem.prototype.pop = function (maskData) { + var gl = this.renderer.gl; + if (maskData) { + rectPool.push(maskData._scissorRectLocal); + } + if (this.getStackLength() > 0) { + this._useCurrent(); + } + else { + gl.disable(gl.SCISSOR_TEST); + } + }; + /** + * Setup renderer to use the current scissor data. + * @private + */ + ScissorSystem.prototype._useCurrent = function () { + var rect = this.maskStack[this.maskStack.length - 1]._scissorRect; + var y; + if (this.renderer.renderTexture.current) { + y = rect.y; + } + else { + // flipY. In future we'll have it over renderTextures as an option + y = this.renderer.height - rect.height - rect.y; + } + this.renderer.gl.scissor(rect.x, y, rect.width, rect.height); + }; + return ScissorSystem; +}(AbstractMaskSystem)); /** - * Resource type for HTMLImageElement. + * System plugin to the renderer to manage stencils (used for masks). * @memberof PIXI */ -var ImageResource = /** @class */ (function (_super) { - __extends(ImageResource, _super); +var StencilSystem = /** @class */ (function (_super) { + __extends(StencilSystem, _super); /** - * @param source - image source or URL - * @param options - * @param {boolean} [options.autoLoad=true] - start loading process - * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - whether its required to create - * a bitmap before upload - * @param {boolean} [options.crossorigin=true] - Load image using cross origin - * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Premultiply image alpha in bitmap + * @param renderer - The renderer this System works for. */ - function ImageResource(source, options) { - var _this = this; - options = options || {}; - if (!(source instanceof HTMLImageElement)) { - var imageElement = new Image(); - BaseImageResource.crossOrigin(imageElement, source, options.crossorigin); - imageElement.src = source; - source = imageElement; - } - _this = _super.call(this, source) || this; - // FireFox 68, and possibly other versions, seems like setting the HTMLImageElement#width and #height - // to non-zero values before its loading completes if images are in a cache. - // Because of this, need to set the `_width` and the `_height` to zero to avoid uploading incomplete images. - // Please refer to the issue #5968 (https://github.com/pixijs/pixi.js/issues/5968). - if (!source.complete && !!_this._width && !!_this._height) { - _this._width = 0; - _this._height = 0; - } - _this.url = source.src; - _this._process = null; - _this.preserveBitmap = false; - _this.createBitmap = (options.createBitmap !== undefined - ? options.createBitmap : settings.settings.CREATE_IMAGE_BITMAP) && !!globalThis.createImageBitmap; - _this.alphaMode = typeof options.alphaMode === 'number' ? options.alphaMode : null; - _this.bitmap = null; - _this._load = null; - if (options.autoLoad !== false) { - _this.load(); - } + function StencilSystem(renderer) { + var _this = _super.call(this, renderer) || this; + _this.glConst = settings.settings.ADAPTER.getWebGLRenderingContext().STENCIL_TEST; return _this; } - /** - * Returns a promise when image will be loaded and processed. - * @param createBitmap - whether process image into bitmap - */ - ImageResource.prototype.load = function (createBitmap) { - var _this = this; - if (this._load) { - return this._load; - } - if (createBitmap !== undefined) { - this.createBitmap = createBitmap; + StencilSystem.prototype.getStackLength = function () { + var maskData = this.maskStack[this.maskStack.length - 1]; + if (maskData) { + return maskData._stencilCounter; } - this._load = new Promise(function (resolve, reject) { - var source = _this.source; - _this.url = source.src; - var completed = function () { - if (_this.destroyed) { - return; - } - source.onload = null; - source.onerror = null; - _this.resize(source.width, source.height); - _this._load = null; - if (_this.createBitmap) { - resolve(_this.process()); - } - else { - resolve(_this); - } - }; - if (source.complete && source.src) { - completed(); - } - else { - source.onload = completed; - source.onerror = function (event) { - // Avoids Promise freezing when resource broken - reject(event); - _this.onError.emit(event); - }; - } - }); - return this._load; + return 0; }; /** - * Called when we need to convert image into BitmapImage. - * Can be called multiple times, real promise is cached inside. - * @returns - Cached promise to fill that bitmap + * Applies the Mask and adds it to the current stencil stack. + * @param maskData - The mask data */ - ImageResource.prototype.process = function () { - var _this = this; - var source = this.source; - if (this._process !== null) { - return this._process; + StencilSystem.prototype.push = function (maskData) { + var maskObject = maskData.maskObject; + var gl = this.renderer.gl; + var prevMaskCount = maskData._stencilCounter; + if (prevMaskCount === 0) { + // force use stencil texture in current framebuffer + this.renderer.framebuffer.forceStencil(); + gl.clearStencil(0); + gl.clear(gl.STENCIL_BUFFER_BIT); + gl.enable(gl.STENCIL_TEST); } - if (this.bitmap !== null || !globalThis.createImageBitmap) { - return Promise.resolve(this); + maskData._stencilCounter++; + var colorMask = maskData._colorMask; + if (colorMask !== 0) { + maskData._colorMask = 0; + gl.colorMask(false, false, false, false); } - var createImageBitmap = globalThis.createImageBitmap; - var cors = !source.crossOrigin || source.crossOrigin === 'anonymous'; - this._process = fetch(source.src, { - mode: cors ? 'cors' : 'no-cors' - }) - .then(function (r) { return r.blob(); }) - .then(function (blob) { return createImageBitmap(blob, 0, 0, source.width, source.height, { - premultiplyAlpha: _this.alphaMode === constants.ALPHA_MODES.UNPACK ? 'premultiply' : 'none', - }); }) - .then(function (bitmap) { - if (_this.destroyed) { - return Promise.reject(); - } - _this.bitmap = bitmap; - _this.update(); - _this._process = null; - return Promise.resolve(_this); - }); - return this._process; + // Increment the reference stencil value where the new mask overlaps with the old ones. + gl.stencilFunc(gl.EQUAL, prevMaskCount, 0xFFFFFFFF); + gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR); + maskObject.renderable = true; + maskObject.render(this.renderer); + this.renderer.batch.flush(); + maskObject.renderable = false; + if (colorMask !== 0) { + maskData._colorMask = colorMask; + gl.colorMask((colorMask & 1) !== 0, (colorMask & 2) !== 0, (colorMask & 4) !== 0, (colorMask & 8) !== 0); + } + this._useCurrent(); }; /** - * Upload the image resource to GPU. - * @param renderer - Renderer to upload to - * @param baseTexture - BaseTexture for this resource - * @param glTexture - GLTexture to use - * @returns {boolean} true is success + * Pops stencil mask. MaskData is already removed from stack + * @param {PIXI.DisplayObject} maskObject - object of popped mask data */ - ImageResource.prototype.upload = function (renderer, baseTexture, glTexture) { - if (typeof this.alphaMode === 'number') { - // bitmap stores unpack premultiply flag, we dont have to notify texImage2D about it - baseTexture.alphaMode = this.alphaMode; - } - if (!this.createBitmap) { - return _super.prototype.upload.call(this, renderer, baseTexture, glTexture); - } - if (!this.bitmap) { - // yeah, ignore the output - this.process(); - if (!this.bitmap) { - return false; - } + StencilSystem.prototype.pop = function (maskObject) { + var gl = this.renderer.gl; + if (this.getStackLength() === 0) { + // the stack is empty! + gl.disable(gl.STENCIL_TEST); } - _super.prototype.upload.call(this, renderer, baseTexture, glTexture, this.bitmap); - if (!this.preserveBitmap) { - // checks if there are other renderers that possibly need this bitmap - var flag = true; - var glTextures = baseTexture._glTextures; - for (var key in glTextures) { - var otherTex = glTextures[key]; - if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId) { - flag = false; - break; - } + else { + var maskData = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null; + var colorMask = maskData ? maskData._colorMask : 0xf; + if (colorMask !== 0) { + maskData._colorMask = 0; + gl.colorMask(false, false, false, false); } - if (flag) { - if (this.bitmap.close) { - this.bitmap.close(); - } - this.bitmap = null; + // Decrement the reference stencil value where the popped mask overlaps with the other ones + gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR); + maskObject.renderable = true; + maskObject.render(this.renderer); + this.renderer.batch.flush(); + maskObject.renderable = false; + if (colorMask !== 0) { + maskData._colorMask = colorMask; + gl.colorMask((colorMask & 0x1) !== 0, (colorMask & 0x2) !== 0, (colorMask & 0x4) !== 0, (colorMask & 0x8) !== 0); } + this._useCurrent(); } - return true; - }; - /** Destroys this resource. */ - ImageResource.prototype.dispose = function () { - this.source.onload = null; - this.source.onerror = null; - _super.prototype.dispose.call(this); - if (this.bitmap) { - this.bitmap.close(); - this.bitmap = null; - } - this._process = null; - this._load = null; }; /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is string or HTMLImageElement + * Setup renderer to use the current stencil data. + * @private */ - ImageResource.test = function (source) { - return typeof source === 'string' || source instanceof HTMLImageElement; + StencilSystem.prototype._useCurrent = function () { + var gl = this.renderer.gl; + gl.stencilFunc(gl.EQUAL, this.getStackLength(), 0xFFFFFFFF); + gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP); }; - return ImageResource; -}(BaseImageResource)); + return StencilSystem; +}(AbstractMaskSystem)); /** - * Resource type for SVG elements and graphics. + * System plugin to the renderer to manage the projection matrix. + * + * The `projectionMatrix` is a global uniform provided to all shaders. It is used to transform points in world space to + * normalized device coordinates. * @memberof PIXI */ -var SVGResource = /** @class */ (function (_super) { - __extends(SVGResource, _super); +var ProjectionSystem = /** @class */ (function () { + /** @param renderer - The renderer this System works for. */ + function ProjectionSystem(renderer) { + this.renderer = renderer; + this.destinationFrame = null; + this.sourceFrame = null; + this.defaultFrame = null; + this.projectionMatrix = new math.Matrix(); + this.transform = null; + } /** - * @param sourceBase64 - Base64 encoded SVG element or URL for SVG file. - * @param {object} [options] - Options to use - * @param {number} [options.scale=1] - Scale to apply to SVG. Overridden by... - * @param {number} [options.width] - Rasterize SVG this wide. Aspect ratio preserved if height not specified. - * @param {number} [options.height] - Rasterize SVG this high. Aspect ratio preserved if width not specified. - * @param {boolean} [options.autoLoad=true] - Start loading right away. + * Updates the projection-matrix based on the sourceFrame → destinationFrame mapping provided. + * + * NOTE: It is expected you call `renderer.framebuffer.setViewport(destinationFrame)` after this. This is because + * the framebuffer viewport converts shader vertex output in normalized device coordinates to window coordinates. + * + * NOTE-2: {@link RenderTextureSystem#bind} updates the projection-matrix when you bind a render-texture. It is expected + * that you dirty the current bindings when calling this manually. + * @param destinationFrame - The rectangle in the render-target to render the contents into. If rendering to the canvas, + * the origin is on the top-left; if rendering to a render-texture, the origin is on the bottom-left. + * @param sourceFrame - The rectangle in world space that contains the contents being rendered. + * @param resolution - The resolution of the render-target, which is the ratio of + * world-space (or CSS) pixels to physical pixels. + * @param root - Whether the render-target is the screen. This is required because rendering to textures + * is y-flipped (i.e. upside down relative to the screen). */ - function SVGResource(sourceBase64, options) { - var _this = this; - options = options || {}; - _this = _super.call(this, document.createElement('canvas')) || this; - _this._width = 0; - _this._height = 0; - _this.svg = sourceBase64; - _this.scale = options.scale || 1; - _this._overrideWidth = options.width; - _this._overrideHeight = options.height; - _this._resolve = null; - _this._crossorigin = options.crossorigin; - _this._load = null; - if (options.autoLoad !== false) { - _this.load(); + ProjectionSystem.prototype.update = function (destinationFrame, sourceFrame, resolution, root) { + this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame; + this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame; + // Calculate object-space to clip-space projection + this.calculateProjection(this.destinationFrame, this.sourceFrame, resolution, root); + if (this.transform) { + this.projectionMatrix.append(this.transform); } - return _this; - } - SVGResource.prototype.load = function () { - var _this = this; - if (this._load) { - return this._load; + var renderer = this.renderer; + renderer.globalUniforms.uniforms.projectionMatrix = this.projectionMatrix; + renderer.globalUniforms.update(); + // this will work for now + // but would be sweet to stick and even on the global uniforms.. + if (renderer.shader.shader) { + renderer.shader.syncUniformGroup(renderer.shader.shader.uniforms.globals); } - this._load = new Promise(function (resolve) { - // Save this until after load is finished - _this._resolve = function () { - _this.resize(_this.source.width, _this.source.height); - resolve(_this); - }; - // Convert SVG inline string to data-uri - if (SVGResource.SVG_XML.test(_this.svg.trim())) { - if (!btoa) { - throw new Error('Your browser doesn\'t support base64 conversions.'); - } - _this.svg = "data:image/svg+xml;base64," + btoa(unescape(encodeURIComponent(_this.svg))); - } - _this._loadSvg(); - }); - return this._load; - }; - /** Loads an SVG image from `imageUrl` or `data URL`. */ - SVGResource.prototype._loadSvg = function () { - var _this = this; - var tempImage = new Image(); - BaseImageResource.crossOrigin(tempImage, this.svg, this._crossorigin); - tempImage.src = this.svg; - tempImage.onerror = function (event) { - if (!_this._resolve) { - return; - } - tempImage.onerror = null; - _this.onError.emit(event); - }; - tempImage.onload = function () { - if (!_this._resolve) { - return; - } - var svgWidth = tempImage.width; - var svgHeight = tempImage.height; - if (!svgWidth || !svgHeight) { - throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.'); - } - // Set render size - var width = svgWidth * _this.scale; - var height = svgHeight * _this.scale; - if (_this._overrideWidth || _this._overrideHeight) { - width = _this._overrideWidth || _this._overrideHeight / svgHeight * svgWidth; - height = _this._overrideHeight || _this._overrideWidth / svgWidth * svgHeight; - } - width = Math.round(width); - height = Math.round(height); - // Create a canvas element - var canvas = _this.source; - canvas.width = width; - canvas.height = height; - canvas._pixiId = "canvas_" + utils.uid(); - // Draw the Svg to the canvas - canvas - .getContext('2d') - .drawImage(tempImage, 0, 0, svgWidth, svgHeight, 0, 0, width, height); - _this._resolve(); - _this._resolve = null; - }; }; /** - * Get size from an svg string using a regular expression. - * @param svgString - a serialized svg element - * @returns - image extension + * Calculates the `projectionMatrix` to map points inside `sourceFrame` to inside `destinationFrame`. + * @param _destinationFrame - The destination frame in the render-target. + * @param sourceFrame - The source frame in world space. + * @param _resolution - The render-target's resolution, i.e. ratio of CSS to physical pixels. + * @param root - Whether rendering into the screen. Otherwise, if rendering to a framebuffer, the projection + * is y-flipped. */ - SVGResource.getSize = function (svgString) { - var sizeMatch = SVGResource.SVG_SIZE.exec(svgString); - var size = {}; - if (sizeMatch) { - size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3])); - size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7])); - } - return size; - }; - /** Destroys this texture. */ - SVGResource.prototype.dispose = function () { - _super.prototype.dispose.call(this); - this._resolve = null; - this._crossorigin = null; + ProjectionSystem.prototype.calculateProjection = function (_destinationFrame, sourceFrame, _resolution, root) { + var pm = this.projectionMatrix; + var sign = !root ? 1 : -1; + pm.identity(); + pm.a = (1 / sourceFrame.width * 2); + pm.d = sign * (1 / sourceFrame.height * 2); + pm.tx = -1 - (sourceFrame.x * pm.a); + pm.ty = -sign - (sourceFrame.y * pm.d); }; /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @param {string} extension - The extension of source, if set - * @returns {boolean} - If the source is a SVG source or data file + * Sets the transform of the active render target to the given matrix. + * @param _matrix - The transformation matrix */ - SVGResource.test = function (source, extension) { - // url file extension is SVG - return extension === 'svg' - // source is SVG data-uri - || (typeof source === 'string' && (/^data:image\/svg\+xml(;(charset=utf8|utf8))?;base64/).test(source)) - // source is SVG inline - || (typeof source === 'string' && SVGResource.SVG_XML.test(source)); + ProjectionSystem.prototype.setTransform = function (_matrix) { + // this._activeRenderTarget.transform = matrix; }; - /** - * Regular expression for SVG XML document. - * @example <?xml version="1.0" encoding="utf-8" ?><!-- image/svg --><svg - * @readonly - */ - SVGResource.SVG_XML = /^(<\?xml[^?]+\?>)?\s*()]*-->)?\s*\]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*>/i; // eslint-disable-line max-len - return SVGResource; -}(BaseImageResource)); + ProjectionSystem.prototype.destroy = function () { + this.renderer = null; + }; + return ProjectionSystem; +}()); +// Temporary rectangle for assigned sourceFrame or destinationFrame +var tempRect = new math.Rectangle(); +// Temporary rectangle for renderTexture destinationFrame +var tempRect2 = new math.Rectangle(); +/* eslint-disable max-len */ /** - * Resource type for {@code HTMLVideoElement}. + * System plugin to the renderer to manage render textures. + * + * Should be added after FramebufferSystem + * + * ### Frames + * + * The `RenderTextureSystem` holds a sourceFrame → destinationFrame projection. The following table explains the different + * coordinate spaces used: + * + * | Frame | Description | Coordinate System | + * | ---------------------- | ---------------------------------------------------------------- | ------------------------------------------------------- | + * | sourceFrame | The rectangle inside of which display-objects are being rendered | **World Space**: The origin on the top-left | + * | destinationFrame | The rectangle in the render-target (canvas or texture) into which contents should be rendered | If rendering to the canvas, this is in screen space and the origin is on the top-left. If rendering to a render-texture, this is in its base-texture's space with the origin on the bottom-left. | + * | viewportFrame | The framebuffer viewport corresponding to the destination-frame | **Window Coordinates**: The origin is always on the bottom-left. | * @memberof PIXI */ -var VideoResource = /** @class */ (function (_super) { - __extends(VideoResource, _super); +var RenderTextureSystem = /** @class */ (function () { /** - * @param {HTMLVideoElement|object|string|Array} source - Video element to use. - * @param {object} [options] - Options to use - * @param {boolean} [options.autoLoad=true] - Start loading the video immediately - * @param {boolean} [options.autoPlay=true] - Start playing video immediately - * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video. - * Leave at 0 to update at every render. - * @param {boolean} [options.crossorigin=true] - Load image using cross origin + * @param renderer - The renderer this System works for. */ - function VideoResource(source, options) { - var _this = this; - options = options || {}; - if (!(source instanceof HTMLVideoElement)) { - var videoElement = document.createElement('video'); - // workaround for https://github.com/pixijs/pixi.js/issues/5996 - videoElement.setAttribute('preload', 'auto'); - videoElement.setAttribute('webkit-playsinline', ''); - videoElement.setAttribute('playsinline', ''); - if (typeof source === 'string') { - source = [source]; - } - var firstSrc = source[0].src || source[0]; - BaseImageResource.crossOrigin(videoElement, firstSrc, options.crossorigin); - // array of objects or strings - for (var i = 0; i < source.length; ++i) { - var sourceElement = document.createElement('source'); - var _a = source[i], src = _a.src, mime = _a.mime; - src = src || source[i]; - var baseSrc = src.split('?').shift().toLowerCase(); - var ext = baseSrc.slice(baseSrc.lastIndexOf('.') + 1); - mime = mime || VideoResource.MIME_TYPES[ext] || "video/" + ext; - sourceElement.src = src; - sourceElement.type = mime; - videoElement.appendChild(sourceElement); - } - // Override the source - source = videoElement; - } - _this = _super.call(this, source) || this; - _this.noSubImage = true; - _this._autoUpdate = true; - _this._isConnectedToTicker = false; - _this._updateFPS = options.updateFPS || 0; - _this._msToNextUpdate = 0; - _this.autoPlay = options.autoPlay !== false; - _this._load = null; - _this._resolve = null; - // Bind for listeners - _this._onCanPlay = _this._onCanPlay.bind(_this); - _this._onError = _this._onError.bind(_this); - if (options.autoLoad !== false) { - _this.load(); - } - return _this; + function RenderTextureSystem(renderer) { + this.renderer = renderer; + this.clearColor = renderer._backgroundColorRgba; + this.defaultMaskStack = []; + this.current = null; + this.sourceFrame = new math.Rectangle(); + this.destinationFrame = new math.Rectangle(); + this.viewportFrame = new math.Rectangle(); } /** - * Trigger updating of the texture. - * @param _deltaTime - time delta since last tick + * Bind the current render texture. + * @param renderTexture - RenderTexture to bind, by default its `null` - the screen. + * @param sourceFrame - Part of world that is mapped to the renderTexture. + * @param destinationFrame - Part of renderTexture, by default it has the same size as sourceFrame. */ - VideoResource.prototype.update = function (_deltaTime) { - if (!this.destroyed) { - // account for if video has had its playbackRate changed - var elapsedMS = ticker.Ticker.shared.elapsedMS * this.source.playbackRate; - this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS); - if (!this._updateFPS || this._msToNextUpdate <= 0) { - _super.prototype.update.call(this); - this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0; + RenderTextureSystem.prototype.bind = function (renderTexture, sourceFrame, destinationFrame) { + if (renderTexture === void 0) { renderTexture = null; } + var renderer = this.renderer; + this.current = renderTexture; + var baseTexture; + var framebuffer; + var resolution; + if (renderTexture) { + baseTexture = renderTexture.baseTexture; + resolution = baseTexture.resolution; + if (!sourceFrame) { + tempRect.width = renderTexture.frame.width; + tempRect.height = renderTexture.frame.height; + sourceFrame = tempRect; } + if (!destinationFrame) { + tempRect2.x = renderTexture.frame.x; + tempRect2.y = renderTexture.frame.y; + tempRect2.width = sourceFrame.width; + tempRect2.height = sourceFrame.height; + destinationFrame = tempRect2; + } + framebuffer = baseTexture.framebuffer; } - }; - /** - * Start preloading the video resource. - * @returns {Promise} Handle the validate event - */ - VideoResource.prototype.load = function () { - var _this = this; - if (this._load) { - return this._load; + else { + resolution = renderer.resolution; + if (!sourceFrame) { + tempRect.width = renderer.screen.width; + tempRect.height = renderer.screen.height; + sourceFrame = tempRect; + } + if (!destinationFrame) { + destinationFrame = tempRect; + destinationFrame.width = sourceFrame.width; + destinationFrame.height = sourceFrame.height; + } } - var source = this.source; - if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA) - && source.width && source.height) { - source.complete = true; + var viewportFrame = this.viewportFrame; + viewportFrame.x = destinationFrame.x * resolution; + viewportFrame.y = destinationFrame.y * resolution; + viewportFrame.width = destinationFrame.width * resolution; + viewportFrame.height = destinationFrame.height * resolution; + if (!renderTexture) { + viewportFrame.y = renderer.view.height - (viewportFrame.y + viewportFrame.height); } - source.addEventListener('play', this._onPlayStart.bind(this)); - source.addEventListener('pause', this._onPlayStop.bind(this)); - if (!this._isSourceReady()) { - source.addEventListener('canplay', this._onCanPlay); - source.addEventListener('canplaythrough', this._onCanPlay); - source.addEventListener('error', this._onError, true); + viewportFrame.ceil(); + this.renderer.framebuffer.bind(framebuffer, viewportFrame); + this.renderer.projection.update(destinationFrame, sourceFrame, resolution, !framebuffer); + if (renderTexture) { + this.renderer.mask.setMaskStack(baseTexture.maskStack); } else { - this._onCanPlay(); + this.renderer.mask.setMaskStack(this.defaultMaskStack); } - this._load = new Promise(function (resolve) { - if (_this.valid) { - resolve(_this); - } - else { - _this._resolve = resolve; - source.load(); - } - }); - return this._load; + this.sourceFrame.copyFrom(sourceFrame); + this.destinationFrame.copyFrom(destinationFrame); }; /** - * Handle video error events. - * @param event + * Erases the render texture and fills the drawing area with a colour. + * @param clearColor - The color as rgba, default to use the renderer backgroundColor + * @param [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks + * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers. */ - VideoResource.prototype._onError = function (event) { - this.source.removeEventListener('error', this._onError, true); - this.onError.emit(event); + RenderTextureSystem.prototype.clear = function (clearColor, mask) { + if (this.current) { + clearColor = clearColor || this.current.baseTexture.clearColor; + } + else { + clearColor = clearColor || this.clearColor; + } + var destinationFrame = this.destinationFrame; + var baseFrame = this.current ? this.current.baseTexture : this.renderer.screen; + var clearMask = destinationFrame.width !== baseFrame.width || destinationFrame.height !== baseFrame.height; + if (clearMask) { + var _a = this.viewportFrame, x = _a.x, y = _a.y, width = _a.width, height = _a.height; + x = Math.round(x); + y = Math.round(y); + width = Math.round(width); + height = Math.round(height); + // TODO: ScissorSystem should cache whether the scissor test is enabled or not. + this.renderer.gl.enable(this.renderer.gl.SCISSOR_TEST); + this.renderer.gl.scissor(x, y, width, height); + } + this.renderer.framebuffer.clear(clearColor[0], clearColor[1], clearColor[2], clearColor[3], mask); + if (clearMask) { + // Restore the scissor box + this.renderer.scissor.pop(); + } }; - /** - * Returns true if the underlying source is playing. - * @returns - True if playing. - */ - VideoResource.prototype._isSourcePlaying = function () { - var source = this.source; - return (source.currentTime > 0 && source.paused === false && source.ended === false && source.readyState > 2); + RenderTextureSystem.prototype.resize = function () { + // resize the root only! + this.bind(null); }; - /** - * Returns true if the underlying source is ready for playing. - * @returns - True if ready. - */ - VideoResource.prototype._isSourceReady = function () { - var source = this.source; - return source.readyState === 3 || source.readyState === 4; + /** Resets render-texture state. */ + RenderTextureSystem.prototype.reset = function () { + this.bind(null); }; - /** Runs the update loop when the video is ready to play. */ - VideoResource.prototype._onPlayStart = function () { - // Just in case the video has not received its can play even yet.. - if (!this.valid) { - this._onCanPlay(); - } - if (this.autoUpdate && !this._isConnectedToTicker) { - ticker.Ticker.shared.add(this.update, this); - this._isConnectedToTicker = true; - } + RenderTextureSystem.prototype.destroy = function () { + this.renderer = null; }; - /** Fired when a pause event is triggered, stops the update loop. */ - VideoResource.prototype._onPlayStop = function () { - if (this._isConnectedToTicker) { - ticker.Ticker.shared.remove(this.update, this); - this._isConnectedToTicker = false; + return RenderTextureSystem; +}()); + +function uboUpdate(_ud, _uv, _renderer, _syncData, buffer) { + _renderer.buffer.update(buffer); +} +// cv = CachedValue +// v = value +// ud = uniformData +// uv = uniformValue +// l = location +var UBO_TO_SINGLE_SETTERS = { + float: "\n data[offset] = v;\n ", + vec2: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n ", + vec3: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n\n ", + vec4: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n data[offset+3] = v[3];\n ", + mat2: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n\n data[offset+4] = v[2];\n data[offset+5] = v[3];\n ", + mat3: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n\n data[offset + 4] = v[3];\n data[offset + 5] = v[4];\n data[offset + 6] = v[5];\n\n data[offset + 8] = v[6];\n data[offset + 9] = v[7];\n data[offset + 10] = v[8];\n ", + mat4: "\n for(var i = 0; i < 16; i++)\n {\n data[offset + i] = v[i];\n }\n " +}; +var GLSL_TO_STD40_SIZE = { + float: 4, + vec2: 8, + vec3: 12, + vec4: 16, + int: 4, + ivec2: 8, + ivec3: 12, + ivec4: 16, + uint: 4, + uvec2: 8, + uvec3: 12, + uvec4: 16, + bool: 4, + bvec2: 8, + bvec3: 12, + bvec4: 16, + mat2: 16 * 2, + mat3: 16 * 3, + mat4: 16 * 4, +}; +/** + * logic originally from here: https://github.com/sketchpunk/FunWithWebGL2/blob/master/lesson_022/Shaders.js + * rewrote it, but this was a great starting point to get a solid understanding of whats going on :) + * @ignore + * @param uniformData + */ +function createUBOElements(uniformData) { + var uboElements = uniformData.map(function (data) { + return ({ + data: data, + offset: 0, + dataLen: 0, + dirty: 0 + }); + }); + var size = 0; + var chunkSize = 0; + var offset = 0; + for (var i = 0; i < uboElements.length; i++) { + var uboElement = uboElements[i]; + size = GLSL_TO_STD40_SIZE[uboElement.data.type]; + if (uboElement.data.size > 1) { + size = Math.max(size, 16) * uboElement.data.size; } - }; - /** Fired when the video is loaded and ready to play. */ - VideoResource.prototype._onCanPlay = function () { - var source = this.source; - source.removeEventListener('canplay', this._onCanPlay); - source.removeEventListener('canplaythrough', this._onCanPlay); - var valid = this.valid; - this.resize(source.videoWidth, source.videoHeight); - // prevent multiple loaded dispatches.. - if (!valid && this._resolve) { - this._resolve(this); - this._resolve = null; + uboElement.dataLen = size; + // add some size offset.. + // must align to the nearest 16 bytes or internally nearest round size + if (chunkSize % size !== 0 && chunkSize < 16) { + // diff required to line up.. + var lineUpValue = (chunkSize % size) % 16; + chunkSize += lineUpValue; + offset += lineUpValue; } - if (this._isSourcePlaying()) { - this._onPlayStart(); + if ((chunkSize + size) > 16) { + offset = Math.ceil(offset / 16) * 16; + uboElement.offset = offset; + offset += size; + chunkSize = size; } - else if (this.autoPlay) { - source.play(); + else { + uboElement.offset = offset; + chunkSize += size; + offset += size; } - }; - /** Destroys this texture. */ - VideoResource.prototype.dispose = function () { - if (this._isConnectedToTicker) { - ticker.Ticker.shared.remove(this.update, this); - this._isConnectedToTicker = false; + } + offset = Math.ceil(offset / 16) * 16; + return { uboElements: uboElements, size: offset }; +} +function getUBOData(uniforms, uniformData) { + var usedUniformDatas = []; + // build.. + for (var i in uniforms) { + if (uniformData[i]) { + usedUniformDatas.push(uniformData[i]); } - var source = this.source; - if (source) { - source.removeEventListener('error', this._onError, true); - source.pause(); - source.src = ''; - source.load(); + } + // sort them out by index! + usedUniformDatas.sort(function (a, b) { return a.index - b.index; }); + return usedUniformDatas; +} +function generateUniformBufferSync(group, uniformData) { + if (!group.autoManage) { + // if the group is nott automatically managed, we don't need to generate a special function for it... + return { size: 0, syncFunc: uboUpdate }; + } + var usedUniformDatas = getUBOData(group.uniforms, uniformData); + var _a = createUBOElements(usedUniformDatas), uboElements = _a.uboElements, size = _a.size; + var funcFragments = ["\n var v = null;\n var v2 = null;\n var cv = null;\n var t = 0;\n var gl = renderer.gl\n var index = 0;\n var data = buffer.data;\n "]; + for (var i = 0; i < uboElements.length; i++) { + var uboElement = uboElements[i]; + var uniform = group.uniforms[uboElement.data.name]; + var name = uboElement.data.name; + var parsed = false; + for (var j = 0; j < uniformParsers.length; j++) { + var uniformParser = uniformParsers[j]; + if (uniformParser.codeUbo && uniformParser.test(uboElement.data, uniform)) { + funcFragments.push("offset = " + uboElement.offset / 4 + ";", uniformParsers[j].codeUbo(uboElement.data.name, uniform)); + parsed = true; + break; + } } - _super.prototype.dispose.call(this); - }; - Object.defineProperty(VideoResource.prototype, "autoUpdate", { - /** Should the base texture automatically update itself, set to true by default. */ - get: function () { - return this._autoUpdate; - }, - set: function (value) { - if (value !== this._autoUpdate) { - this._autoUpdate = value; - if (!this._autoUpdate && this._isConnectedToTicker) { - ticker.Ticker.shared.remove(this.update, this); - this._isConnectedToTicker = false; - } - else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying()) { - ticker.Ticker.shared.add(this.update, this); - this._isConnectedToTicker = true; - } + if (!parsed) { + if (uboElement.data.size > 1) { + var size_1 = mapSize(uboElement.data.type); + var rowSize = Math.max(GLSL_TO_STD40_SIZE[uboElement.data.type] / 16, 1); + var elementSize = size_1 / rowSize; + var remainder = (4 - (elementSize % 4)) % 4; + funcFragments.push("\n cv = ud." + name + ".value;\n v = uv." + name + ";\n offset = " + uboElement.offset / 4 + ";\n\n t = 0;\n\n for(var i=0; i < " + uboElement.data.size * rowSize + "; i++)\n {\n for(var j = 0; j < " + elementSize + "; j++)\n {\n data[offset++] = v[t++];\n }\n offset += " + remainder + ";\n }\n\n "); } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(VideoResource.prototype, "updateFPS", { - /** - * How many times a second to update the texture from the video. Leave at 0 to update at every render. - * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient. - */ - get: function () { - return this._updateFPS; - }, - set: function (value) { - if (value !== this._updateFPS) { - this._updateFPS = value; + else { + var template = UBO_TO_SINGLE_SETTERS[uboElement.data.type]; + funcFragments.push("\n cv = ud." + name + ".value;\n v = uv." + name + ";\n offset = " + uboElement.offset / 4 + ";\n " + template + ";\n "); } - }, - enumerable: false, - configurable: true - }); - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @param {string} extension - The extension of source, if set - * @returns {boolean} `true` if video source - */ - VideoResource.test = function (source, extension) { - return (globalThis.HTMLVideoElement && source instanceof HTMLVideoElement) - || VideoResource.TYPES.indexOf(extension) > -1; - }; - /** - * List of common video file extensions supported by VideoResource. - * @readonly - */ - VideoResource.TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov']; - /** - * Map of video MIME types that can't be directly derived from file extensions. - * @readonly - */ - VideoResource.MIME_TYPES = { - ogv: 'video/ogg', - mov: 'video/quicktime', - m4v: 'video/mp4', + } + } + funcFragments.push("\n renderer.buffer.update(buffer);\n "); + return { + size: size, + // eslint-disable-next-line no-new-func + syncFunc: new Function('ud', 'uv', 'renderer', 'syncData', 'buffer', funcFragments.join('\n')) }; - return VideoResource; -}(BaseImageResource)); +} /** - * Resource type for ImageBitmap. + * @private + */ +var IGLUniformData = /** @class */ (function () { + function IGLUniformData() { + } + return IGLUniformData; +}()); +/** + * Helper class to create a WebGL Program * @memberof PIXI */ -var ImageBitmapResource = /** @class */ (function (_super) { - __extends(ImageBitmapResource, _super); +var GLProgram = /** @class */ (function () { /** - * @param source - Image element to use + * Makes a new Pixi program. + * @param program - webgl program + * @param uniformData - uniforms */ - // eslint-disable-next-line @typescript-eslint/no-useless-constructor - function ImageBitmapResource(source) { - return _super.call(this, source) || this; + function GLProgram(program, uniformData) { + this.program = program; + this.uniformData = uniformData; + this.uniformGroups = {}; + this.uniformDirtyGroups = {}; + this.uniformBufferBindings = {}; } - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is an ImageBitmap - */ - ImageBitmapResource.test = function (source) { - return !!globalThis.createImageBitmap && typeof ImageBitmap !== 'undefined' && source instanceof ImageBitmap; + /** Destroys this program. */ + GLProgram.prototype.destroy = function () { + this.uniformData = null; + this.uniformGroups = null; + this.uniformDirtyGroups = null; + this.uniformBufferBindings = null; + this.program = null; }; - return ImageBitmapResource; -}(BaseImageResource)); - -INSTALLED.push(ImageResource, ImageBitmapResource, CanvasResource, VideoResource, SVGResource, BufferResource, CubeResource, ArrayResource); - -var _resources = { - __proto__: null, - Resource: Resource, - BaseImageResource: BaseImageResource, - INSTALLED: INSTALLED, - autoDetectResource: autoDetectResource, - AbstractMultiResource: AbstractMultiResource, - ArrayResource: ArrayResource, - BufferResource: BufferResource, - CanvasResource: CanvasResource, - CubeResource: CubeResource, - ImageResource: ImageResource, - SVGResource: SVGResource, - VideoResource: VideoResource, - ImageBitmapResource: ImageBitmapResource -}; + return GLProgram; +}()); /** - * Resource type for DepthTexture. - * @memberof PIXI + * returns the attribute data from the program + * @private + * @param {WebGLProgram} [program] - the WebGL program + * @param {WebGLRenderingContext} [gl] - the WebGL context + * @returns {object} the attribute data for this program */ -var DepthResource = /** @class */ (function (_super) { - __extends(DepthResource, _super); - function DepthResource() { - return _super !== null && _super.apply(this, arguments) || this; +function getAttributeData(program, gl) { + var attributes = {}; + var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES); + for (var i = 0; i < totalAttributes; i++) { + var attribData = gl.getActiveAttrib(program, i); + if (attribData.name.indexOf('gl_') === 0) { + continue; + } + var type = mapType(gl, attribData.type); + var data = { + type: type, + name: attribData.name, + size: mapSize(type), + location: gl.getAttribLocation(program, attribData.name), + }; + attributes[attribData.name] = data; } - /** - * Upload the texture to the GPU. - * @param renderer - Upload to the renderer - * @param baseTexture - Reference to parent texture - * @param glTexture - glTexture - * @returns - true is success - */ - DepthResource.prototype.upload = function (renderer, baseTexture, glTexture) { - var gl = renderer.gl; - gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === constants.ALPHA_MODES.UNPACK); - var width = baseTexture.realWidth; - var height = baseTexture.realHeight; - if (glTexture.width === width && glTexture.height === height) { - gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data); - } - else { - glTexture.width = width; - glTexture.height = height; - gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data); + return attributes; +} + +/** + * returns the uniform data from the program + * @private + * @param program - the webgl program + * @param gl - the WebGL context + * @returns {object} the uniform data for this program + */ +function getUniformData(program, gl) { + var uniforms = {}; + var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); + for (var i = 0; i < totalUniforms; i++) { + var uniformData = gl.getActiveUniform(program, i); + var name = uniformData.name.replace(/\[.*?\]$/, ''); + var isArray = !!(uniformData.name.match(/\[.*?\]$/)); + var type = mapType(gl, uniformData.type); + uniforms[name] = { + name: name, + index: i, + type: type, + size: uniformData.size, + isArray: isArray, + value: defaultValue(type, uniformData.size), + }; + } + return uniforms; +} + +/** + * generates a WebGL Program object from a high level Pixi Program. + * @param gl - a rendering context on which to generate the program + * @param program - the high level Pixi Program. + */ +function generateProgram(gl, program) { + var glVertShader = compileShader(gl, gl.VERTEX_SHADER, program.vertexSrc); + var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, program.fragmentSrc); + var webGLProgram = gl.createProgram(); + gl.attachShader(webGLProgram, glVertShader); + gl.attachShader(webGLProgram, glFragShader); + gl.linkProgram(webGLProgram); + if (!gl.getProgramParameter(webGLProgram, gl.LINK_STATUS)) { + logProgramError(gl, webGLProgram, glVertShader, glFragShader); + } + program.attributeData = getAttributeData(webGLProgram, gl); + program.uniformData = getUniformData(webGLProgram, gl); + // GLSL 1.00: bind attributes sorted by name in ascending order + // GLSL 3.00: don't change the attribute locations that where chosen by the compiler + // or assigned by the layout specifier in the shader source code + if (!(/^[ \t]*#[ \t]*version[ \t]+300[ \t]+es[ \t]*$/m).test(program.vertexSrc)) { + var keys = Object.keys(program.attributeData); + keys.sort(function (a, b) { return (a > b) ? 1 : -1; }); // eslint-disable-line no-confusing-arrow + for (var i = 0; i < keys.length; i++) { + program.attributeData[keys[i]].location = i; + gl.bindAttribLocation(webGLProgram, i, keys[i]); } - return true; - }; - return DepthResource; -}(BufferResource)); + gl.linkProgram(webGLProgram); + } + gl.deleteShader(glVertShader); + gl.deleteShader(glFragShader); + var uniformData = {}; + for (var i in program.uniformData) { + var data = program.uniformData[i]; + uniformData[i] = { + location: gl.getUniformLocation(webGLProgram, i), + value: defaultValue(data.type, data.size), + }; + } + var glProgram = new GLProgram(webGLProgram, uniformData); + return glProgram; +} +var UID = 0; +// default sync data so we don't create a new one each time! +var defaultSyncData = { textureCount: 0, uboCount: 0 }; /** - * A framebuffer can be used to render contents off of the screen. {@link PIXI.BaseRenderTexture} uses - * one internally to render into itself. You can attach a depth or stencil buffer to a framebuffer. - * - * On WebGL 2 machines, shaders can output to multiple textures simultaneously with GLSL 300 ES. + * System plugin to the renderer to manage shaders. * @memberof PIXI */ -var Framebuffer = /** @class */ (function () { - /** - * @param width - Width of the frame buffer - * @param height - Height of the frame buffer - */ - function Framebuffer(width, height) { - this.width = Math.round(width || 100); - this.height = Math.round(height || 100); - this.stencil = false; - this.depth = false; - this.dirtyId = 0; - this.dirtyFormat = 0; - this.dirtySize = 0; - this.depthTexture = null; - this.colorTextures = []; - this.glFramebuffers = {}; - this.disposeRunner = new runner.Runner('disposeFramebuffer'); - this.multisample = constants.MSAA_QUALITY.NONE; +var ShaderSystem = /** @class */ (function () { + /** @param renderer - The renderer this System works for. */ + function ShaderSystem(renderer) { + this.destroyed = false; + this.renderer = renderer; + // Validation check that this environment support `new Function` + this.systemCheck(); + this.gl = null; + this.shader = null; + this.program = null; + this.cache = {}; + this._uboCache = {}; + this.id = UID++; } - Object.defineProperty(Framebuffer.prototype, "colorTexture", { - /** - * Reference to the colorTexture. - * @readonly - */ - get: function () { - return this.colorTextures[0]; - }, - enumerable: false, - configurable: true - }); /** - * Add texture to the colorTexture array. - * @param index - Index of the array to add the texture to - * @param texture - Texture to add to the array + * Overrideable function by `@pixi/unsafe-eval` to silence + * throwing an error if platform doesn't support unsafe-evals. + * @private */ - Framebuffer.prototype.addColorTexture = function (index, texture) { - if (index === void 0) { index = 0; } - // TODO add some validation to the texture - same width / height etc? - this.colorTextures[index] = texture || new BaseTexture(null, { - scaleMode: constants.SCALE_MODES.NEAREST, - resolution: 1, - mipmap: constants.MIPMAP_MODES.OFF, - width: this.width, - height: this.height, - }); - this.dirtyId++; - this.dirtyFormat++; - return this; + ShaderSystem.prototype.systemCheck = function () { + if (!unsafeEvalSupported()) { + throw new Error('Current environment does not allow unsafe-eval, ' + + 'please use @pixi/unsafe-eval module to enable support.'); + } + }; + ShaderSystem.prototype.contextChange = function (gl) { + this.gl = gl; + this.reset(); }; /** - * Add a depth texture to the frame buffer. - * @param texture - Texture to add. + * Changes the current shader to the one given in parameter. + * @param shader - the new shader + * @param dontSync - false if the shader should automatically sync its uniforms. + * @returns the glProgram that belongs to the shader. */ - Framebuffer.prototype.addDepthTexture = function (texture) { - /* eslint-disable max-len */ - this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), { - scaleMode: constants.SCALE_MODES.NEAREST, - resolution: 1, - width: this.width, - height: this.height, - mipmap: constants.MIPMAP_MODES.OFF, - format: constants.FORMATS.DEPTH_COMPONENT, - type: constants.TYPES.UNSIGNED_SHORT, - }); - this.dirtyId++; - this.dirtyFormat++; - return this; + ShaderSystem.prototype.bind = function (shader, dontSync) { + shader.disposeRunner.add(this); + shader.uniforms.globals = this.renderer.globalUniforms; + var program = shader.program; + var glProgram = program.glPrograms[this.renderer.CONTEXT_UID] || this.generateProgram(shader); + this.shader = shader; + // TODO - some current Pixi plugins bypass this.. so it not safe to use yet.. + if (this.program !== program) { + this.program = program; + this.gl.useProgram(glProgram.program); + } + if (!dontSync) { + defaultSyncData.textureCount = 0; + defaultSyncData.uboCount = 0; + this.syncUniformGroup(shader.uniformGroup, defaultSyncData); + } + return glProgram; }; - /** Enable depth on the frame buffer. */ - Framebuffer.prototype.enableDepth = function () { - this.depth = true; - this.dirtyId++; - this.dirtyFormat++; - return this; + /** + * Uploads the uniforms values to the currently bound shader. + * @param uniforms - the uniforms values that be applied to the current shader + */ + ShaderSystem.prototype.setUniforms = function (uniforms) { + var shader = this.shader.program; + var glProgram = shader.glPrograms[this.renderer.CONTEXT_UID]; + shader.syncUniforms(glProgram.uniformData, uniforms, this.renderer); }; - /** Enable stencil on the frame buffer. */ - Framebuffer.prototype.enableStencil = function () { - this.stencil = true; - this.dirtyId++; - this.dirtyFormat++; - return this; + /* eslint-disable @typescript-eslint/explicit-module-boundary-types */ + /** + * Syncs uniforms on the group + * @param group - the uniform group to sync + * @param syncData - this is data that is passed to the sync function and any nested sync functions + */ + ShaderSystem.prototype.syncUniformGroup = function (group, syncData) { + var glProgram = this.getGlProgram(); + if (!group.static || group.dirtyId !== glProgram.uniformDirtyGroups[group.id]) { + glProgram.uniformDirtyGroups[group.id] = group.dirtyId; + this.syncUniforms(group, glProgram, syncData); + } }; /** - * Resize the frame buffer - * @param width - Width of the frame buffer to resize to - * @param height - Height of the frame buffer to resize to + * Overrideable by the @pixi/unsafe-eval package to use static syncUniforms instead. + * @param group + * @param glProgram + * @param syncData */ - Framebuffer.prototype.resize = function (width, height) { - width = Math.round(width); - height = Math.round(height); - if (width === this.width && height === this.height) - { return; } - this.width = width; - this.height = height; - this.dirtyId++; - this.dirtySize++; - for (var i = 0; i < this.colorTextures.length; i++) { - var texture = this.colorTextures[i]; - var resolution = texture.resolution; - // take into account the fact the texture may have a different resolution.. - texture.setSize(width / resolution, height / resolution); + ShaderSystem.prototype.syncUniforms = function (group, glProgram, syncData) { + var syncFunc = group.syncUniforms[this.shader.program.id] || this.createSyncGroups(group); + syncFunc(glProgram.uniformData, group.uniforms, this.renderer, syncData); + }; + ShaderSystem.prototype.createSyncGroups = function (group) { + var id = this.getSignature(group, this.shader.program.uniformData, 'u'); + if (!this.cache[id]) { + this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData); } - if (this.depthTexture) { - var resolution = this.depthTexture.resolution; - this.depthTexture.setSize(width / resolution, height / resolution); + group.syncUniforms[this.shader.program.id] = this.cache[id]; + return group.syncUniforms[this.shader.program.id]; + }; + /** + * Syncs uniform buffers + * @param group - the uniform buffer group to sync + * @param name - the name of the uniform buffer + */ + ShaderSystem.prototype.syncUniformBufferGroup = function (group, name) { + var glProgram = this.getGlProgram(); + if (!group.static || group.dirtyId !== 0 || !glProgram.uniformGroups[group.id]) { + group.dirtyId = 0; + var syncFunc = glProgram.uniformGroups[group.id] + || this.createSyncBufferGroup(group, glProgram, name); + // TODO wrap update in a cache?? + group.buffer.update(); + syncFunc(glProgram.uniformData, group.uniforms, this.renderer, defaultSyncData, group.buffer); } + this.renderer.buffer.bindBufferBase(group.buffer, glProgram.uniformBufferBindings[name]); }; - /** Disposes WebGL resources that are connected to this geometry. */ - Framebuffer.prototype.dispose = function () { - this.disposeRunner.emit(this, false); + /** + * Will create a function that uploads a uniform buffer using the STD140 standard. + * The upload function will then be cached for future calls + * If a group is manually managed, then a simple upload function is generated + * @param group - the uniform buffer group to sync + * @param glProgram - the gl program to attach the uniform bindings to + * @param name - the name of the uniform buffer (must exist on the shader) + */ + ShaderSystem.prototype.createSyncBufferGroup = function (group, glProgram, name) { + var gl = this.renderer.gl; + this.renderer.buffer.bind(group.buffer); + // bind them... + var uniformBlockIndex = this.gl.getUniformBlockIndex(glProgram.program, name); + glProgram.uniformBufferBindings[name] = this.shader.uniformBindCount; + gl.uniformBlockBinding(glProgram.program, uniformBlockIndex, this.shader.uniformBindCount); + this.shader.uniformBindCount++; + var id = this.getSignature(group, this.shader.program.uniformData, 'ubo'); + var uboData = this._uboCache[id]; + if (!uboData) { + uboData = this._uboCache[id] = generateUniformBufferSync(group, this.shader.program.uniformData); + } + if (group.autoManage) { + var data = new Float32Array(uboData.size / 4); + group.buffer.update(data); + } + glProgram.uniformGroups[group.id] = uboData.syncFunc; + return glProgram.uniformGroups[group.id]; }; - /** Destroys and removes the depth texture added to this framebuffer. */ - Framebuffer.prototype.destroyDepthTexture = function () { - if (this.depthTexture) { - this.depthTexture.destroy(); - this.depthTexture = null; - ++this.dirtyId; - ++this.dirtyFormat; + /** + * Takes a uniform group and data and generates a unique signature for them. + * @param group - The uniform group to get signature of + * @param group.uniforms + * @param uniformData - Uniform information generated by the shader + * @param preFix + * @returns Unique signature of the uniform group + */ + ShaderSystem.prototype.getSignature = function (group, uniformData, preFix) { + var uniforms = group.uniforms; + var strings = [preFix + "-"]; + for (var i in uniforms) { + strings.push(i); + if (uniformData[i]) { + strings.push(uniformData[i].type); + } } + return strings.join('-'); }; - return Framebuffer; -}()); - -/** - * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it. - * - * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded - * otherwise black rectangles will be drawn instead. - * - * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position - * and rotation of the given Display Objects is ignored. For example: - * - * ```js - * let renderer = PIXI.autoDetectRenderer(); - * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 }); - * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); - * let sprite = PIXI.Sprite.from("spinObj_01.png"); - * - * sprite.position.x = 800/2; - * sprite.position.y = 600/2; - * sprite.anchor.x = 0.5; - * sprite.anchor.y = 0.5; - * - * renderer.render(sprite, {renderTexture}); - * ``` - * - * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 - * you can clear the transform - * - * ```js - * - * sprite.setTransform() - * - * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 }); - * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); - * - * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture - * ``` - * @memberof PIXI - */ -var BaseRenderTexture = /** @class */ (function (_super) { - __extends(BaseRenderTexture, _super); /** - * @param options - * @param {number} [options.width=100] - The width of the base render texture. - * @param {number} [options.height=100] - The height of the base render texture. - * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} - * for possible values. - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio - * of the texture being generated. - * @param {PIXI.MSAA_QUALITY} [options.multisample=PIXI.MSAA_QUALITY.NONE] - The number of samples of the frame buffer. + * Returns the underlying GLShade rof the currently bound shader. + * + * This can be handy for when you to have a little more control over the setting of your uniforms. + * @returns The glProgram for the currently bound Shader for this context */ - function BaseRenderTexture(options) { - if (options === void 0) { options = {}; } - var _this = this; - if (typeof options === 'number') { - /* eslint-disable prefer-rest-params */ - // Backward compatibility of signature - var width = arguments[0]; - var height = arguments[1]; - var scaleMode = arguments[2]; - var resolution = arguments[3]; - options = { width: width, height: height, scaleMode: scaleMode, resolution: resolution }; - /* eslint-enable prefer-rest-params */ + ShaderSystem.prototype.getGlProgram = function () { + if (this.shader) { + return this.shader.program.glPrograms[this.renderer.CONTEXT_UID]; } - options.width = options.width || 100; - options.height = options.height || 100; - options.multisample = options.multisample !== undefined ? options.multisample : constants.MSAA_QUALITY.NONE; - _this = _super.call(this, null, options) || this; - // Set defaults - _this.mipmap = constants.MIPMAP_MODES.OFF; - _this.valid = true; - _this.clearColor = [0, 0, 0, 0]; - _this.framebuffer = new Framebuffer(_this.realWidth, _this.realHeight) - .addColorTexture(0, _this); - _this.framebuffer.multisample = options.multisample; - // TODO - could this be added the systems? - _this.maskStack = []; - _this.filterStack = [{}]; - return _this; - } + return null; + }; /** - * Resizes the BaseRenderTexture. - * @param desiredWidth - The desired width to resize to. - * @param desiredHeight - The desired height to resize to. + * Generates a glProgram version of the Shader provided. + * @param shader - The shader that the glProgram will be based on. + * @returns A shiny new glProgram! */ - BaseRenderTexture.prototype.resize = function (desiredWidth, desiredHeight) { - this.framebuffer.resize(desiredWidth * this.resolution, desiredHeight * this.resolution); - this.setRealSize(this.framebuffer.width, this.framebuffer.height); + ShaderSystem.prototype.generateProgram = function (shader) { + var gl = this.gl; + var program = shader.program; + var glProgram = generateProgram(gl, program); + program.glPrograms[this.renderer.CONTEXT_UID] = glProgram; + return glProgram; + }; + /** Resets ShaderSystem state, does not affect WebGL state. */ + ShaderSystem.prototype.reset = function () { + this.program = null; + this.shader = null; }; /** - * Frees the texture and framebuffer from WebGL memory without destroying this texture object. - * This means you can still use the texture later which will upload it to GPU - * memory again. - * @fires PIXI.BaseTexture#dispose + * Disposes shader. + * If disposing one equals with current shader, set current as null. + * @param shader - Shader object */ - BaseRenderTexture.prototype.dispose = function () { - this.framebuffer.dispose(); - _super.prototype.dispose.call(this); + ShaderSystem.prototype.disposeShader = function (shader) { + if (this.shader === shader) { + this.shader = null; + } }; - /** Destroys this texture. */ - BaseRenderTexture.prototype.destroy = function () { - _super.prototype.destroy.call(this); - this.framebuffer.destroyDepthTexture(); - this.framebuffer = null; + /** Destroys this System and removes all its textures. */ + ShaderSystem.prototype.destroy = function () { + this.renderer = null; + // TODO implement destroy method for ShaderSystem + this.destroyed = true; }; - return BaseRenderTexture; -}(BaseTexture)); + return ShaderSystem; +}()); /** - * Stores a texture's frame in UV coordinates, in - * which everything lies in the rectangle `[(0,0), (1,0), - * (1,1), (0,1)]`. - * - * | Corner | Coordinates | - * |--------------|-------------| - * | Top-Left | `(x0,y0)` | - * | Top-Right | `(x1,y1)` | - * | Bottom-Right | `(x2,y2)` | - * | Bottom-Left | `(x3,y3)` | - * @protected + * Maps gl blend combinations to WebGL. * @memberof PIXI + * @function mapWebGLBlendModesToPixi + * @private + * @param {WebGLRenderingContext} gl - The rendering context. + * @param {number[][]} [array=[]] - The array to output into. + * @returns {number[][]} Mapped modes. */ -var TextureUvs = /** @class */ (function () { - function TextureUvs() { - this.x0 = 0; - this.y0 = 0; - this.x1 = 1; - this.y1 = 0; - this.x2 = 1; - this.y2 = 1; - this.x3 = 0; - this.y3 = 1; - this.uvsFloat32 = new Float32Array(8); - } - /** - * Sets the texture Uvs based on the given frame information. - * @protected - * @param frame - The frame of the texture - * @param baseFrame - The base frame of the texture - * @param rotate - Rotation of frame, see {@link PIXI.groupD8} - */ - TextureUvs.prototype.set = function (frame, baseFrame, rotate) { - var tw = baseFrame.width; - var th = baseFrame.height; - if (rotate) { - // width and height div 2 div baseFrame size - var w2 = frame.width / 2 / tw; - var h2 = frame.height / 2 / th; - // coordinates of center - var cX = (frame.x / tw) + w2; - var cY = (frame.y / th) + h2; - rotate = math.groupD8.add(rotate, math.groupD8.NW); // NW is top-left corner - this.x0 = cX + (w2 * math.groupD8.uX(rotate)); - this.y0 = cY + (h2 * math.groupD8.uY(rotate)); - rotate = math.groupD8.add(rotate, 2); // rotate 90 degrees clockwise - this.x1 = cX + (w2 * math.groupD8.uX(rotate)); - this.y1 = cY + (h2 * math.groupD8.uY(rotate)); - rotate = math.groupD8.add(rotate, 2); - this.x2 = cX + (w2 * math.groupD8.uX(rotate)); - this.y2 = cY + (h2 * math.groupD8.uY(rotate)); - rotate = math.groupD8.add(rotate, 2); - this.x3 = cX + (w2 * math.groupD8.uX(rotate)); - this.y3 = cY + (h2 * math.groupD8.uY(rotate)); - } - else { - this.x0 = frame.x / tw; - this.y0 = frame.y / th; - this.x1 = (frame.x + frame.width) / tw; - this.y1 = frame.y / th; - this.x2 = (frame.x + frame.width) / tw; - this.y2 = (frame.y + frame.height) / th; - this.x3 = frame.x / tw; - this.y3 = (frame.y + frame.height) / th; - } - this.uvsFloat32[0] = this.x0; - this.uvsFloat32[1] = this.y0; - this.uvsFloat32[2] = this.x1; - this.uvsFloat32[3] = this.y1; - this.uvsFloat32[4] = this.x2; - this.uvsFloat32[5] = this.y2; - this.uvsFloat32[6] = this.x3; - this.uvsFloat32[7] = this.y3; - }; - TextureUvs.prototype.toString = function () { - return "[@pixi/core:TextureUvs " - + ("x0=" + this.x0 + " y0=" + this.y0 + " ") - + ("x1=" + this.x1 + " y1=" + this.y1 + " x2=" + this.x2 + " ") - + ("y2=" + this.y2 + " x3=" + this.x3 + " y3=" + this.y3) - + "]"; - }; - return TextureUvs; -}()); - -var DEFAULT_UVS = new TextureUvs(); -/** - * Used to remove listeners from WHITE and EMPTY Textures - * @ignore - */ -function removeAllHandlers(tex) { - tex.destroy = function _emptyDestroy() { }; - tex.on = function _emptyOn() { }; - tex.once = function _emptyOnce() { }; - tex.emit = function _emptyEmit() { }; +function mapWebGLBlendModesToPixi(gl, array) { + if (array === void 0) { array = []; } + // TODO - premultiply alpha would be different. + // add a boolean for that! + array[constants.BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[constants.BLEND_MODES.ADD] = [gl.ONE, gl.ONE]; + array[constants.BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[constants.BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[constants.BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[constants.BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[constants.BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[constants.BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[constants.BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[constants.BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[constants.BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[constants.BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[constants.BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[constants.BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[constants.BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[constants.BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[constants.BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[constants.BLEND_MODES.NONE] = [0, 0]; + // not-premultiplied blend modes + array[constants.BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[constants.BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE]; + array[constants.BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + // composite operations + array[constants.BLEND_MODES.SRC_IN] = [gl.DST_ALPHA, gl.ZERO]; + array[constants.BLEND_MODES.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO]; + array[constants.BLEND_MODES.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA]; + array[constants.BLEND_MODES.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE]; + array[constants.BLEND_MODES.DST_IN] = [gl.ZERO, gl.SRC_ALPHA]; + array[constants.BLEND_MODES.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA]; + array[constants.BLEND_MODES.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA]; + array[constants.BLEND_MODES.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA]; + // SUBTRACT from flash + array[constants.BLEND_MODES.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD]; + return array; } + +var BLEND = 0; +var OFFSET = 1; +var CULLING = 2; +var DEPTH_TEST = 3; +var WINDING = 4; +var DEPTH_MASK = 5; /** - * A texture stores the information that represents an image or part of an image. - * - * It cannot be added to the display list directly; instead use it as the texture for a Sprite. - * If no frame is provided for a texture, then the whole image is used. - * - * You can directly create a texture from an image and then reuse it multiple times like this : - * - * ```js - * let texture = PIXI.Texture.from('assets/image.png'); - * let sprite1 = new PIXI.Sprite(texture); - * let sprite2 = new PIXI.Sprite(texture); - * ``` - * - * If you didnt pass the texture frame to constructor, it enables `noFrame` mode: - * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture. - * - * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing. - * You can check for this by checking the sprite's _textureID property. - * ```js - * var texture = PIXI.Texture.from('assets/image.svg'); - * var sprite1 = new PIXI.Sprite(texture); - * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file - * ``` - * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068. + * System plugin to the renderer to manage WebGL state machines. * @memberof PIXI - * @typeParam R - The BaseTexture's Resource type. */ -var Texture = /** @class */ (function (_super) { - __extends(Texture, _super); +var StateSystem = /** @class */ (function () { + function StateSystem() { + this.gl = null; + this.stateId = 0; + this.polygonOffset = 0; + this.blendMode = constants.BLEND_MODES.NONE; + this._blendEq = false; + // map functions for when we set state.. + this.map = []; + this.map[BLEND] = this.setBlend; + this.map[OFFSET] = this.setOffset; + this.map[CULLING] = this.setCullFace; + this.map[DEPTH_TEST] = this.setDepthTest; + this.map[WINDING] = this.setFrontFace; + this.map[DEPTH_MASK] = this.setDepthMask; + this.checks = []; + this.defaultState = new State(); + this.defaultState.blend = true; + } + StateSystem.prototype.contextChange = function (gl) { + this.gl = gl; + this.blendModes = mapWebGLBlendModesToPixi(gl); + this.set(this.defaultState); + this.reset(); + }; /** - * @param baseTexture - The base texture source to create the texture from - * @param frame - The rectangle frame of the texture to show - * @param orig - The area of original texture - * @param trim - Trimmed rectangle of original texture - * @param rotate - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8} - * @param anchor - Default anchor point used for sprite placement / rotation + * Sets the current state + * @param {*} state - The state to set. */ - function Texture(baseTexture, frame, orig, trim, rotate, anchor) { - var _this = _super.call(this) || this; - _this.noFrame = false; - if (!frame) { - _this.noFrame = true; - frame = new math.Rectangle(0, 0, 1, 1); - } - if (baseTexture instanceof Texture) { - baseTexture = baseTexture.baseTexture; - } - _this.baseTexture = baseTexture; - _this._frame = frame; - _this.trim = trim; - _this.valid = false; - _this._uvs = DEFAULT_UVS; - _this.uvMatrix = null; - _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1); - _this._rotate = Number(rotate || 0); - if (rotate === true) { - // this is old texturepacker legacy, some games/libraries are passing "true" for rotated textures - _this._rotate = 2; - } - else if (_this._rotate % 2 !== 0) { - throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually'); - } - _this.defaultAnchor = anchor ? new math.Point(anchor.x, anchor.y) : new math.Point(0, 0); - _this._updateID = 0; - _this.textureCacheIds = []; - if (!baseTexture.valid) { - baseTexture.once('loaded', _this.onBaseTextureUpdated, _this); - } - else if (_this.noFrame) { - // if there is no frame we should monitor for any base texture changes.. - if (baseTexture.valid) { - _this.onBaseTextureUpdated(baseTexture); + StateSystem.prototype.set = function (state) { + state = state || this.defaultState; + // TODO maybe to an object check? ( this.state === state )? + if (this.stateId !== state.data) { + var diff = this.stateId ^ state.data; + var i = 0; + // order from least to most common + while (diff) { + if (diff & 1) { + // state change! + this.map[i].call(this, !!(state.data & (1 << i))); + } + diff = diff >> 1; + i++; } + this.stateId = state.data; } - else { - _this.frame = frame; - } - if (_this.noFrame) { - baseTexture.on('update', _this.onBaseTextureUpdated, _this); + // based on the above settings we check for specific modes.. + // for example if blend is active we check and set the blend modes + // or of polygon offset is active we check the poly depth. + for (var i = 0; i < this.checks.length; i++) { + this.checks[i](this, state); } - return _this; - } + }; /** - * Updates this texture on the gpu. - * - * Calls the TextureResource update. - * - * If you adjusted `frame` manually, please call `updateUvs()` instead. + * Sets the state, when previous state is unknown. + * @param {*} state - The state to set */ - Texture.prototype.update = function () { - if (this.baseTexture.resource) { - this.baseTexture.resource.update(); + StateSystem.prototype.forceState = function (state) { + state = state || this.defaultState; + for (var i = 0; i < this.map.length; i++) { + this.map[i].call(this, !!(state.data & (1 << i))); + } + for (var i = 0; i < this.checks.length; i++) { + this.checks[i](this, state); } + this.stateId = state.data; }; /** - * Called when the base texture is updated - * @protected - * @param baseTexture - The base texture. + * Sets whether to enable or disable blending. + * @param value - Turn on or off WebGl blending. */ - Texture.prototype.onBaseTextureUpdated = function (baseTexture) { - if (this.noFrame) { - if (!this.baseTexture.valid) { - return; - } - this._frame.width = baseTexture.width; - this._frame.height = baseTexture.height; - this.valid = true; - this.updateUvs(); - } - else { - // TODO this code looks confusing.. boo to abusing getters and setters! - // if user gave us frame that has bigger size than resized texture it can be a problem - this.frame = this._frame; - } - this.emit('update', this); + StateSystem.prototype.setBlend = function (value) { + this.updateCheck(StateSystem.checkBlendMode, value); + this.gl[value ? 'enable' : 'disable'](this.gl.BLEND); }; /** - * Destroys this texture - * @param [destroyBase=false] - Whether to destroy the base texture as well + * Sets whether to enable or disable polygon offset fill. + * @param value - Turn on or off webgl polygon offset testing. */ - Texture.prototype.destroy = function (destroyBase) { - if (this.baseTexture) { - if (destroyBase) { - var resource = this.baseTexture.resource; - // delete the texture if it exists in the texture cache.. - // this only needs to be removed if the base texture is actually destroyed too.. - if (resource && resource.url && utils.TextureCache[resource.url]) { - Texture.removeFromCache(resource.url); - } - this.baseTexture.destroy(); - } - this.baseTexture.off('loaded', this.onBaseTextureUpdated, this); - this.baseTexture.off('update', this.onBaseTextureUpdated, this); - this.baseTexture = null; - } - this._frame = null; - this._uvs = null; - this.trim = null; - this.orig = null; - this.valid = false; - Texture.removeFromCache(this); - this.textureCacheIds = null; + StateSystem.prototype.setOffset = function (value) { + this.updateCheck(StateSystem.checkPolygonOffset, value); + this.gl[value ? 'enable' : 'disable'](this.gl.POLYGON_OFFSET_FILL); }; /** - * Creates a new texture object that acts the same as this one. - * @returns - The new texture + * Sets whether to enable or disable depth test. + * @param value - Turn on or off webgl depth testing. */ - Texture.prototype.clone = function () { - var clonedFrame = this._frame.clone(); - var clonedOrig = this._frame === this.orig ? clonedFrame : this.orig.clone(); - var clonedTexture = new Texture(this.baseTexture, !this.noFrame && clonedFrame, clonedOrig, this.trim && this.trim.clone(), this.rotate, this.defaultAnchor); - if (this.noFrame) { - clonedTexture._frame = clonedFrame; - } - return clonedTexture; + StateSystem.prototype.setDepthTest = function (value) { + this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST); }; /** - * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture. - * Call it after changing the frame + * Sets whether to enable or disable depth mask. + * @param value - Turn on or off webgl depth mask. */ - Texture.prototype.updateUvs = function () { - if (this._uvs === DEFAULT_UVS) { - this._uvs = new TextureUvs(); - } - this._uvs.set(this._frame, this.baseTexture, this.rotate); - this._updateID++; + StateSystem.prototype.setDepthMask = function (value) { + this.gl.depthMask(value); }; /** - * Helper function that creates a new Texture based on the source you provide. - * The source can be - frame id, image url, video url, canvas element, video element, base texture - * @param {string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source - - * Source or array of sources to create texture from - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id - * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. - * @returns {PIXI.Texture} The newly created texture + * Sets whether to enable or disable cull face. + * @param {boolean} value - Turn on or off webgl cull face. */ - Texture.from = function (source, options, strict) { - if (options === void 0) { options = {}; } - if (strict === void 0) { strict = settings.settings.STRICT_TEXTURE_CACHE; } - var isFrame = typeof source === 'string'; - var cacheId = null; - if (isFrame) { - cacheId = source; + StateSystem.prototype.setCullFace = function (value) { + this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE); + }; + /** + * Sets the gl front face. + * @param {boolean} value - true is clockwise and false is counter-clockwise + */ + StateSystem.prototype.setFrontFace = function (value) { + this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']); + }; + /** + * Sets the blend mode. + * @param {number} value - The blend mode to set to. + */ + StateSystem.prototype.setBlendMode = function (value) { + if (value === this.blendMode) { + return; } - else if (source instanceof BaseTexture) { - if (!source.cacheId) { - var prefix = (options && options.pixiIdPrefix) || 'pixiid'; - source.cacheId = prefix + "-" + utils.uid(); - BaseTexture.addToCache(source, source.cacheId); - } - cacheId = source.cacheId; + this.blendMode = value; + var mode = this.blendModes[value]; + var gl = this.gl; + if (mode.length === 2) { + gl.blendFunc(mode[0], mode[1]); } else { - if (!source._pixiId) { - var prefix = (options && options.pixiIdPrefix) || 'pixiid'; - source._pixiId = prefix + "_" + utils.uid(); - } - cacheId = source._pixiId; - } - var texture = utils.TextureCache[cacheId]; - // Strict-mode rejects invalid cacheIds - if (isFrame && strict && !texture) { - throw new Error("The cacheId \"" + cacheId + "\" does not exist in TextureCache."); + gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]); } - if (!texture && !(source instanceof BaseTexture)) { - if (!options.resolution) { - options.resolution = utils.getResolutionOfUrl(source); - } - texture = new Texture(new BaseTexture(source, options)); - texture.baseTexture.cacheId = cacheId; - BaseTexture.addToCache(texture.baseTexture, cacheId); - Texture.addToCache(texture, cacheId); + if (mode.length === 6) { + this._blendEq = true; + gl.blendEquationSeparate(mode[4], mode[5]); } - else if (!texture && (source instanceof BaseTexture)) { - texture = new Texture(source); - Texture.addToCache(texture, cacheId); + else if (this._blendEq) { + this._blendEq = false; + gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD); } - // lets assume its a base texture! - return texture; }; /** - * Useful for loading textures via URLs. Use instead of `Texture.from` because - * it does a better job of handling failed URLs more effectively. This also ignores - * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images. - * @param url - The remote URL or array of URLs to load. - * @param options - Optional options to include - * @returns - A Promise that resolves to a Texture. + * Sets the polygon offset. + * @param {number} value - the polygon offset + * @param {number} scale - the polygon offset scale */ - Texture.fromURL = function (url, options) { - var resourceOptions = Object.assign({ autoLoad: false }, options === null || options === void 0 ? void 0 : options.resourceOptions); - var texture = Texture.from(url, Object.assign({ resourceOptions: resourceOptions }, options), false); - var resource = texture.baseTexture.resource; - // The texture was already loaded - if (texture.baseTexture.valid) { - return Promise.resolve(texture); - } - // Manually load the texture, this should allow users to handle load errors - return resource.load().then(function () { return Promise.resolve(texture); }); + StateSystem.prototype.setPolygonOffset = function (value, scale) { + this.gl.polygonOffset(value, scale); }; - /** - * Create a new Texture with a BufferResource from a Float32Array. - * RGBA values are floats from 0 to 1. - * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data - * is provided, a new Float32Array is created. - * @param width - Width of the resource - * @param height - Height of the resource - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * @returns - The resulting new BaseTexture - */ - Texture.fromBuffer = function (buffer, width, height, options) { - return new Texture(BaseTexture.fromBuffer(buffer, width, height, options)); + // used + /** Resets all the logic and disables the VAOs. */ + StateSystem.prototype.reset = function () { + this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false); + this.forceState(this.defaultState); + this._blendEq = true; + this.blendMode = -1; + this.setBlendMode(0); }; /** - * Create a texture from a source and add to the cache. - * @param {HTMLImageElement|HTMLCanvasElement|string} source - The input source. - * @param imageUrl - File name of texture, for cache and resolving resolution. - * @param name - Human readable name for the texture cache. If no name is - * specified, only `imageUrl` will be used as the cache ID. - * @param options - * @returns - Output texture + * Checks to see which updates should be checked based on which settings have been activated. + * + * For example, if blend is enabled then we should check the blend modes each time the state is changed + * or if polygon fill is activated then we need to check if the polygon offset changes. + * The idea is that we only check what we have too. + * @param func - the checking function to add or remove + * @param value - should the check function be added or removed. */ - Texture.fromLoader = function (source, imageUrl, name, options) { - var baseTexture = new BaseTexture(source, Object.assign({ - scaleMode: settings.settings.SCALE_MODE, - resolution: utils.getResolutionOfUrl(imageUrl), - }, options)); - var resource = baseTexture.resource; - if (resource instanceof ImageResource) { - resource.url = imageUrl; - } - var texture = new Texture(baseTexture); - // No name, use imageUrl instead - if (!name) { - name = imageUrl; - } - // lets also add the frame to pixi's global cache for 'fromLoader' function - BaseTexture.addToCache(texture.baseTexture, name); - Texture.addToCache(texture, name); - // also add references by url if they are different. - if (name !== imageUrl) { - BaseTexture.addToCache(texture.baseTexture, imageUrl); - Texture.addToCache(texture, imageUrl); + StateSystem.prototype.updateCheck = function (func, value) { + var index = this.checks.indexOf(func); + if (value && index === -1) { + this.checks.push(func); } - // Generally images are valid right away - if (texture.baseTexture.valid) { - return Promise.resolve(texture); + else if (!value && index !== -1) { + this.checks.splice(index, 1); } - // SVG assets need to be parsed async, let's wait - return new Promise(function (resolve) { - texture.baseTexture.once('loaded', function () { return resolve(texture); }); - }); }; /** - * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object. - * @param texture - The Texture to add to the cache. - * @param id - The id that the Texture will be stored against. + * A private little wrapper function that we call to check the blend mode. + * @param system - the System to perform the state check on + * @param state - the state that the blendMode will pulled from */ - Texture.addToCache = function (texture, id) { - if (id) { - if (texture.textureCacheIds.indexOf(id) === -1) { - texture.textureCacheIds.push(id); - } - if (utils.TextureCache[id]) { - // eslint-disable-next-line no-console - console.warn("Texture added to the cache with an id [" + id + "] that already had an entry"); - } - utils.TextureCache[id] = texture; - } + StateSystem.checkBlendMode = function (system, state) { + system.setBlendMode(state.blendMode); }; /** - * Remove a Texture from the global TextureCache. - * @param texture - id of a Texture to be removed, or a Texture instance itself - * @returns - The Texture that was removed + * A private little wrapper function that we call to check the polygon offset. + * @param system - the System to perform the state check on + * @param state - the state that the blendMode will pulled from */ - Texture.removeFromCache = function (texture) { - if (typeof texture === 'string') { - var textureFromCache = utils.TextureCache[texture]; - if (textureFromCache) { - var index = textureFromCache.textureCacheIds.indexOf(texture); - if (index > -1) { - textureFromCache.textureCacheIds.splice(index, 1); - } - delete utils.TextureCache[texture]; - return textureFromCache; - } - } - else if (texture && texture.textureCacheIds) { - for (var i = 0; i < texture.textureCacheIds.length; ++i) { - // Check that texture matches the one being passed in before deleting it from the cache. - if (utils.TextureCache[texture.textureCacheIds[i]] === texture) { - delete utils.TextureCache[texture.textureCacheIds[i]]; - } - } - texture.textureCacheIds.length = 0; - return texture; - } - return null; + StateSystem.checkPolygonOffset = function (system, state) { + system.setPolygonOffset(1, state.polygonOffset); }; - Object.defineProperty(Texture.prototype, "resolution", { - /** - * Returns resolution of baseTexture - * @readonly - */ - get: function () { - return this.baseTexture.resolution; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "frame", { - /** - * The frame specifies the region of the base texture that this texture uses. - * Please call `updateUvs()` after you change coordinates of `frame` manually. - */ - get: function () { - return this._frame; - }, - set: function (frame) { - this._frame = frame; - this.noFrame = false; - var x = frame.x, y = frame.y, width = frame.width, height = frame.height; - var xNotFit = x + width > this.baseTexture.width; - var yNotFit = y + height > this.baseTexture.height; - if (xNotFit || yNotFit) { - var relationship = xNotFit && yNotFit ? 'and' : 'or'; - var errorX = "X: " + x + " + " + width + " = " + (x + width) + " > " + this.baseTexture.width; - var errorY = "Y: " + y + " + " + height + " = " + (y + height) + " > " + this.baseTexture.height; - throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: ' - + (errorX + " " + relationship + " " + errorY)); - } - this.valid = width && height && this.baseTexture.valid; - if (!this.trim && !this.rotate) { - this.orig = frame; - } - if (this.valid) { - this.updateUvs(); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "rotate", { - /** - * Indicates whether the texture is rotated inside the atlas - * set to 2 to compensate for texture packer rotation - * set to 6 to compensate for spine packer rotation - * can be used to rotate or mirror sprites - * See {@link PIXI.groupD8} for explanation - */ - get: function () { - return this._rotate; - }, - set: function (rotate) { - this._rotate = rotate; - if (this.valid) { - this.updateUvs(); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "width", { - /** The width of the Texture in pixels. */ - get: function () { - return this.orig.width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "height", { - /** The height of the Texture in pixels. */ - get: function () { - return this.orig.height; - }, - enumerable: false, - configurable: true - }); - /** Utility function for BaseTexture|Texture cast. */ - Texture.prototype.castToBaseTexture = function () { - return this.baseTexture; + /** + * @ignore + */ + StateSystem.prototype.destroy = function () { + this.gl = null; }; - Object.defineProperty(Texture, "EMPTY", { - /** An empty texture, used often to not have to create multiple empty textures. Can not be destroyed. */ - get: function () { - if (!Texture._EMPTY) { - Texture._EMPTY = new Texture(new BaseTexture()); - removeAllHandlers(Texture._EMPTY); - removeAllHandlers(Texture._EMPTY.baseTexture); - } - return Texture._EMPTY; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture, "WHITE", { - /** A white texture of 16x16 size, used for graphics and other things Can not be destroyed. */ - get: function () { - if (!Texture._WHITE) { - var canvas = settings.settings.ADAPTER.createCanvas(16, 16); - var context = canvas.getContext('2d'); - canvas.width = 16; - canvas.height = 16; - context.fillStyle = 'white'; - context.fillRect(0, 0, 16, 16); - Texture._WHITE = new Texture(BaseTexture.from(canvas)); - removeAllHandlers(Texture._WHITE); - removeAllHandlers(Texture._WHITE.baseTexture); - } - return Texture._WHITE; - }, - enumerable: false, - configurable: true - }); - return Texture; -}(utils.EventEmitter)); + return StateSystem; +}()); /** - * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it. - * - * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded - * otherwise black rectangles will be drawn instead. - * - * __Hint-2__: The actual memory allocation will happen on first render. - * You shouldn't create renderTextures each frame just to delete them after, try to reuse them. - * - * A RenderTexture takes a snapshot of any Display Object given to its render method. For example: - * - * ```js - * let renderer = PIXI.autoDetectRenderer(); - * let renderTexture = PIXI.RenderTexture.create({ width: 800, height: 600 }); - * let sprite = PIXI.Sprite.from("spinObj_01.png"); - * - * sprite.position.x = 800/2; - * sprite.position.y = 600/2; - * sprite.anchor.x = 0.5; - * sprite.anchor.y = 0.5; - * - * renderer.render(sprite, {renderTexture}); - * ``` - * Note that you should not create a new renderer, but reuse the same one as the rest of the application. - * - * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 - * you can clear the transform - * - * ```js - * - * sprite.setTransform() - * - * let renderTexture = new PIXI.RenderTexture.create({ width: 100, height: 100 }); - * - * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture - * ``` + * System plugin to the renderer to manage texture garbage collection on the GPU, + * ensuring that it does not get clogged up with textures that are no longer being used. * @memberof PIXI */ -var RenderTexture = /** @class */ (function (_super) { - __extends(RenderTexture, _super); - /** - * @param baseRenderTexture - The base texture object that this texture uses. - * @param frame - The rectangle frame of the texture to show. - */ - function RenderTexture(baseRenderTexture, frame) { - var _this = _super.call(this, baseRenderTexture, frame) || this; - _this.valid = true; - _this.filterFrame = null; - _this.filterPoolKey = null; - _this.updateUvs(); - return _this; +var TextureGCSystem = /** @class */ (function () { + /** @param renderer - The renderer this System works for. */ + function TextureGCSystem(renderer) { + this.renderer = renderer; + this.count = 0; + this.checkCount = 0; + this.maxIdle = settings.settings.GC_MAX_IDLE; + this.checkCountMax = settings.settings.GC_MAX_CHECK_COUNT; + this.mode = settings.settings.GC_MODE; } - Object.defineProperty(RenderTexture.prototype, "framebuffer", { - /** - * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast. - * @readonly - */ - get: function () { - return this.baseTexture.framebuffer; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(RenderTexture.prototype, "multisample", { - /** - * Shortcut to `this.framebuffer.multisample`. - * @default PIXI.MSAA_QUALITY.NONE - */ - get: function () { - return this.framebuffer.multisample; - }, - set: function (value) { - this.framebuffer.multisample = value; - }, - enumerable: false, - configurable: true - }); - /** - * Resizes the RenderTexture. - * @param desiredWidth - The desired width to resize to. - * @param desiredHeight - The desired height to resize to. - * @param resizeBaseTexture - Should the baseTexture.width and height values be resized as well? - */ - RenderTexture.prototype.resize = function (desiredWidth, desiredHeight, resizeBaseTexture) { - if (resizeBaseTexture === void 0) { resizeBaseTexture = true; } - var resolution = this.baseTexture.resolution; - var width = Math.round(desiredWidth * resolution) / resolution; - var height = Math.round(desiredHeight * resolution) / resolution; - // TODO - could be not required.. - this.valid = (width > 0 && height > 0); - this._frame.width = this.orig.width = width; - this._frame.height = this.orig.height = height; - if (resizeBaseTexture) { - this.baseTexture.resize(width, height); - } - this.updateUvs(); - }; /** - * Changes the resolution of baseTexture, but does not change framebuffer size. - * @param resolution - The new resolution to apply to RenderTexture + * Checks to see when the last time a texture was used + * if the texture has not been used for a specified amount of time it will be removed from the GPU */ - RenderTexture.prototype.setResolution = function (resolution) { - var baseTexture = this.baseTexture; - if (baseTexture.resolution === resolution) { + TextureGCSystem.prototype.postrender = function () { + if (!this.renderer.renderingToScreen) { return; } - baseTexture.setResolution(resolution); - this.resize(baseTexture.width, baseTexture.height, false); - }; - RenderTexture.create = function (options) { - var arguments$1 = arguments; - - var rest = []; - for (var _i = 1; _i < arguments.length; _i++) { - rest[_i - 1] = arguments$1[_i]; + this.count++; + if (this.mode === constants.GC_MODES.MANUAL) { + return; } - // @deprecated fallback, old-style: create(width, height, scaleMode, resolution) - if (typeof options === 'number') { - utils.deprecation('6.0.0', 'Arguments (width, height, scaleMode, resolution) have been deprecated.'); - /* eslint-disable prefer-rest-params */ - options = { - width: options, - height: rest[0], - scaleMode: rest[1], - resolution: rest[2], - }; - /* eslint-enable prefer-rest-params */ + this.checkCount++; + if (this.checkCount > this.checkCountMax) { + this.checkCount = 0; + this.run(); } - return new RenderTexture(new BaseRenderTexture(options)); - }; - return RenderTexture; -}(Texture)); - -/** - * Texture pool, used by FilterSystem and plugins. - * - * Stores collection of temporary pow2 or screen-sized renderTextures - * - * If you use custom RenderTexturePool for your filters, you can use methods - * `getFilterTexture` and `returnFilterTexture` same as in - * @memberof PIXI - */ -var RenderTexturePool = /** @class */ (function () { - /** - * @param textureOptions - options that will be passed to BaseRenderTexture constructor - * @param {PIXI.SCALE_MODES} [textureOptions.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values. - */ - function RenderTexturePool(textureOptions) { - this.texturePool = {}; - this.textureOptions = textureOptions || {}; - this.enableFullScreen = false; - this._pixelsWidth = 0; - this._pixelsHeight = 0; - } - /** - * Creates texture with params that were specified in pool constructor. - * @param realWidth - Width of texture in pixels. - * @param realHeight - Height of texture in pixels. - * @param multisample - Number of samples of the framebuffer. - */ - RenderTexturePool.prototype.createTexture = function (realWidth, realHeight, multisample) { - if (multisample === void 0) { multisample = constants.MSAA_QUALITY.NONE; } - var baseRenderTexture = new BaseRenderTexture(Object.assign({ - width: realWidth, - height: realHeight, - resolution: 1, - multisample: multisample, - }, this.textureOptions)); - return new RenderTexture(baseRenderTexture); }; /** - * Gets a Power-of-Two render texture or fullScreen texture - * @param minWidth - The minimum width of the render texture. - * @param minHeight - The minimum height of the render texture. - * @param resolution - The resolution of the render texture. - * @param multisample - Number of samples of the render texture. - * @returns The new render texture. + * Checks to see when the last time a texture was used + * if the texture has not been used for a specified amount of time it will be removed from the GPU */ - RenderTexturePool.prototype.getOptimalTexture = function (minWidth, minHeight, resolution, multisample) { - if (resolution === void 0) { resolution = 1; } - if (multisample === void 0) { multisample = constants.MSAA_QUALITY.NONE; } - var key; - minWidth = Math.ceil((minWidth * resolution) - 1e-6); - minHeight = Math.ceil((minHeight * resolution) - 1e-6); - if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight) { - minWidth = utils.nextPow2(minWidth); - minHeight = utils.nextPow2(minHeight); - key = (((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF)) >>> 0; - if (multisample > 1) { - key += multisample * 0x100000000; + TextureGCSystem.prototype.run = function () { + var tm = this.renderer.texture; + var managedTextures = tm.managedTextures; + var wasRemoved = false; + for (var i = 0; i < managedTextures.length; i++) { + var texture = managedTextures[i]; + // only supports non generated textures at the moment! + if (!texture.framebuffer && this.count - texture.touched > this.maxIdle) { + tm.destroyTexture(texture, true); + managedTextures[i] = null; + wasRemoved = true; } } - else { - key = multisample > 1 ? -multisample : -1; - } - if (!this.texturePool[key]) { - this.texturePool[key] = []; - } - var renderTexture = this.texturePool[key].pop(); - if (!renderTexture) { - renderTexture = this.createTexture(minWidth, minHeight, multisample); - } - renderTexture.filterPoolKey = key; - renderTexture.setResolution(resolution); - return renderTexture; - }; - /** - * Gets extra texture of the same size as input renderTexture - * - * `getFilterTexture(input, 0.5)` or `getFilterTexture(0.5, input)` - * @param input - renderTexture from which size and resolution will be copied - * @param resolution - override resolution of the renderTexture - * It overrides, it does not multiply - * @param multisample - number of samples of the renderTexture - */ - RenderTexturePool.prototype.getFilterTexture = function (input, resolution, multisample) { - var filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || constants.MSAA_QUALITY.NONE); - filterTexture.filterFrame = input.filterFrame; - return filterTexture; - }; - /** - * Place a render texture back into the pool. - * @param renderTexture - The renderTexture to free - */ - RenderTexturePool.prototype.returnTexture = function (renderTexture) { - var key = renderTexture.filterPoolKey; - renderTexture.filterFrame = null; - this.texturePool[key].push(renderTexture); - }; - /** - * Alias for returnTexture, to be compliant with FilterSystem interface. - * @param renderTexture - The renderTexture to free - */ - RenderTexturePool.prototype.returnFilterTexture = function (renderTexture) { - this.returnTexture(renderTexture); - }; - /** - * Clears the pool. - * @param destroyTextures - Destroy all stored textures. - */ - RenderTexturePool.prototype.clear = function (destroyTextures) { - destroyTextures = destroyTextures !== false; - if (destroyTextures) { - for (var i in this.texturePool) { - var textures = this.texturePool[i]; - if (textures) { - for (var j = 0; j < textures.length; j++) { - textures[j].destroy(true); - } + if (wasRemoved) { + var j = 0; + for (var i = 0; i < managedTextures.length; i++) { + if (managedTextures[i] !== null) { + managedTextures[j++] = managedTextures[i]; } } + managedTextures.length = j; } - this.texturePool = {}; }; /** - * If screen size was changed, drops all screen-sized textures, - * sets new screen size, sets `enableFullScreen` to true - * - * Size is measured in pixels, `renderer.view` can be passed here, not `renderer.screen` - * @param size - Initial size of screen. + * Removes all the textures within the specified displayObject and its children from the GPU + * @param {PIXI.DisplayObject} displayObject - the displayObject to remove the textures from. */ - RenderTexturePool.prototype.setScreenSize = function (size) { - if (size.width === this._pixelsWidth - && size.height === this._pixelsHeight) { - return; + TextureGCSystem.prototype.unload = function (displayObject) { + var tm = this.renderer.texture; + var texture = displayObject._texture; + // only destroy non generated textures + if (texture && !texture.framebuffer) { + tm.destroyTexture(texture); } - this.enableFullScreen = size.width > 0 && size.height > 0; - for (var i in this.texturePool) { - if (!(Number(i) < 0)) { - continue; - } - var textures = this.texturePool[i]; - if (textures) { - for (var j = 0; j < textures.length; j++) { - textures[j].destroy(true); - } - } - this.texturePool[i] = []; + for (var i = displayObject.children.length - 1; i >= 0; i--) { + this.unload(displayObject.children[i]); } - this._pixelsWidth = size.width; - this._pixelsHeight = size.height; }; - /** - * Key that is used to store fullscreen renderTextures in a pool - * @constant - */ - RenderTexturePool.SCREEN_KEY = -1; - return RenderTexturePool; + TextureGCSystem.prototype.destroy = function () { + this.renderer = null; + }; + return TextureGCSystem; }()); -/* eslint-disable max-len */ /** - * Holds the information for a single attribute structure required to render geometry. - * - * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer} - * This can include anything from positions, uvs, normals, colors etc. + * Returns a lookup table that maps each type-format pair to a compatible internal format. * @memberof PIXI + * @function mapTypeAndFormatToInternalFormat + * @private + * @param {WebGLRenderingContext} gl - The rendering context. + * @returns Lookup table. */ -var Attribute = /** @class */ (function () { - /** - * @param buffer - the id of the buffer that this attribute will look for - * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2. - * @param normalized - should the data be normalized. - * @param {PIXI.TYPES} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available - * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) - * @param [start=0] - How far into the array to start reading values (used for interleaving data) - * @param [instance=false] - Whether the geometry is instanced. - */ - function Attribute(buffer, size, normalized, type, stride, start, instance) { - if (size === void 0) { size = 0; } - if (normalized === void 0) { normalized = false; } - if (type === void 0) { type = constants.TYPES.FLOAT; } - this.buffer = buffer; - this.size = size; - this.normalized = normalized; - this.type = type; - this.stride = stride; - this.start = start; - this.instance = instance; - } - /** Destroys the Attribute. */ - Attribute.prototype.destroy = function () { - this.buffer = null; - }; - /** - * Helper function that creates an Attribute based on the information provided - * @param buffer - the id of the buffer that this attribute will look for - * @param [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2 - * @param [normalized=false] - should the data be normalized. - * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available - * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) - * @returns - A new {@link PIXI.Attribute} based on the information provided - */ - Attribute.from = function (buffer, size, normalized, type, stride) { - return new Attribute(buffer, size, normalized, type, stride); - }; - return Attribute; -}()); +function mapTypeAndFormatToInternalFormat(gl) { + var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s, _t, _u, _v, _w, _x; + var table; + if ('WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext) { + table = (_a = {}, + _a[constants.TYPES.UNSIGNED_BYTE] = (_b = {}, + _b[constants.FORMATS.RGBA] = gl.RGBA8, + _b[constants.FORMATS.RGB] = gl.RGB8, + _b[constants.FORMATS.RG] = gl.RG8, + _b[constants.FORMATS.RED] = gl.R8, + _b[constants.FORMATS.RGBA_INTEGER] = gl.RGBA8UI, + _b[constants.FORMATS.RGB_INTEGER] = gl.RGB8UI, + _b[constants.FORMATS.RG_INTEGER] = gl.RG8UI, + _b[constants.FORMATS.RED_INTEGER] = gl.R8UI, + _b[constants.FORMATS.ALPHA] = gl.ALPHA, + _b[constants.FORMATS.LUMINANCE] = gl.LUMINANCE, + _b[constants.FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA, + _b), + _a[constants.TYPES.BYTE] = (_c = {}, + _c[constants.FORMATS.RGBA] = gl.RGBA8_SNORM, + _c[constants.FORMATS.RGB] = gl.RGB8_SNORM, + _c[constants.FORMATS.RG] = gl.RG8_SNORM, + _c[constants.FORMATS.RED] = gl.R8_SNORM, + _c[constants.FORMATS.RGBA_INTEGER] = gl.RGBA8I, + _c[constants.FORMATS.RGB_INTEGER] = gl.RGB8I, + _c[constants.FORMATS.RG_INTEGER] = gl.RG8I, + _c[constants.FORMATS.RED_INTEGER] = gl.R8I, + _c), + _a[constants.TYPES.UNSIGNED_SHORT] = (_d = {}, + _d[constants.FORMATS.RGBA_INTEGER] = gl.RGBA16UI, + _d[constants.FORMATS.RGB_INTEGER] = gl.RGB16UI, + _d[constants.FORMATS.RG_INTEGER] = gl.RG16UI, + _d[constants.FORMATS.RED_INTEGER] = gl.R16UI, + _d[constants.FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT16, + _d), + _a[constants.TYPES.SHORT] = (_e = {}, + _e[constants.FORMATS.RGBA_INTEGER] = gl.RGBA16I, + _e[constants.FORMATS.RGB_INTEGER] = gl.RGB16I, + _e[constants.FORMATS.RG_INTEGER] = gl.RG16I, + _e[constants.FORMATS.RED_INTEGER] = gl.R16I, + _e), + _a[constants.TYPES.UNSIGNED_INT] = (_f = {}, + _f[constants.FORMATS.RGBA_INTEGER] = gl.RGBA32UI, + _f[constants.FORMATS.RGB_INTEGER] = gl.RGB32UI, + _f[constants.FORMATS.RG_INTEGER] = gl.RG32UI, + _f[constants.FORMATS.RED_INTEGER] = gl.R32UI, + _f[constants.FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT24, + _f), + _a[constants.TYPES.INT] = (_g = {}, + _g[constants.FORMATS.RGBA_INTEGER] = gl.RGBA32I, + _g[constants.FORMATS.RGB_INTEGER] = gl.RGB32I, + _g[constants.FORMATS.RG_INTEGER] = gl.RG32I, + _g[constants.FORMATS.RED_INTEGER] = gl.R32I, + _g), + _a[constants.TYPES.FLOAT] = (_h = {}, + _h[constants.FORMATS.RGBA] = gl.RGBA32F, + _h[constants.FORMATS.RGB] = gl.RGB32F, + _h[constants.FORMATS.RG] = gl.RG32F, + _h[constants.FORMATS.RED] = gl.R32F, + _h[constants.FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT32F, + _h), + _a[constants.TYPES.HALF_FLOAT] = (_j = {}, + _j[constants.FORMATS.RGBA] = gl.RGBA16F, + _j[constants.FORMATS.RGB] = gl.RGB16F, + _j[constants.FORMATS.RG] = gl.RG16F, + _j[constants.FORMATS.RED] = gl.R16F, + _j), + _a[constants.TYPES.UNSIGNED_SHORT_5_6_5] = (_k = {}, + _k[constants.FORMATS.RGB] = gl.RGB565, + _k), + _a[constants.TYPES.UNSIGNED_SHORT_4_4_4_4] = (_l = {}, + _l[constants.FORMATS.RGBA] = gl.RGBA4, + _l), + _a[constants.TYPES.UNSIGNED_SHORT_5_5_5_1] = (_m = {}, + _m[constants.FORMATS.RGBA] = gl.RGB5_A1, + _m), + _a[constants.TYPES.UNSIGNED_INT_2_10_10_10_REV] = (_o = {}, + _o[constants.FORMATS.RGBA] = gl.RGB10_A2, + _o[constants.FORMATS.RGBA_INTEGER] = gl.RGB10_A2UI, + _o), + _a[constants.TYPES.UNSIGNED_INT_10F_11F_11F_REV] = (_p = {}, + _p[constants.FORMATS.RGB] = gl.R11F_G11F_B10F, + _p), + _a[constants.TYPES.UNSIGNED_INT_5_9_9_9_REV] = (_q = {}, + _q[constants.FORMATS.RGB] = gl.RGB9_E5, + _q), + _a[constants.TYPES.UNSIGNED_INT_24_8] = (_r = {}, + _r[constants.FORMATS.DEPTH_STENCIL] = gl.DEPTH24_STENCIL8, + _r), + _a[constants.TYPES.FLOAT_32_UNSIGNED_INT_24_8_REV] = (_s = {}, + _s[constants.FORMATS.DEPTH_STENCIL] = gl.DEPTH32F_STENCIL8, + _s), + _a); + } + else { + table = (_t = {}, + _t[constants.TYPES.UNSIGNED_BYTE] = (_u = {}, + _u[constants.FORMATS.RGBA] = gl.RGBA, + _u[constants.FORMATS.RGB] = gl.RGB, + _u[constants.FORMATS.ALPHA] = gl.ALPHA, + _u[constants.FORMATS.LUMINANCE] = gl.LUMINANCE, + _u[constants.FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA, + _u), + _t[constants.TYPES.UNSIGNED_SHORT_5_6_5] = (_v = {}, + _v[constants.FORMATS.RGB] = gl.RGB, + _v), + _t[constants.TYPES.UNSIGNED_SHORT_4_4_4_4] = (_w = {}, + _w[constants.FORMATS.RGBA] = gl.RGBA, + _w), + _t[constants.TYPES.UNSIGNED_SHORT_5_5_5_1] = (_x = {}, + _x[constants.FORMATS.RGBA] = gl.RGBA, + _x), + _t); + } + return table; +} -var UID$4 = 0; /** - * A wrapper for data so that it can be used and uploaded by WebGL + * Internal texture for WebGL context. * @memberof PIXI */ -var Buffer = /** @class */ (function () { - /** - * @param {PIXI.IArrayBuffer} data - the data to store in the buffer. - * @param _static - `true` for static buffer - * @param index - `true` for index buffer - */ - function Buffer(data, _static, index) { - if (_static === void 0) { _static = true; } - if (index === void 0) { index = false; } - this.data = (data || new Float32Array(1)); - this._glBuffers = {}; - this._updateID = 0; - this.index = index; - this.static = _static; - this.id = UID$4++; - this.disposeRunner = new runner.Runner('disposeBuffer'); +var GLTexture = /** @class */ (function () { + function GLTexture(texture) { + this.texture = texture; + this.width = -1; + this.height = -1; + this.dirtyId = -1; + this.dirtyStyleId = -1; + this.mipmap = false; + this.wrapMode = 33071; + this.type = constants.TYPES.UNSIGNED_BYTE; + this.internalFormat = constants.FORMATS.RGBA; + this.samplerType = 0; } - // TODO could explore flagging only a partial upload? - /** - * Flags this buffer as requiring an upload to the GPU. - * @param {PIXI.IArrayBuffer|number[]} [data] - the data to update in the buffer. - */ - Buffer.prototype.update = function (data) { - if (data instanceof Array) { - data = new Float32Array(data); - } - this.data = data || this.data; - this._updateID++; - }; - /** Disposes WebGL resources that are connected to this geometry. */ - Buffer.prototype.dispose = function () { - this.disposeRunner.emit(this, false); - }; - /** Destroys the buffer. */ - Buffer.prototype.destroy = function () { - this.dispose(); - this.data = null; - }; - Object.defineProperty(Buffer.prototype, "index", { - get: function () { - return this.type === constants.BUFFER_TYPE.ELEMENT_ARRAY_BUFFER; - }, - /** - * Flags whether this is an index buffer. - * - * Index buffers are of type `ELEMENT_ARRAY_BUFFER`. Note that setting this property to false will make - * the buffer of type `ARRAY_BUFFER`. - * - * For backwards compatibility. - */ - set: function (value) { - this.type = value ? constants.BUFFER_TYPE.ELEMENT_ARRAY_BUFFER : constants.BUFFER_TYPE.ARRAY_BUFFER; - }, - enumerable: false, - configurable: true - }); - /** - * Helper function that creates a buffer based on an array or TypedArray - * @param {ArrayBufferView | number[]} data - the TypedArray that the buffer will store. If this is a regular Array it will be converted to a Float32Array. - * @returns - A new Buffer based on the data provided. - */ - Buffer.from = function (data) { - if (data instanceof Array) { - data = new Float32Array(data); - } - return new Buffer(data); - }; - return Buffer; + return GLTexture; }()); -/* eslint-disable object-shorthand */ -var map$1 = { - Float32Array: Float32Array, - Uint32Array: Uint32Array, - Int32Array: Int32Array, - Uint8Array: Uint8Array, -}; -function interleaveTypedArrays(arrays, sizes) { - var outSize = 0; - var stride = 0; - var views = {}; - for (var i = 0; i < arrays.length; i++) { - stride += sizes[i]; - outSize += arrays[i].length; - } - var buffer = new ArrayBuffer(outSize * 4); - var out = null; - var littleOffset = 0; - for (var i = 0; i < arrays.length; i++) { - var size = sizes[i]; - var array = arrays[i]; - var type = utils.getBufferType(array); - if (!views[type]) { - views[type] = new map$1[type](buffer); - } - out = views[type]; - for (var j = 0; j < array.length; j++) { - var indexStart = ((j / size | 0) * stride) + littleOffset; - var index = j % size; - out[indexStart + index] = array[j]; - } - littleOffset += size; - } - return new Float32Array(buffer); -} - -var byteSizeMap$1 = { 5126: 4, 5123: 2, 5121: 1 }; -var UID$3 = 0; -/* eslint-disable object-shorthand */ -var map = { - Float32Array: Float32Array, - Uint32Array: Uint32Array, - Int32Array: Int32Array, - Uint8Array: Uint8Array, - Uint16Array: Uint16Array, -}; -/* eslint-disable max-len */ /** - * The Geometry represents a model. It consists of two components: - * - GeometryStyle - The structure of the model such as the attributes layout - * - GeometryData - the data of the model - this consists of buffers. - * This can include anything from positions, uvs, normals, colors etc. - * - * Geometry can be defined without passing in a style or data if required (thats how I prefer!) - * - * ```js - * let geometry = new PIXI.Geometry(); - * - * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2); - * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1],2) - * geometry.addIndex([0,1,2,1,3,2]) - * ``` + * System plugin to the renderer to manage textures. * @memberof PIXI */ -var Geometry = /** @class */ (function () { +var TextureSystem = /** @class */ (function () { /** - * @param buffers - An array of buffers. optional. - * @param attributes - Of the geometry, optional structure of the attributes layout + * @param renderer - The renderer this system works for. */ - function Geometry(buffers, attributes) { - if (buffers === void 0) { buffers = []; } - if (attributes === void 0) { attributes = {}; } - this.buffers = buffers; - this.indexBuffer = null; - this.attributes = attributes; - this.glVertexArrayObjects = {}; - this.id = UID$3++; - this.instanced = false; - this.instanceCount = 1; - this.disposeRunner = new runner.Runner('disposeGeometry'); - this.refCount = 0; + function TextureSystem(renderer) { + this.renderer = renderer; + // TODO set to max textures... + this.boundTextures = []; + this.currentLocation = -1; + this.managedTextures = []; + this._unknownBoundTextures = false; + this.unknownTexture = new BaseTexture(); + this.hasIntegerTextures = false; } + /** Sets up the renderer context and necessary buffers. */ + TextureSystem.prototype.contextChange = function () { + var gl = this.gl = this.renderer.gl; + this.CONTEXT_UID = this.renderer.CONTEXT_UID; + this.webGLVersion = this.renderer.context.webGLVersion; + this.internalFormats = mapTypeAndFormatToInternalFormat(gl); + var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); + this.boundTextures.length = maxTextures; + for (var i = 0; i < maxTextures; i++) { + this.boundTextures[i] = null; + } + // TODO move this.. to a nice make empty textures class.. + this.emptyTextures = {}; + var emptyTexture2D = new GLTexture(gl.createTexture()); + gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4)); + this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D; + this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(gl.createTexture()); + gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture); + for (var i = 0; i < 6; i++) { + gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + } + gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + for (var i = 0; i < this.boundTextures.length; i++) { + this.bind(null, i); + } + }; /** + * Bind a texture to a specific location * - * Adds an attribute to the geometry - * Note: `stride` and `start` should be `undefined` if you dont know them, not 0! - * @param id - the name of the attribute (matching up to a shader) - * @param {PIXI.Buffer|number[]} buffer - the buffer that holds the data of the attribute . You can also provide an Array and a buffer will be created from it. - * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2 - * @param normalized - should the data be normalized. - * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {PIXI.TYPES} to see the ones available - * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) - * @param [start=0] - How far into the array to start reading values (used for interleaving data) - * @param instance - Instancing flag - * @returns - Returns self, useful for chaining. + * If you want to unbind something, please use `unbind(texture)` instead of `bind(null, textureLocation)` + * @param texture - Texture to bind + * @param [location=0] - Location to bind at */ - Geometry.prototype.addAttribute = function (id, buffer, size, normalized, type, stride, start, instance) { - if (size === void 0) { size = 0; } - if (normalized === void 0) { normalized = false; } - if (instance === void 0) { instance = false; } - if (!buffer) { - throw new Error('You must pass a buffer when creating an attribute'); - } - // check if this is a buffer! - if (!(buffer instanceof Buffer)) { - // its an array! - if (buffer instanceof Array) { - buffer = new Float32Array(buffer); + TextureSystem.prototype.bind = function (texture, location) { + if (location === void 0) { location = 0; } + var gl = this.gl; + texture = texture === null || texture === void 0 ? void 0 : texture.castToBaseTexture(); + // cannot bind partial texture + // TODO: report a warning + if (texture && texture.valid && !texture.parentTextureArray) { + texture.touched = this.renderer.textureGC.count; + var glTexture = texture._glTextures[this.CONTEXT_UID] || this.initTexture(texture); + if (this.boundTextures[location] !== texture) { + if (this.currentLocation !== location) { + this.currentLocation = location; + gl.activeTexture(gl.TEXTURE0 + location); + } + gl.bindTexture(texture.target, glTexture.texture); } - buffer = new Buffer(buffer); - } - var ids = id.split('|'); - if (ids.length > 1) { - for (var i = 0; i < ids.length; i++) { - this.addAttribute(ids[i], buffer, size, normalized, type); + if (glTexture.dirtyId !== texture.dirtyId) { + if (this.currentLocation !== location) { + this.currentLocation = location; + gl.activeTexture(gl.TEXTURE0 + location); + } + this.updateTexture(texture); } - return this; + else if (glTexture.dirtyStyleId !== texture.dirtyStyleId) { + this.updateTextureStyle(texture); + } + this.boundTextures[location] = texture; } - var bufferIndex = this.buffers.indexOf(buffer); - if (bufferIndex === -1) { - this.buffers.push(buffer); - bufferIndex = this.buffers.length - 1; + else { + if (this.currentLocation !== location) { + this.currentLocation = location; + gl.activeTexture(gl.TEXTURE0 + location); + } + gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[gl.TEXTURE_2D].texture); + this.boundTextures[location] = null; } - this.attributes[id] = new Attribute(bufferIndex, size, normalized, type, stride, start, instance); - // assuming that if there is instanced data then this will be drawn with instancing! - this.instanced = this.instanced || instance; - return this; }; - /** - * Returns the requested attribute. - * @param id - The name of the attribute required - * @returns - The attribute requested. - */ - Geometry.prototype.getAttribute = function (id) { - return this.attributes[id]; + /** Resets texture location and bound textures Actual `bind(null, i)` calls will be performed at next `unbind()` call */ + TextureSystem.prototype.reset = function () { + this._unknownBoundTextures = true; + this.hasIntegerTextures = false; + this.currentLocation = -1; + for (var i = 0; i < this.boundTextures.length; i++) { + this.boundTextures[i] = this.unknownTexture; + } }; /** - * Returns the requested buffer. - * @param id - The name of the buffer required. - * @returns - The buffer requested. + * Unbind a texture. + * @param texture - Texture to bind */ - Geometry.prototype.getBuffer = function (id) { - return this.buffers[this.getAttribute(id).buffer]; + TextureSystem.prototype.unbind = function (texture) { + var _a = this, gl = _a.gl, boundTextures = _a.boundTextures; + if (this._unknownBoundTextures) { + this._unknownBoundTextures = false; + // someone changed webGL state, + // we have to be sure that our texture does not appear in multi-texture renderer samplers + for (var i = 0; i < boundTextures.length; i++) { + if (boundTextures[i] === this.unknownTexture) { + this.bind(null, i); + } + } + } + for (var i = 0; i < boundTextures.length; i++) { + if (boundTextures[i] === texture) { + if (this.currentLocation !== i) { + gl.activeTexture(gl.TEXTURE0 + i); + this.currentLocation = i; + } + gl.bindTexture(texture.target, this.emptyTextures[texture.target].texture); + boundTextures[i] = null; + } + } }; /** - * - * Adds an index buffer to the geometry - * The index buffer contains integers, three for each triangle in the geometry, which reference the various attribute buffers (position, colour, UV coordinates, other UV coordinates, normal, …). There is only ONE index buffer. - * @param {PIXI.Buffer|number[]} [buffer] - The buffer that holds the data of the index buffer. You can also provide an Array and a buffer will be created from it. - * @returns - Returns self, useful for chaining. + * Ensures that current boundTextures all have FLOAT sampler type, + * see {@link PIXI.SAMPLER_TYPES} for explanation. + * @param maxTextures - number of locations to check */ - Geometry.prototype.addIndex = function (buffer) { - if (!(buffer instanceof Buffer)) { - // its an array! - if (buffer instanceof Array) { - buffer = new Uint16Array(buffer); - } - buffer = new Buffer(buffer); + TextureSystem.prototype.ensureSamplerType = function (maxTextures) { + var _a = this, boundTextures = _a.boundTextures, hasIntegerTextures = _a.hasIntegerTextures, CONTEXT_UID = _a.CONTEXT_UID; + if (!hasIntegerTextures) { + return; } - buffer.type = constants.BUFFER_TYPE.ELEMENT_ARRAY_BUFFER; - this.indexBuffer = buffer; - if (this.buffers.indexOf(buffer) === -1) { - this.buffers.push(buffer); + for (var i = maxTextures - 1; i >= 0; --i) { + var tex = boundTextures[i]; + if (tex) { + var glTexture = tex._glTextures[CONTEXT_UID]; + if (glTexture.samplerType !== constants.SAMPLER_TYPES.FLOAT) { + this.renderer.texture.unbind(tex); + } + } } - return this; }; /** - * Returns the index buffer - * @returns - The index buffer. + * Initialize a texture + * @private + * @param texture - Texture to initialize */ - Geometry.prototype.getIndex = function () { - return this.indexBuffer; + TextureSystem.prototype.initTexture = function (texture) { + var glTexture = new GLTexture(this.gl.createTexture()); + // guarantee an update.. + glTexture.dirtyId = -1; + texture._glTextures[this.CONTEXT_UID] = glTexture; + this.managedTextures.push(texture); + texture.on('dispose', this.destroyTexture, this); + return glTexture; + }; + TextureSystem.prototype.initTextureType = function (texture, glTexture) { + var _a, _b; + glTexture.internalFormat = (_b = (_a = this.internalFormats[texture.type]) === null || _a === void 0 ? void 0 : _a[texture.format]) !== null && _b !== void 0 ? _b : texture.format; + if (this.webGLVersion === 2 && texture.type === constants.TYPES.HALF_FLOAT) { + // TYPES.HALF_FLOAT is WebGL1 HALF_FLOAT_OES + // we have to convert it to WebGL HALF_FLOAT + glTexture.type = this.gl.HALF_FLOAT; + } + else { + glTexture.type = texture.type; + } }; /** - * This function modifies the structure so that all current attributes become interleaved into a single buffer - * This can be useful if your model remains static as it offers a little performance boost - * @returns - Returns self, useful for chaining. + * Update a texture + * @private + * @param {PIXI.BaseTexture} texture - Texture to initialize */ - Geometry.prototype.interleave = function () { - // a simple check to see if buffers are already interleaved.. - if (this.buffers.length === 1 || (this.buffers.length === 2 && this.indexBuffer)) - { return this; } - // assume already that no buffers are interleaved - var arrays = []; - var sizes = []; - var interleavedBuffer = new Buffer(); - var i; - for (i in this.attributes) { - var attribute = this.attributes[i]; - var buffer = this.buffers[attribute.buffer]; - arrays.push(buffer.data); - sizes.push((attribute.size * byteSizeMap$1[attribute.type]) / 4); - attribute.buffer = 0; + TextureSystem.prototype.updateTexture = function (texture) { + var glTexture = texture._glTextures[this.CONTEXT_UID]; + if (!glTexture) { + return; } - interleavedBuffer.data = interleaveTypedArrays(arrays, sizes); - for (i = 0; i < this.buffers.length; i++) { - if (this.buffers[i] !== this.indexBuffer) { - this.buffers[i].destroy(); + var renderer = this.renderer; + this.initTextureType(texture, glTexture); + if (texture.resource && texture.resource.upload(renderer, texture, glTexture)) { + // texture is uploaded, dont do anything! + if (glTexture.samplerType !== constants.SAMPLER_TYPES.FLOAT) { + this.hasIntegerTextures = true; } } - this.buffers = [interleavedBuffer]; - if (this.indexBuffer) { - this.buffers.push(this.indexBuffer); + else { + // default, renderTexture-like logic + var width = texture.realWidth; + var height = texture.realHeight; + var gl = renderer.gl; + if (glTexture.width !== width + || glTexture.height !== height + || glTexture.dirtyId < 0) { + glTexture.width = width; + glTexture.height = height; + gl.texImage2D(texture.target, 0, glTexture.internalFormat, width, height, 0, texture.format, glTexture.type, null); + } } - return this; - }; - /** Get the size of the geometries, in vertices. */ - Geometry.prototype.getSize = function () { - for (var i in this.attributes) { - var attribute = this.attributes[i]; - var buffer = this.buffers[attribute.buffer]; - return buffer.data.length / ((attribute.stride / 4) || attribute.size); + // lets only update what changes.. + if (texture.dirtyStyleId !== glTexture.dirtyStyleId) { + this.updateTextureStyle(texture); } - return 0; - }; - /** Disposes WebGL resources that are connected to this geometry. */ - Geometry.prototype.dispose = function () { - this.disposeRunner.emit(this, false); + glTexture.dirtyId = texture.dirtyId; }; - /** Destroys the geometry. */ - Geometry.prototype.destroy = function () { - this.dispose(); - this.buffers = null; - this.indexBuffer = null; - this.attributes = null; + /** + * Deletes the texture from WebGL + * @private + * @param texture - the texture to destroy + * @param [skipRemove=false] - Whether to skip removing the texture from the TextureManager. + */ + TextureSystem.prototype.destroyTexture = function (texture, skipRemove) { + var gl = this.gl; + texture = texture.castToBaseTexture(); + if (texture._glTextures[this.CONTEXT_UID]) { + this.unbind(texture); + gl.deleteTexture(texture._glTextures[this.CONTEXT_UID].texture); + texture.off('dispose', this.destroyTexture, this); + delete texture._glTextures[this.CONTEXT_UID]; + if (!skipRemove) { + var i = this.managedTextures.indexOf(texture); + if (i !== -1) { + utils.removeItems(this.managedTextures, i, 1); + } + } + } }; /** - * Returns a clone of the geometry. - * @returns - A new clone of this geometry. + * Update texture style such as mipmap flag + * @private + * @param {PIXI.BaseTexture} texture - Texture to update */ - Geometry.prototype.clone = function () { - var geometry = new Geometry(); - for (var i = 0; i < this.buffers.length; i++) { - geometry.buffers[i] = new Buffer(this.buffers[i].data.slice(0)); + TextureSystem.prototype.updateTextureStyle = function (texture) { + var glTexture = texture._glTextures[this.CONTEXT_UID]; + if (!glTexture) { + return; } - for (var i in this.attributes) { - var attrib = this.attributes[i]; - geometry.attributes[i] = new Attribute(attrib.buffer, attrib.size, attrib.normalized, attrib.type, attrib.stride, attrib.start, attrib.instance); + if ((texture.mipmap === constants.MIPMAP_MODES.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo) { + glTexture.mipmap = false; } - if (this.indexBuffer) { - geometry.indexBuffer = geometry.buffers[this.buffers.indexOf(this.indexBuffer)]; - geometry.indexBuffer.type = constants.BUFFER_TYPE.ELEMENT_ARRAY_BUFFER; + else { + glTexture.mipmap = texture.mipmap >= 1; } - return geometry; + if (this.webGLVersion !== 2 && !texture.isPowerOfTwo) { + glTexture.wrapMode = constants.WRAP_MODES.CLAMP; + } + else { + glTexture.wrapMode = texture.wrapMode; + } + if (texture.resource && texture.resource.style(this.renderer, texture, glTexture)) ; + else { + this.setStyle(texture, glTexture); + } + glTexture.dirtyStyleId = texture.dirtyStyleId; }; /** - * Merges an array of geometries into a new single one. - * - * Geometry attribute styles must match for this operation to work. - * @param geometries - array of geometries to merge - * @returns - Shiny new geometry! + * Set style for texture + * @private + * @param texture - Texture to update + * @param glTexture */ - Geometry.merge = function (geometries) { - // todo add a geometry check! - // also a size check.. cant be too big!] - var geometryOut = new Geometry(); - var arrays = []; - var sizes = []; - var offsets = []; - var geometry; - // pass one.. get sizes.. - for (var i = 0; i < geometries.length; i++) { - geometry = geometries[i]; - for (var j = 0; j < geometry.buffers.length; j++) { - sizes[j] = sizes[j] || 0; - sizes[j] += geometry.buffers[j].data.length; - offsets[j] = 0; - } - } - // build the correct size arrays.. - for (var i = 0; i < geometry.buffers.length; i++) { - // TODO types! - arrays[i] = new map[utils.getBufferType(geometry.buffers[i].data)](sizes[i]); - geometryOut.buffers[i] = new Buffer(arrays[i]); + TextureSystem.prototype.setStyle = function (texture, glTexture) { + var gl = this.gl; + if (glTexture.mipmap && texture.mipmap !== constants.MIPMAP_MODES.ON_MANUAL) { + gl.generateMipmap(texture.target); } - // pass to set data.. - for (var i = 0; i < geometries.length; i++) { - geometry = geometries[i]; - for (var j = 0; j < geometry.buffers.length; j++) { - arrays[j].set(geometry.buffers[j].data, offsets[j]); - offsets[j] += geometry.buffers[j].data.length; + gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode); + gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode); + if (glTexture.mipmap) { + /* eslint-disable max-len */ + gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === constants.SCALE_MODES.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST); + /* eslint-disable max-len */ + var anisotropicExt = this.renderer.context.extensions.anisotropicFiltering; + if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === constants.SCALE_MODES.LINEAR) { + var level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT)); + gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level); } } - geometryOut.attributes = geometry.attributes; - if (geometry.indexBuffer) { - geometryOut.indexBuffer = geometryOut.buffers[geometry.buffers.indexOf(geometry.indexBuffer)]; - geometryOut.indexBuffer.type = constants.BUFFER_TYPE.ELEMENT_ARRAY_BUFFER; - var offset = 0; - var stride = 0; - var offset2 = 0; - var bufferIndexToCount = 0; - // get a buffer - for (var i = 0; i < geometry.buffers.length; i++) { - if (geometry.buffers[i] !== geometry.indexBuffer) { - bufferIndexToCount = i; - break; - } - } - // figure out the stride of one buffer.. - for (var i in geometry.attributes) { - var attribute = geometry.attributes[i]; - if ((attribute.buffer | 0) === bufferIndexToCount) { - stride += ((attribute.size * byteSizeMap$1[attribute.type]) / 4); - } - } - // time to off set all indexes.. - for (var i = 0; i < geometries.length; i++) { - var indexBufferData = geometries[i].indexBuffer.data; - for (var j = 0; j < indexBufferData.length; j++) { - geometryOut.indexBuffer.data[j + offset2] += offset; - } - offset += geometries[i].buffers[bufferIndexToCount].data.length / (stride); - offset2 += indexBufferData.length; - } + else { + gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === constants.SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST); } - return geometryOut; + gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === constants.SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST); }; - return Geometry; + TextureSystem.prototype.destroy = function () { + this.renderer = null; + }; + return TextureSystem; }()); -/** - * Helper class to create a quad - * @memberof PIXI - */ -var Quad = /** @class */ (function (_super) { - __extends(Quad, _super); - function Quad() { - var _this = _super.call(this) || this; - _this.addAttribute('aVertexPosition', new Float32Array([ - 0, 0, - 1, 0, - 1, 1, - 0, 1 ])) - .addIndex([0, 1, 3, 2]); - return _this; - } - return Quad; -}(Geometry)); +var _systems = { + __proto__: null, + FilterSystem: FilterSystem, + BatchSystem: BatchSystem, + ContextSystem: ContextSystem, + FramebufferSystem: FramebufferSystem, + GeometrySystem: GeometrySystem, + MaskSystem: MaskSystem, + ScissorSystem: ScissorSystem, + StencilSystem: StencilSystem, + ProjectionSystem: ProjectionSystem, + RenderTextureSystem: RenderTextureSystem, + ShaderSystem: ShaderSystem, + StateSystem: StateSystem, + TextureGCSystem: TextureGCSystem, + TextureSystem: TextureSystem +}; +var tempMatrix = new math.Matrix(); /** - * Helper class to create a quad with uvs like in v4 + * The AbstractRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer} + * and {@link PIXI.Renderer} which can be used for rendering a PixiJS scene. + * @abstract + * @class + * @extends PIXI.utils.EventEmitter * @memberof PIXI */ -var QuadUv = /** @class */ (function (_super) { - __extends(QuadUv, _super); - function QuadUv() { +var AbstractRenderer = /** @class */ (function (_super) { + __extends(AbstractRenderer, _super); + /** + * @param type - The renderer type. + * @param [options] - The optional renderer parameters. + * @param {number} [options.width=800] - The width of the screen. + * @param {number} [options.height=600] - The height of the screen. + * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional. + * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property. + * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the + * canvas needs to be opaque, possibly for performance reasons on some older devices. + * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for + * resolutions other than 1. + * @param {boolean} [options.antialias=false] - Sets antialias + * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer. + * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, + * enable this if you need to call toDataUrl on the WebGL context. + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or + * not before the new render pass. + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque). + */ + function AbstractRenderer(type, options) { + if (type === void 0) { type = constants.RENDERER_TYPE.UNKNOWN; } var _this = _super.call(this) || this; - _this.vertices = new Float32Array([ - -1, -1, - 1, -1, - 1, 1, - -1, 1 ]); - _this.uvs = new Float32Array([ - 0, 0, - 1, 0, - 1, 1, - 0, 1 ]); - _this.vertexBuffer = new Buffer(_this.vertices); - _this.uvBuffer = new Buffer(_this.uvs); - _this.addAttribute('aVertexPosition', _this.vertexBuffer) - .addAttribute('aTextureCoord', _this.uvBuffer) - .addIndex([0, 1, 2, 0, 2, 3]); + // Add the default render options + options = Object.assign({}, settings.settings.RENDER_OPTIONS, options); + /** + * The supplied constructor options. + * @member {object} + * @readonly + */ + _this.options = options; + /** + * The type of the renderer. + * @member {number} + * @default PIXI.RENDERER_TYPE.UNKNOWN + * @see PIXI.RENDERER_TYPE + */ + _this.type = type; + /** + * Measurements of the screen. (0, 0, screenWidth, screenHeight). + * + * Its safe to use as filterArea or hitArea for the whole stage. + * @member {PIXI.Rectangle} + */ + _this.screen = new math.Rectangle(0, 0, options.width, options.height); + /** + * The canvas element that everything is drawn to. + * @member {HTMLCanvasElement} + */ + _this.view = options.view || settings.settings.ADAPTER.createCanvas(); + /** + * The resolution / device pixel ratio of the renderer. + * @member {number} + * @default PIXI.settings.RESOLUTION + */ + _this.resolution = options.resolution || settings.settings.RESOLUTION; + /** + * Pass-thru setting for the canvas' context `alpha` property. This is typically + * not something you need to fiddle with. If you want transparency, use `backgroundAlpha`. + * @member {boolean} + */ + _this.useContextAlpha = options.useContextAlpha; + /** + * Whether CSS dimensions of canvas view should be resized to screen dimensions automatically. + * @member {boolean} + */ + _this.autoDensity = !!options.autoDensity; + /** + * The value of the preserveDrawingBuffer flag affects whether or not the contents of + * the stencil buffer is retained after rendering. + * @member {boolean} + */ + _this.preserveDrawingBuffer = options.preserveDrawingBuffer; + /** + * This sets if the CanvasRenderer will clear the canvas or not before the new render pass. + * If the scene is NOT transparent PixiJS will use a canvas sized fillRect operation every + * frame to set the canvas background color. If the scene is transparent PixiJS will use clearRect + * to clear the canvas every frame. Disable this by setting this to false. For example, if + * your game has a canvas filling background image you often don't need this set. + * @member {boolean} + * @default + */ + _this.clearBeforeRender = options.clearBeforeRender; + /** + * The background color as a number. + * @member {number} + * @protected + */ + _this._backgroundColor = 0x000000; + /** + * The background color as an [R, G, B, A] array. + * @member {number[]} + * @protected + */ + _this._backgroundColorRgba = [0, 0, 0, 1]; + /** + * The background color as a string. + * @member {string} + * @protected + */ + _this._backgroundColorString = '#000000'; + _this.backgroundColor = options.backgroundColor || _this._backgroundColor; // run bg color setter + _this.backgroundAlpha = options.backgroundAlpha; + // @deprecated + if (options.transparent !== undefined) { + utils.deprecation('6.0.0', 'Option transparent is deprecated, please use backgroundAlpha instead.'); + _this.useContextAlpha = options.transparent; + _this.backgroundAlpha = options.transparent ? 0 : 1; + } + /** + * The last root object that the renderer tried to render. + * @member {PIXI.DisplayObject} + * @protected + */ + _this._lastObjectRendered = null; + /** + * Collection of plugins. + * @readonly + * @member {object} + */ + _this.plugins = {}; return _this; } /** - * Maps two Rectangle to the quad. - * @param targetTextureFrame - The first rectangle - * @param destinationFrame - The second rectangle - * @returns - Returns itself. + * Initialize the plugins. + * @protected + * @param {object} staticMap - The dictionary of statically saved plugins. */ - QuadUv.prototype.map = function (targetTextureFrame, destinationFrame) { - var x = 0; // destinationFrame.x / targetTextureFrame.width; - var y = 0; // destinationFrame.y / targetTextureFrame.height; - this.uvs[0] = x; - this.uvs[1] = y; - this.uvs[2] = x + (destinationFrame.width / targetTextureFrame.width); - this.uvs[3] = y; - this.uvs[4] = x + (destinationFrame.width / targetTextureFrame.width); - this.uvs[5] = y + (destinationFrame.height / targetTextureFrame.height); - this.uvs[6] = x; - this.uvs[7] = y + (destinationFrame.height / targetTextureFrame.height); - x = destinationFrame.x; - y = destinationFrame.y; - this.vertices[0] = x; - this.vertices[1] = y; - this.vertices[2] = x + destinationFrame.width; - this.vertices[3] = y; - this.vertices[4] = x + destinationFrame.width; - this.vertices[5] = y + destinationFrame.height; - this.vertices[6] = x; - this.vertices[7] = y + destinationFrame.height; - this.invalidate(); - return this; + AbstractRenderer.prototype.initPlugins = function (staticMap) { + for (var o in staticMap) { + this.plugins[o] = new (staticMap[o])(this); + } }; + Object.defineProperty(AbstractRenderer.prototype, "width", { + /** + * Same as view.width, actual number of pixels in the canvas by horizontal. + * @member {number} + * @readonly + * @default 800 + */ + get: function () { + return this.view.width; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(AbstractRenderer.prototype, "height", { + /** + * Same as view.height, actual number of pixels in the canvas by vertical. + * @member {number} + * @readonly + * @default 600 + */ + get: function () { + return this.view.height; + }, + enumerable: false, + configurable: true + }); /** - * Legacy upload method, just marks buffers dirty. - * @returns - Returns itself. + * Resizes the screen and canvas as close as possible to the specified width and height. + * Canvas dimensions are multiplied by resolution and rounded to the nearest integers. + * The new canvas dimensions divided by the resolution become the new screen dimensions. + * @param desiredScreenWidth - The desired width of the screen. + * @param desiredScreenHeight - The desired height of the screen. */ - QuadUv.prototype.invalidate = function () { - this.vertexBuffer._updateID++; - this.uvBuffer._updateID++; - return this; + AbstractRenderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) { + this.view.width = Math.round(desiredScreenWidth * this.resolution); + this.view.height = Math.round(desiredScreenHeight * this.resolution); + var screenWidth = this.view.width / this.resolution; + var screenHeight = this.view.height / this.resolution; + this.screen.width = screenWidth; + this.screen.height = screenHeight; + if (this.autoDensity) { + this.view.style.width = screenWidth + "px"; + this.view.style.height = screenHeight + "px"; + } + /** + * Fired after view has been resized. + * @event PIXI.Renderer#resize + * @param {number} screenWidth - The new width of the screen. + * @param {number} screenHeight - The new height of the screen. + */ + this.emit('resize', screenWidth, screenHeight); }; - return QuadUv; -}(Geometry)); - -var UID$2 = 0; -/** - * Uniform group holds uniform map and some ID's for work - * - * `UniformGroup` has two modes: - * - * 1: Normal mode - * Normal mode will upload the uniforms with individual function calls as required - * - * 2: Uniform buffer mode - * This mode will treat the uniforms as a uniform buffer. You can pass in either a buffer that you manually handle, or - * or a generic object that PixiJS will automatically map to a buffer for you. - * For maximum benefits, make Ubo UniformGroups static, and only update them each frame. - * - * Rules of UBOs: - * - UBOs only work with WebGL2, so make sure you have a fallback! - * - Only floats are supported (including vec[2,3,4], mat[2,3,4]) - * - Samplers cannot be used in ubo's (a GPU limitation) - * - You must ensure that the object you pass in exactly matches in the shader ubo structure. - * Otherwise, weirdness will ensue! - * - The name of the ubo object added to the group must match exactly the name of the ubo in the shader. - * - * ``` - * // ubo in shader: - * uniform myCoolData { // declaring a ubo.. - * mat4 uCoolMatrix; - * float uFloatyMcFloatFace - * - * - * // a new uniform buffer object.. - * const myCoolData = new UniformBufferGroup({ - * uCoolMatrix: new Matrix(), - * uFloatyMcFloatFace: 23, - * }} - * - * // build a shader... - * const shader = Shader.from(srcVert, srcFrag, { - * myCoolData // name matches the ubo name in the shader. will be processed accordingly. - * }) - * - * ``` - * @memberof PIXI - */ -var UniformGroup = /** @class */ (function () { /** - * @param {object | Buffer} [uniforms] - Custom uniforms to use to augment the built-in ones. Or a pixi buffer. - * @param isStatic - Uniforms wont be changed after creation. - * @param isUbo - If true, will treat this uniform group as a uniform buffer object. + * @ignore */ - function UniformGroup(uniforms, isStatic, isUbo) { - this.group = true; - // lets generate this when the shader ? - this.syncUniforms = {}; - this.dirtyId = 0; - this.id = UID$2++; - this.static = !!isStatic; - this.ubo = !!isUbo; - if (uniforms instanceof Buffer) { - this.buffer = uniforms; - this.buffer.type = constants.BUFFER_TYPE.UNIFORM_BUFFER; - this.autoManage = false; - this.ubo = true; - } - else { - this.uniforms = uniforms; - if (this.ubo) { - this.buffer = new Buffer(new Float32Array(1)); - this.buffer.type = constants.BUFFER_TYPE.UNIFORM_BUFFER; - this.autoManage = true; - } - } - } - UniformGroup.prototype.update = function () { - this.dirtyId++; - if (!this.autoManage && this.buffer) { - this.buffer.update(); - } - }; - UniformGroup.prototype.add = function (name, uniforms, _static) { - if (!this.ubo) { - this.uniforms[name] = new UniformGroup(uniforms, _static); - } - else { - // eslint-disable-next-line max-len - throw new Error('[UniformGroup] uniform groups in ubo mode cannot be modified, or have uniform groups nested in them'); + AbstractRenderer.prototype.generateTexture = function (displayObject, options, resolution, region) { + if (options === void 0) { options = {}; } + // @deprecated parameters spread, use options instead + if (typeof options === 'number') { + utils.deprecation('6.1.0', 'generateTexture options (scaleMode, resolution, region) are now object options.'); + options = { scaleMode: options, resolution: resolution, region: region }; } - }; - UniformGroup.from = function (uniforms, _static, _ubo) { - return new UniformGroup(uniforms, _static, _ubo); + var manualRegion = options.region, textureOptions = __rest(options, ["region"]); + region = manualRegion || displayObject.getLocalBounds(null, true); + // minimum texture size is 1x1, 0x0 will throw an error + if (region.width === 0) + { region.width = 1; } + if (region.height === 0) + { region.height = 1; } + var renderTexture = RenderTexture.create(__assign({ width: region.width, height: region.height }, textureOptions)); + tempMatrix.tx = -region.x; + tempMatrix.ty = -region.y; + this.render(displayObject, { + renderTexture: renderTexture, + clear: false, + transform: tempMatrix, + skipUpdateTransform: !!displayObject.parent + }); + return renderTexture; }; /** - * A short hand function for creating a static UBO UniformGroup. - * @param uniforms - the ubo item - * @param _static - should this be updated each time it is used? defaults to true here! + * Removes everything from the renderer and optionally removes the Canvas DOM element. + * @param [removeView=false] - Removes the Canvas element from the DOM. */ - UniformGroup.uboFrom = function (uniforms, _static) { - return new UniformGroup(uniforms, _static !== null && _static !== void 0 ? _static : true, true); + AbstractRenderer.prototype.destroy = function (removeView) { + for (var o in this.plugins) { + this.plugins[o].destroy(); + this.plugins[o] = null; + } + if (removeView && this.view.parentNode) { + this.view.parentNode.removeChild(this.view); + } + var thisAny = this; + // null-ing all objects, that's a tradition! + thisAny.plugins = null; + thisAny.type = constants.RENDERER_TYPE.UNKNOWN; + thisAny.view = null; + thisAny.screen = null; + thisAny._tempDisplayObjectParent = null; + thisAny.options = null; + this._backgroundColorRgba = null; + this._backgroundColorString = null; + this._lastObjectRendered = null; }; - return UniformGroup; -}()); + Object.defineProperty(AbstractRenderer.prototype, "backgroundColor", { + /** + * The background color to fill if not transparent + * @member {number} + */ + get: function () { + return this._backgroundColor; + }, + set: function (value) { + this._backgroundColor = value; + this._backgroundColorString = utils.hex2string(value); + utils.hex2rgb(value, this._backgroundColorRgba); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(AbstractRenderer.prototype, "backgroundAlpha", { + /** + * The background color alpha. Setting this to 0 will make the canvas transparent. + * @member {number} + */ + get: function () { + return this._backgroundColorRgba[3]; + }, + set: function (value) { + this._backgroundColorRgba[3] = value; + }, + enumerable: false, + configurable: true + }); + return AbstractRenderer; +}(utils.EventEmitter)); -/** - * System plugin to the renderer to manage filter states. - * @ignore - */ -var FilterState = /** @class */ (function () { - function FilterState() { - this.renderTexture = null; - this.target = null; - this.legacy = false; - this.resolution = 1; - this.multisample = constants.MSAA_QUALITY.NONE; - // next three fields are created only for root - // re-assigned for everything else - this.sourceFrame = new math.Rectangle(); - this.destinationFrame = new math.Rectangle(); - this.bindingSourceFrame = new math.Rectangle(); - this.bindingDestinationFrame = new math.Rectangle(); - this.filters = []; - this.transform = null; +var GLBuffer = /** @class */ (function () { + function GLBuffer(buffer) { + this.buffer = buffer || null; + this.updateID = -1; + this.byteLength = -1; + this.refCount = 0; } - /** Clears the state */ - FilterState.prototype.clear = function () { - this.target = null; - this.filters = null; - this.renderTexture = null; - }; - return FilterState; + return GLBuffer; }()); -var tempPoints = [new math.Point(), new math.Point(), new math.Point(), new math.Point()]; -var tempMatrix$2 = new math.Matrix(); /** - * System plugin to the renderer to manage filters. - * - * ## Pipeline - * - * The FilterSystem executes the filtering pipeline by rendering the display-object into a texture, applying its - * [filters]{@link PIXI.Filter} in series, and the last filter outputs into the final render-target. - * - * The filter-frame is the rectangle in world space being filtered, and those contents are mapped into - * `(0, 0, filterFrame.width, filterFrame.height)` into the filter render-texture. The filter-frame is also called - * the source-frame, as it is used to bind the filter render-textures. The last filter outputs to the `filterFrame` - * in the final render-target. + * System plugin to the renderer to manage buffers. * - * ## Usage + * WebGL uses Buffers as a way to store objects to the GPU. + * This system makes working with them a lot easier. * - * {@link PIXI.Container#renderAdvanced} is an example of how to use the filter system. It is a 3 step process: + * Buffers are used in three main places in WebGL + * - geometry information + * - Uniform information (via uniform buffer objects - a WebGL 2 only feature) + * - Transform feedback information. (WebGL 2 only feature) * - * **push**: Use {@link PIXI.FilterSystem#push} to push the set of filters to be applied on a filter-target. - * **render**: Render the contents to be filtered using the renderer. The filter-system will only capture the contents - * inside the bounds of the filter-target. NOTE: Using {@link PIXI.Renderer#render} is - * illegal during an existing render cycle, and it may reset the filter system. - * **pop**: Use {@link PIXI.FilterSystem#pop} to pop & execute the filters you initially pushed. It will apply them - * serially and output to the bounds of the filter-target. + * This system will handle the binding of buffers to the GPU as well as uploading + * them. With this system, you never need to work directly with GPU buffers, but instead work with + * the PIXI.Buffer class. + * @class * @memberof PIXI */ -var FilterSystem = /** @class */ (function () { +var BufferSystem = /** @class */ (function () { /** - * @param renderer - The renderer this System works for. + * @param {PIXI.Renderer} renderer - The renderer this System works for. */ - function FilterSystem(renderer) { + function BufferSystem(renderer) { this.renderer = renderer; - this.defaultFilterStack = [{}]; - this.texturePool = new RenderTexturePool(); - this.texturePool.setScreenSize(renderer.view); - this.statePool = []; - this.quad = new Quad(); - this.quadUv = new QuadUv(); - this.tempRect = new math.Rectangle(); - this.activeState = {}; - this.globalUniforms = new UniformGroup({ - outputFrame: new math.Rectangle(), - inputSize: new Float32Array(4), - inputPixel: new Float32Array(4), - inputClamp: new Float32Array(4), - resolution: 1, - // legacy variables - filterArea: new Float32Array(4), - filterClamp: new Float32Array(4), - }, true); - this.forceClear = false; - this.useMaxPadding = false; + this.managedBuffers = {}; + this.boundBufferBases = {}; } /** - * Pushes a set of filters to be applied later to the system. This will redirect further rendering into an - * input render-texture for the rest of the filtering pipeline. - * @param {PIXI.DisplayObject} target - The target of the filter to render. - * @param filters - The filters to apply. + * @ignore */ - FilterSystem.prototype.push = function (target, filters) { - var _a, _b; - var renderer = this.renderer; - var filterStack = this.defaultFilterStack; - var state = this.statePool.pop() || new FilterState(); - var renderTextureSystem = this.renderer.renderTexture; - var resolution = filters[0].resolution; - var multisample = filters[0].multisample; - var padding = filters[0].padding; - var autoFit = filters[0].autoFit; - // We don't know whether it's a legacy filter until it was bound for the first time, - // therefore we have to assume that it is if legacy is undefined. - var legacy = (_a = filters[0].legacy) !== null && _a !== void 0 ? _a : true; - for (var i = 1; i < filters.length; i++) { - var filter = filters[i]; - // let's use the lowest resolution - resolution = Math.min(resolution, filter.resolution); - // let's use the lowest number of samples - multisample = Math.min(multisample, filter.multisample); - // figure out the padding required for filters - padding = this.useMaxPadding - // old behavior: use largest amount of padding! - ? Math.max(padding, filter.padding) - // new behavior: sum the padding - : padding + filter.padding; - // only auto fit if all filters are autofit - autoFit = autoFit && filter.autoFit; - legacy = legacy || ((_b = filter.legacy) !== null && _b !== void 0 ? _b : true); - } - if (filterStack.length === 1) { - this.defaultFilterStack[0].renderTexture = renderTextureSystem.current; - } - filterStack.push(state); - state.resolution = resolution; - state.multisample = multisample; - state.legacy = legacy; - state.target = target; - state.sourceFrame.copyFrom(target.filterArea || target.getBounds(true)); - state.sourceFrame.pad(padding); - var sourceFrameProjected = this.tempRect.copyFrom(renderTextureSystem.sourceFrame); - // Project source frame into world space (if projection is applied) - if (renderer.projection.transform) { - this.transformAABB(tempMatrix$2.copyFrom(renderer.projection.transform).invert(), sourceFrameProjected); - } - if (autoFit) { - state.sourceFrame.fit(sourceFrameProjected); - if (state.sourceFrame.width <= 0 || state.sourceFrame.height <= 0) { - state.sourceFrame.width = 0; - state.sourceFrame.height = 0; - } - } - else if (!state.sourceFrame.intersects(sourceFrameProjected)) { - state.sourceFrame.width = 0; - state.sourceFrame.height = 0; + BufferSystem.prototype.destroy = function () { + this.renderer = null; + }; + /** Sets up the renderer context and necessary buffers. */ + BufferSystem.prototype.contextChange = function () { + this.disposeAll(true); + this.gl = this.renderer.gl; + // TODO fill out... + this.CONTEXT_UID = this.renderer.CONTEXT_UID; + }; + /** + * This binds specified buffer. On first run, it will create the webGL buffers for the context too + * @param buffer - the buffer to bind to the renderer + */ + BufferSystem.prototype.bind = function (buffer) { + var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; + var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer); + gl.bindBuffer(buffer.type, glBuffer.buffer); + }; + /** + * Binds an uniform buffer to at the given index. + * + * A cache is used so a buffer will not be bound again if already bound. + * @param buffer - the buffer to bind + * @param index - the base index to bind it to. + */ + BufferSystem.prototype.bindBufferBase = function (buffer, index) { + var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; + if (this.boundBufferBases[index] !== buffer) { + var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer); + this.boundBufferBases[index] = buffer; + gl.bindBufferBase(gl.UNIFORM_BUFFER, index, glBuffer.buffer); } - // Round sourceFrame in screen space based on render-texture. - this.roundFrame(state.sourceFrame, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform); - state.renderTexture = this.getOptimalFilterTexture(state.sourceFrame.width, state.sourceFrame.height, resolution, multisample); - state.filters = filters; - state.destinationFrame.width = state.renderTexture.width; - state.destinationFrame.height = state.renderTexture.height; - var destinationFrame = this.tempRect; - destinationFrame.x = 0; - destinationFrame.y = 0; - destinationFrame.width = state.sourceFrame.width; - destinationFrame.height = state.sourceFrame.height; - state.renderTexture.filterFrame = state.sourceFrame; - state.bindingSourceFrame.copyFrom(renderTextureSystem.sourceFrame); - state.bindingDestinationFrame.copyFrom(renderTextureSystem.destinationFrame); - state.transform = renderer.projection.transform; - renderer.projection.transform = null; - renderTextureSystem.bind(state.renderTexture, state.sourceFrame, destinationFrame); - renderer.framebuffer.clear(0, 0, 0, 0); }; - /** Pops off the filter and applies it. */ - FilterSystem.prototype.pop = function () { - var filterStack = this.defaultFilterStack; - var state = filterStack.pop(); - var filters = state.filters; - this.activeState = state; - var globalUniforms = this.globalUniforms.uniforms; - globalUniforms.outputFrame = state.sourceFrame; - globalUniforms.resolution = state.resolution; - var inputSize = globalUniforms.inputSize; - var inputPixel = globalUniforms.inputPixel; - var inputClamp = globalUniforms.inputClamp; - inputSize[0] = state.destinationFrame.width; - inputSize[1] = state.destinationFrame.height; - inputSize[2] = 1.0 / inputSize[0]; - inputSize[3] = 1.0 / inputSize[1]; - inputPixel[0] = Math.round(inputSize[0] * state.resolution); - inputPixel[1] = Math.round(inputSize[1] * state.resolution); - inputPixel[2] = 1.0 / inputPixel[0]; - inputPixel[3] = 1.0 / inputPixel[1]; - inputClamp[0] = 0.5 * inputPixel[2]; - inputClamp[1] = 0.5 * inputPixel[3]; - inputClamp[2] = (state.sourceFrame.width * inputSize[2]) - (0.5 * inputPixel[2]); - inputClamp[3] = (state.sourceFrame.height * inputSize[3]) - (0.5 * inputPixel[3]); - // only update the rect if its legacy.. - if (state.legacy) { - var filterArea = globalUniforms.filterArea; - filterArea[0] = state.destinationFrame.width; - filterArea[1] = state.destinationFrame.height; - filterArea[2] = state.sourceFrame.x; - filterArea[3] = state.sourceFrame.y; - globalUniforms.filterClamp = globalUniforms.inputClamp; + /** + * Binds a buffer whilst also binding its range. + * This will make the buffer start from the offset supplied rather than 0 when it is read. + * @param buffer - the buffer to bind + * @param index - the base index to bind at, defaults to 0 + * @param offset - the offset to bind at (this is blocks of 256). 0 = 0, 1 = 256, 2 = 512 etc + */ + BufferSystem.prototype.bindBufferRange = function (buffer, index, offset) { + var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; + offset = offset || 0; + var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer); + gl.bindBufferRange(gl.UNIFORM_BUFFER, index || 0, glBuffer.buffer, offset * 256, 256); + }; + /** + * Will ensure the data in the buffer is uploaded to the GPU. + * @param {PIXI.Buffer} buffer - the buffer to update + */ + BufferSystem.prototype.update = function (buffer) { + var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; + var glBuffer = buffer._glBuffers[CONTEXT_UID]; + if (buffer._updateID === glBuffer.updateID) { + return; } - this.globalUniforms.update(); - var lastState = filterStack[filterStack.length - 1]; - this.renderer.framebuffer.blit(); - if (filters.length === 1) { - filters[0].apply(this, state.renderTexture, lastState.renderTexture, constants.CLEAR_MODES.BLEND, state); - this.returnFilterTexture(state.renderTexture); + glBuffer.updateID = buffer._updateID; + gl.bindBuffer(buffer.type, glBuffer.buffer); + if (glBuffer.byteLength >= buffer.data.byteLength) { + // offset is always zero for now! + gl.bufferSubData(buffer.type, 0, buffer.data); } else { - var flip = state.renderTexture; - var flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution); - flop.filterFrame = flip.filterFrame; - var i = 0; - for (i = 0; i < filters.length - 1; ++i) { - if (i === 1 && state.multisample > 1) { - flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution); - flop.filterFrame = flip.filterFrame; - } - filters[i].apply(this, flip, flop, constants.CLEAR_MODES.CLEAR, state); - var t = flip; - flip = flop; - flop = t; - } - filters[i].apply(this, flip, lastState.renderTexture, constants.CLEAR_MODES.BLEND, state); - if (i > 1 && state.multisample > 1) { - this.returnFilterTexture(state.renderTexture); - } - this.returnFilterTexture(flip); - this.returnFilterTexture(flop); + var drawType = buffer.static ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW; + glBuffer.byteLength = buffer.data.byteLength; + gl.bufferData(buffer.type, buffer.data, drawType); } - // lastState.renderTexture is blitted when lastState is popped - state.clear(); - this.statePool.push(state); }; /** - * Binds a renderTexture with corresponding `filterFrame`, clears it if mode corresponds. - * @param filterTexture - renderTexture to bind, should belong to filter pool or filter stack - * @param clearMode - clearMode, by default its CLEAR/YES. See {@link PIXI.CLEAR_MODES} + * Disposes buffer + * @param {PIXI.Buffer} buffer - buffer with data + * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray */ - FilterSystem.prototype.bindAndClear = function (filterTexture, clearMode) { - if (clearMode === void 0) { clearMode = constants.CLEAR_MODES.CLEAR; } - var _a = this.renderer, renderTextureSystem = _a.renderTexture, stateSystem = _a.state; - if (filterTexture === this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) { - // Restore projection transform if rendering into the output render-target. - this.renderer.projection.transform = this.activeState.transform; - } - else { - // Prevent projection within filtering pipeline. - this.renderer.projection.transform = null; - } - if (filterTexture && filterTexture.filterFrame) { - var destinationFrame = this.tempRect; - destinationFrame.x = 0; - destinationFrame.y = 0; - destinationFrame.width = filterTexture.filterFrame.width; - destinationFrame.height = filterTexture.filterFrame.height; - renderTextureSystem.bind(filterTexture, filterTexture.filterFrame, destinationFrame); + BufferSystem.prototype.dispose = function (buffer, contextLost) { + if (!this.managedBuffers[buffer.id]) { + return; } - else if (filterTexture !== this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) { - renderTextureSystem.bind(filterTexture); + delete this.managedBuffers[buffer.id]; + var glBuffer = buffer._glBuffers[this.CONTEXT_UID]; + var gl = this.gl; + buffer.disposeRunner.remove(this); + if (!glBuffer) { + return; } - else { - // Restore binding for output render-target. - this.renderer.renderTexture.bind(filterTexture, this.activeState.bindingSourceFrame, this.activeState.bindingDestinationFrame); + if (!contextLost) { + gl.deleteBuffer(glBuffer.buffer); } - // Clear the texture in BLIT mode if blending is disabled or the forceClear flag is set. The blending - // is stored in the 0th bit of the state. - var autoClear = (stateSystem.stateId & 1) || this.forceClear; - if (clearMode === constants.CLEAR_MODES.CLEAR - || (clearMode === constants.CLEAR_MODES.BLIT && autoClear)) { - // Use framebuffer.clear because we want to clear the whole filter texture, not just the filtering - // area over which the shaders are run. This is because filters may sampling outside of it (e.g. blur) - // instead of clamping their arithmetic. - this.renderer.framebuffer.clear(0, 0, 0, 0); + delete buffer._glBuffers[this.CONTEXT_UID]; + }; + /** + * dispose all WebGL resources of all managed buffers + * @param {boolean} [contextLost=false] - If context was lost, we suppress `gl.delete` calls + */ + BufferSystem.prototype.disposeAll = function (contextLost) { + var all = Object.keys(this.managedBuffers); + for (var i = 0; i < all.length; i++) { + this.dispose(this.managedBuffers[all[i]], contextLost); } }; /** - * Draws a filter using the default rendering process. - * - * This should be called only by {@link Filter#apply}. - * @param filter - The filter to draw. - * @param input - The input render target. - * @param output - The target to output to. - * @param clearMode - Should the output be cleared before rendering to it + * creates and attaches a GLBuffer object tied to the current context. + * @param buffer + * @protected */ - FilterSystem.prototype.applyFilter = function (filter, input, output, clearMode) { - var renderer = this.renderer; - // Set state before binding, so bindAndClear gets the blend mode. - renderer.state.set(filter.state); - this.bindAndClear(output, clearMode); - // set the uniforms.. - filter.uniforms.uSampler = input; - filter.uniforms.filterGlobals = this.globalUniforms; - // TODO make it so that the order of this does not matter.. - // because it does at the moment cos of global uniforms. - // they need to get resynced - renderer.shader.bind(filter); - // check to see if the filter is a legacy one.. - filter.legacy = !!filter.program.attributeData.aTextureCoord; - if (filter.legacy) { - this.quadUv.map(input._frame, input.filterFrame); - renderer.geometry.bind(this.quadUv); - renderer.geometry.draw(constants.DRAW_MODES.TRIANGLES); - } - else { - renderer.geometry.bind(this.quad); - renderer.geometry.draw(constants.DRAW_MODES.TRIANGLE_STRIP); - } + BufferSystem.prototype.createGLBuffer = function (buffer) { + var _a = this, CONTEXT_UID = _a.CONTEXT_UID, gl = _a.gl; + buffer._glBuffers[CONTEXT_UID] = new GLBuffer(gl.createBuffer()); + this.managedBuffers[buffer.id] = buffer; + buffer.disposeRunner.add(this); + return buffer._glBuffers[CONTEXT_UID]; }; + return BufferSystem; +}()); + +/** + * The Renderer draws the scene and all its content onto a WebGL enabled canvas. + * + * This renderer should be used for browsers that support WebGL. + * + * This renderer works by automatically managing WebGLBatchesm, so no need for Sprite Batches or Sprite Clouds. + * Don't forget to add the view to your DOM or you will not see anything! + * + * Renderer is composed of systems that manage specific tasks. The following systems are added by default + * whenever you create a renderer: + * + * | System | Description | + * | ------------------------------------ | ----------------------------------------------------------------------------- | + * | {@link PIXI.BatchSystem} | This manages object renderers that defer rendering until a flush. | + * | {@link PIXI.ContextSystem} | This manages the WebGL context and extensions. | + * | {@link PIXI.EventSystem} | This manages UI events. | + * | {@link PIXI.FilterSystem} | This manages the filtering pipeline for post-processing effects. | + * | {@link PIXI.FramebufferSystem} | This manages framebuffers, which are used for offscreen rendering. | + * | {@link PIXI.GeometrySystem} | This manages geometries & buffers, which are used to draw object meshes. | + * | {@link PIXI.MaskSystem} | This manages masking operations. | + * | {@link PIXI.ProjectionSystem} | This manages the `projectionMatrix`, used by shaders to get NDC coordinates. | + * | {@link PIXI.RenderTextureSystem} | This manages render-textures, which are an abstraction over framebuffers. | + * | {@link PIXI.ScissorSystem} | This handles scissor masking, and is used internally by {@link MaskSystem} | + * | {@link PIXI.ShaderSystem} | This manages shaders, programs that run on the GPU to calculate 'em pixels. | + * | {@link PIXI.StateSystem} | This manages the WebGL state variables like blend mode, depth testing, etc. | + * | {@link PIXI.StencilSystem} | This handles stencil masking, and is used internally by {@link MaskSystem} | + * | {@link PIXI.TextureSystem} | This manages textures and their resources on the GPU. | + * | {@link PIXI.TextureGCSystem} | This will automatically remove textures from the GPU if they are not used. | + * + * The breadth of the API surface provided by the renderer is contained within these systems. + * @memberof PIXI + */ +var Renderer = /** @class */ (function (_super) { + __extends(Renderer, _super); /** - * Multiply _input normalized coordinates_ to this matrix to get _sprite texture normalized coordinates_. - * - * Use `outputMatrix * vTextureCoord` in the shader. - * @param outputMatrix - The matrix to output to. - * @param {PIXI.Sprite} sprite - The sprite to map to. - * @returns The mapped matrix. + * @param [options] - The optional renderer parameters. + * @param {number} [options.width=800] - The width of the screen. + * @param {number} [options.height=600] - The height of the screen. + * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional. + * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property. + * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the + * canvas needs to be opaque, possibly for performance reasons on some older devices. + * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for + * resolutions other than 1. + * @param {boolean} [options.antialias=false] - Sets antialias. If not available natively then FXAA + * antialiasing is used. + * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer. + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear + * the canvas or not before the new render pass. If you wish to set this to false, you *must* set + * preserveDrawingBuffer to `true`. + * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, + * enable this if you need to call toDataUrl on the WebGL context. + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque). + * @param {string} [options.powerPreference] - Parameter passed to WebGL context, set to "high-performance" + * for devices with dual graphics card. + * @param {object} [options.context] - If WebGL context already exists, all parameters must be taken from it. */ - FilterSystem.prototype.calculateSpriteMatrix = function (outputMatrix, sprite) { - var _a = this.activeState, sourceFrame = _a.sourceFrame, destinationFrame = _a.destinationFrame; - var orig = sprite._texture.orig; - var mappedMatrix = outputMatrix.set(destinationFrame.width, 0, 0, destinationFrame.height, sourceFrame.x, sourceFrame.y); - var worldTransform = sprite.worldTransform.copyTo(math.Matrix.TEMP_MATRIX); - worldTransform.invert(); - mappedMatrix.prepend(worldTransform); - mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height); - mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y); - return mappedMatrix; - }; - /** Destroys this Filter System. */ - FilterSystem.prototype.destroy = function () { - this.renderer = null; - // Those textures has to be destroyed by RenderTextureSystem or FramebufferSystem - this.texturePool.clear(false); - }; + function Renderer(options) { + var _this = _super.call(this, constants.RENDERER_TYPE.WEBGL, options) || this; + // the options will have been modified here in the super constructor with pixi's default settings.. + options = _this.options; + _this.gl = null; + _this.CONTEXT_UID = 0; + _this.runners = { + destroy: new runner.Runner('destroy'), + contextChange: new runner.Runner('contextChange'), + reset: new runner.Runner('reset'), + update: new runner.Runner('update'), + postrender: new runner.Runner('postrender'), + prerender: new runner.Runner('prerender'), + resize: new runner.Runner('resize'), + }; + _this.runners.contextChange.add(_this); + _this.globalUniforms = new UniformGroup({ + projectionMatrix: new math.Matrix(), + }, true); + _this.addSystem(MaskSystem, 'mask') + .addSystem(ContextSystem, 'context') + .addSystem(StateSystem, 'state') + .addSystem(ShaderSystem, 'shader') + .addSystem(TextureSystem, 'texture') + .addSystem(BufferSystem, 'buffer') + .addSystem(GeometrySystem, 'geometry') + .addSystem(FramebufferSystem, 'framebuffer') + .addSystem(ScissorSystem, 'scissor') + .addSystem(StencilSystem, 'stencil') + .addSystem(ProjectionSystem, 'projection') + .addSystem(TextureGCSystem, 'textureGC') + .addSystem(FilterSystem, 'filter') + .addSystem(RenderTextureSystem, 'renderTexture') + .addSystem(BatchSystem, 'batch'); + _this.initPlugins(Renderer.__plugins); + _this.multisample = undefined; + /* + * The options passed in to create a new WebGL context. + */ + if (options.context) { + _this.context.initFromContext(options.context); + } + else { + _this.context.initFromOptions({ + alpha: !!_this.useContextAlpha, + antialias: options.antialias, + premultipliedAlpha: _this.useContextAlpha && _this.useContextAlpha !== 'notMultiplied', + stencil: true, + preserveDrawingBuffer: options.preserveDrawingBuffer, + powerPreference: _this.options.powerPreference, + }); + } + _this.renderingToScreen = true; + utils.sayHello(_this.context.webGLVersion === 2 ? 'WebGL 2' : 'WebGL 1'); + _this.resize(_this.options.width, _this.options.height); + return _this; + } /** - * Gets a Power-of-Two render texture or fullScreen texture - * @param minWidth - The minimum width of the render texture in real pixels. - * @param minHeight - The minimum height of the render texture in real pixels. - * @param resolution - The resolution of the render texture. - * @param multisample - Number of samples of the render texture. - * @returns - The new render texture. + * Create renderer if WebGL is available. Overrideable + * by the **@pixi/canvas-renderer** package to allow fallback. + * throws error if WebGL is not available. + * @param options + * @private */ - FilterSystem.prototype.getOptimalFilterTexture = function (minWidth, minHeight, resolution, multisample) { - if (resolution === void 0) { resolution = 1; } - if (multisample === void 0) { multisample = constants.MSAA_QUALITY.NONE; } - return this.texturePool.getOptimalTexture(minWidth, minHeight, resolution, multisample); + Renderer.create = function (options) { + if (utils.isWebGLSupported()) { + return new Renderer(options); + } + throw new Error('WebGL unsupported in this browser, use "pixi.js-legacy" for fallback canvas2d support.'); }; - /** - * Gets extra render texture to use inside current filter - * To be compliant with older filters, you can use params in any order - * @param input - renderTexture from which size and resolution will be copied - * @param resolution - override resolution of the renderTexture - * @param multisample - number of samples of the renderTexture - */ - FilterSystem.prototype.getFilterTexture = function (input, resolution, multisample) { - if (typeof input === 'number') { - var swap = input; - input = resolution; - resolution = swap; + Renderer.prototype.contextChange = function () { + var gl = this.gl; + var samples; + if (this.context.webGLVersion === 1) { + var framebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING); + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + samples = gl.getParameter(gl.SAMPLES); + gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); + } + else { + var framebuffer = gl.getParameter(gl.DRAW_FRAMEBUFFER_BINDING); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null); + samples = gl.getParameter(gl.SAMPLES); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, framebuffer); + } + if (samples >= constants.MSAA_QUALITY.HIGH) { + this.multisample = constants.MSAA_QUALITY.HIGH; + } + else if (samples >= constants.MSAA_QUALITY.MEDIUM) { + this.multisample = constants.MSAA_QUALITY.MEDIUM; + } + else if (samples >= constants.MSAA_QUALITY.LOW) { + this.multisample = constants.MSAA_QUALITY.LOW; + } + else { + this.multisample = constants.MSAA_QUALITY.NONE; } - input = input || this.activeState.renderTexture; - var filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || constants.MSAA_QUALITY.NONE); - filterTexture.filterFrame = input.filterFrame; - return filterTexture; }; /** - * Frees a render texture back into the pool. - * @param renderTexture - The renderTarget to free + * Add a new system to the renderer. + * @param ClassRef - Class reference + * @param name - Property name for system, if not specified + * will use a static `name` property on the class itself. This + * name will be assigned as s property on the Renderer so make + * sure it doesn't collide with properties on Renderer. + * @returns Return instance of renderer */ - FilterSystem.prototype.returnFilterTexture = function (renderTexture) { - this.texturePool.returnTexture(renderTexture); - }; - /** Empties the texture pool. */ - FilterSystem.prototype.emptyPool = function () { - this.texturePool.clear(true); - }; - /** Calls `texturePool.resize()`, affects fullScreen renderTextures. */ - FilterSystem.prototype.resize = function () { - this.texturePool.setScreenSize(this.renderer.view); + Renderer.prototype.addSystem = function (ClassRef, name) { + var system = new ClassRef(this); + if (this[name]) { + throw new Error("Whoops! The name \"" + name + "\" is already in use"); + } + this[name] = system; + for (var i in this.runners) { + this.runners[i].add(system); + } + /** + * Fired after rendering finishes. + * @event PIXI.Renderer#postrender + */ + /** + * Fired before rendering starts. + * @event PIXI.Renderer#prerender + */ + /** + * Fired when the WebGL context is set. + * @event PIXI.Renderer#context + * @param {WebGLRenderingContext} gl - WebGL context. + */ + return this; }; /** - * @param matrix - first param - * @param rect - second param + * @ignore */ - FilterSystem.prototype.transformAABB = function (matrix, rect) { - var lt = tempPoints[0]; - var lb = tempPoints[1]; - var rt = tempPoints[2]; - var rb = tempPoints[3]; - lt.set(rect.left, rect.top); - lb.set(rect.left, rect.bottom); - rt.set(rect.right, rect.top); - rb.set(rect.right, rect.bottom); - matrix.apply(lt, lt); - matrix.apply(lb, lb); - matrix.apply(rt, rt); - matrix.apply(rb, rb); - var x0 = Math.min(lt.x, lb.x, rt.x, rb.x); - var y0 = Math.min(lt.y, lb.y, rt.y, rb.y); - var x1 = Math.max(lt.x, lb.x, rt.x, rb.x); - var y1 = Math.max(lt.y, lb.y, rt.y, rb.y); - rect.x = x0; - rect.y = y0; - rect.width = x1 - x0; - rect.height = y1 - y0; - }; - FilterSystem.prototype.roundFrame = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) { - if (frame.width <= 0 || frame.height <= 0 || bindingSourceFrame.width <= 0 || bindingSourceFrame.height <= 0) { + Renderer.prototype.render = function (displayObject, options) { + var renderTexture; + var clear; + var transform; + var skipUpdateTransform; + if (options) { + if (options instanceof RenderTexture) { + utils.deprecation('6.0.0', 'Renderer#render arguments changed, use options instead.'); + /* eslint-disable prefer-rest-params */ + renderTexture = options; + clear = arguments[2]; + transform = arguments[3]; + skipUpdateTransform = arguments[4]; + /* eslint-enable prefer-rest-params */ + } + else { + renderTexture = options.renderTexture; + clear = options.clear; + transform = options.transform; + skipUpdateTransform = options.skipUpdateTransform; + } + } + // can be handy to know! + this.renderingToScreen = !renderTexture; + this.runners.prerender.emit(); + this.emit('prerender'); + // apply a transform at a GPU level + this.projection.transform = transform; + // no point rendering if our context has been blown up! + if (this.context.isLost) { return; } - if (transform) { - var a = transform.a, b = transform.b, c = transform.c, d = transform.d; - // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation - // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0). - if ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4) - && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4)) { - return; - } + if (!renderTexture) { + this._lastObjectRendered = displayObject; } - transform = transform ? tempMatrix$2.copyFrom(transform) : tempMatrix$2.identity(); - // Get forward transform from world space to screen space - transform - .translate(-bindingSourceFrame.x, -bindingSourceFrame.y) - .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height) - .translate(bindingDestinationFrame.x, bindingDestinationFrame.y); - // Convert frame to screen space - this.transformAABB(transform, frame); - // Round frame in screen space - frame.ceil(resolution); - // Project back into world space. - this.transformAABB(transform.invert(), frame); + if (!skipUpdateTransform) { + // update the scene graph + var cacheParent = displayObject.enableTempParent(); + displayObject.updateTransform(); + displayObject.disableTempParent(cacheParent); + // displayObject.hitArea = //TODO add a temp hit area + } + this.renderTexture.bind(renderTexture); + this.batch.currentRenderer.start(); + if (clear !== undefined ? clear : this.clearBeforeRender) { + this.renderTexture.clear(); + } + displayObject.render(this); + // apply transform.. + this.batch.currentRenderer.flush(); + if (renderTexture) { + renderTexture.baseTexture.update(); + } + this.runners.postrender.emit(); + // reset transform after render + this.projection.transform = null; + this.emit('postrender'); }; - return FilterSystem; -}()); - -/** - * Base for a common object renderer that can be used as a - * system renderer plugin. - * @memberof PIXI - */ -var ObjectRenderer = /** @class */ (function () { /** - * @param renderer - The renderer this manager works for. + * @override + * @ignore */ - function ObjectRenderer(renderer) { - this.renderer = renderer; - } - /** Stub method that should be used to empty the current batch by rendering objects now. */ - ObjectRenderer.prototype.flush = function () { - // flush! - }; - /** Generic destruction method that frees all resources. This should be called by subclasses. */ - ObjectRenderer.prototype.destroy = function () { - this.renderer = null; + Renderer.prototype.generateTexture = function (displayObject, options, resolution, region) { + if (options === void 0) { options = {}; } + var renderTexture = _super.prototype.generateTexture.call(this, displayObject, options, resolution, region); + this.framebuffer.blit(); + return renderTexture; }; /** - * Stub method that initializes any state required before - * rendering starts. It is different from the `prerender` - * signal, which occurs every frame, in that it is called - * whenever an object requests _this_ renderer specifically. + * Resizes the WebGL view to the specified width and height. + * @param desiredScreenWidth - The desired width of the screen. + * @param desiredScreenHeight - The desired height of the screen. */ - ObjectRenderer.prototype.start = function () { - // set the shader.. - }; - /** Stops the renderer. It should free up any state and become dormant. */ - ObjectRenderer.prototype.stop = function () { - this.flush(); + Renderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) { + _super.prototype.resize.call(this, desiredScreenWidth, desiredScreenHeight); + this.runners.resize.emit(this.screen.height, this.screen.width); }; /** - * Keeps the object to render. It doesn't have to be - * rendered immediately. - * @param {PIXI.DisplayObject} _object - The object to render. + * Resets the WebGL state so you can render things however you fancy! + * @returns Returns itself. */ - ObjectRenderer.prototype.render = function (_object) { - // render the object + Renderer.prototype.reset = function () { + this.runners.reset.emit(); + return this; + }; + /** Clear the frame buffer. */ + Renderer.prototype.clear = function () { + this.renderTexture.bind(); + this.renderTexture.clear(); }; - return ObjectRenderer; -}()); - -/** - * System plugin to the renderer to manage batching. - * @memberof PIXI - */ -var BatchSystem = /** @class */ (function () { - /** - * @param renderer - The renderer this System works for. - */ - function BatchSystem(renderer) { - this.renderer = renderer; - this.emptyRenderer = new ObjectRenderer(renderer); - this.currentRenderer = this.emptyRenderer; - } /** - * Changes the current renderer to the one given in parameter - * @param objectRenderer - The object renderer to use. + * Removes everything from the renderer (event listeners, spritebatch, etc...) + * @param [removeView=false] - Removes the Canvas element from the DOM. + * See: https://github.com/pixijs/pixi.js/issues/2233 */ - BatchSystem.prototype.setObjectRenderer = function (objectRenderer) { - if (this.currentRenderer === objectRenderer) { - return; + Renderer.prototype.destroy = function (removeView) { + this.runners.destroy.emit(); + for (var r in this.runners) { + this.runners[r].destroy(); } - this.currentRenderer.stop(); - this.currentRenderer = objectRenderer; - this.currentRenderer.start(); + // call base destroy + _super.prototype.destroy.call(this, removeView); + // TODO nullify all the managers.. + this.gl = null; }; + Object.defineProperty(Renderer.prototype, "extract", { + /** + * Please use `plugins.extract` instead. + * @member {PIXI.Extract} extract + * @deprecated since 6.0.0 + * @readonly + */ + get: function () { + utils.deprecation('6.0.0', 'Renderer#extract has been deprecated, please use Renderer#plugins.extract instead.'); + return this.plugins.extract; + }, + enumerable: false, + configurable: true + }); /** - * This should be called if you wish to do some custom rendering - * It will basically render anything that may be batched up such as sprites + * Use the {@link PIXI.extensions.add} API to register plugins. + * @deprecated since 6.5.0 + * @param pluginName - The name of the plugin. + * @param ctor - The constructor function or class for the plugin. */ - BatchSystem.prototype.flush = function () { - this.setObjectRenderer(this.emptyRenderer); - }; - /** Reset the system to an empty renderer */ - BatchSystem.prototype.reset = function () { - this.setObjectRenderer(this.emptyRenderer); + Renderer.registerPlugin = function (pluginName, ctor) { + utils.deprecation('6.5.0', 'Renderer.registerPlugin() has been deprecated, please use extensions.add() instead.'); + extensions.extensions.add({ + name: pluginName, + type: extensions.ExtensionType.RendererPlugin, + ref: ctor, + }); }; /** - * Handy function for batch renderers: copies bound textures in first maxTextures locations to array - * sets actual _batchLocation for them - * @param arr - arr copy destination - * @param maxTextures - number of copied elements + * Collection of installed plugins. These are included by default in PIXI, but can be excluded + * by creating a custom build. Consult the README for more information about creating custom + * builds and excluding plugins. + * @readonly + * @property {PIXI.AccessibilityManager} accessibility Support tabbing interactive elements. + * @property {PIXI.Extract} extract Extract image data from renderer. + * @property {PIXI.InteractionManager} interaction Handles mouse, touch and pointer events. + * @property {PIXI.ParticleRenderer} particle Renderer for ParticleContainer objects. + * @property {PIXI.Prepare} prepare Pre-render display objects. + * @property {PIXI.BatchRenderer} batch Batching of Sprite, Graphics and Mesh objects. + * @property {PIXI.TilingSpriteRenderer} tilingSprite Renderer for TilingSprite objects. */ - BatchSystem.prototype.copyBoundTextures = function (arr, maxTextures) { - var boundTextures = this.renderer.texture.boundTextures; - for (var i = maxTextures - 1; i >= 0; --i) { - arr[i] = boundTextures[i] || null; - if (arr[i]) { - arr[i]._batchLocation = i; - } - } - }; - /** - * Assigns batch locations to textures in array based on boundTextures state. - * All textures in texArray should have `_batchEnabled = _batchId`, - * and their count should be less than `maxTextures`. - * @param texArray - textures to bound - * @param boundTextures - current state of bound textures - * @param batchId - marker for _batchEnabled param of textures in texArray - * @param maxTextures - number of texture locations to manipulate - */ - BatchSystem.prototype.boundArray = function (texArray, boundTextures, batchId, maxTextures) { - var elements = texArray.elements, ids = texArray.ids, count = texArray.count; - var j = 0; - for (var i = 0; i < count; i++) { - var tex = elements[i]; - var loc = tex._batchLocation; - if (loc >= 0 && loc < maxTextures - && boundTextures[loc] === tex) { - ids[i] = loc; - continue; - } - while (j < maxTextures) { - var bound = boundTextures[j]; - if (bound && bound._batchEnabled === batchId - && bound._batchLocation === j) { - j++; - continue; - } - ids[i] = j; - tex._batchLocation = j; - boundTextures[j] = tex; - break; - } - } - }; + Renderer.__plugins = {}; + return Renderer; +}(AbstractRenderer)); +// Handle registration of extensions +extensions.extensions.handleByMap(extensions.ExtensionType.RendererPlugin, Renderer.__plugins); + +/** + * This helper function will automatically detect which renderer you should be using. + * WebGL is the preferred renderer as it is a lot faster. If WebGL is not supported by + * the browser then this function will return a canvas renderer + * @memberof PIXI + * @function autoDetectRenderer + * @param {object} [options] - The optional renderer parameters + * @param {number} [options.width=800] - the width of the renderers view + * @param {number} [options.height=600] - the height of the renderers view + * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional + * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property. + * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the + * canvas needs to be opaque, possibly for performance reasons on some older devices. + * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for + * resolutions other than 1 + * @param {boolean} [options.antialias=false] - sets antialias + * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, enable this if you + * need to call toDataUrl on the webgl context + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque). + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or + * not before the new render pass. + * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer. + * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this + * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise + * it is ignored. + * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" + * for devices with dual graphics card **webgl only** + * @returns {PIXI.Renderer|PIXI.CanvasRenderer} Returns WebGL renderer if available, otherwise CanvasRenderer + */ +function autoDetectRenderer(options) { + return Renderer.create(options); +} + +var $defaultVertex = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}"; + +var $defaultFilterVertex = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n gl_Position = filterVertexPosition();\n vTextureCoord = filterTextureCoord();\n}\n"; + +/** + * Default vertex shader + * @memberof PIXI + * @member {string} defaultVertex + */ +/** + * Default filter vertex shader + * @memberof PIXI + * @member {string} defaultFilterVertex + */ +// NOTE: This black magic is so that @microsoft/api-extractor does not complain! This explicitly specifies the types +// of defaultVertex, defaultFilterVertex. +var defaultVertex$1 = $defaultVertex; +var defaultFilterVertex = $defaultFilterVertex; + +/** + * Use the ISystem interface instead. + * @deprecated since 6.1.0 + * @memberof PIXI + */ +var System = /** @class */ (function () { /** - * @ignore + * @param renderer - Reference to Renderer */ - BatchSystem.prototype.destroy = function () { + function System(renderer) { + utils.deprecation('6.1.0', 'System class is deprecated, implemement ISystem interface instead.'); + this.renderer = renderer; + } + /** Destroy and don't use after this. */ + System.prototype.destroy = function () { this.renderer = null; }; - return BatchSystem; + return System; }()); -var CONTEXT_UID_COUNTER = 0; /** - * System plugin to the renderer to manage the context. + * Used by the batcher to draw batches. + * Each one of these contains all information required to draw a bound geometry. * @memberof PIXI */ -var ContextSystem = /** @class */ (function () { - /** @param renderer - The renderer this System works for. */ - function ContextSystem(renderer) { - this.renderer = renderer; - this.webGLVersion = 1; - this.extensions = {}; - this.supports = { - uint32Indices: false, - }; - // Bind functions - this.handleContextLost = this.handleContextLost.bind(this); - this.handleContextRestored = this.handleContextRestored.bind(this); - renderer.view.addEventListener('webglcontextlost', this.handleContextLost, false); - renderer.view.addEventListener('webglcontextrestored', this.handleContextRestored, false); +var BatchDrawCall = /** @class */ (function () { + function BatchDrawCall() { + this.texArray = null; + this.blend = 0; + this.type = constants.DRAW_MODES.TRIANGLES; + this.start = 0; + this.size = 0; + this.data = null; } - Object.defineProperty(ContextSystem.prototype, "isLost", { - /** - * `true` if the context is lost - * @readonly - */ + return BatchDrawCall; +}()); + +/** + * Used by the batcher to build texture batches. + * Holds list of textures and their respective locations. + * @memberof PIXI + */ +var BatchTextureArray = /** @class */ (function () { + function BatchTextureArray() { + this.elements = []; + this.ids = []; + this.count = 0; + } + BatchTextureArray.prototype.clear = function () { + for (var i = 0; i < this.count; i++) { + this.elements[i] = null; + } + this.count = 0; + }; + return BatchTextureArray; +}()); + +/** + * Flexible wrapper around `ArrayBuffer` that also provides typed array views on demand. + * @memberof PIXI + */ +var ViewableBuffer = /** @class */ (function () { + function ViewableBuffer(sizeOrBuffer) { + if (typeof sizeOrBuffer === 'number') { + this.rawBinaryData = new ArrayBuffer(sizeOrBuffer); + } + else if (sizeOrBuffer instanceof Uint8Array) { + this.rawBinaryData = sizeOrBuffer.buffer; + } + else { + this.rawBinaryData = sizeOrBuffer; + } + this.uint32View = new Uint32Array(this.rawBinaryData); + this.float32View = new Float32Array(this.rawBinaryData); + } + Object.defineProperty(ViewableBuffer.prototype, "int8View", { + /** View on the raw binary data as a `Int8Array`. */ get: function () { - return (!this.gl || this.gl.isContextLost()); + if (!this._int8View) { + this._int8View = new Int8Array(this.rawBinaryData); + } + return this._int8View; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(ViewableBuffer.prototype, "uint8View", { + /** View on the raw binary data as a `Uint8Array`. */ + get: function () { + if (!this._uint8View) { + this._uint8View = new Uint8Array(this.rawBinaryData); + } + return this._uint8View; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(ViewableBuffer.prototype, "int16View", { + /** View on the raw binary data as a `Int16Array`. */ + get: function () { + if (!this._int16View) { + this._int16View = new Int16Array(this.rawBinaryData); + } + return this._int16View; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(ViewableBuffer.prototype, "uint16View", { + /** View on the raw binary data as a `Uint16Array`. */ + get: function () { + if (!this._uint16View) { + this._uint16View = new Uint16Array(this.rawBinaryData); + } + return this._uint16View; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(ViewableBuffer.prototype, "int32View", { + /** View on the raw binary data as a `Int32Array`. */ + get: function () { + if (!this._int32View) { + this._int32View = new Int32Array(this.rawBinaryData); + } + return this._int32View; }, enumerable: false, configurable: true }); /** - * Handles the context change event. - * @param {WebGLRenderingContext} gl - New WebGL context. + * Returns the view of the given type. + * @param type - One of `int8`, `uint8`, `int16`, + * `uint16`, `int32`, `uint32`, and `float32`. + * @returns - typed array of given type */ - ContextSystem.prototype.contextChange = function (gl) { - this.gl = gl; - this.renderer.gl = gl; - this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++; - // restore a context if it was previously lost - if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) { - gl.getExtension('WEBGL_lose_context').restoreContext(); - } + ViewableBuffer.prototype.view = function (type) { + return this[type + "View"]; }; - /** - * Initializes the context. - * @protected - * @param {WebGLRenderingContext} gl - WebGL context - */ - ContextSystem.prototype.initFromContext = function (gl) { - this.gl = gl; - this.validateContext(gl); - this.renderer.gl = gl; - this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++; - this.renderer.runners.contextChange.emit(gl); + /** Destroys all buffer references. Do not use after calling this. */ + ViewableBuffer.prototype.destroy = function () { + this.rawBinaryData = null; + this._int8View = null; + this._uint8View = null; + this._int16View = null; + this._uint16View = null; + this._int32View = null; + this.uint32View = null; + this.float32View = null; + }; + ViewableBuffer.sizeOf = function (type) { + switch (type) { + case 'int8': + case 'uint8': + return 1; + case 'int16': + case 'uint16': + return 2; + case 'int32': + case 'uint32': + case 'float32': + return 4; + default: + throw new Error(type + " isn't a valid view type"); + } }; + return ViewableBuffer; +}()); + +/** + * Renderer dedicated to drawing and batching sprites. + * + * This is the default batch renderer. It buffers objects + * with texture-based geometries and renders them in + * batches. It uploads multiple textures to the GPU to + * reduce to the number of draw calls. + * @memberof PIXI + */ +var AbstractBatchRenderer = /** @class */ (function (_super) { + __extends(AbstractBatchRenderer, _super); /** - * Initialize from context options - * @protected - * @see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext - * @param {object} options - context attributes + * This will hook onto the renderer's `contextChange` + * and `prerender` signals. + * @param {PIXI.Renderer} renderer - The renderer this works for. */ - ContextSystem.prototype.initFromOptions = function (options) { - var gl = this.createContext(this.renderer.view, options); - this.initFromContext(gl); - }; + function AbstractBatchRenderer(renderer) { + var _this = _super.call(this, renderer) || this; + _this.shaderGenerator = null; + _this.geometryClass = null; + _this.vertexSize = null; + _this.state = State.for2d(); + _this.size = settings.settings.SPRITE_BATCH_SIZE * 4; + _this._vertexCount = 0; + _this._indexCount = 0; + _this._bufferedElements = []; + _this._bufferedTextures = []; + _this._bufferSize = 0; + _this._shader = null; + _this._packedGeometries = []; + _this._packedGeometryPoolSize = 2; + _this._flushId = 0; + _this._aBuffers = {}; + _this._iBuffers = {}; + _this.MAX_TEXTURES = 1; + _this.renderer.on('prerender', _this.onPrerender, _this); + renderer.runners.contextChange.add(_this); + _this._dcIndex = 0; + _this._aIndex = 0; + _this._iIndex = 0; + _this._attributeBuffer = null; + _this._indexBuffer = null; + _this._tempBoundTextures = []; + return _this; + } /** - * Helper class to create a WebGL Context - * @param canvas - the canvas element that we will get the context from - * @param options - An options object that gets passed in to the canvas element containing the - * context attributes - * @see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext - * @returns {WebGLRenderingContext} the WebGL context + * Handles the `contextChange` signal. + * + * It calculates `this.MAX_TEXTURES` and allocating the packed-geometry object pool. */ - ContextSystem.prototype.createContext = function (canvas, options) { - var gl; - if (settings.settings.PREFER_ENV >= constants.ENV.WEBGL2) { - gl = canvas.getContext('webgl2', options); - } - if (gl) { - this.webGLVersion = 2; + AbstractBatchRenderer.prototype.contextChange = function () { + var gl = this.renderer.gl; + if (settings.settings.PREFER_ENV === constants.ENV.WEBGL_LEGACY) { + this.MAX_TEXTURES = 1; } else { - this.webGLVersion = 1; - gl = canvas.getContext('webgl', options) || canvas.getContext('experimental-webgl', options); - if (!gl) { - // fail, not able to get a context - throw new Error('This browser does not support WebGL. Try using the canvas renderer'); - } + // step 1: first check max textures the GPU can handle. + this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), settings.settings.SPRITE_MAX_TEXTURES); + // step 2: check the maximum number of if statements the shader can have too.. + this.MAX_TEXTURES = checkMaxIfStatementsInShader(this.MAX_TEXTURES, gl); } - this.gl = gl; - this.getExtensions(); - return this.gl; + this._shader = this.shaderGenerator.generateShader(this.MAX_TEXTURES); + // we use the second shader as the first one depending on your browser + // may omit aTextureId as it is not used by the shader so is optimized out. + for (var i = 0; i < this._packedGeometryPoolSize; i++) { + /* eslint-disable max-len */ + this._packedGeometries[i] = new (this.geometryClass)(); + } + this.initFlushBuffers(); }; - /** Auto-populate the {@link PIXI.ContextSystem.extensions extensions}. */ - ContextSystem.prototype.getExtensions = function () { - // time to set up default extensions that Pixi uses. - var gl = this.gl; - var common = { - anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'), - floatTextureLinear: gl.getExtension('OES_texture_float_linear'), - s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'), - s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'), - etc: gl.getExtension('WEBGL_compressed_texture_etc'), - etc1: gl.getExtension('WEBGL_compressed_texture_etc1'), - pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc') - || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'), - atc: gl.getExtension('WEBGL_compressed_texture_atc'), - astc: gl.getExtension('WEBGL_compressed_texture_astc') - }; - if (this.webGLVersion === 1) { - Object.assign(this.extensions, common, { - drawBuffers: gl.getExtension('WEBGL_draw_buffers'), - depthTexture: gl.getExtension('WEBGL_depth_texture'), - loseContext: gl.getExtension('WEBGL_lose_context'), - vertexArrayObject: gl.getExtension('OES_vertex_array_object') - || gl.getExtension('MOZ_OES_vertex_array_object') - || gl.getExtension('WEBKIT_OES_vertex_array_object'), - uint32ElementIndex: gl.getExtension('OES_element_index_uint'), - // Floats and half-floats - floatTexture: gl.getExtension('OES_texture_float'), - floatTextureLinear: gl.getExtension('OES_texture_float_linear'), - textureHalfFloat: gl.getExtension('OES_texture_half_float'), - textureHalfFloatLinear: gl.getExtension('OES_texture_half_float_linear'), - }); + /** Makes sure that static and dynamic flush pooled objects have correct dimensions. */ + AbstractBatchRenderer.prototype.initFlushBuffers = function () { + var _drawCallPool = AbstractBatchRenderer._drawCallPool, _textureArrayPool = AbstractBatchRenderer._textureArrayPool; + // max draw calls + var MAX_SPRITES = this.size / 4; + // max texture arrays + var MAX_TA = Math.floor(MAX_SPRITES / this.MAX_TEXTURES) + 1; + while (_drawCallPool.length < MAX_SPRITES) { + _drawCallPool.push(new BatchDrawCall()); } - else if (this.webGLVersion === 2) { - Object.assign(this.extensions, common, { - // Floats and half-floats - colorBufferFloat: gl.getExtension('EXT_color_buffer_float') - }); + while (_textureArrayPool.length < MAX_TA) { + _textureArrayPool.push(new BatchTextureArray()); } - }; - /** - * Handles a lost webgl context - * @param {WebGLContextEvent} event - The context lost event. - */ - ContextSystem.prototype.handleContextLost = function (event) { - event.preventDefault(); - }; - /** Handles a restored webgl context. */ - ContextSystem.prototype.handleContextRestored = function () { - this.renderer.runners.contextChange.emit(this.gl); - }; - ContextSystem.prototype.destroy = function () { - var view = this.renderer.view; - this.renderer = null; - // remove listeners - view.removeEventListener('webglcontextlost', this.handleContextLost); - view.removeEventListener('webglcontextrestored', this.handleContextRestored); - this.gl.useProgram(null); - if (this.extensions.loseContext) { - this.extensions.loseContext.loseContext(); + for (var i = 0; i < this.MAX_TEXTURES; i++) { + this._tempBoundTextures[i] = null; } }; - /** Handle the post-render runner event. */ - ContextSystem.prototype.postrender = function () { - if (this.renderer.renderingToScreen) { - this.gl.flush(); - } + /** Handles the `prerender` signal. It ensures that flushes start from the first geometry object again. */ + AbstractBatchRenderer.prototype.onPrerender = function () { + this._flushId = 0; }; /** - * Validate context. - * @param {WebGLRenderingContext} gl - Render context. + * Buffers the "batchable" object. It need not be rendered immediately. + * @param {PIXI.DisplayObject} element - the element to render when + * using this renderer */ - ContextSystem.prototype.validateContext = function (gl) { - var attributes = gl.getContextAttributes(); - var isWebGl2 = 'WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext; - if (isWebGl2) { - this.webGLVersion = 2; - } - // this is going to be fairly simple for now.. but at least we have room to grow! - if (attributes && !attributes.stencil) { - /* eslint-disable max-len, no-console */ - console.warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly'); - /* eslint-enable max-len, no-console */ + AbstractBatchRenderer.prototype.render = function (element) { + if (!element._texture.valid) { + return; } - var hasuint32 = isWebGl2 || !!gl.getExtension('OES_element_index_uint'); - this.supports.uint32Indices = hasuint32; - if (!hasuint32) { - /* eslint-disable max-len, no-console */ - console.warn('Provided WebGL context does not support 32 index buffer, complex graphics may not render correctly'); - /* eslint-enable max-len, no-console */ + if (this._vertexCount + (element.vertexData.length / 2) > this.size) { + this.flush(); } + this._vertexCount += element.vertexData.length / 2; + this._indexCount += element.indices.length; + this._bufferedTextures[this._bufferSize] = element._texture.baseTexture; + this._bufferedElements[this._bufferSize++] = element; }; - return ContextSystem; -}()); - -/** - * Internal framebuffer for WebGL context. - * @memberof PIXI - */ -var GLFramebuffer = /** @class */ (function () { - function GLFramebuffer(framebuffer) { - this.framebuffer = framebuffer; - this.stencil = null; - this.dirtyId = -1; - this.dirtyFormat = -1; - this.dirtySize = -1; - this.multisample = constants.MSAA_QUALITY.NONE; - this.msaaBuffer = null; - this.blitFramebuffer = null; - this.mipLevel = 0; - } - return GLFramebuffer; -}()); - -var tempRectangle = new math.Rectangle(); -/** - * System plugin to the renderer to manage framebuffers. - * @memberof PIXI - */ -var FramebufferSystem = /** @class */ (function () { - /** - * @param renderer - The renderer this System works for. - */ - function FramebufferSystem(renderer) { - this.renderer = renderer; - this.managedFramebuffers = []; - this.unknownFramebuffer = new Framebuffer(10, 10); - this.msaaSamples = null; - } - /** Sets up the renderer context and necessary buffers. */ - FramebufferSystem.prototype.contextChange = function () { - var gl = this.gl = this.renderer.gl; - this.CONTEXT_UID = this.renderer.CONTEXT_UID; - this.current = this.unknownFramebuffer; - this.viewport = new math.Rectangle(); - this.hasMRT = true; - this.writeDepthTexture = true; - this.disposeAll(true); - // webgl2 - if (this.renderer.context.webGLVersion === 1) { - // webgl 1! - var nativeDrawBuffersExtension_1 = this.renderer.context.extensions.drawBuffers; - var nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture; - if (settings.settings.PREFER_ENV === constants.ENV.WEBGL_LEGACY) { - nativeDrawBuffersExtension_1 = null; - nativeDepthTextureExtension = null; - } - if (nativeDrawBuffersExtension_1) { - gl.drawBuffers = function (activeTextures) { - return nativeDrawBuffersExtension_1.drawBuffersWEBGL(activeTextures); - }; - } - else { - this.hasMRT = false; - gl.drawBuffers = function () { - // empty - }; + AbstractBatchRenderer.prototype.buildTexturesAndDrawCalls = function () { + var _a = this, textures = _a._bufferedTextures, MAX_TEXTURES = _a.MAX_TEXTURES; + var textureArrays = AbstractBatchRenderer._textureArrayPool; + var batch = this.renderer.batch; + var boundTextures = this._tempBoundTextures; + var touch = this.renderer.textureGC.count; + var TICK = ++BaseTexture._globalBatch; + var countTexArrays = 0; + var texArray = textureArrays[0]; + var start = 0; + batch.copyBoundTextures(boundTextures, MAX_TEXTURES); + for (var i = 0; i < this._bufferSize; ++i) { + var tex = textures[i]; + textures[i] = null; + if (tex._batchEnabled === TICK) { + continue; } - if (!nativeDepthTextureExtension) { - this.writeDepthTexture = false; + if (texArray.count >= MAX_TEXTURES) { + batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES); + this.buildDrawCalls(texArray, start, i); + start = i; + texArray = textureArrays[++countTexArrays]; + ++TICK; } + tex._batchEnabled = TICK; + tex.touched = touch; + texArray.elements[texArray.count++] = tex; } - else { - // WebGL2 - // cache possible MSAA samples - this.msaaSamples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES); + if (texArray.count > 0) { + batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES); + this.buildDrawCalls(texArray, start, this._bufferSize); + ++countTexArrays; + ++TICK; + } + // Clean-up + for (var i = 0; i < boundTextures.length; i++) { + boundTextures[i] = null; } + BaseTexture._globalBatch = TICK; }; /** - * Bind a framebuffer. - * @param framebuffer - * @param frame - frame, default is framebuffer size - * @param mipLevel - optional mip level to set on the framebuffer - defaults to 0 + * Populating drawcalls for rendering + * @param texArray + * @param start + * @param finish */ - FramebufferSystem.prototype.bind = function (framebuffer, frame, mipLevel) { - if (mipLevel === void 0) { mipLevel = 0; } - var gl = this.gl; - if (framebuffer) { - // TODO caching layer! - var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID] || this.initFramebuffer(framebuffer); - if (this.current !== framebuffer) { - this.current = framebuffer; - gl.bindFramebuffer(gl.FRAMEBUFFER, fbo.framebuffer); - } - // make sure all textures are unbound.. - if (fbo.mipLevel !== mipLevel) { - framebuffer.dirtyId++; - framebuffer.dirtyFormat++; - fbo.mipLevel = mipLevel; - } - // now check for updates... - if (fbo.dirtyId !== framebuffer.dirtyId) { - fbo.dirtyId = framebuffer.dirtyId; - if (fbo.dirtyFormat !== framebuffer.dirtyFormat) { - fbo.dirtyFormat = framebuffer.dirtyFormat; - fbo.dirtySize = framebuffer.dirtySize; - this.updateFramebuffer(framebuffer, mipLevel); - } - else if (fbo.dirtySize !== framebuffer.dirtySize) { - fbo.dirtySize = framebuffer.dirtySize; - this.resizeFramebuffer(framebuffer); - } - } - for (var i = 0; i < framebuffer.colorTextures.length; i++) { - var tex = framebuffer.colorTextures[i]; - this.renderer.texture.unbind(tex.parentTextureArray || tex); - } - if (framebuffer.depthTexture) { - this.renderer.texture.unbind(framebuffer.depthTexture); - } - if (frame) { - var mipWidth = (frame.width >> mipLevel); - var mipHeight = (frame.height >> mipLevel); - var scale = mipWidth / frame.width; - this.setViewport(frame.x * scale, frame.y * scale, mipWidth, mipHeight); - } - else { - var mipWidth = (framebuffer.width >> mipLevel); - var mipHeight = (framebuffer.height >> mipLevel); - this.setViewport(0, 0, mipWidth, mipHeight); + AbstractBatchRenderer.prototype.buildDrawCalls = function (texArray, start, finish) { + var _a = this, elements = _a._bufferedElements, _attributeBuffer = _a._attributeBuffer, _indexBuffer = _a._indexBuffer, vertexSize = _a.vertexSize; + var drawCalls = AbstractBatchRenderer._drawCallPool; + var dcIndex = this._dcIndex; + var aIndex = this._aIndex; + var iIndex = this._iIndex; + var drawCall = drawCalls[dcIndex]; + drawCall.start = this._iIndex; + drawCall.texArray = texArray; + for (var i = start; i < finish; ++i) { + var sprite = elements[i]; + var tex = sprite._texture.baseTexture; + var spriteBlendMode = utils.premultiplyBlendMode[tex.alphaMode ? 1 : 0][sprite.blendMode]; + elements[i] = null; + if (start < i && drawCall.blend !== spriteBlendMode) { + drawCall.size = iIndex - drawCall.start; + start = i; + drawCall = drawCalls[++dcIndex]; + drawCall.texArray = texArray; + drawCall.start = iIndex; } + this.packInterleavedGeometry(sprite, _attributeBuffer, _indexBuffer, aIndex, iIndex); + aIndex += sprite.vertexData.length / 2 * vertexSize; + iIndex += sprite.indices.length; + drawCall.blend = spriteBlendMode; } - else { - if (this.current) { - this.current = null; - gl.bindFramebuffer(gl.FRAMEBUFFER, null); - } - if (frame) { - this.setViewport(frame.x, frame.y, frame.width, frame.height); - } - else { - this.setViewport(0, 0, this.renderer.width, this.renderer.height); - } + if (start < finish) { + drawCall.size = iIndex - drawCall.start; + ++dcIndex; } + this._dcIndex = dcIndex; + this._aIndex = aIndex; + this._iIndex = iIndex; }; /** - * Set the WebGLRenderingContext's viewport. - * @param x - X position of viewport - * @param y - Y position of viewport - * @param width - Width of viewport - * @param height - Height of viewport + * Bind textures for current rendering + * @param texArray */ - FramebufferSystem.prototype.setViewport = function (x, y, width, height) { - var v = this.viewport; - x = Math.round(x); - y = Math.round(y); - width = Math.round(width); - height = Math.round(height); - if (v.width !== width || v.height !== height || v.x !== x || v.y !== y) { - v.x = x; - v.y = y; - v.width = width; - v.height = height; - this.gl.viewport(x, y, width, height); + AbstractBatchRenderer.prototype.bindAndClearTexArray = function (texArray) { + var textureSystem = this.renderer.texture; + for (var j = 0; j < texArray.count; j++) { + textureSystem.bind(texArray.elements[j], texArray.ids[j]); + texArray.elements[j] = null; } + texArray.count = 0; }; - Object.defineProperty(FramebufferSystem.prototype, "size", { - /** - * Get the size of the current width and height. Returns object with `width` and `height` values. - * @readonly - */ - get: function () { - if (this.current) { - // TODO store temp - return { x: 0, y: 0, width: this.current.width, height: this.current.height }; - } - return { x: 0, y: 0, width: this.renderer.width, height: this.renderer.height }; - }, - enumerable: false, - configurable: true - }); - /** - * Clear the color of the context - * @param r - Red value from 0 to 1 - * @param g - Green value from 0 to 1 - * @param b - Blue value from 0 to 1 - * @param a - Alpha value from 0 to 1 - * @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks - * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers. - */ - FramebufferSystem.prototype.clear = function (r, g, b, a, mask) { - if (mask === void 0) { mask = constants.BUFFER_BITS.COLOR | constants.BUFFER_BITS.DEPTH; } - var gl = this.gl; - // TODO clear color can be set only one right? - gl.clearColor(r, g, b, a); - gl.clear(mask); - }; - /** - * Initialize framebuffer for this context - * @protected - * @param framebuffer - * @returns - created GLFramebuffer - */ - FramebufferSystem.prototype.initFramebuffer = function (framebuffer) { - var gl = this.gl; - var fbo = new GLFramebuffer(gl.createFramebuffer()); - fbo.multisample = this.detectSamples(framebuffer.multisample); - framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo; - this.managedFramebuffers.push(framebuffer); - framebuffer.disposeRunner.add(this); - return fbo; - }; - /** - * Resize the framebuffer - * @param framebuffer - * @protected - */ - FramebufferSystem.prototype.resizeFramebuffer = function (framebuffer) { - var gl = this.gl; - var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; - if (fbo.msaaBuffer) { - gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer); - gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height); - } - if (fbo.stencil) { - gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil); - if (fbo.msaaBuffer) { - gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height); - } - else { - gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height); + AbstractBatchRenderer.prototype.updateGeometry = function () { + var _a = this, packedGeometries = _a._packedGeometries, attributeBuffer = _a._attributeBuffer, indexBuffer = _a._indexBuffer; + if (!settings.settings.CAN_UPLOAD_SAME_BUFFER) { /* Usually on iOS devices, where the browser doesn't + like uploads to the same buffer in a single frame. */ + if (this._packedGeometryPoolSize <= this._flushId) { + this._packedGeometryPoolSize++; + packedGeometries[this._flushId] = new (this.geometryClass)(); } + packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData); + packedGeometries[this._flushId]._indexBuffer.update(indexBuffer); + this.renderer.geometry.bind(packedGeometries[this._flushId]); + this.renderer.geometry.updateBuffers(); + this._flushId++; } - var colorTextures = framebuffer.colorTextures; - var count = colorTextures.length; - if (!gl.drawBuffers) { - count = Math.min(count, 1); - } - for (var i = 0; i < count; i++) { - var texture = colorTextures[i]; - var parentTexture = texture.parentTextureArray || texture; - this.renderer.texture.bind(parentTexture, 0); - } - if (framebuffer.depthTexture && this.writeDepthTexture) { - this.renderer.texture.bind(framebuffer.depthTexture, 0); + else { + // lets use the faster option, always use buffer number 0 + packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData); + packedGeometries[this._flushId]._indexBuffer.update(indexBuffer); + this.renderer.geometry.updateBuffers(); } }; - /** - * Update the framebuffer - * @param framebuffer - * @param mipLevel - * @protected - */ - FramebufferSystem.prototype.updateFramebuffer = function (framebuffer, mipLevel) { - var gl = this.gl; - var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; - // bind the color texture - var colorTextures = framebuffer.colorTextures; - var count = colorTextures.length; - if (!gl.drawBuffers) { - count = Math.min(count, 1); - } - if (fbo.multisample > 1 && this.canMultisampleFramebuffer(framebuffer)) { - fbo.msaaBuffer = fbo.msaaBuffer || gl.createRenderbuffer(); - gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer); - gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height); - gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, fbo.msaaBuffer); - } - else if (fbo.msaaBuffer) { - gl.deleteRenderbuffer(fbo.msaaBuffer); - fbo.msaaBuffer = null; - if (fbo.blitFramebuffer) { - fbo.blitFramebuffer.dispose(); - fbo.blitFramebuffer = null; - } - } - var activeTextures = []; - for (var i = 0; i < count; i++) { - var texture = colorTextures[i]; - var parentTexture = texture.parentTextureArray || texture; - this.renderer.texture.bind(parentTexture, 0); - if (i === 0 && fbo.msaaBuffer) { - continue; + AbstractBatchRenderer.prototype.drawBatches = function () { + var dcCount = this._dcIndex; + var _a = this.renderer, gl = _a.gl, stateSystem = _a.state; + var drawCalls = AbstractBatchRenderer._drawCallPool; + var curTexArray = null; + // Upload textures and do the draw calls + for (var i = 0; i < dcCount; i++) { + var _b = drawCalls[i], texArray = _b.texArray, type = _b.type, size = _b.size, start = _b.start, blend = _b.blend; + if (curTexArray !== texArray) { + curTexArray = texArray; + this.bindAndClearTexArray(texArray); } - gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, texture.target, parentTexture._glTextures[this.CONTEXT_UID].texture, mipLevel); - activeTextures.push(gl.COLOR_ATTACHMENT0 + i); + this.state.blendMode = blend; + stateSystem.set(this.state); + gl.drawElements(type, size, gl.UNSIGNED_SHORT, start * 2); } - if (activeTextures.length > 1) { - gl.drawBuffers(activeTextures); + }; + /** Renders the content _now_ and empties the current batch. */ + AbstractBatchRenderer.prototype.flush = function () { + if (this._vertexCount === 0) { + return; } - if (framebuffer.depthTexture) { - var writeDepthTexture = this.writeDepthTexture; - if (writeDepthTexture) { - var depthTexture = framebuffer.depthTexture; - this.renderer.texture.bind(depthTexture, 0); - gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._glTextures[this.CONTEXT_UID].texture, mipLevel); - } + this._attributeBuffer = this.getAttributeBuffer(this._vertexCount); + this._indexBuffer = this.getIndexBuffer(this._indexCount); + this._aIndex = 0; + this._iIndex = 0; + this._dcIndex = 0; + this.buildTexturesAndDrawCalls(); + this.updateGeometry(); + this.drawBatches(); + // reset elements buffer for the next flush + this._bufferSize = 0; + this._vertexCount = 0; + this._indexCount = 0; + }; + /** Starts a new sprite batch. */ + AbstractBatchRenderer.prototype.start = function () { + this.renderer.state.set(this.state); + this.renderer.texture.ensureSamplerType(this.MAX_TEXTURES); + this.renderer.shader.bind(this._shader); + if (settings.settings.CAN_UPLOAD_SAME_BUFFER) { + // bind buffer #0, we don't need others + this.renderer.geometry.bind(this._packedGeometries[this._flushId]); } - if ((framebuffer.stencil || framebuffer.depth) && !(framebuffer.depthTexture && this.writeDepthTexture)) { - fbo.stencil = fbo.stencil || gl.createRenderbuffer(); - gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil); - if (fbo.msaaBuffer) { - gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height); - } - else { - gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height); + }; + /** Stops and flushes the current batch. */ + AbstractBatchRenderer.prototype.stop = function () { + this.flush(); + }; + /** Destroys this `AbstractBatchRenderer`. It cannot be used again. */ + AbstractBatchRenderer.prototype.destroy = function () { + for (var i = 0; i < this._packedGeometryPoolSize; i++) { + if (this._packedGeometries[i]) { + this._packedGeometries[i].destroy(); } - gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, fbo.stencil); } - else if (fbo.stencil) { - gl.deleteRenderbuffer(fbo.stencil); - fbo.stencil = null; + this.renderer.off('prerender', this.onPrerender, this); + this._aBuffers = null; + this._iBuffers = null; + this._packedGeometries = null; + this._attributeBuffer = null; + this._indexBuffer = null; + if (this._shader) { + this._shader.destroy(); + this._shader = null; } + _super.prototype.destroy.call(this); }; /** - * Returns true if the frame buffer can be multisampled. - * @param framebuffer + * Fetches an attribute buffer from `this._aBuffers` that can hold atleast `size` floats. + * @param size - minimum capacity required + * @returns - buffer than can hold atleast `size` floats */ - FramebufferSystem.prototype.canMultisampleFramebuffer = function (framebuffer) { - return this.renderer.context.webGLVersion !== 1 - && framebuffer.colorTextures.length <= 1 && !framebuffer.depthTexture; + AbstractBatchRenderer.prototype.getAttributeBuffer = function (size) { + // 8 vertices is enough for 2 quads + var roundedP2 = utils.nextPow2(Math.ceil(size / 8)); + var roundedSizeIndex = utils.log2(roundedP2); + var roundedSize = roundedP2 * 8; + if (this._aBuffers.length <= roundedSizeIndex) { + this._iBuffers.length = roundedSizeIndex + 1; + } + var buffer = this._aBuffers[roundedSize]; + if (!buffer) { + this._aBuffers[roundedSize] = buffer = new ViewableBuffer(roundedSize * this.vertexSize * 4); + } + return buffer; }; /** - * Detects number of samples that is not more than a param but as close to it as possible - * @param samples - number of samples - * @returns - recommended number of samples + * Fetches an index buffer from `this._iBuffers` that can + * have at least `size` capacity. + * @param size - minimum required capacity + * @returns - buffer that can fit `size` indices. */ - FramebufferSystem.prototype.detectSamples = function (samples) { - var msaaSamples = this.msaaSamples; - var res = constants.MSAA_QUALITY.NONE; - if (samples <= 1 || msaaSamples === null) { - return res; - } - for (var i = 0; i < msaaSamples.length; i++) { - if (msaaSamples[i] <= samples) { - res = msaaSamples[i]; - break; - } + AbstractBatchRenderer.prototype.getIndexBuffer = function (size) { + // 12 indices is enough for 2 quads + var roundedP2 = utils.nextPow2(Math.ceil(size / 12)); + var roundedSizeIndex = utils.log2(roundedP2); + var roundedSize = roundedP2 * 12; + if (this._iBuffers.length <= roundedSizeIndex) { + this._iBuffers.length = roundedSizeIndex + 1; } - if (res === 1) { - res = constants.MSAA_QUALITY.NONE; + var buffer = this._iBuffers[roundedSizeIndex]; + if (!buffer) { + this._iBuffers[roundedSizeIndex] = buffer = new Uint16Array(roundedSize); } - return res; + return buffer; }; /** - * Only works with WebGL2 - * - * blits framebuffer to another of the same or bigger size - * after that target framebuffer is bound + * Takes the four batching parameters of `element`, interleaves + * and pushes them into the batching attribute/index buffers given. * - * Fails with WebGL warning if blits multisample framebuffer to different size - * @param framebuffer - by default it blits "into itself", from renderBuffer to texture. - * @param sourcePixels - source rectangle in pixels - * @param destPixels - dest rectangle in pixels, assumed to be the same as sourcePixels + * It uses these properties: `vertexData` `uvs`, `textureId` and + * `indicies`. It also uses the "tint" of the base-texture, if + * present. + * @param {PIXI.DisplayObject} element - element being rendered + * @param attributeBuffer - attribute buffer. + * @param indexBuffer - index buffer + * @param aIndex - number of floats already in the attribute buffer + * @param iIndex - number of indices already in `indexBuffer` */ - FramebufferSystem.prototype.blit = function (framebuffer, sourcePixels, destPixels) { - var _a = this, current = _a.current, renderer = _a.renderer, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; - if (renderer.context.webGLVersion !== 2) { - return; - } - if (!current) { - return; - } - var fbo = current.glFramebuffers[CONTEXT_UID]; - if (!fbo) { - return; - } - if (!framebuffer) { - if (!fbo.msaaBuffer) { - return; - } - var colorTexture = current.colorTextures[0]; - if (!colorTexture) { - return; - } - if (!fbo.blitFramebuffer) { - fbo.blitFramebuffer = new Framebuffer(current.width, current.height); - fbo.blitFramebuffer.addColorTexture(0, colorTexture); - } - framebuffer = fbo.blitFramebuffer; - if (framebuffer.colorTextures[0] !== colorTexture) { - framebuffer.colorTextures[0] = colorTexture; - framebuffer.dirtyId++; - framebuffer.dirtyFormat++; - } - if (framebuffer.width !== current.width || framebuffer.height !== current.height) { - framebuffer.width = current.width; - framebuffer.height = current.height; - framebuffer.dirtyId++; - framebuffer.dirtySize++; - } - } - if (!sourcePixels) { - sourcePixels = tempRectangle; - sourcePixels.width = current.width; - sourcePixels.height = current.height; - } - if (!destPixels) { - destPixels = sourcePixels; - } - var sameSize = sourcePixels.width === destPixels.width && sourcePixels.height === destPixels.height; - this.bind(framebuffer); - gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo.framebuffer); - gl.blitFramebuffer(sourcePixels.left, sourcePixels.top, sourcePixels.right, sourcePixels.bottom, destPixels.left, destPixels.top, destPixels.right, destPixels.bottom, gl.COLOR_BUFFER_BIT, sameSize ? gl.NEAREST : gl.LINEAR); - }; - /** - * Disposes framebuffer. - * @param framebuffer - framebuffer that has to be disposed of - * @param contextLost - If context was lost, we suppress all delete function calls - */ - FramebufferSystem.prototype.disposeFramebuffer = function (framebuffer, contextLost) { - var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; - var gl = this.gl; - if (!fbo) { - return; - } - delete framebuffer.glFramebuffers[this.CONTEXT_UID]; - var index = this.managedFramebuffers.indexOf(framebuffer); - if (index >= 0) { - this.managedFramebuffers.splice(index, 1); - } - framebuffer.disposeRunner.remove(this); - if (!contextLost) { - gl.deleteFramebuffer(fbo.framebuffer); - if (fbo.msaaBuffer) { - gl.deleteRenderbuffer(fbo.msaaBuffer); - } - if (fbo.stencil) { - gl.deleteRenderbuffer(fbo.stencil); - } + AbstractBatchRenderer.prototype.packInterleavedGeometry = function (element, attributeBuffer, indexBuffer, aIndex, iIndex) { + var uint32View = attributeBuffer.uint32View, float32View = attributeBuffer.float32View; + var packedVertices = aIndex / this.vertexSize; + var uvs = element.uvs; + var indicies = element.indices; + var vertexData = element.vertexData; + var textureId = element._texture.baseTexture._batchLocation; + var alpha = Math.min(element.worldAlpha, 1.0); + var argb = (alpha < 1.0 + && element._texture.baseTexture.alphaMode) + ? utils.premultiplyTint(element._tintRGB, alpha) + : element._tintRGB + (alpha * 255 << 24); + // lets not worry about tint! for now.. + for (var i = 0; i < vertexData.length; i += 2) { + float32View[aIndex++] = vertexData[i]; + float32View[aIndex++] = vertexData[i + 1]; + float32View[aIndex++] = uvs[i]; + float32View[aIndex++] = uvs[i + 1]; + uint32View[aIndex++] = argb; + float32View[aIndex++] = textureId; } - if (fbo.blitFramebuffer) { - fbo.blitFramebuffer.dispose(); + for (var i = 0; i < indicies.length; i++) { + indexBuffer[iIndex++] = packedVertices + indicies[i]; } }; /** - * Disposes all framebuffers, but not textures bound to them. - * @param [contextLost=false] - If context was lost, we suppress all delete function calls + * Pool of `BatchDrawCall` objects that `flush` used + * to create "batches" of the objects being rendered. + * + * These are never re-allocated again. + * Shared between all batch renderers because it can be only one "flush" working at the moment. + * @member {PIXI.BatchDrawCall[]} */ - FramebufferSystem.prototype.disposeAll = function (contextLost) { - var list = this.managedFramebuffers; - this.managedFramebuffers = []; - for (var i = 0; i < list.length; i++) { - this.disposeFramebuffer(list[i], contextLost); - } - }; + AbstractBatchRenderer._drawCallPool = []; /** - * Forcing creation of stencil buffer for current framebuffer, if it wasn't done before. - * Used by MaskSystem, when its time to use stencil mask for Graphics element. + * Pool of `BatchDrawCall` objects that `flush` used + * to create "batches" of the objects being rendered. * - * Its an alternative for public lazy `framebuffer.enableStencil`, in case we need stencil without rebind. - * @private + * These are never re-allocated again. + * Shared between all batch renderers because it can be only one "flush" working at the moment. + * @member {PIXI.BatchTextureArray[]} */ - FramebufferSystem.prototype.forceStencil = function () { - var framebuffer = this.current; - if (!framebuffer) { - return; - } - var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; - if (!fbo || fbo.stencil) { - return; - } - framebuffer.stencil = true; - var w = framebuffer.width; - var h = framebuffer.height; - var gl = this.gl; - var stencil = gl.createRenderbuffer(); - gl.bindRenderbuffer(gl.RENDERBUFFER, stencil); - if (fbo.msaaBuffer) { - gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, w, h); - } - else { - gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, w, h); - } - fbo.stencil = stencil; - gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencil); - }; - /** Resets framebuffer stored state, binds screen framebuffer. Should be called before renderTexture reset(). */ - FramebufferSystem.prototype.reset = function () { - this.current = this.unknownFramebuffer; - this.viewport = new math.Rectangle(); - }; - FramebufferSystem.prototype.destroy = function () { - this.renderer = null; - }; - return FramebufferSystem; -}()); + AbstractBatchRenderer._textureArrayPool = []; + return AbstractBatchRenderer; +}(ObjectRenderer)); -var byteSizeMap = { 5126: 4, 5123: 2, 5121: 1 }; /** - * System plugin to the renderer to manage geometry. + * Helper that generates batching multi-texture shader. Use it with your new BatchRenderer * @memberof PIXI */ -var GeometrySystem = /** @class */ (function () { - /** @param renderer - The renderer this System works for. */ - function GeometrySystem(renderer) { - this.renderer = renderer; - this._activeGeometry = null; - this._activeVao = null; - this.hasVao = true; - this.hasInstance = true; - this.canUseUInt32ElementIndex = false; - this.managedGeometries = {}; - } - /** Sets up the renderer context and necessary buffers. */ - GeometrySystem.prototype.contextChange = function () { - this.disposeAll(true); - var gl = this.gl = this.renderer.gl; - var context = this.renderer.context; - this.CONTEXT_UID = this.renderer.CONTEXT_UID; - // webgl2 - if (context.webGLVersion !== 2) { - // webgl 1! - var nativeVaoExtension_1 = this.renderer.context.extensions.vertexArrayObject; - if (settings.settings.PREFER_ENV === constants.ENV.WEBGL_LEGACY) { - nativeVaoExtension_1 = null; - } - if (nativeVaoExtension_1) { - gl.createVertexArray = function () { - return nativeVaoExtension_1.createVertexArrayOES(); - }; - gl.bindVertexArray = function (vao) { - return nativeVaoExtension_1.bindVertexArrayOES(vao); - }; - gl.deleteVertexArray = function (vao) { - return nativeVaoExtension_1.deleteVertexArrayOES(vao); - }; - } - else { - this.hasVao = false; - gl.createVertexArray = function () { - return null; - }; - gl.bindVertexArray = function () { - return null; - }; - gl.deleteVertexArray = function () { - return null; - }; - } - } - if (context.webGLVersion !== 2) { - var instanceExt_1 = gl.getExtension('ANGLE_instanced_arrays'); - if (instanceExt_1) { - gl.vertexAttribDivisor = function (a, b) { - return instanceExt_1.vertexAttribDivisorANGLE(a, b); - }; - gl.drawElementsInstanced = function (a, b, c, d, e) { - return instanceExt_1.drawElementsInstancedANGLE(a, b, c, d, e); - }; - gl.drawArraysInstanced = function (a, b, c, d) { - return instanceExt_1.drawArraysInstancedANGLE(a, b, c, d); - }; - } - else { - this.hasInstance = false; - } - } - this.canUseUInt32ElementIndex = context.webGLVersion === 2 || !!context.extensions.uint32ElementIndex; - }; +var BatchShaderGenerator = /** @class */ (function () { /** - * Binds geometry so that is can be drawn. Creating a Vao if required - * @param geometry - Instance of geometry to bind. - * @param shader - Instance of shader to use vao for. + * @param vertexSrc - Vertex shader + * @param fragTemplate - Fragment shader template */ - GeometrySystem.prototype.bind = function (geometry, shader) { - shader = shader || this.renderer.shader.shader; - var gl = this.gl; - // not sure the best way to address this.. - // currently different shaders require different VAOs for the same geometry - // Still mulling over the best way to solve this one.. - // will likely need to modify the shader attribute locations at run time! - var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID]; - var incRefCount = false; - if (!vaos) { - this.managedGeometries[geometry.id] = geometry; - geometry.disposeRunner.add(this); - geometry.glVertexArrayObjects[this.CONTEXT_UID] = vaos = {}; - incRefCount = true; - } - var vao = vaos[shader.program.id] || this.initGeometryVao(geometry, shader, incRefCount); - this._activeGeometry = geometry; - if (this._activeVao !== vao) { - this._activeVao = vao; - if (this.hasVao) { - gl.bindVertexArray(vao); - } - else { - this.activateVao(geometry, shader.program); - } + function BatchShaderGenerator(vertexSrc, fragTemplate) { + this.vertexSrc = vertexSrc; + this.fragTemplate = fragTemplate; + this.programCache = {}; + this.defaultGroupCache = {}; + if (fragTemplate.indexOf('%count%') < 0) { + throw new Error('Fragment template must contain "%count%".'); } - // TODO - optimise later! - // don't need to loop through if nothing changed! - // maybe look to add an 'autoupdate' to geometry? - this.updateBuffers(); - }; - /** Reset and unbind any active VAO and geometry. */ - GeometrySystem.prototype.reset = function () { - this.unbind(); - }; - /** Update buffers of the currently bound geometry. */ - GeometrySystem.prototype.updateBuffers = function () { - var geometry = this._activeGeometry; - var bufferSystem = this.renderer.buffer; - for (var i = 0; i < geometry.buffers.length; i++) { - var buffer = geometry.buffers[i]; - bufferSystem.update(buffer); + if (fragTemplate.indexOf('%forloop%') < 0) { + throw new Error('Fragment template must contain "%forloop%".'); } - }; - /** - * Check compatibility between a geometry and a program - * @param geometry - Geometry instance. - * @param program - Program instance. - */ - GeometrySystem.prototype.checkCompatibility = function (geometry, program) { - // geometry must have at least all the attributes that the shader requires. - var geometryAttributes = geometry.attributes; - var shaderAttributes = program.attributeData; - for (var j in shaderAttributes) { - if (!geometryAttributes[j]) { - throw new Error("shader and geometry incompatible, geometry missing the \"" + j + "\" attribute"); + } + BatchShaderGenerator.prototype.generateShader = function (maxTextures) { + if (!this.programCache[maxTextures]) { + var sampleValues = new Int32Array(maxTextures); + for (var i = 0; i < maxTextures; i++) { + sampleValues[i] = i; } + this.defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true); + var fragmentSrc = this.fragTemplate; + fragmentSrc = fragmentSrc.replace(/%count%/gi, "" + maxTextures); + fragmentSrc = fragmentSrc.replace(/%forloop%/gi, this.generateSampleSrc(maxTextures)); + this.programCache[maxTextures] = new Program(this.vertexSrc, fragmentSrc); } + var uniforms = { + tint: new Float32Array([1, 1, 1, 1]), + translationMatrix: new math.Matrix(), + default: this.defaultGroupCache[maxTextures], + }; + return new Shader(this.programCache[maxTextures], uniforms); }; - /** - * Takes a geometry and program and generates a unique signature for them. - * @param geometry - To get signature from. - * @param program - To test geometry against. - * @returns - Unique signature of the geometry and program - */ - GeometrySystem.prototype.getSignature = function (geometry, program) { - var attribs = geometry.attributes; - var shaderAttributes = program.attributeData; - var strings = ['g', geometry.id]; - for (var i in attribs) { - if (shaderAttributes[i]) { - strings.push(i, shaderAttributes[i].location); + BatchShaderGenerator.prototype.generateSampleSrc = function (maxTextures) { + var src = ''; + src += '\n'; + src += '\n'; + for (var i = 0; i < maxTextures; i++) { + if (i > 0) { + src += '\nelse '; } + if (i < maxTextures - 1) { + src += "if(vTextureId < " + i + ".5)"; + } + src += '\n{'; + src += "\n\tcolor = texture2D(uSamplers[" + i + "], vTextureCoord);"; + src += '\n}'; } - return strings.join('-'); + src += '\n'; + src += '\n'; + return src; }; + return BatchShaderGenerator; +}()); + +/** + * Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects). + * @memberof PIXI + */ +var BatchGeometry = /** @class */ (function (_super) { + __extends(BatchGeometry, _super); /** - * Creates or gets Vao with the same structure as the geometry and stores it on the geometry. - * If vao is created, it is bound automatically. We use a shader to infer what and how to set up the - * attribute locations. - * @param geometry - Instance of geometry to to generate Vao for. - * @param shader - Instance of the shader. - * @param incRefCount - Increment refCount of all geometry buffers. + * @param {boolean} [_static=false] - Optimization flag, where `false` + * is updated every frame, `true` doesn't change frame-to-frame. */ - GeometrySystem.prototype.initGeometryVao = function (geometry, shader, incRefCount) { - if (incRefCount === void 0) { incRefCount = true; } - var gl = this.gl; - var CONTEXT_UID = this.CONTEXT_UID; - var bufferSystem = this.renderer.buffer; - var program = shader.program; - if (!program.glPrograms[CONTEXT_UID]) { - this.renderer.shader.generateProgram(shader); - } - this.checkCompatibility(geometry, program); - var signature = this.getSignature(geometry, program); - var vaoObjectHash = geometry.glVertexArrayObjects[this.CONTEXT_UID]; - var vao = vaoObjectHash[signature]; - if (vao) { - // this will give us easy access to the vao - vaoObjectHash[program.id] = vao; - return vao; - } - var buffers = geometry.buffers; - var attributes = geometry.attributes; - var tempStride = {}; - var tempStart = {}; - for (var j in buffers) { - tempStride[j] = 0; - tempStart[j] = 0; - } - for (var j in attributes) { - if (!attributes[j].size && program.attributeData[j]) { - attributes[j].size = program.attributeData[j].size; - } - else if (!attributes[j].size) { - console.warn("PIXI Geometry attribute '" + j + "' size cannot be determined (likely the bound shader does not have the attribute)"); // eslint-disable-line - } - tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap[attributes[j].type]; - } - for (var j in attributes) { - var attribute = attributes[j]; - var attribSize = attribute.size; - if (attribute.stride === undefined) { - if (tempStride[attribute.buffer] === attribSize * byteSizeMap[attribute.type]) { - attribute.stride = 0; - } - else { - attribute.stride = tempStride[attribute.buffer]; - } - } - if (attribute.start === undefined) { - attribute.start = tempStart[attribute.buffer]; - tempStart[attribute.buffer] += attribSize * byteSizeMap[attribute.type]; - } - } - vao = gl.createVertexArray(); - gl.bindVertexArray(vao); - // first update - and create the buffers! - // only create a gl buffer if it actually gets - for (var i = 0; i < buffers.length; i++) { - var buffer = buffers[i]; - bufferSystem.bind(buffer); - if (incRefCount) { - buffer._glBuffers[CONTEXT_UID].refCount++; - } - } - // TODO - maybe make this a data object? - // lets wait to see if we need to first! - this.activateVao(geometry, program); - this._activeVao = vao; - // add it to the cache! - vaoObjectHash[program.id] = vao; - vaoObjectHash[signature] = vao; - return vao; - }; + function BatchGeometry(_static) { + if (_static === void 0) { _static = false; } + var _this = _super.call(this) || this; + _this._buffer = new Buffer(null, _static, false); + _this._indexBuffer = new Buffer(null, _static, true); + _this.addAttribute('aVertexPosition', _this._buffer, 2, false, constants.TYPES.FLOAT) + .addAttribute('aTextureCoord', _this._buffer, 2, false, constants.TYPES.FLOAT) + .addAttribute('aColor', _this._buffer, 4, true, constants.TYPES.UNSIGNED_BYTE) + .addAttribute('aTextureId', _this._buffer, 1, true, constants.TYPES.FLOAT) + .addIndex(_this._indexBuffer); + return _this; + } + return BatchGeometry; +}(Geometry)); + +var defaultVertex = "precision highp float;\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\nattribute float aTextureId;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform vec4 tint;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vTextureId = aTextureId;\n vColor = aColor * tint;\n}\n"; + +var defaultFragment = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\nuniform sampler2D uSamplers[%count%];\n\nvoid main(void){\n vec4 color;\n %forloop%\n gl_FragColor = color * vColor;\n}\n"; + +/** @memberof PIXI */ +var BatchPluginFactory = /** @class */ (function () { + function BatchPluginFactory() { + } /** - * Disposes geometry. - * @param geometry - Geometry with buffers. Only VAO will be disposed - * @param [contextLost=false] - If context was lost, we suppress deleteVertexArray + * Create a new BatchRenderer plugin for Renderer. this convenience can provide an easy way + * to extend BatchRenderer with all the necessary pieces. + * @example + * const fragment = ` + * varying vec2 vTextureCoord; + * varying vec4 vColor; + * varying float vTextureId; + * uniform sampler2D uSamplers[%count%]; + * + * void main(void){ + * vec4 color; + * %forloop% + * gl_FragColor = vColor * vec4(color.a - color.rgb, color.a); + * } + * `; + * const InvertBatchRenderer = PIXI.BatchPluginFactory.create({ fragment }); + * PIXI.extensions.add({ + * name: 'invert', + * ref: InvertBatchRenderer, + * type: PIXI.ExtensionType.RendererPlugin, + * }); + * const sprite = new PIXI.Sprite(); + * sprite.pluginName = 'invert'; + * @param {object} [options] + * @param {string} [options.vertex=PIXI.BatchPluginFactory.defaultVertexSrc] - Vertex shader source + * @param {string} [options.fragment=PIXI.BatchPluginFactory.defaultFragmentTemplate] - Fragment shader template + * @param {number} [options.vertexSize=6] - Vertex size + * @param {object} [options.geometryClass=PIXI.BatchGeometry] + * @returns {*} New batch renderer plugin */ - GeometrySystem.prototype.disposeGeometry = function (geometry, contextLost) { - var _a; - if (!this.managedGeometries[geometry.id]) { - return; - } - delete this.managedGeometries[geometry.id]; - var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID]; - var gl = this.gl; - var buffers = geometry.buffers; - var bufferSystem = (_a = this.renderer) === null || _a === void 0 ? void 0 : _a.buffer; - geometry.disposeRunner.remove(this); - if (!vaos) { - return; - } - // bufferSystem may have already been destroyed.. - // if this is the case, there is no need to destroy the geometry buffers... - // they already have been! - if (bufferSystem) { - for (var i = 0; i < buffers.length; i++) { - var buf = buffers[i]._glBuffers[this.CONTEXT_UID]; - // my be null as context may have changed right before the dispose is called - if (buf) { - buf.refCount--; - if (buf.refCount === 0 && !contextLost) { - bufferSystem.dispose(buffers[i], contextLost); - } - } + BatchPluginFactory.create = function (options) { + var _a = Object.assign({ + vertex: defaultVertex, + fragment: defaultFragment, + geometryClass: BatchGeometry, + vertexSize: 6, + }, options), vertex = _a.vertex, fragment = _a.fragment, vertexSize = _a.vertexSize, geometryClass = _a.geometryClass; + return /** @class */ (function (_super) { + __extends(BatchPlugin, _super); + function BatchPlugin(renderer) { + var _this = _super.call(this, renderer) || this; + _this.shaderGenerator = new BatchShaderGenerator(vertex, fragment); + _this.geometryClass = geometryClass; + _this.vertexSize = vertexSize; + return _this; } - } - if (!contextLost) { - for (var vaoId in vaos) { - // delete only signatures, everything else are copies - if (vaoId[0] === 'g') { - var vao = vaos[vaoId]; - if (this._activeVao === vao) { - this.unbind(); - } - gl.deleteVertexArray(vao); - } - } - } - delete geometry.glVertexArrayObjects[this.CONTEXT_UID]; - }; - /** - * Dispose all WebGL resources of all managed geometries. - * @param [contextLost=false] - If context was lost, we suppress `gl.delete` calls - */ - GeometrySystem.prototype.disposeAll = function (contextLost) { - var all = Object.keys(this.managedGeometries); - for (var i = 0; i < all.length; i++) { - this.disposeGeometry(this.managedGeometries[all[i]], contextLost); - } - }; - /** - * Activate vertex array object. - * @param geometry - Geometry instance. - * @param program - Shader program instance. - */ - GeometrySystem.prototype.activateVao = function (geometry, program) { - var gl = this.gl; - var CONTEXT_UID = this.CONTEXT_UID; - var bufferSystem = this.renderer.buffer; - var buffers = geometry.buffers; - var attributes = geometry.attributes; - if (geometry.indexBuffer) { - // first update the index buffer if we have one.. - bufferSystem.bind(geometry.indexBuffer); - } - var lastBuffer = null; - // add a new one! - for (var j in attributes) { - var attribute = attributes[j]; - var buffer = buffers[attribute.buffer]; - var glBuffer = buffer._glBuffers[CONTEXT_UID]; - if (program.attributeData[j]) { - if (lastBuffer !== glBuffer) { - bufferSystem.bind(buffer); - lastBuffer = glBuffer; - } - var location = program.attributeData[j].location; - // TODO introduce state again - // we can optimise this for older devices that have no VAOs - gl.enableVertexAttribArray(location); - gl.vertexAttribPointer(location, attribute.size, attribute.type || gl.FLOAT, attribute.normalized, attribute.stride, attribute.start); - if (attribute.instance) { - // TODO calculate instance count based of this... - if (this.hasInstance) { - gl.vertexAttribDivisor(location, 1); - } - else { - throw new Error('geometry error, GPU Instancing is not supported on this device'); - } - } - } - } - }; - /** - * Draws the currently bound geometry. - * @param type - The type primitive to render. - * @param size - The number of elements to be rendered. If not specified, all vertices after the - * starting vertex will be drawn. - * @param start - The starting vertex in the geometry to start drawing from. If not specified, - * drawing will start from the first vertex. - * @param instanceCount - The number of instances of the set of elements to execute. If not specified, - * all instances will be drawn. - */ - GeometrySystem.prototype.draw = function (type, size, start, instanceCount) { - var gl = this.gl; - var geometry = this._activeGeometry; - // TODO.. this should not change so maybe cache the function? - if (geometry.indexBuffer) { - var byteSize = geometry.indexBuffer.data.BYTES_PER_ELEMENT; - var glType = byteSize === 2 ? gl.UNSIGNED_SHORT : gl.UNSIGNED_INT; - if (byteSize === 2 || (byteSize === 4 && this.canUseUInt32ElementIndex)) { - if (geometry.instanced) { - /* eslint-disable max-len */ - gl.drawElementsInstanced(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize, instanceCount || 1); - /* eslint-enable max-len */ - } - else { - /* eslint-disable max-len */ - gl.drawElements(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize); - /* eslint-enable max-len */ - } - } - else { - console.warn('unsupported index buffer type: uint32'); - } - } - else if (geometry.instanced) { - // TODO need a better way to calculate size.. - gl.drawArraysInstanced(type, start, size || geometry.getSize(), instanceCount || 1); - } - else { - gl.drawArrays(type, start, size || geometry.getSize()); - } - return this; - }; - /** Unbind/reset everything. */ - GeometrySystem.prototype.unbind = function () { - this.gl.bindVertexArray(null); - this._activeVao = null; - this._activeGeometry = null; - }; - GeometrySystem.prototype.destroy = function () { - this.renderer = null; + return BatchPlugin; + }(AbstractBatchRenderer)); }; - return GeometrySystem; -}()); - -/** - * Component for masked elements. - * - * Holds mask mode and temporary data about current mask. - * @memberof PIXI - */ -var MaskData = /** @class */ (function () { - /** - * Create MaskData - * @param {PIXI.DisplayObject} [maskObject=null] - object that describes the mask - */ - function MaskData(maskObject) { - if (maskObject === void 0) { maskObject = null; } - this.type = constants.MASK_TYPES.NONE; - this.autoDetect = true; - this.maskObject = maskObject || null; - this.pooled = false; - this.isMaskData = true; - this.resolution = null; - this.multisample = settings.settings.FILTER_MULTISAMPLE; - this.enabled = true; - this.colorMask = 0xf; - this._filters = null; - this._stencilCounter = 0; - this._scissorCounter = 0; - this._scissorRect = null; - this._scissorRectLocal = null; - this._colorMask = 0xf; - this._target = null; - } - Object.defineProperty(MaskData.prototype, "filter", { + Object.defineProperty(BatchPluginFactory, "defaultVertexSrc", { /** - * The sprite mask filter. - * If set to `null`, the default sprite mask filter is used. - * @default null + * The default vertex shader source + * @readonly */ get: function () { - return this._filters ? this._filters[0] : null; + return defaultVertex; }, - set: function (value) { - if (value) { - if (this._filters) { - this._filters[0] = value; - } - else { - this._filters = [value]; - } - } - else { - this._filters = null; - } + enumerable: false, + configurable: true + }); + Object.defineProperty(BatchPluginFactory, "defaultFragmentTemplate", { + /** + * The default fragment shader source + * @readonly + */ + get: function () { + return defaultFragment; }, enumerable: false, configurable: true }); - /** Resets the mask data after popMask(). */ - MaskData.prototype.reset = function () { - if (this.pooled) { - this.maskObject = null; - this.type = constants.MASK_TYPES.NONE; - this.autoDetect = true; - } - this._target = null; - this._scissorRectLocal = null; - }; - /** - * Copies counters from maskData above, called from pushMask(). - * @param maskAbove - */ - MaskData.prototype.copyCountersOrReset = function (maskAbove) { - if (maskAbove) { - this._stencilCounter = maskAbove._stencilCounter; - this._scissorCounter = maskAbove._scissorCounter; - this._scissorRect = maskAbove._scissorRect; - } - else { - this._stencilCounter = 0; - this._scissorCounter = 0; - this._scissorRect = null; - } - }; - return MaskData; + return BatchPluginFactory; }()); +// Setup the default BatchRenderer plugin, this is what +// we'll actually export at the root level +var BatchRenderer = BatchPluginFactory.create(); +Object.assign(BatchRenderer, { + extension: { + name: 'batch', + type: extensions.ExtensionType.RendererPlugin, + }, +}); /** - * @private - * @param {WebGLRenderingContext} gl - The current WebGL context {WebGLProgram} - * @param {number} type - the type, can be either VERTEX_SHADER or FRAGMENT_SHADER - * @param {string} src - The vertex shader source as an array of strings. - * @returns {WebGLShader} the shader + * @memberof PIXI + * @namespace resources + * @see PIXI + * @deprecated since 6.0.0 */ -function compileShader(gl, type, src) { - var shader = gl.createShader(type); - gl.shaderSource(shader, src); - gl.compileShader(shader); - return shader; +var resources = {}; +var _loop_1 = function (name) { + Object.defineProperty(resources, name, { + get: function () { + utils.deprecation('6.0.0', "PIXI.systems." + name + " has moved to PIXI." + name); + return _resources[name]; + }, + }); +}; +for (var name in _resources) { + _loop_1(name); } - /** - * will log a shader error highlighting the lines with the error - * also will add numbers along the side. - * @param gl - the WebGLContext - * @param shader - the shader to log errors for + * @memberof PIXI + * @namespace systems + * @see PIXI + * @deprecated since 6.0.0 */ -function logPrettyShaderError(gl, shader) { - var shaderSrc = gl.getShaderSource(shader) - .split('\n') - .map(function (line, index) { return index + ": " + line; }); - var shaderLog = gl.getShaderInfoLog(shader); - var splitShader = shaderLog.split('\n'); - var dedupe = {}; - var lineNumbers = splitShader.map(function (line) { return parseFloat(line.replace(/^ERROR\: 0\:([\d]+)\:.*$/, '$1')); }) - .filter(function (n) { - if (n && !dedupe[n]) { - dedupe[n] = true; - return true; - } - return false; - }); - var logArgs = ['']; - lineNumbers.forEach(function (number) { - shaderSrc[number - 1] = "%c" + shaderSrc[number - 1] + "%c"; - logArgs.push('background: #FF0000; color:#FFFFFF; font-size: 10px', 'font-size: 10px'); +var systems = {}; +var _loop_2 = function (name) { + Object.defineProperty(systems, name, { + get: function () { + utils.deprecation('6.0.0', "PIXI.resources." + name + " has moved to PIXI." + name); + return _systems[name]; + }, }); - var fragmentSourceToLog = shaderSrc - .join('\n'); - logArgs[0] = fragmentSourceToLog; - console.error(shaderLog); - // eslint-disable-next-line no-console - console.groupCollapsed('click to view full shader code'); - console.warn.apply(console, logArgs); - // eslint-disable-next-line no-console - console.groupEnd(); +}; +for (var name in _systems) { + _loop_2(name); } + +/** + * @namespace PIXI + */ /** + * String of the current PIXI version. + * @memberof PIXI + */ +var VERSION = '6.5.8'; + +exports.AbstractBatchRenderer = AbstractBatchRenderer; +exports.AbstractMultiResource = AbstractMultiResource; +exports.AbstractRenderer = AbstractRenderer; +exports.ArrayResource = ArrayResource; +exports.Attribute = Attribute; +exports.BaseImageResource = BaseImageResource; +exports.BaseRenderTexture = BaseRenderTexture; +exports.BaseTexture = BaseTexture; +exports.BatchDrawCall = BatchDrawCall; +exports.BatchGeometry = BatchGeometry; +exports.BatchPluginFactory = BatchPluginFactory; +exports.BatchRenderer = BatchRenderer; +exports.BatchShaderGenerator = BatchShaderGenerator; +exports.BatchSystem = BatchSystem; +exports.BatchTextureArray = BatchTextureArray; +exports.Buffer = Buffer; +exports.BufferResource = BufferResource; +exports.CanvasResource = CanvasResource; +exports.ContextSystem = ContextSystem; +exports.CubeResource = CubeResource; +exports.Filter = Filter; +exports.FilterState = FilterState; +exports.FilterSystem = FilterSystem; +exports.Framebuffer = Framebuffer; +exports.FramebufferSystem = FramebufferSystem; +exports.GLFramebuffer = GLFramebuffer; +exports.GLProgram = GLProgram; +exports.GLTexture = GLTexture; +exports.Geometry = Geometry; +exports.GeometrySystem = GeometrySystem; +exports.IGLUniformData = IGLUniformData; +exports.INSTALLED = INSTALLED; +exports.ImageBitmapResource = ImageBitmapResource; +exports.ImageResource = ImageResource; +exports.MaskData = MaskData; +exports.MaskSystem = MaskSystem; +exports.ObjectRenderer = ObjectRenderer; +exports.Program = Program; +exports.ProjectionSystem = ProjectionSystem; +exports.Quad = Quad; +exports.QuadUv = QuadUv; +exports.RenderTexture = RenderTexture; +exports.RenderTexturePool = RenderTexturePool; +exports.RenderTextureSystem = RenderTextureSystem; +exports.Renderer = Renderer; +exports.Resource = Resource; +exports.SVGResource = SVGResource; +exports.ScissorSystem = ScissorSystem; +exports.Shader = Shader; +exports.ShaderSystem = ShaderSystem; +exports.SpriteMaskFilter = SpriteMaskFilter; +exports.State = State; +exports.StateSystem = StateSystem; +exports.StencilSystem = StencilSystem; +exports.System = System; +exports.Texture = Texture; +exports.TextureGCSystem = TextureGCSystem; +exports.TextureMatrix = TextureMatrix; +exports.TextureSystem = TextureSystem; +exports.TextureUvs = TextureUvs; +exports.UniformGroup = UniformGroup; +exports.VERSION = VERSION; +exports.VideoResource = VideoResource; +exports.ViewableBuffer = ViewableBuffer; +exports.autoDetectRenderer = autoDetectRenderer; +exports.autoDetectResource = autoDetectResource; +exports.checkMaxIfStatementsInShader = checkMaxIfStatementsInShader; +exports.createUBOElements = createUBOElements; +exports.defaultFilterVertex = defaultFilterVertex; +exports.defaultVertex = defaultVertex$1; +exports.generateProgram = generateProgram; +exports.generateUniformBufferSync = generateUniformBufferSync; +exports.getTestContext = getTestContext; +exports.getUBOData = getUBOData; +exports.resources = resources; +exports.systems = systems; +exports.uniformParsers = uniformParsers; +Object.keys(extensions).forEach(function (k) { + if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { + enumerable: true, + get: function () { return extensions[k]; } + }); +}); + + +},{"@pixi/constants":6,"@pixi/extensions":9,"@pixi/math":20,"@pixi/runner":29,"@pixi/settings":30,"@pixi/ticker":37,"@pixi/utils":38}],8:[function(require,module,exports){ +/*! + * @pixi/display - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * logs out any program errors - * @param gl - The current WebGL context - * @param program - the WebGL program to display errors for - * @param vertexShader - the fragment WebGL shader program - * @param fragmentShader - the vertex WebGL shader program + * @pixi/display is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license */ -function logProgramError(gl, program, vertexShader, fragmentShader) { - // if linking fails, then log and cleanup - if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { - if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) { - logPrettyShaderError(gl, vertexShader); - } - if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) { - logPrettyShaderError(gl, fragmentShader); - } - console.error('PixiJS Error: Could not initialize shader.'); - // if there is a program info log, log it - if (gl.getProgramInfoLog(program) !== '') { - console.warn('PixiJS Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program)); - } - } -} +'use strict'; + +Object.defineProperty(exports, '__esModule', { value: true }); + +var settings = require('@pixi/settings'); +var math = require('@pixi/math'); +var utils = require('@pixi/utils'); +var constants = require('@pixi/constants'); -function booleanArray(size) { - var array = new Array(size); - for (var i = 0; i < array.length; i++) { - array[i] = false; - } - return array; -} /** - * @method defaultValue - * @memberof PIXI.glCore.shader - * @param {string} type - Type of value - * @param {number} size - * @private + * Sets the default value for the container property 'sortableChildren'. + * If set to true, the container will sort its children by zIndex value + * when updateTransform() is called, or manually if sortChildren() is called. + * + * This actually changes the order of elements in the array, so should be treated + * as a basic solution that is not performant compared to other solutions, + * such as @link https://github.com/pixijs/pixi-display + * + * Also be aware of that this may not work nicely with the addChildAt() function, + * as the zIndex sorting may cause the child to automatically sorted to another position. + * @static + * @constant + * @name SORTABLE_CHILDREN + * @memberof PIXI.settings + * @type {boolean} + * @default false */ -function defaultValue(type, size) { - switch (type) { - case 'float': - return 0; - case 'vec2': - return new Float32Array(2 * size); - case 'vec3': - return new Float32Array(3 * size); - case 'vec4': - return new Float32Array(4 * size); - case 'int': - case 'uint': - case 'sampler2D': - case 'sampler2DArray': - return 0; - case 'ivec2': - return new Int32Array(2 * size); - case 'ivec3': - return new Int32Array(3 * size); - case 'ivec4': - return new Int32Array(4 * size); - case 'uvec2': - return new Uint32Array(2 * size); - case 'uvec3': - return new Uint32Array(3 * size); - case 'uvec4': - return new Uint32Array(4 * size); - case 'bool': - return false; - case 'bvec2': - return booleanArray(2 * size); - case 'bvec3': - return booleanArray(3 * size); - case 'bvec4': - return booleanArray(4 * size); - case 'mat2': - return new Float32Array([1, 0, - 0, 1]); - case 'mat3': - return new Float32Array([1, 0, 0, - 0, 1, 0, - 0, 0, 1]); - case 'mat4': - return new Float32Array([1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1]); - } - return null; -} +settings.settings.SORTABLE_CHILDREN = false; -var unknownContext = {}; -var context = unknownContext; /** - * returns a little WebGL context to use for program inspection. - * @static - * @private - * @returns {WebGLRenderingContext} a gl context to test with + * 'Builder' pattern for bounds rectangles. + * + * This could be called an Axis-Aligned Bounding Box. + * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems. + * @memberof PIXI */ -function getTestContext() { - if (context === unknownContext || (context && context.isContextLost())) { - var canvas = settings.settings.ADAPTER.createCanvas(); - var gl = void 0; - if (settings.settings.PREFER_ENV >= constants.ENV.WEBGL2) { - gl = canvas.getContext('webgl2', {}); - } - if (!gl) { - gl = (canvas.getContext('webgl', {}) - || canvas.getContext('experimental-webgl', {})); - if (!gl) { - // fail, not able to get a context - gl = null; - } - else { - // for shader testing.. - gl.getExtension('WEBGL_draw_buffers'); - } - } - context = gl; - } - return context; -} - -var maxFragmentPrecision; -function getMaxFragmentPrecision() { - if (!maxFragmentPrecision) { - maxFragmentPrecision = constants.PRECISION.MEDIUM; - var gl = getTestContext(); - if (gl) { - if (gl.getShaderPrecisionFormat) { - var shaderFragment = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT); - maxFragmentPrecision = shaderFragment.precision ? constants.PRECISION.HIGH : constants.PRECISION.MEDIUM; - } - } - } - return maxFragmentPrecision; -} - -/** - * Sets the float precision on the shader, ensuring the device supports the request precision. - * If the precision is already present, it just ensures that the device is able to handle it. - * @private - * @param {string} src - The shader source - * @param {PIXI.PRECISION} requestedPrecision - The request float precision of the shader. - * @param {PIXI.PRECISION} maxSupportedPrecision - The maximum precision the shader supports. - * @returns {string} modified shader source - */ -function setPrecision(src, requestedPrecision, maxSupportedPrecision) { - if (src.substring(0, 9) !== 'precision') { - // no precision supplied, so PixiJS will add the requested level. - var precision = requestedPrecision; - // If highp is requested but not supported, downgrade precision to a level all devices support. - if (requestedPrecision === constants.PRECISION.HIGH && maxSupportedPrecision !== constants.PRECISION.HIGH) { - precision = constants.PRECISION.MEDIUM; - } - return "precision " + precision + " float;\n" + src; - } - else if (maxSupportedPrecision !== constants.PRECISION.HIGH && src.substring(0, 15) === 'precision highp') { - // precision was supplied, but at a level this device does not support, so downgrading to mediump. - return src.replace('precision highp', 'precision mediump'); - } - return src; -} - -var GLSL_TO_SIZE = { - float: 1, - vec2: 2, - vec3: 3, - vec4: 4, - int: 1, - ivec2: 2, - ivec3: 3, - ivec4: 4, - uint: 1, - uvec2: 2, - uvec3: 3, - uvec4: 4, - bool: 1, - bvec2: 2, - bvec3: 3, - bvec4: 4, - mat2: 4, - mat3: 9, - mat4: 16, - sampler2D: 1, -}; -/** - * @private - * @method mapSize - * @memberof PIXI.glCore.shader - * @param {string} type - */ -function mapSize(type) { - return GLSL_TO_SIZE[type]; -} - -var GL_TABLE = null; -var GL_TO_GLSL_TYPES = { - FLOAT: 'float', - FLOAT_VEC2: 'vec2', - FLOAT_VEC3: 'vec3', - FLOAT_VEC4: 'vec4', - INT: 'int', - INT_VEC2: 'ivec2', - INT_VEC3: 'ivec3', - INT_VEC4: 'ivec4', - UNSIGNED_INT: 'uint', - UNSIGNED_INT_VEC2: 'uvec2', - UNSIGNED_INT_VEC3: 'uvec3', - UNSIGNED_INT_VEC4: 'uvec4', - BOOL: 'bool', - BOOL_VEC2: 'bvec2', - BOOL_VEC3: 'bvec3', - BOOL_VEC4: 'bvec4', - FLOAT_MAT2: 'mat2', - FLOAT_MAT3: 'mat3', - FLOAT_MAT4: 'mat4', - SAMPLER_2D: 'sampler2D', - INT_SAMPLER_2D: 'sampler2D', - UNSIGNED_INT_SAMPLER_2D: 'sampler2D', - SAMPLER_CUBE: 'samplerCube', - INT_SAMPLER_CUBE: 'samplerCube', - UNSIGNED_INT_SAMPLER_CUBE: 'samplerCube', - SAMPLER_2D_ARRAY: 'sampler2DArray', - INT_SAMPLER_2D_ARRAY: 'sampler2DArray', - UNSIGNED_INT_SAMPLER_2D_ARRAY: 'sampler2DArray', -}; -// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types -function mapType(gl, type) { - if (!GL_TABLE) { - var typeNames = Object.keys(GL_TO_GLSL_TYPES); - GL_TABLE = {}; - for (var i = 0; i < typeNames.length; ++i) { - var tn = typeNames[i]; - GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn]; - } - } - return GL_TABLE[type]; -} - -/* eslint-disable @typescript-eslint/explicit-module-boundary-types */ -// Parsers, each one of these will take a look at the type of shader property and uniform. -// if they pass the test function then the code function is called that returns a the shader upload code for that uniform. -// Shader upload code is automagically generated with these parsers. -// If no parser is valid then the default upload functions are used. -// exposing Parsers means that custom upload logic can be added to pixi's shaders. -// A good example would be a pixi rectangle can be directly set on a uniform. -// If the shader sees it it knows how to upload the rectangle structure as a vec4 -// format is as follows: -// -// { -// test: (data, uniform) => {} <--- test is this code should be used for this uniform -// code: (name, uniform) => {} <--- returns the string of the piece of code that uploads the uniform -// codeUbo: (name, uniform) => {} <--- returns the string of the piece of code that uploads the -// uniform to a uniform buffer -// } -var uniformParsers = [ - // a float cache layer - { - test: function (data) { - return data.type === 'float' && data.size === 1; - }, - code: function (name) { - return "\n if(uv[\"" + name + "\"] !== ud[\"" + name + "\"].value)\n {\n ud[\"" + name + "\"].value = uv[\"" + name + "\"]\n gl.uniform1f(ud[\"" + name + "\"].location, uv[\"" + name + "\"])\n }\n "; - }, - }, - // handling samplers - { - test: function (data) { - // eslint-disable-next-line max-len - return (data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray; - }, - code: function (name) { return "t = syncData.textureCount++;\n\n renderer.texture.bind(uv[\"" + name + "\"], t);\n\n if(ud[\"" + name + "\"].value !== t)\n {\n ud[\"" + name + "\"].value = t;\n gl.uniform1i(ud[\"" + name + "\"].location, t);\n; // eslint-disable-line max-len\n }"; }, - }, - // uploading pixi matrix object to mat3 - { - test: function (data, uniform) { - return data.type === 'mat3' && data.size === 1 && uniform.a !== undefined; - }, - code: function (name) { - // TODO and some smart caching dirty ids here! - return "\n gl.uniformMatrix3fv(ud[\"" + name + "\"].location, false, uv[\"" + name + "\"].toArray(true));\n "; - }, - codeUbo: function (name) { - return "\n var " + name + "_matrix = uv." + name + ".toArray(true);\n\n data[offset] = " + name + "_matrix[0];\n data[offset+1] = " + name + "_matrix[1];\n data[offset+2] = " + name + "_matrix[2];\n \n data[offset + 4] = " + name + "_matrix[3];\n data[offset + 5] = " + name + "_matrix[4];\n data[offset + 6] = " + name + "_matrix[5];\n \n data[offset + 8] = " + name + "_matrix[6];\n data[offset + 9] = " + name + "_matrix[7];\n data[offset + 10] = " + name + "_matrix[8];\n "; - }, - }, - // uploading a pixi point as a vec2 with caching layer - { - test: function (data, uniform) { - return data.type === 'vec2' && data.size === 1 && uniform.x !== undefined; - }, - code: function (name) { - return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n gl.uniform2f(ud[\"" + name + "\"].location, v.x, v.y);\n }"; - }, - codeUbo: function (name) { - return "\n v = uv." + name + ";\n\n data[offset] = v.x;\n data[offset+1] = v.y;\n "; - } - }, - // caching layer for a vec2 - { - test: function (data) { - return data.type === 'vec2' && data.size === 1; - }, - code: function (name) { - return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n gl.uniform2f(ud[\"" + name + "\"].location, v[0], v[1]);\n }\n "; - }, - }, - // upload a pixi rectangle as a vec4 with caching layer - { - test: function (data, uniform) { - return data.type === 'vec4' && data.size === 1 && uniform.width !== undefined; - }, - code: function (name) { - return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n cv[2] = v.width;\n cv[3] = v.height;\n gl.uniform4f(ud[\"" + name + "\"].location, v.x, v.y, v.width, v.height)\n }"; - }, - codeUbo: function (name) { - return "\n v = uv." + name + ";\n\n data[offset] = v.x;\n data[offset+1] = v.y;\n data[offset+2] = v.width;\n data[offset+3] = v.height;\n "; - } - }, - // a caching layer for vec4 uploading - { - test: function (data) { - return data.type === 'vec4' && data.size === 1; - }, - code: function (name) { - return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4f(ud[\"" + name + "\"].location, v[0], v[1], v[2], v[3])\n }"; - }, - } ]; - -// cu = Cached value's uniform data field -// cv = Cached value -// v = value to upload -// ud = uniformData -// uv = uniformValue -// l = location -var GLSL_TO_SINGLE_SETTERS_CACHED = { - float: "\n if (cv !== v)\n {\n cu.value = v;\n gl.uniform1f(location, v);\n }", - vec2: "\n if (cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2f(location, v[0], v[1])\n }", - vec3: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3f(location, v[0], v[1], v[2])\n }", - vec4: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4f(location, v[0], v[1], v[2], v[3]);\n }", - int: "\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1i(location, v);\n }", - ivec2: "\n if (cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2i(location, v[0], v[1]);\n }", - ivec3: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3i(location, v[0], v[1], v[2]);\n }", - ivec4: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\n }", - uint: "\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1ui(location, v);\n }", - uvec2: "\n if (cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2ui(location, v[0], v[1]);\n }", - uvec3: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3ui(location, v[0], v[1], v[2]);\n }", - uvec4: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4ui(location, v[0], v[1], v[2], v[3]);\n }", - bool: "\n if (cv !== v)\n {\n cu.value = v;\n gl.uniform1i(location, v);\n }", - bvec2: "\n if (cv[0] != v[0] || cv[1] != v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2i(location, v[0], v[1]);\n }", - bvec3: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3i(location, v[0], v[1], v[2]);\n }", - bvec4: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\n }", - mat2: 'gl.uniformMatrix2fv(location, false, v)', - mat3: 'gl.uniformMatrix3fv(location, false, v)', - mat4: 'gl.uniformMatrix4fv(location, false, v)', - sampler2D: 'gl.uniform1i(location, v)', - samplerCube: 'gl.uniform1i(location, v)', - sampler2DArray: 'gl.uniform1i(location, v)', -}; -var GLSL_TO_ARRAY_SETTERS = { - float: "gl.uniform1fv(location, v)", - vec2: "gl.uniform2fv(location, v)", - vec3: "gl.uniform3fv(location, v)", - vec4: 'gl.uniform4fv(location, v)', - mat4: 'gl.uniformMatrix4fv(location, false, v)', - mat3: 'gl.uniformMatrix3fv(location, false, v)', - mat2: 'gl.uniformMatrix2fv(location, false, v)', - int: 'gl.uniform1iv(location, v)', - ivec2: 'gl.uniform2iv(location, v)', - ivec3: 'gl.uniform3iv(location, v)', - ivec4: 'gl.uniform4iv(location, v)', - uint: 'gl.uniform1uiv(location, v)', - uvec2: 'gl.uniform2uiv(location, v)', - uvec3: 'gl.uniform3uiv(location, v)', - uvec4: 'gl.uniform4uiv(location, v)', - bool: 'gl.uniform1iv(location, v)', - bvec2: 'gl.uniform2iv(location, v)', - bvec3: 'gl.uniform3iv(location, v)', - bvec4: 'gl.uniform4iv(location, v)', - sampler2D: 'gl.uniform1iv(location, v)', - samplerCube: 'gl.uniform1iv(location, v)', - sampler2DArray: 'gl.uniform1iv(location, v)', -}; -function generateUniformsSync(group, uniformData) { - var _a; - var funcFragments = ["\n var v = null;\n var cv = null;\n var cu = null;\n var t = 0;\n var gl = renderer.gl;\n "]; - for (var i in group.uniforms) { - var data = uniformData[i]; - if (!data) { - if ((_a = group.uniforms[i]) === null || _a === void 0 ? void 0 : _a.group) { - if (group.uniforms[i].ubo) { - funcFragments.push("\n renderer.shader.syncUniformBufferGroup(uv." + i + ", '" + i + "');\n "); - } - else { - funcFragments.push("\n renderer.shader.syncUniformGroup(uv." + i + ", syncData);\n "); - } - } - continue; - } - var uniform = group.uniforms[i]; - var parsed = false; - for (var j = 0; j < uniformParsers.length; j++) { - if (uniformParsers[j].test(data, uniform)) { - funcFragments.push(uniformParsers[j].code(i, uniform)); - parsed = true; - break; - } - } - if (!parsed) { - var templateType = (data.size === 1) ? GLSL_TO_SINGLE_SETTERS_CACHED : GLSL_TO_ARRAY_SETTERS; - var template = templateType[data.type].replace('location', "ud[\"" + i + "\"].location"); - funcFragments.push("\n cu = ud[\"" + i + "\"];\n cv = cu.value;\n v = uv[\"" + i + "\"];\n " + template + ";"); - } +var Bounds = /** @class */ (function () { + function Bounds() { + this.minX = Infinity; + this.minY = Infinity; + this.maxX = -Infinity; + this.maxY = -Infinity; + this.rect = null; + this.updateID = -1; } - /* - * the introduction of syncData is to solve an issue where textures in uniform groups are not set correctly - * the texture count was always starting from 0 in each group. This needs to increment each time a texture is used - * no matter which group is being used - * + /** + * Checks if bounds are empty. + * @returns - True if empty. */ - // eslint-disable-next-line no-new-func - return new Function('ud', 'uv', 'renderer', 'syncData', funcFragments.join('\n')); -} - -var fragTemplate = [ - 'precision mediump float;', - 'void main(void){', - 'float test = 0.1;', - '%forloop%', - 'gl_FragColor = vec4(0.0);', - '}' ].join('\n'); -function generateIfTestSrc(maxIfs) { - var src = ''; - for (var i = 0; i < maxIfs; ++i) { - if (i > 0) { - src += '\nelse '; - } - if (i < maxIfs - 1) { - src += "if(test == " + i + ".0){}"; - } - } - return src; -} -function checkMaxIfStatementsInShader(maxIfs, gl) { - if (maxIfs === 0) { - throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`'); - } - var shader = gl.createShader(gl.FRAGMENT_SHADER); - while (true) // eslint-disable-line no-constant-condition - { - var fragmentSrc = fragTemplate.replace(/%forloop%/gi, generateIfTestSrc(maxIfs)); - gl.shaderSource(shader, fragmentSrc); - gl.compileShader(shader); - if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { - maxIfs = (maxIfs / 2) | 0; - } - else { - // valid! - break; - } - } - return maxIfs; -} - -// Cache the result to prevent running this over and over -var unsafeEval; -/** - * Not all platforms allow to generate function code (e.g., `new Function`). - * this provides the platform-level detection. - * @private - * @returns {boolean} `true` if `new Function` is supported. - */ -function unsafeEvalSupported() { - if (typeof unsafeEval === 'boolean') { - return unsafeEval; - } - try { - /* eslint-disable no-new-func */ - var func = new Function('param1', 'param2', 'param3', 'return param1[param2] === param3;'); - /* eslint-enable no-new-func */ - unsafeEval = func({ a: 'b' }, 'a', 'b') === true; - } - catch (e) { - unsafeEval = false; - } - return unsafeEval; -} - -var defaultFragment$2 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n gl_FragColor *= texture2D(uSampler, vTextureCoord);\n}"; - -var defaultVertex$3 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}\n"; - -var UID$1 = 0; -var nameCache = {}; -/** - * Helper class to create a shader program. - * @memberof PIXI - */ -var Program = /** @class */ (function () { + Bounds.prototype.isEmpty = function () { + return this.minX > this.maxX || this.minY > this.maxY; + }; + /** Clears the bounds and resets. */ + Bounds.prototype.clear = function () { + this.minX = Infinity; + this.minY = Infinity; + this.maxX = -Infinity; + this.maxY = -Infinity; + }; /** - * @param vertexSrc - The source of the vertex shader. - * @param fragmentSrc - The source of the fragment shader. - * @param name - Name for shader + * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle + * It is not guaranteed that it will return tempRect + * @param rect - Temporary object will be used if AABB is not empty + * @returns - A rectangle of the bounds */ - function Program(vertexSrc, fragmentSrc, name) { - if (name === void 0) { name = 'pixi-shader'; } - this.id = UID$1++; - this.vertexSrc = vertexSrc || Program.defaultVertexSrc; - this.fragmentSrc = fragmentSrc || Program.defaultFragmentSrc; - this.vertexSrc = this.vertexSrc.trim(); - this.fragmentSrc = this.fragmentSrc.trim(); - if (this.vertexSrc.substring(0, 8) !== '#version') { - name = name.replace(/\s+/g, '-'); - if (nameCache[name]) { - nameCache[name]++; - name += "-" + nameCache[name]; - } - else { - nameCache[name] = 1; - } - this.vertexSrc = "#define SHADER_NAME " + name + "\n" + this.vertexSrc; - this.fragmentSrc = "#define SHADER_NAME " + name + "\n" + this.fragmentSrc; - this.vertexSrc = setPrecision(this.vertexSrc, settings.settings.PRECISION_VERTEX, constants.PRECISION.HIGH); - this.fragmentSrc = setPrecision(this.fragmentSrc, settings.settings.PRECISION_FRAGMENT, getMaxFragmentPrecision()); + Bounds.prototype.getRectangle = function (rect) { + if (this.minX > this.maxX || this.minY > this.maxY) { + return math.Rectangle.EMPTY; } - // currently this does not extract structs only default types - // this is where we store shader references.. - this.glPrograms = {}; - this.syncUniforms = null; - } - Object.defineProperty(Program, "defaultVertexSrc", { - /** - * The default vertex shader source. - * @constant - */ - get: function () { - return defaultVertex$3; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Program, "defaultFragmentSrc", { - /** - * The default fragment shader source. - * @constant - */ - get: function () { - return defaultFragment$2; - }, - enumerable: false, - configurable: true - }); + rect = rect || new math.Rectangle(0, 0, 1, 1); + rect.x = this.minX; + rect.y = this.minY; + rect.width = this.maxX - this.minX; + rect.height = this.maxY - this.minY; + return rect; + }; /** - * A short hand function to create a program based of a vertex and fragment shader. - * - * This method will also check to see if there is a cached program. - * @param vertexSrc - The source of the vertex shader. - * @param fragmentSrc - The source of the fragment shader. - * @param name - Name for shader - * @returns A shiny new PixiJS shader program! + * This function should be inlined when its possible. + * @param point - The point to add. */ - Program.from = function (vertexSrc, fragmentSrc, name) { - var key = vertexSrc + fragmentSrc; - var program = utils.ProgramCache[key]; - if (!program) { - utils.ProgramCache[key] = program = new Program(vertexSrc, fragmentSrc, name); - } - return program; + Bounds.prototype.addPoint = function (point) { + this.minX = Math.min(this.minX, point.x); + this.maxX = Math.max(this.maxX, point.x); + this.minY = Math.min(this.minY, point.y); + this.maxY = Math.max(this.maxY, point.y); }; - return Program; -}()); - -/** - * A helper class for shaders. - * @memberof PIXI - */ -var Shader = /** @class */ (function () { /** - * @param program - The program the shader will use. - * @param uniforms - Custom uniforms to use to augment the built-in ones. + * Adds a point, after transformed. This should be inlined when its possible. + * @param matrix + * @param point */ - function Shader(program, uniforms) { - /** - * Used internally to bind uniform buffer objects. - * @ignore - */ - this.uniformBindCount = 0; - this.program = program; - // lets see whats been passed in - // uniforms should be converted to a uniform group - if (uniforms) { - if (uniforms instanceof UniformGroup) { - this.uniformGroup = uniforms; - } - else { - this.uniformGroup = new UniformGroup(uniforms); - } - } - else { - this.uniformGroup = new UniformGroup({}); + Bounds.prototype.addPointMatrix = function (matrix, point) { + var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty; + var x = (a * point.x) + (c * point.y) + tx; + var y = (b * point.x) + (d * point.y) + ty; + this.minX = Math.min(this.minX, x); + this.maxX = Math.max(this.maxX, x); + this.minY = Math.min(this.minY, y); + this.maxY = Math.max(this.maxY, y); + }; + /** + * Adds a quad, not transformed + * @param vertices - The verts to add. + */ + Bounds.prototype.addQuad = function (vertices) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + var x = vertices[0]; + var y = vertices[1]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + x = vertices[2]; + y = vertices[3]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + x = vertices[4]; + y = vertices[5]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + x = vertices[6]; + y = vertices[7]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + /** + * Adds sprite frame, transformed. + * @param transform - transform to apply + * @param x0 - left X of frame + * @param y0 - top Y of frame + * @param x1 - right X of frame + * @param y1 - bottom Y of frame + */ + Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) { + this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1); + }; + /** + * Adds sprite frame, multiplied by matrix + * @param matrix - matrix to apply + * @param x0 - left X of frame + * @param y0 - top Y of frame + * @param x1 - right X of frame + * @param y1 - bottom Y of frame + */ + Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) { + var a = matrix.a; + var b = matrix.b; + var c = matrix.c; + var d = matrix.d; + var tx = matrix.tx; + var ty = matrix.ty; + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + var x = (a * x0) + (c * y0) + tx; + var y = (b * x0) + (d * y0) + ty; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + x = (a * x1) + (c * y0) + tx; + y = (b * x1) + (d * y0) + ty; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + x = (a * x0) + (c * y1) + tx; + y = (b * x0) + (d * y1) + ty; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + x = (a * x1) + (c * y1) + tx; + y = (b * x1) + (d * y1) + ty; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + /** + * Adds screen vertices from array + * @param vertexData - calculated vertices + * @param beginOffset - begin offset + * @param endOffset - end offset, excluded + */ + Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + for (var i = beginOffset; i < endOffset; i += 2) { + var x = vertexData[i]; + var y = vertexData[i + 1]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; } - } - // TODO move to shader system.. - Shader.prototype.checkUniformExists = function (name, group) { - if (group.uniforms[name]) { - return true; + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + /** + * Add an array of mesh vertices + * @param transform - mesh transform + * @param vertices - mesh coordinates in array + * @param beginOffset - begin offset + * @param endOffset - end offset, excluded + */ + Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) { + this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset); + }; + /** + * Add an array of mesh vertices. + * @param matrix - mesh matrix + * @param vertices - mesh coordinates in array + * @param beginOffset - begin offset + * @param endOffset - end offset, excluded + * @param padX - x padding + * @param padY - y padding + */ + Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) { + if (padX === void 0) { padX = 0; } + if (padY === void 0) { padY = padX; } + var a = matrix.a; + var b = matrix.b; + var c = matrix.c; + var d = matrix.d; + var tx = matrix.tx; + var ty = matrix.ty; + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + for (var i = beginOffset; i < endOffset; i += 2) { + var rawX = vertices[i]; + var rawY = vertices[i + 1]; + var x = (a * rawX) + (c * rawY) + tx; + var y = (d * rawY) + (b * rawX) + ty; + minX = Math.min(minX, x - padX); + maxX = Math.max(maxX, x + padX); + minY = Math.min(minY, y - padY); + maxY = Math.max(maxY, y + padY); } - for (var i in group.uniforms) { - var uniform = group.uniforms[i]; - if (uniform.group) { - if (this.checkUniformExists(name, uniform)) { - return true; - } - } + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + /** + * Adds other {@link Bounds}. + * @param bounds - The Bounds to be added + */ + Bounds.prototype.addBounds = function (bounds) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + this.minX = bounds.minX < minX ? bounds.minX : minX; + this.minY = bounds.minY < minY ? bounds.minY : minY; + this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX; + this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY; + }; + /** + * Adds other Bounds, masked with Bounds. + * @param bounds - The Bounds to be added. + * @param mask - TODO + */ + Bounds.prototype.addBoundsMask = function (bounds, mask) { + var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX; + var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY; + var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX; + var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY; + if (_minX <= _maxX && _minY <= _maxY) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + this.minX = _minX < minX ? _minX : minX; + this.minY = _minY < minY ? _minY : minY; + this.maxX = _maxX > maxX ? _maxX : maxX; + this.maxY = _maxY > maxY ? _maxY : maxY; } - return false; }; - Shader.prototype.destroy = function () { - // usage count on programs? - // remove if not used! - this.uniformGroup = null; + /** + * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty. + * @param bounds - other bounds + * @param matrix - multiplicator + */ + Bounds.prototype.addBoundsMatrix = function (bounds, matrix) { + this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY); }; - Object.defineProperty(Shader.prototype, "uniforms", { - /** - * Shader uniform values, shortcut for `uniformGroup.uniforms`. - * @readonly - */ - get: function () { - return this.uniformGroup.uniforms; - }, - enumerable: false, - configurable: true - }); /** - * A short hand function to create a shader based of a vertex and fragment shader. - * @param vertexSrc - The source of the vertex shader. - * @param fragmentSrc - The source of the fragment shader. - * @param uniforms - Custom uniforms to use to augment the built-in ones. - * @returns A shiny new PixiJS shader! + * Adds other Bounds, masked with Rectangle. + * @param bounds - TODO + * @param area - TODO */ - Shader.from = function (vertexSrc, fragmentSrc, uniforms) { - var program = Program.from(vertexSrc, fragmentSrc); - return new Shader(program, uniforms); + Bounds.prototype.addBoundsArea = function (bounds, area) { + var _minX = bounds.minX > area.x ? bounds.minX : area.x; + var _minY = bounds.minY > area.y ? bounds.minY : area.y; + var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width); + var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height); + if (_minX <= _maxX && _minY <= _maxY) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + this.minX = _minX < minX ? _minX : minX; + this.minY = _minY < minY ? _minY : minY; + this.maxX = _maxX > maxX ? _maxX : maxX; + this.maxY = _maxY > maxY ? _maxY : maxY; + } }; - return Shader; -}()); - -/* eslint-disable max-len */ -var BLEND$1 = 0; -var OFFSET$1 = 1; -var CULLING$1 = 2; -var DEPTH_TEST$1 = 3; -var WINDING$1 = 4; -var DEPTH_MASK$1 = 5; -/** - * This is a WebGL state, and is is passed to {@link PIXI.StateSystem}. - * - * Each mesh rendered may require WebGL to be in a different state. - * For example you may want different blend mode or to enable polygon offsets - * @memberof PIXI - */ -var State = /** @class */ (function () { - function State() { - this.data = 0; - this.blendMode = constants.BLEND_MODES.NORMAL; - this.polygonOffset = 0; - this.blend = true; - this.depthMask = true; - // this.depthTest = true; - } - Object.defineProperty(State.prototype, "blend", { - /** - * Activates blending of the computed fragment color values. - * @default true - */ - get: function () { - return !!(this.data & (1 << BLEND$1)); - }, - set: function (value) { - if (!!(this.data & (1 << BLEND$1)) !== value) { - this.data ^= (1 << BLEND$1); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(State.prototype, "offsets", { - /** - * Activates adding an offset to depth values of polygon's fragments - * @default false - */ - get: function () { - return !!(this.data & (1 << OFFSET$1)); - }, - set: function (value) { - if (!!(this.data & (1 << OFFSET$1)) !== value) { - this.data ^= (1 << OFFSET$1); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(State.prototype, "culling", { - /** - * Activates culling of polygons. - * @default false - */ - get: function () { - return !!(this.data & (1 << CULLING$1)); - }, - set: function (value) { - if (!!(this.data & (1 << CULLING$1)) !== value) { - this.data ^= (1 << CULLING$1); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(State.prototype, "depthTest", { - /** - * Activates depth comparisons and updates to the depth buffer. - * @default false - */ - get: function () { - return !!(this.data & (1 << DEPTH_TEST$1)); - }, - set: function (value) { - if (!!(this.data & (1 << DEPTH_TEST$1)) !== value) { - this.data ^= (1 << DEPTH_TEST$1); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(State.prototype, "depthMask", { - /** - * Enables or disables writing to the depth buffer. - * @default true - */ - get: function () { - return !!(this.data & (1 << DEPTH_MASK$1)); - }, - set: function (value) { - if (!!(this.data & (1 << DEPTH_MASK$1)) !== value) { - this.data ^= (1 << DEPTH_MASK$1); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(State.prototype, "clockwiseFrontFace", { - /** - * Specifies whether or not front or back-facing polygons can be culled. - * @default false - */ - get: function () { - return !!(this.data & (1 << WINDING$1)); - }, - set: function (value) { - if (!!(this.data & (1 << WINDING$1)) !== value) { - this.data ^= (1 << WINDING$1); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(State.prototype, "blendMode", { - /** - * The blend mode to be applied when this state is set. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. - * Setting this mode to anything other than NO_BLEND will automatically switch blending on. - * @default PIXI.BLEND_MODES.NORMAL - */ - get: function () { - return this._blendMode; - }, - set: function (value) { - this.blend = (value !== constants.BLEND_MODES.NONE); - this._blendMode = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(State.prototype, "polygonOffset", { - /** - * The polygon offset. Setting this property to anything other than 0 will automatically enable polygon offset fill. - * @default 0 - */ - get: function () { - return this._polygonOffset; - }, - set: function (value) { - this.offsets = !!value; - this._polygonOffset = value; - }, - enumerable: false, - configurable: true - }); - State.prototype.toString = function () { - return "[@pixi/core:State " - + ("blendMode=" + this.blendMode + " ") - + ("clockwiseFrontFace=" + this.clockwiseFrontFace + " ") - + ("culling=" + this.culling + " ") - + ("depthMask=" + this.depthMask + " ") - + ("polygonOffset=" + this.polygonOffset) - + "]"; + /** + * Pads bounds object, making it grow in all directions. + * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. + * @param paddingX - The horizontal padding amount. + * @param paddingY - The vertical padding amount. + */ + Bounds.prototype.pad = function (paddingX, paddingY) { + if (paddingX === void 0) { paddingX = 0; } + if (paddingY === void 0) { paddingY = paddingX; } + if (!this.isEmpty()) { + this.minX -= paddingX; + this.maxX += paddingX; + this.minY -= paddingY; + this.maxY += paddingY; + } }; - State.for2d = function () { - var state = new State(); - state.depthTest = false; - state.blend = true; - return state; + /** + * Adds padded frame. (x0, y0) should be strictly less than (x1, y1) + * @param x0 - left X of frame + * @param y0 - top Y of frame + * @param x1 - right X of frame + * @param y1 - bottom Y of frame + * @param padX - padding X + * @param padY - padding Y + */ + Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) { + x0 -= padX; + y0 -= padY; + x1 += padX; + y1 += padY; + this.minX = this.minX < x0 ? this.minX : x0; + this.maxX = this.maxX > x1 ? this.maxX : x1; + this.minY = this.minY < y0 ? this.minY : y0; + this.maxY = this.maxY > y1 ? this.maxY : y1; }; - return State; + return Bounds; }()); -var defaultFragment$1 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n}\n"; - -var defaultVertex$2 = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n gl_Position = filterVertexPosition();\n vTextureCoord = filterTextureCoord();\n}\n"; +/*! ***************************************************************************** +Copyright (c) Microsoft Corporation. + +Permission to use, copy, modify, and/or distribute this software for any +purpose with or without fee is hereby granted. + +THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH +REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY +AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, +INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM +LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR +OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THIS SOFTWARE. +***************************************************************************** */ +/* global Reflect, Promise */ + +var extendStatics = function(d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics(d, b); +}; + +function __extends(d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); +} /** - * A filter is a special shader that applies post-processing effects to an input texture and writes into an output - * render-target. - * - * {@link http://pixijs.io/examples/#/filters/blur-filter.js Example} of the - * {@link PIXI.filters.BlurFilter BlurFilter}. - * - * ### Usage - * Filters can be applied to any DisplayObject or Container. - * PixiJS' `FilterSystem` renders the container into temporary Framebuffer, - * then filter renders it to the screen. - * Multiple filters can be added to the `filters` array property and stacked on each other. - * - * ``` - * const filter = new PIXI.Filter(myShaderVert, myShaderFrag, { myUniform: 0.5 }); - * const container = new PIXI.Container(); - * container.filters = [filter]; - * ``` - * - * ### Previous Version Differences - * - * In PixiJS **v3**, a filter was always applied to _whole screen_. + * The base class for all objects that are rendered on the screen. * - * In PixiJS **v4**, a filter can be applied _only part of the screen_. - * Developers had to create a set of uniforms to deal with coordinates. + * This is an abstract class and can not be used on its own; rather it should be extended. * - * In PixiJS **v5** combines _both approaches_. - * Developers can use normal coordinates of v3 and then allow filter to use partial Framebuffers, - * bringing those extra uniforms into account. + * ## Display objects implemented in PixiJS * - * Also be aware that we have changed default vertex shader, please consult - * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}. + * | Display Object | Description | + * | ------------------------------- | --------------------------------------------------------------------- | + * | {@link PIXI.Container} | Adds support for `children` to DisplayObject | + * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API | + * | {@link PIXI.Sprite} | Draws textures (i.e. images) | + * | {@link PIXI.Text} | Draws text using the Canvas API internally | + * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures | + * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion | + * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images | + * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data | + * | {@link PIXI.NineSlicePlane} | Mesh-related | + * | {@link PIXI.SimpleMesh} | v4-compatible mesh | + * | {@link PIXI.SimplePlane} | Mesh-related | + * | {@link PIXI.SimpleRope} | Mesh-related | * - * ### Frames + * ## Transforms * - * The following table summarizes the coordinate spaces used in the filtering pipeline: + * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its + * local coordinate space to its parent's local coordinate space. The following properties are derived + * from the transform: * * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * *
Coordinate SpaceDescription
Texture Coordinates - * The texture (or UV) coordinates in the input base-texture's space. These are normalized into the (0,1) range along - * both axes. - *
World Space - * A point in the same space as the world bounds of any display-object (i.e. in the scene graph's space). - *
Physical Pixels - * This is base-texture's space with the origin on the top-left. You can calculate these by multiplying the texture - * coordinates by the dimensions of the texture. - *
PropertyDescription
[pivot]{@link PIXI.DisplayObject#pivot} + * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot + * is equal to position, regardless of the other three transformations. In other words, It is the center of + * rotation, scaling, and skewing. + *
[position]{@link PIXI.DisplayObject#position} + * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local + * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object + * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space. + *
[scale]{@link PIXI.DisplayObject#scale} + * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the + * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center + * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}. + *
[rotation]{@link PIXI.DisplayObject#rotation} + * Rotation. This will rotate the display object's projection by this angle (in radians). + *
[skew]{@link PIXI.DisplayObject#skew} + *

Skewing. This can be used to deform a rectangular display object into a parallelogram.

+ *

+ * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be + * thought of the net rotation applied to the coordinate axes (separately). For example, if "skew.x" is + * ⍺ and "skew.y" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be + * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will + * be rotated by an angle between ⍺ and β. + *

+ *

+ * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying + * a rotation. Indeed, if "skew.x" = -ϴ and "skew.y" = ϴ, it will produce an equivalent of "rotation" = ϴ. + *

+ *

+ * Another quite interesting observation is that "skew.x", "skew.y", rotation are communtative operations. Indeed, + * because rotation is essentially a careful combination of the two. + *

+ *
angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
xTranslation. This is an alias for position.x!
yTranslation. This is an alias for position.y!
width + * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing + * the "requested" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there + * is no concept of user-defined width. + *
height + * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing + * the "requested" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there + * is no concept of user-defined height. + *
* - * ### Built-in Uniforms - * - * PixiJS viewport uses screen (CSS) coordinates, `(0, 0, renderer.screen.width, renderer.screen.height)`, - * and `projectionMatrix` uniform maps it to the gl viewport. - * - * **uSampler** - * - * The most important uniform is the input texture that container was rendered into. - * _Important note: as with all Framebuffers in PixiJS, both input and output are - * premultiplied by alpha._ + * ## Bounds * - * By default, input normalized coordinates are passed to fragment shader with `vTextureCoord`. - * Use it to sample the input. + * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit + * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the + * `worldTransform` to calculate in world space). * - * ``` - * const fragment = ` - * varying vec2 vTextureCoord; - * uniform sampler2D uSampler; - * void main(void) - * { - * gl_FragColor = texture2D(uSampler, vTextureCoord); - * } - * `; + * There are a few additional types of bounding boxes: * - * const myFilter = new PIXI.Filter(null, fragment); - * ``` + * | Bounds | Description | + * | --------------------- | ---------------------------------------------------------------------------------------- | + * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. | + * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. | + * | Render Bounds | The bounds, but including extra rendering effects like filter padding. | + * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. | + * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. | + * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)| + * | Content Bounds | The natural bounds when excluding all children of a `Container`. | * - * This filter is just one uniform less than {@link PIXI.filters.AlphaFilter AlphaFilter}. + * ### calculateBounds * - * **outputFrame** + * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children. * - * The `outputFrame` holds the rectangle where filter is applied in screen (CSS) coordinates. - * It's the same as `renderer.screen` for a fullscreen filter. - * Only a part of `outputFrame.zw` size of temporary Framebuffer is used, - * `(0, 0, outputFrame.width, outputFrame.height)`, + * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and + * `getLocalBounds` to work. This method must write the bounds into `this._bounds`. * - * Filters uses this quad to normalized (0-1) space, its passed into `aVertexPosition` attribute. - * To calculate vertex position in screen space using normalized (0-1) space: + * Generally, the following technique works for most simple cases: take the list of points + * forming the "hull" of the object (i.e. outline of the object's shape), and then add them + * using {@link PIXI.Bounds#addPointMatrix}. * - * ``` - * vec4 filterVertexPosition( void ) + * ```js + * calculateBounds(): void * { - * vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy; - * return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0); - * } - * ``` - * - * **inputSize** - * - * Temporary framebuffer is different, it can be either the size of screen, either power-of-two. - * The `inputSize.xy` are size of temporary framebuffer that holds input. - * The `inputSize.zw` is inverted, it's a shortcut to evade division inside the shader. - * - * Set `inputSize.xy = outputFrame.zw` for a fullscreen filter. - * - * To calculate input normalized coordinate, you have to map it to filter normalized space. - * Multiply by `outputFrame.zw` to get input coordinate. - * Divide by `inputSize.xy` to get input normalized coordinate. + * const points = [...]; * - * ``` - * vec2 filterTextureCoord( void ) - * { - * return aVertexPosition * (outputFrame.zw * inputSize.zw); // same as /inputSize.xy + * for (let i = 0, j = points.length; i < j; i++) + * { + * this._bounds.addPointMatrix(this.worldTransform, points[i]); + * } * } * ``` - * **resolution** - * - * The `resolution` is the ratio of screen (CSS) pixels to real pixels. * - * **inputPixel** - * - * `inputPixel.xy` is the size of framebuffer in real pixels, same as `inputSize.xy * resolution` - * `inputPixel.zw` is inverted `inputPixel.xy`. - * - * It's handy for filters that use neighbour pixels, like {@link PIXI.filters.FXAAFilter FXAAFilter}. + * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them + * in one array together. * - * **inputClamp** + * ## Alpha * - * If you try to get info from outside of used part of Framebuffer - you'll get undefined behaviour. - * For displacements, coordinates has to be clamped. + * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display + * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not + * applied on any ancestor further up the chain). * - * The `inputClamp.xy` is left-top pixel center, you may ignore it, because we use left-top part of Framebuffer - * `inputClamp.zw` is bottom-right pixel center. + * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}. * - * ``` - * vec4 color = texture2D(uSampler, clamp(modifiedTextureCoord, inputClamp.xy, inputClamp.zw)) - * ``` - * OR - * ``` - * vec4 color = texture2D(uSampler, min(modifigedTextureCoord, inputClamp.zw)) - * ``` + * ## Renderable vs Visible * - * ### Additional Information + * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the + * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display + * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not + * be calculated. * - * Complete documentation on Filter usage is located in the - * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}. + * It is recommended that applications use the `renderable` property for culling. See + * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or + * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details. * - * Since PixiJS only had a handful of built-in filters, additional filters can be downloaded - * {@link https://github.com/pixijs/pixi-filters here} from the PixiJS Filters repository. + * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This + * one is also better in terms of performance. * @memberof PIXI */ -var Filter = /** @class */ (function (_super) { - __extends(Filter, _super); - /** - * @param vertexSrc - The source of the vertex shader. - * @param fragmentSrc - The source of the fragment shader. - * @param uniforms - Custom uniforms to use to augment the built-in ones. - */ - function Filter(vertexSrc, fragmentSrc, uniforms) { - var _this = this; - var program = Program.from(vertexSrc || Filter.defaultVertexSrc, fragmentSrc || Filter.defaultFragmentSrc); - _this = _super.call(this, program, uniforms) || this; - _this.padding = 0; - _this.resolution = settings.settings.FILTER_RESOLUTION; - _this.multisample = settings.settings.FILTER_MULTISAMPLE; - _this.enabled = true; - _this.autoFit = true; - _this.state = new State(); +var DisplayObject = /** @class */ (function (_super) { + __extends(DisplayObject, _super); + function DisplayObject() { + var _this = _super.call(this) || this; + _this.tempDisplayObjectParent = null; + // TODO: need to create Transform from factory + _this.transform = new math.Transform(); + _this.alpha = 1; + _this.visible = true; + _this.renderable = true; + _this.cullable = false; + _this.cullArea = null; + _this.parent = null; + _this.worldAlpha = 1; + _this._lastSortedIndex = 0; + _this._zIndex = 0; + _this.filterArea = null; + _this.filters = null; + _this._enabledFilters = null; + _this._bounds = new Bounds(); + _this._localBounds = null; + _this._boundsID = 0; + _this._boundsRect = null; + _this._localBoundsRect = null; + _this._mask = null; + _this._maskRefCount = 0; + _this._destroyed = false; + _this.isSprite = false; + _this.isMask = false; return _this; } /** - * Applies the filter - * @param {PIXI.FilterSystem} filterManager - The renderer to retrieve the filter from - * @param {PIXI.RenderTexture} input - The input render target. - * @param {PIXI.RenderTexture} output - The target to output to. - * @param {PIXI.CLEAR_MODES} [clearMode] - Should the output be cleared before rendering to it. - * @param {object} [_currentState] - It's current state of filter. - * There are some useful properties in the currentState : - * target, filters, sourceFrame, destinationFrame, renderTarget, resolution + * Mixes all enumerable properties and methods from a source object to DisplayObject. + * @param source - The source of properties and methods to mix in. */ - Filter.prototype.apply = function (filterManager, input, output, clearMode, _currentState) { - // do as you please! - filterManager.applyFilter(this, input, output, clearMode); - // or just do a regular render.. + DisplayObject.mixin = function (source) { + // in ES8/ES2017, this would be really easy: + // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source)); + // get all the enumerable property keys + var keys = Object.keys(source); + // loop through properties + for (var i = 0; i < keys.length; ++i) { + var propertyName = keys[i]; + // Set the property using the property descriptor - this works for accessors and normal value properties + Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName)); + } }; - Object.defineProperty(Filter.prototype, "blendMode", { - /** - * Sets the blend mode of the filter. - * @default PIXI.BLEND_MODES.NORMAL - */ - get: function () { - return this.state.blendMode; - }, - set: function (value) { - this.state.blendMode = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Filter.prototype, "resolution", { + Object.defineProperty(DisplayObject.prototype, "destroyed", { /** - * The resolution of the filter. Setting this to be lower will lower the quality but - * increase the performance of the filter. + * Fired when this DisplayObject is added to a Container. + * @instance + * @event added + * @param {PIXI.Container} container - The container added to. */ - get: function () { - return this._resolution; - }, - set: function (value) { - this._resolution = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Filter, "defaultVertexSrc", { /** - * The default vertex shader source - * @constant + * Fired when this DisplayObject is removed from a Container. + * @instance + * @event removed + * @param {PIXI.Container} container - The container removed from. */ - get: function () { - return defaultVertex$2; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Filter, "defaultFragmentSrc", { /** - * The default fragment shader source - * @constant + * Fired when this DisplayObject is destroyed. This event is emitted once + * destroy is finished. + * @instance + * @event destroyed */ + /** Readonly flag for destroyed display objects. */ get: function () { - return defaultFragment$1; - }, - enumerable: false, - configurable: true - }); - return Filter; -}(Shader)); - -var vertex = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 otherMatrix;\n\nvarying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\n}\n"; - -var fragment = "varying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform sampler2D mask;\nuniform float alpha;\nuniform float npmAlpha;\nuniform vec4 maskClamp;\n\nvoid main(void)\n{\n float clip = step(3.5,\n step(maskClamp.x, vMaskCoord.x) +\n step(maskClamp.y, vMaskCoord.y) +\n step(vMaskCoord.x, maskClamp.z) +\n step(vMaskCoord.y, maskClamp.w));\n\n vec4 original = texture2D(uSampler, vTextureCoord);\n vec4 masky = texture2D(mask, vMaskCoord);\n float alphaMul = 1.0 - npmAlpha * (1.0 - masky.a);\n\n original *= (alphaMul * masky.r * alpha * clip);\n\n gl_FragColor = original;\n}\n"; - -var tempMat = new math.Matrix(); -/** - * Class controls uv mapping from Texture normal space to BaseTexture normal space. - * - * Takes `trim` and `rotate` into account. May contain clamp settings for Meshes and TilingSprite. - * - * Can be used in Texture `uvMatrix` field, or separately, you can use different clamp settings on the same texture. - * If you want to add support for texture region of certain feature or filter, that's what you're looking for. - * - * Takes track of Texture changes through `_lastTextureID` private field. - * Use `update()` method call to track it from outside. - * @see PIXI.Texture - * @see PIXI.Mesh - * @see PIXI.TilingSprite - * @memberof PIXI - */ -var TextureMatrix = /** @class */ (function () { - /** - * @param texture - observed texture - * @param clampMargin - Changes frame clamping, 0.5 by default. Use -0.5 for extra border. - */ - function TextureMatrix(texture, clampMargin) { - this._texture = texture; - this.mapCoord = new math.Matrix(); - this.uClampFrame = new Float32Array(4); - this.uClampOffset = new Float32Array(2); - this._textureID = -1; - this._updateID = 0; - this.clampOffset = 0; - this.clampMargin = (typeof clampMargin === 'undefined') ? 0.5 : clampMargin; - this.isSimple = false; - } - Object.defineProperty(TextureMatrix.prototype, "texture", { - /** Texture property. */ - get: function () { - return this._texture; - }, - set: function (value) { - this._texture = value; - this._textureID = -1; + return this._destroyed; }, enumerable: false, configurable: true }); - /** - * Multiplies uvs array to transform - * @param uvs - mesh uvs - * @param [out=uvs] - output - * @returns - output - */ - TextureMatrix.prototype.multiplyUvs = function (uvs, out) { - if (out === undefined) { - out = uvs; + /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */ + DisplayObject.prototype._recursivePostUpdateTransform = function () { + if (this.parent) { + this.parent._recursivePostUpdateTransform(); + this.transform.updateTransform(this.parent.transform); } - var mat = this.mapCoord; - for (var i = 0; i < uvs.length; i += 2) { - var x = uvs[i]; - var y = uvs[i + 1]; - out[i] = (x * mat.a) + (y * mat.c) + mat.tx; - out[i + 1] = (x * mat.b) + (y * mat.d) + mat.ty; + else { + this.transform.updateTransform(this._tempDisplayObjectParent.transform); } - return out; + }; + /** Updates the object transform for rendering. TODO - Optimization pass! */ + DisplayObject.prototype.updateTransform = function () { + this._boundsID++; + this.transform.updateTransform(this.parent.transform); + // multiply the alphas.. + this.worldAlpha = this.alpha * this.parent.worldAlpha; }; /** - * Updates matrices if texture was changed. - * @param [forceUpdate=false] - if true, matrices will be updated any case - * @returns - Whether or not it was updated - */ - TextureMatrix.prototype.update = function (forceUpdate) { - var tex = this._texture; - if (!tex || !tex.valid) { - return false; - } - if (!forceUpdate - && this._textureID === tex._updateID) { - return false; - } - this._textureID = tex._updateID; - this._updateID++; - var uvs = tex._uvs; - this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0); - var orig = tex.orig; - var trim = tex.trim; - if (trim) { - tempMat.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height); - this.mapCoord.append(tempMat); + * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}. + * + * This method is expensive on containers with a large subtree (like the stage). This is because the bounds + * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to + * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update + * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using + * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise, + * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as + * its height increases. + * + * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated. + * The world bounds of all display objects in a container's **subtree** will also be recalculated. + * + * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds + * calculation if needed. + * + * ```js + * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect); + * ``` + * + * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This + * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more + * details. + * + * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms + * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain + * cases. + * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from + * being updated. This means the calculation returned MAY be out of date BUT will give you a + * nice performance boost. + * @param rect - Optional rectangle to store the result of the bounds calculation. + * @returns - The minimum axis-aligned rectangle in world space that fits around this object. + */ + DisplayObject.prototype.getBounds = function (skipUpdate, rect) { + if (!skipUpdate) { + if (!this.parent) { + this.parent = this._tempDisplayObjectParent; + this.updateTransform(); + this.parent = null; + } + else { + this._recursivePostUpdateTransform(); + this.updateTransform(); + } } - var texBase = tex.baseTexture; - var frame = this.uClampFrame; - var margin = this.clampMargin / texBase.resolution; - var offset = this.clampOffset; - frame[0] = (tex._frame.x + margin + offset) / texBase.width; - frame[1] = (tex._frame.y + margin + offset) / texBase.height; - frame[2] = (tex._frame.x + tex._frame.width - margin + offset) / texBase.width; - frame[3] = (tex._frame.y + tex._frame.height - margin + offset) / texBase.height; - this.uClampOffset[0] = offset / texBase.realWidth; - this.uClampOffset[1] = offset / texBase.realHeight; - this.isSimple = tex._frame.width === texBase.width - && tex._frame.height === texBase.height - && tex.rotate === 0; - return true; - }; - return TextureMatrix; -}()); - -/** - * This handles a Sprite acting as a mask, as opposed to a Graphic. - * - * WebGL only. - * @memberof PIXI - */ -var SpriteMaskFilter = /** @class */ (function (_super) { - __extends(SpriteMaskFilter, _super); - /** @ignore */ - function SpriteMaskFilter(vertexSrc, fragmentSrc, uniforms) { - var _this = this; - var sprite = null; - if (typeof vertexSrc !== 'string' && fragmentSrc === undefined && uniforms === undefined) { - sprite = vertexSrc; - vertexSrc = undefined; - fragmentSrc = undefined; - uniforms = undefined; + if (this._bounds.updateID !== this._boundsID) { + this.calculateBounds(); + this._bounds.updateID = this._boundsID; } - _this = _super.call(this, vertexSrc || vertex, fragmentSrc || fragment, uniforms) || this; - _this.maskSprite = sprite; - _this.maskMatrix = new math.Matrix(); - return _this; - } - Object.defineProperty(SpriteMaskFilter.prototype, "maskSprite", { - /** - * Sprite mask - * @type {PIXI.DisplayObject} - */ - get: function () { - return this._maskSprite; - }, - set: function (value) { - this._maskSprite = value; - if (this._maskSprite) { - this._maskSprite.renderable = false; + if (!rect) { + if (!this._boundsRect) { + this._boundsRect = new math.Rectangle(); } - }, - enumerable: false, - configurable: true - }); - /** - * Applies the filter - * @param filterManager - The renderer to retrieve the filter from - * @param input - The input render target. - * @param output - The target to output to. - * @param clearMode - Should the output be cleared before rendering to it. - */ - SpriteMaskFilter.prototype.apply = function (filterManager, input, output, clearMode) { - var maskSprite = this._maskSprite; - var tex = maskSprite._texture; - if (!tex.valid) { - return; - } - if (!tex.uvMatrix) { - // margin = 0.0, let it bleed a bit, shader code becomes easier - // assuming that atlas textures were made with 1-pixel padding - tex.uvMatrix = new TextureMatrix(tex, 0.0); + rect = this._boundsRect; } - tex.uvMatrix.update(); - this.uniforms.npmAlpha = tex.baseTexture.alphaMode ? 0.0 : 1.0; - this.uniforms.mask = tex; - // get _normalized sprite texture coords_ and convert them to _normalized atlas texture coords_ with `prepend` - this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite) - .prepend(tex.uvMatrix.mapCoord); - this.uniforms.alpha = maskSprite.worldAlpha; - this.uniforms.maskClamp = tex.uvMatrix.uClampFrame; - filterManager.applyFilter(this, input, output, clearMode); - }; - return SpriteMaskFilter; -}(Filter)); - -/** - * System plugin to the renderer to manage masks. - * - * There are three built-in types of masking: - * **Scissor Masking**: Scissor masking discards pixels that are outside of a rectangle called the scissor box. It is - * the most performant as the scissor test is inexpensive. However, it can only be used when the mask is rectangular. - * **Stencil Masking**: Stencil masking discards pixels that don't overlap with the pixels rendered into the stencil - * buffer. It is the next fastest option as it does not require rendering into a separate framebuffer. However, it does - * cause the mask to be rendered **twice** for each masking operation; hence, minimize the rendering cost of your masks. - * **Sprite Mask Filtering**: Sprite mask filtering discards pixels based on the red channel of the sprite-mask's - * texture. (Generally, the masking texture is grayscale). Using advanced techniques, you might be able to embed this - * type of masking in a custom shader - and hence, bypassing the masking system fully for performance wins. - * - * The best type of masking is auto-detected when you `push` one. To use scissor masking, you must pass in a `Graphics` - * object with just a rectangle drawn. - * - * ## Mask Stacks - * - * In the scene graph, masks can be applied recursively, i.e. a mask can be applied during a masking operation. The mask - * stack stores the currently applied masks in order. Each {@link PIXI.BaseRenderTexture} holds its own mask stack, i.e. - * when you switch render-textures, the old masks only applied when you switch back to rendering to the old render-target. - * @memberof PIXI - */ -var MaskSystem = /** @class */ (function () { - /** - * @param renderer - The renderer this System works for. - */ - function MaskSystem(renderer) { - this.renderer = renderer; - this.enableScissor = true; - this.alphaMaskPool = []; - this.maskDataPool = []; - this.maskStack = []; - this.alphaMaskIndex = 0; - } - /** - * Changes the mask stack that is used by this System. - * @param maskStack - The mask stack - */ - MaskSystem.prototype.setMaskStack = function (maskStack) { - this.maskStack = maskStack; - this.renderer.scissor.setMaskStack(maskStack); - this.renderer.stencil.setMaskStack(maskStack); + return this._bounds.getRectangle(rect); }; /** - * Enables the mask and appends it to the current mask stack. - * - * NOTE: The batch renderer should be flushed beforehand to prevent pending renders from being masked. - * @param {PIXI.DisplayObject} target - Display Object to push the mask to - * @param {PIXI.MaskData|PIXI.Sprite|PIXI.Graphics|PIXI.DisplayObject} maskDataOrTarget - The masking data. + * Retrieves the local bounds of the displayObject as a rectangle object. + * @param rect - Optional rectangle to store the result of the bounds calculation. + * @returns - The rectangular bounding area. */ - MaskSystem.prototype.push = function (target, maskDataOrTarget) { - var maskData = maskDataOrTarget; - if (!maskData.isMaskData) { - var d = this.maskDataPool.pop() || new MaskData(); - d.pooled = true; - d.maskObject = maskDataOrTarget; - maskData = d; - } - var maskAbove = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null; - maskData.copyCountersOrReset(maskAbove); - maskData._colorMask = maskAbove ? maskAbove._colorMask : 0xf; - if (maskData.autoDetect) { - this.detect(maskData); - } - maskData._target = target; - if (maskData.type !== constants.MASK_TYPES.SPRITE) { - this.maskStack.push(maskData); - } - if (maskData.enabled) { - switch (maskData.type) { - case constants.MASK_TYPES.SCISSOR: - this.renderer.scissor.push(maskData); - break; - case constants.MASK_TYPES.STENCIL: - this.renderer.stencil.push(maskData); - break; - case constants.MASK_TYPES.SPRITE: - maskData.copyCountersOrReset(null); - this.pushSpriteMask(maskData); - break; - case constants.MASK_TYPES.COLOR: - this.pushColorMask(maskData); - break; + DisplayObject.prototype.getLocalBounds = function (rect) { + if (!rect) { + if (!this._localBoundsRect) { + this._localBoundsRect = new math.Rectangle(); } + rect = this._localBoundsRect; } - if (maskData.type === constants.MASK_TYPES.SPRITE) { - this.maskStack.push(maskData); + if (!this._localBounds) { + this._localBounds = new Bounds(); } + var transformRef = this.transform; + var parentRef = this.parent; + this.parent = null; + this.transform = this._tempDisplayObjectParent.transform; + var worldBounds = this._bounds; + var worldBoundsID = this._boundsID; + this._bounds = this._localBounds; + var bounds = this.getBounds(false, rect); + this.parent = parentRef; + this.transform = transformRef; + this._bounds = worldBounds; + this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects + return bounds; }; /** - * Removes the last mask from the mask stack and doesn't return it. - * - * NOTE: The batch renderer should be flushed beforehand to render the masked contents before the mask is removed. - * @param {PIXI.IMaskTarget} target - Display Object to pop the mask from + * Calculates the global position of the display object. + * @param position - The world origin to calculate from. + * @param point - A Point object in which to store the value, optional + * (otherwise will create a new Point). + * @param skipUpdate - Should we skip the update transform. + * @returns - A point object representing the position of this object. */ - MaskSystem.prototype.pop = function (target) { - var maskData = this.maskStack.pop(); - if (!maskData || maskData._target !== target) { - // TODO: add an assert when we have it - return; - } - if (maskData.enabled) { - switch (maskData.type) { - case constants.MASK_TYPES.SCISSOR: - this.renderer.scissor.pop(maskData); - break; - case constants.MASK_TYPES.STENCIL: - this.renderer.stencil.pop(maskData.maskObject); - break; - case constants.MASK_TYPES.SPRITE: - this.popSpriteMask(maskData); - break; - case constants.MASK_TYPES.COLOR: - this.popColorMask(maskData); - break; + DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) { + if (skipUpdate === void 0) { skipUpdate = false; } + if (!skipUpdate) { + this._recursivePostUpdateTransform(); + // this parent check is for just in case the item is a root object. + // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly + // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) + if (!this.parent) { + this.parent = this._tempDisplayObjectParent; + this.displayObjectUpdateTransform(); + this.parent = null; } - } - maskData.reset(); - if (maskData.pooled) { - this.maskDataPool.push(maskData); - } - if (this.maskStack.length !== 0) { - var maskCurrent = this.maskStack[this.maskStack.length - 1]; - if (maskCurrent.type === constants.MASK_TYPES.SPRITE && maskCurrent._filters) { - maskCurrent._filters[0].maskSprite = maskCurrent.maskObject; + else { + this.displayObjectUpdateTransform(); } } + // don't need to update the lot + return this.worldTransform.apply(position, point); }; /** - * Sets type of MaskData based on its maskObject. - * @param maskData + * Calculates the local position of the display object relative to another point. + * @param position - The world origin to calculate from. + * @param from - The DisplayObject to calculate the global position from. + * @param point - A Point object in which to store the value, optional + * (otherwise will create a new Point). + * @param skipUpdate - Should we skip the update transform + * @returns - A point object representing the position of this object */ - MaskSystem.prototype.detect = function (maskData) { - var maskObject = maskData.maskObject; - if (!maskObject) { - maskData.type = constants.MASK_TYPES.COLOR; - } - else if (maskObject.isSprite) { - maskData.type = constants.MASK_TYPES.SPRITE; - } - else if (this.enableScissor && this.renderer.scissor.testScissor(maskData)) { - maskData.type = constants.MASK_TYPES.SCISSOR; - } - else { - maskData.type = constants.MASK_TYPES.STENCIL; + DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) { + if (from) { + position = from.toGlobal(position, point, skipUpdate); } - }; - /** - * Applies the Mask and adds it to the current filter stack. - * @param maskData - Sprite to be used as the mask. - */ - MaskSystem.prototype.pushSpriteMask = function (maskData) { - var _a, _b; - var maskObject = maskData.maskObject; - var target = maskData._target; - var alphaMaskFilter = maskData._filters; - if (!alphaMaskFilter) { - alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex]; - if (!alphaMaskFilter) { - alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter()]; + if (!skipUpdate) { + this._recursivePostUpdateTransform(); + // this parent check is for just in case the item is a root object. + // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly + // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) + if (!this.parent) { + this.parent = this._tempDisplayObjectParent; + this.displayObjectUpdateTransform(); + this.parent = null; + } + else { + this.displayObjectUpdateTransform(); } } - var renderer = this.renderer; - var renderTextureSystem = renderer.renderTexture; - var resolution; - var multisample; - if (renderTextureSystem.current) { - var renderTexture = renderTextureSystem.current; - resolution = maskData.resolution || renderTexture.resolution; - multisample = (_a = maskData.multisample) !== null && _a !== void 0 ? _a : renderTexture.multisample; - } - else { - resolution = maskData.resolution || renderer.resolution; - multisample = (_b = maskData.multisample) !== null && _b !== void 0 ? _b : renderer.multisample; - } - alphaMaskFilter[0].resolution = resolution; - alphaMaskFilter[0].multisample = multisample; - alphaMaskFilter[0].maskSprite = maskObject; - var stashFilterArea = target.filterArea; - target.filterArea = maskObject.getBounds(true); - renderer.filter.push(target, alphaMaskFilter); - target.filterArea = stashFilterArea; - if (!maskData._filters) { - this.alphaMaskIndex++; - } + // simply apply the matrix.. + return this.worldTransform.applyInverse(position, point); }; /** - * Removes the last filter from the filter stack and doesn't return it. - * @param maskData - Sprite to be used as the mask. + * Set the parent Container of this DisplayObject. + * @param container - The Container to add this DisplayObject to. + * @returns - The Container that this DisplayObject was added to. */ - MaskSystem.prototype.popSpriteMask = function (maskData) { - this.renderer.filter.pop(); - if (maskData._filters) { - maskData._filters[0].maskSprite = null; - } - else { - this.alphaMaskIndex--; - this.alphaMaskPool[this.alphaMaskIndex][0].maskSprite = null; + DisplayObject.prototype.setParent = function (container) { + if (!container || !container.addChild) { + throw new Error('setParent: Argument must be a Container'); } + container.addChild(this); + return container; }; /** - * Pushes the color mask. - * @param maskData - The mask data + * Convenience function to set the position, scale, skew and pivot at once. + * @param x - The X position + * @param y - The Y position + * @param scaleX - The X scale value + * @param scaleY - The Y scale value + * @param rotation - The rotation + * @param skewX - The X skew value + * @param skewY - The Y skew value + * @param pivotX - The X pivot value + * @param pivotY - The Y pivot value + * @returns - The DisplayObject instance */ - MaskSystem.prototype.pushColorMask = function (maskData) { - var currColorMask = maskData._colorMask; - var nextColorMask = maskData._colorMask = currColorMask & maskData.colorMask; - if (nextColorMask !== currColorMask) { - this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0); - } + DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (scaleX === void 0) { scaleX = 1; } + if (scaleY === void 0) { scaleY = 1; } + if (rotation === void 0) { rotation = 0; } + if (skewX === void 0) { skewX = 0; } + if (skewY === void 0) { skewY = 0; } + if (pivotX === void 0) { pivotX = 0; } + if (pivotY === void 0) { pivotY = 0; } + this.position.x = x; + this.position.y = y; + this.scale.x = !scaleX ? 1 : scaleX; + this.scale.y = !scaleY ? 1 : scaleY; + this.rotation = rotation; + this.skew.x = skewX; + this.skew.y = skewY; + this.pivot.x = pivotX; + this.pivot.y = pivotY; + return this; }; /** - * Pops the color mask. - * @param maskData - The mask data + * Base destroy method for generic display objects. This will automatically + * remove the display object from its parent Container as well as remove + * all current event listeners and internal references. Do not use a DisplayObject + * after calling `destroy()`. + * @param _options */ - MaskSystem.prototype.popColorMask = function (maskData) { - var currColorMask = maskData._colorMask; - var nextColorMask = this.maskStack.length > 0 - ? this.maskStack[this.maskStack.length - 1]._colorMask : 0xf; - if (nextColorMask !== currColorMask) { - this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0); + DisplayObject.prototype.destroy = function (_options) { + if (this.parent) { + this.parent.removeChild(this); } + this._destroyed = true; + this.transform = null; + this.parent = null; + this._bounds = null; + this.mask = null; + this.cullArea = null; + this.filters = null; + this.filterArea = null; + this.hitArea = null; + this.interactive = false; + this.interactiveChildren = false; + this.emit('destroyed'); + this.removeAllListeners(); }; - MaskSystem.prototype.destroy = function () { - this.renderer = null; - }; - return MaskSystem; -}()); - -/** - * System plugin to the renderer to manage specific types of masking operations. - * @memberof PIXI - */ -var AbstractMaskSystem = /** @class */ (function () { + Object.defineProperty(DisplayObject.prototype, "_tempDisplayObjectParent", { + /** + * @protected + * @member {PIXI.Container} + */ + get: function () { + if (this.tempDisplayObjectParent === null) { + // eslint-disable-next-line @typescript-eslint/no-use-before-define + this.tempDisplayObjectParent = new TemporaryDisplayObject(); + } + return this.tempDisplayObjectParent; + }, + enumerable: false, + configurable: true + }); /** - * @param renderer - The renderer this System works for. + * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root + * + * ``` + * const cacheParent = elem.enableTempParent(); + * elem.updateTransform(); + * elem.disableTempParent(cacheParent); + * ``` + * @returns - current parent */ - function AbstractMaskSystem(renderer) { - this.renderer = renderer; - this.maskStack = []; - this.glConst = 0; - } - /** Gets count of masks of certain type. */ - AbstractMaskSystem.prototype.getStackLength = function () { - return this.maskStack.length; + DisplayObject.prototype.enableTempParent = function () { + var myParent = this.parent; + this.parent = this._tempDisplayObjectParent; + return myParent; }; /** - * Changes the mask stack that is used by this System. - * @param {PIXI.MaskData[]} maskStack - The mask stack + * Pair method for `enableTempParent` + * @param cacheParent - Actual parent of element */ - AbstractMaskSystem.prototype.setMaskStack = function (maskStack) { - var gl = this.renderer.gl; - var curStackLen = this.getStackLength(); - this.maskStack = maskStack; - var newStackLen = this.getStackLength(); - if (newStackLen !== curStackLen) { - if (newStackLen === 0) { - gl.disable(this.glConst); + DisplayObject.prototype.disableTempParent = function (cacheParent) { + this.parent = cacheParent; + }; + Object.defineProperty(DisplayObject.prototype, "x", { + /** + * The position of the displayObject on the x axis relative to the local coordinates of the parent. + * An alias to position.x + */ + get: function () { + return this.position.x; + }, + set: function (value) { + this.transform.position.x = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "y", { + /** + * The position of the displayObject on the y axis relative to the local coordinates of the parent. + * An alias to position.y + */ + get: function () { + return this.position.y; + }, + set: function (value) { + this.transform.position.y = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "worldTransform", { + /** + * Current transform of the object based on world (parent) factors. + * @readonly + */ + get: function () { + return this.transform.worldTransform; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "localTransform", { + /** + * Current transform of the object based on local factors: position, scale, other stuff. + * @readonly + */ + get: function () { + return this.transform.localTransform; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "position", { + /** + * The coordinate of the object relative to the local coordinates of the parent. + * @since 4.0.0 + */ + get: function () { + return this.transform.position; + }, + set: function (value) { + this.transform.position.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "scale", { + /** + * The scale factors of this object along the local coordinate axes. + * + * The default scale is (1, 1). + * @since 4.0.0 + */ + get: function () { + return this.transform.scale; + }, + set: function (value) { + this.transform.scale.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "pivot", { + /** + * The center of rotation, scaling, and skewing for this display object in its local space. The `position` + * is the projection of `pivot` in the parent's local space. + * + * By default, the pivot is the origin (0, 0). + * @since 4.0.0 + */ + get: function () { + return this.transform.pivot; + }, + set: function (value) { + this.transform.pivot.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "skew", { + /** + * The skew factor for the object in radians. + * @since 4.0.0 + */ + get: function () { + return this.transform.skew; + }, + set: function (value) { + this.transform.skew.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "rotation", { + /** + * The rotation of the object in radians. + * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. + */ + get: function () { + return this.transform.rotation; + }, + set: function (value) { + this.transform.rotation = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "angle", { + /** + * The angle of the object in degrees. + * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. + */ + get: function () { + return this.transform.rotation * math.RAD_TO_DEG; + }, + set: function (value) { + this.transform.rotation = value * math.DEG_TO_RAD; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "zIndex", { + /** + * The zIndex of the displayObject. + * + * If a container has the sortableChildren property set to true, children will be automatically + * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array, + * and thus rendered on top of other display objects within the same container. + * @see PIXI.Container#sortableChildren + */ + get: function () { + return this._zIndex; + }, + set: function (value) { + this._zIndex = value; + if (this.parent) { + this.parent.sortDirty = true; } - else { - gl.enable(this.glConst); - this._useCurrent(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "worldVisible", { + /** + * Indicates if the object is globally visible. + * @readonly + */ + get: function () { + var item = this; + do { + if (!item.visible) { + return false; + } + item = item.parent; + } while (item); + return true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "mask", { + /** + * Sets a mask for the displayObject. A mask is an object that limits the visibility of an + * object to the shape of the mask applied to it. In PixiJS a regular mask must be a + * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it + * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent. + * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong. + * To remove a mask, set this property to `null`. + * + * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask. + * @example + * const graphics = new PIXI.Graphics(); + * graphics.beginFill(0xFF3300); + * graphics.drawRect(50, 250, 100, 100); + * graphics.endFill(); + * + * const sprite = new PIXI.Sprite(texture); + * sprite.mask = graphics; + * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask. + */ + get: function () { + return this._mask; + }, + set: function (value) { + if (this._mask === value) { + return; } - } - }; - /** - * Setup renderer to use the current mask data. - * @private - */ - AbstractMaskSystem.prototype._useCurrent = function () { - // OVERWRITE; - }; - /** Destroys the mask stack. */ - AbstractMaskSystem.prototype.destroy = function () { - this.renderer = null; - this.maskStack = null; - }; - return AbstractMaskSystem; -}()); + if (this._mask) { + var maskObject = (this._mask.isMaskData + ? this._mask.maskObject : this._mask); + if (maskObject) { + maskObject._maskRefCount--; + if (maskObject._maskRefCount === 0) { + maskObject.renderable = true; + maskObject.isMask = false; + } + } + } + this._mask = value; + if (this._mask) { + var maskObject = (this._mask.isMaskData + ? this._mask.maskObject : this._mask); + if (maskObject) { + if (maskObject._maskRefCount === 0) { + maskObject.renderable = false; + maskObject.isMask = true; + } + maskObject._maskRefCount++; + } + } + }, + enumerable: false, + configurable: true + }); + return DisplayObject; +}(utils.EventEmitter)); +/** + * @private + */ +var TemporaryDisplayObject = /** @class */ (function (_super) { + __extends(TemporaryDisplayObject, _super); + function TemporaryDisplayObject() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.sortDirty = null; + return _this; + } + return TemporaryDisplayObject; +}(DisplayObject)); +/** + * DisplayObject default updateTransform, does not update children of container. + * Will crash if there's no parent element. + * @memberof PIXI.DisplayObject# + * @method displayObjectUpdateTransform + */ +DisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform; -var tempMatrix$1 = new math.Matrix(); -var rectPool = []; +function sortChildren(a, b) { + if (a.zIndex === b.zIndex) { + return a._lastSortedIndex - b._lastSortedIndex; + } + return a.zIndex - b.zIndex; +} /** - * System plugin to the renderer to manage scissor masking. + * Container is a general-purpose display object that holds children. It also adds built-in support for advanced + * rendering features like masking and filtering. * - * Scissor masking discards pixels outside of a rectangle called the scissor box. The scissor box is in the framebuffer - * viewport's space; however, the mask's rectangle is projected from world-space to viewport space automatically - * by this system. + * It is the base class of all display objects that act as a container for other objects, including Graphics + * and Sprite. + * + * ```js + * import { BlurFilter } from '@pixi/filter-blur'; + * import { Container } from '@pixi/display'; + * import { Graphics } from '@pixi/graphics'; + * import { Sprite } from '@pixi/sprite'; + * + * let container = new Container(); + * let sprite = Sprite.from("https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png"); + * + * sprite.width = 512; + * sprite.height = 512; + * + * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container + * // is rendered. + * container.addChild(sprite); + * + * // Blurs whatever is rendered by the container + * container.filters = [new BlurFilter()]; + * + * // Only the contents within a circle at the center should be rendered onto the screen. + * container.mask = new Graphics() + * .beginFill(0xffffff) + * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2) + * .endFill(); + * ``` * @memberof PIXI */ -var ScissorSystem = /** @class */ (function (_super) { - __extends(ScissorSystem, _super); - /** - * @param {PIXI.Renderer} renderer - The renderer this System works for. - */ - function ScissorSystem(renderer) { - var _this = _super.call(this, renderer) || this; - _this.glConst = settings.settings.ADAPTER.getWebGLRenderingContext().SCISSOR_TEST; +var Container = /** @class */ (function (_super) { + __extends(Container, _super); + function Container() { + var _this = _super.call(this) || this; + _this.children = []; + _this.sortableChildren = settings.settings.SORTABLE_CHILDREN; + _this.sortDirty = false; return _this; + /** + * Fired when a DisplayObject is added to this Container. + * @event PIXI.Container#childAdded + * @param {PIXI.DisplayObject} child - The child added to the Container. + * @param {PIXI.Container} container - The container that added the child. + * @param {number} index - The children's index of the added child. + */ + /** + * Fired when a DisplayObject is removed from this Container. + * @event PIXI.DisplayObject#childRemoved + * @param {PIXI.DisplayObject} child - The child removed from the Container. + * @param {PIXI.Container} container - The container that removed the child. + * @param {number} index - The former children's index of the removed child + */ } - ScissorSystem.prototype.getStackLength = function () { - var maskData = this.maskStack[this.maskStack.length - 1]; - if (maskData) { - return maskData._scissorCounter; - } - return 0; + /** + * Overridable method that can be used by Container subclasses whenever the children array is modified. + * @param _length + */ + Container.prototype.onChildrenChange = function (_length) { + /* empty */ }; /** - * evaluates _boundsTransformed, _scissorRect for MaskData - * @param maskData + * Adds one or more children to the container. + * + * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)` + * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container + * @returns {PIXI.DisplayObject} - The first child that was added. */ - ScissorSystem.prototype.calcScissorRect = function (maskData) { - var _a; - if (maskData._scissorRectLocal) { - return; + Container.prototype.addChild = function () { + var arguments$1 = arguments; + + var children = []; + for (var _i = 0; _i < arguments.length; _i++) { + children[_i] = arguments$1[_i]; } - var prevData = maskData._scissorRect; - var maskObject = maskData.maskObject; - var renderer = this.renderer; - var renderTextureSystem = renderer.renderTexture; - var rect = maskObject.getBounds(true, (_a = rectPool.pop()) !== null && _a !== void 0 ? _a : new math.Rectangle()); - this.roundFrameToPixels(rect, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform); - if (prevData) { - rect.fit(prevData); + // if there is only one argument we can bypass looping through the them + if (children.length > 1) { + // loop through the array and add all children + for (var i = 0; i < children.length; i++) { + // eslint-disable-next-line prefer-rest-params + this.addChild(children[i]); + } } - maskData._scissorRectLocal = rect; - }; - ScissorSystem.isMatrixRotated = function (matrix) { - if (!matrix) { - return false; + else { + var child = children[0]; + // if the child has a parent then lets remove it as PixiJS objects can only exist in one place + if (child.parent) { + child.parent.removeChild(child); + } + child.parent = this; + this.sortDirty = true; + // ensure child transform will be recalculated + child.transform._parentID = -1; + this.children.push(child); + // ensure bounds will be recalculated + this._boundsID++; + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(this.children.length - 1); + this.emit('childAdded', child, this, this.children.length - 1); + child.emit('added', this); } - var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d; - // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation - // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0). - return ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4) - && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4)); + return children[0]; }; /** - * Test, whether the object can be scissor mask with current renderer projection. - * Calls "calcScissorRect()" if its true. - * @param maskData - mask data - * @returns whether Whether the object can be scissor mask + * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown + * @param {PIXI.DisplayObject} child - The child to add + * @param {number} index - The index to place the child in + * @returns {PIXI.DisplayObject} The child that was added. */ - ScissorSystem.prototype.testScissor = function (maskData) { - var maskObject = maskData.maskObject; - if (!maskObject.isFastRect || !maskObject.isFastRect()) { - return false; - } - if (ScissorSystem.isMatrixRotated(maskObject.worldTransform)) { - return false; + Container.prototype.addChildAt = function (child, index) { + if (index < 0 || index > this.children.length) { + throw new Error(child + "addChildAt: The index " + index + " supplied is out of bounds " + this.children.length); } - if (ScissorSystem.isMatrixRotated(this.renderer.projection.transform)) { - return false; + if (child.parent) { + child.parent.removeChild(child); } - this.calcScissorRect(maskData); - var rect = maskData._scissorRectLocal; - return rect.width > 0 && rect.height > 0; + child.parent = this; + this.sortDirty = true; + // ensure child transform will be recalculated + child.transform._parentID = -1; + this.children.splice(index, 0, child); + // ensure bounds will be recalculated + this._boundsID++; + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(index); + child.emit('added', this); + this.emit('childAdded', child, this, index); + return child; }; - ScissorSystem.prototype.roundFrameToPixels = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) { - if (ScissorSystem.isMatrixRotated(transform)) { + /** + * Swaps the position of 2 Display Objects within this container. + * @param child - First display object to swap + * @param child2 - Second display object to swap + */ + Container.prototype.swapChildren = function (child, child2) { + if (child === child2) { return; } - transform = transform ? tempMatrix$1.copyFrom(transform) : tempMatrix$1.identity(); - // Get forward transform from world space to screen space - transform - .translate(-bindingSourceFrame.x, -bindingSourceFrame.y) - .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height) - .translate(bindingDestinationFrame.x, bindingDestinationFrame.y); - // Convert frame to screen space - this.renderer.filter.transformAABB(transform, frame); - frame.fit(bindingDestinationFrame); - frame.x = Math.round(frame.x * resolution); - frame.y = Math.round(frame.y * resolution); - frame.width = Math.round(frame.width * resolution); - frame.height = Math.round(frame.height * resolution); + var index1 = this.getChildIndex(child); + var index2 = this.getChildIndex(child2); + this.children[index1] = child2; + this.children[index2] = child; + this.onChildrenChange(index1 < index2 ? index1 : index2); }; /** - * Applies the Mask and adds it to the current stencil stack. - * @author alvin - * @param maskData - The mask data. + * Returns the index position of a child DisplayObject instance + * @param child - The DisplayObject instance to identify + * @returns - The index position of the child display object to identify */ - ScissorSystem.prototype.push = function (maskData) { - if (!maskData._scissorRectLocal) { - this.calcScissorRect(maskData); - } - var gl = this.renderer.gl; - if (!maskData._scissorRect) { - gl.enable(gl.SCISSOR_TEST); + Container.prototype.getChildIndex = function (child) { + var index = this.children.indexOf(child); + if (index === -1) { + throw new Error('The supplied DisplayObject must be a child of the caller'); } - maskData._scissorCounter++; - maskData._scissorRect = maskData._scissorRectLocal; - this._useCurrent(); + return index; }; /** - * This should be called after a mask is popped off the mask stack. It will rebind the scissor box to be latest with the - * last mask in the stack. - * - * This can also be called when you directly modify the scissor box and want to restore PixiJS state. - * @param maskData - The mask data. + * Changes the position of an existing child in the display object container + * @param child - The child DisplayObject instance for which you want to change the index number + * @param index - The resulting index number for the child display object */ - ScissorSystem.prototype.pop = function (maskData) { - var gl = this.renderer.gl; - if (maskData) { - rectPool.push(maskData._scissorRectLocal); - } - if (this.getStackLength() > 0) { - this._useCurrent(); + Container.prototype.setChildIndex = function (child, index) { + if (index < 0 || index >= this.children.length) { + throw new Error("The index " + index + " supplied is out of bounds " + this.children.length); } - else { - gl.disable(gl.SCISSOR_TEST); + var currentIndex = this.getChildIndex(child); + utils.removeItems(this.children, currentIndex, 1); // remove from old position + this.children.splice(index, 0, child); // add at new position + this.onChildrenChange(index); + }; + /** + * Returns the child at the specified index + * @param index - The index to get the child at + * @returns - The child at the given index, if any. + */ + Container.prototype.getChildAt = function (index) { + if (index < 0 || index >= this.children.length) { + throw new Error("getChildAt: Index (" + index + ") does not exist."); } + return this.children[index]; }; /** - * Setup renderer to use the current scissor data. - * @private + * Removes one or more children from the container. + * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove + * @returns {PIXI.DisplayObject} The first child that was removed. */ - ScissorSystem.prototype._useCurrent = function () { - var rect = this.maskStack[this.maskStack.length - 1]._scissorRect; - var y; - if (this.renderer.renderTexture.current) { - y = rect.y; + Container.prototype.removeChild = function () { + var arguments$1 = arguments; + + var children = []; + for (var _i = 0; _i < arguments.length; _i++) { + children[_i] = arguments$1[_i]; + } + // if there is only one argument we can bypass looping through the them + if (children.length > 1) { + // loop through the arguments property and remove all children + for (var i = 0; i < children.length; i++) { + this.removeChild(children[i]); + } } else { - // flipY. In future we'll have it over renderTextures as an option - y = this.renderer.height - rect.height - rect.y; + var child = children[0]; + var index = this.children.indexOf(child); + if (index === -1) + { return null; } + child.parent = null; + // ensure child transform will be recalculated + child.transform._parentID = -1; + utils.removeItems(this.children, index, 1); + // ensure bounds will be recalculated + this._boundsID++; + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(index); + child.emit('removed', this); + this.emit('childRemoved', child, this, index); } - this.renderer.gl.scissor(rect.x, y, rect.width, rect.height); + return children[0]; }; - return ScissorSystem; -}(AbstractMaskSystem)); - -/** - * System plugin to the renderer to manage stencils (used for masks). - * @memberof PIXI - */ -var StencilSystem = /** @class */ (function (_super) { - __extends(StencilSystem, _super); /** - * @param renderer - The renderer this System works for. + * Removes a child from the specified index position. + * @param index - The index to get the child from + * @returns The child that was removed. */ - function StencilSystem(renderer) { - var _this = _super.call(this, renderer) || this; - _this.glConst = settings.settings.ADAPTER.getWebGLRenderingContext().STENCIL_TEST; - return _this; - } - StencilSystem.prototype.getStackLength = function () { - var maskData = this.maskStack[this.maskStack.length - 1]; - if (maskData) { - return maskData._stencilCounter; - } - return 0; + Container.prototype.removeChildAt = function (index) { + var child = this.getChildAt(index); + // ensure child transform will be recalculated.. + child.parent = null; + child.transform._parentID = -1; + utils.removeItems(this.children, index, 1); + // ensure bounds will be recalculated + this._boundsID++; + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(index); + child.emit('removed', this); + this.emit('childRemoved', child, this, index); + return child; }; /** - * Applies the Mask and adds it to the current stencil stack. - * @param maskData - The mask data + * Removes all children from this container that are within the begin and end indexes. + * @param beginIndex - The beginning position. + * @param endIndex - The ending position. Default value is size of the container. + * @returns - List of removed children */ - StencilSystem.prototype.push = function (maskData) { - var maskObject = maskData.maskObject; - var gl = this.renderer.gl; - var prevMaskCount = maskData._stencilCounter; - if (prevMaskCount === 0) { - // force use stencil texture in current framebuffer - this.renderer.framebuffer.forceStencil(); - gl.clearStencil(0); - gl.clear(gl.STENCIL_BUFFER_BIT); - gl.enable(gl.STENCIL_TEST); + Container.prototype.removeChildren = function (beginIndex, endIndex) { + if (beginIndex === void 0) { beginIndex = 0; } + if (endIndex === void 0) { endIndex = this.children.length; } + var begin = beginIndex; + var end = endIndex; + var range = end - begin; + var removed; + if (range > 0 && range <= end) { + removed = this.children.splice(begin, range); + for (var i = 0; i < removed.length; ++i) { + removed[i].parent = null; + if (removed[i].transform) { + removed[i].transform._parentID = -1; + } + } + this._boundsID++; + this.onChildrenChange(beginIndex); + for (var i = 0; i < removed.length; ++i) { + removed[i].emit('removed', this); + this.emit('childRemoved', removed[i], this, i); + } + return removed; } - maskData._stencilCounter++; - var colorMask = maskData._colorMask; - if (colorMask !== 0) { - maskData._colorMask = 0; - gl.colorMask(false, false, false, false); + else if (range === 0 && this.children.length === 0) { + return []; } - // Increment the reference stencil value where the new mask overlaps with the old ones. - gl.stencilFunc(gl.EQUAL, prevMaskCount, 0xFFFFFFFF); - gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR); - maskObject.renderable = true; - maskObject.render(this.renderer); - this.renderer.batch.flush(); - maskObject.renderable = false; - if (colorMask !== 0) { - maskData._colorMask = colorMask; - gl.colorMask((colorMask & 1) !== 0, (colorMask & 2) !== 0, (colorMask & 4) !== 0, (colorMask & 8) !== 0); + throw new RangeError('removeChildren: numeric values are outside the acceptable range.'); + }; + /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */ + Container.prototype.sortChildren = function () { + var sortRequired = false; + for (var i = 0, j = this.children.length; i < j; ++i) { + var child = this.children[i]; + child._lastSortedIndex = i; + if (!sortRequired && child.zIndex !== 0) { + sortRequired = true; + } } - this._useCurrent(); + if (sortRequired && this.children.length > 1) { + this.children.sort(sortChildren); + } + this.sortDirty = false; }; - /** - * Pops stencil mask. MaskData is already removed from stack - * @param {PIXI.DisplayObject} maskObject - object of popped mask data - */ - StencilSystem.prototype.pop = function (maskObject) { - var gl = this.renderer.gl; - if (this.getStackLength() === 0) { - // the stack is empty! - gl.disable(gl.STENCIL_TEST); + /** Updates the transform on all children of this container for rendering. */ + Container.prototype.updateTransform = function () { + if (this.sortableChildren && this.sortDirty) { + this.sortChildren(); } - else { - var maskData = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null; - var colorMask = maskData ? maskData._colorMask : 0xf; - if (colorMask !== 0) { - maskData._colorMask = 0; - gl.colorMask(false, false, false, false); - } - // Decrement the reference stencil value where the popped mask overlaps with the other ones - gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR); - maskObject.renderable = true; - maskObject.render(this.renderer); - this.renderer.batch.flush(); - maskObject.renderable = false; - if (colorMask !== 0) { - maskData._colorMask = colorMask; - gl.colorMask((colorMask & 0x1) !== 0, (colorMask & 0x2) !== 0, (colorMask & 0x4) !== 0, (colorMask & 0x8) !== 0); + this._boundsID++; + this.transform.updateTransform(this.parent.transform); + // TODO: check render flags, how to process stuff here + this.worldAlpha = this.alpha * this.parent.worldAlpha; + for (var i = 0, j = this.children.length; i < j; ++i) { + var child = this.children[i]; + if (child.visible) { + child.updateTransform(); } - this._useCurrent(); } }; /** - * Setup renderer to use the current stencil data. - * @private - */ - StencilSystem.prototype._useCurrent = function () { - var gl = this.renderer.gl; - gl.stencilFunc(gl.EQUAL, this.getStackLength(), 0xFFFFFFFF); - gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP); - }; - return StencilSystem; -}(AbstractMaskSystem)); - -/** - * System plugin to the renderer to manage the projection matrix. - * - * The `projectionMatrix` is a global uniform provided to all shaders. It is used to transform points in world space to - * normalized device coordinates. - * @memberof PIXI - */ -var ProjectionSystem = /** @class */ (function () { - /** @param renderer - The renderer this System works for. */ - function ProjectionSystem(renderer) { - this.renderer = renderer; - this.destinationFrame = null; - this.sourceFrame = null; - this.defaultFrame = null; - this.projectionMatrix = new math.Matrix(); - this.transform = null; - } - /** - * Updates the projection-matrix based on the sourceFrame → destinationFrame mapping provided. - * - * NOTE: It is expected you call `renderer.framebuffer.setViewport(destinationFrame)` after this. This is because - * the framebuffer viewport converts shader vertex output in normalized device coordinates to window coordinates. + * Recalculates the bounds of the container. * - * NOTE-2: {@link RenderTextureSystem#bind} updates the projection-matrix when you bind a render-texture. It is expected - * that you dirty the current bindings when calling this manually. - * @param destinationFrame - The rectangle in the render-target to render the contents into. If rendering to the canvas, - * the origin is on the top-left; if rendering to a render-texture, the origin is on the bottom-left. - * @param sourceFrame - The rectangle in world space that contains the contents being rendered. - * @param resolution - The resolution of the render-target, which is the ratio of - * world-space (or CSS) pixels to physical pixels. - * @param root - Whether the render-target is the screen. This is required because rendering to textures - * is y-flipped (i.e. upside down relative to the screen). + * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds + * is limited to its mask's bounds or filterArea, if any is applied. */ - ProjectionSystem.prototype.update = function (destinationFrame, sourceFrame, resolution, root) { - this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame; - this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame; - // Calculate object-space to clip-space projection - this.calculateProjection(this.destinationFrame, this.sourceFrame, resolution, root); - if (this.transform) { - this.projectionMatrix.append(this.transform); - } - var renderer = this.renderer; - renderer.globalUniforms.uniforms.projectionMatrix = this.projectionMatrix; - renderer.globalUniforms.update(); - // this will work for now - // but would be sweet to stick and even on the global uniforms.. - if (renderer.shader.shader) { - renderer.shader.syncUniformGroup(renderer.shader.shader.uniforms.globals); + Container.prototype.calculateBounds = function () { + this._bounds.clear(); + this._calculateBounds(); + for (var i = 0; i < this.children.length; i++) { + var child = this.children[i]; + if (!child.visible || !child.renderable) { + continue; + } + child.calculateBounds(); + // TODO: filter+mask, need to mask both somehow + if (child._mask) { + var maskObject = (child._mask.isMaskData + ? child._mask.maskObject : child._mask); + if (maskObject) { + maskObject.calculateBounds(); + this._bounds.addBoundsMask(child._bounds, maskObject._bounds); + } + else { + this._bounds.addBounds(child._bounds); + } + } + else if (child.filterArea) { + this._bounds.addBoundsArea(child._bounds, child.filterArea); + } + else { + this._bounds.addBounds(child._bounds); + } } + this._bounds.updateID = this._boundsID; }; /** - * Calculates the `projectionMatrix` to map points inside `sourceFrame` to inside `destinationFrame`. - * @param _destinationFrame - The destination frame in the render-target. - * @param sourceFrame - The source frame in world space. - * @param _resolution - The render-target's resolution, i.e. ratio of CSS to physical pixels. - * @param root - Whether rendering into the screen. Otherwise, if rendering to a framebuffer, the projection - * is y-flipped. + * Retrieves the local bounds of the displayObject as a rectangle object. + * + * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render() + * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree. + * @param rect - Optional rectangle to store the result of the bounds calculation. + * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms, + * it was default behaviour of pixi 4.0-5.2 and caused many problems to users. + * @returns - The rectangular bounding area. */ - ProjectionSystem.prototype.calculateProjection = function (_destinationFrame, sourceFrame, _resolution, root) { - var pm = this.projectionMatrix; - var sign = !root ? 1 : -1; - pm.identity(); - pm.a = (1 / sourceFrame.width * 2); - pm.d = sign * (1 / sourceFrame.height * 2); - pm.tx = -1 - (sourceFrame.x * pm.a); - pm.ty = -sign - (sourceFrame.y * pm.d); + Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) { + if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; } + var result = _super.prototype.getLocalBounds.call(this, rect); + if (!skipChildrenUpdate) { + for (var i = 0, j = this.children.length; i < j; ++i) { + var child = this.children[i]; + if (child.visible) { + child.updateTransform(); + } + } + } + return result; }; /** - * Sets the transform of the active render target to the given matrix. - * @param _matrix - The transformation matrix + * Recalculates the content bounds of this object. This should be overriden to + * calculate the bounds of this specific object (not including children). + * @protected */ - ProjectionSystem.prototype.setTransform = function (_matrix) { - // this._activeRenderTarget.transform = matrix; - }; - ProjectionSystem.prototype.destroy = function () { - this.renderer = null; + Container.prototype._calculateBounds = function () { + // FILL IN// }; - return ProjectionSystem; -}()); - -// Temporary rectangle for assigned sourceFrame or destinationFrame -var tempRect = new math.Rectangle(); -// Temporary rectangle for renderTexture destinationFrame -var tempRect2 = new math.Rectangle(); -/* eslint-disable max-len */ -/** - * System plugin to the renderer to manage render textures. - * - * Should be added after FramebufferSystem - * - * ### Frames - * - * The `RenderTextureSystem` holds a sourceFrame → destinationFrame projection. The following table explains the different - * coordinate spaces used: - * - * | Frame | Description | Coordinate System | - * | ---------------------- | ---------------------------------------------------------------- | ------------------------------------------------------- | - * | sourceFrame | The rectangle inside of which display-objects are being rendered | **World Space**: The origin on the top-left | - * | destinationFrame | The rectangle in the render-target (canvas or texture) into which contents should be rendered | If rendering to the canvas, this is in screen space and the origin is on the top-left. If rendering to a render-texture, this is in its base-texture's space with the origin on the bottom-left. | - * | viewportFrame | The framebuffer viewport corresponding to the destination-frame | **Window Coordinates**: The origin is always on the bottom-left. | - * @memberof PIXI - */ -var RenderTextureSystem = /** @class */ (function () { - /** - * @param renderer - The renderer this System works for. - */ - function RenderTextureSystem(renderer) { - this.renderer = renderer; - this.clearColor = renderer._backgroundColorRgba; - this.defaultMaskStack = []; - this.current = null; - this.sourceFrame = new math.Rectangle(); - this.destinationFrame = new math.Rectangle(); - this.viewportFrame = new math.Rectangle(); - } /** - * Bind the current render texture. - * @param renderTexture - RenderTexture to bind, by default its `null` - the screen. - * @param sourceFrame - Part of world that is mapped to the renderTexture. - * @param destinationFrame - Part of renderTexture, by default it has the same size as sourceFrame. + * Renders this object and its children with culling. + * @protected + * @param {PIXI.Renderer} renderer - The renderer */ - RenderTextureSystem.prototype.bind = function (renderTexture, sourceFrame, destinationFrame) { - if (renderTexture === void 0) { renderTexture = null; } - var renderer = this.renderer; - this.current = renderTexture; - var baseTexture; - var framebuffer; - var resolution; - if (renderTexture) { - baseTexture = renderTexture.baseTexture; - resolution = baseTexture.resolution; - if (!sourceFrame) { - tempRect.width = renderTexture.frame.width; - tempRect.height = renderTexture.frame.height; - sourceFrame = tempRect; - } - if (!destinationFrame) { - tempRect2.x = renderTexture.frame.x; - tempRect2.y = renderTexture.frame.y; - tempRect2.width = sourceFrame.width; - tempRect2.height = sourceFrame.height; - destinationFrame = tempRect2; - } - framebuffer = baseTexture.framebuffer; + Container.prototype._renderWithCulling = function (renderer) { + var sourceFrame = renderer.renderTexture.sourceFrame; + // If the source frame is empty, stop rendering. + if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) { + return; } - else { - resolution = renderer.resolution; - if (!sourceFrame) { - tempRect.width = renderer.screen.width; - tempRect.height = renderer.screen.height; - sourceFrame = tempRect; - } - if (!destinationFrame) { - destinationFrame = tempRect; - destinationFrame.width = sourceFrame.width; - destinationFrame.height = sourceFrame.height; - } + // Render the content of the container only if its bounds intersect with the source frame. + // All filters are on the stack at this point, and the filter source frame is bound: + // therefore, even if the bounds to non intersect the filter frame, the filter + // is still applied and any filter padding that is in the frame is rendered correctly. + var bounds; + var transform; + // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea + // rectangle must completely contain the container and its children including filter padding. + if (this.cullArea) { + bounds = this.cullArea; + transform = this.worldTransform; } - var viewportFrame = this.viewportFrame; - viewportFrame.x = destinationFrame.x * resolution; - viewportFrame.y = destinationFrame.y * resolution; - viewportFrame.width = destinationFrame.width * resolution; - viewportFrame.height = destinationFrame.height * resolution; - if (!renderTexture) { - viewportFrame.y = renderer.view.height - (viewportFrame.y + viewportFrame.height); + // If the container doesn't override _render, we can skip the bounds calculation and intersection test. + else if (this._render !== Container.prototype._render) { + bounds = this.getBounds(true); } - viewportFrame.ceil(); - this.renderer.framebuffer.bind(framebuffer, viewportFrame); - this.renderer.projection.update(destinationFrame, sourceFrame, resolution, !framebuffer); - if (renderTexture) { - this.renderer.mask.setMaskStack(baseTexture.maskStack); + // Render the container if the source frame intersects the bounds. + if (bounds && sourceFrame.intersects(bounds, transform)) { + this._render(renderer); } - else { - this.renderer.mask.setMaskStack(this.defaultMaskStack); + // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering. + else if (this.cullArea) { + return; + } + // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect + // the source frame, because the children might have filters with nonzero padding, which may intersect + // with the source frame while the bounds do not: filter padding is not included in the bounds. + // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered + // if they are out of frame; otherwise, render the children normally. + for (var i = 0, j = this.children.length; i < j; ++i) { + var child = this.children[i]; + var childCullable = child.cullable; + child.cullable = childCullable || !this.cullArea; + child.render(renderer); + child.cullable = childCullable; } - this.sourceFrame.copyFrom(sourceFrame); - this.destinationFrame.copyFrom(destinationFrame); }; /** - * Erases the render texture and fills the drawing area with a colour. - * @param clearColor - The color as rgba, default to use the renderer backgroundColor - * @param [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks - * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers. - */ - RenderTextureSystem.prototype.clear = function (clearColor, mask) { - if (this.current) { - clearColor = clearColor || this.current.baseTexture.clearColor; - } - else { - clearColor = clearColor || this.clearColor; - } - var destinationFrame = this.destinationFrame; - var baseFrame = this.current ? this.current.baseTexture : this.renderer.screen; - var clearMask = destinationFrame.width !== baseFrame.width || destinationFrame.height !== baseFrame.height; - if (clearMask) { - var _a = this.viewportFrame, x = _a.x, y = _a.y, width = _a.width, height = _a.height; - x = Math.round(x); - y = Math.round(y); - width = Math.round(width); - height = Math.round(height); - // TODO: ScissorSystem should cache whether the scissor test is enabled or not. - this.renderer.gl.enable(this.renderer.gl.SCISSOR_TEST); - this.renderer.gl.scissor(x, y, width, height); + * Renders the object using the WebGL renderer. + * + * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the + * container itself. This `render` method will invoke it, and also invoke the `render` methods of all + * children afterward. + * + * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and + * the bounds of this object are out of frame, this implementation will entirely skip rendering. + * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally, + * setting alpha to zero is not recommended for purely skipping rendering. + * + * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is + * advised to employ **culling** to automatically skip rendering objects outside of the current screen. + * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}. + * Other culling methods might be better suited for a large number static objects; see + * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and + * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}. + * + * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or + * filtering is applied on a container. This does, however, break batching and can affect performance when + * masking and filtering is applied extensively throughout the scene graph. + * @param renderer - The renderer + */ + Container.prototype.render = function (renderer) { + // if the object is not visible or the alpha is 0 then no need to render this element + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; } - this.renderer.framebuffer.clear(clearColor[0], clearColor[1], clearColor[2], clearColor[3], mask); - if (clearMask) { - // Restore the scissor box - this.renderer.scissor.pop(); + // do a quick check to see if this element has a mask or a filter. + if (this._mask || (this.filters && this.filters.length)) { + this.renderAdvanced(renderer); + } + else if (this.cullable) { + this._renderWithCulling(renderer); + } + else { + this._render(renderer); + for (var i = 0, j = this.children.length; i < j; ++i) { + this.children[i].render(renderer); + } } }; - RenderTextureSystem.prototype.resize = function () { - // resize the root only! - this.bind(null); - }; - /** Resets render-texture state. */ - RenderTextureSystem.prototype.reset = function () { - this.bind(null); - }; - RenderTextureSystem.prototype.destroy = function () { - this.renderer = null; - }; - return RenderTextureSystem; -}()); - -function uboUpdate(_ud, _uv, _renderer, _syncData, buffer) { - _renderer.buffer.update(buffer); -} -// cv = CachedValue -// v = value -// ud = uniformData -// uv = uniformValue -// l = location -var UBO_TO_SINGLE_SETTERS = { - float: "\n data[offset] = v;\n ", - vec2: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n ", - vec3: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n\n ", - vec4: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n data[offset+3] = v[3];\n ", - mat2: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n\n data[offset+4] = v[2];\n data[offset+5] = v[3];\n ", - mat3: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n\n data[offset + 4] = v[3];\n data[offset + 5] = v[4];\n data[offset + 6] = v[5];\n\n data[offset + 8] = v[6];\n data[offset + 9] = v[7];\n data[offset + 10] = v[8];\n ", - mat4: "\n for(var i = 0; i < 16; i++)\n {\n data[offset + i] = v[i];\n }\n " -}; -var GLSL_TO_STD40_SIZE = { - float: 4, - vec2: 8, - vec3: 12, - vec4: 16, - int: 4, - ivec2: 8, - ivec3: 12, - ivec4: 16, - uint: 4, - uvec2: 8, - uvec3: 12, - uvec4: 16, - bool: 4, - bvec2: 8, - bvec3: 12, - bvec4: 16, - mat2: 16 * 2, - mat3: 16 * 3, - mat4: 16 * 4, -}; -/** - * logic originally from here: https://github.com/sketchpunk/FunWithWebGL2/blob/master/lesson_022/Shaders.js - * rewrote it, but this was a great starting point to get a solid understanding of whats going on :) - * @ignore - * @param uniformData - */ -function createUBOElements(uniformData) { - var uboElements = uniformData.map(function (data) { - return ({ - data: data, - offset: 0, - dataLen: 0, - dirty: 0 - }); - }); - var size = 0; - var chunkSize = 0; - var offset = 0; - for (var i = 0; i < uboElements.length; i++) { - var uboElement = uboElements[i]; - size = GLSL_TO_STD40_SIZE[uboElement.data.type]; - if (uboElement.data.size > 1) { - size = Math.max(size, 16) * uboElement.data.size; + /** + * Render the object using the WebGL renderer and advanced features. + * @param renderer - The renderer + */ + Container.prototype.renderAdvanced = function (renderer) { + var filters = this.filters; + var mask = this._mask; + // push filter first as we need to ensure the stencil buffer is correct for any masking + if (filters) { + if (!this._enabledFilters) { + this._enabledFilters = []; + } + this._enabledFilters.length = 0; + for (var i = 0; i < filters.length; i++) { + if (filters[i].enabled) { + this._enabledFilters.push(filters[i]); + } + } } - uboElement.dataLen = size; - // add some size offset.. - // must align to the nearest 16 bytes or internally nearest round size - if (chunkSize % size !== 0 && chunkSize < 16) { - // diff required to line up.. - var lineUpValue = (chunkSize % size) % 16; - chunkSize += lineUpValue; - offset += lineUpValue; + var flush = (filters && this._enabledFilters && this._enabledFilters.length) + || (mask && (!mask.isMaskData + || (mask.enabled && (mask.autoDetect || mask.type !== constants.MASK_TYPES.NONE)))); + if (flush) { + renderer.batch.flush(); } - if ((chunkSize + size) > 16) { - offset = Math.ceil(offset / 16) * 16; - uboElement.offset = offset; - offset += size; - chunkSize = size; + if (filters && this._enabledFilters && this._enabledFilters.length) { + renderer.filter.push(this, this._enabledFilters); + } + if (mask) { + renderer.mask.push(this, this._mask); + } + if (this.cullable) { + this._renderWithCulling(renderer); } else { - uboElement.offset = offset; - chunkSize += size; - offset += size; + this._render(renderer); + for (var i = 0, j = this.children.length; i < j; ++i) { + this.children[i].render(renderer); + } } - } - offset = Math.ceil(offset / 16) * 16; - return { uboElements: uboElements, size: offset }; -} -function getUBOData(uniforms, uniformData) { - var usedUniformDatas = []; - // build.. - for (var i in uniforms) { - if (uniformData[i]) { - usedUniformDatas.push(uniformData[i]); + if (flush) { + renderer.batch.flush(); } - } - // sort them out by index! - usedUniformDatas.sort(function (a, b) { return a.index - b.index; }); - return usedUniformDatas; -} -function generateUniformBufferSync(group, uniformData) { - if (!group.autoManage) { - // if the group is nott automatically managed, we don't need to generate a special function for it... - return { size: 0, syncFunc: uboUpdate }; - } - var usedUniformDatas = getUBOData(group.uniforms, uniformData); - var _a = createUBOElements(usedUniformDatas), uboElements = _a.uboElements, size = _a.size; - var funcFragments = ["\n var v = null;\n var v2 = null;\n var cv = null;\n var t = 0;\n var gl = renderer.gl\n var index = 0;\n var data = buffer.data;\n "]; - for (var i = 0; i < uboElements.length; i++) { - var uboElement = uboElements[i]; - var uniform = group.uniforms[uboElement.data.name]; - var name = uboElement.data.name; - var parsed = false; - for (var j = 0; j < uniformParsers.length; j++) { - var uniformParser = uniformParsers[j]; - if (uniformParser.codeUbo && uniformParser.test(uboElement.data, uniform)) { - funcFragments.push("offset = " + uboElement.offset / 4 + ";", uniformParsers[j].codeUbo(uboElement.data.name, uniform)); - parsed = true; - break; + if (mask) { + renderer.mask.pop(this); + } + if (filters && this._enabledFilters && this._enabledFilters.length) { + renderer.filter.pop(); + } + }; + /** + * To be overridden by the subclasses. + * @param _renderer - The renderer + */ + Container.prototype._render = function (_renderer) { + // this is where content itself gets rendered... + }; + /** + * Removes all internal references and listeners as well as removes children from the display list. + * Do not use a Container after calling `destroy`. + * @param options - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the texture of the child sprite + * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the base texture of the child sprite + */ + Container.prototype.destroy = function (options) { + _super.prototype.destroy.call(this); + this.sortDirty = false; + var destroyChildren = typeof options === 'boolean' ? options : options && options.children; + var oldChildren = this.removeChildren(0, this.children.length); + if (destroyChildren) { + for (var i = 0; i < oldChildren.length; ++i) { + oldChildren[i].destroy(options); } } - if (!parsed) { - if (uboElement.data.size > 1) { - var size_1 = mapSize(uboElement.data.type); - var rowSize = Math.max(GLSL_TO_STD40_SIZE[uboElement.data.type] / 16, 1); - var elementSize = size_1 / rowSize; - var remainder = (4 - (elementSize % 4)) % 4; - funcFragments.push("\n cv = ud." + name + ".value;\n v = uv." + name + ";\n offset = " + uboElement.offset / 4 + ";\n\n t = 0;\n\n for(var i=0; i < " + uboElement.data.size * rowSize + "; i++)\n {\n for(var j = 0; j < " + elementSize + "; j++)\n {\n data[offset++] = v[t++];\n }\n offset += " + remainder + ";\n }\n\n "); + }; + Object.defineProperty(Container.prototype, "width", { + /** The width of the Container, setting this will actually modify the scale to achieve the value set. */ + get: function () { + return this.scale.x * this.getLocalBounds().width; + }, + set: function (value) { + var width = this.getLocalBounds().width; + if (width !== 0) { + this.scale.x = value / width; } else { - var template = UBO_TO_SINGLE_SETTERS[uboElement.data.type]; - funcFragments.push("\n cv = ud." + name + ".value;\n v = uv." + name + ";\n offset = " + uboElement.offset / 4 + ";\n " + template + ";\n "); + this.scale.x = 1; } - } - } - funcFragments.push("\n renderer.buffer.update(buffer);\n "); - return { - size: size, - // eslint-disable-next-line no-new-func - syncFunc: new Function('ud', 'uv', 'renderer', 'syncData', 'buffer', funcFragments.join('\n')) - }; -} - -/** - * @private - */ -var IGLUniformData = /** @class */ (function () { - function IGLUniformData() { - } - return IGLUniformData; -}()); + this._width = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Container.prototype, "height", { + /** The height of the Container, setting this will actually modify the scale to achieve the value set. */ + get: function () { + return this.scale.y * this.getLocalBounds().height; + }, + set: function (value) { + var height = this.getLocalBounds().height; + if (height !== 0) { + this.scale.y = value / height; + } + else { + this.scale.y = 1; + } + this._height = value; + }, + enumerable: false, + configurable: true + }); + return Container; +}(DisplayObject)); /** - * Helper class to create a WebGL Program - * @memberof PIXI + * Container default updateTransform, does update children of container. + * Will crash if there's no parent element. + * @memberof PIXI.Container# + * @method containerUpdateTransform */ -var GLProgram = /** @class */ (function () { - /** - * Makes a new Pixi program. - * @param program - webgl program - * @param uniformData - uniforms - */ - function GLProgram(program, uniformData) { - this.program = program; - this.uniformData = uniformData; - this.uniformGroups = {}; - this.uniformDirtyGroups = {}; - this.uniformBufferBindings = {}; - } - /** Destroys this program. */ - GLProgram.prototype.destroy = function () { - this.uniformData = null; - this.uniformGroups = null; - this.uniformDirtyGroups = null; - this.uniformBufferBindings = null; - this.program = null; - }; - return GLProgram; -}()); +Container.prototype.containerUpdateTransform = Container.prototype.updateTransform; -/** - * returns the attribute data from the program - * @private - * @param {WebGLProgram} [program] - the WebGL program - * @param {WebGLRenderingContext} [gl] - the WebGL context - * @returns {object} the attribute data for this program +exports.Bounds = Bounds; +exports.Container = Container; +exports.DisplayObject = DisplayObject; +exports.TemporaryDisplayObject = TemporaryDisplayObject; + + +},{"@pixi/constants":6,"@pixi/math":20,"@pixi/settings":30,"@pixi/utils":38}],9:[function(require,module,exports){ +/*! + * @pixi/extensions - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/extensions is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license */ -function getAttributeData(program, gl) { - var attributes = {}; - var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES); - for (var i = 0; i < totalAttributes; i++) { - var attribData = gl.getActiveAttrib(program, i); - if (attribData.name.indexOf('gl_') === 0) { - continue; - } - var type = mapType(gl, attribData.type); - var data = { - type: type, - name: attribData.name, - size: mapSize(type), - location: gl.getAttribLocation(program, attribData.name), - }; - attributes[attribData.name] = data; - } - return attributes; -} +'use strict'; + +Object.defineProperty(exports, '__esModule', { value: true }); + +/*! ***************************************************************************** +Copyright (c) Microsoft Corporation. + +Permission to use, copy, modify, and/or distribute this software for any +purpose with or without fee is hereby granted. + +THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH +REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY +AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, +INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM +LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR +OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THIS SOFTWARE. +***************************************************************************** */ + +var __assign = function() { + __assign = Object.assign || function __assign(t) { + var arguments$1 = arguments; + + for (var s, i = 1, n = arguments.length; i < n; i++) { + s = arguments$1[i]; + for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } } + } + return t; + }; + return __assign.apply(this, arguments); +}; /** - * returns the uniform data from the program - * @private - * @param program - the webgl program - * @param gl - the WebGL context - * @returns {object} the uniform data for this program + * Collection of valid extension types. + * @memberof PIXI + * @property {string} Application - Application plugins + * @property {string} RendererPlugin - Plugins for Renderer + * @property {string} CanvasRendererPlugin - Plugins for CanvasRenderer + * @property {string} Loader - Plugins to use with Loader + * @property {string} LoadParser - Parsers for Assets loader. + * @property {string} ResolveParser - Parsers for Assets resolvers. + * @property {string} CacheParser - Parsers for Assets cache. */ -function getUniformData(program, gl) { - var uniforms = {}; - var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); - for (var i = 0; i < totalUniforms; i++) { - var uniformData = gl.getActiveUniform(program, i); - var name = uniformData.name.replace(/\[.*?\]$/, ''); - var isArray = !!(uniformData.name.match(/\[.*?\]$/)); - var type = mapType(gl, uniformData.type); - uniforms[name] = { - name: name, - index: i, - type: type, - size: uniformData.size, - isArray: isArray, - value: defaultValue(type, uniformData.size), - }; - } - return uniforms; -} - +exports.ExtensionType = void 0; +(function (ExtensionType) { + ExtensionType["Application"] = "application"; + ExtensionType["RendererPlugin"] = "renderer-webgl-plugin"; + ExtensionType["CanvasRendererPlugin"] = "renderer-canvas-plugin"; + ExtensionType["Loader"] = "loader"; + ExtensionType["LoadParser"] = "load-parser"; + ExtensionType["ResolveParser"] = "resolve-parser"; + ExtensionType["CacheParser"] = "cache-parser"; + ExtensionType["DetectionParser"] = "detection-parser"; +})(exports.ExtensionType || (exports.ExtensionType = {})); /** - * generates a WebGL Program object from a high level Pixi Program. - * @param gl - a rendering context on which to generate the program - * @param program - the high level Pixi Program. + * Convert input into extension format data. + * @ignore */ -function generateProgram(gl, program) { - var glVertShader = compileShader(gl, gl.VERTEX_SHADER, program.vertexSrc); - var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, program.fragmentSrc); - var webGLProgram = gl.createProgram(); - gl.attachShader(webGLProgram, glVertShader); - gl.attachShader(webGLProgram, glFragShader); - gl.linkProgram(webGLProgram); - if (!gl.getProgramParameter(webGLProgram, gl.LINK_STATUS)) { - logProgramError(gl, webGLProgram, glVertShader, glFragShader); - } - program.attributeData = getAttributeData(webGLProgram, gl); - program.uniformData = getUniformData(webGLProgram, gl); - // GLSL 1.00: bind attributes sorted by name in ascending order - // GLSL 3.00: don't change the attribute locations that where chosen by the compiler - // or assigned by the layout specifier in the shader source code - if (!(/^[ \t]*#[ \t]*version[ \t]+300[ \t]+es[ \t]*$/m).test(program.vertexSrc)) { - var keys = Object.keys(program.attributeData); - keys.sort(function (a, b) { return (a > b) ? 1 : -1; }); // eslint-disable-line no-confusing-arrow - for (var i = 0; i < keys.length; i++) { - program.attributeData[keys[i]].location = i; - gl.bindAttribLocation(webGLProgram, i, keys[i]); +var normalizeExtension = function (ext) { + // Class/Object submission, use extension object + if (typeof ext === 'function' || (typeof ext === 'object' && ext.extension)) { + if (!ext.extension) { + throw new Error('Extension class must have an extension object'); } - gl.linkProgram(webGLProgram); + var metadata = (typeof ext.extension !== 'object') + ? { type: ext.extension } + : ext.extension; + ext = __assign(__assign({}, metadata), { ref: ext }); } - gl.deleteShader(glVertShader); - gl.deleteShader(glFragShader); - var uniformData = {}; - for (var i in program.uniformData) { - var data = program.uniformData[i]; - uniformData[i] = { - location: gl.getUniformLocation(webGLProgram, i), - value: defaultValue(data.type, data.size), - }; + if (typeof ext === 'object') { + ext = __assign({}, ext); } - var glProgram = new GLProgram(webGLProgram, uniformData); - return glProgram; -} - -var UID = 0; -// default sync data so we don't create a new one each time! -var defaultSyncData = { textureCount: 0, uboCount: 0 }; + else { + throw new Error('Invalid extension type'); + } + if (typeof ext.type === 'string') { + ext.type = [ext.type]; + } + return ext; +}; /** - * System plugin to the renderer to manage shaders. + * Global registration of all PixiJS extensions. One-stop-shop for extensibility. * @memberof PIXI + * @namespace extensions */ -var ShaderSystem = /** @class */ (function () { - /** @param renderer - The renderer this System works for. */ - function ShaderSystem(renderer) { - this.destroyed = false; - this.renderer = renderer; - // Validation check that this environment support `new Function` - this.systemCheck(); - this.gl = null; - this.shader = null; - this.program = null; - this.cache = {}; - this._uboCache = {}; - this.id = UID++; - } +var extensions = { + /** @ignore */ + _addHandlers: null, + /** @ignore */ + _removeHandlers: null, + /** @ignore */ + _queue: {}, /** - * Overrideable function by `@pixi/unsafe-eval` to silence - * throwing an error if platform doesn't support unsafe-evals. - * @private + * Remove extensions from PixiJS. + * @param extensions - Extensions to be removed. + * @returns {PIXI.extensions} For chaining. */ - ShaderSystem.prototype.systemCheck = function () { - if (!unsafeEvalSupported()) { - throw new Error('Current environment does not allow unsafe-eval, ' - + 'please use @pixi/unsafe-eval module to enable support.'); + remove: function () { + var arguments$1 = arguments; + + var _this = this; + var extensions = []; + for (var _i = 0; _i < arguments.length; _i++) { + extensions[_i] = arguments$1[_i]; } - }; - ShaderSystem.prototype.contextChange = function (gl) { - this.gl = gl; - this.reset(); - }; + extensions.map(normalizeExtension).forEach(function (ext) { + ext.type.forEach(function (type) { var _a, _b; return (_b = (_a = _this._removeHandlers)[type]) === null || _b === void 0 ? void 0 : _b.call(_a, ext); }); + }); + return this; + }, /** - * Changes the current shader to the one given in parameter. - * @param shader - the new shader - * @param dontSync - false if the shader should automatically sync its uniforms. - * @returns the glProgram that belongs to the shader. + * Register new extensions with PixiJS. + * @param extensions - The spread of extensions to add to PixiJS. + * @returns {PIXI.extensions} For chaining. */ - ShaderSystem.prototype.bind = function (shader, dontSync) { - shader.uniforms.globals = this.renderer.globalUniforms; - var program = shader.program; - var glProgram = program.glPrograms[this.renderer.CONTEXT_UID] || this.generateProgram(shader); - this.shader = shader; - // TODO - some current Pixi plugins bypass this.. so it not safe to use yet.. - if (this.program !== program) { - this.program = program; - this.gl.useProgram(glProgram.program); + add: function () { + var arguments$1 = arguments; + + var _this = this; + var extensions = []; + for (var _i = 0; _i < arguments.length; _i++) { + extensions[_i] = arguments$1[_i]; } - if (!dontSync) { - defaultSyncData.textureCount = 0; - defaultSyncData.uboCount = 0; - this.syncUniformGroup(shader.uniformGroup, defaultSyncData); + // Handle any extensions either passed as class w/ data or as data + extensions.map(normalizeExtension).forEach(function (ext) { + ext.type.forEach(function (type) { + var handlers = _this._addHandlers; + var queue = _this._queue; + if (!handlers[type]) { + queue[type] = queue[type] || []; + queue[type].push(ext); + } + else { + handlers[type](ext); + } + }); + }); + return this; + }, + /** + * Internal method to handle extensions by name. + * @param type - The extension type. + * @param onAdd - Function for handling when extensions are added/registered passes {@link PIXI.ExtensionFormat}. + * @param onRemove - Function for handling when extensions are removed/unregistered passes {@link PIXI.ExtensionFormat}. + * @returns {PIXI.extensions} For chaining. + */ + handle: function (type, onAdd, onRemove) { + var addHandlers = this._addHandlers = this._addHandlers || {}; + var removeHandlers = this._removeHandlers = this._removeHandlers || {}; + if (addHandlers[type] || removeHandlers[type]) { + throw new Error("Extension type " + type + " already has a handler"); } - return glProgram; - }; + addHandlers[type] = onAdd; + removeHandlers[type] = onRemove; + // Process the queue + var queue = this._queue; + // Process any plugins that have been registered before the handler + if (queue[type]) { + queue[type].forEach(function (ext) { return onAdd(ext); }); + delete queue[type]; + } + return this; + }, /** - * Uploads the uniforms values to the currently bound shader. - * @param uniforms - the uniforms values that be applied to the current shader + * Handle a type, but using a map by `name` property. + * @param type - Type of extension to handle. + * @param map - The object map of named extensions. + * @returns {PIXI.extensions} For chaining. */ - ShaderSystem.prototype.setUniforms = function (uniforms) { - var shader = this.shader.program; - var glProgram = shader.glPrograms[this.renderer.CONTEXT_UID]; - shader.syncUniforms(glProgram.uniformData, uniforms, this.renderer); - }; - /* eslint-disable @typescript-eslint/explicit-module-boundary-types */ + handleByMap: function (type, map) { + return this.handle(type, function (extension) { + map[extension.name] = extension.ref; + }, function (extension) { + delete map[extension.name]; + }); + }, /** - * Syncs uniforms on the group - * @param group - the uniform group to sync - * @param syncData - this is data that is passed to the sync function and any nested sync functions + * Handle a type, but using a list of extensions. + * @param type - Type of extension to handle. + * @param list - The list of extensions. + * @returns {PIXI.extensions} For chaining. */ - ShaderSystem.prototype.syncUniformGroup = function (group, syncData) { - var glProgram = this.getGlProgram(); - if (!group.static || group.dirtyId !== glProgram.uniformDirtyGroups[group.id]) { - glProgram.uniformDirtyGroups[group.id] = group.dirtyId; - this.syncUniforms(group, glProgram, syncData); - } - }; + handleByList: function (type, list) { + return this.handle(type, function (extension) { + var _a, _b; + list.push(extension.ref); + // TODO: remove me later, only added for @pixi/loaders + if (type === exports.ExtensionType.Loader) { + (_b = (_a = extension.ref).add) === null || _b === void 0 ? void 0 : _b.call(_a); + } + }, function (extension) { + var index = list.indexOf(extension.ref); + if (index !== -1) { + list.splice(index, 1); + } + }); + }, +}; + +exports.extensions = extensions; + + +},{}],10:[function(require,module,exports){ +/*! + * @pixi/extract - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/extract is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ +'use strict'; + +Object.defineProperty(exports, '__esModule', { value: true }); + +var utils = require('@pixi/utils'); +var math = require('@pixi/math'); +var core = require('@pixi/core'); + +var TEMP_RECT = new math.Rectangle(); +var BYTES_PER_PIXEL = 4; +/** + * This class provides renderer-specific plugins for exporting content from a renderer. + * For instance, these plugins can be used for saving an Image, Canvas element or for exporting the raw image data (pixels). + * + * Do not instantiate these plugins directly. It is available from the `renderer.plugins` property. + * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}. + * @example + * // Create a new app (will auto-add extract plugin to renderer) + * const app = new PIXI.Application(); + * + * // Draw a red circle + * const graphics = new PIXI.Graphics() + * .beginFill(0xFF0000) + * .drawCircle(0, 0, 50); + * + * // Render the graphics as an HTMLImageElement + * const image = app.renderer.plugins.extract.image(graphics); + * document.body.appendChild(image); + * @memberof PIXI + */ +var Extract = /** @class */ (function () { /** - * Overrideable by the @pixi/unsafe-eval package to use static syncUniforms instead. - * @param group - * @param glProgram - * @param syncData + * @param renderer - A reference to the current renderer */ - ShaderSystem.prototype.syncUniforms = function (group, glProgram, syncData) { - var syncFunc = group.syncUniforms[this.shader.program.id] || this.createSyncGroups(group); - syncFunc(glProgram.uniformData, group.uniforms, this.renderer, syncData); - }; - ShaderSystem.prototype.createSyncGroups = function (group) { - var id = this.getSignature(group, this.shader.program.uniformData, 'u'); - if (!this.cache[id]) { - this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData); - } - group.syncUniforms[this.shader.program.id] = this.cache[id]; - return group.syncUniforms[this.shader.program.id]; - }; + function Extract(renderer) { + this.renderer = renderer; + } /** - * Syncs uniform buffers - * @param group - the uniform buffer group to sync - * @param name - the name of the uniform buffer + * Will return a HTML Image of the target + * @param target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @param format - Image format, e.g. "image/jpeg" or "image/webp". + * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92. + * @returns - HTML Image of the target */ - ShaderSystem.prototype.syncUniformBufferGroup = function (group, name) { - var glProgram = this.getGlProgram(); - if (!group.static || group.dirtyId !== 0 || !glProgram.uniformGroups[group.id]) { - group.dirtyId = 0; - var syncFunc = glProgram.uniformGroups[group.id] - || this.createSyncBufferGroup(group, glProgram, name); - // TODO wrap update in a cache?? - group.buffer.update(); - syncFunc(glProgram.uniformData, group.uniforms, this.renderer, defaultSyncData, group.buffer); - } - this.renderer.buffer.bindBufferBase(group.buffer, glProgram.uniformBufferBindings[name]); + Extract.prototype.image = function (target, format, quality) { + var image = new Image(); + image.src = this.base64(target, format, quality); + return image; }; /** - * Will create a function that uploads a uniform buffer using the STD140 standard. - * The upload function will then be cached for future calls - * If a group is manually managed, then a simple upload function is generated - * @param group - the uniform buffer group to sync - * @param glProgram - the gl program to attach the uniform bindings to - * @param name - the name of the uniform buffer (must exist on the shader) + * Will return a base64 encoded string of this target. It works by calling + * `Extract.getCanvas` and then running toDataURL on that. + * @param target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @param format - Image format, e.g. "image/jpeg" or "image/webp". + * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92. + * @returns - A base64 encoded string of the texture. */ - ShaderSystem.prototype.createSyncBufferGroup = function (group, glProgram, name) { - var gl = this.renderer.gl; - this.renderer.buffer.bind(group.buffer); - // bind them... - var uniformBlockIndex = this.gl.getUniformBlockIndex(glProgram.program, name); - glProgram.uniformBufferBindings[name] = this.shader.uniformBindCount; - gl.uniformBlockBinding(glProgram.program, uniformBlockIndex, this.shader.uniformBindCount); - this.shader.uniformBindCount++; - var id = this.getSignature(group, this.shader.program.uniformData, 'ubo'); - var uboData = this._uboCache[id]; - if (!uboData) { - uboData = this._uboCache[id] = generateUniformBufferSync(group, this.shader.program.uniformData); - } - if (group.autoManage) { - var data = new Float32Array(uboData.size / 4); - group.buffer.update(data); - } - glProgram.uniformGroups[group.id] = uboData.syncFunc; - return glProgram.uniformGroups[group.id]; + Extract.prototype.base64 = function (target, format, quality) { + return this.canvas(target).toDataURL(format, quality); }; /** - * Takes a uniform group and data and generates a unique signature for them. - * @param group - The uniform group to get signature of - * @param group.uniforms - * @param uniformData - Uniform information generated by the shader - * @param preFix - * @returns Unique signature of the uniform group + * Creates a Canvas element, renders this target to it and then returns it. + * @param target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @param frame - The frame the extraction is restricted to. + * @returns - A Canvas element with the texture rendered on. */ - ShaderSystem.prototype.getSignature = function (group, uniformData, preFix) { - var uniforms = group.uniforms; - var strings = [preFix + "-"]; - for (var i in uniforms) { - strings.push(i); - if (uniformData[i]) { - strings.push(uniformData[i].type); + Extract.prototype.canvas = function (target, frame) { + var renderer = this.renderer; + var resolution; + var flipY = false; + var renderTexture; + var generated = false; + if (target) { + if (target instanceof core.RenderTexture) { + renderTexture = target; + } + else { + renderTexture = this.renderer.generateTexture(target); + generated = true; } } - return strings.join('-'); + if (renderTexture) { + resolution = renderTexture.baseTexture.resolution; + frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame; + flipY = false; + renderer.renderTexture.bind(renderTexture); + } + else { + resolution = renderer.resolution; + if (!frame) { + frame = TEMP_RECT; + frame.width = renderer.width; + frame.height = renderer.height; + } + flipY = true; + renderer.renderTexture.bind(null); + } + var width = Math.round(frame.width * resolution); + var height = Math.round(frame.height * resolution); + var canvasBuffer = new utils.CanvasRenderTarget(width, height, 1); + var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height); + // read pixels to the array + var gl = renderer.gl; + gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels); + // add the pixels to the canvas + var canvasData = canvasBuffer.context.getImageData(0, 0, width, height); + Extract.arrayPostDivide(webglPixels, canvasData.data); + canvasBuffer.context.putImageData(canvasData, 0, 0); + // pulling pixels + if (flipY) { + var target_1 = new utils.CanvasRenderTarget(canvasBuffer.width, canvasBuffer.height, 1); + target_1.context.scale(1, -1); + // we can't render to itself because we should be empty before render. + target_1.context.drawImage(canvasBuffer.canvas, 0, -height); + canvasBuffer.destroy(); + canvasBuffer = target_1; + } + if (generated) { + renderTexture.destroy(true); + } + // send the canvas back.. + return canvasBuffer.canvas; }; /** - * Returns the underlying GLShade rof the currently bound shader. - * - * This can be handy for when you to have a little more control over the setting of your uniforms. - * @returns The glProgram for the currently bound Shader for this context + * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA + * order, with integer values between 0 and 255 (included). + * @param target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @param frame - The frame the extraction is restricted to. + * @returns - One-dimensional array containing the pixel data of the entire texture */ - ShaderSystem.prototype.getGlProgram = function () { - if (this.shader) { - return this.shader.program.glPrograms[this.renderer.CONTEXT_UID]; + Extract.prototype.pixels = function (target, frame) { + var renderer = this.renderer; + var resolution; + var renderTexture; + var generated = false; + if (target) { + if (target instanceof core.RenderTexture) { + renderTexture = target; + } + else { + renderTexture = this.renderer.generateTexture(target); + generated = true; + } } - return null; + if (renderTexture) { + resolution = renderTexture.baseTexture.resolution; + frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame; + renderer.renderTexture.bind(renderTexture); + } + else { + resolution = renderer.resolution; + if (!frame) { + frame = TEMP_RECT; + frame.width = renderer.width; + frame.height = renderer.height; + } + renderer.renderTexture.bind(null); + } + var width = Math.round(frame.width * resolution); + var height = Math.round(frame.height * resolution); + var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height); + // read pixels to the array + var gl = renderer.gl; + gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels); + if (generated) { + renderTexture.destroy(true); + } + Extract.arrayPostDivide(webglPixels, webglPixels); + return webglPixels; + }; + /** Destroys the extract. */ + Extract.prototype.destroy = function () { + this.renderer = null; }; /** - * Generates a glProgram version of the Shader provided. - * @param shader - The shader that the glProgram will be based on. - * @returns A shiny new glProgram! + * Takes premultiplied pixel data and produces regular pixel data + * @private + * @param pixels - array of pixel data + * @param out - output array */ - ShaderSystem.prototype.generateProgram = function (shader) { - var gl = this.gl; - var program = shader.program; - var glProgram = generateProgram(gl, program); - program.glPrograms[this.renderer.CONTEXT_UID] = glProgram; - return glProgram; - }; - /** Resets ShaderSystem state, does not affect WebGL state. */ - ShaderSystem.prototype.reset = function () { - this.program = null; - this.shader = null; + Extract.arrayPostDivide = function (pixels, out) { + for (var i = 0; i < pixels.length; i += 4) { + var alpha = out[i + 3] = pixels[i + 3]; + if (alpha !== 0) { + out[i] = Math.round(Math.min(pixels[i] * 255.0 / alpha, 255.0)); + out[i + 1] = Math.round(Math.min(pixels[i + 1] * 255.0 / alpha, 255.0)); + out[i + 2] = Math.round(Math.min(pixels[i + 2] * 255.0 / alpha, 255.0)); + } + else { + out[i] = pixels[i]; + out[i + 1] = pixels[i + 1]; + out[i + 2] = pixels[i + 2]; + } + } }; - /** Destroys this System and removes all its textures. */ - ShaderSystem.prototype.destroy = function () { - this.renderer = null; - // TODO implement destroy method for ShaderSystem - this.destroyed = true; + /** @ignore */ + Extract.extension = { + name: 'extract', + type: core.ExtensionType.RendererPlugin, }; - return ShaderSystem; + return Extract; }()); -/** - * Maps gl blend combinations to WebGL. - * @memberof PIXI - * @function mapWebGLBlendModesToPixi - * @private - * @param {WebGLRenderingContext} gl - The rendering context. - * @param {number[][]} [array=[]] - The array to output into. - * @returns {number[][]} Mapped modes. +exports.Extract = Extract; + + +},{"@pixi/core":7,"@pixi/math":20,"@pixi/utils":38}],11:[function(require,module,exports){ +/*! + * @pixi/filter-alpha - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/filter-alpha is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license */ -function mapWebGLBlendModesToPixi(gl, array) { - if (array === void 0) { array = []; } - // TODO - premultiply alpha would be different. - // add a boolean for that! - array[constants.BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[constants.BLEND_MODES.ADD] = [gl.ONE, gl.ONE]; - array[constants.BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[constants.BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[constants.BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[constants.BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[constants.BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[constants.BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[constants.BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[constants.BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[constants.BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[constants.BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[constants.BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[constants.BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[constants.BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[constants.BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[constants.BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[constants.BLEND_MODES.NONE] = [0, 0]; - // not-premultiplied blend modes - array[constants.BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[constants.BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE]; - array[constants.BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - // composite operations - array[constants.BLEND_MODES.SRC_IN] = [gl.DST_ALPHA, gl.ZERO]; - array[constants.BLEND_MODES.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO]; - array[constants.BLEND_MODES.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA]; - array[constants.BLEND_MODES.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE]; - array[constants.BLEND_MODES.DST_IN] = [gl.ZERO, gl.SRC_ALPHA]; - array[constants.BLEND_MODES.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA]; - array[constants.BLEND_MODES.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA]; - array[constants.BLEND_MODES.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA]; - // SUBTRACT from flash - array[constants.BLEND_MODES.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD]; - return array; -} +'use strict'; -var BLEND = 0; -var OFFSET = 1; -var CULLING = 2; -var DEPTH_TEST = 3; -var WINDING = 4; -var DEPTH_MASK = 5; -/** - * System plugin to the renderer to manage WebGL state machines. - * @memberof PIXI +Object.defineProperty(exports, '__esModule', { value: true }); + +var core = require('@pixi/core'); + +/*! ***************************************************************************** +Copyright (c) Microsoft Corporation. + +Permission to use, copy, modify, and/or distribute this software for any +purpose with or without fee is hereby granted. + +THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH +REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY +AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, +INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM +LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR +OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THIS SOFTWARE. +***************************************************************************** */ +/* global Reflect, Promise */ + +var extendStatics = function(d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics(d, b); +}; + +function __extends(d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); +} + +var fragment = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform float uAlpha;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uAlpha;\n}\n"; + +/** + * Simplest filter - applies alpha. + * + * Use this instead of Container's alpha property to avoid visual layering of individual elements. + * AlphaFilter applies alpha evenly across the entire display object and any opaque elements it contains. + * If elements are not opaque, they will blend with each other anyway. + * + * Very handy if you want to use common features of all filters: + * + * 1. Assign a blendMode to this filter, blend all elements inside display object with background. + * + * 2. To use clipping in display coordinates, assign a filterArea to the same container that has this filter. + * @memberof PIXI.filters */ -var StateSystem = /** @class */ (function () { - function StateSystem() { - this.gl = null; - this.stateId = 0; - this.polygonOffset = 0; - this.blendMode = constants.BLEND_MODES.NONE; - this._blendEq = false; - // map functions for when we set state.. - this.map = []; - this.map[BLEND] = this.setBlend; - this.map[OFFSET] = this.setOffset; - this.map[CULLING] = this.setCullFace; - this.map[DEPTH_TEST] = this.setDepthTest; - this.map[WINDING] = this.setFrontFace; - this.map[DEPTH_MASK] = this.setDepthMask; - this.checks = []; - this.defaultState = new State(); - this.defaultState.blend = true; - } - StateSystem.prototype.contextChange = function (gl) { - this.gl = gl; - this.blendModes = mapWebGLBlendModesToPixi(gl); - this.set(this.defaultState); - this.reset(); - }; - /** - * Sets the current state - * @param {*} state - The state to set. - */ - StateSystem.prototype.set = function (state) { - state = state || this.defaultState; - // TODO maybe to an object check? ( this.state === state )? - if (this.stateId !== state.data) { - var diff = this.stateId ^ state.data; - var i = 0; - // order from least to most common - while (diff) { - if (diff & 1) { - // state change! - this.map[i].call(this, !!(state.data & (1 << i))); - } - diff = diff >> 1; - i++; - } - this.stateId = state.data; - } - // based on the above settings we check for specific modes.. - // for example if blend is active we check and set the blend modes - // or of polygon offset is active we check the poly depth. - for (var i = 0; i < this.checks.length; i++) { - this.checks[i](this, state); - } - }; +var AlphaFilter = /** @class */ (function (_super) { + __extends(AlphaFilter, _super); /** - * Sets the state, when previous state is unknown. - * @param {*} state - The state to set + * @param alpha - Amount of alpha from 0 to 1, where 0 is transparent */ - StateSystem.prototype.forceState = function (state) { - state = state || this.defaultState; - for (var i = 0; i < this.map.length; i++) { - this.map[i].call(this, !!(state.data & (1 << i))); - } - for (var i = 0; i < this.checks.length; i++) { - this.checks[i](this, state); + function AlphaFilter(alpha) { + if (alpha === void 0) { alpha = 1.0; } + var _this = _super.call(this, core.defaultVertex, fragment, { uAlpha: 1 }) || this; + _this.alpha = alpha; + return _this; + } + Object.defineProperty(AlphaFilter.prototype, "alpha", { + /** + * Coefficient for alpha multiplication + * @default 1 + */ + get: function () { + return this.uniforms.uAlpha; + }, + set: function (value) { + this.uniforms.uAlpha = value; + }, + enumerable: false, + configurable: true + }); + return AlphaFilter; +}(core.Filter)); + +exports.AlphaFilter = AlphaFilter; + + +},{"@pixi/core":7}],12:[function(require,module,exports){ +/*! + * @pixi/filter-blur - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/filter-blur is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ +'use strict'; + +Object.defineProperty(exports, '__esModule', { value: true }); + +var core = require('@pixi/core'); +var settings = require('@pixi/settings'); +var constants = require('@pixi/constants'); + +/*! ***************************************************************************** +Copyright (c) Microsoft Corporation. + +Permission to use, copy, modify, and/or distribute this software for any +purpose with or without fee is hereby granted. + +THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH +REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY +AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, +INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM +LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR +OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THIS SOFTWARE. +***************************************************************************** */ +/* global Reflect, Promise */ + +var extendStatics = function(d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics(d, b); +}; + +function __extends(d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); +} + +var vertTemplate = "\n attribute vec2 aVertexPosition;\n\n uniform mat3 projectionMatrix;\n\n uniform float strength;\n\n varying vec2 vBlurTexCoords[%size%];\n\n uniform vec4 inputSize;\n uniform vec4 outputFrame;\n\n vec4 filterVertexPosition( void )\n {\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n }\n\n vec2 filterTextureCoord( void )\n {\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n }\n\n void main(void)\n {\n gl_Position = filterVertexPosition();\n\n vec2 textureCoord = filterTextureCoord();\n %blur%\n }"; +function generateBlurVertSource(kernelSize, x) { + var halfLength = Math.ceil(kernelSize / 2); + var vertSource = vertTemplate; + var blurLoop = ''; + var template; + if (x) { + template = 'vBlurTexCoords[%index%] = textureCoord + vec2(%sampleIndex% * strength, 0.0);'; + } + else { + template = 'vBlurTexCoords[%index%] = textureCoord + vec2(0.0, %sampleIndex% * strength);'; + } + for (var i = 0; i < kernelSize; i++) { + var blur = template.replace('%index%', i.toString()); + blur = blur.replace('%sampleIndex%', i - (halfLength - 1) + ".0"); + blurLoop += blur; + blurLoop += '\n'; + } + vertSource = vertSource.replace('%blur%', blurLoop); + vertSource = vertSource.replace('%size%', kernelSize.toString()); + return vertSource; +} + +var GAUSSIAN_VALUES = { + 5: [0.153388, 0.221461, 0.250301], + 7: [0.071303, 0.131514, 0.189879, 0.214607], + 9: [0.028532, 0.067234, 0.124009, 0.179044, 0.20236], + 11: [0.0093, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596], + 13: [0.002406, 0.009255, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641], + 15: [0.000489, 0.002403, 0.009246, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448], +}; +var fragTemplate = [ + 'varying vec2 vBlurTexCoords[%size%];', + 'uniform sampler2D uSampler;', + 'void main(void)', + '{', + ' gl_FragColor = vec4(0.0);', + ' %blur%', + '}' ].join('\n'); +function generateBlurFragSource(kernelSize) { + var kernel = GAUSSIAN_VALUES[kernelSize]; + var halfLength = kernel.length; + var fragSource = fragTemplate; + var blurLoop = ''; + var template = 'gl_FragColor += texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;'; + var value; + for (var i = 0; i < kernelSize; i++) { + var blur = template.replace('%index%', i.toString()); + value = i; + if (i >= halfLength) { + value = kernelSize - i - 1; } - this.stateId = state.data; - }; - /** - * Sets whether to enable or disable blending. - * @param value - Turn on or off WebGl blending. - */ - StateSystem.prototype.setBlend = function (value) { - this.updateCheck(StateSystem.checkBlendMode, value); - this.gl[value ? 'enable' : 'disable'](this.gl.BLEND); - }; - /** - * Sets whether to enable or disable polygon offset fill. - * @param value - Turn on or off webgl polygon offset testing. - */ - StateSystem.prototype.setOffset = function (value) { - this.updateCheck(StateSystem.checkPolygonOffset, value); - this.gl[value ? 'enable' : 'disable'](this.gl.POLYGON_OFFSET_FILL); - }; - /** - * Sets whether to enable or disable depth test. - * @param value - Turn on or off webgl depth testing. - */ - StateSystem.prototype.setDepthTest = function (value) { - this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST); - }; - /** - * Sets whether to enable or disable depth mask. - * @param value - Turn on or off webgl depth mask. - */ - StateSystem.prototype.setDepthMask = function (value) { - this.gl.depthMask(value); - }; - /** - * Sets whether to enable or disable cull face. - * @param {boolean} value - Turn on or off webgl cull face. - */ - StateSystem.prototype.setCullFace = function (value) { - this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE); - }; + blur = blur.replace('%value%', kernel[value].toString()); + blurLoop += blur; + blurLoop += '\n'; + } + fragSource = fragSource.replace('%blur%', blurLoop); + fragSource = fragSource.replace('%size%', kernelSize.toString()); + return fragSource; +} + +/** + * The BlurFilterPass applies a horizontal or vertical Gaussian blur to an object. + * @memberof PIXI.filters + */ +var BlurFilterPass = /** @class */ (function (_super) { + __extends(BlurFilterPass, _super); /** - * Sets the gl front face. - * @param {boolean} value - true is clockwise and false is counter-clockwise + * @param horizontal - Do pass along the x-axis (`true`) or y-axis (`false`). + * @param strength - The strength of the blur filter. + * @param quality - The quality of the blur filter. + * @param resolution - The resolution of the blur filter. + * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. */ - StateSystem.prototype.setFrontFace = function (value) { - this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']); - }; + function BlurFilterPass(horizontal, strength, quality, resolution, kernelSize) { + if (strength === void 0) { strength = 8; } + if (quality === void 0) { quality = 4; } + if (resolution === void 0) { resolution = settings.settings.FILTER_RESOLUTION; } + if (kernelSize === void 0) { kernelSize = 5; } + var _this = this; + var vertSrc = generateBlurVertSource(kernelSize, horizontal); + var fragSrc = generateBlurFragSource(kernelSize); + _this = _super.call(this, + // vertex shader + vertSrc, + // fragment shader + fragSrc) || this; + _this.horizontal = horizontal; + _this.resolution = resolution; + _this._quality = 0; + _this.quality = quality; + _this.blur = strength; + return _this; + } /** - * Sets the blend mode. - * @param {number} value - The blend mode to set to. + * Applies the filter. + * @param filterManager - The manager. + * @param input - The input target. + * @param output - The output target. + * @param clearMode - How to clear */ - StateSystem.prototype.setBlendMode = function (value) { - if (value === this.blendMode) { - return; - } - this.blendMode = value; - var mode = this.blendModes[value]; - var gl = this.gl; - if (mode.length === 2) { - gl.blendFunc(mode[0], mode[1]); + BlurFilterPass.prototype.apply = function (filterManager, input, output, clearMode) { + if (output) { + if (this.horizontal) { + this.uniforms.strength = (1 / output.width) * (output.width / input.width); + } + else { + this.uniforms.strength = (1 / output.height) * (output.height / input.height); + } } else { - gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]); + if (this.horizontal) // eslint-disable-line + { + this.uniforms.strength = (1 / filterManager.renderer.width) * (filterManager.renderer.width / input.width); + } + else { + this.uniforms.strength = (1 / filterManager.renderer.height) * (filterManager.renderer.height / input.height); // eslint-disable-line + } } - if (mode.length === 6) { - this._blendEq = true; - gl.blendEquationSeparate(mode[4], mode[5]); + // screen space! + this.uniforms.strength *= this.strength; + this.uniforms.strength /= this.passes; + if (this.passes === 1) { + filterManager.applyFilter(this, input, output, clearMode); } - else if (this._blendEq) { - this._blendEq = false; - gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD); + else { + var renderTarget = filterManager.getFilterTexture(); + var renderer = filterManager.renderer; + var flip = input; + var flop = renderTarget; + this.state.blend = false; + filterManager.applyFilter(this, flip, flop, constants.CLEAR_MODES.CLEAR); + for (var i = 1; i < this.passes - 1; i++) { + filterManager.bindAndClear(flip, constants.CLEAR_MODES.BLIT); + this.uniforms.uSampler = flop; + var temp = flop; + flop = flip; + flip = temp; + renderer.shader.bind(this); + renderer.geometry.draw(5); + } + this.state.blend = true; + filterManager.applyFilter(this, flop, output, clearMode); + filterManager.returnFilterTexture(renderTarget); } }; + Object.defineProperty(BlurFilterPass.prototype, "blur", { + /** + * Sets the strength of both the blur. + * @default 16 + */ + get: function () { + return this.strength; + }, + set: function (value) { + this.padding = 1 + (Math.abs(value) * 2); + this.strength = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilterPass.prototype, "quality", { + /** + * Sets the quality of the blur by modifying the number of passes. More passes means higher + * quality bluring but the lower the performance. + * @default 4 + */ + get: function () { + return this._quality; + }, + set: function (value) { + this._quality = value; + this.passes = value; + }, + enumerable: false, + configurable: true + }); + return BlurFilterPass; +}(core.Filter)); + +/** + * The BlurFilter applies a Gaussian blur to an object. + * + * The strength of the blur can be set for the x-axis and y-axis separately. + * @memberof PIXI.filters + */ +var BlurFilter = /** @class */ (function (_super) { + __extends(BlurFilter, _super); /** - * Sets the polygon offset. - * @param {number} value - the polygon offset - * @param {number} scale - the polygon offset scale + * @param strength - The strength of the blur filter. + * @param quality - The quality of the blur filter. + * @param [resolution=PIXI.settings.FILTER_RESOLUTION] - The resolution of the blur filter. + * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. */ - StateSystem.prototype.setPolygonOffset = function (value, scale) { - this.gl.polygonOffset(value, scale); - }; - // used - /** Resets all the logic and disables the VAOs. */ - StateSystem.prototype.reset = function () { - this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false); - this.forceState(this.defaultState); - this._blendEq = true; - this.blendMode = -1; - this.setBlendMode(0); - }; + function BlurFilter(strength, quality, resolution, kernelSize) { + if (strength === void 0) { strength = 8; } + if (quality === void 0) { quality = 4; } + if (resolution === void 0) { resolution = settings.settings.FILTER_RESOLUTION; } + if (kernelSize === void 0) { kernelSize = 5; } + var _this = _super.call(this) || this; + _this.blurXFilter = new BlurFilterPass(true, strength, quality, resolution, kernelSize); + _this.blurYFilter = new BlurFilterPass(false, strength, quality, resolution, kernelSize); + _this.resolution = resolution; + _this.quality = quality; + _this.blur = strength; + _this.repeatEdgePixels = false; + return _this; + } /** - * Checks to see which updates should be checked based on which settings have been activated. - * - * For example, if blend is enabled then we should check the blend modes each time the state is changed - * or if polygon fill is activated then we need to check if the polygon offset changes. - * The idea is that we only check what we have too. - * @param func - the checking function to add or remove - * @param value - should the check function be added or removed. + * Applies the filter. + * @param filterManager - The manager. + * @param input - The input target. + * @param output - The output target. + * @param clearMode - How to clear */ - StateSystem.prototype.updateCheck = function (func, value) { - var index = this.checks.indexOf(func); - if (value && index === -1) { - this.checks.push(func); + BlurFilter.prototype.apply = function (filterManager, input, output, clearMode) { + var xStrength = Math.abs(this.blurXFilter.strength); + var yStrength = Math.abs(this.blurYFilter.strength); + if (xStrength && yStrength) { + var renderTarget = filterManager.getFilterTexture(); + this.blurXFilter.apply(filterManager, input, renderTarget, constants.CLEAR_MODES.CLEAR); + this.blurYFilter.apply(filterManager, renderTarget, output, clearMode); + filterManager.returnFilterTexture(renderTarget); } - else if (!value && index !== -1) { - this.checks.splice(index, 1); + else if (yStrength) { + this.blurYFilter.apply(filterManager, input, output, clearMode); + } + else { + this.blurXFilter.apply(filterManager, input, output, clearMode); } }; - /** - * A private little wrapper function that we call to check the blend mode. - * @param system - the System to perform the state check on - * @param state - the state that the blendMode will pulled from - */ - StateSystem.checkBlendMode = function (system, state) { - system.setBlendMode(state.blendMode); - }; - /** - * A private little wrapper function that we call to check the polygon offset. - * @param system - the System to perform the state check on - * @param state - the state that the blendMode will pulled from - */ - StateSystem.checkPolygonOffset = function (system, state) { - system.setPolygonOffset(1, state.polygonOffset); - }; - /** - * @ignore - */ - StateSystem.prototype.destroy = function () { - this.gl = null; + BlurFilter.prototype.updatePadding = function () { + if (this._repeatEdgePixels) { + this.padding = 0; + } + else { + this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2; + } }; - return StateSystem; -}()); + Object.defineProperty(BlurFilter.prototype, "blur", { + /** + * Sets the strength of both the blurX and blurY properties simultaneously + * @default 2 + */ + get: function () { + return this.blurXFilter.blur; + }, + set: function (value) { + this.blurXFilter.blur = this.blurYFilter.blur = value; + this.updatePadding(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilter.prototype, "quality", { + /** + * Sets the number of passes for blur. More passes means higher quality bluring. + * @default 1 + */ + get: function () { + return this.blurXFilter.quality; + }, + set: function (value) { + this.blurXFilter.quality = this.blurYFilter.quality = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilter.prototype, "blurX", { + /** + * Sets the strength of the blurX property + * @default 2 + */ + get: function () { + return this.blurXFilter.blur; + }, + set: function (value) { + this.blurXFilter.blur = value; + this.updatePadding(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilter.prototype, "blurY", { + /** + * Sets the strength of the blurY property + * @default 2 + */ + get: function () { + return this.blurYFilter.blur; + }, + set: function (value) { + this.blurYFilter.blur = value; + this.updatePadding(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilter.prototype, "blendMode", { + /** + * Sets the blendmode of the filter + * @default PIXI.BLEND_MODES.NORMAL + */ + get: function () { + return this.blurYFilter.blendMode; + }, + set: function (value) { + this.blurYFilter.blendMode = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilter.prototype, "repeatEdgePixels", { + /** + * If set to true the edge of the target will be clamped + * @default false + */ + get: function () { + return this._repeatEdgePixels; + }, + set: function (value) { + this._repeatEdgePixels = value; + this.updatePadding(); + }, + enumerable: false, + configurable: true + }); + return BlurFilter; +}(core.Filter)); + +exports.BlurFilter = BlurFilter; +exports.BlurFilterPass = BlurFilterPass; + + +},{"@pixi/constants":6,"@pixi/core":7,"@pixi/settings":30}],13:[function(require,module,exports){ +/*! + * @pixi/filter-color-matrix - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/filter-color-matrix is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ +'use strict'; + +Object.defineProperty(exports, '__esModule', { value: true }); + +var core = require('@pixi/core'); + +/*! ***************************************************************************** +Copyright (c) Microsoft Corporation. + +Permission to use, copy, modify, and/or distribute this software for any +purpose with or without fee is hereby granted. + +THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH +REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY +AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, +INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM +LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR +OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THIS SOFTWARE. +***************************************************************************** */ +/* global Reflect, Promise */ + +var extendStatics = function(d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics(d, b); +}; + +function __extends(d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); +} + +var fragment = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform float m[20];\nuniform float uAlpha;\n\nvoid main(void)\n{\n vec4 c = texture2D(uSampler, vTextureCoord);\n\n if (uAlpha == 0.0) {\n gl_FragColor = c;\n return;\n }\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (c.a > 0.0) {\n c.rgb /= c.a;\n }\n\n vec4 result;\n\n result.r = (m[0] * c.r);\n result.r += (m[1] * c.g);\n result.r += (m[2] * c.b);\n result.r += (m[3] * c.a);\n result.r += m[4];\n\n result.g = (m[5] * c.r);\n result.g += (m[6] * c.g);\n result.g += (m[7] * c.b);\n result.g += (m[8] * c.a);\n result.g += m[9];\n\n result.b = (m[10] * c.r);\n result.b += (m[11] * c.g);\n result.b += (m[12] * c.b);\n result.b += (m[13] * c.a);\n result.b += m[14];\n\n result.a = (m[15] * c.r);\n result.a += (m[16] * c.g);\n result.a += (m[17] * c.b);\n result.a += (m[18] * c.a);\n result.a += m[19];\n\n vec3 rgb = mix(c.rgb, result.rgb, uAlpha);\n\n // Premultiply alpha again.\n rgb *= result.a;\n\n gl_FragColor = vec4(rgb, result.a);\n}\n"; /** - * System plugin to the renderer to manage texture garbage collection on the GPU, - * ensuring that it does not get clogged up with textures that are no longer being used. - * @memberof PIXI + * The ColorMatrixFilter class lets you apply a 5x4 matrix transformation on the RGBA + * color and alpha values of every pixel on your displayObject to produce a result + * with a new set of RGBA color and alpha values. It's pretty powerful! + * + * ```js + * let colorMatrix = new PIXI.filters.ColorMatrixFilter(); + * container.filters = [colorMatrix]; + * colorMatrix.contrast(2); + * ``` + * @author Clément Chenebault + * @memberof PIXI.filters */ -var TextureGCSystem = /** @class */ (function () { - /** @param renderer - The renderer this System works for. */ - function TextureGCSystem(renderer) { - this.renderer = renderer; - this.count = 0; - this.checkCount = 0; - this.maxIdle = settings.settings.GC_MAX_IDLE; - this.checkCountMax = settings.settings.GC_MAX_CHECK_COUNT; - this.mode = settings.settings.GC_MODE; +var ColorMatrixFilter = /** @class */ (function (_super) { + __extends(ColorMatrixFilter, _super); + function ColorMatrixFilter() { + var _this = this; + var uniforms = { + m: new Float32Array([1, 0, 0, 0, 0, + 0, 1, 0, 0, 0, + 0, 0, 1, 0, 0, + 0, 0, 0, 1, 0]), + uAlpha: 1, + }; + _this = _super.call(this, core.defaultFilterVertex, fragment, uniforms) || this; + _this.alpha = 1; + return _this; } /** - * Checks to see when the last time a texture was used - * if the texture has not been used for a specified amount of time it will be removed from the GPU + * Transforms current matrix and set the new one + * @param {number[]} matrix - 5x4 matrix + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - TextureGCSystem.prototype.postrender = function () { - if (!this.renderer.renderingToScreen) { - return; - } - this.count++; - if (this.mode === constants.GC_MODES.MANUAL) { - return; - } - this.checkCount++; - if (this.checkCount > this.checkCountMax) { - this.checkCount = 0; - this.run(); + ColorMatrixFilter.prototype._loadMatrix = function (matrix, multiply) { + if (multiply === void 0) { multiply = false; } + var newMatrix = matrix; + if (multiply) { + this._multiply(newMatrix, this.uniforms.m, matrix); + newMatrix = this._colorMatrix(newMatrix); } + // set the new matrix + this.uniforms.m = newMatrix; }; /** - * Checks to see when the last time a texture was used - * if the texture has not been used for a specified amount of time it will be removed from the GPU + * Multiplies two mat5's + * @private + * @param out - 5x4 matrix the receiving matrix + * @param a - 5x4 matrix the first operand + * @param b - 5x4 matrix the second operand + * @returns {number[]} 5x4 matrix */ - TextureGCSystem.prototype.run = function () { - var tm = this.renderer.texture; - var managedTextures = tm.managedTextures; - var wasRemoved = false; - for (var i = 0; i < managedTextures.length; i++) { - var texture = managedTextures[i]; - // only supports non generated textures at the moment! - if (!texture.framebuffer && this.count - texture.touched > this.maxIdle) { - tm.destroyTexture(texture, true); - managedTextures[i] = null; - wasRemoved = true; - } - } - if (wasRemoved) { - var j = 0; - for (var i = 0; i < managedTextures.length; i++) { - if (managedTextures[i] !== null) { - managedTextures[j++] = managedTextures[i]; - } - } - managedTextures.length = j; - } + ColorMatrixFilter.prototype._multiply = function (out, a, b) { + // Red Channel + out[0] = (a[0] * b[0]) + (a[1] * b[5]) + (a[2] * b[10]) + (a[3] * b[15]); + out[1] = (a[0] * b[1]) + (a[1] * b[6]) + (a[2] * b[11]) + (a[3] * b[16]); + out[2] = (a[0] * b[2]) + (a[1] * b[7]) + (a[2] * b[12]) + (a[3] * b[17]); + out[3] = (a[0] * b[3]) + (a[1] * b[8]) + (a[2] * b[13]) + (a[3] * b[18]); + out[4] = (a[0] * b[4]) + (a[1] * b[9]) + (a[2] * b[14]) + (a[3] * b[19]) + a[4]; + // Green Channel + out[5] = (a[5] * b[0]) + (a[6] * b[5]) + (a[7] * b[10]) + (a[8] * b[15]); + out[6] = (a[5] * b[1]) + (a[6] * b[6]) + (a[7] * b[11]) + (a[8] * b[16]); + out[7] = (a[5] * b[2]) + (a[6] * b[7]) + (a[7] * b[12]) + (a[8] * b[17]); + out[8] = (a[5] * b[3]) + (a[6] * b[8]) + (a[7] * b[13]) + (a[8] * b[18]); + out[9] = (a[5] * b[4]) + (a[6] * b[9]) + (a[7] * b[14]) + (a[8] * b[19]) + a[9]; + // Blue Channel + out[10] = (a[10] * b[0]) + (a[11] * b[5]) + (a[12] * b[10]) + (a[13] * b[15]); + out[11] = (a[10] * b[1]) + (a[11] * b[6]) + (a[12] * b[11]) + (a[13] * b[16]); + out[12] = (a[10] * b[2]) + (a[11] * b[7]) + (a[12] * b[12]) + (a[13] * b[17]); + out[13] = (a[10] * b[3]) + (a[11] * b[8]) + (a[12] * b[13]) + (a[13] * b[18]); + out[14] = (a[10] * b[4]) + (a[11] * b[9]) + (a[12] * b[14]) + (a[13] * b[19]) + a[14]; + // Alpha Channel + out[15] = (a[15] * b[0]) + (a[16] * b[5]) + (a[17] * b[10]) + (a[18] * b[15]); + out[16] = (a[15] * b[1]) + (a[16] * b[6]) + (a[17] * b[11]) + (a[18] * b[16]); + out[17] = (a[15] * b[2]) + (a[16] * b[7]) + (a[17] * b[12]) + (a[18] * b[17]); + out[18] = (a[15] * b[3]) + (a[16] * b[8]) + (a[17] * b[13]) + (a[18] * b[18]); + out[19] = (a[15] * b[4]) + (a[16] * b[9]) + (a[17] * b[14]) + (a[18] * b[19]) + a[19]; + return out; }; /** - * Removes all the textures within the specified displayObject and its children from the GPU - * @param {PIXI.DisplayObject} displayObject - the displayObject to remove the textures from. + * Create a Float32 Array and normalize the offset component to 0-1 + * @param {number[]} matrix - 5x4 matrix + * @returns {number[]} 5x4 matrix with all values between 0-1 */ - TextureGCSystem.prototype.unload = function (displayObject) { - var tm = this.renderer.texture; - var texture = displayObject._texture; - // only destroy non generated textures - if (texture && !texture.framebuffer) { - tm.destroyTexture(texture); - } - for (var i = displayObject.children.length - 1; i >= 0; i--) { - this.unload(displayObject.children[i]); - } + ColorMatrixFilter.prototype._colorMatrix = function (matrix) { + // Create a Float32 Array and normalize the offset component to 0-1 + var m = new Float32Array(matrix); + m[4] /= 255; + m[9] /= 255; + m[14] /= 255; + m[19] /= 255; + return m; }; - TextureGCSystem.prototype.destroy = function () { - this.renderer = null; + /** + * Adjusts brightness + * @param b - value of the brigthness (0-1, where 0 is black) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.brightness = function (b, multiply) { + var matrix = [ + b, 0, 0, 0, 0, + 0, b, 0, 0, 0, + 0, 0, b, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; - return TextureGCSystem; -}()); - -/** - * Returns a lookup table that maps each type-format pair to a compatible internal format. - * @memberof PIXI - * @function mapTypeAndFormatToInternalFormat - * @private - * @param {WebGLRenderingContext} gl - The rendering context. - * @returns Lookup table. - */ -function mapTypeAndFormatToInternalFormat(gl) { - var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s, _t, _u, _v, _w, _x; - var table; - if ('WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext) { - table = (_a = {}, - _a[constants.TYPES.UNSIGNED_BYTE] = (_b = {}, - _b[constants.FORMATS.RGBA] = gl.RGBA8, - _b[constants.FORMATS.RGB] = gl.RGB8, - _b[constants.FORMATS.RG] = gl.RG8, - _b[constants.FORMATS.RED] = gl.R8, - _b[constants.FORMATS.RGBA_INTEGER] = gl.RGBA8UI, - _b[constants.FORMATS.RGB_INTEGER] = gl.RGB8UI, - _b[constants.FORMATS.RG_INTEGER] = gl.RG8UI, - _b[constants.FORMATS.RED_INTEGER] = gl.R8UI, - _b[constants.FORMATS.ALPHA] = gl.ALPHA, - _b[constants.FORMATS.LUMINANCE] = gl.LUMINANCE, - _b[constants.FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA, - _b), - _a[constants.TYPES.BYTE] = (_c = {}, - _c[constants.FORMATS.RGBA] = gl.RGBA8_SNORM, - _c[constants.FORMATS.RGB] = gl.RGB8_SNORM, - _c[constants.FORMATS.RG] = gl.RG8_SNORM, - _c[constants.FORMATS.RED] = gl.R8_SNORM, - _c[constants.FORMATS.RGBA_INTEGER] = gl.RGBA8I, - _c[constants.FORMATS.RGB_INTEGER] = gl.RGB8I, - _c[constants.FORMATS.RG_INTEGER] = gl.RG8I, - _c[constants.FORMATS.RED_INTEGER] = gl.R8I, - _c), - _a[constants.TYPES.UNSIGNED_SHORT] = (_d = {}, - _d[constants.FORMATS.RGBA_INTEGER] = gl.RGBA16UI, - _d[constants.FORMATS.RGB_INTEGER] = gl.RGB16UI, - _d[constants.FORMATS.RG_INTEGER] = gl.RG16UI, - _d[constants.FORMATS.RED_INTEGER] = gl.R16UI, - _d[constants.FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT16, - _d), - _a[constants.TYPES.SHORT] = (_e = {}, - _e[constants.FORMATS.RGBA_INTEGER] = gl.RGBA16I, - _e[constants.FORMATS.RGB_INTEGER] = gl.RGB16I, - _e[constants.FORMATS.RG_INTEGER] = gl.RG16I, - _e[constants.FORMATS.RED_INTEGER] = gl.R16I, - _e), - _a[constants.TYPES.UNSIGNED_INT] = (_f = {}, - _f[constants.FORMATS.RGBA_INTEGER] = gl.RGBA32UI, - _f[constants.FORMATS.RGB_INTEGER] = gl.RGB32UI, - _f[constants.FORMATS.RG_INTEGER] = gl.RG32UI, - _f[constants.FORMATS.RED_INTEGER] = gl.R32UI, - _f[constants.FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT24, - _f), - _a[constants.TYPES.INT] = (_g = {}, - _g[constants.FORMATS.RGBA_INTEGER] = gl.RGBA32I, - _g[constants.FORMATS.RGB_INTEGER] = gl.RGB32I, - _g[constants.FORMATS.RG_INTEGER] = gl.RG32I, - _g[constants.FORMATS.RED_INTEGER] = gl.R32I, - _g), - _a[constants.TYPES.FLOAT] = (_h = {}, - _h[constants.FORMATS.RGBA] = gl.RGBA32F, - _h[constants.FORMATS.RGB] = gl.RGB32F, - _h[constants.FORMATS.RG] = gl.RG32F, - _h[constants.FORMATS.RED] = gl.R32F, - _h[constants.FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT32F, - _h), - _a[constants.TYPES.HALF_FLOAT] = (_j = {}, - _j[constants.FORMATS.RGBA] = gl.RGBA16F, - _j[constants.FORMATS.RGB] = gl.RGB16F, - _j[constants.FORMATS.RG] = gl.RG16F, - _j[constants.FORMATS.RED] = gl.R16F, - _j), - _a[constants.TYPES.UNSIGNED_SHORT_5_6_5] = (_k = {}, - _k[constants.FORMATS.RGB] = gl.RGB565, - _k), - _a[constants.TYPES.UNSIGNED_SHORT_4_4_4_4] = (_l = {}, - _l[constants.FORMATS.RGBA] = gl.RGBA4, - _l), - _a[constants.TYPES.UNSIGNED_SHORT_5_5_5_1] = (_m = {}, - _m[constants.FORMATS.RGBA] = gl.RGB5_A1, - _m), - _a[constants.TYPES.UNSIGNED_INT_2_10_10_10_REV] = (_o = {}, - _o[constants.FORMATS.RGBA] = gl.RGB10_A2, - _o[constants.FORMATS.RGBA_INTEGER] = gl.RGB10_A2UI, - _o), - _a[constants.TYPES.UNSIGNED_INT_10F_11F_11F_REV] = (_p = {}, - _p[constants.FORMATS.RGB] = gl.R11F_G11F_B10F, - _p), - _a[constants.TYPES.UNSIGNED_INT_5_9_9_9_REV] = (_q = {}, - _q[constants.FORMATS.RGB] = gl.RGB9_E5, - _q), - _a[constants.TYPES.UNSIGNED_INT_24_8] = (_r = {}, - _r[constants.FORMATS.DEPTH_STENCIL] = gl.DEPTH24_STENCIL8, - _r), - _a[constants.TYPES.FLOAT_32_UNSIGNED_INT_24_8_REV] = (_s = {}, - _s[constants.FORMATS.DEPTH_STENCIL] = gl.DEPTH32F_STENCIL8, - _s), - _a); - } - else { - table = (_t = {}, - _t[constants.TYPES.UNSIGNED_BYTE] = (_u = {}, - _u[constants.FORMATS.RGBA] = gl.RGBA, - _u[constants.FORMATS.RGB] = gl.RGB, - _u[constants.FORMATS.ALPHA] = gl.ALPHA, - _u[constants.FORMATS.LUMINANCE] = gl.LUMINANCE, - _u[constants.FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA, - _u), - _t[constants.TYPES.UNSIGNED_SHORT_5_6_5] = (_v = {}, - _v[constants.FORMATS.RGB] = gl.RGB, - _v), - _t[constants.TYPES.UNSIGNED_SHORT_4_4_4_4] = (_w = {}, - _w[constants.FORMATS.RGBA] = gl.RGBA, - _w), - _t[constants.TYPES.UNSIGNED_SHORT_5_5_5_1] = (_x = {}, - _x[constants.FORMATS.RGBA] = gl.RGBA, - _x), - _t); - } - return table; -} - -/** - * Internal texture for WebGL context. - * @memberof PIXI - */ -var GLTexture = /** @class */ (function () { - function GLTexture(texture) { - this.texture = texture; - this.width = -1; - this.height = -1; - this.dirtyId = -1; - this.dirtyStyleId = -1; - this.mipmap = false; - this.wrapMode = 33071; - this.type = constants.TYPES.UNSIGNED_BYTE; - this.internalFormat = constants.FORMATS.RGBA; - this.samplerType = 0; - } - return GLTexture; -}()); - -/** - * System plugin to the renderer to manage textures. - * @memberof PIXI - */ -var TextureSystem = /** @class */ (function () { /** - * @param renderer - The renderer this system works for. + * Sets each channel on the diagonal of the color matrix. + * This can be used to achieve a tinting effect on Containers similar to the tint field of some + * display objects like Sprite, Text, Graphics, and Mesh. + * @param color - Color of the tint. This is a hex value. + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - function TextureSystem(renderer) { - this.renderer = renderer; - // TODO set to max textures... - this.boundTextures = []; - this.currentLocation = -1; - this.managedTextures = []; - this._unknownBoundTextures = false; - this.unknownTexture = new BaseTexture(); - this.hasIntegerTextures = false; - } - /** Sets up the renderer context and necessary buffers. */ - TextureSystem.prototype.contextChange = function () { - var gl = this.gl = this.renderer.gl; - this.CONTEXT_UID = this.renderer.CONTEXT_UID; - this.webGLVersion = this.renderer.context.webGLVersion; - this.internalFormats = mapTypeAndFormatToInternalFormat(gl); - var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); - this.boundTextures.length = maxTextures; - for (var i = 0; i < maxTextures; i++) { - this.boundTextures[i] = null; - } - // TODO move this.. to a nice make empty textures class.. - this.emptyTextures = {}; - var emptyTexture2D = new GLTexture(gl.createTexture()); - gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture); - gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4)); - this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D; - this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(gl.createTexture()); - gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture); - for (var i = 0; i < 6; i++) { - gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); - } - gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); - gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR); - for (var i = 0; i < this.boundTextures.length; i++) { - this.bind(null, i); - } + ColorMatrixFilter.prototype.tint = function (color, multiply) { + var r = (color >> 16) & 0xff; + var g = (color >> 8) & 0xff; + var b = color & 0xff; + var matrix = [ + r / 255, 0, 0, 0, 0, + 0, g / 255, 0, 0, 0, + 0, 0, b / 255, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; /** - * Bind a texture to a specific location - * - * If you want to unbind something, please use `unbind(texture)` instead of `bind(null, textureLocation)` - * @param texture - Texture to bind - * @param [location=0] - Location to bind at + * Set the matrices in grey scales + * @param scale - value of the grey (0-1, where 0 is black) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - TextureSystem.prototype.bind = function (texture, location) { - if (location === void 0) { location = 0; } - var gl = this.gl; - texture = texture === null || texture === void 0 ? void 0 : texture.castToBaseTexture(); - // cannot bind partial texture - // TODO: report a warning - if (texture && texture.valid && !texture.parentTextureArray) { - texture.touched = this.renderer.textureGC.count; - var glTexture = texture._glTextures[this.CONTEXT_UID] || this.initTexture(texture); - if (this.boundTextures[location] !== texture) { - if (this.currentLocation !== location) { - this.currentLocation = location; - gl.activeTexture(gl.TEXTURE0 + location); - } - gl.bindTexture(texture.target, glTexture.texture); - } - if (glTexture.dirtyId !== texture.dirtyId) { - if (this.currentLocation !== location) { - this.currentLocation = location; - gl.activeTexture(gl.TEXTURE0 + location); - } - this.updateTexture(texture); - } - this.boundTextures[location] = texture; - } - else { - if (this.currentLocation !== location) { - this.currentLocation = location; - gl.activeTexture(gl.TEXTURE0 + location); - } - gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[gl.TEXTURE_2D].texture); - this.boundTextures[location] = null; - } + ColorMatrixFilter.prototype.greyscale = function (scale, multiply) { + var matrix = [ + scale, scale, scale, 0, 0, + scale, scale, scale, 0, 0, + scale, scale, scale, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; - /** Resets texture location and bound textures Actual `bind(null, i)` calls will be performed at next `unbind()` call */ - TextureSystem.prototype.reset = function () { - this._unknownBoundTextures = true; - this.hasIntegerTextures = false; - this.currentLocation = -1; - for (var i = 0; i < this.boundTextures.length; i++) { - this.boundTextures[i] = this.unknownTexture; - } + /** + * Set the black and white matrice. + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.blackAndWhite = function (multiply) { + var matrix = [ + 0.3, 0.6, 0.1, 0, 0, + 0.3, 0.6, 0.1, 0, 0, + 0.3, 0.6, 0.1, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; /** - * Unbind a texture. - * @param texture - Texture to bind + * Set the hue property of the color + * @param rotation - in degrees + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - TextureSystem.prototype.unbind = function (texture) { - var _a = this, gl = _a.gl, boundTextures = _a.boundTextures; - if (this._unknownBoundTextures) { - this._unknownBoundTextures = false; - // someone changed webGL state, - // we have to be sure that our texture does not appear in multi-texture renderer samplers - for (var i = 0; i < boundTextures.length; i++) { - if (boundTextures[i] === this.unknownTexture) { - this.bind(null, i); - } - } - } - for (var i = 0; i < boundTextures.length; i++) { - if (boundTextures[i] === texture) { - if (this.currentLocation !== i) { - gl.activeTexture(gl.TEXTURE0 + i); - this.currentLocation = i; - } - gl.bindTexture(texture.target, this.emptyTextures[texture.target].texture); - boundTextures[i] = null; - } - } + ColorMatrixFilter.prototype.hue = function (rotation, multiply) { + rotation = (rotation || 0) / 180 * Math.PI; + var cosR = Math.cos(rotation); + var sinR = Math.sin(rotation); + var sqrt = Math.sqrt; + /* a good approximation for hue rotation + This matrix is far better than the versions with magic luminance constants + formerly used here, but also used in the starling framework (flash) and known from this + old part of the internet: quasimondo.com/archives/000565.php + + This new matrix is based on rgb cube rotation in space. Look here for a more descriptive + implementation as a shader not a general matrix: + https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js + + This is the source for the code: + see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751 + */ + var w = 1 / 3; + var sqrW = sqrt(w); // weight is + var a00 = cosR + ((1.0 - cosR) * w); + var a01 = (w * (1.0 - cosR)) - (sqrW * sinR); + var a02 = (w * (1.0 - cosR)) + (sqrW * sinR); + var a10 = (w * (1.0 - cosR)) + (sqrW * sinR); + var a11 = cosR + (w * (1.0 - cosR)); + var a12 = (w * (1.0 - cosR)) - (sqrW * sinR); + var a20 = (w * (1.0 - cosR)) - (sqrW * sinR); + var a21 = (w * (1.0 - cosR)) + (sqrW * sinR); + var a22 = cosR + (w * (1.0 - cosR)); + var matrix = [ + a00, a01, a02, 0, 0, + a10, a11, a12, 0, 0, + a20, a21, a22, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; /** - * Ensures that current boundTextures all have FLOAT sampler type, - * see {@link PIXI.SAMPLER_TYPES} for explanation. - * @param maxTextures - number of locations to check + * Set the contrast matrix, increase the separation between dark and bright + * Increase contrast : shadows darker and highlights brighter + * Decrease contrast : bring the shadows up and the highlights down + * @param amount - value of the contrast (0-1) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - TextureSystem.prototype.ensureSamplerType = function (maxTextures) { - var _a = this, boundTextures = _a.boundTextures, hasIntegerTextures = _a.hasIntegerTextures, CONTEXT_UID = _a.CONTEXT_UID; - if (!hasIntegerTextures) { - return; - } - for (var i = maxTextures - 1; i >= 0; --i) { - var tex = boundTextures[i]; - if (tex) { - var glTexture = tex._glTextures[CONTEXT_UID]; - if (glTexture.samplerType !== constants.SAMPLER_TYPES.FLOAT) { - this.renderer.texture.unbind(tex); - } - } - } + ColorMatrixFilter.prototype.contrast = function (amount, multiply) { + var v = (amount || 0) + 1; + var o = -0.5 * (v - 1); + var matrix = [ + v, 0, 0, 0, o, + 0, v, 0, 0, o, + 0, 0, v, 0, o, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; /** - * Initialize a texture - * @private - * @param texture - Texture to initialize + * Set the saturation matrix, increase the separation between colors + * Increase saturation : increase contrast, brightness, and sharpness + * @param amount - The saturation amount (0-1) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - TextureSystem.prototype.initTexture = function (texture) { - var glTexture = new GLTexture(this.gl.createTexture()); - // guarantee an update.. - glTexture.dirtyId = -1; - texture._glTextures[this.CONTEXT_UID] = glTexture; - this.managedTextures.push(texture); - texture.on('dispose', this.destroyTexture, this); - return glTexture; + ColorMatrixFilter.prototype.saturate = function (amount, multiply) { + if (amount === void 0) { amount = 0; } + var x = (amount * 2 / 3) + 1; + var y = ((x - 1) * -0.5); + var matrix = [ + x, y, y, 0, 0, + y, x, y, 0, 0, + y, y, x, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; - TextureSystem.prototype.initTextureType = function (texture, glTexture) { - var _a, _b; - glTexture.internalFormat = (_b = (_a = this.internalFormats[texture.type]) === null || _a === void 0 ? void 0 : _a[texture.format]) !== null && _b !== void 0 ? _b : texture.format; - if (this.webGLVersion === 2 && texture.type === constants.TYPES.HALF_FLOAT) { - // TYPES.HALF_FLOAT is WebGL1 HALF_FLOAT_OES - // we have to convert it to WebGL HALF_FLOAT - glTexture.type = this.gl.HALF_FLOAT; - } - else { - glTexture.type = texture.type; - } + /** Desaturate image (remove color) Call the saturate function */ + ColorMatrixFilter.prototype.desaturate = function () { + this.saturate(-1); }; /** - * Update a texture - * @private - * @param {PIXI.BaseTexture} texture - Texture to initialize + * Negative image (inverse of classic rgb matrix) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - TextureSystem.prototype.updateTexture = function (texture) { - var glTexture = texture._glTextures[this.CONTEXT_UID]; - if (!glTexture) { - return; - } - var renderer = this.renderer; - this.initTextureType(texture, glTexture); - if (texture.resource && texture.resource.upload(renderer, texture, glTexture)) { - // texture is uploaded, dont do anything! - if (glTexture.samplerType !== constants.SAMPLER_TYPES.FLOAT) { - this.hasIntegerTextures = true; - } - } - else { - // default, renderTexture-like logic - var width = texture.realWidth; - var height = texture.realHeight; - var gl = renderer.gl; - if (glTexture.width !== width - || glTexture.height !== height - || glTexture.dirtyId < 0) { - glTexture.width = width; - glTexture.height = height; - gl.texImage2D(texture.target, 0, glTexture.internalFormat, width, height, 0, texture.format, glTexture.type, null); - } - } - // lets only update what changes.. - if (texture.dirtyStyleId !== glTexture.dirtyStyleId) { - this.updateTextureStyle(texture); - } - glTexture.dirtyId = texture.dirtyId; + ColorMatrixFilter.prototype.negative = function (multiply) { + var matrix = [ + -1, 0, 0, 1, 0, + 0, -1, 0, 1, 0, + 0, 0, -1, 1, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; /** - * Deletes the texture from WebGL - * @private - * @param texture - the texture to destroy - * @param [skipRemove=false] - Whether to skip removing the texture from the TextureManager. + * Sepia image + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - TextureSystem.prototype.destroyTexture = function (texture, skipRemove) { - var gl = this.gl; - texture = texture.castToBaseTexture(); - if (texture._glTextures[this.CONTEXT_UID]) { - this.unbind(texture); - gl.deleteTexture(texture._glTextures[this.CONTEXT_UID].texture); - texture.off('dispose', this.destroyTexture, this); - delete texture._glTextures[this.CONTEXT_UID]; - if (!skipRemove) { - var i = this.managedTextures.indexOf(texture); - if (i !== -1) { - utils.removeItems(this.managedTextures, i, 1); - } - } - } + ColorMatrixFilter.prototype.sepia = function (multiply) { + var matrix = [ + 0.393, 0.7689999, 0.18899999, 0, 0, + 0.349, 0.6859999, 0.16799999, 0, 0, + 0.272, 0.5339999, 0.13099999, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; /** - * Update texture style such as mipmap flag - * @private - * @param {PIXI.BaseTexture} texture - Texture to update + * Color motion picture process invented in 1916 (thanks Dominic Szablewski) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - TextureSystem.prototype.updateTextureStyle = function (texture) { - var glTexture = texture._glTextures[this.CONTEXT_UID]; - if (!glTexture) { - return; - } - if ((texture.mipmap === constants.MIPMAP_MODES.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo) { - glTexture.mipmap = false; - } - else { - glTexture.mipmap = texture.mipmap >= 1; - } - if (this.webGLVersion !== 2 && !texture.isPowerOfTwo) { - glTexture.wrapMode = constants.WRAP_MODES.CLAMP; - } - else { - glTexture.wrapMode = texture.wrapMode; - } - if (texture.resource && texture.resource.style(this.renderer, texture, glTexture)) ; - else { - this.setStyle(texture, glTexture); - } - glTexture.dirtyStyleId = texture.dirtyStyleId; + ColorMatrixFilter.prototype.technicolor = function (multiply) { + var matrix = [ + 1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337, + -0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398, + -0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; /** - * Set style for texture - * @private - * @param texture - Texture to update - * @param glTexture + * Polaroid filter + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - TextureSystem.prototype.setStyle = function (texture, glTexture) { - var gl = this.gl; - if (glTexture.mipmap && texture.mipmap !== constants.MIPMAP_MODES.ON_MANUAL) { - gl.generateMipmap(texture.target); - } - gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode); - gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode); - if (glTexture.mipmap) { - /* eslint-disable max-len */ - gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === constants.SCALE_MODES.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST); - /* eslint-disable max-len */ - var anisotropicExt = this.renderer.context.extensions.anisotropicFiltering; - if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === constants.SCALE_MODES.LINEAR) { - var level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT)); - gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level); - } - } - else { - gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === constants.SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST); - } - gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === constants.SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST); - }; - TextureSystem.prototype.destroy = function () { - this.renderer = null; + ColorMatrixFilter.prototype.polaroid = function (multiply) { + var matrix = [ + 1.438, -0.062, -0.062, 0, 0, + -0.122, 1.378, -0.122, 0, 0, + -0.016, -0.016, 1.483, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; - return TextureSystem; -}()); - -var _systems = { - __proto__: null, - FilterSystem: FilterSystem, - BatchSystem: BatchSystem, - ContextSystem: ContextSystem, - FramebufferSystem: FramebufferSystem, - GeometrySystem: GeometrySystem, - MaskSystem: MaskSystem, - ScissorSystem: ScissorSystem, - StencilSystem: StencilSystem, - ProjectionSystem: ProjectionSystem, - RenderTextureSystem: RenderTextureSystem, - ShaderSystem: ShaderSystem, - StateSystem: StateSystem, - TextureGCSystem: TextureGCSystem, - TextureSystem: TextureSystem -}; - -var tempMatrix = new math.Matrix(); -/** - * The AbstractRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer} - * and {@link PIXI.Renderer} which can be used for rendering a PixiJS scene. - * @abstract - * @class - * @extends PIXI.utils.EventEmitter - * @memberof PIXI - */ -var AbstractRenderer = /** @class */ (function (_super) { - __extends(AbstractRenderer, _super); /** - * @param type - The renderer type. - * @param [options] - The optional renderer parameters. - * @param {number} [options.width=800] - The width of the screen. - * @param {number} [options.height=600] - The height of the screen. - * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional. - * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property. - * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the - * canvas needs to be opaque, possibly for performance reasons on some older devices. - * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for - * resolutions other than 1. - * @param {boolean} [options.antialias=false] - Sets antialias - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer. - * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, - * enable this if you need to call toDataUrl on the WebGL context. - * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or - * not before the new render pass. - * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area - * (shown if not transparent). - * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque). + * Filter who transforms : Red -> Blue and Blue -> Red + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - function AbstractRenderer(type, options) { - if (type === void 0) { type = constants.RENDERER_TYPE.UNKNOWN; } - var _this = _super.call(this) || this; - // Add the default render options - options = Object.assign({}, settings.settings.RENDER_OPTIONS, options); - /** - * The supplied constructor options. - * @member {object} - * @readonly - */ - _this.options = options; - /** - * The type of the renderer. - * @member {number} - * @default PIXI.RENDERER_TYPE.UNKNOWN - * @see PIXI.RENDERER_TYPE - */ - _this.type = type; - /** - * Measurements of the screen. (0, 0, screenWidth, screenHeight). - * - * Its safe to use as filterArea or hitArea for the whole stage. - * @member {PIXI.Rectangle} - */ - _this.screen = new math.Rectangle(0, 0, options.width, options.height); - /** - * The canvas element that everything is drawn to. - * @member {HTMLCanvasElement} - */ - _this.view = options.view || settings.settings.ADAPTER.createCanvas(); - /** - * The resolution / device pixel ratio of the renderer. - * @member {number} - * @default PIXI.settings.RESOLUTION - */ - _this.resolution = options.resolution || settings.settings.RESOLUTION; - /** - * Pass-thru setting for the canvas' context `alpha` property. This is typically - * not something you need to fiddle with. If you want transparency, use `backgroundAlpha`. - * @member {boolean} - */ - _this.useContextAlpha = options.useContextAlpha; - /** - * Whether CSS dimensions of canvas view should be resized to screen dimensions automatically. - * @member {boolean} - */ - _this.autoDensity = !!options.autoDensity; - /** - * The value of the preserveDrawingBuffer flag affects whether or not the contents of - * the stencil buffer is retained after rendering. - * @member {boolean} - */ - _this.preserveDrawingBuffer = options.preserveDrawingBuffer; - /** - * This sets if the CanvasRenderer will clear the canvas or not before the new render pass. - * If the scene is NOT transparent PixiJS will use a canvas sized fillRect operation every - * frame to set the canvas background color. If the scene is transparent PixiJS will use clearRect - * to clear the canvas every frame. Disable this by setting this to false. For example, if - * your game has a canvas filling background image you often don't need this set. - * @member {boolean} - * @default - */ - _this.clearBeforeRender = options.clearBeforeRender; - /** - * The background color as a number. - * @member {number} - * @protected - */ - _this._backgroundColor = 0x000000; - /** - * The background color as an [R, G, B, A] array. - * @member {number[]} - * @protected - */ - _this._backgroundColorRgba = [0, 0, 0, 1]; - /** - * The background color as a string. - * @member {string} - * @protected - */ - _this._backgroundColorString = '#000000'; - _this.backgroundColor = options.backgroundColor || _this._backgroundColor; // run bg color setter - _this.backgroundAlpha = options.backgroundAlpha; - // @deprecated - if (options.transparent !== undefined) { - utils.deprecation('6.0.0', 'Option transparent is deprecated, please use backgroundAlpha instead.'); - _this.useContextAlpha = options.transparent; - _this.backgroundAlpha = options.transparent ? 0 : 1; - } - /** - * The last root object that the renderer tried to render. - * @member {PIXI.DisplayObject} - * @protected - */ - _this._lastObjectRendered = null; - /** - * Collection of plugins. - * @readonly - * @member {object} - */ - _this.plugins = {}; - return _this; - } + ColorMatrixFilter.prototype.toBGR = function (multiply) { + var matrix = [ + 0, 0, 1, 0, 0, + 0, 1, 0, 0, 0, + 1, 0, 0, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; /** - * Initialize the plugins. - * @protected - * @param {object} staticMap - The dictionary of statically saved plugins. + * Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - AbstractRenderer.prototype.initPlugins = function (staticMap) { - for (var o in staticMap) { - this.plugins[o] = new (staticMap[o])(this); - } + ColorMatrixFilter.prototype.kodachrome = function (multiply) { + var matrix = [ + 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502, + -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203, + -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; - Object.defineProperty(AbstractRenderer.prototype, "width", { + /** + * Brown delicious browni filter (thanks Dominic Szablewski) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.browni = function (multiply) { + var matrix = [ + 0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873, + -0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127, + 0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Vintage filter (thanks Dominic Szablewski) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.vintage = function (multiply) { + var matrix = [ + 0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123, + 0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591, + 0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * We don't know exactly what it does, kind of gradient map, but funny to play with! + * @param desaturation - Tone values. + * @param toned - Tone values. + * @param lightColor - Tone values, example: `0xFFE580` + * @param darkColor - Tone values, example: `0xFFE580` + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.colorTone = function (desaturation, toned, lightColor, darkColor, multiply) { + desaturation = desaturation || 0.2; + toned = toned || 0.15; + lightColor = lightColor || 0xFFE580; + darkColor = darkColor || 0x338000; + var lR = ((lightColor >> 16) & 0xFF) / 255; + var lG = ((lightColor >> 8) & 0xFF) / 255; + var lB = (lightColor & 0xFF) / 255; + var dR = ((darkColor >> 16) & 0xFF) / 255; + var dG = ((darkColor >> 8) & 0xFF) / 255; + var dB = (darkColor & 0xFF) / 255; + var matrix = [ + 0.3, 0.59, 0.11, 0, 0, + lR, lG, lB, desaturation, 0, + dR, dG, dB, toned, 0, + lR - dR, lG - dG, lB - dB, 0, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Night effect + * @param intensity - The intensity of the night effect. + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.night = function (intensity, multiply) { + intensity = intensity || 0.1; + var matrix = [ + intensity * (-2.0), -intensity, 0, 0, 0, + -intensity, 0, intensity, 0, 0, + 0, intensity, intensity * 2.0, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Predator effect + * + * Erase the current matrix by setting a new indepent one + * @param amount - how much the predator feels his future victim + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.predator = function (amount, multiply) { + var matrix = [ + // row 1 + 11.224130630493164 * amount, + -4.794486999511719 * amount, + -2.8746118545532227 * amount, + 0 * amount, + 0.40342438220977783 * amount, + // row 2 + -3.6330697536468506 * amount, + 9.193157196044922 * amount, + -2.951810836791992 * amount, + 0 * amount, + -1.316135048866272 * amount, + // row 3 + -3.2184197902679443 * amount, + -4.2375030517578125 * amount, + 7.476448059082031 * amount, + 0 * amount, + 0.8044459223747253 * amount, + // row 4 + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * LSD effect + * + * Multiply the current matrix + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.lsd = function (multiply) { + var matrix = [ + 2, -0.4, 0.5, 0, 0, + -0.5, 2, -0.4, 0, 0, + -0.4, -0.5, 3, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** Erase the current matrix by setting the default one. */ + ColorMatrixFilter.prototype.reset = function () { + var matrix = [ + 1, 0, 0, 0, 0, + 0, 1, 0, 0, 0, + 0, 0, 1, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, false); + }; + Object.defineProperty(ColorMatrixFilter.prototype, "matrix", { /** - * Same as view.width, actual number of pixels in the canvas by horizontal. - * @member {number} - * @readonly - * @default 800 + * The matrix of the color matrix filter + * @member {number[]} + * @default [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0] */ get: function () { - return this.view.width; + return this.uniforms.m; + }, + set: function (value) { + this.uniforms.m = value; }, enumerable: false, configurable: true }); - Object.defineProperty(AbstractRenderer.prototype, "height", { + Object.defineProperty(ColorMatrixFilter.prototype, "alpha", { /** - * Same as view.height, actual number of pixels in the canvas by vertical. - * @member {number} - * @readonly - * @default 600 + * The opacity value to use when mixing the original and resultant colors. + * + * When the value is 0, the original color is used without modification. + * When the value is 1, the result color is used. + * When in the range (0, 1) the color is interpolated between the original and result by this amount. + * @default 1 */ get: function () { - return this.view.height; + return this.uniforms.uAlpha; + }, + set: function (value) { + this.uniforms.uAlpha = value; }, enumerable: false, configurable: true }); + return ColorMatrixFilter; +}(core.Filter)); +// Americanized alias +ColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale; + +exports.ColorMatrixFilter = ColorMatrixFilter; + + +},{"@pixi/core":7}],14:[function(require,module,exports){ +/*! + * @pixi/filter-displacement - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/filter-displacement is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ +'use strict'; + +Object.defineProperty(exports, '__esModule', { value: true }); + +var core = require('@pixi/core'); +var math = require('@pixi/math'); + +/*! ***************************************************************************** +Copyright (c) Microsoft Corporation. + +Permission to use, copy, modify, and/or distribute this software for any +purpose with or without fee is hereby granted. + +THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH +REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY +AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, +INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM +LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR +OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THIS SOFTWARE. +***************************************************************************** */ +/* global Reflect, Promise */ + +var extendStatics = function(d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics(d, b); +}; + +function __extends(d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); +} + +var fragment = "varying vec2 vFilterCoord;\nvarying vec2 vTextureCoord;\n\nuniform vec2 scale;\nuniform mat2 rotation;\nuniform sampler2D uSampler;\nuniform sampler2D mapSampler;\n\nuniform highp vec4 inputSize;\nuniform vec4 inputClamp;\n\nvoid main(void)\n{\n vec4 map = texture2D(mapSampler, vFilterCoord);\n\n map -= 0.5;\n map.xy = scale * inputSize.zw * (rotation * map.xy);\n\n gl_FragColor = texture2D(uSampler, clamp(vec2(vTextureCoord.x + map.x, vTextureCoord.y + map.y), inputClamp.xy, inputClamp.zw));\n}\n"; + +var vertex = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\nuniform mat3 filterMatrix;\n\nvarying vec2 vTextureCoord;\nvarying vec2 vFilterCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n\tgl_Position = filterVertexPosition();\n\tvTextureCoord = filterTextureCoord();\n\tvFilterCoord = ( filterMatrix * vec3( vTextureCoord, 1.0) ).xy;\n}\n"; + +/** + * The DisplacementFilter class uses the pixel values from the specified texture + * (called the displacement map) to perform a displacement of an object. + * + * You can use this filter to apply all manor of crazy warping effects. + * Currently the `r` property of the texture is used to offset the `x` + * and the `g` property of the texture is used to offset the `y`. + * + * The way it works is it uses the values of the displacement map to look up the + * correct pixels to output. This means it's not technically moving the original. + * Instead, it's starting at the output and asking "which pixel from the original goes here". + * For example, if a displacement map pixel has `red = 1` and the filter scale is `20`, + * this filter will output the pixel approximately 20 pixels to the right of the original. + * @memberof PIXI.filters + */ +var DisplacementFilter = /** @class */ (function (_super) { + __extends(DisplacementFilter, _super); /** - * Resizes the screen and canvas as close as possible to the specified width and height. - * Canvas dimensions are multiplied by resolution and rounded to the nearest integers. - * The new canvas dimensions divided by the resolution become the new screen dimensions. - * @param desiredScreenWidth - The desired width of the screen. - * @param desiredScreenHeight - The desired height of the screen. + * @param {PIXI.Sprite} sprite - The sprite used for the displacement map. (make sure its added to the scene!) + * @param scale - The scale of the displacement */ - AbstractRenderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) { - this.view.width = Math.round(desiredScreenWidth * this.resolution); - this.view.height = Math.round(desiredScreenHeight * this.resolution); - var screenWidth = this.view.width / this.resolution; - var screenHeight = this.view.height / this.resolution; - this.screen.width = screenWidth; - this.screen.height = screenHeight; - if (this.autoDensity) { - this.view.style.width = screenWidth + "px"; - this.view.style.height = screenHeight + "px"; + function DisplacementFilter(sprite, scale) { + var _this = this; + var maskMatrix = new math.Matrix(); + sprite.renderable = false; + _this = _super.call(this, vertex, fragment, { + mapSampler: sprite._texture, + filterMatrix: maskMatrix, + scale: { x: 1, y: 1 }, + rotation: new Float32Array([1, 0, 0, 1]), + }) || this; + _this.maskSprite = sprite; + _this.maskMatrix = maskMatrix; + if (scale === null || scale === undefined) { + scale = 20; } /** - * Fired after view has been resized. - * @event PIXI.Renderer#resize - * @param {number} screenWidth - The new width of the screen. - * @param {number} screenHeight - The new height of the screen. + * scaleX, scaleY for displacements + * @member {PIXI.Point} */ - this.emit('resize', screenWidth, screenHeight); - }; + _this.scale = new math.Point(scale, scale); + return _this; + } /** - * @ignore + * Applies the filter. + * @param filterManager - The manager. + * @param input - The input target. + * @param output - The output target. + * @param clearMode - clearMode. */ - AbstractRenderer.prototype.generateTexture = function (displayObject, options, resolution, region) { - if (options === void 0) { options = {}; } - // @deprecated parameters spread, use options instead - if (typeof options === 'number') { - utils.deprecation('6.1.0', 'generateTexture options (scaleMode, resolution, region) are now object options.'); - options = { scaleMode: options, resolution: resolution, region: region }; + DisplacementFilter.prototype.apply = function (filterManager, input, output, clearMode) { + // fill maskMatrix with _normalized sprite texture coords_ + this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, this.maskSprite); + this.uniforms.scale.x = this.scale.x; + this.uniforms.scale.y = this.scale.y; + // Extract rotation from world transform + var wt = this.maskSprite.worldTransform; + var lenX = Math.sqrt((wt.a * wt.a) + (wt.b * wt.b)); + var lenY = Math.sqrt((wt.c * wt.c) + (wt.d * wt.d)); + if (lenX !== 0 && lenY !== 0) { + this.uniforms.rotation[0] = wt.a / lenX; + this.uniforms.rotation[1] = wt.b / lenX; + this.uniforms.rotation[2] = wt.c / lenY; + this.uniforms.rotation[3] = wt.d / lenY; } - var manualRegion = options.region, textureOptions = __rest(options, ["region"]); - region = manualRegion || displayObject.getLocalBounds(null, true); - // minimum texture size is 1x1, 0x0 will throw an error - if (region.width === 0) - { region.width = 1; } - if (region.height === 0) - { region.height = 1; } - var renderTexture = RenderTexture.create(__assign({ width: region.width, height: region.height }, textureOptions)); - tempMatrix.tx = -region.x; - tempMatrix.ty = -region.y; - this.render(displayObject, { - renderTexture: renderTexture, - clear: false, - transform: tempMatrix, - skipUpdateTransform: !!displayObject.parent - }); - return renderTexture; + // draw the filter... + filterManager.applyFilter(this, input, output, clearMode); }; + Object.defineProperty(DisplacementFilter.prototype, "map", { + /** The texture used for the displacement map. Must be power of 2 sized texture. */ + get: function () { + return this.uniforms.mapSampler; + }, + set: function (value) { + this.uniforms.mapSampler = value; + }, + enumerable: false, + configurable: true + }); + return DisplacementFilter; +}(core.Filter)); + +exports.DisplacementFilter = DisplacementFilter; + + +},{"@pixi/core":7,"@pixi/math":20}],15:[function(require,module,exports){ +/*! + * @pixi/filter-fxaa - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/filter-fxaa is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ +'use strict'; + +Object.defineProperty(exports, '__esModule', { value: true }); + +var core = require('@pixi/core'); + +/*! ***************************************************************************** +Copyright (c) Microsoft Corporation. + +Permission to use, copy, modify, and/or distribute this software for any +purpose with or without fee is hereby granted. + +THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH +REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY +AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, +INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM +LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR +OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THIS SOFTWARE. +***************************************************************************** */ +/* global Reflect, Promise */ + +var extendStatics = function(d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics(d, b); +}; + +function __extends(d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); +} + +var vertex = "\nattribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvoid texcoords(vec2 fragCoord, vec2 inverseVP,\n out vec2 v_rgbNW, out vec2 v_rgbNE,\n out vec2 v_rgbSW, out vec2 v_rgbSE,\n out vec2 v_rgbM) {\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\n v_rgbM = vec2(fragCoord * inverseVP);\n}\n\nvoid main(void) {\n\n gl_Position = filterVertexPosition();\n\n vFragCoord = aVertexPosition * outputFrame.zw;\n\n texcoords(vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n}\n"; + +var fragment = "varying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\nuniform sampler2D uSampler;\nuniform highp vec4 inputSize;\n\n\n/**\n Basic FXAA implementation based on the code on geeks3d.com with the\n modification that the texture2DLod stuff was removed since it's\n unsupported by WebGL.\n\n --\n\n From:\n https://github.com/mitsuhiko/webgl-meincraft\n\n Copyright (c) 2011 by Armin Ronacher.\n\n Some rights reserved.\n\n Redistribution and use in source and binary forms, with or without\n modification, are permitted provided that the following conditions are\n met:\n\n * Redistributions of source code must retain the above copyright\n notice, this list of conditions and the following disclaimer.\n\n * Redistributions in binary form must reproduce the above\n copyright notice, this list of conditions and the following\n disclaimer in the documentation and/or other materials provided\n with the distribution.\n\n * The names of the contributors may not be used to endorse or\n promote products derived from this software without specific\n prior written permission.\n\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n#ifndef FXAA_REDUCE_MIN\n#define FXAA_REDUCE_MIN (1.0/ 128.0)\n#endif\n#ifndef FXAA_REDUCE_MUL\n#define FXAA_REDUCE_MUL (1.0 / 8.0)\n#endif\n#ifndef FXAA_SPAN_MAX\n#define FXAA_SPAN_MAX 8.0\n#endif\n\n//optimized version for mobile, where dependent\n//texture reads can be a bottleneck\nvec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,\n vec2 v_rgbNW, vec2 v_rgbNE,\n vec2 v_rgbSW, vec2 v_rgbSE,\n vec2 v_rgbM) {\n vec4 color;\n vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\n vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\n vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\n vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\n vec4 texColor = texture2D(tex, v_rgbM);\n vec3 rgbM = texColor.xyz;\n vec3 luma = vec3(0.299, 0.587, 0.114);\n float lumaNW = dot(rgbNW, luma);\n float lumaNE = dot(rgbNE, luma);\n float lumaSW = dot(rgbSW, luma);\n float lumaSE = dot(rgbSE, luma);\n float lumaM = dot(rgbM, luma);\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n\n mediump vec2 dir;\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\n (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\n\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\n dir * rcpDirMin)) * inverseVP;\n\n vec3 rgbA = 0.5 * (\n texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\n texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n\n float lumaB = dot(rgbB, luma);\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\n color = vec4(rgbA, texColor.a);\n else\n color = vec4(rgbB, texColor.a);\n return color;\n}\n\nvoid main() {\n\n vec4 color;\n\n color = fxaa(uSampler, vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n\n gl_FragColor = color;\n}\n"; + +/** + * Basic FXAA (Fast Approximate Anti-Aliasing) implementation based on the code on geeks3d.com + * with the modification that the texture2DLod stuff was removed since it is unsupported by WebGL. + * @see https://github.com/mitsuhiko/webgl-meincraft + * @memberof PIXI.filters + */ +var FXAAFilter = /** @class */ (function (_super) { + __extends(FXAAFilter, _super); + function FXAAFilter() { + // TODO - needs work + return _super.call(this, vertex, fragment) || this; + } + return FXAAFilter; +}(core.Filter)); + +exports.FXAAFilter = FXAAFilter; + + +},{"@pixi/core":7}],16:[function(require,module,exports){ +/*! + * @pixi/filter-noise - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/filter-noise is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ +'use strict'; + +Object.defineProperty(exports, '__esModule', { value: true }); + +var core = require('@pixi/core'); + +/*! ***************************************************************************** +Copyright (c) Microsoft Corporation. + +Permission to use, copy, modify, and/or distribute this software for any +purpose with or without fee is hereby granted. + +THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH +REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY +AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, +INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM +LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR +OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THIS SOFTWARE. +***************************************************************************** */ +/* global Reflect, Promise */ + +var extendStatics = function(d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics(d, b); +}; + +function __extends(d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); +} + +var fragment = "precision highp float;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform float uNoise;\nuniform float uSeed;\nuniform sampler2D uSampler;\n\nfloat rand(vec2 co)\n{\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvoid main()\n{\n vec4 color = texture2D(uSampler, vTextureCoord);\n float randomValue = rand(gl_FragCoord.xy * uSeed);\n float diff = (randomValue - 0.5) * uNoise;\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (color.a > 0.0) {\n color.rgb /= color.a;\n }\n\n color.r += diff;\n color.g += diff;\n color.b += diff;\n\n // Premultiply alpha again.\n color.rgb *= color.a;\n\n gl_FragColor = color;\n}\n"; + +/** + * A Noise effect filter. + * + * original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/noise.js + * @memberof PIXI.filters + * @author Vico @vicocotea + */ +var NoiseFilter = /** @class */ (function (_super) { + __extends(NoiseFilter, _super); /** - * Removes everything from the renderer and optionally removes the Canvas DOM element. - * @param [removeView=false] - Removes the Canvas element from the DOM. + * @param {number} [noise=0.5] - The noise intensity, should be a normalized value in the range [0, 1]. + * @param {number} [seed] - A random seed for the noise generation. Default is `Math.random()`. */ - AbstractRenderer.prototype.destroy = function (removeView) { - for (var o in this.plugins) { - this.plugins[o].destroy(); - this.plugins[o] = null; - } - if (removeView && this.view.parentNode) { - this.view.parentNode.removeChild(this.view); - } - var thisAny = this; - // null-ing all objects, that's a tradition! - thisAny.plugins = null; - thisAny.type = constants.RENDERER_TYPE.UNKNOWN; - thisAny.view = null; - thisAny.screen = null; - thisAny._tempDisplayObjectParent = null; - thisAny.options = null; - this._backgroundColorRgba = null; - this._backgroundColorString = null; - this._lastObjectRendered = null; - }; - Object.defineProperty(AbstractRenderer.prototype, "backgroundColor", { + function NoiseFilter(noise, seed) { + if (noise === void 0) { noise = 0.5; } + if (seed === void 0) { seed = Math.random(); } + var _this = _super.call(this, core.defaultFilterVertex, fragment, { + uNoise: 0, + uSeed: 0, + }) || this; + _this.noise = noise; + _this.seed = seed; + return _this; + } + Object.defineProperty(NoiseFilter.prototype, "noise", { /** - * The background color to fill if not transparent - * @member {number} + * The amount of noise to apply, this value should be in the range (0, 1]. + * @default 0.5 */ get: function () { - return this._backgroundColor; + return this.uniforms.uNoise; }, set: function (value) { - this._backgroundColor = value; - this._backgroundColorString = utils.hex2string(value); - utils.hex2rgb(value, this._backgroundColorRgba); + this.uniforms.uNoise = value; }, enumerable: false, configurable: true }); - Object.defineProperty(AbstractRenderer.prototype, "backgroundAlpha", { - /** - * The background color alpha. Setting this to 0 will make the canvas transparent. - * @member {number} - */ + Object.defineProperty(NoiseFilter.prototype, "seed", { + /** A seed value to apply to the random noise generation. `Math.random()` is a good value to use. */ get: function () { - return this._backgroundColorRgba[3]; + return this.uniforms.uSeed; }, set: function (value) { - this._backgroundColorRgba[3] = value; + this.uniforms.uSeed = value; }, enumerable: false, configurable: true }); - return AbstractRenderer; -}(utils.EventEmitter)); + return NoiseFilter; +}(core.Filter)); -var GLBuffer = /** @class */ (function () { - function GLBuffer(buffer) { - this.buffer = buffer || null; - this.updateID = -1; - this.byteLength = -1; - this.refCount = 0; - } - return GLBuffer; -}()); +exports.NoiseFilter = NoiseFilter; -/** - * System plugin to the renderer to manage buffers. - * - * WebGL uses Buffers as a way to store objects to the GPU. - * This system makes working with them a lot easier. - * - * Buffers are used in three main places in WebGL - * - geometry information - * - Uniform information (via uniform buffer objects - a WebGL 2 only feature) - * - Transform feedback information. (WebGL 2 only feature) + +},{"@pixi/core":7}],17:[function(require,module,exports){ +/*! + * @pixi/graphics - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * This system will handle the binding of buffers to the GPU as well as uploading - * them. With this system, you never need to work directly with GPU buffers, but instead work with - * the PIXI.Buffer class. - * @class + * @pixi/graphics is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ +'use strict'; + +Object.defineProperty(exports, '__esModule', { value: true }); + +var core = require('@pixi/core'); +var math = require('@pixi/math'); +var utils = require('@pixi/utils'); +var constants = require('@pixi/constants'); +var display = require('@pixi/display'); + +/** + * Supported line joints in `PIXI.LineStyle` for graphics. + * @see PIXI.Graphics#lineStyle + * @see https://graphicdesign.stackexchange.com/questions/59018/what-is-a-bevel-join-of-two-lines-exactly-illustrator + * @name LINE_JOIN * @memberof PIXI + * @static + * @enum {string} + * @property {string} MITER - 'miter': make a sharp corner where outer part of lines meet + * @property {string} BEVEL - 'bevel': add a square butt at each end of line segment and fill the triangle at turn + * @property {string} ROUND - 'round': add an arc at the joint */ -var BufferSystem = /** @class */ (function () { - /** - * @param {PIXI.Renderer} renderer - The renderer this System works for. - */ - function BufferSystem(renderer) { - this.renderer = renderer; - this.managedBuffers = {}; - this.boundBufferBases = {}; - } - /** - * @ignore - */ - BufferSystem.prototype.destroy = function () { - this.renderer = null; - }; - /** Sets up the renderer context and necessary buffers. */ - BufferSystem.prototype.contextChange = function () { - this.disposeAll(true); - this.gl = this.renderer.gl; - // TODO fill out... - this.CONTEXT_UID = this.renderer.CONTEXT_UID; - }; - /** - * This binds specified buffer. On first run, it will create the webGL buffers for the context too - * @param buffer - the buffer to bind to the renderer - */ - BufferSystem.prototype.bind = function (buffer) { - var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; - var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer); - gl.bindBuffer(buffer.type, glBuffer.buffer); - }; - /** - * Binds an uniform buffer to at the given index. - * - * A cache is used so a buffer will not be bound again if already bound. - * @param buffer - the buffer to bind - * @param index - the base index to bind it to. - */ - BufferSystem.prototype.bindBufferBase = function (buffer, index) { - var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; - if (this.boundBufferBases[index] !== buffer) { - var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer); - this.boundBufferBases[index] = buffer; - gl.bindBufferBase(gl.UNIFORM_BUFFER, index, glBuffer.buffer); - } - }; - /** - * Binds a buffer whilst also binding its range. - * This will make the buffer start from the offset supplied rather than 0 when it is read. - * @param buffer - the buffer to bind - * @param index - the base index to bind at, defaults to 0 - * @param offset - the offset to bind at (this is blocks of 256). 0 = 0, 1 = 256, 2 = 512 etc - */ - BufferSystem.prototype.bindBufferRange = function (buffer, index, offset) { - var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; - offset = offset || 0; - var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer); - gl.bindBufferRange(gl.UNIFORM_BUFFER, index || 0, glBuffer.buffer, offset * 256, 256); - }; - /** - * Will ensure the data in the buffer is uploaded to the GPU. - * @param {PIXI.Buffer} buffer - the buffer to update - */ - BufferSystem.prototype.update = function (buffer) { - var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; - var glBuffer = buffer._glBuffers[CONTEXT_UID]; - if (buffer._updateID === glBuffer.updateID) { - return; - } - glBuffer.updateID = buffer._updateID; - gl.bindBuffer(buffer.type, glBuffer.buffer); - if (glBuffer.byteLength >= buffer.data.byteLength) { - // offset is always zero for now! - gl.bufferSubData(buffer.type, 0, buffer.data); - } - else { - var drawType = buffer.static ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW; - glBuffer.byteLength = buffer.data.byteLength; - gl.bufferData(buffer.type, buffer.data, drawType); - } - }; - /** - * Disposes buffer - * @param {PIXI.Buffer} buffer - buffer with data - * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray - */ - BufferSystem.prototype.dispose = function (buffer, contextLost) { - if (!this.managedBuffers[buffer.id]) { - return; - } - delete this.managedBuffers[buffer.id]; - var glBuffer = buffer._glBuffers[this.CONTEXT_UID]; - var gl = this.gl; - buffer.disposeRunner.remove(this); - if (!glBuffer) { - return; +exports.LINE_JOIN = void 0; +(function (LINE_JOIN) { + LINE_JOIN["MITER"] = "miter"; + LINE_JOIN["BEVEL"] = "bevel"; + LINE_JOIN["ROUND"] = "round"; +})(exports.LINE_JOIN || (exports.LINE_JOIN = {})); +/** + * Support line caps in `PIXI.LineStyle` for graphics. + * @see PIXI.Graphics#lineStyle + * @name LINE_CAP + * @memberof PIXI + * @static + * @enum {string} + * @property {string} BUTT - 'butt': don't add any cap at line ends (leaves orthogonal edges) + * @property {string} ROUND - 'round': add semicircle at ends + * @property {string} SQUARE - 'square': add square at end (like `BUTT` except more length at end) + */ +exports.LINE_CAP = void 0; +(function (LINE_CAP) { + LINE_CAP["BUTT"] = "butt"; + LINE_CAP["ROUND"] = "round"; + LINE_CAP["SQUARE"] = "square"; +})(exports.LINE_CAP || (exports.LINE_CAP = {})); +/** + * Graphics curves resolution settings. If `adaptive` flag is set to `true`, + * the resolution is calculated based on the curve's length to ensure better visual quality. + * Adaptive draw works with `bezierCurveTo` and `quadraticCurveTo`. + * @static + * @constant + * @memberof PIXI + * @name GRAPHICS_CURVES + * @type {object} + * @property {boolean} [adaptive=true] - flag indicating if the resolution should be adaptive + * @property {number} [maxLength=10] - maximal length of a single segment of the curve (if adaptive = false, ignored) + * @property {number} [minSegments=8] - minimal number of segments in the curve (if adaptive = false, ignored) + * @property {number} [maxSegments=2048] - maximal number of segments in the curve (if adaptive = false, ignored) + */ +var GRAPHICS_CURVES = { + adaptive: true, + maxLength: 10, + minSegments: 8, + maxSegments: 2048, + epsilon: 0.0001, + _segmentsCount: function (length, defaultSegments) { + if (defaultSegments === void 0) { defaultSegments = 20; } + if (!this.adaptive || !length || isNaN(length)) { + return defaultSegments; } - if (!contextLost) { - gl.deleteBuffer(glBuffer.buffer); + var result = Math.ceil(length / this.maxLength); + if (result < this.minSegments) { + result = this.minSegments; } - delete buffer._glBuffers[this.CONTEXT_UID]; - }; - /** - * dispose all WebGL resources of all managed buffers - * @param {boolean} [contextLost=false] - If context was lost, we suppress `gl.delete` calls - */ - BufferSystem.prototype.disposeAll = function (contextLost) { - var all = Object.keys(this.managedBuffers); - for (var i = 0; i < all.length; i++) { - this.dispose(this.managedBuffers[all[i]], contextLost); + else if (result > this.maxSegments) { + result = this.maxSegments; } - }; - /** - * creates and attaches a GLBuffer object tied to the current context. - * @param buffer - * @protected - */ - BufferSystem.prototype.createGLBuffer = function (buffer) { - var _a = this, CONTEXT_UID = _a.CONTEXT_UID, gl = _a.gl; - buffer._glBuffers[CONTEXT_UID] = new GLBuffer(gl.createBuffer()); - this.managedBuffers[buffer.id] = buffer; - buffer.disposeRunner.add(this); - return buffer._glBuffers[CONTEXT_UID]; - }; - return BufferSystem; -}()); + return result; + }, +}; /** - * The Renderer draws the scene and all its content onto a WebGL enabled canvas. - * - * This renderer should be used for browsers that support WebGL. - * - * This renderer works by automatically managing WebGLBatchesm, so no need for Sprite Batches or Sprite Clouds. - * Don't forget to add the view to your DOM or you will not see anything! - * - * Renderer is composed of systems that manage specific tasks. The following systems are added by default - * whenever you create a renderer: - * - * | System | Description | - * | ------------------------------------ | ----------------------------------------------------------------------------- | - * | {@link PIXI.BatchSystem} | This manages object renderers that defer rendering until a flush. | - * | {@link PIXI.ContextSystem} | This manages the WebGL context and extensions. | - * | {@link PIXI.EventSystem} | This manages UI events. | - * | {@link PIXI.FilterSystem} | This manages the filtering pipeline for post-processing effects. | - * | {@link PIXI.FramebufferSystem} | This manages framebuffers, which are used for offscreen rendering. | - * | {@link PIXI.GeometrySystem} | This manages geometries & buffers, which are used to draw object meshes. | - * | {@link PIXI.MaskSystem} | This manages masking operations. | - * | {@link PIXI.ProjectionSystem} | This manages the `projectionMatrix`, used by shaders to get NDC coordinates. | - * | {@link PIXI.RenderTextureSystem} | This manages render-textures, which are an abstraction over framebuffers. | - * | {@link PIXI.ScissorSystem} | This handles scissor masking, and is used internally by {@link MaskSystem} | - * | {@link PIXI.ShaderSystem} | This manages shaders, programs that run on the GPU to calculate 'em pixels. | - * | {@link PIXI.StateSystem} | This manages the WebGL state variables like blend mode, depth testing, etc. | - * | {@link PIXI.StencilSystem} | This handles stencil masking, and is used internally by {@link MaskSystem} | - * | {@link PIXI.TextureSystem} | This manages textures and their resources on the GPU. | - * | {@link PIXI.TextureGCSystem} | This will automatically remove textures from the GPU if they are not used. | - * - * The breadth of the API surface provided by the renderer is contained within these systems. + * Fill style object for Graphics. * @memberof PIXI */ -var Renderer = /** @class */ (function (_super) { - __extends(Renderer, _super); - /** - * @param [options] - The optional renderer parameters. - * @param {number} [options.width=800] - The width of the screen. - * @param {number} [options.height=600] - The height of the screen. - * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional. - * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property. - * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the - * canvas needs to be opaque, possibly for performance reasons on some older devices. - * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for - * resolutions other than 1. - * @param {boolean} [options.antialias=false] - Sets antialias. If not available natively then FXAA - * antialiasing is used. - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer. - * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear - * the canvas or not before the new render pass. If you wish to set this to false, you *must* set - * preserveDrawingBuffer to `true`. - * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, - * enable this if you need to call toDataUrl on the WebGL context. - * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area - * (shown if not transparent). - * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque). - * @param {string} [options.powerPreference] - Parameter passed to WebGL context, set to "high-performance" - * for devices with dual graphics card. - * @param {object} [options.context] - If WebGL context already exists, all parameters must be taken from it. - */ - function Renderer(options) { - var _this = _super.call(this, constants.RENDERER_TYPE.WEBGL, options) || this; - // the options will have been modified here in the super constructor with pixi's default settings.. - options = _this.options; - _this.gl = null; - _this.CONTEXT_UID = 0; - _this.runners = { - destroy: new runner.Runner('destroy'), - contextChange: new runner.Runner('contextChange'), - reset: new runner.Runner('reset'), - update: new runner.Runner('update'), - postrender: new runner.Runner('postrender'), - prerender: new runner.Runner('prerender'), - resize: new runner.Runner('resize'), - }; - _this.runners.contextChange.add(_this); - _this.globalUniforms = new UniformGroup({ - projectionMatrix: new math.Matrix(), - }, true); - _this.addSystem(MaskSystem, 'mask') - .addSystem(ContextSystem, 'context') - .addSystem(StateSystem, 'state') - .addSystem(ShaderSystem, 'shader') - .addSystem(TextureSystem, 'texture') - .addSystem(BufferSystem, 'buffer') - .addSystem(GeometrySystem, 'geometry') - .addSystem(FramebufferSystem, 'framebuffer') - .addSystem(ScissorSystem, 'scissor') - .addSystem(StencilSystem, 'stencil') - .addSystem(ProjectionSystem, 'projection') - .addSystem(TextureGCSystem, 'textureGC') - .addSystem(FilterSystem, 'filter') - .addSystem(RenderTextureSystem, 'renderTexture') - .addSystem(BatchSystem, 'batch'); - _this.initPlugins(Renderer.__plugins); - _this.multisample = undefined; - /* - * The options passed in to create a new WebGL context. - */ - if (options.context) { - _this.context.initFromContext(options.context); - } - else { - _this.context.initFromOptions({ - alpha: !!_this.useContextAlpha, - antialias: options.antialias, - premultipliedAlpha: _this.useContextAlpha && _this.useContextAlpha !== 'notMultiplied', - stencil: true, - preserveDrawingBuffer: options.preserveDrawingBuffer, - powerPreference: _this.options.powerPreference, - }); - } - _this.renderingToScreen = true; - utils.sayHello(_this.context.webGLVersion === 2 ? 'WebGL 2' : 'WebGL 1'); - _this.resize(_this.options.width, _this.options.height); - return _this; - } - /** - * Create renderer if WebGL is available. Overrideable - * by the **@pixi/canvas-renderer** package to allow fallback. - * throws error if WebGL is not available. - * @param options - * @private - */ - Renderer.create = function (options) { - if (utils.isWebGLSupported()) { - return new Renderer(options); - } - throw new Error('WebGL unsupported in this browser, use "pixi.js-legacy" for fallback canvas2d support.'); - }; - Renderer.prototype.contextChange = function () { - var gl = this.gl; - var samples; - if (this.context.webGLVersion === 1) { - var framebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING); - gl.bindFramebuffer(gl.FRAMEBUFFER, null); - samples = gl.getParameter(gl.SAMPLES); - gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); - } - else { - var framebuffer = gl.getParameter(gl.DRAW_FRAMEBUFFER_BINDING); - gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null); - samples = gl.getParameter(gl.SAMPLES); - gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, framebuffer); - } - if (samples >= constants.MSAA_QUALITY.HIGH) { - this.multisample = constants.MSAA_QUALITY.HIGH; - } - else if (samples >= constants.MSAA_QUALITY.MEDIUM) { - this.multisample = constants.MSAA_QUALITY.MEDIUM; - } - else if (samples >= constants.MSAA_QUALITY.LOW) { - this.multisample = constants.MSAA_QUALITY.LOW; - } - else { - this.multisample = constants.MSAA_QUALITY.NONE; - } - }; - /** - * Add a new system to the renderer. - * @param ClassRef - Class reference - * @param name - Property name for system, if not specified - * will use a static `name` property on the class itself. This - * name will be assigned as s property on the Renderer so make - * sure it doesn't collide with properties on Renderer. - * @returns Return instance of renderer - */ - Renderer.prototype.addSystem = function (ClassRef, name) { - var system = new ClassRef(this); - if (this[name]) { - throw new Error("Whoops! The name \"" + name + "\" is already in use"); - } - this[name] = system; - for (var i in this.runners) { - this.runners[i].add(system); - } +var FillStyle = /** @class */ (function () { + function FillStyle() { /** - * Fired after rendering finishes. - * @event PIXI.Renderer#postrender + * The hex color value used when coloring the Graphics object. + * @default 0xFFFFFF */ + this.color = 0xFFFFFF; + /** The alpha value used when filling the Graphics object. */ + this.alpha = 1.0; /** - * Fired before rendering starts. - * @event PIXI.Renderer#prerender + * The texture to be used for the fill. + * @default 0 */ + this.texture = core.Texture.WHITE; /** - * Fired when the WebGL context is set. - * @event PIXI.Renderer#context - * @param {WebGLRenderingContext} gl - WebGL context. + * The transform applied to the texture. + * @default null */ - return this; - }; - /** - * @ignore - */ - Renderer.prototype.render = function (displayObject, options) { - var renderTexture; - var clear; - var transform; - var skipUpdateTransform; - if (options) { - if (options instanceof RenderTexture) { - utils.deprecation('6.0.0', 'Renderer#render arguments changed, use options instead.'); - /* eslint-disable prefer-rest-params */ - renderTexture = options; - clear = arguments[2]; - transform = arguments[3]; - skipUpdateTransform = arguments[4]; - /* eslint-enable prefer-rest-params */ - } - else { - renderTexture = options.renderTexture; - clear = options.clear; - transform = options.transform; - skipUpdateTransform = options.skipUpdateTransform; - } - } - // can be handy to know! - this.renderingToScreen = !renderTexture; - this.runners.prerender.emit(); - this.emit('prerender'); - // apply a transform at a GPU level - this.projection.transform = transform; - // no point rendering if our context has been blown up! - if (this.context.isLost) { - return; - } - if (!renderTexture) { - this._lastObjectRendered = displayObject; - } - if (!skipUpdateTransform) { - // update the scene graph - var cacheParent = displayObject.enableTempParent(); - displayObject.updateTransform(); - displayObject.disableTempParent(cacheParent); - // displayObject.hitArea = //TODO add a temp hit area - } - this.renderTexture.bind(renderTexture); - this.batch.currentRenderer.start(); - if (clear !== undefined ? clear : this.clearBeforeRender) { - this.renderTexture.clear(); - } - displayObject.render(this); - // apply transform.. - this.batch.currentRenderer.flush(); - if (renderTexture) { - renderTexture.baseTexture.update(); - } - this.runners.postrender.emit(); - // reset transform after render - this.projection.transform = null; - this.emit('postrender'); + this.matrix = null; + /** If the current fill is visible. */ + this.visible = false; + this.reset(); + } + /** Clones the object */ + FillStyle.prototype.clone = function () { + var obj = new FillStyle(); + obj.color = this.color; + obj.alpha = this.alpha; + obj.texture = this.texture; + obj.matrix = this.matrix; + obj.visible = this.visible; + return obj; }; - /** - * @override - * @ignore - */ - Renderer.prototype.generateTexture = function (displayObject, options, resolution, region) { - if (options === void 0) { options = {}; } - var renderTexture = _super.prototype.generateTexture.call(this, displayObject, options, resolution, region); - this.framebuffer.blit(); - return renderTexture; + /** Reset */ + FillStyle.prototype.reset = function () { + this.color = 0xFFFFFF; + this.alpha = 1; + this.texture = core.Texture.WHITE; + this.matrix = null; + this.visible = false; }; - /** - * Resizes the WebGL view to the specified width and height. - * @param desiredScreenWidth - The desired width of the screen. - * @param desiredScreenHeight - The desired height of the screen. - */ - Renderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) { - _super.prototype.resize.call(this, desiredScreenWidth, desiredScreenHeight); - this.runners.resize.emit(this.screen.height, this.screen.width); - }; - /** - * Resets the WebGL state so you can render things however you fancy! - * @returns Returns itself. - */ - Renderer.prototype.reset = function () { - this.runners.reset.emit(); - return this; - }; - /** Clear the frame buffer. */ - Renderer.prototype.clear = function () { - this.renderTexture.bind(); - this.renderTexture.clear(); - }; - /** - * Removes everything from the renderer (event listeners, spritebatch, etc...) - * @param [removeView=false] - Removes the Canvas element from the DOM. - * See: https://github.com/pixijs/pixi.js/issues/2233 - */ - Renderer.prototype.destroy = function (removeView) { - this.runners.destroy.emit(); - for (var r in this.runners) { - this.runners[r].destroy(); - } - // call base destroy - _super.prototype.destroy.call(this, removeView); - // TODO nullify all the managers.. - this.gl = null; - }; - Object.defineProperty(Renderer.prototype, "extract", { - /** - * Please use `plugins.extract` instead. - * @member {PIXI.Extract} extract - * @deprecated since 6.0.0 - * @readonly - */ - get: function () { - utils.deprecation('6.0.0', 'Renderer#extract has been deprecated, please use Renderer#plugins.extract instead.'); - return this.plugins.extract; - }, - enumerable: false, - configurable: true - }); - /** - * Use the {@link PIXI.extensions.add} API to register plugins. - * @deprecated since 6.5.0 - * @param pluginName - The name of the plugin. - * @param ctor - The constructor function or class for the plugin. - */ - Renderer.registerPlugin = function (pluginName, ctor) { - utils.deprecation('6.5.0', 'Renderer.registerPlugin() has been deprecated, please use extensions.add() instead.'); - extensions.extensions.add({ - name: pluginName, - type: extensions.ExtensionType.RendererPlugin, - ref: ctor, - }); - }; - /** - * Collection of installed plugins. These are included by default in PIXI, but can be excluded - * by creating a custom build. Consult the README for more information about creating custom - * builds and excluding plugins. - * @readonly - * @property {PIXI.AccessibilityManager} accessibility Support tabbing interactive elements. - * @property {PIXI.Extract} extract Extract image data from renderer. - * @property {PIXI.InteractionManager} interaction Handles mouse, touch and pointer events. - * @property {PIXI.ParticleRenderer} particle Renderer for ParticleContainer objects. - * @property {PIXI.Prepare} prepare Pre-render display objects. - * @property {PIXI.BatchRenderer} batch Batching of Sprite, Graphics and Mesh objects. - * @property {PIXI.TilingSpriteRenderer} tilingSprite Renderer for TilingSprite objects. - */ - Renderer.__plugins = {}; - return Renderer; -}(AbstractRenderer)); -// Handle registration of extensions -extensions.extensions.handleByMap(extensions.ExtensionType.RendererPlugin, Renderer.__plugins); - -/** - * This helper function will automatically detect which renderer you should be using. - * WebGL is the preferred renderer as it is a lot faster. If WebGL is not supported by - * the browser then this function will return a canvas renderer - * @memberof PIXI - * @function autoDetectRenderer - * @param {object} [options] - The optional renderer parameters - * @param {number} [options.width=800] - the width of the renderers view - * @param {number} [options.height=600] - the height of the renderers view - * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional - * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property. - * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the - * canvas needs to be opaque, possibly for performance reasons on some older devices. - * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for - * resolutions other than 1 - * @param {boolean} [options.antialias=false] - sets antialias - * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, enable this if you - * need to call toDataUrl on the webgl context - * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area - * (shown if not transparent). - * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque). - * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or - * not before the new render pass. - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer. - * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this - * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise - * it is ignored. - * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" - * for devices with dual graphics card **webgl only** - * @returns {PIXI.Renderer|PIXI.CanvasRenderer} Returns WebGL renderer if available, otherwise CanvasRenderer - */ -function autoDetectRenderer(options) { - return Renderer.create(options); -} - -var $defaultVertex = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}"; - -var $defaultFilterVertex = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n gl_Position = filterVertexPosition();\n vTextureCoord = filterTextureCoord();\n}\n"; - -/** - * Default vertex shader - * @memberof PIXI - * @member {string} defaultVertex - */ -/** - * Default filter vertex shader - * @memberof PIXI - * @member {string} defaultFilterVertex - */ -// NOTE: This black magic is so that @microsoft/api-extractor does not complain! This explicitly specifies the types -// of defaultVertex, defaultFilterVertex. -var defaultVertex$1 = $defaultVertex; -var defaultFilterVertex = $defaultFilterVertex; - -/** - * Use the ISystem interface instead. - * @deprecated since 6.1.0 - * @memberof PIXI - */ -var System = /** @class */ (function () { - /** - * @param renderer - Reference to Renderer - */ - function System(renderer) { - utils.deprecation('6.1.0', 'System class is deprecated, implemement ISystem interface instead.'); - this.renderer = renderer; - } /** Destroy and don't use after this. */ - System.prototype.destroy = function () { - this.renderer = null; + FillStyle.prototype.destroy = function () { + this.texture = null; + this.matrix = null; }; - return System; + return FillStyle; }()); -/** - * Used by the batcher to draw batches. - * Each one of these contains all information required to draw a bound geometry. - * @memberof PIXI - */ -var BatchDrawCall = /** @class */ (function () { - function BatchDrawCall() { - this.texArray = null; - this.blend = 0; - this.type = constants.DRAW_MODES.TRIANGLES; - this.start = 0; - this.size = 0; - this.data = null; - } - return BatchDrawCall; -}()); +/*! ***************************************************************************** +Copyright (c) Microsoft Corporation. + +Permission to use, copy, modify, and/or distribute this software for any +purpose with or without fee is hereby granted. + +THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH +REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY +AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, +INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM +LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR +OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THIS SOFTWARE. +***************************************************************************** */ +/* global Reflect, Promise */ + +var extendStatics = function(d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics(d, b); +}; + +function __extends(d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); +} -/** - * Used by the batcher to build texture batches. - * Holds list of textures and their respective locations. - * @memberof PIXI - */ -var BatchTextureArray = /** @class */ (function () { - function BatchTextureArray() { - this.elements = []; - this.ids = []; - this.count = 0; +function fixOrientation(points, hole) { + var _a, _b; + if (hole === void 0) { hole = false; } + var m = points.length; + if (m < 6) { + return; } - BatchTextureArray.prototype.clear = function () { - for (var i = 0; i < this.count; i++) { - this.elements[i] = null; + var area = 0; + for (var i = 0, x1 = points[m - 2], y1 = points[m - 1]; i < m; i += 2) { + var x2 = points[i]; + var y2 = points[i + 1]; + area += (x2 - x1) * (y2 + y1); + x1 = x2; + y1 = y2; + } + if ((!hole && area > 0) || (hole && area <= 0)) { + var n = m / 2; + for (var i = n + (n % 2); i < m; i += 2) { + var i1 = m - i - 2; + var i2 = m - i - 1; + var i3 = i; + var i4 = i + 1; + _a = [points[i3], points[i1]], points[i1] = _a[0], points[i3] = _a[1]; + _b = [points[i4], points[i2]], points[i2] = _b[0], points[i4] = _b[1]; } - this.count = 0; - }; - return BatchTextureArray; -}()); - + } +} /** - * Flexible wrapper around `ArrayBuffer` that also provides typed array views on demand. - * @memberof PIXI + * Builds a polygon to draw + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines */ -var ViewableBuffer = /** @class */ (function () { - function ViewableBuffer(sizeOrBuffer) { - if (typeof sizeOrBuffer === 'number') { - this.rawBinaryData = new ArrayBuffer(sizeOrBuffer); - } - else if (sizeOrBuffer instanceof Uint8Array) { - this.rawBinaryData = sizeOrBuffer.buffer; - } - else { - this.rawBinaryData = sizeOrBuffer; - } - this.uint32View = new Uint32Array(this.rawBinaryData); - this.float32View = new Float32Array(this.rawBinaryData); - } - Object.defineProperty(ViewableBuffer.prototype, "int8View", { - /** View on the raw binary data as a `Int8Array`. */ - get: function () { - if (!this._int8View) { - this._int8View = new Int8Array(this.rawBinaryData); - } - return this._int8View; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(ViewableBuffer.prototype, "uint8View", { - /** View on the raw binary data as a `Uint8Array`. */ - get: function () { - if (!this._uint8View) { - this._uint8View = new Uint8Array(this.rawBinaryData); +var buildPoly = { + build: function (graphicsData) { + graphicsData.points = graphicsData.shape.points.slice(); + }, + triangulate: function (graphicsData, graphicsGeometry) { + var points = graphicsData.points; + var holes = graphicsData.holes; + var verts = graphicsGeometry.points; + var indices = graphicsGeometry.indices; + if (points.length >= 6) { + fixOrientation(points, false); + var holeArray = []; + // Process holes.. + for (var i = 0; i < holes.length; i++) { + var hole = holes[i]; + fixOrientation(hole.points, true); + holeArray.push(points.length / 2); + points = points.concat(hole.points); } - return this._uint8View; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(ViewableBuffer.prototype, "int16View", { - /** View on the raw binary data as a `Int16Array`. */ - get: function () { - if (!this._int16View) { - this._int16View = new Int16Array(this.rawBinaryData); + // sort color + var triangles = utils.earcut(points, holeArray, 2); + if (!triangles) { + return; } - return this._int16View; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(ViewableBuffer.prototype, "uint16View", { - /** View on the raw binary data as a `Uint16Array`. */ - get: function () { - if (!this._uint16View) { - this._uint16View = new Uint16Array(this.rawBinaryData); + var vertPos = verts.length / 2; + for (var i = 0; i < triangles.length; i += 3) { + indices.push(triangles[i] + vertPos); + indices.push(triangles[i + 1] + vertPos); + indices.push(triangles[i + 2] + vertPos); } - return this._uint16View; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(ViewableBuffer.prototype, "int32View", { - /** View on the raw binary data as a `Int32Array`. */ - get: function () { - if (!this._int32View) { - this._int32View = new Int32Array(this.rawBinaryData); + for (var i = 0; i < points.length; i++) { + verts.push(points[i]); } - return this._int32View; - }, - enumerable: false, - configurable: true - }); - /** - * Returns the view of the given type. - * @param type - One of `int8`, `uint8`, `int16`, - * `uint16`, `int32`, `uint32`, and `float32`. - * @returns - typed array of given type - */ - ViewableBuffer.prototype.view = function (type) { - return this[type + "View"]; - }; - /** Destroys all buffer references. Do not use after calling this. */ - ViewableBuffer.prototype.destroy = function () { - this.rawBinaryData = null; - this._int8View = null; - this._uint8View = null; - this._int16View = null; - this._uint16View = null; - this._int32View = null; - this.uint32View = null; - this.float32View = null; - }; - ViewableBuffer.sizeOf = function (type) { - switch (type) { - case 'int8': - case 'uint8': - return 1; - case 'int16': - case 'uint16': - return 2; - case 'int32': - case 'uint32': - case 'float32': - return 4; - default: - throw new Error(type + " isn't a valid view type"); } - }; - return ViewableBuffer; -}()); + }, +}; +// for type only /** - * Renderer dedicated to drawing and batching sprites. + * Builds a circle to draw * - * This is the default batch renderer. It buffers objects - * with texture-based geometries and renders them in - * batches. It uploads multiple textures to the GPU to - * reduce to the number of draw calls. - * @memberof PIXI + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object to draw + * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines */ -var AbstractBatchRenderer = /** @class */ (function (_super) { - __extends(AbstractBatchRenderer, _super); - /** - * This will hook onto the renderer's `contextChange` - * and `prerender` signals. - * @param {PIXI.Renderer} renderer - The renderer this works for. - */ - function AbstractBatchRenderer(renderer) { - var _this = _super.call(this, renderer) || this; - _this.shaderGenerator = null; - _this.geometryClass = null; - _this.vertexSize = null; - _this.state = State.for2d(); - _this.size = settings.settings.SPRITE_BATCH_SIZE * 4; - _this._vertexCount = 0; - _this._indexCount = 0; - _this._bufferedElements = []; - _this._bufferedTextures = []; - _this._bufferSize = 0; - _this._shader = null; - _this._packedGeometries = []; - _this._packedGeometryPoolSize = 2; - _this._flushId = 0; - _this._aBuffers = {}; - _this._iBuffers = {}; - _this.MAX_TEXTURES = 1; - _this.renderer.on('prerender', _this.onPrerender, _this); - renderer.runners.contextChange.add(_this); - _this._dcIndex = 0; - _this._aIndex = 0; - _this._iIndex = 0; - _this._attributeBuffer = null; - _this._indexBuffer = null; - _this._tempBoundTextures = []; - return _this; - } - /** - * Handles the `contextChange` signal. - * - * It calculates `this.MAX_TEXTURES` and allocating the packed-geometry object pool. - */ - AbstractBatchRenderer.prototype.contextChange = function () { - var gl = this.renderer.gl; - if (settings.settings.PREFER_ENV === constants.ENV.WEBGL_LEGACY) { - this.MAX_TEXTURES = 1; +var buildCircle = { + build: function (graphicsData) { + // need to convert points to a nice regular data + var points = graphicsData.points; + var x; + var y; + var dx; + var dy; + var rx; + var ry; + if (graphicsData.type === math.SHAPES.CIRC) { + var circle = graphicsData.shape; + x = circle.x; + y = circle.y; + rx = ry = circle.radius; + dx = dy = 0; } - else { - // step 1: first check max textures the GPU can handle. - this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), settings.settings.SPRITE_MAX_TEXTURES); - // step 2: check the maximum number of if statements the shader can have too.. - this.MAX_TEXTURES = checkMaxIfStatementsInShader(this.MAX_TEXTURES, gl); + else if (graphicsData.type === math.SHAPES.ELIP) { + var ellipse = graphicsData.shape; + x = ellipse.x; + y = ellipse.y; + rx = ellipse.width; + ry = ellipse.height; + dx = dy = 0; } - this._shader = this.shaderGenerator.generateShader(this.MAX_TEXTURES); - // we use the second shader as the first one depending on your browser - // may omit aTextureId as it is not used by the shader so is optimized out. - for (var i = 0; i < this._packedGeometryPoolSize; i++) { - /* eslint-disable max-len */ - this._packedGeometries[i] = new (this.geometryClass)(); + else { + var roundedRect = graphicsData.shape; + var halfWidth = roundedRect.width / 2; + var halfHeight = roundedRect.height / 2; + x = roundedRect.x + halfWidth; + y = roundedRect.y + halfHeight; + rx = ry = Math.max(0, Math.min(roundedRect.radius, Math.min(halfWidth, halfHeight))); + dx = halfWidth - rx; + dy = halfHeight - ry; } - this.initFlushBuffers(); - }; - /** Makes sure that static and dynamic flush pooled objects have correct dimensions. */ - AbstractBatchRenderer.prototype.initFlushBuffers = function () { - var _drawCallPool = AbstractBatchRenderer._drawCallPool, _textureArrayPool = AbstractBatchRenderer._textureArrayPool; - // max draw calls - var MAX_SPRITES = this.size / 4; - // max texture arrays - var MAX_TA = Math.floor(MAX_SPRITES / this.MAX_TEXTURES) + 1; - while (_drawCallPool.length < MAX_SPRITES) { - _drawCallPool.push(new BatchDrawCall()); + if (!(rx >= 0 && ry >= 0 && dx >= 0 && dy >= 0)) { + points.length = 0; + return; } - while (_textureArrayPool.length < MAX_TA) { - _textureArrayPool.push(new BatchTextureArray()); + // Choose a number of segments such that the maximum absolute deviation from the circle is approximately 0.029 + var n = Math.ceil(2.3 * Math.sqrt(rx + ry)); + var m = (n * 8) + (dx ? 4 : 0) + (dy ? 4 : 0); + points.length = m; + if (m === 0) { + return; } - for (var i = 0; i < this.MAX_TEXTURES; i++) { - this._tempBoundTextures[i] = null; - } - }; - /** Handles the `prerender` signal. It ensures that flushes start from the first geometry object again. */ - AbstractBatchRenderer.prototype.onPrerender = function () { - this._flushId = 0; - }; - /** - * Buffers the "batchable" object. It need not be rendered immediately. - * @param {PIXI.DisplayObject} element - the element to render when - * using this renderer - */ - AbstractBatchRenderer.prototype.render = function (element) { - if (!element._texture.valid) { + if (n === 0) { + points.length = 8; + points[0] = points[6] = x + dx; + points[1] = points[3] = y + dy; + points[2] = points[4] = x - dx; + points[5] = points[7] = y - dy; return; } - if (this._vertexCount + (element.vertexData.length / 2) > this.size) { - this.flush(); - } - this._vertexCount += element.vertexData.length / 2; - this._indexCount += element.indices.length; - this._bufferedTextures[this._bufferSize] = element._texture.baseTexture; - this._bufferedElements[this._bufferSize++] = element; - }; - AbstractBatchRenderer.prototype.buildTexturesAndDrawCalls = function () { - var _a = this, textures = _a._bufferedTextures, MAX_TEXTURES = _a.MAX_TEXTURES; - var textureArrays = AbstractBatchRenderer._textureArrayPool; - var batch = this.renderer.batch; - var boundTextures = this._tempBoundTextures; - var touch = this.renderer.textureGC.count; - var TICK = ++BaseTexture._globalBatch; - var countTexArrays = 0; - var texArray = textureArrays[0]; - var start = 0; - batch.copyBoundTextures(boundTextures, MAX_TEXTURES); - for (var i = 0; i < this._bufferSize; ++i) { - var tex = textures[i]; - textures[i] = null; - if (tex._batchEnabled === TICK) { - continue; - } - if (texArray.count >= MAX_TEXTURES) { - batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES); - this.buildDrawCalls(texArray, start, i); - start = i; - texArray = textureArrays[++countTexArrays]; - ++TICK; + var j1 = 0; + var j2 = (n * 4) + (dx ? 2 : 0) + 2; + var j3 = j2; + var j4 = m; + { + var x0 = dx + rx; + var y0 = dy; + var x1 = x + x0; + var x2 = x - x0; + var y1 = y + y0; + points[j1++] = x1; + points[j1++] = y1; + points[--j2] = y1; + points[--j2] = x2; + if (dy) { + var y2 = y - y0; + points[j3++] = x2; + points[j3++] = y2; + points[--j4] = y2; + points[--j4] = x1; } - tex._batchEnabled = TICK; - tex.touched = touch; - texArray.elements[texArray.count++] = tex; - } - if (texArray.count > 0) { - batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES); - this.buildDrawCalls(texArray, start, this._bufferSize); - ++countTexArrays; - ++TICK; } - // Clean-up - for (var i = 0; i < boundTextures.length; i++) { - boundTextures[i] = null; + for (var i = 1; i < n; i++) { + var a = Math.PI / 2 * (i / n); + var x0 = dx + (Math.cos(a) * rx); + var y0 = dy + (Math.sin(a) * ry); + var x1 = x + x0; + var x2 = x - x0; + var y1 = y + y0; + var y2 = y - y0; + points[j1++] = x1; + points[j1++] = y1; + points[--j2] = y1; + points[--j2] = x2; + points[j3++] = x2; + points[j3++] = y2; + points[--j4] = y2; + points[--j4] = x1; } - BaseTexture._globalBatch = TICK; - }; - /** - * Populating drawcalls for rendering - * @param texArray - * @param start - * @param finish - */ - AbstractBatchRenderer.prototype.buildDrawCalls = function (texArray, start, finish) { - var _a = this, elements = _a._bufferedElements, _attributeBuffer = _a._attributeBuffer, _indexBuffer = _a._indexBuffer, vertexSize = _a.vertexSize; - var drawCalls = AbstractBatchRenderer._drawCallPool; - var dcIndex = this._dcIndex; - var aIndex = this._aIndex; - var iIndex = this._iIndex; - var drawCall = drawCalls[dcIndex]; - drawCall.start = this._iIndex; - drawCall.texArray = texArray; - for (var i = start; i < finish; ++i) { - var sprite = elements[i]; - var tex = sprite._texture.baseTexture; - var spriteBlendMode = utils.premultiplyBlendMode[tex.alphaMode ? 1 : 0][sprite.blendMode]; - elements[i] = null; - if (start < i && drawCall.blend !== spriteBlendMode) { - drawCall.size = iIndex - drawCall.start; - start = i; - drawCall = drawCalls[++dcIndex]; - drawCall.texArray = texArray; - drawCall.start = iIndex; + { + var x0 = dx; + var y0 = dy + ry; + var x1 = x + x0; + var x2 = x - x0; + var y1 = y + y0; + var y2 = y - y0; + points[j1++] = x1; + points[j1++] = y1; + points[--j4] = y2; + points[--j4] = x1; + if (dx) { + points[j1++] = x2; + points[j1++] = y1; + points[--j4] = y2; + points[--j4] = x2; } - this.packInterleavedGeometry(sprite, _attributeBuffer, _indexBuffer, aIndex, iIndex); - aIndex += sprite.vertexData.length / 2 * vertexSize; - iIndex += sprite.indices.length; - drawCall.blend = spriteBlendMode; - } - if (start < finish) { - drawCall.size = iIndex - drawCall.start; - ++dcIndex; } - this._dcIndex = dcIndex; - this._aIndex = aIndex; - this._iIndex = iIndex; - }; - /** - * Bind textures for current rendering - * @param texArray - */ - AbstractBatchRenderer.prototype.bindAndClearTexArray = function (texArray) { - var textureSystem = this.renderer.texture; - for (var j = 0; j < texArray.count; j++) { - textureSystem.bind(texArray.elements[j], texArray.ids[j]); - texArray.elements[j] = null; + }, + triangulate: function (graphicsData, graphicsGeometry) { + var points = graphicsData.points; + var verts = graphicsGeometry.points; + var indices = graphicsGeometry.indices; + if (points.length === 0) { + return; } - texArray.count = 0; - }; - AbstractBatchRenderer.prototype.updateGeometry = function () { - var _a = this, packedGeometries = _a._packedGeometries, attributeBuffer = _a._attributeBuffer, indexBuffer = _a._indexBuffer; - if (!settings.settings.CAN_UPLOAD_SAME_BUFFER) { /* Usually on iOS devices, where the browser doesn't - like uploads to the same buffer in a single frame. */ - if (this._packedGeometryPoolSize <= this._flushId) { - this._packedGeometryPoolSize++; - packedGeometries[this._flushId] = new (this.geometryClass)(); - } - packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData); - packedGeometries[this._flushId]._indexBuffer.update(indexBuffer); - this.renderer.geometry.bind(packedGeometries[this._flushId]); - this.renderer.geometry.updateBuffers(); - this._flushId++; + var vertPos = verts.length / 2; + var center = vertPos; + var x; + var y; + if (graphicsData.type !== math.SHAPES.RREC) { + var circle = graphicsData.shape; + x = circle.x; + y = circle.y; } else { - // lets use the faster option, always use buffer number 0 - packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData); - packedGeometries[this._flushId]._indexBuffer.update(indexBuffer); - this.renderer.geometry.updateBuffers(); - } - }; - AbstractBatchRenderer.prototype.drawBatches = function () { - var dcCount = this._dcIndex; - var _a = this.renderer, gl = _a.gl, stateSystem = _a.state; - var drawCalls = AbstractBatchRenderer._drawCallPool; - var curTexArray = null; - // Upload textures and do the draw calls - for (var i = 0; i < dcCount; i++) { - var _b = drawCalls[i], texArray = _b.texArray, type = _b.type, size = _b.size, start = _b.start, blend = _b.blend; - if (curTexArray !== texArray) { - curTexArray = texArray; - this.bindAndClearTexArray(texArray); - } - this.state.blendMode = blend; - stateSystem.set(this.state); - gl.drawElements(type, size, gl.UNSIGNED_SHORT, start * 2); - } - }; - /** Renders the content _now_ and empties the current batch. */ - AbstractBatchRenderer.prototype.flush = function () { - if (this._vertexCount === 0) { - return; - } - this._attributeBuffer = this.getAttributeBuffer(this._vertexCount); - this._indexBuffer = this.getIndexBuffer(this._indexCount); - this._aIndex = 0; - this._iIndex = 0; - this._dcIndex = 0; - this.buildTexturesAndDrawCalls(); - this.updateGeometry(); - this.drawBatches(); - // reset elements buffer for the next flush - this._bufferSize = 0; - this._vertexCount = 0; - this._indexCount = 0; - }; - /** Starts a new sprite batch. */ - AbstractBatchRenderer.prototype.start = function () { - this.renderer.state.set(this.state); - this.renderer.texture.ensureSamplerType(this.MAX_TEXTURES); - this.renderer.shader.bind(this._shader); - if (settings.settings.CAN_UPLOAD_SAME_BUFFER) { - // bind buffer #0, we don't need others - this.renderer.geometry.bind(this._packedGeometries[this._flushId]); + var roundedRect = graphicsData.shape; + x = roundedRect.x + (roundedRect.width / 2); + y = roundedRect.y + (roundedRect.height / 2); } - }; - /** Stops and flushes the current batch. */ - AbstractBatchRenderer.prototype.stop = function () { - this.flush(); - }; - /** Destroys this `AbstractBatchRenderer`. It cannot be used again. */ - AbstractBatchRenderer.prototype.destroy = function () { - for (var i = 0; i < this._packedGeometryPoolSize; i++) { - if (this._packedGeometries[i]) { - this._packedGeometries[i].destroy(); - } + var matrix = graphicsData.matrix; + // Push center (special point) + verts.push(graphicsData.matrix ? (matrix.a * x) + (matrix.c * y) + matrix.tx : x, graphicsData.matrix ? (matrix.b * x) + (matrix.d * y) + matrix.ty : y); + vertPos++; + verts.push(points[0], points[1]); + for (var i = 2; i < points.length; i += 2) { + verts.push(points[i], points[i + 1]); + // add some uvs + indices.push(vertPos++, center, vertPos); } - this.renderer.off('prerender', this.onPrerender, this); - this._aBuffers = null; - this._iBuffers = null; - this._packedGeometries = null; - this._attributeBuffer = null; - this._indexBuffer = null; - if (this._shader) { - this._shader.destroy(); - this._shader = null; + indices.push(center + 1, center, vertPos); + }, +}; + +/** + * Builds a rectangle to draw + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines + */ +var buildRectangle = { + build: function (graphicsData) { + // --- // + // need to convert points to a nice regular data + // + var rectData = graphicsData.shape; + var x = rectData.x; + var y = rectData.y; + var width = rectData.width; + var height = rectData.height; + var points = graphicsData.points; + points.length = 0; + points.push(x, y, x + width, y, x + width, y + height, x, y + height); + }, + triangulate: function (graphicsData, graphicsGeometry) { + var points = graphicsData.points; + var verts = graphicsGeometry.points; + var vertPos = verts.length / 2; + verts.push(points[0], points[1], points[2], points[3], points[6], points[7], points[4], points[5]); + graphicsGeometry.indices.push(vertPos, vertPos + 1, vertPos + 2, vertPos + 1, vertPos + 2, vertPos + 3); + }, +}; + +/** + * Calculate a single point for a quadratic bezier curve. + * Utility function used by quadraticBezierCurve. + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {number} n1 - first number + * @param {number} n2 - second number + * @param {number} perc - percentage + * @returns {number} the result + */ +function getPt(n1, n2, perc) { + var diff = n2 - n1; + return n1 + (diff * perc); +} +/** + * Calculate the points for a quadratic bezier curve. (helper function..) + * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {number} fromX - Origin point x + * @param {number} fromY - Origin point x + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @param {number[]} [out=[]] - The output array to add points into. If not passed, a new array is created. + * @returns {number[]} an array of points + */ +function quadraticBezierCurve(fromX, fromY, cpX, cpY, toX, toY, out) { + if (out === void 0) { out = []; } + var n = 20; + var points = out; + var xa = 0; + var ya = 0; + var xb = 0; + var yb = 0; + var x = 0; + var y = 0; + for (var i = 0, j = 0; i <= n; ++i) { + j = i / n; + // The Green Line + xa = getPt(fromX, cpX, j); + ya = getPt(fromY, cpY, j); + xb = getPt(cpX, toX, j); + yb = getPt(cpY, toY, j); + // The Black Dot + x = getPt(xa, xb, j); + y = getPt(ya, yb, j); + // Handle case when first curve points overlaps and earcut fails to triangulate + if (i === 0 && points[points.length - 2] === x && points[points.length - 1] === y) { + continue; } - _super.prototype.destroy.call(this); - }; - /** - * Fetches an attribute buffer from `this._aBuffers` that can hold atleast `size` floats. - * @param size - minimum capacity required - * @returns - buffer than can hold atleast `size` floats - */ - AbstractBatchRenderer.prototype.getAttributeBuffer = function (size) { - // 8 vertices is enough for 2 quads - var roundedP2 = utils.nextPow2(Math.ceil(size / 8)); - var roundedSizeIndex = utils.log2(roundedP2); - var roundedSize = roundedP2 * 8; - if (this._aBuffers.length <= roundedSizeIndex) { - this._iBuffers.length = roundedSizeIndex + 1; + points.push(x, y); + } + return points; +} +/** + * Builds a rounded rectangle to draw + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines + */ +var buildRoundedRectangle = { + build: function (graphicsData) { + if (Graphics.nextRoundedRectBehavior) { + buildCircle.build(graphicsData); + return; } - var buffer = this._aBuffers[roundedSize]; - if (!buffer) { - this._aBuffers[roundedSize] = buffer = new ViewableBuffer(roundedSize * this.vertexSize * 4); + var rrectData = graphicsData.shape; + var points = graphicsData.points; + var x = rrectData.x; + var y = rrectData.y; + var width = rrectData.width; + var height = rrectData.height; + // Don't allow negative radius or greater than half the smallest width + var radius = Math.max(0, Math.min(rrectData.radius, Math.min(width, height) / 2)); + points.length = 0; + // No radius, do a simple rectangle + if (!radius) { + points.push(x, y, x + width, y, x + width, y + height, x, y + height); } - return buffer; - }; - /** - * Fetches an index buffer from `this._iBuffers` that can - * have at least `size` capacity. - * @param size - minimum required capacity - * @returns - buffer that can fit `size` indices. - */ - AbstractBatchRenderer.prototype.getIndexBuffer = function (size) { - // 12 indices is enough for 2 quads - var roundedP2 = utils.nextPow2(Math.ceil(size / 12)); - var roundedSizeIndex = utils.log2(roundedP2); - var roundedSize = roundedP2 * 12; - if (this._iBuffers.length <= roundedSizeIndex) { - this._iBuffers.length = roundedSizeIndex + 1; + else { + quadraticBezierCurve(x, y + radius, x, y, x + radius, y, points); + quadraticBezierCurve(x + width - radius, y, x + width, y, x + width, y + radius, points); + quadraticBezierCurve(x + width, y + height - radius, x + width, y + height, x + width - radius, y + height, points); + quadraticBezierCurve(x + radius, y + height, x, y + height, x, y + height - radius, points); } - var buffer = this._iBuffers[roundedSizeIndex]; - if (!buffer) { - this._iBuffers[roundedSizeIndex] = buffer = new Uint16Array(roundedSize); + }, + triangulate: function (graphicsData, graphicsGeometry) { + if (Graphics.nextRoundedRectBehavior) { + buildCircle.triangulate(graphicsData, graphicsGeometry); + return; } - return buffer; - }; - /** - * Takes the four batching parameters of `element`, interleaves - * and pushes them into the batching attribute/index buffers given. - * - * It uses these properties: `vertexData` `uvs`, `textureId` and - * `indicies`. It also uses the "tint" of the base-texture, if - * present. - * @param {PIXI.DisplayObject} element - element being rendered - * @param attributeBuffer - attribute buffer. - * @param indexBuffer - index buffer - * @param aIndex - number of floats already in the attribute buffer - * @param iIndex - number of indices already in `indexBuffer` - */ - AbstractBatchRenderer.prototype.packInterleavedGeometry = function (element, attributeBuffer, indexBuffer, aIndex, iIndex) { - var uint32View = attributeBuffer.uint32View, float32View = attributeBuffer.float32View; - var packedVertices = aIndex / this.vertexSize; - var uvs = element.uvs; - var indicies = element.indices; - var vertexData = element.vertexData; - var textureId = element._texture.baseTexture._batchLocation; - var alpha = Math.min(element.worldAlpha, 1.0); - var argb = (alpha < 1.0 - && element._texture.baseTexture.alphaMode) - ? utils.premultiplyTint(element._tintRGB, alpha) - : element._tintRGB + (alpha * 255 << 24); - // lets not worry about tint! for now.. - for (var i = 0; i < vertexData.length; i += 2) { - float32View[aIndex++] = vertexData[i]; - float32View[aIndex++] = vertexData[i + 1]; - float32View[aIndex++] = uvs[i]; - float32View[aIndex++] = uvs[i + 1]; - uint32View[aIndex++] = argb; - float32View[aIndex++] = textureId; + var points = graphicsData.points; + var verts = graphicsGeometry.points; + var indices = graphicsGeometry.indices; + var vecPos = verts.length / 2; + var triangles = utils.earcut(points, null, 2); + for (var i = 0, j = triangles.length; i < j; i += 3) { + indices.push(triangles[i] + vecPos); + // indices.push(triangles[i] + vecPos); + indices.push(triangles[i + 1] + vecPos); + // indices.push(triangles[i + 2] + vecPos); + indices.push(triangles[i + 2] + vecPos); } - for (var i = 0; i < indicies.length; i++) { - indexBuffer[iIndex++] = packedVertices + indicies[i]; + for (var i = 0, j = points.length; i < j; i++) { + verts.push(points[i], points[++i]); } - }; - /** - * Pool of `BatchDrawCall` objects that `flush` used - * to create "batches" of the objects being rendered. - * - * These are never re-allocated again. - * Shared between all batch renderers because it can be only one "flush" working at the moment. - * @member {PIXI.BatchDrawCall[]} - */ - AbstractBatchRenderer._drawCallPool = []; - /** - * Pool of `BatchDrawCall` objects that `flush` used - * to create "batches" of the objects being rendered. - * - * These are never re-allocated again. - * Shared between all batch renderers because it can be only one "flush" working at the moment. - * @member {PIXI.BatchTextureArray[]} - */ - AbstractBatchRenderer._textureArrayPool = []; - return AbstractBatchRenderer; -}(ObjectRenderer)); + }, +}; /** - * Helper that generates batching multi-texture shader. Use it with your new BatchRenderer - * @memberof PIXI + * Buffers vertices to draw a square cap. + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {number} x - X-coord of end point + * @param {number} y - Y-coord of end point + * @param {number} nx - X-coord of line normal pointing inside + * @param {number} ny - Y-coord of line normal pointing inside + * @param {number} innerWeight - Weight of inner points + * @param {number} outerWeight - Weight of outer points + * @param {boolean} clockwise - Whether the cap is drawn clockwise + * @param {Array} verts - vertex buffer + * @returns {number} - no. of vertices pushed */ -var BatchShaderGenerator = /** @class */ (function () { - /** - * @param vertexSrc - Vertex shader - * @param fragTemplate - Fragment shader template - */ - function BatchShaderGenerator(vertexSrc, fragTemplate) { - this.vertexSrc = vertexSrc; - this.fragTemplate = fragTemplate; - this.programCache = {}; - this.defaultGroupCache = {}; - if (fragTemplate.indexOf('%count%') < 0) { - throw new Error('Fragment template must contain "%count%".'); +function square(x, y, nx, ny, innerWeight, outerWeight, clockwise, /* rotation for square (true at left end, false at right end) */ verts) { + var ix = x - (nx * innerWeight); + var iy = y - (ny * innerWeight); + var ox = x + (nx * outerWeight); + var oy = y + (ny * outerWeight); + /* Rotate nx,ny for extension vector */ + var exx; + var eyy; + if (clockwise) { + exx = ny; + eyy = -nx; + } + else { + exx = -ny; + eyy = nx; + } + /* [i|0]x,y extended at cap */ + var eix = ix + exx; + var eiy = iy + eyy; + var eox = ox + exx; + var eoy = oy + eyy; + /* Square itself must be inserted clockwise*/ + verts.push(eix, eiy); + verts.push(eox, eoy); + return 2; +} +/** + * Buffers vertices to draw an arc at the line joint or cap. + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {number} cx - X-coord of center + * @param {number} cy - Y-coord of center + * @param {number} sx - X-coord of arc start + * @param {number} sy - Y-coord of arc start + * @param {number} ex - X-coord of arc end + * @param {number} ey - Y-coord of arc end + * @param {Array} verts - buffer of vertices + * @param {boolean} clockwise - orientation of vertices + * @returns {number} - no. of vertices pushed + */ +function round(cx, cy, sx, sy, ex, ey, verts, clockwise) { + var cx2p0x = sx - cx; + var cy2p0y = sy - cy; + var angle0 = Math.atan2(cx2p0x, cy2p0y); + var angle1 = Math.atan2(ex - cx, ey - cy); + if (clockwise && angle0 < angle1) { + angle0 += Math.PI * 2; + } + else if (!clockwise && angle0 > angle1) { + angle1 += Math.PI * 2; + } + var startAngle = angle0; + var angleDiff = angle1 - angle0; + var absAngleDiff = Math.abs(angleDiff); + /* if (absAngleDiff >= PI_LBOUND && absAngleDiff <= PI_UBOUND) + { + const r1x = cx - nxtPx; + const r1y = cy - nxtPy; + + if (r1x === 0) + { + if (r1y > 0) + { + angleDiff = -angleDiff; + } } - if (fragTemplate.indexOf('%forloop%') < 0) { - throw new Error('Fragment template must contain "%forloop%".'); + else if (r1x >= -GRAPHICS_CURVES.epsilon) + { + angleDiff = -angleDiff; + } + }*/ + var radius = Math.sqrt((cx2p0x * cx2p0x) + (cy2p0y * cy2p0y)); + var segCount = ((15 * absAngleDiff * Math.sqrt(radius) / Math.PI) >> 0) + 1; + var angleInc = angleDiff / segCount; + startAngle += angleInc; + if (clockwise) { + verts.push(cx, cy); + verts.push(sx, sy); + for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) { + verts.push(cx, cy); + verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius))); } + verts.push(cx, cy); + verts.push(ex, ey); } - BatchShaderGenerator.prototype.generateShader = function (maxTextures) { - if (!this.programCache[maxTextures]) { - var sampleValues = new Int32Array(maxTextures); - for (var i = 0; i < maxTextures; i++) { - sampleValues[i] = i; + else { + verts.push(sx, sy); + verts.push(cx, cy); + for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) { + verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius))); + verts.push(cx, cy); + } + verts.push(ex, ey); + verts.push(cx, cy); + } + return segCount * 2; +} +/** + * Builds a line to draw using the polygon method. + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output + */ +function buildNonNativeLine(graphicsData, graphicsGeometry) { + var shape = graphicsData.shape; + var points = graphicsData.points || shape.points.slice(); + var eps = graphicsGeometry.closePointEps; + if (points.length === 0) { + return; + } + // if the line width is an odd number add 0.5 to align to a whole pixel + // commenting this out fixes #711 and #1620 + // if (graphicsData.lineWidth%2) + // { + // for (i = 0; i < points.length; i++) + // { + // points[i] += 0.5; + // } + // } + var style = graphicsData.lineStyle; + // get first and last point.. figure out the middle! + var firstPoint = new math.Point(points[0], points[1]); + var lastPoint = new math.Point(points[points.length - 2], points[points.length - 1]); + var closedShape = shape.type !== math.SHAPES.POLY || shape.closeStroke; + var closedPath = Math.abs(firstPoint.x - lastPoint.x) < eps + && Math.abs(firstPoint.y - lastPoint.y) < eps; + // if the first point is the last point - gonna have issues :) + if (closedShape) { + // need to clone as we are going to slightly modify the shape.. + points = points.slice(); + if (closedPath) { + points.pop(); + points.pop(); + lastPoint.set(points[points.length - 2], points[points.length - 1]); + } + var midPointX = (firstPoint.x + lastPoint.x) * 0.5; + var midPointY = (lastPoint.y + firstPoint.y) * 0.5; + points.unshift(midPointX, midPointY); + points.push(midPointX, midPointY); + } + var verts = graphicsGeometry.points; + var length = points.length / 2; + var indexCount = points.length; + var indexStart = verts.length / 2; + // Max. inner and outer width + var width = style.width / 2; + var widthSquared = width * width; + var miterLimitSquared = style.miterLimit * style.miterLimit; + /* Line segments of interest where (x1,y1) forms the corner. */ + var x0 = points[0]; + var y0 = points[1]; + var x1 = points[2]; + var y1 = points[3]; + var x2 = 0; + var y2 = 0; + /* perp[?](x|y) = the line normal with magnitude lineWidth. */ + var perpx = -(y0 - y1); + var perpy = x0 - x1; + var perp1x = 0; + var perp1y = 0; + var dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + var ratio = style.alignment; // 0.5; + var innerWeight = (1 - ratio) * 2; + var outerWeight = ratio * 2; + if (!closedShape) { + if (style.cap === exports.LINE_CAP.ROUND) { + indexCount += round(x0 - (perpx * (innerWeight - outerWeight) * 0.5), y0 - (perpy * (innerWeight - outerWeight) * 0.5), x0 - (perpx * innerWeight), y0 - (perpy * innerWeight), x0 + (perpx * outerWeight), y0 + (perpy * outerWeight), verts, true) + 2; + } + else if (style.cap === exports.LINE_CAP.SQUARE) { + indexCount += square(x0, y0, perpx, perpy, innerWeight, outerWeight, true, verts); + } + } + // Push first point (below & above vertices) + verts.push(x0 - (perpx * innerWeight), y0 - (perpy * innerWeight)); + verts.push(x0 + (perpx * outerWeight), y0 + (perpy * outerWeight)); + for (var i = 1; i < length - 1; ++i) { + x0 = points[(i - 1) * 2]; + y0 = points[((i - 1) * 2) + 1]; + x1 = points[i * 2]; + y1 = points[(i * 2) + 1]; + x2 = points[(i + 1) * 2]; + y2 = points[((i + 1) * 2) + 1]; + perpx = -(y0 - y1); + perpy = x0 - x1; + dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + perp1x = -(y1 - y2); + perp1y = x1 - x2; + dist = Math.sqrt((perp1x * perp1x) + (perp1y * perp1y)); + perp1x /= dist; + perp1y /= dist; + perp1x *= width; + perp1y *= width; + /* d[x|y](0|1) = the component displacement between points p(0,1|1,2) */ + var dx0 = x1 - x0; + var dy0 = y0 - y1; + var dx1 = x1 - x2; + var dy1 = y2 - y1; + /* +ve if internal angle < 90 degree, -ve if internal angle > 90 degree. */ + var dot = (dx0 * dx1) + (dy0 * dy1); + /* +ve if internal angle counterclockwise, -ve if internal angle clockwise. */ + var cross = (dy0 * dx1) - (dy1 * dx0); + var clockwise = (cross < 0); + /* Going nearly parallel? */ + /* atan(0.001) ~= 0.001 rad ~= 0.057 degree */ + if (Math.abs(cross) < 0.001 * Math.abs(dot)) { + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); + /* 180 degree corner? */ + if (dot >= 0) { + if (style.join === exports.LINE_JOIN.ROUND) { + indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 4; + } + else { + indexCount += 2; + } + verts.push(x1 - (perp1x * outerWeight), y1 - (perp1y * outerWeight)); + verts.push(x1 + (perp1x * innerWeight), y1 + (perp1y * innerWeight)); } - this.defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true); - var fragmentSrc = this.fragTemplate; - fragmentSrc = fragmentSrc.replace(/%count%/gi, "" + maxTextures); - fragmentSrc = fragmentSrc.replace(/%forloop%/gi, this.generateSampleSrc(maxTextures)); - this.programCache[maxTextures] = new Program(this.vertexSrc, fragmentSrc); + continue; } - var uniforms = { - tint: new Float32Array([1, 1, 1, 1]), - translationMatrix: new math.Matrix(), - default: this.defaultGroupCache[maxTextures], - }; - return new Shader(this.programCache[maxTextures], uniforms); - }; - BatchShaderGenerator.prototype.generateSampleSrc = function (maxTextures) { - var src = ''; - src += '\n'; - src += '\n'; - for (var i = 0; i < maxTextures; i++) { - if (i > 0) { - src += '\nelse '; + /* p[x|y] is the miter point. pdist is the distance between miter point and p1. */ + var c1 = ((-perpx + x0) * (-perpy + y1)) - ((-perpx + x1) * (-perpy + y0)); + var c2 = ((-perp1x + x2) * (-perp1y + y1)) - ((-perp1x + x1) * (-perp1y + y2)); + var px = ((dx0 * c2) - (dx1 * c1)) / cross; + var py = ((dy1 * c1) - (dy0 * c2)) / cross; + var pdist = ((px - x1) * (px - x1)) + ((py - y1) * (py - y1)); + /* Inner miter point */ + var imx = x1 + ((px - x1) * innerWeight); + var imy = y1 + ((py - y1) * innerWeight); + /* Outer miter point */ + var omx = x1 - ((px - x1) * outerWeight); + var omy = y1 - ((py - y1) * outerWeight); + /* Is the inside miter point too far away, creating a spike? */ + var smallerInsideSegmentSq = Math.min((dx0 * dx0) + (dy0 * dy0), (dx1 * dx1) + (dy1 * dy1)); + var insideWeight = clockwise ? innerWeight : outerWeight; + var smallerInsideDiagonalSq = smallerInsideSegmentSq + (insideWeight * insideWeight * widthSquared); + var insideMiterOk = pdist <= smallerInsideDiagonalSq; + if (insideMiterOk) { + if (style.join === exports.LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared) { + if (clockwise) /* rotating at inner angle */ { + verts.push(imx, imy); // inner miter point + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex + verts.push(imx, imy); // inner miter point + verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex + } + else /* rotating at outer angle */ { + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex + verts.push(omx, omy); // outer miter point + verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's outer vertex + verts.push(omx, omy); // outer miter point + } + indexCount += 2; } - if (i < maxTextures - 1) { - src += "if(vTextureId < " + i + ".5)"; + else if (style.join === exports.LINE_JOIN.ROUND) { + if (clockwise) /* arc is outside */ { + verts.push(imx, imy); + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); + indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 4; + verts.push(imx, imy); + verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); + } + else /* arc is inside */ { + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); + verts.push(omx, omy); + indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 4; + verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); + verts.push(omx, omy); + } + } + else { + verts.push(imx, imy); + verts.push(omx, omy); } - src += '\n{'; - src += "\n\tcolor = texture2D(uSamplers[" + i + "], vTextureCoord);"; - src += '\n}'; } - src += '\n'; - src += '\n'; - return src; - }; - return BatchShaderGenerator; -}()); - + else // inside miter is NOT ok + { + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex + if (style.join === exports.LINE_JOIN.ROUND) { + if (clockwise) /* arc is outside */ { + indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 2; + } + else /* arc is inside */ { + indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 2; + } + } + else if (style.join === exports.LINE_JOIN.MITER && pdist / widthSquared <= miterLimitSquared) { + if (clockwise) { + verts.push(omx, omy); // inner miter point + verts.push(omx, omy); // inner miter point + } + else { + verts.push(imx, imy); // outer miter point + verts.push(imx, imy); // outer miter point + } + indexCount += 2; + } + verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's inner vertex + verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex + indexCount += 2; + } + } + x0 = points[(length - 2) * 2]; + y0 = points[((length - 2) * 2) + 1]; + x1 = points[(length - 1) * 2]; + y1 = points[((length - 1) * 2) + 1]; + perpx = -(y0 - y1); + perpy = x0 - x1; + dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); + if (!closedShape) { + if (style.cap === exports.LINE_CAP.ROUND) { + indexCount += round(x1 - (perpx * (innerWeight - outerWeight) * 0.5), y1 - (perpy * (innerWeight - outerWeight) * 0.5), x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), verts, false) + 2; + } + else if (style.cap === exports.LINE_CAP.SQUARE) { + indexCount += square(x1, y1, perpx, perpy, innerWeight, outerWeight, false, verts); + } + } + var indices = graphicsGeometry.indices; + var eps2 = GRAPHICS_CURVES.epsilon * GRAPHICS_CURVES.epsilon; + // indices.push(indexStart); + for (var i = indexStart; i < indexCount + indexStart - 2; ++i) { + x0 = verts[(i * 2)]; + y0 = verts[(i * 2) + 1]; + x1 = verts[(i + 1) * 2]; + y1 = verts[((i + 1) * 2) + 1]; + x2 = verts[(i + 2) * 2]; + y2 = verts[((i + 2) * 2) + 1]; + /* Skip zero area triangles */ + if (Math.abs((x0 * (y1 - y2)) + (x1 * (y2 - y0)) + (x2 * (y0 - y1))) < eps2) { + continue; + } + indices.push(i, i + 1, i + 2); + } +} /** - * Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects). - * @memberof PIXI + * Builds a line to draw using the gl.drawArrays(gl.LINES) method + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output */ -var BatchGeometry = /** @class */ (function (_super) { - __extends(BatchGeometry, _super); - /** - * @param {boolean} [_static=false] - Optimization flag, where `false` - * is updated every frame, `true` doesn't change frame-to-frame. - */ - function BatchGeometry(_static) { - if (_static === void 0) { _static = false; } - var _this = _super.call(this) || this; - _this._buffer = new Buffer(null, _static, false); - _this._indexBuffer = new Buffer(null, _static, true); - _this.addAttribute('aVertexPosition', _this._buffer, 2, false, constants.TYPES.FLOAT) - .addAttribute('aTextureCoord', _this._buffer, 2, false, constants.TYPES.FLOAT) - .addAttribute('aColor', _this._buffer, 4, true, constants.TYPES.UNSIGNED_BYTE) - .addAttribute('aTextureId', _this._buffer, 1, true, constants.TYPES.FLOAT) - .addIndex(_this._indexBuffer); - return _this; +function buildNativeLine(graphicsData, graphicsGeometry) { + var i = 0; + var shape = graphicsData.shape; + var points = graphicsData.points || shape.points; + var closedShape = shape.type !== math.SHAPES.POLY || shape.closeStroke; + if (points.length === 0) + { return; } + var verts = graphicsGeometry.points; + var indices = graphicsGeometry.indices; + var length = points.length / 2; + var startIndex = verts.length / 2; + var currentIndex = startIndex; + verts.push(points[0], points[1]); + for (i = 1; i < length; i++) { + verts.push(points[i * 2], points[(i * 2) + 1]); + indices.push(currentIndex, currentIndex + 1); + currentIndex++; } - return BatchGeometry; -}(Geometry)); - -var defaultVertex = "precision highp float;\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\nattribute float aTextureId;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform vec4 tint;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vTextureId = aTextureId;\n vColor = aColor * tint;\n}\n"; - -var defaultFragment = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\nuniform sampler2D uSamplers[%count%];\n\nvoid main(void){\n vec4 color;\n %forloop%\n gl_FragColor = color * vColor;\n}\n"; + if (closedShape) { + indices.push(currentIndex, startIndex); + } +} +/** + * Builds a line to draw + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output + */ +function buildLine(graphicsData, graphicsGeometry) { + if (graphicsData.lineStyle.native) { + buildNativeLine(graphicsData, graphicsGeometry); + } + else { + buildNonNativeLine(graphicsData, graphicsGeometry); + } +} -/** @memberof PIXI */ -var BatchPluginFactory = /** @class */ (function () { - function BatchPluginFactory() { +/** + * Utilities for arc curves. + * @private + */ +var ArcUtils = /** @class */ (function () { + function ArcUtils() { } /** - * Create a new BatchRenderer plugin for Renderer. this convenience can provide an easy way - * to extend BatchRenderer with all the necessary pieces. - * @example - * const fragment = ` - * varying vec2 vTextureCoord; - * varying vec4 vColor; - * varying float vTextureId; - * uniform sampler2D uSamplers[%count%]; + * The arcTo() method creates an arc/curve between two tangents on the canvas. * - * void main(void){ - * vec4 color; - * %forloop% - * gl_FragColor = vColor * vec4(color.a - color.rgb, color.a); - * } - * `; - * const InvertBatchRenderer = PIXI.BatchPluginFactory.create({ fragment }); - * PIXI.extensions.add({ - * name: 'invert', - * ref: InvertBatchRenderer, - * type: PIXI.ExtensionType.RendererPlugin, - * }); - * const sprite = new PIXI.Sprite(); - * sprite.pluginName = 'invert'; - * @param {object} [options] - * @param {string} [options.vertex=PIXI.BatchPluginFactory.defaultVertexSrc] - Vertex shader source - * @param {string} [options.fragment=PIXI.BatchPluginFactory.defaultFragmentTemplate] - Fragment shader template - * @param {number} [options.vertexSize=6] - Vertex size - * @param {object} [options.geometryClass=PIXI.BatchGeometry] - * @returns {*} New batch renderer plugin - */ - BatchPluginFactory.create = function (options) { - var _a = Object.assign({ - vertex: defaultVertex, - fragment: defaultFragment, - geometryClass: BatchGeometry, - vertexSize: 6, - }, options), vertex = _a.vertex, fragment = _a.fragment, vertexSize = _a.vertexSize, geometryClass = _a.geometryClass; - return /** @class */ (function (_super) { - __extends(BatchPlugin, _super); - function BatchPlugin(renderer) { - var _this = _super.call(this, renderer) || this; - _this.shaderGenerator = new BatchShaderGenerator(vertex, fragment); - _this.geometryClass = geometryClass; - _this.vertexSize = vertexSize; - return _this; + * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google! + * @private + * @param x1 - The x-coordinate of the beginning of the arc + * @param y1 - The y-coordinate of the beginning of the arc + * @param x2 - The x-coordinate of the end of the arc + * @param y2 - The y-coordinate of the end of the arc + * @param radius - The radius of the arc + * @param points - + * @returns - If the arc length is valid, return center of circle, radius and other info otherwise `null`. + */ + ArcUtils.curveTo = function (x1, y1, x2, y2, radius, points) { + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + var a1 = fromY - y1; + var b1 = fromX - x1; + var a2 = y2 - y1; + var b2 = x2 - x1; + var mm = Math.abs((a1 * b2) - (b1 * a2)); + if (mm < 1.0e-8 || radius === 0) { + if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1) { + points.push(x1, y1); } - return BatchPlugin; - }(AbstractBatchRenderer)); + return null; + } + var dd = (a1 * a1) + (b1 * b1); + var cc = (a2 * a2) + (b2 * b2); + var tt = (a1 * a2) + (b1 * b2); + var k1 = radius * Math.sqrt(dd) / mm; + var k2 = radius * Math.sqrt(cc) / mm; + var j1 = k1 * tt / dd; + var j2 = k2 * tt / cc; + var cx = (k1 * b2) + (k2 * b1); + var cy = (k1 * a2) + (k2 * a1); + var px = b1 * (k2 + j1); + var py = a1 * (k2 + j1); + var qx = b2 * (k1 + j2); + var qy = a2 * (k1 + j2); + var startAngle = Math.atan2(py - cy, px - cx); + var endAngle = Math.atan2(qy - cy, qx - cx); + return { + cx: (cx + x1), + cy: (cy + y1), + radius: radius, + startAngle: startAngle, + endAngle: endAngle, + anticlockwise: (b1 * a2 > b2 * a1), + }; }; - Object.defineProperty(BatchPluginFactory, "defaultVertexSrc", { - /** - * The default vertex shader source - * @readonly - */ - get: function () { - return defaultVertex; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BatchPluginFactory, "defaultFragmentTemplate", { - /** - * The default fragment shader source - * @readonly - */ - get: function () { - return defaultFragment; - }, - enumerable: false, - configurable: true - }); - return BatchPluginFactory; + /* eslint-disable max-len */ + /** + * The arc method creates an arc/curve (used to create circles, or parts of circles). + * @private + * @param _startX - Start x location of arc + * @param _startY - Start y location of arc + * @param cx - The x-coordinate of the center of the circle + * @param cy - The y-coordinate of the center of the circle + * @param radius - The radius of the circle + * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position + * of the arc's circle) + * @param endAngle - The ending angle, in radians + * @param _anticlockwise - Specifies whether the drawing should be + * counter-clockwise or clockwise. False is default, and indicates clockwise, while true + * indicates counter-clockwise. + * @param points - Collection of points to add to + */ + ArcUtils.arc = function (_startX, _startY, cx, cy, radius, startAngle, endAngle, _anticlockwise, points) { + var sweep = endAngle - startAngle; + var n = GRAPHICS_CURVES._segmentsCount(Math.abs(sweep) * radius, Math.ceil(Math.abs(sweep) / math.PI_2) * 40); + var theta = (sweep) / (n * 2); + var theta2 = theta * 2; + var cTheta = Math.cos(theta); + var sTheta = Math.sin(theta); + var segMinus = n - 1; + var remainder = (segMinus % 1) / segMinus; + for (var i = 0; i <= segMinus; ++i) { + var real = i + (remainder * i); + var angle = ((theta) + startAngle + (theta2 * real)); + var c = Math.cos(angle); + var s = -Math.sin(angle); + points.push((((cTheta * c) + (sTheta * s)) * radius) + cx, (((cTheta * -s) + (sTheta * c)) * radius) + cy); + } + }; + return ArcUtils; }()); -// Setup the default BatchRenderer plugin, this is what -// we'll actually export at the root level -var BatchRenderer = BatchPluginFactory.create(); -Object.assign(BatchRenderer, { - extension: { - name: 'batch', - type: extensions.ExtensionType.RendererPlugin, - }, -}); /** - * @memberof PIXI - * @namespace resources - * @see PIXI - * @deprecated since 6.0.0 + * Utilities for bezier curves + * @private */ -var resources = {}; -var _loop_1 = function (name) { - Object.defineProperty(resources, name, { - get: function () { - utils.deprecation('6.0.0', "PIXI.systems." + name + " has moved to PIXI." + name); - return _resources[name]; - }, - }); -}; -for (var name in _resources) { - _loop_1(name); -} +var BezierUtils = /** @class */ (function () { + function BezierUtils() { + } + /** + * Calculate length of bezier curve. + * Analytical solution is impossible, since it involves an integral that does not integrate in general. + * Therefore numerical solution is used. + * @private + * @param fromX - Starting point x + * @param fromY - Starting point y + * @param cpX - Control point x + * @param cpY - Control point y + * @param cpX2 - Second Control point x + * @param cpY2 - Second Control point y + * @param toX - Destination point x + * @param toY - Destination point y + * @returns - Length of bezier curve + */ + BezierUtils.curveLength = function (fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY) { + var n = 10; + var result = 0.0; + var t = 0.0; + var t2 = 0.0; + var t3 = 0.0; + var nt = 0.0; + var nt2 = 0.0; + var nt3 = 0.0; + var x = 0.0; + var y = 0.0; + var dx = 0.0; + var dy = 0.0; + var prevX = fromX; + var prevY = fromY; + for (var i = 1; i <= n; ++i) { + t = i / n; + t2 = t * t; + t3 = t2 * t; + nt = (1.0 - t); + nt2 = nt * nt; + nt3 = nt2 * nt; + x = (nt3 * fromX) + (3.0 * nt2 * t * cpX) + (3.0 * nt * t2 * cpX2) + (t3 * toX); + y = (nt3 * fromY) + (3.0 * nt2 * t * cpY) + (3 * nt * t2 * cpY2) + (t3 * toY); + dx = prevX - x; + dy = prevY - y; + prevX = x; + prevY = y; + result += Math.sqrt((dx * dx) + (dy * dy)); + } + return result; + }; + /** + * Calculate the points for a bezier curve and then draws it. + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @param cpX - Control point x + * @param cpY - Control point y + * @param cpX2 - Second Control point x + * @param cpY2 - Second Control point y + * @param toX - Destination point x + * @param toY - Destination point y + * @param points - Path array to push points into + */ + BezierUtils.curveTo = function (cpX, cpY, cpX2, cpY2, toX, toY, points) { + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + points.length -= 2; + var n = GRAPHICS_CURVES._segmentsCount(BezierUtils.curveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY)); + var dt = 0; + var dt2 = 0; + var dt3 = 0; + var t2 = 0; + var t3 = 0; + points.push(fromX, fromY); + for (var i = 1, j = 0; i <= n; ++i) { + j = i / n; + dt = (1 - j); + dt2 = dt * dt; + dt3 = dt2 * dt; + t2 = j * j; + t3 = t2 * j; + points.push((dt3 * fromX) + (3 * dt2 * j * cpX) + (3 * dt * t2 * cpX2) + (t3 * toX), (dt3 * fromY) + (3 * dt2 * j * cpY) + (3 * dt * t2 * cpY2) + (t3 * toY)); + } + }; + return BezierUtils; +}()); + /** - * @memberof PIXI - * @namespace systems - * @see PIXI - * @deprecated since 6.0.0 + * Utilities for quadratic curves. + * @private */ -var systems = {}; -var _loop_2 = function (name) { - Object.defineProperty(systems, name, { - get: function () { - utils.deprecation('6.0.0', "PIXI.resources." + name + " has moved to PIXI." + name); - return _systems[name]; - }, - }); -}; -for (var name in _systems) { - _loop_2(name); -} +var QuadraticUtils = /** @class */ (function () { + function QuadraticUtils() { + } + /** + * Calculate length of quadratic curve + * @see {@link http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/} + * for the detailed explanation of math behind this. + * @private + * @param fromX - x-coordinate of curve start point + * @param fromY - y-coordinate of curve start point + * @param cpX - x-coordinate of curve control point + * @param cpY - y-coordinate of curve control point + * @param toX - x-coordinate of curve end point + * @param toY - y-coordinate of curve end point + * @returns - Length of quadratic curve + */ + QuadraticUtils.curveLength = function (fromX, fromY, cpX, cpY, toX, toY) { + var ax = fromX - (2.0 * cpX) + toX; + var ay = fromY - (2.0 * cpY) + toY; + var bx = (2.0 * cpX) - (2.0 * fromX); + var by = (2.0 * cpY) - (2.0 * fromY); + var a = 4.0 * ((ax * ax) + (ay * ay)); + var b = 4.0 * ((ax * bx) + (ay * by)); + var c = (bx * bx) + (by * by); + var s = 2.0 * Math.sqrt(a + b + c); + var a2 = Math.sqrt(a); + var a32 = 2.0 * a * a2; + var c2 = 2.0 * Math.sqrt(c); + var ba = b / a2; + return ((a32 * s) + + (a2 * b * (s - c2)) + + (((4.0 * c * a) - (b * b)) + * Math.log(((2.0 * a2) + ba + s) / (ba + c2)))) / (4.0 * a32); + }; + /** + * Calculate the points for a quadratic bezier curve and then draws it. + * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c + * @private + * @param cpX - Control point x + * @param cpY - Control point y + * @param toX - Destination point x + * @param toY - Destination point y + * @param points - Points to add segments to. + */ + QuadraticUtils.curveTo = function (cpX, cpY, toX, toY, points) { + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + var n = GRAPHICS_CURVES._segmentsCount(QuadraticUtils.curveLength(fromX, fromY, cpX, cpY, toX, toY)); + var xa = 0; + var ya = 0; + for (var i = 1; i <= n; ++i) { + var j = i / n; + xa = fromX + ((cpX - fromX) * j); + ya = fromY + ((cpY - fromY) * j); + points.push(xa + (((cpX + ((toX - cpX) * j)) - xa) * j), ya + (((cpY + ((toY - cpY) * j)) - ya) * j)); + } + }; + return QuadraticUtils; +}()); /** - * @namespace PIXI + * A structure to hold interim batch objects for Graphics. + * @memberof PIXI.graphicsUtils */ +var BatchPart = /** @class */ (function () { + function BatchPart() { + this.reset(); + } + /** + * Begin batch part. + * @param style + * @param startIndex + * @param attribStart + */ + BatchPart.prototype.begin = function (style, startIndex, attribStart) { + this.reset(); + this.style = style; + this.start = startIndex; + this.attribStart = attribStart; + }; + /** + * End batch part. + * @param endIndex + * @param endAttrib + */ + BatchPart.prototype.end = function (endIndex, endAttrib) { + this.attribSize = endAttrib - this.attribStart; + this.size = endIndex - this.start; + }; + BatchPart.prototype.reset = function () { + this.style = null; + this.size = 0; + this.start = 0; + this.attribStart = 0; + this.attribSize = 0; + }; + return BatchPart; +}()); + /** - * String of the current PIXI version. + * Generalized convenience utilities for Graphics. + * @namespace graphicsUtils * @memberof PIXI */ -var VERSION = '6.5.1'; - -exports.AbstractBatchRenderer = AbstractBatchRenderer; -exports.AbstractMultiResource = AbstractMultiResource; -exports.AbstractRenderer = AbstractRenderer; -exports.ArrayResource = ArrayResource; -exports.Attribute = Attribute; -exports.BaseImageResource = BaseImageResource; -exports.BaseRenderTexture = BaseRenderTexture; -exports.BaseTexture = BaseTexture; -exports.BatchDrawCall = BatchDrawCall; -exports.BatchGeometry = BatchGeometry; -exports.BatchPluginFactory = BatchPluginFactory; -exports.BatchRenderer = BatchRenderer; -exports.BatchShaderGenerator = BatchShaderGenerator; -exports.BatchSystem = BatchSystem; -exports.BatchTextureArray = BatchTextureArray; -exports.Buffer = Buffer; -exports.BufferResource = BufferResource; -exports.CanvasResource = CanvasResource; -exports.ContextSystem = ContextSystem; -exports.CubeResource = CubeResource; -exports.Filter = Filter; -exports.FilterState = FilterState; -exports.FilterSystem = FilterSystem; -exports.Framebuffer = Framebuffer; -exports.FramebufferSystem = FramebufferSystem; -exports.GLFramebuffer = GLFramebuffer; -exports.GLProgram = GLProgram; -exports.GLTexture = GLTexture; -exports.Geometry = Geometry; -exports.GeometrySystem = GeometrySystem; -exports.IGLUniformData = IGLUniformData; -exports.INSTALLED = INSTALLED; -exports.ImageBitmapResource = ImageBitmapResource; -exports.ImageResource = ImageResource; -exports.MaskData = MaskData; -exports.MaskSystem = MaskSystem; -exports.ObjectRenderer = ObjectRenderer; -exports.Program = Program; -exports.ProjectionSystem = ProjectionSystem; -exports.Quad = Quad; -exports.QuadUv = QuadUv; -exports.RenderTexture = RenderTexture; -exports.RenderTexturePool = RenderTexturePool; -exports.RenderTextureSystem = RenderTextureSystem; -exports.Renderer = Renderer; -exports.Resource = Resource; -exports.SVGResource = SVGResource; -exports.ScissorSystem = ScissorSystem; -exports.Shader = Shader; -exports.ShaderSystem = ShaderSystem; -exports.SpriteMaskFilter = SpriteMaskFilter; -exports.State = State; -exports.StateSystem = StateSystem; -exports.StencilSystem = StencilSystem; -exports.System = System; -exports.Texture = Texture; -exports.TextureGCSystem = TextureGCSystem; -exports.TextureMatrix = TextureMatrix; -exports.TextureSystem = TextureSystem; -exports.TextureUvs = TextureUvs; -exports.UniformGroup = UniformGroup; -exports.VERSION = VERSION; -exports.VideoResource = VideoResource; -exports.ViewableBuffer = ViewableBuffer; -exports.autoDetectRenderer = autoDetectRenderer; -exports.autoDetectResource = autoDetectResource; -exports.checkMaxIfStatementsInShader = checkMaxIfStatementsInShader; -exports.createUBOElements = createUBOElements; -exports.defaultFilterVertex = defaultFilterVertex; -exports.defaultVertex = defaultVertex$1; -exports.generateProgram = generateProgram; -exports.generateUniformBufferSync = generateUniformBufferSync; -exports.getTestContext = getTestContext; -exports.getUBOData = getUBOData; -exports.resources = resources; -exports.systems = systems; -exports.uniformParsers = uniformParsers; -Object.keys(extensions).forEach(function (k) { - if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { - enumerable: true, - get: function () { return extensions[k]; } - }); -}); - - -},{"@pixi/constants":10,"@pixi/extensions":15,"@pixi/math":12,"@pixi/runner":19,"@pixi/settings":20,"@pixi/ticker":13,"@pixi/utils":22}],12:[function(require,module,exports){ -arguments[4][5][0].apply(exports,arguments) -},{"dup":5}],13:[function(require,module,exports){ -/*! - * @pixi/ticker - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/ticker is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license +var _a; +/** + * Map of fill commands for each shape type. + * @memberof PIXI.graphicsUtils + * @member {object} FILL_COMMANDS */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -var settings = require('@pixi/settings'); -var extensions = require('@pixi/extensions'); - +var FILL_COMMANDS = (_a = {}, + _a[math.SHAPES.POLY] = buildPoly, + _a[math.SHAPES.CIRC] = buildCircle, + _a[math.SHAPES.ELIP] = buildCircle, + _a[math.SHAPES.RECT] = buildRectangle, + _a[math.SHAPES.RREC] = buildRoundedRectangle, + _a); /** - * Target frames per millisecond. - * @static - * @name TARGET_FPMS - * @memberof PIXI.settings - * @type {number} - * @default 0.06 + * Batch pool, stores unused batches for preventing allocations. + * @memberof PIXI.graphicsUtils + * @member {Array} BATCH_POOL */ -settings.settings.TARGET_FPMS = 0.06; - +var BATCH_POOL = []; /** - * Represents the update priorities used by internal PIXI classes when registered with - * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower - * priority items, such as render, should go later. - * @static - * @constant - * @name UPDATE_PRIORITY - * @memberof PIXI - * @enum {number} - * @property {number} [INTERACTION=50] Highest priority, used for {@link PIXI.InteractionManager} - * @property {number} [HIGH=25] High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite} - * @property {number} [NORMAL=0] Default priority for ticker events, see {@link PIXI.Ticker#add}. - * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering. - * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility. + * Draw call pool, stores unused draw calls for preventing allocations. + * @memberof PIXI.graphicsUtils + * @member {Array} DRAW_CALL_POOL */ -exports.UPDATE_PRIORITY = void 0; -(function (UPDATE_PRIORITY) { - UPDATE_PRIORITY[UPDATE_PRIORITY["INTERACTION"] = 50] = "INTERACTION"; - UPDATE_PRIORITY[UPDATE_PRIORITY["HIGH"] = 25] = "HIGH"; - UPDATE_PRIORITY[UPDATE_PRIORITY["NORMAL"] = 0] = "NORMAL"; - UPDATE_PRIORITY[UPDATE_PRIORITY["LOW"] = -25] = "LOW"; - UPDATE_PRIORITY[UPDATE_PRIORITY["UTILITY"] = -50] = "UTILITY"; -})(exports.UPDATE_PRIORITY || (exports.UPDATE_PRIORITY = {})); +var DRAW_CALL_POOL = []; /** - * Internal class for handling the priority sorting of ticker handlers. - * @private - * @class + * A class to contain data useful for Graphics objects * @memberof PIXI */ -var TickerListener = /** @class */ (function () { +var GraphicsData = /** @class */ (function () { /** - * Constructor - * @private - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @param priority - The priority for emitting - * @param once - If the handler should fire once - */ - function TickerListener(fn, context, priority, once) { - if (context === void 0) { context = null; } - if (priority === void 0) { priority = 0; } - if (once === void 0) { once = false; } - /** The next item in chain. */ - this.next = null; - /** The previous item in chain. */ - this.previous = null; - /** `true` if this listener has been destroyed already. */ - this._destroyed = false; - this.fn = fn; - this.context = context; - this.priority = priority; - this.once = once; - } - /** - * Simple compare function to figure out if a function and context match. - * @private - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @returns `true` if the listener match the arguments - */ - TickerListener.prototype.match = function (fn, context) { - if (context === void 0) { context = null; } - return this.fn === fn && this.context === context; - }; - /** - * Emit by calling the current function. - * @private - * @param deltaTime - time since the last emit. - * @returns Next ticker + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. + * @param fillStyle - the width of the line to draw + * @param lineStyle - the color of the line to draw + * @param matrix - Transform matrix */ - TickerListener.prototype.emit = function (deltaTime) { - if (this.fn) { - if (this.context) { - this.fn.call(this.context, deltaTime); - } - else { - this.fn(deltaTime); - } - } - var redirect = this.next; - if (this.once) { - this.destroy(true); - } - // Soft-destroying should remove - // the next reference - if (this._destroyed) { - this.next = null; - } - return redirect; - }; + function GraphicsData(shape, fillStyle, lineStyle, matrix) { + if (fillStyle === void 0) { fillStyle = null; } + if (lineStyle === void 0) { lineStyle = null; } + if (matrix === void 0) { matrix = null; } + /** The collection of points. */ + this.points = []; + /** The collection of holes. */ + this.holes = []; + this.shape = shape; + this.lineStyle = lineStyle; + this.fillStyle = fillStyle; + this.matrix = matrix; + this.type = shape.type; + } /** - * Connect to the list. - * @private - * @param previous - Input node, previous listener + * Creates a new GraphicsData object with the same values as this one. + * @returns - Cloned GraphicsData object */ - TickerListener.prototype.connect = function (previous) { - this.previous = previous; - if (previous.next) { - previous.next.previous = this; - } - this.next = previous.next; - previous.next = this; + GraphicsData.prototype.clone = function () { + return new GraphicsData(this.shape, this.fillStyle, this.lineStyle, this.matrix); }; - /** - * Destroy and don't use after this. - * @private - * @param hard - `true` to remove the `next` reference, this - * is considered a hard destroy. Soft destroy maintains the next reference. - * @returns The listener to redirect while emitting or removing. - */ - TickerListener.prototype.destroy = function (hard) { - if (hard === void 0) { hard = false; } - this._destroyed = true; - this.fn = null; - this.context = null; - // Disconnect, hook up next and previous - if (this.previous) { - this.previous.next = this.next; - } - if (this.next) { - this.next.previous = this.previous; - } - // Redirect to the next item - var redirect = this.next; - // Remove references - this.next = hard ? null : redirect; - this.previous = null; - return redirect; + /** Destroys the Graphics data. */ + GraphicsData.prototype.destroy = function () { + this.shape = null; + this.holes.length = 0; + this.holes = null; + this.points.length = 0; + this.points = null; + this.lineStyle = null; + this.fillStyle = null; }; - return TickerListener; + return GraphicsData; }()); +var tmpPoint = new math.Point(); /** - * A Ticker class that runs an update loop that other objects listen to. + * The Graphics class contains methods used to draw primitive shapes such as lines, circles and + * rectangles to the display, and to color and fill them. * - * This class is composed around listeners meant for execution on the next requested animation frame. - * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners. - * @class + * GraphicsGeometry is designed to not be continually updating the geometry since it's expensive + * to re-tesselate using **earcut**. Consider using {@link PIXI.Mesh} for this use-case, it's much faster. * @memberof PIXI */ -var Ticker = /** @class */ (function () { - function Ticker() { - var _this = this; - /** - * Whether or not this ticker should invoke the method - * {@link PIXI.Ticker#start} automatically - * when a listener is added. - */ - this.autoStart = false; - /** - * Scalar time value from last frame to this frame. - * This value is capped by setting {@link PIXI.Ticker#minFPS} - * and is scaled with {@link PIXI.Ticker#speed}. - * **Note:** The cap may be exceeded by scaling. - */ - this.deltaTime = 1; - /** - * The last time {@link PIXI.Ticker#update} was invoked. - * This value is also reset internally outside of invoking - * update, but only when a new animation frame is requested. - * If the platform supports DOMHighResTimeStamp, - * this value will have a precision of 1 µs. - */ - this.lastTime = -1; +var GraphicsGeometry = /** @class */ (function (_super) { + __extends(GraphicsGeometry, _super); + // eslint-disable-next-line @typescript-eslint/no-useless-constructor + function GraphicsGeometry() { + var _this = _super.call(this) || this; + /** Minimal distance between points that are considered different. Affects line tesselation. */ + _this.closePointEps = 1e-4; + /** Padding to add to the bounds. */ + _this.boundsPadding = 0; + _this.uvsFloat32 = null; + _this.indicesUint16 = null; + _this.batchable = false; + /** An array of points to draw, 2 numbers per point */ + _this.points = []; + /** The collection of colors */ + _this.colors = []; + /** The UVs collection */ + _this.uvs = []; + /** The indices of the vertices */ + _this.indices = []; + /** Reference to the texture IDs. */ + _this.textureIds = []; /** - * Factor of current {@link PIXI.Ticker#deltaTime}. - * @example - * // Scales ticker.deltaTime to what would be - * // the equivalent of approximately 120 FPS - * ticker.speed = 2; + * The collection of drawn shapes. + * @member {PIXI.GraphicsData[]} */ - this.speed = 1; + _this.graphicsData = []; /** - * Whether or not this ticker has been started. - * `true` if {@link PIXI.Ticker#start} has been called. - * `false` if {@link PIXI.Ticker#stop} has been called. - * While `false`, this value may change to `true` in the - * event of {@link PIXI.Ticker#autoStart} being `true` - * and a listener is added. + * List of current draw calls drived from the batches. + * @member {PIXI.BatchDrawCall[]} */ - this.started = false; - /** Internal current frame request ID */ - this._requestId = null; + _this.drawCalls = []; + /** Batches need to regenerated if the geometry is updated. */ + _this.batchDirty = -1; /** - * Internal value managed by minFPS property setter and getter. - * This is the maximum allowed milliseconds between updates. + * Intermediate abstract format sent to batch system. + * Can be converted to drawCalls or to batchable objects. + * @member {PIXI.graphicsUtils.BatchPart[]} */ - this._maxElapsedMS = 100; + _this.batches = []; + /** Used to detect if the graphics object has changed. */ + _this.dirty = 0; + /** Used to check if the cache is dirty. */ + _this.cacheDirty = -1; + /** Used to detect if we cleared the graphicsData. */ + _this.clearDirty = 0; + /** Index of the last batched shape in the stack of calls. */ + _this.shapeIndex = 0; + /** Cached bounds. */ + _this._bounds = new display.Bounds(); + /** The bounds dirty flag. */ + _this.boundsDirty = -1; + return _this; + } + Object.defineProperty(GraphicsGeometry.prototype, "bounds", { /** - * Internal value managed by minFPS property setter and getter. - * This is the minimum allowed milliseconds between updates. + * Get the current bounds of the graphic geometry. + * @readonly */ - this._minElapsedMS = 0; - /** If enabled, deleting is disabled.*/ - this._protected = false; - /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */ - this._lastFrame = -1; - this._head = new TickerListener(null, null, Infinity); - this.deltaMS = 1 / settings.settings.TARGET_FPMS; - this.elapsedMS = 1 / settings.settings.TARGET_FPMS; - this._tick = function (time) { - _this._requestId = null; - if (_this.started) { - // Invoke listeners now - _this.update(time); - // Listener side effects may have modified ticker state. - if (_this.started && _this._requestId === null && _this._head.next) { - _this._requestId = requestAnimationFrame(_this._tick); - } + get: function () { + this.updateBatches(); + if (this.boundsDirty !== this.dirty) { + this.boundsDirty = this.dirty; + this.calculateBounds(); } - }; - } - /** - * Conditionally requests a new animation frame. - * If a frame has not already been requested, and if the internal - * emitter has listeners, a new frame is requested. - * @private - */ - Ticker.prototype._requestIfNeeded = function () { - if (this._requestId === null && this._head.next) { - // ensure callbacks get correct delta - this.lastTime = performance.now(); - this._lastFrame = this.lastTime; - this._requestId = requestAnimationFrame(this._tick); + return this._bounds; + }, + enumerable: false, + configurable: true + }); + /** Call if you changed graphicsData manually. Empties all batch buffers. */ + GraphicsGeometry.prototype.invalidate = function () { + this.boundsDirty = -1; + this.dirty++; + this.batchDirty++; + this.shapeIndex = 0; + this.points.length = 0; + this.colors.length = 0; + this.uvs.length = 0; + this.indices.length = 0; + this.textureIds.length = 0; + for (var i = 0; i < this.drawCalls.length; i++) { + this.drawCalls[i].texArray.clear(); + DRAW_CALL_POOL.push(this.drawCalls[i]); } - }; - /** - * Conditionally cancels a pending animation frame. - * @private - */ - Ticker.prototype._cancelIfNeeded = function () { - if (this._requestId !== null) { - cancelAnimationFrame(this._requestId); - this._requestId = null; + this.drawCalls.length = 0; + for (var i = 0; i < this.batches.length; i++) { + var batchPart = this.batches[i]; + batchPart.reset(); + BATCH_POOL.push(batchPart); } + this.batches.length = 0; }; /** - * Conditionally requests a new animation frame. - * If the ticker has been started it checks if a frame has not already - * been requested, and if the internal emitter has listeners. If these - * conditions are met, a new frame is requested. If the ticker has not - * been started, but autoStart is `true`, then the ticker starts now, - * and continues with the previous conditions to request a new frame. - * @private + * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. + * @returns - This GraphicsGeometry object. Good for chaining method calls */ - Ticker.prototype._startIfPossible = function () { - if (this.started) { - this._requestIfNeeded(); - } - else if (this.autoStart) { - this.start(); + GraphicsGeometry.prototype.clear = function () { + if (this.graphicsData.length > 0) { + this.invalidate(); + this.clearDirty++; + this.graphicsData.length = 0; } + return this; }; /** - * Register a handler for tick events. Calls continuously unless - * it is removed or the ticker is stopped. - * @param fn - The listener function to be added for updates - * @param context - The listener context - * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting - * @returns This instance of a ticker + * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. + * @param fillStyle - Defines style of the fill. + * @param lineStyle - Defines style of the lines. + * @param matrix - Transform applied to the points of the shape. + * @returns - Returns geometry for chaining. */ - Ticker.prototype.add = function (fn, context, priority) { - if (priority === void 0) { priority = exports.UPDATE_PRIORITY.NORMAL; } - return this._addListener(new TickerListener(fn, context, priority)); + GraphicsGeometry.prototype.drawShape = function (shape, fillStyle, lineStyle, matrix) { + if (fillStyle === void 0) { fillStyle = null; } + if (lineStyle === void 0) { lineStyle = null; } + if (matrix === void 0) { matrix = null; } + var data = new GraphicsData(shape, fillStyle, lineStyle, matrix); + this.graphicsData.push(data); + this.dirty++; + return this; }; /** - * Add a handler for the tick event which is only execute once. - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting - * @returns This instance of a ticker + * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. + * @param matrix - Transform applied to the points of the shape. + * @returns - Returns geometry for chaining. */ - Ticker.prototype.addOnce = function (fn, context, priority) { - if (priority === void 0) { priority = exports.UPDATE_PRIORITY.NORMAL; } - return this._addListener(new TickerListener(fn, context, priority, true)); + GraphicsGeometry.prototype.drawHole = function (shape, matrix) { + if (matrix === void 0) { matrix = null; } + if (!this.graphicsData.length) { + return null; + } + var data = new GraphicsData(shape, null, null, matrix); + var lastShape = this.graphicsData[this.graphicsData.length - 1]; + data.lineStyle = lastShape.lineStyle; + lastShape.holes.push(data); + this.dirty++; + return this; + }; + /** Destroys the GraphicsGeometry object. */ + GraphicsGeometry.prototype.destroy = function () { + _super.prototype.destroy.call(this); + // destroy each of the GraphicsData objects + for (var i = 0; i < this.graphicsData.length; ++i) { + this.graphicsData[i].destroy(); + } + this.points.length = 0; + this.points = null; + this.colors.length = 0; + this.colors = null; + this.uvs.length = 0; + this.uvs = null; + this.indices.length = 0; + this.indices = null; + this.indexBuffer.destroy(); + this.indexBuffer = null; + this.graphicsData.length = 0; + this.graphicsData = null; + this.drawCalls.length = 0; + this.drawCalls = null; + this.batches.length = 0; + this.batches = null; + this._bounds = null; }; /** - * Internally adds the event handler so that it can be sorted by priority. - * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run - * before the rendering. - * @private - * @param listener - Current listener being added. - * @returns This instance of a ticker + * Check to see if a point is contained within this geometry. + * @param point - Point to check if it's contained. + * @returns {boolean} `true` if the point is contained within geometry. */ - Ticker.prototype._addListener = function (listener) { - // For attaching to head - var current = this._head.next; - var previous = this._head; - // Add the first item - if (!current) { - listener.connect(previous); - } - else { - // Go from highest to lowest priority - while (current) { - if (listener.priority > current.priority) { - listener.connect(previous); - break; - } - previous = current; - current = current.next; + GraphicsGeometry.prototype.containsPoint = function (point) { + var graphicsData = this.graphicsData; + for (var i = 0; i < graphicsData.length; ++i) { + var data = graphicsData[i]; + if (!data.fillStyle.visible) { + continue; } - // Not yet connected - if (!listener.previous) { - listener.connect(previous); + // only deal with fills.. + if (data.shape) { + if (data.matrix) { + data.matrix.applyInverse(point, tmpPoint); + } + else { + tmpPoint.copyFrom(point); + } + if (data.shape.contains(tmpPoint.x, tmpPoint.y)) { + var hitHole = false; + if (data.holes) { + for (var i_1 = 0; i_1 < data.holes.length; i_1++) { + var hole = data.holes[i_1]; + if (hole.shape.contains(tmpPoint.x, tmpPoint.y)) { + hitHole = true; + break; + } + } + } + if (!hitHole) { + return true; + } + } } } - this._startIfPossible(); - return this; + return false; }; /** - * Removes any handlers matching the function and context parameters. - * If no handlers are left after removing, then it cancels the animation frame. - * @param fn - The listener function to be removed - * @param context - The listener context to be removed - * @returns This instance of a ticker + * Generates intermediate batch data. Either gets converted to drawCalls + * or used to convert to batch objects directly by the Graphics object. */ - Ticker.prototype.remove = function (fn, context) { - var listener = this._head.next; - while (listener) { - // We found a match, lets remove it - // no break to delete all possible matches - // incase a listener was added 2+ times - if (listener.match(fn, context)) { - listener = listener.destroy(); - } - else { - listener = listener.next; - } + GraphicsGeometry.prototype.updateBatches = function () { + if (!this.graphicsData.length) { + this.batchable = true; + return; } - if (!this._head.next) { - this._cancelIfNeeded(); + if (!this.validateBatching()) { + return; } - return this; - }; - Object.defineProperty(Ticker.prototype, "count", { - /** - * The number of listeners on this ticker, calculated by walking through linked list - * @readonly - * @member {number} - */ - get: function () { - if (!this._head) { - return 0; + this.cacheDirty = this.dirty; + var uvs = this.uvs; + var graphicsData = this.graphicsData; + var batchPart = null; + var currentStyle = null; + if (this.batches.length > 0) { + batchPart = this.batches[this.batches.length - 1]; + currentStyle = batchPart.style; + } + for (var i = this.shapeIndex; i < graphicsData.length; i++) { + this.shapeIndex++; + var data = graphicsData[i]; + var fillStyle = data.fillStyle; + var lineStyle = data.lineStyle; + var command = FILL_COMMANDS[data.type]; + // build out the shapes points.. + command.build(data); + if (data.matrix) { + this.transformPoints(data.points, data.matrix); } - var count = 0; - var current = this._head; - while ((current = current.next)) { - count++; + if (fillStyle.visible || lineStyle.visible) { + this.processHoles(data.holes); } - return count; - }, - enumerable: false, - configurable: true - }); - /** Starts the ticker. If the ticker has listeners a new animation frame is requested at this point. */ - Ticker.prototype.start = function () { - if (!this.started) { - this.started = true; - this._requestIfNeeded(); + for (var j = 0; j < 2; j++) { + var style = (j === 0) ? fillStyle : lineStyle; + if (!style.visible) + { continue; } + var nextTexture = style.texture.baseTexture; + var index_1 = this.indices.length; + var attribIndex = this.points.length / 2; + nextTexture.wrapMode = constants.WRAP_MODES.REPEAT; + if (j === 0) { + this.processFill(data); + } + else { + this.processLine(data); + } + var size = (this.points.length / 2) - attribIndex; + if (size === 0) + { continue; } + // close batch if style is different + if (batchPart && !this._compareStyles(currentStyle, style)) { + batchPart.end(index_1, attribIndex); + batchPart = null; + } + // spawn new batch if its first batch or previous was closed + if (!batchPart) { + batchPart = BATCH_POOL.pop() || new BatchPart(); + batchPart.begin(style, index_1, attribIndex); + this.batches.push(batchPart); + currentStyle = style; + } + this.addUvs(this.points, uvs, style.texture, attribIndex, size, style.matrix); + } + } + var index = this.indices.length; + var attrib = this.points.length / 2; + if (batchPart) { + batchPart.end(index, attrib); + } + if (this.batches.length === 0) { + // there are no visible styles in GraphicsData + // its possible that someone wants Graphics just for the bounds + this.batchable = true; + return; + } + var need32 = attrib > 0xffff; + // prevent allocation when length is same as buffer + if (this.indicesUint16 && this.indices.length === this.indicesUint16.length + && need32 === (this.indicesUint16.BYTES_PER_ELEMENT > 2)) { + this.indicesUint16.set(this.indices); + } + else { + this.indicesUint16 = need32 ? new Uint32Array(this.indices) : new Uint16Array(this.indices); + } + // TODO make this a const.. + this.batchable = this.isBatchable(); + if (this.batchable) { + this.packBatches(); + } + else { + this.buildDrawCalls(); } }; - /** Stops the ticker. If the ticker has requested an animation frame it is canceled at this point. */ - Ticker.prototype.stop = function () { - if (this.started) { - this.started = false; - this._cancelIfNeeded(); + /** + * Affinity check + * @param styleA + * @param styleB + */ + GraphicsGeometry.prototype._compareStyles = function (styleA, styleB) { + if (!styleA || !styleB) { + return false; + } + if (styleA.texture.baseTexture !== styleB.texture.baseTexture) { + return false; + } + if (styleA.color + styleA.alpha !== styleB.color + styleB.alpha) { + return false; + } + if (!!styleA.native !== !!styleB.native) { + return false; } + return true; }; - /** Destroy the ticker and don't use after this. Calling this method removes all references to internal events. */ - Ticker.prototype.destroy = function () { - if (!this._protected) { - this.stop(); - var listener = this._head.next; - while (listener) { - listener = listener.destroy(true); + /** Test geometry for batching process. */ + GraphicsGeometry.prototype.validateBatching = function () { + if (this.dirty === this.cacheDirty || !this.graphicsData.length) { + return false; + } + for (var i = 0, l = this.graphicsData.length; i < l; i++) { + var data = this.graphicsData[i]; + var fill = data.fillStyle; + var line = data.lineStyle; + if (fill && !fill.texture.baseTexture.valid) + { return false; } + if (line && !line.texture.baseTexture.valid) + { return false; } + } + return true; + }; + /** Offset the indices so that it works with the batcher. */ + GraphicsGeometry.prototype.packBatches = function () { + this.batchDirty++; + this.uvsFloat32 = new Float32Array(this.uvs); + var batches = this.batches; + for (var i = 0, l = batches.length; i < l; i++) { + var batch = batches[i]; + for (var j = 0; j < batch.size; j++) { + var index = batch.start + j; + this.indicesUint16[index] = this.indicesUint16[index] - batch.attribStart; } - this._head.destroy(); - this._head = null; } }; /** - * Triggers an update. An update entails setting the - * current {@link PIXI.Ticker#elapsedMS}, - * the current {@link PIXI.Ticker#deltaTime}, - * invoking all listeners with current deltaTime, - * and then finally setting {@link PIXI.Ticker#lastTime} - * with the value of currentTime that was provided. - * This method will be called automatically by animation - * frame callbacks if the ticker instance has been started - * and listeners are added. - * @param {number} [currentTime=performance.now()] - the current time of execution + * Checks to see if this graphics geometry can be batched. + * Currently it needs to be small enough and not contain any native lines. */ - Ticker.prototype.update = function (currentTime) { - if (currentTime === void 0) { currentTime = performance.now(); } - var elapsedMS; - // If the difference in time is zero or negative, we ignore most of the work done here. - // If there is no valid difference, then should be no reason to let anyone know about it. - // A zero delta, is exactly that, nothing should update. - // - // The difference in time can be negative, and no this does not mean time traveling. - // This can be the result of a race condition between when an animation frame is requested - // on the current JavaScript engine event loop, and when the ticker's start method is invoked - // (which invokes the internal _requestIfNeeded method). If a frame is requested before - // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests, - // can receive a time argument that can be less than the lastTime value that was set within - // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems. - // - // This check covers this browser engine timing issue, as well as if consumers pass an invalid - // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves. - if (currentTime > this.lastTime) { - // Save uncapped elapsedMS for measurement - elapsedMS = this.elapsedMS = currentTime - this.lastTime; - // cap the milliseconds elapsed used for deltaTime - if (elapsedMS > this._maxElapsedMS) { - elapsedMS = this._maxElapsedMS; + GraphicsGeometry.prototype.isBatchable = function () { + // prevent heavy mesh batching + if (this.points.length > 0xffff * 2) { + return false; + } + var batches = this.batches; + for (var i = 0; i < batches.length; i++) { + if (batches[i].style.native) { + return false; } - elapsedMS *= this.speed; - // If not enough time has passed, exit the function. - // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS - // adjustment to ensure a relatively stable interval. - if (this._minElapsedMS) { - var delta = currentTime - this._lastFrame | 0; - if (delta < this._minElapsedMS) { - return; + } + return (this.points.length < GraphicsGeometry.BATCHABLE_SIZE * 2); + }; + /** Converts intermediate batches data to drawCalls. */ + GraphicsGeometry.prototype.buildDrawCalls = function () { + var TICK = ++core.BaseTexture._globalBatch; + for (var i = 0; i < this.drawCalls.length; i++) { + this.drawCalls[i].texArray.clear(); + DRAW_CALL_POOL.push(this.drawCalls[i]); + } + this.drawCalls.length = 0; + var colors = this.colors; + var textureIds = this.textureIds; + var currentGroup = DRAW_CALL_POOL.pop(); + if (!currentGroup) { + currentGroup = new core.BatchDrawCall(); + currentGroup.texArray = new core.BatchTextureArray(); + } + currentGroup.texArray.count = 0; + currentGroup.start = 0; + currentGroup.size = 0; + currentGroup.type = constants.DRAW_MODES.TRIANGLES; + var textureCount = 0; + var currentTexture = null; + var textureId = 0; + var native = false; + var drawMode = constants.DRAW_MODES.TRIANGLES; + var index = 0; + this.drawCalls.push(currentGroup); + // TODO - this can be simplified + for (var i = 0; i < this.batches.length; i++) { + var data = this.batches[i]; + // TODO add some full on MAX_TEXTURE CODE.. + var MAX_TEXTURES = 8; + // Forced cast for checking `native` without errors + var style = data.style; + var nextTexture = style.texture.baseTexture; + if (native !== !!style.native) { + native = !!style.native; + drawMode = native ? constants.DRAW_MODES.LINES : constants.DRAW_MODES.TRIANGLES; + // force the batch to break! + currentTexture = null; + textureCount = MAX_TEXTURES; + TICK++; + } + if (currentTexture !== nextTexture) { + currentTexture = nextTexture; + if (nextTexture._batchEnabled !== TICK) { + if (textureCount === MAX_TEXTURES) { + TICK++; + textureCount = 0; + if (currentGroup.size > 0) { + currentGroup = DRAW_CALL_POOL.pop(); + if (!currentGroup) { + currentGroup = new core.BatchDrawCall(); + currentGroup.texArray = new core.BatchTextureArray(); + } + this.drawCalls.push(currentGroup); + } + currentGroup.start = index; + currentGroup.size = 0; + currentGroup.texArray.count = 0; + currentGroup.type = drawMode; + } + // TODO add this to the render part.. + // Hack! Because texture has protected `touched` + nextTexture.touched = 1; // touch; + nextTexture._batchEnabled = TICK; + nextTexture._batchLocation = textureCount; + nextTexture.wrapMode = constants.WRAP_MODES.REPEAT; + currentGroup.texArray.elements[currentGroup.texArray.count++] = nextTexture; + textureCount++; } - this._lastFrame = currentTime - (delta % this._minElapsedMS); } - this.deltaMS = elapsedMS; - this.deltaTime = this.deltaMS * settings.settings.TARGET_FPMS; - // Cache a local reference, in-case ticker is destroyed - // during the emit, we can still check for head.next - var head = this._head; - // Invoke listeners added to internal emitter - var listener = head.next; - while (listener) { - listener = listener.emit(this.deltaTime); + currentGroup.size += data.size; + index += data.size; + textureId = nextTexture._batchLocation; + this.addColors(colors, style.color, style.alpha, data.attribSize, data.attribStart); + this.addTextureIds(textureIds, textureId, data.attribSize, data.attribStart); + } + core.BaseTexture._globalBatch = TICK; + // upload.. + // merge for now! + this.packAttributes(); + }; + /** Packs attributes to single buffer. */ + GraphicsGeometry.prototype.packAttributes = function () { + var verts = this.points; + var uvs = this.uvs; + var colors = this.colors; + var textureIds = this.textureIds; + // verts are 2 positions.. so we * by 3 as there are 6 properties.. then 4 cos its bytes + var glPoints = new ArrayBuffer(verts.length * 3 * 4); + var f32 = new Float32Array(glPoints); + var u32 = new Uint32Array(glPoints); + var p = 0; + for (var i = 0; i < verts.length / 2; i++) { + f32[p++] = verts[i * 2]; + f32[p++] = verts[(i * 2) + 1]; + f32[p++] = uvs[i * 2]; + f32[p++] = uvs[(i * 2) + 1]; + u32[p++] = colors[i]; + f32[p++] = textureIds[i]; + } + this._buffer.update(glPoints); + this._indexBuffer.update(this.indicesUint16); + }; + /** + * Process fill part of Graphics. + * @param data + */ + GraphicsGeometry.prototype.processFill = function (data) { + if (data.holes.length) { + buildPoly.triangulate(data, this); + } + else { + var command = FILL_COMMANDS[data.type]; + command.triangulate(data, this); + } + }; + /** + * Process line part of Graphics. + * @param data + */ + GraphicsGeometry.prototype.processLine = function (data) { + buildLine(data, this); + for (var i = 0; i < data.holes.length; i++) { + buildLine(data.holes[i], this); + } + }; + /** + * Process the holes data. + * @param holes + */ + GraphicsGeometry.prototype.processHoles = function (holes) { + for (var i = 0; i < holes.length; i++) { + var hole = holes[i]; + var command = FILL_COMMANDS[hole.type]; + command.build(hole); + if (hole.matrix) { + this.transformPoints(hole.points, hole.matrix); } - if (!head.next) { - this._cancelIfNeeded(); + } + }; + /** Update the local bounds of the object. Expensive to use performance-wise. */ + GraphicsGeometry.prototype.calculateBounds = function () { + var bounds = this._bounds; + bounds.clear(); + bounds.addVertexData(this.points, 0, this.points.length); + bounds.pad(this.boundsPadding, this.boundsPadding); + }; + /** + * Transform points using matrix. + * @param points - Points to transform + * @param matrix - Transform matrix + */ + GraphicsGeometry.prototype.transformPoints = function (points, matrix) { + for (var i = 0; i < points.length / 2; i++) { + var x = points[(i * 2)]; + var y = points[(i * 2) + 1]; + points[(i * 2)] = (matrix.a * x) + (matrix.c * y) + matrix.tx; + points[(i * 2) + 1] = (matrix.b * x) + (matrix.d * y) + matrix.ty; + } + }; + /** + * Add colors. + * @param colors - List of colors to add to + * @param color - Color to add + * @param alpha - Alpha to use + * @param size - Number of colors to add + * @param offset + */ + GraphicsGeometry.prototype.addColors = function (colors, color, alpha, size, offset) { + if (offset === void 0) { offset = 0; } + // TODO use the premultiply bits Ivan added + var rgb = (color >> 16) + (color & 0xff00) + ((color & 0xff) << 16); + var rgba = utils.premultiplyTint(rgb, alpha); + colors.length = Math.max(colors.length, offset + size); + for (var i = 0; i < size; i++) { + colors[offset + i] = rgba; + } + }; + /** + * Add texture id that the shader/fragment wants to use. + * @param textureIds + * @param id + * @param size + * @param offset + */ + GraphicsGeometry.prototype.addTextureIds = function (textureIds, id, size, offset) { + if (offset === void 0) { offset = 0; } + textureIds.length = Math.max(textureIds.length, offset + size); + for (var i = 0; i < size; i++) { + textureIds[offset + i] = id; + } + }; + /** + * Generates the UVs for a shape. + * @param verts - Vertices + * @param uvs - UVs + * @param texture - Reference to Texture + * @param start - Index buffer start index. + * @param size - The size/length for index buffer. + * @param matrix - Optional transform for all points. + */ + GraphicsGeometry.prototype.addUvs = function (verts, uvs, texture, start, size, matrix) { + if (matrix === void 0) { matrix = null; } + var index = 0; + var uvsStart = uvs.length; + var frame = texture.frame; + while (index < size) { + var x = verts[(start + index) * 2]; + var y = verts[((start + index) * 2) + 1]; + if (matrix) { + var nx = (matrix.a * x) + (matrix.c * y) + matrix.tx; + y = (matrix.b * x) + (matrix.d * y) + matrix.ty; + x = nx; } + index++; + uvs.push(x / frame.width, y / frame.height); } - else { - this.deltaTime = this.deltaMS = this.elapsedMS = 0; + var baseTexture = texture.baseTexture; + if (frame.width < baseTexture.width + || frame.height < baseTexture.height) { + this.adjustUvs(uvs, texture, uvsStart, size); } - this.lastTime = currentTime; }; - Object.defineProperty(Ticker.prototype, "FPS", { + /** + * Modify uvs array according to position of texture region + * Does not work with rotated or trimmed textures + * @param uvs - array + * @param texture - region + * @param start - starting index for uvs + * @param size - how many points to adjust + */ + GraphicsGeometry.prototype.adjustUvs = function (uvs, texture, start, size) { + var baseTexture = texture.baseTexture; + var eps = 1e-6; + var finish = start + (size * 2); + var frame = texture.frame; + var scaleX = frame.width / baseTexture.width; + var scaleY = frame.height / baseTexture.height; + var offsetX = frame.x / frame.width; + var offsetY = frame.y / frame.height; + var minX = Math.floor(uvs[start] + eps); + var minY = Math.floor(uvs[start + 1] + eps); + for (var i = start + 2; i < finish; i += 2) { + minX = Math.min(minX, Math.floor(uvs[i] + eps)); + minY = Math.min(minY, Math.floor(uvs[i + 1] + eps)); + } + offsetX -= minX; + offsetY -= minY; + for (var i = start; i < finish; i += 2) { + uvs[i] = (uvs[i] + offsetX) * scaleX; + uvs[i + 1] = (uvs[i + 1] + offsetY) * scaleY; + } + }; + /** + * The maximum number of points to consider an object "batchable", + * able to be batched by the renderer's batch system. +\ + */ + GraphicsGeometry.BATCHABLE_SIZE = 100; + return GraphicsGeometry; +}(core.BatchGeometry)); + +/** + * Represents the line style for Graphics. + * @memberof PIXI + */ +var LineStyle = /** @class */ (function (_super) { + __extends(LineStyle, _super); + function LineStyle() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** The width (thickness) of any lines drawn. */ + _this.width = 0; + /** The alignment of any lines drawn (0.5 = middle, 1 = outer, 0 = inner). WebGL only. */ + _this.alignment = 0.5; + /** If true the lines will be draw using LINES instead of TRIANGLE_STRIP. */ + _this.native = false; /** - * The frames per second at which this ticker is running. - * The default is approximately 60 in most modern browsers. - * **Note:** This does not factor in the value of - * {@link PIXI.Ticker#speed}, which is specific - * to scaling {@link PIXI.Ticker#deltaTime}. - * @member {number} - * @readonly + * Line cap style. + * @member {PIXI.LINE_CAP} + * @default PIXI.LINE_CAP.BUTT */ - get: function () { - return 1000 / this.elapsedMS; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Ticker.prototype, "minFPS", { + _this.cap = exports.LINE_CAP.BUTT; /** - * Manages the maximum amount of milliseconds allowed to - * elapse between invoking {@link PIXI.Ticker#update}. - * This value is used to cap {@link PIXI.Ticker#deltaTime}, - * but does not effect the measured value of {@link PIXI.Ticker#FPS}. - * When setting this property it is clamped to a value between - * `0` and `PIXI.settings.TARGET_FPMS * 1000`. - * @member {number} - * @default 10 + * Line join style. + * @member {PIXI.LINE_JOIN} + * @default PIXI.LINE_JOIN.MITER */ - get: function () { - return 1000 / this._maxElapsedMS; - }, - set: function (fps) { - // Minimum must be below the maxFPS - var minFPS = Math.min(this.maxFPS, fps); - // Must be at least 0, but below 1 / settings.TARGET_FPMS - var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.settings.TARGET_FPMS); - this._maxElapsedMS = 1 / minFPMS; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Ticker.prototype, "maxFPS", { - /** - * Manages the minimum amount of milliseconds required to - * elapse between invoking {@link PIXI.Ticker#update}. - * This will effect the measured value of {@link PIXI.Ticker#FPS}. - * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can. - * Otherwise it will be at least `minFPS` - * @member {number} - * @default 0 + _this.join = exports.LINE_JOIN.MITER; + /** Miter limit. */ + _this.miterLimit = 10; + return _this; + } + /** Clones the object. */ + LineStyle.prototype.clone = function () { + var obj = new LineStyle(); + obj.color = this.color; + obj.alpha = this.alpha; + obj.texture = this.texture; + obj.matrix = this.matrix; + obj.visible = this.visible; + obj.width = this.width; + obj.alignment = this.alignment; + obj.native = this.native; + obj.cap = this.cap; + obj.join = this.join; + obj.miterLimit = this.miterLimit; + return obj; + }; + /** Reset the line style to default. */ + LineStyle.prototype.reset = function () { + _super.prototype.reset.call(this); + // Override default line style color + this.color = 0x0; + this.alignment = 0.5; + this.width = 0; + this.native = false; + }; + return LineStyle; +}(FillStyle)); + +var temp = new Float32Array(3); +// a default shaders map used by graphics.. +var DEFAULT_SHADERS = {}; +/** + * The Graphics class is primarily used to render primitive shapes such as lines, circles and + * rectangles to the display, and to color and fill them. However, you can also use a Graphics + * object to build a list of primitives to use as a mask, or as a complex hitArea. + * + * Please note that due to legacy naming conventions, the behavior of some functions in this class + * can be confusing. Each call to `drawRect()`, `drawPolygon()`, etc. actually stores that primitive + * in the Geometry class's GraphicsGeometry object for later use in rendering or hit testing - the + * functions do not directly draw anything to the screen. Similarly, the `clear()` function doesn't + * change the screen, it simply resets the list of primitives, which can be useful if you want to + * rebuild the contents of an existing Graphics object. + * + * Once a GraphicsGeometry list is built, you can re-use it in other Geometry objects as + * an optimization, by passing it into a new Geometry object's constructor. Because of this + * ability, it's important to call `destroy()` on Geometry objects once you are done with them, to + * properly dereference each GraphicsGeometry and prevent memory leaks. + * @memberof PIXI + */ +var Graphics = /** @class */ (function (_super) { + __extends(Graphics, _super); + /** + * @param geometry - Geometry to use, if omitted will create a new GraphicsGeometry instance. + */ + function Graphics(geometry) { + if (geometry === void 0) { geometry = null; } + var _this = _super.call(this) || this; + /** + * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU. + * Can be shared between multiple Graphics objects. + */ + _this.shader = null; + /** Renderer plugin for batching */ + _this.pluginName = 'batch'; + /** + * Current path + * @readonly + */ + _this.currentPath = null; + /** A collections of batches! These can be drawn by the renderer batch system. */ + _this.batches = []; + /** Update dirty for limiting calculating tints for batches. */ + _this.batchTint = -1; + /** Update dirty for limiting calculating batches.*/ + _this.batchDirty = -1; + /** Copy of the object vertex data. */ + _this.vertexData = null; + /** Current fill style. */ + _this._fillStyle = new FillStyle(); + /** Current line style. */ + _this._lineStyle = new LineStyle(); + /** Current shape transform matrix. */ + _this._matrix = null; + /** Current hole mode is enabled. */ + _this._holeMode = false; + /** + * Represents the WebGL state the Graphics required to render, excludes shader and geometry. E.g., + * blend mode, culling, depth testing, direction of rendering triangles, backface, etc. + */ + _this.state = core.State.for2d(); + _this._geometry = geometry || new GraphicsGeometry(); + _this._geometry.refCount++; + /** + * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite. + * This is useful if your graphics element does not change often, as it will speed up the rendering + * of the object in exchange for taking up texture memory. It is also useful if you need the graphics + * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if + * you are constantly redrawing the graphics element. + * @name cacheAsBitmap + * @member {boolean} + * @memberof PIXI.Graphics# + * @default false + */ + _this._transformID = -1; + // Set default + _this.tint = 0xFFFFFF; + _this.blendMode = constants.BLEND_MODES.NORMAL; + return _this; + } + Object.defineProperty(Graphics.prototype, "geometry", { + /** + * Includes vertex positions, face indices, normals, colors, UVs, and + * custom attributes within buffers, reducing the cost of passing all + * this data to the GPU. Can be shared between multiple Mesh or Graphics objects. + * @readonly */ get: function () { - if (this._minElapsedMS) { - return Math.round(1000 / this._minElapsedMS); - } - return 0; - }, - set: function (fps) { - if (fps === 0) { - this._minElapsedMS = 0; - } - else { - // Max must be at least the minFPS - var maxFPS = Math.max(this.minFPS, fps); - this._minElapsedMS = 1 / (maxFPS / 1000); - } + return this._geometry; }, enumerable: false, configurable: true }); - Object.defineProperty(Ticker, "shared", { + /** + * Creates a new Graphics object with the same values as this one. + * Note that only the geometry of the object is cloned, not its transform (position,scale,etc) + * @returns - A clone of the graphics object + */ + Graphics.prototype.clone = function () { + this.finishPoly(); + return new Graphics(this._geometry); + }; + Object.defineProperty(Graphics.prototype, "blendMode", { + get: function () { + return this.state.blendMode; + }, /** - * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by - * {@link PIXI.VideoResource} to update animation frames / video textures. - * - * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true. - * - * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance. - * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker. - * @example - * let ticker = PIXI.Ticker.shared; - * // Set this to prevent starting this ticker when listeners are added. - * // By default this is true only for the PIXI.Ticker.shared instance. - * ticker.autoStart = false; - * // FYI, call this to ensure the ticker is stopped. It should be stopped - * // if you have not attempted to render anything yet. - * ticker.stop(); - * // Call this when you are ready for a running shared ticker. - * ticker.start(); - * @example - * // You may use the shared ticker to render... - * let renderer = PIXI.autoDetectRenderer(); - * let stage = new PIXI.Container(); - * document.body.appendChild(renderer.view); - * ticker.add(function (time) { - * renderer.render(stage); - * }); - * @example - * // Or you can just update it manually. - * ticker.autoStart = false; - * ticker.stop(); - * function animate(time) { - * ticker.update(time); - * renderer.render(stage); - * requestAnimationFrame(animate); - * } - * animate(performance.now()); - * @member {PIXI.Ticker} - * @static + * The blend mode to be applied to the graphic shape. Apply a value of + * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. Note that, since each + * primitive in the GraphicsGeometry list is rendered sequentially, modes + * such as `PIXI.BLEND_MODES.ADD` and `PIXI.BLEND_MODES.MULTIPLY` will + * be applied per-primitive. + * @default PIXI.BLEND_MODES.NORMAL */ - get: function () { - if (!Ticker._shared) { - var shared = Ticker._shared = new Ticker(); - shared.autoStart = true; - shared._protected = true; - } - return Ticker._shared; + set: function (value) { + this.state.blendMode = value; }, enumerable: false, configurable: true }); - Object.defineProperty(Ticker, "system", { + Object.defineProperty(Graphics.prototype, "tint", { /** - * The system ticker instance used by {@link PIXI.InteractionManager} and by - * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused, - * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused. - * - * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance. - * @member {PIXI.Ticker} - * @static + * The tint applied to each graphic shape. This is a hex value. A value of + * 0xFFFFFF will remove any tint effect. + * @default 0xFFFFFF */ get: function () { - if (!Ticker._system) { - var system = Ticker._system = new Ticker(); - system.autoStart = true; - system._protected = true; - } - return Ticker._system; + return this._tint; + }, + set: function (value) { + this._tint = value; }, enumerable: false, configurable: true }); - return Ticker; -}()); - -/** - * Middleware for for Application Ticker. - * @example - * import {TickerPlugin} from '@pixi/ticker'; - * import {Application} from '@pixi/app'; - * import {extensions} from '@pixi/extensions'; - * extensions.add(TickerPlugin); - * @class - * @memberof PIXI - */ -var TickerPlugin = /** @class */ (function () { - function TickerPlugin() { - } - /** - * Initialize the plugin with scope of application instance - * @static - * @private - * @param {object} [options] - See application options - */ - TickerPlugin.init = function (options) { - var _this = this; - // Set default - options = Object.assign({ - autoStart: true, - sharedTicker: false, - }, options); - // Create ticker setter - Object.defineProperty(this, 'ticker', { - set: function (ticker) { - if (this._ticker) { - this._ticker.remove(this.render, this); - } - this._ticker = ticker; - if (ticker) { - ticker.add(this.render, this, exports.UPDATE_PRIORITY.LOW); - } - }, - get: function () { - return this._ticker; - }, - }); - /** - * Convenience method for stopping the render. - * @method - * @memberof PIXI.Application - * @instance - */ - this.stop = function () { - _this._ticker.stop(); - }; - /** - * Convenience method for starting the render. - * @method - * @memberof PIXI.Application - * @instance - */ - this.start = function () { - _this._ticker.start(); - }; + Object.defineProperty(Graphics.prototype, "fill", { /** - * Internal reference to the ticker. - * @type {PIXI.Ticker} - * @name _ticker - * @memberof PIXI.Application# - * @private + * The current fill style. + * @readonly */ - this._ticker = null; + get: function () { + return this._fillStyle; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Graphics.prototype, "line", { /** - * Ticker for doing render updates. - * @type {PIXI.Ticker} - * @name ticker - * @memberof PIXI.Application# - * @default PIXI.Ticker.shared + * The current line style. + * @readonly */ - this.ticker = options.sharedTicker ? Ticker.shared : new Ticker(); - // Start the rendering - if (options.autoStart) { - this.start(); + get: function () { + return this._lineStyle; + }, + enumerable: false, + configurable: true + }); + Graphics.prototype.lineStyle = function (options, color, alpha, alignment, native) { + if (options === void 0) { options = null; } + if (color === void 0) { color = 0x0; } + if (alpha === void 0) { alpha = 1; } + if (alignment === void 0) { alignment = 0.5; } + if (native === void 0) { native = false; } + // Support non-object params: (width, color, alpha, alignment, native) + if (typeof options === 'number') { + options = { width: options, color: color, alpha: alpha, alignment: alignment, native: native }; } + return this.lineTextureStyle(options); }; /** - * Clean up the ticker, scoped to application. - * @static - * @private + * Like line style but support texture for line fill. + * @param [options] - Collection of options for setting line style. + * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style + * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to use + * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style. + * Default 0xFFFFFF if texture present. + * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style + * @param {PIXI.Matrix} [options.matrix=null] - Texture matrix to transform texture + * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outer). + * WebGL only. + * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP + * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style + * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style + * @param {number}[options.miterLimit=10] - miter limit ratio + * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls */ - TickerPlugin.destroy = function () { - if (this._ticker) { - var oldTicker = this._ticker; - this.ticker = null; - oldTicker.destroy(); + Graphics.prototype.lineTextureStyle = function (options) { + // Apply defaults + options = Object.assign({ + width: 0, + texture: core.Texture.WHITE, + color: (options && options.texture) ? 0xFFFFFF : 0x0, + alpha: 1, + matrix: null, + alignment: 0.5, + native: false, + cap: exports.LINE_CAP.BUTT, + join: exports.LINE_JOIN.MITER, + miterLimit: 10, + }, options); + if (this.currentPath) { + this.startPoly(); + } + var visible = options.width > 0 && options.alpha > 0; + if (!visible) { + this._lineStyle.reset(); + } + else { + if (options.matrix) { + options.matrix = options.matrix.clone(); + options.matrix.invert(); + } + Object.assign(this._lineStyle, { visible: visible }, options); } + return this; }; - /** @ignore */ - TickerPlugin.extension = extensions.ExtensionType.Application; - return TickerPlugin; -}()); - -exports.Ticker = Ticker; -exports.TickerPlugin = TickerPlugin; - - -},{"@pixi/extensions":15,"@pixi/settings":20}],14:[function(require,module,exports){ -/*! - * @pixi/display - v6.5.7 - * Compiled Thu, 20 Oct 2022 15:13:33 UTC - * - * @pixi/display is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -var settings = require('@pixi/settings'); -var math = require('@pixi/math'); -var utils = require('@pixi/utils'); - -/** - * Sets the default value for the container property 'sortableChildren'. - * If set to true, the container will sort its children by zIndex value - * when updateTransform() is called, or manually if sortChildren() is called. - * - * This actually changes the order of elements in the array, so should be treated - * as a basic solution that is not performant compared to other solutions, - * such as @link https://github.com/pixijs/pixi-display - * - * Also be aware of that this may not work nicely with the addChildAt() function, - * as the zIndex sorting may cause the child to automatically sorted to another position. - * @static - * @constant - * @name SORTABLE_CHILDREN - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ -settings.settings.SORTABLE_CHILDREN = false; - -/** - * 'Builder' pattern for bounds rectangles. - * - * This could be called an Axis-Aligned Bounding Box. - * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems. - * @memberof PIXI - */ -var Bounds = /** @class */ (function () { - function Bounds() { - this.minX = Infinity; - this.minY = Infinity; - this.maxX = -Infinity; - this.maxY = -Infinity; - this.rect = null; - this.updateID = -1; - } /** - * Checks if bounds are empty. - * @returns - True if empty. + * Start a polygon object internally. + * @protected */ - Bounds.prototype.isEmpty = function () { - return this.minX > this.maxX || this.minY > this.maxY; - }; - /** Clears the bounds and resets. */ - Bounds.prototype.clear = function () { - this.minX = Infinity; - this.minY = Infinity; - this.maxX = -Infinity; - this.maxY = -Infinity; + Graphics.prototype.startPoly = function () { + if (this.currentPath) { + var points = this.currentPath.points; + var len = this.currentPath.points.length; + if (len > 2) { + this.drawShape(this.currentPath); + this.currentPath = new math.Polygon(); + this.currentPath.closeStroke = false; + this.currentPath.points.push(points[len - 2], points[len - 1]); + } + } + else { + this.currentPath = new math.Polygon(); + this.currentPath.closeStroke = false; + } }; /** - * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle - * It is not guaranteed that it will return tempRect - * @param rect - Temporary object will be used if AABB is not empty - * @returns - A rectangle of the bounds + * Finish the polygon object. + * @protected */ - Bounds.prototype.getRectangle = function (rect) { - if (this.minX > this.maxX || this.minY > this.maxY) { - return math.Rectangle.EMPTY; + Graphics.prototype.finishPoly = function () { + if (this.currentPath) { + if (this.currentPath.points.length > 2) { + this.drawShape(this.currentPath); + this.currentPath = null; + } + else { + this.currentPath.points.length = 0; + } } - rect = rect || new math.Rectangle(0, 0, 1, 1); - rect.x = this.minX; - rect.y = this.minY; - rect.width = this.maxX - this.minX; - rect.height = this.maxY - this.minY; - return rect; }; /** - * This function should be inlined when its possible. - * @param point - The point to add. + * Moves the current drawing position to x, y. + * @param x - the X coordinate to move to + * @param y - the Y coordinate to move to + * @returns - This Graphics object. Good for chaining method calls */ - Bounds.prototype.addPoint = function (point) { - this.minX = Math.min(this.minX, point.x); - this.maxX = Math.max(this.maxX, point.x); - this.minY = Math.min(this.minY, point.y); - this.maxY = Math.max(this.maxY, point.y); + Graphics.prototype.moveTo = function (x, y) { + this.startPoly(); + this.currentPath.points[0] = x; + this.currentPath.points[1] = y; + return this; }; /** - * Adds a point, after transformed. This should be inlined when its possible. - * @param matrix - * @param point + * Draws a line using the current line style from the current drawing position to (x, y); + * The current drawing position is then set to (x, y). + * @param x - the X coordinate to draw to + * @param y - the Y coordinate to draw to + * @returns - This Graphics object. Good for chaining method calls */ - Bounds.prototype.addPointMatrix = function (matrix, point) { - var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty; - var x = (a * point.x) + (c * point.y) + tx; - var y = (b * point.x) + (d * point.y) + ty; - this.minX = Math.min(this.minX, x); - this.maxX = Math.max(this.maxX, x); - this.minY = Math.min(this.minY, y); - this.maxY = Math.max(this.maxY, y); + Graphics.prototype.lineTo = function (x, y) { + if (!this.currentPath) { + this.moveTo(0, 0); + } + // remove duplicates.. + var points = this.currentPath.points; + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + if (fromX !== x || fromY !== y) { + points.push(x, y); + } + return this; }; /** - * Adds a quad, not transformed - * @param vertices - The verts to add. + * Initialize the curve + * @param x + * @param y */ - Bounds.prototype.addQuad = function (vertices) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - var x = vertices[0]; - var y = vertices[1]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[2]; - y = vertices[3]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[4]; - y = vertices[5]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[6]; - y = vertices[7]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; + Graphics.prototype._initCurve = function (x, y) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (this.currentPath) { + if (this.currentPath.points.length === 0) { + this.currentPath.points = [x, y]; + } + } + else { + this.moveTo(x, y); + } }; /** - * Adds sprite frame, transformed. - * @param transform - transform to apply - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame + * Calculate the points for a quadratic bezier curve and then draws it. + * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c + * @param cpX - Control point x + * @param cpY - Control point y + * @param toX - Destination point x + * @param toY - Destination point y + * @returns - This Graphics object. Good for chaining method calls */ - Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) { - this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1); + Graphics.prototype.quadraticCurveTo = function (cpX, cpY, toX, toY) { + this._initCurve(); + var points = this.currentPath.points; + if (points.length === 0) { + this.moveTo(0, 0); + } + QuadraticUtils.curveTo(cpX, cpY, toX, toY, points); + return this; }; /** - * Adds sprite frame, multiplied by matrix - * @param matrix - matrix to apply - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame + * Calculate the points for a bezier curve and then draws it. + * @param cpX - Control point x + * @param cpY - Control point y + * @param cpX2 - Second Control point x + * @param cpY2 - Second Control point y + * @param toX - Destination point x + * @param toY - Destination point y + * @returns This Graphics object. Good for chaining method calls */ - Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) { - var a = matrix.a; - var b = matrix.b; - var c = matrix.c; - var d = matrix.d; - var tx = matrix.tx; - var ty = matrix.ty; - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - var x = (a * x0) + (c * y0) + tx; - var y = (b * x0) + (d * y0) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x1) + (c * y0) + tx; - y = (b * x1) + (d * y0) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x0) + (c * y1) + tx; - y = (b * x0) + (d * y1) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x1) + (c * y1) + tx; - y = (b * x1) + (d * y1) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; + Graphics.prototype.bezierCurveTo = function (cpX, cpY, cpX2, cpY2, toX, toY) { + this._initCurve(); + BezierUtils.curveTo(cpX, cpY, cpX2, cpY2, toX, toY, this.currentPath.points); + return this; }; /** - * Adds screen vertices from array - * @param vertexData - calculated vertices - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded + * The arcTo() method creates an arc/curve between two tangents on the canvas. + * + * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google! + * @param x1 - The x-coordinate of the first tangent point of the arc + * @param y1 - The y-coordinate of the first tangent point of the arc + * @param x2 - The x-coordinate of the end of the arc + * @param y2 - The y-coordinate of the end of the arc + * @param radius - The radius of the arc + * @returns - This Graphics object. Good for chaining method calls */ - Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - for (var i = beginOffset; i < endOffset; i += 2) { - var x = vertexData[i]; - var y = vertexData[i + 1]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; + Graphics.prototype.arcTo = function (x1, y1, x2, y2, radius) { + this._initCurve(x1, y1); + var points = this.currentPath.points; + var result = ArcUtils.curveTo(x1, y1, x2, y2, radius, points); + if (result) { + var cx = result.cx, cy = result.cy, radius_1 = result.radius, startAngle = result.startAngle, endAngle = result.endAngle, anticlockwise = result.anticlockwise; + this.arc(cx, cy, radius_1, startAngle, endAngle, anticlockwise); } - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; + return this; }; /** - * Add an array of mesh vertices - * @param transform - mesh transform - * @param vertices - mesh coordinates in array - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded + * The arc method creates an arc/curve (used to create circles, or parts of circles). + * @param cx - The x-coordinate of the center of the circle + * @param cy - The y-coordinate of the center of the circle + * @param radius - The radius of the circle + * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position + * of the arc's circle) + * @param endAngle - The ending angle, in radians + * @param anticlockwise - Specifies whether the drawing should be + * counter-clockwise or clockwise. False is default, and indicates clockwise, while true + * indicates counter-clockwise. + * @returns - This Graphics object. Good for chaining method calls */ - Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) { - this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset); + Graphics.prototype.arc = function (cx, cy, radius, startAngle, endAngle, anticlockwise) { + if (anticlockwise === void 0) { anticlockwise = false; } + if (startAngle === endAngle) { + return this; + } + if (!anticlockwise && endAngle <= startAngle) { + endAngle += math.PI_2; + } + else if (anticlockwise && startAngle <= endAngle) { + startAngle += math.PI_2; + } + var sweep = endAngle - startAngle; + if (sweep === 0) { + return this; + } + var startX = cx + (Math.cos(startAngle) * radius); + var startY = cy + (Math.sin(startAngle) * radius); + var eps = this._geometry.closePointEps; + // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path. + var points = this.currentPath ? this.currentPath.points : null; + if (points) { + // TODO: make a better fix. + // We check how far our start is from the last existing point + var xDiff = Math.abs(points[points.length - 2] - startX); + var yDiff = Math.abs(points[points.length - 1] - startY); + if (xDiff < eps && yDiff < eps) ; + else { + points.push(startX, startY); + } + } + else { + this.moveTo(startX, startY); + points = this.currentPath.points; + } + ArcUtils.arc(startX, startY, cx, cy, radius, startAngle, endAngle, anticlockwise, points); + return this; }; /** - * Add an array of mesh vertices. - * @param matrix - mesh matrix - * @param vertices - mesh coordinates in array - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - * @param padX - x padding - * @param padY - y padding + * Specifies a simple one-color fill that subsequent calls to other Graphics methods + * (such as lineTo() or drawCircle()) use when drawing. + * @param color - the color of the fill + * @param alpha - the alpha of the fill + * @returns - This Graphics object. Good for chaining method calls */ - Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) { - if (padX === void 0) { padX = 0; } - if (padY === void 0) { padY = padX; } - var a = matrix.a; - var b = matrix.b; - var c = matrix.c; - var d = matrix.d; - var tx = matrix.tx; - var ty = matrix.ty; - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - for (var i = beginOffset; i < endOffset; i += 2) { - var rawX = vertices[i]; - var rawY = vertices[i + 1]; - var x = (a * rawX) + (c * rawY) + tx; - var y = (d * rawY) + (b * rawX) + ty; - minX = Math.min(minX, x - padX); - maxX = Math.max(maxX, x + padX); - minY = Math.min(minY, y - padY); - maxY = Math.max(maxY, y + padY); + Graphics.prototype.beginFill = function (color, alpha) { + if (color === void 0) { color = 0; } + if (alpha === void 0) { alpha = 1; } + return this.beginTextureFill({ texture: core.Texture.WHITE, color: color, alpha: alpha }); + }; + /** + * Begin the texture fill + * @param options - Object object. + * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to fill + * @param {number} [options.color=0xffffff] - Background to fill behind texture + * @param {number} [options.alpha=1] - Alpha of fill + * @param {PIXI.Matrix} [options.matrix=null] - Transform matrix + * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.beginTextureFill = function (options) { + // Apply defaults + options = Object.assign({ + texture: core.Texture.WHITE, + color: 0xFFFFFF, + alpha: 1, + matrix: null, + }, options); + if (this.currentPath) { + this.startPoly(); } - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; + var visible = options.alpha > 0; + if (!visible) { + this._fillStyle.reset(); + } + else { + if (options.matrix) { + options.matrix = options.matrix.clone(); + options.matrix.invert(); + } + Object.assign(this._fillStyle, { visible: visible }, options); + } + return this; }; /** - * Adds other {@link Bounds}. - * @param bounds - The Bounds to be added + * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method. + * @returns - This Graphics object. Good for chaining method calls */ - Bounds.prototype.addBounds = function (bounds) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = bounds.minX < minX ? bounds.minX : minX; - this.minY = bounds.minY < minY ? bounds.minY : minY; - this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX; - this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY; + Graphics.prototype.endFill = function () { + this.finishPoly(); + this._fillStyle.reset(); + return this; }; /** - * Adds other Bounds, masked with Bounds. - * @param bounds - The Bounds to be added. - * @param mask - TODO + * Draws a rectangle shape. + * @param x - The X coord of the top-left of the rectangle + * @param y - The Y coord of the top-left of the rectangle + * @param width - The width of the rectangle + * @param height - The height of the rectangle + * @returns - This Graphics object. Good for chaining method calls */ - Bounds.prototype.addBoundsMask = function (bounds, mask) { - var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX; - var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY; - var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX; - var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY; - if (_minX <= _maxX && _minY <= _maxY) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = _minX < minX ? _minX : minX; - this.minY = _minY < minY ? _minY : minY; - this.maxX = _maxX > maxX ? _maxX : maxX; - this.maxY = _maxY > maxY ? _maxY : maxY; - } + Graphics.prototype.drawRect = function (x, y, width, height) { + return this.drawShape(new math.Rectangle(x, y, width, height)); }; /** - * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty. - * @param bounds - other bounds - * @param matrix - multiplicator + * Draw a rectangle shape with rounded/beveled corners. + * @param x - The X coord of the top-left of the rectangle + * @param y - The Y coord of the top-left of the rectangle + * @param width - The width of the rectangle + * @param height - The height of the rectangle + * @param radius - Radius of the rectangle corners + * @returns - This Graphics object. Good for chaining method calls */ - Bounds.prototype.addBoundsMatrix = function (bounds, matrix) { - this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY); + Graphics.prototype.drawRoundedRect = function (x, y, width, height, radius) { + return this.drawShape(new math.RoundedRectangle(x, y, width, height, radius)); }; /** - * Adds other Bounds, masked with Rectangle. - * @param bounds - TODO - * @param area - TODO + * Draws a circle. + * @param x - The X coordinate of the center of the circle + * @param y - The Y coordinate of the center of the circle + * @param radius - The radius of the circle + * @returns - This Graphics object. Good for chaining method calls */ - Bounds.prototype.addBoundsArea = function (bounds, area) { - var _minX = bounds.minX > area.x ? bounds.minX : area.x; - var _minY = bounds.minY > area.y ? bounds.minY : area.y; - var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width); - var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height); - if (_minX <= _maxX && _minY <= _maxY) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = _minX < minX ? _minX : minX; - this.minY = _minY < minY ? _minY : minY; - this.maxX = _maxX > maxX ? _maxX : maxX; - this.maxY = _maxY > maxY ? _maxY : maxY; + Graphics.prototype.drawCircle = function (x, y, radius) { + return this.drawShape(new math.Circle(x, y, radius)); + }; + /** + * Draws an ellipse. + * @param x - The X coordinate of the center of the ellipse + * @param y - The Y coordinate of the center of the ellipse + * @param width - The half width of the ellipse + * @param height - The half height of the ellipse + * @returns - This Graphics object. Good for chaining method calls + */ + Graphics.prototype.drawEllipse = function (x, y, width, height) { + return this.drawShape(new math.Ellipse(x, y, width, height)); + }; + /** + * Draws a polygon using the given path. + * @param {number[]|PIXI.IPointData[]|PIXI.Polygon} path - The path data used to construct the polygon. + * @returns - This Graphics object. Good for chaining method calls + */ + Graphics.prototype.drawPolygon = function () { + var arguments$1 = arguments; + + var path = []; + for (var _i = 0; _i < arguments.length; _i++) { + path[_i] = arguments$1[_i]; + } + var points; + var closeStroke = true; // !!this._fillStyle; + var poly = path[0]; + // check if data has points.. + if (poly.points) { + closeStroke = poly.closeStroke; + points = poly.points; + } + else if (Array.isArray(path[0])) { + points = path[0]; + } + else { + points = path; } + var shape = new math.Polygon(points); + shape.closeStroke = closeStroke; + this.drawShape(shape); + return this; }; /** - * Pads bounds object, making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. + * Draw any shape. + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - Shape to draw + * @returns - This Graphics object. Good for chaining method calls */ - Bounds.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - if (!this.isEmpty()) { - this.minX -= paddingX; - this.maxX += paddingX; - this.minY -= paddingY; - this.maxY += paddingY; + Graphics.prototype.drawShape = function (shape) { + if (!this._holeMode) { + this._geometry.drawShape(shape, this._fillStyle.clone(), this._lineStyle.clone(), this._matrix); + } + else { + this._geometry.drawHole(shape, this._matrix); } + return this; }; /** - * Adds padded frame. (x0, y0) should be strictly less than (x1, y1) - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - * @param padX - padding X - * @param padY - padding Y + * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. + * @returns - This Graphics object. Good for chaining method calls */ - Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) { - x0 -= padX; - y0 -= padY; - x1 += padX; - y1 += padY; - this.minX = this.minX < x0 ? this.minX : x0; - this.maxX = this.maxX > x1 ? this.maxX : x1; - this.minY = this.minY < y0 ? this.minY : y0; - this.maxY = this.maxY > y1 ? this.maxY : y1; + Graphics.prototype.clear = function () { + this._geometry.clear(); + this._lineStyle.reset(); + this._fillStyle.reset(); + this._boundsID++; + this._matrix = null; + this._holeMode = false; + this.currentPath = null; + return this; }; - return Bounds; -}()); - -/*! ***************************************************************************** -Copyright (c) Microsoft Corporation. - -Permission to use, copy, modify, and/or distribute this software for any -purpose with or without fee is hereby granted. - -THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH -REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY -AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, -INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM -LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR -OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR -PERFORMANCE OF THIS SOFTWARE. -***************************************************************************** */ -/* global Reflect, Promise */ - -var extendStatics = function(d, b) { - extendStatics = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics(d, b); -}; - -function __extends(d, b) { - extendStatics(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); -} - -/** - * The base class for all objects that are rendered on the screen. - * - * This is an abstract class and can not be used on its own; rather it should be extended. - * - * ## Display objects implemented in PixiJS - * - * | Display Object | Description | - * | ------------------------------- | --------------------------------------------------------------------- | - * | {@link PIXI.Container} | Adds support for `children` to DisplayObject | - * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API | - * | {@link PIXI.Sprite} | Draws textures (i.e. images) | - * | {@link PIXI.Text} | Draws text using the Canvas API internally | - * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures | - * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion | - * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images | - * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data | - * | {@link PIXI.NineSlicePlane} | Mesh-related | - * | {@link PIXI.SimpleMesh} | v4-compatible mesh | - * | {@link PIXI.SimplePlane} | Mesh-related | - * | {@link PIXI.SimpleRope} | Mesh-related | - * - * ## Transforms - * - * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its - * local coordinate space to its parent's local coordinate space. The following properties are derived - * from the transform: - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - *
PropertyDescription
[pivot]{@link PIXI.DisplayObject#pivot} - * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot - * is equal to position, regardless of the other three transformations. In other words, It is the center of - * rotation, scaling, and skewing. - *
[position]{@link PIXI.DisplayObject#position} - * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local - * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object - * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space. - *
[scale]{@link PIXI.DisplayObject#scale} - * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the - * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center - * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}. - *
[rotation]{@link PIXI.DisplayObject#rotation} - * Rotation. This will rotate the display object's projection by this angle (in radians). - *
[skew]{@link PIXI.DisplayObject#skew} - *

Skewing. This can be used to deform a rectangular display object into a parallelogram.

- *

- * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be - * thought of the net rotation applied to the coordinate axes (separately). For example, if "skew.x" is - * ⍺ and "skew.y" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be - * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will - * be rotated by an angle between ⍺ and β. - *

- *

- * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying - * a rotation. Indeed, if "skew.x" = -ϴ and "skew.y" = ϴ, it will produce an equivalent of "rotation" = ϴ. - *

- *

- * Another quite interesting observation is that "skew.x", "skew.y", rotation are communtative operations. Indeed, - * because rotation is essentially a careful combination of the two. - *

- *
angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
xTranslation. This is an alias for position.x!
yTranslation. This is an alias for position.y!
width - * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing - * the "requested" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there - * is no concept of user-defined width. - *
height - * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing - * the "requested" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there - * is no concept of user-defined height. - *
- * - * ## Bounds - * - * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit - * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the - * `worldTransform` to calculate in world space). - * - * There are a few additional types of bounding boxes: - * - * | Bounds | Description | - * | --------------------- | ---------------------------------------------------------------------------------------- | - * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. | - * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. | - * | Render Bounds | The bounds, but including extra rendering effects like filter padding. | - * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. | - * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. | - * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)| - * | Content Bounds | The natural bounds when excluding all children of a `Container`. | - * - * ### calculateBounds - * - * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children. - * - * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and - * `getLocalBounds` to work. This method must write the bounds into `this._bounds`. - * - * Generally, the following technique works for most simple cases: take the list of points - * forming the "hull" of the object (i.e. outline of the object's shape), and then add them - * using {@link PIXI.Bounds#addPointMatrix}. - * - * ```js - * calculateBounds(): void - * { - * const points = [...]; - * - * for (let i = 0, j = points.length; i < j; i++) - * { - * this._bounds.addPointMatrix(this.worldTransform, points[i]); - * } - * } - * ``` - * - * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them - * in one array together. - * - * ## Alpha - * - * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display - * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not - * applied on any ancestor further up the chain). - * - * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}. - * - * ## Renderable vs Visible - * - * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the - * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display - * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not - * be calculated. - * - * It is recommended that applications use the `renderable` property for culling. See - * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or - * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details. - * - * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This - * one is also better in terms of performance. - * @memberof PIXI - */ -var DisplayObject = /** @class */ (function (_super) { - __extends(DisplayObject, _super); - function DisplayObject() { - var _this = _super.call(this) || this; - _this.tempDisplayObjectParent = null; - // TODO: need to create Transform from factory - _this.transform = new math.Transform(); - _this.alpha = 1; - _this.visible = true; - _this.renderable = true; - _this.cullable = false; - _this.cullArea = null; - _this.parent = null; - _this.worldAlpha = 1; - _this._lastSortedIndex = 0; - _this._zIndex = 0; - _this.filterArea = null; - _this.filters = null; - _this._enabledFilters = null; - _this._bounds = new Bounds(); - _this._localBounds = null; - _this._boundsID = 0; - _this._boundsRect = null; - _this._localBoundsRect = null; - _this._mask = null; - _this._maskRefCount = 0; - _this._destroyed = false; - _this.isSprite = false; - _this.isMask = false; - return _this; - } /** - * Mixes all enumerable properties and methods from a source object to DisplayObject. - * @param source - The source of properties and methods to mix in. + * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and + * masked with gl.scissor. + * @returns - True if only 1 rect. */ - DisplayObject.mixin = function (source) { - // in ES8/ES2017, this would be really easy: - // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source)); - // get all the enumerable property keys - var keys = Object.keys(source); - // loop through properties - for (var i = 0; i < keys.length; ++i) { - var propertyName = keys[i]; - // Set the property using the property descriptor - this works for accessors and normal value properties - Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName)); - } - }; - Object.defineProperty(DisplayObject.prototype, "destroyed", { - /** - * Fired when this DisplayObject is added to a Container. - * @instance - * @event added - * @param {PIXI.Container} container - The container added to. - */ - /** - * Fired when this DisplayObject is removed from a Container. - * @instance - * @event removed - * @param {PIXI.Container} container - The container removed from. - */ - /** - * Fired when this DisplayObject is destroyed. This event is emitted once - * destroy is finished. - * @instance - * @event destroyed - */ - /** Readonly flag for destroyed display objects. */ - get: function () { - return this._destroyed; - }, - enumerable: false, - configurable: true - }); - /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */ - DisplayObject.prototype._recursivePostUpdateTransform = function () { - if (this.parent) { - this.parent._recursivePostUpdateTransform(); - this.transform.updateTransform(this.parent.transform); - } - else { - this.transform.updateTransform(this._tempDisplayObjectParent.transform); - } - }; - /** Updates the object transform for rendering. TODO - Optimization pass! */ - DisplayObject.prototype.updateTransform = function () { - this._boundsID++; - this.transform.updateTransform(this.parent.transform); - // multiply the alphas.. - this.worldAlpha = this.alpha * this.parent.worldAlpha; + Graphics.prototype.isFastRect = function () { + var data = this._geometry.graphicsData; + return data.length === 1 + && data[0].shape.type === math.SHAPES.RECT + && !data[0].matrix + && !data[0].holes.length + && !(data[0].lineStyle.visible && data[0].lineStyle.width); }; /** - * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}. - * - * This method is expensive on containers with a large subtree (like the stage). This is because the bounds - * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to - * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update - * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using - * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise, - * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as - * its height increases. - * - * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated. - * The world bounds of all display objects in a container's **subtree** will also be recalculated. - * - * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds - * calculation if needed. - * - * ```js - * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect); - * ``` - * - * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This - * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more - * details. - * - * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms - * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain - * cases. - * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from - * being updated. This means the calculation returned MAY be out of date BUT will give you a - * nice performance boost. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @returns - The minimum axis-aligned rectangle in world space that fits around this object. + * Renders the object using the WebGL renderer + * @param renderer - The renderer */ - DisplayObject.prototype.getBounds = function (skipUpdate, rect) { - if (!skipUpdate) { - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.updateTransform(); - this.parent = null; - } - else { - this._recursivePostUpdateTransform(); - this.updateTransform(); + Graphics.prototype._render = function (renderer) { + this.finishPoly(); + var geometry = this._geometry; + // batch part.. + // batch it! + geometry.updateBatches(); + if (geometry.batchable) { + if (this.batchDirty !== geometry.batchDirty) { + this._populateBatches(); } + this._renderBatched(renderer); } - if (this._bounds.updateID !== this._boundsID) { - this.calculateBounds(); - this._bounds.updateID = this._boundsID; + else { + // no batching... + renderer.batch.flush(); + this._renderDirect(renderer); } - if (!rect) { - if (!this._boundsRect) { - this._boundsRect = new math.Rectangle(); - } - rect = this._boundsRect; + }; + /** Populating batches for rendering. */ + Graphics.prototype._populateBatches = function () { + var geometry = this._geometry; + var blendMode = this.blendMode; + var len = geometry.batches.length; + this.batchTint = -1; + this._transformID = -1; + this.batchDirty = geometry.batchDirty; + this.batches.length = len; + this.vertexData = new Float32Array(geometry.points); + for (var i = 0; i < len; i++) { + var gI = geometry.batches[i]; + var color = gI.style.color; + var vertexData = new Float32Array(this.vertexData.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2); + var uvs = new Float32Array(geometry.uvsFloat32.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2); + var indices = new Uint16Array(geometry.indicesUint16.buffer, gI.start * 2, gI.size); + var batch = { + vertexData: vertexData, + blendMode: blendMode, + indices: indices, + uvs: uvs, + _batchRGB: utils.hex2rgb(color), + _tintRGB: color, + _texture: gI.style.texture, + alpha: gI.style.alpha, + worldAlpha: 1 + }; + this.batches[i] = batch; } - return this._bounds.getRectangle(rect); }; /** - * Retrieves the local bounds of the displayObject as a rectangle object. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @returns - The rectangular bounding area. + * Renders the batches using the BathedRenderer plugin + * @param renderer - The renderer */ - DisplayObject.prototype.getLocalBounds = function (rect) { - if (!rect) { - if (!this._localBoundsRect) { - this._localBoundsRect = new math.Rectangle(); - } - rect = this._localBoundsRect; + Graphics.prototype._renderBatched = function (renderer) { + if (!this.batches.length) { + return; } - if (!this._localBounds) { - this._localBounds = new Bounds(); + renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); + this.calculateVertices(); + this.calculateTints(); + for (var i = 0, l = this.batches.length; i < l; i++) { + var batch = this.batches[i]; + batch.worldAlpha = this.worldAlpha * batch.alpha; + renderer.plugins[this.pluginName].render(batch); } - var transformRef = this.transform; - var parentRef = this.parent; - this.parent = null; - this.transform = this._tempDisplayObjectParent.transform; - var worldBounds = this._bounds; - var worldBoundsID = this._boundsID; - this._bounds = this._localBounds; - var bounds = this.getBounds(false, rect); - this.parent = parentRef; - this.transform = transformRef; - this._bounds = worldBounds; - this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects - return bounds; }; /** - * Calculates the global position of the display object. - * @param position - The world origin to calculate from. - * @param point - A Point object in which to store the value, optional - * (otherwise will create a new Point). - * @param skipUpdate - Should we skip the update transform. - * @returns - A point object representing the position of this object. + * Renders the graphics direct + * @param renderer - The renderer */ - DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) { - if (skipUpdate === void 0) { skipUpdate = false; } - if (!skipUpdate) { - this._recursivePostUpdateTransform(); - // this parent check is for just in case the item is a root object. - // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly - // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.displayObjectUpdateTransform(); - this.parent = null; - } - else { - this.displayObjectUpdateTransform(); - } + Graphics.prototype._renderDirect = function (renderer) { + var shader = this._resolveDirectShader(renderer); + var geometry = this._geometry; + var tint = this.tint; + var worldAlpha = this.worldAlpha; + var uniforms = shader.uniforms; + var drawCalls = geometry.drawCalls; + // lets set the transfomr + uniforms.translationMatrix = this.transform.worldTransform; + // and then lets set the tint.. + uniforms.tint[0] = (((tint >> 16) & 0xFF) / 255) * worldAlpha; + uniforms.tint[1] = (((tint >> 8) & 0xFF) / 255) * worldAlpha; + uniforms.tint[2] = ((tint & 0xFF) / 255) * worldAlpha; + uniforms.tint[3] = worldAlpha; + // the first draw call, we can set the uniforms of the shader directly here. + // this means that we can tack advantage of the sync function of pixi! + // bind and sync uniforms.. + // there is a way to optimise this.. + renderer.shader.bind(shader); + renderer.geometry.bind(geometry, shader); + // set state.. + renderer.state.set(this.state); + // then render the rest of them... + for (var i = 0, l = drawCalls.length; i < l; i++) { + this._renderDrawCallDirect(renderer, geometry.drawCalls[i]); } - // don't need to update the lot - return this.worldTransform.apply(position, point); }; /** - * Calculates the local position of the display object relative to another point. - * @param position - The world origin to calculate from. - * @param from - The DisplayObject to calculate the global position from. - * @param point - A Point object in which to store the value, optional - * (otherwise will create a new Point). - * @param skipUpdate - Should we skip the update transform - * @returns - A point object representing the position of this object + * Renders specific DrawCall + * @param renderer + * @param drawCall */ - DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) { - if (from) { - position = from.toGlobal(position, point, skipUpdate); - } - if (!skipUpdate) { - this._recursivePostUpdateTransform(); - // this parent check is for just in case the item is a root object. - // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly - // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.displayObjectUpdateTransform(); - this.parent = null; - } - else { - this.displayObjectUpdateTransform(); - } + Graphics.prototype._renderDrawCallDirect = function (renderer, drawCall) { + var texArray = drawCall.texArray, type = drawCall.type, size = drawCall.size, start = drawCall.start; + var groupTextureCount = texArray.count; + for (var j = 0; j < groupTextureCount; j++) { + renderer.texture.bind(texArray.elements[j], j); } - // simply apply the matrix.. - return this.worldTransform.applyInverse(position, point); + renderer.geometry.draw(type, size, start); }; /** - * Set the parent Container of this DisplayObject. - * @param container - The Container to add this DisplayObject to. - * @returns - The Container that this DisplayObject was added to. - */ - DisplayObject.prototype.setParent = function (container) { - if (!container || !container.addChild) { - throw new Error('setParent: Argument must be a Container'); + * Resolves shader for direct rendering + * @param renderer - The renderer + */ + Graphics.prototype._resolveDirectShader = function (renderer) { + var shader = this.shader; + var pluginName = this.pluginName; + if (!shader) { + // if there is no shader here, we can use the default shader. + // and that only gets created if we actually need it.. + // but may be more than one plugins for graphics + if (!DEFAULT_SHADERS[pluginName]) { + var MAX_TEXTURES = renderer.plugins[pluginName].MAX_TEXTURES; + var sampleValues = new Int32Array(MAX_TEXTURES); + for (var i = 0; i < MAX_TEXTURES; i++) { + sampleValues[i] = i; + } + var uniforms = { + tint: new Float32Array([1, 1, 1, 1]), + translationMatrix: new math.Matrix(), + default: core.UniformGroup.from({ uSamplers: sampleValues }, true), + }; + var program = renderer.plugins[pluginName]._shader.program; + DEFAULT_SHADERS[pluginName] = new core.Shader(program, uniforms); + } + shader = DEFAULT_SHADERS[pluginName]; } - container.addChild(this); - return container; + return shader; + }; + /** Retrieves the bounds of the graphic shape as a rectangle object. */ + Graphics.prototype._calculateBounds = function () { + this.finishPoly(); + var geometry = this._geometry; + // skipping when graphics is empty, like a container + if (!geometry.graphicsData.length) { + return; + } + var _a = geometry.bounds, minX = _a.minX, minY = _a.minY, maxX = _a.maxX, maxY = _a.maxY; + this._bounds.addFrame(this.transform, minX, minY, maxX, maxY); }; /** - * Convenience function to set the position, scale, skew and pivot at once. - * @param x - The X position - * @param y - The Y position - * @param scaleX - The X scale value - * @param scaleY - The Y scale value - * @param rotation - The rotation - * @param skewX - The X skew value - * @param skewY - The Y skew value - * @param pivotX - The X pivot value - * @param pivotY - The Y pivot value - * @returns - The DisplayObject instance + * Tests if a point is inside this graphics object + * @param point - the point to test + * @returns - the result of the test */ - DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (scaleX === void 0) { scaleX = 1; } - if (scaleY === void 0) { scaleY = 1; } - if (rotation === void 0) { rotation = 0; } - if (skewX === void 0) { skewX = 0; } - if (skewY === void 0) { skewY = 0; } - if (pivotX === void 0) { pivotX = 0; } - if (pivotY === void 0) { pivotY = 0; } - this.position.x = x; - this.position.y = y; - this.scale.x = !scaleX ? 1 : scaleX; - this.scale.y = !scaleY ? 1 : scaleY; - this.rotation = rotation; - this.skew.x = skewX; - this.skew.y = skewY; - this.pivot.x = pivotX; - this.pivot.y = pivotY; + Graphics.prototype.containsPoint = function (point) { + this.worldTransform.applyInverse(point, Graphics._TEMP_POINT); + return this._geometry.containsPoint(Graphics._TEMP_POINT); + }; + /** Recalculate the tint by applying tint to batches using Graphics tint. */ + Graphics.prototype.calculateTints = function () { + if (this.batchTint !== this.tint) { + this.batchTint = this.tint; + var tintRGB = utils.hex2rgb(this.tint, temp); + for (var i = 0; i < this.batches.length; i++) { + var batch = this.batches[i]; + var batchTint = batch._batchRGB; + var r = (tintRGB[0] * batchTint[0]) * 255; + var g = (tintRGB[1] * batchTint[1]) * 255; + var b = (tintRGB[2] * batchTint[2]) * 255; + // TODO Ivan, can this be done in one go? + var color = (r << 16) + (g << 8) + (b | 0); + batch._tintRGB = (color >> 16) + + (color & 0xff00) + + ((color & 0xff) << 16); + } + } + }; + /** If there's a transform update or a change to the shape of the geometry, recalculate the vertices. */ + Graphics.prototype.calculateVertices = function () { + var wtID = this.transform._worldID; + if (this._transformID === wtID) { + return; + } + this._transformID = wtID; + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var data = this._geometry.points; // batch.vertexDataOriginal; + var vertexData = this.vertexData; + var count = 0; + for (var i = 0; i < data.length; i += 2) { + var x = data[i]; + var y = data[i + 1]; + vertexData[count++] = (a * x) + (c * y) + tx; + vertexData[count++] = (d * y) + (b * x) + ty; + } + }; + /** + * Closes the current path. + * @returns - Returns itself. + */ + Graphics.prototype.closePath = function () { + var currentPath = this.currentPath; + if (currentPath) { + // we don't need to add extra point in the end because buildLine will take care of that + currentPath.closeStroke = true; + // ensure that the polygon is completed, and is available for hit detection + // (even if the graphics is not rendered yet) + this.finishPoly(); + } return this; }; /** - * Base destroy method for generic display objects. This will automatically - * remove the display object from its parent Container as well as remove - * all current event listeners and internal references. Do not use a DisplayObject - * after calling `destroy()`. - * @param _options + * Apply a matrix to the positional data. + * @param matrix - Matrix to use for transform current shape. + * @returns - Returns itself. */ - DisplayObject.prototype.destroy = function (_options) { - if (this.parent) { - this.parent.removeChild(this); + Graphics.prototype.setMatrix = function (matrix) { + this._matrix = matrix; + return this; + }; + /** + * Begin adding holes to the last draw shape + * IMPORTANT: holes must be fully inside a shape to work + * Also weirdness ensues if holes overlap! + * Ellipses, Circles, Rectangles and Rounded Rectangles cannot be holes or host for holes in CanvasRenderer, + * please use `moveTo` `lineTo`, `quadraticCurveTo` if you rely on pixi-legacy bundle. + * @returns - Returns itself. + */ + Graphics.prototype.beginHole = function () { + this.finishPoly(); + this._holeMode = true; + return this; + }; + /** + * End adding holes to the last draw shape. + * @returns - Returns itself. + */ + Graphics.prototype.endHole = function () { + this.finishPoly(); + this._holeMode = false; + return this; + }; + /** + * Destroys the Graphics object. + * @param options - Options parameter. A boolean will act as if all + * options have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have + * their destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the texture of the child sprite + * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the base texture of the child sprite + */ + Graphics.prototype.destroy = function (options) { + this._geometry.refCount--; + if (this._geometry.refCount === 0) { + this._geometry.dispose(); } - this._destroyed = true; - this.transform = null; - this.parent = null; - this._bounds = null; - this.mask = null; - this.cullArea = null; - this.filters = null; - this.filterArea = null; - this.hitArea = null; - this.interactive = false; - this.interactiveChildren = false; - this.emit('destroyed'); - this.removeAllListeners(); + this._matrix = null; + this.currentPath = null; + this._lineStyle.destroy(); + this._lineStyle = null; + this._fillStyle.destroy(); + this._fillStyle = null; + this._geometry = null; + this.shader = null; + this.vertexData = null; + this.batches.length = 0; + this.batches = null; + _super.prototype.destroy.call(this, options); }; - Object.defineProperty(DisplayObject.prototype, "_tempDisplayObjectParent", { + /** + * New rendering behavior for rounded rectangles: circular arcs instead of quadratic bezier curves. + * In the next major release, we'll enable this by default. + */ + Graphics.nextRoundedRectBehavior = false; + /** + * Temporary point to use for containsPoint. + * @private + */ + Graphics._TEMP_POINT = new math.Point(); + return Graphics; +}(display.Container)); + +var graphicsUtils = { + buildPoly: buildPoly, + buildCircle: buildCircle, + buildRectangle: buildRectangle, + buildRoundedRectangle: buildRoundedRectangle, + buildLine: buildLine, + ArcUtils: ArcUtils, + BezierUtils: BezierUtils, + QuadraticUtils: QuadraticUtils, + BatchPart: BatchPart, + FILL_COMMANDS: FILL_COMMANDS, + BATCH_POOL: BATCH_POOL, + DRAW_CALL_POOL: DRAW_CALL_POOL +}; + +exports.FillStyle = FillStyle; +exports.GRAPHICS_CURVES = GRAPHICS_CURVES; +exports.Graphics = Graphics; +exports.GraphicsData = GraphicsData; +exports.GraphicsGeometry = GraphicsGeometry; +exports.LineStyle = LineStyle; +exports.graphicsUtils = graphicsUtils; + + +},{"@pixi/constants":6,"@pixi/core":7,"@pixi/display":8,"@pixi/math":20,"@pixi/utils":38}],18:[function(require,module,exports){ +/*! + * @pixi/interaction - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/interaction is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ +'use strict'; + +Object.defineProperty(exports, '__esModule', { value: true }); + +var math = require('@pixi/math'); +var ticker = require('@pixi/ticker'); +var display = require('@pixi/display'); +var utils = require('@pixi/utils'); +var core = require('@pixi/core'); + +/** + * Holds all information related to an Interaction event + * @memberof PIXI + */ +var InteractionData = /** @class */ (function () { + function InteractionData() { /** - * @protected - * @member {PIXI.Container} + * Pressure applied by the pointing device during the event. A Touch's force property + * will be represented by this value. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pressure + */ + this.pressure = 0; + /** + * From TouchEvents (not PointerEvents triggered by touches), the rotationAngle of the Touch. + * @see https://developer.mozilla.org/en-US/docs/Web/API/Touch/rotationAngle + */ + this.rotationAngle = 0; + /** + * Twist of a stylus pointer. + * @see https://w3c.github.io/pointerevents/#pointerevent-interface + */ + this.twist = 0; + /** + * Barrel pressure on a stylus pointer. + * @see https://w3c.github.io/pointerevents/#pointerevent-interface + */ + this.tangentialPressure = 0; + this.global = new math.Point(); + this.target = null; + this.originalEvent = null; + this.identifier = null; + this.isPrimary = false; + this.button = 0; + this.buttons = 0; + this.width = 0; + this.height = 0; + this.tiltX = 0; + this.tiltY = 0; + this.pointerType = null; + this.pressure = 0; + this.rotationAngle = 0; + this.twist = 0; + this.tangentialPressure = 0; + } + Object.defineProperty(InteractionData.prototype, "pointerId", { + /** + * The unique identifier of the pointer. It will be the same as `identifier`. + * @readonly + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerId */ get: function () { - if (this.tempDisplayObjectParent === null) { - // eslint-disable-next-line @typescript-eslint/no-use-before-define - this.tempDisplayObjectParent = new TemporaryDisplayObject(); - } - return this.tempDisplayObjectParent; + return this.identifier; }, enumerable: false, configurable: true }); /** - * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root - * - * ``` - * const cacheParent = elem.enableTempParent(); - * elem.updateTransform(); - * elem.disableTempParent(cacheParent); - * ``` - * @returns - current parent + * This will return the local coordinates of the specified displayObject for this InteractionData + * @param displayObject - The DisplayObject that you would like the local + * coords off + * @param point - A Point object in which to store the value, optional (otherwise + * will create a new point) + * @param globalPos - A Point object containing your custom global coords, optional + * (otherwise will use the current global coords) + * @returns - A point containing the coordinates of the InteractionData position relative + * to the DisplayObject */ - DisplayObject.prototype.enableTempParent = function () { - var myParent = this.parent; - this.parent = this._tempDisplayObjectParent; - return myParent; + InteractionData.prototype.getLocalPosition = function (displayObject, point, globalPos) { + return displayObject.worldTransform.applyInverse(globalPos || this.global, point); }; /** - * Pair method for `enableTempParent` - * @param cacheParent - Actual parent of element + * Copies properties from normalized event data. + * @param {Touch|MouseEvent|PointerEvent} event - The normalized event data */ - DisplayObject.prototype.disableTempParent = function (cacheParent) { - this.parent = cacheParent; + InteractionData.prototype.copyEvent = function (event) { + // isPrimary should only change on touchstart/pointerdown, so we don't want to overwrite + // it with "false" on later events when our shim for it on touch events might not be + // accurate + if ('isPrimary' in event && event.isPrimary) { + this.isPrimary = true; + } + this.button = 'button' in event && event.button; + // event.buttons is not available in all browsers (ie. Safari), but it does have a non-standard + // event.which property instead, which conveys the same information. + var buttons = 'buttons' in event && event.buttons; + this.buttons = Number.isInteger(buttons) ? buttons : 'which' in event && event.which; + this.width = 'width' in event && event.width; + this.height = 'height' in event && event.height; + this.tiltX = 'tiltX' in event && event.tiltX; + this.tiltY = 'tiltY' in event && event.tiltY; + this.pointerType = 'pointerType' in event && event.pointerType; + this.pressure = 'pressure' in event && event.pressure; + this.rotationAngle = 'rotationAngle' in event && event.rotationAngle; + this.twist = ('twist' in event && event.twist) || 0; + this.tangentialPressure = ('tangentialPressure' in event && event.tangentialPressure) || 0; }; - Object.defineProperty(DisplayObject.prototype, "x", { + /** Resets the data for pooling. */ + InteractionData.prototype.reset = function () { + // isPrimary is the only property that we really need to reset - everything else is + // guaranteed to be overwritten + this.isPrimary = false; + }; + return InteractionData; +}()); + +/*! ***************************************************************************** +Copyright (c) Microsoft Corporation. + +Permission to use, copy, modify, and/or distribute this software for any +purpose with or without fee is hereby granted. + +THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH +REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY +AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, +INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM +LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR +OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THIS SOFTWARE. +***************************************************************************** */ +/* global Reflect, Promise */ + +var extendStatics = function(d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics(d, b); +}; + +function __extends(d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); +} + +/** + * Event class that mimics native DOM events. + * @memberof PIXI + */ +var InteractionEvent = /** @class */ (function () { + function InteractionEvent() { + this.stopped = false; + this.stopsPropagatingAt = null; + this.stopPropagationHint = false; + this.target = null; + this.currentTarget = null; + this.type = null; + this.data = null; + } + /** Prevents event from reaching any objects other than the current object. */ + InteractionEvent.prototype.stopPropagation = function () { + this.stopped = true; + this.stopPropagationHint = true; + this.stopsPropagatingAt = this.currentTarget; + }; + /** Resets the event. */ + InteractionEvent.prototype.reset = function () { + this.stopped = false; + this.stopsPropagatingAt = null; + this.stopPropagationHint = false; + this.currentTarget = null; + this.target = null; + }; + return InteractionEvent; +}()); + +/** + * DisplayObjects with the {@link PIXI.interactiveTarget} mixin use this class to track interactions + * @class + * @private + * @memberof PIXI + */ +var InteractionTrackingData = /** @class */ (function () { + /** + * @param {number} pointerId - Unique pointer id of the event + * @private + */ + function InteractionTrackingData(pointerId) { + this._pointerId = pointerId; + this._flags = InteractionTrackingData.FLAGS.NONE; + } + /** + * + * @private + * @param {number} flag - The interaction flag to set + * @param {boolean} yn - Should the flag be set or unset + */ + InteractionTrackingData.prototype._doSet = function (flag, yn) { + if (yn) { + this._flags = this._flags | flag; + } + else { + this._flags = this._flags & (~flag); + } + }; + Object.defineProperty(InteractionTrackingData.prototype, "pointerId", { /** - * The position of the displayObject on the x axis relative to the local coordinates of the parent. - * An alias to position.x + * Unique pointer id of the event + * @readonly + * @private + * @member {number} */ get: function () { - return this.position.x; - }, - set: function (value) { - this.transform.position.x = value; + return this._pointerId; }, enumerable: false, configurable: true }); - Object.defineProperty(DisplayObject.prototype, "y", { + Object.defineProperty(InteractionTrackingData.prototype, "flags", { /** - * The position of the displayObject on the y axis relative to the local coordinates of the parent. - * An alias to position.y + * State of the tracking data, expressed as bit flags + * @private + * @member {number} */ get: function () { - return this.position.y; + return this._flags; }, - set: function (value) { - this.transform.position.y = value; + set: function (flags) { + this._flags = flags; }, enumerable: false, configurable: true }); - Object.defineProperty(DisplayObject.prototype, "worldTransform", { + Object.defineProperty(InteractionTrackingData.prototype, "none", { /** - * Current transform of the object based on world (parent) factors. - * @readonly + * Is the tracked event inactive (not over or down)? + * @private + * @member {number} */ get: function () { - return this.transform.worldTransform; + return this._flags === InteractionTrackingData.FLAGS.NONE; }, enumerable: false, configurable: true }); - Object.defineProperty(DisplayObject.prototype, "localTransform", { + Object.defineProperty(InteractionTrackingData.prototype, "over", { /** - * Current transform of the object based on local factors: position, scale, other stuff. - * @readonly + * Is the tracked event over the DisplayObject? + * @private + * @member {boolean} */ get: function () { - return this.transform.localTransform; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "position", { - /** - * The coordinate of the object relative to the local coordinates of the parent. - * @since 4.0.0 - */ - get: function () { - return this.transform.position; - }, - set: function (value) { - this.transform.position.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "scale", { - /** - * The scale factors of this object along the local coordinate axes. - * - * The default scale is (1, 1). - * @since 4.0.0 - */ - get: function () { - return this.transform.scale; - }, - set: function (value) { - this.transform.scale.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "pivot", { - /** - * The center of rotation, scaling, and skewing for this display object in its local space. The `position` - * is the projection of `pivot` in the parent's local space. - * - * By default, the pivot is the origin (0, 0). - * @since 4.0.0 - */ - get: function () { - return this.transform.pivot; + return (this._flags & InteractionTrackingData.FLAGS.OVER) !== 0; }, - set: function (value) { - this.transform.pivot.copyFrom(value); + set: function (yn) { + this._doSet(InteractionTrackingData.FLAGS.OVER, yn); }, enumerable: false, configurable: true }); - Object.defineProperty(DisplayObject.prototype, "skew", { + Object.defineProperty(InteractionTrackingData.prototype, "rightDown", { /** - * The skew factor for the object in radians. - * @since 4.0.0 + * Did the right mouse button come down in the DisplayObject? + * @private + * @member {boolean} */ get: function () { - return this.transform.skew; + return (this._flags & InteractionTrackingData.FLAGS.RIGHT_DOWN) !== 0; }, - set: function (value) { - this.transform.skew.copyFrom(value); + set: function (yn) { + this._doSet(InteractionTrackingData.FLAGS.RIGHT_DOWN, yn); }, enumerable: false, configurable: true }); - Object.defineProperty(DisplayObject.prototype, "rotation", { + Object.defineProperty(InteractionTrackingData.prototype, "leftDown", { /** - * The rotation of the object in radians. - * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. + * Did the left mouse button come down in the DisplayObject? + * @private + * @member {boolean} */ get: function () { - return this.transform.rotation; + return (this._flags & InteractionTrackingData.FLAGS.LEFT_DOWN) !== 0; }, - set: function (value) { - this.transform.rotation = value; + set: function (yn) { + this._doSet(InteractionTrackingData.FLAGS.LEFT_DOWN, yn); }, enumerable: false, configurable: true }); - Object.defineProperty(DisplayObject.prototype, "angle", { - /** - * The angle of the object in degrees. - * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. - */ - get: function () { - return this.transform.rotation * math.RAD_TO_DEG; - }, - set: function (value) { - this.transform.rotation = value * math.DEG_TO_RAD; - }, - enumerable: false, - configurable: true + InteractionTrackingData.FLAGS = Object.freeze({ + NONE: 0, + OVER: 1 << 0, + LEFT_DOWN: 1 << 1, + RIGHT_DOWN: 1 << 2, }); - Object.defineProperty(DisplayObject.prototype, "zIndex", { - /** - * The zIndex of the displayObject. - * - * If a container has the sortableChildren property set to true, children will be automatically - * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array, - * and thus rendered on top of other display objects within the same container. - * @see PIXI.Container#sortableChildren - */ - get: function () { - return this._zIndex; - }, - set: function (value) { - this._zIndex = value; - if (this.parent) { - this.parent.sortDirty = true; + return InteractionTrackingData; +}()); + +/** + * Strategy how to search through stage tree for interactive objects + * @memberof PIXI + */ +var TreeSearch = /** @class */ (function () { + function TreeSearch() { + this._tempPoint = new math.Point(); + } + /** + * Recursive implementation for findHit + * @private + * @param interactionEvent - event containing the point that + * is tested for collision + * @param displayObject - the displayObject + * that will be hit test (recursively crawls its children) + * @param func - the function that will be called on each interactive object. The + * interactionEvent, displayObject and hit will be passed to the function + * @param hitTest - this indicates if the objects inside should be hit test against the point + * @param interactive - Whether the displayObject is interactive + * @returns - Returns true if the displayObject hit the point + */ + TreeSearch.prototype.recursiveFindHit = function (interactionEvent, displayObject, func, hitTest, interactive) { + var _a; + if (!displayObject || !displayObject.visible) { + return false; + } + var point = interactionEvent.data.global; + // Took a little while to rework this function correctly! But now it is done and nice and optimized! ^_^ + // + // This function will now loop through all objects and then only hit test the objects it HAS + // to, not all of them. MUCH faster.. + // An object will be hit test if the following is true: + // + // 1: It is interactive. + // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit. + // + // As another little optimization once an interactive object has been hit we can carry on + // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests + // A final optimization is that an object is not hit test directly if a child has already been hit. + interactive = displayObject.interactive || interactive; + var hit = false; + var interactiveParent = interactive; + // Flag here can set to false if the event is outside the parents hitArea or mask + var hitTestChildren = true; + // If there is a hitArea, no need to test against anything else if the pointer is not within the hitArea + // There is also no longer a need to hitTest children. + if (displayObject.hitArea) { + if (hitTest) { + displayObject.worldTransform.applyInverse(point, this._tempPoint); + if (!displayObject.hitArea.contains(this._tempPoint.x, this._tempPoint.y)) { + hitTest = false; + hitTestChildren = false; + } + else { + hit = true; + } } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "worldVisible", { - /** - * Indicates if the object is globally visible. - * @readonly - */ - get: function () { - var item = this; - do { - if (!item.visible) { - return false; + interactiveParent = false; + } + // If there is a mask, no need to hitTest against anything else if the pointer is not within the mask. + // We still want to hitTestChildren, however, to ensure a mouseout can still be generated. + // https://github.com/pixijs/pixi.js/issues/5135 + else if (displayObject._mask) { + if (hitTest) { + var maskObject = (displayObject._mask.isMaskData + ? displayObject._mask.maskObject : displayObject._mask); + if (maskObject && !((_a = maskObject.containsPoint) === null || _a === void 0 ? void 0 : _a.call(maskObject, point))) { + hitTest = false; } - item = item.parent; - } while (item); - return true; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "mask", { - /** - * Sets a mask for the displayObject. A mask is an object that limits the visibility of an - * object to the shape of the mask applied to it. In PixiJS a regular mask must be a - * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it - * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent. - * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong. - * To remove a mask, set this property to `null`. - * - * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask. - * @example - * const graphics = new PIXI.Graphics(); - * graphics.beginFill(0xFF3300); - * graphics.drawRect(50, 250, 100, 100); - * graphics.endFill(); - * - * const sprite = new PIXI.Sprite(texture); - * sprite.mask = graphics; - * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask. - */ - get: function () { - return this._mask; - }, - set: function (value) { - if (this._mask === value) { - return; } - if (this._mask) { - var maskObject = (this._mask.isMaskData - ? this._mask.maskObject : this._mask); - if (maskObject) { - maskObject._maskRefCount--; - if (maskObject._maskRefCount === 0) { - maskObject.renderable = true; - maskObject.isMask = false; + } + // ** FREE TIP **! If an object is not interactive or has no buttons in it + // (such as a game scene!) set interactiveChildren to false for that displayObject. + // This will allow PixiJS to completely ignore and bypass checking the displayObjects children. + if (hitTestChildren && displayObject.interactiveChildren && displayObject.children) { + var children = displayObject.children; + for (var i = children.length - 1; i >= 0; i--) { + var child = children[i]; + // time to get recursive.. if this function will return if something is hit.. + var childHit = this.recursiveFindHit(interactionEvent, child, func, hitTest, interactiveParent); + if (childHit) { + // its a good idea to check if a child has lost its parent. + // this means it has been removed whilst looping so its best + if (!child.parent) { + continue; + } + // we no longer need to hit test any more objects in this container as we we + // now know the parent has been hit + interactiveParent = false; + // If the child is interactive , that means that the object hit was actually + // interactive and not just the child of an interactive object. + // This means we no longer need to hit test anything else. We still need to run + // through all objects, but we don't need to perform any hit tests. + if (childHit) { + if (interactionEvent.target) { + hitTest = false; + } + hit = true; } } } - this._mask = value; - if (this._mask) { - var maskObject = (this._mask.isMaskData - ? this._mask.maskObject : this._mask); - if (maskObject) { - if (maskObject._maskRefCount === 0) { - maskObject.renderable = false; - maskObject.isMask = true; + } + // no point running this if the item is not interactive or does not have an interactive parent. + if (interactive) { + // if we are hit testing (as in we have no hit any objects yet) + // We also don't need to worry about hit testing if once of the displayObjects children + // has already been hit - but only if it was interactive, otherwise we need to keep + // looking for an interactive child, just in case we hit one + if (hitTest && !interactionEvent.target) { + // already tested against hitArea if it is defined + if (!displayObject.hitArea && displayObject.containsPoint) { + if (displayObject.containsPoint(point)) { + hit = true; } - maskObject._maskRefCount++; } } - }, - enumerable: false, - configurable: true - }); - return DisplayObject; -}(utils.EventEmitter)); -/** - * @private - */ -var TemporaryDisplayObject = /** @class */ (function (_super) { - __extends(TemporaryDisplayObject, _super); - function TemporaryDisplayObject() { - var _this = _super !== null && _super.apply(this, arguments) || this; - _this.sortDirty = null; - return _this; - } - return TemporaryDisplayObject; -}(DisplayObject)); -/** - * DisplayObject default updateTransform, does not update children of container. - * Will crash if there's no parent element. - * @memberof PIXI.DisplayObject# - * @method displayObjectUpdateTransform - */ -DisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform; + if (displayObject.interactive) { + if (hit && !interactionEvent.target) { + interactionEvent.target = displayObject; + } + if (func) { + func(interactionEvent, displayObject, !!hit); + } + } + } + return hit; + }; + /** + * This function is provides a neat way of crawling through the scene graph and running a + * specified function on all interactive objects it finds. It will also take care of hit + * testing the interactive objects and passes the hit across in the function. + * @private + * @param interactionEvent - event containing the point that + * is tested for collision + * @param displayObject - the displayObject + * that will be hit test (recursively crawls its children) + * @param func - the function that will be called on each interactive object. The + * interactionEvent, displayObject and hit will be passed to the function + * @param hitTest - this indicates if the objects inside should be hit test against the point + * @returns - Returns true if the displayObject hit the point + */ + TreeSearch.prototype.findHit = function (interactionEvent, displayObject, func, hitTest) { + this.recursiveFindHit(interactionEvent, displayObject, func, hitTest, false); + }; + return TreeSearch; +}()); -/*! - * @pixi/constants - v6.5.7 - * Compiled Thu, 20 Oct 2022 15:13:33 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ /** - * Different types of environments for WebGL. - * @static + * Interface for classes that represent a hit area. + * + * It is implemented by the following classes: + * - {@link PIXI.Circle} + * - {@link PIXI.Ellipse} + * - {@link PIXI.Polygon} + * - {@link PIXI.RoundedRectangle} + * @interface IHitArea * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL */ -var ENV; -(function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; -})(ENV || (ENV = {})); /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. + * Checks whether the x and y coordinates given are contained within this area + * @method + * @name contains + * @memberof PIXI.IHitArea# + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @returns {boolean} Whether the x/y coordinates are within this area */ -var RENDERER_TYPE; -(function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; -})(RENDERER_TYPE || (RENDERER_TYPE = {})); /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static + * Default property values of interactive objects + * Used by {@link PIXI.InteractionManager} to automatically give all DisplayObjects these properties + * @private + * @name interactiveTarget + * @type {object} * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. + * @example + * function MyObject() {} + * + * Object.assign( + * DisplayObject.prototype, + * PIXI.interactiveTarget + * ); */ -var BUFFER_BITS; -(function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; -})(BUFFER_BITS || (BUFFER_BITS = {})); +var interactiveTarget = { + interactive: false, + interactiveChildren: true, + hitArea: null, + /** + * If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive + * Setting this changes the 'cursor' property to `'pointer'`. + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.buttonMode = true; + * @member {boolean} + * @memberof PIXI.DisplayObject# + */ + get buttonMode() { + return this.cursor === 'pointer'; + }, + set buttonMode(value) { + if (value) { + this.cursor = 'pointer'; + } + else if (this.cursor === 'pointer') { + this.cursor = null; + } + }, + /** + * This defines what cursor mode is used when the mouse cursor + * is hovered over the displayObject. + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.cursor = 'wait'; + * @see https://developer.mozilla.org/en/docs/Web/CSS/cursor + * @member {string} + * @memberof PIXI.DisplayObject# + */ + cursor: null, + /** + * Internal set of all active pointers, by identifier + * @member {Map} + * @memberof PIXI.DisplayObject# + * @private + */ + get trackedPointers() { + if (this._trackedPointers === undefined) + { this._trackedPointers = {}; } + return this._trackedPointers; + }, + /** + * Map of all tracked pointers, by identifier. Use trackedPointers to access. + * @private + * @type {Map} + */ + _trackedPointers: undefined, +}; + +// Mix interactiveTarget into DisplayObject.prototype +display.DisplayObject.mixin(interactiveTarget); +var MOUSE_POINTER_ID = 1; +// helpers for hitTest() - only used inside hitTest() +var hitTestEvent = { + target: null, + data: { + global: null, + }, +}; /** - * Various blend modes supported by PIXI. + * The interaction manager deals with mouse, touch and pointer events. * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ -var BLEND_MODES; -(function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; -})(BLEND_MODES || (BLEND_MODES = {})); -/** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ -var DRAW_MODES; -(function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; -})(DRAW_MODES || (DRAW_MODES = {})); -/** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ -var FORMATS; -(function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; -})(FORMATS || (FORMATS = {})); -/** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ -var TARGETS; -(function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; -})(TARGETS || (TARGETS = {})); -/** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ -var TYPES; -(function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; -})(TYPES || (TYPES = {})); -/** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ -var SAMPLER_TYPES; -(function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; -})(SAMPLER_TYPES || (SAMPLER_TYPES = {})); -/** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ -var SCALE_MODES; -(function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; -})(SCALE_MODES || (SCALE_MODES = {})); -/** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ -var WRAP_MODES; -(function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; -})(WRAP_MODES || (WRAP_MODES = {})); -/** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. - */ -var MIPMAP_MODES; -(function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; -})(MIPMAP_MODES || (MIPMAP_MODES = {})); -/** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ -var ALPHA_MODES; -(function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; -})(ALPHA_MODES || (ALPHA_MODES = {})); -/** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ -var CLEAR_MODES; -(function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; -})(CLEAR_MODES || (CLEAR_MODES = {})); -/** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ -var GC_MODES; -(function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; -})(GC_MODES || (GC_MODES = {})); -/** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ -var PRECISION; -(function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; -})(PRECISION || (PRECISION = {})); -/** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ -var MASK_TYPES; -(function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; -})(MASK_TYPES || (MASK_TYPES = {})); -/** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ -var COLOR_MASK_BITS; -(function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; -})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {})); -/** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ -var MSAA_QUALITY; -(function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; -})(MSAA_QUALITY || (MSAA_QUALITY = {})); -/** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ -var BUFFER_TYPE; -(function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; -})(BUFFER_TYPE || (BUFFER_TYPE = {})); - -function sortChildren(a, b) { - if (a.zIndex === b.zIndex) { - return a._lastSortedIndex - b._lastSortedIndex; - } - return a.zIndex - b.zIndex; -} -/** - * Container is a general-purpose display object that holds children. It also adds built-in support for advanced - * rendering features like masking and filtering. - * - * It is the base class of all display objects that act as a container for other objects, including Graphics - * and Sprite. - * - * ```js - * import { BlurFilter } from '@pixi/filter-blur'; - * import { Container } from '@pixi/display'; - * import { Graphics } from '@pixi/graphics'; - * import { Sprite } from '@pixi/sprite'; - * - * let container = new Container(); - * let sprite = Sprite.from("https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png"); - * - * sprite.width = 512; - * sprite.height = 512; - * - * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container - * // is rendered. - * container.addChild(sprite); - * - * // Blurs whatever is rendered by the container - * container.filters = [new BlurFilter()]; - * - * // Only the contents within a circle at the center should be rendered onto the screen. - * container.mask = new Graphics() - * .beginFill(0xffffff) - * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2) - * .endFill(); - * ``` + * Any DisplayObject can be interactive if its `interactive` property is set to true. + * + * This manager also supports multitouch. + * + * An instance of this class is automatically created by default, and can be found at `renderer.plugins.interaction` * @memberof PIXI */ -var Container = /** @class */ (function (_super) { - __extends(Container, _super); - function Container() { +var InteractionManager = /** @class */ (function (_super) { + __extends(InteractionManager, _super); + /** + * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer + * @param options - The options for the manager. + * @param {boolean} [options.autoPreventDefault=true] - Should the manager automatically prevent default browser actions. + * @param {number} [options.interactionFrequency=10] - Maximum frequency (ms) at pointer over/out states will be checked. + * @param {number} [options.useSystemTicker=true] - Whether to add {@link tickerUpdate} to {@link PIXI.Ticker.system}. + */ + function InteractionManager(renderer, options) { var _this = _super.call(this) || this; - _this.children = []; - _this.sortableChildren = settings.settings.SORTABLE_CHILDREN; - _this.sortDirty = false; - return _this; + options = options || {}; + _this.renderer = renderer; + _this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true; + _this.interactionFrequency = options.interactionFrequency || 10; + _this.mouse = new InteractionData(); + _this.mouse.identifier = MOUSE_POINTER_ID; + // setting the mouse to start off far off screen will mean that mouse over does + // not get called before we even move the mouse. + _this.mouse.global.set(-999999); + _this.activeInteractionData = {}; + _this.activeInteractionData[MOUSE_POINTER_ID] = _this.mouse; + _this.interactionDataPool = []; + _this.eventData = new InteractionEvent(); + _this.interactionDOMElement = null; + _this.moveWhenInside = false; + _this.eventsAdded = false; + _this.tickerAdded = false; + _this.mouseOverRenderer = !('PointerEvent' in globalThis); + _this.supportsTouchEvents = 'ontouchstart' in globalThis; + _this.supportsPointerEvents = !!globalThis.PointerEvent; + // this will make it so that you don't have to call bind all the time + _this.onPointerUp = _this.onPointerUp.bind(_this); + _this.processPointerUp = _this.processPointerUp.bind(_this); + _this.onPointerCancel = _this.onPointerCancel.bind(_this); + _this.processPointerCancel = _this.processPointerCancel.bind(_this); + _this.onPointerDown = _this.onPointerDown.bind(_this); + _this.processPointerDown = _this.processPointerDown.bind(_this); + _this.onPointerMove = _this.onPointerMove.bind(_this); + _this.processPointerMove = _this.processPointerMove.bind(_this); + _this.onPointerOut = _this.onPointerOut.bind(_this); + _this.processPointerOverOut = _this.processPointerOverOut.bind(_this); + _this.onPointerOver = _this.onPointerOver.bind(_this); + _this.cursorStyles = { + default: 'inherit', + pointer: 'pointer', + }; + _this.currentCursorMode = null; + _this.cursor = null; + _this.resolution = 1; + _this.delayedEvents = []; + _this.search = new TreeSearch(); + _this._tempDisplayObject = new display.TemporaryDisplayObject(); + _this._eventListenerOptions = { capture: true, passive: false }; /** - * Fired when a DisplayObject is added to this Container. - * @event PIXI.Container#childAdded - * @param {PIXI.DisplayObject} child - The child added to the Container. - * @param {PIXI.Container} container - The container that added the child. - * @param {number} index - The children's index of the added child. + * Fired when a pointer device button (usually a mouse left-button) is pressed on the display + * object. + * @event PIXI.InteractionManager#mousedown + * @param {PIXI.InteractionEvent} event - Interaction event */ /** - * Fired when a DisplayObject is removed from this Container. - * @event PIXI.DisplayObject#childRemoved - * @param {PIXI.DisplayObject} child - The child removed from the Container. - * @param {PIXI.Container} container - The container that removed the child. - * @param {number} index - The former children's index of the removed child + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * on the display object. + * @event PIXI.InteractionManager#rightdown + * @param {PIXI.InteractionEvent} event - Interaction event */ - } - /** - * Overridable method that can be used by Container subclasses whenever the children array is modified. - * @param _length - */ - Container.prototype.onChildrenChange = function (_length) { - /* empty */ - }; - /** - * Adds one or more children to the container. - * - * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)` - * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container - * @returns {PIXI.DisplayObject} - The first child that was added. - */ - Container.prototype.addChild = function () { - var arguments$1 = arguments; - - var children = []; - for (var _i = 0; _i < arguments.length; _i++) { - children[_i] = arguments$1[_i]; - } - // if there is only one argument we can bypass looping through the them - if (children.length > 1) { - // loop through the array and add all children - for (var i = 0; i < children.length; i++) { - // eslint-disable-next-line prefer-rest-params - this.addChild(children[i]); - } - } - else { - var child = children[0]; - // if the child has a parent then lets remove it as PixiJS objects can only exist in one place - if (child.parent) { - child.parent.removeChild(child); - } - child.parent = this; - this.sortDirty = true; - // ensure child transform will be recalculated - child.transform._parentID = -1; - this.children.push(child); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(this.children.length - 1); - this.emit('childAdded', child, this, this.children.length - 1); - child.emit('added', this); - } - return children[0]; - }; - /** - * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown - * @param {PIXI.DisplayObject} child - The child to add - * @param {number} index - The index to place the child in - * @returns {PIXI.DisplayObject} The child that was added. - */ - Container.prototype.addChildAt = function (child, index) { - if (index < 0 || index > this.children.length) { - throw new Error(child + "addChildAt: The index " + index + " supplied is out of bounds " + this.children.length); - } - if (child.parent) { - child.parent.removeChild(child); - } - child.parent = this; - this.sortDirty = true; - // ensure child transform will be recalculated - child.transform._parentID = -1; - this.children.splice(index, 0, child); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('added', this); - this.emit('childAdded', child, this, index); - return child; - }; - /** - * Swaps the position of 2 Display Objects within this container. - * @param child - First display object to swap - * @param child2 - Second display object to swap - */ - Container.prototype.swapChildren = function (child, child2) { - if (child === child2) { - return; - } - var index1 = this.getChildIndex(child); - var index2 = this.getChildIndex(child2); - this.children[index1] = child2; - this.children[index2] = child; - this.onChildrenChange(index1 < index2 ? index1 : index2); - }; - /** - * Returns the index position of a child DisplayObject instance - * @param child - The DisplayObject instance to identify - * @returns - The index position of the child display object to identify - */ - Container.prototype.getChildIndex = function (child) { - var index = this.children.indexOf(child); - if (index === -1) { - throw new Error('The supplied DisplayObject must be a child of the caller'); - } - return index; - }; - /** - * Changes the position of an existing child in the display object container - * @param child - The child DisplayObject instance for which you want to change the index number - * @param index - The resulting index number for the child display object - */ - Container.prototype.setChildIndex = function (child, index) { - if (index < 0 || index >= this.children.length) { - throw new Error("The index " + index + " supplied is out of bounds " + this.children.length); - } - var currentIndex = this.getChildIndex(child); - utils.removeItems(this.children, currentIndex, 1); // remove from old position - this.children.splice(index, 0, child); // add at new position - this.onChildrenChange(index); - }; - /** - * Returns the child at the specified index - * @param index - The index to get the child at - * @returns - The child at the given index, if any. - */ - Container.prototype.getChildAt = function (index) { - if (index < 0 || index >= this.children.length) { - throw new Error("getChildAt: Index (" + index + ") does not exist."); - } - return this.children[index]; - }; - /** - * Removes one or more children from the container. - * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove - * @returns {PIXI.DisplayObject} The first child that was removed. - */ - Container.prototype.removeChild = function () { - var arguments$1 = arguments; - - var children = []; - for (var _i = 0; _i < arguments.length; _i++) { - children[_i] = arguments$1[_i]; - } - // if there is only one argument we can bypass looping through the them - if (children.length > 1) { - // loop through the arguments property and remove all children - for (var i = 0; i < children.length; i++) { - this.removeChild(children[i]); - } - } - else { - var child = children[0]; - var index = this.children.indexOf(child); - if (index === -1) - { return null; } - child.parent = null; - // ensure child transform will be recalculated - child.transform._parentID = -1; - utils.removeItems(this.children, index, 1); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('removed', this); - this.emit('childRemoved', child, this, index); - } - return children[0]; - }; - /** - * Removes a child from the specified index position. - * @param index - The index to get the child from - * @returns The child that was removed. - */ - Container.prototype.removeChildAt = function (index) { - var child = this.getChildAt(index); - // ensure child transform will be recalculated.. - child.parent = null; - child.transform._parentID = -1; - utils.removeItems(this.children, index, 1); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('removed', this); - this.emit('childRemoved', child, this, index); - return child; - }; - /** - * Removes all children from this container that are within the begin and end indexes. - * @param beginIndex - The beginning position. - * @param endIndex - The ending position. Default value is size of the container. - * @returns - List of removed children - */ - Container.prototype.removeChildren = function (beginIndex, endIndex) { - if (beginIndex === void 0) { beginIndex = 0; } - if (endIndex === void 0) { endIndex = this.children.length; } - var begin = beginIndex; - var end = endIndex; - var range = end - begin; - var removed; - if (range > 0 && range <= end) { - removed = this.children.splice(begin, range); - for (var i = 0; i < removed.length; ++i) { - removed[i].parent = null; - if (removed[i].transform) { - removed[i].transform._parentID = -1; - } - } - this._boundsID++; - this.onChildrenChange(beginIndex); - for (var i = 0; i < removed.length; ++i) { - removed[i].emit('removed', this); - this.emit('childRemoved', removed[i], this, i); - } - return removed; - } - else if (range === 0 && this.children.length === 0) { - return []; - } - throw new RangeError('removeChildren: numeric values are outside the acceptable range.'); - }; - /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */ - Container.prototype.sortChildren = function () { - var sortRequired = false; - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - child._lastSortedIndex = i; - if (!sortRequired && child.zIndex !== 0) { - sortRequired = true; - } - } - if (sortRequired && this.children.length > 1) { - this.children.sort(sortChildren); - } - this.sortDirty = false; - }; - /** Updates the transform on all children of this container for rendering. */ - Container.prototype.updateTransform = function () { - if (this.sortableChildren && this.sortDirty) { - this.sortChildren(); - } - this._boundsID++; - this.transform.updateTransform(this.parent.transform); - // TODO: check render flags, how to process stuff here - this.worldAlpha = this.alpha * this.parent.worldAlpha; - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - if (child.visible) { - child.updateTransform(); - } - } - }; - /** - * Recalculates the bounds of the container. - * - * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds - * is limited to its mask's bounds or filterArea, if any is applied. - */ - Container.prototype.calculateBounds = function () { - this._bounds.clear(); - this._calculateBounds(); - for (var i = 0; i < this.children.length; i++) { - var child = this.children[i]; - if (!child.visible || !child.renderable) { - continue; - } - child.calculateBounds(); - // TODO: filter+mask, need to mask both somehow - if (child._mask) { - var maskObject = (child._mask.isMaskData - ? child._mask.maskObject : child._mask); - if (maskObject) { - maskObject.calculateBounds(); - this._bounds.addBoundsMask(child._bounds, maskObject._bounds); - } - else { - this._bounds.addBounds(child._bounds); - } - } - else if (child.filterArea) { - this._bounds.addBoundsArea(child._bounds, child.filterArea); - } - else { - this._bounds.addBounds(child._bounds); - } - } - this._bounds.updateID = this._boundsID; - }; - /** - * Retrieves the local bounds of the displayObject as a rectangle object. - * - * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render() - * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms, - * it was default behaviour of pixi 4.0-5.2 and caused many problems to users. - * @returns - The rectangular bounding area. - */ - Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) { - if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; } - var result = _super.prototype.getLocalBounds.call(this, rect); - if (!skipChildrenUpdate) { - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - if (child.visible) { - child.updateTransform(); - } - } - } - return result; - }; - /** - * Recalculates the content bounds of this object. This should be overriden to - * calculate the bounds of this specific object (not including children). - * @protected - */ - Container.prototype._calculateBounds = function () { - // FILL IN// - }; - /** - * Renders this object and its children with culling. - * @protected - * @param {PIXI.Renderer} renderer - The renderer - */ - Container.prototype._renderWithCulling = function (renderer) { - var sourceFrame = renderer.renderTexture.sourceFrame; - // If the source frame is empty, stop rendering. - if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) { - return; - } - // Render the content of the container only if its bounds intersect with the source frame. - // All filters are on the stack at this point, and the filter source frame is bound: - // therefore, even if the bounds to non intersect the filter frame, the filter - // is still applied and any filter padding that is in the frame is rendered correctly. - var bounds; - var transform; - // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea - // rectangle must completely contain the container and its children including filter padding. - if (this.cullArea) { - bounds = this.cullArea; - transform = this.worldTransform; - } - // If the container doesn't override _render, we can skip the bounds calculation and intersection test. - else if (this._render !== Container.prototype._render) { - bounds = this.getBounds(true); - } - // Render the container if the source frame intersects the bounds. - if (bounds && sourceFrame.intersects(bounds, transform)) { - this._render(renderer); - } - // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering. - else if (this.cullArea) { - return; - } - // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect - // the source frame, because the children might have filters with nonzero padding, which may intersect - // with the source frame while the bounds do not: filter padding is not included in the bounds. - // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered - // if they are out of frame; otherwise, render the children normally. - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - var childCullable = child.cullable; - child.cullable = childCullable || !this.cullArea; - child.render(renderer); - child.cullable = childCullable; - } - }; - /** - * Renders the object using the WebGL renderer. - * - * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the - * container itself. This `render` method will invoke it, and also invoke the `render` methods of all - * children afterward. - * - * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and - * the bounds of this object are out of frame, this implementation will entirely skip rendering. - * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally, - * setting alpha to zero is not recommended for purely skipping rendering. - * - * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is - * advised to employ **culling** to automatically skip rendering objects outside of the current screen. - * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}. - * Other culling methods might be better suited for a large number static objects; see - * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and - * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}. - * - * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or - * filtering is applied on a container. This does, however, break batching and can affect performance when - * masking and filtering is applied extensively throughout the scene graph. - * @param renderer - The renderer - */ - Container.prototype.render = function (renderer) { - // if the object is not visible or the alpha is 0 then no need to render this element - if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { - return; - } - // do a quick check to see if this element has a mask or a filter. - if (this._mask || (this.filters && this.filters.length)) { - this.renderAdvanced(renderer); - } - else if (this.cullable) { - this._renderWithCulling(renderer); - } - else { - this._render(renderer); - for (var i = 0, j = this.children.length; i < j; ++i) { - this.children[i].render(renderer); - } - } - }; - /** - * Render the object using the WebGL renderer and advanced features. - * @param renderer - The renderer - */ - Container.prototype.renderAdvanced = function (renderer) { - var filters = this.filters; - var mask = this._mask; - // push filter first as we need to ensure the stencil buffer is correct for any masking - if (filters) { - if (!this._enabledFilters) { - this._enabledFilters = []; - } - this._enabledFilters.length = 0; - for (var i = 0; i < filters.length; i++) { - if (filters[i].enabled) { - this._enabledFilters.push(filters[i]); - } - } - } - var flush = (filters && this._enabledFilters && this._enabledFilters.length) - || (mask && (!mask.isMaskData - || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE)))); - if (flush) { - renderer.batch.flush(); - } - if (filters && this._enabledFilters && this._enabledFilters.length) { - renderer.filter.push(this, this._enabledFilters); - } - if (mask) { - renderer.mask.push(this, this._mask); - } - if (this.cullable) { - this._renderWithCulling(renderer); - } - else { - this._render(renderer); - for (var i = 0, j = this.children.length; i < j; ++i) { - this.children[i].render(renderer); - } - } - if (flush) { - renderer.batch.flush(); - } - if (mask) { - renderer.mask.pop(this); - } - if (filters && this._enabledFilters && this._enabledFilters.length) { - renderer.filter.pop(); - } - }; - /** - * To be overridden by the subclasses. - * @param _renderer - The renderer - */ - Container.prototype._render = function (_renderer) { - // this is where content itself gets rendered... - }; - /** - * Removes all internal references and listeners as well as removes children from the display list. - * Do not use a Container after calling `destroy`. - * @param options - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy - * method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the texture of the child sprite - * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the base texture of the child sprite - */ - Container.prototype.destroy = function (options) { - _super.prototype.destroy.call(this); - this.sortDirty = false; - var destroyChildren = typeof options === 'boolean' ? options : options && options.children; - var oldChildren = this.removeChildren(0, this.children.length); - if (destroyChildren) { - for (var i = 0; i < oldChildren.length; ++i) { - oldChildren[i].destroy(options); - } - } - }; - Object.defineProperty(Container.prototype, "width", { - /** The width of the Container, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return this.scale.x * this.getLocalBounds().width; - }, - set: function (value) { - var width = this.getLocalBounds().width; - if (width !== 0) { - this.scale.x = value / width; - } - else { - this.scale.x = 1; - } - this._width = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Container.prototype, "height", { - /** The height of the Container, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return this.scale.y * this.getLocalBounds().height; - }, - set: function (value) { - var height = this.getLocalBounds().height; - if (height !== 0) { - this.scale.y = value / height; - } - else { - this.scale.y = 1; - } - this._height = value; - }, - enumerable: false, - configurable: true - }); - return Container; -}(DisplayObject)); -/** - * Container default updateTransform, does update children of container. - * Will crash if there's no parent element. - * @memberof PIXI.Container# - * @method containerUpdateTransform - */ -Container.prototype.containerUpdateTransform = Container.prototype.updateTransform; - -exports.Bounds = Bounds; -exports.Container = Container; -exports.DisplayObject = DisplayObject; -exports.TemporaryDisplayObject = TemporaryDisplayObject; - - -},{"@pixi/math":17,"@pixi/settings":20,"@pixi/utils":22}],15:[function(require,module,exports){ -/*! - * @pixi/extensions - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/extensions is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -/*! ***************************************************************************** -Copyright (c) Microsoft Corporation. - -Permission to use, copy, modify, and/or distribute this software for any -purpose with or without fee is hereby granted. - -THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH -REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY -AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, -INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM -LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR -OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR -PERFORMANCE OF THIS SOFTWARE. -***************************************************************************** */ - -var __assign = function() { - __assign = Object.assign || function __assign(t) { - var arguments$1 = arguments; - - for (var s, i = 1, n = arguments.length; i < n; i++) { - s = arguments$1[i]; - for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } } - } - return t; - }; - return __assign.apply(this, arguments); -}; - -/** - * Collection of valid extension types. - * @memberof PIXI - * @property {string} Application - Application plugins - * @property {string} RendererPlugin - Plugins for Renderer - * @property {string} CanvasRendererPlugin - Plugins for CanvasRenderer - * @property {string} Loader - Plugins to use with Loader - * @property {string} LoadParser - Parsers for Assets loader. - * @property {string} ResolveParser - Parsers for Assets resolvers. - * @property {string} CacheParser - Parsers for Assets cache. - */ -exports.ExtensionType = void 0; -(function (ExtensionType) { - ExtensionType["Application"] = "application"; - ExtensionType["RendererPlugin"] = "renderer-webgl-plugin"; - ExtensionType["CanvasRendererPlugin"] = "renderer-canvas-plugin"; - ExtensionType["Loader"] = "loader"; - ExtensionType["LoadParser"] = "load-parser"; - ExtensionType["ResolveParser"] = "resolve-parser"; - ExtensionType["CacheParser"] = "cache-parser"; - ExtensionType["DetectionParser"] = "detection-parser"; -})(exports.ExtensionType || (exports.ExtensionType = {})); -/** - * Convert input into extension format data. - * @ignore - */ -var normalizeExtension = function (ext) { - // Class/Object submission, use extension object - if (typeof ext === 'function' || (typeof ext === 'object' && ext.extension)) { - if (!ext.extension) { - throw new Error('Extension class must have an extension object'); - } - var metadata = (typeof ext.extension !== 'object') - ? { type: ext.extension } - : ext.extension; - ext = __assign(__assign({}, metadata), { ref: ext }); - } - if (typeof ext === 'object') { - ext = __assign({}, ext); - } - else { - throw new Error('Invalid extension type'); - } - if (typeof ext.type === 'string') { - ext.type = [ext.type]; - } - return ext; -}; -/** - * Global registration of all PixiJS extensions. One-stop-shop for extensibility. - * @memberof PIXI - * @namespace extensions - */ -var extensions = { - /** @ignore */ - _addHandlers: null, - /** @ignore */ - _removeHandlers: null, - /** @ignore */ - _queue: {}, - /** - * Remove extensions from PixiJS. - * @param extensions - Extensions to be removed. - * @returns {PIXI.extensions} For chaining. - */ - remove: function () { - var arguments$1 = arguments; - - var _this = this; - var extensions = []; - for (var _i = 0; _i < arguments.length; _i++) { - extensions[_i] = arguments$1[_i]; - } - extensions.map(normalizeExtension).forEach(function (ext) { - ext.type.forEach(function (type) { var _a, _b; return (_b = (_a = _this._removeHandlers)[type]) === null || _b === void 0 ? void 0 : _b.call(_a, ext); }); - }); - return this; - }, - /** - * Register new extensions with PixiJS. - * @param extensions - The spread of extensions to add to PixiJS. - * @returns {PIXI.extensions} For chaining. - */ - add: function () { - var arguments$1 = arguments; - - var _this = this; - var extensions = []; - for (var _i = 0; _i < arguments.length; _i++) { - extensions[_i] = arguments$1[_i]; - } - // Handle any extensions either passed as class w/ data or as data - extensions.map(normalizeExtension).forEach(function (ext) { - ext.type.forEach(function (type) { - var handlers = _this._addHandlers; - var queue = _this._queue; - if (!handlers[type]) { - queue[type] = queue[type] || []; - queue[type].push(ext); - } - else { - handlers[type](ext); - } - }); - }); - return this; - }, - /** - * Internal method to handle extensions by name. - * @param type - The extension type. - * @param onAdd - Function for handling when extensions are added/registered passes {@link PIXI.ExtensionFormat}. - * @param onRemove - Function for handling when extensions are removed/unregistered passes {@link PIXI.ExtensionFormat}. - * @returns {PIXI.extensions} For chaining. - */ - handle: function (type, onAdd, onRemove) { - var addHandlers = this._addHandlers = this._addHandlers || {}; - var removeHandlers = this._removeHandlers = this._removeHandlers || {}; - if (addHandlers[type] || removeHandlers[type]) { - throw new Error("Extension type " + type + " already has a handler"); - } - addHandlers[type] = onAdd; - removeHandlers[type] = onRemove; - // Process the queue - var queue = this._queue; - // Process any plugins that have been registered before the handler - if (queue[type]) { - queue[type].forEach(function (ext) { return onAdd(ext); }); - delete queue[type]; - } - return this; - }, - /** - * Handle a type, but using a map by `name` property. - * @param type - Type of extension to handle. - * @param map - The object map of named extensions. - * @returns {PIXI.extensions} For chaining. - */ - handleByMap: function (type, map) { - return this.handle(type, function (extension) { - map[extension.name] = extension.ref; - }, function (extension) { - delete map[extension.name]; - }); - }, - /** - * Handle a type, but using a list of extensions. - * @param type - Type of extension to handle. - * @param list - The list of extensions. - * @returns {PIXI.extensions} For chaining. - */ - handleByList: function (type, list) { - return this.handle(type, function (extension) { - var _a, _b; - list.push(extension.ref); - // TODO: remove me later, only added for @pixi/loaders - if (type === exports.ExtensionType.Loader) { - (_b = (_a = extension.ref).add) === null || _b === void 0 ? void 0 : _b.call(_a); - } - }, function (extension) { - var index = list.indexOf(extension.ref); - if (index !== -1) { - list.splice(index, 1); - } - }); - }, -}; - -exports.extensions = extensions; - - -},{}],16:[function(require,module,exports){ -/*! - * @pixi/loaders - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/loaders is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -var core = require('@pixi/core'); -var utils = require('@pixi/utils'); - -/* jshint -W097 */ -/** - * @memberof PIXI - */ -var SignalBinding = /** @class */ (function () { - /** - * SignalBinding constructor. - * @constructs SignalBinding - * @param {Function} fn - Event handler to be called. - * @param {boolean} [once=false] - Should this listener be removed after dispatch - * @param {object} [thisArg] - The context of the callback function. - * @api private - */ - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - function SignalBinding(fn, once, thisArg) { - if (once === void 0) { once = false; } - this._fn = fn; - this._once = once; - this._thisArg = thisArg; - this._next = this._prev = this._owner = null; - } - SignalBinding.prototype.detach = function () { - if (this._owner === null) - { return false; } - this._owner.detach(this); - return true; - }; - return SignalBinding; -}()); -/** - * @param self - * @param node - * @private - */ -function _addSignalBinding(self, node) { - if (!self._head) { - self._head = node; - self._tail = node; - } - else { - self._tail._next = node; - node._prev = self._tail; - self._tail = node; - } - node._owner = self; - return node; -} -/** - * @memberof PIXI - */ -var Signal = /** @class */ (function () { - /** - * MiniSignal constructor. - * @example - * let mySignal = new Signal(); - * let binding = mySignal.add(onSignal); - * mySignal.dispatch('foo', 'bar'); - * mySignal.detach(binding); - */ - function Signal() { - this._head = this._tail = undefined; - } - /** - * Return an array of attached SignalBinding. - * @param {boolean} [exists=false] - We only need to know if there are handlers. - * @returns {PIXI.SignalBinding[] | boolean} Array of attached SignalBinding or Boolean if called with exists = true - * @api public - */ - Signal.prototype.handlers = function (exists) { - if (exists === void 0) { exists = false; } - var node = this._head; - if (exists) - { return !!node; } - var ee = []; - while (node) { - ee.push(node); - node = node._next; - } - return ee; - }; - /** - * Return true if node is a SignalBinding attached to this MiniSignal - * @param {PIXI.SignalBinding} node - Node to check. - * @returns {boolean} True if node is attache to mini-signal - */ - Signal.prototype.has = function (node) { - if (!(node instanceof SignalBinding)) { - throw new Error('MiniSignal#has(): First arg must be a SignalBinding object.'); - } - return node._owner === this; - }; - /** - * Dispaches a signal to all registered listeners. - * @param {...any} args - * @returns {boolean} Indication if we've emitted an event. - */ - Signal.prototype.dispatch = function () { - var arguments$1 = arguments; - - var args = []; - for (var _i = 0; _i < arguments.length; _i++) { - args[_i] = arguments$1[_i]; - } - var node = this._head; - if (!node) - { return false; } - while (node) { - if (node._once) - { this.detach(node); } - node._fn.apply(node._thisArg, args); - node = node._next; - } - return true; - }; - /** - * Register a new listener. - * @param {Function} fn - Callback function. - * @param {object} [thisArg] - The context of the callback function. - * @returns {PIXI.SignalBinding} The SignalBinding node that was added. - */ - Signal.prototype.add = function (fn, thisArg) { - if (thisArg === void 0) { thisArg = null; } - if (typeof fn !== 'function') { - throw new Error('MiniSignal#add(): First arg must be a Function.'); - } - return _addSignalBinding(this, new SignalBinding(fn, false, thisArg)); - }; - /** - * Register a new listener that will be executed only once. - * @param {Function} fn - Callback function. - * @param {object} [thisArg] - The context of the callback function. - * @returns {PIXI.SignalBinding} The SignalBinding node that was added. - */ - Signal.prototype.once = function (fn, thisArg) { - if (thisArg === void 0) { thisArg = null; } - if (typeof fn !== 'function') { - throw new Error('MiniSignal#once(): First arg must be a Function.'); - } - return _addSignalBinding(this, new SignalBinding(fn, true, thisArg)); - }; - /** - * Remove binding object. - * @param {PIXI.SignalBinding} node - The binding node that will be removed. - * @returns {Signal} The instance on which this method was called. - @api public */ - Signal.prototype.detach = function (node) { - if (!(node instanceof SignalBinding)) { - throw new Error('MiniSignal#detach(): First arg must be a SignalBinding object.'); - } - if (node._owner !== this) - { return this; } // todo: or error? - if (node._prev) - { node._prev._next = node._next; } - if (node._next) - { node._next._prev = node._prev; } - if (node === this._head) { // first node - this._head = node._next; - if (node._next === null) { - this._tail = null; - } - } - else if (node === this._tail) { // last node - this._tail = node._prev; - this._tail._next = null; - } - node._owner = null; - return this; - }; - /** - * Detach all listeners. - * @returns {Signal} The instance on which this method was called. - */ - Signal.prototype.detachAll = function () { - var node = this._head; - if (!node) - { return this; } - this._head = this._tail = null; - while (node) { - node._owner = null; - node = node._next; - } - return this; - }; - return Signal; -}()); - -/** - * function from npm package `parseUri`, converted to TS to avoid leftpad incident - * @param {string} str - * @param [opts] - options - * @param {boolean} [opts.strictMode] - type of parser - */ -function parseUri(str, opts) { - opts = opts || {}; - var o = { - // eslint-disable-next-line max-len - key: ['source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host', 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'], - q: { - name: 'queryKey', - parser: /(?:^|&)([^&=]*)=?([^&]*)/g - }, - parser: { - // eslint-disable-next-line max-len - strict: /^(?:([^:\/?#]+):)?(?:\/\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?))?((((?:[^?#\/]*\/)*)([^?#]*))(?:\?([^#]*))?(?:#(.*))?)/, - // eslint-disable-next-line max-len - loose: /^(?:(?![^:@]+:[^:@\/]*@)([^:\/?#.]+):)?(?:\/\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?)(((\/(?:[^?#](?![^?#\/]*\.[^?#\/.]+(?:[?#]|$)))*\/?)?([^?#\/]*))(?:\?([^#]*))?(?:#(.*))?)/ - } - }; - var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str); - var uri = {}; - var i = 14; - while (i--) - { uri[o.key[i]] = m[i] || ''; } - uri[o.q.name] = {}; - uri[o.key[12]].replace(o.q.parser, function (_t0, t1, t2) { - if (t1) - { uri[o.q.name][t1] = t2; } - }); - return uri; -} - -// tests if CORS is supported in XHR, if not we need to use XDR -var useXdr; -var tempAnchor = null; -// some status constants -var STATUS_NONE = 0; -var STATUS_OK = 200; -var STATUS_EMPTY = 204; -var STATUS_IE_BUG_EMPTY = 1223; -var STATUS_TYPE_OK = 2; -// noop -function _noop$1() { } -/** - * Quick helper to set a value on one of the extension maps. Ensures there is no - * dot at the start of the extension. - * @ignore - * @param map - The map to set on. - * @param extname - The extension (or key) to set. - * @param val - The value to set. - */ -function setExtMap(map, extname, val) { - if (extname && extname.indexOf('.') === 0) { - extname = extname.substring(1); - } - if (!extname) { - return; - } - map[extname] = val; -} -/** - * Quick helper to get string xhr type. - * @ignore - * @param xhr - The request to check. - * @returns The type. - */ -function reqType(xhr) { - return xhr.toString().replace('object ', ''); -} -/** - * Manages the state and loading of a resource and all child resources. - * - * Can be extended in `GlobalMixins.LoaderResource`. - * @memberof PIXI - */ -exports.LoaderResource = /** @class */ (function () { - /** - * @param {string} name - The name of the resource to load. - * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass - * an array of sources. - * @param {object} [options] - The options for the load. - * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to - * determine automatically. - * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes - * longer than this time it is cancelled and the load is considered a failure. If this value is - * set to `0` then there is no explicit timeout. - * @param {PIXI.LoaderResource.LOAD_TYPE} [options.loadType=LOAD_TYPE.XHR] - How should this resource - * be loaded? - * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} [options.xhrType=XHR_RESPONSE_TYPE.DEFAULT] - How - * should the data being loaded be interpreted when using XHR? - * @param {PIXI.LoaderResource.IMetadata} [options.metadata] - Extra configuration for middleware - * and the Resource object. - */ - function LoaderResource(name, url, options) { - /** - * The `dequeue` method that will be used a storage place for the async queue dequeue method - * used privately by the loader. - * @private - * @member {Function} - */ - this._dequeue = _noop$1; - /** - * Used a storage place for the on load binding used privately by the loader. - * @private - * @member {Function} - */ - this._onLoadBinding = null; - /** - * The timer for element loads to check if they timeout. - * @private - */ - this._elementTimer = 0; - /** - * The `complete` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundComplete = null; - /** - * The `_onError` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundOnError = null; - /** - * The `_onProgress` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundOnProgress = null; - /** - * The `_onTimeout` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundOnTimeout = null; - this._boundXhrOnError = null; - this._boundXhrOnTimeout = null; - this._boundXhrOnAbort = null; - this._boundXhrOnLoad = null; - if (typeof name !== 'string' || typeof url !== 'string') { - throw new Error('Both name and url are required for constructing a resource.'); - } - options = options || {}; - this._flags = 0; - // set data url flag, needs to be set early for some _determineX checks to work. - this._setFlag(LoaderResource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0); - this.name = name; - this.url = url; - this.extension = this._getExtension(); - this.data = null; - this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin; - this.timeout = options.timeout || 0; - this.loadType = options.loadType || this._determineLoadType(); - // The type used to load the resource via XHR. If unset, determined automatically. - this.xhrType = options.xhrType; - // Extra info for middleware, and controlling specifics about how the resource loads. - // Note that if you pass in a `loadElement`, the Resource class takes ownership of it. - // Meaning it will modify it as it sees fit. - this.metadata = options.metadata || {}; - // The error that occurred while loading (if any). - this.error = null; - // The XHR object that was used to load this resource. This is only set - // when `loadType` is `LoaderResource.LOAD_TYPE.XHR`. - this.xhr = null; - // The child resources this resource owns. - this.children = []; - // The resource type. - this.type = LoaderResource.TYPE.UNKNOWN; - // The progress chunk owned by this resource. - this.progressChunk = 0; - // The `dequeue` method that will be used a storage place for the async queue dequeue method - // used privately by the loader. - this._dequeue = _noop$1; - // Used a storage place for the on load binding used privately by the loader. - this._onLoadBinding = null; - // The timer for element loads to check if they timeout. - this._elementTimer = 0; - this._boundComplete = this.complete.bind(this); - this._boundOnError = this._onError.bind(this); - this._boundOnProgress = this._onProgress.bind(this); - this._boundOnTimeout = this._onTimeout.bind(this); - // xhr callbacks - this._boundXhrOnError = this._xhrOnError.bind(this); - this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this); - this._boundXhrOnAbort = this._xhrOnAbort.bind(this); - this._boundXhrOnLoad = this._xhrOnLoad.bind(this); - // Dispatched when the resource beings to load. - this.onStart = new Signal(); - // Dispatched each time progress of this resource load updates. - // Not all resources types and loader systems can support this event - // so sometimes it may not be available. If the resource - // is being loaded on a modern browser, using XHR, and the remote server - // properly sets Content-Length headers, then this will be available. - this.onProgress = new Signal(); - // Dispatched once this resource has loaded, if there was an error it will - // be in the `error` property. - this.onComplete = new Signal(); - // Dispatched after this resource has had all the *after* middleware run on it. - this.onAfterMiddleware = new Signal(); - } - /** - * Sets the load type to be used for a specific extension. - * @static - * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" - * @param {PIXI.LoaderResource.LOAD_TYPE} loadType - The load type to set it to. - */ - LoaderResource.setExtensionLoadType = function (extname, loadType) { - setExtMap(LoaderResource._loadTypeMap, extname, loadType); - }; - /** - * Sets the load type to be used for a specific extension. - * @static - * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" - * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to. - */ - LoaderResource.setExtensionXhrType = function (extname, xhrType) { - setExtMap(LoaderResource._xhrTypeMap, extname, xhrType); - }; - Object.defineProperty(LoaderResource.prototype, "isDataUrl", { - /** - * When the resource starts to load. - * @memberof PIXI.LoaderResource - * @callback OnStartSignal - * @param {PIXI.Resource} resource - The resource that the event happened on. - */ - /** - * When the resource reports loading progress. - * @memberof PIXI.LoaderResource - * @callback OnProgressSignal - * @param {PIXI.Resource} resource - The resource that the event happened on. - * @param {number} percentage - The progress of the load in the range [0, 1]. - */ - /** - * When the resource finishes loading. - * @memberof PIXI.LoaderResource - * @callback OnCompleteSignal - * @param {PIXI.Resource} resource - The resource that the event happened on. - */ - /** - * @memberof PIXI.LoaderResource - * @typedef {object} IMetadata - * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The - * element to use for loading, instead of creating one. - * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This - * is useful if you want to pass in a `loadElement` that you already added load sources to. - * @property {string|string[]} [mimeType] - The mime type to use for the source element - * of a video/audio elment. If the urls are an array, you can pass this as an array as well - * where each index is the mime type to use for the corresponding url index. - */ - /** - * Stores whether or not this url is a data url. - * @readonly - * @member {boolean} - */ - get: function () { - return this._hasFlag(LoaderResource.STATUS_FLAGS.DATA_URL); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(LoaderResource.prototype, "isComplete", { - /** - * Describes if this resource has finished loading. Is true when the resource has completely - * loaded. - * @readonly - * @member {boolean} - */ - get: function () { - return this._hasFlag(LoaderResource.STATUS_FLAGS.COMPLETE); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(LoaderResource.prototype, "isLoading", { - /** - * Describes if this resource is currently loading. Is true when the resource starts loading, - * and is false again when complete. - * @readonly - * @member {boolean} - */ - get: function () { - return this._hasFlag(LoaderResource.STATUS_FLAGS.LOADING); - }, - enumerable: false, - configurable: true - }); - /** Marks the resource as complete. */ - LoaderResource.prototype.complete = function () { - this._clearEvents(); - this._finish(); - }; - /** - * Aborts the loading of this resource, with an optional message. - * @param {string} message - The message to use for the error - */ - LoaderResource.prototype.abort = function (message) { - // abort can be called multiple times, ignore subsequent calls. - if (this.error) { - return; - } - // store error - this.error = new Error(message); - // clear events before calling aborts - this._clearEvents(); - // abort the actual loading - if (this.xhr) { - this.xhr.abort(); - } - else if (this.xdr) { - this.xdr.abort(); - } - else if (this.data) { - // single source - if (this.data.src) { - this.data.src = LoaderResource.EMPTY_GIF; - } - // multi-source - else { - while (this.data.firstChild) { - this.data.removeChild(this.data.firstChild); - } - } - } - // done now. - this._finish(); - }; - /** - * Kicks off loading of this resource. This method is asynchronous. - * @param {PIXI.LoaderResource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded. - */ - LoaderResource.prototype.load = function (cb) { - var _this = this; - if (this.isLoading) { - return; - } - if (this.isComplete) { - if (cb) { - setTimeout(function () { return cb(_this); }, 1); - } - return; - } - else if (cb) { - this.onComplete.once(cb); - } - this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, true); - this.onStart.dispatch(this); - // if unset, determine the value - if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') { - this.crossOrigin = this._determineCrossOrigin(this.url); - } - switch (this.loadType) { - case LoaderResource.LOAD_TYPE.IMAGE: - this.type = LoaderResource.TYPE.IMAGE; - this._loadElement('image'); - break; - case LoaderResource.LOAD_TYPE.AUDIO: - this.type = LoaderResource.TYPE.AUDIO; - this._loadSourceElement('audio'); - break; - case LoaderResource.LOAD_TYPE.VIDEO: - this.type = LoaderResource.TYPE.VIDEO; - this._loadSourceElement('video'); - break; - case LoaderResource.LOAD_TYPE.XHR: - /* falls through */ - default: - if (typeof useXdr === 'undefined') { - useXdr = !!(globalThis.XDomainRequest && !('withCredentials' in (new XMLHttpRequest()))); - } - if (useXdr && this.crossOrigin) { - this._loadXdr(); - } - else { - this._loadXhr(); - } - break; - } - }; - /** - * Checks if the flag is set. - * @param flag - The flag to check. - * @returns True if the flag is set. - */ - LoaderResource.prototype._hasFlag = function (flag) { - return (this._flags & flag) !== 0; - }; - /** - * (Un)Sets the flag. - * @param flag - The flag to (un)set. - * @param value - Whether to set or (un)set the flag. - */ - LoaderResource.prototype._setFlag = function (flag, value) { - this._flags = value ? (this._flags | flag) : (this._flags & ~flag); - }; - /** Clears all the events from the underlying loading source. */ - LoaderResource.prototype._clearEvents = function () { - clearTimeout(this._elementTimer); - if (this.data && this.data.removeEventListener) { - this.data.removeEventListener('error', this._boundOnError, false); - this.data.removeEventListener('load', this._boundComplete, false); - this.data.removeEventListener('progress', this._boundOnProgress, false); - this.data.removeEventListener('canplaythrough', this._boundComplete, false); - } - if (this.xhr) { - if (this.xhr.removeEventListener) { - this.xhr.removeEventListener('error', this._boundXhrOnError, false); - this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false); - this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false); - this.xhr.removeEventListener('progress', this._boundOnProgress, false); - this.xhr.removeEventListener('load', this._boundXhrOnLoad, false); - } - else { - this.xhr.onerror = null; - this.xhr.ontimeout = null; - this.xhr.onprogress = null; - this.xhr.onload = null; - } - } - }; - /** Finalizes the load. */ - LoaderResource.prototype._finish = function () { - if (this.isComplete) { - throw new Error('Complete called again for an already completed resource.'); - } - this._setFlag(LoaderResource.STATUS_FLAGS.COMPLETE, true); - this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, false); - this.onComplete.dispatch(this); - }; - /** - * Loads this resources using an element that has a single source, - * like an HTMLImageElement. - * @private - * @param type - The type of element to use. - */ - LoaderResource.prototype._loadElement = function (type) { - if (this.metadata.loadElement) { - this.data = this.metadata.loadElement; - } - else if (type === 'image' && typeof globalThis.Image !== 'undefined') { - this.data = new Image(); - } - else { - this.data = document.createElement(type); - } - if (this.crossOrigin) { - this.data.crossOrigin = this.crossOrigin; - } - if (!this.metadata.skipSource) { - this.data.src = this.url; - } - this.data.addEventListener('error', this._boundOnError, false); - this.data.addEventListener('load', this._boundComplete, false); - this.data.addEventListener('progress', this._boundOnProgress, false); - if (this.timeout) { - this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); - } - }; - /** - * Loads this resources using an element that has multiple sources, - * like an HTMLAudioElement or HTMLVideoElement. - * @param type - The type of element to use. - */ - LoaderResource.prototype._loadSourceElement = function (type) { - if (this.metadata.loadElement) { - this.data = this.metadata.loadElement; - } - else if (type === 'audio' && typeof globalThis.Audio !== 'undefined') { - this.data = new Audio(); - } - else { - this.data = document.createElement(type); - } - if (this.data === null) { - this.abort("Unsupported element: " + type); - return; - } - if (this.crossOrigin) { - this.data.crossOrigin = this.crossOrigin; - } - if (!this.metadata.skipSource) { - // support for CocoonJS Canvas+ runtime, lacks document.createElement('source') - if (navigator.isCocoonJS) { - this.data.src = Array.isArray(this.url) ? this.url[0] : this.url; - } - else if (Array.isArray(this.url)) { - var mimeTypes = this.metadata.mimeType; - for (var i = 0; i < this.url.length; ++i) { - this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes)); - } - } - else { - var mimeTypes = this.metadata.mimeType; - this.data.appendChild(this._createSource(type, this.url, Array.isArray(mimeTypes) ? mimeTypes[0] : mimeTypes)); - } - } - this.data.addEventListener('error', this._boundOnError, false); - this.data.addEventListener('load', this._boundComplete, false); - this.data.addEventListener('progress', this._boundOnProgress, false); - this.data.addEventListener('canplaythrough', this._boundComplete, false); - this.data.load(); - if (this.timeout) { - this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); - } - }; - /** Loads this resources using an XMLHttpRequest. */ - LoaderResource.prototype._loadXhr = function () { - // if unset, determine the value - if (typeof this.xhrType !== 'string') { - this.xhrType = this._determineXhrType(); - } - var xhr = this.xhr = new XMLHttpRequest(); - // send credentials when crossOrigin with credentials requested - if (this.crossOrigin === 'use-credentials') { - xhr.withCredentials = true; - } - // set the request type and url - xhr.open('GET', this.url, true); - xhr.timeout = this.timeout; - // load json as text and parse it ourselves. We do this because some browsers - // *cough* safari *cough* can't deal with it. - if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON - || this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) { - xhr.responseType = LoaderResource.XHR_RESPONSE_TYPE.TEXT; - } - else { - xhr.responseType = this.xhrType; - } - xhr.addEventListener('error', this._boundXhrOnError, false); - xhr.addEventListener('timeout', this._boundXhrOnTimeout, false); - xhr.addEventListener('abort', this._boundXhrOnAbort, false); - xhr.addEventListener('progress', this._boundOnProgress, false); - xhr.addEventListener('load', this._boundXhrOnLoad, false); - xhr.send(); - }; - /** Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross). */ - LoaderResource.prototype._loadXdr = function () { - // if unset, determine the value - if (typeof this.xhrType !== 'string') { - this.xhrType = this._determineXhrType(); - } - var xdr = this.xhr = new globalThis.XDomainRequest(); // eslint-disable-line no-undef - // XDomainRequest has a few quirks. Occasionally it will abort requests - // A way to avoid this is to make sure ALL callbacks are set even if not used - // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9 - xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9 - xdr.onerror = this._boundXhrOnError; - xdr.ontimeout = this._boundXhrOnTimeout; - xdr.onprogress = this._boundOnProgress; - xdr.onload = this._boundXhrOnLoad; - xdr.open('GET', this.url, true); - // Note: The xdr.send() call is wrapped in a timeout to prevent an - // issue with the interface where some requests are lost if multiple - // XDomainRequests are being sent at the same time. - // Some info here: https://github.com/photonstorm/phaser/issues/1248 - setTimeout(function () { return xdr.send(); }, 1); - }; - /** - * Creates a source used in loading via an element. - * @param type - The element type (video or audio). - * @param url - The source URL to load from. - * @param [mime] - The mime type of the video - * @returns The source element. - */ - LoaderResource.prototype._createSource = function (type, url, mime) { - if (!mime) { - mime = type + "/" + this._getExtension(url); - } - var source = document.createElement('source'); - source.src = url; - source.type = mime; - return source; - }; - /** - * Called if a load errors out. - * @param event - The error event from the element that emits it. - */ - LoaderResource.prototype._onError = function (event) { - this.abort("Failed to load element using: " + event.target.nodeName); - }; - /** - * Called if a load progress event fires for an element or xhr/xdr. - * @param event - Progress event. - */ - LoaderResource.prototype._onProgress = function (event) { - if (event && event.lengthComputable) { - this.onProgress.dispatch(this, event.loaded / event.total); - } - }; - /** Called if a timeout event fires for an element. */ - LoaderResource.prototype._onTimeout = function () { - this.abort("Load timed out."); - }; - /** Called if an error event fires for xhr/xdr. */ - LoaderResource.prototype._xhrOnError = function () { - var xhr = this.xhr; - this.abort(reqType(xhr) + " Request failed. Status: " + xhr.status + ", text: \"" + xhr.statusText + "\""); - }; - /** Called if an error event fires for xhr/xdr. */ - LoaderResource.prototype._xhrOnTimeout = function () { - var xhr = this.xhr; - this.abort(reqType(xhr) + " Request timed out."); - }; - /** Called if an abort event fires for xhr/xdr. */ - LoaderResource.prototype._xhrOnAbort = function () { - var xhr = this.xhr; - this.abort(reqType(xhr) + " Request was aborted by the user."); - }; - /** Called when data successfully loads from an xhr/xdr request. */ - LoaderResource.prototype._xhrOnLoad = function () { - var xhr = this.xhr; - var text = ''; - var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200. - // responseText is accessible only if responseType is '' or 'text' and on older browsers - if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') { - text = xhr.responseText; - } - // status can be 0 when using the `file://` protocol so we also check if a response is set. - // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request. - if (status === STATUS_NONE && (text.length > 0 || xhr.responseType === LoaderResource.XHR_RESPONSE_TYPE.BUFFER)) { - status = STATUS_OK; - } - // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request - else if (status === STATUS_IE_BUG_EMPTY) { - status = STATUS_EMPTY; - } - var statusType = (status / 100) | 0; - if (statusType === STATUS_TYPE_OK) { - // if text, just return it - if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.TEXT) { - this.data = text; - this.type = LoaderResource.TYPE.TEXT; - } - // if json, parse into json object - else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON) { - try { - this.data = JSON.parse(text); - this.type = LoaderResource.TYPE.JSON; - } - catch (e) { - this.abort("Error trying to parse loaded json: " + e); - return; - } - } - // if xml, parse into an xml document or div element - else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) { - try { - if (globalThis.DOMParser) { - var domparser = new DOMParser(); - this.data = domparser.parseFromString(text, 'text/xml'); - } - else { - var div = document.createElement('div'); - div.innerHTML = text; - this.data = div; - } - this.type = LoaderResource.TYPE.XML; - } - catch (e$1) { - this.abort("Error trying to parse loaded xml: " + e$1); - return; - } - } - // other types just return the response - else { - this.data = xhr.response || text; - } - } - else { - this.abort("[" + xhr.status + "] " + xhr.statusText + ": " + xhr.responseURL); - return; - } - this.complete(); - }; - /** - * Sets the `crossOrigin` property for this resource based on if the url - * for this resource is cross-origin. If crossOrigin was manually set, this - * function does nothing. - * @private - * @param url - The url to test. - * @param [loc=globalThis.location] - The location object to test against. - * @returns The crossOrigin value to use (or empty string for none). - */ - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - LoaderResource.prototype._determineCrossOrigin = function (url, loc) { - // data: and javascript: urls are considered same-origin - if (url.indexOf('data:') === 0) { - return ''; - } - // A sandboxed iframe without the 'allow-same-origin' attribute will have a special - // origin designed not to match globalThis.location.origin, and will always require - // crossOrigin requests regardless of whether the location matches. - if (globalThis.origin !== globalThis.location.origin) { - return 'anonymous'; - } - // default is globalThis.location - loc = loc || globalThis.location; - if (!tempAnchor) { - tempAnchor = document.createElement('a'); - } - // let the browser determine the full href for the url of this resource and then - // parse with the node url lib, we can't use the properties of the anchor element - // because they don't work in IE9 :( - tempAnchor.href = url; - var parsedUrl = parseUri(tempAnchor.href, { strictMode: true }); - var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port); - var protocol = parsedUrl.protocol ? parsedUrl.protocol + ":" : ''; - // if cross origin - if (parsedUrl.host !== loc.hostname || !samePort || protocol !== loc.protocol) { - return 'anonymous'; - } - return ''; - }; - /** - * Determines the responseType of an XHR request based on the extension of the - * resource being loaded. - * @private - * @returns {PIXI.LoaderResource.XHR_RESPONSE_TYPE} The responseType to use. - */ - LoaderResource.prototype._determineXhrType = function () { - return LoaderResource._xhrTypeMap[this.extension] || LoaderResource.XHR_RESPONSE_TYPE.TEXT; - }; - /** - * Determines the loadType of a resource based on the extension of the - * resource being loaded. - * @private - * @returns {PIXI.LoaderResource.LOAD_TYPE} The loadType to use. - */ - LoaderResource.prototype._determineLoadType = function () { - return LoaderResource._loadTypeMap[this.extension] || LoaderResource.LOAD_TYPE.XHR; - }; - /** - * Extracts the extension (sans '.') of the file being loaded by the resource. - * @param [url] - url to parse, `this.url` by default. - * @returns The extension. - */ - LoaderResource.prototype._getExtension = function (url) { - if (url === void 0) { url = this.url; } - var ext = ''; - if (this.isDataUrl) { - var slashIndex = url.indexOf('/'); - ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex)); - } - else { - var queryStart = url.indexOf('?'); - var hashStart = url.indexOf('#'); - var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length); - url = url.substring(0, index); - ext = url.substring(url.lastIndexOf('.') + 1); - } - return ext.toLowerCase(); - }; - /** - * Determines the mime type of an XHR request based on the responseType of - * resource being loaded. - * @param type - The type to get a mime type for. - * @private - * @returns The mime type to use. - */ - LoaderResource.prototype._getMimeFromXhrType = function (type) { - switch (type) { - case LoaderResource.XHR_RESPONSE_TYPE.BUFFER: - return 'application/octet-binary'; - case LoaderResource.XHR_RESPONSE_TYPE.BLOB: - return 'application/blob'; - case LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT: - return 'application/xml'; - case LoaderResource.XHR_RESPONSE_TYPE.JSON: - return 'application/json'; - case LoaderResource.XHR_RESPONSE_TYPE.DEFAULT: - case LoaderResource.XHR_RESPONSE_TYPE.TEXT: - /* falls through */ - default: - return 'text/plain'; - } - }; - return LoaderResource; -}()); -// eslint-disable-next-line @typescript-eslint/no-namespace -(function (LoaderResource) { - (function (STATUS_FLAGS) { - /** None */ - STATUS_FLAGS[STATUS_FLAGS["NONE"] = 0] = "NONE"; - /** Data URL */ - STATUS_FLAGS[STATUS_FLAGS["DATA_URL"] = 1] = "DATA_URL"; - /** Complete */ - STATUS_FLAGS[STATUS_FLAGS["COMPLETE"] = 2] = "COMPLETE"; - /** Loading */ - STATUS_FLAGS[STATUS_FLAGS["LOADING"] = 4] = "LOADING"; - })(LoaderResource.STATUS_FLAGS || (LoaderResource.STATUS_FLAGS = {})); - (function (TYPE) { - /** Unknown */ - TYPE[TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - /** JSON */ - TYPE[TYPE["JSON"] = 1] = "JSON"; - /** XML */ - TYPE[TYPE["XML"] = 2] = "XML"; - /** Image */ - TYPE[TYPE["IMAGE"] = 3] = "IMAGE"; - /** Audio */ - TYPE[TYPE["AUDIO"] = 4] = "AUDIO"; - /** Video */ - TYPE[TYPE["VIDEO"] = 5] = "VIDEO"; - /** Plain text */ - TYPE[TYPE["TEXT"] = 6] = "TEXT"; - })(LoaderResource.TYPE || (LoaderResource.TYPE = {})); - (function (LOAD_TYPE) { - /** Uses XMLHttpRequest to load the resource. */ - LOAD_TYPE[LOAD_TYPE["XHR"] = 1] = "XHR"; - /** Uses an `Image` object to load the resource. */ - LOAD_TYPE[LOAD_TYPE["IMAGE"] = 2] = "IMAGE"; - /** Uses an `Audio` object to load the resource. */ - LOAD_TYPE[LOAD_TYPE["AUDIO"] = 3] = "AUDIO"; - /** Uses a `Video` object to load the resource. */ - LOAD_TYPE[LOAD_TYPE["VIDEO"] = 4] = "VIDEO"; - })(LoaderResource.LOAD_TYPE || (LoaderResource.LOAD_TYPE = {})); - (function (XHR_RESPONSE_TYPE) { - /** string */ - XHR_RESPONSE_TYPE["DEFAULT"] = "text"; - /** ArrayBuffer */ - XHR_RESPONSE_TYPE["BUFFER"] = "arraybuffer"; - /** Blob */ - XHR_RESPONSE_TYPE["BLOB"] = "blob"; - /** Document */ - XHR_RESPONSE_TYPE["DOCUMENT"] = "document"; - /** Object */ - XHR_RESPONSE_TYPE["JSON"] = "json"; - /** String */ - XHR_RESPONSE_TYPE["TEXT"] = "text"; - })(LoaderResource.XHR_RESPONSE_TYPE || (LoaderResource.XHR_RESPONSE_TYPE = {})); - LoaderResource._loadTypeMap = { - // images - gif: LoaderResource.LOAD_TYPE.IMAGE, - png: LoaderResource.LOAD_TYPE.IMAGE, - bmp: LoaderResource.LOAD_TYPE.IMAGE, - jpg: LoaderResource.LOAD_TYPE.IMAGE, - jpeg: LoaderResource.LOAD_TYPE.IMAGE, - tif: LoaderResource.LOAD_TYPE.IMAGE, - tiff: LoaderResource.LOAD_TYPE.IMAGE, - webp: LoaderResource.LOAD_TYPE.IMAGE, - tga: LoaderResource.LOAD_TYPE.IMAGE, - svg: LoaderResource.LOAD_TYPE.IMAGE, - 'svg+xml': LoaderResource.LOAD_TYPE.IMAGE, - // audio - mp3: LoaderResource.LOAD_TYPE.AUDIO, - ogg: LoaderResource.LOAD_TYPE.AUDIO, - wav: LoaderResource.LOAD_TYPE.AUDIO, - // videos - mp4: LoaderResource.LOAD_TYPE.VIDEO, - webm: LoaderResource.LOAD_TYPE.VIDEO, - }; - LoaderResource._xhrTypeMap = { - // xml - xhtml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - html: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - htm: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - xml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - tmx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - svg: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component. - // Since it is way less likely for people to be loading TypeScript files instead of Tiled files, - // this should probably be fine. - tsx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - // images - gif: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - png: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - bmp: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - jpg: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - jpeg: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - tif: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - tiff: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - webp: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - tga: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - // json - json: LoaderResource.XHR_RESPONSE_TYPE.JSON, - // text - text: LoaderResource.XHR_RESPONSE_TYPE.TEXT, - txt: LoaderResource.XHR_RESPONSE_TYPE.TEXT, - // fonts - ttf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER, - otf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER, - }; - // We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif - LoaderResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw=='; -})(exports.LoaderResource || (exports.LoaderResource = {})); - -/** - * Smaller version of the async library constructs. - * @ignore - */ -function _noop() { -} -/** - * Ensures a function is only called once. - * @ignore - * @param {Function} fn - The function to wrap. - * @returns {Function} The wrapping function. - */ -function onlyOnce(fn) { - return function onceWrapper() { - var arguments$1 = arguments; - - var args = []; - for (var _i = 0; _i < arguments.length; _i++) { - args[_i] = arguments$1[_i]; - } - if (fn === null) { - throw new Error('Callback was already called.'); - } - var callFn = fn; - fn = null; - callFn.apply(this, args); - }; -} -/** - * @private - * @memberof PIXI - */ -var AsyncQueueItem = /** @class */ (function () { - /** - * @param data - * @param callback - * @private - */ - function AsyncQueueItem(data, callback) { - this.data = data; - this.callback = callback; - } - return AsyncQueueItem; -}()); -/** - * @private - * @memberof PIXI - */ -var AsyncQueue = /** @class */ (function () { - /** - * @param worker - * @param concurrency - * @private - */ - function AsyncQueue(worker, concurrency) { - var _this = this; - if (concurrency === void 0) { concurrency = 1; } - this.workers = 0; - this.saturated = _noop; - this.unsaturated = _noop; - this.empty = _noop; - this.drain = _noop; - this.error = _noop; - this.started = false; - this.paused = false; - this._tasks = []; - this._insert = function (data, insertAtFront, callback) { - if (callback && typeof callback !== 'function') { - throw new Error('task callback must be a function'); - } - _this.started = true; - // eslint-disable-next-line no-eq-null,eqeqeq - if (data == null && _this.idle()) { - // call drain immediately if there are no tasks - setTimeout(function () { return _this.drain(); }, 1); - return; - } - var item = new AsyncQueueItem(data, typeof callback === 'function' ? callback : _noop); - if (insertAtFront) { - _this._tasks.unshift(item); - } - else { - _this._tasks.push(item); - } - setTimeout(_this.process, 1); - }; - this.process = function () { - while (!_this.paused && _this.workers < _this.concurrency && _this._tasks.length) { - var task = _this._tasks.shift(); - if (_this._tasks.length === 0) { - _this.empty(); - } - _this.workers += 1; - if (_this.workers === _this.concurrency) { - _this.saturated(); - } - _this._worker(task.data, onlyOnce(_this._next(task))); - } - }; - this._worker = worker; - if (concurrency === 0) { - throw new Error('Concurrency must not be zero'); - } - this.concurrency = concurrency; - this.buffer = concurrency / 4.0; - } - /** - * @param task - * @private - */ - AsyncQueue.prototype._next = function (task) { - var _this = this; - return function () { - var arguments$1 = arguments; - - var args = []; - for (var _i = 0; _i < arguments.length; _i++) { - args[_i] = arguments$1[_i]; - } - _this.workers -= 1; - task.callback.apply(task, args); - // eslint-disable-next-line no-eq-null,eqeqeq - if (args[0] != null) { - _this.error(args[0], task.data); - } - if (_this.workers <= (_this.concurrency - _this.buffer)) { - _this.unsaturated(); - } - if (_this.idle()) { - _this.drain(); - } - _this.process(); - }; - }; - // That was in object - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - AsyncQueue.prototype.push = function (data, callback) { - this._insert(data, false, callback); - }; - AsyncQueue.prototype.kill = function () { - this.workers = 0; - this.drain = _noop; - this.started = false; - this._tasks = []; - }; - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - AsyncQueue.prototype.unshift = function (data, callback) { - this._insert(data, true, callback); - }; - AsyncQueue.prototype.length = function () { - return this._tasks.length; - }; - AsyncQueue.prototype.running = function () { - return this.workers; - }; - AsyncQueue.prototype.idle = function () { - return this._tasks.length + this.workers === 0; - }; - AsyncQueue.prototype.pause = function () { - if (this.paused === true) { - return; - } - this.paused = true; - }; - AsyncQueue.prototype.resume = function () { - if (this.paused === false) { - return; - } - this.paused = false; - // Need to call this.process once per concurrent - // worker to preserve full concurrency after pause - for (var w = 1; w <= this.concurrency; w++) { - this.process(); - } - }; - /** - * Iterates an array in series. - * @param {Array.<*>} array - Array to iterate. - * @param {Function} iterator - Function to call for each element. - * @param {Function} callback - Function to call when done, or on error. - * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1. - */ - AsyncQueue.eachSeries = function (array, iterator, callback, deferNext) { - var i = 0; - var len = array.length; - function next(err) { - if (err || i === len) { - if (callback) { - callback(err); - } - return; - } - if (deferNext) { - setTimeout(function () { - iterator(array[i++], next); - }, 1); - } - else { - iterator(array[i++], next); - } - } - next(); - }; - /** - * Async queue implementation, - * @param {Function} worker - The worker function to call for each task. - * @param {number} concurrency - How many workers to run in parrallel. - * @returns {*} The async queue object. - */ - AsyncQueue.queue = function (worker, concurrency) { - return new AsyncQueue(worker, concurrency); - }; - return AsyncQueue; -}()); - -// some constants -var MAX_PROGRESS = 100; -var rgxExtractUrlHash = /(#[\w-]+)?$/; -/** - * The new loader, forked from Resource Loader by Chad Engler: https://github.com/englercj/resource-loader - * - * ```js - * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use. - * // or - * const loader = new PIXI.Loader(); // You can also create your own if you want - * - * const sprites = {}; - * - * // Chainable `add` to enqueue a resource - * loader.add('bunny', 'data/bunny.png') - * .add('spaceship', 'assets/spritesheet.json'); - * loader.add('scoreFont', 'assets/score.fnt'); - * - * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource. - * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc). - * loader.pre(cachingMiddleware); - * - * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource. - * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc). - * loader.use(parsingMiddleware); - * - * // The `load` method loads the queue of resources, and calls the passed in callback called once all - * // resources have loaded. - * loader.load((loader, resources) => { - * // resources is an object where the key is the name of the resource loaded and the value is the resource object. - * // They have a couple default properties: - * // - `url`: The URL that the resource was loaded from - * // - `error`: The error that happened when trying to load (if any) - * // - `data`: The raw data that was loaded - * // also may contain other properties based on the middleware that runs. - * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture); - * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture); - * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture); - * }); - * - * // throughout the process multiple signals can be dispatched. - * loader.onProgress.add(() => {}); // called once per loaded/errored file - * loader.onError.add(() => {}); // called once per errored file - * loader.onLoad.add(() => {}); // called once per loaded file - * loader.onComplete.add(() => {}); // called once when the queued resources all load. - * ``` - * @memberof PIXI - */ -var Loader = /** @class */ (function () { - /** - * @param baseUrl - The base url for all resources loaded by this loader. - * @param concurrency - The number of resources to load concurrently. - */ - function Loader(baseUrl, concurrency) { - var _this = this; - if (baseUrl === void 0) { baseUrl = ''; } - if (concurrency === void 0) { concurrency = 10; } - /** The progress percent of the loader going through the queue. */ - this.progress = 0; - /** Loading state of the loader, true if it is currently loading resources. */ - this.loading = false; - /** - * A querystring to append to every URL added to the loader. - * - * This should be a valid query string *without* the question-mark (`?`). The loader will - * also *not* escape values for you. Make sure to escape your parameters with - * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property. - * @example - * const loader = new Loader(); - * - * loader.defaultQueryString = 'user=me&password=secret'; - * - * // This will request 'image.png?user=me&password=secret' - * loader.add('image.png').load(); - * - * loader.reset(); - * - * // This will request 'image.png?v=1&user=me&password=secret' - * loader.add('iamge.png?v=1').load(); - */ - this.defaultQueryString = ''; - /** The middleware to run before loading each resource. */ - this._beforeMiddleware = []; - /** The middleware to run after loading each resource. */ - this._afterMiddleware = []; - /** The tracks the resources we are currently completing parsing for. */ - this._resourcesParsing = []; - /** - * The `_loadResource` function bound with this object context. - * @param r - The resource to load - * @param d - The dequeue function - */ - this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); }; - /** All the resources for this loader keyed by name. */ - this.resources = {}; - this.baseUrl = baseUrl; - this._beforeMiddleware = []; - this._afterMiddleware = []; - this._resourcesParsing = []; - this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); }; - this._queue = AsyncQueue.queue(this._boundLoadResource, concurrency); - this._queue.pause(); - this.resources = {}; - this.onProgress = new Signal(); - this.onError = new Signal(); - this.onLoad = new Signal(); - this.onStart = new Signal(); - this.onComplete = new Signal(); - for (var i = 0; i < Loader._plugins.length; ++i) { - var plugin = Loader._plugins[i]; - var pre = plugin.pre, use = plugin.use; - if (pre) { - this.pre(pre); - } - if (use) { - this.use(use); - } - } - this._protected = false; - } - /** - * Same as add, params have strict order - * @private - * @param name - The name of the resource to load. - * @param url - The url for this resource, relative to the baseUrl of this loader. - * @param options - The options for the load. - * @param callback - Function to call when this specific resource completes loading. - * @returns The loader itself. - */ - Loader.prototype._add = function (name, url, options, callback) { - // if loading already you can only add resources that have a parent. - if (this.loading && (!options || !options.parentResource)) { - throw new Error('Cannot add resources while the loader is running.'); - } - // check if resource already exists. - if (this.resources[name]) { - throw new Error("Resource named \"" + name + "\" already exists."); - } - // add base url if this isn't an absolute url - url = this._prepareUrl(url); - // create the store the resource - this.resources[name] = new exports.LoaderResource(name, url, options); - if (typeof callback === 'function') { - this.resources[name].onAfterMiddleware.once(callback); - } - // if actively loading, make sure to adjust progress chunks for that parent and its children - if (this.loading) { - var parent = options.parentResource; - var incompleteChildren = []; - for (var i = 0; i < parent.children.length; ++i) { - if (!parent.children[i].isComplete) { - incompleteChildren.push(parent.children[i]); - } - } - var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent - var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child - parent.children.push(this.resources[name]); - parent.progressChunk = eachChunk; - for (var i = 0; i < incompleteChildren.length; ++i) { - incompleteChildren[i].progressChunk = eachChunk; - } - this.resources[name].progressChunk = eachChunk; - } - // add the resource to the queue - this._queue.push(this.resources[name]); - return this; - }; - /* eslint-enable require-jsdoc,valid-jsdoc */ - /** - * Sets up a middleware function that will run *before* the - * resource is loaded. - * @param fn - The middleware function to register. - * @returns The loader itself. - */ - Loader.prototype.pre = function (fn) { - this._beforeMiddleware.push(fn); - return this; - }; - /** - * Sets up a middleware function that will run *after* the - * resource is loaded. - * @param fn - The middleware function to register. - * @returns The loader itself. - */ - Loader.prototype.use = function (fn) { - this._afterMiddleware.push(fn); - return this; - }; - /** - * Resets the queue of the loader to prepare for a new load. - * @returns The loader itself. - */ - Loader.prototype.reset = function () { - this.progress = 0; - this.loading = false; - this._queue.kill(); - this._queue.pause(); - // abort all resource loads - for (var k in this.resources) { - var res = this.resources[k]; - if (res._onLoadBinding) { - res._onLoadBinding.detach(); - } - if (res.isLoading) { - res.abort('loader reset'); - } - } - this.resources = {}; - return this; - }; - /** - * Starts loading the queued resources. - * @param cb - Optional callback that will be bound to the `complete` event. - * @returns The loader itself. - */ - Loader.prototype.load = function (cb) { - utils.deprecation('6.5.0', '@pixi/loaders is being replaced with @pixi/assets in the next major release.'); - // register complete callback if they pass one - if (typeof cb === 'function') { - this.onComplete.once(cb); - } - // if the queue has already started we are done here - if (this.loading) { - return this; - } - if (this._queue.idle()) { - this._onStart(); - this._onComplete(); - } - else { - // distribute progress chunks - var numTasks = this._queue._tasks.length; - var chunk = MAX_PROGRESS / numTasks; - for (var i = 0; i < this._queue._tasks.length; ++i) { - this._queue._tasks[i].data.progressChunk = chunk; - } - // notify we are starting - this._onStart(); - // start loading - this._queue.resume(); - } - return this; - }; - Object.defineProperty(Loader.prototype, "concurrency", { - /** - * The number of resources to load concurrently. - * @default 10 - */ - get: function () { - return this._queue.concurrency; - }, - set: function (concurrency) { - this._queue.concurrency = concurrency; - }, - enumerable: false, - configurable: true - }); - /** - * Prepares a url for usage based on the configuration of this object - * @param url - The url to prepare. - * @returns The prepared url. - */ - Loader.prototype._prepareUrl = function (url) { - var parsedUrl = parseUri(url, { strictMode: true }); - var result; - // absolute url, just use it as is. - if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) { - result = url; - } - // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween - else if (this.baseUrl.length - && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1 - && url.charAt(0) !== '/') { - result = this.baseUrl + "/" + url; - } - else { - result = this.baseUrl + url; - } - // if we need to add a default querystring, there is a bit more work - if (this.defaultQueryString) { - var hash = rgxExtractUrlHash.exec(result)[0]; - result = result.slice(0, result.length - hash.length); - if (result.indexOf('?') !== -1) { - result += "&" + this.defaultQueryString; - } - else { - result += "?" + this.defaultQueryString; - } - result += hash; - } - return result; - }; - /** - * Loads a single resource. - * @param resource - The resource to load. - * @param dequeue - The function to call when we need to dequeue this item. - */ - Loader.prototype._loadResource = function (resource, dequeue) { - var _this = this; - resource._dequeue = dequeue; - // run before middleware - AsyncQueue.eachSeries(this._beforeMiddleware, function (fn, next) { - fn.call(_this, resource, function () { - // if the before middleware marks the resource as complete, - // break and don't process any more before middleware - next(resource.isComplete ? {} : null); - }); - }, function () { - if (resource.isComplete) { - _this._onLoad(resource); - } - else { - resource._onLoadBinding = resource.onComplete.once(_this._onLoad, _this); - resource.load(); - } - }, true); - }; - /** Called once loading has started. */ - Loader.prototype._onStart = function () { - this.progress = 0; - this.loading = true; - this.onStart.dispatch(this); - }; - /** Called once each resource has loaded. */ - Loader.prototype._onComplete = function () { - this.progress = MAX_PROGRESS; - this.loading = false; - this.onComplete.dispatch(this, this.resources); - }; - /** - * Called each time a resources is loaded. - * @param resource - The resource that was loaded - */ - Loader.prototype._onLoad = function (resource) { - var _this = this; - resource._onLoadBinding = null; - // remove this resource from the async queue, and add it to our list of resources that are being parsed - this._resourcesParsing.push(resource); - resource._dequeue(); - // run all the after middleware for this resource - AsyncQueue.eachSeries(this._afterMiddleware, function (fn, next) { - fn.call(_this, resource, next); - }, function () { - resource.onAfterMiddleware.dispatch(resource); - _this.progress = Math.min(MAX_PROGRESS, _this.progress + resource.progressChunk); - _this.onProgress.dispatch(_this, resource); - if (resource.error) { - _this.onError.dispatch(resource.error, _this, resource); - } - else { - _this.onLoad.dispatch(_this, resource); - } - _this._resourcesParsing.splice(_this._resourcesParsing.indexOf(resource), 1); - // do completion check - if (_this._queue.idle() && _this._resourcesParsing.length === 0) { - _this._onComplete(); - } - }, true); - }; - /** Destroy the loader, removes references. */ - Loader.prototype.destroy = function () { - if (!this._protected) { - this.reset(); - } - }; - Object.defineProperty(Loader, "shared", { - /** A premade instance of the loader that can be used to load resources. */ - get: function () { - var shared = Loader._shared; - if (!shared) { - shared = new Loader(); - shared._protected = true; - Loader._shared = shared; - } - return shared; - }, - enumerable: false, - configurable: true - }); - /** - * Use the {@link PIXI.extensions.add} API to register plugins. - * @deprecated since 6.5.0 - * @param plugin - The plugin to add - * @returns Reference to PIXI.Loader for chaining - */ - Loader.registerPlugin = function (plugin) { - utils.deprecation('6.5.0', 'Loader.registerPlugin() is deprecated, use extensions.add() instead.'); - core.extensions.add({ - type: core.ExtensionType.Loader, - ref: plugin, - }); - return Loader; - }; - Loader._plugins = []; - return Loader; -}()); -core.extensions.handleByList(core.ExtensionType.Loader, Loader._plugins); -Loader.prototype.add = function add(name, url, options, callback) { - // special case of an array of objects or urls - if (Array.isArray(name)) { - for (var i = 0; i < name.length; ++i) { - this.add(name[i]); - } - return this; - } - // if an object is passed instead of params - if (typeof name === 'object') { - options = name; - callback = url || options.callback || options.onComplete; - url = options.url; - name = options.name || options.key || options.url; - } - // case where no name is passed shift all args over by one. - if (typeof url !== 'string') { - callback = options; - options = url; - url = name; - } - // now that we shifted make sure we have a proper url. - if (typeof url !== 'string') { - throw new Error('No url passed to add resource to loader.'); - } - // options are optional so people might pass a function and no options - if (typeof options === 'function') { - callback = options; - options = null; - } - return this._add(name, url, options, callback); -}; - -/** - * Application plugin for supporting loader option. Installing the LoaderPlugin - * is not necessary if using **pixi.js** or **pixi.js-legacy**. - * @example - * import {AppLoaderPlugin} from '@pixi/loaders'; - * import {extensions} from '@pixi/core'; - * extensions.add(AppLoaderPlugin); - * @memberof PIXI - */ -var AppLoaderPlugin = /** @class */ (function () { - function AppLoaderPlugin() { - } - /** - * Called on application constructor - * @param options - * @private - */ - AppLoaderPlugin.init = function (options) { - options = Object.assign({ - sharedLoader: false, - }, options); - this.loader = options.sharedLoader ? Loader.shared : new Loader(); - }; - /** - * Called when application destroyed - * @private - */ - AppLoaderPlugin.destroy = function () { - if (this.loader) { - this.loader.destroy(); - this.loader = null; - } - }; - /** @ignore */ - AppLoaderPlugin.extension = core.ExtensionType.Application; - return AppLoaderPlugin; -}()); - -/** - * Loader plugin for handling Texture resources. - * @memberof PIXI - */ -var TextureLoader = /** @class */ (function () { - function TextureLoader() { - } - /** Handle SVG elements a text, render with SVGResource. */ - TextureLoader.add = function () { - exports.LoaderResource.setExtensionLoadType('svg', exports.LoaderResource.LOAD_TYPE.XHR); - exports.LoaderResource.setExtensionXhrType('svg', exports.LoaderResource.XHR_RESPONSE_TYPE.TEXT); - }; - /** - * Called after a resource is loaded. - * @see PIXI.Loader.loaderMiddleware - * @param resource - * @param {Function} next - */ - TextureLoader.use = function (resource, next) { - // create a new texture if the data is an Image object - if (resource.data && (resource.type === exports.LoaderResource.TYPE.IMAGE || resource.extension === 'svg')) { - var data = resource.data, url = resource.url, name = resource.name, metadata = resource.metadata; - core.Texture.fromLoader(data, url, name, metadata).then(function (texture) { - resource.texture = texture; - next(); - }) - // TODO: handle errors in Texture.fromLoader - // so we can pass them to the Loader - .catch(next); - } - else { - next(); - } - }; - /** @ignore */ - TextureLoader.extension = core.ExtensionType.Loader; - return TextureLoader; -}()); - -var _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/='; -/** - * Encodes binary into base64. - * @function encodeBinary - * @param {string} input - The input data to encode. - * @returns {string} The encoded base64 string - */ -function encodeBinary(input) { - var output = ''; - var inx = 0; - while (inx < input.length) { - // Fill byte buffer array - var bytebuffer = [0, 0, 0]; - var encodedCharIndexes = [0, 0, 0, 0]; - for (var jnx = 0; jnx < bytebuffer.length; ++jnx) { - if (inx < input.length) { - // throw away high-order byte, as documented at: - // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data - bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff; - } - else { - bytebuffer[jnx] = 0; - } - } - // Get each encoded character, 6 bits at a time - // index 1: first 6 bits - encodedCharIndexes[0] = bytebuffer[0] >> 2; - // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2) - encodedCharIndexes[1] = ((bytebuffer[0] & 0x3) << 4) | (bytebuffer[1] >> 4); - // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3) - encodedCharIndexes[2] = ((bytebuffer[1] & 0x0f) << 2) | (bytebuffer[2] >> 6); - // index 3: forth 6 bits (6 least significant bits from input byte 3) - encodedCharIndexes[3] = bytebuffer[2] & 0x3f; - // Determine whether padding happened, and adjust accordingly - var paddingBytes = inx - (input.length - 1); - switch (paddingBytes) { - case 2: - // Set last 2 characters to padding char - encodedCharIndexes[3] = 64; - encodedCharIndexes[2] = 64; - break; - case 1: - // Set last character to padding char - encodedCharIndexes[3] = 64; - break; - } - // Now we will grab each appropriate character out of our keystring - // based on our index array and append it to the output string - for (var jnx = 0; jnx < encodedCharIndexes.length; ++jnx) { - output += _keyStr.charAt(encodedCharIndexes[jnx]); - } - } - return output; -} - -/** - * A middleware for transforming XHR loaded Blobs into more useful objects - * @ignore - * @function parsing - * @example - * import { Loader, middleware } from 'resource-loader'; - * const loader = new Loader(); - * loader.use(middleware.parsing); - * @param resource - Current Resource - * @param next - Callback when complete - */ -function parsing(resource, next) { - if (!resource.data) { - next(); - return; - } - // if this was an XHR load of a blob - if (resource.xhr && resource.xhrType === exports.LoaderResource.XHR_RESPONSE_TYPE.BLOB) { - // if there is no blob support we probably got a binary string back - if (!self.Blob || typeof resource.data === 'string') { - var type = resource.xhr.getResponseHeader('content-type'); - // this is an image, convert the binary string into a data url - if (type && type.indexOf('image') === 0) { - resource.data = new Image(); - resource.data.src = "data:" + type + ";base64," + encodeBinary(resource.xhr.responseText); - resource.type = exports.LoaderResource.TYPE.IMAGE; - // wait until the image loads and then callback - resource.data.onload = function () { - resource.data.onload = null; - next(); - }; - // next will be called on load - return; - } - } - // if content type says this is an image, then we should transform the blob into an Image object - else if (resource.data.type.indexOf('image') === 0) { - var Url_1 = globalThis.URL || globalThis.webkitURL; - var src_1 = Url_1.createObjectURL(resource.data); - resource.blob = resource.data; - resource.data = new Image(); - resource.data.src = src_1; - resource.type = exports.LoaderResource.TYPE.IMAGE; - // cleanup the no longer used blob after the image loads - // TODO: Is this correct? Will the image be invalid after revoking? - resource.data.onload = function () { - Url_1.revokeObjectURL(src_1); - resource.data.onload = null; - next(); - }; - // next will be called on load. - return; - } - } - next(); -} - -/** - * Parse any blob into more usable objects (e.g. Image). - * @memberof PIXI - */ -var ParsingLoader = /** @class */ (function () { - function ParsingLoader() { - } - /** @ignore */ - ParsingLoader.extension = core.ExtensionType.Loader; - ParsingLoader.use = parsing; - return ParsingLoader; -}()); - -core.extensions.add(TextureLoader, ParsingLoader); - -exports.AppLoaderPlugin = AppLoaderPlugin; -exports.Loader = Loader; -exports.TextureLoader = TextureLoader; - - -},{"@pixi/core":11,"@pixi/utils":22}],17:[function(require,module,exports){ -/*! - * @pixi/math - v6.5.7 - * Compiled Thu, 20 Oct 2022 15:13:33 UTC - * - * @pixi/math is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -/** - * Two Pi. - * @static - * @member {number} - * @memberof PIXI - */ -var PI_2 = Math.PI * 2; -/** - * Conversion factor for converting radians to degrees. - * @static - * @member {number} RAD_TO_DEG - * @memberof PIXI - */ -var RAD_TO_DEG = 180 / Math.PI; -/** - * Conversion factor for converting degrees to radians. - * @static - * @member {number} - * @memberof PIXI - */ -var DEG_TO_RAD = Math.PI / 180; -/** - * Constants that identify shapes, mainly to prevent `instanceof` calls. - * @static - * @memberof PIXI - * @enum {number} - * @property {number} POLY Polygon - * @property {number} RECT Rectangle - * @property {number} CIRC Circle - * @property {number} ELIP Ellipse - * @property {number} RREC Rounded Rectangle - */ -exports.SHAPES = void 0; -(function (SHAPES) { - SHAPES[SHAPES["POLY"] = 0] = "POLY"; - SHAPES[SHAPES["RECT"] = 1] = "RECT"; - SHAPES[SHAPES["CIRC"] = 2] = "CIRC"; - SHAPES[SHAPES["ELIP"] = 3] = "ELIP"; - SHAPES[SHAPES["RREC"] = 4] = "RREC"; -})(exports.SHAPES || (exports.SHAPES = {})); - -/** - * The Point object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis - * @class - * @memberof PIXI - * @implements {IPoint} - */ -var Point = /** @class */ (function () { - /** - * Creates a new `Point` - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis - */ - function Point(x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - /** Position of the point on the x axis */ - this.x = 0; - /** Position of the point on the y axis */ - this.y = 0; - this.x = x; - this.y = y; - } - /** - * Creates a clone of this point - * @returns A clone of this point - */ - Point.prototype.clone = function () { - return new Point(this.x, this.y); - }; - /** - * Copies `x` and `y` from the given point into this point - * @param p - The point to copy from - * @returns The point instance itself - */ - Point.prototype.copyFrom = function (p) { - this.set(p.x, p.y); - return this; - }; - /** - * Copies this point's x and y into the given point (`p`). - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated - */ - Point.prototype.copyTo = function (p) { - p.set(this.x, this.y); - return p; - }; - /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal - */ - Point.prototype.equals = function (p) { - return (p.x === this.x) && (p.y === this.y); - }; - /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the `x` axis - * @param {number} [y=x] - position of the point on the `y` axis - * @returns The point instance itself - */ - Point.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - this.x = x; - this.y = y; - return this; - }; - Point.prototype.toString = function () { - return "[@pixi/math:Point x=" + this.x + " y=" + this.y + "]"; - }; - return Point; -}()); - -var tempPoints = [new Point(), new Point(), new Point(), new Point()]; -/** - * Size object, contains width and height - * @memberof PIXI - * @typedef {object} ISize - * @property {number} width - Width component - * @property {number} height - Height component - */ -/** - * Rectangle object is an area defined by its position, as indicated by its top-left corner - * point (x, y) and by its width and its height. - * @memberof PIXI - */ -var Rectangle = /** @class */ (function () { - /** - * @param x - The X coordinate of the upper-left corner of the rectangle - * @param y - The Y coordinate of the upper-left corner of the rectangle - * @param width - The overall width of the rectangle - * @param height - The overall height of the rectangle - */ - function Rectangle(x, y, width, height) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - this.x = Number(x); - this.y = Number(y); - this.width = Number(width); - this.height = Number(height); - this.type = exports.SHAPES.RECT; - } - Object.defineProperty(Rectangle.prototype, "left", { - /** Returns the left edge of the rectangle. */ - get: function () { - return this.x; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "right", { - /** Returns the right edge of the rectangle. */ - get: function () { - return this.x + this.width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "top", { - /** Returns the top edge of the rectangle. */ - get: function () { - return this.y; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "bottom", { - /** Returns the bottom edge of the rectangle. */ - get: function () { - return this.y + this.height; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle, "EMPTY", { - /** A constant empty rectangle. */ - get: function () { - return new Rectangle(0, 0, 0, 0); - }, - enumerable: false, - configurable: true - }); - /** - * Creates a clone of this Rectangle - * @returns a copy of the rectangle - */ - Rectangle.prototype.clone = function () { - return new Rectangle(this.x, this.y, this.width, this.height); - }; - /** - * Copies another rectangle to this one. - * @param rectangle - The rectangle to copy from. - * @returns Returns itself. - */ - Rectangle.prototype.copyFrom = function (rectangle) { - this.x = rectangle.x; - this.y = rectangle.y; - this.width = rectangle.width; - this.height = rectangle.height; - return this; - }; - /** - * Copies this rectangle to another one. - * @param rectangle - The rectangle to copy to. - * @returns Returns given parameter. - */ - Rectangle.prototype.copyTo = function (rectangle) { - rectangle.x = this.x; - rectangle.y = this.y; - rectangle.width = this.width; - rectangle.height = this.height; - return rectangle; - }; - /** - * Checks whether the x and y coordinates given are contained within this Rectangle - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coordinates are within this Rectangle - */ - Rectangle.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { - return false; - } - if (x >= this.x && x < this.x + this.width) { - if (y >= this.y && y < this.y + this.height) { - return true; - } - } - return false; - }; - /** - * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object. - * Returns true only if the area of the intersection is >0, this means that Rectangles - * sharing a side are not overlapping. Another side effect is that an arealess rectangle - * (width or height equal to zero) can't intersect any other rectangle. - * @param {Rectangle} other - The Rectangle to intersect with `this`. - * @param {Matrix} transform - The transformation matrix of `other`. - * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`. - */ - Rectangle.prototype.intersects = function (other, transform) { - if (!transform) { - var x0_1 = this.x < other.x ? other.x : this.x; - var x1_1 = this.right > other.right ? other.right : this.right; - if (x1_1 <= x0_1) { - return false; - } - var y0_1 = this.y < other.y ? other.y : this.y; - var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom; - return y1_1 > y0_1; - } - var x0 = this.left; - var x1 = this.right; - var y0 = this.top; - var y1 = this.bottom; - if (x1 <= x0 || y1 <= y0) { - return false; - } - var lt = tempPoints[0].set(other.left, other.top); - var lb = tempPoints[1].set(other.left, other.bottom); - var rt = tempPoints[2].set(other.right, other.top); - var rb = tempPoints[3].set(other.right, other.bottom); - if (rt.x <= lt.x || lb.y <= lt.y) { - return false; - } - var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c)); - if (s === 0) { - return false; - } - transform.apply(lt, lt); - transform.apply(lb, lb); - transform.apply(rt, rt); - transform.apply(rb, rb); - if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0 - || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1 - || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0 - || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) { - return false; - } - var nx = s * (lb.y - lt.y); - var ny = s * (lt.x - lb.x); - var n00 = (nx * x0) + (ny * y0); - var n10 = (nx * x1) + (ny * y0); - var n01 = (nx * x0) + (ny * y1); - var n11 = (nx * x1) + (ny * y1); - if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y) - || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) { - return false; - } - var mx = s * (lt.y - rt.y); - var my = s * (rt.x - lt.x); - var m00 = (mx * x0) + (my * y0); - var m10 = (mx * x1) + (my * y0); - var m01 = (mx * x0) + (my * y1); - var m11 = (mx * x1) + (my * y1); - if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y) - || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) { - return false; - } - return true; - }; - /** - * Pads the rectangle making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. - * @returns Returns itself. - */ - Rectangle.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - this.x -= paddingX; - this.y -= paddingY; - this.width += paddingX * 2; - this.height += paddingY * 2; - return this; - }; - /** - * Fits this rectangle around the passed one. - * @param rectangle - The rectangle to fit. - * @returns Returns itself. - */ - Rectangle.prototype.fit = function (rectangle) { - var x1 = Math.max(this.x, rectangle.x); - var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.max(this.y, rectangle.y); - var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = Math.max(x2 - x1, 0); - this.y = y1; - this.height = Math.max(y2 - y1, 0); - return this; - }; - /** - * Enlarges rectangle that way its corners lie on grid - * @param resolution - resolution - * @param eps - precision - * @returns Returns itself. - */ - Rectangle.prototype.ceil = function (resolution, eps) { - if (resolution === void 0) { resolution = 1; } - if (eps === void 0) { eps = 0.001; } - var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution; - var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution; - this.x = Math.floor((this.x + eps) * resolution) / resolution; - this.y = Math.floor((this.y + eps) * resolution) / resolution; - this.width = x2 - this.x; - this.height = y2 - this.y; - return this; - }; - /** - * Enlarges this rectangle to include the passed rectangle. - * @param rectangle - The rectangle to include. - * @returns Returns itself. - */ - Rectangle.prototype.enlarge = function (rectangle) { - var x1 = Math.min(this.x, rectangle.x); - var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.min(this.y, rectangle.y); - var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = x2 - x1; - this.y = y1; - this.height = y2 - y1; - return this; - }; - Rectangle.prototype.toString = function () { - return "[@pixi/math:Rectangle x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; - }; - return Rectangle; -}()); - -/** - * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects. - * @memberof PIXI - */ -var Circle = /** @class */ (function () { - /** - * @param x - The X coordinate of the center of this circle - * @param y - The Y coordinate of the center of this circle - * @param radius - The radius of the circle - */ - function Circle(x, y, radius) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (radius === void 0) { radius = 0; } - this.x = x; - this.y = y; - this.radius = radius; - this.type = exports.SHAPES.CIRC; - } - /** - * Creates a clone of this Circle instance - * @returns A copy of the Circle - */ - Circle.prototype.clone = function () { - return new Circle(this.x, this.y, this.radius); - }; - /** - * Checks whether the x and y coordinates given are contained within this circle - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coordinates are within this Circle - */ - Circle.prototype.contains = function (x, y) { - if (this.radius <= 0) { - return false; - } - var r2 = this.radius * this.radius; - var dx = (this.x - x); - var dy = (this.y - y); - dx *= dx; - dy *= dy; - return (dx + dy <= r2); - }; - /** - * Returns the framing rectangle of the circle as a Rectangle object - * @returns The framing rectangle - */ - Circle.prototype.getBounds = function () { - return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2); - }; - Circle.prototype.toString = function () { - return "[@pixi/math:Circle x=" + this.x + " y=" + this.y + " radius=" + this.radius + "]"; - }; - return Circle; -}()); - -/** - * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects. - * @memberof PIXI - */ -var Ellipse = /** @class */ (function () { - /** - * @param x - The X coordinate of the center of this ellipse - * @param y - The Y coordinate of the center of this ellipse - * @param halfWidth - The half width of this ellipse - * @param halfHeight - The half height of this ellipse - */ - function Ellipse(x, y, halfWidth, halfHeight) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (halfWidth === void 0) { halfWidth = 0; } - if (halfHeight === void 0) { halfHeight = 0; } - this.x = x; - this.y = y; - this.width = halfWidth; - this.height = halfHeight; - this.type = exports.SHAPES.ELIP; - } - /** - * Creates a clone of this Ellipse instance - * @returns {PIXI.Ellipse} A copy of the ellipse - */ - Ellipse.prototype.clone = function () { - return new Ellipse(this.x, this.y, this.width, this.height); - }; - /** - * Checks whether the x and y coordinates given are contained within this ellipse - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coords are within this ellipse - */ - Ellipse.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { - return false; - } - // normalize the coords to an ellipse with center 0,0 - var normx = ((x - this.x) / this.width); - var normy = ((y - this.y) / this.height); - normx *= normx; - normy *= normy; - return (normx + normy <= 1); - }; - /** - * Returns the framing rectangle of the ellipse as a Rectangle object - * @returns The framing rectangle - */ - Ellipse.prototype.getBounds = function () { - return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height); - }; - Ellipse.prototype.toString = function () { - return "[@pixi/math:Ellipse x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; - }; - return Ellipse; -}()); - -/** - * A class to define a shape via user defined coordinates. - * @memberof PIXI - */ -var Polygon = /** @class */ (function () { - /** - * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points - * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or - * the arguments passed can be all the points of the polygon e.g. - * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat - * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers. - */ - function Polygon() { - var arguments$1 = arguments; - - var points = []; - for (var _i = 0; _i < arguments.length; _i++) { - points[_i] = arguments$1[_i]; - } - var flat = Array.isArray(points[0]) ? points[0] : points; - // if this is an array of points, convert it to a flat array of numbers - if (typeof flat[0] !== 'number') { - var p = []; - for (var i = 0, il = flat.length; i < il; i++) { - p.push(flat[i].x, flat[i].y); - } - flat = p; - } - this.points = flat; - this.type = exports.SHAPES.POLY; - this.closeStroke = true; - } - /** - * Creates a clone of this polygon. - * @returns - A copy of the polygon. - */ - Polygon.prototype.clone = function () { - var points = this.points.slice(); - var polygon = new Polygon(points); - polygon.closeStroke = this.closeStroke; - return polygon; - }; - /** - * Checks whether the x and y coordinates passed to this function are contained within this polygon. - * @param x - The X coordinate of the point to test. - * @param y - The Y coordinate of the point to test. - * @returns - Whether the x/y coordinates are within this polygon. - */ - Polygon.prototype.contains = function (x, y) { - var inside = false; - // use some raycasting to test hits - // https://github.com/substack/point-in-polygon/blob/master/index.js - var length = this.points.length / 2; - for (var i = 0, j = length - 1; i < length; j = i++) { - var xi = this.points[i * 2]; - var yi = this.points[(i * 2) + 1]; - var xj = this.points[j * 2]; - var yj = this.points[(j * 2) + 1]; - var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi); - if (intersect) { - inside = !inside; - } - } - return inside; - }; - Polygon.prototype.toString = function () { - return "[@pixi/math:Polygon" - + ("closeStroke=" + this.closeStroke) - + ("points=" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + ", " + currentPoint; }, '') + "]"); - }; - return Polygon; -}()); - -/** - * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its - * top-left corner point (x, y) and by its width and its height and its radius. - * @memberof PIXI - */ -var RoundedRectangle = /** @class */ (function () { - /** - * @param x - The X coordinate of the upper-left corner of the rounded rectangle - * @param y - The Y coordinate of the upper-left corner of the rounded rectangle - * @param width - The overall width of this rounded rectangle - * @param height - The overall height of this rounded rectangle - * @param radius - Controls the radius of the rounded corners - */ - function RoundedRectangle(x, y, width, height, radius) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - if (radius === void 0) { radius = 20; } - this.x = x; - this.y = y; - this.width = width; - this.height = height; - this.radius = radius; - this.type = exports.SHAPES.RREC; - } - /** - * Creates a clone of this Rounded Rectangle. - * @returns - A copy of the rounded rectangle. - */ - RoundedRectangle.prototype.clone = function () { - return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius); - }; - /** - * Checks whether the x and y coordinates given are contained within this Rounded Rectangle - * @param x - The X coordinate of the point to test. - * @param y - The Y coordinate of the point to test. - * @returns - Whether the x/y coordinates are within this Rounded Rectangle. - */ - RoundedRectangle.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { - return false; - } - if (x >= this.x && x <= this.x + this.width) { - if (y >= this.y && y <= this.y + this.height) { - var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2)); - if ((y >= this.y + radius && y <= this.y + this.height - radius) - || (x >= this.x + radius && x <= this.x + this.width - radius)) { - return true; - } - var dx = x - (this.x + radius); - var dy = y - (this.y + radius); - var radius2 = radius * radius; - if ((dx * dx) + (dy * dy) <= radius2) { - return true; - } - dx = x - (this.x + this.width - radius); - if ((dx * dx) + (dy * dy) <= radius2) { - return true; - } - dy = y - (this.y + this.height - radius); - if ((dx * dx) + (dy * dy) <= radius2) { - return true; - } - dx = x - (this.x + radius); - if ((dx * dx) + (dy * dy) <= radius2) { - return true; - } - } - } - return false; - }; - RoundedRectangle.prototype.toString = function () { - return "[@pixi/math:RoundedRectangle x=" + this.x + " y=" + this.y - + ("width=" + this.width + " height=" + this.height + " radius=" + this.radius + "]"); - }; - return RoundedRectangle; -}()); - -/** - * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis. - * - * An `ObservablePoint` is a point that triggers a callback when the point's position is changed. - * @memberof PIXI - */ -var ObservablePoint = /** @class */ (function () { - /** - * Creates a new `ObservablePoint` - * @param cb - callback function triggered when `x` and/or `y` are changed - * @param scope - owner of callback - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis - */ - function ObservablePoint(cb, scope, x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - this._x = x; - this._y = y; - this.cb = cb; - this.scope = scope; - } - /** - * Creates a clone of this point. - * The callback and scope params can be overridden otherwise they will default - * to the clone object's values. - * @override - * @param cb - The callback function triggered when `x` and/or `y` are changed - * @param scope - The owner of the callback - * @returns a copy of this observable point - */ - ObservablePoint.prototype.clone = function (cb, scope) { - if (cb === void 0) { cb = this.cb; } - if (scope === void 0) { scope = this.scope; } - return new ObservablePoint(cb, scope, this._x, this._y); - }; - /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=x] - position of the point on the y axis - * @returns The observable point instance itself - */ - ObservablePoint.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - if (this._x !== x || this._y !== y) { - this._x = x; - this._y = y; - this.cb.call(this.scope); - } - return this; - }; - /** - * Copies x and y from the given point (`p`) - * @param p - The point to copy from. Can be any of type that is or extends `IPointData` - * @returns The observable point instance itself - */ - ObservablePoint.prototype.copyFrom = function (p) { - if (this._x !== p.x || this._y !== p.y) { - this._x = p.x; - this._y = p.y; - this.cb.call(this.scope); - } - return this; - }; - /** - * Copies this point's x and y into that of the given point (`p`) - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated - */ - ObservablePoint.prototype.copyTo = function (p) { - p.set(this._x, this._y); - return p; - }; - /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal - */ - ObservablePoint.prototype.equals = function (p) { - return (p.x === this._x) && (p.y === this._y); - }; - ObservablePoint.prototype.toString = function () { - return "[@pixi/math:ObservablePoint x=" + 0 + " y=" + 0 + " scope=" + this.scope + "]"; - }; - Object.defineProperty(ObservablePoint.prototype, "x", { - /** Position of the observable point on the x axis. */ - get: function () { - return this._x; - }, - set: function (value) { - if (this._x !== value) { - this._x = value; - this.cb.call(this.scope); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(ObservablePoint.prototype, "y", { - /** Position of the observable point on the y axis. */ - get: function () { - return this._y; - }, - set: function (value) { - if (this._y !== value) { - this._y = value; - this.cb.call(this.scope); - } - }, - enumerable: false, - configurable: true - }); - return ObservablePoint; -}()); - -/** - * The PixiJS Matrix as a class makes it a lot faster. - * - * Here is a representation of it: - * ```js - * | a | c | tx| - * | b | d | ty| - * | 0 | 0 | 1 | - * ``` - * @memberof PIXI - */ -var Matrix = /** @class */ (function () { - /** - * @param a - x scale - * @param b - y skew - * @param c - x skew - * @param d - y scale - * @param tx - x translation - * @param ty - y translation - */ - function Matrix(a, b, c, d, tx, ty) { - if (a === void 0) { a = 1; } - if (b === void 0) { b = 0; } - if (c === void 0) { c = 0; } - if (d === void 0) { d = 1; } - if (tx === void 0) { tx = 0; } - if (ty === void 0) { ty = 0; } - this.array = null; - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - } - /** - * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: - * - * a = array[0] - * b = array[1] - * c = array[3] - * d = array[4] - * tx = array[2] - * ty = array[5] - * @param array - The array that the matrix will be populated from. - */ - Matrix.prototype.fromArray = function (array) { - this.a = array[0]; - this.b = array[1]; - this.c = array[3]; - this.d = array[4]; - this.tx = array[2]; - this.ty = array[5]; - }; - /** - * Sets the matrix properties. - * @param a - Matrix component - * @param b - Matrix component - * @param c - Matrix component - * @param d - Matrix component - * @param tx - Matrix component - * @param ty - Matrix component - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.set = function (a, b, c, d, tx, ty) { - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - return this; - }; - /** - * Creates an array from the current Matrix object. - * @param transpose - Whether we need to transpose the matrix or not - * @param [out=new Float32Array(9)] - If provided the array will be assigned to out - * @returns The newly created array which contains the matrix - */ - Matrix.prototype.toArray = function (transpose, out) { - if (!this.array) { - this.array = new Float32Array(9); - } - var array = out || this.array; - if (transpose) { - array[0] = this.a; - array[1] = this.b; - array[2] = 0; - array[3] = this.c; - array[4] = this.d; - array[5] = 0; - array[6] = this.tx; - array[7] = this.ty; - array[8] = 1; - } - else { - array[0] = this.a; - array[1] = this.c; - array[2] = this.tx; - array[3] = this.b; - array[4] = this.d; - array[5] = this.ty; - array[6] = 0; - array[7] = 0; - array[8] = 1; - } - return array; - }; - /** - * Get a new position with the current transformation applied. - * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, transformed through this matrix - */ - Matrix.prototype.apply = function (pos, newPos) { - newPos = (newPos || new Point()); - var x = pos.x; - var y = pos.y; - newPos.x = (this.a * x) + (this.c * y) + this.tx; - newPos.y = (this.b * x) + (this.d * y) + this.ty; - return newPos; - }; - /** - * Get a new position with the inverse of the current transformation applied. - * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, inverse-transformed through this matrix - */ - Matrix.prototype.applyInverse = function (pos, newPos) { - newPos = (newPos || new Point()); - var id = 1 / ((this.a * this.d) + (this.c * -this.b)); - var x = pos.x; - var y = pos.y; - newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id); - newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id); - return newPos; - }; - /** - * Translates the matrix on the x and y. - * @param x - How much to translate x by - * @param y - How much to translate y by - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.translate = function (x, y) { - this.tx += x; - this.ty += y; - return this; - }; - /** - * Applies a scale transformation to the matrix. - * @param x - The amount to scale horizontally - * @param y - The amount to scale vertically - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.scale = function (x, y) { - this.a *= x; - this.d *= y; - this.c *= x; - this.b *= y; - this.tx *= x; - this.ty *= y; - return this; - }; - /** - * Applies a rotation transformation to the matrix. - * @param angle - The angle in radians. - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.rotate = function (angle) { - var cos = Math.cos(angle); - var sin = Math.sin(angle); - var a1 = this.a; - var c1 = this.c; - var tx1 = this.tx; - this.a = (a1 * cos) - (this.b * sin); - this.b = (a1 * sin) + (this.b * cos); - this.c = (c1 * cos) - (this.d * sin); - this.d = (c1 * sin) + (this.d * cos); - this.tx = (tx1 * cos) - (this.ty * sin); - this.ty = (tx1 * sin) + (this.ty * cos); - return this; - }; - /** - * Appends the given Matrix to this Matrix. - * @param matrix - The matrix to append. - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.append = function (matrix) { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - this.a = (matrix.a * a1) + (matrix.b * c1); - this.b = (matrix.a * b1) + (matrix.b * d1); - this.c = (matrix.c * a1) + (matrix.d * c1); - this.d = (matrix.c * b1) + (matrix.d * d1); - this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx; - this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty; - return this; - }; - /** - * Sets the matrix based on all the available properties - * @param x - Position on the x axis - * @param y - Position on the y axis - * @param pivotX - Pivot on the x axis - * @param pivotY - Pivot on the y axis - * @param scaleX - Scale on the x axis - * @param scaleY - Scale on the y axis - * @param rotation - Rotation in radians - * @param skewX - Skew on the x axis - * @param skewY - Skew on the y axis - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) { - this.a = Math.cos(rotation + skewY) * scaleX; - this.b = Math.sin(rotation + skewY) * scaleX; - this.c = -Math.sin(rotation - skewX) * scaleY; - this.d = Math.cos(rotation - skewX) * scaleY; - this.tx = x - ((pivotX * this.a) + (pivotY * this.c)); - this.ty = y - ((pivotX * this.b) + (pivotY * this.d)); - return this; - }; - /** - * Prepends the given Matrix to this Matrix. - * @param matrix - The matrix to prepend - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.prepend = function (matrix) { - var tx1 = this.tx; - if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) { - var a1 = this.a; - var c1 = this.c; - this.a = (a1 * matrix.a) + (this.b * matrix.c); - this.b = (a1 * matrix.b) + (this.b * matrix.d); - this.c = (c1 * matrix.a) + (this.d * matrix.c); - this.d = (c1 * matrix.b) + (this.d * matrix.d); - } - this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx; - this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty; - return this; - }; - /** - * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. - * @param transform - The transform to apply the properties to. - * @returns The transform with the newly applied properties - */ - Matrix.prototype.decompose = function (transform) { - // sort out rotation / skew.. - var a = this.a; - var b = this.b; - var c = this.c; - var d = this.d; - var pivot = transform.pivot; - var skewX = -Math.atan2(-c, d); - var skewY = Math.atan2(b, a); - var delta = Math.abs(skewX + skewY); - if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) { - transform.rotation = skewY; - transform.skew.x = transform.skew.y = 0; - } - else { - transform.rotation = 0; - transform.skew.x = skewX; - transform.skew.y = skewY; - } - // next set scale - transform.scale.x = Math.sqrt((a * a) + (b * b)); - transform.scale.y = Math.sqrt((c * c) + (d * d)); - // next set position - transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c)); - transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d)); - return transform; - }; - /** - * Inverts this matrix - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.invert = function () { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - var tx1 = this.tx; - var n = (a1 * d1) - (b1 * c1); - this.a = d1 / n; - this.b = -b1 / n; - this.c = -c1 / n; - this.d = a1 / n; - this.tx = ((c1 * this.ty) - (d1 * tx1)) / n; - this.ty = -((a1 * this.ty) - (b1 * tx1)) / n; - return this; - }; - /** - * Resets this Matrix to an identity (default) matrix. - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.identity = function () { - this.a = 1; - this.b = 0; - this.c = 0; - this.d = 1; - this.tx = 0; - this.ty = 0; - return this; - }; - /** - * Creates a new Matrix object with the same values as this one. - * @returns A copy of this matrix. Good for chaining method calls. - */ - Matrix.prototype.clone = function () { - var matrix = new Matrix(); - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; - }; - /** - * Changes the values of the given matrix to be the same as the ones in this matrix - * @param matrix - The matrix to copy to. - * @returns The matrix given in parameter with its values updated. - */ - Matrix.prototype.copyTo = function (matrix) { - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; - }; - /** - * Changes the values of the matrix to be the same as the ones in given matrix - * @param {PIXI.Matrix} matrix - The matrix to copy from. - * @returns {PIXI.Matrix} this - */ - Matrix.prototype.copyFrom = function (matrix) { - this.a = matrix.a; - this.b = matrix.b; - this.c = matrix.c; - this.d = matrix.d; - this.tx = matrix.tx; - this.ty = matrix.ty; - return this; - }; - Matrix.prototype.toString = function () { - return "[@pixi/math:Matrix a=" + this.a + " b=" + this.b + " c=" + this.c + " d=" + this.d + " tx=" + this.tx + " ty=" + this.ty + "]"; - }; - Object.defineProperty(Matrix, "IDENTITY", { - /** - * A default (identity) matrix - * @readonly - */ - get: function () { - return new Matrix(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Matrix, "TEMP_MATRIX", { - /** - * A temp matrix - * @readonly - */ - get: function () { - return new Matrix(); - }, - enumerable: false, - configurable: true - }); - return Matrix; -}()); - -// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group -/* - * Transform matrix for operation n is: - * | ux | vx | - * | uy | vy | - */ -var ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; -var uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; -var vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; -var vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; -/** - * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table} - * for the composition of each rotation in the dihederal group D8. - * @type {number[][]} - * @private - */ -var rotationCayley = []; -/** - * Matrices for each `GD8Symmetry` rotation. - * @type {PIXI.Matrix[]} - * @private - */ -var rotationMatrices = []; -/* - * Alias for {@code Math.sign}. - */ -var signum = Math.sign; -/* - * Initializes `rotationCayley` and `rotationMatrices`. It is called - * only once below. - */ -function init() { - for (var i = 0; i < 16; i++) { - var row = []; - rotationCayley.push(row); - for (var j = 0; j < 16; j++) { - /* Multiplies rotation matrices i and j. */ - var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j])); - var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j])); - var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j])); - var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j])); - /* Finds rotation matrix matching the product and pushes it. */ - for (var k = 0; k < 16; k++) { - if (ux[k] === _ux && uy[k] === _uy - && vx[k] === _vx && vy[k] === _vy) { - row.push(k); - break; - } - } - } - } - for (var i = 0; i < 16; i++) { - var mat = new Matrix(); - mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0); - rotationMatrices.push(mat); - } -} -init(); -/** - * @memberof PIXI - * @typedef {number} GD8Symmetry - * @see PIXI.groupD8 - */ -/** - * Implements the dihedral group D8, which is similar to - * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html}; - * D8 is the same but with diagonals, and it is used for texture - * rotations. - * - * The directions the U- and V- axes after rotation - * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))` - * and `(vX(a), vY(a))`. These aren't necessarily unit vectors. - * - * **Origin:**
- * This is the small part of gameofbombs.com portal system. It works. - * @see PIXI.groupD8.E - * @see PIXI.groupD8.SE - * @see PIXI.groupD8.S - * @see PIXI.groupD8.SW - * @see PIXI.groupD8.W - * @see PIXI.groupD8.NW - * @see PIXI.groupD8.N - * @see PIXI.groupD8.NE - * @author Ivan @ivanpopelyshev - * @namespace PIXI.groupD8 - * @memberof PIXI - */ -var groupD8 = { - /** - * | Rotation | Direction | - * |----------|-----------| - * | 0° | East | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - E: 0, - /** - * | Rotation | Direction | - * |----------|-----------| - * | 45°↻ | Southeast | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - SE: 1, - /** - * | Rotation | Direction | - * |----------|-----------| - * | 90°↻ | South | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - S: 2, - /** - * | Rotation | Direction | - * |----------|-----------| - * | 135°↻ | Southwest | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - SW: 3, - /** - * | Rotation | Direction | - * |----------|-----------| - * | 180° | West | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - W: 4, - /** - * | Rotation | Direction | - * |-------------|--------------| - * | -135°/225°↻ | Northwest | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - NW: 5, - /** - * | Rotation | Direction | - * |-------------|--------------| - * | -90°/270°↻ | North | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - N: 6, - /** - * | Rotation | Direction | - * |-------------|--------------| - * | -45°/315°↻ | Northeast | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - NE: 7, - /** - * Reflection about Y-axis. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - MIRROR_VERTICAL: 8, - /** - * Reflection about the main diagonal. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - MAIN_DIAGONAL: 10, - /** - * Reflection about X-axis. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - MIRROR_HORIZONTAL: 12, - /** - * Reflection about reverse diagonal. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - REVERSE_DIAGONAL: 14, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The X-component of the U-axis - * after rotating the axes. - */ - uX: function (ind) { return ux[ind]; }, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis - * after rotating the axes. - */ - uY: function (ind) { return uy[ind]; }, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The X-component of the V-axis - * after rotating the axes. - */ - vX: function (ind) { return vx[ind]; }, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis - * after rotating the axes. - */ - vY: function (ind) { return vy[ind]; }, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite - * is needed. Only rotations have opposite symmetries while - * reflections don't. - * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation` - */ - inv: function (rotation) { - if (rotation & 8) // true only if between 8 & 15 (reflections) - { - return rotation & 15; // or rotation % 16 - } - return (-rotation) & 7; // or (8 - rotation) % 8 - }, - /** - * Composes the two D8 operations. - * - * Taking `^` as reflection: - * - * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 | - * |-------|-----|-----|-----|-----|------|-------|-------|-------| - * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ | - * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ | - * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ | - * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ | - * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S | - * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W | - * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N | - * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E | - * - * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table} - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which - * is the row in the above cayley table. - * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which - * is the column in the above cayley table. - * @returns {PIXI.GD8Symmetry} Composed operation - */ - add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); }, - /** - * Reverse of `add`. - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotationSecond - Second operation - * @param {PIXI.GD8Symmetry} rotationFirst - First operation - * @returns {PIXI.GD8Symmetry} Result - */ - sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); }, - /** - * Adds 180 degrees to rotation, which is a commutative - * operation. - * @memberof PIXI.groupD8 - * @param {number} rotation - The number to rotate. - * @returns {number} Rotated number - */ - rotate180: function (rotation) { return rotation ^ 4; }, - /** - * Checks if the rotation angle is vertical, i.e. south - * or north. It doesn't work for reflections. - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotation - The number to check. - * @returns {boolean} Whether or not the direction is vertical - */ - isVertical: function (rotation) { return (rotation & 3) === 2; }, - /** - * Approximates the vector `V(dx,dy)` into one of the - * eight directions provided by `groupD8`. - * @memberof PIXI.groupD8 - * @param {number} dx - X-component of the vector - * @param {number} dy - Y-component of the vector - * @returns {PIXI.GD8Symmetry} Approximation of the vector into - * one of the eight symmetries. - */ - byDirection: function (dx, dy) { - if (Math.abs(dx) * 2 <= Math.abs(dy)) { - if (dy >= 0) { - return groupD8.S; - } - return groupD8.N; - } - else if (Math.abs(dy) * 2 <= Math.abs(dx)) { - if (dx > 0) { - return groupD8.E; - } - return groupD8.W; - } - else if (dy > 0) { - if (dx > 0) { - return groupD8.SE; - } - return groupD8.SW; - } - else if (dx > 0) { - return groupD8.NE; - } - return groupD8.NW; - }, - /** - * Helps sprite to compensate texture packer rotation. - * @memberof PIXI.groupD8 - * @param {PIXI.Matrix} matrix - sprite world matrix - * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use. - * @param {number} tx - sprite anchoring - * @param {number} ty - sprite anchoring - */ - matrixAppendRotationInv: function (matrix, rotation, tx, ty) { - if (tx === void 0) { tx = 0; } - if (ty === void 0) { ty = 0; } - // Packer used "rotation", we use "inv(rotation)" - var mat = rotationMatrices[groupD8.inv(rotation)]; - mat.tx = tx; - mat.ty = ty; - matrix.append(mat); - }, -}; - -/** - * Transform that takes care about its versions. - * @memberof PIXI - */ -var Transform = /** @class */ (function () { - function Transform() { - this.worldTransform = new Matrix(); - this.localTransform = new Matrix(); - this.position = new ObservablePoint(this.onChange, this, 0, 0); - this.scale = new ObservablePoint(this.onChange, this, 1, 1); - this.pivot = new ObservablePoint(this.onChange, this, 0, 0); - this.skew = new ObservablePoint(this.updateSkew, this, 0, 0); - this._rotation = 0; - this._cx = 1; - this._sx = 0; - this._cy = 0; - this._sy = 1; - this._localID = 0; - this._currentLocalID = 0; - this._worldID = 0; - this._parentID = 0; - } - /** Called when a value changes. */ - Transform.prototype.onChange = function () { - this._localID++; - }; - /** Called when the skew or the rotation changes. */ - Transform.prototype.updateSkew = function () { - this._cx = Math.cos(this._rotation + this.skew.y); - this._sx = Math.sin(this._rotation + this.skew.y); - this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2 - this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2 - this._localID++; - }; - Transform.prototype.toString = function () { - return "[@pixi/math:Transform " - + ("position=(" + this.position.x + ", " + this.position.y + ") ") - + ("rotation=" + this.rotation + " ") - + ("scale=(" + this.scale.x + ", " + this.scale.y + ") ") - + ("skew=(" + this.skew.x + ", " + this.skew.y + ") ") - + "]"; - }; - /** Updates the local transformation matrix. */ - Transform.prototype.updateLocalTransform = function () { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; - } - }; - /** - * Updates the local and the world transformation matrices. - * @param parentTransform - The parent transform - */ - Transform.prototype.updateTransform = function (parentTransform) { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; - } - if (this._parentID !== parentTransform._worldID) { - // concat the parent matrix with the objects transform. - var pt = parentTransform.worldTransform; - var wt = this.worldTransform; - wt.a = (lt.a * pt.a) + (lt.b * pt.c); - wt.b = (lt.a * pt.b) + (lt.b * pt.d); - wt.c = (lt.c * pt.a) + (lt.d * pt.c); - wt.d = (lt.c * pt.b) + (lt.d * pt.d); - wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx; - wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty; - this._parentID = parentTransform._worldID; - // update the id of the transform.. - this._worldID++; - } - }; - /** - * Decomposes a matrix and sets the transforms properties based on it. - * @param matrix - The matrix to decompose - */ - Transform.prototype.setFromMatrix = function (matrix) { - matrix.decompose(this); - this._localID++; - }; - Object.defineProperty(Transform.prototype, "rotation", { - /** The rotation of the object in radians. */ - get: function () { - return this._rotation; - }, - set: function (value) { - if (this._rotation !== value) { - this._rotation = value; - this.updateSkew(); - } - }, - enumerable: false, - configurable: true - }); - /** A default (identity) transform. */ - Transform.IDENTITY = new Transform(); - return Transform; -}()); - -exports.Circle = Circle; -exports.DEG_TO_RAD = DEG_TO_RAD; -exports.Ellipse = Ellipse; -exports.Matrix = Matrix; -exports.ObservablePoint = ObservablePoint; -exports.PI_2 = PI_2; -exports.Point = Point; -exports.Polygon = Polygon; -exports.RAD_TO_DEG = RAD_TO_DEG; -exports.Rectangle = Rectangle; -exports.RoundedRectangle = RoundedRectangle; -exports.Transform = Transform; -exports.groupD8 = groupD8; - - -},{}],18:[function(require,module,exports){ -(function (global){(function (){ -/*! - * @pixi/polyfill - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/polyfill is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -'use strict'; - -var Polyfill = require('promise-polyfill'); -var objectAssign = require('object-assign'); - -function _interopDefaultLegacy (e) { return e && typeof e === 'object' && 'default' in e ? e : { 'default': e }; } - -var Polyfill__default = /*#__PURE__*/_interopDefaultLegacy(Polyfill); -var objectAssign__default = /*#__PURE__*/_interopDefaultLegacy(objectAssign); - -if (typeof globalThis === 'undefined') { - if (typeof self !== 'undefined') { - // covers browsers - // @ts-expect-error not-writable ts(2540) error only on node - self.globalThis = self; - } - else if (typeof global !== 'undefined') { - // covers versions of Node < 12 - // @ts-expect-error not-writable ts(2540) error only on node - global.globalThis = global; - } -} - -// Support for IE 9 - 11 which does not include Promises -if (!globalThis.Promise) { - globalThis.Promise = Polyfill__default["default"]; -} - -// References: -if (!Object.assign) { - Object.assign = objectAssign__default["default"]; -} - -// References: -// http://paulirish.com/2011/requestanimationframe-for-smart-animating/ -// https://gist.github.com/1579671 -// http://updates.html5rocks.com/2012/05/requestAnimationFrame-API-now-with-sub-millisecond-precision -// https://gist.github.com/timhall/4078614 -// https://github.com/Financial-Times/polyfill-service/tree/master/polyfills/requestAnimationFrame -// Expected to be used with Browserfiy -// Browserify automatically detects the use of `global` and passes the -// correct reference of `global`, `globalThis`, and finally `window` -var ONE_FRAME_TIME = 16; -// Date.now -if (!(Date.now && Date.prototype.getTime)) { - Date.now = function now() { - return new Date().getTime(); - }; -} -// performance.now -if (!(globalThis.performance && globalThis.performance.now)) { - var startTime_1 = Date.now(); - if (!globalThis.performance) { - globalThis.performance = {}; - } - globalThis.performance.now = function () { return Date.now() - startTime_1; }; -} -// requestAnimationFrame -var lastTime = Date.now(); -var vendors = ['ms', 'moz', 'webkit', 'o']; -for (var x = 0; x < vendors.length && !globalThis.requestAnimationFrame; ++x) { - var p = vendors[x]; - globalThis.requestAnimationFrame = globalThis[p + "RequestAnimationFrame"]; - globalThis.cancelAnimationFrame = globalThis[p + "CancelAnimationFrame"] - || globalThis[p + "CancelRequestAnimationFrame"]; -} -if (!globalThis.requestAnimationFrame) { - globalThis.requestAnimationFrame = function (callback) { - if (typeof callback !== 'function') { - throw new TypeError(callback + "is not a function"); - } - var currentTime = Date.now(); - var delay = ONE_FRAME_TIME + lastTime - currentTime; - if (delay < 0) { - delay = 0; - } - lastTime = currentTime; - return globalThis.self.setTimeout(function () { - lastTime = Date.now(); - callback(performance.now()); - }, delay); - }; -} -if (!globalThis.cancelAnimationFrame) { - globalThis.cancelAnimationFrame = function (id) { return clearTimeout(id); }; -} - -// References: -// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign -if (!Math.sign) { - Math.sign = function mathSign(x) { - x = Number(x); - if (x === 0 || isNaN(x)) { - return x; - } - return x > 0 ? 1 : -1; - }; -} - -// References: -// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger -if (!Number.isInteger) { - Number.isInteger = function numberIsInteger(value) { - return typeof value === 'number' && isFinite(value) && Math.floor(value) === value; - }; -} - -if (!globalThis.ArrayBuffer) { - globalThis.ArrayBuffer = Array; -} -if (!globalThis.Float32Array) { - globalThis.Float32Array = Array; -} -if (!globalThis.Uint32Array) { - globalThis.Uint32Array = Array; -} -if (!globalThis.Uint16Array) { - globalThis.Uint16Array = Array; -} -if (!globalThis.Uint8Array) { - globalThis.Uint8Array = Array; -} -if (!globalThis.Int32Array) { - globalThis.Int32Array = Array; -} - - -}).call(this)}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {}) -},{"object-assign":25,"promise-polyfill":55}],19:[function(require,module,exports){ -/*! - * @pixi/runner - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/runner is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -/** - * A Runner is a highly performant and simple alternative to signals. Best used in situations - * where events are dispatched to many objects at high frequency (say every frame!) - * - * - * like a signal.. - * ``` - * import { Runner } from '@pixi/runner'; - * - * const myObject = { - * loaded: new Runner('loaded') - * } - * - * const listener = { - * loaded: function(){ - * // thin - * } - * } - * - * myObject.loaded.add(listener); - * - * myObject.loaded.emit(); - * ``` - * - * Or for handling calling the same function on many items - * ``` - * import { Runner } from '@pixi/runner'; - * - * const myGame = { - * update: new Runner('update') - * } - * - * const gameObject = { - * update: function(time){ - * // update my gamey state - * } - * } - * - * myGame.update.add(gameObject); - * - * myGame.update.emit(time); - * ``` - * @memberof PIXI - */ -var Runner = /** @class */ (function () { - /** - * @param name - The function name that will be executed on the listeners added to this Runner. - */ - function Runner(name) { - this.items = []; - this._name = name; - this._aliasCount = 0; - } - /* eslint-disable jsdoc/require-param, jsdoc/check-param-names */ - /** - * Dispatch/Broadcast Runner to all listeners added to the queue. - * @param {...any} params - (optional) parameters to pass to each listener - */ - /* eslint-enable jsdoc/require-param, jsdoc/check-param-names */ - Runner.prototype.emit = function (a0, a1, a2, a3, a4, a5, a6, a7) { - if (arguments.length > 8) { - throw new Error('max arguments reached'); - } - var _a = this, name = _a.name, items = _a.items; - this._aliasCount++; - for (var i = 0, len = items.length; i < len; i++) { - items[i][name](a0, a1, a2, a3, a4, a5, a6, a7); - } - if (items === this.items) { - this._aliasCount--; - } - return this; - }; - Runner.prototype.ensureNonAliasedItems = function () { - if (this._aliasCount > 0 && this.items.length > 1) { - this._aliasCount = 0; - this.items = this.items.slice(0); - } - }; - /** - * Add a listener to the Runner - * - * Runners do not need to have scope or functions passed to them. - * All that is required is to pass the listening object and ensure that it has contains a function that has the same name - * as the name provided to the Runner when it was created. - * - * Eg A listener passed to this Runner will require a 'complete' function. - * - * ``` - * import { Runner } from '@pixi/runner'; - * - * const complete = new Runner('complete'); - * ``` - * - * The scope used will be the object itself. - * @param {any} item - The object that will be listening. - */ - Runner.prototype.add = function (item) { - if (item[this._name]) { - this.ensureNonAliasedItems(); - this.remove(item); - this.items.push(item); - } - return this; - }; - /** - * Remove a single listener from the dispatch queue. - * @param {any} item - The listener that you would like to remove. - */ - Runner.prototype.remove = function (item) { - var index = this.items.indexOf(item); - if (index !== -1) { - this.ensureNonAliasedItems(); - this.items.splice(index, 1); - } - return this; - }; - /** - * Check to see if the listener is already in the Runner - * @param {any} item - The listener that you would like to check. - */ - Runner.prototype.contains = function (item) { - return this.items.indexOf(item) !== -1; - }; - /** Remove all listeners from the Runner */ - Runner.prototype.removeAll = function () { - this.ensureNonAliasedItems(); - this.items.length = 0; - return this; - }; - /** Remove all references, don't use after this. */ - Runner.prototype.destroy = function () { - this.removeAll(); - this.items = null; - this._name = null; - }; - Object.defineProperty(Runner.prototype, "empty", { - /** - * `true` if there are no this Runner contains no listeners - * @readonly - */ - get: function () { - return this.items.length === 0; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Runner.prototype, "name", { - /** - * The name of the runner. - * @readonly - */ - get: function () { - return this._name; - }, - enumerable: false, - configurable: true - }); - return Runner; -}()); -Object.defineProperties(Runner.prototype, { - /** - * Alias for `emit` - * @memberof PIXI.Runner# - * @method dispatch - * @see PIXI.Runner#emit - */ - dispatch: { value: Runner.prototype.emit }, - /** - * Alias for `emit` - * @memberof PIXI.Runner# - * @method run - * @see PIXI.Runner#emit - */ - run: { value: Runner.prototype.emit }, -}); - -exports.Runner = Runner; - - -},{}],20:[function(require,module,exports){ -/*! - * @pixi/settings - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/settings is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -/*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -/** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ -var ENV; -(function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; -})(ENV || (ENV = {})); -/** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ -var RENDERER_TYPE; -(function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; -})(RENDERER_TYPE || (RENDERER_TYPE = {})); -/** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ -var BUFFER_BITS; -(function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; -})(BUFFER_BITS || (BUFFER_BITS = {})); -/** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ -var BLEND_MODES; -(function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; -})(BLEND_MODES || (BLEND_MODES = {})); -/** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ -var DRAW_MODES; -(function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; -})(DRAW_MODES || (DRAW_MODES = {})); -/** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ -var FORMATS; -(function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; -})(FORMATS || (FORMATS = {})); -/** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ -var TARGETS; -(function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; -})(TARGETS || (TARGETS = {})); -/** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ -var TYPES; -(function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; -})(TYPES || (TYPES = {})); -/** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ -var SAMPLER_TYPES; -(function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; -})(SAMPLER_TYPES || (SAMPLER_TYPES = {})); -/** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ -var SCALE_MODES; -(function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; -})(SCALE_MODES || (SCALE_MODES = {})); -/** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ -var WRAP_MODES; -(function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; -})(WRAP_MODES || (WRAP_MODES = {})); -/** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. - */ -var MIPMAP_MODES; -(function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; -})(MIPMAP_MODES || (MIPMAP_MODES = {})); -/** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ -var ALPHA_MODES; -(function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; -})(ALPHA_MODES || (ALPHA_MODES = {})); -/** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ -var CLEAR_MODES; -(function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; -})(CLEAR_MODES || (CLEAR_MODES = {})); -/** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ -var GC_MODES; -(function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; -})(GC_MODES || (GC_MODES = {})); -/** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ -var PRECISION; -(function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; -})(PRECISION || (PRECISION = {})); -/** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ -var MASK_TYPES; -(function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; -})(MASK_TYPES || (MASK_TYPES = {})); -/** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ -var COLOR_MASK_BITS; -(function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; -})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {})); -/** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ -var MSAA_QUALITY; -(function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; -})(MSAA_QUALITY || (MSAA_QUALITY = {})); -/** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ -var BUFFER_TYPE; -(function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; -})(BUFFER_TYPE || (BUFFER_TYPE = {})); - -var BrowserAdapter = { - /** - * Creates a canvas element of the given size. - * This canvas is created using the browser's native canvas element. - * @param width - width of the canvas - * @param height - height of the canvas - */ - createCanvas: function (width, height) { - var canvas = document.createElement('canvas'); - canvas.width = width; - canvas.height = height; - return canvas; - }, - getWebGLRenderingContext: function () { return WebGLRenderingContext; }, - getNavigator: function () { return navigator; }, - getBaseUrl: function () { var _a; return (_a = document.baseURI) !== null && _a !== void 0 ? _a : window.location.href; }, - fetch: function (url, options) { return fetch(url, options); }, -}; - -var appleIphone = /iPhone/i; -var appleIpod = /iPod/i; -var appleTablet = /iPad/i; -var appleUniversal = /\biOS-universal(?:.+)Mac\b/i; -var androidPhone = /\bAndroid(?:.+)Mobile\b/i; -var androidTablet = /Android/i; -var amazonPhone = /(?:SD4930UR|\bSilk(?:.+)Mobile\b)/i; -var amazonTablet = /Silk/i; -var windowsPhone = /Windows Phone/i; -var windowsTablet = /\bWindows(?:.+)ARM\b/i; -var otherBlackBerry = /BlackBerry/i; -var otherBlackBerry10 = /BB10/i; -var otherOpera = /Opera Mini/i; -var otherChrome = /\b(CriOS|Chrome)(?:.+)Mobile/i; -var otherFirefox = /Mobile(?:.+)Firefox\b/i; -var isAppleTabletOnIos13 = function (navigator) { - return (typeof navigator !== 'undefined' && - navigator.platform === 'MacIntel' && - typeof navigator.maxTouchPoints === 'number' && - navigator.maxTouchPoints > 1 && - typeof MSStream === 'undefined'); -}; -function createMatch(userAgent) { - return function (regex) { return regex.test(userAgent); }; -} -function isMobile$1(param) { - var nav = { - userAgent: '', - platform: '', - maxTouchPoints: 0 - }; - if (!param && typeof navigator !== 'undefined') { - nav = { - userAgent: navigator.userAgent, - platform: navigator.platform, - maxTouchPoints: navigator.maxTouchPoints || 0 - }; - } - else if (typeof param === 'string') { - nav.userAgent = param; - } - else if (param && param.userAgent) { - nav = { - userAgent: param.userAgent, - platform: param.platform, - maxTouchPoints: param.maxTouchPoints || 0 - }; - } - var userAgent = nav.userAgent; - var tmp = userAgent.split('[FBAN'); - if (typeof tmp[1] !== 'undefined') { - userAgent = tmp[0]; - } - tmp = userAgent.split('Twitter'); - if (typeof tmp[1] !== 'undefined') { - userAgent = tmp[0]; - } - var match = createMatch(userAgent); - var result = { - apple: { - phone: match(appleIphone) && !match(windowsPhone), - ipod: match(appleIpod), - tablet: !match(appleIphone) && - (match(appleTablet) || isAppleTabletOnIos13(nav)) && - !match(windowsPhone), - universal: match(appleUniversal), - device: (match(appleIphone) || - match(appleIpod) || - match(appleTablet) || - match(appleUniversal) || - isAppleTabletOnIos13(nav)) && - !match(windowsPhone) - }, - amazon: { - phone: match(amazonPhone), - tablet: !match(amazonPhone) && match(amazonTablet), - device: match(amazonPhone) || match(amazonTablet) - }, - android: { - phone: (!match(windowsPhone) && match(amazonPhone)) || - (!match(windowsPhone) && match(androidPhone)), - tablet: !match(windowsPhone) && - !match(amazonPhone) && - !match(androidPhone) && - (match(amazonTablet) || match(androidTablet)), - device: (!match(windowsPhone) && - (match(amazonPhone) || - match(amazonTablet) || - match(androidPhone) || - match(androidTablet))) || - match(/\bokhttp\b/i) - }, - windows: { - phone: match(windowsPhone), - tablet: match(windowsTablet), - device: match(windowsPhone) || match(windowsTablet) - }, - other: { - blackberry: match(otherBlackBerry), - blackberry10: match(otherBlackBerry10), - opera: match(otherOpera), - firefox: match(otherFirefox), - chrome: match(otherChrome), - device: match(otherBlackBerry) || - match(otherBlackBerry10) || - match(otherOpera) || - match(otherFirefox) || - match(otherChrome) - }, - any: false, - phone: false, - tablet: false - }; - result.any = - result.apple.device || - result.android.device || - result.windows.device || - result.other.device; - result.phone = - result.apple.phone || result.android.phone || result.windows.phone; - result.tablet = - result.apple.tablet || result.android.tablet || result.windows.tablet; - return result; -} - -var isMobile = isMobile$1(globalThis.navigator); - -/** - * Uploading the same buffer multiple times in a single frame can cause performance issues. - * Apparent on iOS so only check for that at the moment - * This check may become more complex if this issue pops up elsewhere. - * @private - * @returns {boolean} `true` if the same buffer may be uploaded more than once. - */ -function canUploadSameBuffer() { - return !isMobile.apple.device; -} - -/** - * The maximum recommended texture units to use. - * In theory the bigger the better, and for desktop we'll use as many as we can. - * But some mobile devices slow down if there is to many branches in the shader. - * So in practice there seems to be a sweet spot size that varies depending on the device. - * - * In v4, all mobile devices were limited to 4 texture units because for this. - * In v5, we allow all texture units to be used on modern Apple or Android devices. - * @private - * @param {number} max - * @returns {number} The maximum recommended texture units to use. - */ -function maxRecommendedTextures(max) { - var allowMax = true; - if (isMobile.tablet || isMobile.phone) { - if (isMobile.apple.device) { - var match = (navigator.userAgent).match(/OS (\d+)_(\d+)?/); - if (match) { - var majorVersion = parseInt(match[1], 10); - // Limit texture units on devices below iOS 11, which will be older hardware - if (majorVersion < 11) { - allowMax = false; - } - } - } - if (isMobile.android.device) { - var match = (navigator.userAgent).match(/Android\s([0-9.]*)/); - if (match) { - var majorVersion = parseInt(match[1], 10); - // Limit texture units on devices below Android 7 (Nougat), which will be older hardware - if (majorVersion < 7) { - allowMax = false; - } - } - } - } - return allowMax ? max : 4; -} - -/** - * User's customizable globals for overriding the default PIXI settings, such - * as a renderer's default resolution, framerate, float precision, etc. - * @example - * // Use the native window resolution as the default resolution - * // will support high-density displays when rendering - * PIXI.settings.RESOLUTION = window.devicePixelRatio; - * - * // Disable interpolation when scaling, will make texture be pixelated - * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST; - * @namespace PIXI.settings - */ -var settings = { - /** - * This adapter is used to call methods that are platform dependent. - * For example `document.createElement` only runs on the web but fails in node environments. - * This allows us to support more platforms by abstracting away specific implementations per platform. - * - * By default the adapter is set to work in the browser. However you can create your own - * by implementing the `IAdapter` interface. See `IAdapter` for more information. - * @name ADAPTER - * @memberof PIXI.settings - * @type {PIXI.IAdapter} - * @default PIXI.BrowserAdapter - */ - ADAPTER: BrowserAdapter, - /** - * If set to true WebGL will attempt make textures mimpaped by default. - * Mipmapping will only succeed if the base texture uploaded has power of two dimensions. - * @static - * @name MIPMAP_TEXTURES - * @memberof PIXI.settings - * @type {PIXI.MIPMAP_MODES} - * @default PIXI.MIPMAP_MODES.POW2 - */ - MIPMAP_TEXTURES: MIPMAP_MODES.POW2, - /** - * Default anisotropic filtering level of textures. - * Usually from 0 to 16 - * @static - * @name ANISOTROPIC_LEVEL - * @memberof PIXI.settings - * @type {number} - * @default 0 - */ - ANISOTROPIC_LEVEL: 0, - /** - * Default resolution / device pixel ratio of the renderer. - * @static - * @name RESOLUTION - * @memberof PIXI.settings - * @type {number} - * @default 1 - */ - RESOLUTION: 1, - /** - * Default filter resolution. - * @static - * @name FILTER_RESOLUTION - * @memberof PIXI.settings - * @type {number} - * @default 1 - */ - FILTER_RESOLUTION: 1, - /** - * Default filter samples. - * @static - * @name FILTER_MULTISAMPLE - * @memberof PIXI.settings - * @type {PIXI.MSAA_QUALITY} - * @default PIXI.MSAA_QUALITY.NONE - */ - FILTER_MULTISAMPLE: MSAA_QUALITY.NONE, - /** - * The maximum textures that this device supports. - * @static - * @name SPRITE_MAX_TEXTURES - * @memberof PIXI.settings - * @type {number} - * @default 32 - */ - SPRITE_MAX_TEXTURES: maxRecommendedTextures(32), - // TODO: maybe change to SPRITE.BATCH_SIZE: 2000 - // TODO: maybe add PARTICLE.BATCH_SIZE: 15000 - /** - * The default sprite batch size. - * - * The default aims to balance desktop and mobile devices. - * @static - * @name SPRITE_BATCH_SIZE - * @memberof PIXI.settings - * @type {number} - * @default 4096 - */ - SPRITE_BATCH_SIZE: 4096, - /** - * The default render options if none are supplied to {@link PIXI.Renderer} - * or {@link PIXI.CanvasRenderer}. - * @static - * @name RENDER_OPTIONS - * @memberof PIXI.settings - * @type {object} - * @property {HTMLCanvasElement} [view=null] - - * @property {boolean} [antialias=false] - - * @property {boolean} [autoDensity=false] - - * @property {boolean} [useContextAlpha=true] - - * @property {number} [backgroundColor=0x000000] - - * @property {number} [backgroundAlpha=1] - - * @property {boolean} [clearBeforeRender=true] - - * @property {boolean} [preserveDrawingBuffer=false] - - * @property {number} [width=800] - - * @property {number} [height=600] - - * @property {boolean} [legacy=false] - - */ - RENDER_OPTIONS: { - view: null, - antialias: false, - autoDensity: false, - backgroundColor: 0x000000, - backgroundAlpha: 1, - useContextAlpha: true, - clearBeforeRender: true, - preserveDrawingBuffer: false, - width: 800, - height: 600, - legacy: false, - }, - /** - * Default Garbage Collection mode. - * @static - * @name GC_MODE - * @memberof PIXI.settings - * @type {PIXI.GC_MODES} - * @default PIXI.GC_MODES.AUTO - */ - GC_MODE: GC_MODES.AUTO, - /** - * Default Garbage Collection max idle. - * @static - * @name GC_MAX_IDLE - * @memberof PIXI.settings - * @type {number} - * @default 3600 - */ - GC_MAX_IDLE: 60 * 60, - /** - * Default Garbage Collection maximum check count. - * @static - * @name GC_MAX_CHECK_COUNT - * @memberof PIXI.settings - * @type {number} - * @default 600 - */ - GC_MAX_CHECK_COUNT: 60 * 10, - /** - * Default wrap modes that are supported by pixi. - * @static - * @name WRAP_MODE - * @memberof PIXI.settings - * @type {PIXI.WRAP_MODES} - * @default PIXI.WRAP_MODES.CLAMP - */ - WRAP_MODE: WRAP_MODES.CLAMP, - /** - * Default scale mode for textures. - * @static - * @name SCALE_MODE - * @memberof PIXI.settings - * @type {PIXI.SCALE_MODES} - * @default PIXI.SCALE_MODES.LINEAR - */ - SCALE_MODE: SCALE_MODES.LINEAR, - /** - * Default specify float precision in vertex shader. - * @static - * @name PRECISION_VERTEX - * @memberof PIXI.settings - * @type {PIXI.PRECISION} - * @default PIXI.PRECISION.HIGH - */ - PRECISION_VERTEX: PRECISION.HIGH, - /** - * Default specify float precision in fragment shader. - * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742 - * @static - * @name PRECISION_FRAGMENT - * @memberof PIXI.settings - * @type {PIXI.PRECISION} - * @default PIXI.PRECISION.MEDIUM - */ - PRECISION_FRAGMENT: isMobile.apple.device ? PRECISION.HIGH : PRECISION.MEDIUM, - /** - * Can we upload the same buffer in a single frame? - * @static - * @name CAN_UPLOAD_SAME_BUFFER - * @memberof PIXI.settings - * @type {boolean} - */ - CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(), - /** - * Enables bitmap creation before image load. This feature is experimental. - * @static - * @name CREATE_IMAGE_BITMAP - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ - CREATE_IMAGE_BITMAP: false, - /** - * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. - * Advantages can include sharper image quality (like text) and faster rendering on canvas. - * The main disadvantage is movement of objects may appear less smooth. - * @static - * @constant - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ - ROUND_PIXELS: false, -}; - -exports.BrowserAdapter = BrowserAdapter; -exports.isMobile = isMobile; -exports.settings = settings; - - -},{}],21:[function(require,module,exports){ -/*! - * @pixi/ticker - v6.5.7 - * Compiled Thu, 20 Oct 2022 15:13:33 UTC - * - * @pixi/ticker is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -var settings = require('@pixi/settings'); -var extensions = require('@pixi/extensions'); - -/** - * Target frames per millisecond. - * @static - * @name TARGET_FPMS - * @memberof PIXI.settings - * @type {number} - * @default 0.06 - */ -settings.settings.TARGET_FPMS = 0.06; - -/** - * Represents the update priorities used by internal PIXI classes when registered with - * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower - * priority items, such as render, should go later. - * @static - * @constant - * @name UPDATE_PRIORITY - * @memberof PIXI - * @enum {number} - * @property {number} [INTERACTION=50] Highest priority, used for {@link PIXI.InteractionManager} - * @property {number} [HIGH=25] High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite} - * @property {number} [NORMAL=0] Default priority for ticker events, see {@link PIXI.Ticker#add}. - * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering. - * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility. - */ -exports.UPDATE_PRIORITY = void 0; -(function (UPDATE_PRIORITY) { - UPDATE_PRIORITY[UPDATE_PRIORITY["INTERACTION"] = 50] = "INTERACTION"; - UPDATE_PRIORITY[UPDATE_PRIORITY["HIGH"] = 25] = "HIGH"; - UPDATE_PRIORITY[UPDATE_PRIORITY["NORMAL"] = 0] = "NORMAL"; - UPDATE_PRIORITY[UPDATE_PRIORITY["LOW"] = -25] = "LOW"; - UPDATE_PRIORITY[UPDATE_PRIORITY["UTILITY"] = -50] = "UTILITY"; -})(exports.UPDATE_PRIORITY || (exports.UPDATE_PRIORITY = {})); - -/** - * Internal class for handling the priority sorting of ticker handlers. - * @private - * @class - * @memberof PIXI - */ -var TickerListener = /** @class */ (function () { - /** - * Constructor - * @private - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @param priority - The priority for emitting - * @param once - If the handler should fire once - */ - function TickerListener(fn, context, priority, once) { - if (context === void 0) { context = null; } - if (priority === void 0) { priority = 0; } - if (once === void 0) { once = false; } - /** The next item in chain. */ - this.next = null; - /** The previous item in chain. */ - this.previous = null; - /** `true` if this listener has been destroyed already. */ - this._destroyed = false; - this.fn = fn; - this.context = context; - this.priority = priority; - this.once = once; - } - /** - * Simple compare function to figure out if a function and context match. - * @private - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @returns `true` if the listener match the arguments - */ - TickerListener.prototype.match = function (fn, context) { - if (context === void 0) { context = null; } - return this.fn === fn && this.context === context; - }; - /** - * Emit by calling the current function. - * @private - * @param deltaTime - time since the last emit. - * @returns Next ticker - */ - TickerListener.prototype.emit = function (deltaTime) { - if (this.fn) { - if (this.context) { - this.fn.call(this.context, deltaTime); - } - else { - this.fn(deltaTime); - } - } - var redirect = this.next; - if (this.once) { - this.destroy(true); - } - // Soft-destroying should remove - // the next reference - if (this._destroyed) { - this.next = null; - } - return redirect; - }; - /** - * Connect to the list. - * @private - * @param previous - Input node, previous listener - */ - TickerListener.prototype.connect = function (previous) { - this.previous = previous; - if (previous.next) { - previous.next.previous = this; - } - this.next = previous.next; - previous.next = this; - }; - /** - * Destroy and don't use after this. - * @private - * @param hard - `true` to remove the `next` reference, this - * is considered a hard destroy. Soft destroy maintains the next reference. - * @returns The listener to redirect while emitting or removing. - */ - TickerListener.prototype.destroy = function (hard) { - if (hard === void 0) { hard = false; } - this._destroyed = true; - this.fn = null; - this.context = null; - // Disconnect, hook up next and previous - if (this.previous) { - this.previous.next = this.next; - } - if (this.next) { - this.next.previous = this.previous; - } - // Redirect to the next item - var redirect = this.next; - // Remove references - this.next = hard ? null : redirect; - this.previous = null; - return redirect; - }; - return TickerListener; -}()); - -/** - * A Ticker class that runs an update loop that other objects listen to. - * - * This class is composed around listeners meant for execution on the next requested animation frame. - * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners. - * @class - * @memberof PIXI - */ -var Ticker = /** @class */ (function () { - function Ticker() { - var _this = this; - /** - * Whether or not this ticker should invoke the method - * {@link PIXI.Ticker#start} automatically - * when a listener is added. - */ - this.autoStart = false; - /** - * Scalar time value from last frame to this frame. - * This value is capped by setting {@link PIXI.Ticker#minFPS} - * and is scaled with {@link PIXI.Ticker#speed}. - * **Note:** The cap may be exceeded by scaling. - */ - this.deltaTime = 1; - /** - * The last time {@link PIXI.Ticker#update} was invoked. - * This value is also reset internally outside of invoking - * update, but only when a new animation frame is requested. - * If the platform supports DOMHighResTimeStamp, - * this value will have a precision of 1 µs. - */ - this.lastTime = -1; - /** - * Factor of current {@link PIXI.Ticker#deltaTime}. - * @example - * // Scales ticker.deltaTime to what would be - * // the equivalent of approximately 120 FPS - * ticker.speed = 2; - */ - this.speed = 1; - /** - * Whether or not this ticker has been started. - * `true` if {@link PIXI.Ticker#start} has been called. - * `false` if {@link PIXI.Ticker#stop} has been called. - * While `false`, this value may change to `true` in the - * event of {@link PIXI.Ticker#autoStart} being `true` - * and a listener is added. - */ - this.started = false; - /** Internal current frame request ID */ - this._requestId = null; - /** - * Internal value managed by minFPS property setter and getter. - * This is the maximum allowed milliseconds between updates. - */ - this._maxElapsedMS = 100; - /** - * Internal value managed by minFPS property setter and getter. - * This is the minimum allowed milliseconds between updates. - */ - this._minElapsedMS = 0; - /** If enabled, deleting is disabled.*/ - this._protected = false; - /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */ - this._lastFrame = -1; - this._head = new TickerListener(null, null, Infinity); - this.deltaMS = 1 / settings.settings.TARGET_FPMS; - this.elapsedMS = 1 / settings.settings.TARGET_FPMS; - this._tick = function (time) { - _this._requestId = null; - if (_this.started) { - // Invoke listeners now - _this.update(time); - // Listener side effects may have modified ticker state. - if (_this.started && _this._requestId === null && _this._head.next) { - _this._requestId = requestAnimationFrame(_this._tick); - } - } - }; - } - /** - * Conditionally requests a new animation frame. - * If a frame has not already been requested, and if the internal - * emitter has listeners, a new frame is requested. - * @private - */ - Ticker.prototype._requestIfNeeded = function () { - if (this._requestId === null && this._head.next) { - // ensure callbacks get correct delta - this.lastTime = performance.now(); - this._lastFrame = this.lastTime; - this._requestId = requestAnimationFrame(this._tick); - } - }; - /** - * Conditionally cancels a pending animation frame. - * @private - */ - Ticker.prototype._cancelIfNeeded = function () { - if (this._requestId !== null) { - cancelAnimationFrame(this._requestId); - this._requestId = null; - } - }; - /** - * Conditionally requests a new animation frame. - * If the ticker has been started it checks if a frame has not already - * been requested, and if the internal emitter has listeners. If these - * conditions are met, a new frame is requested. If the ticker has not - * been started, but autoStart is `true`, then the ticker starts now, - * and continues with the previous conditions to request a new frame. - * @private - */ - Ticker.prototype._startIfPossible = function () { - if (this.started) { - this._requestIfNeeded(); - } - else if (this.autoStart) { - this.start(); - } - }; - /** - * Register a handler for tick events. Calls continuously unless - * it is removed or the ticker is stopped. - * @param fn - The listener function to be added for updates - * @param context - The listener context - * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting - * @returns This instance of a ticker - */ - Ticker.prototype.add = function (fn, context, priority) { - if (priority === void 0) { priority = exports.UPDATE_PRIORITY.NORMAL; } - return this._addListener(new TickerListener(fn, context, priority)); - }; - /** - * Add a handler for the tick event which is only execute once. - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting - * @returns This instance of a ticker - */ - Ticker.prototype.addOnce = function (fn, context, priority) { - if (priority === void 0) { priority = exports.UPDATE_PRIORITY.NORMAL; } - return this._addListener(new TickerListener(fn, context, priority, true)); - }; - /** - * Internally adds the event handler so that it can be sorted by priority. - * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run - * before the rendering. - * @private - * @param listener - Current listener being added. - * @returns This instance of a ticker - */ - Ticker.prototype._addListener = function (listener) { - // For attaching to head - var current = this._head.next; - var previous = this._head; - // Add the first item - if (!current) { - listener.connect(previous); - } - else { - // Go from highest to lowest priority - while (current) { - if (listener.priority > current.priority) { - listener.connect(previous); - break; - } - previous = current; - current = current.next; - } - // Not yet connected - if (!listener.previous) { - listener.connect(previous); - } - } - this._startIfPossible(); - return this; - }; - /** - * Removes any handlers matching the function and context parameters. - * If no handlers are left after removing, then it cancels the animation frame. - * @param fn - The listener function to be removed - * @param context - The listener context to be removed - * @returns This instance of a ticker - */ - Ticker.prototype.remove = function (fn, context) { - var listener = this._head.next; - while (listener) { - // We found a match, lets remove it - // no break to delete all possible matches - // incase a listener was added 2+ times - if (listener.match(fn, context)) { - listener = listener.destroy(); - } - else { - listener = listener.next; - } - } - if (!this._head.next) { - this._cancelIfNeeded(); - } - return this; - }; - Object.defineProperty(Ticker.prototype, "count", { - /** - * The number of listeners on this ticker, calculated by walking through linked list - * @readonly - * @member {number} - */ - get: function () { - if (!this._head) { - return 0; - } - var count = 0; - var current = this._head; - while ((current = current.next)) { - count++; - } - return count; - }, - enumerable: false, - configurable: true - }); - /** Starts the ticker. If the ticker has listeners a new animation frame is requested at this point. */ - Ticker.prototype.start = function () { - if (!this.started) { - this.started = true; - this._requestIfNeeded(); - } - }; - /** Stops the ticker. If the ticker has requested an animation frame it is canceled at this point. */ - Ticker.prototype.stop = function () { - if (this.started) { - this.started = false; - this._cancelIfNeeded(); - } - }; - /** Destroy the ticker and don't use after this. Calling this method removes all references to internal events. */ - Ticker.prototype.destroy = function () { - if (!this._protected) { - this.stop(); - var listener = this._head.next; - while (listener) { - listener = listener.destroy(true); - } - this._head.destroy(); - this._head = null; - } - }; - /** - * Triggers an update. An update entails setting the - * current {@link PIXI.Ticker#elapsedMS}, - * the current {@link PIXI.Ticker#deltaTime}, - * invoking all listeners with current deltaTime, - * and then finally setting {@link PIXI.Ticker#lastTime} - * with the value of currentTime that was provided. - * This method will be called automatically by animation - * frame callbacks if the ticker instance has been started - * and listeners are added. - * @param {number} [currentTime=performance.now()] - the current time of execution - */ - Ticker.prototype.update = function (currentTime) { - if (currentTime === void 0) { currentTime = performance.now(); } - var elapsedMS; - // If the difference in time is zero or negative, we ignore most of the work done here. - // If there is no valid difference, then should be no reason to let anyone know about it. - // A zero delta, is exactly that, nothing should update. - // - // The difference in time can be negative, and no this does not mean time traveling. - // This can be the result of a race condition between when an animation frame is requested - // on the current JavaScript engine event loop, and when the ticker's start method is invoked - // (which invokes the internal _requestIfNeeded method). If a frame is requested before - // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests, - // can receive a time argument that can be less than the lastTime value that was set within - // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems. - // - // This check covers this browser engine timing issue, as well as if consumers pass an invalid - // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves. - if (currentTime > this.lastTime) { - // Save uncapped elapsedMS for measurement - elapsedMS = this.elapsedMS = currentTime - this.lastTime; - // cap the milliseconds elapsed used for deltaTime - if (elapsedMS > this._maxElapsedMS) { - elapsedMS = this._maxElapsedMS; - } - elapsedMS *= this.speed; - // If not enough time has passed, exit the function. - // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS - // adjustment to ensure a relatively stable interval. - if (this._minElapsedMS) { - var delta = currentTime - this._lastFrame | 0; - if (delta < this._minElapsedMS) { - return; - } - this._lastFrame = currentTime - (delta % this._minElapsedMS); - } - this.deltaMS = elapsedMS; - this.deltaTime = this.deltaMS * settings.settings.TARGET_FPMS; - // Cache a local reference, in-case ticker is destroyed - // during the emit, we can still check for head.next - var head = this._head; - // Invoke listeners added to internal emitter - var listener = head.next; - while (listener) { - listener = listener.emit(this.deltaTime); - } - if (!head.next) { - this._cancelIfNeeded(); - } - } - else { - this.deltaTime = this.deltaMS = this.elapsedMS = 0; - } - this.lastTime = currentTime; - }; - Object.defineProperty(Ticker.prototype, "FPS", { - /** - * The frames per second at which this ticker is running. - * The default is approximately 60 in most modern browsers. - * **Note:** This does not factor in the value of - * {@link PIXI.Ticker#speed}, which is specific - * to scaling {@link PIXI.Ticker#deltaTime}. - * @member {number} - * @readonly - */ - get: function () { - return 1000 / this.elapsedMS; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Ticker.prototype, "minFPS", { - /** - * Manages the maximum amount of milliseconds allowed to - * elapse between invoking {@link PIXI.Ticker#update}. - * This value is used to cap {@link PIXI.Ticker#deltaTime}, - * but does not effect the measured value of {@link PIXI.Ticker#FPS}. - * When setting this property it is clamped to a value between - * `0` and `PIXI.settings.TARGET_FPMS * 1000`. - * @member {number} - * @default 10 - */ - get: function () { - return 1000 / this._maxElapsedMS; - }, - set: function (fps) { - // Minimum must be below the maxFPS - var minFPS = Math.min(this.maxFPS, fps); - // Must be at least 0, but below 1 / settings.TARGET_FPMS - var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.settings.TARGET_FPMS); - this._maxElapsedMS = 1 / minFPMS; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Ticker.prototype, "maxFPS", { - /** - * Manages the minimum amount of milliseconds required to - * elapse between invoking {@link PIXI.Ticker#update}. - * This will effect the measured value of {@link PIXI.Ticker#FPS}. - * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can. - * Otherwise it will be at least `minFPS` - * @member {number} - * @default 0 - */ - get: function () { - if (this._minElapsedMS) { - return Math.round(1000 / this._minElapsedMS); - } - return 0; - }, - set: function (fps) { - if (fps === 0) { - this._minElapsedMS = 0; - } - else { - // Max must be at least the minFPS - var maxFPS = Math.max(this.minFPS, fps); - this._minElapsedMS = 1 / (maxFPS / 1000); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Ticker, "shared", { - /** - * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by - * {@link PIXI.VideoResource} to update animation frames / video textures. - * - * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true. - * - * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance. - * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker. - * @example - * let ticker = PIXI.Ticker.shared; - * // Set this to prevent starting this ticker when listeners are added. - * // By default this is true only for the PIXI.Ticker.shared instance. - * ticker.autoStart = false; - * // FYI, call this to ensure the ticker is stopped. It should be stopped - * // if you have not attempted to render anything yet. - * ticker.stop(); - * // Call this when you are ready for a running shared ticker. - * ticker.start(); - * @example - * // You may use the shared ticker to render... - * let renderer = PIXI.autoDetectRenderer(); - * let stage = new PIXI.Container(); - * document.body.appendChild(renderer.view); - * ticker.add(function (time) { - * renderer.render(stage); - * }); - * @example - * // Or you can just update it manually. - * ticker.autoStart = false; - * ticker.stop(); - * function animate(time) { - * ticker.update(time); - * renderer.render(stage); - * requestAnimationFrame(animate); - * } - * animate(performance.now()); - * @member {PIXI.Ticker} - * @static - */ - get: function () { - if (!Ticker._shared) { - var shared = Ticker._shared = new Ticker(); - shared.autoStart = true; - shared._protected = true; - } - return Ticker._shared; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Ticker, "system", { - /** - * The system ticker instance used by {@link PIXI.InteractionManager} and by - * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused, - * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused. - * - * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance. - * @member {PIXI.Ticker} - * @static - */ - get: function () { - if (!Ticker._system) { - var system = Ticker._system = new Ticker(); - system.autoStart = true; - system._protected = true; - } - return Ticker._system; - }, - enumerable: false, - configurable: true - }); - return Ticker; -}()); - -/** - * Middleware for for Application Ticker. - * @example - * import {TickerPlugin} from '@pixi/ticker'; - * import {Application} from '@pixi/app'; - * import {extensions} from '@pixi/extensions'; - * extensions.add(TickerPlugin); - * @class - * @memberof PIXI - */ -var TickerPlugin = /** @class */ (function () { - function TickerPlugin() { - } - /** - * Initialize the plugin with scope of application instance - * @static - * @private - * @param {object} [options] - See application options - */ - TickerPlugin.init = function (options) { - var _this = this; - // Set default - options = Object.assign({ - autoStart: true, - sharedTicker: false, - }, options); - // Create ticker setter - Object.defineProperty(this, 'ticker', { - set: function (ticker) { - if (this._ticker) { - this._ticker.remove(this.render, this); - } - this._ticker = ticker; - if (ticker) { - ticker.add(this.render, this, exports.UPDATE_PRIORITY.LOW); - } - }, - get: function () { - return this._ticker; - }, - }); - /** - * Convenience method for stopping the render. - * @method - * @memberof PIXI.Application - * @instance - */ - this.stop = function () { - _this._ticker.stop(); - }; - /** - * Convenience method for starting the render. - * @method - * @memberof PIXI.Application - * @instance - */ - this.start = function () { - _this._ticker.start(); - }; - /** - * Internal reference to the ticker. - * @type {PIXI.Ticker} - * @name _ticker - * @memberof PIXI.Application# - * @private - */ - this._ticker = null; - /** - * Ticker for doing render updates. - * @type {PIXI.Ticker} - * @name ticker - * @memberof PIXI.Application# - * @default PIXI.Ticker.shared - */ - this.ticker = options.sharedTicker ? Ticker.shared : new Ticker(); - // Start the rendering - if (options.autoStart) { - this.start(); - } - }; - /** - * Clean up the ticker, scoped to application. - * @static - * @private - */ - TickerPlugin.destroy = function () { - if (this._ticker) { - var oldTicker = this._ticker; - this.ticker = null; - oldTicker.destroy(); - } - }; - /** @ignore */ - TickerPlugin.extension = extensions.ExtensionType.Application; - return TickerPlugin; -}()); - -exports.Ticker = Ticker; -exports.TickerPlugin = TickerPlugin; - - -},{"@pixi/extensions":15,"@pixi/settings":20}],22:[function(require,module,exports){ -/*! - * @pixi/utils - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/utils is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -var settings = require('@pixi/settings'); -var eventemitter3 = require('eventemitter3'); -var earcut = require('earcut'); -var url$1 = require('url'); -var constants = require('@pixi/constants'); - -function _interopDefaultLegacy (e) { return e && typeof e === 'object' && 'default' in e ? e : { 'default': e }; } - -var eventemitter3__default = /*#__PURE__*/_interopDefaultLegacy(eventemitter3); -var earcut__default = /*#__PURE__*/_interopDefaultLegacy(earcut); - -/** - * This file contains redeclared types for Node `url` and `querystring` modules. These modules - * don't provide their own typings but instead are a part of the full Node typings. The purpose of - * this file is to redeclare the required types to avoid having the whole Node types as a - * dependency. - */ -var url = { - parse: url$1.parse, - format: url$1.format, - resolve: url$1.resolve, -}; - -/** - * The prefix that denotes a URL is for a retina asset. - * @static - * @name RETINA_PREFIX - * @memberof PIXI.settings - * @type {RegExp} - * @default /@([0-9\.]+)x/ - * @example `@2x` - */ -settings.settings.RETINA_PREFIX = /@([0-9\.]+)x/; -/** - * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function. - * If set to true, a WebGL renderer can fail to be created if the browser thinks there could be performance issues when - * using WebGL. - * - * In PixiJS v6 this has changed from true to false by default, to allow WebGL to work in as many scenarios as possible. - * However, some users may have a poor experience, for example, if a user has a gpu or driver version blacklisted by the - * browser. - * - * If your application requires high performance rendering, you may wish to set this to false. - * We recommend one of two options if you decide to set this flag to false: - * - * 1: Use the `pixi.js-legacy` package, which includes a Canvas renderer as a fallback in case high performance WebGL is - * not supported. - * - * 2: Call `isWebGLSupported` (which if found in the PIXI.utils package) in your code before attempting to create a PixiJS - * renderer, and show an error message to the user if the function returns false, explaining that their device & browser - * combination does not support high performance WebGL. - * This is a much better strategy than trying to create a PixiJS renderer and finding it then fails. - * @static - * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ -settings.settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false; - -var saidHello = false; -var VERSION = '6.5.1'; -/** - * Skips the hello message of renderers that are created after this is run. - * @function skipHello - * @memberof PIXI.utils - */ -function skipHello() { - saidHello = true; -} -/** - * Logs out the version and renderer information for this running instance of PIXI. - * If you don't want to see this message you can run `PIXI.utils.skipHello()` before - * creating your renderer. Keep in mind that doing that will forever make you a jerk face. - * @static - * @function sayHello - * @memberof PIXI.utils - * @param {string} type - The string renderer type to log. - */ -function sayHello(type) { - var _a; - if (saidHello) { - return; - } - if (settings.settings.ADAPTER.getNavigator().userAgent.toLowerCase().indexOf('chrome') > -1) { - var args = [ - "\n %c %c %c PixiJS " + VERSION + " - \u2730 " + type + " \u2730 %c %c http://www.pixijs.com/ %c %c \u2665%c\u2665%c\u2665 \n\n", - 'background: #ff66a5; padding:5px 0;', - 'background: #ff66a5; padding:5px 0;', - 'color: #ff66a5; background: #030307; padding:5px 0;', - 'background: #ff66a5; padding:5px 0;', - 'background: #ffc3dc; padding:5px 0;', - 'background: #ff66a5; padding:5px 0;', - 'color: #ff2424; background: #fff; padding:5px 0;', - 'color: #ff2424; background: #fff; padding:5px 0;', - 'color: #ff2424; background: #fff; padding:5px 0;' ]; - (_a = globalThis.console).log.apply(_a, args); - } - else if (globalThis.console) { - globalThis.console.log("PixiJS " + VERSION + " - " + type + " - http://www.pixijs.com/"); - } - saidHello = true; -} - -var supported; -/** - * Helper for checking for WebGL support. - * @memberof PIXI.utils - * @function isWebGLSupported - * @returns {boolean} Is WebGL supported. - */ -function isWebGLSupported() { - if (typeof supported === 'undefined') { - supported = (function supported() { - var contextOptions = { - stencil: true, - failIfMajorPerformanceCaveat: settings.settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT, - }; - try { - if (!settings.settings.ADAPTER.getWebGLRenderingContext()) { - return false; - } - var canvas = settings.settings.ADAPTER.createCanvas(); - var gl = (canvas.getContext('webgl', contextOptions) - || canvas.getContext('experimental-webgl', contextOptions)); - var success = !!(gl && gl.getContextAttributes().stencil); - if (gl) { - var loseContext = gl.getExtension('WEBGL_lose_context'); - if (loseContext) { - loseContext.loseContext(); - } - } - gl = null; - return success; - } - catch (e) { - return false; - } - })(); - } - return supported; -} - -var aliceblue = "#f0f8ff"; -var antiquewhite = "#faebd7"; -var aqua = "#00ffff"; -var aquamarine = "#7fffd4"; -var azure = "#f0ffff"; -var beige = "#f5f5dc"; -var bisque = "#ffe4c4"; -var black = "#000000"; -var blanchedalmond = "#ffebcd"; -var blue = "#0000ff"; -var blueviolet = "#8a2be2"; -var brown = "#a52a2a"; -var burlywood = "#deb887"; -var cadetblue = "#5f9ea0"; -var chartreuse = "#7fff00"; -var chocolate = "#d2691e"; -var coral = "#ff7f50"; -var cornflowerblue = "#6495ed"; -var cornsilk = "#fff8dc"; -var crimson = "#dc143c"; -var cyan = "#00ffff"; -var darkblue = "#00008b"; -var darkcyan = "#008b8b"; -var darkgoldenrod = "#b8860b"; -var darkgray = "#a9a9a9"; -var darkgreen = "#006400"; -var darkgrey = "#a9a9a9"; -var darkkhaki = "#bdb76b"; -var darkmagenta = "#8b008b"; -var darkolivegreen = "#556b2f"; -var darkorange = "#ff8c00"; -var darkorchid = "#9932cc"; -var darkred = "#8b0000"; -var darksalmon = "#e9967a"; -var darkseagreen = "#8fbc8f"; -var darkslateblue = "#483d8b"; -var darkslategray = "#2f4f4f"; -var darkslategrey = "#2f4f4f"; -var darkturquoise = "#00ced1"; -var darkviolet = "#9400d3"; -var deeppink = "#ff1493"; -var deepskyblue = "#00bfff"; -var dimgray = "#696969"; -var dimgrey = "#696969"; -var dodgerblue = "#1e90ff"; -var firebrick = "#b22222"; -var floralwhite = "#fffaf0"; -var forestgreen = "#228b22"; -var fuchsia = "#ff00ff"; -var gainsboro = "#dcdcdc"; -var ghostwhite = "#f8f8ff"; -var goldenrod = "#daa520"; -var gold = "#ffd700"; -var gray = "#808080"; -var green = "#008000"; -var greenyellow = "#adff2f"; -var grey = "#808080"; -var honeydew = "#f0fff0"; -var hotpink = "#ff69b4"; -var indianred = "#cd5c5c"; -var indigo = "#4b0082"; -var ivory = "#fffff0"; -var khaki = "#f0e68c"; -var lavenderblush = "#fff0f5"; -var lavender = "#e6e6fa"; -var lawngreen = "#7cfc00"; -var lemonchiffon = "#fffacd"; -var lightblue = "#add8e6"; -var lightcoral = "#f08080"; -var lightcyan = "#e0ffff"; -var lightgoldenrodyellow = "#fafad2"; -var lightgray = "#d3d3d3"; -var lightgreen = "#90ee90"; -var lightgrey = "#d3d3d3"; -var lightpink = "#ffb6c1"; -var lightsalmon = "#ffa07a"; -var lightseagreen = "#20b2aa"; -var lightskyblue = "#87cefa"; -var lightslategray = "#778899"; -var lightslategrey = "#778899"; -var lightsteelblue = "#b0c4de"; -var lightyellow = "#ffffe0"; -var lime = "#00ff00"; -var limegreen = "#32cd32"; -var linen = "#faf0e6"; -var magenta = "#ff00ff"; -var maroon = "#800000"; -var mediumaquamarine = "#66cdaa"; -var mediumblue = "#0000cd"; -var mediumorchid = "#ba55d3"; -var mediumpurple = "#9370db"; -var mediumseagreen = "#3cb371"; -var mediumslateblue = "#7b68ee"; -var mediumspringgreen = "#00fa9a"; -var mediumturquoise = "#48d1cc"; -var mediumvioletred = "#c71585"; -var midnightblue = "#191970"; -var mintcream = "#f5fffa"; -var mistyrose = "#ffe4e1"; -var moccasin = "#ffe4b5"; -var navajowhite = "#ffdead"; -var navy = "#000080"; -var oldlace = "#fdf5e6"; -var olive = "#808000"; -var olivedrab = "#6b8e23"; -var orange = "#ffa500"; -var orangered = "#ff4500"; -var orchid = "#da70d6"; -var palegoldenrod = "#eee8aa"; -var palegreen = "#98fb98"; -var paleturquoise = "#afeeee"; -var palevioletred = "#db7093"; -var papayawhip = "#ffefd5"; -var peachpuff = "#ffdab9"; -var peru = "#cd853f"; -var pink = "#ffc0cb"; -var plum = "#dda0dd"; -var powderblue = "#b0e0e6"; -var purple = "#800080"; -var rebeccapurple = "#663399"; -var red = "#ff0000"; -var rosybrown = "#bc8f8f"; -var royalblue = "#4169e1"; -var saddlebrown = "#8b4513"; -var salmon = "#fa8072"; -var sandybrown = "#f4a460"; -var seagreen = "#2e8b57"; -var seashell = "#fff5ee"; -var sienna = "#a0522d"; -var silver = "#c0c0c0"; -var skyblue = "#87ceeb"; -var slateblue = "#6a5acd"; -var slategray = "#708090"; -var slategrey = "#708090"; -var snow = "#fffafa"; -var springgreen = "#00ff7f"; -var steelblue = "#4682b4"; -var tan = "#d2b48c"; -var teal = "#008080"; -var thistle = "#d8bfd8"; -var tomato = "#ff6347"; -var turquoise = "#40e0d0"; -var violet = "#ee82ee"; -var wheat = "#f5deb3"; -var white = "#ffffff"; -var whitesmoke = "#f5f5f5"; -var yellow = "#ffff00"; -var yellowgreen = "#9acd32"; -var cssColorNames = { - aliceblue: aliceblue, - antiquewhite: antiquewhite, - aqua: aqua, - aquamarine: aquamarine, - azure: azure, - beige: beige, - bisque: bisque, - black: black, - blanchedalmond: blanchedalmond, - blue: blue, - blueviolet: blueviolet, - brown: brown, - burlywood: burlywood, - cadetblue: cadetblue, - chartreuse: chartreuse, - chocolate: chocolate, - coral: coral, - cornflowerblue: cornflowerblue, - cornsilk: cornsilk, - crimson: crimson, - cyan: cyan, - darkblue: darkblue, - darkcyan: darkcyan, - darkgoldenrod: darkgoldenrod, - darkgray: darkgray, - darkgreen: darkgreen, - darkgrey: darkgrey, - darkkhaki: darkkhaki, - darkmagenta: darkmagenta, - darkolivegreen: darkolivegreen, - darkorange: darkorange, - darkorchid: darkorchid, - darkred: darkred, - darksalmon: darksalmon, - darkseagreen: darkseagreen, - darkslateblue: darkslateblue, - darkslategray: darkslategray, - darkslategrey: darkslategrey, - darkturquoise: darkturquoise, - darkviolet: darkviolet, - deeppink: deeppink, - deepskyblue: deepskyblue, - dimgray: dimgray, - dimgrey: dimgrey, - dodgerblue: dodgerblue, - firebrick: firebrick, - floralwhite: floralwhite, - forestgreen: forestgreen, - fuchsia: fuchsia, - gainsboro: gainsboro, - ghostwhite: ghostwhite, - goldenrod: goldenrod, - gold: gold, - gray: gray, - green: green, - greenyellow: greenyellow, - grey: grey, - honeydew: honeydew, - hotpink: hotpink, - indianred: indianred, - indigo: indigo, - ivory: ivory, - khaki: khaki, - lavenderblush: lavenderblush, - lavender: lavender, - lawngreen: lawngreen, - lemonchiffon: lemonchiffon, - lightblue: lightblue, - lightcoral: lightcoral, - lightcyan: lightcyan, - lightgoldenrodyellow: lightgoldenrodyellow, - lightgray: lightgray, - lightgreen: lightgreen, - lightgrey: lightgrey, - lightpink: lightpink, - lightsalmon: lightsalmon, - lightseagreen: lightseagreen, - lightskyblue: lightskyblue, - lightslategray: lightslategray, - lightslategrey: lightslategrey, - lightsteelblue: lightsteelblue, - lightyellow: lightyellow, - lime: lime, - limegreen: limegreen, - linen: linen, - magenta: magenta, - maroon: maroon, - mediumaquamarine: mediumaquamarine, - mediumblue: mediumblue, - mediumorchid: mediumorchid, - mediumpurple: mediumpurple, - mediumseagreen: mediumseagreen, - mediumslateblue: mediumslateblue, - mediumspringgreen: mediumspringgreen, - mediumturquoise: mediumturquoise, - mediumvioletred: mediumvioletred, - midnightblue: midnightblue, - mintcream: mintcream, - mistyrose: mistyrose, - moccasin: moccasin, - navajowhite: navajowhite, - navy: navy, - oldlace: oldlace, - olive: olive, - olivedrab: olivedrab, - orange: orange, - orangered: orangered, - orchid: orchid, - palegoldenrod: palegoldenrod, - palegreen: palegreen, - paleturquoise: paleturquoise, - palevioletred: palevioletred, - papayawhip: papayawhip, - peachpuff: peachpuff, - peru: peru, - pink: pink, - plum: plum, - powderblue: powderblue, - purple: purple, - rebeccapurple: rebeccapurple, - red: red, - rosybrown: rosybrown, - royalblue: royalblue, - saddlebrown: saddlebrown, - salmon: salmon, - sandybrown: sandybrown, - seagreen: seagreen, - seashell: seashell, - sienna: sienna, - silver: silver, - skyblue: skyblue, - slateblue: slateblue, - slategray: slategray, - slategrey: slategrey, - snow: snow, - springgreen: springgreen, - steelblue: steelblue, - tan: tan, - teal: teal, - thistle: thistle, - tomato: tomato, - turquoise: turquoise, - violet: violet, - wheat: wheat, - white: white, - whitesmoke: whitesmoke, - yellow: yellow, - yellowgreen: yellowgreen -}; - -/** - * Converts a hexadecimal color number to an [R, G, B] array of normalized floats (numbers from 0.0 to 1.0). - * @example - * PIXI.utils.hex2rgb(0xffffff); // returns [1, 1, 1] - * @memberof PIXI.utils - * @function hex2rgb - * @param {number} hex - The hexadecimal number to convert - * @param {number[]} [out=[]] - If supplied, this array will be used rather than returning a new one - * @returns {number[]} An array representing the [R, G, B] of the color where all values are floats. - */ -function hex2rgb(hex, out) { - if (out === void 0) { out = []; } - out[0] = ((hex >> 16) & 0xFF) / 255; - out[1] = ((hex >> 8) & 0xFF) / 255; - out[2] = (hex & 0xFF) / 255; - return out; -} -/** - * Converts a hexadecimal color number to a string. - * @example - * PIXI.utils.hex2string(0xffffff); // returns "#ffffff" - * @memberof PIXI.utils - * @function hex2string - * @param {number} hex - Number in hex (e.g., `0xffffff`) - * @returns {string} The string color (e.g., `"#ffffff"`). - */ -function hex2string(hex) { - var hexString = hex.toString(16); - hexString = '000000'.substring(0, 6 - hexString.length) + hexString; - return "#" + hexString; -} -/** - * Converts a string to a hexadecimal color number. - * It can handle: - * hex strings starting with #: "#ffffff" - * hex strings starting with 0x: "0xffffff" - * hex strings without prefix: "ffffff" - * css colors: "black" - * @example - * PIXI.utils.string2hex("#ffffff"); // returns 0xffffff - * @memberof PIXI.utils - * @function string2hex - * @param {string} string - The string color (e.g., `"#ffffff"`) - * @returns {number} Number in hexadecimal. - */ -function string2hex(string) { - if (typeof string === 'string') { - string = cssColorNames[string.toLowerCase()] || string; - if (string[0] === '#') { - string = string.slice(1); - } - } - return parseInt(string, 16); -} -/** - * Converts a color as an [R, G, B] array of normalized floats to a hexadecimal number. - * @example - * PIXI.utils.rgb2hex([1, 1, 1]); // returns 0xffffff - * @memberof PIXI.utils - * @function rgb2hex - * @param {number[]} rgb - Array of numbers where all values are normalized floats from 0.0 to 1.0. - * @returns {number} Number in hexadecimal. - */ -function rgb2hex(rgb) { - return (((rgb[0] * 255) << 16) + ((rgb[1] * 255) << 8) + (rgb[2] * 255 | 0)); -} - -/** - * Corrects PixiJS blend, takes premultiplied alpha into account - * @memberof PIXI.utils - * @function mapPremultipliedBlendModes - * @private - * @returns {Array} Mapped modes. - */ -function mapPremultipliedBlendModes() { - var pm = []; - var npm = []; - for (var i = 0; i < 32; i++) { - pm[i] = i; - npm[i] = i; - } - pm[constants.BLEND_MODES.NORMAL_NPM] = constants.BLEND_MODES.NORMAL; - pm[constants.BLEND_MODES.ADD_NPM] = constants.BLEND_MODES.ADD; - pm[constants.BLEND_MODES.SCREEN_NPM] = constants.BLEND_MODES.SCREEN; - npm[constants.BLEND_MODES.NORMAL] = constants.BLEND_MODES.NORMAL_NPM; - npm[constants.BLEND_MODES.ADD] = constants.BLEND_MODES.ADD_NPM; - npm[constants.BLEND_MODES.SCREEN] = constants.BLEND_MODES.SCREEN_NPM; - var array = []; - array.push(npm); - array.push(pm); - return array; -} -/** - * maps premultiply flag and blendMode to adjusted blendMode - * @memberof PIXI.utils - * @constant premultiplyBlendMode - * @type {Array} - */ -var premultiplyBlendMode = mapPremultipliedBlendModes(); -/** - * changes blendMode according to texture format - * @memberof PIXI.utils - * @function correctBlendMode - * @param {number} blendMode - supposed blend mode - * @param {boolean} premultiplied - whether source is premultiplied - * @returns {number} true blend mode for this texture - */ -function correctBlendMode(blendMode, premultiplied) { - return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode]; -} -/** - * combines rgb and alpha to out array - * @memberof PIXI.utils - * @function premultiplyRgba - * @param {Float32Array|number[]} rgb - input rgb - * @param {number} alpha - alpha param - * @param {Float32Array} [out] - output - * @param {boolean} [premultiply=true] - do premultiply it - * @returns {Float32Array} vec4 rgba - */ -function premultiplyRgba(rgb, alpha, out, premultiply) { - out = out || new Float32Array(4); - if (premultiply || premultiply === undefined) { - out[0] = rgb[0] * alpha; - out[1] = rgb[1] * alpha; - out[2] = rgb[2] * alpha; - } - else { - out[0] = rgb[0]; - out[1] = rgb[1]; - out[2] = rgb[2]; - } - out[3] = alpha; - return out; -} -/** - * premultiplies tint - * @memberof PIXI.utils - * @function premultiplyTint - * @param {number} tint - integer RGB - * @param {number} alpha - floating point alpha (0.0-1.0) - * @returns {number} tint multiplied by alpha - */ -function premultiplyTint(tint, alpha) { - if (alpha === 1.0) { - return (alpha * 255 << 24) + tint; - } - if (alpha === 0.0) { - return 0; - } - var R = ((tint >> 16) & 0xFF); - var G = ((tint >> 8) & 0xFF); - var B = (tint & 0xFF); - R = ((R * alpha) + 0.5) | 0; - G = ((G * alpha) + 0.5) | 0; - B = ((B * alpha) + 0.5) | 0; - return (alpha * 255 << 24) + (R << 16) + (G << 8) + B; -} -/** - * converts integer tint and float alpha to vec4 form, premultiplies by default - * @memberof PIXI.utils - * @function premultiplyTintToRgba - * @param {number} tint - input tint - * @param {number} alpha - alpha param - * @param {Float32Array} [out] - output - * @param {boolean} [premultiply=true] - do premultiply it - * @returns {Float32Array} vec4 rgba - */ -function premultiplyTintToRgba(tint, alpha, out, premultiply) { - out = out || new Float32Array(4); - out[0] = ((tint >> 16) & 0xFF) / 255.0; - out[1] = ((tint >> 8) & 0xFF) / 255.0; - out[2] = (tint & 0xFF) / 255.0; - if (premultiply || premultiply === undefined) { - out[0] *= alpha; - out[1] *= alpha; - out[2] *= alpha; - } - out[3] = alpha; - return out; -} - -/** - * Generic Mask Stack data structure - * @memberof PIXI.utils - * @function createIndicesForQuads - * @param {number} size - Number of quads - * @param {Uint16Array|Uint32Array} [outBuffer] - Buffer for output, length has to be `6 * size` - * @returns {Uint16Array|Uint32Array} - Resulting index buffer - */ -function createIndicesForQuads(size, outBuffer) { - if (outBuffer === void 0) { outBuffer = null; } - // the total number of indices in our array, there are 6 points per quad. - var totalIndices = size * 6; - outBuffer = outBuffer || new Uint16Array(totalIndices); - if (outBuffer.length !== totalIndices) { - throw new Error("Out buffer length is incorrect, got " + outBuffer.length + " and expected " + totalIndices); - } - // fill the indices with the quads to draw - for (var i = 0, j = 0; i < totalIndices; i += 6, j += 4) { - outBuffer[i + 0] = j + 0; - outBuffer[i + 1] = j + 1; - outBuffer[i + 2] = j + 2; - outBuffer[i + 3] = j + 0; - outBuffer[i + 4] = j + 2; - outBuffer[i + 5] = j + 3; - } - return outBuffer; -} - -function getBufferType(array) { - if (array.BYTES_PER_ELEMENT === 4) { - if (array instanceof Float32Array) { - return 'Float32Array'; - } - else if (array instanceof Uint32Array) { - return 'Uint32Array'; - } - return 'Int32Array'; - } - else if (array.BYTES_PER_ELEMENT === 2) { - if (array instanceof Uint16Array) { - return 'Uint16Array'; - } - } - else if (array.BYTES_PER_ELEMENT === 1) { - if (array instanceof Uint8Array) { - return 'Uint8Array'; - } - } - // TODO map out the rest of the array elements! - return null; -} - -/* eslint-disable object-shorthand */ -var map = { Float32Array: Float32Array, Uint32Array: Uint32Array, Int32Array: Int32Array, Uint8Array: Uint8Array }; -function interleaveTypedArrays(arrays, sizes) { - var outSize = 0; - var stride = 0; - var views = {}; - for (var i = 0; i < arrays.length; i++) { - stride += sizes[i]; - outSize += arrays[i].length; - } - var buffer = new ArrayBuffer(outSize * 4); - var out = null; - var littleOffset = 0; - for (var i = 0; i < arrays.length; i++) { - var size = sizes[i]; - var array = arrays[i]; - /* - @todo This is unsafe casting but consistent with how the code worked previously. Should it stay this way - or should and `getBufferTypeUnsafe` function be exposed that throws an Error if unsupported type is passed? - */ - var type = getBufferType(array); - if (!views[type]) { - views[type] = new map[type](buffer); - } - out = views[type]; - for (var j = 0; j < array.length; j++) { - var indexStart = ((j / size | 0) * stride) + littleOffset; - var index = j % size; - out[indexStart + index] = array[j]; - } - littleOffset += size; - } - return new Float32Array(buffer); -} - -// Taken from the bit-twiddle package -/** - * Rounds to next power of two. - * @function nextPow2 - * @memberof PIXI.utils - * @param {number} v - input value - * @returns {number} - next rounded power of two - */ -function nextPow2(v) { - v += v === 0 ? 1 : 0; - --v; - v |= v >>> 1; - v |= v >>> 2; - v |= v >>> 4; - v |= v >>> 8; - v |= v >>> 16; - return v + 1; -} -/** - * Checks if a number is a power of two. - * @function isPow2 - * @memberof PIXI.utils - * @param {number} v - input value - * @returns {boolean} `true` if value is power of two - */ -function isPow2(v) { - return !(v & (v - 1)) && (!!v); -} -/** - * Computes ceil of log base 2 - * @function log2 - * @memberof PIXI.utils - * @param {number} v - input value - * @returns {number} logarithm base 2 - */ -function log2(v) { - var r = (v > 0xFFFF ? 1 : 0) << 4; - v >>>= r; - var shift = (v > 0xFF ? 1 : 0) << 3; - v >>>= shift; - r |= shift; - shift = (v > 0xF ? 1 : 0) << 2; - v >>>= shift; - r |= shift; - shift = (v > 0x3 ? 1 : 0) << 1; - v >>>= shift; - r |= shift; - return r | (v >> 1); -} - -/** - * Remove items from a javascript array without generating garbage - * @function removeItems - * @memberof PIXI.utils - * @param {Array} arr - Array to remove elements from - * @param {number} startIdx - starting index - * @param {number} removeCount - how many to remove - */ -function removeItems(arr, startIdx, removeCount) { - var length = arr.length; - var i; - if (startIdx >= length || removeCount === 0) { - return; - } - removeCount = (startIdx + removeCount > length ? length - startIdx : removeCount); - var len = length - removeCount; - for (i = startIdx; i < len; ++i) { - arr[i] = arr[i + removeCount]; - } - arr.length = len; -} - -/** - * Returns sign of number - * @memberof PIXI.utils - * @function sign - * @param {number} n - the number to check the sign of - * @returns {number} 0 if `n` is 0, -1 if `n` is negative, 1 if `n` is positive - */ -function sign(n) { - if (n === 0) - { return 0; } - return n < 0 ? -1 : 1; -} - -var nextUid = 0; -/** - * Gets the next unique identifier - * @memberof PIXI.utils - * @function uid - * @returns {number} The next unique identifier to use. - */ -function uid() { - return ++nextUid; -} - -// A map of warning messages already fired -var warnings = {}; -/** - * Helper for warning developers about deprecated features & settings. - * A stack track for warnings is given; useful for tracking-down where - * deprecated methods/properties/classes are being used within the code. - * @memberof PIXI.utils - * @function deprecation - * @param {string} version - The version where the feature became deprecated - * @param {string} message - Message should include what is deprecated, where, and the new solution - * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack - * this is mostly to ignore internal deprecation calls. - */ -function deprecation(version, message, ignoreDepth) { - if (ignoreDepth === void 0) { ignoreDepth = 3; } - // Ignore duplicat - if (warnings[message]) { - return; - } - /* eslint-disable no-console */ - var stack = new Error().stack; - // Handle IE < 10 and Safari < 6 - if (typeof stack === 'undefined') { - console.warn('PixiJS Deprecation Warning: ', message + "\nDeprecated since v" + version); - } - else { - // chop off the stack trace which includes PixiJS internal calls - stack = stack.split('\n').splice(ignoreDepth).join('\n'); - if (console.groupCollapsed) { - console.groupCollapsed('%cPixiJS Deprecation Warning: %c%s', 'color:#614108;background:#fffbe6', 'font-weight:normal;color:#614108;background:#fffbe6', message + "\nDeprecated since v" + version); - console.warn(stack); - console.groupEnd(); - } - else { - console.warn('PixiJS Deprecation Warning: ', message + "\nDeprecated since v" + version); - console.warn(stack); - } - } - /* eslint-enable no-console */ - warnings[message] = true; -} - -/** - * @todo Describe property usage - * @static - * @name ProgramCache - * @memberof PIXI.utils - * @type {object} - */ -var ProgramCache = {}; -/** - * @todo Describe property usage - * @static - * @name TextureCache - * @memberof PIXI.utils - * @type {object} - */ -var TextureCache = Object.create(null); -/** - * @todo Describe property usage - * @static - * @name BaseTextureCache - * @memberof PIXI.utils - * @type {object} - */ -var BaseTextureCache = Object.create(null); -/** - * Destroys all texture in the cache - * @memberof PIXI.utils - * @function destroyTextureCache - */ -function destroyTextureCache() { - var key; - for (key in TextureCache) { - TextureCache[key].destroy(); - } - for (key in BaseTextureCache) { - BaseTextureCache[key].destroy(); - } -} -/** - * Removes all textures from cache, but does not destroy them - * @memberof PIXI.utils - * @function clearTextureCache - */ -function clearTextureCache() { - var key; - for (key in TextureCache) { - delete TextureCache[key]; - } - for (key in BaseTextureCache) { - delete BaseTextureCache[key]; - } -} - -/** - * Creates a Canvas element of the given size to be used as a target for rendering to. - * @class - * @memberof PIXI.utils - */ -var CanvasRenderTarget = /** @class */ (function () { - /** - * @param width - the width for the newly created canvas - * @param height - the height for the newly created canvas - * @param {number} [resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the canvas - */ - function CanvasRenderTarget(width, height, resolution) { - this.canvas = settings.settings.ADAPTER.createCanvas(); - this.context = this.canvas.getContext('2d'); - this.resolution = resolution || settings.settings.RESOLUTION; - this.resize(width, height); - } - /** - * Clears the canvas that was created by the CanvasRenderTarget class. - * @private - */ - CanvasRenderTarget.prototype.clear = function () { - this.context.setTransform(1, 0, 0, 1, 0, 0); - this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); - }; - /** - * Resizes the canvas to the specified width and height. - * @param desiredWidth - the desired width of the canvas - * @param desiredHeight - the desired height of the canvas - */ - CanvasRenderTarget.prototype.resize = function (desiredWidth, desiredHeight) { - this.canvas.width = Math.round(desiredWidth * this.resolution); - this.canvas.height = Math.round(desiredHeight * this.resolution); - }; - /** Destroys this canvas. */ - CanvasRenderTarget.prototype.destroy = function () { - this.context = null; - this.canvas = null; - }; - Object.defineProperty(CanvasRenderTarget.prototype, "width", { - /** - * The width of the canvas buffer in pixels. - * @member {number} - */ - get: function () { - return this.canvas.width; - }, - set: function (val) { - this.canvas.width = Math.round(val); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(CanvasRenderTarget.prototype, "height", { - /** - * The height of the canvas buffer in pixels. - * @member {number} - */ - get: function () { - return this.canvas.height; - }, - set: function (val) { - this.canvas.height = Math.round(val); - }, - enumerable: false, - configurable: true - }); - return CanvasRenderTarget; -}()); - -/** - * Trim transparent borders from a canvas - * @memberof PIXI.utils - * @function trimCanvas - * @param {HTMLCanvasElement} canvas - the canvas to trim - * @returns {object} Trim data - */ -function trimCanvas(canvas) { - // https://gist.github.com/remy/784508 - var width = canvas.width; - var height = canvas.height; - var context = canvas.getContext('2d'); - var imageData = context.getImageData(0, 0, width, height); - var pixels = imageData.data; - var len = pixels.length; - var bound = { - top: null, - left: null, - right: null, - bottom: null, - }; - var data = null; - var i; - var x; - var y; - for (i = 0; i < len; i += 4) { - if (pixels[i + 3] !== 0) { - x = (i / 4) % width; - y = ~~((i / 4) / width); - if (bound.top === null) { - bound.top = y; - } - if (bound.left === null) { - bound.left = x; - } - else if (x < bound.left) { - bound.left = x; - } - if (bound.right === null) { - bound.right = x + 1; - } - else if (bound.right < x) { - bound.right = x + 1; - } - if (bound.bottom === null) { - bound.bottom = y; - } - else if (bound.bottom < y) { - bound.bottom = y; - } - } - } - if (bound.top !== null) { - width = bound.right - bound.left; - height = bound.bottom - bound.top + 1; - data = context.getImageData(bound.left, bound.top, width, height); - } - return { - height: height, - width: width, - data: data, - }; -} - -/** - * Regexp for data URI. - * Based on: {@link https://github.com/ragingwind/data-uri-regex} - * @static - * @constant {RegExp|string} DATA_URI - * @memberof PIXI - * @example data:image/png;base64 - */ -var DATA_URI = /^\s*data:(?:([\w-]+)\/([\w+.-]+))?(?:;charset=([\w-]+))?(?:;(base64))?,(.*)/i; - -/** - * @memberof PIXI.utils - * @interface DecomposedDataUri - */ -/** - * type, eg. `image` - * @memberof PIXI.utils.DecomposedDataUri# - * @member {string} mediaType - */ -/** - * Sub type, eg. `png` - * @memberof PIXI.utils.DecomposedDataUri# - * @member {string} subType - */ -/** - * @memberof PIXI.utils.DecomposedDataUri# - * @member {string} charset - */ -/** - * Data encoding, eg. `base64` - * @memberof PIXI.utils.DecomposedDataUri# - * @member {string} encoding - */ -/** - * The actual data - * @memberof PIXI.utils.DecomposedDataUri# - * @member {string} data - */ -/** - * Split a data URI into components. Returns undefined if - * parameter `dataUri` is not a valid data URI. - * @memberof PIXI.utils - * @function decomposeDataUri - * @param {string} dataUri - the data URI to check - * @returns {PIXI.utils.DecomposedDataUri|undefined} The decomposed data uri or undefined - */ -function decomposeDataUri(dataUri) { - var dataUriMatch = DATA_URI.exec(dataUri); - if (dataUriMatch) { - return { - mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : undefined, - subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : undefined, - charset: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : undefined, - encoding: dataUriMatch[4] ? dataUriMatch[4].toLowerCase() : undefined, - data: dataUriMatch[5], - }; - } - return undefined; -} - -var tempAnchor; -/** - * Sets the `crossOrigin` property for this resource based on if the url - * for this resource is cross-origin. If crossOrigin was manually set, this - * function does nothing. - * Nipped from the resource loader! - * @ignore - * @param {string} url - The url to test. - * @param {object} [loc=window.location] - The location object to test against. - * @returns {string} The crossOrigin value to use (or empty string for none). - */ -function determineCrossOrigin(url$1, loc) { - if (loc === void 0) { loc = globalThis.location; } - // data: and javascript: urls are considered same-origin - if (url$1.indexOf('data:') === 0) { - return ''; - } - // default is window.location - loc = loc || globalThis.location; - if (!tempAnchor) { - tempAnchor = document.createElement('a'); - } - // let the browser determine the full href for the url of this resource and then - // parse with the node url lib, we can't use the properties of the anchor element - // because they don't work in IE9 :( - tempAnchor.href = url$1; - var parsedUrl = url.parse(tempAnchor.href); - var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port); - // if cross origin - if (parsedUrl.hostname !== loc.hostname || !samePort || parsedUrl.protocol !== loc.protocol) { - return 'anonymous'; - } - return ''; -} - -/** - * get the resolution / device pixel ratio of an asset by looking for the prefix - * used by spritesheets and image urls - * @memberof PIXI.utils - * @function getResolutionOfUrl - * @param {string} url - the image path - * @param {number} [defaultValue=1] - the defaultValue if no filename prefix is set. - * @returns {number} resolution / device pixel ratio of an asset - */ -function getResolutionOfUrl(url, defaultValue) { - var resolution = settings.settings.RETINA_PREFIX.exec(url); - if (resolution) { - return parseFloat(resolution[1]); - } - return defaultValue !== undefined ? defaultValue : 1; -} - -Object.defineProperty(exports, 'isMobile', { - enumerable: true, - get: function () { return settings.isMobile; } -}); -Object.defineProperty(exports, 'EventEmitter', { - enumerable: true, - get: function () { return eventemitter3__default["default"]; } -}); -Object.defineProperty(exports, 'earcut', { - enumerable: true, - get: function () { return earcut__default["default"]; } -}); -exports.BaseTextureCache = BaseTextureCache; -exports.CanvasRenderTarget = CanvasRenderTarget; -exports.DATA_URI = DATA_URI; -exports.ProgramCache = ProgramCache; -exports.TextureCache = TextureCache; -exports.clearTextureCache = clearTextureCache; -exports.correctBlendMode = correctBlendMode; -exports.createIndicesForQuads = createIndicesForQuads; -exports.decomposeDataUri = decomposeDataUri; -exports.deprecation = deprecation; -exports.destroyTextureCache = destroyTextureCache; -exports.determineCrossOrigin = determineCrossOrigin; -exports.getBufferType = getBufferType; -exports.getResolutionOfUrl = getResolutionOfUrl; -exports.hex2rgb = hex2rgb; -exports.hex2string = hex2string; -exports.interleaveTypedArrays = interleaveTypedArrays; -exports.isPow2 = isPow2; -exports.isWebGLSupported = isWebGLSupported; -exports.log2 = log2; -exports.nextPow2 = nextPow2; -exports.premultiplyBlendMode = premultiplyBlendMode; -exports.premultiplyRgba = premultiplyRgba; -exports.premultiplyTint = premultiplyTint; -exports.premultiplyTintToRgba = premultiplyTintToRgba; -exports.removeItems = removeItems; -exports.rgb2hex = rgb2hex; -exports.sayHello = sayHello; -exports.sign = sign; -exports.skipHello = skipHello; -exports.string2hex = string2hex; -exports.trimCanvas = trimCanvas; -exports.uid = uid; -exports.url = url; - - -},{"@pixi/constants":10,"@pixi/settings":20,"earcut":23,"eventemitter3":24,"url":61}],23:[function(require,module,exports){ -'use strict'; - -module.exports = earcut; -module.exports.default = earcut; - -function earcut(data, holeIndices, dim) { - - dim = dim || 2; - - var hasHoles = holeIndices && holeIndices.length, - outerLen = hasHoles ? holeIndices[0] * dim : data.length, - outerNode = linkedList(data, 0, outerLen, dim, true), - triangles = []; - - if (!outerNode || outerNode.next === outerNode.prev) return triangles; - - var minX, minY, maxX, maxY, x, y, invSize; - - if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim); - - // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox - if (data.length > 80 * dim) { - minX = maxX = data[0]; - minY = maxY = data[1]; - - for (var i = dim; i < outerLen; i += dim) { - x = data[i]; - y = data[i + 1]; - if (x < minX) minX = x; - if (y < minY) minY = y; - if (x > maxX) maxX = x; - if (y > maxY) maxY = y; - } - - // minX, minY and invSize are later used to transform coords into integers for z-order calculation - invSize = Math.max(maxX - minX, maxY - minY); - invSize = invSize !== 0 ? 32767 / invSize : 0; - } - - earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0); - - return triangles; -} - -// create a circular doubly linked list from polygon points in the specified winding order -function linkedList(data, start, end, dim, clockwise) { - var i, last; - - if (clockwise === (signedArea(data, start, end, dim) > 0)) { - for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last); - } else { - for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last); - } - - if (last && equals(last, last.next)) { - removeNode(last); - last = last.next; - } - - return last; -} - -// eliminate colinear or duplicate points -function filterPoints(start, end) { - if (!start) return start; - if (!end) end = start; - - var p = start, - again; - do { - again = false; - - if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) { - removeNode(p); - p = end = p.prev; - if (p === p.next) break; - again = true; - - } else { - p = p.next; - } - } while (again || p !== end); - - return end; -} - -// main ear slicing loop which triangulates a polygon (given as a linked list) -function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) { - if (!ear) return; - - // interlink polygon nodes in z-order - if (!pass && invSize) indexCurve(ear, minX, minY, invSize); - - var stop = ear, - prev, next; - - // iterate through ears, slicing them one by one - while (ear.prev !== ear.next) { - prev = ear.prev; - next = ear.next; - - if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) { - // cut off the triangle - triangles.push(prev.i / dim | 0); - triangles.push(ear.i / dim | 0); - triangles.push(next.i / dim | 0); - - removeNode(ear); - - // skipping the next vertex leads to less sliver triangles - ear = next.next; - stop = next.next; - - continue; - } - - ear = next; - - // if we looped through the whole remaining polygon and can't find any more ears - if (ear === stop) { - // try filtering points and slicing again - if (!pass) { - earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1); - - // if this didn't work, try curing all small self-intersections locally - } else if (pass === 1) { - ear = cureLocalIntersections(filterPoints(ear), triangles, dim); - earcutLinked(ear, triangles, dim, minX, minY, invSize, 2); - - // as a last resort, try splitting the remaining polygon into two - } else if (pass === 2) { - splitEarcut(ear, triangles, dim, minX, minY, invSize); - } - - break; - } - } -} - -// check whether a polygon node forms a valid ear with adjacent nodes -function isEar(ear) { - var a = ear.prev, - b = ear, - c = ear.next; - - if (area(a, b, c) >= 0) return false; // reflex, can't be an ear - - // now make sure we don't have other points inside the potential ear - var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y; - - // triangle bbox; min & max are calculated like this for speed - var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx), - y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy), - x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx), - y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy); - - var p = c.next; - while (p !== a) { - if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && - pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && - area(p.prev, p, p.next) >= 0) return false; - p = p.next; - } - - return true; -} - -function isEarHashed(ear, minX, minY, invSize) { - var a = ear.prev, - b = ear, - c = ear.next; - - if (area(a, b, c) >= 0) return false; // reflex, can't be an ear - - var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y; - - // triangle bbox; min & max are calculated like this for speed - var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx), - y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy), - x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx), - y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy); - - // z-order range for the current triangle bbox; - var minZ = zOrder(x0, y0, minX, minY, invSize), - maxZ = zOrder(x1, y1, minX, minY, invSize); - - var p = ear.prevZ, - n = ear.nextZ; - - // look for points inside the triangle in both directions - while (p && p.z >= minZ && n && n.z <= maxZ) { - if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && - pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; - p = p.prevZ; - - if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && - pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false; - n = n.nextZ; - } - - // look for remaining points in decreasing z-order - while (p && p.z >= minZ) { - if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && - pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; - p = p.prevZ; - } - - // look for remaining points in increasing z-order - while (n && n.z <= maxZ) { - if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && - pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false; - n = n.nextZ; - } - - return true; -} - -// go through all polygon nodes and cure small local self-intersections -function cureLocalIntersections(start, triangles, dim) { - var p = start; - do { - var a = p.prev, - b = p.next.next; - - if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) { - - triangles.push(a.i / dim | 0); - triangles.push(p.i / dim | 0); - triangles.push(b.i / dim | 0); - - // remove two nodes involved - removeNode(p); - removeNode(p.next); - - p = start = b; - } - p = p.next; - } while (p !== start); - - return filterPoints(p); -} - -// try splitting polygon into two and triangulate them independently -function splitEarcut(start, triangles, dim, minX, minY, invSize) { - // look for a valid diagonal that divides the polygon into two - var a = start; - do { - var b = a.next.next; - while (b !== a.prev) { - if (a.i !== b.i && isValidDiagonal(a, b)) { - // split the polygon in two by the diagonal - var c = splitPolygon(a, b); - - // filter colinear points around the cuts - a = filterPoints(a, a.next); - c = filterPoints(c, c.next); - - // run earcut on each half - earcutLinked(a, triangles, dim, minX, minY, invSize, 0); - earcutLinked(c, triangles, dim, minX, minY, invSize, 0); - return; - } - b = b.next; - } - a = a.next; - } while (a !== start); -} - -// link every hole into the outer loop, producing a single-ring polygon without holes -function eliminateHoles(data, holeIndices, outerNode, dim) { - var queue = [], - i, len, start, end, list; - - for (i = 0, len = holeIndices.length; i < len; i++) { - start = holeIndices[i] * dim; - end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; - list = linkedList(data, start, end, dim, false); - if (list === list.next) list.steiner = true; - queue.push(getLeftmost(list)); - } - - queue.sort(compareX); - - // process holes from left to right - for (i = 0; i < queue.length; i++) { - outerNode = eliminateHole(queue[i], outerNode); - } - - return outerNode; -} - -function compareX(a, b) { - return a.x - b.x; -} - -// find a bridge between vertices that connects hole with an outer ring and and link it -function eliminateHole(hole, outerNode) { - var bridge = findHoleBridge(hole, outerNode); - if (!bridge) { - return outerNode; - } - - var bridgeReverse = splitPolygon(bridge, hole); - - // filter collinear points around the cuts - filterPoints(bridgeReverse, bridgeReverse.next); - return filterPoints(bridge, bridge.next); -} - -// David Eberly's algorithm for finding a bridge between hole and outer polygon -function findHoleBridge(hole, outerNode) { - var p = outerNode, - hx = hole.x, - hy = hole.y, - qx = -Infinity, - m; - - // find a segment intersected by a ray from the hole's leftmost point to the left; - // segment's endpoint with lesser x will be potential connection point - do { - if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) { - var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y); - if (x <= hx && x > qx) { - qx = x; - m = p.x < p.next.x ? p : p.next; - if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint - } - } - p = p.next; - } while (p !== outerNode); - - if (!m) return null; - - // look for points inside the triangle of hole point, segment intersection and endpoint; - // if there are no points found, we have a valid connection; - // otherwise choose the point of the minimum angle with the ray as connection point - - var stop = m, - mx = m.x, - my = m.y, - tanMin = Infinity, - tan; - - p = m; - - do { - if (hx >= p.x && p.x >= mx && hx !== p.x && - pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) { - - tan = Math.abs(hy - p.y) / (hx - p.x); // tangential - - if (locallyInside(p, hole) && - (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) { - m = p; - tanMin = tan; - } - } - - p = p.next; - } while (p !== stop); - - return m; -} - -// whether sector in vertex m contains sector in vertex p in the same coordinates -function sectorContainsSector(m, p) { - return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0; -} - -// interlink polygon nodes in z-order -function indexCurve(start, minX, minY, invSize) { - var p = start; - do { - if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize); - p.prevZ = p.prev; - p.nextZ = p.next; - p = p.next; - } while (p !== start); - - p.prevZ.nextZ = null; - p.prevZ = null; - - sortLinked(p); -} - -// Simon Tatham's linked list merge sort algorithm -// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html -function sortLinked(list) { - var i, p, q, e, tail, numMerges, pSize, qSize, - inSize = 1; - - do { - p = list; - list = null; - tail = null; - numMerges = 0; - - while (p) { - numMerges++; - q = p; - pSize = 0; - for (i = 0; i < inSize; i++) { - pSize++; - q = q.nextZ; - if (!q) break; - } - qSize = inSize; - - while (pSize > 0 || (qSize > 0 && q)) { - - if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) { - e = p; - p = p.nextZ; - pSize--; - } else { - e = q; - q = q.nextZ; - qSize--; - } - - if (tail) tail.nextZ = e; - else list = e; - - e.prevZ = tail; - tail = e; - } - - p = q; - } - - tail.nextZ = null; - inSize *= 2; - - } while (numMerges > 1); - - return list; -} - -// z-order of a point given coords and inverse of the longer side of data bbox -function zOrder(x, y, minX, minY, invSize) { - // coords are transformed into non-negative 15-bit integer range - x = (x - minX) * invSize | 0; - y = (y - minY) * invSize | 0; - - x = (x | (x << 8)) & 0x00FF00FF; - x = (x | (x << 4)) & 0x0F0F0F0F; - x = (x | (x << 2)) & 0x33333333; - x = (x | (x << 1)) & 0x55555555; - - y = (y | (y << 8)) & 0x00FF00FF; - y = (y | (y << 4)) & 0x0F0F0F0F; - y = (y | (y << 2)) & 0x33333333; - y = (y | (y << 1)) & 0x55555555; - - return x | (y << 1); -} - -// find the leftmost node of a polygon ring -function getLeftmost(start) { - var p = start, - leftmost = start; - do { - if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p; - p = p.next; - } while (p !== start); - - return leftmost; -} - -// check if a point lies within a convex triangle -function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) { - return (cx - px) * (ay - py) >= (ax - px) * (cy - py) && - (ax - px) * (by - py) >= (bx - px) * (ay - py) && - (bx - px) * (cy - py) >= (cx - px) * (by - py); -} - -// check if a diagonal between two polygon nodes is valid (lies in polygon interior) -function isValidDiagonal(a, b) { - return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges - (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible - (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors - equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case -} - -// signed area of a triangle -function area(p, q, r) { - return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y); -} - -// check if two points are equal -function equals(p1, p2) { - return p1.x === p2.x && p1.y === p2.y; -} - -// check if two segments intersect -function intersects(p1, q1, p2, q2) { - var o1 = sign(area(p1, q1, p2)); - var o2 = sign(area(p1, q1, q2)); - var o3 = sign(area(p2, q2, p1)); - var o4 = sign(area(p2, q2, q1)); - - if (o1 !== o2 && o3 !== o4) return true; // general case - - if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1 - if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1 - if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2 - if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2 - - return false; -} - -// for collinear points p, q, r, check if point q lies on segment pr -function onSegment(p, q, r) { - return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y); -} - -function sign(num) { - return num > 0 ? 1 : num < 0 ? -1 : 0; -} - -// check if a polygon diagonal intersects any polygon segments -function intersectsPolygon(a, b) { - var p = a; - do { - if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && - intersects(p, p.next, a, b)) return true; - p = p.next; - } while (p !== a); - - return false; -} - -// check if a polygon diagonal is locally inside the polygon -function locallyInside(a, b) { - return area(a.prev, a, a.next) < 0 ? - area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 : - area(a, b, a.prev) < 0 || area(a, a.next, b) < 0; -} - -// check if the middle point of a polygon diagonal is inside the polygon -function middleInside(a, b) { - var p = a, - inside = false, - px = (a.x + b.x) / 2, - py = (a.y + b.y) / 2; - do { - if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y && - (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x)) - inside = !inside; - p = p.next; - } while (p !== a); - - return inside; -} - -// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; -// if one belongs to the outer ring and another to a hole, it merges it into a single ring -function splitPolygon(a, b) { - var a2 = new Node(a.i, a.x, a.y), - b2 = new Node(b.i, b.x, b.y), - an = a.next, - bp = b.prev; - - a.next = b; - b.prev = a; - - a2.next = an; - an.prev = a2; - - b2.next = a2; - a2.prev = b2; - - bp.next = b2; - b2.prev = bp; - - return b2; -} - -// create a node and optionally link it with previous one (in a circular doubly linked list) -function insertNode(i, x, y, last) { - var p = new Node(i, x, y); - - if (!last) { - p.prev = p; - p.next = p; - - } else { - p.next = last.next; - p.prev = last; - last.next.prev = p; - last.next = p; - } - return p; -} - -function removeNode(p) { - p.next.prev = p.prev; - p.prev.next = p.next; - - if (p.prevZ) p.prevZ.nextZ = p.nextZ; - if (p.nextZ) p.nextZ.prevZ = p.prevZ; -} - -function Node(i, x, y) { - // vertex index in coordinates array - this.i = i; - - // vertex coordinates - this.x = x; - this.y = y; - - // previous and next vertex nodes in a polygon ring - this.prev = null; - this.next = null; - - // z-order curve value - this.z = 0; - - // previous and next nodes in z-order - this.prevZ = null; - this.nextZ = null; - - // indicates whether this is a steiner point - this.steiner = false; -} - -// return a percentage difference between the polygon area and its triangulation area; -// used to verify correctness of triangulation -earcut.deviation = function (data, holeIndices, dim, triangles) { - var hasHoles = holeIndices && holeIndices.length; - var outerLen = hasHoles ? holeIndices[0] * dim : data.length; - - var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim)); - if (hasHoles) { - for (var i = 0, len = holeIndices.length; i < len; i++) { - var start = holeIndices[i] * dim; - var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; - polygonArea -= Math.abs(signedArea(data, start, end, dim)); - } - } - - var trianglesArea = 0; - for (i = 0; i < triangles.length; i += 3) { - var a = triangles[i] * dim; - var b = triangles[i + 1] * dim; - var c = triangles[i + 2] * dim; - trianglesArea += Math.abs( - (data[a] - data[c]) * (data[b + 1] - data[a + 1]) - - (data[a] - data[b]) * (data[c + 1] - data[a + 1])); - } - - return polygonArea === 0 && trianglesArea === 0 ? 0 : - Math.abs((trianglesArea - polygonArea) / polygonArea); -}; - -function signedArea(data, start, end, dim) { - var sum = 0; - for (var i = start, j = end - dim; i < end; i += dim) { - sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]); - j = i; - } - return sum; -} - -// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts -earcut.flatten = function (data) { - var dim = data[0][0].length, - result = {vertices: [], holes: [], dimensions: dim}, - holeIndex = 0; - - for (var i = 0; i < data.length; i++) { - for (var j = 0; j < data[i].length; j++) { - for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]); - } - if (i > 0) { - holeIndex += data[i - 1].length; - result.holes.push(holeIndex); - } - } - return result; -}; - -},{}],24:[function(require,module,exports){ -'use strict'; - -var has = Object.prototype.hasOwnProperty - , prefix = '~'; - -/** - * Constructor to create a storage for our `EE` objects. - * An `Events` instance is a plain object whose properties are event names. - * - * @constructor - * @private - */ -function Events() {} - -// -// We try to not inherit from `Object.prototype`. In some engines creating an -// instance in this way is faster than calling `Object.create(null)` directly. -// If `Object.create(null)` is not supported we prefix the event names with a -// character to make sure that the built-in object properties are not -// overridden or used as an attack vector. -// -if (Object.create) { - Events.prototype = Object.create(null); - - // - // This hack is needed because the `__proto__` property is still inherited in - // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5. - // - if (!new Events().__proto__) prefix = false; -} - -/** - * Representation of a single event listener. - * - * @param {Function} fn The listener function. - * @param {*} context The context to invoke the listener with. - * @param {Boolean} [once=false] Specify if the listener is a one-time listener. - * @constructor - * @private - */ -function EE(fn, context, once) { - this.fn = fn; - this.context = context; - this.once = once || false; -} - -/** - * Add a listener for a given event. - * - * @param {EventEmitter} emitter Reference to the `EventEmitter` instance. - * @param {(String|Symbol)} event The event name. - * @param {Function} fn The listener function. - * @param {*} context The context to invoke the listener with. - * @param {Boolean} once Specify if the listener is a one-time listener. - * @returns {EventEmitter} - * @private - */ -function addListener(emitter, event, fn, context, once) { - if (typeof fn !== 'function') { - throw new TypeError('The listener must be a function'); - } - - var listener = new EE(fn, context || emitter, once) - , evt = prefix ? prefix + event : event; - - if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++; - else if (!emitter._events[evt].fn) emitter._events[evt].push(listener); - else emitter._events[evt] = [emitter._events[evt], listener]; - - return emitter; -} - -/** - * Clear event by name. - * - * @param {EventEmitter} emitter Reference to the `EventEmitter` instance. - * @param {(String|Symbol)} evt The Event name. - * @private - */ -function clearEvent(emitter, evt) { - if (--emitter._eventsCount === 0) emitter._events = new Events(); - else delete emitter._events[evt]; -} - -/** - * Minimal `EventEmitter` interface that is molded against the Node.js - * `EventEmitter` interface. - * - * @constructor - * @public - */ -function EventEmitter() { - this._events = new Events(); - this._eventsCount = 0; -} - -/** - * Return an array listing the events for which the emitter has registered - * listeners. - * - * @returns {Array} - * @public - */ -EventEmitter.prototype.eventNames = function eventNames() { - var names = [] - , events - , name; - - if (this._eventsCount === 0) return names; - - for (name in (events = this._events)) { - if (has.call(events, name)) names.push(prefix ? name.slice(1) : name); - } - - if (Object.getOwnPropertySymbols) { - return names.concat(Object.getOwnPropertySymbols(events)); - } - - return names; -}; - -/** - * Return the listeners registered for a given event. - * - * @param {(String|Symbol)} event The event name. - * @returns {Array} The registered listeners. - * @public - */ -EventEmitter.prototype.listeners = function listeners(event) { - var evt = prefix ? prefix + event : event - , handlers = this._events[evt]; - - if (!handlers) return []; - if (handlers.fn) return [handlers.fn]; - - for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) { - ee[i] = handlers[i].fn; - } - - return ee; -}; - -/** - * Return the number of listeners listening to a given event. - * - * @param {(String|Symbol)} event The event name. - * @returns {Number} The number of listeners. - * @public - */ -EventEmitter.prototype.listenerCount = function listenerCount(event) { - var evt = prefix ? prefix + event : event - , listeners = this._events[evt]; - - if (!listeners) return 0; - if (listeners.fn) return 1; - return listeners.length; -}; - -/** - * Calls each of the listeners registered for a given event. - * - * @param {(String|Symbol)} event The event name. - * @returns {Boolean} `true` if the event had listeners, else `false`. - * @public - */ -EventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) { - var evt = prefix ? prefix + event : event; - - if (!this._events[evt]) return false; - - var listeners = this._events[evt] - , len = arguments.length - , args - , i; - - if (listeners.fn) { - if (listeners.once) this.removeListener(event, listeners.fn, undefined, true); - - switch (len) { - case 1: return listeners.fn.call(listeners.context), true; - case 2: return listeners.fn.call(listeners.context, a1), true; - case 3: return listeners.fn.call(listeners.context, a1, a2), true; - case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true; - case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true; - case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true; - } - - for (i = 1, args = new Array(len -1); i < len; i++) { - args[i - 1] = arguments[i]; - } - - listeners.fn.apply(listeners.context, args); - } else { - var length = listeners.length - , j; - - for (i = 0; i < length; i++) { - if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true); - - switch (len) { - case 1: listeners[i].fn.call(listeners[i].context); break; - case 2: listeners[i].fn.call(listeners[i].context, a1); break; - case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break; - case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break; - default: - if (!args) for (j = 1, args = new Array(len -1); j < len; j++) { - args[j - 1] = arguments[j]; - } - - listeners[i].fn.apply(listeners[i].context, args); - } - } - } - - return true; -}; - -/** - * Add a listener for a given event. - * - * @param {(String|Symbol)} event The event name. - * @param {Function} fn The listener function. - * @param {*} [context=this] The context to invoke the listener with. - * @returns {EventEmitter} `this`. - * @public - */ -EventEmitter.prototype.on = function on(event, fn, context) { - return addListener(this, event, fn, context, false); -}; - -/** - * Add a one-time listener for a given event. - * - * @param {(String|Symbol)} event The event name. - * @param {Function} fn The listener function. - * @param {*} [context=this] The context to invoke the listener with. - * @returns {EventEmitter} `this`. - * @public - */ -EventEmitter.prototype.once = function once(event, fn, context) { - return addListener(this, event, fn, context, true); -}; - -/** - * Remove the listeners of a given event. - * - * @param {(String|Symbol)} event The event name. - * @param {Function} fn Only remove the listeners that match this function. - * @param {*} context Only remove the listeners that have this context. - * @param {Boolean} once Only remove one-time listeners. - * @returns {EventEmitter} `this`. - * @public - */ -EventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) { - var evt = prefix ? prefix + event : event; - - if (!this._events[evt]) return this; - if (!fn) { - clearEvent(this, evt); - return this; - } - - var listeners = this._events[evt]; - - if (listeners.fn) { - if ( - listeners.fn === fn && - (!once || listeners.once) && - (!context || listeners.context === context) - ) { - clearEvent(this, evt); - } - } else { - for (var i = 0, events = [], length = listeners.length; i < length; i++) { - if ( - listeners[i].fn !== fn || - (once && !listeners[i].once) || - (context && listeners[i].context !== context) - ) { - events.push(listeners[i]); - } - } - - // - // Reset the array, or remove it completely if we have no more listeners. - // - if (events.length) this._events[evt] = events.length === 1 ? events[0] : events; - else clearEvent(this, evt); - } - - return this; -}; - -/** - * Remove all listeners, or those of the specified event. - * - * @param {(String|Symbol)} [event] The event name. - * @returns {EventEmitter} `this`. - * @public - */ -EventEmitter.prototype.removeAllListeners = function removeAllListeners(event) { - var evt; - - if (event) { - evt = prefix ? prefix + event : event; - if (this._events[evt]) clearEvent(this, evt); - } else { - this._events = new Events(); - this._eventsCount = 0; - } - - return this; -}; - -// -// Alias methods names because people roll like that. -// -EventEmitter.prototype.off = EventEmitter.prototype.removeListener; -EventEmitter.prototype.addListener = EventEmitter.prototype.on; - -// -// Expose the prefix. -// -EventEmitter.prefixed = prefix; - -// -// Allow `EventEmitter` to be imported as module namespace. -// -EventEmitter.EventEmitter = EventEmitter; - -// -// Expose the module. -// -if ('undefined' !== typeof module) { - module.exports = EventEmitter; -} - -},{}],25:[function(require,module,exports){ -/* -object-assign -(c) Sindre Sorhus -@license MIT -*/ - -'use strict'; -/* eslint-disable no-unused-vars */ -var getOwnPropertySymbols = Object.getOwnPropertySymbols; -var hasOwnProperty = Object.prototype.hasOwnProperty; -var propIsEnumerable = Object.prototype.propertyIsEnumerable; - -function toObject(val) { - if (val === null || val === undefined) { - throw new TypeError('Object.assign cannot be called with null or undefined'); - } - - return Object(val); -} - -function shouldUseNative() { - try { - if (!Object.assign) { - return false; - } - - // Detect buggy property enumeration order in older V8 versions. - - // https://bugs.chromium.org/p/v8/issues/detail?id=4118 - var test1 = new String('abc'); // eslint-disable-line no-new-wrappers - test1[5] = 'de'; - if (Object.getOwnPropertyNames(test1)[0] === '5') { - return false; - } - - // https://bugs.chromium.org/p/v8/issues/detail?id=3056 - var test2 = {}; - for (var i = 0; i < 10; i++) { - test2['_' + String.fromCharCode(i)] = i; - } - var order2 = Object.getOwnPropertyNames(test2).map(function (n) { - return test2[n]; - }); - if (order2.join('') !== '0123456789') { - return false; - } - - // https://bugs.chromium.org/p/v8/issues/detail?id=3056 - var test3 = {}; - 'abcdefghijklmnopqrst'.split('').forEach(function (letter) { - test3[letter] = letter; - }); - if (Object.keys(Object.assign({}, test3)).join('') !== - 'abcdefghijklmnopqrst') { - return false; - } - - return true; - } catch (err) { - // We don't expect any of the above to throw, but better to be safe. - return false; - } -} - -module.exports = shouldUseNative() ? Object.assign : function (target, source) { - var from; - var to = toObject(target); - var symbols; - - for (var s = 1; s < arguments.length; s++) { - from = Object(arguments[s]); - - for (var key in from) { - if (hasOwnProperty.call(from, key)) { - to[key] = from[key]; - } - } - - if (getOwnPropertySymbols) { - symbols = getOwnPropertySymbols(from); - for (var i = 0; i < symbols.length; i++) { - if (propIsEnumerable.call(from, symbols[i])) { - to[symbols[i]] = from[symbols[i]]; - } - } - } - } - - return to; -}; - -},{}],26:[function(require,module,exports){ -/*! - * pixi.js - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * pixi.js is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -require('@pixi/polyfill'); -var utils = require('@pixi/utils'); -var accessibility = require('@pixi/accessibility'); -var interaction = require('@pixi/interaction'); -var core = require('@pixi/core'); -var extract = require('@pixi/extract'); -var loaders = require('@pixi/loaders'); -var compressedTextures = require('@pixi/compressed-textures'); -var particleContainer = require('@pixi/particle-container'); -var prepare = require('@pixi/prepare'); -var spritesheet = require('@pixi/spritesheet'); -var spriteTiling = require('@pixi/sprite-tiling'); -var textBitmap = require('@pixi/text-bitmap'); -var ticker = require('@pixi/ticker'); -var filterAlpha = require('@pixi/filter-alpha'); -var filterBlur = require('@pixi/filter-blur'); -var filterColorMatrix = require('@pixi/filter-color-matrix'); -var filterDisplacement = require('@pixi/filter-displacement'); -var filterFxaa = require('@pixi/filter-fxaa'); -var filterNoise = require('@pixi/filter-noise'); -require('@pixi/mixin-cache-as-bitmap'); -require('@pixi/mixin-get-child-by-name'); -require('@pixi/mixin-get-global-position'); -var app = require('@pixi/app'); -var constants = require('@pixi/constants'); -var display = require('@pixi/display'); -var graphics = require('@pixi/graphics'); -var math = require('@pixi/math'); -var mesh = require('@pixi/mesh'); -var meshExtras = require('@pixi/mesh-extras'); -var runner = require('@pixi/runner'); -var sprite = require('@pixi/sprite'); -var spriteAnimated = require('@pixi/sprite-animated'); -var text = require('@pixi/text'); -var settings = require('@pixi/settings'); - -function _interopNamespace(e) { - if (e && e.__esModule) return e; - var n = Object.create(null); - if (e) { - Object.keys(e).forEach(function (k) { - if (k !== 'default') { - var d = Object.getOwnPropertyDescriptor(e, k); - Object.defineProperty(n, k, d.get ? d : { - enumerable: true, - get: function () { return e[k]; } - }); - } - }); - } - n["default"] = e; - return n; -} - -var utils__namespace = /*#__PURE__*/_interopNamespace(utils); - -core.extensions.add( -// Install renderer plugins -accessibility.AccessibilityManager, extract.Extract, interaction.InteractionManager, particleContainer.ParticleRenderer, prepare.Prepare, core.BatchRenderer, spriteTiling.TilingSpriteRenderer, -// Install loader plugins -textBitmap.BitmapFontLoader, compressedTextures.CompressedTextureLoader, compressedTextures.DDSLoader, compressedTextures.KTXLoader, spritesheet.SpritesheetLoader, -// Install application plugins -ticker.TickerPlugin, loaders.AppLoaderPlugin); -/** - * This namespace contains WebGL-only display filters that can be applied - * to DisplayObjects using the {@link PIXI.DisplayObject#filters filters} property. - * - * Since PixiJS only had a handful of built-in filters, additional filters - * can be downloaded {@link https://github.com/pixijs/pixi-filters here} from the - * PixiJS Filters repository. - * - * All filters must extend {@link PIXI.Filter}. - * @example - * // Create a new application - * const app = new PIXI.Application(); - * - * // Draw a green rectangle - * const rect = new PIXI.Graphics() - * .beginFill(0x00ff00) - * .drawRect(40, 40, 200, 200); - * - * // Add a blur filter - * rect.filters = [new PIXI.filters.BlurFilter()]; - * - * // Display rectangle - * app.stage.addChild(rect); - * document.body.appendChild(app.view); - * @namespace PIXI.filters - */ -var filters = { - AlphaFilter: filterAlpha.AlphaFilter, - BlurFilter: filterBlur.BlurFilter, - BlurFilterPass: filterBlur.BlurFilterPass, - ColorMatrixFilter: filterColorMatrix.ColorMatrixFilter, - DisplacementFilter: filterDisplacement.DisplacementFilter, - FXAAFilter: filterFxaa.FXAAFilter, - NoiseFilter: filterNoise.NoiseFilter, -}; - -exports.utils = utils__namespace; -exports.filters = filters; -Object.keys(accessibility).forEach(function (k) { - if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { - enumerable: true, - get: function () { return accessibility[k]; } - }); -}); -Object.keys(interaction).forEach(function (k) { - if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { - enumerable: true, - get: function () { return interaction[k]; } - }); -}); -Object.keys(core).forEach(function (k) { - if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { - enumerable: true, - get: function () { return core[k]; } - }); -}); -Object.keys(extract).forEach(function (k) { - if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { - enumerable: true, - get: function () { return extract[k]; } - }); -}); -Object.keys(loaders).forEach(function (k) { - if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { - enumerable: true, - get: function () { return loaders[k]; } - }); -}); -Object.keys(compressedTextures).forEach(function (k) { - if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { - enumerable: true, - get: function () { return compressedTextures[k]; } - }); -}); -Object.keys(particleContainer).forEach(function (k) { - if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { - enumerable: true, - get: function () { return particleContainer[k]; } - }); -}); -Object.keys(prepare).forEach(function (k) { - if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { - enumerable: true, - get: function () { return prepare[k]; } - }); -}); -Object.keys(spritesheet).forEach(function (k) { - if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { - enumerable: true, - get: function () { return spritesheet[k]; } - }); -}); -Object.keys(spriteTiling).forEach(function (k) { - if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { - enumerable: true, - get: function () { return spriteTiling[k]; } - }); -}); -Object.keys(textBitmap).forEach(function (k) { - if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { - enumerable: true, - get: function () { return textBitmap[k]; } - }); -}); -Object.keys(ticker).forEach(function (k) { - if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { - enumerable: true, - get: function () { return ticker[k]; } - }); -}); -Object.keys(app).forEach(function (k) { - if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { - enumerable: true, - get: function () { return app[k]; } - }); -}); -Object.keys(constants).forEach(function (k) { - if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { - enumerable: true, - get: function () { return constants[k]; } - }); -}); -Object.keys(display).forEach(function (k) { - if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { - enumerable: true, - get: function () { return display[k]; } - }); -}); -Object.keys(graphics).forEach(function (k) { - if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { - enumerable: true, - get: function () { return graphics[k]; } - }); -}); -Object.keys(math).forEach(function (k) { - if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { - enumerable: true, - get: function () { return math[k]; } - }); -}); -Object.keys(mesh).forEach(function (k) { - if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { - enumerable: true, - get: function () { return mesh[k]; } - }); -}); -Object.keys(meshExtras).forEach(function (k) { - if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { - enumerable: true, - get: function () { return meshExtras[k]; } - }); -}); -Object.keys(runner).forEach(function (k) { - if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { - enumerable: true, - get: function () { return runner[k]; } - }); -}); -Object.keys(sprite).forEach(function (k) { - if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { - enumerable: true, - get: function () { return sprite[k]; } - }); -}); -Object.keys(spriteAnimated).forEach(function (k) { - if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { - enumerable: true, - get: function () { return spriteAnimated[k]; } - }); -}); -Object.keys(text).forEach(function (k) { - if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { - enumerable: true, - get: function () { return text[k]; } + /** + * Fired when a pointer device button (usually a mouse left-button) is released over the display + * object. + * @event PIXI.InteractionManager#mouseup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * over the display object. + * @event PIXI.InteractionManager#rightup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed and released on + * the display object. + * @event PIXI.InteractionManager#click + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * and released on the display object. + * @event PIXI.InteractionManager#rightclick + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is released outside the + * display object that initially registered a + * [mousedown]{@link PIXI.InteractionManager#event:mousedown}. + * @event PIXI.InteractionManager#mouseupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * outside the display object that initially registered a + * [rightdown]{@link PIXI.InteractionManager#event:rightdown}. + * @event PIXI.InteractionManager#rightupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved while over the display object + * @event PIXI.InteractionManager#mousemove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved onto the display object + * @event PIXI.InteractionManager#mouseover + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved off the display object + * @event PIXI.InteractionManager#mouseout + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is pressed on the display object. + * @event PIXI.InteractionManager#pointerdown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is released over the display object. + * Not always fired when some buttons are held down while others are released. In those cases, + * use [mousedown]{@link PIXI.InteractionManager#event:mousedown} and + * [mouseup]{@link PIXI.InteractionManager#event:mouseup} instead. + * @event PIXI.InteractionManager#pointerup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when the operating system cancels a pointer event + * @event PIXI.InteractionManager#pointercancel + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is pressed and released on the display object. + * @event PIXI.InteractionManager#pointertap + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is released outside the display object that initially + * registered a [pointerdown]{@link PIXI.InteractionManager#event:pointerdown}. + * @event PIXI.InteractionManager#pointerupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved while over the display object + * @event PIXI.InteractionManager#pointermove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved onto the display object + * @event PIXI.InteractionManager#pointerover + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved off the display object + * @event PIXI.InteractionManager#pointerout + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is placed on the display object. + * @event PIXI.InteractionManager#touchstart + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is removed from the display object. + * @event PIXI.InteractionManager#touchend + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when the operating system cancels a touch + * @event PIXI.InteractionManager#touchcancel + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is placed and removed from the display object. + * @event PIXI.InteractionManager#tap + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is removed outside of the display object that initially + * registered a [touchstart]{@link PIXI.InteractionManager#event:touchstart}. + * @event PIXI.InteractionManager#touchendoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is moved along the display object. + * @event PIXI.InteractionManager#touchmove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed on the display. + * object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#mousedown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#rightdown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is released over the display + * object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#mouseup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#rightup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed and released on + * the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#click + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#rightclick + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is released outside the + * display object that initially registered a + * [mousedown]{@link PIXI.DisplayObject#event:mousedown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#mouseupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * outside the display object that initially registered a + * [rightdown]{@link PIXI.DisplayObject#event:rightdown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#rightupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved while over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#mousemove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved onto the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#mouseover + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved off the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#mouseout + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is pressed on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointerdown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is released over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointerup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when the operating system cancels a pointer event. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointercancel + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is pressed and released on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointertap + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is released outside the display object that initially + * registered a [pointerdown]{@link PIXI.DisplayObject#event:pointerdown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointerupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved while over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointermove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved onto the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointerover + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved off the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointerout + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is placed on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#touchstart + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is removed from the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#touchend + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when the operating system cancels a touch. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#touchcancel + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is placed and removed from the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#tap + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is removed outside of the display object that initially + * registered a [touchstart]{@link PIXI.DisplayObject#event:touchstart}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#touchendoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is moved along the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#touchmove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + _this._useSystemTicker = options.useSystemTicker !== undefined ? options.useSystemTicker : true; + _this.setTargetElement(_this.renderer.view, _this.renderer.resolution); + return _this; + } + Object.defineProperty(InteractionManager.prototype, "useSystemTicker", { + /** + * Should the InteractionManager automatically add {@link tickerUpdate} to {@link PIXI.Ticker.system}. + * @default true + */ + get: function () { + return this._useSystemTicker; + }, + set: function (useSystemTicker) { + this._useSystemTicker = useSystemTicker; + if (useSystemTicker) { + this.addTickerListener(); + } + else { + this.removeTickerListener(); + } + }, + enumerable: false, + configurable: true }); -}); -Object.keys(settings).forEach(function (k) { - if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { - enumerable: true, - get: function () { return settings[k]; } + Object.defineProperty(InteractionManager.prototype, "lastObjectRendered", { + /** + * Last rendered object or temp object. + * @readonly + * @protected + */ + get: function () { + return this.renderer._lastObjectRendered || this._tempDisplayObject; + }, + enumerable: false, + configurable: true }); -}); - - -},{"@pixi/accessibility":3,"@pixi/app":6,"@pixi/compressed-textures":9,"@pixi/constants":10,"@pixi/core":27,"@pixi/display":28,"@pixi/extract":29,"@pixi/filter-alpha":30,"@pixi/filter-blur":31,"@pixi/filter-color-matrix":32,"@pixi/filter-displacement":33,"@pixi/filter-fxaa":34,"@pixi/filter-noise":35,"@pixi/graphics":36,"@pixi/interaction":37,"@pixi/loaders":38,"@pixi/math":39,"@pixi/mesh":41,"@pixi/mesh-extras":40,"@pixi/mixin-cache-as-bitmap":42,"@pixi/mixin-get-child-by-name":43,"@pixi/mixin-get-global-position":44,"@pixi/particle-container":45,"@pixi/polyfill":18,"@pixi/prepare":46,"@pixi/runner":19,"@pixi/settings":20,"@pixi/sprite":49,"@pixi/sprite-animated":47,"@pixi/sprite-tiling":48,"@pixi/spritesheet":50,"@pixi/text":52,"@pixi/text-bitmap":51,"@pixi/ticker":53,"@pixi/utils":22}],27:[function(require,module,exports){ -arguments[4][11][0].apply(exports,arguments) -},{"@pixi/constants":10,"@pixi/extensions":15,"@pixi/math":39,"@pixi/runner":19,"@pixi/settings":20,"@pixi/ticker":53,"@pixi/utils":22,"dup":11}],28:[function(require,module,exports){ -arguments[4][4][0].apply(exports,arguments) -},{"@pixi/math":39,"@pixi/settings":20,"@pixi/utils":22,"dup":4}],29:[function(require,module,exports){ -/*! - * @pixi/extract - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/extract is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -var utils = require('@pixi/utils'); -var math = require('@pixi/math'); -var core = require('@pixi/core'); - -var TEMP_RECT = new math.Rectangle(); -var BYTES_PER_PIXEL = 4; -/** - * This class provides renderer-specific plugins for exporting content from a renderer. - * For instance, these plugins can be used for saving an Image, Canvas element or for exporting the raw image data (pixels). - * - * Do not instantiate these plugins directly. It is available from the `renderer.plugins` property. - * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}. - * @example - * // Create a new app (will auto-add extract plugin to renderer) - * const app = new PIXI.Application(); - * - * // Draw a red circle - * const graphics = new PIXI.Graphics() - * .beginFill(0xFF0000) - * .drawCircle(0, 0, 50); - * - * // Render the graphics as an HTMLImageElement - * const image = app.renderer.plugins.extract.image(graphics); - * document.body.appendChild(image); - * @memberof PIXI - */ -var Extract = /** @class */ (function () { /** - * @param renderer - A reference to the current renderer + * Hit tests a point against the display tree, returning the first interactive object that is hit. + * @param globalPoint - A point to hit test with, in global space. + * @param root - The root display object to start from. If omitted, defaults + * to the last rendered root of the associated renderer. + * @returns - The hit display object, if any. + */ + InteractionManager.prototype.hitTest = function (globalPoint, root) { + // clear the target for our hit test + hitTestEvent.target = null; + // assign the global point + hitTestEvent.data.global = globalPoint; + // ensure safety of the root + if (!root) { + root = this.lastObjectRendered; + } + // run the hit test + this.processInteractive(hitTestEvent, root, null, true); + // return our found object - it'll be null if we didn't hit anything + return hitTestEvent.target; + }; + /** + * Sets the DOM element which will receive mouse/touch events. This is useful for when you have + * other DOM elements on top of the renderers Canvas element. With this you'll be bale to delegate + * another DOM element to receive those events. + * @param element - the DOM element which will receive mouse and touch events. + * @param resolution - The resolution / device pixel ratio of the new element (relative to the canvas). + */ + InteractionManager.prototype.setTargetElement = function (element, resolution) { + if (resolution === void 0) { resolution = 1; } + this.removeTickerListener(); + this.removeEvents(); + this.interactionDOMElement = element; + this.resolution = resolution; + this.addEvents(); + this.addTickerListener(); + }; + /** Adds the ticker listener. */ + InteractionManager.prototype.addTickerListener = function () { + if (this.tickerAdded || !this.interactionDOMElement || !this._useSystemTicker) { + return; + } + ticker.Ticker.system.add(this.tickerUpdate, this, ticker.UPDATE_PRIORITY.INTERACTION); + this.tickerAdded = true; + }; + /** Removes the ticker listener. */ + InteractionManager.prototype.removeTickerListener = function () { + if (!this.tickerAdded) { + return; + } + ticker.Ticker.system.remove(this.tickerUpdate, this); + this.tickerAdded = false; + }; + /** Registers all the DOM events. */ + InteractionManager.prototype.addEvents = function () { + if (this.eventsAdded || !this.interactionDOMElement) { + return; + } + var style = this.interactionDOMElement.style; + if (globalThis.navigator.msPointerEnabled) { + style.msContentZooming = 'none'; + style.msTouchAction = 'none'; + } + else if (this.supportsPointerEvents) { + style.touchAction = 'none'; + } + /* + * These events are added first, so that if pointer events are normalized, they are fired + * in the same order as non-normalized events. ie. pointer event 1st, mouse / touch 2nd + */ + if (this.supportsPointerEvents) { + globalThis.document.addEventListener('pointermove', this.onPointerMove, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions); + // pointerout is fired in addition to pointerup (for touch events) and pointercancel + // we already handle those, so for the purposes of what we do in onPointerOut, we only + // care about the pointerleave event + this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, this._eventListenerOptions); + globalThis.addEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions); + globalThis.addEventListener('pointerup', this.onPointerUp, this._eventListenerOptions); + } + else { + globalThis.document.addEventListener('mousemove', this.onPointerMove, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, this._eventListenerOptions); + globalThis.addEventListener('mouseup', this.onPointerUp, this._eventListenerOptions); + } + // always look directly for touch events so that we can provide original data + // In a future version we should change this to being just a fallback and rely solely on + // PointerEvents whenever available + if (this.supportsTouchEvents) { + this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, this._eventListenerOptions); + } + this.eventsAdded = true; + }; + /** Removes all the DOM events that were previously registered. */ + InteractionManager.prototype.removeEvents = function () { + if (!this.eventsAdded || !this.interactionDOMElement) { + return; + } + var style = this.interactionDOMElement.style; + if (globalThis.navigator.msPointerEnabled) { + style.msContentZooming = ''; + style.msTouchAction = ''; + } + else if (this.supportsPointerEvents) { + style.touchAction = ''; + } + if (this.supportsPointerEvents) { + globalThis.document.removeEventListener('pointermove', this.onPointerMove, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, this._eventListenerOptions); + globalThis.removeEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions); + globalThis.removeEventListener('pointerup', this.onPointerUp, this._eventListenerOptions); + } + else { + globalThis.document.removeEventListener('mousemove', this.onPointerMove, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, this._eventListenerOptions); + globalThis.removeEventListener('mouseup', this.onPointerUp, this._eventListenerOptions); + } + if (this.supportsTouchEvents) { + this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, this._eventListenerOptions); + } + this.interactionDOMElement = null; + this.eventsAdded = false; + }; + /** + * Updates the state of interactive objects if at least {@link interactionFrequency} + * milliseconds have passed since the last invocation. + * + * Invoked by a throttled ticker update from {@link PIXI.Ticker.system}. + * @param deltaTime - time delta since the last call + */ + InteractionManager.prototype.tickerUpdate = function (deltaTime) { + this._deltaTime += deltaTime; + if (this._deltaTime < this.interactionFrequency) { + return; + } + this._deltaTime = 0; + this.update(); + }; + /** Updates the state of interactive objects. */ + InteractionManager.prototype.update = function () { + if (!this.interactionDOMElement) { + return; + } + // if the user move the mouse this check has already been done using the mouse move! + if (this._didMove) { + this._didMove = false; + return; + } + this.cursor = null; + // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind, + // but there was a scenario of a display object moving under a static mouse cursor. + // In this case, mouseover and mouseevents would not pass the flag test in dispatchEvent function + for (var k in this.activeInteractionData) { + // eslint-disable-next-line no-prototype-builtins + if (this.activeInteractionData.hasOwnProperty(k)) { + var interactionData = this.activeInteractionData[k]; + if (interactionData.originalEvent && interactionData.pointerType !== 'touch') { + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, interactionData.originalEvent, interactionData); + this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, true); + } + } + } + this.setCursorMode(this.cursor); + }; + /** + * Sets the current cursor mode, handling any callbacks or CSS style changes. + * @param mode - cursor mode, a key from the cursorStyles dictionary + */ + InteractionManager.prototype.setCursorMode = function (mode) { + mode = mode || 'default'; + var applyStyles = true; + // offscreen canvas does not support setting styles, but cursor modes can be functions, + // in order to handle pixi rendered cursors, so we can't bail + if (globalThis.OffscreenCanvas && this.interactionDOMElement instanceof OffscreenCanvas) { + applyStyles = false; + } + // if the mode didn't actually change, bail early + if (this.currentCursorMode === mode) { + return; + } + this.currentCursorMode = mode; + var style = this.cursorStyles[mode]; + // only do things if there is a cursor style for it + if (style) { + switch (typeof style) { + case 'string': + // string styles are handled as cursor CSS + if (applyStyles) { + this.interactionDOMElement.style.cursor = style; + } + break; + case 'function': + // functions are just called, and passed the cursor mode + style(mode); + break; + case 'object': + // if it is an object, assume that it is a dictionary of CSS styles, + // apply it to the interactionDOMElement + if (applyStyles) { + Object.assign(this.interactionDOMElement.style, style); + } + break; + } + } + else if (applyStyles && typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode)) { + // if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry + // for the mode, then assume that the dev wants it to be CSS for the cursor. + this.interactionDOMElement.style.cursor = mode; + } + }; + /** + * Dispatches an event on the display object that was interacted with. + * @param displayObject - the display object in question + * @param eventString - the name of the event (e.g, mousedown) + * @param eventData - the event data object + */ + InteractionManager.prototype.dispatchEvent = function (displayObject, eventString, eventData) { + // Even if the event was stopped, at least dispatch any remaining events + // for the same display object. + if (!eventData.stopPropagationHint || displayObject === eventData.stopsPropagatingAt) { + eventData.currentTarget = displayObject; + eventData.type = eventString; + displayObject.emit(eventString, eventData); + if (displayObject[eventString]) { + displayObject[eventString](eventData); + } + } + }; + /** + * Puts a event on a queue to be dispatched later. This is used to guarantee correct + * ordering of over/out events. + * @param displayObject - the display object in question + * @param eventString - the name of the event (e.g, mousedown) + * @param eventData - the event data object + */ + InteractionManager.prototype.delayDispatchEvent = function (displayObject, eventString, eventData) { + this.delayedEvents.push({ displayObject: displayObject, eventString: eventString, eventData: eventData }); + }; + /** + * Maps x and y coords from a DOM object and maps them correctly to the PixiJS view. The + * resulting value is stored in the point. This takes into account the fact that the DOM + * element could be scaled and positioned anywhere on the screen. + * @param point - the point that the result will be stored in + * @param x - the x coord of the position to map + * @param y - the y coord of the position to map + */ + InteractionManager.prototype.mapPositionToPoint = function (point, x, y) { + var rect; + // IE 11 fix + if (!this.interactionDOMElement.parentElement) { + rect = { + x: 0, + y: 0, + width: this.interactionDOMElement.width, + height: this.interactionDOMElement.height, + left: 0, + top: 0 + }; + } + else { + rect = this.interactionDOMElement.getBoundingClientRect(); + } + var resolutionMultiplier = 1.0 / this.resolution; + point.x = ((x - rect.left) * (this.interactionDOMElement.width / rect.width)) * resolutionMultiplier; + point.y = ((y - rect.top) * (this.interactionDOMElement.height / rect.height)) * resolutionMultiplier; + }; + /** + * This function is provides a neat way of crawling through the scene graph and running a + * specified function on all interactive objects it finds. It will also take care of hit + * testing the interactive objects and passes the hit across in the function. + * @protected + * @param interactionEvent - event containing the point that + * is tested for collision + * @param displayObject - the displayObject + * that will be hit test (recursively crawls its children) + * @param func - the function that will be called on each interactive object. The + * interactionEvent, displayObject and hit will be passed to the function + * @param hitTest - indicates whether we want to calculate hits + * or just iterate through all interactive objects + */ + InteractionManager.prototype.processInteractive = function (interactionEvent, displayObject, func, hitTest) { + var hit = this.search.findHit(interactionEvent, displayObject, func, hitTest); + var delayedEvents = this.delayedEvents; + if (!delayedEvents.length) { + return hit; + } + // Reset the propagation hint, because we start deeper in the tree again. + interactionEvent.stopPropagationHint = false; + var delayedLen = delayedEvents.length; + this.delayedEvents = []; + for (var i = 0; i < delayedLen; i++) { + var _a = delayedEvents[i], displayObject_1 = _a.displayObject, eventString = _a.eventString, eventData = _a.eventData; + // When we reach the object we wanted to stop propagating at, + // set the propagation hint. + if (eventData.stopsPropagatingAt === displayObject_1) { + eventData.stopPropagationHint = true; + } + this.dispatchEvent(displayObject_1, eventString, eventData); + } + return hit; + }; + /** + * Is called when the pointer button is pressed down on the renderer element + * @param originalEvent - The DOM event of a pointer button being pressed down + */ + InteractionManager.prototype.onPointerDown = function (originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') + { return; } + var events = this.normalizeToPointerData(originalEvent); + /* + * No need to prevent default on natural pointer events, as there are no side effects + * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser, + * so still need to be prevented. + */ + // Guaranteed that there will be at least one event in events, and all events must have the same pointer type + if (this.autoPreventDefault && events[0].isNormalized) { + var cancelable = originalEvent.cancelable || !('cancelable' in originalEvent); + if (cancelable) { + originalEvent.preventDefault(); + } + } + var eventLen = events.length; + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = originalEvent; + this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerDown, true); + this.emit('pointerdown', interactionEvent); + if (event.pointerType === 'touch') { + this.emit('touchstart', interactionEvent); + } + // emit a mouse event for "pen" pointers, the way a browser would emit a fallback event + else if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + var isRightButton = event.button === 2; + this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData); + } + } + }; + /** + * Processes the result of the pointer down check and dispatches the event if need be + * @param interactionEvent - The interaction event wrapping the DOM event + * @param displayObject - The display object that was tested + * @param hit - the result of the hit test on the display object + */ + InteractionManager.prototype.processPointerDown = function (interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + if (hit) { + if (!displayObject.trackedPointers[id]) { + displayObject.trackedPointers[id] = new InteractionTrackingData(id); + } + this.dispatchEvent(displayObject, 'pointerdown', interactionEvent); + if (data.pointerType === 'touch') { + this.dispatchEvent(displayObject, 'touchstart', interactionEvent); + } + else if (data.pointerType === 'mouse' || data.pointerType === 'pen') { + var isRightButton = data.button === 2; + if (isRightButton) { + displayObject.trackedPointers[id].rightDown = true; + } + else { + displayObject.trackedPointers[id].leftDown = true; + } + this.dispatchEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent); + } + } + }; + /** + * Is called when the pointer button is released on the renderer element + * @param originalEvent - The DOM event of a pointer button being released + * @param cancelled - true if the pointer is cancelled + * @param func - Function passed to {@link processInteractive} + */ + InteractionManager.prototype.onPointerComplete = function (originalEvent, cancelled, func) { + var events = this.normalizeToPointerData(originalEvent); + var eventLen = events.length; + // if the event wasn't targeting our canvas, then consider it to be pointerupoutside + // in all cases (unless it was a pointercancel) + var target = originalEvent.target; + // if in shadow DOM use composedPath to access target + if (originalEvent.composedPath && originalEvent.composedPath().length > 0) { + target = originalEvent.composedPath()[0]; + } + var eventAppend = target !== this.interactionDOMElement ? 'outside' : ''; + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = originalEvent; + // perform hit testing for events targeting our canvas or cancel events + this.processInteractive(interactionEvent, this.lastObjectRendered, func, cancelled || !eventAppend); + this.emit(cancelled ? 'pointercancel' : "pointerup" + eventAppend, interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + var isRightButton = event.button === 2; + this.emit(isRightButton ? "rightup" + eventAppend : "mouseup" + eventAppend, interactionEvent); + } + else if (event.pointerType === 'touch') { + this.emit(cancelled ? 'touchcancel' : "touchend" + eventAppend, interactionEvent); + this.releaseInteractionDataForPointerId(event.pointerId); + } + } + }; + /** + * Is called when the pointer button is cancelled + * @param event - The DOM event of a pointer button being released */ - function Extract(renderer) { - this.renderer = renderer; - } + InteractionManager.prototype.onPointerCancel = function (event) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && event.pointerType === 'touch') + { return; } + this.onPointerComplete(event, true, this.processPointerCancel); + }; /** - * Will return a HTML Image of the target - * @param target - A displayObject or renderTexture - * to convert. If left empty will use the main renderer - * @param format - Image format, e.g. "image/jpeg" or "image/webp". - * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92. - * @returns - HTML Image of the target + * Processes the result of the pointer cancel check and dispatches the event if need be + * @param interactionEvent - The interaction event wrapping the DOM event + * @param displayObject - The display object that was tested */ - Extract.prototype.image = function (target, format, quality) { - var image = new Image(); - image.src = this.base64(target, format, quality); - return image; + InteractionManager.prototype.processPointerCancel = function (interactionEvent, displayObject) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + if (displayObject.trackedPointers[id] !== undefined) { + delete displayObject.trackedPointers[id]; + this.dispatchEvent(displayObject, 'pointercancel', interactionEvent); + if (data.pointerType === 'touch') { + this.dispatchEvent(displayObject, 'touchcancel', interactionEvent); + } + } }; /** - * Will return a base64 encoded string of this target. It works by calling - * `Extract.getCanvas` and then running toDataURL on that. - * @param target - A displayObject or renderTexture - * to convert. If left empty will use the main renderer - * @param format - Image format, e.g. "image/jpeg" or "image/webp". - * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92. - * @returns - A base64 encoded string of the texture. + * Is called when the pointer button is released on the renderer element + * @param event - The DOM event of a pointer button being released */ - Extract.prototype.base64 = function (target, format, quality) { - return this.canvas(target).toDataURL(format, quality); + InteractionManager.prototype.onPointerUp = function (event) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && event.pointerType === 'touch') + { return; } + this.onPointerComplete(event, false, this.processPointerUp); }; /** - * Creates a Canvas element, renders this target to it and then returns it. - * @param target - A displayObject or renderTexture - * to convert. If left empty will use the main renderer - * @param frame - The frame the extraction is restricted to. - * @returns - A Canvas element with the texture rendered on. + * Processes the result of the pointer up check and dispatches the event if need be + * @param interactionEvent - The interaction event wrapping the DOM event + * @param displayObject - The display object that was tested + * @param hit - the result of the hit test on the display object */ - Extract.prototype.canvas = function (target, frame) { - var renderer = this.renderer; - var resolution; - var flipY = false; - var renderTexture; - var generated = false; - if (target) { - if (target instanceof core.RenderTexture) { - renderTexture = target; + InteractionManager.prototype.processPointerUp = function (interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + var trackingData = displayObject.trackedPointers[id]; + var isTouch = data.pointerType === 'touch'; + var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); + // need to track mouse down status in the mouse block so that we can emit + // event in a later block + var isMouseTap = false; + // Mouse only + if (isMouse) { + var isRightButton = data.button === 2; + var flags = InteractionTrackingData.FLAGS; + var test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN; + var isDown = trackingData !== undefined && (trackingData.flags & test); + if (hit) { + this.dispatchEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent); + if (isDown) { + this.dispatchEvent(displayObject, isRightButton ? 'rightclick' : 'click', interactionEvent); + // because we can confirm that the mousedown happened on this object, flag for later emit of pointertap + isMouseTap = true; + } } - else { - renderTexture = this.renderer.generateTexture(target); - generated = true; + else if (isDown) { + this.dispatchEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent); + } + // update the down state of the tracking data + if (trackingData) { + if (isRightButton) { + trackingData.rightDown = false; + } + else { + trackingData.leftDown = false; + } } } - if (renderTexture) { - resolution = renderTexture.baseTexture.resolution; - frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame; - flipY = false; - renderer.renderTexture.bind(renderTexture); - } - else { - resolution = renderer.resolution; - if (!frame) { - frame = TEMP_RECT; - frame.width = renderer.width; - frame.height = renderer.height; + // Pointers and Touches, and Mouse + if (hit) { + this.dispatchEvent(displayObject, 'pointerup', interactionEvent); + if (isTouch) + { this.dispatchEvent(displayObject, 'touchend', interactionEvent); } + if (trackingData) { + // emit pointertap if not a mouse, or if the mouse block decided it was a tap + if (!isMouse || isMouseTap) { + this.dispatchEvent(displayObject, 'pointertap', interactionEvent); + } + if (isTouch) { + this.dispatchEvent(displayObject, 'tap', interactionEvent); + // touches are no longer over (if they ever were) when we get the touchend + // so we should ensure that we don't keep pretending that they are + trackingData.over = false; + } } - flipY = true; - renderer.renderTexture.bind(null); } - var width = Math.round(frame.width * resolution); - var height = Math.round(frame.height * resolution); - var canvasBuffer = new utils.CanvasRenderTarget(width, height, 1); - var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height); - // read pixels to the array - var gl = renderer.gl; - gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels); - // add the pixels to the canvas - var canvasData = canvasBuffer.context.getImageData(0, 0, width, height); - Extract.arrayPostDivide(webglPixels, canvasData.data); - canvasBuffer.context.putImageData(canvasData, 0, 0); - // pulling pixels - if (flipY) { - var target_1 = new utils.CanvasRenderTarget(canvasBuffer.width, canvasBuffer.height, 1); - target_1.context.scale(1, -1); - // we can't render to itself because we should be empty before render. - target_1.context.drawImage(canvasBuffer.canvas, 0, -height); - canvasBuffer.destroy(); - canvasBuffer = target_1; + else if (trackingData) { + this.dispatchEvent(displayObject, 'pointerupoutside', interactionEvent); + if (isTouch) + { this.dispatchEvent(displayObject, 'touchendoutside', interactionEvent); } } - if (generated) { - renderTexture.destroy(true); + // Only remove the tracking data if there is no over/down state still associated with it + if (trackingData && trackingData.none) { + delete displayObject.trackedPointers[id]; } - // send the canvas back.. - return canvasBuffer.canvas; }; /** - * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA - * order, with integer values between 0 and 255 (included). - * @param target - A displayObject or renderTexture - * to convert. If left empty will use the main renderer - * @param frame - The frame the extraction is restricted to. - * @returns - One-dimensional array containing the pixel data of the entire texture + * Is called when the pointer moves across the renderer element + * @param originalEvent - The DOM event of a pointer moving */ - Extract.prototype.pixels = function (target, frame) { - var renderer = this.renderer; - var resolution; - var renderTexture; - var generated = false; - if (target) { - if (target instanceof core.RenderTexture) { - renderTexture = target; + InteractionManager.prototype.onPointerMove = function (originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') + { return; } + var events = this.normalizeToPointerData(originalEvent); + if (events[0].pointerType === 'mouse' || events[0].pointerType === 'pen') { + this._didMove = true; + this.cursor = null; + } + var eventLen = events.length; + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = originalEvent; + this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerMove, true); + this.emit('pointermove', interactionEvent); + if (event.pointerType === 'touch') + { this.emit('touchmove', interactionEvent); } + if (event.pointerType === 'mouse' || event.pointerType === 'pen') + { this.emit('mousemove', interactionEvent); } + } + if (events[0].pointerType === 'mouse') { + this.setCursorMode(this.cursor); + // TODO BUG for parents interactive object (border order issue) + } + }; + /** + * Processes the result of the pointer move check and dispatches the event if need be + * @param interactionEvent - The interaction event wrapping the DOM event + * @param displayObject - The display object that was tested + * @param hit - the result of the hit test on the display object + */ + InteractionManager.prototype.processPointerMove = function (interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var isTouch = data.pointerType === 'touch'; + var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); + if (isMouse) { + this.processPointerOverOut(interactionEvent, displayObject, hit); + } + if (!this.moveWhenInside || hit) { + this.dispatchEvent(displayObject, 'pointermove', interactionEvent); + if (isTouch) + { this.dispatchEvent(displayObject, 'touchmove', interactionEvent); } + if (isMouse) + { this.dispatchEvent(displayObject, 'mousemove', interactionEvent); } + } + }; + /** + * Is called when the pointer is moved out of the renderer element + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out + */ + InteractionManager.prototype.onPointerOut = function (originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') + { return; } + var events = this.normalizeToPointerData(originalEvent); + // Only mouse and pointer can call onPointerOut, so events will always be length 1 + var event = events[0]; + if (event.pointerType === 'mouse') { + this.mouseOverRenderer = false; + this.setCursorMode(null); + } + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = event; + this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, false); + this.emit('pointerout', interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + this.emit('mouseout', interactionEvent); + } + else { + // we can get touchleave events after touchend, so we want to make sure we don't + // introduce memory leaks + this.releaseInteractionDataForPointerId(interactionData.identifier); + } + }; + /** + * Processes the result of the pointer over/out check and dispatches the event if need be. + * @param interactionEvent - The interaction event wrapping the DOM event + * @param displayObject - The display object that was tested + * @param hit - the result of the hit test on the display object + */ + InteractionManager.prototype.processPointerOverOut = function (interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); + var trackingData = displayObject.trackedPointers[id]; + // if we just moused over the display object, then we need to track that state + if (hit && !trackingData) { + trackingData = displayObject.trackedPointers[id] = new InteractionTrackingData(id); + } + if (trackingData === undefined) + { return; } + if (hit && this.mouseOverRenderer) { + if (!trackingData.over) { + trackingData.over = true; + this.delayDispatchEvent(displayObject, 'pointerover', interactionEvent); + if (isMouse) { + this.delayDispatchEvent(displayObject, 'mouseover', interactionEvent); + } } - else { - renderTexture = this.renderer.generateTexture(target); - generated = true; + // only change the cursor if it has not already been changed (by something deeper in the + // display tree) + if (isMouse && this.cursor === null) { + this.cursor = displayObject.cursor; } } - if (renderTexture) { - resolution = renderTexture.baseTexture.resolution; - frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame; - renderer.renderTexture.bind(renderTexture); + else if (trackingData.over) { + trackingData.over = false; + this.dispatchEvent(displayObject, 'pointerout', this.eventData); + if (isMouse) { + this.dispatchEvent(displayObject, 'mouseout', interactionEvent); + } + // if there is no mouse down information for the pointer, then it is safe to delete + if (trackingData.none) { + delete displayObject.trackedPointers[id]; + } + } + }; + /** + * Is called when the pointer is moved into the renderer element. + * @param originalEvent - The DOM event of a pointer button being moved into the renderer view. + */ + InteractionManager.prototype.onPointerOver = function (originalEvent) { + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') + { return; } + var events = this.normalizeToPointerData(originalEvent); + // Only mouse and pointer can call onPointerOver, so events will always be length 1 + var event = events[0]; + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = event; + if (event.pointerType === 'mouse') { + this.mouseOverRenderer = true; + } + this.emit('pointerover', interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + this.emit('mouseover', interactionEvent); + } + }; + /** + * Get InteractionData for a given pointerId. Store that data as well. + * @param event - Normalized pointer event, output from normalizeToPointerData. + * @returns - Interaction data for the given pointer identifier. + */ + InteractionManager.prototype.getInteractionDataForPointerId = function (event) { + var pointerId = event.pointerId; + var interactionData; + if (pointerId === MOUSE_POINTER_ID || event.pointerType === 'mouse') { + interactionData = this.mouse; + } + else if (this.activeInteractionData[pointerId]) { + interactionData = this.activeInteractionData[pointerId]; } else { - resolution = renderer.resolution; - if (!frame) { - frame = TEMP_RECT; - frame.width = renderer.width; - frame.height = renderer.height; - } - renderer.renderTexture.bind(null); + interactionData = this.interactionDataPool.pop() || new InteractionData(); + interactionData.identifier = pointerId; + this.activeInteractionData[pointerId] = interactionData; } - var width = Math.round(frame.width * resolution); - var height = Math.round(frame.height * resolution); - var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height); - // read pixels to the array - var gl = renderer.gl; - gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels); - if (generated) { - renderTexture.destroy(true); + // copy properties from the event, so that we can make sure that touch/pointer specific + // data is available + interactionData.copyEvent(event); + return interactionData; + }; + /** + * Return unused InteractionData to the pool, for a given pointerId + * @param pointerId - Identifier from a pointer event + */ + InteractionManager.prototype.releaseInteractionDataForPointerId = function (pointerId) { + var interactionData = this.activeInteractionData[pointerId]; + if (interactionData) { + delete this.activeInteractionData[pointerId]; + interactionData.reset(); + this.interactionDataPool.push(interactionData); } - Extract.arrayPostDivide(webglPixels, webglPixels); - return webglPixels; }; - /** Destroys the extract. */ - Extract.prototype.destroy = function () { - this.renderer = null; + /** + * Configure an InteractionEvent to wrap a DOM PointerEvent and InteractionData + * @param interactionEvent - The event to be configured + * @param pointerEvent - The DOM event that will be paired with the InteractionEvent + * @param interactionData - The InteractionData that will be paired + * with the InteractionEvent + * @returns - the interaction event that was passed in + */ + InteractionManager.prototype.configureInteractionEventForDOMEvent = function (interactionEvent, pointerEvent, interactionData) { + interactionEvent.data = interactionData; + this.mapPositionToPoint(interactionData.global, pointerEvent.clientX, pointerEvent.clientY); + // Not really sure why this is happening, but it's how a previous version handled things + if (pointerEvent.pointerType === 'touch') { + pointerEvent.globalX = interactionData.global.x; + pointerEvent.globalY = interactionData.global.y; + } + interactionData.originalEvent = pointerEvent; + interactionEvent.reset(); + return interactionEvent; }; /** - * Takes premultiplied pixel data and produces regular pixel data - * @private - * @param pixels - array of pixel data - * @param out - output array + * Ensures that the original event object contains all data that a regular pointer event would have + * @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event + * @returns - An array containing a single normalized pointer event, in the case of a pointer + * or mouse event, or a multiple normalized pointer events if there are multiple changed touches */ - Extract.arrayPostDivide = function (pixels, out) { - for (var i = 0; i < pixels.length; i += 4) { - var alpha = out[i + 3] = pixels[i + 3]; - if (alpha !== 0) { - out[i] = Math.round(Math.min(pixels[i] * 255.0 / alpha, 255.0)); - out[i + 1] = Math.round(Math.min(pixels[i + 1] * 255.0 / alpha, 255.0)); - out[i + 2] = Math.round(Math.min(pixels[i + 2] * 255.0 / alpha, 255.0)); - } - else { - out[i] = pixels[i]; - out[i + 1] = pixels[i + 1]; - out[i + 2] = pixels[i + 2]; + InteractionManager.prototype.normalizeToPointerData = function (event) { + var normalizedEvents = []; + if (this.supportsTouchEvents && event instanceof TouchEvent) { + for (var i = 0, li = event.changedTouches.length; i < li; i++) { + var touch = event.changedTouches[i]; + if (typeof touch.button === 'undefined') + { touch.button = event.touches.length ? 1 : 0; } + if (typeof touch.buttons === 'undefined') + { touch.buttons = event.touches.length ? 1 : 0; } + if (typeof touch.isPrimary === 'undefined') { + touch.isPrimary = event.touches.length === 1 && event.type === 'touchstart'; + } + if (typeof touch.width === 'undefined') + { touch.width = touch.radiusX || 1; } + if (typeof touch.height === 'undefined') + { touch.height = touch.radiusY || 1; } + if (typeof touch.tiltX === 'undefined') + { touch.tiltX = 0; } + if (typeof touch.tiltY === 'undefined') + { touch.tiltY = 0; } + if (typeof touch.pointerType === 'undefined') + { touch.pointerType = 'touch'; } + if (typeof touch.pointerId === 'undefined') + { touch.pointerId = touch.identifier || 0; } + if (typeof touch.pressure === 'undefined') + { touch.pressure = touch.force || 0.5; } + if (typeof touch.twist === 'undefined') + { touch.twist = 0; } + if (typeof touch.tangentialPressure === 'undefined') + { touch.tangentialPressure = 0; } + // TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven + // support, and the fill ins are not quite the same + // offsetX/Y might be okay, but is not the same as clientX/Y when the canvas's top + // left is not 0,0 on the page + if (typeof touch.layerX === 'undefined') + { touch.layerX = touch.offsetX = touch.clientX; } + if (typeof touch.layerY === 'undefined') + { touch.layerY = touch.offsetY = touch.clientY; } + // mark the touch as normalized, just so that we know we did it + touch.isNormalized = true; + normalizedEvents.push(touch); } } + // apparently PointerEvent subclasses MouseEvent, so yay + else if (!globalThis.MouseEvent + || (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof globalThis.PointerEvent)))) { + var tempEvent = event; + if (typeof tempEvent.isPrimary === 'undefined') + { tempEvent.isPrimary = true; } + if (typeof tempEvent.width === 'undefined') + { tempEvent.width = 1; } + if (typeof tempEvent.height === 'undefined') + { tempEvent.height = 1; } + if (typeof tempEvent.tiltX === 'undefined') + { tempEvent.tiltX = 0; } + if (typeof tempEvent.tiltY === 'undefined') + { tempEvent.tiltY = 0; } + if (typeof tempEvent.pointerType === 'undefined') + { tempEvent.pointerType = 'mouse'; } + if (typeof tempEvent.pointerId === 'undefined') + { tempEvent.pointerId = MOUSE_POINTER_ID; } + if (typeof tempEvent.pressure === 'undefined') + { tempEvent.pressure = 0.5; } + if (typeof tempEvent.twist === 'undefined') + { tempEvent.twist = 0; } + if (typeof tempEvent.tangentialPressure === 'undefined') + { tempEvent.tangentialPressure = 0; } + // mark the mouse event as normalized, just so that we know we did it + tempEvent.isNormalized = true; + normalizedEvents.push(tempEvent); + } + else { + normalizedEvents.push(event); + } + return normalizedEvents; + }; + /** Destroys the interaction manager. */ + InteractionManager.prototype.destroy = function () { + this.removeEvents(); + this.removeTickerListener(); + this.removeAllListeners(); + this.renderer = null; + this.mouse = null; + this.eventData = null; + this.interactionDOMElement = null; + this.onPointerDown = null; + this.processPointerDown = null; + this.onPointerUp = null; + this.processPointerUp = null; + this.onPointerCancel = null; + this.processPointerCancel = null; + this.onPointerMove = null; + this.processPointerMove = null; + this.onPointerOut = null; + this.processPointerOverOut = null; + this.onPointerOver = null; + this.search = null; }; /** @ignore */ - Extract.extension = { - name: 'extract', - type: core.ExtensionType.RendererPlugin, - }; - return Extract; -}()); - -exports.Extract = Extract; - - -},{"@pixi/core":27,"@pixi/math":39,"@pixi/utils":22}],30:[function(require,module,exports){ -/*! - * @pixi/filter-alpha - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/filter-alpha is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -var core = require('@pixi/core'); - -/*! ***************************************************************************** -Copyright (c) Microsoft Corporation. - -Permission to use, copy, modify, and/or distribute this software for any -purpose with or without fee is hereby granted. - -THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH -REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY -AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, -INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM -LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR -OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR -PERFORMANCE OF THIS SOFTWARE. -***************************************************************************** */ -/* global Reflect, Promise */ - -var extendStatics = function(d, b) { - extendStatics = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics(d, b); -}; - -function __extends(d, b) { - extendStatics(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); -} - -var fragment = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform float uAlpha;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uAlpha;\n}\n"; - -/** - * Simplest filter - applies alpha. - * - * Use this instead of Container's alpha property to avoid visual layering of individual elements. - * AlphaFilter applies alpha evenly across the entire display object and any opaque elements it contains. - * If elements are not opaque, they will blend with each other anyway. - * - * Very handy if you want to use common features of all filters: - * - * 1. Assign a blendMode to this filter, blend all elements inside display object with background. - * - * 2. To use clipping in display coordinates, assign a filterArea to the same container that has this filter. - * @memberof PIXI.filters - */ -var AlphaFilter = /** @class */ (function (_super) { - __extends(AlphaFilter, _super); - /** - * @param alpha - Amount of alpha from 0 to 1, where 0 is transparent - */ - function AlphaFilter(alpha) { - if (alpha === void 0) { alpha = 1.0; } - var _this = _super.call(this, core.defaultVertex, fragment, { uAlpha: 1 }) || this; - _this.alpha = alpha; - return _this; - } - Object.defineProperty(AlphaFilter.prototype, "alpha", { - /** - * Coefficient for alpha multiplication - * @default 1 - */ - get: function () { - return this.uniforms.uAlpha; - }, - set: function (value) { - this.uniforms.uAlpha = value; - }, - enumerable: false, - configurable: true - }); - return AlphaFilter; -}(core.Filter)); - -exports.AlphaFilter = AlphaFilter; - - -},{"@pixi/core":27}],31:[function(require,module,exports){ -/*! - * @pixi/filter-blur - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/filter-blur is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -var core = require('@pixi/core'); -var settings = require('@pixi/settings'); - -/*! ***************************************************************************** -Copyright (c) Microsoft Corporation. - -Permission to use, copy, modify, and/or distribute this software for any -purpose with or without fee is hereby granted. - -THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH -REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY -AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, -INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM -LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR -OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR -PERFORMANCE OF THIS SOFTWARE. -***************************************************************************** */ -/* global Reflect, Promise */ - -var extendStatics = function(d, b) { - extendStatics = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics(d, b); -}; - -function __extends(d, b) { - extendStatics(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); -} - -var vertTemplate = "\n attribute vec2 aVertexPosition;\n\n uniform mat3 projectionMatrix;\n\n uniform float strength;\n\n varying vec2 vBlurTexCoords[%size%];\n\n uniform vec4 inputSize;\n uniform vec4 outputFrame;\n\n vec4 filterVertexPosition( void )\n {\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n }\n\n vec2 filterTextureCoord( void )\n {\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n }\n\n void main(void)\n {\n gl_Position = filterVertexPosition();\n\n vec2 textureCoord = filterTextureCoord();\n %blur%\n }"; -function generateBlurVertSource(kernelSize, x) { - var halfLength = Math.ceil(kernelSize / 2); - var vertSource = vertTemplate; - var blurLoop = ''; - var template; - if (x) { - template = 'vBlurTexCoords[%index%] = textureCoord + vec2(%sampleIndex% * strength, 0.0);'; - } - else { - template = 'vBlurTexCoords[%index%] = textureCoord + vec2(0.0, %sampleIndex% * strength);'; - } - for (var i = 0; i < kernelSize; i++) { - var blur = template.replace('%index%', i.toString()); - blur = blur.replace('%sampleIndex%', i - (halfLength - 1) + ".0"); - blurLoop += blur; - blurLoop += '\n'; - } - vertSource = vertSource.replace('%blur%', blurLoop); - vertSource = vertSource.replace('%size%', kernelSize.toString()); - return vertSource; -} - -var GAUSSIAN_VALUES = { - 5: [0.153388, 0.221461, 0.250301], - 7: [0.071303, 0.131514, 0.189879, 0.214607], - 9: [0.028532, 0.067234, 0.124009, 0.179044, 0.20236], - 11: [0.0093, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596], - 13: [0.002406, 0.009255, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641], - 15: [0.000489, 0.002403, 0.009246, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448], -}; -var fragTemplate = [ - 'varying vec2 vBlurTexCoords[%size%];', - 'uniform sampler2D uSampler;', - 'void main(void)', - '{', - ' gl_FragColor = vec4(0.0);', - ' %blur%', - '}' ].join('\n'); -function generateBlurFragSource(kernelSize) { - var kernel = GAUSSIAN_VALUES[kernelSize]; - var halfLength = kernel.length; - var fragSource = fragTemplate; - var blurLoop = ''; - var template = 'gl_FragColor += texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;'; - var value; - for (var i = 0; i < kernelSize; i++) { - var blur = template.replace('%index%', i.toString()); - value = i; - if (i >= halfLength) { - value = kernelSize - i - 1; - } - blur = blur.replace('%value%', kernel[value].toString()); - blurLoop += blur; - blurLoop += '\n'; - } - fragSource = fragSource.replace('%blur%', blurLoop); - fragSource = fragSource.replace('%size%', kernelSize.toString()); - return fragSource; -} - -/*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -/** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ -var ENV; -(function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; -})(ENV || (ENV = {})); -/** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ -var RENDERER_TYPE; -(function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; -})(RENDERER_TYPE || (RENDERER_TYPE = {})); -/** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ -var BUFFER_BITS; -(function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; -})(BUFFER_BITS || (BUFFER_BITS = {})); -/** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ -var BLEND_MODES; -(function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; -})(BLEND_MODES || (BLEND_MODES = {})); -/** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ -var DRAW_MODES; -(function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; -})(DRAW_MODES || (DRAW_MODES = {})); -/** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ -var FORMATS; -(function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; -})(FORMATS || (FORMATS = {})); -/** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ -var TARGETS; -(function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; -})(TARGETS || (TARGETS = {})); -/** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ -var TYPES; -(function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; -})(TYPES || (TYPES = {})); -/** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ -var SAMPLER_TYPES; -(function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; -})(SAMPLER_TYPES || (SAMPLER_TYPES = {})); -/** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ -var SCALE_MODES; -(function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; -})(SCALE_MODES || (SCALE_MODES = {})); -/** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ -var WRAP_MODES; -(function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; -})(WRAP_MODES || (WRAP_MODES = {})); -/** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. + InteractionManager.extension = { + name: 'interaction', + type: [ + core.ExtensionType.RendererPlugin, + core.ExtensionType.CanvasRendererPlugin ], + }; + return InteractionManager; +}(utils.EventEmitter)); + +exports.InteractionData = InteractionData; +exports.InteractionEvent = InteractionEvent; +exports.InteractionManager = InteractionManager; +exports.InteractionTrackingData = InteractionTrackingData; +exports.interactiveTarget = interactiveTarget; + + +},{"@pixi/core":7,"@pixi/display":8,"@pixi/math":20,"@pixi/ticker":37,"@pixi/utils":38}],19:[function(require,module,exports){ +/*! + * @pixi/loaders - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. - */ -var MIPMAP_MODES; -(function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; -})(MIPMAP_MODES || (MIPMAP_MODES = {})); -/** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. + * @pixi/loaders is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license */ -var ALPHA_MODES; -(function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; -})(ALPHA_MODES || (ALPHA_MODES = {})); +'use strict'; + +Object.defineProperty(exports, '__esModule', { value: true }); + +var core = require('@pixi/core'); +var utils = require('@pixi/utils'); + +/* jshint -W097 */ /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT */ -var CLEAR_MODES; -(function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; -})(CLEAR_MODES || (CLEAR_MODES = {})); +var SignalBinding = /** @class */ (function () { + /** + * SignalBinding constructor. + * @constructs SignalBinding + * @param {Function} fn - Event handler to be called. + * @param {boolean} [once=false] - Should this listener be removed after dispatch + * @param {object} [thisArg] - The context of the callback function. + * @api private + */ + // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types + function SignalBinding(fn, once, thisArg) { + if (once === void 0) { once = false; } + this._fn = fn; + this._once = once; + this._thisArg = thisArg; + this._next = this._prev = this._owner = null; + } + SignalBinding.prototype.detach = function () { + if (this._owner === null) + { return false; } + this._owner.detach(this); + return true; + }; + return SignalBinding; +}()); /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually + * @param self + * @param node + * @private */ -var GC_MODES; -(function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; -})(GC_MODES || (GC_MODES = {})); +function _addSignalBinding(self, node) { + if (!self._head) { + self._head = node; + self._tail = node; + } + else { + self._tail._next = node; + node._prev = self._tail; + self._tail = node; + } + node._owner = self; + return node; +} /** - * Constants that specify float precision in shaders. - * @name PRECISION * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - */ -var PRECISION; -(function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; -})(PRECISION || (PRECISION = {})); +var Signal = /** @class */ (function () { + /** + * MiniSignal constructor. + * @example + * let mySignal = new Signal(); + * let binding = mySignal.add(onSignal); + * mySignal.dispatch('foo', 'bar'); + * mySignal.detach(binding); + */ + function Signal() { + this._head = this._tail = undefined; + } + /** + * Return an array of attached SignalBinding. + * @param {boolean} [exists=false] - We only need to know if there are handlers. + * @returns {PIXI.SignalBinding[] | boolean} Array of attached SignalBinding or Boolean if called with exists = true + * @api public + */ + Signal.prototype.handlers = function (exists) { + if (exists === void 0) { exists = false; } + var node = this._head; + if (exists) + { return !!node; } + var ee = []; + while (node) { + ee.push(node); + node = node._next; + } + return ee; + }; + /** + * Return true if node is a SignalBinding attached to this MiniSignal + * @param {PIXI.SignalBinding} node - Node to check. + * @returns {boolean} True if node is attache to mini-signal + */ + Signal.prototype.has = function (node) { + if (!(node instanceof SignalBinding)) { + throw new Error('MiniSignal#has(): First arg must be a SignalBinding object.'); + } + return node._owner === this; + }; + /** + * Dispaches a signal to all registered listeners. + * @param {...any} args + * @returns {boolean} Indication if we've emitted an event. + */ + Signal.prototype.dispatch = function () { + var arguments$1 = arguments; + + var args = []; + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments$1[_i]; + } + var node = this._head; + if (!node) + { return false; } + while (node) { + if (node._once) + { this.detach(node); } + node._fn.apply(node._thisArg, args); + node = node._next; + } + return true; + }; + /** + * Register a new listener. + * @param {Function} fn - Callback function. + * @param {object} [thisArg] - The context of the callback function. + * @returns {PIXI.SignalBinding} The SignalBinding node that was added. + */ + Signal.prototype.add = function (fn, thisArg) { + if (thisArg === void 0) { thisArg = null; } + if (typeof fn !== 'function') { + throw new Error('MiniSignal#add(): First arg must be a Function.'); + } + return _addSignalBinding(this, new SignalBinding(fn, false, thisArg)); + }; + /** + * Register a new listener that will be executed only once. + * @param {Function} fn - Callback function. + * @param {object} [thisArg] - The context of the callback function. + * @returns {PIXI.SignalBinding} The SignalBinding node that was added. + */ + Signal.prototype.once = function (fn, thisArg) { + if (thisArg === void 0) { thisArg = null; } + if (typeof fn !== 'function') { + throw new Error('MiniSignal#once(): First arg must be a Function.'); + } + return _addSignalBinding(this, new SignalBinding(fn, true, thisArg)); + }; + /** + * Remove binding object. + * @param {PIXI.SignalBinding} node - The binding node that will be removed. + * @returns {Signal} The instance on which this method was called. + @api public */ + Signal.prototype.detach = function (node) { + if (!(node instanceof SignalBinding)) { + throw new Error('MiniSignal#detach(): First arg must be a SignalBinding object.'); + } + if (node._owner !== this) + { return this; } // todo: or error? + if (node._prev) + { node._prev._next = node._next; } + if (node._next) + { node._next._prev = node._prev; } + if (node === this._head) { // first node + this._head = node._next; + if (node._next === null) { + this._tail = null; + } + } + else if (node === this._tail) { // last node + this._tail = node._prev; + this._tail._next = null; + } + node._owner = null; + return this; + }; + /** + * Detach all listeners. + * @returns {Signal} The instance on which this method was called. + */ + Signal.prototype.detachAll = function () { + var node = this._head; + if (!node) + { return this; } + this._head = this._tail = null; + while (node) { + node._owner = null; + node = node._next; + } + return this; + }; + return Signal; +}()); + /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) + * function from npm package `parseUri`, converted to TS to avoid leftpad incident + * @param {string} str + * @param [opts] - options + * @param {boolean} [opts.strictMode] - type of parser */ -var MASK_TYPES; -(function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; -})(MASK_TYPES || (MASK_TYPES = {})); +function parseUri(str, opts) { + opts = opts || {}; + var o = { + // eslint-disable-next-line max-len + key: ['source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host', 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'], + q: { + name: 'queryKey', + parser: /(?:^|&)([^&=]*)=?([^&]*)/g + }, + parser: { + // eslint-disable-next-line max-len + strict: /^(?:([^:\/?#]+):)?(?:\/\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?))?((((?:[^?#\/]*\/)*)([^?#]*))(?:\?([^#]*))?(?:#(.*))?)/, + // eslint-disable-next-line max-len + loose: /^(?:(?![^:@]+:[^:@\/]*@)([^:\/?#.]+):)?(?:\/\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?)(((\/(?:[^?#](?![^?#\/]*\.[^?#\/.]+(?:[?#]|$)))*\/?)?([^?#\/]*))(?:\?([^#]*))?(?:#(.*))?)/ + } + }; + var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str); + var uri = {}; + var i = 14; + while (i--) + { uri[o.key[i]] = m[i] || ''; } + uri[o.q.name] = {}; + uri[o.key[12]].replace(o.q.parser, function (_t0, t1, t2) { + if (t1) + { uri[o.q.name][t1] = t2; } + }); + return uri; +} + +// tests if CORS is supported in XHR, if not we need to use XDR +var useXdr; +var tempAnchor = null; +// some status constants +var STATUS_NONE = 0; +var STATUS_OK = 200; +var STATUS_EMPTY = 204; +var STATUS_IE_BUG_EMPTY = 1223; +var STATUS_TYPE_OK = 2; +// noop +function _noop$1() { } /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. + * Quick helper to set a value on one of the extension maps. Ensures there is no + * dot at the start of the extension. + * @ignore + * @param map - The map to set on. + * @param extname - The extension (or key) to set. + * @param val - The value to set. */ -var COLOR_MASK_BITS; -(function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; -})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {})); +function setExtMap(map, extname, val) { + if (extname && extname.indexOf('.') === 0) { + extname = extname.substring(1); + } + if (!extname) { + return; + } + map[extname] = val; +} /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples + * Quick helper to get string xhr type. + * @ignore + * @param xhr - The request to check. + * @returns The type. */ -var MSAA_QUALITY; -(function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; -})(MSAA_QUALITY || (MSAA_QUALITY = {})); +function reqType(xhr) { + return xhr.toString().replace('object ', ''); +} /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE + * Manages the state and loading of a resource and all child resources. + * + * Can be extended in `GlobalMixins.LoaderResource`. * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects */ -var BUFFER_TYPE; -(function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; -})(BUFFER_TYPE || (BUFFER_TYPE = {})); - -/** - * The BlurFilterPass applies a horizontal or vertical Gaussian blur to an object. - * @memberof PIXI.filters - */ -var BlurFilterPass = /** @class */ (function (_super) { - __extends(BlurFilterPass, _super); +exports.LoaderResource = /** @class */ (function () { + /** + * @param {string} name - The name of the resource to load. + * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass + * an array of sources. + * @param {object} [options] - The options for the load. + * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to + * determine automatically. + * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes + * longer than this time it is cancelled and the load is considered a failure. If this value is + * set to `0` then there is no explicit timeout. + * @param {PIXI.LoaderResource.LOAD_TYPE} [options.loadType=LOAD_TYPE.XHR] - How should this resource + * be loaded? + * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} [options.xhrType=XHR_RESPONSE_TYPE.DEFAULT] - How + * should the data being loaded be interpreted when using XHR? + * @param {PIXI.LoaderResource.IMetadata} [options.metadata] - Extra configuration for middleware + * and the Resource object. + */ + function LoaderResource(name, url, options) { + /** + * The `dequeue` method that will be used a storage place for the async queue dequeue method + * used privately by the loader. + * @private + * @member {Function} + */ + this._dequeue = _noop$1; + /** + * Used a storage place for the on load binding used privately by the loader. + * @private + * @member {Function} + */ + this._onLoadBinding = null; + /** + * The timer for element loads to check if they timeout. + * @private + */ + this._elementTimer = 0; + /** + * The `complete` function bound to this resource's context. + * @private + * @type {Function} + */ + this._boundComplete = null; + /** + * The `_onError` function bound to this resource's context. + * @private + * @type {Function} + */ + this._boundOnError = null; + /** + * The `_onProgress` function bound to this resource's context. + * @private + * @type {Function} + */ + this._boundOnProgress = null; + /** + * The `_onTimeout` function bound to this resource's context. + * @private + * @type {Function} + */ + this._boundOnTimeout = null; + this._boundXhrOnError = null; + this._boundXhrOnTimeout = null; + this._boundXhrOnAbort = null; + this._boundXhrOnLoad = null; + if (typeof name !== 'string' || typeof url !== 'string') { + throw new Error('Both name and url are required for constructing a resource.'); + } + options = options || {}; + this._flags = 0; + // set data url flag, needs to be set early for some _determineX checks to work. + this._setFlag(LoaderResource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0); + this.name = name; + this.url = url; + this.extension = this._getExtension(); + this.data = null; + this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin; + this.timeout = options.timeout || 0; + this.loadType = options.loadType || this._determineLoadType(); + // The type used to load the resource via XHR. If unset, determined automatically. + this.xhrType = options.xhrType; + // Extra info for middleware, and controlling specifics about how the resource loads. + // Note that if you pass in a `loadElement`, the Resource class takes ownership of it. + // Meaning it will modify it as it sees fit. + this.metadata = options.metadata || {}; + // The error that occurred while loading (if any). + this.error = null; + // The XHR object that was used to load this resource. This is only set + // when `loadType` is `LoaderResource.LOAD_TYPE.XHR`. + this.xhr = null; + // The child resources this resource owns. + this.children = []; + // The resource type. + this.type = LoaderResource.TYPE.UNKNOWN; + // The progress chunk owned by this resource. + this.progressChunk = 0; + // The `dequeue` method that will be used a storage place for the async queue dequeue method + // used privately by the loader. + this._dequeue = _noop$1; + // Used a storage place for the on load binding used privately by the loader. + this._onLoadBinding = null; + // The timer for element loads to check if they timeout. + this._elementTimer = 0; + this._boundComplete = this.complete.bind(this); + this._boundOnError = this._onError.bind(this); + this._boundOnProgress = this._onProgress.bind(this); + this._boundOnTimeout = this._onTimeout.bind(this); + // xhr callbacks + this._boundXhrOnError = this._xhrOnError.bind(this); + this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this); + this._boundXhrOnAbort = this._xhrOnAbort.bind(this); + this._boundXhrOnLoad = this._xhrOnLoad.bind(this); + // Dispatched when the resource beings to load. + this.onStart = new Signal(); + // Dispatched each time progress of this resource load updates. + // Not all resources types and loader systems can support this event + // so sometimes it may not be available. If the resource + // is being loaded on a modern browser, using XHR, and the remote server + // properly sets Content-Length headers, then this will be available. + this.onProgress = new Signal(); + // Dispatched once this resource has loaded, if there was an error it will + // be in the `error` property. + this.onComplete = new Signal(); + // Dispatched after this resource has had all the *after* middleware run on it. + this.onAfterMiddleware = new Signal(); + } /** - * @param horizontal - Do pass along the x-axis (`true`) or y-axis (`false`). - * @param strength - The strength of the blur filter. - * @param quality - The quality of the blur filter. - * @param resolution - The resolution of the blur filter. - * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. + * Sets the load type to be used for a specific extension. + * @static + * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" + * @param {PIXI.LoaderResource.LOAD_TYPE} loadType - The load type to set it to. */ - function BlurFilterPass(horizontal, strength, quality, resolution, kernelSize) { - if (strength === void 0) { strength = 8; } - if (quality === void 0) { quality = 4; } - if (resolution === void 0) { resolution = settings.settings.FILTER_RESOLUTION; } - if (kernelSize === void 0) { kernelSize = 5; } + LoaderResource.setExtensionLoadType = function (extname, loadType) { + setExtMap(LoaderResource._loadTypeMap, extname, loadType); + }; + /** + * Sets the load type to be used for a specific extension. + * @static + * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" + * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to. + */ + LoaderResource.setExtensionXhrType = function (extname, xhrType) { + setExtMap(LoaderResource._xhrTypeMap, extname, xhrType); + }; + Object.defineProperty(LoaderResource.prototype, "isDataUrl", { + /** + * When the resource starts to load. + * @memberof PIXI.LoaderResource + * @callback OnStartSignal + * @param {PIXI.Resource} resource - The resource that the event happened on. + */ + /** + * When the resource reports loading progress. + * @memberof PIXI.LoaderResource + * @callback OnProgressSignal + * @param {PIXI.Resource} resource - The resource that the event happened on. + * @param {number} percentage - The progress of the load in the range [0, 1]. + */ + /** + * When the resource finishes loading. + * @memberof PIXI.LoaderResource + * @callback OnCompleteSignal + * @param {PIXI.Resource} resource - The resource that the event happened on. + */ + /** + * @memberof PIXI.LoaderResource + * @typedef {object} IMetadata + * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The + * element to use for loading, instead of creating one. + * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This + * is useful if you want to pass in a `loadElement` that you already added load sources to. + * @property {string|string[]} [mimeType] - The mime type to use for the source element + * of a video/audio elment. If the urls are an array, you can pass this as an array as well + * where each index is the mime type to use for the corresponding url index. + */ + /** + * Stores whether or not this url is a data url. + * @readonly + * @member {boolean} + */ + get: function () { + return this._hasFlag(LoaderResource.STATUS_FLAGS.DATA_URL); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(LoaderResource.prototype, "isComplete", { + /** + * Describes if this resource has finished loading. Is true when the resource has completely + * loaded. + * @readonly + * @member {boolean} + */ + get: function () { + return this._hasFlag(LoaderResource.STATUS_FLAGS.COMPLETE); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(LoaderResource.prototype, "isLoading", { + /** + * Describes if this resource is currently loading. Is true when the resource starts loading, + * and is false again when complete. + * @readonly + * @member {boolean} + */ + get: function () { + return this._hasFlag(LoaderResource.STATUS_FLAGS.LOADING); + }, + enumerable: false, + configurable: true + }); + /** Marks the resource as complete. */ + LoaderResource.prototype.complete = function () { + this._clearEvents(); + this._finish(); + }; + /** + * Aborts the loading of this resource, with an optional message. + * @param {string} message - The message to use for the error + */ + LoaderResource.prototype.abort = function (message) { + // abort can be called multiple times, ignore subsequent calls. + if (this.error) { + return; + } + // store error + this.error = new Error(message); + // clear events before calling aborts + this._clearEvents(); + // abort the actual loading + if (this.xhr) { + this.xhr.abort(); + } + else if (this.xdr) { + this.xdr.abort(); + } + else if (this.data) { + // single source + if (this.data.src) { + this.data.src = LoaderResource.EMPTY_GIF; + } + // multi-source + else { + while (this.data.firstChild) { + this.data.removeChild(this.data.firstChild); + } + } + } + // done now. + this._finish(); + }; + /** + * Kicks off loading of this resource. This method is asynchronous. + * @param {PIXI.LoaderResource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded. + */ + LoaderResource.prototype.load = function (cb) { var _this = this; - var vertSrc = generateBlurVertSource(kernelSize, horizontal); - var fragSrc = generateBlurFragSource(kernelSize); - _this = _super.call(this, - // vertex shader - vertSrc, - // fragment shader - fragSrc) || this; - _this.horizontal = horizontal; - _this.resolution = resolution; - _this._quality = 0; - _this.quality = quality; - _this.blur = strength; - return _this; - } + if (this.isLoading) { + return; + } + if (this.isComplete) { + if (cb) { + setTimeout(function () { return cb(_this); }, 1); + } + return; + } + else if (cb) { + this.onComplete.once(cb); + } + this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, true); + this.onStart.dispatch(this); + // if unset, determine the value + if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') { + this.crossOrigin = this._determineCrossOrigin(this.url); + } + switch (this.loadType) { + case LoaderResource.LOAD_TYPE.IMAGE: + this.type = LoaderResource.TYPE.IMAGE; + this._loadElement('image'); + break; + case LoaderResource.LOAD_TYPE.AUDIO: + this.type = LoaderResource.TYPE.AUDIO; + this._loadSourceElement('audio'); + break; + case LoaderResource.LOAD_TYPE.VIDEO: + this.type = LoaderResource.TYPE.VIDEO; + this._loadSourceElement('video'); + break; + case LoaderResource.LOAD_TYPE.XHR: + /* falls through */ + default: + if (typeof useXdr === 'undefined') { + useXdr = !!(globalThis.XDomainRequest && !('withCredentials' in (new XMLHttpRequest()))); + } + if (useXdr && this.crossOrigin) { + this._loadXdr(); + } + else { + this._loadXhr(); + } + break; + } + }; /** - * Applies the filter. - * @param filterManager - The manager. - * @param input - The input target. - * @param output - The output target. - * @param clearMode - How to clear + * Checks if the flag is set. + * @param flag - The flag to check. + * @returns True if the flag is set. */ - BlurFilterPass.prototype.apply = function (filterManager, input, output, clearMode) { - if (output) { - if (this.horizontal) { - this.uniforms.strength = (1 / output.width) * (output.width / input.width); + LoaderResource.prototype._hasFlag = function (flag) { + return (this._flags & flag) !== 0; + }; + /** + * (Un)Sets the flag. + * @param flag - The flag to (un)set. + * @param value - Whether to set or (un)set the flag. + */ + LoaderResource.prototype._setFlag = function (flag, value) { + this._flags = value ? (this._flags | flag) : (this._flags & ~flag); + }; + /** Clears all the events from the underlying loading source. */ + LoaderResource.prototype._clearEvents = function () { + clearTimeout(this._elementTimer); + if (this.data && this.data.removeEventListener) { + this.data.removeEventListener('error', this._boundOnError, false); + this.data.removeEventListener('load', this._boundComplete, false); + this.data.removeEventListener('progress', this._boundOnProgress, false); + this.data.removeEventListener('canplaythrough', this._boundComplete, false); + } + if (this.xhr) { + if (this.xhr.removeEventListener) { + this.xhr.removeEventListener('error', this._boundXhrOnError, false); + this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false); + this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false); + this.xhr.removeEventListener('progress', this._boundOnProgress, false); + this.xhr.removeEventListener('load', this._boundXhrOnLoad, false); + } + else { + this.xhr.onerror = null; + this.xhr.ontimeout = null; + this.xhr.onprogress = null; + this.xhr.onload = null; + } + } + }; + /** Finalizes the load. */ + LoaderResource.prototype._finish = function () { + if (this.isComplete) { + throw new Error('Complete called again for an already completed resource.'); + } + this._setFlag(LoaderResource.STATUS_FLAGS.COMPLETE, true); + this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, false); + this.onComplete.dispatch(this); + }; + /** + * Loads this resources using an element that has a single source, + * like an HTMLImageElement. + * @private + * @param type - The type of element to use. + */ + LoaderResource.prototype._loadElement = function (type) { + if (this.metadata.loadElement) { + this.data = this.metadata.loadElement; + } + else if (type === 'image' && typeof globalThis.Image !== 'undefined') { + this.data = new Image(); + } + else { + this.data = document.createElement(type); + } + if (this.crossOrigin) { + this.data.crossOrigin = this.crossOrigin; + } + if (!this.metadata.skipSource) { + this.data.src = this.url; + } + this.data.addEventListener('error', this._boundOnError, false); + this.data.addEventListener('load', this._boundComplete, false); + this.data.addEventListener('progress', this._boundOnProgress, false); + if (this.timeout) { + this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); + } + }; + /** + * Loads this resources using an element that has multiple sources, + * like an HTMLAudioElement or HTMLVideoElement. + * @param type - The type of element to use. + */ + LoaderResource.prototype._loadSourceElement = function (type) { + if (this.metadata.loadElement) { + this.data = this.metadata.loadElement; + } + else if (type === 'audio' && typeof globalThis.Audio !== 'undefined') { + this.data = new Audio(); + } + else { + this.data = document.createElement(type); + } + if (this.data === null) { + this.abort("Unsupported element: " + type); + return; + } + if (this.crossOrigin) { + this.data.crossOrigin = this.crossOrigin; + } + if (!this.metadata.skipSource) { + // support for CocoonJS Canvas+ runtime, lacks document.createElement('source') + if (navigator.isCocoonJS) { + this.data.src = Array.isArray(this.url) ? this.url[0] : this.url; + } + else if (Array.isArray(this.url)) { + var mimeTypes = this.metadata.mimeType; + for (var i = 0; i < this.url.length; ++i) { + this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes)); + } + } + else { + var mimeTypes = this.metadata.mimeType; + this.data.appendChild(this._createSource(type, this.url, Array.isArray(mimeTypes) ? mimeTypes[0] : mimeTypes)); + } + } + this.data.addEventListener('error', this._boundOnError, false); + this.data.addEventListener('load', this._boundComplete, false); + this.data.addEventListener('progress', this._boundOnProgress, false); + this.data.addEventListener('canplaythrough', this._boundComplete, false); + this.data.load(); + if (this.timeout) { + this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); + } + }; + /** Loads this resources using an XMLHttpRequest. */ + LoaderResource.prototype._loadXhr = function () { + // if unset, determine the value + if (typeof this.xhrType !== 'string') { + this.xhrType = this._determineXhrType(); + } + var xhr = this.xhr = new XMLHttpRequest(); + // send credentials when crossOrigin with credentials requested + if (this.crossOrigin === 'use-credentials') { + xhr.withCredentials = true; + } + // set the request type and url + xhr.open('GET', this.url, true); + xhr.timeout = this.timeout; + // load json as text and parse it ourselves. We do this because some browsers + // *cough* safari *cough* can't deal with it. + if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON + || this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) { + xhr.responseType = LoaderResource.XHR_RESPONSE_TYPE.TEXT; + } + else { + xhr.responseType = this.xhrType; + } + xhr.addEventListener('error', this._boundXhrOnError, false); + xhr.addEventListener('timeout', this._boundXhrOnTimeout, false); + xhr.addEventListener('abort', this._boundXhrOnAbort, false); + xhr.addEventListener('progress', this._boundOnProgress, false); + xhr.addEventListener('load', this._boundXhrOnLoad, false); + xhr.send(); + }; + /** Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross). */ + LoaderResource.prototype._loadXdr = function () { + // if unset, determine the value + if (typeof this.xhrType !== 'string') { + this.xhrType = this._determineXhrType(); + } + var xdr = this.xhr = new globalThis.XDomainRequest(); // eslint-disable-line no-undef + // XDomainRequest has a few quirks. Occasionally it will abort requests + // A way to avoid this is to make sure ALL callbacks are set even if not used + // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9 + xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9 + xdr.onerror = this._boundXhrOnError; + xdr.ontimeout = this._boundXhrOnTimeout; + xdr.onprogress = this._boundOnProgress; + xdr.onload = this._boundXhrOnLoad; + xdr.open('GET', this.url, true); + // Note: The xdr.send() call is wrapped in a timeout to prevent an + // issue with the interface where some requests are lost if multiple + // XDomainRequests are being sent at the same time. + // Some info here: https://github.com/photonstorm/phaser/issues/1248 + setTimeout(function () { return xdr.send(); }, 1); + }; + /** + * Creates a source used in loading via an element. + * @param type - The element type (video or audio). + * @param url - The source URL to load from. + * @param [mime] - The mime type of the video + * @returns The source element. + */ + LoaderResource.prototype._createSource = function (type, url, mime) { + if (!mime) { + mime = type + "/" + this._getExtension(url); + } + var source = document.createElement('source'); + source.src = url; + source.type = mime; + return source; + }; + /** + * Called if a load errors out. + * @param event - The error event from the element that emits it. + */ + LoaderResource.prototype._onError = function (event) { + this.abort("Failed to load element using: " + event.target.nodeName); + }; + /** + * Called if a load progress event fires for an element or xhr/xdr. + * @param event - Progress event. + */ + LoaderResource.prototype._onProgress = function (event) { + if (event && event.lengthComputable) { + this.onProgress.dispatch(this, event.loaded / event.total); + } + }; + /** Called if a timeout event fires for an element. */ + LoaderResource.prototype._onTimeout = function () { + this.abort("Load timed out."); + }; + /** Called if an error event fires for xhr/xdr. */ + LoaderResource.prototype._xhrOnError = function () { + var xhr = this.xhr; + this.abort(reqType(xhr) + " Request failed. Status: " + xhr.status + ", text: \"" + xhr.statusText + "\""); + }; + /** Called if an error event fires for xhr/xdr. */ + LoaderResource.prototype._xhrOnTimeout = function () { + var xhr = this.xhr; + this.abort(reqType(xhr) + " Request timed out."); + }; + /** Called if an abort event fires for xhr/xdr. */ + LoaderResource.prototype._xhrOnAbort = function () { + var xhr = this.xhr; + this.abort(reqType(xhr) + " Request was aborted by the user."); + }; + /** Called when data successfully loads from an xhr/xdr request. */ + LoaderResource.prototype._xhrOnLoad = function () { + var xhr = this.xhr; + var text = ''; + var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200. + // responseText is accessible only if responseType is '' or 'text' and on older browsers + if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') { + text = xhr.responseText; + } + // status can be 0 when using the `file://` protocol so we also check if a response is set. + // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request. + if (status === STATUS_NONE && (text.length > 0 || xhr.responseType === LoaderResource.XHR_RESPONSE_TYPE.BUFFER)) { + status = STATUS_OK; + } + // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request + else if (status === STATUS_IE_BUG_EMPTY) { + status = STATUS_EMPTY; + } + var statusType = (status / 100) | 0; + if (statusType === STATUS_TYPE_OK) { + // if text, just return it + if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.TEXT) { + this.data = text; + this.type = LoaderResource.TYPE.TEXT; + } + // if json, parse into json object + else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON) { + try { + this.data = JSON.parse(text); + this.type = LoaderResource.TYPE.JSON; + } + catch (e) { + this.abort("Error trying to parse loaded json: " + e); + return; + } } + // if xml, parse into an xml document or div element + else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) { + try { + if (globalThis.DOMParser) { + var domparser = new DOMParser(); + this.data = domparser.parseFromString(text, 'text/xml'); + } + else { + var div = document.createElement('div'); + div.innerHTML = text; + this.data = div; + } + this.type = LoaderResource.TYPE.XML; + } + catch (e$1) { + this.abort("Error trying to parse loaded xml: " + e$1); + return; + } + } + // other types just return the response else { - this.uniforms.strength = (1 / output.height) * (output.height / input.height); + this.data = xhr.response || text; } } else { - if (this.horizontal) // eslint-disable-line - { - this.uniforms.strength = (1 / filterManager.renderer.width) * (filterManager.renderer.width / input.width); - } - else { - this.uniforms.strength = (1 / filterManager.renderer.height) * (filterManager.renderer.height / input.height); // eslint-disable-line - } + this.abort("[" + xhr.status + "] " + xhr.statusText + ": " + xhr.responseURL); + return; } - // screen space! - this.uniforms.strength *= this.strength; - this.uniforms.strength /= this.passes; - if (this.passes === 1) { - filterManager.applyFilter(this, input, output, clearMode); + this.complete(); + }; + /** + * Sets the `crossOrigin` property for this resource based on if the url + * for this resource is cross-origin. If crossOrigin was manually set, this + * function does nothing. + * @private + * @param url - The url to test. + * @param [loc=globalThis.location] - The location object to test against. + * @returns The crossOrigin value to use (or empty string for none). + */ + // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types + LoaderResource.prototype._determineCrossOrigin = function (url, loc) { + // data: and javascript: urls are considered same-origin + if (url.indexOf('data:') === 0) { + return ''; } - else { - var renderTarget = filterManager.getFilterTexture(); - var renderer = filterManager.renderer; - var flip = input; - var flop = renderTarget; - this.state.blend = false; - filterManager.applyFilter(this, flip, flop, CLEAR_MODES.CLEAR); - for (var i = 1; i < this.passes - 1; i++) { - filterManager.bindAndClear(flip, CLEAR_MODES.BLIT); - this.uniforms.uSampler = flop; - var temp = flop; - flop = flip; - flip = temp; - renderer.shader.bind(this); - renderer.geometry.draw(5); - } - this.state.blend = true; - filterManager.applyFilter(this, flop, output, clearMode); - filterManager.returnFilterTexture(renderTarget); + // A sandboxed iframe without the 'allow-same-origin' attribute will have a special + // origin designed not to match globalThis.location.origin, and will always require + // crossOrigin requests regardless of whether the location matches. + if (globalThis.origin !== globalThis.location.origin) { + return 'anonymous'; + } + // default is globalThis.location + loc = loc || globalThis.location; + if (!tempAnchor) { + tempAnchor = document.createElement('a'); + } + // let the browser determine the full href for the url of this resource and then + // parse with the node url lib, we can't use the properties of the anchor element + // because they don't work in IE9 :( + tempAnchor.href = url; + var parsedUrl = parseUri(tempAnchor.href, { strictMode: true }); + var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port); + var protocol = parsedUrl.protocol ? parsedUrl.protocol + ":" : ''; + // if cross origin + if (parsedUrl.host !== loc.hostname || !samePort || protocol !== loc.protocol) { + return 'anonymous'; } + return ''; }; - Object.defineProperty(BlurFilterPass.prototype, "blur", { - /** - * Sets the strength of both the blur. - * @default 16 - */ - get: function () { - return this.strength; - }, - set: function (value) { - this.padding = 1 + (Math.abs(value) * 2); - this.strength = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BlurFilterPass.prototype, "quality", { - /** - * Sets the quality of the blur by modifying the number of passes. More passes means higher - * quality bluring but the lower the performance. - * @default 4 - */ - get: function () { - return this._quality; - }, - set: function (value) { - this._quality = value; - this.passes = value; - }, - enumerable: false, - configurable: true - }); - return BlurFilterPass; -}(core.Filter)); - -/** - * The BlurFilter applies a Gaussian blur to an object. - * - * The strength of the blur can be set for the x-axis and y-axis separately. - * @memberof PIXI.filters - */ -var BlurFilter = /** @class */ (function (_super) { - __extends(BlurFilter, _super); /** - * @param strength - The strength of the blur filter. - * @param quality - The quality of the blur filter. - * @param [resolution=PIXI.settings.FILTER_RESOLUTION] - The resolution of the blur filter. - * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. + * Determines the responseType of an XHR request based on the extension of the + * resource being loaded. + * @private + * @returns {PIXI.LoaderResource.XHR_RESPONSE_TYPE} The responseType to use. */ - function BlurFilter(strength, quality, resolution, kernelSize) { - if (strength === void 0) { strength = 8; } - if (quality === void 0) { quality = 4; } - if (resolution === void 0) { resolution = settings.settings.FILTER_RESOLUTION; } - if (kernelSize === void 0) { kernelSize = 5; } - var _this = _super.call(this) || this; - _this.blurXFilter = new BlurFilterPass(true, strength, quality, resolution, kernelSize); - _this.blurYFilter = new BlurFilterPass(false, strength, quality, resolution, kernelSize); - _this.resolution = resolution; - _this.quality = quality; - _this.blur = strength; - _this.repeatEdgePixels = false; - return _this; - } + LoaderResource.prototype._determineXhrType = function () { + return LoaderResource._xhrTypeMap[this.extension] || LoaderResource.XHR_RESPONSE_TYPE.TEXT; + }; /** - * Applies the filter. - * @param filterManager - The manager. - * @param input - The input target. - * @param output - The output target. - * @param clearMode - How to clear + * Determines the loadType of a resource based on the extension of the + * resource being loaded. + * @private + * @returns {PIXI.LoaderResource.LOAD_TYPE} The loadType to use. */ - BlurFilter.prototype.apply = function (filterManager, input, output, clearMode) { - var xStrength = Math.abs(this.blurXFilter.strength); - var yStrength = Math.abs(this.blurYFilter.strength); - if (xStrength && yStrength) { - var renderTarget = filterManager.getFilterTexture(); - this.blurXFilter.apply(filterManager, input, renderTarget, CLEAR_MODES.CLEAR); - this.blurYFilter.apply(filterManager, renderTarget, output, clearMode); - filterManager.returnFilterTexture(renderTarget); - } - else if (yStrength) { - this.blurYFilter.apply(filterManager, input, output, clearMode); + LoaderResource.prototype._determineLoadType = function () { + return LoaderResource._loadTypeMap[this.extension] || LoaderResource.LOAD_TYPE.XHR; + }; + /** + * Extracts the extension (sans '.') of the file being loaded by the resource. + * @param [url] - url to parse, `this.url` by default. + * @returns The extension. + */ + LoaderResource.prototype._getExtension = function (url) { + if (url === void 0) { url = this.url; } + var ext = ''; + if (this.isDataUrl) { + var slashIndex = url.indexOf('/'); + ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex)); } else { - this.blurXFilter.apply(filterManager, input, output, clearMode); + var queryStart = url.indexOf('?'); + var hashStart = url.indexOf('#'); + var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length); + url = url.substring(0, index); + ext = url.substring(url.lastIndexOf('.') + 1); } + return ext.toLowerCase(); }; - BlurFilter.prototype.updatePadding = function () { - if (this._repeatEdgePixels) { - this.padding = 0; - } - else { - this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2; + /** + * Determines the mime type of an XHR request based on the responseType of + * resource being loaded. + * @param type - The type to get a mime type for. + * @private + * @returns The mime type to use. + */ + LoaderResource.prototype._getMimeFromXhrType = function (type) { + switch (type) { + case LoaderResource.XHR_RESPONSE_TYPE.BUFFER: + return 'application/octet-binary'; + case LoaderResource.XHR_RESPONSE_TYPE.BLOB: + return 'application/blob'; + case LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT: + return 'application/xml'; + case LoaderResource.XHR_RESPONSE_TYPE.JSON: + return 'application/json'; + case LoaderResource.XHR_RESPONSE_TYPE.DEFAULT: + case LoaderResource.XHR_RESPONSE_TYPE.TEXT: + /* falls through */ + default: + return 'text/plain'; } }; - Object.defineProperty(BlurFilter.prototype, "blur", { - /** - * Sets the strength of both the blurX and blurY properties simultaneously - * @default 2 - */ - get: function () { - return this.blurXFilter.blur; - }, - set: function (value) { - this.blurXFilter.blur = this.blurYFilter.blur = value; - this.updatePadding(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BlurFilter.prototype, "quality", { - /** - * Sets the number of passes for blur. More passes means higher quality bluring. - * @default 1 - */ - get: function () { - return this.blurXFilter.quality; - }, - set: function (value) { - this.blurXFilter.quality = this.blurYFilter.quality = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BlurFilter.prototype, "blurX", { - /** - * Sets the strength of the blurX property - * @default 2 - */ - get: function () { - return this.blurXFilter.blur; - }, - set: function (value) { - this.blurXFilter.blur = value; - this.updatePadding(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BlurFilter.prototype, "blurY", { - /** - * Sets the strength of the blurY property - * @default 2 - */ - get: function () { - return this.blurYFilter.blur; - }, - set: function (value) { - this.blurYFilter.blur = value; - this.updatePadding(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BlurFilter.prototype, "blendMode", { - /** - * Sets the blendmode of the filter - * @default PIXI.BLEND_MODES.NORMAL - */ - get: function () { - return this.blurYFilter.blendMode; - }, - set: function (value) { - this.blurYFilter.blendMode = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BlurFilter.prototype, "repeatEdgePixels", { - /** - * If set to true the edge of the target will be clamped - * @default false - */ - get: function () { - return this._repeatEdgePixels; - }, - set: function (value) { - this._repeatEdgePixels = value; - this.updatePadding(); - }, - enumerable: false, - configurable: true - }); - return BlurFilter; -}(core.Filter)); - -exports.BlurFilter = BlurFilter; -exports.BlurFilterPass = BlurFilterPass; - - -},{"@pixi/core":27,"@pixi/settings":20}],32:[function(require,module,exports){ -/*! - * @pixi/filter-color-matrix - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/filter-color-matrix is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -var core = require('@pixi/core'); - -/*! ***************************************************************************** -Copyright (c) Microsoft Corporation. - -Permission to use, copy, modify, and/or distribute this software for any -purpose with or without fee is hereby granted. - -THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH -REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY -AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, -INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM -LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR -OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR -PERFORMANCE OF THIS SOFTWARE. -***************************************************************************** */ -/* global Reflect, Promise */ - -var extendStatics = function(d, b) { - extendStatics = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics(d, b); -}; - -function __extends(d, b) { - extendStatics(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); -} - -var fragment = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform float m[20];\nuniform float uAlpha;\n\nvoid main(void)\n{\n vec4 c = texture2D(uSampler, vTextureCoord);\n\n if (uAlpha == 0.0) {\n gl_FragColor = c;\n return;\n }\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (c.a > 0.0) {\n c.rgb /= c.a;\n }\n\n vec4 result;\n\n result.r = (m[0] * c.r);\n result.r += (m[1] * c.g);\n result.r += (m[2] * c.b);\n result.r += (m[3] * c.a);\n result.r += m[4];\n\n result.g = (m[5] * c.r);\n result.g += (m[6] * c.g);\n result.g += (m[7] * c.b);\n result.g += (m[8] * c.a);\n result.g += m[9];\n\n result.b = (m[10] * c.r);\n result.b += (m[11] * c.g);\n result.b += (m[12] * c.b);\n result.b += (m[13] * c.a);\n result.b += m[14];\n\n result.a = (m[15] * c.r);\n result.a += (m[16] * c.g);\n result.a += (m[17] * c.b);\n result.a += (m[18] * c.a);\n result.a += m[19];\n\n vec3 rgb = mix(c.rgb, result.rgb, uAlpha);\n\n // Premultiply alpha again.\n rgb *= result.a;\n\n gl_FragColor = vec4(rgb, result.a);\n}\n"; + return LoaderResource; +}()); +// eslint-disable-next-line @typescript-eslint/no-namespace +(function (LoaderResource) { + (function (STATUS_FLAGS) { + /** None */ + STATUS_FLAGS[STATUS_FLAGS["NONE"] = 0] = "NONE"; + /** Data URL */ + STATUS_FLAGS[STATUS_FLAGS["DATA_URL"] = 1] = "DATA_URL"; + /** Complete */ + STATUS_FLAGS[STATUS_FLAGS["COMPLETE"] = 2] = "COMPLETE"; + /** Loading */ + STATUS_FLAGS[STATUS_FLAGS["LOADING"] = 4] = "LOADING"; + })(LoaderResource.STATUS_FLAGS || (LoaderResource.STATUS_FLAGS = {})); + (function (TYPE) { + /** Unknown */ + TYPE[TYPE["UNKNOWN"] = 0] = "UNKNOWN"; + /** JSON */ + TYPE[TYPE["JSON"] = 1] = "JSON"; + /** XML */ + TYPE[TYPE["XML"] = 2] = "XML"; + /** Image */ + TYPE[TYPE["IMAGE"] = 3] = "IMAGE"; + /** Audio */ + TYPE[TYPE["AUDIO"] = 4] = "AUDIO"; + /** Video */ + TYPE[TYPE["VIDEO"] = 5] = "VIDEO"; + /** Plain text */ + TYPE[TYPE["TEXT"] = 6] = "TEXT"; + })(LoaderResource.TYPE || (LoaderResource.TYPE = {})); + (function (LOAD_TYPE) { + /** Uses XMLHttpRequest to load the resource. */ + LOAD_TYPE[LOAD_TYPE["XHR"] = 1] = "XHR"; + /** Uses an `Image` object to load the resource. */ + LOAD_TYPE[LOAD_TYPE["IMAGE"] = 2] = "IMAGE"; + /** Uses an `Audio` object to load the resource. */ + LOAD_TYPE[LOAD_TYPE["AUDIO"] = 3] = "AUDIO"; + /** Uses a `Video` object to load the resource. */ + LOAD_TYPE[LOAD_TYPE["VIDEO"] = 4] = "VIDEO"; + })(LoaderResource.LOAD_TYPE || (LoaderResource.LOAD_TYPE = {})); + (function (XHR_RESPONSE_TYPE) { + /** string */ + XHR_RESPONSE_TYPE["DEFAULT"] = "text"; + /** ArrayBuffer */ + XHR_RESPONSE_TYPE["BUFFER"] = "arraybuffer"; + /** Blob */ + XHR_RESPONSE_TYPE["BLOB"] = "blob"; + /** Document */ + XHR_RESPONSE_TYPE["DOCUMENT"] = "document"; + /** Object */ + XHR_RESPONSE_TYPE["JSON"] = "json"; + /** String */ + XHR_RESPONSE_TYPE["TEXT"] = "text"; + })(LoaderResource.XHR_RESPONSE_TYPE || (LoaderResource.XHR_RESPONSE_TYPE = {})); + LoaderResource._loadTypeMap = { + // images + gif: LoaderResource.LOAD_TYPE.IMAGE, + png: LoaderResource.LOAD_TYPE.IMAGE, + bmp: LoaderResource.LOAD_TYPE.IMAGE, + jpg: LoaderResource.LOAD_TYPE.IMAGE, + jpeg: LoaderResource.LOAD_TYPE.IMAGE, + tif: LoaderResource.LOAD_TYPE.IMAGE, + tiff: LoaderResource.LOAD_TYPE.IMAGE, + webp: LoaderResource.LOAD_TYPE.IMAGE, + tga: LoaderResource.LOAD_TYPE.IMAGE, + avif: LoaderResource.LOAD_TYPE.IMAGE, + svg: LoaderResource.LOAD_TYPE.IMAGE, + 'svg+xml': LoaderResource.LOAD_TYPE.IMAGE, + // audio + mp3: LoaderResource.LOAD_TYPE.AUDIO, + ogg: LoaderResource.LOAD_TYPE.AUDIO, + wav: LoaderResource.LOAD_TYPE.AUDIO, + // videos + mp4: LoaderResource.LOAD_TYPE.VIDEO, + webm: LoaderResource.LOAD_TYPE.VIDEO, + }; + LoaderResource._xhrTypeMap = { + // xml + xhtml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + html: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + htm: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + xml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + tmx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + svg: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component. + // Since it is way less likely for people to be loading TypeScript files instead of Tiled files, + // this should probably be fine. + tsx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + // images + gif: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + png: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + bmp: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + jpg: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + jpeg: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + tif: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + tiff: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + webp: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + tga: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + avif: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + // json + json: LoaderResource.XHR_RESPONSE_TYPE.JSON, + // text + text: LoaderResource.XHR_RESPONSE_TYPE.TEXT, + txt: LoaderResource.XHR_RESPONSE_TYPE.TEXT, + // fonts + ttf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER, + otf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER, + }; + // We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif + LoaderResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw=='; +})(exports.LoaderResource || (exports.LoaderResource = {})); /** - * The ColorMatrixFilter class lets you apply a 5x4 matrix transformation on the RGBA - * color and alpha values of every pixel on your displayObject to produce a result - * with a new set of RGBA color and alpha values. It's pretty powerful! - * - * ```js - * let colorMatrix = new PIXI.filters.ColorMatrixFilter(); - * container.filters = [colorMatrix]; - * colorMatrix.contrast(2); - * ``` - * @author Clément Chenebault - * @memberof PIXI.filters + * Smaller version of the async library constructs. + * @ignore */ -var ColorMatrixFilter = /** @class */ (function (_super) { - __extends(ColorMatrixFilter, _super); - function ColorMatrixFilter() { - var _this = this; - var uniforms = { - m: new Float32Array([1, 0, 0, 0, 0, - 0, 1, 0, 0, 0, - 0, 0, 1, 0, 0, - 0, 0, 0, 1, 0]), - uAlpha: 1, - }; - _this = _super.call(this, core.defaultFilterVertex, fragment, uniforms) || this; - _this.alpha = 1; - return _this; - } - /** - * Transforms current matrix and set the new one - * @param {number[]} matrix - 5x4 matrix - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype._loadMatrix = function (matrix, multiply) { - if (multiply === void 0) { multiply = false; } - var newMatrix = matrix; - if (multiply) { - this._multiply(newMatrix, this.uniforms.m, matrix); - newMatrix = this._colorMatrix(newMatrix); +function _noop() { +} +/** + * Ensures a function is only called once. + * @ignore + * @param {Function} fn - The function to wrap. + * @returns {Function} The wrapping function. + */ +function onlyOnce(fn) { + return function onceWrapper() { + var arguments$1 = arguments; + + var args = []; + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments$1[_i]; } - // set the new matrix - this.uniforms.m = newMatrix; + if (fn === null) { + throw new Error('Callback was already called.'); + } + var callFn = fn; + fn = null; + callFn.apply(this, args); }; +} +/** + * @private + * @memberof PIXI + */ +var AsyncQueueItem = /** @class */ (function () { /** - * Multiplies two mat5's + * @param data + * @param callback * @private - * @param out - 5x4 matrix the receiving matrix - * @param a - 5x4 matrix the first operand - * @param b - 5x4 matrix the second operand - * @returns {number[]} 5x4 matrix */ - ColorMatrixFilter.prototype._multiply = function (out, a, b) { - // Red Channel - out[0] = (a[0] * b[0]) + (a[1] * b[5]) + (a[2] * b[10]) + (a[3] * b[15]); - out[1] = (a[0] * b[1]) + (a[1] * b[6]) + (a[2] * b[11]) + (a[3] * b[16]); - out[2] = (a[0] * b[2]) + (a[1] * b[7]) + (a[2] * b[12]) + (a[3] * b[17]); - out[3] = (a[0] * b[3]) + (a[1] * b[8]) + (a[2] * b[13]) + (a[3] * b[18]); - out[4] = (a[0] * b[4]) + (a[1] * b[9]) + (a[2] * b[14]) + (a[3] * b[19]) + a[4]; - // Green Channel - out[5] = (a[5] * b[0]) + (a[6] * b[5]) + (a[7] * b[10]) + (a[8] * b[15]); - out[6] = (a[5] * b[1]) + (a[6] * b[6]) + (a[7] * b[11]) + (a[8] * b[16]); - out[7] = (a[5] * b[2]) + (a[6] * b[7]) + (a[7] * b[12]) + (a[8] * b[17]); - out[8] = (a[5] * b[3]) + (a[6] * b[8]) + (a[7] * b[13]) + (a[8] * b[18]); - out[9] = (a[5] * b[4]) + (a[6] * b[9]) + (a[7] * b[14]) + (a[8] * b[19]) + a[9]; - // Blue Channel - out[10] = (a[10] * b[0]) + (a[11] * b[5]) + (a[12] * b[10]) + (a[13] * b[15]); - out[11] = (a[10] * b[1]) + (a[11] * b[6]) + (a[12] * b[11]) + (a[13] * b[16]); - out[12] = (a[10] * b[2]) + (a[11] * b[7]) + (a[12] * b[12]) + (a[13] * b[17]); - out[13] = (a[10] * b[3]) + (a[11] * b[8]) + (a[12] * b[13]) + (a[13] * b[18]); - out[14] = (a[10] * b[4]) + (a[11] * b[9]) + (a[12] * b[14]) + (a[13] * b[19]) + a[14]; - // Alpha Channel - out[15] = (a[15] * b[0]) + (a[16] * b[5]) + (a[17] * b[10]) + (a[18] * b[15]); - out[16] = (a[15] * b[1]) + (a[16] * b[6]) + (a[17] * b[11]) + (a[18] * b[16]); - out[17] = (a[15] * b[2]) + (a[16] * b[7]) + (a[17] * b[12]) + (a[18] * b[17]); - out[18] = (a[15] * b[3]) + (a[16] * b[8]) + (a[17] * b[13]) + (a[18] * b[18]); - out[19] = (a[15] * b[4]) + (a[16] * b[9]) + (a[17] * b[14]) + (a[18] * b[19]) + a[19]; - return out; - }; + function AsyncQueueItem(data, callback) { + this.data = data; + this.callback = callback; + } + return AsyncQueueItem; +}()); +/** + * @private + * @memberof PIXI + */ +var AsyncQueue = /** @class */ (function () { /** - * Create a Float32 Array and normalize the offset component to 0-1 - * @param {number[]} matrix - 5x4 matrix - * @returns {number[]} 5x4 matrix with all values between 0-1 + * @param worker + * @param concurrency + * @private */ - ColorMatrixFilter.prototype._colorMatrix = function (matrix) { - // Create a Float32 Array and normalize the offset component to 0-1 - var m = new Float32Array(matrix); - m[4] /= 255; - m[9] /= 255; - m[14] /= 255; - m[19] /= 255; - return m; - }; + function AsyncQueue(worker, concurrency) { + var _this = this; + if (concurrency === void 0) { concurrency = 1; } + this.workers = 0; + this.saturated = _noop; + this.unsaturated = _noop; + this.empty = _noop; + this.drain = _noop; + this.error = _noop; + this.started = false; + this.paused = false; + this._tasks = []; + this._insert = function (data, insertAtFront, callback) { + if (callback && typeof callback !== 'function') { + throw new Error('task callback must be a function'); + } + _this.started = true; + // eslint-disable-next-line no-eq-null,eqeqeq + if (data == null && _this.idle()) { + // call drain immediately if there are no tasks + setTimeout(function () { return _this.drain(); }, 1); + return; + } + var item = new AsyncQueueItem(data, typeof callback === 'function' ? callback : _noop); + if (insertAtFront) { + _this._tasks.unshift(item); + } + else { + _this._tasks.push(item); + } + setTimeout(_this.process, 1); + }; + this.process = function () { + while (!_this.paused && _this.workers < _this.concurrency && _this._tasks.length) { + var task = _this._tasks.shift(); + if (_this._tasks.length === 0) { + _this.empty(); + } + _this.workers += 1; + if (_this.workers === _this.concurrency) { + _this.saturated(); + } + _this._worker(task.data, onlyOnce(_this._next(task))); + } + }; + this._worker = worker; + if (concurrency === 0) { + throw new Error('Concurrency must not be zero'); + } + this.concurrency = concurrency; + this.buffer = concurrency / 4.0; + } /** - * Adjusts brightness - * @param b - value of the brigthness (0-1, where 0 is black) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix + * @param task + * @private */ - ColorMatrixFilter.prototype.brightness = function (b, multiply) { - var matrix = [ - b, 0, 0, 0, 0, - 0, b, 0, 0, 0, - 0, 0, b, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); + AsyncQueue.prototype._next = function (task) { + var _this = this; + return function () { + var arguments$1 = arguments; + + var args = []; + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments$1[_i]; + } + _this.workers -= 1; + task.callback.apply(task, args); + // eslint-disable-next-line no-eq-null,eqeqeq + if (args[0] != null) { + _this.error(args[0], task.data); + } + if (_this.workers <= (_this.concurrency - _this.buffer)) { + _this.unsaturated(); + } + if (_this.idle()) { + _this.drain(); + } + _this.process(); + }; }; - /** - * Sets each channel on the diagonal of the color matrix. - * This can be used to achieve a tinting effect on Containers similar to the tint field of some - * display objects like Sprite, Text, Graphics, and Mesh. - * @param color - Color of the tint. This is a hex value. - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.tint = function (color, multiply) { - var r = (color >> 16) & 0xff; - var g = (color >> 8) & 0xff; - var b = color & 0xff; - var matrix = [ - r / 255, 0, 0, 0, 0, - 0, g / 255, 0, 0, 0, - 0, 0, b / 255, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); + // That was in object + // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types + AsyncQueue.prototype.push = function (data, callback) { + this._insert(data, false, callback); }; - /** - * Set the matrices in grey scales - * @param scale - value of the grey (0-1, where 0 is black) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.greyscale = function (scale, multiply) { - var matrix = [ - scale, scale, scale, 0, 0, - scale, scale, scale, 0, 0, - scale, scale, scale, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); + AsyncQueue.prototype.kill = function () { + this.workers = 0; + this.drain = _noop; + this.started = false; + this._tasks = []; }; - /** - * Set the black and white matrice. - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.blackAndWhite = function (multiply) { - var matrix = [ - 0.3, 0.6, 0.1, 0, 0, - 0.3, 0.6, 0.1, 0, 0, - 0.3, 0.6, 0.1, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); + // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types + AsyncQueue.prototype.unshift = function (data, callback) { + this._insert(data, true, callback); }; - /** - * Set the hue property of the color - * @param rotation - in degrees - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.hue = function (rotation, multiply) { - rotation = (rotation || 0) / 180 * Math.PI; - var cosR = Math.cos(rotation); - var sinR = Math.sin(rotation); - var sqrt = Math.sqrt; - /* a good approximation for hue rotation - This matrix is far better than the versions with magic luminance constants - formerly used here, but also used in the starling framework (flash) and known from this - old part of the internet: quasimondo.com/archives/000565.php - - This new matrix is based on rgb cube rotation in space. Look here for a more descriptive - implementation as a shader not a general matrix: - https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js - - This is the source for the code: - see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751 - */ - var w = 1 / 3; - var sqrW = sqrt(w); // weight is - var a00 = cosR + ((1.0 - cosR) * w); - var a01 = (w * (1.0 - cosR)) - (sqrW * sinR); - var a02 = (w * (1.0 - cosR)) + (sqrW * sinR); - var a10 = (w * (1.0 - cosR)) + (sqrW * sinR); - var a11 = cosR + (w * (1.0 - cosR)); - var a12 = (w * (1.0 - cosR)) - (sqrW * sinR); - var a20 = (w * (1.0 - cosR)) - (sqrW * sinR); - var a21 = (w * (1.0 - cosR)) + (sqrW * sinR); - var a22 = cosR + (w * (1.0 - cosR)); - var matrix = [ - a00, a01, a02, 0, 0, - a10, a11, a12, 0, 0, - a20, a21, a22, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); + AsyncQueue.prototype.length = function () { + return this._tasks.length; }; - /** - * Set the contrast matrix, increase the separation between dark and bright - * Increase contrast : shadows darker and highlights brighter - * Decrease contrast : bring the shadows up and the highlights down - * @param amount - value of the contrast (0-1) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.contrast = function (amount, multiply) { - var v = (amount || 0) + 1; - var o = -0.5 * (v - 1); - var matrix = [ - v, 0, 0, 0, o, - 0, v, 0, 0, o, - 0, 0, v, 0, o, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); + AsyncQueue.prototype.running = function () { + return this.workers; }; - /** - * Set the saturation matrix, increase the separation between colors - * Increase saturation : increase contrast, brightness, and sharpness - * @param amount - The saturation amount (0-1) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.saturate = function (amount, multiply) { - if (amount === void 0) { amount = 0; } - var x = (amount * 2 / 3) + 1; - var y = ((x - 1) * -0.5); - var matrix = [ - x, y, y, 0, 0, - y, x, y, 0, 0, - y, y, x, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); + AsyncQueue.prototype.idle = function () { + return this._tasks.length + this.workers === 0; }; - /** Desaturate image (remove color) Call the saturate function */ - ColorMatrixFilter.prototype.desaturate = function () { - this.saturate(-1); + AsyncQueue.prototype.pause = function () { + if (this.paused === true) { + return; + } + this.paused = true; + }; + AsyncQueue.prototype.resume = function () { + if (this.paused === false) { + return; + } + this.paused = false; + // Need to call this.process once per concurrent + // worker to preserve full concurrency after pause + for (var w = 1; w <= this.concurrency; w++) { + this.process(); + } }; /** - * Negative image (inverse of classic rgb matrix) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix + * Iterates an array in series. + * @param {Array.<*>} array - Array to iterate. + * @param {Function} iterator - Function to call for each element. + * @param {Function} callback - Function to call when done, or on error. + * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1. */ - ColorMatrixFilter.prototype.negative = function (multiply) { - var matrix = [ - -1, 0, 0, 1, 0, - 0, -1, 0, 1, 0, - 0, 0, -1, 1, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); + AsyncQueue.eachSeries = function (array, iterator, callback, deferNext) { + var i = 0; + var len = array.length; + function next(err) { + if (err || i === len) { + if (callback) { + callback(err); + } + return; + } + if (deferNext) { + setTimeout(function () { + iterator(array[i++], next); + }, 1); + } + else { + iterator(array[i++], next); + } + } + next(); }; /** - * Sepia image - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix + * Async queue implementation, + * @param {Function} worker - The worker function to call for each task. + * @param {number} concurrency - How many workers to run in parrallel. + * @returns {*} The async queue object. */ - ColorMatrixFilter.prototype.sepia = function (multiply) { - var matrix = [ - 0.393, 0.7689999, 0.18899999, 0, 0, - 0.349, 0.6859999, 0.16799999, 0, 0, - 0.272, 0.5339999, 0.13099999, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); + AsyncQueue.queue = function (worker, concurrency) { + return new AsyncQueue(worker, concurrency); }; + return AsyncQueue; +}()); + +// some constants +var MAX_PROGRESS = 100; +var rgxExtractUrlHash = /(#[\w-]+)?$/; +/** + * The new loader, forked from Resource Loader by Chad Engler: https://github.com/englercj/resource-loader + * + * ```js + * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use. + * // or + * const loader = new PIXI.Loader(); // You can also create your own if you want + * + * const sprites = {}; + * + * // Chainable `add` to enqueue a resource + * loader.add('bunny', 'data/bunny.png') + * .add('spaceship', 'assets/spritesheet.json'); + * loader.add('scoreFont', 'assets/score.fnt'); + * + * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource. + * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc). + * loader.pre(cachingMiddleware); + * + * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource. + * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc). + * loader.use(parsingMiddleware); + * + * // The `load` method loads the queue of resources, and calls the passed in callback called once all + * // resources have loaded. + * loader.load((loader, resources) => { + * // resources is an object where the key is the name of the resource loaded and the value is the resource object. + * // They have a couple default properties: + * // - `url`: The URL that the resource was loaded from + * // - `error`: The error that happened when trying to load (if any) + * // - `data`: The raw data that was loaded + * // also may contain other properties based on the middleware that runs. + * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture); + * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture); + * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture); + * }); + * + * // throughout the process multiple signals can be dispatched. + * loader.onProgress.add(() => {}); // called once per loaded/errored file + * loader.onError.add(() => {}); // called once per errored file + * loader.onLoad.add(() => {}); // called once per loaded file + * loader.onComplete.add(() => {}); // called once when the queued resources all load. + * ``` + * @memberof PIXI + */ +var Loader = /** @class */ (function () { /** - * Color motion picture process invented in 1916 (thanks Dominic Szablewski) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix + * @param baseUrl - The base url for all resources loaded by this loader. + * @param concurrency - The number of resources to load concurrently. */ - ColorMatrixFilter.prototype.technicolor = function (multiply) { - var matrix = [ - 1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337, - -0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398, - -0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; + function Loader(baseUrl, concurrency) { + var _this = this; + if (baseUrl === void 0) { baseUrl = ''; } + if (concurrency === void 0) { concurrency = 10; } + /** The progress percent of the loader going through the queue. */ + this.progress = 0; + /** Loading state of the loader, true if it is currently loading resources. */ + this.loading = false; + /** + * A querystring to append to every URL added to the loader. + * + * This should be a valid query string *without* the question-mark (`?`). The loader will + * also *not* escape values for you. Make sure to escape your parameters with + * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property. + * @example + * const loader = new Loader(); + * + * loader.defaultQueryString = 'user=me&password=secret'; + * + * // This will request 'image.png?user=me&password=secret' + * loader.add('image.png').load(); + * + * loader.reset(); + * + * // This will request 'image.png?v=1&user=me&password=secret' + * loader.add('iamge.png?v=1').load(); + */ + this.defaultQueryString = ''; + /** The middleware to run before loading each resource. */ + this._beforeMiddleware = []; + /** The middleware to run after loading each resource. */ + this._afterMiddleware = []; + /** The tracks the resources we are currently completing parsing for. */ + this._resourcesParsing = []; + /** + * The `_loadResource` function bound with this object context. + * @param r - The resource to load + * @param d - The dequeue function + */ + this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); }; + /** All the resources for this loader keyed by name. */ + this.resources = {}; + this.baseUrl = baseUrl; + this._beforeMiddleware = []; + this._afterMiddleware = []; + this._resourcesParsing = []; + this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); }; + this._queue = AsyncQueue.queue(this._boundLoadResource, concurrency); + this._queue.pause(); + this.resources = {}; + this.onProgress = new Signal(); + this.onError = new Signal(); + this.onLoad = new Signal(); + this.onStart = new Signal(); + this.onComplete = new Signal(); + for (var i = 0; i < Loader._plugins.length; ++i) { + var plugin = Loader._plugins[i]; + var pre = plugin.pre, use = plugin.use; + if (pre) { + this.pre(pre); + } + if (use) { + this.use(use); + } + } + this._protected = false; + } /** - * Polaroid filter - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix + * Same as add, params have strict order + * @private + * @param name - The name of the resource to load. + * @param url - The url for this resource, relative to the baseUrl of this loader. + * @param options - The options for the load. + * @param callback - Function to call when this specific resource completes loading. + * @returns The loader itself. */ - ColorMatrixFilter.prototype.polaroid = function (multiply) { - var matrix = [ - 1.438, -0.062, -0.062, 0, 0, - -0.122, 1.378, -0.122, 0, 0, - -0.016, -0.016, 1.483, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); + Loader.prototype._add = function (name, url, options, callback) { + // if loading already you can only add resources that have a parent. + if (this.loading && (!options || !options.parentResource)) { + throw new Error('Cannot add resources while the loader is running.'); + } + // check if resource already exists. + if (this.resources[name]) { + throw new Error("Resource named \"" + name + "\" already exists."); + } + // add base url if this isn't an absolute url + url = this._prepareUrl(url); + // create the store the resource + this.resources[name] = new exports.LoaderResource(name, url, options); + if (typeof callback === 'function') { + this.resources[name].onAfterMiddleware.once(callback); + } + // if actively loading, make sure to adjust progress chunks for that parent and its children + if (this.loading) { + var parent = options.parentResource; + var incompleteChildren = []; + for (var i = 0; i < parent.children.length; ++i) { + if (!parent.children[i].isComplete) { + incompleteChildren.push(parent.children[i]); + } + } + var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent + var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child + parent.children.push(this.resources[name]); + parent.progressChunk = eachChunk; + for (var i = 0; i < incompleteChildren.length; ++i) { + incompleteChildren[i].progressChunk = eachChunk; + } + this.resources[name].progressChunk = eachChunk; + } + // add the resource to the queue + this._queue.push(this.resources[name]); + return this; }; + /* eslint-enable require-jsdoc,valid-jsdoc */ /** - * Filter who transforms : Red -> Blue and Blue -> Red - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix + * Sets up a middleware function that will run *before* the + * resource is loaded. + * @param fn - The middleware function to register. + * @returns The loader itself. */ - ColorMatrixFilter.prototype.toBGR = function (multiply) { - var matrix = [ - 0, 0, 1, 0, 0, - 0, 1, 0, 0, 0, - 1, 0, 0, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); + Loader.prototype.pre = function (fn) { + this._beforeMiddleware.push(fn); + return this; }; /** - * Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix + * Sets up a middleware function that will run *after* the + * resource is loaded. + * @param fn - The middleware function to register. + * @returns The loader itself. */ - ColorMatrixFilter.prototype.kodachrome = function (multiply) { - var matrix = [ - 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502, - -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203, - -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); + Loader.prototype.use = function (fn) { + this._afterMiddleware.push(fn); + return this; }; /** - * Brown delicious browni filter (thanks Dominic Szablewski) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix + * Resets the queue of the loader to prepare for a new load. + * @returns The loader itself. */ - ColorMatrixFilter.prototype.browni = function (multiply) { - var matrix = [ - 0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873, - -0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127, - 0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); + Loader.prototype.reset = function () { + this.progress = 0; + this.loading = false; + this._queue.kill(); + this._queue.pause(); + // abort all resource loads + for (var k in this.resources) { + var res = this.resources[k]; + if (res._onLoadBinding) { + res._onLoadBinding.detach(); + } + if (res.isLoading) { + res.abort('loader reset'); + } + } + this.resources = {}; + return this; }; /** - * Vintage filter (thanks Dominic Szablewski) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix + * Starts loading the queued resources. + * @param cb - Optional callback that will be bound to the `complete` event. + * @returns The loader itself. */ - ColorMatrixFilter.prototype.vintage = function (multiply) { - var matrix = [ - 0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123, - 0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591, - 0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); + Loader.prototype.load = function (cb) { + utils.deprecation('6.5.0', '@pixi/loaders is being replaced with @pixi/assets in the next major release.'); + // register complete callback if they pass one + if (typeof cb === 'function') { + this.onComplete.once(cb); + } + // if the queue has already started we are done here + if (this.loading) { + return this; + } + if (this._queue.idle()) { + this._onStart(); + this._onComplete(); + } + else { + // distribute progress chunks + var numTasks = this._queue._tasks.length; + var chunk = MAX_PROGRESS / numTasks; + for (var i = 0; i < this._queue._tasks.length; ++i) { + this._queue._tasks[i].data.progressChunk = chunk; + } + // notify we are starting + this._onStart(); + // start loading + this._queue.resume(); + } + return this; }; + Object.defineProperty(Loader.prototype, "concurrency", { + /** + * The number of resources to load concurrently. + * @default 10 + */ + get: function () { + return this._queue.concurrency; + }, + set: function (concurrency) { + this._queue.concurrency = concurrency; + }, + enumerable: false, + configurable: true + }); /** - * We don't know exactly what it does, kind of gradient map, but funny to play with! - * @param desaturation - Tone values. - * @param toned - Tone values. - * @param lightColor - Tone values, example: `0xFFE580` - * @param darkColor - Tone values, example: `0xFFE580` - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix + * Prepares a url for usage based on the configuration of this object + * @param url - The url to prepare. + * @returns The prepared url. */ - ColorMatrixFilter.prototype.colorTone = function (desaturation, toned, lightColor, darkColor, multiply) { - desaturation = desaturation || 0.2; - toned = toned || 0.15; - lightColor = lightColor || 0xFFE580; - darkColor = darkColor || 0x338000; - var lR = ((lightColor >> 16) & 0xFF) / 255; - var lG = ((lightColor >> 8) & 0xFF) / 255; - var lB = (lightColor & 0xFF) / 255; - var dR = ((darkColor >> 16) & 0xFF) / 255; - var dG = ((darkColor >> 8) & 0xFF) / 255; - var dB = (darkColor & 0xFF) / 255; - var matrix = [ - 0.3, 0.59, 0.11, 0, 0, - lR, lG, lB, desaturation, 0, - dR, dG, dB, toned, 0, - lR - dR, lG - dG, lB - dB, 0, 0 ]; - this._loadMatrix(matrix, multiply); + Loader.prototype._prepareUrl = function (url) { + var parsedUrl = parseUri(url, { strictMode: true }); + var result; + // absolute url, just use it as is. + if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) { + result = url; + } + // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween + else if (this.baseUrl.length + && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1 + && url.charAt(0) !== '/') { + result = this.baseUrl + "/" + url; + } + else { + result = this.baseUrl + url; + } + // if we need to add a default querystring, there is a bit more work + if (this.defaultQueryString) { + var hash = rgxExtractUrlHash.exec(result)[0]; + result = result.slice(0, result.length - hash.length); + if (result.indexOf('?') !== -1) { + result += "&" + this.defaultQueryString; + } + else { + result += "?" + this.defaultQueryString; + } + result += hash; + } + return result; }; /** - * Night effect - * @param intensity - The intensity of the night effect. - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix + * Loads a single resource. + * @param resource - The resource to load. + * @param dequeue - The function to call when we need to dequeue this item. */ - ColorMatrixFilter.prototype.night = function (intensity, multiply) { - intensity = intensity || 0.1; - var matrix = [ - intensity * (-2.0), -intensity, 0, 0, 0, - -intensity, 0, intensity, 0, 0, - 0, intensity, intensity * 2.0, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); + Loader.prototype._loadResource = function (resource, dequeue) { + var _this = this; + resource._dequeue = dequeue; + // run before middleware + AsyncQueue.eachSeries(this._beforeMiddleware, function (fn, next) { + fn.call(_this, resource, function () { + // if the before middleware marks the resource as complete, + // break and don't process any more before middleware + next(resource.isComplete ? {} : null); + }); + }, function () { + if (resource.isComplete) { + _this._onLoad(resource); + } + else { + resource._onLoadBinding = resource.onComplete.once(_this._onLoad, _this); + resource.load(); + } + }, true); }; - /** - * Predator effect - * - * Erase the current matrix by setting a new indepent one - * @param amount - how much the predator feels his future victim - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.predator = function (amount, multiply) { - var matrix = [ - // row 1 - 11.224130630493164 * amount, - -4.794486999511719 * amount, - -2.8746118545532227 * amount, - 0 * amount, - 0.40342438220977783 * amount, - // row 2 - -3.6330697536468506 * amount, - 9.193157196044922 * amount, - -2.951810836791992 * amount, - 0 * amount, - -1.316135048866272 * amount, - // row 3 - -3.2184197902679443 * amount, - -4.2375030517578125 * amount, - 7.476448059082031 * amount, - 0 * amount, - 0.8044459223747253 * amount, - // row 4 - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); + /** Called once loading has started. */ + Loader.prototype._onStart = function () { + this.progress = 0; + this.loading = true; + this.onStart.dispatch(this); + }; + /** Called once each resource has loaded. */ + Loader.prototype._onComplete = function () { + this.progress = MAX_PROGRESS; + this.loading = false; + this.onComplete.dispatch(this, this.resources); }; /** - * LSD effect - * - * Multiply the current matrix - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix + * Called each time a resources is loaded. + * @param resource - The resource that was loaded */ - ColorMatrixFilter.prototype.lsd = function (multiply) { - var matrix = [ - 2, -0.4, 0.5, 0, 0, - -0.5, 2, -0.4, 0, 0, - -0.4, -0.5, 3, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); + Loader.prototype._onLoad = function (resource) { + var _this = this; + resource._onLoadBinding = null; + // remove this resource from the async queue, and add it to our list of resources that are being parsed + this._resourcesParsing.push(resource); + resource._dequeue(); + // run all the after middleware for this resource + AsyncQueue.eachSeries(this._afterMiddleware, function (fn, next) { + fn.call(_this, resource, next); + }, function () { + resource.onAfterMiddleware.dispatch(resource); + _this.progress = Math.min(MAX_PROGRESS, _this.progress + resource.progressChunk); + _this.onProgress.dispatch(_this, resource); + if (resource.error) { + _this.onError.dispatch(resource.error, _this, resource); + } + else { + _this.onLoad.dispatch(_this, resource); + } + _this._resourcesParsing.splice(_this._resourcesParsing.indexOf(resource), 1); + // do completion check + if (_this._queue.idle() && _this._resourcesParsing.length === 0) { + _this._onComplete(); + } + }, true); }; - /** Erase the current matrix by setting the default one. */ - ColorMatrixFilter.prototype.reset = function () { - var matrix = [ - 1, 0, 0, 0, 0, - 0, 1, 0, 0, 0, - 0, 0, 1, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, false); + /** Destroy the loader, removes references. */ + Loader.prototype.destroy = function () { + if (!this._protected) { + this.reset(); + } }; - Object.defineProperty(ColorMatrixFilter.prototype, "matrix", { - /** - * The matrix of the color matrix filter - * @member {number[]} - * @default [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0] - */ - get: function () { - return this.uniforms.m; - }, - set: function (value) { - this.uniforms.m = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(ColorMatrixFilter.prototype, "alpha", { - /** - * The opacity value to use when mixing the original and resultant colors. - * - * When the value is 0, the original color is used without modification. - * When the value is 1, the result color is used. - * When in the range (0, 1) the color is interpolated between the original and result by this amount. - * @default 1 - */ + Object.defineProperty(Loader, "shared", { + /** A premade instance of the loader that can be used to load resources. */ get: function () { - return this.uniforms.uAlpha; - }, - set: function (value) { - this.uniforms.uAlpha = value; + var shared = Loader._shared; + if (!shared) { + shared = new Loader(); + shared._protected = true; + Loader._shared = shared; + } + return shared; }, enumerable: false, configurable: true }); - return ColorMatrixFilter; -}(core.Filter)); -// Americanized alias -ColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale; - -exports.ColorMatrixFilter = ColorMatrixFilter; - - -},{"@pixi/core":27}],33:[function(require,module,exports){ -/*! - * @pixi/filter-displacement - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/filter-displacement is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -var core = require('@pixi/core'); -var math = require('@pixi/math'); - -/*! ***************************************************************************** -Copyright (c) Microsoft Corporation. - -Permission to use, copy, modify, and/or distribute this software for any -purpose with or without fee is hereby granted. - -THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH -REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY -AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, -INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM -LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR -OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR -PERFORMANCE OF THIS SOFTWARE. -***************************************************************************** */ -/* global Reflect, Promise */ - -var extendStatics = function(d, b) { - extendStatics = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics(d, b); -}; - -function __extends(d, b) { - extendStatics(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); -} - -var fragment = "varying vec2 vFilterCoord;\nvarying vec2 vTextureCoord;\n\nuniform vec2 scale;\nuniform mat2 rotation;\nuniform sampler2D uSampler;\nuniform sampler2D mapSampler;\n\nuniform highp vec4 inputSize;\nuniform vec4 inputClamp;\n\nvoid main(void)\n{\n vec4 map = texture2D(mapSampler, vFilterCoord);\n\n map -= 0.5;\n map.xy = scale * inputSize.zw * (rotation * map.xy);\n\n gl_FragColor = texture2D(uSampler, clamp(vec2(vTextureCoord.x + map.x, vTextureCoord.y + map.y), inputClamp.xy, inputClamp.zw));\n}\n"; - -var vertex = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\nuniform mat3 filterMatrix;\n\nvarying vec2 vTextureCoord;\nvarying vec2 vFilterCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n\tgl_Position = filterVertexPosition();\n\tvTextureCoord = filterTextureCoord();\n\tvFilterCoord = ( filterMatrix * vec3( vTextureCoord, 1.0) ).xy;\n}\n"; + /** + * Use the {@link PIXI.extensions.add} API to register plugins. + * @deprecated since 6.5.0 + * @param plugin - The plugin to add + * @returns Reference to PIXI.Loader for chaining + */ + Loader.registerPlugin = function (plugin) { + utils.deprecation('6.5.0', 'Loader.registerPlugin() is deprecated, use extensions.add() instead.'); + core.extensions.add({ + type: core.ExtensionType.Loader, + ref: plugin, + }); + return Loader; + }; + Loader._plugins = []; + return Loader; +}()); +core.extensions.handleByList(core.ExtensionType.Loader, Loader._plugins); +Loader.prototype.add = function add(name, url, options, callback) { + // special case of an array of objects or urls + if (Array.isArray(name)) { + for (var i = 0; i < name.length; ++i) { + this.add(name[i]); + } + return this; + } + // if an object is passed instead of params + if (typeof name === 'object') { + options = name; + callback = url || options.callback || options.onComplete; + url = options.url; + name = options.name || options.key || options.url; + } + // case where no name is passed shift all args over by one. + if (typeof url !== 'string') { + callback = options; + options = url; + url = name; + } + // now that we shifted make sure we have a proper url. + if (typeof url !== 'string') { + throw new Error('No url passed to add resource to loader.'); + } + // options are optional so people might pass a function and no options + if (typeof options === 'function') { + callback = options; + options = null; + } + return this._add(name, url, options, callback); +}; /** - * The DisplacementFilter class uses the pixel values from the specified texture - * (called the displacement map) to perform a displacement of an object. - * - * You can use this filter to apply all manor of crazy warping effects. - * Currently the `r` property of the texture is used to offset the `x` - * and the `g` property of the texture is used to offset the `y`. - * - * The way it works is it uses the values of the displacement map to look up the - * correct pixels to output. This means it's not technically moving the original. - * Instead, it's starting at the output and asking "which pixel from the original goes here". - * For example, if a displacement map pixel has `red = 1` and the filter scale is `20`, - * this filter will output the pixel approximately 20 pixels to the right of the original. - * @memberof PIXI.filters + * Application plugin for supporting loader option. Installing the LoaderPlugin + * is not necessary if using **pixi.js** or **pixi.js-legacy**. + * @example + * import {AppLoaderPlugin} from '@pixi/loaders'; + * import {extensions} from '@pixi/core'; + * extensions.add(AppLoaderPlugin); + * @memberof PIXI */ -var DisplacementFilter = /** @class */ (function (_super) { - __extends(DisplacementFilter, _super); +var AppLoaderPlugin = /** @class */ (function () { + function AppLoaderPlugin() { + } /** - * @param {PIXI.Sprite} sprite - The sprite used for the displacement map. (make sure its added to the scene!) - * @param scale - The scale of the displacement + * Called on application constructor + * @param options + * @private */ - function DisplacementFilter(sprite, scale) { - var _this = this; - var maskMatrix = new math.Matrix(); - sprite.renderable = false; - _this = _super.call(this, vertex, fragment, { - mapSampler: sprite._texture, - filterMatrix: maskMatrix, - scale: { x: 1, y: 1 }, - rotation: new Float32Array([1, 0, 0, 1]), - }) || this; - _this.maskSprite = sprite; - _this.maskMatrix = maskMatrix; - if (scale === null || scale === undefined) { - scale = 20; + AppLoaderPlugin.init = function (options) { + options = Object.assign({ + sharedLoader: false, + }, options); + this.loader = options.sharedLoader ? Loader.shared : new Loader(); + }; + /** + * Called when application destroyed + * @private + */ + AppLoaderPlugin.destroy = function () { + if (this.loader) { + this.loader.destroy(); + this.loader = null; } - /** - * scaleX, scaleY for displacements - * @member {PIXI.Point} - */ - _this.scale = new math.Point(scale, scale); - return _this; + }; + /** @ignore */ + AppLoaderPlugin.extension = core.ExtensionType.Application; + return AppLoaderPlugin; +}()); + +/** + * Loader plugin for handling Texture resources. + * @memberof PIXI + */ +var TextureLoader = /** @class */ (function () { + function TextureLoader() { } + /** Handle SVG elements a text, render with SVGResource. */ + TextureLoader.add = function () { + exports.LoaderResource.setExtensionLoadType('svg', exports.LoaderResource.LOAD_TYPE.XHR); + exports.LoaderResource.setExtensionXhrType('svg', exports.LoaderResource.XHR_RESPONSE_TYPE.TEXT); + }; /** - * Applies the filter. - * @param filterManager - The manager. - * @param input - The input target. - * @param output - The output target. - * @param clearMode - clearMode. + * Called after a resource is loaded. + * @see PIXI.Loader.loaderMiddleware + * @param resource + * @param {Function} next */ - DisplacementFilter.prototype.apply = function (filterManager, input, output, clearMode) { - // fill maskMatrix with _normalized sprite texture coords_ - this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, this.maskSprite); - this.uniforms.scale.x = this.scale.x; - this.uniforms.scale.y = this.scale.y; - // Extract rotation from world transform - var wt = this.maskSprite.worldTransform; - var lenX = Math.sqrt((wt.a * wt.a) + (wt.b * wt.b)); - var lenY = Math.sqrt((wt.c * wt.c) + (wt.d * wt.d)); - if (lenX !== 0 && lenY !== 0) { - this.uniforms.rotation[0] = wt.a / lenX; - this.uniforms.rotation[1] = wt.b / lenX; - this.uniforms.rotation[2] = wt.c / lenY; - this.uniforms.rotation[3] = wt.d / lenY; + TextureLoader.use = function (resource, next) { + // create a new texture if the data is an Image object + if (resource.data && (resource.type === exports.LoaderResource.TYPE.IMAGE || resource.extension === 'svg')) { + var data = resource.data, url = resource.url, name = resource.name, metadata = resource.metadata; + core.Texture.fromLoader(data, url, name, metadata).then(function (texture) { + resource.texture = texture; + next(); + }) + // TODO: handle errors in Texture.fromLoader + // so we can pass them to the Loader + .catch(next); + } + else { + next(); } - // draw the filter... - filterManager.applyFilter(this, input, output, clearMode); }; - Object.defineProperty(DisplacementFilter.prototype, "map", { - /** The texture used for the displacement map. Must be power of 2 sized texture. */ - get: function () { - return this.uniforms.mapSampler; - }, - set: function (value) { - this.uniforms.mapSampler = value; - }, - enumerable: false, - configurable: true - }); - return DisplacementFilter; -}(core.Filter)); - -exports.DisplacementFilter = DisplacementFilter; - + /** @ignore */ + TextureLoader.extension = core.ExtensionType.Loader; + return TextureLoader; +}()); -},{"@pixi/core":27,"@pixi/math":39}],34:[function(require,module,exports){ -/*! - * @pixi/filter-fxaa - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/filter-fxaa is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license +var _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/='; +/** + * Encodes binary into base64. + * @function encodeBinary + * @param {string} input - The input data to encode. + * @returns {string} The encoded base64 string */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -var core = require('@pixi/core'); - -/*! ***************************************************************************** -Copyright (c) Microsoft Corporation. - -Permission to use, copy, modify, and/or distribute this software for any -purpose with or without fee is hereby granted. - -THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH -REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY -AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, -INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM -LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR -OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR -PERFORMANCE OF THIS SOFTWARE. -***************************************************************************** */ -/* global Reflect, Promise */ - -var extendStatics = function(d, b) { - extendStatics = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics(d, b); -}; - -function __extends(d, b) { - extendStatics(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); +function encodeBinary(input) { + var output = ''; + var inx = 0; + while (inx < input.length) { + // Fill byte buffer array + var bytebuffer = [0, 0, 0]; + var encodedCharIndexes = [0, 0, 0, 0]; + for (var jnx = 0; jnx < bytebuffer.length; ++jnx) { + if (inx < input.length) { + // throw away high-order byte, as documented at: + // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data + bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff; + } + else { + bytebuffer[jnx] = 0; + } + } + // Get each encoded character, 6 bits at a time + // index 1: first 6 bits + encodedCharIndexes[0] = bytebuffer[0] >> 2; + // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2) + encodedCharIndexes[1] = ((bytebuffer[0] & 0x3) << 4) | (bytebuffer[1] >> 4); + // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3) + encodedCharIndexes[2] = ((bytebuffer[1] & 0x0f) << 2) | (bytebuffer[2] >> 6); + // index 3: forth 6 bits (6 least significant bits from input byte 3) + encodedCharIndexes[3] = bytebuffer[2] & 0x3f; + // Determine whether padding happened, and adjust accordingly + var paddingBytes = inx - (input.length - 1); + switch (paddingBytes) { + case 2: + // Set last 2 characters to padding char + encodedCharIndexes[3] = 64; + encodedCharIndexes[2] = 64; + break; + case 1: + // Set last character to padding char + encodedCharIndexes[3] = 64; + break; + } + // Now we will grab each appropriate character out of our keystring + // based on our index array and append it to the output string + for (var jnx = 0; jnx < encodedCharIndexes.length; ++jnx) { + output += _keyStr.charAt(encodedCharIndexes[jnx]); + } + } + return output; } -var vertex = "\nattribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvoid texcoords(vec2 fragCoord, vec2 inverseVP,\n out vec2 v_rgbNW, out vec2 v_rgbNE,\n out vec2 v_rgbSW, out vec2 v_rgbSE,\n out vec2 v_rgbM) {\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\n v_rgbM = vec2(fragCoord * inverseVP);\n}\n\nvoid main(void) {\n\n gl_Position = filterVertexPosition();\n\n vFragCoord = aVertexPosition * outputFrame.zw;\n\n texcoords(vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n}\n"; - -var fragment = "varying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\nuniform sampler2D uSampler;\nuniform highp vec4 inputSize;\n\n\n/**\n Basic FXAA implementation based on the code on geeks3d.com with the\n modification that the texture2DLod stuff was removed since it's\n unsupported by WebGL.\n\n --\n\n From:\n https://github.com/mitsuhiko/webgl-meincraft\n\n Copyright (c) 2011 by Armin Ronacher.\n\n Some rights reserved.\n\n Redistribution and use in source and binary forms, with or without\n modification, are permitted provided that the following conditions are\n met:\n\n * Redistributions of source code must retain the above copyright\n notice, this list of conditions and the following disclaimer.\n\n * Redistributions in binary form must reproduce the above\n copyright notice, this list of conditions and the following\n disclaimer in the documentation and/or other materials provided\n with the distribution.\n\n * The names of the contributors may not be used to endorse or\n promote products derived from this software without specific\n prior written permission.\n\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n#ifndef FXAA_REDUCE_MIN\n#define FXAA_REDUCE_MIN (1.0/ 128.0)\n#endif\n#ifndef FXAA_REDUCE_MUL\n#define FXAA_REDUCE_MUL (1.0 / 8.0)\n#endif\n#ifndef FXAA_SPAN_MAX\n#define FXAA_SPAN_MAX 8.0\n#endif\n\n//optimized version for mobile, where dependent\n//texture reads can be a bottleneck\nvec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,\n vec2 v_rgbNW, vec2 v_rgbNE,\n vec2 v_rgbSW, vec2 v_rgbSE,\n vec2 v_rgbM) {\n vec4 color;\n vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\n vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\n vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\n vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\n vec4 texColor = texture2D(tex, v_rgbM);\n vec3 rgbM = texColor.xyz;\n vec3 luma = vec3(0.299, 0.587, 0.114);\n float lumaNW = dot(rgbNW, luma);\n float lumaNE = dot(rgbNE, luma);\n float lumaSW = dot(rgbSW, luma);\n float lumaSE = dot(rgbSE, luma);\n float lumaM = dot(rgbM, luma);\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n\n mediump vec2 dir;\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\n (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\n\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\n dir * rcpDirMin)) * inverseVP;\n\n vec3 rgbA = 0.5 * (\n texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\n texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n\n float lumaB = dot(rgbB, luma);\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\n color = vec4(rgbA, texColor.a);\n else\n color = vec4(rgbB, texColor.a);\n return color;\n}\n\nvoid main() {\n\n vec4 color;\n\n color = fxaa(uSampler, vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n\n gl_FragColor = color;\n}\n"; +/** + * A middleware for transforming XHR loaded Blobs into more useful objects + * @ignore + * @function parsing + * @example + * import { Loader, middleware } from 'resource-loader'; + * const loader = new Loader(); + * loader.use(middleware.parsing); + * @param resource - Current Resource + * @param next - Callback when complete + */ +function parsing(resource, next) { + if (!resource.data) { + next(); + return; + } + // if this was an XHR load of a blob + if (resource.xhr && resource.xhrType === exports.LoaderResource.XHR_RESPONSE_TYPE.BLOB) { + // if there is no blob support we probably got a binary string back + if (!self.Blob || typeof resource.data === 'string') { + var type = resource.xhr.getResponseHeader('content-type'); + // this is an image, convert the binary string into a data url + if (type && type.indexOf('image') === 0) { + resource.data = new Image(); + resource.data.src = "data:" + type + ";base64," + encodeBinary(resource.xhr.responseText); + resource.type = exports.LoaderResource.TYPE.IMAGE; + // wait until the image loads and then callback + resource.data.onload = function () { + resource.data.onload = null; + next(); + }; + // next will be called on load + return; + } + } + // if content type says this is an image, then we should transform the blob into an Image object + else if (resource.data.type.indexOf('image') === 0) { + var Url_1 = globalThis.URL || globalThis.webkitURL; + var src_1 = Url_1.createObjectURL(resource.data); + resource.blob = resource.data; + resource.data = new Image(); + resource.data.src = src_1; + resource.type = exports.LoaderResource.TYPE.IMAGE; + // cleanup the no longer used blob after the image loads + // TODO: Is this correct? Will the image be invalid after revoking? + resource.data.onload = function () { + Url_1.revokeObjectURL(src_1); + resource.data.onload = null; + next(); + }; + // next will be called on load. + return; + } + } + next(); +} /** - * Basic FXAA (Fast Approximate Anti-Aliasing) implementation based on the code on geeks3d.com - * with the modification that the texture2DLod stuff was removed since it is unsupported by WebGL. - * @see https://github.com/mitsuhiko/webgl-meincraft - * @memberof PIXI.filters + * Parse any blob into more usable objects (e.g. Image). + * @memberof PIXI */ -var FXAAFilter = /** @class */ (function (_super) { - __extends(FXAAFilter, _super); - function FXAAFilter() { - // TODO - needs work - return _super.call(this, vertex, fragment) || this; +var ParsingLoader = /** @class */ (function () { + function ParsingLoader() { } - return FXAAFilter; -}(core.Filter)); + /** @ignore */ + ParsingLoader.extension = core.ExtensionType.Loader; + ParsingLoader.use = parsing; + return ParsingLoader; +}()); -exports.FXAAFilter = FXAAFilter; +core.extensions.add(TextureLoader, ParsingLoader); + +exports.AppLoaderPlugin = AppLoaderPlugin; +exports.Loader = Loader; +exports.TextureLoader = TextureLoader; -},{"@pixi/core":27}],35:[function(require,module,exports){ +},{"@pixi/core":7,"@pixi/utils":38}],20:[function(require,module,exports){ /*! - * @pixi/filter-noise - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/math - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/filter-noise is licensed under the MIT License. + * @pixi/math is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ 'use strict'; Object.defineProperty(exports, '__esModule', { value: true }); -var core = require('@pixi/core'); - -/*! ***************************************************************************** -Copyright (c) Microsoft Corporation. - -Permission to use, copy, modify, and/or distribute this software for any -purpose with or without fee is hereby granted. - -THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH -REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY -AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, -INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM -LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR -OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR -PERFORMANCE OF THIS SOFTWARE. -***************************************************************************** */ -/* global Reflect, Promise */ - -var extendStatics = function(d, b) { - extendStatics = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics(d, b); -}; - -function __extends(d, b) { - extendStatics(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); -} +/** + * Two Pi. + * @static + * @member {number} + * @memberof PIXI + */ +var PI_2 = Math.PI * 2; +/** + * Conversion factor for converting radians to degrees. + * @static + * @member {number} RAD_TO_DEG + * @memberof PIXI + */ +var RAD_TO_DEG = 180 / Math.PI; +/** + * Conversion factor for converting degrees to radians. + * @static + * @member {number} + * @memberof PIXI + */ +var DEG_TO_RAD = Math.PI / 180; +/** + * Constants that identify shapes, mainly to prevent `instanceof` calls. + * @static + * @memberof PIXI + * @enum {number} + * @property {number} POLY Polygon + * @property {number} RECT Rectangle + * @property {number} CIRC Circle + * @property {number} ELIP Ellipse + * @property {number} RREC Rounded Rectangle + */ +exports.SHAPES = void 0; +(function (SHAPES) { + SHAPES[SHAPES["POLY"] = 0] = "POLY"; + SHAPES[SHAPES["RECT"] = 1] = "RECT"; + SHAPES[SHAPES["CIRC"] = 2] = "CIRC"; + SHAPES[SHAPES["ELIP"] = 3] = "ELIP"; + SHAPES[SHAPES["RREC"] = 4] = "RREC"; +})(exports.SHAPES || (exports.SHAPES = {})); -var fragment = "precision highp float;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform float uNoise;\nuniform float uSeed;\nuniform sampler2D uSampler;\n\nfloat rand(vec2 co)\n{\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvoid main()\n{\n vec4 color = texture2D(uSampler, vTextureCoord);\n float randomValue = rand(gl_FragCoord.xy * uSeed);\n float diff = (randomValue - 0.5) * uNoise;\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (color.a > 0.0) {\n color.rgb /= color.a;\n }\n\n color.r += diff;\n color.g += diff;\n color.b += diff;\n\n // Premultiply alpha again.\n color.rgb *= color.a;\n\n gl_FragColor = color;\n}\n"; +/** + * The Point object represents a location in a two-dimensional coordinate system, where `x` represents + * the position on the horizontal axis and `y` represents the position on the vertical axis + * @class + * @memberof PIXI + * @implements {IPoint} + */ +var Point = /** @class */ (function () { + /** + * Creates a new `Point` + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=0] - position of the point on the y axis + */ + function Point(x, y) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + /** Position of the point on the x axis */ + this.x = 0; + /** Position of the point on the y axis */ + this.y = 0; + this.x = x; + this.y = y; + } + /** + * Creates a clone of this point + * @returns A clone of this point + */ + Point.prototype.clone = function () { + return new Point(this.x, this.y); + }; + /** + * Copies `x` and `y` from the given point into this point + * @param p - The point to copy from + * @returns The point instance itself + */ + Point.prototype.copyFrom = function (p) { + this.set(p.x, p.y); + return this; + }; + /** + * Copies this point's x and y into the given point (`p`). + * @param p - The point to copy to. Can be any of type that is or extends `IPointData` + * @returns The point (`p`) with values updated + */ + Point.prototype.copyTo = function (p) { + p.set(this.x, this.y); + return p; + }; + /** + * Accepts another point (`p`) and returns `true` if the given point is equal to this point + * @param p - The point to check + * @returns Returns `true` if both `x` and `y` are equal + */ + Point.prototype.equals = function (p) { + return (p.x === this.x) && (p.y === this.y); + }; + /** + * Sets the point to a new `x` and `y` position. + * If `y` is omitted, both `x` and `y` will be set to `x`. + * @param {number} [x=0] - position of the point on the `x` axis + * @param {number} [y=x] - position of the point on the `y` axis + * @returns The point instance itself + */ + Point.prototype.set = function (x, y) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = x; } + this.x = x; + this.y = y; + return this; + }; + Point.prototype.toString = function () { + return "[@pixi/math:Point x=" + this.x + " y=" + this.y + "]"; + }; + return Point; +}()); +var tempPoints = [new Point(), new Point(), new Point(), new Point()]; /** - * A Noise effect filter. - * - * original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/noise.js - * @memberof PIXI.filters - * @author Vico @vicocotea + * Size object, contains width and height + * @memberof PIXI + * @typedef {object} ISize + * @property {number} width - Width component + * @property {number} height - Height component */ -var NoiseFilter = /** @class */ (function (_super) { - __extends(NoiseFilter, _super); +/** + * Rectangle object is an area defined by its position, as indicated by its top-left corner + * point (x, y) and by its width and its height. + * @memberof PIXI + */ +var Rectangle = /** @class */ (function () { /** - * @param {number} [noise=0.5] - The noise intensity, should be a normalized value in the range [0, 1]. - * @param {number} [seed] - A random seed for the noise generation. Default is `Math.random()`. + * @param x - The X coordinate of the upper-left corner of the rectangle + * @param y - The Y coordinate of the upper-left corner of the rectangle + * @param width - The overall width of the rectangle + * @param height - The overall height of the rectangle */ - function NoiseFilter(noise, seed) { - if (noise === void 0) { noise = 0.5; } - if (seed === void 0) { seed = Math.random(); } - var _this = _super.call(this, core.defaultFilterVertex, fragment, { - uNoise: 0, - uSeed: 0, - }) || this; - _this.noise = noise; - _this.seed = seed; - return _this; + function Rectangle(x, y, width, height) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (width === void 0) { width = 0; } + if (height === void 0) { height = 0; } + this.x = Number(x); + this.y = Number(y); + this.width = Number(width); + this.height = Number(height); + this.type = exports.SHAPES.RECT; } - Object.defineProperty(NoiseFilter.prototype, "noise", { - /** - * The amount of noise to apply, this value should be in the range (0, 1]. - * @default 0.5 - */ + Object.defineProperty(Rectangle.prototype, "left", { + /** Returns the left edge of the rectangle. */ + get: function () { + return this.x; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "right", { + /** Returns the right edge of the rectangle. */ + get: function () { + return this.x + this.width; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "top", { + /** Returns the top edge of the rectangle. */ get: function () { - return this.uniforms.uNoise; - }, - set: function (value) { - this.uniforms.uNoise = value; + return this.y; }, enumerable: false, configurable: true }); - Object.defineProperty(NoiseFilter.prototype, "seed", { - /** A seed value to apply to the random noise generation. `Math.random()` is a good value to use. */ + Object.defineProperty(Rectangle.prototype, "bottom", { + /** Returns the bottom edge of the rectangle. */ get: function () { - return this.uniforms.uSeed; + return this.y + this.height; }, - set: function (value) { - this.uniforms.uSeed = value; + enumerable: false, + configurable: true + }); + Object.defineProperty(Rectangle, "EMPTY", { + /** A constant empty rectangle. */ + get: function () { + return new Rectangle(0, 0, 0, 0); }, enumerable: false, configurable: true }); - return NoiseFilter; -}(core.Filter)); - -exports.NoiseFilter = NoiseFilter; - - -},{"@pixi/core":27}],36:[function(require,module,exports){ -/*! - * @pixi/graphics - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/graphics is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -var core = require('@pixi/core'); -var math = require('@pixi/math'); -var utils = require('@pixi/utils'); -var constants = require('@pixi/constants'); -var display = require('@pixi/display'); - -/** - * Supported line joints in `PIXI.LineStyle` for graphics. - * @see PIXI.Graphics#lineStyle - * @see https://graphicdesign.stackexchange.com/questions/59018/what-is-a-bevel-join-of-two-lines-exactly-illustrator - * @name LINE_JOIN - * @memberof PIXI - * @static - * @enum {string} - * @property {string} MITER - 'miter': make a sharp corner where outer part of lines meet - * @property {string} BEVEL - 'bevel': add a square butt at each end of line segment and fill the triangle at turn - * @property {string} ROUND - 'round': add an arc at the joint - */ -exports.LINE_JOIN = void 0; -(function (LINE_JOIN) { - LINE_JOIN["MITER"] = "miter"; - LINE_JOIN["BEVEL"] = "bevel"; - LINE_JOIN["ROUND"] = "round"; -})(exports.LINE_JOIN || (exports.LINE_JOIN = {})); -/** - * Support line caps in `PIXI.LineStyle` for graphics. - * @see PIXI.Graphics#lineStyle - * @name LINE_CAP - * @memberof PIXI - * @static - * @enum {string} - * @property {string} BUTT - 'butt': don't add any cap at line ends (leaves orthogonal edges) - * @property {string} ROUND - 'round': add semicircle at ends - * @property {string} SQUARE - 'square': add square at end (like `BUTT` except more length at end) - */ -exports.LINE_CAP = void 0; -(function (LINE_CAP) { - LINE_CAP["BUTT"] = "butt"; - LINE_CAP["ROUND"] = "round"; - LINE_CAP["SQUARE"] = "square"; -})(exports.LINE_CAP || (exports.LINE_CAP = {})); -/** - * Graphics curves resolution settings. If `adaptive` flag is set to `true`, - * the resolution is calculated based on the curve's length to ensure better visual quality. - * Adaptive draw works with `bezierCurveTo` and `quadraticCurveTo`. - * @static - * @constant - * @memberof PIXI - * @name GRAPHICS_CURVES - * @type {object} - * @property {boolean} [adaptive=true] - flag indicating if the resolution should be adaptive - * @property {number} [maxLength=10] - maximal length of a single segment of the curve (if adaptive = false, ignored) - * @property {number} [minSegments=8] - minimal number of segments in the curve (if adaptive = false, ignored) - * @property {number} [maxSegments=2048] - maximal number of segments in the curve (if adaptive = false, ignored) - */ -var GRAPHICS_CURVES = { - adaptive: true, - maxLength: 10, - minSegments: 8, - maxSegments: 2048, - epsilon: 0.0001, - _segmentsCount: function (length, defaultSegments) { - if (defaultSegments === void 0) { defaultSegments = 20; } - if (!this.adaptive || !length || isNaN(length)) { - return defaultSegments; + /** + * Creates a clone of this Rectangle + * @returns a copy of the rectangle + */ + Rectangle.prototype.clone = function () { + return new Rectangle(this.x, this.y, this.width, this.height); + }; + /** + * Copies another rectangle to this one. + * @param rectangle - The rectangle to copy from. + * @returns Returns itself. + */ + Rectangle.prototype.copyFrom = function (rectangle) { + this.x = rectangle.x; + this.y = rectangle.y; + this.width = rectangle.width; + this.height = rectangle.height; + return this; + }; + /** + * Copies this rectangle to another one. + * @param rectangle - The rectangle to copy to. + * @returns Returns given parameter. + */ + Rectangle.prototype.copyTo = function (rectangle) { + rectangle.x = this.x; + rectangle.y = this.y; + rectangle.width = this.width; + rectangle.height = this.height; + return rectangle; + }; + /** + * Checks whether the x and y coordinates given are contained within this Rectangle + * @param x - The X coordinate of the point to test + * @param y - The Y coordinate of the point to test + * @returns Whether the x/y coordinates are within this Rectangle + */ + Rectangle.prototype.contains = function (x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; } - var result = Math.ceil(length / this.maxLength); - if (result < this.minSegments) { - result = this.minSegments; + if (x >= this.x && x < this.x + this.width) { + if (y >= this.y && y < this.y + this.height) { + return true; + } } - else if (result > this.maxSegments) { - result = this.maxSegments; + return false; + }; + /** + * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object. + * Returns true only if the area of the intersection is >0, this means that Rectangles + * sharing a side are not overlapping. Another side effect is that an arealess rectangle + * (width or height equal to zero) can't intersect any other rectangle. + * @param {Rectangle} other - The Rectangle to intersect with `this`. + * @param {Matrix} transform - The transformation matrix of `other`. + * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`. + */ + Rectangle.prototype.intersects = function (other, transform) { + if (!transform) { + var x0_1 = this.x < other.x ? other.x : this.x; + var x1_1 = this.right > other.right ? other.right : this.right; + if (x1_1 <= x0_1) { + return false; + } + var y0_1 = this.y < other.y ? other.y : this.y; + var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom; + return y1_1 > y0_1; } - return result; - }, -}; + var x0 = this.left; + var x1 = this.right; + var y0 = this.top; + var y1 = this.bottom; + if (x1 <= x0 || y1 <= y0) { + return false; + } + var lt = tempPoints[0].set(other.left, other.top); + var lb = tempPoints[1].set(other.left, other.bottom); + var rt = tempPoints[2].set(other.right, other.top); + var rb = tempPoints[3].set(other.right, other.bottom); + if (rt.x <= lt.x || lb.y <= lt.y) { + return false; + } + var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c)); + if (s === 0) { + return false; + } + transform.apply(lt, lt); + transform.apply(lb, lb); + transform.apply(rt, rt); + transform.apply(rb, rb); + if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0 + || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1 + || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0 + || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) { + return false; + } + var nx = s * (lb.y - lt.y); + var ny = s * (lt.x - lb.x); + var n00 = (nx * x0) + (ny * y0); + var n10 = (nx * x1) + (ny * y0); + var n01 = (nx * x0) + (ny * y1); + var n11 = (nx * x1) + (ny * y1); + if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y) + || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) { + return false; + } + var mx = s * (lt.y - rt.y); + var my = s * (rt.x - lt.x); + var m00 = (mx * x0) + (my * y0); + var m10 = (mx * x1) + (my * y0); + var m01 = (mx * x0) + (my * y1); + var m11 = (mx * x1) + (my * y1); + if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y) + || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) { + return false; + } + return true; + }; + /** + * Pads the rectangle making it grow in all directions. + * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. + * @param paddingX - The horizontal padding amount. + * @param paddingY - The vertical padding amount. + * @returns Returns itself. + */ + Rectangle.prototype.pad = function (paddingX, paddingY) { + if (paddingX === void 0) { paddingX = 0; } + if (paddingY === void 0) { paddingY = paddingX; } + this.x -= paddingX; + this.y -= paddingY; + this.width += paddingX * 2; + this.height += paddingY * 2; + return this; + }; + /** + * Fits this rectangle around the passed one. + * @param rectangle - The rectangle to fit. + * @returns Returns itself. + */ + Rectangle.prototype.fit = function (rectangle) { + var x1 = Math.max(this.x, rectangle.x); + var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width); + var y1 = Math.max(this.y, rectangle.y); + var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height); + this.x = x1; + this.width = Math.max(x2 - x1, 0); + this.y = y1; + this.height = Math.max(y2 - y1, 0); + return this; + }; + /** + * Enlarges rectangle that way its corners lie on grid + * @param resolution - resolution + * @param eps - precision + * @returns Returns itself. + */ + Rectangle.prototype.ceil = function (resolution, eps) { + if (resolution === void 0) { resolution = 1; } + if (eps === void 0) { eps = 0.001; } + var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution; + var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution; + this.x = Math.floor((this.x + eps) * resolution) / resolution; + this.y = Math.floor((this.y + eps) * resolution) / resolution; + this.width = x2 - this.x; + this.height = y2 - this.y; + return this; + }; + /** + * Enlarges this rectangle to include the passed rectangle. + * @param rectangle - The rectangle to include. + * @returns Returns itself. + */ + Rectangle.prototype.enlarge = function (rectangle) { + var x1 = Math.min(this.x, rectangle.x); + var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width); + var y1 = Math.min(this.y, rectangle.y); + var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height); + this.x = x1; + this.width = x2 - x1; + this.y = y1; + this.height = y2 - y1; + return this; + }; + Rectangle.prototype.toString = function () { + return "[@pixi/math:Rectangle x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; + }; + return Rectangle; +}()); /** - * Fill style object for Graphics. + * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects. * @memberof PIXI */ -var FillStyle = /** @class */ (function () { - function FillStyle() { - /** - * The hex color value used when coloring the Graphics object. - * @default 0xFFFFFF - */ - this.color = 0xFFFFFF; - /** The alpha value used when filling the Graphics object. */ - this.alpha = 1.0; - /** - * The texture to be used for the fill. - * @default 0 - */ - this.texture = core.Texture.WHITE; - /** - * The transform applied to the texture. - * @default null - */ - this.matrix = null; - /** If the current fill is visible. */ - this.visible = false; - this.reset(); +var Circle = /** @class */ (function () { + /** + * @param x - The X coordinate of the center of this circle + * @param y - The Y coordinate of the center of this circle + * @param radius - The radius of the circle + */ + function Circle(x, y, radius) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (radius === void 0) { radius = 0; } + this.x = x; + this.y = y; + this.radius = radius; + this.type = exports.SHAPES.CIRC; } - /** Clones the object */ - FillStyle.prototype.clone = function () { - var obj = new FillStyle(); - obj.color = this.color; - obj.alpha = this.alpha; - obj.texture = this.texture; - obj.matrix = this.matrix; - obj.visible = this.visible; - return obj; + /** + * Creates a clone of this Circle instance + * @returns A copy of the Circle + */ + Circle.prototype.clone = function () { + return new Circle(this.x, this.y, this.radius); }; - /** Reset */ - FillStyle.prototype.reset = function () { - this.color = 0xFFFFFF; - this.alpha = 1; - this.texture = core.Texture.WHITE; - this.matrix = null; - this.visible = false; + /** + * Checks whether the x and y coordinates given are contained within this circle + * @param x - The X coordinate of the point to test + * @param y - The Y coordinate of the point to test + * @returns Whether the x/y coordinates are within this Circle + */ + Circle.prototype.contains = function (x, y) { + if (this.radius <= 0) { + return false; + } + var r2 = this.radius * this.radius; + var dx = (this.x - x); + var dy = (this.y - y); + dx *= dx; + dy *= dy; + return (dx + dy <= r2); }; - /** Destroy and don't use after this. */ - FillStyle.prototype.destroy = function () { - this.texture = null; - this.matrix = null; + /** + * Returns the framing rectangle of the circle as a Rectangle object + * @returns The framing rectangle + */ + Circle.prototype.getBounds = function () { + return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2); }; - return FillStyle; + Circle.prototype.toString = function () { + return "[@pixi/math:Circle x=" + this.x + " y=" + this.y + " radius=" + this.radius + "]"; + }; + return Circle; }()); -/*! ***************************************************************************** -Copyright (c) Microsoft Corporation. - -Permission to use, copy, modify, and/or distribute this software for any -purpose with or without fee is hereby granted. - -THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH -REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY -AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, -INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM -LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR -OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR -PERFORMANCE OF THIS SOFTWARE. -***************************************************************************** */ -/* global Reflect, Promise */ - -var extendStatics = function(d, b) { - extendStatics = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics(d, b); -}; - -function __extends(d, b) { - extendStatics(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); -} - -function fixOrientation(points, hole) { - var _a, _b; - if (hole === void 0) { hole = false; } - var m = points.length; - if (m < 6) { - return; - } - var area = 0; - for (var i = 0, x1 = points[m - 2], y1 = points[m - 1]; i < m; i += 2) { - var x2 = points[i]; - var y2 = points[i + 1]; - area += (x2 - x1) * (y2 + y1); - x1 = x2; - y1 = y2; - } - if ((!hole && area > 0) || (hole && area <= 0)) { - var n = m / 2; - for (var i = n + (n % 2); i < m; i += 2) { - var i1 = m - i - 2; - var i2 = m - i - 1; - var i3 = i; - var i4 = i + 1; - _a = [points[i3], points[i1]], points[i1] = _a[0], points[i3] = _a[1]; - _b = [points[i4], points[i2]], points[i2] = _b[0], points[i4] = _b[1]; - } - } -} /** - * Builds a polygon to draw - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties - * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape - * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines + * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects. + * @memberof PIXI */ -var buildPoly = { - build: function (graphicsData) { - graphicsData.points = graphicsData.shape.points.slice(); - }, - triangulate: function (graphicsData, graphicsGeometry) { - var points = graphicsData.points; - var holes = graphicsData.holes; - var verts = graphicsGeometry.points; - var indices = graphicsGeometry.indices; - if (points.length >= 6) { - fixOrientation(points, false); - var holeArray = []; - // Process holes.. - for (var i = 0; i < holes.length; i++) { - var hole = holes[i]; - fixOrientation(hole.points, true); - holeArray.push(points.length / 2); - points = points.concat(hole.points); - } - // sort color - var triangles = utils.earcut(points, holeArray, 2); - if (!triangles) { - return; - } - var vertPos = verts.length / 2; - for (var i = 0; i < triangles.length; i += 3) { - indices.push(triangles[i] + vertPos); - indices.push(triangles[i + 1] + vertPos); - indices.push(triangles[i + 2] + vertPos); - } - for (var i = 0; i < points.length; i++) { - verts.push(points[i]); - } +var Ellipse = /** @class */ (function () { + /** + * @param x - The X coordinate of the center of this ellipse + * @param y - The Y coordinate of the center of this ellipse + * @param halfWidth - The half width of this ellipse + * @param halfHeight - The half height of this ellipse + */ + function Ellipse(x, y, halfWidth, halfHeight) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (halfWidth === void 0) { halfWidth = 0; } + if (halfHeight === void 0) { halfHeight = 0; } + this.x = x; + this.y = y; + this.width = halfWidth; + this.height = halfHeight; + this.type = exports.SHAPES.ELIP; + } + /** + * Creates a clone of this Ellipse instance + * @returns {PIXI.Ellipse} A copy of the ellipse + */ + Ellipse.prototype.clone = function () { + return new Ellipse(this.x, this.y, this.width, this.height); + }; + /** + * Checks whether the x and y coordinates given are contained within this ellipse + * @param x - The X coordinate of the point to test + * @param y - The Y coordinate of the point to test + * @returns Whether the x/y coords are within this ellipse + */ + Ellipse.prototype.contains = function (x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; } - }, -}; + // normalize the coords to an ellipse with center 0,0 + var normx = ((x - this.x) / this.width); + var normy = ((y - this.y) / this.height); + normx *= normx; + normy *= normy; + return (normx + normy <= 1); + }; + /** + * Returns the framing rectangle of the ellipse as a Rectangle object + * @returns The framing rectangle + */ + Ellipse.prototype.getBounds = function () { + return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height); + }; + Ellipse.prototype.toString = function () { + return "[@pixi/math:Ellipse x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; + }; + return Ellipse; +}()); -// for type only /** - * Builds a circle to draw - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object to draw - * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape - * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines + * A class to define a shape via user defined coordinates. + * @memberof PIXI */ -var buildCircle = { - build: function (graphicsData) { - // need to convert points to a nice regular data - var points = graphicsData.points; - var x; - var y; - var dx; - var dy; - var rx; - var ry; - if (graphicsData.type === math.SHAPES.CIRC) { - var circle = graphicsData.shape; - x = circle.x; - y = circle.y; - rx = ry = circle.radius; - dx = dy = 0; - } - else if (graphicsData.type === math.SHAPES.ELIP) { - var ellipse = graphicsData.shape; - x = ellipse.x; - y = ellipse.y; - rx = ellipse.width; - ry = ellipse.height; - dx = dy = 0; - } - else { - var roundedRect = graphicsData.shape; - var halfWidth = roundedRect.width / 2; - var halfHeight = roundedRect.height / 2; - x = roundedRect.x + halfWidth; - y = roundedRect.y + halfHeight; - rx = ry = Math.max(0, Math.min(roundedRect.radius, Math.min(halfWidth, halfHeight))); - dx = halfWidth - rx; - dy = halfHeight - ry; - } - if (!(rx >= 0 && ry >= 0 && dx >= 0 && dy >= 0)) { - points.length = 0; - return; - } - // Choose a number of segments such that the maximum absolute deviation from the circle is approximately 0.029 - var n = Math.ceil(2.3 * Math.sqrt(rx + ry)); - var m = (n * 8) + (dx ? 4 : 0) + (dy ? 4 : 0); - points.length = m; - if (m === 0) { - return; - } - if (n === 0) { - points.length = 8; - points[0] = points[6] = x + dx; - points[1] = points[3] = y + dy; - points[2] = points[4] = x - dx; - points[5] = points[7] = y - dy; - return; +var Polygon = /** @class */ (function () { + /** + * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points + * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or + * the arguments passed can be all the points of the polygon e.g. + * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat + * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers. + */ + function Polygon() { + var arguments$1 = arguments; + + var points = []; + for (var _i = 0; _i < arguments.length; _i++) { + points[_i] = arguments$1[_i]; } - var j1 = 0; - var j2 = (n * 4) + (dx ? 2 : 0) + 2; - var j3 = j2; - var j4 = m; - { - var x0 = dx + rx; - var y0 = dy; - var x1 = x + x0; - var x2 = x - x0; - var y1 = y + y0; - points[j1++] = x1; - points[j1++] = y1; - points[--j2] = y1; - points[--j2] = x2; - if (dy) { - var y2 = y - y0; - points[j3++] = x2; - points[j3++] = y2; - points[--j4] = y2; - points[--j4] = x1; + var flat = Array.isArray(points[0]) ? points[0] : points; + // if this is an array of points, convert it to a flat array of numbers + if (typeof flat[0] !== 'number') { + var p = []; + for (var i = 0, il = flat.length; i < il; i++) { + p.push(flat[i].x, flat[i].y); } + flat = p; } - for (var i = 1; i < n; i++) { - var a = Math.PI / 2 * (i / n); - var x0 = dx + (Math.cos(a) * rx); - var y0 = dy + (Math.sin(a) * ry); - var x1 = x + x0; - var x2 = x - x0; - var y1 = y + y0; - var y2 = y - y0; - points[j1++] = x1; - points[j1++] = y1; - points[--j2] = y1; - points[--j2] = x2; - points[j3++] = x2; - points[j3++] = y2; - points[--j4] = y2; - points[--j4] = x1; - } - { - var x0 = dx; - var y0 = dy + ry; - var x1 = x + x0; - var x2 = x - x0; - var y1 = y + y0; - var y2 = y - y0; - points[j1++] = x1; - points[j1++] = y1; - points[--j4] = y2; - points[--j4] = x1; - if (dx) { - points[j1++] = x2; - points[j1++] = y1; - points[--j4] = y2; - points[--j4] = x2; + this.points = flat; + this.type = exports.SHAPES.POLY; + this.closeStroke = true; + } + /** + * Creates a clone of this polygon. + * @returns - A copy of the polygon. + */ + Polygon.prototype.clone = function () { + var points = this.points.slice(); + var polygon = new Polygon(points); + polygon.closeStroke = this.closeStroke; + return polygon; + }; + /** + * Checks whether the x and y coordinates passed to this function are contained within this polygon. + * @param x - The X coordinate of the point to test. + * @param y - The Y coordinate of the point to test. + * @returns - Whether the x/y coordinates are within this polygon. + */ + Polygon.prototype.contains = function (x, y) { + var inside = false; + // use some raycasting to test hits + // https://github.com/substack/point-in-polygon/blob/master/index.js + var length = this.points.length / 2; + for (var i = 0, j = length - 1; i < length; j = i++) { + var xi = this.points[i * 2]; + var yi = this.points[(i * 2) + 1]; + var xj = this.points[j * 2]; + var yj = this.points[(j * 2) + 1]; + var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi); + if (intersect) { + inside = !inside; } } - }, - triangulate: function (graphicsData, graphicsGeometry) { - var points = graphicsData.points; - var verts = graphicsGeometry.points; - var indices = graphicsGeometry.indices; - if (points.length === 0) { - return; - } - var vertPos = verts.length / 2; - var center = vertPos; - var x; - var y; - if (graphicsData.type !== math.SHAPES.RREC) { - var circle = graphicsData.shape; - x = circle.x; - y = circle.y; - } - else { - var roundedRect = graphicsData.shape; - x = roundedRect.x + (roundedRect.width / 2); - y = roundedRect.y + (roundedRect.height / 2); - } - var matrix = graphicsData.matrix; - // Push center (special point) - verts.push(graphicsData.matrix ? (matrix.a * x) + (matrix.c * y) + matrix.tx : x, graphicsData.matrix ? (matrix.b * x) + (matrix.d * y) + matrix.ty : y); - vertPos++; - verts.push(points[0], points[1]); - for (var i = 2; i < points.length; i += 2) { - verts.push(points[i], points[i + 1]); - // add some uvs - indices.push(vertPos++, center, vertPos); - } - indices.push(center + 1, center, vertPos); - }, -}; + return inside; + }; + Polygon.prototype.toString = function () { + return "[@pixi/math:Polygon" + + ("closeStroke=" + this.closeStroke) + + ("points=" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + ", " + currentPoint; }, '') + "]"); + }; + return Polygon; +}()); /** - * Builds a rectangle to draw - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties - * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape - * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines + * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its + * top-left corner point (x, y) and by its width and its height and its radius. + * @memberof PIXI */ -var buildRectangle = { - build: function (graphicsData) { - // --- // - // need to convert points to a nice regular data - // - var rectData = graphicsData.shape; - var x = rectData.x; - var y = rectData.y; - var width = rectData.width; - var height = rectData.height; - var points = graphicsData.points; - points.length = 0; - points.push(x, y, x + width, y, x + width, y + height, x, y + height); - }, - triangulate: function (graphicsData, graphicsGeometry) { - var points = graphicsData.points; - var verts = graphicsGeometry.points; - var vertPos = verts.length / 2; - verts.push(points[0], points[1], points[2], points[3], points[6], points[7], points[4], points[5]); - graphicsGeometry.indices.push(vertPos, vertPos + 1, vertPos + 2, vertPos + 1, vertPos + 2, vertPos + 3); - }, -}; +var RoundedRectangle = /** @class */ (function () { + /** + * @param x - The X coordinate of the upper-left corner of the rounded rectangle + * @param y - The Y coordinate of the upper-left corner of the rounded rectangle + * @param width - The overall width of this rounded rectangle + * @param height - The overall height of this rounded rectangle + * @param radius - Controls the radius of the rounded corners + */ + function RoundedRectangle(x, y, width, height, radius) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (width === void 0) { width = 0; } + if (height === void 0) { height = 0; } + if (radius === void 0) { radius = 20; } + this.x = x; + this.y = y; + this.width = width; + this.height = height; + this.radius = radius; + this.type = exports.SHAPES.RREC; + } + /** + * Creates a clone of this Rounded Rectangle. + * @returns - A copy of the rounded rectangle. + */ + RoundedRectangle.prototype.clone = function () { + return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius); + }; + /** + * Checks whether the x and y coordinates given are contained within this Rounded Rectangle + * @param x - The X coordinate of the point to test. + * @param y - The Y coordinate of the point to test. + * @returns - Whether the x/y coordinates are within this Rounded Rectangle. + */ + RoundedRectangle.prototype.contains = function (x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; + } + if (x >= this.x && x <= this.x + this.width) { + if (y >= this.y && y <= this.y + this.height) { + var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2)); + if ((y >= this.y + radius && y <= this.y + this.height - radius) + || (x >= this.x + radius && x <= this.x + this.width - radius)) { + return true; + } + var dx = x - (this.x + radius); + var dy = y - (this.y + radius); + var radius2 = radius * radius; + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + dx = x - (this.x + this.width - radius); + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + dy = y - (this.y + this.height - radius); + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + dx = x - (this.x + radius); + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + } + } + return false; + }; + RoundedRectangle.prototype.toString = function () { + return "[@pixi/math:RoundedRectangle x=" + this.x + " y=" + this.y + + ("width=" + this.width + " height=" + this.height + " radius=" + this.radius + "]"); + }; + return RoundedRectangle; +}()); /** - * Calculate a single point for a quadratic bezier curve. - * Utility function used by quadraticBezierCurve. - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {number} n1 - first number - * @param {number} n2 - second number - * @param {number} perc - percentage - * @returns {number} the result - */ -function getPt(n1, n2, perc) { - var diff = n2 - n1; - return n1 + (diff * perc); -} -/** - * Calculate the points for a quadratic bezier curve. (helper function..) - * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c + * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents + * the position on the horizontal axis and `y` represents the position on the vertical axis. * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {number} fromX - Origin point x - * @param {number} fromY - Origin point x - * @param {number} cpX - Control point x - * @param {number} cpY - Control point y - * @param {number} toX - Destination point x - * @param {number} toY - Destination point y - * @param {number[]} [out=[]] - The output array to add points into. If not passed, a new array is created. - * @returns {number[]} an array of points + * An `ObservablePoint` is a point that triggers a callback when the point's position is changed. + * @memberof PIXI */ -function quadraticBezierCurve(fromX, fromY, cpX, cpY, toX, toY, out) { - if (out === void 0) { out = []; } - var n = 20; - var points = out; - var xa = 0; - var ya = 0; - var xb = 0; - var yb = 0; - var x = 0; - var y = 0; - for (var i = 0, j = 0; i <= n; ++i) { - j = i / n; - // The Green Line - xa = getPt(fromX, cpX, j); - ya = getPt(fromY, cpY, j); - xb = getPt(cpX, toX, j); - yb = getPt(cpY, toY, j); - // The Black Dot - x = getPt(xa, xb, j); - y = getPt(ya, yb, j); - // Handle case when first curve points overlaps and earcut fails to triangulate - if (i === 0 && points[points.length - 2] === x && points[points.length - 1] === y) { - continue; - } - points.push(x, y); +var ObservablePoint = /** @class */ (function () { + /** + * Creates a new `ObservablePoint` + * @param cb - callback function triggered when `x` and/or `y` are changed + * @param scope - owner of callback + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=0] - position of the point on the y axis + */ + function ObservablePoint(cb, scope, x, y) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + this._x = x; + this._y = y; + this.cb = cb; + this.scope = scope; } - return points; -} + /** + * Creates a clone of this point. + * The callback and scope params can be overridden otherwise they will default + * to the clone object's values. + * @override + * @param cb - The callback function triggered when `x` and/or `y` are changed + * @param scope - The owner of the callback + * @returns a copy of this observable point + */ + ObservablePoint.prototype.clone = function (cb, scope) { + if (cb === void 0) { cb = this.cb; } + if (scope === void 0) { scope = this.scope; } + return new ObservablePoint(cb, scope, this._x, this._y); + }; + /** + * Sets the point to a new `x` and `y` position. + * If `y` is omitted, both `x` and `y` will be set to `x`. + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=x] - position of the point on the y axis + * @returns The observable point instance itself + */ + ObservablePoint.prototype.set = function (x, y) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = x; } + if (this._x !== x || this._y !== y) { + this._x = x; + this._y = y; + this.cb.call(this.scope); + } + return this; + }; + /** + * Copies x and y from the given point (`p`) + * @param p - The point to copy from. Can be any of type that is or extends `IPointData` + * @returns The observable point instance itself + */ + ObservablePoint.prototype.copyFrom = function (p) { + if (this._x !== p.x || this._y !== p.y) { + this._x = p.x; + this._y = p.y; + this.cb.call(this.scope); + } + return this; + }; + /** + * Copies this point's x and y into that of the given point (`p`) + * @param p - The point to copy to. Can be any of type that is or extends `IPointData` + * @returns The point (`p`) with values updated + */ + ObservablePoint.prototype.copyTo = function (p) { + p.set(this._x, this._y); + return p; + }; + /** + * Accepts another point (`p`) and returns `true` if the given point is equal to this point + * @param p - The point to check + * @returns Returns `true` if both `x` and `y` are equal + */ + ObservablePoint.prototype.equals = function (p) { + return (p.x === this._x) && (p.y === this._y); + }; + ObservablePoint.prototype.toString = function () { + return "[@pixi/math:ObservablePoint x=" + 0 + " y=" + 0 + " scope=" + this.scope + "]"; + }; + Object.defineProperty(ObservablePoint.prototype, "x", { + /** Position of the observable point on the x axis. */ + get: function () { + return this._x; + }, + set: function (value) { + if (this._x !== value) { + this._x = value; + this.cb.call(this.scope); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(ObservablePoint.prototype, "y", { + /** Position of the observable point on the y axis. */ + get: function () { + return this._y; + }, + set: function (value) { + if (this._y !== value) { + this._y = value; + this.cb.call(this.scope); + } + }, + enumerable: false, + configurable: true + }); + return ObservablePoint; +}()); + /** - * Builds a rounded rectangle to draw + * The PixiJS Matrix as a class makes it a lot faster. * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties - * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape - * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines + * Here is a representation of it: + * ```js + * | a | c | tx| + * | b | d | ty| + * | 0 | 0 | 1 | + * ``` + * @memberof PIXI */ -var buildRoundedRectangle = { - build: function (graphicsData) { - if (Graphics.nextRoundedRectBehavior) { - buildCircle.build(graphicsData); - return; +var Matrix = /** @class */ (function () { + /** + * @param a - x scale + * @param b - y skew + * @param c - x skew + * @param d - y scale + * @param tx - x translation + * @param ty - y translation + */ + function Matrix(a, b, c, d, tx, ty) { + if (a === void 0) { a = 1; } + if (b === void 0) { b = 0; } + if (c === void 0) { c = 0; } + if (d === void 0) { d = 1; } + if (tx === void 0) { tx = 0; } + if (ty === void 0) { ty = 0; } + this.array = null; + this.a = a; + this.b = b; + this.c = c; + this.d = d; + this.tx = tx; + this.ty = ty; + } + /** + * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: + * + * a = array[0] + * b = array[1] + * c = array[3] + * d = array[4] + * tx = array[2] + * ty = array[5] + * @param array - The array that the matrix will be populated from. + */ + Matrix.prototype.fromArray = function (array) { + this.a = array[0]; + this.b = array[1]; + this.c = array[3]; + this.d = array[4]; + this.tx = array[2]; + this.ty = array[5]; + }; + /** + * Sets the matrix properties. + * @param a - Matrix component + * @param b - Matrix component + * @param c - Matrix component + * @param d - Matrix component + * @param tx - Matrix component + * @param ty - Matrix component + * @returns This matrix. Good for chaining method calls. + */ + Matrix.prototype.set = function (a, b, c, d, tx, ty) { + this.a = a; + this.b = b; + this.c = c; + this.d = d; + this.tx = tx; + this.ty = ty; + return this; + }; + /** + * Creates an array from the current Matrix object. + * @param transpose - Whether we need to transpose the matrix or not + * @param [out=new Float32Array(9)] - If provided the array will be assigned to out + * @returns The newly created array which contains the matrix + */ + Matrix.prototype.toArray = function (transpose, out) { + if (!this.array) { + this.array = new Float32Array(9); } - var rrectData = graphicsData.shape; - var points = graphicsData.points; - var x = rrectData.x; - var y = rrectData.y; - var width = rrectData.width; - var height = rrectData.height; - // Don't allow negative radius or greater than half the smallest width - var radius = Math.max(0, Math.min(rrectData.radius, Math.min(width, height) / 2)); - points.length = 0; - // No radius, do a simple rectangle - if (!radius) { - points.push(x, y, x + width, y, x + width, y + height, x, y + height); + var array = out || this.array; + if (transpose) { + array[0] = this.a; + array[1] = this.b; + array[2] = 0; + array[3] = this.c; + array[4] = this.d; + array[5] = 0; + array[6] = this.tx; + array[7] = this.ty; + array[8] = 1; } else { - quadraticBezierCurve(x, y + radius, x, y, x + radius, y, points); - quadraticBezierCurve(x + width - radius, y, x + width, y, x + width, y + radius, points); - quadraticBezierCurve(x + width, y + height - radius, x + width, y + height, x + width - radius, y + height, points); - quadraticBezierCurve(x + radius, y + height, x, y + height, x, y + height - radius, points); + array[0] = this.a; + array[1] = this.c; + array[2] = this.tx; + array[3] = this.b; + array[4] = this.d; + array[5] = this.ty; + array[6] = 0; + array[7] = 0; + array[8] = 1; } - }, - triangulate: function (graphicsData, graphicsGeometry) { - if (Graphics.nextRoundedRectBehavior) { - buildCircle.triangulate(graphicsData, graphicsGeometry); - return; + return array; + }; + /** + * Get a new position with the current transformation applied. + * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) + * @param pos - The origin + * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) + * @returns {PIXI.Point} The new point, transformed through this matrix + */ + Matrix.prototype.apply = function (pos, newPos) { + newPos = (newPos || new Point()); + var x = pos.x; + var y = pos.y; + newPos.x = (this.a * x) + (this.c * y) + this.tx; + newPos.y = (this.b * x) + (this.d * y) + this.ty; + return newPos; + }; + /** + * Get a new position with the inverse of the current transformation applied. + * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) + * @param pos - The origin + * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) + * @returns {PIXI.Point} The new point, inverse-transformed through this matrix + */ + Matrix.prototype.applyInverse = function (pos, newPos) { + newPos = (newPos || new Point()); + var id = 1 / ((this.a * this.d) + (this.c * -this.b)); + var x = pos.x; + var y = pos.y; + newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id); + newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id); + return newPos; + }; + /** + * Translates the matrix on the x and y. + * @param x - How much to translate x by + * @param y - How much to translate y by + * @returns This matrix. Good for chaining method calls. + */ + Matrix.prototype.translate = function (x, y) { + this.tx += x; + this.ty += y; + return this; + }; + /** + * Applies a scale transformation to the matrix. + * @param x - The amount to scale horizontally + * @param y - The amount to scale vertically + * @returns This matrix. Good for chaining method calls. + */ + Matrix.prototype.scale = function (x, y) { + this.a *= x; + this.d *= y; + this.c *= x; + this.b *= y; + this.tx *= x; + this.ty *= y; + return this; + }; + /** + * Applies a rotation transformation to the matrix. + * @param angle - The angle in radians. + * @returns This matrix. Good for chaining method calls. + */ + Matrix.prototype.rotate = function (angle) { + var cos = Math.cos(angle); + var sin = Math.sin(angle); + var a1 = this.a; + var c1 = this.c; + var tx1 = this.tx; + this.a = (a1 * cos) - (this.b * sin); + this.b = (a1 * sin) + (this.b * cos); + this.c = (c1 * cos) - (this.d * sin); + this.d = (c1 * sin) + (this.d * cos); + this.tx = (tx1 * cos) - (this.ty * sin); + this.ty = (tx1 * sin) + (this.ty * cos); + return this; + }; + /** + * Appends the given Matrix to this Matrix. + * @param matrix - The matrix to append. + * @returns This matrix. Good for chaining method calls. + */ + Matrix.prototype.append = function (matrix) { + var a1 = this.a; + var b1 = this.b; + var c1 = this.c; + var d1 = this.d; + this.a = (matrix.a * a1) + (matrix.b * c1); + this.b = (matrix.a * b1) + (matrix.b * d1); + this.c = (matrix.c * a1) + (matrix.d * c1); + this.d = (matrix.c * b1) + (matrix.d * d1); + this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx; + this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty; + return this; + }; + /** + * Sets the matrix based on all the available properties + * @param x - Position on the x axis + * @param y - Position on the y axis + * @param pivotX - Pivot on the x axis + * @param pivotY - Pivot on the y axis + * @param scaleX - Scale on the x axis + * @param scaleY - Scale on the y axis + * @param rotation - Rotation in radians + * @param skewX - Skew on the x axis + * @param skewY - Skew on the y axis + * @returns This matrix. Good for chaining method calls. + */ + Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) { + this.a = Math.cos(rotation + skewY) * scaleX; + this.b = Math.sin(rotation + skewY) * scaleX; + this.c = -Math.sin(rotation - skewX) * scaleY; + this.d = Math.cos(rotation - skewX) * scaleY; + this.tx = x - ((pivotX * this.a) + (pivotY * this.c)); + this.ty = y - ((pivotX * this.b) + (pivotY * this.d)); + return this; + }; + /** + * Prepends the given Matrix to this Matrix. + * @param matrix - The matrix to prepend + * @returns This matrix. Good for chaining method calls. + */ + Matrix.prototype.prepend = function (matrix) { + var tx1 = this.tx; + if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) { + var a1 = this.a; + var c1 = this.c; + this.a = (a1 * matrix.a) + (this.b * matrix.c); + this.b = (a1 * matrix.b) + (this.b * matrix.d); + this.c = (c1 * matrix.a) + (this.d * matrix.c); + this.d = (c1 * matrix.b) + (this.d * matrix.d); } - var points = graphicsData.points; - var verts = graphicsGeometry.points; - var indices = graphicsGeometry.indices; - var vecPos = verts.length / 2; - var triangles = utils.earcut(points, null, 2); - for (var i = 0, j = triangles.length; i < j; i += 3) { - indices.push(triangles[i] + vecPos); - // indices.push(triangles[i] + vecPos); - indices.push(triangles[i + 1] + vecPos); - // indices.push(triangles[i + 2] + vecPos); - indices.push(triangles[i + 2] + vecPos); + this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx; + this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty; + return this; + }; + /** + * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. + * @param transform - The transform to apply the properties to. + * @returns The transform with the newly applied properties + */ + Matrix.prototype.decompose = function (transform) { + // sort out rotation / skew.. + var a = this.a; + var b = this.b; + var c = this.c; + var d = this.d; + var pivot = transform.pivot; + var skewX = -Math.atan2(-c, d); + var skewY = Math.atan2(b, a); + var delta = Math.abs(skewX + skewY); + if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) { + transform.rotation = skewY; + transform.skew.x = transform.skew.y = 0; } - for (var i = 0, j = points.length; i < j; i++) { - verts.push(points[i], points[++i]); + else { + transform.rotation = 0; + transform.skew.x = skewX; + transform.skew.y = skewY; } - }, -}; + // next set scale + transform.scale.x = Math.sqrt((a * a) + (b * b)); + transform.scale.y = Math.sqrt((c * c) + (d * d)); + // next set position + transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c)); + transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d)); + return transform; + }; + /** + * Inverts this matrix + * @returns This matrix. Good for chaining method calls. + */ + Matrix.prototype.invert = function () { + var a1 = this.a; + var b1 = this.b; + var c1 = this.c; + var d1 = this.d; + var tx1 = this.tx; + var n = (a1 * d1) - (b1 * c1); + this.a = d1 / n; + this.b = -b1 / n; + this.c = -c1 / n; + this.d = a1 / n; + this.tx = ((c1 * this.ty) - (d1 * tx1)) / n; + this.ty = -((a1 * this.ty) - (b1 * tx1)) / n; + return this; + }; + /** + * Resets this Matrix to an identity (default) matrix. + * @returns This matrix. Good for chaining method calls. + */ + Matrix.prototype.identity = function () { + this.a = 1; + this.b = 0; + this.c = 0; + this.d = 1; + this.tx = 0; + this.ty = 0; + return this; + }; + /** + * Creates a new Matrix object with the same values as this one. + * @returns A copy of this matrix. Good for chaining method calls. + */ + Matrix.prototype.clone = function () { + var matrix = new Matrix(); + matrix.a = this.a; + matrix.b = this.b; + matrix.c = this.c; + matrix.d = this.d; + matrix.tx = this.tx; + matrix.ty = this.ty; + return matrix; + }; + /** + * Changes the values of the given matrix to be the same as the ones in this matrix + * @param matrix - The matrix to copy to. + * @returns The matrix given in parameter with its values updated. + */ + Matrix.prototype.copyTo = function (matrix) { + matrix.a = this.a; + matrix.b = this.b; + matrix.c = this.c; + matrix.d = this.d; + matrix.tx = this.tx; + matrix.ty = this.ty; + return matrix; + }; + /** + * Changes the values of the matrix to be the same as the ones in given matrix + * @param {PIXI.Matrix} matrix - The matrix to copy from. + * @returns {PIXI.Matrix} this + */ + Matrix.prototype.copyFrom = function (matrix) { + this.a = matrix.a; + this.b = matrix.b; + this.c = matrix.c; + this.d = matrix.d; + this.tx = matrix.tx; + this.ty = matrix.ty; + return this; + }; + Matrix.prototype.toString = function () { + return "[@pixi/math:Matrix a=" + this.a + " b=" + this.b + " c=" + this.c + " d=" + this.d + " tx=" + this.tx + " ty=" + this.ty + "]"; + }; + Object.defineProperty(Matrix, "IDENTITY", { + /** + * A default (identity) matrix + * @readonly + */ + get: function () { + return new Matrix(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Matrix, "TEMP_MATRIX", { + /** + * A temp matrix + * @readonly + */ + get: function () { + return new Matrix(); + }, + enumerable: false, + configurable: true + }); + return Matrix; +}()); +// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group +/* + * Transform matrix for operation n is: + * | ux | vx | + * | uy | vy | + */ +var ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; +var uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; +var vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; +var vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; /** - * Buffers vertices to draw a square cap. - * - * Ignored from docs since it is not directly exposed. - * @ignore + * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table} + * for the composition of each rotation in the dihederal group D8. + * @type {number[][]} * @private - * @param {number} x - X-coord of end point - * @param {number} y - Y-coord of end point - * @param {number} nx - X-coord of line normal pointing inside - * @param {number} ny - Y-coord of line normal pointing inside - * @param {number} innerWeight - Weight of inner points - * @param {number} outerWeight - Weight of outer points - * @param {boolean} clockwise - Whether the cap is drawn clockwise - * @param {Array} verts - vertex buffer - * @returns {number} - no. of vertices pushed */ -function square(x, y, nx, ny, innerWeight, outerWeight, clockwise, /* rotation for square (true at left end, false at right end) */ verts) { - var ix = x - (nx * innerWeight); - var iy = y - (ny * innerWeight); - var ox = x + (nx * outerWeight); - var oy = y + (ny * outerWeight); - /* Rotate nx,ny for extension vector */ - var exx; - var eyy; - if (clockwise) { - exx = ny; - eyy = -nx; - } - else { - exx = -ny; - eyy = nx; - } - /* [i|0]x,y extended at cap */ - var eix = ix + exx; - var eiy = iy + eyy; - var eox = ox + exx; - var eoy = oy + eyy; - /* Square itself must be inserted clockwise*/ - verts.push(eix, eiy); - verts.push(eox, eoy); - return 2; -} +var rotationCayley = []; /** - * Buffers vertices to draw an arc at the line joint or cap. - * - * Ignored from docs since it is not directly exposed. - * @ignore + * Matrices for each `GD8Symmetry` rotation. + * @type {PIXI.Matrix[]} * @private - * @param {number} cx - X-coord of center - * @param {number} cy - Y-coord of center - * @param {number} sx - X-coord of arc start - * @param {number} sy - Y-coord of arc start - * @param {number} ex - X-coord of arc end - * @param {number} ey - Y-coord of arc end - * @param {Array} verts - buffer of vertices - * @param {boolean} clockwise - orientation of vertices - * @returns {number} - no. of vertices pushed */ -function round(cx, cy, sx, sy, ex, ey, verts, clockwise) { - var cx2p0x = sx - cx; - var cy2p0y = sy - cy; - var angle0 = Math.atan2(cx2p0x, cy2p0y); - var angle1 = Math.atan2(ex - cx, ey - cy); - if (clockwise && angle0 < angle1) { - angle0 += Math.PI * 2; - } - else if (!clockwise && angle0 > angle1) { - angle1 += Math.PI * 2; - } - var startAngle = angle0; - var angleDiff = angle1 - angle0; - var absAngleDiff = Math.abs(angleDiff); - /* if (absAngleDiff >= PI_LBOUND && absAngleDiff <= PI_UBOUND) - { - const r1x = cx - nxtPx; - const r1y = cy - nxtPy; - - if (r1x === 0) - { - if (r1y > 0) - { - angleDiff = -angleDiff; +var rotationMatrices = []; +/* + * Alias for {@code Math.sign}. + */ +var signum = Math.sign; +/* + * Initializes `rotationCayley` and `rotationMatrices`. It is called + * only once below. + */ +function init() { + for (var i = 0; i < 16; i++) { + var row = []; + rotationCayley.push(row); + for (var j = 0; j < 16; j++) { + /* Multiplies rotation matrices i and j. */ + var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j])); + var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j])); + var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j])); + var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j])); + /* Finds rotation matrix matching the product and pushes it. */ + for (var k = 0; k < 16; k++) { + if (ux[k] === _ux && uy[k] === _uy + && vx[k] === _vx && vy[k] === _vy) { + row.push(k); + break; + } } } - else if (r1x >= -GRAPHICS_CURVES.epsilon) - { - angleDiff = -angleDiff; - } - }*/ - var radius = Math.sqrt((cx2p0x * cx2p0x) + (cy2p0y * cy2p0y)); - var segCount = ((15 * absAngleDiff * Math.sqrt(radius) / Math.PI) >> 0) + 1; - var angleInc = angleDiff / segCount; - startAngle += angleInc; - if (clockwise) { - verts.push(cx, cy); - verts.push(sx, sy); - for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) { - verts.push(cx, cy); - verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius))); - } - verts.push(cx, cy); - verts.push(ex, ey); } - else { - verts.push(sx, sy); - verts.push(cx, cy); - for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) { - verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius))); - verts.push(cx, cy); - } - verts.push(ex, ey); - verts.push(cx, cy); + for (var i = 0; i < 16; i++) { + var mat = new Matrix(); + mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0); + rotationMatrices.push(mat); } - return segCount * 2; } +init(); /** - * Builds a line to draw using the polygon method. + * @memberof PIXI + * @typedef {number} GD8Symmetry + * @see PIXI.groupD8 + */ +/** + * Implements the dihedral group D8, which is similar to + * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html}; + * D8 is the same but with diagonals, and it is used for texture + * rotations. * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties - * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output + * The directions the U- and V- axes after rotation + * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))` + * and `(vX(a), vY(a))`. These aren't necessarily unit vectors. + * + * **Origin:**
+ * This is the small part of gameofbombs.com portal system. It works. + * @see PIXI.groupD8.E + * @see PIXI.groupD8.SE + * @see PIXI.groupD8.S + * @see PIXI.groupD8.SW + * @see PIXI.groupD8.W + * @see PIXI.groupD8.NW + * @see PIXI.groupD8.N + * @see PIXI.groupD8.NE + * @author Ivan @ivanpopelyshev + * @namespace PIXI.groupD8 + * @memberof PIXI */ -function buildNonNativeLine(graphicsData, graphicsGeometry) { - var shape = graphicsData.shape; - var points = graphicsData.points || shape.points.slice(); - var eps = graphicsGeometry.closePointEps; - if (points.length === 0) { - return; - } - // if the line width is an odd number add 0.5 to align to a whole pixel - // commenting this out fixes #711 and #1620 - // if (graphicsData.lineWidth%2) - // { - // for (i = 0; i < points.length; i++) - // { - // points[i] += 0.5; - // } - // } - var style = graphicsData.lineStyle; - // get first and last point.. figure out the middle! - var firstPoint = new math.Point(points[0], points[1]); - var lastPoint = new math.Point(points[points.length - 2], points[points.length - 1]); - var closedShape = shape.type !== math.SHAPES.POLY || shape.closeStroke; - var closedPath = Math.abs(firstPoint.x - lastPoint.x) < eps - && Math.abs(firstPoint.y - lastPoint.y) < eps; - // if the first point is the last point - gonna have issues :) - if (closedShape) { - // need to clone as we are going to slightly modify the shape.. - points = points.slice(); - if (closedPath) { - points.pop(); - points.pop(); - lastPoint.set(points[points.length - 2], points[points.length - 1]); - } - var midPointX = (firstPoint.x + lastPoint.x) * 0.5; - var midPointY = (lastPoint.y + firstPoint.y) * 0.5; - points.unshift(midPointX, midPointY); - points.push(midPointX, midPointY); - } - var verts = graphicsGeometry.points; - var length = points.length / 2; - var indexCount = points.length; - var indexStart = verts.length / 2; - // Max. inner and outer width - var width = style.width / 2; - var widthSquared = width * width; - var miterLimitSquared = style.miterLimit * style.miterLimit; - /* Line segments of interest where (x1,y1) forms the corner. */ - var x0 = points[0]; - var y0 = points[1]; - var x1 = points[2]; - var y1 = points[3]; - var x2 = 0; - var y2 = 0; - /* perp[?](x|y) = the line normal with magnitude lineWidth. */ - var perpx = -(y0 - y1); - var perpy = x0 - x1; - var perp1x = 0; - var perp1y = 0; - var dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); - perpx /= dist; - perpy /= dist; - perpx *= width; - perpy *= width; - var ratio = style.alignment; // 0.5; - var innerWeight = (1 - ratio) * 2; - var outerWeight = ratio * 2; - if (!closedShape) { - if (style.cap === exports.LINE_CAP.ROUND) { - indexCount += round(x0 - (perpx * (innerWeight - outerWeight) * 0.5), y0 - (perpy * (innerWeight - outerWeight) * 0.5), x0 - (perpx * innerWeight), y0 - (perpy * innerWeight), x0 + (perpx * outerWeight), y0 + (perpy * outerWeight), verts, true) + 2; - } - else if (style.cap === exports.LINE_CAP.SQUARE) { - indexCount += square(x0, y0, perpx, perpy, innerWeight, outerWeight, true, verts); - } - } - // Push first point (below & above vertices) - verts.push(x0 - (perpx * innerWeight), y0 - (perpy * innerWeight)); - verts.push(x0 + (perpx * outerWeight), y0 + (perpy * outerWeight)); - for (var i = 1; i < length - 1; ++i) { - x0 = points[(i - 1) * 2]; - y0 = points[((i - 1) * 2) + 1]; - x1 = points[i * 2]; - y1 = points[(i * 2) + 1]; - x2 = points[(i + 1) * 2]; - y2 = points[((i + 1) * 2) + 1]; - perpx = -(y0 - y1); - perpy = x0 - x1; - dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); - perpx /= dist; - perpy /= dist; - perpx *= width; - perpy *= width; - perp1x = -(y1 - y2); - perp1y = x1 - x2; - dist = Math.sqrt((perp1x * perp1x) + (perp1y * perp1y)); - perp1x /= dist; - perp1y /= dist; - perp1x *= width; - perp1y *= width; - /* d[x|y](0|1) = the component displacement between points p(0,1|1,2) */ - var dx0 = x1 - x0; - var dy0 = y0 - y1; - var dx1 = x1 - x2; - var dy1 = y2 - y1; - /* +ve if internal angle counterclockwise, -ve if internal angle clockwise. */ - var cross = (dy0 * dx1) - (dy1 * dx0); - var clockwise = (cross < 0); - /* Going nearly straight? */ - if (Math.abs(cross) < 0.1) { - verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); - verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); - continue; +var groupD8 = { + /** + * | Rotation | Direction | + * |----------|-----------| + * | 0° | East | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + E: 0, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 45°↻ | Southeast | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + SE: 1, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 90°↻ | South | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + S: 2, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 135°↻ | Southwest | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + SW: 3, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 180° | West | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + W: 4, + /** + * | Rotation | Direction | + * |-------------|--------------| + * | -135°/225°↻ | Northwest | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + NW: 5, + /** + * | Rotation | Direction | + * |-------------|--------------| + * | -90°/270°↻ | North | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + N: 6, + /** + * | Rotation | Direction | + * |-------------|--------------| + * | -45°/315°↻ | Northeast | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + NE: 7, + /** + * Reflection about Y-axis. + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + MIRROR_VERTICAL: 8, + /** + * Reflection about the main diagonal. + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + MAIN_DIAGONAL: 10, + /** + * Reflection about X-axis. + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + MIRROR_HORIZONTAL: 12, + /** + * Reflection about reverse diagonal. + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + REVERSE_DIAGONAL: 14, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @returns {PIXI.GD8Symmetry} The X-component of the U-axis + * after rotating the axes. + */ + uX: function (ind) { return ux[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis + * after rotating the axes. + */ + uY: function (ind) { return uy[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @returns {PIXI.GD8Symmetry} The X-component of the V-axis + * after rotating the axes. + */ + vX: function (ind) { return vx[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis + * after rotating the axes. + */ + vY: function (ind) { return vy[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite + * is needed. Only rotations have opposite symmetries while + * reflections don't. + * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation` + */ + inv: function (rotation) { + if (rotation & 8) // true only if between 8 & 15 (reflections) + { + return rotation & 15; // or rotation % 16 } - /* p[x|y] is the miter point. pdist is the distance between miter point and p1. */ - var c1 = ((-perpx + x0) * (-perpy + y1)) - ((-perpx + x1) * (-perpy + y0)); - var c2 = ((-perp1x + x2) * (-perp1y + y1)) - ((-perp1x + x1) * (-perp1y + y2)); - var px = ((dx0 * c2) - (dx1 * c1)) / cross; - var py = ((dy1 * c1) - (dy0 * c2)) / cross; - var pdist = ((px - x1) * (px - x1)) + ((py - y1) * (py - y1)); - /* Inner miter point */ - var imx = x1 + ((px - x1) * innerWeight); - var imy = y1 + ((py - y1) * innerWeight); - /* Outer miter point */ - var omx = x1 - ((px - x1) * outerWeight); - var omy = y1 - ((py - y1) * outerWeight); - /* Is the inside miter point too far away, creating a spike? */ - var smallerInsideSegmentSq = Math.min((dx0 * dx0) + (dy0 * dy0), (dx1 * dx1) + (dy1 * dy1)); - var insideWeight = clockwise ? innerWeight : outerWeight; - var smallerInsideDiagonalSq = smallerInsideSegmentSq + (insideWeight * insideWeight * widthSquared); - var insideMiterOk = pdist <= smallerInsideDiagonalSq; - if (insideMiterOk) { - if (style.join === exports.LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared) { - if (clockwise) /* rotating at inner angle */ { - verts.push(imx, imy); // inner miter point - verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex - verts.push(imx, imy); // inner miter point - verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex - } - else /* rotating at outer angle */ { - verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex - verts.push(omx, omy); // outer miter point - verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's outer vertex - verts.push(omx, omy); // outer miter point - } - indexCount += 2; - } - else if (style.join === exports.LINE_JOIN.ROUND) { - if (clockwise) /* arc is outside */ { - verts.push(imx, imy); - verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); - indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 4; - verts.push(imx, imy); - verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); - } - else /* arc is inside */ { - verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); - verts.push(omx, omy); - indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 4; - verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); - verts.push(omx, omy); - } - } - else { - verts.push(imx, imy); - verts.push(omx, omy); + return (-rotation) & 7; // or (8 - rotation) % 8 + }, + /** + * Composes the two D8 operations. + * + * Taking `^` as reflection: + * + * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 | + * |-------|-----|-----|-----|-----|------|-------|-------|-------| + * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ | + * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ | + * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ | + * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ | + * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S | + * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W | + * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N | + * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E | + * + * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table} + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which + * is the row in the above cayley table. + * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which + * is the column in the above cayley table. + * @returns {PIXI.GD8Symmetry} Composed operation + */ + add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); }, + /** + * Reverse of `add`. + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotationSecond - Second operation + * @param {PIXI.GD8Symmetry} rotationFirst - First operation + * @returns {PIXI.GD8Symmetry} Result + */ + sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); }, + /** + * Adds 180 degrees to rotation, which is a commutative + * operation. + * @memberof PIXI.groupD8 + * @param {number} rotation - The number to rotate. + * @returns {number} Rotated number + */ + rotate180: function (rotation) { return rotation ^ 4; }, + /** + * Checks if the rotation angle is vertical, i.e. south + * or north. It doesn't work for reflections. + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotation - The number to check. + * @returns {boolean} Whether or not the direction is vertical + */ + isVertical: function (rotation) { return (rotation & 3) === 2; }, + /** + * Approximates the vector `V(dx,dy)` into one of the + * eight directions provided by `groupD8`. + * @memberof PIXI.groupD8 + * @param {number} dx - X-component of the vector + * @param {number} dy - Y-component of the vector + * @returns {PIXI.GD8Symmetry} Approximation of the vector into + * one of the eight symmetries. + */ + byDirection: function (dx, dy) { + if (Math.abs(dx) * 2 <= Math.abs(dy)) { + if (dy >= 0) { + return groupD8.S; } + return groupD8.N; } - else // inside miter is NOT ok - { - verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex - verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex - if (style.join === exports.LINE_JOIN.ROUND) { - if (clockwise) /* arc is outside */ { - indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 2; - } - else /* arc is inside */ { - indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 2; - } - } - else if (style.join === exports.LINE_JOIN.MITER && pdist / widthSquared <= miterLimitSquared) { - if (clockwise) { - verts.push(omx, omy); // inner miter point - verts.push(omx, omy); // inner miter point - } - else { - verts.push(imx, imy); // outer miter point - verts.push(imx, imy); // outer miter point - } - indexCount += 2; + else if (Math.abs(dy) * 2 <= Math.abs(dx)) { + if (dx > 0) { + return groupD8.E; } - verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's inner vertex - verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex - indexCount += 2; - } - } - x0 = points[(length - 2) * 2]; - y0 = points[((length - 2) * 2) + 1]; - x1 = points[(length - 1) * 2]; - y1 = points[((length - 1) * 2) + 1]; - perpx = -(y0 - y1); - perpy = x0 - x1; - dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); - perpx /= dist; - perpy /= dist; - perpx *= width; - perpy *= width; - verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); - verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); - if (!closedShape) { - if (style.cap === exports.LINE_CAP.ROUND) { - indexCount += round(x1 - (perpx * (innerWeight - outerWeight) * 0.5), y1 - (perpy * (innerWeight - outerWeight) * 0.5), x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), verts, false) + 2; - } - else if (style.cap === exports.LINE_CAP.SQUARE) { - indexCount += square(x1, y1, perpx, perpy, innerWeight, outerWeight, false, verts); + return groupD8.W; } - } - var indices = graphicsGeometry.indices; - var eps2 = GRAPHICS_CURVES.epsilon * GRAPHICS_CURVES.epsilon; - // indices.push(indexStart); - for (var i = indexStart; i < indexCount + indexStart - 2; ++i) { - x0 = verts[(i * 2)]; - y0 = verts[(i * 2) + 1]; - x1 = verts[(i + 1) * 2]; - y1 = verts[((i + 1) * 2) + 1]; - x2 = verts[(i + 2) * 2]; - y2 = verts[((i + 2) * 2) + 1]; - /* Skip zero area triangles */ - if (Math.abs((x0 * (y1 - y2)) + (x1 * (y2 - y0)) + (x2 * (y0 - y1))) < eps2) { - continue; + else if (dy > 0) { + if (dx > 0) { + return groupD8.SE; + } + return groupD8.SW; } - indices.push(i, i + 1, i + 2); - } -} + else if (dx > 0) { + return groupD8.NE; + } + return groupD8.NW; + }, + /** + * Helps sprite to compensate texture packer rotation. + * @memberof PIXI.groupD8 + * @param {PIXI.Matrix} matrix - sprite world matrix + * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use. + * @param {number} tx - sprite anchoring + * @param {number} ty - sprite anchoring + */ + matrixAppendRotationInv: function (matrix, rotation, tx, ty) { + if (tx === void 0) { tx = 0; } + if (ty === void 0) { ty = 0; } + // Packer used "rotation", we use "inv(rotation)" + var mat = rotationMatrices[groupD8.inv(rotation)]; + mat.tx = tx; + mat.ty = ty; + matrix.append(mat); + }, +}; + /** - * Builds a line to draw using the gl.drawArrays(gl.LINES) method - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties - * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output + * Transform that takes care about its versions. + * @memberof PIXI */ -function buildNativeLine(graphicsData, graphicsGeometry) { - var i = 0; - var shape = graphicsData.shape; - var points = graphicsData.points || shape.points; - var closedShape = shape.type !== math.SHAPES.POLY || shape.closeStroke; - if (points.length === 0) - { return; } - var verts = graphicsGeometry.points; - var indices = graphicsGeometry.indices; - var length = points.length / 2; - var startIndex = verts.length / 2; - var currentIndex = startIndex; - verts.push(points[0], points[1]); - for (i = 1; i < length; i++) { - verts.push(points[i * 2], points[(i * 2) + 1]); - indices.push(currentIndex, currentIndex + 1); - currentIndex++; - } - if (closedShape) { - indices.push(currentIndex, startIndex); +var Transform = /** @class */ (function () { + function Transform() { + this.worldTransform = new Matrix(); + this.localTransform = new Matrix(); + this.position = new ObservablePoint(this.onChange, this, 0, 0); + this.scale = new ObservablePoint(this.onChange, this, 1, 1); + this.pivot = new ObservablePoint(this.onChange, this, 0, 0); + this.skew = new ObservablePoint(this.updateSkew, this, 0, 0); + this._rotation = 0; + this._cx = 1; + this._sx = 0; + this._cy = 0; + this._sy = 1; + this._localID = 0; + this._currentLocalID = 0; + this._worldID = 0; + this._parentID = 0; } -} -/** - * Builds a line to draw + /** Called when a value changes. */ + Transform.prototype.onChange = function () { + this._localID++; + }; + /** Called when the skew or the rotation changes. */ + Transform.prototype.updateSkew = function () { + this._cx = Math.cos(this._rotation + this.skew.y); + this._sx = Math.sin(this._rotation + this.skew.y); + this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2 + this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2 + this._localID++; + }; + Transform.prototype.toString = function () { + return "[@pixi/math:Transform " + + ("position=(" + this.position.x + ", " + this.position.y + ") ") + + ("rotation=" + this.rotation + " ") + + ("scale=(" + this.scale.x + ", " + this.scale.y + ") ") + + ("skew=(" + this.skew.x + ", " + this.skew.y + ") ") + + "]"; + }; + /** Updates the local transformation matrix. */ + Transform.prototype.updateLocalTransform = function () { + var lt = this.localTransform; + if (this._localID !== this._currentLocalID) { + // get the matrix values of the displayobject based on its transform properties.. + lt.a = this._cx * this.scale.x; + lt.b = this._sx * this.scale.x; + lt.c = this._cy * this.scale.y; + lt.d = this._sy * this.scale.y; + lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); + lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); + this._currentLocalID = this._localID; + // force an update.. + this._parentID = -1; + } + }; + /** + * Updates the local and the world transformation matrices. + * @param parentTransform - The parent transform + */ + Transform.prototype.updateTransform = function (parentTransform) { + var lt = this.localTransform; + if (this._localID !== this._currentLocalID) { + // get the matrix values of the displayobject based on its transform properties.. + lt.a = this._cx * this.scale.x; + lt.b = this._sx * this.scale.x; + lt.c = this._cy * this.scale.y; + lt.d = this._sy * this.scale.y; + lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); + lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); + this._currentLocalID = this._localID; + // force an update.. + this._parentID = -1; + } + if (this._parentID !== parentTransform._worldID) { + // concat the parent matrix with the objects transform. + var pt = parentTransform.worldTransform; + var wt = this.worldTransform; + wt.a = (lt.a * pt.a) + (lt.b * pt.c); + wt.b = (lt.a * pt.b) + (lt.b * pt.d); + wt.c = (lt.c * pt.a) + (lt.d * pt.c); + wt.d = (lt.c * pt.b) + (lt.d * pt.d); + wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx; + wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty; + this._parentID = parentTransform._worldID; + // update the id of the transform.. + this._worldID++; + } + }; + /** + * Decomposes a matrix and sets the transforms properties based on it. + * @param matrix - The matrix to decompose + */ + Transform.prototype.setFromMatrix = function (matrix) { + matrix.decompose(this); + this._localID++; + }; + Object.defineProperty(Transform.prototype, "rotation", { + /** The rotation of the object in radians. */ + get: function () { + return this._rotation; + }, + set: function (value) { + if (this._rotation !== value) { + this._rotation = value; + this.updateSkew(); + } + }, + enumerable: false, + configurable: true + }); + /** A default (identity) transform. */ + Transform.IDENTITY = new Transform(); + return Transform; +}()); + +exports.Circle = Circle; +exports.DEG_TO_RAD = DEG_TO_RAD; +exports.Ellipse = Ellipse; +exports.Matrix = Matrix; +exports.ObservablePoint = ObservablePoint; +exports.PI_2 = PI_2; +exports.Point = Point; +exports.Polygon = Polygon; +exports.RAD_TO_DEG = RAD_TO_DEG; +exports.Rectangle = Rectangle; +exports.RoundedRectangle = RoundedRectangle; +exports.Transform = Transform; +exports.groupD8 = groupD8; + + +},{}],21:[function(require,module,exports){ +/*! + * @pixi/mesh-extras - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties - * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output + * @pixi/mesh-extras is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license */ -function buildLine(graphicsData, graphicsGeometry) { - if (graphicsData.lineStyle.native) { - buildNativeLine(graphicsData, graphicsGeometry); - } - else { - buildNonNativeLine(graphicsData, graphicsGeometry); - } +'use strict'; + +Object.defineProperty(exports, '__esModule', { value: true }); + +var mesh = require('@pixi/mesh'); +var constants = require('@pixi/constants'); +var core = require('@pixi/core'); + +/*! ***************************************************************************** +Copyright (c) Microsoft Corporation. + +Permission to use, copy, modify, and/or distribute this software for any +purpose with or without fee is hereby granted. + +THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH +REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY +AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, +INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM +LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR +OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THIS SOFTWARE. +***************************************************************************** */ +/* global Reflect, Promise */ + +var extendStatics = function(d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics(d, b); +}; + +function __extends(d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); } /** - * Utilities for arc curves. - * @private + * @memberof PIXI */ -var ArcUtils = /** @class */ (function () { - function ArcUtils() { +var PlaneGeometry = /** @class */ (function (_super) { + __extends(PlaneGeometry, _super); + /** + * @param width - The width of the plane. + * @param height - The height of the plane. + * @param segWidth - Number of horizontal segments. + * @param segHeight - Number of vertical segments. + */ + function PlaneGeometry(width, height, segWidth, segHeight) { + if (width === void 0) { width = 100; } + if (height === void 0) { height = 100; } + if (segWidth === void 0) { segWidth = 10; } + if (segHeight === void 0) { segHeight = 10; } + var _this = _super.call(this) || this; + _this.segWidth = segWidth; + _this.segHeight = segHeight; + _this.width = width; + _this.height = height; + _this.build(); + return _this; } /** - * The arcTo() method creates an arc/curve between two tangents on the canvas. - * - * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google! + * Refreshes plane coordinates * @private - * @param x1 - The x-coordinate of the beginning of the arc - * @param y1 - The y-coordinate of the beginning of the arc - * @param x2 - The x-coordinate of the end of the arc - * @param y2 - The y-coordinate of the end of the arc - * @param radius - The radius of the arc - * @param points - - * @returns - If the arc length is valid, return center of circle, radius and other info otherwise `null`. */ - ArcUtils.curveTo = function (x1, y1, x2, y2, radius, points) { - var fromX = points[points.length - 2]; - var fromY = points[points.length - 1]; - var a1 = fromY - y1; - var b1 = fromX - x1; - var a2 = y2 - y1; - var b2 = x2 - x1; - var mm = Math.abs((a1 * b2) - (b1 * a2)); - if (mm < 1.0e-8 || radius === 0) { - if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1) { - points.push(x1, y1); - } - return null; + PlaneGeometry.prototype.build = function () { + var total = this.segWidth * this.segHeight; + var verts = []; + var uvs = []; + var indices = []; + var segmentsX = this.segWidth - 1; + var segmentsY = this.segHeight - 1; + var sizeX = (this.width) / segmentsX; + var sizeY = (this.height) / segmentsY; + for (var i = 0; i < total; i++) { + var x = (i % this.segWidth); + var y = ((i / this.segWidth) | 0); + verts.push(x * sizeX, y * sizeY); + uvs.push(x / segmentsX, y / segmentsY); } - var dd = (a1 * a1) + (b1 * b1); - var cc = (a2 * a2) + (b2 * b2); - var tt = (a1 * a2) + (b1 * b2); - var k1 = radius * Math.sqrt(dd) / mm; - var k2 = radius * Math.sqrt(cc) / mm; - var j1 = k1 * tt / dd; - var j2 = k2 * tt / cc; - var cx = (k1 * b2) + (k2 * b1); - var cy = (k1 * a2) + (k2 * a1); - var px = b1 * (k2 + j1); - var py = a1 * (k2 + j1); - var qx = b2 * (k1 + j2); - var qy = a2 * (k1 + j2); - var startAngle = Math.atan2(py - cy, px - cx); - var endAngle = Math.atan2(qy - cy, qx - cx); - return { - cx: (cx + x1), - cy: (cy + y1), - radius: radius, - startAngle: startAngle, - endAngle: endAngle, - anticlockwise: (b1 * a2 > b2 * a1), - }; + var totalSub = segmentsX * segmentsY; + for (var i = 0; i < totalSub; i++) { + var xpos = i % segmentsX; + var ypos = (i / segmentsX) | 0; + var value = (ypos * this.segWidth) + xpos; + var value2 = (ypos * this.segWidth) + xpos + 1; + var value3 = ((ypos + 1) * this.segWidth) + xpos; + var value4 = ((ypos + 1) * this.segWidth) + xpos + 1; + indices.push(value, value2, value3, value2, value4, value3); + } + this.buffers[0].data = new Float32Array(verts); + this.buffers[1].data = new Float32Array(uvs); + this.indexBuffer.data = new Uint16Array(indices); + // ensure that the changes are uploaded + this.buffers[0].update(); + this.buffers[1].update(); + this.indexBuffer.update(); }; - /* eslint-disable max-len */ + return PlaneGeometry; +}(mesh.MeshGeometry)); + +/** + * RopeGeometry allows you to draw a geometry across several points and then manipulate these points. + * + * ```js + * for (let i = 0; i < 20; i++) { + * points.push(new PIXI.Point(i * 50, 0)); + * }; + * const rope = new PIXI.RopeGeometry(100, points); + * ``` + * @memberof PIXI + */ +var RopeGeometry = /** @class */ (function (_super) { + __extends(RopeGeometry, _super); /** - * The arc method creates an arc/curve (used to create circles, or parts of circles). - * @private - * @param _startX - Start x location of arc - * @param _startY - Start y location of arc - * @param cx - The x-coordinate of the center of the circle - * @param cy - The y-coordinate of the center of the circle - * @param radius - The radius of the circle - * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position - * of the arc's circle) - * @param endAngle - The ending angle, in radians - * @param _anticlockwise - Specifies whether the drawing should be - * counter-clockwise or clockwise. False is default, and indicates clockwise, while true - * indicates counter-clockwise. - * @param points - Collection of points to add to + * @param width - The width (i.e., thickness) of the rope. + * @param points - An array of {@link PIXI.Point} objects to construct this rope. + * @param textureScale - By default the rope texture will be stretched to match + * rope length. If textureScale is positive this value will be treated as a scaling + * factor and the texture will preserve its aspect ratio instead. To create a tiling rope + * set baseTexture.wrapMode to {@link PIXI.WRAP_MODES.REPEAT} and use a power of two texture, + * then set textureScale=1 to keep the original texture pixel size. + * In order to reduce alpha channel artifacts provide a larger texture and downsample - + * i.e. set textureScale=0.5 to scale it down twice. */ - ArcUtils.arc = function (_startX, _startY, cx, cy, radius, startAngle, endAngle, _anticlockwise, points) { - var sweep = endAngle - startAngle; - var n = GRAPHICS_CURVES._segmentsCount(Math.abs(sweep) * radius, Math.ceil(Math.abs(sweep) / math.PI_2) * 40); - var theta = (sweep) / (n * 2); - var theta2 = theta * 2; - var cTheta = Math.cos(theta); - var sTheta = Math.sin(theta); - var segMinus = n - 1; - var remainder = (segMinus % 1) / segMinus; - for (var i = 0; i <= segMinus; ++i) { - var real = i + (remainder * i); - var angle = ((theta) + startAngle + (theta2 * real)); - var c = Math.cos(angle); - var s = -Math.sin(angle); - points.push((((cTheta * c) + (sTheta * s)) * radius) + cx, (((cTheta * -s) + (sTheta * c)) * radius) + cy); + function RopeGeometry(width, points, textureScale) { + if (width === void 0) { width = 200; } + if (textureScale === void 0) { textureScale = 0; } + var _this = _super.call(this, new Float32Array(points.length * 4), new Float32Array(points.length * 4), new Uint16Array((points.length - 1) * 6)) || this; + _this.points = points; + _this._width = width; + _this.textureScale = textureScale; + _this.build(); + return _this; + } + Object.defineProperty(RopeGeometry.prototype, "width", { + /** + * The width (i.e., thickness) of the rope. + * @readonly + */ + get: function () { + return this._width; + }, + enumerable: false, + configurable: true + }); + /** Refreshes Rope indices and uvs */ + RopeGeometry.prototype.build = function () { + var points = this.points; + if (!points) + { return; } + var vertexBuffer = this.getBuffer('aVertexPosition'); + var uvBuffer = this.getBuffer('aTextureCoord'); + var indexBuffer = this.getIndex(); + // if too little points, or texture hasn't got UVs set yet just move on. + if (points.length < 1) { + return; + } + // if the number of points has changed we will need to recreate the arraybuffers + if (vertexBuffer.data.length / 4 !== points.length) { + vertexBuffer.data = new Float32Array(points.length * 4); + uvBuffer.data = new Float32Array(points.length * 4); + indexBuffer.data = new Uint16Array((points.length - 1) * 6); + } + var uvs = uvBuffer.data; + var indices = indexBuffer.data; + uvs[0] = 0; + uvs[1] = 0; + uvs[2] = 0; + uvs[3] = 1; + var amount = 0; + var prev = points[0]; + var textureWidth = this._width * this.textureScale; + var total = points.length; // - 1; + for (var i = 0; i < total; i++) { + // time to do some smart drawing! + var index = i * 4; + if (this.textureScale > 0) { + // calculate pixel distance from previous point + var dx = prev.x - points[i].x; + var dy = prev.y - points[i].y; + var distance = Math.sqrt((dx * dx) + (dy * dy)); + prev = points[i]; + amount += distance / textureWidth; + } + else { + // stretch texture + amount = i / (total - 1); + } + uvs[index] = amount; + uvs[index + 1] = 0; + uvs[index + 2] = amount; + uvs[index + 3] = 1; + } + var indexCount = 0; + for (var i = 0; i < total - 1; i++) { + var index = i * 2; + indices[indexCount++] = index; + indices[indexCount++] = index + 1; + indices[indexCount++] = index + 2; + indices[indexCount++] = index + 2; + indices[indexCount++] = index + 1; + indices[indexCount++] = index + 3; + } + // ensure that the changes are uploaded + uvBuffer.update(); + indexBuffer.update(); + this.updateVertices(); + }; + /** refreshes vertices of Rope mesh */ + RopeGeometry.prototype.updateVertices = function () { + var points = this.points; + if (points.length < 1) { + return; + } + var lastPoint = points[0]; + var nextPoint; + var perpX = 0; + var perpY = 0; + var vertices = this.buffers[0].data; + var total = points.length; + for (var i = 0; i < total; i++) { + var point = points[i]; + var index = i * 4; + if (i < points.length - 1) { + nextPoint = points[i + 1]; + } + else { + nextPoint = point; + } + perpY = -(nextPoint.x - lastPoint.x); + perpX = nextPoint.y - lastPoint.y; + var perpLength = Math.sqrt((perpX * perpX) + (perpY * perpY)); + var num = this.textureScale > 0 ? this.textureScale * this._width / 2 : this._width / 2; + perpX /= perpLength; + perpY /= perpLength; + perpX *= num; + perpY *= num; + vertices[index] = point.x + perpX; + vertices[index + 1] = point.y + perpY; + vertices[index + 2] = point.x - perpX; + vertices[index + 3] = point.y - perpY; + lastPoint = point; } + this.buffers[0].update(); }; - return ArcUtils; -}()); + RopeGeometry.prototype.update = function () { + if (this.textureScale > 0) { + this.build(); // we need to update UVs + } + else { + this.updateVertices(); + } + }; + return RopeGeometry; +}(mesh.MeshGeometry)); /** - * Utilities for bezier curves - * @private + * The rope allows you to draw a texture across several points and then manipulate these points + * + *```js + * for (let i = 0; i < 20; i++) { + * points.push(new PIXI.Point(i * 50, 0)); + * }; + * let rope = new PIXI.SimpleRope(PIXI.Texture.from("snake.png"), points); + * ``` + * @memberof PIXI */ -var BezierUtils = /** @class */ (function () { - function BezierUtils() { - } +var SimpleRope = /** @class */ (function (_super) { + __extends(SimpleRope, _super); /** - * Calculate length of bezier curve. - * Analytical solution is impossible, since it involves an integral that does not integrate in general. - * Therefore numerical solution is used. - * @private - * @param fromX - Starting point x - * @param fromY - Starting point y - * @param cpX - Control point x - * @param cpY - Control point y - * @param cpX2 - Second Control point x - * @param cpY2 - Second Control point y - * @param toX - Destination point x - * @param toY - Destination point y - * @returns - Length of bezier curve + * @param texture - The texture to use on the rope. + * @param points - An array of {@link PIXI.Point} objects to construct this rope. + * @param {number} textureScale - Optional. Positive values scale rope texture + * keeping its aspect ratio. You can reduce alpha channel artifacts by providing a larger texture + * and downsampling here. If set to zero, texture will be stretched instead. */ - BezierUtils.curveLength = function (fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY) { - var n = 10; - var result = 0.0; - var t = 0.0; - var t2 = 0.0; - var t3 = 0.0; - var nt = 0.0; - var nt2 = 0.0; - var nt3 = 0.0; - var x = 0.0; - var y = 0.0; - var dx = 0.0; - var dy = 0.0; - var prevX = fromX; - var prevY = fromY; - for (var i = 1; i <= n; ++i) { - t = i / n; - t2 = t * t; - t3 = t2 * t; - nt = (1.0 - t); - nt2 = nt * nt; - nt3 = nt2 * nt; - x = (nt3 * fromX) + (3.0 * nt2 * t * cpX) + (3.0 * nt * t2 * cpX2) + (t3 * toX); - y = (nt3 * fromY) + (3.0 * nt2 * t * cpY) + (3 * nt * t2 * cpY2) + (t3 * toY); - dx = prevX - x; - dy = prevY - y; - prevX = x; - prevY = y; - result += Math.sqrt((dx * dx) + (dy * dy)); + function SimpleRope(texture, points, textureScale) { + if (textureScale === void 0) { textureScale = 0; } + var _this = this; + var ropeGeometry = new RopeGeometry(texture.height, points, textureScale); + var meshMaterial = new mesh.MeshMaterial(texture); + if (textureScale > 0) { + // attempt to set UV wrapping, will fail on non-power of two textures + texture.baseTexture.wrapMode = constants.WRAP_MODES.REPEAT; } - return result; - }; - /** - * Calculate the points for a bezier curve and then draws it. - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @param cpX - Control point x - * @param cpY - Control point y - * @param cpX2 - Second Control point x - * @param cpY2 - Second Control point y - * @param toX - Destination point x - * @param toY - Destination point y - * @param points - Path array to push points into - */ - BezierUtils.curveTo = function (cpX, cpY, cpX2, cpY2, toX, toY, points) { - var fromX = points[points.length - 2]; - var fromY = points[points.length - 1]; - points.length -= 2; - var n = GRAPHICS_CURVES._segmentsCount(BezierUtils.curveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY)); - var dt = 0; - var dt2 = 0; - var dt3 = 0; - var t2 = 0; - var t3 = 0; - points.push(fromX, fromY); - for (var i = 1, j = 0; i <= n; ++i) { - j = i / n; - dt = (1 - j); - dt2 = dt * dt; - dt3 = dt2 * dt; - t2 = j * j; - t3 = t2 * j; - points.push((dt3 * fromX) + (3 * dt2 * j * cpX) + (3 * dt * t2 * cpX2) + (t3 * toX), (dt3 * fromY) + (3 * dt2 * j * cpY) + (3 * dt * t2 * cpY2) + (t3 * toY)); + _this = _super.call(this, ropeGeometry, meshMaterial) || this; + /** + * re-calculate vertices by rope points each frame + * @member {boolean} + */ + _this.autoUpdate = true; + return _this; + } + SimpleRope.prototype._render = function (renderer) { + var geometry = this.geometry; + if (this.autoUpdate || geometry._width !== this.shader.texture.height) { + geometry._width = this.shader.texture.height; + geometry.update(); } + _super.prototype._render.call(this, renderer); }; - return BezierUtils; -}()); + return SimpleRope; +}(mesh.Mesh)); /** - * Utilities for quadratic curves. - * @private + * The SimplePlane allows you to draw a texture across several points and then manipulate these points + * + *```js + * for (let i = 0; i < 20; i++) { + * points.push(new PIXI.Point(i * 50, 0)); + * }; + * let SimplePlane = new PIXI.SimplePlane(PIXI.Texture.from("snake.png"), points); + * ``` + * @memberof PIXI */ -var QuadraticUtils = /** @class */ (function () { - function QuadraticUtils() { +var SimplePlane = /** @class */ (function (_super) { + __extends(SimplePlane, _super); + /** + * @param texture - The texture to use on the SimplePlane. + * @param verticesX - The number of vertices in the x-axis + * @param verticesY - The number of vertices in the y-axis + */ + function SimplePlane(texture, verticesX, verticesY) { + var _this = this; + var planeGeometry = new PlaneGeometry(texture.width, texture.height, verticesX, verticesY); + var meshMaterial = new mesh.MeshMaterial(core.Texture.WHITE); + _this = _super.call(this, planeGeometry, meshMaterial) || this; + // lets call the setter to ensure all necessary updates are performed + _this.texture = texture; + _this.autoResize = true; + return _this; } /** - * Calculate length of quadratic curve - * @see {@link http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/} - * for the detailed explanation of math behind this. - * @private - * @param fromX - x-coordinate of curve start point - * @param fromY - y-coordinate of curve start point - * @param cpX - x-coordinate of curve control point - * @param cpY - y-coordinate of curve control point - * @param toX - x-coordinate of curve end point - * @param toY - y-coordinate of curve end point - * @returns - Length of quadratic curve + * Method used for overrides, to do something in case texture frame was changed. + * Meshes based on plane can override it and change more details based on texture. */ - QuadraticUtils.curveLength = function (fromX, fromY, cpX, cpY, toX, toY) { - var ax = fromX - (2.0 * cpX) + toX; - var ay = fromY - (2.0 * cpY) + toY; - var bx = (2.0 * cpX) - (2.0 * fromX); - var by = (2.0 * cpY) - (2.0 * fromY); - var a = 4.0 * ((ax * ax) + (ay * ay)); - var b = 4.0 * ((ax * bx) + (ay * by)); - var c = (bx * bx) + (by * by); - var s = 2.0 * Math.sqrt(a + b + c); - var a2 = Math.sqrt(a); - var a32 = 2.0 * a * a2; - var c2 = 2.0 * Math.sqrt(c); - var ba = b / a2; - return ((a32 * s) - + (a2 * b * (s - c2)) - + (((4.0 * c * a) - (b * b)) - * Math.log(((2.0 * a2) + ba + s) / (ba + c2)))) / (4.0 * a32); + SimplePlane.prototype.textureUpdated = function () { + this._textureID = this.shader.texture._updateID; + var geometry = this.geometry; + var _a = this.shader.texture, width = _a.width, height = _a.height; + if (this.autoResize && (geometry.width !== width || geometry.height !== height)) { + geometry.width = this.shader.texture.width; + geometry.height = this.shader.texture.height; + geometry.build(); + } + }; + Object.defineProperty(SimplePlane.prototype, "texture", { + get: function () { + return this.shader.texture; + }, + set: function (value) { + // Track texture same way sprite does. + // For generated meshes like NineSlicePlane it can change the geometry. + // Unfortunately, this method might not work if you directly change texture in material. + if (this.shader.texture === value) { + return; + } + this.shader.texture = value; + this._textureID = -1; + if (value.baseTexture.valid) { + this.textureUpdated(); + } + else { + value.once('update', this.textureUpdated, this); + } + }, + enumerable: false, + configurable: true + }); + SimplePlane.prototype._render = function (renderer) { + if (this._textureID !== this.shader.texture._updateID) { + this.textureUpdated(); + } + _super.prototype._render.call(this, renderer); + }; + SimplePlane.prototype.destroy = function (options) { + this.shader.texture.off('update', this.textureUpdated, this); + _super.prototype.destroy.call(this, options); }; + return SimplePlane; +}(mesh.Mesh)); + +/** + * The Simple Mesh class mimics Mesh in PixiJS v4, providing easy-to-use constructor arguments. + * For more robust customization, use {@link PIXI.Mesh}. + * @memberof PIXI + */ +var SimpleMesh = /** @class */ (function (_super) { + __extends(SimpleMesh, _super); /** - * Calculate the points for a quadratic bezier curve and then draws it. - * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c - * @private - * @param cpX - Control point x - * @param cpY - Control point y - * @param toX - Destination point x - * @param toY - Destination point y - * @param points - Points to add segments to. + * @param texture - The texture to use + * @param {Float32Array} [vertices] - if you want to specify the vertices + * @param {Float32Array} [uvs] - if you want to specify the uvs + * @param {Uint16Array} [indices] - if you want to specify the indices + * @param drawMode - the drawMode, can be any of the Mesh.DRAW_MODES consts */ - QuadraticUtils.curveTo = function (cpX, cpY, toX, toY, points) { - var fromX = points[points.length - 2]; - var fromY = points[points.length - 1]; - var n = GRAPHICS_CURVES._segmentsCount(QuadraticUtils.curveLength(fromX, fromY, cpX, cpY, toX, toY)); - var xa = 0; - var ya = 0; - for (var i = 1; i <= n; ++i) { - var j = i / n; - xa = fromX + ((cpX - fromX) * j); - ya = fromY + ((cpY - fromY) * j); - points.push(xa + (((cpX + ((toX - cpX) * j)) - xa) * j), ya + (((cpY + ((toY - cpY) * j)) - ya) * j)); + function SimpleMesh(texture, vertices, uvs, indices, drawMode) { + if (texture === void 0) { texture = core.Texture.EMPTY; } + var _this = this; + var geometry = new mesh.MeshGeometry(vertices, uvs, indices); + geometry.getBuffer('aVertexPosition').static = false; + var meshMaterial = new mesh.MeshMaterial(texture); + _this = _super.call(this, geometry, meshMaterial, null, drawMode) || this; + _this.autoUpdate = true; + return _this; + } + Object.defineProperty(SimpleMesh.prototype, "vertices", { + /** + * Collection of vertices data. + * @type {Float32Array} + */ + get: function () { + return this.geometry.getBuffer('aVertexPosition').data; + }, + set: function (value) { + this.geometry.getBuffer('aVertexPosition').data = value; + }, + enumerable: false, + configurable: true + }); + SimpleMesh.prototype._render = function (renderer) { + if (this.autoUpdate) { + this.geometry.getBuffer('aVertexPosition').update(); } + _super.prototype._render.call(this, renderer); }; - return QuadraticUtils; -}()); + return SimpleMesh; +}(mesh.Mesh)); +var DEFAULT_BORDER_SIZE = 10; /** - * A structure to hold interim batch objects for Graphics. - * @memberof PIXI.graphicsUtils + * The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful + * for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically + * + *```js + * let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.from('BoxWithRoundedCorners.png'), 15, 15, 15, 15); + * ``` + *

+ *      A                          B
+ *    +---+----------------------+---+
+ *  C | 1 |          2           | 3 |
+ *    +---+----------------------+---+
+ *    |   |                      |   |
+ *    | 4 |          5           | 6 |
+ *    |   |                      |   |
+ *    +---+----------------------+---+
+ *  D | 7 |          8           | 9 |
+ *    +---+----------------------+---+
+ *  When changing this objects width and/or height:
+ *     areas 1 3 7 and 9 will remain unscaled.
+ *     areas 2 and 8 will be stretched horizontally
+ *     areas 4 and 6 will be stretched vertically
+ *     area 5 will be stretched both horizontally and vertically
+ * 
+ * @memberof PIXI */ -var BatchPart = /** @class */ (function () { - function BatchPart() { - this.reset(); - } +var NineSlicePlane = /** @class */ (function (_super) { + __extends(NineSlicePlane, _super); /** - * Begin batch part. - * @param style - * @param startIndex - * @param attribStart + * @param texture - The texture to use on the NineSlicePlane. + * @param {number} [leftWidth=10] - size of the left vertical bar (A) + * @param {number} [topHeight=10] - size of the top horizontal bar (C) + * @param {number} [rightWidth=10] - size of the right vertical bar (B) + * @param {number} [bottomHeight=10] - size of the bottom horizontal bar (D) */ - BatchPart.prototype.begin = function (style, startIndex, attribStart) { - this.reset(); - this.style = style; - this.start = startIndex; - this.attribStart = attribStart; + function NineSlicePlane(texture, leftWidth, topHeight, rightWidth, bottomHeight) { + if (leftWidth === void 0) { leftWidth = DEFAULT_BORDER_SIZE; } + if (topHeight === void 0) { topHeight = DEFAULT_BORDER_SIZE; } + if (rightWidth === void 0) { rightWidth = DEFAULT_BORDER_SIZE; } + if (bottomHeight === void 0) { bottomHeight = DEFAULT_BORDER_SIZE; } + var _this = _super.call(this, core.Texture.WHITE, 4, 4) || this; + _this._origWidth = texture.orig.width; + _this._origHeight = texture.orig.height; + /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ + _this._width = _this._origWidth; + /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ + _this._height = _this._origHeight; + _this._leftWidth = leftWidth; + _this._rightWidth = rightWidth; + _this._topHeight = topHeight; + _this._bottomHeight = bottomHeight; + // lets call the setter to ensure all necessary updates are performed + _this.texture = texture; + return _this; + } + NineSlicePlane.prototype.textureUpdated = function () { + this._textureID = this.shader.texture._updateID; + this._refresh(); + }; + Object.defineProperty(NineSlicePlane.prototype, "vertices", { + get: function () { + return this.geometry.getBuffer('aVertexPosition').data; + }, + set: function (value) { + this.geometry.getBuffer('aVertexPosition').data = value; + }, + enumerable: false, + configurable: true + }); + /** Updates the horizontal vertices. */ + NineSlicePlane.prototype.updateHorizontalVertices = function () { + var vertices = this.vertices; + var scale = this._getMinScale(); + vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight * scale; + vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - (this._bottomHeight * scale); + vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height; + }; + /** Updates the vertical vertices. */ + NineSlicePlane.prototype.updateVerticalVertices = function () { + var vertices = this.vertices; + var scale = this._getMinScale(); + vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth * scale; + vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - (this._rightWidth * scale); + vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width; }; /** - * End batch part. - * @param endIndex - * @param endAttrib + * Returns the smaller of a set of vertical and horizontal scale of nine slice corners. + * @returns Smaller number of vertical and horizontal scale. */ - BatchPart.prototype.end = function (endIndex, endAttrib) { - this.attribSize = endAttrib - this.attribStart; - this.size = endIndex - this.start; + NineSlicePlane.prototype._getMinScale = function () { + var w = this._leftWidth + this._rightWidth; + var scaleW = this._width > w ? 1.0 : this._width / w; + var h = this._topHeight + this._bottomHeight; + var scaleH = this._height > h ? 1.0 : this._height / h; + var scale = Math.min(scaleW, scaleH); + return scale; }; - BatchPart.prototype.reset = function () { - this.style = null; - this.size = 0; - this.start = 0; - this.attribStart = 0; - this.attribSize = 0; + Object.defineProperty(NineSlicePlane.prototype, "width", { + /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ + get: function () { + return this._width; + }, + set: function (value) { + this._width = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(NineSlicePlane.prototype, "height", { + /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ + get: function () { + return this._height; + }, + set: function (value) { + this._height = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(NineSlicePlane.prototype, "leftWidth", { + /** The width of the left column. */ + get: function () { + return this._leftWidth; + }, + set: function (value) { + this._leftWidth = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(NineSlicePlane.prototype, "rightWidth", { + /** The width of the right column. */ + get: function () { + return this._rightWidth; + }, + set: function (value) { + this._rightWidth = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(NineSlicePlane.prototype, "topHeight", { + /** The height of the top row. */ + get: function () { + return this._topHeight; + }, + set: function (value) { + this._topHeight = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(NineSlicePlane.prototype, "bottomHeight", { + /** The height of the bottom row. */ + get: function () { + return this._bottomHeight; + }, + set: function (value) { + this._bottomHeight = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + /** Refreshes NineSlicePlane coords. All of them. */ + NineSlicePlane.prototype._refresh = function () { + var texture = this.texture; + var uvs = this.geometry.buffers[1].data; + this._origWidth = texture.orig.width; + this._origHeight = texture.orig.height; + var _uvw = 1.0 / this._origWidth; + var _uvh = 1.0 / this._origHeight; + uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0; + uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0; + uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1; + uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1; + uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth; + uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - (_uvw * this._rightWidth); + uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight; + uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - (_uvh * this._bottomHeight); + this.updateHorizontalVertices(); + this.updateVerticalVertices(); + this.geometry.buffers[0].update(); + this.geometry.buffers[1].update(); }; - return BatchPart; -}()); + return NineSlicePlane; +}(SimplePlane)); -/** - * Generalized convenience utilities for Graphics. - * @namespace graphicsUtils - * @memberof PIXI - */ -var _a; -/** - * Map of fill commands for each shape type. - * @memberof PIXI.graphicsUtils - * @member {object} FILL_COMMANDS - */ -var FILL_COMMANDS = (_a = {}, - _a[math.SHAPES.POLY] = buildPoly, - _a[math.SHAPES.CIRC] = buildCircle, - _a[math.SHAPES.ELIP] = buildCircle, - _a[math.SHAPES.RECT] = buildRectangle, - _a[math.SHAPES.RREC] = buildRoundedRectangle, - _a); -/** - * Batch pool, stores unused batches for preventing allocations. - * @memberof PIXI.graphicsUtils - * @member {Array} BATCH_POOL - */ -var BATCH_POOL = []; -/** - * Draw call pool, stores unused draw calls for preventing allocations. - * @memberof PIXI.graphicsUtils - * @member {Array} DRAW_CALL_POOL +exports.NineSlicePlane = NineSlicePlane; +exports.PlaneGeometry = PlaneGeometry; +exports.RopeGeometry = RopeGeometry; +exports.SimpleMesh = SimpleMesh; +exports.SimplePlane = SimplePlane; +exports.SimpleRope = SimpleRope; + + +},{"@pixi/constants":6,"@pixi/core":7,"@pixi/mesh":22}],22:[function(require,module,exports){ +/*! + * @pixi/mesh - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/mesh is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license */ -var DRAW_CALL_POOL = []; +'use strict'; + +Object.defineProperty(exports, '__esModule', { value: true }); + +var core = require('@pixi/core'); +var math = require('@pixi/math'); +var constants = require('@pixi/constants'); +var display = require('@pixi/display'); +var settings = require('@pixi/settings'); +var utils = require('@pixi/utils'); + +/*! ***************************************************************************** +Copyright (c) Microsoft Corporation. + +Permission to use, copy, modify, and/or distribute this software for any +purpose with or without fee is hereby granted. + +THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH +REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY +AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, +INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM +LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR +OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THIS SOFTWARE. +***************************************************************************** */ +/* global Reflect, Promise */ + +var extendStatics = function(d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics(d, b); +}; + +function __extends(d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); +} /** - * A class to contain data useful for Graphics objects + * Class controls cache for UV mapping from Texture normal space to BaseTexture normal space. * @memberof PIXI */ -var GraphicsData = /** @class */ (function () { +var MeshBatchUvs = /** @class */ (function () { /** - * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. - * @param fillStyle - the width of the line to draw - * @param lineStyle - the color of the line to draw - * @param matrix - Transform matrix + * @param uvBuffer - Buffer with normalized uv's + * @param uvMatrix - Material UV matrix */ - function GraphicsData(shape, fillStyle, lineStyle, matrix) { - if (fillStyle === void 0) { fillStyle = null; } - if (lineStyle === void 0) { lineStyle = null; } - if (matrix === void 0) { matrix = null; } - /** The collection of points. */ - this.points = []; - /** The collection of holes. */ - this.holes = []; - this.shape = shape; - this.lineStyle = lineStyle; - this.fillStyle = fillStyle; - this.matrix = matrix; - this.type = shape.type; + function MeshBatchUvs(uvBuffer, uvMatrix) { + this.uvBuffer = uvBuffer; + this.uvMatrix = uvMatrix; + this.data = null; + this._bufferUpdateId = -1; + this._textureUpdateId = -1; + this._updateID = 0; } /** - * Creates a new GraphicsData object with the same values as this one. - * @returns - Cloned GraphicsData object + * Updates + * @param forceUpdate - force the update */ - GraphicsData.prototype.clone = function () { - return new GraphicsData(this.shape, this.fillStyle, this.lineStyle, this.matrix); - }; - /** Destroys the Graphics data. */ - GraphicsData.prototype.destroy = function () { - this.shape = null; - this.holes.length = 0; - this.holes = null; - this.points.length = 0; - this.points = null; - this.lineStyle = null; - this.fillStyle = null; + MeshBatchUvs.prototype.update = function (forceUpdate) { + if (!forceUpdate + && this._bufferUpdateId === this.uvBuffer._updateID + && this._textureUpdateId === this.uvMatrix._updateID) { + return; + } + this._bufferUpdateId = this.uvBuffer._updateID; + this._textureUpdateId = this.uvMatrix._updateID; + var data = this.uvBuffer.data; + if (!this.data || this.data.length !== data.length) { + this.data = new Float32Array(data.length); + } + this.uvMatrix.multiplyUvs(data, this.data); + this._updateID++; }; - return GraphicsData; + return MeshBatchUvs; }()); -var tmpPoint = new math.Point(); +var tempPoint = new math.Point(); +var tempPolygon = new math.Polygon(); /** - * The Graphics class contains methods used to draw primitive shapes such as lines, circles and - * rectangles to the display, and to color and fill them. + * Base mesh class. * - * GraphicsGeometry is designed to not be continually updating the geometry since it's expensive - * to re-tesselate using **earcut**. Consider using {@link PIXI.Mesh} for this use-case, it's much faster. + * This class empowers you to have maximum flexibility to render any kind of WebGL visuals you can think of. + * This class assumes a certain level of WebGL knowledge. + * If you know a bit this should abstract enough away to make your life easier! + * + * Pretty much ALL WebGL can be broken down into the following: + * - Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc.. + * - Shader - This is the shader that PixiJS will render the geometry with (attributes in the shader must match the geometry) + * - State - This is the state of WebGL required to render the mesh. + * + * Through a combination of the above elements you can render anything you want, 2D or 3D! * @memberof PIXI */ -var GraphicsGeometry = /** @class */ (function (_super) { - __extends(GraphicsGeometry, _super); - // eslint-disable-next-line @typescript-eslint/no-useless-constructor - function GraphicsGeometry() { +var Mesh = /** @class */ (function (_super) { + __extends(Mesh, _super); + /** + * @param geometry - The geometry the mesh will use. + * @param {PIXI.MeshMaterial} shader - The shader the mesh will use. + * @param state - The state that the WebGL context is required to be in to render the mesh + * if no state is provided, uses {@link PIXI.State.for2d} to create a 2D state for PixiJS. + * @param drawMode - The drawMode, can be any of the {@link PIXI.DRAW_MODES} constants. + */ + function Mesh(geometry, shader, state, drawMode) { + if (drawMode === void 0) { drawMode = constants.DRAW_MODES.TRIANGLES; } var _this = _super.call(this) || this; - /** Minimal distance between points that are considered different. Affects line tesselation. */ - _this.closePointEps = 1e-4; - /** Padding to add to the bounds. */ - _this.boundsPadding = 0; - _this.uvsFloat32 = null; - _this.indicesUint16 = null; - _this.batchable = false; - /** An array of points to draw, 2 numbers per point */ - _this.points = []; - /** The collection of colors */ - _this.colors = []; - /** The UVs collection */ - _this.uvs = []; - /** The indices of the vertices */ - _this.indices = []; - /** Reference to the texture IDs. */ - _this.textureIds = []; - /** - * The collection of drawn shapes. - * @member {PIXI.GraphicsData[]} - */ - _this.graphicsData = []; + _this.geometry = geometry; + _this.shader = shader; + _this.state = state || core.State.for2d(); + _this.drawMode = drawMode; + _this.start = 0; + _this.size = 0; + _this.uvs = null; + _this.indices = null; + _this.vertexData = new Float32Array(1); + _this.vertexDirty = -1; + _this._transformID = -1; + _this._roundPixels = settings.settings.ROUND_PIXELS; + _this.batchUvs = null; + return _this; + } + Object.defineProperty(Mesh.prototype, "geometry", { /** - * List of current draw calls drived from the batches. - * @member {PIXI.BatchDrawCall[]} + * Includes vertex positions, face indices, normals, colors, UVs, and + * custom attributes within buffers, reducing the cost of passing all + * this data to the GPU. Can be shared between multiple Mesh objects. */ - _this.drawCalls = []; - /** Batches need to regenerated if the geometry is updated. */ - _this.batchDirty = -1; + get: function () { + return this._geometry; + }, + set: function (value) { + if (this._geometry === value) { + return; + } + if (this._geometry) { + this._geometry.refCount--; + if (this._geometry.refCount === 0) { + this._geometry.dispose(); + } + } + this._geometry = value; + if (this._geometry) { + this._geometry.refCount++; + } + this.vertexDirty = -1; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "uvBuffer", { /** - * Intermediate abstract format sent to batch system. - * Can be converted to drawCalls or to batchable objects. - * @member {PIXI.graphicsUtils.BatchPart[]} + * To change mesh uv's, change its uvBuffer data and increment its _updateID. + * @readonly */ - _this.batches = []; - /** Used to detect if the graphics object has changed. */ - _this.dirty = 0; - /** Used to check if the cache is dirty. */ - _this.cacheDirty = -1; - /** Used to detect if we cleared the graphicsData. */ - _this.clearDirty = 0; - /** Index of the last batched shape in the stack of calls. */ - _this.shapeIndex = 0; - /** Cached bounds. */ - _this._bounds = new display.Bounds(); - /** The bounds dirty flag. */ - _this.boundsDirty = -1; - return _this; - } - Object.defineProperty(GraphicsGeometry.prototype, "bounds", { + get: function () { + return this.geometry.buffers[1]; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "verticesBuffer", { /** - * Get the current bounds of the graphic geometry. + * To change mesh vertices, change its uvBuffer data and increment its _updateID. + * Incrementing _updateID is optional because most of Mesh objects do it anyway. * @readonly */ get: function () { - this.updateBatches(); - if (this.boundsDirty !== this.dirty) { - this.boundsDirty = this.dirty; - this.calculateBounds(); - } - return this._bounds; + return this.geometry.buffers[0]; }, enumerable: false, configurable: true }); - /** Call if you changed graphicsData manually. Empties all batch buffers. */ - GraphicsGeometry.prototype.invalidate = function () { - this.boundsDirty = -1; - this.dirty++; - this.batchDirty++; - this.shapeIndex = 0; - this.points.length = 0; - this.colors.length = 0; - this.uvs.length = 0; - this.indices.length = 0; - this.textureIds.length = 0; - for (var i = 0; i < this.drawCalls.length; i++) { - this.drawCalls[i].texArray.clear(); - DRAW_CALL_POOL.push(this.drawCalls[i]); - } - this.drawCalls.length = 0; - for (var i = 0; i < this.batches.length; i++) { - var batchPart = this.batches[i]; - batchPart.reset(); - BATCH_POOL.push(batchPart); - } - this.batches.length = 0; - }; - /** - * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. - * @returns - This GraphicsGeometry object. Good for chaining method calls - */ - GraphicsGeometry.prototype.clear = function () { - if (this.graphicsData.length > 0) { - this.invalidate(); - this.clearDirty++; - this.graphicsData.length = 0; - } - return this; - }; - /** - * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. - * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. - * @param fillStyle - Defines style of the fill. - * @param lineStyle - Defines style of the lines. - * @param matrix - Transform applied to the points of the shape. - * @returns - Returns geometry for chaining. - */ - GraphicsGeometry.prototype.drawShape = function (shape, fillStyle, lineStyle, matrix) { - if (fillStyle === void 0) { fillStyle = null; } - if (lineStyle === void 0) { lineStyle = null; } - if (matrix === void 0) { matrix = null; } - var data = new GraphicsData(shape, fillStyle, lineStyle, matrix); - this.graphicsData.push(data); - this.dirty++; - return this; - }; - /** - * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. - * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. - * @param matrix - Transform applied to the points of the shape. - * @returns - Returns geometry for chaining. - */ - GraphicsGeometry.prototype.drawHole = function (shape, matrix) { - if (matrix === void 0) { matrix = null; } - if (!this.graphicsData.length) { - return null; - } - var data = new GraphicsData(shape, null, null, matrix); - var lastShape = this.graphicsData[this.graphicsData.length - 1]; - data.lineStyle = lastShape.lineStyle; - lastShape.holes.push(data); - this.dirty++; - return this; - }; - /** Destroys the GraphicsGeometry object. */ - GraphicsGeometry.prototype.destroy = function () { - _super.prototype.destroy.call(this); - // destroy each of the GraphicsData objects - for (var i = 0; i < this.graphicsData.length; ++i) { - this.graphicsData[i].destroy(); - } - this.points.length = 0; - this.points = null; - this.colors.length = 0; - this.colors = null; - this.uvs.length = 0; - this.uvs = null; - this.indices.length = 0; - this.indices = null; - this.indexBuffer.destroy(); - this.indexBuffer = null; - this.graphicsData.length = 0; - this.graphicsData = null; - this.drawCalls.length = 0; - this.drawCalls = null; - this.batches.length = 0; - this.batches = null; - this._bounds = null; - }; - /** - * Check to see if a point is contained within this geometry. - * @param point - Point to check if it's contained. - * @returns {boolean} `true` if the point is contained within geometry. - */ - GraphicsGeometry.prototype.containsPoint = function (point) { - var graphicsData = this.graphicsData; - for (var i = 0; i < graphicsData.length; ++i) { - var data = graphicsData[i]; - if (!data.fillStyle.visible) { - continue; - } - // only deal with fills.. - if (data.shape) { - if (data.matrix) { - data.matrix.applyInverse(point, tmpPoint); - } - else { - tmpPoint.copyFrom(point); - } - if (data.shape.contains(tmpPoint.x, tmpPoint.y)) { - var hitHole = false; - if (data.holes) { - for (var i_1 = 0; i_1 < data.holes.length; i_1++) { - var hole = data.holes[i_1]; - if (hole.shape.contains(tmpPoint.x, tmpPoint.y)) { - hitHole = true; - break; - } - } - } - if (!hitHole) { - return true; - } - } - } - } - return false; - }; - /** - * Generates intermediate batch data. Either gets converted to drawCalls - * or used to convert to batch objects directly by the Graphics object. - */ - GraphicsGeometry.prototype.updateBatches = function () { - if (!this.graphicsData.length) { - this.batchable = true; - return; - } - if (!this.validateBatching()) { - return; - } - this.cacheDirty = this.dirty; - var uvs = this.uvs; - var graphicsData = this.graphicsData; - var batchPart = null; - var currentStyle = null; - if (this.batches.length > 0) { - batchPart = this.batches[this.batches.length - 1]; - currentStyle = batchPart.style; - } - for (var i = this.shapeIndex; i < graphicsData.length; i++) { - this.shapeIndex++; - var data = graphicsData[i]; - var fillStyle = data.fillStyle; - var lineStyle = data.lineStyle; - var command = FILL_COMMANDS[data.type]; - // build out the shapes points.. - command.build(data); - if (data.matrix) { - this.transformPoints(data.points, data.matrix); - } - if (fillStyle.visible || lineStyle.visible) { - this.processHoles(data.holes); - } - for (var j = 0; j < 2; j++) { - var style = (j === 0) ? fillStyle : lineStyle; - if (!style.visible) - { continue; } - var nextTexture = style.texture.baseTexture; - var index_1 = this.indices.length; - var attribIndex = this.points.length / 2; - nextTexture.wrapMode = constants.WRAP_MODES.REPEAT; - if (j === 0) { - this.processFill(data); - } - else { - this.processLine(data); - } - var size = (this.points.length / 2) - attribIndex; - if (size === 0) - { continue; } - // close batch if style is different - if (batchPart && !this._compareStyles(currentStyle, style)) { - batchPart.end(index_1, attribIndex); - batchPart = null; - } - // spawn new batch if its first batch or previous was closed - if (!batchPart) { - batchPart = BATCH_POOL.pop() || new BatchPart(); - batchPart.begin(style, index_1, attribIndex); - this.batches.push(batchPart); - currentStyle = style; - } - this.addUvs(this.points, uvs, style.texture, attribIndex, size, style.matrix); + Object.defineProperty(Mesh.prototype, "material", { + get: function () { + return this.shader; + }, + /** Alias for {@link PIXI.Mesh#shader}. */ + set: function (value) { + this.shader = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "blendMode", { + get: function () { + return this.state.blendMode; + }, + /** + * The blend mode to be applied to the Mesh. Apply a value of + * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. + * @default PIXI.BLEND_MODES.NORMAL; + */ + set: function (value) { + this.state.blendMode = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "roundPixels", { + get: function () { + return this._roundPixels; + }, + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * Advantages can include sharper image quality (like text) and faster rendering on canvas. + * The main disadvantage is movement of objects may appear less smooth. + * To set the global default, change {@link PIXI.settings.ROUND_PIXELS} + * @default false + */ + set: function (value) { + if (this._roundPixels !== value) { + this._transformID = -1; } - } - var index = this.indices.length; - var attrib = this.points.length / 2; - if (batchPart) { - batchPart.end(index, attrib); - } - if (this.batches.length === 0) { - // there are no visible styles in GraphicsData - // its possible that someone wants Graphics just for the bounds - this.batchable = true; - return; - } - var need32 = attrib > 0xffff; - // prevent allocation when length is same as buffer - if (this.indicesUint16 && this.indices.length === this.indicesUint16.length - && need32 === (this.indicesUint16.BYTES_PER_ELEMENT > 2)) { - this.indicesUint16.set(this.indices); - } - else { - this.indicesUint16 = need32 ? new Uint32Array(this.indices) : new Uint16Array(this.indices); - } - // TODO make this a const.. - this.batchable = this.isBatchable(); - if (this.batchable) { - this.packBatches(); + this._roundPixels = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "tint", { + /** + * The multiply tint applied to the Mesh. This is a hex value. A value of + * `0xFFFFFF` will remove any tint effect. + * + * Null for non-MeshMaterial shaders + * @default 0xFFFFFF + */ + get: function () { + return 'tint' in this.shader ? this.shader.tint : null; + }, + set: function (value) { + this.shader.tint = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "texture", { + /** The texture that the Mesh uses. Null for non-MeshMaterial shaders */ + get: function () { + return 'texture' in this.shader ? this.shader.texture : null; + }, + set: function (value) { + this.shader.texture = value; + }, + enumerable: false, + configurable: true + }); + /** + * Standard renderer draw. + * @param renderer - Instance to renderer. + */ + Mesh.prototype._render = function (renderer) { + // set properties for batching.. + // TODO could use a different way to grab verts? + var vertices = this.geometry.buffers[0].data; + var shader = this.shader; + // TODO benchmark check for attribute size.. + if (shader.batchable + && this.drawMode === constants.DRAW_MODES.TRIANGLES + && vertices.length < Mesh.BATCHABLE_SIZE * 2) { + this._renderToBatch(renderer); } else { - this.buildDrawCalls(); + this._renderDefault(renderer); } }; /** - * Affinity check - * @param styleA - * @param styleB + * Standard non-batching way of rendering. + * @param renderer - Instance to renderer. */ - GraphicsGeometry.prototype._compareStyles = function (styleA, styleB) { - if (!styleA || !styleB) { - return false; - } - if (styleA.texture.baseTexture !== styleB.texture.baseTexture) { - return false; - } - if (styleA.color + styleA.alpha !== styleB.color + styleB.alpha) { - return false; - } - if (!!styleA.native !== !!styleB.native) { - return false; - } - return true; - }; - /** Test geometry for batching process. */ - GraphicsGeometry.prototype.validateBatching = function () { - if (this.dirty === this.cacheDirty || !this.graphicsData.length) { - return false; - } - for (var i = 0, l = this.graphicsData.length; i < l; i++) { - var data = this.graphicsData[i]; - var fill = data.fillStyle; - var line = data.lineStyle; - if (fill && !fill.texture.baseTexture.valid) - { return false; } - if (line && !line.texture.baseTexture.valid) - { return false; } - } - return true; - }; - /** Offset the indices so that it works with the batcher. */ - GraphicsGeometry.prototype.packBatches = function () { - this.batchDirty++; - this.uvsFloat32 = new Float32Array(this.uvs); - var batches = this.batches; - for (var i = 0, l = batches.length; i < l; i++) { - var batch = batches[i]; - for (var j = 0; j < batch.size; j++) { - var index = batch.start + j; - this.indicesUint16[index] = this.indicesUint16[index] - batch.attribStart; - } + Mesh.prototype._renderDefault = function (renderer) { + var shader = this.shader; + shader.alpha = this.worldAlpha; + if (shader.update) { + shader.update(); } + renderer.batch.flush(); + // bind and sync uniforms.. + shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true); + renderer.shader.bind(shader); + // set state.. + renderer.state.set(this.state); + // bind the geometry... + renderer.geometry.bind(this.geometry, shader); + // then render it + renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount); }; /** - * Checks to see if this graphics geometry can be batched. - * Currently it needs to be small enough and not contain any native lines. + * Rendering by using the Batch system. + * @param renderer - Instance to renderer. */ - GraphicsGeometry.prototype.isBatchable = function () { - // prevent heavy mesh batching - if (this.points.length > 0xffff * 2) { - return false; - } - var batches = this.batches; - for (var i = 0; i < batches.length; i++) { - if (batches[i].style.native) { - return false; - } + Mesh.prototype._renderToBatch = function (renderer) { + var geometry = this.geometry; + var shader = this.shader; + if (shader.uvMatrix) { + shader.uvMatrix.update(); + this.calculateUvs(); } - return (this.points.length < GraphicsGeometry.BATCHABLE_SIZE * 2); + // set properties for batching.. + this.calculateVertices(); + this.indices = geometry.indexBuffer.data; + this._tintRGB = shader._tintRGB; + this._texture = shader.texture; + var pluginName = this.material.pluginName; + renderer.batch.setObjectRenderer(renderer.plugins[pluginName]); + renderer.plugins[pluginName].render(this); }; - /** Converts intermediate batches data to drawCalls. */ - GraphicsGeometry.prototype.buildDrawCalls = function () { - var TICK = ++core.BaseTexture._globalBatch; - for (var i = 0; i < this.drawCalls.length; i++) { - this.drawCalls[i].texArray.clear(); - DRAW_CALL_POOL.push(this.drawCalls[i]); + /** Updates vertexData field based on transform and vertices. */ + Mesh.prototype.calculateVertices = function () { + var geometry = this.geometry; + var verticesBuffer = geometry.buffers[0]; + var vertices = verticesBuffer.data; + var vertexDirtyId = verticesBuffer._updateID; + if (vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID) { + return; } - this.drawCalls.length = 0; - var colors = this.colors; - var textureIds = this.textureIds; - var currentGroup = DRAW_CALL_POOL.pop(); - if (!currentGroup) { - currentGroup = new core.BatchDrawCall(); - currentGroup.texArray = new core.BatchTextureArray(); + this._transformID = this.transform._worldID; + if (this.vertexData.length !== vertices.length) { + this.vertexData = new Float32Array(vertices.length); } - currentGroup.texArray.count = 0; - currentGroup.start = 0; - currentGroup.size = 0; - currentGroup.type = constants.DRAW_MODES.TRIANGLES; - var textureCount = 0; - var currentTexture = null; - var textureId = 0; - var native = false; - var drawMode = constants.DRAW_MODES.TRIANGLES; - var index = 0; - this.drawCalls.push(currentGroup); - // TODO - this can be simplified - for (var i = 0; i < this.batches.length; i++) { - var data = this.batches[i]; - // TODO add some full on MAX_TEXTURE CODE.. - var MAX_TEXTURES = 8; - // Forced cast for checking `native` without errors - var style = data.style; - var nextTexture = style.texture.baseTexture; - if (native !== !!style.native) { - native = !!style.native; - drawMode = native ? constants.DRAW_MODES.LINES : constants.DRAW_MODES.TRIANGLES; - // force the batch to break! - currentTexture = null; - textureCount = MAX_TEXTURES; - TICK++; - } - if (currentTexture !== nextTexture) { - currentTexture = nextTexture; - if (nextTexture._batchEnabled !== TICK) { - if (textureCount === MAX_TEXTURES) { - TICK++; - textureCount = 0; - if (currentGroup.size > 0) { - currentGroup = DRAW_CALL_POOL.pop(); - if (!currentGroup) { - currentGroup = new core.BatchDrawCall(); - currentGroup.texArray = new core.BatchTextureArray(); - } - this.drawCalls.push(currentGroup); - } - currentGroup.start = index; - currentGroup.size = 0; - currentGroup.texArray.count = 0; - currentGroup.type = drawMode; - } - // TODO add this to the render part.. - // Hack! Because texture has protected `touched` - nextTexture.touched = 1; // touch; - nextTexture._batchEnabled = TICK; - nextTexture._batchLocation = textureCount; - nextTexture.wrapMode = constants.WRAP_MODES.REPEAT; - currentGroup.texArray.elements[currentGroup.texArray.count++] = nextTexture; - textureCount++; - } - } - currentGroup.size += data.size; - index += data.size; - textureId = nextTexture._batchLocation; - this.addColors(colors, style.color, style.alpha, data.attribSize, data.attribStart); - this.addTextureIds(textureIds, textureId, data.attribSize, data.attribStart); + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var vertexData = this.vertexData; + for (var i = 0; i < vertexData.length / 2; i++) { + var x = vertices[(i * 2)]; + var y = vertices[(i * 2) + 1]; + vertexData[(i * 2)] = (a * x) + (c * y) + tx; + vertexData[(i * 2) + 1] = (b * x) + (d * y) + ty; } - core.BaseTexture._globalBatch = TICK; - // upload.. - // merge for now! - this.packAttributes(); - }; - /** Packs attributes to single buffer. */ - GraphicsGeometry.prototype.packAttributes = function () { - var verts = this.points; - var uvs = this.uvs; - var colors = this.colors; - var textureIds = this.textureIds; - // verts are 2 positions.. so we * by 3 as there are 6 properties.. then 4 cos its bytes - var glPoints = new ArrayBuffer(verts.length * 3 * 4); - var f32 = new Float32Array(glPoints); - var u32 = new Uint32Array(glPoints); - var p = 0; - for (var i = 0; i < verts.length / 2; i++) { - f32[p++] = verts[i * 2]; - f32[p++] = verts[(i * 2) + 1]; - f32[p++] = uvs[i * 2]; - f32[p++] = uvs[(i * 2) + 1]; - u32[p++] = colors[i]; - f32[p++] = textureIds[i]; + if (this._roundPixels) { + var resolution = settings.settings.RESOLUTION; + for (var i = 0; i < vertexData.length; ++i) { + vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution); + } } - this._buffer.update(glPoints); - this._indexBuffer.update(this.indicesUint16); + this.vertexDirty = vertexDirtyId; }; - /** - * Process fill part of Graphics. - * @param data - */ - GraphicsGeometry.prototype.processFill = function (data) { - if (data.holes.length) { - buildPoly.triangulate(data, this); + /** Updates uv field based on from geometry uv's or batchUvs. */ + Mesh.prototype.calculateUvs = function () { + var geomUvs = this.geometry.buffers[1]; + var shader = this.shader; + if (!shader.uvMatrix.isSimple) { + if (!this.batchUvs) { + this.batchUvs = new MeshBatchUvs(geomUvs, shader.uvMatrix); + } + this.batchUvs.update(); + this.uvs = this.batchUvs.data; } else { - var command = FILL_COMMANDS[data.type]; - command.triangulate(data, this); + this.uvs = geomUvs.data; } }; /** - * Process line part of Graphics. - * @param data + * Updates the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account. + * there must be a aVertexPosition attribute present in the geometry for bounds to be calculated correctly. */ - GraphicsGeometry.prototype.processLine = function (data) { - buildLine(data, this); - for (var i = 0; i < data.holes.length; i++) { - buildLine(data.holes[i], this); - } + Mesh.prototype._calculateBounds = function () { + this.calculateVertices(); + this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length); }; /** - * Process the holes data. - * @param holes + * Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES. + * @param point - The point to test. + * @returns - The result of the test. */ - GraphicsGeometry.prototype.processHoles = function (holes) { - for (var i = 0; i < holes.length; i++) { - var hole = holes[i]; - var command = FILL_COMMANDS[hole.type]; - command.build(hole); - if (hole.matrix) { - this.transformPoints(hole.points, hole.matrix); + Mesh.prototype.containsPoint = function (point) { + if (!this.getBounds().contains(point.x, point.y)) { + return false; + } + this.worldTransform.applyInverse(point, tempPoint); + var vertices = this.geometry.getBuffer('aVertexPosition').data; + var points = tempPolygon.points; + var indices = this.geometry.getIndex().data; + var len = indices.length; + var step = this.drawMode === 4 ? 3 : 1; + for (var i = 0; i + 2 < len; i += step) { + var ind0 = indices[i] * 2; + var ind1 = indices[i + 1] * 2; + var ind2 = indices[i + 2] * 2; + points[0] = vertices[ind0]; + points[1] = vertices[ind0 + 1]; + points[2] = vertices[ind1]; + points[3] = vertices[ind1 + 1]; + points[4] = vertices[ind2]; + points[5] = vertices[ind2 + 1]; + if (tempPolygon.contains(tempPoint.x, tempPoint.y)) { + return true; } } + return false; }; - /** Update the local bounds of the object. Expensive to use performance-wise. */ - GraphicsGeometry.prototype.calculateBounds = function () { - var bounds = this._bounds; - bounds.clear(); - bounds.addVertexData(this.points, 0, this.points.length); - bounds.pad(this.boundsPadding, this.boundsPadding); + Mesh.prototype.destroy = function (options) { + _super.prototype.destroy.call(this, options); + if (this._cachedTexture) { + this._cachedTexture.destroy(); + this._cachedTexture = null; + } + this.geometry = null; + this.shader = null; + this.state = null; + this.uvs = null; + this.indices = null; + this.vertexData = null; }; + /** The maximum number of vertices to consider batchable. Generally, the complexity of the geometry. */ + Mesh.BATCHABLE_SIZE = 100; + return Mesh; +}(display.Container)); + +var fragment = "varying vec2 vTextureCoord;\nuniform vec4 uColor;\n\nuniform sampler2D uSampler;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;\n}\n"; + +var vertex = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTextureMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\n}\n"; + +/** + * Slightly opinionated default shader for PixiJS 2D objects. + * @memberof PIXI + */ +var MeshMaterial = /** @class */ (function (_super) { + __extends(MeshMaterial, _super); /** - * Transform points using matrix. - * @param points - Points to transform - * @param matrix - Transform matrix + * @param uSampler - Texture that material uses to render. + * @param options - Additional options + * @param {number} [options.alpha=1] - Default alpha. + * @param {number} [options.tint=0xFFFFFF] - Default tint. + * @param {string} [options.pluginName='batch'] - Renderer plugin for batching. + * @param {PIXI.Program} [options.program=0xFFFFFF] - Custom program. + * @param {object} [options.uniforms] - Custom uniforms. */ - GraphicsGeometry.prototype.transformPoints = function (points, matrix) { - for (var i = 0; i < points.length / 2; i++) { - var x = points[(i * 2)]; - var y = points[(i * 2) + 1]; - points[(i * 2)] = (matrix.a * x) + (matrix.c * y) + matrix.tx; - points[(i * 2) + 1] = (matrix.b * x) + (matrix.d * y) + matrix.ty; + function MeshMaterial(uSampler, options) { + var _this = this; + var uniforms = { + uSampler: uSampler, + alpha: 1, + uTextureMatrix: math.Matrix.IDENTITY, + uColor: new Float32Array([1, 1, 1, 1]), + }; + // Set defaults + options = Object.assign({ + tint: 0xFFFFFF, + alpha: 1, + pluginName: 'batch', + }, options); + if (options.uniforms) { + Object.assign(uniforms, options.uniforms); + } + _this = _super.call(this, options.program || core.Program.from(vertex, fragment), uniforms) || this; + _this._colorDirty = false; + _this.uvMatrix = new core.TextureMatrix(uSampler); + _this.batchable = options.program === undefined; + _this.pluginName = options.pluginName; + _this.tint = options.tint; + _this.alpha = options.alpha; + return _this; + } + Object.defineProperty(MeshMaterial.prototype, "texture", { + /** Reference to the texture being rendered. */ + get: function () { + return this.uniforms.uSampler; + }, + set: function (value) { + if (this.uniforms.uSampler !== value) { + if (!this.uniforms.uSampler.baseTexture.alphaMode !== !value.baseTexture.alphaMode) { + this._colorDirty = true; + } + this.uniforms.uSampler = value; + this.uvMatrix.texture = value; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(MeshMaterial.prototype, "alpha", { + get: function () { + return this._alpha; + }, + /** + * This gets automatically set by the object using this. + * @default 1 + */ + set: function (value) { + if (value === this._alpha) + { return; } + this._alpha = value; + this._colorDirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(MeshMaterial.prototype, "tint", { + get: function () { + return this._tint; + }, + /** + * Multiply tint for the material. + * @default 0xFFFFFF + */ + set: function (value) { + if (value === this._tint) + { return; } + this._tint = value; + this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16); + this._colorDirty = true; + }, + enumerable: false, + configurable: true + }); + /** Gets called automatically by the Mesh. Intended to be overridden for custom {@link MeshMaterial} objects. */ + MeshMaterial.prototype.update = function () { + if (this._colorDirty) { + this._colorDirty = false; + var baseTexture = this.texture.baseTexture; + utils.premultiplyTintToRgba(this._tint, this._alpha, this.uniforms.uColor, baseTexture.alphaMode); + } + if (this.uvMatrix.update()) { + this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord; } }; + return MeshMaterial; +}(core.Shader)); + +/** + * Standard 2D geometry used in PixiJS. + * + * Geometry can be defined without passing in a style or data if required. + * + * ```js + * const geometry = new PIXI.Geometry(); + * + * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2); + * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1], 2); + * geometry.addIndex([0,1,2,1,3,2]); + * + * ``` + * @memberof PIXI + */ +var MeshGeometry = /** @class */ (function (_super) { + __extends(MeshGeometry, _super); /** - * Add colors. - * @param colors - List of colors to add to - * @param color - Color to add - * @param alpha - Alpha to use - * @param size - Number of colors to add - * @param offset + * @param {Float32Array|number[]} [vertices] - Positional data on geometry. + * @param {Float32Array|number[]} [uvs] - Texture UVs. + * @param {Uint16Array|number[]} [index] - IndexBuffer */ - GraphicsGeometry.prototype.addColors = function (colors, color, alpha, size, offset) { - if (offset === void 0) { offset = 0; } - // TODO use the premultiply bits Ivan added - var rgb = (color >> 16) + (color & 0xff00) + ((color & 0xff) << 16); - var rgba = utils.premultiplyTint(rgb, alpha); - colors.length = Math.max(colors.length, offset + size); - for (var i = 0; i < size; i++) { - colors[offset + i] = rgba; - } - }; + function MeshGeometry(vertices, uvs, index) { + var _this = _super.call(this) || this; + var verticesBuffer = new core.Buffer(vertices); + var uvsBuffer = new core.Buffer(uvs, true); + var indexBuffer = new core.Buffer(index, true, true); + _this.addAttribute('aVertexPosition', verticesBuffer, 2, false, constants.TYPES.FLOAT) + .addAttribute('aTextureCoord', uvsBuffer, 2, false, constants.TYPES.FLOAT) + .addIndex(indexBuffer); + _this._updateId = -1; + return _this; + } + Object.defineProperty(MeshGeometry.prototype, "vertexDirtyId", { + /** + * If the vertex position is updated. + * @readonly + * @private + */ + get: function () { + return this.buffers[0]._updateID; + }, + enumerable: false, + configurable: true + }); + return MeshGeometry; +}(core.Geometry)); + +exports.Mesh = Mesh; +exports.MeshBatchUvs = MeshBatchUvs; +exports.MeshGeometry = MeshGeometry; +exports.MeshMaterial = MeshMaterial; + + +},{"@pixi/constants":6,"@pixi/core":7,"@pixi/display":8,"@pixi/math":20,"@pixi/settings":30,"@pixi/utils":38}],23:[function(require,module,exports){ +/*! + * @pixi/mixin-cache-as-bitmap - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/mixin-cache-as-bitmap is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ +'use strict'; + +Object.defineProperty(exports, '__esModule', { value: true }); + +var core = require('@pixi/core'); +var sprite = require('@pixi/sprite'); +var display = require('@pixi/display'); +var math = require('@pixi/math'); +var utils = require('@pixi/utils'); +var settings = require('@pixi/settings'); +var constants = require('@pixi/constants'); + +var _tempMatrix = new math.Matrix(); +display.DisplayObject.prototype._cacheAsBitmap = false; +display.DisplayObject.prototype._cacheData = null; +display.DisplayObject.prototype._cacheAsBitmapResolution = null; +display.DisplayObject.prototype._cacheAsBitmapMultisample = constants.MSAA_QUALITY.NONE; +// figured there's no point adding ALL the extra variables to prototype. +// this model can hold the information needed. This can also be generated on demand as +// most objects are not cached as bitmaps. +/** + * @class + * @ignore + * @private + */ +var CacheData = /** @class */ (function () { + function CacheData() { + this.textureCacheId = null; + this.originalRender = null; + this.originalRenderCanvas = null; + this.originalCalculateBounds = null; + this.originalGetLocalBounds = null; + this.originalUpdateTransform = null; + this.originalDestroy = null; + this.originalMask = null; + this.originalFilterArea = null; + this.originalContainsPoint = null; + this.sprite = null; + } + return CacheData; +}()); +Object.defineProperties(display.DisplayObject.prototype, { /** - * Add texture id that the shader/fragment wants to use. - * @param textureIds - * @param id - * @param size - * @param offset + * The resolution to use for cacheAsBitmap. By default this will use the renderer's resolution + * but can be overriden for performance. Lower values will reduce memory usage at the expense + * of render quality. A falsey value of `null` or `0` will default to the renderer's resolution. + * If `cacheAsBitmap` is set to `true`, this will re-render with the new resolution. + * @member {number} cacheAsBitmapResolution + * @memberof PIXI.DisplayObject# + * @default null */ - GraphicsGeometry.prototype.addTextureIds = function (textureIds, id, size, offset) { - if (offset === void 0) { offset = 0; } - textureIds.length = Math.max(textureIds.length, offset + size); - for (var i = 0; i < size; i++) { - textureIds[offset + i] = id; - } - }; + cacheAsBitmapResolution: { + get: function () { + return this._cacheAsBitmapResolution; + }, + set: function (resolution) { + if (resolution === this._cacheAsBitmapResolution) { + return; + } + this._cacheAsBitmapResolution = resolution; + if (this.cacheAsBitmap) { + // Toggle to re-render at the new resolution + this.cacheAsBitmap = false; + this.cacheAsBitmap = true; + } + }, + }, /** - * Generates the UVs for a shape. - * @param verts - Vertices - * @param uvs - UVs - * @param texture - Reference to Texture - * @param start - Index buffer start index. - * @param size - The size/length for index buffer. - * @param matrix - Optional transform for all points. + * The number of samples to use for cacheAsBitmap. If set to `null`, the renderer's + * sample count is used. + * If `cacheAsBitmap` is set to `true`, this will re-render with the new number of samples. + * @member {number} cacheAsBitmapMultisample + * @memberof PIXI.DisplayObject# + * @default PIXI.MSAA_QUALITY.NONE */ - GraphicsGeometry.prototype.addUvs = function (verts, uvs, texture, start, size, matrix) { - if (matrix === void 0) { matrix = null; } - var index = 0; - var uvsStart = uvs.length; - var frame = texture.frame; - while (index < size) { - var x = verts[(start + index) * 2]; - var y = verts[((start + index) * 2) + 1]; - if (matrix) { - var nx = (matrix.a * x) + (matrix.c * y) + matrix.tx; - y = (matrix.b * x) + (matrix.d * y) + matrix.ty; - x = nx; + cacheAsBitmapMultisample: { + get: function () { + return this._cacheAsBitmapMultisample; + }, + set: function (multisample) { + if (multisample === this._cacheAsBitmapMultisample) { + return; } - index++; - uvs.push(x / frame.width, y / frame.height); - } - var baseTexture = texture.baseTexture; - if (frame.width < baseTexture.width - || frame.height < baseTexture.height) { - this.adjustUvs(uvs, texture, uvsStart, size); - } - }; + this._cacheAsBitmapMultisample = multisample; + if (this.cacheAsBitmap) { + // Toggle to re-render with new multisample + this.cacheAsBitmap = false; + this.cacheAsBitmap = true; + } + }, + }, /** - * Modify uvs array according to position of texture region - * Does not work with rotated or trimmed textures - * @param uvs - array - * @param texture - region - * @param start - starting index for uvs - * @param size - how many points to adjust + * Set this to true if you want this display object to be cached as a bitmap. + * This basically takes a snap shot of the display object as it is at that moment. It can + * provide a performance benefit for complex static displayObjects. + * To remove simply set this property to `false` + * + * IMPORTANT GOTCHA - Make sure that all your textures are preloaded BEFORE setting this property to true + * as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear. + * @member {boolean} + * @memberof PIXI.DisplayObject# */ - GraphicsGeometry.prototype.adjustUvs = function (uvs, texture, start, size) { - var baseTexture = texture.baseTexture; - var eps = 1e-6; - var finish = start + (size * 2); - var frame = texture.frame; - var scaleX = frame.width / baseTexture.width; - var scaleY = frame.height / baseTexture.height; - var offsetX = frame.x / frame.width; - var offsetY = frame.y / frame.height; - var minX = Math.floor(uvs[start] + eps); - var minY = Math.floor(uvs[start + 1] + eps); - for (var i = start + 2; i < finish; i += 2) { - minX = Math.min(minX, Math.floor(uvs[i] + eps)); - minY = Math.min(minY, Math.floor(uvs[i + 1] + eps)); + cacheAsBitmap: { + get: function () { + return this._cacheAsBitmap; + }, + set: function (value) { + if (this._cacheAsBitmap === value) { + return; + } + this._cacheAsBitmap = value; + var data; + if (value) { + if (!this._cacheData) { + this._cacheData = new CacheData(); + } + data = this._cacheData; + data.originalRender = this.render; + data.originalRenderCanvas = this.renderCanvas; + data.originalUpdateTransform = this.updateTransform; + data.originalCalculateBounds = this.calculateBounds; + data.originalGetLocalBounds = this.getLocalBounds; + data.originalDestroy = this.destroy; + data.originalContainsPoint = this.containsPoint; + data.originalMask = this._mask; + data.originalFilterArea = this.filterArea; + this.render = this._renderCached; + this.renderCanvas = this._renderCachedCanvas; + this.destroy = this._cacheAsBitmapDestroy; + } + else { + data = this._cacheData; + if (data.sprite) { + this._destroyCachedDisplayObject(); + } + this.render = data.originalRender; + this.renderCanvas = data.originalRenderCanvas; + this.calculateBounds = data.originalCalculateBounds; + this.getLocalBounds = data.originalGetLocalBounds; + this.destroy = data.originalDestroy; + this.updateTransform = data.originalUpdateTransform; + this.containsPoint = data.originalContainsPoint; + this._mask = data.originalMask; + this.filterArea = data.originalFilterArea; + } + }, + }, +}); +/** + * Renders a cached version of the sprite with WebGL + * @private + * @method _renderCached + * @memberof PIXI.DisplayObject# + * @param {PIXI.Renderer} renderer - the WebGL renderer + */ +display.DisplayObject.prototype._renderCached = function _renderCached(renderer) { + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + this._initCachedDisplayObject(renderer); + this._cacheData.sprite.transform._worldID = this.transform._worldID; + this._cacheData.sprite.worldAlpha = this.worldAlpha; + this._cacheData.sprite._render(renderer); +}; +/** + * Prepares the WebGL renderer to cache the sprite + * @private + * @method _initCachedDisplayObject + * @memberof PIXI.DisplayObject# + * @param {PIXI.Renderer} renderer - the WebGL renderer + */ +display.DisplayObject.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer) { + var _a; + if (this._cacheData && this._cacheData.sprite) { + return; + } + // make sure alpha is set to 1 otherwise it will get rendered as invisible! + var cacheAlpha = this.alpha; + this.alpha = 1; + // first we flush anything left in the renderer (otherwise it would get rendered to the cached texture) + renderer.batch.flush(); + // this.filters= []; + // next we find the dimensions of the untransformed object + // this function also calls updatetransform on all its children as part of the measuring. + // This means we don't need to update the transform again in this function + // TODO pass an object to clone too? saves having to create a new one each time! + var bounds = this.getLocalBounds(null, true).clone(); + // add some padding! + if (this.filters && this.filters.length) { + var padding = this.filters[0].padding; + bounds.pad(padding); + } + bounds.ceil(settings.settings.RESOLUTION); + // for now we cache the current renderTarget that the WebGL renderer is currently using. + // this could be more elegant.. + var cachedRenderTexture = renderer.renderTexture.current; + var cachedSourceFrame = renderer.renderTexture.sourceFrame.clone(); + var cachedDestinationFrame = renderer.renderTexture.destinationFrame.clone(); + var cachedProjectionTransform = renderer.projection.transform; + // We also store the filter stack - I will definitely look to change how this works a little later down the line. + // const stack = renderer.filterManager.filterStack; + // this renderTexture will be used to store the cached DisplayObject + var renderTexture = core.RenderTexture.create({ + width: bounds.width, + height: bounds.height, + resolution: this.cacheAsBitmapResolution || renderer.resolution, + multisample: (_a = this.cacheAsBitmapMultisample) !== null && _a !== void 0 ? _a : renderer.multisample, + }); + var textureCacheId = "cacheAsBitmap_" + utils.uid(); + this._cacheData.textureCacheId = textureCacheId; + core.BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId); + core.Texture.addToCache(renderTexture, textureCacheId); + // need to set // + var m = this.transform.localTransform.copyTo(_tempMatrix).invert().translate(-bounds.x, -bounds.y); + // set all properties to there original so we can render to a texture + this.render = this._cacheData.originalRender; + renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false }); + renderer.framebuffer.blit(); + // now restore the state be setting the new properties + renderer.projection.transform = cachedProjectionTransform; + renderer.renderTexture.bind(cachedRenderTexture, cachedSourceFrame, cachedDestinationFrame); + // renderer.filterManager.filterStack = stack; + this.render = this._renderCached; + // the rest is the same as for Canvas + this.updateTransform = this.displayObjectUpdateTransform; + this.calculateBounds = this._calculateCachedBounds; + this.getLocalBounds = this._getCachedLocalBounds; + this._mask = null; + this.filterArea = null; + this.alpha = cacheAlpha; + // create our cached sprite + var cachedSprite = new sprite.Sprite(renderTexture); + cachedSprite.transform.worldTransform = this.transform.worldTransform; + cachedSprite.anchor.x = -(bounds.x / bounds.width); + cachedSprite.anchor.y = -(bounds.y / bounds.height); + cachedSprite.alpha = cacheAlpha; + cachedSprite._bounds = this._bounds; + this._cacheData.sprite = cachedSprite; + this.transform._parentID = -1; + // restore the transform of the cached sprite to avoid the nasty flicker.. + if (!this.parent) { + this.enableTempParent(); + this.updateTransform(); + this.disableTempParent(null); + } + else { + this.updateTransform(); + } + // map the hit test.. + this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite); +}; +/** + * Renders a cached version of the sprite with canvas + * @private + * @method _renderCachedCanvas + * @memberof PIXI.DisplayObject# + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer + */ +display.DisplayObject.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer) { + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + this._initCachedDisplayObjectCanvas(renderer); + this._cacheData.sprite.worldAlpha = this.worldAlpha; + this._cacheData.sprite._renderCanvas(renderer); +}; +// TODO this can be the same as the WebGL version.. will need to do a little tweaking first though.. +/** + * Prepares the Canvas renderer to cache the sprite + * @private + * @method _initCachedDisplayObjectCanvas + * @memberof PIXI.DisplayObject# + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer + */ +display.DisplayObject.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(renderer) { + if (this._cacheData && this._cacheData.sprite) { + return; + } + // get bounds actually transforms the object for us already! + var bounds = this.getLocalBounds(null, true); + var cacheAlpha = this.alpha; + this.alpha = 1; + var cachedRenderTarget = renderer.context; + var cachedProjectionTransform = renderer._projTransform; + bounds.ceil(settings.settings.RESOLUTION); + var renderTexture = core.RenderTexture.create({ width: bounds.width, height: bounds.height }); + var textureCacheId = "cacheAsBitmap_" + utils.uid(); + this._cacheData.textureCacheId = textureCacheId; + core.BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId); + core.Texture.addToCache(renderTexture, textureCacheId); + // need to set // + var m = _tempMatrix; + this.transform.localTransform.copyTo(m); + m.invert(); + m.tx -= bounds.x; + m.ty -= bounds.y; + // m.append(this.transform.worldTransform.) + // set all properties to there original so we can render to a texture + this.renderCanvas = this._cacheData.originalRenderCanvas; + renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false }); + // now restore the state be setting the new properties + renderer.context = cachedRenderTarget; + renderer._projTransform = cachedProjectionTransform; + this.renderCanvas = this._renderCachedCanvas; + // the rest is the same as for WebGL + this.updateTransform = this.displayObjectUpdateTransform; + this.calculateBounds = this._calculateCachedBounds; + this.getLocalBounds = this._getCachedLocalBounds; + this._mask = null; + this.filterArea = null; + this.alpha = cacheAlpha; + // create our cached sprite + var cachedSprite = new sprite.Sprite(renderTexture); + cachedSprite.transform.worldTransform = this.transform.worldTransform; + cachedSprite.anchor.x = -(bounds.x / bounds.width); + cachedSprite.anchor.y = -(bounds.y / bounds.height); + cachedSprite.alpha = cacheAlpha; + cachedSprite._bounds = this._bounds; + this._cacheData.sprite = cachedSprite; + this.transform._parentID = -1; + // restore the transform of the cached sprite to avoid the nasty flicker.. + if (!this.parent) { + this.parent = renderer._tempDisplayObjectParent; + this.updateTransform(); + this.parent = null; + } + else { + this.updateTransform(); + } + // map the hit test.. + this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite); +}; +/** + * Calculates the bounds of the cached sprite + * @private + * @method + */ +display.DisplayObject.prototype._calculateCachedBounds = function _calculateCachedBounds() { + this._bounds.clear(); + this._cacheData.sprite.transform._worldID = this.transform._worldID; + this._cacheData.sprite._calculateBounds(); + this._bounds.updateID = this._boundsID; +}; +/** + * Gets the bounds of the cached sprite. + * @private + * @method + * @returns {Rectangle} The local bounds. + */ +display.DisplayObject.prototype._getCachedLocalBounds = function _getCachedLocalBounds() { + return this._cacheData.sprite.getLocalBounds(null); +}; +/** + * Destroys the cached sprite. + * @private + * @method + */ +display.DisplayObject.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject() { + this._cacheData.sprite._texture.destroy(true); + this._cacheData.sprite = null; + core.BaseTexture.removeFromCache(this._cacheData.textureCacheId); + core.Texture.removeFromCache(this._cacheData.textureCacheId); + this._cacheData.textureCacheId = null; +}; +/** + * Destroys the cached object. + * @private + * @method + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value. + * Used when destroying containers, see the Container.destroy method. + */ +display.DisplayObject.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options) { + this.cacheAsBitmap = false; + this.destroy(options); +}; + +exports.CacheData = CacheData; + + +},{"@pixi/constants":6,"@pixi/core":7,"@pixi/display":8,"@pixi/math":20,"@pixi/settings":30,"@pixi/sprite":33,"@pixi/utils":38}],24:[function(require,module,exports){ +/*! + * @pixi/mixin-get-child-by-name - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/mixin-get-child-by-name is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ +'use strict'; + +var display = require('@pixi/display'); + +/** + * The instance name of the object. + * @memberof PIXI.DisplayObject# + * @member {string} name + */ +display.DisplayObject.prototype.name = null; +/** + * Returns the display object in the container. + * + * Recursive searches are done in a preorder traversal. + * @method getChildByName + * @memberof PIXI.Container# + * @param {string} name - Instance name. + * @param {boolean}[deep=false] - Whether to search recursively + * @returns {PIXI.DisplayObject} The child with the specified name. + */ +display.Container.prototype.getChildByName = function getChildByName(name, deep) { + for (var i = 0, j = this.children.length; i < j; i++) { + if (this.children[i].name === name) { + return this.children[i]; } - offsetX -= minX; - offsetY -= minY; - for (var i = start; i < finish; i += 2) { - uvs[i] = (uvs[i] + offsetX) * scaleX; - uvs[i + 1] = (uvs[i + 1] + offsetY) * scaleY; + } + if (deep) { + for (var i = 0, j = this.children.length; i < j; i++) { + var child = this.children[i]; + if (!child.getChildByName) { + continue; + } + var target = child.getChildByName(name, true); + if (target) { + return target; + } } - }; - /** - * The maximum number of points to consider an object "batchable", - * able to be batched by the renderer's batch system. -\ - */ - GraphicsGeometry.BATCHABLE_SIZE = 100; - return GraphicsGeometry; -}(core.BatchGeometry)); + } + return null; +}; + + +},{"@pixi/display":8}],25:[function(require,module,exports){ +/*! + * @pixi/mixin-get-global-position - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/mixin-get-global-position is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ +'use strict'; + +var display = require('@pixi/display'); +var math = require('@pixi/math'); /** - * Represents the line style for Graphics. - * @memberof PIXI + * Returns the global position of the displayObject. Does not depend on object scale, rotation and pivot. + * @method getGlobalPosition + * @memberof PIXI.DisplayObject# + * @param {PIXI.Point} [point=new PIXI.Point()] - The point to write the global value to. + * @param {boolean} [skipUpdate=false] - Setting to true will stop the transforms of the scene graph from + * being updated. This means the calculation returned MAY be out of date BUT will give you a + * nice performance boost. + * @returns {PIXI.Point} The updated point. */ -var LineStyle = /** @class */ (function (_super) { - __extends(LineStyle, _super); - function LineStyle() { - var _this = _super !== null && _super.apply(this, arguments) || this; - /** The width (thickness) of any lines drawn. */ - _this.width = 0; - /** The alignment of any lines drawn (0.5 = middle, 1 = outer, 0 = inner). WebGL only. */ - _this.alignment = 0.5; - /** If true the lines will be draw using LINES instead of TRIANGLE_STRIP. */ - _this.native = false; - /** - * Line cap style. - * @member {PIXI.LINE_CAP} - * @default PIXI.LINE_CAP.BUTT - */ - _this.cap = exports.LINE_CAP.BUTT; - /** - * Line join style. - * @member {PIXI.LINE_JOIN} - * @default PIXI.LINE_JOIN.MITER - */ - _this.join = exports.LINE_JOIN.MITER; - /** Miter limit. */ - _this.miterLimit = 10; - return _this; +display.DisplayObject.prototype.getGlobalPosition = function getGlobalPosition(point, skipUpdate) { + if (point === void 0) { point = new math.Point(); } + if (skipUpdate === void 0) { skipUpdate = false; } + if (this.parent) { + this.parent.toGlobal(this.position, point, skipUpdate); } - /** Clones the object. */ - LineStyle.prototype.clone = function () { - var obj = new LineStyle(); - obj.color = this.color; - obj.alpha = this.alpha; - obj.texture = this.texture; - obj.matrix = this.matrix; - obj.visible = this.visible; - obj.width = this.width; - obj.alignment = this.alignment; - obj.native = this.native; - obj.cap = this.cap; - obj.join = this.join; - obj.miterLimit = this.miterLimit; - return obj; - }; - /** Reset the line style to default. */ - LineStyle.prototype.reset = function () { - _super.prototype.reset.call(this); - // Override default line style color - this.color = 0x0; - this.alignment = 0.5; - this.width = 0; - this.native = false; - }; - return LineStyle; -}(FillStyle)); + else { + point.x = this.position.x; + point.y = this.position.y; + } + return point; +}; + + +},{"@pixi/display":8,"@pixi/math":20}],26:[function(require,module,exports){ +/*! + * @pixi/particle-container - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/particle-container is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ +'use strict'; + +Object.defineProperty(exports, '__esModule', { value: true }); + +var constants = require('@pixi/constants'); +var display = require('@pixi/display'); +var utils = require('@pixi/utils'); +var core = require('@pixi/core'); +var math = require('@pixi/math'); + +/*! ***************************************************************************** +Copyright (c) Microsoft Corporation. + +Permission to use, copy, modify, and/or distribute this software for any +purpose with or without fee is hereby granted. + +THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH +REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY +AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, +INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM +LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR +OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THIS SOFTWARE. +***************************************************************************** */ +/* global Reflect, Promise */ + +var extendStatics = function(d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics(d, b); +}; + +function __extends(d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); +} -var temp = new Float32Array(3); -// a default shaders map used by graphics.. -var DEFAULT_SHADERS = {}; /** - * The Graphics class is primarily used to render primitive shapes such as lines, circles and - * rectangles to the display, and to color and fill them. However, you can also use a Graphics - * object to build a list of primitives to use as a mask, or as a complex hitArea. + * The ParticleContainer class is a really fast version of the Container built solely for speed, + * so use when you need a lot of sprites or particles. * - * Please note that due to legacy naming conventions, the behavior of some functions in this class - * can be confusing. Each call to `drawRect()`, `drawPolygon()`, etc. actually stores that primitive - * in the Geometry class's GraphicsGeometry object for later use in rendering or hit testing - the - * functions do not directly draw anything to the screen. Similarly, the `clear()` function doesn't - * change the screen, it simply resets the list of primitives, which can be useful if you want to - * rebuild the contents of an existing Graphics object. + * The tradeoff of the ParticleContainer is that most advanced functionality will not work. + * ParticleContainer implements the basic object transform (position, scale, rotation) + * and some advanced functionality like tint (as of v4.5.6). * - * Once a GraphicsGeometry list is built, you can re-use it in other Geometry objects as - * an optimization, by passing it into a new Geometry object's constructor. Because of this - * ability, it's important to call `destroy()` on Geometry objects once you are done with them, to - * properly dereference each GraphicsGeometry and prevent memory leaks. + * Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch. + * + * It's extremely easy to use: + * ```js + * let container = new ParticleContainer(); + * + * for (let i = 0; i < 100; ++i) + * { + * let sprite = PIXI.Sprite.from("myImage.png"); + * container.addChild(sprite); + * } + * ``` + * + * And here you have a hundred sprites that will be rendered at the speed of light. * @memberof PIXI */ -var Graphics = /** @class */ (function (_super) { - __extends(Graphics, _super); +var ParticleContainer = /** @class */ (function (_super) { + __extends(ParticleContainer, _super); /** - * @param geometry - Geometry to use, if omitted will create a new GraphicsGeometry instance. + * @param maxSize - The maximum number of particles that can be rendered by the container. + * Affects size of allocated buffers. + * @param properties - The properties of children that should be uploaded to the gpu and applied. + * @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied. + * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`. + * @param {boolean} [properties.position=true] - When true, position be uploaded and applied. + * @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied. + * @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied. + * @param {boolean} [properties.tint=false] - When true, alpha and tint be uploaded and applied. + * @param {number} [batchSize=16384] - Number of particles per batch. If less than maxSize, it uses maxSize instead. + * @param {boolean} [autoResize=false] - If true, container allocates more batches in case + * there are more than `maxSize` particles. */ - function Graphics(geometry) { - if (geometry === void 0) { geometry = null; } + function ParticleContainer(maxSize, properties, batchSize, autoResize) { + if (maxSize === void 0) { maxSize = 1500; } + if (batchSize === void 0) { batchSize = 16384; } + if (autoResize === void 0) { autoResize = false; } var _this = _super.call(this) || this; - /** - * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU. - * Can be shared between multiple Graphics objects. - */ - _this.shader = null; - /** Renderer plugin for batching */ - _this.pluginName = 'batch'; - /** - * Current path - * @readonly - */ - _this.currentPath = null; - /** A collections of batches! These can be drawn by the renderer batch system. */ - _this.batches = []; - /** Update dirty for limiting calculating tints for batches. */ - _this.batchTint = -1; - /** Update dirty for limiting calculating batches.*/ - _this.batchDirty = -1; - /** Copy of the object vertex data. */ - _this.vertexData = null; - /** Current fill style. */ - _this._fillStyle = new FillStyle(); - /** Current line style. */ - _this._lineStyle = new LineStyle(); - /** Current shape transform matrix. */ - _this._matrix = null; - /** Current hole mode is enabled. */ - _this._holeMode = false; - /** - * Represents the WebGL state the Graphics required to render, excludes shader and geometry. E.g., - * blend mode, culling, depth testing, direction of rendering triangles, backface, etc. - */ - _this.state = core.State.for2d(); - _this._geometry = geometry || new GraphicsGeometry(); - _this._geometry.refCount++; - /** - * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite. - * This is useful if your graphics element does not change often, as it will speed up the rendering - * of the object in exchange for taking up texture memory. It is also useful if you need the graphics - * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if - * you are constantly redrawing the graphics element. - * @name cacheAsBitmap - * @member {boolean} - * @memberof PIXI.Graphics# - * @default false - */ - _this._transformID = -1; - // Set default - _this.tint = 0xFFFFFF; + // Making sure the batch size is valid + // 65535 is max vertex index in the index buffer (see ParticleRenderer) + // so max number of particles is 65536 / 4 = 16384 + var maxBatchSize = 16384; + if (batchSize > maxBatchSize) { + batchSize = maxBatchSize; + } + _this._properties = [false, true, false, false, false]; + _this._maxSize = maxSize; + _this._batchSize = batchSize; + _this._buffers = null; + _this._bufferUpdateIDs = []; + _this._updateID = 0; + _this.interactiveChildren = false; _this.blendMode = constants.BLEND_MODES.NORMAL; + _this.autoResize = autoResize; + _this.roundPixels = true; + _this.baseTexture = null; + _this.setProperties(properties); + _this._tint = 0; + _this.tintRgb = new Float32Array(4); + _this.tint = 0xFFFFFF; return _this; } - Object.defineProperty(Graphics.prototype, "geometry", { - /** - * Includes vertex positions, face indices, normals, colors, UVs, and - * custom attributes within buffers, reducing the cost of passing all - * this data to the GPU. Can be shared between multiple Mesh or Graphics objects. - * @readonly - */ - get: function () { - return this._geometry; - }, - enumerable: false, - configurable: true - }); - /** - * Creates a new Graphics object with the same values as this one. - * Note that only the geometry of the object is cloned, not its transform (position,scale,etc) - * @returns - A clone of the graphics object - */ - Graphics.prototype.clone = function () { - this.finishPoly(); - return new Graphics(this._geometry); - }; - Object.defineProperty(Graphics.prototype, "blendMode", { - get: function () { - return this.state.blendMode; - }, - /** - * The blend mode to be applied to the graphic shape. Apply a value of - * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. Note that, since each - * primitive in the GraphicsGeometry list is rendered sequentially, modes - * such as `PIXI.BLEND_MODES.ADD` and `PIXI.BLEND_MODES.MULTIPLY` will - * be applied per-primitive. - * @default PIXI.BLEND_MODES.NORMAL - */ - set: function (value) { - this.state.blendMode = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Graphics.prototype, "tint", { - /** - * The tint applied to each graphic shape. This is a hex value. A value of - * 0xFFFFFF will remove any tint effect. - * @default 0xFFFFFF - */ - get: function () { - return this._tint; - }, - set: function (value) { - this._tint = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Graphics.prototype, "fill", { - /** - * The current fill style. - * @readonly - */ - get: function () { - return this._fillStyle; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Graphics.prototype, "line", { - /** - * The current line style. - * @readonly - */ - get: function () { - return this._lineStyle; - }, - enumerable: false, - configurable: true - }); - Graphics.prototype.lineStyle = function (options, color, alpha, alignment, native) { - if (options === void 0) { options = null; } - if (color === void 0) { color = 0x0; } - if (alpha === void 0) { alpha = 1; } - if (alignment === void 0) { alignment = 0.5; } - if (native === void 0) { native = false; } - // Support non-object params: (width, color, alpha, alignment, native) - if (typeof options === 'number') { - options = { width: options, color: color, alpha: alpha, alignment: alignment, native: native }; - } - return this.lineTextureStyle(options); - }; - /** - * Like line style but support texture for line fill. - * @param [options] - Collection of options for setting line style. - * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style - * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to use - * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style. - * Default 0xFFFFFF if texture present. - * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style - * @param {PIXI.Matrix} [options.matrix=null] - Texture matrix to transform texture - * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outer). - * WebGL only. - * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP - * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style - * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style - * @param {number}[options.miterLimit=10] - miter limit ratio - * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls - */ - Graphics.prototype.lineTextureStyle = function (options) { - // Apply defaults - options = Object.assign({ - width: 0, - texture: core.Texture.WHITE, - color: (options && options.texture) ? 0xFFFFFF : 0x0, - alpha: 1, - matrix: null, - alignment: 0.5, - native: false, - cap: exports.LINE_CAP.BUTT, - join: exports.LINE_JOIN.MITER, - miterLimit: 10, - }, options); - if (this.currentPath) { - this.startPoly(); - } - var visible = options.width > 0 && options.alpha > 0; - if (!visible) { - this._lineStyle.reset(); - } - else { - if (options.matrix) { - options.matrix = options.matrix.clone(); - options.matrix.invert(); - } - Object.assign(this._lineStyle, { visible: visible }, options); - } - return this; - }; - /** - * Start a polygon object internally. - * @protected - */ - Graphics.prototype.startPoly = function () { - if (this.currentPath) { - var points = this.currentPath.points; - var len = this.currentPath.points.length; - if (len > 2) { - this.drawShape(this.currentPath); - this.currentPath = new math.Polygon(); - this.currentPath.closeStroke = false; - this.currentPath.points.push(points[len - 2], points[len - 1]); - } - } - else { - this.currentPath = new math.Polygon(); - this.currentPath.closeStroke = false; - } - }; - /** - * Finish the polygon object. - * @protected - */ - Graphics.prototype.finishPoly = function () { - if (this.currentPath) { - if (this.currentPath.points.length > 2) { - this.drawShape(this.currentPath); - this.currentPath = null; - } - else { - this.currentPath.points.length = 0; - } - } - }; - /** - * Moves the current drawing position to x, y. - * @param x - the X coordinate to move to - * @param y - the Y coordinate to move to - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.moveTo = function (x, y) { - this.startPoly(); - this.currentPath.points[0] = x; - this.currentPath.points[1] = y; - return this; - }; /** - * Draws a line using the current line style from the current drawing position to (x, y); - * The current drawing position is then set to (x, y). - * @param x - the X coordinate to draw to - * @param y - the Y coordinate to draw to - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.lineTo = function (x, y) { - if (!this.currentPath) { - this.moveTo(0, 0); - } - // remove duplicates.. - var points = this.currentPath.points; - var fromX = points[points.length - 2]; - var fromY = points[points.length - 1]; - if (fromX !== x || fromY !== y) { - points.push(x, y); + * Sets the private properties array to dynamic / static based on the passed properties object + * @param properties - The properties to be uploaded + */ + ParticleContainer.prototype.setProperties = function (properties) { + if (properties) { + this._properties[0] = 'vertices' in properties || 'scale' in properties + ? !!properties.vertices || !!properties.scale : this._properties[0]; + this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1]; + this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2]; + this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3]; + this._properties[4] = 'tint' in properties || 'alpha' in properties + ? !!properties.tint || !!properties.alpha : this._properties[4]; } - return this; }; + ParticleContainer.prototype.updateTransform = function () { + // TODO don't need to! + this.displayObjectUpdateTransform(); + }; + Object.defineProperty(ParticleContainer.prototype, "tint", { + /** + * The tint applied to the container. This is a hex value. + * A value of 0xFFFFFF will remove any tint effect. + * IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer. + * @default 0xFFFFFF + */ + get: function () { + return this._tint; + }, + set: function (value) { + this._tint = value; + utils.hex2rgb(value, this.tintRgb); + }, + enumerable: false, + configurable: true + }); /** - * Initialize the curve - * @param x - * @param y + * Renders the container using the WebGL renderer. + * @param renderer - The WebGL renderer. */ - Graphics.prototype._initCurve = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (this.currentPath) { - if (this.currentPath.points.length === 0) { - this.currentPath.points = [x, y]; - } + ParticleContainer.prototype.render = function (renderer) { + var _this = this; + if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { + return; } - else { - this.moveTo(x, y); + if (!this.baseTexture) { + this.baseTexture = this.children[0]._texture.baseTexture; + if (!this.baseTexture.valid) { + this.baseTexture.once('update', function () { return _this.onChildrenChange(0); }); + } } + renderer.batch.setObjectRenderer(renderer.plugins.particle); + renderer.plugins.particle.render(this); }; /** - * Calculate the points for a quadratic bezier curve and then draws it. - * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c - * @param cpX - Control point x - * @param cpY - Control point y - * @param toX - Destination point x - * @param toY - Destination point y - * @returns - This Graphics object. Good for chaining method calls + * Set the flag that static data should be updated to true + * @param smallestChildIndex - The smallest child index. */ - Graphics.prototype.quadraticCurveTo = function (cpX, cpY, toX, toY) { - this._initCurve(); - var points = this.currentPath.points; - if (points.length === 0) { - this.moveTo(0, 0); + ParticleContainer.prototype.onChildrenChange = function (smallestChildIndex) { + var bufferIndex = Math.floor(smallestChildIndex / this._batchSize); + while (this._bufferUpdateIDs.length < bufferIndex) { + this._bufferUpdateIDs.push(0); } - QuadraticUtils.curveTo(cpX, cpY, toX, toY, points); - return this; + this._bufferUpdateIDs[bufferIndex] = ++this._updateID; }; - /** - * Calculate the points for a bezier curve and then draws it. - * @param cpX - Control point x - * @param cpY - Control point y - * @param cpX2 - Second Control point x - * @param cpY2 - Second Control point y - * @param toX - Destination point x - * @param toY - Destination point y - * @returns This Graphics object. Good for chaining method calls - */ - Graphics.prototype.bezierCurveTo = function (cpX, cpY, cpX2, cpY2, toX, toY) { - this._initCurve(); - BezierUtils.curveTo(cpX, cpY, cpX2, cpY2, toX, toY, this.currentPath.points); - return this; + ParticleContainer.prototype.dispose = function () { + if (this._buffers) { + for (var i = 0; i < this._buffers.length; ++i) { + this._buffers[i].destroy(); + } + this._buffers = null; + } }; /** - * The arcTo() method creates an arc/curve between two tangents on the canvas. - * - * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google! - * @param x1 - The x-coordinate of the first tangent point of the arc - * @param y1 - The y-coordinate of the first tangent point of the arc - * @param x2 - The x-coordinate of the end of the arc - * @param y2 - The y-coordinate of the end of the arc - * @param radius - The radius of the arc - * @returns - This Graphics object. Good for chaining method calls + * Destroys the container + * @param options - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their + * destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the texture of the child sprite + * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the base texture of the child sprite */ - Graphics.prototype.arcTo = function (x1, y1, x2, y2, radius) { - this._initCurve(x1, y1); - var points = this.currentPath.points; - var result = ArcUtils.curveTo(x1, y1, x2, y2, radius, points); - if (result) { - var cx = result.cx, cy = result.cy, radius_1 = result.radius, startAngle = result.startAngle, endAngle = result.endAngle, anticlockwise = result.anticlockwise; - this.arc(cx, cy, radius_1, startAngle, endAngle, anticlockwise); - } - return this; + ParticleContainer.prototype.destroy = function (options) { + _super.prototype.destroy.call(this, options); + this.dispose(); + this._properties = null; + this._buffers = null; + this._bufferUpdateIDs = null; }; + return ParticleContainer; +}(display.Container)); + +/* + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original PixiJS version! + * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that + * they now share 4 bytes on the vertex buffer + * + * Heavily inspired by LibGDX's ParticleBuffer: + * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java + */ +/** + * The particle buffer manages the static and dynamic buffers for a particle container. + * @private + * @memberof PIXI + */ +var ParticleBuffer = /** @class */ (function () { /** - * The arc method creates an arc/curve (used to create circles, or parts of circles). - * @param cx - The x-coordinate of the center of the circle - * @param cy - The y-coordinate of the center of the circle - * @param radius - The radius of the circle - * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position - * of the arc's circle) - * @param endAngle - The ending angle, in radians - * @param anticlockwise - Specifies whether the drawing should be - * counter-clockwise or clockwise. False is default, and indicates clockwise, while true - * indicates counter-clockwise. - * @returns - This Graphics object. Good for chaining method calls + * @param {object} properties - The properties to upload. + * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic. + * @param {number} size - The size of the batch. */ - Graphics.prototype.arc = function (cx, cy, radius, startAngle, endAngle, anticlockwise) { - if (anticlockwise === void 0) { anticlockwise = false; } - if (startAngle === endAngle) { - return this; - } - if (!anticlockwise && endAngle <= startAngle) { - endAngle += math.PI_2; - } - else if (anticlockwise && startAngle <= endAngle) { - startAngle += math.PI_2; - } - var sweep = endAngle - startAngle; - if (sweep === 0) { - return this; - } - var startX = cx + (Math.cos(startAngle) * radius); - var startY = cy + (Math.sin(startAngle) * radius); - var eps = this._geometry.closePointEps; - // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path. - var points = this.currentPath ? this.currentPath.points : null; - if (points) { - // TODO: make a better fix. - // We check how far our start is from the last existing point - var xDiff = Math.abs(points[points.length - 2] - startX); - var yDiff = Math.abs(points[points.length - 1] - startY); - if (xDiff < eps && yDiff < eps) ; + function ParticleBuffer(properties, dynamicPropertyFlags, size) { + this.geometry = new core.Geometry(); + this.indexBuffer = null; + this.size = size; + this.dynamicProperties = []; + this.staticProperties = []; + for (var i = 0; i < properties.length; ++i) { + var property = properties[i]; + // Make copy of properties object so that when we edit the offset it doesn't + // change all other instances of the object literal + property = { + attributeName: property.attributeName, + size: property.size, + uploadFunction: property.uploadFunction, + type: property.type || constants.TYPES.FLOAT, + offset: property.offset, + }; + if (dynamicPropertyFlags[i]) { + this.dynamicProperties.push(property); + } else { - points.push(startX, startY); + this.staticProperties.push(property); } } - else { - this.moveTo(startX, startY); - points = this.currentPath.points; + this.staticStride = 0; + this.staticBuffer = null; + this.staticData = null; + this.staticDataUint32 = null; + this.dynamicStride = 0; + this.dynamicBuffer = null; + this.dynamicData = null; + this.dynamicDataUint32 = null; + this._updateID = 0; + this.initBuffers(); + } + /** Sets up the renderer context and necessary buffers. */ + ParticleBuffer.prototype.initBuffers = function () { + var geometry = this.geometry; + var dynamicOffset = 0; + this.indexBuffer = new core.Buffer(utils.createIndicesForQuads(this.size), true, true); + geometry.addIndex(this.indexBuffer); + this.dynamicStride = 0; + for (var i = 0; i < this.dynamicProperties.length; ++i) { + var property = this.dynamicProperties[i]; + property.offset = dynamicOffset; + dynamicOffset += property.size; + this.dynamicStride += property.size; } - ArcUtils.arc(startX, startY, cx, cy, radius, startAngle, endAngle, anticlockwise, points); - return this; - }; - /** - * Specifies a simple one-color fill that subsequent calls to other Graphics methods - * (such as lineTo() or drawCircle()) use when drawing. - * @param color - the color of the fill - * @param alpha - the alpha of the fill - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.beginFill = function (color, alpha) { - if (color === void 0) { color = 0; } - if (alpha === void 0) { alpha = 1; } - return this.beginTextureFill({ texture: core.Texture.WHITE, color: color, alpha: alpha }); - }; - /** - * Begin the texture fill - * @param options - Object object. - * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to fill - * @param {number} [options.color=0xffffff] - Background to fill behind texture - * @param {number} [options.alpha=1] - Alpha of fill - * @param {PIXI.Matrix} [options.matrix=null] - Transform matrix - * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls - */ - Graphics.prototype.beginTextureFill = function (options) { - // Apply defaults - options = Object.assign({ - texture: core.Texture.WHITE, - color: 0xFFFFFF, - alpha: 1, - matrix: null, - }, options); - if (this.currentPath) { - this.startPoly(); + var dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4); + this.dynamicData = new Float32Array(dynBuffer); + this.dynamicDataUint32 = new Uint32Array(dynBuffer); + this.dynamicBuffer = new core.Buffer(this.dynamicData, false, false); + // static // + var staticOffset = 0; + this.staticStride = 0; + for (var i = 0; i < this.staticProperties.length; ++i) { + var property = this.staticProperties[i]; + property.offset = staticOffset; + staticOffset += property.size; + this.staticStride += property.size; } - var visible = options.alpha > 0; - if (!visible) { - this._fillStyle.reset(); + var statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4); + this.staticData = new Float32Array(statBuffer); + this.staticDataUint32 = new Uint32Array(statBuffer); + this.staticBuffer = new core.Buffer(this.staticData, true, false); + for (var i = 0; i < this.dynamicProperties.length; ++i) { + var property = this.dynamicProperties[i]; + geometry.addAttribute(property.attributeName, this.dynamicBuffer, 0, property.type === constants.TYPES.UNSIGNED_BYTE, property.type, this.dynamicStride * 4, property.offset * 4); } - else { - if (options.matrix) { - options.matrix = options.matrix.clone(); - options.matrix.invert(); - } - Object.assign(this._fillStyle, { visible: visible }, options); + for (var i = 0; i < this.staticProperties.length; ++i) { + var property = this.staticProperties[i]; + geometry.addAttribute(property.attributeName, this.staticBuffer, 0, property.type === constants.TYPES.UNSIGNED_BYTE, property.type, this.staticStride * 4, property.offset * 4); } - return this; - }; - /** - * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method. - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.endFill = function () { - this.finishPoly(); - this._fillStyle.reset(); - return this; }; /** - * Draws a rectangle shape. - * @param x - The X coord of the top-left of the rectangle - * @param y - The Y coord of the top-left of the rectangle - * @param width - The width of the rectangle - * @param height - The height of the rectangle - * @returns - This Graphics object. Good for chaining method calls + * Uploads the dynamic properties. + * @param children - The children to upload. + * @param startIndex - The index to start at. + * @param amount - The number to upload. */ - Graphics.prototype.drawRect = function (x, y, width, height) { - return this.drawShape(new math.Rectangle(x, y, width, height)); + ParticleBuffer.prototype.uploadDynamic = function (children, startIndex, amount) { + for (var i = 0; i < this.dynamicProperties.length; i++) { + var property = this.dynamicProperties[i]; + property.uploadFunction(children, startIndex, amount, property.type === constants.TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData, this.dynamicStride, property.offset); + } + this.dynamicBuffer._updateID++; }; /** - * Draw a rectangle shape with rounded/beveled corners. - * @param x - The X coord of the top-left of the rectangle - * @param y - The Y coord of the top-left of the rectangle - * @param width - The width of the rectangle - * @param height - The height of the rectangle - * @param radius - Radius of the rectangle corners - * @returns - This Graphics object. Good for chaining method calls + * Uploads the static properties. + * @param children - The children to upload. + * @param startIndex - The index to start at. + * @param amount - The number to upload. */ - Graphics.prototype.drawRoundedRect = function (x, y, width, height, radius) { - return this.drawShape(new math.RoundedRectangle(x, y, width, height, radius)); + ParticleBuffer.prototype.uploadStatic = function (children, startIndex, amount) { + for (var i = 0; i < this.staticProperties.length; i++) { + var property = this.staticProperties[i]; + property.uploadFunction(children, startIndex, amount, property.type === constants.TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData, this.staticStride, property.offset); + } + this.staticBuffer._updateID++; }; - /** - * Draws a circle. - * @param x - The X coordinate of the center of the circle - * @param y - The Y coordinate of the center of the circle - * @param radius - The radius of the circle - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.drawCircle = function (x, y, radius) { - return this.drawShape(new math.Circle(x, y, radius)); + /** Destroys the ParticleBuffer. */ + ParticleBuffer.prototype.destroy = function () { + this.indexBuffer = null; + this.dynamicProperties = null; + this.dynamicBuffer = null; + this.dynamicData = null; + this.dynamicDataUint32 = null; + this.staticProperties = null; + this.staticBuffer = null; + this.staticData = null; + this.staticDataUint32 = null; + // all buffers are destroyed inside geometry + this.geometry.destroy(); }; + return ParticleBuffer; +}()); + +var fragment = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n vec4 color = texture2D(uSampler, vTextureCoord) * vColor;\n gl_FragColor = color;\n}"; + +var vertex = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\n\nattribute vec2 aPositionCoord;\nattribute float aRotation;\n\nuniform mat3 translationMatrix;\nuniform vec4 uColor;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nvoid main(void){\n float x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);\n float y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);\n\n vec2 v = vec2(x, y);\n v = v + aPositionCoord;\n\n gl_Position = vec4((translationMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vColor = aColor * uColor;\n}\n"; + +/* + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original PixiJS version! + * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now + * share 4 bytes on the vertex buffer + * + * Heavily inspired by LibGDX's ParticleRenderer: + * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java + */ +/** + * Renderer for Particles that is designer for speed over feature set. + * @memberof PIXI + */ +var ParticleRenderer = /** @class */ (function (_super) { + __extends(ParticleRenderer, _super); /** - * Draws an ellipse. - * @param x - The X coordinate of the center of the ellipse - * @param y - The Y coordinate of the center of the ellipse - * @param width - The half width of the ellipse - * @param height - The half height of the ellipse - * @returns - This Graphics object. Good for chaining method calls + * @param renderer - The renderer this sprite batch works for. */ - Graphics.prototype.drawEllipse = function (x, y, width, height) { - return this.drawShape(new math.Ellipse(x, y, width, height)); - }; + function ParticleRenderer(renderer) { + var _this = _super.call(this, renderer) || this; + // 65535 is max vertex index in the index buffer (see ParticleRenderer) + // so max number of particles is 65536 / 4 = 16384 + // and max number of element in the index buffer is 16384 * 6 = 98304 + // Creating a full index buffer, overhead is 98304 * 2 = 196Ko + // let numIndices = 98304; + _this.shader = null; + _this.properties = null; + _this.tempMatrix = new math.Matrix(); + _this.properties = [ + // verticesData + { + attributeName: 'aVertexPosition', + size: 2, + uploadFunction: _this.uploadVertices, + offset: 0, + }, + // positionData + { + attributeName: 'aPositionCoord', + size: 2, + uploadFunction: _this.uploadPosition, + offset: 0, + }, + // rotationData + { + attributeName: 'aRotation', + size: 1, + uploadFunction: _this.uploadRotation, + offset: 0, + }, + // uvsData + { + attributeName: 'aTextureCoord', + size: 2, + uploadFunction: _this.uploadUvs, + offset: 0, + }, + // tintData + { + attributeName: 'aColor', + size: 1, + type: constants.TYPES.UNSIGNED_BYTE, + uploadFunction: _this.uploadTint, + offset: 0, + } ]; + _this.shader = core.Shader.from(vertex, fragment, {}); + _this.state = core.State.for2d(); + return _this; + } /** - * Draws a polygon using the given path. - * @param {number[]|PIXI.Point[]|PIXI.Polygon} path - The path data used to construct the polygon. - * @returns - This Graphics object. Good for chaining method calls + * Renders the particle container object. + * @param container - The container to render using this ParticleRenderer. */ - Graphics.prototype.drawPolygon = function () { - var arguments$1 = arguments; - - var path = []; - for (var _i = 0; _i < arguments.length; _i++) { - path[_i] = arguments$1[_i]; + ParticleRenderer.prototype.render = function (container) { + var children = container.children; + var maxSize = container._maxSize; + var batchSize = container._batchSize; + var renderer = this.renderer; + var totalChildren = children.length; + if (totalChildren === 0) { + return; } - var points; - var closeStroke = true; // !!this._fillStyle; - var poly = path[0]; - // check if data has points.. - if (poly.points) { - closeStroke = poly.closeStroke; - points = poly.points; + else if (totalChildren > maxSize && !container.autoResize) { + totalChildren = maxSize; } - else if (Array.isArray(path[0])) { - points = path[0]; + var buffers = container._buffers; + if (!buffers) { + buffers = container._buffers = this.generateBuffers(container); } - else { - points = path; + var baseTexture = children[0]._texture.baseTexture; + var premultiplied = baseTexture.alphaMode > 0; + // if the uvs have not updated then no point rendering just yet! + this.state.blendMode = utils.correctBlendMode(container.blendMode, premultiplied); + renderer.state.set(this.state); + var gl = renderer.gl; + var m = container.worldTransform.copyTo(this.tempMatrix); + m.prepend(renderer.globalUniforms.uniforms.projectionMatrix); + this.shader.uniforms.translationMatrix = m.toArray(true); + this.shader.uniforms.uColor = utils.premultiplyRgba(container.tintRgb, container.worldAlpha, this.shader.uniforms.uColor, premultiplied); + this.shader.uniforms.uSampler = baseTexture; + this.renderer.shader.bind(this.shader); + var updateStatic = false; + // now lets upload and render the buffers.. + for (var i = 0, j = 0; i < totalChildren; i += batchSize, j += 1) { + var amount = (totalChildren - i); + if (amount > batchSize) { + amount = batchSize; + } + if (j >= buffers.length) { + buffers.push(this._generateOneMoreBuffer(container)); + } + var buffer = buffers[j]; + // we always upload the dynamic + buffer.uploadDynamic(children, i, amount); + var bid = container._bufferUpdateIDs[j] || 0; + updateStatic = updateStatic || (buffer._updateID < bid); + // we only upload the static content when we have to! + if (updateStatic) { + buffer._updateID = container._updateID; + buffer.uploadStatic(children, i, amount); + } + // bind the buffer + renderer.geometry.bind(buffer.geometry); + gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0); } - var shape = new math.Polygon(points); - shape.closeStroke = closeStroke; - this.drawShape(shape); - return this; }; /** - * Draw any shape. - * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - Shape to draw - * @returns - This Graphics object. Good for chaining method calls + * Creates one particle buffer for each child in the container we want to render and updates internal properties. + * @param container - The container to render using this ParticleRenderer + * @returns - The buffers */ - Graphics.prototype.drawShape = function (shape) { - if (!this._holeMode) { - this._geometry.drawShape(shape, this._fillStyle.clone(), this._lineStyle.clone(), this._matrix); - } - else { - this._geometry.drawHole(shape, this._matrix); + ParticleRenderer.prototype.generateBuffers = function (container) { + var buffers = []; + var size = container._maxSize; + var batchSize = container._batchSize; + var dynamicPropertyFlags = container._properties; + for (var i = 0; i < size; i += batchSize) { + buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize)); } - return this; - }; - /** - * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.clear = function () { - this._geometry.clear(); - this._lineStyle.reset(); - this._fillStyle.reset(); - this._boundsID++; - this._matrix = null; - this._holeMode = false; - this.currentPath = null; - return this; + return buffers; }; /** - * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and - * masked with gl.scissor. - * @returns - True if only 1 rect. + * Creates one more particle buffer, because container has autoResize feature. + * @param container - The container to render using this ParticleRenderer + * @returns - The generated buffer */ - Graphics.prototype.isFastRect = function () { - var data = this._geometry.graphicsData; - return data.length === 1 - && data[0].shape.type === math.SHAPES.RECT - && !data[0].matrix - && !data[0].holes.length - && !(data[0].lineStyle.visible && data[0].lineStyle.width); + ParticleRenderer.prototype._generateOneMoreBuffer = function (container) { + var batchSize = container._batchSize; + var dynamicPropertyFlags = container._properties; + return new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize); }; /** - * Renders the object using the WebGL renderer - * @param renderer - The renderer + * Uploads the vertices. + * @param children - the array of sprites to render + * @param startIndex - the index to start from in the children array + * @param amount - the amount of children that will have their vertices uploaded + * @param array - The vertices to upload. + * @param stride - Stride to use for iteration. + * @param offset - Offset to start at. */ - Graphics.prototype._render = function (renderer) { - this.finishPoly(); - var geometry = this._geometry; - // batch part.. - // batch it! - geometry.updateBatches(); - if (geometry.batchable) { - if (this.batchDirty !== geometry.batchDirty) { - this._populateBatches(); + ParticleRenderer.prototype.uploadVertices = function (children, startIndex, amount, array, stride, offset) { + var w0 = 0; + var w1 = 0; + var h0 = 0; + var h1 = 0; + for (var i = 0; i < amount; ++i) { + var sprite = children[startIndex + i]; + var texture = sprite._texture; + var sx = sprite.scale.x; + var sy = sprite.scale.y; + var trim = texture.trim; + var orig = texture.orig; + if (trim) { + // if the sprite is trimmed and is not a tilingsprite then we need to add the + // extra space before transforming the sprite coords.. + w1 = trim.x - (sprite.anchor.x * orig.width); + w0 = w1 + trim.width; + h1 = trim.y - (sprite.anchor.y * orig.height); + h0 = h1 + trim.height; } - this._renderBatched(renderer); - } - else { - // no batching... - renderer.batch.flush(); - this._renderDirect(renderer); - } - }; - /** Populating batches for rendering. */ - Graphics.prototype._populateBatches = function () { - var geometry = this._geometry; - var blendMode = this.blendMode; - var len = geometry.batches.length; - this.batchTint = -1; - this._transformID = -1; - this.batchDirty = geometry.batchDirty; - this.batches.length = len; - this.vertexData = new Float32Array(geometry.points); - for (var i = 0; i < len; i++) { - var gI = geometry.batches[i]; - var color = gI.style.color; - var vertexData = new Float32Array(this.vertexData.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2); - var uvs = new Float32Array(geometry.uvsFloat32.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2); - var indices = new Uint16Array(geometry.indicesUint16.buffer, gI.start * 2, gI.size); - var batch = { - vertexData: vertexData, - blendMode: blendMode, - indices: indices, - uvs: uvs, - _batchRGB: utils.hex2rgb(color), - _tintRGB: color, - _texture: gI.style.texture, - alpha: gI.style.alpha, - worldAlpha: 1 - }; - this.batches[i] = batch; - } - }; - /** - * Renders the batches using the BathedRenderer plugin - * @param renderer - The renderer - */ - Graphics.prototype._renderBatched = function (renderer) { - if (!this.batches.length) { - return; - } - renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); - this.calculateVertices(); - this.calculateTints(); - for (var i = 0, l = this.batches.length; i < l; i++) { - var batch = this.batches[i]; - batch.worldAlpha = this.worldAlpha * batch.alpha; - renderer.plugins[this.pluginName].render(batch); + else { + w0 = (orig.width) * (1 - sprite.anchor.x); + w1 = (orig.width) * -sprite.anchor.x; + h0 = orig.height * (1 - sprite.anchor.y); + h1 = orig.height * -sprite.anchor.y; + } + array[offset] = w1 * sx; + array[offset + 1] = h1 * sy; + array[offset + stride] = w0 * sx; + array[offset + stride + 1] = h1 * sy; + array[offset + (stride * 2)] = w0 * sx; + array[offset + (stride * 2) + 1] = h0 * sy; + array[offset + (stride * 3)] = w1 * sx; + array[offset + (stride * 3) + 1] = h0 * sy; + offset += stride * 4; } }; /** - * Renders the graphics direct - * @param renderer - The renderer + * Uploads the position. + * @param children - the array of sprites to render + * @param startIndex - the index to start from in the children array + * @param amount - the amount of children that will have their positions uploaded + * @param array - The vertices to upload. + * @param stride - Stride to use for iteration. + * @param offset - Offset to start at. */ - Graphics.prototype._renderDirect = function (renderer) { - var shader = this._resolveDirectShader(renderer); - var geometry = this._geometry; - var tint = this.tint; - var worldAlpha = this.worldAlpha; - var uniforms = shader.uniforms; - var drawCalls = geometry.drawCalls; - // lets set the transfomr - uniforms.translationMatrix = this.transform.worldTransform; - // and then lets set the tint.. - uniforms.tint[0] = (((tint >> 16) & 0xFF) / 255) * worldAlpha; - uniforms.tint[1] = (((tint >> 8) & 0xFF) / 255) * worldAlpha; - uniforms.tint[2] = ((tint & 0xFF) / 255) * worldAlpha; - uniforms.tint[3] = worldAlpha; - // the first draw call, we can set the uniforms of the shader directly here. - // this means that we can tack advantage of the sync function of pixi! - // bind and sync uniforms.. - // there is a way to optimise this.. - renderer.shader.bind(shader); - renderer.geometry.bind(geometry, shader); - // set state.. - renderer.state.set(this.state); - // then render the rest of them... - for (var i = 0, l = drawCalls.length; i < l; i++) { - this._renderDrawCallDirect(renderer, geometry.drawCalls[i]); + ParticleRenderer.prototype.uploadPosition = function (children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; i++) { + var spritePosition = children[startIndex + i].position; + array[offset] = spritePosition.x; + array[offset + 1] = spritePosition.y; + array[offset + stride] = spritePosition.x; + array[offset + stride + 1] = spritePosition.y; + array[offset + (stride * 2)] = spritePosition.x; + array[offset + (stride * 2) + 1] = spritePosition.y; + array[offset + (stride * 3)] = spritePosition.x; + array[offset + (stride * 3) + 1] = spritePosition.y; + offset += stride * 4; } }; /** - * Renders specific DrawCall - * @param renderer - * @param drawCall + * Uploads the rotation. + * @param children - the array of sprites to render + * @param startIndex - the index to start from in the children array + * @param amount - the amount of children that will have their rotation uploaded + * @param array - The vertices to upload. + * @param stride - Stride to use for iteration. + * @param offset - Offset to start at. */ - Graphics.prototype._renderDrawCallDirect = function (renderer, drawCall) { - var texArray = drawCall.texArray, type = drawCall.type, size = drawCall.size, start = drawCall.start; - var groupTextureCount = texArray.count; - for (var j = 0; j < groupTextureCount; j++) { - renderer.texture.bind(texArray.elements[j], j); + ParticleRenderer.prototype.uploadRotation = function (children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; i++) { + var spriteRotation = children[startIndex + i].rotation; + array[offset] = spriteRotation; + array[offset + stride] = spriteRotation; + array[offset + (stride * 2)] = spriteRotation; + array[offset + (stride * 3)] = spriteRotation; + offset += stride * 4; } - renderer.geometry.draw(type, size, start); }; /** - * Resolves shader for direct rendering - * @param renderer - The renderer + * Uploads the UVs. + * @param children - the array of sprites to render + * @param startIndex - the index to start from in the children array + * @param amount - the amount of children that will have their rotation uploaded + * @param array - The vertices to upload. + * @param stride - Stride to use for iteration. + * @param offset - Offset to start at. */ - Graphics.prototype._resolveDirectShader = function (renderer) { - var shader = this.shader; - var pluginName = this.pluginName; - if (!shader) { - // if there is no shader here, we can use the default shader. - // and that only gets created if we actually need it.. - // but may be more than one plugins for graphics - if (!DEFAULT_SHADERS[pluginName]) { - var MAX_TEXTURES = renderer.plugins[pluginName].MAX_TEXTURES; - var sampleValues = new Int32Array(MAX_TEXTURES); - for (var i = 0; i < MAX_TEXTURES; i++) { - sampleValues[i] = i; - } - var uniforms = { - tint: new Float32Array([1, 1, 1, 1]), - translationMatrix: new math.Matrix(), - default: core.UniformGroup.from({ uSamplers: sampleValues }, true), - }; - var program = renderer.plugins[pluginName]._shader.program; - DEFAULT_SHADERS[pluginName] = new core.Shader(program, uniforms); + ParticleRenderer.prototype.uploadUvs = function (children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; ++i) { + var textureUvs = children[startIndex + i]._texture._uvs; + if (textureUvs) { + array[offset] = textureUvs.x0; + array[offset + 1] = textureUvs.y0; + array[offset + stride] = textureUvs.x1; + array[offset + stride + 1] = textureUvs.y1; + array[offset + (stride * 2)] = textureUvs.x2; + array[offset + (stride * 2) + 1] = textureUvs.y2; + array[offset + (stride * 3)] = textureUvs.x3; + array[offset + (stride * 3) + 1] = textureUvs.y3; + offset += stride * 4; + } + else { + // TODO you know this can be easier! + array[offset] = 0; + array[offset + 1] = 0; + array[offset + stride] = 0; + array[offset + stride + 1] = 0; + array[offset + (stride * 2)] = 0; + array[offset + (stride * 2) + 1] = 0; + array[offset + (stride * 3)] = 0; + array[offset + (stride * 3) + 1] = 0; + offset += stride * 4; } - shader = DEFAULT_SHADERS[pluginName]; - } - return shader; - }; - /** Retrieves the bounds of the graphic shape as a rectangle object. */ - Graphics.prototype._calculateBounds = function () { - this.finishPoly(); - var geometry = this._geometry; - // skipping when graphics is empty, like a container - if (!geometry.graphicsData.length) { - return; } - var _a = geometry.bounds, minX = _a.minX, minY = _a.minY, maxX = _a.maxX, maxY = _a.maxY; - this._bounds.addFrame(this.transform, minX, minY, maxX, maxY); }; /** - * Tests if a point is inside this graphics object - * @param point - the point to test - * @returns - the result of the test + * Uploads the tint. + * @param children - the array of sprites to render + * @param startIndex - the index to start from in the children array + * @param amount - the amount of children that will have their rotation uploaded + * @param array - The vertices to upload. + * @param stride - Stride to use for iteration. + * @param offset - Offset to start at. */ - Graphics.prototype.containsPoint = function (point) { - this.worldTransform.applyInverse(point, Graphics._TEMP_POINT); - return this._geometry.containsPoint(Graphics._TEMP_POINT); - }; - /** Recalculate the tint by applying tint to batches using Graphics tint. */ - Graphics.prototype.calculateTints = function () { - if (this.batchTint !== this.tint) { - this.batchTint = this.tint; - var tintRGB = utils.hex2rgb(this.tint, temp); - for (var i = 0; i < this.batches.length; i++) { - var batch = this.batches[i]; - var batchTint = batch._batchRGB; - var r = (tintRGB[0] * batchTint[0]) * 255; - var g = (tintRGB[1] * batchTint[1]) * 255; - var b = (tintRGB[2] * batchTint[2]) * 255; - // TODO Ivan, can this be done in one go? - var color = (r << 16) + (g << 8) + (b | 0); - batch._tintRGB = (color >> 16) - + (color & 0xff00) - + ((color & 0xff) << 16); - } - } - }; - /** If there's a transform update or a change to the shape of the geometry, recalculate the vertices. */ - Graphics.prototype.calculateVertices = function () { - var wtID = this.transform._worldID; - if (this._transformID === wtID) { - return; - } - this._transformID = wtID; - var wt = this.transform.worldTransform; - var a = wt.a; - var b = wt.b; - var c = wt.c; - var d = wt.d; - var tx = wt.tx; - var ty = wt.ty; - var data = this._geometry.points; // batch.vertexDataOriginal; - var vertexData = this.vertexData; - var count = 0; - for (var i = 0; i < data.length; i += 2) { - var x = data[i]; - var y = data[i + 1]; - vertexData[count++] = (a * x) + (c * y) + tx; - vertexData[count++] = (d * y) + (b * x) + ty; + ParticleRenderer.prototype.uploadTint = function (children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; ++i) { + var sprite = children[startIndex + i]; + var premultiplied = sprite._texture.baseTexture.alphaMode > 0; + var alpha = sprite.alpha; + // we dont call extra function if alpha is 1.0, that's faster + var argb = alpha < 1.0 && premultiplied + ? utils.premultiplyTint(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24); + array[offset] = argb; + array[offset + stride] = argb; + array[offset + (stride * 2)] = argb; + array[offset + (stride * 3)] = argb; + offset += stride * 4; } }; - /** - * Closes the current path. - * @returns - Returns itself. - */ - Graphics.prototype.closePath = function () { - var currentPath = this.currentPath; - if (currentPath) { - // we don't need to add extra point in the end because buildLine will take care of that - currentPath.closeStroke = true; - // ensure that the polygon is completed, and is available for hit detection - // (even if the graphics is not rendered yet) - this.finishPoly(); + /** Destroys the ParticleRenderer. */ + ParticleRenderer.prototype.destroy = function () { + _super.prototype.destroy.call(this); + if (this.shader) { + this.shader.destroy(); + this.shader = null; } - return this; + this.tempMatrix = null; }; - /** - * Apply a matrix to the positional data. - * @param matrix - Matrix to use for transform current shape. - * @returns - Returns itself. - */ - Graphics.prototype.setMatrix = function (matrix) { - this._matrix = matrix; - return this; + /** @ignore */ + ParticleRenderer.extension = { + name: 'particle', + type: core.ExtensionType.RendererPlugin, }; - /** - * Begin adding holes to the last draw shape - * IMPORTANT: holes must be fully inside a shape to work - * Also weirdness ensues if holes overlap! - * Ellipses, Circles, Rectangles and Rounded Rectangles cannot be holes or host for holes in CanvasRenderer, - * please use `moveTo` `lineTo`, `quadraticCurveTo` if you rely on pixi-legacy bundle. - * @returns - Returns itself. - */ - Graphics.prototype.beginHole = function () { - this.finishPoly(); - this._holeMode = true; - return this; + return ParticleRenderer; +}(core.ObjectRenderer)); + +exports.ParticleContainer = ParticleContainer; +exports.ParticleRenderer = ParticleRenderer; + + +},{"@pixi/constants":6,"@pixi/core":7,"@pixi/display":8,"@pixi/math":20,"@pixi/utils":38}],27:[function(require,module,exports){ +(function (global){(function (){ +/*! + * @pixi/polyfill - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/polyfill is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ +'use strict'; + +var Polyfill = require('promise-polyfill'); +var objectAssign = require('object-assign'); + +function _interopDefaultLegacy (e) { return e && typeof e === 'object' && 'default' in e ? e : { 'default': e }; } + +var Polyfill__default = /*#__PURE__*/_interopDefaultLegacy(Polyfill); +var objectAssign__default = /*#__PURE__*/_interopDefaultLegacy(objectAssign); + +if (typeof globalThis === 'undefined') { + if (typeof self !== 'undefined') { + // covers browsers + // @ts-expect-error not-writable ts(2540) error only on node + self.globalThis = self; + } + else if (typeof global !== 'undefined') { + // covers versions of Node < 12 + // @ts-expect-error not-writable ts(2540) error only on node + global.globalThis = global; + } +} + +// Support for IE 9 - 11 which does not include Promises +if (!globalThis.Promise) { + globalThis.Promise = Polyfill__default["default"]; +} + +// References: +if (!Object.assign) { + Object.assign = objectAssign__default["default"]; +} + +// References: +// http://paulirish.com/2011/requestanimationframe-for-smart-animating/ +// https://gist.github.com/1579671 +// http://updates.html5rocks.com/2012/05/requestAnimationFrame-API-now-with-sub-millisecond-precision +// https://gist.github.com/timhall/4078614 +// https://github.com/Financial-Times/polyfill-service/tree/master/polyfills/requestAnimationFrame +// Expected to be used with Browserfiy +// Browserify automatically detects the use of `global` and passes the +// correct reference of `global`, `globalThis`, and finally `window` +var ONE_FRAME_TIME = 16; +// Date.now +if (!(Date.now && Date.prototype.getTime)) { + Date.now = function now() { + return new Date().getTime(); }; - /** - * End adding holes to the last draw shape. - * @returns - Returns itself. - */ - Graphics.prototype.endHole = function () { - this.finishPoly(); - this._holeMode = false; - return this; +} +// performance.now +if (!(globalThis.performance && globalThis.performance.now)) { + var startTime_1 = Date.now(); + if (!globalThis.performance) { + globalThis.performance = {}; + } + globalThis.performance.now = function () { return Date.now() - startTime_1; }; +} +// requestAnimationFrame +var lastTime = Date.now(); +var vendors = ['ms', 'moz', 'webkit', 'o']; +for (var x = 0; x < vendors.length && !globalThis.requestAnimationFrame; ++x) { + var p = vendors[x]; + globalThis.requestAnimationFrame = globalThis[p + "RequestAnimationFrame"]; + globalThis.cancelAnimationFrame = globalThis[p + "CancelAnimationFrame"] + || globalThis[p + "CancelRequestAnimationFrame"]; +} +if (!globalThis.requestAnimationFrame) { + globalThis.requestAnimationFrame = function (callback) { + if (typeof callback !== 'function') { + throw new TypeError(callback + "is not a function"); + } + var currentTime = Date.now(); + var delay = ONE_FRAME_TIME + lastTime - currentTime; + if (delay < 0) { + delay = 0; + } + lastTime = currentTime; + return globalThis.self.setTimeout(function () { + lastTime = Date.now(); + callback(performance.now()); + }, delay); }; - /** - * Destroys the Graphics object. - * @param options - Options parameter. A boolean will act as if all - * options have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have - * their destroy method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the texture of the child sprite - * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the base texture of the child sprite - */ - Graphics.prototype.destroy = function (options) { - this._geometry.refCount--; - if (this._geometry.refCount === 0) { - this._geometry.dispose(); +} +if (!globalThis.cancelAnimationFrame) { + globalThis.cancelAnimationFrame = function (id) { return clearTimeout(id); }; +} + +// References: +// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign +if (!Math.sign) { + Math.sign = function mathSign(x) { + x = Number(x); + if (x === 0 || isNaN(x)) { + return x; } - this._matrix = null; - this.currentPath = null; - this._lineStyle.destroy(); - this._lineStyle = null; - this._fillStyle.destroy(); - this._fillStyle = null; - this._geometry = null; - this.shader = null; - this.vertexData = null; - this.batches.length = 0; - this.batches = null; - _super.prototype.destroy.call(this, options); + return x > 0 ? 1 : -1; }; - /** - * New rendering behavior for rounded rectangles: circular arcs instead of quadratic bezier curves. - * In the next major release, we'll enable this by default. - */ - Graphics.nextRoundedRectBehavior = false; - /** - * Temporary point to use for containsPoint. - * @private - */ - Graphics._TEMP_POINT = new math.Point(); - return Graphics; -}(display.Container)); +} -var graphicsUtils = { - buildPoly: buildPoly, - buildCircle: buildCircle, - buildRectangle: buildRectangle, - buildRoundedRectangle: buildRoundedRectangle, - buildLine: buildLine, - ArcUtils: ArcUtils, - BezierUtils: BezierUtils, - QuadraticUtils: QuadraticUtils, - BatchPart: BatchPart, - FILL_COMMANDS: FILL_COMMANDS, - BATCH_POOL: BATCH_POOL, - DRAW_CALL_POOL: DRAW_CALL_POOL -}; +// References: +// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger +if (!Number.isInteger) { + Number.isInteger = function numberIsInteger(value) { + return typeof value === 'number' && isFinite(value) && Math.floor(value) === value; + }; +} -exports.FillStyle = FillStyle; -exports.GRAPHICS_CURVES = GRAPHICS_CURVES; -exports.Graphics = Graphics; -exports.GraphicsData = GraphicsData; -exports.GraphicsGeometry = GraphicsGeometry; -exports.LineStyle = LineStyle; -exports.graphicsUtils = graphicsUtils; +if (!globalThis.ArrayBuffer) { + globalThis.ArrayBuffer = Array; +} +if (!globalThis.Float32Array) { + globalThis.Float32Array = Array; +} +if (!globalThis.Uint32Array) { + globalThis.Uint32Array = Array; +} +if (!globalThis.Uint16Array) { + globalThis.Uint16Array = Array; +} +if (!globalThis.Uint8Array) { + globalThis.Uint8Array = Array; +} +if (!globalThis.Int32Array) { + globalThis.Int32Array = Array; +} -},{"@pixi/constants":10,"@pixi/core":27,"@pixi/display":28,"@pixi/math":39,"@pixi/utils":22}],37:[function(require,module,exports){ +}).call(this)}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {}) +},{"object-assign":41,"promise-polyfill":44}],28:[function(require,module,exports){ /*! - * @pixi/interaction - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/prepare - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/interaction is licensed under the MIT License. + * @pixi/prepare is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ 'use strict'; Object.defineProperty(exports, '__esModule', { value: true }); -var math = require('@pixi/math'); +var settings = require('@pixi/settings'); +var core = require('@pixi/core'); +var graphics = require('@pixi/graphics'); var ticker = require('@pixi/ticker'); var display = require('@pixi/display'); +var text = require('@pixi/text'); var utils = require('@pixi/utils'); -var core = require('@pixi/core'); /** - * Holds all information related to an Interaction event - * @memberof PIXI + * Default number of uploads per frame using prepare plugin. + * @static + * @memberof PIXI.settings + * @name UPLOADS_PER_FRAME + * @type {number} + * @default 4 */ -var InteractionData = /** @class */ (function () { - function InteractionData() { - /** - * Pressure applied by the pointing device during the event. A Touch's force property - * will be represented by this value. - * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pressure - */ - this.pressure = 0; - /** - * From TouchEvents (not PointerEvents triggered by touches), the rotationAngle of the Touch. - * @see https://developer.mozilla.org/en-US/docs/Web/API/Touch/rotationAngle - */ - this.rotationAngle = 0; - /** - * Twist of a stylus pointer. - * @see https://w3c.github.io/pointerevents/#pointerevent-interface - */ - this.twist = 0; - /** - * Barrel pressure on a stylus pointer. - * @see https://w3c.github.io/pointerevents/#pointerevent-interface - */ - this.tangentialPressure = 0; - this.global = new math.Point(); - this.target = null; - this.originalEvent = null; - this.identifier = null; - this.isPrimary = false; - this.button = 0; - this.buttons = 0; - this.width = 0; - this.height = 0; - this.tiltX = 0; - this.tiltY = 0; - this.pointerType = null; - this.pressure = 0; - this.rotationAngle = 0; - this.twist = 0; - this.tangentialPressure = 0; - } - Object.defineProperty(InteractionData.prototype, "pointerId", { - /** - * The unique identifier of the pointer. It will be the same as `identifier`. - * @readonly - * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerId - */ - get: function () { - return this.identifier; - }, - enumerable: false, - configurable: true - }); - /** - * This will return the local coordinates of the specified displayObject for this InteractionData - * @param displayObject - The DisplayObject that you would like the local - * coords off - * @param point - A Point object in which to store the value, optional (otherwise - * will create a new point) - * @param globalPos - A Point object containing your custom global coords, optional - * (otherwise will use the current global coords) - * @returns - A point containing the coordinates of the InteractionData position relative - * to the DisplayObject - */ - InteractionData.prototype.getLocalPosition = function (displayObject, point, globalPos) { - return displayObject.worldTransform.applyInverse(globalPos || this.global, point); - }; - /** - * Copies properties from normalized event data. - * @param {Touch|MouseEvent|PointerEvent} event - The normalized event data - */ - InteractionData.prototype.copyEvent = function (event) { - // isPrimary should only change on touchstart/pointerdown, so we don't want to overwrite - // it with "false" on later events when our shim for it on touch events might not be - // accurate - if ('isPrimary' in event && event.isPrimary) { - this.isPrimary = true; - } - this.button = 'button' in event && event.button; - // event.buttons is not available in all browsers (ie. Safari), but it does have a non-standard - // event.which property instead, which conveys the same information. - var buttons = 'buttons' in event && event.buttons; - this.buttons = Number.isInteger(buttons) ? buttons : 'which' in event && event.which; - this.width = 'width' in event && event.width; - this.height = 'height' in event && event.height; - this.tiltX = 'tiltX' in event && event.tiltX; - this.tiltY = 'tiltY' in event && event.tiltY; - this.pointerType = 'pointerType' in event && event.pointerType; - this.pressure = 'pressure' in event && event.pressure; - this.rotationAngle = 'rotationAngle' in event && event.rotationAngle; - this.twist = ('twist' in event && event.twist) || 0; - this.tangentialPressure = ('tangentialPressure' in event && event.tangentialPressure) || 0; - }; - /** Resets the data for pooling. */ - InteractionData.prototype.reset = function () { - // isPrimary is the only property that we really need to reset - everything else is - // guaranteed to be overwritten - this.isPrimary = false; - }; - return InteractionData; -}()); +settings.settings.UPLOADS_PER_FRAME = 4; /*! ***************************************************************************** Copyright (c) Microsoft Corporation. @@ -41944,1716 +33440,1140 @@ function __extends(d, b) { } /** - * Event class that mimics native DOM events. + * CountLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified + * number of items per frame. * @memberof PIXI */ -var InteractionEvent = /** @class */ (function () { - function InteractionEvent() { - this.stopped = false; - this.stopsPropagatingAt = null; - this.stopPropagationHint = false; - this.target = null; - this.currentTarget = null; - this.type = null; - this.data = null; +var CountLimiter = /** @class */ (function () { + /** + * @param maxItemsPerFrame - The maximum number of items that can be prepared each frame. + */ + function CountLimiter(maxItemsPerFrame) { + this.maxItemsPerFrame = maxItemsPerFrame; + this.itemsLeft = 0; } - /** Prevents event from reaching any objects other than the current object. */ - InteractionEvent.prototype.stopPropagation = function () { - this.stopped = true; - this.stopPropagationHint = true; - this.stopsPropagatingAt = this.currentTarget; + /** Resets any counting properties to start fresh on a new frame. */ + CountLimiter.prototype.beginFrame = function () { + this.itemsLeft = this.maxItemsPerFrame; }; - /** Resets the event. */ - InteractionEvent.prototype.reset = function () { - this.stopped = false; - this.stopsPropagatingAt = null; - this.stopPropagationHint = false; - this.currentTarget = null; - this.target = null; + /** + * Checks to see if another item can be uploaded. This should only be called once per item. + * @returns If the item is allowed to be uploaded. + */ + CountLimiter.prototype.allowedToUpload = function () { + return this.itemsLeft-- > 0; }; - return InteractionEvent; + return CountLimiter; }()); /** - * DisplayObjects with the {@link PIXI.interactiveTarget} mixin use this class to track interactions - * @class + * Built-in hook to find multiple textures from objects like AnimatedSprites. * @private - * @memberof PIXI + * @param item - Display object to check + * @param queue - Collection of items to upload + * @returns If a PIXI.Texture object was found. */ -var InteractionTrackingData = /** @class */ (function () { - /** - * @param {number} pointerId - Unique pointer id of the event - * @private - */ - function InteractionTrackingData(pointerId) { - this._pointerId = pointerId; - this._flags = InteractionTrackingData.FLAGS.NONE; +function findMultipleBaseTextures(item, queue) { + var result = false; + // Objects with multiple textures + if (item && item._textures && item._textures.length) { + for (var i = 0; i < item._textures.length; i++) { + if (item._textures[i] instanceof core.Texture) { + var baseTexture = item._textures[i].baseTexture; + if (queue.indexOf(baseTexture) === -1) { + queue.push(baseTexture); + result = true; + } + } + } } - /** - * - * @private - * @param {number} flag - The interaction flag to set - * @param {boolean} yn - Should the flag be set or unset - */ - InteractionTrackingData.prototype._doSet = function (flag, yn) { - if (yn) { - this._flags = this._flags | flag; + return result; +} +/** + * Built-in hook to find BaseTextures from Texture. + * @private + * @param item - Display object to check + * @param queue - Collection of items to upload + * @returns If a PIXI.Texture object was found. + */ +function findBaseTexture(item, queue) { + if (item.baseTexture instanceof core.BaseTexture) { + var texture = item.baseTexture; + if (queue.indexOf(texture) === -1) { + queue.push(texture); } - else { - this._flags = this._flags & (~flag); + return true; + } + return false; +} +/** + * Built-in hook to find textures from objects. + * @private + * @param item - Display object to check + * @param queue - Collection of items to upload + * @returns If a PIXI.Texture object was found. + */ +function findTexture(item, queue) { + if (item._texture && item._texture instanceof core.Texture) { + var texture = item._texture.baseTexture; + if (queue.indexOf(texture) === -1) { + queue.push(texture); } - }; - Object.defineProperty(InteractionTrackingData.prototype, "pointerId", { - /** - * Unique pointer id of the event - * @readonly - * @private - * @member {number} - */ - get: function () { - return this._pointerId; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(InteractionTrackingData.prototype, "flags", { - /** - * State of the tracking data, expressed as bit flags - * @private - * @member {number} - */ - get: function () { - return this._flags; - }, - set: function (flags) { - this._flags = flags; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(InteractionTrackingData.prototype, "none", { - /** - * Is the tracked event inactive (not over or down)? - * @private - * @member {number} - */ - get: function () { - return this._flags === InteractionTrackingData.FLAGS.NONE; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(InteractionTrackingData.prototype, "over", { - /** - * Is the tracked event over the DisplayObject? - * @private - * @member {boolean} - */ - get: function () { - return (this._flags & InteractionTrackingData.FLAGS.OVER) !== 0; - }, - set: function (yn) { - this._doSet(InteractionTrackingData.FLAGS.OVER, yn); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(InteractionTrackingData.prototype, "rightDown", { - /** - * Did the right mouse button come down in the DisplayObject? - * @private - * @member {boolean} - */ - get: function () { - return (this._flags & InteractionTrackingData.FLAGS.RIGHT_DOWN) !== 0; - }, - set: function (yn) { - this._doSet(InteractionTrackingData.FLAGS.RIGHT_DOWN, yn); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(InteractionTrackingData.prototype, "leftDown", { - /** - * Did the left mouse button come down in the DisplayObject? - * @private - * @member {boolean} - */ - get: function () { - return (this._flags & InteractionTrackingData.FLAGS.LEFT_DOWN) !== 0; - }, - set: function (yn) { - this._doSet(InteractionTrackingData.FLAGS.LEFT_DOWN, yn); - }, - enumerable: false, - configurable: true - }); - InteractionTrackingData.FLAGS = Object.freeze({ - NONE: 0, - OVER: 1 << 0, - LEFT_DOWN: 1 << 1, - RIGHT_DOWN: 1 << 2, - }); - return InteractionTrackingData; -}()); - + return true; + } + return false; +} +/** + * Built-in hook to draw PIXI.Text to its texture. + * @private + * @param _helper - Not used by this upload handler + * @param item - Item to check + * @returns If item was uploaded. + */ +function drawText(_helper, item) { + if (item instanceof text.Text) { + // updating text will return early if it is not dirty + item.updateText(true); + return true; + } + return false; +} +/** + * Built-in hook to calculate a text style for a PIXI.Text object. + * @private + * @param _helper - Not used by this upload handler + * @param item - Item to check + * @returns If item was uploaded. + */ +function calculateTextStyle(_helper, item) { + if (item instanceof text.TextStyle) { + var font = item.toFontString(); + text.TextMetrics.measureFont(font); + return true; + } + return false; +} +/** + * Built-in hook to find Text objects. + * @private + * @param item - Display object to check + * @param queue - Collection of items to upload + * @returns if a PIXI.Text object was found. + */ +function findText(item, queue) { + if (item instanceof text.Text) { + // push the text style to prepare it - this can be really expensive + if (queue.indexOf(item.style) === -1) { + queue.push(item.style); + } + // also push the text object so that we can render it (to canvas/texture) if needed + if (queue.indexOf(item) === -1) { + queue.push(item); + } + // also push the Text's texture for upload to GPU + var texture = item._texture.baseTexture; + if (queue.indexOf(texture) === -1) { + queue.push(texture); + } + return true; + } + return false; +} +/** + * Built-in hook to find TextStyle objects. + * @private + * @param item - Display object to check + * @param queue - Collection of items to upload + * @returns If a PIXI.TextStyle object was found. + */ +function findTextStyle(item, queue) { + if (item instanceof text.TextStyle) { + if (queue.indexOf(item) === -1) { + queue.push(item); + } + return true; + } + return false; +} /** - * Strategy how to search through stage tree for interactive objects + * The prepare manager provides functionality to upload content to the GPU. + * + * BasePrepare handles basic queuing functionality and is extended by + * {@link PIXI.Prepare} and {@link PIXI.CanvasPrepare} + * to provide preparation capabilities specific to their respective renderers. + * @example + * // Create a sprite + * const sprite = PIXI.Sprite.from('something.png'); + * + * // Load object into GPU + * app.renderer.plugins.prepare.upload(sprite, () => { + * + * //Texture(s) has been uploaded to GPU + * app.stage.addChild(sprite); + * + * }) + * @abstract * @memberof PIXI */ -var TreeSearch = /** @class */ (function () { - function TreeSearch() { - this._tempPoint = new math.Point(); - } +var BasePrepare = /** @class */ (function () { /** - * Recursive implementation for findHit - * @private - * @param interactionEvent - event containing the point that - * is tested for collision - * @param displayObject - the displayObject - * that will be hit test (recursively crawls its children) - * @param func - the function that will be called on each interactive object. The - * interactionEvent, displayObject and hit will be passed to the function - * @param hitTest - this indicates if the objects inside should be hit test against the point - * @param interactive - Whether the displayObject is interactive - * @returns - Returns true if the displayObject hit the point + * @param {PIXI.AbstractRenderer} renderer - A reference to the current renderer */ - TreeSearch.prototype.recursiveFindHit = function (interactionEvent, displayObject, func, hitTest, interactive) { - var _a; - if (!displayObject || !displayObject.visible) { - return false; - } - var point = interactionEvent.data.global; - // Took a little while to rework this function correctly! But now it is done and nice and optimized! ^_^ - // - // This function will now loop through all objects and then only hit test the objects it HAS - // to, not all of them. MUCH faster.. - // An object will be hit test if the following is true: - // - // 1: It is interactive. - // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit. - // - // As another little optimization once an interactive object has been hit we can carry on - // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests - // A final optimization is that an object is not hit test directly if a child has already been hit. - interactive = displayObject.interactive || interactive; - var hit = false; - var interactiveParent = interactive; - // Flag here can set to false if the event is outside the parents hitArea or mask - var hitTestChildren = true; - // If there is a hitArea, no need to test against anything else if the pointer is not within the hitArea - // There is also no longer a need to hitTest children. - if (displayObject.hitArea) { - if (hitTest) { - displayObject.worldTransform.applyInverse(point, this._tempPoint); - if (!displayObject.hitArea.contains(this._tempPoint.x, this._tempPoint.y)) { - hitTest = false; - hitTestChildren = false; - } - else { - hit = true; - } + function BasePrepare(renderer) { + var _this = this; + this.limiter = new CountLimiter(settings.settings.UPLOADS_PER_FRAME); + this.renderer = renderer; + this.uploadHookHelper = null; + this.queue = []; + this.addHooks = []; + this.uploadHooks = []; + this.completes = []; + this.ticking = false; + this.delayedTick = function () { + // unlikely, but in case we were destroyed between tick() and delayedTick() + if (!_this.queue) { + return; } - interactiveParent = false; + _this.prepareItems(); + }; + // hooks to find the correct texture + this.registerFindHook(findText); + this.registerFindHook(findTextStyle); + this.registerFindHook(findMultipleBaseTextures); + this.registerFindHook(findBaseTexture); + this.registerFindHook(findTexture); + // upload hooks + this.registerUploadHook(drawText); + this.registerUploadHook(calculateTextStyle); + } + /** @ignore */ + BasePrepare.prototype.upload = function (item, done) { + var _this = this; + if (typeof item === 'function') { + done = item; + item = null; } - // If there is a mask, no need to hitTest against anything else if the pointer is not within the mask. - // We still want to hitTestChildren, however, to ensure a mouseout can still be generated. - // https://github.com/pixijs/pixi.js/issues/5135 - else if (displayObject._mask) { - if (hitTest) { - var maskObject = (displayObject._mask.isMaskData - ? displayObject._mask.maskObject : displayObject._mask); - if (maskObject && !((_a = maskObject.containsPoint) === null || _a === void 0 ? void 0 : _a.call(maskObject, point))) { - hitTest = false; - } - } + if (done) { + utils.deprecation('6.5.0', 'BasePrepare.upload callback is deprecated, use the return Promise instead.'); } - // ** FREE TIP **! If an object is not interactive or has no buttons in it - // (such as a game scene!) set interactiveChildren to false for that displayObject. - // This will allow PixiJS to completely ignore and bypass checking the displayObjects children. - if (hitTestChildren && displayObject.interactiveChildren && displayObject.children) { - var children = displayObject.children; - for (var i = children.length - 1; i >= 0; i--) { - var child = children[i]; - // time to get recursive.. if this function will return if something is hit.. - var childHit = this.recursiveFindHit(interactionEvent, child, func, hitTest, interactiveParent); - if (childHit) { - // its a good idea to check if a child has lost its parent. - // this means it has been removed whilst looping so its best - if (!child.parent) { - continue; - } - // we no longer need to hit test any more objects in this container as we we - // now know the parent has been hit - interactiveParent = false; - // If the child is interactive , that means that the object hit was actually - // interactive and not just the child of an interactive object. - // This means we no longer need to hit test anything else. We still need to run - // through all objects, but we don't need to perform any hit tests. - if (childHit) { - if (interactionEvent.target) { - hitTest = false; - } - hit = true; - } + return new Promise(function (resolve) { + // If a display object, search for items + // that we could upload + if (item) { + _this.add(item); + } + // TODO: remove done callback and just use resolve + var complete = function () { + done === null || done === void 0 ? void 0 : done(); + resolve(); + }; + // Get the items for upload from the display + if (_this.queue.length) { + _this.completes.push(complete); + if (!_this.ticking) { + _this.ticking = true; + ticker.Ticker.system.addOnce(_this.tick, _this, ticker.UPDATE_PRIORITY.UTILITY); } } - } - // no point running this if the item is not interactive or does not have an interactive parent. - if (interactive) { - // if we are hit testing (as in we have no hit any objects yet) - // We also don't need to worry about hit testing if once of the displayObjects children - // has already been hit - but only if it was interactive, otherwise we need to keep - // looking for an interactive child, just in case we hit one - if (hitTest && !interactionEvent.target) { - // already tested against hitArea if it is defined - if (!displayObject.hitArea && displayObject.containsPoint) { - if (displayObject.containsPoint(point)) { - hit = true; + else { + complete(); + } + }); + }; + /** + * Handle tick update + * @private + */ + BasePrepare.prototype.tick = function () { + setTimeout(this.delayedTick, 0); + }; + /** + * Actually prepare items. This is handled outside of the tick because it will take a while + * and we do NOT want to block the current animation frame from rendering. + * @private + */ + BasePrepare.prototype.prepareItems = function () { + this.limiter.beginFrame(); + // Upload the graphics + while (this.queue.length && this.limiter.allowedToUpload()) { + var item = this.queue[0]; + var uploaded = false; + if (item && !item._destroyed) { + for (var i = 0, len = this.uploadHooks.length; i < len; i++) { + if (this.uploadHooks[i](this.uploadHookHelper, item)) { + this.queue.shift(); + uploaded = true; + break; } } } - if (displayObject.interactive) { - if (hit && !interactionEvent.target) { - interactionEvent.target = displayObject; - } - if (func) { - func(interactionEvent, displayObject, !!hit); - } + if (!uploaded) { + this.queue.shift(); } } - return hit; + // We're finished + if (!this.queue.length) { + this.ticking = false; + var completes = this.completes.slice(0); + this.completes.length = 0; + for (var i = 0, len = completes.length; i < len; i++) { + completes[i](); + } + } + else { + // if we are not finished, on the next rAF do this again + ticker.Ticker.system.addOnce(this.tick, this, ticker.UPDATE_PRIORITY.UTILITY); + } }; /** - * This function is provides a neat way of crawling through the scene graph and running a - * specified function on all interactive objects it finds. It will also take care of hit - * testing the interactive objects and passes the hit across in the function. - * @private - * @param interactionEvent - event containing the point that - * is tested for collision - * @param displayObject - the displayObject - * that will be hit test (recursively crawls its children) - * @param func - the function that will be called on each interactive object. The - * interactionEvent, displayObject and hit will be passed to the function - * @param hitTest - this indicates if the objects inside should be hit test against the point - * @returns - Returns true if the displayObject hit the point + * Adds hooks for finding items. + * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array` + * function must return `true` if it was able to add item to the queue. + * @returns Instance of plugin for chaining. */ - TreeSearch.prototype.findHit = function (interactionEvent, displayObject, func, hitTest) { - this.recursiveFindHit(interactionEvent, displayObject, func, hitTest, false); + BasePrepare.prototype.registerFindHook = function (addHook) { + if (addHook) { + this.addHooks.push(addHook); + } + return this; }; - return TreeSearch; + /** + * Adds hooks for uploading items. + * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and + * function must return `true` if it was able to handle upload of item. + * @returns Instance of plugin for chaining. + */ + BasePrepare.prototype.registerUploadHook = function (uploadHook) { + if (uploadHook) { + this.uploadHooks.push(uploadHook); + } + return this; + }; + /** + * Manually add an item to the uploading queue. + * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to + * add to the queue + * @returns Instance of plugin for chaining. + */ + BasePrepare.prototype.add = function (item) { + // Add additional hooks for finding elements on special + // types of objects that + for (var i = 0, len = this.addHooks.length; i < len; i++) { + if (this.addHooks[i](item, this.queue)) { + break; + } + } + // Get children recursively + if (item instanceof display.Container) { + for (var i = item.children.length - 1; i >= 0; i--) { + this.add(item.children[i]); + } + } + return this; + }; + /** Destroys the plugin, don't use after this. */ + BasePrepare.prototype.destroy = function () { + if (this.ticking) { + ticker.Ticker.system.remove(this.tick, this); + } + this.ticking = false; + this.addHooks = null; + this.uploadHooks = null; + this.renderer = null; + this.completes = null; + this.queue = null; + this.limiter = null; + this.uploadHookHelper = null; + }; + return BasePrepare; }()); /** - * Interface for classes that represent a hit area. - * - * It is implemented by the following classes: - * - {@link PIXI.Circle} - * - {@link PIXI.Ellipse} - * - {@link PIXI.Polygon} - * - {@link PIXI.RoundedRectangle} - * @interface IHitArea - * @memberof PIXI + * Built-in hook to upload PIXI.Texture objects to the GPU. + * @private + * @param renderer - instance of the webgl renderer + * @param item - Item to check + * @returns If item was uploaded. */ +function uploadBaseTextures(renderer, item) { + if (item instanceof core.BaseTexture) { + // if the texture already has a GL texture, then the texture has been prepared or rendered + // before now. If the texture changed, then the changer should be calling texture.update() which + // reuploads the texture without need for preparing it again + if (!item._glTextures[renderer.CONTEXT_UID]) { + renderer.texture.bind(item); + } + return true; + } + return false; +} /** - * Checks whether the x and y coordinates given are contained within this area - * @method - * @name contains - * @memberof PIXI.IHitArea# - * @param {number} x - The X coordinate of the point to test - * @param {number} y - The Y coordinate of the point to test - * @returns {boolean} Whether the x/y coordinates are within this area + * Built-in hook to upload PIXI.Graphics to the GPU. + * @private + * @param renderer - instance of the webgl renderer + * @param item - Item to check + * @returns If item was uploaded. */ +function uploadGraphics(renderer, item) { + if (!(item instanceof graphics.Graphics)) { + return false; + } + var geometry = item.geometry; + // update dirty graphics to get batches + item.finishPoly(); + geometry.updateBatches(); + var batches = geometry.batches; + // upload all textures found in styles + for (var i = 0; i < batches.length; i++) { + var texture = batches[i].style.texture; + if (texture) { + uploadBaseTextures(renderer, texture.baseTexture); + } + } + // if its not batchable - update vao for particular shader + if (!geometry.batchable) { + renderer.geometry.bind(geometry, item._resolveDirectShader(renderer)); + } + return true; +} /** - * Default property values of interactive objects - * Used by {@link PIXI.InteractionManager} to automatically give all DisplayObjects these properties + * Built-in hook to find graphics. * @private - * @name interactiveTarget - * @type {object} - * @memberof PIXI + * @param item - Display object to check + * @param queue - Collection of items to upload + * @returns if a PIXI.Graphics object was found. + */ +function findGraphics(item, queue) { + if (item instanceof graphics.Graphics) { + queue.push(item); + return true; + } + return false; +} +/** + * The prepare plugin provides renderer-specific plugins for pre-rendering DisplayObjects. These plugins are useful for + * asynchronously preparing and uploading to the GPU assets, textures, graphics waiting to be displayed. + * + * Do not instantiate this plugin directly. It is available from the `renderer.plugins` property. + * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}. * @example - * function MyObject() {} + * // Create a new application + * const app = new PIXI.Application(); + * document.body.appendChild(app.view); * - * Object.assign( - * DisplayObject.prototype, - * PIXI.interactiveTarget - * ); + * // Don't start rendering right away + * app.stop(); + * + * // create a display object + * const rect = new PIXI.Graphics() + * .beginFill(0x00ff00) + * .drawRect(40, 40, 200, 200); + * + * // Add to the stage + * app.stage.addChild(rect); + * + * // Don't start rendering until the graphic is uploaded to the GPU + * app.renderer.plugins.prepare.upload(app.stage, () => { + * app.start(); + * }); + * @memberof PIXI */ -var interactiveTarget = { - interactive: false, - interactiveChildren: true, - hitArea: null, - /** - * If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive - * Setting this changes the 'cursor' property to `'pointer'`. - * @example - * const sprite = new PIXI.Sprite(texture); - * sprite.interactive = true; - * sprite.buttonMode = true; - * @member {boolean} - * @memberof PIXI.DisplayObject# - */ - get buttonMode() { - return this.cursor === 'pointer'; - }, - set buttonMode(value) { - if (value) { - this.cursor = 'pointer'; - } - else if (this.cursor === 'pointer') { - this.cursor = null; - } - }, - /** - * This defines what cursor mode is used when the mouse cursor - * is hovered over the displayObject. - * @example - * const sprite = new PIXI.Sprite(texture); - * sprite.interactive = true; - * sprite.cursor = 'wait'; - * @see https://developer.mozilla.org/en/docs/Web/CSS/cursor - * @member {string} - * @memberof PIXI.DisplayObject# - */ - cursor: null, +var Prepare = /** @class */ (function (_super) { + __extends(Prepare, _super); /** - * Internal set of all active pointers, by identifier - * @member {Map} - * @memberof PIXI.DisplayObject# - * @private + * @param {PIXI.Renderer} renderer - A reference to the current renderer */ - get trackedPointers() { - if (this._trackedPointers === undefined) - { this._trackedPointers = {}; } - return this._trackedPointers; - }, + function Prepare(renderer) { + var _this = _super.call(this, renderer) || this; + _this.uploadHookHelper = _this.renderer; + // Add textures and graphics to upload + _this.registerFindHook(findGraphics); + _this.registerUploadHook(uploadBaseTextures); + _this.registerUploadHook(uploadGraphics); + return _this; + } + /** @ignore */ + Prepare.extension = { + name: 'prepare', + type: core.ExtensionType.RendererPlugin, + }; + return Prepare; +}(BasePrepare)); + +/** + * TimeLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified + * number of milliseconds per frame. + * @memberof PIXI + */ +var TimeLimiter = /** @class */ (function () { + /** @param maxMilliseconds - The maximum milliseconds that can be spent preparing items each frame. */ + function TimeLimiter(maxMilliseconds) { + this.maxMilliseconds = maxMilliseconds; + this.frameStart = 0; + } + /** Resets any counting properties to start fresh on a new frame. */ + TimeLimiter.prototype.beginFrame = function () { + this.frameStart = Date.now(); + }; /** - * Map of all tracked pointers, by identifier. Use trackedPointers to access. - * @private - * @type {Map} + * Checks to see if another item can be uploaded. This should only be called once per item. + * @returns - If the item is allowed to be uploaded. */ - _trackedPointers: undefined, -}; + TimeLimiter.prototype.allowedToUpload = function () { + return Date.now() - this.frameStart < this.maxMilliseconds; + }; + return TimeLimiter; +}()); + +exports.BasePrepare = BasePrepare; +exports.CountLimiter = CountLimiter; +exports.Prepare = Prepare; +exports.TimeLimiter = TimeLimiter; + + +},{"@pixi/core":7,"@pixi/display":8,"@pixi/graphics":17,"@pixi/settings":30,"@pixi/text":36,"@pixi/ticker":37,"@pixi/utils":38}],29:[function(require,module,exports){ +/*! + * @pixi/runner - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/runner is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ +'use strict'; + +Object.defineProperty(exports, '__esModule', { value: true }); -// Mix interactiveTarget into DisplayObject.prototype -display.DisplayObject.mixin(interactiveTarget); -var MOUSE_POINTER_ID = 1; -// helpers for hitTest() - only used inside hitTest() -var hitTestEvent = { - target: null, - data: { - global: null, - }, -}; /** - * The interaction manager deals with mouse, touch and pointer events. + * A Runner is a highly performant and simple alternative to signals. Best used in situations + * where events are dispatched to many objects at high frequency (say every frame!) * - * Any DisplayObject can be interactive if its `interactive` property is set to true. * - * This manager also supports multitouch. + * like a signal.. + * ``` + * import { Runner } from '@pixi/runner'; * - * An instance of this class is automatically created by default, and can be found at `renderer.plugins.interaction` + * const myObject = { + * loaded: new Runner('loaded') + * } + * + * const listener = { + * loaded: function(){ + * // thin + * } + * } + * + * myObject.loaded.add(listener); + * + * myObject.loaded.emit(); + * ``` + * + * Or for handling calling the same function on many items + * ``` + * import { Runner } from '@pixi/runner'; + * + * const myGame = { + * update: new Runner('update') + * } + * + * const gameObject = { + * update: function(time){ + * // update my gamey state + * } + * } + * + * myGame.update.add(gameObject); + * + * myGame.update.emit(time); + * ``` * @memberof PIXI */ -var InteractionManager = /** @class */ (function (_super) { - __extends(InteractionManager, _super); - /** - * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer - * @param options - The options for the manager. - * @param {boolean} [options.autoPreventDefault=true] - Should the manager automatically prevent default browser actions. - * @param {number} [options.interactionFrequency=10] - Maximum frequency (ms) at pointer over/out states will be checked. - * @param {number} [options.useSystemTicker=true] - Whether to add {@link tickerUpdate} to {@link PIXI.Ticker.system}. - */ - function InteractionManager(renderer, options) { - var _this = _super.call(this) || this; - options = options || {}; - _this.renderer = renderer; - _this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true; - _this.interactionFrequency = options.interactionFrequency || 10; - _this.mouse = new InteractionData(); - _this.mouse.identifier = MOUSE_POINTER_ID; - // setting the mouse to start off far off screen will mean that mouse over does - // not get called before we even move the mouse. - _this.mouse.global.set(-999999); - _this.activeInteractionData = {}; - _this.activeInteractionData[MOUSE_POINTER_ID] = _this.mouse; - _this.interactionDataPool = []; - _this.eventData = new InteractionEvent(); - _this.interactionDOMElement = null; - _this.moveWhenInside = false; - _this.eventsAdded = false; - _this.tickerAdded = false; - _this.mouseOverRenderer = !('PointerEvent' in globalThis); - _this.supportsTouchEvents = 'ontouchstart' in globalThis; - _this.supportsPointerEvents = !!globalThis.PointerEvent; - // this will make it so that you don't have to call bind all the time - _this.onPointerUp = _this.onPointerUp.bind(_this); - _this.processPointerUp = _this.processPointerUp.bind(_this); - _this.onPointerCancel = _this.onPointerCancel.bind(_this); - _this.processPointerCancel = _this.processPointerCancel.bind(_this); - _this.onPointerDown = _this.onPointerDown.bind(_this); - _this.processPointerDown = _this.processPointerDown.bind(_this); - _this.onPointerMove = _this.onPointerMove.bind(_this); - _this.processPointerMove = _this.processPointerMove.bind(_this); - _this.onPointerOut = _this.onPointerOut.bind(_this); - _this.processPointerOverOut = _this.processPointerOverOut.bind(_this); - _this.onPointerOver = _this.onPointerOver.bind(_this); - _this.cursorStyles = { - default: 'inherit', - pointer: 'pointer', - }; - _this.currentCursorMode = null; - _this.cursor = null; - _this.resolution = 1; - _this.delayedEvents = []; - _this.search = new TreeSearch(); - _this._tempDisplayObject = new display.TemporaryDisplayObject(); - _this._eventListenerOptions = { capture: true, passive: false }; - /** - * Fired when a pointer device button (usually a mouse left-button) is pressed on the display - * object. - * @event PIXI.InteractionManager#mousedown - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is pressed - * on the display object. - * @event PIXI.InteractionManager#rightdown - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button (usually a mouse left-button) is released over the display - * object. - * @event PIXI.InteractionManager#mouseup - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is released - * over the display object. - * @event PIXI.InteractionManager#rightup - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button (usually a mouse left-button) is pressed and released on - * the display object. - * @event PIXI.InteractionManager#click - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is pressed - * and released on the display object. - * @event PIXI.InteractionManager#rightclick - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button (usually a mouse left-button) is released outside the - * display object that initially registered a - * [mousedown]{@link PIXI.InteractionManager#event:mousedown}. - * @event PIXI.InteractionManager#mouseupoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is released - * outside the display object that initially registered a - * [rightdown]{@link PIXI.InteractionManager#event:rightdown}. - * @event PIXI.InteractionManager#rightupoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device (usually a mouse) is moved while over the display object - * @event PIXI.InteractionManager#mousemove - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device (usually a mouse) is moved onto the display object - * @event PIXI.InteractionManager#mouseover - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device (usually a mouse) is moved off the display object - * @event PIXI.InteractionManager#mouseout - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is pressed on the display object. - * @event PIXI.InteractionManager#pointerdown - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is released over the display object. - * Not always fired when some buttons are held down while others are released. In those cases, - * use [mousedown]{@link PIXI.InteractionManager#event:mousedown} and - * [mouseup]{@link PIXI.InteractionManager#event:mouseup} instead. - * @event PIXI.InteractionManager#pointerup - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when the operating system cancels a pointer event - * @event PIXI.InteractionManager#pointercancel - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is pressed and released on the display object. - * @event PIXI.InteractionManager#pointertap - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is released outside the display object that initially - * registered a [pointerdown]{@link PIXI.InteractionManager#event:pointerdown}. - * @event PIXI.InteractionManager#pointerupoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device is moved while over the display object - * @event PIXI.InteractionManager#pointermove - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device is moved onto the display object - * @event PIXI.InteractionManager#pointerover - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device is moved off the display object - * @event PIXI.InteractionManager#pointerout - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is placed on the display object. - * @event PIXI.InteractionManager#touchstart - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is removed from the display object. - * @event PIXI.InteractionManager#touchend - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when the operating system cancels a touch - * @event PIXI.InteractionManager#touchcancel - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is placed and removed from the display object. - * @event PIXI.InteractionManager#tap - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is removed outside of the display object that initially - * registered a [touchstart]{@link PIXI.InteractionManager#event:touchstart}. - * @event PIXI.InteractionManager#touchendoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is moved along the display object. - * @event PIXI.InteractionManager#touchmove - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button (usually a mouse left-button) is pressed on the display. - * object. DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#mousedown - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is pressed - * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#rightdown - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button (usually a mouse left-button) is released over the display - * object. DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#mouseup - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is released - * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#rightup - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button (usually a mouse left-button) is pressed and released on - * the display object. DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#click - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is pressed - * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#rightclick - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button (usually a mouse left-button) is released outside the - * display object that initially registered a - * [mousedown]{@link PIXI.DisplayObject#event:mousedown}. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#mouseupoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is released - * outside the display object that initially registered a - * [rightdown]{@link PIXI.DisplayObject#event:rightdown}. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#rightupoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device (usually a mouse) is moved while over the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#mousemove - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device (usually a mouse) is moved onto the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#mouseover - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device (usually a mouse) is moved off the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#mouseout - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is pressed on the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointerdown - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is released over the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointerup - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when the operating system cancels a pointer event. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointercancel - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is pressed and released on the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointertap - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is released outside the display object that initially - * registered a [pointerdown]{@link PIXI.DisplayObject#event:pointerdown}. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointerupoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device is moved while over the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointermove - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device is moved onto the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointerover - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device is moved off the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointerout - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is placed on the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#touchstart - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is removed from the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#touchend - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when the operating system cancels a touch. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#touchcancel - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is placed and removed from the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#tap - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is removed outside of the display object that initially - * registered a [touchstart]{@link PIXI.DisplayObject#event:touchstart}. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#touchendoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is moved along the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#touchmove - * @param {PIXI.InteractionEvent} event - Interaction event - */ - _this._useSystemTicker = options.useSystemTicker !== undefined ? options.useSystemTicker : true; - _this.setTargetElement(_this.renderer.view, _this.renderer.resolution); - return _this; - } - Object.defineProperty(InteractionManager.prototype, "useSystemTicker", { - /** - * Should the InteractionManager automatically add {@link tickerUpdate} to {@link PIXI.Ticker.system}. - * @default true - */ - get: function () { - return this._useSystemTicker; - }, - set: function (useSystemTicker) { - this._useSystemTicker = useSystemTicker; - if (useSystemTicker) { - this.addTickerListener(); - } - else { - this.removeTickerListener(); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(InteractionManager.prototype, "lastObjectRendered", { - /** - * Last rendered object or temp object. - * @readonly - * @protected - */ - get: function () { - return this.renderer._lastObjectRendered || this._tempDisplayObject; - }, - enumerable: false, - configurable: true - }); +var Runner = /** @class */ (function () { /** - * Hit tests a point against the display tree, returning the first interactive object that is hit. - * @param globalPoint - A point to hit test with, in global space. - * @param root - The root display object to start from. If omitted, defaults - * to the last rendered root of the associated renderer. - * @returns - The hit display object, if any. + * @param name - The function name that will be executed on the listeners added to this Runner. */ - InteractionManager.prototype.hitTest = function (globalPoint, root) { - // clear the target for our hit test - hitTestEvent.target = null; - // assign the global point - hitTestEvent.data.global = globalPoint; - // ensure safety of the root - if (!root) { - root = this.lastObjectRendered; - } - // run the hit test - this.processInteractive(hitTestEvent, root, null, true); - // return our found object - it'll be null if we didn't hit anything - return hitTestEvent.target; - }; + function Runner(name) { + this.items = []; + this._name = name; + this._aliasCount = 0; + } + /* eslint-disable jsdoc/require-param, jsdoc/check-param-names */ /** - * Sets the DOM element which will receive mouse/touch events. This is useful for when you have - * other DOM elements on top of the renderers Canvas element. With this you'll be bale to delegate - * another DOM element to receive those events. - * @param element - the DOM element which will receive mouse and touch events. - * @param resolution - The resolution / device pixel ratio of the new element (relative to the canvas). + * Dispatch/Broadcast Runner to all listeners added to the queue. + * @param {...any} params - (optional) parameters to pass to each listener */ - InteractionManager.prototype.setTargetElement = function (element, resolution) { - if (resolution === void 0) { resolution = 1; } - this.removeTickerListener(); - this.removeEvents(); - this.interactionDOMElement = element; - this.resolution = resolution; - this.addEvents(); - this.addTickerListener(); - }; - /** Adds the ticker listener. */ - InteractionManager.prototype.addTickerListener = function () { - if (this.tickerAdded || !this.interactionDOMElement || !this._useSystemTicker) { - return; - } - ticker.Ticker.system.add(this.tickerUpdate, this, ticker.UPDATE_PRIORITY.INTERACTION); - this.tickerAdded = true; - }; - /** Removes the ticker listener. */ - InteractionManager.prototype.removeTickerListener = function () { - if (!this.tickerAdded) { - return; - } - ticker.Ticker.system.remove(this.tickerUpdate, this); - this.tickerAdded = false; - }; - /** Registers all the DOM events. */ - InteractionManager.prototype.addEvents = function () { - if (this.eventsAdded || !this.interactionDOMElement) { - return; - } - var style = this.interactionDOMElement.style; - if (globalThis.navigator.msPointerEnabled) { - style.msContentZooming = 'none'; - style.msTouchAction = 'none'; - } - else if (this.supportsPointerEvents) { - style.touchAction = 'none'; - } - /* - * These events are added first, so that if pointer events are normalized, they are fired - * in the same order as non-normalized events. ie. pointer event 1st, mouse / touch 2nd - */ - if (this.supportsPointerEvents) { - globalThis.document.addEventListener('pointermove', this.onPointerMove, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions); - // pointerout is fired in addition to pointerup (for touch events) and pointercancel - // we already handle those, so for the purposes of what we do in onPointerOut, we only - // care about the pointerleave event - this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, this._eventListenerOptions); - globalThis.addEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions); - globalThis.addEventListener('pointerup', this.onPointerUp, this._eventListenerOptions); + /* eslint-enable jsdoc/require-param, jsdoc/check-param-names */ + Runner.prototype.emit = function (a0, a1, a2, a3, a4, a5, a6, a7) { + if (arguments.length > 8) { + throw new Error('max arguments reached'); } - else { - globalThis.document.addEventListener('mousemove', this.onPointerMove, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, this._eventListenerOptions); - globalThis.addEventListener('mouseup', this.onPointerUp, this._eventListenerOptions); + var _a = this, name = _a.name, items = _a.items; + this._aliasCount++; + for (var i = 0, len = items.length; i < len; i++) { + items[i][name](a0, a1, a2, a3, a4, a5, a6, a7); } - // always look directly for touch events so that we can provide original data - // In a future version we should change this to being just a fallback and rely solely on - // PointerEvents whenever available - if (this.supportsTouchEvents) { - this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, this._eventListenerOptions); + if (items === this.items) { + this._aliasCount--; } - this.eventsAdded = true; + return this; }; - /** Removes all the DOM events that were previously registered. */ - InteractionManager.prototype.removeEvents = function () { - if (!this.eventsAdded || !this.interactionDOMElement) { - return; - } - var style = this.interactionDOMElement.style; - if (globalThis.navigator.msPointerEnabled) { - style.msContentZooming = ''; - style.msTouchAction = ''; - } - else if (this.supportsPointerEvents) { - style.touchAction = ''; - } - if (this.supportsPointerEvents) { - globalThis.document.removeEventListener('pointermove', this.onPointerMove, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, this._eventListenerOptions); - globalThis.removeEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions); - globalThis.removeEventListener('pointerup', this.onPointerUp, this._eventListenerOptions); - } - else { - globalThis.document.removeEventListener('mousemove', this.onPointerMove, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, this._eventListenerOptions); - globalThis.removeEventListener('mouseup', this.onPointerUp, this._eventListenerOptions); - } - if (this.supportsTouchEvents) { - this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, this._eventListenerOptions); + Runner.prototype.ensureNonAliasedItems = function () { + if (this._aliasCount > 0 && this.items.length > 1) { + this._aliasCount = 0; + this.items = this.items.slice(0); } - this.interactionDOMElement = null; - this.eventsAdded = false; }; /** - * Updates the state of interactive objects if at least {@link interactionFrequency} - * milliseconds have passed since the last invocation. + * Add a listener to the Runner * - * Invoked by a throttled ticker update from {@link PIXI.Ticker.system}. - * @param deltaTime - time delta since the last call + * Runners do not need to have scope or functions passed to them. + * All that is required is to pass the listening object and ensure that it has contains a function that has the same name + * as the name provided to the Runner when it was created. + * + * Eg A listener passed to this Runner will require a 'complete' function. + * + * ``` + * import { Runner } from '@pixi/runner'; + * + * const complete = new Runner('complete'); + * ``` + * + * The scope used will be the object itself. + * @param {any} item - The object that will be listening. */ - InteractionManager.prototype.tickerUpdate = function (deltaTime) { - this._deltaTime += deltaTime; - if (this._deltaTime < this.interactionFrequency) { - return; - } - this._deltaTime = 0; - this.update(); - }; - /** Updates the state of interactive objects. */ - InteractionManager.prototype.update = function () { - if (!this.interactionDOMElement) { - return; - } - // if the user move the mouse this check has already been done using the mouse move! - if (this._didMove) { - this._didMove = false; - return; - } - this.cursor = null; - // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind, - // but there was a scenario of a display object moving under a static mouse cursor. - // In this case, mouseover and mouseevents would not pass the flag test in dispatchEvent function - for (var k in this.activeInteractionData) { - // eslint-disable-next-line no-prototype-builtins - if (this.activeInteractionData.hasOwnProperty(k)) { - var interactionData = this.activeInteractionData[k]; - if (interactionData.originalEvent && interactionData.pointerType !== 'touch') { - var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, interactionData.originalEvent, interactionData); - this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, true); - } - } + Runner.prototype.add = function (item) { + if (item[this._name]) { + this.ensureNonAliasedItems(); + this.remove(item); + this.items.push(item); } - this.setCursorMode(this.cursor); + return this; }; /** - * Sets the current cursor mode, handling any callbacks or CSS style changes. - * @param mode - cursor mode, a key from the cursorStyles dictionary + * Remove a single listener from the dispatch queue. + * @param {any} item - The listener that you would like to remove. */ - InteractionManager.prototype.setCursorMode = function (mode) { - mode = mode || 'default'; - var applyStyles = true; - // offscreen canvas does not support setting styles, but cursor modes can be functions, - // in order to handle pixi rendered cursors, so we can't bail - if (globalThis.OffscreenCanvas && this.interactionDOMElement instanceof OffscreenCanvas) { - applyStyles = false; - } - // if the mode didn't actually change, bail early - if (this.currentCursorMode === mode) { - return; - } - this.currentCursorMode = mode; - var style = this.cursorStyles[mode]; - // only do things if there is a cursor style for it - if (style) { - switch (typeof style) { - case 'string': - // string styles are handled as cursor CSS - if (applyStyles) { - this.interactionDOMElement.style.cursor = style; - } - break; - case 'function': - // functions are just called, and passed the cursor mode - style(mode); - break; - case 'object': - // if it is an object, assume that it is a dictionary of CSS styles, - // apply it to the interactionDOMElement - if (applyStyles) { - Object.assign(this.interactionDOMElement.style, style); - } - break; - } - } - else if (applyStyles && typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode)) { - // if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry - // for the mode, then assume that the dev wants it to be CSS for the cursor. - this.interactionDOMElement.style.cursor = mode; + Runner.prototype.remove = function (item) { + var index = this.items.indexOf(item); + if (index !== -1) { + this.ensureNonAliasedItems(); + this.items.splice(index, 1); } + return this; }; /** - * Dispatches an event on the display object that was interacted with. - * @param displayObject - the display object in question - * @param eventString - the name of the event (e.g, mousedown) - * @param eventData - the event data object + * Check to see if the listener is already in the Runner + * @param {any} item - The listener that you would like to check. */ - InteractionManager.prototype.dispatchEvent = function (displayObject, eventString, eventData) { - // Even if the event was stopped, at least dispatch any remaining events - // for the same display object. - if (!eventData.stopPropagationHint || displayObject === eventData.stopsPropagatingAt) { - eventData.currentTarget = displayObject; - eventData.type = eventString; - displayObject.emit(eventString, eventData); - if (displayObject[eventString]) { - displayObject[eventString](eventData); - } - } + Runner.prototype.contains = function (item) { + return this.items.indexOf(item) !== -1; }; + /** Remove all listeners from the Runner */ + Runner.prototype.removeAll = function () { + this.ensureNonAliasedItems(); + this.items.length = 0; + return this; + }; + /** Remove all references, don't use after this. */ + Runner.prototype.destroy = function () { + this.removeAll(); + this.items = null; + this._name = null; + }; + Object.defineProperty(Runner.prototype, "empty", { + /** + * `true` if there are no this Runner contains no listeners + * @readonly + */ + get: function () { + return this.items.length === 0; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Runner.prototype, "name", { + /** + * The name of the runner. + * @readonly + */ + get: function () { + return this._name; + }, + enumerable: false, + configurable: true + }); + return Runner; +}()); +Object.defineProperties(Runner.prototype, { /** - * Puts a event on a queue to be dispatched later. This is used to guarantee correct - * ordering of over/out events. - * @param displayObject - the display object in question - * @param eventString - the name of the event (e.g, mousedown) - * @param eventData - the event data object + * Alias for `emit` + * @memberof PIXI.Runner# + * @method dispatch + * @see PIXI.Runner#emit */ - InteractionManager.prototype.delayDispatchEvent = function (displayObject, eventString, eventData) { - this.delayedEvents.push({ displayObject: displayObject, eventString: eventString, eventData: eventData }); - }; + dispatch: { value: Runner.prototype.emit }, /** - * Maps x and y coords from a DOM object and maps them correctly to the PixiJS view. The - * resulting value is stored in the point. This takes into account the fact that the DOM - * element could be scaled and positioned anywhere on the screen. - * @param point - the point that the result will be stored in - * @param x - the x coord of the position to map - * @param y - the y coord of the position to map + * Alias for `emit` + * @memberof PIXI.Runner# + * @method run + * @see PIXI.Runner#emit */ - InteractionManager.prototype.mapPositionToPoint = function (point, x, y) { - var rect; - // IE 11 fix - if (!this.interactionDOMElement.parentElement) { - rect = { - x: 0, - y: 0, - width: this.interactionDOMElement.width, - height: this.interactionDOMElement.height, - left: 0, - top: 0 - }; + run: { value: Runner.prototype.emit }, +}); + +exports.Runner = Runner; + + +},{}],30:[function(require,module,exports){ +/*! + * @pixi/settings - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/settings is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ +'use strict'; + +Object.defineProperty(exports, '__esModule', { value: true }); + +var constants = require('@pixi/constants'); + +var BrowserAdapter = { + /** + * Creates a canvas element of the given size. + * This canvas is created using the browser's native canvas element. + * @param width - width of the canvas + * @param height - height of the canvas + */ + createCanvas: function (width, height) { + var canvas = document.createElement('canvas'); + canvas.width = width; + canvas.height = height; + return canvas; + }, + getWebGLRenderingContext: function () { return WebGLRenderingContext; }, + getNavigator: function () { return navigator; }, + getBaseUrl: function () { var _a; return ((_a = document.baseURI) !== null && _a !== void 0 ? _a : window.location.href); }, + fetch: function (url, options) { return fetch(url, options); }, +}; + +var appleIphone = /iPhone/i; +var appleIpod = /iPod/i; +var appleTablet = /iPad/i; +var appleUniversal = /\biOS-universal(?:.+)Mac\b/i; +var androidPhone = /\bAndroid(?:.+)Mobile\b/i; +var androidTablet = /Android/i; +var amazonPhone = /(?:SD4930UR|\bSilk(?:.+)Mobile\b)/i; +var amazonTablet = /Silk/i; +var windowsPhone = /Windows Phone/i; +var windowsTablet = /\bWindows(?:.+)ARM\b/i; +var otherBlackBerry = /BlackBerry/i; +var otherBlackBerry10 = /BB10/i; +var otherOpera = /Opera Mini/i; +var otherChrome = /\b(CriOS|Chrome)(?:.+)Mobile/i; +var otherFirefox = /Mobile(?:.+)Firefox\b/i; +var isAppleTabletOnIos13 = function (navigator) { + return (typeof navigator !== 'undefined' && + navigator.platform === 'MacIntel' && + typeof navigator.maxTouchPoints === 'number' && + navigator.maxTouchPoints > 1 && + typeof MSStream === 'undefined'); +}; +function createMatch(userAgent) { + return function (regex) { return regex.test(userAgent); }; +} +function isMobile$1(param) { + var nav = { + userAgent: '', + platform: '', + maxTouchPoints: 0 + }; + if (!param && typeof navigator !== 'undefined') { + nav = { + userAgent: navigator.userAgent, + platform: navigator.platform, + maxTouchPoints: navigator.maxTouchPoints || 0 + }; + } + else if (typeof param === 'string') { + nav.userAgent = param; + } + else if (param && param.userAgent) { + nav = { + userAgent: param.userAgent, + platform: param.platform, + maxTouchPoints: param.maxTouchPoints || 0 + }; + } + var userAgent = nav.userAgent; + var tmp = userAgent.split('[FBAN'); + if (typeof tmp[1] !== 'undefined') { + userAgent = tmp[0]; + } + tmp = userAgent.split('Twitter'); + if (typeof tmp[1] !== 'undefined') { + userAgent = tmp[0]; + } + var match = createMatch(userAgent); + var result = { + apple: { + phone: match(appleIphone) && !match(windowsPhone), + ipod: match(appleIpod), + tablet: !match(appleIphone) && + (match(appleTablet) || isAppleTabletOnIos13(nav)) && + !match(windowsPhone), + universal: match(appleUniversal), + device: (match(appleIphone) || + match(appleIpod) || + match(appleTablet) || + match(appleUniversal) || + isAppleTabletOnIos13(nav)) && + !match(windowsPhone) + }, + amazon: { + phone: match(amazonPhone), + tablet: !match(amazonPhone) && match(amazonTablet), + device: match(amazonPhone) || match(amazonTablet) + }, + android: { + phone: (!match(windowsPhone) && match(amazonPhone)) || + (!match(windowsPhone) && match(androidPhone)), + tablet: !match(windowsPhone) && + !match(amazonPhone) && + !match(androidPhone) && + (match(amazonTablet) || match(androidTablet)), + device: (!match(windowsPhone) && + (match(amazonPhone) || + match(amazonTablet) || + match(androidPhone) || + match(androidTablet))) || + match(/\bokhttp\b/i) + }, + windows: { + phone: match(windowsPhone), + tablet: match(windowsTablet), + device: match(windowsPhone) || match(windowsTablet) + }, + other: { + blackberry: match(otherBlackBerry), + blackberry10: match(otherBlackBerry10), + opera: match(otherOpera), + firefox: match(otherFirefox), + chrome: match(otherChrome), + device: match(otherBlackBerry) || + match(otherBlackBerry10) || + match(otherOpera) || + match(otherFirefox) || + match(otherChrome) + }, + any: false, + phone: false, + tablet: false + }; + result.any = + result.apple.device || + result.android.device || + result.windows.device || + result.other.device; + result.phone = + result.apple.phone || result.android.phone || result.windows.phone; + result.tablet = + result.apple.tablet || result.android.tablet || result.windows.tablet; + return result; +} + +var isMobile = isMobile$1(globalThis.navigator); + +/** + * Uploading the same buffer multiple times in a single frame can cause performance issues. + * Apparent on iOS so only check for that at the moment + * This check may become more complex if this issue pops up elsewhere. + * @private + * @returns {boolean} `true` if the same buffer may be uploaded more than once. + */ +function canUploadSameBuffer() { + return !isMobile.apple.device; +} + +/** + * The maximum recommended texture units to use. + * In theory the bigger the better, and for desktop we'll use as many as we can. + * But some mobile devices slow down if there is to many branches in the shader. + * So in practice there seems to be a sweet spot size that varies depending on the device. + * + * In v4, all mobile devices were limited to 4 texture units because for this. + * In v5, we allow all texture units to be used on modern Apple or Android devices. + * @private + * @param {number} max + * @returns {number} The maximum recommended texture units to use. + */ +function maxRecommendedTextures(max) { + var allowMax = true; + if (isMobile.tablet || isMobile.phone) { + if (isMobile.apple.device) { + var match = (navigator.userAgent).match(/OS (\d+)_(\d+)?/); + if (match) { + var majorVersion = parseInt(match[1], 10); + // Limit texture units on devices below iOS 11, which will be older hardware + if (majorVersion < 11) { + allowMax = false; + } + } } - else { - rect = this.interactionDOMElement.getBoundingClientRect(); + if (isMobile.android.device) { + var match = (navigator.userAgent).match(/Android\s([0-9.]*)/); + if (match) { + var majorVersion = parseInt(match[1], 10); + // Limit texture units on devices below Android 7 (Nougat), which will be older hardware + if (majorVersion < 7) { + allowMax = false; + } + } } - var resolutionMultiplier = 1.0 / this.resolution; - point.x = ((x - rect.left) * (this.interactionDOMElement.width / rect.width)) * resolutionMultiplier; - point.y = ((y - rect.top) * (this.interactionDOMElement.height / rect.height)) * resolutionMultiplier; - }; + } + return allowMax ? max : 4; +} + +/** + * User's customizable globals for overriding the default PIXI settings, such + * as a renderer's default resolution, framerate, float precision, etc. + * @example + * // Use the native window resolution as the default resolution + * // will support high-density displays when rendering + * PIXI.settings.RESOLUTION = window.devicePixelRatio; + * + * // Disable interpolation when scaling, will make texture be pixelated + * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST; + * @namespace PIXI.settings + */ +var settings = { /** - * This function is provides a neat way of crawling through the scene graph and running a - * specified function on all interactive objects it finds. It will also take care of hit - * testing the interactive objects and passes the hit across in the function. - * @protected - * @param interactionEvent - event containing the point that - * is tested for collision - * @param displayObject - the displayObject - * that will be hit test (recursively crawls its children) - * @param func - the function that will be called on each interactive object. The - * interactionEvent, displayObject and hit will be passed to the function - * @param hitTest - indicates whether we want to calculate hits - * or just iterate through all interactive objects + * This adapter is used to call methods that are platform dependent. + * For example `document.createElement` only runs on the web but fails in node environments. + * This allows us to support more platforms by abstracting away specific implementations per platform. + * + * By default the adapter is set to work in the browser. However you can create your own + * by implementing the `IAdapter` interface. See `IAdapter` for more information. + * @name ADAPTER + * @memberof PIXI.settings + * @type {PIXI.IAdapter} + * @default PIXI.BrowserAdapter */ - InteractionManager.prototype.processInteractive = function (interactionEvent, displayObject, func, hitTest) { - var hit = this.search.findHit(interactionEvent, displayObject, func, hitTest); - var delayedEvents = this.delayedEvents; - if (!delayedEvents.length) { - return hit; - } - // Reset the propagation hint, because we start deeper in the tree again. - interactionEvent.stopPropagationHint = false; - var delayedLen = delayedEvents.length; - this.delayedEvents = []; - for (var i = 0; i < delayedLen; i++) { - var _a = delayedEvents[i], displayObject_1 = _a.displayObject, eventString = _a.eventString, eventData = _a.eventData; - // When we reach the object we wanted to stop propagating at, - // set the propagation hint. - if (eventData.stopsPropagatingAt === displayObject_1) { - eventData.stopPropagationHint = true; - } - this.dispatchEvent(displayObject_1, eventString, eventData); - } - return hit; - }; + ADAPTER: BrowserAdapter, /** - * Is called when the pointer button is pressed down on the renderer element - * @param originalEvent - The DOM event of a pointer button being pressed down + * If set to true WebGL will attempt make textures mimpaped by default. + * Mipmapping will only succeed if the base texture uploaded has power of two dimensions. + * @static + * @name MIPMAP_TEXTURES + * @memberof PIXI.settings + * @type {PIXI.MIPMAP_MODES} + * @default PIXI.MIPMAP_MODES.POW2 */ - InteractionManager.prototype.onPointerDown = function (originalEvent) { - // if we support touch events, then only use those for touch events, not pointer events - if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') - { return; } - var events = this.normalizeToPointerData(originalEvent); - /* - * No need to prevent default on natural pointer events, as there are no side effects - * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser, - * so still need to be prevented. - */ - // Guaranteed that there will be at least one event in events, and all events must have the same pointer type - if (this.autoPreventDefault && events[0].isNormalized) { - var cancelable = originalEvent.cancelable || !('cancelable' in originalEvent); - if (cancelable) { - originalEvent.preventDefault(); - } - } - var eventLen = events.length; - for (var i = 0; i < eventLen; i++) { - var event = events[i]; - var interactionData = this.getInteractionDataForPointerId(event); - var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); - interactionEvent.data.originalEvent = originalEvent; - this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerDown, true); - this.emit('pointerdown', interactionEvent); - if (event.pointerType === 'touch') { - this.emit('touchstart', interactionEvent); - } - // emit a mouse event for "pen" pointers, the way a browser would emit a fallback event - else if (event.pointerType === 'mouse' || event.pointerType === 'pen') { - var isRightButton = event.button === 2; - this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData); - } - } - }; + MIPMAP_TEXTURES: constants.MIPMAP_MODES.POW2, /** - * Processes the result of the pointer down check and dispatches the event if need be - * @param interactionEvent - The interaction event wrapping the DOM event - * @param displayObject - The display object that was tested - * @param hit - the result of the hit test on the display object + * Default anisotropic filtering level of textures. + * Usually from 0 to 16 + * @static + * @name ANISOTROPIC_LEVEL + * @memberof PIXI.settings + * @type {number} + * @default 0 */ - InteractionManager.prototype.processPointerDown = function (interactionEvent, displayObject, hit) { - var data = interactionEvent.data; - var id = interactionEvent.data.identifier; - if (hit) { - if (!displayObject.trackedPointers[id]) { - displayObject.trackedPointers[id] = new InteractionTrackingData(id); - } - this.dispatchEvent(displayObject, 'pointerdown', interactionEvent); - if (data.pointerType === 'touch') { - this.dispatchEvent(displayObject, 'touchstart', interactionEvent); - } - else if (data.pointerType === 'mouse' || data.pointerType === 'pen') { - var isRightButton = data.button === 2; - if (isRightButton) { - displayObject.trackedPointers[id].rightDown = true; - } - else { - displayObject.trackedPointers[id].leftDown = true; - } - this.dispatchEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent); - } - } - }; + ANISOTROPIC_LEVEL: 0, /** - * Is called when the pointer button is released on the renderer element - * @param originalEvent - The DOM event of a pointer button being released - * @param cancelled - true if the pointer is cancelled - * @param func - Function passed to {@link processInteractive} + * Default resolution / device pixel ratio of the renderer. + * @static + * @name RESOLUTION + * @memberof PIXI.settings + * @type {number} + * @default 1 */ - InteractionManager.prototype.onPointerComplete = function (originalEvent, cancelled, func) { - var events = this.normalizeToPointerData(originalEvent); - var eventLen = events.length; - // if the event wasn't targeting our canvas, then consider it to be pointerupoutside - // in all cases (unless it was a pointercancel) - var target = originalEvent.target; - // if in shadow DOM use composedPath to access target - if (originalEvent.composedPath && originalEvent.composedPath().length > 0) { - target = originalEvent.composedPath()[0]; - } - var eventAppend = target !== this.interactionDOMElement ? 'outside' : ''; - for (var i = 0; i < eventLen; i++) { - var event = events[i]; - var interactionData = this.getInteractionDataForPointerId(event); - var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); - interactionEvent.data.originalEvent = originalEvent; - // perform hit testing for events targeting our canvas or cancel events - this.processInteractive(interactionEvent, this.lastObjectRendered, func, cancelled || !eventAppend); - this.emit(cancelled ? 'pointercancel' : "pointerup" + eventAppend, interactionEvent); - if (event.pointerType === 'mouse' || event.pointerType === 'pen') { - var isRightButton = event.button === 2; - this.emit(isRightButton ? "rightup" + eventAppend : "mouseup" + eventAppend, interactionEvent); - } - else if (event.pointerType === 'touch') { - this.emit(cancelled ? 'touchcancel' : "touchend" + eventAppend, interactionEvent); - this.releaseInteractionDataForPointerId(event.pointerId); - } - } - }; + RESOLUTION: 1, /** - * Is called when the pointer button is cancelled - * @param event - The DOM event of a pointer button being released + * Default filter resolution. + * @static + * @name FILTER_RESOLUTION + * @memberof PIXI.settings + * @type {number} + * @default 1 */ - InteractionManager.prototype.onPointerCancel = function (event) { - // if we support touch events, then only use those for touch events, not pointer events - if (this.supportsTouchEvents && event.pointerType === 'touch') - { return; } - this.onPointerComplete(event, true, this.processPointerCancel); - }; + FILTER_RESOLUTION: 1, /** - * Processes the result of the pointer cancel check and dispatches the event if need be - * @param interactionEvent - The interaction event wrapping the DOM event - * @param displayObject - The display object that was tested + * Default filter samples. + * @static + * @name FILTER_MULTISAMPLE + * @memberof PIXI.settings + * @type {PIXI.MSAA_QUALITY} + * @default PIXI.MSAA_QUALITY.NONE */ - InteractionManager.prototype.processPointerCancel = function (interactionEvent, displayObject) { - var data = interactionEvent.data; - var id = interactionEvent.data.identifier; - if (displayObject.trackedPointers[id] !== undefined) { - delete displayObject.trackedPointers[id]; - this.dispatchEvent(displayObject, 'pointercancel', interactionEvent); - if (data.pointerType === 'touch') { - this.dispatchEvent(displayObject, 'touchcancel', interactionEvent); - } - } - }; + FILTER_MULTISAMPLE: constants.MSAA_QUALITY.NONE, /** - * Is called when the pointer button is released on the renderer element - * @param event - The DOM event of a pointer button being released + * The maximum textures that this device supports. + * @static + * @name SPRITE_MAX_TEXTURES + * @memberof PIXI.settings + * @type {number} + * @default 32 */ - InteractionManager.prototype.onPointerUp = function (event) { - // if we support touch events, then only use those for touch events, not pointer events - if (this.supportsTouchEvents && event.pointerType === 'touch') - { return; } - this.onPointerComplete(event, false, this.processPointerUp); - }; + SPRITE_MAX_TEXTURES: maxRecommendedTextures(32), + // TODO: maybe change to SPRITE.BATCH_SIZE: 2000 + // TODO: maybe add PARTICLE.BATCH_SIZE: 15000 /** - * Processes the result of the pointer up check and dispatches the event if need be - * @param interactionEvent - The interaction event wrapping the DOM event - * @param displayObject - The display object that was tested - * @param hit - the result of the hit test on the display object + * The default sprite batch size. + * + * The default aims to balance desktop and mobile devices. + * @static + * @name SPRITE_BATCH_SIZE + * @memberof PIXI.settings + * @type {number} + * @default 4096 */ - InteractionManager.prototype.processPointerUp = function (interactionEvent, displayObject, hit) { - var data = interactionEvent.data; - var id = interactionEvent.data.identifier; - var trackingData = displayObject.trackedPointers[id]; - var isTouch = data.pointerType === 'touch'; - var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); - // need to track mouse down status in the mouse block so that we can emit - // event in a later block - var isMouseTap = false; - // Mouse only - if (isMouse) { - var isRightButton = data.button === 2; - var flags = InteractionTrackingData.FLAGS; - var test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN; - var isDown = trackingData !== undefined && (trackingData.flags & test); - if (hit) { - this.dispatchEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent); - if (isDown) { - this.dispatchEvent(displayObject, isRightButton ? 'rightclick' : 'click', interactionEvent); - // because we can confirm that the mousedown happened on this object, flag for later emit of pointertap - isMouseTap = true; - } - } - else if (isDown) { - this.dispatchEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent); - } - // update the down state of the tracking data - if (trackingData) { - if (isRightButton) { - trackingData.rightDown = false; - } - else { - trackingData.leftDown = false; - } - } - } - // Pointers and Touches, and Mouse - if (hit) { - this.dispatchEvent(displayObject, 'pointerup', interactionEvent); - if (isTouch) - { this.dispatchEvent(displayObject, 'touchend', interactionEvent); } - if (trackingData) { - // emit pointertap if not a mouse, or if the mouse block decided it was a tap - if (!isMouse || isMouseTap) { - this.dispatchEvent(displayObject, 'pointertap', interactionEvent); - } - if (isTouch) { - this.dispatchEvent(displayObject, 'tap', interactionEvent); - // touches are no longer over (if they ever were) when we get the touchend - // so we should ensure that we don't keep pretending that they are - trackingData.over = false; - } - } - } - else if (trackingData) { - this.dispatchEvent(displayObject, 'pointerupoutside', interactionEvent); - if (isTouch) - { this.dispatchEvent(displayObject, 'touchendoutside', interactionEvent); } - } - // Only remove the tracking data if there is no over/down state still associated with it - if (trackingData && trackingData.none) { - delete displayObject.trackedPointers[id]; - } - }; + SPRITE_BATCH_SIZE: 4096, /** - * Is called when the pointer moves across the renderer element - * @param originalEvent - The DOM event of a pointer moving + * The default render options if none are supplied to {@link PIXI.Renderer} + * or {@link PIXI.CanvasRenderer}. + * @static + * @name RENDER_OPTIONS + * @memberof PIXI.settings + * @type {object} + * @property {HTMLCanvasElement} [view=null] - + * @property {boolean} [antialias=false] - + * @property {boolean} [autoDensity=false] - + * @property {boolean} [useContextAlpha=true] - + * @property {number} [backgroundColor=0x000000] - + * @property {number} [backgroundAlpha=1] - + * @property {boolean} [clearBeforeRender=true] - + * @property {boolean} [preserveDrawingBuffer=false] - + * @property {number} [width=800] - + * @property {number} [height=600] - + * @property {boolean} [legacy=false] - */ - InteractionManager.prototype.onPointerMove = function (originalEvent) { - // if we support touch events, then only use those for touch events, not pointer events - if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') - { return; } - var events = this.normalizeToPointerData(originalEvent); - if (events[0].pointerType === 'mouse' || events[0].pointerType === 'pen') { - this._didMove = true; - this.cursor = null; - } - var eventLen = events.length; - for (var i = 0; i < eventLen; i++) { - var event = events[i]; - var interactionData = this.getInteractionDataForPointerId(event); - var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); - interactionEvent.data.originalEvent = originalEvent; - this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerMove, true); - this.emit('pointermove', interactionEvent); - if (event.pointerType === 'touch') - { this.emit('touchmove', interactionEvent); } - if (event.pointerType === 'mouse' || event.pointerType === 'pen') - { this.emit('mousemove', interactionEvent); } - } - if (events[0].pointerType === 'mouse') { - this.setCursorMode(this.cursor); - // TODO BUG for parents interactive object (border order issue) - } - }; + RENDER_OPTIONS: { + view: null, + antialias: false, + autoDensity: false, + backgroundColor: 0x000000, + backgroundAlpha: 1, + useContextAlpha: true, + clearBeforeRender: true, + preserveDrawingBuffer: false, + width: 800, + height: 600, + legacy: false, + }, /** - * Processes the result of the pointer move check and dispatches the event if need be - * @param interactionEvent - The interaction event wrapping the DOM event - * @param displayObject - The display object that was tested - * @param hit - the result of the hit test on the display object + * Default Garbage Collection mode. + * @static + * @name GC_MODE + * @memberof PIXI.settings + * @type {PIXI.GC_MODES} + * @default PIXI.GC_MODES.AUTO */ - InteractionManager.prototype.processPointerMove = function (interactionEvent, displayObject, hit) { - var data = interactionEvent.data; - var isTouch = data.pointerType === 'touch'; - var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); - if (isMouse) { - this.processPointerOverOut(interactionEvent, displayObject, hit); - } - if (!this.moveWhenInside || hit) { - this.dispatchEvent(displayObject, 'pointermove', interactionEvent); - if (isTouch) - { this.dispatchEvent(displayObject, 'touchmove', interactionEvent); } - if (isMouse) - { this.dispatchEvent(displayObject, 'mousemove', interactionEvent); } - } - }; + GC_MODE: constants.GC_MODES.AUTO, /** - * Is called when the pointer is moved out of the renderer element - * @private - * @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out + * Default Garbage Collection max idle. + * @static + * @name GC_MAX_IDLE + * @memberof PIXI.settings + * @type {number} + * @default 3600 */ - InteractionManager.prototype.onPointerOut = function (originalEvent) { - // if we support touch events, then only use those for touch events, not pointer events - if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') - { return; } - var events = this.normalizeToPointerData(originalEvent); - // Only mouse and pointer can call onPointerOut, so events will always be length 1 - var event = events[0]; - if (event.pointerType === 'mouse') { - this.mouseOverRenderer = false; - this.setCursorMode(null); - } - var interactionData = this.getInteractionDataForPointerId(event); - var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); - interactionEvent.data.originalEvent = event; - this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, false); - this.emit('pointerout', interactionEvent); - if (event.pointerType === 'mouse' || event.pointerType === 'pen') { - this.emit('mouseout', interactionEvent); - } - else { - // we can get touchleave events after touchend, so we want to make sure we don't - // introduce memory leaks - this.releaseInteractionDataForPointerId(interactionData.identifier); - } - }; + GC_MAX_IDLE: 60 * 60, /** - * Processes the result of the pointer over/out check and dispatches the event if need be. - * @param interactionEvent - The interaction event wrapping the DOM event - * @param displayObject - The display object that was tested - * @param hit - the result of the hit test on the display object + * Default Garbage Collection maximum check count. + * @static + * @name GC_MAX_CHECK_COUNT + * @memberof PIXI.settings + * @type {number} + * @default 600 */ - InteractionManager.prototype.processPointerOverOut = function (interactionEvent, displayObject, hit) { - var data = interactionEvent.data; - var id = interactionEvent.data.identifier; - var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); - var trackingData = displayObject.trackedPointers[id]; - // if we just moused over the display object, then we need to track that state - if (hit && !trackingData) { - trackingData = displayObject.trackedPointers[id] = new InteractionTrackingData(id); - } - if (trackingData === undefined) - { return; } - if (hit && this.mouseOverRenderer) { - if (!trackingData.over) { - trackingData.over = true; - this.delayDispatchEvent(displayObject, 'pointerover', interactionEvent); - if (isMouse) { - this.delayDispatchEvent(displayObject, 'mouseover', interactionEvent); - } - } - // only change the cursor if it has not already been changed (by something deeper in the - // display tree) - if (isMouse && this.cursor === null) { - this.cursor = displayObject.cursor; - } - } - else if (trackingData.over) { - trackingData.over = false; - this.dispatchEvent(displayObject, 'pointerout', this.eventData); - if (isMouse) { - this.dispatchEvent(displayObject, 'mouseout', interactionEvent); - } - // if there is no mouse down information for the pointer, then it is safe to delete - if (trackingData.none) { - delete displayObject.trackedPointers[id]; - } - } - }; + GC_MAX_CHECK_COUNT: 60 * 10, + /** + * Default wrap modes that are supported by pixi. + * @static + * @name WRAP_MODE + * @memberof PIXI.settings + * @type {PIXI.WRAP_MODES} + * @default PIXI.WRAP_MODES.CLAMP + */ + WRAP_MODE: constants.WRAP_MODES.CLAMP, /** - * Is called when the pointer is moved into the renderer element. - * @param originalEvent - The DOM event of a pointer button being moved into the renderer view. + * Default scale mode for textures. + * @static + * @name SCALE_MODE + * @memberof PIXI.settings + * @type {PIXI.SCALE_MODES} + * @default PIXI.SCALE_MODES.LINEAR */ - InteractionManager.prototype.onPointerOver = function (originalEvent) { - var events = this.normalizeToPointerData(originalEvent); - // Only mouse and pointer can call onPointerOver, so events will always be length 1 - var event = events[0]; - var interactionData = this.getInteractionDataForPointerId(event); - var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); - interactionEvent.data.originalEvent = event; - if (event.pointerType === 'mouse') { - this.mouseOverRenderer = true; - } - this.emit('pointerover', interactionEvent); - if (event.pointerType === 'mouse' || event.pointerType === 'pen') { - this.emit('mouseover', interactionEvent); - } - }; + SCALE_MODE: constants.SCALE_MODES.LINEAR, /** - * Get InteractionData for a given pointerId. Store that data as well. - * @param event - Normalized pointer event, output from normalizeToPointerData. - * @returns - Interaction data for the given pointer identifier. + * Default specify float precision in vertex shader. + * @static + * @name PRECISION_VERTEX + * @memberof PIXI.settings + * @type {PIXI.PRECISION} + * @default PIXI.PRECISION.HIGH */ - InteractionManager.prototype.getInteractionDataForPointerId = function (event) { - var pointerId = event.pointerId; - var interactionData; - if (pointerId === MOUSE_POINTER_ID || event.pointerType === 'mouse') { - interactionData = this.mouse; - } - else if (this.activeInteractionData[pointerId]) { - interactionData = this.activeInteractionData[pointerId]; - } - else { - interactionData = this.interactionDataPool.pop() || new InteractionData(); - interactionData.identifier = pointerId; - this.activeInteractionData[pointerId] = interactionData; - } - // copy properties from the event, so that we can make sure that touch/pointer specific - // data is available - interactionData.copyEvent(event); - return interactionData; - }; + PRECISION_VERTEX: constants.PRECISION.HIGH, /** - * Return unused InteractionData to the pool, for a given pointerId - * @param pointerId - Identifier from a pointer event + * Default specify float precision in fragment shader. + * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742 + * @static + * @name PRECISION_FRAGMENT + * @memberof PIXI.settings + * @type {PIXI.PRECISION} + * @default PIXI.PRECISION.MEDIUM */ - InteractionManager.prototype.releaseInteractionDataForPointerId = function (pointerId) { - var interactionData = this.activeInteractionData[pointerId]; - if (interactionData) { - delete this.activeInteractionData[pointerId]; - interactionData.reset(); - this.interactionDataPool.push(interactionData); - } - }; + PRECISION_FRAGMENT: isMobile.apple.device ? constants.PRECISION.HIGH : constants.PRECISION.MEDIUM, /** - * Configure an InteractionEvent to wrap a DOM PointerEvent and InteractionData - * @param interactionEvent - The event to be configured - * @param pointerEvent - The DOM event that will be paired with the InteractionEvent - * @param interactionData - The InteractionData that will be paired - * with the InteractionEvent - * @returns - the interaction event that was passed in + * Can we upload the same buffer in a single frame? + * @static + * @name CAN_UPLOAD_SAME_BUFFER + * @memberof PIXI.settings + * @type {boolean} */ - InteractionManager.prototype.configureInteractionEventForDOMEvent = function (interactionEvent, pointerEvent, interactionData) { - interactionEvent.data = interactionData; - this.mapPositionToPoint(interactionData.global, pointerEvent.clientX, pointerEvent.clientY); - // Not really sure why this is happening, but it's how a previous version handled things - if (pointerEvent.pointerType === 'touch') { - pointerEvent.globalX = interactionData.global.x; - pointerEvent.globalY = interactionData.global.y; - } - interactionData.originalEvent = pointerEvent; - interactionEvent.reset(); - return interactionEvent; - }; + CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(), /** - * Ensures that the original event object contains all data that a regular pointer event would have - * @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event - * @returns - An array containing a single normalized pointer event, in the case of a pointer - * or mouse event, or a multiple normalized pointer events if there are multiple changed touches + * Enables bitmap creation before image load. This feature is experimental. + * @static + * @name CREATE_IMAGE_BITMAP + * @memberof PIXI.settings + * @type {boolean} + * @default false */ - InteractionManager.prototype.normalizeToPointerData = function (event) { - var normalizedEvents = []; - if (this.supportsTouchEvents && event instanceof TouchEvent) { - for (var i = 0, li = event.changedTouches.length; i < li; i++) { - var touch = event.changedTouches[i]; - if (typeof touch.button === 'undefined') - { touch.button = event.touches.length ? 1 : 0; } - if (typeof touch.buttons === 'undefined') - { touch.buttons = event.touches.length ? 1 : 0; } - if (typeof touch.isPrimary === 'undefined') { - touch.isPrimary = event.touches.length === 1 && event.type === 'touchstart'; - } - if (typeof touch.width === 'undefined') - { touch.width = touch.radiusX || 1; } - if (typeof touch.height === 'undefined') - { touch.height = touch.radiusY || 1; } - if (typeof touch.tiltX === 'undefined') - { touch.tiltX = 0; } - if (typeof touch.tiltY === 'undefined') - { touch.tiltY = 0; } - if (typeof touch.pointerType === 'undefined') - { touch.pointerType = 'touch'; } - if (typeof touch.pointerId === 'undefined') - { touch.pointerId = touch.identifier || 0; } - if (typeof touch.pressure === 'undefined') - { touch.pressure = touch.force || 0.5; } - if (typeof touch.twist === 'undefined') - { touch.twist = 0; } - if (typeof touch.tangentialPressure === 'undefined') - { touch.tangentialPressure = 0; } - // TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven - // support, and the fill ins are not quite the same - // offsetX/Y might be okay, but is not the same as clientX/Y when the canvas's top - // left is not 0,0 on the page - if (typeof touch.layerX === 'undefined') - { touch.layerX = touch.offsetX = touch.clientX; } - if (typeof touch.layerY === 'undefined') - { touch.layerY = touch.offsetY = touch.clientY; } - // mark the touch as normalized, just so that we know we did it - touch.isNormalized = true; - normalizedEvents.push(touch); - } - } - // apparently PointerEvent subclasses MouseEvent, so yay - else if (!globalThis.MouseEvent - || (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof globalThis.PointerEvent)))) { - var tempEvent = event; - if (typeof tempEvent.isPrimary === 'undefined') - { tempEvent.isPrimary = true; } - if (typeof tempEvent.width === 'undefined') - { tempEvent.width = 1; } - if (typeof tempEvent.height === 'undefined') - { tempEvent.height = 1; } - if (typeof tempEvent.tiltX === 'undefined') - { tempEvent.tiltX = 0; } - if (typeof tempEvent.tiltY === 'undefined') - { tempEvent.tiltY = 0; } - if (typeof tempEvent.pointerType === 'undefined') - { tempEvent.pointerType = 'mouse'; } - if (typeof tempEvent.pointerId === 'undefined') - { tempEvent.pointerId = MOUSE_POINTER_ID; } - if (typeof tempEvent.pressure === 'undefined') - { tempEvent.pressure = 0.5; } - if (typeof tempEvent.twist === 'undefined') - { tempEvent.twist = 0; } - if (typeof tempEvent.tangentialPressure === 'undefined') - { tempEvent.tangentialPressure = 0; } - // mark the mouse event as normalized, just so that we know we did it - tempEvent.isNormalized = true; - normalizedEvents.push(tempEvent); - } - else { - normalizedEvents.push(event); - } - return normalizedEvents; - }; - /** Destroys the interaction manager. */ - InteractionManager.prototype.destroy = function () { - this.removeEvents(); - this.removeTickerListener(); - this.removeAllListeners(); - this.renderer = null; - this.mouse = null; - this.eventData = null; - this.interactionDOMElement = null; - this.onPointerDown = null; - this.processPointerDown = null; - this.onPointerUp = null; - this.processPointerUp = null; - this.onPointerCancel = null; - this.processPointerCancel = null; - this.onPointerMove = null; - this.processPointerMove = null; - this.onPointerOut = null; - this.processPointerOverOut = null; - this.onPointerOver = null; - this.search = null; - }; - /** @ignore */ - InteractionManager.extension = { - name: 'interaction', - type: [ - core.ExtensionType.RendererPlugin, - core.ExtensionType.CanvasRendererPlugin ], - }; - return InteractionManager; -}(utils.EventEmitter)); + CREATE_IMAGE_BITMAP: false, + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * Advantages can include sharper image quality (like text) and faster rendering on canvas. + * The main disadvantage is movement of objects may appear less smooth. + * @static + * @constant + * @memberof PIXI.settings + * @type {boolean} + * @default false + */ + ROUND_PIXELS: false, +}; -exports.InteractionData = InteractionData; -exports.InteractionEvent = InteractionEvent; -exports.InteractionManager = InteractionManager; -exports.InteractionTrackingData = InteractionTrackingData; -exports.interactiveTarget = interactiveTarget; +exports.BrowserAdapter = BrowserAdapter; +exports.isMobile = isMobile; +exports.settings = settings; -},{"@pixi/core":27,"@pixi/display":28,"@pixi/math":39,"@pixi/ticker":53,"@pixi/utils":22}],38:[function(require,module,exports){ -arguments[4][16][0].apply(exports,arguments) -},{"@pixi/core":27,"@pixi/utils":22,"dup":16}],39:[function(require,module,exports){ -arguments[4][5][0].apply(exports,arguments) -},{"dup":5}],40:[function(require,module,exports){ +},{"@pixi/constants":6}],31:[function(require,module,exports){ /*! - * @pixi/mesh-extras - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/sprite-animated - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/mesh-extras is licensed under the MIT License. + * @pixi/sprite-animated is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ 'use strict'; Object.defineProperty(exports, '__esModule', { value: true }); -var mesh = require('@pixi/mesh'); -var constants = require('@pixi/constants'); var core = require('@pixi/core'); +var sprite = require('@pixi/sprite'); +var ticker = require('@pixi/ticker'); /*! ***************************************************************************** Copyright (c) Microsoft Corporation. @@ -43675,616 +34595,325 @@ var extendStatics = function(d, b) { extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics(d, b); -}; - -function __extends(d, b) { - extendStatics(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); -} - -/** - * @memberof PIXI - */ -var PlaneGeometry = /** @class */ (function (_super) { - __extends(PlaneGeometry, _super); - /** - * @param width - The width of the plane. - * @param height - The height of the plane. - * @param segWidth - Number of horizontal segments. - * @param segHeight - Number of vertical segments. - */ - function PlaneGeometry(width, height, segWidth, segHeight) { - if (width === void 0) { width = 100; } - if (height === void 0) { height = 100; } - if (segWidth === void 0) { segWidth = 10; } - if (segHeight === void 0) { segHeight = 10; } - var _this = _super.call(this) || this; - _this.segWidth = segWidth; - _this.segHeight = segHeight; - _this.width = width; - _this.height = height; - _this.build(); - return _this; - } - /** - * Refreshes plane coordinates - * @private - */ - PlaneGeometry.prototype.build = function () { - var total = this.segWidth * this.segHeight; - var verts = []; - var uvs = []; - var indices = []; - var segmentsX = this.segWidth - 1; - var segmentsY = this.segHeight - 1; - var sizeX = (this.width) / segmentsX; - var sizeY = (this.height) / segmentsY; - for (var i = 0; i < total; i++) { - var x = (i % this.segWidth); - var y = ((i / this.segWidth) | 0); - verts.push(x * sizeX, y * sizeY); - uvs.push(x / segmentsX, y / segmentsY); - } - var totalSub = segmentsX * segmentsY; - for (var i = 0; i < totalSub; i++) { - var xpos = i % segmentsX; - var ypos = (i / segmentsX) | 0; - var value = (ypos * this.segWidth) + xpos; - var value2 = (ypos * this.segWidth) + xpos + 1; - var value3 = ((ypos + 1) * this.segWidth) + xpos; - var value4 = ((ypos + 1) * this.segWidth) + xpos + 1; - indices.push(value, value2, value3, value2, value4, value3); - } - this.buffers[0].data = new Float32Array(verts); - this.buffers[1].data = new Float32Array(uvs); - this.indexBuffer.data = new Uint16Array(indices); - // ensure that the changes are uploaded - this.buffers[0].update(); - this.buffers[1].update(); - this.indexBuffer.update(); - }; - return PlaneGeometry; -}(mesh.MeshGeometry)); - -/** - * RopeGeometry allows you to draw a geometry across several points and then manipulate these points. - * - * ```js - * for (let i = 0; i < 20; i++) { - * points.push(new PIXI.Point(i * 50, 0)); - * }; - * const rope = new PIXI.RopeGeometry(100, points); - * ``` - * @memberof PIXI - */ -var RopeGeometry = /** @class */ (function (_super) { - __extends(RopeGeometry, _super); - /** - * @param width - The width (i.e., thickness) of the rope. - * @param points - An array of {@link PIXI.Point} objects to construct this rope. - * @param textureScale - By default the rope texture will be stretched to match - * rope length. If textureScale is positive this value will be treated as a scaling - * factor and the texture will preserve its aspect ratio instead. To create a tiling rope - * set baseTexture.wrapMode to {@link PIXI.WRAP_MODES.REPEAT} and use a power of two texture, - * then set textureScale=1 to keep the original texture pixel size. - * In order to reduce alpha channel artifacts provide a larger texture and downsample - - * i.e. set textureScale=0.5 to scale it down twice. - */ - function RopeGeometry(width, points, textureScale) { - if (width === void 0) { width = 200; } - if (textureScale === void 0) { textureScale = 0; } - var _this = _super.call(this, new Float32Array(points.length * 4), new Float32Array(points.length * 4), new Uint16Array((points.length - 1) * 6)) || this; - _this.points = points; - _this._width = width; - _this.textureScale = textureScale; - _this.build(); - return _this; - } - Object.defineProperty(RopeGeometry.prototype, "width", { - /** - * The width (i.e., thickness) of the rope. - * @readonly - */ - get: function () { - return this._width; - }, - enumerable: false, - configurable: true - }); - /** Refreshes Rope indices and uvs */ - RopeGeometry.prototype.build = function () { - var points = this.points; - if (!points) - { return; } - var vertexBuffer = this.getBuffer('aVertexPosition'); - var uvBuffer = this.getBuffer('aTextureCoord'); - var indexBuffer = this.getIndex(); - // if too little points, or texture hasn't got UVs set yet just move on. - if (points.length < 1) { - return; - } - // if the number of points has changed we will need to recreate the arraybuffers - if (vertexBuffer.data.length / 4 !== points.length) { - vertexBuffer.data = new Float32Array(points.length * 4); - uvBuffer.data = new Float32Array(points.length * 4); - indexBuffer.data = new Uint16Array((points.length - 1) * 6); - } - var uvs = uvBuffer.data; - var indices = indexBuffer.data; - uvs[0] = 0; - uvs[1] = 0; - uvs[2] = 0; - uvs[3] = 1; - var amount = 0; - var prev = points[0]; - var textureWidth = this._width * this.textureScale; - var total = points.length; // - 1; - for (var i = 0; i < total; i++) { - // time to do some smart drawing! - var index = i * 4; - if (this.textureScale > 0) { - // calculate pixel distance from previous point - var dx = prev.x - points[i].x; - var dy = prev.y - points[i].y; - var distance = Math.sqrt((dx * dx) + (dy * dy)); - prev = points[i]; - amount += distance / textureWidth; - } - else { - // stretch texture - amount = i / (total - 1); - } - uvs[index] = amount; - uvs[index + 1] = 0; - uvs[index + 2] = amount; - uvs[index + 3] = 1; - } - var indexCount = 0; - for (var i = 0; i < total - 1; i++) { - var index = i * 2; - indices[indexCount++] = index; - indices[indexCount++] = index + 1; - indices[indexCount++] = index + 2; - indices[indexCount++] = index + 2; - indices[indexCount++] = index + 1; - indices[indexCount++] = index + 3; - } - // ensure that the changes are uploaded - uvBuffer.update(); - indexBuffer.update(); - this.updateVertices(); - }; - /** refreshes vertices of Rope mesh */ - RopeGeometry.prototype.updateVertices = function () { - var points = this.points; - if (points.length < 1) { - return; - } - var lastPoint = points[0]; - var nextPoint; - var perpX = 0; - var perpY = 0; - var vertices = this.buffers[0].data; - var total = points.length; - for (var i = 0; i < total; i++) { - var point = points[i]; - var index = i * 4; - if (i < points.length - 1) { - nextPoint = points[i + 1]; - } - else { - nextPoint = point; - } - perpY = -(nextPoint.x - lastPoint.x); - perpX = nextPoint.y - lastPoint.y; - var perpLength = Math.sqrt((perpX * perpX) + (perpY * perpY)); - var num = this.textureScale > 0 ? this.textureScale * this._width / 2 : this._width / 2; - perpX /= perpLength; - perpY /= perpLength; - perpX *= num; - perpY *= num; - vertices[index] = point.x + perpX; - vertices[index + 1] = point.y + perpY; - vertices[index + 2] = point.x - perpX; - vertices[index + 3] = point.y - perpY; - lastPoint = point; - } - this.buffers[0].update(); - }; - RopeGeometry.prototype.update = function () { - if (this.textureScale > 0) { - this.build(); // we need to update UVs - } - else { - this.updateVertices(); - } - }; - return RopeGeometry; -}(mesh.MeshGeometry)); - -/** - * The rope allows you to draw a texture across several points and then manipulate these points - * - *```js - * for (let i = 0; i < 20; i++) { - * points.push(new PIXI.Point(i * 50, 0)); - * }; - * let rope = new PIXI.SimpleRope(PIXI.Texture.from("snake.png"), points); - * ``` - * @memberof PIXI - */ -var SimpleRope = /** @class */ (function (_super) { - __extends(SimpleRope, _super); - /** - * @param texture - The texture to use on the rope. - * @param points - An array of {@link PIXI.Point} objects to construct this rope. - * @param {number} textureScale - Optional. Positive values scale rope texture - * keeping its aspect ratio. You can reduce alpha channel artifacts by providing a larger texture - * and downsampling here. If set to zero, texture will be stretched instead. - */ - function SimpleRope(texture, points, textureScale) { - if (textureScale === void 0) { textureScale = 0; } - var _this = this; - var ropeGeometry = new RopeGeometry(texture.height, points, textureScale); - var meshMaterial = new mesh.MeshMaterial(texture); - if (textureScale > 0) { - // attempt to set UV wrapping, will fail on non-power of two textures - texture.baseTexture.wrapMode = constants.WRAP_MODES.REPEAT; - } - _this = _super.call(this, ropeGeometry, meshMaterial) || this; - /** - * re-calculate vertices by rope points each frame - * @member {boolean} - */ - _this.autoUpdate = true; - return _this; - } - SimpleRope.prototype._render = function (renderer) { - var geometry = this.geometry; - if (this.autoUpdate || geometry._width !== this.shader.texture.height) { - geometry._width = this.shader.texture.height; - geometry.update(); - } - _super.prototype._render.call(this, renderer); - }; - return SimpleRope; -}(mesh.Mesh)); + return extendStatics(d, b); +}; + +function __extends(d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); +} /** - * The SimplePlane allows you to draw a texture across several points and then manipulate these points + * An AnimatedSprite is a simple way to display an animation depicted by a list of textures. * - *```js - * for (let i = 0; i < 20; i++) { - * points.push(new PIXI.Point(i * 50, 0)); + * ```js + * let alienImages = ["image_sequence_01.png","image_sequence_02.png","image_sequence_03.png","image_sequence_04.png"]; + * let textureArray = []; + * + * for (let i=0; i < 4; i++) + * { + * let texture = PIXI.Texture.from(alienImages[i]); + * textureArray.push(texture); * }; - * let SimplePlane = new PIXI.SimplePlane(PIXI.Texture.from("snake.png"), points); - * ``` + * + * let animatedSprite = new PIXI.AnimatedSprite(textureArray); + * ``` + * + * The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet} + * containing the animation definitions: + * + * ```js + * PIXI.Loader.shared.add("assets/spritesheet.json").load(setup); + * + * function setup() { + * let sheet = PIXI.Loader.shared.resources["assets/spritesheet.json"].spritesheet; + * animatedSprite = new PIXI.AnimatedSprite(sheet.animations["image_sequence"]); + * ... + * } + * ``` * @memberof PIXI */ -var SimplePlane = /** @class */ (function (_super) { - __extends(SimplePlane, _super); +var AnimatedSprite = /** @class */ (function (_super) { + __extends(AnimatedSprite, _super); /** - * @param texture - The texture to use on the SimplePlane. - * @param verticesX - The number of vertices in the x-axis - * @param verticesY - The number of vertices in the y-axis + * @param textures - An array of {@link PIXI.Texture} or frame + * objects that make up the animation. + * @param {boolean} [autoUpdate=true] - Whether to use PIXI.Ticker.shared to auto update animation time. */ - function SimplePlane(texture, verticesX, verticesY) { - var _this = this; - var planeGeometry = new PlaneGeometry(texture.width, texture.height, verticesX, verticesY); - var meshMaterial = new mesh.MeshMaterial(core.Texture.WHITE); - _this = _super.call(this, planeGeometry, meshMaterial) || this; - // lets call the setter to ensure all necessary updates are performed - _this.texture = texture; - _this.autoResize = true; + function AnimatedSprite(textures, autoUpdate) { + if (autoUpdate === void 0) { autoUpdate = true; } + var _this = _super.call(this, textures[0] instanceof core.Texture ? textures[0] : textures[0].texture) || this; + _this._textures = null; + _this._durations = null; + _this._autoUpdate = autoUpdate; + _this._isConnectedToTicker = false; + _this.animationSpeed = 1; + _this.loop = true; + _this.updateAnchor = false; + _this.onComplete = null; + _this.onFrameChange = null; + _this.onLoop = null; + _this._currentTime = 0; + _this._playing = false; + _this._previousFrame = null; + _this.textures = textures; return _this; } + /** Stops the AnimatedSprite. */ + AnimatedSprite.prototype.stop = function () { + if (!this._playing) { + return; + } + this._playing = false; + if (this._autoUpdate && this._isConnectedToTicker) { + ticker.Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; + } + }; + /** Plays the AnimatedSprite. */ + AnimatedSprite.prototype.play = function () { + if (this._playing) { + return; + } + this._playing = true; + if (this._autoUpdate && !this._isConnectedToTicker) { + ticker.Ticker.shared.add(this.update, this, ticker.UPDATE_PRIORITY.HIGH); + this._isConnectedToTicker = true; + } + }; /** - * Method used for overrides, to do something in case texture frame was changed. - * Meshes based on plane can override it and change more details based on texture. + * Stops the AnimatedSprite and goes to a specific frame. + * @param frameNumber - Frame index to stop at. */ - SimplePlane.prototype.textureUpdated = function () { - this._textureID = this.shader.texture._updateID; - var geometry = this.geometry; - var _a = this.shader.texture, width = _a.width, height = _a.height; - if (this.autoResize && (geometry.width !== width || geometry.height !== height)) { - geometry.width = this.shader.texture.width; - geometry.height = this.shader.texture.height; - geometry.build(); + AnimatedSprite.prototype.gotoAndStop = function (frameNumber) { + this.stop(); + var previousFrame = this.currentFrame; + this._currentTime = frameNumber; + if (previousFrame !== this.currentFrame) { + this.updateTexture(); } }; - Object.defineProperty(SimplePlane.prototype, "texture", { - get: function () { - return this.shader.texture; - }, - set: function (value) { - // Track texture same way sprite does. - // For generated meshes like NineSlicePlane it can change the geometry. - // Unfortunately, this method might not work if you directly change texture in material. - if (this.shader.texture === value) { - return; + /** + * Goes to a specific frame and begins playing the AnimatedSprite. + * @param frameNumber - Frame index to start at. + */ + AnimatedSprite.prototype.gotoAndPlay = function (frameNumber) { + var previousFrame = this.currentFrame; + this._currentTime = frameNumber; + if (previousFrame !== this.currentFrame) { + this.updateTexture(); + } + this.play(); + }; + /** + * Updates the object transform for rendering. + * @param deltaTime - Time since last tick. + */ + AnimatedSprite.prototype.update = function (deltaTime) { + if (!this._playing) { + return; + } + var elapsed = this.animationSpeed * deltaTime; + var previousFrame = this.currentFrame; + if (this._durations !== null) { + var lag = this._currentTime % 1 * this._durations[this.currentFrame]; + lag += elapsed / 60 * 1000; + while (lag < 0) { + this._currentTime--; + lag += this._durations[this.currentFrame]; } - this.shader.texture = value; - this._textureID = -1; - if (value.baseTexture.valid) { - this.textureUpdated(); + var sign = Math.sign(this.animationSpeed * deltaTime); + this._currentTime = Math.floor(this._currentTime); + while (lag >= this._durations[this.currentFrame]) { + lag -= this._durations[this.currentFrame] * sign; + this._currentTime += sign; } - else { - value.once('update', this.textureUpdated, this); + this._currentTime += lag / this._durations[this.currentFrame]; + } + else { + this._currentTime += elapsed; + } + if (this._currentTime < 0 && !this.loop) { + this.gotoAndStop(0); + if (this.onComplete) { + this.onComplete(); } - }, - enumerable: false, - configurable: true - }); - SimplePlane.prototype._render = function (renderer) { - if (this._textureID !== this.shader.texture._updateID) { - this.textureUpdated(); } - _super.prototype._render.call(this, renderer); + else if (this._currentTime >= this._textures.length && !this.loop) { + this.gotoAndStop(this._textures.length - 1); + if (this.onComplete) { + this.onComplete(); + } + } + else if (previousFrame !== this.currentFrame) { + if (this.loop && this.onLoop) { + if (this.animationSpeed > 0 && this.currentFrame < previousFrame) { + this.onLoop(); + } + else if (this.animationSpeed < 0 && this.currentFrame > previousFrame) { + this.onLoop(); + } + } + this.updateTexture(); + } }; - SimplePlane.prototype.destroy = function (options) { - this.shader.texture.off('update', this.textureUpdated, this); - _super.prototype.destroy.call(this, options); + /** Updates the displayed texture to match the current frame index. */ + AnimatedSprite.prototype.updateTexture = function () { + var currentFrame = this.currentFrame; + if (this._previousFrame === currentFrame) { + return; + } + this._previousFrame = currentFrame; + this._texture = this._textures[currentFrame]; + this._textureID = -1; + this._textureTrimmedID = -1; + this._cachedTint = 0xFFFFFF; + this.uvs = this._texture._uvs.uvsFloat32; + if (this.updateAnchor) { + this._anchor.copyFrom(this._texture.defaultAnchor); + } + if (this.onFrameChange) { + this.onFrameChange(this.currentFrame); + } }; - return SimplePlane; -}(mesh.Mesh)); - -/** - * The Simple Mesh class mimics Mesh in PixiJS v4, providing easy-to-use constructor arguments. - * For more robust customization, use {@link PIXI.Mesh}. - * @memberof PIXI - */ -var SimpleMesh = /** @class */ (function (_super) { - __extends(SimpleMesh, _super); /** - * @param texture - The texture to use - * @param {Float32Array} [vertices] - if you want to specify the vertices - * @param {Float32Array} [uvs] - if you want to specify the uvs - * @param {Uint16Array} [indices] - if you want to specify the indices - * @param drawMode - the drawMode, can be any of the Mesh.DRAW_MODES consts + * Stops the AnimatedSprite and destroys it. + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value. + * @param {boolean} [options.children=false] - If set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well. + * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well. */ - function SimpleMesh(texture, vertices, uvs, indices, drawMode) { - if (texture === void 0) { texture = core.Texture.EMPTY; } - var _this = this; - var geometry = new mesh.MeshGeometry(vertices, uvs, indices); - geometry.getBuffer('aVertexPosition').static = false; - var meshMaterial = new mesh.MeshMaterial(texture); - _this = _super.call(this, geometry, meshMaterial, null, drawMode) || this; - _this.autoUpdate = true; - return _this; - } - Object.defineProperty(SimpleMesh.prototype, "vertices", { - /** - * Collection of vertices data. - * @type {Float32Array} - */ - get: function () { - return this.geometry.getBuffer('aVertexPosition').data; - }, - set: function (value) { - this.geometry.getBuffer('aVertexPosition').data = value; - }, - enumerable: false, - configurable: true - }); - SimpleMesh.prototype._render = function (renderer) { - if (this.autoUpdate) { - this.geometry.getBuffer('aVertexPosition').update(); - } - _super.prototype._render.call(this, renderer); + AnimatedSprite.prototype.destroy = function (options) { + this.stop(); + _super.prototype.destroy.call(this, options); + this.onComplete = null; + this.onFrameChange = null; + this.onLoop = null; }; - return SimpleMesh; -}(mesh.Mesh)); - -var DEFAULT_BORDER_SIZE = 10; -/** - * The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful - * for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically - * - *```js - * let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.from('BoxWithRoundedCorners.png'), 15, 15, 15, 15); - * ``` - *
- *      A                          B
- *    +---+----------------------+---+
- *  C | 1 |          2           | 3 |
- *    +---+----------------------+---+
- *    |   |                      |   |
- *    | 4 |          5           | 6 |
- *    |   |                      |   |
- *    +---+----------------------+---+
- *  D | 7 |          8           | 9 |
- *    +---+----------------------+---+
- *  When changing this objects width and/or height:
- *     areas 1 3 7 and 9 will remain unscaled.
- *     areas 2 and 8 will be stretched horizontally
- *     areas 4 and 6 will be stretched vertically
- *     area 5 will be stretched both horizontally and vertically
- * 
- * @memberof PIXI - */ -var NineSlicePlane = /** @class */ (function (_super) { - __extends(NineSlicePlane, _super); /** - * @param texture - The texture to use on the NineSlicePlane. - * @param {number} [leftWidth=10] - size of the left vertical bar (A) - * @param {number} [topHeight=10] - size of the top horizontal bar (C) - * @param {number} [rightWidth=10] - size of the right vertical bar (B) - * @param {number} [bottomHeight=10] - size of the bottom horizontal bar (D) + * A short hand way of creating an AnimatedSprite from an array of frame ids. + * @param frames - The array of frames ids the AnimatedSprite will use as its texture frames. + * @returns - The new animated sprite with the specified frames. */ - function NineSlicePlane(texture, leftWidth, topHeight, rightWidth, bottomHeight) { - if (leftWidth === void 0) { leftWidth = DEFAULT_BORDER_SIZE; } - if (topHeight === void 0) { topHeight = DEFAULT_BORDER_SIZE; } - if (rightWidth === void 0) { rightWidth = DEFAULT_BORDER_SIZE; } - if (bottomHeight === void 0) { bottomHeight = DEFAULT_BORDER_SIZE; } - var _this = _super.call(this, core.Texture.WHITE, 4, 4) || this; - _this._origWidth = texture.orig.width; - _this._origHeight = texture.orig.height; - /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ - _this._width = _this._origWidth; - /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ - _this._height = _this._origHeight; - _this._leftWidth = leftWidth; - _this._rightWidth = rightWidth; - _this._topHeight = topHeight; - _this._bottomHeight = bottomHeight; - // lets call the setter to ensure all necessary updates are performed - _this.texture = texture; - return _this; - } - NineSlicePlane.prototype.textureUpdated = function () { - this._textureID = this.shader.texture._updateID; - this._refresh(); - }; - Object.defineProperty(NineSlicePlane.prototype, "vertices", { - get: function () { - return this.geometry.getBuffer('aVertexPosition').data; - }, - set: function (value) { - this.geometry.getBuffer('aVertexPosition').data = value; - }, - enumerable: false, - configurable: true - }); - /** Updates the horizontal vertices. */ - NineSlicePlane.prototype.updateHorizontalVertices = function () { - var vertices = this.vertices; - var scale = this._getMinScale(); - vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight * scale; - vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - (this._bottomHeight * scale); - vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height; - }; - /** Updates the vertical vertices. */ - NineSlicePlane.prototype.updateVerticalVertices = function () { - var vertices = this.vertices; - var scale = this._getMinScale(); - vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth * scale; - vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - (this._rightWidth * scale); - vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width; + AnimatedSprite.fromFrames = function (frames) { + var textures = []; + for (var i = 0; i < frames.length; ++i) { + textures.push(core.Texture.from(frames[i])); + } + return new AnimatedSprite(textures); }; /** - * Returns the smaller of a set of vertical and horizontal scale of nine slice corners. - * @returns Smaller number of vertical and horizontal scale. + * A short hand way of creating an AnimatedSprite from an array of image ids. + * @param images - The array of image urls the AnimatedSprite will use as its texture frames. + * @returns The new animate sprite with the specified images as frames. */ - NineSlicePlane.prototype._getMinScale = function () { - var w = this._leftWidth + this._rightWidth; - var scaleW = this._width > w ? 1.0 : this._width / w; - var h = this._topHeight + this._bottomHeight; - var scaleH = this._height > h ? 1.0 : this._height / h; - var scale = Math.min(scaleW, scaleH); - return scale; + AnimatedSprite.fromImages = function (images) { + var textures = []; + for (var i = 0; i < images.length; ++i) { + textures.push(core.Texture.from(images[i])); + } + return new AnimatedSprite(textures); }; - Object.defineProperty(NineSlicePlane.prototype, "width", { - /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ - get: function () { - return this._width; - }, - set: function (value) { - this._width = value; - this._refresh(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(NineSlicePlane.prototype, "height", { - /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ + Object.defineProperty(AnimatedSprite.prototype, "totalFrames", { + /** + * The total number of frames in the AnimatedSprite. This is the same as number of textures + * assigned to the AnimatedSprite. + * @readonly + * @default 0 + */ get: function () { - return this._height; - }, - set: function (value) { - this._height = value; - this._refresh(); + return this._textures.length; }, enumerable: false, configurable: true }); - Object.defineProperty(NineSlicePlane.prototype, "leftWidth", { - /** The width of the left column. */ + Object.defineProperty(AnimatedSprite.prototype, "textures", { + /** The array of textures used for this AnimatedSprite. */ get: function () { - return this._leftWidth; + return this._textures; }, set: function (value) { - this._leftWidth = value; - this._refresh(); + if (value[0] instanceof core.Texture) { + this._textures = value; + this._durations = null; + } + else { + this._textures = []; + this._durations = []; + for (var i = 0; i < value.length; i++) { + this._textures.push(value[i].texture); + this._durations.push(value[i].time); + } + } + this._previousFrame = null; + this.gotoAndStop(0); + this.updateTexture(); }, enumerable: false, configurable: true }); - Object.defineProperty(NineSlicePlane.prototype, "rightWidth", { - /** The width of the right column. */ + Object.defineProperty(AnimatedSprite.prototype, "currentFrame", { + /** + * The AnimatedSprites current frame index. + * @readonly + */ get: function () { - return this._rightWidth; - }, - set: function (value) { - this._rightWidth = value; - this._refresh(); + var currentFrame = Math.floor(this._currentTime) % this._textures.length; + if (currentFrame < 0) { + currentFrame += this._textures.length; + } + return currentFrame; }, enumerable: false, configurable: true }); - Object.defineProperty(NineSlicePlane.prototype, "topHeight", { - /** The height of the top row. */ + Object.defineProperty(AnimatedSprite.prototype, "playing", { + /** + * Indicates if the AnimatedSprite is currently playing. + * @readonly + */ get: function () { - return this._topHeight; - }, - set: function (value) { - this._topHeight = value; - this._refresh(); + return this._playing; }, enumerable: false, configurable: true }); - Object.defineProperty(NineSlicePlane.prototype, "bottomHeight", { - /** The height of the bottom row. */ + Object.defineProperty(AnimatedSprite.prototype, "autoUpdate", { + /** Whether to use PIXI.Ticker.shared to auto update animation time. */ get: function () { - return this._bottomHeight; + return this._autoUpdate; }, set: function (value) { - this._bottomHeight = value; - this._refresh(); - }, - enumerable: false, - configurable: true - }); - /** Refreshes NineSlicePlane coords. All of them. */ - NineSlicePlane.prototype._refresh = function () { - var texture = this.texture; - var uvs = this.geometry.buffers[1].data; - this._origWidth = texture.orig.width; - this._origHeight = texture.orig.height; - var _uvw = 1.0 / this._origWidth; - var _uvh = 1.0 / this._origHeight; - uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0; - uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0; - uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1; - uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1; - uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth; - uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - (_uvw * this._rightWidth); - uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight; - uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - (_uvh * this._bottomHeight); - this.updateHorizontalVertices(); - this.updateVerticalVertices(); - this.geometry.buffers[0].update(); - this.geometry.buffers[1].update(); - }; - return NineSlicePlane; -}(SimplePlane)); + if (value !== this._autoUpdate) { + this._autoUpdate = value; + if (!this._autoUpdate && this._isConnectedToTicker) { + ticker.Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; + } + else if (this._autoUpdate && !this._isConnectedToTicker && this._playing) { + ticker.Ticker.shared.add(this.update, this); + this._isConnectedToTicker = true; + } + } + }, + enumerable: false, + configurable: true + }); + return AnimatedSprite; +}(sprite.Sprite)); -exports.NineSlicePlane = NineSlicePlane; -exports.PlaneGeometry = PlaneGeometry; -exports.RopeGeometry = RopeGeometry; -exports.SimpleMesh = SimpleMesh; -exports.SimplePlane = SimplePlane; -exports.SimpleRope = SimpleRope; +exports.AnimatedSprite = AnimatedSprite; -},{"@pixi/constants":10,"@pixi/core":27,"@pixi/mesh":41}],41:[function(require,module,exports){ +},{"@pixi/core":7,"@pixi/sprite":33,"@pixi/ticker":37}],32:[function(require,module,exports){ /*! - * @pixi/mesh - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/sprite-tiling - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/mesh is licensed under the MIT License. + * @pixi/sprite-tiling is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ 'use strict'; @@ -44293,9 +34922,8 @@ Object.defineProperty(exports, '__esModule', { value: true }); var core = require('@pixi/core'); var math = require('@pixi/math'); +var sprite = require('@pixi/sprite'); var constants = require('@pixi/constants'); -var display = require('@pixi/display'); -var settings = require('@pixi/settings'); var utils = require('@pixi/utils'); /*! ***************************************************************************** @@ -44327,1551 +34955,1143 @@ function __extends(d, b) { d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); } -/** - * Class controls cache for UV mapping from Texture normal space to BaseTexture normal space. - * @memberof PIXI - */ -var MeshBatchUvs = /** @class */ (function () { - /** - * @param uvBuffer - Buffer with normalized uv's - * @param uvMatrix - Material UV matrix - */ - function MeshBatchUvs(uvBuffer, uvMatrix) { - this.uvBuffer = uvBuffer; - this.uvMatrix = uvMatrix; - this.data = null; - this._bufferUpdateId = -1; - this._textureUpdateId = -1; - this._updateID = 0; - } - /** - * Updates - * @param forceUpdate - force the update - */ - MeshBatchUvs.prototype.update = function (forceUpdate) { - if (!forceUpdate - && this._bufferUpdateId === this.uvBuffer._updateID - && this._textureUpdateId === this.uvMatrix._updateID) { - return; - } - this._bufferUpdateId = this.uvBuffer._updateID; - this._textureUpdateId = this.uvMatrix._updateID; - var data = this.uvBuffer.data; - if (!this.data || this.data.length !== data.length) { - this.data = new Float32Array(data.length); - } - this.uvMatrix.multiplyUvs(data, this.data); - this._updateID++; - }; - return MeshBatchUvs; -}()); - var tempPoint = new math.Point(); -var tempPolygon = new math.Polygon(); /** - * Base mesh class. - * - * This class empowers you to have maximum flexibility to render any kind of WebGL visuals you can think of. - * This class assumes a certain level of WebGL knowledge. - * If you know a bit this should abstract enough away to make your life easier! - * - * Pretty much ALL WebGL can be broken down into the following: - * - Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc.. - * - Shader - This is the shader that PixiJS will render the geometry with (attributes in the shader must match the geometry) - * - State - This is the state of WebGL required to render the mesh. - * - * Through a combination of the above elements you can render anything you want, 2D or 3D! + * A tiling sprite is a fast way of rendering a tiling image. * @memberof PIXI */ -var Mesh = /** @class */ (function (_super) { - __extends(Mesh, _super); +var TilingSprite = /** @class */ (function (_super) { + __extends(TilingSprite, _super); /** - * @param geometry - The geometry the mesh will use. - * @param {PIXI.MeshMaterial} shader - The shader the mesh will use. - * @param state - The state that the WebGL context is required to be in to render the mesh - * if no state is provided, uses {@link PIXI.State.for2d} to create a 2D state for PixiJS. - * @param drawMode - The drawMode, can be any of the {@link PIXI.DRAW_MODES} constants. + * @param texture - The texture of the tiling sprite. + * @param width - The width of the tiling sprite. + * @param height - The height of the tiling sprite. */ - function Mesh(geometry, shader, state, drawMode) { - if (drawMode === void 0) { drawMode = constants.DRAW_MODES.TRIANGLES; } - var _this = _super.call(this) || this; - _this.geometry = geometry; - _this.shader = shader; - _this.state = state || core.State.for2d(); - _this.drawMode = drawMode; - _this.start = 0; - _this.size = 0; - _this.uvs = null; - _this.indices = null; - _this.vertexData = new Float32Array(1); - _this.vertexDirty = -1; - _this._transformID = -1; - _this._roundPixels = settings.settings.ROUND_PIXELS; - _this.batchUvs = null; - return _this; - } - Object.defineProperty(Mesh.prototype, "geometry", { - /** - * Includes vertex positions, face indices, normals, colors, UVs, and - * custom attributes within buffers, reducing the cost of passing all - * this data to the GPU. Can be shared between multiple Mesh objects. - */ - get: function () { - return this._geometry; - }, - set: function (value) { - if (this._geometry === value) { - return; - } - if (this._geometry) { - this._geometry.refCount--; - if (this._geometry.refCount === 0) { - this._geometry.dispose(); - } - } - this._geometry = value; - if (this._geometry) { - this._geometry.refCount++; - } - this.vertexDirty = -1; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Mesh.prototype, "uvBuffer", { - /** - * To change mesh uv's, change its uvBuffer data and increment its _updateID. - * @readonly - */ - get: function () { - return this.geometry.buffers[1]; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Mesh.prototype, "verticesBuffer", { + function TilingSprite(texture, width, height) { + if (width === void 0) { width = 100; } + if (height === void 0) { height = 100; } + var _this = _super.call(this, texture) || this; + _this.tileTransform = new math.Transform(); + // The width of the tiling sprite + _this._width = width; + // The height of the tiling sprite + _this._height = height; + _this.uvMatrix = _this.texture.uvMatrix || new core.TextureMatrix(texture); /** - * To change mesh vertices, change its uvBuffer data and increment its _updateID. - * Incrementing _updateID is optional because most of Mesh objects do it anyway. - * @readonly + * Plugin that is responsible for rendering this element. + * Allows to customize the rendering process without overriding '_render' method. + * @default 'tilingSprite' */ - get: function () { - return this.geometry.buffers[0]; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Mesh.prototype, "material", { - get: function () { - return this.shader; - }, - /** Alias for {@link PIXI.Mesh#shader}. */ - set: function (value) { - this.shader = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Mesh.prototype, "blendMode", { - get: function () { - return this.state.blendMode; - }, + _this.pluginName = 'tilingSprite'; + _this.uvRespectAnchor = false; + return _this; + } + Object.defineProperty(TilingSprite.prototype, "clampMargin", { /** - * The blend mode to be applied to the Mesh. Apply a value of - * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. - * @default PIXI.BLEND_MODES.NORMAL; + * Changes frame clamping in corresponding textureTransform, shortcut + * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas + * @default 0.5 + * @member {number} */ - set: function (value) { - this.state.blendMode = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Mesh.prototype, "roundPixels", { get: function () { - return this._roundPixels; + return this.uvMatrix.clampMargin; }, - /** - * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. - * Advantages can include sharper image quality (like text) and faster rendering on canvas. - * The main disadvantage is movement of objects may appear less smooth. - * To set the global default, change {@link PIXI.settings.ROUND_PIXELS} - * @default false - */ set: function (value) { - if (this._roundPixels !== value) { - this._transformID = -1; - } - this._roundPixels = value; + this.uvMatrix.clampMargin = value; + this.uvMatrix.update(true); }, enumerable: false, configurable: true }); - Object.defineProperty(Mesh.prototype, "tint", { - /** - * The multiply tint applied to the Mesh. This is a hex value. A value of - * `0xFFFFFF` will remove any tint effect. - * - * Null for non-MeshMaterial shaders - * @default 0xFFFFFF - */ + Object.defineProperty(TilingSprite.prototype, "tileScale", { + /** The scaling of the image that is being tiled. */ get: function () { - return 'tint' in this.shader ? this.shader.tint : null; + return this.tileTransform.scale; }, set: function (value) { - this.shader.tint = value; + this.tileTransform.scale.copyFrom(value); }, enumerable: false, configurable: true }); - Object.defineProperty(Mesh.prototype, "texture", { - /** The texture that the Mesh uses. Null for non-MeshMaterial shaders */ + Object.defineProperty(TilingSprite.prototype, "tilePosition", { + /** The offset of the image that is being tiled. */ get: function () { - return 'texture' in this.shader ? this.shader.texture : null; + return this.tileTransform.position; }, set: function (value) { - this.shader.texture = value; + this.tileTransform.position.copyFrom(value); }, enumerable: false, configurable: true }); /** - * Standard renderer draw. - * @param renderer - Instance to renderer. - */ - Mesh.prototype._render = function (renderer) { - // set properties for batching.. - // TODO could use a different way to grab verts? - var vertices = this.geometry.buffers[0].data; - var shader = this.shader; - // TODO benchmark check for attribute size.. - if (shader.batchable - && this.drawMode === constants.DRAW_MODES.TRIANGLES - && vertices.length < Mesh.BATCHABLE_SIZE * 2) { - this._renderToBatch(renderer); - } - else { - this._renderDefault(renderer); - } - }; - /** - * Standard non-batching way of rendering. - * @param renderer - Instance to renderer. + * @protected */ - Mesh.prototype._renderDefault = function (renderer) { - var shader = this.shader; - shader.alpha = this.worldAlpha; - if (shader.update) { - shader.update(); + TilingSprite.prototype._onTextureUpdate = function () { + if (this.uvMatrix) { + this.uvMatrix.texture = this._texture; } - renderer.batch.flush(); - // bind and sync uniforms.. - shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true); - renderer.shader.bind(shader); - // set state.. - renderer.state.set(this.state); - // bind the geometry... - renderer.geometry.bind(this.geometry, shader); - // then render it - renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount); + this._cachedTint = 0xFFFFFF; }; /** - * Rendering by using the Batch system. - * @param renderer - Instance to renderer. + * Renders the object using the WebGL renderer + * @param renderer - The renderer */ - Mesh.prototype._renderToBatch = function (renderer) { - var geometry = this.geometry; - var shader = this.shader; - if (shader.uvMatrix) { - shader.uvMatrix.update(); - this.calculateUvs(); - } - // set properties for batching.. - this.calculateVertices(); - this.indices = geometry.indexBuffer.data; - this._tintRGB = shader._tintRGB; - this._texture = shader.texture; - var pluginName = this.material.pluginName; - renderer.batch.setObjectRenderer(renderer.plugins[pluginName]); - renderer.plugins[pluginName].render(this); - }; - /** Updates vertexData field based on transform and vertices. */ - Mesh.prototype.calculateVertices = function () { - var geometry = this.geometry; - var verticesBuffer = geometry.buffers[0]; - var vertices = verticesBuffer.data; - var vertexDirtyId = verticesBuffer._updateID; - if (vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID) { + TilingSprite.prototype._render = function (renderer) { + // tweak our texture temporarily.. + var texture = this._texture; + if (!texture || !texture.valid) { return; } - this._transformID = this.transform._worldID; - if (this.vertexData.length !== vertices.length) { - this.vertexData = new Float32Array(vertices.length); - } - var wt = this.transform.worldTransform; - var a = wt.a; - var b = wt.b; - var c = wt.c; - var d = wt.d; - var tx = wt.tx; - var ty = wt.ty; - var vertexData = this.vertexData; - for (var i = 0; i < vertexData.length / 2; i++) { - var x = vertices[(i * 2)]; - var y = vertices[(i * 2) + 1]; - vertexData[(i * 2)] = (a * x) + (c * y) + tx; - vertexData[(i * 2) + 1] = (b * x) + (d * y) + ty; - } - if (this._roundPixels) { - var resolution = settings.settings.RESOLUTION; - for (var i = 0; i < vertexData.length; ++i) { - vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution); - } - } - this.vertexDirty = vertexDirtyId; + this.tileTransform.updateLocalTransform(); + this.uvMatrix.update(); + renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); + renderer.plugins[this.pluginName].render(this); }; - /** Updates uv field based on from geometry uv's or batchUvs. */ - Mesh.prototype.calculateUvs = function () { - var geomUvs = this.geometry.buffers[1]; - var shader = this.shader; - if (!shader.uvMatrix.isSimple) { - if (!this.batchUvs) { - this.batchUvs = new MeshBatchUvs(geomUvs, shader.uvMatrix); - } - this.batchUvs.update(); - this.uvs = this.batchUvs.data; - } - else { - this.uvs = geomUvs.data; - } + /** Updates the bounds of the tiling sprite. */ + TilingSprite.prototype._calculateBounds = function () { + var minX = this._width * -this._anchor._x; + var minY = this._height * -this._anchor._y; + var maxX = this._width * (1 - this._anchor._x); + var maxY = this._height * (1 - this._anchor._y); + this._bounds.addFrame(this.transform, minX, minY, maxX, maxY); }; /** - * Updates the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account. - * there must be a aVertexPosition attribute present in the geometry for bounds to be calculated correctly. + * Gets the local bounds of the sprite object. + * @param rect - Optional output rectangle. + * @returns The bounds. */ - Mesh.prototype._calculateBounds = function () { - this.calculateVertices(); - this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length); + TilingSprite.prototype.getLocalBounds = function (rect) { + // we can do a fast local bounds if the sprite has no children! + if (this.children.length === 0) { + this._bounds.minX = this._width * -this._anchor._x; + this._bounds.minY = this._height * -this._anchor._y; + this._bounds.maxX = this._width * (1 - this._anchor._x); + this._bounds.maxY = this._height * (1 - this._anchor._y); + if (!rect) { + if (!this._localBoundsRect) { + this._localBoundsRect = new math.Rectangle(); + } + rect = this._localBoundsRect; + } + return this._bounds.getRectangle(rect); + } + return _super.prototype.getLocalBounds.call(this, rect); }; /** - * Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES. - * @param point - The point to test. - * @returns - The result of the test. + * Checks if a point is inside this tiling sprite. + * @param point - The point to check. + * @returns Whether or not the sprite contains the point. */ - Mesh.prototype.containsPoint = function (point) { - if (!this.getBounds().contains(point.x, point.y)) { - return false; - } + TilingSprite.prototype.containsPoint = function (point) { this.worldTransform.applyInverse(point, tempPoint); - var vertices = this.geometry.getBuffer('aVertexPosition').data; - var points = tempPolygon.points; - var indices = this.geometry.getIndex().data; - var len = indices.length; - var step = this.drawMode === 4 ? 3 : 1; - for (var i = 0; i + 2 < len; i += step) { - var ind0 = indices[i] * 2; - var ind1 = indices[i + 1] * 2; - var ind2 = indices[i + 2] * 2; - points[0] = vertices[ind0]; - points[1] = vertices[ind0 + 1]; - points[2] = vertices[ind1]; - points[3] = vertices[ind1 + 1]; - points[4] = vertices[ind2]; - points[5] = vertices[ind2 + 1]; - if (tempPolygon.contains(tempPoint.x, tempPoint.y)) { + var width = this._width; + var height = this._height; + var x1 = -width * this.anchor._x; + if (tempPoint.x >= x1 && tempPoint.x < x1 + width) { + var y1 = -height * this.anchor._y; + if (tempPoint.y >= y1 && tempPoint.y < y1 + height) { return true; } } return false; }; - Mesh.prototype.destroy = function (options) { + /** + * Destroys this sprite and optionally its texture and children + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well + * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well + */ + TilingSprite.prototype.destroy = function (options) { _super.prototype.destroy.call(this, options); - if (this._cachedTexture) { - this._cachedTexture.destroy(); - this._cachedTexture = null; - } - this.geometry = null; - this.shader = null; - this.state = null; - this.uvs = null; - this.indices = null; - this.vertexData = null; + this.tileTransform = null; + this.uvMatrix = null; }; - /** The maximum number of vertices to consider batchable. Generally, the complexity of the geometry. */ - Mesh.BATCHABLE_SIZE = 100; - return Mesh; -}(display.Container)); - -var fragment = "varying vec2 vTextureCoord;\nuniform vec4 uColor;\n\nuniform sampler2D uSampler;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;\n}\n"; - -var vertex = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTextureMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\n}\n"; - -/** - * Slightly opinionated default shader for PixiJS 2D objects. - * @memberof PIXI - */ -var MeshMaterial = /** @class */ (function (_super) { - __extends(MeshMaterial, _super); /** - * @param uSampler - Texture that material uses to render. - * @param options - Additional options - * @param {number} [options.alpha=1] - Default alpha. - * @param {number} [options.tint=0xFFFFFF] - Default tint. - * @param {string} [options.pluginName='batch'] - Renderer plugin for batching. - * @param {PIXI.Program} [options.program=0xFFFFFF] - Custom program. - * @param {object} [options.uniforms] - Custom uniforms. + * Helper function that creates a new tiling sprite based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * @static + * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from + * @param {object} options - See {@link PIXI.BaseTexture}'s constructor for options. + * @param {number} options.width - required width of the tiling sprite + * @param {number} options.height - required height of the tiling sprite + * @returns {PIXI.TilingSprite} The newly created texture */ - function MeshMaterial(uSampler, options) { - var _this = this; - var uniforms = { - uSampler: uSampler, - alpha: 1, - uTextureMatrix: math.Matrix.IDENTITY, - uColor: new Float32Array([1, 1, 1, 1]), - }; - // Set defaults - options = Object.assign({ - tint: 0xFFFFFF, - alpha: 1, - pluginName: 'batch', - }, options); - if (options.uniforms) { - Object.assign(uniforms, options.uniforms); - } - _this = _super.call(this, options.program || core.Program.from(vertex, fragment), uniforms) || this; - _this._colorDirty = false; - _this.uvMatrix = new core.TextureMatrix(uSampler); - _this.batchable = options.program === undefined; - _this.pluginName = options.pluginName; - _this.tint = options.tint; - _this.alpha = options.alpha; - return _this; - } - Object.defineProperty(MeshMaterial.prototype, "texture", { - /** Reference to the texture being rendered. */ - get: function () { - return this.uniforms.uSampler; - }, - set: function (value) { - if (this.uniforms.uSampler !== value) { - if (!this.uniforms.uSampler.baseTexture.alphaMode !== !value.baseTexture.alphaMode) { - this._colorDirty = true; - } - this.uniforms.uSampler = value; - this.uvMatrix.texture = value; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(MeshMaterial.prototype, "alpha", { + TilingSprite.from = function (source, options) { + var texture = (source instanceof core.Texture) + ? source + : core.Texture.from(source, options); + return new TilingSprite(texture, options.width, options.height); + }; + Object.defineProperty(TilingSprite.prototype, "width", { + /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */ get: function () { - return this._alpha; + return this._width; }, - /** - * This gets automatically set by the object using this. - * @default 1 - */ set: function (value) { - if (value === this._alpha) - { return; } - this._alpha = value; - this._colorDirty = true; + this._width = value; }, enumerable: false, configurable: true }); - Object.defineProperty(MeshMaterial.prototype, "tint", { + Object.defineProperty(TilingSprite.prototype, "height", { + /** The height of the TilingSprite, setting this will actually modify the scale to achieve the value set. */ get: function () { - return this._tint; + return this._height; }, - /** - * Multiply tint for the material. - * @default 0xFFFFFF - */ set: function (value) { - if (value === this._tint) - { return; } - this._tint = value; - this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16); - this._colorDirty = true; + this._height = value; }, enumerable: false, configurable: true }); - /** Gets called automatically by the Mesh. Intended to be overridden for custom {@link MeshMaterial} objects. */ - MeshMaterial.prototype.update = function () { - if (this._colorDirty) { - this._colorDirty = false; - var baseTexture = this.texture.baseTexture; - utils.premultiplyTintToRgba(this._tint, this._alpha, this.uniforms.uColor, baseTexture.alphaMode); - } - if (this.uvMatrix.update()) { - this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord; - } - }; - return MeshMaterial; -}(core.Shader)); + return TilingSprite; +}(sprite.Sprite)); + +var fragmentSimpleSrc = "#version 100\n#define SHADER_NAME Tiling-Sprite-Simple-100\n\nprecision lowp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\n\nvoid main(void)\n{\n vec4 texSample = texture2D(uSampler, vTextureCoord);\n gl_FragColor = texSample * uColor;\n}\n"; + +var gl1VertexSrc = "#version 100\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n"; + +var gl1FragmentSrc = "#version 100\n#ifdef GL_EXT_shader_texture_lod\n #extension GL_EXT_shader_texture_lod : enable\n#endif\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n vec2 unclamped = coord;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n #ifdef GL_EXT_shader_texture_lod\n vec4 texSample = unclamped == coord\n ? texture2D(uSampler, coord) \n : texture2DLodEXT(uSampler, coord, 0);\n #else\n vec4 texSample = texture2D(uSampler, coord);\n #endif\n\n gl_FragColor = texSample * uColor;\n}\n"; + +var gl2VertexSrc = "#version 300 es\n#define SHADER_NAME Tiling-Sprite-300\n\nprecision lowp float;\n\nin vec2 aVertexPosition;\nin vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nout vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n"; + +var gl2FragmentSrc = "#version 300 es\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nin vec2 vTextureCoord;\n\nout vec4 fragmentColor;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n vec2 unclamped = coord;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n vec4 texSample = texture(uSampler, coord, unclamped == coord ? 0.0f : -32.0f);// lod-bias very negative to force lod 0\n\n fragmentColor = texSample * uColor;\n}\n"; +var tempMat = new math.Matrix(); /** - * Standard 2D geometry used in PixiJS. - * - * Geometry can be defined without passing in a style or data if required. - * - * ```js - * const geometry = new PIXI.Geometry(); - * - * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2); - * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1], 2); - * geometry.addIndex([0,1,2,1,3,2]); - * - * ``` + * WebGL renderer plugin for tiling sprites + * @class * @memberof PIXI + * @extends PIXI.ObjectRenderer */ -var MeshGeometry = /** @class */ (function (_super) { - __extends(MeshGeometry, _super); +var TilingSpriteRenderer = /** @class */ (function (_super) { + __extends(TilingSpriteRenderer, _super); /** - * @param {Float32Array|number[]} [vertices] - Positional data on geometry. - * @param {Float32Array|number[]} [uvs] - Texture UVs. - * @param {Uint16Array|number[]} [index] - IndexBuffer + * constructor for renderer + * @param {PIXI.Renderer} renderer - The renderer this tiling awesomeness works for. */ - function MeshGeometry(vertices, uvs, index) { - var _this = _super.call(this) || this; - var verticesBuffer = new core.Buffer(vertices); - var uvsBuffer = new core.Buffer(uvs, true); - var indexBuffer = new core.Buffer(index, true, true); - _this.addAttribute('aVertexPosition', verticesBuffer, 2, false, constants.TYPES.FLOAT) - .addAttribute('aTextureCoord', uvsBuffer, 2, false, constants.TYPES.FLOAT) - .addIndex(indexBuffer); - _this._updateId = -1; - return _this; - } - Object.defineProperty(MeshGeometry.prototype, "vertexDirtyId", { + function TilingSpriteRenderer(renderer) { + var _this = _super.call(this, renderer) || this; + // WebGL version is not available during initialization! + renderer.runners.contextChange.add(_this); + _this.quad = new core.QuadUv(); /** - * If the vertex position is updated. + * The WebGL state in which this renderer will work. + * @member {PIXI.State} * @readonly - * @private */ - get: function () { - return this.buffers[0]._updateID; - }, - enumerable: false, - configurable: true - }); - return MeshGeometry; -}(core.Geometry)); - -exports.Mesh = Mesh; -exports.MeshBatchUvs = MeshBatchUvs; -exports.MeshGeometry = MeshGeometry; -exports.MeshMaterial = MeshMaterial; - - -},{"@pixi/constants":10,"@pixi/core":27,"@pixi/display":28,"@pixi/math":39,"@pixi/settings":20,"@pixi/utils":22}],42:[function(require,module,exports){ -/*! - * @pixi/mixin-cache-as-bitmap - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/mixin-cache-as-bitmap is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -var core = require('@pixi/core'); -var sprite = require('@pixi/sprite'); -var display = require('@pixi/display'); -var math = require('@pixi/math'); -var utils = require('@pixi/utils'); -var settings = require('@pixi/settings'); + _this.state = core.State.for2d(); + return _this; + } + /** Creates shaders when context is initialized. */ + TilingSpriteRenderer.prototype.contextChange = function () { + var renderer = this.renderer; + var uniforms = { globals: renderer.globalUniforms }; + this.simpleShader = core.Shader.from(gl1VertexSrc, fragmentSimpleSrc, uniforms); + this.shader = renderer.context.webGLVersion > 1 + ? core.Shader.from(gl2VertexSrc, gl2FragmentSrc, uniforms) + : core.Shader.from(gl1VertexSrc, gl1FragmentSrc, uniforms); + }; + /** + * @param {PIXI.TilingSprite} ts - tilingSprite to be rendered + */ + TilingSpriteRenderer.prototype.render = function (ts) { + var renderer = this.renderer; + var quad = this.quad; + var vertices = quad.vertices; + vertices[0] = vertices[6] = (ts._width) * -ts.anchor.x; + vertices[1] = vertices[3] = ts._height * -ts.anchor.y; + vertices[2] = vertices[4] = (ts._width) * (1.0 - ts.anchor.x); + vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y); + var anchorX = ts.uvRespectAnchor ? ts.anchor.x : 0; + var anchorY = ts.uvRespectAnchor ? ts.anchor.y : 0; + vertices = quad.uvs; + vertices[0] = vertices[6] = -anchorX; + vertices[1] = vertices[3] = -anchorY; + vertices[2] = vertices[4] = 1.0 - anchorX; + vertices[5] = vertices[7] = 1.0 - anchorY; + quad.invalidate(); + var tex = ts._texture; + var baseTex = tex.baseTexture; + var premultiplied = baseTex.alphaMode > 0; + var lt = ts.tileTransform.localTransform; + var uv = ts.uvMatrix; + var isSimple = baseTex.isPowerOfTwo + && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height; + // auto, force repeat wrapMode for big tiling textures + if (isSimple) { + if (!baseTex._glTextures[renderer.CONTEXT_UID]) { + if (baseTex.wrapMode === constants.WRAP_MODES.CLAMP) { + baseTex.wrapMode = constants.WRAP_MODES.REPEAT; + } + } + else { + isSimple = baseTex.wrapMode !== constants.WRAP_MODES.CLAMP; + } + } + var shader = isSimple ? this.simpleShader : this.shader; + var w = tex.width; + var h = tex.height; + var W = ts._width; + var H = ts._height; + tempMat.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H); + // that part is the same as above: + // tempMat.identity(); + // tempMat.scale(tex.width, tex.height); + // tempMat.prepend(lt); + // tempMat.scale(1.0 / ts._width, 1.0 / ts._height); + tempMat.invert(); + if (isSimple) { + tempMat.prepend(uv.mapCoord); + } + else { + shader.uniforms.uMapCoord = uv.mapCoord.toArray(true); + shader.uniforms.uClampFrame = uv.uClampFrame; + shader.uniforms.uClampOffset = uv.uClampOffset; + } + shader.uniforms.uTransform = tempMat.toArray(true); + shader.uniforms.uColor = utils.premultiplyTintToRgba(ts.tint, ts.worldAlpha, shader.uniforms.uColor, premultiplied); + shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true); + shader.uniforms.uSampler = tex; + renderer.shader.bind(shader); + renderer.geometry.bind(quad); + this.state.blendMode = utils.correctBlendMode(ts.blendMode, premultiplied); + renderer.state.set(this.state); + renderer.geometry.draw(this.renderer.gl.TRIANGLES, 6, 0); + }; + /** @ignore */ + TilingSpriteRenderer.extension = { + name: 'tilingSprite', + type: core.ExtensionType.RendererPlugin, + }; + return TilingSpriteRenderer; +}(core.ObjectRenderer)); -/*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -/** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ -var ENV; -(function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; -})(ENV || (ENV = {})); -/** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ -var RENDERER_TYPE; -(function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; -})(RENDERER_TYPE || (RENDERER_TYPE = {})); -/** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ -var BUFFER_BITS; -(function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; -})(BUFFER_BITS || (BUFFER_BITS = {})); -/** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ -var BLEND_MODES; -(function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; -})(BLEND_MODES || (BLEND_MODES = {})); -/** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ -var DRAW_MODES; -(function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; -})(DRAW_MODES || (DRAW_MODES = {})); -/** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ -var FORMATS; -(function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; -})(FORMATS || (FORMATS = {})); -/** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ -var TARGETS; -(function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; -})(TARGETS || (TARGETS = {})); -/** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ -var TYPES; -(function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; -})(TYPES || (TYPES = {})); -/** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ -var SAMPLER_TYPES; -(function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; -})(SAMPLER_TYPES || (SAMPLER_TYPES = {})); -/** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ -var SCALE_MODES; -(function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; -})(SCALE_MODES || (SCALE_MODES = {})); -/** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring +exports.TilingSprite = TilingSprite; +exports.TilingSpriteRenderer = TilingSpriteRenderer; + + +},{"@pixi/constants":6,"@pixi/core":7,"@pixi/math":20,"@pixi/sprite":33,"@pixi/utils":38}],33:[function(require,module,exports){ +/*! + * @pixi/sprite - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/sprite is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license */ -var WRAP_MODES; -(function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; -})(WRAP_MODES || (WRAP_MODES = {})); +'use strict'; + +Object.defineProperty(exports, '__esModule', { value: true }); + +var constants = require('@pixi/constants'); +var core = require('@pixi/core'); +var display = require('@pixi/display'); +var math = require('@pixi/math'); +var settings = require('@pixi/settings'); +var utils = require('@pixi/utils'); + +/*! ***************************************************************************** +Copyright (c) Microsoft Corporation. + +Permission to use, copy, modify, and/or distribute this software for any +purpose with or without fee is hereby granted. + +THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH +REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY +AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, +INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM +LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR +OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THIS SOFTWARE. +***************************************************************************** */ +/* global Reflect, Promise */ + +var extendStatics = function(d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics(d, b); +}; + +function __extends(d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); +} + +var tempPoint = new math.Point(); +var indices = new Uint16Array([0, 1, 2, 0, 2, 3]); /** - * Mipmap filtering modes that are supported by pixi. + * The Sprite object is the base for all textured objects that are rendered to the screen * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. + * A sprite can be created directly from an image like this: * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. - */ -var MIPMAP_MODES; -(function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; -})(MIPMAP_MODES || (MIPMAP_MODES = {})); -/** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ -var ALPHA_MODES; -(function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; -})(ALPHA_MODES || (ALPHA_MODES = {})); -/** - * Configure whether filter textures are cleared after binding. + * ```js + * let sprite = PIXI.Sprite.from('assets/image.png'); + * ``` * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ -var CLEAR_MODES; -(function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; -})(CLEAR_MODES || (CLEAR_MODES = {})); -/** - * The gc modes that are supported by pixi. + * The more efficient way to create sprites is using a {@link PIXI.Spritesheet}, + * as swapping base textures when rendering to the screen is inefficient. * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. + * ```js + * PIXI.Loader.shared.add("assets/spritesheet.json").load(setup); * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ -var GC_MODES; -(function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; -})(GC_MODES || (GC_MODES = {})); -/** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ -var PRECISION; -(function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; -})(PRECISION || (PRECISION = {})); -/** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ -var MASK_TYPES; -(function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; -})(MASK_TYPES || (MASK_TYPES = {})); -/** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ -var COLOR_MASK_BITS; -(function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; -})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {})); -/** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ -var MSAA_QUALITY; -(function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; -})(MSAA_QUALITY || (MSAA_QUALITY = {})); -/** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE + * function setup() { + * let sheet = PIXI.Loader.shared.resources["assets/spritesheet.json"].spritesheet; + * let sprite = new PIXI.Sprite(sheet.textures["image.png"]); + * ... + * } + * ``` * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ -var BUFFER_TYPE; -(function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; -})(BUFFER_TYPE || (BUFFER_TYPE = {})); - -var _tempMatrix = new math.Matrix(); -display.DisplayObject.prototype._cacheAsBitmap = false; -display.DisplayObject.prototype._cacheData = null; -display.DisplayObject.prototype._cacheAsBitmapResolution = null; -display.DisplayObject.prototype._cacheAsBitmapMultisample = MSAA_QUALITY.NONE; -// figured there's no point adding ALL the extra variables to prototype. -// this model can hold the information needed. This can also be generated on demand as -// most objects are not cached as bitmaps. -/** - * @class - * @ignore - * @private */ -var CacheData = /** @class */ (function () { - function CacheData() { - this.textureCacheId = null; - this.originalRender = null; - this.originalRenderCanvas = null; - this.originalCalculateBounds = null; - this.originalGetLocalBounds = null; - this.originalUpdateTransform = null; - this.originalDestroy = null; - this.originalMask = null; - this.originalFilterArea = null; - this.originalContainsPoint = null; - this.sprite = null; +var Sprite = /** @class */ (function (_super) { + __extends(Sprite, _super); + /** @param texture - The texture for this sprite. */ + function Sprite(texture) { + var _this = _super.call(this) || this; + _this._anchor = new math.ObservablePoint(_this._onAnchorUpdate, _this, (texture ? texture.defaultAnchor.x : 0), (texture ? texture.defaultAnchor.y : 0)); + _this._texture = null; + _this._width = 0; + _this._height = 0; + _this._tint = null; + _this._tintRGB = null; + _this.tint = 0xFFFFFF; + _this.blendMode = constants.BLEND_MODES.NORMAL; + _this._cachedTint = 0xFFFFFF; + _this.uvs = null; + // call texture setter + _this.texture = texture || core.Texture.EMPTY; + _this.vertexData = new Float32Array(8); + _this.vertexTrimmedData = null; + _this._transformID = -1; + _this._textureID = -1; + _this._transformTrimmedID = -1; + _this._textureTrimmedID = -1; + // Batchable stuff.. + // TODO could make this a mixin? + _this.indices = indices; + _this.pluginName = 'batch'; + /** + * Used to fast check if a sprite is.. a sprite! + * @member {boolean} + */ + _this.isSprite = true; + _this._roundPixels = settings.settings.ROUND_PIXELS; + return _this; } - return CacheData; -}()); -Object.defineProperties(display.DisplayObject.prototype, { + /** When the texture is updated, this event will fire to update the scale and frame. */ + Sprite.prototype._onTextureUpdate = function () { + this._textureID = -1; + this._textureTrimmedID = -1; + this._cachedTint = 0xFFFFFF; + // so if _width is 0 then width was not set.. + if (this._width) { + this.scale.x = utils.sign(this.scale.x) * this._width / this._texture.orig.width; + } + if (this._height) { + this.scale.y = utils.sign(this.scale.y) * this._height / this._texture.orig.height; + } + }; + /** Called when the anchor position updates. */ + Sprite.prototype._onAnchorUpdate = function () { + this._transformID = -1; + this._transformTrimmedID = -1; + }; + /** Calculates worldTransform * vertices, store it in vertexData. */ + Sprite.prototype.calculateVertices = function () { + var texture = this._texture; + if (this._transformID === this.transform._worldID && this._textureID === texture._updateID) { + return; + } + // update texture UV here, because base texture can be changed without calling `_onTextureUpdate` + if (this._textureID !== texture._updateID) { + this.uvs = this._texture._uvs.uvsFloat32; + } + this._transformID = this.transform._worldID; + this._textureID = texture._updateID; + // set the vertex data + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var vertexData = this.vertexData; + var trim = texture.trim; + var orig = texture.orig; + var anchor = this._anchor; + var w0 = 0; + var w1 = 0; + var h0 = 0; + var h1 = 0; + if (trim) { + // if the sprite is trimmed and is not a tilingsprite then we need to add the extra + // space before transforming the sprite coords. + w1 = trim.x - (anchor._x * orig.width); + w0 = w1 + trim.width; + h1 = trim.y - (anchor._y * orig.height); + h0 = h1 + trim.height; + } + else { + w1 = -anchor._x * orig.width; + w0 = w1 + orig.width; + h1 = -anchor._y * orig.height; + h0 = h1 + orig.height; + } + // xy + vertexData[0] = (a * w1) + (c * h1) + tx; + vertexData[1] = (d * h1) + (b * w1) + ty; + // xy + vertexData[2] = (a * w0) + (c * h1) + tx; + vertexData[3] = (d * h1) + (b * w0) + ty; + // xy + vertexData[4] = (a * w0) + (c * h0) + tx; + vertexData[5] = (d * h0) + (b * w0) + ty; + // xy + vertexData[6] = (a * w1) + (c * h0) + tx; + vertexData[7] = (d * h0) + (b * w1) + ty; + if (this._roundPixels) { + var resolution = settings.settings.RESOLUTION; + for (var i = 0; i < vertexData.length; ++i) { + vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution); + } + } + }; + /** + * Calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData. + * + * This is used to ensure that the true width and height of a trimmed texture is respected. + */ + Sprite.prototype.calculateTrimmedVertices = function () { + if (!this.vertexTrimmedData) { + this.vertexTrimmedData = new Float32Array(8); + } + else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) { + return; + } + this._transformTrimmedID = this.transform._worldID; + this._textureTrimmedID = this._texture._updateID; + // lets do some special trim code! + var texture = this._texture; + var vertexData = this.vertexTrimmedData; + var orig = texture.orig; + var anchor = this._anchor; + // lets calculate the new untrimmed bounds.. + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var w1 = -anchor._x * orig.width; + var w0 = w1 + orig.width; + var h1 = -anchor._y * orig.height; + var h0 = h1 + orig.height; + // xy + vertexData[0] = (a * w1) + (c * h1) + tx; + vertexData[1] = (d * h1) + (b * w1) + ty; + // xy + vertexData[2] = (a * w0) + (c * h1) + tx; + vertexData[3] = (d * h1) + (b * w0) + ty; + // xy + vertexData[4] = (a * w0) + (c * h0) + tx; + vertexData[5] = (d * h0) + (b * w0) + ty; + // xy + vertexData[6] = (a * w1) + (c * h0) + tx; + vertexData[7] = (d * h0) + (b * w1) + ty; + }; + /** + * + * Renders the object using the WebGL renderer + * @param renderer - The webgl renderer to use. + */ + Sprite.prototype._render = function (renderer) { + this.calculateVertices(); + renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); + renderer.plugins[this.pluginName].render(this); + }; + /** Updates the bounds of the sprite. */ + Sprite.prototype._calculateBounds = function () { + var trim = this._texture.trim; + var orig = this._texture.orig; + // First lets check to see if the current texture has a trim.. + if (!trim || (trim.width === orig.width && trim.height === orig.height)) { + // no trim! lets use the usual calculations.. + this.calculateVertices(); + this._bounds.addQuad(this.vertexData); + } + else { + // lets calculate a special trimmed bounds... + this.calculateTrimmedVertices(); + this._bounds.addQuad(this.vertexTrimmedData); + } + }; + /** + * Gets the local bounds of the sprite object. + * @param rect - Optional output rectangle. + * @returns The bounds. + */ + Sprite.prototype.getLocalBounds = function (rect) { + // we can do a fast local bounds if the sprite has no children! + if (this.children.length === 0) { + if (!this._localBounds) { + this._localBounds = new display.Bounds(); + } + this._localBounds.minX = this._texture.orig.width * -this._anchor._x; + this._localBounds.minY = this._texture.orig.height * -this._anchor._y; + this._localBounds.maxX = this._texture.orig.width * (1 - this._anchor._x); + this._localBounds.maxY = this._texture.orig.height * (1 - this._anchor._y); + if (!rect) { + if (!this._localBoundsRect) { + this._localBoundsRect = new math.Rectangle(); + } + rect = this._localBoundsRect; + } + return this._localBounds.getRectangle(rect); + } + return _super.prototype.getLocalBounds.call(this, rect); + }; + /** + * Tests if a point is inside this sprite + * @param point - the point to test + * @returns The result of the test + */ + Sprite.prototype.containsPoint = function (point) { + this.worldTransform.applyInverse(point, tempPoint); + var width = this._texture.orig.width; + var height = this._texture.orig.height; + var x1 = -width * this.anchor.x; + var y1 = 0; + if (tempPoint.x >= x1 && tempPoint.x < x1 + width) { + y1 = -height * this.anchor.y; + if (tempPoint.y >= y1 && tempPoint.y < y1 + height) { + return true; + } + } + return false; + }; + /** + * Destroys this sprite and optionally its texture and children. + * @param options - Options parameter. A boolean will act as if all options + * have been set to that value + * @param [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param [options.texture=false] - Should it destroy the current texture of the sprite as well + * @param [options.baseTexture=false] - Should it destroy the base texture of the sprite as well + */ + Sprite.prototype.destroy = function (options) { + _super.prototype.destroy.call(this, options); + this._texture.off('update', this._onTextureUpdate, this); + this._anchor = null; + var destroyTexture = typeof options === 'boolean' ? options : options && options.texture; + if (destroyTexture) { + var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture; + this._texture.destroy(!!destroyBaseTexture); + } + this._texture = null; + }; + // some helper functions.. /** - * The resolution to use for cacheAsBitmap. By default this will use the renderer's resolution - * but can be overriden for performance. Lower values will reduce memory usage at the expense - * of render quality. A falsey value of `null` or `0` will default to the renderer's resolution. - * If `cacheAsBitmap` is set to `true`, this will re-render with the new resolution. - * @member {number} cacheAsBitmapResolution - * @memberof PIXI.DisplayObject# - * @default null + * Helper function that creates a new sprite based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from + * @param {object} [options] - See {@link PIXI.BaseTexture}'s constructor for options. + * @returns The newly created sprite */ - cacheAsBitmapResolution: { + Sprite.from = function (source, options) { + var texture = (source instanceof core.Texture) + ? source + : core.Texture.from(source, options); + return new Sprite(texture); + }; + Object.defineProperty(Sprite.prototype, "roundPixels", { get: function () { - return this._cacheAsBitmapResolution; + return this._roundPixels; }, - set: function (resolution) { - if (resolution === this._cacheAsBitmapResolution) { - return; - } - this._cacheAsBitmapResolution = resolution; - if (this.cacheAsBitmap) { - // Toggle to re-render at the new resolution - this.cacheAsBitmap = false; - this.cacheAsBitmap = true; + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * + * Advantages can include sharper image quality (like text) and faster rendering on canvas. + * The main disadvantage is movement of objects may appear less smooth. + * + * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}. + * @default false + */ + set: function (value) { + if (this._roundPixels !== value) { + this._transformID = -1; } + this._roundPixels = value; }, - }, - /** - * The number of samples to use for cacheAsBitmap. If set to `null`, the renderer's - * sample count is used. - * If `cacheAsBitmap` is set to `true`, this will re-render with the new number of samples. - * @member {number} cacheAsBitmapMultisample - * @memberof PIXI.DisplayObject# - * @default PIXI.MSAA_QUALITY.NONE - */ - cacheAsBitmapMultisample: { + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "width", { + /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */ get: function () { - return this._cacheAsBitmapMultisample; + return Math.abs(this.scale.x) * this._texture.orig.width; }, - set: function (multisample) { - if (multisample === this._cacheAsBitmapMultisample) { - return; - } - this._cacheAsBitmapMultisample = multisample; - if (this.cacheAsBitmap) { - // Toggle to re-render with new multisample - this.cacheAsBitmap = false; - this.cacheAsBitmap = true; - } + set: function (value) { + var s = utils.sign(this.scale.x) || 1; + this.scale.x = s * value / this._texture.orig.width; + this._width = value; }, - }, - /** - * Set this to true if you want this display object to be cached as a bitmap. - * This basically takes a snap shot of the display object as it is at that moment. It can - * provide a performance benefit for complex static displayObjects. - * To remove simply set this property to `false` - * - * IMPORTANT GOTCHA - Make sure that all your textures are preloaded BEFORE setting this property to true - * as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear. - * @member {boolean} - * @memberof PIXI.DisplayObject# - */ - cacheAsBitmap: { + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "height", { + /** The height of the sprite, setting this will actually modify the scale to achieve the value set. */ get: function () { - return this._cacheAsBitmap; + return Math.abs(this.scale.y) * this._texture.orig.height; }, set: function (value) { - if (this._cacheAsBitmap === value) { + var s = utils.sign(this.scale.y) || 1; + this.scale.y = s * value / this._texture.orig.height; + this._height = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "anchor", { + /** + * The anchor sets the origin point of the sprite. The default value is taken from the {@link PIXI.Texture|Texture} + * and passed to the constructor. + * + * The default is `(0,0)`, this means the sprite's origin is the top left. + * + * Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered. + * + * Setting the anchor to `(1,1)` would mean the sprite's origin point will be the bottom right corner. + * + * If you pass only single parameter, it will set both x and y to the same value as shown in the example below. + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5). + */ + get: function () { + return this._anchor; + }, + set: function (value) { + this._anchor.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "tint", { + /** + * The tint applied to the sprite. This is a hex value. + * + * A value of 0xFFFFFF will remove any tint effect. + * @default 0xFFFFFF + */ + get: function () { + return this._tint; + }, + set: function (value) { + this._tint = value; + this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "texture", { + /** The texture that the sprite is using. */ + get: function () { + return this._texture; + }, + set: function (value) { + if (this._texture === value) { return; } - this._cacheAsBitmap = value; - var data; + if (this._texture) { + this._texture.off('update', this._onTextureUpdate, this); + } + this._texture = value || core.Texture.EMPTY; + this._cachedTint = 0xFFFFFF; + this._textureID = -1; + this._textureTrimmedID = -1; if (value) { - if (!this._cacheData) { - this._cacheData = new CacheData(); + // wait for the texture to load + if (value.baseTexture.valid) { + this._onTextureUpdate(); } - data = this._cacheData; - data.originalRender = this.render; - data.originalRenderCanvas = this.renderCanvas; - data.originalUpdateTransform = this.updateTransform; - data.originalCalculateBounds = this.calculateBounds; - data.originalGetLocalBounds = this.getLocalBounds; - data.originalDestroy = this.destroy; - data.originalContainsPoint = this.containsPoint; - data.originalMask = this._mask; - data.originalFilterArea = this.filterArea; - this.render = this._renderCached; - this.renderCanvas = this._renderCachedCanvas; - this.destroy = this._cacheAsBitmapDestroy; - } - else { - data = this._cacheData; - if (data.sprite) { - this._destroyCachedDisplayObject(); + else { + value.once('update', this._onTextureUpdate, this); } - this.render = data.originalRender; - this.renderCanvas = data.originalRenderCanvas; - this.calculateBounds = data.originalCalculateBounds; - this.getLocalBounds = data.originalGetLocalBounds; - this.destroy = data.originalDestroy; - this.updateTransform = data.originalUpdateTransform; - this.containsPoint = data.originalContainsPoint; - this._mask = data.originalMask; - this.filterArea = data.originalFilterArea; } }, - }, -}); -/** - * Renders a cached version of the sprite with WebGL - * @private - * @method _renderCached - * @memberof PIXI.DisplayObject# - * @param {PIXI.Renderer} renderer - the WebGL renderer - */ -display.DisplayObject.prototype._renderCached = function _renderCached(renderer) { - if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { - return; - } - this._initCachedDisplayObject(renderer); - this._cacheData.sprite.transform._worldID = this.transform._worldID; - this._cacheData.sprite.worldAlpha = this.worldAlpha; - this._cacheData.sprite._render(renderer); -}; -/** - * Prepares the WebGL renderer to cache the sprite - * @private - * @method _initCachedDisplayObject - * @memberof PIXI.DisplayObject# - * @param {PIXI.Renderer} renderer - the WebGL renderer - */ -display.DisplayObject.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer) { - var _a; - if (this._cacheData && this._cacheData.sprite) { - return; - } - // make sure alpha is set to 1 otherwise it will get rendered as invisible! - var cacheAlpha = this.alpha; - this.alpha = 1; - // first we flush anything left in the renderer (otherwise it would get rendered to the cached texture) - renderer.batch.flush(); - // this.filters= []; - // next we find the dimensions of the untransformed object - // this function also calls updatetransform on all its children as part of the measuring. - // This means we don't need to update the transform again in this function - // TODO pass an object to clone too? saves having to create a new one each time! - var bounds = this.getLocalBounds(null, true).clone(); - // add some padding! - if (this.filters && this.filters.length) { - var padding = this.filters[0].padding; - bounds.pad(padding); - } - bounds.ceil(settings.settings.RESOLUTION); - // for now we cache the current renderTarget that the WebGL renderer is currently using. - // this could be more elegant.. - var cachedRenderTexture = renderer.renderTexture.current; - var cachedSourceFrame = renderer.renderTexture.sourceFrame.clone(); - var cachedDestinationFrame = renderer.renderTexture.destinationFrame.clone(); - var cachedProjectionTransform = renderer.projection.transform; - // We also store the filter stack - I will definitely look to change how this works a little later down the line. - // const stack = renderer.filterManager.filterStack; - // this renderTexture will be used to store the cached DisplayObject - var renderTexture = core.RenderTexture.create({ - width: bounds.width, - height: bounds.height, - resolution: this.cacheAsBitmapResolution || renderer.resolution, - multisample: (_a = this.cacheAsBitmapMultisample) !== null && _a !== void 0 ? _a : renderer.multisample, + enumerable: false, + configurable: true }); - var textureCacheId = "cacheAsBitmap_" + utils.uid(); - this._cacheData.textureCacheId = textureCacheId; - core.BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId); - core.Texture.addToCache(renderTexture, textureCacheId); - // need to set // - var m = this.transform.localTransform.copyTo(_tempMatrix).invert().translate(-bounds.x, -bounds.y); - // set all properties to there original so we can render to a texture - this.render = this._cacheData.originalRender; - renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false }); - renderer.framebuffer.blit(); - // now restore the state be setting the new properties - renderer.projection.transform = cachedProjectionTransform; - renderer.renderTexture.bind(cachedRenderTexture, cachedSourceFrame, cachedDestinationFrame); - // renderer.filterManager.filterStack = stack; - this.render = this._renderCached; - // the rest is the same as for Canvas - this.updateTransform = this.displayObjectUpdateTransform; - this.calculateBounds = this._calculateCachedBounds; - this.getLocalBounds = this._getCachedLocalBounds; - this._mask = null; - this.filterArea = null; - this.alpha = cacheAlpha; - // create our cached sprite - var cachedSprite = new sprite.Sprite(renderTexture); - cachedSprite.transform.worldTransform = this.transform.worldTransform; - cachedSprite.anchor.x = -(bounds.x / bounds.width); - cachedSprite.anchor.y = -(bounds.y / bounds.height); - cachedSprite.alpha = cacheAlpha; - cachedSprite._bounds = this._bounds; - this._cacheData.sprite = cachedSprite; - this.transform._parentID = -1; - // restore the transform of the cached sprite to avoid the nasty flicker.. - if (!this.parent) { - this.enableTempParent(); - this.updateTransform(); - this.disableTempParent(null); - } - else { - this.updateTransform(); - } - // map the hit test.. - this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite); -}; -/** - * Renders a cached version of the sprite with canvas - * @private - * @method _renderCachedCanvas - * @memberof PIXI.DisplayObject# - * @param {PIXI.CanvasRenderer} renderer - The canvas renderer + return Sprite; +}(display.Container)); + +exports.Sprite = Sprite; + + +},{"@pixi/constants":6,"@pixi/core":7,"@pixi/display":8,"@pixi/math":20,"@pixi/settings":30,"@pixi/utils":38}],34:[function(require,module,exports){ +/*! + * @pixi/spritesheet - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/spritesheet is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license */ -display.DisplayObject.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer) { - if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { - return; - } - this._initCachedDisplayObjectCanvas(renderer); - this._cacheData.sprite.worldAlpha = this.worldAlpha; - this._cacheData.sprite._renderCanvas(renderer); -}; -// TODO this can be the same as the WebGL version.. will need to do a little tweaking first though.. +'use strict'; + +Object.defineProperty(exports, '__esModule', { value: true }); + +var math = require('@pixi/math'); +var core = require('@pixi/core'); +var utils = require('@pixi/utils'); +var loaders = require('@pixi/loaders'); + /** - * Prepares the Canvas renderer to cache the sprite - * @private - * @method _initCachedDisplayObjectCanvas - * @memberof PIXI.DisplayObject# - * @param {PIXI.CanvasRenderer} renderer - The canvas renderer + * Utility class for maintaining reference to a collection + * of Textures on a single Spritesheet. + * + * To access a sprite sheet from your code you may pass its JSON data file to Pixi's loader: + * + * ```js + * PIXI.Loader.shared.add("images/spritesheet.json").load(setup); + * + * function setup() { + * let sheet = PIXI.Loader.shared.resources["images/spritesheet.json"].spritesheet; + * ... + * } + * ``` + * + * Alternately, you may circumvent the loader by instantiating the Spritesheet directly: + * ```js + * const sheet = new PIXI.Spritesheet(texture, spritesheetData); + * await sheet.parse(); + * console.log('Spritesheet ready to use!'); + * ``` + * + * With the `sheet.textures` you can create Sprite objects,`sheet.animations` can be used to create an AnimatedSprite. + * + * Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker}, + * {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}. + * Default anchor points (see {@link PIXI.Texture#defaultAnchor}) and grouping of animation sprites are currently only + * supported by TexturePacker. + * @memberof PIXI */ -display.DisplayObject.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(renderer) { - if (this._cacheData && this._cacheData.sprite) { - return; - } - // get bounds actually transforms the object for us already! - var bounds = this.getLocalBounds(null, true); - var cacheAlpha = this.alpha; - this.alpha = 1; - var cachedRenderTarget = renderer.context; - var cachedProjectionTransform = renderer._projTransform; - bounds.ceil(settings.settings.RESOLUTION); - var renderTexture = core.RenderTexture.create({ width: bounds.width, height: bounds.height }); - var textureCacheId = "cacheAsBitmap_" + utils.uid(); - this._cacheData.textureCacheId = textureCacheId; - core.BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId); - core.Texture.addToCache(renderTexture, textureCacheId); - // need to set // - var m = _tempMatrix; - this.transform.localTransform.copyTo(m); - m.invert(); - m.tx -= bounds.x; - m.ty -= bounds.y; - // m.append(this.transform.worldTransform.) - // set all properties to there original so we can render to a texture - this.renderCanvas = this._cacheData.originalRenderCanvas; - renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false }); - // now restore the state be setting the new properties - renderer.context = cachedRenderTarget; - renderer._projTransform = cachedProjectionTransform; - this.renderCanvas = this._renderCachedCanvas; - // the rest is the same as for WebGL - this.updateTransform = this.displayObjectUpdateTransform; - this.calculateBounds = this._calculateCachedBounds; - this.getLocalBounds = this._getCachedLocalBounds; - this._mask = null; - this.filterArea = null; - this.alpha = cacheAlpha; - // create our cached sprite - var cachedSprite = new sprite.Sprite(renderTexture); - cachedSprite.transform.worldTransform = this.transform.worldTransform; - cachedSprite.anchor.x = -(bounds.x / bounds.width); - cachedSprite.anchor.y = -(bounds.y / bounds.height); - cachedSprite.alpha = cacheAlpha; - cachedSprite._bounds = this._bounds; - this._cacheData.sprite = cachedSprite; - this.transform._parentID = -1; - // restore the transform of the cached sprite to avoid the nasty flicker.. - if (!this.parent) { - this.parent = renderer._tempDisplayObjectParent; - this.updateTransform(); - this.parent = null; - } - else { - this.updateTransform(); +var Spritesheet = /** @class */ (function () { + /** + * @param texture - Reference to the source BaseTexture object. + * @param {object} data - Spritesheet image data. + * @param resolutionFilename - The filename to consider when determining + * the resolution of the spritesheet. If not provided, the imageUrl will + * be used on the BaseTexture. + */ + function Spritesheet(texture, data, resolutionFilename) { + if (resolutionFilename === void 0) { resolutionFilename = null; } + /** For multi-packed spritesheets, this contains a reference to all the other spritesheets it depends on. */ + this.linkedSheets = []; + this._texture = texture instanceof core.Texture ? texture : null; + this.baseTexture = texture instanceof core.BaseTexture ? texture : this._texture.baseTexture; + this.textures = {}; + this.animations = {}; + this.data = data; + var resource = this.baseTexture.resource; + this.resolution = this._updateResolution(resolutionFilename || (resource ? resource.url : null)); + this._frames = this.data.frames; + this._frameKeys = Object.keys(this._frames); + this._batchIndex = 0; + this._callback = null; } - // map the hit test.. - this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite); -}; -/** - * Calculates the bounds of the cached sprite - * @private - * @method - */ -display.DisplayObject.prototype._calculateCachedBounds = function _calculateCachedBounds() { - this._bounds.clear(); - this._cacheData.sprite.transform._worldID = this.transform._worldID; - this._cacheData.sprite._calculateBounds(); - this._bounds.updateID = this._boundsID; -}; -/** - * Gets the bounds of the cached sprite. - * @private - * @method - * @returns {Rectangle} The local bounds. - */ -display.DisplayObject.prototype._getCachedLocalBounds = function _getCachedLocalBounds() { - return this._cacheData.sprite.getLocalBounds(null); -}; + /** + * Generate the resolution from the filename or fallback + * to the meta.scale field of the JSON data. + * @param resolutionFilename - The filename to use for resolving + * the default resolution. + * @returns Resolution to use for spritesheet. + */ + Spritesheet.prototype._updateResolution = function (resolutionFilename) { + if (resolutionFilename === void 0) { resolutionFilename = null; } + var scale = this.data.meta.scale; + // Use a defaultValue of `null` to check if a url-based resolution is set + var resolution = utils.getResolutionOfUrl(resolutionFilename, null); + // No resolution found via URL + if (resolution === null) { + // Use the scale value or default to 1 + resolution = scale !== undefined ? parseFloat(scale) : 1; + } + // For non-1 resolutions, update baseTexture + if (resolution !== 1) { + this.baseTexture.setResolution(resolution); + } + return resolution; + }; + /** @ignore */ + Spritesheet.prototype.parse = function (callback) { + var _this = this; + if (callback) { + utils.deprecation('6.5.0', 'Spritesheet.parse callback is deprecated, use the return Promise instead.'); + } + return new Promise(function (resolve) { + _this._callback = function (textures) { + callback === null || callback === void 0 ? void 0 : callback(textures); + resolve(textures); + }; + _this._batchIndex = 0; + if (_this._frameKeys.length <= Spritesheet.BATCH_SIZE) { + _this._processFrames(0); + _this._processAnimations(); + _this._parseComplete(); + } + else { + _this._nextBatch(); + } + }); + }; + /** + * Process a batch of frames + * @param initialFrameIndex - The index of frame to start. + */ + Spritesheet.prototype._processFrames = function (initialFrameIndex) { + var frameIndex = initialFrameIndex; + var maxFrames = Spritesheet.BATCH_SIZE; + while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length) { + var i = this._frameKeys[frameIndex]; + var data = this._frames[i]; + var rect = data.frame; + if (rect) { + var frame = null; + var trim = null; + var sourceSize = data.trimmed !== false && data.sourceSize + ? data.sourceSize : data.frame; + var orig = new math.Rectangle(0, 0, Math.floor(sourceSize.w) / this.resolution, Math.floor(sourceSize.h) / this.resolution); + if (data.rotated) { + frame = new math.Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.h) / this.resolution, Math.floor(rect.w) / this.resolution); + } + else { + frame = new math.Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution); + } + // Check to see if the sprite is trimmed + if (data.trimmed !== false && data.spriteSourceSize) { + trim = new math.Rectangle(Math.floor(data.spriteSourceSize.x) / this.resolution, Math.floor(data.spriteSourceSize.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution); + } + this.textures[i] = new core.Texture(this.baseTexture, frame, orig, trim, data.rotated ? 2 : 0, data.anchor); + // lets also add the frame to pixi's global cache for 'from' and 'fromLoader' functions + core.Texture.addToCache(this.textures[i], i); + } + frameIndex++; + } + }; + /** Parse animations config. */ + Spritesheet.prototype._processAnimations = function () { + var animations = this.data.animations || {}; + for (var animName in animations) { + this.animations[animName] = []; + for (var i = 0; i < animations[animName].length; i++) { + var frameName = animations[animName][i]; + this.animations[animName].push(this.textures[frameName]); + } + } + }; + /** The parse has completed. */ + Spritesheet.prototype._parseComplete = function () { + var callback = this._callback; + this._callback = null; + this._batchIndex = 0; + callback.call(this, this.textures); + }; + /** Begin the next batch of textures. */ + Spritesheet.prototype._nextBatch = function () { + var _this = this; + this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE); + this._batchIndex++; + setTimeout(function () { + if (_this._batchIndex * Spritesheet.BATCH_SIZE < _this._frameKeys.length) { + _this._nextBatch(); + } + else { + _this._processAnimations(); + _this._parseComplete(); + } + }, 0); + }; + /** + * Destroy Spritesheet and don't use after this. + * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well + */ + Spritesheet.prototype.destroy = function (destroyBase) { + var _a; + if (destroyBase === void 0) { destroyBase = false; } + for (var i in this.textures) { + this.textures[i].destroy(); + } + this._frames = null; + this._frameKeys = null; + this.data = null; + this.textures = null; + if (destroyBase) { + (_a = this._texture) === null || _a === void 0 ? void 0 : _a.destroy(); + this.baseTexture.destroy(); + } + this._texture = null; + this.baseTexture = null; + this.linkedSheets = []; + }; + /** The maximum number of Textures to build per process. */ + Spritesheet.BATCH_SIZE = 1000; + return Spritesheet; +}()); /** - * Destroys the cached sprite. - * @private - * @method + * Reference to Spritesheet object created. + * @member {PIXI.Spritesheet} spritesheet + * @memberof PIXI.LoaderResource + * @instance */ -display.DisplayObject.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject() { - this._cacheData.sprite._texture.destroy(true); - this._cacheData.sprite = null; - core.BaseTexture.removeFromCache(this._cacheData.textureCacheId); - core.Texture.removeFromCache(this._cacheData.textureCacheId); - this._cacheData.textureCacheId = null; -}; /** - * Destroys the cached object. - * @private - * @method - * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options - * have been set to that value. - * Used when destroying containers, see the Container.destroy method. - */ -display.DisplayObject.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options) { - this.cacheAsBitmap = false; - this.destroy(options); -}; - -exports.CacheData = CacheData; - - -},{"@pixi/core":27,"@pixi/display":28,"@pixi/math":39,"@pixi/settings":20,"@pixi/sprite":49,"@pixi/utils":22}],43:[function(require,module,exports){ -/*! - * @pixi/mixin-get-child-by-name - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/mixin-get-child-by-name is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license + * Dictionary of textures from Spritesheet. + * @member {Object} textures + * @memberof PIXI.LoaderResource + * @instance */ -'use strict'; - -var display = require('@pixi/display'); /** - * The instance name of the object. - * @memberof PIXI.DisplayObject# - * @member {string} name - */ -display.DisplayObject.prototype.name = null; -/** - * Returns the display object in the container. + * {@link PIXI.Loader} middleware for loading texture atlases that have been created with + * TexturePacker or similar JSON-based spritesheet. * - * Recursive searches are done in a preorder traversal. - * @method getChildByName - * @memberof PIXI.Container# - * @param {string} name - Instance name. - * @param {boolean}[deep=false] - Whether to search recursively - * @returns {PIXI.DisplayObject} The child with the specified name. + * This middleware automatically generates Texture resources. + * + * If you're using Webpack or other bundlers and plan on bundling the atlas' JSON, + * use the {@link PIXI.Spritesheet} class to directly parse the JSON. + * + * The Loader's image Resource name is automatically appended with `"_image"`. + * If a Resource with this name is already loaded, the Loader will skip parsing the + * Spritesheet. The code below will generate an internal Loader Resource called `"myatlas_image"`. + * @example + * loader.add('myatlas', 'path/to/myatlas.json'); + * loader.load(() => { + * loader.resources.myatlas; // atlas JSON resource + * loader.resources.myatlas_image; // atlas Image resource + * }); + * @memberof PIXI */ -display.Container.prototype.getChildByName = function getChildByName(name, deep) { - for (var i = 0, j = this.children.length; i < j; i++) { - if (this.children[i].name === name) { - return this.children[i]; - } +var SpritesheetLoader = /** @class */ (function () { + function SpritesheetLoader() { } - if (deep) { - for (var i = 0, j = this.children.length; i < j; i++) { - var child = this.children[i]; - if (!child.getChildByName) { - continue; + /** + * Called after a resource is loaded. + * @see PIXI.Loader.loaderMiddleware + * @param resource + * @param next + */ + SpritesheetLoader.use = function (resource, next) { + var _a, _b; + // because this is middleware, it execute in loader context. `this` = loader + var loader = this; + var imageResourceName = resource.name + "_image"; + // skip if no data, its not json, it isn't spritesheet data, or the image resource already exists + if (!resource.data + || resource.type !== loaders.LoaderResource.TYPE.JSON + || !resource.data.frames + || loader.resources[imageResourceName]) { + next(); + return; + } + // Check and add the multi atlas + // Heavily influenced and based on https://github.com/rocket-ua/pixi-tps-loader/blob/master/src/ResourceLoader.js + // eslint-disable-next-line camelcase + var multiPacks = (_b = (_a = resource.data) === null || _a === void 0 ? void 0 : _a.meta) === null || _b === void 0 ? void 0 : _b.related_multi_packs; + if (Array.isArray(multiPacks)) { + var _loop_1 = function (item) { + if (typeof item !== 'string') { + return "continue"; + } + var itemName = item.replace('.json', ''); + var itemUrl = utils.url.resolve(resource.url.replace(loader.baseUrl, ''), item); + // Check if the file wasn't already added as multipacks are redundant + if (loader.resources[itemName] + || Object.values(loader.resources).some(function (r) { return utils.url.format(utils.url.parse(r.url)) === itemUrl; })) { + return "continue"; + } + var options = { + crossOrigin: resource.crossOrigin, + loadType: loaders.LoaderResource.LOAD_TYPE.XHR, + xhrType: loaders.LoaderResource.XHR_RESPONSE_TYPE.JSON, + parentResource: resource, + metadata: resource.metadata + }; + loader.add(itemName, itemUrl, options); + }; + for (var _i = 0, multiPacks_1 = multiPacks; _i < multiPacks_1.length; _i++) { + var item = multiPacks_1[_i]; + _loop_1(item); } - var target = child.getChildByName(name, true); - if (target) { - return target; + } + var loadOptions = { + crossOrigin: resource.crossOrigin, + metadata: resource.metadata.imageMetadata, + parentResource: resource, + }; + var resourcePath = SpritesheetLoader.getResourcePath(resource, loader.baseUrl); + // load the image for this sheet + loader.add(imageResourceName, resourcePath, loadOptions, function onImageLoad(res) { + if (res.error) { + next(res.error); + return; } + var spritesheet = new Spritesheet(res.texture, resource.data, resource.url); + spritesheet.parse().then(function () { + resource.spritesheet = spritesheet; + resource.textures = spritesheet.textures; + next(); + }); + }); + }; + /** + * Get the spritesheets root path + * @param resource - Resource to check path + * @param baseUrl - Base root url + */ + SpritesheetLoader.getResourcePath = function (resource, baseUrl) { + // Prepend url path unless the resource image is a data url + if (resource.isDataUrl) { + return resource.data.meta.image; } - } - return null; -}; - - -},{"@pixi/display":28}],44:[function(require,module,exports){ -/*! - * @pixi/mixin-get-global-position - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/mixin-get-global-position is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -'use strict'; - -var display = require('@pixi/display'); -var math = require('@pixi/math'); + return utils.url.resolve(resource.url.replace(baseUrl, ''), resource.data.meta.image); + }; + /** @ignore */ + SpritesheetLoader.extension = core.ExtensionType.Loader; + return SpritesheetLoader; +}()); -/** - * Returns the global position of the displayObject. Does not depend on object scale, rotation and pivot. - * @method getGlobalPosition - * @memberof PIXI.DisplayObject# - * @param {PIXI.Point} [point=new PIXI.Point()] - The point to write the global value to. - * @param {boolean} [skipUpdate=false] - Setting to true will stop the transforms of the scene graph from - * being updated. This means the calculation returned MAY be out of date BUT will give you a - * nice performance boost. - * @returns {PIXI.Point} The updated point. - */ -display.DisplayObject.prototype.getGlobalPosition = function getGlobalPosition(point, skipUpdate) { - if (point === void 0) { point = new math.Point(); } - if (skipUpdate === void 0) { skipUpdate = false; } - if (this.parent) { - this.parent.toGlobal(this.position, point, skipUpdate); - } - else { - point.x = this.position.x; - point.y = this.position.y; - } - return point; -}; +exports.Spritesheet = Spritesheet; +exports.SpritesheetLoader = SpritesheetLoader; -},{"@pixi/display":28,"@pixi/math":39}],45:[function(require,module,exports){ +},{"@pixi/core":7,"@pixi/loaders":19,"@pixi/math":20,"@pixi/utils":38}],35:[function(require,module,exports){ /*! - * @pixi/particle-container - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/text-bitmap - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/particle-container is licensed under the MIT License. + * @pixi/text-bitmap is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ 'use strict'; Object.defineProperty(exports, '__esModule', { value: true }); -var constants = require('@pixi/constants'); -var display = require('@pixi/display'); +var math = require('@pixi/math'); +var settings = require('@pixi/settings'); +var mesh = require('@pixi/mesh'); var utils = require('@pixi/utils'); var core = require('@pixi/core'); -var math = require('@pixi/math'); +var text = require('@pixi/text'); +var constants = require('@pixi/constants'); +var display = require('@pixi/display'); +var loaders = require('@pixi/loaders'); /*! ***************************************************************************** Copyright (c) Microsoft Corporation. @@ -45902,1201 +36122,1620 @@ function __extends(d, b) { d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); } +/* eslint-disable max-len */ /** - * The ParticleContainer class is a really fast version of the Container built solely for speed, - * so use when you need a lot of sprites or particles. - * - * The tradeoff of the ParticleContainer is that most advanced functionality will not work. - * ParticleContainer implements the basic object transform (position, scale, rotation) - * and some advanced functionality like tint (as of v4.5.6). - * - * Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch. - * - * It's extremely easy to use: - * ```js - * let container = new ParticleContainer(); - * - * for (let i = 0; i < 100; ++i) - * { - * let sprite = PIXI.Sprite.from("myImage.png"); - * container.addChild(sprite); - * } - * ``` - * - * And here you have a hundred sprites that will be rendered at the speed of light. + * Normalized parsed data from .fnt files. * @memberof PIXI */ -var ParticleContainer = /** @class */ (function (_super) { - __extends(ParticleContainer, _super); - /** - * @param maxSize - The maximum number of particles that can be rendered by the container. - * Affects size of allocated buffers. - * @param properties - The properties of children that should be uploaded to the gpu and applied. - * @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied. - * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`. - * @param {boolean} [properties.position=true] - When true, position be uploaded and applied. - * @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied. - * @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied. - * @param {boolean} [properties.tint=false] - When true, alpha and tint be uploaded and applied. - * @param {number} [batchSize=16384] - Number of particles per batch. If less than maxSize, it uses maxSize instead. - * @param {boolean} [autoResize=false] - If true, container allocates more batches in case - * there are more than `maxSize` particles. - */ - function ParticleContainer(maxSize, properties, batchSize, autoResize) { - if (maxSize === void 0) { maxSize = 1500; } - if (batchSize === void 0) { batchSize = 16384; } - if (autoResize === void 0) { autoResize = false; } - var _this = _super.call(this) || this; - // Making sure the batch size is valid - // 65535 is max vertex index in the index buffer (see ParticleRenderer) - // so max number of particles is 65536 / 4 = 16384 - var maxBatchSize = 16384; - if (batchSize > maxBatchSize) { - batchSize = maxBatchSize; - } - _this._properties = [false, true, false, false, false]; - _this._maxSize = maxSize; - _this._batchSize = batchSize; - _this._buffers = null; - _this._bufferUpdateIDs = []; - _this._updateID = 0; - _this.interactiveChildren = false; - _this.blendMode = constants.BLEND_MODES.NORMAL; - _this.autoResize = autoResize; - _this.roundPixels = true; - _this.baseTexture = null; - _this.setProperties(properties); - _this._tint = 0; - _this.tintRgb = new Float32Array(4); - _this.tint = 0xFFFFFF; - return _this; +var BitmapFontData = /** @class */ (function () { + function BitmapFontData() { + this.info = []; + this.common = []; + this.page = []; + this.char = []; + this.kerning = []; + this.distanceField = []; + } + return BitmapFontData; +}()); + +/** + * BitmapFont format that's Text-based. + * @private + */ +var TextFormat = /** @class */ (function () { + function TextFormat() { } /** - * Sets the private properties array to dynamic / static based on the passed properties object - * @param properties - The properties to be uploaded - */ - ParticleContainer.prototype.setProperties = function (properties) { - if (properties) { - this._properties[0] = 'vertices' in properties || 'scale' in properties - ? !!properties.vertices || !!properties.scale : this._properties[0]; - this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1]; - this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2]; - this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3]; - this._properties[4] = 'tint' in properties || 'alpha' in properties - ? !!properties.tint || !!properties.alpha : this._properties[4]; - } - }; - ParticleContainer.prototype.updateTransform = function () { - // TODO don't need to! - this.displayObjectUpdateTransform(); - }; - Object.defineProperty(ParticleContainer.prototype, "tint", { - /** - * The tint applied to the container. This is a hex value. - * A value of 0xFFFFFF will remove any tint effect. - * IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer. - * @default 0xFFFFFF - */ - get: function () { - return this._tint; - }, - set: function (value) { - this._tint = value; - utils.hex2rgb(value, this.tintRgb); - }, - enumerable: false, - configurable: true - }); - /** - * Renders the container using the WebGL renderer. - * @param renderer - The WebGL renderer. - */ - ParticleContainer.prototype.render = function (renderer) { - var _this = this; - if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { - return; - } - if (!this.baseTexture) { - this.baseTexture = this.children[0]._texture.baseTexture; - if (!this.baseTexture.valid) { - this.baseTexture.once('update', function () { return _this.onChildrenChange(0); }); - } - } - renderer.batch.setObjectRenderer(renderer.plugins.particle); - renderer.plugins.particle.render(this); - }; - /** - * Set the flag that static data should be updated to true - * @param smallestChildIndex - The smallest child index. + * Check if resource refers to txt font data. + * @param data + * @returns - True if resource could be treated as font data, false otherwise. */ - ParticleContainer.prototype.onChildrenChange = function (smallestChildIndex) { - var bufferIndex = Math.floor(smallestChildIndex / this._batchSize); - while (this._bufferUpdateIDs.length < bufferIndex) { - this._bufferUpdateIDs.push(0); - } - this._bufferUpdateIDs[bufferIndex] = ++this._updateID; - }; - ParticleContainer.prototype.dispose = function () { - if (this._buffers) { - for (var i = 0; i < this._buffers.length; ++i) { - this._buffers[i].destroy(); - } - this._buffers = null; - } + TextFormat.test = function (data) { + return typeof data === 'string' && data.indexOf('info face=') === 0; }; /** - * Destroys the container - * @param options - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have their - * destroy method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the texture of the child sprite - * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the base texture of the child sprite + * Convert text font data to a javascript object. + * @param txt - Raw string data to be converted + * @returns - Parsed font data */ - ParticleContainer.prototype.destroy = function (options) { - _super.prototype.destroy.call(this, options); - this.dispose(); - this._properties = null; - this._buffers = null; - this._bufferUpdateIDs = null; + TextFormat.parse = function (txt) { + // Retrieve data item + var items = txt.match(/^[a-z]+\s+.+$/gm); + var rawData = { + info: [], + common: [], + page: [], + char: [], + chars: [], + kerning: [], + kernings: [], + distanceField: [], + }; + for (var i in items) { + // Extract item name + var name = items[i].match(/^[a-z]+/gm)[0]; + // Extract item attribute list as string ex.: "width=10" + var attributeList = items[i].match(/[a-zA-Z]+=([^\s"']+|"([^"]*)")/gm); + // Convert attribute list into an object + var itemData = {}; + for (var i_1 in attributeList) { + // Split key-value pairs + var split = attributeList[i_1].split('='); + var key = split[0]; + // Remove eventual quotes from value + var strValue = split[1].replace(/"/gm, ''); + // Try to convert value into float + var floatValue = parseFloat(strValue); + // Use string value case float value is NaN + var value = isNaN(floatValue) ? strValue : floatValue; + itemData[key] = value; + } + // Push current item to the resulting data + rawData[name].push(itemData); + } + var font = new BitmapFontData(); + rawData.info.forEach(function (info) { return font.info.push({ + face: info.face, + size: parseInt(info.size, 10), + }); }); + rawData.common.forEach(function (common) { return font.common.push({ + lineHeight: parseInt(common.lineHeight, 10), + }); }); + rawData.page.forEach(function (page) { return font.page.push({ + id: parseInt(page.id, 10), + file: page.file, + }); }); + rawData.char.forEach(function (char) { return font.char.push({ + id: parseInt(char.id, 10), + page: parseInt(char.page, 10), + x: parseInt(char.x, 10), + y: parseInt(char.y, 10), + width: parseInt(char.width, 10), + height: parseInt(char.height, 10), + xoffset: parseInt(char.xoffset, 10), + yoffset: parseInt(char.yoffset, 10), + xadvance: parseInt(char.xadvance, 10), + }); }); + rawData.kerning.forEach(function (kerning) { return font.kerning.push({ + first: parseInt(kerning.first, 10), + second: parseInt(kerning.second, 10), + amount: parseInt(kerning.amount, 10), + }); }); + rawData.distanceField.forEach(function (df) { return font.distanceField.push({ + distanceRange: parseInt(df.distanceRange, 10), + fieldType: df.fieldType, + }); }); + return font; }; - return ParticleContainer; -}(display.Container)); + return TextFormat; +}()); -/* - * @author Mat Groves - * - * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ - * for creating the original PixiJS version! - * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that - * they now share 4 bytes on the vertex buffer - * - * Heavily inspired by LibGDX's ParticleBuffer: - * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java - */ /** - * The particle buffer manages the static and dynamic buffers for a particle container. + * BitmapFont format that's XML-based. * @private - * @memberof PIXI */ -var ParticleBuffer = /** @class */ (function () { +var XMLFormat = /** @class */ (function () { + function XMLFormat() { + } /** - * @param {object} properties - The properties to upload. - * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic. - * @param {number} size - The size of the batch. + * Check if resource refers to xml font data. + * @param data + * @returns - True if resource could be treated as font data, false otherwise. */ - function ParticleBuffer(properties, dynamicPropertyFlags, size) { - this.geometry = new core.Geometry(); - this.indexBuffer = null; - this.size = size; - this.dynamicProperties = []; - this.staticProperties = []; - for (var i = 0; i < properties.length; ++i) { - var property = properties[i]; - // Make copy of properties object so that when we edit the offset it doesn't - // change all other instances of the object literal - property = { - attributeName: property.attributeName, - size: property.size, - uploadFunction: property.uploadFunction, - type: property.type || constants.TYPES.FLOAT, - offset: property.offset, - }; - if (dynamicPropertyFlags[i]) { - this.dynamicProperties.push(property); - } - else { - this.staticProperties.push(property); - } + XMLFormat.test = function (data) { + return data instanceof XMLDocument + && data.getElementsByTagName('page').length + && data.getElementsByTagName('info')[0].getAttribute('face') !== null; + }; + /** + * Convert the XML into BitmapFontData that we can use. + * @param xml + * @returns - Data to use for BitmapFont + */ + XMLFormat.parse = function (xml) { + var data = new BitmapFontData(); + var info = xml.getElementsByTagName('info'); + var common = xml.getElementsByTagName('common'); + var page = xml.getElementsByTagName('page'); + var char = xml.getElementsByTagName('char'); + var kerning = xml.getElementsByTagName('kerning'); + var distanceField = xml.getElementsByTagName('distanceField'); + for (var i = 0; i < info.length; i++) { + data.info.push({ + face: info[i].getAttribute('face'), + size: parseInt(info[i].getAttribute('size'), 10), + }); } - this.staticStride = 0; - this.staticBuffer = null; - this.staticData = null; - this.staticDataUint32 = null; - this.dynamicStride = 0; - this.dynamicBuffer = null; - this.dynamicData = null; - this.dynamicDataUint32 = null; - this._updateID = 0; - this.initBuffers(); - } - /** Sets up the renderer context and necessary buffers. */ - ParticleBuffer.prototype.initBuffers = function () { - var geometry = this.geometry; - var dynamicOffset = 0; - this.indexBuffer = new core.Buffer(utils.createIndicesForQuads(this.size), true, true); - geometry.addIndex(this.indexBuffer); - this.dynamicStride = 0; - for (var i = 0; i < this.dynamicProperties.length; ++i) { - var property = this.dynamicProperties[i]; - property.offset = dynamicOffset; - dynamicOffset += property.size; - this.dynamicStride += property.size; + for (var i = 0; i < common.length; i++) { + data.common.push({ + lineHeight: parseInt(common[i].getAttribute('lineHeight'), 10), + }); } - var dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4); - this.dynamicData = new Float32Array(dynBuffer); - this.dynamicDataUint32 = new Uint32Array(dynBuffer); - this.dynamicBuffer = new core.Buffer(this.dynamicData, false, false); - // static // - var staticOffset = 0; - this.staticStride = 0; - for (var i = 0; i < this.staticProperties.length; ++i) { - var property = this.staticProperties[i]; - property.offset = staticOffset; - staticOffset += property.size; - this.staticStride += property.size; + for (var i = 0; i < page.length; i++) { + data.page.push({ + id: parseInt(page[i].getAttribute('id'), 10) || 0, + file: page[i].getAttribute('file'), + }); } - var statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4); - this.staticData = new Float32Array(statBuffer); - this.staticDataUint32 = new Uint32Array(statBuffer); - this.staticBuffer = new core.Buffer(this.staticData, true, false); - for (var i = 0; i < this.dynamicProperties.length; ++i) { - var property = this.dynamicProperties[i]; - geometry.addAttribute(property.attributeName, this.dynamicBuffer, 0, property.type === constants.TYPES.UNSIGNED_BYTE, property.type, this.dynamicStride * 4, property.offset * 4); + for (var i = 0; i < char.length; i++) { + var letter = char[i]; + data.char.push({ + id: parseInt(letter.getAttribute('id'), 10), + page: parseInt(letter.getAttribute('page'), 10) || 0, + x: parseInt(letter.getAttribute('x'), 10), + y: parseInt(letter.getAttribute('y'), 10), + width: parseInt(letter.getAttribute('width'), 10), + height: parseInt(letter.getAttribute('height'), 10), + xoffset: parseInt(letter.getAttribute('xoffset'), 10), + yoffset: parseInt(letter.getAttribute('yoffset'), 10), + xadvance: parseInt(letter.getAttribute('xadvance'), 10), + }); } - for (var i = 0; i < this.staticProperties.length; ++i) { - var property = this.staticProperties[i]; - geometry.addAttribute(property.attributeName, this.staticBuffer, 0, property.type === constants.TYPES.UNSIGNED_BYTE, property.type, this.staticStride * 4, property.offset * 4); + for (var i = 0; i < kerning.length; i++) { + data.kerning.push({ + first: parseInt(kerning[i].getAttribute('first'), 10), + second: parseInt(kerning[i].getAttribute('second'), 10), + amount: parseInt(kerning[i].getAttribute('amount'), 10), + }); + } + for (var i = 0; i < distanceField.length; i++) { + data.distanceField.push({ + fieldType: distanceField[i].getAttribute('fieldType'), + distanceRange: parseInt(distanceField[i].getAttribute('distanceRange'), 10), + }); } + return data; }; + return XMLFormat; +}()); + +/** + * BitmapFont format that's XML-based. + * @private + */ +var XMLStringFormat = /** @class */ (function () { + function XMLStringFormat() { + } /** - * Uploads the dynamic properties. - * @param children - The children to upload. - * @param startIndex - The index to start at. - * @param amount - The number to upload. + * Check if resource refers to text xml font data. + * @param data + * @returns - True if resource could be treated as font data, false otherwise. */ - ParticleBuffer.prototype.uploadDynamic = function (children, startIndex, amount) { - for (var i = 0; i < this.dynamicProperties.length; i++) { - var property = this.dynamicProperties[i]; - property.uploadFunction(children, startIndex, amount, property.type === constants.TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData, this.dynamicStride, property.offset); + XMLStringFormat.test = function (data) { + if (typeof data === 'string' && data.indexOf('') > -1) { + var xml = new globalThis.DOMParser().parseFromString(data, 'text/xml'); + return XMLFormat.test(xml); } - this.dynamicBuffer._updateID++; + return false; }; /** - * Uploads the static properties. - * @param children - The children to upload. - * @param startIndex - The index to start at. - * @param amount - The number to upload. + * Convert the text XML into BitmapFontData that we can use. + * @param xmlTxt + * @returns - Data to use for BitmapFont */ - ParticleBuffer.prototype.uploadStatic = function (children, startIndex, amount) { - for (var i = 0; i < this.staticProperties.length; i++) { - var property = this.staticProperties[i]; - property.uploadFunction(children, startIndex, amount, property.type === constants.TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData, this.staticStride, property.offset); - } - this.staticBuffer._updateID++; - }; - /** Destroys the ParticleBuffer. */ - ParticleBuffer.prototype.destroy = function () { - this.indexBuffer = null; - this.dynamicProperties = null; - this.dynamicBuffer = null; - this.dynamicData = null; - this.dynamicDataUint32 = null; - this.staticProperties = null; - this.staticBuffer = null; - this.staticData = null; - this.staticDataUint32 = null; - // all buffers are destroyed inside geometry - this.geometry.destroy(); + XMLStringFormat.parse = function (xmlTxt) { + var xml = new globalThis.DOMParser().parseFromString(xmlTxt, 'text/xml'); + return XMLFormat.parse(xml); }; - return ParticleBuffer; + return XMLStringFormat; }()); -var fragment = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n vec4 color = texture2D(uSampler, vTextureCoord) * vColor;\n gl_FragColor = color;\n}"; +// Registered formats, maybe make this extensible in the future? +var formats = [ + TextFormat, + XMLFormat, + XMLStringFormat ]; +/** + * Auto-detect BitmapFont parsing format based on data. + * @private + * @param {any} data - Data to detect format + * @returns {any} Format or null + */ +function autoDetectFormat(data) { + for (var i = 0; i < formats.length; i++) { + if (formats[i].test(data)) { + return formats[i]; + } + } + return null; +} -var vertex = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\n\nattribute vec2 aPositionCoord;\nattribute float aRotation;\n\nuniform mat3 translationMatrix;\nuniform vec4 uColor;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nvoid main(void){\n float x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);\n float y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);\n\n vec2 v = vec2(x, y);\n v = v + aPositionCoord;\n\n gl_Position = vec4((translationMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vColor = aColor * uColor;\n}\n"; +// TODO: Prevent code duplication b/w generateFillStyle & Text#generateFillStyle +/** + * Generates the fill style. Can automatically generate a gradient based on the fill style being an array + * @private + * @param canvas + * @param context + * @param {object} style - The style. + * @param resolution + * @param {string[]} lines - The lines of text. + * @param metrics + * @returns {string|number|CanvasGradient} The fill style + */ +function generateFillStyle(canvas, context, style, resolution, lines, metrics) { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + var fillStyle = style.fill; + if (!Array.isArray(fillStyle)) { + return fillStyle; + } + else if (fillStyle.length === 1) { + return fillStyle[0]; + } + // the gradient will be evenly spaced out according to how large the array is. + // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75 + var gradient; + // a dropshadow will enlarge the canvas and result in the gradient being + // generated with the incorrect dimensions + var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0; + // should also take padding into account, padding can offset the gradient + var padding = style.padding || 0; + var width = (canvas.width / resolution) - dropShadowCorrection - (padding * 2); + var height = (canvas.height / resolution) - dropShadowCorrection - (padding * 2); + // make a copy of the style settings, so we can manipulate them later + var fill = fillStyle.slice(); + var fillGradientStops = style.fillGradientStops.slice(); + // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75 + if (!fillGradientStops.length) { + var lengthPlus1 = fill.length + 1; + for (var i = 1; i < lengthPlus1; ++i) { + fillGradientStops.push(i / lengthPlus1); + } + } + // stop the bleeding of the last gradient on the line above to the top gradient of the this line + // by hard defining the first gradient colour at point 0, and last gradient colour at point 1 + fill.unshift(fillStyle[0]); + fillGradientStops.unshift(0); + fill.push(fillStyle[fillStyle.length - 1]); + fillGradientStops.push(1); + if (style.fillGradientType === text.TEXT_GRADIENT.LINEAR_VERTICAL) { + // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas + gradient = context.createLinearGradient(width / 2, padding, width / 2, height + padding); + // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect + // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 + // There's potential for floating point precision issues at the seams between gradient repeats. + // The loop below generates the stops in order, so track the last generated one to prevent + // floating point precision from making us go the teeniest bit backwards, resulting in + // the first and last colors getting swapped. + var lastIterationStop = 0; + // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc + var textHeight = metrics.fontProperties.fontSize + style.strokeThickness; + // textHeight, but as a 0-1 size in global gradient stop space + var gradStopLineHeight = textHeight / height; + for (var i = 0; i < lines.length; i++) { + var thisLineTop = metrics.lineHeight * i; + for (var j = 0; j < fill.length; j++) { + // 0-1 stop point for the current line, multiplied to global space afterwards + var lineStop = 0; + if (typeof fillGradientStops[j] === 'number') { + lineStop = fillGradientStops[j]; + } + else { + lineStop = j / fill.length; + } + var globalStop = (thisLineTop / height) + (lineStop * gradStopLineHeight); + // Prevent color stop generation going backwards from floating point imprecision + var clampedStop = Math.max(lastIterationStop, globalStop); + clampedStop = Math.min(clampedStop, 1); // Cap at 1 as well for safety's sake to avoid a possible throw. + gradient.addColorStop(clampedStop, fill[j]); + lastIterationStop = clampedStop; + } + } + } + else { + // start the gradient at the center left of the canvas, and end at the center right of the canvas + gradient = context.createLinearGradient(padding, height / 2, width + padding, height / 2); + // can just evenly space out the gradients in this case, as multiple lines makes no difference + // to an even left to right gradient + var totalIterations = fill.length + 1; + var currentIteration = 1; + for (var i = 0; i < fill.length; i++) { + var stop = void 0; + if (typeof fillGradientStops[i] === 'number') { + stop = fillGradientStops[i]; + } + else { + stop = currentIteration / totalIterations; + } + gradient.addColorStop(stop, fill[i]); + currentIteration++; + } + } + return gradient; +} -/* - * @author Mat Groves - * - * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ - * for creating the original PixiJS version! - * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now - * share 4 bytes on the vertex buffer +// TODO: Prevent code duplication b/w drawGlyph & Text#updateText +/** + * Draws the glyph `metrics.text` on the given canvas. * - * Heavily inspired by LibGDX's ParticleRenderer: - * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java + * Ignored because not directly exposed. + * @ignore + * @param {HTMLCanvasElement} canvas + * @param {CanvasRenderingContext2D} context + * @param {TextMetrics} metrics + * @param {number} x + * @param {number} y + * @param {number} resolution + * @param {TextStyle} style */ +function drawGlyph(canvas, context, metrics, x, y, resolution, style) { + var char = metrics.text; + var fontProperties = metrics.fontProperties; + context.translate(x, y); + context.scale(resolution, resolution); + var tx = style.strokeThickness / 2; + var ty = -(style.strokeThickness / 2); + context.font = style.toFontString(); + context.lineWidth = style.strokeThickness; + context.textBaseline = style.textBaseline; + context.lineJoin = style.lineJoin; + context.miterLimit = style.miterLimit; + // set canvas text styles + context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics); + context.strokeStyle = style.stroke; + if (style.dropShadow) { + var dropShadowColor = style.dropShadowColor; + var rgb = utils.hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : utils.string2hex(dropShadowColor)); + var dropShadowBlur = style.dropShadowBlur * resolution; + var dropShadowDistance = style.dropShadowDistance * resolution; + context.shadowColor = "rgba(" + rgb[0] * 255 + "," + rgb[1] * 255 + "," + rgb[2] * 255 + "," + style.dropShadowAlpha + ")"; + context.shadowBlur = dropShadowBlur; + context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance; + context.shadowOffsetY = Math.sin(style.dropShadowAngle) * dropShadowDistance; + } + else { + context.shadowColor = 'black'; + context.shadowBlur = 0; + context.shadowOffsetX = 0; + context.shadowOffsetY = 0; + } + if (style.stroke && style.strokeThickness) { + context.strokeText(char, tx, ty + metrics.lineHeight - fontProperties.descent); + } + if (style.fill) { + context.fillText(char, tx, ty + metrics.lineHeight - fontProperties.descent); + } + context.setTransform(1, 0, 0, 1, 0, 0); // defaults needed for older browsers (e.g. Opera 29) + context.fillStyle = 'rgba(0, 0, 0, 0)'; +} + /** - * Renderer for Particles that is designer for speed over feature set. - * @memberof PIXI + * Ponyfill for IE because it doesn't support `Array.from` + * @param text + * @private */ -var ParticleRenderer = /** @class */ (function (_super) { - __extends(ParticleRenderer, _super); - /** - * @param renderer - The renderer this sprite batch works for. - */ - function ParticleRenderer(renderer) { - var _this = _super.call(this, renderer) || this; - // 65535 is max vertex index in the index buffer (see ParticleRenderer) - // so max number of particles is 65536 / 4 = 16384 - // and max number of element in the index buffer is 16384 * 6 = 98304 - // Creating a full index buffer, overhead is 98304 * 2 = 196Ko - // let numIndices = 98304; - _this.shader = null; - _this.properties = null; - _this.tempMatrix = new math.Matrix(); - _this.properties = [ - // verticesData - { - attributeName: 'aVertexPosition', - size: 2, - uploadFunction: _this.uploadVertices, - offset: 0, - }, - // positionData - { - attributeName: 'aPositionCoord', - size: 2, - uploadFunction: _this.uploadPosition, - offset: 0, - }, - // rotationData - { - attributeName: 'aRotation', - size: 1, - uploadFunction: _this.uploadRotation, - offset: 0, - }, - // uvsData - { - attributeName: 'aTextureCoord', - size: 2, - uploadFunction: _this.uploadUvs, - offset: 0, - }, - // tintData - { - attributeName: 'aColor', - size: 1, - type: constants.TYPES.UNSIGNED_BYTE, - uploadFunction: _this.uploadTint, - offset: 0, - } ]; - _this.shader = core.Shader.from(vertex, fragment, {}); - _this.state = core.State.for2d(); - return _this; +function splitTextToCharacters(text) { + return Array.from ? Array.from(text) : text.split(''); +} + +/** + * Processes the passed character set data and returns a flattened array of all the characters. + * + * Ignored because not directly exposed. + * @ignore + * @param {string | string[] | string[][] } chars + * @returns {string[]} the flattened array of characters + */ +function resolveCharacters(chars) { + // Split the chars string into individual characters + if (typeof chars === 'string') { + chars = [chars]; } - /** - * Renders the particle container object. - * @param container - The container to render using this ParticleRenderer. - */ - ParticleRenderer.prototype.render = function (container) { - var children = container.children; - var maxSize = container._maxSize; - var batchSize = container._batchSize; - var renderer = this.renderer; - var totalChildren = children.length; - if (totalChildren === 0) { - return; - } - else if (totalChildren > maxSize && !container.autoResize) { - totalChildren = maxSize; - } - var buffers = container._buffers; - if (!buffers) { - buffers = container._buffers = this.generateBuffers(container); - } - var baseTexture = children[0]._texture.baseTexture; - var premultiplied = baseTexture.alphaMode > 0; - // if the uvs have not updated then no point rendering just yet! - this.state.blendMode = utils.correctBlendMode(container.blendMode, premultiplied); - renderer.state.set(this.state); - var gl = renderer.gl; - var m = container.worldTransform.copyTo(this.tempMatrix); - m.prepend(renderer.globalUniforms.uniforms.projectionMatrix); - this.shader.uniforms.translationMatrix = m.toArray(true); - this.shader.uniforms.uColor = utils.premultiplyRgba(container.tintRgb, container.worldAlpha, this.shader.uniforms.uColor, premultiplied); - this.shader.uniforms.uSampler = baseTexture; - this.renderer.shader.bind(this.shader); - var updateStatic = false; - // now lets upload and render the buffers.. - for (var i = 0, j = 0; i < totalChildren; i += batchSize, j += 1) { - var amount = (totalChildren - i); - if (amount > batchSize) { - amount = batchSize; + // Handle an array of characters+ranges + var result = []; + for (var i = 0, j = chars.length; i < j; i++) { + var item = chars[i]; + // Handle range delimited by start/end chars + if (Array.isArray(item)) { + if (item.length !== 2) { + throw new Error("[BitmapFont]: Invalid character range length, expecting 2 got " + item.length + "."); } - if (j >= buffers.length) { - buffers.push(this._generateOneMoreBuffer(container)); + var startCode = item[0].charCodeAt(0); + var endCode = item[1].charCodeAt(0); + if (endCode < startCode) { + throw new Error('[BitmapFont]: Invalid character range.'); } - var buffer = buffers[j]; - // we always upload the dynamic - buffer.uploadDynamic(children, i, amount); - var bid = container._bufferUpdateIDs[j] || 0; - updateStatic = updateStatic || (buffer._updateID < bid); - // we only upload the static content when we have to! - if (updateStatic) { - buffer._updateID = container._updateID; - buffer.uploadStatic(children, i, amount); + for (var i_1 = startCode, j_1 = endCode; i_1 <= j_1; i_1++) { + result.push(String.fromCharCode(i_1)); } - // bind the buffer - renderer.geometry.bind(buffer.geometry); - gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0); } - }; - /** - * Creates one particle buffer for each child in the container we want to render and updates internal properties. - * @param container - The container to render using this ParticleRenderer - * @returns - The buffers - */ - ParticleRenderer.prototype.generateBuffers = function (container) { - var buffers = []; - var size = container._maxSize; - var batchSize = container._batchSize; - var dynamicPropertyFlags = container._properties; - for (var i = 0; i < size; i += batchSize) { - buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize)); + // Handle a character set string + else { + result.push.apply(result, splitTextToCharacters(item)); } - return buffers; - }; - /** - * Creates one more particle buffer, because container has autoResize feature. - * @param container - The container to render using this ParticleRenderer - * @returns - The generated buffer - */ - ParticleRenderer.prototype._generateOneMoreBuffer = function (container) { - var batchSize = container._batchSize; - var dynamicPropertyFlags = container._properties; - return new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize); - }; + } + if (result.length === 0) { + throw new Error('[BitmapFont]: Empty set when resolving characters.'); + } + return result; +} + +/** + * Ponyfill for IE because it doesn't support `codePointAt` + * @param str + * @private + */ +function extractCharCode(str) { + return str.codePointAt ? str.codePointAt(0) : str.charCodeAt(0); +} + +/** + * BitmapFont represents a typeface available for use with the BitmapText class. Use the `install` + * method for adding a font to be used. + * @memberof PIXI + */ +var BitmapFont = /** @class */ (function () { /** - * Uploads the vertices. - * @param children - the array of sprites to render - * @param startIndex - the index to start from in the children array - * @param amount - the amount of children that will have their vertices uploaded - * @param array - The vertices to upload. - * @param stride - Stride to use for iteration. - * @param offset - Offset to start at. + * @param data + * @param textures + * @param ownsTextures - Setting to `true` will destroy page textures + * when the font is uninstalled. */ - ParticleRenderer.prototype.uploadVertices = function (children, startIndex, amount, array, stride, offset) { - var w0 = 0; - var w1 = 0; - var h0 = 0; - var h1 = 0; - for (var i = 0; i < amount; ++i) { - var sprite = children[startIndex + i]; - var texture = sprite._texture; - var sx = sprite.scale.x; - var sy = sprite.scale.y; - var trim = texture.trim; - var orig = texture.orig; - if (trim) { - // if the sprite is trimmed and is not a tilingsprite then we need to add the - // extra space before transforming the sprite coords.. - w1 = trim.x - (sprite.anchor.x * orig.width); - w0 = w1 + trim.width; - h1 = trim.y - (sprite.anchor.y * orig.height); - h0 = h1 + trim.height; + function BitmapFont(data, textures, ownsTextures) { + var _a, _b; + var info = data.info[0]; + var common = data.common[0]; + var page = data.page[0]; + var distanceField = data.distanceField[0]; + var res = utils.getResolutionOfUrl(page.file); + var pageTextures = {}; + this._ownsTextures = ownsTextures; + this.font = info.face; + this.size = info.size; + this.lineHeight = common.lineHeight / res; + this.chars = {}; + this.pageTextures = pageTextures; + // Convert the input Texture, Textures or object + // into a page Texture lookup by "id" + for (var i = 0; i < data.page.length; i++) { + var _c = data.page[i], id = _c.id, file = _c.file; + pageTextures[id] = textures instanceof Array + ? textures[i] : textures[file]; + // only MSDF and SDF fonts need no-premultiplied-alpha + if ((distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) && distanceField.fieldType !== 'none') { + pageTextures[id].baseTexture.alphaMode = constants.ALPHA_MODES.NO_PREMULTIPLIED_ALPHA; + pageTextures[id].baseTexture.mipmap = constants.MIPMAP_MODES.OFF; } - else { - w0 = (orig.width) * (1 - sprite.anchor.x); - w1 = (orig.width) * -sprite.anchor.x; - h0 = orig.height * (1 - sprite.anchor.y); - h1 = orig.height * -sprite.anchor.y; + } + // parse letters + for (var i = 0; i < data.char.length; i++) { + var _d = data.char[i], id = _d.id, page_1 = _d.page; + var _e = data.char[i], x = _e.x, y = _e.y, width = _e.width, height = _e.height, xoffset = _e.xoffset, yoffset = _e.yoffset, xadvance = _e.xadvance; + x /= res; + y /= res; + width /= res; + height /= res; + xoffset /= res; + yoffset /= res; + xadvance /= res; + var rect = new math.Rectangle(x + (pageTextures[page_1].frame.x / res), y + (pageTextures[page_1].frame.y / res), width, height); + this.chars[id] = { + xOffset: xoffset, + yOffset: yoffset, + xAdvance: xadvance, + kerning: {}, + texture: new core.Texture(pageTextures[page_1].baseTexture, rect), + page: page_1, + }; + } + // parse kernings + for (var i = 0; i < data.kerning.length; i++) { + var _f = data.kerning[i], first = _f.first, second = _f.second, amount = _f.amount; + first /= res; + second /= res; + amount /= res; + if (this.chars[second]) { + this.chars[second].kerning[first] = amount; } - array[offset] = w1 * sx; - array[offset + 1] = h1 * sy; - array[offset + stride] = w0 * sx; - array[offset + stride + 1] = h1 * sy; - array[offset + (stride * 2)] = w0 * sx; - array[offset + (stride * 2) + 1] = h0 * sy; - array[offset + (stride * 3)] = w1 * sx; - array[offset + (stride * 3) + 1] = h0 * sy; - offset += stride * 4; } + // Store distance field information + this.distanceFieldRange = distanceField === null || distanceField === void 0 ? void 0 : distanceField.distanceRange; + this.distanceFieldType = (_b = (_a = distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) === null || _a === void 0 ? void 0 : _a.toLowerCase()) !== null && _b !== void 0 ? _b : 'none'; + } + /** Remove references to created glyph textures. */ + BitmapFont.prototype.destroy = function () { + for (var id in this.chars) { + this.chars[id].texture.destroy(); + this.chars[id].texture = null; + } + for (var id in this.pageTextures) { + if (this._ownsTextures) { + this.pageTextures[id].destroy(true); + } + this.pageTextures[id] = null; + } + // Set readonly null. + this.chars = null; + this.pageTextures = null; }; /** - * Uploads the position. - * @param children - the array of sprites to render - * @param startIndex - the index to start from in the children array - * @param amount - the amount of children that will have their positions uploaded - * @param array - The vertices to upload. - * @param stride - Stride to use for iteration. - * @param offset - Offset to start at. + * Register a new bitmap font. + * @param data - The + * characters map that could be provided as xml or raw string. + * @param textures - List of textures for each page. + * @param ownsTextures - Set to `true` to destroy page textures + * when the font is uninstalled. By default fonts created with + * `BitmapFont.from` or from the `BitmapFontLoader` are `true`. + * @returns {PIXI.BitmapFont} Result font object with font, size, lineHeight + * and char fields. */ - ParticleRenderer.prototype.uploadPosition = function (children, startIndex, amount, array, stride, offset) { - for (var i = 0; i < amount; i++) { - var spritePosition = children[startIndex + i].position; - array[offset] = spritePosition.x; - array[offset + 1] = spritePosition.y; - array[offset + stride] = spritePosition.x; - array[offset + stride + 1] = spritePosition.y; - array[offset + (stride * 2)] = spritePosition.x; - array[offset + (stride * 2) + 1] = spritePosition.y; - array[offset + (stride * 3)] = spritePosition.x; - array[offset + (stride * 3) + 1] = spritePosition.y; - offset += stride * 4; + BitmapFont.install = function (data, textures, ownsTextures) { + var fontData; + if (data instanceof BitmapFontData) { + fontData = data; + } + else { + var format = autoDetectFormat(data); + if (!format) { + throw new Error('Unrecognized data format for font.'); + } + fontData = format.parse(data); + } + // Single texture, convert to list + if (textures instanceof core.Texture) { + textures = [textures]; } + var font = new BitmapFont(fontData, textures, ownsTextures); + BitmapFont.available[font.font] = font; + return font; }; /** - * Uploads the rotation. - * @param children - the array of sprites to render - * @param startIndex - the index to start from in the children array - * @param amount - the amount of children that will have their rotation uploaded - * @param array - The vertices to upload. - * @param stride - Stride to use for iteration. - * @param offset - Offset to start at. + * Remove bitmap font by name. + * @param name - Name of the font to uninstall. */ - ParticleRenderer.prototype.uploadRotation = function (children, startIndex, amount, array, stride, offset) { - for (var i = 0; i < amount; i++) { - var spriteRotation = children[startIndex + i].rotation; - array[offset] = spriteRotation; - array[offset + stride] = spriteRotation; - array[offset + (stride * 2)] = spriteRotation; - array[offset + (stride * 3)] = spriteRotation; - offset += stride * 4; + BitmapFont.uninstall = function (name) { + var font = BitmapFont.available[name]; + if (!font) { + throw new Error("No font found named '" + name + "'"); } + font.destroy(); + delete BitmapFont.available[name]; }; /** - * Uploads the UVs. - * @param children - the array of sprites to render - * @param startIndex - the index to start from in the children array - * @param amount - the amount of children that will have their rotation uploaded - * @param array - The vertices to upload. - * @param stride - Stride to use for iteration. - * @param offset - Offset to start at. + * Generates a bitmap-font for the given style and character set. This does not support + * kernings yet. With `style` properties, only the following non-layout properties are used: + * + * - {@link PIXI.TextStyle#dropShadow|dropShadow} + * - {@link PIXI.TextStyle#dropShadowDistance|dropShadowDistance} + * - {@link PIXI.TextStyle#dropShadowColor|dropShadowColor} + * - {@link PIXI.TextStyle#dropShadowBlur|dropShadowBlur} + * - {@link PIXI.TextStyle#dropShadowAngle|dropShadowAngle} + * - {@link PIXI.TextStyle#fill|fill} + * - {@link PIXI.TextStyle#fillGradientStops|fillGradientStops} + * - {@link PIXI.TextStyle#fillGradientType|fillGradientType} + * - {@link PIXI.TextStyle#fontFamily|fontFamily} + * - {@link PIXI.TextStyle#fontSize|fontSize} + * - {@link PIXI.TextStyle#fontVariant|fontVariant} + * - {@link PIXI.TextStyle#fontWeight|fontWeight} + * - {@link PIXI.TextStyle#lineJoin|lineJoin} + * - {@link PIXI.TextStyle#miterLimit|miterLimit} + * - {@link PIXI.TextStyle#stroke|stroke} + * - {@link PIXI.TextStyle#strokeThickness|strokeThickness} + * - {@link PIXI.TextStyle#textBaseline|textBaseline} + * @param name - The name of the custom font to use with BitmapText. + * @param textStyle - Style options to render with BitmapFont. + * @param options - Setup options for font or name of the font. + * @param {string|string[]|string[][]} [options.chars=PIXI.BitmapFont.ALPHANUMERIC] - characters included + * in the font set. You can also use ranges. For example, `[['a', 'z'], ['A', 'Z'], "!@#$%^&*()~{}[] "]`. + * Don't forget to include spaces ' ' in your character set! + * @param {number} [options.resolution=1] - Render resolution for glyphs. + * @param {number} [options.textureWidth=512] - Optional width of atlas, smaller values to reduce memory. + * @param {number} [options.textureHeight=512] - Optional height of atlas, smaller values to reduce memory. + * @param {number} [options.padding=4] - Padding between glyphs on texture atlas. + * @returns Font generated by style options. + * @example + * PIXI.BitmapFont.from("TitleFont", { + * fontFamily: "Arial", + * fontSize: 12, + * strokeThickness: 2, + * fill: "purple" + * }); + * + * const title = new PIXI.BitmapText("This is the title", { fontName: "TitleFont" }); */ - ParticleRenderer.prototype.uploadUvs = function (children, startIndex, amount, array, stride, offset) { - for (var i = 0; i < amount; ++i) { - var textureUvs = children[startIndex + i]._texture._uvs; - if (textureUvs) { - array[offset] = textureUvs.x0; - array[offset + 1] = textureUvs.y0; - array[offset + stride] = textureUvs.x1; - array[offset + stride + 1] = textureUvs.y1; - array[offset + (stride * 2)] = textureUvs.x2; - array[offset + (stride * 2) + 1] = textureUvs.y2; - array[offset + (stride * 3)] = textureUvs.x3; - array[offset + (stride * 3) + 1] = textureUvs.y3; - offset += stride * 4; + BitmapFont.from = function (name, textStyle, options) { + if (!name) { + throw new Error('[BitmapFont] Property `name` is required.'); + } + var _a = Object.assign({}, BitmapFont.defaultOptions, options), chars = _a.chars, padding = _a.padding, resolution = _a.resolution, textureWidth = _a.textureWidth, textureHeight = _a.textureHeight; + var charsList = resolveCharacters(chars); + var style = textStyle instanceof text.TextStyle ? textStyle : new text.TextStyle(textStyle); + var lineWidth = textureWidth; + var fontData = new BitmapFontData(); + fontData.info[0] = { + face: style.fontFamily, + size: style.fontSize, + }; + fontData.common[0] = { + lineHeight: style.fontSize, + }; + var positionX = 0; + var positionY = 0; + var canvas; + var context; + var baseTexture; + var maxCharHeight = 0; + var textures = []; + for (var i = 0; i < charsList.length; i++) { + if (!canvas) { + canvas = settings.settings.ADAPTER.createCanvas(); + canvas.width = textureWidth; + canvas.height = textureHeight; + context = canvas.getContext('2d'); + baseTexture = new core.BaseTexture(canvas, { resolution: resolution }); + textures.push(new core.Texture(baseTexture)); + fontData.page.push({ + id: textures.length - 1, + file: '', + }); } - else { - // TODO you know this can be easier! - array[offset] = 0; - array[offset + 1] = 0; - array[offset + stride] = 0; - array[offset + stride + 1] = 0; - array[offset + (stride * 2)] = 0; - array[offset + (stride * 2) + 1] = 0; - array[offset + (stride * 3)] = 0; - array[offset + (stride * 3) + 1] = 0; - offset += stride * 4; + // Measure glyph dimensions + var character = charsList[i]; + var metrics = text.TextMetrics.measureText(character, style, false, canvas); + var width = metrics.width; + var height = Math.ceil(metrics.height); + // This is ugly - but italics are given more space so they don't overlap + var textureGlyphWidth = Math.ceil((style.fontStyle === 'italic' ? 2 : 1) * width); + // Can't fit char anymore: next canvas please! + if (positionY >= textureHeight - (height * resolution)) { + if (positionY === 0) { + // We don't want user debugging an infinite loop (or do we? :) + throw new Error("[BitmapFont] textureHeight " + textureHeight + "px is too small " + + ("(fontFamily: '" + style.fontFamily + "', fontSize: " + style.fontSize + "px, char: '" + character + "')")); + } + --i; + // Create new atlas once current has filled up + canvas = null; + context = null; + baseTexture = null; + positionY = 0; + positionX = 0; + maxCharHeight = 0; + continue; } + maxCharHeight = Math.max(height + metrics.fontProperties.descent, maxCharHeight); + // Wrap line once full row has been rendered + if ((textureGlyphWidth * resolution) + positionX >= lineWidth) { + if (positionX === 0) { + // Avoid infinite loop (There can be some very wide char like '\uFDFD'!) + throw new Error("[BitmapFont] textureWidth " + textureWidth + "px is too small " + + ("(fontFamily: '" + style.fontFamily + "', fontSize: " + style.fontSize + "px, char: '" + character + "')")); + } + --i; + positionY += maxCharHeight * resolution; + positionY = Math.ceil(positionY); + positionX = 0; + maxCharHeight = 0; + continue; + } + drawGlyph(canvas, context, metrics, positionX, positionY, resolution, style); + // Unique (numeric) ID mapping to this glyph + var id = extractCharCode(metrics.text); + // Create a texture holding just the glyph + fontData.char.push({ + id: id, + page: textures.length - 1, + x: positionX / resolution, + y: positionY / resolution, + width: textureGlyphWidth, + height: height, + xoffset: 0, + yoffset: 0, + xadvance: Math.ceil(width + - (style.dropShadow ? style.dropShadowDistance : 0) + - (style.stroke ? style.strokeThickness : 0)), + }); + positionX += (textureGlyphWidth + (2 * padding)) * resolution; + positionX = Math.ceil(positionX); } - }; - /** - * Uploads the tint. - * @param children - the array of sprites to render - * @param startIndex - the index to start from in the children array - * @param amount - the amount of children that will have their rotation uploaded - * @param array - The vertices to upload. - * @param stride - Stride to use for iteration. - * @param offset - Offset to start at. - */ - ParticleRenderer.prototype.uploadTint = function (children, startIndex, amount, array, stride, offset) { - for (var i = 0; i < amount; ++i) { - var sprite = children[startIndex + i]; - var premultiplied = sprite._texture.baseTexture.alphaMode > 0; - var alpha = sprite.alpha; - // we dont call extra function if alpha is 1.0, that's faster - var argb = alpha < 1.0 && premultiplied - ? utils.premultiplyTint(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24); - array[offset] = argb; - array[offset + stride] = argb; - array[offset + (stride * 2)] = argb; - array[offset + (stride * 3)] = argb; - offset += stride * 4; - } - }; - /** Destroys the ParticleRenderer. */ - ParticleRenderer.prototype.destroy = function () { - _super.prototype.destroy.call(this); - if (this.shader) { - this.shader.destroy(); - this.shader = null; + // Brute-force kerning info, this can be expensive b/c it's an O(n²), + // but we're using measureText which is native and fast. + for (var i = 0, len = charsList.length; i < len; i++) { + var first = charsList[i]; + for (var j = 0; j < len; j++) { + var second = charsList[j]; + var c1 = context.measureText(first).width; + var c2 = context.measureText(second).width; + var total = context.measureText(first + second).width; + var amount = total - (c1 + c2); + if (amount) { + fontData.kerning.push({ + first: extractCharCode(first), + second: extractCharCode(second), + amount: amount, + }); + } + } } - this.tempMatrix = null; + var font = new BitmapFont(fontData, textures, true); + // Make it easier to replace a font + if (BitmapFont.available[name] !== undefined) { + BitmapFont.uninstall(name); + } + BitmapFont.available[name] = font; + return font; }; - /** @ignore */ - ParticleRenderer.extension = { - name: 'particle', - type: core.ExtensionType.RendererPlugin, + /** + * This character set includes all the letters in the alphabet (both lower- and upper- case). + * @type {string[][]} + * @example + * BitmapFont.from("ExampleFont", style, { chars: BitmapFont.ALPHA }) + */ + BitmapFont.ALPHA = [['a', 'z'], ['A', 'Z'], ' ']; + /** + * This character set includes all decimal digits (from 0 to 9). + * @type {string[][]} + * @example + * BitmapFont.from("ExampleFont", style, { chars: BitmapFont.NUMERIC }) + */ + BitmapFont.NUMERIC = [['0', '9']]; + /** + * This character set is the union of `BitmapFont.ALPHA` and `BitmapFont.NUMERIC`. + * @type {string[][]} + */ + BitmapFont.ALPHANUMERIC = [['a', 'z'], ['A', 'Z'], ['0', '9'], ' ']; + /** + * This character set consists of all the ASCII table. + * @member {string[][]} + * @see http://www.asciitable.com/ + */ + BitmapFont.ASCII = [[' ', '~']]; + /** + * Collection of default options when using `BitmapFont.from`. + * @property {number} [resolution=1] - + * @property {number} [textureWidth=512] - + * @property {number} [textureHeight=512] - + * @property {number} [padding=4] - + * @property {string|string[]|string[][]} chars = PIXI.BitmapFont.ALPHANUMERIC + */ + BitmapFont.defaultOptions = { + resolution: 1, + textureWidth: 512, + textureHeight: 512, + padding: 4, + chars: BitmapFont.ALPHANUMERIC, }; - return ParticleRenderer; -}(core.ObjectRenderer)); - -exports.ParticleContainer = ParticleContainer; -exports.ParticleRenderer = ParticleRenderer; - - -},{"@pixi/constants":10,"@pixi/core":27,"@pixi/display":28,"@pixi/math":39,"@pixi/utils":22}],46:[function(require,module,exports){ -/*! - * @pixi/prepare - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/prepare is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -var settings = require('@pixi/settings'); -var core = require('@pixi/core'); -var graphics = require('@pixi/graphics'); -var ticker = require('@pixi/ticker'); -var display = require('@pixi/display'); -var text = require('@pixi/text'); -var utils = require('@pixi/utils'); + /** Collection of available/installed fonts. */ + BitmapFont.available = {}; + return BitmapFont; +}()); -/** - * Default number of uploads per frame using prepare plugin. - * @static - * @memberof PIXI.settings - * @name UPLOADS_PER_FRAME - * @type {number} - * @default 4 - */ -settings.settings.UPLOADS_PER_FRAME = 4; +var msdfFrag = "// Pixi texture info\r\nvarying vec2 vTextureCoord;\r\nuniform sampler2D uSampler;\r\n\r\n// Tint\r\nuniform vec4 uColor;\r\n\r\n// on 2D applications fwidth is screenScale / glyphAtlasScale * distanceFieldRange\r\nuniform float uFWidth;\r\n\r\nvoid main(void) {\r\n\r\n // To stack MSDF and SDF we need a non-pre-multiplied-alpha texture.\r\n vec4 texColor = texture2D(uSampler, vTextureCoord);\r\n\r\n // MSDF\r\n float median = texColor.r + texColor.g + texColor.b -\r\n min(texColor.r, min(texColor.g, texColor.b)) -\r\n max(texColor.r, max(texColor.g, texColor.b));\r\n // SDF\r\n median = min(median, texColor.a);\r\n\r\n float screenPxDistance = uFWidth * (median - 0.5);\r\n float alpha = clamp(screenPxDistance + 0.5, 0.0, 1.0);\r\n if (median < 0.01) {\r\n alpha = 0.0;\r\n } else if (median > 0.99) {\r\n alpha = 1.0;\r\n }\r\n\r\n // NPM Textures, NPM outputs\r\n gl_FragColor = vec4(uColor.rgb, uColor.a * alpha);\r\n\r\n}\r\n"; -/*! ***************************************************************************** -Copyright (c) Microsoft Corporation. - -Permission to use, copy, modify, and/or distribute this software for any -purpose with or without fee is hereby granted. - -THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH -REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY -AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, -INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM -LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR -OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR -PERFORMANCE OF THIS SOFTWARE. -***************************************************************************** */ -/* global Reflect, Promise */ - -var extendStatics = function(d, b) { - extendStatics = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics(d, b); -}; - -function __extends(d, b) { - extendStatics(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); -} +var msdfVert = "// Mesh material default fragment\r\nattribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\n\r\nuniform mat3 projectionMatrix;\r\nuniform mat3 translationMatrix;\r\nuniform mat3 uTextureMatrix;\r\n\r\nvarying vec2 vTextureCoord;\r\n\r\nvoid main(void)\r\n{\r\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n\r\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\r\n}\r\n"; +// If we ever need more than two pools, please make a Dict or something better. +var pageMeshDataDefaultPageMeshData = []; +var pageMeshDataMSDFPageMeshData = []; +var charRenderDataPool = []; /** - * CountLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified - * number of items per frame. + * A BitmapText object will create a line or multiple lines of text using bitmap font. + * + * The primary advantage of this class over Text is that all of your textures are pre-generated and loading, + * meaning that rendering is fast, and changing text has no performance implications. + * + * Supporting character sets other than latin, such as CJK languages, may be impractical due to the number of characters. + * + * To split a line you can use '\n', '\r' or '\r\n' in your string. + * + * PixiJS can auto-generate fonts on-the-fly using BitmapFont or use fnt files provided by: + * http://www.angelcode.com/products/bmfont/ for Windows or + * http://www.bmglyph.com/ for Mac. + * + * You can also use SDF, MSDF and MTSDF BitmapFonts for vector-like scaling appearance provided by: + * https://github.com/soimy/msdf-bmfont-xml for SDF and MSDF fnt files or + * https://github.com/Chlumsky/msdf-atlas-gen for SDF, MSDF and MTSDF json files + * + * A BitmapText can only be created when the font is loaded. + * + * ```js + * // in this case the font is in a file called 'desyrel.fnt' + * let bitmapText = new PIXI.BitmapText("text using a fancy font!", { + * fontName: "Desyrel", + * fontSize: 35, + * align: "right" + * }); + * ``` * @memberof PIXI */ -var CountLimiter = /** @class */ (function () { +var BitmapText = /** @class */ (function (_super) { + __extends(BitmapText, _super); /** - * @param maxItemsPerFrame - The maximum number of items that can be prepared each frame. + * @param text - A string that you would like the text to display. + * @param style - The style parameters. + * @param {string} style.fontName - The installed BitmapFont name. + * @param {number} [style.fontSize] - The size of the font in pixels, e.g. 24. If undefined, + *. this will default to the BitmapFont size. + * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center', 'right' or 'justify'), + * does not affect single line text. + * @param {number} [style.tint=0xFFFFFF] - The tint color. + * @param {number} [style.letterSpacing=0] - The amount of spacing between letters. + * @param {number} [style.maxWidth=0] - The max width of the text before line wrapping. */ - function CountLimiter(maxItemsPerFrame) { - this.maxItemsPerFrame = maxItemsPerFrame; - this.itemsLeft = 0; + function BitmapText(text, style) { + if (style === void 0) { style = {}; } + var _this = _super.call(this) || this; + /** + * Private tracker for the current tint. + * @private + */ + _this._tint = 0xFFFFFF; + // Apply the defaults + var _a = Object.assign({}, BitmapText.styleDefaults, style), align = _a.align, tint = _a.tint, maxWidth = _a.maxWidth, letterSpacing = _a.letterSpacing, fontName = _a.fontName, fontSize = _a.fontSize; + if (!BitmapFont.available[fontName]) { + throw new Error("Missing BitmapFont \"" + fontName + "\""); + } + _this._activePagesMeshData = []; + _this._textWidth = 0; + _this._textHeight = 0; + _this._align = align; + _this._tint = tint; + _this._font = undefined; + _this._fontName = fontName; + _this._fontSize = fontSize; + _this.text = text; + _this._maxWidth = maxWidth; + _this._maxLineHeight = 0; + _this._letterSpacing = letterSpacing; + _this._anchor = new math.ObservablePoint(function () { _this.dirty = true; }, _this, 0, 0); + _this._roundPixels = settings.settings.ROUND_PIXELS; + _this.dirty = true; + _this._resolution = settings.settings.RESOLUTION; + _this._autoResolution = true; + _this._textureCache = {}; + return _this; } - /** Resets any counting properties to start fresh on a new frame. */ - CountLimiter.prototype.beginFrame = function () { - this.itemsLeft = this.maxItemsPerFrame; - }; - /** - * Checks to see if another item can be uploaded. This should only be called once per item. - * @returns If the item is allowed to be uploaded. - */ - CountLimiter.prototype.allowedToUpload = function () { - return this.itemsLeft-- > 0; - }; - return CountLimiter; -}()); - -/** - * Built-in hook to find multiple textures from objects like AnimatedSprites. - * @private - * @param item - Display object to check - * @param queue - Collection of items to upload - * @returns If a PIXI.Texture object was found. - */ -function findMultipleBaseTextures(item, queue) { - var result = false; - // Objects with multiple textures - if (item && item._textures && item._textures.length) { - for (var i = 0; i < item._textures.length; i++) { - if (item._textures[i] instanceof core.Texture) { - var baseTexture = item._textures[i].baseTexture; - if (queue.indexOf(baseTexture) === -1) { - queue.push(baseTexture); - result = true; + /** Renders text and updates it when needed. This should only be called if the BitmapFont is regenerated. */ + BitmapText.prototype.updateText = function () { + var _a; + var data = BitmapFont.available[this._fontName]; + var fontSize = this.fontSize; + var scale = fontSize / data.size; + var pos = new math.Point(); + var chars = []; + var lineWidths = []; + var lineSpaces = []; + var text = this._text.replace(/(?:\r\n|\r)/g, '\n') || ' '; + var charsInput = splitTextToCharacters(text); + var maxWidth = this._maxWidth * data.size / fontSize; + var pageMeshDataPool = data.distanceFieldType === 'none' + ? pageMeshDataDefaultPageMeshData : pageMeshDataMSDFPageMeshData; + var prevCharCode = null; + var lastLineWidth = 0; + var maxLineWidth = 0; + var line = 0; + var lastBreakPos = -1; + var lastBreakWidth = 0; + var spacesRemoved = 0; + var maxLineHeight = 0; + var spaceCount = 0; + for (var i = 0; i < charsInput.length; i++) { + var char = charsInput[i]; + var charCode = extractCharCode(char); + if ((/(?:\s)/).test(char)) { + lastBreakPos = i; + lastBreakWidth = lastLineWidth; + spaceCount++; + } + if (char === '\r' || char === '\n') { + lineWidths.push(lastLineWidth); + lineSpaces.push(-1); + maxLineWidth = Math.max(maxLineWidth, lastLineWidth); + ++line; + ++spacesRemoved; + pos.x = 0; + pos.y += data.lineHeight; + prevCharCode = null; + spaceCount = 0; + continue; + } + var charData = data.chars[charCode]; + if (!charData) { + continue; + } + if (prevCharCode && charData.kerning[prevCharCode]) { + pos.x += charData.kerning[prevCharCode]; + } + var charRenderData = charRenderDataPool.pop() || { + texture: core.Texture.EMPTY, + line: 0, + charCode: 0, + prevSpaces: 0, + position: new math.Point(), + }; + charRenderData.texture = charData.texture; + charRenderData.line = line; + charRenderData.charCode = charCode; + charRenderData.position.x = pos.x + charData.xOffset + (this._letterSpacing / 2); + charRenderData.position.y = pos.y + charData.yOffset; + charRenderData.prevSpaces = spaceCount; + chars.push(charRenderData); + lastLineWidth = charRenderData.position.x + + Math.max(charData.xAdvance - charData.xOffset, charData.texture.orig.width); + pos.x += charData.xAdvance + this._letterSpacing; + maxLineHeight = Math.max(maxLineHeight, (charData.yOffset + charData.texture.height)); + prevCharCode = charCode; + if (lastBreakPos !== -1 && maxWidth > 0 && pos.x > maxWidth) { + ++spacesRemoved; + utils.removeItems(chars, 1 + lastBreakPos - spacesRemoved, 1 + i - lastBreakPos); + i = lastBreakPos; + lastBreakPos = -1; + lineWidths.push(lastBreakWidth); + lineSpaces.push(chars.length > 0 ? chars[chars.length - 1].prevSpaces : 0); + maxLineWidth = Math.max(maxLineWidth, lastBreakWidth); + line++; + pos.x = 0; + pos.y += data.lineHeight; + prevCharCode = null; + spaceCount = 0; + } + } + var lastChar = charsInput[charsInput.length - 1]; + if (lastChar !== '\r' && lastChar !== '\n') { + if ((/(?:\s)/).test(lastChar)) { + lastLineWidth = lastBreakWidth; + } + lineWidths.push(lastLineWidth); + maxLineWidth = Math.max(maxLineWidth, lastLineWidth); + lineSpaces.push(-1); + } + var lineAlignOffsets = []; + for (var i = 0; i <= line; i++) { + var alignOffset = 0; + if (this._align === 'right') { + alignOffset = maxLineWidth - lineWidths[i]; + } + else if (this._align === 'center') { + alignOffset = (maxLineWidth - lineWidths[i]) / 2; + } + else if (this._align === 'justify') { + alignOffset = lineSpaces[i] < 0 ? 0 : (maxLineWidth - lineWidths[i]) / lineSpaces[i]; + } + lineAlignOffsets.push(alignOffset); + } + var lenChars = chars.length; + var pagesMeshData = {}; + var newPagesMeshData = []; + var activePagesMeshData = this._activePagesMeshData; + pageMeshDataPool.push.apply(pageMeshDataPool, activePagesMeshData); + for (var i = 0; i < lenChars; i++) { + var texture = chars[i].texture; + var baseTextureUid = texture.baseTexture.uid; + if (!pagesMeshData[baseTextureUid]) { + var pageMeshData = pageMeshDataPool.pop(); + if (!pageMeshData) { + var geometry = new mesh.MeshGeometry(); + var material = void 0; + var meshBlendMode = void 0; + if (data.distanceFieldType === 'none') { + material = new mesh.MeshMaterial(core.Texture.EMPTY); + meshBlendMode = constants.BLEND_MODES.NORMAL; + } + else { + material = new mesh.MeshMaterial(core.Texture.EMPTY, { program: core.Program.from(msdfVert, msdfFrag), uniforms: { uFWidth: 0 } }); + meshBlendMode = constants.BLEND_MODES.NORMAL_NPM; + } + var mesh$1 = new mesh.Mesh(geometry, material); + mesh$1.blendMode = meshBlendMode; + pageMeshData = { + index: 0, + indexCount: 0, + vertexCount: 0, + uvsCount: 0, + total: 0, + mesh: mesh$1, + vertices: null, + uvs: null, + indices: null, + }; } + // reset data.. + pageMeshData.index = 0; + pageMeshData.indexCount = 0; + pageMeshData.vertexCount = 0; + pageMeshData.uvsCount = 0; + pageMeshData.total = 0; + // TODO need to get page texture here somehow.. + var _textureCache = this._textureCache; + _textureCache[baseTextureUid] = _textureCache[baseTextureUid] || new core.Texture(texture.baseTexture); + pageMeshData.mesh.texture = _textureCache[baseTextureUid]; + pageMeshData.mesh.tint = this._tint; + newPagesMeshData.push(pageMeshData); + pagesMeshData[baseTextureUid] = pageMeshData; } + pagesMeshData[baseTextureUid].total++; } - } - return result; -} -/** - * Built-in hook to find BaseTextures from Texture. - * @private - * @param item - Display object to check - * @param queue - Collection of items to upload - * @returns If a PIXI.Texture object was found. - */ -function findBaseTexture(item, queue) { - if (item.baseTexture instanceof core.BaseTexture) { - var texture = item.baseTexture; - if (queue.indexOf(texture) === -1) { - queue.push(texture); + // lets find any previously active pageMeshDatas that are no longer required for + // the updated text (if any), removed and return them to the pool. + for (var i = 0; i < activePagesMeshData.length; i++) { + if (newPagesMeshData.indexOf(activePagesMeshData[i]) === -1) { + this.removeChild(activePagesMeshData[i].mesh); + } } - return true; - } - return false; -} -/** - * Built-in hook to find textures from objects. - * @private - * @param item - Display object to check - * @param queue - Collection of items to upload - * @returns If a PIXI.Texture object was found. - */ -function findTexture(item, queue) { - if (item._texture && item._texture instanceof core.Texture) { - var texture = item._texture.baseTexture; - if (queue.indexOf(texture) === -1) { - queue.push(texture); + // next lets add any new meshes, that have not yet been added to this BitmapText + // we only add if its not already a child of this BitmapObject + for (var i = 0; i < newPagesMeshData.length; i++) { + if (newPagesMeshData[i].mesh.parent !== this) { + this.addChild(newPagesMeshData[i].mesh); + } } - return true; - } - return false; -} -/** - * Built-in hook to draw PIXI.Text to its texture. - * @private - * @param _helper - Not used by this upload handler - * @param item - Item to check - * @returns If item was uploaded. - */ -function drawText(_helper, item) { - if (item instanceof text.Text) { - // updating text will return early if it is not dirty - item.updateText(true); - return true; - } - return false; -} -/** - * Built-in hook to calculate a text style for a PIXI.Text object. - * @private - * @param _helper - Not used by this upload handler - * @param item - Item to check - * @returns If item was uploaded. - */ -function calculateTextStyle(_helper, item) { - if (item instanceof text.TextStyle) { - var font = item.toFontString(); - text.TextMetrics.measureFont(font); - return true; - } - return false; -} -/** - * Built-in hook to find Text objects. - * @private - * @param item - Display object to check - * @param queue - Collection of items to upload - * @returns if a PIXI.Text object was found. - */ -function findText(item, queue) { - if (item instanceof text.Text) { - // push the text style to prepare it - this can be really expensive - if (queue.indexOf(item.style) === -1) { - queue.push(item.style); + // active page mesh datas are set to be the new pages added. + this._activePagesMeshData = newPagesMeshData; + for (var i in pagesMeshData) { + var pageMeshData = pagesMeshData[i]; + var total = pageMeshData.total; + // lets only allocate new buffers if we can fit the new text in the current ones.. + // unless that is, we will be batching. Currently batching dose not respect the size property of mesh + if (!(((_a = pageMeshData.indices) === null || _a === void 0 ? void 0 : _a.length) > 6 * total) || pageMeshData.vertices.length < mesh.Mesh.BATCHABLE_SIZE * 2) { + pageMeshData.vertices = new Float32Array(4 * 2 * total); + pageMeshData.uvs = new Float32Array(4 * 2 * total); + pageMeshData.indices = new Uint16Array(6 * total); + } + else { + var total_1 = pageMeshData.total; + var vertices = pageMeshData.vertices; + // Clear the garbage at the end of the vertices buffer. This will prevent the bounds miscalculation. + for (var i_1 = total_1 * 4 * 2; i_1 < vertices.length; i_1++) { + vertices[i_1] = 0; + } + } + // as a buffer maybe bigger than the current word, we set the size of the meshMaterial + // to match the number of letters needed + pageMeshData.mesh.size = 6 * total; + } + for (var i = 0; i < lenChars; i++) { + var char = chars[i]; + var offset = char.position.x + (lineAlignOffsets[char.line] * (this._align === 'justify' ? char.prevSpaces : 1)); + if (this._roundPixels) { + offset = Math.round(offset); + } + var xPos = offset * scale; + var yPos = char.position.y * scale; + var texture = char.texture; + var pageMesh = pagesMeshData[texture.baseTexture.uid]; + var textureFrame = texture.frame; + var textureUvs = texture._uvs; + var index = pageMesh.index++; + pageMesh.indices[(index * 6) + 0] = 0 + (index * 4); + pageMesh.indices[(index * 6) + 1] = 1 + (index * 4); + pageMesh.indices[(index * 6) + 2] = 2 + (index * 4); + pageMesh.indices[(index * 6) + 3] = 0 + (index * 4); + pageMesh.indices[(index * 6) + 4] = 2 + (index * 4); + pageMesh.indices[(index * 6) + 5] = 3 + (index * 4); + pageMesh.vertices[(index * 8) + 0] = xPos; + pageMesh.vertices[(index * 8) + 1] = yPos; + pageMesh.vertices[(index * 8) + 2] = xPos + (textureFrame.width * scale); + pageMesh.vertices[(index * 8) + 3] = yPos; + pageMesh.vertices[(index * 8) + 4] = xPos + (textureFrame.width * scale); + pageMesh.vertices[(index * 8) + 5] = yPos + (textureFrame.height * scale); + pageMesh.vertices[(index * 8) + 6] = xPos; + pageMesh.vertices[(index * 8) + 7] = yPos + (textureFrame.height * scale); + pageMesh.uvs[(index * 8) + 0] = textureUvs.x0; + pageMesh.uvs[(index * 8) + 1] = textureUvs.y0; + pageMesh.uvs[(index * 8) + 2] = textureUvs.x1; + pageMesh.uvs[(index * 8) + 3] = textureUvs.y1; + pageMesh.uvs[(index * 8) + 4] = textureUvs.x2; + pageMesh.uvs[(index * 8) + 5] = textureUvs.y2; + pageMesh.uvs[(index * 8) + 6] = textureUvs.x3; + pageMesh.uvs[(index * 8) + 7] = textureUvs.y3; } - // also push the text object so that we can render it (to canvas/texture) if needed - if (queue.indexOf(item) === -1) { - queue.push(item); + this._textWidth = maxLineWidth * scale; + this._textHeight = (pos.y + data.lineHeight) * scale; + for (var i in pagesMeshData) { + var pageMeshData = pagesMeshData[i]; + // apply anchor + if (this.anchor.x !== 0 || this.anchor.y !== 0) { + var vertexCount = 0; + var anchorOffsetX = this._textWidth * this.anchor.x; + var anchorOffsetY = this._textHeight * this.anchor.y; + for (var i_2 = 0; i_2 < pageMeshData.total; i_2++) { + pageMeshData.vertices[vertexCount++] -= anchorOffsetX; + pageMeshData.vertices[vertexCount++] -= anchorOffsetY; + pageMeshData.vertices[vertexCount++] -= anchorOffsetX; + pageMeshData.vertices[vertexCount++] -= anchorOffsetY; + pageMeshData.vertices[vertexCount++] -= anchorOffsetX; + pageMeshData.vertices[vertexCount++] -= anchorOffsetY; + pageMeshData.vertices[vertexCount++] -= anchorOffsetX; + pageMeshData.vertices[vertexCount++] -= anchorOffsetY; + } + } + this._maxLineHeight = maxLineHeight * scale; + var vertexBuffer = pageMeshData.mesh.geometry.getBuffer('aVertexPosition'); + var textureBuffer = pageMeshData.mesh.geometry.getBuffer('aTextureCoord'); + var indexBuffer = pageMeshData.mesh.geometry.getIndex(); + vertexBuffer.data = pageMeshData.vertices; + textureBuffer.data = pageMeshData.uvs; + indexBuffer.data = pageMeshData.indices; + vertexBuffer.update(); + textureBuffer.update(); + indexBuffer.update(); } - // also push the Text's texture for upload to GPU - var texture = item._texture.baseTexture; - if (queue.indexOf(texture) === -1) { - queue.push(texture); + for (var i = 0; i < chars.length; i++) { + charRenderDataPool.push(chars[i]); } - return true; - } - return false; -} -/** - * Built-in hook to find TextStyle objects. - * @private - * @param item - Display object to check - * @param queue - Collection of items to upload - * @returns If a PIXI.TextStyle object was found. - */ -function findTextStyle(item, queue) { - if (item instanceof text.TextStyle) { - if (queue.indexOf(item) === -1) { - queue.push(item); + this._font = data; + this.dirty = false; + }; + BitmapText.prototype.updateTransform = function () { + this.validate(); + this.containerUpdateTransform(); + }; + BitmapText.prototype._render = function (renderer) { + if (this._autoResolution && this._resolution !== renderer.resolution) { + this._resolution = renderer.resolution; + this.dirty = true; } - return true; - } - return false; -} -/** - * The prepare manager provides functionality to upload content to the GPU. - * - * BasePrepare handles basic queuing functionality and is extended by - * {@link PIXI.Prepare} and {@link PIXI.CanvasPrepare} - * to provide preparation capabilities specific to their respective renderers. - * @example - * // Create a sprite - * const sprite = PIXI.Sprite.from('something.png'); - * - * // Load object into GPU - * app.renderer.plugins.prepare.upload(sprite, () => { - * - * //Texture(s) has been uploaded to GPU - * app.stage.addChild(sprite); - * - * }) - * @abstract - * @memberof PIXI - */ -var BasePrepare = /** @class */ (function () { + // Update the uniform + var _a = BitmapFont.available[this._fontName], distanceFieldRange = _a.distanceFieldRange, distanceFieldType = _a.distanceFieldType, size = _a.size; + if (distanceFieldType !== 'none') { + // Inject the shader code with the correct value + var _b = this.worldTransform, a = _b.a, b = _b.b, c = _b.c, d = _b.d; + var dx = Math.sqrt((a * a) + (b * b)); + var dy = Math.sqrt((c * c) + (d * d)); + var worldScale = (Math.abs(dx) + Math.abs(dy)) / 2; + var fontScale = this.fontSize / size; + for (var _i = 0, _c = this._activePagesMeshData; _i < _c.length; _i++) { + var mesh = _c[_i]; + mesh.mesh.shader.uniforms.uFWidth = worldScale * distanceFieldRange * fontScale * this._resolution; + } + } + _super.prototype._render.call(this, renderer); + }; /** - * @param {PIXI.AbstractRenderer} renderer - A reference to the current renderer + * Validates text before calling parent's getLocalBounds + * @returns - The rectangular bounding area */ - function BasePrepare(renderer) { - var _this = this; - this.limiter = new CountLimiter(settings.settings.UPLOADS_PER_FRAME); - this.renderer = renderer; - this.uploadHookHelper = null; - this.queue = []; - this.addHooks = []; - this.uploadHooks = []; - this.completes = []; - this.ticking = false; - this.delayedTick = function () { - // unlikely, but in case we were destroyed between tick() and delayedTick() - if (!_this.queue) { - return; - } - _this.prepareItems(); - }; - // hooks to find the correct texture - this.registerFindHook(findText); - this.registerFindHook(findTextStyle); - this.registerFindHook(findMultipleBaseTextures); - this.registerFindHook(findBaseTexture); - this.registerFindHook(findTexture); - // upload hooks - this.registerUploadHook(drawText); - this.registerUploadHook(calculateTextStyle); - } - /** @ignore */ - BasePrepare.prototype.upload = function (item, done) { - var _this = this; - if (typeof item === 'function') { - done = item; - item = null; + BitmapText.prototype.getLocalBounds = function () { + this.validate(); + return _super.prototype.getLocalBounds.call(this); + }; + /** + * Updates text when needed + * @private + */ + BitmapText.prototype.validate = function () { + var font = BitmapFont.available[this._fontName]; + if (!font) { + throw new Error("Missing BitmapFont \"" + this._fontName + "\""); } - if (done) { - utils.deprecation('6.5.0', 'BasePrepare.upload callback is deprecated, use the return Promise instead.'); + if (this._font !== font) { + this.dirty = true; } - return new Promise(function (resolve) { - // If a display object, search for items - // that we could upload - if (item) { - _this.add(item); + if (this.dirty) { + this.updateText(); + } + }; + Object.defineProperty(BitmapText.prototype, "tint", { + /** + * The tint of the BitmapText object. + * @default 0xffffff + */ + get: function () { + return this._tint; + }, + set: function (value) { + if (this._tint === value) + { return; } + this._tint = value; + for (var i = 0; i < this._activePagesMeshData.length; i++) { + this._activePagesMeshData[i].mesh.tint = value; } - // TODO: remove done callback and just use resolve - var complete = function () { - done === null || done === void 0 ? void 0 : done(); - resolve(); - }; - // Get the items for upload from the display - if (_this.queue.length) { - _this.completes.push(complete); - if (!_this.ticking) { - _this.ticking = true; - ticker.Ticker.system.addOnce(_this.tick, _this, ticker.UPDATE_PRIORITY.UTILITY); - } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "align", { + /** + * The alignment of the BitmapText object. + * @member {string} + * @default 'left' + */ + get: function () { + return this._align; + }, + set: function (value) { + if (this._align !== value) { + this._align = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "fontName", { + /** The name of the BitmapFont. */ + get: function () { + return this._fontName; + }, + set: function (value) { + if (!BitmapFont.available[value]) { + throw new Error("Missing BitmapFont \"" + value + "\""); + } + if (this._fontName !== value) { + this._fontName = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "fontSize", { + /** The size of the font to display. */ + get: function () { + var _a; + return (_a = this._fontSize) !== null && _a !== void 0 ? _a : BitmapFont.available[this._fontName].size; + }, + set: function (value) { + if (this._fontSize !== value) { + this._fontSize = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "anchor", { + /** + * The anchor sets the origin point of the text. + * + * The default is `(0,0)`, this means the text's origin is the top left. + * + * Setting the anchor to `(0.5,0.5)` means the text's origin is centered. + * + * Setting the anchor to `(1,1)` would mean the text's origin point will be the bottom right corner. + */ + get: function () { + return this._anchor; + }, + set: function (value) { + if (typeof value === 'number') { + this._anchor.set(value); } else { - complete(); + this._anchor.copyFrom(value); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "text", { + /** The text of the BitmapText object. */ + get: function () { + return this._text; + }, + set: function (text) { + text = String(text === null || text === undefined ? '' : text); + if (this._text === text) { + return; + } + this._text = text; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "maxWidth", { + /** + * The max width of this bitmap text in pixels. If the text provided is longer than the + * value provided, line breaks will be automatically inserted in the last whitespace. + * Disable by setting the value to 0. + */ + get: function () { + return this._maxWidth; + }, + set: function (value) { + if (this._maxWidth === value) { + return; + } + this._maxWidth = value; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "maxLineHeight", { + /** + * The max line height. This is useful when trying to use the total height of the Text, + * i.e. when trying to vertically align. + * @readonly + */ + get: function () { + this.validate(); + return this._maxLineHeight; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "textWidth", { + /** + * The width of the overall text, different from fontSize, + * which is defined in the style object. + * @readonly + */ + get: function () { + this.validate(); + return this._textWidth; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "letterSpacing", { + /** Additional space between characters. */ + get: function () { + return this._letterSpacing; + }, + set: function (value) { + if (this._letterSpacing !== value) { + this._letterSpacing = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "roundPixels", { + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * Advantages can include sharper image quality (like text) and faster rendering on canvas. + * The main disadvantage is movement of objects may appear less smooth. + * To set the global default, change {@link PIXI.settings.ROUND_PIXELS} + * @default PIXI.settings.ROUND_PIXELS + */ + get: function () { + return this._roundPixels; + }, + set: function (value) { + if (value !== this._roundPixels) { + this._roundPixels = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "textHeight", { + /** + * The height of the overall text, different from fontSize, + * which is defined in the style object. + * @readonly + */ + get: function () { + this.validate(); + return this._textHeight; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "resolution", { + /** + * The resolution / device pixel ratio of the canvas. + * + * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually. + * @default 1 + */ + get: function () { + return this._resolution; + }, + set: function (value) { + this._autoResolution = false; + if (this._resolution === value) { + return; } + this._resolution = value; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + BitmapText.prototype.destroy = function (options) { + var _textureCache = this._textureCache; + var data = BitmapFont.available[this._fontName]; + var pageMeshDataPool = data.distanceFieldType === 'none' + ? pageMeshDataDefaultPageMeshData : pageMeshDataMSDFPageMeshData; + pageMeshDataPool.push.apply(pageMeshDataPool, this._activePagesMeshData); + for (var _i = 0, _a = this._activePagesMeshData; _i < _a.length; _i++) { + var pageMeshData = _a[_i]; + this.removeChild(pageMeshData.mesh); + } + this._activePagesMeshData = []; + // Release references to any cached textures in page pool + pageMeshDataPool + .filter(function (page) { return _textureCache[page.mesh.texture.baseTexture.uid]; }) + .forEach(function (page) { + page.mesh.texture = core.Texture.EMPTY; }); + for (var id in _textureCache) { + var texture = _textureCache[id]; + texture.destroy(); + delete _textureCache[id]; + } + this._font = null; + this._textureCache = null; + _super.prototype.destroy.call(this, options); + }; + BitmapText.styleDefaults = { + align: 'left', + tint: 0xFFFFFF, + maxWidth: 0, + letterSpacing: 0, }; + return BitmapText; +}(display.Container)); + +/** + * {@link PIXI.Loader Loader} middleware for loading + * bitmap-based fonts suitable for using with {@link PIXI.BitmapText}. + * @memberof PIXI + */ +var BitmapFontLoader = /** @class */ (function () { + function BitmapFontLoader() { + } /** - * Handle tick update - * @private + * Called when the plugin is installed. + * @see PIXI.extensions.add */ - BasePrepare.prototype.tick = function () { - setTimeout(this.delayedTick, 0); + BitmapFontLoader.add = function () { + loaders.LoaderResource.setExtensionXhrType('fnt', loaders.LoaderResource.XHR_RESPONSE_TYPE.TEXT); }; /** - * Actually prepare items. This is handled outside of the tick because it will take a while - * and we do NOT want to block the current animation frame from rendering. - * @private + * Called after a resource is loaded. + * @see PIXI.Loader.loaderMiddleware + * @param this + * @param {PIXI.LoaderResource} resource + * @param {Function} next */ - BasePrepare.prototype.prepareItems = function () { - this.limiter.beginFrame(); - // Upload the graphics - while (this.queue.length && this.limiter.allowedToUpload()) { - var item = this.queue[0]; - var uploaded = false; - if (item && !item._destroyed) { - for (var i = 0, len = this.uploadHooks.length; i < len; i++) { - if (this.uploadHooks[i](this.uploadHookHelper, item)) { - this.queue.shift(); - uploaded = true; - break; - } - } - } - if (!uploaded) { - this.queue.shift(); - } + BitmapFontLoader.use = function (resource, next) { + var format = autoDetectFormat(resource.data); + // Resource was not recognised as any of the expected font data format + if (!format) { + next(); + return; } - // We're finished - if (!this.queue.length) { - this.ticking = false; - var completes = this.completes.slice(0); - this.completes.length = 0; - for (var i = 0, len = completes.length; i < len; i++) { - completes[i](); + var baseUrl = BitmapFontLoader.getBaseUrl(this, resource); + var data = format.parse(resource.data); + var textures = {}; + // Handle completed, when the number of textures + // load is the same number as references in the fnt file + var completed = function (page) { + textures[page.metadata.pageFile] = page.texture; + if (Object.keys(textures).length === data.page.length) { + resource.bitmapFont = BitmapFont.install(data, textures, true); + next(); + } + }; + for (var i = 0; i < data.page.length; ++i) { + var pageFile = data.page[i].file; + var url = baseUrl + pageFile; + var exists = false; + // incase the image is loaded outside + // using the same loader, resource will be available + for (var name in this.resources) { + var bitmapResource = this.resources[name]; + if (bitmapResource.url === url) { + bitmapResource.metadata.pageFile = pageFile; + if (bitmapResource.texture) { + completed(bitmapResource); + } + else { + bitmapResource.onAfterMiddleware.add(completed); + } + exists = true; + break; + } + } + // texture is not loaded, we'll attempt to add + // it to the load and add the texture to the list + if (!exists) { + // Standard loading options for images + var options = { + crossOrigin: resource.crossOrigin, + loadType: loaders.LoaderResource.LOAD_TYPE.IMAGE, + metadata: Object.assign({ pageFile: pageFile }, resource.metadata.imageMetadata), + parentResource: resource, + }; + this.add(url, options, completed); } - } - else { - // if we are not finished, on the next rAF do this again - ticker.Ticker.system.addOnce(this.tick, this, ticker.UPDATE_PRIORITY.UTILITY); } }; /** - * Adds hooks for finding items. - * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array` - * function must return `true` if it was able to add item to the queue. - * @returns Instance of plugin for chaining. + * Get folder path from a resource. + * @param loader + * @param resource */ - BasePrepare.prototype.registerFindHook = function (addHook) { - if (addHook) { - this.addHooks.push(addHook); + BitmapFontLoader.getBaseUrl = function (loader, resource) { + var resUrl = !resource.isDataUrl ? BitmapFontLoader.dirname(resource.url) : ''; + if (resource.isDataUrl) { + if (resUrl === '.') { + resUrl = ''; + } + if (loader.baseUrl && resUrl) { + // if baseurl has a trailing slash then add one to resUrl so the replace works below + if (loader.baseUrl.charAt(loader.baseUrl.length - 1) === '/') { + resUrl += '/'; + } + } } - return this; - }; - /** - * Adds hooks for uploading items. - * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and - * function must return `true` if it was able to handle upload of item. - * @returns Instance of plugin for chaining. - */ - BasePrepare.prototype.registerUploadHook = function (uploadHook) { - if (uploadHook) { - this.uploadHooks.push(uploadHook); + // remove baseUrl from resUrl + resUrl = resUrl.replace(loader.baseUrl, ''); + // if there is an resUrl now, it needs a trailing slash. Ensure that it does if the string isn't empty. + if (resUrl && resUrl.charAt(resUrl.length - 1) !== '/') { + resUrl += '/'; } - return this; + return resUrl; }; /** - * Manually add an item to the uploading queue. - * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to - * add to the queue - * @returns Instance of plugin for chaining. + * Replacement for NodeJS's path.dirname + * @param {string} url - Path to get directory for */ - BasePrepare.prototype.add = function (item) { - // Add additional hooks for finding elements on special - // types of objects that - for (var i = 0, len = this.addHooks.length; i < len; i++) { - if (this.addHooks[i](item, this.queue)) { - break; - } - } - // Get children recursively - if (item instanceof display.Container) { - for (var i = item.children.length - 1; i >= 0; i--) { - this.add(item.children[i]); - } + BitmapFontLoader.dirname = function (url) { + var dir = url + .replace(/\\/g, '/') // convert windows notation to UNIX notation, URL-safe because it's a forbidden character + .replace(/\/$/, '') // replace trailing slash + .replace(/\/[^\/]*$/, ''); // remove everything after the last + // File request is relative, use current directory + if (dir === url) { + return '.'; } - return this; - }; - /** Destroys the plugin, don't use after this. */ - BasePrepare.prototype.destroy = function () { - if (this.ticking) { - ticker.Ticker.system.remove(this.tick, this); + // Started with a slash + else if (dir === '') { + return '/'; } - this.ticking = false; - this.addHooks = null; - this.uploadHooks = null; - this.renderer = null; - this.completes = null; - this.queue = null; - this.limiter = null; - this.uploadHookHelper = null; + return dir; }; - return BasePrepare; -}()); - -/** - * Built-in hook to upload PIXI.Texture objects to the GPU. - * @private - * @param renderer - instance of the webgl renderer - * @param item - Item to check - * @returns If item was uploaded. - */ -function uploadBaseTextures(renderer, item) { - if (item instanceof core.BaseTexture) { - // if the texture already has a GL texture, then the texture has been prepared or rendered - // before now. If the texture changed, then the changer should be calling texture.update() which - // reuploads the texture without need for preparing it again - if (!item._glTextures[renderer.CONTEXT_UID]) { - renderer.texture.bind(item); - } - return true; - } - return false; -} -/** - * Built-in hook to upload PIXI.Graphics to the GPU. - * @private - * @param renderer - instance of the webgl renderer - * @param item - Item to check - * @returns If item was uploaded. - */ -function uploadGraphics(renderer, item) { - if (!(item instanceof graphics.Graphics)) { - return false; - } - var geometry = item.geometry; - // update dirty graphics to get batches - item.finishPoly(); - geometry.updateBatches(); - var batches = geometry.batches; - // upload all textures found in styles - for (var i = 0; i < batches.length; i++) { - var texture = batches[i].style.texture; - if (texture) { - uploadBaseTextures(renderer, texture.baseTexture); - } - } - // if its not batchable - update vao for particular shader - if (!geometry.batchable) { - renderer.geometry.bind(geometry, item._resolveDirectShader(renderer)); - } - return true; -} -/** - * Built-in hook to find graphics. - * @private - * @param item - Display object to check - * @param queue - Collection of items to upload - * @returns if a PIXI.Graphics object was found. - */ -function findGraphics(item, queue) { - if (item instanceof graphics.Graphics) { - queue.push(item); - return true; - } - return false; -} -/** - * The prepare plugin provides renderer-specific plugins for pre-rendering DisplayObjects. These plugins are useful for - * asynchronously preparing and uploading to the GPU assets, textures, graphics waiting to be displayed. - * - * Do not instantiate this plugin directly. It is available from the `renderer.plugins` property. - * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}. - * @example - * // Create a new application - * const app = new PIXI.Application(); - * document.body.appendChild(app.view); - * - * // Don't start rendering right away - * app.stop(); - * - * // create a display object - * const rect = new PIXI.Graphics() - * .beginFill(0x00ff00) - * .drawRect(40, 40, 200, 200); - * - * // Add to the stage - * app.stage.addChild(rect); - * - * // Don't start rendering until the graphic is uploaded to the GPU - * app.renderer.plugins.prepare.upload(app.stage, () => { - * app.start(); - * }); - * @memberof PIXI - */ -var Prepare = /** @class */ (function (_super) { - __extends(Prepare, _super); - /** - * @param {PIXI.Renderer} renderer - A reference to the current renderer - */ - function Prepare(renderer) { - var _this = _super.call(this, renderer) || this; - _this.uploadHookHelper = _this.renderer; - // Add textures and graphics to upload - _this.registerFindHook(findGraphics); - _this.registerUploadHook(uploadBaseTextures); - _this.registerUploadHook(uploadGraphics); - return _this; - } /** @ignore */ - Prepare.extension = { - name: 'prepare', - type: core.ExtensionType.RendererPlugin, - }; - return Prepare; -}(BasePrepare)); - -/** - * TimeLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified - * number of milliseconds per frame. - * @memberof PIXI - */ -var TimeLimiter = /** @class */ (function () { - /** @param maxMilliseconds - The maximum milliseconds that can be spent preparing items each frame. */ - function TimeLimiter(maxMilliseconds) { - this.maxMilliseconds = maxMilliseconds; - this.frameStart = 0; - } - /** Resets any counting properties to start fresh on a new frame. */ - TimeLimiter.prototype.beginFrame = function () { - this.frameStart = Date.now(); - }; - /** - * Checks to see if another item can be uploaded. This should only be called once per item. - * @returns - If the item is allowed to be uploaded. - */ - TimeLimiter.prototype.allowedToUpload = function () { - return Date.now() - this.frameStart < this.maxMilliseconds; - }; - return TimeLimiter; + BitmapFontLoader.extension = core.ExtensionType.Loader; + return BitmapFontLoader; }()); -exports.BasePrepare = BasePrepare; -exports.CountLimiter = CountLimiter; -exports.Prepare = Prepare; -exports.TimeLimiter = TimeLimiter; +exports.BitmapFont = BitmapFont; +exports.BitmapFontData = BitmapFontData; +exports.BitmapFontLoader = BitmapFontLoader; +exports.BitmapText = BitmapText; +exports.TextFormat = TextFormat; +exports.XMLFormat = XMLFormat; +exports.XMLStringFormat = XMLStringFormat; +exports.autoDetectFormat = autoDetectFormat; -},{"@pixi/core":27,"@pixi/display":28,"@pixi/graphics":36,"@pixi/settings":20,"@pixi/text":52,"@pixi/ticker":53,"@pixi/utils":22}],47:[function(require,module,exports){ +},{"@pixi/constants":6,"@pixi/core":7,"@pixi/display":8,"@pixi/loaders":19,"@pixi/math":20,"@pixi/mesh":22,"@pixi/settings":30,"@pixi/text":36,"@pixi/utils":38}],36:[function(require,module,exports){ /*! - * @pixi/sprite-animated - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/text - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/sprite-animated is licensed under the MIT License. + * @pixi/text is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ 'use strict'; Object.defineProperty(exports, '__esModule', { value: true }); -var core = require('@pixi/core'); var sprite = require('@pixi/sprite'); -var ticker = require('@pixi/ticker'); +var core = require('@pixi/core'); +var settings = require('@pixi/settings'); +var math = require('@pixi/math'); +var utils = require('@pixi/utils'); /*! ***************************************************************************** Copyright (c) Microsoft Corporation. @@ -47128,5003 +37767,5706 @@ function __extends(d, b) { } /** - * An AnimatedSprite is a simple way to display an animation depicted by a list of textures. - * - * ```js - * let alienImages = ["image_sequence_01.png","image_sequence_02.png","image_sequence_03.png","image_sequence_04.png"]; - * let textureArray = []; - * - * for (let i=0; i < 4; i++) - * { - * let texture = PIXI.Texture.from(alienImages[i]); - * textureArray.push(texture); - * }; - * - * let animatedSprite = new PIXI.AnimatedSprite(textureArray); - * ``` + * Constants that define the type of gradient on text. + * @static + * @constant + * @name TEXT_GRADIENT + * @memberof PIXI + * @type {object} + * @property {number} LINEAR_VERTICAL Vertical gradient + * @property {number} LINEAR_HORIZONTAL Linear gradient + */ +exports.TEXT_GRADIENT = void 0; +(function (TEXT_GRADIENT) { + TEXT_GRADIENT[TEXT_GRADIENT["LINEAR_VERTICAL"] = 0] = "LINEAR_VERTICAL"; + TEXT_GRADIENT[TEXT_GRADIENT["LINEAR_HORIZONTAL"] = 1] = "LINEAR_HORIZONTAL"; +})(exports.TEXT_GRADIENT || (exports.TEXT_GRADIENT = {})); + +// disabling eslint for now, going to rewrite this in v5 +var defaultStyle = { + align: 'left', + breakWords: false, + dropShadow: false, + dropShadowAlpha: 1, + dropShadowAngle: Math.PI / 6, + dropShadowBlur: 0, + dropShadowColor: 'black', + dropShadowDistance: 5, + fill: 'black', + fillGradientType: exports.TEXT_GRADIENT.LINEAR_VERTICAL, + fillGradientStops: [], + fontFamily: 'Arial', + fontSize: 26, + fontStyle: 'normal', + fontVariant: 'normal', + fontWeight: 'normal', + letterSpacing: 0, + lineHeight: 0, + lineJoin: 'miter', + miterLimit: 10, + padding: 0, + stroke: 'black', + strokeThickness: 0, + textBaseline: 'alphabetic', + trim: false, + whiteSpace: 'pre', + wordWrap: false, + wordWrapWidth: 100, + leading: 0, +}; +var genericFontFamilies = [ + 'serif', + 'sans-serif', + 'monospace', + 'cursive', + 'fantasy', + 'system-ui' ]; +/** + * A TextStyle Object contains information to decorate a Text objects. * - * The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet} - * containing the animation definitions: + * An instance can be shared between multiple Text objects; then changing the style will update all text objects using it. * - * ```js - * PIXI.Loader.shared.add("assets/spritesheet.json").load(setup); + * A tool can be used to generate a text style [here](https://pixijs.io/pixi-text-style). * - * function setup() { - * let sheet = PIXI.Loader.shared.resources["assets/spritesheet.json"].spritesheet; - * animatedSprite = new PIXI.AnimatedSprite(sheet.animations["image_sequence"]); - * ... - * } - * ``` * @memberof PIXI */ -var AnimatedSprite = /** @class */ (function (_super) { - __extends(AnimatedSprite, _super); - /** - * @param textures - An array of {@link PIXI.Texture} or frame - * objects that make up the animation. - * @param {boolean} [autoUpdate=true] - Whether to use PIXI.Ticker.shared to auto update animation time. - */ - function AnimatedSprite(textures, autoUpdate) { - if (autoUpdate === void 0) { autoUpdate = true; } - var _this = _super.call(this, textures[0] instanceof core.Texture ? textures[0] : textures[0].texture) || this; - _this._textures = null; - _this._durations = null; - _this._autoUpdate = autoUpdate; - _this._isConnectedToTicker = false; - _this.animationSpeed = 1; - _this.loop = true; - _this.updateAnchor = false; - _this.onComplete = null; - _this.onFrameChange = null; - _this.onLoop = null; - _this._currentTime = 0; - _this._playing = false; - _this._previousFrame = null; - _this.textures = textures; - return _this; - } - /** Stops the AnimatedSprite. */ - AnimatedSprite.prototype.stop = function () { - if (!this._playing) { - return; - } - this._playing = false; - if (this._autoUpdate && this._isConnectedToTicker) { - ticker.Ticker.shared.remove(this.update, this); - this._isConnectedToTicker = false; - } - }; - /** Plays the AnimatedSprite. */ - AnimatedSprite.prototype.play = function () { - if (this._playing) { - return; - } - this._playing = true; - if (this._autoUpdate && !this._isConnectedToTicker) { - ticker.Ticker.shared.add(this.update, this, ticker.UPDATE_PRIORITY.HIGH); - this._isConnectedToTicker = true; - } - }; - /** - * Stops the AnimatedSprite and goes to a specific frame. - * @param frameNumber - Frame index to stop at. - */ - AnimatedSprite.prototype.gotoAndStop = function (frameNumber) { - this.stop(); - var previousFrame = this.currentFrame; - this._currentTime = frameNumber; - if (previousFrame !== this.currentFrame) { - this.updateTexture(); - } - }; - /** - * Goes to a specific frame and begins playing the AnimatedSprite. - * @param frameNumber - Frame index to start at. - */ - AnimatedSprite.prototype.gotoAndPlay = function (frameNumber) { - var previousFrame = this.currentFrame; - this._currentTime = frameNumber; - if (previousFrame !== this.currentFrame) { - this.updateTexture(); - } - this.play(); - }; - /** - * Updates the object transform for rendering. - * @param deltaTime - Time since last tick. - */ - AnimatedSprite.prototype.update = function (deltaTime) { - if (!this._playing) { - return; - } - var elapsed = this.animationSpeed * deltaTime; - var previousFrame = this.currentFrame; - if (this._durations !== null) { - var lag = this._currentTime % 1 * this._durations[this.currentFrame]; - lag += elapsed / 60 * 1000; - while (lag < 0) { - this._currentTime--; - lag += this._durations[this.currentFrame]; - } - var sign = Math.sign(this.animationSpeed * deltaTime); - this._currentTime = Math.floor(this._currentTime); - while (lag >= this._durations[this.currentFrame]) { - lag -= this._durations[this.currentFrame] * sign; - this._currentTime += sign; - } - this._currentTime += lag / this._durations[this.currentFrame]; - } - else { - this._currentTime += elapsed; - } - if (this._currentTime < 0 && !this.loop) { - this.gotoAndStop(0); - if (this.onComplete) { - this.onComplete(); - } - } - else if (this._currentTime >= this._textures.length && !this.loop) { - this.gotoAndStop(this._textures.length - 1); - if (this.onComplete) { - this.onComplete(); - } - } - else if (previousFrame !== this.currentFrame) { - if (this.loop && this.onLoop) { - if (this.animationSpeed > 0 && this.currentFrame < previousFrame) { - this.onLoop(); - } - else if (this.animationSpeed < 0 && this.currentFrame > previousFrame) { - this.onLoop(); - } - } - this.updateTexture(); - } - }; - /** Updates the displayed texture to match the current frame index. */ - AnimatedSprite.prototype.updateTexture = function () { - var currentFrame = this.currentFrame; - if (this._previousFrame === currentFrame) { - return; - } - this._previousFrame = currentFrame; - this._texture = this._textures[currentFrame]; - this._textureID = -1; - this._textureTrimmedID = -1; - this._cachedTint = 0xFFFFFF; - this.uvs = this._texture._uvs.uvsFloat32; - if (this.updateAnchor) { - this._anchor.copyFrom(this._texture.defaultAnchor); - } - if (this.onFrameChange) { - this.onFrameChange(this.currentFrame); - } - }; +var TextStyle = /** @class */ (function () { /** - * Stops the AnimatedSprite and destroys it. - * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options - * have been set to that value. - * @param {boolean} [options.children=false] - If set to true, all the children will have their destroy - * method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well. - * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well. + * @param {object} [style] - The style parameters + * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'), + * does not affect single line text + * @param {boolean} [style.breakWords=false] - Indicates if lines can be wrapped within words, it + * needs wordWrap to be set to true + * @param {boolean} [style.dropShadow=false] - Set a drop shadow for the text + * @param {number} [style.dropShadowAlpha=1] - Set alpha for the drop shadow + * @param {number} [style.dropShadowAngle=Math.PI/6] - Set a angle of the drop shadow + * @param {number} [style.dropShadowBlur=0] - Set a shadow blur radius + * @param {string|number} [style.dropShadowColor='black'] - A fill style to be used on the dropshadow e.g 'red', '#00FF00' + * @param {number} [style.dropShadowDistance=5] - Set a distance of the drop shadow + * @param {string|string[]|number|number[]|CanvasGradient|CanvasPattern} [style.fill='black'] - A canvas + * fillstyle that will be used on the text e.g 'red', '#00FF00'. Can be an array to create a gradient + * eg ['#000000','#FFFFFF'] + * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} + * @param {number} [style.fillGradientType=PIXI.TEXT_GRADIENT.LINEAR_VERTICAL] - If fill is an array of colours + * to create a gradient, this can change the type/direction of the gradient. See {@link PIXI.TEXT_GRADIENT} + * @param {number[]} [style.fillGradientStops] - If fill is an array of colours to create a gradient, this array can set + * the stop points (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. + * @param {string|string[]} [style.fontFamily='Arial'] - The font family + * @param {number|string} [style.fontSize=26] - The font size (as a number it converts to px, but as a string, + * equivalents are '26px','20pt','160%' or '1.6em') + * @param {string} [style.fontStyle='normal'] - The font style ('normal', 'italic' or 'oblique') + * @param {string} [style.fontVariant='normal'] - The font variant ('normal' or 'small-caps') + * @param {string} [style.fontWeight='normal'] - The font weight ('normal', 'bold', 'bolder', 'lighter' and '100', + * '200', '300', '400', '500', '600', '700', '800' or '900') + * @param {number} [style.leading=0] - The space between lines + * @param {number} [style.letterSpacing=0] - The amount of spacing between letters, default is 0 + * @param {number} [style.lineHeight] - The line height, a number that represents the vertical space that a letter uses + * @param {string} [style.lineJoin='miter'] - The lineJoin property sets the type of corner created, it can resolve + * spiked text issues. Possible values "miter" (creates a sharp corner), "round" (creates a round corner) or "bevel" + * (creates a squared corner). + * @param {number} [style.miterLimit=10] - The miter limit to use when using the 'miter' lineJoin mode. This can reduce + * or increase the spikiness of rendered text. + * @param {number} [style.padding=0] - Occasionally some fonts are cropped. Adding some padding will prevent this from + * happening by adding padding to all sides of the text. + * @param {string|number} [style.stroke='black'] - A canvas fillstyle that will be used on the text stroke + * e.g 'blue', '#FCFF00' + * @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke. + * Default is 0 (no stroke) + * @param {boolean} [style.trim=false] - Trim transparent borders + * @param {string} [style.textBaseline='alphabetic'] - The baseline of the text that is rendered. + * @param {string} [style.whiteSpace='pre'] - Determines whether newlines & spaces are collapsed or preserved "normal" + * (collapse, collapse), "pre" (preserve, preserve) | "pre-line" (preserve, collapse). It needs wordWrap to be set to true + * @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used + * @param {number} [style.wordWrapWidth=100] - The width at which text will wrap, it needs wordWrap to be set to true */ - AnimatedSprite.prototype.destroy = function (options) { - this.stop(); - _super.prototype.destroy.call(this, options); - this.onComplete = null; - this.onFrameChange = null; - this.onLoop = null; - }; + function TextStyle(style) { + this.styleID = 0; + this.reset(); + deepCopyProperties(this, style, style); + } /** - * A short hand way of creating an AnimatedSprite from an array of frame ids. - * @param frames - The array of frames ids the AnimatedSprite will use as its texture frames. - * @returns - The new animated sprite with the specified frames. + * Creates a new TextStyle object with the same values as this one. + * Note that the only the properties of the object are cloned. + * + * @return New cloned TextStyle object */ - AnimatedSprite.fromFrames = function (frames) { - var textures = []; - for (var i = 0; i < frames.length; ++i) { - textures.push(core.Texture.from(frames[i])); - } - return new AnimatedSprite(textures); + TextStyle.prototype.clone = function () { + var clonedProperties = {}; + deepCopyProperties(clonedProperties, this, defaultStyle); + return new TextStyle(clonedProperties); }; - /** - * A short hand way of creating an AnimatedSprite from an array of image ids. - * @param images - The array of image urls the AnimatedSprite will use as its texture frames. - * @returns The new animate sprite with the specified images as frames. - */ - AnimatedSprite.fromImages = function (images) { - var textures = []; - for (var i = 0; i < images.length; ++i) { - textures.push(core.Texture.from(images[i])); - } - return new AnimatedSprite(textures); + /** Resets all properties to the defaults specified in TextStyle.prototype._default */ + TextStyle.prototype.reset = function () { + deepCopyProperties(this, defaultStyle, defaultStyle); }; - Object.defineProperty(AnimatedSprite.prototype, "totalFrames", { + Object.defineProperty(TextStyle.prototype, "align", { /** - * The total number of frames in the AnimatedSprite. This is the same as number of textures - * assigned to the AnimatedSprite. - * @readonly - * @default 0 + * Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text + * + * @member {string} */ get: function () { - return this._textures.length; + return this._align; + }, + set: function (align) { + if (this._align !== align) { + this._align = align; + this.styleID++; + } }, enumerable: false, configurable: true }); - Object.defineProperty(AnimatedSprite.prototype, "textures", { - /** The array of textures used for this AnimatedSprite. */ + Object.defineProperty(TextStyle.prototype, "breakWords", { + /** Indicates if lines can be wrapped within words, it needs wordWrap to be set to true. */ get: function () { - return this._textures; + return this._breakWords; }, - set: function (value) { - if (value[0] instanceof core.Texture) { - this._textures = value; - this._durations = null; + set: function (breakWords) { + if (this._breakWords !== breakWords) { + this._breakWords = breakWords; + this.styleID++; } - else { - this._textures = []; - this._durations = []; - for (var i = 0; i < value.length; i++) { - this._textures.push(value[i].texture); - this._durations.push(value[i].time); - } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadow", { + /** Set a drop shadow for the text. */ + get: function () { + return this._dropShadow; + }, + set: function (dropShadow) { + if (this._dropShadow !== dropShadow) { + this._dropShadow = dropShadow; + this.styleID++; } - this._previousFrame = null; - this.gotoAndStop(0); - this.updateTexture(); }, enumerable: false, configurable: true }); - Object.defineProperty(AnimatedSprite.prototype, "currentFrame", { + Object.defineProperty(TextStyle.prototype, "dropShadowAlpha", { + /** Set alpha for the drop shadow. */ + get: function () { + return this._dropShadowAlpha; + }, + set: function (dropShadowAlpha) { + if (this._dropShadowAlpha !== dropShadowAlpha) { + this._dropShadowAlpha = dropShadowAlpha; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowAngle", { + /** Set a angle of the drop shadow. */ + get: function () { + return this._dropShadowAngle; + }, + set: function (dropShadowAngle) { + if (this._dropShadowAngle !== dropShadowAngle) { + this._dropShadowAngle = dropShadowAngle; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowBlur", { + /** Set a shadow blur radius. */ + get: function () { + return this._dropShadowBlur; + }, + set: function (dropShadowBlur) { + if (this._dropShadowBlur !== dropShadowBlur) { + this._dropShadowBlur = dropShadowBlur; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowColor", { + /** A fill style to be used on the dropshadow e.g 'red', '#00FF00'. */ + get: function () { + return this._dropShadowColor; + }, + set: function (dropShadowColor) { + var outputColor = getColor(dropShadowColor); + if (this._dropShadowColor !== outputColor) { + this._dropShadowColor = outputColor; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowDistance", { + /** Set a distance of the drop shadow. */ + get: function () { + return this._dropShadowDistance; + }, + set: function (dropShadowDistance) { + if (this._dropShadowDistance !== dropShadowDistance) { + this._dropShadowDistance = dropShadowDistance; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fill", { /** - * The AnimatedSprites current frame index. - * @readonly + * A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'. + * + * Can be an array to create a gradient eg ['#000000','#FFFFFF'] + * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} + * + * @member {string|string[]|number|number[]|CanvasGradient|CanvasPattern} */ get: function () { - var currentFrame = Math.floor(this._currentTime) % this._textures.length; - if (currentFrame < 0) { - currentFrame += this._textures.length; + return this._fill; + }, + set: function (fill) { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + // TODO: Not sure if getColor works properly with CanvasGradient and/or CanvasPattern, can't pass in + // without casting here. + var outputColor = getColor(fill); + if (this._fill !== outputColor) { + this._fill = outputColor; + this.styleID++; } - return currentFrame; }, enumerable: false, configurable: true }); - Object.defineProperty(AnimatedSprite.prototype, "playing", { + Object.defineProperty(TextStyle.prototype, "fillGradientType", { /** - * Indicates if the AnimatedSprite is currently playing. - * @readonly + * If fill is an array of colours to create a gradient, this can change the type/direction of the gradient. + * + * @see PIXI.TEXT_GRADIENT */ get: function () { - return this._playing; + return this._fillGradientType; + }, + set: function (fillGradientType) { + if (this._fillGradientType !== fillGradientType) { + this._fillGradientType = fillGradientType; + this.styleID++; + } }, enumerable: false, configurable: true }); - Object.defineProperty(AnimatedSprite.prototype, "autoUpdate", { - /** Whether to use PIXI.Ticker.shared to auto update animation time. */ + Object.defineProperty(TextStyle.prototype, "fillGradientStops", { + /** + * If fill is an array of colours to create a gradient, this array can set the stop points + * (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. + */ get: function () { - return this._autoUpdate; + return this._fillGradientStops; }, - set: function (value) { - if (value !== this._autoUpdate) { - this._autoUpdate = value; - if (!this._autoUpdate && this._isConnectedToTicker) { - ticker.Ticker.shared.remove(this.update, this); - this._isConnectedToTicker = false; - } - else if (this._autoUpdate && !this._isConnectedToTicker && this._playing) { - ticker.Ticker.shared.add(this.update, this); - this._isConnectedToTicker = true; - } + set: function (fillGradientStops) { + if (!areArraysEqual(this._fillGradientStops, fillGradientStops)) { + this._fillGradientStops = fillGradientStops; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fontFamily", { + /** The font family. */ + get: function () { + return this._fontFamily; + }, + set: function (fontFamily) { + if (this.fontFamily !== fontFamily) { + this._fontFamily = fontFamily; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fontSize", { + /** + * The font size + * (as a number it converts to px, but as a string, equivalents are '26px','20pt','160%' or '1.6em') + */ + get: function () { + return this._fontSize; + }, + set: function (fontSize) { + if (this._fontSize !== fontSize) { + this._fontSize = fontSize; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fontStyle", { + /** + * The font style + * ('normal', 'italic' or 'oblique') + * + * @member {string} + */ + get: function () { + return this._fontStyle; + }, + set: function (fontStyle) { + if (this._fontStyle !== fontStyle) { + this._fontStyle = fontStyle; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fontVariant", { + /** + * The font variant + * ('normal' or 'small-caps') + * + * @member {string} + */ + get: function () { + return this._fontVariant; + }, + set: function (fontVariant) { + if (this._fontVariant !== fontVariant) { + this._fontVariant = fontVariant; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fontWeight", { + /** + * The font weight + * ('normal', 'bold', 'bolder', 'lighter' and '100', '200', '300', '400', '500', '600', '700', 800' or '900') + * + * @member {string} + */ + get: function () { + return this._fontWeight; + }, + set: function (fontWeight) { + if (this._fontWeight !== fontWeight) { + this._fontWeight = fontWeight; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "letterSpacing", { + /** The amount of spacing between letters, default is 0. */ + get: function () { + return this._letterSpacing; + }, + set: function (letterSpacing) { + if (this._letterSpacing !== letterSpacing) { + this._letterSpacing = letterSpacing; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "lineHeight", { + /** The line height, a number that represents the vertical space that a letter uses. */ + get: function () { + return this._lineHeight; + }, + set: function (lineHeight) { + if (this._lineHeight !== lineHeight) { + this._lineHeight = lineHeight; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "leading", { + /** The space between lines. */ + get: function () { + return this._leading; + }, + set: function (leading) { + if (this._leading !== leading) { + this._leading = leading; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "lineJoin", { + /** + * The lineJoin property sets the type of corner created, it can resolve spiked text issues. + * Default is 'miter' (creates a sharp corner). + * + * @member {string} + */ + get: function () { + return this._lineJoin; + }, + set: function (lineJoin) { + if (this._lineJoin !== lineJoin) { + this._lineJoin = lineJoin; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "miterLimit", { + /** + * The miter limit to use when using the 'miter' lineJoin mode. + * + * This can reduce or increase the spikiness of rendered text. + */ + get: function () { + return this._miterLimit; + }, + set: function (miterLimit) { + if (this._miterLimit !== miterLimit) { + this._miterLimit = miterLimit; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "padding", { + /** + * Occasionally some fonts are cropped. Adding some padding will prevent this from happening + * by adding padding to all sides of the text. + */ + get: function () { + return this._padding; + }, + set: function (padding) { + if (this._padding !== padding) { + this._padding = padding; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "stroke", { + /** + * A canvas fillstyle that will be used on the text stroke + * e.g 'blue', '#FCFF00' + */ + get: function () { + return this._stroke; + }, + set: function (stroke) { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + var outputColor = getColor(stroke); + if (this._stroke !== outputColor) { + this._stroke = outputColor; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "strokeThickness", { + /** + * A number that represents the thickness of the stroke. + * + * @default 0 + */ + get: function () { + return this._strokeThickness; + }, + set: function (strokeThickness) { + if (this._strokeThickness !== strokeThickness) { + this._strokeThickness = strokeThickness; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "textBaseline", { + /** + * The baseline of the text that is rendered. + * + * @member {string} + */ + get: function () { + return this._textBaseline; + }, + set: function (textBaseline) { + if (this._textBaseline !== textBaseline) { + this._textBaseline = textBaseline; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "trim", { + /** Trim transparent borders. */ + get: function () { + return this._trim; + }, + set: function (trim) { + if (this._trim !== trim) { + this._trim = trim; + this.styleID++; } }, enumerable: false, configurable: true }); - return AnimatedSprite; -}(sprite.Sprite)); - -exports.AnimatedSprite = AnimatedSprite; - - -},{"@pixi/core":27,"@pixi/sprite":49,"@pixi/ticker":53}],48:[function(require,module,exports){ -/*! - * @pixi/sprite-tiling - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/sprite-tiling is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -var core = require('@pixi/core'); -var math = require('@pixi/math'); -var sprite = require('@pixi/sprite'); -var constants = require('@pixi/constants'); -var utils = require('@pixi/utils'); - -/*! ***************************************************************************** -Copyright (c) Microsoft Corporation. - -Permission to use, copy, modify, and/or distribute this software for any -purpose with or without fee is hereby granted. - -THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH -REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY -AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, -INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM -LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR -OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR -PERFORMANCE OF THIS SOFTWARE. -***************************************************************************** */ -/* global Reflect, Promise */ - -var extendStatics = function(d, b) { - extendStatics = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics(d, b); -}; - -function __extends(d, b) { - extendStatics(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); -} - -var tempPoint = new math.Point(); -/** - * A tiling sprite is a fast way of rendering a tiling image. - * @memberof PIXI - */ -var TilingSprite = /** @class */ (function (_super) { - __extends(TilingSprite, _super); - /** - * @param texture - The texture of the tiling sprite. - * @param width - The width of the tiling sprite. - * @param height - The height of the tiling sprite. - */ - function TilingSprite(texture, width, height) { - if (width === void 0) { width = 100; } - if (height === void 0) { height = 100; } - var _this = _super.call(this, texture) || this; - _this.tileTransform = new math.Transform(); - // The width of the tiling sprite - _this._width = width; - // The height of the tiling sprite - _this._height = height; - _this.uvMatrix = _this.texture.uvMatrix || new core.TextureMatrix(texture); - /** - * Plugin that is responsible for rendering this element. - * Allows to customize the rendering process without overriding '_render' method. - * @default 'tilingSprite' - */ - _this.pluginName = 'tilingSprite'; - _this.uvRespectAnchor = false; - return _this; - } - Object.defineProperty(TilingSprite.prototype, "clampMargin", { + Object.defineProperty(TextStyle.prototype, "whiteSpace", { /** - * Changes frame clamping in corresponding textureTransform, shortcut - * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas - * @default 0.5 - * @member {number} + * How newlines and spaces should be handled. + * Default is 'pre' (preserve, preserve). + * + * value | New lines | Spaces + * --- | --- | --- + * 'normal' | Collapse | Collapse + * 'pre' | Preserve | Preserve + * 'pre-line' | Preserve | Collapse + * + * @member {string} */ get: function () { - return this.uvMatrix.clampMargin; + return this._whiteSpace; }, - set: function (value) { - this.uvMatrix.clampMargin = value; - this.uvMatrix.update(true); + set: function (whiteSpace) { + if (this._whiteSpace !== whiteSpace) { + this._whiteSpace = whiteSpace; + this.styleID++; + } }, enumerable: false, configurable: true }); - Object.defineProperty(TilingSprite.prototype, "tileScale", { - /** The scaling of the image that is being tiled. */ + Object.defineProperty(TextStyle.prototype, "wordWrap", { + /** Indicates if word wrap should be used. */ get: function () { - return this.tileTransform.scale; + return this._wordWrap; }, - set: function (value) { - this.tileTransform.scale.copyFrom(value); + set: function (wordWrap) { + if (this._wordWrap !== wordWrap) { + this._wordWrap = wordWrap; + this.styleID++; + } }, enumerable: false, configurable: true }); - Object.defineProperty(TilingSprite.prototype, "tilePosition", { - /** The offset of the image that is being tiled. */ + Object.defineProperty(TextStyle.prototype, "wordWrapWidth", { + /** The width at which text will wrap, it needs wordWrap to be set to true. */ get: function () { - return this.tileTransform.position; + return this._wordWrapWidth; }, - set: function (value) { - this.tileTransform.position.copyFrom(value); + set: function (wordWrapWidth) { + if (this._wordWrapWidth !== wordWrapWidth) { + this._wordWrapWidth = wordWrapWidth; + this.styleID++; + } }, enumerable: false, configurable: true }); /** - * @protected + * Generates a font style string to use for `TextMetrics.measureFont()`. + * + * @return Font style string, for passing to `TextMetrics.measureFont()` */ - TilingSprite.prototype._onTextureUpdate = function () { - if (this.uvMatrix) { - this.uvMatrix.texture = this._texture; + TextStyle.prototype.toFontString = function () { + // build canvas api font setting from individual components. Convert a numeric this.fontSize to px + var fontSizeString = (typeof this.fontSize === 'number') ? this.fontSize + "px" : this.fontSize; + // Clean-up fontFamily property by quoting each font name + // this will support font names with spaces + var fontFamilies = this.fontFamily; + if (!Array.isArray(this.fontFamily)) { + fontFamilies = this.fontFamily.split(','); } - this._cachedTint = 0xFFFFFF; + for (var i = fontFamilies.length - 1; i >= 0; i--) { + // Trim any extra white-space + var fontFamily = fontFamilies[i].trim(); + // Check if font already contains strings + if (!(/([\"\'])[^\'\"]+\1/).test(fontFamily) && genericFontFamilies.indexOf(fontFamily) < 0) { + fontFamily = "\"" + fontFamily + "\""; + } + fontFamilies[i] = fontFamily; + } + return this.fontStyle + " " + this.fontVariant + " " + this.fontWeight + " " + fontSizeString + " " + fontFamilies.join(','); }; + return TextStyle; +}()); +/** + * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. + * @private + * @param color + * @return The color as a string. + */ +function getSingleColor(color) { + if (typeof color === 'number') { + return utils.hex2string(color); + } + else if (typeof color === 'string') { + if (color.indexOf('0x') === 0) { + color = color.replace('0x', '#'); + } + } + return color; +} +function getColor(color) { + if (!Array.isArray(color)) { + return getSingleColor(color); + } + else { + for (var i = 0; i < color.length; ++i) { + color[i] = getSingleColor(color[i]); + } + return color; + } +} +/** + * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. + * This version can also convert array of colors + * @private + * @param array1 - First array to compare + * @param array2 - Second array to compare + * @return Do the arrays contain the same values in the same order + */ +function areArraysEqual(array1, array2) { + if (!Array.isArray(array1) || !Array.isArray(array2)) { + return false; + } + if (array1.length !== array2.length) { + return false; + } + for (var i = 0; i < array1.length; ++i) { + if (array1[i] !== array2[i]) { + return false; + } + } + return true; +} +/** + * Utility function to ensure that object properties are copied by value, and not by reference + * @private + * @param target - Target object to copy properties into + * @param source - Source object for the properties to copy + * @param propertyObj - Object containing properties names we want to loop over + */ +function deepCopyProperties(target, source, propertyObj) { + for (var prop in propertyObj) { + if (Array.isArray(source[prop])) { + target[prop] = source[prop].slice(); + } + else { + target[prop] = source[prop]; + } + } +} + +// Default settings used for all getContext calls +var contextSettings = { + // TextMetrics requires getImageData readback for measuring fonts. + willReadFrequently: true, +}; +/** + * The TextMetrics object represents the measurement of a block of text with a specified style. + * + * ```js + * let style = new PIXI.TextStyle({fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'}) + * let textMetrics = PIXI.TextMetrics.measureText('Your text', style) + * ``` + * @memberof PIXI + */ +var TextMetrics = /** @class */ (function () { /** - * Renders the object using the WebGL renderer - * @param renderer - The renderer + * @param text - the text that was measured + * @param style - the style that was measured + * @param width - the measured width of the text + * @param height - the measured height of the text + * @param lines - an array of the lines of text broken by new lines and wrapping if specified in style + * @param lineWidths - an array of the line widths for each line matched to `lines` + * @param lineHeight - the measured line height for this style + * @param maxLineWidth - the maximum line width for all measured lines + * @param {PIXI.IFontMetrics} fontProperties - the font properties object from TextMetrics.measureFont */ - TilingSprite.prototype._render = function (renderer) { - // tweak our texture temporarily.. - var texture = this._texture; - if (!texture || !texture.valid) { - return; + function TextMetrics(text, style, width, height, lines, lineWidths, lineHeight, maxLineWidth, fontProperties) { + this.text = text; + this.style = style; + this.width = width; + this.height = height; + this.lines = lines; + this.lineWidths = lineWidths; + this.lineHeight = lineHeight; + this.maxLineWidth = maxLineWidth; + this.fontProperties = fontProperties; + } + /** + * Measures the supplied string of text and returns a Rectangle. + * @param text - The text to measure. + * @param style - The text style to use for measuring + * @param wordWrap - Override for if word-wrap should be applied to the text. + * @param canvas - optional specification of the canvas to use for measuring. + * @returns Measured width and height of the text. + */ + TextMetrics.measureText = function (text, style, wordWrap, canvas) { + if (canvas === void 0) { canvas = TextMetrics._canvas; } + wordWrap = (wordWrap === undefined || wordWrap === null) ? style.wordWrap : wordWrap; + var font = style.toFontString(); + var fontProperties = TextMetrics.measureFont(font); + // fallback in case UA disallow canvas data extraction + // (toDataURI, getImageData functions) + if (fontProperties.fontSize === 0) { + fontProperties.fontSize = style.fontSize; + fontProperties.ascent = style.fontSize; } - this.tileTransform.updateLocalTransform(); - this.uvMatrix.update(); - renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); - renderer.plugins[this.pluginName].render(this); - }; - /** Updates the bounds of the tiling sprite. */ - TilingSprite.prototype._calculateBounds = function () { - var minX = this._width * -this._anchor._x; - var minY = this._height * -this._anchor._y; - var maxX = this._width * (1 - this._anchor._x); - var maxY = this._height * (1 - this._anchor._y); - this._bounds.addFrame(this.transform, minX, minY, maxX, maxY); + var context = canvas.getContext('2d', contextSettings); + context.font = font; + var outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text; + var lines = outputText.split(/(?:\r\n|\r|\n)/); + var lineWidths = new Array(lines.length); + var maxLineWidth = 0; + for (var i = 0; i < lines.length; i++) { + var lineWidth = context.measureText(lines[i]).width + ((lines[i].length - 1) * style.letterSpacing); + lineWidths[i] = lineWidth; + maxLineWidth = Math.max(maxLineWidth, lineWidth); + } + var width = maxLineWidth + style.strokeThickness; + if (style.dropShadow) { + width += style.dropShadowDistance; + } + var lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness; + var height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness) + + ((lines.length - 1) * (lineHeight + style.leading)); + if (style.dropShadow) { + height += style.dropShadowDistance; + } + return new TextMetrics(text, style, width, height, lines, lineWidths, lineHeight + style.leading, maxLineWidth, fontProperties); }; /** - * Gets the local bounds of the sprite object. - * @param rect - Optional output rectangle. - * @returns The bounds. + * Applies newlines to a string to have it optimally fit into the horizontal + * bounds set by the Text object's wordWrapWidth property. + * @param text - String to apply word wrapping to + * @param style - the style to use when wrapping + * @param canvas - optional specification of the canvas to use for measuring. + * @returns New string with new lines applied where required */ - TilingSprite.prototype.getLocalBounds = function (rect) { - // we can do a fast local bounds if the sprite has no children! - if (this.children.length === 0) { - this._bounds.minX = this._width * -this._anchor._x; - this._bounds.minY = this._height * -this._anchor._y; - this._bounds.maxX = this._width * (1 - this._anchor._x); - this._bounds.maxY = this._height * (1 - this._anchor._y); - if (!rect) { - if (!this._localBoundsRect) { - this._localBoundsRect = new math.Rectangle(); + TextMetrics.wordWrap = function (text, style, canvas) { + if (canvas === void 0) { canvas = TextMetrics._canvas; } + var context = canvas.getContext('2d', contextSettings); + var width = 0; + var line = ''; + var lines = ''; + var cache = Object.create(null); + var letterSpacing = style.letterSpacing, whiteSpace = style.whiteSpace; + // How to handle whitespaces + var collapseSpaces = TextMetrics.collapseSpaces(whiteSpace); + var collapseNewlines = TextMetrics.collapseNewlines(whiteSpace); + // whether or not spaces may be added to the beginning of lines + var canPrependSpaces = !collapseSpaces; + // There is letterSpacing after every char except the last one + // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_! + // so for convenience the above needs to be compared to width + 1 extra letterSpace + // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!_ + // ________________________________________________ + // And then the final space is simply no appended to each line + var wordWrapWidth = style.wordWrapWidth + letterSpacing; + // break text into words, spaces and newline chars + var tokens = TextMetrics.tokenize(text); + for (var i = 0; i < tokens.length; i++) { + // get the word, space or newlineChar + var token = tokens[i]; + // if word is a new line + if (TextMetrics.isNewline(token)) { + // keep the new line + if (!collapseNewlines) { + lines += TextMetrics.addLine(line); + canPrependSpaces = !collapseSpaces; + line = ''; + width = 0; + continue; + } + // if we should collapse new lines + // we simply convert it into a space + token = ' '; + } + // if we should collapse repeated whitespaces + if (collapseSpaces) { + // check both this and the last tokens for spaces + var currIsBreakingSpace = TextMetrics.isBreakingSpace(token); + var lastIsBreakingSpace = TextMetrics.isBreakingSpace(line[line.length - 1]); + if (currIsBreakingSpace && lastIsBreakingSpace) { + continue; + } + } + // get word width from cache if possible + var tokenWidth = TextMetrics.getFromCache(token, letterSpacing, cache, context); + // word is longer than desired bounds + if (tokenWidth > wordWrapWidth) { + // if we are not already at the beginning of a line + if (line !== '') { + // start newlines for overflow words + lines += TextMetrics.addLine(line); + line = ''; + width = 0; + } + // break large word over multiple lines + if (TextMetrics.canBreakWords(token, style.breakWords)) { + // break word into characters + var characters = TextMetrics.wordWrapSplit(token); + // loop the characters + for (var j = 0; j < characters.length; j++) { + var char = characters[j]; + var k = 1; + // we are not at the end of the token + while (characters[j + k]) { + var nextChar = characters[j + k]; + var lastChar = char[char.length - 1]; + // should not split chars + if (!TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords)) { + // combine chars & move forward one + char += nextChar; + } + else { + break; + } + k++; + } + j += char.length - 1; + var characterWidth = TextMetrics.getFromCache(char, letterSpacing, cache, context); + if (characterWidth + width > wordWrapWidth) { + lines += TextMetrics.addLine(line); + canPrependSpaces = false; + line = ''; + width = 0; + } + line += char; + width += characterWidth; + } + } + // run word out of the bounds + else { + // if there are words in this line already + // finish that line and start a new one + if (line.length > 0) { + lines += TextMetrics.addLine(line); + line = ''; + width = 0; + } + var isLastToken = i === tokens.length - 1; + // give it its own line if it's not the end + lines += TextMetrics.addLine(token, !isLastToken); + canPrependSpaces = false; + line = ''; + width = 0; + } + } + // word could fit + else { + // word won't fit because of existing words + // start a new line + if (tokenWidth + width > wordWrapWidth) { + // if its a space we don't want it + canPrependSpaces = false; + // add a new line + lines += TextMetrics.addLine(line); + // start a new line + line = ''; + width = 0; + } + // don't add spaces to the beginning of lines + if (line.length > 0 || !TextMetrics.isBreakingSpace(token) || canPrependSpaces) { + // add the word to the current line + line += token; + // update width counter + width += tokenWidth; } - rect = this._localBoundsRect; } - return this._bounds.getRectangle(rect); } - return _super.prototype.getLocalBounds.call(this, rect); + lines += TextMetrics.addLine(line, false); + return lines; }; /** - * Checks if a point is inside this tiling sprite. - * @param point - The point to check. - * @returns Whether or not the sprite contains the point. + * Convienience function for logging each line added during the wordWrap method. + * @param line - The line of text to add + * @param newLine - Add new line character to end + * @returns A formatted line */ - TilingSprite.prototype.containsPoint = function (point) { - this.worldTransform.applyInverse(point, tempPoint); - var width = this._width; - var height = this._height; - var x1 = -width * this.anchor._x; - if (tempPoint.x >= x1 && tempPoint.x < x1 + width) { - var y1 = -height * this.anchor._y; - if (tempPoint.y >= y1 && tempPoint.y < y1 + height) { - return true; - } - } - return false; + TextMetrics.addLine = function (line, newLine) { + if (newLine === void 0) { newLine = true; } + line = TextMetrics.trimRight(line); + line = (newLine) ? line + "\n" : line; + return line; }; /** - * Destroys this sprite and optionally its texture and children - * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy - * method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well - * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well + * Gets & sets the widths of calculated characters in a cache object + * @param key - The key + * @param letterSpacing - The letter spacing + * @param cache - The cache + * @param context - The canvas context + * @returns The from cache. */ - TilingSprite.prototype.destroy = function (options) { - _super.prototype.destroy.call(this, options); - this.tileTransform = null; - this.uvMatrix = null; + TextMetrics.getFromCache = function (key, letterSpacing, cache, context) { + var width = cache[key]; + if (typeof width !== 'number') { + var spacing = ((key.length) * letterSpacing); + width = context.measureText(key).width + spacing; + cache[key] = width; + } + return width; }; /** - * Helper function that creates a new tiling sprite based on the source you provide. - * The source can be - frame id, image url, video url, canvas element, video element, base texture - * @static - * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from - * @param {object} options - See {@link PIXI.BaseTexture}'s constructor for options. - * @param {number} options.width - required width of the tiling sprite - * @param {number} options.height - required height of the tiling sprite - * @returns {PIXI.TilingSprite} The newly created texture + * Determines whether we should collapse breaking spaces. + * @param whiteSpace - The TextStyle property whiteSpace + * @returns Should collapse */ - TilingSprite.from = function (source, options) { - var texture = (source instanceof core.Texture) - ? source - : core.Texture.from(source, options); - return new TilingSprite(texture, options.width, options.height); + TextMetrics.collapseSpaces = function (whiteSpace) { + return (whiteSpace === 'normal' || whiteSpace === 'pre-line'); }; - Object.defineProperty(TilingSprite.prototype, "width", { - /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return this._width; - }, - set: function (value) { - this._width = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TilingSprite.prototype, "height", { - /** The height of the TilingSprite, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return this._height; - }, - set: function (value) { - this._height = value; - }, - enumerable: false, - configurable: true - }); - return TilingSprite; -}(sprite.Sprite)); - -var fragmentSimpleSrc = "#version 100\n#define SHADER_NAME Tiling-Sprite-Simple-100\n\nprecision lowp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\n\nvoid main(void)\n{\n vec4 texSample = texture2D(uSampler, vTextureCoord);\n gl_FragColor = texSample * uColor;\n}\n"; - -var gl1VertexSrc = "#version 100\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n"; - -var gl1FragmentSrc = "#version 100\n#ifdef GL_EXT_shader_texture_lod\n #extension GL_EXT_shader_texture_lod : enable\n#endif\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n vec2 unclamped = coord;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n #ifdef GL_EXT_shader_texture_lod\n vec4 texSample = unclamped == coord\n ? texture2D(uSampler, coord) \n : texture2DLodEXT(uSampler, coord, 0);\n #else\n vec4 texSample = texture2D(uSampler, coord);\n #endif\n\n gl_FragColor = texSample * uColor;\n}\n"; - -var gl2VertexSrc = "#version 300 es\n#define SHADER_NAME Tiling-Sprite-300\n\nprecision lowp float;\n\nin vec2 aVertexPosition;\nin vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nout vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n"; - -var gl2FragmentSrc = "#version 300 es\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nin vec2 vTextureCoord;\n\nout vec4 fragmentColor;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n vec2 unclamped = coord;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n vec4 texSample = texture(uSampler, coord, unclamped == coord ? 0.0f : -32.0f);// lod-bias very negative to force lod 0\n\n fragmentColor = texSample * uColor;\n}\n"; - -var tempMat = new math.Matrix(); -/** - * WebGL renderer plugin for tiling sprites - * @class - * @memberof PIXI - * @extends PIXI.ObjectRenderer - */ -var TilingSpriteRenderer = /** @class */ (function (_super) { - __extends(TilingSpriteRenderer, _super); /** - * constructor for renderer - * @param {PIXI.Renderer} renderer - The renderer this tiling awesomeness works for. + * Determines whether we should collapse newLine chars. + * @param whiteSpace - The white space + * @returns should collapse */ - function TilingSpriteRenderer(renderer) { - var _this = _super.call(this, renderer) || this; - // WebGL version is not available during initialization! - renderer.runners.contextChange.add(_this); - _this.quad = new core.QuadUv(); - /** - * The WebGL state in which this renderer will work. - * @member {PIXI.State} - * @readonly - */ - _this.state = core.State.for2d(); - return _this; - } - /** Creates shaders when context is initialized. */ - TilingSpriteRenderer.prototype.contextChange = function () { - var renderer = this.renderer; - var uniforms = { globals: renderer.globalUniforms }; - this.simpleShader = core.Shader.from(gl1VertexSrc, fragmentSimpleSrc, uniforms); - this.shader = renderer.context.webGLVersion > 1 - ? core.Shader.from(gl2VertexSrc, gl2FragmentSrc, uniforms) - : core.Shader.from(gl1VertexSrc, gl1FragmentSrc, uniforms); + TextMetrics.collapseNewlines = function (whiteSpace) { + return (whiteSpace === 'normal'); }; /** - * @param {PIXI.TilingSprite} ts - tilingSprite to be rendered + * Trims breaking whitespaces from string. + * @param text - The text + * @returns Trimmed string */ - TilingSpriteRenderer.prototype.render = function (ts) { - var renderer = this.renderer; - var quad = this.quad; - var vertices = quad.vertices; - vertices[0] = vertices[6] = (ts._width) * -ts.anchor.x; - vertices[1] = vertices[3] = ts._height * -ts.anchor.y; - vertices[2] = vertices[4] = (ts._width) * (1.0 - ts.anchor.x); - vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y); - var anchorX = ts.uvRespectAnchor ? ts.anchor.x : 0; - var anchorY = ts.uvRespectAnchor ? ts.anchor.y : 0; - vertices = quad.uvs; - vertices[0] = vertices[6] = -anchorX; - vertices[1] = vertices[3] = -anchorY; - vertices[2] = vertices[4] = 1.0 - anchorX; - vertices[5] = vertices[7] = 1.0 - anchorY; - quad.invalidate(); - var tex = ts._texture; - var baseTex = tex.baseTexture; - var premultiplied = baseTex.alphaMode > 0; - var lt = ts.tileTransform.localTransform; - var uv = ts.uvMatrix; - var isSimple = baseTex.isPowerOfTwo - && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height; - // auto, force repeat wrapMode for big tiling textures - if (isSimple) { - if (!baseTex._glTextures[renderer.CONTEXT_UID]) { - if (baseTex.wrapMode === constants.WRAP_MODES.CLAMP) { - baseTex.wrapMode = constants.WRAP_MODES.REPEAT; - } - } - else { - isSimple = baseTex.wrapMode !== constants.WRAP_MODES.CLAMP; - } - } - var shader = isSimple ? this.simpleShader : this.shader; - var w = tex.width; - var h = tex.height; - var W = ts._width; - var H = ts._height; - tempMat.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H); - // that part is the same as above: - // tempMat.identity(); - // tempMat.scale(tex.width, tex.height); - // tempMat.prepend(lt); - // tempMat.scale(1.0 / ts._width, 1.0 / ts._height); - tempMat.invert(); - if (isSimple) { - tempMat.prepend(uv.mapCoord); + TextMetrics.trimRight = function (text) { + if (typeof text !== 'string') { + return ''; } - else { - shader.uniforms.uMapCoord = uv.mapCoord.toArray(true); - shader.uniforms.uClampFrame = uv.uClampFrame; - shader.uniforms.uClampOffset = uv.uClampOffset; + for (var i = text.length - 1; i >= 0; i--) { + var char = text[i]; + if (!TextMetrics.isBreakingSpace(char)) { + break; + } + text = text.slice(0, -1); } - shader.uniforms.uTransform = tempMat.toArray(true); - shader.uniforms.uColor = utils.premultiplyTintToRgba(ts.tint, ts.worldAlpha, shader.uniforms.uColor, premultiplied); - shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true); - shader.uniforms.uSampler = tex; - renderer.shader.bind(shader); - renderer.geometry.bind(quad); - this.state.blendMode = utils.correctBlendMode(ts.blendMode, premultiplied); - renderer.state.set(this.state); - renderer.geometry.draw(this.renderer.gl.TRIANGLES, 6, 0); - }; - /** @ignore */ - TilingSpriteRenderer.extension = { - name: 'tilingSprite', - type: core.ExtensionType.RendererPlugin, + return text; }; - return TilingSpriteRenderer; -}(core.ObjectRenderer)); - -exports.TilingSprite = TilingSprite; -exports.TilingSpriteRenderer = TilingSpriteRenderer; - - -},{"@pixi/constants":10,"@pixi/core":27,"@pixi/math":39,"@pixi/sprite":49,"@pixi/utils":22}],49:[function(require,module,exports){ -/*! - * @pixi/sprite - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/sprite is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -var constants = require('@pixi/constants'); -var core = require('@pixi/core'); -var display = require('@pixi/display'); -var math = require('@pixi/math'); -var settings = require('@pixi/settings'); -var utils = require('@pixi/utils'); - -/*! ***************************************************************************** -Copyright (c) Microsoft Corporation. - -Permission to use, copy, modify, and/or distribute this software for any -purpose with or without fee is hereby granted. - -THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH -REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY -AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, -INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM -LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR -OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR -PERFORMANCE OF THIS SOFTWARE. -***************************************************************************** */ -/* global Reflect, Promise */ - -var extendStatics = function(d, b) { - extendStatics = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics(d, b); -}; - -function __extends(d, b) { - extendStatics(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); -} - -var tempPoint = new math.Point(); -var indices = new Uint16Array([0, 1, 2, 0, 2, 3]); -/** - * The Sprite object is the base for all textured objects that are rendered to the screen - * - * A sprite can be created directly from an image like this: - * - * ```js - * let sprite = PIXI.Sprite.from('assets/image.png'); - * ``` - * - * The more efficient way to create sprites is using a {@link PIXI.Spritesheet}, - * as swapping base textures when rendering to the screen is inefficient. - * - * ```js - * PIXI.Loader.shared.add("assets/spritesheet.json").load(setup); - * - * function setup() { - * let sheet = PIXI.Loader.shared.resources["assets/spritesheet.json"].spritesheet; - * let sprite = new PIXI.Sprite(sheet.textures["image.png"]); - * ... - * } - * ``` - * @memberof PIXI - */ -var Sprite = /** @class */ (function (_super) { - __extends(Sprite, _super); - /** @param texture - The texture for this sprite. */ - function Sprite(texture) { - var _this = _super.call(this) || this; - _this._anchor = new math.ObservablePoint(_this._onAnchorUpdate, _this, (texture ? texture.defaultAnchor.x : 0), (texture ? texture.defaultAnchor.y : 0)); - _this._texture = null; - _this._width = 0; - _this._height = 0; - _this._tint = null; - _this._tintRGB = null; - _this.tint = 0xFFFFFF; - _this.blendMode = constants.BLEND_MODES.NORMAL; - _this._cachedTint = 0xFFFFFF; - _this.uvs = null; - // call texture setter - _this.texture = texture || core.Texture.EMPTY; - _this.vertexData = new Float32Array(8); - _this.vertexTrimmedData = null; - _this._transformID = -1; - _this._textureID = -1; - _this._transformTrimmedID = -1; - _this._textureTrimmedID = -1; - // Batchable stuff.. - // TODO could make this a mixin? - _this.indices = indices; - _this.pluginName = 'batch'; - /** - * Used to fast check if a sprite is.. a sprite! - * @member {boolean} - */ - _this.isSprite = true; - _this._roundPixels = settings.settings.ROUND_PIXELS; - return _this; - } - /** When the texture is updated, this event will fire to update the scale and frame. */ - Sprite.prototype._onTextureUpdate = function () { - this._textureID = -1; - this._textureTrimmedID = -1; - this._cachedTint = 0xFFFFFF; - // so if _width is 0 then width was not set.. - if (this._width) { - this.scale.x = utils.sign(this.scale.x) * this._width / this._texture.orig.width; - } - if (this._height) { - this.scale.y = utils.sign(this.scale.y) * this._height / this._texture.orig.height; + /** + * Determines if char is a newline. + * @param char - The character + * @returns True if newline, False otherwise. + */ + TextMetrics.isNewline = function (char) { + if (typeof char !== 'string') { + return false; } + return (TextMetrics._newlines.indexOf(char.charCodeAt(0)) >= 0); }; - /** Called when the anchor position updates. */ - Sprite.prototype._onAnchorUpdate = function () { - this._transformID = -1; - this._transformTrimmedID = -1; - }; - /** Calculates worldTransform * vertices, store it in vertexData. */ - Sprite.prototype.calculateVertices = function () { - var texture = this._texture; - if (this._transformID === this.transform._worldID && this._textureID === texture._updateID) { - return; - } - // update texture UV here, because base texture can be changed without calling `_onTextureUpdate` - if (this._textureID !== texture._updateID) { - this.uvs = this._texture._uvs.uvsFloat32; - } - this._transformID = this.transform._worldID; - this._textureID = texture._updateID; - // set the vertex data - var wt = this.transform.worldTransform; - var a = wt.a; - var b = wt.b; - var c = wt.c; - var d = wt.d; - var tx = wt.tx; - var ty = wt.ty; - var vertexData = this.vertexData; - var trim = texture.trim; - var orig = texture.orig; - var anchor = this._anchor; - var w0 = 0; - var w1 = 0; - var h0 = 0; - var h1 = 0; - if (trim) { - // if the sprite is trimmed and is not a tilingsprite then we need to add the extra - // space before transforming the sprite coords. - w1 = trim.x - (anchor._x * orig.width); - w0 = w1 + trim.width; - h1 = trim.y - (anchor._y * orig.height); - h0 = h1 + trim.height; + /** + * Determines if char is a breaking whitespace. + * + * It allows one to determine whether char should be a breaking whitespace + * For example certain characters in CJK langs or numbers. + * It must return a boolean. + * @param char - The character + * @param [_nextChar] - The next character + * @returns True if whitespace, False otherwise. + */ + TextMetrics.isBreakingSpace = function (char, _nextChar) { + if (typeof char !== 'string') { + return false; } - else { - w1 = -anchor._x * orig.width; - w0 = w1 + orig.width; - h1 = -anchor._y * orig.height; - h0 = h1 + orig.height; + return (TextMetrics._breakingSpaces.indexOf(char.charCodeAt(0)) >= 0); + }; + /** + * Splits a string into words, breaking-spaces and newLine characters + * @param text - The text + * @returns A tokenized array + */ + TextMetrics.tokenize = function (text) { + var tokens = []; + var token = ''; + if (typeof text !== 'string') { + return tokens; } - // xy - vertexData[0] = (a * w1) + (c * h1) + tx; - vertexData[1] = (d * h1) + (b * w1) + ty; - // xy - vertexData[2] = (a * w0) + (c * h1) + tx; - vertexData[3] = (d * h1) + (b * w0) + ty; - // xy - vertexData[4] = (a * w0) + (c * h0) + tx; - vertexData[5] = (d * h0) + (b * w0) + ty; - // xy - vertexData[6] = (a * w1) + (c * h0) + tx; - vertexData[7] = (d * h0) + (b * w1) + ty; - if (this._roundPixels) { - var resolution = settings.settings.RESOLUTION; - for (var i = 0; i < vertexData.length; ++i) { - vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution); + for (var i = 0; i < text.length; i++) { + var char = text[i]; + var nextChar = text[i + 1]; + if (TextMetrics.isBreakingSpace(char, nextChar) || TextMetrics.isNewline(char)) { + if (token !== '') { + tokens.push(token); + token = ''; + } + tokens.push(char); + continue; } + token += char; } + if (token !== '') { + tokens.push(token); + } + return tokens; }; /** - * Calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData. + * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. * - * This is used to ensure that the true width and height of a trimmed texture is respected. + * It allows one to customise which words should break + * Examples are if the token is CJK or numbers. + * It must return a boolean. + * @param _token - The token + * @param breakWords - The style attr break words + * @returns Whether to break word or not */ - Sprite.prototype.calculateTrimmedVertices = function () { - if (!this.vertexTrimmedData) { - this.vertexTrimmedData = new Float32Array(8); - } - else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) { - return; - } - this._transformTrimmedID = this.transform._worldID; - this._textureTrimmedID = this._texture._updateID; - // lets do some special trim code! - var texture = this._texture; - var vertexData = this.vertexTrimmedData; - var orig = texture.orig; - var anchor = this._anchor; - // lets calculate the new untrimmed bounds.. - var wt = this.transform.worldTransform; - var a = wt.a; - var b = wt.b; - var c = wt.c; - var d = wt.d; - var tx = wt.tx; - var ty = wt.ty; - var w1 = -anchor._x * orig.width; - var w0 = w1 + orig.width; - var h1 = -anchor._y * orig.height; - var h0 = h1 + orig.height; - // xy - vertexData[0] = (a * w1) + (c * h1) + tx; - vertexData[1] = (d * h1) + (b * w1) + ty; - // xy - vertexData[2] = (a * w0) + (c * h1) + tx; - vertexData[3] = (d * h1) + (b * w0) + ty; - // xy - vertexData[4] = (a * w0) + (c * h0) + tx; - vertexData[5] = (d * h0) + (b * w0) + ty; - // xy - vertexData[6] = (a * w1) + (c * h0) + tx; - vertexData[7] = (d * h0) + (b * w1) + ty; + TextMetrics.canBreakWords = function (_token, breakWords) { + return breakWords; }; /** + * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. * - * Renders the object using the WebGL renderer - * @param renderer - The webgl renderer to use. + * It allows one to determine whether a pair of characters + * should be broken by newlines + * For example certain characters in CJK langs or numbers. + * It must return a boolean. + * @param _char - The character + * @param _nextChar - The next character + * @param _token - The token/word the characters are from + * @param _index - The index in the token of the char + * @param _breakWords - The style attr break words + * @returns whether to break word or not */ - Sprite.prototype._render = function (renderer) { - this.calculateVertices(); - renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); - renderer.plugins[this.pluginName].render(this); + TextMetrics.canBreakChars = function (_char, _nextChar, _token, _index, _breakWords) { + return true; }; - /** Updates the bounds of the sprite. */ - Sprite.prototype._calculateBounds = function () { - var trim = this._texture.trim; - var orig = this._texture.orig; - // First lets check to see if the current texture has a trim.. - if (!trim || (trim.width === orig.width && trim.height === orig.height)) { - // no trim! lets use the usual calculations.. - this.calculateVertices(); - this._bounds.addQuad(this.vertexData); - } - else { - // lets calculate a special trimmed bounds... - this.calculateTrimmedVertices(); - this._bounds.addQuad(this.vertexTrimmedData); - } + /** + * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. + * + * It is called when a token (usually a word) has to be split into separate pieces + * in order to determine the point to break a word. + * It must return an array of characters. + * @example + * // Correctly splits emojis, eg "🤪🤪" will result in two element array, each with one emoji. + * TextMetrics.wordWrapSplit = (token) => [...token]; + * @param token - The token to split + * @returns The characters of the token + */ + TextMetrics.wordWrapSplit = function (token) { + return token.split(''); }; /** - * Gets the local bounds of the sprite object. - * @param rect - Optional output rectangle. - * @returns The bounds. + * Calculates the ascent, descent and fontSize of a given font-style + * @param font - String representing the style of the font + * @returns Font properties object */ - Sprite.prototype.getLocalBounds = function (rect) { - // we can do a fast local bounds if the sprite has no children! - if (this.children.length === 0) { - if (!this._localBounds) { - this._localBounds = new display.Bounds(); - } - this._localBounds.minX = this._texture.orig.width * -this._anchor._x; - this._localBounds.minY = this._texture.orig.height * -this._anchor._y; - this._localBounds.maxX = this._texture.orig.width * (1 - this._anchor._x); - this._localBounds.maxY = this._texture.orig.height * (1 - this._anchor._y); - if (!rect) { - if (!this._localBoundsRect) { - this._localBoundsRect = new math.Rectangle(); + TextMetrics.measureFont = function (font) { + // as this method is used for preparing assets, don't recalculate things if we don't need to + if (TextMetrics._fonts[font]) { + return TextMetrics._fonts[font]; + } + var properties = { + ascent: 0, + descent: 0, + fontSize: 0, + }; + var canvas = TextMetrics._canvas; + var context = TextMetrics._context; + context.font = font; + var metricsString = TextMetrics.METRICS_STRING + TextMetrics.BASELINE_SYMBOL; + var width = Math.ceil(context.measureText(metricsString).width); + var baseline = Math.ceil(context.measureText(TextMetrics.BASELINE_SYMBOL).width); + var height = Math.ceil(TextMetrics.HEIGHT_MULTIPLIER * baseline); + baseline = baseline * TextMetrics.BASELINE_MULTIPLIER | 0; + canvas.width = width; + canvas.height = height; + context.fillStyle = '#f00'; + context.fillRect(0, 0, width, height); + context.font = font; + context.textBaseline = 'alphabetic'; + context.fillStyle = '#000'; + context.fillText(metricsString, 0, baseline); + var imagedata = context.getImageData(0, 0, width, height).data; + var pixels = imagedata.length; + var line = width * 4; + var i = 0; + var idx = 0; + var stop = false; + // ascent. scan from top to bottom until we find a non red pixel + for (i = 0; i < baseline; ++i) { + for (var j = 0; j < line; j += 4) { + if (imagedata[idx + j] !== 255) { + stop = true; + break; } - rect = this._localBoundsRect; } - return this._localBounds.getRectangle(rect); + if (!stop) { + idx += line; + } + else { + break; + } } - return _super.prototype.getLocalBounds.call(this, rect); - }; - /** - * Tests if a point is inside this sprite - * @param point - the point to test - * @returns The result of the test - */ - Sprite.prototype.containsPoint = function (point) { - this.worldTransform.applyInverse(point, tempPoint); - var width = this._texture.orig.width; - var height = this._texture.orig.height; - var x1 = -width * this.anchor.x; - var y1 = 0; - if (tempPoint.x >= x1 && tempPoint.x < x1 + width) { - y1 = -height * this.anchor.y; - if (tempPoint.y >= y1 && tempPoint.y < y1 + height) { - return true; + properties.ascent = baseline - i; + idx = pixels - line; + stop = false; + // descent. scan from bottom to top until we find a non red pixel + for (i = height; i > baseline; --i) { + for (var j = 0; j < line; j += 4) { + if (imagedata[idx + j] !== 255) { + stop = true; + break; + } + } + if (!stop) { + idx -= line; + } + else { + break; } } - return false; + properties.descent = i - baseline; + properties.fontSize = properties.ascent + properties.descent; + TextMetrics._fonts[font] = properties; + return properties; }; /** - * Destroys this sprite and optionally its texture and children. - * @param options - Options parameter. A boolean will act as if all options - * have been set to that value - * @param [options.children=false] - if set to true, all the children will have their destroy - * method called as well. 'options' will be passed on to those calls. - * @param [options.texture=false] - Should it destroy the current texture of the sprite as well - * @param [options.baseTexture=false] - Should it destroy the base texture of the sprite as well + * Clear font metrics in metrics cache. + * @param {string} [font] - font name. If font name not set then clear cache for all fonts. */ - Sprite.prototype.destroy = function (options) { - _super.prototype.destroy.call(this, options); - this._texture.off('update', this._onTextureUpdate, this); - this._anchor = null; - var destroyTexture = typeof options === 'boolean' ? options : options && options.texture; - if (destroyTexture) { - var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture; - this._texture.destroy(!!destroyBaseTexture); + TextMetrics.clearMetrics = function (font) { + if (font === void 0) { font = ''; } + if (font) { + delete TextMetrics._fonts[font]; + } + else { + TextMetrics._fonts = {}; } - this._texture = null; - }; - // some helper functions.. - /** - * Helper function that creates a new sprite based on the source you provide. - * The source can be - frame id, image url, video url, canvas element, video element, base texture - * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from - * @param {object} [options] - See {@link PIXI.BaseTexture}'s constructor for options. - * @returns The newly created sprite - */ - Sprite.from = function (source, options) { - var texture = (source instanceof core.Texture) - ? source - : core.Texture.from(source, options); - return new Sprite(texture); }; - Object.defineProperty(Sprite.prototype, "roundPixels", { - get: function () { - return this._roundPixels; - }, - /** - * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. - * - * Advantages can include sharper image quality (like text) and faster rendering on canvas. - * The main disadvantage is movement of objects may appear less smooth. - * - * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}. - * @default false - */ - set: function (value) { - if (this._roundPixels !== value) { - this._transformID = -1; - } - this._roundPixels = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "width", { - /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return Math.abs(this.scale.x) * this._texture.orig.width; - }, - set: function (value) { - var s = utils.sign(this.scale.x) || 1; - this.scale.x = s * value / this._texture.orig.width; - this._width = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "height", { - /** The height of the sprite, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return Math.abs(this.scale.y) * this._texture.orig.height; - }, - set: function (value) { - var s = utils.sign(this.scale.y) || 1; - this.scale.y = s * value / this._texture.orig.height; - this._height = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "anchor", { + Object.defineProperty(TextMetrics, "_canvas", { /** - * The anchor sets the origin point of the sprite. The default value is taken from the {@link PIXI.Texture|Texture} - * and passed to the constructor. - * - * The default is `(0,0)`, this means the sprite's origin is the top left. - * - * Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered. - * - * Setting the anchor to `(1,1)` would mean the sprite's origin point will be the bottom right corner. - * - * If you pass only single parameter, it will set both x and y to the same value as shown in the example below. - * @example - * const sprite = new PIXI.Sprite(texture); - * sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5). + * Cached canvas element for measuring text + * TODO: this should be private, but isn't because of backward compat, will fix later. + * @ignore */ get: function () { - return this._anchor; - }, - set: function (value) { - this._anchor.copyFrom(value); + if (!TextMetrics.__canvas) { + var canvas = void 0; + try { + // OffscreenCanvas2D measureText can be up to 40% faster. + var c = new OffscreenCanvas(0, 0); + var context = c.getContext('2d', contextSettings); + if (context && context.measureText) { + TextMetrics.__canvas = c; + return c; + } + canvas = settings.settings.ADAPTER.createCanvas(); + } + catch (ex) { + canvas = settings.settings.ADAPTER.createCanvas(); + } + canvas.width = canvas.height = 10; + TextMetrics.__canvas = canvas; + } + return TextMetrics.__canvas; }, enumerable: false, configurable: true }); - Object.defineProperty(Sprite.prototype, "tint", { + Object.defineProperty(TextMetrics, "_context", { /** - * The tint applied to the sprite. This is a hex value. - * - * A value of 0xFFFFFF will remove any tint effect. - * @default 0xFFFFFF + * TODO: this should be private, but isn't because of backward compat, will fix later. + * @ignore */ get: function () { - return this._tint; - }, - set: function (value) { - this._tint = value; - this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "texture", { - /** The texture that the sprite is using. */ - get: function () { - return this._texture; - }, - set: function (value) { - if (this._texture === value) { - return; - } - if (this._texture) { - this._texture.off('update', this._onTextureUpdate, this); - } - this._texture = value || core.Texture.EMPTY; - this._cachedTint = 0xFFFFFF; - this._textureID = -1; - this._textureTrimmedID = -1; - if (value) { - // wait for the texture to load - if (value.baseTexture.valid) { - this._onTextureUpdate(); - } - else { - value.once('update', this._onTextureUpdate, this); - } + if (!TextMetrics.__context) { + TextMetrics.__context = TextMetrics._canvas.getContext('2d', contextSettings); } + return TextMetrics.__context; }, enumerable: false, configurable: true }); - return Sprite; -}(display.Container)); - -exports.Sprite = Sprite; - - -},{"@pixi/constants":10,"@pixi/core":27,"@pixi/display":28,"@pixi/math":39,"@pixi/settings":20,"@pixi/utils":22}],50:[function(require,module,exports){ -/*! - * @pixi/spritesheet - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/spritesheet is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license + return TextMetrics; +}()); +/** + * Internal return object for {@link PIXI.TextMetrics.measureFont `TextMetrics.measureFont`}. + * @typedef {object} FontMetrics + * @property {number} ascent - The ascent distance + * @property {number} descent - The descent distance + * @property {number} fontSize - Font size from ascent to descent + * @memberof PIXI.TextMetrics + * @private */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -var math = require('@pixi/math'); -var core = require('@pixi/core'); -var utils = require('@pixi/utils'); -var loaders = require('@pixi/loaders'); - /** - * Utility class for maintaining reference to a collection - * of Textures on a single Spritesheet. - * - * To access a sprite sheet from your code you may pass its JSON data file to Pixi's loader: - * - * ```js - * PIXI.Loader.shared.add("images/spritesheet.json").load(setup); - * - * function setup() { - * let sheet = PIXI.Loader.shared.resources["images/spritesheet.json"].spritesheet; - * ... - * } - * ``` - * - * Alternately, you may circumvent the loader by instantiating the Spritesheet directly: - * ```js - * const sheet = new PIXI.Spritesheet(texture, spritesheetData); - * await sheet.parse(); - * console.log('Spritesheet ready to use!'); - * ``` - * - * With the `sheet.textures` you can create Sprite objects,`sheet.animations` can be used to create an AnimatedSprite. - * - * Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker}, - * {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}. - * Default anchor points (see {@link PIXI.Texture#defaultAnchor}) and grouping of animation sprites are currently only - * supported by TexturePacker. - * @memberof PIXI + * Cache of {@see PIXI.TextMetrics.FontMetrics} objects. + * @memberof PIXI.TextMetrics + * @type {object} + * @private */ -var Spritesheet = /** @class */ (function () { - /** - * @param texture - Reference to the source BaseTexture object. - * @param {object} data - Spritesheet image data. - * @param resolutionFilename - The filename to consider when determining - * the resolution of the spritesheet. If not provided, the imageUrl will - * be used on the BaseTexture. - */ - function Spritesheet(texture, data, resolutionFilename) { - if (resolutionFilename === void 0) { resolutionFilename = null; } - /** For multi-packed spritesheets, this contains a reference to all the other spritesheets it depends on. */ - this.linkedSheets = []; - this._texture = texture instanceof core.Texture ? texture : null; - this.baseTexture = texture instanceof core.BaseTexture ? texture : this._texture.baseTexture; - this.textures = {}; - this.animations = {}; - this.data = data; - var resource = this.baseTexture.resource; - this.resolution = this._updateResolution(resolutionFilename || (resource ? resource.url : null)); - this._frames = this.data.frames; - this._frameKeys = Object.keys(this._frames); - this._batchIndex = 0; - this._callback = null; - } - /** - * Generate the resolution from the filename or fallback - * to the meta.scale field of the JSON data. - * @param resolutionFilename - The filename to use for resolving - * the default resolution. - * @returns Resolution to use for spritesheet. - */ - Spritesheet.prototype._updateResolution = function (resolutionFilename) { - if (resolutionFilename === void 0) { resolutionFilename = null; } - var scale = this.data.meta.scale; - // Use a defaultValue of `null` to check if a url-based resolution is set - var resolution = utils.getResolutionOfUrl(resolutionFilename, null); - // No resolution found via URL - if (resolution === null) { - // Use the scale value or default to 1 - resolution = scale !== undefined ? parseFloat(scale) : 1; - } - // For non-1 resolutions, update baseTexture - if (resolution !== 1) { - this.baseTexture.setResolution(resolution); - } - return resolution; - }; - /** @ignore */ - Spritesheet.prototype.parse = function (callback) { - var _this = this; - if (callback) { - utils.deprecation('6.5.0', 'Spritesheet.parse callback is deprecated, use the return Promise instead.'); - } - return new Promise(function (resolve) { - _this._callback = function (textures) { - callback === null || callback === void 0 ? void 0 : callback(textures); - resolve(textures); - }; - _this._batchIndex = 0; - if (_this._frameKeys.length <= Spritesheet.BATCH_SIZE) { - _this._processFrames(0); - _this._processAnimations(); - _this._parseComplete(); - } - else { - _this._nextBatch(); - } - }); - }; - /** - * Process a batch of frames - * @param initialFrameIndex - The index of frame to start. - */ - Spritesheet.prototype._processFrames = function (initialFrameIndex) { - var frameIndex = initialFrameIndex; - var maxFrames = Spritesheet.BATCH_SIZE; - while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length) { - var i = this._frameKeys[frameIndex]; - var data = this._frames[i]; - var rect = data.frame; - if (rect) { - var frame = null; - var trim = null; - var sourceSize = data.trimmed !== false && data.sourceSize - ? data.sourceSize : data.frame; - var orig = new math.Rectangle(0, 0, Math.floor(sourceSize.w) / this.resolution, Math.floor(sourceSize.h) / this.resolution); - if (data.rotated) { - frame = new math.Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.h) / this.resolution, Math.floor(rect.w) / this.resolution); - } - else { - frame = new math.Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution); - } - // Check to see if the sprite is trimmed - if (data.trimmed !== false && data.spriteSourceSize) { - trim = new math.Rectangle(Math.floor(data.spriteSourceSize.x) / this.resolution, Math.floor(data.spriteSourceSize.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution); - } - this.textures[i] = new core.Texture(this.baseTexture, frame, orig, trim, data.rotated ? 2 : 0, data.anchor); - // lets also add the frame to pixi's global cache for 'from' and 'fromLoader' functions - core.Texture.addToCache(this.textures[i], i); - } - frameIndex++; - } - }; - /** Parse animations config. */ - Spritesheet.prototype._processAnimations = function () { - var animations = this.data.animations || {}; - for (var animName in animations) { - this.animations[animName] = []; - for (var i = 0; i < animations[animName].length; i++) { - var frameName = animations[animName][i]; - this.animations[animName].push(this.textures[frameName]); - } - } - }; - /** The parse has completed. */ - Spritesheet.prototype._parseComplete = function () { - var callback = this._callback; - this._callback = null; - this._batchIndex = 0; - callback.call(this, this.textures); - }; - /** Begin the next batch of textures. */ - Spritesheet.prototype._nextBatch = function () { - var _this = this; - this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE); - this._batchIndex++; - setTimeout(function () { - if (_this._batchIndex * Spritesheet.BATCH_SIZE < _this._frameKeys.length) { - _this._nextBatch(); - } - else { - _this._processAnimations(); - _this._parseComplete(); - } - }, 0); - }; - /** - * Destroy Spritesheet and don't use after this. - * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well - */ - Spritesheet.prototype.destroy = function (destroyBase) { - var _a; - if (destroyBase === void 0) { destroyBase = false; } - for (var i in this.textures) { - this.textures[i].destroy(); - } - this._frames = null; - this._frameKeys = null; - this.data = null; - this.textures = null; - if (destroyBase) { - (_a = this._texture) === null || _a === void 0 ? void 0 : _a.destroy(); - this.baseTexture.destroy(); - } - this._texture = null; - this.baseTexture = null; - this.linkedSheets = []; - }; - /** The maximum number of Textures to build per process. */ - Spritesheet.BATCH_SIZE = 1000; - return Spritesheet; -}()); +TextMetrics._fonts = {}; +/** + * String used for calculate font metrics. + * These characters are all tall to help calculate the height required for text. + * @static + * @memberof PIXI.TextMetrics + * @name METRICS_STRING + * @type {string} + * @default |ÉqÅ + */ +TextMetrics.METRICS_STRING = '|ÉqÅ'; +/** + * Baseline symbol for calculate font metrics. + * @static + * @memberof PIXI.TextMetrics + * @name BASELINE_SYMBOL + * @type {string} + * @default M + */ +TextMetrics.BASELINE_SYMBOL = 'M'; /** - * Reference to Spritesheet object created. - * @member {PIXI.Spritesheet} spritesheet - * @memberof PIXI.LoaderResource - * @instance + * Baseline multiplier for calculate font metrics. + * @static + * @memberof PIXI.TextMetrics + * @name BASELINE_MULTIPLIER + * @type {number} + * @default 1.4 + */ +TextMetrics.BASELINE_MULTIPLIER = 1.4; +/** + * Height multiplier for setting height of canvas to calculate font metrics. + * @static + * @memberof PIXI.TextMetrics + * @name HEIGHT_MULTIPLIER + * @type {number} + * @default 2.00 */ +TextMetrics.HEIGHT_MULTIPLIER = 2.0; /** - * Dictionary of textures from Spritesheet. - * @member {Object} textures - * @memberof PIXI.LoaderResource - * @instance + * Cache of new line chars. + * @memberof PIXI.TextMetrics + * @type {number[]} + * @private + */ +TextMetrics._newlines = [ + 0x000A, + 0x000D ]; +/** + * Cache of breaking spaces. + * @memberof PIXI.TextMetrics + * @type {number[]} + * @private + */ +TextMetrics._breakingSpaces = [ + 0x0009, + 0x0020, + 0x2000, + 0x2001, + 0x2002, + 0x2003, + 0x2004, + 0x2005, + 0x2006, + 0x2008, + 0x2009, + 0x200A, + 0x205F, + 0x3000 ]; +/** + * A number, or a string containing a number. + * @memberof PIXI + * @typedef {object} IFontMetrics + * @property {number} ascent - Font ascent + * @property {number} descent - Font descent + * @property {number} fontSize - Font size */ +var defaultDestroyOptions = { + texture: true, + children: false, + baseTexture: true, +}; /** - * {@link PIXI.Loader} middleware for loading texture atlases that have been created with - * TexturePacker or similar JSON-based spritesheet. + * A Text Object will create a line or multiple lines of text. * - * This middleware automatically generates Texture resources. + * The text is created using the [Canvas API](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API). * - * If you're using Webpack or other bundlers and plan on bundling the atlas' JSON, - * use the {@link PIXI.Spritesheet} class to directly parse the JSON. + * The primary advantage of this class over BitmapText is that you have great control over the style of the text, + * which you can change at runtime. * - * The Loader's image Resource name is automatically appended with `"_image"`. - * If a Resource with this name is already loaded, the Loader will skip parsing the - * Spritesheet. The code below will generate an internal Loader Resource called `"myatlas_image"`. - * @example - * loader.add('myatlas', 'path/to/myatlas.json'); - * loader.load(() => { - * loader.resources.myatlas; // atlas JSON resource - * loader.resources.myatlas_image; // atlas Image resource - * }); + * The primary disadvantages is that each piece of text has it's own texture, which can use more memory. + * When text changes, this texture has to be re-generated and re-uploaded to the GPU, taking up time. + * + * To split a line you can use '\n' in your text string, or, on the `style` object, + * change its `wordWrap` property to true and and give the `wordWrapWidth` property a value. + * + * A Text can be created directly from a string and a style object, + * which can be generated [here](https://pixijs.io/pixi-text-style). + * + * ```js + * let text = new PIXI.Text('This is a PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'}); + * ``` * @memberof PIXI */ -var SpritesheetLoader = /** @class */ (function () { - function SpritesheetLoader() { +var Text = /** @class */ (function (_super) { + __extends(Text, _super); + /** + * @param text - The string that you would like the text to display + * @param {object|PIXI.TextStyle} [style] - The style parameters + * @param canvas - The canvas element for drawing text + */ + function Text(text, style, canvas) { + var _this = this; + var ownCanvas = false; + if (!canvas) { + canvas = settings.settings.ADAPTER.createCanvas(); + ownCanvas = true; + } + canvas.width = 3; + canvas.height = 3; + var texture = core.Texture.from(canvas); + texture.orig = new math.Rectangle(); + texture.trim = new math.Rectangle(); + _this = _super.call(this, texture) || this; + _this._ownCanvas = ownCanvas; + _this.canvas = canvas; + _this.context = canvas.getContext('2d', { + // required for trimming to work without warnings + willReadFrequently: true, + }); + _this._resolution = settings.settings.RESOLUTION; + _this._autoResolution = true; + _this._text = null; + _this._style = null; + _this._styleListener = null; + _this._font = ''; + _this.text = text; + _this.style = style; + _this.localStyleID = -1; + return _this; } /** - * Called after a resource is loaded. - * @see PIXI.Loader.loaderMiddleware - * @param resource - * @param next + * Renders text to its canvas, and updates its texture. + * + * By default this is used internally to ensure the texture is correct before rendering, + * but it can be used called externally, for example from this class to 'pre-generate' the texture from a piece of text, + * and then shared across multiple Sprites. + * @param respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called. */ - SpritesheetLoader.use = function (resource, next) { - var _a, _b; - // because this is middleware, it execute in loader context. `this` = loader - var loader = this; - var imageResourceName = resource.name + "_image"; - // skip if no data, its not json, it isn't spritesheet data, or the image resource already exists - if (!resource.data - || resource.type !== loaders.LoaderResource.TYPE.JSON - || !resource.data.frames - || loader.resources[imageResourceName]) { - next(); + Text.prototype.updateText = function (respectDirty) { + var style = this._style; + // check if style has changed.. + if (this.localStyleID !== style.styleID) { + this.dirty = true; + this.localStyleID = style.styleID; + } + if (!this.dirty && respectDirty) { return; } - // Check and add the multi atlas - // Heavily influenced and based on https://github.com/rocket-ua/pixi-tps-loader/blob/master/src/ResourceLoader.js - // eslint-disable-next-line camelcase - var multiPacks = (_b = (_a = resource.data) === null || _a === void 0 ? void 0 : _a.meta) === null || _b === void 0 ? void 0 : _b.related_multi_packs; - if (Array.isArray(multiPacks)) { - var _loop_1 = function (item) { - if (typeof item !== 'string') { - return "continue"; + this._font = this._style.toFontString(); + var context = this.context; + var measured = TextMetrics.measureText(this._text || ' ', this._style, this._style.wordWrap, this.canvas); + var width = measured.width; + var height = measured.height; + var lines = measured.lines; + var lineHeight = measured.lineHeight; + var lineWidths = measured.lineWidths; + var maxLineWidth = measured.maxLineWidth; + var fontProperties = measured.fontProperties; + this.canvas.width = Math.ceil(Math.ceil((Math.max(1, width) + (style.padding * 2))) * this._resolution); + this.canvas.height = Math.ceil(Math.ceil((Math.max(1, height) + (style.padding * 2))) * this._resolution); + context.scale(this._resolution, this._resolution); + context.clearRect(0, 0, this.canvas.width, this.canvas.height); + context.font = this._font; + context.lineWidth = style.strokeThickness; + context.textBaseline = style.textBaseline; + context.lineJoin = style.lineJoin; + context.miterLimit = style.miterLimit; + var linePositionX; + var linePositionY; + // require 2 passes if a shadow; the first to draw the drop shadow, the second to draw the text + var passesCount = style.dropShadow ? 2 : 1; + // For v4, we drew text at the colours of the drop shadow underneath the normal text. This gave the correct zIndex, + // but features such as alpha and shadowblur did not look right at all, since we were using actual text as a shadow. + // + // For v5.0.0, we moved over to just use the canvas API for drop shadows, which made them look much nicer and more + // visually please, but now because the stroke is drawn and then the fill, drop shadows would appear on both the fill + // and the stroke; and fill drop shadows would appear over the top of the stroke. + // + // For v5.1.1, the new route is to revert to v4 style of drawing text first to get the drop shadows underneath normal + // text, but instead drawing text in the correct location, we'll draw it off screen (-paddingY), and then adjust the + // drop shadow so only that appears on screen (+paddingY). Now we'll have the correct draw order of the shadow + // beneath the text, whilst also having the proper text shadow styling. + for (var i = 0; i < passesCount; ++i) { + var isShadowPass = style.dropShadow && i === 0; + // we only want the drop shadow, so put text way off-screen + var dsOffsetText = isShadowPass ? Math.ceil(Math.max(1, height) + (style.padding * 2)) : 0; + var dsOffsetShadow = dsOffsetText * this._resolution; + if (isShadowPass) { + // On Safari, text with gradient and drop shadows together do not position correctly + // if the scale of the canvas is not 1: https://bugs.webkit.org/show_bug.cgi?id=197689 + // Therefore we'll set the styles to be a plain black whilst generating this drop shadow + context.fillStyle = 'black'; + context.strokeStyle = 'black'; + var dropShadowColor = style.dropShadowColor; + var rgb = utils.hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : utils.string2hex(dropShadowColor)); + var dropShadowBlur = style.dropShadowBlur * this._resolution; + var dropShadowDistance = style.dropShadowDistance * this._resolution; + context.shadowColor = "rgba(" + rgb[0] * 255 + "," + rgb[1] * 255 + "," + rgb[2] * 255 + "," + style.dropShadowAlpha + ")"; + context.shadowBlur = dropShadowBlur; + context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance; + context.shadowOffsetY = (Math.sin(style.dropShadowAngle) * dropShadowDistance) + dsOffsetShadow; + } + else { + // set canvas text styles + context.fillStyle = this._generateFillStyle(style, lines, measured); + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + context.strokeStyle = style.stroke; + context.shadowColor = 'black'; + context.shadowBlur = 0; + context.shadowOffsetX = 0; + context.shadowOffsetY = 0; + } + var linePositionYShift = (lineHeight - fontProperties.fontSize) / 2; + if (!Text.nextLineHeightBehavior || lineHeight - fontProperties.fontSize < 0) { + linePositionYShift = 0; + } + // draw lines line by line + for (var i_1 = 0; i_1 < lines.length; i_1++) { + linePositionX = style.strokeThickness / 2; + linePositionY = ((style.strokeThickness / 2) + (i_1 * lineHeight)) + fontProperties.ascent + + linePositionYShift; + if (style.align === 'right') { + linePositionX += maxLineWidth - lineWidths[i_1]; } - var itemName = item.replace('.json', ''); - var itemUrl = utils.url.resolve(resource.url.replace(loader.baseUrl, ''), item); - // Check if the file wasn't already added as multipacks are redundant - if (loader.resources[itemName] - || Object.values(loader.resources).some(function (r) { return utils.url.format(utils.url.parse(r.url)) === itemUrl; })) { - return "continue"; + else if (style.align === 'center') { + linePositionX += (maxLineWidth - lineWidths[i_1]) / 2; + } + if (style.stroke && style.strokeThickness) { + this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText, true); + } + if (style.fill) { + this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText); } - var options = { - crossOrigin: resource.crossOrigin, - loadType: loaders.LoaderResource.LOAD_TYPE.XHR, - xhrType: loaders.LoaderResource.XHR_RESPONSE_TYPE.JSON, - parentResource: resource, - metadata: resource.metadata - }; - loader.add(itemName, itemUrl, options); - }; - for (var _i = 0, multiPacks_1 = multiPacks; _i < multiPacks_1.length; _i++) { - var item = multiPacks_1[_i]; - _loop_1(item); - } - } - var loadOptions = { - crossOrigin: resource.crossOrigin, - metadata: resource.metadata.imageMetadata, - parentResource: resource, - }; - var resourcePath = SpritesheetLoader.getResourcePath(resource, loader.baseUrl); - // load the image for this sheet - loader.add(imageResourceName, resourcePath, loadOptions, function onImageLoad(res) { - if (res.error) { - next(res.error); - return; } - var spritesheet = new Spritesheet(res.texture, resource.data, resource.url); - spritesheet.parse().then(function () { - resource.spritesheet = spritesheet; - resource.textures = spritesheet.textures; - next(); - }); - }); - }; - /** - * Get the spritesheets root path - * @param resource - Resource to check path - * @param baseUrl - Base root url - */ - SpritesheetLoader.getResourcePath = function (resource, baseUrl) { - // Prepend url path unless the resource image is a data url - if (resource.isDataUrl) { - return resource.data.meta.image; } - return utils.url.resolve(resource.url.replace(baseUrl, ''), resource.data.meta.image); - }; - /** @ignore */ - SpritesheetLoader.extension = core.ExtensionType.Loader; - return SpritesheetLoader; -}()); - -exports.Spritesheet = Spritesheet; -exports.SpritesheetLoader = SpritesheetLoader; - - -},{"@pixi/core":27,"@pixi/loaders":38,"@pixi/math":39,"@pixi/utils":22}],51:[function(require,module,exports){ -/*! - * @pixi/text-bitmap - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/text-bitmap is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -var math = require('@pixi/math'); -var settings = require('@pixi/settings'); -var mesh = require('@pixi/mesh'); -var utils = require('@pixi/utils'); -var core = require('@pixi/core'); -var text = require('@pixi/text'); -var constants = require('@pixi/constants'); -var display = require('@pixi/display'); -var loaders = require('@pixi/loaders'); - -/*! ***************************************************************************** -Copyright (c) Microsoft Corporation. - -Permission to use, copy, modify, and/or distribute this software for any -purpose with or without fee is hereby granted. - -THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH -REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY -AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, -INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM -LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR -OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR -PERFORMANCE OF THIS SOFTWARE. -***************************************************************************** */ -/* global Reflect, Promise */ - -var extendStatics = function(d, b) { - extendStatics = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics(d, b); -}; - -function __extends(d, b) { - extendStatics(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); -} - -/* eslint-disable max-len */ -/** - * Normalized parsed data from .fnt files. - * @memberof PIXI - */ -var BitmapFontData = /** @class */ (function () { - function BitmapFontData() { - this.info = []; - this.common = []; - this.page = []; - this.char = []; - this.kerning = []; - this.distanceField = []; - } - return BitmapFontData; -}()); - -/** - * BitmapFont format that's Text-based. - * @private - */ -var TextFormat = /** @class */ (function () { - function TextFormat() { - } - /** - * Check if resource refers to txt font data. - * @param data - * @returns - True if resource could be treated as font data, false otherwise. - */ - TextFormat.test = function (data) { - return typeof data === 'string' && data.indexOf('info face=') === 0; + this.updateTexture(); }; /** - * Convert text font data to a javascript object. - * @param txt - Raw string data to be converted - * @returns - Parsed font data + * Render the text with letter-spacing. + * @param text - The text to draw + * @param x - Horizontal position to draw the text + * @param y - Vertical position to draw the text + * @param isStroke - Is this drawing for the outside stroke of the + * text? If not, it's for the inside fill */ - TextFormat.parse = function (txt) { - // Retrieve data item - var items = txt.match(/^[a-z]+\s+.+$/gm); - var rawData = { - info: [], - common: [], - page: [], - char: [], - chars: [], - kerning: [], - kernings: [], - distanceField: [], - }; - for (var i in items) { - // Extract item name - var name = items[i].match(/^[a-z]+/gm)[0]; - // Extract item attribute list as string ex.: "width=10" - var attributeList = items[i].match(/[a-zA-Z]+=([^\s"']+|"([^"]*)")/gm); - // Convert attribute list into an object - var itemData = {}; - for (var i_1 in attributeList) { - // Split key-value pairs - var split = attributeList[i_1].split('='); - var key = split[0]; - // Remove eventual quotes from value - var strValue = split[1].replace(/"/gm, ''); - // Try to convert value into float - var floatValue = parseFloat(strValue); - // Use string value case float value is NaN - var value = isNaN(floatValue) ? strValue : floatValue; - itemData[key] = value; + Text.prototype.drawLetterSpacing = function (text, x, y, isStroke) { + if (isStroke === void 0) { isStroke = false; } + var style = this._style; + // letterSpacing of 0 means normal + var letterSpacing = style.letterSpacing; + // Checking that we can use moddern canvas2D api + // https://developer.chrome.com/origintrials/#/view_trial/3585991203293757441 + // note: this is unstable API, Chrome less 94 use a `textLetterSpacing`, newest use a letterSpacing + // eslint-disable-next-line max-len + var supportLetterSpacing = Text.experimentalLetterSpacing + && ('letterSpacing' in CanvasRenderingContext2D.prototype + || 'textLetterSpacing' in CanvasRenderingContext2D.prototype); + if (letterSpacing === 0 || supportLetterSpacing) { + if (supportLetterSpacing) { + this.context.letterSpacing = letterSpacing; + this.context.textLetterSpacing = letterSpacing; } - // Push current item to the resulting data - rawData[name].push(itemData); + if (isStroke) { + this.context.strokeText(text, x, y); + } + else { + this.context.fillText(text, x, y); + } + return; + } + var currentPosition = x; + // Using Array.from correctly splits characters whilst keeping emoji together. + // This is not supported on IE as it requires ES6, so regular text splitting occurs. + // This also doesn't account for emoji that are multiple emoji put together to make something else. + // Handling all of this would require a big library itself. + // https://medium.com/@giltayar/iterating-over-emoji-characters-the-es6-way-f06e4589516 + // https://github.com/orling/grapheme-splitter + var stringArray = Array.from ? Array.from(text) : text.split(''); + var previousWidth = this.context.measureText(text).width; + var currentWidth = 0; + for (var i = 0; i < stringArray.length; ++i) { + var currentChar = stringArray[i]; + if (isStroke) { + this.context.strokeText(currentChar, currentPosition, y); + } + else { + this.context.fillText(currentChar, currentPosition, y); + } + var textStr = ''; + for (var j = i + 1; j < stringArray.length; ++j) { + textStr += stringArray[j]; + } + currentWidth = this.context.measureText(textStr).width; + currentPosition += previousWidth - currentWidth + letterSpacing; + previousWidth = currentWidth; } - var font = new BitmapFontData(); - rawData.info.forEach(function (info) { return font.info.push({ - face: info.face, - size: parseInt(info.size, 10), - }); }); - rawData.common.forEach(function (common) { return font.common.push({ - lineHeight: parseInt(common.lineHeight, 10), - }); }); - rawData.page.forEach(function (page) { return font.page.push({ - id: parseInt(page.id, 10), - file: page.file, - }); }); - rawData.char.forEach(function (char) { return font.char.push({ - id: parseInt(char.id, 10), - page: parseInt(char.page, 10), - x: parseInt(char.x, 10), - y: parseInt(char.y, 10), - width: parseInt(char.width, 10), - height: parseInt(char.height, 10), - xoffset: parseInt(char.xoffset, 10), - yoffset: parseInt(char.yoffset, 10), - xadvance: parseInt(char.xadvance, 10), - }); }); - rawData.kerning.forEach(function (kerning) { return font.kerning.push({ - first: parseInt(kerning.first, 10), - second: parseInt(kerning.second, 10), - amount: parseInt(kerning.amount, 10), - }); }); - rawData.distanceField.forEach(function (df) { return font.distanceField.push({ - distanceRange: parseInt(df.distanceRange, 10), - fieldType: df.fieldType, - }); }); - return font; }; - return TextFormat; -}()); - -/** - * BitmapFont format that's XML-based. - * @private - */ -var XMLFormat = /** @class */ (function () { - function XMLFormat() { - } - /** - * Check if resource refers to xml font data. - * @param data - * @returns - True if resource could be treated as font data, false otherwise. - */ - XMLFormat.test = function (data) { - return data instanceof XMLDocument - && data.getElementsByTagName('page').length - && data.getElementsByTagName('info')[0].getAttribute('face') !== null; + /** Updates texture size based on canvas size. */ + Text.prototype.updateTexture = function () { + var canvas = this.canvas; + if (this._style.trim) { + var trimmed = utils.trimCanvas(canvas); + if (trimmed.data) { + canvas.width = trimmed.width; + canvas.height = trimmed.height; + this.context.putImageData(trimmed.data, 0, 0); + } + } + var texture = this._texture; + var style = this._style; + var padding = style.trim ? 0 : style.padding; + var baseTexture = texture.baseTexture; + texture.trim.width = texture._frame.width = canvas.width / this._resolution; + texture.trim.height = texture._frame.height = canvas.height / this._resolution; + texture.trim.x = -padding; + texture.trim.y = -padding; + texture.orig.width = texture._frame.width - (padding * 2); + texture.orig.height = texture._frame.height - (padding * 2); + // call sprite onTextureUpdate to update scale if _width or _height were set + this._onTextureUpdate(); + baseTexture.setRealSize(canvas.width, canvas.height, this._resolution); + texture.updateUvs(); + this.dirty = false; }; /** - * Convert the XML into BitmapFontData that we can use. - * @param xml - * @returns - Data to use for BitmapFont + * Renders the object using the WebGL renderer + * @param renderer - The renderer */ - XMLFormat.parse = function (xml) { - var data = new BitmapFontData(); - var info = xml.getElementsByTagName('info'); - var common = xml.getElementsByTagName('common'); - var page = xml.getElementsByTagName('page'); - var char = xml.getElementsByTagName('char'); - var kerning = xml.getElementsByTagName('kerning'); - var distanceField = xml.getElementsByTagName('distanceField'); - for (var i = 0; i < info.length; i++) { - data.info.push({ - face: info[i].getAttribute('face'), - size: parseInt(info[i].getAttribute('size'), 10), - }); - } - for (var i = 0; i < common.length; i++) { - data.common.push({ - lineHeight: parseInt(common[i].getAttribute('lineHeight'), 10), - }); - } - for (var i = 0; i < page.length; i++) { - data.page.push({ - id: parseInt(page[i].getAttribute('id'), 10) || 0, - file: page[i].getAttribute('file'), - }); - } - for (var i = 0; i < char.length; i++) { - var letter = char[i]; - data.char.push({ - id: parseInt(letter.getAttribute('id'), 10), - page: parseInt(letter.getAttribute('page'), 10) || 0, - x: parseInt(letter.getAttribute('x'), 10), - y: parseInt(letter.getAttribute('y'), 10), - width: parseInt(letter.getAttribute('width'), 10), - height: parseInt(letter.getAttribute('height'), 10), - xoffset: parseInt(letter.getAttribute('xoffset'), 10), - yoffset: parseInt(letter.getAttribute('yoffset'), 10), - xadvance: parseInt(letter.getAttribute('xadvance'), 10), - }); - } - for (var i = 0; i < kerning.length; i++) { - data.kerning.push({ - first: parseInt(kerning[i].getAttribute('first'), 10), - second: parseInt(kerning[i].getAttribute('second'), 10), - amount: parseInt(kerning[i].getAttribute('amount'), 10), - }); + Text.prototype._render = function (renderer) { + if (this._autoResolution && this._resolution !== renderer.resolution) { + this._resolution = renderer.resolution; + this.dirty = true; } - for (var i = 0; i < distanceField.length; i++) { - data.distanceField.push({ - fieldType: distanceField[i].getAttribute('fieldType'), - distanceRange: parseInt(distanceField[i].getAttribute('distanceRange'), 10), - }); + this.updateText(true); + _super.prototype._render.call(this, renderer); + }; + /** Updates the transform on all children of this container for rendering. */ + Text.prototype.updateTransform = function () { + this.updateText(true); + _super.prototype.updateTransform.call(this); + }; + Text.prototype.getBounds = function (skipUpdate, rect) { + this.updateText(true); + if (this._textureID === -1) { + // texture was updated: recalculate transforms + skipUpdate = false; } - return data; + return _super.prototype.getBounds.call(this, skipUpdate, rect); }; - return XMLFormat; -}()); - -/** - * BitmapFont format that's XML-based. - * @private - */ -var XMLStringFormat = /** @class */ (function () { - function XMLStringFormat() { - } /** - * Check if resource refers to text xml font data. - * @param data - * @returns - True if resource could be treated as font data, false otherwise. + * Gets the local bounds of the text object. + * @param rect - The output rectangle. + * @returns The bounds. */ - XMLStringFormat.test = function (data) { - if (typeof data === 'string' && data.indexOf('') > -1) { - var xml = new globalThis.DOMParser().parseFromString(data, 'text/xml'); - return XMLFormat.test(xml); - } - return false; + Text.prototype.getLocalBounds = function (rect) { + this.updateText(true); + return _super.prototype.getLocalBounds.call(this, rect); + }; + /** Calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account. */ + Text.prototype._calculateBounds = function () { + this.calculateVertices(); + // if we have already done this on THIS frame. + this._bounds.addQuad(this.vertexData); }; /** - * Convert the text XML into BitmapFontData that we can use. - * @param xmlTxt - * @returns - Data to use for BitmapFont + * Generates the fill style. Can automatically generate a gradient based on the fill style being an array + * @param style - The style. + * @param lines - The lines of text. + * @param metrics + * @returns The fill style */ - XMLStringFormat.parse = function (xmlTxt) { - var xml = new globalThis.DOMParser().parseFromString(xmlTxt, 'text/xml'); - return XMLFormat.parse(xml); - }; - return XMLStringFormat; -}()); - -// Registered formats, maybe make this extensible in the future? -var formats = [ - TextFormat, - XMLFormat, - XMLStringFormat ]; -/** - * Auto-detect BitmapFont parsing format based on data. - * @private - * @param {any} data - Data to detect format - * @returns {any} Format or null - */ -function autoDetectFormat(data) { - for (var i = 0; i < formats.length; i++) { - if (formats[i].test(data)) { - return formats[i]; + Text.prototype._generateFillStyle = function (style, lines, metrics) { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + var fillStyle = style.fill; + if (!Array.isArray(fillStyle)) { + return fillStyle; } - } - return null; -} - -// TODO: Prevent code duplication b/w generateFillStyle & Text#generateFillStyle -/** - * Generates the fill style. Can automatically generate a gradient based on the fill style being an array - * @private - * @param canvas - * @param context - * @param {object} style - The style. - * @param resolution - * @param {string[]} lines - The lines of text. - * @param metrics - * @returns {string|number|CanvasGradient} The fill style - */ -function generateFillStyle(canvas, context, style, resolution, lines, metrics) { - // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as - // the setter converts to string. See this thread for more details: - // https://github.com/microsoft/TypeScript/issues/2521 - var fillStyle = style.fill; - if (!Array.isArray(fillStyle)) { - return fillStyle; - } - else if (fillStyle.length === 1) { - return fillStyle[0]; - } - // the gradient will be evenly spaced out according to how large the array is. - // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75 - var gradient; - // a dropshadow will enlarge the canvas and result in the gradient being - // generated with the incorrect dimensions - var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0; - // should also take padding into account, padding can offset the gradient - var padding = style.padding || 0; - var width = (canvas.width / resolution) - dropShadowCorrection - (padding * 2); - var height = (canvas.height / resolution) - dropShadowCorrection - (padding * 2); - // make a copy of the style settings, so we can manipulate them later - var fill = fillStyle.slice(); - var fillGradientStops = style.fillGradientStops.slice(); - // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75 - if (!fillGradientStops.length) { - var lengthPlus1 = fill.length + 1; - for (var i = 1; i < lengthPlus1; ++i) { - fillGradientStops.push(i / lengthPlus1); + else if (fillStyle.length === 1) { + return fillStyle[0]; } - } - // stop the bleeding of the last gradient on the line above to the top gradient of the this line - // by hard defining the first gradient colour at point 0, and last gradient colour at point 1 - fill.unshift(fillStyle[0]); - fillGradientStops.unshift(0); - fill.push(fillStyle[fillStyle.length - 1]); - fillGradientStops.push(1); - if (style.fillGradientType === text.TEXT_GRADIENT.LINEAR_VERTICAL) { - // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas - gradient = context.createLinearGradient(width / 2, padding, width / 2, height + padding); - // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect - // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 - // There's potential for floating point precision issues at the seams between gradient repeats. - // The loop below generates the stops in order, so track the last generated one to prevent - // floating point precision from making us go the teeniest bit backwards, resulting in - // the first and last colors getting swapped. - var lastIterationStop = 0; - // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc - var textHeight = metrics.fontProperties.fontSize + style.strokeThickness; - // textHeight, but as a 0-1 size in global gradient stop space - var gradStopLineHeight = textHeight / height; - for (var i = 0; i < lines.length; i++) { - var thisLineTop = metrics.lineHeight * i; - for (var j = 0; j < fill.length; j++) { - // 0-1 stop point for the current line, multiplied to global space afterwards - var lineStop = 0; - if (typeof fillGradientStops[j] === 'number') { - lineStop = fillGradientStops[j]; + // the gradient will be evenly spaced out according to how large the array is. + // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75 + var gradient; + // a dropshadow will enlarge the canvas and result in the gradient being + // generated with the incorrect dimensions + var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0; + // should also take padding into account, padding can offset the gradient + var padding = style.padding || 0; + var width = (this.canvas.width / this._resolution) - dropShadowCorrection - (padding * 2); + var height = (this.canvas.height / this._resolution) - dropShadowCorrection - (padding * 2); + // make a copy of the style settings, so we can manipulate them later + var fill = fillStyle.slice(); + var fillGradientStops = style.fillGradientStops.slice(); + // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75 + if (!fillGradientStops.length) { + var lengthPlus1 = fill.length + 1; + for (var i = 1; i < lengthPlus1; ++i) { + fillGradientStops.push(i / lengthPlus1); + } + } + // stop the bleeding of the last gradient on the line above to the top gradient of the this line + // by hard defining the first gradient colour at point 0, and last gradient colour at point 1 + fill.unshift(fillStyle[0]); + fillGradientStops.unshift(0); + fill.push(fillStyle[fillStyle.length - 1]); + fillGradientStops.push(1); + if (style.fillGradientType === exports.TEXT_GRADIENT.LINEAR_VERTICAL) { + // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas + gradient = this.context.createLinearGradient(width / 2, padding, width / 2, height + padding); + // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect + // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 + // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc + var textHeight = metrics.fontProperties.fontSize + style.strokeThickness; + for (var i = 0; i < lines.length; i++) { + var lastLineBottom = (metrics.lineHeight * (i - 1)) + textHeight; + var thisLineTop = metrics.lineHeight * i; + var thisLineGradientStart = thisLineTop; + // Handle case where last & this line overlap + if (i > 0 && lastLineBottom > thisLineTop) { + thisLineGradientStart = (thisLineTop + lastLineBottom) / 2; + } + var thisLineBottom = thisLineTop + textHeight; + var nextLineTop = metrics.lineHeight * (i + 1); + var thisLineGradientEnd = thisLineBottom; + // Handle case where this & next line overlap + if (i + 1 < lines.length && nextLineTop < thisLineBottom) { + thisLineGradientEnd = (thisLineBottom + nextLineTop) / 2; + } + // textHeight, but as a 0-1 size in global gradient stop space + var gradStopLineHeight = (thisLineGradientEnd - thisLineGradientStart) / height; + for (var j = 0; j < fill.length; j++) { + // 0-1 stop point for the current line, multiplied to global space afterwards + var lineStop = 0; + if (typeof fillGradientStops[j] === 'number') { + lineStop = fillGradientStops[j]; + } + else { + lineStop = j / fill.length; + } + var globalStop = Math.min(1, Math.max(0, (thisLineGradientStart / height) + (lineStop * gradStopLineHeight))); + // There's potential for floating point precision issues at the seams between gradient repeats. + globalStop = Number(globalStop.toFixed(5)); + gradient.addColorStop(globalStop, fill[j]); + } + } + } + else { + // start the gradient at the center left of the canvas, and end at the center right of the canvas + gradient = this.context.createLinearGradient(padding, height / 2, width + padding, height / 2); + // can just evenly space out the gradients in this case, as multiple lines makes no difference + // to an even left to right gradient + var totalIterations = fill.length + 1; + var currentIteration = 1; + for (var i = 0; i < fill.length; i++) { + var stop = void 0; + if (typeof fillGradientStops[i] === 'number') { + stop = fillGradientStops[i]; } else { - lineStop = j / fill.length; + stop = currentIteration / totalIterations; } - var globalStop = (thisLineTop / height) + (lineStop * gradStopLineHeight); - // Prevent color stop generation going backwards from floating point imprecision - var clampedStop = Math.max(lastIterationStop, globalStop); - clampedStop = Math.min(clampedStop, 1); // Cap at 1 as well for safety's sake to avoid a possible throw. - gradient.addColorStop(clampedStop, fill[j]); - lastIterationStop = clampedStop; + gradient.addColorStop(stop, fill[i]); + currentIteration++; } } - } - else { - // start the gradient at the center left of the canvas, and end at the center right of the canvas - gradient = context.createLinearGradient(padding, height / 2, width + padding, height / 2); - // can just evenly space out the gradients in this case, as multiple lines makes no difference - // to an even left to right gradient - var totalIterations = fill.length + 1; - var currentIteration = 1; - for (var i = 0; i < fill.length; i++) { - var stop = void 0; - if (typeof fillGradientStops[i] === 'number') { - stop = fillGradientStops[i]; + return gradient; + }; + /** + * Destroys this text object. + * + * Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as + * the majority of the time the texture will not be shared with any other Sprites. + * @param options - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their + * destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well + * @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well + */ + Text.prototype.destroy = function (options) { + if (typeof options === 'boolean') { + options = { children: options }; + } + options = Object.assign({}, defaultDestroyOptions, options); + _super.prototype.destroy.call(this, options); + // set canvas width and height to 0 to workaround memory leak in Safari < 13 + // https://stackoverflow.com/questions/52532614/total-canvas-memory-use-exceeds-the-maximum-limit-safari-12 + if (this._ownCanvas) { + this.canvas.height = this.canvas.width = 0; + } + // make sure to reset the context and canvas.. dont want this hanging around in memory! + this.context = null; + this.canvas = null; + this._style = null; + }; + Object.defineProperty(Text.prototype, "width", { + /** The width of the Text, setting this will actually modify the scale to achieve the value set. */ + get: function () { + this.updateText(true); + return Math.abs(this.scale.x) * this._texture.orig.width; + }, + set: function (value) { + this.updateText(true); + var s = utils.sign(this.scale.x) || 1; + this.scale.x = s * value / this._texture.orig.width; + this._width = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Text.prototype, "height", { + /** The height of the Text, setting this will actually modify the scale to achieve the value set. */ + get: function () { + this.updateText(true); + return Math.abs(this.scale.y) * this._texture.orig.height; + }, + set: function (value) { + this.updateText(true); + var s = utils.sign(this.scale.y) || 1; + this.scale.y = s * value / this._texture.orig.height; + this._height = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Text.prototype, "style", { + /** + * Set the style of the text. + * + * Set up an event listener to listen for changes on the style object and mark the text as dirty. + */ + get: function () { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the ITextStyle + // since the setter creates the TextStyle. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + return this._style; + }, + set: function (style) { + style = style || {}; + if (style instanceof TextStyle) { + this._style = style; } else { - stop = currentIteration / totalIterations; + this._style = new TextStyle(style); } - gradient.addColorStop(stop, fill[i]); - currentIteration++; - } - } - return gradient; -} + this.localStyleID = -1; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Text.prototype, "text", { + /** Set the copy for the text object. To split a line you can use '\n'. */ + get: function () { + return this._text; + }, + set: function (text) { + text = String(text === null || text === undefined ? '' : text); + if (this._text === text) { + return; + } + this._text = text; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Text.prototype, "resolution", { + /** + * The resolution / device pixel ratio of the canvas. + * + * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually. + * @default 1 + */ + get: function () { + return this._resolution; + }, + set: function (value) { + this._autoResolution = false; + if (this._resolution === value) { + return; + } + this._resolution = value; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + /** + * New behavior for `lineHeight` that's meant to mimic HTML text. A value of `true` will + * make sure the first baseline is offset by the `lineHeight` value if it is greater than `fontSize`. + * A value of `false` will use the legacy behavior and not change the baseline of the first line. + * In the next major release, we'll enable this by default. + */ + Text.nextLineHeightBehavior = false; + /** + * New rendering behavior for letter-spacing which uses Chrome's new native API. This will + * lead to more accurate letter-spacing results because it does not try to manually draw + * each character. However, this Chrome API is experimental and may not serve all cases yet. + */ + Text.experimentalLetterSpacing = false; + return Text; +}(sprite.Sprite)); + +exports.Text = Text; +exports.TextMetrics = TextMetrics; +exports.TextStyle = TextStyle; -// TODO: Prevent code duplication b/w drawGlyph & Text#updateText -/** - * Draws the glyph `metrics.text` on the given canvas. + +},{"@pixi/core":7,"@pixi/math":20,"@pixi/settings":30,"@pixi/sprite":33,"@pixi/utils":38}],37:[function(require,module,exports){ +/*! + * @pixi/ticker - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * Ignored because not directly exposed. - * @ignore - * @param {HTMLCanvasElement} canvas - * @param {CanvasRenderingContext2D} context - * @param {TextMetrics} metrics - * @param {number} x - * @param {number} y - * @param {number} resolution - * @param {TextStyle} style + * @pixi/ticker is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license */ -function drawGlyph(canvas, context, metrics, x, y, resolution, style) { - var char = metrics.text; - var fontProperties = metrics.fontProperties; - context.translate(x, y); - context.scale(resolution, resolution); - var tx = style.strokeThickness / 2; - var ty = -(style.strokeThickness / 2); - context.font = style.toFontString(); - context.lineWidth = style.strokeThickness; - context.textBaseline = style.textBaseline; - context.lineJoin = style.lineJoin; - context.miterLimit = style.miterLimit; - // set canvas text styles - context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics); - context.strokeStyle = style.stroke; - if (style.dropShadow) { - var dropShadowColor = style.dropShadowColor; - var rgb = utils.hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : utils.string2hex(dropShadowColor)); - var dropShadowBlur = style.dropShadowBlur * resolution; - var dropShadowDistance = style.dropShadowDistance * resolution; - context.shadowColor = "rgba(" + rgb[0] * 255 + "," + rgb[1] * 255 + "," + rgb[2] * 255 + "," + style.dropShadowAlpha + ")"; - context.shadowBlur = dropShadowBlur; - context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance; - context.shadowOffsetY = Math.sin(style.dropShadowAngle) * dropShadowDistance; - } - else { - context.shadowColor = 'black'; - context.shadowBlur = 0; - context.shadowOffsetX = 0; - context.shadowOffsetY = 0; - } - if (style.stroke && style.strokeThickness) { - context.strokeText(char, tx, ty + metrics.lineHeight - fontProperties.descent); - } - if (style.fill) { - context.fillText(char, tx, ty + metrics.lineHeight - fontProperties.descent); - } - context.setTransform(1, 0, 0, 1, 0, 0); // defaults needed for older browsers (e.g. Opera 29) - context.fillStyle = 'rgba(0, 0, 0, 0)'; -} +'use strict'; -/** - * Ponyfill for IE because it doesn't support `Array.from` - * @param text - * @private - */ -function splitTextToCharacters(text) { - return Array.from ? Array.from(text) : text.split(''); -} +Object.defineProperty(exports, '__esModule', { value: true }); + +var settings = require('@pixi/settings'); +var extensions = require('@pixi/extensions'); /** - * Processes the passed character set data and returns a flattened array of all the characters. - * - * Ignored because not directly exposed. - * @ignore - * @param {string | string[] | string[][] } chars - * @returns {string[]} the flattened array of characters + * Target frames per millisecond. + * @static + * @name TARGET_FPMS + * @memberof PIXI.settings + * @type {number} + * @default 0.06 */ -function resolveCharacters(chars) { - // Split the chars string into individual characters - if (typeof chars === 'string') { - chars = [chars]; - } - // Handle an array of characters+ranges - var result = []; - for (var i = 0, j = chars.length; i < j; i++) { - var item = chars[i]; - // Handle range delimited by start/end chars - if (Array.isArray(item)) { - if (item.length !== 2) { - throw new Error("[BitmapFont]: Invalid character range length, expecting 2 got " + item.length + "."); - } - var startCode = item[0].charCodeAt(0); - var endCode = item[1].charCodeAt(0); - if (endCode < startCode) { - throw new Error('[BitmapFont]: Invalid character range.'); - } - for (var i_1 = startCode, j_1 = endCode; i_1 <= j_1; i_1++) { - result.push(String.fromCharCode(i_1)); - } - } - // Handle a character set string - else { - result.push.apply(result, splitTextToCharacters(item)); - } - } - if (result.length === 0) { - throw new Error('[BitmapFont]: Empty set when resolving characters.'); - } - return result; -} +settings.settings.TARGET_FPMS = 0.06; /** - * Ponyfill for IE because it doesn't support `codePointAt` - * @param str - * @private + * Represents the update priorities used by internal PIXI classes when registered with + * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower + * priority items, such as render, should go later. + * @static + * @constant + * @name UPDATE_PRIORITY + * @memberof PIXI + * @enum {number} + * @property {number} [INTERACTION=50] Highest priority, used for {@link PIXI.InteractionManager} + * @property {number} [HIGH=25] High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite} + * @property {number} [NORMAL=0] Default priority for ticker events, see {@link PIXI.Ticker#add}. + * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering. + * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility. */ -function extractCharCode(str) { - return str.codePointAt ? str.codePointAt(0) : str.charCodeAt(0); -} +exports.UPDATE_PRIORITY = void 0; +(function (UPDATE_PRIORITY) { + UPDATE_PRIORITY[UPDATE_PRIORITY["INTERACTION"] = 50] = "INTERACTION"; + UPDATE_PRIORITY[UPDATE_PRIORITY["HIGH"] = 25] = "HIGH"; + UPDATE_PRIORITY[UPDATE_PRIORITY["NORMAL"] = 0] = "NORMAL"; + UPDATE_PRIORITY[UPDATE_PRIORITY["LOW"] = -25] = "LOW"; + UPDATE_PRIORITY[UPDATE_PRIORITY["UTILITY"] = -50] = "UTILITY"; +})(exports.UPDATE_PRIORITY || (exports.UPDATE_PRIORITY = {})); /** - * BitmapFont represents a typeface available for use with the BitmapText class. Use the `install` - * method for adding a font to be used. + * Internal class for handling the priority sorting of ticker handlers. + * @private + * @class * @memberof PIXI */ -var BitmapFont = /** @class */ (function () { +var TickerListener = /** @class */ (function () { /** - * @param data - * @param textures - * @param ownsTextures - Setting to `true` will destroy page textures - * when the font is uninstalled. + * Constructor + * @private + * @param fn - The listener function to be added for one update + * @param context - The listener context + * @param priority - The priority for emitting + * @param once - If the handler should fire once */ - function BitmapFont(data, textures, ownsTextures) { - var _a, _b; - var info = data.info[0]; - var common = data.common[0]; - var page = data.page[0]; - var distanceField = data.distanceField[0]; - var res = utils.getResolutionOfUrl(page.file); - var pageTextures = {}; - this._ownsTextures = ownsTextures; - this.font = info.face; - this.size = info.size; - this.lineHeight = common.lineHeight / res; - this.chars = {}; - this.pageTextures = pageTextures; - // Convert the input Texture, Textures or object - // into a page Texture lookup by "id" - for (var i = 0; i < data.page.length; i++) { - var _c = data.page[i], id = _c.id, file = _c.file; - pageTextures[id] = textures instanceof Array - ? textures[i] : textures[file]; - // only MSDF and SDF fonts need no-premultiplied-alpha - if ((distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) && distanceField.fieldType !== 'none') { - pageTextures[id].baseTexture.alphaMode = constants.ALPHA_MODES.NO_PREMULTIPLIED_ALPHA; - } - } - // parse letters - for (var i = 0; i < data.char.length; i++) { - var _d = data.char[i], id = _d.id, page_1 = _d.page; - var _e = data.char[i], x = _e.x, y = _e.y, width = _e.width, height = _e.height, xoffset = _e.xoffset, yoffset = _e.yoffset, xadvance = _e.xadvance; - x /= res; - y /= res; - width /= res; - height /= res; - xoffset /= res; - yoffset /= res; - xadvance /= res; - var rect = new math.Rectangle(x + (pageTextures[page_1].frame.x / res), y + (pageTextures[page_1].frame.y / res), width, height); - this.chars[id] = { - xOffset: xoffset, - yOffset: yoffset, - xAdvance: xadvance, - kerning: {}, - texture: new core.Texture(pageTextures[page_1].baseTexture, rect), - page: page_1, - }; - } - // parse kernings - for (var i = 0; i < data.kerning.length; i++) { - var _f = data.kerning[i], first = _f.first, second = _f.second, amount = _f.amount; - first /= res; - second /= res; - amount /= res; - if (this.chars[second]) { - this.chars[second].kerning[first] = amount; - } - } - // Store distance field information - this.distanceFieldRange = distanceField === null || distanceField === void 0 ? void 0 : distanceField.distanceRange; - this.distanceFieldType = (_b = (_a = distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) === null || _a === void 0 ? void 0 : _a.toLowerCase()) !== null && _b !== void 0 ? _b : 'none'; + function TickerListener(fn, context, priority, once) { + if (context === void 0) { context = null; } + if (priority === void 0) { priority = 0; } + if (once === void 0) { once = false; } + /** The next item in chain. */ + this.next = null; + /** The previous item in chain. */ + this.previous = null; + /** `true` if this listener has been destroyed already. */ + this._destroyed = false; + this.fn = fn; + this.context = context; + this.priority = priority; + this.once = once; } - /** Remove references to created glyph textures. */ - BitmapFont.prototype.destroy = function () { - for (var id in this.chars) { - this.chars[id].texture.destroy(); - this.chars[id].texture = null; - } - for (var id in this.pageTextures) { - if (this._ownsTextures) { - this.pageTextures[id].destroy(true); - } - this.pageTextures[id] = null; - } - // Set readonly null. - this.chars = null; - this.pageTextures = null; + /** + * Simple compare function to figure out if a function and context match. + * @private + * @param fn - The listener function to be added for one update + * @param context - The listener context + * @returns `true` if the listener match the arguments + */ + TickerListener.prototype.match = function (fn, context) { + if (context === void 0) { context = null; } + return this.fn === fn && this.context === context; }; /** - * Register a new bitmap font. - * @param data - The - * characters map that could be provided as xml or raw string. - * @param textures - List of textures for each page. - * @param ownsTextures - Set to `true` to destroy page textures - * when the font is uninstalled. By default fonts created with - * `BitmapFont.from` or from the `BitmapFontLoader` are `true`. - * @returns {PIXI.BitmapFont} Result font object with font, size, lineHeight - * and char fields. + * Emit by calling the current function. + * @private + * @param deltaTime - time since the last emit. + * @returns Next ticker */ - BitmapFont.install = function (data, textures, ownsTextures) { - var fontData; - if (data instanceof BitmapFontData) { - fontData = data; - } - else { - var format = autoDetectFormat(data); - if (!format) { - throw new Error('Unrecognized data format for font.'); + TickerListener.prototype.emit = function (deltaTime) { + if (this.fn) { + if (this.context) { + this.fn.call(this.context, deltaTime); + } + else { + this.fn(deltaTime); } - fontData = format.parse(data); } - // Single texture, convert to list - if (textures instanceof core.Texture) { - textures = [textures]; + var redirect = this.next; + if (this.once) { + this.destroy(true); } - var font = new BitmapFont(fontData, textures, ownsTextures); - BitmapFont.available[font.font] = font; - return font; + // Soft-destroying should remove + // the next reference + if (this._destroyed) { + this.next = null; + } + return redirect; }; /** - * Remove bitmap font by name. - * @param name - Name of the font to uninstall. + * Connect to the list. + * @private + * @param previous - Input node, previous listener */ - BitmapFont.uninstall = function (name) { - var font = BitmapFont.available[name]; - if (!font) { - throw new Error("No font found named '" + name + "'"); + TickerListener.prototype.connect = function (previous) { + this.previous = previous; + if (previous.next) { + previous.next.previous = this; } - font.destroy(); - delete BitmapFont.available[name]; + this.next = previous.next; + previous.next = this; }; /** - * Generates a bitmap-font for the given style and character set. This does not support - * kernings yet. With `style` properties, only the following non-layout properties are used: - * - * - {@link PIXI.TextStyle#dropShadow|dropShadow} - * - {@link PIXI.TextStyle#dropShadowDistance|dropShadowDistance} - * - {@link PIXI.TextStyle#dropShadowColor|dropShadowColor} - * - {@link PIXI.TextStyle#dropShadowBlur|dropShadowBlur} - * - {@link PIXI.TextStyle#dropShadowAngle|dropShadowAngle} - * - {@link PIXI.TextStyle#fill|fill} - * - {@link PIXI.TextStyle#fillGradientStops|fillGradientStops} - * - {@link PIXI.TextStyle#fillGradientType|fillGradientType} - * - {@link PIXI.TextStyle#fontFamily|fontFamily} - * - {@link PIXI.TextStyle#fontSize|fontSize} - * - {@link PIXI.TextStyle#fontVariant|fontVariant} - * - {@link PIXI.TextStyle#fontWeight|fontWeight} - * - {@link PIXI.TextStyle#lineJoin|lineJoin} - * - {@link PIXI.TextStyle#miterLimit|miterLimit} - * - {@link PIXI.TextStyle#stroke|stroke} - * - {@link PIXI.TextStyle#strokeThickness|strokeThickness} - * - {@link PIXI.TextStyle#textBaseline|textBaseline} - * @param name - The name of the custom font to use with BitmapText. - * @param textStyle - Style options to render with BitmapFont. - * @param options - Setup options for font or name of the font. - * @param {string|string[]|string[][]} [options.chars=PIXI.BitmapFont.ALPHANUMERIC] - characters included - * in the font set. You can also use ranges. For example, `[['a', 'z'], ['A', 'Z'], "!@#$%^&*()~{}[] "]`. - * Don't forget to include spaces ' ' in your character set! - * @param {number} [options.resolution=1] - Render resolution for glyphs. - * @param {number} [options.textureWidth=512] - Optional width of atlas, smaller values to reduce memory. - * @param {number} [options.textureHeight=512] - Optional height of atlas, smaller values to reduce memory. - * @param {number} [options.padding=4] - Padding between glyphs on texture atlas. - * @returns Font generated by style options. - * @example - * PIXI.BitmapFont.from("TitleFont", { - * fontFamily: "Arial", - * fontSize: 12, - * strokeThickness: 2, - * fill: "purple" - * }); - * - * const title = new PIXI.BitmapText("This is the title", { fontName: "TitleFont" }); + * Destroy and don't use after this. + * @private + * @param hard - `true` to remove the `next` reference, this + * is considered a hard destroy. Soft destroy maintains the next reference. + * @returns The listener to redirect while emitting or removing. */ - BitmapFont.from = function (name, textStyle, options) { - if (!name) { - throw new Error('[BitmapFont] Property `name` is required.'); + TickerListener.prototype.destroy = function (hard) { + if (hard === void 0) { hard = false; } + this._destroyed = true; + this.fn = null; + this.context = null; + // Disconnect, hook up next and previous + if (this.previous) { + this.previous.next = this.next; } - var _a = Object.assign({}, BitmapFont.defaultOptions, options), chars = _a.chars, padding = _a.padding, resolution = _a.resolution, textureWidth = _a.textureWidth, textureHeight = _a.textureHeight; - var charsList = resolveCharacters(chars); - var style = textStyle instanceof text.TextStyle ? textStyle : new text.TextStyle(textStyle); - var lineWidth = textureWidth; - var fontData = new BitmapFontData(); - fontData.info[0] = { - face: style.fontFamily, - size: style.fontSize, - }; - fontData.common[0] = { - lineHeight: style.fontSize, - }; - var positionX = 0; - var positionY = 0; - var canvas; - var context; - var baseTexture; - var maxCharHeight = 0; - var textures = []; - for (var i = 0; i < charsList.length; i++) { - if (!canvas) { - canvas = settings.settings.ADAPTER.createCanvas(); - canvas.width = textureWidth; - canvas.height = textureHeight; - context = canvas.getContext('2d'); - baseTexture = new core.BaseTexture(canvas, { resolution: resolution }); - textures.push(new core.Texture(baseTexture)); - fontData.page.push({ - id: textures.length - 1, - file: '', - }); - } - // Measure glyph dimensions - var metrics = text.TextMetrics.measureText(charsList[i], style, false, canvas); - var width = metrics.width; - var height = Math.ceil(metrics.height); - // This is ugly - but italics are given more space so they don't overlap - var textureGlyphWidth = Math.ceil((style.fontStyle === 'italic' ? 2 : 1) * width); - // Can't fit char anymore: next canvas please! - if (positionY >= textureHeight - (height * resolution)) { - if (positionY === 0) { - // We don't want user debugging an infinite loop (or do we? :) - throw new Error("[BitmapFont] textureHeight " + textureHeight + "px is " - + ("too small for " + style.fontSize + "px fonts")); - } - --i; - // Create new atlas once current has filled up - canvas = null; - context = null; - baseTexture = null; - positionY = 0; - positionX = 0; - maxCharHeight = 0; - continue; - } - maxCharHeight = Math.max(height + metrics.fontProperties.descent, maxCharHeight); - // Wrap line once full row has been rendered - if ((textureGlyphWidth * resolution) + positionX >= lineWidth) { - --i; - positionY += maxCharHeight * resolution; - positionY = Math.ceil(positionY); - positionX = 0; - maxCharHeight = 0; - continue; - } - drawGlyph(canvas, context, metrics, positionX, positionY, resolution, style); - // Unique (numeric) ID mapping to this glyph - var id = extractCharCode(metrics.text); - // Create a texture holding just the glyph - fontData.char.push({ - id: id, - page: textures.length - 1, - x: positionX / resolution, - y: positionY / resolution, - width: textureGlyphWidth, - height: height, - xoffset: 0, - yoffset: 0, - xadvance: Math.ceil(width - - (style.dropShadow ? style.dropShadowDistance : 0) - - (style.stroke ? style.strokeThickness : 0)), - }); - positionX += (textureGlyphWidth + (2 * padding)) * resolution; - positionX = Math.ceil(positionX); + if (this.next) { + this.next.previous = this.previous; } - // Brute-force kerning info, this can be expensive b/c it's an O(n²), - // but we're using measureText which is native and fast. - for (var i = 0, len = charsList.length; i < len; i++) { - var first = charsList[i]; - for (var j = 0; j < len; j++) { - var second = charsList[j]; - var c1 = context.measureText(first).width; - var c2 = context.measureText(second).width; - var total = context.measureText(first + second).width; - var amount = total - (c1 + c2); - if (amount) { - fontData.kerning.push({ - first: extractCharCode(first), - second: extractCharCode(second), - amount: amount, - }); + // Redirect to the next item + var redirect = this.next; + // Remove references + this.next = hard ? null : redirect; + this.previous = null; + return redirect; + }; + return TickerListener; +}()); + +/** + * A Ticker class that runs an update loop that other objects listen to. + * + * This class is composed around listeners meant for execution on the next requested animation frame. + * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners. + * @class + * @memberof PIXI + */ +var Ticker = /** @class */ (function () { + function Ticker() { + var _this = this; + /** + * Whether or not this ticker should invoke the method + * {@link PIXI.Ticker#start} automatically + * when a listener is added. + */ + this.autoStart = false; + /** + * Scalar time value from last frame to this frame. + * This value is capped by setting {@link PIXI.Ticker#minFPS} + * and is scaled with {@link PIXI.Ticker#speed}. + * **Note:** The cap may be exceeded by scaling. + */ + this.deltaTime = 1; + /** + * The last time {@link PIXI.Ticker#update} was invoked. + * This value is also reset internally outside of invoking + * update, but only when a new animation frame is requested. + * If the platform supports DOMHighResTimeStamp, + * this value will have a precision of 1 µs. + */ + this.lastTime = -1; + /** + * Factor of current {@link PIXI.Ticker#deltaTime}. + * @example + * // Scales ticker.deltaTime to what would be + * // the equivalent of approximately 120 FPS + * ticker.speed = 2; + */ + this.speed = 1; + /** + * Whether or not this ticker has been started. + * `true` if {@link PIXI.Ticker#start} has been called. + * `false` if {@link PIXI.Ticker#stop} has been called. + * While `false`, this value may change to `true` in the + * event of {@link PIXI.Ticker#autoStart} being `true` + * and a listener is added. + */ + this.started = false; + /** Internal current frame request ID */ + this._requestId = null; + /** + * Internal value managed by minFPS property setter and getter. + * This is the maximum allowed milliseconds between updates. + */ + this._maxElapsedMS = 100; + /** + * Internal value managed by minFPS property setter and getter. + * This is the minimum allowed milliseconds between updates. + */ + this._minElapsedMS = 0; + /** If enabled, deleting is disabled.*/ + this._protected = false; + /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */ + this._lastFrame = -1; + this._head = new TickerListener(null, null, Infinity); + this.deltaMS = 1 / settings.settings.TARGET_FPMS; + this.elapsedMS = 1 / settings.settings.TARGET_FPMS; + this._tick = function (time) { + _this._requestId = null; + if (_this.started) { + // Invoke listeners now + _this.update(time); + // Listener side effects may have modified ticker state. + if (_this.started && _this._requestId === null && _this._head.next) { + _this._requestId = requestAnimationFrame(_this._tick); } } - } - var font = new BitmapFont(fontData, textures, true); - // Make it easier to replace a font - if (BitmapFont.available[name] !== undefined) { - BitmapFont.uninstall(name); - } - BitmapFont.available[name] = font; - return font; - }; + }; + } /** - * This character set includes all the letters in the alphabet (both lower- and upper- case). - * @type {string[][]} - * @example - * BitmapFont.from("ExampleFont", style, { chars: BitmapFont.ALPHA }) + * Conditionally requests a new animation frame. + * If a frame has not already been requested, and if the internal + * emitter has listeners, a new frame is requested. + * @private */ - BitmapFont.ALPHA = [['a', 'z'], ['A', 'Z'], ' ']; + Ticker.prototype._requestIfNeeded = function () { + if (this._requestId === null && this._head.next) { + // ensure callbacks get correct delta + this.lastTime = performance.now(); + this._lastFrame = this.lastTime; + this._requestId = requestAnimationFrame(this._tick); + } + }; /** - * This character set includes all decimal digits (from 0 to 9). - * @type {string[][]} - * @example - * BitmapFont.from("ExampleFont", style, { chars: BitmapFont.NUMERIC }) + * Conditionally cancels a pending animation frame. + * @private */ - BitmapFont.NUMERIC = [['0', '9']]; + Ticker.prototype._cancelIfNeeded = function () { + if (this._requestId !== null) { + cancelAnimationFrame(this._requestId); + this._requestId = null; + } + }; /** - * This character set is the union of `BitmapFont.ALPHA` and `BitmapFont.NUMERIC`. - * @type {string[][]} + * Conditionally requests a new animation frame. + * If the ticker has been started it checks if a frame has not already + * been requested, and if the internal emitter has listeners. If these + * conditions are met, a new frame is requested. If the ticker has not + * been started, but autoStart is `true`, then the ticker starts now, + * and continues with the previous conditions to request a new frame. + * @private */ - BitmapFont.ALPHANUMERIC = [['a', 'z'], ['A', 'Z'], ['0', '9'], ' ']; + Ticker.prototype._startIfPossible = function () { + if (this.started) { + this._requestIfNeeded(); + } + else if (this.autoStart) { + this.start(); + } + }; /** - * This character set consists of all the ASCII table. - * @member {string[][]} - * @see http://www.asciitable.com/ + * Register a handler for tick events. Calls continuously unless + * it is removed or the ticker is stopped. + * @param fn - The listener function to be added for updates + * @param context - The listener context + * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting + * @returns This instance of a ticker */ - BitmapFont.ASCII = [[' ', '~']]; + Ticker.prototype.add = function (fn, context, priority) { + if (priority === void 0) { priority = exports.UPDATE_PRIORITY.NORMAL; } + return this._addListener(new TickerListener(fn, context, priority)); + }; /** - * Collection of default options when using `BitmapFont.from`. - * @property {number} [resolution=1] - - * @property {number} [textureWidth=512] - - * @property {number} [textureHeight=512] - - * @property {number} [padding=4] - - * @property {string|string[]|string[][]} chars = PIXI.BitmapFont.ALPHANUMERIC + * Add a handler for the tick event which is only execute once. + * @param fn - The listener function to be added for one update + * @param context - The listener context + * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting + * @returns This instance of a ticker */ - BitmapFont.defaultOptions = { - resolution: 1, - textureWidth: 512, - textureHeight: 512, - padding: 4, - chars: BitmapFont.ALPHANUMERIC, + Ticker.prototype.addOnce = function (fn, context, priority) { + if (priority === void 0) { priority = exports.UPDATE_PRIORITY.NORMAL; } + return this._addListener(new TickerListener(fn, context, priority, true)); }; - /** Collection of available/installed fonts. */ - BitmapFont.available = {}; - return BitmapFont; -}()); - -var msdfFrag = "// Pixi texture info\r\nvarying vec2 vTextureCoord;\r\nuniform sampler2D uSampler;\r\n\r\n// Tint\r\nuniform vec4 uColor;\r\n\r\n// on 2D applications fwidth is screenScale / glyphAtlasScale * distanceFieldRange\r\nuniform float uFWidth;\r\n\r\nvoid main(void) {\r\n\r\n // To stack MSDF and SDF we need a non-pre-multiplied-alpha texture.\r\n vec4 texColor = texture2D(uSampler, vTextureCoord);\r\n\r\n // MSDF\r\n float median = texColor.r + texColor.g + texColor.b -\r\n min(texColor.r, min(texColor.g, texColor.b)) -\r\n max(texColor.r, max(texColor.g, texColor.b));\r\n // SDF\r\n median = min(median, texColor.a);\r\n\r\n float screenPxDistance = uFWidth * (median - 0.5);\r\n float alpha = clamp(screenPxDistance + 0.5, 0.0, 1.0);\r\n\r\n // NPM Textures, NPM outputs\r\n gl_FragColor = vec4(uColor.rgb, uColor.a * alpha);\r\n\r\n}\r\n"; - -var msdfVert = "// Mesh material default fragment\r\nattribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\n\r\nuniform mat3 projectionMatrix;\r\nuniform mat3 translationMatrix;\r\nuniform mat3 uTextureMatrix;\r\n\r\nvarying vec2 vTextureCoord;\r\n\r\nvoid main(void)\r\n{\r\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n\r\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\r\n}\r\n"; - -// If we ever need more than two pools, please make a Dict or something better. -var pageMeshDataDefaultPageMeshData = []; -var pageMeshDataMSDFPageMeshData = []; -var charRenderDataPool = []; -/** - * A BitmapText object will create a line or multiple lines of text using bitmap font. - * - * The primary advantage of this class over Text is that all of your textures are pre-generated and loading, - * meaning that rendering is fast, and changing text has no performance implications. - * - * Supporting character sets other than latin, such as CJK languages, may be impractical due to the number of characters. - * - * To split a line you can use '\n', '\r' or '\r\n' in your string. - * - * PixiJS can auto-generate fonts on-the-fly using BitmapFont or use fnt files provided by: - * http://www.angelcode.com/products/bmfont/ for Windows or - * http://www.bmglyph.com/ for Mac. - * - * You can also use SDF, MSDF and MTSDF BitmapFonts for vector-like scaling appearance provided by: - * https://github.com/soimy/msdf-bmfont-xml for SDF and MSDF fnt files or - * https://github.com/Chlumsky/msdf-atlas-gen for SDF, MSDF and MTSDF json files - * - * A BitmapText can only be created when the font is loaded. - * - * ```js - * // in this case the font is in a file called 'desyrel.fnt' - * let bitmapText = new PIXI.BitmapText("text using a fancy font!", { - * fontName: "Desyrel", - * fontSize: 35, - * align: "right" - * }); - * ``` - * @memberof PIXI - */ -var BitmapText = /** @class */ (function (_super) { - __extends(BitmapText, _super); /** - * @param text - A string that you would like the text to display. - * @param style - The style parameters. - * @param {string} style.fontName - The installed BitmapFont name. - * @param {number} [style.fontSize] - The size of the font in pixels, e.g. 24. If undefined, - *. this will default to the BitmapFont size. - * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center', 'right' or 'justify'), - * does not affect single line text. - * @param {number} [style.tint=0xFFFFFF] - The tint color. - * @param {number} [style.letterSpacing=0] - The amount of spacing between letters. - * @param {number} [style.maxWidth=0] - The max width of the text before line wrapping. + * Internally adds the event handler so that it can be sorted by priority. + * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run + * before the rendering. + * @private + * @param listener - Current listener being added. + * @returns This instance of a ticker */ - function BitmapText(text, style) { - if (style === void 0) { style = {}; } - var _this = _super.call(this) || this; - /** - * Private tracker for the current tint. - * @private - */ - _this._tint = 0xFFFFFF; - // Apply the defaults - var _a = Object.assign({}, BitmapText.styleDefaults, style), align = _a.align, tint = _a.tint, maxWidth = _a.maxWidth, letterSpacing = _a.letterSpacing, fontName = _a.fontName, fontSize = _a.fontSize; - if (!BitmapFont.available[fontName]) { - throw new Error("Missing BitmapFont \"" + fontName + "\""); - } - _this._activePagesMeshData = []; - _this._textWidth = 0; - _this._textHeight = 0; - _this._align = align; - _this._tint = tint; - _this._fontName = fontName; - _this._fontSize = fontSize || BitmapFont.available[fontName].size; - _this.text = text; - _this._maxWidth = maxWidth; - _this._maxLineHeight = 0; - _this._letterSpacing = letterSpacing; - _this._anchor = new math.ObservablePoint(function () { _this.dirty = true; }, _this, 0, 0); - _this._roundPixels = settings.settings.ROUND_PIXELS; - _this.dirty = true; - _this._resolution = settings.settings.RESOLUTION; - _this._autoResolution = true; - _this._textureCache = {}; - return _this; - } - /** Renders text and updates it when needed. This should only be called if the BitmapFont is regenerated. */ - BitmapText.prototype.updateText = function () { - var _a; - var data = BitmapFont.available[this._fontName]; - var scale = this._fontSize / data.size; - var pos = new math.Point(); - var chars = []; - var lineWidths = []; - var lineSpaces = []; - var text = this._text.replace(/(?:\r\n|\r)/g, '\n') || ' '; - var charsInput = splitTextToCharacters(text); - var maxWidth = this._maxWidth * data.size / this._fontSize; - var pageMeshDataPool = data.distanceFieldType === 'none' - ? pageMeshDataDefaultPageMeshData : pageMeshDataMSDFPageMeshData; - var prevCharCode = null; - var lastLineWidth = 0; - var maxLineWidth = 0; - var line = 0; - var lastBreakPos = -1; - var lastBreakWidth = 0; - var spacesRemoved = 0; - var maxLineHeight = 0; - var spaceCount = 0; - for (var i = 0; i < charsInput.length; i++) { - var char = charsInput[i]; - var charCode = extractCharCode(char); - if ((/(?:\s)/).test(char)) { - lastBreakPos = i; - lastBreakWidth = lastLineWidth; - spaceCount++; - } - if (char === '\r' || char === '\n') { - lineWidths.push(lastLineWidth); - lineSpaces.push(-1); - maxLineWidth = Math.max(maxLineWidth, lastLineWidth); - ++line; - ++spacesRemoved; - pos.x = 0; - pos.y += data.lineHeight; - prevCharCode = null; - spaceCount = 0; - continue; - } - var charData = data.chars[charCode]; - if (!charData) { - continue; - } - if (prevCharCode && charData.kerning[prevCharCode]) { - pos.x += charData.kerning[prevCharCode]; - } - var charRenderData = charRenderDataPool.pop() || { - texture: core.Texture.EMPTY, - line: 0, - charCode: 0, - prevSpaces: 0, - position: new math.Point(), - }; - charRenderData.texture = charData.texture; - charRenderData.line = line; - charRenderData.charCode = charCode; - charRenderData.position.x = pos.x + charData.xOffset + (this._letterSpacing / 2); - charRenderData.position.y = pos.y + charData.yOffset; - charRenderData.prevSpaces = spaceCount; - chars.push(charRenderData); - lastLineWidth = charRenderData.position.x + Math.max(charData.xAdvance, charData.texture.orig.width); - pos.x += charData.xAdvance + this._letterSpacing; - maxLineHeight = Math.max(maxLineHeight, (charData.yOffset + charData.texture.height)); - prevCharCode = charCode; - if (lastBreakPos !== -1 && maxWidth > 0 && pos.x > maxWidth) { - ++spacesRemoved; - utils.removeItems(chars, 1 + lastBreakPos - spacesRemoved, 1 + i - lastBreakPos); - i = lastBreakPos; - lastBreakPos = -1; - lineWidths.push(lastBreakWidth); - lineSpaces.push(chars.length > 0 ? chars[chars.length - 1].prevSpaces : 0); - maxLineWidth = Math.max(maxLineWidth, lastBreakWidth); - line++; - pos.x = 0; - pos.y += data.lineHeight; - prevCharCode = null; - spaceCount = 0; - } - } - var lastChar = charsInput[charsInput.length - 1]; - if (lastChar !== '\r' && lastChar !== '\n') { - if ((/(?:\s)/).test(lastChar)) { - lastLineWidth = lastBreakWidth; - } - lineWidths.push(lastLineWidth); - maxLineWidth = Math.max(maxLineWidth, lastLineWidth); - lineSpaces.push(-1); - } - var lineAlignOffsets = []; - for (var i = 0; i <= line; i++) { - var alignOffset = 0; - if (this._align === 'right') { - alignOffset = maxLineWidth - lineWidths[i]; - } - else if (this._align === 'center') { - alignOffset = (maxLineWidth - lineWidths[i]) / 2; - } - else if (this._align === 'justify') { - alignOffset = lineSpaces[i] < 0 ? 0 : (maxLineWidth - lineWidths[i]) / lineSpaces[i]; - } - lineAlignOffsets.push(alignOffset); - } - var lenChars = chars.length; - var pagesMeshData = {}; - var newPagesMeshData = []; - var activePagesMeshData = this._activePagesMeshData; - for (var i = 0; i < activePagesMeshData.length; i++) { - pageMeshDataPool.push(activePagesMeshData[i]); - } - for (var i = 0; i < lenChars; i++) { - var texture = chars[i].texture; - var baseTextureUid = texture.baseTexture.uid; - if (!pagesMeshData[baseTextureUid]) { - var pageMeshData = pageMeshDataPool.pop(); - if (!pageMeshData) { - var geometry = new mesh.MeshGeometry(); - var material = void 0; - var meshBlendMode = void 0; - if (data.distanceFieldType === 'none') { - material = new mesh.MeshMaterial(core.Texture.EMPTY); - meshBlendMode = constants.BLEND_MODES.NORMAL; - } - else { - material = new mesh.MeshMaterial(core.Texture.EMPTY, { program: core.Program.from(msdfVert, msdfFrag), uniforms: { uFWidth: 0 } }); - meshBlendMode = constants.BLEND_MODES.NORMAL_NPM; - } - var mesh$1 = new mesh.Mesh(geometry, material); - mesh$1.blendMode = meshBlendMode; - pageMeshData = { - index: 0, - indexCount: 0, - vertexCount: 0, - uvsCount: 0, - total: 0, - mesh: mesh$1, - vertices: null, - uvs: null, - indices: null, - }; - } - // reset data.. - pageMeshData.index = 0; - pageMeshData.indexCount = 0; - pageMeshData.vertexCount = 0; - pageMeshData.uvsCount = 0; - pageMeshData.total = 0; - // TODO need to get page texture here somehow.. - var _textureCache = this._textureCache; - _textureCache[baseTextureUid] = _textureCache[baseTextureUid] || new core.Texture(texture.baseTexture); - pageMeshData.mesh.texture = _textureCache[baseTextureUid]; - pageMeshData.mesh.tint = this._tint; - newPagesMeshData.push(pageMeshData); - pagesMeshData[baseTextureUid] = pageMeshData; - } - pagesMeshData[baseTextureUid].total++; - } - // lets find any previously active pageMeshDatas that are no longer required for - // the updated text (if any), removed and return them to the pool. - for (var i = 0; i < activePagesMeshData.length; i++) { - if (newPagesMeshData.indexOf(activePagesMeshData[i]) === -1) { - this.removeChild(activePagesMeshData[i].mesh); - } - } - // next lets add any new meshes, that have not yet been added to this BitmapText - // we only add if its not already a child of this BitmapObject - for (var i = 0; i < newPagesMeshData.length; i++) { - if (newPagesMeshData[i].mesh.parent !== this) { - this.addChild(newPagesMeshData[i].mesh); - } + Ticker.prototype._addListener = function (listener) { + // For attaching to head + var current = this._head.next; + var previous = this._head; + // Add the first item + if (!current) { + listener.connect(previous); } - // active page mesh datas are set to be the new pages added. - this._activePagesMeshData = newPagesMeshData; - for (var i in pagesMeshData) { - var pageMeshData = pagesMeshData[i]; - var total = pageMeshData.total; - // lets only allocate new buffers if we can fit the new text in the current ones.. - // unless that is, we will be batching. Currently batching dose not respect the size property of mesh - if (!(((_a = pageMeshData.indices) === null || _a === void 0 ? void 0 : _a.length) > 6 * total) || pageMeshData.vertices.length < mesh.Mesh.BATCHABLE_SIZE * 2) { - pageMeshData.vertices = new Float32Array(4 * 2 * total); - pageMeshData.uvs = new Float32Array(4 * 2 * total); - pageMeshData.indices = new Uint16Array(6 * total); - } - else { - var total_1 = pageMeshData.total; - var vertices = pageMeshData.vertices; - // Clear the garbage at the end of the vertices buffer. This will prevent the bounds miscalculation. - for (var i_1 = total_1 * 4 * 2; i_1 < vertices.length; i_1++) { - vertices[i_1] = 0; + else { + // Go from highest to lowest priority + while (current) { + if (listener.priority > current.priority) { + listener.connect(previous); + break; } + previous = current; + current = current.next; } - // as a buffer maybe bigger than the current word, we set the size of the meshMaterial - // to match the number of letters needed - pageMeshData.mesh.size = 6 * total; - } - for (var i = 0; i < lenChars; i++) { - var char = chars[i]; - var offset = char.position.x + (lineAlignOffsets[char.line] * (this._align === 'justify' ? char.prevSpaces : 1)); - if (this._roundPixels) { - offset = Math.round(offset); + // Not yet connected + if (!listener.previous) { + listener.connect(previous); } - var xPos = offset * scale; - var yPos = char.position.y * scale; - var texture = char.texture; - var pageMesh = pagesMeshData[texture.baseTexture.uid]; - var textureFrame = texture.frame; - var textureUvs = texture._uvs; - var index = pageMesh.index++; - pageMesh.indices[(index * 6) + 0] = 0 + (index * 4); - pageMesh.indices[(index * 6) + 1] = 1 + (index * 4); - pageMesh.indices[(index * 6) + 2] = 2 + (index * 4); - pageMesh.indices[(index * 6) + 3] = 0 + (index * 4); - pageMesh.indices[(index * 6) + 4] = 2 + (index * 4); - pageMesh.indices[(index * 6) + 5] = 3 + (index * 4); - pageMesh.vertices[(index * 8) + 0] = xPos; - pageMesh.vertices[(index * 8) + 1] = yPos; - pageMesh.vertices[(index * 8) + 2] = xPos + (textureFrame.width * scale); - pageMesh.vertices[(index * 8) + 3] = yPos; - pageMesh.vertices[(index * 8) + 4] = xPos + (textureFrame.width * scale); - pageMesh.vertices[(index * 8) + 5] = yPos + (textureFrame.height * scale); - pageMesh.vertices[(index * 8) + 6] = xPos; - pageMesh.vertices[(index * 8) + 7] = yPos + (textureFrame.height * scale); - pageMesh.uvs[(index * 8) + 0] = textureUvs.x0; - pageMesh.uvs[(index * 8) + 1] = textureUvs.y0; - pageMesh.uvs[(index * 8) + 2] = textureUvs.x1; - pageMesh.uvs[(index * 8) + 3] = textureUvs.y1; - pageMesh.uvs[(index * 8) + 4] = textureUvs.x2; - pageMesh.uvs[(index * 8) + 5] = textureUvs.y2; - pageMesh.uvs[(index * 8) + 6] = textureUvs.x3; - pageMesh.uvs[(index * 8) + 7] = textureUvs.y3; } - this._textWidth = maxLineWidth * scale; - this._textHeight = (pos.y + data.lineHeight) * scale; - for (var i in pagesMeshData) { - var pageMeshData = pagesMeshData[i]; - // apply anchor - if (this.anchor.x !== 0 || this.anchor.y !== 0) { - var vertexCount = 0; - var anchorOffsetX = this._textWidth * this.anchor.x; - var anchorOffsetY = this._textHeight * this.anchor.y; - for (var i_2 = 0; i_2 < pageMeshData.total; i_2++) { - pageMeshData.vertices[vertexCount++] -= anchorOffsetX; - pageMeshData.vertices[vertexCount++] -= anchorOffsetY; - pageMeshData.vertices[vertexCount++] -= anchorOffsetX; - pageMeshData.vertices[vertexCount++] -= anchorOffsetY; - pageMeshData.vertices[vertexCount++] -= anchorOffsetX; - pageMeshData.vertices[vertexCount++] -= anchorOffsetY; - pageMeshData.vertices[vertexCount++] -= anchorOffsetX; - pageMeshData.vertices[vertexCount++] -= anchorOffsetY; - } + this._startIfPossible(); + return this; + }; + /** + * Removes any handlers matching the function and context parameters. + * If no handlers are left after removing, then it cancels the animation frame. + * @param fn - The listener function to be removed + * @param context - The listener context to be removed + * @returns This instance of a ticker + */ + Ticker.prototype.remove = function (fn, context) { + var listener = this._head.next; + while (listener) { + // We found a match, lets remove it + // no break to delete all possible matches + // incase a listener was added 2+ times + if (listener.match(fn, context)) { + listener = listener.destroy(); + } + else { + listener = listener.next; } - this._maxLineHeight = maxLineHeight * scale; - var vertexBuffer = pageMeshData.mesh.geometry.getBuffer('aVertexPosition'); - var textureBuffer = pageMeshData.mesh.geometry.getBuffer('aTextureCoord'); - var indexBuffer = pageMeshData.mesh.geometry.getIndex(); - vertexBuffer.data = pageMeshData.vertices; - textureBuffer.data = pageMeshData.uvs; - indexBuffer.data = pageMeshData.indices; - vertexBuffer.update(); - textureBuffer.update(); - indexBuffer.update(); } - for (var i = 0; i < chars.length; i++) { - charRenderDataPool.push(chars[i]); + if (!this._head.next) { + this._cancelIfNeeded(); } + return this; }; - BitmapText.prototype.updateTransform = function () { - this.validate(); - this.containerUpdateTransform(); + Object.defineProperty(Ticker.prototype, "count", { + /** + * The number of listeners on this ticker, calculated by walking through linked list + * @readonly + * @member {number} + */ + get: function () { + if (!this._head) { + return 0; + } + var count = 0; + var current = this._head; + while ((current = current.next)) { + count++; + } + return count; + }, + enumerable: false, + configurable: true + }); + /** Starts the ticker. If the ticker has listeners a new animation frame is requested at this point. */ + Ticker.prototype.start = function () { + if (!this.started) { + this.started = true; + this._requestIfNeeded(); + } }; - BitmapText.prototype._render = function (renderer) { - if (this._autoResolution && this._resolution !== renderer.resolution) { - this._resolution = renderer.resolution; - this.dirty = true; + /** Stops the ticker. If the ticker has requested an animation frame it is canceled at this point. */ + Ticker.prototype.stop = function () { + if (this.started) { + this.started = false; + this._cancelIfNeeded(); } - // Update the uniform - var _a = BitmapFont.available[this._fontName], distanceFieldRange = _a.distanceFieldRange, distanceFieldType = _a.distanceFieldType, size = _a.size; - if (distanceFieldType !== 'none') { - // Inject the shader code with the correct value - var _b = this.worldTransform, a = _b.a, b = _b.b, c = _b.c, d = _b.d; - var dx = Math.sqrt((a * a) + (b * b)); - var dy = Math.sqrt((c * c) + (d * d)); - var worldScale = (Math.abs(dx) + Math.abs(dy)) / 2; - var fontScale = this._fontSize / size; - for (var _i = 0, _c = this._activePagesMeshData; _i < _c.length; _i++) { - var mesh = _c[_i]; - mesh.mesh.shader.uniforms.uFWidth = worldScale * distanceFieldRange * fontScale * this._resolution; + }; + /** Destroy the ticker and don't use after this. Calling this method removes all references to internal events. */ + Ticker.prototype.destroy = function () { + if (!this._protected) { + this.stop(); + var listener = this._head.next; + while (listener) { + listener = listener.destroy(true); } + this._head.destroy(); + this._head = null; } - _super.prototype._render.call(this, renderer); - }; - /** - * Validates text before calling parent's getLocalBounds - * @returns - The rectangular bounding area - */ - BitmapText.prototype.getLocalBounds = function () { - this.validate(); - return _super.prototype.getLocalBounds.call(this); }; /** - * Updates text when needed - * @private + * Triggers an update. An update entails setting the + * current {@link PIXI.Ticker#elapsedMS}, + * the current {@link PIXI.Ticker#deltaTime}, + * invoking all listeners with current deltaTime, + * and then finally setting {@link PIXI.Ticker#lastTime} + * with the value of currentTime that was provided. + * This method will be called automatically by animation + * frame callbacks if the ticker instance has been started + * and listeners are added. + * @param {number} [currentTime=performance.now()] - the current time of execution */ - BitmapText.prototype.validate = function () { - if (this.dirty) { - this.updateText(); - this.dirty = false; + Ticker.prototype.update = function (currentTime) { + if (currentTime === void 0) { currentTime = performance.now(); } + var elapsedMS; + // If the difference in time is zero or negative, we ignore most of the work done here. + // If there is no valid difference, then should be no reason to let anyone know about it. + // A zero delta, is exactly that, nothing should update. + // + // The difference in time can be negative, and no this does not mean time traveling. + // This can be the result of a race condition between when an animation frame is requested + // on the current JavaScript engine event loop, and when the ticker's start method is invoked + // (which invokes the internal _requestIfNeeded method). If a frame is requested before + // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests, + // can receive a time argument that can be less than the lastTime value that was set within + // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems. + // + // This check covers this browser engine timing issue, as well as if consumers pass an invalid + // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves. + if (currentTime > this.lastTime) { + // Save uncapped elapsedMS for measurement + elapsedMS = this.elapsedMS = currentTime - this.lastTime; + // cap the milliseconds elapsed used for deltaTime + if (elapsedMS > this._maxElapsedMS) { + elapsedMS = this._maxElapsedMS; + } + elapsedMS *= this.speed; + // If not enough time has passed, exit the function. + // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS + // adjustment to ensure a relatively stable interval. + if (this._minElapsedMS) { + var delta = currentTime - this._lastFrame | 0; + if (delta < this._minElapsedMS) { + return; + } + this._lastFrame = currentTime - (delta % this._minElapsedMS); + } + this.deltaMS = elapsedMS; + this.deltaTime = this.deltaMS * settings.settings.TARGET_FPMS; + // Cache a local reference, in-case ticker is destroyed + // during the emit, we can still check for head.next + var head = this._head; + // Invoke listeners added to internal emitter + var listener = head.next; + while (listener) { + listener = listener.emit(this.deltaTime); + } + if (!head.next) { + this._cancelIfNeeded(); + } } + else { + this.deltaTime = this.deltaMS = this.elapsedMS = 0; + } + this.lastTime = currentTime; }; - Object.defineProperty(BitmapText.prototype, "tint", { + Object.defineProperty(Ticker.prototype, "FPS", { /** - * The tint of the BitmapText object. - * @default 0xffffff + * The frames per second at which this ticker is running. + * The default is approximately 60 in most modern browsers. + * **Note:** This does not factor in the value of + * {@link PIXI.Ticker#speed}, which is specific + * to scaling {@link PIXI.Ticker#deltaTime}. + * @member {number} + * @readonly */ get: function () { - return this._tint; + return 1000 / this.elapsedMS; }, - set: function (value) { - if (this._tint === value) - { return; } - this._tint = value; - for (var i = 0; i < this._activePagesMeshData.length; i++) { - this._activePagesMeshData[i].mesh.tint = value; - } + enumerable: false, + configurable: true + }); + Object.defineProperty(Ticker.prototype, "minFPS", { + /** + * Manages the maximum amount of milliseconds allowed to + * elapse between invoking {@link PIXI.Ticker#update}. + * This value is used to cap {@link PIXI.Ticker#deltaTime}, + * but does not effect the measured value of {@link PIXI.Ticker#FPS}. + * When setting this property it is clamped to a value between + * `0` and `PIXI.settings.TARGET_FPMS * 1000`. + * @member {number} + * @default 10 + */ + get: function () { + return 1000 / this._maxElapsedMS; + }, + set: function (fps) { + // Minimum must be below the maxFPS + var minFPS = Math.min(this.maxFPS, fps); + // Must be at least 0, but below 1 / settings.TARGET_FPMS + var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.settings.TARGET_FPMS); + this._maxElapsedMS = 1 / minFPMS; }, enumerable: false, configurable: true }); - Object.defineProperty(BitmapText.prototype, "align", { + Object.defineProperty(Ticker.prototype, "maxFPS", { /** - * The alignment of the BitmapText object. - * @member {string} - * @default 'left' + * Manages the minimum amount of milliseconds required to + * elapse between invoking {@link PIXI.Ticker#update}. + * This will effect the measured value of {@link PIXI.Ticker#FPS}. + * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can. + * Otherwise it will be at least `minFPS` + * @member {number} + * @default 0 */ get: function () { - return this._align; + if (this._minElapsedMS) { + return Math.round(1000 / this._minElapsedMS); + } + return 0; }, - set: function (value) { - if (this._align !== value) { - this._align = value; - this.dirty = true; + set: function (fps) { + if (fps === 0) { + this._minElapsedMS = 0; + } + else { + // Max must be at least the minFPS + var maxFPS = Math.max(this.minFPS, fps); + this._minElapsedMS = 1 / (maxFPS / 1000); } }, enumerable: false, configurable: true }); - Object.defineProperty(BitmapText.prototype, "fontName", { - /** The name of the BitmapFont. */ + Object.defineProperty(Ticker, "shared", { + /** + * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by + * {@link PIXI.VideoResource} to update animation frames / video textures. + * + * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true. + * + * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance. + * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker. + * @example + * let ticker = PIXI.Ticker.shared; + * // Set this to prevent starting this ticker when listeners are added. + * // By default this is true only for the PIXI.Ticker.shared instance. + * ticker.autoStart = false; + * // FYI, call this to ensure the ticker is stopped. It should be stopped + * // if you have not attempted to render anything yet. + * ticker.stop(); + * // Call this when you are ready for a running shared ticker. + * ticker.start(); + * @example + * // You may use the shared ticker to render... + * let renderer = PIXI.autoDetectRenderer(); + * let stage = new PIXI.Container(); + * document.body.appendChild(renderer.view); + * ticker.add(function (time) { + * renderer.render(stage); + * }); + * @example + * // Or you can just update it manually. + * ticker.autoStart = false; + * ticker.stop(); + * function animate(time) { + * ticker.update(time); + * renderer.render(stage); + * requestAnimationFrame(animate); + * } + * animate(performance.now()); + * @member {PIXI.Ticker} + * @static + */ get: function () { - return this._fontName; + if (!Ticker._shared) { + var shared = Ticker._shared = new Ticker(); + shared.autoStart = true; + shared._protected = true; + } + return Ticker._shared; }, - set: function (value) { - if (!BitmapFont.available[value]) { - throw new Error("Missing BitmapFont \"" + value + "\""); + enumerable: false, + configurable: true + }); + Object.defineProperty(Ticker, "system", { + /** + * The system ticker instance used by {@link PIXI.InteractionManager} and by + * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused, + * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused. + * + * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance. + * @member {PIXI.Ticker} + * @static + */ + get: function () { + if (!Ticker._system) { + var system = Ticker._system = new Ticker(); + system.autoStart = true; + system._protected = true; + } + return Ticker._system; + }, + enumerable: false, + configurable: true + }); + return Ticker; +}()); + +/** + * Middleware for for Application Ticker. + * @example + * import {TickerPlugin} from '@pixi/ticker'; + * import {Application} from '@pixi/app'; + * import {extensions} from '@pixi/extensions'; + * extensions.add(TickerPlugin); + * @class + * @memberof PIXI + */ +var TickerPlugin = /** @class */ (function () { + function TickerPlugin() { + } + /** + * Initialize the plugin with scope of application instance + * @static + * @private + * @param {object} [options] - See application options + */ + TickerPlugin.init = function (options) { + var _this = this; + // Set default + options = Object.assign({ + autoStart: true, + sharedTicker: false, + }, options); + // Create ticker setter + Object.defineProperty(this, 'ticker', { + set: function (ticker) { + if (this._ticker) { + this._ticker.remove(this.render, this); + } + this._ticker = ticker; + if (ticker) { + ticker.add(this.render, this, exports.UPDATE_PRIORITY.LOW); + } + }, + get: function () { + return this._ticker; + }, + }); + /** + * Convenience method for stopping the render. + * @method + * @memberof PIXI.Application + * @instance + */ + this.stop = function () { + _this._ticker.stop(); + }; + /** + * Convenience method for starting the render. + * @method + * @memberof PIXI.Application + * @instance + */ + this.start = function () { + _this._ticker.start(); + }; + /** + * Internal reference to the ticker. + * @type {PIXI.Ticker} + * @name _ticker + * @memberof PIXI.Application# + * @private + */ + this._ticker = null; + /** + * Ticker for doing render updates. + * @type {PIXI.Ticker} + * @name ticker + * @memberof PIXI.Application# + * @default PIXI.Ticker.shared + */ + this.ticker = options.sharedTicker ? Ticker.shared : new Ticker(); + // Start the rendering + if (options.autoStart) { + this.start(); + } + }; + /** + * Clean up the ticker, scoped to application. + * @static + * @private + */ + TickerPlugin.destroy = function () { + if (this._ticker) { + var oldTicker = this._ticker; + this.ticker = null; + oldTicker.destroy(); + } + }; + /** @ignore */ + TickerPlugin.extension = extensions.ExtensionType.Application; + return TickerPlugin; +}()); + +exports.Ticker = Ticker; +exports.TickerPlugin = TickerPlugin; + + +},{"@pixi/extensions":9,"@pixi/settings":30}],38:[function(require,module,exports){ +/*! + * @pixi/utils - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/utils is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ +'use strict'; + +Object.defineProperty(exports, '__esModule', { value: true }); + +var settings = require('@pixi/settings'); +var eventemitter3 = require('eventemitter3'); +var earcut = require('earcut'); +var url$1 = require('url'); +var constants = require('@pixi/constants'); + +function _interopDefaultLegacy (e) { return e && typeof e === 'object' && 'default' in e ? e : { 'default': e }; } + +var eventemitter3__default = /*#__PURE__*/_interopDefaultLegacy(eventemitter3); +var earcut__default = /*#__PURE__*/_interopDefaultLegacy(earcut); + +/** + * This file contains redeclared types for Node `url` and `querystring` modules. These modules + * don't provide their own typings but instead are a part of the full Node typings. The purpose of + * this file is to redeclare the required types to avoid having the whole Node types as a + * dependency. + */ +var url = { + parse: url$1.parse, + format: url$1.format, + resolve: url$1.resolve, +}; + +function assertPath(path) { + if (typeof path !== 'string') { + throw new TypeError("Path must be a string. Received " + JSON.stringify(path)); + } +} +function removeUrlParams(url) { + var re = url.split('?')[0]; + return re.split('#')[0]; +} +function escapeRegExp(string) { + return string.replace(/[.*+?^${}()|[\]\\]/g, '\\$&'); // $& means the whole matched string +} +function replaceAll(str, find, replace) { + return str.replace(new RegExp(escapeRegExp(find), 'g'), replace); +} +// Resolves . and .. elements in a path with directory names +function normalizeStringPosix(path, allowAboveRoot) { + var res = ''; + var lastSegmentLength = 0; + var lastSlash = -1; + var dots = 0; + var code; + for (var i = 0; i <= path.length; ++i) { + if (i < path.length) { + code = path.charCodeAt(i); + } + else if (code === 47) { + break; + } + else { + code = 47; + } + if (code === 47) { + if (lastSlash === i - 1 || dots === 1) ; + else if (lastSlash !== i - 1 && dots === 2) { + if (res.length < 2 + || lastSegmentLength !== 2 + || res.charCodeAt(res.length - 1) !== 46 + || res.charCodeAt(res.length - 2) !== 46) { + if (res.length > 2) { + var lastSlashIndex = res.lastIndexOf('/'); + if (lastSlashIndex !== res.length - 1) { + if (lastSlashIndex === -1) { + res = ''; + lastSegmentLength = 0; + } + else { + res = res.slice(0, lastSlashIndex); + lastSegmentLength = res.length - 1 - res.lastIndexOf('/'); + } + lastSlash = i; + dots = 0; + continue; + } + } + else if (res.length === 2 || res.length === 1) { + res = ''; + lastSegmentLength = 0; + lastSlash = i; + dots = 0; + continue; + } + } + if (allowAboveRoot) { + if (res.length > 0) { + res += '/..'; + } + else { + res = '..'; + } + lastSegmentLength = 2; + } + } + else { + if (res.length > 0) { + res += "/" + path.slice(lastSlash + 1, i); + } + else { + res = path.slice(lastSlash + 1, i); + } + lastSegmentLength = i - lastSlash - 1; + } + lastSlash = i; + dots = 0; + } + else if (code === 46 && dots !== -1) { + ++dots; + } + else { + dots = -1; + } + } + return res; +} +var path = { + /** + * Converts a path to posix format. + * @param path - The path to convert to posix + */ + toPosix: function (path) { return replaceAll(path, '\\', '/'); }, + /** + * Checks if the path is a URL + * @param path - The path to check + */ + isUrl: function (path) { return (/^https?:/).test(this.toPosix(path)); }, + /** + * Checks if the path is a data URL + * @param path - The path to check + */ + isDataUrl: function (path) { + // eslint-disable-next-line max-len + return (/^data:([a-z]+\/[a-z0-9-+.]+(;[a-z0-9-.!#$%*+.{}|~`]+=[a-z0-9-.!#$%*+.{}()_|~`]+)*)?(;base64)?,([a-z0-9!$&',()*+;=\-._~:@\/?%\s<>]*?)$/i) + .test(path); + }, + /** + * Checks if the path has a protocol e.g. http:// + * This will return true for windows file paths + * @param path - The path to check + */ + hasProtocol: function (path) { return (/^[^/:]+:\//).test(this.toPosix(path)); }, + /** + * Returns the protocol of the path e.g. http://, C:/, file:/// + * @param path - The path to get the protocol from + */ + getProtocol: function (path) { + assertPath(path); + path = this.toPosix(path); + var protocol = ''; + var isFile = (/^file:\/\/\//).exec(path); + var isHttp = (/^[^/:]+:\/\//).exec(path); + var isWindows = (/^[^/:]+:\//).exec(path); + if (isFile || isHttp || isWindows) { + var arr = (isFile === null || isFile === void 0 ? void 0 : isFile[0]) || (isHttp === null || isHttp === void 0 ? void 0 : isHttp[0]) || (isWindows === null || isWindows === void 0 ? void 0 : isWindows[0]); + protocol = arr; + path = path.slice(arr.length); + } + return protocol; + }, + /** + * Converts URL to an absolute path. + * When loading from a Web Worker, we must use absolute paths. + * If the URL is already absolute we return it as is + * If it's not, we convert it + * @param url - The URL to test + * @param customBaseUrl - The base URL to use + * @param customRootUrl - The root URL to use + */ + toAbsolute: function (url, customBaseUrl, customRootUrl) { + if (this.isDataUrl(url)) + { return url; } + var baseUrl = removeUrlParams(this.toPosix(customBaseUrl !== null && customBaseUrl !== void 0 ? customBaseUrl : settings.settings.ADAPTER.getBaseUrl())); + var rootUrl = removeUrlParams(this.toPosix(customRootUrl !== null && customRootUrl !== void 0 ? customRootUrl : this.rootname(baseUrl))); + assertPath(url); + url = this.toPosix(url); + // root relative url + if (url.startsWith('/')) { + return path.join(rootUrl, url.slice(1)); + } + var absolutePath = this.isAbsolute(url) ? url : this.join(baseUrl, url); + return absolutePath; + }, + /** + * Normalizes the given path, resolving '..' and '.' segments + * @param path - The path to normalize + */ + normalize: function (path) { + path = this.toPosix(path); + assertPath(path); + if (path.length === 0) + { return '.'; } + var protocol = ''; + var isAbsolute = path.startsWith('/'); + if (this.hasProtocol(path)) { + protocol = this.rootname(path); + path = path.slice(protocol.length); + } + var trailingSeparator = path.endsWith('/'); + // Normalize the path + path = normalizeStringPosix(path, false); + if (path.length > 0 && trailingSeparator) + { path += '/'; } + if (isAbsolute) + { return "/" + path; } + return protocol + path; + }, + /** + * Determines if path is an absolute path. + * Absolute paths can be urls, data urls, or paths on disk + * @param path - The path to test + */ + isAbsolute: function (path) { + assertPath(path); + path = this.toPosix(path); + if (this.hasProtocol(path)) + { return true; } + return path.startsWith('/'); + }, + /** + * Joins all given path segments together using the platform-specific separator as a delimiter, + * then normalizes the resulting path + * @param segments - The segments of the path to join + */ + join: function () { + var arguments$1 = arguments; + + var _a; + var segments = []; + for (var _i = 0; _i < arguments.length; _i++) { + segments[_i] = arguments$1[_i]; + } + if (segments.length === 0) { + return '.'; + } + var joined; + for (var i = 0; i < segments.length; ++i) { + var arg = segments[i]; + assertPath(arg); + if (arg.length > 0) { + if (joined === undefined) + { joined = arg; } + else { + var prevArg = (_a = segments[i - 1]) !== null && _a !== void 0 ? _a : ''; + if (this.extname(prevArg)) { + joined += "/../" + arg; + } + else { + joined += "/" + arg; + } + } + } + } + if (joined === undefined) { + return '.'; + } + return this.normalize(joined); + }, + /** + * Returns the directory name of a path + * @param path - The path to parse + */ + dirname: function (path) { + assertPath(path); + if (path.length === 0) + { return '.'; } + path = this.toPosix(path); + var code = path.charCodeAt(0); + var hasRoot = code === 47; + var end = -1; + var matchedSlash = true; + var proto = this.getProtocol(path); + var origpath = path; + path = path.slice(proto.length); + for (var i = path.length - 1; i >= 1; --i) { + code = path.charCodeAt(i); + if (code === 47) { + if (!matchedSlash) { + end = i; + break; + } } - if (this._fontName !== value) { - this._fontName = value; - this.dirty = true; + else { + // We saw the first non-path separator + matchedSlash = false; } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "fontSize", { - /** The size of the font to display. */ - get: function () { - return this._fontSize; - }, - set: function (value) { - if (this._fontSize !== value) { - this._fontSize = value; - this.dirty = true; + } + // if end is -1 and its a url then we need to add the path back + // eslint-disable-next-line no-nested-ternary + if (end === -1) + { return hasRoot ? '/' : this.isUrl(origpath) ? proto + path : proto; } + if (hasRoot && end === 1) + { return '//'; } + return proto + path.slice(0, end); + }, + /** + * Returns the root of the path e.g. /, C:/, file:///, http://domain.com/ + * @param path - The path to parse + */ + rootname: function (path) { + assertPath(path); + path = this.toPosix(path); + var root = ''; + if (path.startsWith('/')) + { root = '/'; } + else { + root = this.getProtocol(path); + } + if (this.isUrl(path)) { + // need to find the first path separator + var index = path.indexOf('/', root.length); + if (index !== -1) { + root = path.slice(0, index); } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "anchor", { - /** - * The anchor sets the origin point of the text. - * - * The default is `(0,0)`, this means the text's origin is the top left. - * - * Setting the anchor to `(0.5,0.5)` means the text's origin is centered. - * - * Setting the anchor to `(1,1)` would mean the text's origin point will be the bottom right corner. - */ - get: function () { - return this._anchor; - }, - set: function (value) { - if (typeof value === 'number') { - this._anchor.set(value); + else + { root = path; } + if (!root.endsWith('/')) + { root += '/'; } + } + return root; + }, + /** + * Returns the last portion of a path + * @param path - The path to test + * @param ext - Optional extension to remove + */ + basename: function (path, ext) { + assertPath(path); + if (ext) + { assertPath(ext); } + path = this.toPosix(path); + var start = 0; + var end = -1; + var matchedSlash = true; + var i; + if (ext !== undefined && ext.length > 0 && ext.length <= path.length) { + if (ext.length === path.length && ext === path) + { return ''; } + var extIdx = ext.length - 1; + var firstNonSlashEnd = -1; + for (i = path.length - 1; i >= 0; --i) { + var code = path.charCodeAt(i); + if (code === 47) { + // If we reached a path separator that was not part of a set of path + // separators at the end of the string, stop now + if (!matchedSlash) { + start = i + 1; + break; + } + } + else { + if (firstNonSlashEnd === -1) { + // We saw the first non-path separator, remember this index in case + // we need it if the extension ends up not matching + matchedSlash = false; + firstNonSlashEnd = i + 1; + } + if (extIdx >= 0) { + // Try to match the explicit extension + if (code === ext.charCodeAt(extIdx)) { + if (--extIdx === -1) { + // We matched the extension, so mark this as the end of our path + // component + end = i; + } + } + else { + // Extension does not match, so our result is the entire path + // component + extIdx = -1; + end = firstNonSlashEnd; + } + } + } } - else { - this._anchor.copyFrom(value); + if (start === end) + { end = firstNonSlashEnd; } + else if (end === -1) + { end = path.length; } + return path.slice(start, end); + } + for (i = path.length - 1; i >= 0; --i) { + if (path.charCodeAt(i) === 47) { + // If we reached a path separator that was not part of a set of path + // separators at the end of the string, stop now + if (!matchedSlash) { + start = i + 1; + break; + } } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "text", { - /** The text of the BitmapText object. */ - get: function () { - return this._text; - }, - set: function (text) { - text = String(text === null || text === undefined ? '' : text); - if (this._text === text) { - return; + else if (end === -1) { + // We saw the first non-path separator, mark this as the end of our + // path component + matchedSlash = false; + end = i + 1; } - this._text = text; - this.dirty = true; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "maxWidth", { - /** - * The max width of this bitmap text in pixels. If the text provided is longer than the - * value provided, line breaks will be automatically inserted in the last whitespace. - * Disable by setting the value to 0. - */ - get: function () { - return this._maxWidth; - }, - set: function (value) { - if (this._maxWidth === value) { - return; + } + if (end === -1) + { return ''; } + return path.slice(start, end); + }, + /** + * Returns the extension of the path, from the last occurrence of the . (period) character to end of string in the last + * portion of the path. If there is no . in the last portion of the path, or if there are no . characters other than + * the first character of the basename of path, an empty string is returned. + * @param path - The path to parse + */ + extname: function (path) { + assertPath(path); + path = this.toPosix(path); + var startDot = -1; + var startPart = 0; + var end = -1; + var matchedSlash = true; + // Track the state of characters (if any) we see before our first dot and + // after any path separator we find + var preDotState = 0; + for (var i = path.length - 1; i >= 0; --i) { + var code = path.charCodeAt(i); + if (code === 47) { + // If we reached a path separator that was not part of a set of path + // separators at the end of the string, stop now + if (!matchedSlash) { + startPart = i + 1; + break; + } + continue; } - this._maxWidth = value; - this.dirty = true; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "maxLineHeight", { - /** - * The max line height. This is useful when trying to use the total height of the Text, - * i.e. when trying to vertically align. - * @readonly - */ - get: function () { - this.validate(); - return this._maxLineHeight; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "textWidth", { - /** - * The width of the overall text, different from fontSize, - * which is defined in the style object. - * @readonly - */ - get: function () { - this.validate(); - return this._textWidth; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "letterSpacing", { - /** Additional space between characters. */ - get: function () { - return this._letterSpacing; - }, - set: function (value) { - if (this._letterSpacing !== value) { - this._letterSpacing = value; - this.dirty = true; + if (end === -1) { + // We saw the first non-path separator, mark this as the end of our + // extension + matchedSlash = false; + end = i + 1; + } + if (code === 46) { + // If this is our first dot, mark it as the start of our extension + if (startDot === -1) + { startDot = i; } + else if (preDotState !== 1) + { preDotState = 1; } + } + else if (startDot !== -1) { + // We saw a non-dot and non-path separator before our dot, so we should + // have a good chance at having a non-empty extension + preDotState = -1; + } + } + if (startDot === -1 || end === -1 + // We saw a non-dot character immediately before the dot + || preDotState === 0 + // The (right-most) trimmed path component is exactly '..' + // eslint-disable-next-line no-mixed-operators + || preDotState === 1 && startDot === end - 1 && startDot === startPart + 1) { + return ''; + } + return path.slice(startDot, end); + }, + /** + * Parses a path into an object containing the 'root', `dir`, `base`, `ext`, and `name` properties. + * @param path - The path to parse + */ + parse: function (path) { + assertPath(path); + var ret = { root: '', dir: '', base: '', ext: '', name: '' }; + if (path.length === 0) + { return ret; } + path = this.toPosix(path); + var code = path.charCodeAt(0); + var isAbsolute = this.isAbsolute(path); + var start; + ret.root = this.rootname(path); + if (isAbsolute || this.hasProtocol(path)) { + start = 1; + } + else { + start = 0; + } + var startDot = -1; + var startPart = 0; + var end = -1; + var matchedSlash = true; + var i = path.length - 1; + // Track the state of characters (if any) we see before our first dot and + // after any path separator we find + var preDotState = 0; + // Get non-dir info + for (; i >= start; --i) { + code = path.charCodeAt(i); + if (code === 47) { + // If we reached a path separator that was not part of a set of path + // separators at the end of the string, stop now + if (!matchedSlash) { + startPart = i + 1; + break; + } + continue; } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "roundPixels", { - /** - * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. - * Advantages can include sharper image quality (like text) and faster rendering on canvas. - * The main disadvantage is movement of objects may appear less smooth. - * To set the global default, change {@link PIXI.settings.ROUND_PIXELS} - * @default PIXI.settings.ROUND_PIXELS - */ - get: function () { - return this._roundPixels; - }, - set: function (value) { - if (value !== this._roundPixels) { - this._roundPixels = value; - this.dirty = true; + if (end === -1) { + // We saw the first non-path separator, mark this as the end of our + // extension + matchedSlash = false; + end = i + 1; + } + if (code === 46) { + // If this is our first dot, mark it as the start of our extension + if (startDot === -1) + { startDot = i; } + else if (preDotState !== 1) + { preDotState = 1; } + } + else if (startDot !== -1) { + // We saw a non-dot and non-path separator before our dot, so we should + // have a good chance at having a non-empty extension + preDotState = -1; + } + } + if (startDot === -1 || end === -1 + // We saw a non-dot character immediately before the dot + || preDotState === 0 + // The (right-most) trimmed path component is exactly '..' + // eslint-disable-next-line no-mixed-operators + || preDotState === 1 && startDot === end - 1 && startDot === startPart + 1) { + if (end !== -1) { + if (startPart === 0 && isAbsolute) + { ret.base = ret.name = path.slice(1, end); } + else + { ret.base = ret.name = path.slice(startPart, end); } } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "textHeight", { - /** - * The height of the overall text, different from fontSize, - * which is defined in the style object. - * @readonly - */ - get: function () { - this.validate(); - return this._textHeight; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "resolution", { - /** - * The resolution / device pixel ratio of the canvas. - * - * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually. - * @default 1 - */ - get: function () { - return this._resolution; - }, - set: function (value) { - this._autoResolution = false; - if (this._resolution === value) { - return; + } + else { + if (startPart === 0 && isAbsolute) { + ret.name = path.slice(1, startDot); + ret.base = path.slice(1, end); } - this._resolution = value; - this.dirty = true; - }, - enumerable: false, - configurable: true - }); - BitmapText.prototype.destroy = function (options) { - var _textureCache = this._textureCache; - for (var id in _textureCache) { - var texture = _textureCache[id]; - texture.destroy(); - delete _textureCache[id]; + else { + ret.name = path.slice(startPart, startDot); + ret.base = path.slice(startPart, end); + } + ret.ext = path.slice(startDot, end); } - this._textureCache = null; - _super.prototype.destroy.call(this, options); - }; - BitmapText.styleDefaults = { - align: 'left', - tint: 0xFFFFFF, - maxWidth: 0, - letterSpacing: 0, - }; - return BitmapText; -}(display.Container)); + ret.dir = this.dirname(path); + return ret; + }, + sep: '/', + delimiter: ':' +}; + +/** + * The prefix that denotes a URL is for a retina asset. + * @static + * @name RETINA_PREFIX + * @memberof PIXI.settings + * @type {RegExp} + * @default /@([0-9\.]+)x/ + * @example `@2x` + */ +settings.settings.RETINA_PREFIX = /@([0-9\.]+)x/; +/** + * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function. + * If set to true, a WebGL renderer can fail to be created if the browser thinks there could be performance issues when + * using WebGL. + * + * In PixiJS v6 this has changed from true to false by default, to allow WebGL to work in as many scenarios as possible. + * However, some users may have a poor experience, for example, if a user has a gpu or driver version blacklisted by the + * browser. + * + * If your application requires high performance rendering, you may wish to set this to false. + * We recommend one of two options if you decide to set this flag to false: + * + * 1: Use the `pixi.js-legacy` package, which includes a Canvas renderer as a fallback in case high performance WebGL is + * not supported. + * + * 2: Call `isWebGLSupported` (which if found in the PIXI.utils package) in your code before attempting to create a PixiJS + * renderer, and show an error message to the user if the function returns false, explaining that their device & browser + * combination does not support high performance WebGL. + * This is a much better strategy than trying to create a PixiJS renderer and finding it then fails. + * @static + * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT + * @memberof PIXI.settings + * @type {boolean} + * @default false + */ +settings.settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false; + +var saidHello = false; +var VERSION = '6.5.8'; +/** + * Skips the hello message of renderers that are created after this is run. + * @function skipHello + * @memberof PIXI.utils + */ +function skipHello() { + saidHello = true; +} +/** + * Logs out the version and renderer information for this running instance of PIXI. + * If you don't want to see this message you can run `PIXI.utils.skipHello()` before + * creating your renderer. Keep in mind that doing that will forever make you a jerk face. + * @static + * @function sayHello + * @memberof PIXI.utils + * @param {string} type - The string renderer type to log. + */ +function sayHello(type) { + var _a; + if (saidHello) { + return; + } + if (settings.settings.ADAPTER.getNavigator().userAgent.toLowerCase().indexOf('chrome') > -1) { + var args = [ + "\n %c %c %c PixiJS " + VERSION + " - \u2730 " + type + " \u2730 %c %c http://www.pixijs.com/ %c %c \u2665%c\u2665%c\u2665 \n\n", + 'background: #ff66a5; padding:5px 0;', + 'background: #ff66a5; padding:5px 0;', + 'color: #ff66a5; background: #030307; padding:5px 0;', + 'background: #ff66a5; padding:5px 0;', + 'background: #ffc3dc; padding:5px 0;', + 'background: #ff66a5; padding:5px 0;', + 'color: #ff2424; background: #fff; padding:5px 0;', + 'color: #ff2424; background: #fff; padding:5px 0;', + 'color: #ff2424; background: #fff; padding:5px 0;' ]; + (_a = globalThis.console).log.apply(_a, args); + } + else if (globalThis.console) { + globalThis.console.log("PixiJS " + VERSION + " - " + type + " - http://www.pixijs.com/"); + } + saidHello = true; +} + +var supported; +/** + * Helper for checking for WebGL support. + * @memberof PIXI.utils + * @function isWebGLSupported + * @returns {boolean} Is WebGL supported. + */ +function isWebGLSupported() { + if (typeof supported === 'undefined') { + supported = (function supported() { + var contextOptions = { + stencil: true, + failIfMajorPerformanceCaveat: settings.settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT, + }; + try { + if (!settings.settings.ADAPTER.getWebGLRenderingContext()) { + return false; + } + var canvas = settings.settings.ADAPTER.createCanvas(); + var gl = (canvas.getContext('webgl', contextOptions) + || canvas.getContext('experimental-webgl', contextOptions)); + var success = !!(gl && gl.getContextAttributes().stencil); + if (gl) { + var loseContext = gl.getExtension('WEBGL_lose_context'); + if (loseContext) { + loseContext.loseContext(); + } + } + gl = null; + return success; + } + catch (e) { + return false; + } + })(); + } + return supported; +} + +var aliceblue = "#f0f8ff"; +var antiquewhite = "#faebd7"; +var aqua = "#00ffff"; +var aquamarine = "#7fffd4"; +var azure = "#f0ffff"; +var beige = "#f5f5dc"; +var bisque = "#ffe4c4"; +var black = "#000000"; +var blanchedalmond = "#ffebcd"; +var blue = "#0000ff"; +var blueviolet = "#8a2be2"; +var brown = "#a52a2a"; +var burlywood = "#deb887"; +var cadetblue = "#5f9ea0"; +var chartreuse = "#7fff00"; +var chocolate = "#d2691e"; +var coral = "#ff7f50"; +var cornflowerblue = "#6495ed"; +var cornsilk = "#fff8dc"; +var crimson = "#dc143c"; +var cyan = "#00ffff"; +var darkblue = "#00008b"; +var darkcyan = "#008b8b"; +var darkgoldenrod = "#b8860b"; +var darkgray = "#a9a9a9"; +var darkgreen = "#006400"; +var darkgrey = "#a9a9a9"; +var darkkhaki = "#bdb76b"; +var darkmagenta = "#8b008b"; +var darkolivegreen = "#556b2f"; +var darkorange = "#ff8c00"; +var darkorchid = "#9932cc"; +var darkred = "#8b0000"; +var darksalmon = "#e9967a"; +var darkseagreen = "#8fbc8f"; +var darkslateblue = "#483d8b"; +var darkslategray = "#2f4f4f"; +var darkslategrey = "#2f4f4f"; +var darkturquoise = "#00ced1"; +var darkviolet = "#9400d3"; +var deeppink = "#ff1493"; +var deepskyblue = "#00bfff"; +var dimgray = "#696969"; +var dimgrey = "#696969"; +var dodgerblue = "#1e90ff"; +var firebrick = "#b22222"; +var floralwhite = "#fffaf0"; +var forestgreen = "#228b22"; +var fuchsia = "#ff00ff"; +var gainsboro = "#dcdcdc"; +var ghostwhite = "#f8f8ff"; +var goldenrod = "#daa520"; +var gold = "#ffd700"; +var gray = "#808080"; +var green = "#008000"; +var greenyellow = "#adff2f"; +var grey = "#808080"; +var honeydew = "#f0fff0"; +var hotpink = "#ff69b4"; +var indianred = "#cd5c5c"; +var indigo = "#4b0082"; +var ivory = "#fffff0"; +var khaki = "#f0e68c"; +var lavenderblush = "#fff0f5"; +var lavender = "#e6e6fa"; +var lawngreen = "#7cfc00"; +var lemonchiffon = "#fffacd"; +var lightblue = "#add8e6"; +var lightcoral = "#f08080"; +var lightcyan = "#e0ffff"; +var lightgoldenrodyellow = "#fafad2"; +var lightgray = "#d3d3d3"; +var lightgreen = "#90ee90"; +var lightgrey = "#d3d3d3"; +var lightpink = "#ffb6c1"; +var lightsalmon = "#ffa07a"; +var lightseagreen = "#20b2aa"; +var lightskyblue = "#87cefa"; +var lightslategray = "#778899"; +var lightslategrey = "#778899"; +var lightsteelblue = "#b0c4de"; +var lightyellow = "#ffffe0"; +var lime = "#00ff00"; +var limegreen = "#32cd32"; +var linen = "#faf0e6"; +var magenta = "#ff00ff"; +var maroon = "#800000"; +var mediumaquamarine = "#66cdaa"; +var mediumblue = "#0000cd"; +var mediumorchid = "#ba55d3"; +var mediumpurple = "#9370db"; +var mediumseagreen = "#3cb371"; +var mediumslateblue = "#7b68ee"; +var mediumspringgreen = "#00fa9a"; +var mediumturquoise = "#48d1cc"; +var mediumvioletred = "#c71585"; +var midnightblue = "#191970"; +var mintcream = "#f5fffa"; +var mistyrose = "#ffe4e1"; +var moccasin = "#ffe4b5"; +var navajowhite = "#ffdead"; +var navy = "#000080"; +var oldlace = "#fdf5e6"; +var olive = "#808000"; +var olivedrab = "#6b8e23"; +var orange = "#ffa500"; +var orangered = "#ff4500"; +var orchid = "#da70d6"; +var palegoldenrod = "#eee8aa"; +var palegreen = "#98fb98"; +var paleturquoise = "#afeeee"; +var palevioletred = "#db7093"; +var papayawhip = "#ffefd5"; +var peachpuff = "#ffdab9"; +var peru = "#cd853f"; +var pink = "#ffc0cb"; +var plum = "#dda0dd"; +var powderblue = "#b0e0e6"; +var purple = "#800080"; +var rebeccapurple = "#663399"; +var red = "#ff0000"; +var rosybrown = "#bc8f8f"; +var royalblue = "#4169e1"; +var saddlebrown = "#8b4513"; +var salmon = "#fa8072"; +var sandybrown = "#f4a460"; +var seagreen = "#2e8b57"; +var seashell = "#fff5ee"; +var sienna = "#a0522d"; +var silver = "#c0c0c0"; +var skyblue = "#87ceeb"; +var slateblue = "#6a5acd"; +var slategray = "#708090"; +var slategrey = "#708090"; +var snow = "#fffafa"; +var springgreen = "#00ff7f"; +var steelblue = "#4682b4"; +var tan = "#d2b48c"; +var teal = "#008080"; +var thistle = "#d8bfd8"; +var tomato = "#ff6347"; +var turquoise = "#40e0d0"; +var violet = "#ee82ee"; +var wheat = "#f5deb3"; +var white = "#ffffff"; +var whitesmoke = "#f5f5f5"; +var yellow = "#ffff00"; +var yellowgreen = "#9acd32"; +var cssColorNames = { + aliceblue: aliceblue, + antiquewhite: antiquewhite, + aqua: aqua, + aquamarine: aquamarine, + azure: azure, + beige: beige, + bisque: bisque, + black: black, + blanchedalmond: blanchedalmond, + blue: blue, + blueviolet: blueviolet, + brown: brown, + burlywood: burlywood, + cadetblue: cadetblue, + chartreuse: chartreuse, + chocolate: chocolate, + coral: coral, + cornflowerblue: cornflowerblue, + cornsilk: cornsilk, + crimson: crimson, + cyan: cyan, + darkblue: darkblue, + darkcyan: darkcyan, + darkgoldenrod: darkgoldenrod, + darkgray: darkgray, + darkgreen: darkgreen, + darkgrey: darkgrey, + darkkhaki: darkkhaki, + darkmagenta: darkmagenta, + darkolivegreen: darkolivegreen, + darkorange: darkorange, + darkorchid: darkorchid, + darkred: darkred, + darksalmon: darksalmon, + darkseagreen: darkseagreen, + darkslateblue: darkslateblue, + darkslategray: darkslategray, + darkslategrey: darkslategrey, + darkturquoise: darkturquoise, + darkviolet: darkviolet, + deeppink: deeppink, + deepskyblue: deepskyblue, + dimgray: dimgray, + dimgrey: dimgrey, + dodgerblue: dodgerblue, + firebrick: firebrick, + floralwhite: floralwhite, + forestgreen: forestgreen, + fuchsia: fuchsia, + gainsboro: gainsboro, + ghostwhite: ghostwhite, + goldenrod: goldenrod, + gold: gold, + gray: gray, + green: green, + greenyellow: greenyellow, + grey: grey, + honeydew: honeydew, + hotpink: hotpink, + indianred: indianred, + indigo: indigo, + ivory: ivory, + khaki: khaki, + lavenderblush: lavenderblush, + lavender: lavender, + lawngreen: lawngreen, + lemonchiffon: lemonchiffon, + lightblue: lightblue, + lightcoral: lightcoral, + lightcyan: lightcyan, + lightgoldenrodyellow: lightgoldenrodyellow, + lightgray: lightgray, + lightgreen: lightgreen, + lightgrey: lightgrey, + lightpink: lightpink, + lightsalmon: lightsalmon, + lightseagreen: lightseagreen, + lightskyblue: lightskyblue, + lightslategray: lightslategray, + lightslategrey: lightslategrey, + lightsteelblue: lightsteelblue, + lightyellow: lightyellow, + lime: lime, + limegreen: limegreen, + linen: linen, + magenta: magenta, + maroon: maroon, + mediumaquamarine: mediumaquamarine, + mediumblue: mediumblue, + mediumorchid: mediumorchid, + mediumpurple: mediumpurple, + mediumseagreen: mediumseagreen, + mediumslateblue: mediumslateblue, + mediumspringgreen: mediumspringgreen, + mediumturquoise: mediumturquoise, + mediumvioletred: mediumvioletred, + midnightblue: midnightblue, + mintcream: mintcream, + mistyrose: mistyrose, + moccasin: moccasin, + navajowhite: navajowhite, + navy: navy, + oldlace: oldlace, + olive: olive, + olivedrab: olivedrab, + orange: orange, + orangered: orangered, + orchid: orchid, + palegoldenrod: palegoldenrod, + palegreen: palegreen, + paleturquoise: paleturquoise, + palevioletred: palevioletred, + papayawhip: papayawhip, + peachpuff: peachpuff, + peru: peru, + pink: pink, + plum: plum, + powderblue: powderblue, + purple: purple, + rebeccapurple: rebeccapurple, + red: red, + rosybrown: rosybrown, + royalblue: royalblue, + saddlebrown: saddlebrown, + salmon: salmon, + sandybrown: sandybrown, + seagreen: seagreen, + seashell: seashell, + sienna: sienna, + silver: silver, + skyblue: skyblue, + slateblue: slateblue, + slategray: slategray, + slategrey: slategrey, + snow: snow, + springgreen: springgreen, + steelblue: steelblue, + tan: tan, + teal: teal, + thistle: thistle, + tomato: tomato, + turquoise: turquoise, + violet: violet, + wheat: wheat, + white: white, + whitesmoke: whitesmoke, + yellow: yellow, + yellowgreen: yellowgreen +}; /** - * {@link PIXI.Loader Loader} middleware for loading - * bitmap-based fonts suitable for using with {@link PIXI.BitmapText}. - * @memberof PIXI + * Converts a hexadecimal color number to an [R, G, B] array of normalized floats (numbers from 0.0 to 1.0). + * @example + * PIXI.utils.hex2rgb(0xffffff); // returns [1, 1, 1] + * @memberof PIXI.utils + * @function hex2rgb + * @param {number} hex - The hexadecimal number to convert + * @param {number[]} [out=[]] - If supplied, this array will be used rather than returning a new one + * @returns {number[]} An array representing the [R, G, B] of the color where all values are floats. */ -var BitmapFontLoader = /** @class */ (function () { - function BitmapFontLoader() { - } - /** - * Called when the plugin is installed. - * @see PIXI.extensions.add - */ - BitmapFontLoader.add = function () { - loaders.LoaderResource.setExtensionXhrType('fnt', loaders.LoaderResource.XHR_RESPONSE_TYPE.TEXT); - }; - /** - * Called after a resource is loaded. - * @see PIXI.Loader.loaderMiddleware - * @param this - * @param {PIXI.LoaderResource} resource - * @param {Function} next - */ - BitmapFontLoader.use = function (resource, next) { - var format = autoDetectFormat(resource.data); - // Resource was not recognised as any of the expected font data format - if (!format) { - next(); - return; - } - var baseUrl = BitmapFontLoader.getBaseUrl(this, resource); - var data = format.parse(resource.data); - var textures = {}; - // Handle completed, when the number of textures - // load is the same number as references in the fnt file - var completed = function (page) { - textures[page.metadata.pageFile] = page.texture; - if (Object.keys(textures).length === data.page.length) { - resource.bitmapFont = BitmapFont.install(data, textures, true); - next(); - } - }; - for (var i = 0; i < data.page.length; ++i) { - var pageFile = data.page[i].file; - var url = baseUrl + pageFile; - var exists = false; - // incase the image is loaded outside - // using the same loader, resource will be available - for (var name in this.resources) { - var bitmapResource = this.resources[name]; - if (bitmapResource.url === url) { - bitmapResource.metadata.pageFile = pageFile; - if (bitmapResource.texture) { - completed(bitmapResource); - } - else { - bitmapResource.onAfterMiddleware.add(completed); - } - exists = true; - break; - } - } - // texture is not loaded, we'll attempt to add - // it to the load and add the texture to the list - if (!exists) { - // Standard loading options for images - var options = { - crossOrigin: resource.crossOrigin, - loadType: loaders.LoaderResource.LOAD_TYPE.IMAGE, - metadata: Object.assign({ pageFile: pageFile }, resource.metadata.imageMetadata), - parentResource: resource, - }; - this.add(url, options, completed); - } - } - }; - /** - * Get folder path from a resource. - * @param loader - * @param resource - */ - BitmapFontLoader.getBaseUrl = function (loader, resource) { - var resUrl = !resource.isDataUrl ? BitmapFontLoader.dirname(resource.url) : ''; - if (resource.isDataUrl) { - if (resUrl === '.') { - resUrl = ''; - } - if (loader.baseUrl && resUrl) { - // if baseurl has a trailing slash then add one to resUrl so the replace works below - if (loader.baseUrl.charAt(loader.baseUrl.length - 1) === '/') { - resUrl += '/'; - } - } - } - // remove baseUrl from resUrl - resUrl = resUrl.replace(loader.baseUrl, ''); - // if there is an resUrl now, it needs a trailing slash. Ensure that it does if the string isn't empty. - if (resUrl && resUrl.charAt(resUrl.length - 1) !== '/') { - resUrl += '/'; - } - return resUrl; - }; - /** - * Replacement for NodeJS's path.dirname - * @param {string} url - Path to get directory for - */ - BitmapFontLoader.dirname = function (url) { - var dir = url - .replace(/\\/g, '/') // convert windows notation to UNIX notation, URL-safe because it's a forbidden character - .replace(/\/$/, '') // replace trailing slash - .replace(/\/[^\/]*$/, ''); // remove everything after the last - // File request is relative, use current directory - if (dir === url) { - return '.'; - } - // Started with a slash - else if (dir === '') { - return '/'; +function hex2rgb(hex, out) { + if (out === void 0) { out = []; } + out[0] = ((hex >> 16) & 0xFF) / 255; + out[1] = ((hex >> 8) & 0xFF) / 255; + out[2] = (hex & 0xFF) / 255; + return out; +} +/** + * Converts a hexadecimal color number to a string. + * @example + * PIXI.utils.hex2string(0xffffff); // returns "#ffffff" + * @memberof PIXI.utils + * @function hex2string + * @param {number} hex - Number in hex (e.g., `0xffffff`) + * @returns {string} The string color (e.g., `"#ffffff"`). + */ +function hex2string(hex) { + var hexString = hex.toString(16); + hexString = '000000'.substring(0, 6 - hexString.length) + hexString; + return "#" + hexString; +} +/** + * Converts a string to a hexadecimal color number. + * It can handle: + * hex strings starting with #: "#ffffff" + * hex strings starting with 0x: "0xffffff" + * hex strings without prefix: "ffffff" + * css colors: "black" + * @example + * PIXI.utils.string2hex("#ffffff"); // returns 0xffffff, which is 16777215 as an integer + * @memberof PIXI.utils + * @function string2hex + * @param {string} string - The string color (e.g., `"#ffffff"`) + * @returns {number} Number in hexadecimal. + */ +function string2hex(string) { + if (typeof string === 'string') { + string = cssColorNames[string.toLowerCase()] || string; + if (string[0] === '#') { + string = string.slice(1); } - return dir; - }; - /** @ignore */ - BitmapFontLoader.extension = core.ExtensionType.Loader; - return BitmapFontLoader; -}()); - -exports.BitmapFont = BitmapFont; -exports.BitmapFontData = BitmapFontData; -exports.BitmapFontLoader = BitmapFontLoader; -exports.BitmapText = BitmapText; -exports.TextFormat = TextFormat; -exports.XMLFormat = XMLFormat; -exports.XMLStringFormat = XMLStringFormat; -exports.autoDetectFormat = autoDetectFormat; - - -},{"@pixi/constants":10,"@pixi/core":27,"@pixi/display":28,"@pixi/loaders":38,"@pixi/math":39,"@pixi/mesh":41,"@pixi/settings":20,"@pixi/text":52,"@pixi/utils":22}],52:[function(require,module,exports){ -/*! - * @pixi/text - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/text is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license + } + return parseInt(string, 16); +} +/** + * Converts a color as an [R, G, B] array of normalized floats to a hexadecimal number. + * @example + * PIXI.utils.rgb2hex([1, 1, 1]); // returns 0xffffff, which is 16777215 as an integer + * @memberof PIXI.utils + * @function rgb2hex + * @param {number[]} rgb - Array of numbers where all values are normalized floats from 0.0 to 1.0. + * @returns {number} Number in hexadecimal. */ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -var sprite = require('@pixi/sprite'); -var core = require('@pixi/core'); -var settings = require('@pixi/settings'); -var math = require('@pixi/math'); -var utils = require('@pixi/utils'); - -/*! ***************************************************************************** -Copyright (c) Microsoft Corporation. - -Permission to use, copy, modify, and/or distribute this software for any -purpose with or without fee is hereby granted. - -THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH -REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY -AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, -INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM -LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR -OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR -PERFORMANCE OF THIS SOFTWARE. -***************************************************************************** */ -/* global Reflect, Promise */ - -var extendStatics = function(d, b) { - extendStatics = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics(d, b); -}; - -function __extends(d, b) { - extendStatics(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); +function rgb2hex(rgb) { + return (((rgb[0] * 255) << 16) + ((rgb[1] * 255) << 8) + (rgb[2] * 255 | 0)); } /** - * Constants that define the type of gradient on text. - * @static - * @constant - * @name TEXT_GRADIENT - * @memberof PIXI - * @type {object} - * @property {number} LINEAR_VERTICAL Vertical gradient - * @property {number} LINEAR_HORIZONTAL Linear gradient + * Corrects PixiJS blend, takes premultiplied alpha into account + * @memberof PIXI.utils + * @function mapPremultipliedBlendModes + * @private + * @returns {Array} Mapped modes. */ -exports.TEXT_GRADIENT = void 0; -(function (TEXT_GRADIENT) { - TEXT_GRADIENT[TEXT_GRADIENT["LINEAR_VERTICAL"] = 0] = "LINEAR_VERTICAL"; - TEXT_GRADIENT[TEXT_GRADIENT["LINEAR_HORIZONTAL"] = 1] = "LINEAR_HORIZONTAL"; -})(exports.TEXT_GRADIENT || (exports.TEXT_GRADIENT = {})); - -// disabling eslint for now, going to rewrite this in v5 -var defaultStyle = { - align: 'left', - breakWords: false, - dropShadow: false, - dropShadowAlpha: 1, - dropShadowAngle: Math.PI / 6, - dropShadowBlur: 0, - dropShadowColor: 'black', - dropShadowDistance: 5, - fill: 'black', - fillGradientType: exports.TEXT_GRADIENT.LINEAR_VERTICAL, - fillGradientStops: [], - fontFamily: 'Arial', - fontSize: 26, - fontStyle: 'normal', - fontVariant: 'normal', - fontWeight: 'normal', - letterSpacing: 0, - lineHeight: 0, - lineJoin: 'miter', - miterLimit: 10, - padding: 0, - stroke: 'black', - strokeThickness: 0, - textBaseline: 'alphabetic', - trim: false, - whiteSpace: 'pre', - wordWrap: false, - wordWrapWidth: 100, - leading: 0, -}; -var genericFontFamilies = [ - 'serif', - 'sans-serif', - 'monospace', - 'cursive', - 'fantasy', - 'system-ui' ]; +function mapPremultipliedBlendModes() { + var pm = []; + var npm = []; + for (var i = 0; i < 32; i++) { + pm[i] = i; + npm[i] = i; + } + pm[constants.BLEND_MODES.NORMAL_NPM] = constants.BLEND_MODES.NORMAL; + pm[constants.BLEND_MODES.ADD_NPM] = constants.BLEND_MODES.ADD; + pm[constants.BLEND_MODES.SCREEN_NPM] = constants.BLEND_MODES.SCREEN; + npm[constants.BLEND_MODES.NORMAL] = constants.BLEND_MODES.NORMAL_NPM; + npm[constants.BLEND_MODES.ADD] = constants.BLEND_MODES.ADD_NPM; + npm[constants.BLEND_MODES.SCREEN] = constants.BLEND_MODES.SCREEN_NPM; + var array = []; + array.push(npm); + array.push(pm); + return array; +} +/** + * maps premultiply flag and blendMode to adjusted blendMode + * @memberof PIXI.utils + * @constant premultiplyBlendMode + * @type {Array} + */ +var premultiplyBlendMode = mapPremultipliedBlendModes(); +/** + * changes blendMode according to texture format + * @memberof PIXI.utils + * @function correctBlendMode + * @param {number} blendMode - supposed blend mode + * @param {boolean} premultiplied - whether source is premultiplied + * @returns {number} true blend mode for this texture + */ +function correctBlendMode(blendMode, premultiplied) { + return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode]; +} +/** + * combines rgb and alpha to out array + * @memberof PIXI.utils + * @function premultiplyRgba + * @param {Float32Array|number[]} rgb - input rgb + * @param {number} alpha - alpha param + * @param {Float32Array} [out] - output + * @param {boolean} [premultiply=true] - do premultiply it + * @returns {Float32Array} vec4 rgba + */ +function premultiplyRgba(rgb, alpha, out, premultiply) { + out = out || new Float32Array(4); + if (premultiply || premultiply === undefined) { + out[0] = rgb[0] * alpha; + out[1] = rgb[1] * alpha; + out[2] = rgb[2] * alpha; + } + else { + out[0] = rgb[0]; + out[1] = rgb[1]; + out[2] = rgb[2]; + } + out[3] = alpha; + return out; +} +/** + * premultiplies tint + * @memberof PIXI.utils + * @function premultiplyTint + * @param {number} tint - integer RGB + * @param {number} alpha - floating point alpha (0.0-1.0) + * @returns {number} tint multiplied by alpha + */ +function premultiplyTint(tint, alpha) { + if (alpha === 1.0) { + return (alpha * 255 << 24) + tint; + } + if (alpha === 0.0) { + return 0; + } + var R = ((tint >> 16) & 0xFF); + var G = ((tint >> 8) & 0xFF); + var B = (tint & 0xFF); + R = ((R * alpha) + 0.5) | 0; + G = ((G * alpha) + 0.5) | 0; + B = ((B * alpha) + 0.5) | 0; + return (alpha * 255 << 24) + (R << 16) + (G << 8) + B; +} /** - * A TextStyle Object contains information to decorate a Text objects. - * - * An instance can be shared between multiple Text objects; then changing the style will update all text objects using it. - * - * A tool can be used to generate a text style [here](https://pixijs.io/pixi-text-style). - * - * @memberof PIXI + * converts integer tint and float alpha to vec4 form, premultiplies by default + * @memberof PIXI.utils + * @function premultiplyTintToRgba + * @param {number} tint - input tint + * @param {number} alpha - alpha param + * @param {Float32Array} [out] - output + * @param {boolean} [premultiply=true] - do premultiply it + * @returns {Float32Array} vec4 rgba */ -var TextStyle = /** @class */ (function () { - /** - * @param {object} [style] - The style parameters - * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'), - * does not affect single line text - * @param {boolean} [style.breakWords=false] - Indicates if lines can be wrapped within words, it - * needs wordWrap to be set to true - * @param {boolean} [style.dropShadow=false] - Set a drop shadow for the text - * @param {number} [style.dropShadowAlpha=1] - Set alpha for the drop shadow - * @param {number} [style.dropShadowAngle=Math.PI/6] - Set a angle of the drop shadow - * @param {number} [style.dropShadowBlur=0] - Set a shadow blur radius - * @param {string|number} [style.dropShadowColor='black'] - A fill style to be used on the dropshadow e.g 'red', '#00FF00' - * @param {number} [style.dropShadowDistance=5] - Set a distance of the drop shadow - * @param {string|string[]|number|number[]|CanvasGradient|CanvasPattern} [style.fill='black'] - A canvas - * fillstyle that will be used on the text e.g 'red', '#00FF00'. Can be an array to create a gradient - * eg ['#000000','#FFFFFF'] - * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} - * @param {number} [style.fillGradientType=PIXI.TEXT_GRADIENT.LINEAR_VERTICAL] - If fill is an array of colours - * to create a gradient, this can change the type/direction of the gradient. See {@link PIXI.TEXT_GRADIENT} - * @param {number[]} [style.fillGradientStops] - If fill is an array of colours to create a gradient, this array can set - * the stop points (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. - * @param {string|string[]} [style.fontFamily='Arial'] - The font family - * @param {number|string} [style.fontSize=26] - The font size (as a number it converts to px, but as a string, - * equivalents are '26px','20pt','160%' or '1.6em') - * @param {string} [style.fontStyle='normal'] - The font style ('normal', 'italic' or 'oblique') - * @param {string} [style.fontVariant='normal'] - The font variant ('normal' or 'small-caps') - * @param {string} [style.fontWeight='normal'] - The font weight ('normal', 'bold', 'bolder', 'lighter' and '100', - * '200', '300', '400', '500', '600', '700', '800' or '900') - * @param {number} [style.leading=0] - The space between lines - * @param {number} [style.letterSpacing=0] - The amount of spacing between letters, default is 0 - * @param {number} [style.lineHeight] - The line height, a number that represents the vertical space that a letter uses - * @param {string} [style.lineJoin='miter'] - The lineJoin property sets the type of corner created, it can resolve - * spiked text issues. Possible values "miter" (creates a sharp corner), "round" (creates a round corner) or "bevel" - * (creates a squared corner). - * @param {number} [style.miterLimit=10] - The miter limit to use when using the 'miter' lineJoin mode. This can reduce - * or increase the spikiness of rendered text. - * @param {number} [style.padding=0] - Occasionally some fonts are cropped. Adding some padding will prevent this from - * happening by adding padding to all sides of the text. - * @param {string|number} [style.stroke='black'] - A canvas fillstyle that will be used on the text stroke - * e.g 'blue', '#FCFF00' - * @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke. - * Default is 0 (no stroke) - * @param {boolean} [style.trim=false] - Trim transparent borders - * @param {string} [style.textBaseline='alphabetic'] - The baseline of the text that is rendered. - * @param {string} [style.whiteSpace='pre'] - Determines whether newlines & spaces are collapsed or preserved "normal" - * (collapse, collapse), "pre" (preserve, preserve) | "pre-line" (preserve, collapse). It needs wordWrap to be set to true - * @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used - * @param {number} [style.wordWrapWidth=100] - The width at which text will wrap, it needs wordWrap to be set to true - */ - function TextStyle(style) { - this.styleID = 0; - this.reset(); - deepCopyProperties(this, style, style); +function premultiplyTintToRgba(tint, alpha, out, premultiply) { + out = out || new Float32Array(4); + out[0] = ((tint >> 16) & 0xFF) / 255.0; + out[1] = ((tint >> 8) & 0xFF) / 255.0; + out[2] = (tint & 0xFF) / 255.0; + if (premultiply || premultiply === undefined) { + out[0] *= alpha; + out[1] *= alpha; + out[2] *= alpha; } - /** - * Creates a new TextStyle object with the same values as this one. - * Note that the only the properties of the object are cloned. - * - * @return New cloned TextStyle object - */ - TextStyle.prototype.clone = function () { - var clonedProperties = {}; - deepCopyProperties(clonedProperties, this, defaultStyle); - return new TextStyle(clonedProperties); - }; - /** Resets all properties to the defaults specified in TextStyle.prototype._default */ - TextStyle.prototype.reset = function () { - deepCopyProperties(this, defaultStyle, defaultStyle); - }; - Object.defineProperty(TextStyle.prototype, "align", { - /** - * Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text - * - * @member {string} - */ - get: function () { - return this._align; - }, - set: function (align) { - if (this._align !== align) { - this._align = align; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "breakWords", { - /** Indicates if lines can be wrapped within words, it needs wordWrap to be set to true. */ - get: function () { - return this._breakWords; - }, - set: function (breakWords) { - if (this._breakWords !== breakWords) { - this._breakWords = breakWords; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "dropShadow", { - /** Set a drop shadow for the text. */ - get: function () { - return this._dropShadow; - }, - set: function (dropShadow) { - if (this._dropShadow !== dropShadow) { - this._dropShadow = dropShadow; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "dropShadowAlpha", { - /** Set alpha for the drop shadow. */ - get: function () { - return this._dropShadowAlpha; - }, - set: function (dropShadowAlpha) { - if (this._dropShadowAlpha !== dropShadowAlpha) { - this._dropShadowAlpha = dropShadowAlpha; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "dropShadowAngle", { - /** Set a angle of the drop shadow. */ - get: function () { - return this._dropShadowAngle; - }, - set: function (dropShadowAngle) { - if (this._dropShadowAngle !== dropShadowAngle) { - this._dropShadowAngle = dropShadowAngle; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "dropShadowBlur", { - /** Set a shadow blur radius. */ - get: function () { - return this._dropShadowBlur; - }, - set: function (dropShadowBlur) { - if (this._dropShadowBlur !== dropShadowBlur) { - this._dropShadowBlur = dropShadowBlur; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "dropShadowColor", { - /** A fill style to be used on the dropshadow e.g 'red', '#00FF00'. */ - get: function () { - return this._dropShadowColor; - }, - set: function (dropShadowColor) { - var outputColor = getColor(dropShadowColor); - if (this._dropShadowColor !== outputColor) { - this._dropShadowColor = outputColor; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "dropShadowDistance", { - /** Set a distance of the drop shadow. */ - get: function () { - return this._dropShadowDistance; - }, - set: function (dropShadowDistance) { - if (this._dropShadowDistance !== dropShadowDistance) { - this._dropShadowDistance = dropShadowDistance; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fill", { - /** - * A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'. - * - * Can be an array to create a gradient eg ['#000000','#FFFFFF'] - * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} - * - * @member {string|string[]|number|number[]|CanvasGradient|CanvasPattern} - */ - get: function () { - return this._fill; - }, - set: function (fill) { - // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as - // the setter converts to string. See this thread for more details: - // https://github.com/microsoft/TypeScript/issues/2521 - // TODO: Not sure if getColor works properly with CanvasGradient and/or CanvasPattern, can't pass in - // without casting here. - var outputColor = getColor(fill); - if (this._fill !== outputColor) { - this._fill = outputColor; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fillGradientType", { - /** - * If fill is an array of colours to create a gradient, this can change the type/direction of the gradient. - * - * @see PIXI.TEXT_GRADIENT - */ - get: function () { - return this._fillGradientType; - }, - set: function (fillGradientType) { - if (this._fillGradientType !== fillGradientType) { - this._fillGradientType = fillGradientType; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fillGradientStops", { - /** - * If fill is an array of colours to create a gradient, this array can set the stop points - * (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. - */ - get: function () { - return this._fillGradientStops; - }, - set: function (fillGradientStops) { - if (!areArraysEqual(this._fillGradientStops, fillGradientStops)) { - this._fillGradientStops = fillGradientStops; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fontFamily", { - /** The font family. */ - get: function () { - return this._fontFamily; - }, - set: function (fontFamily) { - if (this.fontFamily !== fontFamily) { - this._fontFamily = fontFamily; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fontSize", { - /** - * The font size - * (as a number it converts to px, but as a string, equivalents are '26px','20pt','160%' or '1.6em') - */ - get: function () { - return this._fontSize; - }, - set: function (fontSize) { - if (this._fontSize !== fontSize) { - this._fontSize = fontSize; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fontStyle", { - /** - * The font style - * ('normal', 'italic' or 'oblique') - * - * @member {string} - */ - get: function () { - return this._fontStyle; - }, - set: function (fontStyle) { - if (this._fontStyle !== fontStyle) { - this._fontStyle = fontStyle; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fontVariant", { - /** - * The font variant - * ('normal' or 'small-caps') - * - * @member {string} - */ - get: function () { - return this._fontVariant; - }, - set: function (fontVariant) { - if (this._fontVariant !== fontVariant) { - this._fontVariant = fontVariant; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fontWeight", { - /** - * The font weight - * ('normal', 'bold', 'bolder', 'lighter' and '100', '200', '300', '400', '500', '600', '700', 800' or '900') - * - * @member {string} - */ - get: function () { - return this._fontWeight; - }, - set: function (fontWeight) { - if (this._fontWeight !== fontWeight) { - this._fontWeight = fontWeight; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "letterSpacing", { - /** The amount of spacing between letters, default is 0. */ - get: function () { - return this._letterSpacing; - }, - set: function (letterSpacing) { - if (this._letterSpacing !== letterSpacing) { - this._letterSpacing = letterSpacing; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "lineHeight", { - /** The line height, a number that represents the vertical space that a letter uses. */ - get: function () { - return this._lineHeight; - }, - set: function (lineHeight) { - if (this._lineHeight !== lineHeight) { - this._lineHeight = lineHeight; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "leading", { - /** The space between lines. */ - get: function () { - return this._leading; - }, - set: function (leading) { - if (this._leading !== leading) { - this._leading = leading; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "lineJoin", { - /** - * The lineJoin property sets the type of corner created, it can resolve spiked text issues. - * Default is 'miter' (creates a sharp corner). - * - * @member {string} + out[3] = alpha; + return out; +} + +/** + * Generic Mask Stack data structure + * @memberof PIXI.utils + * @function createIndicesForQuads + * @param {number} size - Number of quads + * @param {Uint16Array|Uint32Array} [outBuffer] - Buffer for output, length has to be `6 * size` + * @returns {Uint16Array|Uint32Array} - Resulting index buffer + */ +function createIndicesForQuads(size, outBuffer) { + if (outBuffer === void 0) { outBuffer = null; } + // the total number of indices in our array, there are 6 points per quad. + var totalIndices = size * 6; + outBuffer = outBuffer || new Uint16Array(totalIndices); + if (outBuffer.length !== totalIndices) { + throw new Error("Out buffer length is incorrect, got " + outBuffer.length + " and expected " + totalIndices); + } + // fill the indices with the quads to draw + for (var i = 0, j = 0; i < totalIndices; i += 6, j += 4) { + outBuffer[i + 0] = j + 0; + outBuffer[i + 1] = j + 1; + outBuffer[i + 2] = j + 2; + outBuffer[i + 3] = j + 0; + outBuffer[i + 4] = j + 2; + outBuffer[i + 5] = j + 3; + } + return outBuffer; +} + +function getBufferType(array) { + if (array.BYTES_PER_ELEMENT === 4) { + if (array instanceof Float32Array) { + return 'Float32Array'; + } + else if (array instanceof Uint32Array) { + return 'Uint32Array'; + } + return 'Int32Array'; + } + else if (array.BYTES_PER_ELEMENT === 2) { + if (array instanceof Uint16Array) { + return 'Uint16Array'; + } + } + else if (array.BYTES_PER_ELEMENT === 1) { + if (array instanceof Uint8Array) { + return 'Uint8Array'; + } + } + // TODO map out the rest of the array elements! + return null; +} + +/* eslint-disable object-shorthand */ +var map = { Float32Array: Float32Array, Uint32Array: Uint32Array, Int32Array: Int32Array, Uint8Array: Uint8Array }; +function interleaveTypedArrays(arrays, sizes) { + var outSize = 0; + var stride = 0; + var views = {}; + for (var i = 0; i < arrays.length; i++) { + stride += sizes[i]; + outSize += arrays[i].length; + } + var buffer = new ArrayBuffer(outSize * 4); + var out = null; + var littleOffset = 0; + for (var i = 0; i < arrays.length; i++) { + var size = sizes[i]; + var array = arrays[i]; + /* + @todo This is unsafe casting but consistent with how the code worked previously. Should it stay this way + or should and `getBufferTypeUnsafe` function be exposed that throws an Error if unsupported type is passed? */ - get: function () { - return this._lineJoin; - }, - set: function (lineJoin) { - if (this._lineJoin !== lineJoin) { - this._lineJoin = lineJoin; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "miterLimit", { + var type = getBufferType(array); + if (!views[type]) { + views[type] = new map[type](buffer); + } + out = views[type]; + for (var j = 0; j < array.length; j++) { + var indexStart = ((j / size | 0) * stride) + littleOffset; + var index = j % size; + out[indexStart + index] = array[j]; + } + littleOffset += size; + } + return new Float32Array(buffer); +} + +// Taken from the bit-twiddle package +/** + * Rounds to next power of two. + * @function nextPow2 + * @memberof PIXI.utils + * @param {number} v - input value + * @returns {number} - next rounded power of two + */ +function nextPow2(v) { + v += v === 0 ? 1 : 0; + --v; + v |= v >>> 1; + v |= v >>> 2; + v |= v >>> 4; + v |= v >>> 8; + v |= v >>> 16; + return v + 1; +} +/** + * Checks if a number is a power of two. + * @function isPow2 + * @memberof PIXI.utils + * @param {number} v - input value + * @returns {boolean} `true` if value is power of two + */ +function isPow2(v) { + return !(v & (v - 1)) && (!!v); +} +/** + * Computes ceil of log base 2 + * @function log2 + * @memberof PIXI.utils + * @param {number} v - input value + * @returns {number} logarithm base 2 + */ +function log2(v) { + var r = (v > 0xFFFF ? 1 : 0) << 4; + v >>>= r; + var shift = (v > 0xFF ? 1 : 0) << 3; + v >>>= shift; + r |= shift; + shift = (v > 0xF ? 1 : 0) << 2; + v >>>= shift; + r |= shift; + shift = (v > 0x3 ? 1 : 0) << 1; + v >>>= shift; + r |= shift; + return r | (v >> 1); +} + +/** + * Remove items from a javascript array without generating garbage + * @function removeItems + * @memberof PIXI.utils + * @param {Array} arr - Array to remove elements from + * @param {number} startIdx - starting index + * @param {number} removeCount - how many to remove + */ +function removeItems(arr, startIdx, removeCount) { + var length = arr.length; + var i; + if (startIdx >= length || removeCount === 0) { + return; + } + removeCount = (startIdx + removeCount > length ? length - startIdx : removeCount); + var len = length - removeCount; + for (i = startIdx; i < len; ++i) { + arr[i] = arr[i + removeCount]; + } + arr.length = len; +} + +/** + * Returns sign of number + * @memberof PIXI.utils + * @function sign + * @param {number} n - the number to check the sign of + * @returns {number} 0 if `n` is 0, -1 if `n` is negative, 1 if `n` is positive + */ +function sign(n) { + if (n === 0) + { return 0; } + return n < 0 ? -1 : 1; +} + +var nextUid = 0; +/** + * Gets the next unique identifier + * @memberof PIXI.utils + * @function uid + * @returns {number} The next unique identifier to use. + */ +function uid() { + return ++nextUid; +} + +// A map of warning messages already fired +var warnings = {}; +/** + * Helper for warning developers about deprecated features & settings. + * A stack track for warnings is given; useful for tracking-down where + * deprecated methods/properties/classes are being used within the code. + * @memberof PIXI.utils + * @function deprecation + * @param {string} version - The version where the feature became deprecated + * @param {string} message - Message should include what is deprecated, where, and the new solution + * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack + * this is mostly to ignore internal deprecation calls. + */ +function deprecation(version, message, ignoreDepth) { + if (ignoreDepth === void 0) { ignoreDepth = 3; } + // Ignore duplicat + if (warnings[message]) { + return; + } + /* eslint-disable no-console */ + var stack = new Error().stack; + // Handle IE < 10 and Safari < 6 + if (typeof stack === 'undefined') { + console.warn('PixiJS Deprecation Warning: ', message + "\nDeprecated since v" + version); + } + else { + // chop off the stack trace which includes PixiJS internal calls + stack = stack.split('\n').splice(ignoreDepth).join('\n'); + if (console.groupCollapsed) { + console.groupCollapsed('%cPixiJS Deprecation Warning: %c%s', 'color:#614108;background:#fffbe6', 'font-weight:normal;color:#614108;background:#fffbe6', message + "\nDeprecated since v" + version); + console.warn(stack); + console.groupEnd(); + } + else { + console.warn('PixiJS Deprecation Warning: ', message + "\nDeprecated since v" + version); + console.warn(stack); + } + } + /* eslint-enable no-console */ + warnings[message] = true; +} + +/** + * @todo Describe property usage + * @static + * @name ProgramCache + * @memberof PIXI.utils + * @type {object} + */ +var ProgramCache = {}; +/** + * @todo Describe property usage + * @static + * @name TextureCache + * @memberof PIXI.utils + * @type {object} + */ +var TextureCache = Object.create(null); +/** + * @todo Describe property usage + * @static + * @name BaseTextureCache + * @memberof PIXI.utils + * @type {object} + */ +var BaseTextureCache = Object.create(null); +/** + * Destroys all texture in the cache + * @memberof PIXI.utils + * @function destroyTextureCache + */ +function destroyTextureCache() { + var key; + for (key in TextureCache) { + TextureCache[key].destroy(); + } + for (key in BaseTextureCache) { + BaseTextureCache[key].destroy(); + } +} +/** + * Removes all textures from cache, but does not destroy them + * @memberof PIXI.utils + * @function clearTextureCache + */ +function clearTextureCache() { + var key; + for (key in TextureCache) { + delete TextureCache[key]; + } + for (key in BaseTextureCache) { + delete BaseTextureCache[key]; + } +} + +/** + * Creates a Canvas element of the given size to be used as a target for rendering to. + * @class + * @memberof PIXI.utils + */ +var CanvasRenderTarget = /** @class */ (function () { + /** + * @param width - the width for the newly created canvas + * @param height - the height for the newly created canvas + * @param {number} [resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the canvas + */ + function CanvasRenderTarget(width, height, resolution) { + this.canvas = settings.settings.ADAPTER.createCanvas(); + this.context = this.canvas.getContext('2d'); + this.resolution = resolution || settings.settings.RESOLUTION; + this.resize(width, height); + } + /** + * Clears the canvas that was created by the CanvasRenderTarget class. + * @private + */ + CanvasRenderTarget.prototype.clear = function () { + this.context.setTransform(1, 0, 0, 1, 0, 0); + this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); + }; + /** + * Resizes the canvas to the specified width and height. + * @param desiredWidth - the desired width of the canvas + * @param desiredHeight - the desired height of the canvas + */ + CanvasRenderTarget.prototype.resize = function (desiredWidth, desiredHeight) { + this.canvas.width = Math.round(desiredWidth * this.resolution); + this.canvas.height = Math.round(desiredHeight * this.resolution); + }; + /** Destroys this canvas. */ + CanvasRenderTarget.prototype.destroy = function () { + this.context = null; + this.canvas = null; + }; + Object.defineProperty(CanvasRenderTarget.prototype, "width", { /** - * The miter limit to use when using the 'miter' lineJoin mode. - * - * This can reduce or increase the spikiness of rendered text. + * The width of the canvas buffer in pixels. + * @member {number} */ get: function () { - return this._miterLimit; + return this.canvas.width; }, - set: function (miterLimit) { - if (this._miterLimit !== miterLimit) { - this._miterLimit = miterLimit; - this.styleID++; - } + set: function (val) { + this.canvas.width = Math.round(val); }, enumerable: false, configurable: true }); - Object.defineProperty(TextStyle.prototype, "padding", { + Object.defineProperty(CanvasRenderTarget.prototype, "height", { /** - * Occasionally some fonts are cropped. Adding some padding will prevent this from happening - * by adding padding to all sides of the text. + * The height of the canvas buffer in pixels. + * @member {number} */ get: function () { - return this._padding; + return this.canvas.height; }, - set: function (padding) { - if (this._padding !== padding) { - this._padding = padding; - this.styleID++; - } + set: function (val) { + this.canvas.height = Math.round(val); }, enumerable: false, configurable: true }); - Object.defineProperty(TextStyle.prototype, "stroke", { - /** - * A canvas fillstyle that will be used on the text stroke - * e.g 'blue', '#FCFF00' - */ - get: function () { - return this._stroke; - }, - set: function (stroke) { - // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as - // the setter converts to string. See this thread for more details: - // https://github.com/microsoft/TypeScript/issues/2521 - var outputColor = getColor(stroke); - if (this._stroke !== outputColor) { - this._stroke = outputColor; - this.styleID++; - } - }, - enumerable: false, - configurable: true + return CanvasRenderTarget; +}()); + +/** + * Trim transparent borders from a canvas + * @memberof PIXI.utils + * @function trimCanvas + * @param {HTMLCanvasElement} canvas - the canvas to trim + * @returns {object} Trim data + */ +function trimCanvas(canvas) { + // https://gist.github.com/remy/784508 + var width = canvas.width; + var height = canvas.height; + var context = canvas.getContext('2d', { + willReadFrequently: true, }); - Object.defineProperty(TextStyle.prototype, "strokeThickness", { - /** - * A number that represents the thickness of the stroke. - * - * @default 0 - */ - get: function () { - return this._strokeThickness; - }, - set: function (strokeThickness) { - if (this._strokeThickness !== strokeThickness) { - this._strokeThickness = strokeThickness; - this.styleID++; + var imageData = context.getImageData(0, 0, width, height); + var pixels = imageData.data; + var len = pixels.length; + var bound = { + top: null, + left: null, + right: null, + bottom: null, + }; + var data = null; + var i; + var x; + var y; + for (i = 0; i < len; i += 4) { + if (pixels[i + 3] !== 0) { + x = (i / 4) % width; + y = ~~((i / 4) / width); + if (bound.top === null) { + bound.top = y; } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "textBaseline", { - /** - * The baseline of the text that is rendered. - * - * @member {string} - */ - get: function () { - return this._textBaseline; - }, - set: function (textBaseline) { - if (this._textBaseline !== textBaseline) { - this._textBaseline = textBaseline; - this.styleID++; + if (bound.left === null) { + bound.left = x; } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "trim", { - /** Trim transparent borders. */ - get: function () { - return this._trim; - }, - set: function (trim) { - if (this._trim !== trim) { - this._trim = trim; - this.styleID++; + else if (x < bound.left) { + bound.left = x; } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "whiteSpace", { - /** - * How newlines and spaces should be handled. - * Default is 'pre' (preserve, preserve). - * - * value | New lines | Spaces - * --- | --- | --- - * 'normal' | Collapse | Collapse - * 'pre' | Preserve | Preserve - * 'pre-line' | Preserve | Collapse - * - * @member {string} - */ - get: function () { - return this._whiteSpace; - }, - set: function (whiteSpace) { - if (this._whiteSpace !== whiteSpace) { - this._whiteSpace = whiteSpace; - this.styleID++; + if (bound.right === null) { + bound.right = x + 1; } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "wordWrap", { - /** Indicates if word wrap should be used. */ - get: function () { - return this._wordWrap; - }, - set: function (wordWrap) { - if (this._wordWrap !== wordWrap) { - this._wordWrap = wordWrap; - this.styleID++; + else if (bound.right < x) { + bound.right = x + 1; } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "wordWrapWidth", { - /** The width at which text will wrap, it needs wordWrap to be set to true. */ - get: function () { - return this._wordWrapWidth; - }, - set: function (wordWrapWidth) { - if (this._wordWrapWidth !== wordWrapWidth) { - this._wordWrapWidth = wordWrapWidth; - this.styleID++; + if (bound.bottom === null) { + bound.bottom = y; } - }, - enumerable: false, - configurable: true - }); - /** - * Generates a font style string to use for `TextMetrics.measureFont()`. - * - * @return Font style string, for passing to `TextMetrics.measureFont()` - */ - TextStyle.prototype.toFontString = function () { - // build canvas api font setting from individual components. Convert a numeric this.fontSize to px - var fontSizeString = (typeof this.fontSize === 'number') ? this.fontSize + "px" : this.fontSize; - // Clean-up fontFamily property by quoting each font name - // this will support font names with spaces - var fontFamilies = this.fontFamily; - if (!Array.isArray(this.fontFamily)) { - fontFamilies = this.fontFamily.split(','); - } - for (var i = fontFamilies.length - 1; i >= 0; i--) { - // Trim any extra white-space - var fontFamily = fontFamilies[i].trim(); - // Check if font already contains strings - if (!(/([\"\'])[^\'\"]+\1/).test(fontFamily) && genericFontFamilies.indexOf(fontFamily) < 0) { - fontFamily = "\"" + fontFamily + "\""; + else if (bound.bottom < y) { + bound.bottom = y; } - fontFamilies[i] = fontFamily; } - return this.fontStyle + " " + this.fontVariant + " " + this.fontWeight + " " + fontSizeString + " " + fontFamilies.join(','); - }; - return TextStyle; -}()); -/** - * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. - * @private - * @param color - * @return The color as a string. - */ -function getSingleColor(color) { - if (typeof color === 'number') { - return utils.hex2string(color); } - else if (typeof color === 'string') { - if (color.indexOf('0x') === 0) { - color = color.replace('0x', '#'); - } + if (bound.top !== null) { + width = bound.right - bound.left; + height = bound.bottom - bound.top + 1; + data = context.getImageData(bound.left, bound.top, width, height); } - return color; + return { + height: height, + width: width, + data: data, + }; } -function getColor(color) { - if (!Array.isArray(color)) { - return getSingleColor(color); - } - else { - for (var i = 0; i < color.length; ++i) { - color[i] = getSingleColor(color[i]); - } - return color; + +/** + * Regexp for data URI. + * Based on: {@link https://github.com/ragingwind/data-uri-regex} + * @static + * @constant {RegExp|string} DATA_URI + * @memberof PIXI + * @example data:image/png;base64 + */ +var DATA_URI = /^\s*data:(?:([\w-]+)\/([\w+.-]+))?(?:;charset=([\w-]+))?(?:;(base64))?,(.*)/i; + +/** + * @memberof PIXI.utils + * @interface DecomposedDataUri + */ +/** + * type, eg. `image` + * @memberof PIXI.utils.DecomposedDataUri# + * @member {string} mediaType + */ +/** + * Sub type, eg. `png` + * @memberof PIXI.utils.DecomposedDataUri# + * @member {string} subType + */ +/** + * @memberof PIXI.utils.DecomposedDataUri# + * @member {string} charset + */ +/** + * Data encoding, eg. `base64` + * @memberof PIXI.utils.DecomposedDataUri# + * @member {string} encoding + */ +/** + * The actual data + * @memberof PIXI.utils.DecomposedDataUri# + * @member {string} data + */ +/** + * Split a data URI into components. Returns undefined if + * parameter `dataUri` is not a valid data URI. + * @memberof PIXI.utils + * @function decomposeDataUri + * @param {string} dataUri - the data URI to check + * @returns {PIXI.utils.DecomposedDataUri|undefined} The decomposed data uri or undefined + */ +function decomposeDataUri(dataUri) { + var dataUriMatch = DATA_URI.exec(dataUri); + if (dataUriMatch) { + return { + mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : undefined, + subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : undefined, + charset: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : undefined, + encoding: dataUriMatch[4] ? dataUriMatch[4].toLowerCase() : undefined, + data: dataUriMatch[5], + }; } + return undefined; } + +var tempAnchor; /** - * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. - * This version can also convert array of colors - * @private - * @param array1 - First array to compare - * @param array2 - Second array to compare - * @return Do the arrays contain the same values in the same order + * Sets the `crossOrigin` property for this resource based on if the url + * for this resource is cross-origin. If crossOrigin was manually set, this + * function does nothing. + * Nipped from the resource loader! + * @ignore + * @param {string} url - The url to test. + * @param {object} [loc=window.location] - The location object to test against. + * @returns {string} The crossOrigin value to use (or empty string for none). */ -function areArraysEqual(array1, array2) { - if (!Array.isArray(array1) || !Array.isArray(array2)) { - return false; +function determineCrossOrigin(url$1, loc) { + if (loc === void 0) { loc = globalThis.location; } + // data: and javascript: urls are considered same-origin + if (url$1.indexOf('data:') === 0) { + return ''; } - if (array1.length !== array2.length) { - return false; + // default is window.location + loc = loc || globalThis.location; + if (!tempAnchor) { + tempAnchor = document.createElement('a'); } - for (var i = 0; i < array1.length; ++i) { - if (array1[i] !== array2[i]) { - return false; - } + // let the browser determine the full href for the url of this resource and then + // parse with the node url lib, we can't use the properties of the anchor element + // because they don't work in IE9 :( + tempAnchor.href = url$1; + var parsedUrl = url.parse(tempAnchor.href); + var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port); + // if cross origin + if (parsedUrl.hostname !== loc.hostname || !samePort || parsedUrl.protocol !== loc.protocol) { + return 'anonymous'; } - return true; + return ''; } + /** - * Utility function to ensure that object properties are copied by value, and not by reference - * @private - * @param target - Target object to copy properties into - * @param source - Source object for the properties to copy - * @param propertyObj - Object containing properties names we want to loop over + * get the resolution / device pixel ratio of an asset by looking for the prefix + * used by spritesheets and image urls + * @memberof PIXI.utils + * @function getResolutionOfUrl + * @param {string} url - the image path + * @param {number} [defaultValue=1] - the defaultValue if no filename prefix is set. + * @returns {number} resolution / device pixel ratio of an asset */ -function deepCopyProperties(target, source, propertyObj) { - for (var prop in propertyObj) { - if (Array.isArray(source[prop])) { - target[prop] = source[prop].slice(); - } - else { - target[prop] = source[prop]; +function getResolutionOfUrl(url, defaultValue) { + var resolution = settings.settings.RETINA_PREFIX.exec(url); + if (resolution) { + return parseFloat(resolution[1]); + } + return defaultValue !== undefined ? defaultValue : 1; +} + +Object.defineProperty(exports, 'isMobile', { + enumerable: true, + get: function () { return settings.isMobile; } +}); +Object.defineProperty(exports, 'EventEmitter', { + enumerable: true, + get: function () { return eventemitter3__default["default"]; } +}); +Object.defineProperty(exports, 'earcut', { + enumerable: true, + get: function () { return earcut__default["default"]; } +}); +exports.BaseTextureCache = BaseTextureCache; +exports.CanvasRenderTarget = CanvasRenderTarget; +exports.DATA_URI = DATA_URI; +exports.ProgramCache = ProgramCache; +exports.TextureCache = TextureCache; +exports.clearTextureCache = clearTextureCache; +exports.correctBlendMode = correctBlendMode; +exports.createIndicesForQuads = createIndicesForQuads; +exports.decomposeDataUri = decomposeDataUri; +exports.deprecation = deprecation; +exports.destroyTextureCache = destroyTextureCache; +exports.determineCrossOrigin = determineCrossOrigin; +exports.getBufferType = getBufferType; +exports.getResolutionOfUrl = getResolutionOfUrl; +exports.hex2rgb = hex2rgb; +exports.hex2string = hex2string; +exports.interleaveTypedArrays = interleaveTypedArrays; +exports.isPow2 = isPow2; +exports.isWebGLSupported = isWebGLSupported; +exports.log2 = log2; +exports.nextPow2 = nextPow2; +exports.path = path; +exports.premultiplyBlendMode = premultiplyBlendMode; +exports.premultiplyRgba = premultiplyRgba; +exports.premultiplyTint = premultiplyTint; +exports.premultiplyTintToRgba = premultiplyTintToRgba; +exports.removeItems = removeItems; +exports.rgb2hex = rgb2hex; +exports.sayHello = sayHello; +exports.sign = sign; +exports.skipHello = skipHello; +exports.string2hex = string2hex; +exports.trimCanvas = trimCanvas; +exports.uid = uid; +exports.url = url; + + +},{"@pixi/constants":6,"@pixi/settings":30,"earcut":39,"eventemitter3":40,"url":50}],39:[function(require,module,exports){ +'use strict'; + +module.exports = earcut; +module.exports.default = earcut; + +function earcut(data, holeIndices, dim) { + + dim = dim || 2; + + var hasHoles = holeIndices && holeIndices.length, + outerLen = hasHoles ? holeIndices[0] * dim : data.length, + outerNode = linkedList(data, 0, outerLen, dim, true), + triangles = []; + + if (!outerNode || outerNode.next === outerNode.prev) return triangles; + + var minX, minY, maxX, maxY, x, y, invSize; + + if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim); + + // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox + if (data.length > 80 * dim) { + minX = maxX = data[0]; + minY = maxY = data[1]; + + for (var i = dim; i < outerLen; i += dim) { + x = data[i]; + y = data[i + 1]; + if (x < minX) minX = x; + if (y < minY) minY = y; + if (x > maxX) maxX = x; + if (y > maxY) maxY = y; } + + // minX, minY and invSize are later used to transform coords into integers for z-order calculation + invSize = Math.max(maxX - minX, maxY - minY); + invSize = invSize !== 0 ? 32767 / invSize : 0; } + + earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0); + + return triangles; } -/** - * The TextMetrics object represents the measurement of a block of text with a specified style. - * - * ```js - * let style = new PIXI.TextStyle({fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'}) - * let textMetrics = PIXI.TextMetrics.measureText('Your text', style) - * ``` - * @memberof PIXI - */ -var TextMetrics = /** @class */ (function () { - /** - * @param text - the text that was measured - * @param style - the style that was measured - * @param width - the measured width of the text - * @param height - the measured height of the text - * @param lines - an array of the lines of text broken by new lines and wrapping if specified in style - * @param lineWidths - an array of the line widths for each line matched to `lines` - * @param lineHeight - the measured line height for this style - * @param maxLineWidth - the maximum line width for all measured lines - * @param {PIXI.IFontMetrics} fontProperties - the font properties object from TextMetrics.measureFont - */ - function TextMetrics(text, style, width, height, lines, lineWidths, lineHeight, maxLineWidth, fontProperties) { - this.text = text; - this.style = style; - this.width = width; - this.height = height; - this.lines = lines; - this.lineWidths = lineWidths; - this.lineHeight = lineHeight; - this.maxLineWidth = maxLineWidth; - this.fontProperties = fontProperties; +// create a circular doubly linked list from polygon points in the specified winding order +function linkedList(data, start, end, dim, clockwise) { + var i, last; + + if (clockwise === (signedArea(data, start, end, dim) > 0)) { + for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last); + } else { + for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last); } - /** - * Measures the supplied string of text and returns a Rectangle. - * @param text - The text to measure. - * @param style - The text style to use for measuring - * @param wordWrap - Override for if word-wrap should be applied to the text. - * @param canvas - optional specification of the canvas to use for measuring. - * @returns Measured width and height of the text. - */ - TextMetrics.measureText = function (text, style, wordWrap, canvas) { - if (canvas === void 0) { canvas = TextMetrics._canvas; } - wordWrap = (wordWrap === undefined || wordWrap === null) ? style.wordWrap : wordWrap; - var font = style.toFontString(); - var fontProperties = TextMetrics.measureFont(font); - // fallback in case UA disallow canvas data extraction - // (toDataURI, getImageData functions) - if (fontProperties.fontSize === 0) { - fontProperties.fontSize = style.fontSize; - fontProperties.ascent = style.fontSize; - } - var context = canvas.getContext('2d'); - context.font = font; - var outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text; - var lines = outputText.split(/(?:\r\n|\r|\n)/); - var lineWidths = new Array(lines.length); - var maxLineWidth = 0; - for (var i = 0; i < lines.length; i++) { - var lineWidth = context.measureText(lines[i]).width + ((lines[i].length - 1) * style.letterSpacing); - lineWidths[i] = lineWidth; - maxLineWidth = Math.max(maxLineWidth, lineWidth); - } - var width = maxLineWidth + style.strokeThickness; - if (style.dropShadow) { - width += style.dropShadowDistance; - } - var lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness; - var height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness) - + ((lines.length - 1) * (lineHeight + style.leading)); - if (style.dropShadow) { - height += style.dropShadowDistance; - } - return new TextMetrics(text, style, width, height, lines, lineWidths, lineHeight + style.leading, maxLineWidth, fontProperties); - }; - /** - * Applies newlines to a string to have it optimally fit into the horizontal - * bounds set by the Text object's wordWrapWidth property. - * @param text - String to apply word wrapping to - * @param style - the style to use when wrapping - * @param canvas - optional specification of the canvas to use for measuring. - * @returns New string with new lines applied where required - */ - TextMetrics.wordWrap = function (text, style, canvas) { - if (canvas === void 0) { canvas = TextMetrics._canvas; } - var context = canvas.getContext('2d'); - var width = 0; - var line = ''; - var lines = ''; - var cache = Object.create(null); - var letterSpacing = style.letterSpacing, whiteSpace = style.whiteSpace; - // How to handle whitespaces - var collapseSpaces = TextMetrics.collapseSpaces(whiteSpace); - var collapseNewlines = TextMetrics.collapseNewlines(whiteSpace); - // whether or not spaces may be added to the beginning of lines - var canPrependSpaces = !collapseSpaces; - // There is letterSpacing after every char except the last one - // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_! - // so for convenience the above needs to be compared to width + 1 extra letterSpace - // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!_ - // ________________________________________________ - // And then the final space is simply no appended to each line - var wordWrapWidth = style.wordWrapWidth + letterSpacing; - // break text into words, spaces and newline chars - var tokens = TextMetrics.tokenize(text); - for (var i = 0; i < tokens.length; i++) { - // get the word, space or newlineChar - var token = tokens[i]; - // if word is a new line - if (TextMetrics.isNewline(token)) { - // keep the new line - if (!collapseNewlines) { - lines += TextMetrics.addLine(line); - canPrependSpaces = !collapseSpaces; - line = ''; - width = 0; - continue; - } - // if we should collapse new lines - // we simply convert it into a space - token = ' '; - } - // if we should collapse repeated whitespaces - if (collapseSpaces) { - // check both this and the last tokens for spaces - var currIsBreakingSpace = TextMetrics.isBreakingSpace(token); - var lastIsBreakingSpace = TextMetrics.isBreakingSpace(line[line.length - 1]); - if (currIsBreakingSpace && lastIsBreakingSpace) { - continue; - } - } - // get word width from cache if possible - var tokenWidth = TextMetrics.getFromCache(token, letterSpacing, cache, context); - // word is longer than desired bounds - if (tokenWidth > wordWrapWidth) { - // if we are not already at the beginning of a line - if (line !== '') { - // start newlines for overflow words - lines += TextMetrics.addLine(line); - line = ''; - width = 0; - } - // break large word over multiple lines - if (TextMetrics.canBreakWords(token, style.breakWords)) { - // break word into characters - var characters = TextMetrics.wordWrapSplit(token); - // loop the characters - for (var j = 0; j < characters.length; j++) { - var char = characters[j]; - var k = 1; - // we are not at the end of the token - while (characters[j + k]) { - var nextChar = characters[j + k]; - var lastChar = char[char.length - 1]; - // should not split chars - if (!TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords)) { - // combine chars & move forward one - char += nextChar; - } - else { - break; - } - k++; - } - j += char.length - 1; - var characterWidth = TextMetrics.getFromCache(char, letterSpacing, cache, context); - if (characterWidth + width > wordWrapWidth) { - lines += TextMetrics.addLine(line); - canPrependSpaces = false; - line = ''; - width = 0; - } - line += char; - width += characterWidth; - } - } - // run word out of the bounds - else { - // if there are words in this line already - // finish that line and start a new one - if (line.length > 0) { - lines += TextMetrics.addLine(line); - line = ''; - width = 0; - } - var isLastToken = i === tokens.length - 1; - // give it its own line if it's not the end - lines += TextMetrics.addLine(token, !isLastToken); - canPrependSpaces = false; - line = ''; - width = 0; - } - } - // word could fit - else { - // word won't fit because of existing words - // start a new line - if (tokenWidth + width > wordWrapWidth) { - // if its a space we don't want it - canPrependSpaces = false; - // add a new line - lines += TextMetrics.addLine(line); - // start a new line - line = ''; - width = 0; - } - // don't add spaces to the beginning of lines - if (line.length > 0 || !TextMetrics.isBreakingSpace(token) || canPrependSpaces) { - // add the word to the current line - line += token; - // update width counter - width += tokenWidth; - } - } - } - lines += TextMetrics.addLine(line, false); - return lines; - }; - /** - * Convienience function for logging each line added during the wordWrap method. - * @param line - The line of text to add - * @param newLine - Add new line character to end - * @returns A formatted line - */ - TextMetrics.addLine = function (line, newLine) { - if (newLine === void 0) { newLine = true; } - line = TextMetrics.trimRight(line); - line = (newLine) ? line + "\n" : line; - return line; - }; - /** - * Gets & sets the widths of calculated characters in a cache object - * @param key - The key - * @param letterSpacing - The letter spacing - * @param cache - The cache - * @param context - The canvas context - * @returns The from cache. - */ - TextMetrics.getFromCache = function (key, letterSpacing, cache, context) { - var width = cache[key]; - if (typeof width !== 'number') { - var spacing = ((key.length) * letterSpacing); - width = context.measureText(key).width + spacing; - cache[key] = width; - } - return width; - }; - /** - * Determines whether we should collapse breaking spaces. - * @param whiteSpace - The TextStyle property whiteSpace - * @returns Should collapse - */ - TextMetrics.collapseSpaces = function (whiteSpace) { - return (whiteSpace === 'normal' || whiteSpace === 'pre-line'); - }; - /** - * Determines whether we should collapse newLine chars. - * @param whiteSpace - The white space - * @returns should collapse - */ - TextMetrics.collapseNewlines = function (whiteSpace) { - return (whiteSpace === 'normal'); - }; - /** - * Trims breaking whitespaces from string. - * @param text - The text - * @returns Trimmed string - */ - TextMetrics.trimRight = function (text) { - if (typeof text !== 'string') { - return ''; - } - for (var i = text.length - 1; i >= 0; i--) { - var char = text[i]; - if (!TextMetrics.isBreakingSpace(char)) { - break; - } - text = text.slice(0, -1); - } - return text; - }; - /** - * Determines if char is a newline. - * @param char - The character - * @returns True if newline, False otherwise. - */ - TextMetrics.isNewline = function (char) { - if (typeof char !== 'string') { - return false; - } - return (TextMetrics._newlines.indexOf(char.charCodeAt(0)) >= 0); - }; - /** - * Determines if char is a breaking whitespace. - * - * It allows one to determine whether char should be a breaking whitespace - * For example certain characters in CJK langs or numbers. - * It must return a boolean. - * @param char - The character - * @param [_nextChar] - The next character - * @returns True if whitespace, False otherwise. - */ - TextMetrics.isBreakingSpace = function (char, _nextChar) { - if (typeof char !== 'string') { - return false; + + if (last && equals(last, last.next)) { + removeNode(last); + last = last.next; + } + + return last; +} + +// eliminate colinear or duplicate points +function filterPoints(start, end) { + if (!start) return start; + if (!end) end = start; + + var p = start, + again; + do { + again = false; + + if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) { + removeNode(p); + p = end = p.prev; + if (p === p.next) break; + again = true; + + } else { + p = p.next; } - return (TextMetrics._breakingSpaces.indexOf(char.charCodeAt(0)) >= 0); - }; - /** - * Splits a string into words, breaking-spaces and newLine characters - * @param text - The text - * @returns A tokenized array - */ - TextMetrics.tokenize = function (text) { - var tokens = []; - var token = ''; - if (typeof text !== 'string') { - return tokens; + } while (again || p !== end); + + return end; +} + +// main ear slicing loop which triangulates a polygon (given as a linked list) +function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) { + if (!ear) return; + + // interlink polygon nodes in z-order + if (!pass && invSize) indexCurve(ear, minX, minY, invSize); + + var stop = ear, + prev, next; + + // iterate through ears, slicing them one by one + while (ear.prev !== ear.next) { + prev = ear.prev; + next = ear.next; + + if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) { + // cut off the triangle + triangles.push(prev.i / dim | 0); + triangles.push(ear.i / dim | 0); + triangles.push(next.i / dim | 0); + + removeNode(ear); + + // skipping the next vertex leads to less sliver triangles + ear = next.next; + stop = next.next; + + continue; } - for (var i = 0; i < text.length; i++) { - var char = text[i]; - var nextChar = text[i + 1]; - if (TextMetrics.isBreakingSpace(char, nextChar) || TextMetrics.isNewline(char)) { - if (token !== '') { - tokens.push(token); - token = ''; - } - tokens.push(char); - continue; + + ear = next; + + // if we looped through the whole remaining polygon and can't find any more ears + if (ear === stop) { + // try filtering points and slicing again + if (!pass) { + earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1); + + // if this didn't work, try curing all small self-intersections locally + } else if (pass === 1) { + ear = cureLocalIntersections(filterPoints(ear), triangles, dim); + earcutLinked(ear, triangles, dim, minX, minY, invSize, 2); + + // as a last resort, try splitting the remaining polygon into two + } else if (pass === 2) { + splitEarcut(ear, triangles, dim, minX, minY, invSize); } - token += char; - } - if (token !== '') { - tokens.push(token); + + break; } - return tokens; - }; - /** - * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. - * - * It allows one to customise which words should break - * Examples are if the token is CJK or numbers. - * It must return a boolean. - * @param _token - The token - * @param breakWords - The style attr break words - * @returns Whether to break word or not - */ - TextMetrics.canBreakWords = function (_token, breakWords) { - return breakWords; - }; - /** - * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. - * - * It allows one to determine whether a pair of characters - * should be broken by newlines - * For example certain characters in CJK langs or numbers. - * It must return a boolean. - * @param _char - The character - * @param _nextChar - The next character - * @param _token - The token/word the characters are from - * @param _index - The index in the token of the char - * @param _breakWords - The style attr break words - * @returns whether to break word or not - */ - TextMetrics.canBreakChars = function (_char, _nextChar, _token, _index, _breakWords) { - return true; - }; - /** - * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. - * - * It is called when a token (usually a word) has to be split into separate pieces - * in order to determine the point to break a word. - * It must return an array of characters. - * @example - * // Correctly splits emojis, eg "🤪🤪" will result in two element array, each with one emoji. - * TextMetrics.wordWrapSplit = (token) => [...token]; - * @param token - The token to split - * @returns The characters of the token - */ - TextMetrics.wordWrapSplit = function (token) { - return token.split(''); - }; - /** - * Calculates the ascent, descent and fontSize of a given font-style - * @param font - String representing the style of the font - * @returns Font properties object - */ - TextMetrics.measureFont = function (font) { - // as this method is used for preparing assets, don't recalculate things if we don't need to - if (TextMetrics._fonts[font]) { - return TextMetrics._fonts[font]; + } +} + +// check whether a polygon node forms a valid ear with adjacent nodes +function isEar(ear) { + var a = ear.prev, + b = ear, + c = ear.next; + + if (area(a, b, c) >= 0) return false; // reflex, can't be an ear + + // now make sure we don't have other points inside the potential ear + var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y; + + // triangle bbox; min & max are calculated like this for speed + var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx), + y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy), + x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx), + y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy); + + var p = c.next; + while (p !== a) { + if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && + pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && + area(p.prev, p, p.next) >= 0) return false; + p = p.next; + } + + return true; +} + +function isEarHashed(ear, minX, minY, invSize) { + var a = ear.prev, + b = ear, + c = ear.next; + + if (area(a, b, c) >= 0) return false; // reflex, can't be an ear + + var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y; + + // triangle bbox; min & max are calculated like this for speed + var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx), + y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy), + x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx), + y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy); + + // z-order range for the current triangle bbox; + var minZ = zOrder(x0, y0, minX, minY, invSize), + maxZ = zOrder(x1, y1, minX, minY, invSize); + + var p = ear.prevZ, + n = ear.nextZ; + + // look for points inside the triangle in both directions + while (p && p.z >= minZ && n && n.z <= maxZ) { + if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && + pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; + p = p.prevZ; + + if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && + pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false; + n = n.nextZ; + } + + // look for remaining points in decreasing z-order + while (p && p.z >= minZ) { + if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && + pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; + p = p.prevZ; + } + + // look for remaining points in increasing z-order + while (n && n.z <= maxZ) { + if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && + pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false; + n = n.nextZ; + } + + return true; +} + +// go through all polygon nodes and cure small local self-intersections +function cureLocalIntersections(start, triangles, dim) { + var p = start; + do { + var a = p.prev, + b = p.next.next; + + if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) { + + triangles.push(a.i / dim | 0); + triangles.push(p.i / dim | 0); + triangles.push(b.i / dim | 0); + + // remove two nodes involved + removeNode(p); + removeNode(p.next); + + p = start = b; } - var properties = { - ascent: 0, - descent: 0, - fontSize: 0, - }; - var canvas = TextMetrics._canvas; - var context = TextMetrics._context; - context.font = font; - var metricsString = TextMetrics.METRICS_STRING + TextMetrics.BASELINE_SYMBOL; - var width = Math.ceil(context.measureText(metricsString).width); - var baseline = Math.ceil(context.measureText(TextMetrics.BASELINE_SYMBOL).width); - var height = Math.ceil(TextMetrics.HEIGHT_MULTIPLIER * baseline); - baseline = baseline * TextMetrics.BASELINE_MULTIPLIER | 0; - canvas.width = width; - canvas.height = height; - context.fillStyle = '#f00'; - context.fillRect(0, 0, width, height); - context.font = font; - context.textBaseline = 'alphabetic'; - context.fillStyle = '#000'; - context.fillText(metricsString, 0, baseline); - var imagedata = context.getImageData(0, 0, width, height).data; - var pixels = imagedata.length; - var line = width * 4; - var i = 0; - var idx = 0; - var stop = false; - // ascent. scan from top to bottom until we find a non red pixel - for (i = 0; i < baseline; ++i) { - for (var j = 0; j < line; j += 4) { - if (imagedata[idx + j] !== 255) { - stop = true; - break; - } - } - if (!stop) { - idx += line; + p = p.next; + } while (p !== start); + + return filterPoints(p); +} + +// try splitting polygon into two and triangulate them independently +function splitEarcut(start, triangles, dim, minX, minY, invSize) { + // look for a valid diagonal that divides the polygon into two + var a = start; + do { + var b = a.next.next; + while (b !== a.prev) { + if (a.i !== b.i && isValidDiagonal(a, b)) { + // split the polygon in two by the diagonal + var c = splitPolygon(a, b); + + // filter colinear points around the cuts + a = filterPoints(a, a.next); + c = filterPoints(c, c.next); + + // run earcut on each half + earcutLinked(a, triangles, dim, minX, minY, invSize, 0); + earcutLinked(c, triangles, dim, minX, minY, invSize, 0); + return; } - else { - break; + b = b.next; + } + a = a.next; + } while (a !== start); +} + +// link every hole into the outer loop, producing a single-ring polygon without holes +function eliminateHoles(data, holeIndices, outerNode, dim) { + var queue = [], + i, len, start, end, list; + + for (i = 0, len = holeIndices.length; i < len; i++) { + start = holeIndices[i] * dim; + end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; + list = linkedList(data, start, end, dim, false); + if (list === list.next) list.steiner = true; + queue.push(getLeftmost(list)); + } + + queue.sort(compareX); + + // process holes from left to right + for (i = 0; i < queue.length; i++) { + outerNode = eliminateHole(queue[i], outerNode); + } + + return outerNode; +} + +function compareX(a, b) { + return a.x - b.x; +} + +// find a bridge between vertices that connects hole with an outer ring and and link it +function eliminateHole(hole, outerNode) { + var bridge = findHoleBridge(hole, outerNode); + if (!bridge) { + return outerNode; + } + + var bridgeReverse = splitPolygon(bridge, hole); + + // filter collinear points around the cuts + filterPoints(bridgeReverse, bridgeReverse.next); + return filterPoints(bridge, bridge.next); +} + +// David Eberly's algorithm for finding a bridge between hole and outer polygon +function findHoleBridge(hole, outerNode) { + var p = outerNode, + hx = hole.x, + hy = hole.y, + qx = -Infinity, + m; + + // find a segment intersected by a ray from the hole's leftmost point to the left; + // segment's endpoint with lesser x will be potential connection point + do { + if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) { + var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y); + if (x <= hx && x > qx) { + qx = x; + m = p.x < p.next.x ? p : p.next; + if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint } } - properties.ascent = baseline - i; - idx = pixels - line; - stop = false; - // descent. scan from bottom to top until we find a non red pixel - for (i = height; i > baseline; --i) { - for (var j = 0; j < line; j += 4) { - if (imagedata[idx + j] !== 255) { - stop = true; - break; - } + p = p.next; + } while (p !== outerNode); + + if (!m) return null; + + // look for points inside the triangle of hole point, segment intersection and endpoint; + // if there are no points found, we have a valid connection; + // otherwise choose the point of the minimum angle with the ray as connection point + + var stop = m, + mx = m.x, + my = m.y, + tanMin = Infinity, + tan; + + p = m; + + do { + if (hx >= p.x && p.x >= mx && hx !== p.x && + pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) { + + tan = Math.abs(hy - p.y) / (hx - p.x); // tangential + + if (locallyInside(p, hole) && + (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) { + m = p; + tanMin = tan; } - if (!stop) { - idx -= line; + } + + p = p.next; + } while (p !== stop); + + return m; +} + +// whether sector in vertex m contains sector in vertex p in the same coordinates +function sectorContainsSector(m, p) { + return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0; +} + +// interlink polygon nodes in z-order +function indexCurve(start, minX, minY, invSize) { + var p = start; + do { + if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize); + p.prevZ = p.prev; + p.nextZ = p.next; + p = p.next; + } while (p !== start); + + p.prevZ.nextZ = null; + p.prevZ = null; + + sortLinked(p); +} + +// Simon Tatham's linked list merge sort algorithm +// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html +function sortLinked(list) { + var i, p, q, e, tail, numMerges, pSize, qSize, + inSize = 1; + + do { + p = list; + list = null; + tail = null; + numMerges = 0; + + while (p) { + numMerges++; + q = p; + pSize = 0; + for (i = 0; i < inSize; i++) { + pSize++; + q = q.nextZ; + if (!q) break; } - else { - break; + qSize = inSize; + + while (pSize > 0 || (qSize > 0 && q)) { + + if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) { + e = p; + p = p.nextZ; + pSize--; + } else { + e = q; + q = q.nextZ; + qSize--; + } + + if (tail) tail.nextZ = e; + else list = e; + + e.prevZ = tail; + tail = e; } + + p = q; + } + + tail.nextZ = null; + inSize *= 2; + + } while (numMerges > 1); + + return list; +} + +// z-order of a point given coords and inverse of the longer side of data bbox +function zOrder(x, y, minX, minY, invSize) { + // coords are transformed into non-negative 15-bit integer range + x = (x - minX) * invSize | 0; + y = (y - minY) * invSize | 0; + + x = (x | (x << 8)) & 0x00FF00FF; + x = (x | (x << 4)) & 0x0F0F0F0F; + x = (x | (x << 2)) & 0x33333333; + x = (x | (x << 1)) & 0x55555555; + + y = (y | (y << 8)) & 0x00FF00FF; + y = (y | (y << 4)) & 0x0F0F0F0F; + y = (y | (y << 2)) & 0x33333333; + y = (y | (y << 1)) & 0x55555555; + + return x | (y << 1); +} + +// find the leftmost node of a polygon ring +function getLeftmost(start) { + var p = start, + leftmost = start; + do { + if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p; + p = p.next; + } while (p !== start); + + return leftmost; +} + +// check if a point lies within a convex triangle +function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) { + return (cx - px) * (ay - py) >= (ax - px) * (cy - py) && + (ax - px) * (by - py) >= (bx - px) * (ay - py) && + (bx - px) * (cy - py) >= (cx - px) * (by - py); +} + +// check if a diagonal between two polygon nodes is valid (lies in polygon interior) +function isValidDiagonal(a, b) { + return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges + (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible + (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors + equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case +} + +// signed area of a triangle +function area(p, q, r) { + return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y); +} + +// check if two points are equal +function equals(p1, p2) { + return p1.x === p2.x && p1.y === p2.y; +} + +// check if two segments intersect +function intersects(p1, q1, p2, q2) { + var o1 = sign(area(p1, q1, p2)); + var o2 = sign(area(p1, q1, q2)); + var o3 = sign(area(p2, q2, p1)); + var o4 = sign(area(p2, q2, q1)); + + if (o1 !== o2 && o3 !== o4) return true; // general case + + if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1 + if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1 + if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2 + if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2 + + return false; +} + +// for collinear points p, q, r, check if point q lies on segment pr +function onSegment(p, q, r) { + return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y); +} + +function sign(num) { + return num > 0 ? 1 : num < 0 ? -1 : 0; +} + +// check if a polygon diagonal intersects any polygon segments +function intersectsPolygon(a, b) { + var p = a; + do { + if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && + intersects(p, p.next, a, b)) return true; + p = p.next; + } while (p !== a); + + return false; +} + +// check if a polygon diagonal is locally inside the polygon +function locallyInside(a, b) { + return area(a.prev, a, a.next) < 0 ? + area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 : + area(a, b, a.prev) < 0 || area(a, a.next, b) < 0; +} + +// check if the middle point of a polygon diagonal is inside the polygon +function middleInside(a, b) { + var p = a, + inside = false, + px = (a.x + b.x) / 2, + py = (a.y + b.y) / 2; + do { + if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y && + (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x)) + inside = !inside; + p = p.next; + } while (p !== a); + + return inside; +} + +// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; +// if one belongs to the outer ring and another to a hole, it merges it into a single ring +function splitPolygon(a, b) { + var a2 = new Node(a.i, a.x, a.y), + b2 = new Node(b.i, b.x, b.y), + an = a.next, + bp = b.prev; + + a.next = b; + b.prev = a; + + a2.next = an; + an.prev = a2; + + b2.next = a2; + a2.prev = b2; + + bp.next = b2; + b2.prev = bp; + + return b2; +} + +// create a node and optionally link it with previous one (in a circular doubly linked list) +function insertNode(i, x, y, last) { + var p = new Node(i, x, y); + + if (!last) { + p.prev = p; + p.next = p; + + } else { + p.next = last.next; + p.prev = last; + last.next.prev = p; + last.next = p; + } + return p; +} + +function removeNode(p) { + p.next.prev = p.prev; + p.prev.next = p.next; + + if (p.prevZ) p.prevZ.nextZ = p.nextZ; + if (p.nextZ) p.nextZ.prevZ = p.prevZ; +} + +function Node(i, x, y) { + // vertex index in coordinates array + this.i = i; + + // vertex coordinates + this.x = x; + this.y = y; + + // previous and next vertex nodes in a polygon ring + this.prev = null; + this.next = null; + + // z-order curve value + this.z = 0; + + // previous and next nodes in z-order + this.prevZ = null; + this.nextZ = null; + + // indicates whether this is a steiner point + this.steiner = false; +} + +// return a percentage difference between the polygon area and its triangulation area; +// used to verify correctness of triangulation +earcut.deviation = function (data, holeIndices, dim, triangles) { + var hasHoles = holeIndices && holeIndices.length; + var outerLen = hasHoles ? holeIndices[0] * dim : data.length; + + var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim)); + if (hasHoles) { + for (var i = 0, len = holeIndices.length; i < len; i++) { + var start = holeIndices[i] * dim; + var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; + polygonArea -= Math.abs(signedArea(data, start, end, dim)); } - properties.descent = i - baseline; - properties.fontSize = properties.ascent + properties.descent; - TextMetrics._fonts[font] = properties; - return properties; - }; - /** - * Clear font metrics in metrics cache. - * @param {string} [font] - font name. If font name not set then clear cache for all fonts. - */ - TextMetrics.clearMetrics = function (font) { - if (font === void 0) { font = ''; } - if (font) { - delete TextMetrics._fonts[font]; + } + + var trianglesArea = 0; + for (i = 0; i < triangles.length; i += 3) { + var a = triangles[i] * dim; + var b = triangles[i + 1] * dim; + var c = triangles[i + 2] * dim; + trianglesArea += Math.abs( + (data[a] - data[c]) * (data[b + 1] - data[a + 1]) - + (data[a] - data[b]) * (data[c + 1] - data[a + 1])); + } + + return polygonArea === 0 && trianglesArea === 0 ? 0 : + Math.abs((trianglesArea - polygonArea) / polygonArea); +}; + +function signedArea(data, start, end, dim) { + var sum = 0; + for (var i = start, j = end - dim; i < end; i += dim) { + sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]); + j = i; + } + return sum; +} + +// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts +earcut.flatten = function (data) { + var dim = data[0][0].length, + result = {vertices: [], holes: [], dimensions: dim}, + holeIndex = 0; + + for (var i = 0; i < data.length; i++) { + for (var j = 0; j < data[i].length; j++) { + for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]); } - else { - TextMetrics._fonts = {}; + if (i > 0) { + holeIndex += data[i - 1].length; + result.holes.push(holeIndex); } - }; - Object.defineProperty(TextMetrics, "_canvas", { - /** - * Cached canvas element for measuring text - * TODO: this should be private, but isn't because of backward compat, will fix later. - * @ignore - */ - get: function () { - if (!TextMetrics.__canvas) { - var canvas = void 0; - try { - // OffscreenCanvas2D measureText can be up to 40% faster. - var c = new OffscreenCanvas(0, 0); - var context = c.getContext('2d'); - if (context && context.measureText) { - TextMetrics.__canvas = c; - return c; - } - canvas = settings.settings.ADAPTER.createCanvas(); - } - catch (ex) { - canvas = settings.settings.ADAPTER.createCanvas(); - } - canvas.width = canvas.height = 10; - TextMetrics.__canvas = canvas; - } - return TextMetrics.__canvas; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextMetrics, "_context", { - /** - * TODO: this should be private, but isn't because of backward compat, will fix later. - * @ignore - */ - get: function () { - if (!TextMetrics.__context) { - TextMetrics.__context = TextMetrics._canvas.getContext('2d'); - } - return TextMetrics.__context; - }, - enumerable: false, - configurable: true - }); - return TextMetrics; -}()); + } + return result; +}; + +},{}],40:[function(require,module,exports){ +'use strict'; + +var has = Object.prototype.hasOwnProperty + , prefix = '~'; + /** - * Internal return object for {@link PIXI.TextMetrics.measureFont `TextMetrics.measureFont`}. - * @typedef {object} FontMetrics - * @property {number} ascent - The ascent distance - * @property {number} descent - The descent distance - * @property {number} fontSize - Font size from ascent to descent - * @memberof PIXI.TextMetrics + * Constructor to create a storage for our `EE` objects. + * An `Events` instance is a plain object whose properties are event names. + * + * @constructor * @private */ +function Events() {} + +// +// We try to not inherit from `Object.prototype`. In some engines creating an +// instance in this way is faster than calling `Object.create(null)` directly. +// If `Object.create(null)` is not supported we prefix the event names with a +// character to make sure that the built-in object properties are not +// overridden or used as an attack vector. +// +if (Object.create) { + Events.prototype = Object.create(null); + + // + // This hack is needed because the `__proto__` property is still inherited in + // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5. + // + if (!new Events().__proto__) prefix = false; +} + /** - * Cache of {@see PIXI.TextMetrics.FontMetrics} objects. - * @memberof PIXI.TextMetrics - * @type {object} + * Representation of a single event listener. + * + * @param {Function} fn The listener function. + * @param {*} context The context to invoke the listener with. + * @param {Boolean} [once=false] Specify if the listener is a one-time listener. + * @constructor * @private */ -TextMetrics._fonts = {}; +function EE(fn, context, once) { + this.fn = fn; + this.context = context; + this.once = once || false; +} + /** - * String used for calculate font metrics. - * These characters are all tall to help calculate the height required for text. - * @static - * @memberof PIXI.TextMetrics - * @name METRICS_STRING - * @type {string} - * @default |ÉqÅ + * Add a listener for a given event. + * + * @param {EventEmitter} emitter Reference to the `EventEmitter` instance. + * @param {(String|Symbol)} event The event name. + * @param {Function} fn The listener function. + * @param {*} context The context to invoke the listener with. + * @param {Boolean} once Specify if the listener is a one-time listener. + * @returns {EventEmitter} + * @private */ -TextMetrics.METRICS_STRING = '|ÉqÅ'; +function addListener(emitter, event, fn, context, once) { + if (typeof fn !== 'function') { + throw new TypeError('The listener must be a function'); + } + + var listener = new EE(fn, context || emitter, once) + , evt = prefix ? prefix + event : event; + + if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++; + else if (!emitter._events[evt].fn) emitter._events[evt].push(listener); + else emitter._events[evt] = [emitter._events[evt], listener]; + + return emitter; +} + /** - * Baseline symbol for calculate font metrics. - * @static - * @memberof PIXI.TextMetrics - * @name BASELINE_SYMBOL - * @type {string} - * @default M + * Clear event by name. + * + * @param {EventEmitter} emitter Reference to the `EventEmitter` instance. + * @param {(String|Symbol)} evt The Event name. + * @private */ -TextMetrics.BASELINE_SYMBOL = 'M'; +function clearEvent(emitter, evt) { + if (--emitter._eventsCount === 0) emitter._events = new Events(); + else delete emitter._events[evt]; +} + /** - * Baseline multiplier for calculate font metrics. - * @static - * @memberof PIXI.TextMetrics - * @name BASELINE_MULTIPLIER - * @type {number} - * @default 1.4 + * Minimal `EventEmitter` interface that is molded against the Node.js + * `EventEmitter` interface. + * + * @constructor + * @public */ -TextMetrics.BASELINE_MULTIPLIER = 1.4; +function EventEmitter() { + this._events = new Events(); + this._eventsCount = 0; +} + /** - * Height multiplier for setting height of canvas to calculate font metrics. - * @static - * @memberof PIXI.TextMetrics - * @name HEIGHT_MULTIPLIER - * @type {number} - * @default 2.00 + * Return an array listing the events for which the emitter has registered + * listeners. + * + * @returns {Array} + * @public */ -TextMetrics.HEIGHT_MULTIPLIER = 2.0; +EventEmitter.prototype.eventNames = function eventNames() { + var names = [] + , events + , name; + + if (this._eventsCount === 0) return names; + + for (name in (events = this._events)) { + if (has.call(events, name)) names.push(prefix ? name.slice(1) : name); + } + + if (Object.getOwnPropertySymbols) { + return names.concat(Object.getOwnPropertySymbols(events)); + } + + return names; +}; + +/** + * Return the listeners registered for a given event. + * + * @param {(String|Symbol)} event The event name. + * @returns {Array} The registered listeners. + * @public + */ +EventEmitter.prototype.listeners = function listeners(event) { + var evt = prefix ? prefix + event : event + , handlers = this._events[evt]; + + if (!handlers) return []; + if (handlers.fn) return [handlers.fn]; + + for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) { + ee[i] = handlers[i].fn; + } + + return ee; +}; + +/** + * Return the number of listeners listening to a given event. + * + * @param {(String|Symbol)} event The event name. + * @returns {Number} The number of listeners. + * @public + */ +EventEmitter.prototype.listenerCount = function listenerCount(event) { + var evt = prefix ? prefix + event : event + , listeners = this._events[evt]; + + if (!listeners) return 0; + if (listeners.fn) return 1; + return listeners.length; +}; + +/** + * Calls each of the listeners registered for a given event. + * + * @param {(String|Symbol)} event The event name. + * @returns {Boolean} `true` if the event had listeners, else `false`. + * @public + */ +EventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) { + var evt = prefix ? prefix + event : event; + + if (!this._events[evt]) return false; + + var listeners = this._events[evt] + , len = arguments.length + , args + , i; + + if (listeners.fn) { + if (listeners.once) this.removeListener(event, listeners.fn, undefined, true); + + switch (len) { + case 1: return listeners.fn.call(listeners.context), true; + case 2: return listeners.fn.call(listeners.context, a1), true; + case 3: return listeners.fn.call(listeners.context, a1, a2), true; + case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true; + case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true; + case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true; + } + + for (i = 1, args = new Array(len -1); i < len; i++) { + args[i - 1] = arguments[i]; + } + + listeners.fn.apply(listeners.context, args); + } else { + var length = listeners.length + , j; + + for (i = 0; i < length; i++) { + if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true); + + switch (len) { + case 1: listeners[i].fn.call(listeners[i].context); break; + case 2: listeners[i].fn.call(listeners[i].context, a1); break; + case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break; + case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break; + default: + if (!args) for (j = 1, args = new Array(len -1); j < len; j++) { + args[j - 1] = arguments[j]; + } + + listeners[i].fn.apply(listeners[i].context, args); + } + } + } + + return true; +}; + /** - * Cache of new line chars. - * @memberof PIXI.TextMetrics - * @type {number[]} - * @private + * Add a listener for a given event. + * + * @param {(String|Symbol)} event The event name. + * @param {Function} fn The listener function. + * @param {*} [context=this] The context to invoke the listener with. + * @returns {EventEmitter} `this`. + * @public */ -TextMetrics._newlines = [ - 0x000A, - 0x000D ]; +EventEmitter.prototype.on = function on(event, fn, context) { + return addListener(this, event, fn, context, false); +}; + /** - * Cache of breaking spaces. - * @memberof PIXI.TextMetrics - * @type {number[]} - * @private + * Add a one-time listener for a given event. + * + * @param {(String|Symbol)} event The event name. + * @param {Function} fn The listener function. + * @param {*} [context=this] The context to invoke the listener with. + * @returns {EventEmitter} `this`. + * @public */ -TextMetrics._breakingSpaces = [ - 0x0009, - 0x0020, - 0x2000, - 0x2001, - 0x2002, - 0x2003, - 0x2004, - 0x2005, - 0x2006, - 0x2008, - 0x2009, - 0x200A, - 0x205F, - 0x3000 ]; +EventEmitter.prototype.once = function once(event, fn, context) { + return addListener(this, event, fn, context, true); +}; + /** - * A number, or a string containing a number. - * @memberof PIXI - * @typedef {object} IFontMetrics - * @property {number} ascent - Font ascent - * @property {number} descent - Font descent - * @property {number} fontSize - Font size + * Remove the listeners of a given event. + * + * @param {(String|Symbol)} event The event name. + * @param {Function} fn Only remove the listeners that match this function. + * @param {*} context Only remove the listeners that have this context. + * @param {Boolean} once Only remove one-time listeners. + * @returns {EventEmitter} `this`. + * @public */ +EventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) { + var evt = prefix ? prefix + event : event; -var defaultDestroyOptions = { - texture: true, - children: false, - baseTexture: true, + if (!this._events[evt]) return this; + if (!fn) { + clearEvent(this, evt); + return this; + } + + var listeners = this._events[evt]; + + if (listeners.fn) { + if ( + listeners.fn === fn && + (!once || listeners.once) && + (!context || listeners.context === context) + ) { + clearEvent(this, evt); + } + } else { + for (var i = 0, events = [], length = listeners.length; i < length; i++) { + if ( + listeners[i].fn !== fn || + (once && !listeners[i].once) || + (context && listeners[i].context !== context) + ) { + events.push(listeners[i]); + } + } + + // + // Reset the array, or remove it completely if we have no more listeners. + // + if (events.length) this._events[evt] = events.length === 1 ? events[0] : events; + else clearEvent(this, evt); + } + + return this; }; + /** - * A Text Object will create a line or multiple lines of text. - * - * The text is created using the [Canvas API](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API). - * - * The primary advantage of this class over BitmapText is that you have great control over the style of the text, - * which you can change at runtime. - * - * The primary disadvantages is that each piece of text has it's own texture, which can use more memory. - * When text changes, this texture has to be re-generated and re-uploaded to the GPU, taking up time. - * - * To split a line you can use '\n' in your text string, or, on the `style` object, - * change its `wordWrap` property to true and and give the `wordWrapWidth` property a value. - * - * A Text can be created directly from a string and a style object, - * which can be generated [here](https://pixijs.io/pixi-text-style). + * Remove all listeners, or those of the specified event. * - * ```js - * let text = new PIXI.Text('This is a PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'}); - * ``` - * @memberof PIXI + * @param {(String|Symbol)} [event] The event name. + * @returns {EventEmitter} `this`. + * @public */ -var Text = /** @class */ (function (_super) { - __extends(Text, _super); - /** - * @param text - The string that you would like the text to display - * @param {object|PIXI.TextStyle} [style] - The style parameters - * @param canvas - The canvas element for drawing text - */ - function Text(text, style, canvas) { - var _this = this; - var ownCanvas = false; - if (!canvas) { - canvas = settings.settings.ADAPTER.createCanvas(); - ownCanvas = true; - } - canvas.width = 3; - canvas.height = 3; - var texture = core.Texture.from(canvas); - texture.orig = new math.Rectangle(); - texture.trim = new math.Rectangle(); - _this = _super.call(this, texture) || this; - _this._ownCanvas = ownCanvas; - _this.canvas = canvas; - _this.context = canvas.getContext('2d'); - _this._resolution = settings.settings.RESOLUTION; - _this._autoResolution = true; - _this._text = null; - _this._style = null; - _this._styleListener = null; - _this._font = ''; - _this.text = text; - _this.style = style; - _this.localStyleID = -1; - return _this; - } - /** - * Renders text to its canvas, and updates its texture. - * - * By default this is used internally to ensure the texture is correct before rendering, - * but it can be used called externally, for example from this class to 'pre-generate' the texture from a piece of text, - * and then shared across multiple Sprites. - * @param respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called. - */ - Text.prototype.updateText = function (respectDirty) { - var style = this._style; - // check if style has changed.. - if (this.localStyleID !== style.styleID) { - this.dirty = true; - this.localStyleID = style.styleID; - } - if (!this.dirty && respectDirty) { - return; - } - this._font = this._style.toFontString(); - var context = this.context; - var measured = TextMetrics.measureText(this._text || ' ', this._style, this._style.wordWrap, this.canvas); - var width = measured.width; - var height = measured.height; - var lines = measured.lines; - var lineHeight = measured.lineHeight; - var lineWidths = measured.lineWidths; - var maxLineWidth = measured.maxLineWidth; - var fontProperties = measured.fontProperties; - this.canvas.width = Math.ceil(Math.ceil((Math.max(1, width) + (style.padding * 2))) * this._resolution); - this.canvas.height = Math.ceil(Math.ceil((Math.max(1, height) + (style.padding * 2))) * this._resolution); - context.scale(this._resolution, this._resolution); - context.clearRect(0, 0, this.canvas.width, this.canvas.height); - context.font = this._font; - context.lineWidth = style.strokeThickness; - context.textBaseline = style.textBaseline; - context.lineJoin = style.lineJoin; - context.miterLimit = style.miterLimit; - var linePositionX; - var linePositionY; - // require 2 passes if a shadow; the first to draw the drop shadow, the second to draw the text - var passesCount = style.dropShadow ? 2 : 1; - // For v4, we drew text at the colours of the drop shadow underneath the normal text. This gave the correct zIndex, - // but features such as alpha and shadowblur did not look right at all, since we were using actual text as a shadow. - // - // For v5.0.0, we moved over to just use the canvas API for drop shadows, which made them look much nicer and more - // visually please, but now because the stroke is drawn and then the fill, drop shadows would appear on both the fill - // and the stroke; and fill drop shadows would appear over the top of the stroke. - // - // For v5.1.1, the new route is to revert to v4 style of drawing text first to get the drop shadows underneath normal - // text, but instead drawing text in the correct location, we'll draw it off screen (-paddingY), and then adjust the - // drop shadow so only that appears on screen (+paddingY). Now we'll have the correct draw order of the shadow - // beneath the text, whilst also having the proper text shadow styling. - for (var i = 0; i < passesCount; ++i) { - var isShadowPass = style.dropShadow && i === 0; - // we only want the drop shadow, so put text way off-screen - var dsOffsetText = isShadowPass ? Math.ceil(Math.max(1, height) + (style.padding * 2)) : 0; - var dsOffsetShadow = dsOffsetText * this._resolution; - if (isShadowPass) { - // On Safari, text with gradient and drop shadows together do not position correctly - // if the scale of the canvas is not 1: https://bugs.webkit.org/show_bug.cgi?id=197689 - // Therefore we'll set the styles to be a plain black whilst generating this drop shadow - context.fillStyle = 'black'; - context.strokeStyle = 'black'; - var dropShadowColor = style.dropShadowColor; - var rgb = utils.hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : utils.string2hex(dropShadowColor)); - var dropShadowBlur = style.dropShadowBlur * this._resolution; - var dropShadowDistance = style.dropShadowDistance * this._resolution; - context.shadowColor = "rgba(" + rgb[0] * 255 + "," + rgb[1] * 255 + "," + rgb[2] * 255 + "," + style.dropShadowAlpha + ")"; - context.shadowBlur = dropShadowBlur; - context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance; - context.shadowOffsetY = (Math.sin(style.dropShadowAngle) * dropShadowDistance) + dsOffsetShadow; - } - else { - // set canvas text styles - context.fillStyle = this._generateFillStyle(style, lines, measured); - // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as - // the setter converts to string. See this thread for more details: - // https://github.com/microsoft/TypeScript/issues/2521 - context.strokeStyle = style.stroke; - context.shadowColor = 'black'; - context.shadowBlur = 0; - context.shadowOffsetX = 0; - context.shadowOffsetY = 0; - } - var linePositionYShift = (lineHeight - fontProperties.fontSize) / 2; - if (!Text.nextLineHeightBehavior || lineHeight - fontProperties.fontSize < 0) { - linePositionYShift = 0; - } - // draw lines line by line - for (var i_1 = 0; i_1 < lines.length; i_1++) { - linePositionX = style.strokeThickness / 2; - linePositionY = ((style.strokeThickness / 2) + (i_1 * lineHeight)) + fontProperties.ascent - + linePositionYShift; - if (style.align === 'right') { - linePositionX += maxLineWidth - lineWidths[i_1]; - } - else if (style.align === 'center') { - linePositionX += (maxLineWidth - lineWidths[i_1]) / 2; - } - if (style.stroke && style.strokeThickness) { - this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText, true); - } - if (style.fill) { - this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText); - } - } - } - this.updateTexture(); - }; - /** - * Render the text with letter-spacing. - * @param text - The text to draw - * @param x - Horizontal position to draw the text - * @param y - Vertical position to draw the text - * @param isStroke - Is this drawing for the outside stroke of the - * text? If not, it's for the inside fill - */ - Text.prototype.drawLetterSpacing = function (text, x, y, isStroke) { - if (isStroke === void 0) { isStroke = false; } - var style = this._style; - // letterSpacing of 0 means normal - var letterSpacing = style.letterSpacing; - // Checking that we can use moddern canvas2D api - // https://developer.chrome.com/origintrials/#/view_trial/3585991203293757441 - // note: this is unstable API, Chrome less 94 use a `textLetterSpacing`, newest use a letterSpacing - // eslint-disable-next-line max-len - var supportLetterSpacing = Text.experimentalLetterSpacing - && ('letterSpacing' in CanvasRenderingContext2D.prototype - || 'textLetterSpacing' in CanvasRenderingContext2D.prototype); - if (letterSpacing === 0 || supportLetterSpacing) { - if (supportLetterSpacing) { - this.context.letterSpacing = letterSpacing; - this.context.textLetterSpacing = letterSpacing; - } - if (isStroke) { - this.context.strokeText(text, x, y); - } - else { - this.context.fillText(text, x, y); - } - return; - } - var currentPosition = x; - // Using Array.from correctly splits characters whilst keeping emoji together. - // This is not supported on IE as it requires ES6, so regular text splitting occurs. - // This also doesn't account for emoji that are multiple emoji put together to make something else. - // Handling all of this would require a big library itself. - // https://medium.com/@giltayar/iterating-over-emoji-characters-the-es6-way-f06e4589516 - // https://github.com/orling/grapheme-splitter - var stringArray = Array.from ? Array.from(text) : text.split(''); - var previousWidth = this.context.measureText(text).width; - var currentWidth = 0; - for (var i = 0; i < stringArray.length; ++i) { - var currentChar = stringArray[i]; - if (isStroke) { - this.context.strokeText(currentChar, currentPosition, y); - } - else { - this.context.fillText(currentChar, currentPosition, y); - } - var textStr = ''; - for (var j = i + 1; j < stringArray.length; ++j) { - textStr += stringArray[j]; - } - currentWidth = this.context.measureText(textStr).width; - currentPosition += previousWidth - currentWidth + letterSpacing; - previousWidth = currentWidth; - } - }; - /** Updates texture size based on canvas size. */ - Text.prototype.updateTexture = function () { - var canvas = this.canvas; - if (this._style.trim) { - var trimmed = utils.trimCanvas(canvas); - if (trimmed.data) { - canvas.width = trimmed.width; - canvas.height = trimmed.height; - this.context.putImageData(trimmed.data, 0, 0); - } - } - var texture = this._texture; - var style = this._style; - var padding = style.trim ? 0 : style.padding; - var baseTexture = texture.baseTexture; - texture.trim.width = texture._frame.width = canvas.width / this._resolution; - texture.trim.height = texture._frame.height = canvas.height / this._resolution; - texture.trim.x = -padding; - texture.trim.y = -padding; - texture.orig.width = texture._frame.width - (padding * 2); - texture.orig.height = texture._frame.height - (padding * 2); - // call sprite onTextureUpdate to update scale if _width or _height were set - this._onTextureUpdate(); - baseTexture.setRealSize(canvas.width, canvas.height, this._resolution); - texture.updateUvs(); - this.dirty = false; - }; - /** - * Renders the object using the WebGL renderer - * @param renderer - The renderer - */ - Text.prototype._render = function (renderer) { - if (this._autoResolution && this._resolution !== renderer.resolution) { - this._resolution = renderer.resolution; - this.dirty = true; - } - this.updateText(true); - _super.prototype._render.call(this, renderer); - }; - /** Updates the transform on all children of this container for rendering. */ - Text.prototype.updateTransform = function () { - this.updateText(true); - _super.prototype.updateTransform.call(this); - }; - Text.prototype.getBounds = function (skipUpdate, rect) { - this.updateText(true); - if (this._textureID === -1) { - // texture was updated: recalculate transforms - skipUpdate = false; - } - return _super.prototype.getBounds.call(this, skipUpdate, rect); - }; - /** - * Gets the local bounds of the text object. - * @param rect - The output rectangle. - * @returns The bounds. - */ - Text.prototype.getLocalBounds = function (rect) { - this.updateText(true); - return _super.prototype.getLocalBounds.call(this, rect); - }; - /** Calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account. */ - Text.prototype._calculateBounds = function () { - this.calculateVertices(); - // if we have already done this on THIS frame. - this._bounds.addQuad(this.vertexData); - }; - /** - * Generates the fill style. Can automatically generate a gradient based on the fill style being an array - * @param style - The style. - * @param lines - The lines of text. - * @param metrics - * @returns The fill style - */ - Text.prototype._generateFillStyle = function (style, lines, metrics) { - // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as - // the setter converts to string. See this thread for more details: - // https://github.com/microsoft/TypeScript/issues/2521 - var fillStyle = style.fill; - if (!Array.isArray(fillStyle)) { - return fillStyle; - } - else if (fillStyle.length === 1) { - return fillStyle[0]; - } - // the gradient will be evenly spaced out according to how large the array is. - // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75 - var gradient; - // a dropshadow will enlarge the canvas and result in the gradient being - // generated with the incorrect dimensions - var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0; - // should also take padding into account, padding can offset the gradient - var padding = style.padding || 0; - var width = (this.canvas.width / this._resolution) - dropShadowCorrection - (padding * 2); - var height = (this.canvas.height / this._resolution) - dropShadowCorrection - (padding * 2); - // make a copy of the style settings, so we can manipulate them later - var fill = fillStyle.slice(); - var fillGradientStops = style.fillGradientStops.slice(); - // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75 - if (!fillGradientStops.length) { - var lengthPlus1 = fill.length + 1; - for (var i = 1; i < lengthPlus1; ++i) { - fillGradientStops.push(i / lengthPlus1); - } - } - // stop the bleeding of the last gradient on the line above to the top gradient of the this line - // by hard defining the first gradient colour at point 0, and last gradient colour at point 1 - fill.unshift(fillStyle[0]); - fillGradientStops.unshift(0); - fill.push(fillStyle[fillStyle.length - 1]); - fillGradientStops.push(1); - if (style.fillGradientType === exports.TEXT_GRADIENT.LINEAR_VERTICAL) { - // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas - gradient = this.context.createLinearGradient(width / 2, padding, width / 2, height + padding); - // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect - // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 - // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc - var textHeight = metrics.fontProperties.fontSize + style.strokeThickness; - for (var i = 0; i < lines.length; i++) { - var lastLineBottom = (metrics.lineHeight * (i - 1)) + textHeight; - var thisLineTop = metrics.lineHeight * i; - var thisLineGradientStart = thisLineTop; - // Handle case where last & this line overlap - if (i > 0 && lastLineBottom > thisLineTop) { - thisLineGradientStart = (thisLineTop + lastLineBottom) / 2; - } - var thisLineBottom = thisLineTop + textHeight; - var nextLineTop = metrics.lineHeight * (i + 1); - var thisLineGradientEnd = thisLineBottom; - // Handle case where this & next line overlap - if (i + 1 < lines.length && nextLineTop < thisLineBottom) { - thisLineGradientEnd = (thisLineBottom + nextLineTop) / 2; - } - // textHeight, but as a 0-1 size in global gradient stop space - var gradStopLineHeight = (thisLineGradientEnd - thisLineGradientStart) / height; - for (var j = 0; j < fill.length; j++) { - // 0-1 stop point for the current line, multiplied to global space afterwards - var lineStop = 0; - if (typeof fillGradientStops[j] === 'number') { - lineStop = fillGradientStops[j]; - } - else { - lineStop = j / fill.length; - } - var globalStop = Math.min(1, Math.max(0, (thisLineGradientStart / height) + (lineStop * gradStopLineHeight))); - // There's potential for floating point precision issues at the seams between gradient repeats. - globalStop = Number(globalStop.toFixed(5)); - gradient.addColorStop(globalStop, fill[j]); - } - } - } - else { - // start the gradient at the center left of the canvas, and end at the center right of the canvas - gradient = this.context.createLinearGradient(padding, height / 2, width + padding, height / 2); - // can just evenly space out the gradients in this case, as multiple lines makes no difference - // to an even left to right gradient - var totalIterations = fill.length + 1; - var currentIteration = 1; - for (var i = 0; i < fill.length; i++) { - var stop = void 0; - if (typeof fillGradientStops[i] === 'number') { - stop = fillGradientStops[i]; - } - else { - stop = currentIteration / totalIterations; - } - gradient.addColorStop(stop, fill[i]); - currentIteration++; +EventEmitter.prototype.removeAllListeners = function removeAllListeners(event) { + var evt; + + if (event) { + evt = prefix ? prefix + event : event; + if (this._events[evt]) clearEvent(this, evt); + } else { + this._events = new Events(); + this._eventsCount = 0; + } + + return this; +}; + +// +// Alias methods names because people roll like that. +// +EventEmitter.prototype.off = EventEmitter.prototype.removeListener; +EventEmitter.prototype.addListener = EventEmitter.prototype.on; + +// +// Expose the prefix. +// +EventEmitter.prefixed = prefix; + +// +// Allow `EventEmitter` to be imported as module namespace. +// +EventEmitter.EventEmitter = EventEmitter; + +// +// Expose the module. +// +if ('undefined' !== typeof module) { + module.exports = EventEmitter; +} + +},{}],41:[function(require,module,exports){ +/* +object-assign +(c) Sindre Sorhus +@license MIT +*/ + +'use strict'; +/* eslint-disable no-unused-vars */ +var getOwnPropertySymbols = Object.getOwnPropertySymbols; +var hasOwnProperty = Object.prototype.hasOwnProperty; +var propIsEnumerable = Object.prototype.propertyIsEnumerable; + +function toObject(val) { + if (val === null || val === undefined) { + throw new TypeError('Object.assign cannot be called with null or undefined'); + } + + return Object(val); +} + +function shouldUseNative() { + try { + if (!Object.assign) { + return false; + } + + // Detect buggy property enumeration order in older V8 versions. + + // https://bugs.chromium.org/p/v8/issues/detail?id=4118 + var test1 = new String('abc'); // eslint-disable-line no-new-wrappers + test1[5] = 'de'; + if (Object.getOwnPropertyNames(test1)[0] === '5') { + return false; + } + + // https://bugs.chromium.org/p/v8/issues/detail?id=3056 + var test2 = {}; + for (var i = 0; i < 10; i++) { + test2['_' + String.fromCharCode(i)] = i; + } + var order2 = Object.getOwnPropertyNames(test2).map(function (n) { + return test2[n]; + }); + if (order2.join('') !== '0123456789') { + return false; + } + + // https://bugs.chromium.org/p/v8/issues/detail?id=3056 + var test3 = {}; + 'abcdefghijklmnopqrst'.split('').forEach(function (letter) { + test3[letter] = letter; + }); + if (Object.keys(Object.assign({}, test3)).join('') !== + 'abcdefghijklmnopqrst') { + return false; + } + + return true; + } catch (err) { + // We don't expect any of the above to throw, but better to be safe. + return false; + } +} + +module.exports = shouldUseNative() ? Object.assign : function (target, source) { + var from; + var to = toObject(target); + var symbols; + + for (var s = 1; s < arguments.length; s++) { + from = Object(arguments[s]); + + for (var key in from) { + if (hasOwnProperty.call(from, key)) { + to[key] = from[key]; + } + } + + if (getOwnPropertySymbols) { + symbols = getOwnPropertySymbols(from); + for (var i = 0; i < symbols.length; i++) { + if (propIsEnumerable.call(from, symbols[i])) { + to[symbols[i]] = from[symbols[i]]; + } + } + } + } + + return to; +}; + +},{}],42:[function(require,module,exports){ +/*! + * pixi.js - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * pixi.js is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ +'use strict'; + +Object.defineProperty(exports, '__esModule', { value: true }); + +require('@pixi/polyfill'); +var utils = require('@pixi/utils'); +var accessibility = require('@pixi/accessibility'); +var interaction = require('@pixi/interaction'); +var core = require('@pixi/core'); +var extract = require('@pixi/extract'); +var loaders = require('@pixi/loaders'); +var compressedTextures = require('@pixi/compressed-textures'); +var particleContainer = require('@pixi/particle-container'); +var prepare = require('@pixi/prepare'); +var spritesheet = require('@pixi/spritesheet'); +var spriteTiling = require('@pixi/sprite-tiling'); +var textBitmap = require('@pixi/text-bitmap'); +var ticker = require('@pixi/ticker'); +var filterAlpha = require('@pixi/filter-alpha'); +var filterBlur = require('@pixi/filter-blur'); +var filterColorMatrix = require('@pixi/filter-color-matrix'); +var filterDisplacement = require('@pixi/filter-displacement'); +var filterFxaa = require('@pixi/filter-fxaa'); +var filterNoise = require('@pixi/filter-noise'); +require('@pixi/mixin-cache-as-bitmap'); +require('@pixi/mixin-get-child-by-name'); +require('@pixi/mixin-get-global-position'); +var app = require('@pixi/app'); +var constants = require('@pixi/constants'); +var display = require('@pixi/display'); +var graphics = require('@pixi/graphics'); +var math = require('@pixi/math'); +var mesh = require('@pixi/mesh'); +var meshExtras = require('@pixi/mesh-extras'); +var runner = require('@pixi/runner'); +var sprite = require('@pixi/sprite'); +var spriteAnimated = require('@pixi/sprite-animated'); +var text = require('@pixi/text'); +var settings = require('@pixi/settings'); + +function _interopNamespace(e) { + if (e && e.__esModule) return e; + var n = Object.create(null); + if (e) { + Object.keys(e).forEach(function (k) { + if (k !== 'default') { + var d = Object.getOwnPropertyDescriptor(e, k); + Object.defineProperty(n, k, d.get ? d : { + enumerable: true, + get: function () { return e[k]; } + }); } - } - return gradient; - }; - /** - * Destroys this text object. - * - * Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as - * the majority of the time the texture will not be shared with any other Sprites. - * @param options - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have their - * destroy method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well - * @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well - */ - Text.prototype.destroy = function (options) { - if (typeof options === 'boolean') { - options = { children: options }; - } - options = Object.assign({}, defaultDestroyOptions, options); - _super.prototype.destroy.call(this, options); - // set canvas width and height to 0 to workaround memory leak in Safari < 13 - // https://stackoverflow.com/questions/52532614/total-canvas-memory-use-exceeds-the-maximum-limit-safari-12 - if (this._ownCanvas) { - this.canvas.height = this.canvas.width = 0; - } - // make sure to reset the context and canvas.. dont want this hanging around in memory! - this.context = null; - this.canvas = null; - this._style = null; - }; - Object.defineProperty(Text.prototype, "width", { - /** The width of the Text, setting this will actually modify the scale to achieve the value set. */ - get: function () { - this.updateText(true); - return Math.abs(this.scale.x) * this._texture.orig.width; - }, - set: function (value) { - this.updateText(true); - var s = utils.sign(this.scale.x) || 1; - this.scale.x = s * value / this._texture.orig.width; - this._width = value; - }, - enumerable: false, - configurable: true + }); + } + n["default"] = e; + return n; +} + +var utils__namespace = /*#__PURE__*/_interopNamespace(utils); + +core.extensions.add( +// Install renderer plugins +accessibility.AccessibilityManager, extract.Extract, interaction.InteractionManager, particleContainer.ParticleRenderer, prepare.Prepare, core.BatchRenderer, spriteTiling.TilingSpriteRenderer, +// Install loader plugins +textBitmap.BitmapFontLoader, compressedTextures.CompressedTextureLoader, compressedTextures.DDSLoader, compressedTextures.KTXLoader, spritesheet.SpritesheetLoader, +// Install application plugins +ticker.TickerPlugin, loaders.AppLoaderPlugin); +/** + * This namespace contains WebGL-only display filters that can be applied + * to DisplayObjects using the {@link PIXI.DisplayObject#filters filters} property. + * + * Since PixiJS only had a handful of built-in filters, additional filters + * can be downloaded {@link https://github.com/pixijs/pixi-filters here} from the + * PixiJS Filters repository. + * + * All filters must extend {@link PIXI.Filter}. + * @example + * // Create a new application + * const app = new PIXI.Application(); + * + * // Draw a green rectangle + * const rect = new PIXI.Graphics() + * .beginFill(0x00ff00) + * .drawRect(40, 40, 200, 200); + * + * // Add a blur filter + * rect.filters = [new PIXI.filters.BlurFilter()]; + * + * // Display rectangle + * app.stage.addChild(rect); + * document.body.appendChild(app.view); + * @namespace PIXI.filters + */ +var filters = { + AlphaFilter: filterAlpha.AlphaFilter, + BlurFilter: filterBlur.BlurFilter, + BlurFilterPass: filterBlur.BlurFilterPass, + ColorMatrixFilter: filterColorMatrix.ColorMatrixFilter, + DisplacementFilter: filterDisplacement.DisplacementFilter, + FXAAFilter: filterFxaa.FXAAFilter, + NoiseFilter: filterNoise.NoiseFilter, +}; + +exports.utils = utils__namespace; +exports.filters = filters; +Object.keys(accessibility).forEach(function (k) { + if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { + enumerable: true, + get: function () { return accessibility[k]; } }); - Object.defineProperty(Text.prototype, "height", { - /** The height of the Text, setting this will actually modify the scale to achieve the value set. */ - get: function () { - this.updateText(true); - return Math.abs(this.scale.y) * this._texture.orig.height; - }, - set: function (value) { - this.updateText(true); - var s = utils.sign(this.scale.y) || 1; - this.scale.y = s * value / this._texture.orig.height; - this._height = value; - }, - enumerable: false, - configurable: true +}); +Object.keys(interaction).forEach(function (k) { + if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { + enumerable: true, + get: function () { return interaction[k]; } }); - Object.defineProperty(Text.prototype, "style", { - /** - * Set the style of the text. - * - * Set up an event listener to listen for changes on the style object and mark the text as dirty. - */ - get: function () { - // TODO: Can't have different types for getter and setter. The getter shouldn't have the ITextStyle - // since the setter creates the TextStyle. See this thread for more details: - // https://github.com/microsoft/TypeScript/issues/2521 - return this._style; - }, - set: function (style) { - style = style || {}; - if (style instanceof TextStyle) { - this._style = style; - } - else { - this._style = new TextStyle(style); - } - this.localStyleID = -1; - this.dirty = true; - }, - enumerable: false, - configurable: true +}); +Object.keys(core).forEach(function (k) { + if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { + enumerable: true, + get: function () { return core[k]; } }); - Object.defineProperty(Text.prototype, "text", { - /** Set the copy for the text object. To split a line you can use '\n'. */ - get: function () { - return this._text; - }, - set: function (text) { - text = String(text === null || text === undefined ? '' : text); - if (this._text === text) { - return; - } - this._text = text; - this.dirty = true; - }, - enumerable: false, - configurable: true +}); +Object.keys(extract).forEach(function (k) { + if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { + enumerable: true, + get: function () { return extract[k]; } }); - Object.defineProperty(Text.prototype, "resolution", { - /** - * The resolution / device pixel ratio of the canvas. - * - * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually. - * @default 1 - */ - get: function () { - return this._resolution; - }, - set: function (value) { - this._autoResolution = false; - if (this._resolution === value) { - return; - } - this._resolution = value; - this.dirty = true; - }, - enumerable: false, - configurable: true +}); +Object.keys(loaders).forEach(function (k) { + if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { + enumerable: true, + get: function () { return loaders[k]; } }); - /** - * New behavior for `lineHeight` that's meant to mimic HTML text. A value of `true` will - * make sure the first baseline is offset by the `lineHeight` value if it is greater than `fontSize`. - * A value of `false` will use the legacy behavior and not change the baseline of the first line. - * In the next major release, we'll enable this by default. - */ - Text.nextLineHeightBehavior = false; - /** - * New rendering behavior for letter-spacing which uses Chrome's new native API. This will - * lead to more accurate letter-spacing results because it does not try to manually draw - * each character. However, this Chrome API is experimental and may not serve all cases yet. - */ - Text.experimentalLetterSpacing = false; - return Text; -}(sprite.Sprite)); - -exports.Text = Text; -exports.TextMetrics = TextMetrics; -exports.TextStyle = TextStyle; +}); +Object.keys(compressedTextures).forEach(function (k) { + if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { + enumerable: true, + get: function () { return compressedTextures[k]; } + }); +}); +Object.keys(particleContainer).forEach(function (k) { + if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { + enumerable: true, + get: function () { return particleContainer[k]; } + }); +}); +Object.keys(prepare).forEach(function (k) { + if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { + enumerable: true, + get: function () { return prepare[k]; } + }); +}); +Object.keys(spritesheet).forEach(function (k) { + if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { + enumerable: true, + get: function () { return spritesheet[k]; } + }); +}); +Object.keys(spriteTiling).forEach(function (k) { + if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { + enumerable: true, + get: function () { return spriteTiling[k]; } + }); +}); +Object.keys(textBitmap).forEach(function (k) { + if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { + enumerable: true, + get: function () { return textBitmap[k]; } + }); +}); +Object.keys(ticker).forEach(function (k) { + if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { + enumerable: true, + get: function () { return ticker[k]; } + }); +}); +Object.keys(app).forEach(function (k) { + if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { + enumerable: true, + get: function () { return app[k]; } + }); +}); +Object.keys(constants).forEach(function (k) { + if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { + enumerable: true, + get: function () { return constants[k]; } + }); +}); +Object.keys(display).forEach(function (k) { + if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { + enumerable: true, + get: function () { return display[k]; } + }); +}); +Object.keys(graphics).forEach(function (k) { + if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { + enumerable: true, + get: function () { return graphics[k]; } + }); +}); +Object.keys(math).forEach(function (k) { + if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { + enumerable: true, + get: function () { return math[k]; } + }); +}); +Object.keys(mesh).forEach(function (k) { + if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { + enumerable: true, + get: function () { return mesh[k]; } + }); +}); +Object.keys(meshExtras).forEach(function (k) { + if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { + enumerable: true, + get: function () { return meshExtras[k]; } + }); +}); +Object.keys(runner).forEach(function (k) { + if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { + enumerable: true, + get: function () { return runner[k]; } + }); +}); +Object.keys(sprite).forEach(function (k) { + if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { + enumerable: true, + get: function () { return sprite[k]; } + }); +}); +Object.keys(spriteAnimated).forEach(function (k) { + if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { + enumerable: true, + get: function () { return spriteAnimated[k]; } + }); +}); +Object.keys(text).forEach(function (k) { + if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { + enumerable: true, + get: function () { return text[k]; } + }); +}); +Object.keys(settings).forEach(function (k) { + if (k !== 'default' && !exports.hasOwnProperty(k)) Object.defineProperty(exports, k, { + enumerable: true, + get: function () { return settings[k]; } + }); +}); -},{"@pixi/core":27,"@pixi/math":39,"@pixi/settings":20,"@pixi/sprite":49,"@pixi/utils":22}],53:[function(require,module,exports){ -arguments[4][13][0].apply(exports,arguments) -},{"@pixi/extensions":15,"@pixi/settings":20,"dup":13}],54:[function(require,module,exports){ +},{"@pixi/accessibility":3,"@pixi/app":4,"@pixi/compressed-textures":5,"@pixi/constants":6,"@pixi/core":7,"@pixi/display":8,"@pixi/extract":10,"@pixi/filter-alpha":11,"@pixi/filter-blur":12,"@pixi/filter-color-matrix":13,"@pixi/filter-displacement":14,"@pixi/filter-fxaa":15,"@pixi/filter-noise":16,"@pixi/graphics":17,"@pixi/interaction":18,"@pixi/loaders":19,"@pixi/math":20,"@pixi/mesh":22,"@pixi/mesh-extras":21,"@pixi/mixin-cache-as-bitmap":23,"@pixi/mixin-get-child-by-name":24,"@pixi/mixin-get-global-position":25,"@pixi/particle-container":26,"@pixi/polyfill":27,"@pixi/prepare":28,"@pixi/runner":29,"@pixi/settings":30,"@pixi/sprite":33,"@pixi/sprite-animated":31,"@pixi/sprite-tiling":32,"@pixi/spritesheet":34,"@pixi/text":36,"@pixi/text-bitmap":35,"@pixi/ticker":37,"@pixi/utils":38}],43:[function(require,module,exports){ // shim for using process in browser var process = module.exports = {}; @@ -52310,7 +43652,7 @@ process.chdir = function (dir) { }; process.umask = function() { return 0; }; -},{}],55:[function(require,module,exports){ +},{}],44:[function(require,module,exports){ (function (setImmediate){(function (){ 'use strict'; @@ -52638,7 +43980,7 @@ Promise._unhandledRejectionFn = function _unhandledRejectionFn(err) { module.exports = Promise; }).call(this)}).call(this,require("timers").setImmediate) -},{"timers":60}],56:[function(require,module,exports){ +},{"timers":49}],45:[function(require,module,exports){ (function (global){(function (){ /*! https://mths.be/punycode v1.4.1 by @mathias */ ;(function(root) { @@ -53175,7 +44517,7 @@ module.exports = Promise; }(this)); }).call(this)}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {}) -},{}],57:[function(require,module,exports){ +},{}],46:[function(require,module,exports){ // Copyright Joyent, Inc. and other Node contributors. // // Permission is hereby granted, free of charge, to any person obtaining a @@ -53261,7 +44603,7 @@ var isArray = Array.isArray || function (xs) { return Object.prototype.toString.call(xs) === '[object Array]'; }; -},{}],58:[function(require,module,exports){ +},{}],47:[function(require,module,exports){ // Copyright Joyent, Inc. and other Node contributors. // // Permission is hereby granted, free of charge, to any person obtaining a @@ -53348,13 +44690,13 @@ var objectKeys = Object.keys || function (obj) { return res; }; -},{}],59:[function(require,module,exports){ +},{}],48:[function(require,module,exports){ 'use strict'; exports.decode = exports.parse = require('./decode'); exports.encode = exports.stringify = require('./encode'); -},{"./decode":57,"./encode":58}],60:[function(require,module,exports){ +},{"./decode":46,"./encode":47}],49:[function(require,module,exports){ (function (setImmediate,clearImmediate){(function (){ var nextTick = require('process/browser.js').nextTick; var apply = Function.prototype.apply; @@ -53433,7 +44775,7 @@ exports.clearImmediate = typeof clearImmediate === "function" ? clearImmediate : delete immediateIds[id]; }; }).call(this)}).call(this,require("timers").setImmediate,require("timers").clearImmediate) -},{"process/browser.js":54,"timers":60}],61:[function(require,module,exports){ +},{"process/browser.js":43,"timers":49}],50:[function(require,module,exports){ // Copyright Joyent, Inc. and other Node contributors. // // Permission is hereby granted, free of charge, to any person obtaining a @@ -54167,7 +45509,7 @@ Url.prototype.parseHost = function() { if (host) this.hostname = host; }; -},{"./util":62,"punycode":56,"querystring":59}],62:[function(require,module,exports){ +},{"./util":51,"punycode":45,"querystring":48}],51:[function(require,module,exports){ 'use strict'; module.exports = { diff --git a/docs/builds/rollup/index.js b/docs/builds/rollup/index.js index 28012a9e..53e5881f 100644 --- a/docs/builds/rollup/index.js +++ b/docs/builds/rollup/index.js @@ -329,7 +329,7 @@ */ /* eslint-disable no-unused-vars */ var getOwnPropertySymbols = Object.getOwnPropertySymbols; - var hasOwnProperty$2 = Object.prototype.hasOwnProperty; + var hasOwnProperty$1 = Object.prototype.hasOwnProperty; var propIsEnumerable = Object.prototype.propertyIsEnumerable; function toObject(val) { @@ -393,7 +393,7 @@ from = Object(arguments[s]); for (var key in from) { - if (hasOwnProperty$2.call(from, key)) { + if (hasOwnProperty$1.call(from, key)) { to[key] = from[key]; } } @@ -412,8 +412,8 @@ }; /*! - * @pixi/polyfill - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/polyfill - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * * @pixi/polyfill is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -536,15 +536,8 @@ } /*! - * @pixi/settings - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/settings is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/constants - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * * @pixi/constants is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -560,12 +553,12 @@ * @property {number} WEBGL - Version 1 of WebGL * @property {number} WEBGL2 - Version 2 of WebGL */ - var ENV$9; + var ENV; (function (ENV) { ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; ENV[ENV["WEBGL"] = 1] = "WEBGL"; ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$9 || (ENV$9 = {})); + })(ENV || (ENV = {})); /** * Constant to identify the Renderer Type. * @static @@ -576,12 +569,12 @@ * @property {number} WEBGL - WebGL render type. * @property {number} CANVAS - Canvas render type. */ - var RENDERER_TYPE$9; + var RENDERER_TYPE; (function (RENDERER_TYPE) { RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$9 || (RENDERER_TYPE$9 = {})); + })(RENDERER_TYPE || (RENDERER_TYPE = {})); /** * Bitwise OR of masks that indicate the buffers to be cleared. * @static @@ -592,12 +585,12 @@ * @property {number} DEPTH - Indicates the depth buffer. * @property {number} STENCIL - Indicates the stencil buffer. */ - var BUFFER_BITS$9; + var BUFFER_BITS; (function (BUFFER_BITS) { BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$9 || (BUFFER_BITS$9 = {})); + })(BUFFER_BITS || (BUFFER_BITS = {})); /** * Various blend modes supported by PIXI. * @@ -639,7 +632,7 @@ * @property {number} ERASE - * @property {number} XOR - */ - var BLEND_MODES$9; + var BLEND_MODES; (function (BLEND_MODES) { BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; @@ -673,7 +666,7 @@ BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$9 || (BLEND_MODES$9 = {})); + })(BLEND_MODES || (BLEND_MODES = {})); /** * Various webgl draw modes. These can be used to specify which GL drawMode to use * under certain situations and renderers. @@ -689,7 +682,7 @@ * @property {number} TRIANGLE_STRIP - * @property {number} TRIANGLE_FAN - */ - var DRAW_MODES$9; + var DRAW_MODES; (function (DRAW_MODES) { DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; @@ -698,7 +691,7 @@ DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$9 || (DRAW_MODES$9 = {})); + })(DRAW_MODES || (DRAW_MODES = {})); /** * Various GL texture/resources formats. * @memberof PIXI @@ -719,7 +712,7 @@ * @property {number} [DEPTH_COMPONENT=6402] - * @property {number} [DEPTH_STENCIL=34041] - */ - var FORMATS$9; + var FORMATS; (function (FORMATS) { FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; FORMATS[FORMATS["RGB"] = 6407] = "RGB"; @@ -734,7 +727,7 @@ FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$9 || (FORMATS$9 = {})); + })(FORMATS || (FORMATS = {})); /** * Various GL target types. * @memberof PIXI @@ -751,7 +744,7 @@ * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - */ - var TARGETS$9; + var TARGETS; (function (TARGETS) { TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; @@ -762,7 +755,7 @@ TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$9 || (TARGETS$9 = {})); + })(TARGETS || (TARGETS = {})); /** * Various GL data format types. * @memberof PIXI @@ -786,7 +779,7 @@ * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - * @property {number} [HALF_FLOAT=36193] - */ - var TYPES$9; + var TYPES; (function (TYPES) { TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; @@ -804,7 +797,7 @@ TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$9 || (TYPES$9 = {})); + })(TYPES || (TYPES = {})); /** * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. * WebGL1 works only with FLOAT. @@ -816,12 +809,12 @@ * @property {number} [INT=1] - * @property {number} [UINT=2] - */ - var SAMPLER_TYPES$9; + var SAMPLER_TYPES; (function (SAMPLER_TYPES) { SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$9 || (SAMPLER_TYPES$9 = {})); + })(SAMPLER_TYPES || (SAMPLER_TYPES = {})); /** * The scale modes that are supported by pixi. * @@ -834,11 +827,11 @@ * @property {number} LINEAR Smooth scaling * @property {number} NEAREST Pixelating scaling */ - var SCALE_MODES$9; + var SCALE_MODES; (function (SCALE_MODES) { SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$9 || (SCALE_MODES$9 = {})); + })(SCALE_MODES || (SCALE_MODES = {})); /** * The wrap modes that are supported by pixi. * @@ -856,12 +849,12 @@ * @property {number} REPEAT - The texture uvs tile and repeat * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring */ - var WRAP_MODES$9; + var WRAP_MODES; (function (WRAP_MODES) { WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$9 || (WRAP_MODES$9 = {})); + })(WRAP_MODES || (WRAP_MODES = {})); /** * Mipmap filtering modes that are supported by pixi. * @@ -881,13 +874,13 @@ * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource * that supports buffering each level-of-detail. */ - var MIPMAP_MODES$9; + var MIPMAP_MODES; (function (MIPMAP_MODES) { MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$9 || (MIPMAP_MODES$9 = {})); + })(MIPMAP_MODES || (MIPMAP_MODES = {})); /** * How to treat textures with premultiplied alpha * @name ALPHA_MODES @@ -904,7 +897,7 @@ * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. */ - var ALPHA_MODES$9; + var ALPHA_MODES; (function (ALPHA_MODES) { ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; @@ -913,7 +906,7 @@ ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$9 || (ALPHA_MODES$9 = {})); + })(ALPHA_MODES || (ALPHA_MODES = {})); /** * Configure whether filter textures are cleared after binding. * @@ -930,7 +923,7 @@ * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions * @property {number} AUTO - Alias for BLIT */ - var CLEAR_MODES$9; + var CLEAR_MODES; (function (CLEAR_MODES) { CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; @@ -938,7 +931,7 @@ CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$9 || (CLEAR_MODES$9 = {})); + })(CLEAR_MODES || (CLEAR_MODES = {})); /** * The gc modes that are supported by pixi. * @@ -957,11 +950,11 @@ * @property {number} AUTO - Garbage collection will happen periodically automatically * @property {number} MANUAL - Garbage collection will need to be called manually */ - var GC_MODES$9; + var GC_MODES; (function (GC_MODES) { GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$9 || (GC_MODES$9 = {})); + })(GC_MODES || (GC_MODES = {})); /** * Constants that specify float precision in shaders. * @name PRECISION @@ -973,12 +966,12 @@ * @property {string} [MEDIUM='mediump'] - * @property {string} [HIGH='highp'] - */ - var PRECISION$9; + var PRECISION; (function (PRECISION) { PRECISION["LOW"] = "lowp"; PRECISION["MEDIUM"] = "mediump"; PRECISION["HIGH"] = "highp"; - })(PRECISION$9 || (PRECISION$9 = {})); + })(PRECISION || (PRECISION = {})); /** * Constants for mask implementations. * We use `type` suffix because it leads to very different behaviours @@ -992,14 +985,14 @@ * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture * @property {number} COLOR - Color mask (RGBA) */ - var MASK_TYPES$9; + var MASK_TYPES; (function (MASK_TYPES) { MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$9 || (MASK_TYPES$9 = {})); + })(MASK_TYPES || (MASK_TYPES = {})); /** * Bitwise OR of masks that indicate the color channels that are rendered to. * @static @@ -1011,13 +1004,13 @@ * @property {number} BLUE - Blue channel. * @property {number} ALPHA - Alpha channel. */ - var COLOR_MASK_BITS$9; + var COLOR_MASK_BITS; (function (COLOR_MASK_BITS) { COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$9 || (COLOR_MASK_BITS$9 = {})); + })(COLOR_MASK_BITS || (COLOR_MASK_BITS = {})); /** * Constants for multi-sampling antialiasing. * @see PIXI.Framebuffer#multisample @@ -1030,13 +1023,13 @@ * @property {number} MEDIUM - Try 4 samples * @property {number} HIGH - Try 8 samples */ - var MSAA_QUALITY$9; + var MSAA_QUALITY; (function (MSAA_QUALITY) { MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$9 || (MSAA_QUALITY$9 = {})); + })(MSAA_QUALITY || (MSAA_QUALITY = {})); /** * Constants for various buffer types in Pixi * @see PIXI.BUFFER_TYPE @@ -1048,15 +1041,23 @@ * @property {number} ARRAY_BUFFER - buffer type for using attribute data * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects */ - var BUFFER_TYPE$9; + var BUFFER_TYPE; (function (BUFFER_TYPE) { BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; // NOT YET SUPPORTED BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$9 || (BUFFER_TYPE$9 = {})); + })(BUFFER_TYPE || (BUFFER_TYPE = {})); + + /*! + * @pixi/settings - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/settings is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ - var BrowserAdapter$1 = { + var BrowserAdapter = { /** * Creates a canvas element of the given size. * This canvas is created using the browser's native canvas element. @@ -1071,36 +1072,36 @@ }, getWebGLRenderingContext: function () { return WebGLRenderingContext; }, getNavigator: function () { return navigator; }, - getBaseUrl: function () { var _a; return (_a = document.baseURI) !== null && _a !== void 0 ? _a : window.location.href; }, + getBaseUrl: function () { var _a; return ((_a = document.baseURI) !== null && _a !== void 0 ? _a : window.location.href); }, fetch: function (url, options) { return fetch(url, options); }, }; - var appleIphone$1 = /iPhone/i; - var appleIpod$1 = /iPod/i; - var appleTablet$1 = /iPad/i; - var appleUniversal$1 = /\biOS-universal(?:.+)Mac\b/i; - var androidPhone$1 = /\bAndroid(?:.+)Mobile\b/i; - var androidTablet$1 = /Android/i; - var amazonPhone$1 = /(?:SD4930UR|\bSilk(?:.+)Mobile\b)/i; - var amazonTablet$1 = /Silk/i; - var windowsPhone$1 = /Windows Phone/i; - var windowsTablet$1 = /\bWindows(?:.+)ARM\b/i; - var otherBlackBerry$1 = /BlackBerry/i; - var otherBlackBerry10$1 = /BB10/i; - var otherOpera$1 = /Opera Mini/i; - var otherChrome$1 = /\b(CriOS|Chrome)(?:.+)Mobile/i; - var otherFirefox$1 = /Mobile(?:.+)Firefox\b/i; - var isAppleTabletOnIos13$1 = function (navigator) { + var appleIphone = /iPhone/i; + var appleIpod = /iPod/i; + var appleTablet = /iPad/i; + var appleUniversal = /\biOS-universal(?:.+)Mac\b/i; + var androidPhone = /\bAndroid(?:.+)Mobile\b/i; + var androidTablet = /Android/i; + var amazonPhone = /(?:SD4930UR|\bSilk(?:.+)Mobile\b)/i; + var amazonTablet = /Silk/i; + var windowsPhone = /Windows Phone/i; + var windowsTablet = /\bWindows(?:.+)ARM\b/i; + var otherBlackBerry = /BlackBerry/i; + var otherBlackBerry10 = /BB10/i; + var otherOpera = /Opera Mini/i; + var otherChrome = /\b(CriOS|Chrome)(?:.+)Mobile/i; + var otherFirefox = /Mobile(?:.+)Firefox\b/i; + var isAppleTabletOnIos13 = function (navigator) { return (typeof navigator !== 'undefined' && navigator.platform === 'MacIntel' && typeof navigator.maxTouchPoints === 'number' && navigator.maxTouchPoints > 1 && typeof MSStream === 'undefined'); }; - function createMatch$1(userAgent) { + function createMatch(userAgent) { return function (regex) { return regex.test(userAgent); }; } - function isMobile$1$1(param) { + function isMobile$1(param) { var nav = { userAgent: '', platform: '', @@ -1132,57 +1133,57 @@ if (typeof tmp[1] !== 'undefined') { userAgent = tmp[0]; } - var match = createMatch$1(userAgent); + var match = createMatch(userAgent); var result = { apple: { - phone: match(appleIphone$1) && !match(windowsPhone$1), - ipod: match(appleIpod$1), - tablet: !match(appleIphone$1) && - (match(appleTablet$1) || isAppleTabletOnIos13$1(nav)) && - !match(windowsPhone$1), - universal: match(appleUniversal$1), - device: (match(appleIphone$1) || - match(appleIpod$1) || - match(appleTablet$1) || - match(appleUniversal$1) || - isAppleTabletOnIos13$1(nav)) && - !match(windowsPhone$1) + phone: match(appleIphone) && !match(windowsPhone), + ipod: match(appleIpod), + tablet: !match(appleIphone) && + (match(appleTablet) || isAppleTabletOnIos13(nav)) && + !match(windowsPhone), + universal: match(appleUniversal), + device: (match(appleIphone) || + match(appleIpod) || + match(appleTablet) || + match(appleUniversal) || + isAppleTabletOnIos13(nav)) && + !match(windowsPhone) }, amazon: { - phone: match(amazonPhone$1), - tablet: !match(amazonPhone$1) && match(amazonTablet$1), - device: match(amazonPhone$1) || match(amazonTablet$1) + phone: match(amazonPhone), + tablet: !match(amazonPhone) && match(amazonTablet), + device: match(amazonPhone) || match(amazonTablet) }, android: { - phone: (!match(windowsPhone$1) && match(amazonPhone$1)) || - (!match(windowsPhone$1) && match(androidPhone$1)), - tablet: !match(windowsPhone$1) && - !match(amazonPhone$1) && - !match(androidPhone$1) && - (match(amazonTablet$1) || match(androidTablet$1)), - device: (!match(windowsPhone$1) && - (match(amazonPhone$1) || - match(amazonTablet$1) || - match(androidPhone$1) || - match(androidTablet$1))) || + phone: (!match(windowsPhone) && match(amazonPhone)) || + (!match(windowsPhone) && match(androidPhone)), + tablet: !match(windowsPhone) && + !match(amazonPhone) && + !match(androidPhone) && + (match(amazonTablet) || match(androidTablet)), + device: (!match(windowsPhone) && + (match(amazonPhone) || + match(amazonTablet) || + match(androidPhone) || + match(androidTablet))) || match(/\bokhttp\b/i) }, windows: { - phone: match(windowsPhone$1), - tablet: match(windowsTablet$1), - device: match(windowsPhone$1) || match(windowsTablet$1) + phone: match(windowsPhone), + tablet: match(windowsTablet), + device: match(windowsPhone) || match(windowsTablet) }, other: { - blackberry: match(otherBlackBerry$1), - blackberry10: match(otherBlackBerry10$1), - opera: match(otherOpera$1), - firefox: match(otherFirefox$1), - chrome: match(otherChrome$1), - device: match(otherBlackBerry$1) || - match(otherBlackBerry10$1) || - match(otherOpera$1) || - match(otherFirefox$1) || - match(otherChrome$1) + blackberry: match(otherBlackBerry), + blackberry10: match(otherBlackBerry10), + opera: match(otherOpera), + firefox: match(otherFirefox), + chrome: match(otherChrome), + device: match(otherBlackBerry) || + match(otherBlackBerry10) || + match(otherOpera) || + match(otherFirefox) || + match(otherChrome) }, any: false, phone: false, @@ -1200,7 +1201,7 @@ return result; } - var isMobile$2 = isMobile$1$1(globalThis.navigator); + var isMobile = isMobile$1(globalThis.navigator); /** * Uploading the same buffer multiple times in a single frame can cause performance issues. @@ -1209,8 +1210,8 @@ * @private * @returns {boolean} `true` if the same buffer may be uploaded more than once. */ - function canUploadSameBuffer$1() { - return !isMobile$2.apple.device; + function canUploadSameBuffer() { + return !isMobile.apple.device; } /** @@ -1225,10 +1226,10 @@ * @param {number} max * @returns {number} The maximum recommended texture units to use. */ - function maxRecommendedTextures$1(max) { + function maxRecommendedTextures(max) { var allowMax = true; - if (isMobile$2.tablet || isMobile$2.phone) { - if (isMobile$2.apple.device) { + if (isMobile.tablet || isMobile.phone) { + if (isMobile.apple.device) { var match = (navigator.userAgent).match(/OS (\d+)_(\d+)?/); if (match) { var majorVersion = parseInt(match[1], 10); @@ -1238,7 +1239,7 @@ } } } - if (isMobile$2.android.device) { + if (isMobile.android.device) { var match = (navigator.userAgent).match(/Android\s([0-9.]*)/); if (match) { var majorVersion = parseInt(match[1], 10); @@ -1264,7 +1265,7 @@ * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST; * @namespace PIXI.settings */ - var settings$1 = { + var settings = { /** * This adapter is used to call methods that are platform dependent. * For example `document.createElement` only runs on the web but fails in node environments. @@ -1277,7 +1278,7 @@ * @type {PIXI.IAdapter} * @default PIXI.BrowserAdapter */ - ADAPTER: BrowserAdapter$1, + ADAPTER: BrowserAdapter, /** * If set to true WebGL will attempt make textures mimpaped by default. * Mipmapping will only succeed if the base texture uploaded has power of two dimensions. @@ -1287,7 +1288,7 @@ * @type {PIXI.MIPMAP_MODES} * @default PIXI.MIPMAP_MODES.POW2 */ - MIPMAP_TEXTURES: MIPMAP_MODES$9.POW2, + MIPMAP_TEXTURES: MIPMAP_MODES.POW2, /** * Default anisotropic filtering level of textures. * Usually from 0 to 16 @@ -1324,7 +1325,7 @@ * @type {PIXI.MSAA_QUALITY} * @default PIXI.MSAA_QUALITY.NONE */ - FILTER_MULTISAMPLE: MSAA_QUALITY$9.NONE, + FILTER_MULTISAMPLE: MSAA_QUALITY.NONE, /** * The maximum textures that this device supports. * @static @@ -1333,7 +1334,7 @@ * @type {number} * @default 32 */ - SPRITE_MAX_TEXTURES: maxRecommendedTextures$1(32), + SPRITE_MAX_TEXTURES: maxRecommendedTextures(32), // TODO: maybe change to SPRITE.BATCH_SIZE: 2000 // TODO: maybe add PARTICLE.BATCH_SIZE: 15000 /** @@ -1387,7 +1388,7 @@ * @type {PIXI.GC_MODES} * @default PIXI.GC_MODES.AUTO */ - GC_MODE: GC_MODES$9.AUTO, + GC_MODE: GC_MODES.AUTO, /** * Default Garbage Collection max idle. * @static @@ -1414,7 +1415,7 @@ * @type {PIXI.WRAP_MODES} * @default PIXI.WRAP_MODES.CLAMP */ - WRAP_MODE: WRAP_MODES$9.CLAMP, + WRAP_MODE: WRAP_MODES.CLAMP, /** * Default scale mode for textures. * @static @@ -1423,7 +1424,7 @@ * @type {PIXI.SCALE_MODES} * @default PIXI.SCALE_MODES.LINEAR */ - SCALE_MODE: SCALE_MODES$9.LINEAR, + SCALE_MODE: SCALE_MODES.LINEAR, /** * Default specify float precision in vertex shader. * @static @@ -1432,7 +1433,7 @@ * @type {PIXI.PRECISION} * @default PIXI.PRECISION.HIGH */ - PRECISION_VERTEX: PRECISION$9.HIGH, + PRECISION_VERTEX: PRECISION.HIGH, /** * Default specify float precision in fragment shader. * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742 @@ -1442,7 +1443,7 @@ * @type {PIXI.PRECISION} * @default PIXI.PRECISION.MEDIUM */ - PRECISION_FRAGMENT: isMobile$2.apple.device ? PRECISION$9.HIGH : PRECISION$9.MEDIUM, + PRECISION_FRAGMENT: isMobile.apple.device ? PRECISION.HIGH : PRECISION.MEDIUM, /** * Can we upload the same buffer in a single frame? * @static @@ -1450,7 +1451,7 @@ * @memberof PIXI.settings * @type {boolean} */ - CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer$1(), + CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(), /** * Enables bitmap creation before image load. This feature is experimental. * @static @@ -2547,7 +2548,7 @@ * item. * @returns {Array} A new array of values returned by the callback function. */ - function map$4(array, fn) { + function map$3(array, fn) { var length = array.length; var result = []; while (length--) { @@ -2578,7 +2579,7 @@ // Avoid `split(regex)` for IE8 compatibility. See #17. string = string.replace(regexSeparators, '\x2E'); var labels = string.split('.'); - var encoded = map$4(labels, fn).join('.'); + var encoded = map$3(labels, fn).join('.'); return result + encoded; } @@ -2660,7 +2661,7 @@ * @param {String} input The string of Unicode symbols. * @returns {String} The resulting Punycode string of ASCII-only symbols. */ - function encode$1(input) { + function encode(input) { var n, delta, handledCPCount, @@ -2781,7 +2782,7 @@ function toASCII(input) { return mapDomain(input, function(string) { return regexNonASCII.test(string) ? - 'xn--' + encode$1(string) : + 'xn--' + encode(string) : string; }); } @@ -2794,7 +2795,7 @@ var revLookup = []; var Arr = typeof Uint8Array !== 'undefined' ? Uint8Array : Array; var inited = false; - function init$5 () { + function init$1 () { inited = true; var code = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'; for (var i = 0, len = code.length; i < len; ++i) { @@ -2808,7 +2809,7 @@ function toByteArray (b64) { if (!inited) { - init$5(); + init$1(); } var i, j, l, tmp, placeHolders, arr; var len = b64.length; @@ -2867,7 +2868,7 @@ function fromByteArray (uint8) { if (!inited) { - init$5(); + init$1(); } var tmp; var len = uint8.length; @@ -3017,7 +3018,7 @@ * We detect these buggy browsers and set `Buffer.TYPED_ARRAY_SUPPORT` to `false` so they * get the Object implementation, which is slower but behaves correctly. */ - Buffer$2.TYPED_ARRAY_SUPPORT = global$1.TYPED_ARRAY_SUPPORT !== undefined + Buffer$1.TYPED_ARRAY_SUPPORT = global$1.TYPED_ARRAY_SUPPORT !== undefined ? global$1.TYPED_ARRAY_SUPPORT : true; @@ -3027,7 +3028,7 @@ kMaxLength(); function kMaxLength () { - return Buffer$2.TYPED_ARRAY_SUPPORT + return Buffer$1.TYPED_ARRAY_SUPPORT ? 0x7fffffff : 0x3fffffff } @@ -3036,14 +3037,14 @@ if (kMaxLength() < length) { throw new RangeError('Invalid typed array length') } - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { // Return an augmented `Uint8Array` instance, for best performance that = new Uint8Array(length); - that.__proto__ = Buffer$2.prototype; + that.__proto__ = Buffer$1.prototype; } else { // Fallback: Return an object instance of the Buffer class if (that === null) { - that = new Buffer$2(length); + that = new Buffer$1(length); } that.length = length; } @@ -3061,9 +3062,9 @@ * The `Uint8Array` prototype remains unmodified. */ - function Buffer$2 (arg, encodingOrOffset, length) { - if (!Buffer$2.TYPED_ARRAY_SUPPORT && !(this instanceof Buffer$2)) { - return new Buffer$2(arg, encodingOrOffset, length) + function Buffer$1 (arg, encodingOrOffset, length) { + if (!Buffer$1.TYPED_ARRAY_SUPPORT && !(this instanceof Buffer$1)) { + return new Buffer$1(arg, encodingOrOffset, length) } // Common case. @@ -3078,11 +3079,11 @@ return from(this, arg, encodingOrOffset, length) } - Buffer$2.poolSize = 8192; // not used by this implementation + Buffer$1.poolSize = 8192; // not used by this implementation // TODO: Legacy, not needed anymore. Remove in next major version. - Buffer$2._augment = function (arr) { - arr.__proto__ = Buffer$2.prototype; + Buffer$1._augment = function (arr) { + arr.__proto__ = Buffer$1.prototype; return arr }; @@ -3110,15 +3111,15 @@ * Buffer.from(buffer) * Buffer.from(arrayBuffer[, byteOffset[, length]]) **/ - Buffer$2.from = function (value, encodingOrOffset, length) { + Buffer$1.from = function (value, encodingOrOffset, length) { return from(null, value, encodingOrOffset, length) }; - if (Buffer$2.TYPED_ARRAY_SUPPORT) { - Buffer$2.prototype.__proto__ = Uint8Array.prototype; - Buffer$2.__proto__ = Uint8Array; + if (Buffer$1.TYPED_ARRAY_SUPPORT) { + Buffer$1.prototype.__proto__ = Uint8Array.prototype; + Buffer$1.__proto__ = Uint8Array; if (typeof Symbol !== 'undefined' && Symbol.species && - Buffer$2[Symbol.species] === Buffer$2) ; + Buffer$1[Symbol.species] === Buffer$1) ; } function assertSize (size) { @@ -3149,14 +3150,14 @@ * Creates a new filled Buffer instance. * alloc(size[, fill[, encoding]]) **/ - Buffer$2.alloc = function (size, fill, encoding) { + Buffer$1.alloc = function (size, fill, encoding) { return alloc(null, size, fill, encoding) }; function allocUnsafe (that, size) { assertSize(size); that = createBuffer(that, size < 0 ? 0 : checked(size) | 0); - if (!Buffer$2.TYPED_ARRAY_SUPPORT) { + if (!Buffer$1.TYPED_ARRAY_SUPPORT) { for (var i = 0; i < size; ++i) { that[i] = 0; } @@ -3167,13 +3168,13 @@ /** * Equivalent to Buffer(num), by default creates a non-zero-filled Buffer instance. * */ - Buffer$2.allocUnsafe = function (size) { + Buffer$1.allocUnsafe = function (size) { return allocUnsafe(null, size) }; /** * Equivalent to SlowBuffer(num), by default creates a non-zero-filled Buffer instance. */ - Buffer$2.allocUnsafeSlow = function (size) { + Buffer$1.allocUnsafeSlow = function (size) { return allocUnsafe(null, size) }; @@ -3182,7 +3183,7 @@ encoding = 'utf8'; } - if (!Buffer$2.isEncoding(encoding)) { + if (!Buffer$1.isEncoding(encoding)) { throw new TypeError('"encoding" must be a valid string encoding') } @@ -3229,10 +3230,10 @@ array = new Uint8Array(array, byteOffset, length); } - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { // Return an augmented `Uint8Array` instance, for best performance that = array; - that.__proto__ = Buffer$2.prototype; + that.__proto__ = Buffer$1.prototype; } else { // Fallback: Return an object instance of the Buffer class that = fromArrayLike(that, array); @@ -3279,12 +3280,12 @@ } return length | 0 } - Buffer$2.isBuffer = isBuffer; + Buffer$1.isBuffer = isBuffer; function internalIsBuffer (b) { return !!(b != null && b._isBuffer) } - Buffer$2.compare = function compare (a, b) { + Buffer$1.compare = function compare (a, b) { if (!internalIsBuffer(a) || !internalIsBuffer(b)) { throw new TypeError('Arguments must be Buffers') } @@ -3307,7 +3308,7 @@ return 0 }; - Buffer$2.isEncoding = function isEncoding (encoding) { + Buffer$1.isEncoding = function isEncoding (encoding) { switch (String(encoding).toLowerCase()) { case 'hex': case 'utf8': @@ -3326,13 +3327,13 @@ } }; - Buffer$2.concat = function concat (list, length) { + Buffer$1.concat = function concat (list, length) { if (!isArray$1(list)) { throw new TypeError('"list" argument must be an Array of Buffers') } if (list.length === 0) { - return Buffer$2.alloc(0) + return Buffer$1.alloc(0) } var i; @@ -3343,7 +3344,7 @@ } } - var buffer = Buffer$2.allocUnsafe(length); + var buffer = Buffer$1.allocUnsafe(length); var pos = 0; for (i = 0; i < list.length; ++i) { var buf = list[i]; @@ -3399,7 +3400,7 @@ } } } - Buffer$2.byteLength = byteLength; + Buffer$1.byteLength = byteLength; function slowToString (encoding, start, end) { var loweredCase = false; @@ -3473,7 +3474,7 @@ // The property is used by `Buffer.isBuffer` and `is-buffer` (in Safari 5-7) to detect // Buffer instances. - Buffer$2.prototype._isBuffer = true; + Buffer$1.prototype._isBuffer = true; function swap (b, n, m) { var i = b[n]; @@ -3481,7 +3482,7 @@ b[m] = i; } - Buffer$2.prototype.swap16 = function swap16 () { + Buffer$1.prototype.swap16 = function swap16 () { var len = this.length; if (len % 2 !== 0) { throw new RangeError('Buffer size must be a multiple of 16-bits') @@ -3492,7 +3493,7 @@ return this }; - Buffer$2.prototype.swap32 = function swap32 () { + Buffer$1.prototype.swap32 = function swap32 () { var len = this.length; if (len % 4 !== 0) { throw new RangeError('Buffer size must be a multiple of 32-bits') @@ -3504,7 +3505,7 @@ return this }; - Buffer$2.prototype.swap64 = function swap64 () { + Buffer$1.prototype.swap64 = function swap64 () { var len = this.length; if (len % 8 !== 0) { throw new RangeError('Buffer size must be a multiple of 64-bits') @@ -3518,20 +3519,20 @@ return this }; - Buffer$2.prototype.toString = function toString () { + Buffer$1.prototype.toString = function toString () { var length = this.length | 0; if (length === 0) return '' if (arguments.length === 0) return utf8Slice(this, 0, length) return slowToString.apply(this, arguments) }; - Buffer$2.prototype.equals = function equals (b) { + Buffer$1.prototype.equals = function equals (b) { if (!internalIsBuffer(b)) throw new TypeError('Argument must be a Buffer') if (this === b) return true - return Buffer$2.compare(this, b) === 0 + return Buffer$1.compare(this, b) === 0 }; - Buffer$2.prototype.inspect = function inspect () { + Buffer$1.prototype.inspect = function inspect () { var str = ''; var max = INSPECT_MAX_BYTES; if (this.length > 0) { @@ -3541,7 +3542,7 @@ return '' }; - Buffer$2.prototype.compare = function compare (target, start, end, thisStart, thisEnd) { + Buffer$1.prototype.compare = function compare (target, start, end, thisStart, thisEnd) { if (!internalIsBuffer(target)) { throw new TypeError('Argument must be a Buffer') } @@ -3640,7 +3641,7 @@ // Normalize val if (typeof val === 'string') { - val = Buffer$2.from(val, encoding); + val = Buffer$1.from(val, encoding); } // Finally, search either indexOf (if dir is true) or lastIndexOf @@ -3652,7 +3653,7 @@ return arrayIndexOf(buffer, val, byteOffset, encoding, dir) } else if (typeof val === 'number') { val = val & 0xFF; // Search for a byte value [0-255] - if (Buffer$2.TYPED_ARRAY_SUPPORT && + if (Buffer$1.TYPED_ARRAY_SUPPORT && typeof Uint8Array.prototype.indexOf === 'function') { if (dir) { return Uint8Array.prototype.indexOf.call(buffer, val, byteOffset) @@ -3722,15 +3723,15 @@ return -1 } - Buffer$2.prototype.includes = function includes (val, byteOffset, encoding) { + Buffer$1.prototype.includes = function includes (val, byteOffset, encoding) { return this.indexOf(val, byteOffset, encoding) !== -1 }; - Buffer$2.prototype.indexOf = function indexOf (val, byteOffset, encoding) { + Buffer$1.prototype.indexOf = function indexOf (val, byteOffset, encoding) { return bidirectionalIndexOf(this, val, byteOffset, encoding, true) }; - Buffer$2.prototype.lastIndexOf = function lastIndexOf (val, byteOffset, encoding) { + Buffer$1.prototype.lastIndexOf = function lastIndexOf (val, byteOffset, encoding) { return bidirectionalIndexOf(this, val, byteOffset, encoding, false) }; @@ -3781,7 +3782,7 @@ return blitBuffer(utf16leToBytes(string, buf.length - offset), buf, offset, length) } - Buffer$2.prototype.write = function write (string, offset, length, encoding) { + Buffer$1.prototype.write = function write (string, offset, length, encoding) { // Buffer#write(string) if (offset === undefined) { encoding = 'utf8'; @@ -3853,7 +3854,7 @@ } }; - Buffer$2.prototype.toJSON = function toJSON () { + Buffer$1.prototype.toJSON = function toJSON () { return { type: 'Buffer', data: Array.prototype.slice.call(this._arr || this, 0) @@ -4006,7 +4007,7 @@ return res } - Buffer$2.prototype.slice = function slice (start, end) { + Buffer$1.prototype.slice = function slice (start, end) { var len = this.length; start = ~~start; end = end === undefined ? len : ~~end; @@ -4028,12 +4029,12 @@ if (end < start) end = start; var newBuf; - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { newBuf = this.subarray(start, end); - newBuf.__proto__ = Buffer$2.prototype; + newBuf.__proto__ = Buffer$1.prototype; } else { var sliceLen = end - start; - newBuf = new Buffer$2(sliceLen, undefined); + newBuf = new Buffer$1(sliceLen, undefined); for (var i = 0; i < sliceLen; ++i) { newBuf[i] = this[i + start]; } @@ -4050,7 +4051,7 @@ if (offset + ext > length) throw new RangeError('Trying to access beyond buffer length') } - Buffer$2.prototype.readUIntLE = function readUIntLE (offset, byteLength, noAssert) { + Buffer$1.prototype.readUIntLE = function readUIntLE (offset, byteLength, noAssert) { offset = offset | 0; byteLength = byteLength | 0; if (!noAssert) checkOffset(offset, byteLength, this.length); @@ -4065,7 +4066,7 @@ return val }; - Buffer$2.prototype.readUIntBE = function readUIntBE (offset, byteLength, noAssert) { + Buffer$1.prototype.readUIntBE = function readUIntBE (offset, byteLength, noAssert) { offset = offset | 0; byteLength = byteLength | 0; if (!noAssert) { @@ -4081,22 +4082,22 @@ return val }; - Buffer$2.prototype.readUInt8 = function readUInt8 (offset, noAssert) { + Buffer$1.prototype.readUInt8 = function readUInt8 (offset, noAssert) { if (!noAssert) checkOffset(offset, 1, this.length); return this[offset] }; - Buffer$2.prototype.readUInt16LE = function readUInt16LE (offset, noAssert) { + Buffer$1.prototype.readUInt16LE = function readUInt16LE (offset, noAssert) { if (!noAssert) checkOffset(offset, 2, this.length); return this[offset] | (this[offset + 1] << 8) }; - Buffer$2.prototype.readUInt16BE = function readUInt16BE (offset, noAssert) { + Buffer$1.prototype.readUInt16BE = function readUInt16BE (offset, noAssert) { if (!noAssert) checkOffset(offset, 2, this.length); return (this[offset] << 8) | this[offset + 1] }; - Buffer$2.prototype.readUInt32LE = function readUInt32LE (offset, noAssert) { + Buffer$1.prototype.readUInt32LE = function readUInt32LE (offset, noAssert) { if (!noAssert) checkOffset(offset, 4, this.length); return ((this[offset]) | @@ -4105,7 +4106,7 @@ (this[offset + 3] * 0x1000000) }; - Buffer$2.prototype.readUInt32BE = function readUInt32BE (offset, noAssert) { + Buffer$1.prototype.readUInt32BE = function readUInt32BE (offset, noAssert) { if (!noAssert) checkOffset(offset, 4, this.length); return (this[offset] * 0x1000000) + @@ -4114,7 +4115,7 @@ this[offset + 3]) }; - Buffer$2.prototype.readIntLE = function readIntLE (offset, byteLength, noAssert) { + Buffer$1.prototype.readIntLE = function readIntLE (offset, byteLength, noAssert) { offset = offset | 0; byteLength = byteLength | 0; if (!noAssert) checkOffset(offset, byteLength, this.length); @@ -4132,7 +4133,7 @@ return val }; - Buffer$2.prototype.readIntBE = function readIntBE (offset, byteLength, noAssert) { + Buffer$1.prototype.readIntBE = function readIntBE (offset, byteLength, noAssert) { offset = offset | 0; byteLength = byteLength | 0; if (!noAssert) checkOffset(offset, byteLength, this.length); @@ -4150,25 +4151,25 @@ return val }; - Buffer$2.prototype.readInt8 = function readInt8 (offset, noAssert) { + Buffer$1.prototype.readInt8 = function readInt8 (offset, noAssert) { if (!noAssert) checkOffset(offset, 1, this.length); if (!(this[offset] & 0x80)) return (this[offset]) return ((0xff - this[offset] + 1) * -1) }; - Buffer$2.prototype.readInt16LE = function readInt16LE (offset, noAssert) { + Buffer$1.prototype.readInt16LE = function readInt16LE (offset, noAssert) { if (!noAssert) checkOffset(offset, 2, this.length); var val = this[offset] | (this[offset + 1] << 8); return (val & 0x8000) ? val | 0xFFFF0000 : val }; - Buffer$2.prototype.readInt16BE = function readInt16BE (offset, noAssert) { + Buffer$1.prototype.readInt16BE = function readInt16BE (offset, noAssert) { if (!noAssert) checkOffset(offset, 2, this.length); var val = this[offset + 1] | (this[offset] << 8); return (val & 0x8000) ? val | 0xFFFF0000 : val }; - Buffer$2.prototype.readInt32LE = function readInt32LE (offset, noAssert) { + Buffer$1.prototype.readInt32LE = function readInt32LE (offset, noAssert) { if (!noAssert) checkOffset(offset, 4, this.length); return (this[offset]) | @@ -4177,7 +4178,7 @@ (this[offset + 3] << 24) }; - Buffer$2.prototype.readInt32BE = function readInt32BE (offset, noAssert) { + Buffer$1.prototype.readInt32BE = function readInt32BE (offset, noAssert) { if (!noAssert) checkOffset(offset, 4, this.length); return (this[offset] << 24) | @@ -4186,22 +4187,22 @@ (this[offset + 3]) }; - Buffer$2.prototype.readFloatLE = function readFloatLE (offset, noAssert) { + Buffer$1.prototype.readFloatLE = function readFloatLE (offset, noAssert) { if (!noAssert) checkOffset(offset, 4, this.length); return read(this, offset, true, 23, 4) }; - Buffer$2.prototype.readFloatBE = function readFloatBE (offset, noAssert) { + Buffer$1.prototype.readFloatBE = function readFloatBE (offset, noAssert) { if (!noAssert) checkOffset(offset, 4, this.length); return read(this, offset, false, 23, 4) }; - Buffer$2.prototype.readDoubleLE = function readDoubleLE (offset, noAssert) { + Buffer$1.prototype.readDoubleLE = function readDoubleLE (offset, noAssert) { if (!noAssert) checkOffset(offset, 8, this.length); return read(this, offset, true, 52, 8) }; - Buffer$2.prototype.readDoubleBE = function readDoubleBE (offset, noAssert) { + Buffer$1.prototype.readDoubleBE = function readDoubleBE (offset, noAssert) { if (!noAssert) checkOffset(offset, 8, this.length); return read(this, offset, false, 52, 8) }; @@ -4212,7 +4213,7 @@ if (offset + ext > buf.length) throw new RangeError('Index out of range') } - Buffer$2.prototype.writeUIntLE = function writeUIntLE (value, offset, byteLength, noAssert) { + Buffer$1.prototype.writeUIntLE = function writeUIntLE (value, offset, byteLength, noAssert) { value = +value; offset = offset | 0; byteLength = byteLength | 0; @@ -4231,7 +4232,7 @@ return offset + byteLength }; - Buffer$2.prototype.writeUIntBE = function writeUIntBE (value, offset, byteLength, noAssert) { + Buffer$1.prototype.writeUIntBE = function writeUIntBE (value, offset, byteLength, noAssert) { value = +value; offset = offset | 0; byteLength = byteLength | 0; @@ -4250,11 +4251,11 @@ return offset + byteLength }; - Buffer$2.prototype.writeUInt8 = function writeUInt8 (value, offset, noAssert) { + Buffer$1.prototype.writeUInt8 = function writeUInt8 (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 1, 0xff, 0); - if (!Buffer$2.TYPED_ARRAY_SUPPORT) value = Math.floor(value); + if (!Buffer$1.TYPED_ARRAY_SUPPORT) value = Math.floor(value); this[offset] = (value & 0xff); return offset + 1 }; @@ -4267,11 +4268,11 @@ } } - Buffer$2.prototype.writeUInt16LE = function writeUInt16LE (value, offset, noAssert) { + Buffer$1.prototype.writeUInt16LE = function writeUInt16LE (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0); - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { this[offset] = (value & 0xff); this[offset + 1] = (value >>> 8); } else { @@ -4280,11 +4281,11 @@ return offset + 2 }; - Buffer$2.prototype.writeUInt16BE = function writeUInt16BE (value, offset, noAssert) { + Buffer$1.prototype.writeUInt16BE = function writeUInt16BE (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0); - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { this[offset] = (value >>> 8); this[offset + 1] = (value & 0xff); } else { @@ -4300,11 +4301,11 @@ } } - Buffer$2.prototype.writeUInt32LE = function writeUInt32LE (value, offset, noAssert) { + Buffer$1.prototype.writeUInt32LE = function writeUInt32LE (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0); - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { this[offset + 3] = (value >>> 24); this[offset + 2] = (value >>> 16); this[offset + 1] = (value >>> 8); @@ -4315,11 +4316,11 @@ return offset + 4 }; - Buffer$2.prototype.writeUInt32BE = function writeUInt32BE (value, offset, noAssert) { + Buffer$1.prototype.writeUInt32BE = function writeUInt32BE (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0); - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { this[offset] = (value >>> 24); this[offset + 1] = (value >>> 16); this[offset + 2] = (value >>> 8); @@ -4330,7 +4331,7 @@ return offset + 4 }; - Buffer$2.prototype.writeIntLE = function writeIntLE (value, offset, byteLength, noAssert) { + Buffer$1.prototype.writeIntLE = function writeIntLE (value, offset, byteLength, noAssert) { value = +value; offset = offset | 0; if (!noAssert) { @@ -4353,7 +4354,7 @@ return offset + byteLength }; - Buffer$2.prototype.writeIntBE = function writeIntBE (value, offset, byteLength, noAssert) { + Buffer$1.prototype.writeIntBE = function writeIntBE (value, offset, byteLength, noAssert) { value = +value; offset = offset | 0; if (!noAssert) { @@ -4376,21 +4377,21 @@ return offset + byteLength }; - Buffer$2.prototype.writeInt8 = function writeInt8 (value, offset, noAssert) { + Buffer$1.prototype.writeInt8 = function writeInt8 (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 1, 0x7f, -0x80); - if (!Buffer$2.TYPED_ARRAY_SUPPORT) value = Math.floor(value); + if (!Buffer$1.TYPED_ARRAY_SUPPORT) value = Math.floor(value); if (value < 0) value = 0xff + value + 1; this[offset] = (value & 0xff); return offset + 1 }; - Buffer$2.prototype.writeInt16LE = function writeInt16LE (value, offset, noAssert) { + Buffer$1.prototype.writeInt16LE = function writeInt16LE (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000); - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { this[offset] = (value & 0xff); this[offset + 1] = (value >>> 8); } else { @@ -4399,11 +4400,11 @@ return offset + 2 }; - Buffer$2.prototype.writeInt16BE = function writeInt16BE (value, offset, noAssert) { + Buffer$1.prototype.writeInt16BE = function writeInt16BE (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000); - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { this[offset] = (value >>> 8); this[offset + 1] = (value & 0xff); } else { @@ -4412,11 +4413,11 @@ return offset + 2 }; - Buffer$2.prototype.writeInt32LE = function writeInt32LE (value, offset, noAssert) { + Buffer$1.prototype.writeInt32LE = function writeInt32LE (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000); - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { this[offset] = (value & 0xff); this[offset + 1] = (value >>> 8); this[offset + 2] = (value >>> 16); @@ -4427,12 +4428,12 @@ return offset + 4 }; - Buffer$2.prototype.writeInt32BE = function writeInt32BE (value, offset, noAssert) { + Buffer$1.prototype.writeInt32BE = function writeInt32BE (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000); if (value < 0) value = 0xffffffff + value + 1; - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { this[offset] = (value >>> 24); this[offset + 1] = (value >>> 16); this[offset + 2] = (value >>> 8); @@ -4456,11 +4457,11 @@ return offset + 4 } - Buffer$2.prototype.writeFloatLE = function writeFloatLE (value, offset, noAssert) { + Buffer$1.prototype.writeFloatLE = function writeFloatLE (value, offset, noAssert) { return writeFloat(this, value, offset, true, noAssert) }; - Buffer$2.prototype.writeFloatBE = function writeFloatBE (value, offset, noAssert) { + Buffer$1.prototype.writeFloatBE = function writeFloatBE (value, offset, noAssert) { return writeFloat(this, value, offset, false, noAssert) }; @@ -4472,16 +4473,16 @@ return offset + 8 } - Buffer$2.prototype.writeDoubleLE = function writeDoubleLE (value, offset, noAssert) { + Buffer$1.prototype.writeDoubleLE = function writeDoubleLE (value, offset, noAssert) { return writeDouble(this, value, offset, true, noAssert) }; - Buffer$2.prototype.writeDoubleBE = function writeDoubleBE (value, offset, noAssert) { + Buffer$1.prototype.writeDoubleBE = function writeDoubleBE (value, offset, noAssert) { return writeDouble(this, value, offset, false, noAssert) }; // copy(targetBuffer, targetStart=0, sourceStart=0, sourceEnd=buffer.length) - Buffer$2.prototype.copy = function copy (target, targetStart, start, end) { + Buffer$1.prototype.copy = function copy (target, targetStart, start, end) { if (!start) start = 0; if (!end && end !== 0) end = this.length; if (targetStart >= target.length) targetStart = target.length; @@ -4513,7 +4514,7 @@ for (i = len - 1; i >= 0; --i) { target[i + targetStart] = this[i + start]; } - } else if (len < 1000 || !Buffer$2.TYPED_ARRAY_SUPPORT) { + } else if (len < 1000 || !Buffer$1.TYPED_ARRAY_SUPPORT) { // ascending copy from start for (i = 0; i < len; ++i) { target[i + targetStart] = this[i + start]; @@ -4533,7 +4534,7 @@ // buffer.fill(number[, offset[, end]]) // buffer.fill(buffer[, offset[, end]]) // buffer.fill(string[, offset[, end]][, encoding]) - Buffer$2.prototype.fill = function fill (val, start, end, encoding) { + Buffer$1.prototype.fill = function fill (val, start, end, encoding) { // Handle string cases: if (typeof val === 'string') { if (typeof start === 'string') { @@ -4553,7 +4554,7 @@ if (encoding !== undefined && typeof encoding !== 'string') { throw new TypeError('encoding must be a string') } - if (typeof encoding === 'string' && !Buffer$2.isEncoding(encoding)) { + if (typeof encoding === 'string' && !Buffer$1.isEncoding(encoding)) { throw new TypeError('Unknown encoding: ' + encoding) } } else if (typeof val === 'number') { @@ -4582,7 +4583,7 @@ } else { var bytes = internalIsBuffer(val) ? val - : utf8ToBytes(new Buffer$2(val, encoding).toString()); + : utf8ToBytes(new Buffer$1(val, encoding).toString()); var len = bytes.length; for (i = 0; i < end - start; ++i) { this[i + start] = bytes[i % len]; @@ -4811,13 +4812,13 @@ // If obj.hasOwnProperty has been overridden, then calling // obj.hasOwnProperty(prop) will break. // See: https://github.com/joyent/node/issues/1707 - function hasOwnProperty$1(obj, prop) { + function hasOwnProperty(obj, prop) { return Object.prototype.hasOwnProperty.call(obj, prop); } var isArray = Array.isArray || function (xs) { return Object.prototype.toString.call(xs) === '[object Array]'; }; - function stringifyPrimitive$1(v) { + function stringifyPrimitive(v) { switch (typeof v) { case 'string': return v; @@ -4841,24 +4842,24 @@ } if (typeof obj === 'object') { - return map$3(objectKeys(obj), function(k) { - var ks = encodeURIComponent(stringifyPrimitive$1(k)) + eq; + return map$2(objectKeys(obj), function(k) { + var ks = encodeURIComponent(stringifyPrimitive(k)) + eq; if (isArray(obj[k])) { - return map$3(obj[k], function(v) { - return ks + encodeURIComponent(stringifyPrimitive$1(v)); + return map$2(obj[k], function(v) { + return ks + encodeURIComponent(stringifyPrimitive(v)); }).join(sep); } else { - return ks + encodeURIComponent(stringifyPrimitive$1(obj[k])); + return ks + encodeURIComponent(stringifyPrimitive(obj[k])); } }).join(sep); } if (!name) return ''; - return encodeURIComponent(stringifyPrimitive$1(name)) + eq + - encodeURIComponent(stringifyPrimitive$1(obj)); + return encodeURIComponent(stringifyPrimitive(name)) + eq + + encodeURIComponent(stringifyPrimitive(obj)); } - function map$3 (xs, f) { + function map$2 (xs, f) { if (xs.map) return xs.map(f); var res = []; for (var i = 0; i < xs.length; i++) { @@ -4914,7 +4915,7 @@ k = decodeURIComponent(kstr); v = decodeURIComponent(vstr); - if (!hasOwnProperty$1(obj, k)) { + if (!hasOwnProperty(obj, k)) { obj[k] = v; } else if (isArray(obj[k])) { obj[k].push(v); @@ -5631,613 +5632,99 @@ } /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/utils - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/constants is licensed under the MIT License. + * @pixi/utils is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ + /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV$8; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$8 || (ENV$8 = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. + * This file contains redeclared types for Node `url` and `querystring` modules. These modules + * don't provide their own typings but instead are a part of the full Node typings. The purpose of + * this file is to redeclare the required types to avoid having the whole Node types as a + * dependency. */ - var RENDERER_TYPE$8; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$8 || (RENDERER_TYPE$8 = {})); + var url = { + parse: urlParse, + format: urlFormat, + resolve: urlResolve, + }; + /** - * Bitwise OR of masks that indicate the buffers to be cleared. + * The prefix that denotes a URL is for a retina asset. * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. + * @name RETINA_PREFIX + * @memberof PIXI.settings + * @type {RegExp} + * @default /@([0-9\.]+)x/ + * @example `@2x` */ - var BUFFER_BITS$8; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$8 || (BUFFER_BITS$8 = {})); + settings.RETINA_PREFIX = /@([0-9\.]+)x/; /** - * Various blend modes supported by PIXI. + * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function. + * If set to true, a WebGL renderer can fail to be created if the browser thinks there could be performance issues when + * using WebGL. * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES$8; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$8 || (BLEND_MODES$8 = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES$8; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$8 || (DRAW_MODES$8 = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS$8; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$8 || (FORMATS$8 = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS$8; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$8 || (TARGETS$8 = {})); - /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ - var TYPES$8; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$8 || (TYPES$8 = {})); - /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ - var SAMPLER_TYPES$8; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$8 || (SAMPLER_TYPES$8 = {})); - /** - * The scale modes that are supported by pixi. + * In PixiJS v6 this has changed from true to false by default, to allow WebGL to work in as many scenarios as possible. + * However, some users may have a poor experience, for example, if a user has a gpu or driver version blacklisted by the + * browser. * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ - var SCALE_MODES$8; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$8 || (SCALE_MODES$8 = {})); - /** - * The wrap modes that are supported by pixi. + * If your application requires high performance rendering, you may wish to set this to false. + * We recommend one of two options if you decide to set this flag to false: * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. + * 1: Use the `pixi.js-legacy` package, which includes a Canvas renderer as a fallback in case high performance WebGL is + * not supported. * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI + * 2: Call `isWebGLSupported` (which if found in the PIXI.utils package) in your code before attempting to create a PixiJS + * renderer, and show an error message to the user if the function returns false, explaining that their device & browser + * combination does not support high performance WebGL. + * This is a much better strategy than trying to create a PixiJS renderer and finding it then fails. * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring + * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT + * @memberof PIXI.settings + * @type {boolean} + * @default false */ - var WRAP_MODES$8; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$8 || (WRAP_MODES$8 = {})); + settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false; + + var saidHello = false; + var VERSION = '6.5.8'; /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI + * Logs out the version and renderer information for this running instance of PIXI. + * If you don't want to see this message you can run `PIXI.utils.skipHello()` before + * creating your renderer. Keep in mind that doing that will forever make you a jerk face. * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. + * @function sayHello + * @memberof PIXI.utils + * @param {string} type - The string renderer type to log. */ - var MIPMAP_MODES$8; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$8 || (MIPMAP_MODES$8 = {})); - /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ - var ALPHA_MODES$8; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$8 || (ALPHA_MODES$8 = {})); - /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ - var CLEAR_MODES$8; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$8 || (CLEAR_MODES$8 = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES$8; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$8 || (GC_MODES$8 = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION$8; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION$8 || (PRECISION$8 = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES$8; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$8 || (MASK_TYPES$8 = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ - var COLOR_MASK_BITS$8; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$8 || (COLOR_MASK_BITS$8 = {})); - /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ - var MSAA_QUALITY$8; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$8 || (MSAA_QUALITY$8 = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ - var BUFFER_TYPE$8; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$8 || (BUFFER_TYPE$8 = {})); - - /*! - * @pixi/utils - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/utils is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * This file contains redeclared types for Node `url` and `querystring` modules. These modules - * don't provide their own typings but instead are a part of the full Node typings. The purpose of - * this file is to redeclare the required types to avoid having the whole Node types as a - * dependency. - */ - var url = { - parse: urlParse, - format: urlFormat, - resolve: urlResolve, - }; - - /** - * The prefix that denotes a URL is for a retina asset. - * @static - * @name RETINA_PREFIX - * @memberof PIXI.settings - * @type {RegExp} - * @default /@([0-9\.]+)x/ - * @example `@2x` - */ - settings$1.RETINA_PREFIX = /@([0-9\.]+)x/; - /** - * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function. - * If set to true, a WebGL renderer can fail to be created if the browser thinks there could be performance issues when - * using WebGL. - * - * In PixiJS v6 this has changed from true to false by default, to allow WebGL to work in as many scenarios as possible. - * However, some users may have a poor experience, for example, if a user has a gpu or driver version blacklisted by the - * browser. - * - * If your application requires high performance rendering, you may wish to set this to false. - * We recommend one of two options if you decide to set this flag to false: - * - * 1: Use the `pixi.js-legacy` package, which includes a Canvas renderer as a fallback in case high performance WebGL is - * not supported. - * - * 2: Call `isWebGLSupported` (which if found in the PIXI.utils package) in your code before attempting to create a PixiJS - * renderer, and show an error message to the user if the function returns false, explaining that their device & browser - * combination does not support high performance WebGL. - * This is a much better strategy than trying to create a PixiJS renderer and finding it then fails. - * @static - * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ - settings$1.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false; - - var saidHello = false; - var VERSION = '6.5.1'; - /** - * Logs out the version and renderer information for this running instance of PIXI. - * If you don't want to see this message you can run `PIXI.utils.skipHello()` before - * creating your renderer. Keep in mind that doing that will forever make you a jerk face. - * @static - * @function sayHello - * @memberof PIXI.utils - * @param {string} type - The string renderer type to log. - */ - function sayHello(type) { - var _a; - if (saidHello) { - return; - } - if (settings$1.ADAPTER.getNavigator().userAgent.toLowerCase().indexOf('chrome') > -1) { - var args = [ - "\n %c %c %c PixiJS " + VERSION + " - \u2730 " + type + " \u2730 %c %c http://www.pixijs.com/ %c %c \u2665%c\u2665%c\u2665 \n\n", - 'background: #ff66a5; padding:5px 0;', - 'background: #ff66a5; padding:5px 0;', - 'color: #ff66a5; background: #030307; padding:5px 0;', - 'background: #ff66a5; padding:5px 0;', - 'background: #ffc3dc; padding:5px 0;', - 'background: #ff66a5; padding:5px 0;', - 'color: #ff2424; background: #fff; padding:5px 0;', - 'color: #ff2424; background: #fff; padding:5px 0;', - 'color: #ff2424; background: #fff; padding:5px 0;' ]; - (_a = globalThis.console).log.apply(_a, args); - } - else if (globalThis.console) { - globalThis.console.log("PixiJS " + VERSION + " - " + type + " - http://www.pixijs.com/"); - } - saidHello = true; - } - - var supported; + function sayHello(type) { + var _a; + if (saidHello) { + return; + } + if (settings.ADAPTER.getNavigator().userAgent.toLowerCase().indexOf('chrome') > -1) { + var args = [ + "\n %c %c %c PixiJS " + VERSION + " - \u2730 " + type + " \u2730 %c %c http://www.pixijs.com/ %c %c \u2665%c\u2665%c\u2665 \n\n", + 'background: #ff66a5; padding:5px 0;', + 'background: #ff66a5; padding:5px 0;', + 'color: #ff66a5; background: #030307; padding:5px 0;', + 'background: #ff66a5; padding:5px 0;', + 'background: #ffc3dc; padding:5px 0;', + 'background: #ff66a5; padding:5px 0;', + 'color: #ff2424; background: #fff; padding:5px 0;', + 'color: #ff2424; background: #fff; padding:5px 0;', + 'color: #ff2424; background: #fff; padding:5px 0;' ]; + (_a = globalThis.console).log.apply(_a, args); + } + else if (globalThis.console) { + globalThis.console.log("PixiJS " + VERSION + " - " + type + " - http://www.pixijs.com/"); + } + saidHello = true; + } + + var supported; /** * Helper for checking for WebGL support. * @memberof PIXI.utils @@ -6249,13 +5736,13 @@ supported = (function supported() { var contextOptions = { stencil: true, - failIfMajorPerformanceCaveat: settings$1.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT, + failIfMajorPerformanceCaveat: settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT, }; try { - if (!settings$1.ADAPTER.getWebGLRenderingContext()) { + if (!settings.ADAPTER.getWebGLRenderingContext()) { return false; } - var canvas = settings$1.ADAPTER.createCanvas(); + var canvas = settings.ADAPTER.createCanvas(); var gl = (canvas.getContext('webgl', contextOptions) || canvas.getContext('experimental-webgl', contextOptions)); var success = !!(gl && gl.getContextAttributes().stencil); @@ -6614,7 +6101,7 @@ * hex strings without prefix: "ffffff" * css colors: "black" * @example - * PIXI.utils.string2hex("#ffffff"); // returns 0xffffff + * PIXI.utils.string2hex("#ffffff"); // returns 0xffffff, which is 16777215 as an integer * @memberof PIXI.utils * @function string2hex * @param {string} string - The string color (e.g., `"#ffffff"`) @@ -6637,19 +6124,19 @@ * @private * @returns {Array} Mapped modes. */ - function mapPremultipliedBlendModes$1() { + function mapPremultipliedBlendModes() { var pm = []; var npm = []; for (var i = 0; i < 32; i++) { pm[i] = i; npm[i] = i; } - pm[BLEND_MODES$8.NORMAL_NPM] = BLEND_MODES$8.NORMAL; - pm[BLEND_MODES$8.ADD_NPM] = BLEND_MODES$8.ADD; - pm[BLEND_MODES$8.SCREEN_NPM] = BLEND_MODES$8.SCREEN; - npm[BLEND_MODES$8.NORMAL] = BLEND_MODES$8.NORMAL_NPM; - npm[BLEND_MODES$8.ADD] = BLEND_MODES$8.ADD_NPM; - npm[BLEND_MODES$8.SCREEN] = BLEND_MODES$8.SCREEN_NPM; + pm[BLEND_MODES.NORMAL_NPM] = BLEND_MODES.NORMAL; + pm[BLEND_MODES.ADD_NPM] = BLEND_MODES.ADD; + pm[BLEND_MODES.SCREEN_NPM] = BLEND_MODES.SCREEN; + npm[BLEND_MODES.NORMAL] = BLEND_MODES.NORMAL_NPM; + npm[BLEND_MODES.ADD] = BLEND_MODES.ADD_NPM; + npm[BLEND_MODES.SCREEN] = BLEND_MODES.SCREEN_NPM; var array = []; array.push(npm); array.push(pm); @@ -6661,7 +6148,7 @@ * @constant premultiplyBlendMode * @type {Array} */ - var premultiplyBlendMode = mapPremultipliedBlendModes$1(); + var premultiplyBlendMode = mapPremultipliedBlendModes(); /** * changes blendMode according to texture format * @memberof PIXI.utils @@ -6894,7 +6381,7 @@ } // A map of warning messages already fired - var warnings$1 = {}; + var warnings = {}; /** * Helper for warning developers about deprecated features & settings. * A stack track for warnings is given; useful for tracking-down where @@ -6906,10 +6393,10 @@ * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack * this is mostly to ignore internal deprecation calls. */ - function deprecation$1(version, message, ignoreDepth) { + function deprecation(version, message, ignoreDepth) { if (ignoreDepth === void 0) { ignoreDepth = 3; } // Ignore duplicat - if (warnings$1[message]) { + if (warnings[message]) { return; } /* eslint-disable no-console */ @@ -6932,7 +6419,7 @@ } } /* eslint-enable no-console */ - warnings$1[message] = true; + warnings[message] = true; } /** @@ -6972,9 +6459,9 @@ * @param {number} [resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the canvas */ function CanvasRenderTarget(width, height, resolution) { - this.canvas = settings$1.ADAPTER.createCanvas(); + this.canvas = settings.ADAPTER.createCanvas(); this.context = this.canvas.getContext('2d'); - this.resolution = resolution || settings$1.RESOLUTION; + this.resolution = resolution || settings.RESOLUTION; this.resize(width, height); } /** @@ -7041,7 +6528,9 @@ // https://gist.github.com/remy/784508 var width = canvas.width; var height = canvas.height; - var context = canvas.getContext('2d'); + var context = canvas.getContext('2d', { + willReadFrequently: true, + }); var imageData = context.getImageData(0, 0, width, height); var pixels = imageData.data; var len = pixels.length; @@ -7094,7 +6583,7 @@ }; } - var tempAnchor$2; + var tempAnchor$1; /** * Sets the `crossOrigin` property for this resource based on if the url * for this resource is cross-origin. If crossOrigin was manually set, this @@ -7113,14 +6602,14 @@ } // default is window.location loc = loc || globalThis.location; - if (!tempAnchor$2) { - tempAnchor$2 = document.createElement('a'); + if (!tempAnchor$1) { + tempAnchor$1 = document.createElement('a'); } // let the browser determine the full href for the url of this resource and then // parse with the node url lib, we can't use the properties of the anchor element // because they don't work in IE9 :( - tempAnchor$2.href = url$1; - var parsedUrl = url.parse(tempAnchor$2.href); + tempAnchor$1.href = url$1; + var parsedUrl = url.parse(tempAnchor$1.href); var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port); // if cross origin if (parsedUrl.hostname !== loc.hostname || !samePort || parsedUrl.protocol !== loc.protocol) { @@ -7139,7 +6628,7 @@ * @returns {number} resolution / device pixel ratio of an asset */ function getResolutionOfUrl(url, defaultValue) { - var resolution = settings$1.RETINA_PREFIX.exec(url); + var resolution = settings.RETINA_PREFIX.exec(url); if (resolution) { return parseFloat(resolution[1]); } @@ -7147,8 +6636,8 @@ } /*! - * @pixi/math - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/math - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * * @pixi/math is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -7159,21 +6648,21 @@ * @member {number} * @memberof PIXI */ - var PI_2$4 = Math.PI * 2; + var PI_2 = Math.PI * 2; /** * Conversion factor for converting radians to degrees. * @static * @member {number} RAD_TO_DEG * @memberof PIXI */ - var RAD_TO_DEG$3 = 180 / Math.PI; + var RAD_TO_DEG = 180 / Math.PI; /** * Conversion factor for converting degrees to radians. * @static * @member {number} * @memberof PIXI */ - var DEG_TO_RAD$3 = Math.PI / 180; + var DEG_TO_RAD = Math.PI / 180; /** * Constants that identify shapes, mainly to prevent `instanceof` calls. * @static @@ -7185,14 +6674,14 @@ * @property {number} ELIP Ellipse * @property {number} RREC Rounded Rectangle */ - var SHAPES$4; + var SHAPES; (function (SHAPES) { SHAPES[SHAPES["POLY"] = 0] = "POLY"; SHAPES[SHAPES["RECT"] = 1] = "RECT"; SHAPES[SHAPES["CIRC"] = 2] = "CIRC"; SHAPES[SHAPES["ELIP"] = 3] = "ELIP"; SHAPES[SHAPES["RREC"] = 4] = "RREC"; - })(SHAPES$4 || (SHAPES$4 = {})); + })(SHAPES || (SHAPES = {})); /** * The Point object represents a location in a two-dimensional coordinate system, where `x` represents @@ -7201,7 +6690,7 @@ * @memberof PIXI * @implements {IPoint} */ - var Point$4 = /** @class */ (function () { + var Point = /** @class */ (function () { /** * Creates a new `Point` * @param {number} [x=0] - position of the point on the x axis @@ -7270,7 +6759,7 @@ return Point; }()); - var tempPoints$6 = [new Point$4(), new Point$4(), new Point$4(), new Point$4()]; + var tempPoints$1 = [new Point(), new Point(), new Point(), new Point()]; /** * Size object, contains width and height * @memberof PIXI @@ -7283,7 +6772,7 @@ * point (x, y) and by its width and its height. * @memberof PIXI */ - var Rectangle$4 = /** @class */ (function () { + var Rectangle = /** @class */ (function () { /** * @param x - The X coordinate of the upper-left corner of the rectangle * @param y - The Y coordinate of the upper-left corner of the rectangle @@ -7299,7 +6788,7 @@ this.y = Number(y); this.width = Number(width); this.height = Number(height); - this.type = SHAPES$4.RECT; + this.type = SHAPES.RECT; } Object.defineProperty(Rectangle.prototype, "left", { /** Returns the left edge of the rectangle. */ @@ -7416,10 +6905,10 @@ if (x1 <= x0 || y1 <= y0) { return false; } - var lt = tempPoints$6[0].set(other.left, other.top); - var lb = tempPoints$6[1].set(other.left, other.bottom); - var rt = tempPoints$6[2].set(other.right, other.top); - var rb = tempPoints$6[3].set(other.right, other.bottom); + var lt = tempPoints$1[0].set(other.left, other.top); + var lb = tempPoints$1[1].set(other.left, other.bottom); + var rt = tempPoints$1[2].set(other.right, other.top); + var rb = tempPoints$1[3].set(other.right, other.bottom); if (rt.x <= lt.x || lb.y <= lt.y) { return false; } @@ -7530,6 +7019,273 @@ return Rectangle; }()); + /** + * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects. + * @memberof PIXI + */ + var Circle = /** @class */ (function () { + /** + * @param x - The X coordinate of the center of this circle + * @param y - The Y coordinate of the center of this circle + * @param radius - The radius of the circle + */ + function Circle(x, y, radius) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (radius === void 0) { radius = 0; } + this.x = x; + this.y = y; + this.radius = radius; + this.type = SHAPES.CIRC; + } + /** + * Creates a clone of this Circle instance + * @returns A copy of the Circle + */ + Circle.prototype.clone = function () { + return new Circle(this.x, this.y, this.radius); + }; + /** + * Checks whether the x and y coordinates given are contained within this circle + * @param x - The X coordinate of the point to test + * @param y - The Y coordinate of the point to test + * @returns Whether the x/y coordinates are within this Circle + */ + Circle.prototype.contains = function (x, y) { + if (this.radius <= 0) { + return false; + } + var r2 = this.radius * this.radius; + var dx = (this.x - x); + var dy = (this.y - y); + dx *= dx; + dy *= dy; + return (dx + dy <= r2); + }; + /** + * Returns the framing rectangle of the circle as a Rectangle object + * @returns The framing rectangle + */ + Circle.prototype.getBounds = function () { + return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2); + }; + Circle.prototype.toString = function () { + return "[@pixi/math:Circle x=" + this.x + " y=" + this.y + " radius=" + this.radius + "]"; + }; + return Circle; + }()); + + /** + * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects. + * @memberof PIXI + */ + var Ellipse = /** @class */ (function () { + /** + * @param x - The X coordinate of the center of this ellipse + * @param y - The Y coordinate of the center of this ellipse + * @param halfWidth - The half width of this ellipse + * @param halfHeight - The half height of this ellipse + */ + function Ellipse(x, y, halfWidth, halfHeight) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (halfWidth === void 0) { halfWidth = 0; } + if (halfHeight === void 0) { halfHeight = 0; } + this.x = x; + this.y = y; + this.width = halfWidth; + this.height = halfHeight; + this.type = SHAPES.ELIP; + } + /** + * Creates a clone of this Ellipse instance + * @returns {PIXI.Ellipse} A copy of the ellipse + */ + Ellipse.prototype.clone = function () { + return new Ellipse(this.x, this.y, this.width, this.height); + }; + /** + * Checks whether the x and y coordinates given are contained within this ellipse + * @param x - The X coordinate of the point to test + * @param y - The Y coordinate of the point to test + * @returns Whether the x/y coords are within this ellipse + */ + Ellipse.prototype.contains = function (x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; + } + // normalize the coords to an ellipse with center 0,0 + var normx = ((x - this.x) / this.width); + var normy = ((y - this.y) / this.height); + normx *= normx; + normy *= normy; + return (normx + normy <= 1); + }; + /** + * Returns the framing rectangle of the ellipse as a Rectangle object + * @returns The framing rectangle + */ + Ellipse.prototype.getBounds = function () { + return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height); + }; + Ellipse.prototype.toString = function () { + return "[@pixi/math:Ellipse x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; + }; + return Ellipse; + }()); + + /** + * A class to define a shape via user defined coordinates. + * @memberof PIXI + */ + var Polygon = /** @class */ (function () { + /** + * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points + * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or + * the arguments passed can be all the points of the polygon e.g. + * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat + * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers. + */ + function Polygon() { + var arguments$1 = arguments; + + var points = []; + for (var _i = 0; _i < arguments.length; _i++) { + points[_i] = arguments$1[_i]; + } + var flat = Array.isArray(points[0]) ? points[0] : points; + // if this is an array of points, convert it to a flat array of numbers + if (typeof flat[0] !== 'number') { + var p = []; + for (var i = 0, il = flat.length; i < il; i++) { + p.push(flat[i].x, flat[i].y); + } + flat = p; + } + this.points = flat; + this.type = SHAPES.POLY; + this.closeStroke = true; + } + /** + * Creates a clone of this polygon. + * @returns - A copy of the polygon. + */ + Polygon.prototype.clone = function () { + var points = this.points.slice(); + var polygon = new Polygon(points); + polygon.closeStroke = this.closeStroke; + return polygon; + }; + /** + * Checks whether the x and y coordinates passed to this function are contained within this polygon. + * @param x - The X coordinate of the point to test. + * @param y - The Y coordinate of the point to test. + * @returns - Whether the x/y coordinates are within this polygon. + */ + Polygon.prototype.contains = function (x, y) { + var inside = false; + // use some raycasting to test hits + // https://github.com/substack/point-in-polygon/blob/master/index.js + var length = this.points.length / 2; + for (var i = 0, j = length - 1; i < length; j = i++) { + var xi = this.points[i * 2]; + var yi = this.points[(i * 2) + 1]; + var xj = this.points[j * 2]; + var yj = this.points[(j * 2) + 1]; + var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi); + if (intersect) { + inside = !inside; + } + } + return inside; + }; + Polygon.prototype.toString = function () { + return "[@pixi/math:Polygon" + + ("closeStroke=" + this.closeStroke) + + ("points=" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + ", " + currentPoint; }, '') + "]"); + }; + return Polygon; + }()); + + /** + * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its + * top-left corner point (x, y) and by its width and its height and its radius. + * @memberof PIXI + */ + var RoundedRectangle = /** @class */ (function () { + /** + * @param x - The X coordinate of the upper-left corner of the rounded rectangle + * @param y - The Y coordinate of the upper-left corner of the rounded rectangle + * @param width - The overall width of this rounded rectangle + * @param height - The overall height of this rounded rectangle + * @param radius - Controls the radius of the rounded corners + */ + function RoundedRectangle(x, y, width, height, radius) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (width === void 0) { width = 0; } + if (height === void 0) { height = 0; } + if (radius === void 0) { radius = 20; } + this.x = x; + this.y = y; + this.width = width; + this.height = height; + this.radius = radius; + this.type = SHAPES.RREC; + } + /** + * Creates a clone of this Rounded Rectangle. + * @returns - A copy of the rounded rectangle. + */ + RoundedRectangle.prototype.clone = function () { + return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius); + }; + /** + * Checks whether the x and y coordinates given are contained within this Rounded Rectangle + * @param x - The X coordinate of the point to test. + * @param y - The Y coordinate of the point to test. + * @returns - Whether the x/y coordinates are within this Rounded Rectangle. + */ + RoundedRectangle.prototype.contains = function (x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; + } + if (x >= this.x && x <= this.x + this.width) { + if (y >= this.y && y <= this.y + this.height) { + var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2)); + if ((y >= this.y + radius && y <= this.y + this.height - radius) + || (x >= this.x + radius && x <= this.x + this.width - radius)) { + return true; + } + var dx = x - (this.x + radius); + var dy = y - (this.y + radius); + var radius2 = radius * radius; + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + dx = x - (this.x + this.width - radius); + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + dy = y - (this.y + this.height - radius); + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + dx = x - (this.x + radius); + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + } + } + return false; + }; + RoundedRectangle.prototype.toString = function () { + return "[@pixi/math:RoundedRectangle x=" + this.x + " y=" + this.y + + ("width=" + this.width + " height=" + this.height + " radius=" + this.radius + "]"); + }; + return RoundedRectangle; + }()); + /** * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents * the position on the horizontal axis and `y` represents the position on the vertical axis. @@ -7537,7 +7293,7 @@ * An `ObservablePoint` is a point that triggers a callback when the point's position is changed. * @memberof PIXI */ - var ObservablePoint$4 = /** @class */ (function () { + var ObservablePoint = /** @class */ (function () { /** * Creates a new `ObservablePoint` * @param cb - callback function triggered when `x` and/or `y` are changed @@ -7659,7 +7415,7 @@ * ``` * @memberof PIXI */ - var Matrix$4 = /** @class */ (function () { + var Matrix = /** @class */ (function () { /** * @param a - x scale * @param b - y skew @@ -7764,7 +7520,7 @@ * @returns {PIXI.Point} The new point, transformed through this matrix */ Matrix.prototype.apply = function (pos, newPos) { - newPos = (newPos || new Point$4()); + newPos = (newPos || new Point()); var x = pos.x; var y = pos.y; newPos.x = (this.a * x) + (this.c * y) + this.tx; @@ -7779,7 +7535,7 @@ * @returns {PIXI.Point} The new point, inverse-transformed through this matrix */ Matrix.prototype.applyInverse = function (pos, newPos) { - newPos = (newPos || new Point$4()); + newPos = (newPos || new Point()); var id = 1 / ((this.a * this.d) + (this.c * -this.b)); var x = pos.x; var y = pos.y; @@ -7906,7 +7662,7 @@ var skewX = -Math.atan2(-c, d); var skewY = Math.atan2(b, a); var delta = Math.abs(skewX + skewY); - if (delta < 0.00001 || Math.abs(PI_2$4 - delta) < 0.00001) { + if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) { transform.rotation = skewY; transform.skew.x = transform.skew.y = 0; } @@ -8031,31 +7787,45 @@ * | ux | vx | * | uy | vy | */ - var ux$4 = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; - var uy$4 = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vx$4 = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vy$4 = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; + var ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; + var uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; + var vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; + var vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; + /** + * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table} + * for the composition of each rotation in the dihederal group D8. + * @type {number[][]} + * @private + */ + var rotationCayley = []; + /** + * Matrices for each `GD8Symmetry` rotation. + * @type {PIXI.Matrix[]} + * @private + */ + var rotationMatrices = []; /* * Alias for {@code Math.sign}. */ - var signum$4 = Math.sign; + var signum = Math.sign; /* * Initializes `rotationCayley` and `rotationMatrices`. It is called * only once below. */ - function init$4() { + function init() { for (var i = 0; i < 16; i++) { var row = []; + rotationCayley.push(row); for (var j = 0; j < 16; j++) { /* Multiplies rotation matrices i and j. */ - var _ux = signum$4((ux$4[i] * ux$4[j]) + (vx$4[i] * uy$4[j])); - var _uy = signum$4((uy$4[i] * ux$4[j]) + (vy$4[i] * uy$4[j])); - var _vx = signum$4((ux$4[i] * vx$4[j]) + (vx$4[i] * vy$4[j])); - var _vy = signum$4((uy$4[i] * vx$4[j]) + (vy$4[i] * vy$4[j])); + var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j])); + var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j])); + var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j])); + var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j])); /* Finds rotation matrix matching the product and pushes it. */ for (var k = 0; k < 16; k++) { - if (ux$4[k] === _ux && uy$4[k] === _uy - && vx$4[k] === _vx && vy$4[k] === _vy) { + if (ux[k] === _ux && uy[k] === _uy + && vx[k] === _vx && vy[k] === _vy) { row.push(k); break; } @@ -8063,24 +7833,285 @@ } } for (var i = 0; i < 16; i++) { - var mat = new Matrix$4(); - mat.set(ux$4[i], uy$4[i], vx$4[i], vy$4[i], 0, 0); + var mat = new Matrix(); + mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0); + rotationMatrices.push(mat); } } - init$4(); + init(); + /** + * @memberof PIXI + * @typedef {number} GD8Symmetry + * @see PIXI.groupD8 + */ + /** + * Implements the dihedral group D8, which is similar to + * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html}; + * D8 is the same but with diagonals, and it is used for texture + * rotations. + * + * The directions the U- and V- axes after rotation + * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))` + * and `(vX(a), vY(a))`. These aren't necessarily unit vectors. + * + * **Origin:**
+ * This is the small part of gameofbombs.com portal system. It works. + * @see PIXI.groupD8.E + * @see PIXI.groupD8.SE + * @see PIXI.groupD8.S + * @see PIXI.groupD8.SW + * @see PIXI.groupD8.W + * @see PIXI.groupD8.NW + * @see PIXI.groupD8.N + * @see PIXI.groupD8.NE + * @author Ivan @ivanpopelyshev + * @namespace PIXI.groupD8 + * @memberof PIXI + */ + var groupD8 = { + /** + * | Rotation | Direction | + * |----------|-----------| + * | 0° | East | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + E: 0, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 45°↻ | Southeast | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + SE: 1, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 90°↻ | South | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + S: 2, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 135°↻ | Southwest | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + SW: 3, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 180° | West | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + W: 4, + /** + * | Rotation | Direction | + * |-------------|--------------| + * | -135°/225°↻ | Northwest | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + NW: 5, + /** + * | Rotation | Direction | + * |-------------|--------------| + * | -90°/270°↻ | North | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + N: 6, + /** + * | Rotation | Direction | + * |-------------|--------------| + * | -45°/315°↻ | Northeast | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + NE: 7, + /** + * Reflection about Y-axis. + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + MIRROR_VERTICAL: 8, + /** + * Reflection about the main diagonal. + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + MAIN_DIAGONAL: 10, + /** + * Reflection about X-axis. + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + MIRROR_HORIZONTAL: 12, + /** + * Reflection about reverse diagonal. + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + REVERSE_DIAGONAL: 14, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @returns {PIXI.GD8Symmetry} The X-component of the U-axis + * after rotating the axes. + */ + uX: function (ind) { return ux[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis + * after rotating the axes. + */ + uY: function (ind) { return uy[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @returns {PIXI.GD8Symmetry} The X-component of the V-axis + * after rotating the axes. + */ + vX: function (ind) { return vx[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis + * after rotating the axes. + */ + vY: function (ind) { return vy[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite + * is needed. Only rotations have opposite symmetries while + * reflections don't. + * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation` + */ + inv: function (rotation) { + if (rotation & 8) // true only if between 8 & 15 (reflections) + { + return rotation & 15; // or rotation % 16 + } + return (-rotation) & 7; // or (8 - rotation) % 8 + }, + /** + * Composes the two D8 operations. + * + * Taking `^` as reflection: + * + * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 | + * |-------|-----|-----|-----|-----|------|-------|-------|-------| + * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ | + * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ | + * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ | + * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ | + * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S | + * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W | + * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N | + * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E | + * + * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table} + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which + * is the row in the above cayley table. + * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which + * is the column in the above cayley table. + * @returns {PIXI.GD8Symmetry} Composed operation + */ + add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); }, + /** + * Reverse of `add`. + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotationSecond - Second operation + * @param {PIXI.GD8Symmetry} rotationFirst - First operation + * @returns {PIXI.GD8Symmetry} Result + */ + sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); }, + /** + * Adds 180 degrees to rotation, which is a commutative + * operation. + * @memberof PIXI.groupD8 + * @param {number} rotation - The number to rotate. + * @returns {number} Rotated number + */ + rotate180: function (rotation) { return rotation ^ 4; }, + /** + * Checks if the rotation angle is vertical, i.e. south + * or north. It doesn't work for reflections. + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotation - The number to check. + * @returns {boolean} Whether or not the direction is vertical + */ + isVertical: function (rotation) { return (rotation & 3) === 2; }, + /** + * Approximates the vector `V(dx,dy)` into one of the + * eight directions provided by `groupD8`. + * @memberof PIXI.groupD8 + * @param {number} dx - X-component of the vector + * @param {number} dy - Y-component of the vector + * @returns {PIXI.GD8Symmetry} Approximation of the vector into + * one of the eight symmetries. + */ + byDirection: function (dx, dy) { + if (Math.abs(dx) * 2 <= Math.abs(dy)) { + if (dy >= 0) { + return groupD8.S; + } + return groupD8.N; + } + else if (Math.abs(dy) * 2 <= Math.abs(dx)) { + if (dx > 0) { + return groupD8.E; + } + return groupD8.W; + } + else if (dy > 0) { + if (dx > 0) { + return groupD8.SE; + } + return groupD8.SW; + } + else if (dx > 0) { + return groupD8.NE; + } + return groupD8.NW; + }, + /** + * Helps sprite to compensate texture packer rotation. + * @memberof PIXI.groupD8 + * @param {PIXI.Matrix} matrix - sprite world matrix + * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use. + * @param {number} tx - sprite anchoring + * @param {number} ty - sprite anchoring + */ + matrixAppendRotationInv: function (matrix, rotation, tx, ty) { + if (tx === void 0) { tx = 0; } + if (ty === void 0) { ty = 0; } + // Packer used "rotation", we use "inv(rotation)" + var mat = rotationMatrices[groupD8.inv(rotation)]; + mat.tx = tx; + mat.ty = ty; + matrix.append(mat); + }, + }; /** * Transform that takes care about its versions. * @memberof PIXI */ - var Transform$3 = /** @class */ (function () { + var Transform = /** @class */ (function () { function Transform() { - this.worldTransform = new Matrix$4(); - this.localTransform = new Matrix$4(); - this.position = new ObservablePoint$4(this.onChange, this, 0, 0); - this.scale = new ObservablePoint$4(this.onChange, this, 1, 1); - this.pivot = new ObservablePoint$4(this.onChange, this, 0, 0); - this.skew = new ObservablePoint$4(this.updateSkew, this, 0, 0); + this.worldTransform = new Matrix(); + this.localTransform = new Matrix(); + this.position = new ObservablePoint(this.onChange, this, 0, 0); + this.scale = new ObservablePoint(this.onChange, this, 1, 1); + this.pivot = new ObservablePoint(this.onChange, this, 0, 0); + this.skew = new ObservablePoint(this.updateSkew, this, 0, 0); this._rotation = 0; this._cx = 1; this._sx = 0; @@ -8188,8 +8219,8 @@ }()); /*! - * @pixi/display - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/display - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * * @pixi/display is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -8213,7 +8244,7 @@ * @type {boolean} * @default false */ - settings$1.SORTABLE_CHILDREN = false; + settings.SORTABLE_CHILDREN = false; /** * 'Builder' pattern for bounds rectangles. @@ -8222,7 +8253,7 @@ * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems. * @memberof PIXI */ - var Bounds$3 = /** @class */ (function () { + var Bounds = /** @class */ (function () { function Bounds() { this.minX = Infinity; this.minY = Infinity; @@ -8253,9 +8284,9 @@ */ Bounds.prototype.getRectangle = function (rect) { if (this.minX > this.maxX || this.minY > this.maxY) { - return Rectangle$4.EMPTY; + return Rectangle.EMPTY; } - rect = rect || new Rectangle$4(0, 0, 1, 1); + rect = rect || new Rectangle(0, 0, 1, 1); rect.x = this.minX; rect.y = this.minY; rect.width = this.maxX - this.minX; @@ -8572,15 +8603,15 @@ ***************************************************************************** */ /* global Reflect, Promise */ - var extendStatics$n = function(d, b) { - extendStatics$n = Object.setPrototypeOf || + var extendStatics$j = function(d, b) { + extendStatics$j = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$n(d, b); + return extendStatics$j(d, b); }; - function __extends$n(d, b) { - extendStatics$n(d, b); + function __extends$j(d, b) { + extendStatics$j(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); } @@ -8770,13 +8801,13 @@ * one is also better in terms of performance. * @memberof PIXI */ - var DisplayObject$3 = /** @class */ (function (_super) { - __extends$n(DisplayObject, _super); + var DisplayObject = /** @class */ (function (_super) { + __extends$j(DisplayObject, _super); function DisplayObject() { var _this = _super.call(this) || this; _this.tempDisplayObjectParent = null; // TODO: need to create Transform from factory - _this.transform = new Transform$3(); + _this.transform = new Transform(); _this.alpha = 1; _this.visible = true; _this.renderable = true; @@ -8789,7 +8820,7 @@ _this.filterArea = null; _this.filters = null; _this._enabledFilters = null; - _this._bounds = new Bounds$3(); + _this._bounds = new Bounds(); _this._localBounds = null; _this._boundsID = 0; _this._boundsRect = null; @@ -8912,7 +8943,7 @@ } if (!rect) { if (!this._boundsRect) { - this._boundsRect = new Rectangle$4(); + this._boundsRect = new Rectangle(); } rect = this._boundsRect; } @@ -8926,12 +8957,12 @@ DisplayObject.prototype.getLocalBounds = function (rect) { if (!rect) { if (!this._localBoundsRect) { - this._localBoundsRect = new Rectangle$4(); + this._localBoundsRect = new Rectangle(); } rect = this._localBoundsRect; } if (!this._localBounds) { - this._localBounds = new Bounds$3(); + this._localBounds = new Bounds(); } var transformRef = this.transform; var parentRef = this.parent; @@ -9083,7 +9114,7 @@ get: function () { if (this.tempDisplayObjectParent === null) { // eslint-disable-next-line @typescript-eslint/no-use-before-define - this.tempDisplayObjectParent = new TemporaryDisplayObject$3(); + this.tempDisplayObjectParent = new TemporaryDisplayObject(); } return this.tempDisplayObjectParent; }, @@ -9243,10 +9274,10 @@ * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. */ get: function () { - return this.transform.rotation * RAD_TO_DEG$3; + return this.transform.rotation * RAD_TO_DEG; }, set: function (value) { - this.transform.rotation = value * DEG_TO_RAD$3; + this.transform.rotation = value * DEG_TO_RAD; }, enumerable: false, configurable: true @@ -9349,538 +9380,24 @@ /** * @private */ - var TemporaryDisplayObject$3 = /** @class */ (function (_super) { - __extends$n(TemporaryDisplayObject, _super); + var TemporaryDisplayObject = /** @class */ (function (_super) { + __extends$j(TemporaryDisplayObject, _super); function TemporaryDisplayObject() { var _this = _super !== null && _super.apply(this, arguments) || this; _this.sortDirty = null; return _this; } return TemporaryDisplayObject; - }(DisplayObject$3)); + }(DisplayObject)); /** * DisplayObject default updateTransform, does not update children of container. * Will crash if there's no parent element. * @memberof PIXI.DisplayObject# * @method displayObjectUpdateTransform */ - DisplayObject$3.prototype.displayObjectUpdateTransform = DisplayObject$3.prototype.updateTransform; - - /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV$7; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$7 || (ENV$7 = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE$7; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$7 || (RENDERER_TYPE$7 = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ - var BUFFER_BITS$7; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$7 || (BUFFER_BITS$7 = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES$7; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$7 || (BLEND_MODES$7 = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES$7; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$7 || (DRAW_MODES$7 = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS$7; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$7 || (FORMATS$7 = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS$7; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$7 || (TARGETS$7 = {})); - /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ - var TYPES$7; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$7 || (TYPES$7 = {})); - /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ - var SAMPLER_TYPES$7; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$7 || (SAMPLER_TYPES$7 = {})); - /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ - var SCALE_MODES$7; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$7 || (SCALE_MODES$7 = {})); - /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ - var WRAP_MODES$7; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$7 || (WRAP_MODES$7 = {})); - /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. - */ - var MIPMAP_MODES$7; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$7 || (MIPMAP_MODES$7 = {})); - /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ - var ALPHA_MODES$7; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$7 || (ALPHA_MODES$7 = {})); - /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ - var CLEAR_MODES$7; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$7 || (CLEAR_MODES$7 = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES$7; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$7 || (GC_MODES$7 = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION$7; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION$7 || (PRECISION$7 = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES$7; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$7 || (MASK_TYPES$7 = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ - var COLOR_MASK_BITS$7; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$7 || (COLOR_MASK_BITS$7 = {})); - /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ - var MSAA_QUALITY$7; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$7 || (MSAA_QUALITY$7 = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ - var BUFFER_TYPE$7; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$7 || (BUFFER_TYPE$7 = {})); + DisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform; - function sortChildren$3(a, b) { + function sortChildren(a, b) { if (a.zIndex === b.zIndex) { return a._lastSortedIndex - b._lastSortedIndex; } @@ -9920,12 +9437,12 @@ * ``` * @memberof PIXI */ - var Container$3 = /** @class */ (function (_super) { - __extends$n(Container, _super); + var Container = /** @class */ (function (_super) { + __extends$j(Container, _super); function Container() { var _this = _super.call(this) || this; _this.children = []; - _this.sortableChildren = settings$1.SORTABLE_CHILDREN; + _this.sortableChildren = settings.SORTABLE_CHILDREN; _this.sortDirty = false; return _this; /** @@ -9937,9 +9454,9 @@ */ /** * Fired when a DisplayObject is removed from this Container. - * @event PIXI.DisplayObject#removedFrom + * @event PIXI.DisplayObject#childRemoved * @param {PIXI.DisplayObject} child - The child removed from the Container. - * @param {PIXI.Container} container - The container that removed removed the child. + * @param {PIXI.Container} container - The container that removed the child. * @param {number} index - The former children's index of the removed child */ } @@ -10171,7 +9688,7 @@ } } if (sortRequired && this.children.length > 1) { - this.children.sort(sortChildren$3); + this.children.sort(sortChildren); } this.sortDirty = false; }; @@ -10370,7 +9887,7 @@ } var flush = (filters && this._enabledFilters && this._enabledFilters.length) || (mask && (!mask.isMaskData - || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES$7.NONE)))); + || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE)))); if (flush) { renderer.batch.flush(); } @@ -10466,18 +9983,18 @@ configurable: true }); return Container; - }(DisplayObject$3)); + }(DisplayObject)); /** * Container default updateTransform, does update children of container. * Will crash if there's no parent element. * @memberof PIXI.Container# * @method containerUpdateTransform */ - Container$3.prototype.containerUpdateTransform = Container$3.prototype.updateTransform; + Container.prototype.containerUpdateTransform = Container.prototype.updateTransform; /*! - * @pixi/extensions - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/extensions - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * * @pixi/extensions is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -10497,8 +10014,8 @@ PERFORMANCE OF THIS SOFTWARE. ***************************************************************************** */ - var __assign$2 = function() { - __assign$2 = Object.assign || function __assign(t) { + var __assign$1 = function() { + __assign$1 = Object.assign || function __assign(t) { var arguments$1 = arguments; for (var s, i = 1, n = arguments.length; i < n; i++) { @@ -10507,7 +10024,7 @@ } return t; }; - return __assign$2.apply(this, arguments); + return __assign$1.apply(this, arguments); }; /** @@ -10545,10 +10062,10 @@ var metadata = (typeof ext.extension !== 'object') ? { type: ext.extension } : ext.extension; - ext = __assign$2(__assign$2({}, metadata), { ref: ext }); + ext = __assign$1(__assign$1({}, metadata), { ref: ext }); } if (typeof ext === 'object') { - ext = __assign$2({}, ext); + ext = __assign$1({}, ext); } else { throw new Error('Invalid extension type'); @@ -10678,8 +10195,8 @@ }; /*! - * @pixi/runner - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/runner - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * * @pixi/runner is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -10862,8 +10379,8 @@ }); /*! - * @pixi/ticker - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/ticker - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * * @pixi/ticker is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -10877,7 +10394,7 @@ * @type {number} * @default 0.06 */ - settings$1.TARGET_FPMS = 0.06; + settings.TARGET_FPMS = 0.06; /** * Represents the update priorities used by internal PIXI classes when registered with @@ -10894,14 +10411,14 @@ * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering. * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility. */ - var UPDATE_PRIORITY$2; + var UPDATE_PRIORITY; (function (UPDATE_PRIORITY) { UPDATE_PRIORITY[UPDATE_PRIORITY["INTERACTION"] = 50] = "INTERACTION"; UPDATE_PRIORITY[UPDATE_PRIORITY["HIGH"] = 25] = "HIGH"; UPDATE_PRIORITY[UPDATE_PRIORITY["NORMAL"] = 0] = "NORMAL"; UPDATE_PRIORITY[UPDATE_PRIORITY["LOW"] = -25] = "LOW"; UPDATE_PRIORITY[UPDATE_PRIORITY["UTILITY"] = -50] = "UTILITY"; - })(UPDATE_PRIORITY$2 || (UPDATE_PRIORITY$2 = {})); + })(UPDATE_PRIORITY || (UPDATE_PRIORITY = {})); /** * Internal class for handling the priority sorting of ticker handlers. @@ -10909,7 +10426,7 @@ * @class * @memberof PIXI */ - var TickerListener$2 = /** @class */ (function () { + var TickerListener = /** @class */ (function () { /** * Constructor * @private @@ -11020,7 +10537,7 @@ * @class * @memberof PIXI */ - var Ticker$2 = /** @class */ (function () { + var Ticker = /** @class */ (function () { function Ticker() { var _this = this; /** @@ -11077,9 +10594,9 @@ this._protected = false; /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */ this._lastFrame = -1; - this._head = new TickerListener$2(null, null, Infinity); - this.deltaMS = 1 / settings$1.TARGET_FPMS; - this.elapsedMS = 1 / settings$1.TARGET_FPMS; + this._head = new TickerListener(null, null, Infinity); + this.deltaMS = 1 / settings.TARGET_FPMS; + this.elapsedMS = 1 / settings.TARGET_FPMS; this._tick = function (time) { _this._requestId = null; if (_this.started) { @@ -11142,8 +10659,8 @@ * @returns This instance of a ticker */ Ticker.prototype.add = function (fn, context, priority) { - if (priority === void 0) { priority = UPDATE_PRIORITY$2.NORMAL; } - return this._addListener(new TickerListener$2(fn, context, priority)); + if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; } + return this._addListener(new TickerListener(fn, context, priority)); }; /** * Add a handler for the tick event which is only execute once. @@ -11153,8 +10670,8 @@ * @returns This instance of a ticker */ Ticker.prototype.addOnce = function (fn, context, priority) { - if (priority === void 0) { priority = UPDATE_PRIORITY$2.NORMAL; } - return this._addListener(new TickerListener$2(fn, context, priority, true)); + if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; } + return this._addListener(new TickerListener(fn, context, priority, true)); }; /** * Internally adds the event handler so that it can be sorted by priority. @@ -11309,7 +10826,7 @@ this._lastFrame = currentTime - (delta % this._minElapsedMS); } this.deltaMS = elapsedMS; - this.deltaTime = this.deltaMS * settings$1.TARGET_FPMS; + this.deltaTime = this.deltaMS * settings.TARGET_FPMS; // Cache a local reference, in-case ticker is destroyed // during the emit, we can still check for head.next var head = this._head; @@ -11361,7 +10878,7 @@ // Minimum must be below the maxFPS var minFPS = Math.min(this.maxFPS, fps); // Must be at least 0, but below 1 / settings.TARGET_FPMS - var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings$1.TARGET_FPMS); + var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.TARGET_FPMS); this._maxElapsedMS = 1 / minFPMS; }, enumerable: false, @@ -11481,7 +10998,7 @@ * @class * @memberof PIXI */ - /** @class */ ((function () { + var TickerPlugin = /** @class */ (function () { function TickerPlugin() { } /** @@ -11505,7 +11022,7 @@ } this._ticker = ticker; if (ticker) { - ticker.add(this.render, this, UPDATE_PRIORITY$2.LOW); + ticker.add(this.render, this, UPDATE_PRIORITY.LOW); } }, get: function () { @@ -11545,7 +11062,7 @@ * @memberof PIXI.Application# * @default PIXI.Ticker.shared */ - this.ticker = options.sharedTicker ? Ticker$2.shared : new Ticker$2(); + this.ticker = options.sharedTicker ? Ticker.shared : new Ticker(); // Start the rendering if (options.autoStart) { this.start(); @@ -11566,3367 +11083,2727 @@ /** @ignore */ TickerPlugin.extension = ExtensionType.Application; return TickerPlugin; - })()); + }()); /*! - * @pixi/math - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/core - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/math is licensed under the MIT License. + * @pixi/core is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ + /** - * Two Pi. + * The maximum support for using WebGL. If a device does not + * support WebGL version, for instance WebGL 2, it will still + * attempt to fallback support to WebGL 1. If you want to + * explicitly remove feature support to target a more stable + * baseline, prefer a lower environment. + * + * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium} + * we disable webgl2 by default for all non-apple mobile devices. * @static - * @member {number} + * @name PREFER_ENV + * @memberof PIXI.settings + * @type {number} + * @default PIXI.ENV.WEBGL2 + */ + settings.PREFER_ENV = isMobile.any ? ENV.WEBGL : ENV.WEBGL2; + /** + * If set to `true`, *only* Textures and BaseTexture objects stored + * in the caches ({@link PIXI.utils.TextureCache TextureCache} and + * {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can be + * used when calling {@link PIXI.Texture.from Texture.from} or + * {@link PIXI.BaseTexture.from BaseTexture.from}. + * Otherwise, these `from` calls throw an exception. Using this property + * can be useful if you want to enforce preloading all assets with + * {@link PIXI.Loader Loader}. + * @static + * @name STRICT_TEXTURE_CACHE + * @memberof PIXI.settings + * @type {boolean} + * @default false + */ + settings.STRICT_TEXTURE_CACHE = false; + + /** + * Collection of installed resource types, class must extend {@link PIXI.Resource}. + * @example + * class CustomResource extends PIXI.Resource { + * // MUST have source, options constructor signature + * // for auto-detected resources to be created. + * constructor(source, options) { + * super(); + * } + * upload(renderer, baseTexture, glTexture) { + * // upload with GL + * return true; + * } + * // used to auto-detect resource + * static test(source, extension) { + * return extension === 'xyz'|| source instanceof SomeClass; + * } + * } + * // Install the new resource type + * PIXI.INSTALLED.push(CustomResource); * @memberof PIXI + * @type {Array} + * @static + * @readonly */ - var PI_2$3 = Math.PI * 2; + var INSTALLED = []; /** - * Constants that identify shapes, mainly to prevent `instanceof` calls. + * Create a resource element from a single source element. This + * auto-detects which type of resource to create. All resources that + * are auto-detectable must have a static `test` method and a constructor + * with the arguments `(source, options?)`. Currently, the supported + * resources for auto-detection include: + * - {@link PIXI.ImageResource} + * - {@link PIXI.CanvasResource} + * - {@link PIXI.VideoResource} + * - {@link PIXI.SVGResource} + * - {@link PIXI.BufferResource} * @static * @memberof PIXI - * @enum {number} - * @property {number} POLY Polygon - * @property {number} RECT Rectangle - * @property {number} CIRC Circle - * @property {number} ELIP Ellipse - * @property {number} RREC Rounded Rectangle + * @function autoDetectResource + * @param {string|*} source - Resource source, this can be the URL to the resource, + * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri + * or any other resource that can be auto-detected. If not resource is + * detected, it's assumed to be an ImageResource. + * @param {object} [options] - Pass-through options to use for Resource + * @param {number} [options.width] - Width of BufferResource or SVG rasterization + * @param {number} [options.height] - Height of BufferResource or SVG rasterization + * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading + * @param {number} [options.scale=1] - SVG source scale. Overridden by width, height + * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object + * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin + * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately + * @param {number} [options.updateFPS=0] - Video option to update how many times a second the + * texture should be updated from the video. Leave at 0 to update at every render + * @returns {PIXI.Resource} The created resource. */ - var SHAPES$3; - (function (SHAPES) { - SHAPES[SHAPES["POLY"] = 0] = "POLY"; - SHAPES[SHAPES["RECT"] = 1] = "RECT"; - SHAPES[SHAPES["CIRC"] = 2] = "CIRC"; - SHAPES[SHAPES["ELIP"] = 3] = "ELIP"; - SHAPES[SHAPES["RREC"] = 4] = "RREC"; - })(SHAPES$3 || (SHAPES$3 = {})); + function autoDetectResource(source, options) { + if (!source) { + return null; + } + var extension = ''; + if (typeof source === 'string') { + // search for file extension: period, 3-4 chars, then ?, # or EOL + var result = (/\.(\w{3,4})(?:$|\?|#)/i).exec(source); + if (result) { + extension = result[1].toLowerCase(); + } + } + for (var i = INSTALLED.length - 1; i >= 0; --i) { + var ResourcePlugin = INSTALLED[i]; + if (ResourcePlugin.test && ResourcePlugin.test(source, extension)) { + return new ResourcePlugin(source, options); + } + } + throw new Error('Unrecognized source type to auto-detect Resource'); + } + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$i = function(d, b) { + extendStatics$i = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$i(d, b); + }; + + function __extends$i(d, b) { + extendStatics$i(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var __assign = function() { + __assign = Object.assign || function __assign(t) { + var arguments$1 = arguments; + + for (var s, i = 1, n = arguments.length; i < n; i++) { + s = arguments$1[i]; + for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } } + } + return t; + }; + return __assign.apply(this, arguments); + }; + + function __rest(s, e) { + var t = {}; + for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0) + { t[p] = s[p]; } } + if (s != null && typeof Object.getOwnPropertySymbols === "function") + { for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) { + if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i])) + { t[p[i]] = s[p[i]]; } + } } + return t; + } /** - * The Point object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis - * @class + * Base resource class for textures that manages validation and uploading, depending on its type. + * + * Uploading of a base texture to the GPU is required. * @memberof PIXI - * @implements {IPoint} */ - var Point$3 = /** @class */ (function () { + var Resource = /** @class */ (function () { /** - * Creates a new `Point` - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis + * @param width - Width of the resource + * @param height - Height of the resource */ - function Point(x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - /** Position of the point on the x axis */ - this.x = 0; - /** Position of the point on the y axis */ - this.y = 0; - this.x = x; - this.y = y; + function Resource(width, height) { + if (width === void 0) { width = 0; } + if (height === void 0) { height = 0; } + this._width = width; + this._height = height; + this.destroyed = false; + this.internal = false; + this.onResize = new Runner('setRealSize'); + this.onUpdate = new Runner('update'); + this.onError = new Runner('onError'); } /** - * Creates a clone of this point - * @returns A clone of this point - */ - Point.prototype.clone = function () { - return new Point(this.x, this.y); - }; - /** - * Copies `x` and `y` from the given point into this point - * @param p - The point to copy from - * @returns The point instance itself - */ - Point.prototype.copyFrom = function (p) { - this.set(p.x, p.y); - return this; - }; - /** - * Copies this point's x and y into the given point (`p`). - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated + * Bind to a parent BaseTexture + * @param baseTexture - Parent texture */ - Point.prototype.copyTo = function (p) { - p.set(this.x, this.y); - return p; + Resource.prototype.bind = function (baseTexture) { + this.onResize.add(baseTexture); + this.onUpdate.add(baseTexture); + this.onError.add(baseTexture); + // Call a resize immediate if we already + // have the width and height of the resource + if (this._width || this._height) { + this.onResize.emit(this._width, this._height); + } }; /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal + * Unbind to a parent BaseTexture + * @param baseTexture - Parent texture */ - Point.prototype.equals = function (p) { - return (p.x === this.x) && (p.y === this.y); + Resource.prototype.unbind = function (baseTexture) { + this.onResize.remove(baseTexture); + this.onUpdate.remove(baseTexture); + this.onError.remove(baseTexture); }; /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the `x` axis - * @param {number} [y=x] - position of the point on the `y` axis - * @returns The point instance itself + * Trigger a resize event + * @param width - X dimension + * @param height - Y dimension */ - Point.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - this.x = x; - this.y = y; - return this; - }; - Point.prototype.toString = function () { - return "[@pixi/math:Point x=" + this.x + " y=" + this.y + "]"; + Resource.prototype.resize = function (width, height) { + if (width !== this._width || height !== this._height) { + this._width = width; + this._height = height; + this.onResize.emit(width, height); + } }; - return Point; - }()); - - var tempPoints$5 = [new Point$3(), new Point$3(), new Point$3(), new Point$3()]; - /** - * Size object, contains width and height - * @memberof PIXI - * @typedef {object} ISize - * @property {number} width - Width component - * @property {number} height - Height component - */ - /** - * Rectangle object is an area defined by its position, as indicated by its top-left corner - * point (x, y) and by its width and its height. - * @memberof PIXI - */ - var Rectangle$3 = /** @class */ (function () { - /** - * @param x - The X coordinate of the upper-left corner of the rectangle - * @param y - The Y coordinate of the upper-left corner of the rectangle - * @param width - The overall width of the rectangle - * @param height - The overall height of the rectangle - */ - function Rectangle(x, y, width, height) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - this.x = Number(x); - this.y = Number(y); - this.width = Number(width); - this.height = Number(height); - this.type = SHAPES$3.RECT; - } - Object.defineProperty(Rectangle.prototype, "left", { - /** Returns the left edge of the rectangle. */ - get: function () { - return this.x; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "right", { - /** Returns the right edge of the rectangle. */ - get: function () { - return this.x + this.width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "top", { - /** Returns the top edge of the rectangle. */ + Object.defineProperty(Resource.prototype, "valid", { + /** + * Has been validated + * @readonly + */ get: function () { - return this.y; + return !!this._width && !!this._height; }, enumerable: false, configurable: true }); - Object.defineProperty(Rectangle.prototype, "bottom", { - /** Returns the bottom edge of the rectangle. */ + /** Has been updated trigger event. */ + Resource.prototype.update = function () { + if (!this.destroyed) { + this.onUpdate.emit(); + } + }; + /** + * This can be overridden to start preloading a resource + * or do any other prepare step. + * @protected + * @returns Handle the validate event + */ + Resource.prototype.load = function () { + return Promise.resolve(this); + }; + Object.defineProperty(Resource.prototype, "width", { + /** + * The width of the resource. + * @readonly + */ get: function () { - return this.y + this.height; + return this._width; }, enumerable: false, configurable: true }); - Object.defineProperty(Rectangle, "EMPTY", { - /** A constant empty rectangle. */ + Object.defineProperty(Resource.prototype, "height", { + /** + * The height of the resource. + * @readonly + */ get: function () { - return new Rectangle(0, 0, 0, 0); + return this._height; }, enumerable: false, configurable: true }); /** - * Creates a clone of this Rectangle - * @returns a copy of the rectangle + * Set the style, optional to override + * @param _renderer - yeah, renderer! + * @param _baseTexture - the texture + * @param _glTexture - texture instance for this webgl context + * @returns - `true` is success */ - Rectangle.prototype.clone = function () { - return new Rectangle(this.x, this.y, this.width, this.height); + Resource.prototype.style = function (_renderer, _baseTexture, _glTexture) { + return false; }; - /** - * Copies another rectangle to this one. - * @param rectangle - The rectangle to copy from. - * @returns Returns itself. - */ - Rectangle.prototype.copyFrom = function (rectangle) { - this.x = rectangle.x; - this.y = rectangle.y; - this.width = rectangle.width; - this.height = rectangle.height; - return this; + /** Clean up anything, this happens when destroying is ready. */ + Resource.prototype.dispose = function () { + // override }; /** - * Copies this rectangle to another one. - * @param rectangle - The rectangle to copy to. - * @returns Returns given parameter. + * Call when destroying resource, unbind any BaseTexture object + * before calling this method, as reference counts are maintained + * internally. */ - Rectangle.prototype.copyTo = function (rectangle) { - rectangle.x = this.x; - rectangle.y = this.y; - rectangle.width = this.width; - rectangle.height = this.height; - return rectangle; + Resource.prototype.destroy = function () { + if (!this.destroyed) { + this.destroyed = true; + this.dispose(); + this.onError.removeAll(); + this.onError = null; + this.onResize.removeAll(); + this.onResize = null; + this.onUpdate.removeAll(); + this.onUpdate = null; + } }; /** - * Checks whether the x and y coordinates given are contained within this Rectangle - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coordinates are within this Rectangle + * Abstract, used to auto-detect resource type. + * @param {*} _source - The source object + * @param {string} _extension - The extension of source, if set */ - Rectangle.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { - return false; - } - if (x >= this.x && x < this.x + this.width) { - if (y >= this.y && y < this.y + this.height) { - return true; - } - } + Resource.test = function (_source, _extension) { return false; }; + return Resource; + }()); + + /** + * @interface SharedArrayBuffer + */ + /** + * Buffer resource with data of typed array. + * @memberof PIXI + */ + var BufferResource = /** @class */ (function (_super) { + __extends$i(BufferResource, _super); /** - * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object. - * Returns true only if the area of the intersection is >0, this means that Rectangles - * sharing a side are not overlapping. Another side effect is that an arealess rectangle - * (width or height equal to zero) can't intersect any other rectangle. - * @param {Rectangle} other - The Rectangle to intersect with `this`. - * @param {Matrix} transform - The transformation matrix of `other`. - * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`. + * @param source - Source buffer + * @param options - Options + * @param {number} options.width - Width of the texture + * @param {number} options.height - Height of the texture */ - Rectangle.prototype.intersects = function (other, transform) { - if (!transform) { - var x0_1 = this.x < other.x ? other.x : this.x; - var x1_1 = this.right > other.right ? other.right : this.right; - if (x1_1 <= x0_1) { - return false; - } - var y0_1 = this.y < other.y ? other.y : this.y; - var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom; - return y1_1 > y0_1; + function BufferResource(source, options) { + var _this = this; + var _a = options || {}, width = _a.width, height = _a.height; + if (!width || !height) { + throw new Error('BufferResource width or height invalid'); } - var x0 = this.left; - var x1 = this.right; - var y0 = this.top; - var y1 = this.bottom; - if (x1 <= x0 || y1 <= y0) { - return false; + _this = _super.call(this, width, height) || this; + _this.data = source; + return _this; + } + /** + * Upload the texture to the GPU. + * @param renderer - Upload to the renderer + * @param baseTexture - Reference to parent texture + * @param glTexture - glTexture + * @returns - true is success + */ + BufferResource.prototype.upload = function (renderer, baseTexture, glTexture) { + var gl = renderer.gl; + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK); + var width = baseTexture.realWidth; + var height = baseTexture.realHeight; + if (glTexture.width === width && glTexture.height === height) { + gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data); } - var lt = tempPoints$5[0].set(other.left, other.top); - var lb = tempPoints$5[1].set(other.left, other.bottom); - var rt = tempPoints$5[2].set(other.right, other.top); - var rb = tempPoints$5[3].set(other.right, other.bottom); - if (rt.x <= lt.x || lb.y <= lt.y) { - return false; - } - var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c)); - if (s === 0) { - return false; - } - transform.apply(lt, lt); - transform.apply(lb, lb); - transform.apply(rt, rt); - transform.apply(rb, rb); - if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0 - || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1 - || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0 - || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) { - return false; - } - var nx = s * (lb.y - lt.y); - var ny = s * (lt.x - lb.x); - var n00 = (nx * x0) + (ny * y0); - var n10 = (nx * x1) + (ny * y0); - var n01 = (nx * x0) + (ny * y1); - var n11 = (nx * x1) + (ny * y1); - if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y) - || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) { - return false; - } - var mx = s * (lt.y - rt.y); - var my = s * (rt.x - lt.x); - var m00 = (mx * x0) + (my * y0); - var m10 = (mx * x1) + (my * y0); - var m01 = (mx * x0) + (my * y1); - var m11 = (mx * x1) + (my * y1); - if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y) - || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) { - return false; + else { + glTexture.width = width; + glTexture.height = height; + gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data); } return true; }; - /** - * Pads the rectangle making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. - * @returns Returns itself. - */ - Rectangle.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - this.x -= paddingX; - this.y -= paddingY; - this.width += paddingX * 2; - this.height += paddingY * 2; - return this; - }; - /** - * Fits this rectangle around the passed one. - * @param rectangle - The rectangle to fit. - * @returns Returns itself. - */ - Rectangle.prototype.fit = function (rectangle) { - var x1 = Math.max(this.x, rectangle.x); - var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.max(this.y, rectangle.y); - var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = Math.max(x2 - x1, 0); - this.y = y1; - this.height = Math.max(y2 - y1, 0); - return this; - }; - /** - * Enlarges rectangle that way its corners lie on grid - * @param resolution - resolution - * @param eps - precision - * @returns Returns itself. - */ - Rectangle.prototype.ceil = function (resolution, eps) { - if (resolution === void 0) { resolution = 1; } - if (eps === void 0) { eps = 0.001; } - var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution; - var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution; - this.x = Math.floor((this.x + eps) * resolution) / resolution; - this.y = Math.floor((this.y + eps) * resolution) / resolution; - this.width = x2 - this.x; - this.height = y2 - this.y; - return this; + /** Destroy and don't use after this. */ + BufferResource.prototype.dispose = function () { + this.data = null; }; /** - * Enlarges this rectangle to include the passed rectangle. - * @param rectangle - The rectangle to include. - * @returns Returns itself. + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @returns {boolean} `true` if */ - Rectangle.prototype.enlarge = function (rectangle) { - var x1 = Math.min(this.x, rectangle.x); - var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.min(this.y, rectangle.y); - var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = x2 - x1; - this.y = y1; - this.height = y2 - y1; - return this; - }; - Rectangle.prototype.toString = function () { - return "[@pixi/math:Rectangle x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; + BufferResource.test = function (source) { + return source instanceof Float32Array + || source instanceof Uint8Array + || source instanceof Uint32Array; }; - return Rectangle; - }()); + return BufferResource; + }(Resource)); + var defaultBufferOptions = { + scaleMode: SCALE_MODES.NEAREST, + format: FORMATS.RGBA, + alphaMode: ALPHA_MODES.NPM, + }; /** - * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis. - * - * An `ObservablePoint` is a point that triggers a callback when the point's position is changed. + * A Texture stores the information that represents an image. + * All textures have a base texture, which contains information about the source. + * Therefore you can have many textures all using a single BaseTexture * @memberof PIXI + * @typeParam R - The BaseTexture's Resource type. + * @typeParam RO - The options for constructing resource. */ - var ObservablePoint$3 = /** @class */ (function () { - /** - * Creates a new `ObservablePoint` - * @param cb - callback function triggered when `x` and/or `y` are changed - * @param scope - owner of callback - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis - */ - function ObservablePoint(cb, scope, x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - this._x = x; - this._y = y; - this.cb = cb; - this.scope = scope; - } - /** - * Creates a clone of this point. - * The callback and scope params can be overridden otherwise they will default - * to the clone object's values. - * @override - * @param cb - The callback function triggered when `x` and/or `y` are changed - * @param scope - The owner of the callback - * @returns a copy of this observable point - */ - ObservablePoint.prototype.clone = function (cb, scope) { - if (cb === void 0) { cb = this.cb; } - if (scope === void 0) { scope = this.scope; } - return new ObservablePoint(cb, scope, this._x, this._y); - }; - /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=x] - position of the point on the y axis - * @returns The observable point instance itself - */ - ObservablePoint.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - if (this._x !== x || this._y !== y) { - this._x = x; - this._y = y; - this.cb.call(this.scope); - } - return this; - }; + var BaseTexture = /** @class */ (function (_super) { + __extends$i(BaseTexture, _super); /** - * Copies x and y from the given point (`p`) - * @param p - The point to copy from. Can be any of type that is or extends `IPointData` - * @returns The observable point instance itself + * @param {PIXI.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null] - + * The current resource to use, for things that aren't Resource objects, will be converted + * into a Resource. + * @param options - Collection of options + * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture + * @param {number} [options.anisotropicLevel=PIXI.settings.ANISOTROPIC_LEVEL] - Anisotropic filtering level of texture + * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures + * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest + * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type + * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type + * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target + * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Pre multiply the image alpha + * @param {number} [options.width=0] - Width of the texture + * @param {number} [options.height=0] - Height of the texture + * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - Resolution of the base texture + * @param {object} [options.resourceOptions] - Optional resource options, + * see {@link PIXI.autoDetectResource autoDetectResource} */ - ObservablePoint.prototype.copyFrom = function (p) { - if (this._x !== p.x || this._y !== p.y) { - this._x = p.x; - this._y = p.y; - this.cb.call(this.scope); + function BaseTexture(resource, options) { + if (resource === void 0) { resource = null; } + if (options === void 0) { options = null; } + var _this = _super.call(this) || this; + options = options || {}; + var alphaMode = options.alphaMode, mipmap = options.mipmap, anisotropicLevel = options.anisotropicLevel, scaleMode = options.scaleMode, width = options.width, height = options.height, wrapMode = options.wrapMode, format = options.format, type = options.type, target = options.target, resolution = options.resolution, resourceOptions = options.resourceOptions; + // Convert the resource to a Resource object + if (resource && !(resource instanceof Resource)) { + resource = autoDetectResource(resource, resourceOptions); + resource.internal = true; } - return this; - }; - /** - * Copies this point's x and y into that of the given point (`p`) - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated - */ - ObservablePoint.prototype.copyTo = function (p) { - p.set(this._x, this._y); - return p; - }; - /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal - */ - ObservablePoint.prototype.equals = function (p) { - return (p.x === this._x) && (p.y === this._y); - }; - ObservablePoint.prototype.toString = function () { - return "[@pixi/math:ObservablePoint x=" + 0 + " y=" + 0 + " scope=" + this.scope + "]"; - }; - Object.defineProperty(ObservablePoint.prototype, "x", { - /** Position of the observable point on the x axis. */ + _this.resolution = resolution || settings.RESOLUTION; + _this.width = Math.round((width || 0) * _this.resolution) / _this.resolution; + _this.height = Math.round((height || 0) * _this.resolution) / _this.resolution; + _this._mipmap = mipmap !== undefined ? mipmap : settings.MIPMAP_TEXTURES; + _this.anisotropicLevel = anisotropicLevel !== undefined ? anisotropicLevel : settings.ANISOTROPIC_LEVEL; + _this._wrapMode = wrapMode || settings.WRAP_MODE; + _this._scaleMode = scaleMode !== undefined ? scaleMode : settings.SCALE_MODE; + _this.format = format || FORMATS.RGBA; + _this.type = type || TYPES.UNSIGNED_BYTE; + _this.target = target || TARGETS.TEXTURE_2D; + _this.alphaMode = alphaMode !== undefined ? alphaMode : ALPHA_MODES.UNPACK; + _this.uid = uid(); + _this.touched = 0; + _this.isPowerOfTwo = false; + _this._refreshPOT(); + _this._glTextures = {}; + _this.dirtyId = 0; + _this.dirtyStyleId = 0; + _this.cacheId = null; + _this.valid = width > 0 && height > 0; + _this.textureCacheIds = []; + _this.destroyed = false; + _this.resource = null; + _this._batchEnabled = 0; + _this._batchLocation = 0; + _this.parentTextureArray = null; + /** + * Fired when a not-immediately-available source finishes loading. + * @protected + * @event PIXI.BaseTexture#loaded + * @param {PIXI.BaseTexture} baseTexture - Resource loaded. + */ + /** + * Fired when a not-immediately-available source fails to load. + * @protected + * @event PIXI.BaseTexture#error + * @param {PIXI.BaseTexture} baseTexture - Resource errored. + * @param {ErrorEvent} event - Load error event. + */ + /** + * Fired when BaseTexture is updated. + * @protected + * @event PIXI.BaseTexture#loaded + * @param {PIXI.BaseTexture} baseTexture - Resource loaded. + */ + /** + * Fired when BaseTexture is updated. + * @protected + * @event PIXI.BaseTexture#update + * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated. + */ + /** + * Fired when BaseTexture is destroyed. + * @protected + * @event PIXI.BaseTexture#dispose + * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed. + */ + // Set the resource + _this.setResource(resource); + return _this; + } + Object.defineProperty(BaseTexture.prototype, "realWidth", { + /** + * Pixel width of the source of this texture + * @readonly + */ get: function () { - return this._x; + return Math.round(this.width * this.resolution); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BaseTexture.prototype, "realHeight", { + /** + * Pixel height of the source of this texture + * @readonly + */ + get: function () { + return Math.round(this.height * this.resolution); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BaseTexture.prototype, "mipmap", { + /** + * Mipmap mode of the texture, affects downscaled images + * @default PIXI.settings.MIPMAP_TEXTURES + */ + get: function () { + return this._mipmap; }, set: function (value) { - if (this._x !== value) { - this._x = value; - this.cb.call(this.scope); + if (this._mipmap !== value) { + this._mipmap = value; + this.dirtyStyleId++; } }, enumerable: false, configurable: true }); - Object.defineProperty(ObservablePoint.prototype, "y", { - /** Position of the observable point on the y axis. */ + Object.defineProperty(BaseTexture.prototype, "scaleMode", { + /** + * The scale mode to apply when scaling this texture + * @default PIXI.settings.SCALE_MODE + */ get: function () { - return this._y; + return this._scaleMode; }, set: function (value) { - if (this._y !== value) { - this._y = value; - this.cb.call(this.scope); + if (this._scaleMode !== value) { + this._scaleMode = value; + this.dirtyStyleId++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BaseTexture.prototype, "wrapMode", { + /** + * How the texture wraps + * @default PIXI.settings.WRAP_MODE + */ + get: function () { + return this._wrapMode; + }, + set: function (value) { + if (this._wrapMode !== value) { + this._wrapMode = value; + this.dirtyStyleId++; } }, enumerable: false, configurable: true }); - return ObservablePoint; - }()); - - /** - * The PixiJS Matrix as a class makes it a lot faster. - * - * Here is a representation of it: - * ```js - * | a | c | tx| - * | b | d | ty| - * | 0 | 0 | 1 | - * ``` - * @memberof PIXI - */ - var Matrix$3 = /** @class */ (function () { /** - * @param a - x scale - * @param b - y skew - * @param c - x skew - * @param d - y scale - * @param tx - x translation - * @param ty - y translation + * Changes style options of BaseTexture + * @param scaleMode - Pixi scalemode + * @param mipmap - enable mipmaps + * @returns - this */ - function Matrix(a, b, c, d, tx, ty) { - if (a === void 0) { a = 1; } - if (b === void 0) { b = 0; } - if (c === void 0) { c = 0; } - if (d === void 0) { d = 1; } - if (tx === void 0) { tx = 0; } - if (ty === void 0) { ty = 0; } - this.array = null; - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - } + BaseTexture.prototype.setStyle = function (scaleMode, mipmap) { + var dirty; + if (scaleMode !== undefined && scaleMode !== this.scaleMode) { + this.scaleMode = scaleMode; + dirty = true; + } + if (mipmap !== undefined && mipmap !== this.mipmap) { + this.mipmap = mipmap; + dirty = true; + } + if (dirty) { + this.dirtyStyleId++; + } + return this; + }; /** - * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: - * - * a = array[0] - * b = array[1] - * c = array[3] - * d = array[4] - * tx = array[2] - * ty = array[5] - * @param array - The array that the matrix will be populated from. + * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero. + * @param desiredWidth - Desired visual width + * @param desiredHeight - Desired visual height + * @param resolution - Optionally set resolution + * @returns - this */ - Matrix.prototype.fromArray = function (array) { - this.a = array[0]; - this.b = array[1]; - this.c = array[3]; - this.d = array[4]; - this.tx = array[2]; - this.ty = array[5]; + BaseTexture.prototype.setSize = function (desiredWidth, desiredHeight, resolution) { + resolution = resolution || this.resolution; + return this.setRealSize(desiredWidth * resolution, desiredHeight * resolution, resolution); }; /** - * Sets the matrix properties. - * @param a - Matrix component - * @param b - Matrix component - * @param c - Matrix component - * @param d - Matrix component - * @param tx - Matrix component - * @param ty - Matrix component - * @returns This matrix. Good for chaining method calls. + * Sets real size of baseTexture, preserves current resolution. + * @param realWidth - Full rendered width + * @param realHeight - Full rendered height + * @param resolution - Optionally set resolution + * @returns - this */ - Matrix.prototype.set = function (a, b, c, d, tx, ty) { - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; + BaseTexture.prototype.setRealSize = function (realWidth, realHeight, resolution) { + this.resolution = resolution || this.resolution; + this.width = Math.round(realWidth) / this.resolution; + this.height = Math.round(realHeight) / this.resolution; + this._refreshPOT(); + this.update(); return this; }; /** - * Creates an array from the current Matrix object. - * @param transpose - Whether we need to transpose the matrix or not - * @param [out=new Float32Array(9)] - If provided the array will be assigned to out - * @returns The newly created array which contains the matrix + * Refresh check for isPowerOfTwo texture based on size + * @private */ - Matrix.prototype.toArray = function (transpose, out) { - if (!this.array) { - this.array = new Float32Array(9); - } - var array = out || this.array; - if (transpose) { - array[0] = this.a; - array[1] = this.b; - array[2] = 0; - array[3] = this.c; - array[4] = this.d; - array[5] = 0; - array[6] = this.tx; - array[7] = this.ty; - array[8] = 1; + BaseTexture.prototype._refreshPOT = function () { + this.isPowerOfTwo = isPow2(this.realWidth) && isPow2(this.realHeight); + }; + /** + * Changes resolution + * @param resolution - res + * @returns - this + */ + BaseTexture.prototype.setResolution = function (resolution) { + var oldResolution = this.resolution; + if (oldResolution === resolution) { + return this; } - else { - array[0] = this.a; - array[1] = this.c; - array[2] = this.tx; - array[3] = this.b; - array[4] = this.d; - array[5] = this.ty; - array[6] = 0; - array[7] = 0; - array[8] = 1; + this.resolution = resolution; + if (this.valid) { + this.width = Math.round(this.width * oldResolution) / resolution; + this.height = Math.round(this.height * oldResolution) / resolution; + this.emit('update', this); } - return array; + this._refreshPOT(); + return this; }; /** - * Get a new position with the current transformation applied. - * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, transformed through this matrix + * Sets the resource if it wasn't set. Throws error if resource already present + * @param resource - that is managing this BaseTexture + * @returns - this */ - Matrix.prototype.apply = function (pos, newPos) { - newPos = (newPos || new Point$3()); - var x = pos.x; - var y = pos.y; - newPos.x = (this.a * x) + (this.c * y) + this.tx; - newPos.y = (this.b * x) + (this.d * y) + this.ty; - return newPos; + BaseTexture.prototype.setResource = function (resource) { + if (this.resource === resource) { + return this; + } + if (this.resource) { + throw new Error('Resource can be set only once'); + } + resource.bind(this); + this.resource = resource; + return this; + }; + /** Invalidates the object. Texture becomes valid if width and height are greater than zero. */ + BaseTexture.prototype.update = function () { + if (!this.valid) { + if (this.width > 0 && this.height > 0) { + this.valid = true; + this.emit('loaded', this); + this.emit('update', this); + } + } + else { + this.dirtyId++; + this.dirtyStyleId++; + this.emit('update', this); + } }; /** - * Get a new position with the inverse of the current transformation applied. - * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, inverse-transformed through this matrix + * Handle errors with resources. + * @private + * @param event - Error event emitted. */ - Matrix.prototype.applyInverse = function (pos, newPos) { - newPos = (newPos || new Point$3()); - var id = 1 / ((this.a * this.d) + (this.c * -this.b)); - var x = pos.x; - var y = pos.y; - newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id); - newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id); - return newPos; + BaseTexture.prototype.onError = function (event) { + this.emit('error', this, event); }; /** - * Translates the matrix on the x and y. - * @param x - How much to translate x by - * @param y - How much to translate y by - * @returns This matrix. Good for chaining method calls. + * Destroys this base texture. + * The method stops if resource doesn't want this texture to be destroyed. + * Removes texture from all caches. */ - Matrix.prototype.translate = function (x, y) { - this.tx += x; - this.ty += y; - return this; + BaseTexture.prototype.destroy = function () { + // remove and destroy the resource + if (this.resource) { + this.resource.unbind(this); + // only destroy resourced created internally + if (this.resource.internal) { + this.resource.destroy(); + } + this.resource = null; + } + if (this.cacheId) { + delete BaseTextureCache[this.cacheId]; + delete TextureCache[this.cacheId]; + this.cacheId = null; + } + // finally let the WebGL renderer know.. + this.dispose(); + BaseTexture.removeFromCache(this); + this.textureCacheIds = null; + this.destroyed = true; }; /** - * Applies a scale transformation to the matrix. - * @param x - The amount to scale horizontally - * @param y - The amount to scale vertically - * @returns This matrix. Good for chaining method calls. + * Frees the texture from WebGL memory without destroying this texture object. + * This means you can still use the texture later which will upload it to GPU + * memory again. + * @fires PIXI.BaseTexture#dispose */ - Matrix.prototype.scale = function (x, y) { - this.a *= x; - this.d *= y; - this.c *= x; - this.b *= y; - this.tx *= x; - this.ty *= y; + BaseTexture.prototype.dispose = function () { + this.emit('dispose', this); + }; + /** Utility function for BaseTexture|Texture cast. */ + BaseTexture.prototype.castToBaseTexture = function () { return this; }; /** - * Applies a rotation transformation to the matrix. - * @param angle - The angle in radians. - * @returns This matrix. Good for chaining method calls. + * Helper function that creates a base texture based on the source you provide. + * The source can be - image url, image element, canvas element. If the + * source is an image url or an image element and not in the base texture + * cache, it will be created and loaded. + * @static + * @param {string|string[]|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The + * source to create base texture from. + * @param options - See {@link PIXI.BaseTexture}'s constructor for options. + * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id + * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. + * @returns {PIXI.BaseTexture} The new base texture. */ - Matrix.prototype.rotate = function (angle) { - var cos = Math.cos(angle); - var sin = Math.sin(angle); - var a1 = this.a; - var c1 = this.c; - var tx1 = this.tx; - this.a = (a1 * cos) - (this.b * sin); - this.b = (a1 * sin) + (this.b * cos); - this.c = (c1 * cos) - (this.d * sin); - this.d = (c1 * sin) + (this.d * cos); - this.tx = (tx1 * cos) - (this.ty * sin); - this.ty = (tx1 * sin) + (this.ty * cos); - return this; + BaseTexture.from = function (source, options, strict) { + if (strict === void 0) { strict = settings.STRICT_TEXTURE_CACHE; } + var isFrame = typeof source === 'string'; + var cacheId = null; + if (isFrame) { + cacheId = source; + } + else { + if (!source._pixiId) { + var prefix = (options && options.pixiIdPrefix) || 'pixiid'; + source._pixiId = prefix + "_" + uid(); + } + cacheId = source._pixiId; + } + var baseTexture = BaseTextureCache[cacheId]; + // Strict-mode rejects invalid cacheIds + if (isFrame && strict && !baseTexture) { + throw new Error("The cacheId \"" + cacheId + "\" does not exist in BaseTextureCache."); + } + if (!baseTexture) { + baseTexture = new BaseTexture(source, options); + baseTexture.cacheId = cacheId; + BaseTexture.addToCache(baseTexture, cacheId); + } + return baseTexture; }; /** - * Appends the given Matrix to this Matrix. - * @param matrix - The matrix to append. - * @returns This matrix. Good for chaining method calls. + * Create a new BaseTexture with a BufferResource from a Float32Array. + * RGBA values are floats from 0 to 1. + * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data + * is provided, a new Float32Array is created. + * @param width - Width of the resource + * @param height - Height of the resource + * @param options - See {@link PIXI.BaseTexture}'s constructor for options. + * Default properties are different from the constructor's defaults. + * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type + * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.NPM] - Image alpha, not premultiplied by default + * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.SCALE_MODES.NEAREST] - Scale mode, pixelating by default + * @returns - The resulting new BaseTexture */ - Matrix.prototype.append = function (matrix) { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - this.a = (matrix.a * a1) + (matrix.b * c1); - this.b = (matrix.a * b1) + (matrix.b * d1); - this.c = (matrix.c * a1) + (matrix.d * c1); - this.d = (matrix.c * b1) + (matrix.d * d1); - this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx; - this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty; - return this; + BaseTexture.fromBuffer = function (buffer, width, height, options) { + buffer = buffer || new Float32Array(width * height * 4); + var resource = new BufferResource(buffer, { width: width, height: height }); + var type = buffer instanceof Float32Array ? TYPES.FLOAT : TYPES.UNSIGNED_BYTE; + return new BaseTexture(resource, Object.assign({}, defaultBufferOptions, options || { width: width, height: height, type: type })); }; /** - * Sets the matrix based on all the available properties - * @param x - Position on the x axis - * @param y - Position on the y axis - * @param pivotX - Pivot on the x axis - * @param pivotY - Pivot on the y axis - * @param scaleX - Scale on the x axis - * @param scaleY - Scale on the y axis - * @param rotation - Rotation in radians - * @param skewX - Skew on the x axis - * @param skewY - Skew on the y axis - * @returns This matrix. Good for chaining method calls. + * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object. + * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache. + * @param {string} id - The id that the BaseTexture will be stored against. */ - Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) { - this.a = Math.cos(rotation + skewY) * scaleX; - this.b = Math.sin(rotation + skewY) * scaleX; - this.c = -Math.sin(rotation - skewX) * scaleY; - this.d = Math.cos(rotation - skewX) * scaleY; - this.tx = x - ((pivotX * this.a) + (pivotY * this.c)); - this.ty = y - ((pivotX * this.b) + (pivotY * this.d)); - return this; + BaseTexture.addToCache = function (baseTexture, id) { + if (id) { + if (baseTexture.textureCacheIds.indexOf(id) === -1) { + baseTexture.textureCacheIds.push(id); + } + if (BaseTextureCache[id]) { + // eslint-disable-next-line no-console + console.warn("BaseTexture added to the cache with an id [" + id + "] that already had an entry"); + } + BaseTextureCache[id] = baseTexture; + } }; /** - * Prepends the given Matrix to this Matrix. - * @param matrix - The matrix to prepend - * @returns This matrix. Good for chaining method calls. + * Remove a BaseTexture from the global BaseTextureCache. + * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself. + * @returns {PIXI.BaseTexture|null} The BaseTexture that was removed. */ - Matrix.prototype.prepend = function (matrix) { - var tx1 = this.tx; - if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) { - var a1 = this.a; - var c1 = this.c; - this.a = (a1 * matrix.a) + (this.b * matrix.c); - this.b = (a1 * matrix.b) + (this.b * matrix.d); - this.c = (c1 * matrix.a) + (this.d * matrix.c); - this.d = (c1 * matrix.b) + (this.d * matrix.d); + BaseTexture.removeFromCache = function (baseTexture) { + if (typeof baseTexture === 'string') { + var baseTextureFromCache = BaseTextureCache[baseTexture]; + if (baseTextureFromCache) { + var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture); + if (index > -1) { + baseTextureFromCache.textureCacheIds.splice(index, 1); + } + delete BaseTextureCache[baseTexture]; + return baseTextureFromCache; + } } - this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx; - this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty; - return this; + else if (baseTexture && baseTexture.textureCacheIds) { + for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) { + delete BaseTextureCache[baseTexture.textureCacheIds[i]]; + } + baseTexture.textureCacheIds.length = 0; + return baseTexture; + } + return null; }; + /** Global number of the texture batch, used by multi-texture renderers. */ + BaseTexture._globalBatch = 0; + return BaseTexture; + }(EventEmitter)); + + /** + * Resource that can manage several resource (items) inside. + * All resources need to have the same pixel size. + * Parent class for CubeResource and ArrayResource + * @memberof PIXI + */ + var AbstractMultiResource = /** @class */ (function (_super) { + __extends$i(AbstractMultiResource, _super); /** - * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. - * @param transform - The transform to apply the properties to. - * @returns The transform with the newly applied properties + * @param length + * @param options - Options to for Resource constructor + * @param {number} [options.width] - Width of the resource + * @param {number} [options.height] - Height of the resource */ - Matrix.prototype.decompose = function (transform) { - // sort out rotation / skew.. - var a = this.a; - var b = this.b; - var c = this.c; - var d = this.d; - var pivot = transform.pivot; - var skewX = -Math.atan2(-c, d); - var skewY = Math.atan2(b, a); - var delta = Math.abs(skewX + skewY); - if (delta < 0.00001 || Math.abs(PI_2$3 - delta) < 0.00001) { - transform.rotation = skewY; - transform.skew.x = transform.skew.y = 0; + function AbstractMultiResource(length, options) { + var _this = this; + var _a = options || {}, width = _a.width, height = _a.height; + _this = _super.call(this, width, height) || this; + _this.items = []; + _this.itemDirtyIds = []; + for (var i = 0; i < length; i++) { + var partTexture = new BaseTexture(); + _this.items.push(partTexture); + // -2 - first run of texture array upload + // -1 - texture item was allocated + // >=0 - texture item uploaded , in sync with items[i].dirtyId + _this.itemDirtyIds.push(-2); } - else { - transform.rotation = 0; - transform.skew.x = skewX; - transform.skew.y = skewY; + _this.length = length; + _this._load = null; + _this.baseTexture = null; + return _this; + } + /** + * Used from ArrayResource and CubeResource constructors. + * @param resources - Can be resources, image elements, canvas, etc. , + * length should be same as constructor length + * @param options - Detect options for resources + */ + AbstractMultiResource.prototype.initFromArray = function (resources, options) { + for (var i = 0; i < this.length; i++) { + if (!resources[i]) { + continue; + } + if (resources[i].castToBaseTexture) { + this.addBaseTextureAt(resources[i].castToBaseTexture(), i); + } + else if (resources[i] instanceof Resource) { + this.addResourceAt(resources[i], i); + } + else { + this.addResourceAt(autoDetectResource(resources[i], options), i); + } } - // next set scale - transform.scale.x = Math.sqrt((a * a) + (b * b)); - transform.scale.y = Math.sqrt((c * c) + (d * d)); - // next set position - transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c)); - transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d)); - return transform; + }; + /** Destroy this BaseImageResource. */ + AbstractMultiResource.prototype.dispose = function () { + for (var i = 0, len = this.length; i < len; i++) { + this.items[i].destroy(); + } + this.items = null; + this.itemDirtyIds = null; + this._load = null; }; /** - * Inverts this matrix - * @returns This matrix. Good for chaining method calls. + * Set a resource by ID + * @param resource + * @param index - Zero-based index of resource to set + * @returns - Instance for chaining */ - Matrix.prototype.invert = function () { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - var tx1 = this.tx; - var n = (a1 * d1) - (b1 * c1); - this.a = d1 / n; - this.b = -b1 / n; - this.c = -c1 / n; - this.d = a1 / n; - this.tx = ((c1 * this.ty) - (d1 * tx1)) / n; - this.ty = -((a1 * this.ty) - (b1 * tx1)) / n; + AbstractMultiResource.prototype.addResourceAt = function (resource, index) { + if (!this.items[index]) { + throw new Error("Index " + index + " is out of bounds"); + } + // Inherit the first resource dimensions + if (resource.valid && !this.valid) { + this.resize(resource.width, resource.height); + } + this.items[index].setResource(resource); return this; }; /** - * Resets this Matrix to an identity (default) matrix. - * @returns This matrix. Good for chaining method calls. + * Set the parent base texture. + * @param baseTexture */ - Matrix.prototype.identity = function () { - this.a = 1; - this.b = 0; - this.c = 0; - this.d = 1; - this.tx = 0; - this.ty = 0; - return this; + AbstractMultiResource.prototype.bind = function (baseTexture) { + if (this.baseTexture !== null) { + throw new Error('Only one base texture per TextureArray is allowed'); + } + _super.prototype.bind.call(this, baseTexture); + for (var i = 0; i < this.length; i++) { + this.items[i].parentTextureArray = baseTexture; + this.items[i].on('update', baseTexture.update, baseTexture); + } }; /** - * Creates a new Matrix object with the same values as this one. - * @returns A copy of this matrix. Good for chaining method calls. + * Unset the parent base texture. + * @param baseTexture */ - Matrix.prototype.clone = function () { - var matrix = new Matrix(); - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; + AbstractMultiResource.prototype.unbind = function (baseTexture) { + _super.prototype.unbind.call(this, baseTexture); + for (var i = 0; i < this.length; i++) { + this.items[i].parentTextureArray = null; + this.items[i].off('update', baseTexture.update, baseTexture); + } }; /** - * Changes the values of the given matrix to be the same as the ones in this matrix - * @param matrix - The matrix to copy to. - * @returns The matrix given in parameter with its values updated. + * Load all the resources simultaneously + * @returns - When load is resolved */ - Matrix.prototype.copyTo = function (matrix) { - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; + AbstractMultiResource.prototype.load = function () { + var _this = this; + if (this._load) { + return this._load; + } + var resources = this.items.map(function (item) { return item.resource; }).filter(function (item) { return item; }); + // TODO: also implement load part-by-part strategy + var promises = resources.map(function (item) { return item.load(); }); + this._load = Promise.all(promises) + .then(function () { + var _a = _this.items[0], realWidth = _a.realWidth, realHeight = _a.realHeight; + _this.resize(realWidth, realHeight); + return Promise.resolve(_this); + }); + return this._load; }; + return AbstractMultiResource; + }(Resource)); + + /** + * A resource that contains a number of sources. + * @memberof PIXI + */ + var ArrayResource = /** @class */ (function (_super) { + __extends$i(ArrayResource, _super); /** - * Changes the values of the matrix to be the same as the ones in given matrix - * @param {PIXI.Matrix} matrix - The matrix to copy from. - * @returns {PIXI.Matrix} this + * @param source - Number of items in array or the collection + * of image URLs to use. Can also be resources, image elements, canvas, etc. + * @param options - Options to apply to {@link PIXI.autoDetectResource} + * @param {number} [options.width] - Width of the resource + * @param {number} [options.height] - Height of the resource */ - Matrix.prototype.copyFrom = function (matrix) { - this.a = matrix.a; - this.b = matrix.b; - this.c = matrix.c; - this.d = matrix.d; - this.tx = matrix.tx; - this.ty = matrix.ty; + function ArrayResource(source, options) { + var _this = this; + var _a = options || {}, width = _a.width, height = _a.height; + var urls; + var length; + if (Array.isArray(source)) { + urls = source; + length = source.length; + } + else { + length = source; + } + _this = _super.call(this, length, { width: width, height: height }) || this; + if (urls) { + _this.initFromArray(urls, options); + } + return _this; + } + /** + * Set a baseTexture by ID, + * ArrayResource just takes resource from it, nothing more + * @param baseTexture + * @param index - Zero-based index of resource to set + * @returns - Instance for chaining + */ + ArrayResource.prototype.addBaseTextureAt = function (baseTexture, index) { + if (baseTexture.resource) { + this.addResourceAt(baseTexture.resource, index); + } + else { + throw new Error('ArrayResource does not support RenderTexture'); + } return this; }; - Matrix.prototype.toString = function () { - return "[@pixi/math:Matrix a=" + this.a + " b=" + this.b + " c=" + this.c + " d=" + this.d + " tx=" + this.tx + " ty=" + this.ty + "]"; + /** + * Add binding + * @param baseTexture + */ + ArrayResource.prototype.bind = function (baseTexture) { + _super.prototype.bind.call(this, baseTexture); + baseTexture.target = TARGETS.TEXTURE_2D_ARRAY; }; - Object.defineProperty(Matrix, "IDENTITY", { - /** - * A default (identity) matrix - * @readonly - */ - get: function () { - return new Matrix(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Matrix, "TEMP_MATRIX", { - /** - * A temp matrix - * @readonly - */ - get: function () { - return new Matrix(); - }, - enumerable: false, - configurable: true - }); - return Matrix; - }()); - - // Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group - /* - * Transform matrix for operation n is: - * | ux | vx | - * | uy | vy | - */ - var ux$3 = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; - var uy$3 = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vx$3 = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vy$3 = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; - /** - * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table} - * for the composition of each rotation in the dihederal group D8. - * @type {number[][]} - * @private - */ - var rotationCayley$1 = []; - /** - * Matrices for each `GD8Symmetry` rotation. - * @type {PIXI.Matrix[]} - * @private - */ - var rotationMatrices$1 = []; - /* - * Alias for {@code Math.sign}. - */ - var signum$3 = Math.sign; - /* - * Initializes `rotationCayley` and `rotationMatrices`. It is called - * only once below. - */ - function init$3() { - for (var i = 0; i < 16; i++) { - var row = []; - rotationCayley$1.push(row); - for (var j = 0; j < 16; j++) { - /* Multiplies rotation matrices i and j. */ - var _ux = signum$3((ux$3[i] * ux$3[j]) + (vx$3[i] * uy$3[j])); - var _uy = signum$3((uy$3[i] * ux$3[j]) + (vy$3[i] * uy$3[j])); - var _vx = signum$3((ux$3[i] * vx$3[j]) + (vx$3[i] * vy$3[j])); - var _vy = signum$3((uy$3[i] * vx$3[j]) + (vy$3[i] * vy$3[j])); - /* Finds rotation matrix matching the product and pushes it. */ - for (var k = 0; k < 16; k++) { - if (ux$3[k] === _ux && uy$3[k] === _uy - && vx$3[k] === _vx && vy$3[k] === _vy) { - row.push(k); - break; + /** + * Upload the resources to the GPU. + * @param renderer + * @param texture + * @param glTexture + * @returns - whether texture was uploaded + */ + ArrayResource.prototype.upload = function (renderer, texture, glTexture) { + var _a = this, length = _a.length, itemDirtyIds = _a.itemDirtyIds, items = _a.items; + var gl = renderer.gl; + if (glTexture.dirtyId < 0) { + gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, glTexture.internalFormat, this._width, this._height, length, 0, texture.format, glTexture.type, null); + } + for (var i = 0; i < length; i++) { + var item = items[i]; + if (itemDirtyIds[i] < item.dirtyId) { + itemDirtyIds[i] = item.dirtyId; + if (item.valid) { + gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, // xoffset + 0, // yoffset + i, // zoffset + item.resource.width, item.resource.height, 1, texture.format, glTexture.type, item.resource.source); } } } - } - for (var i = 0; i < 16; i++) { - var mat = new Matrix$3(); - mat.set(ux$3[i], uy$3[i], vx$3[i], vy$3[i], 0, 0); - rotationMatrices$1.push(mat); - } - } - init$3(); - /** - * @memberof PIXI - * @typedef {number} GD8Symmetry - * @see PIXI.groupD8 - */ + return true; + }; + return ArrayResource; + }(AbstractMultiResource)); + /** - * Implements the dihedral group D8, which is similar to - * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html}; - * D8 is the same but with diagonals, and it is used for texture - * rotations. - * - * The directions the U- and V- axes after rotation - * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))` - * and `(vX(a), vY(a))`. These aren't necessarily unit vectors. - * - * **Origin:**
- * This is the small part of gameofbombs.com portal system. It works. - * @see PIXI.groupD8.E - * @see PIXI.groupD8.SE - * @see PIXI.groupD8.S - * @see PIXI.groupD8.SW - * @see PIXI.groupD8.W - * @see PIXI.groupD8.NW - * @see PIXI.groupD8.N - * @see PIXI.groupD8.NE - * @author Ivan @ivanpopelyshev - * @namespace PIXI.groupD8 + * Base for all the image/canvas resources. * @memberof PIXI */ - var groupD8$1 = { - /** - * | Rotation | Direction | - * |----------|-----------| - * | 0° | East | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - E: 0, - /** - * | Rotation | Direction | - * |----------|-----------| - * | 45°↻ | Southeast | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - SE: 1, - /** - * | Rotation | Direction | - * |----------|-----------| - * | 90°↻ | South | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - S: 2, - /** - * | Rotation | Direction | - * |----------|-----------| - * | 135°↻ | Southwest | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - SW: 3, - /** - * | Rotation | Direction | - * |----------|-----------| - * | 180° | West | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - W: 4, - /** - * | Rotation | Direction | - * |-------------|--------------| - * | -135°/225°↻ | Northwest | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - NW: 5, - /** - * | Rotation | Direction | - * |-------------|--------------| - * | -90°/270°↻ | North | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - N: 6, - /** - * | Rotation | Direction | - * |-------------|--------------| - * | -45°/315°↻ | Northeast | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - NE: 7, - /** - * Reflection about Y-axis. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - MIRROR_VERTICAL: 8, - /** - * Reflection about the main diagonal. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - MAIN_DIAGONAL: 10, - /** - * Reflection about X-axis. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - MIRROR_HORIZONTAL: 12, - /** - * Reflection about reverse diagonal. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - REVERSE_DIAGONAL: 14, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The X-component of the U-axis - * after rotating the axes. - */ - uX: function (ind) { return ux$3[ind]; }, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis - * after rotating the axes. - */ - uY: function (ind) { return uy$3[ind]; }, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The X-component of the V-axis - * after rotating the axes. - */ - vX: function (ind) { return vx$3[ind]; }, + var BaseImageResource = /** @class */ (function (_super) { + __extends$i(BaseImageResource, _super); /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis - * after rotating the axes. + * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} source */ - vY: function (ind) { return vy$3[ind]; }, + function BaseImageResource(source) { + var _this = this; + var sourceAny = source; + var width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width; + var height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height; + _this = _super.call(this, width, height) || this; + _this.source = source; + _this.noSubImage = false; + return _this; + } /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite - * is needed. Only rotations have opposite symmetries while - * reflections don't. - * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation` + * Set cross origin based detecting the url and the crossorigin + * @param element - Element to apply crossOrigin + * @param url - URL to check + * @param crossorigin - Cross origin value to use */ - inv: function (rotation) { - if (rotation & 8) // true only if between 8 & 15 (reflections) - { - return rotation & 15; // or rotation % 16 + BaseImageResource.crossOrigin = function (element, url, crossorigin) { + if (crossorigin === undefined && url.indexOf('data:') !== 0) { + element.crossOrigin = determineCrossOrigin(url); } - return (-rotation) & 7; // or (8 - rotation) % 8 - }, - /** - * Composes the two D8 operations. - * - * Taking `^` as reflection: - * - * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 | - * |-------|-----|-----|-----|-----|------|-------|-------|-------| - * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ | - * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ | - * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ | - * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ | - * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S | - * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W | - * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N | - * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E | - * - * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table} - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which - * is the row in the above cayley table. - * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which - * is the column in the above cayley table. - * @returns {PIXI.GD8Symmetry} Composed operation - */ - add: function (rotationSecond, rotationFirst) { return (rotationCayley$1[rotationSecond][rotationFirst]); }, - /** - * Reverse of `add`. - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotationSecond - Second operation - * @param {PIXI.GD8Symmetry} rotationFirst - First operation - * @returns {PIXI.GD8Symmetry} Result - */ - sub: function (rotationSecond, rotationFirst) { return (rotationCayley$1[rotationSecond][groupD8$1.inv(rotationFirst)]); }, - /** - * Adds 180 degrees to rotation, which is a commutative - * operation. - * @memberof PIXI.groupD8 - * @param {number} rotation - The number to rotate. - * @returns {number} Rotated number - */ - rotate180: function (rotation) { return rotation ^ 4; }, - /** - * Checks if the rotation angle is vertical, i.e. south - * or north. It doesn't work for reflections. - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotation - The number to check. - * @returns {boolean} Whether or not the direction is vertical - */ - isVertical: function (rotation) { return (rotation & 3) === 2; }, + else if (crossorigin !== false) { + element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous'; + } + }; /** - * Approximates the vector `V(dx,dy)` into one of the - * eight directions provided by `groupD8`. - * @memberof PIXI.groupD8 - * @param {number} dx - X-component of the vector - * @param {number} dy - Y-component of the vector - * @returns {PIXI.GD8Symmetry} Approximation of the vector into - * one of the eight symmetries. + * Upload the texture to the GPU. + * @param renderer - Upload to the renderer + * @param baseTexture - Reference to parent texture + * @param glTexture + * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] - (optional) + * @returns - true is success */ - byDirection: function (dx, dy) { - if (Math.abs(dx) * 2 <= Math.abs(dy)) { - if (dy >= 0) { - return groupD8$1.S; + BaseImageResource.prototype.upload = function (renderer, baseTexture, glTexture, source) { + var gl = renderer.gl; + var width = baseTexture.realWidth; + var height = baseTexture.realHeight; + source = source || this.source; + if (source instanceof HTMLImageElement) { + if (!source.complete || source.naturalWidth === 0) { + return false; } - return groupD8$1.N; } - else if (Math.abs(dy) * 2 <= Math.abs(dx)) { - if (dx > 0) { - return groupD8$1.E; + else if (source instanceof HTMLVideoElement) { + if (source.readyState <= 1) { + return false; } - return groupD8$1.W; } - else if (dy > 0) { - if (dx > 0) { - return groupD8$1.SE; - } - return groupD8$1.SW; + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK); + if (!this.noSubImage + && baseTexture.target === gl.TEXTURE_2D + && glTexture.width === width + && glTexture.height === height) { + gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, glTexture.type, source); } - else if (dx > 0) { - return groupD8$1.NE; + else { + glTexture.width = width; + glTexture.height = height; + gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, baseTexture.format, glTexture.type, source); } - return groupD8$1.NW; - }, + return true; + }; /** - * Helps sprite to compensate texture packer rotation. - * @memberof PIXI.groupD8 - * @param {PIXI.Matrix} matrix - sprite world matrix - * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use. - * @param {number} tx - sprite anchoring - * @param {number} ty - sprite anchoring + * Checks if source width/height was changed, resize can cause extra baseTexture update. + * Triggers one update in any case. */ - matrixAppendRotationInv: function (matrix, rotation, tx, ty) { - if (tx === void 0) { tx = 0; } - if (ty === void 0) { ty = 0; } - // Packer used "rotation", we use "inv(rotation)" - var mat = rotationMatrices$1[groupD8$1.inv(rotation)]; - mat.tx = tx; - mat.ty = ty; - matrix.append(mat); - }, - }; + BaseImageResource.prototype.update = function () { + if (this.destroyed) { + return; + } + var source = this.source; + var width = source.naturalWidth || source.videoWidth || source.width; + var height = source.naturalHeight || source.videoHeight || source.height; + this.resize(width, height); + _super.prototype.update.call(this); + }; + /** Destroy this {@link BaseImageResource} */ + BaseImageResource.prototype.dispose = function () { + this.source = null; + }; + return BaseImageResource; + }(Resource)); /** - * Transform that takes care about its versions. + * @interface OffscreenCanvas + */ + /** + * Resource type for HTMLCanvasElement. * @memberof PIXI */ - /** @class */ ((function () { - function Transform() { - this.worldTransform = new Matrix$3(); - this.localTransform = new Matrix$3(); - this.position = new ObservablePoint$3(this.onChange, this, 0, 0); - this.scale = new ObservablePoint$3(this.onChange, this, 1, 1); - this.pivot = new ObservablePoint$3(this.onChange, this, 0, 0); - this.skew = new ObservablePoint$3(this.updateSkew, this, 0, 0); - this._rotation = 0; - this._cx = 1; - this._sx = 0; - this._cy = 0; - this._sy = 1; - this._localID = 0; - this._currentLocalID = 0; - this._worldID = 0; - this._parentID = 0; + var CanvasResource = /** @class */ (function (_super) { + __extends$i(CanvasResource, _super); + /** + * @param source - Canvas element to use + */ + // eslint-disable-next-line @typescript-eslint/no-useless-constructor + function CanvasResource(source) { + return _super.call(this, source) || this; } - /** Called when a value changes. */ - Transform.prototype.onChange = function () { - this._localID++; - }; - /** Called when the skew or the rotation changes. */ - Transform.prototype.updateSkew = function () { - this._cx = Math.cos(this._rotation + this.skew.y); - this._sx = Math.sin(this._rotation + this.skew.y); - this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2 - this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2 - this._localID++; - }; - Transform.prototype.toString = function () { - return "[@pixi/math:Transform " - + ("position=(" + this.position.x + ", " + this.position.y + ") ") - + ("rotation=" + this.rotation + " ") - + ("scale=(" + this.scale.x + ", " + this.scale.y + ") ") - + ("skew=(" + this.skew.x + ", " + this.skew.y + ") ") - + "]"; - }; - /** Updates the local transformation matrix. */ - Transform.prototype.updateLocalTransform = function () { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; + /** + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @returns {boolean} `true` if source is HTMLCanvasElement or OffscreenCanvas + */ + CanvasResource.test = function (source) { + var OffscreenCanvas = globalThis.OffscreenCanvas; + // Check for browsers that don't yet support OffscreenCanvas + if (OffscreenCanvas && source instanceof OffscreenCanvas) { + return true; } + return globalThis.HTMLCanvasElement && source instanceof HTMLCanvasElement; }; + return CanvasResource; + }(BaseImageResource)); + + /** + * Resource for a CubeTexture which contains six resources. + * @memberof PIXI + */ + var CubeResource = /** @class */ (function (_super) { + __extends$i(CubeResource, _super); /** - * Updates the local and the world transformation matrices. - * @param parentTransform - The parent transform + * @param {Array} [source] - Collection of URLs or resources + * to use as the sides of the cube. + * @param options - ImageResource options + * @param {number} [options.width] - Width of resource + * @param {number} [options.height] - Height of resource + * @param {number} [options.autoLoad=true] - Whether to auto-load resources + * @param {number} [options.linkBaseTexture=true] - In case BaseTextures are supplied, + * whether to copy them or use */ - Transform.prototype.updateTransform = function (parentTransform) { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; + function CubeResource(source, options) { + var _this = this; + var _a = options || {}, width = _a.width, height = _a.height, autoLoad = _a.autoLoad, linkBaseTexture = _a.linkBaseTexture; + if (source && source.length !== CubeResource.SIDES) { + throw new Error("Invalid length. Got " + source.length + ", expected 6"); } - if (this._parentID !== parentTransform._worldID) { - // concat the parent matrix with the objects transform. - var pt = parentTransform.worldTransform; - var wt = this.worldTransform; - wt.a = (lt.a * pt.a) + (lt.b * pt.c); - wt.b = (lt.a * pt.b) + (lt.b * pt.d); - wt.c = (lt.c * pt.a) + (lt.d * pt.c); - wt.d = (lt.c * pt.b) + (lt.d * pt.d); - wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx; - wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty; - this._parentID = parentTransform._worldID; - // update the id of the transform.. - this._worldID++; + _this = _super.call(this, 6, { width: width, height: height }) || this; + for (var i = 0; i < CubeResource.SIDES; i++) { + _this.items[i].target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + i; } - }; + _this.linkBaseTexture = linkBaseTexture !== false; + if (source) { + _this.initFromArray(source, options); + } + if (autoLoad !== false) { + _this.load(); + } + return _this; + } /** - * Decomposes a matrix and sets the transforms properties based on it. - * @param matrix - The matrix to decompose + * Add binding. + * @param baseTexture - parent base texture */ - Transform.prototype.setFromMatrix = function (matrix) { - matrix.decompose(this); - this._localID++; + CubeResource.prototype.bind = function (baseTexture) { + _super.prototype.bind.call(this, baseTexture); + baseTexture.target = TARGETS.TEXTURE_CUBE_MAP; }; - Object.defineProperty(Transform.prototype, "rotation", { - /** The rotation of the object in radians. */ - get: function () { - return this._rotation; - }, - set: function (value) { - if (this._rotation !== value) { - this._rotation = value; - this.updateSkew(); - } - }, - enumerable: false, - configurable: true - }); - /** A default (identity) transform. */ - Transform.IDENTITY = new Transform(); - return Transform; - })()); - - /*! - * @pixi/core - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/core is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * The maximum support for using WebGL. If a device does not - * support WebGL version, for instance WebGL 2, it will still - * attempt to fallback support to WebGL 1. If you want to - * explicitly remove feature support to target a more stable - * baseline, prefer a lower environment. - * - * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium} - * we disable webgl2 by default for all non-apple mobile devices. - * @static - * @name PREFER_ENV - * @memberof PIXI.settings - * @type {number} - * @default PIXI.ENV.WEBGL2 - */ - settings$1.PREFER_ENV = isMobile$2.any ? ENV$8.WEBGL : ENV$8.WEBGL2; - /** - * If set to `true`, *only* Textures and BaseTexture objects stored - * in the caches ({@link PIXI.utils.TextureCache TextureCache} and - * {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can be - * used when calling {@link PIXI.Texture.from Texture.from} or - * {@link PIXI.BaseTexture.from BaseTexture.from}. - * Otherwise, these `from` calls throw an exception. Using this property - * can be useful if you want to enforce preloading all assets with - * {@link PIXI.Loader Loader}. - * @static - * @name STRICT_TEXTURE_CACHE - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ - settings$1.STRICT_TEXTURE_CACHE = false; - - /** - * Collection of installed resource types, class must extend {@link PIXI.Resource}. - * @example - * class CustomResource extends PIXI.Resource { - * // MUST have source, options constructor signature - * // for auto-detected resources to be created. - * constructor(source, options) { - * super(); - * } - * upload(renderer, baseTexture, glTexture) { - * // upload with GL - * return true; - * } - * // used to auto-detect resource - * static test(source, extension) { - * return extension === 'xyz'|| source instanceof SomeClass; - * } - * } - * // Install the new resource type - * PIXI.INSTALLED.push(CustomResource); - * @memberof PIXI - * @type {Array} - * @static - * @readonly - */ - var INSTALLED$1 = []; - /** - * Create a resource element from a single source element. This - * auto-detects which type of resource to create. All resources that - * are auto-detectable must have a static `test` method and a constructor - * with the arguments `(source, options?)`. Currently, the supported - * resources for auto-detection include: - * - {@link PIXI.ImageResource} - * - {@link PIXI.CanvasResource} - * - {@link PIXI.VideoResource} - * - {@link PIXI.SVGResource} - * - {@link PIXI.BufferResource} - * @static - * @memberof PIXI - * @function autoDetectResource - * @param {string|*} source - Resource source, this can be the URL to the resource, - * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri - * or any other resource that can be auto-detected. If not resource is - * detected, it's assumed to be an ImageResource. - * @param {object} [options] - Pass-through options to use for Resource - * @param {number} [options.width] - Width of BufferResource or SVG rasterization - * @param {number} [options.height] - Height of BufferResource or SVG rasterization - * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading - * @param {number} [options.scale=1] - SVG source scale. Overridden by width, height - * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object - * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin - * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately - * @param {number} [options.updateFPS=0] - Video option to update how many times a second the - * texture should be updated from the video. Leave at 0 to update at every render - * @returns {PIXI.Resource} The created resource. - */ - function autoDetectResource$1(source, options) { - if (!source) { - return null; - } - var extension = ''; - if (typeof source === 'string') { - // search for file extension: period, 3-4 chars, then ?, # or EOL - var result = (/\.(\w{3,4})(?:$|\?|#)/i).exec(source); - if (result) { - extension = result[1].toLowerCase(); - } - } - for (var i = INSTALLED$1.length - 1; i >= 0; --i) { - var ResourcePlugin = INSTALLED$1[i]; - if (ResourcePlugin.test && ResourcePlugin.test(source, extension)) { - return new ResourcePlugin(source, options); + CubeResource.prototype.addBaseTextureAt = function (baseTexture, index, linkBaseTexture) { + if (!this.items[index]) { + throw new Error("Index " + index + " is out of bounds"); } - } - throw new Error('Unrecognized source type to auto-detect Resource'); - } - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$m = function(d, b) { - extendStatics$m = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$m(d, b); - }; - - function __extends$m(d, b) { - extendStatics$m(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var __assign$1 = function() { - __assign$1 = Object.assign || function __assign(t) { - var arguments$1 = arguments; - - for (var s, i = 1, n = arguments.length; i < n; i++) { - s = arguments$1[i]; - for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } } - } - return t; - }; - return __assign$1.apply(this, arguments); - }; - - function __rest$1(s, e) { - var t = {}; - for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0) - { t[p] = s[p]; } } - if (s != null && typeof Object.getOwnPropertySymbols === "function") - { for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) { - if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i])) - { t[p[i]] = s[p[i]]; } - } } - return t; - } - - /** - * Base resource class for textures that manages validation and uploading, depending on its type. - * - * Uploading of a base texture to the GPU is required. - * @memberof PIXI - */ - var Resource$1 = /** @class */ (function () { - /** - * @param width - Width of the resource - * @param height - Height of the resource - */ - function Resource(width, height) { - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - this._width = width; - this._height = height; - this.destroyed = false; - this.internal = false; - this.onResize = new Runner('setRealSize'); - this.onUpdate = new Runner('update'); - this.onError = new Runner('onError'); - } - /** - * Bind to a parent BaseTexture - * @param baseTexture - Parent texture - */ - Resource.prototype.bind = function (baseTexture) { - this.onResize.add(baseTexture); - this.onUpdate.add(baseTexture); - this.onError.add(baseTexture); - // Call a resize immediate if we already - // have the width and height of the resource - if (this._width || this._height) { - this.onResize.emit(this._width, this._height); + if (!this.linkBaseTexture + || baseTexture.parentTextureArray + || Object.keys(baseTexture._glTextures).length > 0) { + // copy mode + if (baseTexture.resource) { + this.addResourceAt(baseTexture.resource, index); + } + else { + throw new Error("CubeResource does not support copying of renderTexture."); + } } - }; - /** - * Unbind to a parent BaseTexture - * @param baseTexture - Parent texture - */ - Resource.prototype.unbind = function (baseTexture) { - this.onResize.remove(baseTexture); - this.onUpdate.remove(baseTexture); - this.onError.remove(baseTexture); - }; - /** - * Trigger a resize event - * @param width - X dimension - * @param height - Y dimension - */ - Resource.prototype.resize = function (width, height) { - if (width !== this._width || height !== this._height) { - this._width = width; - this._height = height; - this.onResize.emit(width, height); + else { + // link mode, the difficult one! + baseTexture.target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + index; + baseTexture.parentTextureArray = this.baseTexture; + this.items[index] = baseTexture; } - }; - Object.defineProperty(Resource.prototype, "valid", { - /** - * Has been validated - * @readonly - */ - get: function () { - return !!this._width && !!this._height; - }, - enumerable: false, - configurable: true - }); - /** Has been updated trigger event. */ - Resource.prototype.update = function () { - if (!this.destroyed) { - this.onUpdate.emit(); + if (baseTexture.valid && !this.valid) { + this.resize(baseTexture.realWidth, baseTexture.realHeight); } + this.items[index] = baseTexture; + return this; }; /** - * This can be overridden to start preloading a resource - * or do any other prepare step. - * @protected - * @returns Handle the validate event - */ - Resource.prototype.load = function () { - return Promise.resolve(this); - }; - Object.defineProperty(Resource.prototype, "width", { - /** - * The width of the resource. - * @readonly - */ - get: function () { - return this._width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Resource.prototype, "height", { - /** - * The height of the resource. - * @readonly - */ - get: function () { - return this._height; - }, - enumerable: false, - configurable: true - }); - /** - * Set the style, optional to override - * @param _renderer - yeah, renderer! - * @param _baseTexture - the texture - * @param _glTexture - texture instance for this webgl context - * @returns - `true` is success - */ - Resource.prototype.style = function (_renderer, _baseTexture, _glTexture) { - return false; - }; - /** Clean up anything, this happens when destroying is ready. */ - Resource.prototype.dispose = function () { - // override - }; - /** - * Call when destroying resource, unbind any BaseTexture object - * before calling this method, as reference counts are maintained - * internally. + * Upload the resource + * @param renderer + * @param _baseTexture + * @param glTexture + * @returns {boolean} true is success */ - Resource.prototype.destroy = function () { - if (!this.destroyed) { - this.destroyed = true; - this.dispose(); - this.onError.removeAll(); - this.onError = null; - this.onResize.removeAll(); - this.onResize = null; - this.onUpdate.removeAll(); - this.onUpdate = null; + CubeResource.prototype.upload = function (renderer, _baseTexture, glTexture) { + var dirty = this.itemDirtyIds; + for (var i = 0; i < CubeResource.SIDES; i++) { + var side = this.items[i]; + if (dirty[i] < side.dirtyId || glTexture.dirtyId < _baseTexture.dirtyId) { + if (side.valid && side.resource) { + side.resource.upload(renderer, side, glTexture); + dirty[i] = side.dirtyId; + } + else if (dirty[i] < -1) { + // either item is not valid yet, either its a renderTexture + // allocate the memory + renderer.gl.texImage2D(side.target, 0, glTexture.internalFormat, _baseTexture.realWidth, _baseTexture.realHeight, 0, _baseTexture.format, glTexture.type, null); + dirty[i] = -1; + } + } } + return true; }; /** - * Abstract, used to auto-detect resource type. - * @param {*} _source - The source object - * @param {string} _extension - The extension of source, if set + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @returns {boolean} `true` if source is an array of 6 elements */ - Resource.test = function (_source, _extension) { - return false; + CubeResource.test = function (source) { + return Array.isArray(source) && source.length === CubeResource.SIDES; }; - return Resource; - }()); + /** Number of texture sides to store for CubeResources. */ + CubeResource.SIDES = 6; + return CubeResource; + }(AbstractMultiResource)); /** - * @interface SharedArrayBuffer - */ - /** - * Buffer resource with data of typed array. + * Resource type for HTMLImageElement. * @memberof PIXI */ - var BufferResource$1 = /** @class */ (function (_super) { - __extends$m(BufferResource, _super); + var ImageResource = /** @class */ (function (_super) { + __extends$i(ImageResource, _super); /** - * @param source - Source buffer - * @param options - Options - * @param {number} options.width - Width of the texture - * @param {number} options.height - Height of the texture + * @param source - image source or URL + * @param options + * @param {boolean} [options.autoLoad=true] - start loading process + * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - whether its required to create + * a bitmap before upload + * @param {boolean} [options.crossorigin=true] - Load image using cross origin + * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Premultiply image alpha in bitmap */ - function BufferResource(source, options) { + function ImageResource(source, options) { var _this = this; - var _a = options || {}, width = _a.width, height = _a.height; - if (!width || !height) { - throw new Error('BufferResource width or height invalid'); + options = options || {}; + if (!(source instanceof HTMLImageElement)) { + var imageElement = new Image(); + BaseImageResource.crossOrigin(imageElement, source, options.crossorigin); + imageElement.src = source; + source = imageElement; + } + _this = _super.call(this, source) || this; + // FireFox 68, and possibly other versions, seems like setting the HTMLImageElement#width and #height + // to non-zero values before its loading completes if images are in a cache. + // Because of this, need to set the `_width` and the `_height` to zero to avoid uploading incomplete images. + // Please refer to the issue #5968 (https://github.com/pixijs/pixi.js/issues/5968). + if (!source.complete && !!_this._width && !!_this._height) { + _this._width = 0; + _this._height = 0; + } + _this.url = source.src; + _this._process = null; + _this.preserveBitmap = false; + _this.createBitmap = (options.createBitmap !== undefined + ? options.createBitmap : settings.CREATE_IMAGE_BITMAP) && !!globalThis.createImageBitmap; + _this.alphaMode = typeof options.alphaMode === 'number' ? options.alphaMode : null; + _this.bitmap = null; + _this._load = null; + if (options.autoLoad !== false) { + _this.load(); } - _this = _super.call(this, width, height) || this; - _this.data = source; return _this; } /** - * Upload the texture to the GPU. - * @param renderer - Upload to the renderer - * @param baseTexture - Reference to parent texture - * @param glTexture - glTexture - * @returns - true is success + * Returns a promise when image will be loaded and processed. + * @param createBitmap - whether process image into bitmap */ - BufferResource.prototype.upload = function (renderer, baseTexture, glTexture) { - var gl = renderer.gl; - gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES$8.UNPACK); - var width = baseTexture.realWidth; - var height = baseTexture.realHeight; - if (glTexture.width === width && glTexture.height === height) { - gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data); + ImageResource.prototype.load = function (createBitmap) { + var _this = this; + if (this._load) { + return this._load; } - else { - glTexture.width = width; - glTexture.height = height; - gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data); + if (createBitmap !== undefined) { + this.createBitmap = createBitmap; } - return true; - }; - /** Destroy and don't use after this. */ - BufferResource.prototype.dispose = function () { - this.data = null; + this._load = new Promise(function (resolve, reject) { + var source = _this.source; + _this.url = source.src; + var completed = function () { + if (_this.destroyed) { + return; + } + source.onload = null; + source.onerror = null; + _this.resize(source.width, source.height); + _this._load = null; + if (_this.createBitmap) { + resolve(_this.process()); + } + else { + resolve(_this); + } + }; + if (source.complete && source.src) { + completed(); + } + else { + source.onload = completed; + source.onerror = function (event) { + // Avoids Promise freezing when resource broken + reject(event); + _this.onError.emit(event); + }; + } + }); + return this._load; }; /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if + * Called when we need to convert image into BitmapImage. + * Can be called multiple times, real promise is cached inside. + * @returns - Cached promise to fill that bitmap */ - BufferResource.test = function (source) { - return source instanceof Float32Array - || source instanceof Uint8Array - || source instanceof Uint32Array; + ImageResource.prototype.process = function () { + var _this = this; + var source = this.source; + if (this._process !== null) { + return this._process; + } + if (this.bitmap !== null || !globalThis.createImageBitmap) { + return Promise.resolve(this); + } + var createImageBitmap = globalThis.createImageBitmap; + var cors = !source.crossOrigin || source.crossOrigin === 'anonymous'; + this._process = fetch(source.src, { + mode: cors ? 'cors' : 'no-cors' + }) + .then(function (r) { return r.blob(); }) + .then(function (blob) { return createImageBitmap(blob, 0, 0, source.width, source.height, { + premultiplyAlpha: _this.alphaMode === null || _this.alphaMode === ALPHA_MODES.UNPACK + ? 'premultiply' : 'none', + }); }) + .then(function (bitmap) { + if (_this.destroyed) { + return Promise.reject(); + } + _this.bitmap = bitmap; + _this.update(); + _this._process = null; + return Promise.resolve(_this); + }); + return this._process; }; - return BufferResource; - }(Resource$1)); - - var defaultBufferOptions$1 = { - scaleMode: SCALE_MODES$8.NEAREST, - format: FORMATS$8.RGBA, - alphaMode: ALPHA_MODES$8.NPM, - }; - /** - * A Texture stores the information that represents an image. - * All textures have a base texture, which contains information about the source. - * Therefore you can have many textures all using a single BaseTexture - * @memberof PIXI - * @typeParam R - The BaseTexture's Resource type. - * @typeParam RO - The options for constructing resource. - */ - var BaseTexture$1 = /** @class */ (function (_super) { - __extends$m(BaseTexture, _super); /** - * @param {PIXI.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null] - - * The current resource to use, for things that aren't Resource objects, will be converted - * into a Resource. - * @param options - Collection of options - * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture - * @param {number} [options.anisotropicLevel=PIXI.settings.ANISOTROPIC_LEVEL] - Anisotropic filtering level of texture - * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures - * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest - * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type - * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type - * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target - * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Pre multiply the image alpha - * @param {number} [options.width=0] - Width of the texture - * @param {number} [options.height=0] - Height of the texture - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - Resolution of the base texture - * @param {object} [options.resourceOptions] - Optional resource options, - * see {@link PIXI.autoDetectResource autoDetectResource} + * Upload the image resource to GPU. + * @param renderer - Renderer to upload to + * @param baseTexture - BaseTexture for this resource + * @param glTexture - GLTexture to use + * @returns {boolean} true is success */ - function BaseTexture(resource, options) { - if (resource === void 0) { resource = null; } - if (options === void 0) { options = null; } - var _this = _super.call(this) || this; + ImageResource.prototype.upload = function (renderer, baseTexture, glTexture) { + if (typeof this.alphaMode === 'number') { + // bitmap stores unpack premultiply flag, we dont have to notify texImage2D about it + baseTexture.alphaMode = this.alphaMode; + } + if (!this.createBitmap) { + return _super.prototype.upload.call(this, renderer, baseTexture, glTexture); + } + if (!this.bitmap) { + // yeah, ignore the output + this.process(); + if (!this.bitmap) { + return false; + } + } + _super.prototype.upload.call(this, renderer, baseTexture, glTexture, this.bitmap); + if (!this.preserveBitmap) { + // checks if there are other renderers that possibly need this bitmap + var flag = true; + var glTextures = baseTexture._glTextures; + for (var key in glTextures) { + var otherTex = glTextures[key]; + if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId) { + flag = false; + break; + } + } + if (flag) { + if (this.bitmap.close) { + this.bitmap.close(); + } + this.bitmap = null; + } + } + return true; + }; + /** Destroys this resource. */ + ImageResource.prototype.dispose = function () { + this.source.onload = null; + this.source.onerror = null; + _super.prototype.dispose.call(this); + if (this.bitmap) { + this.bitmap.close(); + this.bitmap = null; + } + this._process = null; + this._load = null; + }; + /** + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @returns {boolean} `true` if source is string or HTMLImageElement + */ + ImageResource.test = function (source) { + return typeof source === 'string' || source instanceof HTMLImageElement; + }; + return ImageResource; + }(BaseImageResource)); + + /** + * Resource type for SVG elements and graphics. + * @memberof PIXI + */ + var SVGResource = /** @class */ (function (_super) { + __extends$i(SVGResource, _super); + /** + * @param sourceBase64 - Base64 encoded SVG element or URL for SVG file. + * @param {object} [options] - Options to use + * @param {number} [options.scale=1] - Scale to apply to SVG. Overridden by... + * @param {number} [options.width] - Rasterize SVG this wide. Aspect ratio preserved if height not specified. + * @param {number} [options.height] - Rasterize SVG this high. Aspect ratio preserved if width not specified. + * @param {boolean} [options.autoLoad=true] - Start loading right away. + */ + function SVGResource(sourceBase64, options) { + var _this = this; options = options || {}; - var alphaMode = options.alphaMode, mipmap = options.mipmap, anisotropicLevel = options.anisotropicLevel, scaleMode = options.scaleMode, width = options.width, height = options.height, wrapMode = options.wrapMode, format = options.format, type = options.type, target = options.target, resolution = options.resolution, resourceOptions = options.resourceOptions; - // Convert the resource to a Resource object - if (resource && !(resource instanceof Resource$1)) { - resource = autoDetectResource$1(resource, resourceOptions); - resource.internal = true; + _this = _super.call(this, settings.ADAPTER.createCanvas()) || this; + _this._width = 0; + _this._height = 0; + _this.svg = sourceBase64; + _this.scale = options.scale || 1; + _this._overrideWidth = options.width; + _this._overrideHeight = options.height; + _this._resolve = null; + _this._crossorigin = options.crossorigin; + _this._load = null; + if (options.autoLoad !== false) { + _this.load(); } - _this.resolution = resolution || settings$1.RESOLUTION; - _this.width = Math.round((width || 0) * _this.resolution) / _this.resolution; - _this.height = Math.round((height || 0) * _this.resolution) / _this.resolution; - _this._mipmap = mipmap !== undefined ? mipmap : settings$1.MIPMAP_TEXTURES; - _this.anisotropicLevel = anisotropicLevel !== undefined ? anisotropicLevel : settings$1.ANISOTROPIC_LEVEL; - _this._wrapMode = wrapMode || settings$1.WRAP_MODE; - _this._scaleMode = scaleMode !== undefined ? scaleMode : settings$1.SCALE_MODE; - _this.format = format || FORMATS$8.RGBA; - _this.type = type || TYPES$8.UNSIGNED_BYTE; - _this.target = target || TARGETS$8.TEXTURE_2D; - _this.alphaMode = alphaMode !== undefined ? alphaMode : ALPHA_MODES$8.UNPACK; - _this.uid = uid(); - _this.touched = 0; - _this.isPowerOfTwo = false; - _this._refreshPOT(); - _this._glTextures = {}; - _this.dirtyId = 0; - _this.dirtyStyleId = 0; - _this.cacheId = null; - _this.valid = width > 0 && height > 0; - _this.textureCacheIds = []; - _this.destroyed = false; - _this.resource = null; - _this._batchEnabled = 0; - _this._batchLocation = 0; - _this.parentTextureArray = null; - /** - * Fired when a not-immediately-available source finishes loading. - * @protected - * @event PIXI.BaseTexture#loaded - * @param {PIXI.BaseTexture} baseTexture - Resource loaded. - */ - /** - * Fired when a not-immediately-available source fails to load. - * @protected - * @event PIXI.BaseTexture#error - * @param {PIXI.BaseTexture} baseTexture - Resource errored. - * @param {ErrorEvent} event - Load error event. - */ - /** - * Fired when BaseTexture is updated. - * @protected - * @event PIXI.BaseTexture#loaded - * @param {PIXI.BaseTexture} baseTexture - Resource loaded. - */ - /** - * Fired when BaseTexture is updated. - * @protected - * @event PIXI.BaseTexture#update - * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated. - */ - /** - * Fired when BaseTexture is destroyed. - * @protected - * @event PIXI.BaseTexture#dispose - * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed. - */ - // Set the resource - _this.setResource(resource); return _this; } - Object.defineProperty(BaseTexture.prototype, "realWidth", { - /** - * Pixel width of the source of this texture - * @readonly - */ - get: function () { - return Math.round(this.width * this.resolution); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BaseTexture.prototype, "realHeight", { - /** - * Pixel height of the source of this texture - * @readonly - */ - get: function () { - return Math.round(this.height * this.resolution); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BaseTexture.prototype, "mipmap", { - /** - * Mipmap mode of the texture, affects downscaled images - * @default PIXI.settings.MIPMAP_TEXTURES - */ - get: function () { - return this._mipmap; - }, - set: function (value) { - if (this._mipmap !== value) { - this._mipmap = value; - this.dirtyStyleId++; + SVGResource.prototype.load = function () { + var _this = this; + if (this._load) { + return this._load; + } + this._load = new Promise(function (resolve) { + // Save this until after load is finished + _this._resolve = function () { + _this.resize(_this.source.width, _this.source.height); + resolve(_this); + }; + // Convert SVG inline string to data-uri + if (SVGResource.SVG_XML.test(_this.svg.trim())) { + if (!btoa) { + throw new Error('Your browser doesn\'t support base64 conversions.'); + } + _this.svg = "data:image/svg+xml;base64," + btoa(unescape(encodeURIComponent(_this.svg))); } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BaseTexture.prototype, "scaleMode", { - /** - * The scale mode to apply when scaling this texture - * @default PIXI.settings.SCALE_MODE - */ - get: function () { - return this._scaleMode; - }, - set: function (value) { - if (this._scaleMode !== value) { - this._scaleMode = value; - this.dirtyStyleId++; + _this._loadSvg(); + }); + return this._load; + }; + /** Loads an SVG image from `imageUrl` or `data URL`. */ + SVGResource.prototype._loadSvg = function () { + var _this = this; + var tempImage = new Image(); + BaseImageResource.crossOrigin(tempImage, this.svg, this._crossorigin); + tempImage.src = this.svg; + tempImage.onerror = function (event) { + if (!_this._resolve) { + return; } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BaseTexture.prototype, "wrapMode", { - /** - * How the texture wraps - * @default PIXI.settings.WRAP_MODE - */ - get: function () { - return this._wrapMode; - }, - set: function (value) { - if (this._wrapMode !== value) { - this._wrapMode = value; - this.dirtyStyleId++; + tempImage.onerror = null; + _this.onError.emit(event); + }; + tempImage.onload = function () { + if (!_this._resolve) { + return; } - }, - enumerable: false, - configurable: true - }); + var svgWidth = tempImage.width; + var svgHeight = tempImage.height; + if (!svgWidth || !svgHeight) { + throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.'); + } + // Set render size + var width = svgWidth * _this.scale; + var height = svgHeight * _this.scale; + if (_this._overrideWidth || _this._overrideHeight) { + width = _this._overrideWidth || _this._overrideHeight / svgHeight * svgWidth; + height = _this._overrideHeight || _this._overrideWidth / svgWidth * svgHeight; + } + width = Math.round(width); + height = Math.round(height); + // Create a canvas element + var canvas = _this.source; + canvas.width = width; + canvas.height = height; + canvas._pixiId = "canvas_" + uid(); + // Draw the Svg to the canvas + canvas + .getContext('2d') + .drawImage(tempImage, 0, 0, svgWidth, svgHeight, 0, 0, width, height); + _this._resolve(); + _this._resolve = null; + }; + }; /** - * Changes style options of BaseTexture - * @param scaleMode - Pixi scalemode - * @param mipmap - enable mipmaps - * @returns - this + * Get size from an svg string using a regular expression. + * @param svgString - a serialized svg element + * @returns - image extension */ - BaseTexture.prototype.setStyle = function (scaleMode, mipmap) { - var dirty; - if (scaleMode !== undefined && scaleMode !== this.scaleMode) { - this.scaleMode = scaleMode; - dirty = true; - } - if (mipmap !== undefined && mipmap !== this.mipmap) { - this.mipmap = mipmap; - dirty = true; - } - if (dirty) { - this.dirtyStyleId++; + SVGResource.getSize = function (svgString) { + var sizeMatch = SVGResource.SVG_SIZE.exec(svgString); + var size = {}; + if (sizeMatch) { + size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3])); + size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7])); } - return this; + return size; + }; + /** Destroys this texture. */ + SVGResource.prototype.dispose = function () { + _super.prototype.dispose.call(this); + this._resolve = null; + this._crossorigin = null; }; /** - * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero. - * @param desiredWidth - Desired visual width - * @param desiredHeight - Desired visual height - * @param resolution - Optionally set resolution - * @returns - this + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @param {string} extension - The extension of source, if set + * @returns {boolean} - If the source is a SVG source or data file */ - BaseTexture.prototype.setSize = function (desiredWidth, desiredHeight, resolution) { - resolution = resolution || this.resolution; - return this.setRealSize(desiredWidth * resolution, desiredHeight * resolution, resolution); + SVGResource.test = function (source, extension) { + // url file extension is SVG + return extension === 'svg' + // source is SVG data-uri + || (typeof source === 'string' && source.startsWith('data:image/svg+xml')) + // source is SVG inline + || (typeof source === 'string' && SVGResource.SVG_XML.test(source)); }; /** - * Sets real size of baseTexture, preserves current resolution. - * @param realWidth - Full rendered width - * @param realHeight - Full rendered height - * @param resolution - Optionally set resolution - * @returns - this + * Regular expression for SVG XML document. + * @example <?xml version="1.0" encoding="utf-8" ?><!-- image/svg --><svg + * @readonly */ - BaseTexture.prototype.setRealSize = function (realWidth, realHeight, resolution) { - this.resolution = resolution || this.resolution; - this.width = Math.round(realWidth) / this.resolution; - this.height = Math.round(realHeight) / this.resolution; - this._refreshPOT(); - this.update(); - return this; - }; + SVGResource.SVG_XML = /^(<\?xml[^?]+\?>)?\s*()]*-->)?\s*\]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*>/i; // eslint-disable-line max-len + return SVGResource; + }(BaseImageResource)); + + /** + * Resource type for {@code HTMLVideoElement}. + * @memberof PIXI + */ + var VideoResource = /** @class */ (function (_super) { + __extends$i(VideoResource, _super); /** - * Changes resolution - * @param resolution - res - * @returns - this + * @param {HTMLVideoElement|object|string|Array} source - Video element to use. + * @param {object} [options] - Options to use + * @param {boolean} [options.autoLoad=true] - Start loading the video immediately + * @param {boolean} [options.autoPlay=true] - Start playing video immediately + * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video. + * Leave at 0 to update at every render. + * @param {boolean} [options.crossorigin=true] - Load image using cross origin */ - BaseTexture.prototype.setResolution = function (resolution) { - var oldResolution = this.resolution; - if (oldResolution === resolution) { - return this; + function VideoResource(source, options) { + var _this = this; + options = options || {}; + if (!(source instanceof HTMLVideoElement)) { + var videoElement = document.createElement('video'); + // workaround for https://github.com/pixijs/pixi.js/issues/5996 + videoElement.setAttribute('preload', 'auto'); + videoElement.setAttribute('webkit-playsinline', ''); + videoElement.setAttribute('playsinline', ''); + if (typeof source === 'string') { + source = [source]; + } + var firstSrc = source[0].src || source[0]; + BaseImageResource.crossOrigin(videoElement, firstSrc, options.crossorigin); + // array of objects or strings + for (var i = 0; i < source.length; ++i) { + var sourceElement = document.createElement('source'); + var _a = source[i], src = _a.src, mime = _a.mime; + src = src || source[i]; + var baseSrc = src.split('?').shift().toLowerCase(); + var ext = baseSrc.slice(baseSrc.lastIndexOf('.') + 1); + mime = mime || VideoResource.MIME_TYPES[ext] || "video/" + ext; + sourceElement.src = src; + sourceElement.type = mime; + videoElement.appendChild(sourceElement); + } + // Override the source + source = videoElement; } - this.resolution = resolution; - if (this.valid) { - this.width = Math.round(this.width * oldResolution) / resolution; - this.height = Math.round(this.height * oldResolution) / resolution; - this.emit('update', this); + _this = _super.call(this, source) || this; + _this.noSubImage = true; + _this._autoUpdate = true; + _this._isConnectedToTicker = false; + _this._updateFPS = options.updateFPS || 0; + _this._msToNextUpdate = 0; + _this.autoPlay = options.autoPlay !== false; + _this._load = null; + _this._resolve = null; + // Bind for listeners + _this._onCanPlay = _this._onCanPlay.bind(_this); + _this._onError = _this._onError.bind(_this); + if (options.autoLoad !== false) { + _this.load(); + } + return _this; + } + /** + * Trigger updating of the texture. + * @param _deltaTime - time delta since last tick + */ + VideoResource.prototype.update = function (_deltaTime) { + if (!this.destroyed) { + // account for if video has had its playbackRate changed + var elapsedMS = Ticker.shared.elapsedMS * this.source.playbackRate; + this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS); + if (!this._updateFPS || this._msToNextUpdate <= 0) { + _super.prototype.update.call(this); + this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0; + } } - this._refreshPOT(); - return this; }; /** - * Sets the resource if it wasn't set. Throws error if resource already present - * @param resource - that is managing this BaseTexture - * @returns - this + * Start preloading the video resource. + * @returns {Promise} Handle the validate event */ - BaseTexture.prototype.setResource = function (resource) { - if (this.resource === resource) { - return this; + VideoResource.prototype.load = function () { + var _this = this; + if (this._load) { + return this._load; } - if (this.resource) { - throw new Error('Resource can be set only once'); + var source = this.source; + if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA) + && source.width && source.height) { + source.complete = true; } - resource.bind(this); - this.resource = resource; - return this; - }; - /** Invalidates the object. Texture becomes valid if width and height are greater than zero. */ - BaseTexture.prototype.update = function () { - if (!this.valid) { - if (this.width > 0 && this.height > 0) { - this.valid = true; - this.emit('loaded', this); - this.emit('update', this); - } + source.addEventListener('play', this._onPlayStart.bind(this)); + source.addEventListener('pause', this._onPlayStop.bind(this)); + if (!this._isSourceReady()) { + source.addEventListener('canplay', this._onCanPlay); + source.addEventListener('canplaythrough', this._onCanPlay); + source.addEventListener('error', this._onError, true); } else { - this.dirtyId++; - this.dirtyStyleId++; - this.emit('update', this); + this._onCanPlay(); } + this._load = new Promise(function (resolve) { + if (_this.valid) { + resolve(_this); + } + else { + _this._resolve = resolve; + source.load(); + } + }); + return this._load; }; /** - * Handle errors with resources. - * @private - * @param event - Error event emitted. + * Handle video error events. + * @param event */ - BaseTexture.prototype.onError = function (event) { - this.emit('error', this, event); + VideoResource.prototype._onError = function (event) { + this.source.removeEventListener('error', this._onError, true); + this.onError.emit(event); }; /** - * Destroys this base texture. - * The method stops if resource doesn't want this texture to be destroyed. - * Removes texture from all caches. + * Returns true if the underlying source is playing. + * @returns - True if playing. */ - BaseTexture.prototype.destroy = function () { - // remove and destroy the resource - if (this.resource) { - this.resource.unbind(this); - // only destroy resourced created internally - if (this.resource.internal) { - this.resource.destroy(); - } - this.resource = null; - } - if (this.cacheId) { - delete BaseTextureCache[this.cacheId]; - delete TextureCache[this.cacheId]; - this.cacheId = null; - } - // finally let the WebGL renderer know.. - this.dispose(); - BaseTexture.removeFromCache(this); - this.textureCacheIds = null; - this.destroyed = true; + VideoResource.prototype._isSourcePlaying = function () { + var source = this.source; + return (!source.paused && !source.ended && this._isSourceReady()); }; /** - * Frees the texture from WebGL memory without destroying this texture object. - * This means you can still use the texture later which will upload it to GPU - * memory again. - * @fires PIXI.BaseTexture#dispose + * Returns true if the underlying source is ready for playing. + * @returns - True if ready. */ - BaseTexture.prototype.dispose = function () { - this.emit('dispose', this); - }; - /** Utility function for BaseTexture|Texture cast. */ - BaseTexture.prototype.castToBaseTexture = function () { - return this; + VideoResource.prototype._isSourceReady = function () { + var source = this.source; + return source.readyState > 2; }; - /** - * Helper function that creates a base texture based on the source you provide. - * The source can be - image url, image element, canvas element. If the - * source is an image url or an image element and not in the base texture - * cache, it will be created and loaded. - * @static - * @param {string|string[]|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The - * source to create base texture from. - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id - * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. - * @returns {PIXI.BaseTexture} The new base texture. - */ - BaseTexture.from = function (source, options, strict) { - if (strict === void 0) { strict = settings$1.STRICT_TEXTURE_CACHE; } - var isFrame = typeof source === 'string'; - var cacheId = null; - if (isFrame) { - cacheId = source; - } - else { - if (!source._pixiId) { - var prefix = (options && options.pixiIdPrefix) || 'pixiid'; - source._pixiId = prefix + "_" + uid(); - } - cacheId = source._pixiId; - } - var baseTexture = BaseTextureCache[cacheId]; - // Strict-mode rejects invalid cacheIds - if (isFrame && strict && !baseTexture) { - throw new Error("The cacheId \"" + cacheId + "\" does not exist in BaseTextureCache."); - } - if (!baseTexture) { - baseTexture = new BaseTexture(source, options); - baseTexture.cacheId = cacheId; - BaseTexture.addToCache(baseTexture, cacheId); + /** Runs the update loop when the video is ready to play. */ + VideoResource.prototype._onPlayStart = function () { + // Just in case the video has not received its can play even yet.. + if (!this.valid) { + this._onCanPlay(); } - return baseTexture; - }; - /** - * Create a new BaseTexture with a BufferResource from a Float32Array. - * RGBA values are floats from 0 to 1. - * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data - * is provided, a new Float32Array is created. - * @param width - Width of the resource - * @param height - Height of the resource - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * Default properties are different from the constructor's defaults. - * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type - * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.NPM] - Image alpha, not premultiplied by default - * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.SCALE_MODES.NEAREST] - Scale mode, pixelating by default - * @returns - The resulting new BaseTexture - */ - BaseTexture.fromBuffer = function (buffer, width, height, options) { - buffer = buffer || new Float32Array(width * height * 4); - var resource = new BufferResource$1(buffer, { width: width, height: height }); - var type = buffer instanceof Float32Array ? TYPES$8.FLOAT : TYPES$8.UNSIGNED_BYTE; - return new BaseTexture(resource, Object.assign(defaultBufferOptions$1, options || { width: width, height: height, type: type })); - }; - /** - * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object. - * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache. - * @param {string} id - The id that the BaseTexture will be stored against. - */ - BaseTexture.addToCache = function (baseTexture, id) { - if (id) { - if (baseTexture.textureCacheIds.indexOf(id) === -1) { - baseTexture.textureCacheIds.push(id); - } - if (BaseTextureCache[id]) { - // eslint-disable-next-line no-console - console.warn("BaseTexture added to the cache with an id [" + id + "] that already had an entry"); - } - BaseTextureCache[id] = baseTexture; + if (this.autoUpdate && !this._isConnectedToTicker) { + Ticker.shared.add(this.update, this); + this._isConnectedToTicker = true; } }; - /** - * Remove a BaseTexture from the global BaseTextureCache. - * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself. - * @returns {PIXI.BaseTexture|null} The BaseTexture that was removed. - */ - BaseTexture.removeFromCache = function (baseTexture) { - if (typeof baseTexture === 'string') { - var baseTextureFromCache = BaseTextureCache[baseTexture]; - if (baseTextureFromCache) { - var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture); - if (index > -1) { - baseTextureFromCache.textureCacheIds.splice(index, 1); - } - delete BaseTextureCache[baseTexture]; - return baseTextureFromCache; - } - } - else if (baseTexture && baseTexture.textureCacheIds) { - for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) { - delete BaseTextureCache[baseTexture.textureCacheIds[i]]; - } - baseTexture.textureCacheIds.length = 0; - return baseTexture; + /** Fired when a pause event is triggered, stops the update loop. */ + VideoResource.prototype._onPlayStop = function () { + if (this._isConnectedToTicker) { + Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; } - return null; }; - /** Global number of the texture batch, used by multi-texture renderers. */ - BaseTexture._globalBatch = 0; - return BaseTexture; - }(EventEmitter)); - - /** - * Resource that can manage several resource (items) inside. - * All resources need to have the same pixel size. - * Parent class for CubeResource and ArrayResource - * @memberof PIXI - */ - var AbstractMultiResource$1 = /** @class */ (function (_super) { - __extends$m(AbstractMultiResource, _super); - /** - * @param length - * @param options - Options to for Resource constructor - * @param {number} [options.width] - Width of the resource - * @param {number} [options.height] - Height of the resource - */ - function AbstractMultiResource(length, options) { - var _this = this; - var _a = options || {}, width = _a.width, height = _a.height; - _this = _super.call(this, width, height) || this; - _this.items = []; - _this.itemDirtyIds = []; - for (var i = 0; i < length; i++) { - var partTexture = new BaseTexture$1(); - _this.items.push(partTexture); - // -2 - first run of texture array upload - // -1 - texture item was allocated - // >=0 - texture item uploaded , in sync with items[i].dirtyId - _this.itemDirtyIds.push(-2); + /** Fired when the video is loaded and ready to play. */ + VideoResource.prototype._onCanPlay = function () { + var source = this.source; + source.removeEventListener('canplay', this._onCanPlay); + source.removeEventListener('canplaythrough', this._onCanPlay); + var valid = this.valid; + this.resize(source.videoWidth, source.videoHeight); + // prevent multiple loaded dispatches.. + if (!valid && this._resolve) { + this._resolve(this); + this._resolve = null; } - _this.length = length; - _this._load = null; - _this.baseTexture = null; - return _this; - } - /** - * Used from ArrayResource and CubeResource constructors. - * @param resources - Can be resources, image elements, canvas, etc. , - * length should be same as constructor length - * @param options - Detect options for resources - */ - AbstractMultiResource.prototype.initFromArray = function (resources, options) { - for (var i = 0; i < this.length; i++) { - if (!resources[i]) { - continue; - } - if (resources[i].castToBaseTexture) { - this.addBaseTextureAt(resources[i].castToBaseTexture(), i); - } - else if (resources[i] instanceof Resource$1) { - this.addResourceAt(resources[i], i); - } - else { - this.addResourceAt(autoDetectResource$1(resources[i], options), i); - } + if (this._isSourcePlaying()) { + this._onPlayStart(); } - }; - /** Destroy this BaseImageResource. */ - AbstractMultiResource.prototype.dispose = function () { - for (var i = 0, len = this.length; i < len; i++) { - this.items[i].destroy(); + else if (this.autoPlay) { + source.play(); } - this.items = null; - this.itemDirtyIds = null; - this._load = null; }; - /** - * Set a resource by ID - * @param resource - * @param index - Zero-based index of resource to set - * @returns - Instance for chaining - */ - AbstractMultiResource.prototype.addResourceAt = function (resource, index) { - if (!this.items[index]) { - throw new Error("Index " + index + " is out of bounds"); + /** Destroys this texture. */ + VideoResource.prototype.dispose = function () { + if (this._isConnectedToTicker) { + Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; } - // Inherit the first resource dimensions - if (resource.valid && !this.valid) { - this.resize(resource.width, resource.height); + var source = this.source; + if (source) { + source.removeEventListener('error', this._onError, true); + source.pause(); + source.src = ''; + source.load(); } - this.items[index].setResource(resource); - return this; + _super.prototype.dispose.call(this); }; + Object.defineProperty(VideoResource.prototype, "autoUpdate", { + /** Should the base texture automatically update itself, set to true by default. */ + get: function () { + return this._autoUpdate; + }, + set: function (value) { + if (value !== this._autoUpdate) { + this._autoUpdate = value; + if (!this._autoUpdate && this._isConnectedToTicker) { + Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; + } + else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying()) { + Ticker.shared.add(this.update, this); + this._isConnectedToTicker = true; + } + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(VideoResource.prototype, "updateFPS", { + /** + * How many times a second to update the texture from the video. Leave at 0 to update at every render. + * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient. + */ + get: function () { + return this._updateFPS; + }, + set: function (value) { + if (value !== this._updateFPS) { + this._updateFPS = value; + } + }, + enumerable: false, + configurable: true + }); /** - * Set the parent base texture. - * @param baseTexture + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @param {string} extension - The extension of source, if set + * @returns {boolean} `true` if video source */ - AbstractMultiResource.prototype.bind = function (baseTexture) { - if (this.baseTexture !== null) { - throw new Error('Only one base texture per TextureArray is allowed'); - } - _super.prototype.bind.call(this, baseTexture); - for (var i = 0; i < this.length; i++) { - this.items[i].parentTextureArray = baseTexture; - this.items[i].on('update', baseTexture.update, baseTexture); - } + VideoResource.test = function (source, extension) { + return (globalThis.HTMLVideoElement && source instanceof HTMLVideoElement) + || VideoResource.TYPES.indexOf(extension) > -1; }; /** - * Unset the parent base texture. - * @param baseTexture + * List of common video file extensions supported by VideoResource. + * @readonly */ - AbstractMultiResource.prototype.unbind = function (baseTexture) { - _super.prototype.unbind.call(this, baseTexture); - for (var i = 0; i < this.length; i++) { - this.items[i].parentTextureArray = null; - this.items[i].off('update', baseTexture.update, baseTexture); - } - }; + VideoResource.TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov']; /** - * Load all the resources simultaneously - * @returns - When load is resolved + * Map of video MIME types that can't be directly derived from file extensions. + * @readonly */ - AbstractMultiResource.prototype.load = function () { - var _this = this; - if (this._load) { - return this._load; - } - var resources = this.items.map(function (item) { return item.resource; }).filter(function (item) { return item; }); - // TODO: also implement load part-by-part strategy - var promises = resources.map(function (item) { return item.load(); }); - this._load = Promise.all(promises) - .then(function () { - var _a = _this.items[0], realWidth = _a.realWidth, realHeight = _a.realHeight; - _this.resize(realWidth, realHeight); - return Promise.resolve(_this); - }); - return this._load; + VideoResource.MIME_TYPES = { + ogv: 'video/ogg', + mov: 'video/quicktime', + m4v: 'video/mp4', }; - return AbstractMultiResource; - }(Resource$1)); + return VideoResource; + }(BaseImageResource)); /** - * A resource that contains a number of sources. + * Resource type for ImageBitmap. * @memberof PIXI */ - var ArrayResource$1 = /** @class */ (function (_super) { - __extends$m(ArrayResource, _super); + var ImageBitmapResource = /** @class */ (function (_super) { + __extends$i(ImageBitmapResource, _super); /** - * @param source - Number of items in array or the collection - * of image URLs to use. Can also be resources, image elements, canvas, etc. - * @param options - Options to apply to {@link PIXI.autoDetectResource} - * @param {number} [options.width] - Width of the resource - * @param {number} [options.height] - Height of the resource + * @param source - Image element to use */ - function ArrayResource(source, options) { - var _this = this; - var _a = options || {}, width = _a.width, height = _a.height; - var urls; - var length; - if (Array.isArray(source)) { - urls = source; - length = source.length; - } - else { - length = source; - } - _this = _super.call(this, length, { width: width, height: height }) || this; - if (urls) { - _this.initFromArray(urls, options); - } - return _this; + // eslint-disable-next-line @typescript-eslint/no-useless-constructor + function ImageBitmapResource(source) { + return _super.call(this, source) || this; } /** - * Set a baseTexture by ID, - * ArrayResource just takes resource from it, nothing more - * @param baseTexture - * @param index - Zero-based index of resource to set - * @returns - Instance for chaining - */ - ArrayResource.prototype.addBaseTextureAt = function (baseTexture, index) { - if (baseTexture.resource) { - this.addResourceAt(baseTexture.resource, index); - } - else { - throw new Error('ArrayResource does not support RenderTexture'); - } - return this; - }; - /** - * Add binding - * @param baseTexture - */ - ArrayResource.prototype.bind = function (baseTexture) { - _super.prototype.bind.call(this, baseTexture); - baseTexture.target = TARGETS$8.TEXTURE_2D_ARRAY; - }; - /** - * Upload the resources to the GPU. - * @param renderer - * @param texture - * @param glTexture - * @returns - whether texture was uploaded + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @returns {boolean} `true` if source is an ImageBitmap */ - ArrayResource.prototype.upload = function (renderer, texture, glTexture) { - var _a = this, length = _a.length, itemDirtyIds = _a.itemDirtyIds, items = _a.items; - var gl = renderer.gl; - if (glTexture.dirtyId < 0) { - gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, glTexture.internalFormat, this._width, this._height, length, 0, texture.format, glTexture.type, null); - } - for (var i = 0; i < length; i++) { - var item = items[i]; - if (itemDirtyIds[i] < item.dirtyId) { - itemDirtyIds[i] = item.dirtyId; - if (item.valid) { - gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, // xoffset - 0, // yoffset - i, // zoffset - item.resource.width, item.resource.height, 1, texture.format, glTexture.type, item.resource.source); - } - } - } - return true; + ImageBitmapResource.test = function (source) { + return !!globalThis.createImageBitmap && typeof ImageBitmap !== 'undefined' && source instanceof ImageBitmap; }; - return ArrayResource; - }(AbstractMultiResource$1)); + return ImageBitmapResource; + }(BaseImageResource)); + + INSTALLED.push(ImageResource, ImageBitmapResource, CanvasResource, VideoResource, SVGResource, BufferResource, CubeResource, ArrayResource); /** - * Base for all the image/canvas resources. + * Resource type for DepthTexture. * @memberof PIXI */ - var BaseImageResource$1 = /** @class */ (function (_super) { - __extends$m(BaseImageResource, _super); - /** - * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} source - */ - function BaseImageResource(source) { - var _this = this; - var sourceAny = source; - var width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width; - var height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height; - _this = _super.call(this, width, height) || this; - _this.source = source; - _this.noSubImage = false; - return _this; + var DepthResource = /** @class */ (function (_super) { + __extends$i(DepthResource, _super); + function DepthResource() { + return _super !== null && _super.apply(this, arguments) || this; } - /** - * Set cross origin based detecting the url and the crossorigin - * @param element - Element to apply crossOrigin - * @param url - URL to check - * @param crossorigin - Cross origin value to use - */ - BaseImageResource.crossOrigin = function (element, url, crossorigin) { - if (crossorigin === undefined && url.indexOf('data:') !== 0) { - element.crossOrigin = determineCrossOrigin(url); - } - else if (crossorigin !== false) { - element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous'; - } - }; /** * Upload the texture to the GPU. * @param renderer - Upload to the renderer * @param baseTexture - Reference to parent texture - * @param glTexture - * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] - (optional) + * @param glTexture - glTexture * @returns - true is success */ - BaseImageResource.prototype.upload = function (renderer, baseTexture, glTexture, source) { + DepthResource.prototype.upload = function (renderer, baseTexture, glTexture) { var gl = renderer.gl; + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK); var width = baseTexture.realWidth; var height = baseTexture.realHeight; - source = source || this.source; - if (source instanceof HTMLImageElement) { - if (!source.complete || source.naturalWidth === 0) { - return false; - } - } - else if (source instanceof HTMLVideoElement) { - if (source.readyState <= 1) { - return false; - } - } - gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES$8.UNPACK); - if (!this.noSubImage - && baseTexture.target === gl.TEXTURE_2D - && glTexture.width === width - && glTexture.height === height) { - gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, glTexture.type, source); + if (glTexture.width === width && glTexture.height === height) { + gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data); } else { glTexture.width = width; glTexture.height = height; - gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, baseTexture.format, glTexture.type, source); + gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data); } return true; }; - /** - * Checks if source width/height was changed, resize can cause extra baseTexture update. - * Triggers one update in any case. - */ - BaseImageResource.prototype.update = function () { - if (this.destroyed) { - return; - } - var source = this.source; - var width = source.naturalWidth || source.videoWidth || source.width; - var height = source.naturalHeight || source.videoHeight || source.height; - this.resize(width, height); - _super.prototype.update.call(this); - }; - /** Destroy this {@link BaseImageResource} */ - BaseImageResource.prototype.dispose = function () { - this.source = null; - }; - return BaseImageResource; - }(Resource$1)); + return DepthResource; + }(BufferResource)); /** - * @interface OffscreenCanvas - */ - /** - * Resource type for HTMLCanvasElement. + * A framebuffer can be used to render contents off of the screen. {@link PIXI.BaseRenderTexture} uses + * one internally to render into itself. You can attach a depth or stencil buffer to a framebuffer. + * + * On WebGL 2 machines, shaders can output to multiple textures simultaneously with GLSL 300 ES. * @memberof PIXI */ - var CanvasResource$1 = /** @class */ (function (_super) { - __extends$m(CanvasResource, _super); + var Framebuffer = /** @class */ (function () { /** - * @param source - Canvas element to use + * @param width - Width of the frame buffer + * @param height - Height of the frame buffer */ - // eslint-disable-next-line @typescript-eslint/no-useless-constructor - function CanvasResource(source) { - return _super.call(this, source) || this; + function Framebuffer(width, height) { + this.width = Math.round(width || 100); + this.height = Math.round(height || 100); + this.stencil = false; + this.depth = false; + this.dirtyId = 0; + this.dirtyFormat = 0; + this.dirtySize = 0; + this.depthTexture = null; + this.colorTextures = []; + this.glFramebuffers = {}; + this.disposeRunner = new Runner('disposeFramebuffer'); + this.multisample = MSAA_QUALITY.NONE; } + Object.defineProperty(Framebuffer.prototype, "colorTexture", { + /** + * Reference to the colorTexture. + * @readonly + */ + get: function () { + return this.colorTextures[0]; + }, + enumerable: false, + configurable: true + }); /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is HTMLCanvasElement or OffscreenCanvas + * Add texture to the colorTexture array. + * @param index - Index of the array to add the texture to + * @param texture - Texture to add to the array */ - CanvasResource.test = function (source) { - var OffscreenCanvas = globalThis.OffscreenCanvas; - // Check for browsers that don't yet support OffscreenCanvas - if (OffscreenCanvas && source instanceof OffscreenCanvas) { - return true; - } - return globalThis.HTMLCanvasElement && source instanceof HTMLCanvasElement; + Framebuffer.prototype.addColorTexture = function (index, texture) { + if (index === void 0) { index = 0; } + // TODO add some validation to the texture - same width / height etc? + this.colorTextures[index] = texture || new BaseTexture(null, { + scaleMode: SCALE_MODES.NEAREST, + resolution: 1, + mipmap: MIPMAP_MODES.OFF, + width: this.width, + height: this.height, + }); + this.dirtyId++; + this.dirtyFormat++; + return this; }; - return CanvasResource; - }(BaseImageResource$1)); - - /** - * Resource for a CubeTexture which contains six resources. - * @memberof PIXI - */ - var CubeResource$1 = /** @class */ (function (_super) { - __extends$m(CubeResource, _super); - /** - * @param {Array} [source] - Collection of URLs or resources - * to use as the sides of the cube. - * @param options - ImageResource options - * @param {number} [options.width] - Width of resource - * @param {number} [options.height] - Height of resource - * @param {number} [options.autoLoad=true] - Whether to auto-load resources - * @param {number} [options.linkBaseTexture=true] - In case BaseTextures are supplied, - * whether to copy them or use - */ - function CubeResource(source, options) { - var _this = this; - var _a = options || {}, width = _a.width, height = _a.height, autoLoad = _a.autoLoad, linkBaseTexture = _a.linkBaseTexture; - if (source && source.length !== CubeResource.SIDES) { - throw new Error("Invalid length. Got " + source.length + ", expected 6"); - } - _this = _super.call(this, 6, { width: width, height: height }) || this; - for (var i = 0; i < CubeResource.SIDES; i++) { - _this.items[i].target = TARGETS$8.TEXTURE_CUBE_MAP_POSITIVE_X + i; - } - _this.linkBaseTexture = linkBaseTexture !== false; - if (source) { - _this.initFromArray(source, options); - } - if (autoLoad !== false) { - _this.load(); - } - return _this; - } /** - * Add binding. - * @param baseTexture - parent base texture + * Add a depth texture to the frame buffer. + * @param texture - Texture to add. */ - CubeResource.prototype.bind = function (baseTexture) { - _super.prototype.bind.call(this, baseTexture); - baseTexture.target = TARGETS$8.TEXTURE_CUBE_MAP; + Framebuffer.prototype.addDepthTexture = function (texture) { + /* eslint-disable max-len */ + this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), { + scaleMode: SCALE_MODES.NEAREST, + resolution: 1, + width: this.width, + height: this.height, + mipmap: MIPMAP_MODES.OFF, + format: FORMATS.DEPTH_COMPONENT, + type: TYPES.UNSIGNED_SHORT, + }); + this.dirtyId++; + this.dirtyFormat++; + return this; }; - CubeResource.prototype.addBaseTextureAt = function (baseTexture, index, linkBaseTexture) { - if (!this.items[index]) { - throw new Error("Index " + index + " is out of bounds"); - } - if (!this.linkBaseTexture - || baseTexture.parentTextureArray - || Object.keys(baseTexture._glTextures).length > 0) { - // copy mode - if (baseTexture.resource) { - this.addResourceAt(baseTexture.resource, index); - } - else { - throw new Error("CubeResource does not support copying of renderTexture."); - } - } - else { - // link mode, the difficult one! - baseTexture.target = TARGETS$8.TEXTURE_CUBE_MAP_POSITIVE_X + index; - baseTexture.parentTextureArray = this.baseTexture; - this.items[index] = baseTexture; - } - if (baseTexture.valid && !this.valid) { - this.resize(baseTexture.realWidth, baseTexture.realHeight); - } - this.items[index] = baseTexture; + /** Enable depth on the frame buffer. */ + Framebuffer.prototype.enableDepth = function () { + this.depth = true; + this.dirtyId++; + this.dirtyFormat++; + return this; + }; + /** Enable stencil on the frame buffer. */ + Framebuffer.prototype.enableStencil = function () { + this.stencil = true; + this.dirtyId++; + this.dirtyFormat++; return this; }; /** - * Upload the resource - * @param renderer - * @param _baseTexture - * @param glTexture - * @returns {boolean} true is success + * Resize the frame buffer + * @param width - Width of the frame buffer to resize to + * @param height - Height of the frame buffer to resize to */ - CubeResource.prototype.upload = function (renderer, _baseTexture, glTexture) { - var dirty = this.itemDirtyIds; - for (var i = 0; i < CubeResource.SIDES; i++) { - var side = this.items[i]; - if (dirty[i] < side.dirtyId || glTexture.dirtyId < _baseTexture.dirtyId) { - if (side.valid && side.resource) { - side.resource.upload(renderer, side, glTexture); - dirty[i] = side.dirtyId; - } - else if (dirty[i] < -1) { - // either item is not valid yet, either its a renderTexture - // allocate the memory - renderer.gl.texImage2D(side.target, 0, glTexture.internalFormat, _baseTexture.realWidth, _baseTexture.realHeight, 0, _baseTexture.format, glTexture.type, null); - dirty[i] = -1; - } - } + Framebuffer.prototype.resize = function (width, height) { + width = Math.round(width); + height = Math.round(height); + if (width === this.width && height === this.height) + { return; } + this.width = width; + this.height = height; + this.dirtyId++; + this.dirtySize++; + for (var i = 0; i < this.colorTextures.length; i++) { + var texture = this.colorTextures[i]; + var resolution = texture.resolution; + // take into account the fact the texture may have a different resolution.. + texture.setSize(width / resolution, height / resolution); + } + if (this.depthTexture) { + var resolution = this.depthTexture.resolution; + this.depthTexture.setSize(width / resolution, height / resolution); } - return true; }; - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is an array of 6 elements - */ - CubeResource.test = function (source) { - return Array.isArray(source) && source.length === CubeResource.SIDES; + /** Disposes WebGL resources that are connected to this geometry. */ + Framebuffer.prototype.dispose = function () { + this.disposeRunner.emit(this, false); }; - /** Number of texture sides to store for CubeResources. */ - CubeResource.SIDES = 6; - return CubeResource; - }(AbstractMultiResource$1)); + /** Destroys and removes the depth texture added to this framebuffer. */ + Framebuffer.prototype.destroyDepthTexture = function () { + if (this.depthTexture) { + this.depthTexture.destroy(); + this.depthTexture = null; + ++this.dirtyId; + ++this.dirtyFormat; + } + }; + return Framebuffer; + }()); /** - * Resource type for HTMLImageElement. + * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it. + * + * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded + * otherwise black rectangles will be drawn instead. + * + * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position + * and rotation of the given Display Objects is ignored. For example: + * + * ```js + * let renderer = PIXI.autoDetectRenderer(); + * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 }); + * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); + * let sprite = PIXI.Sprite.from("spinObj_01.png"); + * + * sprite.position.x = 800/2; + * sprite.position.y = 600/2; + * sprite.anchor.x = 0.5; + * sprite.anchor.y = 0.5; + * + * renderer.render(sprite, {renderTexture}); + * ``` + * + * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 + * you can clear the transform + * + * ```js + * + * sprite.setTransform() + * + * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 }); + * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); + * + * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture + * ``` * @memberof PIXI */ - var ImageResource$1 = /** @class */ (function (_super) { - __extends$m(ImageResource, _super); + var BaseRenderTexture = /** @class */ (function (_super) { + __extends$i(BaseRenderTexture, _super); /** - * @param source - image source or URL * @param options - * @param {boolean} [options.autoLoad=true] - start loading process - * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - whether its required to create - * a bitmap before upload - * @param {boolean} [options.crossorigin=true] - Load image using cross origin - * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Premultiply image alpha in bitmap + * @param {number} [options.width=100] - The width of the base render texture. + * @param {number} [options.height=100] - The height of the base render texture. + * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} + * for possible values. + * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio + * of the texture being generated. + * @param {PIXI.MSAA_QUALITY} [options.multisample=PIXI.MSAA_QUALITY.NONE] - The number of samples of the frame buffer. */ - function ImageResource(source, options) { + function BaseRenderTexture(options) { + if (options === void 0) { options = {}; } var _this = this; - options = options || {}; - if (!(source instanceof HTMLImageElement)) { - var imageElement = new Image(); - BaseImageResource$1.crossOrigin(imageElement, source, options.crossorigin); - imageElement.src = source; - source = imageElement; - } - _this = _super.call(this, source) || this; - // FireFox 68, and possibly other versions, seems like setting the HTMLImageElement#width and #height - // to non-zero values before its loading completes if images are in a cache. - // Because of this, need to set the `_width` and the `_height` to zero to avoid uploading incomplete images. - // Please refer to the issue #5968 (https://github.com/pixijs/pixi.js/issues/5968). - if (!source.complete && !!_this._width && !!_this._height) { - _this._width = 0; - _this._height = 0; - } - _this.url = source.src; - _this._process = null; - _this.preserveBitmap = false; - _this.createBitmap = (options.createBitmap !== undefined - ? options.createBitmap : settings$1.CREATE_IMAGE_BITMAP) && !!globalThis.createImageBitmap; - _this.alphaMode = typeof options.alphaMode === 'number' ? options.alphaMode : null; - _this.bitmap = null; - _this._load = null; - if (options.autoLoad !== false) { - _this.load(); + if (typeof options === 'number') { + /* eslint-disable prefer-rest-params */ + // Backward compatibility of signature + var width = arguments[0]; + var height = arguments[1]; + var scaleMode = arguments[2]; + var resolution = arguments[3]; + options = { width: width, height: height, scaleMode: scaleMode, resolution: resolution }; + /* eslint-enable prefer-rest-params */ } + options.width = options.width || 100; + options.height = options.height || 100; + options.multisample = options.multisample !== undefined ? options.multisample : MSAA_QUALITY.NONE; + _this = _super.call(this, null, options) || this; + // Set defaults + _this.mipmap = MIPMAP_MODES.OFF; + _this.valid = true; + _this.clearColor = [0, 0, 0, 0]; + _this.framebuffer = new Framebuffer(_this.realWidth, _this.realHeight) + .addColorTexture(0, _this); + _this.framebuffer.multisample = options.multisample; + // TODO - could this be added the systems? + _this.maskStack = []; + _this.filterStack = [{}]; return _this; } /** - * Returns a promise when image will be loaded and processed. - * @param createBitmap - whether process image into bitmap - */ - ImageResource.prototype.load = function (createBitmap) { - var _this = this; - if (this._load) { - return this._load; - } - if (createBitmap !== undefined) { - this.createBitmap = createBitmap; - } - this._load = new Promise(function (resolve, reject) { - var source = _this.source; - _this.url = source.src; - var completed = function () { - if (_this.destroyed) { - return; - } - source.onload = null; - source.onerror = null; - _this.resize(source.width, source.height); - _this._load = null; - if (_this.createBitmap) { - resolve(_this.process()); - } - else { - resolve(_this); - } - }; - if (source.complete && source.src) { - completed(); - } - else { - source.onload = completed; - source.onerror = function (event) { - // Avoids Promise freezing when resource broken - reject(event); - _this.onError.emit(event); - }; - } - }); - return this._load; - }; - /** - * Called when we need to convert image into BitmapImage. - * Can be called multiple times, real promise is cached inside. - * @returns - Cached promise to fill that bitmap + * Resizes the BaseRenderTexture. + * @param desiredWidth - The desired width to resize to. + * @param desiredHeight - The desired height to resize to. */ - ImageResource.prototype.process = function () { - var _this = this; - var source = this.source; - if (this._process !== null) { - return this._process; - } - if (this.bitmap !== null || !globalThis.createImageBitmap) { - return Promise.resolve(this); - } - var createImageBitmap = globalThis.createImageBitmap; - var cors = !source.crossOrigin || source.crossOrigin === 'anonymous'; - this._process = fetch(source.src, { - mode: cors ? 'cors' : 'no-cors' - }) - .then(function (r) { return r.blob(); }) - .then(function (blob) { return createImageBitmap(blob, 0, 0, source.width, source.height, { - premultiplyAlpha: _this.alphaMode === ALPHA_MODES$8.UNPACK ? 'premultiply' : 'none', - }); }) - .then(function (bitmap) { - if (_this.destroyed) { - return Promise.reject(); - } - _this.bitmap = bitmap; - _this.update(); - _this._process = null; - return Promise.resolve(_this); - }); - return this._process; + BaseRenderTexture.prototype.resize = function (desiredWidth, desiredHeight) { + this.framebuffer.resize(desiredWidth * this.resolution, desiredHeight * this.resolution); + this.setRealSize(this.framebuffer.width, this.framebuffer.height); }; /** - * Upload the image resource to GPU. - * @param renderer - Renderer to upload to - * @param baseTexture - BaseTexture for this resource - * @param glTexture - GLTexture to use - * @returns {boolean} true is success + * Frees the texture and framebuffer from WebGL memory without destroying this texture object. + * This means you can still use the texture later which will upload it to GPU + * memory again. + * @fires PIXI.BaseTexture#dispose */ - ImageResource.prototype.upload = function (renderer, baseTexture, glTexture) { - if (typeof this.alphaMode === 'number') { - // bitmap stores unpack premultiply flag, we dont have to notify texImage2D about it - baseTexture.alphaMode = this.alphaMode; - } - if (!this.createBitmap) { - return _super.prototype.upload.call(this, renderer, baseTexture, glTexture); - } - if (!this.bitmap) { - // yeah, ignore the output - this.process(); - if (!this.bitmap) { - return false; - } - } - _super.prototype.upload.call(this, renderer, baseTexture, glTexture, this.bitmap); - if (!this.preserveBitmap) { - // checks if there are other renderers that possibly need this bitmap - var flag = true; - var glTextures = baseTexture._glTextures; - for (var key in glTextures) { - var otherTex = glTextures[key]; - if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId) { - flag = false; - break; - } - } - if (flag) { - if (this.bitmap.close) { - this.bitmap.close(); - } - this.bitmap = null; - } - } - return true; - }; - /** Destroys this resource. */ - ImageResource.prototype.dispose = function () { - this.source.onload = null; - this.source.onerror = null; + BaseRenderTexture.prototype.dispose = function () { + this.framebuffer.dispose(); _super.prototype.dispose.call(this); - if (this.bitmap) { - this.bitmap.close(); - this.bitmap = null; - } - this._process = null; - this._load = null; }; - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is string or HTMLImageElement - */ - ImageResource.test = function (source) { - return typeof source === 'string' || source instanceof HTMLImageElement; + /** Destroys this texture. */ + BaseRenderTexture.prototype.destroy = function () { + _super.prototype.destroy.call(this); + this.framebuffer.destroyDepthTexture(); + this.framebuffer = null; }; - return ImageResource; - }(BaseImageResource$1)); + return BaseRenderTexture; + }(BaseTexture)); /** - * Resource type for SVG elements and graphics. + * Stores a texture's frame in UV coordinates, in + * which everything lies in the rectangle `[(0,0), (1,0), + * (1,1), (0,1)]`. + * + * | Corner | Coordinates | + * |--------------|-------------| + * | Top-Left | `(x0,y0)` | + * | Top-Right | `(x1,y1)` | + * | Bottom-Right | `(x2,y2)` | + * | Bottom-Left | `(x3,y3)` | + * @protected * @memberof PIXI */ - var SVGResource$1 = /** @class */ (function (_super) { - __extends$m(SVGResource, _super); + var TextureUvs = /** @class */ (function () { + function TextureUvs() { + this.x0 = 0; + this.y0 = 0; + this.x1 = 1; + this.y1 = 0; + this.x2 = 1; + this.y2 = 1; + this.x3 = 0; + this.y3 = 1; + this.uvsFloat32 = new Float32Array(8); + } /** - * @param sourceBase64 - Base64 encoded SVG element or URL for SVG file. - * @param {object} [options] - Options to use - * @param {number} [options.scale=1] - Scale to apply to SVG. Overridden by... - * @param {number} [options.width] - Rasterize SVG this wide. Aspect ratio preserved if height not specified. - * @param {number} [options.height] - Rasterize SVG this high. Aspect ratio preserved if width not specified. - * @param {boolean} [options.autoLoad=true] - Start loading right away. + * Sets the texture Uvs based on the given frame information. + * @protected + * @param frame - The frame of the texture + * @param baseFrame - The base frame of the texture + * @param rotate - Rotation of frame, see {@link PIXI.groupD8} */ - function SVGResource(sourceBase64, options) { - var _this = this; - options = options || {}; - _this = _super.call(this, document.createElement('canvas')) || this; - _this._width = 0; - _this._height = 0; - _this.svg = sourceBase64; - _this.scale = options.scale || 1; - _this._overrideWidth = options.width; - _this._overrideHeight = options.height; - _this._resolve = null; - _this._crossorigin = options.crossorigin; - _this._load = null; - if (options.autoLoad !== false) { - _this.load(); - } - return _this; - } - SVGResource.prototype.load = function () { - var _this = this; - if (this._load) { - return this._load; + TextureUvs.prototype.set = function (frame, baseFrame, rotate) { + var tw = baseFrame.width; + var th = baseFrame.height; + if (rotate) { + // width and height div 2 div baseFrame size + var w2 = frame.width / 2 / tw; + var h2 = frame.height / 2 / th; + // coordinates of center + var cX = (frame.x / tw) + w2; + var cY = (frame.y / th) + h2; + rotate = groupD8.add(rotate, groupD8.NW); // NW is top-left corner + this.x0 = cX + (w2 * groupD8.uX(rotate)); + this.y0 = cY + (h2 * groupD8.uY(rotate)); + rotate = groupD8.add(rotate, 2); // rotate 90 degrees clockwise + this.x1 = cX + (w2 * groupD8.uX(rotate)); + this.y1 = cY + (h2 * groupD8.uY(rotate)); + rotate = groupD8.add(rotate, 2); + this.x2 = cX + (w2 * groupD8.uX(rotate)); + this.y2 = cY + (h2 * groupD8.uY(rotate)); + rotate = groupD8.add(rotate, 2); + this.x3 = cX + (w2 * groupD8.uX(rotate)); + this.y3 = cY + (h2 * groupD8.uY(rotate)); } - this._load = new Promise(function (resolve) { - // Save this until after load is finished - _this._resolve = function () { - _this.resize(_this.source.width, _this.source.height); - resolve(_this); - }; - // Convert SVG inline string to data-uri - if (SVGResource.SVG_XML.test(_this.svg.trim())) { - if (!btoa) { - throw new Error('Your browser doesn\'t support base64 conversions.'); - } - _this.svg = "data:image/svg+xml;base64," + btoa(unescape(encodeURIComponent(_this.svg))); - } - _this._loadSvg(); - }); - return this._load; - }; - /** Loads an SVG image from `imageUrl` or `data URL`. */ - SVGResource.prototype._loadSvg = function () { - var _this = this; - var tempImage = new Image(); - BaseImageResource$1.crossOrigin(tempImage, this.svg, this._crossorigin); - tempImage.src = this.svg; - tempImage.onerror = function (event) { - if (!_this._resolve) { - return; - } - tempImage.onerror = null; - _this.onError.emit(event); - }; - tempImage.onload = function () { - if (!_this._resolve) { - return; - } - var svgWidth = tempImage.width; - var svgHeight = tempImage.height; - if (!svgWidth || !svgHeight) { - throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.'); - } - // Set render size - var width = svgWidth * _this.scale; - var height = svgHeight * _this.scale; - if (_this._overrideWidth || _this._overrideHeight) { - width = _this._overrideWidth || _this._overrideHeight / svgHeight * svgWidth; - height = _this._overrideHeight || _this._overrideWidth / svgWidth * svgHeight; - } - width = Math.round(width); - height = Math.round(height); - // Create a canvas element - var canvas = _this.source; - canvas.width = width; - canvas.height = height; - canvas._pixiId = "canvas_" + uid(); - // Draw the Svg to the canvas - canvas - .getContext('2d') - .drawImage(tempImage, 0, 0, svgWidth, svgHeight, 0, 0, width, height); - _this._resolve(); - _this._resolve = null; - }; - }; - /** - * Get size from an svg string using a regular expression. - * @param svgString - a serialized svg element - * @returns - image extension - */ - SVGResource.getSize = function (svgString) { - var sizeMatch = SVGResource.SVG_SIZE.exec(svgString); - var size = {}; - if (sizeMatch) { - size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3])); - size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7])); + else { + this.x0 = frame.x / tw; + this.y0 = frame.y / th; + this.x1 = (frame.x + frame.width) / tw; + this.y1 = frame.y / th; + this.x2 = (frame.x + frame.width) / tw; + this.y2 = (frame.y + frame.height) / th; + this.x3 = frame.x / tw; + this.y3 = (frame.y + frame.height) / th; } - return size; - }; - /** Destroys this texture. */ - SVGResource.prototype.dispose = function () { - _super.prototype.dispose.call(this); - this._resolve = null; - this._crossorigin = null; + this.uvsFloat32[0] = this.x0; + this.uvsFloat32[1] = this.y0; + this.uvsFloat32[2] = this.x1; + this.uvsFloat32[3] = this.y1; + this.uvsFloat32[4] = this.x2; + this.uvsFloat32[5] = this.y2; + this.uvsFloat32[6] = this.x3; + this.uvsFloat32[7] = this.y3; }; - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @param {string} extension - The extension of source, if set - * @returns {boolean} - If the source is a SVG source or data file - */ - SVGResource.test = function (source, extension) { - // url file extension is SVG - return extension === 'svg' - // source is SVG data-uri - || (typeof source === 'string' && (/^data:image\/svg\+xml(;(charset=utf8|utf8))?;base64/).test(source)) - // source is SVG inline - || (typeof source === 'string' && SVGResource.SVG_XML.test(source)); + TextureUvs.prototype.toString = function () { + return "[@pixi/core:TextureUvs " + + ("x0=" + this.x0 + " y0=" + this.y0 + " ") + + ("x1=" + this.x1 + " y1=" + this.y1 + " x2=" + this.x2 + " ") + + ("y2=" + this.y2 + " x3=" + this.x3 + " y3=" + this.y3) + + "]"; }; - /** - * Regular expression for SVG XML document. - * @example <?xml version="1.0" encoding="utf-8" ?><!-- image/svg --><svg - * @readonly - */ - SVGResource.SVG_XML = /^(<\?xml[^?]+\?>)?\s*()]*-->)?\s*\]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*>/i; // eslint-disable-line max-len - return SVGResource; - }(BaseImageResource$1)); + return TextureUvs; + }()); + var DEFAULT_UVS = new TextureUvs(); /** - * Resource type for {@code HTMLVideoElement}. + * Used to remove listeners from WHITE and EMPTY Textures + * @ignore + */ + function removeAllHandlers(tex) { + tex.destroy = function _emptyDestroy() { }; + tex.on = function _emptyOn() { }; + tex.once = function _emptyOnce() { }; + tex.emit = function _emptyEmit() { }; + } + /** + * A texture stores the information that represents an image or part of an image. + * + * It cannot be added to the display list directly; instead use it as the texture for a Sprite. + * If no frame is provided for a texture, then the whole image is used. + * + * You can directly create a texture from an image and then reuse it multiple times like this : + * + * ```js + * let texture = PIXI.Texture.from('assets/image.png'); + * let sprite1 = new PIXI.Sprite(texture); + * let sprite2 = new PIXI.Sprite(texture); + * ``` + * + * If you didnt pass the texture frame to constructor, it enables `noFrame` mode: + * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture. + * + * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing. + * You can check for this by checking the sprite's _textureID property. + * ```js + * var texture = PIXI.Texture.from('assets/image.svg'); + * var sprite1 = new PIXI.Sprite(texture); + * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file + * ``` + * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068. * @memberof PIXI + * @typeParam R - The BaseTexture's Resource type. */ - var VideoResource$1 = /** @class */ (function (_super) { - __extends$m(VideoResource, _super); + var Texture = /** @class */ (function (_super) { + __extends$i(Texture, _super); /** - * @param {HTMLVideoElement|object|string|Array} source - Video element to use. - * @param {object} [options] - Options to use - * @param {boolean} [options.autoLoad=true] - Start loading the video immediately - * @param {boolean} [options.autoPlay=true] - Start playing video immediately - * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video. - * Leave at 0 to update at every render. - * @param {boolean} [options.crossorigin=true] - Load image using cross origin + * @param baseTexture - The base texture source to create the texture from + * @param frame - The rectangle frame of the texture to show + * @param orig - The area of original texture + * @param trim - Trimmed rectangle of original texture + * @param rotate - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8} + * @param anchor - Default anchor point used for sprite placement / rotation */ - function VideoResource(source, options) { - var _this = this; - options = options || {}; - if (!(source instanceof HTMLVideoElement)) { - var videoElement = document.createElement('video'); - // workaround for https://github.com/pixijs/pixi.js/issues/5996 - videoElement.setAttribute('preload', 'auto'); - videoElement.setAttribute('webkit-playsinline', ''); - videoElement.setAttribute('playsinline', ''); - if (typeof source === 'string') { - source = [source]; - } - var firstSrc = source[0].src || source[0]; - BaseImageResource$1.crossOrigin(videoElement, firstSrc, options.crossorigin); - // array of objects or strings - for (var i = 0; i < source.length; ++i) { - var sourceElement = document.createElement('source'); - var _a = source[i], src = _a.src, mime = _a.mime; - src = src || source[i]; - var baseSrc = src.split('?').shift().toLowerCase(); - var ext = baseSrc.slice(baseSrc.lastIndexOf('.') + 1); - mime = mime || VideoResource.MIME_TYPES[ext] || "video/" + ext; - sourceElement.src = src; - sourceElement.type = mime; - videoElement.appendChild(sourceElement); + function Texture(baseTexture, frame, orig, trim, rotate, anchor) { + var _this = _super.call(this) || this; + _this.noFrame = false; + if (!frame) { + _this.noFrame = true; + frame = new Rectangle(0, 0, 1, 1); + } + if (baseTexture instanceof Texture) { + baseTexture = baseTexture.baseTexture; + } + _this.baseTexture = baseTexture; + _this._frame = frame; + _this.trim = trim; + _this.valid = false; + _this._uvs = DEFAULT_UVS; + _this.uvMatrix = null; + _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1); + _this._rotate = Number(rotate || 0); + if (rotate === true) { + // this is old texturepacker legacy, some games/libraries are passing "true" for rotated textures + _this._rotate = 2; + } + else if (_this._rotate % 2 !== 0) { + throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually'); + } + _this.defaultAnchor = anchor ? new Point(anchor.x, anchor.y) : new Point(0, 0); + _this._updateID = 0; + _this.textureCacheIds = []; + if (!baseTexture.valid) { + baseTexture.once('loaded', _this.onBaseTextureUpdated, _this); + } + else if (_this.noFrame) { + // if there is no frame we should monitor for any base texture changes.. + if (baseTexture.valid) { + _this.onBaseTextureUpdated(baseTexture); } - // Override the source - source = videoElement; } - _this = _super.call(this, source) || this; - _this.noSubImage = true; - _this._autoUpdate = true; - _this._isConnectedToTicker = false; - _this._updateFPS = options.updateFPS || 0; - _this._msToNextUpdate = 0; - _this.autoPlay = options.autoPlay !== false; - _this._load = null; - _this._resolve = null; - // Bind for listeners - _this._onCanPlay = _this._onCanPlay.bind(_this); - _this._onError = _this._onError.bind(_this); - if (options.autoLoad !== false) { - _this.load(); + else { + _this.frame = frame; + } + if (_this.noFrame) { + baseTexture.on('update', _this.onBaseTextureUpdated, _this); } return _this; } /** - * Trigger updating of the texture. - * @param _deltaTime - time delta since last tick + * Updates this texture on the gpu. + * + * Calls the TextureResource update. + * + * If you adjusted `frame` manually, please call `updateUvs()` instead. */ - VideoResource.prototype.update = function (_deltaTime) { - if (!this.destroyed) { - // account for if video has had its playbackRate changed - var elapsedMS = Ticker$2.shared.elapsedMS * this.source.playbackRate; - this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS); - if (!this._updateFPS || this._msToNextUpdate <= 0) { - _super.prototype.update.call(this); - this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0; - } + Texture.prototype.update = function () { + if (this.baseTexture.resource) { + this.baseTexture.resource.update(); } }; /** - * Start preloading the video resource. - * @returns {Promise} Handle the validate event + * Called when the base texture is updated + * @protected + * @param baseTexture - The base texture. */ - VideoResource.prototype.load = function () { - var _this = this; - if (this._load) { - return this._load; - } - var source = this.source; - if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA) - && source.width && source.height) { - source.complete = true; - } - source.addEventListener('play', this._onPlayStart.bind(this)); - source.addEventListener('pause', this._onPlayStop.bind(this)); - if (!this._isSourceReady()) { - source.addEventListener('canplay', this._onCanPlay); - source.addEventListener('canplaythrough', this._onCanPlay); - source.addEventListener('error', this._onError, true); + Texture.prototype.onBaseTextureUpdated = function (baseTexture) { + if (this.noFrame) { + if (!this.baseTexture.valid) { + return; + } + this._frame.width = baseTexture.width; + this._frame.height = baseTexture.height; + this.valid = true; + this.updateUvs(); } else { - this._onCanPlay(); + // TODO this code looks confusing.. boo to abusing getters and setters! + // if user gave us frame that has bigger size than resized texture it can be a problem + this.frame = this._frame; } - this._load = new Promise(function (resolve) { - if (_this.valid) { - resolve(_this); - } - else { - _this._resolve = resolve; - source.load(); - } - }); - return this._load; + this.emit('update', this); }; /** - * Handle video error events. - * @param event + * Destroys this texture + * @param [destroyBase=false] - Whether to destroy the base texture as well */ - VideoResource.prototype._onError = function (event) { - this.source.removeEventListener('error', this._onError, true); - this.onError.emit(event); + Texture.prototype.destroy = function (destroyBase) { + if (this.baseTexture) { + if (destroyBase) { + var resource = this.baseTexture.resource; + // delete the texture if it exists in the texture cache.. + // this only needs to be removed if the base texture is actually destroyed too.. + if (resource && resource.url && TextureCache[resource.url]) { + Texture.removeFromCache(resource.url); + } + this.baseTexture.destroy(); + } + this.baseTexture.off('loaded', this.onBaseTextureUpdated, this); + this.baseTexture.off('update', this.onBaseTextureUpdated, this); + this.baseTexture = null; + } + this._frame = null; + this._uvs = null; + this.trim = null; + this.orig = null; + this.valid = false; + Texture.removeFromCache(this); + this.textureCacheIds = null; }; /** - * Returns true if the underlying source is playing. - * @returns - True if playing. + * Creates a new texture object that acts the same as this one. + * @returns - The new texture */ - VideoResource.prototype._isSourcePlaying = function () { - var source = this.source; - return (source.currentTime > 0 && source.paused === false && source.ended === false && source.readyState > 2); + Texture.prototype.clone = function () { + var clonedFrame = this._frame.clone(); + var clonedOrig = this._frame === this.orig ? clonedFrame : this.orig.clone(); + var clonedTexture = new Texture(this.baseTexture, !this.noFrame && clonedFrame, clonedOrig, this.trim && this.trim.clone(), this.rotate, this.defaultAnchor); + if (this.noFrame) { + clonedTexture._frame = clonedFrame; + } + return clonedTexture; }; /** - * Returns true if the underlying source is ready for playing. - * @returns - True if ready. + * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture. + * Call it after changing the frame */ - VideoResource.prototype._isSourceReady = function () { - var source = this.source; - return source.readyState === 3 || source.readyState === 4; + Texture.prototype.updateUvs = function () { + if (this._uvs === DEFAULT_UVS) { + this._uvs = new TextureUvs(); + } + this._uvs.set(this._frame, this.baseTexture, this.rotate); + this._updateID++; }; - /** Runs the update loop when the video is ready to play. */ - VideoResource.prototype._onPlayStart = function () { - // Just in case the video has not received its can play even yet.. - if (!this.valid) { - this._onCanPlay(); + /** + * Helper function that creates a new Texture based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * @param {string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source - + * Source or array of sources to create texture from + * @param options - See {@link PIXI.BaseTexture}'s constructor for options. + * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id + * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. + * @returns {PIXI.Texture} The newly created texture + */ + Texture.from = function (source, options, strict) { + if (options === void 0) { options = {}; } + if (strict === void 0) { strict = settings.STRICT_TEXTURE_CACHE; } + var isFrame = typeof source === 'string'; + var cacheId = null; + if (isFrame) { + cacheId = source; } - if (this.autoUpdate && !this._isConnectedToTicker) { - Ticker$2.shared.add(this.update, this); - this._isConnectedToTicker = true; + else if (source instanceof BaseTexture) { + if (!source.cacheId) { + var prefix = (options && options.pixiIdPrefix) || 'pixiid'; + source.cacheId = prefix + "-" + uid(); + BaseTexture.addToCache(source, source.cacheId); + } + cacheId = source.cacheId; } - }; - /** Fired when a pause event is triggered, stops the update loop. */ - VideoResource.prototype._onPlayStop = function () { - if (this._isConnectedToTicker) { - Ticker$2.shared.remove(this.update, this); - this._isConnectedToTicker = false; + else { + if (!source._pixiId) { + var prefix = (options && options.pixiIdPrefix) || 'pixiid'; + source._pixiId = prefix + "_" + uid(); + } + cacheId = source._pixiId; } - }; - /** Fired when the video is loaded and ready to play. */ - VideoResource.prototype._onCanPlay = function () { - var source = this.source; - source.removeEventListener('canplay', this._onCanPlay); - source.removeEventListener('canplaythrough', this._onCanPlay); - var valid = this.valid; - this.resize(source.videoWidth, source.videoHeight); - // prevent multiple loaded dispatches.. - if (!valid && this._resolve) { - this._resolve(this); - this._resolve = null; + var texture = TextureCache[cacheId]; + // Strict-mode rejects invalid cacheIds + if (isFrame && strict && !texture) { + throw new Error("The cacheId \"" + cacheId + "\" does not exist in TextureCache."); } - if (this._isSourcePlaying()) { - this._onPlayStart(); + if (!texture && !(source instanceof BaseTexture)) { + if (!options.resolution) { + options.resolution = getResolutionOfUrl(source); + } + texture = new Texture(new BaseTexture(source, options)); + texture.baseTexture.cacheId = cacheId; + BaseTexture.addToCache(texture.baseTexture, cacheId); + Texture.addToCache(texture, cacheId); } - else if (this.autoPlay) { - source.play(); + else if (!texture && (source instanceof BaseTexture)) { + texture = new Texture(source); + Texture.addToCache(texture, cacheId); } + // lets assume its a base texture! + return texture; }; - /** Destroys this texture. */ - VideoResource.prototype.dispose = function () { - if (this._isConnectedToTicker) { - Ticker$2.shared.remove(this.update, this); - this._isConnectedToTicker = false; - } - var source = this.source; - if (source) { - source.removeEventListener('error', this._onError, true); - source.pause(); - source.src = ''; - source.load(); + /** + * Useful for loading textures via URLs. Use instead of `Texture.from` because + * it does a better job of handling failed URLs more effectively. This also ignores + * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images. + * @param url - The remote URL or array of URLs to load. + * @param options - Optional options to include + * @returns - A Promise that resolves to a Texture. + */ + Texture.fromURL = function (url, options) { + var resourceOptions = Object.assign({ autoLoad: false }, options === null || options === void 0 ? void 0 : options.resourceOptions); + var texture = Texture.from(url, Object.assign({ resourceOptions: resourceOptions }, options), false); + var resource = texture.baseTexture.resource; + // The texture was already loaded + if (texture.baseTexture.valid) { + return Promise.resolve(texture); } - _super.prototype.dispose.call(this); + // Manually load the texture, this should allow users to handle load errors + return resource.load().then(function () { return Promise.resolve(texture); }); }; - Object.defineProperty(VideoResource.prototype, "autoUpdate", { - /** Should the base texture automatically update itself, set to true by default. */ - get: function () { - return this._autoUpdate; - }, - set: function (value) { - if (value !== this._autoUpdate) { - this._autoUpdate = value; - if (!this._autoUpdate && this._isConnectedToTicker) { - Ticker$2.shared.remove(this.update, this); - this._isConnectedToTicker = false; - } - else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying()) { - Ticker$2.shared.add(this.update, this); - this._isConnectedToTicker = true; - } - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(VideoResource.prototype, "updateFPS", { - /** - * How many times a second to update the texture from the video. Leave at 0 to update at every render. - * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient. - */ - get: function () { - return this._updateFPS; - }, - set: function (value) { - if (value !== this._updateFPS) { - this._updateFPS = value; - } - }, - enumerable: false, - configurable: true - }); /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @param {string} extension - The extension of source, if set - * @returns {boolean} `true` if video source + * Create a new Texture with a BufferResource from a Float32Array. + * RGBA values are floats from 0 to 1. + * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data + * is provided, a new Float32Array is created. + * @param width - Width of the resource + * @param height - Height of the resource + * @param options - See {@link PIXI.BaseTexture}'s constructor for options. + * @returns - The resulting new BaseTexture */ - VideoResource.test = function (source, extension) { - return (globalThis.HTMLVideoElement && source instanceof HTMLVideoElement) - || VideoResource.TYPES.indexOf(extension) > -1; + Texture.fromBuffer = function (buffer, width, height, options) { + return new Texture(BaseTexture.fromBuffer(buffer, width, height, options)); }; /** - * List of common video file extensions supported by VideoResource. - * @readonly - */ - VideoResource.TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov']; - /** - * Map of video MIME types that can't be directly derived from file extensions. - * @readonly + * Create a texture from a source and add to the cache. + * @param {HTMLImageElement|HTMLCanvasElement|string} source - The input source. + * @param imageUrl - File name of texture, for cache and resolving resolution. + * @param name - Human readable name for the texture cache. If no name is + * specified, only `imageUrl` will be used as the cache ID. + * @param options + * @returns - Output texture */ - VideoResource.MIME_TYPES = { - ogv: 'video/ogg', - mov: 'video/quicktime', - m4v: 'video/mp4', + Texture.fromLoader = function (source, imageUrl, name, options) { + var baseTexture = new BaseTexture(source, Object.assign({ + scaleMode: settings.SCALE_MODE, + resolution: getResolutionOfUrl(imageUrl), + }, options)); + var resource = baseTexture.resource; + if (resource instanceof ImageResource) { + resource.url = imageUrl; + } + var texture = new Texture(baseTexture); + // No name, use imageUrl instead + if (!name) { + name = imageUrl; + } + // lets also add the frame to pixi's global cache for 'fromLoader' function + BaseTexture.addToCache(texture.baseTexture, name); + Texture.addToCache(texture, name); + // also add references by url if they are different. + if (name !== imageUrl) { + BaseTexture.addToCache(texture.baseTexture, imageUrl); + Texture.addToCache(texture, imageUrl); + } + // Generally images are valid right away + if (texture.baseTexture.valid) { + return Promise.resolve(texture); + } + // SVG assets need to be parsed async, let's wait + return new Promise(function (resolve) { + texture.baseTexture.once('loaded', function () { return resolve(texture); }); + }); }; - return VideoResource; - }(BaseImageResource$1)); - - /** - * Resource type for ImageBitmap. - * @memberof PIXI - */ - var ImageBitmapResource$1 = /** @class */ (function (_super) { - __extends$m(ImageBitmapResource, _super); - /** - * @param source - Image element to use - */ - // eslint-disable-next-line @typescript-eslint/no-useless-constructor - function ImageBitmapResource(source) { - return _super.call(this, source) || this; - } /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is an ImageBitmap + * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object. + * @param texture - The Texture to add to the cache. + * @param id - The id that the Texture will be stored against. */ - ImageBitmapResource.test = function (source) { - return !!globalThis.createImageBitmap && typeof ImageBitmap !== 'undefined' && source instanceof ImageBitmap; + Texture.addToCache = function (texture, id) { + if (id) { + if (texture.textureCacheIds.indexOf(id) === -1) { + texture.textureCacheIds.push(id); + } + if (TextureCache[id]) { + // eslint-disable-next-line no-console + console.warn("Texture added to the cache with an id [" + id + "] that already had an entry"); + } + TextureCache[id] = texture; + } }; - return ImageBitmapResource; - }(BaseImageResource$1)); - - INSTALLED$1.push(ImageResource$1, ImageBitmapResource$1, CanvasResource$1, VideoResource$1, SVGResource$1, BufferResource$1, CubeResource$1, ArrayResource$1); - - /** - * Resource type for DepthTexture. - * @memberof PIXI - */ - var DepthResource$1 = /** @class */ (function (_super) { - __extends$m(DepthResource, _super); - function DepthResource() { - return _super !== null && _super.apply(this, arguments) || this; - } /** - * Upload the texture to the GPU. - * @param renderer - Upload to the renderer - * @param baseTexture - Reference to parent texture - * @param glTexture - glTexture - * @returns - true is success + * Remove a Texture from the global TextureCache. + * @param texture - id of a Texture to be removed, or a Texture instance itself + * @returns - The Texture that was removed */ - DepthResource.prototype.upload = function (renderer, baseTexture, glTexture) { - var gl = renderer.gl; - gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES$8.UNPACK); - var width = baseTexture.realWidth; - var height = baseTexture.realHeight; - if (glTexture.width === width && glTexture.height === height) { - gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data); + Texture.removeFromCache = function (texture) { + if (typeof texture === 'string') { + var textureFromCache = TextureCache[texture]; + if (textureFromCache) { + var index = textureFromCache.textureCacheIds.indexOf(texture); + if (index > -1) { + textureFromCache.textureCacheIds.splice(index, 1); + } + delete TextureCache[texture]; + return textureFromCache; + } } - else { - glTexture.width = width; - glTexture.height = height; - gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data); + else if (texture && texture.textureCacheIds) { + for (var i = 0; i < texture.textureCacheIds.length; ++i) { + // Check that texture matches the one being passed in before deleting it from the cache. + if (TextureCache[texture.textureCacheIds[i]] === texture) { + delete TextureCache[texture.textureCacheIds[i]]; + } + } + texture.textureCacheIds.length = 0; + return texture; } - return true; + return null; }; - return DepthResource; - }(BufferResource$1)); - - /** - * A framebuffer can be used to render contents off of the screen. {@link PIXI.BaseRenderTexture} uses - * one internally to render into itself. You can attach a depth or stencil buffer to a framebuffer. - * - * On WebGL 2 machines, shaders can output to multiple textures simultaneously with GLSL 300 ES. - * @memberof PIXI - */ - var Framebuffer$1 = /** @class */ (function () { - /** - * @param width - Width of the frame buffer - * @param height - Height of the frame buffer - */ - function Framebuffer(width, height) { - this.width = Math.round(width || 100); - this.height = Math.round(height || 100); - this.stencil = false; - this.depth = false; - this.dirtyId = 0; - this.dirtyFormat = 0; - this.dirtySize = 0; - this.depthTexture = null; - this.colorTextures = []; - this.glFramebuffers = {}; - this.disposeRunner = new Runner('disposeFramebuffer'); - this.multisample = MSAA_QUALITY$8.NONE; - } - Object.defineProperty(Framebuffer.prototype, "colorTexture", { + Object.defineProperty(Texture.prototype, "resolution", { /** - * Reference to the colorTexture. + * Returns resolution of baseTexture * @readonly */ get: function () { - return this.colorTextures[0]; + return this.baseTexture.resolution; }, enumerable: false, configurable: true }); - /** - * Add texture to the colorTexture array. - * @param index - Index of the array to add the texture to - * @param texture - Texture to add to the array - */ - Framebuffer.prototype.addColorTexture = function (index, texture) { - if (index === void 0) { index = 0; } - // TODO add some validation to the texture - same width / height etc? - this.colorTextures[index] = texture || new BaseTexture$1(null, { - scaleMode: SCALE_MODES$8.NEAREST, - resolution: 1, - mipmap: MIPMAP_MODES$8.OFF, - width: this.width, - height: this.height, - }); - this.dirtyId++; - this.dirtyFormat++; - return this; - }; - /** - * Add a depth texture to the frame buffer. - * @param texture - Texture to add. - */ - Framebuffer.prototype.addDepthTexture = function (texture) { - /* eslint-disable max-len */ - this.depthTexture = texture || new BaseTexture$1(new DepthResource$1(null, { width: this.width, height: this.height }), { - scaleMode: SCALE_MODES$8.NEAREST, - resolution: 1, - width: this.width, - height: this.height, - mipmap: MIPMAP_MODES$8.OFF, - format: FORMATS$8.DEPTH_COMPONENT, - type: TYPES$8.UNSIGNED_SHORT, - }); - this.dirtyId++; - this.dirtyFormat++; - return this; - }; - /** Enable depth on the frame buffer. */ - Framebuffer.prototype.enableDepth = function () { - this.depth = true; - this.dirtyId++; - this.dirtyFormat++; - return this; - }; - /** Enable stencil on the frame buffer. */ - Framebuffer.prototype.enableStencil = function () { - this.stencil = true; - this.dirtyId++; - this.dirtyFormat++; - return this; - }; - /** - * Resize the frame buffer - * @param width - Width of the frame buffer to resize to - * @param height - Height of the frame buffer to resize to - */ - Framebuffer.prototype.resize = function (width, height) { - width = Math.round(width); - height = Math.round(height); - if (width === this.width && height === this.height) - { return; } - this.width = width; - this.height = height; - this.dirtyId++; - this.dirtySize++; - for (var i = 0; i < this.colorTextures.length; i++) { - var texture = this.colorTextures[i]; - var resolution = texture.resolution; - // take into account the fact the texture may have a different resolution.. - texture.setSize(width / resolution, height / resolution); - } - if (this.depthTexture) { - var resolution = this.depthTexture.resolution; - this.depthTexture.setSize(width / resolution, height / resolution); - } - }; - /** Disposes WebGL resources that are connected to this geometry. */ - Framebuffer.prototype.dispose = function () { - this.disposeRunner.emit(this, false); - }; - /** Destroys and removes the depth texture added to this framebuffer. */ - Framebuffer.prototype.destroyDepthTexture = function () { - if (this.depthTexture) { - this.depthTexture.destroy(); - this.depthTexture = null; - ++this.dirtyId; - ++this.dirtyFormat; - } + Object.defineProperty(Texture.prototype, "frame", { + /** + * The frame specifies the region of the base texture that this texture uses. + * Please call `updateUvs()` after you change coordinates of `frame` manually. + */ + get: function () { + return this._frame; + }, + set: function (frame) { + this._frame = frame; + this.noFrame = false; + var x = frame.x, y = frame.y, width = frame.width, height = frame.height; + var xNotFit = x + width > this.baseTexture.width; + var yNotFit = y + height > this.baseTexture.height; + if (xNotFit || yNotFit) { + var relationship = xNotFit && yNotFit ? 'and' : 'or'; + var errorX = "X: " + x + " + " + width + " = " + (x + width) + " > " + this.baseTexture.width; + var errorY = "Y: " + y + " + " + height + " = " + (y + height) + " > " + this.baseTexture.height; + throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: ' + + (errorX + " " + relationship + " " + errorY)); + } + this.valid = width && height && this.baseTexture.valid; + if (!this.trim && !this.rotate) { + this.orig = frame; + } + if (this.valid) { + this.updateUvs(); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Texture.prototype, "rotate", { + /** + * Indicates whether the texture is rotated inside the atlas + * set to 2 to compensate for texture packer rotation + * set to 6 to compensate for spine packer rotation + * can be used to rotate or mirror sprites + * See {@link PIXI.groupD8} for explanation + */ + get: function () { + return this._rotate; + }, + set: function (rotate) { + this._rotate = rotate; + if (this.valid) { + this.updateUvs(); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Texture.prototype, "width", { + /** The width of the Texture in pixels. */ + get: function () { + return this.orig.width; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Texture.prototype, "height", { + /** The height of the Texture in pixels. */ + get: function () { + return this.orig.height; + }, + enumerable: false, + configurable: true + }); + /** Utility function for BaseTexture|Texture cast. */ + Texture.prototype.castToBaseTexture = function () { + return this.baseTexture; }; - return Framebuffer; - }()); + Object.defineProperty(Texture, "EMPTY", { + /** An empty texture, used often to not have to create multiple empty textures. Can not be destroyed. */ + get: function () { + if (!Texture._EMPTY) { + Texture._EMPTY = new Texture(new BaseTexture()); + removeAllHandlers(Texture._EMPTY); + removeAllHandlers(Texture._EMPTY.baseTexture); + } + return Texture._EMPTY; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Texture, "WHITE", { + /** A white texture of 16x16 size, used for graphics and other things Can not be destroyed. */ + get: function () { + if (!Texture._WHITE) { + var canvas = settings.ADAPTER.createCanvas(16, 16); + var context = canvas.getContext('2d'); + canvas.width = 16; + canvas.height = 16; + context.fillStyle = 'white'; + context.fillRect(0, 0, 16, 16); + Texture._WHITE = new Texture(BaseTexture.from(canvas)); + removeAllHandlers(Texture._WHITE); + removeAllHandlers(Texture._WHITE.baseTexture); + } + return Texture._WHITE; + }, + enumerable: false, + configurable: true + }); + return Texture; + }(EventEmitter)); /** - * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it. + * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it. * - * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded + * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded * otherwise black rectangles will be drawn instead. * - * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position - * and rotation of the given Display Objects is ignored. For example: + * __Hint-2__: The actual memory allocation will happen on first render. + * You shouldn't create renderTextures each frame just to delete them after, try to reuse them. + * + * A RenderTexture takes a snapshot of any Display Object given to its render method. For example: * * ```js * let renderer = PIXI.autoDetectRenderer(); - * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 }); - * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); + * let renderTexture = PIXI.RenderTexture.create({ width: 800, height: 600 }); * let sprite = PIXI.Sprite.from("spinObj_01.png"); * * sprite.position.x = 800/2; @@ -14936,6 +13813,7 @@ * * renderer.render(sprite, {renderTexture}); * ``` + * Note that you should not create a new renderer, but reuse the same one as the rest of the application. * * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 * you can clear the transform @@ -14944,981 +13822,319 @@ * * sprite.setTransform() * - * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 }); - * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); + * let renderTexture = new PIXI.RenderTexture.create({ width: 100, height: 100 }); * * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture * ``` * @memberof PIXI */ - var BaseRenderTexture$1 = /** @class */ (function (_super) { - __extends$m(BaseRenderTexture, _super); + var RenderTexture = /** @class */ (function (_super) { + __extends$i(RenderTexture, _super); /** - * @param options - * @param {number} [options.width=100] - The width of the base render texture. - * @param {number} [options.height=100] - The height of the base render texture. - * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} - * for possible values. - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio - * of the texture being generated. - * @param {PIXI.MSAA_QUALITY} [options.multisample=PIXI.MSAA_QUALITY.NONE] - The number of samples of the frame buffer. + * @param baseRenderTexture - The base texture object that this texture uses. + * @param frame - The rectangle frame of the texture to show. */ - function BaseRenderTexture(options) { - if (options === void 0) { options = {}; } - var _this = this; - if (typeof options === 'number') { - /* eslint-disable prefer-rest-params */ - // Backward compatibility of signature - var width = arguments[0]; - var height = arguments[1]; - var scaleMode = arguments[2]; - var resolution = arguments[3]; - options = { width: width, height: height, scaleMode: scaleMode, resolution: resolution }; - /* eslint-enable prefer-rest-params */ - } - options.width = options.width || 100; - options.height = options.height || 100; - options.multisample = options.multisample !== undefined ? options.multisample : MSAA_QUALITY$8.NONE; - _this = _super.call(this, null, options) || this; - // Set defaults - _this.mipmap = MIPMAP_MODES$8.OFF; + function RenderTexture(baseRenderTexture, frame) { + var _this = _super.call(this, baseRenderTexture, frame) || this; _this.valid = true; - _this.clearColor = [0, 0, 0, 0]; - _this.framebuffer = new Framebuffer$1(_this.realWidth, _this.realHeight) - .addColorTexture(0, _this); - _this.framebuffer.multisample = options.multisample; - // TODO - could this be added the systems? - _this.maskStack = []; - _this.filterStack = [{}]; + _this.filterFrame = null; + _this.filterPoolKey = null; + _this.updateUvs(); return _this; } + Object.defineProperty(RenderTexture.prototype, "framebuffer", { + /** + * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast. + * @readonly + */ + get: function () { + return this.baseTexture.framebuffer; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(RenderTexture.prototype, "multisample", { + /** + * Shortcut to `this.framebuffer.multisample`. + * @default PIXI.MSAA_QUALITY.NONE + */ + get: function () { + return this.framebuffer.multisample; + }, + set: function (value) { + this.framebuffer.multisample = value; + }, + enumerable: false, + configurable: true + }); /** - * Resizes the BaseRenderTexture. + * Resizes the RenderTexture. * @param desiredWidth - The desired width to resize to. * @param desiredHeight - The desired height to resize to. + * @param resizeBaseTexture - Should the baseTexture.width and height values be resized as well? */ - BaseRenderTexture.prototype.resize = function (desiredWidth, desiredHeight) { - this.framebuffer.resize(desiredWidth * this.resolution, desiredHeight * this.resolution); - this.setRealSize(this.framebuffer.width, this.framebuffer.height); + RenderTexture.prototype.resize = function (desiredWidth, desiredHeight, resizeBaseTexture) { + if (resizeBaseTexture === void 0) { resizeBaseTexture = true; } + var resolution = this.baseTexture.resolution; + var width = Math.round(desiredWidth * resolution) / resolution; + var height = Math.round(desiredHeight * resolution) / resolution; + // TODO - could be not required.. + this.valid = (width > 0 && height > 0); + this._frame.width = this.orig.width = width; + this._frame.height = this.orig.height = height; + if (resizeBaseTexture) { + this.baseTexture.resize(width, height); + } + this.updateUvs(); }; /** - * Frees the texture and framebuffer from WebGL memory without destroying this texture object. - * This means you can still use the texture later which will upload it to GPU - * memory again. - * @fires PIXI.BaseTexture#dispose + * Changes the resolution of baseTexture, but does not change framebuffer size. + * @param resolution - The new resolution to apply to RenderTexture */ - BaseRenderTexture.prototype.dispose = function () { - this.framebuffer.dispose(); - _super.prototype.dispose.call(this); - }; - /** Destroys this texture. */ - BaseRenderTexture.prototype.destroy = function () { - _super.prototype.destroy.call(this); - this.framebuffer.destroyDepthTexture(); - this.framebuffer = null; + RenderTexture.prototype.setResolution = function (resolution) { + var baseTexture = this.baseTexture; + if (baseTexture.resolution === resolution) { + return; + } + baseTexture.setResolution(resolution); + this.resize(baseTexture.width, baseTexture.height, false); }; - return BaseRenderTexture; - }(BaseTexture$1)); - - /** - * Stores a texture's frame in UV coordinates, in - * which everything lies in the rectangle `[(0,0), (1,0), - * (1,1), (0,1)]`. - * - * | Corner | Coordinates | - * |--------------|-------------| - * | Top-Left | `(x0,y0)` | - * | Top-Right | `(x1,y1)` | - * | Bottom-Right | `(x2,y2)` | - * | Bottom-Left | `(x3,y3)` | - * @protected - * @memberof PIXI - */ - var TextureUvs$1 = /** @class */ (function () { - function TextureUvs() { - this.x0 = 0; - this.y0 = 0; - this.x1 = 1; - this.y1 = 0; - this.x2 = 1; - this.y2 = 1; - this.x3 = 0; - this.y3 = 1; - this.uvsFloat32 = new Float32Array(8); - } - /** - * Sets the texture Uvs based on the given frame information. - * @protected - * @param frame - The frame of the texture - * @param baseFrame - The base frame of the texture - * @param rotate - Rotation of frame, see {@link PIXI.groupD8} - */ - TextureUvs.prototype.set = function (frame, baseFrame, rotate) { - var tw = baseFrame.width; - var th = baseFrame.height; - if (rotate) { - // width and height div 2 div baseFrame size - var w2 = frame.width / 2 / tw; - var h2 = frame.height / 2 / th; - // coordinates of center - var cX = (frame.x / tw) + w2; - var cY = (frame.y / th) + h2; - rotate = groupD8$1.add(rotate, groupD8$1.NW); // NW is top-left corner - this.x0 = cX + (w2 * groupD8$1.uX(rotate)); - this.y0 = cY + (h2 * groupD8$1.uY(rotate)); - rotate = groupD8$1.add(rotate, 2); // rotate 90 degrees clockwise - this.x1 = cX + (w2 * groupD8$1.uX(rotate)); - this.y1 = cY + (h2 * groupD8$1.uY(rotate)); - rotate = groupD8$1.add(rotate, 2); - this.x2 = cX + (w2 * groupD8$1.uX(rotate)); - this.y2 = cY + (h2 * groupD8$1.uY(rotate)); - rotate = groupD8$1.add(rotate, 2); - this.x3 = cX + (w2 * groupD8$1.uX(rotate)); - this.y3 = cY + (h2 * groupD8$1.uY(rotate)); + RenderTexture.create = function (options) { + var arguments$1 = arguments; + + var rest = []; + for (var _i = 1; _i < arguments.length; _i++) { + rest[_i - 1] = arguments$1[_i]; } - else { - this.x0 = frame.x / tw; - this.y0 = frame.y / th; - this.x1 = (frame.x + frame.width) / tw; - this.y1 = frame.y / th; - this.x2 = (frame.x + frame.width) / tw; - this.y2 = (frame.y + frame.height) / th; - this.x3 = frame.x / tw; - this.y3 = (frame.y + frame.height) / th; + // @deprecated fallback, old-style: create(width, height, scaleMode, resolution) + if (typeof options === 'number') { + deprecation('6.0.0', 'Arguments (width, height, scaleMode, resolution) have been deprecated.'); + /* eslint-disable prefer-rest-params */ + options = { + width: options, + height: rest[0], + scaleMode: rest[1], + resolution: rest[2], + }; + /* eslint-enable prefer-rest-params */ } - this.uvsFloat32[0] = this.x0; - this.uvsFloat32[1] = this.y0; - this.uvsFloat32[2] = this.x1; - this.uvsFloat32[3] = this.y1; - this.uvsFloat32[4] = this.x2; - this.uvsFloat32[5] = this.y2; - this.uvsFloat32[6] = this.x3; - this.uvsFloat32[7] = this.y3; - }; - TextureUvs.prototype.toString = function () { - return "[@pixi/core:TextureUvs " - + ("x0=" + this.x0 + " y0=" + this.y0 + " ") - + ("x1=" + this.x1 + " y1=" + this.y1 + " x2=" + this.x2 + " ") - + ("y2=" + this.y2 + " x3=" + this.x3 + " y3=" + this.y3) - + "]"; + return new RenderTexture(new BaseRenderTexture(options)); }; - return TextureUvs; - }()); + return RenderTexture; + }(Texture)); - var DEFAULT_UVS$1 = new TextureUvs$1(); - /** - * Used to remove listeners from WHITE and EMPTY Textures - * @ignore - */ - function removeAllHandlers$1(tex) { - tex.destroy = function _emptyDestroy() { }; - tex.on = function _emptyOn() { }; - tex.once = function _emptyOnce() { }; - tex.emit = function _emptyEmit() { }; - } /** - * A texture stores the information that represents an image or part of an image. - * - * It cannot be added to the display list directly; instead use it as the texture for a Sprite. - * If no frame is provided for a texture, then the whole image is used. - * - * You can directly create a texture from an image and then reuse it multiple times like this : - * - * ```js - * let texture = PIXI.Texture.from('assets/image.png'); - * let sprite1 = new PIXI.Sprite(texture); - * let sprite2 = new PIXI.Sprite(texture); - * ``` + * Texture pool, used by FilterSystem and plugins. * - * If you didnt pass the texture frame to constructor, it enables `noFrame` mode: - * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture. + * Stores collection of temporary pow2 or screen-sized renderTextures * - * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing. - * You can check for this by checking the sprite's _textureID property. - * ```js - * var texture = PIXI.Texture.from('assets/image.svg'); - * var sprite1 = new PIXI.Sprite(texture); - * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file - * ``` - * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068. + * If you use custom RenderTexturePool for your filters, you can use methods + * `getFilterTexture` and `returnFilterTexture` same as in * @memberof PIXI - * @typeParam R - The BaseTexture's Resource type. */ - var Texture$1 = /** @class */ (function (_super) { - __extends$m(Texture, _super); + var RenderTexturePool = /** @class */ (function () { /** - * @param baseTexture - The base texture source to create the texture from - * @param frame - The rectangle frame of the texture to show - * @param orig - The area of original texture - * @param trim - Trimmed rectangle of original texture - * @param rotate - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8} - * @param anchor - Default anchor point used for sprite placement / rotation + * @param textureOptions - options that will be passed to BaseRenderTexture constructor + * @param {PIXI.SCALE_MODES} [textureOptions.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values. */ - function Texture(baseTexture, frame, orig, trim, rotate, anchor) { - var _this = _super.call(this) || this; - _this.noFrame = false; - if (!frame) { - _this.noFrame = true; - frame = new Rectangle$3(0, 0, 1, 1); - } - if (baseTexture instanceof Texture) { - baseTexture = baseTexture.baseTexture; - } - _this.baseTexture = baseTexture; - _this._frame = frame; - _this.trim = trim; - _this.valid = false; - _this._uvs = DEFAULT_UVS$1; - _this.uvMatrix = null; - _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1); - _this._rotate = Number(rotate || 0); - if (rotate === true) { - // this is old texturepacker legacy, some games/libraries are passing "true" for rotated textures - _this._rotate = 2; - } - else if (_this._rotate % 2 !== 0) { - throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually'); - } - _this.defaultAnchor = anchor ? new Point$3(anchor.x, anchor.y) : new Point$3(0, 0); - _this._updateID = 0; - _this.textureCacheIds = []; - if (!baseTexture.valid) { - baseTexture.once('loaded', _this.onBaseTextureUpdated, _this); - } - else if (_this.noFrame) { - // if there is no frame we should monitor for any base texture changes.. - if (baseTexture.valid) { - _this.onBaseTextureUpdated(baseTexture); - } - } - else { - _this.frame = frame; - } - if (_this.noFrame) { - baseTexture.on('update', _this.onBaseTextureUpdated, _this); - } - return _this; + function RenderTexturePool(textureOptions) { + this.texturePool = {}; + this.textureOptions = textureOptions || {}; + this.enableFullScreen = false; + this._pixelsWidth = 0; + this._pixelsHeight = 0; } /** - * Updates this texture on the gpu. - * - * Calls the TextureResource update. - * - * If you adjusted `frame` manually, please call `updateUvs()` instead. + * Creates texture with params that were specified in pool constructor. + * @param realWidth - Width of texture in pixels. + * @param realHeight - Height of texture in pixels. + * @param multisample - Number of samples of the framebuffer. */ - Texture.prototype.update = function () { - if (this.baseTexture.resource) { - this.baseTexture.resource.update(); - } + RenderTexturePool.prototype.createTexture = function (realWidth, realHeight, multisample) { + if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; } + var baseRenderTexture = new BaseRenderTexture(Object.assign({ + width: realWidth, + height: realHeight, + resolution: 1, + multisample: multisample, + }, this.textureOptions)); + return new RenderTexture(baseRenderTexture); }; /** - * Called when the base texture is updated - * @protected - * @param baseTexture - The base texture. + * Gets a Power-of-Two render texture or fullScreen texture + * @param minWidth - The minimum width of the render texture. + * @param minHeight - The minimum height of the render texture. + * @param resolution - The resolution of the render texture. + * @param multisample - Number of samples of the render texture. + * @returns The new render texture. */ - Texture.prototype.onBaseTextureUpdated = function (baseTexture) { - if (this.noFrame) { - if (!this.baseTexture.valid) { - return; + RenderTexturePool.prototype.getOptimalTexture = function (minWidth, minHeight, resolution, multisample) { + if (resolution === void 0) { resolution = 1; } + if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; } + var key; + minWidth = Math.ceil((minWidth * resolution) - 1e-6); + minHeight = Math.ceil((minHeight * resolution) - 1e-6); + if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight) { + minWidth = nextPow2(minWidth); + minHeight = nextPow2(minHeight); + key = (((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF)) >>> 0; + if (multisample > 1) { + key += multisample * 0x100000000; } - this._frame.width = baseTexture.width; - this._frame.height = baseTexture.height; - this.valid = true; - this.updateUvs(); } else { - // TODO this code looks confusing.. boo to abusing getters and setters! - // if user gave us frame that has bigger size than resized texture it can be a problem - this.frame = this._frame; + key = multisample > 1 ? -multisample : -1; } - this.emit('update', this); + if (!this.texturePool[key]) { + this.texturePool[key] = []; + } + var renderTexture = this.texturePool[key].pop(); + if (!renderTexture) { + renderTexture = this.createTexture(minWidth, minHeight, multisample); + } + renderTexture.filterPoolKey = key; + renderTexture.setResolution(resolution); + return renderTexture; }; /** - * Destroys this texture - * @param [destroyBase=false] - Whether to destroy the base texture as well + * Gets extra texture of the same size as input renderTexture + * + * `getFilterTexture(input, 0.5)` or `getFilterTexture(0.5, input)` + * @param input - renderTexture from which size and resolution will be copied + * @param resolution - override resolution of the renderTexture + * It overrides, it does not multiply + * @param multisample - number of samples of the renderTexture */ - Texture.prototype.destroy = function (destroyBase) { - if (this.baseTexture) { - if (destroyBase) { - var resource = this.baseTexture.resource; - // delete the texture if it exists in the texture cache.. - // this only needs to be removed if the base texture is actually destroyed too.. - if (resource && resource.url && TextureCache[resource.url]) { - Texture.removeFromCache(resource.url); - } - this.baseTexture.destroy(); - } - this.baseTexture.off('loaded', this.onBaseTextureUpdated, this); - this.baseTexture.off('update', this.onBaseTextureUpdated, this); - this.baseTexture = null; - } - this._frame = null; - this._uvs = null; - this.trim = null; - this.orig = null; - this.valid = false; - Texture.removeFromCache(this); - this.textureCacheIds = null; + RenderTexturePool.prototype.getFilterTexture = function (input, resolution, multisample) { + var filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE); + filterTexture.filterFrame = input.filterFrame; + return filterTexture; }; /** - * Creates a new texture object that acts the same as this one. - * @returns - The new texture + * Place a render texture back into the pool. + * @param renderTexture - The renderTexture to free */ - Texture.prototype.clone = function () { - var clonedFrame = this._frame.clone(); - var clonedOrig = this._frame === this.orig ? clonedFrame : this.orig.clone(); - var clonedTexture = new Texture(this.baseTexture, !this.noFrame && clonedFrame, clonedOrig, this.trim && this.trim.clone(), this.rotate, this.defaultAnchor); - if (this.noFrame) { - clonedTexture._frame = clonedFrame; - } - return clonedTexture; + RenderTexturePool.prototype.returnTexture = function (renderTexture) { + var key = renderTexture.filterPoolKey; + renderTexture.filterFrame = null; + this.texturePool[key].push(renderTexture); }; /** - * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture. - * Call it after changing the frame + * Alias for returnTexture, to be compliant with FilterSystem interface. + * @param renderTexture - The renderTexture to free */ - Texture.prototype.updateUvs = function () { - if (this._uvs === DEFAULT_UVS$1) { - this._uvs = new TextureUvs$1(); - } - this._uvs.set(this._frame, this.baseTexture, this.rotate); - this._updateID++; + RenderTexturePool.prototype.returnFilterTexture = function (renderTexture) { + this.returnTexture(renderTexture); }; /** - * Helper function that creates a new Texture based on the source you provide. - * The source can be - frame id, image url, video url, canvas element, video element, base texture - * @param {string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source - - * Source or array of sources to create texture from - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id - * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. - * @returns {PIXI.Texture} The newly created texture + * Clears the pool. + * @param destroyTextures - Destroy all stored textures. */ - Texture.from = function (source, options, strict) { - if (options === void 0) { options = {}; } - if (strict === void 0) { strict = settings$1.STRICT_TEXTURE_CACHE; } - var isFrame = typeof source === 'string'; - var cacheId = null; - if (isFrame) { - cacheId = source; - } - else if (source instanceof BaseTexture$1) { - if (!source.cacheId) { - var prefix = (options && options.pixiIdPrefix) || 'pixiid'; - source.cacheId = prefix + "-" + uid(); - BaseTexture$1.addToCache(source, source.cacheId); - } - cacheId = source.cacheId; - } - else { - if (!source._pixiId) { - var prefix = (options && options.pixiIdPrefix) || 'pixiid'; - source._pixiId = prefix + "_" + uid(); - } - cacheId = source._pixiId; - } - var texture = TextureCache[cacheId]; - // Strict-mode rejects invalid cacheIds - if (isFrame && strict && !texture) { - throw new Error("The cacheId \"" + cacheId + "\" does not exist in TextureCache."); - } - if (!texture && !(source instanceof BaseTexture$1)) { - if (!options.resolution) { - options.resolution = getResolutionOfUrl(source); + RenderTexturePool.prototype.clear = function (destroyTextures) { + destroyTextures = destroyTextures !== false; + if (destroyTextures) { + for (var i in this.texturePool) { + var textures = this.texturePool[i]; + if (textures) { + for (var j = 0; j < textures.length; j++) { + textures[j].destroy(true); + } + } } - texture = new Texture(new BaseTexture$1(source, options)); - texture.baseTexture.cacheId = cacheId; - BaseTexture$1.addToCache(texture.baseTexture, cacheId); - Texture.addToCache(texture, cacheId); } - else if (!texture && (source instanceof BaseTexture$1)) { - texture = new Texture(source); - Texture.addToCache(texture, cacheId); - } - // lets assume its a base texture! - return texture; + this.texturePool = {}; }; /** - * Useful for loading textures via URLs. Use instead of `Texture.from` because - * it does a better job of handling failed URLs more effectively. This also ignores - * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images. - * @param url - The remote URL or array of URLs to load. - * @param options - Optional options to include - * @returns - A Promise that resolves to a Texture. + * If screen size was changed, drops all screen-sized textures, + * sets new screen size, sets `enableFullScreen` to true + * + * Size is measured in pixels, `renderer.view` can be passed here, not `renderer.screen` + * @param size - Initial size of screen. */ - Texture.fromURL = function (url, options) { - var resourceOptions = Object.assign({ autoLoad: false }, options === null || options === void 0 ? void 0 : options.resourceOptions); - var texture = Texture.from(url, Object.assign({ resourceOptions: resourceOptions }, options), false); - var resource = texture.baseTexture.resource; - // The texture was already loaded - if (texture.baseTexture.valid) { - return Promise.resolve(texture); + RenderTexturePool.prototype.setScreenSize = function (size) { + if (size.width === this._pixelsWidth + && size.height === this._pixelsHeight) { + return; } - // Manually load the texture, this should allow users to handle load errors - return resource.load().then(function () { return Promise.resolve(texture); }); + this.enableFullScreen = size.width > 0 && size.height > 0; + for (var i in this.texturePool) { + if (!(Number(i) < 0)) { + continue; + } + var textures = this.texturePool[i]; + if (textures) { + for (var j = 0; j < textures.length; j++) { + textures[j].destroy(true); + } + } + this.texturePool[i] = []; + } + this._pixelsWidth = size.width; + this._pixelsHeight = size.height; }; /** - * Create a new Texture with a BufferResource from a Float32Array. - * RGBA values are floats from 0 to 1. - * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data - * is provided, a new Float32Array is created. - * @param width - Width of the resource - * @param height - Height of the resource - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * @returns - The resulting new BaseTexture + * Key that is used to store fullscreen renderTextures in a pool + * @constant */ - Texture.fromBuffer = function (buffer, width, height, options) { - return new Texture(BaseTexture$1.fromBuffer(buffer, width, height, options)); - }; + RenderTexturePool.SCREEN_KEY = -1; + return RenderTexturePool; + }()); + + /* eslint-disable max-len */ + /** + * Holds the information for a single attribute structure required to render geometry. + * + * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer} + * This can include anything from positions, uvs, normals, colors etc. + * @memberof PIXI + */ + var Attribute = /** @class */ (function () { /** - * Create a texture from a source and add to the cache. - * @param {HTMLImageElement|HTMLCanvasElement|string} source - The input source. - * @param imageUrl - File name of texture, for cache and resolving resolution. - * @param name - Human readable name for the texture cache. If no name is - * specified, only `imageUrl` will be used as the cache ID. - * @param options - * @returns - Output texture + * @param buffer - the id of the buffer that this attribute will look for + * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2. + * @param normalized - should the data be normalized. + * @param {PIXI.TYPES} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available + * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) + * @param [start=0] - How far into the array to start reading values (used for interleaving data) + * @param [instance=false] - Whether the geometry is instanced. */ - Texture.fromLoader = function (source, imageUrl, name, options) { - var baseTexture = new BaseTexture$1(source, Object.assign({ - scaleMode: settings$1.SCALE_MODE, - resolution: getResolutionOfUrl(imageUrl), - }, options)); - var resource = baseTexture.resource; - if (resource instanceof ImageResource$1) { - resource.url = imageUrl; - } - var texture = new Texture(baseTexture); - // No name, use imageUrl instead - if (!name) { - name = imageUrl; - } - // lets also add the frame to pixi's global cache for 'fromLoader' function - BaseTexture$1.addToCache(texture.baseTexture, name); - Texture.addToCache(texture, name); - // also add references by url if they are different. - if (name !== imageUrl) { - BaseTexture$1.addToCache(texture.baseTexture, imageUrl); - Texture.addToCache(texture, imageUrl); - } - // Generally images are valid right away - if (texture.baseTexture.valid) { - return Promise.resolve(texture); - } - // SVG assets need to be parsed async, let's wait - return new Promise(function (resolve) { - texture.baseTexture.once('loaded', function () { return resolve(texture); }); - }); + function Attribute(buffer, size, normalized, type, stride, start, instance) { + if (size === void 0) { size = 0; } + if (normalized === void 0) { normalized = false; } + if (type === void 0) { type = TYPES.FLOAT; } + this.buffer = buffer; + this.size = size; + this.normalized = normalized; + this.type = type; + this.stride = stride; + this.start = start; + this.instance = instance; + } + /** Destroys the Attribute. */ + Attribute.prototype.destroy = function () { + this.buffer = null; }; /** - * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object. - * @param texture - The Texture to add to the cache. - * @param id - The id that the Texture will be stored against. + * Helper function that creates an Attribute based on the information provided + * @param buffer - the id of the buffer that this attribute will look for + * @param [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2 + * @param [normalized=false] - should the data be normalized. + * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available + * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) + * @returns - A new {@link PIXI.Attribute} based on the information provided */ - Texture.addToCache = function (texture, id) { - if (id) { - if (texture.textureCacheIds.indexOf(id) === -1) { - texture.textureCacheIds.push(id); - } - if (TextureCache[id]) { - // eslint-disable-next-line no-console - console.warn("Texture added to the cache with an id [" + id + "] that already had an entry"); - } - TextureCache[id] = texture; - } + Attribute.from = function (buffer, size, normalized, type, stride) { + return new Attribute(buffer, size, normalized, type, stride); }; - /** - * Remove a Texture from the global TextureCache. - * @param texture - id of a Texture to be removed, or a Texture instance itself - * @returns - The Texture that was removed - */ - Texture.removeFromCache = function (texture) { - if (typeof texture === 'string') { - var textureFromCache = TextureCache[texture]; - if (textureFromCache) { - var index = textureFromCache.textureCacheIds.indexOf(texture); - if (index > -1) { - textureFromCache.textureCacheIds.splice(index, 1); - } - delete TextureCache[texture]; - return textureFromCache; - } - } - else if (texture && texture.textureCacheIds) { - for (var i = 0; i < texture.textureCacheIds.length; ++i) { - // Check that texture matches the one being passed in before deleting it from the cache. - if (TextureCache[texture.textureCacheIds[i]] === texture) { - delete TextureCache[texture.textureCacheIds[i]]; - } - } - texture.textureCacheIds.length = 0; - return texture; - } - return null; - }; - Object.defineProperty(Texture.prototype, "resolution", { - /** - * Returns resolution of baseTexture - * @readonly - */ - get: function () { - return this.baseTexture.resolution; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "frame", { - /** - * The frame specifies the region of the base texture that this texture uses. - * Please call `updateUvs()` after you change coordinates of `frame` manually. - */ - get: function () { - return this._frame; - }, - set: function (frame) { - this._frame = frame; - this.noFrame = false; - var x = frame.x, y = frame.y, width = frame.width, height = frame.height; - var xNotFit = x + width > this.baseTexture.width; - var yNotFit = y + height > this.baseTexture.height; - if (xNotFit || yNotFit) { - var relationship = xNotFit && yNotFit ? 'and' : 'or'; - var errorX = "X: " + x + " + " + width + " = " + (x + width) + " > " + this.baseTexture.width; - var errorY = "Y: " + y + " + " + height + " = " + (y + height) + " > " + this.baseTexture.height; - throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: ' - + (errorX + " " + relationship + " " + errorY)); - } - this.valid = width && height && this.baseTexture.valid; - if (!this.trim && !this.rotate) { - this.orig = frame; - } - if (this.valid) { - this.updateUvs(); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "rotate", { - /** - * Indicates whether the texture is rotated inside the atlas - * set to 2 to compensate for texture packer rotation - * set to 6 to compensate for spine packer rotation - * can be used to rotate or mirror sprites - * See {@link PIXI.groupD8} for explanation - */ - get: function () { - return this._rotate; - }, - set: function (rotate) { - this._rotate = rotate; - if (this.valid) { - this.updateUvs(); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "width", { - /** The width of the Texture in pixels. */ - get: function () { - return this.orig.width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "height", { - /** The height of the Texture in pixels. */ - get: function () { - return this.orig.height; - }, - enumerable: false, - configurable: true - }); - /** Utility function for BaseTexture|Texture cast. */ - Texture.prototype.castToBaseTexture = function () { - return this.baseTexture; - }; - Object.defineProperty(Texture, "EMPTY", { - /** An empty texture, used often to not have to create multiple empty textures. Can not be destroyed. */ - get: function () { - if (!Texture._EMPTY) { - Texture._EMPTY = new Texture(new BaseTexture$1()); - removeAllHandlers$1(Texture._EMPTY); - removeAllHandlers$1(Texture._EMPTY.baseTexture); - } - return Texture._EMPTY; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture, "WHITE", { - /** A white texture of 16x16 size, used for graphics and other things Can not be destroyed. */ - get: function () { - if (!Texture._WHITE) { - var canvas = settings$1.ADAPTER.createCanvas(16, 16); - var context = canvas.getContext('2d'); - canvas.width = 16; - canvas.height = 16; - context.fillStyle = 'white'; - context.fillRect(0, 0, 16, 16); - Texture._WHITE = new Texture(BaseTexture$1.from(canvas)); - removeAllHandlers$1(Texture._WHITE); - removeAllHandlers$1(Texture._WHITE.baseTexture); - } - return Texture._WHITE; - }, - enumerable: false, - configurable: true - }); - return Texture; - }(EventEmitter)); - - /** - * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it. - * - * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded - * otherwise black rectangles will be drawn instead. - * - * __Hint-2__: The actual memory allocation will happen on first render. - * You shouldn't create renderTextures each frame just to delete them after, try to reuse them. - * - * A RenderTexture takes a snapshot of any Display Object given to its render method. For example: - * - * ```js - * let renderer = PIXI.autoDetectRenderer(); - * let renderTexture = PIXI.RenderTexture.create({ width: 800, height: 600 }); - * let sprite = PIXI.Sprite.from("spinObj_01.png"); - * - * sprite.position.x = 800/2; - * sprite.position.y = 600/2; - * sprite.anchor.x = 0.5; - * sprite.anchor.y = 0.5; - * - * renderer.render(sprite, {renderTexture}); - * ``` - * Note that you should not create a new renderer, but reuse the same one as the rest of the application. - * - * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 - * you can clear the transform - * - * ```js - * - * sprite.setTransform() - * - * let renderTexture = new PIXI.RenderTexture.create({ width: 100, height: 100 }); - * - * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture - * ``` - * @memberof PIXI - */ - var RenderTexture$1 = /** @class */ (function (_super) { - __extends$m(RenderTexture, _super); - /** - * @param baseRenderTexture - The base texture object that this texture uses. - * @param frame - The rectangle frame of the texture to show. - */ - function RenderTexture(baseRenderTexture, frame) { - var _this = _super.call(this, baseRenderTexture, frame) || this; - _this.valid = true; - _this.filterFrame = null; - _this.filterPoolKey = null; - _this.updateUvs(); - return _this; - } - Object.defineProperty(RenderTexture.prototype, "framebuffer", { - /** - * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast. - * @readonly - */ - get: function () { - return this.baseTexture.framebuffer; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(RenderTexture.prototype, "multisample", { - /** - * Shortcut to `this.framebuffer.multisample`. - * @default PIXI.MSAA_QUALITY.NONE - */ - get: function () { - return this.framebuffer.multisample; - }, - set: function (value) { - this.framebuffer.multisample = value; - }, - enumerable: false, - configurable: true - }); - /** - * Resizes the RenderTexture. - * @param desiredWidth - The desired width to resize to. - * @param desiredHeight - The desired height to resize to. - * @param resizeBaseTexture - Should the baseTexture.width and height values be resized as well? - */ - RenderTexture.prototype.resize = function (desiredWidth, desiredHeight, resizeBaseTexture) { - if (resizeBaseTexture === void 0) { resizeBaseTexture = true; } - var resolution = this.baseTexture.resolution; - var width = Math.round(desiredWidth * resolution) / resolution; - var height = Math.round(desiredHeight * resolution) / resolution; - // TODO - could be not required.. - this.valid = (width > 0 && height > 0); - this._frame.width = this.orig.width = width; - this._frame.height = this.orig.height = height; - if (resizeBaseTexture) { - this.baseTexture.resize(width, height); - } - this.updateUvs(); - }; - /** - * Changes the resolution of baseTexture, but does not change framebuffer size. - * @param resolution - The new resolution to apply to RenderTexture - */ - RenderTexture.prototype.setResolution = function (resolution) { - var baseTexture = this.baseTexture; - if (baseTexture.resolution === resolution) { - return; - } - baseTexture.setResolution(resolution); - this.resize(baseTexture.width, baseTexture.height, false); - }; - RenderTexture.create = function (options) { - var arguments$1 = arguments; - - var rest = []; - for (var _i = 1; _i < arguments.length; _i++) { - rest[_i - 1] = arguments$1[_i]; - } - // @deprecated fallback, old-style: create(width, height, scaleMode, resolution) - if (typeof options === 'number') { - deprecation$1('6.0.0', 'Arguments (width, height, scaleMode, resolution) have been deprecated.'); - /* eslint-disable prefer-rest-params */ - options = { - width: options, - height: rest[0], - scaleMode: rest[1], - resolution: rest[2], - }; - /* eslint-enable prefer-rest-params */ - } - return new RenderTexture(new BaseRenderTexture$1(options)); - }; - return RenderTexture; - }(Texture$1)); - - /** - * Texture pool, used by FilterSystem and plugins. - * - * Stores collection of temporary pow2 or screen-sized renderTextures - * - * If you use custom RenderTexturePool for your filters, you can use methods - * `getFilterTexture` and `returnFilterTexture` same as in - * @memberof PIXI - */ - var RenderTexturePool$1 = /** @class */ (function () { - /** - * @param textureOptions - options that will be passed to BaseRenderTexture constructor - * @param {PIXI.SCALE_MODES} [textureOptions.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values. - */ - function RenderTexturePool(textureOptions) { - this.texturePool = {}; - this.textureOptions = textureOptions || {}; - this.enableFullScreen = false; - this._pixelsWidth = 0; - this._pixelsHeight = 0; - } - /** - * Creates texture with params that were specified in pool constructor. - * @param realWidth - Width of texture in pixels. - * @param realHeight - Height of texture in pixels. - * @param multisample - Number of samples of the framebuffer. - */ - RenderTexturePool.prototype.createTexture = function (realWidth, realHeight, multisample) { - if (multisample === void 0) { multisample = MSAA_QUALITY$8.NONE; } - var baseRenderTexture = new BaseRenderTexture$1(Object.assign({ - width: realWidth, - height: realHeight, - resolution: 1, - multisample: multisample, - }, this.textureOptions)); - return new RenderTexture$1(baseRenderTexture); - }; - /** - * Gets a Power-of-Two render texture or fullScreen texture - * @param minWidth - The minimum width of the render texture. - * @param minHeight - The minimum height of the render texture. - * @param resolution - The resolution of the render texture. - * @param multisample - Number of samples of the render texture. - * @returns The new render texture. - */ - RenderTexturePool.prototype.getOptimalTexture = function (minWidth, minHeight, resolution, multisample) { - if (resolution === void 0) { resolution = 1; } - if (multisample === void 0) { multisample = MSAA_QUALITY$8.NONE; } - var key; - minWidth = Math.ceil((minWidth * resolution) - 1e-6); - minHeight = Math.ceil((minHeight * resolution) - 1e-6); - if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight) { - minWidth = nextPow2(minWidth); - minHeight = nextPow2(minHeight); - key = (((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF)) >>> 0; - if (multisample > 1) { - key += multisample * 0x100000000; - } - } - else { - key = multisample > 1 ? -multisample : -1; - } - if (!this.texturePool[key]) { - this.texturePool[key] = []; - } - var renderTexture = this.texturePool[key].pop(); - if (!renderTexture) { - renderTexture = this.createTexture(minWidth, minHeight, multisample); - } - renderTexture.filterPoolKey = key; - renderTexture.setResolution(resolution); - return renderTexture; - }; - /** - * Gets extra texture of the same size as input renderTexture - * - * `getFilterTexture(input, 0.5)` or `getFilterTexture(0.5, input)` - * @param input - renderTexture from which size and resolution will be copied - * @param resolution - override resolution of the renderTexture - * It overrides, it does not multiply - * @param multisample - number of samples of the renderTexture - */ - RenderTexturePool.prototype.getFilterTexture = function (input, resolution, multisample) { - var filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY$8.NONE); - filterTexture.filterFrame = input.filterFrame; - return filterTexture; - }; - /** - * Place a render texture back into the pool. - * @param renderTexture - The renderTexture to free - */ - RenderTexturePool.prototype.returnTexture = function (renderTexture) { - var key = renderTexture.filterPoolKey; - renderTexture.filterFrame = null; - this.texturePool[key].push(renderTexture); - }; - /** - * Alias for returnTexture, to be compliant with FilterSystem interface. - * @param renderTexture - The renderTexture to free - */ - RenderTexturePool.prototype.returnFilterTexture = function (renderTexture) { - this.returnTexture(renderTexture); - }; - /** - * Clears the pool. - * @param destroyTextures - Destroy all stored textures. - */ - RenderTexturePool.prototype.clear = function (destroyTextures) { - destroyTextures = destroyTextures !== false; - if (destroyTextures) { - for (var i in this.texturePool) { - var textures = this.texturePool[i]; - if (textures) { - for (var j = 0; j < textures.length; j++) { - textures[j].destroy(true); - } - } - } - } - this.texturePool = {}; - }; - /** - * If screen size was changed, drops all screen-sized textures, - * sets new screen size, sets `enableFullScreen` to true - * - * Size is measured in pixels, `renderer.view` can be passed here, not `renderer.screen` - * @param size - Initial size of screen. - */ - RenderTexturePool.prototype.setScreenSize = function (size) { - if (size.width === this._pixelsWidth - && size.height === this._pixelsHeight) { - return; - } - this.enableFullScreen = size.width > 0 && size.height > 0; - for (var i in this.texturePool) { - if (!(Number(i) < 0)) { - continue; - } - var textures = this.texturePool[i]; - if (textures) { - for (var j = 0; j < textures.length; j++) { - textures[j].destroy(true); - } - } - this.texturePool[i] = []; - } - this._pixelsWidth = size.width; - this._pixelsHeight = size.height; - }; - /** - * Key that is used to store fullscreen renderTextures in a pool - * @constant - */ - RenderTexturePool.SCREEN_KEY = -1; - return RenderTexturePool; - }()); - - /* eslint-disable max-len */ - /** - * Holds the information for a single attribute structure required to render geometry. - * - * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer} - * This can include anything from positions, uvs, normals, colors etc. - * @memberof PIXI - */ - var Attribute$1 = /** @class */ (function () { - /** - * @param buffer - the id of the buffer that this attribute will look for - * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2. - * @param normalized - should the data be normalized. - * @param {PIXI.TYPES} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available - * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) - * @param [start=0] - How far into the array to start reading values (used for interleaving data) - * @param [instance=false] - Whether the geometry is instanced. - */ - function Attribute(buffer, size, normalized, type, stride, start, instance) { - if (size === void 0) { size = 0; } - if (normalized === void 0) { normalized = false; } - if (type === void 0) { type = TYPES$8.FLOAT; } - this.buffer = buffer; - this.size = size; - this.normalized = normalized; - this.type = type; - this.stride = stride; - this.start = start; - this.instance = instance; - } - /** Destroys the Attribute. */ - Attribute.prototype.destroy = function () { - this.buffer = null; - }; - /** - * Helper function that creates an Attribute based on the information provided - * @param buffer - the id of the buffer that this attribute will look for - * @param [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2 - * @param [normalized=false] - should the data be normalized. - * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available - * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) - * @returns - A new {@link PIXI.Attribute} based on the information provided - */ - Attribute.from = function (buffer, size, normalized, type, stride) { - return new Attribute(buffer, size, normalized, type, stride); - }; - return Attribute; - }()); - - var UID$4$1 = 0; - /** - * A wrapper for data so that it can be used and uploaded by WebGL - * @memberof PIXI - */ - var Buffer$1 = /** @class */ (function () { + return Attribute; + }()); + + var UID$4 = 0; + /** + * A wrapper for data so that it can be used and uploaded by WebGL + * @memberof PIXI + */ + var Buffer = /** @class */ (function () { /** * @param {PIXI.IArrayBuffer} data - the data to store in the buffer. * @param _static - `true` for static buffer @@ -15932,7 +14148,7 @@ this._updateID = 0; this.index = index; this.static = _static; - this.id = UID$4$1++; + this.id = UID$4++; this.disposeRunner = new Runner('disposeBuffer'); } // TODO could explore flagging only a partial upload? @@ -15958,7 +14174,7 @@ }; Object.defineProperty(Buffer.prototype, "index", { get: function () { - return this.type === BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER; + return this.type === BUFFER_TYPE.ELEMENT_ARRAY_BUFFER; }, /** * Flags whether this is an index buffer. @@ -15969,7 +14185,7 @@ * For backwards compatibility. */ set: function (value) { - this.type = value ? BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER : BUFFER_TYPE$8.ARRAY_BUFFER; + this.type = value ? BUFFER_TYPE.ELEMENT_ARRAY_BUFFER : BUFFER_TYPE.ARRAY_BUFFER; }, enumerable: false, configurable: true @@ -15989,13 +14205,13 @@ }()); /* eslint-disable object-shorthand */ - var map$1$1 = { + var map$1 = { Float32Array: Float32Array, Uint32Array: Uint32Array, Int32Array: Int32Array, Uint8Array: Uint8Array, }; - function interleaveTypedArrays$1(arrays, sizes) { + function interleaveTypedArrays(arrays, sizes) { var outSize = 0; var stride = 0; var views = {}; @@ -16011,7 +14227,7 @@ var array = arrays[i]; var type = getBufferType(array); if (!views[type]) { - views[type] = new map$1$1[type](buffer); + views[type] = new map$1[type](buffer); } out = views[type]; for (var j = 0; j < array.length; j++) { @@ -16024,10 +14240,10 @@ return new Float32Array(buffer); } - var byteSizeMap$1$1 = { 5126: 4, 5123: 2, 5121: 1 }; - var UID$3$1 = 0; + var byteSizeMap$1 = { 5126: 4, 5123: 2, 5121: 1 }; + var UID$3 = 0; /* eslint-disable object-shorthand */ - var map$2 = { + var map = { Float32Array: Float32Array, Uint32Array: Uint32Array, Int32Array: Int32Array, @@ -16052,7 +14268,7 @@ * ``` * @memberof PIXI */ - var Geometry$1 = /** @class */ (function () { + var Geometry = /** @class */ (function () { /** * @param buffers - An array of buffers. optional. * @param attributes - Of the geometry, optional structure of the attributes layout @@ -16064,7 +14280,7 @@ this.indexBuffer = null; this.attributes = attributes; this.glVertexArrayObjects = {}; - this.id = UID$3$1++; + this.id = UID$3++; this.instanced = false; this.instanceCount = 1; this.disposeRunner = new Runner('disposeGeometry'); @@ -16092,12 +14308,12 @@ throw new Error('You must pass a buffer when creating an attribute'); } // check if this is a buffer! - if (!(buffer instanceof Buffer$1)) { + if (!(buffer instanceof Buffer)) { // its an array! if (buffer instanceof Array) { buffer = new Float32Array(buffer); } - buffer = new Buffer$1(buffer); + buffer = new Buffer(buffer); } var ids = id.split('|'); if (ids.length > 1) { @@ -16111,7 +14327,7 @@ this.buffers.push(buffer); bufferIndex = this.buffers.length - 1; } - this.attributes[id] = new Attribute$1(bufferIndex, size, normalized, type, stride, start, instance); + this.attributes[id] = new Attribute(bufferIndex, size, normalized, type, stride, start, instance); // assuming that if there is instanced data then this will be drawn with instancing! this.instanced = this.instanced || instance; return this; @@ -16140,14 +14356,14 @@ * @returns - Returns self, useful for chaining. */ Geometry.prototype.addIndex = function (buffer) { - if (!(buffer instanceof Buffer$1)) { + if (!(buffer instanceof Buffer)) { // its an array! if (buffer instanceof Array) { buffer = new Uint16Array(buffer); } - buffer = new Buffer$1(buffer); + buffer = new Buffer(buffer); } - buffer.type = BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER; + buffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER; this.indexBuffer = buffer; if (this.buffers.indexOf(buffer) === -1) { this.buffers.push(buffer); @@ -16173,16 +14389,16 @@ // assume already that no buffers are interleaved var arrays = []; var sizes = []; - var interleavedBuffer = new Buffer$1(); + var interleavedBuffer = new Buffer(); var i; for (i in this.attributes) { var attribute = this.attributes[i]; var buffer = this.buffers[attribute.buffer]; arrays.push(buffer.data); - sizes.push((attribute.size * byteSizeMap$1$1[attribute.type]) / 4); + sizes.push((attribute.size * byteSizeMap$1[attribute.type]) / 4); attribute.buffer = 0; } - interleavedBuffer.data = interleaveTypedArrays$1(arrays, sizes); + interleavedBuffer.data = interleaveTypedArrays(arrays, sizes); for (i = 0; i < this.buffers.length; i++) { if (this.buffers[i] !== this.indexBuffer) { this.buffers[i].destroy(); @@ -16221,15 +14437,15 @@ Geometry.prototype.clone = function () { var geometry = new Geometry(); for (var i = 0; i < this.buffers.length; i++) { - geometry.buffers[i] = new Buffer$1(this.buffers[i].data.slice(0)); + geometry.buffers[i] = new Buffer(this.buffers[i].data.slice(0)); } for (var i in this.attributes) { var attrib = this.attributes[i]; - geometry.attributes[i] = new Attribute$1(attrib.buffer, attrib.size, attrib.normalized, attrib.type, attrib.stride, attrib.start, attrib.instance); + geometry.attributes[i] = new Attribute(attrib.buffer, attrib.size, attrib.normalized, attrib.type, attrib.stride, attrib.start, attrib.instance); } if (this.indexBuffer) { geometry.indexBuffer = geometry.buffers[this.buffers.indexOf(this.indexBuffer)]; - geometry.indexBuffer.type = BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER; + geometry.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER; } return geometry; }; @@ -16260,8 +14476,8 @@ // build the correct size arrays.. for (var i = 0; i < geometry.buffers.length; i++) { // TODO types! - arrays[i] = new map$2[getBufferType(geometry.buffers[i].data)](sizes[i]); - geometryOut.buffers[i] = new Buffer$1(arrays[i]); + arrays[i] = new map[getBufferType(geometry.buffers[i].data)](sizes[i]); + geometryOut.buffers[i] = new Buffer(arrays[i]); } // pass to set data.. for (var i = 0; i < geometries.length; i++) { @@ -16274,7 +14490,7 @@ geometryOut.attributes = geometry.attributes; if (geometry.indexBuffer) { geometryOut.indexBuffer = geometryOut.buffers[geometry.buffers.indexOf(geometry.indexBuffer)]; - geometryOut.indexBuffer.type = BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER; + geometryOut.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER; var offset = 0; var stride = 0; var offset2 = 0; @@ -16290,7 +14506,7 @@ for (var i in geometry.attributes) { var attribute = geometry.attributes[i]; if ((attribute.buffer | 0) === bufferIndexToCount) { - stride += ((attribute.size * byteSizeMap$1$1[attribute.type]) / 4); + stride += ((attribute.size * byteSizeMap$1[attribute.type]) / 4); } } // time to off set all indexes.. @@ -16312,8 +14528,8 @@ * Helper class to create a quad * @memberof PIXI */ - var Quad$1 = /** @class */ (function (_super) { - __extends$m(Quad, _super); + var Quad = /** @class */ (function (_super) { + __extends$i(Quad, _super); function Quad() { var _this = _super.call(this) || this; _this.addAttribute('aVertexPosition', new Float32Array([ @@ -16325,14 +14541,14 @@ return _this; } return Quad; - }(Geometry$1)); + }(Geometry)); /** * Helper class to create a quad with uvs like in v4 * @memberof PIXI */ - var QuadUv$1 = /** @class */ (function (_super) { - __extends$m(QuadUv, _super); + var QuadUv = /** @class */ (function (_super) { + __extends$i(QuadUv, _super); function QuadUv() { var _this = _super.call(this) || this; _this.vertices = new Float32Array([ @@ -16345,8 +14561,8 @@ 1, 0, 1, 1, 0, 1 ]); - _this.vertexBuffer = new Buffer$1(_this.vertices); - _this.uvBuffer = new Buffer$1(_this.uvs); + _this.vertexBuffer = new Buffer(_this.vertices); + _this.uvBuffer = new Buffer(_this.uvs); _this.addAttribute('aVertexPosition', _this.vertexBuffer) .addAttribute('aTextureCoord', _this.uvBuffer) .addIndex([0, 1, 2, 0, 2, 3]); @@ -16392,9 +14608,9 @@ return this; }; return QuadUv; - }(Geometry$1)); + }(Geometry)); - var UID$2$1 = 0; + var UID$2 = 0; /** * Uniform group holds uniform map and some ID's for work * @@ -16437,7 +14653,7 @@ * ``` * @memberof PIXI */ - var UniformGroup$1 = /** @class */ (function () { + var UniformGroup = /** @class */ (function () { /** * @param {object | Buffer} [uniforms] - Custom uniforms to use to augment the built-in ones. Or a pixi buffer. * @param isStatic - Uniforms wont be changed after creation. @@ -16448,20 +14664,20 @@ // lets generate this when the shader ? this.syncUniforms = {}; this.dirtyId = 0; - this.id = UID$2$1++; + this.id = UID$2++; this.static = !!isStatic; this.ubo = !!isUbo; - if (uniforms instanceof Buffer$1) { + if (uniforms instanceof Buffer) { this.buffer = uniforms; - this.buffer.type = BUFFER_TYPE$8.UNIFORM_BUFFER; + this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER; this.autoManage = false; this.ubo = true; } else { this.uniforms = uniforms; if (this.ubo) { - this.buffer = new Buffer$1(new Float32Array(1)); - this.buffer.type = BUFFER_TYPE$8.UNIFORM_BUFFER; + this.buffer = new Buffer(new Float32Array(1)); + this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER; this.autoManage = true; } } @@ -16499,19 +14715,19 @@ * System plugin to the renderer to manage filter states. * @ignore */ - var FilterState$1 = /** @class */ (function () { + var FilterState = /** @class */ (function () { function FilterState() { this.renderTexture = null; this.target = null; this.legacy = false; this.resolution = 1; - this.multisample = MSAA_QUALITY$8.NONE; + this.multisample = MSAA_QUALITY.NONE; // next three fields are created only for root // re-assigned for everything else - this.sourceFrame = new Rectangle$3(); - this.destinationFrame = new Rectangle$3(); - this.bindingSourceFrame = new Rectangle$3(); - this.bindingDestinationFrame = new Rectangle$3(); + this.sourceFrame = new Rectangle(); + this.destinationFrame = new Rectangle(); + this.bindingSourceFrame = new Rectangle(); + this.bindingDestinationFrame = new Rectangle(); this.filters = []; this.transform = null; } @@ -16524,8 +14740,8 @@ return FilterState; }()); - var tempPoints$4 = [new Point$3(), new Point$3(), new Point$3(), new Point$3()]; - var tempMatrix$2$1 = new Matrix$3(); + var tempPoints = [new Point(), new Point(), new Point(), new Point()]; + var tempMatrix$2 = new Matrix(); /** * System plugin to the renderer to manage filters. * @@ -16551,22 +14767,22 @@ * serially and output to the bounds of the filter-target. * @memberof PIXI */ - var FilterSystem$1 = /** @class */ (function () { + var FilterSystem = /** @class */ (function () { /** * @param renderer - The renderer this System works for. */ function FilterSystem(renderer) { this.renderer = renderer; this.defaultFilterStack = [{}]; - this.texturePool = new RenderTexturePool$1(); + this.texturePool = new RenderTexturePool(); this.texturePool.setScreenSize(renderer.view); this.statePool = []; - this.quad = new Quad$1(); - this.quadUv = new QuadUv$1(); - this.tempRect = new Rectangle$3(); + this.quad = new Quad(); + this.quadUv = new QuadUv(); + this.tempRect = new Rectangle(); this.activeState = {}; - this.globalUniforms = new UniformGroup$1({ - outputFrame: new Rectangle$3(), + this.globalUniforms = new UniformGroup({ + outputFrame: new Rectangle(), inputSize: new Float32Array(4), inputPixel: new Float32Array(4), inputClamp: new Float32Array(4), @@ -16588,7 +14804,7 @@ var _a, _b; var renderer = this.renderer; var filterStack = this.defaultFilterStack; - var state = this.statePool.pop() || new FilterState$1(); + var state = this.statePool.pop() || new FilterState(); var renderTextureSystem = this.renderer.renderTexture; var resolution = filters[0].resolution; var multisample = filters[0].multisample; @@ -16626,7 +14842,7 @@ var sourceFrameProjected = this.tempRect.copyFrom(renderTextureSystem.sourceFrame); // Project source frame into world space (if projection is applied) if (renderer.projection.transform) { - this.transformAABB(tempMatrix$2$1.copyFrom(renderer.projection.transform).invert(), sourceFrameProjected); + this.transformAABB(tempMatrix$2.copyFrom(renderer.projection.transform).invert(), sourceFrameProjected); } if (autoFit) { state.sourceFrame.fit(sourceFrameProjected); @@ -16695,7 +14911,7 @@ var lastState = filterStack[filterStack.length - 1]; this.renderer.framebuffer.blit(); if (filters.length === 1) { - filters[0].apply(this, state.renderTexture, lastState.renderTexture, CLEAR_MODES$8.BLEND, state); + filters[0].apply(this, state.renderTexture, lastState.renderTexture, CLEAR_MODES.BLEND, state); this.returnFilterTexture(state.renderTexture); } else { @@ -16708,12 +14924,12 @@ flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution); flop.filterFrame = flip.filterFrame; } - filters[i].apply(this, flip, flop, CLEAR_MODES$8.CLEAR, state); + filters[i].apply(this, flip, flop, CLEAR_MODES.CLEAR, state); var t = flip; flip = flop; flop = t; } - filters[i].apply(this, flip, lastState.renderTexture, CLEAR_MODES$8.BLEND, state); + filters[i].apply(this, flip, lastState.renderTexture, CLEAR_MODES.BLEND, state); if (i > 1 && state.multisample > 1) { this.returnFilterTexture(state.renderTexture); } @@ -16730,7 +14946,7 @@ * @param clearMode - clearMode, by default its CLEAR/YES. See {@link PIXI.CLEAR_MODES} */ FilterSystem.prototype.bindAndClear = function (filterTexture, clearMode) { - if (clearMode === void 0) { clearMode = CLEAR_MODES$8.CLEAR; } + if (clearMode === void 0) { clearMode = CLEAR_MODES.CLEAR; } var _a = this.renderer, renderTextureSystem = _a.renderTexture, stateSystem = _a.state; if (filterTexture === this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) { // Restore projection transform if rendering into the output render-target. @@ -16758,8 +14974,8 @@ // Clear the texture in BLIT mode if blending is disabled or the forceClear flag is set. The blending // is stored in the 0th bit of the state. var autoClear = (stateSystem.stateId & 1) || this.forceClear; - if (clearMode === CLEAR_MODES$8.CLEAR - || (clearMode === CLEAR_MODES$8.BLIT && autoClear)) { + if (clearMode === CLEAR_MODES.CLEAR + || (clearMode === CLEAR_MODES.BLIT && autoClear)) { // Use framebuffer.clear because we want to clear the whole filter texture, not just the filtering // area over which the shaders are run. This is because filters may sampling outside of it (e.g. blur) // instead of clamping their arithmetic. @@ -16792,11 +15008,11 @@ if (filter.legacy) { this.quadUv.map(input._frame, input.filterFrame); renderer.geometry.bind(this.quadUv); - renderer.geometry.draw(DRAW_MODES$8.TRIANGLES); + renderer.geometry.draw(DRAW_MODES.TRIANGLES); } else { renderer.geometry.bind(this.quad); - renderer.geometry.draw(DRAW_MODES$8.TRIANGLE_STRIP); + renderer.geometry.draw(DRAW_MODES.TRIANGLE_STRIP); } }; /** @@ -16811,7 +15027,7 @@ var _a = this.activeState, sourceFrame = _a.sourceFrame, destinationFrame = _a.destinationFrame; var orig = sprite._texture.orig; var mappedMatrix = outputMatrix.set(destinationFrame.width, 0, 0, destinationFrame.height, sourceFrame.x, sourceFrame.y); - var worldTransform = sprite.worldTransform.copyTo(Matrix$3.TEMP_MATRIX); + var worldTransform = sprite.worldTransform.copyTo(Matrix.TEMP_MATRIX); worldTransform.invert(); mappedMatrix.prepend(worldTransform); mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height); @@ -16834,7 +15050,7 @@ */ FilterSystem.prototype.getOptimalFilterTexture = function (minWidth, minHeight, resolution, multisample) { if (resolution === void 0) { resolution = 1; } - if (multisample === void 0) { multisample = MSAA_QUALITY$8.NONE; } + if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; } return this.texturePool.getOptimalTexture(minWidth, minHeight, resolution, multisample); }; /** @@ -16851,7 +15067,7 @@ resolution = swap; } input = input || this.activeState.renderTexture; - var filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY$8.NONE); + var filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE); filterTexture.filterFrame = input.filterFrame; return filterTexture; }; @@ -16875,10 +15091,10 @@ * @param rect - second param */ FilterSystem.prototype.transformAABB = function (matrix, rect) { - var lt = tempPoints$4[0]; - var lb = tempPoints$4[1]; - var rt = tempPoints$4[2]; - var rb = tempPoints$4[3]; + var lt = tempPoints[0]; + var lb = tempPoints[1]; + var rt = tempPoints[2]; + var rb = tempPoints[3]; lt.set(rect.left, rect.top); lb.set(rect.left, rect.bottom); rt.set(rect.right, rect.top); @@ -16909,7 +15125,7 @@ return; } } - transform = transform ? tempMatrix$2$1.copyFrom(transform) : tempMatrix$2$1.identity(); + transform = transform ? tempMatrix$2.copyFrom(transform) : tempMatrix$2.identity(); // Get forward transform from world space to screen space transform .translate(-bindingSourceFrame.x, -bindingSourceFrame.y) @@ -16930,7 +15146,7 @@ * system renderer plugin. * @memberof PIXI */ - var ObjectRenderer$1 = /** @class */ (function () { + var ObjectRenderer = /** @class */ (function () { /** * @param renderer - The renderer this manager works for. */ @@ -16973,13 +15189,13 @@ * System plugin to the renderer to manage batching. * @memberof PIXI */ - var BatchSystem$1 = /** @class */ (function () { + var BatchSystem = /** @class */ (function () { /** * @param renderer - The renderer this System works for. */ function BatchSystem(renderer) { this.renderer = renderer; - this.emptyRenderer = new ObjectRenderer$1(renderer); + this.emptyRenderer = new ObjectRenderer(renderer); this.currentRenderer = this.emptyRenderer; } /** @@ -17063,12 +15279,12 @@ return BatchSystem; }()); - var CONTEXT_UID_COUNTER$1 = 0; + var CONTEXT_UID_COUNTER = 0; /** * System plugin to the renderer to manage the context. * @memberof PIXI */ - var ContextSystem$1 = /** @class */ (function () { + var ContextSystem = /** @class */ (function () { /** @param renderer - The renderer this System works for. */ function ContextSystem(renderer) { this.renderer = renderer; @@ -17101,7 +15317,7 @@ ContextSystem.prototype.contextChange = function (gl) { this.gl = gl; this.renderer.gl = gl; - this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER$1++; + this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++; // restore a context if it was previously lost if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) { gl.getExtension('WEBGL_lose_context').restoreContext(); @@ -17116,7 +15332,7 @@ this.gl = gl; this.validateContext(gl); this.renderer.gl = gl; - this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER$1++; + this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++; this.renderer.runners.contextChange.emit(gl); }; /** @@ -17139,7 +15355,7 @@ */ ContextSystem.prototype.createContext = function (canvas, options) { var gl; - if (settings$1.PREFER_ENV >= ENV$8.WEBGL2) { + if (settings.PREFER_ENV >= ENV.WEBGL2) { gl = canvas.getContext('webgl2', options); } if (gl) { @@ -17255,14 +15471,14 @@ * Internal framebuffer for WebGL context. * @memberof PIXI */ - var GLFramebuffer$1 = /** @class */ (function () { + var GLFramebuffer = /** @class */ (function () { function GLFramebuffer(framebuffer) { this.framebuffer = framebuffer; this.stencil = null; this.dirtyId = -1; this.dirtyFormat = -1; this.dirtySize = -1; - this.multisample = MSAA_QUALITY$8.NONE; + this.multisample = MSAA_QUALITY.NONE; this.msaaBuffer = null; this.blitFramebuffer = null; this.mipLevel = 0; @@ -17270,19 +15486,19 @@ return GLFramebuffer; }()); - var tempRectangle$1 = new Rectangle$3(); + var tempRectangle = new Rectangle(); /** * System plugin to the renderer to manage framebuffers. * @memberof PIXI */ - var FramebufferSystem$1 = /** @class */ (function () { + var FramebufferSystem = /** @class */ (function () { /** * @param renderer - The renderer this System works for. */ function FramebufferSystem(renderer) { this.renderer = renderer; this.managedFramebuffers = []; - this.unknownFramebuffer = new Framebuffer$1(10, 10); + this.unknownFramebuffer = new Framebuffer(10, 10); this.msaaSamples = null; } /** Sets up the renderer context and necessary buffers. */ @@ -17290,7 +15506,7 @@ var gl = this.gl = this.renderer.gl; this.CONTEXT_UID = this.renderer.CONTEXT_UID; this.current = this.unknownFramebuffer; - this.viewport = new Rectangle$3(); + this.viewport = new Rectangle(); this.hasMRT = true; this.writeDepthTexture = true; this.disposeAll(true); @@ -17299,7 +15515,7 @@ // webgl 1! var nativeDrawBuffersExtension_1 = this.renderer.context.extensions.drawBuffers; var nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture; - if (settings$1.PREFER_ENV === ENV$8.WEBGL_LEGACY) { + if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) { nativeDrawBuffersExtension_1 = null; nativeDepthTextureExtension = null; } @@ -17437,7 +15653,7 @@ * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers. */ FramebufferSystem.prototype.clear = function (r, g, b, a, mask) { - if (mask === void 0) { mask = BUFFER_BITS$8.COLOR | BUFFER_BITS$8.DEPTH; } + if (mask === void 0) { mask = BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH; } var gl = this.gl; // TODO clear color can be set only one right? gl.clearColor(r, g, b, a); @@ -17451,7 +15667,7 @@ */ FramebufferSystem.prototype.initFramebuffer = function (framebuffer) { var gl = this.gl; - var fbo = new GLFramebuffer$1(gl.createFramebuffer()); + var fbo = new GLFramebuffer(gl.createFramebuffer()); fbo.multisample = this.detectSamples(framebuffer.multisample); framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo; this.managedFramebuffers.push(framebuffer); @@ -17575,7 +15791,7 @@ */ FramebufferSystem.prototype.detectSamples = function (samples) { var msaaSamples = this.msaaSamples; - var res = MSAA_QUALITY$8.NONE; + var res = MSAA_QUALITY.NONE; if (samples <= 1 || msaaSamples === null) { return res; } @@ -17586,7 +15802,7 @@ } } if (res === 1) { - res = MSAA_QUALITY$8.NONE; + res = MSAA_QUALITY.NONE; } return res; }; @@ -17622,7 +15838,7 @@ return; } if (!fbo.blitFramebuffer) { - fbo.blitFramebuffer = new Framebuffer$1(current.width, current.height); + fbo.blitFramebuffer = new Framebuffer(current.width, current.height); fbo.blitFramebuffer.addColorTexture(0, colorTexture); } framebuffer = fbo.blitFramebuffer; @@ -17639,7 +15855,7 @@ } } if (!sourcePixels) { - sourcePixels = tempRectangle$1; + sourcePixels = tempRectangle; sourcePixels.width = current.width; sourcePixels.height = current.height; } @@ -17726,7 +15942,7 @@ /** Resets framebuffer stored state, binds screen framebuffer. Should be called before renderTexture reset(). */ FramebufferSystem.prototype.reset = function () { this.current = this.unknownFramebuffer; - this.viewport = new Rectangle$3(); + this.viewport = new Rectangle(); }; FramebufferSystem.prototype.destroy = function () { this.renderer = null; @@ -17734,12 +15950,12 @@ return FramebufferSystem; }()); - var byteSizeMap$2 = { 5126: 4, 5123: 2, 5121: 1 }; + var byteSizeMap = { 5126: 4, 5123: 2, 5121: 1 }; /** * System plugin to the renderer to manage geometry. * @memberof PIXI */ - var GeometrySystem$1 = /** @class */ (function () { + var GeometrySystem = /** @class */ (function () { /** @param renderer - The renderer this System works for. */ function GeometrySystem(renderer) { this.renderer = renderer; @@ -17760,7 +15976,7 @@ if (context.webGLVersion !== 2) { // webgl 1! var nativeVaoExtension_1 = this.renderer.context.extensions.vertexArrayObject; - if (settings$1.PREFER_ENV === ENV$8.WEBGL_LEGACY) { + if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) { nativeVaoExtension_1 = null; } if (nativeVaoExtension_1) { @@ -17928,13 +16144,13 @@ else if (!attributes[j].size) { console.warn("PIXI Geometry attribute '" + j + "' size cannot be determined (likely the bound shader does not have the attribute)"); // eslint-disable-line } - tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap$2[attributes[j].type]; + tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap[attributes[j].type]; } for (var j in attributes) { var attribute = attributes[j]; var attribSize = attribute.size; if (attribute.stride === undefined) { - if (tempStride[attribute.buffer] === attribSize * byteSizeMap$2[attribute.type]) { + if (tempStride[attribute.buffer] === attribSize * byteSizeMap[attribute.type]) { attribute.stride = 0; } else { @@ -17943,7 +16159,7 @@ } if (attribute.start === undefined) { attribute.start = tempStart[attribute.buffer]; - tempStart[attribute.buffer] += attribSize * byteSizeMap$2[attribute.type]; + tempStart[attribute.buffer] += attribSize * byteSizeMap[attribute.type]; } } vao = gl.createVertexArray(); @@ -18127,20 +16343,20 @@ * Holds mask mode and temporary data about current mask. * @memberof PIXI */ - var MaskData$1 = /** @class */ (function () { + var MaskData = /** @class */ (function () { /** * Create MaskData * @param {PIXI.DisplayObject} [maskObject=null] - object that describes the mask */ function MaskData(maskObject) { if (maskObject === void 0) { maskObject = null; } - this.type = MASK_TYPES$8.NONE; + this.type = MASK_TYPES.NONE; this.autoDetect = true; this.maskObject = maskObject || null; this.pooled = false; this.isMaskData = true; this.resolution = null; - this.multisample = settings$1.FILTER_MULTISAMPLE; + this.multisample = settings.FILTER_MULTISAMPLE; this.enabled = true; this.colorMask = 0xf; this._filters = null; @@ -18180,7 +16396,7 @@ MaskData.prototype.reset = function () { if (this.pooled) { this.maskObject = null; - this.type = MASK_TYPES$8.NONE; + this.type = MASK_TYPES.NONE; this.autoDetect = true; } this._target = null; @@ -18212,7 +16428,7 @@ * @param {string} src - The vertex shader source as an array of strings. * @returns {WebGLShader} the shader */ - function compileShader$1(gl, type, src) { + function compileShader(gl, type, src) { var shader = gl.createShader(type); gl.shaderSource(shader, src); gl.compileShader(shader); @@ -18225,7 +16441,7 @@ * @param gl - the WebGLContext * @param shader - the shader to log errors for */ - function logPrettyShaderError$1(gl, shader) { + function logPrettyShaderError(gl, shader) { var shaderSrc = gl.getShaderSource(shader) .split('\n') .map(function (line, index) { return index + ": " + line; }); @@ -18263,14 +16479,14 @@ * @param vertexShader - the fragment WebGL shader program * @param fragmentShader - the vertex WebGL shader program */ - function logProgramError$1(gl, program, vertexShader, fragmentShader) { + function logProgramError(gl, program, vertexShader, fragmentShader) { // if linking fails, then log and cleanup if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) { - logPrettyShaderError$1(gl, vertexShader); + logPrettyShaderError(gl, vertexShader); } if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) { - logPrettyShaderError$1(gl, fragmentShader); + logPrettyShaderError(gl, fragmentShader); } console.error('PixiJS Error: Could not initialize shader.'); // if there is a program info log, log it @@ -18280,7 +16496,7 @@ } } - function booleanArray$1(size) { + function booleanArray(size) { var array = new Array(size); for (var i = 0; i < array.length; i++) { array[i] = false; @@ -18294,7 +16510,7 @@ * @param {number} size * @private */ - function defaultValue$1(type, size) { + function defaultValue(type, size) { switch (type) { case 'float': return 0; @@ -18324,11 +16540,11 @@ case 'bool': return false; case 'bvec2': - return booleanArray$1(2 * size); + return booleanArray(2 * size); case 'bvec3': - return booleanArray$1(3 * size); + return booleanArray(3 * size); case 'bvec4': - return booleanArray$1(4 * size); + return booleanArray(4 * size); case 'mat2': return new Float32Array([1, 0, 0, 1]); @@ -18345,19 +16561,19 @@ return null; } - var unknownContext$1 = {}; - var context$1 = unknownContext$1; + var unknownContext = {}; + var context = unknownContext; /** * returns a little WebGL context to use for program inspection. * @static * @private * @returns {WebGLRenderingContext} a gl context to test with */ - function getTestContext$1() { - if (context$1 === unknownContext$1 || (context$1 && context$1.isContextLost())) { - var canvas = settings$1.ADAPTER.createCanvas(); + function getTestContext() { + if (context === unknownContext || (context && context.isContextLost())) { + var canvas = settings.ADAPTER.createCanvas(); var gl = void 0; - if (settings$1.PREFER_ENV >= ENV$8.WEBGL2) { + if (settings.PREFER_ENV >= ENV.WEBGL2) { gl = canvas.getContext('webgl2', {}); } if (!gl) { @@ -18372,24 +16588,24 @@ gl.getExtension('WEBGL_draw_buffers'); } } - context$1 = gl; + context = gl; } - return context$1; + return context; } - var maxFragmentPrecision$1; - function getMaxFragmentPrecision$1() { - if (!maxFragmentPrecision$1) { - maxFragmentPrecision$1 = PRECISION$8.MEDIUM; - var gl = getTestContext$1(); + var maxFragmentPrecision; + function getMaxFragmentPrecision() { + if (!maxFragmentPrecision) { + maxFragmentPrecision = PRECISION.MEDIUM; + var gl = getTestContext(); if (gl) { if (gl.getShaderPrecisionFormat) { var shaderFragment = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT); - maxFragmentPrecision$1 = shaderFragment.precision ? PRECISION$8.HIGH : PRECISION$8.MEDIUM; + maxFragmentPrecision = shaderFragment.precision ? PRECISION.HIGH : PRECISION.MEDIUM; } } } - return maxFragmentPrecision$1; + return maxFragmentPrecision; } /** @@ -18401,24 +16617,24 @@ * @param {PIXI.PRECISION} maxSupportedPrecision - The maximum precision the shader supports. * @returns {string} modified shader source */ - function setPrecision$1(src, requestedPrecision, maxSupportedPrecision) { + function setPrecision(src, requestedPrecision, maxSupportedPrecision) { if (src.substring(0, 9) !== 'precision') { // no precision supplied, so PixiJS will add the requested level. var precision = requestedPrecision; // If highp is requested but not supported, downgrade precision to a level all devices support. - if (requestedPrecision === PRECISION$8.HIGH && maxSupportedPrecision !== PRECISION$8.HIGH) { - precision = PRECISION$8.MEDIUM; + if (requestedPrecision === PRECISION.HIGH && maxSupportedPrecision !== PRECISION.HIGH) { + precision = PRECISION.MEDIUM; } return "precision " + precision + " float;\n" + src; } - else if (maxSupportedPrecision !== PRECISION$8.HIGH && src.substring(0, 15) === 'precision highp') { + else if (maxSupportedPrecision !== PRECISION.HIGH && src.substring(0, 15) === 'precision highp') { // precision was supplied, but at a level this device does not support, so downgrading to mediump. return src.replace('precision highp', 'precision mediump'); } return src; } - var GLSL_TO_SIZE$1 = { + var GLSL_TO_SIZE = { float: 1, vec2: 2, vec3: 3, @@ -18446,12 +16662,12 @@ * @memberof PIXI.glCore.shader * @param {string} type */ - function mapSize$1(type) { - return GLSL_TO_SIZE$1[type]; + function mapSize(type) { + return GLSL_TO_SIZE[type]; } - var GL_TABLE$1 = null; - var GL_TO_GLSL_TYPES$1 = { + var GL_TABLE = null; + var GL_TO_GLSL_TYPES = { FLOAT: 'float', FLOAT_VEC2: 'vec2', FLOAT_VEC3: 'vec3', @@ -18482,16 +16698,16 @@ UNSIGNED_INT_SAMPLER_2D_ARRAY: 'sampler2DArray', }; // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - function mapType$1(gl, type) { - if (!GL_TABLE$1) { - var typeNames = Object.keys(GL_TO_GLSL_TYPES$1); - GL_TABLE$1 = {}; + function mapType(gl, type) { + if (!GL_TABLE) { + var typeNames = Object.keys(GL_TO_GLSL_TYPES); + GL_TABLE = {}; for (var i = 0; i < typeNames.length; ++i) { var tn = typeNames[i]; - GL_TABLE$1[gl[tn]] = GL_TO_GLSL_TYPES$1[tn]; + GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn]; } } - return GL_TABLE$1[type]; + return GL_TABLE[type]; } /* eslint-disable @typescript-eslint/explicit-module-boundary-types */ @@ -18510,11 +16726,11 @@ // codeUbo: (name, uniform) => {} <--- returns the string of the piece of code that uploads the // uniform to a uniform buffer // } - var uniformParsers$1 = [ + var uniformParsers = [ // a float cache layer { test: function (data) { - return data.type === 'float' && data.size === 1; + return data.type === 'float' && data.size === 1 && !data.isArray; }, code: function (name) { return "\n if(uv[\"" + name + "\"] !== ud[\"" + name + "\"].value)\n {\n ud[\"" + name + "\"].value = uv[\"" + name + "\"]\n gl.uniform1f(ud[\"" + name + "\"].location, uv[\"" + name + "\"])\n }\n "; @@ -18522,16 +16738,16 @@ }, // handling samplers { - test: function (data) { - // eslint-disable-next-line max-len - return (data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray; + test: function (data, uniform) { + // eslint-disable-next-line max-len,no-eq-null,eqeqeq + return (data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray && (uniform == null || uniform.castToBaseTexture !== undefined); }, code: function (name) { return "t = syncData.textureCount++;\n\n renderer.texture.bind(uv[\"" + name + "\"], t);\n\n if(ud[\"" + name + "\"].value !== t)\n {\n ud[\"" + name + "\"].value = t;\n gl.uniform1i(ud[\"" + name + "\"].location, t);\n; // eslint-disable-line max-len\n }"; }, }, // uploading pixi matrix object to mat3 { test: function (data, uniform) { - return data.type === 'mat3' && data.size === 1 && uniform.a !== undefined; + return data.type === 'mat3' && data.size === 1 && !data.isArray && uniform.a !== undefined; }, code: function (name) { // TODO and some smart caching dirty ids here! @@ -18544,7 +16760,7 @@ // uploading a pixi point as a vec2 with caching layer { test: function (data, uniform) { - return data.type === 'vec2' && data.size === 1 && uniform.x !== undefined; + return data.type === 'vec2' && data.size === 1 && !data.isArray && uniform.x !== undefined; }, code: function (name) { return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n gl.uniform2f(ud[\"" + name + "\"].location, v.x, v.y);\n }"; @@ -18556,7 +16772,7 @@ // caching layer for a vec2 { test: function (data) { - return data.type === 'vec2' && data.size === 1; + return data.type === 'vec2' && data.size === 1 && !data.isArray; }, code: function (name) { return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n gl.uniform2f(ud[\"" + name + "\"].location, v[0], v[1]);\n }\n "; @@ -18565,7 +16781,7 @@ // upload a pixi rectangle as a vec4 with caching layer { test: function (data, uniform) { - return data.type === 'vec4' && data.size === 1 && uniform.width !== undefined; + return data.type === 'vec4' && data.size === 1 && !data.isArray && uniform.width !== undefined; }, code: function (name) { return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n cv[2] = v.width;\n cv[3] = v.height;\n gl.uniform4f(ud[\"" + name + "\"].location, v.x, v.y, v.width, v.height)\n }"; @@ -18577,7 +16793,7 @@ // a caching layer for vec4 uploading { test: function (data) { - return data.type === 'vec4' && data.size === 1; + return data.type === 'vec4' && data.size === 1 && !data.isArray; }, code: function (name) { return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4f(ud[\"" + name + "\"].location, v[0], v[1], v[2], v[3])\n }"; @@ -18590,7 +16806,7 @@ // ud = uniformData // uv = uniformValue // l = location - var GLSL_TO_SINGLE_SETTERS_CACHED$1 = { + var GLSL_TO_SINGLE_SETTERS_CACHED = { float: "\n if (cv !== v)\n {\n cu.value = v;\n gl.uniform1f(location, v);\n }", vec2: "\n if (cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2f(location, v[0], v[1])\n }", vec3: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3f(location, v[0], v[1], v[2])\n }", @@ -18610,11 +16826,11 @@ mat2: 'gl.uniformMatrix2fv(location, false, v)', mat3: 'gl.uniformMatrix3fv(location, false, v)', mat4: 'gl.uniformMatrix4fv(location, false, v)', - sampler2D: 'gl.uniform1i(location, v)', - samplerCube: 'gl.uniform1i(location, v)', - sampler2DArray: 'gl.uniform1i(location, v)', + sampler2D: "\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1i(location, v);\n }", + samplerCube: "\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1i(location, v);\n }", + sampler2DArray: "\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1i(location, v);\n }", }; - var GLSL_TO_ARRAY_SETTERS$1 = { + var GLSL_TO_ARRAY_SETTERS = { float: "gl.uniform1fv(location, v)", vec2: "gl.uniform2fv(location, v)", vec3: "gl.uniform3fv(location, v)", @@ -18638,7 +16854,7 @@ samplerCube: 'gl.uniform1iv(location, v)', sampler2DArray: 'gl.uniform1iv(location, v)', }; - function generateUniformsSync$1(group, uniformData) { + function generateUniformsSync(group, uniformData) { var _a; var funcFragments = ["\n var v = null;\n var cv = null;\n var cu = null;\n var t = 0;\n var gl = renderer.gl;\n "]; for (var i in group.uniforms) { @@ -18656,15 +16872,15 @@ } var uniform = group.uniforms[i]; var parsed = false; - for (var j = 0; j < uniformParsers$1.length; j++) { - if (uniformParsers$1[j].test(data, uniform)) { - funcFragments.push(uniformParsers$1[j].code(i, uniform)); + for (var j = 0; j < uniformParsers.length; j++) { + if (uniformParsers[j].test(data, uniform)) { + funcFragments.push(uniformParsers[j].code(i, uniform)); parsed = true; break; } } if (!parsed) { - var templateType = (data.size === 1) ? GLSL_TO_SINGLE_SETTERS_CACHED$1 : GLSL_TO_ARRAY_SETTERS$1; + var templateType = data.size === 1 && !data.isArray ? GLSL_TO_SINGLE_SETTERS_CACHED : GLSL_TO_ARRAY_SETTERS; var template = templateType[data.type].replace('location', "ud[\"" + i + "\"].location"); funcFragments.push("\n cu = ud[\"" + i + "\"];\n cv = cu.value;\n v = uv[\"" + i + "\"];\n " + template + ";"); } @@ -18679,14 +16895,14 @@ return new Function('ud', 'uv', 'renderer', 'syncData', funcFragments.join('\n')); } - var fragTemplate$2 = [ + var fragTemplate$1 = [ 'precision mediump float;', 'void main(void){', 'float test = 0.1;', '%forloop%', 'gl_FragColor = vec4(0.0);', '}' ].join('\n'); - function generateIfTestSrc$1(maxIfs) { + function generateIfTestSrc(maxIfs) { var src = ''; for (var i = 0; i < maxIfs; ++i) { if (i > 0) { @@ -18698,14 +16914,14 @@ } return src; } - function checkMaxIfStatementsInShader$1(maxIfs, gl) { + function checkMaxIfStatementsInShader(maxIfs, gl) { if (maxIfs === 0) { throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`'); } var shader = gl.createShader(gl.FRAGMENT_SHADER); while (true) // eslint-disable-line no-constant-condition { - var fragmentSrc = fragTemplate$2.replace(/%forloop%/gi, generateIfTestSrc$1(maxIfs)); + var fragmentSrc = fragTemplate$1.replace(/%forloop%/gi, generateIfTestSrc(maxIfs)); gl.shaderSource(shader, fragmentSrc); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { @@ -18720,40 +16936,40 @@ } // Cache the result to prevent running this over and over - var unsafeEval$1; + var unsafeEval; /** * Not all platforms allow to generate function code (e.g., `new Function`). * this provides the platform-level detection. * @private * @returns {boolean} `true` if `new Function` is supported. */ - function unsafeEvalSupported$1() { - if (typeof unsafeEval$1 === 'boolean') { - return unsafeEval$1; + function unsafeEvalSupported() { + if (typeof unsafeEval === 'boolean') { + return unsafeEval; } try { /* eslint-disable no-new-func */ var func = new Function('param1', 'param2', 'param3', 'return param1[param2] === param3;'); /* eslint-enable no-new-func */ - unsafeEval$1 = func({ a: 'b' }, 'a', 'b') === true; + unsafeEval = func({ a: 'b' }, 'a', 'b') === true; } catch (e) { - unsafeEval$1 = false; + unsafeEval = false; } - return unsafeEval$1; + return unsafeEval; } - var defaultFragment$2$1 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n gl_FragColor *= texture2D(uSampler, vTextureCoord);\n}"; + var defaultFragment$2 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n gl_FragColor *= texture2D(uSampler, vTextureCoord);\n}"; - var defaultVertex$3$1 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}\n"; + var defaultVertex$3 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}\n"; - var UID$1$1 = 0; - var nameCache$1 = {}; + var UID$1 = 0; + var nameCache = {}; /** * Helper class to create a shader program. * @memberof PIXI */ - var Program$1 = /** @class */ (function () { + var Program = /** @class */ (function () { /** * @param vertexSrc - The source of the vertex shader. * @param fragmentSrc - The source of the fragment shader. @@ -18761,24 +16977,24 @@ */ function Program(vertexSrc, fragmentSrc, name) { if (name === void 0) { name = 'pixi-shader'; } - this.id = UID$1$1++; + this.id = UID$1++; this.vertexSrc = vertexSrc || Program.defaultVertexSrc; this.fragmentSrc = fragmentSrc || Program.defaultFragmentSrc; this.vertexSrc = this.vertexSrc.trim(); this.fragmentSrc = this.fragmentSrc.trim(); if (this.vertexSrc.substring(0, 8) !== '#version') { name = name.replace(/\s+/g, '-'); - if (nameCache$1[name]) { - nameCache$1[name]++; - name += "-" + nameCache$1[name]; + if (nameCache[name]) { + nameCache[name]++; + name += "-" + nameCache[name]; } else { - nameCache$1[name] = 1; + nameCache[name] = 1; } this.vertexSrc = "#define SHADER_NAME " + name + "\n" + this.vertexSrc; this.fragmentSrc = "#define SHADER_NAME " + name + "\n" + this.fragmentSrc; - this.vertexSrc = setPrecision$1(this.vertexSrc, settings$1.PRECISION_VERTEX, PRECISION$8.HIGH); - this.fragmentSrc = setPrecision$1(this.fragmentSrc, settings$1.PRECISION_FRAGMENT, getMaxFragmentPrecision$1()); + this.vertexSrc = setPrecision(this.vertexSrc, settings.PRECISION_VERTEX, PRECISION.HIGH); + this.fragmentSrc = setPrecision(this.fragmentSrc, settings.PRECISION_FRAGMENT, getMaxFragmentPrecision()); } // currently this does not extract structs only default types // this is where we store shader references.. @@ -18791,7 +17007,7 @@ * @constant */ get: function () { - return defaultVertex$3$1; + return defaultVertex$3; }, enumerable: false, configurable: true @@ -18802,7 +17018,7 @@ * @constant */ get: function () { - return defaultFragment$2$1; + return defaultFragment$2; }, enumerable: false, configurable: true @@ -18831,7 +17047,7 @@ * A helper class for shaders. * @memberof PIXI */ - var Shader$1 = /** @class */ (function () { + var Shader = /** @class */ (function () { /** * @param program - The program the shader will use. * @param uniforms - Custom uniforms to use to augment the built-in ones. @@ -18846,16 +17062,17 @@ // lets see whats been passed in // uniforms should be converted to a uniform group if (uniforms) { - if (uniforms instanceof UniformGroup$1) { + if (uniforms instanceof UniformGroup) { this.uniformGroup = uniforms; } else { - this.uniformGroup = new UniformGroup$1(uniforms); + this.uniformGroup = new UniformGroup(uniforms); } } else { - this.uniformGroup = new UniformGroup$1({}); + this.uniformGroup = new UniformGroup({}); } + this.disposeRunner = new Runner('disposeShader'); } // TODO move to shader system.. Shader.prototype.checkUniformExists = function (name, group) { @@ -18876,6 +17093,8 @@ // usage count on programs? // remove if not used! this.uniformGroup = null; + this.disposeRunner.emit(this); + this.disposeRunner.destroy(); }; Object.defineProperty(Shader.prototype, "uniforms", { /** @@ -18896,19 +17115,19 @@ * @returns A shiny new PixiJS shader! */ Shader.from = function (vertexSrc, fragmentSrc, uniforms) { - var program = Program$1.from(vertexSrc, fragmentSrc); + var program = Program.from(vertexSrc, fragmentSrc); return new Shader(program, uniforms); }; return Shader; }()); /* eslint-disable max-len */ - var BLEND$1$1 = 0; - var OFFSET$1$1 = 1; - var CULLING$1$1 = 2; - var DEPTH_TEST$1$1 = 3; - var WINDING$1$1 = 4; - var DEPTH_MASK$1$1 = 5; + var BLEND$1 = 0; + var OFFSET$1 = 1; + var CULLING$1 = 2; + var DEPTH_TEST$1 = 3; + var WINDING$1 = 4; + var DEPTH_MASK$1 = 5; /** * This is a WebGL state, and is is passed to {@link PIXI.StateSystem}. * @@ -18916,10 +17135,10 @@ * For example you may want different blend mode or to enable polygon offsets * @memberof PIXI */ - var State$1 = /** @class */ (function () { + var State = /** @class */ (function () { function State() { this.data = 0; - this.blendMode = BLEND_MODES$8.NORMAL; + this.blendMode = BLEND_MODES.NORMAL; this.polygonOffset = 0; this.blend = true; this.depthMask = true; @@ -18931,11 +17150,11 @@ * @default true */ get: function () { - return !!(this.data & (1 << BLEND$1$1)); + return !!(this.data & (1 << BLEND$1)); }, set: function (value) { - if (!!(this.data & (1 << BLEND$1$1)) !== value) { - this.data ^= (1 << BLEND$1$1); + if (!!(this.data & (1 << BLEND$1)) !== value) { + this.data ^= (1 << BLEND$1); } }, enumerable: false, @@ -18947,11 +17166,11 @@ * @default false */ get: function () { - return !!(this.data & (1 << OFFSET$1$1)); + return !!(this.data & (1 << OFFSET$1)); }, set: function (value) { - if (!!(this.data & (1 << OFFSET$1$1)) !== value) { - this.data ^= (1 << OFFSET$1$1); + if (!!(this.data & (1 << OFFSET$1)) !== value) { + this.data ^= (1 << OFFSET$1); } }, enumerable: false, @@ -18963,11 +17182,11 @@ * @default false */ get: function () { - return !!(this.data & (1 << CULLING$1$1)); + return !!(this.data & (1 << CULLING$1)); }, set: function (value) { - if (!!(this.data & (1 << CULLING$1$1)) !== value) { - this.data ^= (1 << CULLING$1$1); + if (!!(this.data & (1 << CULLING$1)) !== value) { + this.data ^= (1 << CULLING$1); } }, enumerable: false, @@ -18979,11 +17198,11 @@ * @default false */ get: function () { - return !!(this.data & (1 << DEPTH_TEST$1$1)); + return !!(this.data & (1 << DEPTH_TEST$1)); }, set: function (value) { - if (!!(this.data & (1 << DEPTH_TEST$1$1)) !== value) { - this.data ^= (1 << DEPTH_TEST$1$1); + if (!!(this.data & (1 << DEPTH_TEST$1)) !== value) { + this.data ^= (1 << DEPTH_TEST$1); } }, enumerable: false, @@ -18995,11 +17214,11 @@ * @default true */ get: function () { - return !!(this.data & (1 << DEPTH_MASK$1$1)); + return !!(this.data & (1 << DEPTH_MASK$1)); }, set: function (value) { - if (!!(this.data & (1 << DEPTH_MASK$1$1)) !== value) { - this.data ^= (1 << DEPTH_MASK$1$1); + if (!!(this.data & (1 << DEPTH_MASK$1)) !== value) { + this.data ^= (1 << DEPTH_MASK$1); } }, enumerable: false, @@ -19011,11 +17230,11 @@ * @default false */ get: function () { - return !!(this.data & (1 << WINDING$1$1)); + return !!(this.data & (1 << WINDING$1)); }, set: function (value) { - if (!!(this.data & (1 << WINDING$1$1)) !== value) { - this.data ^= (1 << WINDING$1$1); + if (!!(this.data & (1 << WINDING$1)) !== value) { + this.data ^= (1 << WINDING$1); } }, enumerable: false, @@ -19031,7 +17250,7 @@ return this._blendMode; }, set: function (value) { - this.blend = (value !== BLEND_MODES$8.NONE); + this.blend = (value !== BLEND_MODES.NONE); this._blendMode = value; }, enumerable: false, @@ -19070,9 +17289,9 @@ return State; }()); - var defaultFragment$1$1 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n}\n"; + var defaultFragment$1 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n}\n"; - var defaultVertex$2$1 = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n gl_Position = filterVertexPosition();\n vTextureCoord = filterTextureCoord();\n}\n"; + var defaultVertex$2 = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n gl_Position = filterVertexPosition();\n vTextureCoord = filterTextureCoord();\n}\n"; /** * A filter is a special shader that applies post-processing effects to an input texture and writes into an output @@ -19243,8 +17462,8 @@ * {@link https://github.com/pixijs/pixi-filters here} from the PixiJS Filters repository. * @memberof PIXI */ - var Filter$1 = /** @class */ (function (_super) { - __extends$m(Filter, _super); + var Filter = /** @class */ (function (_super) { + __extends$i(Filter, _super); /** * @param vertexSrc - The source of the vertex shader. * @param fragmentSrc - The source of the fragment shader. @@ -19252,14 +17471,14 @@ */ function Filter(vertexSrc, fragmentSrc, uniforms) { var _this = this; - var program = Program$1.from(vertexSrc || Filter.defaultVertexSrc, fragmentSrc || Filter.defaultFragmentSrc); + var program = Program.from(vertexSrc || Filter.defaultVertexSrc, fragmentSrc || Filter.defaultFragmentSrc); _this = _super.call(this, program, uniforms) || this; _this.padding = 0; - _this.resolution = settings$1.FILTER_RESOLUTION; - _this.multisample = settings$1.FILTER_MULTISAMPLE; + _this.resolution = settings.FILTER_RESOLUTION; + _this.multisample = settings.FILTER_MULTISAMPLE; _this.enabled = true; _this.autoFit = true; - _this.state = new State$1(); + _this.state = new State(); return _this; } /** @@ -19311,7 +17530,7 @@ * @constant */ get: function () { - return defaultVertex$2$1; + return defaultVertex$2; }, enumerable: false, configurable: true @@ -19322,19 +17541,19 @@ * @constant */ get: function () { - return defaultFragment$1$1; + return defaultFragment$1; }, enumerable: false, configurable: true }); return Filter; - }(Shader$1)); + }(Shader)); - var vertex$5 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 otherMatrix;\n\nvarying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\n}\n"; + var vertex$4 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 otherMatrix;\n\nvarying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\n}\n"; - var fragment$8 = "varying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform sampler2D mask;\nuniform float alpha;\nuniform float npmAlpha;\nuniform vec4 maskClamp;\n\nvoid main(void)\n{\n float clip = step(3.5,\n step(maskClamp.x, vMaskCoord.x) +\n step(maskClamp.y, vMaskCoord.y) +\n step(vMaskCoord.x, maskClamp.z) +\n step(vMaskCoord.y, maskClamp.w));\n\n vec4 original = texture2D(uSampler, vTextureCoord);\n vec4 masky = texture2D(mask, vMaskCoord);\n float alphaMul = 1.0 - npmAlpha * (1.0 - masky.a);\n\n original *= (alphaMul * masky.r * alpha * clip);\n\n gl_FragColor = original;\n}\n"; + var fragment$7 = "varying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform sampler2D mask;\nuniform float alpha;\nuniform float npmAlpha;\nuniform vec4 maskClamp;\n\nvoid main(void)\n{\n float clip = step(3.5,\n step(maskClamp.x, vMaskCoord.x) +\n step(maskClamp.y, vMaskCoord.y) +\n step(vMaskCoord.x, maskClamp.z) +\n step(vMaskCoord.y, maskClamp.w));\n\n vec4 original = texture2D(uSampler, vTextureCoord);\n vec4 masky = texture2D(mask, vMaskCoord);\n float alphaMul = 1.0 - npmAlpha * (1.0 - masky.a);\n\n original *= (alphaMul * masky.r * alpha * clip);\n\n gl_FragColor = original;\n}\n"; - var tempMat$2 = new Matrix$3(); + var tempMat$1 = new Matrix(); /** * Class controls uv mapping from Texture normal space to BaseTexture normal space. * @@ -19350,14 +17569,14 @@ * @see PIXI.TilingSprite * @memberof PIXI */ - var TextureMatrix$1 = /** @class */ (function () { + var TextureMatrix = /** @class */ (function () { /** * @param texture - observed texture * @param clampMargin - Changes frame clamping, 0.5 by default. Use -0.5 for extra border. */ function TextureMatrix(texture, clampMargin) { this._texture = texture; - this.mapCoord = new Matrix$3(); + this.mapCoord = new Matrix(); this.uClampFrame = new Float32Array(4); this.uClampOffset = new Float32Array(2); this._textureID = -1; @@ -19418,8 +17637,8 @@ var orig = tex.orig; var trim = tex.trim; if (trim) { - tempMat$2.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height); - this.mapCoord.append(tempMat$2); + tempMat$1.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height); + this.mapCoord.append(tempMat$1); } var texBase = tex.baseTexture; var frame = this.uClampFrame; @@ -19445,8 +17664,8 @@ * WebGL only. * @memberof PIXI */ - var SpriteMaskFilter$1 = /** @class */ (function (_super) { - __extends$m(SpriteMaskFilter, _super); + var SpriteMaskFilter = /** @class */ (function (_super) { + __extends$i(SpriteMaskFilter, _super); /** @ignore */ function SpriteMaskFilter(vertexSrc, fragmentSrc, uniforms) { var _this = this; @@ -19457,9 +17676,9 @@ fragmentSrc = undefined; uniforms = undefined; } - _this = _super.call(this, vertexSrc || vertex$5, fragmentSrc || fragment$8, uniforms) || this; + _this = _super.call(this, vertexSrc || vertex$4, fragmentSrc || fragment$7, uniforms) || this; _this.maskSprite = sprite; - _this.maskMatrix = new Matrix$3(); + _this.maskMatrix = new Matrix(); return _this; } Object.defineProperty(SpriteMaskFilter.prototype, "maskSprite", { @@ -19495,7 +17714,7 @@ if (!tex.uvMatrix) { // margin = 0.0, let it bleed a bit, shader code becomes easier // assuming that atlas textures were made with 1-pixel padding - tex.uvMatrix = new TextureMatrix$1(tex, 0.0); + tex.uvMatrix = new TextureMatrix(tex, 0.0); } tex.uvMatrix.update(); this.uniforms.npmAlpha = tex.baseTexture.alphaMode ? 0.0 : 1.0; @@ -19508,7 +17727,7 @@ filterManager.applyFilter(this, input, output, clearMode); }; return SpriteMaskFilter; - }(Filter$1)); + }(Filter)); /** * System plugin to the renderer to manage masks. @@ -19533,7 +17752,7 @@ * when you switch render-textures, the old masks only applied when you switch back to rendering to the old render-target. * @memberof PIXI */ - var MaskSystem$1 = /** @class */ (function () { + var MaskSystem = /** @class */ (function () { /** * @param renderer - The renderer this System works for. */ @@ -19564,7 +17783,7 @@ MaskSystem.prototype.push = function (target, maskDataOrTarget) { var maskData = maskDataOrTarget; if (!maskData.isMaskData) { - var d = this.maskDataPool.pop() || new MaskData$1(); + var d = this.maskDataPool.pop() || new MaskData(); d.pooled = true; d.maskObject = maskDataOrTarget; maskData = d; @@ -19576,27 +17795,27 @@ this.detect(maskData); } maskData._target = target; - if (maskData.type !== MASK_TYPES$8.SPRITE) { + if (maskData.type !== MASK_TYPES.SPRITE) { this.maskStack.push(maskData); } if (maskData.enabled) { switch (maskData.type) { - case MASK_TYPES$8.SCISSOR: + case MASK_TYPES.SCISSOR: this.renderer.scissor.push(maskData); break; - case MASK_TYPES$8.STENCIL: + case MASK_TYPES.STENCIL: this.renderer.stencil.push(maskData); break; - case MASK_TYPES$8.SPRITE: + case MASK_TYPES.SPRITE: maskData.copyCountersOrReset(null); this.pushSpriteMask(maskData); break; - case MASK_TYPES$8.COLOR: + case MASK_TYPES.COLOR: this.pushColorMask(maskData); break; } } - if (maskData.type === MASK_TYPES$8.SPRITE) { + if (maskData.type === MASK_TYPES.SPRITE) { this.maskStack.push(maskData); } }; @@ -19614,16 +17833,16 @@ } if (maskData.enabled) { switch (maskData.type) { - case MASK_TYPES$8.SCISSOR: + case MASK_TYPES.SCISSOR: this.renderer.scissor.pop(maskData); break; - case MASK_TYPES$8.STENCIL: + case MASK_TYPES.STENCIL: this.renderer.stencil.pop(maskData.maskObject); break; - case MASK_TYPES$8.SPRITE: + case MASK_TYPES.SPRITE: this.popSpriteMask(maskData); break; - case MASK_TYPES$8.COLOR: + case MASK_TYPES.COLOR: this.popColorMask(maskData); break; } @@ -19634,7 +17853,7 @@ } if (this.maskStack.length !== 0) { var maskCurrent = this.maskStack[this.maskStack.length - 1]; - if (maskCurrent.type === MASK_TYPES$8.SPRITE && maskCurrent._filters) { + if (maskCurrent.type === MASK_TYPES.SPRITE && maskCurrent._filters) { maskCurrent._filters[0].maskSprite = maskCurrent.maskObject; } } @@ -19646,16 +17865,16 @@ MaskSystem.prototype.detect = function (maskData) { var maskObject = maskData.maskObject; if (!maskObject) { - maskData.type = MASK_TYPES$8.COLOR; + maskData.type = MASK_TYPES.COLOR; } else if (maskObject.isSprite) { - maskData.type = MASK_TYPES$8.SPRITE; + maskData.type = MASK_TYPES.SPRITE; } else if (this.enableScissor && this.renderer.scissor.testScissor(maskData)) { - maskData.type = MASK_TYPES$8.SCISSOR; + maskData.type = MASK_TYPES.SCISSOR; } else { - maskData.type = MASK_TYPES$8.STENCIL; + maskData.type = MASK_TYPES.STENCIL; } }; /** @@ -19670,7 +17889,7 @@ if (!alphaMaskFilter) { alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex]; if (!alphaMaskFilter) { - alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter$1()]; + alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter()]; } } var renderer = this.renderer; @@ -19744,7 +17963,7 @@ * System plugin to the renderer to manage specific types of masking operations. * @memberof PIXI */ - var AbstractMaskSystem$1 = /** @class */ (function () { + var AbstractMaskSystem = /** @class */ (function () { /** * @param renderer - The renderer this System works for. */ @@ -19791,8 +18010,8 @@ return AbstractMaskSystem; }()); - var tempMatrix$1$1 = new Matrix$3(); - var rectPool$1 = []; + var tempMatrix$1 = new Matrix(); + var rectPool = []; /** * System plugin to the renderer to manage scissor masking. * @@ -19801,14 +18020,14 @@ * by this system. * @memberof PIXI */ - var ScissorSystem$1 = /** @class */ (function (_super) { - __extends$m(ScissorSystem, _super); + var ScissorSystem = /** @class */ (function (_super) { + __extends$i(ScissorSystem, _super); /** * @param {PIXI.Renderer} renderer - The renderer this System works for. */ function ScissorSystem(renderer) { var _this = _super.call(this, renderer) || this; - _this.glConst = settings$1.ADAPTER.getWebGLRenderingContext().SCISSOR_TEST; + _this.glConst = settings.ADAPTER.getWebGLRenderingContext().SCISSOR_TEST; return _this; } ScissorSystem.prototype.getStackLength = function () { @@ -19831,7 +18050,7 @@ var maskObject = maskData.maskObject; var renderer = this.renderer; var renderTextureSystem = renderer.renderTexture; - var rect = maskObject.getBounds(true, (_a = rectPool$1.pop()) !== null && _a !== void 0 ? _a : new Rectangle$3()); + var rect = maskObject.getBounds(true, (_a = rectPool.pop()) !== null && _a !== void 0 ? _a : new Rectangle()); this.roundFrameToPixels(rect, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform); if (prevData) { rect.fit(prevData); @@ -19873,7 +18092,7 @@ if (ScissorSystem.isMatrixRotated(transform)) { return; } - transform = transform ? tempMatrix$1$1.copyFrom(transform) : tempMatrix$1$1.identity(); + transform = transform ? tempMatrix$1.copyFrom(transform) : tempMatrix$1.identity(); // Get forward transform from world space to screen space transform .translate(-bindingSourceFrame.x, -bindingSourceFrame.y) @@ -19914,7 +18133,7 @@ ScissorSystem.prototype.pop = function (maskData) { var gl = this.renderer.gl; if (maskData) { - rectPool$1.push(maskData._scissorRectLocal); + rectPool.push(maskData._scissorRectLocal); } if (this.getStackLength() > 0) { this._useCurrent(); @@ -19940,20 +18159,20 @@ this.renderer.gl.scissor(rect.x, y, rect.width, rect.height); }; return ScissorSystem; - }(AbstractMaskSystem$1)); + }(AbstractMaskSystem)); /** * System plugin to the renderer to manage stencils (used for masks). * @memberof PIXI */ - var StencilSystem$1 = /** @class */ (function (_super) { - __extends$m(StencilSystem, _super); + var StencilSystem = /** @class */ (function (_super) { + __extends$i(StencilSystem, _super); /** * @param renderer - The renderer this System works for. */ function StencilSystem(renderer) { var _this = _super.call(this, renderer) || this; - _this.glConst = settings$1.ADAPTER.getWebGLRenderingContext().STENCIL_TEST; + _this.glConst = settings.ADAPTER.getWebGLRenderingContext().STENCIL_TEST; return _this; } StencilSystem.prototype.getStackLength = function () { @@ -20037,7 +18256,7 @@ gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP); }; return StencilSystem; - }(AbstractMaskSystem$1)); + }(AbstractMaskSystem)); /** * System plugin to the renderer to manage the projection matrix. @@ -20046,14 +18265,14 @@ * normalized device coordinates. * @memberof PIXI */ - var ProjectionSystem$1 = /** @class */ (function () { + var ProjectionSystem = /** @class */ (function () { /** @param renderer - The renderer this System works for. */ function ProjectionSystem(renderer) { this.renderer = renderer; this.destinationFrame = null; this.sourceFrame = null; this.defaultFrame = null; - this.projectionMatrix = new Matrix$3(); + this.projectionMatrix = new Matrix(); this.transform = null; } /** @@ -20120,9 +18339,9 @@ }()); // Temporary rectangle for assigned sourceFrame or destinationFrame - var tempRect$1 = new Rectangle$3(); + var tempRect = new Rectangle(); // Temporary rectangle for renderTexture destinationFrame - var tempRect2$1 = new Rectangle$3(); + var tempRect2 = new Rectangle(); /* eslint-disable max-len */ /** * System plugin to the renderer to manage render textures. @@ -20141,7 +18360,7 @@ * | viewportFrame | The framebuffer viewport corresponding to the destination-frame | **Window Coordinates**: The origin is always on the bottom-left. | * @memberof PIXI */ - var RenderTextureSystem$1 = /** @class */ (function () { + var RenderTextureSystem = /** @class */ (function () { /** * @param renderer - The renderer this System works for. */ @@ -20150,9 +18369,9 @@ this.clearColor = renderer._backgroundColorRgba; this.defaultMaskStack = []; this.current = null; - this.sourceFrame = new Rectangle$3(); - this.destinationFrame = new Rectangle$3(); - this.viewportFrame = new Rectangle$3(); + this.sourceFrame = new Rectangle(); + this.destinationFrame = new Rectangle(); + this.viewportFrame = new Rectangle(); } /** * Bind the current render texture. @@ -20171,28 +18390,28 @@ baseTexture = renderTexture.baseTexture; resolution = baseTexture.resolution; if (!sourceFrame) { - tempRect$1.width = renderTexture.frame.width; - tempRect$1.height = renderTexture.frame.height; - sourceFrame = tempRect$1; + tempRect.width = renderTexture.frame.width; + tempRect.height = renderTexture.frame.height; + sourceFrame = tempRect; } if (!destinationFrame) { - tempRect2$1.x = renderTexture.frame.x; - tempRect2$1.y = renderTexture.frame.y; - tempRect2$1.width = sourceFrame.width; - tempRect2$1.height = sourceFrame.height; - destinationFrame = tempRect2$1; + tempRect2.x = renderTexture.frame.x; + tempRect2.y = renderTexture.frame.y; + tempRect2.width = sourceFrame.width; + tempRect2.height = sourceFrame.height; + destinationFrame = tempRect2; } framebuffer = baseTexture.framebuffer; } else { resolution = renderer.resolution; if (!sourceFrame) { - tempRect$1.width = renderer.screen.width; - tempRect$1.height = renderer.screen.height; - sourceFrame = tempRect$1; + tempRect.width = renderer.screen.width; + tempRect.height = renderer.screen.height; + sourceFrame = tempRect; } if (!destinationFrame) { - destinationFrame = tempRect$1; + destinationFrame = tempRect; destinationFrame.width = sourceFrame.width; destinationFrame.height = sourceFrame.height; } @@ -20263,7 +18482,7 @@ return RenderTextureSystem; }()); - function uboUpdate$1(_ud, _uv, _renderer, _syncData, buffer) { + function uboUpdate(_ud, _uv, _renderer, _syncData, buffer) { _renderer.buffer.update(buffer); } // cv = CachedValue @@ -20271,7 +18490,7 @@ // ud = uniformData // uv = uniformValue // l = location - var UBO_TO_SINGLE_SETTERS$1 = { + var UBO_TO_SINGLE_SETTERS = { float: "\n data[offset] = v;\n ", vec2: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n ", vec3: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n\n ", @@ -20280,7 +18499,7 @@ mat3: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n\n data[offset + 4] = v[3];\n data[offset + 5] = v[4];\n data[offset + 6] = v[5];\n\n data[offset + 8] = v[6];\n data[offset + 9] = v[7];\n data[offset + 10] = v[8];\n ", mat4: "\n for(var i = 0; i < 16; i++)\n {\n data[offset + i] = v[i];\n }\n " }; - var GLSL_TO_STD40_SIZE$1 = { + var GLSL_TO_STD40_SIZE = { float: 4, vec2: 8, vec3: 12, @@ -20307,7 +18526,7 @@ * @ignore * @param uniformData */ - function createUBOElements$1(uniformData) { + function createUBOElements(uniformData) { var uboElements = uniformData.map(function (data) { return ({ data: data, @@ -20321,7 +18540,7 @@ var offset = 0; for (var i = 0; i < uboElements.length; i++) { var uboElement = uboElements[i]; - size = GLSL_TO_STD40_SIZE$1[uboElement.data.type]; + size = GLSL_TO_STD40_SIZE[uboElement.data.type]; if (uboElement.data.size > 1) { size = Math.max(size, 16) * uboElement.data.size; } @@ -20349,7 +18568,7 @@ offset = Math.ceil(offset / 16) * 16; return { uboElements: uboElements, size: offset }; } - function getUBOData$1(uniforms, uniformData) { + function getUBOData(uniforms, uniformData) { var usedUniformDatas = []; // build.. for (var i in uniforms) { @@ -20361,37 +18580,37 @@ usedUniformDatas.sort(function (a, b) { return a.index - b.index; }); return usedUniformDatas; } - function generateUniformBufferSync$1(group, uniformData) { + function generateUniformBufferSync(group, uniformData) { if (!group.autoManage) { // if the group is nott automatically managed, we don't need to generate a special function for it... - return { size: 0, syncFunc: uboUpdate$1 }; + return { size: 0, syncFunc: uboUpdate }; } - var usedUniformDatas = getUBOData$1(group.uniforms, uniformData); - var _a = createUBOElements$1(usedUniformDatas), uboElements = _a.uboElements, size = _a.size; + var usedUniformDatas = getUBOData(group.uniforms, uniformData); + var _a = createUBOElements(usedUniformDatas), uboElements = _a.uboElements, size = _a.size; var funcFragments = ["\n var v = null;\n var v2 = null;\n var cv = null;\n var t = 0;\n var gl = renderer.gl\n var index = 0;\n var data = buffer.data;\n "]; for (var i = 0; i < uboElements.length; i++) { var uboElement = uboElements[i]; var uniform = group.uniforms[uboElement.data.name]; var name = uboElement.data.name; var parsed = false; - for (var j = 0; j < uniformParsers$1.length; j++) { - var uniformParser = uniformParsers$1[j]; + for (var j = 0; j < uniformParsers.length; j++) { + var uniformParser = uniformParsers[j]; if (uniformParser.codeUbo && uniformParser.test(uboElement.data, uniform)) { - funcFragments.push("offset = " + uboElement.offset / 4 + ";", uniformParsers$1[j].codeUbo(uboElement.data.name, uniform)); + funcFragments.push("offset = " + uboElement.offset / 4 + ";", uniformParsers[j].codeUbo(uboElement.data.name, uniform)); parsed = true; break; } } if (!parsed) { if (uboElement.data.size > 1) { - var size_1 = mapSize$1(uboElement.data.type); - var rowSize = Math.max(GLSL_TO_STD40_SIZE$1[uboElement.data.type] / 16, 1); + var size_1 = mapSize(uboElement.data.type); + var rowSize = Math.max(GLSL_TO_STD40_SIZE[uboElement.data.type] / 16, 1); var elementSize = size_1 / rowSize; var remainder = (4 - (elementSize % 4)) % 4; funcFragments.push("\n cv = ud." + name + ".value;\n v = uv." + name + ";\n offset = " + uboElement.offset / 4 + ";\n\n t = 0;\n\n for(var i=0; i < " + uboElement.data.size * rowSize + "; i++)\n {\n for(var j = 0; j < " + elementSize + "; j++)\n {\n data[offset++] = v[t++];\n }\n offset += " + remainder + ";\n }\n\n "); } else { - var template = UBO_TO_SINGLE_SETTERS$1[uboElement.data.type]; + var template = UBO_TO_SINGLE_SETTERS[uboElement.data.type]; funcFragments.push("\n cv = ud." + name + ".value;\n v = uv." + name + ";\n offset = " + uboElement.offset / 4 + ";\n " + template + ";\n "); } } @@ -20407,7 +18626,7 @@ * Helper class to create a WebGL Program * @memberof PIXI */ - var GLProgram$1 = /** @class */ (function () { + var GLProgram = /** @class */ (function () { /** * Makes a new Pixi program. * @param program - webgl program @@ -20438,7 +18657,7 @@ * @param {WebGLRenderingContext} [gl] - the WebGL context * @returns {object} the attribute data for this program */ - function getAttributeData$1(program, gl) { + function getAttributeData(program, gl) { var attributes = {}; var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES); for (var i = 0; i < totalAttributes; i++) { @@ -20446,11 +18665,11 @@ if (attribData.name.indexOf('gl_') === 0) { continue; } - var type = mapType$1(gl, attribData.type); + var type = mapType(gl, attribData.type); var data = { type: type, name: attribData.name, - size: mapSize$1(type), + size: mapSize(type), location: gl.getAttribLocation(program, attribData.name), }; attributes[attribData.name] = data; @@ -20465,21 +18684,21 @@ * @param gl - the WebGL context * @returns {object} the uniform data for this program */ - function getUniformData$1(program, gl) { + function getUniformData(program, gl) { var uniforms = {}; var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); for (var i = 0; i < totalUniforms; i++) { var uniformData = gl.getActiveUniform(program, i); var name = uniformData.name.replace(/\[.*?\]$/, ''); var isArray = !!(uniformData.name.match(/\[.*?\]$/)); - var type = mapType$1(gl, uniformData.type); + var type = mapType(gl, uniformData.type); uniforms[name] = { name: name, index: i, type: type, size: uniformData.size, isArray: isArray, - value: defaultValue$1(type, uniformData.size), + value: defaultValue(type, uniformData.size), }; } return uniforms; @@ -20490,18 +18709,18 @@ * @param gl - a rendering context on which to generate the program * @param program - the high level Pixi Program. */ - function generateProgram$1(gl, program) { - var glVertShader = compileShader$1(gl, gl.VERTEX_SHADER, program.vertexSrc); - var glFragShader = compileShader$1(gl, gl.FRAGMENT_SHADER, program.fragmentSrc); + function generateProgram(gl, program) { + var glVertShader = compileShader(gl, gl.VERTEX_SHADER, program.vertexSrc); + var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, program.fragmentSrc); var webGLProgram = gl.createProgram(); gl.attachShader(webGLProgram, glVertShader); gl.attachShader(webGLProgram, glFragShader); gl.linkProgram(webGLProgram); if (!gl.getProgramParameter(webGLProgram, gl.LINK_STATUS)) { - logProgramError$1(gl, webGLProgram, glVertShader, glFragShader); + logProgramError(gl, webGLProgram, glVertShader, glFragShader); } - program.attributeData = getAttributeData$1(webGLProgram, gl); - program.uniformData = getUniformData$1(webGLProgram, gl); + program.attributeData = getAttributeData(webGLProgram, gl); + program.uniformData = getUniformData(webGLProgram, gl); // GLSL 1.00: bind attributes sorted by name in ascending order // GLSL 3.00: don't change the attribute locations that where chosen by the compiler // or assigned by the layout specifier in the shader source code @@ -20521,21 +18740,21 @@ var data = program.uniformData[i]; uniformData[i] = { location: gl.getUniformLocation(webGLProgram, i), - value: defaultValue$1(data.type, data.size), + value: defaultValue(data.type, data.size), }; } - var glProgram = new GLProgram$1(webGLProgram, uniformData); + var glProgram = new GLProgram(webGLProgram, uniformData); return glProgram; } - var UID$5 = 0; + var UID = 0; // default sync data so we don't create a new one each time! - var defaultSyncData$1 = { textureCount: 0, uboCount: 0 }; + var defaultSyncData = { textureCount: 0, uboCount: 0 }; /** * System plugin to the renderer to manage shaders. * @memberof PIXI */ - var ShaderSystem$1 = /** @class */ (function () { + var ShaderSystem = /** @class */ (function () { /** @param renderer - The renderer this System works for. */ function ShaderSystem(renderer) { this.destroyed = false; @@ -20547,7 +18766,7 @@ this.program = null; this.cache = {}; this._uboCache = {}; - this.id = UID$5++; + this.id = UID++; } /** * Overrideable function by `@pixi/unsafe-eval` to silence @@ -20555,7 +18774,7 @@ * @private */ ShaderSystem.prototype.systemCheck = function () { - if (!unsafeEvalSupported$1()) { + if (!unsafeEvalSupported()) { throw new Error('Current environment does not allow unsafe-eval, ' + 'please use @pixi/unsafe-eval module to enable support.'); } @@ -20571,6 +18790,7 @@ * @returns the glProgram that belongs to the shader. */ ShaderSystem.prototype.bind = function (shader, dontSync) { + shader.disposeRunner.add(this); shader.uniforms.globals = this.renderer.globalUniforms; var program = shader.program; var glProgram = program.glPrograms[this.renderer.CONTEXT_UID] || this.generateProgram(shader); @@ -20581,9 +18801,9 @@ this.gl.useProgram(glProgram.program); } if (!dontSync) { - defaultSyncData$1.textureCount = 0; - defaultSyncData$1.uboCount = 0; - this.syncUniformGroup(shader.uniformGroup, defaultSyncData$1); + defaultSyncData.textureCount = 0; + defaultSyncData.uboCount = 0; + this.syncUniformGroup(shader.uniformGroup, defaultSyncData); } return glProgram; }; @@ -20622,7 +18842,7 @@ ShaderSystem.prototype.createSyncGroups = function (group) { var id = this.getSignature(group, this.shader.program.uniformData, 'u'); if (!this.cache[id]) { - this.cache[id] = generateUniformsSync$1(group, this.shader.program.uniformData); + this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData); } group.syncUniforms[this.shader.program.id] = this.cache[id]; return group.syncUniforms[this.shader.program.id]; @@ -20640,7 +18860,7 @@ || this.createSyncBufferGroup(group, glProgram, name); // TODO wrap update in a cache?? group.buffer.update(); - syncFunc(glProgram.uniformData, group.uniforms, this.renderer, defaultSyncData$1, group.buffer); + syncFunc(glProgram.uniformData, group.uniforms, this.renderer, defaultSyncData, group.buffer); } this.renderer.buffer.bindBufferBase(group.buffer, glProgram.uniformBufferBindings[name]); }; @@ -20663,7 +18883,7 @@ var id = this.getSignature(group, this.shader.program.uniformData, 'ubo'); var uboData = this._uboCache[id]; if (!uboData) { - uboData = this._uboCache[id] = generateUniformBufferSync$1(group, this.shader.program.uniformData); + uboData = this._uboCache[id] = generateUniformBufferSync(group, this.shader.program.uniformData); } if (group.autoManage) { var data = new Float32Array(uboData.size / 4); @@ -20711,7 +18931,7 @@ ShaderSystem.prototype.generateProgram = function (shader) { var gl = this.gl; var program = shader.program; - var glProgram = generateProgram$1(gl, program); + var glProgram = generateProgram(gl, program); program.glPrograms[this.renderer.CONTEXT_UID] = glProgram; return glProgram; }; @@ -20720,6 +18940,16 @@ this.program = null; this.shader = null; }; + /** + * Disposes shader. + * If disposing one equals with current shader, set current as null. + * @param shader - Shader object + */ + ShaderSystem.prototype.disposeShader = function (shader) { + if (this.shader === shader) { + this.shader = null; + } + }; /** Destroys this System and removes all its textures. */ ShaderSystem.prototype.destroy = function () { this.renderer = null; @@ -20738,78 +18968,78 @@ * @param {number[][]} [array=[]] - The array to output into. * @returns {number[][]} Mapped modes. */ - function mapWebGLBlendModesToPixi$1(gl, array) { + function mapWebGLBlendModesToPixi(gl, array) { if (array === void 0) { array = []; } // TODO - premultiply alpha would be different. // add a boolean for that! - array[BLEND_MODES$8.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.ADD] = [gl.ONE, gl.ONE]; - array[BLEND_MODES$8.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.NONE] = [0, 0]; + array[BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.ADD] = [gl.ONE, gl.ONE]; + array[BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.NONE] = [0, 0]; // not-premultiplied blend modes - array[BLEND_MODES$8.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE]; - array[BLEND_MODES$8.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE]; + array[BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; // composite operations - array[BLEND_MODES$8.SRC_IN] = [gl.DST_ALPHA, gl.ZERO]; - array[BLEND_MODES$8.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO]; - array[BLEND_MODES$8.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE]; - array[BLEND_MODES$8.DST_IN] = [gl.ZERO, gl.SRC_ALPHA]; - array[BLEND_MODES$8.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA]; - array[BLEND_MODES$8.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.SRC_IN] = [gl.DST_ALPHA, gl.ZERO]; + array[BLEND_MODES.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO]; + array[BLEND_MODES.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE]; + array[BLEND_MODES.DST_IN] = [gl.ZERO, gl.SRC_ALPHA]; + array[BLEND_MODES.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA]; + array[BLEND_MODES.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA]; // SUBTRACT from flash - array[BLEND_MODES$8.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD]; + array[BLEND_MODES.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD]; return array; } - var BLEND$2 = 0; - var OFFSET$2 = 1; - var CULLING$2 = 2; - var DEPTH_TEST$2 = 3; - var WINDING$2 = 4; - var DEPTH_MASK$2 = 5; + var BLEND = 0; + var OFFSET = 1; + var CULLING = 2; + var DEPTH_TEST = 3; + var WINDING = 4; + var DEPTH_MASK = 5; /** * System plugin to the renderer to manage WebGL state machines. * @memberof PIXI */ - var StateSystem$1 = /** @class */ (function () { + var StateSystem = /** @class */ (function () { function StateSystem() { this.gl = null; this.stateId = 0; this.polygonOffset = 0; - this.blendMode = BLEND_MODES$8.NONE; + this.blendMode = BLEND_MODES.NONE; this._blendEq = false; // map functions for when we set state.. this.map = []; - this.map[BLEND$2] = this.setBlend; - this.map[OFFSET$2] = this.setOffset; - this.map[CULLING$2] = this.setCullFace; - this.map[DEPTH_TEST$2] = this.setDepthTest; - this.map[WINDING$2] = this.setFrontFace; - this.map[DEPTH_MASK$2] = this.setDepthMask; + this.map[BLEND] = this.setBlend; + this.map[OFFSET] = this.setOffset; + this.map[CULLING] = this.setCullFace; + this.map[DEPTH_TEST] = this.setDepthTest; + this.map[WINDING] = this.setFrontFace; + this.map[DEPTH_MASK] = this.setDepthMask; this.checks = []; - this.defaultState = new State$1(); + this.defaultState = new State(); this.defaultState.blend = true; } StateSystem.prototype.contextChange = function (gl) { this.gl = gl; - this.blendModes = mapWebGLBlendModesToPixi$1(gl); + this.blendModes = mapWebGLBlendModesToPixi(gl); this.set(this.defaultState); this.reset(); }; @@ -20990,15 +19220,15 @@ * ensuring that it does not get clogged up with textures that are no longer being used. * @memberof PIXI */ - var TextureGCSystem$1 = /** @class */ (function () { + var TextureGCSystem = /** @class */ (function () { /** @param renderer - The renderer this System works for. */ function TextureGCSystem(renderer) { this.renderer = renderer; this.count = 0; this.checkCount = 0; - this.maxIdle = settings$1.GC_MAX_IDLE; - this.checkCountMax = settings$1.GC_MAX_CHECK_COUNT; - this.mode = settings$1.GC_MODE; + this.maxIdle = settings.GC_MAX_IDLE; + this.checkCountMax = settings.GC_MAX_CHECK_COUNT; + this.mode = settings.GC_MODE; } /** * Checks to see when the last time a texture was used @@ -21009,7 +19239,7 @@ return; } this.count++; - if (this.mode === GC_MODES$8.MANUAL) { + if (this.mode === GC_MODES.MANUAL) { return; } this.checkCount++; @@ -21074,117 +19304,117 @@ * @param {WebGLRenderingContext} gl - The rendering context. * @returns Lookup table. */ - function mapTypeAndFormatToInternalFormat$1(gl) { + function mapTypeAndFormatToInternalFormat(gl) { var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s, _t, _u, _v, _w, _x; var table; if ('WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext) { table = (_a = {}, - _a[TYPES$8.UNSIGNED_BYTE] = (_b = {}, - _b[FORMATS$8.RGBA] = gl.RGBA8, - _b[FORMATS$8.RGB] = gl.RGB8, - _b[FORMATS$8.RG] = gl.RG8, - _b[FORMATS$8.RED] = gl.R8, - _b[FORMATS$8.RGBA_INTEGER] = gl.RGBA8UI, - _b[FORMATS$8.RGB_INTEGER] = gl.RGB8UI, - _b[FORMATS$8.RG_INTEGER] = gl.RG8UI, - _b[FORMATS$8.RED_INTEGER] = gl.R8UI, - _b[FORMATS$8.ALPHA] = gl.ALPHA, - _b[FORMATS$8.LUMINANCE] = gl.LUMINANCE, - _b[FORMATS$8.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA, + _a[TYPES.UNSIGNED_BYTE] = (_b = {}, + _b[FORMATS.RGBA] = gl.RGBA8, + _b[FORMATS.RGB] = gl.RGB8, + _b[FORMATS.RG] = gl.RG8, + _b[FORMATS.RED] = gl.R8, + _b[FORMATS.RGBA_INTEGER] = gl.RGBA8UI, + _b[FORMATS.RGB_INTEGER] = gl.RGB8UI, + _b[FORMATS.RG_INTEGER] = gl.RG8UI, + _b[FORMATS.RED_INTEGER] = gl.R8UI, + _b[FORMATS.ALPHA] = gl.ALPHA, + _b[FORMATS.LUMINANCE] = gl.LUMINANCE, + _b[FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA, _b), - _a[TYPES$8.BYTE] = (_c = {}, - _c[FORMATS$8.RGBA] = gl.RGBA8_SNORM, - _c[FORMATS$8.RGB] = gl.RGB8_SNORM, - _c[FORMATS$8.RG] = gl.RG8_SNORM, - _c[FORMATS$8.RED] = gl.R8_SNORM, - _c[FORMATS$8.RGBA_INTEGER] = gl.RGBA8I, - _c[FORMATS$8.RGB_INTEGER] = gl.RGB8I, - _c[FORMATS$8.RG_INTEGER] = gl.RG8I, - _c[FORMATS$8.RED_INTEGER] = gl.R8I, + _a[TYPES.BYTE] = (_c = {}, + _c[FORMATS.RGBA] = gl.RGBA8_SNORM, + _c[FORMATS.RGB] = gl.RGB8_SNORM, + _c[FORMATS.RG] = gl.RG8_SNORM, + _c[FORMATS.RED] = gl.R8_SNORM, + _c[FORMATS.RGBA_INTEGER] = gl.RGBA8I, + _c[FORMATS.RGB_INTEGER] = gl.RGB8I, + _c[FORMATS.RG_INTEGER] = gl.RG8I, + _c[FORMATS.RED_INTEGER] = gl.R8I, _c), - _a[TYPES$8.UNSIGNED_SHORT] = (_d = {}, - _d[FORMATS$8.RGBA_INTEGER] = gl.RGBA16UI, - _d[FORMATS$8.RGB_INTEGER] = gl.RGB16UI, - _d[FORMATS$8.RG_INTEGER] = gl.RG16UI, - _d[FORMATS$8.RED_INTEGER] = gl.R16UI, - _d[FORMATS$8.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT16, + _a[TYPES.UNSIGNED_SHORT] = (_d = {}, + _d[FORMATS.RGBA_INTEGER] = gl.RGBA16UI, + _d[FORMATS.RGB_INTEGER] = gl.RGB16UI, + _d[FORMATS.RG_INTEGER] = gl.RG16UI, + _d[FORMATS.RED_INTEGER] = gl.R16UI, + _d[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT16, _d), - _a[TYPES$8.SHORT] = (_e = {}, - _e[FORMATS$8.RGBA_INTEGER] = gl.RGBA16I, - _e[FORMATS$8.RGB_INTEGER] = gl.RGB16I, - _e[FORMATS$8.RG_INTEGER] = gl.RG16I, - _e[FORMATS$8.RED_INTEGER] = gl.R16I, + _a[TYPES.SHORT] = (_e = {}, + _e[FORMATS.RGBA_INTEGER] = gl.RGBA16I, + _e[FORMATS.RGB_INTEGER] = gl.RGB16I, + _e[FORMATS.RG_INTEGER] = gl.RG16I, + _e[FORMATS.RED_INTEGER] = gl.R16I, _e), - _a[TYPES$8.UNSIGNED_INT] = (_f = {}, - _f[FORMATS$8.RGBA_INTEGER] = gl.RGBA32UI, - _f[FORMATS$8.RGB_INTEGER] = gl.RGB32UI, - _f[FORMATS$8.RG_INTEGER] = gl.RG32UI, - _f[FORMATS$8.RED_INTEGER] = gl.R32UI, - _f[FORMATS$8.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT24, + _a[TYPES.UNSIGNED_INT] = (_f = {}, + _f[FORMATS.RGBA_INTEGER] = gl.RGBA32UI, + _f[FORMATS.RGB_INTEGER] = gl.RGB32UI, + _f[FORMATS.RG_INTEGER] = gl.RG32UI, + _f[FORMATS.RED_INTEGER] = gl.R32UI, + _f[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT24, _f), - _a[TYPES$8.INT] = (_g = {}, - _g[FORMATS$8.RGBA_INTEGER] = gl.RGBA32I, - _g[FORMATS$8.RGB_INTEGER] = gl.RGB32I, - _g[FORMATS$8.RG_INTEGER] = gl.RG32I, - _g[FORMATS$8.RED_INTEGER] = gl.R32I, + _a[TYPES.INT] = (_g = {}, + _g[FORMATS.RGBA_INTEGER] = gl.RGBA32I, + _g[FORMATS.RGB_INTEGER] = gl.RGB32I, + _g[FORMATS.RG_INTEGER] = gl.RG32I, + _g[FORMATS.RED_INTEGER] = gl.R32I, _g), - _a[TYPES$8.FLOAT] = (_h = {}, - _h[FORMATS$8.RGBA] = gl.RGBA32F, - _h[FORMATS$8.RGB] = gl.RGB32F, - _h[FORMATS$8.RG] = gl.RG32F, - _h[FORMATS$8.RED] = gl.R32F, - _h[FORMATS$8.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT32F, + _a[TYPES.FLOAT] = (_h = {}, + _h[FORMATS.RGBA] = gl.RGBA32F, + _h[FORMATS.RGB] = gl.RGB32F, + _h[FORMATS.RG] = gl.RG32F, + _h[FORMATS.RED] = gl.R32F, + _h[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT32F, _h), - _a[TYPES$8.HALF_FLOAT] = (_j = {}, - _j[FORMATS$8.RGBA] = gl.RGBA16F, - _j[FORMATS$8.RGB] = gl.RGB16F, - _j[FORMATS$8.RG] = gl.RG16F, - _j[FORMATS$8.RED] = gl.R16F, + _a[TYPES.HALF_FLOAT] = (_j = {}, + _j[FORMATS.RGBA] = gl.RGBA16F, + _j[FORMATS.RGB] = gl.RGB16F, + _j[FORMATS.RG] = gl.RG16F, + _j[FORMATS.RED] = gl.R16F, _j), - _a[TYPES$8.UNSIGNED_SHORT_5_6_5] = (_k = {}, - _k[FORMATS$8.RGB] = gl.RGB565, + _a[TYPES.UNSIGNED_SHORT_5_6_5] = (_k = {}, + _k[FORMATS.RGB] = gl.RGB565, _k), - _a[TYPES$8.UNSIGNED_SHORT_4_4_4_4] = (_l = {}, - _l[FORMATS$8.RGBA] = gl.RGBA4, + _a[TYPES.UNSIGNED_SHORT_4_4_4_4] = (_l = {}, + _l[FORMATS.RGBA] = gl.RGBA4, _l), - _a[TYPES$8.UNSIGNED_SHORT_5_5_5_1] = (_m = {}, - _m[FORMATS$8.RGBA] = gl.RGB5_A1, + _a[TYPES.UNSIGNED_SHORT_5_5_5_1] = (_m = {}, + _m[FORMATS.RGBA] = gl.RGB5_A1, _m), - _a[TYPES$8.UNSIGNED_INT_2_10_10_10_REV] = (_o = {}, - _o[FORMATS$8.RGBA] = gl.RGB10_A2, - _o[FORMATS$8.RGBA_INTEGER] = gl.RGB10_A2UI, + _a[TYPES.UNSIGNED_INT_2_10_10_10_REV] = (_o = {}, + _o[FORMATS.RGBA] = gl.RGB10_A2, + _o[FORMATS.RGBA_INTEGER] = gl.RGB10_A2UI, _o), - _a[TYPES$8.UNSIGNED_INT_10F_11F_11F_REV] = (_p = {}, - _p[FORMATS$8.RGB] = gl.R11F_G11F_B10F, + _a[TYPES.UNSIGNED_INT_10F_11F_11F_REV] = (_p = {}, + _p[FORMATS.RGB] = gl.R11F_G11F_B10F, _p), - _a[TYPES$8.UNSIGNED_INT_5_9_9_9_REV] = (_q = {}, - _q[FORMATS$8.RGB] = gl.RGB9_E5, + _a[TYPES.UNSIGNED_INT_5_9_9_9_REV] = (_q = {}, + _q[FORMATS.RGB] = gl.RGB9_E5, _q), - _a[TYPES$8.UNSIGNED_INT_24_8] = (_r = {}, - _r[FORMATS$8.DEPTH_STENCIL] = gl.DEPTH24_STENCIL8, + _a[TYPES.UNSIGNED_INT_24_8] = (_r = {}, + _r[FORMATS.DEPTH_STENCIL] = gl.DEPTH24_STENCIL8, _r), - _a[TYPES$8.FLOAT_32_UNSIGNED_INT_24_8_REV] = (_s = {}, - _s[FORMATS$8.DEPTH_STENCIL] = gl.DEPTH32F_STENCIL8, + _a[TYPES.FLOAT_32_UNSIGNED_INT_24_8_REV] = (_s = {}, + _s[FORMATS.DEPTH_STENCIL] = gl.DEPTH32F_STENCIL8, _s), _a); } else { table = (_t = {}, - _t[TYPES$8.UNSIGNED_BYTE] = (_u = {}, - _u[FORMATS$8.RGBA] = gl.RGBA, - _u[FORMATS$8.RGB] = gl.RGB, - _u[FORMATS$8.ALPHA] = gl.ALPHA, - _u[FORMATS$8.LUMINANCE] = gl.LUMINANCE, - _u[FORMATS$8.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA, + _t[TYPES.UNSIGNED_BYTE] = (_u = {}, + _u[FORMATS.RGBA] = gl.RGBA, + _u[FORMATS.RGB] = gl.RGB, + _u[FORMATS.ALPHA] = gl.ALPHA, + _u[FORMATS.LUMINANCE] = gl.LUMINANCE, + _u[FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA, _u), - _t[TYPES$8.UNSIGNED_SHORT_5_6_5] = (_v = {}, - _v[FORMATS$8.RGB] = gl.RGB, + _t[TYPES.UNSIGNED_SHORT_5_6_5] = (_v = {}, + _v[FORMATS.RGB] = gl.RGB, _v), - _t[TYPES$8.UNSIGNED_SHORT_4_4_4_4] = (_w = {}, - _w[FORMATS$8.RGBA] = gl.RGBA, + _t[TYPES.UNSIGNED_SHORT_4_4_4_4] = (_w = {}, + _w[FORMATS.RGBA] = gl.RGBA, _w), - _t[TYPES$8.UNSIGNED_SHORT_5_5_5_1] = (_x = {}, - _x[FORMATS$8.RGBA] = gl.RGBA, + _t[TYPES.UNSIGNED_SHORT_5_5_5_1] = (_x = {}, + _x[FORMATS.RGBA] = gl.RGBA, _x), _t); } @@ -21195,7 +19425,7 @@ * Internal texture for WebGL context. * @memberof PIXI */ - var GLTexture$1 = /** @class */ (function () { + var GLTexture = /** @class */ (function () { function GLTexture(texture) { this.texture = texture; this.width = -1; @@ -21204,8 +19434,8 @@ this.dirtyStyleId = -1; this.mipmap = false; this.wrapMode = 33071; - this.type = TYPES$8.UNSIGNED_BYTE; - this.internalFormat = FORMATS$8.RGBA; + this.type = TYPES.UNSIGNED_BYTE; + this.internalFormat = FORMATS.RGBA; this.samplerType = 0; } return GLTexture; @@ -21215,7 +19445,7 @@ * System plugin to the renderer to manage textures. * @memberof PIXI */ - var TextureSystem$1 = /** @class */ (function () { + var TextureSystem = /** @class */ (function () { /** * @param renderer - The renderer this system works for. */ @@ -21226,7 +19456,7 @@ this.currentLocation = -1; this.managedTextures = []; this._unknownBoundTextures = false; - this.unknownTexture = new BaseTexture$1(); + this.unknownTexture = new BaseTexture(); this.hasIntegerTextures = false; } /** Sets up the renderer context and necessary buffers. */ @@ -21234,7 +19464,7 @@ var gl = this.gl = this.renderer.gl; this.CONTEXT_UID = this.renderer.CONTEXT_UID; this.webGLVersion = this.renderer.context.webGLVersion; - this.internalFormats = mapTypeAndFormatToInternalFormat$1(gl); + this.internalFormats = mapTypeAndFormatToInternalFormat(gl); var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); this.boundTextures.length = maxTextures; for (var i = 0; i < maxTextures; i++) { @@ -21242,11 +19472,11 @@ } // TODO move this.. to a nice make empty textures class.. this.emptyTextures = {}; - var emptyTexture2D = new GLTexture$1(gl.createTexture()); + var emptyTexture2D = new GLTexture(gl.createTexture()); gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4)); this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D; - this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture$1(gl.createTexture()); + this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(gl.createTexture()); gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture); for (var i = 0; i < 6; i++) { gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); @@ -21287,6 +19517,9 @@ } this.updateTexture(texture); } + else if (glTexture.dirtyStyleId !== texture.dirtyStyleId) { + this.updateTextureStyle(texture); + } this.boundTextures[location] = texture; } else { @@ -21348,7 +19581,7 @@ var tex = boundTextures[i]; if (tex) { var glTexture = tex._glTextures[CONTEXT_UID]; - if (glTexture.samplerType !== SAMPLER_TYPES$8.FLOAT) { + if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) { this.renderer.texture.unbind(tex); } } @@ -21360,7 +19593,7 @@ * @param texture - Texture to initialize */ TextureSystem.prototype.initTexture = function (texture) { - var glTexture = new GLTexture$1(this.gl.createTexture()); + var glTexture = new GLTexture(this.gl.createTexture()); // guarantee an update.. glTexture.dirtyId = -1; texture._glTextures[this.CONTEXT_UID] = glTexture; @@ -21371,7 +19604,7 @@ TextureSystem.prototype.initTextureType = function (texture, glTexture) { var _a, _b; glTexture.internalFormat = (_b = (_a = this.internalFormats[texture.type]) === null || _a === void 0 ? void 0 : _a[texture.format]) !== null && _b !== void 0 ? _b : texture.format; - if (this.webGLVersion === 2 && texture.type === TYPES$8.HALF_FLOAT) { + if (this.webGLVersion === 2 && texture.type === TYPES.HALF_FLOAT) { // TYPES.HALF_FLOAT is WebGL1 HALF_FLOAT_OES // we have to convert it to WebGL HALF_FLOAT glTexture.type = this.gl.HALF_FLOAT; @@ -21394,7 +19627,7 @@ this.initTextureType(texture, glTexture); if (texture.resource && texture.resource.upload(renderer, texture, glTexture)) { // texture is uploaded, dont do anything! - if (glTexture.samplerType !== SAMPLER_TYPES$8.FLOAT) { + if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) { this.hasIntegerTextures = true; } } @@ -21449,14 +19682,14 @@ if (!glTexture) { return; } - if ((texture.mipmap === MIPMAP_MODES$8.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo) { + if ((texture.mipmap === MIPMAP_MODES.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo) { glTexture.mipmap = false; } else { glTexture.mipmap = texture.mipmap >= 1; } if (this.webGLVersion !== 2 && !texture.isPowerOfTwo) { - glTexture.wrapMode = WRAP_MODES$8.CLAMP; + glTexture.wrapMode = WRAP_MODES.CLAMP; } else { glTexture.wrapMode = texture.wrapMode; @@ -21475,25 +19708,25 @@ */ TextureSystem.prototype.setStyle = function (texture, glTexture) { var gl = this.gl; - if (glTexture.mipmap && texture.mipmap !== MIPMAP_MODES$8.ON_MANUAL) { + if (glTexture.mipmap && texture.mipmap !== MIPMAP_MODES.ON_MANUAL) { gl.generateMipmap(texture.target); } gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode); gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode); if (glTexture.mipmap) { /* eslint-disable max-len */ - gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES$8.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST); + gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST); /* eslint-disable max-len */ var anisotropicExt = this.renderer.context.extensions.anisotropicFiltering; - if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === SCALE_MODES$8.LINEAR) { + if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === SCALE_MODES.LINEAR) { var level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT)); gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level); } } else { - gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES$8.LINEAR ? gl.LINEAR : gl.NEAREST); + gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST); } - gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === SCALE_MODES$8.LINEAR ? gl.LINEAR : gl.NEAREST); + gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST); }; TextureSystem.prototype.destroy = function () { this.renderer = null; @@ -21501,7 +19734,7 @@ return TextureSystem; }()); - var tempMatrix$3 = new Matrix$3(); + var tempMatrix = new Matrix(); /** * The AbstractRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer} * and {@link PIXI.Renderer} which can be used for rendering a PixiJS scene. @@ -21510,8 +19743,8 @@ * @extends PIXI.utils.EventEmitter * @memberof PIXI */ - var AbstractRenderer$1 = /** @class */ (function (_super) { - __extends$m(AbstractRenderer, _super); + var AbstractRenderer = /** @class */ (function (_super) { + __extends$i(AbstractRenderer, _super); /** * @param type - The renderer type. * @param [options] - The optional renderer parameters. @@ -21534,10 +19767,10 @@ * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque). */ function AbstractRenderer(type, options) { - if (type === void 0) { type = RENDERER_TYPE$8.UNKNOWN; } + if (type === void 0) { type = RENDERER_TYPE.UNKNOWN; } var _this = _super.call(this) || this; // Add the default render options - options = Object.assign({}, settings$1.RENDER_OPTIONS, options); + options = Object.assign({}, settings.RENDER_OPTIONS, options); /** * The supplied constructor options. * @member {object} @@ -21557,18 +19790,18 @@ * Its safe to use as filterArea or hitArea for the whole stage. * @member {PIXI.Rectangle} */ - _this.screen = new Rectangle$3(0, 0, options.width, options.height); + _this.screen = new Rectangle(0, 0, options.width, options.height); /** * The canvas element that everything is drawn to. * @member {HTMLCanvasElement} */ - _this.view = options.view || settings$1.ADAPTER.createCanvas(); + _this.view = options.view || settings.ADAPTER.createCanvas(); /** * The resolution / device pixel ratio of the renderer. * @member {number} * @default PIXI.settings.RESOLUTION */ - _this.resolution = options.resolution || settings$1.RESOLUTION; + _this.resolution = options.resolution || settings.RESOLUTION; /** * Pass-thru setting for the canvas' context `alpha` property. This is typically * not something you need to fiddle with. If you want transparency, use `backgroundAlpha`. @@ -21618,7 +19851,7 @@ _this.backgroundAlpha = options.backgroundAlpha; // @deprecated if (options.transparent !== undefined) { - deprecation$1('6.0.0', 'Option transparent is deprecated, please use backgroundAlpha instead.'); + deprecation('6.0.0', 'Option transparent is deprecated, please use backgroundAlpha instead.'); _this.useContextAlpha = options.transparent; _this.backgroundAlpha = options.transparent ? 0 : 1; } @@ -21705,23 +19938,23 @@ if (options === void 0) { options = {}; } // @deprecated parameters spread, use options instead if (typeof options === 'number') { - deprecation$1('6.1.0', 'generateTexture options (scaleMode, resolution, region) are now object options.'); + deprecation('6.1.0', 'generateTexture options (scaleMode, resolution, region) are now object options.'); options = { scaleMode: options, resolution: resolution, region: region }; } - var manualRegion = options.region, textureOptions = __rest$1(options, ["region"]); + var manualRegion = options.region, textureOptions = __rest(options, ["region"]); region = manualRegion || displayObject.getLocalBounds(null, true); // minimum texture size is 1x1, 0x0 will throw an error if (region.width === 0) { region.width = 1; } if (region.height === 0) { region.height = 1; } - var renderTexture = RenderTexture$1.create(__assign$1({ width: region.width, height: region.height }, textureOptions)); - tempMatrix$3.tx = -region.x; - tempMatrix$3.ty = -region.y; + var renderTexture = RenderTexture.create(__assign({ width: region.width, height: region.height }, textureOptions)); + tempMatrix.tx = -region.x; + tempMatrix.ty = -region.y; this.render(displayObject, { renderTexture: renderTexture, clear: false, - transform: tempMatrix$3, + transform: tempMatrix, skipUpdateTransform: !!displayObject.parent }); return renderTexture; @@ -21741,7 +19974,7 @@ var thisAny = this; // null-ing all objects, that's a tradition! thisAny.plugins = null; - thisAny.type = RENDERER_TYPE$8.UNKNOWN; + thisAny.type = RENDERER_TYPE.UNKNOWN; thisAny.view = null; thisAny.screen = null; thisAny._tempDisplayObjectParent = null; @@ -21783,7 +20016,7 @@ return AbstractRenderer; }(EventEmitter)); - var GLBuffer$1 = /** @class */ (function () { + var GLBuffer = /** @class */ (function () { function GLBuffer(buffer) { this.buffer = buffer || null; this.updateID = -1; @@ -21810,7 +20043,7 @@ * @class * @memberof PIXI */ - var BufferSystem$1 = /** @class */ (function () { + var BufferSystem = /** @class */ (function () { /** * @param {PIXI.Renderer} renderer - The renderer this System works for. */ @@ -21929,7 +20162,7 @@ */ BufferSystem.prototype.createGLBuffer = function (buffer) { var _a = this, CONTEXT_UID = _a.CONTEXT_UID, gl = _a.gl; - buffer._glBuffers[CONTEXT_UID] = new GLBuffer$1(gl.createBuffer()); + buffer._glBuffers[CONTEXT_UID] = new GLBuffer(gl.createBuffer()); this.managedBuffers[buffer.id] = buffer; buffer.disposeRunner.add(this); return buffer._glBuffers[CONTEXT_UID]; @@ -21969,8 +20202,8 @@ * The breadth of the API surface provided by the renderer is contained within these systems. * @memberof PIXI */ - var Renderer$1 = /** @class */ (function (_super) { - __extends$m(Renderer, _super); + var Renderer = /** @class */ (function (_super) { + __extends$i(Renderer, _super); /** * @param [options] - The optional renderer parameters. * @param {number} [options.width=800] - The width of the screen. @@ -21997,7 +20230,7 @@ * @param {object} [options.context] - If WebGL context already exists, all parameters must be taken from it. */ function Renderer(options) { - var _this = _super.call(this, RENDERER_TYPE$8.WEBGL, options) || this; + var _this = _super.call(this, RENDERER_TYPE.WEBGL, options) || this; // the options will have been modified here in the super constructor with pixi's default settings.. options = _this.options; _this.gl = null; @@ -22012,24 +20245,24 @@ resize: new Runner('resize'), }; _this.runners.contextChange.add(_this); - _this.globalUniforms = new UniformGroup$1({ - projectionMatrix: new Matrix$3(), + _this.globalUniforms = new UniformGroup({ + projectionMatrix: new Matrix(), }, true); - _this.addSystem(MaskSystem$1, 'mask') - .addSystem(ContextSystem$1, 'context') - .addSystem(StateSystem$1, 'state') - .addSystem(ShaderSystem$1, 'shader') - .addSystem(TextureSystem$1, 'texture') - .addSystem(BufferSystem$1, 'buffer') - .addSystem(GeometrySystem$1, 'geometry') - .addSystem(FramebufferSystem$1, 'framebuffer') - .addSystem(ScissorSystem$1, 'scissor') - .addSystem(StencilSystem$1, 'stencil') - .addSystem(ProjectionSystem$1, 'projection') - .addSystem(TextureGCSystem$1, 'textureGC') - .addSystem(FilterSystem$1, 'filter') - .addSystem(RenderTextureSystem$1, 'renderTexture') - .addSystem(BatchSystem$1, 'batch'); + _this.addSystem(MaskSystem, 'mask') + .addSystem(ContextSystem, 'context') + .addSystem(StateSystem, 'state') + .addSystem(ShaderSystem, 'shader') + .addSystem(TextureSystem, 'texture') + .addSystem(BufferSystem, 'buffer') + .addSystem(GeometrySystem, 'geometry') + .addSystem(FramebufferSystem, 'framebuffer') + .addSystem(ScissorSystem, 'scissor') + .addSystem(StencilSystem, 'stencil') + .addSystem(ProjectionSystem, 'projection') + .addSystem(TextureGCSystem, 'textureGC') + .addSystem(FilterSystem, 'filter') + .addSystem(RenderTextureSystem, 'renderTexture') + .addSystem(BatchSystem, 'batch'); _this.initPlugins(Renderer.__plugins); _this.multisample = undefined; /* @@ -22081,17 +20314,17 @@ samples = gl.getParameter(gl.SAMPLES); gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, framebuffer); } - if (samples >= MSAA_QUALITY$8.HIGH) { - this.multisample = MSAA_QUALITY$8.HIGH; + if (samples >= MSAA_QUALITY.HIGH) { + this.multisample = MSAA_QUALITY.HIGH; } - else if (samples >= MSAA_QUALITY$8.MEDIUM) { - this.multisample = MSAA_QUALITY$8.MEDIUM; + else if (samples >= MSAA_QUALITY.MEDIUM) { + this.multisample = MSAA_QUALITY.MEDIUM; } - else if (samples >= MSAA_QUALITY$8.LOW) { - this.multisample = MSAA_QUALITY$8.LOW; + else if (samples >= MSAA_QUALITY.LOW) { + this.multisample = MSAA_QUALITY.LOW; } else { - this.multisample = MSAA_QUALITY$8.NONE; + this.multisample = MSAA_QUALITY.NONE; } }; /** @@ -22136,8 +20369,8 @@ var transform; var skipUpdateTransform; if (options) { - if (options instanceof RenderTexture$1) { - deprecation$1('6.0.0', 'Renderer#render arguments changed, use options instead.'); + if (options instanceof RenderTexture) { + deprecation('6.0.0', 'Renderer#render arguments changed, use options instead.'); /* eslint-disable prefer-rest-params */ renderTexture = options; clear = arguments[2]; @@ -22243,7 +20476,7 @@ * @readonly */ get: function () { - deprecation$1('6.0.0', 'Renderer#extract has been deprecated, please use Renderer#plugins.extract instead.'); + deprecation('6.0.0', 'Renderer#extract has been deprecated, please use Renderer#plugins.extract instead.'); return this.plugins.extract; }, enumerable: false, @@ -22256,7 +20489,7 @@ * @param ctor - The constructor function or class for the plugin. */ Renderer.registerPlugin = function (pluginName, ctor) { - deprecation$1('6.5.0', 'Renderer.registerPlugin() has been deprecated, please use extensions.add() instead.'); + deprecation('6.5.0', 'Renderer.registerPlugin() has been deprecated, please use extensions.add() instead.'); extensions.add({ name: pluginName, type: ExtensionType.RendererPlugin, @@ -22278,9 +20511,9 @@ */ Renderer.__plugins = {}; return Renderer; - }(AbstractRenderer$1)); + }(AbstractRenderer)); // Handle registration of extensions - extensions.handleByMap(ExtensionType.RendererPlugin, Renderer$1.__plugins); + extensions.handleByMap(ExtensionType.RendererPlugin, Renderer.__plugins); /** * This helper function will automatically detect which renderer you should be using. @@ -22314,19 +20547,38 @@ * @returns {PIXI.Renderer|PIXI.CanvasRenderer} Returns WebGL renderer if available, otherwise CanvasRenderer */ function autoDetectRenderer(options) { - return Renderer$1.create(options); + return Renderer.create(options); } + var $defaultVertex = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}"; + + var $defaultFilterVertex = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n gl_Position = filterVertexPosition();\n vTextureCoord = filterTextureCoord();\n}\n"; + + /** + * Default vertex shader + * @memberof PIXI + * @member {string} defaultVertex + */ + /** + * Default filter vertex shader + * @memberof PIXI + * @member {string} defaultFilterVertex + */ + // NOTE: This black magic is so that @microsoft/api-extractor does not complain! This explicitly specifies the types + // of defaultVertex, defaultFilterVertex. + var defaultVertex$1 = $defaultVertex; + var defaultFilterVertex = $defaultFilterVertex; + /** * Used by the batcher to draw batches. * Each one of these contains all information required to draw a bound geometry. * @memberof PIXI */ - var BatchDrawCall$1 = /** @class */ (function () { + var BatchDrawCall = /** @class */ (function () { function BatchDrawCall() { this.texArray = null; this.blend = 0; - this.type = DRAW_MODES$8.TRIANGLES; + this.type = DRAW_MODES.TRIANGLES; this.start = 0; this.size = 0; this.data = null; @@ -22339,7 +20591,7 @@ * Holds list of textures and their respective locations. * @memberof PIXI */ - var BatchTextureArray$1 = /** @class */ (function () { + var BatchTextureArray = /** @class */ (function () { function BatchTextureArray() { this.elements = []; this.ids = []; @@ -22358,7 +20610,7 @@ * Flexible wrapper around `ArrayBuffer` that also provides typed array views on demand. * @memberof PIXI */ - var ViewableBuffer$1 = /** @class */ (function () { + var ViewableBuffer = /** @class */ (function () { function ViewableBuffer(sizeOrBuffer) { if (typeof sizeOrBuffer === 'number') { this.rawBinaryData = new ArrayBuffer(sizeOrBuffer); @@ -22475,8 +20727,8 @@ * reduce to the number of draw calls. * @memberof PIXI */ - var AbstractBatchRenderer$1 = /** @class */ (function (_super) { - __extends$m(AbstractBatchRenderer, _super); + var AbstractBatchRenderer = /** @class */ (function (_super) { + __extends$i(AbstractBatchRenderer, _super); /** * This will hook onto the renderer's `contextChange` * and `prerender` signals. @@ -22487,8 +20739,8 @@ _this.shaderGenerator = null; _this.geometryClass = null; _this.vertexSize = null; - _this.state = State$1.for2d(); - _this.size = settings$1.SPRITE_BATCH_SIZE * 4; + _this.state = State.for2d(); + _this.size = settings.SPRITE_BATCH_SIZE * 4; _this._vertexCount = 0; _this._indexCount = 0; _this._bufferedElements = []; @@ -22518,14 +20770,14 @@ */ AbstractBatchRenderer.prototype.contextChange = function () { var gl = this.renderer.gl; - if (settings$1.PREFER_ENV === ENV$8.WEBGL_LEGACY) { + if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) { this.MAX_TEXTURES = 1; } else { // step 1: first check max textures the GPU can handle. - this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), settings$1.SPRITE_MAX_TEXTURES); + this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), settings.SPRITE_MAX_TEXTURES); // step 2: check the maximum number of if statements the shader can have too.. - this.MAX_TEXTURES = checkMaxIfStatementsInShader$1(this.MAX_TEXTURES, gl); + this.MAX_TEXTURES = checkMaxIfStatementsInShader(this.MAX_TEXTURES, gl); } this._shader = this.shaderGenerator.generateShader(this.MAX_TEXTURES); // we use the second shader as the first one depending on your browser @@ -22544,10 +20796,10 @@ // max texture arrays var MAX_TA = Math.floor(MAX_SPRITES / this.MAX_TEXTURES) + 1; while (_drawCallPool.length < MAX_SPRITES) { - _drawCallPool.push(new BatchDrawCall$1()); + _drawCallPool.push(new BatchDrawCall()); } while (_textureArrayPool.length < MAX_TA) { - _textureArrayPool.push(new BatchTextureArray$1()); + _textureArrayPool.push(new BatchTextureArray()); } for (var i = 0; i < this.MAX_TEXTURES; i++) { this._tempBoundTextures[i] = null; @@ -22580,7 +20832,7 @@ var batch = this.renderer.batch; var boundTextures = this._tempBoundTextures; var touch = this.renderer.textureGC.count; - var TICK = ++BaseTexture$1._globalBatch; + var TICK = ++BaseTexture._globalBatch; var countTexArrays = 0; var texArray = textureArrays[0]; var start = 0; @@ -22612,7 +20864,7 @@ for (var i = 0; i < boundTextures.length; i++) { boundTextures[i] = null; } - BaseTexture$1._globalBatch = TICK; + BaseTexture._globalBatch = TICK; }; /** * Populating drawcalls for rendering @@ -22668,7 +20920,7 @@ }; AbstractBatchRenderer.prototype.updateGeometry = function () { var _a = this, packedGeometries = _a._packedGeometries, attributeBuffer = _a._attributeBuffer, indexBuffer = _a._indexBuffer; - if (!settings$1.CAN_UPLOAD_SAME_BUFFER) { /* Usually on iOS devices, where the browser doesn't + if (!settings.CAN_UPLOAD_SAME_BUFFER) { /* Usually on iOS devices, where the browser doesn't like uploads to the same buffer in a single frame. */ if (this._packedGeometryPoolSize <= this._flushId) { this._packedGeometryPoolSize++; @@ -22727,7 +20979,7 @@ this.renderer.state.set(this.state); this.renderer.texture.ensureSamplerType(this.MAX_TEXTURES); this.renderer.shader.bind(this._shader); - if (settings$1.CAN_UPLOAD_SAME_BUFFER) { + if (settings.CAN_UPLOAD_SAME_BUFFER) { // bind buffer #0, we don't need others this.renderer.geometry.bind(this._packedGeometries[this._flushId]); } @@ -22770,7 +21022,7 @@ } var buffer = this._aBuffers[roundedSize]; if (!buffer) { - this._aBuffers[roundedSize] = buffer = new ViewableBuffer$1(roundedSize * this.vertexSize * 4); + this._aBuffers[roundedSize] = buffer = new ViewableBuffer(roundedSize * this.vertexSize * 4); } return buffer; }; @@ -22851,13 +21103,13 @@ */ AbstractBatchRenderer._textureArrayPool = []; return AbstractBatchRenderer; - }(ObjectRenderer$1)); + }(ObjectRenderer)); /** * Helper that generates batching multi-texture shader. Use it with your new BatchRenderer * @memberof PIXI */ - var BatchShaderGenerator$1 = /** @class */ (function () { + var BatchShaderGenerator = /** @class */ (function () { /** * @param vertexSrc - Vertex shader * @param fragTemplate - Fragment shader template @@ -22880,18 +21132,18 @@ for (var i = 0; i < maxTextures; i++) { sampleValues[i] = i; } - this.defaultGroupCache[maxTextures] = UniformGroup$1.from({ uSamplers: sampleValues }, true); + this.defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true); var fragmentSrc = this.fragTemplate; fragmentSrc = fragmentSrc.replace(/%count%/gi, "" + maxTextures); fragmentSrc = fragmentSrc.replace(/%forloop%/gi, this.generateSampleSrc(maxTextures)); - this.programCache[maxTextures] = new Program$1(this.vertexSrc, fragmentSrc); + this.programCache[maxTextures] = new Program(this.vertexSrc, fragmentSrc); } var uniforms = { tint: new Float32Array([1, 1, 1, 1]), - translationMatrix: new Matrix$3(), + translationMatrix: new Matrix(), default: this.defaultGroupCache[maxTextures], }; - return new Shader$1(this.programCache[maxTextures], uniforms); + return new Shader(this.programCache[maxTextures], uniforms); }; BatchShaderGenerator.prototype.generateSampleSrc = function (maxTextures) { var src = ''; @@ -22919,8 +21171,8 @@ * Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects). * @memberof PIXI */ - var BatchGeometry$1 = /** @class */ (function (_super) { - __extends$m(BatchGeometry, _super); + var BatchGeometry = /** @class */ (function (_super) { + __extends$i(BatchGeometry, _super); /** * @param {boolean} [_static=false] - Optimization flag, where `false` * is updated every frame, `true` doesn't change frame-to-frame. @@ -22928,24 +21180,24 @@ function BatchGeometry(_static) { if (_static === void 0) { _static = false; } var _this = _super.call(this) || this; - _this._buffer = new Buffer$1(null, _static, false); - _this._indexBuffer = new Buffer$1(null, _static, true); - _this.addAttribute('aVertexPosition', _this._buffer, 2, false, TYPES$8.FLOAT) - .addAttribute('aTextureCoord', _this._buffer, 2, false, TYPES$8.FLOAT) - .addAttribute('aColor', _this._buffer, 4, true, TYPES$8.UNSIGNED_BYTE) - .addAttribute('aTextureId', _this._buffer, 1, true, TYPES$8.FLOAT) + _this._buffer = new Buffer(null, _static, false); + _this._indexBuffer = new Buffer(null, _static, true); + _this.addAttribute('aVertexPosition', _this._buffer, 2, false, TYPES.FLOAT) + .addAttribute('aTextureCoord', _this._buffer, 2, false, TYPES.FLOAT) + .addAttribute('aColor', _this._buffer, 4, true, TYPES.UNSIGNED_BYTE) + .addAttribute('aTextureId', _this._buffer, 1, true, TYPES.FLOAT) .addIndex(_this._indexBuffer); return _this; } return BatchGeometry; - }(Geometry$1)); + }(Geometry)); - var defaultVertex$4 = "precision highp float;\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\nattribute float aTextureId;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform vec4 tint;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vTextureId = aTextureId;\n vColor = aColor * tint;\n}\n"; + var defaultVertex = "precision highp float;\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\nattribute float aTextureId;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform vec4 tint;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vTextureId = aTextureId;\n vColor = aColor * tint;\n}\n"; - var defaultFragment$3 = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\nuniform sampler2D uSamplers[%count%];\n\nvoid main(void){\n vec4 color;\n %forloop%\n gl_FragColor = color * vColor;\n}\n"; + var defaultFragment = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\nuniform sampler2D uSamplers[%count%];\n\nvoid main(void){\n vec4 color;\n %forloop%\n gl_FragColor = color * vColor;\n}\n"; /** @memberof PIXI */ - var BatchPluginFactory$1 = /** @class */ (function () { + var BatchPluginFactory = /** @class */ (function () { function BatchPluginFactory() { } /** @@ -22981,22 +21233,22 @@ */ BatchPluginFactory.create = function (options) { var _a = Object.assign({ - vertex: defaultVertex$4, - fragment: defaultFragment$3, - geometryClass: BatchGeometry$1, + vertex: defaultVertex, + fragment: defaultFragment, + geometryClass: BatchGeometry, vertexSize: 6, }, options), vertex = _a.vertex, fragment = _a.fragment, vertexSize = _a.vertexSize, geometryClass = _a.geometryClass; return /** @class */ (function (_super) { - __extends$m(BatchPlugin, _super); + __extends$i(BatchPlugin, _super); function BatchPlugin(renderer) { var _this = _super.call(this, renderer) || this; - _this.shaderGenerator = new BatchShaderGenerator$1(vertex, fragment); + _this.shaderGenerator = new BatchShaderGenerator(vertex, fragment); _this.geometryClass = geometryClass; _this.vertexSize = vertexSize; return _this; } return BatchPlugin; - }(AbstractBatchRenderer$1)); + }(AbstractBatchRenderer)); }; Object.defineProperty(BatchPluginFactory, "defaultVertexSrc", { /** @@ -23004,7 +21256,7 @@ * @readonly */ get: function () { - return defaultVertex$4; + return defaultVertex; }, enumerable: false, configurable: true @@ -23015,7 +21267,7 @@ * @readonly */ get: function () { - return defaultFragment$3; + return defaultFragment; }, enumerable: false, configurable: true @@ -23024,8 +21276,8 @@ }()); // Setup the default BatchRenderer plugin, this is what // we'll actually export at the root level - var BatchRenderer$1 = BatchPluginFactory$1.create(); - Object.assign(BatchRenderer$1, { + var BatchRenderer = BatchPluginFactory.create(); + Object.assign(BatchRenderer, { extension: { name: 'batch', type: ExtensionType.RendererPlugin, @@ -23033,8 +21285,8 @@ }); /*! - * @pixi/accessibility - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/accessibility - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * * @pixi/accessibility is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -23123,7 +21375,7 @@ }; // add some extra variables to the container.. - DisplayObject$3.mixin(accessibleTarget); + DisplayObject.mixin(accessibleTarget); var KEY_CODE_TAB = 9; var DIV_TOUCH_SIZE = 100; var DIV_TOUCH_POS_X = 0; @@ -23166,7 +21418,7 @@ /** The frequency to update the div elements. */ this.androidUpdateFrequency = 500; // 2fps this._hookDiv = null; - if (isMobile$2.tablet || isMobile$2.phone) { + if (isMobile.tablet || isMobile.phone) { this.createTouchHook(); } // first we create a div that will sit over the PixiJS element. This is where the div overlays will go. @@ -23316,7 +21568,7 @@ * so I am just running update every half a second, seems to fix it. */ var now = performance.now(); - if (isMobile$2.android.device && now < this.androidUpdateCount) { + if (isMobile.android.device && now < this.androidUpdateCount) { return; } this.androidUpdateCount = now + this.androidUpdateFrequency; @@ -23558,40152 +21810,12080 @@ }()); /*! - * @pixi/math - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/interaction - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/math is licensed under the MIT License. + * @pixi/interaction is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ - /** - * Two Pi. - * @static - * @member {number} - * @memberof PIXI - */ - var PI_2$2 = Math.PI * 2; - /** - * Conversion factor for converting radians to degrees. - * @static - * @member {number} RAD_TO_DEG - * @memberof PIXI - */ - var RAD_TO_DEG$2 = 180 / Math.PI; - /** - * Conversion factor for converting degrees to radians. - * @static - * @member {number} - * @memberof PIXI - */ - var DEG_TO_RAD$2 = Math.PI / 180; - /** - * Constants that identify shapes, mainly to prevent `instanceof` calls. - * @static - * @memberof PIXI - * @enum {number} - * @property {number} POLY Polygon - * @property {number} RECT Rectangle - * @property {number} CIRC Circle - * @property {number} ELIP Ellipse - * @property {number} RREC Rounded Rectangle - */ - var SHAPES$2; - (function (SHAPES) { - SHAPES[SHAPES["POLY"] = 0] = "POLY"; - SHAPES[SHAPES["RECT"] = 1] = "RECT"; - SHAPES[SHAPES["CIRC"] = 2] = "CIRC"; - SHAPES[SHAPES["ELIP"] = 3] = "ELIP"; - SHAPES[SHAPES["RREC"] = 4] = "RREC"; - })(SHAPES$2 || (SHAPES$2 = {})); /** - * The Point object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis - * @class + * Holds all information related to an Interaction event * @memberof PIXI - * @implements {IPoint} */ - var Point$2 = /** @class */ (function () { - /** - * Creates a new `Point` - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis - */ - function Point(x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - /** Position of the point on the x axis */ - this.x = 0; - /** Position of the point on the y axis */ - this.y = 0; - this.x = x; - this.y = y; + var InteractionData = /** @class */ (function () { + function InteractionData() { + /** + * Pressure applied by the pointing device during the event. A Touch's force property + * will be represented by this value. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pressure + */ + this.pressure = 0; + /** + * From TouchEvents (not PointerEvents triggered by touches), the rotationAngle of the Touch. + * @see https://developer.mozilla.org/en-US/docs/Web/API/Touch/rotationAngle + */ + this.rotationAngle = 0; + /** + * Twist of a stylus pointer. + * @see https://w3c.github.io/pointerevents/#pointerevent-interface + */ + this.twist = 0; + /** + * Barrel pressure on a stylus pointer. + * @see https://w3c.github.io/pointerevents/#pointerevent-interface + */ + this.tangentialPressure = 0; + this.global = new Point(); + this.target = null; + this.originalEvent = null; + this.identifier = null; + this.isPrimary = false; + this.button = 0; + this.buttons = 0; + this.width = 0; + this.height = 0; + this.tiltX = 0; + this.tiltY = 0; + this.pointerType = null; + this.pressure = 0; + this.rotationAngle = 0; + this.twist = 0; + this.tangentialPressure = 0; } + Object.defineProperty(InteractionData.prototype, "pointerId", { + /** + * The unique identifier of the pointer. It will be the same as `identifier`. + * @readonly + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerId + */ + get: function () { + return this.identifier; + }, + enumerable: false, + configurable: true + }); /** - * Creates a clone of this point - * @returns A clone of this point - */ - Point.prototype.clone = function () { - return new Point(this.x, this.y); - }; - /** - * Copies `x` and `y` from the given point into this point - * @param p - The point to copy from - * @returns The point instance itself - */ - Point.prototype.copyFrom = function (p) { - this.set(p.x, p.y); - return this; - }; - /** - * Copies this point's x and y into the given point (`p`). - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated - */ - Point.prototype.copyTo = function (p) { - p.set(this.x, this.y); - return p; - }; - /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal + * This will return the local coordinates of the specified displayObject for this InteractionData + * @param displayObject - The DisplayObject that you would like the local + * coords off + * @param point - A Point object in which to store the value, optional (otherwise + * will create a new point) + * @param globalPos - A Point object containing your custom global coords, optional + * (otherwise will use the current global coords) + * @returns - A point containing the coordinates of the InteractionData position relative + * to the DisplayObject */ - Point.prototype.equals = function (p) { - return (p.x === this.x) && (p.y === this.y); + InteractionData.prototype.getLocalPosition = function (displayObject, point, globalPos) { + return displayObject.worldTransform.applyInverse(globalPos || this.global, point); }; /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the `x` axis - * @param {number} [y=x] - position of the point on the `y` axis - * @returns The point instance itself + * Copies properties from normalized event data. + * @param {Touch|MouseEvent|PointerEvent} event - The normalized event data */ - Point.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - this.x = x; - this.y = y; - return this; + InteractionData.prototype.copyEvent = function (event) { + // isPrimary should only change on touchstart/pointerdown, so we don't want to overwrite + // it with "false" on later events when our shim for it on touch events might not be + // accurate + if ('isPrimary' in event && event.isPrimary) { + this.isPrimary = true; + } + this.button = 'button' in event && event.button; + // event.buttons is not available in all browsers (ie. Safari), but it does have a non-standard + // event.which property instead, which conveys the same information. + var buttons = 'buttons' in event && event.buttons; + this.buttons = Number.isInteger(buttons) ? buttons : 'which' in event && event.which; + this.width = 'width' in event && event.width; + this.height = 'height' in event && event.height; + this.tiltX = 'tiltX' in event && event.tiltX; + this.tiltY = 'tiltY' in event && event.tiltY; + this.pointerType = 'pointerType' in event && event.pointerType; + this.pressure = 'pressure' in event && event.pressure; + this.rotationAngle = 'rotationAngle' in event && event.rotationAngle; + this.twist = ('twist' in event && event.twist) || 0; + this.tangentialPressure = ('tangentialPressure' in event && event.tangentialPressure) || 0; }; - Point.prototype.toString = function () { - return "[@pixi/math:Point x=" + this.x + " y=" + this.y + "]"; + /** Resets the data for pooling. */ + InteractionData.prototype.reset = function () { + // isPrimary is the only property that we really need to reset - everything else is + // guaranteed to be overwritten + this.isPrimary = false; }; - return Point; + return InteractionData; }()); - var tempPoints$3 = [new Point$2(), new Point$2(), new Point$2(), new Point$2()]; + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$h = function(d, b) { + extendStatics$h = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$h(d, b); + }; + + function __extends$h(d, b) { + extendStatics$h(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + /** - * Size object, contains width and height + * Event class that mimics native DOM events. * @memberof PIXI - * @typedef {object} ISize - * @property {number} width - Width component - * @property {number} height - Height component */ + var InteractionEvent = /** @class */ (function () { + function InteractionEvent() { + this.stopped = false; + this.stopsPropagatingAt = null; + this.stopPropagationHint = false; + this.target = null; + this.currentTarget = null; + this.type = null; + this.data = null; + } + /** Prevents event from reaching any objects other than the current object. */ + InteractionEvent.prototype.stopPropagation = function () { + this.stopped = true; + this.stopPropagationHint = true; + this.stopsPropagatingAt = this.currentTarget; + }; + /** Resets the event. */ + InteractionEvent.prototype.reset = function () { + this.stopped = false; + this.stopsPropagatingAt = null; + this.stopPropagationHint = false; + this.currentTarget = null; + this.target = null; + }; + return InteractionEvent; + }()); + /** - * Rectangle object is an area defined by its position, as indicated by its top-left corner - * point (x, y) and by its width and its height. + * DisplayObjects with the {@link PIXI.interactiveTarget} mixin use this class to track interactions + * @class + * @private * @memberof PIXI */ - var Rectangle$2 = /** @class */ (function () { + var InteractionTrackingData = /** @class */ (function () { /** - * @param x - The X coordinate of the upper-left corner of the rectangle - * @param y - The Y coordinate of the upper-left corner of the rectangle - * @param width - The overall width of the rectangle - * @param height - The overall height of the rectangle + * @param {number} pointerId - Unique pointer id of the event + * @private */ - function Rectangle(x, y, width, height) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - this.x = Number(x); - this.y = Number(y); - this.width = Number(width); - this.height = Number(height); - this.type = SHAPES$2.RECT; + function InteractionTrackingData(pointerId) { + this._pointerId = pointerId; + this._flags = InteractionTrackingData.FLAGS.NONE; } - Object.defineProperty(Rectangle.prototype, "left", { - /** Returns the left edge of the rectangle. */ + /** + * + * @private + * @param {number} flag - The interaction flag to set + * @param {boolean} yn - Should the flag be set or unset + */ + InteractionTrackingData.prototype._doSet = function (flag, yn) { + if (yn) { + this._flags = this._flags | flag; + } + else { + this._flags = this._flags & (~flag); + } + }; + Object.defineProperty(InteractionTrackingData.prototype, "pointerId", { + /** + * Unique pointer id of the event + * @readonly + * @private + * @member {number} + */ get: function () { - return this.x; + return this._pointerId; }, enumerable: false, configurable: true }); - Object.defineProperty(Rectangle.prototype, "right", { - /** Returns the right edge of the rectangle. */ + Object.defineProperty(InteractionTrackingData.prototype, "flags", { + /** + * State of the tracking data, expressed as bit flags + * @private + * @member {number} + */ get: function () { - return this.x + this.width; + return this._flags; + }, + set: function (flags) { + this._flags = flags; }, enumerable: false, configurable: true }); - Object.defineProperty(Rectangle.prototype, "top", { - /** Returns the top edge of the rectangle. */ + Object.defineProperty(InteractionTrackingData.prototype, "none", { + /** + * Is the tracked event inactive (not over or down)? + * @private + * @member {number} + */ get: function () { - return this.y; + return this._flags === InteractionTrackingData.FLAGS.NONE; }, enumerable: false, configurable: true }); - Object.defineProperty(Rectangle.prototype, "bottom", { - /** Returns the bottom edge of the rectangle. */ + Object.defineProperty(InteractionTrackingData.prototype, "over", { + /** + * Is the tracked event over the DisplayObject? + * @private + * @member {boolean} + */ get: function () { - return this.y + this.height; + return (this._flags & InteractionTrackingData.FLAGS.OVER) !== 0; + }, + set: function (yn) { + this._doSet(InteractionTrackingData.FLAGS.OVER, yn); }, enumerable: false, configurable: true }); - Object.defineProperty(Rectangle, "EMPTY", { - /** A constant empty rectangle. */ + Object.defineProperty(InteractionTrackingData.prototype, "rightDown", { + /** + * Did the right mouse button come down in the DisplayObject? + * @private + * @member {boolean} + */ get: function () { - return new Rectangle(0, 0, 0, 0); + return (this._flags & InteractionTrackingData.FLAGS.RIGHT_DOWN) !== 0; + }, + set: function (yn) { + this._doSet(InteractionTrackingData.FLAGS.RIGHT_DOWN, yn); }, enumerable: false, configurable: true }); + Object.defineProperty(InteractionTrackingData.prototype, "leftDown", { + /** + * Did the left mouse button come down in the DisplayObject? + * @private + * @member {boolean} + */ + get: function () { + return (this._flags & InteractionTrackingData.FLAGS.LEFT_DOWN) !== 0; + }, + set: function (yn) { + this._doSet(InteractionTrackingData.FLAGS.LEFT_DOWN, yn); + }, + enumerable: false, + configurable: true + }); + InteractionTrackingData.FLAGS = Object.freeze({ + NONE: 0, + OVER: 1 << 0, + LEFT_DOWN: 1 << 1, + RIGHT_DOWN: 1 << 2, + }); + return InteractionTrackingData; + }()); + + /** + * Strategy how to search through stage tree for interactive objects + * @memberof PIXI + */ + var TreeSearch = /** @class */ (function () { + function TreeSearch() { + this._tempPoint = new Point(); + } /** - * Creates a clone of this Rectangle - * @returns a copy of the rectangle - */ - Rectangle.prototype.clone = function () { - return new Rectangle(this.x, this.y, this.width, this.height); - }; - /** - * Copies another rectangle to this one. - * @param rectangle - The rectangle to copy from. - * @returns Returns itself. - */ - Rectangle.prototype.copyFrom = function (rectangle) { - this.x = rectangle.x; - this.y = rectangle.y; - this.width = rectangle.width; - this.height = rectangle.height; - return this; - }; - /** - * Copies this rectangle to another one. - * @param rectangle - The rectangle to copy to. - * @returns Returns given parameter. - */ - Rectangle.prototype.copyTo = function (rectangle) { - rectangle.x = this.x; - rectangle.y = this.y; - rectangle.width = this.width; - rectangle.height = this.height; - return rectangle; - }; - /** - * Checks whether the x and y coordinates given are contained within this Rectangle - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coordinates are within this Rectangle + * Recursive implementation for findHit + * @private + * @param interactionEvent - event containing the point that + * is tested for collision + * @param displayObject - the displayObject + * that will be hit test (recursively crawls its children) + * @param func - the function that will be called on each interactive object. The + * interactionEvent, displayObject and hit will be passed to the function + * @param hitTest - this indicates if the objects inside should be hit test against the point + * @param interactive - Whether the displayObject is interactive + * @returns - Returns true if the displayObject hit the point */ - Rectangle.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { + TreeSearch.prototype.recursiveFindHit = function (interactionEvent, displayObject, func, hitTest, interactive) { + var _a; + if (!displayObject || !displayObject.visible) { return false; } - if (x >= this.x && x < this.x + this.width) { - if (y >= this.y && y < this.y + this.height) { - return true; - } - } - return false; - }; - /** - * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object. - * Returns true only if the area of the intersection is >0, this means that Rectangles - * sharing a side are not overlapping. Another side effect is that an arealess rectangle - * (width or height equal to zero) can't intersect any other rectangle. - * @param {Rectangle} other - The Rectangle to intersect with `this`. - * @param {Matrix} transform - The transformation matrix of `other`. - * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`. - */ - Rectangle.prototype.intersects = function (other, transform) { - if (!transform) { - var x0_1 = this.x < other.x ? other.x : this.x; - var x1_1 = this.right > other.right ? other.right : this.right; - if (x1_1 <= x0_1) { - return false; - } - var y0_1 = this.y < other.y ? other.y : this.y; - var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom; - return y1_1 > y0_1; - } - var x0 = this.left; - var x1 = this.right; - var y0 = this.top; - var y1 = this.bottom; - if (x1 <= x0 || y1 <= y0) { - return false; - } - var lt = tempPoints$3[0].set(other.left, other.top); - var lb = tempPoints$3[1].set(other.left, other.bottom); - var rt = tempPoints$3[2].set(other.right, other.top); - var rb = tempPoints$3[3].set(other.right, other.bottom); - if (rt.x <= lt.x || lb.y <= lt.y) { - return false; - } - var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c)); - if (s === 0) { - return false; + var point = interactionEvent.data.global; + // Took a little while to rework this function correctly! But now it is done and nice and optimized! ^_^ + // + // This function will now loop through all objects and then only hit test the objects it HAS + // to, not all of them. MUCH faster.. + // An object will be hit test if the following is true: + // + // 1: It is interactive. + // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit. + // + // As another little optimization once an interactive object has been hit we can carry on + // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests + // A final optimization is that an object is not hit test directly if a child has already been hit. + interactive = displayObject.interactive || interactive; + var hit = false; + var interactiveParent = interactive; + // Flag here can set to false if the event is outside the parents hitArea or mask + var hitTestChildren = true; + // If there is a hitArea, no need to test against anything else if the pointer is not within the hitArea + // There is also no longer a need to hitTest children. + if (displayObject.hitArea) { + if (hitTest) { + displayObject.worldTransform.applyInverse(point, this._tempPoint); + if (!displayObject.hitArea.contains(this._tempPoint.x, this._tempPoint.y)) { + hitTest = false; + hitTestChildren = false; + } + else { + hit = true; + } + } + interactiveParent = false; } - transform.apply(lt, lt); - transform.apply(lb, lb); - transform.apply(rt, rt); - transform.apply(rb, rb); - if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0 - || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1 - || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0 - || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) { - return false; + // If there is a mask, no need to hitTest against anything else if the pointer is not within the mask. + // We still want to hitTestChildren, however, to ensure a mouseout can still be generated. + // https://github.com/pixijs/pixi.js/issues/5135 + else if (displayObject._mask) { + if (hitTest) { + var maskObject = (displayObject._mask.isMaskData + ? displayObject._mask.maskObject : displayObject._mask); + if (maskObject && !((_a = maskObject.containsPoint) === null || _a === void 0 ? void 0 : _a.call(maskObject, point))) { + hitTest = false; + } + } } - var nx = s * (lb.y - lt.y); - var ny = s * (lt.x - lb.x); - var n00 = (nx * x0) + (ny * y0); - var n10 = (nx * x1) + (ny * y0); - var n01 = (nx * x0) + (ny * y1); - var n11 = (nx * x1) + (ny * y1); - if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y) - || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) { - return false; + // ** FREE TIP **! If an object is not interactive or has no buttons in it + // (such as a game scene!) set interactiveChildren to false for that displayObject. + // This will allow PixiJS to completely ignore and bypass checking the displayObjects children. + if (hitTestChildren && displayObject.interactiveChildren && displayObject.children) { + var children = displayObject.children; + for (var i = children.length - 1; i >= 0; i--) { + var child = children[i]; + // time to get recursive.. if this function will return if something is hit.. + var childHit = this.recursiveFindHit(interactionEvent, child, func, hitTest, interactiveParent); + if (childHit) { + // its a good idea to check if a child has lost its parent. + // this means it has been removed whilst looping so its best + if (!child.parent) { + continue; + } + // we no longer need to hit test any more objects in this container as we we + // now know the parent has been hit + interactiveParent = false; + // If the child is interactive , that means that the object hit was actually + // interactive and not just the child of an interactive object. + // This means we no longer need to hit test anything else. We still need to run + // through all objects, but we don't need to perform any hit tests. + if (childHit) { + if (interactionEvent.target) { + hitTest = false; + } + hit = true; + } + } + } } - var mx = s * (lt.y - rt.y); - var my = s * (rt.x - lt.x); - var m00 = (mx * x0) + (my * y0); - var m10 = (mx * x1) + (my * y0); - var m01 = (mx * x0) + (my * y1); - var m11 = (mx * x1) + (my * y1); - if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y) - || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) { - return false; + // no point running this if the item is not interactive or does not have an interactive parent. + if (interactive) { + // if we are hit testing (as in we have no hit any objects yet) + // We also don't need to worry about hit testing if once of the displayObjects children + // has already been hit - but only if it was interactive, otherwise we need to keep + // looking for an interactive child, just in case we hit one + if (hitTest && !interactionEvent.target) { + // already tested against hitArea if it is defined + if (!displayObject.hitArea && displayObject.containsPoint) { + if (displayObject.containsPoint(point)) { + hit = true; + } + } + } + if (displayObject.interactive) { + if (hit && !interactionEvent.target) { + interactionEvent.target = displayObject; + } + if (func) { + func(interactionEvent, displayObject, !!hit); + } + } } - return true; - }; - /** - * Pads the rectangle making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. - * @returns Returns itself. - */ - Rectangle.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - this.x -= paddingX; - this.y -= paddingY; - this.width += paddingX * 2; - this.height += paddingY * 2; - return this; - }; - /** - * Fits this rectangle around the passed one. - * @param rectangle - The rectangle to fit. - * @returns Returns itself. - */ - Rectangle.prototype.fit = function (rectangle) { - var x1 = Math.max(this.x, rectangle.x); - var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.max(this.y, rectangle.y); - var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = Math.max(x2 - x1, 0); - this.y = y1; - this.height = Math.max(y2 - y1, 0); - return this; - }; - /** - * Enlarges rectangle that way its corners lie on grid - * @param resolution - resolution - * @param eps - precision - * @returns Returns itself. - */ - Rectangle.prototype.ceil = function (resolution, eps) { - if (resolution === void 0) { resolution = 1; } - if (eps === void 0) { eps = 0.001; } - var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution; - var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution; - this.x = Math.floor((this.x + eps) * resolution) / resolution; - this.y = Math.floor((this.y + eps) * resolution) / resolution; - this.width = x2 - this.x; - this.height = y2 - this.y; - return this; + return hit; }; /** - * Enlarges this rectangle to include the passed rectangle. - * @param rectangle - The rectangle to include. - * @returns Returns itself. + * This function is provides a neat way of crawling through the scene graph and running a + * specified function on all interactive objects it finds. It will also take care of hit + * testing the interactive objects and passes the hit across in the function. + * @private + * @param interactionEvent - event containing the point that + * is tested for collision + * @param displayObject - the displayObject + * that will be hit test (recursively crawls its children) + * @param func - the function that will be called on each interactive object. The + * interactionEvent, displayObject and hit will be passed to the function + * @param hitTest - this indicates if the objects inside should be hit test against the point + * @returns - Returns true if the displayObject hit the point */ - Rectangle.prototype.enlarge = function (rectangle) { - var x1 = Math.min(this.x, rectangle.x); - var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.min(this.y, rectangle.y); - var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = x2 - x1; - this.y = y1; - this.height = y2 - y1; - return this; - }; - Rectangle.prototype.toString = function () { - return "[@pixi/math:Rectangle x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; + TreeSearch.prototype.findHit = function (interactionEvent, displayObject, func, hitTest) { + this.recursiveFindHit(interactionEvent, displayObject, func, hitTest, false); }; - return Rectangle; + return TreeSearch; }()); /** - * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects. + * Interface for classes that represent a hit area. + * + * It is implemented by the following classes: + * - {@link PIXI.Circle} + * - {@link PIXI.Ellipse} + * - {@link PIXI.Polygon} + * - {@link PIXI.RoundedRectangle} + * @interface IHitArea * @memberof PIXI */ - var Circle = /** @class */ (function () { - /** - * @param x - The X coordinate of the center of this circle - * @param y - The Y coordinate of the center of this circle - * @param radius - The radius of the circle - */ - function Circle(x, y, radius) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (radius === void 0) { radius = 0; } - this.x = x; - this.y = y; - this.radius = radius; - this.type = SHAPES$2.CIRC; - } - /** - * Creates a clone of this Circle instance - * @returns A copy of the Circle - */ - Circle.prototype.clone = function () { - return new Circle(this.x, this.y, this.radius); - }; - /** - * Checks whether the x and y coordinates given are contained within this circle - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coordinates are within this Circle - */ - Circle.prototype.contains = function (x, y) { - if (this.radius <= 0) { - return false; - } - var r2 = this.radius * this.radius; - var dx = (this.x - x); - var dy = (this.y - y); - dx *= dx; - dy *= dy; - return (dx + dy <= r2); - }; - /** - * Returns the framing rectangle of the circle as a Rectangle object - * @returns The framing rectangle - */ - Circle.prototype.getBounds = function () { - return new Rectangle$2(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2); - }; - Circle.prototype.toString = function () { - return "[@pixi/math:Circle x=" + this.x + " y=" + this.y + " radius=" + this.radius + "]"; - }; - return Circle; - }()); - /** - * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects. - * @memberof PIXI + * Checks whether the x and y coordinates given are contained within this area + * @method + * @name contains + * @memberof PIXI.IHitArea# + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @returns {boolean} Whether the x/y coordinates are within this area */ - var Ellipse = /** @class */ (function () { - /** - * @param x - The X coordinate of the center of this ellipse - * @param y - The Y coordinate of the center of this ellipse - * @param halfWidth - The half width of this ellipse - * @param halfHeight - The half height of this ellipse - */ - function Ellipse(x, y, halfWidth, halfHeight) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (halfWidth === void 0) { halfWidth = 0; } - if (halfHeight === void 0) { halfHeight = 0; } - this.x = x; - this.y = y; - this.width = halfWidth; - this.height = halfHeight; - this.type = SHAPES$2.ELIP; - } - /** - * Creates a clone of this Ellipse instance - * @returns {PIXI.Ellipse} A copy of the ellipse - */ - Ellipse.prototype.clone = function () { - return new Ellipse(this.x, this.y, this.width, this.height); - }; - /** - * Checks whether the x and y coordinates given are contained within this ellipse - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coords are within this ellipse - */ - Ellipse.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { - return false; - } - // normalize the coords to an ellipse with center 0,0 - var normx = ((x - this.x) / this.width); - var normy = ((y - this.y) / this.height); - normx *= normx; - normy *= normy; - return (normx + normy <= 1); - }; - /** - * Returns the framing rectangle of the ellipse as a Rectangle object - * @returns The framing rectangle - */ - Ellipse.prototype.getBounds = function () { - return new Rectangle$2(this.x - this.width, this.y - this.height, this.width, this.height); - }; - Ellipse.prototype.toString = function () { - return "[@pixi/math:Ellipse x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; - }; - return Ellipse; - }()); - /** - * A class to define a shape via user defined coordinates. + * Default property values of interactive objects + * Used by {@link PIXI.InteractionManager} to automatically give all DisplayObjects these properties + * @private + * @name interactiveTarget + * @type {object} * @memberof PIXI + * @example + * function MyObject() {} + * + * Object.assign( + * DisplayObject.prototype, + * PIXI.interactiveTarget + * ); */ - var Polygon = /** @class */ (function () { + var interactiveTarget = { + interactive: false, + interactiveChildren: true, + hitArea: null, /** - * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points - * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or - * the arguments passed can be all the points of the polygon e.g. - * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat - * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers. + * If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive + * Setting this changes the 'cursor' property to `'pointer'`. + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.buttonMode = true; + * @member {boolean} + * @memberof PIXI.DisplayObject# */ - function Polygon() { - var arguments$1 = arguments; - - var points = []; - for (var _i = 0; _i < arguments.length; _i++) { - points[_i] = arguments$1[_i]; + get buttonMode() { + return this.cursor === 'pointer'; + }, + set buttonMode(value) { + if (value) { + this.cursor = 'pointer'; } - var flat = Array.isArray(points[0]) ? points[0] : points; - // if this is an array of points, convert it to a flat array of numbers - if (typeof flat[0] !== 'number') { - var p = []; - for (var i = 0, il = flat.length; i < il; i++) { - p.push(flat[i].x, flat[i].y); - } - flat = p; + else if (this.cursor === 'pointer') { + this.cursor = null; } - this.points = flat; - this.type = SHAPES$2.POLY; - this.closeStroke = true; - } + }, /** - * Creates a clone of this polygon. - * @returns - A copy of the polygon. + * This defines what cursor mode is used when the mouse cursor + * is hovered over the displayObject. + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.cursor = 'wait'; + * @see https://developer.mozilla.org/en/docs/Web/CSS/cursor + * @member {string} + * @memberof PIXI.DisplayObject# */ - Polygon.prototype.clone = function () { - var points = this.points.slice(); - var polygon = new Polygon(points); - polygon.closeStroke = this.closeStroke; - return polygon; - }; + cursor: null, /** - * Checks whether the x and y coordinates passed to this function are contained within this polygon. - * @param x - The X coordinate of the point to test. - * @param y - The Y coordinate of the point to test. - * @returns - Whether the x/y coordinates are within this polygon. + * Internal set of all active pointers, by identifier + * @member {Map} + * @memberof PIXI.DisplayObject# + * @private */ - Polygon.prototype.contains = function (x, y) { - var inside = false; - // use some raycasting to test hits - // https://github.com/substack/point-in-polygon/blob/master/index.js - var length = this.points.length / 2; - for (var i = 0, j = length - 1; i < length; j = i++) { - var xi = this.points[i * 2]; - var yi = this.points[(i * 2) + 1]; - var xj = this.points[j * 2]; - var yj = this.points[(j * 2) + 1]; - var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi); - if (intersect) { - inside = !inside; - } - } - return inside; - }; - Polygon.prototype.toString = function () { - return "[@pixi/math:Polygon" - + ("closeStroke=" + this.closeStroke) - + ("points=" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + ", " + currentPoint; }, '') + "]"); - }; - return Polygon; - }()); + get trackedPointers() { + if (this._trackedPointers === undefined) + { this._trackedPointers = {}; } + return this._trackedPointers; + }, + /** + * Map of all tracked pointers, by identifier. Use trackedPointers to access. + * @private + * @type {Map} + */ + _trackedPointers: undefined, + }; + // Mix interactiveTarget into DisplayObject.prototype + DisplayObject.mixin(interactiveTarget); + var MOUSE_POINTER_ID = 1; + // helpers for hitTest() - only used inside hitTest() + var hitTestEvent = { + target: null, + data: { + global: null, + }, + }; /** - * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its - * top-left corner point (x, y) and by its width and its height and its radius. + * The interaction manager deals with mouse, touch and pointer events. + * + * Any DisplayObject can be interactive if its `interactive` property is set to true. + * + * This manager also supports multitouch. + * + * An instance of this class is automatically created by default, and can be found at `renderer.plugins.interaction` * @memberof PIXI */ - var RoundedRectangle = /** @class */ (function () { - /** - * @param x - The X coordinate of the upper-left corner of the rounded rectangle - * @param y - The Y coordinate of the upper-left corner of the rounded rectangle - * @param width - The overall width of this rounded rectangle - * @param height - The overall height of this rounded rectangle - * @param radius - Controls the radius of the rounded corners - */ - function RoundedRectangle(x, y, width, height, radius) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - if (radius === void 0) { radius = 20; } - this.x = x; - this.y = y; - this.width = width; - this.height = height; - this.radius = radius; - this.type = SHAPES$2.RREC; - } - /** - * Creates a clone of this Rounded Rectangle. - * @returns - A copy of the rounded rectangle. - */ - RoundedRectangle.prototype.clone = function () { - return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius); - }; + var InteractionManager = /** @class */ (function (_super) { + __extends$h(InteractionManager, _super); /** - * Checks whether the x and y coordinates given are contained within this Rounded Rectangle - * @param x - The X coordinate of the point to test. - * @param y - The Y coordinate of the point to test. - * @returns - Whether the x/y coordinates are within this Rounded Rectangle. + * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer + * @param options - The options for the manager. + * @param {boolean} [options.autoPreventDefault=true] - Should the manager automatically prevent default browser actions. + * @param {number} [options.interactionFrequency=10] - Maximum frequency (ms) at pointer over/out states will be checked. + * @param {number} [options.useSystemTicker=true] - Whether to add {@link tickerUpdate} to {@link PIXI.Ticker.system}. */ - RoundedRectangle.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { - return false; - } - if (x >= this.x && x <= this.x + this.width) { - if (y >= this.y && y <= this.y + this.height) { - var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2)); - if ((y >= this.y + radius && y <= this.y + this.height - radius) - || (x >= this.x + radius && x <= this.x + this.width - radius)) { - return true; - } - var dx = x - (this.x + radius); - var dy = y - (this.y + radius); - var radius2 = radius * radius; - if ((dx * dx) + (dy * dy) <= radius2) { - return true; - } - dx = x - (this.x + this.width - radius); - if ((dx * dx) + (dy * dy) <= radius2) { - return true; - } - dy = y - (this.y + this.height - radius); - if ((dx * dx) + (dy * dy) <= radius2) { - return true; - } - dx = x - (this.x + radius); - if ((dx * dx) + (dy * dy) <= radius2) { - return true; - } + function InteractionManager(renderer, options) { + var _this = _super.call(this) || this; + options = options || {}; + _this.renderer = renderer; + _this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true; + _this.interactionFrequency = options.interactionFrequency || 10; + _this.mouse = new InteractionData(); + _this.mouse.identifier = MOUSE_POINTER_ID; + // setting the mouse to start off far off screen will mean that mouse over does + // not get called before we even move the mouse. + _this.mouse.global.set(-999999); + _this.activeInteractionData = {}; + _this.activeInteractionData[MOUSE_POINTER_ID] = _this.mouse; + _this.interactionDataPool = []; + _this.eventData = new InteractionEvent(); + _this.interactionDOMElement = null; + _this.moveWhenInside = false; + _this.eventsAdded = false; + _this.tickerAdded = false; + _this.mouseOverRenderer = !('PointerEvent' in globalThis); + _this.supportsTouchEvents = 'ontouchstart' in globalThis; + _this.supportsPointerEvents = !!globalThis.PointerEvent; + // this will make it so that you don't have to call bind all the time + _this.onPointerUp = _this.onPointerUp.bind(_this); + _this.processPointerUp = _this.processPointerUp.bind(_this); + _this.onPointerCancel = _this.onPointerCancel.bind(_this); + _this.processPointerCancel = _this.processPointerCancel.bind(_this); + _this.onPointerDown = _this.onPointerDown.bind(_this); + _this.processPointerDown = _this.processPointerDown.bind(_this); + _this.onPointerMove = _this.onPointerMove.bind(_this); + _this.processPointerMove = _this.processPointerMove.bind(_this); + _this.onPointerOut = _this.onPointerOut.bind(_this); + _this.processPointerOverOut = _this.processPointerOverOut.bind(_this); + _this.onPointerOver = _this.onPointerOver.bind(_this); + _this.cursorStyles = { + default: 'inherit', + pointer: 'pointer', + }; + _this.currentCursorMode = null; + _this.cursor = null; + _this.resolution = 1; + _this.delayedEvents = []; + _this.search = new TreeSearch(); + _this._tempDisplayObject = new TemporaryDisplayObject(); + _this._eventListenerOptions = { capture: true, passive: false }; + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed on the display + * object. + * @event PIXI.InteractionManager#mousedown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * on the display object. + * @event PIXI.InteractionManager#rightdown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is released over the display + * object. + * @event PIXI.InteractionManager#mouseup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * over the display object. + * @event PIXI.InteractionManager#rightup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed and released on + * the display object. + * @event PIXI.InteractionManager#click + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * and released on the display object. + * @event PIXI.InteractionManager#rightclick + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is released outside the + * display object that initially registered a + * [mousedown]{@link PIXI.InteractionManager#event:mousedown}. + * @event PIXI.InteractionManager#mouseupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * outside the display object that initially registered a + * [rightdown]{@link PIXI.InteractionManager#event:rightdown}. + * @event PIXI.InteractionManager#rightupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved while over the display object + * @event PIXI.InteractionManager#mousemove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved onto the display object + * @event PIXI.InteractionManager#mouseover + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved off the display object + * @event PIXI.InteractionManager#mouseout + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is pressed on the display object. + * @event PIXI.InteractionManager#pointerdown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is released over the display object. + * Not always fired when some buttons are held down while others are released. In those cases, + * use [mousedown]{@link PIXI.InteractionManager#event:mousedown} and + * [mouseup]{@link PIXI.InteractionManager#event:mouseup} instead. + * @event PIXI.InteractionManager#pointerup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when the operating system cancels a pointer event + * @event PIXI.InteractionManager#pointercancel + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is pressed and released on the display object. + * @event PIXI.InteractionManager#pointertap + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is released outside the display object that initially + * registered a [pointerdown]{@link PIXI.InteractionManager#event:pointerdown}. + * @event PIXI.InteractionManager#pointerupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved while over the display object + * @event PIXI.InteractionManager#pointermove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved onto the display object + * @event PIXI.InteractionManager#pointerover + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved off the display object + * @event PIXI.InteractionManager#pointerout + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is placed on the display object. + * @event PIXI.InteractionManager#touchstart + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is removed from the display object. + * @event PIXI.InteractionManager#touchend + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when the operating system cancels a touch + * @event PIXI.InteractionManager#touchcancel + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is placed and removed from the display object. + * @event PIXI.InteractionManager#tap + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is removed outside of the display object that initially + * registered a [touchstart]{@link PIXI.InteractionManager#event:touchstart}. + * @event PIXI.InteractionManager#touchendoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is moved along the display object. + * @event PIXI.InteractionManager#touchmove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed on the display. + * object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#mousedown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#rightdown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is released over the display + * object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#mouseup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#rightup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed and released on + * the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#click + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#rightclick + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is released outside the + * display object that initially registered a + * [mousedown]{@link PIXI.DisplayObject#event:mousedown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#mouseupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * outside the display object that initially registered a + * [rightdown]{@link PIXI.DisplayObject#event:rightdown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#rightupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved while over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#mousemove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved onto the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#mouseover + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved off the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#mouseout + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is pressed on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointerdown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is released over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointerup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when the operating system cancels a pointer event. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointercancel + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is pressed and released on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointertap + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is released outside the display object that initially + * registered a [pointerdown]{@link PIXI.DisplayObject#event:pointerdown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointerupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved while over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointermove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved onto the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointerover + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved off the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointerout + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is placed on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#touchstart + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is removed from the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#touchend + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when the operating system cancels a touch. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#touchcancel + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is placed and removed from the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#tap + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is removed outside of the display object that initially + * registered a [touchstart]{@link PIXI.DisplayObject#event:touchstart}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#touchendoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is moved along the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#touchmove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + _this._useSystemTicker = options.useSystemTicker !== undefined ? options.useSystemTicker : true; + _this.setTargetElement(_this.renderer.view, _this.renderer.resolution); + return _this; + } + Object.defineProperty(InteractionManager.prototype, "useSystemTicker", { + /** + * Should the InteractionManager automatically add {@link tickerUpdate} to {@link PIXI.Ticker.system}. + * @default true + */ + get: function () { + return this._useSystemTicker; + }, + set: function (useSystemTicker) { + this._useSystemTicker = useSystemTicker; + if (useSystemTicker) { + this.addTickerListener(); + } + else { + this.removeTickerListener(); } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(InteractionManager.prototype, "lastObjectRendered", { + /** + * Last rendered object or temp object. + * @readonly + * @protected + */ + get: function () { + return this.renderer._lastObjectRendered || this._tempDisplayObject; + }, + enumerable: false, + configurable: true + }); + /** + * Hit tests a point against the display tree, returning the first interactive object that is hit. + * @param globalPoint - A point to hit test with, in global space. + * @param root - The root display object to start from. If omitted, defaults + * to the last rendered root of the associated renderer. + * @returns - The hit display object, if any. + */ + InteractionManager.prototype.hitTest = function (globalPoint, root) { + // clear the target for our hit test + hitTestEvent.target = null; + // assign the global point + hitTestEvent.data.global = globalPoint; + // ensure safety of the root + if (!root) { + root = this.lastObjectRendered; } - return false; - }; - RoundedRectangle.prototype.toString = function () { - return "[@pixi/math:RoundedRectangle x=" + this.x + " y=" + this.y - + ("width=" + this.width + " height=" + this.height + " radius=" + this.radius + "]"); + // run the hit test + this.processInteractive(hitTestEvent, root, null, true); + // return our found object - it'll be null if we didn't hit anything + return hitTestEvent.target; }; - return RoundedRectangle; - }()); - - /** - * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis. - * - * An `ObservablePoint` is a point that triggers a callback when the point's position is changed. - * @memberof PIXI - */ - var ObservablePoint$2 = /** @class */ (function () { /** - * Creates a new `ObservablePoint` - * @param cb - callback function triggered when `x` and/or `y` are changed - * @param scope - owner of callback - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis + * Sets the DOM element which will receive mouse/touch events. This is useful for when you have + * other DOM elements on top of the renderers Canvas element. With this you'll be bale to delegate + * another DOM element to receive those events. + * @param element - the DOM element which will receive mouse and touch events. + * @param resolution - The resolution / device pixel ratio of the new element (relative to the canvas). */ - function ObservablePoint(cb, scope, x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - this._x = x; - this._y = y; - this.cb = cb; - this.scope = scope; - } - /** - * Creates a clone of this point. - * The callback and scope params can be overridden otherwise they will default - * to the clone object's values. - * @override - * @param cb - The callback function triggered when `x` and/or `y` are changed - * @param scope - The owner of the callback - * @returns a copy of this observable point - */ - ObservablePoint.prototype.clone = function (cb, scope) { - if (cb === void 0) { cb = this.cb; } - if (scope === void 0) { scope = this.scope; } - return new ObservablePoint(cb, scope, this._x, this._y); + InteractionManager.prototype.setTargetElement = function (element, resolution) { + if (resolution === void 0) { resolution = 1; } + this.removeTickerListener(); + this.removeEvents(); + this.interactionDOMElement = element; + this.resolution = resolution; + this.addEvents(); + this.addTickerListener(); }; - /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=x] - position of the point on the y axis - * @returns The observable point instance itself - */ - ObservablePoint.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - if (this._x !== x || this._y !== y) { - this._x = x; - this._y = y; - this.cb.call(this.scope); + /** Adds the ticker listener. */ + InteractionManager.prototype.addTickerListener = function () { + if (this.tickerAdded || !this.interactionDOMElement || !this._useSystemTicker) { + return; } - return this; + Ticker.system.add(this.tickerUpdate, this, UPDATE_PRIORITY.INTERACTION); + this.tickerAdded = true; }; - /** - * Copies x and y from the given point (`p`) - * @param p - The point to copy from. Can be any of type that is or extends `IPointData` - * @returns The observable point instance itself - */ - ObservablePoint.prototype.copyFrom = function (p) { - if (this._x !== p.x || this._y !== p.y) { - this._x = p.x; - this._y = p.y; - this.cb.call(this.scope); + /** Removes the ticker listener. */ + InteractionManager.prototype.removeTickerListener = function () { + if (!this.tickerAdded) { + return; } - return this; - }; - /** - * Copies this point's x and y into that of the given point (`p`) - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated - */ - ObservablePoint.prototype.copyTo = function (p) { - p.set(this._x, this._y); - return p; + Ticker.system.remove(this.tickerUpdate, this); + this.tickerAdded = false; }; - /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal - */ - ObservablePoint.prototype.equals = function (p) { - return (p.x === this._x) && (p.y === this._y); + /** Registers all the DOM events. */ + InteractionManager.prototype.addEvents = function () { + if (this.eventsAdded || !this.interactionDOMElement) { + return; + } + var style = this.interactionDOMElement.style; + if (globalThis.navigator.msPointerEnabled) { + style.msContentZooming = 'none'; + style.msTouchAction = 'none'; + } + else if (this.supportsPointerEvents) { + style.touchAction = 'none'; + } + /* + * These events are added first, so that if pointer events are normalized, they are fired + * in the same order as non-normalized events. ie. pointer event 1st, mouse / touch 2nd + */ + if (this.supportsPointerEvents) { + globalThis.document.addEventListener('pointermove', this.onPointerMove, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions); + // pointerout is fired in addition to pointerup (for touch events) and pointercancel + // we already handle those, so for the purposes of what we do in onPointerOut, we only + // care about the pointerleave event + this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, this._eventListenerOptions); + globalThis.addEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions); + globalThis.addEventListener('pointerup', this.onPointerUp, this._eventListenerOptions); + } + else { + globalThis.document.addEventListener('mousemove', this.onPointerMove, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, this._eventListenerOptions); + globalThis.addEventListener('mouseup', this.onPointerUp, this._eventListenerOptions); + } + // always look directly for touch events so that we can provide original data + // In a future version we should change this to being just a fallback and rely solely on + // PointerEvents whenever available + if (this.supportsTouchEvents) { + this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, this._eventListenerOptions); + } + this.eventsAdded = true; }; - ObservablePoint.prototype.toString = function () { - return "[@pixi/math:ObservablePoint x=" + 0 + " y=" + 0 + " scope=" + this.scope + "]"; + /** Removes all the DOM events that were previously registered. */ + InteractionManager.prototype.removeEvents = function () { + if (!this.eventsAdded || !this.interactionDOMElement) { + return; + } + var style = this.interactionDOMElement.style; + if (globalThis.navigator.msPointerEnabled) { + style.msContentZooming = ''; + style.msTouchAction = ''; + } + else if (this.supportsPointerEvents) { + style.touchAction = ''; + } + if (this.supportsPointerEvents) { + globalThis.document.removeEventListener('pointermove', this.onPointerMove, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, this._eventListenerOptions); + globalThis.removeEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions); + globalThis.removeEventListener('pointerup', this.onPointerUp, this._eventListenerOptions); + } + else { + globalThis.document.removeEventListener('mousemove', this.onPointerMove, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, this._eventListenerOptions); + globalThis.removeEventListener('mouseup', this.onPointerUp, this._eventListenerOptions); + } + if (this.supportsTouchEvents) { + this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, this._eventListenerOptions); + } + this.interactionDOMElement = null; + this.eventsAdded = false; }; - Object.defineProperty(ObservablePoint.prototype, "x", { - /** Position of the observable point on the x axis. */ - get: function () { - return this._x; - }, - set: function (value) { - if (this._x !== value) { - this._x = value; - this.cb.call(this.scope); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(ObservablePoint.prototype, "y", { - /** Position of the observable point on the y axis. */ - get: function () { - return this._y; - }, - set: function (value) { - if (this._y !== value) { - this._y = value; - this.cb.call(this.scope); - } - }, - enumerable: false, - configurable: true - }); - return ObservablePoint; - }()); - - /** - * The PixiJS Matrix as a class makes it a lot faster. - * - * Here is a representation of it: - * ```js - * | a | c | tx| - * | b | d | ty| - * | 0 | 0 | 1 | - * ``` - * @memberof PIXI - */ - var Matrix$2 = /** @class */ (function () { /** - * @param a - x scale - * @param b - y skew - * @param c - x skew - * @param d - y scale - * @param tx - x translation - * @param ty - y translation - */ - function Matrix(a, b, c, d, tx, ty) { - if (a === void 0) { a = 1; } - if (b === void 0) { b = 0; } - if (c === void 0) { c = 0; } - if (d === void 0) { d = 1; } - if (tx === void 0) { tx = 0; } - if (ty === void 0) { ty = 0; } - this.array = null; - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - } - /** - * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: + * Updates the state of interactive objects if at least {@link interactionFrequency} + * milliseconds have passed since the last invocation. * - * a = array[0] - * b = array[1] - * c = array[3] - * d = array[4] - * tx = array[2] - * ty = array[5] - * @param array - The array that the matrix will be populated from. - */ - Matrix.prototype.fromArray = function (array) { - this.a = array[0]; - this.b = array[1]; - this.c = array[3]; - this.d = array[4]; - this.tx = array[2]; - this.ty = array[5]; - }; - /** - * Sets the matrix properties. - * @param a - Matrix component - * @param b - Matrix component - * @param c - Matrix component - * @param d - Matrix component - * @param tx - Matrix component - * @param ty - Matrix component - * @returns This matrix. Good for chaining method calls. + * Invoked by a throttled ticker update from {@link PIXI.Ticker.system}. + * @param deltaTime - time delta since the last call */ - Matrix.prototype.set = function (a, b, c, d, tx, ty) { - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - return this; + InteractionManager.prototype.tickerUpdate = function (deltaTime) { + this._deltaTime += deltaTime; + if (this._deltaTime < this.interactionFrequency) { + return; + } + this._deltaTime = 0; + this.update(); }; - /** - * Creates an array from the current Matrix object. - * @param transpose - Whether we need to transpose the matrix or not - * @param [out=new Float32Array(9)] - If provided the array will be assigned to out - * @returns The newly created array which contains the matrix - */ - Matrix.prototype.toArray = function (transpose, out) { - if (!this.array) { - this.array = new Float32Array(9); + /** Updates the state of interactive objects. */ + InteractionManager.prototype.update = function () { + if (!this.interactionDOMElement) { + return; } - var array = out || this.array; - if (transpose) { - array[0] = this.a; - array[1] = this.b; - array[2] = 0; - array[3] = this.c; - array[4] = this.d; - array[5] = 0; - array[6] = this.tx; - array[7] = this.ty; - array[8] = 1; + // if the user move the mouse this check has already been done using the mouse move! + if (this._didMove) { + this._didMove = false; + return; } - else { - array[0] = this.a; - array[1] = this.c; - array[2] = this.tx; - array[3] = this.b; - array[4] = this.d; - array[5] = this.ty; - array[6] = 0; - array[7] = 0; - array[8] = 1; + this.cursor = null; + // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind, + // but there was a scenario of a display object moving under a static mouse cursor. + // In this case, mouseover and mouseevents would not pass the flag test in dispatchEvent function + for (var k in this.activeInteractionData) { + // eslint-disable-next-line no-prototype-builtins + if (this.activeInteractionData.hasOwnProperty(k)) { + var interactionData = this.activeInteractionData[k]; + if (interactionData.originalEvent && interactionData.pointerType !== 'touch') { + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, interactionData.originalEvent, interactionData); + this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, true); + } + } } - return array; + this.setCursorMode(this.cursor); }; /** - * Get a new position with the current transformation applied. - * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, transformed through this matrix + * Sets the current cursor mode, handling any callbacks or CSS style changes. + * @param mode - cursor mode, a key from the cursorStyles dictionary */ - Matrix.prototype.apply = function (pos, newPos) { - newPos = (newPos || new Point$2()); - var x = pos.x; - var y = pos.y; - newPos.x = (this.a * x) + (this.c * y) + this.tx; - newPos.y = (this.b * x) + (this.d * y) + this.ty; - return newPos; + InteractionManager.prototype.setCursorMode = function (mode) { + mode = mode || 'default'; + var applyStyles = true; + // offscreen canvas does not support setting styles, but cursor modes can be functions, + // in order to handle pixi rendered cursors, so we can't bail + if (globalThis.OffscreenCanvas && this.interactionDOMElement instanceof OffscreenCanvas) { + applyStyles = false; + } + // if the mode didn't actually change, bail early + if (this.currentCursorMode === mode) { + return; + } + this.currentCursorMode = mode; + var style = this.cursorStyles[mode]; + // only do things if there is a cursor style for it + if (style) { + switch (typeof style) { + case 'string': + // string styles are handled as cursor CSS + if (applyStyles) { + this.interactionDOMElement.style.cursor = style; + } + break; + case 'function': + // functions are just called, and passed the cursor mode + style(mode); + break; + case 'object': + // if it is an object, assume that it is a dictionary of CSS styles, + // apply it to the interactionDOMElement + if (applyStyles) { + Object.assign(this.interactionDOMElement.style, style); + } + break; + } + } + else if (applyStyles && typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode)) { + // if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry + // for the mode, then assume that the dev wants it to be CSS for the cursor. + this.interactionDOMElement.style.cursor = mode; + } }; /** - * Get a new position with the inverse of the current transformation applied. - * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, inverse-transformed through this matrix + * Dispatches an event on the display object that was interacted with. + * @param displayObject - the display object in question + * @param eventString - the name of the event (e.g, mousedown) + * @param eventData - the event data object */ - Matrix.prototype.applyInverse = function (pos, newPos) { - newPos = (newPos || new Point$2()); - var id = 1 / ((this.a * this.d) + (this.c * -this.b)); - var x = pos.x; - var y = pos.y; - newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id); - newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id); - return newPos; + InteractionManager.prototype.dispatchEvent = function (displayObject, eventString, eventData) { + // Even if the event was stopped, at least dispatch any remaining events + // for the same display object. + if (!eventData.stopPropagationHint || displayObject === eventData.stopsPropagatingAt) { + eventData.currentTarget = displayObject; + eventData.type = eventString; + displayObject.emit(eventString, eventData); + if (displayObject[eventString]) { + displayObject[eventString](eventData); + } + } }; /** - * Translates the matrix on the x and y. - * @param x - How much to translate x by - * @param y - How much to translate y by - * @returns This matrix. Good for chaining method calls. + * Puts a event on a queue to be dispatched later. This is used to guarantee correct + * ordering of over/out events. + * @param displayObject - the display object in question + * @param eventString - the name of the event (e.g, mousedown) + * @param eventData - the event data object */ - Matrix.prototype.translate = function (x, y) { - this.tx += x; - this.ty += y; - return this; + InteractionManager.prototype.delayDispatchEvent = function (displayObject, eventString, eventData) { + this.delayedEvents.push({ displayObject: displayObject, eventString: eventString, eventData: eventData }); }; /** - * Applies a scale transformation to the matrix. - * @param x - The amount to scale horizontally - * @param y - The amount to scale vertically - * @returns This matrix. Good for chaining method calls. + * Maps x and y coords from a DOM object and maps them correctly to the PixiJS view. The + * resulting value is stored in the point. This takes into account the fact that the DOM + * element could be scaled and positioned anywhere on the screen. + * @param point - the point that the result will be stored in + * @param x - the x coord of the position to map + * @param y - the y coord of the position to map */ - Matrix.prototype.scale = function (x, y) { - this.a *= x; - this.d *= y; - this.c *= x; - this.b *= y; - this.tx *= x; - this.ty *= y; - return this; + InteractionManager.prototype.mapPositionToPoint = function (point, x, y) { + var rect; + // IE 11 fix + if (!this.interactionDOMElement.parentElement) { + rect = { + x: 0, + y: 0, + width: this.interactionDOMElement.width, + height: this.interactionDOMElement.height, + left: 0, + top: 0 + }; + } + else { + rect = this.interactionDOMElement.getBoundingClientRect(); + } + var resolutionMultiplier = 1.0 / this.resolution; + point.x = ((x - rect.left) * (this.interactionDOMElement.width / rect.width)) * resolutionMultiplier; + point.y = ((y - rect.top) * (this.interactionDOMElement.height / rect.height)) * resolutionMultiplier; }; /** - * Applies a rotation transformation to the matrix. - * @param angle - The angle in radians. - * @returns This matrix. Good for chaining method calls. + * This function is provides a neat way of crawling through the scene graph and running a + * specified function on all interactive objects it finds. It will also take care of hit + * testing the interactive objects and passes the hit across in the function. + * @protected + * @param interactionEvent - event containing the point that + * is tested for collision + * @param displayObject - the displayObject + * that will be hit test (recursively crawls its children) + * @param func - the function that will be called on each interactive object. The + * interactionEvent, displayObject and hit will be passed to the function + * @param hitTest - indicates whether we want to calculate hits + * or just iterate through all interactive objects */ - Matrix.prototype.rotate = function (angle) { - var cos = Math.cos(angle); - var sin = Math.sin(angle); - var a1 = this.a; - var c1 = this.c; - var tx1 = this.tx; - this.a = (a1 * cos) - (this.b * sin); - this.b = (a1 * sin) + (this.b * cos); - this.c = (c1 * cos) - (this.d * sin); - this.d = (c1 * sin) + (this.d * cos); - this.tx = (tx1 * cos) - (this.ty * sin); - this.ty = (tx1 * sin) + (this.ty * cos); - return this; + InteractionManager.prototype.processInteractive = function (interactionEvent, displayObject, func, hitTest) { + var hit = this.search.findHit(interactionEvent, displayObject, func, hitTest); + var delayedEvents = this.delayedEvents; + if (!delayedEvents.length) { + return hit; + } + // Reset the propagation hint, because we start deeper in the tree again. + interactionEvent.stopPropagationHint = false; + var delayedLen = delayedEvents.length; + this.delayedEvents = []; + for (var i = 0; i < delayedLen; i++) { + var _a = delayedEvents[i], displayObject_1 = _a.displayObject, eventString = _a.eventString, eventData = _a.eventData; + // When we reach the object we wanted to stop propagating at, + // set the propagation hint. + if (eventData.stopsPropagatingAt === displayObject_1) { + eventData.stopPropagationHint = true; + } + this.dispatchEvent(displayObject_1, eventString, eventData); + } + return hit; }; /** - * Appends the given Matrix to this Matrix. - * @param matrix - The matrix to append. - * @returns This matrix. Good for chaining method calls. + * Is called when the pointer button is pressed down on the renderer element + * @param originalEvent - The DOM event of a pointer button being pressed down */ - Matrix.prototype.append = function (matrix) { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - this.a = (matrix.a * a1) + (matrix.b * c1); - this.b = (matrix.a * b1) + (matrix.b * d1); - this.c = (matrix.c * a1) + (matrix.d * c1); - this.d = (matrix.c * b1) + (matrix.d * d1); - this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx; - this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty; - return this; - }; - /** - * Sets the matrix based on all the available properties - * @param x - Position on the x axis - * @param y - Position on the y axis - * @param pivotX - Pivot on the x axis - * @param pivotY - Pivot on the y axis - * @param scaleX - Scale on the x axis - * @param scaleY - Scale on the y axis - * @param rotation - Rotation in radians - * @param skewX - Skew on the x axis - * @param skewY - Skew on the y axis - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) { - this.a = Math.cos(rotation + skewY) * scaleX; - this.b = Math.sin(rotation + skewY) * scaleX; - this.c = -Math.sin(rotation - skewX) * scaleY; - this.d = Math.cos(rotation - skewX) * scaleY; - this.tx = x - ((pivotX * this.a) + (pivotY * this.c)); - this.ty = y - ((pivotX * this.b) + (pivotY * this.d)); - return this; + InteractionManager.prototype.onPointerDown = function (originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') + { return; } + var events = this.normalizeToPointerData(originalEvent); + /* + * No need to prevent default on natural pointer events, as there are no side effects + * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser, + * so still need to be prevented. + */ + // Guaranteed that there will be at least one event in events, and all events must have the same pointer type + if (this.autoPreventDefault && events[0].isNormalized) { + var cancelable = originalEvent.cancelable || !('cancelable' in originalEvent); + if (cancelable) { + originalEvent.preventDefault(); + } + } + var eventLen = events.length; + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = originalEvent; + this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerDown, true); + this.emit('pointerdown', interactionEvent); + if (event.pointerType === 'touch') { + this.emit('touchstart', interactionEvent); + } + // emit a mouse event for "pen" pointers, the way a browser would emit a fallback event + else if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + var isRightButton = event.button === 2; + this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData); + } + } }; /** - * Prepends the given Matrix to this Matrix. - * @param matrix - The matrix to prepend - * @returns This matrix. Good for chaining method calls. + * Processes the result of the pointer down check and dispatches the event if need be + * @param interactionEvent - The interaction event wrapping the DOM event + * @param displayObject - The display object that was tested + * @param hit - the result of the hit test on the display object */ - Matrix.prototype.prepend = function (matrix) { - var tx1 = this.tx; - if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) { - var a1 = this.a; - var c1 = this.c; - this.a = (a1 * matrix.a) + (this.b * matrix.c); - this.b = (a1 * matrix.b) + (this.b * matrix.d); - this.c = (c1 * matrix.a) + (this.d * matrix.c); - this.d = (c1 * matrix.b) + (this.d * matrix.d); + InteractionManager.prototype.processPointerDown = function (interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + if (hit) { + if (!displayObject.trackedPointers[id]) { + displayObject.trackedPointers[id] = new InteractionTrackingData(id); + } + this.dispatchEvent(displayObject, 'pointerdown', interactionEvent); + if (data.pointerType === 'touch') { + this.dispatchEvent(displayObject, 'touchstart', interactionEvent); + } + else if (data.pointerType === 'mouse' || data.pointerType === 'pen') { + var isRightButton = data.button === 2; + if (isRightButton) { + displayObject.trackedPointers[id].rightDown = true; + } + else { + displayObject.trackedPointers[id].leftDown = true; + } + this.dispatchEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent); + } } - this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx; - this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty; - return this; }; /** - * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. - * @param transform - The transform to apply the properties to. - * @returns The transform with the newly applied properties + * Is called when the pointer button is released on the renderer element + * @param originalEvent - The DOM event of a pointer button being released + * @param cancelled - true if the pointer is cancelled + * @param func - Function passed to {@link processInteractive} */ - Matrix.prototype.decompose = function (transform) { - // sort out rotation / skew.. - var a = this.a; - var b = this.b; - var c = this.c; - var d = this.d; - var pivot = transform.pivot; - var skewX = -Math.atan2(-c, d); - var skewY = Math.atan2(b, a); - var delta = Math.abs(skewX + skewY); - if (delta < 0.00001 || Math.abs(PI_2$2 - delta) < 0.00001) { - transform.rotation = skewY; - transform.skew.x = transform.skew.y = 0; + InteractionManager.prototype.onPointerComplete = function (originalEvent, cancelled, func) { + var events = this.normalizeToPointerData(originalEvent); + var eventLen = events.length; + // if the event wasn't targeting our canvas, then consider it to be pointerupoutside + // in all cases (unless it was a pointercancel) + var target = originalEvent.target; + // if in shadow DOM use composedPath to access target + if (originalEvent.composedPath && originalEvent.composedPath().length > 0) { + target = originalEvent.composedPath()[0]; } - else { - transform.rotation = 0; - transform.skew.x = skewX; - transform.skew.y = skewY; + var eventAppend = target !== this.interactionDOMElement ? 'outside' : ''; + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = originalEvent; + // perform hit testing for events targeting our canvas or cancel events + this.processInteractive(interactionEvent, this.lastObjectRendered, func, cancelled || !eventAppend); + this.emit(cancelled ? 'pointercancel' : "pointerup" + eventAppend, interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + var isRightButton = event.button === 2; + this.emit(isRightButton ? "rightup" + eventAppend : "mouseup" + eventAppend, interactionEvent); + } + else if (event.pointerType === 'touch') { + this.emit(cancelled ? 'touchcancel' : "touchend" + eventAppend, interactionEvent); + this.releaseInteractionDataForPointerId(event.pointerId); + } } - // next set scale - transform.scale.x = Math.sqrt((a * a) + (b * b)); - transform.scale.y = Math.sqrt((c * c) + (d * d)); - // next set position - transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c)); - transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d)); - return transform; - }; - /** - * Inverts this matrix - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.invert = function () { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - var tx1 = this.tx; - var n = (a1 * d1) - (b1 * c1); - this.a = d1 / n; - this.b = -b1 / n; - this.c = -c1 / n; - this.d = a1 / n; - this.tx = ((c1 * this.ty) - (d1 * tx1)) / n; - this.ty = -((a1 * this.ty) - (b1 * tx1)) / n; - return this; }; /** - * Resets this Matrix to an identity (default) matrix. - * @returns This matrix. Good for chaining method calls. + * Is called when the pointer button is cancelled + * @param event - The DOM event of a pointer button being released */ - Matrix.prototype.identity = function () { - this.a = 1; - this.b = 0; - this.c = 0; - this.d = 1; - this.tx = 0; - this.ty = 0; - return this; + InteractionManager.prototype.onPointerCancel = function (event) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && event.pointerType === 'touch') + { return; } + this.onPointerComplete(event, true, this.processPointerCancel); }; /** - * Creates a new Matrix object with the same values as this one. - * @returns A copy of this matrix. Good for chaining method calls. + * Processes the result of the pointer cancel check and dispatches the event if need be + * @param interactionEvent - The interaction event wrapping the DOM event + * @param displayObject - The display object that was tested */ - Matrix.prototype.clone = function () { - var matrix = new Matrix(); - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; + InteractionManager.prototype.processPointerCancel = function (interactionEvent, displayObject) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + if (displayObject.trackedPointers[id] !== undefined) { + delete displayObject.trackedPointers[id]; + this.dispatchEvent(displayObject, 'pointercancel', interactionEvent); + if (data.pointerType === 'touch') { + this.dispatchEvent(displayObject, 'touchcancel', interactionEvent); + } + } }; /** - * Changes the values of the given matrix to be the same as the ones in this matrix - * @param matrix - The matrix to copy to. - * @returns The matrix given in parameter with its values updated. + * Is called when the pointer button is released on the renderer element + * @param event - The DOM event of a pointer button being released */ - Matrix.prototype.copyTo = function (matrix) { - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; + InteractionManager.prototype.onPointerUp = function (event) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && event.pointerType === 'touch') + { return; } + this.onPointerComplete(event, false, this.processPointerUp); }; /** - * Changes the values of the matrix to be the same as the ones in given matrix - * @param {PIXI.Matrix} matrix - The matrix to copy from. - * @returns {PIXI.Matrix} this + * Processes the result of the pointer up check and dispatches the event if need be + * @param interactionEvent - The interaction event wrapping the DOM event + * @param displayObject - The display object that was tested + * @param hit - the result of the hit test on the display object */ - Matrix.prototype.copyFrom = function (matrix) { - this.a = matrix.a; - this.b = matrix.b; - this.c = matrix.c; - this.d = matrix.d; - this.tx = matrix.tx; - this.ty = matrix.ty; - return this; - }; - Matrix.prototype.toString = function () { - return "[@pixi/math:Matrix a=" + this.a + " b=" + this.b + " c=" + this.c + " d=" + this.d + " tx=" + this.tx + " ty=" + this.ty + "]"; - }; - Object.defineProperty(Matrix, "IDENTITY", { - /** - * A default (identity) matrix - * @readonly - */ - get: function () { - return new Matrix(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Matrix, "TEMP_MATRIX", { - /** - * A temp matrix - * @readonly - */ - get: function () { - return new Matrix(); - }, - enumerable: false, - configurable: true - }); - return Matrix; - }()); - - // Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group - /* - * Transform matrix for operation n is: - * | ux | vx | - * | uy | vy | - */ - var ux$2 = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; - var uy$2 = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vx$2 = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vy$2 = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; - /** - * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table} - * for the composition of each rotation in the dihederal group D8. - * @type {number[][]} - * @private - */ - var rotationCayley = []; - /** - * Matrices for each `GD8Symmetry` rotation. - * @type {PIXI.Matrix[]} - * @private - */ - var rotationMatrices = []; - /* - * Alias for {@code Math.sign}. - */ - var signum$2 = Math.sign; - /* - * Initializes `rotationCayley` and `rotationMatrices`. It is called - * only once below. - */ - function init$2() { - for (var i = 0; i < 16; i++) { - var row = []; - rotationCayley.push(row); - for (var j = 0; j < 16; j++) { - /* Multiplies rotation matrices i and j. */ - var _ux = signum$2((ux$2[i] * ux$2[j]) + (vx$2[i] * uy$2[j])); - var _uy = signum$2((uy$2[i] * ux$2[j]) + (vy$2[i] * uy$2[j])); - var _vx = signum$2((ux$2[i] * vx$2[j]) + (vx$2[i] * vy$2[j])); - var _vy = signum$2((uy$2[i] * vx$2[j]) + (vy$2[i] * vy$2[j])); - /* Finds rotation matrix matching the product and pushes it. */ - for (var k = 0; k < 16; k++) { - if (ux$2[k] === _ux && uy$2[k] === _uy - && vx$2[k] === _vx && vy$2[k] === _vy) { - row.push(k); - break; + InteractionManager.prototype.processPointerUp = function (interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + var trackingData = displayObject.trackedPointers[id]; + var isTouch = data.pointerType === 'touch'; + var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); + // need to track mouse down status in the mouse block so that we can emit + // event in a later block + var isMouseTap = false; + // Mouse only + if (isMouse) { + var isRightButton = data.button === 2; + var flags = InteractionTrackingData.FLAGS; + var test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN; + var isDown = trackingData !== undefined && (trackingData.flags & test); + if (hit) { + this.dispatchEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent); + if (isDown) { + this.dispatchEvent(displayObject, isRightButton ? 'rightclick' : 'click', interactionEvent); + // because we can confirm that the mousedown happened on this object, flag for later emit of pointertap + isMouseTap = true; + } + } + else if (isDown) { + this.dispatchEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent); + } + // update the down state of the tracking data + if (trackingData) { + if (isRightButton) { + trackingData.rightDown = false; + } + else { + trackingData.leftDown = false; } } } - } - for (var i = 0; i < 16; i++) { - var mat = new Matrix$2(); - mat.set(ux$2[i], uy$2[i], vx$2[i], vy$2[i], 0, 0); - rotationMatrices.push(mat); - } - } - init$2(); - /** - * @memberof PIXI - * @typedef {number} GD8Symmetry - * @see PIXI.groupD8 - */ - /** - * Implements the dihedral group D8, which is similar to - * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html}; - * D8 is the same but with diagonals, and it is used for texture - * rotations. - * - * The directions the U- and V- axes after rotation - * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))` - * and `(vX(a), vY(a))`. These aren't necessarily unit vectors. - * - * **Origin:**
- * This is the small part of gameofbombs.com portal system. It works. - * @see PIXI.groupD8.E - * @see PIXI.groupD8.SE - * @see PIXI.groupD8.S - * @see PIXI.groupD8.SW - * @see PIXI.groupD8.W - * @see PIXI.groupD8.NW - * @see PIXI.groupD8.N - * @see PIXI.groupD8.NE - * @author Ivan @ivanpopelyshev - * @namespace PIXI.groupD8 - * @memberof PIXI - */ - var groupD8 = { + // Pointers and Touches, and Mouse + if (hit) { + this.dispatchEvent(displayObject, 'pointerup', interactionEvent); + if (isTouch) + { this.dispatchEvent(displayObject, 'touchend', interactionEvent); } + if (trackingData) { + // emit pointertap if not a mouse, or if the mouse block decided it was a tap + if (!isMouse || isMouseTap) { + this.dispatchEvent(displayObject, 'pointertap', interactionEvent); + } + if (isTouch) { + this.dispatchEvent(displayObject, 'tap', interactionEvent); + // touches are no longer over (if they ever were) when we get the touchend + // so we should ensure that we don't keep pretending that they are + trackingData.over = false; + } + } + } + else if (trackingData) { + this.dispatchEvent(displayObject, 'pointerupoutside', interactionEvent); + if (isTouch) + { this.dispatchEvent(displayObject, 'touchendoutside', interactionEvent); } + } + // Only remove the tracking data if there is no over/down state still associated with it + if (trackingData && trackingData.none) { + delete displayObject.trackedPointers[id]; + } + }; /** - * | Rotation | Direction | - * |----------|-----------| - * | 0° | East | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} + * Is called when the pointer moves across the renderer element + * @param originalEvent - The DOM event of a pointer moving */ - E: 0, + InteractionManager.prototype.onPointerMove = function (originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') + { return; } + var events = this.normalizeToPointerData(originalEvent); + if (events[0].pointerType === 'mouse' || events[0].pointerType === 'pen') { + this._didMove = true; + this.cursor = null; + } + var eventLen = events.length; + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = originalEvent; + this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerMove, true); + this.emit('pointermove', interactionEvent); + if (event.pointerType === 'touch') + { this.emit('touchmove', interactionEvent); } + if (event.pointerType === 'mouse' || event.pointerType === 'pen') + { this.emit('mousemove', interactionEvent); } + } + if (events[0].pointerType === 'mouse') { + this.setCursorMode(this.cursor); + // TODO BUG for parents interactive object (border order issue) + } + }; /** - * | Rotation | Direction | - * |----------|-----------| - * | 45°↻ | Southeast | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} + * Processes the result of the pointer move check and dispatches the event if need be + * @param interactionEvent - The interaction event wrapping the DOM event + * @param displayObject - The display object that was tested + * @param hit - the result of the hit test on the display object */ - SE: 1, + InteractionManager.prototype.processPointerMove = function (interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var isTouch = data.pointerType === 'touch'; + var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); + if (isMouse) { + this.processPointerOverOut(interactionEvent, displayObject, hit); + } + if (!this.moveWhenInside || hit) { + this.dispatchEvent(displayObject, 'pointermove', interactionEvent); + if (isTouch) + { this.dispatchEvent(displayObject, 'touchmove', interactionEvent); } + if (isMouse) + { this.dispatchEvent(displayObject, 'mousemove', interactionEvent); } + } + }; /** - * | Rotation | Direction | - * |----------|-----------| - * | 90°↻ | South | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} + * Is called when the pointer is moved out of the renderer element + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out */ - S: 2, + InteractionManager.prototype.onPointerOut = function (originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') + { return; } + var events = this.normalizeToPointerData(originalEvent); + // Only mouse and pointer can call onPointerOut, so events will always be length 1 + var event = events[0]; + if (event.pointerType === 'mouse') { + this.mouseOverRenderer = false; + this.setCursorMode(null); + } + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = event; + this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, false); + this.emit('pointerout', interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + this.emit('mouseout', interactionEvent); + } + else { + // we can get touchleave events after touchend, so we want to make sure we don't + // introduce memory leaks + this.releaseInteractionDataForPointerId(interactionData.identifier); + } + }; /** - * | Rotation | Direction | - * |----------|-----------| - * | 135°↻ | Southwest | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} + * Processes the result of the pointer over/out check and dispatches the event if need be. + * @param interactionEvent - The interaction event wrapping the DOM event + * @param displayObject - The display object that was tested + * @param hit - the result of the hit test on the display object */ - SW: 3, - /** - * | Rotation | Direction | - * |----------|-----------| - * | 180° | West | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - W: 4, - /** - * | Rotation | Direction | - * |-------------|--------------| - * | -135°/225°↻ | Northwest | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - NW: 5, - /** - * | Rotation | Direction | - * |-------------|--------------| - * | -90°/270°↻ | North | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - N: 6, - /** - * | Rotation | Direction | - * |-------------|--------------| - * | -45°/315°↻ | Northeast | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - NE: 7, - /** - * Reflection about Y-axis. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - MIRROR_VERTICAL: 8, - /** - * Reflection about the main diagonal. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - MAIN_DIAGONAL: 10, - /** - * Reflection about X-axis. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - MIRROR_HORIZONTAL: 12, - /** - * Reflection about reverse diagonal. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - REVERSE_DIAGONAL: 14, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The X-component of the U-axis - * after rotating the axes. - */ - uX: function (ind) { return ux$2[ind]; }, + InteractionManager.prototype.processPointerOverOut = function (interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); + var trackingData = displayObject.trackedPointers[id]; + // if we just moused over the display object, then we need to track that state + if (hit && !trackingData) { + trackingData = displayObject.trackedPointers[id] = new InteractionTrackingData(id); + } + if (trackingData === undefined) + { return; } + if (hit && this.mouseOverRenderer) { + if (!trackingData.over) { + trackingData.over = true; + this.delayDispatchEvent(displayObject, 'pointerover', interactionEvent); + if (isMouse) { + this.delayDispatchEvent(displayObject, 'mouseover', interactionEvent); + } + } + // only change the cursor if it has not already been changed (by something deeper in the + // display tree) + if (isMouse && this.cursor === null) { + this.cursor = displayObject.cursor; + } + } + else if (trackingData.over) { + trackingData.over = false; + this.dispatchEvent(displayObject, 'pointerout', this.eventData); + if (isMouse) { + this.dispatchEvent(displayObject, 'mouseout', interactionEvent); + } + // if there is no mouse down information for the pointer, then it is safe to delete + if (trackingData.none) { + delete displayObject.trackedPointers[id]; + } + } + }; /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis - * after rotating the axes. + * Is called when the pointer is moved into the renderer element. + * @param originalEvent - The DOM event of a pointer button being moved into the renderer view. */ - uY: function (ind) { return uy$2[ind]; }, + InteractionManager.prototype.onPointerOver = function (originalEvent) { + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') + { return; } + var events = this.normalizeToPointerData(originalEvent); + // Only mouse and pointer can call onPointerOver, so events will always be length 1 + var event = events[0]; + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = event; + if (event.pointerType === 'mouse') { + this.mouseOverRenderer = true; + } + this.emit('pointerover', interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + this.emit('mouseover', interactionEvent); + } + }; /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The X-component of the V-axis - * after rotating the axes. + * Get InteractionData for a given pointerId. Store that data as well. + * @param event - Normalized pointer event, output from normalizeToPointerData. + * @returns - Interaction data for the given pointer identifier. */ - vX: function (ind) { return vx$2[ind]; }, + InteractionManager.prototype.getInteractionDataForPointerId = function (event) { + var pointerId = event.pointerId; + var interactionData; + if (pointerId === MOUSE_POINTER_ID || event.pointerType === 'mouse') { + interactionData = this.mouse; + } + else if (this.activeInteractionData[pointerId]) { + interactionData = this.activeInteractionData[pointerId]; + } + else { + interactionData = this.interactionDataPool.pop() || new InteractionData(); + interactionData.identifier = pointerId; + this.activeInteractionData[pointerId] = interactionData; + } + // copy properties from the event, so that we can make sure that touch/pointer specific + // data is available + interactionData.copyEvent(event); + return interactionData; + }; /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis - * after rotating the axes. + * Return unused InteractionData to the pool, for a given pointerId + * @param pointerId - Identifier from a pointer event */ - vY: function (ind) { return vy$2[ind]; }, + InteractionManager.prototype.releaseInteractionDataForPointerId = function (pointerId) { + var interactionData = this.activeInteractionData[pointerId]; + if (interactionData) { + delete this.activeInteractionData[pointerId]; + interactionData.reset(); + this.interactionDataPool.push(interactionData); + } + }; /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite - * is needed. Only rotations have opposite symmetries while - * reflections don't. - * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation` + * Configure an InteractionEvent to wrap a DOM PointerEvent and InteractionData + * @param interactionEvent - The event to be configured + * @param pointerEvent - The DOM event that will be paired with the InteractionEvent + * @param interactionData - The InteractionData that will be paired + * with the InteractionEvent + * @returns - the interaction event that was passed in */ - inv: function (rotation) { - if (rotation & 8) // true only if between 8 & 15 (reflections) - { - return rotation & 15; // or rotation % 16 + InteractionManager.prototype.configureInteractionEventForDOMEvent = function (interactionEvent, pointerEvent, interactionData) { + interactionEvent.data = interactionData; + this.mapPositionToPoint(interactionData.global, pointerEvent.clientX, pointerEvent.clientY); + // Not really sure why this is happening, but it's how a previous version handled things + if (pointerEvent.pointerType === 'touch') { + pointerEvent.globalX = interactionData.global.x; + pointerEvent.globalY = interactionData.global.y; } - return (-rotation) & 7; // or (8 - rotation) % 8 - }, + interactionData.originalEvent = pointerEvent; + interactionEvent.reset(); + return interactionEvent; + }; /** - * Composes the two D8 operations. - * - * Taking `^` as reflection: - * - * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 | - * |-------|-----|-----|-----|-----|------|-------|-------|-------| - * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ | - * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ | - * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ | - * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ | - * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S | - * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W | - * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N | - * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E | - * - * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table} - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which - * is the row in the above cayley table. - * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which - * is the column in the above cayley table. - * @returns {PIXI.GD8Symmetry} Composed operation + * Ensures that the original event object contains all data that a regular pointer event would have + * @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event + * @returns - An array containing a single normalized pointer event, in the case of a pointer + * or mouse event, or a multiple normalized pointer events if there are multiple changed touches */ - add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); }, + InteractionManager.prototype.normalizeToPointerData = function (event) { + var normalizedEvents = []; + if (this.supportsTouchEvents && event instanceof TouchEvent) { + for (var i = 0, li = event.changedTouches.length; i < li; i++) { + var touch = event.changedTouches[i]; + if (typeof touch.button === 'undefined') + { touch.button = event.touches.length ? 1 : 0; } + if (typeof touch.buttons === 'undefined') + { touch.buttons = event.touches.length ? 1 : 0; } + if (typeof touch.isPrimary === 'undefined') { + touch.isPrimary = event.touches.length === 1 && event.type === 'touchstart'; + } + if (typeof touch.width === 'undefined') + { touch.width = touch.radiusX || 1; } + if (typeof touch.height === 'undefined') + { touch.height = touch.radiusY || 1; } + if (typeof touch.tiltX === 'undefined') + { touch.tiltX = 0; } + if (typeof touch.tiltY === 'undefined') + { touch.tiltY = 0; } + if (typeof touch.pointerType === 'undefined') + { touch.pointerType = 'touch'; } + if (typeof touch.pointerId === 'undefined') + { touch.pointerId = touch.identifier || 0; } + if (typeof touch.pressure === 'undefined') + { touch.pressure = touch.force || 0.5; } + if (typeof touch.twist === 'undefined') + { touch.twist = 0; } + if (typeof touch.tangentialPressure === 'undefined') + { touch.tangentialPressure = 0; } + // TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven + // support, and the fill ins are not quite the same + // offsetX/Y might be okay, but is not the same as clientX/Y when the canvas's top + // left is not 0,0 on the page + if (typeof touch.layerX === 'undefined') + { touch.layerX = touch.offsetX = touch.clientX; } + if (typeof touch.layerY === 'undefined') + { touch.layerY = touch.offsetY = touch.clientY; } + // mark the touch as normalized, just so that we know we did it + touch.isNormalized = true; + normalizedEvents.push(touch); + } + } + // apparently PointerEvent subclasses MouseEvent, so yay + else if (!globalThis.MouseEvent + || (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof globalThis.PointerEvent)))) { + var tempEvent = event; + if (typeof tempEvent.isPrimary === 'undefined') + { tempEvent.isPrimary = true; } + if (typeof tempEvent.width === 'undefined') + { tempEvent.width = 1; } + if (typeof tempEvent.height === 'undefined') + { tempEvent.height = 1; } + if (typeof tempEvent.tiltX === 'undefined') + { tempEvent.tiltX = 0; } + if (typeof tempEvent.tiltY === 'undefined') + { tempEvent.tiltY = 0; } + if (typeof tempEvent.pointerType === 'undefined') + { tempEvent.pointerType = 'mouse'; } + if (typeof tempEvent.pointerId === 'undefined') + { tempEvent.pointerId = MOUSE_POINTER_ID; } + if (typeof tempEvent.pressure === 'undefined') + { tempEvent.pressure = 0.5; } + if (typeof tempEvent.twist === 'undefined') + { tempEvent.twist = 0; } + if (typeof tempEvent.tangentialPressure === 'undefined') + { tempEvent.tangentialPressure = 0; } + // mark the mouse event as normalized, just so that we know we did it + tempEvent.isNormalized = true; + normalizedEvents.push(tempEvent); + } + else { + normalizedEvents.push(event); + } + return normalizedEvents; + }; + /** Destroys the interaction manager. */ + InteractionManager.prototype.destroy = function () { + this.removeEvents(); + this.removeTickerListener(); + this.removeAllListeners(); + this.renderer = null; + this.mouse = null; + this.eventData = null; + this.interactionDOMElement = null; + this.onPointerDown = null; + this.processPointerDown = null; + this.onPointerUp = null; + this.processPointerUp = null; + this.onPointerCancel = null; + this.processPointerCancel = null; + this.onPointerMove = null; + this.processPointerMove = null; + this.onPointerOut = null; + this.processPointerOverOut = null; + this.onPointerOver = null; + this.search = null; + }; + /** @ignore */ + InteractionManager.extension = { + name: 'interaction', + type: [ + ExtensionType.RendererPlugin, + ExtensionType.CanvasRendererPlugin ], + }; + return InteractionManager; + }(EventEmitter)); + + /*! + * @pixi/extract - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/extract is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + var TEMP_RECT = new Rectangle(); + var BYTES_PER_PIXEL = 4; + /** + * This class provides renderer-specific plugins for exporting content from a renderer. + * For instance, these plugins can be used for saving an Image, Canvas element or for exporting the raw image data (pixels). + * + * Do not instantiate these plugins directly. It is available from the `renderer.plugins` property. + * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}. + * @example + * // Create a new app (will auto-add extract plugin to renderer) + * const app = new PIXI.Application(); + * + * // Draw a red circle + * const graphics = new PIXI.Graphics() + * .beginFill(0xFF0000) + * .drawCircle(0, 0, 50); + * + * // Render the graphics as an HTMLImageElement + * const image = app.renderer.plugins.extract.image(graphics); + * document.body.appendChild(image); + * @memberof PIXI + */ + var Extract = /** @class */ (function () { /** - * Reverse of `add`. - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotationSecond - Second operation - * @param {PIXI.GD8Symmetry} rotationFirst - First operation - * @returns {PIXI.GD8Symmetry} Result + * @param renderer - A reference to the current renderer */ - sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); }, + function Extract(renderer) { + this.renderer = renderer; + } /** - * Adds 180 degrees to rotation, which is a commutative - * operation. - * @memberof PIXI.groupD8 - * @param {number} rotation - The number to rotate. - * @returns {number} Rotated number + * Will return a HTML Image of the target + * @param target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @param format - Image format, e.g. "image/jpeg" or "image/webp". + * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92. + * @returns - HTML Image of the target */ - rotate180: function (rotation) { return rotation ^ 4; }, + Extract.prototype.image = function (target, format, quality) { + var image = new Image(); + image.src = this.base64(target, format, quality); + return image; + }; /** - * Checks if the rotation angle is vertical, i.e. south - * or north. It doesn't work for reflections. - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotation - The number to check. - * @returns {boolean} Whether or not the direction is vertical + * Will return a base64 encoded string of this target. It works by calling + * `Extract.getCanvas` and then running toDataURL on that. + * @param target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @param format - Image format, e.g. "image/jpeg" or "image/webp". + * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92. + * @returns - A base64 encoded string of the texture. */ - isVertical: function (rotation) { return (rotation & 3) === 2; }, + Extract.prototype.base64 = function (target, format, quality) { + return this.canvas(target).toDataURL(format, quality); + }; /** - * Approximates the vector `V(dx,dy)` into one of the - * eight directions provided by `groupD8`. - * @memberof PIXI.groupD8 - * @param {number} dx - X-component of the vector - * @param {number} dy - Y-component of the vector - * @returns {PIXI.GD8Symmetry} Approximation of the vector into - * one of the eight symmetries. + * Creates a Canvas element, renders this target to it and then returns it. + * @param target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @param frame - The frame the extraction is restricted to. + * @returns - A Canvas element with the texture rendered on. */ - byDirection: function (dx, dy) { - if (Math.abs(dx) * 2 <= Math.abs(dy)) { - if (dy >= 0) { - return groupD8.S; + Extract.prototype.canvas = function (target, frame) { + var renderer = this.renderer; + var resolution; + var flipY = false; + var renderTexture; + var generated = false; + if (target) { + if (target instanceof RenderTexture) { + renderTexture = target; } - return groupD8.N; - } - else if (Math.abs(dy) * 2 <= Math.abs(dx)) { - if (dx > 0) { - return groupD8.E; + else { + renderTexture = this.renderer.generateTexture(target); + generated = true; } - return groupD8.W; } - else if (dy > 0) { - if (dx > 0) { - return groupD8.SE; + if (renderTexture) { + resolution = renderTexture.baseTexture.resolution; + frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame; + flipY = false; + renderer.renderTexture.bind(renderTexture); + } + else { + resolution = renderer.resolution; + if (!frame) { + frame = TEMP_RECT; + frame.width = renderer.width; + frame.height = renderer.height; } - return groupD8.SW; + flipY = true; + renderer.renderTexture.bind(null); } - else if (dx > 0) { - return groupD8.NE; + var width = Math.round(frame.width * resolution); + var height = Math.round(frame.height * resolution); + var canvasBuffer = new CanvasRenderTarget(width, height, 1); + var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height); + // read pixels to the array + var gl = renderer.gl; + gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels); + // add the pixels to the canvas + var canvasData = canvasBuffer.context.getImageData(0, 0, width, height); + Extract.arrayPostDivide(webglPixels, canvasData.data); + canvasBuffer.context.putImageData(canvasData, 0, 0); + // pulling pixels + if (flipY) { + var target_1 = new CanvasRenderTarget(canvasBuffer.width, canvasBuffer.height, 1); + target_1.context.scale(1, -1); + // we can't render to itself because we should be empty before render. + target_1.context.drawImage(canvasBuffer.canvas, 0, -height); + canvasBuffer.destroy(); + canvasBuffer = target_1; } - return groupD8.NW; - }, + if (generated) { + renderTexture.destroy(true); + } + // send the canvas back.. + return canvasBuffer.canvas; + }; /** - * Helps sprite to compensate texture packer rotation. - * @memberof PIXI.groupD8 - * @param {PIXI.Matrix} matrix - sprite world matrix - * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use. - * @param {number} tx - sprite anchoring - * @param {number} ty - sprite anchoring + * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA + * order, with integer values between 0 and 255 (included). + * @param target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @param frame - The frame the extraction is restricted to. + * @returns - One-dimensional array containing the pixel data of the entire texture */ - matrixAppendRotationInv: function (matrix, rotation, tx, ty) { - if (tx === void 0) { tx = 0; } - if (ty === void 0) { ty = 0; } - // Packer used "rotation", we use "inv(rotation)" - var mat = rotationMatrices[groupD8.inv(rotation)]; - mat.tx = tx; - mat.ty = ty; - matrix.append(mat); - }, - }; - - /** - * Transform that takes care about its versions. - * @memberof PIXI - */ - var Transform$2 = /** @class */ (function () { - function Transform() { - this.worldTransform = new Matrix$2(); - this.localTransform = new Matrix$2(); - this.position = new ObservablePoint$2(this.onChange, this, 0, 0); - this.scale = new ObservablePoint$2(this.onChange, this, 1, 1); - this.pivot = new ObservablePoint$2(this.onChange, this, 0, 0); - this.skew = new ObservablePoint$2(this.updateSkew, this, 0, 0); - this._rotation = 0; - this._cx = 1; - this._sx = 0; - this._cy = 0; - this._sy = 1; - this._localID = 0; - this._currentLocalID = 0; - this._worldID = 0; - this._parentID = 0; - } - /** Called when a value changes. */ - Transform.prototype.onChange = function () { - this._localID++; - }; - /** Called when the skew or the rotation changes. */ - Transform.prototype.updateSkew = function () { - this._cx = Math.cos(this._rotation + this.skew.y); - this._sx = Math.sin(this._rotation + this.skew.y); - this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2 - this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2 - this._localID++; - }; - Transform.prototype.toString = function () { - return "[@pixi/math:Transform " - + ("position=(" + this.position.x + ", " + this.position.y + ") ") - + ("rotation=" + this.rotation + " ") - + ("scale=(" + this.scale.x + ", " + this.scale.y + ") ") - + ("skew=(" + this.skew.x + ", " + this.skew.y + ") ") - + "]"; - }; - /** Updates the local transformation matrix. */ - Transform.prototype.updateLocalTransform = function () { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; + Extract.prototype.pixels = function (target, frame) { + var renderer = this.renderer; + var resolution; + var renderTexture; + var generated = false; + if (target) { + if (target instanceof RenderTexture) { + renderTexture = target; + } + else { + renderTexture = this.renderer.generateTexture(target); + generated = true; + } } - }; - /** - * Updates the local and the world transformation matrices. - * @param parentTransform - The parent transform - */ - Transform.prototype.updateTransform = function (parentTransform) { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; + if (renderTexture) { + resolution = renderTexture.baseTexture.resolution; + frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame; + renderer.renderTexture.bind(renderTexture); } - if (this._parentID !== parentTransform._worldID) { - // concat the parent matrix with the objects transform. - var pt = parentTransform.worldTransform; - var wt = this.worldTransform; - wt.a = (lt.a * pt.a) + (lt.b * pt.c); - wt.b = (lt.a * pt.b) + (lt.b * pt.d); - wt.c = (lt.c * pt.a) + (lt.d * pt.c); - wt.d = (lt.c * pt.b) + (lt.d * pt.d); - wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx; - wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty; - this._parentID = parentTransform._worldID; - // update the id of the transform.. - this._worldID++; + else { + resolution = renderer.resolution; + if (!frame) { + frame = TEMP_RECT; + frame.width = renderer.width; + frame.height = renderer.height; + } + renderer.renderTexture.bind(null); + } + var width = Math.round(frame.width * resolution); + var height = Math.round(frame.height * resolution); + var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height); + // read pixels to the array + var gl = renderer.gl; + gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels); + if (generated) { + renderTexture.destroy(true); } + Extract.arrayPostDivide(webglPixels, webglPixels); + return webglPixels; + }; + /** Destroys the extract. */ + Extract.prototype.destroy = function () { + this.renderer = null; }; /** - * Decomposes a matrix and sets the transforms properties based on it. - * @param matrix - The matrix to decompose + * Takes premultiplied pixel data and produces regular pixel data + * @private + * @param pixels - array of pixel data + * @param out - output array */ - Transform.prototype.setFromMatrix = function (matrix) { - matrix.decompose(this); - this._localID++; - }; - Object.defineProperty(Transform.prototype, "rotation", { - /** The rotation of the object in radians. */ - get: function () { - return this._rotation; - }, - set: function (value) { - if (this._rotation !== value) { - this._rotation = value; - this.updateSkew(); + Extract.arrayPostDivide = function (pixels, out) { + for (var i = 0; i < pixels.length; i += 4) { + var alpha = out[i + 3] = pixels[i + 3]; + if (alpha !== 0) { + out[i] = Math.round(Math.min(pixels[i] * 255.0 / alpha, 255.0)); + out[i + 1] = Math.round(Math.min(pixels[i + 1] * 255.0 / alpha, 255.0)); + out[i + 2] = Math.round(Math.min(pixels[i + 2] * 255.0 / alpha, 255.0)); } - }, - enumerable: false, - configurable: true - }); - /** A default (identity) transform. */ - Transform.IDENTITY = new Transform(); - return Transform; + else { + out[i] = pixels[i]; + out[i + 1] = pixels[i + 1]; + out[i + 2] = pixels[i + 2]; + } + } + }; + /** @ignore */ + Extract.extension = { + name: 'extract', + type: ExtensionType.RendererPlugin, + }; + return Extract; }()); /*! - * @pixi/ticker - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/loaders - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/ticker is licensed under the MIT License. + * @pixi/loaders is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ + /* jshint -W097 */ /** - * Target frames per millisecond. - * @static - * @name TARGET_FPMS - * @memberof PIXI.settings - * @type {number} - * @default 0.06 - */ - settings$1.TARGET_FPMS = 0.06; - - /** - * Represents the update priorities used by internal PIXI classes when registered with - * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower - * priority items, such as render, should go later. - * @static - * @constant - * @name UPDATE_PRIORITY * @memberof PIXI - * @enum {number} - * @property {number} [INTERACTION=50] Highest priority, used for {@link PIXI.InteractionManager} - * @property {number} [HIGH=25] High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite} - * @property {number} [NORMAL=0] Default priority for ticker events, see {@link PIXI.Ticker#add}. - * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering. - * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility. */ - var UPDATE_PRIORITY$1; - (function (UPDATE_PRIORITY) { - UPDATE_PRIORITY[UPDATE_PRIORITY["INTERACTION"] = 50] = "INTERACTION"; - UPDATE_PRIORITY[UPDATE_PRIORITY["HIGH"] = 25] = "HIGH"; - UPDATE_PRIORITY[UPDATE_PRIORITY["NORMAL"] = 0] = "NORMAL"; - UPDATE_PRIORITY[UPDATE_PRIORITY["LOW"] = -25] = "LOW"; - UPDATE_PRIORITY[UPDATE_PRIORITY["UTILITY"] = -50] = "UTILITY"; - })(UPDATE_PRIORITY$1 || (UPDATE_PRIORITY$1 = {})); - + var SignalBinding = /** @class */ (function () { + /** + * SignalBinding constructor. + * @constructs SignalBinding + * @param {Function} fn - Event handler to be called. + * @param {boolean} [once=false] - Should this listener be removed after dispatch + * @param {object} [thisArg] - The context of the callback function. + * @api private + */ + // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types + function SignalBinding(fn, once, thisArg) { + if (once === void 0) { once = false; } + this._fn = fn; + this._once = once; + this._thisArg = thisArg; + this._next = this._prev = this._owner = null; + } + SignalBinding.prototype.detach = function () { + if (this._owner === null) + { return false; } + this._owner.detach(this); + return true; + }; + return SignalBinding; + }()); /** - * Internal class for handling the priority sorting of ticker handlers. + * @param self + * @param node * @private - * @class + */ + function _addSignalBinding(self, node) { + if (!self._head) { + self._head = node; + self._tail = node; + } + else { + self._tail._next = node; + node._prev = self._tail; + self._tail = node; + } + node._owner = self; + return node; + } + /** * @memberof PIXI */ - var TickerListener$1 = /** @class */ (function () { + var Signal = /** @class */ (function () { /** - * Constructor - * @private - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @param priority - The priority for emitting - * @param once - If the handler should fire once + * MiniSignal constructor. + * @example + * let mySignal = new Signal(); + * let binding = mySignal.add(onSignal); + * mySignal.dispatch('foo', 'bar'); + * mySignal.detach(binding); */ - function TickerListener(fn, context, priority, once) { - if (context === void 0) { context = null; } - if (priority === void 0) { priority = 0; } - if (once === void 0) { once = false; } - /** The next item in chain. */ - this.next = null; - /** The previous item in chain. */ - this.previous = null; - /** `true` if this listener has been destroyed already. */ - this._destroyed = false; - this.fn = fn; - this.context = context; - this.priority = priority; - this.once = once; + function Signal() { + this._head = this._tail = undefined; } /** - * Simple compare function to figure out if a function and context match. - * @private - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @returns `true` if the listener match the arguments - */ - TickerListener.prototype.match = function (fn, context) { - if (context === void 0) { context = null; } - return this.fn === fn && this.context === context; - }; - /** - * Emit by calling the current function. - * @private - * @param deltaTime - time since the last emit. - * @returns Next ticker + * Return an array of attached SignalBinding. + * @param {boolean} [exists=false] - We only need to know if there are handlers. + * @returns {PIXI.SignalBinding[] | boolean} Array of attached SignalBinding or Boolean if called with exists = true + * @api public */ - TickerListener.prototype.emit = function (deltaTime) { - if (this.fn) { - if (this.context) { - this.fn.call(this.context, deltaTime); - } - else { - this.fn(deltaTime); - } - } - var redirect = this.next; - if (this.once) { - this.destroy(true); - } - // Soft-destroying should remove - // the next reference - if (this._destroyed) { - this.next = null; + Signal.prototype.handlers = function (exists) { + if (exists === void 0) { exists = false; } + var node = this._head; + if (exists) + { return !!node; } + var ee = []; + while (node) { + ee.push(node); + node = node._next; } - return redirect; + return ee; }; /** - * Connect to the list. - * @private - * @param previous - Input node, previous listener + * Return true if node is a SignalBinding attached to this MiniSignal + * @param {PIXI.SignalBinding} node - Node to check. + * @returns {boolean} True if node is attache to mini-signal */ - TickerListener.prototype.connect = function (previous) { - this.previous = previous; - if (previous.next) { - previous.next.previous = this; + Signal.prototype.has = function (node) { + if (!(node instanceof SignalBinding)) { + throw new Error('MiniSignal#has(): First arg must be a SignalBinding object.'); } - this.next = previous.next; - previous.next = this; + return node._owner === this; }; /** - * Destroy and don't use after this. - * @private - * @param hard - `true` to remove the `next` reference, this - * is considered a hard destroy. Soft destroy maintains the next reference. - * @returns The listener to redirect while emitting or removing. + * Dispaches a signal to all registered listeners. + * @param {...any} args + * @returns {boolean} Indication if we've emitted an event. */ - TickerListener.prototype.destroy = function (hard) { - if (hard === void 0) { hard = false; } - this._destroyed = true; - this.fn = null; - this.context = null; - // Disconnect, hook up next and previous - if (this.previous) { - this.previous.next = this.next; + Signal.prototype.dispatch = function () { + var arguments$1 = arguments; + + var args = []; + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments$1[_i]; } - if (this.next) { - this.next.previous = this.previous; + var node = this._head; + if (!node) + { return false; } + while (node) { + if (node._once) + { this.detach(node); } + node._fn.apply(node._thisArg, args); + node = node._next; } - // Redirect to the next item - var redirect = this.next; - // Remove references - this.next = hard ? null : redirect; - this.previous = null; - return redirect; + return true; }; - return TickerListener; - }()); - - /** - * A Ticker class that runs an update loop that other objects listen to. - * - * This class is composed around listeners meant for execution on the next requested animation frame. - * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners. - * @class - * @memberof PIXI - */ - var Ticker$1 = /** @class */ (function () { - function Ticker() { - var _this = this; - /** - * Whether or not this ticker should invoke the method - * {@link PIXI.Ticker#start} automatically - * when a listener is added. - */ - this.autoStart = false; - /** - * Scalar time value from last frame to this frame. - * This value is capped by setting {@link PIXI.Ticker#minFPS} - * and is scaled with {@link PIXI.Ticker#speed}. - * **Note:** The cap may be exceeded by scaling. - */ - this.deltaTime = 1; - /** - * The last time {@link PIXI.Ticker#update} was invoked. - * This value is also reset internally outside of invoking - * update, but only when a new animation frame is requested. - * If the platform supports DOMHighResTimeStamp, - * this value will have a precision of 1 µs. - */ - this.lastTime = -1; - /** - * Factor of current {@link PIXI.Ticker#deltaTime}. - * @example - * // Scales ticker.deltaTime to what would be - * // the equivalent of approximately 120 FPS - * ticker.speed = 2; - */ - this.speed = 1; - /** - * Whether or not this ticker has been started. - * `true` if {@link PIXI.Ticker#start} has been called. - * `false` if {@link PIXI.Ticker#stop} has been called. - * While `false`, this value may change to `true` in the - * event of {@link PIXI.Ticker#autoStart} being `true` - * and a listener is added. - */ - this.started = false; - /** Internal current frame request ID */ - this._requestId = null; - /** - * Internal value managed by minFPS property setter and getter. - * This is the maximum allowed milliseconds between updates. - */ - this._maxElapsedMS = 100; - /** - * Internal value managed by minFPS property setter and getter. - * This is the minimum allowed milliseconds between updates. - */ - this._minElapsedMS = 0; - /** If enabled, deleting is disabled.*/ - this._protected = false; - /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */ - this._lastFrame = -1; - this._head = new TickerListener$1(null, null, Infinity); - this.deltaMS = 1 / settings$1.TARGET_FPMS; - this.elapsedMS = 1 / settings$1.TARGET_FPMS; - this._tick = function (time) { - _this._requestId = null; - if (_this.started) { - // Invoke listeners now - _this.update(time); - // Listener side effects may have modified ticker state. - if (_this.started && _this._requestId === null && _this._head.next) { - _this._requestId = requestAnimationFrame(_this._tick); - } - } - }; - } /** - * Conditionally requests a new animation frame. - * If a frame has not already been requested, and if the internal - * emitter has listeners, a new frame is requested. - * @private + * Register a new listener. + * @param {Function} fn - Callback function. + * @param {object} [thisArg] - The context of the callback function. + * @returns {PIXI.SignalBinding} The SignalBinding node that was added. */ - Ticker.prototype._requestIfNeeded = function () { - if (this._requestId === null && this._head.next) { - // ensure callbacks get correct delta - this.lastTime = performance.now(); - this._lastFrame = this.lastTime; - this._requestId = requestAnimationFrame(this._tick); + Signal.prototype.add = function (fn, thisArg) { + if (thisArg === void 0) { thisArg = null; } + if (typeof fn !== 'function') { + throw new Error('MiniSignal#add(): First arg must be a Function.'); } + return _addSignalBinding(this, new SignalBinding(fn, false, thisArg)); }; /** - * Conditionally cancels a pending animation frame. - * @private + * Register a new listener that will be executed only once. + * @param {Function} fn - Callback function. + * @param {object} [thisArg] - The context of the callback function. + * @returns {PIXI.SignalBinding} The SignalBinding node that was added. */ - Ticker.prototype._cancelIfNeeded = function () { - if (this._requestId !== null) { - cancelAnimationFrame(this._requestId); - this._requestId = null; + Signal.prototype.once = function (fn, thisArg) { + if (thisArg === void 0) { thisArg = null; } + if (typeof fn !== 'function') { + throw new Error('MiniSignal#once(): First arg must be a Function.'); } + return _addSignalBinding(this, new SignalBinding(fn, true, thisArg)); }; /** - * Conditionally requests a new animation frame. - * If the ticker has been started it checks if a frame has not already - * been requested, and if the internal emitter has listeners. If these - * conditions are met, a new frame is requested. If the ticker has not - * been started, but autoStart is `true`, then the ticker starts now, - * and continues with the previous conditions to request a new frame. - * @private - */ - Ticker.prototype._startIfPossible = function () { - if (this.started) { - this._requestIfNeeded(); + * Remove binding object. + * @param {PIXI.SignalBinding} node - The binding node that will be removed. + * @returns {Signal} The instance on which this method was called. + @api public */ + Signal.prototype.detach = function (node) { + if (!(node instanceof SignalBinding)) { + throw new Error('MiniSignal#detach(): First arg must be a SignalBinding object.'); } - else if (this.autoStart) { - this.start(); + if (node._owner !== this) + { return this; } // todo: or error? + if (node._prev) + { node._prev._next = node._next; } + if (node._next) + { node._next._prev = node._prev; } + if (node === this._head) { // first node + this._head = node._next; + if (node._next === null) { + this._tail = null; + } + } + else if (node === this._tail) { // last node + this._tail = node._prev; + this._tail._next = null; } + node._owner = null; + return this; }; /** - * Register a handler for tick events. Calls continuously unless - * it is removed or the ticker is stopped. - * @param fn - The listener function to be added for updates - * @param context - The listener context - * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting - * @returns This instance of a ticker - */ - Ticker.prototype.add = function (fn, context, priority) { - if (priority === void 0) { priority = UPDATE_PRIORITY$1.NORMAL; } - return this._addListener(new TickerListener$1(fn, context, priority)); - }; - /** - * Add a handler for the tick event which is only execute once. - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting - * @returns This instance of a ticker - */ - Ticker.prototype.addOnce = function (fn, context, priority) { - if (priority === void 0) { priority = UPDATE_PRIORITY$1.NORMAL; } - return this._addListener(new TickerListener$1(fn, context, priority, true)); - }; - /** - * Internally adds the event handler so that it can be sorted by priority. - * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run - * before the rendering. - * @private - * @param listener - Current listener being added. - * @returns This instance of a ticker + * Detach all listeners. + * @returns {Signal} The instance on which this method was called. */ - Ticker.prototype._addListener = function (listener) { - // For attaching to head - var current = this._head.next; - var previous = this._head; - // Add the first item - if (!current) { - listener.connect(previous); - } - else { - // Go from highest to lowest priority - while (current) { - if (listener.priority > current.priority) { - listener.connect(previous); - break; - } - previous = current; - current = current.next; - } - // Not yet connected - if (!listener.previous) { - listener.connect(previous); - } + Signal.prototype.detachAll = function () { + var node = this._head; + if (!node) + { return this; } + this._head = this._tail = null; + while (node) { + node._owner = null; + node = node._next; } - this._startIfPossible(); return this; }; - /** - * Removes any handlers matching the function and context parameters. - * If no handlers are left after removing, then it cancels the animation frame. - * @param fn - The listener function to be removed - * @param context - The listener context to be removed - * @returns This instance of a ticker - */ - Ticker.prototype.remove = function (fn, context) { - var listener = this._head.next; - while (listener) { - // We found a match, lets remove it - // no break to delete all possible matches - // incase a listener was added 2+ times - if (listener.match(fn, context)) { - listener = listener.destroy(); - } - else { - listener = listener.next; - } - } - if (!this._head.next) { - this._cancelIfNeeded(); + return Signal; + }()); + + /** + * function from npm package `parseUri`, converted to TS to avoid leftpad incident + * @param {string} str + * @param [opts] - options + * @param {boolean} [opts.strictMode] - type of parser + */ + function parseUri(str, opts) { + opts = opts || {}; + var o = { + // eslint-disable-next-line max-len + key: ['source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host', 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'], + q: { + name: 'queryKey', + parser: /(?:^|&)([^&=]*)=?([^&]*)/g + }, + parser: { + // eslint-disable-next-line max-len + strict: /^(?:([^:\/?#]+):)?(?:\/\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?))?((((?:[^?#\/]*\/)*)([^?#]*))(?:\?([^#]*))?(?:#(.*))?)/, + // eslint-disable-next-line max-len + loose: /^(?:(?![^:@]+:[^:@\/]*@)([^:\/?#.]+):)?(?:\/\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?)(((\/(?:[^?#](?![^?#\/]*\.[^?#\/.]+(?:[?#]|$)))*\/?)?([^?#\/]*))(?:\?([^#]*))?(?:#(.*))?)/ } - return this; }; - Object.defineProperty(Ticker.prototype, "count", { + var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str); + var uri = {}; + var i = 14; + while (i--) + { uri[o.key[i]] = m[i] || ''; } + uri[o.q.name] = {}; + uri[o.key[12]].replace(o.q.parser, function (_t0, t1, t2) { + if (t1) + { uri[o.q.name][t1] = t2; } + }); + return uri; + } + + // tests if CORS is supported in XHR, if not we need to use XDR + var useXdr; + var tempAnchor = null; + // some status constants + var STATUS_NONE = 0; + var STATUS_OK = 200; + var STATUS_EMPTY = 204; + var STATUS_IE_BUG_EMPTY = 1223; + var STATUS_TYPE_OK = 2; + // noop + function _noop$1() { } + /** + * Quick helper to set a value on one of the extension maps. Ensures there is no + * dot at the start of the extension. + * @ignore + * @param map - The map to set on. + * @param extname - The extension (or key) to set. + * @param val - The value to set. + */ + function setExtMap(map, extname, val) { + if (extname && extname.indexOf('.') === 0) { + extname = extname.substring(1); + } + if (!extname) { + return; + } + map[extname] = val; + } + /** + * Quick helper to get string xhr type. + * @ignore + * @param xhr - The request to check. + * @returns The type. + */ + function reqType(xhr) { + return xhr.toString().replace('object ', ''); + } + /** + * Manages the state and loading of a resource and all child resources. + * + * Can be extended in `GlobalMixins.LoaderResource`. + * @memberof PIXI + */ + var LoaderResource = /** @class */ (function () { + /** + * @param {string} name - The name of the resource to load. + * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass + * an array of sources. + * @param {object} [options] - The options for the load. + * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to + * determine automatically. + * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes + * longer than this time it is cancelled and the load is considered a failure. If this value is + * set to `0` then there is no explicit timeout. + * @param {PIXI.LoaderResource.LOAD_TYPE} [options.loadType=LOAD_TYPE.XHR] - How should this resource + * be loaded? + * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} [options.xhrType=XHR_RESPONSE_TYPE.DEFAULT] - How + * should the data being loaded be interpreted when using XHR? + * @param {PIXI.LoaderResource.IMetadata} [options.metadata] - Extra configuration for middleware + * and the Resource object. + */ + function LoaderResource(name, url, options) { /** - * The number of listeners on this ticker, calculated by walking through linked list - * @readonly - * @member {number} + * The `dequeue` method that will be used a storage place for the async queue dequeue method + * used privately by the loader. + * @private + * @member {Function} */ - get: function () { - if (!this._head) { - return 0; - } - var count = 0; - var current = this._head; - while ((current = current.next)) { - count++; - } - return count; - }, - enumerable: false, - configurable: true - }); - /** Starts the ticker. If the ticker has listeners a new animation frame is requested at this point. */ - Ticker.prototype.start = function () { - if (!this.started) { - this.started = true; - this._requestIfNeeded(); - } - }; - /** Stops the ticker. If the ticker has requested an animation frame it is canceled at this point. */ - Ticker.prototype.stop = function () { - if (this.started) { - this.started = false; - this._cancelIfNeeded(); - } - }; - /** Destroy the ticker and don't use after this. Calling this method removes all references to internal events. */ - Ticker.prototype.destroy = function () { - if (!this._protected) { - this.stop(); - var listener = this._head.next; - while (listener) { - listener = listener.destroy(true); - } - this._head.destroy(); - this._head = null; + this._dequeue = _noop$1; + /** + * Used a storage place for the on load binding used privately by the loader. + * @private + * @member {Function} + */ + this._onLoadBinding = null; + /** + * The timer for element loads to check if they timeout. + * @private + */ + this._elementTimer = 0; + /** + * The `complete` function bound to this resource's context. + * @private + * @type {Function} + */ + this._boundComplete = null; + /** + * The `_onError` function bound to this resource's context. + * @private + * @type {Function} + */ + this._boundOnError = null; + /** + * The `_onProgress` function bound to this resource's context. + * @private + * @type {Function} + */ + this._boundOnProgress = null; + /** + * The `_onTimeout` function bound to this resource's context. + * @private + * @type {Function} + */ + this._boundOnTimeout = null; + this._boundXhrOnError = null; + this._boundXhrOnTimeout = null; + this._boundXhrOnAbort = null; + this._boundXhrOnLoad = null; + if (typeof name !== 'string' || typeof url !== 'string') { + throw new Error('Both name and url are required for constructing a resource.'); } + options = options || {}; + this._flags = 0; + // set data url flag, needs to be set early for some _determineX checks to work. + this._setFlag(LoaderResource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0); + this.name = name; + this.url = url; + this.extension = this._getExtension(); + this.data = null; + this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin; + this.timeout = options.timeout || 0; + this.loadType = options.loadType || this._determineLoadType(); + // The type used to load the resource via XHR. If unset, determined automatically. + this.xhrType = options.xhrType; + // Extra info for middleware, and controlling specifics about how the resource loads. + // Note that if you pass in a `loadElement`, the Resource class takes ownership of it. + // Meaning it will modify it as it sees fit. + this.metadata = options.metadata || {}; + // The error that occurred while loading (if any). + this.error = null; + // The XHR object that was used to load this resource. This is only set + // when `loadType` is `LoaderResource.LOAD_TYPE.XHR`. + this.xhr = null; + // The child resources this resource owns. + this.children = []; + // The resource type. + this.type = LoaderResource.TYPE.UNKNOWN; + // The progress chunk owned by this resource. + this.progressChunk = 0; + // The `dequeue` method that will be used a storage place for the async queue dequeue method + // used privately by the loader. + this._dequeue = _noop$1; + // Used a storage place for the on load binding used privately by the loader. + this._onLoadBinding = null; + // The timer for element loads to check if they timeout. + this._elementTimer = 0; + this._boundComplete = this.complete.bind(this); + this._boundOnError = this._onError.bind(this); + this._boundOnProgress = this._onProgress.bind(this); + this._boundOnTimeout = this._onTimeout.bind(this); + // xhr callbacks + this._boundXhrOnError = this._xhrOnError.bind(this); + this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this); + this._boundXhrOnAbort = this._xhrOnAbort.bind(this); + this._boundXhrOnLoad = this._xhrOnLoad.bind(this); + // Dispatched when the resource beings to load. + this.onStart = new Signal(); + // Dispatched each time progress of this resource load updates. + // Not all resources types and loader systems can support this event + // so sometimes it may not be available. If the resource + // is being loaded on a modern browser, using XHR, and the remote server + // properly sets Content-Length headers, then this will be available. + this.onProgress = new Signal(); + // Dispatched once this resource has loaded, if there was an error it will + // be in the `error` property. + this.onComplete = new Signal(); + // Dispatched after this resource has had all the *after* middleware run on it. + this.onAfterMiddleware = new Signal(); + } + /** + * Sets the load type to be used for a specific extension. + * @static + * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" + * @param {PIXI.LoaderResource.LOAD_TYPE} loadType - The load type to set it to. + */ + LoaderResource.setExtensionLoadType = function (extname, loadType) { + setExtMap(LoaderResource._loadTypeMap, extname, loadType); }; /** - * Triggers an update. An update entails setting the - * current {@link PIXI.Ticker#elapsedMS}, - * the current {@link PIXI.Ticker#deltaTime}, - * invoking all listeners with current deltaTime, - * and then finally setting {@link PIXI.Ticker#lastTime} - * with the value of currentTime that was provided. - * This method will be called automatically by animation - * frame callbacks if the ticker instance has been started - * and listeners are added. - * @param {number} [currentTime=performance.now()] - the current time of execution + * Sets the load type to be used for a specific extension. + * @static + * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" + * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to. */ - Ticker.prototype.update = function (currentTime) { - if (currentTime === void 0) { currentTime = performance.now(); } - var elapsedMS; - // If the difference in time is zero or negative, we ignore most of the work done here. - // If there is no valid difference, then should be no reason to let anyone know about it. - // A zero delta, is exactly that, nothing should update. - // - // The difference in time can be negative, and no this does not mean time traveling. - // This can be the result of a race condition between when an animation frame is requested - // on the current JavaScript engine event loop, and when the ticker's start method is invoked - // (which invokes the internal _requestIfNeeded method). If a frame is requested before - // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests, - // can receive a time argument that can be less than the lastTime value that was set within - // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems. - // - // This check covers this browser engine timing issue, as well as if consumers pass an invalid - // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves. - if (currentTime > this.lastTime) { - // Save uncapped elapsedMS for measurement - elapsedMS = this.elapsedMS = currentTime - this.lastTime; - // cap the milliseconds elapsed used for deltaTime - if (elapsedMS > this._maxElapsedMS) { - elapsedMS = this._maxElapsedMS; - } - elapsedMS *= this.speed; - // If not enough time has passed, exit the function. - // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS - // adjustment to ensure a relatively stable interval. - if (this._minElapsedMS) { - var delta = currentTime - this._lastFrame | 0; - if (delta < this._minElapsedMS) { - return; - } - this._lastFrame = currentTime - (delta % this._minElapsedMS); - } - this.deltaMS = elapsedMS; - this.deltaTime = this.deltaMS * settings$1.TARGET_FPMS; - // Cache a local reference, in-case ticker is destroyed - // during the emit, we can still check for head.next - var head = this._head; - // Invoke listeners added to internal emitter - var listener = head.next; - while (listener) { - listener = listener.emit(this.deltaTime); - } - if (!head.next) { - this._cancelIfNeeded(); - } - } - else { - this.deltaTime = this.deltaMS = this.elapsedMS = 0; - } - this.lastTime = currentTime; + LoaderResource.setExtensionXhrType = function (extname, xhrType) { + setExtMap(LoaderResource._xhrTypeMap, extname, xhrType); }; - Object.defineProperty(Ticker.prototype, "FPS", { + Object.defineProperty(LoaderResource.prototype, "isDataUrl", { /** - * The frames per second at which this ticker is running. - * The default is approximately 60 in most modern browsers. - * **Note:** This does not factor in the value of - * {@link PIXI.Ticker#speed}, which is specific - * to scaling {@link PIXI.Ticker#deltaTime}. - * @member {number} + * When the resource starts to load. + * @memberof PIXI.LoaderResource + * @callback OnStartSignal + * @param {PIXI.Resource} resource - The resource that the event happened on. + */ + /** + * When the resource reports loading progress. + * @memberof PIXI.LoaderResource + * @callback OnProgressSignal + * @param {PIXI.Resource} resource - The resource that the event happened on. + * @param {number} percentage - The progress of the load in the range [0, 1]. + */ + /** + * When the resource finishes loading. + * @memberof PIXI.LoaderResource + * @callback OnCompleteSignal + * @param {PIXI.Resource} resource - The resource that the event happened on. + */ + /** + * @memberof PIXI.LoaderResource + * @typedef {object} IMetadata + * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The + * element to use for loading, instead of creating one. + * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This + * is useful if you want to pass in a `loadElement` that you already added load sources to. + * @property {string|string[]} [mimeType] - The mime type to use for the source element + * of a video/audio elment. If the urls are an array, you can pass this as an array as well + * where each index is the mime type to use for the corresponding url index. + */ + /** + * Stores whether or not this url is a data url. * @readonly + * @member {boolean} */ get: function () { - return 1000 / this.elapsedMS; + return this._hasFlag(LoaderResource.STATUS_FLAGS.DATA_URL); }, enumerable: false, configurable: true }); - Object.defineProperty(Ticker.prototype, "minFPS", { + Object.defineProperty(LoaderResource.prototype, "isComplete", { /** - * Manages the maximum amount of milliseconds allowed to - * elapse between invoking {@link PIXI.Ticker#update}. - * This value is used to cap {@link PIXI.Ticker#deltaTime}, - * but does not effect the measured value of {@link PIXI.Ticker#FPS}. - * When setting this property it is clamped to a value between - * `0` and `PIXI.settings.TARGET_FPMS * 1000`. - * @member {number} - * @default 10 + * Describes if this resource has finished loading. Is true when the resource has completely + * loaded. + * @readonly + * @member {boolean} */ get: function () { - return 1000 / this._maxElapsedMS; - }, - set: function (fps) { - // Minimum must be below the maxFPS - var minFPS = Math.min(this.maxFPS, fps); - // Must be at least 0, but below 1 / settings.TARGET_FPMS - var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings$1.TARGET_FPMS); - this._maxElapsedMS = 1 / minFPMS; + return this._hasFlag(LoaderResource.STATUS_FLAGS.COMPLETE); }, enumerable: false, configurable: true }); - Object.defineProperty(Ticker.prototype, "maxFPS", { + Object.defineProperty(LoaderResource.prototype, "isLoading", { /** - * Manages the minimum amount of milliseconds required to - * elapse between invoking {@link PIXI.Ticker#update}. - * This will effect the measured value of {@link PIXI.Ticker#FPS}. - * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can. - * Otherwise it will be at least `minFPS` - * @member {number} - * @default 0 + * Describes if this resource is currently loading. Is true when the resource starts loading, + * and is false again when complete. + * @readonly + * @member {boolean} */ get: function () { - if (this._minElapsedMS) { - return Math.round(1000 / this._minElapsedMS); - } - return 0; - }, - set: function (fps) { - if (fps === 0) { - this._minElapsedMS = 0; - } - else { - // Max must be at least the minFPS - var maxFPS = Math.max(this.minFPS, fps); - this._minElapsedMS = 1 / (maxFPS / 1000); - } + return this._hasFlag(LoaderResource.STATUS_FLAGS.LOADING); }, enumerable: false, configurable: true }); - Object.defineProperty(Ticker, "shared", { - /** - * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by - * {@link PIXI.VideoResource} to update animation frames / video textures. - * - * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true. - * - * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance. - * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker. - * @example - * let ticker = PIXI.Ticker.shared; - * // Set this to prevent starting this ticker when listeners are added. - * // By default this is true only for the PIXI.Ticker.shared instance. - * ticker.autoStart = false; - * // FYI, call this to ensure the ticker is stopped. It should be stopped - * // if you have not attempted to render anything yet. - * ticker.stop(); - * // Call this when you are ready for a running shared ticker. - * ticker.start(); - * @example - * // You may use the shared ticker to render... - * let renderer = PIXI.autoDetectRenderer(); - * let stage = new PIXI.Container(); - * document.body.appendChild(renderer.view); - * ticker.add(function (time) { - * renderer.render(stage); - * }); - * @example - * // Or you can just update it manually. - * ticker.autoStart = false; - * ticker.stop(); - * function animate(time) { - * ticker.update(time); - * renderer.render(stage); - * requestAnimationFrame(animate); - * } - * animate(performance.now()); - * @member {PIXI.Ticker} - * @static - */ - get: function () { - if (!Ticker._shared) { - var shared = Ticker._shared = new Ticker(); - shared.autoStart = true; - shared._protected = true; + /** Marks the resource as complete. */ + LoaderResource.prototype.complete = function () { + this._clearEvents(); + this._finish(); + }; + /** + * Aborts the loading of this resource, with an optional message. + * @param {string} message - The message to use for the error + */ + LoaderResource.prototype.abort = function (message) { + // abort can be called multiple times, ignore subsequent calls. + if (this.error) { + return; + } + // store error + this.error = new Error(message); + // clear events before calling aborts + this._clearEvents(); + // abort the actual loading + if (this.xhr) { + this.xhr.abort(); + } + else if (this.xdr) { + this.xdr.abort(); + } + else if (this.data) { + // single source + if (this.data.src) { + this.data.src = LoaderResource.EMPTY_GIF; } - return Ticker._shared; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Ticker, "system", { - /** - * The system ticker instance used by {@link PIXI.InteractionManager} and by - * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused, - * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused. - * - * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance. - * @member {PIXI.Ticker} - * @static - */ - get: function () { - if (!Ticker._system) { - var system = Ticker._system = new Ticker(); - system.autoStart = true; - system._protected = true; + // multi-source + else { + while (this.data.firstChild) { + this.data.removeChild(this.data.firstChild); + } } - return Ticker._system; - }, - enumerable: false, - configurable: true - }); - return Ticker; - }()); - - /** - * Middleware for for Application Ticker. - * @example - * import {TickerPlugin} from '@pixi/ticker'; - * import {Application} from '@pixi/app'; - * import {extensions} from '@pixi/extensions'; - * extensions.add(TickerPlugin); - * @class - * @memberof PIXI - */ - var TickerPlugin = /** @class */ (function () { - function TickerPlugin() { - } + } + // done now. + this._finish(); + }; /** - * Initialize the plugin with scope of application instance - * @static - * @private - * @param {object} [options] - See application options + * Kicks off loading of this resource. This method is asynchronous. + * @param {PIXI.LoaderResource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded. */ - TickerPlugin.init = function (options) { + LoaderResource.prototype.load = function (cb) { var _this = this; - // Set default - options = Object.assign({ - autoStart: true, - sharedTicker: false, - }, options); - // Create ticker setter - Object.defineProperty(this, 'ticker', { - set: function (ticker) { - if (this._ticker) { - this._ticker.remove(this.render, this); + if (this.isLoading) { + return; + } + if (this.isComplete) { + if (cb) { + setTimeout(function () { return cb(_this); }, 1); + } + return; + } + else if (cb) { + this.onComplete.once(cb); + } + this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, true); + this.onStart.dispatch(this); + // if unset, determine the value + if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') { + this.crossOrigin = this._determineCrossOrigin(this.url); + } + switch (this.loadType) { + case LoaderResource.LOAD_TYPE.IMAGE: + this.type = LoaderResource.TYPE.IMAGE; + this._loadElement('image'); + break; + case LoaderResource.LOAD_TYPE.AUDIO: + this.type = LoaderResource.TYPE.AUDIO; + this._loadSourceElement('audio'); + break; + case LoaderResource.LOAD_TYPE.VIDEO: + this.type = LoaderResource.TYPE.VIDEO; + this._loadSourceElement('video'); + break; + case LoaderResource.LOAD_TYPE.XHR: + /* falls through */ + default: + if (typeof useXdr === 'undefined') { + useXdr = !!(globalThis.XDomainRequest && !('withCredentials' in (new XMLHttpRequest()))); } - this._ticker = ticker; - if (ticker) { - ticker.add(this.render, this, UPDATE_PRIORITY$1.LOW); + if (useXdr && this.crossOrigin) { + this._loadXdr(); } - }, - get: function () { - return this._ticker; - }, - }); - /** - * Convenience method for stopping the render. - * @method - * @memberof PIXI.Application - * @instance - */ - this.stop = function () { - _this._ticker.stop(); - }; - /** - * Convenience method for starting the render. - * @method - * @memberof PIXI.Application - * @instance - */ - this.start = function () { - _this._ticker.start(); - }; - /** - * Internal reference to the ticker. - * @type {PIXI.Ticker} - * @name _ticker - * @memberof PIXI.Application# - * @private - */ - this._ticker = null; - /** - * Ticker for doing render updates. - * @type {PIXI.Ticker} - * @name ticker - * @memberof PIXI.Application# - * @default PIXI.Ticker.shared - */ - this.ticker = options.sharedTicker ? Ticker$1.shared : new Ticker$1(); - // Start the rendering - if (options.autoStart) { - this.start(); + else { + this._loadXhr(); + } + break; } }; /** - * Clean up the ticker, scoped to application. - * @static - * @private + * Checks if the flag is set. + * @param flag - The flag to check. + * @returns True if the flag is set. */ - TickerPlugin.destroy = function () { - if (this._ticker) { - var oldTicker = this._ticker; - this.ticker = null; - oldTicker.destroy(); - } + LoaderResource.prototype._hasFlag = function (flag) { + return (this._flags & flag) !== 0; }; - /** @ignore */ - TickerPlugin.extension = ExtensionType.Application; - return TickerPlugin; - }()); - - /*! - * @pixi/display - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/display is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * Sets the default value for the container property 'sortableChildren'. - * If set to true, the container will sort its children by zIndex value - * when updateTransform() is called, or manually if sortChildren() is called. - * - * This actually changes the order of elements in the array, so should be treated - * as a basic solution that is not performant compared to other solutions, - * such as @link https://github.com/pixijs/pixi-display - * - * Also be aware of that this may not work nicely with the addChildAt() function, - * as the zIndex sorting may cause the child to automatically sorted to another position. - * @static - * @constant - * @name SORTABLE_CHILDREN - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ - settings$1.SORTABLE_CHILDREN = false; - - /** - * 'Builder' pattern for bounds rectangles. - * - * This could be called an Axis-Aligned Bounding Box. - * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems. - * @memberof PIXI - */ - var Bounds$2 = /** @class */ (function () { - function Bounds() { - this.minX = Infinity; - this.minY = Infinity; - this.maxX = -Infinity; - this.maxY = -Infinity; - this.rect = null; - this.updateID = -1; - } /** - * Checks if bounds are empty. - * @returns - True if empty. + * (Un)Sets the flag. + * @param flag - The flag to (un)set. + * @param value - Whether to set or (un)set the flag. */ - Bounds.prototype.isEmpty = function () { - return this.minX > this.maxX || this.minY > this.maxY; + LoaderResource.prototype._setFlag = function (flag, value) { + this._flags = value ? (this._flags | flag) : (this._flags & ~flag); }; - /** Clears the bounds and resets. */ - Bounds.prototype.clear = function () { - this.minX = Infinity; - this.minY = Infinity; - this.maxX = -Infinity; - this.maxY = -Infinity; + /** Clears all the events from the underlying loading source. */ + LoaderResource.prototype._clearEvents = function () { + clearTimeout(this._elementTimer); + if (this.data && this.data.removeEventListener) { + this.data.removeEventListener('error', this._boundOnError, false); + this.data.removeEventListener('load', this._boundComplete, false); + this.data.removeEventListener('progress', this._boundOnProgress, false); + this.data.removeEventListener('canplaythrough', this._boundComplete, false); + } + if (this.xhr) { + if (this.xhr.removeEventListener) { + this.xhr.removeEventListener('error', this._boundXhrOnError, false); + this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false); + this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false); + this.xhr.removeEventListener('progress', this._boundOnProgress, false); + this.xhr.removeEventListener('load', this._boundXhrOnLoad, false); + } + else { + this.xhr.onerror = null; + this.xhr.ontimeout = null; + this.xhr.onprogress = null; + this.xhr.onload = null; + } + } + }; + /** Finalizes the load. */ + LoaderResource.prototype._finish = function () { + if (this.isComplete) { + throw new Error('Complete called again for an already completed resource.'); + } + this._setFlag(LoaderResource.STATUS_FLAGS.COMPLETE, true); + this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, false); + this.onComplete.dispatch(this); }; /** - * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle - * It is not guaranteed that it will return tempRect - * @param rect - Temporary object will be used if AABB is not empty - * @returns - A rectangle of the bounds + * Loads this resources using an element that has a single source, + * like an HTMLImageElement. + * @private + * @param type - The type of element to use. */ - Bounds.prototype.getRectangle = function (rect) { - if (this.minX > this.maxX || this.minY > this.maxY) { - return Rectangle$2.EMPTY; + LoaderResource.prototype._loadElement = function (type) { + if (this.metadata.loadElement) { + this.data = this.metadata.loadElement; + } + else if (type === 'image' && typeof globalThis.Image !== 'undefined') { + this.data = new Image(); + } + else { + this.data = document.createElement(type); + } + if (this.crossOrigin) { + this.data.crossOrigin = this.crossOrigin; + } + if (!this.metadata.skipSource) { + this.data.src = this.url; + } + this.data.addEventListener('error', this._boundOnError, false); + this.data.addEventListener('load', this._boundComplete, false); + this.data.addEventListener('progress', this._boundOnProgress, false); + if (this.timeout) { + this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); } - rect = rect || new Rectangle$2(0, 0, 1, 1); - rect.x = this.minX; - rect.y = this.minY; - rect.width = this.maxX - this.minX; - rect.height = this.maxY - this.minY; - return rect; }; /** - * This function should be inlined when its possible. - * @param point - The point to add. + * Loads this resources using an element that has multiple sources, + * like an HTMLAudioElement or HTMLVideoElement. + * @param type - The type of element to use. */ - Bounds.prototype.addPoint = function (point) { - this.minX = Math.min(this.minX, point.x); - this.maxX = Math.max(this.maxX, point.x); - this.minY = Math.min(this.minY, point.y); - this.maxY = Math.max(this.maxY, point.y); + LoaderResource.prototype._loadSourceElement = function (type) { + if (this.metadata.loadElement) { + this.data = this.metadata.loadElement; + } + else if (type === 'audio' && typeof globalThis.Audio !== 'undefined') { + this.data = new Audio(); + } + else { + this.data = document.createElement(type); + } + if (this.data === null) { + this.abort("Unsupported element: " + type); + return; + } + if (this.crossOrigin) { + this.data.crossOrigin = this.crossOrigin; + } + if (!this.metadata.skipSource) { + // support for CocoonJS Canvas+ runtime, lacks document.createElement('source') + if (navigator.isCocoonJS) { + this.data.src = Array.isArray(this.url) ? this.url[0] : this.url; + } + else if (Array.isArray(this.url)) { + var mimeTypes = this.metadata.mimeType; + for (var i = 0; i < this.url.length; ++i) { + this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes)); + } + } + else { + var mimeTypes = this.metadata.mimeType; + this.data.appendChild(this._createSource(type, this.url, Array.isArray(mimeTypes) ? mimeTypes[0] : mimeTypes)); + } + } + this.data.addEventListener('error', this._boundOnError, false); + this.data.addEventListener('load', this._boundComplete, false); + this.data.addEventListener('progress', this._boundOnProgress, false); + this.data.addEventListener('canplaythrough', this._boundComplete, false); + this.data.load(); + if (this.timeout) { + this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); + } + }; + /** Loads this resources using an XMLHttpRequest. */ + LoaderResource.prototype._loadXhr = function () { + // if unset, determine the value + if (typeof this.xhrType !== 'string') { + this.xhrType = this._determineXhrType(); + } + var xhr = this.xhr = new XMLHttpRequest(); + // send credentials when crossOrigin with credentials requested + if (this.crossOrigin === 'use-credentials') { + xhr.withCredentials = true; + } + // set the request type and url + xhr.open('GET', this.url, true); + xhr.timeout = this.timeout; + // load json as text and parse it ourselves. We do this because some browsers + // *cough* safari *cough* can't deal with it. + if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON + || this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) { + xhr.responseType = LoaderResource.XHR_RESPONSE_TYPE.TEXT; + } + else { + xhr.responseType = this.xhrType; + } + xhr.addEventListener('error', this._boundXhrOnError, false); + xhr.addEventListener('timeout', this._boundXhrOnTimeout, false); + xhr.addEventListener('abort', this._boundXhrOnAbort, false); + xhr.addEventListener('progress', this._boundOnProgress, false); + xhr.addEventListener('load', this._boundXhrOnLoad, false); + xhr.send(); + }; + /** Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross). */ + LoaderResource.prototype._loadXdr = function () { + // if unset, determine the value + if (typeof this.xhrType !== 'string') { + this.xhrType = this._determineXhrType(); + } + var xdr = this.xhr = new globalThis.XDomainRequest(); // eslint-disable-line no-undef + // XDomainRequest has a few quirks. Occasionally it will abort requests + // A way to avoid this is to make sure ALL callbacks are set even if not used + // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9 + xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9 + xdr.onerror = this._boundXhrOnError; + xdr.ontimeout = this._boundXhrOnTimeout; + xdr.onprogress = this._boundOnProgress; + xdr.onload = this._boundXhrOnLoad; + xdr.open('GET', this.url, true); + // Note: The xdr.send() call is wrapped in a timeout to prevent an + // issue with the interface where some requests are lost if multiple + // XDomainRequests are being sent at the same time. + // Some info here: https://github.com/photonstorm/phaser/issues/1248 + setTimeout(function () { return xdr.send(); }, 1); }; /** - * Adds a point, after transformed. This should be inlined when its possible. - * @param matrix - * @param point + * Creates a source used in loading via an element. + * @param type - The element type (video or audio). + * @param url - The source URL to load from. + * @param [mime] - The mime type of the video + * @returns The source element. */ - Bounds.prototype.addPointMatrix = function (matrix, point) { - var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty; - var x = (a * point.x) + (c * point.y) + tx; - var y = (b * point.x) + (d * point.y) + ty; - this.minX = Math.min(this.minX, x); - this.maxX = Math.max(this.maxX, x); - this.minY = Math.min(this.minY, y); - this.maxY = Math.max(this.maxY, y); + LoaderResource.prototype._createSource = function (type, url, mime) { + if (!mime) { + mime = type + "/" + this._getExtension(url); + } + var source = document.createElement('source'); + source.src = url; + source.type = mime; + return source; }; /** - * Adds a quad, not transformed - * @param vertices - The verts to add. + * Called if a load errors out. + * @param event - The error event from the element that emits it. */ - Bounds.prototype.addQuad = function (vertices) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - var x = vertices[0]; - var y = vertices[1]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[2]; - y = vertices[3]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[4]; - y = vertices[5]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[6]; - y = vertices[7]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; + LoaderResource.prototype._onError = function (event) { + this.abort("Failed to load element using: " + event.target.nodeName); }; /** - * Adds sprite frame, transformed. - * @param transform - transform to apply - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame + * Called if a load progress event fires for an element or xhr/xdr. + * @param event - Progress event. */ - Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) { - this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1); + LoaderResource.prototype._onProgress = function (event) { + if (event && event.lengthComputable) { + this.onProgress.dispatch(this, event.loaded / event.total); + } }; - /** - * Adds sprite frame, multiplied by matrix - * @param matrix - matrix to apply - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - */ - Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) { - var a = matrix.a; - var b = matrix.b; - var c = matrix.c; - var d = matrix.d; - var tx = matrix.tx; - var ty = matrix.ty; - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - var x = (a * x0) + (c * y0) + tx; - var y = (b * x0) + (d * y0) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x1) + (c * y0) + tx; - y = (b * x1) + (d * y0) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x0) + (c * y1) + tx; - y = (b * x0) + (d * y1) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x1) + (c * y1) + tx; - y = (b * x1) + (d * y1) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; + /** Called if a timeout event fires for an element. */ + LoaderResource.prototype._onTimeout = function () { + this.abort("Load timed out."); }; - /** - * Adds screen vertices from array - * @param vertexData - calculated vertices - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - */ - Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - for (var i = beginOffset; i < endOffset; i += 2) { - var x = vertexData[i]; - var y = vertexData[i + 1]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - } - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; + /** Called if an error event fires for xhr/xdr. */ + LoaderResource.prototype._xhrOnError = function () { + var xhr = this.xhr; + this.abort(reqType(xhr) + " Request failed. Status: " + xhr.status + ", text: \"" + xhr.statusText + "\""); }; - /** - * Add an array of mesh vertices - * @param transform - mesh transform - * @param vertices - mesh coordinates in array - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - */ - Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) { - this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset); + /** Called if an error event fires for xhr/xdr. */ + LoaderResource.prototype._xhrOnTimeout = function () { + var xhr = this.xhr; + this.abort(reqType(xhr) + " Request timed out."); }; - /** - * Add an array of mesh vertices. - * @param matrix - mesh matrix - * @param vertices - mesh coordinates in array - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - * @param padX - x padding - * @param padY - y padding - */ - Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) { - if (padX === void 0) { padX = 0; } - if (padY === void 0) { padY = padX; } - var a = matrix.a; - var b = matrix.b; - var c = matrix.c; - var d = matrix.d; - var tx = matrix.tx; - var ty = matrix.ty; - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - for (var i = beginOffset; i < endOffset; i += 2) { - var rawX = vertices[i]; - var rawY = vertices[i + 1]; - var x = (a * rawX) + (c * rawY) + tx; - var y = (d * rawY) + (b * rawX) + ty; - minX = Math.min(minX, x - padX); - maxX = Math.max(maxX, x + padX); - minY = Math.min(minY, y - padY); - maxY = Math.max(maxY, y + padY); - } - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; + /** Called if an abort event fires for xhr/xdr. */ + LoaderResource.prototype._xhrOnAbort = function () { + var xhr = this.xhr; + this.abort(reqType(xhr) + " Request was aborted by the user."); }; - /** - * Adds other {@link Bounds}. - * @param bounds - The Bounds to be added - */ - Bounds.prototype.addBounds = function (bounds) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = bounds.minX < minX ? bounds.minX : minX; - this.minY = bounds.minY < minY ? bounds.minY : minY; - this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX; - this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY; + /** Called when data successfully loads from an xhr/xdr request. */ + LoaderResource.prototype._xhrOnLoad = function () { + var xhr = this.xhr; + var text = ''; + var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200. + // responseText is accessible only if responseType is '' or 'text' and on older browsers + if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') { + text = xhr.responseText; + } + // status can be 0 when using the `file://` protocol so we also check if a response is set. + // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request. + if (status === STATUS_NONE && (text.length > 0 || xhr.responseType === LoaderResource.XHR_RESPONSE_TYPE.BUFFER)) { + status = STATUS_OK; + } + // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request + else if (status === STATUS_IE_BUG_EMPTY) { + status = STATUS_EMPTY; + } + var statusType = (status / 100) | 0; + if (statusType === STATUS_TYPE_OK) { + // if text, just return it + if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.TEXT) { + this.data = text; + this.type = LoaderResource.TYPE.TEXT; + } + // if json, parse into json object + else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON) { + try { + this.data = JSON.parse(text); + this.type = LoaderResource.TYPE.JSON; + } + catch (e) { + this.abort("Error trying to parse loaded json: " + e); + return; + } + } + // if xml, parse into an xml document or div element + else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) { + try { + if (globalThis.DOMParser) { + var domparser = new DOMParser(); + this.data = domparser.parseFromString(text, 'text/xml'); + } + else { + var div = document.createElement('div'); + div.innerHTML = text; + this.data = div; + } + this.type = LoaderResource.TYPE.XML; + } + catch (e$1) { + this.abort("Error trying to parse loaded xml: " + e$1); + return; + } + } + // other types just return the response + else { + this.data = xhr.response || text; + } + } + else { + this.abort("[" + xhr.status + "] " + xhr.statusText + ": " + xhr.responseURL); + return; + } + this.complete(); }; /** - * Adds other Bounds, masked with Bounds. - * @param bounds - The Bounds to be added. - * @param mask - TODO + * Sets the `crossOrigin` property for this resource based on if the url + * for this resource is cross-origin. If crossOrigin was manually set, this + * function does nothing. + * @private + * @param url - The url to test. + * @param [loc=globalThis.location] - The location object to test against. + * @returns The crossOrigin value to use (or empty string for none). */ - Bounds.prototype.addBoundsMask = function (bounds, mask) { - var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX; - var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY; - var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX; - var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY; - if (_minX <= _maxX && _minY <= _maxY) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = _minX < minX ? _minX : minX; - this.minY = _minY < minY ? _minY : minY; - this.maxX = _maxX > maxX ? _maxX : maxX; - this.maxY = _maxY > maxY ? _maxY : maxY; + // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types + LoaderResource.prototype._determineCrossOrigin = function (url, loc) { + // data: and javascript: urls are considered same-origin + if (url.indexOf('data:') === 0) { + return ''; + } + // A sandboxed iframe without the 'allow-same-origin' attribute will have a special + // origin designed not to match globalThis.location.origin, and will always require + // crossOrigin requests regardless of whether the location matches. + if (globalThis.origin !== globalThis.location.origin) { + return 'anonymous'; } + // default is globalThis.location + loc = loc || globalThis.location; + if (!tempAnchor) { + tempAnchor = document.createElement('a'); + } + // let the browser determine the full href for the url of this resource and then + // parse with the node url lib, we can't use the properties of the anchor element + // because they don't work in IE9 :( + tempAnchor.href = url; + var parsedUrl = parseUri(tempAnchor.href, { strictMode: true }); + var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port); + var protocol = parsedUrl.protocol ? parsedUrl.protocol + ":" : ''; + // if cross origin + if (parsedUrl.host !== loc.hostname || !samePort || protocol !== loc.protocol) { + return 'anonymous'; + } + return ''; }; /** - * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty. - * @param bounds - other bounds - * @param matrix - multiplicator + * Determines the responseType of an XHR request based on the extension of the + * resource being loaded. + * @private + * @returns {PIXI.LoaderResource.XHR_RESPONSE_TYPE} The responseType to use. */ - Bounds.prototype.addBoundsMatrix = function (bounds, matrix) { - this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY); + LoaderResource.prototype._determineXhrType = function () { + return LoaderResource._xhrTypeMap[this.extension] || LoaderResource.XHR_RESPONSE_TYPE.TEXT; }; /** - * Adds other Bounds, masked with Rectangle. - * @param bounds - TODO - * @param area - TODO + * Determines the loadType of a resource based on the extension of the + * resource being loaded. + * @private + * @returns {PIXI.LoaderResource.LOAD_TYPE} The loadType to use. */ - Bounds.prototype.addBoundsArea = function (bounds, area) { - var _minX = bounds.minX > area.x ? bounds.minX : area.x; - var _minY = bounds.minY > area.y ? bounds.minY : area.y; - var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width); - var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height); - if (_minX <= _maxX && _minY <= _maxY) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = _minX < minX ? _minX : minX; - this.minY = _minY < minY ? _minY : minY; - this.maxX = _maxX > maxX ? _maxX : maxX; - this.maxY = _maxY > maxY ? _maxY : maxY; - } + LoaderResource.prototype._determineLoadType = function () { + return LoaderResource._loadTypeMap[this.extension] || LoaderResource.LOAD_TYPE.XHR; }; /** - * Pads bounds object, making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. + * Extracts the extension (sans '.') of the file being loaded by the resource. + * @param [url] - url to parse, `this.url` by default. + * @returns The extension. */ - Bounds.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - if (!this.isEmpty()) { - this.minX -= paddingX; - this.maxX += paddingX; - this.minY -= paddingY; - this.maxY += paddingY; + LoaderResource.prototype._getExtension = function (url) { + if (url === void 0) { url = this.url; } + var ext = ''; + if (this.isDataUrl) { + var slashIndex = url.indexOf('/'); + ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex)); + } + else { + var queryStart = url.indexOf('?'); + var hashStart = url.indexOf('#'); + var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length); + url = url.substring(0, index); + ext = url.substring(url.lastIndexOf('.') + 1); } + return ext.toLowerCase(); }; /** - * Adds padded frame. (x0, y0) should be strictly less than (x1, y1) - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - * @param padX - padding X - * @param padY - padding Y + * Determines the mime type of an XHR request based on the responseType of + * resource being loaded. + * @param type - The type to get a mime type for. + * @private + * @returns The mime type to use. */ - Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) { - x0 -= padX; - y0 -= padY; - x1 += padX; - y1 += padY; - this.minX = this.minX < x0 ? this.minX : x0; - this.maxX = this.maxX > x1 ? this.maxX : x1; - this.minY = this.minY < y0 ? this.minY : y0; - this.maxY = this.maxY > y1 ? this.maxY : y1; + LoaderResource.prototype._getMimeFromXhrType = function (type) { + switch (type) { + case LoaderResource.XHR_RESPONSE_TYPE.BUFFER: + return 'application/octet-binary'; + case LoaderResource.XHR_RESPONSE_TYPE.BLOB: + return 'application/blob'; + case LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT: + return 'application/xml'; + case LoaderResource.XHR_RESPONSE_TYPE.JSON: + return 'application/json'; + case LoaderResource.XHR_RESPONSE_TYPE.DEFAULT: + case LoaderResource.XHR_RESPONSE_TYPE.TEXT: + /* falls through */ + default: + return 'text/plain'; + } }; - return Bounds; + return LoaderResource; }()); + // eslint-disable-next-line @typescript-eslint/no-namespace + (function (LoaderResource) { + (function (STATUS_FLAGS) { + /** None */ + STATUS_FLAGS[STATUS_FLAGS["NONE"] = 0] = "NONE"; + /** Data URL */ + STATUS_FLAGS[STATUS_FLAGS["DATA_URL"] = 1] = "DATA_URL"; + /** Complete */ + STATUS_FLAGS[STATUS_FLAGS["COMPLETE"] = 2] = "COMPLETE"; + /** Loading */ + STATUS_FLAGS[STATUS_FLAGS["LOADING"] = 4] = "LOADING"; + })(LoaderResource.STATUS_FLAGS || (LoaderResource.STATUS_FLAGS = {})); + (function (TYPE) { + /** Unknown */ + TYPE[TYPE["UNKNOWN"] = 0] = "UNKNOWN"; + /** JSON */ + TYPE[TYPE["JSON"] = 1] = "JSON"; + /** XML */ + TYPE[TYPE["XML"] = 2] = "XML"; + /** Image */ + TYPE[TYPE["IMAGE"] = 3] = "IMAGE"; + /** Audio */ + TYPE[TYPE["AUDIO"] = 4] = "AUDIO"; + /** Video */ + TYPE[TYPE["VIDEO"] = 5] = "VIDEO"; + /** Plain text */ + TYPE[TYPE["TEXT"] = 6] = "TEXT"; + })(LoaderResource.TYPE || (LoaderResource.TYPE = {})); + (function (LOAD_TYPE) { + /** Uses XMLHttpRequest to load the resource. */ + LOAD_TYPE[LOAD_TYPE["XHR"] = 1] = "XHR"; + /** Uses an `Image` object to load the resource. */ + LOAD_TYPE[LOAD_TYPE["IMAGE"] = 2] = "IMAGE"; + /** Uses an `Audio` object to load the resource. */ + LOAD_TYPE[LOAD_TYPE["AUDIO"] = 3] = "AUDIO"; + /** Uses a `Video` object to load the resource. */ + LOAD_TYPE[LOAD_TYPE["VIDEO"] = 4] = "VIDEO"; + })(LoaderResource.LOAD_TYPE || (LoaderResource.LOAD_TYPE = {})); + (function (XHR_RESPONSE_TYPE) { + /** string */ + XHR_RESPONSE_TYPE["DEFAULT"] = "text"; + /** ArrayBuffer */ + XHR_RESPONSE_TYPE["BUFFER"] = "arraybuffer"; + /** Blob */ + XHR_RESPONSE_TYPE["BLOB"] = "blob"; + /** Document */ + XHR_RESPONSE_TYPE["DOCUMENT"] = "document"; + /** Object */ + XHR_RESPONSE_TYPE["JSON"] = "json"; + /** String */ + XHR_RESPONSE_TYPE["TEXT"] = "text"; + })(LoaderResource.XHR_RESPONSE_TYPE || (LoaderResource.XHR_RESPONSE_TYPE = {})); + LoaderResource._loadTypeMap = { + // images + gif: LoaderResource.LOAD_TYPE.IMAGE, + png: LoaderResource.LOAD_TYPE.IMAGE, + bmp: LoaderResource.LOAD_TYPE.IMAGE, + jpg: LoaderResource.LOAD_TYPE.IMAGE, + jpeg: LoaderResource.LOAD_TYPE.IMAGE, + tif: LoaderResource.LOAD_TYPE.IMAGE, + tiff: LoaderResource.LOAD_TYPE.IMAGE, + webp: LoaderResource.LOAD_TYPE.IMAGE, + tga: LoaderResource.LOAD_TYPE.IMAGE, + avif: LoaderResource.LOAD_TYPE.IMAGE, + svg: LoaderResource.LOAD_TYPE.IMAGE, + 'svg+xml': LoaderResource.LOAD_TYPE.IMAGE, + // audio + mp3: LoaderResource.LOAD_TYPE.AUDIO, + ogg: LoaderResource.LOAD_TYPE.AUDIO, + wav: LoaderResource.LOAD_TYPE.AUDIO, + // videos + mp4: LoaderResource.LOAD_TYPE.VIDEO, + webm: LoaderResource.LOAD_TYPE.VIDEO, + }; + LoaderResource._xhrTypeMap = { + // xml + xhtml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + html: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + htm: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + xml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + tmx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + svg: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component. + // Since it is way less likely for people to be loading TypeScript files instead of Tiled files, + // this should probably be fine. + tsx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + // images + gif: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + png: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + bmp: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + jpg: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + jpeg: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + tif: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + tiff: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + webp: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + tga: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + avif: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + // json + json: LoaderResource.XHR_RESPONSE_TYPE.JSON, + // text + text: LoaderResource.XHR_RESPONSE_TYPE.TEXT, + txt: LoaderResource.XHR_RESPONSE_TYPE.TEXT, + // fonts + ttf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER, + otf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER, + }; + // We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif + LoaderResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw=='; + })(LoaderResource || (LoaderResource = {})); - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$l = function(d, b) { - extendStatics$l = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$l(d, b); - }; - - function __extends$l(d, b) { - extendStatics$l(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + /** + * Smaller version of the async library constructs. + * @ignore + */ + function _noop() { } - /** - * The base class for all objects that are rendered on the screen. - * - * This is an abstract class and can not be used on its own; rather it should be extended. - * - * ## Display objects implemented in PixiJS - * - * | Display Object | Description | - * | ------------------------------- | --------------------------------------------------------------------- | - * | {@link PIXI.Container} | Adds support for `children` to DisplayObject | - * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API | - * | {@link PIXI.Sprite} | Draws textures (i.e. images) | - * | {@link PIXI.Text} | Draws text using the Canvas API internally | - * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures | - * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion | - * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images | - * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data | - * | {@link PIXI.NineSlicePlane} | Mesh-related | - * | {@link PIXI.SimpleMesh} | v4-compatible mesh | - * | {@link PIXI.SimplePlane} | Mesh-related | - * | {@link PIXI.SimpleRope} | Mesh-related | - * - * ## Transforms - * - * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its - * local coordinate space to its parent's local coordinate space. The following properties are derived - * from the transform: - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - *
PropertyDescription
[pivot]{@link PIXI.DisplayObject#pivot} - * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot - * is equal to position, regardless of the other three transformations. In other words, It is the center of - * rotation, scaling, and skewing. - *
[position]{@link PIXI.DisplayObject#position} - * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local - * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object - * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space. - *
[scale]{@link PIXI.DisplayObject#scale} - * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the - * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center - * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}. - *
[rotation]{@link PIXI.DisplayObject#rotation} - * Rotation. This will rotate the display object's projection by this angle (in radians). - *
[skew]{@link PIXI.DisplayObject#skew} - *

Skewing. This can be used to deform a rectangular display object into a parallelogram.

- *

- * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be - * thought of the net rotation applied to the coordinate axes (separately). For example, if "skew.x" is - * ⍺ and "skew.y" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be - * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will - * be rotated by an angle between ⍺ and β. - *

- *

- * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying - * a rotation. Indeed, if "skew.x" = -ϴ and "skew.y" = ϴ, it will produce an equivalent of "rotation" = ϴ. - *

- *

- * Another quite interesting observation is that "skew.x", "skew.y", rotation are communtative operations. Indeed, - * because rotation is essentially a careful combination of the two. - *

- *
angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
xTranslation. This is an alias for position.x!
yTranslation. This is an alias for position.y!
width - * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing - * the "requested" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there - * is no concept of user-defined width. - *
height - * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing - * the "requested" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there - * is no concept of user-defined height. - *
- * - * ## Bounds - * - * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit - * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the - * `worldTransform` to calculate in world space). - * - * There are a few additional types of bounding boxes: - * - * | Bounds | Description | - * | --------------------- | ---------------------------------------------------------------------------------------- | - * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. | - * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. | - * | Render Bounds | The bounds, but including extra rendering effects like filter padding. | - * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. | - * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. | - * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)| - * | Content Bounds | The natural bounds when excluding all children of a `Container`. | - * - * ### calculateBounds - * - * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children. - * - * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and - * `getLocalBounds` to work. This method must write the bounds into `this._bounds`. - * - * Generally, the following technique works for most simple cases: take the list of points - * forming the "hull" of the object (i.e. outline of the object's shape), and then add them - * using {@link PIXI.Bounds#addPointMatrix}. - * - * ```js - * calculateBounds(): void - * { - * const points = [...]; - * - * for (let i = 0, j = points.length; i < j; i++) - * { - * this._bounds.addPointMatrix(this.worldTransform, points[i]); - * } - * } - * ``` - * - * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them - * in one array together. - * - * ## Alpha - * - * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display - * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not - * applied on any ancestor further up the chain). - * - * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}. - * - * ## Renderable vs Visible - * - * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the - * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display - * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not - * be calculated. - * - * It is recommended that applications use the `renderable` property for culling. See - * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or - * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details. - * - * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This - * one is also better in terms of performance. + * Ensures a function is only called once. + * @ignore + * @param {Function} fn - The function to wrap. + * @returns {Function} The wrapping function. + */ + function onlyOnce(fn) { + return function onceWrapper() { + var arguments$1 = arguments; + + var args = []; + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments$1[_i]; + } + if (fn === null) { + throw new Error('Callback was already called.'); + } + var callFn = fn; + fn = null; + callFn.apply(this, args); + }; + } + /** + * @private * @memberof PIXI */ - var DisplayObject$2 = /** @class */ (function (_super) { - __extends$l(DisplayObject, _super); - function DisplayObject() { - var _this = _super.call(this) || this; - _this.tempDisplayObjectParent = null; - // TODO: need to create Transform from factory - _this.transform = new Transform$2(); - _this.alpha = 1; - _this.visible = true; - _this.renderable = true; - _this.cullable = false; - _this.cullArea = null; - _this.parent = null; - _this.worldAlpha = 1; - _this._lastSortedIndex = 0; - _this._zIndex = 0; - _this.filterArea = null; - _this.filters = null; - _this._enabledFilters = null; - _this._bounds = new Bounds$2(); - _this._localBounds = null; - _this._boundsID = 0; - _this._boundsRect = null; - _this._localBoundsRect = null; - _this._mask = null; - _this._maskRefCount = 0; - _this._destroyed = false; - _this.isSprite = false; - _this.isMask = false; - return _this; + var AsyncQueueItem = /** @class */ (function () { + /** + * @param data + * @param callback + * @private + */ + function AsyncQueueItem(data, callback) { + this.data = data; + this.callback = callback; } + return AsyncQueueItem; + }()); + /** + * @private + * @memberof PIXI + */ + var AsyncQueue = /** @class */ (function () { /** - * Mixes all enumerable properties and methods from a source object to DisplayObject. - * @param source - The source of properties and methods to mix in. + * @param worker + * @param concurrency + * @private */ - DisplayObject.mixin = function (source) { - // in ES8/ES2017, this would be really easy: - // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source)); - // get all the enumerable property keys - var keys = Object.keys(source); - // loop through properties - for (var i = 0; i < keys.length; ++i) { - var propertyName = keys[i]; - // Set the property using the property descriptor - this works for accessors and normal value properties - Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName)); - } - }; - Object.defineProperty(DisplayObject.prototype, "destroyed", { - /** - * Fired when this DisplayObject is added to a Container. - * @instance - * @event added - * @param {PIXI.Container} container - The container added to. - */ - /** - * Fired when this DisplayObject is removed from a Container. - * @instance - * @event removed - * @param {PIXI.Container} container - The container removed from. - */ - /** - * Fired when this DisplayObject is destroyed. This event is emitted once - * destroy is finished. - * @instance - * @event destroyed - */ - /** Readonly flag for destroyed display objects. */ - get: function () { - return this._destroyed; - }, - enumerable: false, - configurable: true - }); - /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */ - DisplayObject.prototype._recursivePostUpdateTransform = function () { - if (this.parent) { - this.parent._recursivePostUpdateTransform(); - this.transform.updateTransform(this.parent.transform); - } - else { - this.transform.updateTransform(this._tempDisplayObjectParent.transform); + function AsyncQueue(worker, concurrency) { + var _this = this; + if (concurrency === void 0) { concurrency = 1; } + this.workers = 0; + this.saturated = _noop; + this.unsaturated = _noop; + this.empty = _noop; + this.drain = _noop; + this.error = _noop; + this.started = false; + this.paused = false; + this._tasks = []; + this._insert = function (data, insertAtFront, callback) { + if (callback && typeof callback !== 'function') { + throw new Error('task callback must be a function'); + } + _this.started = true; + // eslint-disable-next-line no-eq-null,eqeqeq + if (data == null && _this.idle()) { + // call drain immediately if there are no tasks + setTimeout(function () { return _this.drain(); }, 1); + return; + } + var item = new AsyncQueueItem(data, typeof callback === 'function' ? callback : _noop); + if (insertAtFront) { + _this._tasks.unshift(item); + } + else { + _this._tasks.push(item); + } + setTimeout(_this.process, 1); + }; + this.process = function () { + while (!_this.paused && _this.workers < _this.concurrency && _this._tasks.length) { + var task = _this._tasks.shift(); + if (_this._tasks.length === 0) { + _this.empty(); + } + _this.workers += 1; + if (_this.workers === _this.concurrency) { + _this.saturated(); + } + _this._worker(task.data, onlyOnce(_this._next(task))); + } + }; + this._worker = worker; + if (concurrency === 0) { + throw new Error('Concurrency must not be zero'); } - }; - /** Updates the object transform for rendering. TODO - Optimization pass! */ - DisplayObject.prototype.updateTransform = function () { - this._boundsID++; - this.transform.updateTransform(this.parent.transform); - // multiply the alphas.. - this.worldAlpha = this.alpha * this.parent.worldAlpha; - }; + this.concurrency = concurrency; + this.buffer = concurrency / 4.0; + } /** - * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}. - * - * This method is expensive on containers with a large subtree (like the stage). This is because the bounds - * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to - * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update - * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using - * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise, - * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as - * its height increases. - * - * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated. - * The world bounds of all display objects in a container's **subtree** will also be recalculated. - * - * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds - * calculation if needed. - * - * ```js - * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect); - * ``` - * - * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This - * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more - * details. - * - * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms - * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain - * cases. - * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from - * being updated. This means the calculation returned MAY be out of date BUT will give you a - * nice performance boost. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @returns - The minimum axis-aligned rectangle in world space that fits around this object. + * @param task + * @private */ - DisplayObject.prototype.getBounds = function (skipUpdate, rect) { - if (!skipUpdate) { - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.updateTransform(); - this.parent = null; + AsyncQueue.prototype._next = function (task) { + var _this = this; + return function () { + var arguments$1 = arguments; + + var args = []; + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments$1[_i]; } - else { - this._recursivePostUpdateTransform(); - this.updateTransform(); + _this.workers -= 1; + task.callback.apply(task, args); + // eslint-disable-next-line no-eq-null,eqeqeq + if (args[0] != null) { + _this.error(args[0], task.data); + } + if (_this.workers <= (_this.concurrency - _this.buffer)) { + _this.unsaturated(); + } + if (_this.idle()) { + _this.drain(); } + _this.process(); + }; + }; + // That was in object + // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types + AsyncQueue.prototype.push = function (data, callback) { + this._insert(data, false, callback); + }; + AsyncQueue.prototype.kill = function () { + this.workers = 0; + this.drain = _noop; + this.started = false; + this._tasks = []; + }; + // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types + AsyncQueue.prototype.unshift = function (data, callback) { + this._insert(data, true, callback); + }; + AsyncQueue.prototype.length = function () { + return this._tasks.length; + }; + AsyncQueue.prototype.running = function () { + return this.workers; + }; + AsyncQueue.prototype.idle = function () { + return this._tasks.length + this.workers === 0; + }; + AsyncQueue.prototype.pause = function () { + if (this.paused === true) { + return; } - if (this._bounds.updateID !== this._boundsID) { - this.calculateBounds(); - this._bounds.updateID = this._boundsID; + this.paused = true; + }; + AsyncQueue.prototype.resume = function () { + if (this.paused === false) { + return; } - if (!rect) { - if (!this._boundsRect) { - this._boundsRect = new Rectangle$2(); - } - rect = this._boundsRect; + this.paused = false; + // Need to call this.process once per concurrent + // worker to preserve full concurrency after pause + for (var w = 1; w <= this.concurrency; w++) { + this.process(); } - return this._bounds.getRectangle(rect); }; /** - * Retrieves the local bounds of the displayObject as a rectangle object. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @returns - The rectangular bounding area. + * Iterates an array in series. + * @param {Array.<*>} array - Array to iterate. + * @param {Function} iterator - Function to call for each element. + * @param {Function} callback - Function to call when done, or on error. + * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1. */ - DisplayObject.prototype.getLocalBounds = function (rect) { - if (!rect) { - if (!this._localBoundsRect) { - this._localBoundsRect = new Rectangle$2(); + AsyncQueue.eachSeries = function (array, iterator, callback, deferNext) { + var i = 0; + var len = array.length; + function next(err) { + if (err || i === len) { + if (callback) { + callback(err); + } + return; + } + if (deferNext) { + setTimeout(function () { + iterator(array[i++], next); + }, 1); + } + else { + iterator(array[i++], next); } - rect = this._localBoundsRect; - } - if (!this._localBounds) { - this._localBounds = new Bounds$2(); } - var transformRef = this.transform; - var parentRef = this.parent; - this.parent = null; - this.transform = this._tempDisplayObjectParent.transform; - var worldBounds = this._bounds; - var worldBoundsID = this._boundsID; - this._bounds = this._localBounds; - var bounds = this.getBounds(false, rect); - this.parent = parentRef; - this.transform = transformRef; - this._bounds = worldBounds; - this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects - return bounds; + next(); }; /** - * Calculates the global position of the display object. - * @param position - The world origin to calculate from. - * @param point - A Point object in which to store the value, optional - * (otherwise will create a new Point). - * @param skipUpdate - Should we skip the update transform. - * @returns - A point object representing the position of this object. + * Async queue implementation, + * @param {Function} worker - The worker function to call for each task. + * @param {number} concurrency - How many workers to run in parrallel. + * @returns {*} The async queue object. */ - DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) { - if (skipUpdate === void 0) { skipUpdate = false; } - if (!skipUpdate) { - this._recursivePostUpdateTransform(); - // this parent check is for just in case the item is a root object. - // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly - // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.displayObjectUpdateTransform(); - this.parent = null; + AsyncQueue.queue = function (worker, concurrency) { + return new AsyncQueue(worker, concurrency); + }; + return AsyncQueue; + }()); + + // some constants + var MAX_PROGRESS = 100; + var rgxExtractUrlHash = /(#[\w-]+)?$/; + /** + * The new loader, forked from Resource Loader by Chad Engler: https://github.com/englercj/resource-loader + * + * ```js + * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use. + * // or + * const loader = new PIXI.Loader(); // You can also create your own if you want + * + * const sprites = {}; + * + * // Chainable `add` to enqueue a resource + * loader.add('bunny', 'data/bunny.png') + * .add('spaceship', 'assets/spritesheet.json'); + * loader.add('scoreFont', 'assets/score.fnt'); + * + * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource. + * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc). + * loader.pre(cachingMiddleware); + * + * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource. + * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc). + * loader.use(parsingMiddleware); + * + * // The `load` method loads the queue of resources, and calls the passed in callback called once all + * // resources have loaded. + * loader.load((loader, resources) => { + * // resources is an object where the key is the name of the resource loaded and the value is the resource object. + * // They have a couple default properties: + * // - `url`: The URL that the resource was loaded from + * // - `error`: The error that happened when trying to load (if any) + * // - `data`: The raw data that was loaded + * // also may contain other properties based on the middleware that runs. + * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture); + * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture); + * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture); + * }); + * + * // throughout the process multiple signals can be dispatched. + * loader.onProgress.add(() => {}); // called once per loaded/errored file + * loader.onError.add(() => {}); // called once per errored file + * loader.onLoad.add(() => {}); // called once per loaded file + * loader.onComplete.add(() => {}); // called once when the queued resources all load. + * ``` + * @memberof PIXI + */ + var Loader = /** @class */ (function () { + /** + * @param baseUrl - The base url for all resources loaded by this loader. + * @param concurrency - The number of resources to load concurrently. + */ + function Loader(baseUrl, concurrency) { + var _this = this; + if (baseUrl === void 0) { baseUrl = ''; } + if (concurrency === void 0) { concurrency = 10; } + /** The progress percent of the loader going through the queue. */ + this.progress = 0; + /** Loading state of the loader, true if it is currently loading resources. */ + this.loading = false; + /** + * A querystring to append to every URL added to the loader. + * + * This should be a valid query string *without* the question-mark (`?`). The loader will + * also *not* escape values for you. Make sure to escape your parameters with + * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property. + * @example + * const loader = new Loader(); + * + * loader.defaultQueryString = 'user=me&password=secret'; + * + * // This will request 'image.png?user=me&password=secret' + * loader.add('image.png').load(); + * + * loader.reset(); + * + * // This will request 'image.png?v=1&user=me&password=secret' + * loader.add('iamge.png?v=1').load(); + */ + this.defaultQueryString = ''; + /** The middleware to run before loading each resource. */ + this._beforeMiddleware = []; + /** The middleware to run after loading each resource. */ + this._afterMiddleware = []; + /** The tracks the resources we are currently completing parsing for. */ + this._resourcesParsing = []; + /** + * The `_loadResource` function bound with this object context. + * @param r - The resource to load + * @param d - The dequeue function + */ + this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); }; + /** All the resources for this loader keyed by name. */ + this.resources = {}; + this.baseUrl = baseUrl; + this._beforeMiddleware = []; + this._afterMiddleware = []; + this._resourcesParsing = []; + this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); }; + this._queue = AsyncQueue.queue(this._boundLoadResource, concurrency); + this._queue.pause(); + this.resources = {}; + this.onProgress = new Signal(); + this.onError = new Signal(); + this.onLoad = new Signal(); + this.onStart = new Signal(); + this.onComplete = new Signal(); + for (var i = 0; i < Loader._plugins.length; ++i) { + var plugin = Loader._plugins[i]; + var pre = plugin.pre, use = plugin.use; + if (pre) { + this.pre(pre); } - else { - this.displayObjectUpdateTransform(); + if (use) { + this.use(use); } } - // don't need to update the lot - return this.worldTransform.apply(position, point); - }; + this._protected = false; + } /** - * Calculates the local position of the display object relative to another point. - * @param position - The world origin to calculate from. - * @param from - The DisplayObject to calculate the global position from. - * @param point - A Point object in which to store the value, optional - * (otherwise will create a new Point). - * @param skipUpdate - Should we skip the update transform - * @returns - A point object representing the position of this object + * Same as add, params have strict order + * @private + * @param name - The name of the resource to load. + * @param url - The url for this resource, relative to the baseUrl of this loader. + * @param options - The options for the load. + * @param callback - Function to call when this specific resource completes loading. + * @returns The loader itself. */ - DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) { - if (from) { - position = from.toGlobal(position, point, skipUpdate); + Loader.prototype._add = function (name, url, options, callback) { + // if loading already you can only add resources that have a parent. + if (this.loading && (!options || !options.parentResource)) { + throw new Error('Cannot add resources while the loader is running.'); } - if (!skipUpdate) { - this._recursivePostUpdateTransform(); - // this parent check is for just in case the item is a root object. - // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly - // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.displayObjectUpdateTransform(); - this.parent = null; + // check if resource already exists. + if (this.resources[name]) { + throw new Error("Resource named \"" + name + "\" already exists."); + } + // add base url if this isn't an absolute url + url = this._prepareUrl(url); + // create the store the resource + this.resources[name] = new LoaderResource(name, url, options); + if (typeof callback === 'function') { + this.resources[name].onAfterMiddleware.once(callback); + } + // if actively loading, make sure to adjust progress chunks for that parent and its children + if (this.loading) { + var parent = options.parentResource; + var incompleteChildren = []; + for (var i = 0; i < parent.children.length; ++i) { + if (!parent.children[i].isComplete) { + incompleteChildren.push(parent.children[i]); + } } - else { - this.displayObjectUpdateTransform(); + var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent + var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child + parent.children.push(this.resources[name]); + parent.progressChunk = eachChunk; + for (var i = 0; i < incompleteChildren.length; ++i) { + incompleteChildren[i].progressChunk = eachChunk; } + this.resources[name].progressChunk = eachChunk; } - // simply apply the matrix.. - return this.worldTransform.applyInverse(position, point); + // add the resource to the queue + this._queue.push(this.resources[name]); + return this; }; + /* eslint-enable require-jsdoc,valid-jsdoc */ /** - * Set the parent Container of this DisplayObject. - * @param container - The Container to add this DisplayObject to. - * @returns - The Container that this DisplayObject was added to. + * Sets up a middleware function that will run *before* the + * resource is loaded. + * @param fn - The middleware function to register. + * @returns The loader itself. */ - DisplayObject.prototype.setParent = function (container) { - if (!container || !container.addChild) { - throw new Error('setParent: Argument must be a Container'); - } - container.addChild(this); - return container; + Loader.prototype.pre = function (fn) { + this._beforeMiddleware.push(fn); + return this; }; /** - * Convenience function to set the position, scale, skew and pivot at once. - * @param x - The X position - * @param y - The Y position - * @param scaleX - The X scale value - * @param scaleY - The Y scale value - * @param rotation - The rotation - * @param skewX - The X skew value - * @param skewY - The Y skew value - * @param pivotX - The X pivot value - * @param pivotY - The Y pivot value - * @returns - The DisplayObject instance + * Sets up a middleware function that will run *after* the + * resource is loaded. + * @param fn - The middleware function to register. + * @returns The loader itself. */ - DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (scaleX === void 0) { scaleX = 1; } - if (scaleY === void 0) { scaleY = 1; } - if (rotation === void 0) { rotation = 0; } - if (skewX === void 0) { skewX = 0; } - if (skewY === void 0) { skewY = 0; } - if (pivotX === void 0) { pivotX = 0; } - if (pivotY === void 0) { pivotY = 0; } - this.position.x = x; - this.position.y = y; - this.scale.x = !scaleX ? 1 : scaleX; - this.scale.y = !scaleY ? 1 : scaleY; - this.rotation = rotation; - this.skew.x = skewX; - this.skew.y = skewY; - this.pivot.x = pivotX; - this.pivot.y = pivotY; + Loader.prototype.use = function (fn) { + this._afterMiddleware.push(fn); return this; }; /** - * Base destroy method for generic display objects. This will automatically - * remove the display object from its parent Container as well as remove - * all current event listeners and internal references. Do not use a DisplayObject - * after calling `destroy()`. - * @param _options + * Resets the queue of the loader to prepare for a new load. + * @returns The loader itself. */ - DisplayObject.prototype.destroy = function (_options) { - if (this.parent) { - this.parent.removeChild(this); + Loader.prototype.reset = function () { + this.progress = 0; + this.loading = false; + this._queue.kill(); + this._queue.pause(); + // abort all resource loads + for (var k in this.resources) { + var res = this.resources[k]; + if (res._onLoadBinding) { + res._onLoadBinding.detach(); + } + if (res.isLoading) { + res.abort('loader reset'); + } } - this._destroyed = true; - this.transform = null; - this.parent = null; - this._bounds = null; - this.mask = null; - this.cullArea = null; - this.filters = null; - this.filterArea = null; - this.hitArea = null; - this.interactive = false; - this.interactiveChildren = false; - this.emit('destroyed'); - this.removeAllListeners(); + this.resources = {}; + return this; }; - Object.defineProperty(DisplayObject.prototype, "_tempDisplayObjectParent", { + /** + * Starts loading the queued resources. + * @param cb - Optional callback that will be bound to the `complete` event. + * @returns The loader itself. + */ + Loader.prototype.load = function (cb) { + deprecation('6.5.0', '@pixi/loaders is being replaced with @pixi/assets in the next major release.'); + // register complete callback if they pass one + if (typeof cb === 'function') { + this.onComplete.once(cb); + } + // if the queue has already started we are done here + if (this.loading) { + return this; + } + if (this._queue.idle()) { + this._onStart(); + this._onComplete(); + } + else { + // distribute progress chunks + var numTasks = this._queue._tasks.length; + var chunk = MAX_PROGRESS / numTasks; + for (var i = 0; i < this._queue._tasks.length; ++i) { + this._queue._tasks[i].data.progressChunk = chunk; + } + // notify we are starting + this._onStart(); + // start loading + this._queue.resume(); + } + return this; + }; + Object.defineProperty(Loader.prototype, "concurrency", { /** - * @protected - * @member {PIXI.Container} + * The number of resources to load concurrently. + * @default 10 */ get: function () { - if (this.tempDisplayObjectParent === null) { - // eslint-disable-next-line @typescript-eslint/no-use-before-define - this.tempDisplayObjectParent = new TemporaryDisplayObject$2(); - } - return this.tempDisplayObjectParent; + return this._queue.concurrency; + }, + set: function (concurrency) { + this._queue.concurrency = concurrency; }, enumerable: false, configurable: true }); /** - * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root - * - * ``` - * const cacheParent = elem.enableTempParent(); - * elem.updateTransform(); - * elem.disableTempParent(cacheParent); - * ``` - * @returns - current parent + * Prepares a url for usage based on the configuration of this object + * @param url - The url to prepare. + * @returns The prepared url. */ - DisplayObject.prototype.enableTempParent = function () { - var myParent = this.parent; - this.parent = this._tempDisplayObjectParent; - return myParent; + Loader.prototype._prepareUrl = function (url) { + var parsedUrl = parseUri(url, { strictMode: true }); + var result; + // absolute url, just use it as is. + if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) { + result = url; + } + // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween + else if (this.baseUrl.length + && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1 + && url.charAt(0) !== '/') { + result = this.baseUrl + "/" + url; + } + else { + result = this.baseUrl + url; + } + // if we need to add a default querystring, there is a bit more work + if (this.defaultQueryString) { + var hash = rgxExtractUrlHash.exec(result)[0]; + result = result.slice(0, result.length - hash.length); + if (result.indexOf('?') !== -1) { + result += "&" + this.defaultQueryString; + } + else { + result += "?" + this.defaultQueryString; + } + result += hash; + } + return result; }; /** - * Pair method for `enableTempParent` - * @param cacheParent - Actual parent of element + * Loads a single resource. + * @param resource - The resource to load. + * @param dequeue - The function to call when we need to dequeue this item. */ - DisplayObject.prototype.disableTempParent = function (cacheParent) { - this.parent = cacheParent; + Loader.prototype._loadResource = function (resource, dequeue) { + var _this = this; + resource._dequeue = dequeue; + // run before middleware + AsyncQueue.eachSeries(this._beforeMiddleware, function (fn, next) { + fn.call(_this, resource, function () { + // if the before middleware marks the resource as complete, + // break and don't process any more before middleware + next(resource.isComplete ? {} : null); + }); + }, function () { + if (resource.isComplete) { + _this._onLoad(resource); + } + else { + resource._onLoadBinding = resource.onComplete.once(_this._onLoad, _this); + resource.load(); + } + }, true); }; - Object.defineProperty(DisplayObject.prototype, "x", { - /** - * The position of the displayObject on the x axis relative to the local coordinates of the parent. - * An alias to position.x - */ - get: function () { - return this.position.x; - }, - set: function (value) { - this.transform.position.x = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "y", { - /** - * The position of the displayObject on the y axis relative to the local coordinates of the parent. - * An alias to position.y - */ - get: function () { - return this.position.y; - }, - set: function (value) { - this.transform.position.y = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "worldTransform", { - /** - * Current transform of the object based on world (parent) factors. - * @readonly - */ + /** Called once loading has started. */ + Loader.prototype._onStart = function () { + this.progress = 0; + this.loading = true; + this.onStart.dispatch(this); + }; + /** Called once each resource has loaded. */ + Loader.prototype._onComplete = function () { + this.progress = MAX_PROGRESS; + this.loading = false; + this.onComplete.dispatch(this, this.resources); + }; + /** + * Called each time a resources is loaded. + * @param resource - The resource that was loaded + */ + Loader.prototype._onLoad = function (resource) { + var _this = this; + resource._onLoadBinding = null; + // remove this resource from the async queue, and add it to our list of resources that are being parsed + this._resourcesParsing.push(resource); + resource._dequeue(); + // run all the after middleware for this resource + AsyncQueue.eachSeries(this._afterMiddleware, function (fn, next) { + fn.call(_this, resource, next); + }, function () { + resource.onAfterMiddleware.dispatch(resource); + _this.progress = Math.min(MAX_PROGRESS, _this.progress + resource.progressChunk); + _this.onProgress.dispatch(_this, resource); + if (resource.error) { + _this.onError.dispatch(resource.error, _this, resource); + } + else { + _this.onLoad.dispatch(_this, resource); + } + _this._resourcesParsing.splice(_this._resourcesParsing.indexOf(resource), 1); + // do completion check + if (_this._queue.idle() && _this._resourcesParsing.length === 0) { + _this._onComplete(); + } + }, true); + }; + /** Destroy the loader, removes references. */ + Loader.prototype.destroy = function () { + if (!this._protected) { + this.reset(); + } + }; + Object.defineProperty(Loader, "shared", { + /** A premade instance of the loader that can be used to load resources. */ get: function () { - return this.transform.worldTransform; + var shared = Loader._shared; + if (!shared) { + shared = new Loader(); + shared._protected = true; + Loader._shared = shared; + } + return shared; }, enumerable: false, configurable: true }); - Object.defineProperty(DisplayObject.prototype, "localTransform", { - /** - * Current transform of the object based on local factors: position, scale, other stuff. - * @readonly - */ - get: function () { - return this.transform.localTransform; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "position", { - /** - * The coordinate of the object relative to the local coordinates of the parent. - * @since 4.0.0 - */ - get: function () { - return this.transform.position; - }, - set: function (value) { - this.transform.position.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "scale", { - /** - * The scale factors of this object along the local coordinate axes. - * - * The default scale is (1, 1). - * @since 4.0.0 - */ - get: function () { - return this.transform.scale; - }, - set: function (value) { - this.transform.scale.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "pivot", { - /** - * The center of rotation, scaling, and skewing for this display object in its local space. The `position` - * is the projection of `pivot` in the parent's local space. - * - * By default, the pivot is the origin (0, 0). - * @since 4.0.0 - */ - get: function () { - return this.transform.pivot; - }, - set: function (value) { - this.transform.pivot.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "skew", { - /** - * The skew factor for the object in radians. - * @since 4.0.0 - */ - get: function () { - return this.transform.skew; - }, - set: function (value) { - this.transform.skew.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "rotation", { - /** - * The rotation of the object in radians. - * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. - */ - get: function () { - return this.transform.rotation; - }, - set: function (value) { - this.transform.rotation = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "angle", { - /** - * The angle of the object in degrees. - * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. - */ - get: function () { - return this.transform.rotation * RAD_TO_DEG$2; - }, - set: function (value) { - this.transform.rotation = value * DEG_TO_RAD$2; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "zIndex", { - /** - * The zIndex of the displayObject. - * - * If a container has the sortableChildren property set to true, children will be automatically - * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array, - * and thus rendered on top of other display objects within the same container. - * @see PIXI.Container#sortableChildren - */ - get: function () { - return this._zIndex; - }, - set: function (value) { - this._zIndex = value; - if (this.parent) { - this.parent.sortDirty = true; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "worldVisible", { - /** - * Indicates if the object is globally visible. - * @readonly - */ - get: function () { - var item = this; - do { - if (!item.visible) { - return false; - } - item = item.parent; - } while (item); - return true; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "mask", { - /** - * Sets a mask for the displayObject. A mask is an object that limits the visibility of an - * object to the shape of the mask applied to it. In PixiJS a regular mask must be a - * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it - * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent. - * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong. - * To remove a mask, set this property to `null`. - * - * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask. - * @example - * const graphics = new PIXI.Graphics(); - * graphics.beginFill(0xFF3300); - * graphics.drawRect(50, 250, 100, 100); - * graphics.endFill(); - * - * const sprite = new PIXI.Sprite(texture); - * sprite.mask = graphics; - * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask. - */ - get: function () { - return this._mask; - }, - set: function (value) { - if (this._mask === value) { - return; - } - if (this._mask) { - var maskObject = (this._mask.isMaskData - ? this._mask.maskObject : this._mask); - if (maskObject) { - maskObject._maskRefCount--; - if (maskObject._maskRefCount === 0) { - maskObject.renderable = true; - maskObject.isMask = false; - } - } + /** + * Use the {@link PIXI.extensions.add} API to register plugins. + * @deprecated since 6.5.0 + * @param plugin - The plugin to add + * @returns Reference to PIXI.Loader for chaining + */ + Loader.registerPlugin = function (plugin) { + deprecation('6.5.0', 'Loader.registerPlugin() is deprecated, use extensions.add() instead.'); + extensions.add({ + type: ExtensionType.Loader, + ref: plugin, + }); + return Loader; + }; + Loader._plugins = []; + return Loader; + }()); + extensions.handleByList(ExtensionType.Loader, Loader._plugins); + Loader.prototype.add = function add(name, url, options, callback) { + // special case of an array of objects or urls + if (Array.isArray(name)) { + for (var i = 0; i < name.length; ++i) { + this.add(name[i]); + } + return this; + } + // if an object is passed instead of params + if (typeof name === 'object') { + options = name; + callback = url || options.callback || options.onComplete; + url = options.url; + name = options.name || options.key || options.url; + } + // case where no name is passed shift all args over by one. + if (typeof url !== 'string') { + callback = options; + options = url; + url = name; + } + // now that we shifted make sure we have a proper url. + if (typeof url !== 'string') { + throw new Error('No url passed to add resource to loader.'); + } + // options are optional so people might pass a function and no options + if (typeof options === 'function') { + callback = options; + options = null; + } + return this._add(name, url, options, callback); + }; + + /** + * Application plugin for supporting loader option. Installing the LoaderPlugin + * is not necessary if using **pixi.js** or **pixi.js-legacy**. + * @example + * import {AppLoaderPlugin} from '@pixi/loaders'; + * import {extensions} from '@pixi/core'; + * extensions.add(AppLoaderPlugin); + * @memberof PIXI + */ + var AppLoaderPlugin = /** @class */ (function () { + function AppLoaderPlugin() { + } + /** + * Called on application constructor + * @param options + * @private + */ + AppLoaderPlugin.init = function (options) { + options = Object.assign({ + sharedLoader: false, + }, options); + this.loader = options.sharedLoader ? Loader.shared : new Loader(); + }; + /** + * Called when application destroyed + * @private + */ + AppLoaderPlugin.destroy = function () { + if (this.loader) { + this.loader.destroy(); + this.loader = null; + } + }; + /** @ignore */ + AppLoaderPlugin.extension = ExtensionType.Application; + return AppLoaderPlugin; + }()); + + /** + * Loader plugin for handling Texture resources. + * @memberof PIXI + */ + var TextureLoader = /** @class */ (function () { + function TextureLoader() { + } + /** Handle SVG elements a text, render with SVGResource. */ + TextureLoader.add = function () { + LoaderResource.setExtensionLoadType('svg', LoaderResource.LOAD_TYPE.XHR); + LoaderResource.setExtensionXhrType('svg', LoaderResource.XHR_RESPONSE_TYPE.TEXT); + }; + /** + * Called after a resource is loaded. + * @see PIXI.Loader.loaderMiddleware + * @param resource + * @param {Function} next + */ + TextureLoader.use = function (resource, next) { + // create a new texture if the data is an Image object + if (resource.data && (resource.type === LoaderResource.TYPE.IMAGE || resource.extension === 'svg')) { + var data = resource.data, url = resource.url, name = resource.name, metadata = resource.metadata; + Texture.fromLoader(data, url, name, metadata).then(function (texture) { + resource.texture = texture; + next(); + }) + // TODO: handle errors in Texture.fromLoader + // so we can pass them to the Loader + .catch(next); + } + else { + next(); + } + }; + /** @ignore */ + TextureLoader.extension = ExtensionType.Loader; + return TextureLoader; + }()); + + var _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/='; + /** + * Encodes binary into base64. + * @function encodeBinary + * @param {string} input - The input data to encode. + * @returns {string} The encoded base64 string + */ + function encodeBinary(input) { + var output = ''; + var inx = 0; + while (inx < input.length) { + // Fill byte buffer array + var bytebuffer = [0, 0, 0]; + var encodedCharIndexes = [0, 0, 0, 0]; + for (var jnx = 0; jnx < bytebuffer.length; ++jnx) { + if (inx < input.length) { + // throw away high-order byte, as documented at: + // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data + bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff; } - this._mask = value; - if (this._mask) { - var maskObject = (this._mask.isMaskData - ? this._mask.maskObject : this._mask); - if (maskObject) { - if (maskObject._maskRefCount === 0) { - maskObject.renderable = false; - maskObject.isMask = true; - } - maskObject._maskRefCount++; - } + else { + bytebuffer[jnx] = 0; } - }, - enumerable: false, - configurable: true - }); - return DisplayObject; - }(EventEmitter)); + } + // Get each encoded character, 6 bits at a time + // index 1: first 6 bits + encodedCharIndexes[0] = bytebuffer[0] >> 2; + // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2) + encodedCharIndexes[1] = ((bytebuffer[0] & 0x3) << 4) | (bytebuffer[1] >> 4); + // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3) + encodedCharIndexes[2] = ((bytebuffer[1] & 0x0f) << 2) | (bytebuffer[2] >> 6); + // index 3: forth 6 bits (6 least significant bits from input byte 3) + encodedCharIndexes[3] = bytebuffer[2] & 0x3f; + // Determine whether padding happened, and adjust accordingly + var paddingBytes = inx - (input.length - 1); + switch (paddingBytes) { + case 2: + // Set last 2 characters to padding char + encodedCharIndexes[3] = 64; + encodedCharIndexes[2] = 64; + break; + case 1: + // Set last character to padding char + encodedCharIndexes[3] = 64; + break; + } + // Now we will grab each appropriate character out of our keystring + // based on our index array and append it to the output string + for (var jnx = 0; jnx < encodedCharIndexes.length; ++jnx) { + output += _keyStr.charAt(encodedCharIndexes[jnx]); + } + } + return output; + } + /** - * @private + * A middleware for transforming XHR loaded Blobs into more useful objects + * @ignore + * @function parsing + * @example + * import { Loader, middleware } from 'resource-loader'; + * const loader = new Loader(); + * loader.use(middleware.parsing); + * @param resource - Current Resource + * @param next - Callback when complete */ - var TemporaryDisplayObject$2 = /** @class */ (function (_super) { - __extends$l(TemporaryDisplayObject, _super); - function TemporaryDisplayObject() { - var _this = _super !== null && _super.apply(this, arguments) || this; - _this.sortDirty = null; - return _this; + function parsing(resource, next) { + if (!resource.data) { + next(); + return; } - return TemporaryDisplayObject; - }(DisplayObject$2)); + // if this was an XHR load of a blob + if (resource.xhr && resource.xhrType === LoaderResource.XHR_RESPONSE_TYPE.BLOB) { + // if there is no blob support we probably got a binary string back + if (!self.Blob || typeof resource.data === 'string') { + var type = resource.xhr.getResponseHeader('content-type'); + // this is an image, convert the binary string into a data url + if (type && type.indexOf('image') === 0) { + resource.data = new Image(); + resource.data.src = "data:" + type + ";base64," + encodeBinary(resource.xhr.responseText); + resource.type = LoaderResource.TYPE.IMAGE; + // wait until the image loads and then callback + resource.data.onload = function () { + resource.data.onload = null; + next(); + }; + // next will be called on load + return; + } + } + // if content type says this is an image, then we should transform the blob into an Image object + else if (resource.data.type.indexOf('image') === 0) { + var Url_1 = globalThis.URL || globalThis.webkitURL; + var src_1 = Url_1.createObjectURL(resource.data); + resource.blob = resource.data; + resource.data = new Image(); + resource.data.src = src_1; + resource.type = LoaderResource.TYPE.IMAGE; + // cleanup the no longer used blob after the image loads + // TODO: Is this correct? Will the image be invalid after revoking? + resource.data.onload = function () { + Url_1.revokeObjectURL(src_1); + resource.data.onload = null; + next(); + }; + // next will be called on load. + return; + } + } + next(); + } + /** - * DisplayObject default updateTransform, does not update children of container. - * Will crash if there's no parent element. - * @memberof PIXI.DisplayObject# - * @method displayObjectUpdateTransform + * Parse any blob into more usable objects (e.g. Image). + * @memberof PIXI */ - DisplayObject$2.prototype.displayObjectUpdateTransform = DisplayObject$2.prototype.updateTransform; + var ParsingLoader = /** @class */ (function () { + function ParsingLoader() { + } + /** @ignore */ + ParsingLoader.extension = ExtensionType.Loader; + ParsingLoader.use = parsing; + return ParsingLoader; + }()); + + extensions.add(TextureLoader, ParsingLoader); /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/compressed-textures - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/constants is licensed under the MIT License. + * @pixi/compressed-textures is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ + + var _a$2; /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV$6; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$6 || (ENV$6 = {})); - /** - * Constant to identify the Renderer Type. - * @static + * WebGL internal formats, including compressed texture formats provided by extensions * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE$6; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$6 || (RENDERER_TYPE$6 = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. * @static - * @memberof PIXI - * @name BUFFER_BITS + * @name INTERNAL_FORMATS * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. + * @property {number} [COMPRESSED_RGB_S3TC_DXT1_EXT=0x83F0] - + * @property {number} [COMPRESSED_RGBA_S3TC_DXT1_EXT=0x83F1] - + * @property {number} [COMPRESSED_RGBA_S3TC_DXT3_EXT=0x83F2] - + * @property {number} [COMPRESSED_RGBA_S3TC_DXT5_EXT=0x83F3] - + * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT=35917] - + * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT=35918] - + * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT=35919] - + * @property {number} [COMPRESSED_SRGB_S3TC_DXT1_EXT=35916] - + * @property {number} [COMPRESSED_R11_EAC=0x9270] - + * @property {number} [COMPRESSED_SIGNED_R11_EAC=0x9271] - + * @property {number} [COMPRESSED_RG11_EAC=0x9272] - + * @property {number} [COMPRESSED_SIGNED_RG11_EAC=0x9273] - + * @property {number} [COMPRESSED_RGB8_ETC2=0x9274] - + * @property {number} [COMPRESSED_RGBA8_ETC2_EAC=0x9278] - + * @property {number} [COMPRESSED_SRGB8_ETC2=0x9275] - + * @property {number} [COMPRESSED_SRGB8_ALPHA8_ETC2_EAC=0x9279] - + * @property {number} [COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9276] - + * @property {number} [COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9277] - + * @property {number} [COMPRESSED_RGB_PVRTC_4BPPV1_IMG=0x8C00] - + * @property {number} [COMPRESSED_RGBA_PVRTC_4BPPV1_IMG=0x8C02] - + * @property {number} [COMPRESSED_RGB_PVRTC_2BPPV1_IMG=0x8C01] - + * @property {number} [COMPRESSED_RGBA_PVRTC_2BPPV1_IMG=0x8C03] - + * @property {number} [COMPRESSED_RGB_ETC1_WEBGL=0x8D64] - + * @property {number} [COMPRESSED_RGB_ATC_WEBGL=0x8C92] - + * @property {number} [COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL=0x8C92] - + * @property {number} [COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL=0x87EE] - + * @property {number} [COMPRESSED_RGBA_ASTC_4x4_KHR=0x93B0] - */ - var BUFFER_BITS$6; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$6 || (BUFFER_BITS$6 = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES$6; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$6 || (BLEND_MODES$6 = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES$6; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$6 || (DRAW_MODES$6 = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS$6; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$6 || (FORMATS$6 = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS$6; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$6 || (TARGETS$6 = {})); + var INTERNAL_FORMATS; + (function (INTERNAL_FORMATS) { + // WEBGL_compressed_texture_s3tc + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_S3TC_DXT1_EXT"] = 33776] = "COMPRESSED_RGB_S3TC_DXT1_EXT"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_S3TC_DXT1_EXT"] = 33777] = "COMPRESSED_RGBA_S3TC_DXT1_EXT"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_S3TC_DXT3_EXT"] = 33778] = "COMPRESSED_RGBA_S3TC_DXT3_EXT"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_S3TC_DXT5_EXT"] = 33779] = "COMPRESSED_RGBA_S3TC_DXT5_EXT"; + // WEBGL_compressed_texture_s3tc_srgb + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT"] = 35917] = "COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT"] = 35918] = "COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT"] = 35919] = "COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_S3TC_DXT1_EXT"] = 35916] = "COMPRESSED_SRGB_S3TC_DXT1_EXT"; + // WEBGL_compressed_texture_etc + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_R11_EAC"] = 37488] = "COMPRESSED_R11_EAC"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SIGNED_R11_EAC"] = 37489] = "COMPRESSED_SIGNED_R11_EAC"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RG11_EAC"] = 37490] = "COMPRESSED_RG11_EAC"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SIGNED_RG11_EAC"] = 37491] = "COMPRESSED_SIGNED_RG11_EAC"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB8_ETC2"] = 37492] = "COMPRESSED_RGB8_ETC2"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA8_ETC2_EAC"] = 37496] = "COMPRESSED_RGBA8_ETC2_EAC"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB8_ETC2"] = 37493] = "COMPRESSED_SRGB8_ETC2"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"] = 37497] = "COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"] = 37494] = "COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"] = 37495] = "COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; + // WEBGL_compressed_texture_pvrtc + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_PVRTC_4BPPV1_IMG"] = 35840] = "COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"] = 35842] = "COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_PVRTC_2BPPV1_IMG"] = 35841] = "COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"] = 35843] = "COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; + // WEBGL_compressed_texture_etc1 + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_ETC1_WEBGL"] = 36196] = "COMPRESSED_RGB_ETC1_WEBGL"; + // WEBGL_compressed_texture_atc + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_ATC_WEBGL"] = 35986] = "COMPRESSED_RGB_ATC_WEBGL"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL"] = 35986] = "COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL"] = 34798] = "COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL"; + // WEBGL_compressed_texture_astc + /* eslint-disable-next-line camelcase */ + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_ASTC_4x4_KHR"] = 37808] = "COMPRESSED_RGBA_ASTC_4x4_KHR"; + })(INTERNAL_FORMATS || (INTERNAL_FORMATS = {})); /** - * Various GL data format types. + * Maps the compressed texture formats in {@link PIXI.INTERNAL_FORMATS} to the number of bytes taken by + * each texel. * @memberof PIXI * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - + * @ignore */ - var TYPES$6; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$6 || (TYPES$6 = {})); + var INTERNAL_FORMAT_TO_BYTES_PER_PIXEL = (_a$2 = {}, + // WEBGL_compressed_texture_s3tc + _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_S3TC_DXT1_EXT] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT] = 1, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT] = 1, + // WEBGL_compressed_texture_s3tc + _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_S3TC_DXT1_EXT] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT] = 1, + _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT] = 1, + // WEBGL_compressed_texture_etc + _a$2[INTERNAL_FORMATS.COMPRESSED_R11_EAC] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_SIGNED_R11_EAC] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_RG11_EAC] = 1, + _a$2[INTERNAL_FORMATS.COMPRESSED_SIGNED_RG11_EAC] = 1, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGB8_ETC2] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA8_ETC2_EAC] = 1, + _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_ETC2] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC] = 1, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5, + // WEBGL_compressed_texture_pvrtc + _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_4BPPV1_IMG] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_2BPPV1_IMG] = 0.25, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG] = 0.25, + // WEBGL_compressed_texture_etc1 + _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_ETC1_WEBGL] = 0.5, + // @see https://www.khronos.org/registry/OpenGL/extensions/AMD/AMD_compressed_ATC_texture.txt + // WEBGL_compressed_texture_atc + _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_ATC_WEBGL] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL] = 1, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL] = 1, + // @see https://registry.khronos.org/OpenGL/extensions/KHR/KHR_texture_compression_astc_hdr.txt + // WEBGL_compressed_texture_astc + /* eslint-disable-next-line camelcase */ + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ASTC_4x4_KHR] = 1, + _a$2); + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$g = function(d, b) { + extendStatics$g = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$g(d, b); + }; + + function __extends$g(d, b) { + extendStatics$g(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + function __awaiter(thisArg, _arguments, P, generator) { + function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); } + return new (P || (P = Promise))(function (resolve, reject) { + function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } } + function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } } + function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); } + step((generator = generator.apply(thisArg, _arguments || [])).next()); + }); + } + + function __generator(thisArg, body) { + var _ = { label: 0, sent: function() { if (t[0] & 1) { throw t[1]; } return t[1]; }, trys: [], ops: [] }, f, y, t, g; + return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g; + function verb(n) { return function (v) { return step([n, v]); }; } + function step(op) { + if (f) { throw new TypeError("Generator is already executing."); } + while (_) { try { + if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) { return t; } + if (y = 0, t) { op = [op[0] & 2, t.value]; } + switch (op[0]) { + case 0: case 1: t = op; break; + case 4: _.label++; return { value: op[1], done: false }; + case 5: _.label++; y = op[1]; op = [0]; continue; + case 7: op = _.ops.pop(); _.trys.pop(); continue; + default: + if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; } + if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; } + if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; } + if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; } + if (t[2]) { _.ops.pop(); } + _.trys.pop(); continue; + } + op = body.call(thisArg, _); + } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; } } + if (op[0] & 5) { throw op[1]; } return { value: op[0] ? op[1] : void 0, done: true }; + } + } + /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. + * Resource that fetches texture data over the network and stores it in a buffer. + * @class + * @extends PIXI.Resource * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - */ - var SAMPLER_TYPES$6; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$6 || (SAMPLER_TYPES$6 = {})); + var BlobResource = /** @class */ (function (_super) { + __extends$g(BlobResource, _super); + /** + * @param {string} source - the URL of the texture file + * @param {PIXI.IBlobOptions} options + * @param {boolean}[options.autoLoad] - whether to fetch the data immediately; + * you can fetch it later via {@link BlobResource#load} + * @param {boolean}[options.width] - the width in pixels. + * @param {boolean}[options.height] - the height in pixels. + */ + function BlobResource(source, options) { + if (options === void 0) { options = { width: 1, height: 1, autoLoad: true }; } + var _this = this; + var origin; + var data; + if (typeof source === 'string') { + origin = source; + data = new Uint8Array(); + } + else { + origin = null; + data = source; + } + _this = _super.call(this, data, options) || this; + /** + * The URL of the texture file + * @member {string} + */ + _this.origin = origin; + /** + * The viewable buffer on the data + * @member {ViewableBuffer} + */ + // HINT: BlobResource allows "null" sources, assuming the child class provides an alternative + _this.buffer = data ? new ViewableBuffer(data) : null; + // Allow autoLoad = "undefined" still load the resource by default + if (_this.origin && options.autoLoad !== false) { + _this.load(); + } + if (data && data.length) { + _this.loaded = true; + _this.onBlobLoaded(_this.buffer.rawBinaryData); + } + return _this; + } + BlobResource.prototype.onBlobLoaded = function (_data) { + // TODO: Override this method + }; + /** Loads the blob */ + BlobResource.prototype.load = function () { + return __awaiter(this, void 0, Promise, function () { + var response, blob, arrayBuffer; + return __generator(this, function (_a) { + switch (_a.label) { + case 0: return [4 /*yield*/, fetch(this.origin)]; + case 1: + response = _a.sent(); + return [4 /*yield*/, response.blob()]; + case 2: + blob = _a.sent(); + return [4 /*yield*/, blob.arrayBuffer()]; + case 3: + arrayBuffer = _a.sent(); + this.data = new Uint32Array(arrayBuffer); + this.buffer = new ViewableBuffer(arrayBuffer); + this.loaded = true; + this.onBlobLoaded(arrayBuffer); + this.update(); + return [2 /*return*/, this]; + } + }); + }); + }; + return BlobResource; + }(BufferResource)); + /** - * The scale modes that are supported by pixi. + * Resource for compressed texture formats, as follows: S3TC/DXTn (& their sRGB formats), ATC, ASTC, ETC 1/2, PVRTC. * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ - var SCALE_MODES$6; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$6 || (SCALE_MODES$6 = {})); - /** - * The wrap modes that are supported by pixi. + * Compressed textures improve performance when rendering is texture-bound. The texture data stays compressed in + * graphics memory, increasing memory locality and speeding up texture fetches. These formats can also be used to store + * more detail in the same amount of memory. * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. + * For most developers, container file formats are a better abstraction instead of directly handling raw texture + * data. PixiJS provides native support for the following texture file formats (via {@link PIXI.Loader}): * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ - var WRAP_MODES$6; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$6 || (WRAP_MODES$6 = {})); - /** - * Mipmap filtering modes that are supported by pixi. + * **.dds** - the DirectDraw Surface file format stores DXTn (DXT-1,3,5) data. See {@link PIXI.DDSLoader} + * **.ktx** - the Khronos Texture Container file format supports storing all the supported WebGL compression formats. + * See {@link PIXI.KTXLoader}. + * **.basis** - the BASIS supercompressed file format stores texture data in an internal format that is transcoded + * to the compression format supported on the device at _runtime_. It also supports transcoding into a uncompressed + * format as a fallback; you must install the `@pixi/basis-loader`, `@pixi/basis-transcoder` packages separately to + * use these files. See {@link PIXI.BasisLoader}. * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. + * The loaders for the aforementioned formats use `CompressedTextureResource` internally. It is strongly suggested that + * they be used instead. * - * This property only affects WebGL. - * @name MIPMAP_MODES + * ## Working directly with CompressedTextureResource + * + * Since `CompressedTextureResource` inherits `BlobResource`, you can provide it a URL pointing to a file containing + * the raw texture data (with no file headers!): + * + * ```js + * // The resource backing the texture data for your textures. + * // NOTE: You can also provide a ArrayBufferView instead of a URL. This is used when loading data from a container file + * // format such as KTX, DDS, or BASIS. + * const compressedResource = new PIXI.CompressedTextureResource("bunny.dxt5", { + * format: PIXI.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, + * width: 256, + * height: 256 + * }); + * + * // You can create a base-texture to the cache, so that future `Texture`s can be created using the `Texture.from` API. + * const baseTexture = new PIXI.BaseTexture(compressedResource, { pmaMode: PIXI.ALPHA_MODES.NPM }); + * + * // Create a Texture to add to the TextureCache + * const texture = new PIXI.Texture(baseTexture); + * + * // Add baseTexture & texture to the global texture cache + * PIXI.BaseTexture.addToCache(baseTexture, "bunny.dxt5"); + * PIXI.Texture.addToCache(texture, "bunny.dxt5"); + * ``` * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. */ - var MIPMAP_MODES$6; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$6 || (MIPMAP_MODES$6 = {})); - /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ - var ALPHA_MODES$6; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$6 || (ALPHA_MODES$6 = {})); - /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ - var CLEAR_MODES$6; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$6 || (CLEAR_MODES$6 = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES$6; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$6 || (GC_MODES$6 = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION$6; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION$6 || (PRECISION$6 = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES$6; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$6 || (MASK_TYPES$6 = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ - var COLOR_MASK_BITS$6; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$6 || (COLOR_MASK_BITS$6 = {})); - /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ - var MSAA_QUALITY$6; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$6 || (MSAA_QUALITY$6 = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ - var BUFFER_TYPE$6; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$6 || (BUFFER_TYPE$6 = {})); - - function sortChildren$2(a, b) { - if (a.zIndex === b.zIndex) { - return a._lastSortedIndex - b._lastSortedIndex; - } - return a.zIndex - b.zIndex; - } - /** - * Container is a general-purpose display object that holds children. It also adds built-in support for advanced - * rendering features like masking and filtering. - * - * It is the base class of all display objects that act as a container for other objects, including Graphics - * and Sprite. - * - * ```js - * import { BlurFilter } from '@pixi/filter-blur'; - * import { Container } from '@pixi/display'; - * import { Graphics } from '@pixi/graphics'; - * import { Sprite } from '@pixi/sprite'; - * - * let container = new Container(); - * let sprite = Sprite.from("https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png"); - * - * sprite.width = 512; - * sprite.height = 512; - * - * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container - * // is rendered. - * container.addChild(sprite); - * - * // Blurs whatever is rendered by the container - * container.filters = [new BlurFilter()]; - * - * // Only the contents within a circle at the center should be rendered onto the screen. - * container.mask = new Graphics() - * .beginFill(0xffffff) - * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2) - * .endFill(); - * ``` - * @memberof PIXI - */ - var Container$2 = /** @class */ (function (_super) { - __extends$l(Container, _super); - function Container() { - var _this = _super.call(this) || this; - _this.children = []; - _this.sortableChildren = settings$1.SORTABLE_CHILDREN; - _this.sortDirty = false; - return _this; - /** - * Fired when a DisplayObject is added to this Container. - * @event PIXI.Container#childAdded - * @param {PIXI.DisplayObject} child - The child added to the Container. - * @param {PIXI.Container} container - The container that added the child. - * @param {number} index - The children's index of the added child. - */ - /** - * Fired when a DisplayObject is removed from this Container. - * @event PIXI.DisplayObject#removedFrom - * @param {PIXI.DisplayObject} child - The child removed from the Container. - * @param {PIXI.Container} container - The container that removed removed the child. - * @param {number} index - The former children's index of the removed child - */ - } - /** - * Overridable method that can be used by Container subclasses whenever the children array is modified. - * @param _length - */ - Container.prototype.onChildrenChange = function (_length) { - /* empty */ - }; + var CompressedTextureResource = /** @class */ (function (_super) { + __extends$g(CompressedTextureResource, _super); /** - * Adds one or more children to the container. - * - * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)` - * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container - * @returns {PIXI.DisplayObject} - The first child that was added. + * @param source - the buffer/URL holding the compressed texture data + * @param options + * @param {PIXI.INTERNAL_FORMATS} options.format - the compression format + * @param {number} options.width - the image width in pixels. + * @param {number} options.height - the image height in pixels. + * @param {number} [options.level=1] - the mipmap levels stored in the compressed texture, including level 0. + * @param {number} [options.levelBuffers] - the buffers for each mipmap level. `CompressedTextureResource` can allows you + * to pass `null` for `source`, for cases where each level is stored in non-contiguous memory. */ - Container.prototype.addChild = function () { - var arguments$1 = arguments; - - var children = []; - for (var _i = 0; _i < arguments.length; _i++) { - children[_i] = arguments$1[_i]; - } - // if there is only one argument we can bypass looping through the them - if (children.length > 1) { - // loop through the array and add all children - for (var i = 0; i < children.length; i++) { - // eslint-disable-next-line prefer-rest-params - this.addChild(children[i]); - } - } - else { - var child = children[0]; - // if the child has a parent then lets remove it as PixiJS objects can only exist in one place - if (child.parent) { - child.parent.removeChild(child); - } - child.parent = this; - this.sortDirty = true; - // ensure child transform will be recalculated - child.transform._parentID = -1; - this.children.push(child); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(this.children.length - 1); - this.emit('childAdded', child, this, this.children.length - 1); - child.emit('added', this); + function CompressedTextureResource(source, options) { + var _this = _super.call(this, source, options) || this; + _this.format = options.format; + _this.levels = options.levels || 1; + _this._width = options.width; + _this._height = options.height; + _this._extension = CompressedTextureResource._formatToExtension(_this.format); + if (options.levelBuffers || _this.buffer) { + // ViewableBuffer doesn't support byteOffset :-( so allow source to be Uint8Array + _this._levelBuffers = options.levelBuffers + || CompressedTextureResource._createLevelBuffers(source instanceof Uint8Array ? source : _this.buffer.uint8View, _this.format, _this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode + _this.width, _this.height); } - return children[0]; - }; + return _this; + } /** - * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown - * @param {PIXI.DisplayObject} child - The child to add - * @param {number} index - The index to place the child in - * @returns {PIXI.DisplayObject} The child that was added. + * @override + * @param renderer - A reference to the current renderer + * @param _texture - the texture + * @param _glTexture - texture instance for this webgl context */ - Container.prototype.addChildAt = function (child, index) { - if (index < 0 || index > this.children.length) { - throw new Error(child + "addChildAt: The index " + index + " supplied is out of bounds " + this.children.length); + CompressedTextureResource.prototype.upload = function (renderer, _texture, _glTexture) { + var gl = renderer.gl; + var extension = renderer.context.extensions[this._extension]; + if (!extension) { + throw new Error(this._extension + " textures are not supported on the current machine"); } - if (child.parent) { - child.parent.removeChild(child); + if (!this._levelBuffers) { + // Do not try to upload data before BlobResource loads, unless the levelBuffers were provided directly! + return false; } - child.parent = this; - this.sortDirty = true; - // ensure child transform will be recalculated - child.transform._parentID = -1; - this.children.splice(index, 0, child); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('added', this); - this.emit('childAdded', child, this, index); - return child; - }; - /** - * Swaps the position of 2 Display Objects within this container. - * @param child - First display object to swap - * @param child2 - Second display object to swap - */ - Container.prototype.swapChildren = function (child, child2) { - if (child === child2) { - return; + for (var i = 0, j = this.levels; i < j; i++) { + var _a = this._levelBuffers[i], levelID = _a.levelID, levelWidth = _a.levelWidth, levelHeight = _a.levelHeight, levelBuffer = _a.levelBuffer; + gl.compressedTexImage2D(gl.TEXTURE_2D, levelID, this.format, levelWidth, levelHeight, 0, levelBuffer); } - var index1 = this.getChildIndex(child); - var index2 = this.getChildIndex(child2); - this.children[index1] = child2; - this.children[index2] = child; - this.onChildrenChange(index1 < index2 ? index1 : index2); + return true; }; - /** - * Returns the index position of a child DisplayObject instance - * @param child - The DisplayObject instance to identify - * @returns - The index position of the child display object to identify - */ - Container.prototype.getChildIndex = function (child) { - var index = this.children.indexOf(child); - if (index === -1) { - throw new Error('The supplied DisplayObject must be a child of the caller'); - } - return index; + /** @protected */ + CompressedTextureResource.prototype.onBlobLoaded = function () { + this._levelBuffers = CompressedTextureResource._createLevelBuffers(this.buffer.uint8View, this.format, this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode + this.width, this.height); }; /** - * Changes the position of an existing child in the display object container - * @param child - The child DisplayObject instance for which you want to change the index number - * @param index - The resulting index number for the child display object + * Returns the key (to ContextSystem#extensions) for the WebGL extension supporting the compression format + * @private + * @param format - the compression format to get the extension for. */ - Container.prototype.setChildIndex = function (child, index) { - if (index < 0 || index >= this.children.length) { - throw new Error("The index " + index + " supplied is out of bounds " + this.children.length); + CompressedTextureResource._formatToExtension = function (format) { + if (format >= 0x83F0 && format <= 0x83F3) { + return 's3tc'; } - var currentIndex = this.getChildIndex(child); - removeItems(this.children, currentIndex, 1); // remove from old position - this.children.splice(index, 0, child); // add at new position - this.onChildrenChange(index); - }; - /** - * Returns the child at the specified index - * @param index - The index to get the child at - * @returns - The child at the given index, if any. - */ - Container.prototype.getChildAt = function (index) { - if (index < 0 || index >= this.children.length) { - throw new Error("getChildAt: Index (" + index + ") does not exist."); + else if (format >= 0x9270 && format <= 0x9279) { + return 'etc'; } - return this.children[index]; - }; - /** - * Removes one or more children from the container. - * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove - * @returns {PIXI.DisplayObject} The first child that was removed. - */ - Container.prototype.removeChild = function () { - var arguments$1 = arguments; - - var children = []; - for (var _i = 0; _i < arguments.length; _i++) { - children[_i] = arguments$1[_i]; + else if (format >= 0x8C00 && format <= 0x8C03) { + return 'pvrtc'; } - // if there is only one argument we can bypass looping through the them - if (children.length > 1) { - // loop through the arguments property and remove all children - for (var i = 0; i < children.length; i++) { - this.removeChild(children[i]); - } + else if (format >= 0x8D64) { + return 'etc1'; } - else { - var child = children[0]; - var index = this.children.indexOf(child); - if (index === -1) - { return null; } - child.parent = null; - // ensure child transform will be recalculated - child.transform._parentID = -1; - removeItems(this.children, index, 1); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('removed', this); - this.emit('childRemoved', child, this, index); + else if (format >= 0x8C92 && format <= 0x87EE) { + return 'atc'; } - return children[0]; + throw new Error('Invalid (compressed) texture format given!'); }; /** - * Removes a child from the specified index position. - * @param index - The index to get the child from - * @returns The child that was removed. + * Pre-creates buffer views for each mipmap level + * @private + * @param buffer - + * @param format - compression formats + * @param levels - mipmap levels + * @param blockWidth - + * @param blockHeight - + * @param imageWidth - width of the image in pixels + * @param imageHeight - height of the image in pixels */ - Container.prototype.removeChildAt = function (index) { - var child = this.getChildAt(index); - // ensure child transform will be recalculated.. - child.parent = null; - child.transform._parentID = -1; - removeItems(this.children, index, 1); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('removed', this); - this.emit('childRemoved', child, this, index); - return child; + CompressedTextureResource._createLevelBuffers = function (buffer, format, levels, blockWidth, blockHeight, imageWidth, imageHeight) { + // The byte-size of the first level buffer + var buffers = new Array(levels); + var offset = buffer.byteOffset; + var levelWidth = imageWidth; + var levelHeight = imageHeight; + var alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1); + var alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1); + var levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format]; + for (var i = 0; i < levels; i++) { + buffers[i] = { + levelID: i, + levelWidth: levels > 1 ? levelWidth : alignedLevelWidth, + levelHeight: levels > 1 ? levelHeight : alignedLevelHeight, + levelBuffer: new Uint8Array(buffer.buffer, offset, levelSize) + }; + offset += levelSize; + // Calculate levelBuffer dimensions for next iteration + levelWidth = (levelWidth >> 1) || 1; + levelHeight = (levelHeight >> 1) || 1; + alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1); + alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1); + levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format]; + } + return buffers; }; + return CompressedTextureResource; + }(BlobResource)); + + /* eslint-enable camelcase */ + /** + * Loader plugin for handling compressed textures for all platforms. + * @class + * @memberof PIXI + * @implements {PIXI.ILoaderPlugin} + */ + var CompressedTextureLoader = /** @class */ (function () { + function CompressedTextureLoader() { + } /** - * Removes all children from this container that are within the begin and end indexes. - * @param beginIndex - The beginning position. - * @param endIndex - The ending position. Default value is size of the container. - * @returns - List of removed children + * Called after a compressed-textures manifest is loaded. + * + * This will then load the correct compression format for the device. Your manifest should adhere + * to the following schema: + * + * ```js + * import { INTERNAL_FORMATS } from '@pixi/constants'; + * + * type CompressedTextureManifest = { + * textures: Array<{ src: string, format?: keyof INTERNAL_FORMATS}>, + * cacheID: string; + * }; + * ``` + * + * This is an example of a .json manifest file + * + * ```json + * { + * "cacheID":"asset", + * "textures":[ + * { "src":"asset.fallback.png" }, + * { "format":"COMPRESSED_RGBA_S3TC_DXT5_EXT", "src":"asset.s3tc.ktx" }, + * { "format":"COMPRESSED_RGBA8_ETC2_EAC", "src":"asset.etc.ktx" }, + * { "format":"RGBA_PVRTC_4BPPV1_IMG", "src":"asset.pvrtc.ktx" } + * ] + * } + * ``` */ - Container.prototype.removeChildren = function (beginIndex, endIndex) { - if (beginIndex === void 0) { beginIndex = 0; } - if (endIndex === void 0) { endIndex = this.children.length; } - var begin = beginIndex; - var end = endIndex; - var range = end - begin; - var removed; - if (range > 0 && range <= end) { - removed = this.children.splice(begin, range); - for (var i = 0; i < removed.length; ++i) { - removed[i].parent = null; - if (removed[i].transform) { - removed[i].transform._parentID = -1; - } - } - this._boundsID++; - this.onChildrenChange(beginIndex); - for (var i = 0; i < removed.length; ++i) { - removed[i].emit('removed', this); - this.emit('childRemoved', removed[i], this, i); - } - return removed; - } - else if (range === 0 && this.children.length === 0) { - return []; - } - throw new RangeError('removeChildren: numeric values are outside the acceptable range.'); - }; - /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */ - Container.prototype.sortChildren = function () { - var sortRequired = false; - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - child._lastSortedIndex = i; - if (!sortRequired && child.zIndex !== 0) { - sortRequired = true; - } - } - if (sortRequired && this.children.length > 1) { - this.children.sort(sortChildren$2); - } - this.sortDirty = false; - }; - /** Updates the transform on all children of this container for rendering. */ - Container.prototype.updateTransform = function () { - if (this.sortableChildren && this.sortDirty) { - this.sortChildren(); - } - this._boundsID++; - this.transform.updateTransform(this.parent.transform); - // TODO: check render flags, how to process stuff here - this.worldAlpha = this.alpha * this.parent.worldAlpha; - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - if (child.visible) { - child.updateTransform(); - } - } - }; - /** - * Recalculates the bounds of the container. - * - * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds - * is limited to its mask's bounds or filterArea, if any is applied. - */ - Container.prototype.calculateBounds = function () { - this._bounds.clear(); - this._calculateBounds(); - for (var i = 0; i < this.children.length; i++) { - var child = this.children[i]; - if (!child.visible || !child.renderable) { - continue; - } - child.calculateBounds(); - // TODO: filter+mask, need to mask both somehow - if (child._mask) { - var maskObject = (child._mask.isMaskData - ? child._mask.maskObject : child._mask); - if (maskObject) { - maskObject.calculateBounds(); - this._bounds.addBoundsMask(child._bounds, maskObject._bounds); - } - else { - this._bounds.addBounds(child._bounds); + CompressedTextureLoader.use = function (resource, next) { + var data = resource.data; + var loader = this; + if (resource.type === LoaderResource.TYPE.JSON + && data + && data.cacheID + && data.textures) { + var textures = data.textures; + var textureURL = void 0; + var fallbackURL = void 0; + // Search for an extension that holds one the formats + for (var i = 0, j = textures.length; i < j; i++) { + var texture = textures[i]; + var url_1 = texture.src; + var format = texture.format; + if (!format) { + fallbackURL = url_1; } - } - else if (child.filterArea) { - this._bounds.addBoundsArea(child._bounds, child.filterArea); - } - else { - this._bounds.addBounds(child._bounds); - } - } - this._bounds.updateID = this._boundsID; - }; - /** - * Retrieves the local bounds of the displayObject as a rectangle object. - * - * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render() - * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms, - * it was default behaviour of pixi 4.0-5.2 and caused many problems to users. - * @returns - The rectangular bounding area. - */ - Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) { - if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; } - var result = _super.prototype.getLocalBounds.call(this, rect); - if (!skipChildrenUpdate) { - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - if (child.visible) { - child.updateTransform(); + if (CompressedTextureLoader.textureFormats[format]) { + textureURL = url_1; + break; } } - } - return result; - }; - /** - * Recalculates the content bounds of this object. This should be overriden to - * calculate the bounds of this specific object (not including children). - * @protected - */ - Container.prototype._calculateBounds = function () { - // FILL IN// - }; - /** - * Renders this object and its children with culling. - * @protected - * @param {PIXI.Renderer} renderer - The renderer - */ - Container.prototype._renderWithCulling = function (renderer) { - var sourceFrame = renderer.renderTexture.sourceFrame; - // If the source frame is empty, stop rendering. - if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) { - return; - } - // Render the content of the container only if its bounds intersect with the source frame. - // All filters are on the stack at this point, and the filter source frame is bound: - // therefore, even if the bounds to non intersect the filter frame, the filter - // is still applied and any filter padding that is in the frame is rendered correctly. - var bounds; - var transform; - // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea - // rectangle must completely contain the container and its children including filter padding. - if (this.cullArea) { - bounds = this.cullArea; - transform = this.worldTransform; - } - // If the container doesn't override _render, we can skip the bounds calculation and intersection test. - else if (this._render !== Container.prototype._render) { - bounds = this.getBounds(true); - } - // Render the container if the source frame intersects the bounds. - if (bounds && sourceFrame.intersects(bounds, transform)) { - this._render(renderer); - } - // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering. - else if (this.cullArea) { - return; - } - // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect - // the source frame, because the children might have filters with nonzero padding, which may intersect - // with the source frame while the bounds do not: filter padding is not included in the bounds. - // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered - // if they are out of frame; otherwise, render the children normally. - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - var childCullable = child.cullable; - child.cullable = childCullable || !this.cullArea; - child.render(renderer); - child.cullable = childCullable; - } - }; - /** - * Renders the object using the WebGL renderer. - * - * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the - * container itself. This `render` method will invoke it, and also invoke the `render` methods of all - * children afterward. - * - * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and - * the bounds of this object are out of frame, this implementation will entirely skip rendering. - * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally, - * setting alpha to zero is not recommended for purely skipping rendering. - * - * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is - * advised to employ **culling** to automatically skip rendering objects outside of the current screen. - * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}. - * Other culling methods might be better suited for a large number static objects; see - * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and - * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}. - * - * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or - * filtering is applied on a container. This does, however, break batching and can affect performance when - * masking and filtering is applied extensively throughout the scene graph. - * @param renderer - The renderer - */ - Container.prototype.render = function (renderer) { - // if the object is not visible or the alpha is 0 then no need to render this element - if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { - return; - } - // do a quick check to see if this element has a mask or a filter. - if (this._mask || (this.filters && this.filters.length)) { - this.renderAdvanced(renderer); - } - else if (this.cullable) { - this._renderWithCulling(renderer); - } - else { - this._render(renderer); - for (var i = 0, j = this.children.length; i < j; ++i) { - this.children[i].render(renderer); + textureURL = textureURL || fallbackURL; + // Make sure we have a URL + if (!textureURL) { + next(new Error("Cannot load compressed-textures in " + resource.url + ", make sure you provide a fallback")); + return; } - } - }; - /** - * Render the object using the WebGL renderer and advanced features. - * @param renderer - The renderer - */ - Container.prototype.renderAdvanced = function (renderer) { - var filters = this.filters; - var mask = this._mask; - // push filter first as we need to ensure the stencil buffer is correct for any masking - if (filters) { - if (!this._enabledFilters) { - this._enabledFilters = []; + if (textureURL === resource.url) { + // Prevent infinite loops + next(new Error('URL of compressed texture cannot be the same as the manifest\'s URL')); + return; } - this._enabledFilters.length = 0; - for (var i = 0; i < filters.length; i++) { - if (filters[i].enabled) { - this._enabledFilters.push(filters[i]); + var loadOptions = { + crossOrigin: resource.crossOrigin, + metadata: resource.metadata.imageMetadata, + parentResource: resource + }; + var resourcePath = url.resolve(resource.url.replace(loader.baseUrl, ''), textureURL); + var resourceName = data.cacheID; + // The appropriate loader should register the texture + loader.add(resourceName, resourcePath, loadOptions, function (res) { + if (res.error) { + next(res.error); + return; } - } - } - var flush = (filters && this._enabledFilters && this._enabledFilters.length) - || (mask && (!mask.isMaskData - || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES$6.NONE)))); - if (flush) { - renderer.batch.flush(); - } - if (filters && this._enabledFilters && this._enabledFilters.length) { - renderer.filter.push(this, this._enabledFilters); - } - if (mask) { - renderer.mask.push(this, this._mask); - } - if (this.cullable) { - this._renderWithCulling(renderer); + var _a = res.texture, texture = _a === void 0 ? null : _a, _b = res.textures, textures = _b === void 0 ? {} : _b; + // Make sure texture/textures is assigned to parent resource + Object.assign(resource, { texture: texture, textures: textures }); + // Pass along any error + next(); + }); } else { - this._render(renderer); - for (var i = 0, j = this.children.length; i < j; ++i) { - this.children[i].render(renderer); - } - } - if (flush) { - renderer.batch.flush(); - } - if (mask) { - renderer.mask.pop(this); - } - if (filters && this._enabledFilters && this._enabledFilters.length) { - renderer.filter.pop(); - } - }; - /** - * To be overridden by the subclasses. - * @param _renderer - The renderer - */ - Container.prototype._render = function (_renderer) { - // this is where content itself gets rendered... - }; - /** - * Removes all internal references and listeners as well as removes children from the display list. - * Do not use a Container after calling `destroy`. - * @param options - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy - * method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the texture of the child sprite - * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the base texture of the child sprite - */ - Container.prototype.destroy = function (options) { - _super.prototype.destroy.call(this); - this.sortDirty = false; - var destroyChildren = typeof options === 'boolean' ? options : options && options.children; - var oldChildren = this.removeChildren(0, this.children.length); - if (destroyChildren) { - for (var i = 0; i < oldChildren.length; ++i) { - oldChildren[i].destroy(options); - } + next(); } }; - Object.defineProperty(Container.prototype, "width", { - /** The width of the Container, setting this will actually modify the scale to achieve the value set. */ + Object.defineProperty(CompressedTextureLoader, "textureExtensions", { + /** Map of available texture extensions. */ get: function () { - return this.scale.x * this.getLocalBounds().width; - }, - set: function (value) { - var width = this.getLocalBounds().width; - if (width !== 0) { - this.scale.x = value / width; - } - else { - this.scale.x = 1; + if (!CompressedTextureLoader._textureExtensions) { + // Auto-detect WebGL compressed-texture extensions + var canvas = settings.ADAPTER.createCanvas(); + var gl = canvas.getContext('webgl'); + if (!gl) { + console.warn('WebGL not available for compressed textures. Silently failing.'); + return {}; + } + var extensions = { + s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'), + s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'), + etc: gl.getExtension('WEBGL_compressed_texture_etc'), + etc1: gl.getExtension('WEBGL_compressed_texture_etc1'), + pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc') + || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'), + atc: gl.getExtension('WEBGL_compressed_texture_atc'), + astc: gl.getExtension('WEBGL_compressed_texture_astc') + }; + CompressedTextureLoader._textureExtensions = extensions; } - this._width = value; + return CompressedTextureLoader._textureExtensions; }, enumerable: false, configurable: true }); - Object.defineProperty(Container.prototype, "height", { - /** The height of the Container, setting this will actually modify the scale to achieve the value set. */ + Object.defineProperty(CompressedTextureLoader, "textureFormats", { + /** Map of available texture formats. */ get: function () { - return this.scale.y * this.getLocalBounds().height; - }, - set: function (value) { - var height = this.getLocalBounds().height; - if (height !== 0) { - this.scale.y = value / height; - } - else { - this.scale.y = 1; + if (!CompressedTextureLoader._textureFormats) { + var extensions = CompressedTextureLoader.textureExtensions; + CompressedTextureLoader._textureFormats = {}; + // Assign all available compressed-texture formats + for (var extensionName in extensions) { + var extension = extensions[extensionName]; + if (!extension) { + continue; + } + Object.assign(CompressedTextureLoader._textureFormats, Object.getPrototypeOf(extension)); + } } - this._height = value; + return CompressedTextureLoader._textureFormats; }, enumerable: false, configurable: true }); - return Container; - }(DisplayObject$2)); + /** @ignore */ + CompressedTextureLoader.extension = ExtensionType.Loader; + return CompressedTextureLoader; + }()); + /** - * Container default updateTransform, does update children of container. - * Will crash if there's no parent element. - * @memberof PIXI.Container# - * @method containerUpdateTransform + * Creates base-textures and textures for each compressed-texture resource and adds them into the global + * texture cache. The first texture has two IDs - `${url}`, `${url}-1`; while the rest have an ID of the + * form `${url}-i`. + * @param url - the original address of the resources + * @param resources - the resources backing texture data + * @ignore */ - Container$2.prototype.containerUpdateTransform = Container$2.prototype.updateTransform; + function registerCompressedTextures(url, resources, metadata) { + var result = { + textures: {}, + texture: null, + }; + if (!resources) { + return result; + } + var textures = resources.map(function (resource) { + return (new Texture(new BaseTexture(resource, Object.assign({ + mipmap: MIPMAP_MODES.OFF, + alphaMode: ALPHA_MODES.NO_PREMULTIPLIED_ALPHA + }, metadata)))); + }); + textures.forEach(function (texture, i) { + var baseTexture = texture.baseTexture; + var cacheID = url + "-" + (i + 1); + BaseTexture.addToCache(baseTexture, cacheID); + Texture.addToCache(texture, cacheID); + if (i === 0) { + BaseTexture.addToCache(baseTexture, url); + Texture.addToCache(texture, url); + result.texture = texture; + } + result.textures[cacheID] = texture; + }); + return result; + } - /*! - * @pixi/core - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/core is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license + var _a$1, _b$1; + var DDS_MAGIC_SIZE = 4; + var DDS_HEADER_SIZE = 124; + var DDS_HEADER_PF_SIZE = 32; + var DDS_HEADER_DX10_SIZE = 20; + // DDS file format magic word + var DDS_MAGIC = 0x20534444; + /** + * DWORD offsets of the DDS file header fields (relative to file start). + * @ignore */ - + var DDS_FIELDS = { + SIZE: 1, + FLAGS: 2, + HEIGHT: 3, + WIDTH: 4, + MIPMAP_COUNT: 7, + PIXEL_FORMAT: 19, + }; /** - * The maximum support for using WebGL. If a device does not - * support WebGL version, for instance WebGL 2, it will still - * attempt to fallback support to WebGL 1. If you want to - * explicitly remove feature support to target a more stable - * baseline, prefer a lower environment. - * - * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium} - * we disable webgl2 by default for all non-apple mobile devices. - * @static - * @name PREFER_ENV - * @memberof PIXI.settings - * @type {number} - * @default PIXI.ENV.WEBGL2 + * DWORD offsets of the DDS PIXEL_FORMAT fields. + * @ignore */ - settings$1.PREFER_ENV = isMobile$2.any ? ENV$8.WEBGL : ENV$8.WEBGL2; + var DDS_PF_FIELDS = { + SIZE: 0, + FLAGS: 1, + FOURCC: 2, + RGB_BITCOUNT: 3, + R_BIT_MASK: 4, + G_BIT_MASK: 5, + B_BIT_MASK: 6, + A_BIT_MASK: 7 + }; /** - * If set to `true`, *only* Textures and BaseTexture objects stored - * in the caches ({@link PIXI.utils.TextureCache TextureCache} and - * {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can be - * used when calling {@link PIXI.Texture.from Texture.from} or - * {@link PIXI.BaseTexture.from BaseTexture.from}. - * Otherwise, these `from` calls throw an exception. Using this property - * can be useful if you want to enforce preloading all assets with - * {@link PIXI.Loader Loader}. - * @static - * @name STRICT_TEXTURE_CACHE - * @memberof PIXI.settings - * @type {boolean} - * @default false + * DWORD offsets of the DDS_HEADER_DX10 fields. + * @ignore */ - settings$1.STRICT_TEXTURE_CACHE = false; - + var DDS_DX10_FIELDS = { + DXGI_FORMAT: 0, + RESOURCE_DIMENSION: 1, + MISC_FLAG: 2, + ARRAY_SIZE: 3, + MISC_FLAGS2: 4 + }; /** - * Collection of installed resource types, class must extend {@link PIXI.Resource}. - * @example - * class CustomResource extends PIXI.Resource { - * // MUST have source, options constructor signature - * // for auto-detected resources to be created. - * constructor(source, options) { - * super(); - * } - * upload(renderer, baseTexture, glTexture) { - * // upload with GL - * return true; - * } - * // used to auto-detect resource - * static test(source, extension) { - * return extension === 'xyz'|| source instanceof SomeClass; - * } - * } - * // Install the new resource type - * PIXI.INSTALLED.push(CustomResource); - * @memberof PIXI - * @type {Array} - * @static - * @readonly + * @see https://docs.microsoft.com/en-us/windows/win32/api/dxgiformat/ne-dxgiformat-dxgi_format + * @ignore */ - var INSTALLED = []; + // This is way over-blown for us! Lend us a hand, and remove the ones that aren't used (but set the remaining + // ones to their correct value) + var DXGI_FORMAT; + (function (DXGI_FORMAT) { + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_UNKNOWN"] = 0] = "DXGI_FORMAT_UNKNOWN"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_TYPELESS"] = 1] = "DXGI_FORMAT_R32G32B32A32_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_FLOAT"] = 2] = "DXGI_FORMAT_R32G32B32A32_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_UINT"] = 3] = "DXGI_FORMAT_R32G32B32A32_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_SINT"] = 4] = "DXGI_FORMAT_R32G32B32A32_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_TYPELESS"] = 5] = "DXGI_FORMAT_R32G32B32_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_FLOAT"] = 6] = "DXGI_FORMAT_R32G32B32_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_UINT"] = 7] = "DXGI_FORMAT_R32G32B32_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_SINT"] = 8] = "DXGI_FORMAT_R32G32B32_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_TYPELESS"] = 9] = "DXGI_FORMAT_R16G16B16A16_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_FLOAT"] = 10] = "DXGI_FORMAT_R16G16B16A16_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_UNORM"] = 11] = "DXGI_FORMAT_R16G16B16A16_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_UINT"] = 12] = "DXGI_FORMAT_R16G16B16A16_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_SNORM"] = 13] = "DXGI_FORMAT_R16G16B16A16_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_SINT"] = 14] = "DXGI_FORMAT_R16G16B16A16_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_TYPELESS"] = 15] = "DXGI_FORMAT_R32G32_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_FLOAT"] = 16] = "DXGI_FORMAT_R32G32_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_UINT"] = 17] = "DXGI_FORMAT_R32G32_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_SINT"] = 18] = "DXGI_FORMAT_R32G32_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G8X24_TYPELESS"] = 19] = "DXGI_FORMAT_R32G8X24_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D32_FLOAT_S8X24_UINT"] = 20] = "DXGI_FORMAT_D32_FLOAT_S8X24_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS"] = 21] = "DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_X32_TYPELESS_G8X24_UINT"] = 22] = "DXGI_FORMAT_X32_TYPELESS_G8X24_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10A2_TYPELESS"] = 23] = "DXGI_FORMAT_R10G10B10A2_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10A2_UNORM"] = 24] = "DXGI_FORMAT_R10G10B10A2_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10A2_UINT"] = 25] = "DXGI_FORMAT_R10G10B10A2_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R11G11B10_FLOAT"] = 26] = "DXGI_FORMAT_R11G11B10_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_TYPELESS"] = 27] = "DXGI_FORMAT_R8G8B8A8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_UNORM"] = 28] = "DXGI_FORMAT_R8G8B8A8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_UNORM_SRGB"] = 29] = "DXGI_FORMAT_R8G8B8A8_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_UINT"] = 30] = "DXGI_FORMAT_R8G8B8A8_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_SNORM"] = 31] = "DXGI_FORMAT_R8G8B8A8_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_SINT"] = 32] = "DXGI_FORMAT_R8G8B8A8_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_TYPELESS"] = 33] = "DXGI_FORMAT_R16G16_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_FLOAT"] = 34] = "DXGI_FORMAT_R16G16_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_UNORM"] = 35] = "DXGI_FORMAT_R16G16_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_UINT"] = 36] = "DXGI_FORMAT_R16G16_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_SNORM"] = 37] = "DXGI_FORMAT_R16G16_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_SINT"] = 38] = "DXGI_FORMAT_R16G16_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_TYPELESS"] = 39] = "DXGI_FORMAT_R32_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D32_FLOAT"] = 40] = "DXGI_FORMAT_D32_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_FLOAT"] = 41] = "DXGI_FORMAT_R32_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_UINT"] = 42] = "DXGI_FORMAT_R32_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_SINT"] = 43] = "DXGI_FORMAT_R32_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R24G8_TYPELESS"] = 44] = "DXGI_FORMAT_R24G8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D24_UNORM_S8_UINT"] = 45] = "DXGI_FORMAT_D24_UNORM_S8_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R24_UNORM_X8_TYPELESS"] = 46] = "DXGI_FORMAT_R24_UNORM_X8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_X24_TYPELESS_G8_UINT"] = 47] = "DXGI_FORMAT_X24_TYPELESS_G8_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_TYPELESS"] = 48] = "DXGI_FORMAT_R8G8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_UNORM"] = 49] = "DXGI_FORMAT_R8G8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_UINT"] = 50] = "DXGI_FORMAT_R8G8_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_SNORM"] = 51] = "DXGI_FORMAT_R8G8_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_SINT"] = 52] = "DXGI_FORMAT_R8G8_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_TYPELESS"] = 53] = "DXGI_FORMAT_R16_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_FLOAT"] = 54] = "DXGI_FORMAT_R16_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D16_UNORM"] = 55] = "DXGI_FORMAT_D16_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_UNORM"] = 56] = "DXGI_FORMAT_R16_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_UINT"] = 57] = "DXGI_FORMAT_R16_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_SNORM"] = 58] = "DXGI_FORMAT_R16_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_SINT"] = 59] = "DXGI_FORMAT_R16_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_TYPELESS"] = 60] = "DXGI_FORMAT_R8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_UNORM"] = 61] = "DXGI_FORMAT_R8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_UINT"] = 62] = "DXGI_FORMAT_R8_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_SNORM"] = 63] = "DXGI_FORMAT_R8_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_SINT"] = 64] = "DXGI_FORMAT_R8_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_A8_UNORM"] = 65] = "DXGI_FORMAT_A8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R1_UNORM"] = 66] = "DXGI_FORMAT_R1_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R9G9B9E5_SHAREDEXP"] = 67] = "DXGI_FORMAT_R9G9B9E5_SHAREDEXP"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_B8G8_UNORM"] = 68] = "DXGI_FORMAT_R8G8_B8G8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_G8R8_G8B8_UNORM"] = 69] = "DXGI_FORMAT_G8R8_G8B8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC1_TYPELESS"] = 70] = "DXGI_FORMAT_BC1_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC1_UNORM"] = 71] = "DXGI_FORMAT_BC1_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC1_UNORM_SRGB"] = 72] = "DXGI_FORMAT_BC1_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC2_TYPELESS"] = 73] = "DXGI_FORMAT_BC2_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC2_UNORM"] = 74] = "DXGI_FORMAT_BC2_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC2_UNORM_SRGB"] = 75] = "DXGI_FORMAT_BC2_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC3_TYPELESS"] = 76] = "DXGI_FORMAT_BC3_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC3_UNORM"] = 77] = "DXGI_FORMAT_BC3_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC3_UNORM_SRGB"] = 78] = "DXGI_FORMAT_BC3_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC4_TYPELESS"] = 79] = "DXGI_FORMAT_BC4_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC4_UNORM"] = 80] = "DXGI_FORMAT_BC4_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC4_SNORM"] = 81] = "DXGI_FORMAT_BC4_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC5_TYPELESS"] = 82] = "DXGI_FORMAT_BC5_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC5_UNORM"] = 83] = "DXGI_FORMAT_BC5_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC5_SNORM"] = 84] = "DXGI_FORMAT_BC5_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B5G6R5_UNORM"] = 85] = "DXGI_FORMAT_B5G6R5_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B5G5R5A1_UNORM"] = 86] = "DXGI_FORMAT_B5G5R5A1_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8A8_UNORM"] = 87] = "DXGI_FORMAT_B8G8R8A8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8X8_UNORM"] = 88] = "DXGI_FORMAT_B8G8R8X8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM"] = 89] = "DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8A8_TYPELESS"] = 90] = "DXGI_FORMAT_B8G8R8A8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8A8_UNORM_SRGB"] = 91] = "DXGI_FORMAT_B8G8R8A8_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8X8_TYPELESS"] = 92] = "DXGI_FORMAT_B8G8R8X8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8X8_UNORM_SRGB"] = 93] = "DXGI_FORMAT_B8G8R8X8_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC6H_TYPELESS"] = 94] = "DXGI_FORMAT_BC6H_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC6H_UF16"] = 95] = "DXGI_FORMAT_BC6H_UF16"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC6H_SF16"] = 96] = "DXGI_FORMAT_BC6H_SF16"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC7_TYPELESS"] = 97] = "DXGI_FORMAT_BC7_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC7_UNORM"] = 98] = "DXGI_FORMAT_BC7_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC7_UNORM_SRGB"] = 99] = "DXGI_FORMAT_BC7_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_AYUV"] = 100] = "DXGI_FORMAT_AYUV"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y410"] = 101] = "DXGI_FORMAT_Y410"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y416"] = 102] = "DXGI_FORMAT_Y416"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_NV12"] = 103] = "DXGI_FORMAT_NV12"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P010"] = 104] = "DXGI_FORMAT_P010"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P016"] = 105] = "DXGI_FORMAT_P016"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_420_OPAQUE"] = 106] = "DXGI_FORMAT_420_OPAQUE"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_YUY2"] = 107] = "DXGI_FORMAT_YUY2"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y210"] = 108] = "DXGI_FORMAT_Y210"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y216"] = 109] = "DXGI_FORMAT_Y216"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_NV11"] = 110] = "DXGI_FORMAT_NV11"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_AI44"] = 111] = "DXGI_FORMAT_AI44"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_IA44"] = 112] = "DXGI_FORMAT_IA44"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P8"] = 113] = "DXGI_FORMAT_P8"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_A8P8"] = 114] = "DXGI_FORMAT_A8P8"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B4G4R4A4_UNORM"] = 115] = "DXGI_FORMAT_B4G4R4A4_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P208"] = 116] = "DXGI_FORMAT_P208"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_V208"] = 117] = "DXGI_FORMAT_V208"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_V408"] = 118] = "DXGI_FORMAT_V408"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE"] = 119] = "DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE"] = 120] = "DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_FORCE_UINT"] = 121] = "DXGI_FORMAT_FORCE_UINT"; + })(DXGI_FORMAT || (DXGI_FORMAT = {})); /** - * Create a resource element from a single source element. This - * auto-detects which type of resource to create. All resources that - * are auto-detectable must have a static `test` method and a constructor - * with the arguments `(source, options?)`. Currently, the supported - * resources for auto-detection include: - * - {@link PIXI.ImageResource} - * - {@link PIXI.CanvasResource} - * - {@link PIXI.VideoResource} - * - {@link PIXI.SVGResource} - * - {@link PIXI.BufferResource} - * @static - * @memberof PIXI - * @function autoDetectResource - * @param {string|*} source - Resource source, this can be the URL to the resource, - * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri - * or any other resource that can be auto-detected. If not resource is - * detected, it's assumed to be an ImageResource. - * @param {object} [options] - Pass-through options to use for Resource - * @param {number} [options.width] - Width of BufferResource or SVG rasterization - * @param {number} [options.height] - Height of BufferResource or SVG rasterization - * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading - * @param {number} [options.scale=1] - SVG source scale. Overridden by width, height - * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object - * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin - * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately - * @param {number} [options.updateFPS=0] - Video option to update how many times a second the - * texture should be updated from the video. Leave at 0 to update at every render - * @returns {PIXI.Resource} The created resource. + * Possible values of the field {@link DDS_DX10_FIELDS.RESOURCE_DIMENSION} + * @ignore */ - function autoDetectResource(source, options) { - if (!source) { - return null; - } - var extension = ''; - if (typeof source === 'string') { - // search for file extension: period, 3-4 chars, then ?, # or EOL - var result = (/\.(\w{3,4})(?:$|\?|#)/i).exec(source); - if (result) { - extension = result[1].toLowerCase(); - } - } - for (var i = INSTALLED.length - 1; i >= 0; --i) { - var ResourcePlugin = INSTALLED[i]; - if (ResourcePlugin.test && ResourcePlugin.test(source, extension)) { - return new ResourcePlugin(source, options); - } - } - throw new Error('Unrecognized source type to auto-detect Resource'); - } - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$k = function(d, b) { - extendStatics$k = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$k(d, b); - }; - - function __extends$k(d, b) { - extendStatics$k(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var __assign = function() { - __assign = Object.assign || function __assign(t) { - var arguments$1 = arguments; - - for (var s, i = 1, n = arguments.length; i < n; i++) { - s = arguments$1[i]; - for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } } - } - return t; - }; - return __assign.apply(this, arguments); - }; - - function __rest(s, e) { - var t = {}; - for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0) - { t[p] = s[p]; } } - if (s != null && typeof Object.getOwnPropertySymbols === "function") - { for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) { - if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i])) - { t[p[i]] = s[p[i]]; } - } } - return t; - } - + var D3D10_RESOURCE_DIMENSION; + (function (D3D10_RESOURCE_DIMENSION) { + D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION["DDS_DIMENSION_TEXTURE1D"] = 2] = "DDS_DIMENSION_TEXTURE1D"; + D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION["DDS_DIMENSION_TEXTURE2D"] = 3] = "DDS_DIMENSION_TEXTURE2D"; + D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION["DDS_DIMENSION_TEXTURE3D"] = 6] = "DDS_DIMENSION_TEXTURE3D"; + })(D3D10_RESOURCE_DIMENSION || (D3D10_RESOURCE_DIMENSION = {})); + var PF_FLAGS = 1; + // PIXEL_FORMAT flags + var DDPF_ALPHA = 0x2; + var DDPF_FOURCC = 0x4; + var DDPF_RGB = 0x40; + var DDPF_YUV = 0x200; + var DDPF_LUMINANCE = 0x20000; + // Four character codes for DXTn formats + var FOURCC_DXT1 = 0x31545844; + var FOURCC_DXT3 = 0x33545844; + var FOURCC_DXT5 = 0x35545844; + var FOURCC_DX10 = 0x30315844; + // Cubemap texture flag (for DDS_DX10_FIELDS.MISC_FLAG) + var DDS_RESOURCE_MISC_TEXTURECUBE = 0x4; /** - * Base resource class for textures that manages validation and uploading, depending on its type. - * - * Uploading of a base texture to the GPU is required. - * @memberof PIXI + * Maps `FOURCC_*` formats to internal formats (see {@link PIXI.INTERNAL_FORMATS}). + * @ignore */ - var Resource = /** @class */ (function () { - /** - * @param width - Width of the resource - * @param height - Height of the resource - */ - function Resource(width, height) { - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - this._width = width; - this._height = height; - this.destroyed = false; - this.internal = false; - this.onResize = new Runner('setRealSize'); - this.onUpdate = new Runner('update'); - this.onError = new Runner('onError'); - } - /** - * Bind to a parent BaseTexture - * @param baseTexture - Parent texture - */ - Resource.prototype.bind = function (baseTexture) { - this.onResize.add(baseTexture); - this.onUpdate.add(baseTexture); - this.onError.add(baseTexture); - // Call a resize immediate if we already - // have the width and height of the resource - if (this._width || this._height) { - this.onResize.emit(this._width, this._height); - } - }; - /** - * Unbind to a parent BaseTexture - * @param baseTexture - Parent texture - */ - Resource.prototype.unbind = function (baseTexture) { - this.onResize.remove(baseTexture); - this.onUpdate.remove(baseTexture); - this.onError.remove(baseTexture); - }; - /** - * Trigger a resize event - * @param width - X dimension - * @param height - Y dimension - */ - Resource.prototype.resize = function (width, height) { - if (width !== this._width || height !== this._height) { - this._width = width; - this._height = height; - this.onResize.emit(width, height); - } - }; - Object.defineProperty(Resource.prototype, "valid", { - /** - * Has been validated - * @readonly - */ - get: function () { - return !!this._width && !!this._height; - }, - enumerable: false, - configurable: true - }); - /** Has been updated trigger event. */ - Resource.prototype.update = function () { - if (!this.destroyed) { - this.onUpdate.emit(); - } - }; - /** - * This can be overridden to start preloading a resource - * or do any other prepare step. - * @protected - * @returns Handle the validate event - */ - Resource.prototype.load = function () { - return Promise.resolve(this); - }; - Object.defineProperty(Resource.prototype, "width", { - /** - * The width of the resource. - * @readonly - */ - get: function () { - return this._width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Resource.prototype, "height", { - /** - * The height of the resource. - * @readonly - */ - get: function () { - return this._height; - }, - enumerable: false, - configurable: true - }); - /** - * Set the style, optional to override - * @param _renderer - yeah, renderer! - * @param _baseTexture - the texture - * @param _glTexture - texture instance for this webgl context - * @returns - `true` is success - */ - Resource.prototype.style = function (_renderer, _baseTexture, _glTexture) { - return false; - }; - /** Clean up anything, this happens when destroying is ready. */ - Resource.prototype.dispose = function () { - // override - }; - /** - * Call when destroying resource, unbind any BaseTexture object - * before calling this method, as reference counts are maintained - * internally. - */ - Resource.prototype.destroy = function () { - if (!this.destroyed) { - this.destroyed = true; - this.dispose(); - this.onError.removeAll(); - this.onError = null; - this.onResize.removeAll(); - this.onResize = null; - this.onUpdate.removeAll(); - this.onUpdate = null; - } - }; - /** - * Abstract, used to auto-detect resource type. - * @param {*} _source - The source object - * @param {string} _extension - The extension of source, if set - */ - Resource.test = function (_source, _extension) { - return false; - }; - return Resource; - }()); - + var FOURCC_TO_FORMAT = (_a$1 = {}, + _a$1[FOURCC_DXT1] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT, + _a$1[FOURCC_DXT3] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT, + _a$1[FOURCC_DXT5] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, + _a$1); /** - * @interface SharedArrayBuffer + * Maps {@link DXGI_FORMAT} to types/internal-formats (see {@link PIXI.TYPES}, {@link PIXI.INTERNAL_FORMATS}) + * @ignore */ + var DXGI_TO_FORMAT = (_b$1 = {}, + // WEBGL_compressed_texture_s3tc + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, + // WEBGL_compressed_texture_s3tc_srgb + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, + _b$1); /** - * Buffer resource with data of typed array. + * @class * @memberof PIXI + * @implements {PIXI.ILoaderPlugin} + * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide */ - var BufferResource = /** @class */ (function (_super) { - __extends$k(BufferResource, _super); - /** - * @param source - Source buffer - * @param options - Options - * @param {number} options.width - Width of the texture - * @param {number} options.height - Height of the texture - */ - function BufferResource(source, options) { - var _this = this; - var _a = options || {}, width = _a.width, height = _a.height; - if (!width || !height) { - throw new Error('BufferResource width or height invalid'); - } - _this = _super.call(this, width, height) || this; - _this.data = source; - return _this; + /** + * Parses the DDS file header, generates base-textures, and puts them into the texture cache. + * @param arrayBuffer + */ + function parseDDS(arrayBuffer) { + var data = new Uint32Array(arrayBuffer); + var magicWord = data[0]; + if (magicWord !== DDS_MAGIC) { + throw new Error('Invalid DDS file magic word'); } - /** - * Upload the texture to the GPU. - * @param renderer - Upload to the renderer - * @param baseTexture - Reference to parent texture - * @param glTexture - glTexture - * @returns - true is success - */ - BufferResource.prototype.upload = function (renderer, baseTexture, glTexture) { - var gl = renderer.gl; - gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES$8.UNPACK); - var width = baseTexture.realWidth; - var height = baseTexture.realHeight; - if (glTexture.width === width && glTexture.height === height) { - gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data); + var header = new Uint32Array(arrayBuffer, 0, DDS_HEADER_SIZE / Uint32Array.BYTES_PER_ELEMENT); + // DDS header fields + var height = header[DDS_FIELDS.HEIGHT]; + var width = header[DDS_FIELDS.WIDTH]; + var mipmapCount = header[DDS_FIELDS.MIPMAP_COUNT]; + // PIXEL_FORMAT fields + var pixelFormat = new Uint32Array(arrayBuffer, DDS_FIELDS.PIXEL_FORMAT * Uint32Array.BYTES_PER_ELEMENT, DDS_HEADER_PF_SIZE / Uint32Array.BYTES_PER_ELEMENT); + var formatFlags = pixelFormat[PF_FLAGS]; + // File contains compressed texture(s) + if (formatFlags & DDPF_FOURCC) { + var fourCC = pixelFormat[DDS_PF_FIELDS.FOURCC]; + // File contains one DXTn compressed texture + if (fourCC !== FOURCC_DX10) { + var internalFormat_1 = FOURCC_TO_FORMAT[fourCC]; + var dataOffset_1 = DDS_MAGIC_SIZE + DDS_HEADER_SIZE; + var texData = new Uint8Array(arrayBuffer, dataOffset_1); + var resource = new CompressedTextureResource(texData, { + format: internalFormat_1, + width: width, + height: height, + levels: mipmapCount // CompressedTextureResource will separate the levelBuffers for us! + }); + return [resource]; } - else { - glTexture.width = width; - glTexture.height = height; - gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data); + // FOURCC_DX10 indicates there is a 20-byte DDS_HEADER_DX10 after DDS_HEADER + var dx10Offset = DDS_MAGIC_SIZE + DDS_HEADER_SIZE; + var dx10Header = new Uint32Array(data.buffer, dx10Offset, DDS_HEADER_DX10_SIZE / Uint32Array.BYTES_PER_ELEMENT); + var dxgiFormat = dx10Header[DDS_DX10_FIELDS.DXGI_FORMAT]; + var resourceDimension = dx10Header[DDS_DX10_FIELDS.RESOURCE_DIMENSION]; + var miscFlag = dx10Header[DDS_DX10_FIELDS.MISC_FLAG]; + var arraySize = dx10Header[DDS_DX10_FIELDS.ARRAY_SIZE]; + // Map dxgiFormat to PIXI.INTERNAL_FORMATS + var internalFormat_2 = DXGI_TO_FORMAT[dxgiFormat]; + if (internalFormat_2 === undefined) { + throw new Error("DDSParser cannot parse texture data with DXGI format " + dxgiFormat); } - return true; - }; - /** Destroy and don't use after this. */ - BufferResource.prototype.dispose = function () { - this.data = null; - }; - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if - */ - BufferResource.test = function (source) { - return source instanceof Float32Array - || source instanceof Uint8Array - || source instanceof Uint32Array; - }; - return BufferResource; - }(Resource)); + if (miscFlag === DDS_RESOURCE_MISC_TEXTURECUBE) { + // FIXME: Anybody excited about cubemap compressed textures? + throw new Error('DDSParser does not support cubemap textures'); + } + if (resourceDimension === D3D10_RESOURCE_DIMENSION.DDS_DIMENSION_TEXTURE3D) { + // FIXME: Anybody excited about 3D compressed textures? + throw new Error('DDSParser does not supported 3D texture data'); + } + // Uint8Array buffers of image data, including all mipmap levels in each image + var imageBuffers = new Array(); + var dataOffset = DDS_MAGIC_SIZE + + DDS_HEADER_SIZE + + DDS_HEADER_DX10_SIZE; + if (arraySize === 1) { + // No need bothering with the imageSize calculation! + imageBuffers.push(new Uint8Array(arrayBuffer, dataOffset)); + } + else { + // Calculate imageSize for each texture, and then locate each image's texture data + var pixelSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[internalFormat_2]; + var imageSize = 0; + var levelWidth = width; + var levelHeight = height; + for (var i = 0; i < mipmapCount; i++) { + var alignedLevelWidth = Math.max(1, (levelWidth + 3) & ~3); + var alignedLevelHeight = Math.max(1, (levelHeight + 3) & ~3); + var levelSize = alignedLevelWidth * alignedLevelHeight * pixelSize; + imageSize += levelSize; + levelWidth = levelWidth >>> 1; + levelHeight = levelHeight >>> 1; + } + var imageOffset = dataOffset; + // NOTE: Cubemaps have 6-images per texture (but they aren't supported so ^_^) + for (var i = 0; i < arraySize; i++) { + imageBuffers.push(new Uint8Array(arrayBuffer, imageOffset, imageSize)); + imageOffset += imageSize; + } + } + // Uint8Array -> CompressedTextureResource, and we're done! + return imageBuffers.map(function (buffer) { return new CompressedTextureResource(buffer, { + format: internalFormat_2, + width: width, + height: height, + levels: mipmapCount + }); }); + } + if (formatFlags & DDPF_RGB) { + // FIXME: We might want to allow uncompressed *.dds files? + throw new Error('DDSParser does not support uncompressed texture data.'); + } + if (formatFlags & DDPF_YUV) { + // FIXME: Does anybody need this feature? + throw new Error('DDSParser does not supported YUV uncompressed texture data.'); + } + if (formatFlags & DDPF_LUMINANCE) { + // FIXME: Microsoft says older DDS filers use this feature! Probably not worth the effort! + throw new Error('DDSParser does not support single-channel (lumninance) texture data!'); + } + if (formatFlags & DDPF_ALPHA) { + // FIXME: I'm tired! See above =) + throw new Error('DDSParser does not support single-channel (alpha) texture data!'); + } + throw new Error('DDSParser failed to load a texture file due to an unknown reason!'); + } - var defaultBufferOptions = { - scaleMode: SCALE_MODES$8.NEAREST, - format: FORMATS$8.RGBA, - alphaMode: ALPHA_MODES$8.NPM, + var _a$3, _b, _c; + /** + * The 12-byte KTX file identifier + * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.1 + * @ignore + */ + var FILE_IDENTIFIER = [0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A]; + /** + * The value stored in the "endianness" field. + * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.2 + * @ignore + */ + var ENDIANNESS = 0x04030201; + /** + * Byte offsets of the KTX file header fields + * @ignore + */ + var KTX_FIELDS = { + FILE_IDENTIFIER: 0, + ENDIANNESS: 12, + GL_TYPE: 16, + GL_TYPE_SIZE: 20, + GL_FORMAT: 24, + GL_INTERNAL_FORMAT: 28, + GL_BASE_INTERNAL_FORMAT: 32, + PIXEL_WIDTH: 36, + PIXEL_HEIGHT: 40, + PIXEL_DEPTH: 44, + NUMBER_OF_ARRAY_ELEMENTS: 48, + NUMBER_OF_FACES: 52, + NUMBER_OF_MIPMAP_LEVELS: 56, + BYTES_OF_KEY_VALUE_DATA: 60 }; /** - * A Texture stores the information that represents an image. - * All textures have a base texture, which contains information about the source. - * Therefore you can have many textures all using a single BaseTexture - * @memberof PIXI - * @typeParam R - The BaseTexture's Resource type. - * @typeParam RO - The options for constructing resource. + * Byte size of the file header fields in {@code KTX_FIELDS} + * @ignore */ - var BaseTexture = /** @class */ (function (_super) { - __extends$k(BaseTexture, _super); - /** - * @param {PIXI.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null] - - * The current resource to use, for things that aren't Resource objects, will be converted - * into a Resource. - * @param options - Collection of options - * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture - * @param {number} [options.anisotropicLevel=PIXI.settings.ANISOTROPIC_LEVEL] - Anisotropic filtering level of texture - * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures - * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest - * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type - * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type - * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target - * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Pre multiply the image alpha - * @param {number} [options.width=0] - Width of the texture - * @param {number} [options.height=0] - Height of the texture - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - Resolution of the base texture - * @param {object} [options.resourceOptions] - Optional resource options, - * see {@link PIXI.autoDetectResource autoDetectResource} - */ - function BaseTexture(resource, options) { - if (resource === void 0) { resource = null; } - if (options === void 0) { options = null; } - var _this = _super.call(this) || this; - options = options || {}; - var alphaMode = options.alphaMode, mipmap = options.mipmap, anisotropicLevel = options.anisotropicLevel, scaleMode = options.scaleMode, width = options.width, height = options.height, wrapMode = options.wrapMode, format = options.format, type = options.type, target = options.target, resolution = options.resolution, resourceOptions = options.resourceOptions; - // Convert the resource to a Resource object - if (resource && !(resource instanceof Resource)) { - resource = autoDetectResource(resource, resourceOptions); - resource.internal = true; + var FILE_HEADER_SIZE = 64; + /** + * Maps {@link PIXI.TYPES} to the bytes taken per component, excluding those ones that are bit-fields. + * @ignore + */ + var TYPES_TO_BYTES_PER_COMPONENT = (_a$3 = {}, + _a$3[TYPES.UNSIGNED_BYTE] = 1, + _a$3[TYPES.UNSIGNED_SHORT] = 2, + _a$3[TYPES.INT] = 4, + _a$3[TYPES.UNSIGNED_INT] = 4, + _a$3[TYPES.FLOAT] = 4, + _a$3[TYPES.HALF_FLOAT] = 8, + _a$3); + /** + * Number of components in each {@link PIXI.FORMATS} + * @ignore + */ + var FORMATS_TO_COMPONENTS = (_b = {}, + _b[FORMATS.RGBA] = 4, + _b[FORMATS.RGB] = 3, + _b[FORMATS.RG] = 2, + _b[FORMATS.RED] = 1, + _b[FORMATS.LUMINANCE] = 1, + _b[FORMATS.LUMINANCE_ALPHA] = 2, + _b[FORMATS.ALPHA] = 1, + _b); + /** + * Number of bytes per pixel in bit-field types in {@link PIXI.TYPES} + * @ignore + */ + var TYPES_TO_BYTES_PER_PIXEL = (_c = {}, + _c[TYPES.UNSIGNED_SHORT_4_4_4_4] = 2, + _c[TYPES.UNSIGNED_SHORT_5_5_5_1] = 2, + _c[TYPES.UNSIGNED_SHORT_5_6_5] = 2, + _c); + function parseKTX(url, arrayBuffer, loadKeyValueData) { + if (loadKeyValueData === void 0) { loadKeyValueData = false; } + var dataView = new DataView(arrayBuffer); + if (!validate(url, dataView)) { + return null; + } + var littleEndian = dataView.getUint32(KTX_FIELDS.ENDIANNESS, true) === ENDIANNESS; + var glType = dataView.getUint32(KTX_FIELDS.GL_TYPE, littleEndian); + // const glTypeSize = dataView.getUint32(KTX_FIELDS.GL_TYPE_SIZE, littleEndian); + var glFormat = dataView.getUint32(KTX_FIELDS.GL_FORMAT, littleEndian); + var glInternalFormat = dataView.getUint32(KTX_FIELDS.GL_INTERNAL_FORMAT, littleEndian); + var pixelWidth = dataView.getUint32(KTX_FIELDS.PIXEL_WIDTH, littleEndian); + var pixelHeight = dataView.getUint32(KTX_FIELDS.PIXEL_HEIGHT, littleEndian) || 1; // "pixelHeight = 0" -> "1" + var pixelDepth = dataView.getUint32(KTX_FIELDS.PIXEL_DEPTH, littleEndian) || 1; // ^^ + var numberOfArrayElements = dataView.getUint32(KTX_FIELDS.NUMBER_OF_ARRAY_ELEMENTS, littleEndian) || 1; // ^^ + var numberOfFaces = dataView.getUint32(KTX_FIELDS.NUMBER_OF_FACES, littleEndian); + var numberOfMipmapLevels = dataView.getUint32(KTX_FIELDS.NUMBER_OF_MIPMAP_LEVELS, littleEndian); + var bytesOfKeyValueData = dataView.getUint32(KTX_FIELDS.BYTES_OF_KEY_VALUE_DATA, littleEndian); + // Whether the platform architecture is little endian. If littleEndian !== platformLittleEndian, then the + // file contents must be endian-converted! + // TODO: Endianness conversion + // const platformLittleEndian = new Uint8Array((new Uint32Array([ENDIANNESS])).buffer)[0] === 0x01; + if (pixelHeight === 0 || pixelDepth !== 1) { + throw new Error('Only 2D textures are supported'); + } + if (numberOfFaces !== 1) { + throw new Error('CubeTextures are not supported by KTXLoader yet!'); + } + if (numberOfArrayElements !== 1) { + // TODO: Support splitting array-textures into multiple BaseTextures + throw new Error('WebGL does not support array textures'); + } + // TODO: 8x4 blocks for 2bpp pvrtc + var blockWidth = 4; + var blockHeight = 4; + var alignedWidth = (pixelWidth + 3) & ~3; + var alignedHeight = (pixelHeight + 3) & ~3; + var imageBuffers = new Array(numberOfArrayElements); + var imagePixels = pixelWidth * pixelHeight; + if (glType === 0) { + // Align to 16 pixels (4x4 blocks) + imagePixels = alignedWidth * alignedHeight; + } + var imagePixelByteSize; + if (glType !== 0) { + // Uncompressed texture format + if (TYPES_TO_BYTES_PER_COMPONENT[glType]) { + imagePixelByteSize = TYPES_TO_BYTES_PER_COMPONENT[glType] * FORMATS_TO_COMPONENTS[glFormat]; + } + else { + imagePixelByteSize = TYPES_TO_BYTES_PER_PIXEL[glType]; } - _this.resolution = resolution || settings$1.RESOLUTION; - _this.width = Math.round((width || 0) * _this.resolution) / _this.resolution; - _this.height = Math.round((height || 0) * _this.resolution) / _this.resolution; - _this._mipmap = mipmap !== undefined ? mipmap : settings$1.MIPMAP_TEXTURES; - _this.anisotropicLevel = anisotropicLevel !== undefined ? anisotropicLevel : settings$1.ANISOTROPIC_LEVEL; - _this._wrapMode = wrapMode || settings$1.WRAP_MODE; - _this._scaleMode = scaleMode !== undefined ? scaleMode : settings$1.SCALE_MODE; - _this.format = format || FORMATS$8.RGBA; - _this.type = type || TYPES$8.UNSIGNED_BYTE; - _this.target = target || TARGETS$8.TEXTURE_2D; - _this.alphaMode = alphaMode !== undefined ? alphaMode : ALPHA_MODES$8.UNPACK; - _this.uid = uid(); - _this.touched = 0; - _this.isPowerOfTwo = false; - _this._refreshPOT(); - _this._glTextures = {}; - _this.dirtyId = 0; - _this.dirtyStyleId = 0; - _this.cacheId = null; - _this.valid = width > 0 && height > 0; - _this.textureCacheIds = []; - _this.destroyed = false; - _this.resource = null; - _this._batchEnabled = 0; - _this._batchLocation = 0; - _this.parentTextureArray = null; - /** - * Fired when a not-immediately-available source finishes loading. - * @protected - * @event PIXI.BaseTexture#loaded - * @param {PIXI.BaseTexture} baseTexture - Resource loaded. - */ - /** - * Fired when a not-immediately-available source fails to load. - * @protected - * @event PIXI.BaseTexture#error - * @param {PIXI.BaseTexture} baseTexture - Resource errored. - * @param {ErrorEvent} event - Load error event. - */ - /** - * Fired when BaseTexture is updated. - * @protected - * @event PIXI.BaseTexture#loaded - * @param {PIXI.BaseTexture} baseTexture - Resource loaded. - */ - /** - * Fired when BaseTexture is updated. - * @protected - * @event PIXI.BaseTexture#update - * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated. - */ - /** - * Fired when BaseTexture is destroyed. - * @protected - * @event PIXI.BaseTexture#dispose - * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed. - */ - // Set the resource - _this.setResource(resource); - return _this; } - Object.defineProperty(BaseTexture.prototype, "realWidth", { - /** - * Pixel width of the source of this texture - * @readonly - */ - get: function () { - return Math.round(this.width * this.resolution); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BaseTexture.prototype, "realHeight", { - /** - * Pixel height of the source of this texture - * @readonly - */ - get: function () { - return Math.round(this.height * this.resolution); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BaseTexture.prototype, "mipmap", { - /** - * Mipmap mode of the texture, affects downscaled images - * @default PIXI.settings.MIPMAP_TEXTURES - */ - get: function () { - return this._mipmap; - }, - set: function (value) { - if (this._mipmap !== value) { - this._mipmap = value; - this.dirtyStyleId++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BaseTexture.prototype, "scaleMode", { - /** - * The scale mode to apply when scaling this texture - * @default PIXI.settings.SCALE_MODE - */ - get: function () { - return this._scaleMode; - }, - set: function (value) { - if (this._scaleMode !== value) { - this._scaleMode = value; - this.dirtyStyleId++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BaseTexture.prototype, "wrapMode", { - /** - * How the texture wraps - * @default PIXI.settings.WRAP_MODE - */ - get: function () { - return this._wrapMode; - }, - set: function (value) { - if (this._wrapMode !== value) { - this._wrapMode = value; - this.dirtyStyleId++; + else { + imagePixelByteSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[glInternalFormat]; + } + if (imagePixelByteSize === undefined) { + throw new Error('Unable to resolve the pixel format stored in the *.ktx file!'); + } + var kvData = loadKeyValueData + ? parseKvData(dataView, bytesOfKeyValueData, littleEndian) + : null; + var imageByteSize = imagePixels * imagePixelByteSize; + var mipByteSize = imageByteSize; + var mipWidth = pixelWidth; + var mipHeight = pixelHeight; + var alignedMipWidth = alignedWidth; + var alignedMipHeight = alignedHeight; + var imageOffset = FILE_HEADER_SIZE + bytesOfKeyValueData; + for (var mipmapLevel = 0; mipmapLevel < numberOfMipmapLevels; mipmapLevel++) { + var imageSize = dataView.getUint32(imageOffset, littleEndian); + var elementOffset = imageOffset + 4; + for (var arrayElement = 0; arrayElement < numberOfArrayElements; arrayElement++) { + // TODO: Maybe support 3D textures? :-) + // for (let zSlice = 0; zSlice < pixelDepth; zSlice) + var mips = imageBuffers[arrayElement]; + if (!mips) { + mips = imageBuffers[arrayElement] = new Array(numberOfMipmapLevels); } - }, - enumerable: false, - configurable: true - }); - /** - * Changes style options of BaseTexture - * @param scaleMode - Pixi scalemode - * @param mipmap - enable mipmaps - * @returns - this - */ - BaseTexture.prototype.setStyle = function (scaleMode, mipmap) { - var dirty; - if (scaleMode !== undefined && scaleMode !== this.scaleMode) { - this.scaleMode = scaleMode; - dirty = true; + mips[mipmapLevel] = { + levelID: mipmapLevel, + // don't align mipWidth when texture not compressed! (glType not zero) + levelWidth: numberOfMipmapLevels > 1 || glType !== 0 ? mipWidth : alignedMipWidth, + levelHeight: numberOfMipmapLevels > 1 || glType !== 0 ? mipHeight : alignedMipHeight, + levelBuffer: new Uint8Array(arrayBuffer, elementOffset, mipByteSize) + }; + elementOffset += mipByteSize; } - if (mipmap !== undefined && mipmap !== this.mipmap) { - this.mipmap = mipmap; - dirty = true; + // HINT: Aligns to 4-byte boundary after jumping imageSize (in lieu of mipPadding) + imageOffset += imageSize + 4; // (+4 to jump the imageSize field itself) + imageOffset = imageOffset % 4 !== 0 ? imageOffset + 4 - (imageOffset % 4) : imageOffset; + // Calculate mipWidth, mipHeight for _next_ iteration + mipWidth = (mipWidth >> 1) || 1; + mipHeight = (mipHeight >> 1) || 1; + alignedMipWidth = (mipWidth + blockWidth - 1) & ~(blockWidth - 1); + alignedMipHeight = (mipHeight + blockHeight - 1) & ~(blockHeight - 1); + // Each mipmap level is 4-times smaller? + mipByteSize = alignedMipWidth * alignedMipHeight * imagePixelByteSize; + } + // We use the levelBuffers feature of CompressedTextureResource b/c texture data is image-major, not level-major. + if (glType !== 0) { + return { + uncompressed: imageBuffers.map(function (levelBuffers) { + var buffer = levelBuffers[0].levelBuffer; + var convertToInt = false; + if (glType === TYPES.FLOAT) { + buffer = new Float32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4); + } + else if (glType === TYPES.UNSIGNED_INT) { + convertToInt = true; + buffer = new Uint32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4); + } + else if (glType === TYPES.INT) { + convertToInt = true; + buffer = new Int32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4); + } + return { + resource: new BufferResource(buffer, { + width: levelBuffers[0].levelWidth, + height: levelBuffers[0].levelHeight, + }), + type: glType, + format: convertToInt ? convertFormatToInteger(glFormat) : glFormat, + }; + }), + kvData: kvData + }; + } + return { + compressed: imageBuffers.map(function (levelBuffers) { return new CompressedTextureResource(null, { + format: glInternalFormat, + width: pixelWidth, + height: pixelHeight, + levels: numberOfMipmapLevels, + levelBuffers: levelBuffers, + }); }), + kvData: kvData + }; + } + /** + * Checks whether the arrayBuffer contains a valid *.ktx file. + * @param url + * @param dataView + */ + function validate(url, dataView) { + // NOTE: Do not optimize this into 3 32-bit integer comparison because the endianness + // of the data is not specified. + for (var i = 0; i < FILE_IDENTIFIER.length; i++) { + if (dataView.getUint8(i) !== FILE_IDENTIFIER[i]) { + console.error(url + " is not a valid *.ktx file!"); + return false; } - if (dirty) { - this.dirtyStyleId++; + } + return true; + } + function convertFormatToInteger(format) { + switch (format) { + case FORMATS.RGBA: return FORMATS.RGBA_INTEGER; + case FORMATS.RGB: return FORMATS.RGB_INTEGER; + case FORMATS.RG: return FORMATS.RG_INTEGER; + case FORMATS.RED: return FORMATS.RED_INTEGER; + default: return format; + } + } + function parseKvData(dataView, bytesOfKeyValueData, littleEndian) { + var kvData = new Map(); + var bytesIntoKeyValueData = 0; + while (bytesIntoKeyValueData < bytesOfKeyValueData) { + var keyAndValueByteSize = dataView.getUint32(FILE_HEADER_SIZE + bytesIntoKeyValueData, littleEndian); + var keyAndValueByteOffset = FILE_HEADER_SIZE + bytesIntoKeyValueData + 4; + var valuePadding = 3 - ((keyAndValueByteSize + 3) % 4); + // Bounds check + if (keyAndValueByteSize === 0 || keyAndValueByteSize > bytesOfKeyValueData - bytesIntoKeyValueData) { + console.error('KTXLoader: keyAndValueByteSize out of bounds'); + break; } - return this; - }; + // Note: keyNulByte can't be 0 otherwise the key is an empty string. + var keyNulByte = 0; + for (; keyNulByte < keyAndValueByteSize; keyNulByte++) { + if (dataView.getUint8(keyAndValueByteOffset + keyNulByte) === 0x00) { + break; + } + } + if (keyNulByte === -1) { + console.error('KTXLoader: Failed to find null byte terminating kvData key'); + break; + } + var key = new TextDecoder().decode(new Uint8Array(dataView.buffer, keyAndValueByteOffset, keyNulByte)); + var value = new DataView(dataView.buffer, keyAndValueByteOffset + keyNulByte + 1, keyAndValueByteSize - keyNulByte - 1); + kvData.set(key, value); + // 4 = the keyAndValueByteSize field itself + // keyAndValueByteSize = the bytes taken by the key and value + // valuePadding = extra padding to align with 4 bytes + bytesIntoKeyValueData += 4 + keyAndValueByteSize + valuePadding; + } + return kvData; + } + + // Set DDS files to be loaded as an ArrayBuffer + LoaderResource.setExtensionXhrType('dds', LoaderResource.XHR_RESPONSE_TYPE.BUFFER); + /** + * @class + * @memberof PIXI + * @implements {PIXI.ILoaderPlugin} + * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide + */ + var DDSLoader = /** @class */ (function () { + function DDSLoader() { + } /** - * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero. - * @param desiredWidth - Desired visual width - * @param desiredHeight - Desired visual height - * @param resolution - Optionally set resolution - * @returns - this - */ - BaseTexture.prototype.setSize = function (desiredWidth, desiredHeight, resolution) { - resolution = resolution || this.resolution; - return this.setRealSize(desiredWidth * resolution, desiredHeight * resolution, resolution); - }; - /** - * Sets real size of baseTexture, preserves current resolution. - * @param realWidth - Full rendered width - * @param realHeight - Full rendered height - * @param resolution - Optionally set resolution - * @returns - this - */ - BaseTexture.prototype.setRealSize = function (realWidth, realHeight, resolution) { - this.resolution = resolution || this.resolution; - this.width = Math.round(realWidth) / this.resolution; - this.height = Math.round(realHeight) / this.resolution; - this._refreshPOT(); - this.update(); - return this; - }; - /** - * Refresh check for isPowerOfTwo texture based on size - * @private - */ - BaseTexture.prototype._refreshPOT = function () { - this.isPowerOfTwo = isPow2(this.realWidth) && isPow2(this.realHeight); - }; - /** - * Changes resolution - * @param resolution - res - * @returns - this + * Registers a DDS compressed texture + * @see PIXI.Loader.loaderMiddleware + * @param resource - loader resource that is checked to see if it is a DDS file + * @param next - callback Function to call when done */ - BaseTexture.prototype.setResolution = function (resolution) { - var oldResolution = this.resolution; - if (oldResolution === resolution) { - return this; - } - this.resolution = resolution; - if (this.valid) { - this.width = Math.round(this.width * oldResolution) / resolution; - this.height = Math.round(this.height * oldResolution) / resolution; - this.emit('update', this); + DDSLoader.use = function (resource, next) { + if (resource.extension === 'dds' && resource.data) { + try { + Object.assign(resource, registerCompressedTextures(resource.name || resource.url, parseDDS(resource.data), resource.metadata)); + } + catch (err) { + next(err); + return; + } } - this._refreshPOT(); - return this; + next(); }; + /** @ignore */ + DDSLoader.extension = ExtensionType.Loader; + return DDSLoader; + }()); + + // Set KTX files to be loaded as an ArrayBuffer + LoaderResource.setExtensionXhrType('ktx', LoaderResource.XHR_RESPONSE_TYPE.BUFFER); + /** + * Loader plugin for handling KTX texture container files. + * + * This KTX loader does not currently support the following features: + * * cube textures + * * 3D textures + * * endianness conversion for big-endian machines + * * embedded *.basis files + * + * It does supports the following features: + * * multiple textures per file + * * mipmapping (only for compressed formats) + * * vendor-specific key/value data parsing (enable {@link PIXI.KTXLoader.loadKeyValueData}) + * @class + * @memberof PIXI + * @implements {PIXI.ILoaderPlugin} + */ + var KTXLoader = /** @class */ (function () { + function KTXLoader() { + } /** - * Sets the resource if it wasn't set. Throws error if resource already present - * @param resource - that is managing this BaseTexture - * @returns - this + * Called after a KTX file is loaded. + * + * This will parse the KTX file header and add a {@code BaseTexture} to the texture + * cache. + * @see PIXI.Loader.loaderMiddleware + * @param resource - loader resource that is checked to see if it is a KTX file + * @param next - callback Function to call when done */ - BaseTexture.prototype.setResource = function (resource) { - if (this.resource === resource) { - return this; - } - if (this.resource) { - throw new Error('Resource can be set only once'); - } - resource.bind(this); - this.resource = resource; - return this; - }; - /** Invalidates the object. Texture becomes valid if width and height are greater than zero. */ - BaseTexture.prototype.update = function () { - if (!this.valid) { - if (this.width > 0 && this.height > 0) { - this.valid = true; - this.emit('loaded', this); - this.emit('update', this); + KTXLoader.use = function (resource, next) { + if (resource.extension === 'ktx' && resource.data) { + try { + var url_1 = resource.name || resource.url; + var _a = parseKTX(url_1, resource.data, this.loadKeyValueData), compressed = _a.compressed, uncompressed = _a.uncompressed, kvData_1 = _a.kvData; + if (compressed) { + var result = registerCompressedTextures(url_1, compressed, resource.metadata); + if (kvData_1 && result.textures) { + for (var textureId in result.textures) { + result.textures[textureId].baseTexture.ktxKeyValueData = kvData_1; + } + } + Object.assign(resource, result); + } + else if (uncompressed) { + var textures_1 = {}; + uncompressed.forEach(function (image, i) { + var texture = new Texture(new BaseTexture(image.resource, { + mipmap: MIPMAP_MODES.OFF, + alphaMode: ALPHA_MODES.NO_PREMULTIPLIED_ALPHA, + type: image.type, + format: image.format, + })); + var cacheID = url_1 + "-" + (i + 1); + if (kvData_1) + { texture.baseTexture.ktxKeyValueData = kvData_1; } + BaseTexture.addToCache(texture.baseTexture, cacheID); + Texture.addToCache(texture, cacheID); + if (i === 0) { + textures_1[url_1] = texture; + BaseTexture.addToCache(texture.baseTexture, url_1); + Texture.addToCache(texture, url_1); + } + textures_1[cacheID] = texture; + }); + Object.assign(resource, { textures: textures_1 }); + } + } + catch (err) { + next(err); + return; } } - else { - this.dirtyId++; - this.dirtyStyleId++; - this.emit('update', this); - } + next(); }; + /** @ignore */ + KTXLoader.extension = ExtensionType.Loader; /** - * Handle errors with resources. - * @private - * @param event - Error event emitted. + * If set to `true`, {@link PIXI.KTXLoader} will parse key-value data in KTX textures. This feature relies + * on the [Encoding Standard]{@link https://encoding.spec.whatwg.org}. + * + * The key-value data will be available on the base-textures as {@code PIXI.BaseTexture.ktxKeyValueData}. They + * will hold a reference to the texture data buffer, so make sure to delete key-value data once you are done + * using it. */ - BaseTexture.prototype.onError = function (event) { - this.emit('error', this, event); - }; + KTXLoader.loadKeyValueData = false; + return KTXLoader; + }()); + + /*! + * @pixi/particle-container - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/particle-container is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$f = function(d, b) { + extendStatics$f = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$f(d, b); + }; + + function __extends$f(d, b) { + extendStatics$f(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * The ParticleContainer class is a really fast version of the Container built solely for speed, + * so use when you need a lot of sprites or particles. + * + * The tradeoff of the ParticleContainer is that most advanced functionality will not work. + * ParticleContainer implements the basic object transform (position, scale, rotation) + * and some advanced functionality like tint (as of v4.5.6). + * + * Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch. + * + * It's extremely easy to use: + * ```js + * let container = new ParticleContainer(); + * + * for (let i = 0; i < 100; ++i) + * { + * let sprite = PIXI.Sprite.from("myImage.png"); + * container.addChild(sprite); + * } + * ``` + * + * And here you have a hundred sprites that will be rendered at the speed of light. + * @memberof PIXI + */ + /** @class */ ((function (_super) { + __extends$f(ParticleContainer, _super); /** - * Destroys this base texture. - * The method stops if resource doesn't want this texture to be destroyed. - * Removes texture from all caches. + * @param maxSize - The maximum number of particles that can be rendered by the container. + * Affects size of allocated buffers. + * @param properties - The properties of children that should be uploaded to the gpu and applied. + * @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied. + * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`. + * @param {boolean} [properties.position=true] - When true, position be uploaded and applied. + * @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied. + * @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied. + * @param {boolean} [properties.tint=false] - When true, alpha and tint be uploaded and applied. + * @param {number} [batchSize=16384] - Number of particles per batch. If less than maxSize, it uses maxSize instead. + * @param {boolean} [autoResize=false] - If true, container allocates more batches in case + * there are more than `maxSize` particles. */ - BaseTexture.prototype.destroy = function () { - // remove and destroy the resource - if (this.resource) { - this.resource.unbind(this); - // only destroy resourced created internally - if (this.resource.internal) { - this.resource.destroy(); - } - this.resource = null; - } - if (this.cacheId) { - delete BaseTextureCache[this.cacheId]; - delete TextureCache[this.cacheId]; - this.cacheId = null; + function ParticleContainer(maxSize, properties, batchSize, autoResize) { + if (maxSize === void 0) { maxSize = 1500; } + if (batchSize === void 0) { batchSize = 16384; } + if (autoResize === void 0) { autoResize = false; } + var _this = _super.call(this) || this; + // Making sure the batch size is valid + // 65535 is max vertex index in the index buffer (see ParticleRenderer) + // so max number of particles is 65536 / 4 = 16384 + var maxBatchSize = 16384; + if (batchSize > maxBatchSize) { + batchSize = maxBatchSize; } - // finally let the WebGL renderer know.. - this.dispose(); - BaseTexture.removeFromCache(this); - this.textureCacheIds = null; - this.destroyed = true; - }; + _this._properties = [false, true, false, false, false]; + _this._maxSize = maxSize; + _this._batchSize = batchSize; + _this._buffers = null; + _this._bufferUpdateIDs = []; + _this._updateID = 0; + _this.interactiveChildren = false; + _this.blendMode = BLEND_MODES.NORMAL; + _this.autoResize = autoResize; + _this.roundPixels = true; + _this.baseTexture = null; + _this.setProperties(properties); + _this._tint = 0; + _this.tintRgb = new Float32Array(4); + _this.tint = 0xFFFFFF; + return _this; + } /** - * Frees the texture from WebGL memory without destroying this texture object. - * This means you can still use the texture later which will upload it to GPU - * memory again. - * @fires PIXI.BaseTexture#dispose + * Sets the private properties array to dynamic / static based on the passed properties object + * @param properties - The properties to be uploaded */ - BaseTexture.prototype.dispose = function () { - this.emit('dispose', this); + ParticleContainer.prototype.setProperties = function (properties) { + if (properties) { + this._properties[0] = 'vertices' in properties || 'scale' in properties + ? !!properties.vertices || !!properties.scale : this._properties[0]; + this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1]; + this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2]; + this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3]; + this._properties[4] = 'tint' in properties || 'alpha' in properties + ? !!properties.tint || !!properties.alpha : this._properties[4]; + } }; - /** Utility function for BaseTexture|Texture cast. */ - BaseTexture.prototype.castToBaseTexture = function () { - return this; + ParticleContainer.prototype.updateTransform = function () { + // TODO don't need to! + this.displayObjectUpdateTransform(); }; + Object.defineProperty(ParticleContainer.prototype, "tint", { + /** + * The tint applied to the container. This is a hex value. + * A value of 0xFFFFFF will remove any tint effect. + * IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer. + * @default 0xFFFFFF + */ + get: function () { + return this._tint; + }, + set: function (value) { + this._tint = value; + hex2rgb(value, this.tintRgb); + }, + enumerable: false, + configurable: true + }); /** - * Helper function that creates a base texture based on the source you provide. - * The source can be - image url, image element, canvas element. If the - * source is an image url or an image element and not in the base texture - * cache, it will be created and loaded. - * @static - * @param {string|string[]|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The - * source to create base texture from. - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id - * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. - * @returns {PIXI.BaseTexture} The new base texture. + * Renders the container using the WebGL renderer. + * @param renderer - The WebGL renderer. */ - BaseTexture.from = function (source, options, strict) { - if (strict === void 0) { strict = settings$1.STRICT_TEXTURE_CACHE; } - var isFrame = typeof source === 'string'; - var cacheId = null; - if (isFrame) { - cacheId = source; + ParticleContainer.prototype.render = function (renderer) { + var _this = this; + if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { + return; } - else { - if (!source._pixiId) { - var prefix = (options && options.pixiIdPrefix) || 'pixiid'; - source._pixiId = prefix + "_" + uid(); + if (!this.baseTexture) { + this.baseTexture = this.children[0]._texture.baseTexture; + if (!this.baseTexture.valid) { + this.baseTexture.once('update', function () { return _this.onChildrenChange(0); }); } - cacheId = source._pixiId; - } - var baseTexture = BaseTextureCache[cacheId]; - // Strict-mode rejects invalid cacheIds - if (isFrame && strict && !baseTexture) { - throw new Error("The cacheId \"" + cacheId + "\" does not exist in BaseTextureCache."); - } - if (!baseTexture) { - baseTexture = new BaseTexture(source, options); - baseTexture.cacheId = cacheId; - BaseTexture.addToCache(baseTexture, cacheId); } - return baseTexture; + renderer.batch.setObjectRenderer(renderer.plugins.particle); + renderer.plugins.particle.render(this); }; /** - * Create a new BaseTexture with a BufferResource from a Float32Array. - * RGBA values are floats from 0 to 1. - * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data - * is provided, a new Float32Array is created. - * @param width - Width of the resource - * @param height - Height of the resource - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * Default properties are different from the constructor's defaults. - * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type - * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.NPM] - Image alpha, not premultiplied by default - * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.SCALE_MODES.NEAREST] - Scale mode, pixelating by default - * @returns - The resulting new BaseTexture + * Set the flag that static data should be updated to true + * @param smallestChildIndex - The smallest child index. */ - BaseTexture.fromBuffer = function (buffer, width, height, options) { - buffer = buffer || new Float32Array(width * height * 4); - var resource = new BufferResource(buffer, { width: width, height: height }); - var type = buffer instanceof Float32Array ? TYPES$8.FLOAT : TYPES$8.UNSIGNED_BYTE; - return new BaseTexture(resource, Object.assign(defaultBufferOptions, options || { width: width, height: height, type: type })); + ParticleContainer.prototype.onChildrenChange = function (smallestChildIndex) { + var bufferIndex = Math.floor(smallestChildIndex / this._batchSize); + while (this._bufferUpdateIDs.length < bufferIndex) { + this._bufferUpdateIDs.push(0); + } + this._bufferUpdateIDs[bufferIndex] = ++this._updateID; }; - /** - * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object. - * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache. - * @param {string} id - The id that the BaseTexture will be stored against. - */ - BaseTexture.addToCache = function (baseTexture, id) { - if (id) { - if (baseTexture.textureCacheIds.indexOf(id) === -1) { - baseTexture.textureCacheIds.push(id); - } - if (BaseTextureCache[id]) { - // eslint-disable-next-line no-console - console.warn("BaseTexture added to the cache with an id [" + id + "] that already had an entry"); + ParticleContainer.prototype.dispose = function () { + if (this._buffers) { + for (var i = 0; i < this._buffers.length; ++i) { + this._buffers[i].destroy(); } - BaseTextureCache[id] = baseTexture; + this._buffers = null; } }; /** - * Remove a BaseTexture from the global BaseTextureCache. - * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself. - * @returns {PIXI.BaseTexture|null} The BaseTexture that was removed. + * Destroys the container + * @param options - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their + * destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the texture of the child sprite + * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the base texture of the child sprite */ - BaseTexture.removeFromCache = function (baseTexture) { - if (typeof baseTexture === 'string') { - var baseTextureFromCache = BaseTextureCache[baseTexture]; - if (baseTextureFromCache) { - var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture); - if (index > -1) { - baseTextureFromCache.textureCacheIds.splice(index, 1); - } - delete BaseTextureCache[baseTexture]; - return baseTextureFromCache; - } - } - else if (baseTexture && baseTexture.textureCacheIds) { - for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) { - delete BaseTextureCache[baseTexture.textureCacheIds[i]]; - } - baseTexture.textureCacheIds.length = 0; - return baseTexture; - } - return null; + ParticleContainer.prototype.destroy = function (options) { + _super.prototype.destroy.call(this, options); + this.dispose(); + this._properties = null; + this._buffers = null; + this._bufferUpdateIDs = null; }; - /** Global number of the texture batch, used by multi-texture renderers. */ - BaseTexture._globalBatch = 0; - return BaseTexture; - }(EventEmitter)); + return ParticleContainer; + })(Container)); + /* + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original PixiJS version! + * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that + * they now share 4 bytes on the vertex buffer + * + * Heavily inspired by LibGDX's ParticleBuffer: + * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java + */ /** - * Resource that can manage several resource (items) inside. - * All resources need to have the same pixel size. - * Parent class for CubeResource and ArrayResource + * The particle buffer manages the static and dynamic buffers for a particle container. + * @private * @memberof PIXI */ - var AbstractMultiResource = /** @class */ (function (_super) { - __extends$k(AbstractMultiResource, _super); - /** - * @param length - * @param options - Options to for Resource constructor - * @param {number} [options.width] - Width of the resource - * @param {number} [options.height] - Height of the resource - */ - function AbstractMultiResource(length, options) { - var _this = this; - var _a = options || {}, width = _a.width, height = _a.height; - _this = _super.call(this, width, height) || this; - _this.items = []; - _this.itemDirtyIds = []; - for (var i = 0; i < length; i++) { - var partTexture = new BaseTexture(); - _this.items.push(partTexture); - // -2 - first run of texture array upload - // -1 - texture item was allocated - // >=0 - texture item uploaded , in sync with items[i].dirtyId - _this.itemDirtyIds.push(-2); - } - _this.length = length; - _this._load = null; - _this.baseTexture = null; - return _this; - } + var ParticleBuffer = /** @class */ (function () { /** - * Used from ArrayResource and CubeResource constructors. - * @param resources - Can be resources, image elements, canvas, etc. , - * length should be same as constructor length - * @param options - Detect options for resources + * @param {object} properties - The properties to upload. + * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic. + * @param {number} size - The size of the batch. */ - AbstractMultiResource.prototype.initFromArray = function (resources, options) { - for (var i = 0; i < this.length; i++) { - if (!resources[i]) { - continue; - } - if (resources[i].castToBaseTexture) { - this.addBaseTextureAt(resources[i].castToBaseTexture(), i); - } - else if (resources[i] instanceof Resource) { - this.addResourceAt(resources[i], i); + function ParticleBuffer(properties, dynamicPropertyFlags, size) { + this.geometry = new Geometry(); + this.indexBuffer = null; + this.size = size; + this.dynamicProperties = []; + this.staticProperties = []; + for (var i = 0; i < properties.length; ++i) { + var property = properties[i]; + // Make copy of properties object so that when we edit the offset it doesn't + // change all other instances of the object literal + property = { + attributeName: property.attributeName, + size: property.size, + uploadFunction: property.uploadFunction, + type: property.type || TYPES.FLOAT, + offset: property.offset, + }; + if (dynamicPropertyFlags[i]) { + this.dynamicProperties.push(property); } else { - this.addResourceAt(autoDetectResource(resources[i], options), i); + this.staticProperties.push(property); } } - }; - /** Destroy this BaseImageResource. */ - AbstractMultiResource.prototype.dispose = function () { - for (var i = 0, len = this.length; i < len; i++) { - this.items[i].destroy(); - } - this.items = null; - this.itemDirtyIds = null; - this._load = null; - }; - /** - * Set a resource by ID - * @param resource - * @param index - Zero-based index of resource to set - * @returns - Instance for chaining - */ - AbstractMultiResource.prototype.addResourceAt = function (resource, index) { - if (!this.items[index]) { - throw new Error("Index " + index + " is out of bounds"); + this.staticStride = 0; + this.staticBuffer = null; + this.staticData = null; + this.staticDataUint32 = null; + this.dynamicStride = 0; + this.dynamicBuffer = null; + this.dynamicData = null; + this.dynamicDataUint32 = null; + this._updateID = 0; + this.initBuffers(); + } + /** Sets up the renderer context and necessary buffers. */ + ParticleBuffer.prototype.initBuffers = function () { + var geometry = this.geometry; + var dynamicOffset = 0; + this.indexBuffer = new Buffer(createIndicesForQuads(this.size), true, true); + geometry.addIndex(this.indexBuffer); + this.dynamicStride = 0; + for (var i = 0; i < this.dynamicProperties.length; ++i) { + var property = this.dynamicProperties[i]; + property.offset = dynamicOffset; + dynamicOffset += property.size; + this.dynamicStride += property.size; } - // Inherit the first resource dimensions - if (resource.valid && !this.valid) { - this.resize(resource.width, resource.height); + var dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4); + this.dynamicData = new Float32Array(dynBuffer); + this.dynamicDataUint32 = new Uint32Array(dynBuffer); + this.dynamicBuffer = new Buffer(this.dynamicData, false, false); + // static // + var staticOffset = 0; + this.staticStride = 0; + for (var i = 0; i < this.staticProperties.length; ++i) { + var property = this.staticProperties[i]; + property.offset = staticOffset; + staticOffset += property.size; + this.staticStride += property.size; } - this.items[index].setResource(resource); - return this; - }; - /** - * Set the parent base texture. - * @param baseTexture - */ - AbstractMultiResource.prototype.bind = function (baseTexture) { - if (this.baseTexture !== null) { - throw new Error('Only one base texture per TextureArray is allowed'); + var statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4); + this.staticData = new Float32Array(statBuffer); + this.staticDataUint32 = new Uint32Array(statBuffer); + this.staticBuffer = new Buffer(this.staticData, true, false); + for (var i = 0; i < this.dynamicProperties.length; ++i) { + var property = this.dynamicProperties[i]; + geometry.addAttribute(property.attributeName, this.dynamicBuffer, 0, property.type === TYPES.UNSIGNED_BYTE, property.type, this.dynamicStride * 4, property.offset * 4); } - _super.prototype.bind.call(this, baseTexture); - for (var i = 0; i < this.length; i++) { - this.items[i].parentTextureArray = baseTexture; - this.items[i].on('update', baseTexture.update, baseTexture); + for (var i = 0; i < this.staticProperties.length; ++i) { + var property = this.staticProperties[i]; + geometry.addAttribute(property.attributeName, this.staticBuffer, 0, property.type === TYPES.UNSIGNED_BYTE, property.type, this.staticStride * 4, property.offset * 4); } }; /** - * Unset the parent base texture. - * @param baseTexture + * Uploads the dynamic properties. + * @param children - The children to upload. + * @param startIndex - The index to start at. + * @param amount - The number to upload. */ - AbstractMultiResource.prototype.unbind = function (baseTexture) { - _super.prototype.unbind.call(this, baseTexture); - for (var i = 0; i < this.length; i++) { - this.items[i].parentTextureArray = null; - this.items[i].off('update', baseTexture.update, baseTexture); + ParticleBuffer.prototype.uploadDynamic = function (children, startIndex, amount) { + for (var i = 0; i < this.dynamicProperties.length; i++) { + var property = this.dynamicProperties[i]; + property.uploadFunction(children, startIndex, amount, property.type === TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData, this.dynamicStride, property.offset); } + this.dynamicBuffer._updateID++; }; /** - * Load all the resources simultaneously - * @returns - When load is resolved + * Uploads the static properties. + * @param children - The children to upload. + * @param startIndex - The index to start at. + * @param amount - The number to upload. */ - AbstractMultiResource.prototype.load = function () { - var _this = this; - if (this._load) { - return this._load; + ParticleBuffer.prototype.uploadStatic = function (children, startIndex, amount) { + for (var i = 0; i < this.staticProperties.length; i++) { + var property = this.staticProperties[i]; + property.uploadFunction(children, startIndex, amount, property.type === TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData, this.staticStride, property.offset); } - var resources = this.items.map(function (item) { return item.resource; }).filter(function (item) { return item; }); - // TODO: also implement load part-by-part strategy - var promises = resources.map(function (item) { return item.load(); }); - this._load = Promise.all(promises) - .then(function () { - var _a = _this.items[0], realWidth = _a.realWidth, realHeight = _a.realHeight; - _this.resize(realWidth, realHeight); - return Promise.resolve(_this); - }); - return this._load; + this.staticBuffer._updateID++; }; - return AbstractMultiResource; - }(Resource)); + /** Destroys the ParticleBuffer. */ + ParticleBuffer.prototype.destroy = function () { + this.indexBuffer = null; + this.dynamicProperties = null; + this.dynamicBuffer = null; + this.dynamicData = null; + this.dynamicDataUint32 = null; + this.staticProperties = null; + this.staticBuffer = null; + this.staticData = null; + this.staticDataUint32 = null; + // all buffers are destroyed inside geometry + this.geometry.destroy(); + }; + return ParticleBuffer; + }()); + + var fragment$6 = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n vec4 color = texture2D(uSampler, vTextureCoord) * vColor;\n gl_FragColor = color;\n}"; + + var vertex$3 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\n\nattribute vec2 aPositionCoord;\nattribute float aRotation;\n\nuniform mat3 translationMatrix;\nuniform vec4 uColor;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nvoid main(void){\n float x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);\n float y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);\n\n vec2 v = vec2(x, y);\n v = v + aPositionCoord;\n\n gl_Position = vec4((translationMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vColor = aColor * uColor;\n}\n"; + /* + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original PixiJS version! + * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now + * share 4 bytes on the vertex buffer + * + * Heavily inspired by LibGDX's ParticleRenderer: + * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java + */ /** - * A resource that contains a number of sources. + * Renderer for Particles that is designer for speed over feature set. * @memberof PIXI */ - var ArrayResource = /** @class */ (function (_super) { - __extends$k(ArrayResource, _super); + var ParticleRenderer = /** @class */ (function (_super) { + __extends$f(ParticleRenderer, _super); /** - * @param source - Number of items in array or the collection - * of image URLs to use. Can also be resources, image elements, canvas, etc. - * @param options - Options to apply to {@link PIXI.autoDetectResource} - * @param {number} [options.width] - Width of the resource - * @param {number} [options.height] - Height of the resource + * @param renderer - The renderer this sprite batch works for. */ - function ArrayResource(source, options) { - var _this = this; - var _a = options || {}, width = _a.width, height = _a.height; - var urls; - var length; - if (Array.isArray(source)) { - urls = source; - length = source.length; - } - else { - length = source; - } - _this = _super.call(this, length, { width: width, height: height }) || this; - if (urls) { - _this.initFromArray(urls, options); - } + function ParticleRenderer(renderer) { + var _this = _super.call(this, renderer) || this; + // 65535 is max vertex index in the index buffer (see ParticleRenderer) + // so max number of particles is 65536 / 4 = 16384 + // and max number of element in the index buffer is 16384 * 6 = 98304 + // Creating a full index buffer, overhead is 98304 * 2 = 196Ko + // let numIndices = 98304; + _this.shader = null; + _this.properties = null; + _this.tempMatrix = new Matrix(); + _this.properties = [ + // verticesData + { + attributeName: 'aVertexPosition', + size: 2, + uploadFunction: _this.uploadVertices, + offset: 0, + }, + // positionData + { + attributeName: 'aPositionCoord', + size: 2, + uploadFunction: _this.uploadPosition, + offset: 0, + }, + // rotationData + { + attributeName: 'aRotation', + size: 1, + uploadFunction: _this.uploadRotation, + offset: 0, + }, + // uvsData + { + attributeName: 'aTextureCoord', + size: 2, + uploadFunction: _this.uploadUvs, + offset: 0, + }, + // tintData + { + attributeName: 'aColor', + size: 1, + type: TYPES.UNSIGNED_BYTE, + uploadFunction: _this.uploadTint, + offset: 0, + } ]; + _this.shader = Shader.from(vertex$3, fragment$6, {}); + _this.state = State.for2d(); return _this; } /** - * Set a baseTexture by ID, - * ArrayResource just takes resource from it, nothing more - * @param baseTexture - * @param index - Zero-based index of resource to set - * @returns - Instance for chaining + * Renders the particle container object. + * @param container - The container to render using this ParticleRenderer. */ - ArrayResource.prototype.addBaseTextureAt = function (baseTexture, index) { - if (baseTexture.resource) { - this.addResourceAt(baseTexture.resource, index); + ParticleRenderer.prototype.render = function (container) { + var children = container.children; + var maxSize = container._maxSize; + var batchSize = container._batchSize; + var renderer = this.renderer; + var totalChildren = children.length; + if (totalChildren === 0) { + return; } - else { - throw new Error('ArrayResource does not support RenderTexture'); + else if (totalChildren > maxSize && !container.autoResize) { + totalChildren = maxSize; } - return this; - }; - /** - * Add binding - * @param baseTexture - */ - ArrayResource.prototype.bind = function (baseTexture) { - _super.prototype.bind.call(this, baseTexture); - baseTexture.target = TARGETS$8.TEXTURE_2D_ARRAY; - }; - /** - * Upload the resources to the GPU. - * @param renderer - * @param texture - * @param glTexture - * @returns - whether texture was uploaded - */ - ArrayResource.prototype.upload = function (renderer, texture, glTexture) { - var _a = this, length = _a.length, itemDirtyIds = _a.itemDirtyIds, items = _a.items; - var gl = renderer.gl; - if (glTexture.dirtyId < 0) { - gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, glTexture.internalFormat, this._width, this._height, length, 0, texture.format, glTexture.type, null); + var buffers = container._buffers; + if (!buffers) { + buffers = container._buffers = this.generateBuffers(container); } - for (var i = 0; i < length; i++) { - var item = items[i]; - if (itemDirtyIds[i] < item.dirtyId) { - itemDirtyIds[i] = item.dirtyId; - if (item.valid) { - gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, // xoffset - 0, // yoffset - i, // zoffset - item.resource.width, item.resource.height, 1, texture.format, glTexture.type, item.resource.source); - } + var baseTexture = children[0]._texture.baseTexture; + var premultiplied = baseTexture.alphaMode > 0; + // if the uvs have not updated then no point rendering just yet! + this.state.blendMode = correctBlendMode(container.blendMode, premultiplied); + renderer.state.set(this.state); + var gl = renderer.gl; + var m = container.worldTransform.copyTo(this.tempMatrix); + m.prepend(renderer.globalUniforms.uniforms.projectionMatrix); + this.shader.uniforms.translationMatrix = m.toArray(true); + this.shader.uniforms.uColor = premultiplyRgba(container.tintRgb, container.worldAlpha, this.shader.uniforms.uColor, premultiplied); + this.shader.uniforms.uSampler = baseTexture; + this.renderer.shader.bind(this.shader); + var updateStatic = false; + // now lets upload and render the buffers.. + for (var i = 0, j = 0; i < totalChildren; i += batchSize, j += 1) { + var amount = (totalChildren - i); + if (amount > batchSize) { + amount = batchSize; + } + if (j >= buffers.length) { + buffers.push(this._generateOneMoreBuffer(container)); + } + var buffer = buffers[j]; + // we always upload the dynamic + buffer.uploadDynamic(children, i, amount); + var bid = container._bufferUpdateIDs[j] || 0; + updateStatic = updateStatic || (buffer._updateID < bid); + // we only upload the static content when we have to! + if (updateStatic) { + buffer._updateID = container._updateID; + buffer.uploadStatic(children, i, amount); } + // bind the buffer + renderer.geometry.bind(buffer.geometry); + gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0); } - return true; }; - return ArrayResource; - }(AbstractMultiResource)); - - /** - * Base for all the image/canvas resources. - * @memberof PIXI - */ - var BaseImageResource = /** @class */ (function (_super) { - __extends$k(BaseImageResource, _super); /** - * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} source + * Creates one particle buffer for each child in the container we want to render and updates internal properties. + * @param container - The container to render using this ParticleRenderer + * @returns - The buffers */ - function BaseImageResource(source) { - var _this = this; - var sourceAny = source; - var width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width; - var height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height; - _this = _super.call(this, width, height) || this; - _this.source = source; - _this.noSubImage = false; - return _this; - } + ParticleRenderer.prototype.generateBuffers = function (container) { + var buffers = []; + var size = container._maxSize; + var batchSize = container._batchSize; + var dynamicPropertyFlags = container._properties; + for (var i = 0; i < size; i += batchSize) { + buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize)); + } + return buffers; + }; /** - * Set cross origin based detecting the url and the crossorigin - * @param element - Element to apply crossOrigin - * @param url - URL to check - * @param crossorigin - Cross origin value to use + * Creates one more particle buffer, because container has autoResize feature. + * @param container - The container to render using this ParticleRenderer + * @returns - The generated buffer */ - BaseImageResource.crossOrigin = function (element, url, crossorigin) { - if (crossorigin === undefined && url.indexOf('data:') !== 0) { - element.crossOrigin = determineCrossOrigin(url); - } - else if (crossorigin !== false) { - element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous'; - } + ParticleRenderer.prototype._generateOneMoreBuffer = function (container) { + var batchSize = container._batchSize; + var dynamicPropertyFlags = container._properties; + return new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize); }; /** - * Upload the texture to the GPU. - * @param renderer - Upload to the renderer - * @param baseTexture - Reference to parent texture - * @param glTexture - * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] - (optional) - * @returns - true is success + * Uploads the vertices. + * @param children - the array of sprites to render + * @param startIndex - the index to start from in the children array + * @param amount - the amount of children that will have their vertices uploaded + * @param array - The vertices to upload. + * @param stride - Stride to use for iteration. + * @param offset - Offset to start at. */ - BaseImageResource.prototype.upload = function (renderer, baseTexture, glTexture, source) { - var gl = renderer.gl; - var width = baseTexture.realWidth; - var height = baseTexture.realHeight; - source = source || this.source; - if (source instanceof HTMLImageElement) { - if (!source.complete || source.naturalWidth === 0) { - return false; + ParticleRenderer.prototype.uploadVertices = function (children, startIndex, amount, array, stride, offset) { + var w0 = 0; + var w1 = 0; + var h0 = 0; + var h1 = 0; + for (var i = 0; i < amount; ++i) { + var sprite = children[startIndex + i]; + var texture = sprite._texture; + var sx = sprite.scale.x; + var sy = sprite.scale.y; + var trim = texture.trim; + var orig = texture.orig; + if (trim) { + // if the sprite is trimmed and is not a tilingsprite then we need to add the + // extra space before transforming the sprite coords.. + w1 = trim.x - (sprite.anchor.x * orig.width); + w0 = w1 + trim.width; + h1 = trim.y - (sprite.anchor.y * orig.height); + h0 = h1 + trim.height; } - } - else if (source instanceof HTMLVideoElement) { - if (source.readyState <= 1) { - return false; + else { + w0 = (orig.width) * (1 - sprite.anchor.x); + w1 = (orig.width) * -sprite.anchor.x; + h0 = orig.height * (1 - sprite.anchor.y); + h1 = orig.height * -sprite.anchor.y; } + array[offset] = w1 * sx; + array[offset + 1] = h1 * sy; + array[offset + stride] = w0 * sx; + array[offset + stride + 1] = h1 * sy; + array[offset + (stride * 2)] = w0 * sx; + array[offset + (stride * 2) + 1] = h0 * sy; + array[offset + (stride * 3)] = w1 * sx; + array[offset + (stride * 3) + 1] = h0 * sy; + offset += stride * 4; } - gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES$8.UNPACK); - if (!this.noSubImage - && baseTexture.target === gl.TEXTURE_2D - && glTexture.width === width - && glTexture.height === height) { - gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, glTexture.type, source); - } - else { - glTexture.width = width; - glTexture.height = height; - gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, baseTexture.format, glTexture.type, source); - } - return true; }; /** - * Checks if source width/height was changed, resize can cause extra baseTexture update. - * Triggers one update in any case. + * Uploads the position. + * @param children - the array of sprites to render + * @param startIndex - the index to start from in the children array + * @param amount - the amount of children that will have their positions uploaded + * @param array - The vertices to upload. + * @param stride - Stride to use for iteration. + * @param offset - Offset to start at. */ - BaseImageResource.prototype.update = function () { - if (this.destroyed) { - return; + ParticleRenderer.prototype.uploadPosition = function (children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; i++) { + var spritePosition = children[startIndex + i].position; + array[offset] = spritePosition.x; + array[offset + 1] = spritePosition.y; + array[offset + stride] = spritePosition.x; + array[offset + stride + 1] = spritePosition.y; + array[offset + (stride * 2)] = spritePosition.x; + array[offset + (stride * 2) + 1] = spritePosition.y; + array[offset + (stride * 3)] = spritePosition.x; + array[offset + (stride * 3) + 1] = spritePosition.y; + offset += stride * 4; } - var source = this.source; - var width = source.naturalWidth || source.videoWidth || source.width; - var height = source.naturalHeight || source.videoHeight || source.height; - this.resize(width, height); - _super.prototype.update.call(this); - }; - /** Destroy this {@link BaseImageResource} */ - BaseImageResource.prototype.dispose = function () { - this.source = null; }; - return BaseImageResource; - }(Resource)); - - /** - * @interface OffscreenCanvas - */ - /** - * Resource type for HTMLCanvasElement. - * @memberof PIXI - */ - var CanvasResource = /** @class */ (function (_super) { - __extends$k(CanvasResource, _super); /** - * @param source - Canvas element to use - */ - // eslint-disable-next-line @typescript-eslint/no-useless-constructor - function CanvasResource(source) { - return _super.call(this, source) || this; - } - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is HTMLCanvasElement or OffscreenCanvas + * Uploads the rotation. + * @param children - the array of sprites to render + * @param startIndex - the index to start from in the children array + * @param amount - the amount of children that will have their rotation uploaded + * @param array - The vertices to upload. + * @param stride - Stride to use for iteration. + * @param offset - Offset to start at. */ - CanvasResource.test = function (source) { - var OffscreenCanvas = globalThis.OffscreenCanvas; - // Check for browsers that don't yet support OffscreenCanvas - if (OffscreenCanvas && source instanceof OffscreenCanvas) { - return true; + ParticleRenderer.prototype.uploadRotation = function (children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; i++) { + var spriteRotation = children[startIndex + i].rotation; + array[offset] = spriteRotation; + array[offset + stride] = spriteRotation; + array[offset + (stride * 2)] = spriteRotation; + array[offset + (stride * 3)] = spriteRotation; + offset += stride * 4; } - return globalThis.HTMLCanvasElement && source instanceof HTMLCanvasElement; }; - return CanvasResource; - }(BaseImageResource)); - - /** - * Resource for a CubeTexture which contains six resources. - * @memberof PIXI - */ - var CubeResource = /** @class */ (function (_super) { - __extends$k(CubeResource, _super); - /** - * @param {Array} [source] - Collection of URLs or resources - * to use as the sides of the cube. - * @param options - ImageResource options - * @param {number} [options.width] - Width of resource - * @param {number} [options.height] - Height of resource - * @param {number} [options.autoLoad=true] - Whether to auto-load resources - * @param {number} [options.linkBaseTexture=true] - In case BaseTextures are supplied, - * whether to copy them or use - */ - function CubeResource(source, options) { - var _this = this; - var _a = options || {}, width = _a.width, height = _a.height, autoLoad = _a.autoLoad, linkBaseTexture = _a.linkBaseTexture; - if (source && source.length !== CubeResource.SIDES) { - throw new Error("Invalid length. Got " + source.length + ", expected 6"); - } - _this = _super.call(this, 6, { width: width, height: height }) || this; - for (var i = 0; i < CubeResource.SIDES; i++) { - _this.items[i].target = TARGETS$8.TEXTURE_CUBE_MAP_POSITIVE_X + i; - } - _this.linkBaseTexture = linkBaseTexture !== false; - if (source) { - _this.initFromArray(source, options); - } - if (autoLoad !== false) { - _this.load(); - } - return _this; - } /** - * Add binding. - * @param baseTexture - parent base texture + * Uploads the UVs. + * @param children - the array of sprites to render + * @param startIndex - the index to start from in the children array + * @param amount - the amount of children that will have their rotation uploaded + * @param array - The vertices to upload. + * @param stride - Stride to use for iteration. + * @param offset - Offset to start at. */ - CubeResource.prototype.bind = function (baseTexture) { - _super.prototype.bind.call(this, baseTexture); - baseTexture.target = TARGETS$8.TEXTURE_CUBE_MAP; - }; - CubeResource.prototype.addBaseTextureAt = function (baseTexture, index, linkBaseTexture) { - if (!this.items[index]) { - throw new Error("Index " + index + " is out of bounds"); - } - if (!this.linkBaseTexture - || baseTexture.parentTextureArray - || Object.keys(baseTexture._glTextures).length > 0) { - // copy mode - if (baseTexture.resource) { - this.addResourceAt(baseTexture.resource, index); + ParticleRenderer.prototype.uploadUvs = function (children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; ++i) { + var textureUvs = children[startIndex + i]._texture._uvs; + if (textureUvs) { + array[offset] = textureUvs.x0; + array[offset + 1] = textureUvs.y0; + array[offset + stride] = textureUvs.x1; + array[offset + stride + 1] = textureUvs.y1; + array[offset + (stride * 2)] = textureUvs.x2; + array[offset + (stride * 2) + 1] = textureUvs.y2; + array[offset + (stride * 3)] = textureUvs.x3; + array[offset + (stride * 3) + 1] = textureUvs.y3; + offset += stride * 4; } else { - throw new Error("CubeResource does not support copying of renderTexture."); + // TODO you know this can be easier! + array[offset] = 0; + array[offset + 1] = 0; + array[offset + stride] = 0; + array[offset + stride + 1] = 0; + array[offset + (stride * 2)] = 0; + array[offset + (stride * 2) + 1] = 0; + array[offset + (stride * 3)] = 0; + array[offset + (stride * 3) + 1] = 0; + offset += stride * 4; } } - else { - // link mode, the difficult one! - baseTexture.target = TARGETS$8.TEXTURE_CUBE_MAP_POSITIVE_X + index; - baseTexture.parentTextureArray = this.baseTexture; - this.items[index] = baseTexture; - } - if (baseTexture.valid && !this.valid) { - this.resize(baseTexture.realWidth, baseTexture.realHeight); - } - this.items[index] = baseTexture; - return this; }; /** - * Upload the resource - * @param renderer - * @param _baseTexture - * @param glTexture - * @returns {boolean} true is success + * Uploads the tint. + * @param children - the array of sprites to render + * @param startIndex - the index to start from in the children array + * @param amount - the amount of children that will have their rotation uploaded + * @param array - The vertices to upload. + * @param stride - Stride to use for iteration. + * @param offset - Offset to start at. */ - CubeResource.prototype.upload = function (renderer, _baseTexture, glTexture) { - var dirty = this.itemDirtyIds; - for (var i = 0; i < CubeResource.SIDES; i++) { - var side = this.items[i]; - if (dirty[i] < side.dirtyId || glTexture.dirtyId < _baseTexture.dirtyId) { - if (side.valid && side.resource) { - side.resource.upload(renderer, side, glTexture); - dirty[i] = side.dirtyId; - } - else if (dirty[i] < -1) { - // either item is not valid yet, either its a renderTexture - // allocate the memory - renderer.gl.texImage2D(side.target, 0, glTexture.internalFormat, _baseTexture.realWidth, _baseTexture.realHeight, 0, _baseTexture.format, glTexture.type, null); - dirty[i] = -1; - } - } + ParticleRenderer.prototype.uploadTint = function (children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; ++i) { + var sprite = children[startIndex + i]; + var premultiplied = sprite._texture.baseTexture.alphaMode > 0; + var alpha = sprite.alpha; + // we dont call extra function if alpha is 1.0, that's faster + var argb = alpha < 1.0 && premultiplied + ? premultiplyTint(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24); + array[offset] = argb; + array[offset + stride] = argb; + array[offset + (stride * 2)] = argb; + array[offset + (stride * 3)] = argb; + offset += stride * 4; } - return true; }; - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is an array of 6 elements - */ - CubeResource.test = function (source) { - return Array.isArray(source) && source.length === CubeResource.SIDES; + /** Destroys the ParticleRenderer. */ + ParticleRenderer.prototype.destroy = function () { + _super.prototype.destroy.call(this); + if (this.shader) { + this.shader.destroy(); + this.shader = null; + } + this.tempMatrix = null; }; - /** Number of texture sides to store for CubeResources. */ - CubeResource.SIDES = 6; - return CubeResource; - }(AbstractMultiResource)); + /** @ignore */ + ParticleRenderer.extension = { + name: 'particle', + type: ExtensionType.RendererPlugin, + }; + return ParticleRenderer; + }(ObjectRenderer)); + + /*! + * @pixi/graphics - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/graphics is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ /** - * Resource type for HTMLImageElement. + * Supported line joints in `PIXI.LineStyle` for graphics. + * @see PIXI.Graphics#lineStyle + * @see https://graphicdesign.stackexchange.com/questions/59018/what-is-a-bevel-join-of-two-lines-exactly-illustrator + * @name LINE_JOIN * @memberof PIXI + * @static + * @enum {string} + * @property {string} MITER - 'miter': make a sharp corner where outer part of lines meet + * @property {string} BEVEL - 'bevel': add a square butt at each end of line segment and fill the triangle at turn + * @property {string} ROUND - 'round': add an arc at the joint */ - var ImageResource = /** @class */ (function (_super) { - __extends$k(ImageResource, _super); - /** - * @param source - image source or URL - * @param options - * @param {boolean} [options.autoLoad=true] - start loading process - * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - whether its required to create - * a bitmap before upload - * @param {boolean} [options.crossorigin=true] - Load image using cross origin - * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Premultiply image alpha in bitmap - */ - function ImageResource(source, options) { - var _this = this; - options = options || {}; - if (!(source instanceof HTMLImageElement)) { - var imageElement = new Image(); - BaseImageResource.crossOrigin(imageElement, source, options.crossorigin); - imageElement.src = source; - source = imageElement; - } - _this = _super.call(this, source) || this; - // FireFox 68, and possibly other versions, seems like setting the HTMLImageElement#width and #height - // to non-zero values before its loading completes if images are in a cache. - // Because of this, need to set the `_width` and the `_height` to zero to avoid uploading incomplete images. - // Please refer to the issue #5968 (https://github.com/pixijs/pixi.js/issues/5968). - if (!source.complete && !!_this._width && !!_this._height) { - _this._width = 0; - _this._height = 0; - } - _this.url = source.src; - _this._process = null; - _this.preserveBitmap = false; - _this.createBitmap = (options.createBitmap !== undefined - ? options.createBitmap : settings$1.CREATE_IMAGE_BITMAP) && !!globalThis.createImageBitmap; - _this.alphaMode = typeof options.alphaMode === 'number' ? options.alphaMode : null; - _this.bitmap = null; - _this._load = null; - if (options.autoLoad !== false) { - _this.load(); - } - return _this; - } - /** - * Returns a promise when image will be loaded and processed. - * @param createBitmap - whether process image into bitmap - */ - ImageResource.prototype.load = function (createBitmap) { - var _this = this; - if (this._load) { - return this._load; - } - if (createBitmap !== undefined) { - this.createBitmap = createBitmap; - } - this._load = new Promise(function (resolve, reject) { - var source = _this.source; - _this.url = source.src; - var completed = function () { - if (_this.destroyed) { - return; - } - source.onload = null; - source.onerror = null; - _this.resize(source.width, source.height); - _this._load = null; - if (_this.createBitmap) { - resolve(_this.process()); - } - else { - resolve(_this); - } - }; - if (source.complete && source.src) { - completed(); - } - else { - source.onload = completed; - source.onerror = function (event) { - // Avoids Promise freezing when resource broken - reject(event); - _this.onError.emit(event); - }; - } - }); - return this._load; - }; - /** - * Called when we need to convert image into BitmapImage. - * Can be called multiple times, real promise is cached inside. - * @returns - Cached promise to fill that bitmap - */ - ImageResource.prototype.process = function () { - var _this = this; - var source = this.source; - if (this._process !== null) { - return this._process; - } - if (this.bitmap !== null || !globalThis.createImageBitmap) { - return Promise.resolve(this); - } - var createImageBitmap = globalThis.createImageBitmap; - var cors = !source.crossOrigin || source.crossOrigin === 'anonymous'; - this._process = fetch(source.src, { - mode: cors ? 'cors' : 'no-cors' - }) - .then(function (r) { return r.blob(); }) - .then(function (blob) { return createImageBitmap(blob, 0, 0, source.width, source.height, { - premultiplyAlpha: _this.alphaMode === ALPHA_MODES$8.UNPACK ? 'premultiply' : 'none', - }); }) - .then(function (bitmap) { - if (_this.destroyed) { - return Promise.reject(); - } - _this.bitmap = bitmap; - _this.update(); - _this._process = null; - return Promise.resolve(_this); - }); - return this._process; - }; - /** - * Upload the image resource to GPU. - * @param renderer - Renderer to upload to - * @param baseTexture - BaseTexture for this resource - * @param glTexture - GLTexture to use - * @returns {boolean} true is success - */ - ImageResource.prototype.upload = function (renderer, baseTexture, glTexture) { - if (typeof this.alphaMode === 'number') { - // bitmap stores unpack premultiply flag, we dont have to notify texImage2D about it - baseTexture.alphaMode = this.alphaMode; - } - if (!this.createBitmap) { - return _super.prototype.upload.call(this, renderer, baseTexture, glTexture); - } - if (!this.bitmap) { - // yeah, ignore the output - this.process(); - if (!this.bitmap) { - return false; - } + var LINE_JOIN; + (function (LINE_JOIN) { + LINE_JOIN["MITER"] = "miter"; + LINE_JOIN["BEVEL"] = "bevel"; + LINE_JOIN["ROUND"] = "round"; + })(LINE_JOIN || (LINE_JOIN = {})); + /** + * Support line caps in `PIXI.LineStyle` for graphics. + * @see PIXI.Graphics#lineStyle + * @name LINE_CAP + * @memberof PIXI + * @static + * @enum {string} + * @property {string} BUTT - 'butt': don't add any cap at line ends (leaves orthogonal edges) + * @property {string} ROUND - 'round': add semicircle at ends + * @property {string} SQUARE - 'square': add square at end (like `BUTT` except more length at end) + */ + var LINE_CAP; + (function (LINE_CAP) { + LINE_CAP["BUTT"] = "butt"; + LINE_CAP["ROUND"] = "round"; + LINE_CAP["SQUARE"] = "square"; + })(LINE_CAP || (LINE_CAP = {})); + /** + * Graphics curves resolution settings. If `adaptive` flag is set to `true`, + * the resolution is calculated based on the curve's length to ensure better visual quality. + * Adaptive draw works with `bezierCurveTo` and `quadraticCurveTo`. + * @static + * @constant + * @memberof PIXI + * @name GRAPHICS_CURVES + * @type {object} + * @property {boolean} [adaptive=true] - flag indicating if the resolution should be adaptive + * @property {number} [maxLength=10] - maximal length of a single segment of the curve (if adaptive = false, ignored) + * @property {number} [minSegments=8] - minimal number of segments in the curve (if adaptive = false, ignored) + * @property {number} [maxSegments=2048] - maximal number of segments in the curve (if adaptive = false, ignored) + */ + var GRAPHICS_CURVES = { + adaptive: true, + maxLength: 10, + minSegments: 8, + maxSegments: 2048, + epsilon: 0.0001, + _segmentsCount: function (length, defaultSegments) { + if (defaultSegments === void 0) { defaultSegments = 20; } + if (!this.adaptive || !length || isNaN(length)) { + return defaultSegments; } - _super.prototype.upload.call(this, renderer, baseTexture, glTexture, this.bitmap); - if (!this.preserveBitmap) { - // checks if there are other renderers that possibly need this bitmap - var flag = true; - var glTextures = baseTexture._glTextures; - for (var key in glTextures) { - var otherTex = glTextures[key]; - if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId) { - flag = false; - break; - } - } - if (flag) { - if (this.bitmap.close) { - this.bitmap.close(); - } - this.bitmap = null; - } + var result = Math.ceil(length / this.maxLength); + if (result < this.minSegments) { + result = this.minSegments; } - return true; - }; - /** Destroys this resource. */ - ImageResource.prototype.dispose = function () { - this.source.onload = null; - this.source.onerror = null; - _super.prototype.dispose.call(this); - if (this.bitmap) { - this.bitmap.close(); - this.bitmap = null; + else if (result > this.maxSegments) { + result = this.maxSegments; } - this._process = null; - this._load = null; - }; - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is string or HTMLImageElement - */ - ImageResource.test = function (source) { - return typeof source === 'string' || source instanceof HTMLImageElement; - }; - return ImageResource; - }(BaseImageResource)); + return result; + }, + }; /** - * Resource type for SVG elements and graphics. + * Fill style object for Graphics. * @memberof PIXI */ - var SVGResource = /** @class */ (function (_super) { - __extends$k(SVGResource, _super); - /** - * @param sourceBase64 - Base64 encoded SVG element or URL for SVG file. - * @param {object} [options] - Options to use - * @param {number} [options.scale=1] - Scale to apply to SVG. Overridden by... - * @param {number} [options.width] - Rasterize SVG this wide. Aspect ratio preserved if height not specified. - * @param {number} [options.height] - Rasterize SVG this high. Aspect ratio preserved if width not specified. - * @param {boolean} [options.autoLoad=true] - Start loading right away. - */ - function SVGResource(sourceBase64, options) { - var _this = this; - options = options || {}; - _this = _super.call(this, document.createElement('canvas')) || this; - _this._width = 0; - _this._height = 0; - _this.svg = sourceBase64; - _this.scale = options.scale || 1; - _this._overrideWidth = options.width; - _this._overrideHeight = options.height; - _this._resolve = null; - _this._crossorigin = options.crossorigin; - _this._load = null; - if (options.autoLoad !== false) { - _this.load(); - } - return _this; + var FillStyle = /** @class */ (function () { + function FillStyle() { + /** + * The hex color value used when coloring the Graphics object. + * @default 0xFFFFFF + */ + this.color = 0xFFFFFF; + /** The alpha value used when filling the Graphics object. */ + this.alpha = 1.0; + /** + * The texture to be used for the fill. + * @default 0 + */ + this.texture = Texture.WHITE; + /** + * The transform applied to the texture. + * @default null + */ + this.matrix = null; + /** If the current fill is visible. */ + this.visible = false; + this.reset(); } - SVGResource.prototype.load = function () { - var _this = this; - if (this._load) { - return this._load; - } - this._load = new Promise(function (resolve) { - // Save this until after load is finished - _this._resolve = function () { - _this.resize(_this.source.width, _this.source.height); - resolve(_this); - }; - // Convert SVG inline string to data-uri - if (SVGResource.SVG_XML.test(_this.svg.trim())) { - if (!btoa) { - throw new Error('Your browser doesn\'t support base64 conversions.'); - } - _this.svg = "data:image/svg+xml;base64," + btoa(unescape(encodeURIComponent(_this.svg))); - } - _this._loadSvg(); - }); - return this._load; - }; - /** Loads an SVG image from `imageUrl` or `data URL`. */ - SVGResource.prototype._loadSvg = function () { - var _this = this; - var tempImage = new Image(); - BaseImageResource.crossOrigin(tempImage, this.svg, this._crossorigin); - tempImage.src = this.svg; - tempImage.onerror = function (event) { - if (!_this._resolve) { - return; - } - tempImage.onerror = null; - _this.onError.emit(event); - }; - tempImage.onload = function () { - if (!_this._resolve) { - return; - } - var svgWidth = tempImage.width; - var svgHeight = tempImage.height; - if (!svgWidth || !svgHeight) { - throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.'); - } - // Set render size - var width = svgWidth * _this.scale; - var height = svgHeight * _this.scale; - if (_this._overrideWidth || _this._overrideHeight) { - width = _this._overrideWidth || _this._overrideHeight / svgHeight * svgWidth; - height = _this._overrideHeight || _this._overrideWidth / svgWidth * svgHeight; - } - width = Math.round(width); - height = Math.round(height); - // Create a canvas element - var canvas = _this.source; - canvas.width = width; - canvas.height = height; - canvas._pixiId = "canvas_" + uid(); - // Draw the Svg to the canvas - canvas - .getContext('2d') - .drawImage(tempImage, 0, 0, svgWidth, svgHeight, 0, 0, width, height); - _this._resolve(); - _this._resolve = null; - }; - }; - /** - * Get size from an svg string using a regular expression. - * @param svgString - a serialized svg element - * @returns - image extension - */ - SVGResource.getSize = function (svgString) { - var sizeMatch = SVGResource.SVG_SIZE.exec(svgString); - var size = {}; - if (sizeMatch) { - size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3])); - size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7])); - } - return size; + /** Clones the object */ + FillStyle.prototype.clone = function () { + var obj = new FillStyle(); + obj.color = this.color; + obj.alpha = this.alpha; + obj.texture = this.texture; + obj.matrix = this.matrix; + obj.visible = this.visible; + return obj; }; - /** Destroys this texture. */ - SVGResource.prototype.dispose = function () { - _super.prototype.dispose.call(this); - this._resolve = null; - this._crossorigin = null; + /** Reset */ + FillStyle.prototype.reset = function () { + this.color = 0xFFFFFF; + this.alpha = 1; + this.texture = Texture.WHITE; + this.matrix = null; + this.visible = false; }; - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @param {string} extension - The extension of source, if set - * @returns {boolean} - If the source is a SVG source or data file - */ - SVGResource.test = function (source, extension) { - // url file extension is SVG - return extension === 'svg' - // source is SVG data-uri - || (typeof source === 'string' && (/^data:image\/svg\+xml(;(charset=utf8|utf8))?;base64/).test(source)) - // source is SVG inline - || (typeof source === 'string' && SVGResource.SVG_XML.test(source)); + /** Destroy and don't use after this. */ + FillStyle.prototype.destroy = function () { + this.texture = null; + this.matrix = null; }; - /** - * Regular expression for SVG XML document. - * @example <?xml version="1.0" encoding="utf-8" ?><!-- image/svg --><svg - * @readonly - */ - SVGResource.SVG_XML = /^(<\?xml[^?]+\?>)?\s*()]*-->)?\s*\]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*>/i; // eslint-disable-line max-len - return SVGResource; - }(BaseImageResource)); + return FillStyle; + }()); + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$e = function(d, b) { + extendStatics$e = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$e(d, b); + }; + + function __extends$e(d, b) { + extendStatics$e(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + function fixOrientation(points, hole) { + var _a, _b; + if (hole === void 0) { hole = false; } + var m = points.length; + if (m < 6) { + return; + } + var area = 0; + for (var i = 0, x1 = points[m - 2], y1 = points[m - 1]; i < m; i += 2) { + var x2 = points[i]; + var y2 = points[i + 1]; + area += (x2 - x1) * (y2 + y1); + x1 = x2; + y1 = y2; + } + if ((!hole && area > 0) || (hole && area <= 0)) { + var n = m / 2; + for (var i = n + (n % 2); i < m; i += 2) { + var i1 = m - i - 2; + var i2 = m - i - 1; + var i3 = i; + var i4 = i + 1; + _a = [points[i3], points[i1]], points[i1] = _a[0], points[i3] = _a[1]; + _b = [points[i4], points[i2]], points[i2] = _b[0], points[i4] = _b[1]; + } + } + } /** - * Resource type for {@code HTMLVideoElement}. - * @memberof PIXI + * Builds a polygon to draw + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines */ - var VideoResource = /** @class */ (function (_super) { - __extends$k(VideoResource, _super); - /** - * @param {HTMLVideoElement|object|string|Array} source - Video element to use. - * @param {object} [options] - Options to use - * @param {boolean} [options.autoLoad=true] - Start loading the video immediately - * @param {boolean} [options.autoPlay=true] - Start playing video immediately - * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video. - * Leave at 0 to update at every render. - * @param {boolean} [options.crossorigin=true] - Load image using cross origin - */ - function VideoResource(source, options) { - var _this = this; - options = options || {}; - if (!(source instanceof HTMLVideoElement)) { - var videoElement = document.createElement('video'); - // workaround for https://github.com/pixijs/pixi.js/issues/5996 - videoElement.setAttribute('preload', 'auto'); - videoElement.setAttribute('webkit-playsinline', ''); - videoElement.setAttribute('playsinline', ''); - if (typeof source === 'string') { - source = [source]; + var buildPoly = { + build: function (graphicsData) { + graphicsData.points = graphicsData.shape.points.slice(); + }, + triangulate: function (graphicsData, graphicsGeometry) { + var points = graphicsData.points; + var holes = graphicsData.holes; + var verts = graphicsGeometry.points; + var indices = graphicsGeometry.indices; + if (points.length >= 6) { + fixOrientation(points, false); + var holeArray = []; + // Process holes.. + for (var i = 0; i < holes.length; i++) { + var hole = holes[i]; + fixOrientation(hole.points, true); + holeArray.push(points.length / 2); + points = points.concat(hole.points); } - var firstSrc = source[0].src || source[0]; - BaseImageResource.crossOrigin(videoElement, firstSrc, options.crossorigin); - // array of objects or strings - for (var i = 0; i < source.length; ++i) { - var sourceElement = document.createElement('source'); - var _a = source[i], src = _a.src, mime = _a.mime; - src = src || source[i]; - var baseSrc = src.split('?').shift().toLowerCase(); - var ext = baseSrc.slice(baseSrc.lastIndexOf('.') + 1); - mime = mime || VideoResource.MIME_TYPES[ext] || "video/" + ext; - sourceElement.src = src; - sourceElement.type = mime; - videoElement.appendChild(sourceElement); + // sort color + var triangles = earcut$1.exports(points, holeArray, 2); + if (!triangles) { + return; + } + var vertPos = verts.length / 2; + for (var i = 0; i < triangles.length; i += 3) { + indices.push(triangles[i] + vertPos); + indices.push(triangles[i + 1] + vertPos); + indices.push(triangles[i + 2] + vertPos); + } + for (var i = 0; i < points.length; i++) { + verts.push(points[i]); } - // Override the source - source = videoElement; } - _this = _super.call(this, source) || this; - _this.noSubImage = true; - _this._autoUpdate = true; - _this._isConnectedToTicker = false; - _this._updateFPS = options.updateFPS || 0; - _this._msToNextUpdate = 0; - _this.autoPlay = options.autoPlay !== false; - _this._load = null; - _this._resolve = null; - // Bind for listeners - _this._onCanPlay = _this._onCanPlay.bind(_this); - _this._onError = _this._onError.bind(_this); - if (options.autoLoad !== false) { - _this.load(); + }, + }; + + // for type only + /** + * Builds a circle to draw + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object to draw + * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines + */ + var buildCircle = { + build: function (graphicsData) { + // need to convert points to a nice regular data + var points = graphicsData.points; + var x; + var y; + var dx; + var dy; + var rx; + var ry; + if (graphicsData.type === SHAPES.CIRC) { + var circle = graphicsData.shape; + x = circle.x; + y = circle.y; + rx = ry = circle.radius; + dx = dy = 0; } - return _this; - } - /** - * Trigger updating of the texture. - * @param _deltaTime - time delta since last tick - */ - VideoResource.prototype.update = function (_deltaTime) { - if (!this.destroyed) { - // account for if video has had its playbackRate changed - var elapsedMS = Ticker$1.shared.elapsedMS * this.source.playbackRate; - this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS); - if (!this._updateFPS || this._msToNextUpdate <= 0) { - _super.prototype.update.call(this); - this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0; - } + else if (graphicsData.type === SHAPES.ELIP) { + var ellipse = graphicsData.shape; + x = ellipse.x; + y = ellipse.y; + rx = ellipse.width; + ry = ellipse.height; + dx = dy = 0; } - }; - /** - * Start preloading the video resource. - * @returns {Promise} Handle the validate event - */ - VideoResource.prototype.load = function () { - var _this = this; - if (this._load) { - return this._load; + else { + var roundedRect = graphicsData.shape; + var halfWidth = roundedRect.width / 2; + var halfHeight = roundedRect.height / 2; + x = roundedRect.x + halfWidth; + y = roundedRect.y + halfHeight; + rx = ry = Math.max(0, Math.min(roundedRect.radius, Math.min(halfWidth, halfHeight))); + dx = halfWidth - rx; + dy = halfHeight - ry; } - var source = this.source; - if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA) - && source.width && source.height) { - source.complete = true; + if (!(rx >= 0 && ry >= 0 && dx >= 0 && dy >= 0)) { + points.length = 0; + return; } - source.addEventListener('play', this._onPlayStart.bind(this)); - source.addEventListener('pause', this._onPlayStop.bind(this)); - if (!this._isSourceReady()) { - source.addEventListener('canplay', this._onCanPlay); - source.addEventListener('canplaythrough', this._onCanPlay); - source.addEventListener('error', this._onError, true); + // Choose a number of segments such that the maximum absolute deviation from the circle is approximately 0.029 + var n = Math.ceil(2.3 * Math.sqrt(rx + ry)); + var m = (n * 8) + (dx ? 4 : 0) + (dy ? 4 : 0); + points.length = m; + if (m === 0) { + return; } - else { - this._onCanPlay(); + if (n === 0) { + points.length = 8; + points[0] = points[6] = x + dx; + points[1] = points[3] = y + dy; + points[2] = points[4] = x - dx; + points[5] = points[7] = y - dy; + return; } - this._load = new Promise(function (resolve) { - if (_this.valid) { - resolve(_this); - } - else { - _this._resolve = resolve; - source.load(); + var j1 = 0; + var j2 = (n * 4) + (dx ? 2 : 0) + 2; + var j3 = j2; + var j4 = m; + { + var x0 = dx + rx; + var y0 = dy; + var x1 = x + x0; + var x2 = x - x0; + var y1 = y + y0; + points[j1++] = x1; + points[j1++] = y1; + points[--j2] = y1; + points[--j2] = x2; + if (dy) { + var y2 = y - y0; + points[j3++] = x2; + points[j3++] = y2; + points[--j4] = y2; + points[--j4] = x1; } - }); - return this._load; - }; - /** - * Handle video error events. - * @param event - */ - VideoResource.prototype._onError = function (event) { - this.source.removeEventListener('error', this._onError, true); - this.onError.emit(event); - }; - /** - * Returns true if the underlying source is playing. - * @returns - True if playing. - */ - VideoResource.prototype._isSourcePlaying = function () { - var source = this.source; - return (source.currentTime > 0 && source.paused === false && source.ended === false && source.readyState > 2); - }; - /** - * Returns true if the underlying source is ready for playing. - * @returns - True if ready. - */ - VideoResource.prototype._isSourceReady = function () { - var source = this.source; - return source.readyState === 3 || source.readyState === 4; - }; - /** Runs the update loop when the video is ready to play. */ - VideoResource.prototype._onPlayStart = function () { - // Just in case the video has not received its can play even yet.. - if (!this.valid) { - this._onCanPlay(); } - if (this.autoUpdate && !this._isConnectedToTicker) { - Ticker$1.shared.add(this.update, this); - this._isConnectedToTicker = true; - } - }; - /** Fired when a pause event is triggered, stops the update loop. */ - VideoResource.prototype._onPlayStop = function () { - if (this._isConnectedToTicker) { - Ticker$1.shared.remove(this.update, this); - this._isConnectedToTicker = false; + for (var i = 1; i < n; i++) { + var a = Math.PI / 2 * (i / n); + var x0 = dx + (Math.cos(a) * rx); + var y0 = dy + (Math.sin(a) * ry); + var x1 = x + x0; + var x2 = x - x0; + var y1 = y + y0; + var y2 = y - y0; + points[j1++] = x1; + points[j1++] = y1; + points[--j2] = y1; + points[--j2] = x2; + points[j3++] = x2; + points[j3++] = y2; + points[--j4] = y2; + points[--j4] = x1; } - }; - /** Fired when the video is loaded and ready to play. */ - VideoResource.prototype._onCanPlay = function () { - var source = this.source; - source.removeEventListener('canplay', this._onCanPlay); - source.removeEventListener('canplaythrough', this._onCanPlay); - var valid = this.valid; - this.resize(source.videoWidth, source.videoHeight); - // prevent multiple loaded dispatches.. - if (!valid && this._resolve) { - this._resolve(this); - this._resolve = null; + { + var x0 = dx; + var y0 = dy + ry; + var x1 = x + x0; + var x2 = x - x0; + var y1 = y + y0; + var y2 = y - y0; + points[j1++] = x1; + points[j1++] = y1; + points[--j4] = y2; + points[--j4] = x1; + if (dx) { + points[j1++] = x2; + points[j1++] = y1; + points[--j4] = y2; + points[--j4] = x2; + } } - if (this._isSourcePlaying()) { - this._onPlayStart(); + }, + triangulate: function (graphicsData, graphicsGeometry) { + var points = graphicsData.points; + var verts = graphicsGeometry.points; + var indices = graphicsGeometry.indices; + if (points.length === 0) { + return; } - else if (this.autoPlay) { - source.play(); + var vertPos = verts.length / 2; + var center = vertPos; + var x; + var y; + if (graphicsData.type !== SHAPES.RREC) { + var circle = graphicsData.shape; + x = circle.x; + y = circle.y; } - }; - /** Destroys this texture. */ - VideoResource.prototype.dispose = function () { - if (this._isConnectedToTicker) { - Ticker$1.shared.remove(this.update, this); - this._isConnectedToTicker = false; + else { + var roundedRect = graphicsData.shape; + x = roundedRect.x + (roundedRect.width / 2); + y = roundedRect.y + (roundedRect.height / 2); } - var source = this.source; - if (source) { - source.removeEventListener('error', this._onError, true); - source.pause(); - source.src = ''; - source.load(); + var matrix = graphicsData.matrix; + // Push center (special point) + verts.push(graphicsData.matrix ? (matrix.a * x) + (matrix.c * y) + matrix.tx : x, graphicsData.matrix ? (matrix.b * x) + (matrix.d * y) + matrix.ty : y); + vertPos++; + verts.push(points[0], points[1]); + for (var i = 2; i < points.length; i += 2) { + verts.push(points[i], points[i + 1]); + // add some uvs + indices.push(vertPos++, center, vertPos); } - _super.prototype.dispose.call(this); - }; - Object.defineProperty(VideoResource.prototype, "autoUpdate", { - /** Should the base texture automatically update itself, set to true by default. */ - get: function () { - return this._autoUpdate; - }, - set: function (value) { - if (value !== this._autoUpdate) { - this._autoUpdate = value; - if (!this._autoUpdate && this._isConnectedToTicker) { - Ticker$1.shared.remove(this.update, this); - this._isConnectedToTicker = false; - } - else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying()) { - Ticker$1.shared.add(this.update, this); - this._isConnectedToTicker = true; - } - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(VideoResource.prototype, "updateFPS", { - /** - * How many times a second to update the texture from the video. Leave at 0 to update at every render. - * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient. - */ - get: function () { - return this._updateFPS; - }, - set: function (value) { - if (value !== this._updateFPS) { - this._updateFPS = value; - } - }, - enumerable: false, - configurable: true - }); - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @param {string} extension - The extension of source, if set - * @returns {boolean} `true` if video source - */ - VideoResource.test = function (source, extension) { - return (globalThis.HTMLVideoElement && source instanceof HTMLVideoElement) - || VideoResource.TYPES.indexOf(extension) > -1; - }; - /** - * List of common video file extensions supported by VideoResource. - * @readonly - */ - VideoResource.TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov']; - /** - * Map of video MIME types that can't be directly derived from file extensions. - * @readonly - */ - VideoResource.MIME_TYPES = { - ogv: 'video/ogg', - mov: 'video/quicktime', - m4v: 'video/mp4', - }; - return VideoResource; - }(BaseImageResource)); + indices.push(center + 1, center, vertPos); + }, + }; /** - * Resource type for ImageBitmap. - * @memberof PIXI + * Builds a rectangle to draw + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines */ - var ImageBitmapResource = /** @class */ (function (_super) { - __extends$k(ImageBitmapResource, _super); - /** - * @param source - Image element to use - */ - // eslint-disable-next-line @typescript-eslint/no-useless-constructor - function ImageBitmapResource(source) { - return _super.call(this, source) || this; - } - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is an ImageBitmap - */ - ImageBitmapResource.test = function (source) { - return !!globalThis.createImageBitmap && typeof ImageBitmap !== 'undefined' && source instanceof ImageBitmap; - }; - return ImageBitmapResource; - }(BaseImageResource)); - - INSTALLED.push(ImageResource, ImageBitmapResource, CanvasResource, VideoResource, SVGResource, BufferResource, CubeResource, ArrayResource); + var buildRectangle = { + build: function (graphicsData) { + // --- // + // need to convert points to a nice regular data + // + var rectData = graphicsData.shape; + var x = rectData.x; + var y = rectData.y; + var width = rectData.width; + var height = rectData.height; + var points = graphicsData.points; + points.length = 0; + points.push(x, y, x + width, y, x + width, y + height, x, y + height); + }, + triangulate: function (graphicsData, graphicsGeometry) { + var points = graphicsData.points; + var verts = graphicsGeometry.points; + var vertPos = verts.length / 2; + verts.push(points[0], points[1], points[2], points[3], points[6], points[7], points[4], points[5]); + graphicsGeometry.indices.push(vertPos, vertPos + 1, vertPos + 2, vertPos + 1, vertPos + 2, vertPos + 3); + }, + }; /** - * Resource type for DepthTexture. - * @memberof PIXI + * Calculate a single point for a quadratic bezier curve. + * Utility function used by quadraticBezierCurve. + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {number} n1 - first number + * @param {number} n2 - second number + * @param {number} perc - percentage + * @returns {number} the result */ - var DepthResource = /** @class */ (function (_super) { - __extends$k(DepthResource, _super); - function DepthResource() { - return _super !== null && _super.apply(this, arguments) || this; + function getPt(n1, n2, perc) { + var diff = n2 - n1; + return n1 + (diff * perc); + } + /** + * Calculate the points for a quadratic bezier curve. (helper function..) + * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {number} fromX - Origin point x + * @param {number} fromY - Origin point x + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @param {number[]} [out=[]] - The output array to add points into. If not passed, a new array is created. + * @returns {number[]} an array of points + */ + function quadraticBezierCurve(fromX, fromY, cpX, cpY, toX, toY, out) { + if (out === void 0) { out = []; } + var n = 20; + var points = out; + var xa = 0; + var ya = 0; + var xb = 0; + var yb = 0; + var x = 0; + var y = 0; + for (var i = 0, j = 0; i <= n; ++i) { + j = i / n; + // The Green Line + xa = getPt(fromX, cpX, j); + ya = getPt(fromY, cpY, j); + xb = getPt(cpX, toX, j); + yb = getPt(cpY, toY, j); + // The Black Dot + x = getPt(xa, xb, j); + y = getPt(ya, yb, j); + // Handle case when first curve points overlaps and earcut fails to triangulate + if (i === 0 && points[points.length - 2] === x && points[points.length - 1] === y) { + continue; + } + points.push(x, y); } - /** - * Upload the texture to the GPU. - * @param renderer - Upload to the renderer - * @param baseTexture - Reference to parent texture - * @param glTexture - glTexture - * @returns - true is success - */ - DepthResource.prototype.upload = function (renderer, baseTexture, glTexture) { - var gl = renderer.gl; - gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES$8.UNPACK); - var width = baseTexture.realWidth; - var height = baseTexture.realHeight; - if (glTexture.width === width && glTexture.height === height) { - gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data); + return points; + } + /** + * Builds a rounded rectangle to draw + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines + */ + var buildRoundedRectangle = { + build: function (graphicsData) { + if (Graphics.nextRoundedRectBehavior) { + buildCircle.build(graphicsData); + return; + } + var rrectData = graphicsData.shape; + var points = graphicsData.points; + var x = rrectData.x; + var y = rrectData.y; + var width = rrectData.width; + var height = rrectData.height; + // Don't allow negative radius or greater than half the smallest width + var radius = Math.max(0, Math.min(rrectData.radius, Math.min(width, height) / 2)); + points.length = 0; + // No radius, do a simple rectangle + if (!radius) { + points.push(x, y, x + width, y, x + width, y + height, x, y + height); } else { - glTexture.width = width; - glTexture.height = height; - gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data); + quadraticBezierCurve(x, y + radius, x, y, x + radius, y, points); + quadraticBezierCurve(x + width - radius, y, x + width, y, x + width, y + radius, points); + quadraticBezierCurve(x + width, y + height - radius, x + width, y + height, x + width - radius, y + height, points); + quadraticBezierCurve(x + radius, y + height, x, y + height, x, y + height - radius, points); } - return true; - }; - return DepthResource; - }(BufferResource)); + }, + triangulate: function (graphicsData, graphicsGeometry) { + if (Graphics.nextRoundedRectBehavior) { + buildCircle.triangulate(graphicsData, graphicsGeometry); + return; + } + var points = graphicsData.points; + var verts = graphicsGeometry.points; + var indices = graphicsGeometry.indices; + var vecPos = verts.length / 2; + var triangles = earcut$1.exports(points, null, 2); + for (var i = 0, j = triangles.length; i < j; i += 3) { + indices.push(triangles[i] + vecPos); + // indices.push(triangles[i] + vecPos); + indices.push(triangles[i + 1] + vecPos); + // indices.push(triangles[i + 2] + vecPos); + indices.push(triangles[i + 2] + vecPos); + } + for (var i = 0, j = points.length; i < j; i++) { + verts.push(points[i], points[++i]); + } + }, + }; /** - * A framebuffer can be used to render contents off of the screen. {@link PIXI.BaseRenderTexture} uses - * one internally to render into itself. You can attach a depth or stencil buffer to a framebuffer. + * Buffers vertices to draw a square cap. * - * On WebGL 2 machines, shaders can output to multiple textures simultaneously with GLSL 300 ES. - * @memberof PIXI + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {number} x - X-coord of end point + * @param {number} y - Y-coord of end point + * @param {number} nx - X-coord of line normal pointing inside + * @param {number} ny - Y-coord of line normal pointing inside + * @param {number} innerWeight - Weight of inner points + * @param {number} outerWeight - Weight of outer points + * @param {boolean} clockwise - Whether the cap is drawn clockwise + * @param {Array} verts - vertex buffer + * @returns {number} - no. of vertices pushed */ - var Framebuffer = /** @class */ (function () { - /** - * @param width - Width of the frame buffer - * @param height - Height of the frame buffer - */ - function Framebuffer(width, height) { - this.width = Math.round(width || 100); - this.height = Math.round(height || 100); - this.stencil = false; - this.depth = false; - this.dirtyId = 0; - this.dirtyFormat = 0; - this.dirtySize = 0; - this.depthTexture = null; - this.colorTextures = []; - this.glFramebuffers = {}; - this.disposeRunner = new Runner('disposeFramebuffer'); - this.multisample = MSAA_QUALITY$8.NONE; + function square(x, y, nx, ny, innerWeight, outerWeight, clockwise, /* rotation for square (true at left end, false at right end) */ verts) { + var ix = x - (nx * innerWeight); + var iy = y - (ny * innerWeight); + var ox = x + (nx * outerWeight); + var oy = y + (ny * outerWeight); + /* Rotate nx,ny for extension vector */ + var exx; + var eyy; + if (clockwise) { + exx = ny; + eyy = -nx; } - Object.defineProperty(Framebuffer.prototype, "colorTexture", { - /** - * Reference to the colorTexture. - * @readonly - */ - get: function () { - return this.colorTextures[0]; - }, - enumerable: false, - configurable: true - }); - /** - * Add texture to the colorTexture array. - * @param index - Index of the array to add the texture to - * @param texture - Texture to add to the array - */ - Framebuffer.prototype.addColorTexture = function (index, texture) { - if (index === void 0) { index = 0; } - // TODO add some validation to the texture - same width / height etc? - this.colorTextures[index] = texture || new BaseTexture(null, { - scaleMode: SCALE_MODES$8.NEAREST, - resolution: 1, - mipmap: MIPMAP_MODES$8.OFF, - width: this.width, - height: this.height, - }); - this.dirtyId++; - this.dirtyFormat++; - return this; - }; - /** - * Add a depth texture to the frame buffer. - * @param texture - Texture to add. - */ - Framebuffer.prototype.addDepthTexture = function (texture) { - /* eslint-disable max-len */ - this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), { - scaleMode: SCALE_MODES$8.NEAREST, - resolution: 1, - width: this.width, - height: this.height, - mipmap: MIPMAP_MODES$8.OFF, - format: FORMATS$8.DEPTH_COMPONENT, - type: TYPES$8.UNSIGNED_SHORT, - }); - this.dirtyId++; - this.dirtyFormat++; - return this; - }; - /** Enable depth on the frame buffer. */ - Framebuffer.prototype.enableDepth = function () { - this.depth = true; - this.dirtyId++; - this.dirtyFormat++; - return this; - }; - /** Enable stencil on the frame buffer. */ - Framebuffer.prototype.enableStencil = function () { - this.stencil = true; - this.dirtyId++; - this.dirtyFormat++; - return this; - }; - /** - * Resize the frame buffer - * @param width - Width of the frame buffer to resize to - * @param height - Height of the frame buffer to resize to - */ - Framebuffer.prototype.resize = function (width, height) { - width = Math.round(width); - height = Math.round(height); - if (width === this.width && height === this.height) - { return; } - this.width = width; - this.height = height; - this.dirtyId++; - this.dirtySize++; - for (var i = 0; i < this.colorTextures.length; i++) { - var texture = this.colorTextures[i]; - var resolution = texture.resolution; - // take into account the fact the texture may have a different resolution.. - texture.setSize(width / resolution, height / resolution); + else { + exx = -ny; + eyy = nx; + } + /* [i|0]x,y extended at cap */ + var eix = ix + exx; + var eiy = iy + eyy; + var eox = ox + exx; + var eoy = oy + eyy; + /* Square itself must be inserted clockwise*/ + verts.push(eix, eiy); + verts.push(eox, eoy); + return 2; + } + /** + * Buffers vertices to draw an arc at the line joint or cap. + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {number} cx - X-coord of center + * @param {number} cy - Y-coord of center + * @param {number} sx - X-coord of arc start + * @param {number} sy - Y-coord of arc start + * @param {number} ex - X-coord of arc end + * @param {number} ey - Y-coord of arc end + * @param {Array} verts - buffer of vertices + * @param {boolean} clockwise - orientation of vertices + * @returns {number} - no. of vertices pushed + */ + function round(cx, cy, sx, sy, ex, ey, verts, clockwise) { + var cx2p0x = sx - cx; + var cy2p0y = sy - cy; + var angle0 = Math.atan2(cx2p0x, cy2p0y); + var angle1 = Math.atan2(ex - cx, ey - cy); + if (clockwise && angle0 < angle1) { + angle0 += Math.PI * 2; + } + else if (!clockwise && angle0 > angle1) { + angle1 += Math.PI * 2; + } + var startAngle = angle0; + var angleDiff = angle1 - angle0; + var absAngleDiff = Math.abs(angleDiff); + /* if (absAngleDiff >= PI_LBOUND && absAngleDiff <= PI_UBOUND) + { + const r1x = cx - nxtPx; + const r1y = cy - nxtPy; + + if (r1x === 0) + { + if (r1y > 0) + { + angleDiff = -angleDiff; + } } - if (this.depthTexture) { - var resolution = this.depthTexture.resolution; - this.depthTexture.setSize(width / resolution, height / resolution); + else if (r1x >= -GRAPHICS_CURVES.epsilon) + { + angleDiff = -angleDiff; } - }; - /** Disposes WebGL resources that are connected to this geometry. */ - Framebuffer.prototype.dispose = function () { - this.disposeRunner.emit(this, false); - }; - /** Destroys and removes the depth texture added to this framebuffer. */ - Framebuffer.prototype.destroyDepthTexture = function () { - if (this.depthTexture) { - this.depthTexture.destroy(); - this.depthTexture = null; - ++this.dirtyId; - ++this.dirtyFormat; + }*/ + var radius = Math.sqrt((cx2p0x * cx2p0x) + (cy2p0y * cy2p0y)); + var segCount = ((15 * absAngleDiff * Math.sqrt(radius) / Math.PI) >> 0) + 1; + var angleInc = angleDiff / segCount; + startAngle += angleInc; + if (clockwise) { + verts.push(cx, cy); + verts.push(sx, sy); + for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) { + verts.push(cx, cy); + verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius))); } - }; - return Framebuffer; - }()); - + verts.push(cx, cy); + verts.push(ex, ey); + } + else { + verts.push(sx, sy); + verts.push(cx, cy); + for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) { + verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius))); + verts.push(cx, cy); + } + verts.push(ex, ey); + verts.push(cx, cy); + } + return segCount * 2; + } /** - * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it. - * - * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded - * otherwise black rectangles will be drawn instead. - * - * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position - * and rotation of the given Display Objects is ignored. For example: - * - * ```js - * let renderer = PIXI.autoDetectRenderer(); - * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 }); - * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); - * let sprite = PIXI.Sprite.from("spinObj_01.png"); - * - * sprite.position.x = 800/2; - * sprite.position.y = 600/2; - * sprite.anchor.x = 0.5; - * sprite.anchor.y = 0.5; - * - * renderer.render(sprite, {renderTexture}); - * ``` - * - * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 - * you can clear the transform - * - * ```js - * - * sprite.setTransform() - * - * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 }); - * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); + * Builds a line to draw using the polygon method. * - * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture - * ``` - * @memberof PIXI + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output */ - var BaseRenderTexture = /** @class */ (function (_super) { - __extends$k(BaseRenderTexture, _super); - /** - * @param options - * @param {number} [options.width=100] - The width of the base render texture. - * @param {number} [options.height=100] - The height of the base render texture. - * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} - * for possible values. - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio - * of the texture being generated. - * @param {PIXI.MSAA_QUALITY} [options.multisample=PIXI.MSAA_QUALITY.NONE] - The number of samples of the frame buffer. - */ - function BaseRenderTexture(options) { - if (options === void 0) { options = {}; } - var _this = this; - if (typeof options === 'number') { - /* eslint-disable prefer-rest-params */ - // Backward compatibility of signature - var width = arguments[0]; - var height = arguments[1]; - var scaleMode = arguments[2]; - var resolution = arguments[3]; - options = { width: width, height: height, scaleMode: scaleMode, resolution: resolution }; - /* eslint-enable prefer-rest-params */ + function buildNonNativeLine(graphicsData, graphicsGeometry) { + var shape = graphicsData.shape; + var points = graphicsData.points || shape.points.slice(); + var eps = graphicsGeometry.closePointEps; + if (points.length === 0) { + return; + } + // if the line width is an odd number add 0.5 to align to a whole pixel + // commenting this out fixes #711 and #1620 + // if (graphicsData.lineWidth%2) + // { + // for (i = 0; i < points.length; i++) + // { + // points[i] += 0.5; + // } + // } + var style = graphicsData.lineStyle; + // get first and last point.. figure out the middle! + var firstPoint = new Point(points[0], points[1]); + var lastPoint = new Point(points[points.length - 2], points[points.length - 1]); + var closedShape = shape.type !== SHAPES.POLY || shape.closeStroke; + var closedPath = Math.abs(firstPoint.x - lastPoint.x) < eps + && Math.abs(firstPoint.y - lastPoint.y) < eps; + // if the first point is the last point - gonna have issues :) + if (closedShape) { + // need to clone as we are going to slightly modify the shape.. + points = points.slice(); + if (closedPath) { + points.pop(); + points.pop(); + lastPoint.set(points[points.length - 2], points[points.length - 1]); } - options.width = options.width || 100; - options.height = options.height || 100; - options.multisample = options.multisample !== undefined ? options.multisample : MSAA_QUALITY$8.NONE; - _this = _super.call(this, null, options) || this; - // Set defaults - _this.mipmap = MIPMAP_MODES$8.OFF; - _this.valid = true; - _this.clearColor = [0, 0, 0, 0]; - _this.framebuffer = new Framebuffer(_this.realWidth, _this.realHeight) - .addColorTexture(0, _this); - _this.framebuffer.multisample = options.multisample; - // TODO - could this be added the systems? - _this.maskStack = []; - _this.filterStack = [{}]; - return _this; + var midPointX = (firstPoint.x + lastPoint.x) * 0.5; + var midPointY = (lastPoint.y + firstPoint.y) * 0.5; + points.unshift(midPointX, midPointY); + points.push(midPointX, midPointY); } - /** - * Resizes the BaseRenderTexture. - * @param desiredWidth - The desired width to resize to. - * @param desiredHeight - The desired height to resize to. - */ - BaseRenderTexture.prototype.resize = function (desiredWidth, desiredHeight) { - this.framebuffer.resize(desiredWidth * this.resolution, desiredHeight * this.resolution); - this.setRealSize(this.framebuffer.width, this.framebuffer.height); - }; - /** - * Frees the texture and framebuffer from WebGL memory without destroying this texture object. - * This means you can still use the texture later which will upload it to GPU - * memory again. - * @fires PIXI.BaseTexture#dispose - */ - BaseRenderTexture.prototype.dispose = function () { - this.framebuffer.dispose(); - _super.prototype.dispose.call(this); - }; - /** Destroys this texture. */ - BaseRenderTexture.prototype.destroy = function () { - _super.prototype.destroy.call(this); - this.framebuffer.destroyDepthTexture(); - this.framebuffer = null; - }; - return BaseRenderTexture; - }(BaseTexture)); - - /** - * Stores a texture's frame in UV coordinates, in - * which everything lies in the rectangle `[(0,0), (1,0), - * (1,1), (0,1)]`. - * - * | Corner | Coordinates | - * |--------------|-------------| - * | Top-Left | `(x0,y0)` | - * | Top-Right | `(x1,y1)` | - * | Bottom-Right | `(x2,y2)` | - * | Bottom-Left | `(x3,y3)` | - * @protected - * @memberof PIXI - */ - var TextureUvs = /** @class */ (function () { - function TextureUvs() { - this.x0 = 0; - this.y0 = 0; - this.x1 = 1; - this.y1 = 0; - this.x2 = 1; - this.y2 = 1; - this.x3 = 0; - this.y3 = 1; - this.uvsFloat32 = new Float32Array(8); + var verts = graphicsGeometry.points; + var length = points.length / 2; + var indexCount = points.length; + var indexStart = verts.length / 2; + // Max. inner and outer width + var width = style.width / 2; + var widthSquared = width * width; + var miterLimitSquared = style.miterLimit * style.miterLimit; + /* Line segments of interest where (x1,y1) forms the corner. */ + var x0 = points[0]; + var y0 = points[1]; + var x1 = points[2]; + var y1 = points[3]; + var x2 = 0; + var y2 = 0; + /* perp[?](x|y) = the line normal with magnitude lineWidth. */ + var perpx = -(y0 - y1); + var perpy = x0 - x1; + var perp1x = 0; + var perp1y = 0; + var dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + var ratio = style.alignment; // 0.5; + var innerWeight = (1 - ratio) * 2; + var outerWeight = ratio * 2; + if (!closedShape) { + if (style.cap === LINE_CAP.ROUND) { + indexCount += round(x0 - (perpx * (innerWeight - outerWeight) * 0.5), y0 - (perpy * (innerWeight - outerWeight) * 0.5), x0 - (perpx * innerWeight), y0 - (perpy * innerWeight), x0 + (perpx * outerWeight), y0 + (perpy * outerWeight), verts, true) + 2; + } + else if (style.cap === LINE_CAP.SQUARE) { + indexCount += square(x0, y0, perpx, perpy, innerWeight, outerWeight, true, verts); + } } - /** - * Sets the texture Uvs based on the given frame information. - * @protected - * @param frame - The frame of the texture - * @param baseFrame - The base frame of the texture - * @param rotate - Rotation of frame, see {@link PIXI.groupD8} - */ - TextureUvs.prototype.set = function (frame, baseFrame, rotate) { - var tw = baseFrame.width; - var th = baseFrame.height; - if (rotate) { - // width and height div 2 div baseFrame size - var w2 = frame.width / 2 / tw; - var h2 = frame.height / 2 / th; - // coordinates of center - var cX = (frame.x / tw) + w2; - var cY = (frame.y / th) + h2; - rotate = groupD8.add(rotate, groupD8.NW); // NW is top-left corner - this.x0 = cX + (w2 * groupD8.uX(rotate)); - this.y0 = cY + (h2 * groupD8.uY(rotate)); - rotate = groupD8.add(rotate, 2); // rotate 90 degrees clockwise - this.x1 = cX + (w2 * groupD8.uX(rotate)); - this.y1 = cY + (h2 * groupD8.uY(rotate)); - rotate = groupD8.add(rotate, 2); - this.x2 = cX + (w2 * groupD8.uX(rotate)); - this.y2 = cY + (h2 * groupD8.uY(rotate)); - rotate = groupD8.add(rotate, 2); - this.x3 = cX + (w2 * groupD8.uX(rotate)); - this.y3 = cY + (h2 * groupD8.uY(rotate)); + // Push first point (below & above vertices) + verts.push(x0 - (perpx * innerWeight), y0 - (perpy * innerWeight)); + verts.push(x0 + (perpx * outerWeight), y0 + (perpy * outerWeight)); + for (var i = 1; i < length - 1; ++i) { + x0 = points[(i - 1) * 2]; + y0 = points[((i - 1) * 2) + 1]; + x1 = points[i * 2]; + y1 = points[(i * 2) + 1]; + x2 = points[(i + 1) * 2]; + y2 = points[((i + 1) * 2) + 1]; + perpx = -(y0 - y1); + perpy = x0 - x1; + dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + perp1x = -(y1 - y2); + perp1y = x1 - x2; + dist = Math.sqrt((perp1x * perp1x) + (perp1y * perp1y)); + perp1x /= dist; + perp1y /= dist; + perp1x *= width; + perp1y *= width; + /* d[x|y](0|1) = the component displacement between points p(0,1|1,2) */ + var dx0 = x1 - x0; + var dy0 = y0 - y1; + var dx1 = x1 - x2; + var dy1 = y2 - y1; + /* +ve if internal angle < 90 degree, -ve if internal angle > 90 degree. */ + var dot = (dx0 * dx1) + (dy0 * dy1); + /* +ve if internal angle counterclockwise, -ve if internal angle clockwise. */ + var cross = (dy0 * dx1) - (dy1 * dx0); + var clockwise = (cross < 0); + /* Going nearly parallel? */ + /* atan(0.001) ~= 0.001 rad ~= 0.057 degree */ + if (Math.abs(cross) < 0.001 * Math.abs(dot)) { + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); + /* 180 degree corner? */ + if (dot >= 0) { + if (style.join === LINE_JOIN.ROUND) { + indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 4; + } + else { + indexCount += 2; + } + verts.push(x1 - (perp1x * outerWeight), y1 - (perp1y * outerWeight)); + verts.push(x1 + (perp1x * innerWeight), y1 + (perp1y * innerWeight)); + } + continue; } - else { - this.x0 = frame.x / tw; - this.y0 = frame.y / th; - this.x1 = (frame.x + frame.width) / tw; - this.y1 = frame.y / th; - this.x2 = (frame.x + frame.width) / tw; - this.y2 = (frame.y + frame.height) / th; - this.x3 = frame.x / tw; - this.y3 = (frame.y + frame.height) / th; + /* p[x|y] is the miter point. pdist is the distance between miter point and p1. */ + var c1 = ((-perpx + x0) * (-perpy + y1)) - ((-perpx + x1) * (-perpy + y0)); + var c2 = ((-perp1x + x2) * (-perp1y + y1)) - ((-perp1x + x1) * (-perp1y + y2)); + var px = ((dx0 * c2) - (dx1 * c1)) / cross; + var py = ((dy1 * c1) - (dy0 * c2)) / cross; + var pdist = ((px - x1) * (px - x1)) + ((py - y1) * (py - y1)); + /* Inner miter point */ + var imx = x1 + ((px - x1) * innerWeight); + var imy = y1 + ((py - y1) * innerWeight); + /* Outer miter point */ + var omx = x1 - ((px - x1) * outerWeight); + var omy = y1 - ((py - y1) * outerWeight); + /* Is the inside miter point too far away, creating a spike? */ + var smallerInsideSegmentSq = Math.min((dx0 * dx0) + (dy0 * dy0), (dx1 * dx1) + (dy1 * dy1)); + var insideWeight = clockwise ? innerWeight : outerWeight; + var smallerInsideDiagonalSq = smallerInsideSegmentSq + (insideWeight * insideWeight * widthSquared); + var insideMiterOk = pdist <= smallerInsideDiagonalSq; + if (insideMiterOk) { + if (style.join === LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared) { + if (clockwise) /* rotating at inner angle */ { + verts.push(imx, imy); // inner miter point + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex + verts.push(imx, imy); // inner miter point + verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex + } + else /* rotating at outer angle */ { + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex + verts.push(omx, omy); // outer miter point + verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's outer vertex + verts.push(omx, omy); // outer miter point + } + indexCount += 2; + } + else if (style.join === LINE_JOIN.ROUND) { + if (clockwise) /* arc is outside */ { + verts.push(imx, imy); + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); + indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 4; + verts.push(imx, imy); + verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); + } + else /* arc is inside */ { + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); + verts.push(omx, omy); + indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 4; + verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); + verts.push(omx, omy); + } + } + else { + verts.push(imx, imy); + verts.push(omx, omy); + } } - this.uvsFloat32[0] = this.x0; - this.uvsFloat32[1] = this.y0; - this.uvsFloat32[2] = this.x1; - this.uvsFloat32[3] = this.y1; - this.uvsFloat32[4] = this.x2; - this.uvsFloat32[5] = this.y2; - this.uvsFloat32[6] = this.x3; - this.uvsFloat32[7] = this.y3; - }; - TextureUvs.prototype.toString = function () { - return "[@pixi/core:TextureUvs " - + ("x0=" + this.x0 + " y0=" + this.y0 + " ") - + ("x1=" + this.x1 + " y1=" + this.y1 + " x2=" + this.x2 + " ") - + ("y2=" + this.y2 + " x3=" + this.x3 + " y3=" + this.y3) - + "]"; - }; - return TextureUvs; - }()); - - var DEFAULT_UVS = new TextureUvs(); + else // inside miter is NOT ok + { + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex + if (style.join === LINE_JOIN.ROUND) { + if (clockwise) /* arc is outside */ { + indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 2; + } + else /* arc is inside */ { + indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 2; + } + } + else if (style.join === LINE_JOIN.MITER && pdist / widthSquared <= miterLimitSquared) { + if (clockwise) { + verts.push(omx, omy); // inner miter point + verts.push(omx, omy); // inner miter point + } + else { + verts.push(imx, imy); // outer miter point + verts.push(imx, imy); // outer miter point + } + indexCount += 2; + } + verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's inner vertex + verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex + indexCount += 2; + } + } + x0 = points[(length - 2) * 2]; + y0 = points[((length - 2) * 2) + 1]; + x1 = points[(length - 1) * 2]; + y1 = points[((length - 1) * 2) + 1]; + perpx = -(y0 - y1); + perpy = x0 - x1; + dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); + if (!closedShape) { + if (style.cap === LINE_CAP.ROUND) { + indexCount += round(x1 - (perpx * (innerWeight - outerWeight) * 0.5), y1 - (perpy * (innerWeight - outerWeight) * 0.5), x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), verts, false) + 2; + } + else if (style.cap === LINE_CAP.SQUARE) { + indexCount += square(x1, y1, perpx, perpy, innerWeight, outerWeight, false, verts); + } + } + var indices = graphicsGeometry.indices; + var eps2 = GRAPHICS_CURVES.epsilon * GRAPHICS_CURVES.epsilon; + // indices.push(indexStart); + for (var i = indexStart; i < indexCount + indexStart - 2; ++i) { + x0 = verts[(i * 2)]; + y0 = verts[(i * 2) + 1]; + x1 = verts[(i + 1) * 2]; + y1 = verts[((i + 1) * 2) + 1]; + x2 = verts[(i + 2) * 2]; + y2 = verts[((i + 2) * 2) + 1]; + /* Skip zero area triangles */ + if (Math.abs((x0 * (y1 - y2)) + (x1 * (y2 - y0)) + (x2 * (y0 - y1))) < eps2) { + continue; + } + indices.push(i, i + 1, i + 2); + } + } /** - * Used to remove listeners from WHITE and EMPTY Textures + * Builds a line to draw using the gl.drawArrays(gl.LINES) method + * + * Ignored from docs since it is not directly exposed. * @ignore + * @private + * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output */ - function removeAllHandlers(tex) { - tex.destroy = function _emptyDestroy() { }; - tex.on = function _emptyOn() { }; - tex.once = function _emptyOnce() { }; - tex.emit = function _emptyEmit() { }; + function buildNativeLine(graphicsData, graphicsGeometry) { + var i = 0; + var shape = graphicsData.shape; + var points = graphicsData.points || shape.points; + var closedShape = shape.type !== SHAPES.POLY || shape.closeStroke; + if (points.length === 0) + { return; } + var verts = graphicsGeometry.points; + var indices = graphicsGeometry.indices; + var length = points.length / 2; + var startIndex = verts.length / 2; + var currentIndex = startIndex; + verts.push(points[0], points[1]); + for (i = 1; i < length; i++) { + verts.push(points[i * 2], points[(i * 2) + 1]); + indices.push(currentIndex, currentIndex + 1); + currentIndex++; + } + if (closedShape) { + indices.push(currentIndex, startIndex); + } } /** - * A texture stores the information that represents an image or part of an image. - * - * It cannot be added to the display list directly; instead use it as the texture for a Sprite. - * If no frame is provided for a texture, then the whole image is used. - * - * You can directly create a texture from an image and then reuse it multiple times like this : - * - * ```js - * let texture = PIXI.Texture.from('assets/image.png'); - * let sprite1 = new PIXI.Sprite(texture); - * let sprite2 = new PIXI.Sprite(texture); - * ``` - * - * If you didnt pass the texture frame to constructor, it enables `noFrame` mode: - * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture. + * Builds a line to draw * - * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing. - * You can check for this by checking the sprite's _textureID property. - * ```js - * var texture = PIXI.Texture.from('assets/image.svg'); - * var sprite1 = new PIXI.Sprite(texture); - * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file - * ``` - * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068. - * @memberof PIXI - * @typeParam R - The BaseTexture's Resource type. + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output */ - var Texture = /** @class */ (function (_super) { - __extends$k(Texture, _super); - /** - * @param baseTexture - The base texture source to create the texture from - * @param frame - The rectangle frame of the texture to show - * @param orig - The area of original texture - * @param trim - Trimmed rectangle of original texture - * @param rotate - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8} - * @param anchor - Default anchor point used for sprite placement / rotation - */ - function Texture(baseTexture, frame, orig, trim, rotate, anchor) { - var _this = _super.call(this) || this; - _this.noFrame = false; - if (!frame) { - _this.noFrame = true; - frame = new Rectangle$2(0, 0, 1, 1); - } - if (baseTexture instanceof Texture) { - baseTexture = baseTexture.baseTexture; - } - _this.baseTexture = baseTexture; - _this._frame = frame; - _this.trim = trim; - _this.valid = false; - _this._uvs = DEFAULT_UVS; - _this.uvMatrix = null; - _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1); - _this._rotate = Number(rotate || 0); - if (rotate === true) { - // this is old texturepacker legacy, some games/libraries are passing "true" for rotated textures - _this._rotate = 2; - } - else if (_this._rotate % 2 !== 0) { - throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually'); - } - _this.defaultAnchor = anchor ? new Point$2(anchor.x, anchor.y) : new Point$2(0, 0); - _this._updateID = 0; - _this.textureCacheIds = []; - if (!baseTexture.valid) { - baseTexture.once('loaded', _this.onBaseTextureUpdated, _this); - } - else if (_this.noFrame) { - // if there is no frame we should monitor for any base texture changes.. - if (baseTexture.valid) { - _this.onBaseTextureUpdated(baseTexture); - } - } - else { - _this.frame = frame; - } - if (_this.noFrame) { - baseTexture.on('update', _this.onBaseTextureUpdated, _this); - } - return _this; + function buildLine(graphicsData, graphicsGeometry) { + if (graphicsData.lineStyle.native) { + buildNativeLine(graphicsData, graphicsGeometry); + } + else { + buildNonNativeLine(graphicsData, graphicsGeometry); + } + } + + /** + * Utilities for arc curves. + * @private + */ + var ArcUtils = /** @class */ (function () { + function ArcUtils() { } /** - * Updates this texture on the gpu. - * - * Calls the TextureResource update. + * The arcTo() method creates an arc/curve between two tangents on the canvas. * - * If you adjusted `frame` manually, please call `updateUvs()` instead. + * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google! + * @private + * @param x1 - The x-coordinate of the beginning of the arc + * @param y1 - The y-coordinate of the beginning of the arc + * @param x2 - The x-coordinate of the end of the arc + * @param y2 - The y-coordinate of the end of the arc + * @param radius - The radius of the arc + * @param points - + * @returns - If the arc length is valid, return center of circle, radius and other info otherwise `null`. */ - Texture.prototype.update = function () { - if (this.baseTexture.resource) { - this.baseTexture.resource.update(); - } - }; - /** - * Called when the base texture is updated - * @protected - * @param baseTexture - The base texture. - */ - Texture.prototype.onBaseTextureUpdated = function (baseTexture) { - if (this.noFrame) { - if (!this.baseTexture.valid) { - return; + ArcUtils.curveTo = function (x1, y1, x2, y2, radius, points) { + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + var a1 = fromY - y1; + var b1 = fromX - x1; + var a2 = y2 - y1; + var b2 = x2 - x1; + var mm = Math.abs((a1 * b2) - (b1 * a2)); + if (mm < 1.0e-8 || radius === 0) { + if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1) { + points.push(x1, y1); } - this._frame.width = baseTexture.width; - this._frame.height = baseTexture.height; - this.valid = true; - this.updateUvs(); - } - else { - // TODO this code looks confusing.. boo to abusing getters and setters! - // if user gave us frame that has bigger size than resized texture it can be a problem - this.frame = this._frame; + return null; } - this.emit('update', this); + var dd = (a1 * a1) + (b1 * b1); + var cc = (a2 * a2) + (b2 * b2); + var tt = (a1 * a2) + (b1 * b2); + var k1 = radius * Math.sqrt(dd) / mm; + var k2 = radius * Math.sqrt(cc) / mm; + var j1 = k1 * tt / dd; + var j2 = k2 * tt / cc; + var cx = (k1 * b2) + (k2 * b1); + var cy = (k1 * a2) + (k2 * a1); + var px = b1 * (k2 + j1); + var py = a1 * (k2 + j1); + var qx = b2 * (k1 + j2); + var qy = a2 * (k1 + j2); + var startAngle = Math.atan2(py - cy, px - cx); + var endAngle = Math.atan2(qy - cy, qx - cx); + return { + cx: (cx + x1), + cy: (cy + y1), + radius: radius, + startAngle: startAngle, + endAngle: endAngle, + anticlockwise: (b1 * a2 > b2 * a1), + }; }; + /* eslint-disable max-len */ /** - * Destroys this texture - * @param [destroyBase=false] - Whether to destroy the base texture as well + * The arc method creates an arc/curve (used to create circles, or parts of circles). + * @private + * @param _startX - Start x location of arc + * @param _startY - Start y location of arc + * @param cx - The x-coordinate of the center of the circle + * @param cy - The y-coordinate of the center of the circle + * @param radius - The radius of the circle + * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position + * of the arc's circle) + * @param endAngle - The ending angle, in radians + * @param _anticlockwise - Specifies whether the drawing should be + * counter-clockwise or clockwise. False is default, and indicates clockwise, while true + * indicates counter-clockwise. + * @param points - Collection of points to add to */ - Texture.prototype.destroy = function (destroyBase) { - if (this.baseTexture) { - if (destroyBase) { - var resource = this.baseTexture.resource; - // delete the texture if it exists in the texture cache.. - // this only needs to be removed if the base texture is actually destroyed too.. - if (resource && resource.url && TextureCache[resource.url]) { - Texture.removeFromCache(resource.url); - } - this.baseTexture.destroy(); - } - this.baseTexture.off('loaded', this.onBaseTextureUpdated, this); - this.baseTexture.off('update', this.onBaseTextureUpdated, this); - this.baseTexture = null; + ArcUtils.arc = function (_startX, _startY, cx, cy, radius, startAngle, endAngle, _anticlockwise, points) { + var sweep = endAngle - startAngle; + var n = GRAPHICS_CURVES._segmentsCount(Math.abs(sweep) * radius, Math.ceil(Math.abs(sweep) / PI_2) * 40); + var theta = (sweep) / (n * 2); + var theta2 = theta * 2; + var cTheta = Math.cos(theta); + var sTheta = Math.sin(theta); + var segMinus = n - 1; + var remainder = (segMinus % 1) / segMinus; + for (var i = 0; i <= segMinus; ++i) { + var real = i + (remainder * i); + var angle = ((theta) + startAngle + (theta2 * real)); + var c = Math.cos(angle); + var s = -Math.sin(angle); + points.push((((cTheta * c) + (sTheta * s)) * radius) + cx, (((cTheta * -s) + (sTheta * c)) * radius) + cy); } - this._frame = null; - this._uvs = null; - this.trim = null; - this.orig = null; - this.valid = false; - Texture.removeFromCache(this); - this.textureCacheIds = null; }; + return ArcUtils; + }()); + + /** + * Utilities for bezier curves + * @private + */ + var BezierUtils = /** @class */ (function () { + function BezierUtils() { + } /** - * Creates a new texture object that acts the same as this one. - * @returns - The new texture + * Calculate length of bezier curve. + * Analytical solution is impossible, since it involves an integral that does not integrate in general. + * Therefore numerical solution is used. + * @private + * @param fromX - Starting point x + * @param fromY - Starting point y + * @param cpX - Control point x + * @param cpY - Control point y + * @param cpX2 - Second Control point x + * @param cpY2 - Second Control point y + * @param toX - Destination point x + * @param toY - Destination point y + * @returns - Length of bezier curve */ - Texture.prototype.clone = function () { - var clonedFrame = this._frame.clone(); - var clonedOrig = this._frame === this.orig ? clonedFrame : this.orig.clone(); - var clonedTexture = new Texture(this.baseTexture, !this.noFrame && clonedFrame, clonedOrig, this.trim && this.trim.clone(), this.rotate, this.defaultAnchor); - if (this.noFrame) { - clonedTexture._frame = clonedFrame; + BezierUtils.curveLength = function (fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY) { + var n = 10; + var result = 0.0; + var t = 0.0; + var t2 = 0.0; + var t3 = 0.0; + var nt = 0.0; + var nt2 = 0.0; + var nt3 = 0.0; + var x = 0.0; + var y = 0.0; + var dx = 0.0; + var dy = 0.0; + var prevX = fromX; + var prevY = fromY; + for (var i = 1; i <= n; ++i) { + t = i / n; + t2 = t * t; + t3 = t2 * t; + nt = (1.0 - t); + nt2 = nt * nt; + nt3 = nt2 * nt; + x = (nt3 * fromX) + (3.0 * nt2 * t * cpX) + (3.0 * nt * t2 * cpX2) + (t3 * toX); + y = (nt3 * fromY) + (3.0 * nt2 * t * cpY) + (3 * nt * t2 * cpY2) + (t3 * toY); + dx = prevX - x; + dy = prevY - y; + prevX = x; + prevY = y; + result += Math.sqrt((dx * dx) + (dy * dy)); } - return clonedTexture; + return result; }; /** - * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture. - * Call it after changing the frame + * Calculate the points for a bezier curve and then draws it. + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @param cpX - Control point x + * @param cpY - Control point y + * @param cpX2 - Second Control point x + * @param cpY2 - Second Control point y + * @param toX - Destination point x + * @param toY - Destination point y + * @param points - Path array to push points into */ - Texture.prototype.updateUvs = function () { - if (this._uvs === DEFAULT_UVS) { - this._uvs = new TextureUvs(); + BezierUtils.curveTo = function (cpX, cpY, cpX2, cpY2, toX, toY, points) { + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + points.length -= 2; + var n = GRAPHICS_CURVES._segmentsCount(BezierUtils.curveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY)); + var dt = 0; + var dt2 = 0; + var dt3 = 0; + var t2 = 0; + var t3 = 0; + points.push(fromX, fromY); + for (var i = 1, j = 0; i <= n; ++i) { + j = i / n; + dt = (1 - j); + dt2 = dt * dt; + dt3 = dt2 * dt; + t2 = j * j; + t3 = t2 * j; + points.push((dt3 * fromX) + (3 * dt2 * j * cpX) + (3 * dt * t2 * cpX2) + (t3 * toX), (dt3 * fromY) + (3 * dt2 * j * cpY) + (3 * dt * t2 * cpY2) + (t3 * toY)); } - this._uvs.set(this._frame, this.baseTexture, this.rotate); - this._updateID++; }; + return BezierUtils; + }()); + + /** + * Utilities for quadratic curves. + * @private + */ + var QuadraticUtils = /** @class */ (function () { + function QuadraticUtils() { + } /** - * Helper function that creates a new Texture based on the source you provide. - * The source can be - frame id, image url, video url, canvas element, video element, base texture - * @param {string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source - - * Source or array of sources to create texture from - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id - * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. - * @returns {PIXI.Texture} The newly created texture + * Calculate length of quadratic curve + * @see {@link http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/} + * for the detailed explanation of math behind this. + * @private + * @param fromX - x-coordinate of curve start point + * @param fromY - y-coordinate of curve start point + * @param cpX - x-coordinate of curve control point + * @param cpY - y-coordinate of curve control point + * @param toX - x-coordinate of curve end point + * @param toY - y-coordinate of curve end point + * @returns - Length of quadratic curve */ - Texture.from = function (source, options, strict) { - if (options === void 0) { options = {}; } - if (strict === void 0) { strict = settings$1.STRICT_TEXTURE_CACHE; } - var isFrame = typeof source === 'string'; - var cacheId = null; - if (isFrame) { - cacheId = source; - } - else if (source instanceof BaseTexture) { - if (!source.cacheId) { - var prefix = (options && options.pixiIdPrefix) || 'pixiid'; - source.cacheId = prefix + "-" + uid(); - BaseTexture.addToCache(source, source.cacheId); - } - cacheId = source.cacheId; - } - else { - if (!source._pixiId) { - var prefix = (options && options.pixiIdPrefix) || 'pixiid'; - source._pixiId = prefix + "_" + uid(); - } - cacheId = source._pixiId; - } - var texture = TextureCache[cacheId]; - // Strict-mode rejects invalid cacheIds - if (isFrame && strict && !texture) { - throw new Error("The cacheId \"" + cacheId + "\" does not exist in TextureCache."); - } - if (!texture && !(source instanceof BaseTexture)) { - if (!options.resolution) { - options.resolution = getResolutionOfUrl(source); - } - texture = new Texture(new BaseTexture(source, options)); - texture.baseTexture.cacheId = cacheId; - BaseTexture.addToCache(texture.baseTexture, cacheId); - Texture.addToCache(texture, cacheId); - } - else if (!texture && (source instanceof BaseTexture)) { - texture = new Texture(source); - Texture.addToCache(texture, cacheId); - } - // lets assume its a base texture! - return texture; + QuadraticUtils.curveLength = function (fromX, fromY, cpX, cpY, toX, toY) { + var ax = fromX - (2.0 * cpX) + toX; + var ay = fromY - (2.0 * cpY) + toY; + var bx = (2.0 * cpX) - (2.0 * fromX); + var by = (2.0 * cpY) - (2.0 * fromY); + var a = 4.0 * ((ax * ax) + (ay * ay)); + var b = 4.0 * ((ax * bx) + (ay * by)); + var c = (bx * bx) + (by * by); + var s = 2.0 * Math.sqrt(a + b + c); + var a2 = Math.sqrt(a); + var a32 = 2.0 * a * a2; + var c2 = 2.0 * Math.sqrt(c); + var ba = b / a2; + return ((a32 * s) + + (a2 * b * (s - c2)) + + (((4.0 * c * a) - (b * b)) + * Math.log(((2.0 * a2) + ba + s) / (ba + c2)))) / (4.0 * a32); }; /** - * Useful for loading textures via URLs. Use instead of `Texture.from` because - * it does a better job of handling failed URLs more effectively. This also ignores - * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images. - * @param url - The remote URL or array of URLs to load. - * @param options - Optional options to include - * @returns - A Promise that resolves to a Texture. + * Calculate the points for a quadratic bezier curve and then draws it. + * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c + * @private + * @param cpX - Control point x + * @param cpY - Control point y + * @param toX - Destination point x + * @param toY - Destination point y + * @param points - Points to add segments to. */ - Texture.fromURL = function (url, options) { - var resourceOptions = Object.assign({ autoLoad: false }, options === null || options === void 0 ? void 0 : options.resourceOptions); - var texture = Texture.from(url, Object.assign({ resourceOptions: resourceOptions }, options), false); - var resource = texture.baseTexture.resource; - // The texture was already loaded - if (texture.baseTexture.valid) { - return Promise.resolve(texture); + QuadraticUtils.curveTo = function (cpX, cpY, toX, toY, points) { + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + var n = GRAPHICS_CURVES._segmentsCount(QuadraticUtils.curveLength(fromX, fromY, cpX, cpY, toX, toY)); + var xa = 0; + var ya = 0; + for (var i = 1; i <= n; ++i) { + var j = i / n; + xa = fromX + ((cpX - fromX) * j); + ya = fromY + ((cpY - fromY) * j); + points.push(xa + (((cpX + ((toX - cpX) * j)) - xa) * j), ya + (((cpY + ((toY - cpY) * j)) - ya) * j)); } - // Manually load the texture, this should allow users to handle load errors - return resource.load().then(function () { return Promise.resolve(texture); }); }; + return QuadraticUtils; + }()); + + /** + * A structure to hold interim batch objects for Graphics. + * @memberof PIXI.graphicsUtils + */ + var BatchPart = /** @class */ (function () { + function BatchPart() { + this.reset(); + } /** - * Create a new Texture with a BufferResource from a Float32Array. - * RGBA values are floats from 0 to 1. - * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data - * is provided, a new Float32Array is created. - * @param width - Width of the resource - * @param height - Height of the resource - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * @returns - The resulting new BaseTexture + * Begin batch part. + * @param style + * @param startIndex + * @param attribStart */ - Texture.fromBuffer = function (buffer, width, height, options) { - return new Texture(BaseTexture.fromBuffer(buffer, width, height, options)); + BatchPart.prototype.begin = function (style, startIndex, attribStart) { + this.reset(); + this.style = style; + this.start = startIndex; + this.attribStart = attribStart; }; /** - * Create a texture from a source and add to the cache. - * @param {HTMLImageElement|HTMLCanvasElement|string} source - The input source. - * @param imageUrl - File name of texture, for cache and resolving resolution. - * @param name - Human readable name for the texture cache. If no name is - * specified, only `imageUrl` will be used as the cache ID. - * @param options - * @returns - Output texture + * End batch part. + * @param endIndex + * @param endAttrib */ - Texture.fromLoader = function (source, imageUrl, name, options) { - var baseTexture = new BaseTexture(source, Object.assign({ - scaleMode: settings$1.SCALE_MODE, - resolution: getResolutionOfUrl(imageUrl), - }, options)); - var resource = baseTexture.resource; - if (resource instanceof ImageResource) { - resource.url = imageUrl; - } - var texture = new Texture(baseTexture); - // No name, use imageUrl instead - if (!name) { - name = imageUrl; - } - // lets also add the frame to pixi's global cache for 'fromLoader' function - BaseTexture.addToCache(texture.baseTexture, name); - Texture.addToCache(texture, name); - // also add references by url if they are different. - if (name !== imageUrl) { - BaseTexture.addToCache(texture.baseTexture, imageUrl); - Texture.addToCache(texture, imageUrl); - } - // Generally images are valid right away - if (texture.baseTexture.valid) { - return Promise.resolve(texture); - } - // SVG assets need to be parsed async, let's wait - return new Promise(function (resolve) { - texture.baseTexture.once('loaded', function () { return resolve(texture); }); - }); + BatchPart.prototype.end = function (endIndex, endAttrib) { + this.attribSize = endAttrib - this.attribStart; + this.size = endIndex - this.start; + }; + BatchPart.prototype.reset = function () { + this.style = null; + this.size = 0; + this.start = 0; + this.attribStart = 0; + this.attribSize = 0; }; + return BatchPart; + }()); + + /** + * Generalized convenience utilities for Graphics. + * @namespace graphicsUtils + * @memberof PIXI + */ + var _a; + /** + * Map of fill commands for each shape type. + * @memberof PIXI.graphicsUtils + * @member {object} FILL_COMMANDS + */ + var FILL_COMMANDS = (_a = {}, + _a[SHAPES.POLY] = buildPoly, + _a[SHAPES.CIRC] = buildCircle, + _a[SHAPES.ELIP] = buildCircle, + _a[SHAPES.RECT] = buildRectangle, + _a[SHAPES.RREC] = buildRoundedRectangle, + _a); + /** + * Batch pool, stores unused batches for preventing allocations. + * @memberof PIXI.graphicsUtils + * @member {Array} BATCH_POOL + */ + var BATCH_POOL = []; + /** + * Draw call pool, stores unused draw calls for preventing allocations. + * @memberof PIXI.graphicsUtils + * @member {Array} DRAW_CALL_POOL + */ + var DRAW_CALL_POOL = []; + + /** + * A class to contain data useful for Graphics objects + * @memberof PIXI + */ + var GraphicsData = /** @class */ (function () { /** - * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object. - * @param texture - The Texture to add to the cache. - * @param id - The id that the Texture will be stored against. + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. + * @param fillStyle - the width of the line to draw + * @param lineStyle - the color of the line to draw + * @param matrix - Transform matrix */ - Texture.addToCache = function (texture, id) { - if (id) { - if (texture.textureCacheIds.indexOf(id) === -1) { - texture.textureCacheIds.push(id); - } - if (TextureCache[id]) { - // eslint-disable-next-line no-console - console.warn("Texture added to the cache with an id [" + id + "] that already had an entry"); - } - TextureCache[id] = texture; - } - }; + function GraphicsData(shape, fillStyle, lineStyle, matrix) { + if (fillStyle === void 0) { fillStyle = null; } + if (lineStyle === void 0) { lineStyle = null; } + if (matrix === void 0) { matrix = null; } + /** The collection of points. */ + this.points = []; + /** The collection of holes. */ + this.holes = []; + this.shape = shape; + this.lineStyle = lineStyle; + this.fillStyle = fillStyle; + this.matrix = matrix; + this.type = shape.type; + } /** - * Remove a Texture from the global TextureCache. - * @param texture - id of a Texture to be removed, or a Texture instance itself - * @returns - The Texture that was removed + * Creates a new GraphicsData object with the same values as this one. + * @returns - Cloned GraphicsData object */ - Texture.removeFromCache = function (texture) { - if (typeof texture === 'string') { - var textureFromCache = TextureCache[texture]; - if (textureFromCache) { - var index = textureFromCache.textureCacheIds.indexOf(texture); - if (index > -1) { - textureFromCache.textureCacheIds.splice(index, 1); - } - delete TextureCache[texture]; - return textureFromCache; - } - } - else if (texture && texture.textureCacheIds) { - for (var i = 0; i < texture.textureCacheIds.length; ++i) { - // Check that texture matches the one being passed in before deleting it from the cache. - if (TextureCache[texture.textureCacheIds[i]] === texture) { - delete TextureCache[texture.textureCacheIds[i]]; - } - } - texture.textureCacheIds.length = 0; - return texture; - } - return null; + GraphicsData.prototype.clone = function () { + return new GraphicsData(this.shape, this.fillStyle, this.lineStyle, this.matrix); }; - Object.defineProperty(Texture.prototype, "resolution", { - /** - * Returns resolution of baseTexture - * @readonly - */ - get: function () { - return this.baseTexture.resolution; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "frame", { - /** - * The frame specifies the region of the base texture that this texture uses. - * Please call `updateUvs()` after you change coordinates of `frame` manually. - */ - get: function () { - return this._frame; - }, - set: function (frame) { - this._frame = frame; - this.noFrame = false; - var x = frame.x, y = frame.y, width = frame.width, height = frame.height; - var xNotFit = x + width > this.baseTexture.width; - var yNotFit = y + height > this.baseTexture.height; - if (xNotFit || yNotFit) { - var relationship = xNotFit && yNotFit ? 'and' : 'or'; - var errorX = "X: " + x + " + " + width + " = " + (x + width) + " > " + this.baseTexture.width; - var errorY = "Y: " + y + " + " + height + " = " + (y + height) + " > " + this.baseTexture.height; - throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: ' - + (errorX + " " + relationship + " " + errorY)); - } - this.valid = width && height && this.baseTexture.valid; - if (!this.trim && !this.rotate) { - this.orig = frame; - } - if (this.valid) { - this.updateUvs(); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "rotate", { - /** - * Indicates whether the texture is rotated inside the atlas - * set to 2 to compensate for texture packer rotation - * set to 6 to compensate for spine packer rotation - * can be used to rotate or mirror sprites - * See {@link PIXI.groupD8} for explanation - */ - get: function () { - return this._rotate; - }, - set: function (rotate) { - this._rotate = rotate; - if (this.valid) { - this.updateUvs(); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "width", { - /** The width of the Texture in pixels. */ - get: function () { - return this.orig.width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "height", { - /** The height of the Texture in pixels. */ - get: function () { - return this.orig.height; - }, - enumerable: false, - configurable: true - }); - /** Utility function for BaseTexture|Texture cast. */ - Texture.prototype.castToBaseTexture = function () { - return this.baseTexture; + /** Destroys the Graphics data. */ + GraphicsData.prototype.destroy = function () { + this.shape = null; + this.holes.length = 0; + this.holes = null; + this.points.length = 0; + this.points = null; + this.lineStyle = null; + this.fillStyle = null; }; - Object.defineProperty(Texture, "EMPTY", { - /** An empty texture, used often to not have to create multiple empty textures. Can not be destroyed. */ - get: function () { - if (!Texture._EMPTY) { - Texture._EMPTY = new Texture(new BaseTexture()); - removeAllHandlers(Texture._EMPTY); - removeAllHandlers(Texture._EMPTY.baseTexture); - } - return Texture._EMPTY; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture, "WHITE", { - /** A white texture of 16x16 size, used for graphics and other things Can not be destroyed. */ - get: function () { - if (!Texture._WHITE) { - var canvas = settings$1.ADAPTER.createCanvas(16, 16); - var context = canvas.getContext('2d'); - canvas.width = 16; - canvas.height = 16; - context.fillStyle = 'white'; - context.fillRect(0, 0, 16, 16); - Texture._WHITE = new Texture(BaseTexture.from(canvas)); - removeAllHandlers(Texture._WHITE); - removeAllHandlers(Texture._WHITE.baseTexture); - } - return Texture._WHITE; - }, - enumerable: false, - configurable: true - }); - return Texture; - }(EventEmitter)); + return GraphicsData; + }()); + var tmpPoint = new Point(); /** - * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it. - * - * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded - * otherwise black rectangles will be drawn instead. - * - * __Hint-2__: The actual memory allocation will happen on first render. - * You shouldn't create renderTextures each frame just to delete them after, try to reuse them. - * - * A RenderTexture takes a snapshot of any Display Object given to its render method. For example: - * - * ```js - * let renderer = PIXI.autoDetectRenderer(); - * let renderTexture = PIXI.RenderTexture.create({ width: 800, height: 600 }); - * let sprite = PIXI.Sprite.from("spinObj_01.png"); - * - * sprite.position.x = 800/2; - * sprite.position.y = 600/2; - * sprite.anchor.x = 0.5; - * sprite.anchor.y = 0.5; - * - * renderer.render(sprite, {renderTexture}); - * ``` - * Note that you should not create a new renderer, but reuse the same one as the rest of the application. - * - * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 - * you can clear the transform - * - * ```js - * - * sprite.setTransform() - * - * let renderTexture = new PIXI.RenderTexture.create({ width: 100, height: 100 }); + * The Graphics class contains methods used to draw primitive shapes such as lines, circles and + * rectangles to the display, and to color and fill them. * - * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture - * ``` + * GraphicsGeometry is designed to not be continually updating the geometry since it's expensive + * to re-tesselate using **earcut**. Consider using {@link PIXI.Mesh} for this use-case, it's much faster. * @memberof PIXI */ - var RenderTexture = /** @class */ (function (_super) { - __extends$k(RenderTexture, _super); - /** - * @param baseRenderTexture - The base texture object that this texture uses. - * @param frame - The rectangle frame of the texture to show. - */ - function RenderTexture(baseRenderTexture, frame) { - var _this = _super.call(this, baseRenderTexture, frame) || this; - _this.valid = true; - _this.filterFrame = null; - _this.filterPoolKey = null; - _this.updateUvs(); + var GraphicsGeometry = /** @class */ (function (_super) { + __extends$e(GraphicsGeometry, _super); + // eslint-disable-next-line @typescript-eslint/no-useless-constructor + function GraphicsGeometry() { + var _this = _super.call(this) || this; + /** Minimal distance between points that are considered different. Affects line tesselation. */ + _this.closePointEps = 1e-4; + /** Padding to add to the bounds. */ + _this.boundsPadding = 0; + _this.uvsFloat32 = null; + _this.indicesUint16 = null; + _this.batchable = false; + /** An array of points to draw, 2 numbers per point */ + _this.points = []; + /** The collection of colors */ + _this.colors = []; + /** The UVs collection */ + _this.uvs = []; + /** The indices of the vertices */ + _this.indices = []; + /** Reference to the texture IDs. */ + _this.textureIds = []; + /** + * The collection of drawn shapes. + * @member {PIXI.GraphicsData[]} + */ + _this.graphicsData = []; + /** + * List of current draw calls drived from the batches. + * @member {PIXI.BatchDrawCall[]} + */ + _this.drawCalls = []; + /** Batches need to regenerated if the geometry is updated. */ + _this.batchDirty = -1; + /** + * Intermediate abstract format sent to batch system. + * Can be converted to drawCalls or to batchable objects. + * @member {PIXI.graphicsUtils.BatchPart[]} + */ + _this.batches = []; + /** Used to detect if the graphics object has changed. */ + _this.dirty = 0; + /** Used to check if the cache is dirty. */ + _this.cacheDirty = -1; + /** Used to detect if we cleared the graphicsData. */ + _this.clearDirty = 0; + /** Index of the last batched shape in the stack of calls. */ + _this.shapeIndex = 0; + /** Cached bounds. */ + _this._bounds = new Bounds(); + /** The bounds dirty flag. */ + _this.boundsDirty = -1; return _this; } - Object.defineProperty(RenderTexture.prototype, "framebuffer", { + Object.defineProperty(GraphicsGeometry.prototype, "bounds", { /** - * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast. + * Get the current bounds of the graphic geometry. * @readonly */ get: function () { - return this.baseTexture.framebuffer; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(RenderTexture.prototype, "multisample", { - /** - * Shortcut to `this.framebuffer.multisample`. - * @default PIXI.MSAA_QUALITY.NONE - */ - get: function () { - return this.framebuffer.multisample; - }, - set: function (value) { - this.framebuffer.multisample = value; + this.updateBatches(); + if (this.boundsDirty !== this.dirty) { + this.boundsDirty = this.dirty; + this.calculateBounds(); + } + return this._bounds; }, enumerable: false, configurable: true }); - /** - * Resizes the RenderTexture. - * @param desiredWidth - The desired width to resize to. - * @param desiredHeight - The desired height to resize to. - * @param resizeBaseTexture - Should the baseTexture.width and height values be resized as well? - */ - RenderTexture.prototype.resize = function (desiredWidth, desiredHeight, resizeBaseTexture) { - if (resizeBaseTexture === void 0) { resizeBaseTexture = true; } - var resolution = this.baseTexture.resolution; - var width = Math.round(desiredWidth * resolution) / resolution; - var height = Math.round(desiredHeight * resolution) / resolution; - // TODO - could be not required.. - this.valid = (width > 0 && height > 0); - this._frame.width = this.orig.width = width; - this._frame.height = this.orig.height = height; - if (resizeBaseTexture) { - this.baseTexture.resize(width, height); - } - this.updateUvs(); - }; - /** - * Changes the resolution of baseTexture, but does not change framebuffer size. - * @param resolution - The new resolution to apply to RenderTexture - */ - RenderTexture.prototype.setResolution = function (resolution) { - var baseTexture = this.baseTexture; - if (baseTexture.resolution === resolution) { - return; - } - baseTexture.setResolution(resolution); - this.resize(baseTexture.width, baseTexture.height, false); - }; - RenderTexture.create = function (options) { - var arguments$1 = arguments; - - var rest = []; - for (var _i = 1; _i < arguments.length; _i++) { - rest[_i - 1] = arguments$1[_i]; + /** Call if you changed graphicsData manually. Empties all batch buffers. */ + GraphicsGeometry.prototype.invalidate = function () { + this.boundsDirty = -1; + this.dirty++; + this.batchDirty++; + this.shapeIndex = 0; + this.points.length = 0; + this.colors.length = 0; + this.uvs.length = 0; + this.indices.length = 0; + this.textureIds.length = 0; + for (var i = 0; i < this.drawCalls.length; i++) { + this.drawCalls[i].texArray.clear(); + DRAW_CALL_POOL.push(this.drawCalls[i]); } - // @deprecated fallback, old-style: create(width, height, scaleMode, resolution) - if (typeof options === 'number') { - deprecation$1('6.0.0', 'Arguments (width, height, scaleMode, resolution) have been deprecated.'); - /* eslint-disable prefer-rest-params */ - options = { - width: options, - height: rest[0], - scaleMode: rest[1], - resolution: rest[2], - }; - /* eslint-enable prefer-rest-params */ + this.drawCalls.length = 0; + for (var i = 0; i < this.batches.length; i++) { + var batchPart = this.batches[i]; + batchPart.reset(); + BATCH_POOL.push(batchPart); } - return new RenderTexture(new BaseRenderTexture(options)); - }; - return RenderTexture; - }(Texture)); - - /** - * Texture pool, used by FilterSystem and plugins. - * - * Stores collection of temporary pow2 or screen-sized renderTextures - * - * If you use custom RenderTexturePool for your filters, you can use methods - * `getFilterTexture` and `returnFilterTexture` same as in - * @memberof PIXI - */ - var RenderTexturePool = /** @class */ (function () { - /** - * @param textureOptions - options that will be passed to BaseRenderTexture constructor - * @param {PIXI.SCALE_MODES} [textureOptions.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values. - */ - function RenderTexturePool(textureOptions) { - this.texturePool = {}; - this.textureOptions = textureOptions || {}; - this.enableFullScreen = false; - this._pixelsWidth = 0; - this._pixelsHeight = 0; - } - /** - * Creates texture with params that were specified in pool constructor. - * @param realWidth - Width of texture in pixels. - * @param realHeight - Height of texture in pixels. - * @param multisample - Number of samples of the framebuffer. - */ - RenderTexturePool.prototype.createTexture = function (realWidth, realHeight, multisample) { - if (multisample === void 0) { multisample = MSAA_QUALITY$8.NONE; } - var baseRenderTexture = new BaseRenderTexture(Object.assign({ - width: realWidth, - height: realHeight, - resolution: 1, - multisample: multisample, - }, this.textureOptions)); - return new RenderTexture(baseRenderTexture); + this.batches.length = 0; }; /** - * Gets a Power-of-Two render texture or fullScreen texture - * @param minWidth - The minimum width of the render texture. - * @param minHeight - The minimum height of the render texture. - * @param resolution - The resolution of the render texture. - * @param multisample - Number of samples of the render texture. - * @returns The new render texture. + * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. + * @returns - This GraphicsGeometry object. Good for chaining method calls */ - RenderTexturePool.prototype.getOptimalTexture = function (minWidth, minHeight, resolution, multisample) { - if (resolution === void 0) { resolution = 1; } - if (multisample === void 0) { multisample = MSAA_QUALITY$8.NONE; } - var key; - minWidth = Math.ceil((minWidth * resolution) - 1e-6); - minHeight = Math.ceil((minHeight * resolution) - 1e-6); - if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight) { - minWidth = nextPow2(minWidth); - minHeight = nextPow2(minHeight); - key = (((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF)) >>> 0; - if (multisample > 1) { - key += multisample * 0x100000000; - } - } - else { - key = multisample > 1 ? -multisample : -1; - } - if (!this.texturePool[key]) { - this.texturePool[key] = []; - } - var renderTexture = this.texturePool[key].pop(); - if (!renderTexture) { - renderTexture = this.createTexture(minWidth, minHeight, multisample); + GraphicsGeometry.prototype.clear = function () { + if (this.graphicsData.length > 0) { + this.invalidate(); + this.clearDirty++; + this.graphicsData.length = 0; } - renderTexture.filterPoolKey = key; - renderTexture.setResolution(resolution); - return renderTexture; + return this; }; /** - * Gets extra texture of the same size as input renderTexture - * - * `getFilterTexture(input, 0.5)` or `getFilterTexture(0.5, input)` - * @param input - renderTexture from which size and resolution will be copied - * @param resolution - override resolution of the renderTexture - * It overrides, it does not multiply - * @param multisample - number of samples of the renderTexture + * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. + * @param fillStyle - Defines style of the fill. + * @param lineStyle - Defines style of the lines. + * @param matrix - Transform applied to the points of the shape. + * @returns - Returns geometry for chaining. */ - RenderTexturePool.prototype.getFilterTexture = function (input, resolution, multisample) { - var filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY$8.NONE); - filterTexture.filterFrame = input.filterFrame; - return filterTexture; + GraphicsGeometry.prototype.drawShape = function (shape, fillStyle, lineStyle, matrix) { + if (fillStyle === void 0) { fillStyle = null; } + if (lineStyle === void 0) { lineStyle = null; } + if (matrix === void 0) { matrix = null; } + var data = new GraphicsData(shape, fillStyle, lineStyle, matrix); + this.graphicsData.push(data); + this.dirty++; + return this; }; /** - * Place a render texture back into the pool. - * @param renderTexture - The renderTexture to free + * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. + * @param matrix - Transform applied to the points of the shape. + * @returns - Returns geometry for chaining. */ - RenderTexturePool.prototype.returnTexture = function (renderTexture) { - var key = renderTexture.filterPoolKey; - renderTexture.filterFrame = null; - this.texturePool[key].push(renderTexture); + GraphicsGeometry.prototype.drawHole = function (shape, matrix) { + if (matrix === void 0) { matrix = null; } + if (!this.graphicsData.length) { + return null; + } + var data = new GraphicsData(shape, null, null, matrix); + var lastShape = this.graphicsData[this.graphicsData.length - 1]; + data.lineStyle = lastShape.lineStyle; + lastShape.holes.push(data); + this.dirty++; + return this; }; - /** - * Alias for returnTexture, to be compliant with FilterSystem interface. - * @param renderTexture - The renderTexture to free - */ - RenderTexturePool.prototype.returnFilterTexture = function (renderTexture) { - this.returnTexture(renderTexture); + /** Destroys the GraphicsGeometry object. */ + GraphicsGeometry.prototype.destroy = function () { + _super.prototype.destroy.call(this); + // destroy each of the GraphicsData objects + for (var i = 0; i < this.graphicsData.length; ++i) { + this.graphicsData[i].destroy(); + } + this.points.length = 0; + this.points = null; + this.colors.length = 0; + this.colors = null; + this.uvs.length = 0; + this.uvs = null; + this.indices.length = 0; + this.indices = null; + this.indexBuffer.destroy(); + this.indexBuffer = null; + this.graphicsData.length = 0; + this.graphicsData = null; + this.drawCalls.length = 0; + this.drawCalls = null; + this.batches.length = 0; + this.batches = null; + this._bounds = null; }; /** - * Clears the pool. - * @param destroyTextures - Destroy all stored textures. + * Check to see if a point is contained within this geometry. + * @param point - Point to check if it's contained. + * @returns {boolean} `true` if the point is contained within geometry. */ - RenderTexturePool.prototype.clear = function (destroyTextures) { - destroyTextures = destroyTextures !== false; - if (destroyTextures) { - for (var i in this.texturePool) { - var textures = this.texturePool[i]; - if (textures) { - for (var j = 0; j < textures.length; j++) { - textures[j].destroy(true); + GraphicsGeometry.prototype.containsPoint = function (point) { + var graphicsData = this.graphicsData; + for (var i = 0; i < graphicsData.length; ++i) { + var data = graphicsData[i]; + if (!data.fillStyle.visible) { + continue; + } + // only deal with fills.. + if (data.shape) { + if (data.matrix) { + data.matrix.applyInverse(point, tmpPoint); + } + else { + tmpPoint.copyFrom(point); + } + if (data.shape.contains(tmpPoint.x, tmpPoint.y)) { + var hitHole = false; + if (data.holes) { + for (var i_1 = 0; i_1 < data.holes.length; i_1++) { + var hole = data.holes[i_1]; + if (hole.shape.contains(tmpPoint.x, tmpPoint.y)) { + hitHole = true; + break; + } + } + } + if (!hitHole) { + return true; } } } } - this.texturePool = {}; + return false; }; /** - * If screen size was changed, drops all screen-sized textures, - * sets new screen size, sets `enableFullScreen` to true - * - * Size is measured in pixels, `renderer.view` can be passed here, not `renderer.screen` - * @param size - Initial size of screen. + * Generates intermediate batch data. Either gets converted to drawCalls + * or used to convert to batch objects directly by the Graphics object. */ - RenderTexturePool.prototype.setScreenSize = function (size) { - if (size.width === this._pixelsWidth - && size.height === this._pixelsHeight) { + GraphicsGeometry.prototype.updateBatches = function () { + if (!this.graphicsData.length) { + this.batchable = true; return; } - this.enableFullScreen = size.width > 0 && size.height > 0; - for (var i in this.texturePool) { - if (!(Number(i) < 0)) { - continue; + if (!this.validateBatching()) { + return; + } + this.cacheDirty = this.dirty; + var uvs = this.uvs; + var graphicsData = this.graphicsData; + var batchPart = null; + var currentStyle = null; + if (this.batches.length > 0) { + batchPart = this.batches[this.batches.length - 1]; + currentStyle = batchPart.style; + } + for (var i = this.shapeIndex; i < graphicsData.length; i++) { + this.shapeIndex++; + var data = graphicsData[i]; + var fillStyle = data.fillStyle; + var lineStyle = data.lineStyle; + var command = FILL_COMMANDS[data.type]; + // build out the shapes points.. + command.build(data); + if (data.matrix) { + this.transformPoints(data.points, data.matrix); } - var textures = this.texturePool[i]; - if (textures) { - for (var j = 0; j < textures.length; j++) { - textures[j].destroy(true); + if (fillStyle.visible || lineStyle.visible) { + this.processHoles(data.holes); + } + for (var j = 0; j < 2; j++) { + var style = (j === 0) ? fillStyle : lineStyle; + if (!style.visible) + { continue; } + var nextTexture = style.texture.baseTexture; + var index_1 = this.indices.length; + var attribIndex = this.points.length / 2; + nextTexture.wrapMode = WRAP_MODES.REPEAT; + if (j === 0) { + this.processFill(data); + } + else { + this.processLine(data); + } + var size = (this.points.length / 2) - attribIndex; + if (size === 0) + { continue; } + // close batch if style is different + if (batchPart && !this._compareStyles(currentStyle, style)) { + batchPart.end(index_1, attribIndex); + batchPart = null; + } + // spawn new batch if its first batch or previous was closed + if (!batchPart) { + batchPart = BATCH_POOL.pop() || new BatchPart(); + batchPart.begin(style, index_1, attribIndex); + this.batches.push(batchPart); + currentStyle = style; } + this.addUvs(this.points, uvs, style.texture, attribIndex, size, style.matrix); } - this.texturePool[i] = []; } - this._pixelsWidth = size.width; - this._pixelsHeight = size.height; - }; - /** - * Key that is used to store fullscreen renderTextures in a pool - * @constant - */ - RenderTexturePool.SCREEN_KEY = -1; - return RenderTexturePool; - }()); - - /* eslint-disable max-len */ - /** - * Holds the information for a single attribute structure required to render geometry. - * - * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer} - * This can include anything from positions, uvs, normals, colors etc. - * @memberof PIXI - */ - var Attribute = /** @class */ (function () { - /** - * @param buffer - the id of the buffer that this attribute will look for - * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2. - * @param normalized - should the data be normalized. - * @param {PIXI.TYPES} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available - * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) - * @param [start=0] - How far into the array to start reading values (used for interleaving data) - * @param [instance=false] - Whether the geometry is instanced. - */ - function Attribute(buffer, size, normalized, type, stride, start, instance) { - if (size === void 0) { size = 0; } - if (normalized === void 0) { normalized = false; } - if (type === void 0) { type = TYPES$8.FLOAT; } - this.buffer = buffer; - this.size = size; - this.normalized = normalized; - this.type = type; - this.stride = stride; - this.start = start; - this.instance = instance; - } - /** Destroys the Attribute. */ - Attribute.prototype.destroy = function () { - this.buffer = null; - }; - /** - * Helper function that creates an Attribute based on the information provided - * @param buffer - the id of the buffer that this attribute will look for - * @param [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2 - * @param [normalized=false] - should the data be normalized. - * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available - * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) - * @returns - A new {@link PIXI.Attribute} based on the information provided - */ - Attribute.from = function (buffer, size, normalized, type, stride) { - return new Attribute(buffer, size, normalized, type, stride); - }; - return Attribute; - }()); - - var UID$4 = 0; - /** - * A wrapper for data so that it can be used and uploaded by WebGL - * @memberof PIXI - */ - var Buffer = /** @class */ (function () { - /** - * @param {PIXI.IArrayBuffer} data - the data to store in the buffer. - * @param _static - `true` for static buffer - * @param index - `true` for index buffer - */ - function Buffer(data, _static, index) { - if (_static === void 0) { _static = true; } - if (index === void 0) { index = false; } - this.data = (data || new Float32Array(1)); - this._glBuffers = {}; - this._updateID = 0; - this.index = index; - this.static = _static; - this.id = UID$4++; - this.disposeRunner = new Runner('disposeBuffer'); - } - // TODO could explore flagging only a partial upload? - /** - * Flags this buffer as requiring an upload to the GPU. - * @param {PIXI.IArrayBuffer|number[]} [data] - the data to update in the buffer. - */ - Buffer.prototype.update = function (data) { - if (data instanceof Array) { - data = new Float32Array(data); + var index = this.indices.length; + var attrib = this.points.length / 2; + if (batchPart) { + batchPart.end(index, attrib); } - this.data = data || this.data; - this._updateID++; - }; - /** Disposes WebGL resources that are connected to this geometry. */ - Buffer.prototype.dispose = function () { - this.disposeRunner.emit(this, false); - }; - /** Destroys the buffer. */ - Buffer.prototype.destroy = function () { - this.dispose(); - this.data = null; - }; - Object.defineProperty(Buffer.prototype, "index", { - get: function () { - return this.type === BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER; - }, - /** - * Flags whether this is an index buffer. - * - * Index buffers are of type `ELEMENT_ARRAY_BUFFER`. Note that setting this property to false will make - * the buffer of type `ARRAY_BUFFER`. - * - * For backwards compatibility. - */ - set: function (value) { - this.type = value ? BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER : BUFFER_TYPE$8.ARRAY_BUFFER; - }, - enumerable: false, - configurable: true - }); - /** - * Helper function that creates a buffer based on an array or TypedArray - * @param {ArrayBufferView | number[]} data - the TypedArray that the buffer will store. If this is a regular Array it will be converted to a Float32Array. - * @returns - A new Buffer based on the data provided. - */ - Buffer.from = function (data) { - if (data instanceof Array) { - data = new Float32Array(data); + if (this.batches.length === 0) { + // there are no visible styles in GraphicsData + // its possible that someone wants Graphics just for the bounds + this.batchable = true; + return; } - return new Buffer(data); - }; - return Buffer; - }()); - - /* eslint-disable object-shorthand */ - var map$1 = { - Float32Array: Float32Array, - Uint32Array: Uint32Array, - Int32Array: Int32Array, - Uint8Array: Uint8Array, - }; - function interleaveTypedArrays(arrays, sizes) { - var outSize = 0; - var stride = 0; - var views = {}; - for (var i = 0; i < arrays.length; i++) { - stride += sizes[i]; - outSize += arrays[i].length; - } - var buffer = new ArrayBuffer(outSize * 4); - var out = null; - var littleOffset = 0; - for (var i = 0; i < arrays.length; i++) { - var size = sizes[i]; - var array = arrays[i]; - var type = getBufferType(array); - if (!views[type]) { - views[type] = new map$1[type](buffer); + var need32 = attrib > 0xffff; + // prevent allocation when length is same as buffer + if (this.indicesUint16 && this.indices.length === this.indicesUint16.length + && need32 === (this.indicesUint16.BYTES_PER_ELEMENT > 2)) { + this.indicesUint16.set(this.indices); } - out = views[type]; - for (var j = 0; j < array.length; j++) { - var indexStart = ((j / size | 0) * stride) + littleOffset; - var index = j % size; - out[indexStart + index] = array[j]; + else { + this.indicesUint16 = need32 ? new Uint32Array(this.indices) : new Uint16Array(this.indices); } - littleOffset += size; - } - return new Float32Array(buffer); - } - - var byteSizeMap$1 = { 5126: 4, 5123: 2, 5121: 1 }; - var UID$3 = 0; - /* eslint-disable object-shorthand */ - var map = { - Float32Array: Float32Array, - Uint32Array: Uint32Array, - Int32Array: Int32Array, - Uint8Array: Uint8Array, - Uint16Array: Uint16Array, - }; - /* eslint-disable max-len */ - /** - * The Geometry represents a model. It consists of two components: - * - GeometryStyle - The structure of the model such as the attributes layout - * - GeometryData - the data of the model - this consists of buffers. - * This can include anything from positions, uvs, normals, colors etc. - * - * Geometry can be defined without passing in a style or data if required (thats how I prefer!) - * - * ```js - * let geometry = new PIXI.Geometry(); - * - * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2); - * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1],2) - * geometry.addIndex([0,1,2,1,3,2]) - * ``` - * @memberof PIXI - */ - var Geometry = /** @class */ (function () { - /** - * @param buffers - An array of buffers. optional. - * @param attributes - Of the geometry, optional structure of the attributes layout - */ - function Geometry(buffers, attributes) { - if (buffers === void 0) { buffers = []; } - if (attributes === void 0) { attributes = {}; } - this.buffers = buffers; - this.indexBuffer = null; - this.attributes = attributes; - this.glVertexArrayObjects = {}; - this.id = UID$3++; - this.instanced = false; - this.instanceCount = 1; - this.disposeRunner = new Runner('disposeGeometry'); - this.refCount = 0; - } + // TODO make this a const.. + this.batchable = this.isBatchable(); + if (this.batchable) { + this.packBatches(); + } + else { + this.buildDrawCalls(); + } + }; /** - * - * Adds an attribute to the geometry - * Note: `stride` and `start` should be `undefined` if you dont know them, not 0! - * @param id - the name of the attribute (matching up to a shader) - * @param {PIXI.Buffer|number[]} buffer - the buffer that holds the data of the attribute . You can also provide an Array and a buffer will be created from it. - * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2 - * @param normalized - should the data be normalized. - * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {PIXI.TYPES} to see the ones available - * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) - * @param [start=0] - How far into the array to start reading values (used for interleaving data) - * @param instance - Instancing flag - * @returns - Returns self, useful for chaining. + * Affinity check + * @param styleA + * @param styleB */ - Geometry.prototype.addAttribute = function (id, buffer, size, normalized, type, stride, start, instance) { - if (size === void 0) { size = 0; } - if (normalized === void 0) { normalized = false; } - if (instance === void 0) { instance = false; } - if (!buffer) { - throw new Error('You must pass a buffer when creating an attribute'); + GraphicsGeometry.prototype._compareStyles = function (styleA, styleB) { + if (!styleA || !styleB) { + return false; } - // check if this is a buffer! - if (!(buffer instanceof Buffer)) { - // its an array! - if (buffer instanceof Array) { - buffer = new Float32Array(buffer); - } - buffer = new Buffer(buffer); + if (styleA.texture.baseTexture !== styleB.texture.baseTexture) { + return false; } - var ids = id.split('|'); - if (ids.length > 1) { - for (var i = 0; i < ids.length; i++) { - this.addAttribute(ids[i], buffer, size, normalized, type); - } - return this; + if (styleA.color + styleA.alpha !== styleB.color + styleB.alpha) { + return false; } - var bufferIndex = this.buffers.indexOf(buffer); - if (bufferIndex === -1) { - this.buffers.push(buffer); - bufferIndex = this.buffers.length - 1; + if (!!styleA.native !== !!styleB.native) { + return false; } - this.attributes[id] = new Attribute(bufferIndex, size, normalized, type, stride, start, instance); - // assuming that if there is instanced data then this will be drawn with instancing! - this.instanced = this.instanced || instance; - return this; - }; - /** - * Returns the requested attribute. - * @param id - The name of the attribute required - * @returns - The attribute requested. - */ - Geometry.prototype.getAttribute = function (id) { - return this.attributes[id]; - }; - /** - * Returns the requested buffer. - * @param id - The name of the buffer required. - * @returns - The buffer requested. - */ - Geometry.prototype.getBuffer = function (id) { - return this.buffers[this.getAttribute(id).buffer]; + return true; }; - /** - * - * Adds an index buffer to the geometry - * The index buffer contains integers, three for each triangle in the geometry, which reference the various attribute buffers (position, colour, UV coordinates, other UV coordinates, normal, …). There is only ONE index buffer. - * @param {PIXI.Buffer|number[]} [buffer] - The buffer that holds the data of the index buffer. You can also provide an Array and a buffer will be created from it. - * @returns - Returns self, useful for chaining. - */ - Geometry.prototype.addIndex = function (buffer) { - if (!(buffer instanceof Buffer)) { - // its an array! - if (buffer instanceof Array) { - buffer = new Uint16Array(buffer); - } - buffer = new Buffer(buffer); + /** Test geometry for batching process. */ + GraphicsGeometry.prototype.validateBatching = function () { + if (this.dirty === this.cacheDirty || !this.graphicsData.length) { + return false; } - buffer.type = BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER; - this.indexBuffer = buffer; - if (this.buffers.indexOf(buffer) === -1) { - this.buffers.push(buffer); + for (var i = 0, l = this.graphicsData.length; i < l; i++) { + var data = this.graphicsData[i]; + var fill = data.fillStyle; + var line = data.lineStyle; + if (fill && !fill.texture.baseTexture.valid) + { return false; } + if (line && !line.texture.baseTexture.valid) + { return false; } } - return this; + return true; }; - /** - * Returns the index buffer - * @returns - The index buffer. - */ - Geometry.prototype.getIndex = function () { - return this.indexBuffer; + /** Offset the indices so that it works with the batcher. */ + GraphicsGeometry.prototype.packBatches = function () { + this.batchDirty++; + this.uvsFloat32 = new Float32Array(this.uvs); + var batches = this.batches; + for (var i = 0, l = batches.length; i < l; i++) { + var batch = batches[i]; + for (var j = 0; j < batch.size; j++) { + var index = batch.start + j; + this.indicesUint16[index] = this.indicesUint16[index] - batch.attribStart; + } + } }; /** - * This function modifies the structure so that all current attributes become interleaved into a single buffer - * This can be useful if your model remains static as it offers a little performance boost - * @returns - Returns self, useful for chaining. + * Checks to see if this graphics geometry can be batched. + * Currently it needs to be small enough and not contain any native lines. */ - Geometry.prototype.interleave = function () { - // a simple check to see if buffers are already interleaved.. - if (this.buffers.length === 1 || (this.buffers.length === 2 && this.indexBuffer)) - { return this; } - // assume already that no buffers are interleaved - var arrays = []; - var sizes = []; - var interleavedBuffer = new Buffer(); - var i; - for (i in this.attributes) { - var attribute = this.attributes[i]; - var buffer = this.buffers[attribute.buffer]; - arrays.push(buffer.data); - sizes.push((attribute.size * byteSizeMap$1[attribute.type]) / 4); - attribute.buffer = 0; + GraphicsGeometry.prototype.isBatchable = function () { + // prevent heavy mesh batching + if (this.points.length > 0xffff * 2) { + return false; } - interleavedBuffer.data = interleaveTypedArrays(arrays, sizes); - for (i = 0; i < this.buffers.length; i++) { - if (this.buffers[i] !== this.indexBuffer) { - this.buffers[i].destroy(); + var batches = this.batches; + for (var i = 0; i < batches.length; i++) { + if (batches[i].style.native) { + return false; } } - this.buffers = [interleavedBuffer]; - if (this.indexBuffer) { - this.buffers.push(this.indexBuffer); - } - return this; - }; - /** Get the size of the geometries, in vertices. */ - Geometry.prototype.getSize = function () { - for (var i in this.attributes) { - var attribute = this.attributes[i]; - var buffer = this.buffers[attribute.buffer]; - return buffer.data.length / ((attribute.stride / 4) || attribute.size); - } - return 0; - }; - /** Disposes WebGL resources that are connected to this geometry. */ - Geometry.prototype.dispose = function () { - this.disposeRunner.emit(this, false); - }; - /** Destroys the geometry. */ - Geometry.prototype.destroy = function () { - this.dispose(); - this.buffers = null; - this.indexBuffer = null; - this.attributes = null; + return (this.points.length < GraphicsGeometry.BATCHABLE_SIZE * 2); }; - /** - * Returns a clone of the geometry. - * @returns - A new clone of this geometry. - */ - Geometry.prototype.clone = function () { - var geometry = new Geometry(); - for (var i = 0; i < this.buffers.length; i++) { - geometry.buffers[i] = new Buffer(this.buffers[i].data.slice(0)); - } - for (var i in this.attributes) { - var attrib = this.attributes[i]; - geometry.attributes[i] = new Attribute(attrib.buffer, attrib.size, attrib.normalized, attrib.type, attrib.stride, attrib.start, attrib.instance); + /** Converts intermediate batches data to drawCalls. */ + GraphicsGeometry.prototype.buildDrawCalls = function () { + var TICK = ++BaseTexture._globalBatch; + for (var i = 0; i < this.drawCalls.length; i++) { + this.drawCalls[i].texArray.clear(); + DRAW_CALL_POOL.push(this.drawCalls[i]); } - if (this.indexBuffer) { - geometry.indexBuffer = geometry.buffers[this.buffers.indexOf(this.indexBuffer)]; - geometry.indexBuffer.type = BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER; + this.drawCalls.length = 0; + var colors = this.colors; + var textureIds = this.textureIds; + var currentGroup = DRAW_CALL_POOL.pop(); + if (!currentGroup) { + currentGroup = new BatchDrawCall(); + currentGroup.texArray = new BatchTextureArray(); } - return geometry; - }; - /** - * Merges an array of geometries into a new single one. - * - * Geometry attribute styles must match for this operation to work. - * @param geometries - array of geometries to merge - * @returns - Shiny new geometry! - */ - Geometry.merge = function (geometries) { - // todo add a geometry check! - // also a size check.. cant be too big!] - var geometryOut = new Geometry(); - var arrays = []; - var sizes = []; - var offsets = []; - var geometry; - // pass one.. get sizes.. - for (var i = 0; i < geometries.length; i++) { - geometry = geometries[i]; - for (var j = 0; j < geometry.buffers.length; j++) { - sizes[j] = sizes[j] || 0; - sizes[j] += geometry.buffers[j].data.length; - offsets[j] = 0; + currentGroup.texArray.count = 0; + currentGroup.start = 0; + currentGroup.size = 0; + currentGroup.type = DRAW_MODES.TRIANGLES; + var textureCount = 0; + var currentTexture = null; + var textureId = 0; + var native = false; + var drawMode = DRAW_MODES.TRIANGLES; + var index = 0; + this.drawCalls.push(currentGroup); + // TODO - this can be simplified + for (var i = 0; i < this.batches.length; i++) { + var data = this.batches[i]; + // TODO add some full on MAX_TEXTURE CODE.. + var MAX_TEXTURES = 8; + // Forced cast for checking `native` without errors + var style = data.style; + var nextTexture = style.texture.baseTexture; + if (native !== !!style.native) { + native = !!style.native; + drawMode = native ? DRAW_MODES.LINES : DRAW_MODES.TRIANGLES; + // force the batch to break! + currentTexture = null; + textureCount = MAX_TEXTURES; + TICK++; + } + if (currentTexture !== nextTexture) { + currentTexture = nextTexture; + if (nextTexture._batchEnabled !== TICK) { + if (textureCount === MAX_TEXTURES) { + TICK++; + textureCount = 0; + if (currentGroup.size > 0) { + currentGroup = DRAW_CALL_POOL.pop(); + if (!currentGroup) { + currentGroup = new BatchDrawCall(); + currentGroup.texArray = new BatchTextureArray(); + } + this.drawCalls.push(currentGroup); + } + currentGroup.start = index; + currentGroup.size = 0; + currentGroup.texArray.count = 0; + currentGroup.type = drawMode; + } + // TODO add this to the render part.. + // Hack! Because texture has protected `touched` + nextTexture.touched = 1; // touch; + nextTexture._batchEnabled = TICK; + nextTexture._batchLocation = textureCount; + nextTexture.wrapMode = WRAP_MODES.REPEAT; + currentGroup.texArray.elements[currentGroup.texArray.count++] = nextTexture; + textureCount++; + } } + currentGroup.size += data.size; + index += data.size; + textureId = nextTexture._batchLocation; + this.addColors(colors, style.color, style.alpha, data.attribSize, data.attribStart); + this.addTextureIds(textureIds, textureId, data.attribSize, data.attribStart); } - // build the correct size arrays.. - for (var i = 0; i < geometry.buffers.length; i++) { - // TODO types! - arrays[i] = new map[getBufferType(geometry.buffers[i].data)](sizes[i]); - geometryOut.buffers[i] = new Buffer(arrays[i]); + BaseTexture._globalBatch = TICK; + // upload.. + // merge for now! + this.packAttributes(); + }; + /** Packs attributes to single buffer. */ + GraphicsGeometry.prototype.packAttributes = function () { + var verts = this.points; + var uvs = this.uvs; + var colors = this.colors; + var textureIds = this.textureIds; + // verts are 2 positions.. so we * by 3 as there are 6 properties.. then 4 cos its bytes + var glPoints = new ArrayBuffer(verts.length * 3 * 4); + var f32 = new Float32Array(glPoints); + var u32 = new Uint32Array(glPoints); + var p = 0; + for (var i = 0; i < verts.length / 2; i++) { + f32[p++] = verts[i * 2]; + f32[p++] = verts[(i * 2) + 1]; + f32[p++] = uvs[i * 2]; + f32[p++] = uvs[(i * 2) + 1]; + u32[p++] = colors[i]; + f32[p++] = textureIds[i]; } - // pass to set data.. - for (var i = 0; i < geometries.length; i++) { - geometry = geometries[i]; - for (var j = 0; j < geometry.buffers.length; j++) { - arrays[j].set(geometry.buffers[j].data, offsets[j]); - offsets[j] += geometry.buffers[j].data.length; - } + this._buffer.update(glPoints); + this._indexBuffer.update(this.indicesUint16); + }; + /** + * Process fill part of Graphics. + * @param data + */ + GraphicsGeometry.prototype.processFill = function (data) { + if (data.holes.length) { + buildPoly.triangulate(data, this); } - geometryOut.attributes = geometry.attributes; - if (geometry.indexBuffer) { - geometryOut.indexBuffer = geometryOut.buffers[geometry.buffers.indexOf(geometry.indexBuffer)]; - geometryOut.indexBuffer.type = BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER; - var offset = 0; - var stride = 0; - var offset2 = 0; - var bufferIndexToCount = 0; - // get a buffer - for (var i = 0; i < geometry.buffers.length; i++) { - if (geometry.buffers[i] !== geometry.indexBuffer) { - bufferIndexToCount = i; - break; - } - } - // figure out the stride of one buffer.. - for (var i in geometry.attributes) { - var attribute = geometry.attributes[i]; - if ((attribute.buffer | 0) === bufferIndexToCount) { - stride += ((attribute.size * byteSizeMap$1[attribute.type]) / 4); - } - } - // time to off set all indexes.. - for (var i = 0; i < geometries.length; i++) { - var indexBufferData = geometries[i].indexBuffer.data; - for (var j = 0; j < indexBufferData.length; j++) { - geometryOut.indexBuffer.data[j + offset2] += offset; - } - offset += geometries[i].buffers[bufferIndexToCount].data.length / (stride); - offset2 += indexBufferData.length; + else { + var command = FILL_COMMANDS[data.type]; + command.triangulate(data, this); + } + }; + /** + * Process line part of Graphics. + * @param data + */ + GraphicsGeometry.prototype.processLine = function (data) { + buildLine(data, this); + for (var i = 0; i < data.holes.length; i++) { + buildLine(data.holes[i], this); + } + }; + /** + * Process the holes data. + * @param holes + */ + GraphicsGeometry.prototype.processHoles = function (holes) { + for (var i = 0; i < holes.length; i++) { + var hole = holes[i]; + var command = FILL_COMMANDS[hole.type]; + command.build(hole); + if (hole.matrix) { + this.transformPoints(hole.points, hole.matrix); } } - return geometryOut; }; - return Geometry; - }()); - - /** - * Helper class to create a quad - * @memberof PIXI - */ - var Quad = /** @class */ (function (_super) { - __extends$k(Quad, _super); - function Quad() { - var _this = _super.call(this) || this; - _this.addAttribute('aVertexPosition', new Float32Array([ - 0, 0, - 1, 0, - 1, 1, - 0, 1 ])) - .addIndex([0, 1, 3, 2]); - return _this; - } - return Quad; - }(Geometry)); - - /** - * Helper class to create a quad with uvs like in v4 - * @memberof PIXI - */ - var QuadUv = /** @class */ (function (_super) { - __extends$k(QuadUv, _super); - function QuadUv() { - var _this = _super.call(this) || this; - _this.vertices = new Float32Array([ - -1, -1, - 1, -1, - 1, 1, - -1, 1 ]); - _this.uvs = new Float32Array([ - 0, 0, - 1, 0, - 1, 1, - 0, 1 ]); - _this.vertexBuffer = new Buffer(_this.vertices); - _this.uvBuffer = new Buffer(_this.uvs); - _this.addAttribute('aVertexPosition', _this.vertexBuffer) - .addAttribute('aTextureCoord', _this.uvBuffer) - .addIndex([0, 1, 2, 0, 2, 3]); - return _this; - } + /** Update the local bounds of the object. Expensive to use performance-wise. */ + GraphicsGeometry.prototype.calculateBounds = function () { + var bounds = this._bounds; + bounds.clear(); + bounds.addVertexData(this.points, 0, this.points.length); + bounds.pad(this.boundsPadding, this.boundsPadding); + }; /** - * Maps two Rectangle to the quad. - * @param targetTextureFrame - The first rectangle - * @param destinationFrame - The second rectangle - * @returns - Returns itself. + * Transform points using matrix. + * @param points - Points to transform + * @param matrix - Transform matrix */ - QuadUv.prototype.map = function (targetTextureFrame, destinationFrame) { - var x = 0; // destinationFrame.x / targetTextureFrame.width; - var y = 0; // destinationFrame.y / targetTextureFrame.height; - this.uvs[0] = x; - this.uvs[1] = y; - this.uvs[2] = x + (destinationFrame.width / targetTextureFrame.width); - this.uvs[3] = y; - this.uvs[4] = x + (destinationFrame.width / targetTextureFrame.width); - this.uvs[5] = y + (destinationFrame.height / targetTextureFrame.height); - this.uvs[6] = x; - this.uvs[7] = y + (destinationFrame.height / targetTextureFrame.height); - x = destinationFrame.x; - y = destinationFrame.y; - this.vertices[0] = x; - this.vertices[1] = y; - this.vertices[2] = x + destinationFrame.width; - this.vertices[3] = y; - this.vertices[4] = x + destinationFrame.width; - this.vertices[5] = y + destinationFrame.height; - this.vertices[6] = x; - this.vertices[7] = y + destinationFrame.height; - this.invalidate(); - return this; + GraphicsGeometry.prototype.transformPoints = function (points, matrix) { + for (var i = 0; i < points.length / 2; i++) { + var x = points[(i * 2)]; + var y = points[(i * 2) + 1]; + points[(i * 2)] = (matrix.a * x) + (matrix.c * y) + matrix.tx; + points[(i * 2) + 1] = (matrix.b * x) + (matrix.d * y) + matrix.ty; + } }; /** - * Legacy upload method, just marks buffers dirty. - * @returns - Returns itself. + * Add colors. + * @param colors - List of colors to add to + * @param color - Color to add + * @param alpha - Alpha to use + * @param size - Number of colors to add + * @param offset */ - QuadUv.prototype.invalidate = function () { - this.vertexBuffer._updateID++; - this.uvBuffer._updateID++; - return this; + GraphicsGeometry.prototype.addColors = function (colors, color, alpha, size, offset) { + if (offset === void 0) { offset = 0; } + // TODO use the premultiply bits Ivan added + var rgb = (color >> 16) + (color & 0xff00) + ((color & 0xff) << 16); + var rgba = premultiplyTint(rgb, alpha); + colors.length = Math.max(colors.length, offset + size); + for (var i = 0; i < size; i++) { + colors[offset + i] = rgba; + } }; - return QuadUv; - }(Geometry)); - - var UID$2 = 0; - /** - * Uniform group holds uniform map and some ID's for work - * - * `UniformGroup` has two modes: - * - * 1: Normal mode - * Normal mode will upload the uniforms with individual function calls as required - * - * 2: Uniform buffer mode - * This mode will treat the uniforms as a uniform buffer. You can pass in either a buffer that you manually handle, or - * or a generic object that PixiJS will automatically map to a buffer for you. - * For maximum benefits, make Ubo UniformGroups static, and only update them each frame. - * - * Rules of UBOs: - * - UBOs only work with WebGL2, so make sure you have a fallback! - * - Only floats are supported (including vec[2,3,4], mat[2,3,4]) - * - Samplers cannot be used in ubo's (a GPU limitation) - * - You must ensure that the object you pass in exactly matches in the shader ubo structure. - * Otherwise, weirdness will ensue! - * - The name of the ubo object added to the group must match exactly the name of the ubo in the shader. - * - * ``` - * // ubo in shader: - * uniform myCoolData { // declaring a ubo.. - * mat4 uCoolMatrix; - * float uFloatyMcFloatFace - * - * - * // a new uniform buffer object.. - * const myCoolData = new UniformBufferGroup({ - * uCoolMatrix: new Matrix(), - * uFloatyMcFloatFace: 23, - * }} - * - * // build a shader... - * const shader = Shader.from(srcVert, srcFrag, { - * myCoolData // name matches the ubo name in the shader. will be processed accordingly. - * }) - * - * ``` - * @memberof PIXI - */ - var UniformGroup = /** @class */ (function () { /** - * @param {object | Buffer} [uniforms] - Custom uniforms to use to augment the built-in ones. Or a pixi buffer. - * @param isStatic - Uniforms wont be changed after creation. - * @param isUbo - If true, will treat this uniform group as a uniform buffer object. + * Add texture id that the shader/fragment wants to use. + * @param textureIds + * @param id + * @param size + * @param offset */ - function UniformGroup(uniforms, isStatic, isUbo) { - this.group = true; - // lets generate this when the shader ? - this.syncUniforms = {}; - this.dirtyId = 0; - this.id = UID$2++; - this.static = !!isStatic; - this.ubo = !!isUbo; - if (uniforms instanceof Buffer) { - this.buffer = uniforms; - this.buffer.type = BUFFER_TYPE$8.UNIFORM_BUFFER; - this.autoManage = false; - this.ubo = true; + GraphicsGeometry.prototype.addTextureIds = function (textureIds, id, size, offset) { + if (offset === void 0) { offset = 0; } + textureIds.length = Math.max(textureIds.length, offset + size); + for (var i = 0; i < size; i++) { + textureIds[offset + i] = id; } - else { - this.uniforms = uniforms; - if (this.ubo) { - this.buffer = new Buffer(new Float32Array(1)); - this.buffer.type = BUFFER_TYPE$8.UNIFORM_BUFFER; - this.autoManage = true; + }; + /** + * Generates the UVs for a shape. + * @param verts - Vertices + * @param uvs - UVs + * @param texture - Reference to Texture + * @param start - Index buffer start index. + * @param size - The size/length for index buffer. + * @param matrix - Optional transform for all points. + */ + GraphicsGeometry.prototype.addUvs = function (verts, uvs, texture, start, size, matrix) { + if (matrix === void 0) { matrix = null; } + var index = 0; + var uvsStart = uvs.length; + var frame = texture.frame; + while (index < size) { + var x = verts[(start + index) * 2]; + var y = verts[((start + index) * 2) + 1]; + if (matrix) { + var nx = (matrix.a * x) + (matrix.c * y) + matrix.tx; + y = (matrix.b * x) + (matrix.d * y) + matrix.ty; + x = nx; } + index++; + uvs.push(x / frame.width, y / frame.height); } - } - UniformGroup.prototype.update = function () { - this.dirtyId++; - if (!this.autoManage && this.buffer) { - this.buffer.update(); + var baseTexture = texture.baseTexture; + if (frame.width < baseTexture.width + || frame.height < baseTexture.height) { + this.adjustUvs(uvs, texture, uvsStart, size); } }; - UniformGroup.prototype.add = function (name, uniforms, _static) { - if (!this.ubo) { - this.uniforms[name] = new UniformGroup(uniforms, _static); + /** + * Modify uvs array according to position of texture region + * Does not work with rotated or trimmed textures + * @param uvs - array + * @param texture - region + * @param start - starting index for uvs + * @param size - how many points to adjust + */ + GraphicsGeometry.prototype.adjustUvs = function (uvs, texture, start, size) { + var baseTexture = texture.baseTexture; + var eps = 1e-6; + var finish = start + (size * 2); + var frame = texture.frame; + var scaleX = frame.width / baseTexture.width; + var scaleY = frame.height / baseTexture.height; + var offsetX = frame.x / frame.width; + var offsetY = frame.y / frame.height; + var minX = Math.floor(uvs[start] + eps); + var minY = Math.floor(uvs[start + 1] + eps); + for (var i = start + 2; i < finish; i += 2) { + minX = Math.min(minX, Math.floor(uvs[i] + eps)); + minY = Math.min(minY, Math.floor(uvs[i + 1] + eps)); } - else { - // eslint-disable-next-line max-len - throw new Error('[UniformGroup] uniform groups in ubo mode cannot be modified, or have uniform groups nested in them'); + offsetX -= minX; + offsetY -= minY; + for (var i = start; i < finish; i += 2) { + uvs[i] = (uvs[i] + offsetX) * scaleX; + uvs[i + 1] = (uvs[i + 1] + offsetY) * scaleY; } }; - UniformGroup.from = function (uniforms, _static, _ubo) { - return new UniformGroup(uniforms, _static, _ubo); - }; /** - * A short hand function for creating a static UBO UniformGroup. - * @param uniforms - the ubo item - * @param _static - should this be updated each time it is used? defaults to true here! + * The maximum number of points to consider an object "batchable", + * able to be batched by the renderer's batch system. + \ */ - UniformGroup.uboFrom = function (uniforms, _static) { - return new UniformGroup(uniforms, _static !== null && _static !== void 0 ? _static : true, true); - }; - return UniformGroup; - }()); + GraphicsGeometry.BATCHABLE_SIZE = 100; + return GraphicsGeometry; + }(BatchGeometry)); /** - * System plugin to the renderer to manage filter states. - * @ignore + * Represents the line style for Graphics. + * @memberof PIXI */ - var FilterState = /** @class */ (function () { - function FilterState() { - this.renderTexture = null; - this.target = null; - this.legacy = false; - this.resolution = 1; - this.multisample = MSAA_QUALITY$8.NONE; - // next three fields are created only for root - // re-assigned for everything else - this.sourceFrame = new Rectangle$2(); - this.destinationFrame = new Rectangle$2(); - this.bindingSourceFrame = new Rectangle$2(); - this.bindingDestinationFrame = new Rectangle$2(); - this.filters = []; - this.transform = null; + var LineStyle = /** @class */ (function (_super) { + __extends$e(LineStyle, _super); + function LineStyle() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** The width (thickness) of any lines drawn. */ + _this.width = 0; + /** The alignment of any lines drawn (0.5 = middle, 1 = outer, 0 = inner). WebGL only. */ + _this.alignment = 0.5; + /** If true the lines will be draw using LINES instead of TRIANGLE_STRIP. */ + _this.native = false; + /** + * Line cap style. + * @member {PIXI.LINE_CAP} + * @default PIXI.LINE_CAP.BUTT + */ + _this.cap = LINE_CAP.BUTT; + /** + * Line join style. + * @member {PIXI.LINE_JOIN} + * @default PIXI.LINE_JOIN.MITER + */ + _this.join = LINE_JOIN.MITER; + /** Miter limit. */ + _this.miterLimit = 10; + return _this; } - /** Clears the state */ - FilterState.prototype.clear = function () { - this.target = null; - this.filters = null; - this.renderTexture = null; + /** Clones the object. */ + LineStyle.prototype.clone = function () { + var obj = new LineStyle(); + obj.color = this.color; + obj.alpha = this.alpha; + obj.texture = this.texture; + obj.matrix = this.matrix; + obj.visible = this.visible; + obj.width = this.width; + obj.alignment = this.alignment; + obj.native = this.native; + obj.cap = this.cap; + obj.join = this.join; + obj.miterLimit = this.miterLimit; + return obj; }; - return FilterState; - }()); - - var tempPoints$2 = [new Point$2(), new Point$2(), new Point$2(), new Point$2()]; - var tempMatrix$2 = new Matrix$2(); - /** - * System plugin to the renderer to manage filters. - * - * ## Pipeline - * - * The FilterSystem executes the filtering pipeline by rendering the display-object into a texture, applying its - * [filters]{@link PIXI.Filter} in series, and the last filter outputs into the final render-target. - * - * The filter-frame is the rectangle in world space being filtered, and those contents are mapped into - * `(0, 0, filterFrame.width, filterFrame.height)` into the filter render-texture. The filter-frame is also called - * the source-frame, as it is used to bind the filter render-textures. The last filter outputs to the `filterFrame` - * in the final render-target. - * - * ## Usage + /** Reset the line style to default. */ + LineStyle.prototype.reset = function () { + _super.prototype.reset.call(this); + // Override default line style color + this.color = 0x0; + this.alignment = 0.5; + this.width = 0; + this.native = false; + }; + return LineStyle; + }(FillStyle)); + + var temp = new Float32Array(3); + // a default shaders map used by graphics.. + var DEFAULT_SHADERS = {}; + /** + * The Graphics class is primarily used to render primitive shapes such as lines, circles and + * rectangles to the display, and to color and fill them. However, you can also use a Graphics + * object to build a list of primitives to use as a mask, or as a complex hitArea. * - * {@link PIXI.Container#renderAdvanced} is an example of how to use the filter system. It is a 3 step process: + * Please note that due to legacy naming conventions, the behavior of some functions in this class + * can be confusing. Each call to `drawRect()`, `drawPolygon()`, etc. actually stores that primitive + * in the Geometry class's GraphicsGeometry object for later use in rendering or hit testing - the + * functions do not directly draw anything to the screen. Similarly, the `clear()` function doesn't + * change the screen, it simply resets the list of primitives, which can be useful if you want to + * rebuild the contents of an existing Graphics object. * - * **push**: Use {@link PIXI.FilterSystem#push} to push the set of filters to be applied on a filter-target. - * **render**: Render the contents to be filtered using the renderer. The filter-system will only capture the contents - * inside the bounds of the filter-target. NOTE: Using {@link PIXI.Renderer#render} is - * illegal during an existing render cycle, and it may reset the filter system. - * **pop**: Use {@link PIXI.FilterSystem#pop} to pop & execute the filters you initially pushed. It will apply them - * serially and output to the bounds of the filter-target. + * Once a GraphicsGeometry list is built, you can re-use it in other Geometry objects as + * an optimization, by passing it into a new Geometry object's constructor. Because of this + * ability, it's important to call `destroy()` on Geometry objects once you are done with them, to + * properly dereference each GraphicsGeometry and prevent memory leaks. * @memberof PIXI */ - var FilterSystem = /** @class */ (function () { + var Graphics = /** @class */ (function (_super) { + __extends$e(Graphics, _super); /** - * @param renderer - The renderer this System works for. + * @param geometry - Geometry to use, if omitted will create a new GraphicsGeometry instance. */ - function FilterSystem(renderer) { - this.renderer = renderer; - this.defaultFilterStack = [{}]; - this.texturePool = new RenderTexturePool(); - this.texturePool.setScreenSize(renderer.view); - this.statePool = []; - this.quad = new Quad(); - this.quadUv = new QuadUv(); - this.tempRect = new Rectangle$2(); - this.activeState = {}; - this.globalUniforms = new UniformGroup({ - outputFrame: new Rectangle$2(), - inputSize: new Float32Array(4), - inputPixel: new Float32Array(4), - inputClamp: new Float32Array(4), - resolution: 1, - // legacy variables - filterArea: new Float32Array(4), - filterClamp: new Float32Array(4), - }, true); - this.forceClear = false; - this.useMaxPadding = false; + function Graphics(geometry) { + if (geometry === void 0) { geometry = null; } + var _this = _super.call(this) || this; + /** + * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU. + * Can be shared between multiple Graphics objects. + */ + _this.shader = null; + /** Renderer plugin for batching */ + _this.pluginName = 'batch'; + /** + * Current path + * @readonly + */ + _this.currentPath = null; + /** A collections of batches! These can be drawn by the renderer batch system. */ + _this.batches = []; + /** Update dirty for limiting calculating tints for batches. */ + _this.batchTint = -1; + /** Update dirty for limiting calculating batches.*/ + _this.batchDirty = -1; + /** Copy of the object vertex data. */ + _this.vertexData = null; + /** Current fill style. */ + _this._fillStyle = new FillStyle(); + /** Current line style. */ + _this._lineStyle = new LineStyle(); + /** Current shape transform matrix. */ + _this._matrix = null; + /** Current hole mode is enabled. */ + _this._holeMode = false; + /** + * Represents the WebGL state the Graphics required to render, excludes shader and geometry. E.g., + * blend mode, culling, depth testing, direction of rendering triangles, backface, etc. + */ + _this.state = State.for2d(); + _this._geometry = geometry || new GraphicsGeometry(); + _this._geometry.refCount++; + /** + * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite. + * This is useful if your graphics element does not change often, as it will speed up the rendering + * of the object in exchange for taking up texture memory. It is also useful if you need the graphics + * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if + * you are constantly redrawing the graphics element. + * @name cacheAsBitmap + * @member {boolean} + * @memberof PIXI.Graphics# + * @default false + */ + _this._transformID = -1; + // Set default + _this.tint = 0xFFFFFF; + _this.blendMode = BLEND_MODES.NORMAL; + return _this; } + Object.defineProperty(Graphics.prototype, "geometry", { + /** + * Includes vertex positions, face indices, normals, colors, UVs, and + * custom attributes within buffers, reducing the cost of passing all + * this data to the GPU. Can be shared between multiple Mesh or Graphics objects. + * @readonly + */ + get: function () { + return this._geometry; + }, + enumerable: false, + configurable: true + }); /** - * Pushes a set of filters to be applied later to the system. This will redirect further rendering into an - * input render-texture for the rest of the filtering pipeline. - * @param {PIXI.DisplayObject} target - The target of the filter to render. - * @param filters - The filters to apply. + * Creates a new Graphics object with the same values as this one. + * Note that only the geometry of the object is cloned, not its transform (position,scale,etc) + * @returns - A clone of the graphics object */ - FilterSystem.prototype.push = function (target, filters) { - var _a, _b; - var renderer = this.renderer; - var filterStack = this.defaultFilterStack; - var state = this.statePool.pop() || new FilterState(); - var renderTextureSystem = this.renderer.renderTexture; - var resolution = filters[0].resolution; - var multisample = filters[0].multisample; - var padding = filters[0].padding; - var autoFit = filters[0].autoFit; - // We don't know whether it's a legacy filter until it was bound for the first time, - // therefore we have to assume that it is if legacy is undefined. - var legacy = (_a = filters[0].legacy) !== null && _a !== void 0 ? _a : true; - for (var i = 1; i < filters.length; i++) { - var filter = filters[i]; - // let's use the lowest resolution - resolution = Math.min(resolution, filter.resolution); - // let's use the lowest number of samples - multisample = Math.min(multisample, filter.multisample); - // figure out the padding required for filters - padding = this.useMaxPadding - // old behavior: use largest amount of padding! - ? Math.max(padding, filter.padding) - // new behavior: sum the padding - : padding + filter.padding; - // only auto fit if all filters are autofit - autoFit = autoFit && filter.autoFit; - legacy = legacy || ((_b = filter.legacy) !== null && _b !== void 0 ? _b : true); - } - if (filterStack.length === 1) { - this.defaultFilterStack[0].renderTexture = renderTextureSystem.current; - } - filterStack.push(state); - state.resolution = resolution; - state.multisample = multisample; - state.legacy = legacy; - state.target = target; - state.sourceFrame.copyFrom(target.filterArea || target.getBounds(true)); - state.sourceFrame.pad(padding); - var sourceFrameProjected = this.tempRect.copyFrom(renderTextureSystem.sourceFrame); - // Project source frame into world space (if projection is applied) - if (renderer.projection.transform) { - this.transformAABB(tempMatrix$2.copyFrom(renderer.projection.transform).invert(), sourceFrameProjected); - } - if (autoFit) { - state.sourceFrame.fit(sourceFrameProjected); - if (state.sourceFrame.width <= 0 || state.sourceFrame.height <= 0) { - state.sourceFrame.width = 0; - state.sourceFrame.height = 0; - } - } - else if (!state.sourceFrame.intersects(sourceFrameProjected)) { - state.sourceFrame.width = 0; - state.sourceFrame.height = 0; + Graphics.prototype.clone = function () { + this.finishPoly(); + return new Graphics(this._geometry); + }; + Object.defineProperty(Graphics.prototype, "blendMode", { + get: function () { + return this.state.blendMode; + }, + /** + * The blend mode to be applied to the graphic shape. Apply a value of + * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. Note that, since each + * primitive in the GraphicsGeometry list is rendered sequentially, modes + * such as `PIXI.BLEND_MODES.ADD` and `PIXI.BLEND_MODES.MULTIPLY` will + * be applied per-primitive. + * @default PIXI.BLEND_MODES.NORMAL + */ + set: function (value) { + this.state.blendMode = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Graphics.prototype, "tint", { + /** + * The tint applied to each graphic shape. This is a hex value. A value of + * 0xFFFFFF will remove any tint effect. + * @default 0xFFFFFF + */ + get: function () { + return this._tint; + }, + set: function (value) { + this._tint = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Graphics.prototype, "fill", { + /** + * The current fill style. + * @readonly + */ + get: function () { + return this._fillStyle; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Graphics.prototype, "line", { + /** + * The current line style. + * @readonly + */ + get: function () { + return this._lineStyle; + }, + enumerable: false, + configurable: true + }); + Graphics.prototype.lineStyle = function (options, color, alpha, alignment, native) { + if (options === void 0) { options = null; } + if (color === void 0) { color = 0x0; } + if (alpha === void 0) { alpha = 1; } + if (alignment === void 0) { alignment = 0.5; } + if (native === void 0) { native = false; } + // Support non-object params: (width, color, alpha, alignment, native) + if (typeof options === 'number') { + options = { width: options, color: color, alpha: alpha, alignment: alignment, native: native }; } - // Round sourceFrame in screen space based on render-texture. - this.roundFrame(state.sourceFrame, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform); - state.renderTexture = this.getOptimalFilterTexture(state.sourceFrame.width, state.sourceFrame.height, resolution, multisample); - state.filters = filters; - state.destinationFrame.width = state.renderTexture.width; - state.destinationFrame.height = state.renderTexture.height; - var destinationFrame = this.tempRect; - destinationFrame.x = 0; - destinationFrame.y = 0; - destinationFrame.width = state.sourceFrame.width; - destinationFrame.height = state.sourceFrame.height; - state.renderTexture.filterFrame = state.sourceFrame; - state.bindingSourceFrame.copyFrom(renderTextureSystem.sourceFrame); - state.bindingDestinationFrame.copyFrom(renderTextureSystem.destinationFrame); - state.transform = renderer.projection.transform; - renderer.projection.transform = null; - renderTextureSystem.bind(state.renderTexture, state.sourceFrame, destinationFrame); - renderer.framebuffer.clear(0, 0, 0, 0); + return this.lineTextureStyle(options); }; - /** Pops off the filter and applies it. */ - FilterSystem.prototype.pop = function () { - var filterStack = this.defaultFilterStack; - var state = filterStack.pop(); - var filters = state.filters; - this.activeState = state; - var globalUniforms = this.globalUniforms.uniforms; - globalUniforms.outputFrame = state.sourceFrame; - globalUniforms.resolution = state.resolution; - var inputSize = globalUniforms.inputSize; - var inputPixel = globalUniforms.inputPixel; - var inputClamp = globalUniforms.inputClamp; - inputSize[0] = state.destinationFrame.width; - inputSize[1] = state.destinationFrame.height; - inputSize[2] = 1.0 / inputSize[0]; - inputSize[3] = 1.0 / inputSize[1]; - inputPixel[0] = Math.round(inputSize[0] * state.resolution); - inputPixel[1] = Math.round(inputSize[1] * state.resolution); - inputPixel[2] = 1.0 / inputPixel[0]; - inputPixel[3] = 1.0 / inputPixel[1]; - inputClamp[0] = 0.5 * inputPixel[2]; - inputClamp[1] = 0.5 * inputPixel[3]; - inputClamp[2] = (state.sourceFrame.width * inputSize[2]) - (0.5 * inputPixel[2]); - inputClamp[3] = (state.sourceFrame.height * inputSize[3]) - (0.5 * inputPixel[3]); - // only update the rect if its legacy.. - if (state.legacy) { - var filterArea = globalUniforms.filterArea; - filterArea[0] = state.destinationFrame.width; - filterArea[1] = state.destinationFrame.height; - filterArea[2] = state.sourceFrame.x; - filterArea[3] = state.sourceFrame.y; - globalUniforms.filterClamp = globalUniforms.inputClamp; + /** + * Like line style but support texture for line fill. + * @param [options] - Collection of options for setting line style. + * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style + * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to use + * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style. + * Default 0xFFFFFF if texture present. + * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style + * @param {PIXI.Matrix} [options.matrix=null] - Texture matrix to transform texture + * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outer). + * WebGL only. + * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP + * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style + * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style + * @param {number}[options.miterLimit=10] - miter limit ratio + * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.lineTextureStyle = function (options) { + // Apply defaults + options = Object.assign({ + width: 0, + texture: Texture.WHITE, + color: (options && options.texture) ? 0xFFFFFF : 0x0, + alpha: 1, + matrix: null, + alignment: 0.5, + native: false, + cap: LINE_CAP.BUTT, + join: LINE_JOIN.MITER, + miterLimit: 10, + }, options); + if (this.currentPath) { + this.startPoly(); } - this.globalUniforms.update(); - var lastState = filterStack[filterStack.length - 1]; - this.renderer.framebuffer.blit(); - if (filters.length === 1) { - filters[0].apply(this, state.renderTexture, lastState.renderTexture, CLEAR_MODES$8.BLEND, state); - this.returnFilterTexture(state.renderTexture); + var visible = options.width > 0 && options.alpha > 0; + if (!visible) { + this._lineStyle.reset(); } else { - var flip = state.renderTexture; - var flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution); - flop.filterFrame = flip.filterFrame; - var i = 0; - for (i = 0; i < filters.length - 1; ++i) { - if (i === 1 && state.multisample > 1) { - flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution); - flop.filterFrame = flip.filterFrame; - } - filters[i].apply(this, flip, flop, CLEAR_MODES$8.CLEAR, state); - var t = flip; - flip = flop; - flop = t; - } - filters[i].apply(this, flip, lastState.renderTexture, CLEAR_MODES$8.BLEND, state); - if (i > 1 && state.multisample > 1) { - this.returnFilterTexture(state.renderTexture); + if (options.matrix) { + options.matrix = options.matrix.clone(); + options.matrix.invert(); } - this.returnFilterTexture(flip); - this.returnFilterTexture(flop); + Object.assign(this._lineStyle, { visible: visible }, options); } - // lastState.renderTexture is blitted when lastState is popped - state.clear(); - this.statePool.push(state); + return this; }; /** - * Binds a renderTexture with corresponding `filterFrame`, clears it if mode corresponds. - * @param filterTexture - renderTexture to bind, should belong to filter pool or filter stack - * @param clearMode - clearMode, by default its CLEAR/YES. See {@link PIXI.CLEAR_MODES} + * Start a polygon object internally. + * @protected */ - FilterSystem.prototype.bindAndClear = function (filterTexture, clearMode) { - if (clearMode === void 0) { clearMode = CLEAR_MODES$8.CLEAR; } - var _a = this.renderer, renderTextureSystem = _a.renderTexture, stateSystem = _a.state; - if (filterTexture === this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) { - // Restore projection transform if rendering into the output render-target. - this.renderer.projection.transform = this.activeState.transform; + Graphics.prototype.startPoly = function () { + if (this.currentPath) { + var points = this.currentPath.points; + var len = this.currentPath.points.length; + if (len > 2) { + this.drawShape(this.currentPath); + this.currentPath = new Polygon(); + this.currentPath.closeStroke = false; + this.currentPath.points.push(points[len - 2], points[len - 1]); + } } else { - // Prevent projection within filtering pipeline. - this.renderer.projection.transform = null; - } - if (filterTexture && filterTexture.filterFrame) { - var destinationFrame = this.tempRect; - destinationFrame.x = 0; - destinationFrame.y = 0; - destinationFrame.width = filterTexture.filterFrame.width; - destinationFrame.height = filterTexture.filterFrame.height; - renderTextureSystem.bind(filterTexture, filterTexture.filterFrame, destinationFrame); + this.currentPath = new Polygon(); + this.currentPath.closeStroke = false; } - else if (filterTexture !== this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) { - renderTextureSystem.bind(filterTexture); + }; + /** + * Finish the polygon object. + * @protected + */ + Graphics.prototype.finishPoly = function () { + if (this.currentPath) { + if (this.currentPath.points.length > 2) { + this.drawShape(this.currentPath); + this.currentPath = null; + } + else { + this.currentPath.points.length = 0; + } } - else { - // Restore binding for output render-target. - this.renderer.renderTexture.bind(filterTexture, this.activeState.bindingSourceFrame, this.activeState.bindingDestinationFrame); + }; + /** + * Moves the current drawing position to x, y. + * @param x - the X coordinate to move to + * @param y - the Y coordinate to move to + * @returns - This Graphics object. Good for chaining method calls + */ + Graphics.prototype.moveTo = function (x, y) { + this.startPoly(); + this.currentPath.points[0] = x; + this.currentPath.points[1] = y; + return this; + }; + /** + * Draws a line using the current line style from the current drawing position to (x, y); + * The current drawing position is then set to (x, y). + * @param x - the X coordinate to draw to + * @param y - the Y coordinate to draw to + * @returns - This Graphics object. Good for chaining method calls + */ + Graphics.prototype.lineTo = function (x, y) { + if (!this.currentPath) { + this.moveTo(0, 0); } - // Clear the texture in BLIT mode if blending is disabled or the forceClear flag is set. The blending - // is stored in the 0th bit of the state. - var autoClear = (stateSystem.stateId & 1) || this.forceClear; - if (clearMode === CLEAR_MODES$8.CLEAR - || (clearMode === CLEAR_MODES$8.BLIT && autoClear)) { - // Use framebuffer.clear because we want to clear the whole filter texture, not just the filtering - // area over which the shaders are run. This is because filters may sampling outside of it (e.g. blur) - // instead of clamping their arithmetic. - this.renderer.framebuffer.clear(0, 0, 0, 0); + // remove duplicates.. + var points = this.currentPath.points; + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + if (fromX !== x || fromY !== y) { + points.push(x, y); } + return this; }; /** - * Draws a filter using the default rendering process. - * - * This should be called only by {@link Filter#apply}. - * @param filter - The filter to draw. - * @param input - The input render target. - * @param output - The target to output to. - * @param clearMode - Should the output be cleared before rendering to it + * Initialize the curve + * @param x + * @param y */ - FilterSystem.prototype.applyFilter = function (filter, input, output, clearMode) { - var renderer = this.renderer; - // Set state before binding, so bindAndClear gets the blend mode. - renderer.state.set(filter.state); - this.bindAndClear(output, clearMode); - // set the uniforms.. - filter.uniforms.uSampler = input; - filter.uniforms.filterGlobals = this.globalUniforms; - // TODO make it so that the order of this does not matter.. - // because it does at the moment cos of global uniforms. - // they need to get resynced - renderer.shader.bind(filter); - // check to see if the filter is a legacy one.. - filter.legacy = !!filter.program.attributeData.aTextureCoord; - if (filter.legacy) { - this.quadUv.map(input._frame, input.filterFrame); - renderer.geometry.bind(this.quadUv); - renderer.geometry.draw(DRAW_MODES$8.TRIANGLES); + Graphics.prototype._initCurve = function (x, y) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (this.currentPath) { + if (this.currentPath.points.length === 0) { + this.currentPath.points = [x, y]; + } } else { - renderer.geometry.bind(this.quad); - renderer.geometry.draw(DRAW_MODES$8.TRIANGLE_STRIP); + this.moveTo(x, y); } }; /** - * Multiply _input normalized coordinates_ to this matrix to get _sprite texture normalized coordinates_. - * - * Use `outputMatrix * vTextureCoord` in the shader. - * @param outputMatrix - The matrix to output to. - * @param {PIXI.Sprite} sprite - The sprite to map to. - * @returns The mapped matrix. + * Calculate the points for a quadratic bezier curve and then draws it. + * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c + * @param cpX - Control point x + * @param cpY - Control point y + * @param toX - Destination point x + * @param toY - Destination point y + * @returns - This Graphics object. Good for chaining method calls */ - FilterSystem.prototype.calculateSpriteMatrix = function (outputMatrix, sprite) { - var _a = this.activeState, sourceFrame = _a.sourceFrame, destinationFrame = _a.destinationFrame; - var orig = sprite._texture.orig; - var mappedMatrix = outputMatrix.set(destinationFrame.width, 0, 0, destinationFrame.height, sourceFrame.x, sourceFrame.y); - var worldTransform = sprite.worldTransform.copyTo(Matrix$2.TEMP_MATRIX); - worldTransform.invert(); - mappedMatrix.prepend(worldTransform); - mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height); - mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y); - return mappedMatrix; - }; - /** Destroys this Filter System. */ - FilterSystem.prototype.destroy = function () { - this.renderer = null; - // Those textures has to be destroyed by RenderTextureSystem or FramebufferSystem - this.texturePool.clear(false); + Graphics.prototype.quadraticCurveTo = function (cpX, cpY, toX, toY) { + this._initCurve(); + var points = this.currentPath.points; + if (points.length === 0) { + this.moveTo(0, 0); + } + QuadraticUtils.curveTo(cpX, cpY, toX, toY, points); + return this; }; /** - * Gets a Power-of-Two render texture or fullScreen texture - * @param minWidth - The minimum width of the render texture in real pixels. - * @param minHeight - The minimum height of the render texture in real pixels. - * @param resolution - The resolution of the render texture. - * @param multisample - Number of samples of the render texture. - * @returns - The new render texture. + * Calculate the points for a bezier curve and then draws it. + * @param cpX - Control point x + * @param cpY - Control point y + * @param cpX2 - Second Control point x + * @param cpY2 - Second Control point y + * @param toX - Destination point x + * @param toY - Destination point y + * @returns This Graphics object. Good for chaining method calls */ - FilterSystem.prototype.getOptimalFilterTexture = function (minWidth, minHeight, resolution, multisample) { - if (resolution === void 0) { resolution = 1; } - if (multisample === void 0) { multisample = MSAA_QUALITY$8.NONE; } - return this.texturePool.getOptimalTexture(minWidth, minHeight, resolution, multisample); + Graphics.prototype.bezierCurveTo = function (cpX, cpY, cpX2, cpY2, toX, toY) { + this._initCurve(); + BezierUtils.curveTo(cpX, cpY, cpX2, cpY2, toX, toY, this.currentPath.points); + return this; }; /** - * Gets extra render texture to use inside current filter - * To be compliant with older filters, you can use params in any order - * @param input - renderTexture from which size and resolution will be copied - * @param resolution - override resolution of the renderTexture - * @param multisample - number of samples of the renderTexture + * The arcTo() method creates an arc/curve between two tangents on the canvas. + * + * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google! + * @param x1 - The x-coordinate of the first tangent point of the arc + * @param y1 - The y-coordinate of the first tangent point of the arc + * @param x2 - The x-coordinate of the end of the arc + * @param y2 - The y-coordinate of the end of the arc + * @param radius - The radius of the arc + * @returns - This Graphics object. Good for chaining method calls */ - FilterSystem.prototype.getFilterTexture = function (input, resolution, multisample) { - if (typeof input === 'number') { - var swap = input; - input = resolution; - resolution = swap; + Graphics.prototype.arcTo = function (x1, y1, x2, y2, radius) { + this._initCurve(x1, y1); + var points = this.currentPath.points; + var result = ArcUtils.curveTo(x1, y1, x2, y2, radius, points); + if (result) { + var cx = result.cx, cy = result.cy, radius_1 = result.radius, startAngle = result.startAngle, endAngle = result.endAngle, anticlockwise = result.anticlockwise; + this.arc(cx, cy, radius_1, startAngle, endAngle, anticlockwise); } - input = input || this.activeState.renderTexture; - var filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY$8.NONE); - filterTexture.filterFrame = input.filterFrame; - return filterTexture; - }; - /** - * Frees a render texture back into the pool. - * @param renderTexture - The renderTarget to free - */ - FilterSystem.prototype.returnFilterTexture = function (renderTexture) { - this.texturePool.returnTexture(renderTexture); - }; - /** Empties the texture pool. */ - FilterSystem.prototype.emptyPool = function () { - this.texturePool.clear(true); - }; - /** Calls `texturePool.resize()`, affects fullScreen renderTextures. */ - FilterSystem.prototype.resize = function () { - this.texturePool.setScreenSize(this.renderer.view); + return this; }; /** - * @param matrix - first param - * @param rect - second param + * The arc method creates an arc/curve (used to create circles, or parts of circles). + * @param cx - The x-coordinate of the center of the circle + * @param cy - The y-coordinate of the center of the circle + * @param radius - The radius of the circle + * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position + * of the arc's circle) + * @param endAngle - The ending angle, in radians + * @param anticlockwise - Specifies whether the drawing should be + * counter-clockwise or clockwise. False is default, and indicates clockwise, while true + * indicates counter-clockwise. + * @returns - This Graphics object. Good for chaining method calls */ - FilterSystem.prototype.transformAABB = function (matrix, rect) { - var lt = tempPoints$2[0]; - var lb = tempPoints$2[1]; - var rt = tempPoints$2[2]; - var rb = tempPoints$2[3]; - lt.set(rect.left, rect.top); - lb.set(rect.left, rect.bottom); - rt.set(rect.right, rect.top); - rb.set(rect.right, rect.bottom); - matrix.apply(lt, lt); - matrix.apply(lb, lb); - matrix.apply(rt, rt); - matrix.apply(rb, rb); - var x0 = Math.min(lt.x, lb.x, rt.x, rb.x); - var y0 = Math.min(lt.y, lb.y, rt.y, rb.y); - var x1 = Math.max(lt.x, lb.x, rt.x, rb.x); - var y1 = Math.max(lt.y, lb.y, rt.y, rb.y); - rect.x = x0; - rect.y = y0; - rect.width = x1 - x0; - rect.height = y1 - y0; - }; - FilterSystem.prototype.roundFrame = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) { - if (frame.width <= 0 || frame.height <= 0 || bindingSourceFrame.width <= 0 || bindingSourceFrame.height <= 0) { - return; + Graphics.prototype.arc = function (cx, cy, radius, startAngle, endAngle, anticlockwise) { + if (anticlockwise === void 0) { anticlockwise = false; } + if (startAngle === endAngle) { + return this; } - if (transform) { - var a = transform.a, b = transform.b, c = transform.c, d = transform.d; - // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation - // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0). - if ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4) - && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4)) { - return; + if (!anticlockwise && endAngle <= startAngle) { + endAngle += PI_2; + } + else if (anticlockwise && startAngle <= endAngle) { + startAngle += PI_2; + } + var sweep = endAngle - startAngle; + if (sweep === 0) { + return this; + } + var startX = cx + (Math.cos(startAngle) * radius); + var startY = cy + (Math.sin(startAngle) * radius); + var eps = this._geometry.closePointEps; + // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path. + var points = this.currentPath ? this.currentPath.points : null; + if (points) { + // TODO: make a better fix. + // We check how far our start is from the last existing point + var xDiff = Math.abs(points[points.length - 2] - startX); + var yDiff = Math.abs(points[points.length - 1] - startY); + if (xDiff < eps && yDiff < eps) ; + else { + points.push(startX, startY); } } - transform = transform ? tempMatrix$2.copyFrom(transform) : tempMatrix$2.identity(); - // Get forward transform from world space to screen space - transform - .translate(-bindingSourceFrame.x, -bindingSourceFrame.y) - .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height) - .translate(bindingDestinationFrame.x, bindingDestinationFrame.y); - // Convert frame to screen space - this.transformAABB(transform, frame); - // Round frame in screen space - frame.ceil(resolution); - // Project back into world space. - this.transformAABB(transform.invert(), frame); + else { + this.moveTo(startX, startY); + points = this.currentPath.points; + } + ArcUtils.arc(startX, startY, cx, cy, radius, startAngle, endAngle, anticlockwise, points); + return this; }; - return FilterSystem; - }()); - - /** - * Base for a common object renderer that can be used as a - * system renderer plugin. - * @memberof PIXI - */ - var ObjectRenderer = /** @class */ (function () { /** - * @param renderer - The renderer this manager works for. + * Specifies a simple one-color fill that subsequent calls to other Graphics methods + * (such as lineTo() or drawCircle()) use when drawing. + * @param color - the color of the fill + * @param alpha - the alpha of the fill + * @returns - This Graphics object. Good for chaining method calls */ - function ObjectRenderer(renderer) { - this.renderer = renderer; - } - /** Stub method that should be used to empty the current batch by rendering objects now. */ - ObjectRenderer.prototype.flush = function () { - // flush! - }; - /** Generic destruction method that frees all resources. This should be called by subclasses. */ - ObjectRenderer.prototype.destroy = function () { - this.renderer = null; + Graphics.prototype.beginFill = function (color, alpha) { + if (color === void 0) { color = 0; } + if (alpha === void 0) { alpha = 1; } + return this.beginTextureFill({ texture: Texture.WHITE, color: color, alpha: alpha }); }; /** - * Stub method that initializes any state required before - * rendering starts. It is different from the `prerender` - * signal, which occurs every frame, in that it is called - * whenever an object requests _this_ renderer specifically. + * Begin the texture fill + * @param options - Object object. + * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to fill + * @param {number} [options.color=0xffffff] - Background to fill behind texture + * @param {number} [options.alpha=1] - Alpha of fill + * @param {PIXI.Matrix} [options.matrix=null] - Transform matrix + * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls */ - ObjectRenderer.prototype.start = function () { - // set the shader.. - }; - /** Stops the renderer. It should free up any state and become dormant. */ - ObjectRenderer.prototype.stop = function () { - this.flush(); + Graphics.prototype.beginTextureFill = function (options) { + // Apply defaults + options = Object.assign({ + texture: Texture.WHITE, + color: 0xFFFFFF, + alpha: 1, + matrix: null, + }, options); + if (this.currentPath) { + this.startPoly(); + } + var visible = options.alpha > 0; + if (!visible) { + this._fillStyle.reset(); + } + else { + if (options.matrix) { + options.matrix = options.matrix.clone(); + options.matrix.invert(); + } + Object.assign(this._fillStyle, { visible: visible }, options); + } + return this; }; /** - * Keeps the object to render. It doesn't have to be - * rendered immediately. - * @param {PIXI.DisplayObject} _object - The object to render. + * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method. + * @returns - This Graphics object. Good for chaining method calls */ - ObjectRenderer.prototype.render = function (_object) { - // render the object + Graphics.prototype.endFill = function () { + this.finishPoly(); + this._fillStyle.reset(); + return this; }; - return ObjectRenderer; - }()); - - /** - * System plugin to the renderer to manage batching. - * @memberof PIXI - */ - var BatchSystem = /** @class */ (function () { - /** - * @param renderer - The renderer this System works for. - */ - function BatchSystem(renderer) { - this.renderer = renderer; - this.emptyRenderer = new ObjectRenderer(renderer); - this.currentRenderer = this.emptyRenderer; - } /** - * Changes the current renderer to the one given in parameter - * @param objectRenderer - The object renderer to use. + * Draws a rectangle shape. + * @param x - The X coord of the top-left of the rectangle + * @param y - The Y coord of the top-left of the rectangle + * @param width - The width of the rectangle + * @param height - The height of the rectangle + * @returns - This Graphics object. Good for chaining method calls */ - BatchSystem.prototype.setObjectRenderer = function (objectRenderer) { - if (this.currentRenderer === objectRenderer) { - return; - } - this.currentRenderer.stop(); - this.currentRenderer = objectRenderer; - this.currentRenderer.start(); + Graphics.prototype.drawRect = function (x, y, width, height) { + return this.drawShape(new Rectangle(x, y, width, height)); }; /** - * This should be called if you wish to do some custom rendering - * It will basically render anything that may be batched up such as sprites + * Draw a rectangle shape with rounded/beveled corners. + * @param x - The X coord of the top-left of the rectangle + * @param y - The Y coord of the top-left of the rectangle + * @param width - The width of the rectangle + * @param height - The height of the rectangle + * @param radius - Radius of the rectangle corners + * @returns - This Graphics object. Good for chaining method calls */ - BatchSystem.prototype.flush = function () { - this.setObjectRenderer(this.emptyRenderer); - }; - /** Reset the system to an empty renderer */ - BatchSystem.prototype.reset = function () { - this.setObjectRenderer(this.emptyRenderer); + Graphics.prototype.drawRoundedRect = function (x, y, width, height, radius) { + return this.drawShape(new RoundedRectangle(x, y, width, height, radius)); }; /** - * Handy function for batch renderers: copies bound textures in first maxTextures locations to array - * sets actual _batchLocation for them - * @param arr - arr copy destination - * @param maxTextures - number of copied elements + * Draws a circle. + * @param x - The X coordinate of the center of the circle + * @param y - The Y coordinate of the center of the circle + * @param radius - The radius of the circle + * @returns - This Graphics object. Good for chaining method calls */ - BatchSystem.prototype.copyBoundTextures = function (arr, maxTextures) { - var boundTextures = this.renderer.texture.boundTextures; - for (var i = maxTextures - 1; i >= 0; --i) { - arr[i] = boundTextures[i] || null; - if (arr[i]) { - arr[i]._batchLocation = i; - } - } + Graphics.prototype.drawCircle = function (x, y, radius) { + return this.drawShape(new Circle(x, y, radius)); }; /** - * Assigns batch locations to textures in array based on boundTextures state. - * All textures in texArray should have `_batchEnabled = _batchId`, - * and their count should be less than `maxTextures`. - * @param texArray - textures to bound - * @param boundTextures - current state of bound textures - * @param batchId - marker for _batchEnabled param of textures in texArray - * @param maxTextures - number of texture locations to manipulate + * Draws an ellipse. + * @param x - The X coordinate of the center of the ellipse + * @param y - The Y coordinate of the center of the ellipse + * @param width - The half width of the ellipse + * @param height - The half height of the ellipse + * @returns - This Graphics object. Good for chaining method calls */ - BatchSystem.prototype.boundArray = function (texArray, boundTextures, batchId, maxTextures) { - var elements = texArray.elements, ids = texArray.ids, count = texArray.count; - var j = 0; - for (var i = 0; i < count; i++) { - var tex = elements[i]; - var loc = tex._batchLocation; - if (loc >= 0 && loc < maxTextures - && boundTextures[loc] === tex) { - ids[i] = loc; - continue; - } - while (j < maxTextures) { - var bound = boundTextures[j]; - if (bound && bound._batchEnabled === batchId - && bound._batchLocation === j) { - j++; - continue; - } - ids[i] = j; - tex._batchLocation = j; - boundTextures[j] = tex; - break; - } - } + Graphics.prototype.drawEllipse = function (x, y, width, height) { + return this.drawShape(new Ellipse(x, y, width, height)); }; /** - * @ignore + * Draws a polygon using the given path. + * @param {number[]|PIXI.IPointData[]|PIXI.Polygon} path - The path data used to construct the polygon. + * @returns - This Graphics object. Good for chaining method calls */ - BatchSystem.prototype.destroy = function () { - this.renderer = null; - }; - return BatchSystem; - }()); + Graphics.prototype.drawPolygon = function () { + var arguments$1 = arguments; - var CONTEXT_UID_COUNTER = 0; - /** - * System plugin to the renderer to manage the context. - * @memberof PIXI - */ - var ContextSystem = /** @class */ (function () { - /** @param renderer - The renderer this System works for. */ - function ContextSystem(renderer) { - this.renderer = renderer; - this.webGLVersion = 1; - this.extensions = {}; - this.supports = { - uint32Indices: false, - }; - // Bind functions - this.handleContextLost = this.handleContextLost.bind(this); - this.handleContextRestored = this.handleContextRestored.bind(this); - renderer.view.addEventListener('webglcontextlost', this.handleContextLost, false); - renderer.view.addEventListener('webglcontextrestored', this.handleContextRestored, false); - } - Object.defineProperty(ContextSystem.prototype, "isLost", { - /** - * `true` if the context is lost - * @readonly - */ - get: function () { - return (!this.gl || this.gl.isContextLost()); - }, - enumerable: false, - configurable: true - }); + var path = []; + for (var _i = 0; _i < arguments.length; _i++) { + path[_i] = arguments$1[_i]; + } + var points; + var closeStroke = true; // !!this._fillStyle; + var poly = path[0]; + // check if data has points.. + if (poly.points) { + closeStroke = poly.closeStroke; + points = poly.points; + } + else if (Array.isArray(path[0])) { + points = path[0]; + } + else { + points = path; + } + var shape = new Polygon(points); + shape.closeStroke = closeStroke; + this.drawShape(shape); + return this; + }; /** - * Handles the context change event. - * @param {WebGLRenderingContext} gl - New WebGL context. + * Draw any shape. + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - Shape to draw + * @returns - This Graphics object. Good for chaining method calls */ - ContextSystem.prototype.contextChange = function (gl) { - this.gl = gl; - this.renderer.gl = gl; - this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++; - // restore a context if it was previously lost - if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) { - gl.getExtension('WEBGL_lose_context').restoreContext(); + Graphics.prototype.drawShape = function (shape) { + if (!this._holeMode) { + this._geometry.drawShape(shape, this._fillStyle.clone(), this._lineStyle.clone(), this._matrix); + } + else { + this._geometry.drawHole(shape, this._matrix); } + return this; }; /** - * Initializes the context. - * @protected - * @param {WebGLRenderingContext} gl - WebGL context + * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. + * @returns - This Graphics object. Good for chaining method calls */ - ContextSystem.prototype.initFromContext = function (gl) { - this.gl = gl; - this.validateContext(gl); - this.renderer.gl = gl; - this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++; - this.renderer.runners.contextChange.emit(gl); + Graphics.prototype.clear = function () { + this._geometry.clear(); + this._lineStyle.reset(); + this._fillStyle.reset(); + this._boundsID++; + this._matrix = null; + this._holeMode = false; + this.currentPath = null; + return this; }; /** - * Initialize from context options - * @protected - * @see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext - * @param {object} options - context attributes + * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and + * masked with gl.scissor. + * @returns - True if only 1 rect. */ - ContextSystem.prototype.initFromOptions = function (options) { - var gl = this.createContext(this.renderer.view, options); - this.initFromContext(gl); + Graphics.prototype.isFastRect = function () { + var data = this._geometry.graphicsData; + return data.length === 1 + && data[0].shape.type === SHAPES.RECT + && !data[0].matrix + && !data[0].holes.length + && !(data[0].lineStyle.visible && data[0].lineStyle.width); }; /** - * Helper class to create a WebGL Context - * @param canvas - the canvas element that we will get the context from - * @param options - An options object that gets passed in to the canvas element containing the - * context attributes - * @see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext - * @returns {WebGLRenderingContext} the WebGL context + * Renders the object using the WebGL renderer + * @param renderer - The renderer */ - ContextSystem.prototype.createContext = function (canvas, options) { - var gl; - if (settings$1.PREFER_ENV >= ENV$8.WEBGL2) { - gl = canvas.getContext('webgl2', options); - } - if (gl) { - this.webGLVersion = 2; + Graphics.prototype._render = function (renderer) { + this.finishPoly(); + var geometry = this._geometry; + // batch part.. + // batch it! + geometry.updateBatches(); + if (geometry.batchable) { + if (this.batchDirty !== geometry.batchDirty) { + this._populateBatches(); + } + this._renderBatched(renderer); } else { - this.webGLVersion = 1; - gl = canvas.getContext('webgl', options) || canvas.getContext('experimental-webgl', options); - if (!gl) { - // fail, not able to get a context - throw new Error('This browser does not support WebGL. Try using the canvas renderer'); - } + // no batching... + renderer.batch.flush(); + this._renderDirect(renderer); } - this.gl = gl; - this.getExtensions(); - return this.gl; }; - /** Auto-populate the {@link PIXI.ContextSystem.extensions extensions}. */ - ContextSystem.prototype.getExtensions = function () { - // time to set up default extensions that Pixi uses. - var gl = this.gl; - var common = { - anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'), - floatTextureLinear: gl.getExtension('OES_texture_float_linear'), - s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'), - s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'), - etc: gl.getExtension('WEBGL_compressed_texture_etc'), - etc1: gl.getExtension('WEBGL_compressed_texture_etc1'), - pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc') - || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'), - atc: gl.getExtension('WEBGL_compressed_texture_atc'), - astc: gl.getExtension('WEBGL_compressed_texture_astc') - }; - if (this.webGLVersion === 1) { - Object.assign(this.extensions, common, { - drawBuffers: gl.getExtension('WEBGL_draw_buffers'), - depthTexture: gl.getExtension('WEBGL_depth_texture'), - loseContext: gl.getExtension('WEBGL_lose_context'), - vertexArrayObject: gl.getExtension('OES_vertex_array_object') - || gl.getExtension('MOZ_OES_vertex_array_object') - || gl.getExtension('WEBKIT_OES_vertex_array_object'), - uint32ElementIndex: gl.getExtension('OES_element_index_uint'), - // Floats and half-floats - floatTexture: gl.getExtension('OES_texture_float'), - floatTextureLinear: gl.getExtension('OES_texture_float_linear'), - textureHalfFloat: gl.getExtension('OES_texture_half_float'), - textureHalfFloatLinear: gl.getExtension('OES_texture_half_float_linear'), - }); - } - else if (this.webGLVersion === 2) { - Object.assign(this.extensions, common, { - // Floats and half-floats - colorBufferFloat: gl.getExtension('EXT_color_buffer_float') - }); + /** Populating batches for rendering. */ + Graphics.prototype._populateBatches = function () { + var geometry = this._geometry; + var blendMode = this.blendMode; + var len = geometry.batches.length; + this.batchTint = -1; + this._transformID = -1; + this.batchDirty = geometry.batchDirty; + this.batches.length = len; + this.vertexData = new Float32Array(geometry.points); + for (var i = 0; i < len; i++) { + var gI = geometry.batches[i]; + var color = gI.style.color; + var vertexData = new Float32Array(this.vertexData.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2); + var uvs = new Float32Array(geometry.uvsFloat32.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2); + var indices = new Uint16Array(geometry.indicesUint16.buffer, gI.start * 2, gI.size); + var batch = { + vertexData: vertexData, + blendMode: blendMode, + indices: indices, + uvs: uvs, + _batchRGB: hex2rgb(color), + _tintRGB: color, + _texture: gI.style.texture, + alpha: gI.style.alpha, + worldAlpha: 1 + }; + this.batches[i] = batch; } }; /** - * Handles a lost webgl context - * @param {WebGLContextEvent} event - The context lost event. + * Renders the batches using the BathedRenderer plugin + * @param renderer - The renderer */ - ContextSystem.prototype.handleContextLost = function (event) { - event.preventDefault(); - }; - /** Handles a restored webgl context. */ - ContextSystem.prototype.handleContextRestored = function () { - this.renderer.runners.contextChange.emit(this.gl); - }; - ContextSystem.prototype.destroy = function () { - var view = this.renderer.view; - this.renderer = null; - // remove listeners - view.removeEventListener('webglcontextlost', this.handleContextLost); - view.removeEventListener('webglcontextrestored', this.handleContextRestored); - this.gl.useProgram(null); - if (this.extensions.loseContext) { - this.extensions.loseContext.loseContext(); + Graphics.prototype._renderBatched = function (renderer) { + if (!this.batches.length) { + return; } - }; - /** Handle the post-render runner event. */ - ContextSystem.prototype.postrender = function () { - if (this.renderer.renderingToScreen) { - this.gl.flush(); + renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); + this.calculateVertices(); + this.calculateTints(); + for (var i = 0, l = this.batches.length; i < l; i++) { + var batch = this.batches[i]; + batch.worldAlpha = this.worldAlpha * batch.alpha; + renderer.plugins[this.pluginName].render(batch); } }; /** - * Validate context. - * @param {WebGLRenderingContext} gl - Render context. + * Renders the graphics direct + * @param renderer - The renderer */ - ContextSystem.prototype.validateContext = function (gl) { - var attributes = gl.getContextAttributes(); - var isWebGl2 = 'WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext; - if (isWebGl2) { - this.webGLVersion = 2; - } - // this is going to be fairly simple for now.. but at least we have room to grow! - if (attributes && !attributes.stencil) { - /* eslint-disable max-len, no-console */ - console.warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly'); - /* eslint-enable max-len, no-console */ + Graphics.prototype._renderDirect = function (renderer) { + var shader = this._resolveDirectShader(renderer); + var geometry = this._geometry; + var tint = this.tint; + var worldAlpha = this.worldAlpha; + var uniforms = shader.uniforms; + var drawCalls = geometry.drawCalls; + // lets set the transfomr + uniforms.translationMatrix = this.transform.worldTransform; + // and then lets set the tint.. + uniforms.tint[0] = (((tint >> 16) & 0xFF) / 255) * worldAlpha; + uniforms.tint[1] = (((tint >> 8) & 0xFF) / 255) * worldAlpha; + uniforms.tint[2] = ((tint & 0xFF) / 255) * worldAlpha; + uniforms.tint[3] = worldAlpha; + // the first draw call, we can set the uniforms of the shader directly here. + // this means that we can tack advantage of the sync function of pixi! + // bind and sync uniforms.. + // there is a way to optimise this.. + renderer.shader.bind(shader); + renderer.geometry.bind(geometry, shader); + // set state.. + renderer.state.set(this.state); + // then render the rest of them... + for (var i = 0, l = drawCalls.length; i < l; i++) { + this._renderDrawCallDirect(renderer, geometry.drawCalls[i]); } - var hasuint32 = isWebGl2 || !!gl.getExtension('OES_element_index_uint'); - this.supports.uint32Indices = hasuint32; - if (!hasuint32) { - /* eslint-disable max-len, no-console */ - console.warn('Provided WebGL context does not support 32 index buffer, complex graphics may not render correctly'); - /* eslint-enable max-len, no-console */ + }; + /** + * Renders specific DrawCall + * @param renderer + * @param drawCall + */ + Graphics.prototype._renderDrawCallDirect = function (renderer, drawCall) { + var texArray = drawCall.texArray, type = drawCall.type, size = drawCall.size, start = drawCall.start; + var groupTextureCount = texArray.count; + for (var j = 0; j < groupTextureCount; j++) { + renderer.texture.bind(texArray.elements[j], j); } + renderer.geometry.draw(type, size, start); }; - return ContextSystem; - }()); - - /** - * Internal framebuffer for WebGL context. - * @memberof PIXI - */ - var GLFramebuffer = /** @class */ (function () { - function GLFramebuffer(framebuffer) { - this.framebuffer = framebuffer; - this.stencil = null; - this.dirtyId = -1; - this.dirtyFormat = -1; - this.dirtySize = -1; - this.multisample = MSAA_QUALITY$8.NONE; - this.msaaBuffer = null; - this.blitFramebuffer = null; - this.mipLevel = 0; - } - return GLFramebuffer; - }()); - - var tempRectangle = new Rectangle$2(); - /** - * System plugin to the renderer to manage framebuffers. - * @memberof PIXI - */ - var FramebufferSystem = /** @class */ (function () { /** - * @param renderer - The renderer this System works for. + * Resolves shader for direct rendering + * @param renderer - The renderer */ - function FramebufferSystem(renderer) { - this.renderer = renderer; - this.managedFramebuffers = []; - this.unknownFramebuffer = new Framebuffer(10, 10); - this.msaaSamples = null; - } - /** Sets up the renderer context and necessary buffers. */ - FramebufferSystem.prototype.contextChange = function () { - var gl = this.gl = this.renderer.gl; - this.CONTEXT_UID = this.renderer.CONTEXT_UID; - this.current = this.unknownFramebuffer; - this.viewport = new Rectangle$2(); - this.hasMRT = true; - this.writeDepthTexture = true; - this.disposeAll(true); - // webgl2 - if (this.renderer.context.webGLVersion === 1) { - // webgl 1! - var nativeDrawBuffersExtension_1 = this.renderer.context.extensions.drawBuffers; - var nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture; - if (settings$1.PREFER_ENV === ENV$8.WEBGL_LEGACY) { - nativeDrawBuffersExtension_1 = null; - nativeDepthTextureExtension = null; - } - if (nativeDrawBuffersExtension_1) { - gl.drawBuffers = function (activeTextures) { - return nativeDrawBuffersExtension_1.drawBuffersWEBGL(activeTextures); - }; - } - else { - this.hasMRT = false; - gl.drawBuffers = function () { - // empty + Graphics.prototype._resolveDirectShader = function (renderer) { + var shader = this.shader; + var pluginName = this.pluginName; + if (!shader) { + // if there is no shader here, we can use the default shader. + // and that only gets created if we actually need it.. + // but may be more than one plugins for graphics + if (!DEFAULT_SHADERS[pluginName]) { + var MAX_TEXTURES = renderer.plugins[pluginName].MAX_TEXTURES; + var sampleValues = new Int32Array(MAX_TEXTURES); + for (var i = 0; i < MAX_TEXTURES; i++) { + sampleValues[i] = i; + } + var uniforms = { + tint: new Float32Array([1, 1, 1, 1]), + translationMatrix: new Matrix(), + default: UniformGroup.from({ uSamplers: sampleValues }, true), }; + var program = renderer.plugins[pluginName]._shader.program; + DEFAULT_SHADERS[pluginName] = new Shader(program, uniforms); } - if (!nativeDepthTextureExtension) { - this.writeDepthTexture = false; - } + shader = DEFAULT_SHADERS[pluginName]; } - else { - // WebGL2 - // cache possible MSAA samples - this.msaaSamples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES); + return shader; + }; + /** Retrieves the bounds of the graphic shape as a rectangle object. */ + Graphics.prototype._calculateBounds = function () { + this.finishPoly(); + var geometry = this._geometry; + // skipping when graphics is empty, like a container + if (!geometry.graphicsData.length) { + return; } + var _a = geometry.bounds, minX = _a.minX, minY = _a.minY, maxX = _a.maxX, maxY = _a.maxY; + this._bounds.addFrame(this.transform, minX, minY, maxX, maxY); }; /** - * Bind a framebuffer. - * @param framebuffer - * @param frame - frame, default is framebuffer size - * @param mipLevel - optional mip level to set on the framebuffer - defaults to 0 + * Tests if a point is inside this graphics object + * @param point - the point to test + * @returns - the result of the test */ - FramebufferSystem.prototype.bind = function (framebuffer, frame, mipLevel) { - if (mipLevel === void 0) { mipLevel = 0; } - var gl = this.gl; - if (framebuffer) { - // TODO caching layer! - var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID] || this.initFramebuffer(framebuffer); - if (this.current !== framebuffer) { - this.current = framebuffer; - gl.bindFramebuffer(gl.FRAMEBUFFER, fbo.framebuffer); - } - // make sure all textures are unbound.. - if (fbo.mipLevel !== mipLevel) { - framebuffer.dirtyId++; - framebuffer.dirtyFormat++; - fbo.mipLevel = mipLevel; - } - // now check for updates... - if (fbo.dirtyId !== framebuffer.dirtyId) { - fbo.dirtyId = framebuffer.dirtyId; - if (fbo.dirtyFormat !== framebuffer.dirtyFormat) { - fbo.dirtyFormat = framebuffer.dirtyFormat; - fbo.dirtySize = framebuffer.dirtySize; - this.updateFramebuffer(framebuffer, mipLevel); - } - else if (fbo.dirtySize !== framebuffer.dirtySize) { - fbo.dirtySize = framebuffer.dirtySize; - this.resizeFramebuffer(framebuffer); - } - } - for (var i = 0; i < framebuffer.colorTextures.length; i++) { - var tex = framebuffer.colorTextures[i]; - this.renderer.texture.unbind(tex.parentTextureArray || tex); - } - if (framebuffer.depthTexture) { - this.renderer.texture.unbind(framebuffer.depthTexture); - } - if (frame) { - var mipWidth = (frame.width >> mipLevel); - var mipHeight = (frame.height >> mipLevel); - var scale = mipWidth / frame.width; - this.setViewport(frame.x * scale, frame.y * scale, mipWidth, mipHeight); - } - else { - var mipWidth = (framebuffer.width >> mipLevel); - var mipHeight = (framebuffer.height >> mipLevel); - this.setViewport(0, 0, mipWidth, mipHeight); + Graphics.prototype.containsPoint = function (point) { + this.worldTransform.applyInverse(point, Graphics._TEMP_POINT); + return this._geometry.containsPoint(Graphics._TEMP_POINT); + }; + /** Recalculate the tint by applying tint to batches using Graphics tint. */ + Graphics.prototype.calculateTints = function () { + if (this.batchTint !== this.tint) { + this.batchTint = this.tint; + var tintRGB = hex2rgb(this.tint, temp); + for (var i = 0; i < this.batches.length; i++) { + var batch = this.batches[i]; + var batchTint = batch._batchRGB; + var r = (tintRGB[0] * batchTint[0]) * 255; + var g = (tintRGB[1] * batchTint[1]) * 255; + var b = (tintRGB[2] * batchTint[2]) * 255; + // TODO Ivan, can this be done in one go? + var color = (r << 16) + (g << 8) + (b | 0); + batch._tintRGB = (color >> 16) + + (color & 0xff00) + + ((color & 0xff) << 16); } } - else { - if (this.current) { - this.current = null; - gl.bindFramebuffer(gl.FRAMEBUFFER, null); - } - if (frame) { - this.setViewport(frame.x, frame.y, frame.width, frame.height); - } - else { - this.setViewport(0, 0, this.renderer.width, this.renderer.height); - } + }; + /** If there's a transform update or a change to the shape of the geometry, recalculate the vertices. */ + Graphics.prototype.calculateVertices = function () { + var wtID = this.transform._worldID; + if (this._transformID === wtID) { + return; + } + this._transformID = wtID; + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var data = this._geometry.points; // batch.vertexDataOriginal; + var vertexData = this.vertexData; + var count = 0; + for (var i = 0; i < data.length; i += 2) { + var x = data[i]; + var y = data[i + 1]; + vertexData[count++] = (a * x) + (c * y) + tx; + vertexData[count++] = (d * y) + (b * x) + ty; } }; /** - * Set the WebGLRenderingContext's viewport. - * @param x - X position of viewport - * @param y - Y position of viewport - * @param width - Width of viewport - * @param height - Height of viewport + * Closes the current path. + * @returns - Returns itself. */ - FramebufferSystem.prototype.setViewport = function (x, y, width, height) { - var v = this.viewport; - x = Math.round(x); - y = Math.round(y); - width = Math.round(width); - height = Math.round(height); - if (v.width !== width || v.height !== height || v.x !== x || v.y !== y) { - v.x = x; - v.y = y; - v.width = width; - v.height = height; - this.gl.viewport(x, y, width, height); + Graphics.prototype.closePath = function () { + var currentPath = this.currentPath; + if (currentPath) { + // we don't need to add extra point in the end because buildLine will take care of that + currentPath.closeStroke = true; + // ensure that the polygon is completed, and is available for hit detection + // (even if the graphics is not rendered yet) + this.finishPoly(); } + return this; }; - Object.defineProperty(FramebufferSystem.prototype, "size", { - /** - * Get the size of the current width and height. Returns object with `width` and `height` values. - * @readonly - */ - get: function () { - if (this.current) { - // TODO store temp - return { x: 0, y: 0, width: this.current.width, height: this.current.height }; - } - return { x: 0, y: 0, width: this.renderer.width, height: this.renderer.height }; - }, - enumerable: false, - configurable: true - }); /** - * Clear the color of the context - * @param r - Red value from 0 to 1 - * @param g - Green value from 0 to 1 - * @param b - Blue value from 0 to 1 - * @param a - Alpha value from 0 to 1 - * @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks - * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers. + * Apply a matrix to the positional data. + * @param matrix - Matrix to use for transform current shape. + * @returns - Returns itself. */ - FramebufferSystem.prototype.clear = function (r, g, b, a, mask) { - if (mask === void 0) { mask = BUFFER_BITS$8.COLOR | BUFFER_BITS$8.DEPTH; } - var gl = this.gl; - // TODO clear color can be set only one right? - gl.clearColor(r, g, b, a); - gl.clear(mask); + Graphics.prototype.setMatrix = function (matrix) { + this._matrix = matrix; + return this; }; /** - * Initialize framebuffer for this context - * @protected - * @param framebuffer - * @returns - created GLFramebuffer + * Begin adding holes to the last draw shape + * IMPORTANT: holes must be fully inside a shape to work + * Also weirdness ensues if holes overlap! + * Ellipses, Circles, Rectangles and Rounded Rectangles cannot be holes or host for holes in CanvasRenderer, + * please use `moveTo` `lineTo`, `quadraticCurveTo` if you rely on pixi-legacy bundle. + * @returns - Returns itself. */ - FramebufferSystem.prototype.initFramebuffer = function (framebuffer) { - var gl = this.gl; - var fbo = new GLFramebuffer(gl.createFramebuffer()); - fbo.multisample = this.detectSamples(framebuffer.multisample); - framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo; - this.managedFramebuffers.push(framebuffer); - framebuffer.disposeRunner.add(this); - return fbo; + Graphics.prototype.beginHole = function () { + this.finishPoly(); + this._holeMode = true; + return this; }; /** - * Resize the framebuffer - * @param framebuffer - * @protected + * End adding holes to the last draw shape. + * @returns - Returns itself. */ - FramebufferSystem.prototype.resizeFramebuffer = function (framebuffer) { - var gl = this.gl; - var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; - if (fbo.msaaBuffer) { - gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer); - gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height); - } - if (fbo.stencil) { - gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil); - if (fbo.msaaBuffer) { - gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height); - } - else { - gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height); - } - } - var colorTextures = framebuffer.colorTextures; - var count = colorTextures.length; - if (!gl.drawBuffers) { - count = Math.min(count, 1); - } - for (var i = 0; i < count; i++) { - var texture = colorTextures[i]; - var parentTexture = texture.parentTextureArray || texture; - this.renderer.texture.bind(parentTexture, 0); - } - if (framebuffer.depthTexture && this.writeDepthTexture) { - this.renderer.texture.bind(framebuffer.depthTexture, 0); - } + Graphics.prototype.endHole = function () { + this.finishPoly(); + this._holeMode = false; + return this; }; /** - * Update the framebuffer - * @param framebuffer - * @param mipLevel - * @protected + * Destroys the Graphics object. + * @param options - Options parameter. A boolean will act as if all + * options have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have + * their destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the texture of the child sprite + * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the base texture of the child sprite */ - FramebufferSystem.prototype.updateFramebuffer = function (framebuffer, mipLevel) { - var gl = this.gl; - var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; - // bind the color texture - var colorTextures = framebuffer.colorTextures; - var count = colorTextures.length; - if (!gl.drawBuffers) { - count = Math.min(count, 1); - } - if (fbo.multisample > 1 && this.canMultisampleFramebuffer(framebuffer)) { - fbo.msaaBuffer = fbo.msaaBuffer || gl.createRenderbuffer(); - gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer); - gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height); - gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, fbo.msaaBuffer); - } - else if (fbo.msaaBuffer) { - gl.deleteRenderbuffer(fbo.msaaBuffer); - fbo.msaaBuffer = null; - if (fbo.blitFramebuffer) { - fbo.blitFramebuffer.dispose(); - fbo.blitFramebuffer = null; - } - } - var activeTextures = []; - for (var i = 0; i < count; i++) { - var texture = colorTextures[i]; - var parentTexture = texture.parentTextureArray || texture; - this.renderer.texture.bind(parentTexture, 0); - if (i === 0 && fbo.msaaBuffer) { - continue; - } - gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, texture.target, parentTexture._glTextures[this.CONTEXT_UID].texture, mipLevel); - activeTextures.push(gl.COLOR_ATTACHMENT0 + i); - } - if (activeTextures.length > 1) { - gl.drawBuffers(activeTextures); - } - if (framebuffer.depthTexture) { - var writeDepthTexture = this.writeDepthTexture; - if (writeDepthTexture) { - var depthTexture = framebuffer.depthTexture; - this.renderer.texture.bind(depthTexture, 0); - gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._glTextures[this.CONTEXT_UID].texture, mipLevel); - } - } - if ((framebuffer.stencil || framebuffer.depth) && !(framebuffer.depthTexture && this.writeDepthTexture)) { - fbo.stencil = fbo.stencil || gl.createRenderbuffer(); - gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil); - if (fbo.msaaBuffer) { - gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height); - } - else { - gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height); - } - gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, fbo.stencil); - } - else if (fbo.stencil) { - gl.deleteRenderbuffer(fbo.stencil); - fbo.stencil = null; + Graphics.prototype.destroy = function (options) { + this._geometry.refCount--; + if (this._geometry.refCount === 0) { + this._geometry.dispose(); } + this._matrix = null; + this.currentPath = null; + this._lineStyle.destroy(); + this._lineStyle = null; + this._fillStyle.destroy(); + this._fillStyle = null; + this._geometry = null; + this.shader = null; + this.vertexData = null; + this.batches.length = 0; + this.batches = null; + _super.prototype.destroy.call(this, options); }; /** - * Returns true if the frame buffer can be multisampled. - * @param framebuffer + * New rendering behavior for rounded rectangles: circular arcs instead of quadratic bezier curves. + * In the next major release, we'll enable this by default. */ - FramebufferSystem.prototype.canMultisampleFramebuffer = function (framebuffer) { - return this.renderer.context.webGLVersion !== 1 - && framebuffer.colorTextures.length <= 1 && !framebuffer.depthTexture; - }; + Graphics.nextRoundedRectBehavior = false; /** - * Detects number of samples that is not more than a param but as close to it as possible - * @param samples - number of samples - * @returns - recommended number of samples + * Temporary point to use for containsPoint. + * @private */ - FramebufferSystem.prototype.detectSamples = function (samples) { - var msaaSamples = this.msaaSamples; - var res = MSAA_QUALITY$8.NONE; - if (samples <= 1 || msaaSamples === null) { - return res; - } - for (var i = 0; i < msaaSamples.length; i++) { - if (msaaSamples[i] <= samples) { - res = msaaSamples[i]; - break; - } + Graphics._TEMP_POINT = new Point(); + return Graphics; + }(Container)); + + /*! + * @pixi/sprite - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/sprite is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$d = function(d, b) { + extendStatics$d = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$d(d, b); + }; + + function __extends$d(d, b) { + extendStatics$d(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var tempPoint$2 = new Point(); + var indices = new Uint16Array([0, 1, 2, 0, 2, 3]); + /** + * The Sprite object is the base for all textured objects that are rendered to the screen + * + * A sprite can be created directly from an image like this: + * + * ```js + * let sprite = PIXI.Sprite.from('assets/image.png'); + * ``` + * + * The more efficient way to create sprites is using a {@link PIXI.Spritesheet}, + * as swapping base textures when rendering to the screen is inefficient. + * + * ```js + * PIXI.Loader.shared.add("assets/spritesheet.json").load(setup); + * + * function setup() { + * let sheet = PIXI.Loader.shared.resources["assets/spritesheet.json"].spritesheet; + * let sprite = new PIXI.Sprite(sheet.textures["image.png"]); + * ... + * } + * ``` + * @memberof PIXI + */ + var Sprite = /** @class */ (function (_super) { + __extends$d(Sprite, _super); + /** @param texture - The texture for this sprite. */ + function Sprite(texture) { + var _this = _super.call(this) || this; + _this._anchor = new ObservablePoint(_this._onAnchorUpdate, _this, (texture ? texture.defaultAnchor.x : 0), (texture ? texture.defaultAnchor.y : 0)); + _this._texture = null; + _this._width = 0; + _this._height = 0; + _this._tint = null; + _this._tintRGB = null; + _this.tint = 0xFFFFFF; + _this.blendMode = BLEND_MODES.NORMAL; + _this._cachedTint = 0xFFFFFF; + _this.uvs = null; + // call texture setter + _this.texture = texture || Texture.EMPTY; + _this.vertexData = new Float32Array(8); + _this.vertexTrimmedData = null; + _this._transformID = -1; + _this._textureID = -1; + _this._transformTrimmedID = -1; + _this._textureTrimmedID = -1; + // Batchable stuff.. + // TODO could make this a mixin? + _this.indices = indices; + _this.pluginName = 'batch'; + /** + * Used to fast check if a sprite is.. a sprite! + * @member {boolean} + */ + _this.isSprite = true; + _this._roundPixels = settings.ROUND_PIXELS; + return _this; + } + /** When the texture is updated, this event will fire to update the scale and frame. */ + Sprite.prototype._onTextureUpdate = function () { + this._textureID = -1; + this._textureTrimmedID = -1; + this._cachedTint = 0xFFFFFF; + // so if _width is 0 then width was not set.. + if (this._width) { + this.scale.x = sign(this.scale.x) * this._width / this._texture.orig.width; } - if (res === 1) { - res = MSAA_QUALITY$8.NONE; + if (this._height) { + this.scale.y = sign(this.scale.y) * this._height / this._texture.orig.height; } - return res; }; - /** - * Only works with WebGL2 - * - * blits framebuffer to another of the same or bigger size - * after that target framebuffer is bound - * - * Fails with WebGL warning if blits multisample framebuffer to different size - * @param framebuffer - by default it blits "into itself", from renderBuffer to texture. - * @param sourcePixels - source rectangle in pixels - * @param destPixels - dest rectangle in pixels, assumed to be the same as sourcePixels - */ - FramebufferSystem.prototype.blit = function (framebuffer, sourcePixels, destPixels) { - var _a = this, current = _a.current, renderer = _a.renderer, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; - if (renderer.context.webGLVersion !== 2) { + /** Called when the anchor position updates. */ + Sprite.prototype._onAnchorUpdate = function () { + this._transformID = -1; + this._transformTrimmedID = -1; + }; + /** Calculates worldTransform * vertices, store it in vertexData. */ + Sprite.prototype.calculateVertices = function () { + var texture = this._texture; + if (this._transformID === this.transform._worldID && this._textureID === texture._updateID) { return; } - if (!current) { - return; + // update texture UV here, because base texture can be changed without calling `_onTextureUpdate` + if (this._textureID !== texture._updateID) { + this.uvs = this._texture._uvs.uvsFloat32; } - var fbo = current.glFramebuffers[CONTEXT_UID]; - if (!fbo) { - return; + this._transformID = this.transform._worldID; + this._textureID = texture._updateID; + // set the vertex data + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var vertexData = this.vertexData; + var trim = texture.trim; + var orig = texture.orig; + var anchor = this._anchor; + var w0 = 0; + var w1 = 0; + var h0 = 0; + var h1 = 0; + if (trim) { + // if the sprite is trimmed and is not a tilingsprite then we need to add the extra + // space before transforming the sprite coords. + w1 = trim.x - (anchor._x * orig.width); + w0 = w1 + trim.width; + h1 = trim.y - (anchor._y * orig.height); + h0 = h1 + trim.height; } - if (!framebuffer) { - if (!fbo.msaaBuffer) { - return; - } - var colorTexture = current.colorTextures[0]; - if (!colorTexture) { - return; - } - if (!fbo.blitFramebuffer) { - fbo.blitFramebuffer = new Framebuffer(current.width, current.height); - fbo.blitFramebuffer.addColorTexture(0, colorTexture); - } - framebuffer = fbo.blitFramebuffer; - if (framebuffer.colorTextures[0] !== colorTexture) { - framebuffer.colorTextures[0] = colorTexture; - framebuffer.dirtyId++; - framebuffer.dirtyFormat++; - } - if (framebuffer.width !== current.width || framebuffer.height !== current.height) { - framebuffer.width = current.width; - framebuffer.height = current.height; - framebuffer.dirtyId++; - framebuffer.dirtySize++; + else { + w1 = -anchor._x * orig.width; + w0 = w1 + orig.width; + h1 = -anchor._y * orig.height; + h0 = h1 + orig.height; + } + // xy + vertexData[0] = (a * w1) + (c * h1) + tx; + vertexData[1] = (d * h1) + (b * w1) + ty; + // xy + vertexData[2] = (a * w0) + (c * h1) + tx; + vertexData[3] = (d * h1) + (b * w0) + ty; + // xy + vertexData[4] = (a * w0) + (c * h0) + tx; + vertexData[5] = (d * h0) + (b * w0) + ty; + // xy + vertexData[6] = (a * w1) + (c * h0) + tx; + vertexData[7] = (d * h0) + (b * w1) + ty; + if (this._roundPixels) { + var resolution = settings.RESOLUTION; + for (var i = 0; i < vertexData.length; ++i) { + vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution); } } - if (!sourcePixels) { - sourcePixels = tempRectangle; - sourcePixels.width = current.width; - sourcePixels.height = current.height; + }; + /** + * Calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData. + * + * This is used to ensure that the true width and height of a trimmed texture is respected. + */ + Sprite.prototype.calculateTrimmedVertices = function () { + if (!this.vertexTrimmedData) { + this.vertexTrimmedData = new Float32Array(8); } - if (!destPixels) { - destPixels = sourcePixels; + else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) { + return; } - var sameSize = sourcePixels.width === destPixels.width && sourcePixels.height === destPixels.height; - this.bind(framebuffer); - gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo.framebuffer); - gl.blitFramebuffer(sourcePixels.left, sourcePixels.top, sourcePixels.right, sourcePixels.bottom, destPixels.left, destPixels.top, destPixels.right, destPixels.bottom, gl.COLOR_BUFFER_BIT, sameSize ? gl.NEAREST : gl.LINEAR); + this._transformTrimmedID = this.transform._worldID; + this._textureTrimmedID = this._texture._updateID; + // lets do some special trim code! + var texture = this._texture; + var vertexData = this.vertexTrimmedData; + var orig = texture.orig; + var anchor = this._anchor; + // lets calculate the new untrimmed bounds.. + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var w1 = -anchor._x * orig.width; + var w0 = w1 + orig.width; + var h1 = -anchor._y * orig.height; + var h0 = h1 + orig.height; + // xy + vertexData[0] = (a * w1) + (c * h1) + tx; + vertexData[1] = (d * h1) + (b * w1) + ty; + // xy + vertexData[2] = (a * w0) + (c * h1) + tx; + vertexData[3] = (d * h1) + (b * w0) + ty; + // xy + vertexData[4] = (a * w0) + (c * h0) + tx; + vertexData[5] = (d * h0) + (b * w0) + ty; + // xy + vertexData[6] = (a * w1) + (c * h0) + tx; + vertexData[7] = (d * h0) + (b * w1) + ty; }; /** - * Disposes framebuffer. - * @param framebuffer - framebuffer that has to be disposed of - * @param contextLost - If context was lost, we suppress all delete function calls + * + * Renders the object using the WebGL renderer + * @param renderer - The webgl renderer to use. */ - FramebufferSystem.prototype.disposeFramebuffer = function (framebuffer, contextLost) { - var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; - var gl = this.gl; - if (!fbo) { - return; + Sprite.prototype._render = function (renderer) { + this.calculateVertices(); + renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); + renderer.plugins[this.pluginName].render(this); + }; + /** Updates the bounds of the sprite. */ + Sprite.prototype._calculateBounds = function () { + var trim = this._texture.trim; + var orig = this._texture.orig; + // First lets check to see if the current texture has a trim.. + if (!trim || (trim.width === orig.width && trim.height === orig.height)) { + // no trim! lets use the usual calculations.. + this.calculateVertices(); + this._bounds.addQuad(this.vertexData); } - delete framebuffer.glFramebuffers[this.CONTEXT_UID]; - var index = this.managedFramebuffers.indexOf(framebuffer); - if (index >= 0) { - this.managedFramebuffers.splice(index, 1); + else { + // lets calculate a special trimmed bounds... + this.calculateTrimmedVertices(); + this._bounds.addQuad(this.vertexTrimmedData); } - framebuffer.disposeRunner.remove(this); - if (!contextLost) { - gl.deleteFramebuffer(fbo.framebuffer); - if (fbo.msaaBuffer) { - gl.deleteRenderbuffer(fbo.msaaBuffer); + }; + /** + * Gets the local bounds of the sprite object. + * @param rect - Optional output rectangle. + * @returns The bounds. + */ + Sprite.prototype.getLocalBounds = function (rect) { + // we can do a fast local bounds if the sprite has no children! + if (this.children.length === 0) { + if (!this._localBounds) { + this._localBounds = new Bounds(); } - if (fbo.stencil) { - gl.deleteRenderbuffer(fbo.stencil); + this._localBounds.minX = this._texture.orig.width * -this._anchor._x; + this._localBounds.minY = this._texture.orig.height * -this._anchor._y; + this._localBounds.maxX = this._texture.orig.width * (1 - this._anchor._x); + this._localBounds.maxY = this._texture.orig.height * (1 - this._anchor._y); + if (!rect) { + if (!this._localBoundsRect) { + this._localBoundsRect = new Rectangle(); + } + rect = this._localBoundsRect; } + return this._localBounds.getRectangle(rect); } - if (fbo.blitFramebuffer) { - fbo.blitFramebuffer.dispose(); - } + return _super.prototype.getLocalBounds.call(this, rect); }; /** - * Disposes all framebuffers, but not textures bound to them. - * @param [contextLost=false] - If context was lost, we suppress all delete function calls + * Tests if a point is inside this sprite + * @param point - the point to test + * @returns The result of the test */ - FramebufferSystem.prototype.disposeAll = function (contextLost) { - var list = this.managedFramebuffers; - this.managedFramebuffers = []; - for (var i = 0; i < list.length; i++) { - this.disposeFramebuffer(list[i], contextLost); + Sprite.prototype.containsPoint = function (point) { + this.worldTransform.applyInverse(point, tempPoint$2); + var width = this._texture.orig.width; + var height = this._texture.orig.height; + var x1 = -width * this.anchor.x; + var y1 = 0; + if (tempPoint$2.x >= x1 && tempPoint$2.x < x1 + width) { + y1 = -height * this.anchor.y; + if (tempPoint$2.y >= y1 && tempPoint$2.y < y1 + height) { + return true; + } } + return false; }; /** - * Forcing creation of stencil buffer for current framebuffer, if it wasn't done before. - * Used by MaskSystem, when its time to use stencil mask for Graphics element. - * - * Its an alternative for public lazy `framebuffer.enableStencil`, in case we need stencil without rebind. - * @private + * Destroys this sprite and optionally its texture and children. + * @param options - Options parameter. A boolean will act as if all options + * have been set to that value + * @param [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param [options.texture=false] - Should it destroy the current texture of the sprite as well + * @param [options.baseTexture=false] - Should it destroy the base texture of the sprite as well */ - FramebufferSystem.prototype.forceStencil = function () { - var framebuffer = this.current; - if (!framebuffer) { - return; - } - var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; - if (!fbo || fbo.stencil) { - return; - } - framebuffer.stencil = true; - var w = framebuffer.width; - var h = framebuffer.height; - var gl = this.gl; - var stencil = gl.createRenderbuffer(); - gl.bindRenderbuffer(gl.RENDERBUFFER, stencil); - if (fbo.msaaBuffer) { - gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, w, h); - } - else { - gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, w, h); + Sprite.prototype.destroy = function (options) { + _super.prototype.destroy.call(this, options); + this._texture.off('update', this._onTextureUpdate, this); + this._anchor = null; + var destroyTexture = typeof options === 'boolean' ? options : options && options.texture; + if (destroyTexture) { + var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture; + this._texture.destroy(!!destroyBaseTexture); } - fbo.stencil = stencil; - gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencil); - }; - /** Resets framebuffer stored state, binds screen framebuffer. Should be called before renderTexture reset(). */ - FramebufferSystem.prototype.reset = function () { - this.current = this.unknownFramebuffer; - this.viewport = new Rectangle$2(); + this._texture = null; }; - FramebufferSystem.prototype.destroy = function () { - this.renderer = null; + // some helper functions.. + /** + * Helper function that creates a new sprite based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from + * @param {object} [options] - See {@link PIXI.BaseTexture}'s constructor for options. + * @returns The newly created sprite + */ + Sprite.from = function (source, options) { + var texture = (source instanceof Texture) + ? source + : Texture.from(source, options); + return new Sprite(texture); }; - return FramebufferSystem; - }()); - - var byteSizeMap = { 5126: 4, 5123: 2, 5121: 1 }; - /** - * System plugin to the renderer to manage geometry. - * @memberof PIXI - */ - var GeometrySystem = /** @class */ (function () { - /** @param renderer - The renderer this System works for. */ - function GeometrySystem(renderer) { - this.renderer = renderer; - this._activeGeometry = null; - this._activeVao = null; - this.hasVao = true; - this.hasInstance = true; - this.canUseUInt32ElementIndex = false; - this.managedGeometries = {}; - } - /** Sets up the renderer context and necessary buffers. */ - GeometrySystem.prototype.contextChange = function () { - this.disposeAll(true); - var gl = this.gl = this.renderer.gl; - var context = this.renderer.context; - this.CONTEXT_UID = this.renderer.CONTEXT_UID; - // webgl2 - if (context.webGLVersion !== 2) { - // webgl 1! - var nativeVaoExtension_1 = this.renderer.context.extensions.vertexArrayObject; - if (settings$1.PREFER_ENV === ENV$8.WEBGL_LEGACY) { - nativeVaoExtension_1 = null; - } - if (nativeVaoExtension_1) { - gl.createVertexArray = function () { - return nativeVaoExtension_1.createVertexArrayOES(); - }; - gl.bindVertexArray = function (vao) { - return nativeVaoExtension_1.bindVertexArrayOES(vao); - }; - gl.deleteVertexArray = function (vao) { - return nativeVaoExtension_1.deleteVertexArrayOES(vao); - }; + Object.defineProperty(Sprite.prototype, "roundPixels", { + get: function () { + return this._roundPixels; + }, + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * + * Advantages can include sharper image quality (like text) and faster rendering on canvas. + * The main disadvantage is movement of objects may appear less smooth. + * + * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}. + * @default false + */ + set: function (value) { + if (this._roundPixels !== value) { + this._transformID = -1; } - else { - this.hasVao = false; - gl.createVertexArray = function () { - return null; - }; - gl.bindVertexArray = function () { - return null; - }; - gl.deleteVertexArray = function () { - return null; - }; + this._roundPixels = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "width", { + /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */ + get: function () { + return Math.abs(this.scale.x) * this._texture.orig.width; + }, + set: function (value) { + var s = sign(this.scale.x) || 1; + this.scale.x = s * value / this._texture.orig.width; + this._width = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "height", { + /** The height of the sprite, setting this will actually modify the scale to achieve the value set. */ + get: function () { + return Math.abs(this.scale.y) * this._texture.orig.height; + }, + set: function (value) { + var s = sign(this.scale.y) || 1; + this.scale.y = s * value / this._texture.orig.height; + this._height = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "anchor", { + /** + * The anchor sets the origin point of the sprite. The default value is taken from the {@link PIXI.Texture|Texture} + * and passed to the constructor. + * + * The default is `(0,0)`, this means the sprite's origin is the top left. + * + * Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered. + * + * Setting the anchor to `(1,1)` would mean the sprite's origin point will be the bottom right corner. + * + * If you pass only single parameter, it will set both x and y to the same value as shown in the example below. + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5). + */ + get: function () { + return this._anchor; + }, + set: function (value) { + this._anchor.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "tint", { + /** + * The tint applied to the sprite. This is a hex value. + * + * A value of 0xFFFFFF will remove any tint effect. + * @default 0xFFFFFF + */ + get: function () { + return this._tint; + }, + set: function (value) { + this._tint = value; + this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "texture", { + /** The texture that the sprite is using. */ + get: function () { + return this._texture; + }, + set: function (value) { + if (this._texture === value) { + return; } - } - if (context.webGLVersion !== 2) { - var instanceExt_1 = gl.getExtension('ANGLE_instanced_arrays'); - if (instanceExt_1) { - gl.vertexAttribDivisor = function (a, b) { - return instanceExt_1.vertexAttribDivisorANGLE(a, b); - }; - gl.drawElementsInstanced = function (a, b, c, d, e) { - return instanceExt_1.drawElementsInstancedANGLE(a, b, c, d, e); - }; - gl.drawArraysInstanced = function (a, b, c, d) { - return instanceExt_1.drawArraysInstancedANGLE(a, b, c, d); - }; + if (this._texture) { + this._texture.off('update', this._onTextureUpdate, this); } - else { - this.hasInstance = false; + this._texture = value || Texture.EMPTY; + this._cachedTint = 0xFFFFFF; + this._textureID = -1; + this._textureTrimmedID = -1; + if (value) { + // wait for the texture to load + if (value.baseTexture.valid) { + this._onTextureUpdate(); + } + else { + value.once('update', this._onTextureUpdate, this); + } } - } - this.canUseUInt32ElementIndex = context.webGLVersion === 2 || !!context.extensions.uint32ElementIndex; - }; + }, + enumerable: false, + configurable: true + }); + return Sprite; + }(Container)); + + /*! + * @pixi/text - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/text is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$c = function(d, b) { + extendStatics$c = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$c(d, b); + }; + + function __extends$c(d, b) { + extendStatics$c(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * Constants that define the type of gradient on text. + * @static + * @constant + * @name TEXT_GRADIENT + * @memberof PIXI + * @type {object} + * @property {number} LINEAR_VERTICAL Vertical gradient + * @property {number} LINEAR_HORIZONTAL Linear gradient + */ + var TEXT_GRADIENT; + (function (TEXT_GRADIENT) { + TEXT_GRADIENT[TEXT_GRADIENT["LINEAR_VERTICAL"] = 0] = "LINEAR_VERTICAL"; + TEXT_GRADIENT[TEXT_GRADIENT["LINEAR_HORIZONTAL"] = 1] = "LINEAR_HORIZONTAL"; + })(TEXT_GRADIENT || (TEXT_GRADIENT = {})); + + // disabling eslint for now, going to rewrite this in v5 + var defaultStyle = { + align: 'left', + breakWords: false, + dropShadow: false, + dropShadowAlpha: 1, + dropShadowAngle: Math.PI / 6, + dropShadowBlur: 0, + dropShadowColor: 'black', + dropShadowDistance: 5, + fill: 'black', + fillGradientType: TEXT_GRADIENT.LINEAR_VERTICAL, + fillGradientStops: [], + fontFamily: 'Arial', + fontSize: 26, + fontStyle: 'normal', + fontVariant: 'normal', + fontWeight: 'normal', + letterSpacing: 0, + lineHeight: 0, + lineJoin: 'miter', + miterLimit: 10, + padding: 0, + stroke: 'black', + strokeThickness: 0, + textBaseline: 'alphabetic', + trim: false, + whiteSpace: 'pre', + wordWrap: false, + wordWrapWidth: 100, + leading: 0, + }; + var genericFontFamilies = [ + 'serif', + 'sans-serif', + 'monospace', + 'cursive', + 'fantasy', + 'system-ui' ]; + /** + * A TextStyle Object contains information to decorate a Text objects. + * + * An instance can be shared between multiple Text objects; then changing the style will update all text objects using it. + * + * A tool can be used to generate a text style [here](https://pixijs.io/pixi-text-style). + * + * @memberof PIXI + */ + var TextStyle = /** @class */ (function () { /** - * Binds geometry so that is can be drawn. Creating a Vao if required - * @param geometry - Instance of geometry to bind. - * @param shader - Instance of shader to use vao for. + * @param {object} [style] - The style parameters + * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'), + * does not affect single line text + * @param {boolean} [style.breakWords=false] - Indicates if lines can be wrapped within words, it + * needs wordWrap to be set to true + * @param {boolean} [style.dropShadow=false] - Set a drop shadow for the text + * @param {number} [style.dropShadowAlpha=1] - Set alpha for the drop shadow + * @param {number} [style.dropShadowAngle=Math.PI/6] - Set a angle of the drop shadow + * @param {number} [style.dropShadowBlur=0] - Set a shadow blur radius + * @param {string|number} [style.dropShadowColor='black'] - A fill style to be used on the dropshadow e.g 'red', '#00FF00' + * @param {number} [style.dropShadowDistance=5] - Set a distance of the drop shadow + * @param {string|string[]|number|number[]|CanvasGradient|CanvasPattern} [style.fill='black'] - A canvas + * fillstyle that will be used on the text e.g 'red', '#00FF00'. Can be an array to create a gradient + * eg ['#000000','#FFFFFF'] + * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} + * @param {number} [style.fillGradientType=PIXI.TEXT_GRADIENT.LINEAR_VERTICAL] - If fill is an array of colours + * to create a gradient, this can change the type/direction of the gradient. See {@link PIXI.TEXT_GRADIENT} + * @param {number[]} [style.fillGradientStops] - If fill is an array of colours to create a gradient, this array can set + * the stop points (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. + * @param {string|string[]} [style.fontFamily='Arial'] - The font family + * @param {number|string} [style.fontSize=26] - The font size (as a number it converts to px, but as a string, + * equivalents are '26px','20pt','160%' or '1.6em') + * @param {string} [style.fontStyle='normal'] - The font style ('normal', 'italic' or 'oblique') + * @param {string} [style.fontVariant='normal'] - The font variant ('normal' or 'small-caps') + * @param {string} [style.fontWeight='normal'] - The font weight ('normal', 'bold', 'bolder', 'lighter' and '100', + * '200', '300', '400', '500', '600', '700', '800' or '900') + * @param {number} [style.leading=0] - The space between lines + * @param {number} [style.letterSpacing=0] - The amount of spacing between letters, default is 0 + * @param {number} [style.lineHeight] - The line height, a number that represents the vertical space that a letter uses + * @param {string} [style.lineJoin='miter'] - The lineJoin property sets the type of corner created, it can resolve + * spiked text issues. Possible values "miter" (creates a sharp corner), "round" (creates a round corner) or "bevel" + * (creates a squared corner). + * @param {number} [style.miterLimit=10] - The miter limit to use when using the 'miter' lineJoin mode. This can reduce + * or increase the spikiness of rendered text. + * @param {number} [style.padding=0] - Occasionally some fonts are cropped. Adding some padding will prevent this from + * happening by adding padding to all sides of the text. + * @param {string|number} [style.stroke='black'] - A canvas fillstyle that will be used on the text stroke + * e.g 'blue', '#FCFF00' + * @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke. + * Default is 0 (no stroke) + * @param {boolean} [style.trim=false] - Trim transparent borders + * @param {string} [style.textBaseline='alphabetic'] - The baseline of the text that is rendered. + * @param {string} [style.whiteSpace='pre'] - Determines whether newlines & spaces are collapsed or preserved "normal" + * (collapse, collapse), "pre" (preserve, preserve) | "pre-line" (preserve, collapse). It needs wordWrap to be set to true + * @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used + * @param {number} [style.wordWrapWidth=100] - The width at which text will wrap, it needs wordWrap to be set to true */ - GeometrySystem.prototype.bind = function (geometry, shader) { - shader = shader || this.renderer.shader.shader; - var gl = this.gl; - // not sure the best way to address this.. - // currently different shaders require different VAOs for the same geometry - // Still mulling over the best way to solve this one.. - // will likely need to modify the shader attribute locations at run time! - var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID]; - var incRefCount = false; - if (!vaos) { - this.managedGeometries[geometry.id] = geometry; - geometry.disposeRunner.add(this); - geometry.glVertexArrayObjects[this.CONTEXT_UID] = vaos = {}; - incRefCount = true; - } - var vao = vaos[shader.program.id] || this.initGeometryVao(geometry, shader, incRefCount); - this._activeGeometry = geometry; - if (this._activeVao !== vao) { - this._activeVao = vao; - if (this.hasVao) { - gl.bindVertexArray(vao); - } - else { - this.activateVao(geometry, shader.program); - } - } - // TODO - optimise later! - // don't need to loop through if nothing changed! - // maybe look to add an 'autoupdate' to geometry? - this.updateBuffers(); - }; - /** Reset and unbind any active VAO and geometry. */ - GeometrySystem.prototype.reset = function () { - this.unbind(); - }; - /** Update buffers of the currently bound geometry. */ - GeometrySystem.prototype.updateBuffers = function () { - var geometry = this._activeGeometry; - var bufferSystem = this.renderer.buffer; - for (var i = 0; i < geometry.buffers.length; i++) { - var buffer = geometry.buffers[i]; - bufferSystem.update(buffer); - } - }; + function TextStyle(style) { + this.styleID = 0; + this.reset(); + deepCopyProperties(this, style, style); + } /** - * Check compatibility between a geometry and a program - * @param geometry - Geometry instance. - * @param program - Program instance. + * Creates a new TextStyle object with the same values as this one. + * Note that the only the properties of the object are cloned. + * + * @return New cloned TextStyle object */ - GeometrySystem.prototype.checkCompatibility = function (geometry, program) { - // geometry must have at least all the attributes that the shader requires. - var geometryAttributes = geometry.attributes; - var shaderAttributes = program.attributeData; - for (var j in shaderAttributes) { - if (!geometryAttributes[j]) { - throw new Error("shader and geometry incompatible, geometry missing the \"" + j + "\" attribute"); - } - } + TextStyle.prototype.clone = function () { + var clonedProperties = {}; + deepCopyProperties(clonedProperties, this, defaultStyle); + return new TextStyle(clonedProperties); }; - /** - * Takes a geometry and program and generates a unique signature for them. - * @param geometry - To get signature from. - * @param program - To test geometry against. - * @returns - Unique signature of the geometry and program - */ - GeometrySystem.prototype.getSignature = function (geometry, program) { - var attribs = geometry.attributes; - var shaderAttributes = program.attributeData; - var strings = ['g', geometry.id]; - for (var i in attribs) { - if (shaderAttributes[i]) { - strings.push(i, shaderAttributes[i].location); - } - } - return strings.join('-'); + /** Resets all properties to the defaults specified in TextStyle.prototype._default */ + TextStyle.prototype.reset = function () { + deepCopyProperties(this, defaultStyle, defaultStyle); }; - /** - * Creates or gets Vao with the same structure as the geometry and stores it on the geometry. - * If vao is created, it is bound automatically. We use a shader to infer what and how to set up the - * attribute locations. - * @param geometry - Instance of geometry to to generate Vao for. - * @param shader - Instance of the shader. - * @param incRefCount - Increment refCount of all geometry buffers. - */ - GeometrySystem.prototype.initGeometryVao = function (geometry, shader, incRefCount) { - if (incRefCount === void 0) { incRefCount = true; } - var gl = this.gl; - var CONTEXT_UID = this.CONTEXT_UID; - var bufferSystem = this.renderer.buffer; - var program = shader.program; - if (!program.glPrograms[CONTEXT_UID]) { - this.renderer.shader.generateProgram(shader); - } - this.checkCompatibility(geometry, program); - var signature = this.getSignature(geometry, program); - var vaoObjectHash = geometry.glVertexArrayObjects[this.CONTEXT_UID]; - var vao = vaoObjectHash[signature]; - if (vao) { - // this will give us easy access to the vao - vaoObjectHash[program.id] = vao; - return vao; - } - var buffers = geometry.buffers; - var attributes = geometry.attributes; - var tempStride = {}; - var tempStart = {}; - for (var j in buffers) { - tempStride[j] = 0; - tempStart[j] = 0; - } - for (var j in attributes) { - if (!attributes[j].size && program.attributeData[j]) { - attributes[j].size = program.attributeData[j].size; - } - else if (!attributes[j].size) { - console.warn("PIXI Geometry attribute '" + j + "' size cannot be determined (likely the bound shader does not have the attribute)"); // eslint-disable-line + Object.defineProperty(TextStyle.prototype, "align", { + /** + * Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text + * + * @member {string} + */ + get: function () { + return this._align; + }, + set: function (align) { + if (this._align !== align) { + this._align = align; + this.styleID++; } - tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap[attributes[j].type]; - } - for (var j in attributes) { - var attribute = attributes[j]; - var attribSize = attribute.size; - if (attribute.stride === undefined) { - if (tempStride[attribute.buffer] === attribSize * byteSizeMap[attribute.type]) { - attribute.stride = 0; - } - else { - attribute.stride = tempStride[attribute.buffer]; - } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "breakWords", { + /** Indicates if lines can be wrapped within words, it needs wordWrap to be set to true. */ + get: function () { + return this._breakWords; + }, + set: function (breakWords) { + if (this._breakWords !== breakWords) { + this._breakWords = breakWords; + this.styleID++; } - if (attribute.start === undefined) { - attribute.start = tempStart[attribute.buffer]; - tempStart[attribute.buffer] += attribSize * byteSizeMap[attribute.type]; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadow", { + /** Set a drop shadow for the text. */ + get: function () { + return this._dropShadow; + }, + set: function (dropShadow) { + if (this._dropShadow !== dropShadow) { + this._dropShadow = dropShadow; + this.styleID++; } - } - vao = gl.createVertexArray(); - gl.bindVertexArray(vao); - // first update - and create the buffers! - // only create a gl buffer if it actually gets - for (var i = 0; i < buffers.length; i++) { - var buffer = buffers[i]; - bufferSystem.bind(buffer); - if (incRefCount) { - buffer._glBuffers[CONTEXT_UID].refCount++; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowAlpha", { + /** Set alpha for the drop shadow. */ + get: function () { + return this._dropShadowAlpha; + }, + set: function (dropShadowAlpha) { + if (this._dropShadowAlpha !== dropShadowAlpha) { + this._dropShadowAlpha = dropShadowAlpha; + this.styleID++; } - } - // TODO - maybe make this a data object? - // lets wait to see if we need to first! - this.activateVao(geometry, program); - this._activeVao = vao; - // add it to the cache! - vaoObjectHash[program.id] = vao; - vaoObjectHash[signature] = vao; - return vao; - }; - /** - * Disposes geometry. - * @param geometry - Geometry with buffers. Only VAO will be disposed - * @param [contextLost=false] - If context was lost, we suppress deleteVertexArray - */ - GeometrySystem.prototype.disposeGeometry = function (geometry, contextLost) { - var _a; - if (!this.managedGeometries[geometry.id]) { - return; - } - delete this.managedGeometries[geometry.id]; - var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID]; - var gl = this.gl; - var buffers = geometry.buffers; - var bufferSystem = (_a = this.renderer) === null || _a === void 0 ? void 0 : _a.buffer; - geometry.disposeRunner.remove(this); - if (!vaos) { - return; - } - // bufferSystem may have already been destroyed.. - // if this is the case, there is no need to destroy the geometry buffers... - // they already have been! - if (bufferSystem) { - for (var i = 0; i < buffers.length; i++) { - var buf = buffers[i]._glBuffers[this.CONTEXT_UID]; - // my be null as context may have changed right before the dispose is called - if (buf) { - buf.refCount--; - if (buf.refCount === 0 && !contextLost) { - bufferSystem.dispose(buffers[i], contextLost); - } - } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowAngle", { + /** Set a angle of the drop shadow. */ + get: function () { + return this._dropShadowAngle; + }, + set: function (dropShadowAngle) { + if (this._dropShadowAngle !== dropShadowAngle) { + this._dropShadowAngle = dropShadowAngle; + this.styleID++; } - } - if (!contextLost) { - for (var vaoId in vaos) { - // delete only signatures, everything else are copies - if (vaoId[0] === 'g') { - var vao = vaos[vaoId]; - if (this._activeVao === vao) { - this.unbind(); - } - gl.deleteVertexArray(vao); - } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowBlur", { + /** Set a shadow blur radius. */ + get: function () { + return this._dropShadowBlur; + }, + set: function (dropShadowBlur) { + if (this._dropShadowBlur !== dropShadowBlur) { + this._dropShadowBlur = dropShadowBlur; + this.styleID++; } - } - delete geometry.glVertexArrayObjects[this.CONTEXT_UID]; - }; - /** - * Dispose all WebGL resources of all managed geometries. - * @param [contextLost=false] - If context was lost, we suppress `gl.delete` calls - */ - GeometrySystem.prototype.disposeAll = function (contextLost) { - var all = Object.keys(this.managedGeometries); - for (var i = 0; i < all.length; i++) { - this.disposeGeometry(this.managedGeometries[all[i]], contextLost); - } - }; - /** - * Activate vertex array object. - * @param geometry - Geometry instance. - * @param program - Shader program instance. - */ - GeometrySystem.prototype.activateVao = function (geometry, program) { - var gl = this.gl; - var CONTEXT_UID = this.CONTEXT_UID; - var bufferSystem = this.renderer.buffer; - var buffers = geometry.buffers; - var attributes = geometry.attributes; - if (geometry.indexBuffer) { - // first update the index buffer if we have one.. - bufferSystem.bind(geometry.indexBuffer); - } - var lastBuffer = null; - // add a new one! - for (var j in attributes) { - var attribute = attributes[j]; - var buffer = buffers[attribute.buffer]; - var glBuffer = buffer._glBuffers[CONTEXT_UID]; - if (program.attributeData[j]) { - if (lastBuffer !== glBuffer) { - bufferSystem.bind(buffer); - lastBuffer = glBuffer; - } - var location = program.attributeData[j].location; - // TODO introduce state again - // we can optimise this for older devices that have no VAOs - gl.enableVertexAttribArray(location); - gl.vertexAttribPointer(location, attribute.size, attribute.type || gl.FLOAT, attribute.normalized, attribute.stride, attribute.start); - if (attribute.instance) { - // TODO calculate instance count based of this... - if (this.hasInstance) { - gl.vertexAttribDivisor(location, 1); - } - else { - throw new Error('geometry error, GPU Instancing is not supported on this device'); - } - } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowColor", { + /** A fill style to be used on the dropshadow e.g 'red', '#00FF00'. */ + get: function () { + return this._dropShadowColor; + }, + set: function (dropShadowColor) { + var outputColor = getColor(dropShadowColor); + if (this._dropShadowColor !== outputColor) { + this._dropShadowColor = outputColor; + this.styleID++; } - } - }; - /** - * Draws the currently bound geometry. - * @param type - The type primitive to render. - * @param size - The number of elements to be rendered. If not specified, all vertices after the - * starting vertex will be drawn. - * @param start - The starting vertex in the geometry to start drawing from. If not specified, - * drawing will start from the first vertex. - * @param instanceCount - The number of instances of the set of elements to execute. If not specified, - * all instances will be drawn. - */ - GeometrySystem.prototype.draw = function (type, size, start, instanceCount) { - var gl = this.gl; - var geometry = this._activeGeometry; - // TODO.. this should not change so maybe cache the function? - if (geometry.indexBuffer) { - var byteSize = geometry.indexBuffer.data.BYTES_PER_ELEMENT; - var glType = byteSize === 2 ? gl.UNSIGNED_SHORT : gl.UNSIGNED_INT; - if (byteSize === 2 || (byteSize === 4 && this.canUseUInt32ElementIndex)) { - if (geometry.instanced) { - /* eslint-disable max-len */ - gl.drawElementsInstanced(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize, instanceCount || 1); - /* eslint-enable max-len */ - } - else { - /* eslint-disable max-len */ - gl.drawElements(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize); - /* eslint-enable max-len */ - } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowDistance", { + /** Set a distance of the drop shadow. */ + get: function () { + return this._dropShadowDistance; + }, + set: function (dropShadowDistance) { + if (this._dropShadowDistance !== dropShadowDistance) { + this._dropShadowDistance = dropShadowDistance; + this.styleID++; } - else { - console.warn('unsupported index buffer type: uint32'); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fill", { + /** + * A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'. + * + * Can be an array to create a gradient eg ['#000000','#FFFFFF'] + * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} + * + * @member {string|string[]|number|number[]|CanvasGradient|CanvasPattern} + */ + get: function () { + return this._fill; + }, + set: function (fill) { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + // TODO: Not sure if getColor works properly with CanvasGradient and/or CanvasPattern, can't pass in + // without casting here. + var outputColor = getColor(fill); + if (this._fill !== outputColor) { + this._fill = outputColor; + this.styleID++; } - } - else if (geometry.instanced) { - // TODO need a better way to calculate size.. - gl.drawArraysInstanced(type, start, size || geometry.getSize(), instanceCount || 1); - } - else { - gl.drawArrays(type, start, size || geometry.getSize()); - } - return this; - }; - /** Unbind/reset everything. */ - GeometrySystem.prototype.unbind = function () { - this.gl.bindVertexArray(null); - this._activeVao = null; - this._activeGeometry = null; - }; - GeometrySystem.prototype.destroy = function () { - this.renderer = null; - }; - return GeometrySystem; - }()); - - /** - * Component for masked elements. - * - * Holds mask mode and temporary data about current mask. - * @memberof PIXI - */ - var MaskData = /** @class */ (function () { - /** - * Create MaskData - * @param {PIXI.DisplayObject} [maskObject=null] - object that describes the mask - */ - function MaskData(maskObject) { - if (maskObject === void 0) { maskObject = null; } - this.type = MASK_TYPES$8.NONE; - this.autoDetect = true; - this.maskObject = maskObject || null; - this.pooled = false; - this.isMaskData = true; - this.resolution = null; - this.multisample = settings$1.FILTER_MULTISAMPLE; - this.enabled = true; - this.colorMask = 0xf; - this._filters = null; - this._stencilCounter = 0; - this._scissorCounter = 0; - this._scissorRect = null; - this._scissorRectLocal = null; - this._colorMask = 0xf; - this._target = null; - } - Object.defineProperty(MaskData.prototype, "filter", { + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fillGradientType", { /** - * The sprite mask filter. - * If set to `null`, the default sprite mask filter is used. - * @default null + * If fill is an array of colours to create a gradient, this can change the type/direction of the gradient. + * + * @see PIXI.TEXT_GRADIENT */ get: function () { - return this._filters ? this._filters[0] : null; + return this._fillGradientType; }, - set: function (value) { - if (value) { - if (this._filters) { - this._filters[0] = value; - } - else { - this._filters = [value]; - } + set: function (fillGradientType) { + if (this._fillGradientType !== fillGradientType) { + this._fillGradientType = fillGradientType; + this.styleID++; } - else { - this._filters = null; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fillGradientStops", { + /** + * If fill is an array of colours to create a gradient, this array can set the stop points + * (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. + */ + get: function () { + return this._fillGradientStops; + }, + set: function (fillGradientStops) { + if (!areArraysEqual(this._fillGradientStops, fillGradientStops)) { + this._fillGradientStops = fillGradientStops; + this.styleID++; } }, enumerable: false, configurable: true }); - /** Resets the mask data after popMask(). */ - MaskData.prototype.reset = function () { - if (this.pooled) { - this.maskObject = null; - this.type = MASK_TYPES$8.NONE; - this.autoDetect = true; - } - this._target = null; - this._scissorRectLocal = null; - }; - /** - * Copies counters from maskData above, called from pushMask(). - * @param maskAbove - */ - MaskData.prototype.copyCountersOrReset = function (maskAbove) { - if (maskAbove) { - this._stencilCounter = maskAbove._stencilCounter; - this._scissorCounter = maskAbove._scissorCounter; - this._scissorRect = maskAbove._scissorRect; - } - else { - this._stencilCounter = 0; - this._scissorCounter = 0; - this._scissorRect = null; - } - }; - return MaskData; - }()); - - /** - * @private - * @param {WebGLRenderingContext} gl - The current WebGL context {WebGLProgram} - * @param {number} type - the type, can be either VERTEX_SHADER or FRAGMENT_SHADER - * @param {string} src - The vertex shader source as an array of strings. - * @returns {WebGLShader} the shader - */ - function compileShader(gl, type, src) { - var shader = gl.createShader(type); - gl.shaderSource(shader, src); - gl.compileShader(shader); - return shader; - } - - /** - * will log a shader error highlighting the lines with the error - * also will add numbers along the side. - * @param gl - the WebGLContext - * @param shader - the shader to log errors for - */ - function logPrettyShaderError(gl, shader) { - var shaderSrc = gl.getShaderSource(shader) - .split('\n') - .map(function (line, index) { return index + ": " + line; }); - var shaderLog = gl.getShaderInfoLog(shader); - var splitShader = shaderLog.split('\n'); - var dedupe = {}; - var lineNumbers = splitShader.map(function (line) { return parseFloat(line.replace(/^ERROR\: 0\:([\d]+)\:.*$/, '$1')); }) - .filter(function (n) { - if (n && !dedupe[n]) { - dedupe[n] = true; - return true; - } - return false; + Object.defineProperty(TextStyle.prototype, "fontFamily", { + /** The font family. */ + get: function () { + return this._fontFamily; + }, + set: function (fontFamily) { + if (this.fontFamily !== fontFamily) { + this._fontFamily = fontFamily; + this.styleID++; + } + }, + enumerable: false, + configurable: true }); - var logArgs = ['']; - lineNumbers.forEach(function (number) { - shaderSrc[number - 1] = "%c" + shaderSrc[number - 1] + "%c"; - logArgs.push('background: #FF0000; color:#FFFFFF; font-size: 10px', 'font-size: 10px'); + Object.defineProperty(TextStyle.prototype, "fontSize", { + /** + * The font size + * (as a number it converts to px, but as a string, equivalents are '26px','20pt','160%' or '1.6em') + */ + get: function () { + return this._fontSize; + }, + set: function (fontSize) { + if (this._fontSize !== fontSize) { + this._fontSize = fontSize; + this.styleID++; + } + }, + enumerable: false, + configurable: true }); - var fragmentSourceToLog = shaderSrc - .join('\n'); - logArgs[0] = fragmentSourceToLog; - console.error(shaderLog); - // eslint-disable-next-line no-console - console.groupCollapsed('click to view full shader code'); - console.warn.apply(console, logArgs); - // eslint-disable-next-line no-console - console.groupEnd(); - } - /** - * - * logs out any program errors - * @param gl - The current WebGL context - * @param program - the WebGL program to display errors for - * @param vertexShader - the fragment WebGL shader program - * @param fragmentShader - the vertex WebGL shader program - */ - function logProgramError(gl, program, vertexShader, fragmentShader) { - // if linking fails, then log and cleanup - if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { - if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) { - logPrettyShaderError(gl, vertexShader); - } - if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) { - logPrettyShaderError(gl, fragmentShader); - } - console.error('PixiJS Error: Could not initialize shader.'); - // if there is a program info log, log it - if (gl.getProgramInfoLog(program) !== '') { - console.warn('PixiJS Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program)); - } - } - } - - function booleanArray(size) { - var array = new Array(size); - for (var i = 0; i < array.length; i++) { - array[i] = false; - } - return array; - } - /** - * @method defaultValue - * @memberof PIXI.glCore.shader - * @param {string} type - Type of value - * @param {number} size - * @private - */ - function defaultValue(type, size) { - switch (type) { - case 'float': - return 0; - case 'vec2': - return new Float32Array(2 * size); - case 'vec3': - return new Float32Array(3 * size); - case 'vec4': - return new Float32Array(4 * size); - case 'int': - case 'uint': - case 'sampler2D': - case 'sampler2DArray': - return 0; - case 'ivec2': - return new Int32Array(2 * size); - case 'ivec3': - return new Int32Array(3 * size); - case 'ivec4': - return new Int32Array(4 * size); - case 'uvec2': - return new Uint32Array(2 * size); - case 'uvec3': - return new Uint32Array(3 * size); - case 'uvec4': - return new Uint32Array(4 * size); - case 'bool': - return false; - case 'bvec2': - return booleanArray(2 * size); - case 'bvec3': - return booleanArray(3 * size); - case 'bvec4': - return booleanArray(4 * size); - case 'mat2': - return new Float32Array([1, 0, - 0, 1]); - case 'mat3': - return new Float32Array([1, 0, 0, - 0, 1, 0, - 0, 0, 1]); - case 'mat4': - return new Float32Array([1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1]); - } - return null; - } - - var unknownContext = {}; - var context = unknownContext; - /** - * returns a little WebGL context to use for program inspection. - * @static - * @private - * @returns {WebGLRenderingContext} a gl context to test with - */ - function getTestContext() { - if (context === unknownContext || (context && context.isContextLost())) { - var canvas = settings$1.ADAPTER.createCanvas(); - var gl = void 0; - if (settings$1.PREFER_ENV >= ENV$8.WEBGL2) { - gl = canvas.getContext('webgl2', {}); - } - if (!gl) { - gl = (canvas.getContext('webgl', {}) - || canvas.getContext('experimental-webgl', {})); - if (!gl) { - // fail, not able to get a context - gl = null; - } - else { - // for shader testing.. - gl.getExtension('WEBGL_draw_buffers'); - } - } - context = gl; - } - return context; - } - - var maxFragmentPrecision; - function getMaxFragmentPrecision() { - if (!maxFragmentPrecision) { - maxFragmentPrecision = PRECISION$8.MEDIUM; - var gl = getTestContext(); - if (gl) { - if (gl.getShaderPrecisionFormat) { - var shaderFragment = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT); - maxFragmentPrecision = shaderFragment.precision ? PRECISION$8.HIGH : PRECISION$8.MEDIUM; - } - } - } - return maxFragmentPrecision; - } - - /** - * Sets the float precision on the shader, ensuring the device supports the request precision. - * If the precision is already present, it just ensures that the device is able to handle it. - * @private - * @param {string} src - The shader source - * @param {PIXI.PRECISION} requestedPrecision - The request float precision of the shader. - * @param {PIXI.PRECISION} maxSupportedPrecision - The maximum precision the shader supports. - * @returns {string} modified shader source - */ - function setPrecision(src, requestedPrecision, maxSupportedPrecision) { - if (src.substring(0, 9) !== 'precision') { - // no precision supplied, so PixiJS will add the requested level. - var precision = requestedPrecision; - // If highp is requested but not supported, downgrade precision to a level all devices support. - if (requestedPrecision === PRECISION$8.HIGH && maxSupportedPrecision !== PRECISION$8.HIGH) { - precision = PRECISION$8.MEDIUM; - } - return "precision " + precision + " float;\n" + src; - } - else if (maxSupportedPrecision !== PRECISION$8.HIGH && src.substring(0, 15) === 'precision highp') { - // precision was supplied, but at a level this device does not support, so downgrading to mediump. - return src.replace('precision highp', 'precision mediump'); - } - return src; - } - - var GLSL_TO_SIZE = { - float: 1, - vec2: 2, - vec3: 3, - vec4: 4, - int: 1, - ivec2: 2, - ivec3: 3, - ivec4: 4, - uint: 1, - uvec2: 2, - uvec3: 3, - uvec4: 4, - bool: 1, - bvec2: 2, - bvec3: 3, - bvec4: 4, - mat2: 4, - mat3: 9, - mat4: 16, - sampler2D: 1, - }; - /** - * @private - * @method mapSize - * @memberof PIXI.glCore.shader - * @param {string} type - */ - function mapSize(type) { - return GLSL_TO_SIZE[type]; - } - - var GL_TABLE = null; - var GL_TO_GLSL_TYPES = { - FLOAT: 'float', - FLOAT_VEC2: 'vec2', - FLOAT_VEC3: 'vec3', - FLOAT_VEC4: 'vec4', - INT: 'int', - INT_VEC2: 'ivec2', - INT_VEC3: 'ivec3', - INT_VEC4: 'ivec4', - UNSIGNED_INT: 'uint', - UNSIGNED_INT_VEC2: 'uvec2', - UNSIGNED_INT_VEC3: 'uvec3', - UNSIGNED_INT_VEC4: 'uvec4', - BOOL: 'bool', - BOOL_VEC2: 'bvec2', - BOOL_VEC3: 'bvec3', - BOOL_VEC4: 'bvec4', - FLOAT_MAT2: 'mat2', - FLOAT_MAT3: 'mat3', - FLOAT_MAT4: 'mat4', - SAMPLER_2D: 'sampler2D', - INT_SAMPLER_2D: 'sampler2D', - UNSIGNED_INT_SAMPLER_2D: 'sampler2D', - SAMPLER_CUBE: 'samplerCube', - INT_SAMPLER_CUBE: 'samplerCube', - UNSIGNED_INT_SAMPLER_CUBE: 'samplerCube', - SAMPLER_2D_ARRAY: 'sampler2DArray', - INT_SAMPLER_2D_ARRAY: 'sampler2DArray', - UNSIGNED_INT_SAMPLER_2D_ARRAY: 'sampler2DArray', - }; - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - function mapType(gl, type) { - if (!GL_TABLE) { - var typeNames = Object.keys(GL_TO_GLSL_TYPES); - GL_TABLE = {}; - for (var i = 0; i < typeNames.length; ++i) { - var tn = typeNames[i]; - GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn]; - } - } - return GL_TABLE[type]; - } - - /* eslint-disable @typescript-eslint/explicit-module-boundary-types */ - // Parsers, each one of these will take a look at the type of shader property and uniform. - // if they pass the test function then the code function is called that returns a the shader upload code for that uniform. - // Shader upload code is automagically generated with these parsers. - // If no parser is valid then the default upload functions are used. - // exposing Parsers means that custom upload logic can be added to pixi's shaders. - // A good example would be a pixi rectangle can be directly set on a uniform. - // If the shader sees it it knows how to upload the rectangle structure as a vec4 - // format is as follows: - // - // { - // test: (data, uniform) => {} <--- test is this code should be used for this uniform - // code: (name, uniform) => {} <--- returns the string of the piece of code that uploads the uniform - // codeUbo: (name, uniform) => {} <--- returns the string of the piece of code that uploads the - // uniform to a uniform buffer - // } - var uniformParsers = [ - // a float cache layer - { - test: function (data) { - return data.type === 'float' && data.size === 1; - }, - code: function (name) { - return "\n if(uv[\"" + name + "\"] !== ud[\"" + name + "\"].value)\n {\n ud[\"" + name + "\"].value = uv[\"" + name + "\"]\n gl.uniform1f(ud[\"" + name + "\"].location, uv[\"" + name + "\"])\n }\n "; - }, - }, - // handling samplers - { - test: function (data) { - // eslint-disable-next-line max-len - return (data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray; - }, - code: function (name) { return "t = syncData.textureCount++;\n\n renderer.texture.bind(uv[\"" + name + "\"], t);\n\n if(ud[\"" + name + "\"].value !== t)\n {\n ud[\"" + name + "\"].value = t;\n gl.uniform1i(ud[\"" + name + "\"].location, t);\n; // eslint-disable-line max-len\n }"; }, - }, - // uploading pixi matrix object to mat3 - { - test: function (data, uniform) { - return data.type === 'mat3' && data.size === 1 && uniform.a !== undefined; - }, - code: function (name) { - // TODO and some smart caching dirty ids here! - return "\n gl.uniformMatrix3fv(ud[\"" + name + "\"].location, false, uv[\"" + name + "\"].toArray(true));\n "; - }, - codeUbo: function (name) { - return "\n var " + name + "_matrix = uv." + name + ".toArray(true);\n\n data[offset] = " + name + "_matrix[0];\n data[offset+1] = " + name + "_matrix[1];\n data[offset+2] = " + name + "_matrix[2];\n \n data[offset + 4] = " + name + "_matrix[3];\n data[offset + 5] = " + name + "_matrix[4];\n data[offset + 6] = " + name + "_matrix[5];\n \n data[offset + 8] = " + name + "_matrix[6];\n data[offset + 9] = " + name + "_matrix[7];\n data[offset + 10] = " + name + "_matrix[8];\n "; + Object.defineProperty(TextStyle.prototype, "fontStyle", { + /** + * The font style + * ('normal', 'italic' or 'oblique') + * + * @member {string} + */ + get: function () { + return this._fontStyle; }, - }, - // uploading a pixi point as a vec2 with caching layer - { - test: function (data, uniform) { - return data.type === 'vec2' && data.size === 1 && uniform.x !== undefined; + set: function (fontStyle) { + if (this._fontStyle !== fontStyle) { + this._fontStyle = fontStyle; + this.styleID++; + } }, - code: function (name) { - return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n gl.uniform2f(ud[\"" + name + "\"].location, v.x, v.y);\n }"; + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fontVariant", { + /** + * The font variant + * ('normal' or 'small-caps') + * + * @member {string} + */ + get: function () { + return this._fontVariant; }, - codeUbo: function (name) { - return "\n v = uv." + name + ";\n\n data[offset] = v.x;\n data[offset+1] = v.y;\n "; - } - }, - // caching layer for a vec2 - { - test: function (data) { - return data.type === 'vec2' && data.size === 1; + set: function (fontVariant) { + if (this._fontVariant !== fontVariant) { + this._fontVariant = fontVariant; + this.styleID++; + } }, - code: function (name) { - return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n gl.uniform2f(ud[\"" + name + "\"].location, v[0], v[1]);\n }\n "; + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fontWeight", { + /** + * The font weight + * ('normal', 'bold', 'bolder', 'lighter' and '100', '200', '300', '400', '500', '600', '700', 800' or '900') + * + * @member {string} + */ + get: function () { + return this._fontWeight; }, - }, - // upload a pixi rectangle as a vec4 with caching layer - { - test: function (data, uniform) { - return data.type === 'vec4' && data.size === 1 && uniform.width !== undefined; + set: function (fontWeight) { + if (this._fontWeight !== fontWeight) { + this._fontWeight = fontWeight; + this.styleID++; + } }, - code: function (name) { - return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n cv[2] = v.width;\n cv[3] = v.height;\n gl.uniform4f(ud[\"" + name + "\"].location, v.x, v.y, v.width, v.height)\n }"; + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "letterSpacing", { + /** The amount of spacing between letters, default is 0. */ + get: function () { + return this._letterSpacing; }, - codeUbo: function (name) { - return "\n v = uv." + name + ";\n\n data[offset] = v.x;\n data[offset+1] = v.y;\n data[offset+2] = v.width;\n data[offset+3] = v.height;\n "; - } - }, - // a caching layer for vec4 uploading - { - test: function (data) { - return data.type === 'vec4' && data.size === 1; + set: function (letterSpacing) { + if (this._letterSpacing !== letterSpacing) { + this._letterSpacing = letterSpacing; + this.styleID++; + } }, - code: function (name) { - return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4f(ud[\"" + name + "\"].location, v[0], v[1], v[2], v[3])\n }"; + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "lineHeight", { + /** The line height, a number that represents the vertical space that a letter uses. */ + get: function () { + return this._lineHeight; }, - } ]; - - // cu = Cached value's uniform data field - // cv = Cached value - // v = value to upload - // ud = uniformData - // uv = uniformValue - // l = location - var GLSL_TO_SINGLE_SETTERS_CACHED = { - float: "\n if (cv !== v)\n {\n cu.value = v;\n gl.uniform1f(location, v);\n }", - vec2: "\n if (cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2f(location, v[0], v[1])\n }", - vec3: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3f(location, v[0], v[1], v[2])\n }", - vec4: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4f(location, v[0], v[1], v[2], v[3]);\n }", - int: "\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1i(location, v);\n }", - ivec2: "\n if (cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2i(location, v[0], v[1]);\n }", - ivec3: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3i(location, v[0], v[1], v[2]);\n }", - ivec4: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\n }", - uint: "\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1ui(location, v);\n }", - uvec2: "\n if (cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2ui(location, v[0], v[1]);\n }", - uvec3: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3ui(location, v[0], v[1], v[2]);\n }", - uvec4: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4ui(location, v[0], v[1], v[2], v[3]);\n }", - bool: "\n if (cv !== v)\n {\n cu.value = v;\n gl.uniform1i(location, v);\n }", - bvec2: "\n if (cv[0] != v[0] || cv[1] != v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2i(location, v[0], v[1]);\n }", - bvec3: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3i(location, v[0], v[1], v[2]);\n }", - bvec4: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\n }", - mat2: 'gl.uniformMatrix2fv(location, false, v)', - mat3: 'gl.uniformMatrix3fv(location, false, v)', - mat4: 'gl.uniformMatrix4fv(location, false, v)', - sampler2D: 'gl.uniform1i(location, v)', - samplerCube: 'gl.uniform1i(location, v)', - sampler2DArray: 'gl.uniform1i(location, v)', - }; - var GLSL_TO_ARRAY_SETTERS = { - float: "gl.uniform1fv(location, v)", - vec2: "gl.uniform2fv(location, v)", - vec3: "gl.uniform3fv(location, v)", - vec4: 'gl.uniform4fv(location, v)', - mat4: 'gl.uniformMatrix4fv(location, false, v)', - mat3: 'gl.uniformMatrix3fv(location, false, v)', - mat2: 'gl.uniformMatrix2fv(location, false, v)', - int: 'gl.uniform1iv(location, v)', - ivec2: 'gl.uniform2iv(location, v)', - ivec3: 'gl.uniform3iv(location, v)', - ivec4: 'gl.uniform4iv(location, v)', - uint: 'gl.uniform1uiv(location, v)', - uvec2: 'gl.uniform2uiv(location, v)', - uvec3: 'gl.uniform3uiv(location, v)', - uvec4: 'gl.uniform4uiv(location, v)', - bool: 'gl.uniform1iv(location, v)', - bvec2: 'gl.uniform2iv(location, v)', - bvec3: 'gl.uniform3iv(location, v)', - bvec4: 'gl.uniform4iv(location, v)', - sampler2D: 'gl.uniform1iv(location, v)', - samplerCube: 'gl.uniform1iv(location, v)', - sampler2DArray: 'gl.uniform1iv(location, v)', - }; - function generateUniformsSync(group, uniformData) { - var _a; - var funcFragments = ["\n var v = null;\n var cv = null;\n var cu = null;\n var t = 0;\n var gl = renderer.gl;\n "]; - for (var i in group.uniforms) { - var data = uniformData[i]; - if (!data) { - if ((_a = group.uniforms[i]) === null || _a === void 0 ? void 0 : _a.group) { - if (group.uniforms[i].ubo) { - funcFragments.push("\n renderer.shader.syncUniformBufferGroup(uv." + i + ", '" + i + "');\n "); - } - else { - funcFragments.push("\n renderer.shader.syncUniformGroup(uv." + i + ", syncData);\n "); - } - } - continue; - } - var uniform = group.uniforms[i]; - var parsed = false; - for (var j = 0; j < uniformParsers.length; j++) { - if (uniformParsers[j].test(data, uniform)) { - funcFragments.push(uniformParsers[j].code(i, uniform)); - parsed = true; - break; - } - } - if (!parsed) { - var templateType = (data.size === 1) ? GLSL_TO_SINGLE_SETTERS_CACHED : GLSL_TO_ARRAY_SETTERS; - var template = templateType[data.type].replace('location', "ud[\"" + i + "\"].location"); - funcFragments.push("\n cu = ud[\"" + i + "\"];\n cv = cu.value;\n v = uv[\"" + i + "\"];\n " + template + ";"); - } - } - /* - * the introduction of syncData is to solve an issue where textures in uniform groups are not set correctly - * the texture count was always starting from 0 in each group. This needs to increment each time a texture is used - * no matter which group is being used - * - */ - // eslint-disable-next-line no-new-func - return new Function('ud', 'uv', 'renderer', 'syncData', funcFragments.join('\n')); - } - - var fragTemplate$1 = [ - 'precision mediump float;', - 'void main(void){', - 'float test = 0.1;', - '%forloop%', - 'gl_FragColor = vec4(0.0);', - '}' ].join('\n'); - function generateIfTestSrc(maxIfs) { - var src = ''; - for (var i = 0; i < maxIfs; ++i) { - if (i > 0) { - src += '\nelse '; - } - if (i < maxIfs - 1) { - src += "if(test == " + i + ".0){}"; - } - } - return src; - } - function checkMaxIfStatementsInShader(maxIfs, gl) { - if (maxIfs === 0) { - throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`'); - } - var shader = gl.createShader(gl.FRAGMENT_SHADER); - while (true) // eslint-disable-line no-constant-condition - { - var fragmentSrc = fragTemplate$1.replace(/%forloop%/gi, generateIfTestSrc(maxIfs)); - gl.shaderSource(shader, fragmentSrc); - gl.compileShader(shader); - if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { - maxIfs = (maxIfs / 2) | 0; - } - else { - // valid! - break; - } - } - return maxIfs; - } - - // Cache the result to prevent running this over and over - var unsafeEval; - /** - * Not all platforms allow to generate function code (e.g., `new Function`). - * this provides the platform-level detection. - * @private - * @returns {boolean} `true` if `new Function` is supported. - */ - function unsafeEvalSupported() { - if (typeof unsafeEval === 'boolean') { - return unsafeEval; - } - try { - /* eslint-disable no-new-func */ - var func = new Function('param1', 'param2', 'param3', 'return param1[param2] === param3;'); - /* eslint-enable no-new-func */ - unsafeEval = func({ a: 'b' }, 'a', 'b') === true; - } - catch (e) { - unsafeEval = false; - } - return unsafeEval; - } - - var defaultFragment$2 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n gl_FragColor *= texture2D(uSampler, vTextureCoord);\n}"; - - var defaultVertex$3 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}\n"; - - var UID$1 = 0; - var nameCache = {}; - /** - * Helper class to create a shader program. - * @memberof PIXI - */ - var Program = /** @class */ (function () { - /** - * @param vertexSrc - The source of the vertex shader. - * @param fragmentSrc - The source of the fragment shader. - * @param name - Name for shader - */ - function Program(vertexSrc, fragmentSrc, name) { - if (name === void 0) { name = 'pixi-shader'; } - this.id = UID$1++; - this.vertexSrc = vertexSrc || Program.defaultVertexSrc; - this.fragmentSrc = fragmentSrc || Program.defaultFragmentSrc; - this.vertexSrc = this.vertexSrc.trim(); - this.fragmentSrc = this.fragmentSrc.trim(); - if (this.vertexSrc.substring(0, 8) !== '#version') { - name = name.replace(/\s+/g, '-'); - if (nameCache[name]) { - nameCache[name]++; - name += "-" + nameCache[name]; - } - else { - nameCache[name] = 1; + set: function (lineHeight) { + if (this._lineHeight !== lineHeight) { + this._lineHeight = lineHeight; + this.styleID++; } - this.vertexSrc = "#define SHADER_NAME " + name + "\n" + this.vertexSrc; - this.fragmentSrc = "#define SHADER_NAME " + name + "\n" + this.fragmentSrc; - this.vertexSrc = setPrecision(this.vertexSrc, settings$1.PRECISION_VERTEX, PRECISION$8.HIGH); - this.fragmentSrc = setPrecision(this.fragmentSrc, settings$1.PRECISION_FRAGMENT, getMaxFragmentPrecision()); - } - // currently this does not extract structs only default types - // this is where we store shader references.. - this.glPrograms = {}; - this.syncUniforms = null; - } - Object.defineProperty(Program, "defaultVertexSrc", { - /** - * The default vertex shader source. - * @constant - */ - get: function () { - return defaultVertex$3; }, enumerable: false, configurable: true }); - Object.defineProperty(Program, "defaultFragmentSrc", { - /** - * The default fragment shader source. - * @constant - */ + Object.defineProperty(TextStyle.prototype, "leading", { + /** The space between lines. */ get: function () { - return defaultFragment$2; + return this._leading; + }, + set: function (leading) { + if (this._leading !== leading) { + this._leading = leading; + this.styleID++; + } }, enumerable: false, configurable: true }); - /** - * A short hand function to create a program based of a vertex and fragment shader. - * - * This method will also check to see if there is a cached program. - * @param vertexSrc - The source of the vertex shader. - * @param fragmentSrc - The source of the fragment shader. - * @param name - Name for shader - * @returns A shiny new PixiJS shader program! - */ - Program.from = function (vertexSrc, fragmentSrc, name) { - var key = vertexSrc + fragmentSrc; - var program = ProgramCache[key]; - if (!program) { - ProgramCache[key] = program = new Program(vertexSrc, fragmentSrc, name); - } - return program; - }; - return Program; - }()); - - /** - * A helper class for shaders. - * @memberof PIXI - */ - var Shader = /** @class */ (function () { - /** - * @param program - The program the shader will use. - * @param uniforms - Custom uniforms to use to augment the built-in ones. - */ - function Shader(program, uniforms) { - /** - * Used internally to bind uniform buffer objects. - * @ignore - */ - this.uniformBindCount = 0; - this.program = program; - // lets see whats been passed in - // uniforms should be converted to a uniform group - if (uniforms) { - if (uniforms instanceof UniformGroup) { - this.uniformGroup = uniforms; - } - else { - this.uniformGroup = new UniformGroup(uniforms); - } - } - else { - this.uniformGroup = new UniformGroup({}); - } - } - // TODO move to shader system.. - Shader.prototype.checkUniformExists = function (name, group) { - if (group.uniforms[name]) { - return true; - } - for (var i in group.uniforms) { - var uniform = group.uniforms[i]; - if (uniform.group) { - if (this.checkUniformExists(name, uniform)) { - return true; - } - } - } - return false; - }; - Shader.prototype.destroy = function () { - // usage count on programs? - // remove if not used! - this.uniformGroup = null; - }; - Object.defineProperty(Shader.prototype, "uniforms", { - /** - * Shader uniform values, shortcut for `uniformGroup.uniforms`. - * @readonly - */ - get: function () { - return this.uniformGroup.uniforms; - }, - enumerable: false, - configurable: true - }); - /** - * A short hand function to create a shader based of a vertex and fragment shader. - * @param vertexSrc - The source of the vertex shader. - * @param fragmentSrc - The source of the fragment shader. - * @param uniforms - Custom uniforms to use to augment the built-in ones. - * @returns A shiny new PixiJS shader! - */ - Shader.from = function (vertexSrc, fragmentSrc, uniforms) { - var program = Program.from(vertexSrc, fragmentSrc); - return new Shader(program, uniforms); - }; - return Shader; - }()); - - /* eslint-disable max-len */ - var BLEND$1 = 0; - var OFFSET$1 = 1; - var CULLING$1 = 2; - var DEPTH_TEST$1 = 3; - var WINDING$1 = 4; - var DEPTH_MASK$1 = 5; - /** - * This is a WebGL state, and is is passed to {@link PIXI.StateSystem}. - * - * Each mesh rendered may require WebGL to be in a different state. - * For example you may want different blend mode or to enable polygon offsets - * @memberof PIXI - */ - var State = /** @class */ (function () { - function State() { - this.data = 0; - this.blendMode = BLEND_MODES$8.NORMAL; - this.polygonOffset = 0; - this.blend = true; - this.depthMask = true; - // this.depthTest = true; - } - Object.defineProperty(State.prototype, "blend", { + Object.defineProperty(TextStyle.prototype, "lineJoin", { /** - * Activates blending of the computed fragment color values. - * @default true + * The lineJoin property sets the type of corner created, it can resolve spiked text issues. + * Default is 'miter' (creates a sharp corner). + * + * @member {string} */ get: function () { - return !!(this.data & (1 << BLEND$1)); + return this._lineJoin; }, - set: function (value) { - if (!!(this.data & (1 << BLEND$1)) !== value) { - this.data ^= (1 << BLEND$1); + set: function (lineJoin) { + if (this._lineJoin !== lineJoin) { + this._lineJoin = lineJoin; + this.styleID++; } }, enumerable: false, configurable: true }); - Object.defineProperty(State.prototype, "offsets", { + Object.defineProperty(TextStyle.prototype, "miterLimit", { /** - * Activates adding an offset to depth values of polygon's fragments - * @default false + * The miter limit to use when using the 'miter' lineJoin mode. + * + * This can reduce or increase the spikiness of rendered text. */ get: function () { - return !!(this.data & (1 << OFFSET$1)); + return this._miterLimit; }, - set: function (value) { - if (!!(this.data & (1 << OFFSET$1)) !== value) { - this.data ^= (1 << OFFSET$1); + set: function (miterLimit) { + if (this._miterLimit !== miterLimit) { + this._miterLimit = miterLimit; + this.styleID++; } }, enumerable: false, configurable: true }); - Object.defineProperty(State.prototype, "culling", { + Object.defineProperty(TextStyle.prototype, "padding", { /** - * Activates culling of polygons. - * @default false + * Occasionally some fonts are cropped. Adding some padding will prevent this from happening + * by adding padding to all sides of the text. */ get: function () { - return !!(this.data & (1 << CULLING$1)); + return this._padding; }, - set: function (value) { - if (!!(this.data & (1 << CULLING$1)) !== value) { - this.data ^= (1 << CULLING$1); + set: function (padding) { + if (this._padding !== padding) { + this._padding = padding; + this.styleID++; } }, enumerable: false, configurable: true }); - Object.defineProperty(State.prototype, "depthTest", { + Object.defineProperty(TextStyle.prototype, "stroke", { /** - * Activates depth comparisons and updates to the depth buffer. - * @default false + * A canvas fillstyle that will be used on the text stroke + * e.g 'blue', '#FCFF00' */ get: function () { - return !!(this.data & (1 << DEPTH_TEST$1)); + return this._stroke; }, - set: function (value) { - if (!!(this.data & (1 << DEPTH_TEST$1)) !== value) { - this.data ^= (1 << DEPTH_TEST$1); + set: function (stroke) { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + var outputColor = getColor(stroke); + if (this._stroke !== outputColor) { + this._stroke = outputColor; + this.styleID++; } }, enumerable: false, configurable: true }); - Object.defineProperty(State.prototype, "depthMask", { + Object.defineProperty(TextStyle.prototype, "strokeThickness", { /** - * Enables or disables writing to the depth buffer. - * @default true + * A number that represents the thickness of the stroke. + * + * @default 0 */ get: function () { - return !!(this.data & (1 << DEPTH_MASK$1)); + return this._strokeThickness; }, - set: function (value) { - if (!!(this.data & (1 << DEPTH_MASK$1)) !== value) { - this.data ^= (1 << DEPTH_MASK$1); + set: function (strokeThickness) { + if (this._strokeThickness !== strokeThickness) { + this._strokeThickness = strokeThickness; + this.styleID++; } }, enumerable: false, configurable: true }); - Object.defineProperty(State.prototype, "clockwiseFrontFace", { + Object.defineProperty(TextStyle.prototype, "textBaseline", { /** - * Specifies whether or not front or back-facing polygons can be culled. - * @default false + * The baseline of the text that is rendered. + * + * @member {string} */ get: function () { - return !!(this.data & (1 << WINDING$1)); + return this._textBaseline; }, - set: function (value) { - if (!!(this.data & (1 << WINDING$1)) !== value) { - this.data ^= (1 << WINDING$1); + set: function (textBaseline) { + if (this._textBaseline !== textBaseline) { + this._textBaseline = textBaseline; + this.styleID++; } }, enumerable: false, configurable: true }); - Object.defineProperty(State.prototype, "blendMode", { - /** - * The blend mode to be applied when this state is set. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. - * Setting this mode to anything other than NO_BLEND will automatically switch blending on. - * @default PIXI.BLEND_MODES.NORMAL - */ - get: function () { - return this._blendMode; - }, - set: function (value) { - this.blend = (value !== BLEND_MODES$8.NONE); - this._blendMode = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(State.prototype, "polygonOffset", { - /** - * The polygon offset. Setting this property to anything other than 0 will automatically enable polygon offset fill. - * @default 0 - */ - get: function () { - return this._polygonOffset; - }, - set: function (value) { - this.offsets = !!value; - this._polygonOffset = value; - }, - enumerable: false, - configurable: true - }); - State.prototype.toString = function () { - return "[@pixi/core:State " - + ("blendMode=" + this.blendMode + " ") - + ("clockwiseFrontFace=" + this.clockwiseFrontFace + " ") - + ("culling=" + this.culling + " ") - + ("depthMask=" + this.depthMask + " ") - + ("polygonOffset=" + this.polygonOffset) - + "]"; - }; - State.for2d = function () { - var state = new State(); - state.depthTest = false; - state.blend = true; - return state; - }; - return State; - }()); - - var defaultFragment$1 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n}\n"; - - var defaultVertex$2 = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n gl_Position = filterVertexPosition();\n vTextureCoord = filterTextureCoord();\n}\n"; - - /** - * A filter is a special shader that applies post-processing effects to an input texture and writes into an output - * render-target. - * - * {@link http://pixijs.io/examples/#/filters/blur-filter.js Example} of the - * {@link PIXI.filters.BlurFilter BlurFilter}. - * - * ### Usage - * Filters can be applied to any DisplayObject or Container. - * PixiJS' `FilterSystem` renders the container into temporary Framebuffer, - * then filter renders it to the screen. - * Multiple filters can be added to the `filters` array property and stacked on each other. - * - * ``` - * const filter = new PIXI.Filter(myShaderVert, myShaderFrag, { myUniform: 0.5 }); - * const container = new PIXI.Container(); - * container.filters = [filter]; - * ``` - * - * ### Previous Version Differences - * - * In PixiJS **v3**, a filter was always applied to _whole screen_. - * - * In PixiJS **v4**, a filter can be applied _only part of the screen_. - * Developers had to create a set of uniforms to deal with coordinates. - * - * In PixiJS **v5** combines _both approaches_. - * Developers can use normal coordinates of v3 and then allow filter to use partial Framebuffers, - * bringing those extra uniforms into account. - * - * Also be aware that we have changed default vertex shader, please consult - * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}. - * - * ### Frames - * - * The following table summarizes the coordinate spaces used in the filtering pipeline: - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - *
Coordinate SpaceDescription
Texture Coordinates - * The texture (or UV) coordinates in the input base-texture's space. These are normalized into the (0,1) range along - * both axes. - *
World Space - * A point in the same space as the world bounds of any display-object (i.e. in the scene graph's space). - *
Physical Pixels - * This is base-texture's space with the origin on the top-left. You can calculate these by multiplying the texture - * coordinates by the dimensions of the texture. - *
- * - * ### Built-in Uniforms - * - * PixiJS viewport uses screen (CSS) coordinates, `(0, 0, renderer.screen.width, renderer.screen.height)`, - * and `projectionMatrix` uniform maps it to the gl viewport. - * - * **uSampler** - * - * The most important uniform is the input texture that container was rendered into. - * _Important note: as with all Framebuffers in PixiJS, both input and output are - * premultiplied by alpha._ - * - * By default, input normalized coordinates are passed to fragment shader with `vTextureCoord`. - * Use it to sample the input. - * - * ``` - * const fragment = ` - * varying vec2 vTextureCoord; - * uniform sampler2D uSampler; - * void main(void) - * { - * gl_FragColor = texture2D(uSampler, vTextureCoord); - * } - * `; - * - * const myFilter = new PIXI.Filter(null, fragment); - * ``` - * - * This filter is just one uniform less than {@link PIXI.filters.AlphaFilter AlphaFilter}. - * - * **outputFrame** - * - * The `outputFrame` holds the rectangle where filter is applied in screen (CSS) coordinates. - * It's the same as `renderer.screen` for a fullscreen filter. - * Only a part of `outputFrame.zw` size of temporary Framebuffer is used, - * `(0, 0, outputFrame.width, outputFrame.height)`, - * - * Filters uses this quad to normalized (0-1) space, its passed into `aVertexPosition` attribute. - * To calculate vertex position in screen space using normalized (0-1) space: - * - * ``` - * vec4 filterVertexPosition( void ) - * { - * vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy; - * return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0); - * } - * ``` - * - * **inputSize** - * - * Temporary framebuffer is different, it can be either the size of screen, either power-of-two. - * The `inputSize.xy` are size of temporary framebuffer that holds input. - * The `inputSize.zw` is inverted, it's a shortcut to evade division inside the shader. - * - * Set `inputSize.xy = outputFrame.zw` for a fullscreen filter. - * - * To calculate input normalized coordinate, you have to map it to filter normalized space. - * Multiply by `outputFrame.zw` to get input coordinate. - * Divide by `inputSize.xy` to get input normalized coordinate. - * - * ``` - * vec2 filterTextureCoord( void ) - * { - * return aVertexPosition * (outputFrame.zw * inputSize.zw); // same as /inputSize.xy - * } - * ``` - * **resolution** - * - * The `resolution` is the ratio of screen (CSS) pixels to real pixels. - * - * **inputPixel** - * - * `inputPixel.xy` is the size of framebuffer in real pixels, same as `inputSize.xy * resolution` - * `inputPixel.zw` is inverted `inputPixel.xy`. - * - * It's handy for filters that use neighbour pixels, like {@link PIXI.filters.FXAAFilter FXAAFilter}. - * - * **inputClamp** - * - * If you try to get info from outside of used part of Framebuffer - you'll get undefined behaviour. - * For displacements, coordinates has to be clamped. - * - * The `inputClamp.xy` is left-top pixel center, you may ignore it, because we use left-top part of Framebuffer - * `inputClamp.zw` is bottom-right pixel center. - * - * ``` - * vec4 color = texture2D(uSampler, clamp(modifiedTextureCoord, inputClamp.xy, inputClamp.zw)) - * ``` - * OR - * ``` - * vec4 color = texture2D(uSampler, min(modifigedTextureCoord, inputClamp.zw)) - * ``` - * - * ### Additional Information - * - * Complete documentation on Filter usage is located in the - * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}. - * - * Since PixiJS only had a handful of built-in filters, additional filters can be downloaded - * {@link https://github.com/pixijs/pixi-filters here} from the PixiJS Filters repository. - * @memberof PIXI - */ - var Filter = /** @class */ (function (_super) { - __extends$k(Filter, _super); - /** - * @param vertexSrc - The source of the vertex shader. - * @param fragmentSrc - The source of the fragment shader. - * @param uniforms - Custom uniforms to use to augment the built-in ones. - */ - function Filter(vertexSrc, fragmentSrc, uniforms) { - var _this = this; - var program = Program.from(vertexSrc || Filter.defaultVertexSrc, fragmentSrc || Filter.defaultFragmentSrc); - _this = _super.call(this, program, uniforms) || this; - _this.padding = 0; - _this.resolution = settings$1.FILTER_RESOLUTION; - _this.multisample = settings$1.FILTER_MULTISAMPLE; - _this.enabled = true; - _this.autoFit = true; - _this.state = new State(); - return _this; - } - /** - * Applies the filter - * @param {PIXI.FilterSystem} filterManager - The renderer to retrieve the filter from - * @param {PIXI.RenderTexture} input - The input render target. - * @param {PIXI.RenderTexture} output - The target to output to. - * @param {PIXI.CLEAR_MODES} [clearMode] - Should the output be cleared before rendering to it. - * @param {object} [_currentState] - It's current state of filter. - * There are some useful properties in the currentState : - * target, filters, sourceFrame, destinationFrame, renderTarget, resolution - */ - Filter.prototype.apply = function (filterManager, input, output, clearMode, _currentState) { - // do as you please! - filterManager.applyFilter(this, input, output, clearMode); - // or just do a regular render.. - }; - Object.defineProperty(Filter.prototype, "blendMode", { - /** - * Sets the blend mode of the filter. - * @default PIXI.BLEND_MODES.NORMAL - */ + Object.defineProperty(TextStyle.prototype, "trim", { + /** Trim transparent borders. */ get: function () { - return this.state.blendMode; + return this._trim; }, - set: function (value) { - this.state.blendMode = value; + set: function (trim) { + if (this._trim !== trim) { + this._trim = trim; + this.styleID++; + } }, enumerable: false, configurable: true }); - Object.defineProperty(Filter.prototype, "resolution", { + Object.defineProperty(TextStyle.prototype, "whiteSpace", { /** - * The resolution of the filter. Setting this to be lower will lower the quality but - * increase the performance of the filter. + * How newlines and spaces should be handled. + * Default is 'pre' (preserve, preserve). + * + * value | New lines | Spaces + * --- | --- | --- + * 'normal' | Collapse | Collapse + * 'pre' | Preserve | Preserve + * 'pre-line' | Preserve | Collapse + * + * @member {string} */ get: function () { - return this._resolution; + return this._whiteSpace; }, - set: function (value) { - this._resolution = value; + set: function (whiteSpace) { + if (this._whiteSpace !== whiteSpace) { + this._whiteSpace = whiteSpace; + this.styleID++; + } }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Filter, "defaultVertexSrc", { - /** - * The default vertex shader source - * @constant - */ - get: function () { - return defaultVertex$2; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Filter, "defaultFragmentSrc", { - /** - * The default fragment shader source - * @constant - */ - get: function () { - return defaultFragment$1; - }, - enumerable: false, - configurable: true - }); - return Filter; - }(Shader)); - - var vertex$4 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 otherMatrix;\n\nvarying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\n}\n"; - - var fragment$7 = "varying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform sampler2D mask;\nuniform float alpha;\nuniform float npmAlpha;\nuniform vec4 maskClamp;\n\nvoid main(void)\n{\n float clip = step(3.5,\n step(maskClamp.x, vMaskCoord.x) +\n step(maskClamp.y, vMaskCoord.y) +\n step(vMaskCoord.x, maskClamp.z) +\n step(vMaskCoord.y, maskClamp.w));\n\n vec4 original = texture2D(uSampler, vTextureCoord);\n vec4 masky = texture2D(mask, vMaskCoord);\n float alphaMul = 1.0 - npmAlpha * (1.0 - masky.a);\n\n original *= (alphaMul * masky.r * alpha * clip);\n\n gl_FragColor = original;\n}\n"; - - var tempMat$1 = new Matrix$2(); - /** - * Class controls uv mapping from Texture normal space to BaseTexture normal space. - * - * Takes `trim` and `rotate` into account. May contain clamp settings for Meshes and TilingSprite. - * - * Can be used in Texture `uvMatrix` field, or separately, you can use different clamp settings on the same texture. - * If you want to add support for texture region of certain feature or filter, that's what you're looking for. - * - * Takes track of Texture changes through `_lastTextureID` private field. - * Use `update()` method call to track it from outside. - * @see PIXI.Texture - * @see PIXI.Mesh - * @see PIXI.TilingSprite - * @memberof PIXI - */ - var TextureMatrix = /** @class */ (function () { - /** - * @param texture - observed texture - * @param clampMargin - Changes frame clamping, 0.5 by default. Use -0.5 for extra border. - */ - function TextureMatrix(texture, clampMargin) { - this._texture = texture; - this.mapCoord = new Matrix$2(); - this.uClampFrame = new Float32Array(4); - this.uClampOffset = new Float32Array(2); - this._textureID = -1; - this._updateID = 0; - this.clampOffset = 0; - this.clampMargin = (typeof clampMargin === 'undefined') ? 0.5 : clampMargin; - this.isSimple = false; - } - Object.defineProperty(TextureMatrix.prototype, "texture", { - /** Texture property. */ - get: function () { - return this._texture; - }, - set: function (value) { - this._texture = value; - this._textureID = -1; - }, - enumerable: false, - configurable: true - }); - /** - * Multiplies uvs array to transform - * @param uvs - mesh uvs - * @param [out=uvs] - output - * @returns - output - */ - TextureMatrix.prototype.multiplyUvs = function (uvs, out) { - if (out === undefined) { - out = uvs; - } - var mat = this.mapCoord; - for (var i = 0; i < uvs.length; i += 2) { - var x = uvs[i]; - var y = uvs[i + 1]; - out[i] = (x * mat.a) + (y * mat.c) + mat.tx; - out[i + 1] = (x * mat.b) + (y * mat.d) + mat.ty; - } - return out; - }; - /** - * Updates matrices if texture was changed. - * @param [forceUpdate=false] - if true, matrices will be updated any case - * @returns - Whether or not it was updated - */ - TextureMatrix.prototype.update = function (forceUpdate) { - var tex = this._texture; - if (!tex || !tex.valid) { - return false; - } - if (!forceUpdate - && this._textureID === tex._updateID) { - return false; - } - this._textureID = tex._updateID; - this._updateID++; - var uvs = tex._uvs; - this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0); - var orig = tex.orig; - var trim = tex.trim; - if (trim) { - tempMat$1.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height); - this.mapCoord.append(tempMat$1); - } - var texBase = tex.baseTexture; - var frame = this.uClampFrame; - var margin = this.clampMargin / texBase.resolution; - var offset = this.clampOffset; - frame[0] = (tex._frame.x + margin + offset) / texBase.width; - frame[1] = (tex._frame.y + margin + offset) / texBase.height; - frame[2] = (tex._frame.x + tex._frame.width - margin + offset) / texBase.width; - frame[3] = (tex._frame.y + tex._frame.height - margin + offset) / texBase.height; - this.uClampOffset[0] = offset / texBase.realWidth; - this.uClampOffset[1] = offset / texBase.realHeight; - this.isSimple = tex._frame.width === texBase.width - && tex._frame.height === texBase.height - && tex.rotate === 0; - return true; - }; - return TextureMatrix; - }()); - - /** - * This handles a Sprite acting as a mask, as opposed to a Graphic. - * - * WebGL only. - * @memberof PIXI - */ - var SpriteMaskFilter = /** @class */ (function (_super) { - __extends$k(SpriteMaskFilter, _super); - /** @ignore */ - function SpriteMaskFilter(vertexSrc, fragmentSrc, uniforms) { - var _this = this; - var sprite = null; - if (typeof vertexSrc !== 'string' && fragmentSrc === undefined && uniforms === undefined) { - sprite = vertexSrc; - vertexSrc = undefined; - fragmentSrc = undefined; - uniforms = undefined; - } - _this = _super.call(this, vertexSrc || vertex$4, fragmentSrc || fragment$7, uniforms) || this; - _this.maskSprite = sprite; - _this.maskMatrix = new Matrix$2(); - return _this; - } - Object.defineProperty(SpriteMaskFilter.prototype, "maskSprite", { - /** - * Sprite mask - * @type {PIXI.DisplayObject} - */ - get: function () { - return this._maskSprite; - }, - set: function (value) { - this._maskSprite = value; - if (this._maskSprite) { - this._maskSprite.renderable = false; - } - }, - enumerable: false, - configurable: true - }); - /** - * Applies the filter - * @param filterManager - The renderer to retrieve the filter from - * @param input - The input render target. - * @param output - The target to output to. - * @param clearMode - Should the output be cleared before rendering to it. - */ - SpriteMaskFilter.prototype.apply = function (filterManager, input, output, clearMode) { - var maskSprite = this._maskSprite; - var tex = maskSprite._texture; - if (!tex.valid) { - return; - } - if (!tex.uvMatrix) { - // margin = 0.0, let it bleed a bit, shader code becomes easier - // assuming that atlas textures were made with 1-pixel padding - tex.uvMatrix = new TextureMatrix(tex, 0.0); - } - tex.uvMatrix.update(); - this.uniforms.npmAlpha = tex.baseTexture.alphaMode ? 0.0 : 1.0; - this.uniforms.mask = tex; - // get _normalized sprite texture coords_ and convert them to _normalized atlas texture coords_ with `prepend` - this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite) - .prepend(tex.uvMatrix.mapCoord); - this.uniforms.alpha = maskSprite.worldAlpha; - this.uniforms.maskClamp = tex.uvMatrix.uClampFrame; - filterManager.applyFilter(this, input, output, clearMode); - }; - return SpriteMaskFilter; - }(Filter)); - - /** - * System plugin to the renderer to manage masks. - * - * There are three built-in types of masking: - * **Scissor Masking**: Scissor masking discards pixels that are outside of a rectangle called the scissor box. It is - * the most performant as the scissor test is inexpensive. However, it can only be used when the mask is rectangular. - * **Stencil Masking**: Stencil masking discards pixels that don't overlap with the pixels rendered into the stencil - * buffer. It is the next fastest option as it does not require rendering into a separate framebuffer. However, it does - * cause the mask to be rendered **twice** for each masking operation; hence, minimize the rendering cost of your masks. - * **Sprite Mask Filtering**: Sprite mask filtering discards pixels based on the red channel of the sprite-mask's - * texture. (Generally, the masking texture is grayscale). Using advanced techniques, you might be able to embed this - * type of masking in a custom shader - and hence, bypassing the masking system fully for performance wins. - * - * The best type of masking is auto-detected when you `push` one. To use scissor masking, you must pass in a `Graphics` - * object with just a rectangle drawn. - * - * ## Mask Stacks - * - * In the scene graph, masks can be applied recursively, i.e. a mask can be applied during a masking operation. The mask - * stack stores the currently applied masks in order. Each {@link PIXI.BaseRenderTexture} holds its own mask stack, i.e. - * when you switch render-textures, the old masks only applied when you switch back to rendering to the old render-target. - * @memberof PIXI - */ - var MaskSystem = /** @class */ (function () { - /** - * @param renderer - The renderer this System works for. - */ - function MaskSystem(renderer) { - this.renderer = renderer; - this.enableScissor = true; - this.alphaMaskPool = []; - this.maskDataPool = []; - this.maskStack = []; - this.alphaMaskIndex = 0; - } - /** - * Changes the mask stack that is used by this System. - * @param maskStack - The mask stack - */ - MaskSystem.prototype.setMaskStack = function (maskStack) { - this.maskStack = maskStack; - this.renderer.scissor.setMaskStack(maskStack); - this.renderer.stencil.setMaskStack(maskStack); - }; - /** - * Enables the mask and appends it to the current mask stack. - * - * NOTE: The batch renderer should be flushed beforehand to prevent pending renders from being masked. - * @param {PIXI.DisplayObject} target - Display Object to push the mask to - * @param {PIXI.MaskData|PIXI.Sprite|PIXI.Graphics|PIXI.DisplayObject} maskDataOrTarget - The masking data. - */ - MaskSystem.prototype.push = function (target, maskDataOrTarget) { - var maskData = maskDataOrTarget; - if (!maskData.isMaskData) { - var d = this.maskDataPool.pop() || new MaskData(); - d.pooled = true; - d.maskObject = maskDataOrTarget; - maskData = d; - } - var maskAbove = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null; - maskData.copyCountersOrReset(maskAbove); - maskData._colorMask = maskAbove ? maskAbove._colorMask : 0xf; - if (maskData.autoDetect) { - this.detect(maskData); - } - maskData._target = target; - if (maskData.type !== MASK_TYPES$8.SPRITE) { - this.maskStack.push(maskData); - } - if (maskData.enabled) { - switch (maskData.type) { - case MASK_TYPES$8.SCISSOR: - this.renderer.scissor.push(maskData); - break; - case MASK_TYPES$8.STENCIL: - this.renderer.stencil.push(maskData); - break; - case MASK_TYPES$8.SPRITE: - maskData.copyCountersOrReset(null); - this.pushSpriteMask(maskData); - break; - case MASK_TYPES$8.COLOR: - this.pushColorMask(maskData); - break; - } - } - if (maskData.type === MASK_TYPES$8.SPRITE) { - this.maskStack.push(maskData); - } - }; - /** - * Removes the last mask from the mask stack and doesn't return it. - * - * NOTE: The batch renderer should be flushed beforehand to render the masked contents before the mask is removed. - * @param {PIXI.IMaskTarget} target - Display Object to pop the mask from - */ - MaskSystem.prototype.pop = function (target) { - var maskData = this.maskStack.pop(); - if (!maskData || maskData._target !== target) { - // TODO: add an assert when we have it - return; - } - if (maskData.enabled) { - switch (maskData.type) { - case MASK_TYPES$8.SCISSOR: - this.renderer.scissor.pop(maskData); - break; - case MASK_TYPES$8.STENCIL: - this.renderer.stencil.pop(maskData.maskObject); - break; - case MASK_TYPES$8.SPRITE: - this.popSpriteMask(maskData); - break; - case MASK_TYPES$8.COLOR: - this.popColorMask(maskData); - break; - } - } - maskData.reset(); - if (maskData.pooled) { - this.maskDataPool.push(maskData); - } - if (this.maskStack.length !== 0) { - var maskCurrent = this.maskStack[this.maskStack.length - 1]; - if (maskCurrent.type === MASK_TYPES$8.SPRITE && maskCurrent._filters) { - maskCurrent._filters[0].maskSprite = maskCurrent.maskObject; - } - } - }; - /** - * Sets type of MaskData based on its maskObject. - * @param maskData - */ - MaskSystem.prototype.detect = function (maskData) { - var maskObject = maskData.maskObject; - if (!maskObject) { - maskData.type = MASK_TYPES$8.COLOR; - } - else if (maskObject.isSprite) { - maskData.type = MASK_TYPES$8.SPRITE; - } - else if (this.enableScissor && this.renderer.scissor.testScissor(maskData)) { - maskData.type = MASK_TYPES$8.SCISSOR; - } - else { - maskData.type = MASK_TYPES$8.STENCIL; - } - }; - /** - * Applies the Mask and adds it to the current filter stack. - * @param maskData - Sprite to be used as the mask. - */ - MaskSystem.prototype.pushSpriteMask = function (maskData) { - var _a, _b; - var maskObject = maskData.maskObject; - var target = maskData._target; - var alphaMaskFilter = maskData._filters; - if (!alphaMaskFilter) { - alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex]; - if (!alphaMaskFilter) { - alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter()]; - } - } - var renderer = this.renderer; - var renderTextureSystem = renderer.renderTexture; - var resolution; - var multisample; - if (renderTextureSystem.current) { - var renderTexture = renderTextureSystem.current; - resolution = maskData.resolution || renderTexture.resolution; - multisample = (_a = maskData.multisample) !== null && _a !== void 0 ? _a : renderTexture.multisample; - } - else { - resolution = maskData.resolution || renderer.resolution; - multisample = (_b = maskData.multisample) !== null && _b !== void 0 ? _b : renderer.multisample; - } - alphaMaskFilter[0].resolution = resolution; - alphaMaskFilter[0].multisample = multisample; - alphaMaskFilter[0].maskSprite = maskObject; - var stashFilterArea = target.filterArea; - target.filterArea = maskObject.getBounds(true); - renderer.filter.push(target, alphaMaskFilter); - target.filterArea = stashFilterArea; - if (!maskData._filters) { - this.alphaMaskIndex++; - } - }; - /** - * Removes the last filter from the filter stack and doesn't return it. - * @param maskData - Sprite to be used as the mask. - */ - MaskSystem.prototype.popSpriteMask = function (maskData) { - this.renderer.filter.pop(); - if (maskData._filters) { - maskData._filters[0].maskSprite = null; - } - else { - this.alphaMaskIndex--; - this.alphaMaskPool[this.alphaMaskIndex][0].maskSprite = null; - } - }; - /** - * Pushes the color mask. - * @param maskData - The mask data - */ - MaskSystem.prototype.pushColorMask = function (maskData) { - var currColorMask = maskData._colorMask; - var nextColorMask = maskData._colorMask = currColorMask & maskData.colorMask; - if (nextColorMask !== currColorMask) { - this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0); - } - }; - /** - * Pops the color mask. - * @param maskData - The mask data - */ - MaskSystem.prototype.popColorMask = function (maskData) { - var currColorMask = maskData._colorMask; - var nextColorMask = this.maskStack.length > 0 - ? this.maskStack[this.maskStack.length - 1]._colorMask : 0xf; - if (nextColorMask !== currColorMask) { - this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0); - } - }; - MaskSystem.prototype.destroy = function () { - this.renderer = null; - }; - return MaskSystem; - }()); - - /** - * System plugin to the renderer to manage specific types of masking operations. - * @memberof PIXI - */ - var AbstractMaskSystem = /** @class */ (function () { - /** - * @param renderer - The renderer this System works for. - */ - function AbstractMaskSystem(renderer) { - this.renderer = renderer; - this.maskStack = []; - this.glConst = 0; - } - /** Gets count of masks of certain type. */ - AbstractMaskSystem.prototype.getStackLength = function () { - return this.maskStack.length; - }; - /** - * Changes the mask stack that is used by this System. - * @param {PIXI.MaskData[]} maskStack - The mask stack - */ - AbstractMaskSystem.prototype.setMaskStack = function (maskStack) { - var gl = this.renderer.gl; - var curStackLen = this.getStackLength(); - this.maskStack = maskStack; - var newStackLen = this.getStackLength(); - if (newStackLen !== curStackLen) { - if (newStackLen === 0) { - gl.disable(this.glConst); - } - else { - gl.enable(this.glConst); - this._useCurrent(); - } - } - }; - /** - * Setup renderer to use the current mask data. - * @private - */ - AbstractMaskSystem.prototype._useCurrent = function () { - // OVERWRITE; - }; - /** Destroys the mask stack. */ - AbstractMaskSystem.prototype.destroy = function () { - this.renderer = null; - this.maskStack = null; - }; - return AbstractMaskSystem; - }()); - - var tempMatrix$1 = new Matrix$2(); - var rectPool = []; - /** - * System plugin to the renderer to manage scissor masking. - * - * Scissor masking discards pixels outside of a rectangle called the scissor box. The scissor box is in the framebuffer - * viewport's space; however, the mask's rectangle is projected from world-space to viewport space automatically - * by this system. - * @memberof PIXI - */ - var ScissorSystem = /** @class */ (function (_super) { - __extends$k(ScissorSystem, _super); - /** - * @param {PIXI.Renderer} renderer - The renderer this System works for. - */ - function ScissorSystem(renderer) { - var _this = _super.call(this, renderer) || this; - _this.glConst = settings$1.ADAPTER.getWebGLRenderingContext().SCISSOR_TEST; - return _this; - } - ScissorSystem.prototype.getStackLength = function () { - var maskData = this.maskStack[this.maskStack.length - 1]; - if (maskData) { - return maskData._scissorCounter; - } - return 0; - }; - /** - * evaluates _boundsTransformed, _scissorRect for MaskData - * @param maskData - */ - ScissorSystem.prototype.calcScissorRect = function (maskData) { - var _a; - if (maskData._scissorRectLocal) { - return; - } - var prevData = maskData._scissorRect; - var maskObject = maskData.maskObject; - var renderer = this.renderer; - var renderTextureSystem = renderer.renderTexture; - var rect = maskObject.getBounds(true, (_a = rectPool.pop()) !== null && _a !== void 0 ? _a : new Rectangle$2()); - this.roundFrameToPixels(rect, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform); - if (prevData) { - rect.fit(prevData); - } - maskData._scissorRectLocal = rect; - }; - ScissorSystem.isMatrixRotated = function (matrix) { - if (!matrix) { - return false; - } - var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d; - // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation - // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0). - return ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4) - && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4)); - }; - /** - * Test, whether the object can be scissor mask with current renderer projection. - * Calls "calcScissorRect()" if its true. - * @param maskData - mask data - * @returns whether Whether the object can be scissor mask - */ - ScissorSystem.prototype.testScissor = function (maskData) { - var maskObject = maskData.maskObject; - if (!maskObject.isFastRect || !maskObject.isFastRect()) { - return false; - } - if (ScissorSystem.isMatrixRotated(maskObject.worldTransform)) { - return false; - } - if (ScissorSystem.isMatrixRotated(this.renderer.projection.transform)) { - return false; - } - this.calcScissorRect(maskData); - var rect = maskData._scissorRectLocal; - return rect.width > 0 && rect.height > 0; - }; - ScissorSystem.prototype.roundFrameToPixels = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) { - if (ScissorSystem.isMatrixRotated(transform)) { - return; - } - transform = transform ? tempMatrix$1.copyFrom(transform) : tempMatrix$1.identity(); - // Get forward transform from world space to screen space - transform - .translate(-bindingSourceFrame.x, -bindingSourceFrame.y) - .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height) - .translate(bindingDestinationFrame.x, bindingDestinationFrame.y); - // Convert frame to screen space - this.renderer.filter.transformAABB(transform, frame); - frame.fit(bindingDestinationFrame); - frame.x = Math.round(frame.x * resolution); - frame.y = Math.round(frame.y * resolution); - frame.width = Math.round(frame.width * resolution); - frame.height = Math.round(frame.height * resolution); - }; - /** - * Applies the Mask and adds it to the current stencil stack. - * @author alvin - * @param maskData - The mask data. - */ - ScissorSystem.prototype.push = function (maskData) { - if (!maskData._scissorRectLocal) { - this.calcScissorRect(maskData); - } - var gl = this.renderer.gl; - if (!maskData._scissorRect) { - gl.enable(gl.SCISSOR_TEST); - } - maskData._scissorCounter++; - maskData._scissorRect = maskData._scissorRectLocal; - this._useCurrent(); - }; - /** - * This should be called after a mask is popped off the mask stack. It will rebind the scissor box to be latest with the - * last mask in the stack. - * - * This can also be called when you directly modify the scissor box and want to restore PixiJS state. - * @param maskData - The mask data. - */ - ScissorSystem.prototype.pop = function (maskData) { - var gl = this.renderer.gl; - if (maskData) { - rectPool.push(maskData._scissorRectLocal); - } - if (this.getStackLength() > 0) { - this._useCurrent(); - } - else { - gl.disable(gl.SCISSOR_TEST); - } - }; - /** - * Setup renderer to use the current scissor data. - * @private - */ - ScissorSystem.prototype._useCurrent = function () { - var rect = this.maskStack[this.maskStack.length - 1]._scissorRect; - var y; - if (this.renderer.renderTexture.current) { - y = rect.y; - } - else { - // flipY. In future we'll have it over renderTextures as an option - y = this.renderer.height - rect.height - rect.y; - } - this.renderer.gl.scissor(rect.x, y, rect.width, rect.height); - }; - return ScissorSystem; - }(AbstractMaskSystem)); - - /** - * System plugin to the renderer to manage stencils (used for masks). - * @memberof PIXI - */ - var StencilSystem = /** @class */ (function (_super) { - __extends$k(StencilSystem, _super); - /** - * @param renderer - The renderer this System works for. - */ - function StencilSystem(renderer) { - var _this = _super.call(this, renderer) || this; - _this.glConst = settings$1.ADAPTER.getWebGLRenderingContext().STENCIL_TEST; - return _this; - } - StencilSystem.prototype.getStackLength = function () { - var maskData = this.maskStack[this.maskStack.length - 1]; - if (maskData) { - return maskData._stencilCounter; - } - return 0; - }; - /** - * Applies the Mask and adds it to the current stencil stack. - * @param maskData - The mask data - */ - StencilSystem.prototype.push = function (maskData) { - var maskObject = maskData.maskObject; - var gl = this.renderer.gl; - var prevMaskCount = maskData._stencilCounter; - if (prevMaskCount === 0) { - // force use stencil texture in current framebuffer - this.renderer.framebuffer.forceStencil(); - gl.clearStencil(0); - gl.clear(gl.STENCIL_BUFFER_BIT); - gl.enable(gl.STENCIL_TEST); - } - maskData._stencilCounter++; - var colorMask = maskData._colorMask; - if (colorMask !== 0) { - maskData._colorMask = 0; - gl.colorMask(false, false, false, false); - } - // Increment the reference stencil value where the new mask overlaps with the old ones. - gl.stencilFunc(gl.EQUAL, prevMaskCount, 0xFFFFFFFF); - gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR); - maskObject.renderable = true; - maskObject.render(this.renderer); - this.renderer.batch.flush(); - maskObject.renderable = false; - if (colorMask !== 0) { - maskData._colorMask = colorMask; - gl.colorMask((colorMask & 1) !== 0, (colorMask & 2) !== 0, (colorMask & 4) !== 0, (colorMask & 8) !== 0); - } - this._useCurrent(); - }; - /** - * Pops stencil mask. MaskData is already removed from stack - * @param {PIXI.DisplayObject} maskObject - object of popped mask data - */ - StencilSystem.prototype.pop = function (maskObject) { - var gl = this.renderer.gl; - if (this.getStackLength() === 0) { - // the stack is empty! - gl.disable(gl.STENCIL_TEST); - } - else { - var maskData = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null; - var colorMask = maskData ? maskData._colorMask : 0xf; - if (colorMask !== 0) { - maskData._colorMask = 0; - gl.colorMask(false, false, false, false); - } - // Decrement the reference stencil value where the popped mask overlaps with the other ones - gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR); - maskObject.renderable = true; - maskObject.render(this.renderer); - this.renderer.batch.flush(); - maskObject.renderable = false; - if (colorMask !== 0) { - maskData._colorMask = colorMask; - gl.colorMask((colorMask & 0x1) !== 0, (colorMask & 0x2) !== 0, (colorMask & 0x4) !== 0, (colorMask & 0x8) !== 0); - } - this._useCurrent(); - } - }; - /** - * Setup renderer to use the current stencil data. - * @private - */ - StencilSystem.prototype._useCurrent = function () { - var gl = this.renderer.gl; - gl.stencilFunc(gl.EQUAL, this.getStackLength(), 0xFFFFFFFF); - gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP); - }; - return StencilSystem; - }(AbstractMaskSystem)); - - /** - * System plugin to the renderer to manage the projection matrix. - * - * The `projectionMatrix` is a global uniform provided to all shaders. It is used to transform points in world space to - * normalized device coordinates. - * @memberof PIXI - */ - var ProjectionSystem = /** @class */ (function () { - /** @param renderer - The renderer this System works for. */ - function ProjectionSystem(renderer) { - this.renderer = renderer; - this.destinationFrame = null; - this.sourceFrame = null; - this.defaultFrame = null; - this.projectionMatrix = new Matrix$2(); - this.transform = null; - } - /** - * Updates the projection-matrix based on the sourceFrame → destinationFrame mapping provided. - * - * NOTE: It is expected you call `renderer.framebuffer.setViewport(destinationFrame)` after this. This is because - * the framebuffer viewport converts shader vertex output in normalized device coordinates to window coordinates. - * - * NOTE-2: {@link RenderTextureSystem#bind} updates the projection-matrix when you bind a render-texture. It is expected - * that you dirty the current bindings when calling this manually. - * @param destinationFrame - The rectangle in the render-target to render the contents into. If rendering to the canvas, - * the origin is on the top-left; if rendering to a render-texture, the origin is on the bottom-left. - * @param sourceFrame - The rectangle in world space that contains the contents being rendered. - * @param resolution - The resolution of the render-target, which is the ratio of - * world-space (or CSS) pixels to physical pixels. - * @param root - Whether the render-target is the screen. This is required because rendering to textures - * is y-flipped (i.e. upside down relative to the screen). - */ - ProjectionSystem.prototype.update = function (destinationFrame, sourceFrame, resolution, root) { - this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame; - this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame; - // Calculate object-space to clip-space projection - this.calculateProjection(this.destinationFrame, this.sourceFrame, resolution, root); - if (this.transform) { - this.projectionMatrix.append(this.transform); - } - var renderer = this.renderer; - renderer.globalUniforms.uniforms.projectionMatrix = this.projectionMatrix; - renderer.globalUniforms.update(); - // this will work for now - // but would be sweet to stick and even on the global uniforms.. - if (renderer.shader.shader) { - renderer.shader.syncUniformGroup(renderer.shader.shader.uniforms.globals); - } - }; - /** - * Calculates the `projectionMatrix` to map points inside `sourceFrame` to inside `destinationFrame`. - * @param _destinationFrame - The destination frame in the render-target. - * @param sourceFrame - The source frame in world space. - * @param _resolution - The render-target's resolution, i.e. ratio of CSS to physical pixels. - * @param root - Whether rendering into the screen. Otherwise, if rendering to a framebuffer, the projection - * is y-flipped. - */ - ProjectionSystem.prototype.calculateProjection = function (_destinationFrame, sourceFrame, _resolution, root) { - var pm = this.projectionMatrix; - var sign = !root ? 1 : -1; - pm.identity(); - pm.a = (1 / sourceFrame.width * 2); - pm.d = sign * (1 / sourceFrame.height * 2); - pm.tx = -1 - (sourceFrame.x * pm.a); - pm.ty = -sign - (sourceFrame.y * pm.d); - }; - /** - * Sets the transform of the active render target to the given matrix. - * @param _matrix - The transformation matrix - */ - ProjectionSystem.prototype.setTransform = function (_matrix) { - // this._activeRenderTarget.transform = matrix; - }; - ProjectionSystem.prototype.destroy = function () { - this.renderer = null; - }; - return ProjectionSystem; - }()); - - // Temporary rectangle for assigned sourceFrame or destinationFrame - var tempRect = new Rectangle$2(); - // Temporary rectangle for renderTexture destinationFrame - var tempRect2 = new Rectangle$2(); - /* eslint-disable max-len */ - /** - * System plugin to the renderer to manage render textures. - * - * Should be added after FramebufferSystem - * - * ### Frames - * - * The `RenderTextureSystem` holds a sourceFrame → destinationFrame projection. The following table explains the different - * coordinate spaces used: - * - * | Frame | Description | Coordinate System | - * | ---------------------- | ---------------------------------------------------------------- | ------------------------------------------------------- | - * | sourceFrame | The rectangle inside of which display-objects are being rendered | **World Space**: The origin on the top-left | - * | destinationFrame | The rectangle in the render-target (canvas or texture) into which contents should be rendered | If rendering to the canvas, this is in screen space and the origin is on the top-left. If rendering to a render-texture, this is in its base-texture's space with the origin on the bottom-left. | - * | viewportFrame | The framebuffer viewport corresponding to the destination-frame | **Window Coordinates**: The origin is always on the bottom-left. | - * @memberof PIXI - */ - var RenderTextureSystem = /** @class */ (function () { - /** - * @param renderer - The renderer this System works for. - */ - function RenderTextureSystem(renderer) { - this.renderer = renderer; - this.clearColor = renderer._backgroundColorRgba; - this.defaultMaskStack = []; - this.current = null; - this.sourceFrame = new Rectangle$2(); - this.destinationFrame = new Rectangle$2(); - this.viewportFrame = new Rectangle$2(); - } - /** - * Bind the current render texture. - * @param renderTexture - RenderTexture to bind, by default its `null` - the screen. - * @param sourceFrame - Part of world that is mapped to the renderTexture. - * @param destinationFrame - Part of renderTexture, by default it has the same size as sourceFrame. - */ - RenderTextureSystem.prototype.bind = function (renderTexture, sourceFrame, destinationFrame) { - if (renderTexture === void 0) { renderTexture = null; } - var renderer = this.renderer; - this.current = renderTexture; - var baseTexture; - var framebuffer; - var resolution; - if (renderTexture) { - baseTexture = renderTexture.baseTexture; - resolution = baseTexture.resolution; - if (!sourceFrame) { - tempRect.width = renderTexture.frame.width; - tempRect.height = renderTexture.frame.height; - sourceFrame = tempRect; - } - if (!destinationFrame) { - tempRect2.x = renderTexture.frame.x; - tempRect2.y = renderTexture.frame.y; - tempRect2.width = sourceFrame.width; - tempRect2.height = sourceFrame.height; - destinationFrame = tempRect2; - } - framebuffer = baseTexture.framebuffer; - } - else { - resolution = renderer.resolution; - if (!sourceFrame) { - tempRect.width = renderer.screen.width; - tempRect.height = renderer.screen.height; - sourceFrame = tempRect; - } - if (!destinationFrame) { - destinationFrame = tempRect; - destinationFrame.width = sourceFrame.width; - destinationFrame.height = sourceFrame.height; - } - } - var viewportFrame = this.viewportFrame; - viewportFrame.x = destinationFrame.x * resolution; - viewportFrame.y = destinationFrame.y * resolution; - viewportFrame.width = destinationFrame.width * resolution; - viewportFrame.height = destinationFrame.height * resolution; - if (!renderTexture) { - viewportFrame.y = renderer.view.height - (viewportFrame.y + viewportFrame.height); - } - viewportFrame.ceil(); - this.renderer.framebuffer.bind(framebuffer, viewportFrame); - this.renderer.projection.update(destinationFrame, sourceFrame, resolution, !framebuffer); - if (renderTexture) { - this.renderer.mask.setMaskStack(baseTexture.maskStack); - } - else { - this.renderer.mask.setMaskStack(this.defaultMaskStack); - } - this.sourceFrame.copyFrom(sourceFrame); - this.destinationFrame.copyFrom(destinationFrame); - }; - /** - * Erases the render texture and fills the drawing area with a colour. - * @param clearColor - The color as rgba, default to use the renderer backgroundColor - * @param [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks - * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers. - */ - RenderTextureSystem.prototype.clear = function (clearColor, mask) { - if (this.current) { - clearColor = clearColor || this.current.baseTexture.clearColor; - } - else { - clearColor = clearColor || this.clearColor; - } - var destinationFrame = this.destinationFrame; - var baseFrame = this.current ? this.current.baseTexture : this.renderer.screen; - var clearMask = destinationFrame.width !== baseFrame.width || destinationFrame.height !== baseFrame.height; - if (clearMask) { - var _a = this.viewportFrame, x = _a.x, y = _a.y, width = _a.width, height = _a.height; - x = Math.round(x); - y = Math.round(y); - width = Math.round(width); - height = Math.round(height); - // TODO: ScissorSystem should cache whether the scissor test is enabled or not. - this.renderer.gl.enable(this.renderer.gl.SCISSOR_TEST); - this.renderer.gl.scissor(x, y, width, height); - } - this.renderer.framebuffer.clear(clearColor[0], clearColor[1], clearColor[2], clearColor[3], mask); - if (clearMask) { - // Restore the scissor box - this.renderer.scissor.pop(); - } - }; - RenderTextureSystem.prototype.resize = function () { - // resize the root only! - this.bind(null); - }; - /** Resets render-texture state. */ - RenderTextureSystem.prototype.reset = function () { - this.bind(null); - }; - RenderTextureSystem.prototype.destroy = function () { - this.renderer = null; - }; - return RenderTextureSystem; - }()); - - function uboUpdate(_ud, _uv, _renderer, _syncData, buffer) { - _renderer.buffer.update(buffer); - } - // cv = CachedValue - // v = value - // ud = uniformData - // uv = uniformValue - // l = location - var UBO_TO_SINGLE_SETTERS = { - float: "\n data[offset] = v;\n ", - vec2: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n ", - vec3: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n\n ", - vec4: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n data[offset+3] = v[3];\n ", - mat2: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n\n data[offset+4] = v[2];\n data[offset+5] = v[3];\n ", - mat3: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n\n data[offset + 4] = v[3];\n data[offset + 5] = v[4];\n data[offset + 6] = v[5];\n\n data[offset + 8] = v[6];\n data[offset + 9] = v[7];\n data[offset + 10] = v[8];\n ", - mat4: "\n for(var i = 0; i < 16; i++)\n {\n data[offset + i] = v[i];\n }\n " - }; - var GLSL_TO_STD40_SIZE = { - float: 4, - vec2: 8, - vec3: 12, - vec4: 16, - int: 4, - ivec2: 8, - ivec3: 12, - ivec4: 16, - uint: 4, - uvec2: 8, - uvec3: 12, - uvec4: 16, - bool: 4, - bvec2: 8, - bvec3: 12, - bvec4: 16, - mat2: 16 * 2, - mat3: 16 * 3, - mat4: 16 * 4, - }; - /** - * logic originally from here: https://github.com/sketchpunk/FunWithWebGL2/blob/master/lesson_022/Shaders.js - * rewrote it, but this was a great starting point to get a solid understanding of whats going on :) - * @ignore - * @param uniformData - */ - function createUBOElements(uniformData) { - var uboElements = uniformData.map(function (data) { - return ({ - data: data, - offset: 0, - dataLen: 0, - dirty: 0 - }); - }); - var size = 0; - var chunkSize = 0; - var offset = 0; - for (var i = 0; i < uboElements.length; i++) { - var uboElement = uboElements[i]; - size = GLSL_TO_STD40_SIZE[uboElement.data.type]; - if (uboElement.data.size > 1) { - size = Math.max(size, 16) * uboElement.data.size; - } - uboElement.dataLen = size; - // add some size offset.. - // must align to the nearest 16 bytes or internally nearest round size - if (chunkSize % size !== 0 && chunkSize < 16) { - // diff required to line up.. - var lineUpValue = (chunkSize % size) % 16; - chunkSize += lineUpValue; - offset += lineUpValue; - } - if ((chunkSize + size) > 16) { - offset = Math.ceil(offset / 16) * 16; - uboElement.offset = offset; - offset += size; - chunkSize = size; - } - else { - uboElement.offset = offset; - chunkSize += size; - offset += size; - } - } - offset = Math.ceil(offset / 16) * 16; - return { uboElements: uboElements, size: offset }; - } - function getUBOData(uniforms, uniformData) { - var usedUniformDatas = []; - // build.. - for (var i in uniforms) { - if (uniformData[i]) { - usedUniformDatas.push(uniformData[i]); - } - } - // sort them out by index! - usedUniformDatas.sort(function (a, b) { return a.index - b.index; }); - return usedUniformDatas; - } - function generateUniformBufferSync(group, uniformData) { - if (!group.autoManage) { - // if the group is nott automatically managed, we don't need to generate a special function for it... - return { size: 0, syncFunc: uboUpdate }; - } - var usedUniformDatas = getUBOData(group.uniforms, uniformData); - var _a = createUBOElements(usedUniformDatas), uboElements = _a.uboElements, size = _a.size; - var funcFragments = ["\n var v = null;\n var v2 = null;\n var cv = null;\n var t = 0;\n var gl = renderer.gl\n var index = 0;\n var data = buffer.data;\n "]; - for (var i = 0; i < uboElements.length; i++) { - var uboElement = uboElements[i]; - var uniform = group.uniforms[uboElement.data.name]; - var name = uboElement.data.name; - var parsed = false; - for (var j = 0; j < uniformParsers.length; j++) { - var uniformParser = uniformParsers[j]; - if (uniformParser.codeUbo && uniformParser.test(uboElement.data, uniform)) { - funcFragments.push("offset = " + uboElement.offset / 4 + ";", uniformParsers[j].codeUbo(uboElement.data.name, uniform)); - parsed = true; - break; - } - } - if (!parsed) { - if (uboElement.data.size > 1) { - var size_1 = mapSize(uboElement.data.type); - var rowSize = Math.max(GLSL_TO_STD40_SIZE[uboElement.data.type] / 16, 1); - var elementSize = size_1 / rowSize; - var remainder = (4 - (elementSize % 4)) % 4; - funcFragments.push("\n cv = ud." + name + ".value;\n v = uv." + name + ";\n offset = " + uboElement.offset / 4 + ";\n\n t = 0;\n\n for(var i=0; i < " + uboElement.data.size * rowSize + "; i++)\n {\n for(var j = 0; j < " + elementSize + "; j++)\n {\n data[offset++] = v[t++];\n }\n offset += " + remainder + ";\n }\n\n "); - } - else { - var template = UBO_TO_SINGLE_SETTERS[uboElement.data.type]; - funcFragments.push("\n cv = ud." + name + ".value;\n v = uv." + name + ";\n offset = " + uboElement.offset / 4 + ";\n " + template + ";\n "); - } - } - } - funcFragments.push("\n renderer.buffer.update(buffer);\n "); - return { - size: size, - // eslint-disable-next-line no-new-func - syncFunc: new Function('ud', 'uv', 'renderer', 'syncData', 'buffer', funcFragments.join('\n')) - }; - } - /** - * Helper class to create a WebGL Program - * @memberof PIXI - */ - var GLProgram = /** @class */ (function () { - /** - * Makes a new Pixi program. - * @param program - webgl program - * @param uniformData - uniforms - */ - function GLProgram(program, uniformData) { - this.program = program; - this.uniformData = uniformData; - this.uniformGroups = {}; - this.uniformDirtyGroups = {}; - this.uniformBufferBindings = {}; - } - /** Destroys this program. */ - GLProgram.prototype.destroy = function () { - this.uniformData = null; - this.uniformGroups = null; - this.uniformDirtyGroups = null; - this.uniformBufferBindings = null; - this.program = null; - }; - return GLProgram; - }()); - - /** - * returns the attribute data from the program - * @private - * @param {WebGLProgram} [program] - the WebGL program - * @param {WebGLRenderingContext} [gl] - the WebGL context - * @returns {object} the attribute data for this program - */ - function getAttributeData(program, gl) { - var attributes = {}; - var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES); - for (var i = 0; i < totalAttributes; i++) { - var attribData = gl.getActiveAttrib(program, i); - if (attribData.name.indexOf('gl_') === 0) { - continue; - } - var type = mapType(gl, attribData.type); - var data = { - type: type, - name: attribData.name, - size: mapSize(type), - location: gl.getAttribLocation(program, attribData.name), - }; - attributes[attribData.name] = data; - } - return attributes; - } - - /** - * returns the uniform data from the program - * @private - * @param program - the webgl program - * @param gl - the WebGL context - * @returns {object} the uniform data for this program - */ - function getUniformData(program, gl) { - var uniforms = {}; - var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); - for (var i = 0; i < totalUniforms; i++) { - var uniformData = gl.getActiveUniform(program, i); - var name = uniformData.name.replace(/\[.*?\]$/, ''); - var isArray = !!(uniformData.name.match(/\[.*?\]$/)); - var type = mapType(gl, uniformData.type); - uniforms[name] = { - name: name, - index: i, - type: type, - size: uniformData.size, - isArray: isArray, - value: defaultValue(type, uniformData.size), - }; - } - return uniforms; - } - - /** - * generates a WebGL Program object from a high level Pixi Program. - * @param gl - a rendering context on which to generate the program - * @param program - the high level Pixi Program. - */ - function generateProgram(gl, program) { - var glVertShader = compileShader(gl, gl.VERTEX_SHADER, program.vertexSrc); - var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, program.fragmentSrc); - var webGLProgram = gl.createProgram(); - gl.attachShader(webGLProgram, glVertShader); - gl.attachShader(webGLProgram, glFragShader); - gl.linkProgram(webGLProgram); - if (!gl.getProgramParameter(webGLProgram, gl.LINK_STATUS)) { - logProgramError(gl, webGLProgram, glVertShader, glFragShader); - } - program.attributeData = getAttributeData(webGLProgram, gl); - program.uniformData = getUniformData(webGLProgram, gl); - // GLSL 1.00: bind attributes sorted by name in ascending order - // GLSL 3.00: don't change the attribute locations that where chosen by the compiler - // or assigned by the layout specifier in the shader source code - if (!(/^[ \t]*#[ \t]*version[ \t]+300[ \t]+es[ \t]*$/m).test(program.vertexSrc)) { - var keys = Object.keys(program.attributeData); - keys.sort(function (a, b) { return (a > b) ? 1 : -1; }); // eslint-disable-line no-confusing-arrow - for (var i = 0; i < keys.length; i++) { - program.attributeData[keys[i]].location = i; - gl.bindAttribLocation(webGLProgram, i, keys[i]); - } - gl.linkProgram(webGLProgram); - } - gl.deleteShader(glVertShader); - gl.deleteShader(glFragShader); - var uniformData = {}; - for (var i in program.uniformData) { - var data = program.uniformData[i]; - uniformData[i] = { - location: gl.getUniformLocation(webGLProgram, i), - value: defaultValue(data.type, data.size), - }; - } - var glProgram = new GLProgram(webGLProgram, uniformData); - return glProgram; - } - - var UID = 0; - // default sync data so we don't create a new one each time! - var defaultSyncData = { textureCount: 0, uboCount: 0 }; - /** - * System plugin to the renderer to manage shaders. - * @memberof PIXI - */ - var ShaderSystem = /** @class */ (function () { - /** @param renderer - The renderer this System works for. */ - function ShaderSystem(renderer) { - this.destroyed = false; - this.renderer = renderer; - // Validation check that this environment support `new Function` - this.systemCheck(); - this.gl = null; - this.shader = null; - this.program = null; - this.cache = {}; - this._uboCache = {}; - this.id = UID++; - } - /** - * Overrideable function by `@pixi/unsafe-eval` to silence - * throwing an error if platform doesn't support unsafe-evals. - * @private - */ - ShaderSystem.prototype.systemCheck = function () { - if (!unsafeEvalSupported()) { - throw new Error('Current environment does not allow unsafe-eval, ' - + 'please use @pixi/unsafe-eval module to enable support.'); - } - }; - ShaderSystem.prototype.contextChange = function (gl) { - this.gl = gl; - this.reset(); - }; - /** - * Changes the current shader to the one given in parameter. - * @param shader - the new shader - * @param dontSync - false if the shader should automatically sync its uniforms. - * @returns the glProgram that belongs to the shader. - */ - ShaderSystem.prototype.bind = function (shader, dontSync) { - shader.uniforms.globals = this.renderer.globalUniforms; - var program = shader.program; - var glProgram = program.glPrograms[this.renderer.CONTEXT_UID] || this.generateProgram(shader); - this.shader = shader; - // TODO - some current Pixi plugins bypass this.. so it not safe to use yet.. - if (this.program !== program) { - this.program = program; - this.gl.useProgram(glProgram.program); - } - if (!dontSync) { - defaultSyncData.textureCount = 0; - defaultSyncData.uboCount = 0; - this.syncUniformGroup(shader.uniformGroup, defaultSyncData); - } - return glProgram; - }; - /** - * Uploads the uniforms values to the currently bound shader. - * @param uniforms - the uniforms values that be applied to the current shader - */ - ShaderSystem.prototype.setUniforms = function (uniforms) { - var shader = this.shader.program; - var glProgram = shader.glPrograms[this.renderer.CONTEXT_UID]; - shader.syncUniforms(glProgram.uniformData, uniforms, this.renderer); - }; - /* eslint-disable @typescript-eslint/explicit-module-boundary-types */ - /** - * Syncs uniforms on the group - * @param group - the uniform group to sync - * @param syncData - this is data that is passed to the sync function and any nested sync functions - */ - ShaderSystem.prototype.syncUniformGroup = function (group, syncData) { - var glProgram = this.getGlProgram(); - if (!group.static || group.dirtyId !== glProgram.uniformDirtyGroups[group.id]) { - glProgram.uniformDirtyGroups[group.id] = group.dirtyId; - this.syncUniforms(group, glProgram, syncData); - } - }; - /** - * Overrideable by the @pixi/unsafe-eval package to use static syncUniforms instead. - * @param group - * @param glProgram - * @param syncData - */ - ShaderSystem.prototype.syncUniforms = function (group, glProgram, syncData) { - var syncFunc = group.syncUniforms[this.shader.program.id] || this.createSyncGroups(group); - syncFunc(glProgram.uniformData, group.uniforms, this.renderer, syncData); - }; - ShaderSystem.prototype.createSyncGroups = function (group) { - var id = this.getSignature(group, this.shader.program.uniformData, 'u'); - if (!this.cache[id]) { - this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData); - } - group.syncUniforms[this.shader.program.id] = this.cache[id]; - return group.syncUniforms[this.shader.program.id]; - }; - /** - * Syncs uniform buffers - * @param group - the uniform buffer group to sync - * @param name - the name of the uniform buffer - */ - ShaderSystem.prototype.syncUniformBufferGroup = function (group, name) { - var glProgram = this.getGlProgram(); - if (!group.static || group.dirtyId !== 0 || !glProgram.uniformGroups[group.id]) { - group.dirtyId = 0; - var syncFunc = glProgram.uniformGroups[group.id] - || this.createSyncBufferGroup(group, glProgram, name); - // TODO wrap update in a cache?? - group.buffer.update(); - syncFunc(glProgram.uniformData, group.uniforms, this.renderer, defaultSyncData, group.buffer); - } - this.renderer.buffer.bindBufferBase(group.buffer, glProgram.uniformBufferBindings[name]); - }; - /** - * Will create a function that uploads a uniform buffer using the STD140 standard. - * The upload function will then be cached for future calls - * If a group is manually managed, then a simple upload function is generated - * @param group - the uniform buffer group to sync - * @param glProgram - the gl program to attach the uniform bindings to - * @param name - the name of the uniform buffer (must exist on the shader) - */ - ShaderSystem.prototype.createSyncBufferGroup = function (group, glProgram, name) { - var gl = this.renderer.gl; - this.renderer.buffer.bind(group.buffer); - // bind them... - var uniformBlockIndex = this.gl.getUniformBlockIndex(glProgram.program, name); - glProgram.uniformBufferBindings[name] = this.shader.uniformBindCount; - gl.uniformBlockBinding(glProgram.program, uniformBlockIndex, this.shader.uniformBindCount); - this.shader.uniformBindCount++; - var id = this.getSignature(group, this.shader.program.uniformData, 'ubo'); - var uboData = this._uboCache[id]; - if (!uboData) { - uboData = this._uboCache[id] = generateUniformBufferSync(group, this.shader.program.uniformData); - } - if (group.autoManage) { - var data = new Float32Array(uboData.size / 4); - group.buffer.update(data); - } - glProgram.uniformGroups[group.id] = uboData.syncFunc; - return glProgram.uniformGroups[group.id]; - }; - /** - * Takes a uniform group and data and generates a unique signature for them. - * @param group - The uniform group to get signature of - * @param group.uniforms - * @param uniformData - Uniform information generated by the shader - * @param preFix - * @returns Unique signature of the uniform group - */ - ShaderSystem.prototype.getSignature = function (group, uniformData, preFix) { - var uniforms = group.uniforms; - var strings = [preFix + "-"]; - for (var i in uniforms) { - strings.push(i); - if (uniformData[i]) { - strings.push(uniformData[i].type); - } - } - return strings.join('-'); - }; - /** - * Returns the underlying GLShade rof the currently bound shader. - * - * This can be handy for when you to have a little more control over the setting of your uniforms. - * @returns The glProgram for the currently bound Shader for this context - */ - ShaderSystem.prototype.getGlProgram = function () { - if (this.shader) { - return this.shader.program.glPrograms[this.renderer.CONTEXT_UID]; - } - return null; - }; - /** - * Generates a glProgram version of the Shader provided. - * @param shader - The shader that the glProgram will be based on. - * @returns A shiny new glProgram! - */ - ShaderSystem.prototype.generateProgram = function (shader) { - var gl = this.gl; - var program = shader.program; - var glProgram = generateProgram(gl, program); - program.glPrograms[this.renderer.CONTEXT_UID] = glProgram; - return glProgram; - }; - /** Resets ShaderSystem state, does not affect WebGL state. */ - ShaderSystem.prototype.reset = function () { - this.program = null; - this.shader = null; - }; - /** Destroys this System and removes all its textures. */ - ShaderSystem.prototype.destroy = function () { - this.renderer = null; - // TODO implement destroy method for ShaderSystem - this.destroyed = true; - }; - return ShaderSystem; - }()); - - /** - * Maps gl blend combinations to WebGL. - * @memberof PIXI - * @function mapWebGLBlendModesToPixi - * @private - * @param {WebGLRenderingContext} gl - The rendering context. - * @param {number[][]} [array=[]] - The array to output into. - * @returns {number[][]} Mapped modes. - */ - function mapWebGLBlendModesToPixi(gl, array) { - if (array === void 0) { array = []; } - // TODO - premultiply alpha would be different. - // add a boolean for that! - array[BLEND_MODES$8.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.ADD] = [gl.ONE, gl.ONE]; - array[BLEND_MODES$8.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.NONE] = [0, 0]; - // not-premultiplied blend modes - array[BLEND_MODES$8.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE]; - array[BLEND_MODES$8.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - // composite operations - array[BLEND_MODES$8.SRC_IN] = [gl.DST_ALPHA, gl.ZERO]; - array[BLEND_MODES$8.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO]; - array[BLEND_MODES$8.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE]; - array[BLEND_MODES$8.DST_IN] = [gl.ZERO, gl.SRC_ALPHA]; - array[BLEND_MODES$8.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA]; - array[BLEND_MODES$8.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA]; - // SUBTRACT from flash - array[BLEND_MODES$8.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD]; - return array; - } - - var BLEND = 0; - var OFFSET = 1; - var CULLING = 2; - var DEPTH_TEST = 3; - var WINDING = 4; - var DEPTH_MASK = 5; - /** - * System plugin to the renderer to manage WebGL state machines. - * @memberof PIXI - */ - var StateSystem = /** @class */ (function () { - function StateSystem() { - this.gl = null; - this.stateId = 0; - this.polygonOffset = 0; - this.blendMode = BLEND_MODES$8.NONE; - this._blendEq = false; - // map functions for when we set state.. - this.map = []; - this.map[BLEND] = this.setBlend; - this.map[OFFSET] = this.setOffset; - this.map[CULLING] = this.setCullFace; - this.map[DEPTH_TEST] = this.setDepthTest; - this.map[WINDING] = this.setFrontFace; - this.map[DEPTH_MASK] = this.setDepthMask; - this.checks = []; - this.defaultState = new State(); - this.defaultState.blend = true; - } - StateSystem.prototype.contextChange = function (gl) { - this.gl = gl; - this.blendModes = mapWebGLBlendModesToPixi(gl); - this.set(this.defaultState); - this.reset(); - }; - /** - * Sets the current state - * @param {*} state - The state to set. - */ - StateSystem.prototype.set = function (state) { - state = state || this.defaultState; - // TODO maybe to an object check? ( this.state === state )? - if (this.stateId !== state.data) { - var diff = this.stateId ^ state.data; - var i = 0; - // order from least to most common - while (diff) { - if (diff & 1) { - // state change! - this.map[i].call(this, !!(state.data & (1 << i))); - } - diff = diff >> 1; - i++; - } - this.stateId = state.data; - } - // based on the above settings we check for specific modes.. - // for example if blend is active we check and set the blend modes - // or of polygon offset is active we check the poly depth. - for (var i = 0; i < this.checks.length; i++) { - this.checks[i](this, state); - } - }; - /** - * Sets the state, when previous state is unknown. - * @param {*} state - The state to set - */ - StateSystem.prototype.forceState = function (state) { - state = state || this.defaultState; - for (var i = 0; i < this.map.length; i++) { - this.map[i].call(this, !!(state.data & (1 << i))); - } - for (var i = 0; i < this.checks.length; i++) { - this.checks[i](this, state); - } - this.stateId = state.data; - }; - /** - * Sets whether to enable or disable blending. - * @param value - Turn on or off WebGl blending. - */ - StateSystem.prototype.setBlend = function (value) { - this.updateCheck(StateSystem.checkBlendMode, value); - this.gl[value ? 'enable' : 'disable'](this.gl.BLEND); - }; - /** - * Sets whether to enable or disable polygon offset fill. - * @param value - Turn on or off webgl polygon offset testing. - */ - StateSystem.prototype.setOffset = function (value) { - this.updateCheck(StateSystem.checkPolygonOffset, value); - this.gl[value ? 'enable' : 'disable'](this.gl.POLYGON_OFFSET_FILL); - }; - /** - * Sets whether to enable or disable depth test. - * @param value - Turn on or off webgl depth testing. - */ - StateSystem.prototype.setDepthTest = function (value) { - this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST); - }; - /** - * Sets whether to enable or disable depth mask. - * @param value - Turn on or off webgl depth mask. - */ - StateSystem.prototype.setDepthMask = function (value) { - this.gl.depthMask(value); - }; - /** - * Sets whether to enable or disable cull face. - * @param {boolean} value - Turn on or off webgl cull face. - */ - StateSystem.prototype.setCullFace = function (value) { - this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE); - }; - /** - * Sets the gl front face. - * @param {boolean} value - true is clockwise and false is counter-clockwise - */ - StateSystem.prototype.setFrontFace = function (value) { - this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']); - }; - /** - * Sets the blend mode. - * @param {number} value - The blend mode to set to. - */ - StateSystem.prototype.setBlendMode = function (value) { - if (value === this.blendMode) { - return; - } - this.blendMode = value; - var mode = this.blendModes[value]; - var gl = this.gl; - if (mode.length === 2) { - gl.blendFunc(mode[0], mode[1]); - } - else { - gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]); - } - if (mode.length === 6) { - this._blendEq = true; - gl.blendEquationSeparate(mode[4], mode[5]); - } - else if (this._blendEq) { - this._blendEq = false; - gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD); - } - }; - /** - * Sets the polygon offset. - * @param {number} value - the polygon offset - * @param {number} scale - the polygon offset scale - */ - StateSystem.prototype.setPolygonOffset = function (value, scale) { - this.gl.polygonOffset(value, scale); - }; - // used - /** Resets all the logic and disables the VAOs. */ - StateSystem.prototype.reset = function () { - this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false); - this.forceState(this.defaultState); - this._blendEq = true; - this.blendMode = -1; - this.setBlendMode(0); - }; - /** - * Checks to see which updates should be checked based on which settings have been activated. - * - * For example, if blend is enabled then we should check the blend modes each time the state is changed - * or if polygon fill is activated then we need to check if the polygon offset changes. - * The idea is that we only check what we have too. - * @param func - the checking function to add or remove - * @param value - should the check function be added or removed. - */ - StateSystem.prototype.updateCheck = function (func, value) { - var index = this.checks.indexOf(func); - if (value && index === -1) { - this.checks.push(func); - } - else if (!value && index !== -1) { - this.checks.splice(index, 1); - } - }; - /** - * A private little wrapper function that we call to check the blend mode. - * @param system - the System to perform the state check on - * @param state - the state that the blendMode will pulled from - */ - StateSystem.checkBlendMode = function (system, state) { - system.setBlendMode(state.blendMode); - }; - /** - * A private little wrapper function that we call to check the polygon offset. - * @param system - the System to perform the state check on - * @param state - the state that the blendMode will pulled from - */ - StateSystem.checkPolygonOffset = function (system, state) { - system.setPolygonOffset(1, state.polygonOffset); - }; - /** - * @ignore - */ - StateSystem.prototype.destroy = function () { - this.gl = null; - }; - return StateSystem; - }()); - - /** - * System plugin to the renderer to manage texture garbage collection on the GPU, - * ensuring that it does not get clogged up with textures that are no longer being used. - * @memberof PIXI - */ - var TextureGCSystem = /** @class */ (function () { - /** @param renderer - The renderer this System works for. */ - function TextureGCSystem(renderer) { - this.renderer = renderer; - this.count = 0; - this.checkCount = 0; - this.maxIdle = settings$1.GC_MAX_IDLE; - this.checkCountMax = settings$1.GC_MAX_CHECK_COUNT; - this.mode = settings$1.GC_MODE; - } - /** - * Checks to see when the last time a texture was used - * if the texture has not been used for a specified amount of time it will be removed from the GPU - */ - TextureGCSystem.prototype.postrender = function () { - if (!this.renderer.renderingToScreen) { - return; - } - this.count++; - if (this.mode === GC_MODES$8.MANUAL) { - return; - } - this.checkCount++; - if (this.checkCount > this.checkCountMax) { - this.checkCount = 0; - this.run(); - } - }; - /** - * Checks to see when the last time a texture was used - * if the texture has not been used for a specified amount of time it will be removed from the GPU - */ - TextureGCSystem.prototype.run = function () { - var tm = this.renderer.texture; - var managedTextures = tm.managedTextures; - var wasRemoved = false; - for (var i = 0; i < managedTextures.length; i++) { - var texture = managedTextures[i]; - // only supports non generated textures at the moment! - if (!texture.framebuffer && this.count - texture.touched > this.maxIdle) { - tm.destroyTexture(texture, true); - managedTextures[i] = null; - wasRemoved = true; - } - } - if (wasRemoved) { - var j = 0; - for (var i = 0; i < managedTextures.length; i++) { - if (managedTextures[i] !== null) { - managedTextures[j++] = managedTextures[i]; - } - } - managedTextures.length = j; - } - }; - /** - * Removes all the textures within the specified displayObject and its children from the GPU - * @param {PIXI.DisplayObject} displayObject - the displayObject to remove the textures from. - */ - TextureGCSystem.prototype.unload = function (displayObject) { - var tm = this.renderer.texture; - var texture = displayObject._texture; - // only destroy non generated textures - if (texture && !texture.framebuffer) { - tm.destroyTexture(texture); - } - for (var i = displayObject.children.length - 1; i >= 0; i--) { - this.unload(displayObject.children[i]); - } - }; - TextureGCSystem.prototype.destroy = function () { - this.renderer = null; - }; - return TextureGCSystem; - }()); - - /** - * Returns a lookup table that maps each type-format pair to a compatible internal format. - * @memberof PIXI - * @function mapTypeAndFormatToInternalFormat - * @private - * @param {WebGLRenderingContext} gl - The rendering context. - * @returns Lookup table. - */ - function mapTypeAndFormatToInternalFormat(gl) { - var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s, _t, _u, _v, _w, _x; - var table; - if ('WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext) { - table = (_a = {}, - _a[TYPES$8.UNSIGNED_BYTE] = (_b = {}, - _b[FORMATS$8.RGBA] = gl.RGBA8, - _b[FORMATS$8.RGB] = gl.RGB8, - _b[FORMATS$8.RG] = gl.RG8, - _b[FORMATS$8.RED] = gl.R8, - _b[FORMATS$8.RGBA_INTEGER] = gl.RGBA8UI, - _b[FORMATS$8.RGB_INTEGER] = gl.RGB8UI, - _b[FORMATS$8.RG_INTEGER] = gl.RG8UI, - _b[FORMATS$8.RED_INTEGER] = gl.R8UI, - _b[FORMATS$8.ALPHA] = gl.ALPHA, - _b[FORMATS$8.LUMINANCE] = gl.LUMINANCE, - _b[FORMATS$8.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA, - _b), - _a[TYPES$8.BYTE] = (_c = {}, - _c[FORMATS$8.RGBA] = gl.RGBA8_SNORM, - _c[FORMATS$8.RGB] = gl.RGB8_SNORM, - _c[FORMATS$8.RG] = gl.RG8_SNORM, - _c[FORMATS$8.RED] = gl.R8_SNORM, - _c[FORMATS$8.RGBA_INTEGER] = gl.RGBA8I, - _c[FORMATS$8.RGB_INTEGER] = gl.RGB8I, - _c[FORMATS$8.RG_INTEGER] = gl.RG8I, - _c[FORMATS$8.RED_INTEGER] = gl.R8I, - _c), - _a[TYPES$8.UNSIGNED_SHORT] = (_d = {}, - _d[FORMATS$8.RGBA_INTEGER] = gl.RGBA16UI, - _d[FORMATS$8.RGB_INTEGER] = gl.RGB16UI, - _d[FORMATS$8.RG_INTEGER] = gl.RG16UI, - _d[FORMATS$8.RED_INTEGER] = gl.R16UI, - _d[FORMATS$8.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT16, - _d), - _a[TYPES$8.SHORT] = (_e = {}, - _e[FORMATS$8.RGBA_INTEGER] = gl.RGBA16I, - _e[FORMATS$8.RGB_INTEGER] = gl.RGB16I, - _e[FORMATS$8.RG_INTEGER] = gl.RG16I, - _e[FORMATS$8.RED_INTEGER] = gl.R16I, - _e), - _a[TYPES$8.UNSIGNED_INT] = (_f = {}, - _f[FORMATS$8.RGBA_INTEGER] = gl.RGBA32UI, - _f[FORMATS$8.RGB_INTEGER] = gl.RGB32UI, - _f[FORMATS$8.RG_INTEGER] = gl.RG32UI, - _f[FORMATS$8.RED_INTEGER] = gl.R32UI, - _f[FORMATS$8.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT24, - _f), - _a[TYPES$8.INT] = (_g = {}, - _g[FORMATS$8.RGBA_INTEGER] = gl.RGBA32I, - _g[FORMATS$8.RGB_INTEGER] = gl.RGB32I, - _g[FORMATS$8.RG_INTEGER] = gl.RG32I, - _g[FORMATS$8.RED_INTEGER] = gl.R32I, - _g), - _a[TYPES$8.FLOAT] = (_h = {}, - _h[FORMATS$8.RGBA] = gl.RGBA32F, - _h[FORMATS$8.RGB] = gl.RGB32F, - _h[FORMATS$8.RG] = gl.RG32F, - _h[FORMATS$8.RED] = gl.R32F, - _h[FORMATS$8.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT32F, - _h), - _a[TYPES$8.HALF_FLOAT] = (_j = {}, - _j[FORMATS$8.RGBA] = gl.RGBA16F, - _j[FORMATS$8.RGB] = gl.RGB16F, - _j[FORMATS$8.RG] = gl.RG16F, - _j[FORMATS$8.RED] = gl.R16F, - _j), - _a[TYPES$8.UNSIGNED_SHORT_5_6_5] = (_k = {}, - _k[FORMATS$8.RGB] = gl.RGB565, - _k), - _a[TYPES$8.UNSIGNED_SHORT_4_4_4_4] = (_l = {}, - _l[FORMATS$8.RGBA] = gl.RGBA4, - _l), - _a[TYPES$8.UNSIGNED_SHORT_5_5_5_1] = (_m = {}, - _m[FORMATS$8.RGBA] = gl.RGB5_A1, - _m), - _a[TYPES$8.UNSIGNED_INT_2_10_10_10_REV] = (_o = {}, - _o[FORMATS$8.RGBA] = gl.RGB10_A2, - _o[FORMATS$8.RGBA_INTEGER] = gl.RGB10_A2UI, - _o), - _a[TYPES$8.UNSIGNED_INT_10F_11F_11F_REV] = (_p = {}, - _p[FORMATS$8.RGB] = gl.R11F_G11F_B10F, - _p), - _a[TYPES$8.UNSIGNED_INT_5_9_9_9_REV] = (_q = {}, - _q[FORMATS$8.RGB] = gl.RGB9_E5, - _q), - _a[TYPES$8.UNSIGNED_INT_24_8] = (_r = {}, - _r[FORMATS$8.DEPTH_STENCIL] = gl.DEPTH24_STENCIL8, - _r), - _a[TYPES$8.FLOAT_32_UNSIGNED_INT_24_8_REV] = (_s = {}, - _s[FORMATS$8.DEPTH_STENCIL] = gl.DEPTH32F_STENCIL8, - _s), - _a); - } - else { - table = (_t = {}, - _t[TYPES$8.UNSIGNED_BYTE] = (_u = {}, - _u[FORMATS$8.RGBA] = gl.RGBA, - _u[FORMATS$8.RGB] = gl.RGB, - _u[FORMATS$8.ALPHA] = gl.ALPHA, - _u[FORMATS$8.LUMINANCE] = gl.LUMINANCE, - _u[FORMATS$8.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA, - _u), - _t[TYPES$8.UNSIGNED_SHORT_5_6_5] = (_v = {}, - _v[FORMATS$8.RGB] = gl.RGB, - _v), - _t[TYPES$8.UNSIGNED_SHORT_4_4_4_4] = (_w = {}, - _w[FORMATS$8.RGBA] = gl.RGBA, - _w), - _t[TYPES$8.UNSIGNED_SHORT_5_5_5_1] = (_x = {}, - _x[FORMATS$8.RGBA] = gl.RGBA, - _x), - _t); - } - return table; - } - - /** - * Internal texture for WebGL context. - * @memberof PIXI - */ - var GLTexture = /** @class */ (function () { - function GLTexture(texture) { - this.texture = texture; - this.width = -1; - this.height = -1; - this.dirtyId = -1; - this.dirtyStyleId = -1; - this.mipmap = false; - this.wrapMode = 33071; - this.type = TYPES$8.UNSIGNED_BYTE; - this.internalFormat = FORMATS$8.RGBA; - this.samplerType = 0; - } - return GLTexture; - }()); - - /** - * System plugin to the renderer to manage textures. - * @memberof PIXI - */ - var TextureSystem = /** @class */ (function () { - /** - * @param renderer - The renderer this system works for. - */ - function TextureSystem(renderer) { - this.renderer = renderer; - // TODO set to max textures... - this.boundTextures = []; - this.currentLocation = -1; - this.managedTextures = []; - this._unknownBoundTextures = false; - this.unknownTexture = new BaseTexture(); - this.hasIntegerTextures = false; - } - /** Sets up the renderer context and necessary buffers. */ - TextureSystem.prototype.contextChange = function () { - var gl = this.gl = this.renderer.gl; - this.CONTEXT_UID = this.renderer.CONTEXT_UID; - this.webGLVersion = this.renderer.context.webGLVersion; - this.internalFormats = mapTypeAndFormatToInternalFormat(gl); - var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); - this.boundTextures.length = maxTextures; - for (var i = 0; i < maxTextures; i++) { - this.boundTextures[i] = null; - } - // TODO move this.. to a nice make empty textures class.. - this.emptyTextures = {}; - var emptyTexture2D = new GLTexture(gl.createTexture()); - gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture); - gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4)); - this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D; - this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(gl.createTexture()); - gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture); - for (var i = 0; i < 6; i++) { - gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); - } - gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); - gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR); - for (var i = 0; i < this.boundTextures.length; i++) { - this.bind(null, i); - } - }; - /** - * Bind a texture to a specific location - * - * If you want to unbind something, please use `unbind(texture)` instead of `bind(null, textureLocation)` - * @param texture - Texture to bind - * @param [location=0] - Location to bind at - */ - TextureSystem.prototype.bind = function (texture, location) { - if (location === void 0) { location = 0; } - var gl = this.gl; - texture = texture === null || texture === void 0 ? void 0 : texture.castToBaseTexture(); - // cannot bind partial texture - // TODO: report a warning - if (texture && texture.valid && !texture.parentTextureArray) { - texture.touched = this.renderer.textureGC.count; - var glTexture = texture._glTextures[this.CONTEXT_UID] || this.initTexture(texture); - if (this.boundTextures[location] !== texture) { - if (this.currentLocation !== location) { - this.currentLocation = location; - gl.activeTexture(gl.TEXTURE0 + location); - } - gl.bindTexture(texture.target, glTexture.texture); - } - if (glTexture.dirtyId !== texture.dirtyId) { - if (this.currentLocation !== location) { - this.currentLocation = location; - gl.activeTexture(gl.TEXTURE0 + location); - } - this.updateTexture(texture); - } - this.boundTextures[location] = texture; - } - else { - if (this.currentLocation !== location) { - this.currentLocation = location; - gl.activeTexture(gl.TEXTURE0 + location); - } - gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[gl.TEXTURE_2D].texture); - this.boundTextures[location] = null; - } - }; - /** Resets texture location and bound textures Actual `bind(null, i)` calls will be performed at next `unbind()` call */ - TextureSystem.prototype.reset = function () { - this._unknownBoundTextures = true; - this.hasIntegerTextures = false; - this.currentLocation = -1; - for (var i = 0; i < this.boundTextures.length; i++) { - this.boundTextures[i] = this.unknownTexture; - } - }; - /** - * Unbind a texture. - * @param texture - Texture to bind - */ - TextureSystem.prototype.unbind = function (texture) { - var _a = this, gl = _a.gl, boundTextures = _a.boundTextures; - if (this._unknownBoundTextures) { - this._unknownBoundTextures = false; - // someone changed webGL state, - // we have to be sure that our texture does not appear in multi-texture renderer samplers - for (var i = 0; i < boundTextures.length; i++) { - if (boundTextures[i] === this.unknownTexture) { - this.bind(null, i); - } - } - } - for (var i = 0; i < boundTextures.length; i++) { - if (boundTextures[i] === texture) { - if (this.currentLocation !== i) { - gl.activeTexture(gl.TEXTURE0 + i); - this.currentLocation = i; - } - gl.bindTexture(texture.target, this.emptyTextures[texture.target].texture); - boundTextures[i] = null; - } - } - }; - /** - * Ensures that current boundTextures all have FLOAT sampler type, - * see {@link PIXI.SAMPLER_TYPES} for explanation. - * @param maxTextures - number of locations to check - */ - TextureSystem.prototype.ensureSamplerType = function (maxTextures) { - var _a = this, boundTextures = _a.boundTextures, hasIntegerTextures = _a.hasIntegerTextures, CONTEXT_UID = _a.CONTEXT_UID; - if (!hasIntegerTextures) { - return; - } - for (var i = maxTextures - 1; i >= 0; --i) { - var tex = boundTextures[i]; - if (tex) { - var glTexture = tex._glTextures[CONTEXT_UID]; - if (glTexture.samplerType !== SAMPLER_TYPES$8.FLOAT) { - this.renderer.texture.unbind(tex); - } - } - } - }; - /** - * Initialize a texture - * @private - * @param texture - Texture to initialize - */ - TextureSystem.prototype.initTexture = function (texture) { - var glTexture = new GLTexture(this.gl.createTexture()); - // guarantee an update.. - glTexture.dirtyId = -1; - texture._glTextures[this.CONTEXT_UID] = glTexture; - this.managedTextures.push(texture); - texture.on('dispose', this.destroyTexture, this); - return glTexture; - }; - TextureSystem.prototype.initTextureType = function (texture, glTexture) { - var _a, _b; - glTexture.internalFormat = (_b = (_a = this.internalFormats[texture.type]) === null || _a === void 0 ? void 0 : _a[texture.format]) !== null && _b !== void 0 ? _b : texture.format; - if (this.webGLVersion === 2 && texture.type === TYPES$8.HALF_FLOAT) { - // TYPES.HALF_FLOAT is WebGL1 HALF_FLOAT_OES - // we have to convert it to WebGL HALF_FLOAT - glTexture.type = this.gl.HALF_FLOAT; - } - else { - glTexture.type = texture.type; - } - }; - /** - * Update a texture - * @private - * @param {PIXI.BaseTexture} texture - Texture to initialize - */ - TextureSystem.prototype.updateTexture = function (texture) { - var glTexture = texture._glTextures[this.CONTEXT_UID]; - if (!glTexture) { - return; - } - var renderer = this.renderer; - this.initTextureType(texture, glTexture); - if (texture.resource && texture.resource.upload(renderer, texture, glTexture)) { - // texture is uploaded, dont do anything! - if (glTexture.samplerType !== SAMPLER_TYPES$8.FLOAT) { - this.hasIntegerTextures = true; - } - } - else { - // default, renderTexture-like logic - var width = texture.realWidth; - var height = texture.realHeight; - var gl = renderer.gl; - if (glTexture.width !== width - || glTexture.height !== height - || glTexture.dirtyId < 0) { - glTexture.width = width; - glTexture.height = height; - gl.texImage2D(texture.target, 0, glTexture.internalFormat, width, height, 0, texture.format, glTexture.type, null); - } - } - // lets only update what changes.. - if (texture.dirtyStyleId !== glTexture.dirtyStyleId) { - this.updateTextureStyle(texture); - } - glTexture.dirtyId = texture.dirtyId; - }; - /** - * Deletes the texture from WebGL - * @private - * @param texture - the texture to destroy - * @param [skipRemove=false] - Whether to skip removing the texture from the TextureManager. - */ - TextureSystem.prototype.destroyTexture = function (texture, skipRemove) { - var gl = this.gl; - texture = texture.castToBaseTexture(); - if (texture._glTextures[this.CONTEXT_UID]) { - this.unbind(texture); - gl.deleteTexture(texture._glTextures[this.CONTEXT_UID].texture); - texture.off('dispose', this.destroyTexture, this); - delete texture._glTextures[this.CONTEXT_UID]; - if (!skipRemove) { - var i = this.managedTextures.indexOf(texture); - if (i !== -1) { - removeItems(this.managedTextures, i, 1); - } - } - } - }; - /** - * Update texture style such as mipmap flag - * @private - * @param {PIXI.BaseTexture} texture - Texture to update - */ - TextureSystem.prototype.updateTextureStyle = function (texture) { - var glTexture = texture._glTextures[this.CONTEXT_UID]; - if (!glTexture) { - return; - } - if ((texture.mipmap === MIPMAP_MODES$8.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo) { - glTexture.mipmap = false; - } - else { - glTexture.mipmap = texture.mipmap >= 1; - } - if (this.webGLVersion !== 2 && !texture.isPowerOfTwo) { - glTexture.wrapMode = WRAP_MODES$8.CLAMP; - } - else { - glTexture.wrapMode = texture.wrapMode; - } - if (texture.resource && texture.resource.style(this.renderer, texture, glTexture)) ; - else { - this.setStyle(texture, glTexture); - } - glTexture.dirtyStyleId = texture.dirtyStyleId; - }; - /** - * Set style for texture - * @private - * @param texture - Texture to update - * @param glTexture - */ - TextureSystem.prototype.setStyle = function (texture, glTexture) { - var gl = this.gl; - if (glTexture.mipmap && texture.mipmap !== MIPMAP_MODES$8.ON_MANUAL) { - gl.generateMipmap(texture.target); - } - gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode); - gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode); - if (glTexture.mipmap) { - /* eslint-disable max-len */ - gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES$8.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST); - /* eslint-disable max-len */ - var anisotropicExt = this.renderer.context.extensions.anisotropicFiltering; - if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === SCALE_MODES$8.LINEAR) { - var level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT)); - gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level); - } - } - else { - gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES$8.LINEAR ? gl.LINEAR : gl.NEAREST); - } - gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === SCALE_MODES$8.LINEAR ? gl.LINEAR : gl.NEAREST); - }; - TextureSystem.prototype.destroy = function () { - this.renderer = null; - }; - return TextureSystem; - }()); - - var tempMatrix = new Matrix$2(); - /** - * The AbstractRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer} - * and {@link PIXI.Renderer} which can be used for rendering a PixiJS scene. - * @abstract - * @class - * @extends PIXI.utils.EventEmitter - * @memberof PIXI - */ - var AbstractRenderer = /** @class */ (function (_super) { - __extends$k(AbstractRenderer, _super); - /** - * @param type - The renderer type. - * @param [options] - The optional renderer parameters. - * @param {number} [options.width=800] - The width of the screen. - * @param {number} [options.height=600] - The height of the screen. - * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional. - * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property. - * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the - * canvas needs to be opaque, possibly for performance reasons on some older devices. - * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for - * resolutions other than 1. - * @param {boolean} [options.antialias=false] - Sets antialias - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer. - * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, - * enable this if you need to call toDataUrl on the WebGL context. - * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or - * not before the new render pass. - * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area - * (shown if not transparent). - * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque). - */ - function AbstractRenderer(type, options) { - if (type === void 0) { type = RENDERER_TYPE$8.UNKNOWN; } - var _this = _super.call(this) || this; - // Add the default render options - options = Object.assign({}, settings$1.RENDER_OPTIONS, options); - /** - * The supplied constructor options. - * @member {object} - * @readonly - */ - _this.options = options; - /** - * The type of the renderer. - * @member {number} - * @default PIXI.RENDERER_TYPE.UNKNOWN - * @see PIXI.RENDERER_TYPE - */ - _this.type = type; - /** - * Measurements of the screen. (0, 0, screenWidth, screenHeight). - * - * Its safe to use as filterArea or hitArea for the whole stage. - * @member {PIXI.Rectangle} - */ - _this.screen = new Rectangle$2(0, 0, options.width, options.height); - /** - * The canvas element that everything is drawn to. - * @member {HTMLCanvasElement} - */ - _this.view = options.view || settings$1.ADAPTER.createCanvas(); - /** - * The resolution / device pixel ratio of the renderer. - * @member {number} - * @default PIXI.settings.RESOLUTION - */ - _this.resolution = options.resolution || settings$1.RESOLUTION; - /** - * Pass-thru setting for the canvas' context `alpha` property. This is typically - * not something you need to fiddle with. If you want transparency, use `backgroundAlpha`. - * @member {boolean} - */ - _this.useContextAlpha = options.useContextAlpha; - /** - * Whether CSS dimensions of canvas view should be resized to screen dimensions automatically. - * @member {boolean} - */ - _this.autoDensity = !!options.autoDensity; - /** - * The value of the preserveDrawingBuffer flag affects whether or not the contents of - * the stencil buffer is retained after rendering. - * @member {boolean} - */ - _this.preserveDrawingBuffer = options.preserveDrawingBuffer; - /** - * This sets if the CanvasRenderer will clear the canvas or not before the new render pass. - * If the scene is NOT transparent PixiJS will use a canvas sized fillRect operation every - * frame to set the canvas background color. If the scene is transparent PixiJS will use clearRect - * to clear the canvas every frame. Disable this by setting this to false. For example, if - * your game has a canvas filling background image you often don't need this set. - * @member {boolean} - * @default - */ - _this.clearBeforeRender = options.clearBeforeRender; - /** - * The background color as a number. - * @member {number} - * @protected - */ - _this._backgroundColor = 0x000000; - /** - * The background color as an [R, G, B, A] array. - * @member {number[]} - * @protected - */ - _this._backgroundColorRgba = [0, 0, 0, 1]; - /** - * The background color as a string. - * @member {string} - * @protected - */ - _this._backgroundColorString = '#000000'; - _this.backgroundColor = options.backgroundColor || _this._backgroundColor; // run bg color setter - _this.backgroundAlpha = options.backgroundAlpha; - // @deprecated - if (options.transparent !== undefined) { - deprecation$1('6.0.0', 'Option transparent is deprecated, please use backgroundAlpha instead.'); - _this.useContextAlpha = options.transparent; - _this.backgroundAlpha = options.transparent ? 0 : 1; - } - /** - * The last root object that the renderer tried to render. - * @member {PIXI.DisplayObject} - * @protected - */ - _this._lastObjectRendered = null; - /** - * Collection of plugins. - * @readonly - * @member {object} - */ - _this.plugins = {}; - return _this; - } - /** - * Initialize the plugins. - * @protected - * @param {object} staticMap - The dictionary of statically saved plugins. - */ - AbstractRenderer.prototype.initPlugins = function (staticMap) { - for (var o in staticMap) { - this.plugins[o] = new (staticMap[o])(this); - } - }; - Object.defineProperty(AbstractRenderer.prototype, "width", { - /** - * Same as view.width, actual number of pixels in the canvas by horizontal. - * @member {number} - * @readonly - * @default 800 - */ - get: function () { - return this.view.width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(AbstractRenderer.prototype, "height", { - /** - * Same as view.height, actual number of pixels in the canvas by vertical. - * @member {number} - * @readonly - * @default 600 - */ - get: function () { - return this.view.height; - }, - enumerable: false, - configurable: true - }); - /** - * Resizes the screen and canvas as close as possible to the specified width and height. - * Canvas dimensions are multiplied by resolution and rounded to the nearest integers. - * The new canvas dimensions divided by the resolution become the new screen dimensions. - * @param desiredScreenWidth - The desired width of the screen. - * @param desiredScreenHeight - The desired height of the screen. - */ - AbstractRenderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) { - this.view.width = Math.round(desiredScreenWidth * this.resolution); - this.view.height = Math.round(desiredScreenHeight * this.resolution); - var screenWidth = this.view.width / this.resolution; - var screenHeight = this.view.height / this.resolution; - this.screen.width = screenWidth; - this.screen.height = screenHeight; - if (this.autoDensity) { - this.view.style.width = screenWidth + "px"; - this.view.style.height = screenHeight + "px"; - } - /** - * Fired after view has been resized. - * @event PIXI.Renderer#resize - * @param {number} screenWidth - The new width of the screen. - * @param {number} screenHeight - The new height of the screen. - */ - this.emit('resize', screenWidth, screenHeight); - }; - /** - * @ignore - */ - AbstractRenderer.prototype.generateTexture = function (displayObject, options, resolution, region) { - if (options === void 0) { options = {}; } - // @deprecated parameters spread, use options instead - if (typeof options === 'number') { - deprecation$1('6.1.0', 'generateTexture options (scaleMode, resolution, region) are now object options.'); - options = { scaleMode: options, resolution: resolution, region: region }; - } - var manualRegion = options.region, textureOptions = __rest(options, ["region"]); - region = manualRegion || displayObject.getLocalBounds(null, true); - // minimum texture size is 1x1, 0x0 will throw an error - if (region.width === 0) - { region.width = 1; } - if (region.height === 0) - { region.height = 1; } - var renderTexture = RenderTexture.create(__assign({ width: region.width, height: region.height }, textureOptions)); - tempMatrix.tx = -region.x; - tempMatrix.ty = -region.y; - this.render(displayObject, { - renderTexture: renderTexture, - clear: false, - transform: tempMatrix, - skipUpdateTransform: !!displayObject.parent - }); - return renderTexture; - }; - /** - * Removes everything from the renderer and optionally removes the Canvas DOM element. - * @param [removeView=false] - Removes the Canvas element from the DOM. - */ - AbstractRenderer.prototype.destroy = function (removeView) { - for (var o in this.plugins) { - this.plugins[o].destroy(); - this.plugins[o] = null; - } - if (removeView && this.view.parentNode) { - this.view.parentNode.removeChild(this.view); - } - var thisAny = this; - // null-ing all objects, that's a tradition! - thisAny.plugins = null; - thisAny.type = RENDERER_TYPE$8.UNKNOWN; - thisAny.view = null; - thisAny.screen = null; - thisAny._tempDisplayObjectParent = null; - thisAny.options = null; - this._backgroundColorRgba = null; - this._backgroundColorString = null; - this._lastObjectRendered = null; - }; - Object.defineProperty(AbstractRenderer.prototype, "backgroundColor", { - /** - * The background color to fill if not transparent - * @member {number} - */ - get: function () { - return this._backgroundColor; - }, - set: function (value) { - this._backgroundColor = value; - this._backgroundColorString = hex2string(value); - hex2rgb(value, this._backgroundColorRgba); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(AbstractRenderer.prototype, "backgroundAlpha", { - /** - * The background color alpha. Setting this to 0 will make the canvas transparent. - * @member {number} - */ - get: function () { - return this._backgroundColorRgba[3]; - }, - set: function (value) { - this._backgroundColorRgba[3] = value; - }, - enumerable: false, - configurable: true - }); - return AbstractRenderer; - }(EventEmitter)); - - var GLBuffer = /** @class */ (function () { - function GLBuffer(buffer) { - this.buffer = buffer || null; - this.updateID = -1; - this.byteLength = -1; - this.refCount = 0; - } - return GLBuffer; - }()); - - /** - * System plugin to the renderer to manage buffers. - * - * WebGL uses Buffers as a way to store objects to the GPU. - * This system makes working with them a lot easier. - * - * Buffers are used in three main places in WebGL - * - geometry information - * - Uniform information (via uniform buffer objects - a WebGL 2 only feature) - * - Transform feedback information. (WebGL 2 only feature) - * - * This system will handle the binding of buffers to the GPU as well as uploading - * them. With this system, you never need to work directly with GPU buffers, but instead work with - * the PIXI.Buffer class. - * @class - * @memberof PIXI - */ - var BufferSystem = /** @class */ (function () { - /** - * @param {PIXI.Renderer} renderer - The renderer this System works for. - */ - function BufferSystem(renderer) { - this.renderer = renderer; - this.managedBuffers = {}; - this.boundBufferBases = {}; - } - /** - * @ignore - */ - BufferSystem.prototype.destroy = function () { - this.renderer = null; - }; - /** Sets up the renderer context and necessary buffers. */ - BufferSystem.prototype.contextChange = function () { - this.disposeAll(true); - this.gl = this.renderer.gl; - // TODO fill out... - this.CONTEXT_UID = this.renderer.CONTEXT_UID; - }; - /** - * This binds specified buffer. On first run, it will create the webGL buffers for the context too - * @param buffer - the buffer to bind to the renderer - */ - BufferSystem.prototype.bind = function (buffer) { - var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; - var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer); - gl.bindBuffer(buffer.type, glBuffer.buffer); - }; - /** - * Binds an uniform buffer to at the given index. - * - * A cache is used so a buffer will not be bound again if already bound. - * @param buffer - the buffer to bind - * @param index - the base index to bind it to. - */ - BufferSystem.prototype.bindBufferBase = function (buffer, index) { - var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; - if (this.boundBufferBases[index] !== buffer) { - var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer); - this.boundBufferBases[index] = buffer; - gl.bindBufferBase(gl.UNIFORM_BUFFER, index, glBuffer.buffer); - } - }; - /** - * Binds a buffer whilst also binding its range. - * This will make the buffer start from the offset supplied rather than 0 when it is read. - * @param buffer - the buffer to bind - * @param index - the base index to bind at, defaults to 0 - * @param offset - the offset to bind at (this is blocks of 256). 0 = 0, 1 = 256, 2 = 512 etc - */ - BufferSystem.prototype.bindBufferRange = function (buffer, index, offset) { - var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; - offset = offset || 0; - var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer); - gl.bindBufferRange(gl.UNIFORM_BUFFER, index || 0, glBuffer.buffer, offset * 256, 256); - }; - /** - * Will ensure the data in the buffer is uploaded to the GPU. - * @param {PIXI.Buffer} buffer - the buffer to update - */ - BufferSystem.prototype.update = function (buffer) { - var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; - var glBuffer = buffer._glBuffers[CONTEXT_UID]; - if (buffer._updateID === glBuffer.updateID) { - return; - } - glBuffer.updateID = buffer._updateID; - gl.bindBuffer(buffer.type, glBuffer.buffer); - if (glBuffer.byteLength >= buffer.data.byteLength) { - // offset is always zero for now! - gl.bufferSubData(buffer.type, 0, buffer.data); - } - else { - var drawType = buffer.static ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW; - glBuffer.byteLength = buffer.data.byteLength; - gl.bufferData(buffer.type, buffer.data, drawType); - } - }; - /** - * Disposes buffer - * @param {PIXI.Buffer} buffer - buffer with data - * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray - */ - BufferSystem.prototype.dispose = function (buffer, contextLost) { - if (!this.managedBuffers[buffer.id]) { - return; - } - delete this.managedBuffers[buffer.id]; - var glBuffer = buffer._glBuffers[this.CONTEXT_UID]; - var gl = this.gl; - buffer.disposeRunner.remove(this); - if (!glBuffer) { - return; - } - if (!contextLost) { - gl.deleteBuffer(glBuffer.buffer); - } - delete buffer._glBuffers[this.CONTEXT_UID]; - }; - /** - * dispose all WebGL resources of all managed buffers - * @param {boolean} [contextLost=false] - If context was lost, we suppress `gl.delete` calls - */ - BufferSystem.prototype.disposeAll = function (contextLost) { - var all = Object.keys(this.managedBuffers); - for (var i = 0; i < all.length; i++) { - this.dispose(this.managedBuffers[all[i]], contextLost); - } - }; - /** - * creates and attaches a GLBuffer object tied to the current context. - * @param buffer - * @protected - */ - BufferSystem.prototype.createGLBuffer = function (buffer) { - var _a = this, CONTEXT_UID = _a.CONTEXT_UID, gl = _a.gl; - buffer._glBuffers[CONTEXT_UID] = new GLBuffer(gl.createBuffer()); - this.managedBuffers[buffer.id] = buffer; - buffer.disposeRunner.add(this); - return buffer._glBuffers[CONTEXT_UID]; - }; - return BufferSystem; - }()); - - /** - * The Renderer draws the scene and all its content onto a WebGL enabled canvas. - * - * This renderer should be used for browsers that support WebGL. - * - * This renderer works by automatically managing WebGLBatchesm, so no need for Sprite Batches or Sprite Clouds. - * Don't forget to add the view to your DOM or you will not see anything! - * - * Renderer is composed of systems that manage specific tasks. The following systems are added by default - * whenever you create a renderer: - * - * | System | Description | - * | ------------------------------------ | ----------------------------------------------------------------------------- | - * | {@link PIXI.BatchSystem} | This manages object renderers that defer rendering until a flush. | - * | {@link PIXI.ContextSystem} | This manages the WebGL context and extensions. | - * | {@link PIXI.EventSystem} | This manages UI events. | - * | {@link PIXI.FilterSystem} | This manages the filtering pipeline for post-processing effects. | - * | {@link PIXI.FramebufferSystem} | This manages framebuffers, which are used for offscreen rendering. | - * | {@link PIXI.GeometrySystem} | This manages geometries & buffers, which are used to draw object meshes. | - * | {@link PIXI.MaskSystem} | This manages masking operations. | - * | {@link PIXI.ProjectionSystem} | This manages the `projectionMatrix`, used by shaders to get NDC coordinates. | - * | {@link PIXI.RenderTextureSystem} | This manages render-textures, which are an abstraction over framebuffers. | - * | {@link PIXI.ScissorSystem} | This handles scissor masking, and is used internally by {@link MaskSystem} | - * | {@link PIXI.ShaderSystem} | This manages shaders, programs that run on the GPU to calculate 'em pixels. | - * | {@link PIXI.StateSystem} | This manages the WebGL state variables like blend mode, depth testing, etc. | - * | {@link PIXI.StencilSystem} | This handles stencil masking, and is used internally by {@link MaskSystem} | - * | {@link PIXI.TextureSystem} | This manages textures and their resources on the GPU. | - * | {@link PIXI.TextureGCSystem} | This will automatically remove textures from the GPU if they are not used. | - * - * The breadth of the API surface provided by the renderer is contained within these systems. - * @memberof PIXI - */ - var Renderer = /** @class */ (function (_super) { - __extends$k(Renderer, _super); - /** - * @param [options] - The optional renderer parameters. - * @param {number} [options.width=800] - The width of the screen. - * @param {number} [options.height=600] - The height of the screen. - * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional. - * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property. - * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the - * canvas needs to be opaque, possibly for performance reasons on some older devices. - * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for - * resolutions other than 1. - * @param {boolean} [options.antialias=false] - Sets antialias. If not available natively then FXAA - * antialiasing is used. - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer. - * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear - * the canvas or not before the new render pass. If you wish to set this to false, you *must* set - * preserveDrawingBuffer to `true`. - * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, - * enable this if you need to call toDataUrl on the WebGL context. - * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area - * (shown if not transparent). - * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque). - * @param {string} [options.powerPreference] - Parameter passed to WebGL context, set to "high-performance" - * for devices with dual graphics card. - * @param {object} [options.context] - If WebGL context already exists, all parameters must be taken from it. - */ - function Renderer(options) { - var _this = _super.call(this, RENDERER_TYPE$8.WEBGL, options) || this; - // the options will have been modified here in the super constructor with pixi's default settings.. - options = _this.options; - _this.gl = null; - _this.CONTEXT_UID = 0; - _this.runners = { - destroy: new Runner('destroy'), - contextChange: new Runner('contextChange'), - reset: new Runner('reset'), - update: new Runner('update'), - postrender: new Runner('postrender'), - prerender: new Runner('prerender'), - resize: new Runner('resize'), - }; - _this.runners.contextChange.add(_this); - _this.globalUniforms = new UniformGroup({ - projectionMatrix: new Matrix$2(), - }, true); - _this.addSystem(MaskSystem, 'mask') - .addSystem(ContextSystem, 'context') - .addSystem(StateSystem, 'state') - .addSystem(ShaderSystem, 'shader') - .addSystem(TextureSystem, 'texture') - .addSystem(BufferSystem, 'buffer') - .addSystem(GeometrySystem, 'geometry') - .addSystem(FramebufferSystem, 'framebuffer') - .addSystem(ScissorSystem, 'scissor') - .addSystem(StencilSystem, 'stencil') - .addSystem(ProjectionSystem, 'projection') - .addSystem(TextureGCSystem, 'textureGC') - .addSystem(FilterSystem, 'filter') - .addSystem(RenderTextureSystem, 'renderTexture') - .addSystem(BatchSystem, 'batch'); - _this.initPlugins(Renderer.__plugins); - _this.multisample = undefined; - /* - * The options passed in to create a new WebGL context. - */ - if (options.context) { - _this.context.initFromContext(options.context); - } - else { - _this.context.initFromOptions({ - alpha: !!_this.useContextAlpha, - antialias: options.antialias, - premultipliedAlpha: _this.useContextAlpha && _this.useContextAlpha !== 'notMultiplied', - stencil: true, - preserveDrawingBuffer: options.preserveDrawingBuffer, - powerPreference: _this.options.powerPreference, - }); - } - _this.renderingToScreen = true; - sayHello(_this.context.webGLVersion === 2 ? 'WebGL 2' : 'WebGL 1'); - _this.resize(_this.options.width, _this.options.height); - return _this; - } - /** - * Create renderer if WebGL is available. Overrideable - * by the **@pixi/canvas-renderer** package to allow fallback. - * throws error if WebGL is not available. - * @param options - * @private - */ - Renderer.create = function (options) { - if (isWebGLSupported()) { - return new Renderer(options); - } - throw new Error('WebGL unsupported in this browser, use "pixi.js-legacy" for fallback canvas2d support.'); - }; - Renderer.prototype.contextChange = function () { - var gl = this.gl; - var samples; - if (this.context.webGLVersion === 1) { - var framebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING); - gl.bindFramebuffer(gl.FRAMEBUFFER, null); - samples = gl.getParameter(gl.SAMPLES); - gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); - } - else { - var framebuffer = gl.getParameter(gl.DRAW_FRAMEBUFFER_BINDING); - gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null); - samples = gl.getParameter(gl.SAMPLES); - gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, framebuffer); - } - if (samples >= MSAA_QUALITY$8.HIGH) { - this.multisample = MSAA_QUALITY$8.HIGH; - } - else if (samples >= MSAA_QUALITY$8.MEDIUM) { - this.multisample = MSAA_QUALITY$8.MEDIUM; - } - else if (samples >= MSAA_QUALITY$8.LOW) { - this.multisample = MSAA_QUALITY$8.LOW; - } - else { - this.multisample = MSAA_QUALITY$8.NONE; - } - }; - /** - * Add a new system to the renderer. - * @param ClassRef - Class reference - * @param name - Property name for system, if not specified - * will use a static `name` property on the class itself. This - * name will be assigned as s property on the Renderer so make - * sure it doesn't collide with properties on Renderer. - * @returns Return instance of renderer - */ - Renderer.prototype.addSystem = function (ClassRef, name) { - var system = new ClassRef(this); - if (this[name]) { - throw new Error("Whoops! The name \"" + name + "\" is already in use"); - } - this[name] = system; - for (var i in this.runners) { - this.runners[i].add(system); - } - /** - * Fired after rendering finishes. - * @event PIXI.Renderer#postrender - */ - /** - * Fired before rendering starts. - * @event PIXI.Renderer#prerender - */ - /** - * Fired when the WebGL context is set. - * @event PIXI.Renderer#context - * @param {WebGLRenderingContext} gl - WebGL context. - */ - return this; - }; - /** - * @ignore - */ - Renderer.prototype.render = function (displayObject, options) { - var renderTexture; - var clear; - var transform; - var skipUpdateTransform; - if (options) { - if (options instanceof RenderTexture) { - deprecation$1('6.0.0', 'Renderer#render arguments changed, use options instead.'); - /* eslint-disable prefer-rest-params */ - renderTexture = options; - clear = arguments[2]; - transform = arguments[3]; - skipUpdateTransform = arguments[4]; - /* eslint-enable prefer-rest-params */ - } - else { - renderTexture = options.renderTexture; - clear = options.clear; - transform = options.transform; - skipUpdateTransform = options.skipUpdateTransform; - } - } - // can be handy to know! - this.renderingToScreen = !renderTexture; - this.runners.prerender.emit(); - this.emit('prerender'); - // apply a transform at a GPU level - this.projection.transform = transform; - // no point rendering if our context has been blown up! - if (this.context.isLost) { - return; - } - if (!renderTexture) { - this._lastObjectRendered = displayObject; - } - if (!skipUpdateTransform) { - // update the scene graph - var cacheParent = displayObject.enableTempParent(); - displayObject.updateTransform(); - displayObject.disableTempParent(cacheParent); - // displayObject.hitArea = //TODO add a temp hit area - } - this.renderTexture.bind(renderTexture); - this.batch.currentRenderer.start(); - if (clear !== undefined ? clear : this.clearBeforeRender) { - this.renderTexture.clear(); - } - displayObject.render(this); - // apply transform.. - this.batch.currentRenderer.flush(); - if (renderTexture) { - renderTexture.baseTexture.update(); - } - this.runners.postrender.emit(); - // reset transform after render - this.projection.transform = null; - this.emit('postrender'); - }; - /** - * @override - * @ignore - */ - Renderer.prototype.generateTexture = function (displayObject, options, resolution, region) { - if (options === void 0) { options = {}; } - var renderTexture = _super.prototype.generateTexture.call(this, displayObject, options, resolution, region); - this.framebuffer.blit(); - return renderTexture; - }; - /** - * Resizes the WebGL view to the specified width and height. - * @param desiredScreenWidth - The desired width of the screen. - * @param desiredScreenHeight - The desired height of the screen. - */ - Renderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) { - _super.prototype.resize.call(this, desiredScreenWidth, desiredScreenHeight); - this.runners.resize.emit(this.screen.height, this.screen.width); - }; - /** - * Resets the WebGL state so you can render things however you fancy! - * @returns Returns itself. - */ - Renderer.prototype.reset = function () { - this.runners.reset.emit(); - return this; - }; - /** Clear the frame buffer. */ - Renderer.prototype.clear = function () { - this.renderTexture.bind(); - this.renderTexture.clear(); - }; - /** - * Removes everything from the renderer (event listeners, spritebatch, etc...) - * @param [removeView=false] - Removes the Canvas element from the DOM. - * See: https://github.com/pixijs/pixi.js/issues/2233 - */ - Renderer.prototype.destroy = function (removeView) { - this.runners.destroy.emit(); - for (var r in this.runners) { - this.runners[r].destroy(); - } - // call base destroy - _super.prototype.destroy.call(this, removeView); - // TODO nullify all the managers.. - this.gl = null; - }; - Object.defineProperty(Renderer.prototype, "extract", { - /** - * Please use `plugins.extract` instead. - * @member {PIXI.Extract} extract - * @deprecated since 6.0.0 - * @readonly - */ - get: function () { - deprecation$1('6.0.0', 'Renderer#extract has been deprecated, please use Renderer#plugins.extract instead.'); - return this.plugins.extract; - }, - enumerable: false, - configurable: true - }); - /** - * Use the {@link PIXI.extensions.add} API to register plugins. - * @deprecated since 6.5.0 - * @param pluginName - The name of the plugin. - * @param ctor - The constructor function or class for the plugin. - */ - Renderer.registerPlugin = function (pluginName, ctor) { - deprecation$1('6.5.0', 'Renderer.registerPlugin() has been deprecated, please use extensions.add() instead.'); - extensions.add({ - name: pluginName, - type: ExtensionType.RendererPlugin, - ref: ctor, - }); - }; - /** - * Collection of installed plugins. These are included by default in PIXI, but can be excluded - * by creating a custom build. Consult the README for more information about creating custom - * builds and excluding plugins. - * @readonly - * @property {PIXI.AccessibilityManager} accessibility Support tabbing interactive elements. - * @property {PIXI.Extract} extract Extract image data from renderer. - * @property {PIXI.InteractionManager} interaction Handles mouse, touch and pointer events. - * @property {PIXI.ParticleRenderer} particle Renderer for ParticleContainer objects. - * @property {PIXI.Prepare} prepare Pre-render display objects. - * @property {PIXI.BatchRenderer} batch Batching of Sprite, Graphics and Mesh objects. - * @property {PIXI.TilingSpriteRenderer} tilingSprite Renderer for TilingSprite objects. - */ - Renderer.__plugins = {}; - return Renderer; - }(AbstractRenderer)); - // Handle registration of extensions - extensions.handleByMap(ExtensionType.RendererPlugin, Renderer.__plugins); - - var $defaultVertex = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}"; - - var $defaultFilterVertex = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n gl_Position = filterVertexPosition();\n vTextureCoord = filterTextureCoord();\n}\n"; - - /** - * Default vertex shader - * @memberof PIXI - * @member {string} defaultVertex - */ - /** - * Default filter vertex shader - * @memberof PIXI - * @member {string} defaultFilterVertex - */ - // NOTE: This black magic is so that @microsoft/api-extractor does not complain! This explicitly specifies the types - // of defaultVertex, defaultFilterVertex. - var defaultVertex$1 = $defaultVertex; - var defaultFilterVertex = $defaultFilterVertex; - - /** - * Used by the batcher to draw batches. - * Each one of these contains all information required to draw a bound geometry. - * @memberof PIXI - */ - var BatchDrawCall = /** @class */ (function () { - function BatchDrawCall() { - this.texArray = null; - this.blend = 0; - this.type = DRAW_MODES$8.TRIANGLES; - this.start = 0; - this.size = 0; - this.data = null; - } - return BatchDrawCall; - }()); - - /** - * Used by the batcher to build texture batches. - * Holds list of textures and their respective locations. - * @memberof PIXI - */ - var BatchTextureArray = /** @class */ (function () { - function BatchTextureArray() { - this.elements = []; - this.ids = []; - this.count = 0; - } - BatchTextureArray.prototype.clear = function () { - for (var i = 0; i < this.count; i++) { - this.elements[i] = null; - } - this.count = 0; - }; - return BatchTextureArray; - }()); - - /** - * Flexible wrapper around `ArrayBuffer` that also provides typed array views on demand. - * @memberof PIXI - */ - var ViewableBuffer = /** @class */ (function () { - function ViewableBuffer(sizeOrBuffer) { - if (typeof sizeOrBuffer === 'number') { - this.rawBinaryData = new ArrayBuffer(sizeOrBuffer); - } - else if (sizeOrBuffer instanceof Uint8Array) { - this.rawBinaryData = sizeOrBuffer.buffer; - } - else { - this.rawBinaryData = sizeOrBuffer; - } - this.uint32View = new Uint32Array(this.rawBinaryData); - this.float32View = new Float32Array(this.rawBinaryData); - } - Object.defineProperty(ViewableBuffer.prototype, "int8View", { - /** View on the raw binary data as a `Int8Array`. */ - get: function () { - if (!this._int8View) { - this._int8View = new Int8Array(this.rawBinaryData); - } - return this._int8View; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(ViewableBuffer.prototype, "uint8View", { - /** View on the raw binary data as a `Uint8Array`. */ - get: function () { - if (!this._uint8View) { - this._uint8View = new Uint8Array(this.rawBinaryData); - } - return this._uint8View; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(ViewableBuffer.prototype, "int16View", { - /** View on the raw binary data as a `Int16Array`. */ - get: function () { - if (!this._int16View) { - this._int16View = new Int16Array(this.rawBinaryData); - } - return this._int16View; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(ViewableBuffer.prototype, "uint16View", { - /** View on the raw binary data as a `Uint16Array`. */ - get: function () { - if (!this._uint16View) { - this._uint16View = new Uint16Array(this.rawBinaryData); - } - return this._uint16View; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(ViewableBuffer.prototype, "int32View", { - /** View on the raw binary data as a `Int32Array`. */ - get: function () { - if (!this._int32View) { - this._int32View = new Int32Array(this.rawBinaryData); - } - return this._int32View; - }, - enumerable: false, - configurable: true - }); - /** - * Returns the view of the given type. - * @param type - One of `int8`, `uint8`, `int16`, - * `uint16`, `int32`, `uint32`, and `float32`. - * @returns - typed array of given type - */ - ViewableBuffer.prototype.view = function (type) { - return this[type + "View"]; - }; - /** Destroys all buffer references. Do not use after calling this. */ - ViewableBuffer.prototype.destroy = function () { - this.rawBinaryData = null; - this._int8View = null; - this._uint8View = null; - this._int16View = null; - this._uint16View = null; - this._int32View = null; - this.uint32View = null; - this.float32View = null; - }; - ViewableBuffer.sizeOf = function (type) { - switch (type) { - case 'int8': - case 'uint8': - return 1; - case 'int16': - case 'uint16': - return 2; - case 'int32': - case 'uint32': - case 'float32': - return 4; - default: - throw new Error(type + " isn't a valid view type"); - } - }; - return ViewableBuffer; - }()); - - /** - * Renderer dedicated to drawing and batching sprites. - * - * This is the default batch renderer. It buffers objects - * with texture-based geometries and renders them in - * batches. It uploads multiple textures to the GPU to - * reduce to the number of draw calls. - * @memberof PIXI - */ - var AbstractBatchRenderer = /** @class */ (function (_super) { - __extends$k(AbstractBatchRenderer, _super); - /** - * This will hook onto the renderer's `contextChange` - * and `prerender` signals. - * @param {PIXI.Renderer} renderer - The renderer this works for. - */ - function AbstractBatchRenderer(renderer) { - var _this = _super.call(this, renderer) || this; - _this.shaderGenerator = null; - _this.geometryClass = null; - _this.vertexSize = null; - _this.state = State.for2d(); - _this.size = settings$1.SPRITE_BATCH_SIZE * 4; - _this._vertexCount = 0; - _this._indexCount = 0; - _this._bufferedElements = []; - _this._bufferedTextures = []; - _this._bufferSize = 0; - _this._shader = null; - _this._packedGeometries = []; - _this._packedGeometryPoolSize = 2; - _this._flushId = 0; - _this._aBuffers = {}; - _this._iBuffers = {}; - _this.MAX_TEXTURES = 1; - _this.renderer.on('prerender', _this.onPrerender, _this); - renderer.runners.contextChange.add(_this); - _this._dcIndex = 0; - _this._aIndex = 0; - _this._iIndex = 0; - _this._attributeBuffer = null; - _this._indexBuffer = null; - _this._tempBoundTextures = []; - return _this; - } - /** - * Handles the `contextChange` signal. - * - * It calculates `this.MAX_TEXTURES` and allocating the packed-geometry object pool. - */ - AbstractBatchRenderer.prototype.contextChange = function () { - var gl = this.renderer.gl; - if (settings$1.PREFER_ENV === ENV$8.WEBGL_LEGACY) { - this.MAX_TEXTURES = 1; - } - else { - // step 1: first check max textures the GPU can handle. - this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), settings$1.SPRITE_MAX_TEXTURES); - // step 2: check the maximum number of if statements the shader can have too.. - this.MAX_TEXTURES = checkMaxIfStatementsInShader(this.MAX_TEXTURES, gl); - } - this._shader = this.shaderGenerator.generateShader(this.MAX_TEXTURES); - // we use the second shader as the first one depending on your browser - // may omit aTextureId as it is not used by the shader so is optimized out. - for (var i = 0; i < this._packedGeometryPoolSize; i++) { - /* eslint-disable max-len */ - this._packedGeometries[i] = new (this.geometryClass)(); - } - this.initFlushBuffers(); - }; - /** Makes sure that static and dynamic flush pooled objects have correct dimensions. */ - AbstractBatchRenderer.prototype.initFlushBuffers = function () { - var _drawCallPool = AbstractBatchRenderer._drawCallPool, _textureArrayPool = AbstractBatchRenderer._textureArrayPool; - // max draw calls - var MAX_SPRITES = this.size / 4; - // max texture arrays - var MAX_TA = Math.floor(MAX_SPRITES / this.MAX_TEXTURES) + 1; - while (_drawCallPool.length < MAX_SPRITES) { - _drawCallPool.push(new BatchDrawCall()); - } - while (_textureArrayPool.length < MAX_TA) { - _textureArrayPool.push(new BatchTextureArray()); - } - for (var i = 0; i < this.MAX_TEXTURES; i++) { - this._tempBoundTextures[i] = null; - } - }; - /** Handles the `prerender` signal. It ensures that flushes start from the first geometry object again. */ - AbstractBatchRenderer.prototype.onPrerender = function () { - this._flushId = 0; - }; - /** - * Buffers the "batchable" object. It need not be rendered immediately. - * @param {PIXI.DisplayObject} element - the element to render when - * using this renderer - */ - AbstractBatchRenderer.prototype.render = function (element) { - if (!element._texture.valid) { - return; - } - if (this._vertexCount + (element.vertexData.length / 2) > this.size) { - this.flush(); - } - this._vertexCount += element.vertexData.length / 2; - this._indexCount += element.indices.length; - this._bufferedTextures[this._bufferSize] = element._texture.baseTexture; - this._bufferedElements[this._bufferSize++] = element; - }; - AbstractBatchRenderer.prototype.buildTexturesAndDrawCalls = function () { - var _a = this, textures = _a._bufferedTextures, MAX_TEXTURES = _a.MAX_TEXTURES; - var textureArrays = AbstractBatchRenderer._textureArrayPool; - var batch = this.renderer.batch; - var boundTextures = this._tempBoundTextures; - var touch = this.renderer.textureGC.count; - var TICK = ++BaseTexture._globalBatch; - var countTexArrays = 0; - var texArray = textureArrays[0]; - var start = 0; - batch.copyBoundTextures(boundTextures, MAX_TEXTURES); - for (var i = 0; i < this._bufferSize; ++i) { - var tex = textures[i]; - textures[i] = null; - if (tex._batchEnabled === TICK) { - continue; - } - if (texArray.count >= MAX_TEXTURES) { - batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES); - this.buildDrawCalls(texArray, start, i); - start = i; - texArray = textureArrays[++countTexArrays]; - ++TICK; - } - tex._batchEnabled = TICK; - tex.touched = touch; - texArray.elements[texArray.count++] = tex; - } - if (texArray.count > 0) { - batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES); - this.buildDrawCalls(texArray, start, this._bufferSize); - ++countTexArrays; - ++TICK; - } - // Clean-up - for (var i = 0; i < boundTextures.length; i++) { - boundTextures[i] = null; - } - BaseTexture._globalBatch = TICK; - }; - /** - * Populating drawcalls for rendering - * @param texArray - * @param start - * @param finish - */ - AbstractBatchRenderer.prototype.buildDrawCalls = function (texArray, start, finish) { - var _a = this, elements = _a._bufferedElements, _attributeBuffer = _a._attributeBuffer, _indexBuffer = _a._indexBuffer, vertexSize = _a.vertexSize; - var drawCalls = AbstractBatchRenderer._drawCallPool; - var dcIndex = this._dcIndex; - var aIndex = this._aIndex; - var iIndex = this._iIndex; - var drawCall = drawCalls[dcIndex]; - drawCall.start = this._iIndex; - drawCall.texArray = texArray; - for (var i = start; i < finish; ++i) { - var sprite = elements[i]; - var tex = sprite._texture.baseTexture; - var spriteBlendMode = premultiplyBlendMode[tex.alphaMode ? 1 : 0][sprite.blendMode]; - elements[i] = null; - if (start < i && drawCall.blend !== spriteBlendMode) { - drawCall.size = iIndex - drawCall.start; - start = i; - drawCall = drawCalls[++dcIndex]; - drawCall.texArray = texArray; - drawCall.start = iIndex; - } - this.packInterleavedGeometry(sprite, _attributeBuffer, _indexBuffer, aIndex, iIndex); - aIndex += sprite.vertexData.length / 2 * vertexSize; - iIndex += sprite.indices.length; - drawCall.blend = spriteBlendMode; - } - if (start < finish) { - drawCall.size = iIndex - drawCall.start; - ++dcIndex; - } - this._dcIndex = dcIndex; - this._aIndex = aIndex; - this._iIndex = iIndex; - }; - /** - * Bind textures for current rendering - * @param texArray - */ - AbstractBatchRenderer.prototype.bindAndClearTexArray = function (texArray) { - var textureSystem = this.renderer.texture; - for (var j = 0; j < texArray.count; j++) { - textureSystem.bind(texArray.elements[j], texArray.ids[j]); - texArray.elements[j] = null; - } - texArray.count = 0; - }; - AbstractBatchRenderer.prototype.updateGeometry = function () { - var _a = this, packedGeometries = _a._packedGeometries, attributeBuffer = _a._attributeBuffer, indexBuffer = _a._indexBuffer; - if (!settings$1.CAN_UPLOAD_SAME_BUFFER) { /* Usually on iOS devices, where the browser doesn't - like uploads to the same buffer in a single frame. */ - if (this._packedGeometryPoolSize <= this._flushId) { - this._packedGeometryPoolSize++; - packedGeometries[this._flushId] = new (this.geometryClass)(); - } - packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData); - packedGeometries[this._flushId]._indexBuffer.update(indexBuffer); - this.renderer.geometry.bind(packedGeometries[this._flushId]); - this.renderer.geometry.updateBuffers(); - this._flushId++; - } - else { - // lets use the faster option, always use buffer number 0 - packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData); - packedGeometries[this._flushId]._indexBuffer.update(indexBuffer); - this.renderer.geometry.updateBuffers(); - } - }; - AbstractBatchRenderer.prototype.drawBatches = function () { - var dcCount = this._dcIndex; - var _a = this.renderer, gl = _a.gl, stateSystem = _a.state; - var drawCalls = AbstractBatchRenderer._drawCallPool; - var curTexArray = null; - // Upload textures and do the draw calls - for (var i = 0; i < dcCount; i++) { - var _b = drawCalls[i], texArray = _b.texArray, type = _b.type, size = _b.size, start = _b.start, blend = _b.blend; - if (curTexArray !== texArray) { - curTexArray = texArray; - this.bindAndClearTexArray(texArray); - } - this.state.blendMode = blend; - stateSystem.set(this.state); - gl.drawElements(type, size, gl.UNSIGNED_SHORT, start * 2); - } - }; - /** Renders the content _now_ and empties the current batch. */ - AbstractBatchRenderer.prototype.flush = function () { - if (this._vertexCount === 0) { - return; - } - this._attributeBuffer = this.getAttributeBuffer(this._vertexCount); - this._indexBuffer = this.getIndexBuffer(this._indexCount); - this._aIndex = 0; - this._iIndex = 0; - this._dcIndex = 0; - this.buildTexturesAndDrawCalls(); - this.updateGeometry(); - this.drawBatches(); - // reset elements buffer for the next flush - this._bufferSize = 0; - this._vertexCount = 0; - this._indexCount = 0; - }; - /** Starts a new sprite batch. */ - AbstractBatchRenderer.prototype.start = function () { - this.renderer.state.set(this.state); - this.renderer.texture.ensureSamplerType(this.MAX_TEXTURES); - this.renderer.shader.bind(this._shader); - if (settings$1.CAN_UPLOAD_SAME_BUFFER) { - // bind buffer #0, we don't need others - this.renderer.geometry.bind(this._packedGeometries[this._flushId]); - } - }; - /** Stops and flushes the current batch. */ - AbstractBatchRenderer.prototype.stop = function () { - this.flush(); - }; - /** Destroys this `AbstractBatchRenderer`. It cannot be used again. */ - AbstractBatchRenderer.prototype.destroy = function () { - for (var i = 0; i < this._packedGeometryPoolSize; i++) { - if (this._packedGeometries[i]) { - this._packedGeometries[i].destroy(); - } - } - this.renderer.off('prerender', this.onPrerender, this); - this._aBuffers = null; - this._iBuffers = null; - this._packedGeometries = null; - this._attributeBuffer = null; - this._indexBuffer = null; - if (this._shader) { - this._shader.destroy(); - this._shader = null; - } - _super.prototype.destroy.call(this); - }; - /** - * Fetches an attribute buffer from `this._aBuffers` that can hold atleast `size` floats. - * @param size - minimum capacity required - * @returns - buffer than can hold atleast `size` floats - */ - AbstractBatchRenderer.prototype.getAttributeBuffer = function (size) { - // 8 vertices is enough for 2 quads - var roundedP2 = nextPow2(Math.ceil(size / 8)); - var roundedSizeIndex = log2(roundedP2); - var roundedSize = roundedP2 * 8; - if (this._aBuffers.length <= roundedSizeIndex) { - this._iBuffers.length = roundedSizeIndex + 1; - } - var buffer = this._aBuffers[roundedSize]; - if (!buffer) { - this._aBuffers[roundedSize] = buffer = new ViewableBuffer(roundedSize * this.vertexSize * 4); - } - return buffer; - }; - /** - * Fetches an index buffer from `this._iBuffers` that can - * have at least `size` capacity. - * @param size - minimum required capacity - * @returns - buffer that can fit `size` indices. - */ - AbstractBatchRenderer.prototype.getIndexBuffer = function (size) { - // 12 indices is enough for 2 quads - var roundedP2 = nextPow2(Math.ceil(size / 12)); - var roundedSizeIndex = log2(roundedP2); - var roundedSize = roundedP2 * 12; - if (this._iBuffers.length <= roundedSizeIndex) { - this._iBuffers.length = roundedSizeIndex + 1; - } - var buffer = this._iBuffers[roundedSizeIndex]; - if (!buffer) { - this._iBuffers[roundedSizeIndex] = buffer = new Uint16Array(roundedSize); - } - return buffer; - }; - /** - * Takes the four batching parameters of `element`, interleaves - * and pushes them into the batching attribute/index buffers given. - * - * It uses these properties: `vertexData` `uvs`, `textureId` and - * `indicies`. It also uses the "tint" of the base-texture, if - * present. - * @param {PIXI.DisplayObject} element - element being rendered - * @param attributeBuffer - attribute buffer. - * @param indexBuffer - index buffer - * @param aIndex - number of floats already in the attribute buffer - * @param iIndex - number of indices already in `indexBuffer` - */ - AbstractBatchRenderer.prototype.packInterleavedGeometry = function (element, attributeBuffer, indexBuffer, aIndex, iIndex) { - var uint32View = attributeBuffer.uint32View, float32View = attributeBuffer.float32View; - var packedVertices = aIndex / this.vertexSize; - var uvs = element.uvs; - var indicies = element.indices; - var vertexData = element.vertexData; - var textureId = element._texture.baseTexture._batchLocation; - var alpha = Math.min(element.worldAlpha, 1.0); - var argb = (alpha < 1.0 - && element._texture.baseTexture.alphaMode) - ? premultiplyTint(element._tintRGB, alpha) - : element._tintRGB + (alpha * 255 << 24); - // lets not worry about tint! for now.. - for (var i = 0; i < vertexData.length; i += 2) { - float32View[aIndex++] = vertexData[i]; - float32View[aIndex++] = vertexData[i + 1]; - float32View[aIndex++] = uvs[i]; - float32View[aIndex++] = uvs[i + 1]; - uint32View[aIndex++] = argb; - float32View[aIndex++] = textureId; - } - for (var i = 0; i < indicies.length; i++) { - indexBuffer[iIndex++] = packedVertices + indicies[i]; - } - }; - /** - * Pool of `BatchDrawCall` objects that `flush` used - * to create "batches" of the objects being rendered. - * - * These are never re-allocated again. - * Shared between all batch renderers because it can be only one "flush" working at the moment. - * @member {PIXI.BatchDrawCall[]} - */ - AbstractBatchRenderer._drawCallPool = []; - /** - * Pool of `BatchDrawCall` objects that `flush` used - * to create "batches" of the objects being rendered. - * - * These are never re-allocated again. - * Shared between all batch renderers because it can be only one "flush" working at the moment. - * @member {PIXI.BatchTextureArray[]} - */ - AbstractBatchRenderer._textureArrayPool = []; - return AbstractBatchRenderer; - }(ObjectRenderer)); - - /** - * Helper that generates batching multi-texture shader. Use it with your new BatchRenderer - * @memberof PIXI - */ - var BatchShaderGenerator = /** @class */ (function () { - /** - * @param vertexSrc - Vertex shader - * @param fragTemplate - Fragment shader template - */ - function BatchShaderGenerator(vertexSrc, fragTemplate) { - this.vertexSrc = vertexSrc; - this.fragTemplate = fragTemplate; - this.programCache = {}; - this.defaultGroupCache = {}; - if (fragTemplate.indexOf('%count%') < 0) { - throw new Error('Fragment template must contain "%count%".'); - } - if (fragTemplate.indexOf('%forloop%') < 0) { - throw new Error('Fragment template must contain "%forloop%".'); - } - } - BatchShaderGenerator.prototype.generateShader = function (maxTextures) { - if (!this.programCache[maxTextures]) { - var sampleValues = new Int32Array(maxTextures); - for (var i = 0; i < maxTextures; i++) { - sampleValues[i] = i; - } - this.defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true); - var fragmentSrc = this.fragTemplate; - fragmentSrc = fragmentSrc.replace(/%count%/gi, "" + maxTextures); - fragmentSrc = fragmentSrc.replace(/%forloop%/gi, this.generateSampleSrc(maxTextures)); - this.programCache[maxTextures] = new Program(this.vertexSrc, fragmentSrc); - } - var uniforms = { - tint: new Float32Array([1, 1, 1, 1]), - translationMatrix: new Matrix$2(), - default: this.defaultGroupCache[maxTextures], - }; - return new Shader(this.programCache[maxTextures], uniforms); - }; - BatchShaderGenerator.prototype.generateSampleSrc = function (maxTextures) { - var src = ''; - src += '\n'; - src += '\n'; - for (var i = 0; i < maxTextures; i++) { - if (i > 0) { - src += '\nelse '; - } - if (i < maxTextures - 1) { - src += "if(vTextureId < " + i + ".5)"; - } - src += '\n{'; - src += "\n\tcolor = texture2D(uSamplers[" + i + "], vTextureCoord);"; - src += '\n}'; - } - src += '\n'; - src += '\n'; - return src; - }; - return BatchShaderGenerator; - }()); - - /** - * Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects). - * @memberof PIXI - */ - var BatchGeometry = /** @class */ (function (_super) { - __extends$k(BatchGeometry, _super); - /** - * @param {boolean} [_static=false] - Optimization flag, where `false` - * is updated every frame, `true` doesn't change frame-to-frame. - */ - function BatchGeometry(_static) { - if (_static === void 0) { _static = false; } - var _this = _super.call(this) || this; - _this._buffer = new Buffer(null, _static, false); - _this._indexBuffer = new Buffer(null, _static, true); - _this.addAttribute('aVertexPosition', _this._buffer, 2, false, TYPES$8.FLOAT) - .addAttribute('aTextureCoord', _this._buffer, 2, false, TYPES$8.FLOAT) - .addAttribute('aColor', _this._buffer, 4, true, TYPES$8.UNSIGNED_BYTE) - .addAttribute('aTextureId', _this._buffer, 1, true, TYPES$8.FLOAT) - .addIndex(_this._indexBuffer); - return _this; - } - return BatchGeometry; - }(Geometry)); - - var defaultVertex = "precision highp float;\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\nattribute float aTextureId;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform vec4 tint;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vTextureId = aTextureId;\n vColor = aColor * tint;\n}\n"; - - var defaultFragment = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\nuniform sampler2D uSamplers[%count%];\n\nvoid main(void){\n vec4 color;\n %forloop%\n gl_FragColor = color * vColor;\n}\n"; - - /** @memberof PIXI */ - var BatchPluginFactory = /** @class */ (function () { - function BatchPluginFactory() { - } - /** - * Create a new BatchRenderer plugin for Renderer. this convenience can provide an easy way - * to extend BatchRenderer with all the necessary pieces. - * @example - * const fragment = ` - * varying vec2 vTextureCoord; - * varying vec4 vColor; - * varying float vTextureId; - * uniform sampler2D uSamplers[%count%]; - * - * void main(void){ - * vec4 color; - * %forloop% - * gl_FragColor = vColor * vec4(color.a - color.rgb, color.a); - * } - * `; - * const InvertBatchRenderer = PIXI.BatchPluginFactory.create({ fragment }); - * PIXI.extensions.add({ - * name: 'invert', - * ref: InvertBatchRenderer, - * type: PIXI.ExtensionType.RendererPlugin, - * }); - * const sprite = new PIXI.Sprite(); - * sprite.pluginName = 'invert'; - * @param {object} [options] - * @param {string} [options.vertex=PIXI.BatchPluginFactory.defaultVertexSrc] - Vertex shader source - * @param {string} [options.fragment=PIXI.BatchPluginFactory.defaultFragmentTemplate] - Fragment shader template - * @param {number} [options.vertexSize=6] - Vertex size - * @param {object} [options.geometryClass=PIXI.BatchGeometry] - * @returns {*} New batch renderer plugin - */ - BatchPluginFactory.create = function (options) { - var _a = Object.assign({ - vertex: defaultVertex, - fragment: defaultFragment, - geometryClass: BatchGeometry, - vertexSize: 6, - }, options), vertex = _a.vertex, fragment = _a.fragment, vertexSize = _a.vertexSize, geometryClass = _a.geometryClass; - return /** @class */ (function (_super) { - __extends$k(BatchPlugin, _super); - function BatchPlugin(renderer) { - var _this = _super.call(this, renderer) || this; - _this.shaderGenerator = new BatchShaderGenerator(vertex, fragment); - _this.geometryClass = geometryClass; - _this.vertexSize = vertexSize; - return _this; - } - return BatchPlugin; - }(AbstractBatchRenderer)); - }; - Object.defineProperty(BatchPluginFactory, "defaultVertexSrc", { - /** - * The default vertex shader source - * @readonly - */ - get: function () { - return defaultVertex; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BatchPluginFactory, "defaultFragmentTemplate", { - /** - * The default fragment shader source - * @readonly - */ - get: function () { - return defaultFragment; - }, - enumerable: false, - configurable: true - }); - return BatchPluginFactory; - }()); - // Setup the default BatchRenderer plugin, this is what - // we'll actually export at the root level - var BatchRenderer = BatchPluginFactory.create(); - Object.assign(BatchRenderer, { - extension: { - name: 'batch', - type: ExtensionType.RendererPlugin, - }, - }); - - /*! - * @pixi/interaction - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/interaction is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * Holds all information related to an Interaction event - * @memberof PIXI - */ - var InteractionData = /** @class */ (function () { - function InteractionData() { - /** - * Pressure applied by the pointing device during the event. A Touch's force property - * will be represented by this value. - * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pressure - */ - this.pressure = 0; - /** - * From TouchEvents (not PointerEvents triggered by touches), the rotationAngle of the Touch. - * @see https://developer.mozilla.org/en-US/docs/Web/API/Touch/rotationAngle - */ - this.rotationAngle = 0; - /** - * Twist of a stylus pointer. - * @see https://w3c.github.io/pointerevents/#pointerevent-interface - */ - this.twist = 0; - /** - * Barrel pressure on a stylus pointer. - * @see https://w3c.github.io/pointerevents/#pointerevent-interface - */ - this.tangentialPressure = 0; - this.global = new Point$2(); - this.target = null; - this.originalEvent = null; - this.identifier = null; - this.isPrimary = false; - this.button = 0; - this.buttons = 0; - this.width = 0; - this.height = 0; - this.tiltX = 0; - this.tiltY = 0; - this.pointerType = null; - this.pressure = 0; - this.rotationAngle = 0; - this.twist = 0; - this.tangentialPressure = 0; - } - Object.defineProperty(InteractionData.prototype, "pointerId", { - /** - * The unique identifier of the pointer. It will be the same as `identifier`. - * @readonly - * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerId - */ - get: function () { - return this.identifier; - }, - enumerable: false, - configurable: true - }); - /** - * This will return the local coordinates of the specified displayObject for this InteractionData - * @param displayObject - The DisplayObject that you would like the local - * coords off - * @param point - A Point object in which to store the value, optional (otherwise - * will create a new point) - * @param globalPos - A Point object containing your custom global coords, optional - * (otherwise will use the current global coords) - * @returns - A point containing the coordinates of the InteractionData position relative - * to the DisplayObject - */ - InteractionData.prototype.getLocalPosition = function (displayObject, point, globalPos) { - return displayObject.worldTransform.applyInverse(globalPos || this.global, point); - }; - /** - * Copies properties from normalized event data. - * @param {Touch|MouseEvent|PointerEvent} event - The normalized event data - */ - InteractionData.prototype.copyEvent = function (event) { - // isPrimary should only change on touchstart/pointerdown, so we don't want to overwrite - // it with "false" on later events when our shim for it on touch events might not be - // accurate - if ('isPrimary' in event && event.isPrimary) { - this.isPrimary = true; - } - this.button = 'button' in event && event.button; - // event.buttons is not available in all browsers (ie. Safari), but it does have a non-standard - // event.which property instead, which conveys the same information. - var buttons = 'buttons' in event && event.buttons; - this.buttons = Number.isInteger(buttons) ? buttons : 'which' in event && event.which; - this.width = 'width' in event && event.width; - this.height = 'height' in event && event.height; - this.tiltX = 'tiltX' in event && event.tiltX; - this.tiltY = 'tiltY' in event && event.tiltY; - this.pointerType = 'pointerType' in event && event.pointerType; - this.pressure = 'pressure' in event && event.pressure; - this.rotationAngle = 'rotationAngle' in event && event.rotationAngle; - this.twist = ('twist' in event && event.twist) || 0; - this.tangentialPressure = ('tangentialPressure' in event && event.tangentialPressure) || 0; - }; - /** Resets the data for pooling. */ - InteractionData.prototype.reset = function () { - // isPrimary is the only property that we really need to reset - everything else is - // guaranteed to be overwritten - this.isPrimary = false; - }; - return InteractionData; - }()); - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$j = function(d, b) { - extendStatics$j = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$j(d, b); - }; - - function __extends$j(d, b) { - extendStatics$j(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - /** - * Event class that mimics native DOM events. - * @memberof PIXI - */ - var InteractionEvent = /** @class */ (function () { - function InteractionEvent() { - this.stopped = false; - this.stopsPropagatingAt = null; - this.stopPropagationHint = false; - this.target = null; - this.currentTarget = null; - this.type = null; - this.data = null; - } - /** Prevents event from reaching any objects other than the current object. */ - InteractionEvent.prototype.stopPropagation = function () { - this.stopped = true; - this.stopPropagationHint = true; - this.stopsPropagatingAt = this.currentTarget; - }; - /** Resets the event. */ - InteractionEvent.prototype.reset = function () { - this.stopped = false; - this.stopsPropagatingAt = null; - this.stopPropagationHint = false; - this.currentTarget = null; - this.target = null; - }; - return InteractionEvent; - }()); - - /** - * DisplayObjects with the {@link PIXI.interactiveTarget} mixin use this class to track interactions - * @class - * @private - * @memberof PIXI - */ - var InteractionTrackingData = /** @class */ (function () { - /** - * @param {number} pointerId - Unique pointer id of the event - * @private - */ - function InteractionTrackingData(pointerId) { - this._pointerId = pointerId; - this._flags = InteractionTrackingData.FLAGS.NONE; - } - /** - * - * @private - * @param {number} flag - The interaction flag to set - * @param {boolean} yn - Should the flag be set or unset - */ - InteractionTrackingData.prototype._doSet = function (flag, yn) { - if (yn) { - this._flags = this._flags | flag; - } - else { - this._flags = this._flags & (~flag); - } - }; - Object.defineProperty(InteractionTrackingData.prototype, "pointerId", { - /** - * Unique pointer id of the event - * @readonly - * @private - * @member {number} - */ - get: function () { - return this._pointerId; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(InteractionTrackingData.prototype, "flags", { - /** - * State of the tracking data, expressed as bit flags - * @private - * @member {number} - */ - get: function () { - return this._flags; - }, - set: function (flags) { - this._flags = flags; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(InteractionTrackingData.prototype, "none", { - /** - * Is the tracked event inactive (not over or down)? - * @private - * @member {number} - */ - get: function () { - return this._flags === InteractionTrackingData.FLAGS.NONE; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(InteractionTrackingData.prototype, "over", { - /** - * Is the tracked event over the DisplayObject? - * @private - * @member {boolean} - */ - get: function () { - return (this._flags & InteractionTrackingData.FLAGS.OVER) !== 0; - }, - set: function (yn) { - this._doSet(InteractionTrackingData.FLAGS.OVER, yn); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(InteractionTrackingData.prototype, "rightDown", { - /** - * Did the right mouse button come down in the DisplayObject? - * @private - * @member {boolean} - */ - get: function () { - return (this._flags & InteractionTrackingData.FLAGS.RIGHT_DOWN) !== 0; - }, - set: function (yn) { - this._doSet(InteractionTrackingData.FLAGS.RIGHT_DOWN, yn); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(InteractionTrackingData.prototype, "leftDown", { - /** - * Did the left mouse button come down in the DisplayObject? - * @private - * @member {boolean} - */ - get: function () { - return (this._flags & InteractionTrackingData.FLAGS.LEFT_DOWN) !== 0; - }, - set: function (yn) { - this._doSet(InteractionTrackingData.FLAGS.LEFT_DOWN, yn); - }, - enumerable: false, - configurable: true - }); - InteractionTrackingData.FLAGS = Object.freeze({ - NONE: 0, - OVER: 1 << 0, - LEFT_DOWN: 1 << 1, - RIGHT_DOWN: 1 << 2, - }); - return InteractionTrackingData; - }()); - - /** - * Strategy how to search through stage tree for interactive objects - * @memberof PIXI - */ - var TreeSearch = /** @class */ (function () { - function TreeSearch() { - this._tempPoint = new Point$2(); - } - /** - * Recursive implementation for findHit - * @private - * @param interactionEvent - event containing the point that - * is tested for collision - * @param displayObject - the displayObject - * that will be hit test (recursively crawls its children) - * @param func - the function that will be called on each interactive object. The - * interactionEvent, displayObject and hit will be passed to the function - * @param hitTest - this indicates if the objects inside should be hit test against the point - * @param interactive - Whether the displayObject is interactive - * @returns - Returns true if the displayObject hit the point - */ - TreeSearch.prototype.recursiveFindHit = function (interactionEvent, displayObject, func, hitTest, interactive) { - var _a; - if (!displayObject || !displayObject.visible) { - return false; - } - var point = interactionEvent.data.global; - // Took a little while to rework this function correctly! But now it is done and nice and optimized! ^_^ - // - // This function will now loop through all objects and then only hit test the objects it HAS - // to, not all of them. MUCH faster.. - // An object will be hit test if the following is true: - // - // 1: It is interactive. - // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit. - // - // As another little optimization once an interactive object has been hit we can carry on - // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests - // A final optimization is that an object is not hit test directly if a child has already been hit. - interactive = displayObject.interactive || interactive; - var hit = false; - var interactiveParent = interactive; - // Flag here can set to false if the event is outside the parents hitArea or mask - var hitTestChildren = true; - // If there is a hitArea, no need to test against anything else if the pointer is not within the hitArea - // There is also no longer a need to hitTest children. - if (displayObject.hitArea) { - if (hitTest) { - displayObject.worldTransform.applyInverse(point, this._tempPoint); - if (!displayObject.hitArea.contains(this._tempPoint.x, this._tempPoint.y)) { - hitTest = false; - hitTestChildren = false; - } - else { - hit = true; - } - } - interactiveParent = false; - } - // If there is a mask, no need to hitTest against anything else if the pointer is not within the mask. - // We still want to hitTestChildren, however, to ensure a mouseout can still be generated. - // https://github.com/pixijs/pixi.js/issues/5135 - else if (displayObject._mask) { - if (hitTest) { - var maskObject = (displayObject._mask.isMaskData - ? displayObject._mask.maskObject : displayObject._mask); - if (maskObject && !((_a = maskObject.containsPoint) === null || _a === void 0 ? void 0 : _a.call(maskObject, point))) { - hitTest = false; - } - } - } - // ** FREE TIP **! If an object is not interactive or has no buttons in it - // (such as a game scene!) set interactiveChildren to false for that displayObject. - // This will allow PixiJS to completely ignore and bypass checking the displayObjects children. - if (hitTestChildren && displayObject.interactiveChildren && displayObject.children) { - var children = displayObject.children; - for (var i = children.length - 1; i >= 0; i--) { - var child = children[i]; - // time to get recursive.. if this function will return if something is hit.. - var childHit = this.recursiveFindHit(interactionEvent, child, func, hitTest, interactiveParent); - if (childHit) { - // its a good idea to check if a child has lost its parent. - // this means it has been removed whilst looping so its best - if (!child.parent) { - continue; - } - // we no longer need to hit test any more objects in this container as we we - // now know the parent has been hit - interactiveParent = false; - // If the child is interactive , that means that the object hit was actually - // interactive and not just the child of an interactive object. - // This means we no longer need to hit test anything else. We still need to run - // through all objects, but we don't need to perform any hit tests. - if (childHit) { - if (interactionEvent.target) { - hitTest = false; - } - hit = true; - } - } - } - } - // no point running this if the item is not interactive or does not have an interactive parent. - if (interactive) { - // if we are hit testing (as in we have no hit any objects yet) - // We also don't need to worry about hit testing if once of the displayObjects children - // has already been hit - but only if it was interactive, otherwise we need to keep - // looking for an interactive child, just in case we hit one - if (hitTest && !interactionEvent.target) { - // already tested against hitArea if it is defined - if (!displayObject.hitArea && displayObject.containsPoint) { - if (displayObject.containsPoint(point)) { - hit = true; - } - } - } - if (displayObject.interactive) { - if (hit && !interactionEvent.target) { - interactionEvent.target = displayObject; - } - if (func) { - func(interactionEvent, displayObject, !!hit); - } - } - } - return hit; - }; - /** - * This function is provides a neat way of crawling through the scene graph and running a - * specified function on all interactive objects it finds. It will also take care of hit - * testing the interactive objects and passes the hit across in the function. - * @private - * @param interactionEvent - event containing the point that - * is tested for collision - * @param displayObject - the displayObject - * that will be hit test (recursively crawls its children) - * @param func - the function that will be called on each interactive object. The - * interactionEvent, displayObject and hit will be passed to the function - * @param hitTest - this indicates if the objects inside should be hit test against the point - * @returns - Returns true if the displayObject hit the point - */ - TreeSearch.prototype.findHit = function (interactionEvent, displayObject, func, hitTest) { - this.recursiveFindHit(interactionEvent, displayObject, func, hitTest, false); - }; - return TreeSearch; - }()); - - /** - * Interface for classes that represent a hit area. - * - * It is implemented by the following classes: - * - {@link PIXI.Circle} - * - {@link PIXI.Ellipse} - * - {@link PIXI.Polygon} - * - {@link PIXI.RoundedRectangle} - * @interface IHitArea - * @memberof PIXI - */ - /** - * Checks whether the x and y coordinates given are contained within this area - * @method - * @name contains - * @memberof PIXI.IHitArea# - * @param {number} x - The X coordinate of the point to test - * @param {number} y - The Y coordinate of the point to test - * @returns {boolean} Whether the x/y coordinates are within this area - */ - /** - * Default property values of interactive objects - * Used by {@link PIXI.InteractionManager} to automatically give all DisplayObjects these properties - * @private - * @name interactiveTarget - * @type {object} - * @memberof PIXI - * @example - * function MyObject() {} - * - * Object.assign( - * DisplayObject.prototype, - * PIXI.interactiveTarget - * ); - */ - var interactiveTarget = { - interactive: false, - interactiveChildren: true, - hitArea: null, - /** - * If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive - * Setting this changes the 'cursor' property to `'pointer'`. - * @example - * const sprite = new PIXI.Sprite(texture); - * sprite.interactive = true; - * sprite.buttonMode = true; - * @member {boolean} - * @memberof PIXI.DisplayObject# - */ - get buttonMode() { - return this.cursor === 'pointer'; - }, - set buttonMode(value) { - if (value) { - this.cursor = 'pointer'; - } - else if (this.cursor === 'pointer') { - this.cursor = null; - } - }, - /** - * This defines what cursor mode is used when the mouse cursor - * is hovered over the displayObject. - * @example - * const sprite = new PIXI.Sprite(texture); - * sprite.interactive = true; - * sprite.cursor = 'wait'; - * @see https://developer.mozilla.org/en/docs/Web/CSS/cursor - * @member {string} - * @memberof PIXI.DisplayObject# - */ - cursor: null, - /** - * Internal set of all active pointers, by identifier - * @member {Map} - * @memberof PIXI.DisplayObject# - * @private - */ - get trackedPointers() { - if (this._trackedPointers === undefined) - { this._trackedPointers = {}; } - return this._trackedPointers; - }, - /** - * Map of all tracked pointers, by identifier. Use trackedPointers to access. - * @private - * @type {Map} - */ - _trackedPointers: undefined, - }; - - // Mix interactiveTarget into DisplayObject.prototype - DisplayObject$2.mixin(interactiveTarget); - var MOUSE_POINTER_ID = 1; - // helpers for hitTest() - only used inside hitTest() - var hitTestEvent = { - target: null, - data: { - global: null, - }, - }; - /** - * The interaction manager deals with mouse, touch and pointer events. - * - * Any DisplayObject can be interactive if its `interactive` property is set to true. - * - * This manager also supports multitouch. - * - * An instance of this class is automatically created by default, and can be found at `renderer.plugins.interaction` - * @memberof PIXI - */ - var InteractionManager = /** @class */ (function (_super) { - __extends$j(InteractionManager, _super); - /** - * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer - * @param options - The options for the manager. - * @param {boolean} [options.autoPreventDefault=true] - Should the manager automatically prevent default browser actions. - * @param {number} [options.interactionFrequency=10] - Maximum frequency (ms) at pointer over/out states will be checked. - * @param {number} [options.useSystemTicker=true] - Whether to add {@link tickerUpdate} to {@link PIXI.Ticker.system}. - */ - function InteractionManager(renderer, options) { - var _this = _super.call(this) || this; - options = options || {}; - _this.renderer = renderer; - _this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true; - _this.interactionFrequency = options.interactionFrequency || 10; - _this.mouse = new InteractionData(); - _this.mouse.identifier = MOUSE_POINTER_ID; - // setting the mouse to start off far off screen will mean that mouse over does - // not get called before we even move the mouse. - _this.mouse.global.set(-999999); - _this.activeInteractionData = {}; - _this.activeInteractionData[MOUSE_POINTER_ID] = _this.mouse; - _this.interactionDataPool = []; - _this.eventData = new InteractionEvent(); - _this.interactionDOMElement = null; - _this.moveWhenInside = false; - _this.eventsAdded = false; - _this.tickerAdded = false; - _this.mouseOverRenderer = !('PointerEvent' in globalThis); - _this.supportsTouchEvents = 'ontouchstart' in globalThis; - _this.supportsPointerEvents = !!globalThis.PointerEvent; - // this will make it so that you don't have to call bind all the time - _this.onPointerUp = _this.onPointerUp.bind(_this); - _this.processPointerUp = _this.processPointerUp.bind(_this); - _this.onPointerCancel = _this.onPointerCancel.bind(_this); - _this.processPointerCancel = _this.processPointerCancel.bind(_this); - _this.onPointerDown = _this.onPointerDown.bind(_this); - _this.processPointerDown = _this.processPointerDown.bind(_this); - _this.onPointerMove = _this.onPointerMove.bind(_this); - _this.processPointerMove = _this.processPointerMove.bind(_this); - _this.onPointerOut = _this.onPointerOut.bind(_this); - _this.processPointerOverOut = _this.processPointerOverOut.bind(_this); - _this.onPointerOver = _this.onPointerOver.bind(_this); - _this.cursorStyles = { - default: 'inherit', - pointer: 'pointer', - }; - _this.currentCursorMode = null; - _this.cursor = null; - _this.resolution = 1; - _this.delayedEvents = []; - _this.search = new TreeSearch(); - _this._tempDisplayObject = new TemporaryDisplayObject$2(); - _this._eventListenerOptions = { capture: true, passive: false }; - /** - * Fired when a pointer device button (usually a mouse left-button) is pressed on the display - * object. - * @event PIXI.InteractionManager#mousedown - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is pressed - * on the display object. - * @event PIXI.InteractionManager#rightdown - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button (usually a mouse left-button) is released over the display - * object. - * @event PIXI.InteractionManager#mouseup - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is released - * over the display object. - * @event PIXI.InteractionManager#rightup - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button (usually a mouse left-button) is pressed and released on - * the display object. - * @event PIXI.InteractionManager#click - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is pressed - * and released on the display object. - * @event PIXI.InteractionManager#rightclick - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button (usually a mouse left-button) is released outside the - * display object that initially registered a - * [mousedown]{@link PIXI.InteractionManager#event:mousedown}. - * @event PIXI.InteractionManager#mouseupoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is released - * outside the display object that initially registered a - * [rightdown]{@link PIXI.InteractionManager#event:rightdown}. - * @event PIXI.InteractionManager#rightupoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device (usually a mouse) is moved while over the display object - * @event PIXI.InteractionManager#mousemove - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device (usually a mouse) is moved onto the display object - * @event PIXI.InteractionManager#mouseover - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device (usually a mouse) is moved off the display object - * @event PIXI.InteractionManager#mouseout - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is pressed on the display object. - * @event PIXI.InteractionManager#pointerdown - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is released over the display object. - * Not always fired when some buttons are held down while others are released. In those cases, - * use [mousedown]{@link PIXI.InteractionManager#event:mousedown} and - * [mouseup]{@link PIXI.InteractionManager#event:mouseup} instead. - * @event PIXI.InteractionManager#pointerup - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when the operating system cancels a pointer event - * @event PIXI.InteractionManager#pointercancel - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is pressed and released on the display object. - * @event PIXI.InteractionManager#pointertap - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is released outside the display object that initially - * registered a [pointerdown]{@link PIXI.InteractionManager#event:pointerdown}. - * @event PIXI.InteractionManager#pointerupoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device is moved while over the display object - * @event PIXI.InteractionManager#pointermove - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device is moved onto the display object - * @event PIXI.InteractionManager#pointerover - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device is moved off the display object - * @event PIXI.InteractionManager#pointerout - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is placed on the display object. - * @event PIXI.InteractionManager#touchstart - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is removed from the display object. - * @event PIXI.InteractionManager#touchend - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when the operating system cancels a touch - * @event PIXI.InteractionManager#touchcancel - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is placed and removed from the display object. - * @event PIXI.InteractionManager#tap - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is removed outside of the display object that initially - * registered a [touchstart]{@link PIXI.InteractionManager#event:touchstart}. - * @event PIXI.InteractionManager#touchendoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is moved along the display object. - * @event PIXI.InteractionManager#touchmove - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button (usually a mouse left-button) is pressed on the display. - * object. DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#mousedown - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is pressed - * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#rightdown - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button (usually a mouse left-button) is released over the display - * object. DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#mouseup - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is released - * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#rightup - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button (usually a mouse left-button) is pressed and released on - * the display object. DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#click - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is pressed - * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#rightclick - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button (usually a mouse left-button) is released outside the - * display object that initially registered a - * [mousedown]{@link PIXI.DisplayObject#event:mousedown}. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#mouseupoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is released - * outside the display object that initially registered a - * [rightdown]{@link PIXI.DisplayObject#event:rightdown}. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#rightupoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device (usually a mouse) is moved while over the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#mousemove - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device (usually a mouse) is moved onto the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#mouseover - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device (usually a mouse) is moved off the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#mouseout - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is pressed on the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointerdown - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is released over the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointerup - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when the operating system cancels a pointer event. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointercancel - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is pressed and released on the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointertap - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is released outside the display object that initially - * registered a [pointerdown]{@link PIXI.DisplayObject#event:pointerdown}. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointerupoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device is moved while over the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointermove - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device is moved onto the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointerover - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device is moved off the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointerout - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is placed on the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#touchstart - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is removed from the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#touchend - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when the operating system cancels a touch. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#touchcancel - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is placed and removed from the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#tap - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is removed outside of the display object that initially - * registered a [touchstart]{@link PIXI.DisplayObject#event:touchstart}. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#touchendoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is moved along the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#touchmove - * @param {PIXI.InteractionEvent} event - Interaction event - */ - _this._useSystemTicker = options.useSystemTicker !== undefined ? options.useSystemTicker : true; - _this.setTargetElement(_this.renderer.view, _this.renderer.resolution); - return _this; - } - Object.defineProperty(InteractionManager.prototype, "useSystemTicker", { - /** - * Should the InteractionManager automatically add {@link tickerUpdate} to {@link PIXI.Ticker.system}. - * @default true - */ - get: function () { - return this._useSystemTicker; - }, - set: function (useSystemTicker) { - this._useSystemTicker = useSystemTicker; - if (useSystemTicker) { - this.addTickerListener(); - } - else { - this.removeTickerListener(); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(InteractionManager.prototype, "lastObjectRendered", { - /** - * Last rendered object or temp object. - * @readonly - * @protected - */ - get: function () { - return this.renderer._lastObjectRendered || this._tempDisplayObject; - }, - enumerable: false, - configurable: true - }); - /** - * Hit tests a point against the display tree, returning the first interactive object that is hit. - * @param globalPoint - A point to hit test with, in global space. - * @param root - The root display object to start from. If omitted, defaults - * to the last rendered root of the associated renderer. - * @returns - The hit display object, if any. - */ - InteractionManager.prototype.hitTest = function (globalPoint, root) { - // clear the target for our hit test - hitTestEvent.target = null; - // assign the global point - hitTestEvent.data.global = globalPoint; - // ensure safety of the root - if (!root) { - root = this.lastObjectRendered; - } - // run the hit test - this.processInteractive(hitTestEvent, root, null, true); - // return our found object - it'll be null if we didn't hit anything - return hitTestEvent.target; - }; - /** - * Sets the DOM element which will receive mouse/touch events. This is useful for when you have - * other DOM elements on top of the renderers Canvas element. With this you'll be bale to delegate - * another DOM element to receive those events. - * @param element - the DOM element which will receive mouse and touch events. - * @param resolution - The resolution / device pixel ratio of the new element (relative to the canvas). - */ - InteractionManager.prototype.setTargetElement = function (element, resolution) { - if (resolution === void 0) { resolution = 1; } - this.removeTickerListener(); - this.removeEvents(); - this.interactionDOMElement = element; - this.resolution = resolution; - this.addEvents(); - this.addTickerListener(); - }; - /** Adds the ticker listener. */ - InteractionManager.prototype.addTickerListener = function () { - if (this.tickerAdded || !this.interactionDOMElement || !this._useSystemTicker) { - return; - } - Ticker$1.system.add(this.tickerUpdate, this, UPDATE_PRIORITY$1.INTERACTION); - this.tickerAdded = true; - }; - /** Removes the ticker listener. */ - InteractionManager.prototype.removeTickerListener = function () { - if (!this.tickerAdded) { - return; - } - Ticker$1.system.remove(this.tickerUpdate, this); - this.tickerAdded = false; - }; - /** Registers all the DOM events. */ - InteractionManager.prototype.addEvents = function () { - if (this.eventsAdded || !this.interactionDOMElement) { - return; - } - var style = this.interactionDOMElement.style; - if (globalThis.navigator.msPointerEnabled) { - style.msContentZooming = 'none'; - style.msTouchAction = 'none'; - } - else if (this.supportsPointerEvents) { - style.touchAction = 'none'; - } - /* - * These events are added first, so that if pointer events are normalized, they are fired - * in the same order as non-normalized events. ie. pointer event 1st, mouse / touch 2nd - */ - if (this.supportsPointerEvents) { - globalThis.document.addEventListener('pointermove', this.onPointerMove, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions); - // pointerout is fired in addition to pointerup (for touch events) and pointercancel - // we already handle those, so for the purposes of what we do in onPointerOut, we only - // care about the pointerleave event - this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, this._eventListenerOptions); - globalThis.addEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions); - globalThis.addEventListener('pointerup', this.onPointerUp, this._eventListenerOptions); - } - else { - globalThis.document.addEventListener('mousemove', this.onPointerMove, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, this._eventListenerOptions); - globalThis.addEventListener('mouseup', this.onPointerUp, this._eventListenerOptions); - } - // always look directly for touch events so that we can provide original data - // In a future version we should change this to being just a fallback and rely solely on - // PointerEvents whenever available - if (this.supportsTouchEvents) { - this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, this._eventListenerOptions); - } - this.eventsAdded = true; - }; - /** Removes all the DOM events that were previously registered. */ - InteractionManager.prototype.removeEvents = function () { - if (!this.eventsAdded || !this.interactionDOMElement) { - return; - } - var style = this.interactionDOMElement.style; - if (globalThis.navigator.msPointerEnabled) { - style.msContentZooming = ''; - style.msTouchAction = ''; - } - else if (this.supportsPointerEvents) { - style.touchAction = ''; - } - if (this.supportsPointerEvents) { - globalThis.document.removeEventListener('pointermove', this.onPointerMove, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, this._eventListenerOptions); - globalThis.removeEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions); - globalThis.removeEventListener('pointerup', this.onPointerUp, this._eventListenerOptions); - } - else { - globalThis.document.removeEventListener('mousemove', this.onPointerMove, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, this._eventListenerOptions); - globalThis.removeEventListener('mouseup', this.onPointerUp, this._eventListenerOptions); - } - if (this.supportsTouchEvents) { - this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, this._eventListenerOptions); - } - this.interactionDOMElement = null; - this.eventsAdded = false; - }; - /** - * Updates the state of interactive objects if at least {@link interactionFrequency} - * milliseconds have passed since the last invocation. - * - * Invoked by a throttled ticker update from {@link PIXI.Ticker.system}. - * @param deltaTime - time delta since the last call - */ - InteractionManager.prototype.tickerUpdate = function (deltaTime) { - this._deltaTime += deltaTime; - if (this._deltaTime < this.interactionFrequency) { - return; - } - this._deltaTime = 0; - this.update(); - }; - /** Updates the state of interactive objects. */ - InteractionManager.prototype.update = function () { - if (!this.interactionDOMElement) { - return; - } - // if the user move the mouse this check has already been done using the mouse move! - if (this._didMove) { - this._didMove = false; - return; - } - this.cursor = null; - // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind, - // but there was a scenario of a display object moving under a static mouse cursor. - // In this case, mouseover and mouseevents would not pass the flag test in dispatchEvent function - for (var k in this.activeInteractionData) { - // eslint-disable-next-line no-prototype-builtins - if (this.activeInteractionData.hasOwnProperty(k)) { - var interactionData = this.activeInteractionData[k]; - if (interactionData.originalEvent && interactionData.pointerType !== 'touch') { - var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, interactionData.originalEvent, interactionData); - this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, true); - } - } - } - this.setCursorMode(this.cursor); - }; - /** - * Sets the current cursor mode, handling any callbacks or CSS style changes. - * @param mode - cursor mode, a key from the cursorStyles dictionary - */ - InteractionManager.prototype.setCursorMode = function (mode) { - mode = mode || 'default'; - var applyStyles = true; - // offscreen canvas does not support setting styles, but cursor modes can be functions, - // in order to handle pixi rendered cursors, so we can't bail - if (globalThis.OffscreenCanvas && this.interactionDOMElement instanceof OffscreenCanvas) { - applyStyles = false; - } - // if the mode didn't actually change, bail early - if (this.currentCursorMode === mode) { - return; - } - this.currentCursorMode = mode; - var style = this.cursorStyles[mode]; - // only do things if there is a cursor style for it - if (style) { - switch (typeof style) { - case 'string': - // string styles are handled as cursor CSS - if (applyStyles) { - this.interactionDOMElement.style.cursor = style; - } - break; - case 'function': - // functions are just called, and passed the cursor mode - style(mode); - break; - case 'object': - // if it is an object, assume that it is a dictionary of CSS styles, - // apply it to the interactionDOMElement - if (applyStyles) { - Object.assign(this.interactionDOMElement.style, style); - } - break; - } - } - else if (applyStyles && typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode)) { - // if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry - // for the mode, then assume that the dev wants it to be CSS for the cursor. - this.interactionDOMElement.style.cursor = mode; - } - }; - /** - * Dispatches an event on the display object that was interacted with. - * @param displayObject - the display object in question - * @param eventString - the name of the event (e.g, mousedown) - * @param eventData - the event data object - */ - InteractionManager.prototype.dispatchEvent = function (displayObject, eventString, eventData) { - // Even if the event was stopped, at least dispatch any remaining events - // for the same display object. - if (!eventData.stopPropagationHint || displayObject === eventData.stopsPropagatingAt) { - eventData.currentTarget = displayObject; - eventData.type = eventString; - displayObject.emit(eventString, eventData); - if (displayObject[eventString]) { - displayObject[eventString](eventData); - } - } - }; - /** - * Puts a event on a queue to be dispatched later. This is used to guarantee correct - * ordering of over/out events. - * @param displayObject - the display object in question - * @param eventString - the name of the event (e.g, mousedown) - * @param eventData - the event data object - */ - InteractionManager.prototype.delayDispatchEvent = function (displayObject, eventString, eventData) { - this.delayedEvents.push({ displayObject: displayObject, eventString: eventString, eventData: eventData }); - }; - /** - * Maps x and y coords from a DOM object and maps them correctly to the PixiJS view. The - * resulting value is stored in the point. This takes into account the fact that the DOM - * element could be scaled and positioned anywhere on the screen. - * @param point - the point that the result will be stored in - * @param x - the x coord of the position to map - * @param y - the y coord of the position to map - */ - InteractionManager.prototype.mapPositionToPoint = function (point, x, y) { - var rect; - // IE 11 fix - if (!this.interactionDOMElement.parentElement) { - rect = { - x: 0, - y: 0, - width: this.interactionDOMElement.width, - height: this.interactionDOMElement.height, - left: 0, - top: 0 - }; - } - else { - rect = this.interactionDOMElement.getBoundingClientRect(); - } - var resolutionMultiplier = 1.0 / this.resolution; - point.x = ((x - rect.left) * (this.interactionDOMElement.width / rect.width)) * resolutionMultiplier; - point.y = ((y - rect.top) * (this.interactionDOMElement.height / rect.height)) * resolutionMultiplier; - }; - /** - * This function is provides a neat way of crawling through the scene graph and running a - * specified function on all interactive objects it finds. It will also take care of hit - * testing the interactive objects and passes the hit across in the function. - * @protected - * @param interactionEvent - event containing the point that - * is tested for collision - * @param displayObject - the displayObject - * that will be hit test (recursively crawls its children) - * @param func - the function that will be called on each interactive object. The - * interactionEvent, displayObject and hit will be passed to the function - * @param hitTest - indicates whether we want to calculate hits - * or just iterate through all interactive objects - */ - InteractionManager.prototype.processInteractive = function (interactionEvent, displayObject, func, hitTest) { - var hit = this.search.findHit(interactionEvent, displayObject, func, hitTest); - var delayedEvents = this.delayedEvents; - if (!delayedEvents.length) { - return hit; - } - // Reset the propagation hint, because we start deeper in the tree again. - interactionEvent.stopPropagationHint = false; - var delayedLen = delayedEvents.length; - this.delayedEvents = []; - for (var i = 0; i < delayedLen; i++) { - var _a = delayedEvents[i], displayObject_1 = _a.displayObject, eventString = _a.eventString, eventData = _a.eventData; - // When we reach the object we wanted to stop propagating at, - // set the propagation hint. - if (eventData.stopsPropagatingAt === displayObject_1) { - eventData.stopPropagationHint = true; - } - this.dispatchEvent(displayObject_1, eventString, eventData); - } - return hit; - }; - /** - * Is called when the pointer button is pressed down on the renderer element - * @param originalEvent - The DOM event of a pointer button being pressed down - */ - InteractionManager.prototype.onPointerDown = function (originalEvent) { - // if we support touch events, then only use those for touch events, not pointer events - if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') - { return; } - var events = this.normalizeToPointerData(originalEvent); - /* - * No need to prevent default on natural pointer events, as there are no side effects - * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser, - * so still need to be prevented. - */ - // Guaranteed that there will be at least one event in events, and all events must have the same pointer type - if (this.autoPreventDefault && events[0].isNormalized) { - var cancelable = originalEvent.cancelable || !('cancelable' in originalEvent); - if (cancelable) { - originalEvent.preventDefault(); - } - } - var eventLen = events.length; - for (var i = 0; i < eventLen; i++) { - var event = events[i]; - var interactionData = this.getInteractionDataForPointerId(event); - var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); - interactionEvent.data.originalEvent = originalEvent; - this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerDown, true); - this.emit('pointerdown', interactionEvent); - if (event.pointerType === 'touch') { - this.emit('touchstart', interactionEvent); - } - // emit a mouse event for "pen" pointers, the way a browser would emit a fallback event - else if (event.pointerType === 'mouse' || event.pointerType === 'pen') { - var isRightButton = event.button === 2; - this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData); - } - } - }; - /** - * Processes the result of the pointer down check and dispatches the event if need be - * @param interactionEvent - The interaction event wrapping the DOM event - * @param displayObject - The display object that was tested - * @param hit - the result of the hit test on the display object - */ - InteractionManager.prototype.processPointerDown = function (interactionEvent, displayObject, hit) { - var data = interactionEvent.data; - var id = interactionEvent.data.identifier; - if (hit) { - if (!displayObject.trackedPointers[id]) { - displayObject.trackedPointers[id] = new InteractionTrackingData(id); - } - this.dispatchEvent(displayObject, 'pointerdown', interactionEvent); - if (data.pointerType === 'touch') { - this.dispatchEvent(displayObject, 'touchstart', interactionEvent); - } - else if (data.pointerType === 'mouse' || data.pointerType === 'pen') { - var isRightButton = data.button === 2; - if (isRightButton) { - displayObject.trackedPointers[id].rightDown = true; - } - else { - displayObject.trackedPointers[id].leftDown = true; - } - this.dispatchEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent); - } - } - }; - /** - * Is called when the pointer button is released on the renderer element - * @param originalEvent - The DOM event of a pointer button being released - * @param cancelled - true if the pointer is cancelled - * @param func - Function passed to {@link processInteractive} - */ - InteractionManager.prototype.onPointerComplete = function (originalEvent, cancelled, func) { - var events = this.normalizeToPointerData(originalEvent); - var eventLen = events.length; - // if the event wasn't targeting our canvas, then consider it to be pointerupoutside - // in all cases (unless it was a pointercancel) - var target = originalEvent.target; - // if in shadow DOM use composedPath to access target - if (originalEvent.composedPath && originalEvent.composedPath().length > 0) { - target = originalEvent.composedPath()[0]; - } - var eventAppend = target !== this.interactionDOMElement ? 'outside' : ''; - for (var i = 0; i < eventLen; i++) { - var event = events[i]; - var interactionData = this.getInteractionDataForPointerId(event); - var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); - interactionEvent.data.originalEvent = originalEvent; - // perform hit testing for events targeting our canvas or cancel events - this.processInteractive(interactionEvent, this.lastObjectRendered, func, cancelled || !eventAppend); - this.emit(cancelled ? 'pointercancel' : "pointerup" + eventAppend, interactionEvent); - if (event.pointerType === 'mouse' || event.pointerType === 'pen') { - var isRightButton = event.button === 2; - this.emit(isRightButton ? "rightup" + eventAppend : "mouseup" + eventAppend, interactionEvent); - } - else if (event.pointerType === 'touch') { - this.emit(cancelled ? 'touchcancel' : "touchend" + eventAppend, interactionEvent); - this.releaseInteractionDataForPointerId(event.pointerId); - } - } - }; - /** - * Is called when the pointer button is cancelled - * @param event - The DOM event of a pointer button being released - */ - InteractionManager.prototype.onPointerCancel = function (event) { - // if we support touch events, then only use those for touch events, not pointer events - if (this.supportsTouchEvents && event.pointerType === 'touch') - { return; } - this.onPointerComplete(event, true, this.processPointerCancel); - }; - /** - * Processes the result of the pointer cancel check and dispatches the event if need be - * @param interactionEvent - The interaction event wrapping the DOM event - * @param displayObject - The display object that was tested - */ - InteractionManager.prototype.processPointerCancel = function (interactionEvent, displayObject) { - var data = interactionEvent.data; - var id = interactionEvent.data.identifier; - if (displayObject.trackedPointers[id] !== undefined) { - delete displayObject.trackedPointers[id]; - this.dispatchEvent(displayObject, 'pointercancel', interactionEvent); - if (data.pointerType === 'touch') { - this.dispatchEvent(displayObject, 'touchcancel', interactionEvent); - } - } - }; - /** - * Is called when the pointer button is released on the renderer element - * @param event - The DOM event of a pointer button being released - */ - InteractionManager.prototype.onPointerUp = function (event) { - // if we support touch events, then only use those for touch events, not pointer events - if (this.supportsTouchEvents && event.pointerType === 'touch') - { return; } - this.onPointerComplete(event, false, this.processPointerUp); - }; - /** - * Processes the result of the pointer up check and dispatches the event if need be - * @param interactionEvent - The interaction event wrapping the DOM event - * @param displayObject - The display object that was tested - * @param hit - the result of the hit test on the display object - */ - InteractionManager.prototype.processPointerUp = function (interactionEvent, displayObject, hit) { - var data = interactionEvent.data; - var id = interactionEvent.data.identifier; - var trackingData = displayObject.trackedPointers[id]; - var isTouch = data.pointerType === 'touch'; - var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); - // need to track mouse down status in the mouse block so that we can emit - // event in a later block - var isMouseTap = false; - // Mouse only - if (isMouse) { - var isRightButton = data.button === 2; - var flags = InteractionTrackingData.FLAGS; - var test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN; - var isDown = trackingData !== undefined && (trackingData.flags & test); - if (hit) { - this.dispatchEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent); - if (isDown) { - this.dispatchEvent(displayObject, isRightButton ? 'rightclick' : 'click', interactionEvent); - // because we can confirm that the mousedown happened on this object, flag for later emit of pointertap - isMouseTap = true; - } - } - else if (isDown) { - this.dispatchEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent); - } - // update the down state of the tracking data - if (trackingData) { - if (isRightButton) { - trackingData.rightDown = false; - } - else { - trackingData.leftDown = false; - } - } - } - // Pointers and Touches, and Mouse - if (hit) { - this.dispatchEvent(displayObject, 'pointerup', interactionEvent); - if (isTouch) - { this.dispatchEvent(displayObject, 'touchend', interactionEvent); } - if (trackingData) { - // emit pointertap if not a mouse, or if the mouse block decided it was a tap - if (!isMouse || isMouseTap) { - this.dispatchEvent(displayObject, 'pointertap', interactionEvent); - } - if (isTouch) { - this.dispatchEvent(displayObject, 'tap', interactionEvent); - // touches are no longer over (if they ever were) when we get the touchend - // so we should ensure that we don't keep pretending that they are - trackingData.over = false; - } - } - } - else if (trackingData) { - this.dispatchEvent(displayObject, 'pointerupoutside', interactionEvent); - if (isTouch) - { this.dispatchEvent(displayObject, 'touchendoutside', interactionEvent); } - } - // Only remove the tracking data if there is no over/down state still associated with it - if (trackingData && trackingData.none) { - delete displayObject.trackedPointers[id]; - } - }; - /** - * Is called when the pointer moves across the renderer element - * @param originalEvent - The DOM event of a pointer moving - */ - InteractionManager.prototype.onPointerMove = function (originalEvent) { - // if we support touch events, then only use those for touch events, not pointer events - if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') - { return; } - var events = this.normalizeToPointerData(originalEvent); - if (events[0].pointerType === 'mouse' || events[0].pointerType === 'pen') { - this._didMove = true; - this.cursor = null; - } - var eventLen = events.length; - for (var i = 0; i < eventLen; i++) { - var event = events[i]; - var interactionData = this.getInteractionDataForPointerId(event); - var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); - interactionEvent.data.originalEvent = originalEvent; - this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerMove, true); - this.emit('pointermove', interactionEvent); - if (event.pointerType === 'touch') - { this.emit('touchmove', interactionEvent); } - if (event.pointerType === 'mouse' || event.pointerType === 'pen') - { this.emit('mousemove', interactionEvent); } - } - if (events[0].pointerType === 'mouse') { - this.setCursorMode(this.cursor); - // TODO BUG for parents interactive object (border order issue) - } - }; - /** - * Processes the result of the pointer move check and dispatches the event if need be - * @param interactionEvent - The interaction event wrapping the DOM event - * @param displayObject - The display object that was tested - * @param hit - the result of the hit test on the display object - */ - InteractionManager.prototype.processPointerMove = function (interactionEvent, displayObject, hit) { - var data = interactionEvent.data; - var isTouch = data.pointerType === 'touch'; - var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); - if (isMouse) { - this.processPointerOverOut(interactionEvent, displayObject, hit); - } - if (!this.moveWhenInside || hit) { - this.dispatchEvent(displayObject, 'pointermove', interactionEvent); - if (isTouch) - { this.dispatchEvent(displayObject, 'touchmove', interactionEvent); } - if (isMouse) - { this.dispatchEvent(displayObject, 'mousemove', interactionEvent); } - } - }; - /** - * Is called when the pointer is moved out of the renderer element - * @private - * @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out - */ - InteractionManager.prototype.onPointerOut = function (originalEvent) { - // if we support touch events, then only use those for touch events, not pointer events - if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') - { return; } - var events = this.normalizeToPointerData(originalEvent); - // Only mouse and pointer can call onPointerOut, so events will always be length 1 - var event = events[0]; - if (event.pointerType === 'mouse') { - this.mouseOverRenderer = false; - this.setCursorMode(null); - } - var interactionData = this.getInteractionDataForPointerId(event); - var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); - interactionEvent.data.originalEvent = event; - this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, false); - this.emit('pointerout', interactionEvent); - if (event.pointerType === 'mouse' || event.pointerType === 'pen') { - this.emit('mouseout', interactionEvent); - } - else { - // we can get touchleave events after touchend, so we want to make sure we don't - // introduce memory leaks - this.releaseInteractionDataForPointerId(interactionData.identifier); - } - }; - /** - * Processes the result of the pointer over/out check and dispatches the event if need be. - * @param interactionEvent - The interaction event wrapping the DOM event - * @param displayObject - The display object that was tested - * @param hit - the result of the hit test on the display object - */ - InteractionManager.prototype.processPointerOverOut = function (interactionEvent, displayObject, hit) { - var data = interactionEvent.data; - var id = interactionEvent.data.identifier; - var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); - var trackingData = displayObject.trackedPointers[id]; - // if we just moused over the display object, then we need to track that state - if (hit && !trackingData) { - trackingData = displayObject.trackedPointers[id] = new InteractionTrackingData(id); - } - if (trackingData === undefined) - { return; } - if (hit && this.mouseOverRenderer) { - if (!trackingData.over) { - trackingData.over = true; - this.delayDispatchEvent(displayObject, 'pointerover', interactionEvent); - if (isMouse) { - this.delayDispatchEvent(displayObject, 'mouseover', interactionEvent); - } - } - // only change the cursor if it has not already been changed (by something deeper in the - // display tree) - if (isMouse && this.cursor === null) { - this.cursor = displayObject.cursor; - } - } - else if (trackingData.over) { - trackingData.over = false; - this.dispatchEvent(displayObject, 'pointerout', this.eventData); - if (isMouse) { - this.dispatchEvent(displayObject, 'mouseout', interactionEvent); - } - // if there is no mouse down information for the pointer, then it is safe to delete - if (trackingData.none) { - delete displayObject.trackedPointers[id]; - } - } - }; - /** - * Is called when the pointer is moved into the renderer element. - * @param originalEvent - The DOM event of a pointer button being moved into the renderer view. - */ - InteractionManager.prototype.onPointerOver = function (originalEvent) { - var events = this.normalizeToPointerData(originalEvent); - // Only mouse and pointer can call onPointerOver, so events will always be length 1 - var event = events[0]; - var interactionData = this.getInteractionDataForPointerId(event); - var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); - interactionEvent.data.originalEvent = event; - if (event.pointerType === 'mouse') { - this.mouseOverRenderer = true; - } - this.emit('pointerover', interactionEvent); - if (event.pointerType === 'mouse' || event.pointerType === 'pen') { - this.emit('mouseover', interactionEvent); - } - }; - /** - * Get InteractionData for a given pointerId. Store that data as well. - * @param event - Normalized pointer event, output from normalizeToPointerData. - * @returns - Interaction data for the given pointer identifier. - */ - InteractionManager.prototype.getInteractionDataForPointerId = function (event) { - var pointerId = event.pointerId; - var interactionData; - if (pointerId === MOUSE_POINTER_ID || event.pointerType === 'mouse') { - interactionData = this.mouse; - } - else if (this.activeInteractionData[pointerId]) { - interactionData = this.activeInteractionData[pointerId]; - } - else { - interactionData = this.interactionDataPool.pop() || new InteractionData(); - interactionData.identifier = pointerId; - this.activeInteractionData[pointerId] = interactionData; - } - // copy properties from the event, so that we can make sure that touch/pointer specific - // data is available - interactionData.copyEvent(event); - return interactionData; - }; - /** - * Return unused InteractionData to the pool, for a given pointerId - * @param pointerId - Identifier from a pointer event - */ - InteractionManager.prototype.releaseInteractionDataForPointerId = function (pointerId) { - var interactionData = this.activeInteractionData[pointerId]; - if (interactionData) { - delete this.activeInteractionData[pointerId]; - interactionData.reset(); - this.interactionDataPool.push(interactionData); - } - }; - /** - * Configure an InteractionEvent to wrap a DOM PointerEvent and InteractionData - * @param interactionEvent - The event to be configured - * @param pointerEvent - The DOM event that will be paired with the InteractionEvent - * @param interactionData - The InteractionData that will be paired - * with the InteractionEvent - * @returns - the interaction event that was passed in - */ - InteractionManager.prototype.configureInteractionEventForDOMEvent = function (interactionEvent, pointerEvent, interactionData) { - interactionEvent.data = interactionData; - this.mapPositionToPoint(interactionData.global, pointerEvent.clientX, pointerEvent.clientY); - // Not really sure why this is happening, but it's how a previous version handled things - if (pointerEvent.pointerType === 'touch') { - pointerEvent.globalX = interactionData.global.x; - pointerEvent.globalY = interactionData.global.y; - } - interactionData.originalEvent = pointerEvent; - interactionEvent.reset(); - return interactionEvent; - }; - /** - * Ensures that the original event object contains all data that a regular pointer event would have - * @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event - * @returns - An array containing a single normalized pointer event, in the case of a pointer - * or mouse event, or a multiple normalized pointer events if there are multiple changed touches - */ - InteractionManager.prototype.normalizeToPointerData = function (event) { - var normalizedEvents = []; - if (this.supportsTouchEvents && event instanceof TouchEvent) { - for (var i = 0, li = event.changedTouches.length; i < li; i++) { - var touch = event.changedTouches[i]; - if (typeof touch.button === 'undefined') - { touch.button = event.touches.length ? 1 : 0; } - if (typeof touch.buttons === 'undefined') - { touch.buttons = event.touches.length ? 1 : 0; } - if (typeof touch.isPrimary === 'undefined') { - touch.isPrimary = event.touches.length === 1 && event.type === 'touchstart'; - } - if (typeof touch.width === 'undefined') - { touch.width = touch.radiusX || 1; } - if (typeof touch.height === 'undefined') - { touch.height = touch.radiusY || 1; } - if (typeof touch.tiltX === 'undefined') - { touch.tiltX = 0; } - if (typeof touch.tiltY === 'undefined') - { touch.tiltY = 0; } - if (typeof touch.pointerType === 'undefined') - { touch.pointerType = 'touch'; } - if (typeof touch.pointerId === 'undefined') - { touch.pointerId = touch.identifier || 0; } - if (typeof touch.pressure === 'undefined') - { touch.pressure = touch.force || 0.5; } - if (typeof touch.twist === 'undefined') - { touch.twist = 0; } - if (typeof touch.tangentialPressure === 'undefined') - { touch.tangentialPressure = 0; } - // TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven - // support, and the fill ins are not quite the same - // offsetX/Y might be okay, but is not the same as clientX/Y when the canvas's top - // left is not 0,0 on the page - if (typeof touch.layerX === 'undefined') - { touch.layerX = touch.offsetX = touch.clientX; } - if (typeof touch.layerY === 'undefined') - { touch.layerY = touch.offsetY = touch.clientY; } - // mark the touch as normalized, just so that we know we did it - touch.isNormalized = true; - normalizedEvents.push(touch); - } - } - // apparently PointerEvent subclasses MouseEvent, so yay - else if (!globalThis.MouseEvent - || (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof globalThis.PointerEvent)))) { - var tempEvent = event; - if (typeof tempEvent.isPrimary === 'undefined') - { tempEvent.isPrimary = true; } - if (typeof tempEvent.width === 'undefined') - { tempEvent.width = 1; } - if (typeof tempEvent.height === 'undefined') - { tempEvent.height = 1; } - if (typeof tempEvent.tiltX === 'undefined') - { tempEvent.tiltX = 0; } - if (typeof tempEvent.tiltY === 'undefined') - { tempEvent.tiltY = 0; } - if (typeof tempEvent.pointerType === 'undefined') - { tempEvent.pointerType = 'mouse'; } - if (typeof tempEvent.pointerId === 'undefined') - { tempEvent.pointerId = MOUSE_POINTER_ID; } - if (typeof tempEvent.pressure === 'undefined') - { tempEvent.pressure = 0.5; } - if (typeof tempEvent.twist === 'undefined') - { tempEvent.twist = 0; } - if (typeof tempEvent.tangentialPressure === 'undefined') - { tempEvent.tangentialPressure = 0; } - // mark the mouse event as normalized, just so that we know we did it - tempEvent.isNormalized = true; - normalizedEvents.push(tempEvent); - } - else { - normalizedEvents.push(event); - } - return normalizedEvents; - }; - /** Destroys the interaction manager. */ - InteractionManager.prototype.destroy = function () { - this.removeEvents(); - this.removeTickerListener(); - this.removeAllListeners(); - this.renderer = null; - this.mouse = null; - this.eventData = null; - this.interactionDOMElement = null; - this.onPointerDown = null; - this.processPointerDown = null; - this.onPointerUp = null; - this.processPointerUp = null; - this.onPointerCancel = null; - this.processPointerCancel = null; - this.onPointerMove = null; - this.processPointerMove = null; - this.onPointerOut = null; - this.processPointerOverOut = null; - this.onPointerOver = null; - this.search = null; - }; - /** @ignore */ - InteractionManager.extension = { - name: 'interaction', - type: [ - ExtensionType.RendererPlugin, - ExtensionType.CanvasRendererPlugin ], - }; - return InteractionManager; - }(EventEmitter)); - - /*! - * @pixi/extract - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/extract is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - var TEMP_RECT = new Rectangle$2(); - var BYTES_PER_PIXEL = 4; - /** - * This class provides renderer-specific plugins for exporting content from a renderer. - * For instance, these plugins can be used for saving an Image, Canvas element or for exporting the raw image data (pixels). - * - * Do not instantiate these plugins directly. It is available from the `renderer.plugins` property. - * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}. - * @example - * // Create a new app (will auto-add extract plugin to renderer) - * const app = new PIXI.Application(); - * - * // Draw a red circle - * const graphics = new PIXI.Graphics() - * .beginFill(0xFF0000) - * .drawCircle(0, 0, 50); - * - * // Render the graphics as an HTMLImageElement - * const image = app.renderer.plugins.extract.image(graphics); - * document.body.appendChild(image); - * @memberof PIXI - */ - var Extract = /** @class */ (function () { - /** - * @param renderer - A reference to the current renderer - */ - function Extract(renderer) { - this.renderer = renderer; - } - /** - * Will return a HTML Image of the target - * @param target - A displayObject or renderTexture - * to convert. If left empty will use the main renderer - * @param format - Image format, e.g. "image/jpeg" or "image/webp". - * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92. - * @returns - HTML Image of the target - */ - Extract.prototype.image = function (target, format, quality) { - var image = new Image(); - image.src = this.base64(target, format, quality); - return image; - }; - /** - * Will return a base64 encoded string of this target. It works by calling - * `Extract.getCanvas` and then running toDataURL on that. - * @param target - A displayObject or renderTexture - * to convert. If left empty will use the main renderer - * @param format - Image format, e.g. "image/jpeg" or "image/webp". - * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92. - * @returns - A base64 encoded string of the texture. - */ - Extract.prototype.base64 = function (target, format, quality) { - return this.canvas(target).toDataURL(format, quality); - }; - /** - * Creates a Canvas element, renders this target to it and then returns it. - * @param target - A displayObject or renderTexture - * to convert. If left empty will use the main renderer - * @param frame - The frame the extraction is restricted to. - * @returns - A Canvas element with the texture rendered on. - */ - Extract.prototype.canvas = function (target, frame) { - var renderer = this.renderer; - var resolution; - var flipY = false; - var renderTexture; - var generated = false; - if (target) { - if (target instanceof RenderTexture) { - renderTexture = target; - } - else { - renderTexture = this.renderer.generateTexture(target); - generated = true; - } - } - if (renderTexture) { - resolution = renderTexture.baseTexture.resolution; - frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame; - flipY = false; - renderer.renderTexture.bind(renderTexture); - } - else { - resolution = renderer.resolution; - if (!frame) { - frame = TEMP_RECT; - frame.width = renderer.width; - frame.height = renderer.height; - } - flipY = true; - renderer.renderTexture.bind(null); - } - var width = Math.round(frame.width * resolution); - var height = Math.round(frame.height * resolution); - var canvasBuffer = new CanvasRenderTarget(width, height, 1); - var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height); - // read pixels to the array - var gl = renderer.gl; - gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels); - // add the pixels to the canvas - var canvasData = canvasBuffer.context.getImageData(0, 0, width, height); - Extract.arrayPostDivide(webglPixels, canvasData.data); - canvasBuffer.context.putImageData(canvasData, 0, 0); - // pulling pixels - if (flipY) { - var target_1 = new CanvasRenderTarget(canvasBuffer.width, canvasBuffer.height, 1); - target_1.context.scale(1, -1); - // we can't render to itself because we should be empty before render. - target_1.context.drawImage(canvasBuffer.canvas, 0, -height); - canvasBuffer.destroy(); - canvasBuffer = target_1; - } - if (generated) { - renderTexture.destroy(true); - } - // send the canvas back.. - return canvasBuffer.canvas; - }; - /** - * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA - * order, with integer values between 0 and 255 (included). - * @param target - A displayObject or renderTexture - * to convert. If left empty will use the main renderer - * @param frame - The frame the extraction is restricted to. - * @returns - One-dimensional array containing the pixel data of the entire texture - */ - Extract.prototype.pixels = function (target, frame) { - var renderer = this.renderer; - var resolution; - var renderTexture; - var generated = false; - if (target) { - if (target instanceof RenderTexture) { - renderTexture = target; - } - else { - renderTexture = this.renderer.generateTexture(target); - generated = true; - } - } - if (renderTexture) { - resolution = renderTexture.baseTexture.resolution; - frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame; - renderer.renderTexture.bind(renderTexture); - } - else { - resolution = renderer.resolution; - if (!frame) { - frame = TEMP_RECT; - frame.width = renderer.width; - frame.height = renderer.height; - } - renderer.renderTexture.bind(null); - } - var width = Math.round(frame.width * resolution); - var height = Math.round(frame.height * resolution); - var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height); - // read pixels to the array - var gl = renderer.gl; - gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels); - if (generated) { - renderTexture.destroy(true); - } - Extract.arrayPostDivide(webglPixels, webglPixels); - return webglPixels; - }; - /** Destroys the extract. */ - Extract.prototype.destroy = function () { - this.renderer = null; - }; - /** - * Takes premultiplied pixel data and produces regular pixel data - * @private - * @param pixels - array of pixel data - * @param out - output array - */ - Extract.arrayPostDivide = function (pixels, out) { - for (var i = 0; i < pixels.length; i += 4) { - var alpha = out[i + 3] = pixels[i + 3]; - if (alpha !== 0) { - out[i] = Math.round(Math.min(pixels[i] * 255.0 / alpha, 255.0)); - out[i + 1] = Math.round(Math.min(pixels[i + 1] * 255.0 / alpha, 255.0)); - out[i + 2] = Math.round(Math.min(pixels[i + 2] * 255.0 / alpha, 255.0)); - } - else { - out[i] = pixels[i]; - out[i + 1] = pixels[i + 1]; - out[i + 2] = pixels[i + 2]; - } - } - }; - /** @ignore */ - Extract.extension = { - name: 'extract', - type: ExtensionType.RendererPlugin, - }; - return Extract; - }()); - - /*! - * @pixi/loaders - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/loaders is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /* jshint -W097 */ - /** - * @memberof PIXI - */ - var SignalBinding$1 = /** @class */ (function () { - /** - * SignalBinding constructor. - * @constructs SignalBinding - * @param {Function} fn - Event handler to be called. - * @param {boolean} [once=false] - Should this listener be removed after dispatch - * @param {object} [thisArg] - The context of the callback function. - * @api private - */ - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - function SignalBinding(fn, once, thisArg) { - if (once === void 0) { once = false; } - this._fn = fn; - this._once = once; - this._thisArg = thisArg; - this._next = this._prev = this._owner = null; - } - SignalBinding.prototype.detach = function () { - if (this._owner === null) - { return false; } - this._owner.detach(this); - return true; - }; - return SignalBinding; - }()); - /** - * @param self - * @param node - * @private - */ - function _addSignalBinding$1(self, node) { - if (!self._head) { - self._head = node; - self._tail = node; - } - else { - self._tail._next = node; - node._prev = self._tail; - self._tail = node; - } - node._owner = self; - return node; - } - /** - * @memberof PIXI - */ - var Signal$1 = /** @class */ (function () { - /** - * MiniSignal constructor. - * @example - * let mySignal = new Signal(); - * let binding = mySignal.add(onSignal); - * mySignal.dispatch('foo', 'bar'); - * mySignal.detach(binding); - */ - function Signal() { - this._head = this._tail = undefined; - } - /** - * Return an array of attached SignalBinding. - * @param {boolean} [exists=false] - We only need to know if there are handlers. - * @returns {PIXI.SignalBinding[] | boolean} Array of attached SignalBinding or Boolean if called with exists = true - * @api public - */ - Signal.prototype.handlers = function (exists) { - if (exists === void 0) { exists = false; } - var node = this._head; - if (exists) - { return !!node; } - var ee = []; - while (node) { - ee.push(node); - node = node._next; - } - return ee; - }; - /** - * Return true if node is a SignalBinding attached to this MiniSignal - * @param {PIXI.SignalBinding} node - Node to check. - * @returns {boolean} True if node is attache to mini-signal - */ - Signal.prototype.has = function (node) { - if (!(node instanceof SignalBinding$1)) { - throw new Error('MiniSignal#has(): First arg must be a SignalBinding object.'); - } - return node._owner === this; - }; - /** - * Dispaches a signal to all registered listeners. - * @param {...any} args - * @returns {boolean} Indication if we've emitted an event. - */ - Signal.prototype.dispatch = function () { - var arguments$1 = arguments; - - var args = []; - for (var _i = 0; _i < arguments.length; _i++) { - args[_i] = arguments$1[_i]; - } - var node = this._head; - if (!node) - { return false; } - while (node) { - if (node._once) - { this.detach(node); } - node._fn.apply(node._thisArg, args); - node = node._next; - } - return true; - }; - /** - * Register a new listener. - * @param {Function} fn - Callback function. - * @param {object} [thisArg] - The context of the callback function. - * @returns {PIXI.SignalBinding} The SignalBinding node that was added. - */ - Signal.prototype.add = function (fn, thisArg) { - if (thisArg === void 0) { thisArg = null; } - if (typeof fn !== 'function') { - throw new Error('MiniSignal#add(): First arg must be a Function.'); - } - return _addSignalBinding$1(this, new SignalBinding$1(fn, false, thisArg)); - }; - /** - * Register a new listener that will be executed only once. - * @param {Function} fn - Callback function. - * @param {object} [thisArg] - The context of the callback function. - * @returns {PIXI.SignalBinding} The SignalBinding node that was added. - */ - Signal.prototype.once = function (fn, thisArg) { - if (thisArg === void 0) { thisArg = null; } - if (typeof fn !== 'function') { - throw new Error('MiniSignal#once(): First arg must be a Function.'); - } - return _addSignalBinding$1(this, new SignalBinding$1(fn, true, thisArg)); - }; - /** - * Remove binding object. - * @param {PIXI.SignalBinding} node - The binding node that will be removed. - * @returns {Signal} The instance on which this method was called. - @api public */ - Signal.prototype.detach = function (node) { - if (!(node instanceof SignalBinding$1)) { - throw new Error('MiniSignal#detach(): First arg must be a SignalBinding object.'); - } - if (node._owner !== this) - { return this; } // todo: or error? - if (node._prev) - { node._prev._next = node._next; } - if (node._next) - { node._next._prev = node._prev; } - if (node === this._head) { // first node - this._head = node._next; - if (node._next === null) { - this._tail = null; - } - } - else if (node === this._tail) { // last node - this._tail = node._prev; - this._tail._next = null; - } - node._owner = null; - return this; - }; - /** - * Detach all listeners. - * @returns {Signal} The instance on which this method was called. - */ - Signal.prototype.detachAll = function () { - var node = this._head; - if (!node) - { return this; } - this._head = this._tail = null; - while (node) { - node._owner = null; - node = node._next; - } - return this; - }; - return Signal; - }()); - - /** - * function from npm package `parseUri`, converted to TS to avoid leftpad incident - * @param {string} str - * @param [opts] - options - * @param {boolean} [opts.strictMode] - type of parser - */ - function parseUri$1(str, opts) { - opts = opts || {}; - var o = { - // eslint-disable-next-line max-len - key: ['source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host', 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'], - q: { - name: 'queryKey', - parser: /(?:^|&)([^&=]*)=?([^&]*)/g - }, - parser: { - // eslint-disable-next-line max-len - strict: /^(?:([^:\/?#]+):)?(?:\/\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?))?((((?:[^?#\/]*\/)*)([^?#]*))(?:\?([^#]*))?(?:#(.*))?)/, - // eslint-disable-next-line max-len - loose: /^(?:(?![^:@]+:[^:@\/]*@)([^:\/?#.]+):)?(?:\/\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?)(((\/(?:[^?#](?![^?#\/]*\.[^?#\/.]+(?:[?#]|$)))*\/?)?([^?#\/]*))(?:\?([^#]*))?(?:#(.*))?)/ - } - }; - var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str); - var uri = {}; - var i = 14; - while (i--) - { uri[o.key[i]] = m[i] || ''; } - uri[o.q.name] = {}; - uri[o.key[12]].replace(o.q.parser, function (_t0, t1, t2) { - if (t1) - { uri[o.q.name][t1] = t2; } - }); - return uri; - } - - // tests if CORS is supported in XHR, if not we need to use XDR - var useXdr$1; - var tempAnchor$1 = null; - // some status constants - var STATUS_NONE$1 = 0; - var STATUS_OK$1 = 200; - var STATUS_EMPTY$1 = 204; - var STATUS_IE_BUG_EMPTY$1 = 1223; - var STATUS_TYPE_OK$1 = 2; - // noop - function _noop$1$1() { } - /** - * Quick helper to set a value on one of the extension maps. Ensures there is no - * dot at the start of the extension. - * @ignore - * @param map - The map to set on. - * @param extname - The extension (or key) to set. - * @param val - The value to set. - */ - function setExtMap$1(map, extname, val) { - if (extname && extname.indexOf('.') === 0) { - extname = extname.substring(1); - } - if (!extname) { - return; - } - map[extname] = val; - } - /** - * Quick helper to get string xhr type. - * @ignore - * @param xhr - The request to check. - * @returns The type. - */ - function reqType$1(xhr) { - return xhr.toString().replace('object ', ''); - } - /** - * Manages the state and loading of a resource and all child resources. - * - * Can be extended in `GlobalMixins.LoaderResource`. - * @memberof PIXI - */ - var LoaderResource$1 = /** @class */ (function () { - /** - * @param {string} name - The name of the resource to load. - * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass - * an array of sources. - * @param {object} [options] - The options for the load. - * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to - * determine automatically. - * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes - * longer than this time it is cancelled and the load is considered a failure. If this value is - * set to `0` then there is no explicit timeout. - * @param {PIXI.LoaderResource.LOAD_TYPE} [options.loadType=LOAD_TYPE.XHR] - How should this resource - * be loaded? - * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} [options.xhrType=XHR_RESPONSE_TYPE.DEFAULT] - How - * should the data being loaded be interpreted when using XHR? - * @param {PIXI.LoaderResource.IMetadata} [options.metadata] - Extra configuration for middleware - * and the Resource object. - */ - function LoaderResource(name, url, options) { - /** - * The `dequeue` method that will be used a storage place for the async queue dequeue method - * used privately by the loader. - * @private - * @member {Function} - */ - this._dequeue = _noop$1$1; - /** - * Used a storage place for the on load binding used privately by the loader. - * @private - * @member {Function} - */ - this._onLoadBinding = null; - /** - * The timer for element loads to check if they timeout. - * @private - */ - this._elementTimer = 0; - /** - * The `complete` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundComplete = null; - /** - * The `_onError` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundOnError = null; - /** - * The `_onProgress` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundOnProgress = null; - /** - * The `_onTimeout` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundOnTimeout = null; - this._boundXhrOnError = null; - this._boundXhrOnTimeout = null; - this._boundXhrOnAbort = null; - this._boundXhrOnLoad = null; - if (typeof name !== 'string' || typeof url !== 'string') { - throw new Error('Both name and url are required for constructing a resource.'); - } - options = options || {}; - this._flags = 0; - // set data url flag, needs to be set early for some _determineX checks to work. - this._setFlag(LoaderResource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0); - this.name = name; - this.url = url; - this.extension = this._getExtension(); - this.data = null; - this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin; - this.timeout = options.timeout || 0; - this.loadType = options.loadType || this._determineLoadType(); - // The type used to load the resource via XHR. If unset, determined automatically. - this.xhrType = options.xhrType; - // Extra info for middleware, and controlling specifics about how the resource loads. - // Note that if you pass in a `loadElement`, the Resource class takes ownership of it. - // Meaning it will modify it as it sees fit. - this.metadata = options.metadata || {}; - // The error that occurred while loading (if any). - this.error = null; - // The XHR object that was used to load this resource. This is only set - // when `loadType` is `LoaderResource.LOAD_TYPE.XHR`. - this.xhr = null; - // The child resources this resource owns. - this.children = []; - // The resource type. - this.type = LoaderResource.TYPE.UNKNOWN; - // The progress chunk owned by this resource. - this.progressChunk = 0; - // The `dequeue` method that will be used a storage place for the async queue dequeue method - // used privately by the loader. - this._dequeue = _noop$1$1; - // Used a storage place for the on load binding used privately by the loader. - this._onLoadBinding = null; - // The timer for element loads to check if they timeout. - this._elementTimer = 0; - this._boundComplete = this.complete.bind(this); - this._boundOnError = this._onError.bind(this); - this._boundOnProgress = this._onProgress.bind(this); - this._boundOnTimeout = this._onTimeout.bind(this); - // xhr callbacks - this._boundXhrOnError = this._xhrOnError.bind(this); - this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this); - this._boundXhrOnAbort = this._xhrOnAbort.bind(this); - this._boundXhrOnLoad = this._xhrOnLoad.bind(this); - // Dispatched when the resource beings to load. - this.onStart = new Signal$1(); - // Dispatched each time progress of this resource load updates. - // Not all resources types and loader systems can support this event - // so sometimes it may not be available. If the resource - // is being loaded on a modern browser, using XHR, and the remote server - // properly sets Content-Length headers, then this will be available. - this.onProgress = new Signal$1(); - // Dispatched once this resource has loaded, if there was an error it will - // be in the `error` property. - this.onComplete = new Signal$1(); - // Dispatched after this resource has had all the *after* middleware run on it. - this.onAfterMiddleware = new Signal$1(); - } - /** - * Sets the load type to be used for a specific extension. - * @static - * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" - * @param {PIXI.LoaderResource.LOAD_TYPE} loadType - The load type to set it to. - */ - LoaderResource.setExtensionLoadType = function (extname, loadType) { - setExtMap$1(LoaderResource._loadTypeMap, extname, loadType); - }; - /** - * Sets the load type to be used for a specific extension. - * @static - * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" - * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to. - */ - LoaderResource.setExtensionXhrType = function (extname, xhrType) { - setExtMap$1(LoaderResource._xhrTypeMap, extname, xhrType); - }; - Object.defineProperty(LoaderResource.prototype, "isDataUrl", { - /** - * When the resource starts to load. - * @memberof PIXI.LoaderResource - * @callback OnStartSignal - * @param {PIXI.Resource} resource - The resource that the event happened on. - */ - /** - * When the resource reports loading progress. - * @memberof PIXI.LoaderResource - * @callback OnProgressSignal - * @param {PIXI.Resource} resource - The resource that the event happened on. - * @param {number} percentage - The progress of the load in the range [0, 1]. - */ - /** - * When the resource finishes loading. - * @memberof PIXI.LoaderResource - * @callback OnCompleteSignal - * @param {PIXI.Resource} resource - The resource that the event happened on. - */ - /** - * @memberof PIXI.LoaderResource - * @typedef {object} IMetadata - * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The - * element to use for loading, instead of creating one. - * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This - * is useful if you want to pass in a `loadElement` that you already added load sources to. - * @property {string|string[]} [mimeType] - The mime type to use for the source element - * of a video/audio elment. If the urls are an array, you can pass this as an array as well - * where each index is the mime type to use for the corresponding url index. - */ - /** - * Stores whether or not this url is a data url. - * @readonly - * @member {boolean} - */ - get: function () { - return this._hasFlag(LoaderResource.STATUS_FLAGS.DATA_URL); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(LoaderResource.prototype, "isComplete", { - /** - * Describes if this resource has finished loading. Is true when the resource has completely - * loaded. - * @readonly - * @member {boolean} - */ - get: function () { - return this._hasFlag(LoaderResource.STATUS_FLAGS.COMPLETE); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(LoaderResource.prototype, "isLoading", { - /** - * Describes if this resource is currently loading. Is true when the resource starts loading, - * and is false again when complete. - * @readonly - * @member {boolean} - */ - get: function () { - return this._hasFlag(LoaderResource.STATUS_FLAGS.LOADING); - }, - enumerable: false, - configurable: true - }); - /** Marks the resource as complete. */ - LoaderResource.prototype.complete = function () { - this._clearEvents(); - this._finish(); - }; - /** - * Aborts the loading of this resource, with an optional message. - * @param {string} message - The message to use for the error - */ - LoaderResource.prototype.abort = function (message) { - // abort can be called multiple times, ignore subsequent calls. - if (this.error) { - return; - } - // store error - this.error = new Error(message); - // clear events before calling aborts - this._clearEvents(); - // abort the actual loading - if (this.xhr) { - this.xhr.abort(); - } - else if (this.xdr) { - this.xdr.abort(); - } - else if (this.data) { - // single source - if (this.data.src) { - this.data.src = LoaderResource.EMPTY_GIF; - } - // multi-source - else { - while (this.data.firstChild) { - this.data.removeChild(this.data.firstChild); - } - } - } - // done now. - this._finish(); - }; - /** - * Kicks off loading of this resource. This method is asynchronous. - * @param {PIXI.LoaderResource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded. - */ - LoaderResource.prototype.load = function (cb) { - var _this = this; - if (this.isLoading) { - return; - } - if (this.isComplete) { - if (cb) { - setTimeout(function () { return cb(_this); }, 1); - } - return; - } - else if (cb) { - this.onComplete.once(cb); - } - this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, true); - this.onStart.dispatch(this); - // if unset, determine the value - if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') { - this.crossOrigin = this._determineCrossOrigin(this.url); - } - switch (this.loadType) { - case LoaderResource.LOAD_TYPE.IMAGE: - this.type = LoaderResource.TYPE.IMAGE; - this._loadElement('image'); - break; - case LoaderResource.LOAD_TYPE.AUDIO: - this.type = LoaderResource.TYPE.AUDIO; - this._loadSourceElement('audio'); - break; - case LoaderResource.LOAD_TYPE.VIDEO: - this.type = LoaderResource.TYPE.VIDEO; - this._loadSourceElement('video'); - break; - case LoaderResource.LOAD_TYPE.XHR: - /* falls through */ - default: - if (typeof useXdr$1 === 'undefined') { - useXdr$1 = !!(globalThis.XDomainRequest && !('withCredentials' in (new XMLHttpRequest()))); - } - if (useXdr$1 && this.crossOrigin) { - this._loadXdr(); - } - else { - this._loadXhr(); - } - break; - } - }; - /** - * Checks if the flag is set. - * @param flag - The flag to check. - * @returns True if the flag is set. - */ - LoaderResource.prototype._hasFlag = function (flag) { - return (this._flags & flag) !== 0; - }; - /** - * (Un)Sets the flag. - * @param flag - The flag to (un)set. - * @param value - Whether to set or (un)set the flag. - */ - LoaderResource.prototype._setFlag = function (flag, value) { - this._flags = value ? (this._flags | flag) : (this._flags & ~flag); - }; - /** Clears all the events from the underlying loading source. */ - LoaderResource.prototype._clearEvents = function () { - clearTimeout(this._elementTimer); - if (this.data && this.data.removeEventListener) { - this.data.removeEventListener('error', this._boundOnError, false); - this.data.removeEventListener('load', this._boundComplete, false); - this.data.removeEventListener('progress', this._boundOnProgress, false); - this.data.removeEventListener('canplaythrough', this._boundComplete, false); - } - if (this.xhr) { - if (this.xhr.removeEventListener) { - this.xhr.removeEventListener('error', this._boundXhrOnError, false); - this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false); - this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false); - this.xhr.removeEventListener('progress', this._boundOnProgress, false); - this.xhr.removeEventListener('load', this._boundXhrOnLoad, false); - } - else { - this.xhr.onerror = null; - this.xhr.ontimeout = null; - this.xhr.onprogress = null; - this.xhr.onload = null; - } - } - }; - /** Finalizes the load. */ - LoaderResource.prototype._finish = function () { - if (this.isComplete) { - throw new Error('Complete called again for an already completed resource.'); - } - this._setFlag(LoaderResource.STATUS_FLAGS.COMPLETE, true); - this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, false); - this.onComplete.dispatch(this); - }; - /** - * Loads this resources using an element that has a single source, - * like an HTMLImageElement. - * @private - * @param type - The type of element to use. - */ - LoaderResource.prototype._loadElement = function (type) { - if (this.metadata.loadElement) { - this.data = this.metadata.loadElement; - } - else if (type === 'image' && typeof globalThis.Image !== 'undefined') { - this.data = new Image(); - } - else { - this.data = document.createElement(type); - } - if (this.crossOrigin) { - this.data.crossOrigin = this.crossOrigin; - } - if (!this.metadata.skipSource) { - this.data.src = this.url; - } - this.data.addEventListener('error', this._boundOnError, false); - this.data.addEventListener('load', this._boundComplete, false); - this.data.addEventListener('progress', this._boundOnProgress, false); - if (this.timeout) { - this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); - } - }; - /** - * Loads this resources using an element that has multiple sources, - * like an HTMLAudioElement or HTMLVideoElement. - * @param type - The type of element to use. - */ - LoaderResource.prototype._loadSourceElement = function (type) { - if (this.metadata.loadElement) { - this.data = this.metadata.loadElement; - } - else if (type === 'audio' && typeof globalThis.Audio !== 'undefined') { - this.data = new Audio(); - } - else { - this.data = document.createElement(type); - } - if (this.data === null) { - this.abort("Unsupported element: " + type); - return; - } - if (this.crossOrigin) { - this.data.crossOrigin = this.crossOrigin; - } - if (!this.metadata.skipSource) { - // support for CocoonJS Canvas+ runtime, lacks document.createElement('source') - if (navigator.isCocoonJS) { - this.data.src = Array.isArray(this.url) ? this.url[0] : this.url; - } - else if (Array.isArray(this.url)) { - var mimeTypes = this.metadata.mimeType; - for (var i = 0; i < this.url.length; ++i) { - this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes)); - } - } - else { - var mimeTypes = this.metadata.mimeType; - this.data.appendChild(this._createSource(type, this.url, Array.isArray(mimeTypes) ? mimeTypes[0] : mimeTypes)); - } - } - this.data.addEventListener('error', this._boundOnError, false); - this.data.addEventListener('load', this._boundComplete, false); - this.data.addEventListener('progress', this._boundOnProgress, false); - this.data.addEventListener('canplaythrough', this._boundComplete, false); - this.data.load(); - if (this.timeout) { - this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); - } - }; - /** Loads this resources using an XMLHttpRequest. */ - LoaderResource.prototype._loadXhr = function () { - // if unset, determine the value - if (typeof this.xhrType !== 'string') { - this.xhrType = this._determineXhrType(); - } - var xhr = this.xhr = new XMLHttpRequest(); - // send credentials when crossOrigin with credentials requested - if (this.crossOrigin === 'use-credentials') { - xhr.withCredentials = true; - } - // set the request type and url - xhr.open('GET', this.url, true); - xhr.timeout = this.timeout; - // load json as text and parse it ourselves. We do this because some browsers - // *cough* safari *cough* can't deal with it. - if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON - || this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) { - xhr.responseType = LoaderResource.XHR_RESPONSE_TYPE.TEXT; - } - else { - xhr.responseType = this.xhrType; - } - xhr.addEventListener('error', this._boundXhrOnError, false); - xhr.addEventListener('timeout', this._boundXhrOnTimeout, false); - xhr.addEventListener('abort', this._boundXhrOnAbort, false); - xhr.addEventListener('progress', this._boundOnProgress, false); - xhr.addEventListener('load', this._boundXhrOnLoad, false); - xhr.send(); - }; - /** Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross). */ - LoaderResource.prototype._loadXdr = function () { - // if unset, determine the value - if (typeof this.xhrType !== 'string') { - this.xhrType = this._determineXhrType(); - } - var xdr = this.xhr = new globalThis.XDomainRequest(); // eslint-disable-line no-undef - // XDomainRequest has a few quirks. Occasionally it will abort requests - // A way to avoid this is to make sure ALL callbacks are set even if not used - // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9 - xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9 - xdr.onerror = this._boundXhrOnError; - xdr.ontimeout = this._boundXhrOnTimeout; - xdr.onprogress = this._boundOnProgress; - xdr.onload = this._boundXhrOnLoad; - xdr.open('GET', this.url, true); - // Note: The xdr.send() call is wrapped in a timeout to prevent an - // issue with the interface where some requests are lost if multiple - // XDomainRequests are being sent at the same time. - // Some info here: https://github.com/photonstorm/phaser/issues/1248 - setTimeout(function () { return xdr.send(); }, 1); - }; - /** - * Creates a source used in loading via an element. - * @param type - The element type (video or audio). - * @param url - The source URL to load from. - * @param [mime] - The mime type of the video - * @returns The source element. - */ - LoaderResource.prototype._createSource = function (type, url, mime) { - if (!mime) { - mime = type + "/" + this._getExtension(url); - } - var source = document.createElement('source'); - source.src = url; - source.type = mime; - return source; - }; - /** - * Called if a load errors out. - * @param event - The error event from the element that emits it. - */ - LoaderResource.prototype._onError = function (event) { - this.abort("Failed to load element using: " + event.target.nodeName); - }; - /** - * Called if a load progress event fires for an element or xhr/xdr. - * @param event - Progress event. - */ - LoaderResource.prototype._onProgress = function (event) { - if (event && event.lengthComputable) { - this.onProgress.dispatch(this, event.loaded / event.total); - } - }; - /** Called if a timeout event fires for an element. */ - LoaderResource.prototype._onTimeout = function () { - this.abort("Load timed out."); - }; - /** Called if an error event fires for xhr/xdr. */ - LoaderResource.prototype._xhrOnError = function () { - var xhr = this.xhr; - this.abort(reqType$1(xhr) + " Request failed. Status: " + xhr.status + ", text: \"" + xhr.statusText + "\""); - }; - /** Called if an error event fires for xhr/xdr. */ - LoaderResource.prototype._xhrOnTimeout = function () { - var xhr = this.xhr; - this.abort(reqType$1(xhr) + " Request timed out."); - }; - /** Called if an abort event fires for xhr/xdr. */ - LoaderResource.prototype._xhrOnAbort = function () { - var xhr = this.xhr; - this.abort(reqType$1(xhr) + " Request was aborted by the user."); - }; - /** Called when data successfully loads from an xhr/xdr request. */ - LoaderResource.prototype._xhrOnLoad = function () { - var xhr = this.xhr; - var text = ''; - var status = typeof xhr.status === 'undefined' ? STATUS_OK$1 : xhr.status; // XDR has no `.status`, assume 200. - // responseText is accessible only if responseType is '' or 'text' and on older browsers - if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') { - text = xhr.responseText; - } - // status can be 0 when using the `file://` protocol so we also check if a response is set. - // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request. - if (status === STATUS_NONE$1 && (text.length > 0 || xhr.responseType === LoaderResource.XHR_RESPONSE_TYPE.BUFFER)) { - status = STATUS_OK$1; - } - // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request - else if (status === STATUS_IE_BUG_EMPTY$1) { - status = STATUS_EMPTY$1; - } - var statusType = (status / 100) | 0; - if (statusType === STATUS_TYPE_OK$1) { - // if text, just return it - if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.TEXT) { - this.data = text; - this.type = LoaderResource.TYPE.TEXT; - } - // if json, parse into json object - else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON) { - try { - this.data = JSON.parse(text); - this.type = LoaderResource.TYPE.JSON; - } - catch (e) { - this.abort("Error trying to parse loaded json: " + e); - return; - } - } - // if xml, parse into an xml document or div element - else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) { - try { - if (globalThis.DOMParser) { - var domparser = new DOMParser(); - this.data = domparser.parseFromString(text, 'text/xml'); - } - else { - var div = document.createElement('div'); - div.innerHTML = text; - this.data = div; - } - this.type = LoaderResource.TYPE.XML; - } - catch (e$1) { - this.abort("Error trying to parse loaded xml: " + e$1); - return; - } - } - // other types just return the response - else { - this.data = xhr.response || text; - } - } - else { - this.abort("[" + xhr.status + "] " + xhr.statusText + ": " + xhr.responseURL); - return; - } - this.complete(); - }; - /** - * Sets the `crossOrigin` property for this resource based on if the url - * for this resource is cross-origin. If crossOrigin was manually set, this - * function does nothing. - * @private - * @param url - The url to test. - * @param [loc=globalThis.location] - The location object to test against. - * @returns The crossOrigin value to use (or empty string for none). - */ - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - LoaderResource.prototype._determineCrossOrigin = function (url, loc) { - // data: and javascript: urls are considered same-origin - if (url.indexOf('data:') === 0) { - return ''; - } - // A sandboxed iframe without the 'allow-same-origin' attribute will have a special - // origin designed not to match globalThis.location.origin, and will always require - // crossOrigin requests regardless of whether the location matches. - if (globalThis.origin !== globalThis.location.origin) { - return 'anonymous'; - } - // default is globalThis.location - loc = loc || globalThis.location; - if (!tempAnchor$1) { - tempAnchor$1 = document.createElement('a'); - } - // let the browser determine the full href for the url of this resource and then - // parse with the node url lib, we can't use the properties of the anchor element - // because they don't work in IE9 :( - tempAnchor$1.href = url; - var parsedUrl = parseUri$1(tempAnchor$1.href, { strictMode: true }); - var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port); - var protocol = parsedUrl.protocol ? parsedUrl.protocol + ":" : ''; - // if cross origin - if (parsedUrl.host !== loc.hostname || !samePort || protocol !== loc.protocol) { - return 'anonymous'; - } - return ''; - }; - /** - * Determines the responseType of an XHR request based on the extension of the - * resource being loaded. - * @private - * @returns {PIXI.LoaderResource.XHR_RESPONSE_TYPE} The responseType to use. - */ - LoaderResource.prototype._determineXhrType = function () { - return LoaderResource._xhrTypeMap[this.extension] || LoaderResource.XHR_RESPONSE_TYPE.TEXT; - }; - /** - * Determines the loadType of a resource based on the extension of the - * resource being loaded. - * @private - * @returns {PIXI.LoaderResource.LOAD_TYPE} The loadType to use. - */ - LoaderResource.prototype._determineLoadType = function () { - return LoaderResource._loadTypeMap[this.extension] || LoaderResource.LOAD_TYPE.XHR; - }; - /** - * Extracts the extension (sans '.') of the file being loaded by the resource. - * @param [url] - url to parse, `this.url` by default. - * @returns The extension. - */ - LoaderResource.prototype._getExtension = function (url) { - if (url === void 0) { url = this.url; } - var ext = ''; - if (this.isDataUrl) { - var slashIndex = url.indexOf('/'); - ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex)); - } - else { - var queryStart = url.indexOf('?'); - var hashStart = url.indexOf('#'); - var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length); - url = url.substring(0, index); - ext = url.substring(url.lastIndexOf('.') + 1); - } - return ext.toLowerCase(); - }; - /** - * Determines the mime type of an XHR request based on the responseType of - * resource being loaded. - * @param type - The type to get a mime type for. - * @private - * @returns The mime type to use. - */ - LoaderResource.prototype._getMimeFromXhrType = function (type) { - switch (type) { - case LoaderResource.XHR_RESPONSE_TYPE.BUFFER: - return 'application/octet-binary'; - case LoaderResource.XHR_RESPONSE_TYPE.BLOB: - return 'application/blob'; - case LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT: - return 'application/xml'; - case LoaderResource.XHR_RESPONSE_TYPE.JSON: - return 'application/json'; - case LoaderResource.XHR_RESPONSE_TYPE.DEFAULT: - case LoaderResource.XHR_RESPONSE_TYPE.TEXT: - /* falls through */ - default: - return 'text/plain'; - } - }; - return LoaderResource; - }()); - // eslint-disable-next-line @typescript-eslint/no-namespace - (function (LoaderResource) { - (function (STATUS_FLAGS) { - /** None */ - STATUS_FLAGS[STATUS_FLAGS["NONE"] = 0] = "NONE"; - /** Data URL */ - STATUS_FLAGS[STATUS_FLAGS["DATA_URL"] = 1] = "DATA_URL"; - /** Complete */ - STATUS_FLAGS[STATUS_FLAGS["COMPLETE"] = 2] = "COMPLETE"; - /** Loading */ - STATUS_FLAGS[STATUS_FLAGS["LOADING"] = 4] = "LOADING"; - })(LoaderResource.STATUS_FLAGS || (LoaderResource.STATUS_FLAGS = {})); - (function (TYPE) { - /** Unknown */ - TYPE[TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - /** JSON */ - TYPE[TYPE["JSON"] = 1] = "JSON"; - /** XML */ - TYPE[TYPE["XML"] = 2] = "XML"; - /** Image */ - TYPE[TYPE["IMAGE"] = 3] = "IMAGE"; - /** Audio */ - TYPE[TYPE["AUDIO"] = 4] = "AUDIO"; - /** Video */ - TYPE[TYPE["VIDEO"] = 5] = "VIDEO"; - /** Plain text */ - TYPE[TYPE["TEXT"] = 6] = "TEXT"; - })(LoaderResource.TYPE || (LoaderResource.TYPE = {})); - (function (LOAD_TYPE) { - /** Uses XMLHttpRequest to load the resource. */ - LOAD_TYPE[LOAD_TYPE["XHR"] = 1] = "XHR"; - /** Uses an `Image` object to load the resource. */ - LOAD_TYPE[LOAD_TYPE["IMAGE"] = 2] = "IMAGE"; - /** Uses an `Audio` object to load the resource. */ - LOAD_TYPE[LOAD_TYPE["AUDIO"] = 3] = "AUDIO"; - /** Uses a `Video` object to load the resource. */ - LOAD_TYPE[LOAD_TYPE["VIDEO"] = 4] = "VIDEO"; - })(LoaderResource.LOAD_TYPE || (LoaderResource.LOAD_TYPE = {})); - (function (XHR_RESPONSE_TYPE) { - /** string */ - XHR_RESPONSE_TYPE["DEFAULT"] = "text"; - /** ArrayBuffer */ - XHR_RESPONSE_TYPE["BUFFER"] = "arraybuffer"; - /** Blob */ - XHR_RESPONSE_TYPE["BLOB"] = "blob"; - /** Document */ - XHR_RESPONSE_TYPE["DOCUMENT"] = "document"; - /** Object */ - XHR_RESPONSE_TYPE["JSON"] = "json"; - /** String */ - XHR_RESPONSE_TYPE["TEXT"] = "text"; - })(LoaderResource.XHR_RESPONSE_TYPE || (LoaderResource.XHR_RESPONSE_TYPE = {})); - LoaderResource._loadTypeMap = { - // images - gif: LoaderResource.LOAD_TYPE.IMAGE, - png: LoaderResource.LOAD_TYPE.IMAGE, - bmp: LoaderResource.LOAD_TYPE.IMAGE, - jpg: LoaderResource.LOAD_TYPE.IMAGE, - jpeg: LoaderResource.LOAD_TYPE.IMAGE, - tif: LoaderResource.LOAD_TYPE.IMAGE, - tiff: LoaderResource.LOAD_TYPE.IMAGE, - webp: LoaderResource.LOAD_TYPE.IMAGE, - tga: LoaderResource.LOAD_TYPE.IMAGE, - svg: LoaderResource.LOAD_TYPE.IMAGE, - 'svg+xml': LoaderResource.LOAD_TYPE.IMAGE, - // audio - mp3: LoaderResource.LOAD_TYPE.AUDIO, - ogg: LoaderResource.LOAD_TYPE.AUDIO, - wav: LoaderResource.LOAD_TYPE.AUDIO, - // videos - mp4: LoaderResource.LOAD_TYPE.VIDEO, - webm: LoaderResource.LOAD_TYPE.VIDEO, - }; - LoaderResource._xhrTypeMap = { - // xml - xhtml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - html: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - htm: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - xml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - tmx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - svg: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component. - // Since it is way less likely for people to be loading TypeScript files instead of Tiled files, - // this should probably be fine. - tsx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - // images - gif: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - png: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - bmp: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - jpg: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - jpeg: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - tif: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - tiff: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - webp: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - tga: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - // json - json: LoaderResource.XHR_RESPONSE_TYPE.JSON, - // text - text: LoaderResource.XHR_RESPONSE_TYPE.TEXT, - txt: LoaderResource.XHR_RESPONSE_TYPE.TEXT, - // fonts - ttf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER, - otf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER, - }; - // We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif - LoaderResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw=='; - })(LoaderResource$1 || (LoaderResource$1 = {})); - - /** - * Smaller version of the async library constructs. - * @ignore - */ - function _noop$2() { - } - /** - * Ensures a function is only called once. - * @ignore - * @param {Function} fn - The function to wrap. - * @returns {Function} The wrapping function. - */ - function onlyOnce$1(fn) { - return function onceWrapper() { - var arguments$1 = arguments; - - var args = []; - for (var _i = 0; _i < arguments.length; _i++) { - args[_i] = arguments$1[_i]; - } - if (fn === null) { - throw new Error('Callback was already called.'); - } - var callFn = fn; - fn = null; - callFn.apply(this, args); - }; - } - /** - * @private - * @memberof PIXI - */ - var AsyncQueueItem$1 = /** @class */ (function () { - /** - * @param data - * @param callback - * @private - */ - function AsyncQueueItem(data, callback) { - this.data = data; - this.callback = callback; - } - return AsyncQueueItem; - }()); - /** - * @private - * @memberof PIXI - */ - var AsyncQueue$1 = /** @class */ (function () { - /** - * @param worker - * @param concurrency - * @private - */ - function AsyncQueue(worker, concurrency) { - var _this = this; - if (concurrency === void 0) { concurrency = 1; } - this.workers = 0; - this.saturated = _noop$2; - this.unsaturated = _noop$2; - this.empty = _noop$2; - this.drain = _noop$2; - this.error = _noop$2; - this.started = false; - this.paused = false; - this._tasks = []; - this._insert = function (data, insertAtFront, callback) { - if (callback && typeof callback !== 'function') { - throw new Error('task callback must be a function'); - } - _this.started = true; - // eslint-disable-next-line no-eq-null,eqeqeq - if (data == null && _this.idle()) { - // call drain immediately if there are no tasks - setTimeout(function () { return _this.drain(); }, 1); - return; - } - var item = new AsyncQueueItem$1(data, typeof callback === 'function' ? callback : _noop$2); - if (insertAtFront) { - _this._tasks.unshift(item); - } - else { - _this._tasks.push(item); - } - setTimeout(_this.process, 1); - }; - this.process = function () { - while (!_this.paused && _this.workers < _this.concurrency && _this._tasks.length) { - var task = _this._tasks.shift(); - if (_this._tasks.length === 0) { - _this.empty(); - } - _this.workers += 1; - if (_this.workers === _this.concurrency) { - _this.saturated(); - } - _this._worker(task.data, onlyOnce$1(_this._next(task))); - } - }; - this._worker = worker; - if (concurrency === 0) { - throw new Error('Concurrency must not be zero'); - } - this.concurrency = concurrency; - this.buffer = concurrency / 4.0; - } - /** - * @param task - * @private - */ - AsyncQueue.prototype._next = function (task) { - var _this = this; - return function () { - var arguments$1 = arguments; - - var args = []; - for (var _i = 0; _i < arguments.length; _i++) { - args[_i] = arguments$1[_i]; - } - _this.workers -= 1; - task.callback.apply(task, args); - // eslint-disable-next-line no-eq-null,eqeqeq - if (args[0] != null) { - _this.error(args[0], task.data); - } - if (_this.workers <= (_this.concurrency - _this.buffer)) { - _this.unsaturated(); - } - if (_this.idle()) { - _this.drain(); - } - _this.process(); - }; - }; - // That was in object - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - AsyncQueue.prototype.push = function (data, callback) { - this._insert(data, false, callback); - }; - AsyncQueue.prototype.kill = function () { - this.workers = 0; - this.drain = _noop$2; - this.started = false; - this._tasks = []; - }; - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - AsyncQueue.prototype.unshift = function (data, callback) { - this._insert(data, true, callback); - }; - AsyncQueue.prototype.length = function () { - return this._tasks.length; - }; - AsyncQueue.prototype.running = function () { - return this.workers; - }; - AsyncQueue.prototype.idle = function () { - return this._tasks.length + this.workers === 0; - }; - AsyncQueue.prototype.pause = function () { - if (this.paused === true) { - return; - } - this.paused = true; - }; - AsyncQueue.prototype.resume = function () { - if (this.paused === false) { - return; - } - this.paused = false; - // Need to call this.process once per concurrent - // worker to preserve full concurrency after pause - for (var w = 1; w <= this.concurrency; w++) { - this.process(); - } - }; - /** - * Iterates an array in series. - * @param {Array.<*>} array - Array to iterate. - * @param {Function} iterator - Function to call for each element. - * @param {Function} callback - Function to call when done, or on error. - * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1. - */ - AsyncQueue.eachSeries = function (array, iterator, callback, deferNext) { - var i = 0; - var len = array.length; - function next(err) { - if (err || i === len) { - if (callback) { - callback(err); - } - return; - } - if (deferNext) { - setTimeout(function () { - iterator(array[i++], next); - }, 1); - } - else { - iterator(array[i++], next); - } - } - next(); - }; - /** - * Async queue implementation, - * @param {Function} worker - The worker function to call for each task. - * @param {number} concurrency - How many workers to run in parrallel. - * @returns {*} The async queue object. - */ - AsyncQueue.queue = function (worker, concurrency) { - return new AsyncQueue(worker, concurrency); - }; - return AsyncQueue; - }()); - - // some constants - var MAX_PROGRESS$1 = 100; - var rgxExtractUrlHash$1 = /(#[\w-]+)?$/; - /** - * The new loader, forked from Resource Loader by Chad Engler: https://github.com/englercj/resource-loader - * - * ```js - * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use. - * // or - * const loader = new PIXI.Loader(); // You can also create your own if you want - * - * const sprites = {}; - * - * // Chainable `add` to enqueue a resource - * loader.add('bunny', 'data/bunny.png') - * .add('spaceship', 'assets/spritesheet.json'); - * loader.add('scoreFont', 'assets/score.fnt'); - * - * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource. - * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc). - * loader.pre(cachingMiddleware); - * - * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource. - * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc). - * loader.use(parsingMiddleware); - * - * // The `load` method loads the queue of resources, and calls the passed in callback called once all - * // resources have loaded. - * loader.load((loader, resources) => { - * // resources is an object where the key is the name of the resource loaded and the value is the resource object. - * // They have a couple default properties: - * // - `url`: The URL that the resource was loaded from - * // - `error`: The error that happened when trying to load (if any) - * // - `data`: The raw data that was loaded - * // also may contain other properties based on the middleware that runs. - * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture); - * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture); - * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture); - * }); - * - * // throughout the process multiple signals can be dispatched. - * loader.onProgress.add(() => {}); // called once per loaded/errored file - * loader.onError.add(() => {}); // called once per errored file - * loader.onLoad.add(() => {}); // called once per loaded file - * loader.onComplete.add(() => {}); // called once when the queued resources all load. - * ``` - * @memberof PIXI - */ - var Loader$1 = /** @class */ (function () { - /** - * @param baseUrl - The base url for all resources loaded by this loader. - * @param concurrency - The number of resources to load concurrently. - */ - function Loader(baseUrl, concurrency) { - var _this = this; - if (baseUrl === void 0) { baseUrl = ''; } - if (concurrency === void 0) { concurrency = 10; } - /** The progress percent of the loader going through the queue. */ - this.progress = 0; - /** Loading state of the loader, true if it is currently loading resources. */ - this.loading = false; - /** - * A querystring to append to every URL added to the loader. - * - * This should be a valid query string *without* the question-mark (`?`). The loader will - * also *not* escape values for you. Make sure to escape your parameters with - * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property. - * @example - * const loader = new Loader(); - * - * loader.defaultQueryString = 'user=me&password=secret'; - * - * // This will request 'image.png?user=me&password=secret' - * loader.add('image.png').load(); - * - * loader.reset(); - * - * // This will request 'image.png?v=1&user=me&password=secret' - * loader.add('iamge.png?v=1').load(); - */ - this.defaultQueryString = ''; - /** The middleware to run before loading each resource. */ - this._beforeMiddleware = []; - /** The middleware to run after loading each resource. */ - this._afterMiddleware = []; - /** The tracks the resources we are currently completing parsing for. */ - this._resourcesParsing = []; - /** - * The `_loadResource` function bound with this object context. - * @param r - The resource to load - * @param d - The dequeue function - */ - this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); }; - /** All the resources for this loader keyed by name. */ - this.resources = {}; - this.baseUrl = baseUrl; - this._beforeMiddleware = []; - this._afterMiddleware = []; - this._resourcesParsing = []; - this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); }; - this._queue = AsyncQueue$1.queue(this._boundLoadResource, concurrency); - this._queue.pause(); - this.resources = {}; - this.onProgress = new Signal$1(); - this.onError = new Signal$1(); - this.onLoad = new Signal$1(); - this.onStart = new Signal$1(); - this.onComplete = new Signal$1(); - for (var i = 0; i < Loader._plugins.length; ++i) { - var plugin = Loader._plugins[i]; - var pre = plugin.pre, use = plugin.use; - if (pre) { - this.pre(pre); - } - if (use) { - this.use(use); - } - } - this._protected = false; - } - /** - * Same as add, params have strict order - * @private - * @param name - The name of the resource to load. - * @param url - The url for this resource, relative to the baseUrl of this loader. - * @param options - The options for the load. - * @param callback - Function to call when this specific resource completes loading. - * @returns The loader itself. - */ - Loader.prototype._add = function (name, url, options, callback) { - // if loading already you can only add resources that have a parent. - if (this.loading && (!options || !options.parentResource)) { - throw new Error('Cannot add resources while the loader is running.'); - } - // check if resource already exists. - if (this.resources[name]) { - throw new Error("Resource named \"" + name + "\" already exists."); - } - // add base url if this isn't an absolute url - url = this._prepareUrl(url); - // create the store the resource - this.resources[name] = new LoaderResource$1(name, url, options); - if (typeof callback === 'function') { - this.resources[name].onAfterMiddleware.once(callback); - } - // if actively loading, make sure to adjust progress chunks for that parent and its children - if (this.loading) { - var parent = options.parentResource; - var incompleteChildren = []; - for (var i = 0; i < parent.children.length; ++i) { - if (!parent.children[i].isComplete) { - incompleteChildren.push(parent.children[i]); - } - } - var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent - var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child - parent.children.push(this.resources[name]); - parent.progressChunk = eachChunk; - for (var i = 0; i < incompleteChildren.length; ++i) { - incompleteChildren[i].progressChunk = eachChunk; - } - this.resources[name].progressChunk = eachChunk; - } - // add the resource to the queue - this._queue.push(this.resources[name]); - return this; - }; - /* eslint-enable require-jsdoc,valid-jsdoc */ - /** - * Sets up a middleware function that will run *before* the - * resource is loaded. - * @param fn - The middleware function to register. - * @returns The loader itself. - */ - Loader.prototype.pre = function (fn) { - this._beforeMiddleware.push(fn); - return this; - }; - /** - * Sets up a middleware function that will run *after* the - * resource is loaded. - * @param fn - The middleware function to register. - * @returns The loader itself. - */ - Loader.prototype.use = function (fn) { - this._afterMiddleware.push(fn); - return this; - }; - /** - * Resets the queue of the loader to prepare for a new load. - * @returns The loader itself. - */ - Loader.prototype.reset = function () { - this.progress = 0; - this.loading = false; - this._queue.kill(); - this._queue.pause(); - // abort all resource loads - for (var k in this.resources) { - var res = this.resources[k]; - if (res._onLoadBinding) { - res._onLoadBinding.detach(); - } - if (res.isLoading) { - res.abort('loader reset'); - } - } - this.resources = {}; - return this; - }; - /** - * Starts loading the queued resources. - * @param cb - Optional callback that will be bound to the `complete` event. - * @returns The loader itself. - */ - Loader.prototype.load = function (cb) { - deprecation$1('6.5.0', '@pixi/loaders is being replaced with @pixi/assets in the next major release.'); - // register complete callback if they pass one - if (typeof cb === 'function') { - this.onComplete.once(cb); - } - // if the queue has already started we are done here - if (this.loading) { - return this; - } - if (this._queue.idle()) { - this._onStart(); - this._onComplete(); - } - else { - // distribute progress chunks - var numTasks = this._queue._tasks.length; - var chunk = MAX_PROGRESS$1 / numTasks; - for (var i = 0; i < this._queue._tasks.length; ++i) { - this._queue._tasks[i].data.progressChunk = chunk; - } - // notify we are starting - this._onStart(); - // start loading - this._queue.resume(); - } - return this; - }; - Object.defineProperty(Loader.prototype, "concurrency", { - /** - * The number of resources to load concurrently. - * @default 10 - */ - get: function () { - return this._queue.concurrency; - }, - set: function (concurrency) { - this._queue.concurrency = concurrency; - }, - enumerable: false, - configurable: true - }); - /** - * Prepares a url for usage based on the configuration of this object - * @param url - The url to prepare. - * @returns The prepared url. - */ - Loader.prototype._prepareUrl = function (url) { - var parsedUrl = parseUri$1(url, { strictMode: true }); - var result; - // absolute url, just use it as is. - if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) { - result = url; - } - // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween - else if (this.baseUrl.length - && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1 - && url.charAt(0) !== '/') { - result = this.baseUrl + "/" + url; - } - else { - result = this.baseUrl + url; - } - // if we need to add a default querystring, there is a bit more work - if (this.defaultQueryString) { - var hash = rgxExtractUrlHash$1.exec(result)[0]; - result = result.slice(0, result.length - hash.length); - if (result.indexOf('?') !== -1) { - result += "&" + this.defaultQueryString; - } - else { - result += "?" + this.defaultQueryString; - } - result += hash; - } - return result; - }; - /** - * Loads a single resource. - * @param resource - The resource to load. - * @param dequeue - The function to call when we need to dequeue this item. - */ - Loader.prototype._loadResource = function (resource, dequeue) { - var _this = this; - resource._dequeue = dequeue; - // run before middleware - AsyncQueue$1.eachSeries(this._beforeMiddleware, function (fn, next) { - fn.call(_this, resource, function () { - // if the before middleware marks the resource as complete, - // break and don't process any more before middleware - next(resource.isComplete ? {} : null); - }); - }, function () { - if (resource.isComplete) { - _this._onLoad(resource); - } - else { - resource._onLoadBinding = resource.onComplete.once(_this._onLoad, _this); - resource.load(); - } - }, true); - }; - /** Called once loading has started. */ - Loader.prototype._onStart = function () { - this.progress = 0; - this.loading = true; - this.onStart.dispatch(this); - }; - /** Called once each resource has loaded. */ - Loader.prototype._onComplete = function () { - this.progress = MAX_PROGRESS$1; - this.loading = false; - this.onComplete.dispatch(this, this.resources); - }; - /** - * Called each time a resources is loaded. - * @param resource - The resource that was loaded - */ - Loader.prototype._onLoad = function (resource) { - var _this = this; - resource._onLoadBinding = null; - // remove this resource from the async queue, and add it to our list of resources that are being parsed - this._resourcesParsing.push(resource); - resource._dequeue(); - // run all the after middleware for this resource - AsyncQueue$1.eachSeries(this._afterMiddleware, function (fn, next) { - fn.call(_this, resource, next); - }, function () { - resource.onAfterMiddleware.dispatch(resource); - _this.progress = Math.min(MAX_PROGRESS$1, _this.progress + resource.progressChunk); - _this.onProgress.dispatch(_this, resource); - if (resource.error) { - _this.onError.dispatch(resource.error, _this, resource); - } - else { - _this.onLoad.dispatch(_this, resource); - } - _this._resourcesParsing.splice(_this._resourcesParsing.indexOf(resource), 1); - // do completion check - if (_this._queue.idle() && _this._resourcesParsing.length === 0) { - _this._onComplete(); - } - }, true); - }; - /** Destroy the loader, removes references. */ - Loader.prototype.destroy = function () { - if (!this._protected) { - this.reset(); - } - }; - Object.defineProperty(Loader, "shared", { - /** A premade instance of the loader that can be used to load resources. */ - get: function () { - var shared = Loader._shared; - if (!shared) { - shared = new Loader(); - shared._protected = true; - Loader._shared = shared; - } - return shared; - }, - enumerable: false, - configurable: true - }); - /** - * Use the {@link PIXI.extensions.add} API to register plugins. - * @deprecated since 6.5.0 - * @param plugin - The plugin to add - * @returns Reference to PIXI.Loader for chaining - */ - Loader.registerPlugin = function (plugin) { - deprecation$1('6.5.0', 'Loader.registerPlugin() is deprecated, use extensions.add() instead.'); - extensions.add({ - type: ExtensionType.Loader, - ref: plugin, - }); - return Loader; - }; - Loader._plugins = []; - return Loader; - }()); - extensions.handleByList(ExtensionType.Loader, Loader$1._plugins); - Loader$1.prototype.add = function add(name, url, options, callback) { - // special case of an array of objects or urls - if (Array.isArray(name)) { - for (var i = 0; i < name.length; ++i) { - this.add(name[i]); - } - return this; - } - // if an object is passed instead of params - if (typeof name === 'object') { - options = name; - callback = url || options.callback || options.onComplete; - url = options.url; - name = options.name || options.key || options.url; - } - // case where no name is passed shift all args over by one. - if (typeof url !== 'string') { - callback = options; - options = url; - url = name; - } - // now that we shifted make sure we have a proper url. - if (typeof url !== 'string') { - throw new Error('No url passed to add resource to loader.'); - } - // options are optional so people might pass a function and no options - if (typeof options === 'function') { - callback = options; - options = null; - } - return this._add(name, url, options, callback); - }; - - /** - * Application plugin for supporting loader option. Installing the LoaderPlugin - * is not necessary if using **pixi.js** or **pixi.js-legacy**. - * @example - * import {AppLoaderPlugin} from '@pixi/loaders'; - * import {extensions} from '@pixi/core'; - * extensions.add(AppLoaderPlugin); - * @memberof PIXI - */ - var AppLoaderPlugin = /** @class */ (function () { - function AppLoaderPlugin() { - } - /** - * Called on application constructor - * @param options - * @private - */ - AppLoaderPlugin.init = function (options) { - options = Object.assign({ - sharedLoader: false, - }, options); - this.loader = options.sharedLoader ? Loader$1.shared : new Loader$1(); - }; - /** - * Called when application destroyed - * @private - */ - AppLoaderPlugin.destroy = function () { - if (this.loader) { - this.loader.destroy(); - this.loader = null; - } - }; - /** @ignore */ - AppLoaderPlugin.extension = ExtensionType.Application; - return AppLoaderPlugin; - }()); - - /** - * Loader plugin for handling Texture resources. - * @memberof PIXI - */ - var TextureLoader$1 = /** @class */ (function () { - function TextureLoader() { - } - /** Handle SVG elements a text, render with SVGResource. */ - TextureLoader.add = function () { - LoaderResource$1.setExtensionLoadType('svg', LoaderResource$1.LOAD_TYPE.XHR); - LoaderResource$1.setExtensionXhrType('svg', LoaderResource$1.XHR_RESPONSE_TYPE.TEXT); - }; - /** - * Called after a resource is loaded. - * @see PIXI.Loader.loaderMiddleware - * @param resource - * @param {Function} next - */ - TextureLoader.use = function (resource, next) { - // create a new texture if the data is an Image object - if (resource.data && (resource.type === LoaderResource$1.TYPE.IMAGE || resource.extension === 'svg')) { - var data = resource.data, url = resource.url, name = resource.name, metadata = resource.metadata; - Texture.fromLoader(data, url, name, metadata).then(function (texture) { - resource.texture = texture; - next(); - }) - // TODO: handle errors in Texture.fromLoader - // so we can pass them to the Loader - .catch(next); - } - else { - next(); - } - }; - /** @ignore */ - TextureLoader.extension = ExtensionType.Loader; - return TextureLoader; - }()); - - var _keyStr$1 = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/='; - /** - * Encodes binary into base64. - * @function encodeBinary - * @param {string} input - The input data to encode. - * @returns {string} The encoded base64 string - */ - function encodeBinary$1(input) { - var output = ''; - var inx = 0; - while (inx < input.length) { - // Fill byte buffer array - var bytebuffer = [0, 0, 0]; - var encodedCharIndexes = [0, 0, 0, 0]; - for (var jnx = 0; jnx < bytebuffer.length; ++jnx) { - if (inx < input.length) { - // throw away high-order byte, as documented at: - // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data - bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff; - } - else { - bytebuffer[jnx] = 0; - } - } - // Get each encoded character, 6 bits at a time - // index 1: first 6 bits - encodedCharIndexes[0] = bytebuffer[0] >> 2; - // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2) - encodedCharIndexes[1] = ((bytebuffer[0] & 0x3) << 4) | (bytebuffer[1] >> 4); - // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3) - encodedCharIndexes[2] = ((bytebuffer[1] & 0x0f) << 2) | (bytebuffer[2] >> 6); - // index 3: forth 6 bits (6 least significant bits from input byte 3) - encodedCharIndexes[3] = bytebuffer[2] & 0x3f; - // Determine whether padding happened, and adjust accordingly - var paddingBytes = inx - (input.length - 1); - switch (paddingBytes) { - case 2: - // Set last 2 characters to padding char - encodedCharIndexes[3] = 64; - encodedCharIndexes[2] = 64; - break; - case 1: - // Set last character to padding char - encodedCharIndexes[3] = 64; - break; - } - // Now we will grab each appropriate character out of our keystring - // based on our index array and append it to the output string - for (var jnx = 0; jnx < encodedCharIndexes.length; ++jnx) { - output += _keyStr$1.charAt(encodedCharIndexes[jnx]); - } - } - return output; - } - - /** - * A middleware for transforming XHR loaded Blobs into more useful objects - * @ignore - * @function parsing - * @example - * import { Loader, middleware } from 'resource-loader'; - * const loader = new Loader(); - * loader.use(middleware.parsing); - * @param resource - Current Resource - * @param next - Callback when complete - */ - function parsing$1(resource, next) { - if (!resource.data) { - next(); - return; - } - // if this was an XHR load of a blob - if (resource.xhr && resource.xhrType === LoaderResource$1.XHR_RESPONSE_TYPE.BLOB) { - // if there is no blob support we probably got a binary string back - if (!self.Blob || typeof resource.data === 'string') { - var type = resource.xhr.getResponseHeader('content-type'); - // this is an image, convert the binary string into a data url - if (type && type.indexOf('image') === 0) { - resource.data = new Image(); - resource.data.src = "data:" + type + ";base64," + encodeBinary$1(resource.xhr.responseText); - resource.type = LoaderResource$1.TYPE.IMAGE; - // wait until the image loads and then callback - resource.data.onload = function () { - resource.data.onload = null; - next(); - }; - // next will be called on load - return; - } - } - // if content type says this is an image, then we should transform the blob into an Image object - else if (resource.data.type.indexOf('image') === 0) { - var Url_1 = globalThis.URL || globalThis.webkitURL; - var src_1 = Url_1.createObjectURL(resource.data); - resource.blob = resource.data; - resource.data = new Image(); - resource.data.src = src_1; - resource.type = LoaderResource$1.TYPE.IMAGE; - // cleanup the no longer used blob after the image loads - // TODO: Is this correct? Will the image be invalid after revoking? - resource.data.onload = function () { - Url_1.revokeObjectURL(src_1); - resource.data.onload = null; - next(); - }; - // next will be called on load. - return; - } - } - next(); - } - - /** - * Parse any blob into more usable objects (e.g. Image). - * @memberof PIXI - */ - var ParsingLoader$1 = /** @class */ (function () { - function ParsingLoader() { - } - /** @ignore */ - ParsingLoader.extension = ExtensionType.Loader; - ParsingLoader.use = parsing$1; - return ParsingLoader; - }()); - - extensions.add(TextureLoader$1, ParsingLoader$1); - - /*! - * @pixi/loaders - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/loaders is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /* jshint -W097 */ - /** - * @memberof PIXI - */ - var SignalBinding = /** @class */ (function () { - /** - * SignalBinding constructor. - * @constructs SignalBinding - * @param {Function} fn - Event handler to be called. - * @param {boolean} [once=false] - Should this listener be removed after dispatch - * @param {object} [thisArg] - The context of the callback function. - * @api private - */ - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - function SignalBinding(fn, once, thisArg) { - if (once === void 0) { once = false; } - this._fn = fn; - this._once = once; - this._thisArg = thisArg; - this._next = this._prev = this._owner = null; - } - SignalBinding.prototype.detach = function () { - if (this._owner === null) - { return false; } - this._owner.detach(this); - return true; - }; - return SignalBinding; - }()); - /** - * @param self - * @param node - * @private - */ - function _addSignalBinding(self, node) { - if (!self._head) { - self._head = node; - self._tail = node; - } - else { - self._tail._next = node; - node._prev = self._tail; - self._tail = node; - } - node._owner = self; - return node; - } - /** - * @memberof PIXI - */ - var Signal = /** @class */ (function () { - /** - * MiniSignal constructor. - * @example - * let mySignal = new Signal(); - * let binding = mySignal.add(onSignal); - * mySignal.dispatch('foo', 'bar'); - * mySignal.detach(binding); - */ - function Signal() { - this._head = this._tail = undefined; - } - /** - * Return an array of attached SignalBinding. - * @param {boolean} [exists=false] - We only need to know if there are handlers. - * @returns {PIXI.SignalBinding[] | boolean} Array of attached SignalBinding or Boolean if called with exists = true - * @api public - */ - Signal.prototype.handlers = function (exists) { - if (exists === void 0) { exists = false; } - var node = this._head; - if (exists) - { return !!node; } - var ee = []; - while (node) { - ee.push(node); - node = node._next; - } - return ee; - }; - /** - * Return true if node is a SignalBinding attached to this MiniSignal - * @param {PIXI.SignalBinding} node - Node to check. - * @returns {boolean} True if node is attache to mini-signal - */ - Signal.prototype.has = function (node) { - if (!(node instanceof SignalBinding)) { - throw new Error('MiniSignal#has(): First arg must be a SignalBinding object.'); - } - return node._owner === this; - }; - /** - * Dispaches a signal to all registered listeners. - * @param {...any} args - * @returns {boolean} Indication if we've emitted an event. - */ - Signal.prototype.dispatch = function () { - var arguments$1 = arguments; - - var args = []; - for (var _i = 0; _i < arguments.length; _i++) { - args[_i] = arguments$1[_i]; - } - var node = this._head; - if (!node) - { return false; } - while (node) { - if (node._once) - { this.detach(node); } - node._fn.apply(node._thisArg, args); - node = node._next; - } - return true; - }; - /** - * Register a new listener. - * @param {Function} fn - Callback function. - * @param {object} [thisArg] - The context of the callback function. - * @returns {PIXI.SignalBinding} The SignalBinding node that was added. - */ - Signal.prototype.add = function (fn, thisArg) { - if (thisArg === void 0) { thisArg = null; } - if (typeof fn !== 'function') { - throw new Error('MiniSignal#add(): First arg must be a Function.'); - } - return _addSignalBinding(this, new SignalBinding(fn, false, thisArg)); - }; - /** - * Register a new listener that will be executed only once. - * @param {Function} fn - Callback function. - * @param {object} [thisArg] - The context of the callback function. - * @returns {PIXI.SignalBinding} The SignalBinding node that was added. - */ - Signal.prototype.once = function (fn, thisArg) { - if (thisArg === void 0) { thisArg = null; } - if (typeof fn !== 'function') { - throw new Error('MiniSignal#once(): First arg must be a Function.'); - } - return _addSignalBinding(this, new SignalBinding(fn, true, thisArg)); - }; - /** - * Remove binding object. - * @param {PIXI.SignalBinding} node - The binding node that will be removed. - * @returns {Signal} The instance on which this method was called. - @api public */ - Signal.prototype.detach = function (node) { - if (!(node instanceof SignalBinding)) { - throw new Error('MiniSignal#detach(): First arg must be a SignalBinding object.'); - } - if (node._owner !== this) - { return this; } // todo: or error? - if (node._prev) - { node._prev._next = node._next; } - if (node._next) - { node._next._prev = node._prev; } - if (node === this._head) { // first node - this._head = node._next; - if (node._next === null) { - this._tail = null; - } - } - else if (node === this._tail) { // last node - this._tail = node._prev; - this._tail._next = null; - } - node._owner = null; - return this; - }; - /** - * Detach all listeners. - * @returns {Signal} The instance on which this method was called. - */ - Signal.prototype.detachAll = function () { - var node = this._head; - if (!node) - { return this; } - this._head = this._tail = null; - while (node) { - node._owner = null; - node = node._next; - } - return this; - }; - return Signal; - }()); - - /** - * function from npm package `parseUri`, converted to TS to avoid leftpad incident - * @param {string} str - * @param [opts] - options - * @param {boolean} [opts.strictMode] - type of parser - */ - function parseUri(str, opts) { - opts = opts || {}; - var o = { - // eslint-disable-next-line max-len - key: ['source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host', 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'], - q: { - name: 'queryKey', - parser: /(?:^|&)([^&=]*)=?([^&]*)/g - }, - parser: { - // eslint-disable-next-line max-len - strict: /^(?:([^:\/?#]+):)?(?:\/\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?))?((((?:[^?#\/]*\/)*)([^?#]*))(?:\?([^#]*))?(?:#(.*))?)/, - // eslint-disable-next-line max-len - loose: /^(?:(?![^:@]+:[^:@\/]*@)([^:\/?#.]+):)?(?:\/\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?)(((\/(?:[^?#](?![^?#\/]*\.[^?#\/.]+(?:[?#]|$)))*\/?)?([^?#\/]*))(?:\?([^#]*))?(?:#(.*))?)/ - } - }; - var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str); - var uri = {}; - var i = 14; - while (i--) - { uri[o.key[i]] = m[i] || ''; } - uri[o.q.name] = {}; - uri[o.key[12]].replace(o.q.parser, function (_t0, t1, t2) { - if (t1) - { uri[o.q.name][t1] = t2; } - }); - return uri; - } - - // tests if CORS is supported in XHR, if not we need to use XDR - var useXdr; - var tempAnchor = null; - // some status constants - var STATUS_NONE = 0; - var STATUS_OK = 200; - var STATUS_EMPTY = 204; - var STATUS_IE_BUG_EMPTY = 1223; - var STATUS_TYPE_OK = 2; - // noop - function _noop$1() { } - /** - * Quick helper to set a value on one of the extension maps. Ensures there is no - * dot at the start of the extension. - * @ignore - * @param map - The map to set on. - * @param extname - The extension (or key) to set. - * @param val - The value to set. - */ - function setExtMap(map, extname, val) { - if (extname && extname.indexOf('.') === 0) { - extname = extname.substring(1); - } - if (!extname) { - return; - } - map[extname] = val; - } - /** - * Quick helper to get string xhr type. - * @ignore - * @param xhr - The request to check. - * @returns The type. - */ - function reqType(xhr) { - return xhr.toString().replace('object ', ''); - } - /** - * Manages the state and loading of a resource and all child resources. - * - * Can be extended in `GlobalMixins.LoaderResource`. - * @memberof PIXI - */ - var LoaderResource = /** @class */ (function () { - /** - * @param {string} name - The name of the resource to load. - * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass - * an array of sources. - * @param {object} [options] - The options for the load. - * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to - * determine automatically. - * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes - * longer than this time it is cancelled and the load is considered a failure. If this value is - * set to `0` then there is no explicit timeout. - * @param {PIXI.LoaderResource.LOAD_TYPE} [options.loadType=LOAD_TYPE.XHR] - How should this resource - * be loaded? - * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} [options.xhrType=XHR_RESPONSE_TYPE.DEFAULT] - How - * should the data being loaded be interpreted when using XHR? - * @param {PIXI.LoaderResource.IMetadata} [options.metadata] - Extra configuration for middleware - * and the Resource object. - */ - function LoaderResource(name, url, options) { - /** - * The `dequeue` method that will be used a storage place for the async queue dequeue method - * used privately by the loader. - * @private - * @member {Function} - */ - this._dequeue = _noop$1; - /** - * Used a storage place for the on load binding used privately by the loader. - * @private - * @member {Function} - */ - this._onLoadBinding = null; - /** - * The timer for element loads to check if they timeout. - * @private - */ - this._elementTimer = 0; - /** - * The `complete` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundComplete = null; - /** - * The `_onError` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundOnError = null; - /** - * The `_onProgress` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundOnProgress = null; - /** - * The `_onTimeout` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundOnTimeout = null; - this._boundXhrOnError = null; - this._boundXhrOnTimeout = null; - this._boundXhrOnAbort = null; - this._boundXhrOnLoad = null; - if (typeof name !== 'string' || typeof url !== 'string') { - throw new Error('Both name and url are required for constructing a resource.'); - } - options = options || {}; - this._flags = 0; - // set data url flag, needs to be set early for some _determineX checks to work. - this._setFlag(LoaderResource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0); - this.name = name; - this.url = url; - this.extension = this._getExtension(); - this.data = null; - this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin; - this.timeout = options.timeout || 0; - this.loadType = options.loadType || this._determineLoadType(); - // The type used to load the resource via XHR. If unset, determined automatically. - this.xhrType = options.xhrType; - // Extra info for middleware, and controlling specifics about how the resource loads. - // Note that if you pass in a `loadElement`, the Resource class takes ownership of it. - // Meaning it will modify it as it sees fit. - this.metadata = options.metadata || {}; - // The error that occurred while loading (if any). - this.error = null; - // The XHR object that was used to load this resource. This is only set - // when `loadType` is `LoaderResource.LOAD_TYPE.XHR`. - this.xhr = null; - // The child resources this resource owns. - this.children = []; - // The resource type. - this.type = LoaderResource.TYPE.UNKNOWN; - // The progress chunk owned by this resource. - this.progressChunk = 0; - // The `dequeue` method that will be used a storage place for the async queue dequeue method - // used privately by the loader. - this._dequeue = _noop$1; - // Used a storage place for the on load binding used privately by the loader. - this._onLoadBinding = null; - // The timer for element loads to check if they timeout. - this._elementTimer = 0; - this._boundComplete = this.complete.bind(this); - this._boundOnError = this._onError.bind(this); - this._boundOnProgress = this._onProgress.bind(this); - this._boundOnTimeout = this._onTimeout.bind(this); - // xhr callbacks - this._boundXhrOnError = this._xhrOnError.bind(this); - this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this); - this._boundXhrOnAbort = this._xhrOnAbort.bind(this); - this._boundXhrOnLoad = this._xhrOnLoad.bind(this); - // Dispatched when the resource beings to load. - this.onStart = new Signal(); - // Dispatched each time progress of this resource load updates. - // Not all resources types and loader systems can support this event - // so sometimes it may not be available. If the resource - // is being loaded on a modern browser, using XHR, and the remote server - // properly sets Content-Length headers, then this will be available. - this.onProgress = new Signal(); - // Dispatched once this resource has loaded, if there was an error it will - // be in the `error` property. - this.onComplete = new Signal(); - // Dispatched after this resource has had all the *after* middleware run on it. - this.onAfterMiddleware = new Signal(); - } - /** - * Sets the load type to be used for a specific extension. - * @static - * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" - * @param {PIXI.LoaderResource.LOAD_TYPE} loadType - The load type to set it to. - */ - LoaderResource.setExtensionLoadType = function (extname, loadType) { - setExtMap(LoaderResource._loadTypeMap, extname, loadType); - }; - /** - * Sets the load type to be used for a specific extension. - * @static - * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" - * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to. - */ - LoaderResource.setExtensionXhrType = function (extname, xhrType) { - setExtMap(LoaderResource._xhrTypeMap, extname, xhrType); - }; - Object.defineProperty(LoaderResource.prototype, "isDataUrl", { - /** - * When the resource starts to load. - * @memberof PIXI.LoaderResource - * @callback OnStartSignal - * @param {PIXI.Resource} resource - The resource that the event happened on. - */ - /** - * When the resource reports loading progress. - * @memberof PIXI.LoaderResource - * @callback OnProgressSignal - * @param {PIXI.Resource} resource - The resource that the event happened on. - * @param {number} percentage - The progress of the load in the range [0, 1]. - */ - /** - * When the resource finishes loading. - * @memberof PIXI.LoaderResource - * @callback OnCompleteSignal - * @param {PIXI.Resource} resource - The resource that the event happened on. - */ - /** - * @memberof PIXI.LoaderResource - * @typedef {object} IMetadata - * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The - * element to use for loading, instead of creating one. - * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This - * is useful if you want to pass in a `loadElement` that you already added load sources to. - * @property {string|string[]} [mimeType] - The mime type to use for the source element - * of a video/audio elment. If the urls are an array, you can pass this as an array as well - * where each index is the mime type to use for the corresponding url index. - */ - /** - * Stores whether or not this url is a data url. - * @readonly - * @member {boolean} - */ - get: function () { - return this._hasFlag(LoaderResource.STATUS_FLAGS.DATA_URL); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(LoaderResource.prototype, "isComplete", { - /** - * Describes if this resource has finished loading. Is true when the resource has completely - * loaded. - * @readonly - * @member {boolean} - */ - get: function () { - return this._hasFlag(LoaderResource.STATUS_FLAGS.COMPLETE); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(LoaderResource.prototype, "isLoading", { - /** - * Describes if this resource is currently loading. Is true when the resource starts loading, - * and is false again when complete. - * @readonly - * @member {boolean} - */ - get: function () { - return this._hasFlag(LoaderResource.STATUS_FLAGS.LOADING); - }, - enumerable: false, - configurable: true - }); - /** Marks the resource as complete. */ - LoaderResource.prototype.complete = function () { - this._clearEvents(); - this._finish(); - }; - /** - * Aborts the loading of this resource, with an optional message. - * @param {string} message - The message to use for the error - */ - LoaderResource.prototype.abort = function (message) { - // abort can be called multiple times, ignore subsequent calls. - if (this.error) { - return; - } - // store error - this.error = new Error(message); - // clear events before calling aborts - this._clearEvents(); - // abort the actual loading - if (this.xhr) { - this.xhr.abort(); - } - else if (this.xdr) { - this.xdr.abort(); - } - else if (this.data) { - // single source - if (this.data.src) { - this.data.src = LoaderResource.EMPTY_GIF; - } - // multi-source - else { - while (this.data.firstChild) { - this.data.removeChild(this.data.firstChild); - } - } - } - // done now. - this._finish(); - }; - /** - * Kicks off loading of this resource. This method is asynchronous. - * @param {PIXI.LoaderResource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded. - */ - LoaderResource.prototype.load = function (cb) { - var _this = this; - if (this.isLoading) { - return; - } - if (this.isComplete) { - if (cb) { - setTimeout(function () { return cb(_this); }, 1); - } - return; - } - else if (cb) { - this.onComplete.once(cb); - } - this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, true); - this.onStart.dispatch(this); - // if unset, determine the value - if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') { - this.crossOrigin = this._determineCrossOrigin(this.url); - } - switch (this.loadType) { - case LoaderResource.LOAD_TYPE.IMAGE: - this.type = LoaderResource.TYPE.IMAGE; - this._loadElement('image'); - break; - case LoaderResource.LOAD_TYPE.AUDIO: - this.type = LoaderResource.TYPE.AUDIO; - this._loadSourceElement('audio'); - break; - case LoaderResource.LOAD_TYPE.VIDEO: - this.type = LoaderResource.TYPE.VIDEO; - this._loadSourceElement('video'); - break; - case LoaderResource.LOAD_TYPE.XHR: - /* falls through */ - default: - if (typeof useXdr === 'undefined') { - useXdr = !!(globalThis.XDomainRequest && !('withCredentials' in (new XMLHttpRequest()))); - } - if (useXdr && this.crossOrigin) { - this._loadXdr(); - } - else { - this._loadXhr(); - } - break; - } - }; - /** - * Checks if the flag is set. - * @param flag - The flag to check. - * @returns True if the flag is set. - */ - LoaderResource.prototype._hasFlag = function (flag) { - return (this._flags & flag) !== 0; - }; - /** - * (Un)Sets the flag. - * @param flag - The flag to (un)set. - * @param value - Whether to set or (un)set the flag. - */ - LoaderResource.prototype._setFlag = function (flag, value) { - this._flags = value ? (this._flags | flag) : (this._flags & ~flag); - }; - /** Clears all the events from the underlying loading source. */ - LoaderResource.prototype._clearEvents = function () { - clearTimeout(this._elementTimer); - if (this.data && this.data.removeEventListener) { - this.data.removeEventListener('error', this._boundOnError, false); - this.data.removeEventListener('load', this._boundComplete, false); - this.data.removeEventListener('progress', this._boundOnProgress, false); - this.data.removeEventListener('canplaythrough', this._boundComplete, false); - } - if (this.xhr) { - if (this.xhr.removeEventListener) { - this.xhr.removeEventListener('error', this._boundXhrOnError, false); - this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false); - this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false); - this.xhr.removeEventListener('progress', this._boundOnProgress, false); - this.xhr.removeEventListener('load', this._boundXhrOnLoad, false); - } - else { - this.xhr.onerror = null; - this.xhr.ontimeout = null; - this.xhr.onprogress = null; - this.xhr.onload = null; - } - } - }; - /** Finalizes the load. */ - LoaderResource.prototype._finish = function () { - if (this.isComplete) { - throw new Error('Complete called again for an already completed resource.'); - } - this._setFlag(LoaderResource.STATUS_FLAGS.COMPLETE, true); - this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, false); - this.onComplete.dispatch(this); - }; - /** - * Loads this resources using an element that has a single source, - * like an HTMLImageElement. - * @private - * @param type - The type of element to use. - */ - LoaderResource.prototype._loadElement = function (type) { - if (this.metadata.loadElement) { - this.data = this.metadata.loadElement; - } - else if (type === 'image' && typeof globalThis.Image !== 'undefined') { - this.data = new Image(); - } - else { - this.data = document.createElement(type); - } - if (this.crossOrigin) { - this.data.crossOrigin = this.crossOrigin; - } - if (!this.metadata.skipSource) { - this.data.src = this.url; - } - this.data.addEventListener('error', this._boundOnError, false); - this.data.addEventListener('load', this._boundComplete, false); - this.data.addEventListener('progress', this._boundOnProgress, false); - if (this.timeout) { - this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); - } - }; - /** - * Loads this resources using an element that has multiple sources, - * like an HTMLAudioElement or HTMLVideoElement. - * @param type - The type of element to use. - */ - LoaderResource.prototype._loadSourceElement = function (type) { - if (this.metadata.loadElement) { - this.data = this.metadata.loadElement; - } - else if (type === 'audio' && typeof globalThis.Audio !== 'undefined') { - this.data = new Audio(); - } - else { - this.data = document.createElement(type); - } - if (this.data === null) { - this.abort("Unsupported element: " + type); - return; - } - if (this.crossOrigin) { - this.data.crossOrigin = this.crossOrigin; - } - if (!this.metadata.skipSource) { - // support for CocoonJS Canvas+ runtime, lacks document.createElement('source') - if (navigator.isCocoonJS) { - this.data.src = Array.isArray(this.url) ? this.url[0] : this.url; - } - else if (Array.isArray(this.url)) { - var mimeTypes = this.metadata.mimeType; - for (var i = 0; i < this.url.length; ++i) { - this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes)); - } - } - else { - var mimeTypes = this.metadata.mimeType; - this.data.appendChild(this._createSource(type, this.url, Array.isArray(mimeTypes) ? mimeTypes[0] : mimeTypes)); - } - } - this.data.addEventListener('error', this._boundOnError, false); - this.data.addEventListener('load', this._boundComplete, false); - this.data.addEventListener('progress', this._boundOnProgress, false); - this.data.addEventListener('canplaythrough', this._boundComplete, false); - this.data.load(); - if (this.timeout) { - this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); - } - }; - /** Loads this resources using an XMLHttpRequest. */ - LoaderResource.prototype._loadXhr = function () { - // if unset, determine the value - if (typeof this.xhrType !== 'string') { - this.xhrType = this._determineXhrType(); - } - var xhr = this.xhr = new XMLHttpRequest(); - // send credentials when crossOrigin with credentials requested - if (this.crossOrigin === 'use-credentials') { - xhr.withCredentials = true; - } - // set the request type and url - xhr.open('GET', this.url, true); - xhr.timeout = this.timeout; - // load json as text and parse it ourselves. We do this because some browsers - // *cough* safari *cough* can't deal with it. - if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON - || this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) { - xhr.responseType = LoaderResource.XHR_RESPONSE_TYPE.TEXT; - } - else { - xhr.responseType = this.xhrType; - } - xhr.addEventListener('error', this._boundXhrOnError, false); - xhr.addEventListener('timeout', this._boundXhrOnTimeout, false); - xhr.addEventListener('abort', this._boundXhrOnAbort, false); - xhr.addEventListener('progress', this._boundOnProgress, false); - xhr.addEventListener('load', this._boundXhrOnLoad, false); - xhr.send(); - }; - /** Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross). */ - LoaderResource.prototype._loadXdr = function () { - // if unset, determine the value - if (typeof this.xhrType !== 'string') { - this.xhrType = this._determineXhrType(); - } - var xdr = this.xhr = new globalThis.XDomainRequest(); // eslint-disable-line no-undef - // XDomainRequest has a few quirks. Occasionally it will abort requests - // A way to avoid this is to make sure ALL callbacks are set even if not used - // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9 - xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9 - xdr.onerror = this._boundXhrOnError; - xdr.ontimeout = this._boundXhrOnTimeout; - xdr.onprogress = this._boundOnProgress; - xdr.onload = this._boundXhrOnLoad; - xdr.open('GET', this.url, true); - // Note: The xdr.send() call is wrapped in a timeout to prevent an - // issue with the interface where some requests are lost if multiple - // XDomainRequests are being sent at the same time. - // Some info here: https://github.com/photonstorm/phaser/issues/1248 - setTimeout(function () { return xdr.send(); }, 1); - }; - /** - * Creates a source used in loading via an element. - * @param type - The element type (video or audio). - * @param url - The source URL to load from. - * @param [mime] - The mime type of the video - * @returns The source element. - */ - LoaderResource.prototype._createSource = function (type, url, mime) { - if (!mime) { - mime = type + "/" + this._getExtension(url); - } - var source = document.createElement('source'); - source.src = url; - source.type = mime; - return source; - }; - /** - * Called if a load errors out. - * @param event - The error event from the element that emits it. - */ - LoaderResource.prototype._onError = function (event) { - this.abort("Failed to load element using: " + event.target.nodeName); - }; - /** - * Called if a load progress event fires for an element or xhr/xdr. - * @param event - Progress event. - */ - LoaderResource.prototype._onProgress = function (event) { - if (event && event.lengthComputable) { - this.onProgress.dispatch(this, event.loaded / event.total); - } - }; - /** Called if a timeout event fires for an element. */ - LoaderResource.prototype._onTimeout = function () { - this.abort("Load timed out."); - }; - /** Called if an error event fires for xhr/xdr. */ - LoaderResource.prototype._xhrOnError = function () { - var xhr = this.xhr; - this.abort(reqType(xhr) + " Request failed. Status: " + xhr.status + ", text: \"" + xhr.statusText + "\""); - }; - /** Called if an error event fires for xhr/xdr. */ - LoaderResource.prototype._xhrOnTimeout = function () { - var xhr = this.xhr; - this.abort(reqType(xhr) + " Request timed out."); - }; - /** Called if an abort event fires for xhr/xdr. */ - LoaderResource.prototype._xhrOnAbort = function () { - var xhr = this.xhr; - this.abort(reqType(xhr) + " Request was aborted by the user."); - }; - /** Called when data successfully loads from an xhr/xdr request. */ - LoaderResource.prototype._xhrOnLoad = function () { - var xhr = this.xhr; - var text = ''; - var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200. - // responseText is accessible only if responseType is '' or 'text' and on older browsers - if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') { - text = xhr.responseText; - } - // status can be 0 when using the `file://` protocol so we also check if a response is set. - // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request. - if (status === STATUS_NONE && (text.length > 0 || xhr.responseType === LoaderResource.XHR_RESPONSE_TYPE.BUFFER)) { - status = STATUS_OK; - } - // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request - else if (status === STATUS_IE_BUG_EMPTY) { - status = STATUS_EMPTY; - } - var statusType = (status / 100) | 0; - if (statusType === STATUS_TYPE_OK) { - // if text, just return it - if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.TEXT) { - this.data = text; - this.type = LoaderResource.TYPE.TEXT; - } - // if json, parse into json object - else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON) { - try { - this.data = JSON.parse(text); - this.type = LoaderResource.TYPE.JSON; - } - catch (e) { - this.abort("Error trying to parse loaded json: " + e); - return; - } - } - // if xml, parse into an xml document or div element - else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) { - try { - if (globalThis.DOMParser) { - var domparser = new DOMParser(); - this.data = domparser.parseFromString(text, 'text/xml'); - } - else { - var div = document.createElement('div'); - div.innerHTML = text; - this.data = div; - } - this.type = LoaderResource.TYPE.XML; - } - catch (e$1) { - this.abort("Error trying to parse loaded xml: " + e$1); - return; - } - } - // other types just return the response - else { - this.data = xhr.response || text; - } - } - else { - this.abort("[" + xhr.status + "] " + xhr.statusText + ": " + xhr.responseURL); - return; - } - this.complete(); - }; - /** - * Sets the `crossOrigin` property for this resource based on if the url - * for this resource is cross-origin. If crossOrigin was manually set, this - * function does nothing. - * @private - * @param url - The url to test. - * @param [loc=globalThis.location] - The location object to test against. - * @returns The crossOrigin value to use (or empty string for none). - */ - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - LoaderResource.prototype._determineCrossOrigin = function (url, loc) { - // data: and javascript: urls are considered same-origin - if (url.indexOf('data:') === 0) { - return ''; - } - // A sandboxed iframe without the 'allow-same-origin' attribute will have a special - // origin designed not to match globalThis.location.origin, and will always require - // crossOrigin requests regardless of whether the location matches. - if (globalThis.origin !== globalThis.location.origin) { - return 'anonymous'; - } - // default is globalThis.location - loc = loc || globalThis.location; - if (!tempAnchor) { - tempAnchor = document.createElement('a'); - } - // let the browser determine the full href for the url of this resource and then - // parse with the node url lib, we can't use the properties of the anchor element - // because they don't work in IE9 :( - tempAnchor.href = url; - var parsedUrl = parseUri(tempAnchor.href, { strictMode: true }); - var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port); - var protocol = parsedUrl.protocol ? parsedUrl.protocol + ":" : ''; - // if cross origin - if (parsedUrl.host !== loc.hostname || !samePort || protocol !== loc.protocol) { - return 'anonymous'; - } - return ''; - }; - /** - * Determines the responseType of an XHR request based on the extension of the - * resource being loaded. - * @private - * @returns {PIXI.LoaderResource.XHR_RESPONSE_TYPE} The responseType to use. - */ - LoaderResource.prototype._determineXhrType = function () { - return LoaderResource._xhrTypeMap[this.extension] || LoaderResource.XHR_RESPONSE_TYPE.TEXT; - }; - /** - * Determines the loadType of a resource based on the extension of the - * resource being loaded. - * @private - * @returns {PIXI.LoaderResource.LOAD_TYPE} The loadType to use. - */ - LoaderResource.prototype._determineLoadType = function () { - return LoaderResource._loadTypeMap[this.extension] || LoaderResource.LOAD_TYPE.XHR; - }; - /** - * Extracts the extension (sans '.') of the file being loaded by the resource. - * @param [url] - url to parse, `this.url` by default. - * @returns The extension. - */ - LoaderResource.prototype._getExtension = function (url) { - if (url === void 0) { url = this.url; } - var ext = ''; - if (this.isDataUrl) { - var slashIndex = url.indexOf('/'); - ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex)); - } - else { - var queryStart = url.indexOf('?'); - var hashStart = url.indexOf('#'); - var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length); - url = url.substring(0, index); - ext = url.substring(url.lastIndexOf('.') + 1); - } - return ext.toLowerCase(); - }; - /** - * Determines the mime type of an XHR request based on the responseType of - * resource being loaded. - * @param type - The type to get a mime type for. - * @private - * @returns The mime type to use. - */ - LoaderResource.prototype._getMimeFromXhrType = function (type) { - switch (type) { - case LoaderResource.XHR_RESPONSE_TYPE.BUFFER: - return 'application/octet-binary'; - case LoaderResource.XHR_RESPONSE_TYPE.BLOB: - return 'application/blob'; - case LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT: - return 'application/xml'; - case LoaderResource.XHR_RESPONSE_TYPE.JSON: - return 'application/json'; - case LoaderResource.XHR_RESPONSE_TYPE.DEFAULT: - case LoaderResource.XHR_RESPONSE_TYPE.TEXT: - /* falls through */ - default: - return 'text/plain'; - } - }; - return LoaderResource; - }()); - // eslint-disable-next-line @typescript-eslint/no-namespace - (function (LoaderResource) { - (function (STATUS_FLAGS) { - /** None */ - STATUS_FLAGS[STATUS_FLAGS["NONE"] = 0] = "NONE"; - /** Data URL */ - STATUS_FLAGS[STATUS_FLAGS["DATA_URL"] = 1] = "DATA_URL"; - /** Complete */ - STATUS_FLAGS[STATUS_FLAGS["COMPLETE"] = 2] = "COMPLETE"; - /** Loading */ - STATUS_FLAGS[STATUS_FLAGS["LOADING"] = 4] = "LOADING"; - })(LoaderResource.STATUS_FLAGS || (LoaderResource.STATUS_FLAGS = {})); - (function (TYPE) { - /** Unknown */ - TYPE[TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - /** JSON */ - TYPE[TYPE["JSON"] = 1] = "JSON"; - /** XML */ - TYPE[TYPE["XML"] = 2] = "XML"; - /** Image */ - TYPE[TYPE["IMAGE"] = 3] = "IMAGE"; - /** Audio */ - TYPE[TYPE["AUDIO"] = 4] = "AUDIO"; - /** Video */ - TYPE[TYPE["VIDEO"] = 5] = "VIDEO"; - /** Plain text */ - TYPE[TYPE["TEXT"] = 6] = "TEXT"; - })(LoaderResource.TYPE || (LoaderResource.TYPE = {})); - (function (LOAD_TYPE) { - /** Uses XMLHttpRequest to load the resource. */ - LOAD_TYPE[LOAD_TYPE["XHR"] = 1] = "XHR"; - /** Uses an `Image` object to load the resource. */ - LOAD_TYPE[LOAD_TYPE["IMAGE"] = 2] = "IMAGE"; - /** Uses an `Audio` object to load the resource. */ - LOAD_TYPE[LOAD_TYPE["AUDIO"] = 3] = "AUDIO"; - /** Uses a `Video` object to load the resource. */ - LOAD_TYPE[LOAD_TYPE["VIDEO"] = 4] = "VIDEO"; - })(LoaderResource.LOAD_TYPE || (LoaderResource.LOAD_TYPE = {})); - (function (XHR_RESPONSE_TYPE) { - /** string */ - XHR_RESPONSE_TYPE["DEFAULT"] = "text"; - /** ArrayBuffer */ - XHR_RESPONSE_TYPE["BUFFER"] = "arraybuffer"; - /** Blob */ - XHR_RESPONSE_TYPE["BLOB"] = "blob"; - /** Document */ - XHR_RESPONSE_TYPE["DOCUMENT"] = "document"; - /** Object */ - XHR_RESPONSE_TYPE["JSON"] = "json"; - /** String */ - XHR_RESPONSE_TYPE["TEXT"] = "text"; - })(LoaderResource.XHR_RESPONSE_TYPE || (LoaderResource.XHR_RESPONSE_TYPE = {})); - LoaderResource._loadTypeMap = { - // images - gif: LoaderResource.LOAD_TYPE.IMAGE, - png: LoaderResource.LOAD_TYPE.IMAGE, - bmp: LoaderResource.LOAD_TYPE.IMAGE, - jpg: LoaderResource.LOAD_TYPE.IMAGE, - jpeg: LoaderResource.LOAD_TYPE.IMAGE, - tif: LoaderResource.LOAD_TYPE.IMAGE, - tiff: LoaderResource.LOAD_TYPE.IMAGE, - webp: LoaderResource.LOAD_TYPE.IMAGE, - tga: LoaderResource.LOAD_TYPE.IMAGE, - svg: LoaderResource.LOAD_TYPE.IMAGE, - 'svg+xml': LoaderResource.LOAD_TYPE.IMAGE, - // audio - mp3: LoaderResource.LOAD_TYPE.AUDIO, - ogg: LoaderResource.LOAD_TYPE.AUDIO, - wav: LoaderResource.LOAD_TYPE.AUDIO, - // videos - mp4: LoaderResource.LOAD_TYPE.VIDEO, - webm: LoaderResource.LOAD_TYPE.VIDEO, - }; - LoaderResource._xhrTypeMap = { - // xml - xhtml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - html: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - htm: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - xml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - tmx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - svg: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component. - // Since it is way less likely for people to be loading TypeScript files instead of Tiled files, - // this should probably be fine. - tsx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - // images - gif: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - png: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - bmp: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - jpg: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - jpeg: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - tif: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - tiff: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - webp: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - tga: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - // json - json: LoaderResource.XHR_RESPONSE_TYPE.JSON, - // text - text: LoaderResource.XHR_RESPONSE_TYPE.TEXT, - txt: LoaderResource.XHR_RESPONSE_TYPE.TEXT, - // fonts - ttf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER, - otf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER, - }; - // We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif - LoaderResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw=='; - })(LoaderResource || (LoaderResource = {})); - - /** - * Smaller version of the async library constructs. - * @ignore - */ - function _noop() { - } - /** - * Ensures a function is only called once. - * @ignore - * @param {Function} fn - The function to wrap. - * @returns {Function} The wrapping function. - */ - function onlyOnce(fn) { - return function onceWrapper() { - var arguments$1 = arguments; - - var args = []; - for (var _i = 0; _i < arguments.length; _i++) { - args[_i] = arguments$1[_i]; - } - if (fn === null) { - throw new Error('Callback was already called.'); - } - var callFn = fn; - fn = null; - callFn.apply(this, args); - }; - } - /** - * @private - * @memberof PIXI - */ - var AsyncQueueItem = /** @class */ (function () { - /** - * @param data - * @param callback - * @private - */ - function AsyncQueueItem(data, callback) { - this.data = data; - this.callback = callback; - } - return AsyncQueueItem; - }()); - /** - * @private - * @memberof PIXI - */ - var AsyncQueue = /** @class */ (function () { - /** - * @param worker - * @param concurrency - * @private - */ - function AsyncQueue(worker, concurrency) { - var _this = this; - if (concurrency === void 0) { concurrency = 1; } - this.workers = 0; - this.saturated = _noop; - this.unsaturated = _noop; - this.empty = _noop; - this.drain = _noop; - this.error = _noop; - this.started = false; - this.paused = false; - this._tasks = []; - this._insert = function (data, insertAtFront, callback) { - if (callback && typeof callback !== 'function') { - throw new Error('task callback must be a function'); - } - _this.started = true; - // eslint-disable-next-line no-eq-null,eqeqeq - if (data == null && _this.idle()) { - // call drain immediately if there are no tasks - setTimeout(function () { return _this.drain(); }, 1); - return; - } - var item = new AsyncQueueItem(data, typeof callback === 'function' ? callback : _noop); - if (insertAtFront) { - _this._tasks.unshift(item); - } - else { - _this._tasks.push(item); - } - setTimeout(_this.process, 1); - }; - this.process = function () { - while (!_this.paused && _this.workers < _this.concurrency && _this._tasks.length) { - var task = _this._tasks.shift(); - if (_this._tasks.length === 0) { - _this.empty(); - } - _this.workers += 1; - if (_this.workers === _this.concurrency) { - _this.saturated(); - } - _this._worker(task.data, onlyOnce(_this._next(task))); - } - }; - this._worker = worker; - if (concurrency === 0) { - throw new Error('Concurrency must not be zero'); - } - this.concurrency = concurrency; - this.buffer = concurrency / 4.0; - } - /** - * @param task - * @private - */ - AsyncQueue.prototype._next = function (task) { - var _this = this; - return function () { - var arguments$1 = arguments; - - var args = []; - for (var _i = 0; _i < arguments.length; _i++) { - args[_i] = arguments$1[_i]; - } - _this.workers -= 1; - task.callback.apply(task, args); - // eslint-disable-next-line no-eq-null,eqeqeq - if (args[0] != null) { - _this.error(args[0], task.data); - } - if (_this.workers <= (_this.concurrency - _this.buffer)) { - _this.unsaturated(); - } - if (_this.idle()) { - _this.drain(); - } - _this.process(); - }; - }; - // That was in object - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - AsyncQueue.prototype.push = function (data, callback) { - this._insert(data, false, callback); - }; - AsyncQueue.prototype.kill = function () { - this.workers = 0; - this.drain = _noop; - this.started = false; - this._tasks = []; - }; - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - AsyncQueue.prototype.unshift = function (data, callback) { - this._insert(data, true, callback); - }; - AsyncQueue.prototype.length = function () { - return this._tasks.length; - }; - AsyncQueue.prototype.running = function () { - return this.workers; - }; - AsyncQueue.prototype.idle = function () { - return this._tasks.length + this.workers === 0; - }; - AsyncQueue.prototype.pause = function () { - if (this.paused === true) { - return; - } - this.paused = true; - }; - AsyncQueue.prototype.resume = function () { - if (this.paused === false) { - return; - } - this.paused = false; - // Need to call this.process once per concurrent - // worker to preserve full concurrency after pause - for (var w = 1; w <= this.concurrency; w++) { - this.process(); - } - }; - /** - * Iterates an array in series. - * @param {Array.<*>} array - Array to iterate. - * @param {Function} iterator - Function to call for each element. - * @param {Function} callback - Function to call when done, or on error. - * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1. - */ - AsyncQueue.eachSeries = function (array, iterator, callback, deferNext) { - var i = 0; - var len = array.length; - function next(err) { - if (err || i === len) { - if (callback) { - callback(err); - } - return; - } - if (deferNext) { - setTimeout(function () { - iterator(array[i++], next); - }, 1); - } - else { - iterator(array[i++], next); - } - } - next(); - }; - /** - * Async queue implementation, - * @param {Function} worker - The worker function to call for each task. - * @param {number} concurrency - How many workers to run in parrallel. - * @returns {*} The async queue object. - */ - AsyncQueue.queue = function (worker, concurrency) { - return new AsyncQueue(worker, concurrency); - }; - return AsyncQueue; - }()); - - // some constants - var MAX_PROGRESS = 100; - var rgxExtractUrlHash = /(#[\w-]+)?$/; - /** - * The new loader, forked from Resource Loader by Chad Engler: https://github.com/englercj/resource-loader - * - * ```js - * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use. - * // or - * const loader = new PIXI.Loader(); // You can also create your own if you want - * - * const sprites = {}; - * - * // Chainable `add` to enqueue a resource - * loader.add('bunny', 'data/bunny.png') - * .add('spaceship', 'assets/spritesheet.json'); - * loader.add('scoreFont', 'assets/score.fnt'); - * - * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource. - * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc). - * loader.pre(cachingMiddleware); - * - * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource. - * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc). - * loader.use(parsingMiddleware); - * - * // The `load` method loads the queue of resources, and calls the passed in callback called once all - * // resources have loaded. - * loader.load((loader, resources) => { - * // resources is an object where the key is the name of the resource loaded and the value is the resource object. - * // They have a couple default properties: - * // - `url`: The URL that the resource was loaded from - * // - `error`: The error that happened when trying to load (if any) - * // - `data`: The raw data that was loaded - * // also may contain other properties based on the middleware that runs. - * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture); - * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture); - * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture); - * }); - * - * // throughout the process multiple signals can be dispatched. - * loader.onProgress.add(() => {}); // called once per loaded/errored file - * loader.onError.add(() => {}); // called once per errored file - * loader.onLoad.add(() => {}); // called once per loaded file - * loader.onComplete.add(() => {}); // called once when the queued resources all load. - * ``` - * @memberof PIXI - */ - var Loader = /** @class */ (function () { - /** - * @param baseUrl - The base url for all resources loaded by this loader. - * @param concurrency - The number of resources to load concurrently. - */ - function Loader(baseUrl, concurrency) { - var _this = this; - if (baseUrl === void 0) { baseUrl = ''; } - if (concurrency === void 0) { concurrency = 10; } - /** The progress percent of the loader going through the queue. */ - this.progress = 0; - /** Loading state of the loader, true if it is currently loading resources. */ - this.loading = false; - /** - * A querystring to append to every URL added to the loader. - * - * This should be a valid query string *without* the question-mark (`?`). The loader will - * also *not* escape values for you. Make sure to escape your parameters with - * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property. - * @example - * const loader = new Loader(); - * - * loader.defaultQueryString = 'user=me&password=secret'; - * - * // This will request 'image.png?user=me&password=secret' - * loader.add('image.png').load(); - * - * loader.reset(); - * - * // This will request 'image.png?v=1&user=me&password=secret' - * loader.add('iamge.png?v=1').load(); - */ - this.defaultQueryString = ''; - /** The middleware to run before loading each resource. */ - this._beforeMiddleware = []; - /** The middleware to run after loading each resource. */ - this._afterMiddleware = []; - /** The tracks the resources we are currently completing parsing for. */ - this._resourcesParsing = []; - /** - * The `_loadResource` function bound with this object context. - * @param r - The resource to load - * @param d - The dequeue function - */ - this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); }; - /** All the resources for this loader keyed by name. */ - this.resources = {}; - this.baseUrl = baseUrl; - this._beforeMiddleware = []; - this._afterMiddleware = []; - this._resourcesParsing = []; - this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); }; - this._queue = AsyncQueue.queue(this._boundLoadResource, concurrency); - this._queue.pause(); - this.resources = {}; - this.onProgress = new Signal(); - this.onError = new Signal(); - this.onLoad = new Signal(); - this.onStart = new Signal(); - this.onComplete = new Signal(); - for (var i = 0; i < Loader._plugins.length; ++i) { - var plugin = Loader._plugins[i]; - var pre = plugin.pre, use = plugin.use; - if (pre) { - this.pre(pre); - } - if (use) { - this.use(use); - } - } - this._protected = false; - } - /** - * Same as add, params have strict order - * @private - * @param name - The name of the resource to load. - * @param url - The url for this resource, relative to the baseUrl of this loader. - * @param options - The options for the load. - * @param callback - Function to call when this specific resource completes loading. - * @returns The loader itself. - */ - Loader.prototype._add = function (name, url, options, callback) { - // if loading already you can only add resources that have a parent. - if (this.loading && (!options || !options.parentResource)) { - throw new Error('Cannot add resources while the loader is running.'); - } - // check if resource already exists. - if (this.resources[name]) { - throw new Error("Resource named \"" + name + "\" already exists."); - } - // add base url if this isn't an absolute url - url = this._prepareUrl(url); - // create the store the resource - this.resources[name] = new LoaderResource(name, url, options); - if (typeof callback === 'function') { - this.resources[name].onAfterMiddleware.once(callback); - } - // if actively loading, make sure to adjust progress chunks for that parent and its children - if (this.loading) { - var parent = options.parentResource; - var incompleteChildren = []; - for (var i = 0; i < parent.children.length; ++i) { - if (!parent.children[i].isComplete) { - incompleteChildren.push(parent.children[i]); - } - } - var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent - var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child - parent.children.push(this.resources[name]); - parent.progressChunk = eachChunk; - for (var i = 0; i < incompleteChildren.length; ++i) { - incompleteChildren[i].progressChunk = eachChunk; - } - this.resources[name].progressChunk = eachChunk; - } - // add the resource to the queue - this._queue.push(this.resources[name]); - return this; - }; - /* eslint-enable require-jsdoc,valid-jsdoc */ - /** - * Sets up a middleware function that will run *before* the - * resource is loaded. - * @param fn - The middleware function to register. - * @returns The loader itself. - */ - Loader.prototype.pre = function (fn) { - this._beforeMiddleware.push(fn); - return this; - }; - /** - * Sets up a middleware function that will run *after* the - * resource is loaded. - * @param fn - The middleware function to register. - * @returns The loader itself. - */ - Loader.prototype.use = function (fn) { - this._afterMiddleware.push(fn); - return this; - }; - /** - * Resets the queue of the loader to prepare for a new load. - * @returns The loader itself. - */ - Loader.prototype.reset = function () { - this.progress = 0; - this.loading = false; - this._queue.kill(); - this._queue.pause(); - // abort all resource loads - for (var k in this.resources) { - var res = this.resources[k]; - if (res._onLoadBinding) { - res._onLoadBinding.detach(); - } - if (res.isLoading) { - res.abort('loader reset'); - } - } - this.resources = {}; - return this; - }; - /** - * Starts loading the queued resources. - * @param cb - Optional callback that will be bound to the `complete` event. - * @returns The loader itself. - */ - Loader.prototype.load = function (cb) { - deprecation$1('6.5.0', '@pixi/loaders is being replaced with @pixi/assets in the next major release.'); - // register complete callback if they pass one - if (typeof cb === 'function') { - this.onComplete.once(cb); - } - // if the queue has already started we are done here - if (this.loading) { - return this; - } - if (this._queue.idle()) { - this._onStart(); - this._onComplete(); - } - else { - // distribute progress chunks - var numTasks = this._queue._tasks.length; - var chunk = MAX_PROGRESS / numTasks; - for (var i = 0; i < this._queue._tasks.length; ++i) { - this._queue._tasks[i].data.progressChunk = chunk; - } - // notify we are starting - this._onStart(); - // start loading - this._queue.resume(); - } - return this; - }; - Object.defineProperty(Loader.prototype, "concurrency", { - /** - * The number of resources to load concurrently. - * @default 10 - */ - get: function () { - return this._queue.concurrency; - }, - set: function (concurrency) { - this._queue.concurrency = concurrency; - }, - enumerable: false, - configurable: true - }); - /** - * Prepares a url for usage based on the configuration of this object - * @param url - The url to prepare. - * @returns The prepared url. - */ - Loader.prototype._prepareUrl = function (url) { - var parsedUrl = parseUri(url, { strictMode: true }); - var result; - // absolute url, just use it as is. - if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) { - result = url; - } - // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween - else if (this.baseUrl.length - && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1 - && url.charAt(0) !== '/') { - result = this.baseUrl + "/" + url; - } - else { - result = this.baseUrl + url; - } - // if we need to add a default querystring, there is a bit more work - if (this.defaultQueryString) { - var hash = rgxExtractUrlHash.exec(result)[0]; - result = result.slice(0, result.length - hash.length); - if (result.indexOf('?') !== -1) { - result += "&" + this.defaultQueryString; - } - else { - result += "?" + this.defaultQueryString; - } - result += hash; - } - return result; - }; - /** - * Loads a single resource. - * @param resource - The resource to load. - * @param dequeue - The function to call when we need to dequeue this item. - */ - Loader.prototype._loadResource = function (resource, dequeue) { - var _this = this; - resource._dequeue = dequeue; - // run before middleware - AsyncQueue.eachSeries(this._beforeMiddleware, function (fn, next) { - fn.call(_this, resource, function () { - // if the before middleware marks the resource as complete, - // break and don't process any more before middleware - next(resource.isComplete ? {} : null); - }); - }, function () { - if (resource.isComplete) { - _this._onLoad(resource); - } - else { - resource._onLoadBinding = resource.onComplete.once(_this._onLoad, _this); - resource.load(); - } - }, true); - }; - /** Called once loading has started. */ - Loader.prototype._onStart = function () { - this.progress = 0; - this.loading = true; - this.onStart.dispatch(this); - }; - /** Called once each resource has loaded. */ - Loader.prototype._onComplete = function () { - this.progress = MAX_PROGRESS; - this.loading = false; - this.onComplete.dispatch(this, this.resources); - }; - /** - * Called each time a resources is loaded. - * @param resource - The resource that was loaded - */ - Loader.prototype._onLoad = function (resource) { - var _this = this; - resource._onLoadBinding = null; - // remove this resource from the async queue, and add it to our list of resources that are being parsed - this._resourcesParsing.push(resource); - resource._dequeue(); - // run all the after middleware for this resource - AsyncQueue.eachSeries(this._afterMiddleware, function (fn, next) { - fn.call(_this, resource, next); - }, function () { - resource.onAfterMiddleware.dispatch(resource); - _this.progress = Math.min(MAX_PROGRESS, _this.progress + resource.progressChunk); - _this.onProgress.dispatch(_this, resource); - if (resource.error) { - _this.onError.dispatch(resource.error, _this, resource); - } - else { - _this.onLoad.dispatch(_this, resource); - } - _this._resourcesParsing.splice(_this._resourcesParsing.indexOf(resource), 1); - // do completion check - if (_this._queue.idle() && _this._resourcesParsing.length === 0) { - _this._onComplete(); - } - }, true); - }; - /** Destroy the loader, removes references. */ - Loader.prototype.destroy = function () { - if (!this._protected) { - this.reset(); - } - }; - Object.defineProperty(Loader, "shared", { - /** A premade instance of the loader that can be used to load resources. */ - get: function () { - var shared = Loader._shared; - if (!shared) { - shared = new Loader(); - shared._protected = true; - Loader._shared = shared; - } - return shared; - }, - enumerable: false, - configurable: true - }); - /** - * Use the {@link PIXI.extensions.add} API to register plugins. - * @deprecated since 6.5.0 - * @param plugin - The plugin to add - * @returns Reference to PIXI.Loader for chaining - */ - Loader.registerPlugin = function (plugin) { - deprecation$1('6.5.0', 'Loader.registerPlugin() is deprecated, use extensions.add() instead.'); - extensions.add({ - type: ExtensionType.Loader, - ref: plugin, - }); - return Loader; - }; - Loader._plugins = []; - return Loader; - }()); - extensions.handleByList(ExtensionType.Loader, Loader._plugins); - Loader.prototype.add = function add(name, url, options, callback) { - // special case of an array of objects or urls - if (Array.isArray(name)) { - for (var i = 0; i < name.length; ++i) { - this.add(name[i]); - } - return this; - } - // if an object is passed instead of params - if (typeof name === 'object') { - options = name; - callback = url || options.callback || options.onComplete; - url = options.url; - name = options.name || options.key || options.url; - } - // case where no name is passed shift all args over by one. - if (typeof url !== 'string') { - callback = options; - options = url; - url = name; - } - // now that we shifted make sure we have a proper url. - if (typeof url !== 'string') { - throw new Error('No url passed to add resource to loader.'); - } - // options are optional so people might pass a function and no options - if (typeof options === 'function') { - callback = options; - options = null; - } - return this._add(name, url, options, callback); - }; - - /** - * Application plugin for supporting loader option. Installing the LoaderPlugin - * is not necessary if using **pixi.js** or **pixi.js-legacy**. - * @example - * import {AppLoaderPlugin} from '@pixi/loaders'; - * import {extensions} from '@pixi/core'; - * extensions.add(AppLoaderPlugin); - * @memberof PIXI - */ - /** @class */ ((function () { - function AppLoaderPlugin() { - } - /** - * Called on application constructor - * @param options - * @private - */ - AppLoaderPlugin.init = function (options) { - options = Object.assign({ - sharedLoader: false, - }, options); - this.loader = options.sharedLoader ? Loader.shared : new Loader(); - }; - /** - * Called when application destroyed - * @private - */ - AppLoaderPlugin.destroy = function () { - if (this.loader) { - this.loader.destroy(); - this.loader = null; - } - }; - /** @ignore */ - AppLoaderPlugin.extension = ExtensionType.Application; - return AppLoaderPlugin; - })()); - - /** - * Loader plugin for handling Texture resources. - * @memberof PIXI - */ - var TextureLoader = /** @class */ (function () { - function TextureLoader() { - } - /** Handle SVG elements a text, render with SVGResource. */ - TextureLoader.add = function () { - LoaderResource.setExtensionLoadType('svg', LoaderResource.LOAD_TYPE.XHR); - LoaderResource.setExtensionXhrType('svg', LoaderResource.XHR_RESPONSE_TYPE.TEXT); - }; - /** - * Called after a resource is loaded. - * @see PIXI.Loader.loaderMiddleware - * @param resource - * @param {Function} next - */ - TextureLoader.use = function (resource, next) { - // create a new texture if the data is an Image object - if (resource.data && (resource.type === LoaderResource.TYPE.IMAGE || resource.extension === 'svg')) { - var data = resource.data, url = resource.url, name = resource.name, metadata = resource.metadata; - Texture$1.fromLoader(data, url, name, metadata).then(function (texture) { - resource.texture = texture; - next(); - }) - // TODO: handle errors in Texture.fromLoader - // so we can pass them to the Loader - .catch(next); - } - else { - next(); - } - }; - /** @ignore */ - TextureLoader.extension = ExtensionType.Loader; - return TextureLoader; - }()); - - var _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/='; - /** - * Encodes binary into base64. - * @function encodeBinary - * @param {string} input - The input data to encode. - * @returns {string} The encoded base64 string - */ - function encodeBinary(input) { - var output = ''; - var inx = 0; - while (inx < input.length) { - // Fill byte buffer array - var bytebuffer = [0, 0, 0]; - var encodedCharIndexes = [0, 0, 0, 0]; - for (var jnx = 0; jnx < bytebuffer.length; ++jnx) { - if (inx < input.length) { - // throw away high-order byte, as documented at: - // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data - bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff; - } - else { - bytebuffer[jnx] = 0; - } - } - // Get each encoded character, 6 bits at a time - // index 1: first 6 bits - encodedCharIndexes[0] = bytebuffer[0] >> 2; - // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2) - encodedCharIndexes[1] = ((bytebuffer[0] & 0x3) << 4) | (bytebuffer[1] >> 4); - // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3) - encodedCharIndexes[2] = ((bytebuffer[1] & 0x0f) << 2) | (bytebuffer[2] >> 6); - // index 3: forth 6 bits (6 least significant bits from input byte 3) - encodedCharIndexes[3] = bytebuffer[2] & 0x3f; - // Determine whether padding happened, and adjust accordingly - var paddingBytes = inx - (input.length - 1); - switch (paddingBytes) { - case 2: - // Set last 2 characters to padding char - encodedCharIndexes[3] = 64; - encodedCharIndexes[2] = 64; - break; - case 1: - // Set last character to padding char - encodedCharIndexes[3] = 64; - break; - } - // Now we will grab each appropriate character out of our keystring - // based on our index array and append it to the output string - for (var jnx = 0; jnx < encodedCharIndexes.length; ++jnx) { - output += _keyStr.charAt(encodedCharIndexes[jnx]); - } - } - return output; - } - - /** - * A middleware for transforming XHR loaded Blobs into more useful objects - * @ignore - * @function parsing - * @example - * import { Loader, middleware } from 'resource-loader'; - * const loader = new Loader(); - * loader.use(middleware.parsing); - * @param resource - Current Resource - * @param next - Callback when complete - */ - function parsing(resource, next) { - if (!resource.data) { - next(); - return; - } - // if this was an XHR load of a blob - if (resource.xhr && resource.xhrType === LoaderResource.XHR_RESPONSE_TYPE.BLOB) { - // if there is no blob support we probably got a binary string back - if (!self.Blob || typeof resource.data === 'string') { - var type = resource.xhr.getResponseHeader('content-type'); - // this is an image, convert the binary string into a data url - if (type && type.indexOf('image') === 0) { - resource.data = new Image(); - resource.data.src = "data:" + type + ";base64," + encodeBinary(resource.xhr.responseText); - resource.type = LoaderResource.TYPE.IMAGE; - // wait until the image loads and then callback - resource.data.onload = function () { - resource.data.onload = null; - next(); - }; - // next will be called on load - return; - } - } - // if content type says this is an image, then we should transform the blob into an Image object - else if (resource.data.type.indexOf('image') === 0) { - var Url_1 = globalThis.URL || globalThis.webkitURL; - var src_1 = Url_1.createObjectURL(resource.data); - resource.blob = resource.data; - resource.data = new Image(); - resource.data.src = src_1; - resource.type = LoaderResource.TYPE.IMAGE; - // cleanup the no longer used blob after the image loads - // TODO: Is this correct? Will the image be invalid after revoking? - resource.data.onload = function () { - Url_1.revokeObjectURL(src_1); - resource.data.onload = null; - next(); - }; - // next will be called on load. - return; - } - } - next(); - } - - /** - * Parse any blob into more usable objects (e.g. Image). - * @memberof PIXI - */ - var ParsingLoader = /** @class */ (function () { - function ParsingLoader() { - } - /** @ignore */ - ParsingLoader.extension = ExtensionType.Loader; - ParsingLoader.use = parsing; - return ParsingLoader; - }()); - - extensions.add(TextureLoader, ParsingLoader); - - /*! - * @pixi/compressed-textures - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/compressed-textures is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - var _a$2; - /** - * WebGL internal formats, including compressed texture formats provided by extensions - * @memberof PIXI - * @static - * @name INTERNAL_FORMATS - * @enum {number} - * @property {number} [COMPRESSED_RGB_S3TC_DXT1_EXT=0x83F0] - - * @property {number} [COMPRESSED_RGBA_S3TC_DXT1_EXT=0x83F1] - - * @property {number} [COMPRESSED_RGBA_S3TC_DXT3_EXT=0x83F2] - - * @property {number} [COMPRESSED_RGBA_S3TC_DXT5_EXT=0x83F3] - - * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT=35917] - - * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT=35918] - - * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT=35919] - - * @property {number} [COMPRESSED_SRGB_S3TC_DXT1_EXT=35916] - - * @property {number} [COMPRESSED_R11_EAC=0x9270] - - * @property {number} [COMPRESSED_SIGNED_R11_EAC=0x9271] - - * @property {number} [COMPRESSED_RG11_EAC=0x9272] - - * @property {number} [COMPRESSED_SIGNED_RG11_EAC=0x9273] - - * @property {number} [COMPRESSED_RGB8_ETC2=0x9274] - - * @property {number} [COMPRESSED_RGBA8_ETC2_EAC=0x9278] - - * @property {number} [COMPRESSED_SRGB8_ETC2=0x9275] - - * @property {number} [COMPRESSED_SRGB8_ALPHA8_ETC2_EAC=0x9279] - - * @property {number} [COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9276] - - * @property {number} [COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9277] - - * @property {number} [COMPRESSED_RGB_PVRTC_4BPPV1_IMG=0x8C00] - - * @property {number} [COMPRESSED_RGBA_PVRTC_4BPPV1_IMG=0x8C02] - - * @property {number} [COMPRESSED_RGB_PVRTC_2BPPV1_IMG=0x8C01] - - * @property {number} [COMPRESSED_RGBA_PVRTC_2BPPV1_IMG=0x8C03] - - * @property {number} [COMPRESSED_RGB_ETC1_WEBGL=0x8D64] - - * @property {number} [COMPRESSED_RGB_ATC_WEBGL=0x8C92] - - * @property {number} [COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL=0x8C92] - - * @property {number} [COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL=0x87EE] - - */ - var INTERNAL_FORMATS; - (function (INTERNAL_FORMATS) { - // WEBGL_compressed_texture_s3tc - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_S3TC_DXT1_EXT"] = 33776] = "COMPRESSED_RGB_S3TC_DXT1_EXT"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_S3TC_DXT1_EXT"] = 33777] = "COMPRESSED_RGBA_S3TC_DXT1_EXT"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_S3TC_DXT3_EXT"] = 33778] = "COMPRESSED_RGBA_S3TC_DXT3_EXT"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_S3TC_DXT5_EXT"] = 33779] = "COMPRESSED_RGBA_S3TC_DXT5_EXT"; - // WEBGL_compressed_texture_s3tc_srgb - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT"] = 35917] = "COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT"] = 35918] = "COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT"] = 35919] = "COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_S3TC_DXT1_EXT"] = 35916] = "COMPRESSED_SRGB_S3TC_DXT1_EXT"; - // WEBGL_compressed_texture_etc - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_R11_EAC"] = 37488] = "COMPRESSED_R11_EAC"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SIGNED_R11_EAC"] = 37489] = "COMPRESSED_SIGNED_R11_EAC"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RG11_EAC"] = 37490] = "COMPRESSED_RG11_EAC"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SIGNED_RG11_EAC"] = 37491] = "COMPRESSED_SIGNED_RG11_EAC"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB8_ETC2"] = 37492] = "COMPRESSED_RGB8_ETC2"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA8_ETC2_EAC"] = 37496] = "COMPRESSED_RGBA8_ETC2_EAC"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB8_ETC2"] = 37493] = "COMPRESSED_SRGB8_ETC2"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"] = 37497] = "COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"] = 37494] = "COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"] = 37495] = "COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; - // WEBGL_compressed_texture_pvrtc - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_PVRTC_4BPPV1_IMG"] = 35840] = "COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"] = 35842] = "COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_PVRTC_2BPPV1_IMG"] = 35841] = "COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"] = 35843] = "COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; - // WEBGL_compressed_texture_etc1 - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_ETC1_WEBGL"] = 36196] = "COMPRESSED_RGB_ETC1_WEBGL"; - // WEBGL_compressed_texture_atc - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_ATC_WEBGL"] = 35986] = "COMPRESSED_RGB_ATC_WEBGL"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL"] = 35986] = "COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL"] = 34798] = "COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL"; - })(INTERNAL_FORMATS || (INTERNAL_FORMATS = {})); - /** - * Maps the compressed texture formats in {@link PIXI.INTERNAL_FORMATS} to the number of bytes taken by - * each texel. - * @memberof PIXI - * @static - * @ignore - */ - var INTERNAL_FORMAT_TO_BYTES_PER_PIXEL = (_a$2 = {}, - // WEBGL_compressed_texture_s3tc - _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_S3TC_DXT1_EXT] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT] = 1, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT] = 1, - // WEBGL_compressed_texture_s3tc - _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_S3TC_DXT1_EXT] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT] = 1, - _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT] = 1, - // WEBGL_compressed_texture_etc - _a$2[INTERNAL_FORMATS.COMPRESSED_R11_EAC] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_SIGNED_R11_EAC] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_RG11_EAC] = 1, - _a$2[INTERNAL_FORMATS.COMPRESSED_SIGNED_RG11_EAC] = 1, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGB8_ETC2] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA8_ETC2_EAC] = 1, - _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_ETC2] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC] = 1, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5, - // WEBGL_compressed_texture_pvrtc - _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_4BPPV1_IMG] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_2BPPV1_IMG] = 0.25, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG] = 0.25, - // WEBGL_compressed_texture_etc1 - _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_ETC1_WEBGL] = 0.5, - // @see https://www.khronos.org/registry/OpenGL/extensions/AMD/AMD_compressed_ATC_texture.txt - // WEBGL_compressed_texture_atc - _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_ATC_WEBGL] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL] = 1, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL] = 1, - _a$2); - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$i = function(d, b) { - extendStatics$i = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$i(d, b); - }; - - function __extends$i(d, b) { - extendStatics$i(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - function __awaiter(thisArg, _arguments, P, generator) { - function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); } - return new (P || (P = Promise))(function (resolve, reject) { - function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } } - function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } } - function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); } - step((generator = generator.apply(thisArg, _arguments || [])).next()); - }); - } - - function __generator(thisArg, body) { - var _ = { label: 0, sent: function() { if (t[0] & 1) { throw t[1]; } return t[1]; }, trys: [], ops: [] }, f, y, t, g; - return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g; - function verb(n) { return function (v) { return step([n, v]); }; } - function step(op) { - if (f) { throw new TypeError("Generator is already executing."); } - while (_) { try { - if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) { return t; } - if (y = 0, t) { op = [op[0] & 2, t.value]; } - switch (op[0]) { - case 0: case 1: t = op; break; - case 4: _.label++; return { value: op[1], done: false }; - case 5: _.label++; y = op[1]; op = [0]; continue; - case 7: op = _.ops.pop(); _.trys.pop(); continue; - default: - if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; } - if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; } - if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; } - if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; } - if (t[2]) { _.ops.pop(); } - _.trys.pop(); continue; - } - op = body.call(thisArg, _); - } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; } } - if (op[0] & 5) { throw op[1]; } return { value: op[0] ? op[1] : void 0, done: true }; - } - } - - /** - * Resource that fetches texture data over the network and stores it in a buffer. - * @class - * @extends PIXI.Resource - * @memberof PIXI - */ - var BlobResource = /** @class */ (function (_super) { - __extends$i(BlobResource, _super); - /** - * @param {string} source - the URL of the texture file - * @param {PIXI.IBlobOptions} options - * @param {boolean}[options.autoLoad] - whether to fetch the data immediately; - * you can fetch it later via {@link BlobResource#load} - * @param {boolean}[options.width] - the width in pixels. - * @param {boolean}[options.height] - the height in pixels. - */ - function BlobResource(source, options) { - if (options === void 0) { options = { width: 1, height: 1, autoLoad: true }; } - var _this = this; - var origin; - var data; - if (typeof source === 'string') { - origin = source; - data = new Uint8Array(); - } - else { - origin = null; - data = source; - } - _this = _super.call(this, data, options) || this; - /** - * The URL of the texture file - * @member {string} - */ - _this.origin = origin; - /** - * The viewable buffer on the data - * @member {ViewableBuffer} - */ - // HINT: BlobResource allows "null" sources, assuming the child class provides an alternative - _this.buffer = data ? new ViewableBuffer$1(data) : null; - // Allow autoLoad = "undefined" still load the resource by default - if (_this.origin && options.autoLoad !== false) { - _this.load(); - } - if (data && data.length) { - _this.loaded = true; - _this.onBlobLoaded(_this.buffer.rawBinaryData); - } - return _this; - } - BlobResource.prototype.onBlobLoaded = function (_data) { - // TODO: Override this method - }; - /** Loads the blob */ - BlobResource.prototype.load = function () { - return __awaiter(this, void 0, Promise, function () { - var response, blob, arrayBuffer; - return __generator(this, function (_a) { - switch (_a.label) { - case 0: return [4 /*yield*/, fetch(this.origin)]; - case 1: - response = _a.sent(); - return [4 /*yield*/, response.blob()]; - case 2: - blob = _a.sent(); - return [4 /*yield*/, blob.arrayBuffer()]; - case 3: - arrayBuffer = _a.sent(); - this.data = new Uint32Array(arrayBuffer); - this.buffer = new ViewableBuffer$1(arrayBuffer); - this.loaded = true; - this.onBlobLoaded(arrayBuffer); - this.update(); - return [2 /*return*/, this]; - } - }); - }); - }; - return BlobResource; - }(BufferResource$1)); - - /** - * Resource for compressed texture formats, as follows: S3TC/DXTn (& their sRGB formats), ATC, ASTC, ETC 1/2, PVRTC. - * - * Compressed textures improve performance when rendering is texture-bound. The texture data stays compressed in - * graphics memory, increasing memory locality and speeding up texture fetches. These formats can also be used to store - * more detail in the same amount of memory. - * - * For most developers, container file formats are a better abstraction instead of directly handling raw texture - * data. PixiJS provides native support for the following texture file formats (via {@link PIXI.Loader}): - * - * **.dds** - the DirectDraw Surface file format stores DXTn (DXT-1,3,5) data. See {@link PIXI.DDSLoader} - * **.ktx** - the Khronos Texture Container file format supports storing all the supported WebGL compression formats. - * See {@link PIXI.KTXLoader}. - * **.basis** - the BASIS supercompressed file format stores texture data in an internal format that is transcoded - * to the compression format supported on the device at _runtime_. It also supports transcoding into a uncompressed - * format as a fallback; you must install the `@pixi/basis-loader`, `@pixi/basis-transcoder` packages separately to - * use these files. See {@link PIXI.BasisLoader}. - * - * The loaders for the aforementioned formats use `CompressedTextureResource` internally. It is strongly suggested that - * they be used instead. - * - * ## Working directly with CompressedTextureResource - * - * Since `CompressedTextureResource` inherits `BlobResource`, you can provide it a URL pointing to a file containing - * the raw texture data (with no file headers!): - * - * ```js - * // The resource backing the texture data for your textures. - * // NOTE: You can also provide a ArrayBufferView instead of a URL. This is used when loading data from a container file - * // format such as KTX, DDS, or BASIS. - * const compressedResource = new PIXI.CompressedTextureResource("bunny.dxt5", { - * format: PIXI.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, - * width: 256, - * height: 256 - * }); - * - * // You can create a base-texture to the cache, so that future `Texture`s can be created using the `Texture.from` API. - * const baseTexture = new PIXI.BaseTexture(compressedResource, { pmaMode: PIXI.ALPHA_MODES.NPM }); - * - * // Create a Texture to add to the TextureCache - * const texture = new PIXI.Texture(baseTexture); - * - * // Add baseTexture & texture to the global texture cache - * PIXI.BaseTexture.addToCache(baseTexture, "bunny.dxt5"); - * PIXI.Texture.addToCache(texture, "bunny.dxt5"); - * ``` - * @memberof PIXI - */ - var CompressedTextureResource = /** @class */ (function (_super) { - __extends$i(CompressedTextureResource, _super); - /** - * @param source - the buffer/URL holding the compressed texture data - * @param options - * @param {PIXI.INTERNAL_FORMATS} options.format - the compression format - * @param {number} options.width - the image width in pixels. - * @param {number} options.height - the image height in pixels. - * @param {number} [options.level=1] - the mipmap levels stored in the compressed texture, including level 0. - * @param {number} [options.levelBuffers] - the buffers for each mipmap level. `CompressedTextureResource` can allows you - * to pass `null` for `source`, for cases where each level is stored in non-contiguous memory. - */ - function CompressedTextureResource(source, options) { - var _this = _super.call(this, source, options) || this; - _this.format = options.format; - _this.levels = options.levels || 1; - _this._width = options.width; - _this._height = options.height; - _this._extension = CompressedTextureResource._formatToExtension(_this.format); - if (options.levelBuffers || _this.buffer) { - // ViewableBuffer doesn't support byteOffset :-( so allow source to be Uint8Array - _this._levelBuffers = options.levelBuffers - || CompressedTextureResource._createLevelBuffers(source instanceof Uint8Array ? source : _this.buffer.uint8View, _this.format, _this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode - _this.width, _this.height); - } - return _this; - } - /** - * @override - * @param renderer - A reference to the current renderer - * @param _texture - the texture - * @param _glTexture - texture instance for this webgl context - */ - CompressedTextureResource.prototype.upload = function (renderer, _texture, _glTexture) { - var gl = renderer.gl; - var extension = renderer.context.extensions[this._extension]; - if (!extension) { - throw new Error(this._extension + " textures are not supported on the current machine"); - } - if (!this._levelBuffers) { - // Do not try to upload data before BlobResource loads, unless the levelBuffers were provided directly! - return false; - } - for (var i = 0, j = this.levels; i < j; i++) { - var _a = this._levelBuffers[i], levelID = _a.levelID, levelWidth = _a.levelWidth, levelHeight = _a.levelHeight, levelBuffer = _a.levelBuffer; - gl.compressedTexImage2D(gl.TEXTURE_2D, levelID, this.format, levelWidth, levelHeight, 0, levelBuffer); - } - return true; - }; - /** @protected */ - CompressedTextureResource.prototype.onBlobLoaded = function () { - this._levelBuffers = CompressedTextureResource._createLevelBuffers(this.buffer.uint8View, this.format, this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode - this.width, this.height); - }; - /** - * Returns the key (to ContextSystem#extensions) for the WebGL extension supporting the compression format - * @private - * @param format - the compression format to get the extension for. - */ - CompressedTextureResource._formatToExtension = function (format) { - if (format >= 0x83F0 && format <= 0x83F3) { - return 's3tc'; - } - else if (format >= 0x9270 && format <= 0x9279) { - return 'etc'; - } - else if (format >= 0x8C00 && format <= 0x8C03) { - return 'pvrtc'; - } - else if (format >= 0x8D64) { - return 'etc1'; - } - else if (format >= 0x8C92 && format <= 0x87EE) { - return 'atc'; - } - throw new Error('Invalid (compressed) texture format given!'); - }; - /** - * Pre-creates buffer views for each mipmap level - * @private - * @param buffer - - * @param format - compression formats - * @param levels - mipmap levels - * @param blockWidth - - * @param blockHeight - - * @param imageWidth - width of the image in pixels - * @param imageHeight - height of the image in pixels - */ - CompressedTextureResource._createLevelBuffers = function (buffer, format, levels, blockWidth, blockHeight, imageWidth, imageHeight) { - // The byte-size of the first level buffer - var buffers = new Array(levels); - var offset = buffer.byteOffset; - var levelWidth = imageWidth; - var levelHeight = imageHeight; - var alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1); - var alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1); - var levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format]; - for (var i = 0; i < levels; i++) { - buffers[i] = { - levelID: i, - levelWidth: levels > 1 ? levelWidth : alignedLevelWidth, - levelHeight: levels > 1 ? levelHeight : alignedLevelHeight, - levelBuffer: new Uint8Array(buffer.buffer, offset, levelSize) - }; - offset += levelSize; - // Calculate levelBuffer dimensions for next iteration - levelWidth = (levelWidth >> 1) || 1; - levelHeight = (levelHeight >> 1) || 1; - alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1); - alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1); - levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format]; - } - return buffers; - }; - return CompressedTextureResource; - }(BlobResource)); - - /* eslint-enable camelcase */ - /** - * Loader plugin for handling compressed textures for all platforms. - * @class - * @memberof PIXI - * @implements {PIXI.ILoaderPlugin} - */ - var CompressedTextureLoader = /** @class */ (function () { - function CompressedTextureLoader() { - } - /** - * Called after a compressed-textures manifest is loaded. - * - * This will then load the correct compression format for the device. Your manifest should adhere - * to the following schema: - * - * ```js - * import { INTERNAL_FORMATS } from '@pixi/constants'; - * - * type CompressedTextureManifest = { - * textures: Array<{ src: string, format?: keyof INTERNAL_FORMATS}>, - * cacheID: string; - * }; - * ``` - * - * This is an example of a .json manifest file - * - * ```json - * { - * "cacheID":"asset", - * "textures":[ - * { "src":"asset.fallback.png" }, - * { "format":"COMPRESSED_RGBA_S3TC_DXT5_EXT", "src":"asset.s3tc.ktx" }, - * { "format":"COMPRESSED_RGBA8_ETC2_EAC", "src":"asset.etc.ktx" }, - * { "format":"RGBA_PVRTC_4BPPV1_IMG", "src":"asset.pvrtc.ktx" } - * ] - * } - * ``` - */ - CompressedTextureLoader.use = function (resource, next) { - var data = resource.data; - var loader = this; - if (resource.type === LoaderResource.TYPE.JSON - && data - && data.cacheID - && data.textures) { - var textures = data.textures; - var textureURL = void 0; - var fallbackURL = void 0; - // Search for an extension that holds one the formats - for (var i = 0, j = textures.length; i < j; i++) { - var texture = textures[i]; - var url_1 = texture.src; - var format = texture.format; - if (!format) { - fallbackURL = url_1; - } - if (CompressedTextureLoader.textureFormats[format]) { - textureURL = url_1; - break; - } - } - textureURL = textureURL || fallbackURL; - // Make sure we have a URL - if (!textureURL) { - next(new Error("Cannot load compressed-textures in " + resource.url + ", make sure you provide a fallback")); - return; - } - if (textureURL === resource.url) { - // Prevent infinite loops - next(new Error('URL of compressed texture cannot be the same as the manifest\'s URL')); - return; - } - var loadOptions = { - crossOrigin: resource.crossOrigin, - metadata: resource.metadata.imageMetadata, - parentResource: resource - }; - var resourcePath = url.resolve(resource.url.replace(loader.baseUrl, ''), textureURL); - var resourceName = data.cacheID; - // The appropriate loader should register the texture - loader.add(resourceName, resourcePath, loadOptions, function (res) { - if (res.error) { - next(res.error); - return; - } - var _a = res.texture, texture = _a === void 0 ? null : _a, _b = res.textures, textures = _b === void 0 ? {} : _b; - // Make sure texture/textures is assigned to parent resource - Object.assign(resource, { texture: texture, textures: textures }); - // Pass along any error - next(); - }); - } - else { - next(); - } - }; - Object.defineProperty(CompressedTextureLoader, "textureExtensions", { - /** Map of available texture extensions. */ - get: function () { - if (!CompressedTextureLoader._textureExtensions) { - // Auto-detect WebGL compressed-texture extensions - var canvas = document.createElement('canvas'); - var gl = canvas.getContext('webgl'); - if (!gl) { - console.warn('WebGL not available for compressed textures. Silently failing.'); - return {}; - } - var extensions = { - s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'), - s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'), - etc: gl.getExtension('WEBGL_compressed_texture_etc'), - etc1: gl.getExtension('WEBGL_compressed_texture_etc1'), - pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc') - || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'), - atc: gl.getExtension('WEBGL_compressed_texture_atc'), - astc: gl.getExtension('WEBGL_compressed_texture_astc') - }; - CompressedTextureLoader._textureExtensions = extensions; - } - return CompressedTextureLoader._textureExtensions; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(CompressedTextureLoader, "textureFormats", { - /** Map of available texture formats. */ - get: function () { - if (!CompressedTextureLoader._textureFormats) { - var extensions = CompressedTextureLoader.textureExtensions; - CompressedTextureLoader._textureFormats = {}; - // Assign all available compressed-texture formats - for (var extensionName in extensions) { - var extension = extensions[extensionName]; - if (!extension) { - continue; - } - Object.assign(CompressedTextureLoader._textureFormats, Object.getPrototypeOf(extension)); - } - } - return CompressedTextureLoader._textureFormats; - }, - enumerable: false, - configurable: true - }); - /** @ignore */ - CompressedTextureLoader.extension = ExtensionType.Loader; - return CompressedTextureLoader; - }()); - - /** - * Creates base-textures and textures for each compressed-texture resource and adds them into the global - * texture cache. The first texture has two IDs - `${url}`, `${url}-1`; while the rest have an ID of the - * form `${url}-i`. - * @param url - the original address of the resources - * @param resources - the resources backing texture data - * @ignore - */ - function registerCompressedTextures(url, resources, metadata) { - var result = { - textures: {}, - texture: null, - }; - if (!resources) { - return result; - } - var textures = resources.map(function (resource) { - return (new Texture$1(new BaseTexture$1(resource, Object.assign({ - mipmap: MIPMAP_MODES$8.OFF, - alphaMode: ALPHA_MODES$8.NO_PREMULTIPLIED_ALPHA - }, metadata)))); - }); - textures.forEach(function (texture, i) { - var baseTexture = texture.baseTexture; - var cacheID = url + "-" + (i + 1); - BaseTexture$1.addToCache(baseTexture, cacheID); - Texture$1.addToCache(texture, cacheID); - if (i === 0) { - BaseTexture$1.addToCache(baseTexture, url); - Texture$1.addToCache(texture, url); - result.texture = texture; - } - result.textures[cacheID] = texture; - }); - return result; - } - - var _a$1, _b$1; - var DDS_MAGIC_SIZE = 4; - var DDS_HEADER_SIZE = 124; - var DDS_HEADER_PF_SIZE = 32; - var DDS_HEADER_DX10_SIZE = 20; - // DDS file format magic word - var DDS_MAGIC = 0x20534444; - /** - * DWORD offsets of the DDS file header fields (relative to file start). - * @ignore - */ - var DDS_FIELDS = { - SIZE: 1, - FLAGS: 2, - HEIGHT: 3, - WIDTH: 4, - MIPMAP_COUNT: 7, - PIXEL_FORMAT: 19, - }; - /** - * DWORD offsets of the DDS PIXEL_FORMAT fields. - * @ignore - */ - var DDS_PF_FIELDS = { - SIZE: 0, - FLAGS: 1, - FOURCC: 2, - RGB_BITCOUNT: 3, - R_BIT_MASK: 4, - G_BIT_MASK: 5, - B_BIT_MASK: 6, - A_BIT_MASK: 7 - }; - /** - * DWORD offsets of the DDS_HEADER_DX10 fields. - * @ignore - */ - var DDS_DX10_FIELDS = { - DXGI_FORMAT: 0, - RESOURCE_DIMENSION: 1, - MISC_FLAG: 2, - ARRAY_SIZE: 3, - MISC_FLAGS2: 4 - }; - /** - * @see https://docs.microsoft.com/en-us/windows/win32/api/dxgiformat/ne-dxgiformat-dxgi_format - * @ignore - */ - // This is way over-blown for us! Lend us a hand, and remove the ones that aren't used (but set the remaining - // ones to their correct value) - var DXGI_FORMAT; - (function (DXGI_FORMAT) { - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_UNKNOWN"] = 0] = "DXGI_FORMAT_UNKNOWN"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_TYPELESS"] = 1] = "DXGI_FORMAT_R32G32B32A32_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_FLOAT"] = 2] = "DXGI_FORMAT_R32G32B32A32_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_UINT"] = 3] = "DXGI_FORMAT_R32G32B32A32_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_SINT"] = 4] = "DXGI_FORMAT_R32G32B32A32_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_TYPELESS"] = 5] = "DXGI_FORMAT_R32G32B32_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_FLOAT"] = 6] = "DXGI_FORMAT_R32G32B32_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_UINT"] = 7] = "DXGI_FORMAT_R32G32B32_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_SINT"] = 8] = "DXGI_FORMAT_R32G32B32_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_TYPELESS"] = 9] = "DXGI_FORMAT_R16G16B16A16_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_FLOAT"] = 10] = "DXGI_FORMAT_R16G16B16A16_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_UNORM"] = 11] = "DXGI_FORMAT_R16G16B16A16_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_UINT"] = 12] = "DXGI_FORMAT_R16G16B16A16_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_SNORM"] = 13] = "DXGI_FORMAT_R16G16B16A16_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_SINT"] = 14] = "DXGI_FORMAT_R16G16B16A16_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_TYPELESS"] = 15] = "DXGI_FORMAT_R32G32_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_FLOAT"] = 16] = "DXGI_FORMAT_R32G32_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_UINT"] = 17] = "DXGI_FORMAT_R32G32_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_SINT"] = 18] = "DXGI_FORMAT_R32G32_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G8X24_TYPELESS"] = 19] = "DXGI_FORMAT_R32G8X24_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D32_FLOAT_S8X24_UINT"] = 20] = "DXGI_FORMAT_D32_FLOAT_S8X24_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS"] = 21] = "DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_X32_TYPELESS_G8X24_UINT"] = 22] = "DXGI_FORMAT_X32_TYPELESS_G8X24_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10A2_TYPELESS"] = 23] = "DXGI_FORMAT_R10G10B10A2_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10A2_UNORM"] = 24] = "DXGI_FORMAT_R10G10B10A2_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10A2_UINT"] = 25] = "DXGI_FORMAT_R10G10B10A2_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R11G11B10_FLOAT"] = 26] = "DXGI_FORMAT_R11G11B10_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_TYPELESS"] = 27] = "DXGI_FORMAT_R8G8B8A8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_UNORM"] = 28] = "DXGI_FORMAT_R8G8B8A8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_UNORM_SRGB"] = 29] = "DXGI_FORMAT_R8G8B8A8_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_UINT"] = 30] = "DXGI_FORMAT_R8G8B8A8_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_SNORM"] = 31] = "DXGI_FORMAT_R8G8B8A8_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_SINT"] = 32] = "DXGI_FORMAT_R8G8B8A8_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_TYPELESS"] = 33] = "DXGI_FORMAT_R16G16_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_FLOAT"] = 34] = "DXGI_FORMAT_R16G16_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_UNORM"] = 35] = "DXGI_FORMAT_R16G16_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_UINT"] = 36] = "DXGI_FORMAT_R16G16_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_SNORM"] = 37] = "DXGI_FORMAT_R16G16_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_SINT"] = 38] = "DXGI_FORMAT_R16G16_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_TYPELESS"] = 39] = "DXGI_FORMAT_R32_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D32_FLOAT"] = 40] = "DXGI_FORMAT_D32_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_FLOAT"] = 41] = "DXGI_FORMAT_R32_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_UINT"] = 42] = "DXGI_FORMAT_R32_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_SINT"] = 43] = "DXGI_FORMAT_R32_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R24G8_TYPELESS"] = 44] = "DXGI_FORMAT_R24G8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D24_UNORM_S8_UINT"] = 45] = "DXGI_FORMAT_D24_UNORM_S8_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R24_UNORM_X8_TYPELESS"] = 46] = "DXGI_FORMAT_R24_UNORM_X8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_X24_TYPELESS_G8_UINT"] = 47] = "DXGI_FORMAT_X24_TYPELESS_G8_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_TYPELESS"] = 48] = "DXGI_FORMAT_R8G8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_UNORM"] = 49] = "DXGI_FORMAT_R8G8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_UINT"] = 50] = "DXGI_FORMAT_R8G8_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_SNORM"] = 51] = "DXGI_FORMAT_R8G8_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_SINT"] = 52] = "DXGI_FORMAT_R8G8_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_TYPELESS"] = 53] = "DXGI_FORMAT_R16_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_FLOAT"] = 54] = "DXGI_FORMAT_R16_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D16_UNORM"] = 55] = "DXGI_FORMAT_D16_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_UNORM"] = 56] = "DXGI_FORMAT_R16_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_UINT"] = 57] = "DXGI_FORMAT_R16_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_SNORM"] = 58] = "DXGI_FORMAT_R16_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_SINT"] = 59] = "DXGI_FORMAT_R16_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_TYPELESS"] = 60] = "DXGI_FORMAT_R8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_UNORM"] = 61] = "DXGI_FORMAT_R8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_UINT"] = 62] = "DXGI_FORMAT_R8_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_SNORM"] = 63] = "DXGI_FORMAT_R8_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_SINT"] = 64] = "DXGI_FORMAT_R8_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_A8_UNORM"] = 65] = "DXGI_FORMAT_A8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R1_UNORM"] = 66] = "DXGI_FORMAT_R1_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R9G9B9E5_SHAREDEXP"] = 67] = "DXGI_FORMAT_R9G9B9E5_SHAREDEXP"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_B8G8_UNORM"] = 68] = "DXGI_FORMAT_R8G8_B8G8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_G8R8_G8B8_UNORM"] = 69] = "DXGI_FORMAT_G8R8_G8B8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC1_TYPELESS"] = 70] = "DXGI_FORMAT_BC1_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC1_UNORM"] = 71] = "DXGI_FORMAT_BC1_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC1_UNORM_SRGB"] = 72] = "DXGI_FORMAT_BC1_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC2_TYPELESS"] = 73] = "DXGI_FORMAT_BC2_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC2_UNORM"] = 74] = "DXGI_FORMAT_BC2_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC2_UNORM_SRGB"] = 75] = "DXGI_FORMAT_BC2_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC3_TYPELESS"] = 76] = "DXGI_FORMAT_BC3_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC3_UNORM"] = 77] = "DXGI_FORMAT_BC3_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC3_UNORM_SRGB"] = 78] = "DXGI_FORMAT_BC3_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC4_TYPELESS"] = 79] = "DXGI_FORMAT_BC4_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC4_UNORM"] = 80] = "DXGI_FORMAT_BC4_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC4_SNORM"] = 81] = "DXGI_FORMAT_BC4_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC5_TYPELESS"] = 82] = "DXGI_FORMAT_BC5_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC5_UNORM"] = 83] = "DXGI_FORMAT_BC5_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC5_SNORM"] = 84] = "DXGI_FORMAT_BC5_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B5G6R5_UNORM"] = 85] = "DXGI_FORMAT_B5G6R5_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B5G5R5A1_UNORM"] = 86] = "DXGI_FORMAT_B5G5R5A1_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8A8_UNORM"] = 87] = "DXGI_FORMAT_B8G8R8A8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8X8_UNORM"] = 88] = "DXGI_FORMAT_B8G8R8X8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM"] = 89] = "DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8A8_TYPELESS"] = 90] = "DXGI_FORMAT_B8G8R8A8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8A8_UNORM_SRGB"] = 91] = "DXGI_FORMAT_B8G8R8A8_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8X8_TYPELESS"] = 92] = "DXGI_FORMAT_B8G8R8X8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8X8_UNORM_SRGB"] = 93] = "DXGI_FORMAT_B8G8R8X8_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC6H_TYPELESS"] = 94] = "DXGI_FORMAT_BC6H_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC6H_UF16"] = 95] = "DXGI_FORMAT_BC6H_UF16"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC6H_SF16"] = 96] = "DXGI_FORMAT_BC6H_SF16"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC7_TYPELESS"] = 97] = "DXGI_FORMAT_BC7_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC7_UNORM"] = 98] = "DXGI_FORMAT_BC7_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC7_UNORM_SRGB"] = 99] = "DXGI_FORMAT_BC7_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_AYUV"] = 100] = "DXGI_FORMAT_AYUV"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y410"] = 101] = "DXGI_FORMAT_Y410"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y416"] = 102] = "DXGI_FORMAT_Y416"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_NV12"] = 103] = "DXGI_FORMAT_NV12"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P010"] = 104] = "DXGI_FORMAT_P010"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P016"] = 105] = "DXGI_FORMAT_P016"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_420_OPAQUE"] = 106] = "DXGI_FORMAT_420_OPAQUE"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_YUY2"] = 107] = "DXGI_FORMAT_YUY2"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y210"] = 108] = "DXGI_FORMAT_Y210"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y216"] = 109] = "DXGI_FORMAT_Y216"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_NV11"] = 110] = "DXGI_FORMAT_NV11"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_AI44"] = 111] = "DXGI_FORMAT_AI44"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_IA44"] = 112] = "DXGI_FORMAT_IA44"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P8"] = 113] = "DXGI_FORMAT_P8"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_A8P8"] = 114] = "DXGI_FORMAT_A8P8"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B4G4R4A4_UNORM"] = 115] = "DXGI_FORMAT_B4G4R4A4_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P208"] = 116] = "DXGI_FORMAT_P208"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_V208"] = 117] = "DXGI_FORMAT_V208"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_V408"] = 118] = "DXGI_FORMAT_V408"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE"] = 119] = "DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE"] = 120] = "DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_FORCE_UINT"] = 121] = "DXGI_FORMAT_FORCE_UINT"; - })(DXGI_FORMAT || (DXGI_FORMAT = {})); - /** - * Possible values of the field {@link DDS_DX10_FIELDS.RESOURCE_DIMENSION} - * @ignore - */ - var D3D10_RESOURCE_DIMENSION; - (function (D3D10_RESOURCE_DIMENSION) { - D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION["DDS_DIMENSION_TEXTURE1D"] = 2] = "DDS_DIMENSION_TEXTURE1D"; - D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION["DDS_DIMENSION_TEXTURE2D"] = 3] = "DDS_DIMENSION_TEXTURE2D"; - D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION["DDS_DIMENSION_TEXTURE3D"] = 6] = "DDS_DIMENSION_TEXTURE3D"; - })(D3D10_RESOURCE_DIMENSION || (D3D10_RESOURCE_DIMENSION = {})); - var PF_FLAGS = 1; - // PIXEL_FORMAT flags - var DDPF_ALPHA = 0x2; - var DDPF_FOURCC = 0x4; - var DDPF_RGB = 0x40; - var DDPF_YUV = 0x200; - var DDPF_LUMINANCE = 0x20000; - // Four character codes for DXTn formats - var FOURCC_DXT1 = 0x31545844; - var FOURCC_DXT3 = 0x33545844; - var FOURCC_DXT5 = 0x35545844; - var FOURCC_DX10 = 0x30315844; - // Cubemap texture flag (for DDS_DX10_FIELDS.MISC_FLAG) - var DDS_RESOURCE_MISC_TEXTURECUBE = 0x4; - /** - * Maps `FOURCC_*` formats to internal formats (see {@link PIXI.INTERNAL_FORMATS}). - * @ignore - */ - var FOURCC_TO_FORMAT = (_a$1 = {}, - _a$1[FOURCC_DXT1] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT, - _a$1[FOURCC_DXT3] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT, - _a$1[FOURCC_DXT5] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, - _a$1); - /** - * Maps {@link DXGI_FORMAT} to types/internal-formats (see {@link PIXI.TYPES}, {@link PIXI.INTERNAL_FORMATS}) - * @ignore - */ - var DXGI_TO_FORMAT = (_b$1 = {}, - // WEBGL_compressed_texture_s3tc - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, - // WEBGL_compressed_texture_s3tc_srgb - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, - _b$1); - /** - * @class - * @memberof PIXI - * @implements {PIXI.ILoaderPlugin} - * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide - */ - /** - * Parses the DDS file header, generates base-textures, and puts them into the texture cache. - * @param arrayBuffer - */ - function parseDDS(arrayBuffer) { - var data = new Uint32Array(arrayBuffer); - var magicWord = data[0]; - if (magicWord !== DDS_MAGIC) { - throw new Error('Invalid DDS file magic word'); - } - var header = new Uint32Array(arrayBuffer, 0, DDS_HEADER_SIZE / Uint32Array.BYTES_PER_ELEMENT); - // DDS header fields - var height = header[DDS_FIELDS.HEIGHT]; - var width = header[DDS_FIELDS.WIDTH]; - var mipmapCount = header[DDS_FIELDS.MIPMAP_COUNT]; - // PIXEL_FORMAT fields - var pixelFormat = new Uint32Array(arrayBuffer, DDS_FIELDS.PIXEL_FORMAT * Uint32Array.BYTES_PER_ELEMENT, DDS_HEADER_PF_SIZE / Uint32Array.BYTES_PER_ELEMENT); - var formatFlags = pixelFormat[PF_FLAGS]; - // File contains compressed texture(s) - if (formatFlags & DDPF_FOURCC) { - var fourCC = pixelFormat[DDS_PF_FIELDS.FOURCC]; - // File contains one DXTn compressed texture - if (fourCC !== FOURCC_DX10) { - var internalFormat_1 = FOURCC_TO_FORMAT[fourCC]; - var dataOffset_1 = DDS_MAGIC_SIZE + DDS_HEADER_SIZE; - var texData = new Uint8Array(arrayBuffer, dataOffset_1); - var resource = new CompressedTextureResource(texData, { - format: internalFormat_1, - width: width, - height: height, - levels: mipmapCount // CompressedTextureResource will separate the levelBuffers for us! - }); - return [resource]; - } - // FOURCC_DX10 indicates there is a 20-byte DDS_HEADER_DX10 after DDS_HEADER - var dx10Offset = DDS_MAGIC_SIZE + DDS_HEADER_SIZE; - var dx10Header = new Uint32Array(data.buffer, dx10Offset, DDS_HEADER_DX10_SIZE / Uint32Array.BYTES_PER_ELEMENT); - var dxgiFormat = dx10Header[DDS_DX10_FIELDS.DXGI_FORMAT]; - var resourceDimension = dx10Header[DDS_DX10_FIELDS.RESOURCE_DIMENSION]; - var miscFlag = dx10Header[DDS_DX10_FIELDS.MISC_FLAG]; - var arraySize = dx10Header[DDS_DX10_FIELDS.ARRAY_SIZE]; - // Map dxgiFormat to PIXI.INTERNAL_FORMATS - var internalFormat_2 = DXGI_TO_FORMAT[dxgiFormat]; - if (internalFormat_2 === undefined) { - throw new Error("DDSParser cannot parse texture data with DXGI format " + dxgiFormat); - } - if (miscFlag === DDS_RESOURCE_MISC_TEXTURECUBE) { - // FIXME: Anybody excited about cubemap compressed textures? - throw new Error('DDSParser does not support cubemap textures'); - } - if (resourceDimension === D3D10_RESOURCE_DIMENSION.DDS_DIMENSION_TEXTURE3D) { - // FIXME: Anybody excited about 3D compressed textures? - throw new Error('DDSParser does not supported 3D texture data'); - } - // Uint8Array buffers of image data, including all mipmap levels in each image - var imageBuffers = new Array(); - var dataOffset = DDS_MAGIC_SIZE - + DDS_HEADER_SIZE - + DDS_HEADER_DX10_SIZE; - if (arraySize === 1) { - // No need bothering with the imageSize calculation! - imageBuffers.push(new Uint8Array(arrayBuffer, dataOffset)); - } - else { - // Calculate imageSize for each texture, and then locate each image's texture data - var pixelSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[internalFormat_2]; - var imageSize = 0; - var levelWidth = width; - var levelHeight = height; - for (var i = 0; i < mipmapCount; i++) { - var alignedLevelWidth = Math.max(1, (levelWidth + 3) & ~3); - var alignedLevelHeight = Math.max(1, (levelHeight + 3) & ~3); - var levelSize = alignedLevelWidth * alignedLevelHeight * pixelSize; - imageSize += levelSize; - levelWidth = levelWidth >>> 1; - levelHeight = levelHeight >>> 1; - } - var imageOffset = dataOffset; - // NOTE: Cubemaps have 6-images per texture (but they aren't supported so ^_^) - for (var i = 0; i < arraySize; i++) { - imageBuffers.push(new Uint8Array(arrayBuffer, imageOffset, imageSize)); - imageOffset += imageSize; - } - } - // Uint8Array -> CompressedTextureResource, and we're done! - return imageBuffers.map(function (buffer) { return new CompressedTextureResource(buffer, { - format: internalFormat_2, - width: width, - height: height, - levels: mipmapCount - }); }); - } - if (formatFlags & DDPF_RGB) { - // FIXME: We might want to allow uncompressed *.dds files? - throw new Error('DDSParser does not support uncompressed texture data.'); - } - if (formatFlags & DDPF_YUV) { - // FIXME: Does anybody need this feature? - throw new Error('DDSParser does not supported YUV uncompressed texture data.'); - } - if (formatFlags & DDPF_LUMINANCE) { - // FIXME: Microsoft says older DDS filers use this feature! Probably not worth the effort! - throw new Error('DDSParser does not support single-channel (lumninance) texture data!'); - } - if (formatFlags & DDPF_ALPHA) { - // FIXME: I'm tired! See above =) - throw new Error('DDSParser does not support single-channel (alpha) texture data!'); - } - throw new Error('DDSParser failed to load a texture file due to an unknown reason!'); - } - - var _a$3, _b, _c; - /** - * The 12-byte KTX file identifier - * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.1 - * @ignore - */ - var FILE_IDENTIFIER = [0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A]; - /** - * The value stored in the "endianness" field. - * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.2 - * @ignore - */ - var ENDIANNESS = 0x04030201; - /** - * Byte offsets of the KTX file header fields - * @ignore - */ - var KTX_FIELDS = { - FILE_IDENTIFIER: 0, - ENDIANNESS: 12, - GL_TYPE: 16, - GL_TYPE_SIZE: 20, - GL_FORMAT: 24, - GL_INTERNAL_FORMAT: 28, - GL_BASE_INTERNAL_FORMAT: 32, - PIXEL_WIDTH: 36, - PIXEL_HEIGHT: 40, - PIXEL_DEPTH: 44, - NUMBER_OF_ARRAY_ELEMENTS: 48, - NUMBER_OF_FACES: 52, - NUMBER_OF_MIPMAP_LEVELS: 56, - BYTES_OF_KEY_VALUE_DATA: 60 - }; - /** - * Byte size of the file header fields in {@code KTX_FIELDS} - * @ignore - */ - var FILE_HEADER_SIZE = 64; - /** - * Maps {@link PIXI.TYPES} to the bytes taken per component, excluding those ones that are bit-fields. - * @ignore - */ - var TYPES_TO_BYTES_PER_COMPONENT = (_a$3 = {}, - _a$3[TYPES$8.UNSIGNED_BYTE] = 1, - _a$3[TYPES$8.UNSIGNED_SHORT] = 2, - _a$3[TYPES$8.INT] = 4, - _a$3[TYPES$8.UNSIGNED_INT] = 4, - _a$3[TYPES$8.FLOAT] = 4, - _a$3[TYPES$8.HALF_FLOAT] = 8, - _a$3); - /** - * Number of components in each {@link PIXI.FORMATS} - * @ignore - */ - var FORMATS_TO_COMPONENTS = (_b = {}, - _b[FORMATS$8.RGBA] = 4, - _b[FORMATS$8.RGB] = 3, - _b[FORMATS$8.RG] = 2, - _b[FORMATS$8.RED] = 1, - _b[FORMATS$8.LUMINANCE] = 1, - _b[FORMATS$8.LUMINANCE_ALPHA] = 2, - _b[FORMATS$8.ALPHA] = 1, - _b); - /** - * Number of bytes per pixel in bit-field types in {@link PIXI.TYPES} - * @ignore - */ - var TYPES_TO_BYTES_PER_PIXEL = (_c = {}, - _c[TYPES$8.UNSIGNED_SHORT_4_4_4_4] = 2, - _c[TYPES$8.UNSIGNED_SHORT_5_5_5_1] = 2, - _c[TYPES$8.UNSIGNED_SHORT_5_6_5] = 2, - _c); - function parseKTX(url, arrayBuffer, loadKeyValueData) { - if (loadKeyValueData === void 0) { loadKeyValueData = false; } - var dataView = new DataView(arrayBuffer); - if (!validate(url, dataView)) { - return null; - } - var littleEndian = dataView.getUint32(KTX_FIELDS.ENDIANNESS, true) === ENDIANNESS; - var glType = dataView.getUint32(KTX_FIELDS.GL_TYPE, littleEndian); - // const glTypeSize = dataView.getUint32(KTX_FIELDS.GL_TYPE_SIZE, littleEndian); - var glFormat = dataView.getUint32(KTX_FIELDS.GL_FORMAT, littleEndian); - var glInternalFormat = dataView.getUint32(KTX_FIELDS.GL_INTERNAL_FORMAT, littleEndian); - var pixelWidth = dataView.getUint32(KTX_FIELDS.PIXEL_WIDTH, littleEndian); - var pixelHeight = dataView.getUint32(KTX_FIELDS.PIXEL_HEIGHT, littleEndian) || 1; // "pixelHeight = 0" -> "1" - var pixelDepth = dataView.getUint32(KTX_FIELDS.PIXEL_DEPTH, littleEndian) || 1; // ^^ - var numberOfArrayElements = dataView.getUint32(KTX_FIELDS.NUMBER_OF_ARRAY_ELEMENTS, littleEndian) || 1; // ^^ - var numberOfFaces = dataView.getUint32(KTX_FIELDS.NUMBER_OF_FACES, littleEndian); - var numberOfMipmapLevels = dataView.getUint32(KTX_FIELDS.NUMBER_OF_MIPMAP_LEVELS, littleEndian); - var bytesOfKeyValueData = dataView.getUint32(KTX_FIELDS.BYTES_OF_KEY_VALUE_DATA, littleEndian); - // Whether the platform architecture is little endian. If littleEndian !== platformLittleEndian, then the - // file contents must be endian-converted! - // TODO: Endianness conversion - // const platformLittleEndian = new Uint8Array((new Uint32Array([ENDIANNESS])).buffer)[0] === 0x01; - if (pixelHeight === 0 || pixelDepth !== 1) { - throw new Error('Only 2D textures are supported'); - } - if (numberOfFaces !== 1) { - throw new Error('CubeTextures are not supported by KTXLoader yet!'); - } - if (numberOfArrayElements !== 1) { - // TODO: Support splitting array-textures into multiple BaseTextures - throw new Error('WebGL does not support array textures'); - } - // TODO: 8x4 blocks for 2bpp pvrtc - var blockWidth = 4; - var blockHeight = 4; - var alignedWidth = (pixelWidth + 3) & ~3; - var alignedHeight = (pixelHeight + 3) & ~3; - var imageBuffers = new Array(numberOfArrayElements); - var imagePixels = pixelWidth * pixelHeight; - if (glType === 0) { - // Align to 16 pixels (4x4 blocks) - imagePixels = alignedWidth * alignedHeight; - } - var imagePixelByteSize; - if (glType !== 0) { - // Uncompressed texture format - if (TYPES_TO_BYTES_PER_COMPONENT[glType]) { - imagePixelByteSize = TYPES_TO_BYTES_PER_COMPONENT[glType] * FORMATS_TO_COMPONENTS[glFormat]; - } - else { - imagePixelByteSize = TYPES_TO_BYTES_PER_PIXEL[glType]; - } - } - else { - imagePixelByteSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[glInternalFormat]; - } - if (imagePixelByteSize === undefined) { - throw new Error('Unable to resolve the pixel format stored in the *.ktx file!'); - } - var kvData = loadKeyValueData - ? parseKvData(dataView, bytesOfKeyValueData, littleEndian) - : null; - var imageByteSize = imagePixels * imagePixelByteSize; - var mipByteSize = imageByteSize; - var mipWidth = pixelWidth; - var mipHeight = pixelHeight; - var alignedMipWidth = alignedWidth; - var alignedMipHeight = alignedHeight; - var imageOffset = FILE_HEADER_SIZE + bytesOfKeyValueData; - for (var mipmapLevel = 0; mipmapLevel < numberOfMipmapLevels; mipmapLevel++) { - var imageSize = dataView.getUint32(imageOffset, littleEndian); - var elementOffset = imageOffset + 4; - for (var arrayElement = 0; arrayElement < numberOfArrayElements; arrayElement++) { - // TODO: Maybe support 3D textures? :-) - // for (let zSlice = 0; zSlice < pixelDepth; zSlice) - var mips = imageBuffers[arrayElement]; - if (!mips) { - mips = imageBuffers[arrayElement] = new Array(numberOfMipmapLevels); - } - mips[mipmapLevel] = { - levelID: mipmapLevel, - // don't align mipWidth when texture not compressed! (glType not zero) - levelWidth: numberOfMipmapLevels > 1 || glType !== 0 ? mipWidth : alignedMipWidth, - levelHeight: numberOfMipmapLevels > 1 || glType !== 0 ? mipHeight : alignedMipHeight, - levelBuffer: new Uint8Array(arrayBuffer, elementOffset, mipByteSize) - }; - elementOffset += mipByteSize; - } - // HINT: Aligns to 4-byte boundary after jumping imageSize (in lieu of mipPadding) - imageOffset += imageSize + 4; // (+4 to jump the imageSize field itself) - imageOffset = imageOffset % 4 !== 0 ? imageOffset + 4 - (imageOffset % 4) : imageOffset; - // Calculate mipWidth, mipHeight for _next_ iteration - mipWidth = (mipWidth >> 1) || 1; - mipHeight = (mipHeight >> 1) || 1; - alignedMipWidth = (mipWidth + blockWidth - 1) & ~(blockWidth - 1); - alignedMipHeight = (mipHeight + blockHeight - 1) & ~(blockHeight - 1); - // Each mipmap level is 4-times smaller? - mipByteSize = alignedMipWidth * alignedMipHeight * imagePixelByteSize; - } - // We use the levelBuffers feature of CompressedTextureResource b/c texture data is image-major, not level-major. - if (glType !== 0) { - return { - uncompressed: imageBuffers.map(function (levelBuffers) { - var buffer = levelBuffers[0].levelBuffer; - var convertToInt = false; - if (glType === TYPES$8.FLOAT) { - buffer = new Float32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4); - } - else if (glType === TYPES$8.UNSIGNED_INT) { - convertToInt = true; - buffer = new Uint32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4); - } - else if (glType === TYPES$8.INT) { - convertToInt = true; - buffer = new Int32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4); - } - return { - resource: new BufferResource$1(buffer, { - width: levelBuffers[0].levelWidth, - height: levelBuffers[0].levelHeight, - }), - type: glType, - format: convertToInt ? convertFormatToInteger(glFormat) : glFormat, - }; - }), - kvData: kvData - }; - } - return { - compressed: imageBuffers.map(function (levelBuffers) { return new CompressedTextureResource(null, { - format: glInternalFormat, - width: pixelWidth, - height: pixelHeight, - levels: numberOfMipmapLevels, - levelBuffers: levelBuffers, - }); }), - kvData: kvData - }; - } - /** - * Checks whether the arrayBuffer contains a valid *.ktx file. - * @param url - * @param dataView - */ - function validate(url, dataView) { - // NOTE: Do not optimize this into 3 32-bit integer comparison because the endianness - // of the data is not specified. - for (var i = 0; i < FILE_IDENTIFIER.length; i++) { - if (dataView.getUint8(i) !== FILE_IDENTIFIER[i]) { - console.error(url + " is not a valid *.ktx file!"); - return false; - } - } - return true; - } - function convertFormatToInteger(format) { - switch (format) { - case FORMATS$8.RGBA: return FORMATS$8.RGBA_INTEGER; - case FORMATS$8.RGB: return FORMATS$8.RGB_INTEGER; - case FORMATS$8.RG: return FORMATS$8.RG_INTEGER; - case FORMATS$8.RED: return FORMATS$8.RED_INTEGER; - default: return format; - } - } - function parseKvData(dataView, bytesOfKeyValueData, littleEndian) { - var kvData = new Map(); - var bytesIntoKeyValueData = 0; - while (bytesIntoKeyValueData < bytesOfKeyValueData) { - var keyAndValueByteSize = dataView.getUint32(FILE_HEADER_SIZE + bytesIntoKeyValueData, littleEndian); - var keyAndValueByteOffset = FILE_HEADER_SIZE + bytesIntoKeyValueData + 4; - var valuePadding = 3 - ((keyAndValueByteSize + 3) % 4); - // Bounds check - if (keyAndValueByteSize === 0 || keyAndValueByteSize > bytesOfKeyValueData - bytesIntoKeyValueData) { - console.error('KTXLoader: keyAndValueByteSize out of bounds'); - break; - } - // Note: keyNulByte can't be 0 otherwise the key is an empty string. - var keyNulByte = 0; - for (; keyNulByte < keyAndValueByteSize; keyNulByte++) { - if (dataView.getUint8(keyAndValueByteOffset + keyNulByte) === 0x00) { - break; - } - } - if (keyNulByte === -1) { - console.error('KTXLoader: Failed to find null byte terminating kvData key'); - break; - } - var key = new TextDecoder().decode(new Uint8Array(dataView.buffer, keyAndValueByteOffset, keyNulByte)); - var value = new DataView(dataView.buffer, keyAndValueByteOffset + keyNulByte + 1, keyAndValueByteSize - keyNulByte - 1); - kvData.set(key, value); - // 4 = the keyAndValueByteSize field itself - // keyAndValueByteSize = the bytes taken by the key and value - // valuePadding = extra padding to align with 4 bytes - bytesIntoKeyValueData += 4 + keyAndValueByteSize + valuePadding; - } - return kvData; - } - - // Set DDS files to be loaded as an ArrayBuffer - LoaderResource.setExtensionXhrType('dds', LoaderResource.XHR_RESPONSE_TYPE.BUFFER); - /** - * @class - * @memberof PIXI - * @implements {PIXI.ILoaderPlugin} - * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide - */ - var DDSLoader = /** @class */ (function () { - function DDSLoader() { - } - /** - * Registers a DDS compressed texture - * @see PIXI.Loader.loaderMiddleware - * @param resource - loader resource that is checked to see if it is a DDS file - * @param next - callback Function to call when done - */ - DDSLoader.use = function (resource, next) { - if (resource.extension === 'dds' && resource.data) { - try { - Object.assign(resource, registerCompressedTextures(resource.name || resource.url, parseDDS(resource.data), resource.metadata)); - } - catch (err) { - next(err); - return; - } - } - next(); - }; - /** @ignore */ - DDSLoader.extension = ExtensionType.Loader; - return DDSLoader; - }()); - - // Set KTX files to be loaded as an ArrayBuffer - LoaderResource.setExtensionXhrType('ktx', LoaderResource.XHR_RESPONSE_TYPE.BUFFER); - /** - * Loader plugin for handling KTX texture container files. - * - * This KTX loader does not currently support the following features: - * * cube textures - * * 3D textures - * * endianness conversion for big-endian machines - * * embedded *.basis files - * - * It does supports the following features: - * * multiple textures per file - * * mipmapping (only for compressed formats) - * * vendor-specific key/value data parsing (enable {@link PIXI.KTXLoader.loadKeyValueData}) - * @class - * @memberof PIXI - * @implements {PIXI.ILoaderPlugin} - */ - var KTXLoader = /** @class */ (function () { - function KTXLoader() { - } - /** - * Called after a KTX file is loaded. - * - * This will parse the KTX file header and add a {@code BaseTexture} to the texture - * cache. - * @see PIXI.Loader.loaderMiddleware - * @param resource - loader resource that is checked to see if it is a KTX file - * @param next - callback Function to call when done - */ - KTXLoader.use = function (resource, next) { - if (resource.extension === 'ktx' && resource.data) { - try { - var url_1 = resource.name || resource.url; - var _a = parseKTX(url_1, resource.data, this.loadKeyValueData), compressed = _a.compressed, uncompressed = _a.uncompressed, kvData_1 = _a.kvData; - if (compressed) { - var result = registerCompressedTextures(url_1, compressed, resource.metadata); - if (kvData_1 && result.textures) { - for (var textureId in result.textures) { - result.textures[textureId].baseTexture.ktxKeyValueData = kvData_1; - } - } - Object.assign(resource, result); - } - else if (uncompressed) { - var textures_1 = {}; - uncompressed.forEach(function (image, i) { - var texture = new Texture$1(new BaseTexture$1(image.resource, { - mipmap: MIPMAP_MODES$8.OFF, - alphaMode: ALPHA_MODES$8.NO_PREMULTIPLIED_ALPHA, - type: image.type, - format: image.format, - })); - var cacheID = url_1 + "-" + (i + 1); - if (kvData_1) - { texture.baseTexture.ktxKeyValueData = kvData_1; } - BaseTexture$1.addToCache(texture.baseTexture, cacheID); - Texture$1.addToCache(texture, cacheID); - if (i === 0) { - textures_1[url_1] = texture; - BaseTexture$1.addToCache(texture.baseTexture, url_1); - Texture$1.addToCache(texture, url_1); - } - textures_1[cacheID] = texture; - }); - Object.assign(resource, { textures: textures_1 }); - } - } - catch (err) { - next(err); - return; - } - } - next(); - }; - /** @ignore */ - KTXLoader.extension = ExtensionType.Loader; - /** - * If set to `true`, {@link PIXI.KTXLoader} will parse key-value data in KTX textures. This feature relies - * on the [Encoding Standard]{@link https://encoding.spec.whatwg.org}. - * - * The key-value data will be available on the base-textures as {@code PIXI.BaseTexture.ktxKeyValueData}. They - * will hold a reference to the texture data buffer, so make sure to delete key-value data once you are done - * using it. - */ - KTXLoader.loadKeyValueData = false; - return KTXLoader; - }()); - - /*! - * @pixi/particle-container - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/particle-container is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$h = function(d, b) { - extendStatics$h = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$h(d, b); - }; - - function __extends$h(d, b) { - extendStatics$h(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - /** - * The ParticleContainer class is a really fast version of the Container built solely for speed, - * so use when you need a lot of sprites or particles. - * - * The tradeoff of the ParticleContainer is that most advanced functionality will not work. - * ParticleContainer implements the basic object transform (position, scale, rotation) - * and some advanced functionality like tint (as of v4.5.6). - * - * Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch. - * - * It's extremely easy to use: - * ```js - * let container = new ParticleContainer(); - * - * for (let i = 0; i < 100; ++i) - * { - * let sprite = PIXI.Sprite.from("myImage.png"); - * container.addChild(sprite); - * } - * ``` - * - * And here you have a hundred sprites that will be rendered at the speed of light. - * @memberof PIXI - */ - /** @class */ ((function (_super) { - __extends$h(ParticleContainer, _super); - /** - * @param maxSize - The maximum number of particles that can be rendered by the container. - * Affects size of allocated buffers. - * @param properties - The properties of children that should be uploaded to the gpu and applied. - * @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied. - * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`. - * @param {boolean} [properties.position=true] - When true, position be uploaded and applied. - * @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied. - * @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied. - * @param {boolean} [properties.tint=false] - When true, alpha and tint be uploaded and applied. - * @param {number} [batchSize=16384] - Number of particles per batch. If less than maxSize, it uses maxSize instead. - * @param {boolean} [autoResize=false] - If true, container allocates more batches in case - * there are more than `maxSize` particles. - */ - function ParticleContainer(maxSize, properties, batchSize, autoResize) { - if (maxSize === void 0) { maxSize = 1500; } - if (batchSize === void 0) { batchSize = 16384; } - if (autoResize === void 0) { autoResize = false; } - var _this = _super.call(this) || this; - // Making sure the batch size is valid - // 65535 is max vertex index in the index buffer (see ParticleRenderer) - // so max number of particles is 65536 / 4 = 16384 - var maxBatchSize = 16384; - if (batchSize > maxBatchSize) { - batchSize = maxBatchSize; - } - _this._properties = [false, true, false, false, false]; - _this._maxSize = maxSize; - _this._batchSize = batchSize; - _this._buffers = null; - _this._bufferUpdateIDs = []; - _this._updateID = 0; - _this.interactiveChildren = false; - _this.blendMode = BLEND_MODES$8.NORMAL; - _this.autoResize = autoResize; - _this.roundPixels = true; - _this.baseTexture = null; - _this.setProperties(properties); - _this._tint = 0; - _this.tintRgb = new Float32Array(4); - _this.tint = 0xFFFFFF; - return _this; - } - /** - * Sets the private properties array to dynamic / static based on the passed properties object - * @param properties - The properties to be uploaded - */ - ParticleContainer.prototype.setProperties = function (properties) { - if (properties) { - this._properties[0] = 'vertices' in properties || 'scale' in properties - ? !!properties.vertices || !!properties.scale : this._properties[0]; - this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1]; - this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2]; - this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3]; - this._properties[4] = 'tint' in properties || 'alpha' in properties - ? !!properties.tint || !!properties.alpha : this._properties[4]; - } - }; - ParticleContainer.prototype.updateTransform = function () { - // TODO don't need to! - this.displayObjectUpdateTransform(); - }; - Object.defineProperty(ParticleContainer.prototype, "tint", { - /** - * The tint applied to the container. This is a hex value. - * A value of 0xFFFFFF will remove any tint effect. - * IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer. - * @default 0xFFFFFF - */ - get: function () { - return this._tint; - }, - set: function (value) { - this._tint = value; - hex2rgb(value, this.tintRgb); - }, - enumerable: false, - configurable: true - }); - /** - * Renders the container using the WebGL renderer. - * @param renderer - The WebGL renderer. - */ - ParticleContainer.prototype.render = function (renderer) { - var _this = this; - if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { - return; - } - if (!this.baseTexture) { - this.baseTexture = this.children[0]._texture.baseTexture; - if (!this.baseTexture.valid) { - this.baseTexture.once('update', function () { return _this.onChildrenChange(0); }); - } - } - renderer.batch.setObjectRenderer(renderer.plugins.particle); - renderer.plugins.particle.render(this); - }; - /** - * Set the flag that static data should be updated to true - * @param smallestChildIndex - The smallest child index. - */ - ParticleContainer.prototype.onChildrenChange = function (smallestChildIndex) { - var bufferIndex = Math.floor(smallestChildIndex / this._batchSize); - while (this._bufferUpdateIDs.length < bufferIndex) { - this._bufferUpdateIDs.push(0); - } - this._bufferUpdateIDs[bufferIndex] = ++this._updateID; - }; - ParticleContainer.prototype.dispose = function () { - if (this._buffers) { - for (var i = 0; i < this._buffers.length; ++i) { - this._buffers[i].destroy(); - } - this._buffers = null; - } - }; - /** - * Destroys the container - * @param options - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have their - * destroy method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the texture of the child sprite - * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the base texture of the child sprite - */ - ParticleContainer.prototype.destroy = function (options) { - _super.prototype.destroy.call(this, options); - this.dispose(); - this._properties = null; - this._buffers = null; - this._bufferUpdateIDs = null; - }; - return ParticleContainer; - })(Container$2)); - - /* - * @author Mat Groves - * - * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ - * for creating the original PixiJS version! - * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that - * they now share 4 bytes on the vertex buffer - * - * Heavily inspired by LibGDX's ParticleBuffer: - * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java - */ - /** - * The particle buffer manages the static and dynamic buffers for a particle container. - * @private - * @memberof PIXI - */ - var ParticleBuffer = /** @class */ (function () { - /** - * @param {object} properties - The properties to upload. - * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic. - * @param {number} size - The size of the batch. - */ - function ParticleBuffer(properties, dynamicPropertyFlags, size) { - this.geometry = new Geometry(); - this.indexBuffer = null; - this.size = size; - this.dynamicProperties = []; - this.staticProperties = []; - for (var i = 0; i < properties.length; ++i) { - var property = properties[i]; - // Make copy of properties object so that when we edit the offset it doesn't - // change all other instances of the object literal - property = { - attributeName: property.attributeName, - size: property.size, - uploadFunction: property.uploadFunction, - type: property.type || TYPES$8.FLOAT, - offset: property.offset, - }; - if (dynamicPropertyFlags[i]) { - this.dynamicProperties.push(property); - } - else { - this.staticProperties.push(property); - } - } - this.staticStride = 0; - this.staticBuffer = null; - this.staticData = null; - this.staticDataUint32 = null; - this.dynamicStride = 0; - this.dynamicBuffer = null; - this.dynamicData = null; - this.dynamicDataUint32 = null; - this._updateID = 0; - this.initBuffers(); - } - /** Sets up the renderer context and necessary buffers. */ - ParticleBuffer.prototype.initBuffers = function () { - var geometry = this.geometry; - var dynamicOffset = 0; - this.indexBuffer = new Buffer(createIndicesForQuads(this.size), true, true); - geometry.addIndex(this.indexBuffer); - this.dynamicStride = 0; - for (var i = 0; i < this.dynamicProperties.length; ++i) { - var property = this.dynamicProperties[i]; - property.offset = dynamicOffset; - dynamicOffset += property.size; - this.dynamicStride += property.size; - } - var dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4); - this.dynamicData = new Float32Array(dynBuffer); - this.dynamicDataUint32 = new Uint32Array(dynBuffer); - this.dynamicBuffer = new Buffer(this.dynamicData, false, false); - // static // - var staticOffset = 0; - this.staticStride = 0; - for (var i = 0; i < this.staticProperties.length; ++i) { - var property = this.staticProperties[i]; - property.offset = staticOffset; - staticOffset += property.size; - this.staticStride += property.size; - } - var statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4); - this.staticData = new Float32Array(statBuffer); - this.staticDataUint32 = new Uint32Array(statBuffer); - this.staticBuffer = new Buffer(this.staticData, true, false); - for (var i = 0; i < this.dynamicProperties.length; ++i) { - var property = this.dynamicProperties[i]; - geometry.addAttribute(property.attributeName, this.dynamicBuffer, 0, property.type === TYPES$8.UNSIGNED_BYTE, property.type, this.dynamicStride * 4, property.offset * 4); - } - for (var i = 0; i < this.staticProperties.length; ++i) { - var property = this.staticProperties[i]; - geometry.addAttribute(property.attributeName, this.staticBuffer, 0, property.type === TYPES$8.UNSIGNED_BYTE, property.type, this.staticStride * 4, property.offset * 4); - } - }; - /** - * Uploads the dynamic properties. - * @param children - The children to upload. - * @param startIndex - The index to start at. - * @param amount - The number to upload. - */ - ParticleBuffer.prototype.uploadDynamic = function (children, startIndex, amount) { - for (var i = 0; i < this.dynamicProperties.length; i++) { - var property = this.dynamicProperties[i]; - property.uploadFunction(children, startIndex, amount, property.type === TYPES$8.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData, this.dynamicStride, property.offset); - } - this.dynamicBuffer._updateID++; - }; - /** - * Uploads the static properties. - * @param children - The children to upload. - * @param startIndex - The index to start at. - * @param amount - The number to upload. - */ - ParticleBuffer.prototype.uploadStatic = function (children, startIndex, amount) { - for (var i = 0; i < this.staticProperties.length; i++) { - var property = this.staticProperties[i]; - property.uploadFunction(children, startIndex, amount, property.type === TYPES$8.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData, this.staticStride, property.offset); - } - this.staticBuffer._updateID++; - }; - /** Destroys the ParticleBuffer. */ - ParticleBuffer.prototype.destroy = function () { - this.indexBuffer = null; - this.dynamicProperties = null; - this.dynamicBuffer = null; - this.dynamicData = null; - this.dynamicDataUint32 = null; - this.staticProperties = null; - this.staticBuffer = null; - this.staticData = null; - this.staticDataUint32 = null; - // all buffers are destroyed inside geometry - this.geometry.destroy(); - }; - return ParticleBuffer; - }()); - - var fragment$6 = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n vec4 color = texture2D(uSampler, vTextureCoord) * vColor;\n gl_FragColor = color;\n}"; - - var vertex$3 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\n\nattribute vec2 aPositionCoord;\nattribute float aRotation;\n\nuniform mat3 translationMatrix;\nuniform vec4 uColor;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nvoid main(void){\n float x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);\n float y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);\n\n vec2 v = vec2(x, y);\n v = v + aPositionCoord;\n\n gl_Position = vec4((translationMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vColor = aColor * uColor;\n}\n"; - - /* - * @author Mat Groves - * - * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ - * for creating the original PixiJS version! - * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now - * share 4 bytes on the vertex buffer - * - * Heavily inspired by LibGDX's ParticleRenderer: - * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java - */ - /** - * Renderer for Particles that is designer for speed over feature set. - * @memberof PIXI - */ - var ParticleRenderer = /** @class */ (function (_super) { - __extends$h(ParticleRenderer, _super); - /** - * @param renderer - The renderer this sprite batch works for. - */ - function ParticleRenderer(renderer) { - var _this = _super.call(this, renderer) || this; - // 65535 is max vertex index in the index buffer (see ParticleRenderer) - // so max number of particles is 65536 / 4 = 16384 - // and max number of element in the index buffer is 16384 * 6 = 98304 - // Creating a full index buffer, overhead is 98304 * 2 = 196Ko - // let numIndices = 98304; - _this.shader = null; - _this.properties = null; - _this.tempMatrix = new Matrix$2(); - _this.properties = [ - // verticesData - { - attributeName: 'aVertexPosition', - size: 2, - uploadFunction: _this.uploadVertices, - offset: 0, - }, - // positionData - { - attributeName: 'aPositionCoord', - size: 2, - uploadFunction: _this.uploadPosition, - offset: 0, - }, - // rotationData - { - attributeName: 'aRotation', - size: 1, - uploadFunction: _this.uploadRotation, - offset: 0, - }, - // uvsData - { - attributeName: 'aTextureCoord', - size: 2, - uploadFunction: _this.uploadUvs, - offset: 0, - }, - // tintData - { - attributeName: 'aColor', - size: 1, - type: TYPES$8.UNSIGNED_BYTE, - uploadFunction: _this.uploadTint, - offset: 0, - } ]; - _this.shader = Shader.from(vertex$3, fragment$6, {}); - _this.state = State.for2d(); - return _this; - } - /** - * Renders the particle container object. - * @param container - The container to render using this ParticleRenderer. - */ - ParticleRenderer.prototype.render = function (container) { - var children = container.children; - var maxSize = container._maxSize; - var batchSize = container._batchSize; - var renderer = this.renderer; - var totalChildren = children.length; - if (totalChildren === 0) { - return; - } - else if (totalChildren > maxSize && !container.autoResize) { - totalChildren = maxSize; - } - var buffers = container._buffers; - if (!buffers) { - buffers = container._buffers = this.generateBuffers(container); - } - var baseTexture = children[0]._texture.baseTexture; - var premultiplied = baseTexture.alphaMode > 0; - // if the uvs have not updated then no point rendering just yet! - this.state.blendMode = correctBlendMode(container.blendMode, premultiplied); - renderer.state.set(this.state); - var gl = renderer.gl; - var m = container.worldTransform.copyTo(this.tempMatrix); - m.prepend(renderer.globalUniforms.uniforms.projectionMatrix); - this.shader.uniforms.translationMatrix = m.toArray(true); - this.shader.uniforms.uColor = premultiplyRgba(container.tintRgb, container.worldAlpha, this.shader.uniforms.uColor, premultiplied); - this.shader.uniforms.uSampler = baseTexture; - this.renderer.shader.bind(this.shader); - var updateStatic = false; - // now lets upload and render the buffers.. - for (var i = 0, j = 0; i < totalChildren; i += batchSize, j += 1) { - var amount = (totalChildren - i); - if (amount > batchSize) { - amount = batchSize; - } - if (j >= buffers.length) { - buffers.push(this._generateOneMoreBuffer(container)); - } - var buffer = buffers[j]; - // we always upload the dynamic - buffer.uploadDynamic(children, i, amount); - var bid = container._bufferUpdateIDs[j] || 0; - updateStatic = updateStatic || (buffer._updateID < bid); - // we only upload the static content when we have to! - if (updateStatic) { - buffer._updateID = container._updateID; - buffer.uploadStatic(children, i, amount); - } - // bind the buffer - renderer.geometry.bind(buffer.geometry); - gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0); - } - }; - /** - * Creates one particle buffer for each child in the container we want to render and updates internal properties. - * @param container - The container to render using this ParticleRenderer - * @returns - The buffers - */ - ParticleRenderer.prototype.generateBuffers = function (container) { - var buffers = []; - var size = container._maxSize; - var batchSize = container._batchSize; - var dynamicPropertyFlags = container._properties; - for (var i = 0; i < size; i += batchSize) { - buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize)); - } - return buffers; - }; - /** - * Creates one more particle buffer, because container has autoResize feature. - * @param container - The container to render using this ParticleRenderer - * @returns - The generated buffer - */ - ParticleRenderer.prototype._generateOneMoreBuffer = function (container) { - var batchSize = container._batchSize; - var dynamicPropertyFlags = container._properties; - return new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize); - }; - /** - * Uploads the vertices. - * @param children - the array of sprites to render - * @param startIndex - the index to start from in the children array - * @param amount - the amount of children that will have their vertices uploaded - * @param array - The vertices to upload. - * @param stride - Stride to use for iteration. - * @param offset - Offset to start at. - */ - ParticleRenderer.prototype.uploadVertices = function (children, startIndex, amount, array, stride, offset) { - var w0 = 0; - var w1 = 0; - var h0 = 0; - var h1 = 0; - for (var i = 0; i < amount; ++i) { - var sprite = children[startIndex + i]; - var texture = sprite._texture; - var sx = sprite.scale.x; - var sy = sprite.scale.y; - var trim = texture.trim; - var orig = texture.orig; - if (trim) { - // if the sprite is trimmed and is not a tilingsprite then we need to add the - // extra space before transforming the sprite coords.. - w1 = trim.x - (sprite.anchor.x * orig.width); - w0 = w1 + trim.width; - h1 = trim.y - (sprite.anchor.y * orig.height); - h0 = h1 + trim.height; - } - else { - w0 = (orig.width) * (1 - sprite.anchor.x); - w1 = (orig.width) * -sprite.anchor.x; - h0 = orig.height * (1 - sprite.anchor.y); - h1 = orig.height * -sprite.anchor.y; - } - array[offset] = w1 * sx; - array[offset + 1] = h1 * sy; - array[offset + stride] = w0 * sx; - array[offset + stride + 1] = h1 * sy; - array[offset + (stride * 2)] = w0 * sx; - array[offset + (stride * 2) + 1] = h0 * sy; - array[offset + (stride * 3)] = w1 * sx; - array[offset + (stride * 3) + 1] = h0 * sy; - offset += stride * 4; - } - }; - /** - * Uploads the position. - * @param children - the array of sprites to render - * @param startIndex - the index to start from in the children array - * @param amount - the amount of children that will have their positions uploaded - * @param array - The vertices to upload. - * @param stride - Stride to use for iteration. - * @param offset - Offset to start at. - */ - ParticleRenderer.prototype.uploadPosition = function (children, startIndex, amount, array, stride, offset) { - for (var i = 0; i < amount; i++) { - var spritePosition = children[startIndex + i].position; - array[offset] = spritePosition.x; - array[offset + 1] = spritePosition.y; - array[offset + stride] = spritePosition.x; - array[offset + stride + 1] = spritePosition.y; - array[offset + (stride * 2)] = spritePosition.x; - array[offset + (stride * 2) + 1] = spritePosition.y; - array[offset + (stride * 3)] = spritePosition.x; - array[offset + (stride * 3) + 1] = spritePosition.y; - offset += stride * 4; - } - }; - /** - * Uploads the rotation. - * @param children - the array of sprites to render - * @param startIndex - the index to start from in the children array - * @param amount - the amount of children that will have their rotation uploaded - * @param array - The vertices to upload. - * @param stride - Stride to use for iteration. - * @param offset - Offset to start at. - */ - ParticleRenderer.prototype.uploadRotation = function (children, startIndex, amount, array, stride, offset) { - for (var i = 0; i < amount; i++) { - var spriteRotation = children[startIndex + i].rotation; - array[offset] = spriteRotation; - array[offset + stride] = spriteRotation; - array[offset + (stride * 2)] = spriteRotation; - array[offset + (stride * 3)] = spriteRotation; - offset += stride * 4; - } - }; - /** - * Uploads the UVs. - * @param children - the array of sprites to render - * @param startIndex - the index to start from in the children array - * @param amount - the amount of children that will have their rotation uploaded - * @param array - The vertices to upload. - * @param stride - Stride to use for iteration. - * @param offset - Offset to start at. - */ - ParticleRenderer.prototype.uploadUvs = function (children, startIndex, amount, array, stride, offset) { - for (var i = 0; i < amount; ++i) { - var textureUvs = children[startIndex + i]._texture._uvs; - if (textureUvs) { - array[offset] = textureUvs.x0; - array[offset + 1] = textureUvs.y0; - array[offset + stride] = textureUvs.x1; - array[offset + stride + 1] = textureUvs.y1; - array[offset + (stride * 2)] = textureUvs.x2; - array[offset + (stride * 2) + 1] = textureUvs.y2; - array[offset + (stride * 3)] = textureUvs.x3; - array[offset + (stride * 3) + 1] = textureUvs.y3; - offset += stride * 4; - } - else { - // TODO you know this can be easier! - array[offset] = 0; - array[offset + 1] = 0; - array[offset + stride] = 0; - array[offset + stride + 1] = 0; - array[offset + (stride * 2)] = 0; - array[offset + (stride * 2) + 1] = 0; - array[offset + (stride * 3)] = 0; - array[offset + (stride * 3) + 1] = 0; - offset += stride * 4; - } - } - }; - /** - * Uploads the tint. - * @param children - the array of sprites to render - * @param startIndex - the index to start from in the children array - * @param amount - the amount of children that will have their rotation uploaded - * @param array - The vertices to upload. - * @param stride - Stride to use for iteration. - * @param offset - Offset to start at. - */ - ParticleRenderer.prototype.uploadTint = function (children, startIndex, amount, array, stride, offset) { - for (var i = 0; i < amount; ++i) { - var sprite = children[startIndex + i]; - var premultiplied = sprite._texture.baseTexture.alphaMode > 0; - var alpha = sprite.alpha; - // we dont call extra function if alpha is 1.0, that's faster - var argb = alpha < 1.0 && premultiplied - ? premultiplyTint(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24); - array[offset] = argb; - array[offset + stride] = argb; - array[offset + (stride * 2)] = argb; - array[offset + (stride * 3)] = argb; - offset += stride * 4; - } - }; - /** Destroys the ParticleRenderer. */ - ParticleRenderer.prototype.destroy = function () { - _super.prototype.destroy.call(this); - if (this.shader) { - this.shader.destroy(); - this.shader = null; - } - this.tempMatrix = null; - }; - /** @ignore */ - ParticleRenderer.extension = { - name: 'particle', - type: ExtensionType.RendererPlugin, - }; - return ParticleRenderer; - }(ObjectRenderer)); - - /*! - * @pixi/graphics - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/graphics is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * Supported line joints in `PIXI.LineStyle` for graphics. - * @see PIXI.Graphics#lineStyle - * @see https://graphicdesign.stackexchange.com/questions/59018/what-is-a-bevel-join-of-two-lines-exactly-illustrator - * @name LINE_JOIN - * @memberof PIXI - * @static - * @enum {string} - * @property {string} MITER - 'miter': make a sharp corner where outer part of lines meet - * @property {string} BEVEL - 'bevel': add a square butt at each end of line segment and fill the triangle at turn - * @property {string} ROUND - 'round': add an arc at the joint - */ - var LINE_JOIN; - (function (LINE_JOIN) { - LINE_JOIN["MITER"] = "miter"; - LINE_JOIN["BEVEL"] = "bevel"; - LINE_JOIN["ROUND"] = "round"; - })(LINE_JOIN || (LINE_JOIN = {})); - /** - * Support line caps in `PIXI.LineStyle` for graphics. - * @see PIXI.Graphics#lineStyle - * @name LINE_CAP - * @memberof PIXI - * @static - * @enum {string} - * @property {string} BUTT - 'butt': don't add any cap at line ends (leaves orthogonal edges) - * @property {string} ROUND - 'round': add semicircle at ends - * @property {string} SQUARE - 'square': add square at end (like `BUTT` except more length at end) - */ - var LINE_CAP; - (function (LINE_CAP) { - LINE_CAP["BUTT"] = "butt"; - LINE_CAP["ROUND"] = "round"; - LINE_CAP["SQUARE"] = "square"; - })(LINE_CAP || (LINE_CAP = {})); - /** - * Graphics curves resolution settings. If `adaptive` flag is set to `true`, - * the resolution is calculated based on the curve's length to ensure better visual quality. - * Adaptive draw works with `bezierCurveTo` and `quadraticCurveTo`. - * @static - * @constant - * @memberof PIXI - * @name GRAPHICS_CURVES - * @type {object} - * @property {boolean} [adaptive=true] - flag indicating if the resolution should be adaptive - * @property {number} [maxLength=10] - maximal length of a single segment of the curve (if adaptive = false, ignored) - * @property {number} [minSegments=8] - minimal number of segments in the curve (if adaptive = false, ignored) - * @property {number} [maxSegments=2048] - maximal number of segments in the curve (if adaptive = false, ignored) - */ - var GRAPHICS_CURVES = { - adaptive: true, - maxLength: 10, - minSegments: 8, - maxSegments: 2048, - epsilon: 0.0001, - _segmentsCount: function (length, defaultSegments) { - if (defaultSegments === void 0) { defaultSegments = 20; } - if (!this.adaptive || !length || isNaN(length)) { - return defaultSegments; - } - var result = Math.ceil(length / this.maxLength); - if (result < this.minSegments) { - result = this.minSegments; - } - else if (result > this.maxSegments) { - result = this.maxSegments; - } - return result; - }, - }; - - /** - * Fill style object for Graphics. - * @memberof PIXI - */ - var FillStyle = /** @class */ (function () { - function FillStyle() { - /** - * The hex color value used when coloring the Graphics object. - * @default 0xFFFFFF - */ - this.color = 0xFFFFFF; - /** The alpha value used when filling the Graphics object. */ - this.alpha = 1.0; - /** - * The texture to be used for the fill. - * @default 0 - */ - this.texture = Texture.WHITE; - /** - * The transform applied to the texture. - * @default null - */ - this.matrix = null; - /** If the current fill is visible. */ - this.visible = false; - this.reset(); - } - /** Clones the object */ - FillStyle.prototype.clone = function () { - var obj = new FillStyle(); - obj.color = this.color; - obj.alpha = this.alpha; - obj.texture = this.texture; - obj.matrix = this.matrix; - obj.visible = this.visible; - return obj; - }; - /** Reset */ - FillStyle.prototype.reset = function () { - this.color = 0xFFFFFF; - this.alpha = 1; - this.texture = Texture.WHITE; - this.matrix = null; - this.visible = false; - }; - /** Destroy and don't use after this. */ - FillStyle.prototype.destroy = function () { - this.texture = null; - this.matrix = null; - }; - return FillStyle; - }()); - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$g = function(d, b) { - extendStatics$g = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$g(d, b); - }; - - function __extends$g(d, b) { - extendStatics$g(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - function fixOrientation(points, hole) { - var _a, _b; - if (hole === void 0) { hole = false; } - var m = points.length; - if (m < 6) { - return; - } - var area = 0; - for (var i = 0, x1 = points[m - 2], y1 = points[m - 1]; i < m; i += 2) { - var x2 = points[i]; - var y2 = points[i + 1]; - area += (x2 - x1) * (y2 + y1); - x1 = x2; - y1 = y2; - } - if ((!hole && area > 0) || (hole && area <= 0)) { - var n = m / 2; - for (var i = n + (n % 2); i < m; i += 2) { - var i1 = m - i - 2; - var i2 = m - i - 1; - var i3 = i; - var i4 = i + 1; - _a = [points[i3], points[i1]], points[i1] = _a[0], points[i3] = _a[1]; - _b = [points[i4], points[i2]], points[i2] = _b[0], points[i4] = _b[1]; - } - } - } - /** - * Builds a polygon to draw - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties - * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape - * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines - */ - var buildPoly = { - build: function (graphicsData) { - graphicsData.points = graphicsData.shape.points.slice(); - }, - triangulate: function (graphicsData, graphicsGeometry) { - var points = graphicsData.points; - var holes = graphicsData.holes; - var verts = graphicsGeometry.points; - var indices = graphicsGeometry.indices; - if (points.length >= 6) { - fixOrientation(points, false); - var holeArray = []; - // Process holes.. - for (var i = 0; i < holes.length; i++) { - var hole = holes[i]; - fixOrientation(hole.points, true); - holeArray.push(points.length / 2); - points = points.concat(hole.points); - } - // sort color - var triangles = earcut$1.exports(points, holeArray, 2); - if (!triangles) { - return; - } - var vertPos = verts.length / 2; - for (var i = 0; i < triangles.length; i += 3) { - indices.push(triangles[i] + vertPos); - indices.push(triangles[i + 1] + vertPos); - indices.push(triangles[i + 2] + vertPos); - } - for (var i = 0; i < points.length; i++) { - verts.push(points[i]); - } - } - }, - }; - - // for type only - /** - * Builds a circle to draw - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object to draw - * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape - * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines - */ - var buildCircle = { - build: function (graphicsData) { - // need to convert points to a nice regular data - var points = graphicsData.points; - var x; - var y; - var dx; - var dy; - var rx; - var ry; - if (graphicsData.type === SHAPES$2.CIRC) { - var circle = graphicsData.shape; - x = circle.x; - y = circle.y; - rx = ry = circle.radius; - dx = dy = 0; - } - else if (graphicsData.type === SHAPES$2.ELIP) { - var ellipse = graphicsData.shape; - x = ellipse.x; - y = ellipse.y; - rx = ellipse.width; - ry = ellipse.height; - dx = dy = 0; - } - else { - var roundedRect = graphicsData.shape; - var halfWidth = roundedRect.width / 2; - var halfHeight = roundedRect.height / 2; - x = roundedRect.x + halfWidth; - y = roundedRect.y + halfHeight; - rx = ry = Math.max(0, Math.min(roundedRect.radius, Math.min(halfWidth, halfHeight))); - dx = halfWidth - rx; - dy = halfHeight - ry; - } - if (!(rx >= 0 && ry >= 0 && dx >= 0 && dy >= 0)) { - points.length = 0; - return; - } - // Choose a number of segments such that the maximum absolute deviation from the circle is approximately 0.029 - var n = Math.ceil(2.3 * Math.sqrt(rx + ry)); - var m = (n * 8) + (dx ? 4 : 0) + (dy ? 4 : 0); - points.length = m; - if (m === 0) { - return; - } - if (n === 0) { - points.length = 8; - points[0] = points[6] = x + dx; - points[1] = points[3] = y + dy; - points[2] = points[4] = x - dx; - points[5] = points[7] = y - dy; - return; - } - var j1 = 0; - var j2 = (n * 4) + (dx ? 2 : 0) + 2; - var j3 = j2; - var j4 = m; - { - var x0 = dx + rx; - var y0 = dy; - var x1 = x + x0; - var x2 = x - x0; - var y1 = y + y0; - points[j1++] = x1; - points[j1++] = y1; - points[--j2] = y1; - points[--j2] = x2; - if (dy) { - var y2 = y - y0; - points[j3++] = x2; - points[j3++] = y2; - points[--j4] = y2; - points[--j4] = x1; - } - } - for (var i = 1; i < n; i++) { - var a = Math.PI / 2 * (i / n); - var x0 = dx + (Math.cos(a) * rx); - var y0 = dy + (Math.sin(a) * ry); - var x1 = x + x0; - var x2 = x - x0; - var y1 = y + y0; - var y2 = y - y0; - points[j1++] = x1; - points[j1++] = y1; - points[--j2] = y1; - points[--j2] = x2; - points[j3++] = x2; - points[j3++] = y2; - points[--j4] = y2; - points[--j4] = x1; - } - { - var x0 = dx; - var y0 = dy + ry; - var x1 = x + x0; - var x2 = x - x0; - var y1 = y + y0; - var y2 = y - y0; - points[j1++] = x1; - points[j1++] = y1; - points[--j4] = y2; - points[--j4] = x1; - if (dx) { - points[j1++] = x2; - points[j1++] = y1; - points[--j4] = y2; - points[--j4] = x2; - } - } - }, - triangulate: function (graphicsData, graphicsGeometry) { - var points = graphicsData.points; - var verts = graphicsGeometry.points; - var indices = graphicsGeometry.indices; - if (points.length === 0) { - return; - } - var vertPos = verts.length / 2; - var center = vertPos; - var x; - var y; - if (graphicsData.type !== SHAPES$2.RREC) { - var circle = graphicsData.shape; - x = circle.x; - y = circle.y; - } - else { - var roundedRect = graphicsData.shape; - x = roundedRect.x + (roundedRect.width / 2); - y = roundedRect.y + (roundedRect.height / 2); - } - var matrix = graphicsData.matrix; - // Push center (special point) - verts.push(graphicsData.matrix ? (matrix.a * x) + (matrix.c * y) + matrix.tx : x, graphicsData.matrix ? (matrix.b * x) + (matrix.d * y) + matrix.ty : y); - vertPos++; - verts.push(points[0], points[1]); - for (var i = 2; i < points.length; i += 2) { - verts.push(points[i], points[i + 1]); - // add some uvs - indices.push(vertPos++, center, vertPos); - } - indices.push(center + 1, center, vertPos); - }, - }; - - /** - * Builds a rectangle to draw - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties - * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape - * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines - */ - var buildRectangle = { - build: function (graphicsData) { - // --- // - // need to convert points to a nice regular data - // - var rectData = graphicsData.shape; - var x = rectData.x; - var y = rectData.y; - var width = rectData.width; - var height = rectData.height; - var points = graphicsData.points; - points.length = 0; - points.push(x, y, x + width, y, x + width, y + height, x, y + height); - }, - triangulate: function (graphicsData, graphicsGeometry) { - var points = graphicsData.points; - var verts = graphicsGeometry.points; - var vertPos = verts.length / 2; - verts.push(points[0], points[1], points[2], points[3], points[6], points[7], points[4], points[5]); - graphicsGeometry.indices.push(vertPos, vertPos + 1, vertPos + 2, vertPos + 1, vertPos + 2, vertPos + 3); - }, - }; - - /** - * Calculate a single point for a quadratic bezier curve. - * Utility function used by quadraticBezierCurve. - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {number} n1 - first number - * @param {number} n2 - second number - * @param {number} perc - percentage - * @returns {number} the result - */ - function getPt(n1, n2, perc) { - var diff = n2 - n1; - return n1 + (diff * perc); - } - /** - * Calculate the points for a quadratic bezier curve. (helper function..) - * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {number} fromX - Origin point x - * @param {number} fromY - Origin point x - * @param {number} cpX - Control point x - * @param {number} cpY - Control point y - * @param {number} toX - Destination point x - * @param {number} toY - Destination point y - * @param {number[]} [out=[]] - The output array to add points into. If not passed, a new array is created. - * @returns {number[]} an array of points - */ - function quadraticBezierCurve(fromX, fromY, cpX, cpY, toX, toY, out) { - if (out === void 0) { out = []; } - var n = 20; - var points = out; - var xa = 0; - var ya = 0; - var xb = 0; - var yb = 0; - var x = 0; - var y = 0; - for (var i = 0, j = 0; i <= n; ++i) { - j = i / n; - // The Green Line - xa = getPt(fromX, cpX, j); - ya = getPt(fromY, cpY, j); - xb = getPt(cpX, toX, j); - yb = getPt(cpY, toY, j); - // The Black Dot - x = getPt(xa, xb, j); - y = getPt(ya, yb, j); - // Handle case when first curve points overlaps and earcut fails to triangulate - if (i === 0 && points[points.length - 2] === x && points[points.length - 1] === y) { - continue; - } - points.push(x, y); - } - return points; - } - /** - * Builds a rounded rectangle to draw - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties - * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape - * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines - */ - var buildRoundedRectangle = { - build: function (graphicsData) { - if (Graphics.nextRoundedRectBehavior) { - buildCircle.build(graphicsData); - return; - } - var rrectData = graphicsData.shape; - var points = graphicsData.points; - var x = rrectData.x; - var y = rrectData.y; - var width = rrectData.width; - var height = rrectData.height; - // Don't allow negative radius or greater than half the smallest width - var radius = Math.max(0, Math.min(rrectData.radius, Math.min(width, height) / 2)); - points.length = 0; - // No radius, do a simple rectangle - if (!radius) { - points.push(x, y, x + width, y, x + width, y + height, x, y + height); - } - else { - quadraticBezierCurve(x, y + radius, x, y, x + radius, y, points); - quadraticBezierCurve(x + width - radius, y, x + width, y, x + width, y + radius, points); - quadraticBezierCurve(x + width, y + height - radius, x + width, y + height, x + width - radius, y + height, points); - quadraticBezierCurve(x + radius, y + height, x, y + height, x, y + height - radius, points); - } - }, - triangulate: function (graphicsData, graphicsGeometry) { - if (Graphics.nextRoundedRectBehavior) { - buildCircle.triangulate(graphicsData, graphicsGeometry); - return; - } - var points = graphicsData.points; - var verts = graphicsGeometry.points; - var indices = graphicsGeometry.indices; - var vecPos = verts.length / 2; - var triangles = earcut$1.exports(points, null, 2); - for (var i = 0, j = triangles.length; i < j; i += 3) { - indices.push(triangles[i] + vecPos); - // indices.push(triangles[i] + vecPos); - indices.push(triangles[i + 1] + vecPos); - // indices.push(triangles[i + 2] + vecPos); - indices.push(triangles[i + 2] + vecPos); - } - for (var i = 0, j = points.length; i < j; i++) { - verts.push(points[i], points[++i]); - } - }, - }; - - /** - * Buffers vertices to draw a square cap. - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {number} x - X-coord of end point - * @param {number} y - Y-coord of end point - * @param {number} nx - X-coord of line normal pointing inside - * @param {number} ny - Y-coord of line normal pointing inside - * @param {number} innerWeight - Weight of inner points - * @param {number} outerWeight - Weight of outer points - * @param {boolean} clockwise - Whether the cap is drawn clockwise - * @param {Array} verts - vertex buffer - * @returns {number} - no. of vertices pushed - */ - function square(x, y, nx, ny, innerWeight, outerWeight, clockwise, /* rotation for square (true at left end, false at right end) */ verts) { - var ix = x - (nx * innerWeight); - var iy = y - (ny * innerWeight); - var ox = x + (nx * outerWeight); - var oy = y + (ny * outerWeight); - /* Rotate nx,ny for extension vector */ - var exx; - var eyy; - if (clockwise) { - exx = ny; - eyy = -nx; - } - else { - exx = -ny; - eyy = nx; - } - /* [i|0]x,y extended at cap */ - var eix = ix + exx; - var eiy = iy + eyy; - var eox = ox + exx; - var eoy = oy + eyy; - /* Square itself must be inserted clockwise*/ - verts.push(eix, eiy); - verts.push(eox, eoy); - return 2; - } - /** - * Buffers vertices to draw an arc at the line joint or cap. - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {number} cx - X-coord of center - * @param {number} cy - Y-coord of center - * @param {number} sx - X-coord of arc start - * @param {number} sy - Y-coord of arc start - * @param {number} ex - X-coord of arc end - * @param {number} ey - Y-coord of arc end - * @param {Array} verts - buffer of vertices - * @param {boolean} clockwise - orientation of vertices - * @returns {number} - no. of vertices pushed - */ - function round(cx, cy, sx, sy, ex, ey, verts, clockwise) { - var cx2p0x = sx - cx; - var cy2p0y = sy - cy; - var angle0 = Math.atan2(cx2p0x, cy2p0y); - var angle1 = Math.atan2(ex - cx, ey - cy); - if (clockwise && angle0 < angle1) { - angle0 += Math.PI * 2; - } - else if (!clockwise && angle0 > angle1) { - angle1 += Math.PI * 2; - } - var startAngle = angle0; - var angleDiff = angle1 - angle0; - var absAngleDiff = Math.abs(angleDiff); - /* if (absAngleDiff >= PI_LBOUND && absAngleDiff <= PI_UBOUND) - { - const r1x = cx - nxtPx; - const r1y = cy - nxtPy; - - if (r1x === 0) - { - if (r1y > 0) - { - angleDiff = -angleDiff; - } - } - else if (r1x >= -GRAPHICS_CURVES.epsilon) - { - angleDiff = -angleDiff; - } - }*/ - var radius = Math.sqrt((cx2p0x * cx2p0x) + (cy2p0y * cy2p0y)); - var segCount = ((15 * absAngleDiff * Math.sqrt(radius) / Math.PI) >> 0) + 1; - var angleInc = angleDiff / segCount; - startAngle += angleInc; - if (clockwise) { - verts.push(cx, cy); - verts.push(sx, sy); - for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) { - verts.push(cx, cy); - verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius))); - } - verts.push(cx, cy); - verts.push(ex, ey); - } - else { - verts.push(sx, sy); - verts.push(cx, cy); - for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) { - verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius))); - verts.push(cx, cy); - } - verts.push(ex, ey); - verts.push(cx, cy); - } - return segCount * 2; - } - /** - * Builds a line to draw using the polygon method. - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties - * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output - */ - function buildNonNativeLine(graphicsData, graphicsGeometry) { - var shape = graphicsData.shape; - var points = graphicsData.points || shape.points.slice(); - var eps = graphicsGeometry.closePointEps; - if (points.length === 0) { - return; - } - // if the line width is an odd number add 0.5 to align to a whole pixel - // commenting this out fixes #711 and #1620 - // if (graphicsData.lineWidth%2) - // { - // for (i = 0; i < points.length; i++) - // { - // points[i] += 0.5; - // } - // } - var style = graphicsData.lineStyle; - // get first and last point.. figure out the middle! - var firstPoint = new Point$2(points[0], points[1]); - var lastPoint = new Point$2(points[points.length - 2], points[points.length - 1]); - var closedShape = shape.type !== SHAPES$2.POLY || shape.closeStroke; - var closedPath = Math.abs(firstPoint.x - lastPoint.x) < eps - && Math.abs(firstPoint.y - lastPoint.y) < eps; - // if the first point is the last point - gonna have issues :) - if (closedShape) { - // need to clone as we are going to slightly modify the shape.. - points = points.slice(); - if (closedPath) { - points.pop(); - points.pop(); - lastPoint.set(points[points.length - 2], points[points.length - 1]); - } - var midPointX = (firstPoint.x + lastPoint.x) * 0.5; - var midPointY = (lastPoint.y + firstPoint.y) * 0.5; - points.unshift(midPointX, midPointY); - points.push(midPointX, midPointY); - } - var verts = graphicsGeometry.points; - var length = points.length / 2; - var indexCount = points.length; - var indexStart = verts.length / 2; - // Max. inner and outer width - var width = style.width / 2; - var widthSquared = width * width; - var miterLimitSquared = style.miterLimit * style.miterLimit; - /* Line segments of interest where (x1,y1) forms the corner. */ - var x0 = points[0]; - var y0 = points[1]; - var x1 = points[2]; - var y1 = points[3]; - var x2 = 0; - var y2 = 0; - /* perp[?](x|y) = the line normal with magnitude lineWidth. */ - var perpx = -(y0 - y1); - var perpy = x0 - x1; - var perp1x = 0; - var perp1y = 0; - var dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); - perpx /= dist; - perpy /= dist; - perpx *= width; - perpy *= width; - var ratio = style.alignment; // 0.5; - var innerWeight = (1 - ratio) * 2; - var outerWeight = ratio * 2; - if (!closedShape) { - if (style.cap === LINE_CAP.ROUND) { - indexCount += round(x0 - (perpx * (innerWeight - outerWeight) * 0.5), y0 - (perpy * (innerWeight - outerWeight) * 0.5), x0 - (perpx * innerWeight), y0 - (perpy * innerWeight), x0 + (perpx * outerWeight), y0 + (perpy * outerWeight), verts, true) + 2; - } - else if (style.cap === LINE_CAP.SQUARE) { - indexCount += square(x0, y0, perpx, perpy, innerWeight, outerWeight, true, verts); - } - } - // Push first point (below & above vertices) - verts.push(x0 - (perpx * innerWeight), y0 - (perpy * innerWeight)); - verts.push(x0 + (perpx * outerWeight), y0 + (perpy * outerWeight)); - for (var i = 1; i < length - 1; ++i) { - x0 = points[(i - 1) * 2]; - y0 = points[((i - 1) * 2) + 1]; - x1 = points[i * 2]; - y1 = points[(i * 2) + 1]; - x2 = points[(i + 1) * 2]; - y2 = points[((i + 1) * 2) + 1]; - perpx = -(y0 - y1); - perpy = x0 - x1; - dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); - perpx /= dist; - perpy /= dist; - perpx *= width; - perpy *= width; - perp1x = -(y1 - y2); - perp1y = x1 - x2; - dist = Math.sqrt((perp1x * perp1x) + (perp1y * perp1y)); - perp1x /= dist; - perp1y /= dist; - perp1x *= width; - perp1y *= width; - /* d[x|y](0|1) = the component displacement between points p(0,1|1,2) */ - var dx0 = x1 - x0; - var dy0 = y0 - y1; - var dx1 = x1 - x2; - var dy1 = y2 - y1; - /* +ve if internal angle counterclockwise, -ve if internal angle clockwise. */ - var cross = (dy0 * dx1) - (dy1 * dx0); - var clockwise = (cross < 0); - /* Going nearly straight? */ - if (Math.abs(cross) < 0.1) { - verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); - verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); - continue; - } - /* p[x|y] is the miter point. pdist is the distance between miter point and p1. */ - var c1 = ((-perpx + x0) * (-perpy + y1)) - ((-perpx + x1) * (-perpy + y0)); - var c2 = ((-perp1x + x2) * (-perp1y + y1)) - ((-perp1x + x1) * (-perp1y + y2)); - var px = ((dx0 * c2) - (dx1 * c1)) / cross; - var py = ((dy1 * c1) - (dy0 * c2)) / cross; - var pdist = ((px - x1) * (px - x1)) + ((py - y1) * (py - y1)); - /* Inner miter point */ - var imx = x1 + ((px - x1) * innerWeight); - var imy = y1 + ((py - y1) * innerWeight); - /* Outer miter point */ - var omx = x1 - ((px - x1) * outerWeight); - var omy = y1 - ((py - y1) * outerWeight); - /* Is the inside miter point too far away, creating a spike? */ - var smallerInsideSegmentSq = Math.min((dx0 * dx0) + (dy0 * dy0), (dx1 * dx1) + (dy1 * dy1)); - var insideWeight = clockwise ? innerWeight : outerWeight; - var smallerInsideDiagonalSq = smallerInsideSegmentSq + (insideWeight * insideWeight * widthSquared); - var insideMiterOk = pdist <= smallerInsideDiagonalSq; - if (insideMiterOk) { - if (style.join === LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared) { - if (clockwise) /* rotating at inner angle */ { - verts.push(imx, imy); // inner miter point - verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex - verts.push(imx, imy); // inner miter point - verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex - } - else /* rotating at outer angle */ { - verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex - verts.push(omx, omy); // outer miter point - verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's outer vertex - verts.push(omx, omy); // outer miter point - } - indexCount += 2; - } - else if (style.join === LINE_JOIN.ROUND) { - if (clockwise) /* arc is outside */ { - verts.push(imx, imy); - verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); - indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 4; - verts.push(imx, imy); - verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); - } - else /* arc is inside */ { - verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); - verts.push(omx, omy); - indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 4; - verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); - verts.push(omx, omy); - } - } - else { - verts.push(imx, imy); - verts.push(omx, omy); - } - } - else // inside miter is NOT ok - { - verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex - verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex - if (style.join === LINE_JOIN.ROUND) { - if (clockwise) /* arc is outside */ { - indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 2; - } - else /* arc is inside */ { - indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 2; - } - } - else if (style.join === LINE_JOIN.MITER && pdist / widthSquared <= miterLimitSquared) { - if (clockwise) { - verts.push(omx, omy); // inner miter point - verts.push(omx, omy); // inner miter point - } - else { - verts.push(imx, imy); // outer miter point - verts.push(imx, imy); // outer miter point - } - indexCount += 2; - } - verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's inner vertex - verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex - indexCount += 2; - } - } - x0 = points[(length - 2) * 2]; - y0 = points[((length - 2) * 2) + 1]; - x1 = points[(length - 1) * 2]; - y1 = points[((length - 1) * 2) + 1]; - perpx = -(y0 - y1); - perpy = x0 - x1; - dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); - perpx /= dist; - perpy /= dist; - perpx *= width; - perpy *= width; - verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); - verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); - if (!closedShape) { - if (style.cap === LINE_CAP.ROUND) { - indexCount += round(x1 - (perpx * (innerWeight - outerWeight) * 0.5), y1 - (perpy * (innerWeight - outerWeight) * 0.5), x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), verts, false) + 2; - } - else if (style.cap === LINE_CAP.SQUARE) { - indexCount += square(x1, y1, perpx, perpy, innerWeight, outerWeight, false, verts); - } - } - var indices = graphicsGeometry.indices; - var eps2 = GRAPHICS_CURVES.epsilon * GRAPHICS_CURVES.epsilon; - // indices.push(indexStart); - for (var i = indexStart; i < indexCount + indexStart - 2; ++i) { - x0 = verts[(i * 2)]; - y0 = verts[(i * 2) + 1]; - x1 = verts[(i + 1) * 2]; - y1 = verts[((i + 1) * 2) + 1]; - x2 = verts[(i + 2) * 2]; - y2 = verts[((i + 2) * 2) + 1]; - /* Skip zero area triangles */ - if (Math.abs((x0 * (y1 - y2)) + (x1 * (y2 - y0)) + (x2 * (y0 - y1))) < eps2) { - continue; - } - indices.push(i, i + 1, i + 2); - } - } - /** - * Builds a line to draw using the gl.drawArrays(gl.LINES) method - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties - * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output - */ - function buildNativeLine(graphicsData, graphicsGeometry) { - var i = 0; - var shape = graphicsData.shape; - var points = graphicsData.points || shape.points; - var closedShape = shape.type !== SHAPES$2.POLY || shape.closeStroke; - if (points.length === 0) - { return; } - var verts = graphicsGeometry.points; - var indices = graphicsGeometry.indices; - var length = points.length / 2; - var startIndex = verts.length / 2; - var currentIndex = startIndex; - verts.push(points[0], points[1]); - for (i = 1; i < length; i++) { - verts.push(points[i * 2], points[(i * 2) + 1]); - indices.push(currentIndex, currentIndex + 1); - currentIndex++; - } - if (closedShape) { - indices.push(currentIndex, startIndex); - } - } - /** - * Builds a line to draw - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties - * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output - */ - function buildLine(graphicsData, graphicsGeometry) { - if (graphicsData.lineStyle.native) { - buildNativeLine(graphicsData, graphicsGeometry); - } - else { - buildNonNativeLine(graphicsData, graphicsGeometry); - } - } - - /** - * Utilities for arc curves. - * @private - */ - var ArcUtils = /** @class */ (function () { - function ArcUtils() { - } - /** - * The arcTo() method creates an arc/curve between two tangents on the canvas. - * - * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google! - * @private - * @param x1 - The x-coordinate of the beginning of the arc - * @param y1 - The y-coordinate of the beginning of the arc - * @param x2 - The x-coordinate of the end of the arc - * @param y2 - The y-coordinate of the end of the arc - * @param radius - The radius of the arc - * @param points - - * @returns - If the arc length is valid, return center of circle, radius and other info otherwise `null`. - */ - ArcUtils.curveTo = function (x1, y1, x2, y2, radius, points) { - var fromX = points[points.length - 2]; - var fromY = points[points.length - 1]; - var a1 = fromY - y1; - var b1 = fromX - x1; - var a2 = y2 - y1; - var b2 = x2 - x1; - var mm = Math.abs((a1 * b2) - (b1 * a2)); - if (mm < 1.0e-8 || radius === 0) { - if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1) { - points.push(x1, y1); - } - return null; - } - var dd = (a1 * a1) + (b1 * b1); - var cc = (a2 * a2) + (b2 * b2); - var tt = (a1 * a2) + (b1 * b2); - var k1 = radius * Math.sqrt(dd) / mm; - var k2 = radius * Math.sqrt(cc) / mm; - var j1 = k1 * tt / dd; - var j2 = k2 * tt / cc; - var cx = (k1 * b2) + (k2 * b1); - var cy = (k1 * a2) + (k2 * a1); - var px = b1 * (k2 + j1); - var py = a1 * (k2 + j1); - var qx = b2 * (k1 + j2); - var qy = a2 * (k1 + j2); - var startAngle = Math.atan2(py - cy, px - cx); - var endAngle = Math.atan2(qy - cy, qx - cx); - return { - cx: (cx + x1), - cy: (cy + y1), - radius: radius, - startAngle: startAngle, - endAngle: endAngle, - anticlockwise: (b1 * a2 > b2 * a1), - }; - }; - /* eslint-disable max-len */ - /** - * The arc method creates an arc/curve (used to create circles, or parts of circles). - * @private - * @param _startX - Start x location of arc - * @param _startY - Start y location of arc - * @param cx - The x-coordinate of the center of the circle - * @param cy - The y-coordinate of the center of the circle - * @param radius - The radius of the circle - * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position - * of the arc's circle) - * @param endAngle - The ending angle, in radians - * @param _anticlockwise - Specifies whether the drawing should be - * counter-clockwise or clockwise. False is default, and indicates clockwise, while true - * indicates counter-clockwise. - * @param points - Collection of points to add to - */ - ArcUtils.arc = function (_startX, _startY, cx, cy, radius, startAngle, endAngle, _anticlockwise, points) { - var sweep = endAngle - startAngle; - var n = GRAPHICS_CURVES._segmentsCount(Math.abs(sweep) * radius, Math.ceil(Math.abs(sweep) / PI_2$2) * 40); - var theta = (sweep) / (n * 2); - var theta2 = theta * 2; - var cTheta = Math.cos(theta); - var sTheta = Math.sin(theta); - var segMinus = n - 1; - var remainder = (segMinus % 1) / segMinus; - for (var i = 0; i <= segMinus; ++i) { - var real = i + (remainder * i); - var angle = ((theta) + startAngle + (theta2 * real)); - var c = Math.cos(angle); - var s = -Math.sin(angle); - points.push((((cTheta * c) + (sTheta * s)) * radius) + cx, (((cTheta * -s) + (sTheta * c)) * radius) + cy); - } - }; - return ArcUtils; - }()); - - /** - * Utilities for bezier curves - * @private - */ - var BezierUtils = /** @class */ (function () { - function BezierUtils() { - } - /** - * Calculate length of bezier curve. - * Analytical solution is impossible, since it involves an integral that does not integrate in general. - * Therefore numerical solution is used. - * @private - * @param fromX - Starting point x - * @param fromY - Starting point y - * @param cpX - Control point x - * @param cpY - Control point y - * @param cpX2 - Second Control point x - * @param cpY2 - Second Control point y - * @param toX - Destination point x - * @param toY - Destination point y - * @returns - Length of bezier curve - */ - BezierUtils.curveLength = function (fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY) { - var n = 10; - var result = 0.0; - var t = 0.0; - var t2 = 0.0; - var t3 = 0.0; - var nt = 0.0; - var nt2 = 0.0; - var nt3 = 0.0; - var x = 0.0; - var y = 0.0; - var dx = 0.0; - var dy = 0.0; - var prevX = fromX; - var prevY = fromY; - for (var i = 1; i <= n; ++i) { - t = i / n; - t2 = t * t; - t3 = t2 * t; - nt = (1.0 - t); - nt2 = nt * nt; - nt3 = nt2 * nt; - x = (nt3 * fromX) + (3.0 * nt2 * t * cpX) + (3.0 * nt * t2 * cpX2) + (t3 * toX); - y = (nt3 * fromY) + (3.0 * nt2 * t * cpY) + (3 * nt * t2 * cpY2) + (t3 * toY); - dx = prevX - x; - dy = prevY - y; - prevX = x; - prevY = y; - result += Math.sqrt((dx * dx) + (dy * dy)); - } - return result; - }; - /** - * Calculate the points for a bezier curve and then draws it. - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @param cpX - Control point x - * @param cpY - Control point y - * @param cpX2 - Second Control point x - * @param cpY2 - Second Control point y - * @param toX - Destination point x - * @param toY - Destination point y - * @param points - Path array to push points into - */ - BezierUtils.curveTo = function (cpX, cpY, cpX2, cpY2, toX, toY, points) { - var fromX = points[points.length - 2]; - var fromY = points[points.length - 1]; - points.length -= 2; - var n = GRAPHICS_CURVES._segmentsCount(BezierUtils.curveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY)); - var dt = 0; - var dt2 = 0; - var dt3 = 0; - var t2 = 0; - var t3 = 0; - points.push(fromX, fromY); - for (var i = 1, j = 0; i <= n; ++i) { - j = i / n; - dt = (1 - j); - dt2 = dt * dt; - dt3 = dt2 * dt; - t2 = j * j; - t3 = t2 * j; - points.push((dt3 * fromX) + (3 * dt2 * j * cpX) + (3 * dt * t2 * cpX2) + (t3 * toX), (dt3 * fromY) + (3 * dt2 * j * cpY) + (3 * dt * t2 * cpY2) + (t3 * toY)); - } - }; - return BezierUtils; - }()); - - /** - * Utilities for quadratic curves. - * @private - */ - var QuadraticUtils = /** @class */ (function () { - function QuadraticUtils() { - } - /** - * Calculate length of quadratic curve - * @see {@link http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/} - * for the detailed explanation of math behind this. - * @private - * @param fromX - x-coordinate of curve start point - * @param fromY - y-coordinate of curve start point - * @param cpX - x-coordinate of curve control point - * @param cpY - y-coordinate of curve control point - * @param toX - x-coordinate of curve end point - * @param toY - y-coordinate of curve end point - * @returns - Length of quadratic curve - */ - QuadraticUtils.curveLength = function (fromX, fromY, cpX, cpY, toX, toY) { - var ax = fromX - (2.0 * cpX) + toX; - var ay = fromY - (2.0 * cpY) + toY; - var bx = (2.0 * cpX) - (2.0 * fromX); - var by = (2.0 * cpY) - (2.0 * fromY); - var a = 4.0 * ((ax * ax) + (ay * ay)); - var b = 4.0 * ((ax * bx) + (ay * by)); - var c = (bx * bx) + (by * by); - var s = 2.0 * Math.sqrt(a + b + c); - var a2 = Math.sqrt(a); - var a32 = 2.0 * a * a2; - var c2 = 2.0 * Math.sqrt(c); - var ba = b / a2; - return ((a32 * s) - + (a2 * b * (s - c2)) - + (((4.0 * c * a) - (b * b)) - * Math.log(((2.0 * a2) + ba + s) / (ba + c2)))) / (4.0 * a32); - }; - /** - * Calculate the points for a quadratic bezier curve and then draws it. - * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c - * @private - * @param cpX - Control point x - * @param cpY - Control point y - * @param toX - Destination point x - * @param toY - Destination point y - * @param points - Points to add segments to. - */ - QuadraticUtils.curveTo = function (cpX, cpY, toX, toY, points) { - var fromX = points[points.length - 2]; - var fromY = points[points.length - 1]; - var n = GRAPHICS_CURVES._segmentsCount(QuadraticUtils.curveLength(fromX, fromY, cpX, cpY, toX, toY)); - var xa = 0; - var ya = 0; - for (var i = 1; i <= n; ++i) { - var j = i / n; - xa = fromX + ((cpX - fromX) * j); - ya = fromY + ((cpY - fromY) * j); - points.push(xa + (((cpX + ((toX - cpX) * j)) - xa) * j), ya + (((cpY + ((toY - cpY) * j)) - ya) * j)); - } - }; - return QuadraticUtils; - }()); - - /** - * A structure to hold interim batch objects for Graphics. - * @memberof PIXI.graphicsUtils - */ - var BatchPart = /** @class */ (function () { - function BatchPart() { - this.reset(); - } - /** - * Begin batch part. - * @param style - * @param startIndex - * @param attribStart - */ - BatchPart.prototype.begin = function (style, startIndex, attribStart) { - this.reset(); - this.style = style; - this.start = startIndex; - this.attribStart = attribStart; - }; - /** - * End batch part. - * @param endIndex - * @param endAttrib - */ - BatchPart.prototype.end = function (endIndex, endAttrib) { - this.attribSize = endAttrib - this.attribStart; - this.size = endIndex - this.start; - }; - BatchPart.prototype.reset = function () { - this.style = null; - this.size = 0; - this.start = 0; - this.attribStart = 0; - this.attribSize = 0; - }; - return BatchPart; - }()); - - /** - * Generalized convenience utilities for Graphics. - * @namespace graphicsUtils - * @memberof PIXI - */ - var _a; - /** - * Map of fill commands for each shape type. - * @memberof PIXI.graphicsUtils - * @member {object} FILL_COMMANDS - */ - var FILL_COMMANDS = (_a = {}, - _a[SHAPES$2.POLY] = buildPoly, - _a[SHAPES$2.CIRC] = buildCircle, - _a[SHAPES$2.ELIP] = buildCircle, - _a[SHAPES$2.RECT] = buildRectangle, - _a[SHAPES$2.RREC] = buildRoundedRectangle, - _a); - /** - * Batch pool, stores unused batches for preventing allocations. - * @memberof PIXI.graphicsUtils - * @member {Array} BATCH_POOL - */ - var BATCH_POOL = []; - /** - * Draw call pool, stores unused draw calls for preventing allocations. - * @memberof PIXI.graphicsUtils - * @member {Array} DRAW_CALL_POOL - */ - var DRAW_CALL_POOL = []; - - /** - * A class to contain data useful for Graphics objects - * @memberof PIXI - */ - var GraphicsData = /** @class */ (function () { - /** - * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. - * @param fillStyle - the width of the line to draw - * @param lineStyle - the color of the line to draw - * @param matrix - Transform matrix - */ - function GraphicsData(shape, fillStyle, lineStyle, matrix) { - if (fillStyle === void 0) { fillStyle = null; } - if (lineStyle === void 0) { lineStyle = null; } - if (matrix === void 0) { matrix = null; } - /** The collection of points. */ - this.points = []; - /** The collection of holes. */ - this.holes = []; - this.shape = shape; - this.lineStyle = lineStyle; - this.fillStyle = fillStyle; - this.matrix = matrix; - this.type = shape.type; - } - /** - * Creates a new GraphicsData object with the same values as this one. - * @returns - Cloned GraphicsData object - */ - GraphicsData.prototype.clone = function () { - return new GraphicsData(this.shape, this.fillStyle, this.lineStyle, this.matrix); - }; - /** Destroys the Graphics data. */ - GraphicsData.prototype.destroy = function () { - this.shape = null; - this.holes.length = 0; - this.holes = null; - this.points.length = 0; - this.points = null; - this.lineStyle = null; - this.fillStyle = null; - }; - return GraphicsData; - }()); - - var tmpPoint = new Point$2(); - /** - * The Graphics class contains methods used to draw primitive shapes such as lines, circles and - * rectangles to the display, and to color and fill them. - * - * GraphicsGeometry is designed to not be continually updating the geometry since it's expensive - * to re-tesselate using **earcut**. Consider using {@link PIXI.Mesh} for this use-case, it's much faster. - * @memberof PIXI - */ - var GraphicsGeometry = /** @class */ (function (_super) { - __extends$g(GraphicsGeometry, _super); - // eslint-disable-next-line @typescript-eslint/no-useless-constructor - function GraphicsGeometry() { - var _this = _super.call(this) || this; - /** Minimal distance between points that are considered different. Affects line tesselation. */ - _this.closePointEps = 1e-4; - /** Padding to add to the bounds. */ - _this.boundsPadding = 0; - _this.uvsFloat32 = null; - _this.indicesUint16 = null; - _this.batchable = false; - /** An array of points to draw, 2 numbers per point */ - _this.points = []; - /** The collection of colors */ - _this.colors = []; - /** The UVs collection */ - _this.uvs = []; - /** The indices of the vertices */ - _this.indices = []; - /** Reference to the texture IDs. */ - _this.textureIds = []; - /** - * The collection of drawn shapes. - * @member {PIXI.GraphicsData[]} - */ - _this.graphicsData = []; - /** - * List of current draw calls drived from the batches. - * @member {PIXI.BatchDrawCall[]} - */ - _this.drawCalls = []; - /** Batches need to regenerated if the geometry is updated. */ - _this.batchDirty = -1; - /** - * Intermediate abstract format sent to batch system. - * Can be converted to drawCalls or to batchable objects. - * @member {PIXI.graphicsUtils.BatchPart[]} - */ - _this.batches = []; - /** Used to detect if the graphics object has changed. */ - _this.dirty = 0; - /** Used to check if the cache is dirty. */ - _this.cacheDirty = -1; - /** Used to detect if we cleared the graphicsData. */ - _this.clearDirty = 0; - /** Index of the last batched shape in the stack of calls. */ - _this.shapeIndex = 0; - /** Cached bounds. */ - _this._bounds = new Bounds$2(); - /** The bounds dirty flag. */ - _this.boundsDirty = -1; - return _this; - } - Object.defineProperty(GraphicsGeometry.prototype, "bounds", { - /** - * Get the current bounds of the graphic geometry. - * @readonly - */ - get: function () { - this.updateBatches(); - if (this.boundsDirty !== this.dirty) { - this.boundsDirty = this.dirty; - this.calculateBounds(); - } - return this._bounds; - }, - enumerable: false, - configurable: true - }); - /** Call if you changed graphicsData manually. Empties all batch buffers. */ - GraphicsGeometry.prototype.invalidate = function () { - this.boundsDirty = -1; - this.dirty++; - this.batchDirty++; - this.shapeIndex = 0; - this.points.length = 0; - this.colors.length = 0; - this.uvs.length = 0; - this.indices.length = 0; - this.textureIds.length = 0; - for (var i = 0; i < this.drawCalls.length; i++) { - this.drawCalls[i].texArray.clear(); - DRAW_CALL_POOL.push(this.drawCalls[i]); - } - this.drawCalls.length = 0; - for (var i = 0; i < this.batches.length; i++) { - var batchPart = this.batches[i]; - batchPart.reset(); - BATCH_POOL.push(batchPart); - } - this.batches.length = 0; - }; - /** - * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. - * @returns - This GraphicsGeometry object. Good for chaining method calls - */ - GraphicsGeometry.prototype.clear = function () { - if (this.graphicsData.length > 0) { - this.invalidate(); - this.clearDirty++; - this.graphicsData.length = 0; - } - return this; - }; - /** - * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. - * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. - * @param fillStyle - Defines style of the fill. - * @param lineStyle - Defines style of the lines. - * @param matrix - Transform applied to the points of the shape. - * @returns - Returns geometry for chaining. - */ - GraphicsGeometry.prototype.drawShape = function (shape, fillStyle, lineStyle, matrix) { - if (fillStyle === void 0) { fillStyle = null; } - if (lineStyle === void 0) { lineStyle = null; } - if (matrix === void 0) { matrix = null; } - var data = new GraphicsData(shape, fillStyle, lineStyle, matrix); - this.graphicsData.push(data); - this.dirty++; - return this; - }; - /** - * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. - * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. - * @param matrix - Transform applied to the points of the shape. - * @returns - Returns geometry for chaining. - */ - GraphicsGeometry.prototype.drawHole = function (shape, matrix) { - if (matrix === void 0) { matrix = null; } - if (!this.graphicsData.length) { - return null; - } - var data = new GraphicsData(shape, null, null, matrix); - var lastShape = this.graphicsData[this.graphicsData.length - 1]; - data.lineStyle = lastShape.lineStyle; - lastShape.holes.push(data); - this.dirty++; - return this; - }; - /** Destroys the GraphicsGeometry object. */ - GraphicsGeometry.prototype.destroy = function () { - _super.prototype.destroy.call(this); - // destroy each of the GraphicsData objects - for (var i = 0; i < this.graphicsData.length; ++i) { - this.graphicsData[i].destroy(); - } - this.points.length = 0; - this.points = null; - this.colors.length = 0; - this.colors = null; - this.uvs.length = 0; - this.uvs = null; - this.indices.length = 0; - this.indices = null; - this.indexBuffer.destroy(); - this.indexBuffer = null; - this.graphicsData.length = 0; - this.graphicsData = null; - this.drawCalls.length = 0; - this.drawCalls = null; - this.batches.length = 0; - this.batches = null; - this._bounds = null; - }; - /** - * Check to see if a point is contained within this geometry. - * @param point - Point to check if it's contained. - * @returns {boolean} `true` if the point is contained within geometry. - */ - GraphicsGeometry.prototype.containsPoint = function (point) { - var graphicsData = this.graphicsData; - for (var i = 0; i < graphicsData.length; ++i) { - var data = graphicsData[i]; - if (!data.fillStyle.visible) { - continue; - } - // only deal with fills.. - if (data.shape) { - if (data.matrix) { - data.matrix.applyInverse(point, tmpPoint); - } - else { - tmpPoint.copyFrom(point); - } - if (data.shape.contains(tmpPoint.x, tmpPoint.y)) { - var hitHole = false; - if (data.holes) { - for (var i_1 = 0; i_1 < data.holes.length; i_1++) { - var hole = data.holes[i_1]; - if (hole.shape.contains(tmpPoint.x, tmpPoint.y)) { - hitHole = true; - break; - } - } - } - if (!hitHole) { - return true; - } - } - } - } - return false; - }; - /** - * Generates intermediate batch data. Either gets converted to drawCalls - * or used to convert to batch objects directly by the Graphics object. - */ - GraphicsGeometry.prototype.updateBatches = function () { - if (!this.graphicsData.length) { - this.batchable = true; - return; - } - if (!this.validateBatching()) { - return; - } - this.cacheDirty = this.dirty; - var uvs = this.uvs; - var graphicsData = this.graphicsData; - var batchPart = null; - var currentStyle = null; - if (this.batches.length > 0) { - batchPart = this.batches[this.batches.length - 1]; - currentStyle = batchPart.style; - } - for (var i = this.shapeIndex; i < graphicsData.length; i++) { - this.shapeIndex++; - var data = graphicsData[i]; - var fillStyle = data.fillStyle; - var lineStyle = data.lineStyle; - var command = FILL_COMMANDS[data.type]; - // build out the shapes points.. - command.build(data); - if (data.matrix) { - this.transformPoints(data.points, data.matrix); - } - if (fillStyle.visible || lineStyle.visible) { - this.processHoles(data.holes); - } - for (var j = 0; j < 2; j++) { - var style = (j === 0) ? fillStyle : lineStyle; - if (!style.visible) - { continue; } - var nextTexture = style.texture.baseTexture; - var index_1 = this.indices.length; - var attribIndex = this.points.length / 2; - nextTexture.wrapMode = WRAP_MODES$8.REPEAT; - if (j === 0) { - this.processFill(data); - } - else { - this.processLine(data); - } - var size = (this.points.length / 2) - attribIndex; - if (size === 0) - { continue; } - // close batch if style is different - if (batchPart && !this._compareStyles(currentStyle, style)) { - batchPart.end(index_1, attribIndex); - batchPart = null; - } - // spawn new batch if its first batch or previous was closed - if (!batchPart) { - batchPart = BATCH_POOL.pop() || new BatchPart(); - batchPart.begin(style, index_1, attribIndex); - this.batches.push(batchPart); - currentStyle = style; - } - this.addUvs(this.points, uvs, style.texture, attribIndex, size, style.matrix); - } - } - var index = this.indices.length; - var attrib = this.points.length / 2; - if (batchPart) { - batchPart.end(index, attrib); - } - if (this.batches.length === 0) { - // there are no visible styles in GraphicsData - // its possible that someone wants Graphics just for the bounds - this.batchable = true; - return; - } - var need32 = attrib > 0xffff; - // prevent allocation when length is same as buffer - if (this.indicesUint16 && this.indices.length === this.indicesUint16.length - && need32 === (this.indicesUint16.BYTES_PER_ELEMENT > 2)) { - this.indicesUint16.set(this.indices); - } - else { - this.indicesUint16 = need32 ? new Uint32Array(this.indices) : new Uint16Array(this.indices); - } - // TODO make this a const.. - this.batchable = this.isBatchable(); - if (this.batchable) { - this.packBatches(); - } - else { - this.buildDrawCalls(); - } - }; - /** - * Affinity check - * @param styleA - * @param styleB - */ - GraphicsGeometry.prototype._compareStyles = function (styleA, styleB) { - if (!styleA || !styleB) { - return false; - } - if (styleA.texture.baseTexture !== styleB.texture.baseTexture) { - return false; - } - if (styleA.color + styleA.alpha !== styleB.color + styleB.alpha) { - return false; - } - if (!!styleA.native !== !!styleB.native) { - return false; - } - return true; - }; - /** Test geometry for batching process. */ - GraphicsGeometry.prototype.validateBatching = function () { - if (this.dirty === this.cacheDirty || !this.graphicsData.length) { - return false; - } - for (var i = 0, l = this.graphicsData.length; i < l; i++) { - var data = this.graphicsData[i]; - var fill = data.fillStyle; - var line = data.lineStyle; - if (fill && !fill.texture.baseTexture.valid) - { return false; } - if (line && !line.texture.baseTexture.valid) - { return false; } - } - return true; - }; - /** Offset the indices so that it works with the batcher. */ - GraphicsGeometry.prototype.packBatches = function () { - this.batchDirty++; - this.uvsFloat32 = new Float32Array(this.uvs); - var batches = this.batches; - for (var i = 0, l = batches.length; i < l; i++) { - var batch = batches[i]; - for (var j = 0; j < batch.size; j++) { - var index = batch.start + j; - this.indicesUint16[index] = this.indicesUint16[index] - batch.attribStart; - } - } - }; - /** - * Checks to see if this graphics geometry can be batched. - * Currently it needs to be small enough and not contain any native lines. - */ - GraphicsGeometry.prototype.isBatchable = function () { - // prevent heavy mesh batching - if (this.points.length > 0xffff * 2) { - return false; - } - var batches = this.batches; - for (var i = 0; i < batches.length; i++) { - if (batches[i].style.native) { - return false; - } - } - return (this.points.length < GraphicsGeometry.BATCHABLE_SIZE * 2); - }; - /** Converts intermediate batches data to drawCalls. */ - GraphicsGeometry.prototype.buildDrawCalls = function () { - var TICK = ++BaseTexture._globalBatch; - for (var i = 0; i < this.drawCalls.length; i++) { - this.drawCalls[i].texArray.clear(); - DRAW_CALL_POOL.push(this.drawCalls[i]); - } - this.drawCalls.length = 0; - var colors = this.colors; - var textureIds = this.textureIds; - var currentGroup = DRAW_CALL_POOL.pop(); - if (!currentGroup) { - currentGroup = new BatchDrawCall(); - currentGroup.texArray = new BatchTextureArray(); - } - currentGroup.texArray.count = 0; - currentGroup.start = 0; - currentGroup.size = 0; - currentGroup.type = DRAW_MODES$8.TRIANGLES; - var textureCount = 0; - var currentTexture = null; - var textureId = 0; - var native = false; - var drawMode = DRAW_MODES$8.TRIANGLES; - var index = 0; - this.drawCalls.push(currentGroup); - // TODO - this can be simplified - for (var i = 0; i < this.batches.length; i++) { - var data = this.batches[i]; - // TODO add some full on MAX_TEXTURE CODE.. - var MAX_TEXTURES = 8; - // Forced cast for checking `native` without errors - var style = data.style; - var nextTexture = style.texture.baseTexture; - if (native !== !!style.native) { - native = !!style.native; - drawMode = native ? DRAW_MODES$8.LINES : DRAW_MODES$8.TRIANGLES; - // force the batch to break! - currentTexture = null; - textureCount = MAX_TEXTURES; - TICK++; - } - if (currentTexture !== nextTexture) { - currentTexture = nextTexture; - if (nextTexture._batchEnabled !== TICK) { - if (textureCount === MAX_TEXTURES) { - TICK++; - textureCount = 0; - if (currentGroup.size > 0) { - currentGroup = DRAW_CALL_POOL.pop(); - if (!currentGroup) { - currentGroup = new BatchDrawCall(); - currentGroup.texArray = new BatchTextureArray(); - } - this.drawCalls.push(currentGroup); - } - currentGroup.start = index; - currentGroup.size = 0; - currentGroup.texArray.count = 0; - currentGroup.type = drawMode; - } - // TODO add this to the render part.. - // Hack! Because texture has protected `touched` - nextTexture.touched = 1; // touch; - nextTexture._batchEnabled = TICK; - nextTexture._batchLocation = textureCount; - nextTexture.wrapMode = WRAP_MODES$8.REPEAT; - currentGroup.texArray.elements[currentGroup.texArray.count++] = nextTexture; - textureCount++; - } - } - currentGroup.size += data.size; - index += data.size; - textureId = nextTexture._batchLocation; - this.addColors(colors, style.color, style.alpha, data.attribSize, data.attribStart); - this.addTextureIds(textureIds, textureId, data.attribSize, data.attribStart); - } - BaseTexture._globalBatch = TICK; - // upload.. - // merge for now! - this.packAttributes(); - }; - /** Packs attributes to single buffer. */ - GraphicsGeometry.prototype.packAttributes = function () { - var verts = this.points; - var uvs = this.uvs; - var colors = this.colors; - var textureIds = this.textureIds; - // verts are 2 positions.. so we * by 3 as there are 6 properties.. then 4 cos its bytes - var glPoints = new ArrayBuffer(verts.length * 3 * 4); - var f32 = new Float32Array(glPoints); - var u32 = new Uint32Array(glPoints); - var p = 0; - for (var i = 0; i < verts.length / 2; i++) { - f32[p++] = verts[i * 2]; - f32[p++] = verts[(i * 2) + 1]; - f32[p++] = uvs[i * 2]; - f32[p++] = uvs[(i * 2) + 1]; - u32[p++] = colors[i]; - f32[p++] = textureIds[i]; - } - this._buffer.update(glPoints); - this._indexBuffer.update(this.indicesUint16); - }; - /** - * Process fill part of Graphics. - * @param data - */ - GraphicsGeometry.prototype.processFill = function (data) { - if (data.holes.length) { - buildPoly.triangulate(data, this); - } - else { - var command = FILL_COMMANDS[data.type]; - command.triangulate(data, this); - } - }; - /** - * Process line part of Graphics. - * @param data - */ - GraphicsGeometry.prototype.processLine = function (data) { - buildLine(data, this); - for (var i = 0; i < data.holes.length; i++) { - buildLine(data.holes[i], this); - } - }; - /** - * Process the holes data. - * @param holes - */ - GraphicsGeometry.prototype.processHoles = function (holes) { - for (var i = 0; i < holes.length; i++) { - var hole = holes[i]; - var command = FILL_COMMANDS[hole.type]; - command.build(hole); - if (hole.matrix) { - this.transformPoints(hole.points, hole.matrix); - } - } - }; - /** Update the local bounds of the object. Expensive to use performance-wise. */ - GraphicsGeometry.prototype.calculateBounds = function () { - var bounds = this._bounds; - bounds.clear(); - bounds.addVertexData(this.points, 0, this.points.length); - bounds.pad(this.boundsPadding, this.boundsPadding); - }; - /** - * Transform points using matrix. - * @param points - Points to transform - * @param matrix - Transform matrix - */ - GraphicsGeometry.prototype.transformPoints = function (points, matrix) { - for (var i = 0; i < points.length / 2; i++) { - var x = points[(i * 2)]; - var y = points[(i * 2) + 1]; - points[(i * 2)] = (matrix.a * x) + (matrix.c * y) + matrix.tx; - points[(i * 2) + 1] = (matrix.b * x) + (matrix.d * y) + matrix.ty; - } - }; - /** - * Add colors. - * @param colors - List of colors to add to - * @param color - Color to add - * @param alpha - Alpha to use - * @param size - Number of colors to add - * @param offset - */ - GraphicsGeometry.prototype.addColors = function (colors, color, alpha, size, offset) { - if (offset === void 0) { offset = 0; } - // TODO use the premultiply bits Ivan added - var rgb = (color >> 16) + (color & 0xff00) + ((color & 0xff) << 16); - var rgba = premultiplyTint(rgb, alpha); - colors.length = Math.max(colors.length, offset + size); - for (var i = 0; i < size; i++) { - colors[offset + i] = rgba; - } - }; - /** - * Add texture id that the shader/fragment wants to use. - * @param textureIds - * @param id - * @param size - * @param offset - */ - GraphicsGeometry.prototype.addTextureIds = function (textureIds, id, size, offset) { - if (offset === void 0) { offset = 0; } - textureIds.length = Math.max(textureIds.length, offset + size); - for (var i = 0; i < size; i++) { - textureIds[offset + i] = id; - } - }; - /** - * Generates the UVs for a shape. - * @param verts - Vertices - * @param uvs - UVs - * @param texture - Reference to Texture - * @param start - Index buffer start index. - * @param size - The size/length for index buffer. - * @param matrix - Optional transform for all points. - */ - GraphicsGeometry.prototype.addUvs = function (verts, uvs, texture, start, size, matrix) { - if (matrix === void 0) { matrix = null; } - var index = 0; - var uvsStart = uvs.length; - var frame = texture.frame; - while (index < size) { - var x = verts[(start + index) * 2]; - var y = verts[((start + index) * 2) + 1]; - if (matrix) { - var nx = (matrix.a * x) + (matrix.c * y) + matrix.tx; - y = (matrix.b * x) + (matrix.d * y) + matrix.ty; - x = nx; - } - index++; - uvs.push(x / frame.width, y / frame.height); - } - var baseTexture = texture.baseTexture; - if (frame.width < baseTexture.width - || frame.height < baseTexture.height) { - this.adjustUvs(uvs, texture, uvsStart, size); - } - }; - /** - * Modify uvs array according to position of texture region - * Does not work with rotated or trimmed textures - * @param uvs - array - * @param texture - region - * @param start - starting index for uvs - * @param size - how many points to adjust - */ - GraphicsGeometry.prototype.adjustUvs = function (uvs, texture, start, size) { - var baseTexture = texture.baseTexture; - var eps = 1e-6; - var finish = start + (size * 2); - var frame = texture.frame; - var scaleX = frame.width / baseTexture.width; - var scaleY = frame.height / baseTexture.height; - var offsetX = frame.x / frame.width; - var offsetY = frame.y / frame.height; - var minX = Math.floor(uvs[start] + eps); - var minY = Math.floor(uvs[start + 1] + eps); - for (var i = start + 2; i < finish; i += 2) { - minX = Math.min(minX, Math.floor(uvs[i] + eps)); - minY = Math.min(minY, Math.floor(uvs[i + 1] + eps)); - } - offsetX -= minX; - offsetY -= minY; - for (var i = start; i < finish; i += 2) { - uvs[i] = (uvs[i] + offsetX) * scaleX; - uvs[i + 1] = (uvs[i + 1] + offsetY) * scaleY; - } - }; - /** - * The maximum number of points to consider an object "batchable", - * able to be batched by the renderer's batch system. - \ - */ - GraphicsGeometry.BATCHABLE_SIZE = 100; - return GraphicsGeometry; - }(BatchGeometry)); - - /** - * Represents the line style for Graphics. - * @memberof PIXI - */ - var LineStyle = /** @class */ (function (_super) { - __extends$g(LineStyle, _super); - function LineStyle() { - var _this = _super !== null && _super.apply(this, arguments) || this; - /** The width (thickness) of any lines drawn. */ - _this.width = 0; - /** The alignment of any lines drawn (0.5 = middle, 1 = outer, 0 = inner). WebGL only. */ - _this.alignment = 0.5; - /** If true the lines will be draw using LINES instead of TRIANGLE_STRIP. */ - _this.native = false; - /** - * Line cap style. - * @member {PIXI.LINE_CAP} - * @default PIXI.LINE_CAP.BUTT - */ - _this.cap = LINE_CAP.BUTT; - /** - * Line join style. - * @member {PIXI.LINE_JOIN} - * @default PIXI.LINE_JOIN.MITER - */ - _this.join = LINE_JOIN.MITER; - /** Miter limit. */ - _this.miterLimit = 10; - return _this; - } - /** Clones the object. */ - LineStyle.prototype.clone = function () { - var obj = new LineStyle(); - obj.color = this.color; - obj.alpha = this.alpha; - obj.texture = this.texture; - obj.matrix = this.matrix; - obj.visible = this.visible; - obj.width = this.width; - obj.alignment = this.alignment; - obj.native = this.native; - obj.cap = this.cap; - obj.join = this.join; - obj.miterLimit = this.miterLimit; - return obj; - }; - /** Reset the line style to default. */ - LineStyle.prototype.reset = function () { - _super.prototype.reset.call(this); - // Override default line style color - this.color = 0x0; - this.alignment = 0.5; - this.width = 0; - this.native = false; - }; - return LineStyle; - }(FillStyle)); - - var temp = new Float32Array(3); - // a default shaders map used by graphics.. - var DEFAULT_SHADERS = {}; - /** - * The Graphics class is primarily used to render primitive shapes such as lines, circles and - * rectangles to the display, and to color and fill them. However, you can also use a Graphics - * object to build a list of primitives to use as a mask, or as a complex hitArea. - * - * Please note that due to legacy naming conventions, the behavior of some functions in this class - * can be confusing. Each call to `drawRect()`, `drawPolygon()`, etc. actually stores that primitive - * in the Geometry class's GraphicsGeometry object for later use in rendering or hit testing - the - * functions do not directly draw anything to the screen. Similarly, the `clear()` function doesn't - * change the screen, it simply resets the list of primitives, which can be useful if you want to - * rebuild the contents of an existing Graphics object. - * - * Once a GraphicsGeometry list is built, you can re-use it in other Geometry objects as - * an optimization, by passing it into a new Geometry object's constructor. Because of this - * ability, it's important to call `destroy()` on Geometry objects once you are done with them, to - * properly dereference each GraphicsGeometry and prevent memory leaks. - * @memberof PIXI - */ - var Graphics = /** @class */ (function (_super) { - __extends$g(Graphics, _super); - /** - * @param geometry - Geometry to use, if omitted will create a new GraphicsGeometry instance. - */ - function Graphics(geometry) { - if (geometry === void 0) { geometry = null; } - var _this = _super.call(this) || this; - /** - * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU. - * Can be shared between multiple Graphics objects. - */ - _this.shader = null; - /** Renderer plugin for batching */ - _this.pluginName = 'batch'; - /** - * Current path - * @readonly - */ - _this.currentPath = null; - /** A collections of batches! These can be drawn by the renderer batch system. */ - _this.batches = []; - /** Update dirty for limiting calculating tints for batches. */ - _this.batchTint = -1; - /** Update dirty for limiting calculating batches.*/ - _this.batchDirty = -1; - /** Copy of the object vertex data. */ - _this.vertexData = null; - /** Current fill style. */ - _this._fillStyle = new FillStyle(); - /** Current line style. */ - _this._lineStyle = new LineStyle(); - /** Current shape transform matrix. */ - _this._matrix = null; - /** Current hole mode is enabled. */ - _this._holeMode = false; - /** - * Represents the WebGL state the Graphics required to render, excludes shader and geometry. E.g., - * blend mode, culling, depth testing, direction of rendering triangles, backface, etc. - */ - _this.state = State.for2d(); - _this._geometry = geometry || new GraphicsGeometry(); - _this._geometry.refCount++; - /** - * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite. - * This is useful if your graphics element does not change often, as it will speed up the rendering - * of the object in exchange for taking up texture memory. It is also useful if you need the graphics - * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if - * you are constantly redrawing the graphics element. - * @name cacheAsBitmap - * @member {boolean} - * @memberof PIXI.Graphics# - * @default false - */ - _this._transformID = -1; - // Set default - _this.tint = 0xFFFFFF; - _this.blendMode = BLEND_MODES$8.NORMAL; - return _this; - } - Object.defineProperty(Graphics.prototype, "geometry", { - /** - * Includes vertex positions, face indices, normals, colors, UVs, and - * custom attributes within buffers, reducing the cost of passing all - * this data to the GPU. Can be shared between multiple Mesh or Graphics objects. - * @readonly - */ - get: function () { - return this._geometry; - }, - enumerable: false, - configurable: true - }); - /** - * Creates a new Graphics object with the same values as this one. - * Note that only the geometry of the object is cloned, not its transform (position,scale,etc) - * @returns - A clone of the graphics object - */ - Graphics.prototype.clone = function () { - this.finishPoly(); - return new Graphics(this._geometry); - }; - Object.defineProperty(Graphics.prototype, "blendMode", { - get: function () { - return this.state.blendMode; - }, - /** - * The blend mode to be applied to the graphic shape. Apply a value of - * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. Note that, since each - * primitive in the GraphicsGeometry list is rendered sequentially, modes - * such as `PIXI.BLEND_MODES.ADD` and `PIXI.BLEND_MODES.MULTIPLY` will - * be applied per-primitive. - * @default PIXI.BLEND_MODES.NORMAL - */ - set: function (value) { - this.state.blendMode = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Graphics.prototype, "tint", { - /** - * The tint applied to each graphic shape. This is a hex value. A value of - * 0xFFFFFF will remove any tint effect. - * @default 0xFFFFFF - */ - get: function () { - return this._tint; - }, - set: function (value) { - this._tint = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Graphics.prototype, "fill", { - /** - * The current fill style. - * @readonly - */ - get: function () { - return this._fillStyle; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Graphics.prototype, "line", { - /** - * The current line style. - * @readonly - */ - get: function () { - return this._lineStyle; - }, - enumerable: false, - configurable: true - }); - Graphics.prototype.lineStyle = function (options, color, alpha, alignment, native) { - if (options === void 0) { options = null; } - if (color === void 0) { color = 0x0; } - if (alpha === void 0) { alpha = 1; } - if (alignment === void 0) { alignment = 0.5; } - if (native === void 0) { native = false; } - // Support non-object params: (width, color, alpha, alignment, native) - if (typeof options === 'number') { - options = { width: options, color: color, alpha: alpha, alignment: alignment, native: native }; - } - return this.lineTextureStyle(options); - }; - /** - * Like line style but support texture for line fill. - * @param [options] - Collection of options for setting line style. - * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style - * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to use - * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style. - * Default 0xFFFFFF if texture present. - * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style - * @param {PIXI.Matrix} [options.matrix=null] - Texture matrix to transform texture - * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outer). - * WebGL only. - * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP - * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style - * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style - * @param {number}[options.miterLimit=10] - miter limit ratio - * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls - */ - Graphics.prototype.lineTextureStyle = function (options) { - // Apply defaults - options = Object.assign({ - width: 0, - texture: Texture.WHITE, - color: (options && options.texture) ? 0xFFFFFF : 0x0, - alpha: 1, - matrix: null, - alignment: 0.5, - native: false, - cap: LINE_CAP.BUTT, - join: LINE_JOIN.MITER, - miterLimit: 10, - }, options); - if (this.currentPath) { - this.startPoly(); - } - var visible = options.width > 0 && options.alpha > 0; - if (!visible) { - this._lineStyle.reset(); - } - else { - if (options.matrix) { - options.matrix = options.matrix.clone(); - options.matrix.invert(); - } - Object.assign(this._lineStyle, { visible: visible }, options); - } - return this; - }; - /** - * Start a polygon object internally. - * @protected - */ - Graphics.prototype.startPoly = function () { - if (this.currentPath) { - var points = this.currentPath.points; - var len = this.currentPath.points.length; - if (len > 2) { - this.drawShape(this.currentPath); - this.currentPath = new Polygon(); - this.currentPath.closeStroke = false; - this.currentPath.points.push(points[len - 2], points[len - 1]); - } - } - else { - this.currentPath = new Polygon(); - this.currentPath.closeStroke = false; - } - }; - /** - * Finish the polygon object. - * @protected - */ - Graphics.prototype.finishPoly = function () { - if (this.currentPath) { - if (this.currentPath.points.length > 2) { - this.drawShape(this.currentPath); - this.currentPath = null; - } - else { - this.currentPath.points.length = 0; - } - } - }; - /** - * Moves the current drawing position to x, y. - * @param x - the X coordinate to move to - * @param y - the Y coordinate to move to - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.moveTo = function (x, y) { - this.startPoly(); - this.currentPath.points[0] = x; - this.currentPath.points[1] = y; - return this; - }; - /** - * Draws a line using the current line style from the current drawing position to (x, y); - * The current drawing position is then set to (x, y). - * @param x - the X coordinate to draw to - * @param y - the Y coordinate to draw to - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.lineTo = function (x, y) { - if (!this.currentPath) { - this.moveTo(0, 0); - } - // remove duplicates.. - var points = this.currentPath.points; - var fromX = points[points.length - 2]; - var fromY = points[points.length - 1]; - if (fromX !== x || fromY !== y) { - points.push(x, y); - } - return this; - }; - /** - * Initialize the curve - * @param x - * @param y - */ - Graphics.prototype._initCurve = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (this.currentPath) { - if (this.currentPath.points.length === 0) { - this.currentPath.points = [x, y]; - } - } - else { - this.moveTo(x, y); - } - }; - /** - * Calculate the points for a quadratic bezier curve and then draws it. - * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c - * @param cpX - Control point x - * @param cpY - Control point y - * @param toX - Destination point x - * @param toY - Destination point y - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.quadraticCurveTo = function (cpX, cpY, toX, toY) { - this._initCurve(); - var points = this.currentPath.points; - if (points.length === 0) { - this.moveTo(0, 0); - } - QuadraticUtils.curveTo(cpX, cpY, toX, toY, points); - return this; - }; - /** - * Calculate the points for a bezier curve and then draws it. - * @param cpX - Control point x - * @param cpY - Control point y - * @param cpX2 - Second Control point x - * @param cpY2 - Second Control point y - * @param toX - Destination point x - * @param toY - Destination point y - * @returns This Graphics object. Good for chaining method calls - */ - Graphics.prototype.bezierCurveTo = function (cpX, cpY, cpX2, cpY2, toX, toY) { - this._initCurve(); - BezierUtils.curveTo(cpX, cpY, cpX2, cpY2, toX, toY, this.currentPath.points); - return this; - }; - /** - * The arcTo() method creates an arc/curve between two tangents on the canvas. - * - * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google! - * @param x1 - The x-coordinate of the first tangent point of the arc - * @param y1 - The y-coordinate of the first tangent point of the arc - * @param x2 - The x-coordinate of the end of the arc - * @param y2 - The y-coordinate of the end of the arc - * @param radius - The radius of the arc - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.arcTo = function (x1, y1, x2, y2, radius) { - this._initCurve(x1, y1); - var points = this.currentPath.points; - var result = ArcUtils.curveTo(x1, y1, x2, y2, radius, points); - if (result) { - var cx = result.cx, cy = result.cy, radius_1 = result.radius, startAngle = result.startAngle, endAngle = result.endAngle, anticlockwise = result.anticlockwise; - this.arc(cx, cy, radius_1, startAngle, endAngle, anticlockwise); - } - return this; - }; - /** - * The arc method creates an arc/curve (used to create circles, or parts of circles). - * @param cx - The x-coordinate of the center of the circle - * @param cy - The y-coordinate of the center of the circle - * @param radius - The radius of the circle - * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position - * of the arc's circle) - * @param endAngle - The ending angle, in radians - * @param anticlockwise - Specifies whether the drawing should be - * counter-clockwise or clockwise. False is default, and indicates clockwise, while true - * indicates counter-clockwise. - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.arc = function (cx, cy, radius, startAngle, endAngle, anticlockwise) { - if (anticlockwise === void 0) { anticlockwise = false; } - if (startAngle === endAngle) { - return this; - } - if (!anticlockwise && endAngle <= startAngle) { - endAngle += PI_2$2; - } - else if (anticlockwise && startAngle <= endAngle) { - startAngle += PI_2$2; - } - var sweep = endAngle - startAngle; - if (sweep === 0) { - return this; - } - var startX = cx + (Math.cos(startAngle) * radius); - var startY = cy + (Math.sin(startAngle) * radius); - var eps = this._geometry.closePointEps; - // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path. - var points = this.currentPath ? this.currentPath.points : null; - if (points) { - // TODO: make a better fix. - // We check how far our start is from the last existing point - var xDiff = Math.abs(points[points.length - 2] - startX); - var yDiff = Math.abs(points[points.length - 1] - startY); - if (xDiff < eps && yDiff < eps) ; - else { - points.push(startX, startY); - } - } - else { - this.moveTo(startX, startY); - points = this.currentPath.points; - } - ArcUtils.arc(startX, startY, cx, cy, radius, startAngle, endAngle, anticlockwise, points); - return this; - }; - /** - * Specifies a simple one-color fill that subsequent calls to other Graphics methods - * (such as lineTo() or drawCircle()) use when drawing. - * @param color - the color of the fill - * @param alpha - the alpha of the fill - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.beginFill = function (color, alpha) { - if (color === void 0) { color = 0; } - if (alpha === void 0) { alpha = 1; } - return this.beginTextureFill({ texture: Texture.WHITE, color: color, alpha: alpha }); - }; - /** - * Begin the texture fill - * @param options - Object object. - * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to fill - * @param {number} [options.color=0xffffff] - Background to fill behind texture - * @param {number} [options.alpha=1] - Alpha of fill - * @param {PIXI.Matrix} [options.matrix=null] - Transform matrix - * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls - */ - Graphics.prototype.beginTextureFill = function (options) { - // Apply defaults - options = Object.assign({ - texture: Texture.WHITE, - color: 0xFFFFFF, - alpha: 1, - matrix: null, - }, options); - if (this.currentPath) { - this.startPoly(); - } - var visible = options.alpha > 0; - if (!visible) { - this._fillStyle.reset(); - } - else { - if (options.matrix) { - options.matrix = options.matrix.clone(); - options.matrix.invert(); - } - Object.assign(this._fillStyle, { visible: visible }, options); - } - return this; - }; - /** - * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method. - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.endFill = function () { - this.finishPoly(); - this._fillStyle.reset(); - return this; - }; - /** - * Draws a rectangle shape. - * @param x - The X coord of the top-left of the rectangle - * @param y - The Y coord of the top-left of the rectangle - * @param width - The width of the rectangle - * @param height - The height of the rectangle - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.drawRect = function (x, y, width, height) { - return this.drawShape(new Rectangle$2(x, y, width, height)); - }; - /** - * Draw a rectangle shape with rounded/beveled corners. - * @param x - The X coord of the top-left of the rectangle - * @param y - The Y coord of the top-left of the rectangle - * @param width - The width of the rectangle - * @param height - The height of the rectangle - * @param radius - Radius of the rectangle corners - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.drawRoundedRect = function (x, y, width, height, radius) { - return this.drawShape(new RoundedRectangle(x, y, width, height, radius)); - }; - /** - * Draws a circle. - * @param x - The X coordinate of the center of the circle - * @param y - The Y coordinate of the center of the circle - * @param radius - The radius of the circle - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.drawCircle = function (x, y, radius) { - return this.drawShape(new Circle(x, y, radius)); - }; - /** - * Draws an ellipse. - * @param x - The X coordinate of the center of the ellipse - * @param y - The Y coordinate of the center of the ellipse - * @param width - The half width of the ellipse - * @param height - The half height of the ellipse - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.drawEllipse = function (x, y, width, height) { - return this.drawShape(new Ellipse(x, y, width, height)); - }; - /** - * Draws a polygon using the given path. - * @param {number[]|PIXI.Point[]|PIXI.Polygon} path - The path data used to construct the polygon. - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.drawPolygon = function () { - var arguments$1 = arguments; - - var path = []; - for (var _i = 0; _i < arguments.length; _i++) { - path[_i] = arguments$1[_i]; - } - var points; - var closeStroke = true; // !!this._fillStyle; - var poly = path[0]; - // check if data has points.. - if (poly.points) { - closeStroke = poly.closeStroke; - points = poly.points; - } - else if (Array.isArray(path[0])) { - points = path[0]; - } - else { - points = path; - } - var shape = new Polygon(points); - shape.closeStroke = closeStroke; - this.drawShape(shape); - return this; - }; - /** - * Draw any shape. - * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - Shape to draw - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.drawShape = function (shape) { - if (!this._holeMode) { - this._geometry.drawShape(shape, this._fillStyle.clone(), this._lineStyle.clone(), this._matrix); - } - else { - this._geometry.drawHole(shape, this._matrix); - } - return this; - }; - /** - * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.clear = function () { - this._geometry.clear(); - this._lineStyle.reset(); - this._fillStyle.reset(); - this._boundsID++; - this._matrix = null; - this._holeMode = false; - this.currentPath = null; - return this; - }; - /** - * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and - * masked with gl.scissor. - * @returns - True if only 1 rect. - */ - Graphics.prototype.isFastRect = function () { - var data = this._geometry.graphicsData; - return data.length === 1 - && data[0].shape.type === SHAPES$2.RECT - && !data[0].matrix - && !data[0].holes.length - && !(data[0].lineStyle.visible && data[0].lineStyle.width); - }; - /** - * Renders the object using the WebGL renderer - * @param renderer - The renderer - */ - Graphics.prototype._render = function (renderer) { - this.finishPoly(); - var geometry = this._geometry; - // batch part.. - // batch it! - geometry.updateBatches(); - if (geometry.batchable) { - if (this.batchDirty !== geometry.batchDirty) { - this._populateBatches(); - } - this._renderBatched(renderer); - } - else { - // no batching... - renderer.batch.flush(); - this._renderDirect(renderer); - } - }; - /** Populating batches for rendering. */ - Graphics.prototype._populateBatches = function () { - var geometry = this._geometry; - var blendMode = this.blendMode; - var len = geometry.batches.length; - this.batchTint = -1; - this._transformID = -1; - this.batchDirty = geometry.batchDirty; - this.batches.length = len; - this.vertexData = new Float32Array(geometry.points); - for (var i = 0; i < len; i++) { - var gI = geometry.batches[i]; - var color = gI.style.color; - var vertexData = new Float32Array(this.vertexData.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2); - var uvs = new Float32Array(geometry.uvsFloat32.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2); - var indices = new Uint16Array(geometry.indicesUint16.buffer, gI.start * 2, gI.size); - var batch = { - vertexData: vertexData, - blendMode: blendMode, - indices: indices, - uvs: uvs, - _batchRGB: hex2rgb(color), - _tintRGB: color, - _texture: gI.style.texture, - alpha: gI.style.alpha, - worldAlpha: 1 - }; - this.batches[i] = batch; - } - }; - /** - * Renders the batches using the BathedRenderer plugin - * @param renderer - The renderer - */ - Graphics.prototype._renderBatched = function (renderer) { - if (!this.batches.length) { - return; - } - renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); - this.calculateVertices(); - this.calculateTints(); - for (var i = 0, l = this.batches.length; i < l; i++) { - var batch = this.batches[i]; - batch.worldAlpha = this.worldAlpha * batch.alpha; - renderer.plugins[this.pluginName].render(batch); - } - }; - /** - * Renders the graphics direct - * @param renderer - The renderer - */ - Graphics.prototype._renderDirect = function (renderer) { - var shader = this._resolveDirectShader(renderer); - var geometry = this._geometry; - var tint = this.tint; - var worldAlpha = this.worldAlpha; - var uniforms = shader.uniforms; - var drawCalls = geometry.drawCalls; - // lets set the transfomr - uniforms.translationMatrix = this.transform.worldTransform; - // and then lets set the tint.. - uniforms.tint[0] = (((tint >> 16) & 0xFF) / 255) * worldAlpha; - uniforms.tint[1] = (((tint >> 8) & 0xFF) / 255) * worldAlpha; - uniforms.tint[2] = ((tint & 0xFF) / 255) * worldAlpha; - uniforms.tint[3] = worldAlpha; - // the first draw call, we can set the uniforms of the shader directly here. - // this means that we can tack advantage of the sync function of pixi! - // bind and sync uniforms.. - // there is a way to optimise this.. - renderer.shader.bind(shader); - renderer.geometry.bind(geometry, shader); - // set state.. - renderer.state.set(this.state); - // then render the rest of them... - for (var i = 0, l = drawCalls.length; i < l; i++) { - this._renderDrawCallDirect(renderer, geometry.drawCalls[i]); - } - }; - /** - * Renders specific DrawCall - * @param renderer - * @param drawCall - */ - Graphics.prototype._renderDrawCallDirect = function (renderer, drawCall) { - var texArray = drawCall.texArray, type = drawCall.type, size = drawCall.size, start = drawCall.start; - var groupTextureCount = texArray.count; - for (var j = 0; j < groupTextureCount; j++) { - renderer.texture.bind(texArray.elements[j], j); - } - renderer.geometry.draw(type, size, start); - }; - /** - * Resolves shader for direct rendering - * @param renderer - The renderer - */ - Graphics.prototype._resolveDirectShader = function (renderer) { - var shader = this.shader; - var pluginName = this.pluginName; - if (!shader) { - // if there is no shader here, we can use the default shader. - // and that only gets created if we actually need it.. - // but may be more than one plugins for graphics - if (!DEFAULT_SHADERS[pluginName]) { - var MAX_TEXTURES = renderer.plugins[pluginName].MAX_TEXTURES; - var sampleValues = new Int32Array(MAX_TEXTURES); - for (var i = 0; i < MAX_TEXTURES; i++) { - sampleValues[i] = i; - } - var uniforms = { - tint: new Float32Array([1, 1, 1, 1]), - translationMatrix: new Matrix$2(), - default: UniformGroup.from({ uSamplers: sampleValues }, true), - }; - var program = renderer.plugins[pluginName]._shader.program; - DEFAULT_SHADERS[pluginName] = new Shader(program, uniforms); - } - shader = DEFAULT_SHADERS[pluginName]; - } - return shader; - }; - /** Retrieves the bounds of the graphic shape as a rectangle object. */ - Graphics.prototype._calculateBounds = function () { - this.finishPoly(); - var geometry = this._geometry; - // skipping when graphics is empty, like a container - if (!geometry.graphicsData.length) { - return; - } - var _a = geometry.bounds, minX = _a.minX, minY = _a.minY, maxX = _a.maxX, maxY = _a.maxY; - this._bounds.addFrame(this.transform, minX, minY, maxX, maxY); - }; - /** - * Tests if a point is inside this graphics object - * @param point - the point to test - * @returns - the result of the test - */ - Graphics.prototype.containsPoint = function (point) { - this.worldTransform.applyInverse(point, Graphics._TEMP_POINT); - return this._geometry.containsPoint(Graphics._TEMP_POINT); - }; - /** Recalculate the tint by applying tint to batches using Graphics tint. */ - Graphics.prototype.calculateTints = function () { - if (this.batchTint !== this.tint) { - this.batchTint = this.tint; - var tintRGB = hex2rgb(this.tint, temp); - for (var i = 0; i < this.batches.length; i++) { - var batch = this.batches[i]; - var batchTint = batch._batchRGB; - var r = (tintRGB[0] * batchTint[0]) * 255; - var g = (tintRGB[1] * batchTint[1]) * 255; - var b = (tintRGB[2] * batchTint[2]) * 255; - // TODO Ivan, can this be done in one go? - var color = (r << 16) + (g << 8) + (b | 0); - batch._tintRGB = (color >> 16) - + (color & 0xff00) - + ((color & 0xff) << 16); - } - } - }; - /** If there's a transform update or a change to the shape of the geometry, recalculate the vertices. */ - Graphics.prototype.calculateVertices = function () { - var wtID = this.transform._worldID; - if (this._transformID === wtID) { - return; - } - this._transformID = wtID; - var wt = this.transform.worldTransform; - var a = wt.a; - var b = wt.b; - var c = wt.c; - var d = wt.d; - var tx = wt.tx; - var ty = wt.ty; - var data = this._geometry.points; // batch.vertexDataOriginal; - var vertexData = this.vertexData; - var count = 0; - for (var i = 0; i < data.length; i += 2) { - var x = data[i]; - var y = data[i + 1]; - vertexData[count++] = (a * x) + (c * y) + tx; - vertexData[count++] = (d * y) + (b * x) + ty; - } - }; - /** - * Closes the current path. - * @returns - Returns itself. - */ - Graphics.prototype.closePath = function () { - var currentPath = this.currentPath; - if (currentPath) { - // we don't need to add extra point in the end because buildLine will take care of that - currentPath.closeStroke = true; - // ensure that the polygon is completed, and is available for hit detection - // (even if the graphics is not rendered yet) - this.finishPoly(); - } - return this; - }; - /** - * Apply a matrix to the positional data. - * @param matrix - Matrix to use for transform current shape. - * @returns - Returns itself. - */ - Graphics.prototype.setMatrix = function (matrix) { - this._matrix = matrix; - return this; - }; - /** - * Begin adding holes to the last draw shape - * IMPORTANT: holes must be fully inside a shape to work - * Also weirdness ensues if holes overlap! - * Ellipses, Circles, Rectangles and Rounded Rectangles cannot be holes or host for holes in CanvasRenderer, - * please use `moveTo` `lineTo`, `quadraticCurveTo` if you rely on pixi-legacy bundle. - * @returns - Returns itself. - */ - Graphics.prototype.beginHole = function () { - this.finishPoly(); - this._holeMode = true; - return this; - }; - /** - * End adding holes to the last draw shape. - * @returns - Returns itself. - */ - Graphics.prototype.endHole = function () { - this.finishPoly(); - this._holeMode = false; - return this; - }; - /** - * Destroys the Graphics object. - * @param options - Options parameter. A boolean will act as if all - * options have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have - * their destroy method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the texture of the child sprite - * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the base texture of the child sprite - */ - Graphics.prototype.destroy = function (options) { - this._geometry.refCount--; - if (this._geometry.refCount === 0) { - this._geometry.dispose(); - } - this._matrix = null; - this.currentPath = null; - this._lineStyle.destroy(); - this._lineStyle = null; - this._fillStyle.destroy(); - this._fillStyle = null; - this._geometry = null; - this.shader = null; - this.vertexData = null; - this.batches.length = 0; - this.batches = null; - _super.prototype.destroy.call(this, options); - }; - /** - * New rendering behavior for rounded rectangles: circular arcs instead of quadratic bezier curves. - * In the next major release, we'll enable this by default. - */ - Graphics.nextRoundedRectBehavior = false; - /** - * Temporary point to use for containsPoint. - * @private - */ - Graphics._TEMP_POINT = new Point$2(); - return Graphics; - }(Container$2)); - - /*! - * @pixi/sprite - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/sprite is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$f = function(d, b) { - extendStatics$f = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$f(d, b); - }; - - function __extends$f(d, b) { - extendStatics$f(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var tempPoint$2 = new Point$2(); - var indices = new Uint16Array([0, 1, 2, 0, 2, 3]); - /** - * The Sprite object is the base for all textured objects that are rendered to the screen - * - * A sprite can be created directly from an image like this: - * - * ```js - * let sprite = PIXI.Sprite.from('assets/image.png'); - * ``` - * - * The more efficient way to create sprites is using a {@link PIXI.Spritesheet}, - * as swapping base textures when rendering to the screen is inefficient. - * - * ```js - * PIXI.Loader.shared.add("assets/spritesheet.json").load(setup); - * - * function setup() { - * let sheet = PIXI.Loader.shared.resources["assets/spritesheet.json"].spritesheet; - * let sprite = new PIXI.Sprite(sheet.textures["image.png"]); - * ... - * } - * ``` - * @memberof PIXI - */ - var Sprite = /** @class */ (function (_super) { - __extends$f(Sprite, _super); - /** @param texture - The texture for this sprite. */ - function Sprite(texture) { - var _this = _super.call(this) || this; - _this._anchor = new ObservablePoint$2(_this._onAnchorUpdate, _this, (texture ? texture.defaultAnchor.x : 0), (texture ? texture.defaultAnchor.y : 0)); - _this._texture = null; - _this._width = 0; - _this._height = 0; - _this._tint = null; - _this._tintRGB = null; - _this.tint = 0xFFFFFF; - _this.blendMode = BLEND_MODES$8.NORMAL; - _this._cachedTint = 0xFFFFFF; - _this.uvs = null; - // call texture setter - _this.texture = texture || Texture.EMPTY; - _this.vertexData = new Float32Array(8); - _this.vertexTrimmedData = null; - _this._transformID = -1; - _this._textureID = -1; - _this._transformTrimmedID = -1; - _this._textureTrimmedID = -1; - // Batchable stuff.. - // TODO could make this a mixin? - _this.indices = indices; - _this.pluginName = 'batch'; - /** - * Used to fast check if a sprite is.. a sprite! - * @member {boolean} - */ - _this.isSprite = true; - _this._roundPixels = settings$1.ROUND_PIXELS; - return _this; - } - /** When the texture is updated, this event will fire to update the scale and frame. */ - Sprite.prototype._onTextureUpdate = function () { - this._textureID = -1; - this._textureTrimmedID = -1; - this._cachedTint = 0xFFFFFF; - // so if _width is 0 then width was not set.. - if (this._width) { - this.scale.x = sign(this.scale.x) * this._width / this._texture.orig.width; - } - if (this._height) { - this.scale.y = sign(this.scale.y) * this._height / this._texture.orig.height; - } - }; - /** Called when the anchor position updates. */ - Sprite.prototype._onAnchorUpdate = function () { - this._transformID = -1; - this._transformTrimmedID = -1; - }; - /** Calculates worldTransform * vertices, store it in vertexData. */ - Sprite.prototype.calculateVertices = function () { - var texture = this._texture; - if (this._transformID === this.transform._worldID && this._textureID === texture._updateID) { - return; - } - // update texture UV here, because base texture can be changed without calling `_onTextureUpdate` - if (this._textureID !== texture._updateID) { - this.uvs = this._texture._uvs.uvsFloat32; - } - this._transformID = this.transform._worldID; - this._textureID = texture._updateID; - // set the vertex data - var wt = this.transform.worldTransform; - var a = wt.a; - var b = wt.b; - var c = wt.c; - var d = wt.d; - var tx = wt.tx; - var ty = wt.ty; - var vertexData = this.vertexData; - var trim = texture.trim; - var orig = texture.orig; - var anchor = this._anchor; - var w0 = 0; - var w1 = 0; - var h0 = 0; - var h1 = 0; - if (trim) { - // if the sprite is trimmed and is not a tilingsprite then we need to add the extra - // space before transforming the sprite coords. - w1 = trim.x - (anchor._x * orig.width); - w0 = w1 + trim.width; - h1 = trim.y - (anchor._y * orig.height); - h0 = h1 + trim.height; - } - else { - w1 = -anchor._x * orig.width; - w0 = w1 + orig.width; - h1 = -anchor._y * orig.height; - h0 = h1 + orig.height; - } - // xy - vertexData[0] = (a * w1) + (c * h1) + tx; - vertexData[1] = (d * h1) + (b * w1) + ty; - // xy - vertexData[2] = (a * w0) + (c * h1) + tx; - vertexData[3] = (d * h1) + (b * w0) + ty; - // xy - vertexData[4] = (a * w0) + (c * h0) + tx; - vertexData[5] = (d * h0) + (b * w0) + ty; - // xy - vertexData[6] = (a * w1) + (c * h0) + tx; - vertexData[7] = (d * h0) + (b * w1) + ty; - if (this._roundPixels) { - var resolution = settings$1.RESOLUTION; - for (var i = 0; i < vertexData.length; ++i) { - vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution); - } - } - }; - /** - * Calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData. - * - * This is used to ensure that the true width and height of a trimmed texture is respected. - */ - Sprite.prototype.calculateTrimmedVertices = function () { - if (!this.vertexTrimmedData) { - this.vertexTrimmedData = new Float32Array(8); - } - else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) { - return; - } - this._transformTrimmedID = this.transform._worldID; - this._textureTrimmedID = this._texture._updateID; - // lets do some special trim code! - var texture = this._texture; - var vertexData = this.vertexTrimmedData; - var orig = texture.orig; - var anchor = this._anchor; - // lets calculate the new untrimmed bounds.. - var wt = this.transform.worldTransform; - var a = wt.a; - var b = wt.b; - var c = wt.c; - var d = wt.d; - var tx = wt.tx; - var ty = wt.ty; - var w1 = -anchor._x * orig.width; - var w0 = w1 + orig.width; - var h1 = -anchor._y * orig.height; - var h0 = h1 + orig.height; - // xy - vertexData[0] = (a * w1) + (c * h1) + tx; - vertexData[1] = (d * h1) + (b * w1) + ty; - // xy - vertexData[2] = (a * w0) + (c * h1) + tx; - vertexData[3] = (d * h1) + (b * w0) + ty; - // xy - vertexData[4] = (a * w0) + (c * h0) + tx; - vertexData[5] = (d * h0) + (b * w0) + ty; - // xy - vertexData[6] = (a * w1) + (c * h0) + tx; - vertexData[7] = (d * h0) + (b * w1) + ty; - }; - /** - * - * Renders the object using the WebGL renderer - * @param renderer - The webgl renderer to use. - */ - Sprite.prototype._render = function (renderer) { - this.calculateVertices(); - renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); - renderer.plugins[this.pluginName].render(this); - }; - /** Updates the bounds of the sprite. */ - Sprite.prototype._calculateBounds = function () { - var trim = this._texture.trim; - var orig = this._texture.orig; - // First lets check to see if the current texture has a trim.. - if (!trim || (trim.width === orig.width && trim.height === orig.height)) { - // no trim! lets use the usual calculations.. - this.calculateVertices(); - this._bounds.addQuad(this.vertexData); - } - else { - // lets calculate a special trimmed bounds... - this.calculateTrimmedVertices(); - this._bounds.addQuad(this.vertexTrimmedData); - } - }; - /** - * Gets the local bounds of the sprite object. - * @param rect - Optional output rectangle. - * @returns The bounds. - */ - Sprite.prototype.getLocalBounds = function (rect) { - // we can do a fast local bounds if the sprite has no children! - if (this.children.length === 0) { - if (!this._localBounds) { - this._localBounds = new Bounds$2(); - } - this._localBounds.minX = this._texture.orig.width * -this._anchor._x; - this._localBounds.minY = this._texture.orig.height * -this._anchor._y; - this._localBounds.maxX = this._texture.orig.width * (1 - this._anchor._x); - this._localBounds.maxY = this._texture.orig.height * (1 - this._anchor._y); - if (!rect) { - if (!this._localBoundsRect) { - this._localBoundsRect = new Rectangle$2(); - } - rect = this._localBoundsRect; - } - return this._localBounds.getRectangle(rect); - } - return _super.prototype.getLocalBounds.call(this, rect); - }; - /** - * Tests if a point is inside this sprite - * @param point - the point to test - * @returns The result of the test - */ - Sprite.prototype.containsPoint = function (point) { - this.worldTransform.applyInverse(point, tempPoint$2); - var width = this._texture.orig.width; - var height = this._texture.orig.height; - var x1 = -width * this.anchor.x; - var y1 = 0; - if (tempPoint$2.x >= x1 && tempPoint$2.x < x1 + width) { - y1 = -height * this.anchor.y; - if (tempPoint$2.y >= y1 && tempPoint$2.y < y1 + height) { - return true; - } - } - return false; - }; - /** - * Destroys this sprite and optionally its texture and children. - * @param options - Options parameter. A boolean will act as if all options - * have been set to that value - * @param [options.children=false] - if set to true, all the children will have their destroy - * method called as well. 'options' will be passed on to those calls. - * @param [options.texture=false] - Should it destroy the current texture of the sprite as well - * @param [options.baseTexture=false] - Should it destroy the base texture of the sprite as well - */ - Sprite.prototype.destroy = function (options) { - _super.prototype.destroy.call(this, options); - this._texture.off('update', this._onTextureUpdate, this); - this._anchor = null; - var destroyTexture = typeof options === 'boolean' ? options : options && options.texture; - if (destroyTexture) { - var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture; - this._texture.destroy(!!destroyBaseTexture); - } - this._texture = null; - }; - // some helper functions.. - /** - * Helper function that creates a new sprite based on the source you provide. - * The source can be - frame id, image url, video url, canvas element, video element, base texture - * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from - * @param {object} [options] - See {@link PIXI.BaseTexture}'s constructor for options. - * @returns The newly created sprite - */ - Sprite.from = function (source, options) { - var texture = (source instanceof Texture) - ? source - : Texture.from(source, options); - return new Sprite(texture); - }; - Object.defineProperty(Sprite.prototype, "roundPixels", { - get: function () { - return this._roundPixels; - }, - /** - * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. - * - * Advantages can include sharper image quality (like text) and faster rendering on canvas. - * The main disadvantage is movement of objects may appear less smooth. - * - * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}. - * @default false - */ - set: function (value) { - if (this._roundPixels !== value) { - this._transformID = -1; - } - this._roundPixels = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "width", { - /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return Math.abs(this.scale.x) * this._texture.orig.width; - }, - set: function (value) { - var s = sign(this.scale.x) || 1; - this.scale.x = s * value / this._texture.orig.width; - this._width = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "height", { - /** The height of the sprite, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return Math.abs(this.scale.y) * this._texture.orig.height; - }, - set: function (value) { - var s = sign(this.scale.y) || 1; - this.scale.y = s * value / this._texture.orig.height; - this._height = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "anchor", { - /** - * The anchor sets the origin point of the sprite. The default value is taken from the {@link PIXI.Texture|Texture} - * and passed to the constructor. - * - * The default is `(0,0)`, this means the sprite's origin is the top left. - * - * Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered. - * - * Setting the anchor to `(1,1)` would mean the sprite's origin point will be the bottom right corner. - * - * If you pass only single parameter, it will set both x and y to the same value as shown in the example below. - * @example - * const sprite = new PIXI.Sprite(texture); - * sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5). - */ - get: function () { - return this._anchor; - }, - set: function (value) { - this._anchor.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "tint", { - /** - * The tint applied to the sprite. This is a hex value. - * - * A value of 0xFFFFFF will remove any tint effect. - * @default 0xFFFFFF - */ - get: function () { - return this._tint; - }, - set: function (value) { - this._tint = value; - this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "texture", { - /** The texture that the sprite is using. */ - get: function () { - return this._texture; - }, - set: function (value) { - if (this._texture === value) { - return; - } - if (this._texture) { - this._texture.off('update', this._onTextureUpdate, this); - } - this._texture = value || Texture.EMPTY; - this._cachedTint = 0xFFFFFF; - this._textureID = -1; - this._textureTrimmedID = -1; - if (value) { - // wait for the texture to load - if (value.baseTexture.valid) { - this._onTextureUpdate(); - } - else { - value.once('update', this._onTextureUpdate, this); - } - } - }, - enumerable: false, - configurable: true - }); - return Sprite; - }(Container$2)); - - /*! - * @pixi/text - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/text is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$e = function(d, b) { - extendStatics$e = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$e(d, b); - }; - - function __extends$e(d, b) { - extendStatics$e(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - /** - * Constants that define the type of gradient on text. - * @static - * @constant - * @name TEXT_GRADIENT - * @memberof PIXI - * @type {object} - * @property {number} LINEAR_VERTICAL Vertical gradient - * @property {number} LINEAR_HORIZONTAL Linear gradient - */ - var TEXT_GRADIENT; - (function (TEXT_GRADIENT) { - TEXT_GRADIENT[TEXT_GRADIENT["LINEAR_VERTICAL"] = 0] = "LINEAR_VERTICAL"; - TEXT_GRADIENT[TEXT_GRADIENT["LINEAR_HORIZONTAL"] = 1] = "LINEAR_HORIZONTAL"; - })(TEXT_GRADIENT || (TEXT_GRADIENT = {})); - - // disabling eslint for now, going to rewrite this in v5 - var defaultStyle = { - align: 'left', - breakWords: false, - dropShadow: false, - dropShadowAlpha: 1, - dropShadowAngle: Math.PI / 6, - dropShadowBlur: 0, - dropShadowColor: 'black', - dropShadowDistance: 5, - fill: 'black', - fillGradientType: TEXT_GRADIENT.LINEAR_VERTICAL, - fillGradientStops: [], - fontFamily: 'Arial', - fontSize: 26, - fontStyle: 'normal', - fontVariant: 'normal', - fontWeight: 'normal', - letterSpacing: 0, - lineHeight: 0, - lineJoin: 'miter', - miterLimit: 10, - padding: 0, - stroke: 'black', - strokeThickness: 0, - textBaseline: 'alphabetic', - trim: false, - whiteSpace: 'pre', - wordWrap: false, - wordWrapWidth: 100, - leading: 0, - }; - var genericFontFamilies = [ - 'serif', - 'sans-serif', - 'monospace', - 'cursive', - 'fantasy', - 'system-ui' ]; - /** - * A TextStyle Object contains information to decorate a Text objects. - * - * An instance can be shared between multiple Text objects; then changing the style will update all text objects using it. - * - * A tool can be used to generate a text style [here](https://pixijs.io/pixi-text-style). - * - * @memberof PIXI - */ - var TextStyle = /** @class */ (function () { - /** - * @param {object} [style] - The style parameters - * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'), - * does not affect single line text - * @param {boolean} [style.breakWords=false] - Indicates if lines can be wrapped within words, it - * needs wordWrap to be set to true - * @param {boolean} [style.dropShadow=false] - Set a drop shadow for the text - * @param {number} [style.dropShadowAlpha=1] - Set alpha for the drop shadow - * @param {number} [style.dropShadowAngle=Math.PI/6] - Set a angle of the drop shadow - * @param {number} [style.dropShadowBlur=0] - Set a shadow blur radius - * @param {string|number} [style.dropShadowColor='black'] - A fill style to be used on the dropshadow e.g 'red', '#00FF00' - * @param {number} [style.dropShadowDistance=5] - Set a distance of the drop shadow - * @param {string|string[]|number|number[]|CanvasGradient|CanvasPattern} [style.fill='black'] - A canvas - * fillstyle that will be used on the text e.g 'red', '#00FF00'. Can be an array to create a gradient - * eg ['#000000','#FFFFFF'] - * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} - * @param {number} [style.fillGradientType=PIXI.TEXT_GRADIENT.LINEAR_VERTICAL] - If fill is an array of colours - * to create a gradient, this can change the type/direction of the gradient. See {@link PIXI.TEXT_GRADIENT} - * @param {number[]} [style.fillGradientStops] - If fill is an array of colours to create a gradient, this array can set - * the stop points (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. - * @param {string|string[]} [style.fontFamily='Arial'] - The font family - * @param {number|string} [style.fontSize=26] - The font size (as a number it converts to px, but as a string, - * equivalents are '26px','20pt','160%' or '1.6em') - * @param {string} [style.fontStyle='normal'] - The font style ('normal', 'italic' or 'oblique') - * @param {string} [style.fontVariant='normal'] - The font variant ('normal' or 'small-caps') - * @param {string} [style.fontWeight='normal'] - The font weight ('normal', 'bold', 'bolder', 'lighter' and '100', - * '200', '300', '400', '500', '600', '700', '800' or '900') - * @param {number} [style.leading=0] - The space between lines - * @param {number} [style.letterSpacing=0] - The amount of spacing between letters, default is 0 - * @param {number} [style.lineHeight] - The line height, a number that represents the vertical space that a letter uses - * @param {string} [style.lineJoin='miter'] - The lineJoin property sets the type of corner created, it can resolve - * spiked text issues. Possible values "miter" (creates a sharp corner), "round" (creates a round corner) or "bevel" - * (creates a squared corner). - * @param {number} [style.miterLimit=10] - The miter limit to use when using the 'miter' lineJoin mode. This can reduce - * or increase the spikiness of rendered text. - * @param {number} [style.padding=0] - Occasionally some fonts are cropped. Adding some padding will prevent this from - * happening by adding padding to all sides of the text. - * @param {string|number} [style.stroke='black'] - A canvas fillstyle that will be used on the text stroke - * e.g 'blue', '#FCFF00' - * @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke. - * Default is 0 (no stroke) - * @param {boolean} [style.trim=false] - Trim transparent borders - * @param {string} [style.textBaseline='alphabetic'] - The baseline of the text that is rendered. - * @param {string} [style.whiteSpace='pre'] - Determines whether newlines & spaces are collapsed or preserved "normal" - * (collapse, collapse), "pre" (preserve, preserve) | "pre-line" (preserve, collapse). It needs wordWrap to be set to true - * @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used - * @param {number} [style.wordWrapWidth=100] - The width at which text will wrap, it needs wordWrap to be set to true - */ - function TextStyle(style) { - this.styleID = 0; - this.reset(); - deepCopyProperties(this, style, style); - } - /** - * Creates a new TextStyle object with the same values as this one. - * Note that the only the properties of the object are cloned. - * - * @return New cloned TextStyle object - */ - TextStyle.prototype.clone = function () { - var clonedProperties = {}; - deepCopyProperties(clonedProperties, this, defaultStyle); - return new TextStyle(clonedProperties); - }; - /** Resets all properties to the defaults specified in TextStyle.prototype._default */ - TextStyle.prototype.reset = function () { - deepCopyProperties(this, defaultStyle, defaultStyle); - }; - Object.defineProperty(TextStyle.prototype, "align", { - /** - * Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text - * - * @member {string} - */ - get: function () { - return this._align; - }, - set: function (align) { - if (this._align !== align) { - this._align = align; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "breakWords", { - /** Indicates if lines can be wrapped within words, it needs wordWrap to be set to true. */ - get: function () { - return this._breakWords; - }, - set: function (breakWords) { - if (this._breakWords !== breakWords) { - this._breakWords = breakWords; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "dropShadow", { - /** Set a drop shadow for the text. */ - get: function () { - return this._dropShadow; - }, - set: function (dropShadow) { - if (this._dropShadow !== dropShadow) { - this._dropShadow = dropShadow; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "dropShadowAlpha", { - /** Set alpha for the drop shadow. */ - get: function () { - return this._dropShadowAlpha; - }, - set: function (dropShadowAlpha) { - if (this._dropShadowAlpha !== dropShadowAlpha) { - this._dropShadowAlpha = dropShadowAlpha; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "dropShadowAngle", { - /** Set a angle of the drop shadow. */ - get: function () { - return this._dropShadowAngle; - }, - set: function (dropShadowAngle) { - if (this._dropShadowAngle !== dropShadowAngle) { - this._dropShadowAngle = dropShadowAngle; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "dropShadowBlur", { - /** Set a shadow blur radius. */ - get: function () { - return this._dropShadowBlur; - }, - set: function (dropShadowBlur) { - if (this._dropShadowBlur !== dropShadowBlur) { - this._dropShadowBlur = dropShadowBlur; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "dropShadowColor", { - /** A fill style to be used on the dropshadow e.g 'red', '#00FF00'. */ - get: function () { - return this._dropShadowColor; - }, - set: function (dropShadowColor) { - var outputColor = getColor(dropShadowColor); - if (this._dropShadowColor !== outputColor) { - this._dropShadowColor = outputColor; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "dropShadowDistance", { - /** Set a distance of the drop shadow. */ - get: function () { - return this._dropShadowDistance; - }, - set: function (dropShadowDistance) { - if (this._dropShadowDistance !== dropShadowDistance) { - this._dropShadowDistance = dropShadowDistance; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fill", { - /** - * A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'. - * - * Can be an array to create a gradient eg ['#000000','#FFFFFF'] - * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} - * - * @member {string|string[]|number|number[]|CanvasGradient|CanvasPattern} - */ - get: function () { - return this._fill; - }, - set: function (fill) { - // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as - // the setter converts to string. See this thread for more details: - // https://github.com/microsoft/TypeScript/issues/2521 - // TODO: Not sure if getColor works properly with CanvasGradient and/or CanvasPattern, can't pass in - // without casting here. - var outputColor = getColor(fill); - if (this._fill !== outputColor) { - this._fill = outputColor; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fillGradientType", { - /** - * If fill is an array of colours to create a gradient, this can change the type/direction of the gradient. - * - * @see PIXI.TEXT_GRADIENT - */ - get: function () { - return this._fillGradientType; - }, - set: function (fillGradientType) { - if (this._fillGradientType !== fillGradientType) { - this._fillGradientType = fillGradientType; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fillGradientStops", { - /** - * If fill is an array of colours to create a gradient, this array can set the stop points - * (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. - */ - get: function () { - return this._fillGradientStops; - }, - set: function (fillGradientStops) { - if (!areArraysEqual(this._fillGradientStops, fillGradientStops)) { - this._fillGradientStops = fillGradientStops; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fontFamily", { - /** The font family. */ - get: function () { - return this._fontFamily; - }, - set: function (fontFamily) { - if (this.fontFamily !== fontFamily) { - this._fontFamily = fontFamily; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fontSize", { - /** - * The font size - * (as a number it converts to px, but as a string, equivalents are '26px','20pt','160%' or '1.6em') - */ - get: function () { - return this._fontSize; - }, - set: function (fontSize) { - if (this._fontSize !== fontSize) { - this._fontSize = fontSize; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fontStyle", { - /** - * The font style - * ('normal', 'italic' or 'oblique') - * - * @member {string} - */ - get: function () { - return this._fontStyle; - }, - set: function (fontStyle) { - if (this._fontStyle !== fontStyle) { - this._fontStyle = fontStyle; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fontVariant", { - /** - * The font variant - * ('normal' or 'small-caps') - * - * @member {string} - */ - get: function () { - return this._fontVariant; - }, - set: function (fontVariant) { - if (this._fontVariant !== fontVariant) { - this._fontVariant = fontVariant; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fontWeight", { - /** - * The font weight - * ('normal', 'bold', 'bolder', 'lighter' and '100', '200', '300', '400', '500', '600', '700', 800' or '900') - * - * @member {string} - */ - get: function () { - return this._fontWeight; - }, - set: function (fontWeight) { - if (this._fontWeight !== fontWeight) { - this._fontWeight = fontWeight; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "letterSpacing", { - /** The amount of spacing between letters, default is 0. */ - get: function () { - return this._letterSpacing; - }, - set: function (letterSpacing) { - if (this._letterSpacing !== letterSpacing) { - this._letterSpacing = letterSpacing; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "lineHeight", { - /** The line height, a number that represents the vertical space that a letter uses. */ - get: function () { - return this._lineHeight; - }, - set: function (lineHeight) { - if (this._lineHeight !== lineHeight) { - this._lineHeight = lineHeight; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "leading", { - /** The space between lines. */ - get: function () { - return this._leading; - }, - set: function (leading) { - if (this._leading !== leading) { - this._leading = leading; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "lineJoin", { - /** - * The lineJoin property sets the type of corner created, it can resolve spiked text issues. - * Default is 'miter' (creates a sharp corner). - * - * @member {string} - */ - get: function () { - return this._lineJoin; - }, - set: function (lineJoin) { - if (this._lineJoin !== lineJoin) { - this._lineJoin = lineJoin; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "miterLimit", { - /** - * The miter limit to use when using the 'miter' lineJoin mode. - * - * This can reduce or increase the spikiness of rendered text. - */ - get: function () { - return this._miterLimit; - }, - set: function (miterLimit) { - if (this._miterLimit !== miterLimit) { - this._miterLimit = miterLimit; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "padding", { - /** - * Occasionally some fonts are cropped. Adding some padding will prevent this from happening - * by adding padding to all sides of the text. - */ - get: function () { - return this._padding; - }, - set: function (padding) { - if (this._padding !== padding) { - this._padding = padding; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "stroke", { - /** - * A canvas fillstyle that will be used on the text stroke - * e.g 'blue', '#FCFF00' - */ - get: function () { - return this._stroke; - }, - set: function (stroke) { - // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as - // the setter converts to string. See this thread for more details: - // https://github.com/microsoft/TypeScript/issues/2521 - var outputColor = getColor(stroke); - if (this._stroke !== outputColor) { - this._stroke = outputColor; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "strokeThickness", { - /** - * A number that represents the thickness of the stroke. - * - * @default 0 - */ - get: function () { - return this._strokeThickness; - }, - set: function (strokeThickness) { - if (this._strokeThickness !== strokeThickness) { - this._strokeThickness = strokeThickness; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "textBaseline", { - /** - * The baseline of the text that is rendered. - * - * @member {string} - */ - get: function () { - return this._textBaseline; - }, - set: function (textBaseline) { - if (this._textBaseline !== textBaseline) { - this._textBaseline = textBaseline; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "trim", { - /** Trim transparent borders. */ - get: function () { - return this._trim; - }, - set: function (trim) { - if (this._trim !== trim) { - this._trim = trim; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "whiteSpace", { - /** - * How newlines and spaces should be handled. - * Default is 'pre' (preserve, preserve). - * - * value | New lines | Spaces - * --- | --- | --- - * 'normal' | Collapse | Collapse - * 'pre' | Preserve | Preserve - * 'pre-line' | Preserve | Collapse - * - * @member {string} - */ - get: function () { - return this._whiteSpace; - }, - set: function (whiteSpace) { - if (this._whiteSpace !== whiteSpace) { - this._whiteSpace = whiteSpace; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "wordWrap", { - /** Indicates if word wrap should be used. */ - get: function () { - return this._wordWrap; - }, - set: function (wordWrap) { - if (this._wordWrap !== wordWrap) { - this._wordWrap = wordWrap; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "wordWrapWidth", { - /** The width at which text will wrap, it needs wordWrap to be set to true. */ - get: function () { - return this._wordWrapWidth; - }, - set: function (wordWrapWidth) { - if (this._wordWrapWidth !== wordWrapWidth) { - this._wordWrapWidth = wordWrapWidth; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - /** - * Generates a font style string to use for `TextMetrics.measureFont()`. - * - * @return Font style string, for passing to `TextMetrics.measureFont()` - */ - TextStyle.prototype.toFontString = function () { - // build canvas api font setting from individual components. Convert a numeric this.fontSize to px - var fontSizeString = (typeof this.fontSize === 'number') ? this.fontSize + "px" : this.fontSize; - // Clean-up fontFamily property by quoting each font name - // this will support font names with spaces - var fontFamilies = this.fontFamily; - if (!Array.isArray(this.fontFamily)) { - fontFamilies = this.fontFamily.split(','); - } - for (var i = fontFamilies.length - 1; i >= 0; i--) { - // Trim any extra white-space - var fontFamily = fontFamilies[i].trim(); - // Check if font already contains strings - if (!(/([\"\'])[^\'\"]+\1/).test(fontFamily) && genericFontFamilies.indexOf(fontFamily) < 0) { - fontFamily = "\"" + fontFamily + "\""; - } - fontFamilies[i] = fontFamily; - } - return this.fontStyle + " " + this.fontVariant + " " + this.fontWeight + " " + fontSizeString + " " + fontFamilies.join(','); - }; - return TextStyle; - }()); - /** - * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. - * @private - * @param color - * @return The color as a string. - */ - function getSingleColor(color) { - if (typeof color === 'number') { - return hex2string(color); - } - else if (typeof color === 'string') { - if (color.indexOf('0x') === 0) { - color = color.replace('0x', '#'); - } - } - return color; - } - function getColor(color) { - if (!Array.isArray(color)) { - return getSingleColor(color); - } - else { - for (var i = 0; i < color.length; ++i) { - color[i] = getSingleColor(color[i]); - } - return color; - } - } - /** - * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. - * This version can also convert array of colors - * @private - * @param array1 - First array to compare - * @param array2 - Second array to compare - * @return Do the arrays contain the same values in the same order - */ - function areArraysEqual(array1, array2) { - if (!Array.isArray(array1) || !Array.isArray(array2)) { - return false; - } - if (array1.length !== array2.length) { - return false; - } - for (var i = 0; i < array1.length; ++i) { - if (array1[i] !== array2[i]) { - return false; - } - } - return true; - } - /** - * Utility function to ensure that object properties are copied by value, and not by reference - * @private - * @param target - Target object to copy properties into - * @param source - Source object for the properties to copy - * @param propertyObj - Object containing properties names we want to loop over - */ - function deepCopyProperties(target, source, propertyObj) { - for (var prop in propertyObj) { - if (Array.isArray(source[prop])) { - target[prop] = source[prop].slice(); - } - else { - target[prop] = source[prop]; - } - } - } - - /** - * The TextMetrics object represents the measurement of a block of text with a specified style. - * - * ```js - * let style = new PIXI.TextStyle({fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'}) - * let textMetrics = PIXI.TextMetrics.measureText('Your text', style) - * ``` - * @memberof PIXI - */ - var TextMetrics = /** @class */ (function () { - /** - * @param text - the text that was measured - * @param style - the style that was measured - * @param width - the measured width of the text - * @param height - the measured height of the text - * @param lines - an array of the lines of text broken by new lines and wrapping if specified in style - * @param lineWidths - an array of the line widths for each line matched to `lines` - * @param lineHeight - the measured line height for this style - * @param maxLineWidth - the maximum line width for all measured lines - * @param {PIXI.IFontMetrics} fontProperties - the font properties object from TextMetrics.measureFont - */ - function TextMetrics(text, style, width, height, lines, lineWidths, lineHeight, maxLineWidth, fontProperties) { - this.text = text; - this.style = style; - this.width = width; - this.height = height; - this.lines = lines; - this.lineWidths = lineWidths; - this.lineHeight = lineHeight; - this.maxLineWidth = maxLineWidth; - this.fontProperties = fontProperties; - } - /** - * Measures the supplied string of text and returns a Rectangle. - * @param text - The text to measure. - * @param style - The text style to use for measuring - * @param wordWrap - Override for if word-wrap should be applied to the text. - * @param canvas - optional specification of the canvas to use for measuring. - * @returns Measured width and height of the text. - */ - TextMetrics.measureText = function (text, style, wordWrap, canvas) { - if (canvas === void 0) { canvas = TextMetrics._canvas; } - wordWrap = (wordWrap === undefined || wordWrap === null) ? style.wordWrap : wordWrap; - var font = style.toFontString(); - var fontProperties = TextMetrics.measureFont(font); - // fallback in case UA disallow canvas data extraction - // (toDataURI, getImageData functions) - if (fontProperties.fontSize === 0) { - fontProperties.fontSize = style.fontSize; - fontProperties.ascent = style.fontSize; - } - var context = canvas.getContext('2d'); - context.font = font; - var outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text; - var lines = outputText.split(/(?:\r\n|\r|\n)/); - var lineWidths = new Array(lines.length); - var maxLineWidth = 0; - for (var i = 0; i < lines.length; i++) { - var lineWidth = context.measureText(lines[i]).width + ((lines[i].length - 1) * style.letterSpacing); - lineWidths[i] = lineWidth; - maxLineWidth = Math.max(maxLineWidth, lineWidth); - } - var width = maxLineWidth + style.strokeThickness; - if (style.dropShadow) { - width += style.dropShadowDistance; - } - var lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness; - var height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness) - + ((lines.length - 1) * (lineHeight + style.leading)); - if (style.dropShadow) { - height += style.dropShadowDistance; - } - return new TextMetrics(text, style, width, height, lines, lineWidths, lineHeight + style.leading, maxLineWidth, fontProperties); - }; - /** - * Applies newlines to a string to have it optimally fit into the horizontal - * bounds set by the Text object's wordWrapWidth property. - * @param text - String to apply word wrapping to - * @param style - the style to use when wrapping - * @param canvas - optional specification of the canvas to use for measuring. - * @returns New string with new lines applied where required - */ - TextMetrics.wordWrap = function (text, style, canvas) { - if (canvas === void 0) { canvas = TextMetrics._canvas; } - var context = canvas.getContext('2d'); - var width = 0; - var line = ''; - var lines = ''; - var cache = Object.create(null); - var letterSpacing = style.letterSpacing, whiteSpace = style.whiteSpace; - // How to handle whitespaces - var collapseSpaces = TextMetrics.collapseSpaces(whiteSpace); - var collapseNewlines = TextMetrics.collapseNewlines(whiteSpace); - // whether or not spaces may be added to the beginning of lines - var canPrependSpaces = !collapseSpaces; - // There is letterSpacing after every char except the last one - // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_! - // so for convenience the above needs to be compared to width + 1 extra letterSpace - // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!_ - // ________________________________________________ - // And then the final space is simply no appended to each line - var wordWrapWidth = style.wordWrapWidth + letterSpacing; - // break text into words, spaces and newline chars - var tokens = TextMetrics.tokenize(text); - for (var i = 0; i < tokens.length; i++) { - // get the word, space or newlineChar - var token = tokens[i]; - // if word is a new line - if (TextMetrics.isNewline(token)) { - // keep the new line - if (!collapseNewlines) { - lines += TextMetrics.addLine(line); - canPrependSpaces = !collapseSpaces; - line = ''; - width = 0; - continue; - } - // if we should collapse new lines - // we simply convert it into a space - token = ' '; - } - // if we should collapse repeated whitespaces - if (collapseSpaces) { - // check both this and the last tokens for spaces - var currIsBreakingSpace = TextMetrics.isBreakingSpace(token); - var lastIsBreakingSpace = TextMetrics.isBreakingSpace(line[line.length - 1]); - if (currIsBreakingSpace && lastIsBreakingSpace) { - continue; - } - } - // get word width from cache if possible - var tokenWidth = TextMetrics.getFromCache(token, letterSpacing, cache, context); - // word is longer than desired bounds - if (tokenWidth > wordWrapWidth) { - // if we are not already at the beginning of a line - if (line !== '') { - // start newlines for overflow words - lines += TextMetrics.addLine(line); - line = ''; - width = 0; - } - // break large word over multiple lines - if (TextMetrics.canBreakWords(token, style.breakWords)) { - // break word into characters - var characters = TextMetrics.wordWrapSplit(token); - // loop the characters - for (var j = 0; j < characters.length; j++) { - var char = characters[j]; - var k = 1; - // we are not at the end of the token - while (characters[j + k]) { - var nextChar = characters[j + k]; - var lastChar = char[char.length - 1]; - // should not split chars - if (!TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords)) { - // combine chars & move forward one - char += nextChar; - } - else { - break; - } - k++; - } - j += char.length - 1; - var characterWidth = TextMetrics.getFromCache(char, letterSpacing, cache, context); - if (characterWidth + width > wordWrapWidth) { - lines += TextMetrics.addLine(line); - canPrependSpaces = false; - line = ''; - width = 0; - } - line += char; - width += characterWidth; - } - } - // run word out of the bounds - else { - // if there are words in this line already - // finish that line and start a new one - if (line.length > 0) { - lines += TextMetrics.addLine(line); - line = ''; - width = 0; - } - var isLastToken = i === tokens.length - 1; - // give it its own line if it's not the end - lines += TextMetrics.addLine(token, !isLastToken); - canPrependSpaces = false; - line = ''; - width = 0; - } - } - // word could fit - else { - // word won't fit because of existing words - // start a new line - if (tokenWidth + width > wordWrapWidth) { - // if its a space we don't want it - canPrependSpaces = false; - // add a new line - lines += TextMetrics.addLine(line); - // start a new line - line = ''; - width = 0; - } - // don't add spaces to the beginning of lines - if (line.length > 0 || !TextMetrics.isBreakingSpace(token) || canPrependSpaces) { - // add the word to the current line - line += token; - // update width counter - width += tokenWidth; - } - } - } - lines += TextMetrics.addLine(line, false); - return lines; - }; - /** - * Convienience function for logging each line added during the wordWrap method. - * @param line - The line of text to add - * @param newLine - Add new line character to end - * @returns A formatted line - */ - TextMetrics.addLine = function (line, newLine) { - if (newLine === void 0) { newLine = true; } - line = TextMetrics.trimRight(line); - line = (newLine) ? line + "\n" : line; - return line; - }; - /** - * Gets & sets the widths of calculated characters in a cache object - * @param key - The key - * @param letterSpacing - The letter spacing - * @param cache - The cache - * @param context - The canvas context - * @returns The from cache. - */ - TextMetrics.getFromCache = function (key, letterSpacing, cache, context) { - var width = cache[key]; - if (typeof width !== 'number') { - var spacing = ((key.length) * letterSpacing); - width = context.measureText(key).width + spacing; - cache[key] = width; - } - return width; - }; - /** - * Determines whether we should collapse breaking spaces. - * @param whiteSpace - The TextStyle property whiteSpace - * @returns Should collapse - */ - TextMetrics.collapseSpaces = function (whiteSpace) { - return (whiteSpace === 'normal' || whiteSpace === 'pre-line'); - }; - /** - * Determines whether we should collapse newLine chars. - * @param whiteSpace - The white space - * @returns should collapse - */ - TextMetrics.collapseNewlines = function (whiteSpace) { - return (whiteSpace === 'normal'); - }; - /** - * Trims breaking whitespaces from string. - * @param text - The text - * @returns Trimmed string - */ - TextMetrics.trimRight = function (text) { - if (typeof text !== 'string') { - return ''; - } - for (var i = text.length - 1; i >= 0; i--) { - var char = text[i]; - if (!TextMetrics.isBreakingSpace(char)) { - break; - } - text = text.slice(0, -1); - } - return text; - }; - /** - * Determines if char is a newline. - * @param char - The character - * @returns True if newline, False otherwise. - */ - TextMetrics.isNewline = function (char) { - if (typeof char !== 'string') { - return false; - } - return (TextMetrics._newlines.indexOf(char.charCodeAt(0)) >= 0); - }; - /** - * Determines if char is a breaking whitespace. - * - * It allows one to determine whether char should be a breaking whitespace - * For example certain characters in CJK langs or numbers. - * It must return a boolean. - * @param char - The character - * @param [_nextChar] - The next character - * @returns True if whitespace, False otherwise. - */ - TextMetrics.isBreakingSpace = function (char, _nextChar) { - if (typeof char !== 'string') { - return false; - } - return (TextMetrics._breakingSpaces.indexOf(char.charCodeAt(0)) >= 0); - }; - /** - * Splits a string into words, breaking-spaces and newLine characters - * @param text - The text - * @returns A tokenized array - */ - TextMetrics.tokenize = function (text) { - var tokens = []; - var token = ''; - if (typeof text !== 'string') { - return tokens; - } - for (var i = 0; i < text.length; i++) { - var char = text[i]; - var nextChar = text[i + 1]; - if (TextMetrics.isBreakingSpace(char, nextChar) || TextMetrics.isNewline(char)) { - if (token !== '') { - tokens.push(token); - token = ''; - } - tokens.push(char); - continue; - } - token += char; - } - if (token !== '') { - tokens.push(token); - } - return tokens; - }; - /** - * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. - * - * It allows one to customise which words should break - * Examples are if the token is CJK or numbers. - * It must return a boolean. - * @param _token - The token - * @param breakWords - The style attr break words - * @returns Whether to break word or not - */ - TextMetrics.canBreakWords = function (_token, breakWords) { - return breakWords; - }; - /** - * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. - * - * It allows one to determine whether a pair of characters - * should be broken by newlines - * For example certain characters in CJK langs or numbers. - * It must return a boolean. - * @param _char - The character - * @param _nextChar - The next character - * @param _token - The token/word the characters are from - * @param _index - The index in the token of the char - * @param _breakWords - The style attr break words - * @returns whether to break word or not - */ - TextMetrics.canBreakChars = function (_char, _nextChar, _token, _index, _breakWords) { - return true; - }; - /** - * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. - * - * It is called when a token (usually a word) has to be split into separate pieces - * in order to determine the point to break a word. - * It must return an array of characters. - * @example - * // Correctly splits emojis, eg "🤪🤪" will result in two element array, each with one emoji. - * TextMetrics.wordWrapSplit = (token) => [...token]; - * @param token - The token to split - * @returns The characters of the token - */ - TextMetrics.wordWrapSplit = function (token) { - return token.split(''); - }; - /** - * Calculates the ascent, descent and fontSize of a given font-style - * @param font - String representing the style of the font - * @returns Font properties object - */ - TextMetrics.measureFont = function (font) { - // as this method is used for preparing assets, don't recalculate things if we don't need to - if (TextMetrics._fonts[font]) { - return TextMetrics._fonts[font]; - } - var properties = { - ascent: 0, - descent: 0, - fontSize: 0, - }; - var canvas = TextMetrics._canvas; - var context = TextMetrics._context; - context.font = font; - var metricsString = TextMetrics.METRICS_STRING + TextMetrics.BASELINE_SYMBOL; - var width = Math.ceil(context.measureText(metricsString).width); - var baseline = Math.ceil(context.measureText(TextMetrics.BASELINE_SYMBOL).width); - var height = Math.ceil(TextMetrics.HEIGHT_MULTIPLIER * baseline); - baseline = baseline * TextMetrics.BASELINE_MULTIPLIER | 0; - canvas.width = width; - canvas.height = height; - context.fillStyle = '#f00'; - context.fillRect(0, 0, width, height); - context.font = font; - context.textBaseline = 'alphabetic'; - context.fillStyle = '#000'; - context.fillText(metricsString, 0, baseline); - var imagedata = context.getImageData(0, 0, width, height).data; - var pixels = imagedata.length; - var line = width * 4; - var i = 0; - var idx = 0; - var stop = false; - // ascent. scan from top to bottom until we find a non red pixel - for (i = 0; i < baseline; ++i) { - for (var j = 0; j < line; j += 4) { - if (imagedata[idx + j] !== 255) { - stop = true; - break; - } - } - if (!stop) { - idx += line; - } - else { - break; - } - } - properties.ascent = baseline - i; - idx = pixels - line; - stop = false; - // descent. scan from bottom to top until we find a non red pixel - for (i = height; i > baseline; --i) { - for (var j = 0; j < line; j += 4) { - if (imagedata[idx + j] !== 255) { - stop = true; - break; - } - } - if (!stop) { - idx -= line; - } - else { - break; - } - } - properties.descent = i - baseline; - properties.fontSize = properties.ascent + properties.descent; - TextMetrics._fonts[font] = properties; - return properties; - }; - /** - * Clear font metrics in metrics cache. - * @param {string} [font] - font name. If font name not set then clear cache for all fonts. - */ - TextMetrics.clearMetrics = function (font) { - if (font === void 0) { font = ''; } - if (font) { - delete TextMetrics._fonts[font]; - } - else { - TextMetrics._fonts = {}; - } - }; - Object.defineProperty(TextMetrics, "_canvas", { - /** - * Cached canvas element for measuring text - * TODO: this should be private, but isn't because of backward compat, will fix later. - * @ignore - */ - get: function () { - if (!TextMetrics.__canvas) { - var canvas = void 0; - try { - // OffscreenCanvas2D measureText can be up to 40% faster. - var c = new OffscreenCanvas(0, 0); - var context = c.getContext('2d'); - if (context && context.measureText) { - TextMetrics.__canvas = c; - return c; - } - canvas = settings$1.ADAPTER.createCanvas(); - } - catch (ex) { - canvas = settings$1.ADAPTER.createCanvas(); - } - canvas.width = canvas.height = 10; - TextMetrics.__canvas = canvas; - } - return TextMetrics.__canvas; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextMetrics, "_context", { - /** - * TODO: this should be private, but isn't because of backward compat, will fix later. - * @ignore - */ - get: function () { - if (!TextMetrics.__context) { - TextMetrics.__context = TextMetrics._canvas.getContext('2d'); - } - return TextMetrics.__context; - }, - enumerable: false, - configurable: true - }); - return TextMetrics; - }()); - /** - * Internal return object for {@link PIXI.TextMetrics.measureFont `TextMetrics.measureFont`}. - * @typedef {object} FontMetrics - * @property {number} ascent - The ascent distance - * @property {number} descent - The descent distance - * @property {number} fontSize - Font size from ascent to descent - * @memberof PIXI.TextMetrics - * @private - */ - /** - * Cache of {@see PIXI.TextMetrics.FontMetrics} objects. - * @memberof PIXI.TextMetrics - * @type {object} - * @private - */ - TextMetrics._fonts = {}; - /** - * String used for calculate font metrics. - * These characters are all tall to help calculate the height required for text. - * @static - * @memberof PIXI.TextMetrics - * @name METRICS_STRING - * @type {string} - * @default |ÉqÅ - */ - TextMetrics.METRICS_STRING = '|ÉqÅ'; - /** - * Baseline symbol for calculate font metrics. - * @static - * @memberof PIXI.TextMetrics - * @name BASELINE_SYMBOL - * @type {string} - * @default M - */ - TextMetrics.BASELINE_SYMBOL = 'M'; - /** - * Baseline multiplier for calculate font metrics. - * @static - * @memberof PIXI.TextMetrics - * @name BASELINE_MULTIPLIER - * @type {number} - * @default 1.4 - */ - TextMetrics.BASELINE_MULTIPLIER = 1.4; - /** - * Height multiplier for setting height of canvas to calculate font metrics. - * @static - * @memberof PIXI.TextMetrics - * @name HEIGHT_MULTIPLIER - * @type {number} - * @default 2.00 - */ - TextMetrics.HEIGHT_MULTIPLIER = 2.0; - /** - * Cache of new line chars. - * @memberof PIXI.TextMetrics - * @type {number[]} - * @private - */ - TextMetrics._newlines = [ - 0x000A, - 0x000D ]; - /** - * Cache of breaking spaces. - * @memberof PIXI.TextMetrics - * @type {number[]} - * @private - */ - TextMetrics._breakingSpaces = [ - 0x0009, - 0x0020, - 0x2000, - 0x2001, - 0x2002, - 0x2003, - 0x2004, - 0x2005, - 0x2006, - 0x2008, - 0x2009, - 0x200A, - 0x205F, - 0x3000 ]; - /** - * A number, or a string containing a number. - * @memberof PIXI - * @typedef {object} IFontMetrics - * @property {number} ascent - Font ascent - * @property {number} descent - Font descent - * @property {number} fontSize - Font size - */ - - var defaultDestroyOptions = { - texture: true, - children: false, - baseTexture: true, - }; - /** - * A Text Object will create a line or multiple lines of text. - * - * The text is created using the [Canvas API](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API). - * - * The primary advantage of this class over BitmapText is that you have great control over the style of the text, - * which you can change at runtime. - * - * The primary disadvantages is that each piece of text has it's own texture, which can use more memory. - * When text changes, this texture has to be re-generated and re-uploaded to the GPU, taking up time. - * - * To split a line you can use '\n' in your text string, or, on the `style` object, - * change its `wordWrap` property to true and and give the `wordWrapWidth` property a value. - * - * A Text can be created directly from a string and a style object, - * which can be generated [here](https://pixijs.io/pixi-text-style). - * - * ```js - * let text = new PIXI.Text('This is a PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'}); - * ``` - * @memberof PIXI - */ - var Text = /** @class */ (function (_super) { - __extends$e(Text, _super); - /** - * @param text - The string that you would like the text to display - * @param {object|PIXI.TextStyle} [style] - The style parameters - * @param canvas - The canvas element for drawing text - */ - function Text(text, style, canvas) { - var _this = this; - var ownCanvas = false; - if (!canvas) { - canvas = settings$1.ADAPTER.createCanvas(); - ownCanvas = true; - } - canvas.width = 3; - canvas.height = 3; - var texture = Texture.from(canvas); - texture.orig = new Rectangle$2(); - texture.trim = new Rectangle$2(); - _this = _super.call(this, texture) || this; - _this._ownCanvas = ownCanvas; - _this.canvas = canvas; - _this.context = canvas.getContext('2d'); - _this._resolution = settings$1.RESOLUTION; - _this._autoResolution = true; - _this._text = null; - _this._style = null; - _this._styleListener = null; - _this._font = ''; - _this.text = text; - _this.style = style; - _this.localStyleID = -1; - return _this; - } - /** - * Renders text to its canvas, and updates its texture. - * - * By default this is used internally to ensure the texture is correct before rendering, - * but it can be used called externally, for example from this class to 'pre-generate' the texture from a piece of text, - * and then shared across multiple Sprites. - * @param respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called. - */ - Text.prototype.updateText = function (respectDirty) { - var style = this._style; - // check if style has changed.. - if (this.localStyleID !== style.styleID) { - this.dirty = true; - this.localStyleID = style.styleID; - } - if (!this.dirty && respectDirty) { - return; - } - this._font = this._style.toFontString(); - var context = this.context; - var measured = TextMetrics.measureText(this._text || ' ', this._style, this._style.wordWrap, this.canvas); - var width = measured.width; - var height = measured.height; - var lines = measured.lines; - var lineHeight = measured.lineHeight; - var lineWidths = measured.lineWidths; - var maxLineWidth = measured.maxLineWidth; - var fontProperties = measured.fontProperties; - this.canvas.width = Math.ceil(Math.ceil((Math.max(1, width) + (style.padding * 2))) * this._resolution); - this.canvas.height = Math.ceil(Math.ceil((Math.max(1, height) + (style.padding * 2))) * this._resolution); - context.scale(this._resolution, this._resolution); - context.clearRect(0, 0, this.canvas.width, this.canvas.height); - context.font = this._font; - context.lineWidth = style.strokeThickness; - context.textBaseline = style.textBaseline; - context.lineJoin = style.lineJoin; - context.miterLimit = style.miterLimit; - var linePositionX; - var linePositionY; - // require 2 passes if a shadow; the first to draw the drop shadow, the second to draw the text - var passesCount = style.dropShadow ? 2 : 1; - // For v4, we drew text at the colours of the drop shadow underneath the normal text. This gave the correct zIndex, - // but features such as alpha and shadowblur did not look right at all, since we were using actual text as a shadow. - // - // For v5.0.0, we moved over to just use the canvas API for drop shadows, which made them look much nicer and more - // visually please, but now because the stroke is drawn and then the fill, drop shadows would appear on both the fill - // and the stroke; and fill drop shadows would appear over the top of the stroke. - // - // For v5.1.1, the new route is to revert to v4 style of drawing text first to get the drop shadows underneath normal - // text, but instead drawing text in the correct location, we'll draw it off screen (-paddingY), and then adjust the - // drop shadow so only that appears on screen (+paddingY). Now we'll have the correct draw order of the shadow - // beneath the text, whilst also having the proper text shadow styling. - for (var i = 0; i < passesCount; ++i) { - var isShadowPass = style.dropShadow && i === 0; - // we only want the drop shadow, so put text way off-screen - var dsOffsetText = isShadowPass ? Math.ceil(Math.max(1, height) + (style.padding * 2)) : 0; - var dsOffsetShadow = dsOffsetText * this._resolution; - if (isShadowPass) { - // On Safari, text with gradient and drop shadows together do not position correctly - // if the scale of the canvas is not 1: https://bugs.webkit.org/show_bug.cgi?id=197689 - // Therefore we'll set the styles to be a plain black whilst generating this drop shadow - context.fillStyle = 'black'; - context.strokeStyle = 'black'; - var dropShadowColor = style.dropShadowColor; - var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor)); - var dropShadowBlur = style.dropShadowBlur * this._resolution; - var dropShadowDistance = style.dropShadowDistance * this._resolution; - context.shadowColor = "rgba(" + rgb[0] * 255 + "," + rgb[1] * 255 + "," + rgb[2] * 255 + "," + style.dropShadowAlpha + ")"; - context.shadowBlur = dropShadowBlur; - context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance; - context.shadowOffsetY = (Math.sin(style.dropShadowAngle) * dropShadowDistance) + dsOffsetShadow; - } - else { - // set canvas text styles - context.fillStyle = this._generateFillStyle(style, lines, measured); - // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as - // the setter converts to string. See this thread for more details: - // https://github.com/microsoft/TypeScript/issues/2521 - context.strokeStyle = style.stroke; - context.shadowColor = 'black'; - context.shadowBlur = 0; - context.shadowOffsetX = 0; - context.shadowOffsetY = 0; - } - var linePositionYShift = (lineHeight - fontProperties.fontSize) / 2; - if (!Text.nextLineHeightBehavior || lineHeight - fontProperties.fontSize < 0) { - linePositionYShift = 0; - } - // draw lines line by line - for (var i_1 = 0; i_1 < lines.length; i_1++) { - linePositionX = style.strokeThickness / 2; - linePositionY = ((style.strokeThickness / 2) + (i_1 * lineHeight)) + fontProperties.ascent - + linePositionYShift; - if (style.align === 'right') { - linePositionX += maxLineWidth - lineWidths[i_1]; - } - else if (style.align === 'center') { - linePositionX += (maxLineWidth - lineWidths[i_1]) / 2; - } - if (style.stroke && style.strokeThickness) { - this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText, true); - } - if (style.fill) { - this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText); - } - } - } - this.updateTexture(); - }; - /** - * Render the text with letter-spacing. - * @param text - The text to draw - * @param x - Horizontal position to draw the text - * @param y - Vertical position to draw the text - * @param isStroke - Is this drawing for the outside stroke of the - * text? If not, it's for the inside fill - */ - Text.prototype.drawLetterSpacing = function (text, x, y, isStroke) { - if (isStroke === void 0) { isStroke = false; } - var style = this._style; - // letterSpacing of 0 means normal - var letterSpacing = style.letterSpacing; - // Checking that we can use moddern canvas2D api - // https://developer.chrome.com/origintrials/#/view_trial/3585991203293757441 - // note: this is unstable API, Chrome less 94 use a `textLetterSpacing`, newest use a letterSpacing - // eslint-disable-next-line max-len - var supportLetterSpacing = Text.experimentalLetterSpacing - && ('letterSpacing' in CanvasRenderingContext2D.prototype - || 'textLetterSpacing' in CanvasRenderingContext2D.prototype); - if (letterSpacing === 0 || supportLetterSpacing) { - if (supportLetterSpacing) { - this.context.letterSpacing = letterSpacing; - this.context.textLetterSpacing = letterSpacing; - } - if (isStroke) { - this.context.strokeText(text, x, y); - } - else { - this.context.fillText(text, x, y); - } - return; - } - var currentPosition = x; - // Using Array.from correctly splits characters whilst keeping emoji together. - // This is not supported on IE as it requires ES6, so regular text splitting occurs. - // This also doesn't account for emoji that are multiple emoji put together to make something else. - // Handling all of this would require a big library itself. - // https://medium.com/@giltayar/iterating-over-emoji-characters-the-es6-way-f06e4589516 - // https://github.com/orling/grapheme-splitter - var stringArray = Array.from ? Array.from(text) : text.split(''); - var previousWidth = this.context.measureText(text).width; - var currentWidth = 0; - for (var i = 0; i < stringArray.length; ++i) { - var currentChar = stringArray[i]; - if (isStroke) { - this.context.strokeText(currentChar, currentPosition, y); - } - else { - this.context.fillText(currentChar, currentPosition, y); - } - var textStr = ''; - for (var j = i + 1; j < stringArray.length; ++j) { - textStr += stringArray[j]; - } - currentWidth = this.context.measureText(textStr).width; - currentPosition += previousWidth - currentWidth + letterSpacing; - previousWidth = currentWidth; - } - }; - /** Updates texture size based on canvas size. */ - Text.prototype.updateTexture = function () { - var canvas = this.canvas; - if (this._style.trim) { - var trimmed = trimCanvas(canvas); - if (trimmed.data) { - canvas.width = trimmed.width; - canvas.height = trimmed.height; - this.context.putImageData(trimmed.data, 0, 0); - } - } - var texture = this._texture; - var style = this._style; - var padding = style.trim ? 0 : style.padding; - var baseTexture = texture.baseTexture; - texture.trim.width = texture._frame.width = canvas.width / this._resolution; - texture.trim.height = texture._frame.height = canvas.height / this._resolution; - texture.trim.x = -padding; - texture.trim.y = -padding; - texture.orig.width = texture._frame.width - (padding * 2); - texture.orig.height = texture._frame.height - (padding * 2); - // call sprite onTextureUpdate to update scale if _width or _height were set - this._onTextureUpdate(); - baseTexture.setRealSize(canvas.width, canvas.height, this._resolution); - texture.updateUvs(); - this.dirty = false; - }; - /** - * Renders the object using the WebGL renderer - * @param renderer - The renderer - */ - Text.prototype._render = function (renderer) { - if (this._autoResolution && this._resolution !== renderer.resolution) { - this._resolution = renderer.resolution; - this.dirty = true; - } - this.updateText(true); - _super.prototype._render.call(this, renderer); - }; - /** Updates the transform on all children of this container for rendering. */ - Text.prototype.updateTransform = function () { - this.updateText(true); - _super.prototype.updateTransform.call(this); - }; - Text.prototype.getBounds = function (skipUpdate, rect) { - this.updateText(true); - if (this._textureID === -1) { - // texture was updated: recalculate transforms - skipUpdate = false; - } - return _super.prototype.getBounds.call(this, skipUpdate, rect); - }; - /** - * Gets the local bounds of the text object. - * @param rect - The output rectangle. - * @returns The bounds. - */ - Text.prototype.getLocalBounds = function (rect) { - this.updateText(true); - return _super.prototype.getLocalBounds.call(this, rect); - }; - /** Calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account. */ - Text.prototype._calculateBounds = function () { - this.calculateVertices(); - // if we have already done this on THIS frame. - this._bounds.addQuad(this.vertexData); - }; - /** - * Generates the fill style. Can automatically generate a gradient based on the fill style being an array - * @param style - The style. - * @param lines - The lines of text. - * @param metrics - * @returns The fill style - */ - Text.prototype._generateFillStyle = function (style, lines, metrics) { - // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as - // the setter converts to string. See this thread for more details: - // https://github.com/microsoft/TypeScript/issues/2521 - var fillStyle = style.fill; - if (!Array.isArray(fillStyle)) { - return fillStyle; - } - else if (fillStyle.length === 1) { - return fillStyle[0]; - } - // the gradient will be evenly spaced out according to how large the array is. - // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75 - var gradient; - // a dropshadow will enlarge the canvas and result in the gradient being - // generated with the incorrect dimensions - var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0; - // should also take padding into account, padding can offset the gradient - var padding = style.padding || 0; - var width = (this.canvas.width / this._resolution) - dropShadowCorrection - (padding * 2); - var height = (this.canvas.height / this._resolution) - dropShadowCorrection - (padding * 2); - // make a copy of the style settings, so we can manipulate them later - var fill = fillStyle.slice(); - var fillGradientStops = style.fillGradientStops.slice(); - // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75 - if (!fillGradientStops.length) { - var lengthPlus1 = fill.length + 1; - for (var i = 1; i < lengthPlus1; ++i) { - fillGradientStops.push(i / lengthPlus1); - } - } - // stop the bleeding of the last gradient on the line above to the top gradient of the this line - // by hard defining the first gradient colour at point 0, and last gradient colour at point 1 - fill.unshift(fillStyle[0]); - fillGradientStops.unshift(0); - fill.push(fillStyle[fillStyle.length - 1]); - fillGradientStops.push(1); - if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) { - // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas - gradient = this.context.createLinearGradient(width / 2, padding, width / 2, height + padding); - // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect - // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 - // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc - var textHeight = metrics.fontProperties.fontSize + style.strokeThickness; - for (var i = 0; i < lines.length; i++) { - var lastLineBottom = (metrics.lineHeight * (i - 1)) + textHeight; - var thisLineTop = metrics.lineHeight * i; - var thisLineGradientStart = thisLineTop; - // Handle case where last & this line overlap - if (i > 0 && lastLineBottom > thisLineTop) { - thisLineGradientStart = (thisLineTop + lastLineBottom) / 2; - } - var thisLineBottom = thisLineTop + textHeight; - var nextLineTop = metrics.lineHeight * (i + 1); - var thisLineGradientEnd = thisLineBottom; - // Handle case where this & next line overlap - if (i + 1 < lines.length && nextLineTop < thisLineBottom) { - thisLineGradientEnd = (thisLineBottom + nextLineTop) / 2; - } - // textHeight, but as a 0-1 size in global gradient stop space - var gradStopLineHeight = (thisLineGradientEnd - thisLineGradientStart) / height; - for (var j = 0; j < fill.length; j++) { - // 0-1 stop point for the current line, multiplied to global space afterwards - var lineStop = 0; - if (typeof fillGradientStops[j] === 'number') { - lineStop = fillGradientStops[j]; - } - else { - lineStop = j / fill.length; - } - var globalStop = Math.min(1, Math.max(0, (thisLineGradientStart / height) + (lineStop * gradStopLineHeight))); - // There's potential for floating point precision issues at the seams between gradient repeats. - globalStop = Number(globalStop.toFixed(5)); - gradient.addColorStop(globalStop, fill[j]); - } - } - } - else { - // start the gradient at the center left of the canvas, and end at the center right of the canvas - gradient = this.context.createLinearGradient(padding, height / 2, width + padding, height / 2); - // can just evenly space out the gradients in this case, as multiple lines makes no difference - // to an even left to right gradient - var totalIterations = fill.length + 1; - var currentIteration = 1; - for (var i = 0; i < fill.length; i++) { - var stop = void 0; - if (typeof fillGradientStops[i] === 'number') { - stop = fillGradientStops[i]; - } - else { - stop = currentIteration / totalIterations; - } - gradient.addColorStop(stop, fill[i]); - currentIteration++; - } - } - return gradient; - }; - /** - * Destroys this text object. - * - * Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as - * the majority of the time the texture will not be shared with any other Sprites. - * @param options - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have their - * destroy method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well - * @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well - */ - Text.prototype.destroy = function (options) { - if (typeof options === 'boolean') { - options = { children: options }; - } - options = Object.assign({}, defaultDestroyOptions, options); - _super.prototype.destroy.call(this, options); - // set canvas width and height to 0 to workaround memory leak in Safari < 13 - // https://stackoverflow.com/questions/52532614/total-canvas-memory-use-exceeds-the-maximum-limit-safari-12 - if (this._ownCanvas) { - this.canvas.height = this.canvas.width = 0; - } - // make sure to reset the context and canvas.. dont want this hanging around in memory! - this.context = null; - this.canvas = null; - this._style = null; - }; - Object.defineProperty(Text.prototype, "width", { - /** The width of the Text, setting this will actually modify the scale to achieve the value set. */ - get: function () { - this.updateText(true); - return Math.abs(this.scale.x) * this._texture.orig.width; - }, - set: function (value) { - this.updateText(true); - var s = sign(this.scale.x) || 1; - this.scale.x = s * value / this._texture.orig.width; - this._width = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Text.prototype, "height", { - /** The height of the Text, setting this will actually modify the scale to achieve the value set. */ - get: function () { - this.updateText(true); - return Math.abs(this.scale.y) * this._texture.orig.height; - }, - set: function (value) { - this.updateText(true); - var s = sign(this.scale.y) || 1; - this.scale.y = s * value / this._texture.orig.height; - this._height = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Text.prototype, "style", { - /** - * Set the style of the text. - * - * Set up an event listener to listen for changes on the style object and mark the text as dirty. - */ - get: function () { - // TODO: Can't have different types for getter and setter. The getter shouldn't have the ITextStyle - // since the setter creates the TextStyle. See this thread for more details: - // https://github.com/microsoft/TypeScript/issues/2521 - return this._style; - }, - set: function (style) { - style = style || {}; - if (style instanceof TextStyle) { - this._style = style; - } - else { - this._style = new TextStyle(style); - } - this.localStyleID = -1; - this.dirty = true; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Text.prototype, "text", { - /** Set the copy for the text object. To split a line you can use '\n'. */ - get: function () { - return this._text; - }, - set: function (text) { - text = String(text === null || text === undefined ? '' : text); - if (this._text === text) { - return; - } - this._text = text; - this.dirty = true; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Text.prototype, "resolution", { - /** - * The resolution / device pixel ratio of the canvas. - * - * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually. - * @default 1 - */ - get: function () { - return this._resolution; - }, - set: function (value) { - this._autoResolution = false; - if (this._resolution === value) { - return; - } - this._resolution = value; - this.dirty = true; - }, - enumerable: false, - configurable: true - }); - /** - * New behavior for `lineHeight` that's meant to mimic HTML text. A value of `true` will - * make sure the first baseline is offset by the `lineHeight` value if it is greater than `fontSize`. - * A value of `false` will use the legacy behavior and not change the baseline of the first line. - * In the next major release, we'll enable this by default. - */ - Text.nextLineHeightBehavior = false; - /** - * New rendering behavior for letter-spacing which uses Chrome's new native API. This will - * lead to more accurate letter-spacing results because it does not try to manually draw - * each character. However, this Chrome API is experimental and may not serve all cases yet. - */ - Text.experimentalLetterSpacing = false; - return Text; - }(Sprite)); - - /*! - * @pixi/prepare - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/prepare is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * Default number of uploads per frame using prepare plugin. - * @static - * @memberof PIXI.settings - * @name UPLOADS_PER_FRAME - * @type {number} - * @default 4 - */ - settings$1.UPLOADS_PER_FRAME = 4; - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$d = function(d, b) { - extendStatics$d = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$d(d, b); - }; - - function __extends$d(d, b) { - extendStatics$d(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - /** - * CountLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified - * number of items per frame. - * @memberof PIXI - */ - var CountLimiter = /** @class */ (function () { - /** - * @param maxItemsPerFrame - The maximum number of items that can be prepared each frame. - */ - function CountLimiter(maxItemsPerFrame) { - this.maxItemsPerFrame = maxItemsPerFrame; - this.itemsLeft = 0; - } - /** Resets any counting properties to start fresh on a new frame. */ - CountLimiter.prototype.beginFrame = function () { - this.itemsLeft = this.maxItemsPerFrame; - }; - /** - * Checks to see if another item can be uploaded. This should only be called once per item. - * @returns If the item is allowed to be uploaded. - */ - CountLimiter.prototype.allowedToUpload = function () { - return this.itemsLeft-- > 0; - }; - return CountLimiter; - }()); - - /** - * Built-in hook to find multiple textures from objects like AnimatedSprites. - * @private - * @param item - Display object to check - * @param queue - Collection of items to upload - * @returns If a PIXI.Texture object was found. - */ - function findMultipleBaseTextures(item, queue) { - var result = false; - // Objects with multiple textures - if (item && item._textures && item._textures.length) { - for (var i = 0; i < item._textures.length; i++) { - if (item._textures[i] instanceof Texture) { - var baseTexture = item._textures[i].baseTexture; - if (queue.indexOf(baseTexture) === -1) { - queue.push(baseTexture); - result = true; - } - } - } - } - return result; - } - /** - * Built-in hook to find BaseTextures from Texture. - * @private - * @param item - Display object to check - * @param queue - Collection of items to upload - * @returns If a PIXI.Texture object was found. - */ - function findBaseTexture(item, queue) { - if (item.baseTexture instanceof BaseTexture) { - var texture = item.baseTexture; - if (queue.indexOf(texture) === -1) { - queue.push(texture); - } - return true; - } - return false; - } - /** - * Built-in hook to find textures from objects. - * @private - * @param item - Display object to check - * @param queue - Collection of items to upload - * @returns If a PIXI.Texture object was found. - */ - function findTexture(item, queue) { - if (item._texture && item._texture instanceof Texture) { - var texture = item._texture.baseTexture; - if (queue.indexOf(texture) === -1) { - queue.push(texture); - } - return true; - } - return false; - } - /** - * Built-in hook to draw PIXI.Text to its texture. - * @private - * @param _helper - Not used by this upload handler - * @param item - Item to check - * @returns If item was uploaded. - */ - function drawText(_helper, item) { - if (item instanceof Text) { - // updating text will return early if it is not dirty - item.updateText(true); - return true; - } - return false; - } - /** - * Built-in hook to calculate a text style for a PIXI.Text object. - * @private - * @param _helper - Not used by this upload handler - * @param item - Item to check - * @returns If item was uploaded. - */ - function calculateTextStyle(_helper, item) { - if (item instanceof TextStyle) { - var font = item.toFontString(); - TextMetrics.measureFont(font); - return true; - } - return false; - } - /** - * Built-in hook to find Text objects. - * @private - * @param item - Display object to check - * @param queue - Collection of items to upload - * @returns if a PIXI.Text object was found. - */ - function findText(item, queue) { - if (item instanceof Text) { - // push the text style to prepare it - this can be really expensive - if (queue.indexOf(item.style) === -1) { - queue.push(item.style); - } - // also push the text object so that we can render it (to canvas/texture) if needed - if (queue.indexOf(item) === -1) { - queue.push(item); - } - // also push the Text's texture for upload to GPU - var texture = item._texture.baseTexture; - if (queue.indexOf(texture) === -1) { - queue.push(texture); - } - return true; - } - return false; - } - /** - * Built-in hook to find TextStyle objects. - * @private - * @param item - Display object to check - * @param queue - Collection of items to upload - * @returns If a PIXI.TextStyle object was found. - */ - function findTextStyle(item, queue) { - if (item instanceof TextStyle) { - if (queue.indexOf(item) === -1) { - queue.push(item); - } - return true; - } - return false; - } - /** - * The prepare manager provides functionality to upload content to the GPU. - * - * BasePrepare handles basic queuing functionality and is extended by - * {@link PIXI.Prepare} and {@link PIXI.CanvasPrepare} - * to provide preparation capabilities specific to their respective renderers. - * @example - * // Create a sprite - * const sprite = PIXI.Sprite.from('something.png'); - * - * // Load object into GPU - * app.renderer.plugins.prepare.upload(sprite, () => { - * - * //Texture(s) has been uploaded to GPU - * app.stage.addChild(sprite); - * - * }) - * @abstract - * @memberof PIXI - */ - var BasePrepare = /** @class */ (function () { - /** - * @param {PIXI.AbstractRenderer} renderer - A reference to the current renderer - */ - function BasePrepare(renderer) { - var _this = this; - this.limiter = new CountLimiter(settings$1.UPLOADS_PER_FRAME); - this.renderer = renderer; - this.uploadHookHelper = null; - this.queue = []; - this.addHooks = []; - this.uploadHooks = []; - this.completes = []; - this.ticking = false; - this.delayedTick = function () { - // unlikely, but in case we were destroyed between tick() and delayedTick() - if (!_this.queue) { - return; - } - _this.prepareItems(); - }; - // hooks to find the correct texture - this.registerFindHook(findText); - this.registerFindHook(findTextStyle); - this.registerFindHook(findMultipleBaseTextures); - this.registerFindHook(findBaseTexture); - this.registerFindHook(findTexture); - // upload hooks - this.registerUploadHook(drawText); - this.registerUploadHook(calculateTextStyle); - } - /** @ignore */ - BasePrepare.prototype.upload = function (item, done) { - var _this = this; - if (typeof item === 'function') { - done = item; - item = null; - } - if (done) { - deprecation$1('6.5.0', 'BasePrepare.upload callback is deprecated, use the return Promise instead.'); - } - return new Promise(function (resolve) { - // If a display object, search for items - // that we could upload - if (item) { - _this.add(item); - } - // TODO: remove done callback and just use resolve - var complete = function () { - done === null || done === void 0 ? void 0 : done(); - resolve(); - }; - // Get the items for upload from the display - if (_this.queue.length) { - _this.completes.push(complete); - if (!_this.ticking) { - _this.ticking = true; - Ticker$1.system.addOnce(_this.tick, _this, UPDATE_PRIORITY$1.UTILITY); - } - } - else { - complete(); - } - }); - }; - /** - * Handle tick update - * @private - */ - BasePrepare.prototype.tick = function () { - setTimeout(this.delayedTick, 0); - }; - /** - * Actually prepare items. This is handled outside of the tick because it will take a while - * and we do NOT want to block the current animation frame from rendering. - * @private - */ - BasePrepare.prototype.prepareItems = function () { - this.limiter.beginFrame(); - // Upload the graphics - while (this.queue.length && this.limiter.allowedToUpload()) { - var item = this.queue[0]; - var uploaded = false; - if (item && !item._destroyed) { - for (var i = 0, len = this.uploadHooks.length; i < len; i++) { - if (this.uploadHooks[i](this.uploadHookHelper, item)) { - this.queue.shift(); - uploaded = true; - break; - } - } - } - if (!uploaded) { - this.queue.shift(); - } - } - // We're finished - if (!this.queue.length) { - this.ticking = false; - var completes = this.completes.slice(0); - this.completes.length = 0; - for (var i = 0, len = completes.length; i < len; i++) { - completes[i](); - } - } - else { - // if we are not finished, on the next rAF do this again - Ticker$1.system.addOnce(this.tick, this, UPDATE_PRIORITY$1.UTILITY); - } - }; - /** - * Adds hooks for finding items. - * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array` - * function must return `true` if it was able to add item to the queue. - * @returns Instance of plugin for chaining. - */ - BasePrepare.prototype.registerFindHook = function (addHook) { - if (addHook) { - this.addHooks.push(addHook); - } - return this; - }; - /** - * Adds hooks for uploading items. - * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and - * function must return `true` if it was able to handle upload of item. - * @returns Instance of plugin for chaining. - */ - BasePrepare.prototype.registerUploadHook = function (uploadHook) { - if (uploadHook) { - this.uploadHooks.push(uploadHook); - } - return this; - }; - /** - * Manually add an item to the uploading queue. - * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to - * add to the queue - * @returns Instance of plugin for chaining. - */ - BasePrepare.prototype.add = function (item) { - // Add additional hooks for finding elements on special - // types of objects that - for (var i = 0, len = this.addHooks.length; i < len; i++) { - if (this.addHooks[i](item, this.queue)) { - break; - } - } - // Get children recursively - if (item instanceof Container$2) { - for (var i = item.children.length - 1; i >= 0; i--) { - this.add(item.children[i]); - } - } - return this; - }; - /** Destroys the plugin, don't use after this. */ - BasePrepare.prototype.destroy = function () { - if (this.ticking) { - Ticker$1.system.remove(this.tick, this); - } - this.ticking = false; - this.addHooks = null; - this.uploadHooks = null; - this.renderer = null; - this.completes = null; - this.queue = null; - this.limiter = null; - this.uploadHookHelper = null; - }; - return BasePrepare; - }()); - - /** - * Built-in hook to upload PIXI.Texture objects to the GPU. - * @private - * @param renderer - instance of the webgl renderer - * @param item - Item to check - * @returns If item was uploaded. - */ - function uploadBaseTextures(renderer, item) { - if (item instanceof BaseTexture) { - // if the texture already has a GL texture, then the texture has been prepared or rendered - // before now. If the texture changed, then the changer should be calling texture.update() which - // reuploads the texture without need for preparing it again - if (!item._glTextures[renderer.CONTEXT_UID]) { - renderer.texture.bind(item); - } - return true; - } - return false; - } - /** - * Built-in hook to upload PIXI.Graphics to the GPU. - * @private - * @param renderer - instance of the webgl renderer - * @param item - Item to check - * @returns If item was uploaded. - */ - function uploadGraphics(renderer, item) { - if (!(item instanceof Graphics)) { - return false; - } - var geometry = item.geometry; - // update dirty graphics to get batches - item.finishPoly(); - geometry.updateBatches(); - var batches = geometry.batches; - // upload all textures found in styles - for (var i = 0; i < batches.length; i++) { - var texture = batches[i].style.texture; - if (texture) { - uploadBaseTextures(renderer, texture.baseTexture); - } - } - // if its not batchable - update vao for particular shader - if (!geometry.batchable) { - renderer.geometry.bind(geometry, item._resolveDirectShader(renderer)); - } - return true; - } - /** - * Built-in hook to find graphics. - * @private - * @param item - Display object to check - * @param queue - Collection of items to upload - * @returns if a PIXI.Graphics object was found. - */ - function findGraphics(item, queue) { - if (item instanceof Graphics) { - queue.push(item); - return true; - } - return false; - } - /** - * The prepare plugin provides renderer-specific plugins for pre-rendering DisplayObjects. These plugins are useful for - * asynchronously preparing and uploading to the GPU assets, textures, graphics waiting to be displayed. - * - * Do not instantiate this plugin directly. It is available from the `renderer.plugins` property. - * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}. - * @example - * // Create a new application - * const app = new PIXI.Application(); - * document.body.appendChild(app.view); - * - * // Don't start rendering right away - * app.stop(); - * - * // create a display object - * const rect = new PIXI.Graphics() - * .beginFill(0x00ff00) - * .drawRect(40, 40, 200, 200); - * - * // Add to the stage - * app.stage.addChild(rect); - * - * // Don't start rendering until the graphic is uploaded to the GPU - * app.renderer.plugins.prepare.upload(app.stage, () => { - * app.start(); - * }); - * @memberof PIXI - */ - var Prepare = /** @class */ (function (_super) { - __extends$d(Prepare, _super); - /** - * @param {PIXI.Renderer} renderer - A reference to the current renderer - */ - function Prepare(renderer) { - var _this = _super.call(this, renderer) || this; - _this.uploadHookHelper = _this.renderer; - // Add textures and graphics to upload - _this.registerFindHook(findGraphics); - _this.registerUploadHook(uploadBaseTextures); - _this.registerUploadHook(uploadGraphics); - return _this; - } - /** @ignore */ - Prepare.extension = { - name: 'prepare', - type: ExtensionType.RendererPlugin, - }; - return Prepare; - }(BasePrepare)); - - /*! - * @pixi/spritesheet - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/spritesheet is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * Utility class for maintaining reference to a collection - * of Textures on a single Spritesheet. - * - * To access a sprite sheet from your code you may pass its JSON data file to Pixi's loader: - * - * ```js - * PIXI.Loader.shared.add("images/spritesheet.json").load(setup); - * - * function setup() { - * let sheet = PIXI.Loader.shared.resources["images/spritesheet.json"].spritesheet; - * ... - * } - * ``` - * - * Alternately, you may circumvent the loader by instantiating the Spritesheet directly: - * ```js - * const sheet = new PIXI.Spritesheet(texture, spritesheetData); - * await sheet.parse(); - * console.log('Spritesheet ready to use!'); - * ``` - * - * With the `sheet.textures` you can create Sprite objects,`sheet.animations` can be used to create an AnimatedSprite. - * - * Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker}, - * {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}. - * Default anchor points (see {@link PIXI.Texture#defaultAnchor}) and grouping of animation sprites are currently only - * supported by TexturePacker. - * @memberof PIXI - */ - var Spritesheet = /** @class */ (function () { - /** - * @param texture - Reference to the source BaseTexture object. - * @param {object} data - Spritesheet image data. - * @param resolutionFilename - The filename to consider when determining - * the resolution of the spritesheet. If not provided, the imageUrl will - * be used on the BaseTexture. - */ - function Spritesheet(texture, data, resolutionFilename) { - if (resolutionFilename === void 0) { resolutionFilename = null; } - /** For multi-packed spritesheets, this contains a reference to all the other spritesheets it depends on. */ - this.linkedSheets = []; - this._texture = texture instanceof Texture ? texture : null; - this.baseTexture = texture instanceof BaseTexture ? texture : this._texture.baseTexture; - this.textures = {}; - this.animations = {}; - this.data = data; - var resource = this.baseTexture.resource; - this.resolution = this._updateResolution(resolutionFilename || (resource ? resource.url : null)); - this._frames = this.data.frames; - this._frameKeys = Object.keys(this._frames); - this._batchIndex = 0; - this._callback = null; - } - /** - * Generate the resolution from the filename or fallback - * to the meta.scale field of the JSON data. - * @param resolutionFilename - The filename to use for resolving - * the default resolution. - * @returns Resolution to use for spritesheet. - */ - Spritesheet.prototype._updateResolution = function (resolutionFilename) { - if (resolutionFilename === void 0) { resolutionFilename = null; } - var scale = this.data.meta.scale; - // Use a defaultValue of `null` to check if a url-based resolution is set - var resolution = getResolutionOfUrl(resolutionFilename, null); - // No resolution found via URL - if (resolution === null) { - // Use the scale value or default to 1 - resolution = scale !== undefined ? parseFloat(scale) : 1; - } - // For non-1 resolutions, update baseTexture - if (resolution !== 1) { - this.baseTexture.setResolution(resolution); - } - return resolution; - }; - /** @ignore */ - Spritesheet.prototype.parse = function (callback) { - var _this = this; - if (callback) { - deprecation$1('6.5.0', 'Spritesheet.parse callback is deprecated, use the return Promise instead.'); - } - return new Promise(function (resolve) { - _this._callback = function (textures) { - callback === null || callback === void 0 ? void 0 : callback(textures); - resolve(textures); - }; - _this._batchIndex = 0; - if (_this._frameKeys.length <= Spritesheet.BATCH_SIZE) { - _this._processFrames(0); - _this._processAnimations(); - _this._parseComplete(); - } - else { - _this._nextBatch(); - } - }); - }; - /** - * Process a batch of frames - * @param initialFrameIndex - The index of frame to start. - */ - Spritesheet.prototype._processFrames = function (initialFrameIndex) { - var frameIndex = initialFrameIndex; - var maxFrames = Spritesheet.BATCH_SIZE; - while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length) { - var i = this._frameKeys[frameIndex]; - var data = this._frames[i]; - var rect = data.frame; - if (rect) { - var frame = null; - var trim = null; - var sourceSize = data.trimmed !== false && data.sourceSize - ? data.sourceSize : data.frame; - var orig = new Rectangle$2(0, 0, Math.floor(sourceSize.w) / this.resolution, Math.floor(sourceSize.h) / this.resolution); - if (data.rotated) { - frame = new Rectangle$2(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.h) / this.resolution, Math.floor(rect.w) / this.resolution); - } - else { - frame = new Rectangle$2(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution); - } - // Check to see if the sprite is trimmed - if (data.trimmed !== false && data.spriteSourceSize) { - trim = new Rectangle$2(Math.floor(data.spriteSourceSize.x) / this.resolution, Math.floor(data.spriteSourceSize.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution); - } - this.textures[i] = new Texture(this.baseTexture, frame, orig, trim, data.rotated ? 2 : 0, data.anchor); - // lets also add the frame to pixi's global cache for 'from' and 'fromLoader' functions - Texture.addToCache(this.textures[i], i); - } - frameIndex++; - } - }; - /** Parse animations config. */ - Spritesheet.prototype._processAnimations = function () { - var animations = this.data.animations || {}; - for (var animName in animations) { - this.animations[animName] = []; - for (var i = 0; i < animations[animName].length; i++) { - var frameName = animations[animName][i]; - this.animations[animName].push(this.textures[frameName]); - } - } - }; - /** The parse has completed. */ - Spritesheet.prototype._parseComplete = function () { - var callback = this._callback; - this._callback = null; - this._batchIndex = 0; - callback.call(this, this.textures); - }; - /** Begin the next batch of textures. */ - Spritesheet.prototype._nextBatch = function () { - var _this = this; - this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE); - this._batchIndex++; - setTimeout(function () { - if (_this._batchIndex * Spritesheet.BATCH_SIZE < _this._frameKeys.length) { - _this._nextBatch(); - } - else { - _this._processAnimations(); - _this._parseComplete(); - } - }, 0); - }; - /** - * Destroy Spritesheet and don't use after this. - * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well - */ - Spritesheet.prototype.destroy = function (destroyBase) { - var _a; - if (destroyBase === void 0) { destroyBase = false; } - for (var i in this.textures) { - this.textures[i].destroy(); - } - this._frames = null; - this._frameKeys = null; - this.data = null; - this.textures = null; - if (destroyBase) { - (_a = this._texture) === null || _a === void 0 ? void 0 : _a.destroy(); - this.baseTexture.destroy(); - } - this._texture = null; - this.baseTexture = null; - this.linkedSheets = []; - }; - /** The maximum number of Textures to build per process. */ - Spritesheet.BATCH_SIZE = 1000; - return Spritesheet; - }()); - /** - * Reference to Spritesheet object created. - * @member {PIXI.Spritesheet} spritesheet - * @memberof PIXI.LoaderResource - * @instance - */ - /** - * Dictionary of textures from Spritesheet. - * @member {Object} textures - * @memberof PIXI.LoaderResource - * @instance - */ - - /** - * {@link PIXI.Loader} middleware for loading texture atlases that have been created with - * TexturePacker or similar JSON-based spritesheet. - * - * This middleware automatically generates Texture resources. - * - * If you're using Webpack or other bundlers and plan on bundling the atlas' JSON, - * use the {@link PIXI.Spritesheet} class to directly parse the JSON. - * - * The Loader's image Resource name is automatically appended with `"_image"`. - * If a Resource with this name is already loaded, the Loader will skip parsing the - * Spritesheet. The code below will generate an internal Loader Resource called `"myatlas_image"`. - * @example - * loader.add('myatlas', 'path/to/myatlas.json'); - * loader.load(() => { - * loader.resources.myatlas; // atlas JSON resource - * loader.resources.myatlas_image; // atlas Image resource - * }); - * @memberof PIXI - */ - var SpritesheetLoader = /** @class */ (function () { - function SpritesheetLoader() { - } - /** - * Called after a resource is loaded. - * @see PIXI.Loader.loaderMiddleware - * @param resource - * @param next - */ - SpritesheetLoader.use = function (resource, next) { - var _a, _b; - // because this is middleware, it execute in loader context. `this` = loader - var loader = this; - var imageResourceName = resource.name + "_image"; - // skip if no data, its not json, it isn't spritesheet data, or the image resource already exists - if (!resource.data - || resource.type !== LoaderResource$1.TYPE.JSON - || !resource.data.frames - || loader.resources[imageResourceName]) { - next(); - return; - } - // Check and add the multi atlas - // Heavily influenced and based on https://github.com/rocket-ua/pixi-tps-loader/blob/master/src/ResourceLoader.js - // eslint-disable-next-line camelcase - var multiPacks = (_b = (_a = resource.data) === null || _a === void 0 ? void 0 : _a.meta) === null || _b === void 0 ? void 0 : _b.related_multi_packs; - if (Array.isArray(multiPacks)) { - var _loop_1 = function (item) { - if (typeof item !== 'string') { - return "continue"; - } - var itemName = item.replace('.json', ''); - var itemUrl = url.resolve(resource.url.replace(loader.baseUrl, ''), item); - // Check if the file wasn't already added as multipacks are redundant - if (loader.resources[itemName] - || Object.values(loader.resources).some(function (r) { return url.format(url.parse(r.url)) === itemUrl; })) { - return "continue"; - } - var options = { - crossOrigin: resource.crossOrigin, - loadType: LoaderResource$1.LOAD_TYPE.XHR, - xhrType: LoaderResource$1.XHR_RESPONSE_TYPE.JSON, - parentResource: resource, - metadata: resource.metadata - }; - loader.add(itemName, itemUrl, options); - }; - for (var _i = 0, multiPacks_1 = multiPacks; _i < multiPacks_1.length; _i++) { - var item = multiPacks_1[_i]; - _loop_1(item); - } - } - var loadOptions = { - crossOrigin: resource.crossOrigin, - metadata: resource.metadata.imageMetadata, - parentResource: resource, - }; - var resourcePath = SpritesheetLoader.getResourcePath(resource, loader.baseUrl); - // load the image for this sheet - loader.add(imageResourceName, resourcePath, loadOptions, function onImageLoad(res) { - if (res.error) { - next(res.error); - return; - } - var spritesheet = new Spritesheet(res.texture, resource.data, resource.url); - spritesheet.parse().then(function () { - resource.spritesheet = spritesheet; - resource.textures = spritesheet.textures; - next(); - }); - }); - }; - /** - * Get the spritesheets root path - * @param resource - Resource to check path - * @param baseUrl - Base root url - */ - SpritesheetLoader.getResourcePath = function (resource, baseUrl) { - // Prepend url path unless the resource image is a data url - if (resource.isDataUrl) { - return resource.data.meta.image; - } - return url.resolve(resource.url.replace(baseUrl, ''), resource.data.meta.image); - }; - /** @ignore */ - SpritesheetLoader.extension = ExtensionType.Loader; - return SpritesheetLoader; - }()); - - /*! - * @pixi/sprite-tiling - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/sprite-tiling is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$c = function(d, b) { - extendStatics$c = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$c(d, b); - }; - - function __extends$c(d, b) { - extendStatics$c(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var tempPoint$1 = new Point$2(); - /** - * A tiling sprite is a fast way of rendering a tiling image. - * @memberof PIXI - */ - /** @class */ ((function (_super) { - __extends$c(TilingSprite, _super); - /** - * @param texture - The texture of the tiling sprite. - * @param width - The width of the tiling sprite. - * @param height - The height of the tiling sprite. - */ - function TilingSprite(texture, width, height) { - if (width === void 0) { width = 100; } - if (height === void 0) { height = 100; } - var _this = _super.call(this, texture) || this; - _this.tileTransform = new Transform$2(); - // The width of the tiling sprite - _this._width = width; - // The height of the tiling sprite - _this._height = height; - _this.uvMatrix = _this.texture.uvMatrix || new TextureMatrix(texture); - /** - * Plugin that is responsible for rendering this element. - * Allows to customize the rendering process without overriding '_render' method. - * @default 'tilingSprite' - */ - _this.pluginName = 'tilingSprite'; - _this.uvRespectAnchor = false; - return _this; - } - Object.defineProperty(TilingSprite.prototype, "clampMargin", { - /** - * Changes frame clamping in corresponding textureTransform, shortcut - * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas - * @default 0.5 - * @member {number} - */ - get: function () { - return this.uvMatrix.clampMargin; - }, - set: function (value) { - this.uvMatrix.clampMargin = value; - this.uvMatrix.update(true); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TilingSprite.prototype, "tileScale", { - /** The scaling of the image that is being tiled. */ - get: function () { - return this.tileTransform.scale; - }, - set: function (value) { - this.tileTransform.scale.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TilingSprite.prototype, "tilePosition", { - /** The offset of the image that is being tiled. */ - get: function () { - return this.tileTransform.position; - }, - set: function (value) { - this.tileTransform.position.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - /** - * @protected - */ - TilingSprite.prototype._onTextureUpdate = function () { - if (this.uvMatrix) { - this.uvMatrix.texture = this._texture; - } - this._cachedTint = 0xFFFFFF; - }; - /** - * Renders the object using the WebGL renderer - * @param renderer - The renderer - */ - TilingSprite.prototype._render = function (renderer) { - // tweak our texture temporarily.. - var texture = this._texture; - if (!texture || !texture.valid) { - return; - } - this.tileTransform.updateLocalTransform(); - this.uvMatrix.update(); - renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); - renderer.plugins[this.pluginName].render(this); - }; - /** Updates the bounds of the tiling sprite. */ - TilingSprite.prototype._calculateBounds = function () { - var minX = this._width * -this._anchor._x; - var minY = this._height * -this._anchor._y; - var maxX = this._width * (1 - this._anchor._x); - var maxY = this._height * (1 - this._anchor._y); - this._bounds.addFrame(this.transform, minX, minY, maxX, maxY); - }; - /** - * Gets the local bounds of the sprite object. - * @param rect - Optional output rectangle. - * @returns The bounds. - */ - TilingSprite.prototype.getLocalBounds = function (rect) { - // we can do a fast local bounds if the sprite has no children! - if (this.children.length === 0) { - this._bounds.minX = this._width * -this._anchor._x; - this._bounds.minY = this._height * -this._anchor._y; - this._bounds.maxX = this._width * (1 - this._anchor._x); - this._bounds.maxY = this._height * (1 - this._anchor._y); - if (!rect) { - if (!this._localBoundsRect) { - this._localBoundsRect = new Rectangle$2(); - } - rect = this._localBoundsRect; - } - return this._bounds.getRectangle(rect); - } - return _super.prototype.getLocalBounds.call(this, rect); - }; - /** - * Checks if a point is inside this tiling sprite. - * @param point - The point to check. - * @returns Whether or not the sprite contains the point. - */ - TilingSprite.prototype.containsPoint = function (point) { - this.worldTransform.applyInverse(point, tempPoint$1); - var width = this._width; - var height = this._height; - var x1 = -width * this.anchor._x; - if (tempPoint$1.x >= x1 && tempPoint$1.x < x1 + width) { - var y1 = -height * this.anchor._y; - if (tempPoint$1.y >= y1 && tempPoint$1.y < y1 + height) { - return true; - } - } - return false; - }; - /** - * Destroys this sprite and optionally its texture and children - * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy - * method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well - * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well - */ - TilingSprite.prototype.destroy = function (options) { - _super.prototype.destroy.call(this, options); - this.tileTransform = null; - this.uvMatrix = null; - }; - /** - * Helper function that creates a new tiling sprite based on the source you provide. - * The source can be - frame id, image url, video url, canvas element, video element, base texture - * @static - * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from - * @param {object} options - See {@link PIXI.BaseTexture}'s constructor for options. - * @param {number} options.width - required width of the tiling sprite - * @param {number} options.height - required height of the tiling sprite - * @returns {PIXI.TilingSprite} The newly created texture - */ - TilingSprite.from = function (source, options) { - var texture = (source instanceof Texture) - ? source - : Texture.from(source, options); - return new TilingSprite(texture, options.width, options.height); - }; - Object.defineProperty(TilingSprite.prototype, "width", { - /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return this._width; - }, - set: function (value) { - this._width = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TilingSprite.prototype, "height", { - /** The height of the TilingSprite, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return this._height; - }, - set: function (value) { - this._height = value; - }, - enumerable: false, - configurable: true - }); - return TilingSprite; - })(Sprite)); - - var fragmentSimpleSrc = "#version 100\n#define SHADER_NAME Tiling-Sprite-Simple-100\n\nprecision lowp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\n\nvoid main(void)\n{\n vec4 texSample = texture2D(uSampler, vTextureCoord);\n gl_FragColor = texSample * uColor;\n}\n"; - - var gl1VertexSrc = "#version 100\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n"; - - var gl1FragmentSrc = "#version 100\n#ifdef GL_EXT_shader_texture_lod\n #extension GL_EXT_shader_texture_lod : enable\n#endif\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n vec2 unclamped = coord;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n #ifdef GL_EXT_shader_texture_lod\n vec4 texSample = unclamped == coord\n ? texture2D(uSampler, coord) \n : texture2DLodEXT(uSampler, coord, 0);\n #else\n vec4 texSample = texture2D(uSampler, coord);\n #endif\n\n gl_FragColor = texSample * uColor;\n}\n"; - - var gl2VertexSrc = "#version 300 es\n#define SHADER_NAME Tiling-Sprite-300\n\nprecision lowp float;\n\nin vec2 aVertexPosition;\nin vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nout vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n"; - - var gl2FragmentSrc = "#version 300 es\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nin vec2 vTextureCoord;\n\nout vec4 fragmentColor;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n vec2 unclamped = coord;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n vec4 texSample = texture(uSampler, coord, unclamped == coord ? 0.0f : -32.0f);// lod-bias very negative to force lod 0\n\n fragmentColor = texSample * uColor;\n}\n"; - - var tempMat = new Matrix$2(); - /** - * WebGL renderer plugin for tiling sprites - * @class - * @memberof PIXI - * @extends PIXI.ObjectRenderer - */ - var TilingSpriteRenderer = /** @class */ (function (_super) { - __extends$c(TilingSpriteRenderer, _super); - /** - * constructor for renderer - * @param {PIXI.Renderer} renderer - The renderer this tiling awesomeness works for. - */ - function TilingSpriteRenderer(renderer) { - var _this = _super.call(this, renderer) || this; - // WebGL version is not available during initialization! - renderer.runners.contextChange.add(_this); - _this.quad = new QuadUv(); - /** - * The WebGL state in which this renderer will work. - * @member {PIXI.State} - * @readonly - */ - _this.state = State.for2d(); - return _this; - } - /** Creates shaders when context is initialized. */ - TilingSpriteRenderer.prototype.contextChange = function () { - var renderer = this.renderer; - var uniforms = { globals: renderer.globalUniforms }; - this.simpleShader = Shader.from(gl1VertexSrc, fragmentSimpleSrc, uniforms); - this.shader = renderer.context.webGLVersion > 1 - ? Shader.from(gl2VertexSrc, gl2FragmentSrc, uniforms) - : Shader.from(gl1VertexSrc, gl1FragmentSrc, uniforms); - }; - /** - * @param {PIXI.TilingSprite} ts - tilingSprite to be rendered - */ - TilingSpriteRenderer.prototype.render = function (ts) { - var renderer = this.renderer; - var quad = this.quad; - var vertices = quad.vertices; - vertices[0] = vertices[6] = (ts._width) * -ts.anchor.x; - vertices[1] = vertices[3] = ts._height * -ts.anchor.y; - vertices[2] = vertices[4] = (ts._width) * (1.0 - ts.anchor.x); - vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y); - var anchorX = ts.uvRespectAnchor ? ts.anchor.x : 0; - var anchorY = ts.uvRespectAnchor ? ts.anchor.y : 0; - vertices = quad.uvs; - vertices[0] = vertices[6] = -anchorX; - vertices[1] = vertices[3] = -anchorY; - vertices[2] = vertices[4] = 1.0 - anchorX; - vertices[5] = vertices[7] = 1.0 - anchorY; - quad.invalidate(); - var tex = ts._texture; - var baseTex = tex.baseTexture; - var premultiplied = baseTex.alphaMode > 0; - var lt = ts.tileTransform.localTransform; - var uv = ts.uvMatrix; - var isSimple = baseTex.isPowerOfTwo - && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height; - // auto, force repeat wrapMode for big tiling textures - if (isSimple) { - if (!baseTex._glTextures[renderer.CONTEXT_UID]) { - if (baseTex.wrapMode === WRAP_MODES$8.CLAMP) { - baseTex.wrapMode = WRAP_MODES$8.REPEAT; - } - } - else { - isSimple = baseTex.wrapMode !== WRAP_MODES$8.CLAMP; - } - } - var shader = isSimple ? this.simpleShader : this.shader; - var w = tex.width; - var h = tex.height; - var W = ts._width; - var H = ts._height; - tempMat.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H); - // that part is the same as above: - // tempMat.identity(); - // tempMat.scale(tex.width, tex.height); - // tempMat.prepend(lt); - // tempMat.scale(1.0 / ts._width, 1.0 / ts._height); - tempMat.invert(); - if (isSimple) { - tempMat.prepend(uv.mapCoord); - } - else { - shader.uniforms.uMapCoord = uv.mapCoord.toArray(true); - shader.uniforms.uClampFrame = uv.uClampFrame; - shader.uniforms.uClampOffset = uv.uClampOffset; - } - shader.uniforms.uTransform = tempMat.toArray(true); - shader.uniforms.uColor = premultiplyTintToRgba(ts.tint, ts.worldAlpha, shader.uniforms.uColor, premultiplied); - shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true); - shader.uniforms.uSampler = tex; - renderer.shader.bind(shader); - renderer.geometry.bind(quad); - this.state.blendMode = correctBlendMode(ts.blendMode, premultiplied); - renderer.state.set(this.state); - renderer.geometry.draw(this.renderer.gl.TRIANGLES, 6, 0); - }; - /** @ignore */ - TilingSpriteRenderer.extension = { - name: 'tilingSprite', - type: ExtensionType.RendererPlugin, - }; - return TilingSpriteRenderer; - }(ObjectRenderer)); - - /*! - * @pixi/mesh - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/mesh is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$b = function(d, b) { - extendStatics$b = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$b(d, b); - }; - - function __extends$b(d, b) { - extendStatics$b(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - /** - * Class controls cache for UV mapping from Texture normal space to BaseTexture normal space. - * @memberof PIXI - */ - var MeshBatchUvs = /** @class */ (function () { - /** - * @param uvBuffer - Buffer with normalized uv's - * @param uvMatrix - Material UV matrix - */ - function MeshBatchUvs(uvBuffer, uvMatrix) { - this.uvBuffer = uvBuffer; - this.uvMatrix = uvMatrix; - this.data = null; - this._bufferUpdateId = -1; - this._textureUpdateId = -1; - this._updateID = 0; - } - /** - * Updates - * @param forceUpdate - force the update - */ - MeshBatchUvs.prototype.update = function (forceUpdate) { - if (!forceUpdate - && this._bufferUpdateId === this.uvBuffer._updateID - && this._textureUpdateId === this.uvMatrix._updateID) { - return; - } - this._bufferUpdateId = this.uvBuffer._updateID; - this._textureUpdateId = this.uvMatrix._updateID; - var data = this.uvBuffer.data; - if (!this.data || this.data.length !== data.length) { - this.data = new Float32Array(data.length); - } - this.uvMatrix.multiplyUvs(data, this.data); - this._updateID++; - }; - return MeshBatchUvs; - }()); - - var tempPoint = new Point$2(); - var tempPolygon = new Polygon(); - /** - * Base mesh class. - * - * This class empowers you to have maximum flexibility to render any kind of WebGL visuals you can think of. - * This class assumes a certain level of WebGL knowledge. - * If you know a bit this should abstract enough away to make your life easier! - * - * Pretty much ALL WebGL can be broken down into the following: - * - Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc.. - * - Shader - This is the shader that PixiJS will render the geometry with (attributes in the shader must match the geometry) - * - State - This is the state of WebGL required to render the mesh. - * - * Through a combination of the above elements you can render anything you want, 2D or 3D! - * @memberof PIXI - */ - var Mesh = /** @class */ (function (_super) { - __extends$b(Mesh, _super); - /** - * @param geometry - The geometry the mesh will use. - * @param {PIXI.MeshMaterial} shader - The shader the mesh will use. - * @param state - The state that the WebGL context is required to be in to render the mesh - * if no state is provided, uses {@link PIXI.State.for2d} to create a 2D state for PixiJS. - * @param drawMode - The drawMode, can be any of the {@link PIXI.DRAW_MODES} constants. - */ - function Mesh(geometry, shader, state, drawMode) { - if (drawMode === void 0) { drawMode = DRAW_MODES$8.TRIANGLES; } - var _this = _super.call(this) || this; - _this.geometry = geometry; - _this.shader = shader; - _this.state = state || State.for2d(); - _this.drawMode = drawMode; - _this.start = 0; - _this.size = 0; - _this.uvs = null; - _this.indices = null; - _this.vertexData = new Float32Array(1); - _this.vertexDirty = -1; - _this._transformID = -1; - _this._roundPixels = settings$1.ROUND_PIXELS; - _this.batchUvs = null; - return _this; - } - Object.defineProperty(Mesh.prototype, "geometry", { - /** - * Includes vertex positions, face indices, normals, colors, UVs, and - * custom attributes within buffers, reducing the cost of passing all - * this data to the GPU. Can be shared between multiple Mesh objects. - */ - get: function () { - return this._geometry; - }, - set: function (value) { - if (this._geometry === value) { - return; - } - if (this._geometry) { - this._geometry.refCount--; - if (this._geometry.refCount === 0) { - this._geometry.dispose(); - } - } - this._geometry = value; - if (this._geometry) { - this._geometry.refCount++; - } - this.vertexDirty = -1; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Mesh.prototype, "uvBuffer", { - /** - * To change mesh uv's, change its uvBuffer data and increment its _updateID. - * @readonly - */ - get: function () { - return this.geometry.buffers[1]; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Mesh.prototype, "verticesBuffer", { - /** - * To change mesh vertices, change its uvBuffer data and increment its _updateID. - * Incrementing _updateID is optional because most of Mesh objects do it anyway. - * @readonly - */ - get: function () { - return this.geometry.buffers[0]; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Mesh.prototype, "material", { - get: function () { - return this.shader; - }, - /** Alias for {@link PIXI.Mesh#shader}. */ - set: function (value) { - this.shader = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Mesh.prototype, "blendMode", { - get: function () { - return this.state.blendMode; - }, - /** - * The blend mode to be applied to the Mesh. Apply a value of - * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. - * @default PIXI.BLEND_MODES.NORMAL; - */ - set: function (value) { - this.state.blendMode = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Mesh.prototype, "roundPixels", { - get: function () { - return this._roundPixels; - }, - /** - * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. - * Advantages can include sharper image quality (like text) and faster rendering on canvas. - * The main disadvantage is movement of objects may appear less smooth. - * To set the global default, change {@link PIXI.settings.ROUND_PIXELS} - * @default false - */ - set: function (value) { - if (this._roundPixels !== value) { - this._transformID = -1; - } - this._roundPixels = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Mesh.prototype, "tint", { - /** - * The multiply tint applied to the Mesh. This is a hex value. A value of - * `0xFFFFFF` will remove any tint effect. - * - * Null for non-MeshMaterial shaders - * @default 0xFFFFFF - */ - get: function () { - return 'tint' in this.shader ? this.shader.tint : null; - }, - set: function (value) { - this.shader.tint = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Mesh.prototype, "texture", { - /** The texture that the Mesh uses. Null for non-MeshMaterial shaders */ - get: function () { - return 'texture' in this.shader ? this.shader.texture : null; - }, - set: function (value) { - this.shader.texture = value; - }, - enumerable: false, - configurable: true - }); - /** - * Standard renderer draw. - * @param renderer - Instance to renderer. - */ - Mesh.prototype._render = function (renderer) { - // set properties for batching.. - // TODO could use a different way to grab verts? - var vertices = this.geometry.buffers[0].data; - var shader = this.shader; - // TODO benchmark check for attribute size.. - if (shader.batchable - && this.drawMode === DRAW_MODES$8.TRIANGLES - && vertices.length < Mesh.BATCHABLE_SIZE * 2) { - this._renderToBatch(renderer); - } - else { - this._renderDefault(renderer); - } - }; - /** - * Standard non-batching way of rendering. - * @param renderer - Instance to renderer. - */ - Mesh.prototype._renderDefault = function (renderer) { - var shader = this.shader; - shader.alpha = this.worldAlpha; - if (shader.update) { - shader.update(); - } - renderer.batch.flush(); - // bind and sync uniforms.. - shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true); - renderer.shader.bind(shader); - // set state.. - renderer.state.set(this.state); - // bind the geometry... - renderer.geometry.bind(this.geometry, shader); - // then render it - renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount); - }; - /** - * Rendering by using the Batch system. - * @param renderer - Instance to renderer. - */ - Mesh.prototype._renderToBatch = function (renderer) { - var geometry = this.geometry; - var shader = this.shader; - if (shader.uvMatrix) { - shader.uvMatrix.update(); - this.calculateUvs(); - } - // set properties for batching.. - this.calculateVertices(); - this.indices = geometry.indexBuffer.data; - this._tintRGB = shader._tintRGB; - this._texture = shader.texture; - var pluginName = this.material.pluginName; - renderer.batch.setObjectRenderer(renderer.plugins[pluginName]); - renderer.plugins[pluginName].render(this); - }; - /** Updates vertexData field based on transform and vertices. */ - Mesh.prototype.calculateVertices = function () { - var geometry = this.geometry; - var verticesBuffer = geometry.buffers[0]; - var vertices = verticesBuffer.data; - var vertexDirtyId = verticesBuffer._updateID; - if (vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID) { - return; - } - this._transformID = this.transform._worldID; - if (this.vertexData.length !== vertices.length) { - this.vertexData = new Float32Array(vertices.length); - } - var wt = this.transform.worldTransform; - var a = wt.a; - var b = wt.b; - var c = wt.c; - var d = wt.d; - var tx = wt.tx; - var ty = wt.ty; - var vertexData = this.vertexData; - for (var i = 0; i < vertexData.length / 2; i++) { - var x = vertices[(i * 2)]; - var y = vertices[(i * 2) + 1]; - vertexData[(i * 2)] = (a * x) + (c * y) + tx; - vertexData[(i * 2) + 1] = (b * x) + (d * y) + ty; - } - if (this._roundPixels) { - var resolution = settings$1.RESOLUTION; - for (var i = 0; i < vertexData.length; ++i) { - vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution); - } - } - this.vertexDirty = vertexDirtyId; - }; - /** Updates uv field based on from geometry uv's or batchUvs. */ - Mesh.prototype.calculateUvs = function () { - var geomUvs = this.geometry.buffers[1]; - var shader = this.shader; - if (!shader.uvMatrix.isSimple) { - if (!this.batchUvs) { - this.batchUvs = new MeshBatchUvs(geomUvs, shader.uvMatrix); - } - this.batchUvs.update(); - this.uvs = this.batchUvs.data; - } - else { - this.uvs = geomUvs.data; - } - }; - /** - * Updates the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account. - * there must be a aVertexPosition attribute present in the geometry for bounds to be calculated correctly. - */ - Mesh.prototype._calculateBounds = function () { - this.calculateVertices(); - this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length); - }; - /** - * Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES. - * @param point - The point to test. - * @returns - The result of the test. - */ - Mesh.prototype.containsPoint = function (point) { - if (!this.getBounds().contains(point.x, point.y)) { - return false; - } - this.worldTransform.applyInverse(point, tempPoint); - var vertices = this.geometry.getBuffer('aVertexPosition').data; - var points = tempPolygon.points; - var indices = this.geometry.getIndex().data; - var len = indices.length; - var step = this.drawMode === 4 ? 3 : 1; - for (var i = 0; i + 2 < len; i += step) { - var ind0 = indices[i] * 2; - var ind1 = indices[i + 1] * 2; - var ind2 = indices[i + 2] * 2; - points[0] = vertices[ind0]; - points[1] = vertices[ind0 + 1]; - points[2] = vertices[ind1]; - points[3] = vertices[ind1 + 1]; - points[4] = vertices[ind2]; - points[5] = vertices[ind2 + 1]; - if (tempPolygon.contains(tempPoint.x, tempPoint.y)) { - return true; - } - } - return false; - }; - Mesh.prototype.destroy = function (options) { - _super.prototype.destroy.call(this, options); - if (this._cachedTexture) { - this._cachedTexture.destroy(); - this._cachedTexture = null; - } - this.geometry = null; - this.shader = null; - this.state = null; - this.uvs = null; - this.indices = null; - this.vertexData = null; - }; - /** The maximum number of vertices to consider batchable. Generally, the complexity of the geometry. */ - Mesh.BATCHABLE_SIZE = 100; - return Mesh; - }(Container$2)); - - var fragment$5 = "varying vec2 vTextureCoord;\nuniform vec4 uColor;\n\nuniform sampler2D uSampler;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;\n}\n"; - - var vertex$2 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTextureMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\n}\n"; - - /** - * Slightly opinionated default shader for PixiJS 2D objects. - * @memberof PIXI - */ - var MeshMaterial = /** @class */ (function (_super) { - __extends$b(MeshMaterial, _super); - /** - * @param uSampler - Texture that material uses to render. - * @param options - Additional options - * @param {number} [options.alpha=1] - Default alpha. - * @param {number} [options.tint=0xFFFFFF] - Default tint. - * @param {string} [options.pluginName='batch'] - Renderer plugin for batching. - * @param {PIXI.Program} [options.program=0xFFFFFF] - Custom program. - * @param {object} [options.uniforms] - Custom uniforms. - */ - function MeshMaterial(uSampler, options) { - var _this = this; - var uniforms = { - uSampler: uSampler, - alpha: 1, - uTextureMatrix: Matrix$2.IDENTITY, - uColor: new Float32Array([1, 1, 1, 1]), - }; - // Set defaults - options = Object.assign({ - tint: 0xFFFFFF, - alpha: 1, - pluginName: 'batch', - }, options); - if (options.uniforms) { - Object.assign(uniforms, options.uniforms); - } - _this = _super.call(this, options.program || Program.from(vertex$2, fragment$5), uniforms) || this; - _this._colorDirty = false; - _this.uvMatrix = new TextureMatrix(uSampler); - _this.batchable = options.program === undefined; - _this.pluginName = options.pluginName; - _this.tint = options.tint; - _this.alpha = options.alpha; - return _this; - } - Object.defineProperty(MeshMaterial.prototype, "texture", { - /** Reference to the texture being rendered. */ - get: function () { - return this.uniforms.uSampler; - }, - set: function (value) { - if (this.uniforms.uSampler !== value) { - if (!this.uniforms.uSampler.baseTexture.alphaMode !== !value.baseTexture.alphaMode) { - this._colorDirty = true; - } - this.uniforms.uSampler = value; - this.uvMatrix.texture = value; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(MeshMaterial.prototype, "alpha", { - get: function () { - return this._alpha; - }, - /** - * This gets automatically set by the object using this. - * @default 1 - */ - set: function (value) { - if (value === this._alpha) - { return; } - this._alpha = value; - this._colorDirty = true; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(MeshMaterial.prototype, "tint", { - get: function () { - return this._tint; - }, - /** - * Multiply tint for the material. - * @default 0xFFFFFF - */ - set: function (value) { - if (value === this._tint) - { return; } - this._tint = value; - this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16); - this._colorDirty = true; - }, - enumerable: false, - configurable: true - }); - /** Gets called automatically by the Mesh. Intended to be overridden for custom {@link MeshMaterial} objects. */ - MeshMaterial.prototype.update = function () { - if (this._colorDirty) { - this._colorDirty = false; - var baseTexture = this.texture.baseTexture; - premultiplyTintToRgba(this._tint, this._alpha, this.uniforms.uColor, baseTexture.alphaMode); - } - if (this.uvMatrix.update()) { - this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord; - } - }; - return MeshMaterial; - }(Shader)); - - /** - * Standard 2D geometry used in PixiJS. - * - * Geometry can be defined without passing in a style or data if required. - * - * ```js - * const geometry = new PIXI.Geometry(); - * - * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2); - * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1], 2); - * geometry.addIndex([0,1,2,1,3,2]); - * - * ``` - * @memberof PIXI - */ - var MeshGeometry = /** @class */ (function (_super) { - __extends$b(MeshGeometry, _super); - /** - * @param {Float32Array|number[]} [vertices] - Positional data on geometry. - * @param {Float32Array|number[]} [uvs] - Texture UVs. - * @param {Uint16Array|number[]} [index] - IndexBuffer - */ - function MeshGeometry(vertices, uvs, index) { - var _this = _super.call(this) || this; - var verticesBuffer = new Buffer(vertices); - var uvsBuffer = new Buffer(uvs, true); - var indexBuffer = new Buffer(index, true, true); - _this.addAttribute('aVertexPosition', verticesBuffer, 2, false, TYPES$8.FLOAT) - .addAttribute('aTextureCoord', uvsBuffer, 2, false, TYPES$8.FLOAT) - .addIndex(indexBuffer); - _this._updateId = -1; - return _this; - } - Object.defineProperty(MeshGeometry.prototype, "vertexDirtyId", { - /** - * If the vertex position is updated. - * @readonly - * @private - */ - get: function () { - return this.buffers[0]._updateID; - }, - enumerable: false, - configurable: true - }); - return MeshGeometry; - }(Geometry)); - - /*! - * @pixi/text-bitmap - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/text-bitmap is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$a = function(d, b) { - extendStatics$a = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$a(d, b); - }; - - function __extends$a(d, b) { - extendStatics$a(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - /* eslint-disable max-len */ - /** - * Normalized parsed data from .fnt files. - * @memberof PIXI - */ - var BitmapFontData = /** @class */ (function () { - function BitmapFontData() { - this.info = []; - this.common = []; - this.page = []; - this.char = []; - this.kerning = []; - this.distanceField = []; - } - return BitmapFontData; - }()); - - /** - * BitmapFont format that's Text-based. - * @private - */ - var TextFormat = /** @class */ (function () { - function TextFormat() { - } - /** - * Check if resource refers to txt font data. - * @param data - * @returns - True if resource could be treated as font data, false otherwise. - */ - TextFormat.test = function (data) { - return typeof data === 'string' && data.indexOf('info face=') === 0; - }; - /** - * Convert text font data to a javascript object. - * @param txt - Raw string data to be converted - * @returns - Parsed font data - */ - TextFormat.parse = function (txt) { - // Retrieve data item - var items = txt.match(/^[a-z]+\s+.+$/gm); - var rawData = { - info: [], - common: [], - page: [], - char: [], - chars: [], - kerning: [], - kernings: [], - distanceField: [], - }; - for (var i in items) { - // Extract item name - var name = items[i].match(/^[a-z]+/gm)[0]; - // Extract item attribute list as string ex.: "width=10" - var attributeList = items[i].match(/[a-zA-Z]+=([^\s"']+|"([^"]*)")/gm); - // Convert attribute list into an object - var itemData = {}; - for (var i_1 in attributeList) { - // Split key-value pairs - var split = attributeList[i_1].split('='); - var key = split[0]; - // Remove eventual quotes from value - var strValue = split[1].replace(/"/gm, ''); - // Try to convert value into float - var floatValue = parseFloat(strValue); - // Use string value case float value is NaN - var value = isNaN(floatValue) ? strValue : floatValue; - itemData[key] = value; - } - // Push current item to the resulting data - rawData[name].push(itemData); - } - var font = new BitmapFontData(); - rawData.info.forEach(function (info) { return font.info.push({ - face: info.face, - size: parseInt(info.size, 10), - }); }); - rawData.common.forEach(function (common) { return font.common.push({ - lineHeight: parseInt(common.lineHeight, 10), - }); }); - rawData.page.forEach(function (page) { return font.page.push({ - id: parseInt(page.id, 10), - file: page.file, - }); }); - rawData.char.forEach(function (char) { return font.char.push({ - id: parseInt(char.id, 10), - page: parseInt(char.page, 10), - x: parseInt(char.x, 10), - y: parseInt(char.y, 10), - width: parseInt(char.width, 10), - height: parseInt(char.height, 10), - xoffset: parseInt(char.xoffset, 10), - yoffset: parseInt(char.yoffset, 10), - xadvance: parseInt(char.xadvance, 10), - }); }); - rawData.kerning.forEach(function (kerning) { return font.kerning.push({ - first: parseInt(kerning.first, 10), - second: parseInt(kerning.second, 10), - amount: parseInt(kerning.amount, 10), - }); }); - rawData.distanceField.forEach(function (df) { return font.distanceField.push({ - distanceRange: parseInt(df.distanceRange, 10), - fieldType: df.fieldType, - }); }); - return font; - }; - return TextFormat; - }()); - - /** - * BitmapFont format that's XML-based. - * @private - */ - var XMLFormat = /** @class */ (function () { - function XMLFormat() { - } - /** - * Check if resource refers to xml font data. - * @param data - * @returns - True if resource could be treated as font data, false otherwise. - */ - XMLFormat.test = function (data) { - return data instanceof XMLDocument - && data.getElementsByTagName('page').length - && data.getElementsByTagName('info')[0].getAttribute('face') !== null; - }; - /** - * Convert the XML into BitmapFontData that we can use. - * @param xml - * @returns - Data to use for BitmapFont - */ - XMLFormat.parse = function (xml) { - var data = new BitmapFontData(); - var info = xml.getElementsByTagName('info'); - var common = xml.getElementsByTagName('common'); - var page = xml.getElementsByTagName('page'); - var char = xml.getElementsByTagName('char'); - var kerning = xml.getElementsByTagName('kerning'); - var distanceField = xml.getElementsByTagName('distanceField'); - for (var i = 0; i < info.length; i++) { - data.info.push({ - face: info[i].getAttribute('face'), - size: parseInt(info[i].getAttribute('size'), 10), - }); - } - for (var i = 0; i < common.length; i++) { - data.common.push({ - lineHeight: parseInt(common[i].getAttribute('lineHeight'), 10), - }); - } - for (var i = 0; i < page.length; i++) { - data.page.push({ - id: parseInt(page[i].getAttribute('id'), 10) || 0, - file: page[i].getAttribute('file'), - }); - } - for (var i = 0; i < char.length; i++) { - var letter = char[i]; - data.char.push({ - id: parseInt(letter.getAttribute('id'), 10), - page: parseInt(letter.getAttribute('page'), 10) || 0, - x: parseInt(letter.getAttribute('x'), 10), - y: parseInt(letter.getAttribute('y'), 10), - width: parseInt(letter.getAttribute('width'), 10), - height: parseInt(letter.getAttribute('height'), 10), - xoffset: parseInt(letter.getAttribute('xoffset'), 10), - yoffset: parseInt(letter.getAttribute('yoffset'), 10), - xadvance: parseInt(letter.getAttribute('xadvance'), 10), - }); - } - for (var i = 0; i < kerning.length; i++) { - data.kerning.push({ - first: parseInt(kerning[i].getAttribute('first'), 10), - second: parseInt(kerning[i].getAttribute('second'), 10), - amount: parseInt(kerning[i].getAttribute('amount'), 10), - }); - } - for (var i = 0; i < distanceField.length; i++) { - data.distanceField.push({ - fieldType: distanceField[i].getAttribute('fieldType'), - distanceRange: parseInt(distanceField[i].getAttribute('distanceRange'), 10), - }); - } - return data; - }; - return XMLFormat; - }()); - - /** - * BitmapFont format that's XML-based. - * @private - */ - var XMLStringFormat = /** @class */ (function () { - function XMLStringFormat() { - } - /** - * Check if resource refers to text xml font data. - * @param data - * @returns - True if resource could be treated as font data, false otherwise. - */ - XMLStringFormat.test = function (data) { - if (typeof data === 'string' && data.indexOf('') > -1) { - var xml = new globalThis.DOMParser().parseFromString(data, 'text/xml'); - return XMLFormat.test(xml); - } - return false; - }; - /** - * Convert the text XML into BitmapFontData that we can use. - * @param xmlTxt - * @returns - Data to use for BitmapFont - */ - XMLStringFormat.parse = function (xmlTxt) { - var xml = new globalThis.DOMParser().parseFromString(xmlTxt, 'text/xml'); - return XMLFormat.parse(xml); - }; - return XMLStringFormat; - }()); - - // Registered formats, maybe make this extensible in the future? - var formats = [ - TextFormat, - XMLFormat, - XMLStringFormat ]; - /** - * Auto-detect BitmapFont parsing format based on data. - * @private - * @param {any} data - Data to detect format - * @returns {any} Format or null - */ - function autoDetectFormat(data) { - for (var i = 0; i < formats.length; i++) { - if (formats[i].test(data)) { - return formats[i]; - } - } - return null; - } - - // TODO: Prevent code duplication b/w generateFillStyle & Text#generateFillStyle - /** - * Generates the fill style. Can automatically generate a gradient based on the fill style being an array - * @private - * @param canvas - * @param context - * @param {object} style - The style. - * @param resolution - * @param {string[]} lines - The lines of text. - * @param metrics - * @returns {string|number|CanvasGradient} The fill style - */ - function generateFillStyle(canvas, context, style, resolution, lines, metrics) { - // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as - // the setter converts to string. See this thread for more details: - // https://github.com/microsoft/TypeScript/issues/2521 - var fillStyle = style.fill; - if (!Array.isArray(fillStyle)) { - return fillStyle; - } - else if (fillStyle.length === 1) { - return fillStyle[0]; - } - // the gradient will be evenly spaced out according to how large the array is. - // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75 - var gradient; - // a dropshadow will enlarge the canvas and result in the gradient being - // generated with the incorrect dimensions - var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0; - // should also take padding into account, padding can offset the gradient - var padding = style.padding || 0; - var width = (canvas.width / resolution) - dropShadowCorrection - (padding * 2); - var height = (canvas.height / resolution) - dropShadowCorrection - (padding * 2); - // make a copy of the style settings, so we can manipulate them later - var fill = fillStyle.slice(); - var fillGradientStops = style.fillGradientStops.slice(); - // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75 - if (!fillGradientStops.length) { - var lengthPlus1 = fill.length + 1; - for (var i = 1; i < lengthPlus1; ++i) { - fillGradientStops.push(i / lengthPlus1); - } - } - // stop the bleeding of the last gradient on the line above to the top gradient of the this line - // by hard defining the first gradient colour at point 0, and last gradient colour at point 1 - fill.unshift(fillStyle[0]); - fillGradientStops.unshift(0); - fill.push(fillStyle[fillStyle.length - 1]); - fillGradientStops.push(1); - if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) { - // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas - gradient = context.createLinearGradient(width / 2, padding, width / 2, height + padding); - // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect - // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 - // There's potential for floating point precision issues at the seams between gradient repeats. - // The loop below generates the stops in order, so track the last generated one to prevent - // floating point precision from making us go the teeniest bit backwards, resulting in - // the first and last colors getting swapped. - var lastIterationStop = 0; - // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc - var textHeight = metrics.fontProperties.fontSize + style.strokeThickness; - // textHeight, but as a 0-1 size in global gradient stop space - var gradStopLineHeight = textHeight / height; - for (var i = 0; i < lines.length; i++) { - var thisLineTop = metrics.lineHeight * i; - for (var j = 0; j < fill.length; j++) { - // 0-1 stop point for the current line, multiplied to global space afterwards - var lineStop = 0; - if (typeof fillGradientStops[j] === 'number') { - lineStop = fillGradientStops[j]; - } - else { - lineStop = j / fill.length; - } - var globalStop = (thisLineTop / height) + (lineStop * gradStopLineHeight); - // Prevent color stop generation going backwards from floating point imprecision - var clampedStop = Math.max(lastIterationStop, globalStop); - clampedStop = Math.min(clampedStop, 1); // Cap at 1 as well for safety's sake to avoid a possible throw. - gradient.addColorStop(clampedStop, fill[j]); - lastIterationStop = clampedStop; - } - } - } - else { - // start the gradient at the center left of the canvas, and end at the center right of the canvas - gradient = context.createLinearGradient(padding, height / 2, width + padding, height / 2); - // can just evenly space out the gradients in this case, as multiple lines makes no difference - // to an even left to right gradient - var totalIterations = fill.length + 1; - var currentIteration = 1; - for (var i = 0; i < fill.length; i++) { - var stop = void 0; - if (typeof fillGradientStops[i] === 'number') { - stop = fillGradientStops[i]; - } - else { - stop = currentIteration / totalIterations; - } - gradient.addColorStop(stop, fill[i]); - currentIteration++; - } - } - return gradient; - } - - // TODO: Prevent code duplication b/w drawGlyph & Text#updateText - /** - * Draws the glyph `metrics.text` on the given canvas. - * - * Ignored because not directly exposed. - * @ignore - * @param {HTMLCanvasElement} canvas - * @param {CanvasRenderingContext2D} context - * @param {TextMetrics} metrics - * @param {number} x - * @param {number} y - * @param {number} resolution - * @param {TextStyle} style - */ - function drawGlyph(canvas, context, metrics, x, y, resolution, style) { - var char = metrics.text; - var fontProperties = metrics.fontProperties; - context.translate(x, y); - context.scale(resolution, resolution); - var tx = style.strokeThickness / 2; - var ty = -(style.strokeThickness / 2); - context.font = style.toFontString(); - context.lineWidth = style.strokeThickness; - context.textBaseline = style.textBaseline; - context.lineJoin = style.lineJoin; - context.miterLimit = style.miterLimit; - // set canvas text styles - context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics); - context.strokeStyle = style.stroke; - if (style.dropShadow) { - var dropShadowColor = style.dropShadowColor; - var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor)); - var dropShadowBlur = style.dropShadowBlur * resolution; - var dropShadowDistance = style.dropShadowDistance * resolution; - context.shadowColor = "rgba(" + rgb[0] * 255 + "," + rgb[1] * 255 + "," + rgb[2] * 255 + "," + style.dropShadowAlpha + ")"; - context.shadowBlur = dropShadowBlur; - context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance; - context.shadowOffsetY = Math.sin(style.dropShadowAngle) * dropShadowDistance; - } - else { - context.shadowColor = 'black'; - context.shadowBlur = 0; - context.shadowOffsetX = 0; - context.shadowOffsetY = 0; - } - if (style.stroke && style.strokeThickness) { - context.strokeText(char, tx, ty + metrics.lineHeight - fontProperties.descent); - } - if (style.fill) { - context.fillText(char, tx, ty + metrics.lineHeight - fontProperties.descent); - } - context.setTransform(1, 0, 0, 1, 0, 0); // defaults needed for older browsers (e.g. Opera 29) - context.fillStyle = 'rgba(0, 0, 0, 0)'; - } - - /** - * Ponyfill for IE because it doesn't support `Array.from` - * @param text - * @private - */ - function splitTextToCharacters(text) { - return Array.from ? Array.from(text) : text.split(''); - } - - /** - * Processes the passed character set data and returns a flattened array of all the characters. - * - * Ignored because not directly exposed. - * @ignore - * @param {string | string[] | string[][] } chars - * @returns {string[]} the flattened array of characters - */ - function resolveCharacters(chars) { - // Split the chars string into individual characters - if (typeof chars === 'string') { - chars = [chars]; - } - // Handle an array of characters+ranges - var result = []; - for (var i = 0, j = chars.length; i < j; i++) { - var item = chars[i]; - // Handle range delimited by start/end chars - if (Array.isArray(item)) { - if (item.length !== 2) { - throw new Error("[BitmapFont]: Invalid character range length, expecting 2 got " + item.length + "."); - } - var startCode = item[0].charCodeAt(0); - var endCode = item[1].charCodeAt(0); - if (endCode < startCode) { - throw new Error('[BitmapFont]: Invalid character range.'); - } - for (var i_1 = startCode, j_1 = endCode; i_1 <= j_1; i_1++) { - result.push(String.fromCharCode(i_1)); - } - } - // Handle a character set string - else { - result.push.apply(result, splitTextToCharacters(item)); - } - } - if (result.length === 0) { - throw new Error('[BitmapFont]: Empty set when resolving characters.'); - } - return result; - } - - /** - * Ponyfill for IE because it doesn't support `codePointAt` - * @param str - * @private - */ - function extractCharCode(str) { - return str.codePointAt ? str.codePointAt(0) : str.charCodeAt(0); - } - - /** - * BitmapFont represents a typeface available for use with the BitmapText class. Use the `install` - * method for adding a font to be used. - * @memberof PIXI - */ - var BitmapFont = /** @class */ (function () { - /** - * @param data - * @param textures - * @param ownsTextures - Setting to `true` will destroy page textures - * when the font is uninstalled. - */ - function BitmapFont(data, textures, ownsTextures) { - var _a, _b; - var info = data.info[0]; - var common = data.common[0]; - var page = data.page[0]; - var distanceField = data.distanceField[0]; - var res = getResolutionOfUrl(page.file); - var pageTextures = {}; - this._ownsTextures = ownsTextures; - this.font = info.face; - this.size = info.size; - this.lineHeight = common.lineHeight / res; - this.chars = {}; - this.pageTextures = pageTextures; - // Convert the input Texture, Textures or object - // into a page Texture lookup by "id" - for (var i = 0; i < data.page.length; i++) { - var _c = data.page[i], id = _c.id, file = _c.file; - pageTextures[id] = textures instanceof Array - ? textures[i] : textures[file]; - // only MSDF and SDF fonts need no-premultiplied-alpha - if ((distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) && distanceField.fieldType !== 'none') { - pageTextures[id].baseTexture.alphaMode = ALPHA_MODES$8.NO_PREMULTIPLIED_ALPHA; - } - } - // parse letters - for (var i = 0; i < data.char.length; i++) { - var _d = data.char[i], id = _d.id, page_1 = _d.page; - var _e = data.char[i], x = _e.x, y = _e.y, width = _e.width, height = _e.height, xoffset = _e.xoffset, yoffset = _e.yoffset, xadvance = _e.xadvance; - x /= res; - y /= res; - width /= res; - height /= res; - xoffset /= res; - yoffset /= res; - xadvance /= res; - var rect = new Rectangle$2(x + (pageTextures[page_1].frame.x / res), y + (pageTextures[page_1].frame.y / res), width, height); - this.chars[id] = { - xOffset: xoffset, - yOffset: yoffset, - xAdvance: xadvance, - kerning: {}, - texture: new Texture(pageTextures[page_1].baseTexture, rect), - page: page_1, - }; - } - // parse kernings - for (var i = 0; i < data.kerning.length; i++) { - var _f = data.kerning[i], first = _f.first, second = _f.second, amount = _f.amount; - first /= res; - second /= res; - amount /= res; - if (this.chars[second]) { - this.chars[second].kerning[first] = amount; - } - } - // Store distance field information - this.distanceFieldRange = distanceField === null || distanceField === void 0 ? void 0 : distanceField.distanceRange; - this.distanceFieldType = (_b = (_a = distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) === null || _a === void 0 ? void 0 : _a.toLowerCase()) !== null && _b !== void 0 ? _b : 'none'; - } - /** Remove references to created glyph textures. */ - BitmapFont.prototype.destroy = function () { - for (var id in this.chars) { - this.chars[id].texture.destroy(); - this.chars[id].texture = null; - } - for (var id in this.pageTextures) { - if (this._ownsTextures) { - this.pageTextures[id].destroy(true); - } - this.pageTextures[id] = null; - } - // Set readonly null. - this.chars = null; - this.pageTextures = null; - }; - /** - * Register a new bitmap font. - * @param data - The - * characters map that could be provided as xml or raw string. - * @param textures - List of textures for each page. - * @param ownsTextures - Set to `true` to destroy page textures - * when the font is uninstalled. By default fonts created with - * `BitmapFont.from` or from the `BitmapFontLoader` are `true`. - * @returns {PIXI.BitmapFont} Result font object with font, size, lineHeight - * and char fields. - */ - BitmapFont.install = function (data, textures, ownsTextures) { - var fontData; - if (data instanceof BitmapFontData) { - fontData = data; - } - else { - var format = autoDetectFormat(data); - if (!format) { - throw new Error('Unrecognized data format for font.'); - } - fontData = format.parse(data); - } - // Single texture, convert to list - if (textures instanceof Texture) { - textures = [textures]; - } - var font = new BitmapFont(fontData, textures, ownsTextures); - BitmapFont.available[font.font] = font; - return font; - }; - /** - * Remove bitmap font by name. - * @param name - Name of the font to uninstall. - */ - BitmapFont.uninstall = function (name) { - var font = BitmapFont.available[name]; - if (!font) { - throw new Error("No font found named '" + name + "'"); - } - font.destroy(); - delete BitmapFont.available[name]; - }; - /** - * Generates a bitmap-font for the given style and character set. This does not support - * kernings yet. With `style` properties, only the following non-layout properties are used: - * - * - {@link PIXI.TextStyle#dropShadow|dropShadow} - * - {@link PIXI.TextStyle#dropShadowDistance|dropShadowDistance} - * - {@link PIXI.TextStyle#dropShadowColor|dropShadowColor} - * - {@link PIXI.TextStyle#dropShadowBlur|dropShadowBlur} - * - {@link PIXI.TextStyle#dropShadowAngle|dropShadowAngle} - * - {@link PIXI.TextStyle#fill|fill} - * - {@link PIXI.TextStyle#fillGradientStops|fillGradientStops} - * - {@link PIXI.TextStyle#fillGradientType|fillGradientType} - * - {@link PIXI.TextStyle#fontFamily|fontFamily} - * - {@link PIXI.TextStyle#fontSize|fontSize} - * - {@link PIXI.TextStyle#fontVariant|fontVariant} - * - {@link PIXI.TextStyle#fontWeight|fontWeight} - * - {@link PIXI.TextStyle#lineJoin|lineJoin} - * - {@link PIXI.TextStyle#miterLimit|miterLimit} - * - {@link PIXI.TextStyle#stroke|stroke} - * - {@link PIXI.TextStyle#strokeThickness|strokeThickness} - * - {@link PIXI.TextStyle#textBaseline|textBaseline} - * @param name - The name of the custom font to use with BitmapText. - * @param textStyle - Style options to render with BitmapFont. - * @param options - Setup options for font or name of the font. - * @param {string|string[]|string[][]} [options.chars=PIXI.BitmapFont.ALPHANUMERIC] - characters included - * in the font set. You can also use ranges. For example, `[['a', 'z'], ['A', 'Z'], "!@#$%^&*()~{}[] "]`. - * Don't forget to include spaces ' ' in your character set! - * @param {number} [options.resolution=1] - Render resolution for glyphs. - * @param {number} [options.textureWidth=512] - Optional width of atlas, smaller values to reduce memory. - * @param {number} [options.textureHeight=512] - Optional height of atlas, smaller values to reduce memory. - * @param {number} [options.padding=4] - Padding between glyphs on texture atlas. - * @returns Font generated by style options. - * @example - * PIXI.BitmapFont.from("TitleFont", { - * fontFamily: "Arial", - * fontSize: 12, - * strokeThickness: 2, - * fill: "purple" - * }); - * - * const title = new PIXI.BitmapText("This is the title", { fontName: "TitleFont" }); - */ - BitmapFont.from = function (name, textStyle, options) { - if (!name) { - throw new Error('[BitmapFont] Property `name` is required.'); - } - var _a = Object.assign({}, BitmapFont.defaultOptions, options), chars = _a.chars, padding = _a.padding, resolution = _a.resolution, textureWidth = _a.textureWidth, textureHeight = _a.textureHeight; - var charsList = resolveCharacters(chars); - var style = textStyle instanceof TextStyle ? textStyle : new TextStyle(textStyle); - var lineWidth = textureWidth; - var fontData = new BitmapFontData(); - fontData.info[0] = { - face: style.fontFamily, - size: style.fontSize, - }; - fontData.common[0] = { - lineHeight: style.fontSize, - }; - var positionX = 0; - var positionY = 0; - var canvas; - var context; - var baseTexture; - var maxCharHeight = 0; - var textures = []; - for (var i = 0; i < charsList.length; i++) { - if (!canvas) { - canvas = settings$1.ADAPTER.createCanvas(); - canvas.width = textureWidth; - canvas.height = textureHeight; - context = canvas.getContext('2d'); - baseTexture = new BaseTexture(canvas, { resolution: resolution }); - textures.push(new Texture(baseTexture)); - fontData.page.push({ - id: textures.length - 1, - file: '', - }); - } - // Measure glyph dimensions - var metrics = TextMetrics.measureText(charsList[i], style, false, canvas); - var width = metrics.width; - var height = Math.ceil(metrics.height); - // This is ugly - but italics are given more space so they don't overlap - var textureGlyphWidth = Math.ceil((style.fontStyle === 'italic' ? 2 : 1) * width); - // Can't fit char anymore: next canvas please! - if (positionY >= textureHeight - (height * resolution)) { - if (positionY === 0) { - // We don't want user debugging an infinite loop (or do we? :) - throw new Error("[BitmapFont] textureHeight " + textureHeight + "px is " - + ("too small for " + style.fontSize + "px fonts")); - } - --i; - // Create new atlas once current has filled up - canvas = null; - context = null; - baseTexture = null; - positionY = 0; - positionX = 0; - maxCharHeight = 0; - continue; - } - maxCharHeight = Math.max(height + metrics.fontProperties.descent, maxCharHeight); - // Wrap line once full row has been rendered - if ((textureGlyphWidth * resolution) + positionX >= lineWidth) { - --i; - positionY += maxCharHeight * resolution; - positionY = Math.ceil(positionY); - positionX = 0; - maxCharHeight = 0; - continue; - } - drawGlyph(canvas, context, metrics, positionX, positionY, resolution, style); - // Unique (numeric) ID mapping to this glyph - var id = extractCharCode(metrics.text); - // Create a texture holding just the glyph - fontData.char.push({ - id: id, - page: textures.length - 1, - x: positionX / resolution, - y: positionY / resolution, - width: textureGlyphWidth, - height: height, - xoffset: 0, - yoffset: 0, - xadvance: Math.ceil(width - - (style.dropShadow ? style.dropShadowDistance : 0) - - (style.stroke ? style.strokeThickness : 0)), - }); - positionX += (textureGlyphWidth + (2 * padding)) * resolution; - positionX = Math.ceil(positionX); - } - // Brute-force kerning info, this can be expensive b/c it's an O(n²), - // but we're using measureText which is native and fast. - for (var i = 0, len = charsList.length; i < len; i++) { - var first = charsList[i]; - for (var j = 0; j < len; j++) { - var second = charsList[j]; - var c1 = context.measureText(first).width; - var c2 = context.measureText(second).width; - var total = context.measureText(first + second).width; - var amount = total - (c1 + c2); - if (amount) { - fontData.kerning.push({ - first: extractCharCode(first), - second: extractCharCode(second), - amount: amount, - }); - } - } - } - var font = new BitmapFont(fontData, textures, true); - // Make it easier to replace a font - if (BitmapFont.available[name] !== undefined) { - BitmapFont.uninstall(name); - } - BitmapFont.available[name] = font; - return font; - }; - /** - * This character set includes all the letters in the alphabet (both lower- and upper- case). - * @type {string[][]} - * @example - * BitmapFont.from("ExampleFont", style, { chars: BitmapFont.ALPHA }) - */ - BitmapFont.ALPHA = [['a', 'z'], ['A', 'Z'], ' ']; - /** - * This character set includes all decimal digits (from 0 to 9). - * @type {string[][]} - * @example - * BitmapFont.from("ExampleFont", style, { chars: BitmapFont.NUMERIC }) - */ - BitmapFont.NUMERIC = [['0', '9']]; - /** - * This character set is the union of `BitmapFont.ALPHA` and `BitmapFont.NUMERIC`. - * @type {string[][]} - */ - BitmapFont.ALPHANUMERIC = [['a', 'z'], ['A', 'Z'], ['0', '9'], ' ']; - /** - * This character set consists of all the ASCII table. - * @member {string[][]} - * @see http://www.asciitable.com/ - */ - BitmapFont.ASCII = [[' ', '~']]; - /** - * Collection of default options when using `BitmapFont.from`. - * @property {number} [resolution=1] - - * @property {number} [textureWidth=512] - - * @property {number} [textureHeight=512] - - * @property {number} [padding=4] - - * @property {string|string[]|string[][]} chars = PIXI.BitmapFont.ALPHANUMERIC - */ - BitmapFont.defaultOptions = { - resolution: 1, - textureWidth: 512, - textureHeight: 512, - padding: 4, - chars: BitmapFont.ALPHANUMERIC, - }; - /** Collection of available/installed fonts. */ - BitmapFont.available = {}; - return BitmapFont; - }()); - - var msdfFrag = "// Pixi texture info\r\nvarying vec2 vTextureCoord;\r\nuniform sampler2D uSampler;\r\n\r\n// Tint\r\nuniform vec4 uColor;\r\n\r\n// on 2D applications fwidth is screenScale / glyphAtlasScale * distanceFieldRange\r\nuniform float uFWidth;\r\n\r\nvoid main(void) {\r\n\r\n // To stack MSDF and SDF we need a non-pre-multiplied-alpha texture.\r\n vec4 texColor = texture2D(uSampler, vTextureCoord);\r\n\r\n // MSDF\r\n float median = texColor.r + texColor.g + texColor.b -\r\n min(texColor.r, min(texColor.g, texColor.b)) -\r\n max(texColor.r, max(texColor.g, texColor.b));\r\n // SDF\r\n median = min(median, texColor.a);\r\n\r\n float screenPxDistance = uFWidth * (median - 0.5);\r\n float alpha = clamp(screenPxDistance + 0.5, 0.0, 1.0);\r\n\r\n // NPM Textures, NPM outputs\r\n gl_FragColor = vec4(uColor.rgb, uColor.a * alpha);\r\n\r\n}\r\n"; - - var msdfVert = "// Mesh material default fragment\r\nattribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\n\r\nuniform mat3 projectionMatrix;\r\nuniform mat3 translationMatrix;\r\nuniform mat3 uTextureMatrix;\r\n\r\nvarying vec2 vTextureCoord;\r\n\r\nvoid main(void)\r\n{\r\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n\r\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\r\n}\r\n"; - - // If we ever need more than two pools, please make a Dict or something better. - var pageMeshDataDefaultPageMeshData = []; - var pageMeshDataMSDFPageMeshData = []; - var charRenderDataPool = []; - /** - * A BitmapText object will create a line or multiple lines of text using bitmap font. - * - * The primary advantage of this class over Text is that all of your textures are pre-generated and loading, - * meaning that rendering is fast, and changing text has no performance implications. - * - * Supporting character sets other than latin, such as CJK languages, may be impractical due to the number of characters. - * - * To split a line you can use '\n', '\r' or '\r\n' in your string. - * - * PixiJS can auto-generate fonts on-the-fly using BitmapFont or use fnt files provided by: - * http://www.angelcode.com/products/bmfont/ for Windows or - * http://www.bmglyph.com/ for Mac. - * - * You can also use SDF, MSDF and MTSDF BitmapFonts for vector-like scaling appearance provided by: - * https://github.com/soimy/msdf-bmfont-xml for SDF and MSDF fnt files or - * https://github.com/Chlumsky/msdf-atlas-gen for SDF, MSDF and MTSDF json files - * - * A BitmapText can only be created when the font is loaded. - * - * ```js - * // in this case the font is in a file called 'desyrel.fnt' - * let bitmapText = new PIXI.BitmapText("text using a fancy font!", { - * fontName: "Desyrel", - * fontSize: 35, - * align: "right" - * }); - * ``` - * @memberof PIXI - */ - /** @class */ ((function (_super) { - __extends$a(BitmapText, _super); - /** - * @param text - A string that you would like the text to display. - * @param style - The style parameters. - * @param {string} style.fontName - The installed BitmapFont name. - * @param {number} [style.fontSize] - The size of the font in pixels, e.g. 24. If undefined, - *. this will default to the BitmapFont size. - * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center', 'right' or 'justify'), - * does not affect single line text. - * @param {number} [style.tint=0xFFFFFF] - The tint color. - * @param {number} [style.letterSpacing=0] - The amount of spacing between letters. - * @param {number} [style.maxWidth=0] - The max width of the text before line wrapping. - */ - function BitmapText(text, style) { - if (style === void 0) { style = {}; } - var _this = _super.call(this) || this; - /** - * Private tracker for the current tint. - * @private - */ - _this._tint = 0xFFFFFF; - // Apply the defaults - var _a = Object.assign({}, BitmapText.styleDefaults, style), align = _a.align, tint = _a.tint, maxWidth = _a.maxWidth, letterSpacing = _a.letterSpacing, fontName = _a.fontName, fontSize = _a.fontSize; - if (!BitmapFont.available[fontName]) { - throw new Error("Missing BitmapFont \"" + fontName + "\""); - } - _this._activePagesMeshData = []; - _this._textWidth = 0; - _this._textHeight = 0; - _this._align = align; - _this._tint = tint; - _this._fontName = fontName; - _this._fontSize = fontSize || BitmapFont.available[fontName].size; - _this.text = text; - _this._maxWidth = maxWidth; - _this._maxLineHeight = 0; - _this._letterSpacing = letterSpacing; - _this._anchor = new ObservablePoint$2(function () { _this.dirty = true; }, _this, 0, 0); - _this._roundPixels = settings$1.ROUND_PIXELS; - _this.dirty = true; - _this._resolution = settings$1.RESOLUTION; - _this._autoResolution = true; - _this._textureCache = {}; - return _this; - } - /** Renders text and updates it when needed. This should only be called if the BitmapFont is regenerated. */ - BitmapText.prototype.updateText = function () { - var _a; - var data = BitmapFont.available[this._fontName]; - var scale = this._fontSize / data.size; - var pos = new Point$2(); - var chars = []; - var lineWidths = []; - var lineSpaces = []; - var text = this._text.replace(/(?:\r\n|\r)/g, '\n') || ' '; - var charsInput = splitTextToCharacters(text); - var maxWidth = this._maxWidth * data.size / this._fontSize; - var pageMeshDataPool = data.distanceFieldType === 'none' - ? pageMeshDataDefaultPageMeshData : pageMeshDataMSDFPageMeshData; - var prevCharCode = null; - var lastLineWidth = 0; - var maxLineWidth = 0; - var line = 0; - var lastBreakPos = -1; - var lastBreakWidth = 0; - var spacesRemoved = 0; - var maxLineHeight = 0; - var spaceCount = 0; - for (var i = 0; i < charsInput.length; i++) { - var char = charsInput[i]; - var charCode = extractCharCode(char); - if ((/(?:\s)/).test(char)) { - lastBreakPos = i; - lastBreakWidth = lastLineWidth; - spaceCount++; - } - if (char === '\r' || char === '\n') { - lineWidths.push(lastLineWidth); - lineSpaces.push(-1); - maxLineWidth = Math.max(maxLineWidth, lastLineWidth); - ++line; - ++spacesRemoved; - pos.x = 0; - pos.y += data.lineHeight; - prevCharCode = null; - spaceCount = 0; - continue; - } - var charData = data.chars[charCode]; - if (!charData) { - continue; - } - if (prevCharCode && charData.kerning[prevCharCode]) { - pos.x += charData.kerning[prevCharCode]; - } - var charRenderData = charRenderDataPool.pop() || { - texture: Texture.EMPTY, - line: 0, - charCode: 0, - prevSpaces: 0, - position: new Point$2(), - }; - charRenderData.texture = charData.texture; - charRenderData.line = line; - charRenderData.charCode = charCode; - charRenderData.position.x = pos.x + charData.xOffset + (this._letterSpacing / 2); - charRenderData.position.y = pos.y + charData.yOffset; - charRenderData.prevSpaces = spaceCount; - chars.push(charRenderData); - lastLineWidth = charRenderData.position.x + Math.max(charData.xAdvance, charData.texture.orig.width); - pos.x += charData.xAdvance + this._letterSpacing; - maxLineHeight = Math.max(maxLineHeight, (charData.yOffset + charData.texture.height)); - prevCharCode = charCode; - if (lastBreakPos !== -1 && maxWidth > 0 && pos.x > maxWidth) { - ++spacesRemoved; - removeItems(chars, 1 + lastBreakPos - spacesRemoved, 1 + i - lastBreakPos); - i = lastBreakPos; - lastBreakPos = -1; - lineWidths.push(lastBreakWidth); - lineSpaces.push(chars.length > 0 ? chars[chars.length - 1].prevSpaces : 0); - maxLineWidth = Math.max(maxLineWidth, lastBreakWidth); - line++; - pos.x = 0; - pos.y += data.lineHeight; - prevCharCode = null; - spaceCount = 0; - } - } - var lastChar = charsInput[charsInput.length - 1]; - if (lastChar !== '\r' && lastChar !== '\n') { - if ((/(?:\s)/).test(lastChar)) { - lastLineWidth = lastBreakWidth; - } - lineWidths.push(lastLineWidth); - maxLineWidth = Math.max(maxLineWidth, lastLineWidth); - lineSpaces.push(-1); - } - var lineAlignOffsets = []; - for (var i = 0; i <= line; i++) { - var alignOffset = 0; - if (this._align === 'right') { - alignOffset = maxLineWidth - lineWidths[i]; - } - else if (this._align === 'center') { - alignOffset = (maxLineWidth - lineWidths[i]) / 2; - } - else if (this._align === 'justify') { - alignOffset = lineSpaces[i] < 0 ? 0 : (maxLineWidth - lineWidths[i]) / lineSpaces[i]; - } - lineAlignOffsets.push(alignOffset); - } - var lenChars = chars.length; - var pagesMeshData = {}; - var newPagesMeshData = []; - var activePagesMeshData = this._activePagesMeshData; - for (var i = 0; i < activePagesMeshData.length; i++) { - pageMeshDataPool.push(activePagesMeshData[i]); - } - for (var i = 0; i < lenChars; i++) { - var texture = chars[i].texture; - var baseTextureUid = texture.baseTexture.uid; - if (!pagesMeshData[baseTextureUid]) { - var pageMeshData = pageMeshDataPool.pop(); - if (!pageMeshData) { - var geometry = new MeshGeometry(); - var material = void 0; - var meshBlendMode = void 0; - if (data.distanceFieldType === 'none') { - material = new MeshMaterial(Texture.EMPTY); - meshBlendMode = BLEND_MODES$8.NORMAL; - } - else { - material = new MeshMaterial(Texture.EMPTY, { program: Program.from(msdfVert, msdfFrag), uniforms: { uFWidth: 0 } }); - meshBlendMode = BLEND_MODES$8.NORMAL_NPM; - } - var mesh = new Mesh(geometry, material); - mesh.blendMode = meshBlendMode; - pageMeshData = { - index: 0, - indexCount: 0, - vertexCount: 0, - uvsCount: 0, - total: 0, - mesh: mesh, - vertices: null, - uvs: null, - indices: null, - }; - } - // reset data.. - pageMeshData.index = 0; - pageMeshData.indexCount = 0; - pageMeshData.vertexCount = 0; - pageMeshData.uvsCount = 0; - pageMeshData.total = 0; - // TODO need to get page texture here somehow.. - var _textureCache = this._textureCache; - _textureCache[baseTextureUid] = _textureCache[baseTextureUid] || new Texture(texture.baseTexture); - pageMeshData.mesh.texture = _textureCache[baseTextureUid]; - pageMeshData.mesh.tint = this._tint; - newPagesMeshData.push(pageMeshData); - pagesMeshData[baseTextureUid] = pageMeshData; - } - pagesMeshData[baseTextureUid].total++; - } - // lets find any previously active pageMeshDatas that are no longer required for - // the updated text (if any), removed and return them to the pool. - for (var i = 0; i < activePagesMeshData.length; i++) { - if (newPagesMeshData.indexOf(activePagesMeshData[i]) === -1) { - this.removeChild(activePagesMeshData[i].mesh); - } - } - // next lets add any new meshes, that have not yet been added to this BitmapText - // we only add if its not already a child of this BitmapObject - for (var i = 0; i < newPagesMeshData.length; i++) { - if (newPagesMeshData[i].mesh.parent !== this) { - this.addChild(newPagesMeshData[i].mesh); - } - } - // active page mesh datas are set to be the new pages added. - this._activePagesMeshData = newPagesMeshData; - for (var i in pagesMeshData) { - var pageMeshData = pagesMeshData[i]; - var total = pageMeshData.total; - // lets only allocate new buffers if we can fit the new text in the current ones.. - // unless that is, we will be batching. Currently batching dose not respect the size property of mesh - if (!(((_a = pageMeshData.indices) === null || _a === void 0 ? void 0 : _a.length) > 6 * total) || pageMeshData.vertices.length < Mesh.BATCHABLE_SIZE * 2) { - pageMeshData.vertices = new Float32Array(4 * 2 * total); - pageMeshData.uvs = new Float32Array(4 * 2 * total); - pageMeshData.indices = new Uint16Array(6 * total); - } - else { - var total_1 = pageMeshData.total; - var vertices = pageMeshData.vertices; - // Clear the garbage at the end of the vertices buffer. This will prevent the bounds miscalculation. - for (var i_1 = total_1 * 4 * 2; i_1 < vertices.length; i_1++) { - vertices[i_1] = 0; - } - } - // as a buffer maybe bigger than the current word, we set the size of the meshMaterial - // to match the number of letters needed - pageMeshData.mesh.size = 6 * total; - } - for (var i = 0; i < lenChars; i++) { - var char = chars[i]; - var offset = char.position.x + (lineAlignOffsets[char.line] * (this._align === 'justify' ? char.prevSpaces : 1)); - if (this._roundPixels) { - offset = Math.round(offset); - } - var xPos = offset * scale; - var yPos = char.position.y * scale; - var texture = char.texture; - var pageMesh = pagesMeshData[texture.baseTexture.uid]; - var textureFrame = texture.frame; - var textureUvs = texture._uvs; - var index = pageMesh.index++; - pageMesh.indices[(index * 6) + 0] = 0 + (index * 4); - pageMesh.indices[(index * 6) + 1] = 1 + (index * 4); - pageMesh.indices[(index * 6) + 2] = 2 + (index * 4); - pageMesh.indices[(index * 6) + 3] = 0 + (index * 4); - pageMesh.indices[(index * 6) + 4] = 2 + (index * 4); - pageMesh.indices[(index * 6) + 5] = 3 + (index * 4); - pageMesh.vertices[(index * 8) + 0] = xPos; - pageMesh.vertices[(index * 8) + 1] = yPos; - pageMesh.vertices[(index * 8) + 2] = xPos + (textureFrame.width * scale); - pageMesh.vertices[(index * 8) + 3] = yPos; - pageMesh.vertices[(index * 8) + 4] = xPos + (textureFrame.width * scale); - pageMesh.vertices[(index * 8) + 5] = yPos + (textureFrame.height * scale); - pageMesh.vertices[(index * 8) + 6] = xPos; - pageMesh.vertices[(index * 8) + 7] = yPos + (textureFrame.height * scale); - pageMesh.uvs[(index * 8) + 0] = textureUvs.x0; - pageMesh.uvs[(index * 8) + 1] = textureUvs.y0; - pageMesh.uvs[(index * 8) + 2] = textureUvs.x1; - pageMesh.uvs[(index * 8) + 3] = textureUvs.y1; - pageMesh.uvs[(index * 8) + 4] = textureUvs.x2; - pageMesh.uvs[(index * 8) + 5] = textureUvs.y2; - pageMesh.uvs[(index * 8) + 6] = textureUvs.x3; - pageMesh.uvs[(index * 8) + 7] = textureUvs.y3; - } - this._textWidth = maxLineWidth * scale; - this._textHeight = (pos.y + data.lineHeight) * scale; - for (var i in pagesMeshData) { - var pageMeshData = pagesMeshData[i]; - // apply anchor - if (this.anchor.x !== 0 || this.anchor.y !== 0) { - var vertexCount = 0; - var anchorOffsetX = this._textWidth * this.anchor.x; - var anchorOffsetY = this._textHeight * this.anchor.y; - for (var i_2 = 0; i_2 < pageMeshData.total; i_2++) { - pageMeshData.vertices[vertexCount++] -= anchorOffsetX; - pageMeshData.vertices[vertexCount++] -= anchorOffsetY; - pageMeshData.vertices[vertexCount++] -= anchorOffsetX; - pageMeshData.vertices[vertexCount++] -= anchorOffsetY; - pageMeshData.vertices[vertexCount++] -= anchorOffsetX; - pageMeshData.vertices[vertexCount++] -= anchorOffsetY; - pageMeshData.vertices[vertexCount++] -= anchorOffsetX; - pageMeshData.vertices[vertexCount++] -= anchorOffsetY; - } - } - this._maxLineHeight = maxLineHeight * scale; - var vertexBuffer = pageMeshData.mesh.geometry.getBuffer('aVertexPosition'); - var textureBuffer = pageMeshData.mesh.geometry.getBuffer('aTextureCoord'); - var indexBuffer = pageMeshData.mesh.geometry.getIndex(); - vertexBuffer.data = pageMeshData.vertices; - textureBuffer.data = pageMeshData.uvs; - indexBuffer.data = pageMeshData.indices; - vertexBuffer.update(); - textureBuffer.update(); - indexBuffer.update(); - } - for (var i = 0; i < chars.length; i++) { - charRenderDataPool.push(chars[i]); - } - }; - BitmapText.prototype.updateTransform = function () { - this.validate(); - this.containerUpdateTransform(); - }; - BitmapText.prototype._render = function (renderer) { - if (this._autoResolution && this._resolution !== renderer.resolution) { - this._resolution = renderer.resolution; - this.dirty = true; - } - // Update the uniform - var _a = BitmapFont.available[this._fontName], distanceFieldRange = _a.distanceFieldRange, distanceFieldType = _a.distanceFieldType, size = _a.size; - if (distanceFieldType !== 'none') { - // Inject the shader code with the correct value - var _b = this.worldTransform, a = _b.a, b = _b.b, c = _b.c, d = _b.d; - var dx = Math.sqrt((a * a) + (b * b)); - var dy = Math.sqrt((c * c) + (d * d)); - var worldScale = (Math.abs(dx) + Math.abs(dy)) / 2; - var fontScale = this._fontSize / size; - for (var _i = 0, _c = this._activePagesMeshData; _i < _c.length; _i++) { - var mesh = _c[_i]; - mesh.mesh.shader.uniforms.uFWidth = worldScale * distanceFieldRange * fontScale * this._resolution; - } - } - _super.prototype._render.call(this, renderer); - }; - /** - * Validates text before calling parent's getLocalBounds - * @returns - The rectangular bounding area - */ - BitmapText.prototype.getLocalBounds = function () { - this.validate(); - return _super.prototype.getLocalBounds.call(this); - }; - /** - * Updates text when needed - * @private - */ - BitmapText.prototype.validate = function () { - if (this.dirty) { - this.updateText(); - this.dirty = false; - } - }; - Object.defineProperty(BitmapText.prototype, "tint", { - /** - * The tint of the BitmapText object. - * @default 0xffffff - */ - get: function () { - return this._tint; - }, - set: function (value) { - if (this._tint === value) - { return; } - this._tint = value; - for (var i = 0; i < this._activePagesMeshData.length; i++) { - this._activePagesMeshData[i].mesh.tint = value; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "align", { - /** - * The alignment of the BitmapText object. - * @member {string} - * @default 'left' - */ - get: function () { - return this._align; - }, - set: function (value) { - if (this._align !== value) { - this._align = value; - this.dirty = true; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "fontName", { - /** The name of the BitmapFont. */ - get: function () { - return this._fontName; - }, - set: function (value) { - if (!BitmapFont.available[value]) { - throw new Error("Missing BitmapFont \"" + value + "\""); - } - if (this._fontName !== value) { - this._fontName = value; - this.dirty = true; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "fontSize", { - /** The size of the font to display. */ - get: function () { - return this._fontSize; - }, - set: function (value) { - if (this._fontSize !== value) { - this._fontSize = value; - this.dirty = true; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "anchor", { - /** - * The anchor sets the origin point of the text. - * - * The default is `(0,0)`, this means the text's origin is the top left. - * - * Setting the anchor to `(0.5,0.5)` means the text's origin is centered. - * - * Setting the anchor to `(1,1)` would mean the text's origin point will be the bottom right corner. - */ - get: function () { - return this._anchor; - }, - set: function (value) { - if (typeof value === 'number') { - this._anchor.set(value); - } - else { - this._anchor.copyFrom(value); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "text", { - /** The text of the BitmapText object. */ - get: function () { - return this._text; - }, - set: function (text) { - text = String(text === null || text === undefined ? '' : text); - if (this._text === text) { - return; - } - this._text = text; - this.dirty = true; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "maxWidth", { - /** - * The max width of this bitmap text in pixels. If the text provided is longer than the - * value provided, line breaks will be automatically inserted in the last whitespace. - * Disable by setting the value to 0. - */ - get: function () { - return this._maxWidth; - }, - set: function (value) { - if (this._maxWidth === value) { - return; - } - this._maxWidth = value; - this.dirty = true; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "maxLineHeight", { - /** - * The max line height. This is useful when trying to use the total height of the Text, - * i.e. when trying to vertically align. - * @readonly - */ - get: function () { - this.validate(); - return this._maxLineHeight; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "textWidth", { - /** - * The width of the overall text, different from fontSize, - * which is defined in the style object. - * @readonly - */ - get: function () { - this.validate(); - return this._textWidth; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "letterSpacing", { - /** Additional space between characters. */ - get: function () { - return this._letterSpacing; - }, - set: function (value) { - if (this._letterSpacing !== value) { - this._letterSpacing = value; - this.dirty = true; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "roundPixels", { - /** - * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. - * Advantages can include sharper image quality (like text) and faster rendering on canvas. - * The main disadvantage is movement of objects may appear less smooth. - * To set the global default, change {@link PIXI.settings.ROUND_PIXELS} - * @default PIXI.settings.ROUND_PIXELS - */ - get: function () { - return this._roundPixels; - }, - set: function (value) { - if (value !== this._roundPixels) { - this._roundPixels = value; - this.dirty = true; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "textHeight", { - /** - * The height of the overall text, different from fontSize, - * which is defined in the style object. - * @readonly - */ - get: function () { - this.validate(); - return this._textHeight; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "resolution", { - /** - * The resolution / device pixel ratio of the canvas. - * - * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually. - * @default 1 - */ - get: function () { - return this._resolution; - }, - set: function (value) { - this._autoResolution = false; - if (this._resolution === value) { - return; - } - this._resolution = value; - this.dirty = true; - }, - enumerable: false, - configurable: true - }); - BitmapText.prototype.destroy = function (options) { - var _textureCache = this._textureCache; - for (var id in _textureCache) { - var texture = _textureCache[id]; - texture.destroy(); - delete _textureCache[id]; - } - this._textureCache = null; - _super.prototype.destroy.call(this, options); - }; - BitmapText.styleDefaults = { - align: 'left', - tint: 0xFFFFFF, - maxWidth: 0, - letterSpacing: 0, - }; - return BitmapText; - })(Container$2)); - - /** - * {@link PIXI.Loader Loader} middleware for loading - * bitmap-based fonts suitable for using with {@link PIXI.BitmapText}. - * @memberof PIXI - */ - var BitmapFontLoader = /** @class */ (function () { - function BitmapFontLoader() { - } - /** - * Called when the plugin is installed. - * @see PIXI.extensions.add - */ - BitmapFontLoader.add = function () { - LoaderResource$1.setExtensionXhrType('fnt', LoaderResource$1.XHR_RESPONSE_TYPE.TEXT); - }; - /** - * Called after a resource is loaded. - * @see PIXI.Loader.loaderMiddleware - * @param this - * @param {PIXI.LoaderResource} resource - * @param {Function} next - */ - BitmapFontLoader.use = function (resource, next) { - var format = autoDetectFormat(resource.data); - // Resource was not recognised as any of the expected font data format - if (!format) { - next(); - return; - } - var baseUrl = BitmapFontLoader.getBaseUrl(this, resource); - var data = format.parse(resource.data); - var textures = {}; - // Handle completed, when the number of textures - // load is the same number as references in the fnt file - var completed = function (page) { - textures[page.metadata.pageFile] = page.texture; - if (Object.keys(textures).length === data.page.length) { - resource.bitmapFont = BitmapFont.install(data, textures, true); - next(); - } - }; - for (var i = 0; i < data.page.length; ++i) { - var pageFile = data.page[i].file; - var url = baseUrl + pageFile; - var exists = false; - // incase the image is loaded outside - // using the same loader, resource will be available - for (var name in this.resources) { - var bitmapResource = this.resources[name]; - if (bitmapResource.url === url) { - bitmapResource.metadata.pageFile = pageFile; - if (bitmapResource.texture) { - completed(bitmapResource); - } - else { - bitmapResource.onAfterMiddleware.add(completed); - } - exists = true; - break; - } - } - // texture is not loaded, we'll attempt to add - // it to the load and add the texture to the list - if (!exists) { - // Standard loading options for images - var options = { - crossOrigin: resource.crossOrigin, - loadType: LoaderResource$1.LOAD_TYPE.IMAGE, - metadata: Object.assign({ pageFile: pageFile }, resource.metadata.imageMetadata), - parentResource: resource, - }; - this.add(url, options, completed); - } - } - }; - /** - * Get folder path from a resource. - * @param loader - * @param resource - */ - BitmapFontLoader.getBaseUrl = function (loader, resource) { - var resUrl = !resource.isDataUrl ? BitmapFontLoader.dirname(resource.url) : ''; - if (resource.isDataUrl) { - if (resUrl === '.') { - resUrl = ''; - } - if (loader.baseUrl && resUrl) { - // if baseurl has a trailing slash then add one to resUrl so the replace works below - if (loader.baseUrl.charAt(loader.baseUrl.length - 1) === '/') { - resUrl += '/'; - } - } - } - // remove baseUrl from resUrl - resUrl = resUrl.replace(loader.baseUrl, ''); - // if there is an resUrl now, it needs a trailing slash. Ensure that it does if the string isn't empty. - if (resUrl && resUrl.charAt(resUrl.length - 1) !== '/') { - resUrl += '/'; - } - return resUrl; - }; - /** - * Replacement for NodeJS's path.dirname - * @param {string} url - Path to get directory for - */ - BitmapFontLoader.dirname = function (url) { - var dir = url - .replace(/\\/g, '/') // convert windows notation to UNIX notation, URL-safe because it's a forbidden character - .replace(/\/$/, '') // replace trailing slash - .replace(/\/[^\/]*$/, ''); // remove everything after the last - // File request is relative, use current directory - if (dir === url) { - return '.'; - } - // Started with a slash - else if (dir === '') { - return '/'; - } - return dir; - }; - /** @ignore */ - BitmapFontLoader.extension = ExtensionType.Loader; - return BitmapFontLoader; - }()); - - /*! - * @pixi/filter-alpha - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/filter-alpha is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$9 = function(d, b) { - extendStatics$9 = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$9(d, b); - }; - - function __extends$9(d, b) { - extendStatics$9(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var fragment$4 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform float uAlpha;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uAlpha;\n}\n"; - - /** - * Simplest filter - applies alpha. - * - * Use this instead of Container's alpha property to avoid visual layering of individual elements. - * AlphaFilter applies alpha evenly across the entire display object and any opaque elements it contains. - * If elements are not opaque, they will blend with each other anyway. - * - * Very handy if you want to use common features of all filters: - * - * 1. Assign a blendMode to this filter, blend all elements inside display object with background. - * - * 2. To use clipping in display coordinates, assign a filterArea to the same container that has this filter. - * @memberof PIXI.filters - */ - /** @class */ ((function (_super) { - __extends$9(AlphaFilter, _super); - /** - * @param alpha - Amount of alpha from 0 to 1, where 0 is transparent - */ - function AlphaFilter(alpha) { - if (alpha === void 0) { alpha = 1.0; } - var _this = _super.call(this, defaultVertex$1, fragment$4, { uAlpha: 1 }) || this; - _this.alpha = alpha; - return _this; - } - Object.defineProperty(AlphaFilter.prototype, "alpha", { - /** - * Coefficient for alpha multiplication - * @default 1 - */ - get: function () { - return this.uniforms.uAlpha; - }, - set: function (value) { - this.uniforms.uAlpha = value; - }, - enumerable: false, - configurable: true - }); - return AlphaFilter; - })(Filter)); - - /*! - * @pixi/filter-blur - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/filter-blur is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$8 = function(d, b) { - extendStatics$8 = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$8(d, b); - }; - - function __extends$8(d, b) { - extendStatics$8(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var vertTemplate = "\n attribute vec2 aVertexPosition;\n\n uniform mat3 projectionMatrix;\n\n uniform float strength;\n\n varying vec2 vBlurTexCoords[%size%];\n\n uniform vec4 inputSize;\n uniform vec4 outputFrame;\n\n vec4 filterVertexPosition( void )\n {\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n }\n\n vec2 filterTextureCoord( void )\n {\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n }\n\n void main(void)\n {\n gl_Position = filterVertexPosition();\n\n vec2 textureCoord = filterTextureCoord();\n %blur%\n }"; - function generateBlurVertSource(kernelSize, x) { - var halfLength = Math.ceil(kernelSize / 2); - var vertSource = vertTemplate; - var blurLoop = ''; - var template; - if (x) { - template = 'vBlurTexCoords[%index%] = textureCoord + vec2(%sampleIndex% * strength, 0.0);'; - } - else { - template = 'vBlurTexCoords[%index%] = textureCoord + vec2(0.0, %sampleIndex% * strength);'; - } - for (var i = 0; i < kernelSize; i++) { - var blur = template.replace('%index%', i.toString()); - blur = blur.replace('%sampleIndex%', i - (halfLength - 1) + ".0"); - blurLoop += blur; - blurLoop += '\n'; - } - vertSource = vertSource.replace('%blur%', blurLoop); - vertSource = vertSource.replace('%size%', kernelSize.toString()); - return vertSource; - } - - var GAUSSIAN_VALUES = { - 5: [0.153388, 0.221461, 0.250301], - 7: [0.071303, 0.131514, 0.189879, 0.214607], - 9: [0.028532, 0.067234, 0.124009, 0.179044, 0.20236], - 11: [0.0093, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596], - 13: [0.002406, 0.009255, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641], - 15: [0.000489, 0.002403, 0.009246, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448], - }; - var fragTemplate = [ - 'varying vec2 vBlurTexCoords[%size%];', - 'uniform sampler2D uSampler;', - 'void main(void)', - '{', - ' gl_FragColor = vec4(0.0);', - ' %blur%', - '}' ].join('\n'); - function generateBlurFragSource(kernelSize) { - var kernel = GAUSSIAN_VALUES[kernelSize]; - var halfLength = kernel.length; - var fragSource = fragTemplate; - var blurLoop = ''; - var template = 'gl_FragColor += texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;'; - var value; - for (var i = 0; i < kernelSize; i++) { - var blur = template.replace('%index%', i.toString()); - value = i; - if (i >= halfLength) { - value = kernelSize - i - 1; - } - blur = blur.replace('%value%', kernel[value].toString()); - blurLoop += blur; - blurLoop += '\n'; - } - fragSource = fragSource.replace('%blur%', blurLoop); - fragSource = fragSource.replace('%size%', kernelSize.toString()); - return fragSource; - } - - /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV$5; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$5 || (ENV$5 = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE$5; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$5 || (RENDERER_TYPE$5 = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ - var BUFFER_BITS$5; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$5 || (BUFFER_BITS$5 = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES$5; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$5 || (BLEND_MODES$5 = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES$5; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$5 || (DRAW_MODES$5 = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS$5; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$5 || (FORMATS$5 = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS$5; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$5 || (TARGETS$5 = {})); - /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ - var TYPES$5; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$5 || (TYPES$5 = {})); - /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ - var SAMPLER_TYPES$5; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$5 || (SAMPLER_TYPES$5 = {})); - /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ - var SCALE_MODES$5; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$5 || (SCALE_MODES$5 = {})); - /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ - var WRAP_MODES$5; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$5 || (WRAP_MODES$5 = {})); - /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. - */ - var MIPMAP_MODES$5; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$5 || (MIPMAP_MODES$5 = {})); - /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ - var ALPHA_MODES$5; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$5 || (ALPHA_MODES$5 = {})); - /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ - var CLEAR_MODES$5; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$5 || (CLEAR_MODES$5 = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES$5; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$5 || (GC_MODES$5 = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION$5; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION$5 || (PRECISION$5 = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES$5; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$5 || (MASK_TYPES$5 = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ - var COLOR_MASK_BITS$5; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$5 || (COLOR_MASK_BITS$5 = {})); - /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ - var MSAA_QUALITY$5; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$5 || (MSAA_QUALITY$5 = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ - var BUFFER_TYPE$5; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$5 || (BUFFER_TYPE$5 = {})); - - /** - * The BlurFilterPass applies a horizontal or vertical Gaussian blur to an object. - * @memberof PIXI.filters - */ - var BlurFilterPass = /** @class */ (function (_super) { - __extends$8(BlurFilterPass, _super); - /** - * @param horizontal - Do pass along the x-axis (`true`) or y-axis (`false`). - * @param strength - The strength of the blur filter. - * @param quality - The quality of the blur filter. - * @param resolution - The resolution of the blur filter. - * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. - */ - function BlurFilterPass(horizontal, strength, quality, resolution, kernelSize) { - if (strength === void 0) { strength = 8; } - if (quality === void 0) { quality = 4; } - if (resolution === void 0) { resolution = settings$1.FILTER_RESOLUTION; } - if (kernelSize === void 0) { kernelSize = 5; } - var _this = this; - var vertSrc = generateBlurVertSource(kernelSize, horizontal); - var fragSrc = generateBlurFragSource(kernelSize); - _this = _super.call(this, - // vertex shader - vertSrc, - // fragment shader - fragSrc) || this; - _this.horizontal = horizontal; - _this.resolution = resolution; - _this._quality = 0; - _this.quality = quality; - _this.blur = strength; - return _this; - } - /** - * Applies the filter. - * @param filterManager - The manager. - * @param input - The input target. - * @param output - The output target. - * @param clearMode - How to clear - */ - BlurFilterPass.prototype.apply = function (filterManager, input, output, clearMode) { - if (output) { - if (this.horizontal) { - this.uniforms.strength = (1 / output.width) * (output.width / input.width); - } - else { - this.uniforms.strength = (1 / output.height) * (output.height / input.height); - } - } - else { - if (this.horizontal) // eslint-disable-line - { - this.uniforms.strength = (1 / filterManager.renderer.width) * (filterManager.renderer.width / input.width); - } - else { - this.uniforms.strength = (1 / filterManager.renderer.height) * (filterManager.renderer.height / input.height); // eslint-disable-line - } - } - // screen space! - this.uniforms.strength *= this.strength; - this.uniforms.strength /= this.passes; - if (this.passes === 1) { - filterManager.applyFilter(this, input, output, clearMode); - } - else { - var renderTarget = filterManager.getFilterTexture(); - var renderer = filterManager.renderer; - var flip = input; - var flop = renderTarget; - this.state.blend = false; - filterManager.applyFilter(this, flip, flop, CLEAR_MODES$5.CLEAR); - for (var i = 1; i < this.passes - 1; i++) { - filterManager.bindAndClear(flip, CLEAR_MODES$5.BLIT); - this.uniforms.uSampler = flop; - var temp = flop; - flop = flip; - flip = temp; - renderer.shader.bind(this); - renderer.geometry.draw(5); - } - this.state.blend = true; - filterManager.applyFilter(this, flop, output, clearMode); - filterManager.returnFilterTexture(renderTarget); - } - }; - Object.defineProperty(BlurFilterPass.prototype, "blur", { - /** - * Sets the strength of both the blur. - * @default 16 - */ - get: function () { - return this.strength; - }, - set: function (value) { - this.padding = 1 + (Math.abs(value) * 2); - this.strength = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BlurFilterPass.prototype, "quality", { - /** - * Sets the quality of the blur by modifying the number of passes. More passes means higher - * quality bluring but the lower the performance. - * @default 4 - */ - get: function () { - return this._quality; - }, - set: function (value) { - this._quality = value; - this.passes = value; - }, - enumerable: false, - configurable: true - }); - return BlurFilterPass; - }(Filter)); - - /** - * The BlurFilter applies a Gaussian blur to an object. - * - * The strength of the blur can be set for the x-axis and y-axis separately. - * @memberof PIXI.filters - */ - /** @class */ ((function (_super) { - __extends$8(BlurFilter, _super); - /** - * @param strength - The strength of the blur filter. - * @param quality - The quality of the blur filter. - * @param [resolution=PIXI.settings.FILTER_RESOLUTION] - The resolution of the blur filter. - * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. - */ - function BlurFilter(strength, quality, resolution, kernelSize) { - if (strength === void 0) { strength = 8; } - if (quality === void 0) { quality = 4; } - if (resolution === void 0) { resolution = settings$1.FILTER_RESOLUTION; } - if (kernelSize === void 0) { kernelSize = 5; } - var _this = _super.call(this) || this; - _this.blurXFilter = new BlurFilterPass(true, strength, quality, resolution, kernelSize); - _this.blurYFilter = new BlurFilterPass(false, strength, quality, resolution, kernelSize); - _this.resolution = resolution; - _this.quality = quality; - _this.blur = strength; - _this.repeatEdgePixels = false; - return _this; - } - /** - * Applies the filter. - * @param filterManager - The manager. - * @param input - The input target. - * @param output - The output target. - * @param clearMode - How to clear - */ - BlurFilter.prototype.apply = function (filterManager, input, output, clearMode) { - var xStrength = Math.abs(this.blurXFilter.strength); - var yStrength = Math.abs(this.blurYFilter.strength); - if (xStrength && yStrength) { - var renderTarget = filterManager.getFilterTexture(); - this.blurXFilter.apply(filterManager, input, renderTarget, CLEAR_MODES$5.CLEAR); - this.blurYFilter.apply(filterManager, renderTarget, output, clearMode); - filterManager.returnFilterTexture(renderTarget); - } - else if (yStrength) { - this.blurYFilter.apply(filterManager, input, output, clearMode); - } - else { - this.blurXFilter.apply(filterManager, input, output, clearMode); - } - }; - BlurFilter.prototype.updatePadding = function () { - if (this._repeatEdgePixels) { - this.padding = 0; - } - else { - this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2; - } - }; - Object.defineProperty(BlurFilter.prototype, "blur", { - /** - * Sets the strength of both the blurX and blurY properties simultaneously - * @default 2 - */ - get: function () { - return this.blurXFilter.blur; - }, - set: function (value) { - this.blurXFilter.blur = this.blurYFilter.blur = value; - this.updatePadding(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BlurFilter.prototype, "quality", { - /** - * Sets the number of passes for blur. More passes means higher quality bluring. - * @default 1 - */ - get: function () { - return this.blurXFilter.quality; - }, - set: function (value) { - this.blurXFilter.quality = this.blurYFilter.quality = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BlurFilter.prototype, "blurX", { - /** - * Sets the strength of the blurX property - * @default 2 - */ - get: function () { - return this.blurXFilter.blur; - }, - set: function (value) { - this.blurXFilter.blur = value; - this.updatePadding(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BlurFilter.prototype, "blurY", { - /** - * Sets the strength of the blurY property - * @default 2 - */ - get: function () { - return this.blurYFilter.blur; - }, - set: function (value) { - this.blurYFilter.blur = value; - this.updatePadding(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BlurFilter.prototype, "blendMode", { - /** - * Sets the blendmode of the filter - * @default PIXI.BLEND_MODES.NORMAL - */ - get: function () { - return this.blurYFilter.blendMode; - }, - set: function (value) { - this.blurYFilter.blendMode = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BlurFilter.prototype, "repeatEdgePixels", { - /** - * If set to true the edge of the target will be clamped - * @default false - */ - get: function () { - return this._repeatEdgePixels; - }, - set: function (value) { - this._repeatEdgePixels = value; - this.updatePadding(); - }, - enumerable: false, - configurable: true - }); - return BlurFilter; - })(Filter)); - - /*! - * @pixi/filter-color-matrix - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/filter-color-matrix is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$7 = function(d, b) { - extendStatics$7 = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$7(d, b); - }; - - function __extends$7(d, b) { - extendStatics$7(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var fragment$3 = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform float m[20];\nuniform float uAlpha;\n\nvoid main(void)\n{\n vec4 c = texture2D(uSampler, vTextureCoord);\n\n if (uAlpha == 0.0) {\n gl_FragColor = c;\n return;\n }\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (c.a > 0.0) {\n c.rgb /= c.a;\n }\n\n vec4 result;\n\n result.r = (m[0] * c.r);\n result.r += (m[1] * c.g);\n result.r += (m[2] * c.b);\n result.r += (m[3] * c.a);\n result.r += m[4];\n\n result.g = (m[5] * c.r);\n result.g += (m[6] * c.g);\n result.g += (m[7] * c.b);\n result.g += (m[8] * c.a);\n result.g += m[9];\n\n result.b = (m[10] * c.r);\n result.b += (m[11] * c.g);\n result.b += (m[12] * c.b);\n result.b += (m[13] * c.a);\n result.b += m[14];\n\n result.a = (m[15] * c.r);\n result.a += (m[16] * c.g);\n result.a += (m[17] * c.b);\n result.a += (m[18] * c.a);\n result.a += m[19];\n\n vec3 rgb = mix(c.rgb, result.rgb, uAlpha);\n\n // Premultiply alpha again.\n rgb *= result.a;\n\n gl_FragColor = vec4(rgb, result.a);\n}\n"; - - /** - * The ColorMatrixFilter class lets you apply a 5x4 matrix transformation on the RGBA - * color and alpha values of every pixel on your displayObject to produce a result - * with a new set of RGBA color and alpha values. It's pretty powerful! - * - * ```js - * let colorMatrix = new PIXI.filters.ColorMatrixFilter(); - * container.filters = [colorMatrix]; - * colorMatrix.contrast(2); - * ``` - * @author Clément Chenebault - * @memberof PIXI.filters - */ - var ColorMatrixFilter = /** @class */ (function (_super) { - __extends$7(ColorMatrixFilter, _super); - function ColorMatrixFilter() { - var _this = this; - var uniforms = { - m: new Float32Array([1, 0, 0, 0, 0, - 0, 1, 0, 0, 0, - 0, 0, 1, 0, 0, - 0, 0, 0, 1, 0]), - uAlpha: 1, - }; - _this = _super.call(this, defaultFilterVertex, fragment$3, uniforms) || this; - _this.alpha = 1; - return _this; - } - /** - * Transforms current matrix and set the new one - * @param {number[]} matrix - 5x4 matrix - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype._loadMatrix = function (matrix, multiply) { - if (multiply === void 0) { multiply = false; } - var newMatrix = matrix; - if (multiply) { - this._multiply(newMatrix, this.uniforms.m, matrix); - newMatrix = this._colorMatrix(newMatrix); - } - // set the new matrix - this.uniforms.m = newMatrix; - }; - /** - * Multiplies two mat5's - * @private - * @param out - 5x4 matrix the receiving matrix - * @param a - 5x4 matrix the first operand - * @param b - 5x4 matrix the second operand - * @returns {number[]} 5x4 matrix - */ - ColorMatrixFilter.prototype._multiply = function (out, a, b) { - // Red Channel - out[0] = (a[0] * b[0]) + (a[1] * b[5]) + (a[2] * b[10]) + (a[3] * b[15]); - out[1] = (a[0] * b[1]) + (a[1] * b[6]) + (a[2] * b[11]) + (a[3] * b[16]); - out[2] = (a[0] * b[2]) + (a[1] * b[7]) + (a[2] * b[12]) + (a[3] * b[17]); - out[3] = (a[0] * b[3]) + (a[1] * b[8]) + (a[2] * b[13]) + (a[3] * b[18]); - out[4] = (a[0] * b[4]) + (a[1] * b[9]) + (a[2] * b[14]) + (a[3] * b[19]) + a[4]; - // Green Channel - out[5] = (a[5] * b[0]) + (a[6] * b[5]) + (a[7] * b[10]) + (a[8] * b[15]); - out[6] = (a[5] * b[1]) + (a[6] * b[6]) + (a[7] * b[11]) + (a[8] * b[16]); - out[7] = (a[5] * b[2]) + (a[6] * b[7]) + (a[7] * b[12]) + (a[8] * b[17]); - out[8] = (a[5] * b[3]) + (a[6] * b[8]) + (a[7] * b[13]) + (a[8] * b[18]); - out[9] = (a[5] * b[4]) + (a[6] * b[9]) + (a[7] * b[14]) + (a[8] * b[19]) + a[9]; - // Blue Channel - out[10] = (a[10] * b[0]) + (a[11] * b[5]) + (a[12] * b[10]) + (a[13] * b[15]); - out[11] = (a[10] * b[1]) + (a[11] * b[6]) + (a[12] * b[11]) + (a[13] * b[16]); - out[12] = (a[10] * b[2]) + (a[11] * b[7]) + (a[12] * b[12]) + (a[13] * b[17]); - out[13] = (a[10] * b[3]) + (a[11] * b[8]) + (a[12] * b[13]) + (a[13] * b[18]); - out[14] = (a[10] * b[4]) + (a[11] * b[9]) + (a[12] * b[14]) + (a[13] * b[19]) + a[14]; - // Alpha Channel - out[15] = (a[15] * b[0]) + (a[16] * b[5]) + (a[17] * b[10]) + (a[18] * b[15]); - out[16] = (a[15] * b[1]) + (a[16] * b[6]) + (a[17] * b[11]) + (a[18] * b[16]); - out[17] = (a[15] * b[2]) + (a[16] * b[7]) + (a[17] * b[12]) + (a[18] * b[17]); - out[18] = (a[15] * b[3]) + (a[16] * b[8]) + (a[17] * b[13]) + (a[18] * b[18]); - out[19] = (a[15] * b[4]) + (a[16] * b[9]) + (a[17] * b[14]) + (a[18] * b[19]) + a[19]; - return out; - }; - /** - * Create a Float32 Array and normalize the offset component to 0-1 - * @param {number[]} matrix - 5x4 matrix - * @returns {number[]} 5x4 matrix with all values between 0-1 - */ - ColorMatrixFilter.prototype._colorMatrix = function (matrix) { - // Create a Float32 Array and normalize the offset component to 0-1 - var m = new Float32Array(matrix); - m[4] /= 255; - m[9] /= 255; - m[14] /= 255; - m[19] /= 255; - return m; - }; - /** - * Adjusts brightness - * @param b - value of the brigthness (0-1, where 0 is black) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.brightness = function (b, multiply) { - var matrix = [ - b, 0, 0, 0, 0, - 0, b, 0, 0, 0, - 0, 0, b, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Sets each channel on the diagonal of the color matrix. - * This can be used to achieve a tinting effect on Containers similar to the tint field of some - * display objects like Sprite, Text, Graphics, and Mesh. - * @param color - Color of the tint. This is a hex value. - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.tint = function (color, multiply) { - var r = (color >> 16) & 0xff; - var g = (color >> 8) & 0xff; - var b = color & 0xff; - var matrix = [ - r / 255, 0, 0, 0, 0, - 0, g / 255, 0, 0, 0, - 0, 0, b / 255, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Set the matrices in grey scales - * @param scale - value of the grey (0-1, where 0 is black) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.greyscale = function (scale, multiply) { - var matrix = [ - scale, scale, scale, 0, 0, - scale, scale, scale, 0, 0, - scale, scale, scale, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Set the black and white matrice. - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.blackAndWhite = function (multiply) { - var matrix = [ - 0.3, 0.6, 0.1, 0, 0, - 0.3, 0.6, 0.1, 0, 0, - 0.3, 0.6, 0.1, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Set the hue property of the color - * @param rotation - in degrees - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.hue = function (rotation, multiply) { - rotation = (rotation || 0) / 180 * Math.PI; - var cosR = Math.cos(rotation); - var sinR = Math.sin(rotation); - var sqrt = Math.sqrt; - /* a good approximation for hue rotation - This matrix is far better than the versions with magic luminance constants - formerly used here, but also used in the starling framework (flash) and known from this - old part of the internet: quasimondo.com/archives/000565.php - - This new matrix is based on rgb cube rotation in space. Look here for a more descriptive - implementation as a shader not a general matrix: - https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js - - This is the source for the code: - see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751 - */ - var w = 1 / 3; - var sqrW = sqrt(w); // weight is - var a00 = cosR + ((1.0 - cosR) * w); - var a01 = (w * (1.0 - cosR)) - (sqrW * sinR); - var a02 = (w * (1.0 - cosR)) + (sqrW * sinR); - var a10 = (w * (1.0 - cosR)) + (sqrW * sinR); - var a11 = cosR + (w * (1.0 - cosR)); - var a12 = (w * (1.0 - cosR)) - (sqrW * sinR); - var a20 = (w * (1.0 - cosR)) - (sqrW * sinR); - var a21 = (w * (1.0 - cosR)) + (sqrW * sinR); - var a22 = cosR + (w * (1.0 - cosR)); - var matrix = [ - a00, a01, a02, 0, 0, - a10, a11, a12, 0, 0, - a20, a21, a22, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Set the contrast matrix, increase the separation between dark and bright - * Increase contrast : shadows darker and highlights brighter - * Decrease contrast : bring the shadows up and the highlights down - * @param amount - value of the contrast (0-1) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.contrast = function (amount, multiply) { - var v = (amount || 0) + 1; - var o = -0.5 * (v - 1); - var matrix = [ - v, 0, 0, 0, o, - 0, v, 0, 0, o, - 0, 0, v, 0, o, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Set the saturation matrix, increase the separation between colors - * Increase saturation : increase contrast, brightness, and sharpness - * @param amount - The saturation amount (0-1) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.saturate = function (amount, multiply) { - if (amount === void 0) { amount = 0; } - var x = (amount * 2 / 3) + 1; - var y = ((x - 1) * -0.5); - var matrix = [ - x, y, y, 0, 0, - y, x, y, 0, 0, - y, y, x, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** Desaturate image (remove color) Call the saturate function */ - ColorMatrixFilter.prototype.desaturate = function () { - this.saturate(-1); - }; - /** - * Negative image (inverse of classic rgb matrix) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.negative = function (multiply) { - var matrix = [ - -1, 0, 0, 1, 0, - 0, -1, 0, 1, 0, - 0, 0, -1, 1, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Sepia image - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.sepia = function (multiply) { - var matrix = [ - 0.393, 0.7689999, 0.18899999, 0, 0, - 0.349, 0.6859999, 0.16799999, 0, 0, - 0.272, 0.5339999, 0.13099999, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Color motion picture process invented in 1916 (thanks Dominic Szablewski) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.technicolor = function (multiply) { - var matrix = [ - 1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337, - -0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398, - -0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Polaroid filter - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.polaroid = function (multiply) { - var matrix = [ - 1.438, -0.062, -0.062, 0, 0, - -0.122, 1.378, -0.122, 0, 0, - -0.016, -0.016, 1.483, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Filter who transforms : Red -> Blue and Blue -> Red - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.toBGR = function (multiply) { - var matrix = [ - 0, 0, 1, 0, 0, - 0, 1, 0, 0, 0, - 1, 0, 0, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.kodachrome = function (multiply) { - var matrix = [ - 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502, - -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203, - -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Brown delicious browni filter (thanks Dominic Szablewski) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.browni = function (multiply) { - var matrix = [ - 0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873, - -0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127, - 0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Vintage filter (thanks Dominic Szablewski) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.vintage = function (multiply) { - var matrix = [ - 0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123, - 0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591, - 0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * We don't know exactly what it does, kind of gradient map, but funny to play with! - * @param desaturation - Tone values. - * @param toned - Tone values. - * @param lightColor - Tone values, example: `0xFFE580` - * @param darkColor - Tone values, example: `0xFFE580` - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.colorTone = function (desaturation, toned, lightColor, darkColor, multiply) { - desaturation = desaturation || 0.2; - toned = toned || 0.15; - lightColor = lightColor || 0xFFE580; - darkColor = darkColor || 0x338000; - var lR = ((lightColor >> 16) & 0xFF) / 255; - var lG = ((lightColor >> 8) & 0xFF) / 255; - var lB = (lightColor & 0xFF) / 255; - var dR = ((darkColor >> 16) & 0xFF) / 255; - var dG = ((darkColor >> 8) & 0xFF) / 255; - var dB = (darkColor & 0xFF) / 255; - var matrix = [ - 0.3, 0.59, 0.11, 0, 0, - lR, lG, lB, desaturation, 0, - dR, dG, dB, toned, 0, - lR - dR, lG - dG, lB - dB, 0, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Night effect - * @param intensity - The intensity of the night effect. - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.night = function (intensity, multiply) { - intensity = intensity || 0.1; - var matrix = [ - intensity * (-2.0), -intensity, 0, 0, 0, - -intensity, 0, intensity, 0, 0, - 0, intensity, intensity * 2.0, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Predator effect - * - * Erase the current matrix by setting a new indepent one - * @param amount - how much the predator feels his future victim - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.predator = function (amount, multiply) { - var matrix = [ - // row 1 - 11.224130630493164 * amount, - -4.794486999511719 * amount, - -2.8746118545532227 * amount, - 0 * amount, - 0.40342438220977783 * amount, - // row 2 - -3.6330697536468506 * amount, - 9.193157196044922 * amount, - -2.951810836791992 * amount, - 0 * amount, - -1.316135048866272 * amount, - // row 3 - -3.2184197902679443 * amount, - -4.2375030517578125 * amount, - 7.476448059082031 * amount, - 0 * amount, - 0.8044459223747253 * amount, - // row 4 - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * LSD effect - * - * Multiply the current matrix - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.lsd = function (multiply) { - var matrix = [ - 2, -0.4, 0.5, 0, 0, - -0.5, 2, -0.4, 0, 0, - -0.4, -0.5, 3, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** Erase the current matrix by setting the default one. */ - ColorMatrixFilter.prototype.reset = function () { - var matrix = [ - 1, 0, 0, 0, 0, - 0, 1, 0, 0, 0, - 0, 0, 1, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, false); - }; - Object.defineProperty(ColorMatrixFilter.prototype, "matrix", { - /** - * The matrix of the color matrix filter - * @member {number[]} - * @default [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0] - */ - get: function () { - return this.uniforms.m; - }, - set: function (value) { - this.uniforms.m = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(ColorMatrixFilter.prototype, "alpha", { - /** - * The opacity value to use when mixing the original and resultant colors. - * - * When the value is 0, the original color is used without modification. - * When the value is 1, the result color is used. - * When in the range (0, 1) the color is interpolated between the original and result by this amount. - * @default 1 - */ - get: function () { - return this.uniforms.uAlpha; - }, - set: function (value) { - this.uniforms.uAlpha = value; - }, - enumerable: false, - configurable: true - }); - return ColorMatrixFilter; - }(Filter)); - // Americanized alias - ColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale; - - /*! - * @pixi/filter-displacement - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/filter-displacement is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$6 = function(d, b) { - extendStatics$6 = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$6(d, b); - }; - - function __extends$6(d, b) { - extendStatics$6(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var fragment$2 = "varying vec2 vFilterCoord;\nvarying vec2 vTextureCoord;\n\nuniform vec2 scale;\nuniform mat2 rotation;\nuniform sampler2D uSampler;\nuniform sampler2D mapSampler;\n\nuniform highp vec4 inputSize;\nuniform vec4 inputClamp;\n\nvoid main(void)\n{\n vec4 map = texture2D(mapSampler, vFilterCoord);\n\n map -= 0.5;\n map.xy = scale * inputSize.zw * (rotation * map.xy);\n\n gl_FragColor = texture2D(uSampler, clamp(vec2(vTextureCoord.x + map.x, vTextureCoord.y + map.y), inputClamp.xy, inputClamp.zw));\n}\n"; - - var vertex$1 = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\nuniform mat3 filterMatrix;\n\nvarying vec2 vTextureCoord;\nvarying vec2 vFilterCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n\tgl_Position = filterVertexPosition();\n\tvTextureCoord = filterTextureCoord();\n\tvFilterCoord = ( filterMatrix * vec3( vTextureCoord, 1.0) ).xy;\n}\n"; - - /** - * The DisplacementFilter class uses the pixel values from the specified texture - * (called the displacement map) to perform a displacement of an object. - * - * You can use this filter to apply all manor of crazy warping effects. - * Currently the `r` property of the texture is used to offset the `x` - * and the `g` property of the texture is used to offset the `y`. - * - * The way it works is it uses the values of the displacement map to look up the - * correct pixels to output. This means it's not technically moving the original. - * Instead, it's starting at the output and asking "which pixel from the original goes here". - * For example, if a displacement map pixel has `red = 1` and the filter scale is `20`, - * this filter will output the pixel approximately 20 pixels to the right of the original. - * @memberof PIXI.filters - */ - /** @class */ ((function (_super) { - __extends$6(DisplacementFilter, _super); - /** - * @param {PIXI.Sprite} sprite - The sprite used for the displacement map. (make sure its added to the scene!) - * @param scale - The scale of the displacement - */ - function DisplacementFilter(sprite, scale) { - var _this = this; - var maskMatrix = new Matrix$2(); - sprite.renderable = false; - _this = _super.call(this, vertex$1, fragment$2, { - mapSampler: sprite._texture, - filterMatrix: maskMatrix, - scale: { x: 1, y: 1 }, - rotation: new Float32Array([1, 0, 0, 1]), - }) || this; - _this.maskSprite = sprite; - _this.maskMatrix = maskMatrix; - if (scale === null || scale === undefined) { - scale = 20; - } - /** - * scaleX, scaleY for displacements - * @member {PIXI.Point} - */ - _this.scale = new Point$2(scale, scale); - return _this; - } - /** - * Applies the filter. - * @param filterManager - The manager. - * @param input - The input target. - * @param output - The output target. - * @param clearMode - clearMode. - */ - DisplacementFilter.prototype.apply = function (filterManager, input, output, clearMode) { - // fill maskMatrix with _normalized sprite texture coords_ - this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, this.maskSprite); - this.uniforms.scale.x = this.scale.x; - this.uniforms.scale.y = this.scale.y; - // Extract rotation from world transform - var wt = this.maskSprite.worldTransform; - var lenX = Math.sqrt((wt.a * wt.a) + (wt.b * wt.b)); - var lenY = Math.sqrt((wt.c * wt.c) + (wt.d * wt.d)); - if (lenX !== 0 && lenY !== 0) { - this.uniforms.rotation[0] = wt.a / lenX; - this.uniforms.rotation[1] = wt.b / lenX; - this.uniforms.rotation[2] = wt.c / lenY; - this.uniforms.rotation[3] = wt.d / lenY; - } - // draw the filter... - filterManager.applyFilter(this, input, output, clearMode); - }; - Object.defineProperty(DisplacementFilter.prototype, "map", { - /** The texture used for the displacement map. Must be power of 2 sized texture. */ - get: function () { - return this.uniforms.mapSampler; - }, - set: function (value) { - this.uniforms.mapSampler = value; - }, - enumerable: false, - configurable: true - }); - return DisplacementFilter; - })(Filter)); - - /*! - * @pixi/filter-fxaa - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/filter-fxaa is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$5 = function(d, b) { - extendStatics$5 = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$5(d, b); - }; - - function __extends$5(d, b) { - extendStatics$5(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var vertex = "\nattribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvoid texcoords(vec2 fragCoord, vec2 inverseVP,\n out vec2 v_rgbNW, out vec2 v_rgbNE,\n out vec2 v_rgbSW, out vec2 v_rgbSE,\n out vec2 v_rgbM) {\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\n v_rgbM = vec2(fragCoord * inverseVP);\n}\n\nvoid main(void) {\n\n gl_Position = filterVertexPosition();\n\n vFragCoord = aVertexPosition * outputFrame.zw;\n\n texcoords(vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n}\n"; - - var fragment$1 = "varying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\nuniform sampler2D uSampler;\nuniform highp vec4 inputSize;\n\n\n/**\n Basic FXAA implementation based on the code on geeks3d.com with the\n modification that the texture2DLod stuff was removed since it's\n unsupported by WebGL.\n\n --\n\n From:\n https://github.com/mitsuhiko/webgl-meincraft\n\n Copyright (c) 2011 by Armin Ronacher.\n\n Some rights reserved.\n\n Redistribution and use in source and binary forms, with or without\n modification, are permitted provided that the following conditions are\n met:\n\n * Redistributions of source code must retain the above copyright\n notice, this list of conditions and the following disclaimer.\n\n * Redistributions in binary form must reproduce the above\n copyright notice, this list of conditions and the following\n disclaimer in the documentation and/or other materials provided\n with the distribution.\n\n * The names of the contributors may not be used to endorse or\n promote products derived from this software without specific\n prior written permission.\n\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n#ifndef FXAA_REDUCE_MIN\n#define FXAA_REDUCE_MIN (1.0/ 128.0)\n#endif\n#ifndef FXAA_REDUCE_MUL\n#define FXAA_REDUCE_MUL (1.0 / 8.0)\n#endif\n#ifndef FXAA_SPAN_MAX\n#define FXAA_SPAN_MAX 8.0\n#endif\n\n//optimized version for mobile, where dependent\n//texture reads can be a bottleneck\nvec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,\n vec2 v_rgbNW, vec2 v_rgbNE,\n vec2 v_rgbSW, vec2 v_rgbSE,\n vec2 v_rgbM) {\n vec4 color;\n vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\n vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\n vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\n vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\n vec4 texColor = texture2D(tex, v_rgbM);\n vec3 rgbM = texColor.xyz;\n vec3 luma = vec3(0.299, 0.587, 0.114);\n float lumaNW = dot(rgbNW, luma);\n float lumaNE = dot(rgbNE, luma);\n float lumaSW = dot(rgbSW, luma);\n float lumaSE = dot(rgbSE, luma);\n float lumaM = dot(rgbM, luma);\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n\n mediump vec2 dir;\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\n (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\n\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\n dir * rcpDirMin)) * inverseVP;\n\n vec3 rgbA = 0.5 * (\n texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\n texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n\n float lumaB = dot(rgbB, luma);\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\n color = vec4(rgbA, texColor.a);\n else\n color = vec4(rgbB, texColor.a);\n return color;\n}\n\nvoid main() {\n\n vec4 color;\n\n color = fxaa(uSampler, vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n\n gl_FragColor = color;\n}\n"; - - /** - * Basic FXAA (Fast Approximate Anti-Aliasing) implementation based on the code on geeks3d.com - * with the modification that the texture2DLod stuff was removed since it is unsupported by WebGL. - * @see https://github.com/mitsuhiko/webgl-meincraft - * @memberof PIXI.filters - */ - /** @class */ ((function (_super) { - __extends$5(FXAAFilter, _super); - function FXAAFilter() { - // TODO - needs work - return _super.call(this, vertex, fragment$1) || this; - } - return FXAAFilter; - })(Filter)); - - /*! - * @pixi/filter-noise - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/filter-noise is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$4 = function(d, b) { - extendStatics$4 = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$4(d, b); - }; - - function __extends$4(d, b) { - extendStatics$4(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var fragment = "precision highp float;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform float uNoise;\nuniform float uSeed;\nuniform sampler2D uSampler;\n\nfloat rand(vec2 co)\n{\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvoid main()\n{\n vec4 color = texture2D(uSampler, vTextureCoord);\n float randomValue = rand(gl_FragCoord.xy * uSeed);\n float diff = (randomValue - 0.5) * uNoise;\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (color.a > 0.0) {\n color.rgb /= color.a;\n }\n\n color.r += diff;\n color.g += diff;\n color.b += diff;\n\n // Premultiply alpha again.\n color.rgb *= color.a;\n\n gl_FragColor = color;\n}\n"; - - /** - * A Noise effect filter. - * - * original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/noise.js - * @memberof PIXI.filters - * @author Vico @vicocotea - */ - /** @class */ ((function (_super) { - __extends$4(NoiseFilter, _super); - /** - * @param {number} [noise=0.5] - The noise intensity, should be a normalized value in the range [0, 1]. - * @param {number} [seed] - A random seed for the noise generation. Default is `Math.random()`. - */ - function NoiseFilter(noise, seed) { - if (noise === void 0) { noise = 0.5; } - if (seed === void 0) { seed = Math.random(); } - var _this = _super.call(this, defaultFilterVertex, fragment, { - uNoise: 0, - uSeed: 0, - }) || this; - _this.noise = noise; - _this.seed = seed; - return _this; - } - Object.defineProperty(NoiseFilter.prototype, "noise", { - /** - * The amount of noise to apply, this value should be in the range (0, 1]. - * @default 0.5 - */ - get: function () { - return this.uniforms.uNoise; - }, - set: function (value) { - this.uniforms.uNoise = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(NoiseFilter.prototype, "seed", { - /** A seed value to apply to the random noise generation. `Math.random()` is a good value to use. */ - get: function () { - return this.uniforms.uSeed; - }, - set: function (value) { - this.uniforms.uSeed = value; - }, - enumerable: false, - configurable: true - }); - return NoiseFilter; - })(Filter)); - - /*! - * @pixi/mixin-cache-as-bitmap - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/mixin-cache-as-bitmap is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV$4; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$4 || (ENV$4 = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE$4; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$4 || (RENDERER_TYPE$4 = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ - var BUFFER_BITS$4; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$4 || (BUFFER_BITS$4 = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES$4; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$4 || (BLEND_MODES$4 = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES$4; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$4 || (DRAW_MODES$4 = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS$4; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$4 || (FORMATS$4 = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS$4; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$4 || (TARGETS$4 = {})); - /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ - var TYPES$4; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$4 || (TYPES$4 = {})); - /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ - var SAMPLER_TYPES$4; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$4 || (SAMPLER_TYPES$4 = {})); - /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ - var SCALE_MODES$4; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$4 || (SCALE_MODES$4 = {})); - /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ - var WRAP_MODES$4; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$4 || (WRAP_MODES$4 = {})); - /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. - */ - var MIPMAP_MODES$4; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$4 || (MIPMAP_MODES$4 = {})); - /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ - var ALPHA_MODES$4; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$4 || (ALPHA_MODES$4 = {})); - /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ - var CLEAR_MODES$4; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$4 || (CLEAR_MODES$4 = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES$4; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$4 || (GC_MODES$4 = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION$4; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION$4 || (PRECISION$4 = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES$4; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$4 || (MASK_TYPES$4 = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ - var COLOR_MASK_BITS$4; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$4 || (COLOR_MASK_BITS$4 = {})); - /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ - var MSAA_QUALITY$4; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$4 || (MSAA_QUALITY$4 = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ - var BUFFER_TYPE$4; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$4 || (BUFFER_TYPE$4 = {})); - - var _tempMatrix = new Matrix$2(); - DisplayObject$2.prototype._cacheAsBitmap = false; - DisplayObject$2.prototype._cacheData = null; - DisplayObject$2.prototype._cacheAsBitmapResolution = null; - DisplayObject$2.prototype._cacheAsBitmapMultisample = MSAA_QUALITY$4.NONE; - // figured there's no point adding ALL the extra variables to prototype. - // this model can hold the information needed. This can also be generated on demand as - // most objects are not cached as bitmaps. - /** - * @class - * @ignore - * @private - */ - var CacheData = /** @class */ (function () { - function CacheData() { - this.textureCacheId = null; - this.originalRender = null; - this.originalRenderCanvas = null; - this.originalCalculateBounds = null; - this.originalGetLocalBounds = null; - this.originalUpdateTransform = null; - this.originalDestroy = null; - this.originalMask = null; - this.originalFilterArea = null; - this.originalContainsPoint = null; - this.sprite = null; - } - return CacheData; - }()); - Object.defineProperties(DisplayObject$2.prototype, { - /** - * The resolution to use for cacheAsBitmap. By default this will use the renderer's resolution - * but can be overriden for performance. Lower values will reduce memory usage at the expense - * of render quality. A falsey value of `null` or `0` will default to the renderer's resolution. - * If `cacheAsBitmap` is set to `true`, this will re-render with the new resolution. - * @member {number} cacheAsBitmapResolution - * @memberof PIXI.DisplayObject# - * @default null - */ - cacheAsBitmapResolution: { - get: function () { - return this._cacheAsBitmapResolution; - }, - set: function (resolution) { - if (resolution === this._cacheAsBitmapResolution) { - return; - } - this._cacheAsBitmapResolution = resolution; - if (this.cacheAsBitmap) { - // Toggle to re-render at the new resolution - this.cacheAsBitmap = false; - this.cacheAsBitmap = true; - } - }, - }, - /** - * The number of samples to use for cacheAsBitmap. If set to `null`, the renderer's - * sample count is used. - * If `cacheAsBitmap` is set to `true`, this will re-render with the new number of samples. - * @member {number} cacheAsBitmapMultisample - * @memberof PIXI.DisplayObject# - * @default PIXI.MSAA_QUALITY.NONE - */ - cacheAsBitmapMultisample: { - get: function () { - return this._cacheAsBitmapMultisample; - }, - set: function (multisample) { - if (multisample === this._cacheAsBitmapMultisample) { - return; - } - this._cacheAsBitmapMultisample = multisample; - if (this.cacheAsBitmap) { - // Toggle to re-render with new multisample - this.cacheAsBitmap = false; - this.cacheAsBitmap = true; - } - }, - }, - /** - * Set this to true if you want this display object to be cached as a bitmap. - * This basically takes a snap shot of the display object as it is at that moment. It can - * provide a performance benefit for complex static displayObjects. - * To remove simply set this property to `false` - * - * IMPORTANT GOTCHA - Make sure that all your textures are preloaded BEFORE setting this property to true - * as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear. - * @member {boolean} - * @memberof PIXI.DisplayObject# - */ - cacheAsBitmap: { - get: function () { - return this._cacheAsBitmap; - }, - set: function (value) { - if (this._cacheAsBitmap === value) { - return; - } - this._cacheAsBitmap = value; - var data; - if (value) { - if (!this._cacheData) { - this._cacheData = new CacheData(); - } - data = this._cacheData; - data.originalRender = this.render; - data.originalRenderCanvas = this.renderCanvas; - data.originalUpdateTransform = this.updateTransform; - data.originalCalculateBounds = this.calculateBounds; - data.originalGetLocalBounds = this.getLocalBounds; - data.originalDestroy = this.destroy; - data.originalContainsPoint = this.containsPoint; - data.originalMask = this._mask; - data.originalFilterArea = this.filterArea; - this.render = this._renderCached; - this.renderCanvas = this._renderCachedCanvas; - this.destroy = this._cacheAsBitmapDestroy; - } - else { - data = this._cacheData; - if (data.sprite) { - this._destroyCachedDisplayObject(); - } - this.render = data.originalRender; - this.renderCanvas = data.originalRenderCanvas; - this.calculateBounds = data.originalCalculateBounds; - this.getLocalBounds = data.originalGetLocalBounds; - this.destroy = data.originalDestroy; - this.updateTransform = data.originalUpdateTransform; - this.containsPoint = data.originalContainsPoint; - this._mask = data.originalMask; - this.filterArea = data.originalFilterArea; - } - }, - }, - }); - /** - * Renders a cached version of the sprite with WebGL - * @private - * @method _renderCached - * @memberof PIXI.DisplayObject# - * @param {PIXI.Renderer} renderer - the WebGL renderer - */ - DisplayObject$2.prototype._renderCached = function _renderCached(renderer) { - if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { - return; - } - this._initCachedDisplayObject(renderer); - this._cacheData.sprite.transform._worldID = this.transform._worldID; - this._cacheData.sprite.worldAlpha = this.worldAlpha; - this._cacheData.sprite._render(renderer); - }; - /** - * Prepares the WebGL renderer to cache the sprite - * @private - * @method _initCachedDisplayObject - * @memberof PIXI.DisplayObject# - * @param {PIXI.Renderer} renderer - the WebGL renderer - */ - DisplayObject$2.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer) { - var _a; - if (this._cacheData && this._cacheData.sprite) { - return; - } - // make sure alpha is set to 1 otherwise it will get rendered as invisible! - var cacheAlpha = this.alpha; - this.alpha = 1; - // first we flush anything left in the renderer (otherwise it would get rendered to the cached texture) - renderer.batch.flush(); - // this.filters= []; - // next we find the dimensions of the untransformed object - // this function also calls updatetransform on all its children as part of the measuring. - // This means we don't need to update the transform again in this function - // TODO pass an object to clone too? saves having to create a new one each time! - var bounds = this.getLocalBounds(null, true).clone(); - // add some padding! - if (this.filters && this.filters.length) { - var padding = this.filters[0].padding; - bounds.pad(padding); - } - bounds.ceil(settings$1.RESOLUTION); - // for now we cache the current renderTarget that the WebGL renderer is currently using. - // this could be more elegant.. - var cachedRenderTexture = renderer.renderTexture.current; - var cachedSourceFrame = renderer.renderTexture.sourceFrame.clone(); - var cachedDestinationFrame = renderer.renderTexture.destinationFrame.clone(); - var cachedProjectionTransform = renderer.projection.transform; - // We also store the filter stack - I will definitely look to change how this works a little later down the line. - // const stack = renderer.filterManager.filterStack; - // this renderTexture will be used to store the cached DisplayObject - var renderTexture = RenderTexture.create({ - width: bounds.width, - height: bounds.height, - resolution: this.cacheAsBitmapResolution || renderer.resolution, - multisample: (_a = this.cacheAsBitmapMultisample) !== null && _a !== void 0 ? _a : renderer.multisample, - }); - var textureCacheId = "cacheAsBitmap_" + uid(); - this._cacheData.textureCacheId = textureCacheId; - BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId); - Texture.addToCache(renderTexture, textureCacheId); - // need to set // - var m = this.transform.localTransform.copyTo(_tempMatrix).invert().translate(-bounds.x, -bounds.y); - // set all properties to there original so we can render to a texture - this.render = this._cacheData.originalRender; - renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false }); - renderer.framebuffer.blit(); - // now restore the state be setting the new properties - renderer.projection.transform = cachedProjectionTransform; - renderer.renderTexture.bind(cachedRenderTexture, cachedSourceFrame, cachedDestinationFrame); - // renderer.filterManager.filterStack = stack; - this.render = this._renderCached; - // the rest is the same as for Canvas - this.updateTransform = this.displayObjectUpdateTransform; - this.calculateBounds = this._calculateCachedBounds; - this.getLocalBounds = this._getCachedLocalBounds; - this._mask = null; - this.filterArea = null; - this.alpha = cacheAlpha; - // create our cached sprite - var cachedSprite = new Sprite(renderTexture); - cachedSprite.transform.worldTransform = this.transform.worldTransform; - cachedSprite.anchor.x = -(bounds.x / bounds.width); - cachedSprite.anchor.y = -(bounds.y / bounds.height); - cachedSprite.alpha = cacheAlpha; - cachedSprite._bounds = this._bounds; - this._cacheData.sprite = cachedSprite; - this.transform._parentID = -1; - // restore the transform of the cached sprite to avoid the nasty flicker.. - if (!this.parent) { - this.enableTempParent(); - this.updateTransform(); - this.disableTempParent(null); - } - else { - this.updateTransform(); - } - // map the hit test.. - this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite); - }; - /** - * Renders a cached version of the sprite with canvas - * @private - * @method _renderCachedCanvas - * @memberof PIXI.DisplayObject# - * @param {PIXI.CanvasRenderer} renderer - The canvas renderer - */ - DisplayObject$2.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer) { - if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { - return; - } - this._initCachedDisplayObjectCanvas(renderer); - this._cacheData.sprite.worldAlpha = this.worldAlpha; - this._cacheData.sprite._renderCanvas(renderer); - }; - // TODO this can be the same as the WebGL version.. will need to do a little tweaking first though.. - /** - * Prepares the Canvas renderer to cache the sprite - * @private - * @method _initCachedDisplayObjectCanvas - * @memberof PIXI.DisplayObject# - * @param {PIXI.CanvasRenderer} renderer - The canvas renderer - */ - DisplayObject$2.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(renderer) { - if (this._cacheData && this._cacheData.sprite) { - return; - } - // get bounds actually transforms the object for us already! - var bounds = this.getLocalBounds(null, true); - var cacheAlpha = this.alpha; - this.alpha = 1; - var cachedRenderTarget = renderer.context; - var cachedProjectionTransform = renderer._projTransform; - bounds.ceil(settings$1.RESOLUTION); - var renderTexture = RenderTexture.create({ width: bounds.width, height: bounds.height }); - var textureCacheId = "cacheAsBitmap_" + uid(); - this._cacheData.textureCacheId = textureCacheId; - BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId); - Texture.addToCache(renderTexture, textureCacheId); - // need to set // - var m = _tempMatrix; - this.transform.localTransform.copyTo(m); - m.invert(); - m.tx -= bounds.x; - m.ty -= bounds.y; - // m.append(this.transform.worldTransform.) - // set all properties to there original so we can render to a texture - this.renderCanvas = this._cacheData.originalRenderCanvas; - renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false }); - // now restore the state be setting the new properties - renderer.context = cachedRenderTarget; - renderer._projTransform = cachedProjectionTransform; - this.renderCanvas = this._renderCachedCanvas; - // the rest is the same as for WebGL - this.updateTransform = this.displayObjectUpdateTransform; - this.calculateBounds = this._calculateCachedBounds; - this.getLocalBounds = this._getCachedLocalBounds; - this._mask = null; - this.filterArea = null; - this.alpha = cacheAlpha; - // create our cached sprite - var cachedSprite = new Sprite(renderTexture); - cachedSprite.transform.worldTransform = this.transform.worldTransform; - cachedSprite.anchor.x = -(bounds.x / bounds.width); - cachedSprite.anchor.y = -(bounds.y / bounds.height); - cachedSprite.alpha = cacheAlpha; - cachedSprite._bounds = this._bounds; - this._cacheData.sprite = cachedSprite; - this.transform._parentID = -1; - // restore the transform of the cached sprite to avoid the nasty flicker.. - if (!this.parent) { - this.parent = renderer._tempDisplayObjectParent; - this.updateTransform(); - this.parent = null; - } - else { - this.updateTransform(); - } - // map the hit test.. - this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite); - }; - /** - * Calculates the bounds of the cached sprite - * @private - * @method - */ - DisplayObject$2.prototype._calculateCachedBounds = function _calculateCachedBounds() { - this._bounds.clear(); - this._cacheData.sprite.transform._worldID = this.transform._worldID; - this._cacheData.sprite._calculateBounds(); - this._bounds.updateID = this._boundsID; - }; - /** - * Gets the bounds of the cached sprite. - * @private - * @method - * @returns {Rectangle} The local bounds. - */ - DisplayObject$2.prototype._getCachedLocalBounds = function _getCachedLocalBounds() { - return this._cacheData.sprite.getLocalBounds(null); - }; - /** - * Destroys the cached sprite. - * @private - * @method - */ - DisplayObject$2.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject() { - this._cacheData.sprite._texture.destroy(true); - this._cacheData.sprite = null; - BaseTexture.removeFromCache(this._cacheData.textureCacheId); - Texture.removeFromCache(this._cacheData.textureCacheId); - this._cacheData.textureCacheId = null; - }; - /** - * Destroys the cached object. - * @private - * @method - * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options - * have been set to that value. - * Used when destroying containers, see the Container.destroy method. - */ - DisplayObject$2.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options) { - this.cacheAsBitmap = false; - this.destroy(options); - }; - - /*! - * @pixi/mixin-get-child-by-name - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/mixin-get-child-by-name is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * The instance name of the object. - * @memberof PIXI.DisplayObject# - * @member {string} name - */ - DisplayObject$2.prototype.name = null; - /** - * Returns the display object in the container. - * - * Recursive searches are done in a preorder traversal. - * @method getChildByName - * @memberof PIXI.Container# - * @param {string} name - Instance name. - * @param {boolean}[deep=false] - Whether to search recursively - * @returns {PIXI.DisplayObject} The child with the specified name. - */ - Container$2.prototype.getChildByName = function getChildByName(name, deep) { - for (var i = 0, j = this.children.length; i < j; i++) { - if (this.children[i].name === name) { - return this.children[i]; - } - } - if (deep) { - for (var i = 0, j = this.children.length; i < j; i++) { - var child = this.children[i]; - if (!child.getChildByName) { - continue; - } - var target = child.getChildByName(name, true); - if (target) { - return target; - } - } - } - return null; - }; - - /*! - * @pixi/mixin-get-global-position - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/mixin-get-global-position is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * Returns the global position of the displayObject. Does not depend on object scale, rotation and pivot. - * @method getGlobalPosition - * @memberof PIXI.DisplayObject# - * @param {PIXI.Point} [point=new PIXI.Point()] - The point to write the global value to. - * @param {boolean} [skipUpdate=false] - Setting to true will stop the transforms of the scene graph from - * being updated. This means the calculation returned MAY be out of date BUT will give you a - * nice performance boost. - * @returns {PIXI.Point} The updated point. - */ - DisplayObject$2.prototype.getGlobalPosition = function getGlobalPosition(point, skipUpdate) { - if (point === void 0) { point = new Point$2(); } - if (skipUpdate === void 0) { skipUpdate = false; } - if (this.parent) { - this.parent.toGlobal(this.position, point, skipUpdate); - } - else { - point.x = this.position.x; - point.y = this.position.y; - } - return point; - }; - - /*! - * @pixi/math - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/math is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Two Pi. - * @static - * @member {number} - * @memberof PIXI - */ - var PI_2$1 = Math.PI * 2; - /** - * Conversion factor for converting radians to degrees. - * @static - * @member {number} RAD_TO_DEG - * @memberof PIXI - */ - var RAD_TO_DEG$1 = 180 / Math.PI; - /** - * Conversion factor for converting degrees to radians. - * @static - * @member {number} - * @memberof PIXI - */ - var DEG_TO_RAD$1 = Math.PI / 180; - /** - * Constants that identify shapes, mainly to prevent `instanceof` calls. - * @static - * @memberof PIXI - * @enum {number} - * @property {number} POLY Polygon - * @property {number} RECT Rectangle - * @property {number} CIRC Circle - * @property {number} ELIP Ellipse - * @property {number} RREC Rounded Rectangle - */ - var SHAPES$1; - (function (SHAPES) { - SHAPES[SHAPES["POLY"] = 0] = "POLY"; - SHAPES[SHAPES["RECT"] = 1] = "RECT"; - SHAPES[SHAPES["CIRC"] = 2] = "CIRC"; - SHAPES[SHAPES["ELIP"] = 3] = "ELIP"; - SHAPES[SHAPES["RREC"] = 4] = "RREC"; - })(SHAPES$1 || (SHAPES$1 = {})); - - /** - * The Point object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis - * @class - * @memberof PIXI - * @implements {IPoint} - */ - var Point$1 = /** @class */ (function () { - /** - * Creates a new `Point` - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis - */ - function Point(x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - /** Position of the point on the x axis */ - this.x = 0; - /** Position of the point on the y axis */ - this.y = 0; - this.x = x; - this.y = y; - } - /** - * Creates a clone of this point - * @returns A clone of this point - */ - Point.prototype.clone = function () { - return new Point(this.x, this.y); - }; - /** - * Copies `x` and `y` from the given point into this point - * @param p - The point to copy from - * @returns The point instance itself - */ - Point.prototype.copyFrom = function (p) { - this.set(p.x, p.y); - return this; - }; - /** - * Copies this point's x and y into the given point (`p`). - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated - */ - Point.prototype.copyTo = function (p) { - p.set(this.x, this.y); - return p; - }; - /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal - */ - Point.prototype.equals = function (p) { - return (p.x === this.x) && (p.y === this.y); - }; - /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the `x` axis - * @param {number} [y=x] - position of the point on the `y` axis - * @returns The point instance itself - */ - Point.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - this.x = x; - this.y = y; - return this; - }; - Point.prototype.toString = function () { - return "[@pixi/math:Point x=" + this.x + " y=" + this.y + "]"; - }; - return Point; - }()); - - var tempPoints$1 = [new Point$1(), new Point$1(), new Point$1(), new Point$1()]; - /** - * Size object, contains width and height - * @memberof PIXI - * @typedef {object} ISize - * @property {number} width - Width component - * @property {number} height - Height component - */ - /** - * Rectangle object is an area defined by its position, as indicated by its top-left corner - * point (x, y) and by its width and its height. - * @memberof PIXI - */ - var Rectangle$1 = /** @class */ (function () { - /** - * @param x - The X coordinate of the upper-left corner of the rectangle - * @param y - The Y coordinate of the upper-left corner of the rectangle - * @param width - The overall width of the rectangle - * @param height - The overall height of the rectangle - */ - function Rectangle(x, y, width, height) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - this.x = Number(x); - this.y = Number(y); - this.width = Number(width); - this.height = Number(height); - this.type = SHAPES$1.RECT; - } - Object.defineProperty(Rectangle.prototype, "left", { - /** Returns the left edge of the rectangle. */ - get: function () { - return this.x; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "right", { - /** Returns the right edge of the rectangle. */ - get: function () { - return this.x + this.width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "top", { - /** Returns the top edge of the rectangle. */ - get: function () { - return this.y; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "bottom", { - /** Returns the bottom edge of the rectangle. */ - get: function () { - return this.y + this.height; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle, "EMPTY", { - /** A constant empty rectangle. */ - get: function () { - return new Rectangle(0, 0, 0, 0); - }, - enumerable: false, - configurable: true - }); - /** - * Creates a clone of this Rectangle - * @returns a copy of the rectangle - */ - Rectangle.prototype.clone = function () { - return new Rectangle(this.x, this.y, this.width, this.height); - }; - /** - * Copies another rectangle to this one. - * @param rectangle - The rectangle to copy from. - * @returns Returns itself. - */ - Rectangle.prototype.copyFrom = function (rectangle) { - this.x = rectangle.x; - this.y = rectangle.y; - this.width = rectangle.width; - this.height = rectangle.height; - return this; - }; - /** - * Copies this rectangle to another one. - * @param rectangle - The rectangle to copy to. - * @returns Returns given parameter. - */ - Rectangle.prototype.copyTo = function (rectangle) { - rectangle.x = this.x; - rectangle.y = this.y; - rectangle.width = this.width; - rectangle.height = this.height; - return rectangle; - }; - /** - * Checks whether the x and y coordinates given are contained within this Rectangle - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coordinates are within this Rectangle - */ - Rectangle.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { - return false; - } - if (x >= this.x && x < this.x + this.width) { - if (y >= this.y && y < this.y + this.height) { - return true; - } - } - return false; - }; - /** - * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object. - * Returns true only if the area of the intersection is >0, this means that Rectangles - * sharing a side are not overlapping. Another side effect is that an arealess rectangle - * (width or height equal to zero) can't intersect any other rectangle. - * @param {Rectangle} other - The Rectangle to intersect with `this`. - * @param {Matrix} transform - The transformation matrix of `other`. - * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`. - */ - Rectangle.prototype.intersects = function (other, transform) { - if (!transform) { - var x0_1 = this.x < other.x ? other.x : this.x; - var x1_1 = this.right > other.right ? other.right : this.right; - if (x1_1 <= x0_1) { - return false; - } - var y0_1 = this.y < other.y ? other.y : this.y; - var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom; - return y1_1 > y0_1; - } - var x0 = this.left; - var x1 = this.right; - var y0 = this.top; - var y1 = this.bottom; - if (x1 <= x0 || y1 <= y0) { - return false; - } - var lt = tempPoints$1[0].set(other.left, other.top); - var lb = tempPoints$1[1].set(other.left, other.bottom); - var rt = tempPoints$1[2].set(other.right, other.top); - var rb = tempPoints$1[3].set(other.right, other.bottom); - if (rt.x <= lt.x || lb.y <= lt.y) { - return false; - } - var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c)); - if (s === 0) { - return false; - } - transform.apply(lt, lt); - transform.apply(lb, lb); - transform.apply(rt, rt); - transform.apply(rb, rb); - if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0 - || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1 - || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0 - || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) { - return false; - } - var nx = s * (lb.y - lt.y); - var ny = s * (lt.x - lb.x); - var n00 = (nx * x0) + (ny * y0); - var n10 = (nx * x1) + (ny * y0); - var n01 = (nx * x0) + (ny * y1); - var n11 = (nx * x1) + (ny * y1); - if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y) - || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) { - return false; - } - var mx = s * (lt.y - rt.y); - var my = s * (rt.x - lt.x); - var m00 = (mx * x0) + (my * y0); - var m10 = (mx * x1) + (my * y0); - var m01 = (mx * x0) + (my * y1); - var m11 = (mx * x1) + (my * y1); - if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y) - || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) { - return false; - } - return true; - }; - /** - * Pads the rectangle making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. - * @returns Returns itself. - */ - Rectangle.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - this.x -= paddingX; - this.y -= paddingY; - this.width += paddingX * 2; - this.height += paddingY * 2; - return this; - }; - /** - * Fits this rectangle around the passed one. - * @param rectangle - The rectangle to fit. - * @returns Returns itself. - */ - Rectangle.prototype.fit = function (rectangle) { - var x1 = Math.max(this.x, rectangle.x); - var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.max(this.y, rectangle.y); - var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = Math.max(x2 - x1, 0); - this.y = y1; - this.height = Math.max(y2 - y1, 0); - return this; - }; - /** - * Enlarges rectangle that way its corners lie on grid - * @param resolution - resolution - * @param eps - precision - * @returns Returns itself. - */ - Rectangle.prototype.ceil = function (resolution, eps) { - if (resolution === void 0) { resolution = 1; } - if (eps === void 0) { eps = 0.001; } - var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution; - var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution; - this.x = Math.floor((this.x + eps) * resolution) / resolution; - this.y = Math.floor((this.y + eps) * resolution) / resolution; - this.width = x2 - this.x; - this.height = y2 - this.y; - return this; - }; - /** - * Enlarges this rectangle to include the passed rectangle. - * @param rectangle - The rectangle to include. - * @returns Returns itself. - */ - Rectangle.prototype.enlarge = function (rectangle) { - var x1 = Math.min(this.x, rectangle.x); - var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.min(this.y, rectangle.y); - var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = x2 - x1; - this.y = y1; - this.height = y2 - y1; - return this; - }; - Rectangle.prototype.toString = function () { - return "[@pixi/math:Rectangle x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; - }; - return Rectangle; - }()); - - /** - * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis. - * - * An `ObservablePoint` is a point that triggers a callback when the point's position is changed. - * @memberof PIXI - */ - var ObservablePoint$1 = /** @class */ (function () { - /** - * Creates a new `ObservablePoint` - * @param cb - callback function triggered when `x` and/or `y` are changed - * @param scope - owner of callback - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis - */ - function ObservablePoint(cb, scope, x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - this._x = x; - this._y = y; - this.cb = cb; - this.scope = scope; - } - /** - * Creates a clone of this point. - * The callback and scope params can be overridden otherwise they will default - * to the clone object's values. - * @override - * @param cb - The callback function triggered when `x` and/or `y` are changed - * @param scope - The owner of the callback - * @returns a copy of this observable point - */ - ObservablePoint.prototype.clone = function (cb, scope) { - if (cb === void 0) { cb = this.cb; } - if (scope === void 0) { scope = this.scope; } - return new ObservablePoint(cb, scope, this._x, this._y); - }; - /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=x] - position of the point on the y axis - * @returns The observable point instance itself - */ - ObservablePoint.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - if (this._x !== x || this._y !== y) { - this._x = x; - this._y = y; - this.cb.call(this.scope); - } - return this; - }; - /** - * Copies x and y from the given point (`p`) - * @param p - The point to copy from. Can be any of type that is or extends `IPointData` - * @returns The observable point instance itself - */ - ObservablePoint.prototype.copyFrom = function (p) { - if (this._x !== p.x || this._y !== p.y) { - this._x = p.x; - this._y = p.y; - this.cb.call(this.scope); - } - return this; - }; - /** - * Copies this point's x and y into that of the given point (`p`) - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated - */ - ObservablePoint.prototype.copyTo = function (p) { - p.set(this._x, this._y); - return p; - }; - /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal - */ - ObservablePoint.prototype.equals = function (p) { - return (p.x === this._x) && (p.y === this._y); - }; - ObservablePoint.prototype.toString = function () { - return "[@pixi/math:ObservablePoint x=" + 0 + " y=" + 0 + " scope=" + this.scope + "]"; - }; - Object.defineProperty(ObservablePoint.prototype, "x", { - /** Position of the observable point on the x axis. */ - get: function () { - return this._x; - }, - set: function (value) { - if (this._x !== value) { - this._x = value; - this.cb.call(this.scope); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(ObservablePoint.prototype, "y", { - /** Position of the observable point on the y axis. */ - get: function () { - return this._y; - }, - set: function (value) { - if (this._y !== value) { - this._y = value; - this.cb.call(this.scope); - } - }, - enumerable: false, - configurable: true - }); - return ObservablePoint; - }()); - - /** - * The PixiJS Matrix as a class makes it a lot faster. - * - * Here is a representation of it: - * ```js - * | a | c | tx| - * | b | d | ty| - * | 0 | 0 | 1 | - * ``` - * @memberof PIXI - */ - var Matrix$1 = /** @class */ (function () { - /** - * @param a - x scale - * @param b - y skew - * @param c - x skew - * @param d - y scale - * @param tx - x translation - * @param ty - y translation - */ - function Matrix(a, b, c, d, tx, ty) { - if (a === void 0) { a = 1; } - if (b === void 0) { b = 0; } - if (c === void 0) { c = 0; } - if (d === void 0) { d = 1; } - if (tx === void 0) { tx = 0; } - if (ty === void 0) { ty = 0; } - this.array = null; - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - } - /** - * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: - * - * a = array[0] - * b = array[1] - * c = array[3] - * d = array[4] - * tx = array[2] - * ty = array[5] - * @param array - The array that the matrix will be populated from. - */ - Matrix.prototype.fromArray = function (array) { - this.a = array[0]; - this.b = array[1]; - this.c = array[3]; - this.d = array[4]; - this.tx = array[2]; - this.ty = array[5]; - }; - /** - * Sets the matrix properties. - * @param a - Matrix component - * @param b - Matrix component - * @param c - Matrix component - * @param d - Matrix component - * @param tx - Matrix component - * @param ty - Matrix component - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.set = function (a, b, c, d, tx, ty) { - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - return this; - }; - /** - * Creates an array from the current Matrix object. - * @param transpose - Whether we need to transpose the matrix or not - * @param [out=new Float32Array(9)] - If provided the array will be assigned to out - * @returns The newly created array which contains the matrix - */ - Matrix.prototype.toArray = function (transpose, out) { - if (!this.array) { - this.array = new Float32Array(9); - } - var array = out || this.array; - if (transpose) { - array[0] = this.a; - array[1] = this.b; - array[2] = 0; - array[3] = this.c; - array[4] = this.d; - array[5] = 0; - array[6] = this.tx; - array[7] = this.ty; - array[8] = 1; - } - else { - array[0] = this.a; - array[1] = this.c; - array[2] = this.tx; - array[3] = this.b; - array[4] = this.d; - array[5] = this.ty; - array[6] = 0; - array[7] = 0; - array[8] = 1; - } - return array; - }; - /** - * Get a new position with the current transformation applied. - * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, transformed through this matrix - */ - Matrix.prototype.apply = function (pos, newPos) { - newPos = (newPos || new Point$1()); - var x = pos.x; - var y = pos.y; - newPos.x = (this.a * x) + (this.c * y) + this.tx; - newPos.y = (this.b * x) + (this.d * y) + this.ty; - return newPos; - }; - /** - * Get a new position with the inverse of the current transformation applied. - * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, inverse-transformed through this matrix - */ - Matrix.prototype.applyInverse = function (pos, newPos) { - newPos = (newPos || new Point$1()); - var id = 1 / ((this.a * this.d) + (this.c * -this.b)); - var x = pos.x; - var y = pos.y; - newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id); - newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id); - return newPos; - }; - /** - * Translates the matrix on the x and y. - * @param x - How much to translate x by - * @param y - How much to translate y by - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.translate = function (x, y) { - this.tx += x; - this.ty += y; - return this; - }; - /** - * Applies a scale transformation to the matrix. - * @param x - The amount to scale horizontally - * @param y - The amount to scale vertically - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.scale = function (x, y) { - this.a *= x; - this.d *= y; - this.c *= x; - this.b *= y; - this.tx *= x; - this.ty *= y; - return this; - }; - /** - * Applies a rotation transformation to the matrix. - * @param angle - The angle in radians. - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.rotate = function (angle) { - var cos = Math.cos(angle); - var sin = Math.sin(angle); - var a1 = this.a; - var c1 = this.c; - var tx1 = this.tx; - this.a = (a1 * cos) - (this.b * sin); - this.b = (a1 * sin) + (this.b * cos); - this.c = (c1 * cos) - (this.d * sin); - this.d = (c1 * sin) + (this.d * cos); - this.tx = (tx1 * cos) - (this.ty * sin); - this.ty = (tx1 * sin) + (this.ty * cos); - return this; - }; - /** - * Appends the given Matrix to this Matrix. - * @param matrix - The matrix to append. - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.append = function (matrix) { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - this.a = (matrix.a * a1) + (matrix.b * c1); - this.b = (matrix.a * b1) + (matrix.b * d1); - this.c = (matrix.c * a1) + (matrix.d * c1); - this.d = (matrix.c * b1) + (matrix.d * d1); - this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx; - this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty; - return this; - }; - /** - * Sets the matrix based on all the available properties - * @param x - Position on the x axis - * @param y - Position on the y axis - * @param pivotX - Pivot on the x axis - * @param pivotY - Pivot on the y axis - * @param scaleX - Scale on the x axis - * @param scaleY - Scale on the y axis - * @param rotation - Rotation in radians - * @param skewX - Skew on the x axis - * @param skewY - Skew on the y axis - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) { - this.a = Math.cos(rotation + skewY) * scaleX; - this.b = Math.sin(rotation + skewY) * scaleX; - this.c = -Math.sin(rotation - skewX) * scaleY; - this.d = Math.cos(rotation - skewX) * scaleY; - this.tx = x - ((pivotX * this.a) + (pivotY * this.c)); - this.ty = y - ((pivotX * this.b) + (pivotY * this.d)); - return this; - }; - /** - * Prepends the given Matrix to this Matrix. - * @param matrix - The matrix to prepend - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.prepend = function (matrix) { - var tx1 = this.tx; - if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) { - var a1 = this.a; - var c1 = this.c; - this.a = (a1 * matrix.a) + (this.b * matrix.c); - this.b = (a1 * matrix.b) + (this.b * matrix.d); - this.c = (c1 * matrix.a) + (this.d * matrix.c); - this.d = (c1 * matrix.b) + (this.d * matrix.d); - } - this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx; - this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty; - return this; - }; - /** - * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. - * @param transform - The transform to apply the properties to. - * @returns The transform with the newly applied properties - */ - Matrix.prototype.decompose = function (transform) { - // sort out rotation / skew.. - var a = this.a; - var b = this.b; - var c = this.c; - var d = this.d; - var pivot = transform.pivot; - var skewX = -Math.atan2(-c, d); - var skewY = Math.atan2(b, a); - var delta = Math.abs(skewX + skewY); - if (delta < 0.00001 || Math.abs(PI_2$1 - delta) < 0.00001) { - transform.rotation = skewY; - transform.skew.x = transform.skew.y = 0; - } - else { - transform.rotation = 0; - transform.skew.x = skewX; - transform.skew.y = skewY; - } - // next set scale - transform.scale.x = Math.sqrt((a * a) + (b * b)); - transform.scale.y = Math.sqrt((c * c) + (d * d)); - // next set position - transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c)); - transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d)); - return transform; - }; - /** - * Inverts this matrix - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.invert = function () { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - var tx1 = this.tx; - var n = (a1 * d1) - (b1 * c1); - this.a = d1 / n; - this.b = -b1 / n; - this.c = -c1 / n; - this.d = a1 / n; - this.tx = ((c1 * this.ty) - (d1 * tx1)) / n; - this.ty = -((a1 * this.ty) - (b1 * tx1)) / n; - return this; - }; - /** - * Resets this Matrix to an identity (default) matrix. - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.identity = function () { - this.a = 1; - this.b = 0; - this.c = 0; - this.d = 1; - this.tx = 0; - this.ty = 0; - return this; - }; - /** - * Creates a new Matrix object with the same values as this one. - * @returns A copy of this matrix. Good for chaining method calls. - */ - Matrix.prototype.clone = function () { - var matrix = new Matrix(); - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; - }; - /** - * Changes the values of the given matrix to be the same as the ones in this matrix - * @param matrix - The matrix to copy to. - * @returns The matrix given in parameter with its values updated. - */ - Matrix.prototype.copyTo = function (matrix) { - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; - }; - /** - * Changes the values of the matrix to be the same as the ones in given matrix - * @param {PIXI.Matrix} matrix - The matrix to copy from. - * @returns {PIXI.Matrix} this - */ - Matrix.prototype.copyFrom = function (matrix) { - this.a = matrix.a; - this.b = matrix.b; - this.c = matrix.c; - this.d = matrix.d; - this.tx = matrix.tx; - this.ty = matrix.ty; - return this; - }; - Matrix.prototype.toString = function () { - return "[@pixi/math:Matrix a=" + this.a + " b=" + this.b + " c=" + this.c + " d=" + this.d + " tx=" + this.tx + " ty=" + this.ty + "]"; - }; - Object.defineProperty(Matrix, "IDENTITY", { - /** - * A default (identity) matrix - * @readonly - */ - get: function () { - return new Matrix(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Matrix, "TEMP_MATRIX", { - /** - * A temp matrix - * @readonly - */ - get: function () { - return new Matrix(); - }, - enumerable: false, - configurable: true - }); - return Matrix; - }()); - - // Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group - /* - * Transform matrix for operation n is: - * | ux | vx | - * | uy | vy | - */ - var ux$1 = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; - var uy$1 = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vx$1 = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vy$1 = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; - /* - * Alias for {@code Math.sign}. - */ - var signum$1 = Math.sign; - /* - * Initializes `rotationCayley` and `rotationMatrices`. It is called - * only once below. - */ - function init$1() { - for (var i = 0; i < 16; i++) { - var row = []; - for (var j = 0; j < 16; j++) { - /* Multiplies rotation matrices i and j. */ - var _ux = signum$1((ux$1[i] * ux$1[j]) + (vx$1[i] * uy$1[j])); - var _uy = signum$1((uy$1[i] * ux$1[j]) + (vy$1[i] * uy$1[j])); - var _vx = signum$1((ux$1[i] * vx$1[j]) + (vx$1[i] * vy$1[j])); - var _vy = signum$1((uy$1[i] * vx$1[j]) + (vy$1[i] * vy$1[j])); - /* Finds rotation matrix matching the product and pushes it. */ - for (var k = 0; k < 16; k++) { - if (ux$1[k] === _ux && uy$1[k] === _uy - && vx$1[k] === _vx && vy$1[k] === _vy) { - row.push(k); - break; - } - } - } - } - for (var i = 0; i < 16; i++) { - var mat = new Matrix$1(); - mat.set(ux$1[i], uy$1[i], vx$1[i], vy$1[i], 0, 0); - } - } - init$1(); - - /** - * Transform that takes care about its versions. - * @memberof PIXI - */ - var Transform$1 = /** @class */ (function () { - function Transform() { - this.worldTransform = new Matrix$1(); - this.localTransform = new Matrix$1(); - this.position = new ObservablePoint$1(this.onChange, this, 0, 0); - this.scale = new ObservablePoint$1(this.onChange, this, 1, 1); - this.pivot = new ObservablePoint$1(this.onChange, this, 0, 0); - this.skew = new ObservablePoint$1(this.updateSkew, this, 0, 0); - this._rotation = 0; - this._cx = 1; - this._sx = 0; - this._cy = 0; - this._sy = 1; - this._localID = 0; - this._currentLocalID = 0; - this._worldID = 0; - this._parentID = 0; - } - /** Called when a value changes. */ - Transform.prototype.onChange = function () { - this._localID++; - }; - /** Called when the skew or the rotation changes. */ - Transform.prototype.updateSkew = function () { - this._cx = Math.cos(this._rotation + this.skew.y); - this._sx = Math.sin(this._rotation + this.skew.y); - this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2 - this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2 - this._localID++; - }; - Transform.prototype.toString = function () { - return "[@pixi/math:Transform " - + ("position=(" + this.position.x + ", " + this.position.y + ") ") - + ("rotation=" + this.rotation + " ") - + ("scale=(" + this.scale.x + ", " + this.scale.y + ") ") - + ("skew=(" + this.skew.x + ", " + this.skew.y + ") ") - + "]"; - }; - /** Updates the local transformation matrix. */ - Transform.prototype.updateLocalTransform = function () { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; - } - }; - /** - * Updates the local and the world transformation matrices. - * @param parentTransform - The parent transform - */ - Transform.prototype.updateTransform = function (parentTransform) { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; - } - if (this._parentID !== parentTransform._worldID) { - // concat the parent matrix with the objects transform. - var pt = parentTransform.worldTransform; - var wt = this.worldTransform; - wt.a = (lt.a * pt.a) + (lt.b * pt.c); - wt.b = (lt.a * pt.b) + (lt.b * pt.d); - wt.c = (lt.c * pt.a) + (lt.d * pt.c); - wt.d = (lt.c * pt.b) + (lt.d * pt.d); - wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx; - wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty; - this._parentID = parentTransform._worldID; - // update the id of the transform.. - this._worldID++; - } - }; - /** - * Decomposes a matrix and sets the transforms properties based on it. - * @param matrix - The matrix to decompose - */ - Transform.prototype.setFromMatrix = function (matrix) { - matrix.decompose(this); - this._localID++; - }; - Object.defineProperty(Transform.prototype, "rotation", { - /** The rotation of the object in radians. */ - get: function () { - return this._rotation; - }, - set: function (value) { - if (this._rotation !== value) { - this._rotation = value; - this.updateSkew(); - } - }, - enumerable: false, - configurable: true - }); - /** A default (identity) transform. */ - Transform.IDENTITY = new Transform(); - return Transform; - }()); - - /*! - * @pixi/display - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/display is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * Sets the default value for the container property 'sortableChildren'. - * If set to true, the container will sort its children by zIndex value - * when updateTransform() is called, or manually if sortChildren() is called. - * - * This actually changes the order of elements in the array, so should be treated - * as a basic solution that is not performant compared to other solutions, - * such as @link https://github.com/pixijs/pixi-display - * - * Also be aware of that this may not work nicely with the addChildAt() function, - * as the zIndex sorting may cause the child to automatically sorted to another position. - * @static - * @constant - * @name SORTABLE_CHILDREN - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ - settings$1.SORTABLE_CHILDREN = false; - - /** - * 'Builder' pattern for bounds rectangles. - * - * This could be called an Axis-Aligned Bounding Box. - * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems. - * @memberof PIXI - */ - var Bounds$1 = /** @class */ (function () { - function Bounds() { - this.minX = Infinity; - this.minY = Infinity; - this.maxX = -Infinity; - this.maxY = -Infinity; - this.rect = null; - this.updateID = -1; - } - /** - * Checks if bounds are empty. - * @returns - True if empty. - */ - Bounds.prototype.isEmpty = function () { - return this.minX > this.maxX || this.minY > this.maxY; - }; - /** Clears the bounds and resets. */ - Bounds.prototype.clear = function () { - this.minX = Infinity; - this.minY = Infinity; - this.maxX = -Infinity; - this.maxY = -Infinity; - }; - /** - * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle - * It is not guaranteed that it will return tempRect - * @param rect - Temporary object will be used if AABB is not empty - * @returns - A rectangle of the bounds - */ - Bounds.prototype.getRectangle = function (rect) { - if (this.minX > this.maxX || this.minY > this.maxY) { - return Rectangle$1.EMPTY; - } - rect = rect || new Rectangle$1(0, 0, 1, 1); - rect.x = this.minX; - rect.y = this.minY; - rect.width = this.maxX - this.minX; - rect.height = this.maxY - this.minY; - return rect; - }; - /** - * This function should be inlined when its possible. - * @param point - The point to add. - */ - Bounds.prototype.addPoint = function (point) { - this.minX = Math.min(this.minX, point.x); - this.maxX = Math.max(this.maxX, point.x); - this.minY = Math.min(this.minY, point.y); - this.maxY = Math.max(this.maxY, point.y); - }; - /** - * Adds a point, after transformed. This should be inlined when its possible. - * @param matrix - * @param point - */ - Bounds.prototype.addPointMatrix = function (matrix, point) { - var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty; - var x = (a * point.x) + (c * point.y) + tx; - var y = (b * point.x) + (d * point.y) + ty; - this.minX = Math.min(this.minX, x); - this.maxX = Math.max(this.maxX, x); - this.minY = Math.min(this.minY, y); - this.maxY = Math.max(this.maxY, y); - }; - /** - * Adds a quad, not transformed - * @param vertices - The verts to add. - */ - Bounds.prototype.addQuad = function (vertices) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - var x = vertices[0]; - var y = vertices[1]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[2]; - y = vertices[3]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[4]; - y = vertices[5]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[6]; - y = vertices[7]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Adds sprite frame, transformed. - * @param transform - transform to apply - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - */ - Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) { - this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1); - }; - /** - * Adds sprite frame, multiplied by matrix - * @param matrix - matrix to apply - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - */ - Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) { - var a = matrix.a; - var b = matrix.b; - var c = matrix.c; - var d = matrix.d; - var tx = matrix.tx; - var ty = matrix.ty; - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - var x = (a * x0) + (c * y0) + tx; - var y = (b * x0) + (d * y0) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x1) + (c * y0) + tx; - y = (b * x1) + (d * y0) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x0) + (c * y1) + tx; - y = (b * x0) + (d * y1) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x1) + (c * y1) + tx; - y = (b * x1) + (d * y1) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Adds screen vertices from array - * @param vertexData - calculated vertices - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - */ - Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - for (var i = beginOffset; i < endOffset; i += 2) { - var x = vertexData[i]; - var y = vertexData[i + 1]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - } - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Add an array of mesh vertices - * @param transform - mesh transform - * @param vertices - mesh coordinates in array - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - */ - Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) { - this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset); - }; - /** - * Add an array of mesh vertices. - * @param matrix - mesh matrix - * @param vertices - mesh coordinates in array - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - * @param padX - x padding - * @param padY - y padding - */ - Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) { - if (padX === void 0) { padX = 0; } - if (padY === void 0) { padY = padX; } - var a = matrix.a; - var b = matrix.b; - var c = matrix.c; - var d = matrix.d; - var tx = matrix.tx; - var ty = matrix.ty; - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - for (var i = beginOffset; i < endOffset; i += 2) { - var rawX = vertices[i]; - var rawY = vertices[i + 1]; - var x = (a * rawX) + (c * rawY) + tx; - var y = (d * rawY) + (b * rawX) + ty; - minX = Math.min(minX, x - padX); - maxX = Math.max(maxX, x + padX); - minY = Math.min(minY, y - padY); - maxY = Math.max(maxY, y + padY); - } - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Adds other {@link Bounds}. - * @param bounds - The Bounds to be added - */ - Bounds.prototype.addBounds = function (bounds) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = bounds.minX < minX ? bounds.minX : minX; - this.minY = bounds.minY < minY ? bounds.minY : minY; - this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX; - this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY; - }; - /** - * Adds other Bounds, masked with Bounds. - * @param bounds - The Bounds to be added. - * @param mask - TODO - */ - Bounds.prototype.addBoundsMask = function (bounds, mask) { - var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX; - var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY; - var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX; - var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY; - if (_minX <= _maxX && _minY <= _maxY) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = _minX < minX ? _minX : minX; - this.minY = _minY < minY ? _minY : minY; - this.maxX = _maxX > maxX ? _maxX : maxX; - this.maxY = _maxY > maxY ? _maxY : maxY; - } - }; - /** - * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty. - * @param bounds - other bounds - * @param matrix - multiplicator - */ - Bounds.prototype.addBoundsMatrix = function (bounds, matrix) { - this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY); - }; - /** - * Adds other Bounds, masked with Rectangle. - * @param bounds - TODO - * @param area - TODO - */ - Bounds.prototype.addBoundsArea = function (bounds, area) { - var _minX = bounds.minX > area.x ? bounds.minX : area.x; - var _minY = bounds.minY > area.y ? bounds.minY : area.y; - var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width); - var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height); - if (_minX <= _maxX && _minY <= _maxY) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = _minX < minX ? _minX : minX; - this.minY = _minY < minY ? _minY : minY; - this.maxX = _maxX > maxX ? _maxX : maxX; - this.maxY = _maxY > maxY ? _maxY : maxY; - } - }; - /** - * Pads bounds object, making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. - */ - Bounds.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - if (!this.isEmpty()) { - this.minX -= paddingX; - this.maxX += paddingX; - this.minY -= paddingY; - this.maxY += paddingY; - } - }; - /** - * Adds padded frame. (x0, y0) should be strictly less than (x1, y1) - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - * @param padX - padding X - * @param padY - padding Y - */ - Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) { - x0 -= padX; - y0 -= padY; - x1 += padX; - y1 += padY; - this.minX = this.minX < x0 ? this.minX : x0; - this.maxX = this.maxX > x1 ? this.maxX : x1; - this.minY = this.minY < y0 ? this.minY : y0; - this.maxY = this.maxY > y1 ? this.maxY : y1; - }; - return Bounds; - }()); - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$3 = function(d, b) { - extendStatics$3 = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$3(d, b); - }; - - function __extends$3(d, b) { - extendStatics$3(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - /** - * The base class for all objects that are rendered on the screen. - * - * This is an abstract class and can not be used on its own; rather it should be extended. - * - * ## Display objects implemented in PixiJS - * - * | Display Object | Description | - * | ------------------------------- | --------------------------------------------------------------------- | - * | {@link PIXI.Container} | Adds support for `children` to DisplayObject | - * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API | - * | {@link PIXI.Sprite} | Draws textures (i.e. images) | - * | {@link PIXI.Text} | Draws text using the Canvas API internally | - * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures | - * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion | - * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images | - * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data | - * | {@link PIXI.NineSlicePlane} | Mesh-related | - * | {@link PIXI.SimpleMesh} | v4-compatible mesh | - * | {@link PIXI.SimplePlane} | Mesh-related | - * | {@link PIXI.SimpleRope} | Mesh-related | - * - * ## Transforms - * - * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its - * local coordinate space to its parent's local coordinate space. The following properties are derived - * from the transform: - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - *
PropertyDescription
[pivot]{@link PIXI.DisplayObject#pivot} - * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot - * is equal to position, regardless of the other three transformations. In other words, It is the center of - * rotation, scaling, and skewing. - *
[position]{@link PIXI.DisplayObject#position} - * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local - * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object - * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space. - *
[scale]{@link PIXI.DisplayObject#scale} - * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the - * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center - * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}. - *
[rotation]{@link PIXI.DisplayObject#rotation} - * Rotation. This will rotate the display object's projection by this angle (in radians). - *
[skew]{@link PIXI.DisplayObject#skew} - *

Skewing. This can be used to deform a rectangular display object into a parallelogram.

- *

- * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be - * thought of the net rotation applied to the coordinate axes (separately). For example, if "skew.x" is - * ⍺ and "skew.y" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be - * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will - * be rotated by an angle between ⍺ and β. - *

- *

- * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying - * a rotation. Indeed, if "skew.x" = -ϴ and "skew.y" = ϴ, it will produce an equivalent of "rotation" = ϴ. - *

- *

- * Another quite interesting observation is that "skew.x", "skew.y", rotation are communtative operations. Indeed, - * because rotation is essentially a careful combination of the two. - *

- *
angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
xTranslation. This is an alias for position.x!
yTranslation. This is an alias for position.y!
width - * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing - * the "requested" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there - * is no concept of user-defined width. - *
height - * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing - * the "requested" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there - * is no concept of user-defined height. - *
- * - * ## Bounds - * - * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit - * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the - * `worldTransform` to calculate in world space). - * - * There are a few additional types of bounding boxes: - * - * | Bounds | Description | - * | --------------------- | ---------------------------------------------------------------------------------------- | - * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. | - * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. | - * | Render Bounds | The bounds, but including extra rendering effects like filter padding. | - * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. | - * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. | - * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)| - * | Content Bounds | The natural bounds when excluding all children of a `Container`. | - * - * ### calculateBounds - * - * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children. - * - * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and - * `getLocalBounds` to work. This method must write the bounds into `this._bounds`. - * - * Generally, the following technique works for most simple cases: take the list of points - * forming the "hull" of the object (i.e. outline of the object's shape), and then add them - * using {@link PIXI.Bounds#addPointMatrix}. - * - * ```js - * calculateBounds(): void - * { - * const points = [...]; - * - * for (let i = 0, j = points.length; i < j; i++) - * { - * this._bounds.addPointMatrix(this.worldTransform, points[i]); - * } - * } - * ``` - * - * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them - * in one array together. - * - * ## Alpha - * - * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display - * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not - * applied on any ancestor further up the chain). - * - * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}. - * - * ## Renderable vs Visible - * - * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the - * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display - * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not - * be calculated. - * - * It is recommended that applications use the `renderable` property for culling. See - * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or - * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details. - * - * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This - * one is also better in terms of performance. - * @memberof PIXI - */ - var DisplayObject$1 = /** @class */ (function (_super) { - __extends$3(DisplayObject, _super); - function DisplayObject() { - var _this = _super.call(this) || this; - _this.tempDisplayObjectParent = null; - // TODO: need to create Transform from factory - _this.transform = new Transform$1(); - _this.alpha = 1; - _this.visible = true; - _this.renderable = true; - _this.cullable = false; - _this.cullArea = null; - _this.parent = null; - _this.worldAlpha = 1; - _this._lastSortedIndex = 0; - _this._zIndex = 0; - _this.filterArea = null; - _this.filters = null; - _this._enabledFilters = null; - _this._bounds = new Bounds$1(); - _this._localBounds = null; - _this._boundsID = 0; - _this._boundsRect = null; - _this._localBoundsRect = null; - _this._mask = null; - _this._maskRefCount = 0; - _this._destroyed = false; - _this.isSprite = false; - _this.isMask = false; - return _this; - } - /** - * Mixes all enumerable properties and methods from a source object to DisplayObject. - * @param source - The source of properties and methods to mix in. - */ - DisplayObject.mixin = function (source) { - // in ES8/ES2017, this would be really easy: - // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source)); - // get all the enumerable property keys - var keys = Object.keys(source); - // loop through properties - for (var i = 0; i < keys.length; ++i) { - var propertyName = keys[i]; - // Set the property using the property descriptor - this works for accessors and normal value properties - Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName)); - } - }; - Object.defineProperty(DisplayObject.prototype, "destroyed", { - /** - * Fired when this DisplayObject is added to a Container. - * @instance - * @event added - * @param {PIXI.Container} container - The container added to. - */ - /** - * Fired when this DisplayObject is removed from a Container. - * @instance - * @event removed - * @param {PIXI.Container} container - The container removed from. - */ - /** - * Fired when this DisplayObject is destroyed. This event is emitted once - * destroy is finished. - * @instance - * @event destroyed - */ - /** Readonly flag for destroyed display objects. */ - get: function () { - return this._destroyed; - }, - enumerable: false, - configurable: true - }); - /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */ - DisplayObject.prototype._recursivePostUpdateTransform = function () { - if (this.parent) { - this.parent._recursivePostUpdateTransform(); - this.transform.updateTransform(this.parent.transform); - } - else { - this.transform.updateTransform(this._tempDisplayObjectParent.transform); - } - }; - /** Updates the object transform for rendering. TODO - Optimization pass! */ - DisplayObject.prototype.updateTransform = function () { - this._boundsID++; - this.transform.updateTransform(this.parent.transform); - // multiply the alphas.. - this.worldAlpha = this.alpha * this.parent.worldAlpha; - }; - /** - * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}. - * - * This method is expensive on containers with a large subtree (like the stage). This is because the bounds - * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to - * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update - * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using - * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise, - * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as - * its height increases. - * - * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated. - * The world bounds of all display objects in a container's **subtree** will also be recalculated. - * - * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds - * calculation if needed. - * - * ```js - * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect); - * ``` - * - * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This - * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more - * details. - * - * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms - * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain - * cases. - * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from - * being updated. This means the calculation returned MAY be out of date BUT will give you a - * nice performance boost. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @returns - The minimum axis-aligned rectangle in world space that fits around this object. - */ - DisplayObject.prototype.getBounds = function (skipUpdate, rect) { - if (!skipUpdate) { - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.updateTransform(); - this.parent = null; - } - else { - this._recursivePostUpdateTransform(); - this.updateTransform(); - } - } - if (this._bounds.updateID !== this._boundsID) { - this.calculateBounds(); - this._bounds.updateID = this._boundsID; - } - if (!rect) { - if (!this._boundsRect) { - this._boundsRect = new Rectangle$1(); - } - rect = this._boundsRect; - } - return this._bounds.getRectangle(rect); - }; - /** - * Retrieves the local bounds of the displayObject as a rectangle object. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @returns - The rectangular bounding area. - */ - DisplayObject.prototype.getLocalBounds = function (rect) { - if (!rect) { - if (!this._localBoundsRect) { - this._localBoundsRect = new Rectangle$1(); - } - rect = this._localBoundsRect; - } - if (!this._localBounds) { - this._localBounds = new Bounds$1(); - } - var transformRef = this.transform; - var parentRef = this.parent; - this.parent = null; - this.transform = this._tempDisplayObjectParent.transform; - var worldBounds = this._bounds; - var worldBoundsID = this._boundsID; - this._bounds = this._localBounds; - var bounds = this.getBounds(false, rect); - this.parent = parentRef; - this.transform = transformRef; - this._bounds = worldBounds; - this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects - return bounds; - }; - /** - * Calculates the global position of the display object. - * @param position - The world origin to calculate from. - * @param point - A Point object in which to store the value, optional - * (otherwise will create a new Point). - * @param skipUpdate - Should we skip the update transform. - * @returns - A point object representing the position of this object. - */ - DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) { - if (skipUpdate === void 0) { skipUpdate = false; } - if (!skipUpdate) { - this._recursivePostUpdateTransform(); - // this parent check is for just in case the item is a root object. - // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly - // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.displayObjectUpdateTransform(); - this.parent = null; - } - else { - this.displayObjectUpdateTransform(); - } - } - // don't need to update the lot - return this.worldTransform.apply(position, point); - }; - /** - * Calculates the local position of the display object relative to another point. - * @param position - The world origin to calculate from. - * @param from - The DisplayObject to calculate the global position from. - * @param point - A Point object in which to store the value, optional - * (otherwise will create a new Point). - * @param skipUpdate - Should we skip the update transform - * @returns - A point object representing the position of this object - */ - DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) { - if (from) { - position = from.toGlobal(position, point, skipUpdate); - } - if (!skipUpdate) { - this._recursivePostUpdateTransform(); - // this parent check is for just in case the item is a root object. - // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly - // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.displayObjectUpdateTransform(); - this.parent = null; - } - else { - this.displayObjectUpdateTransform(); - } - } - // simply apply the matrix.. - return this.worldTransform.applyInverse(position, point); - }; - /** - * Set the parent Container of this DisplayObject. - * @param container - The Container to add this DisplayObject to. - * @returns - The Container that this DisplayObject was added to. - */ - DisplayObject.prototype.setParent = function (container) { - if (!container || !container.addChild) { - throw new Error('setParent: Argument must be a Container'); - } - container.addChild(this); - return container; - }; - /** - * Convenience function to set the position, scale, skew and pivot at once. - * @param x - The X position - * @param y - The Y position - * @param scaleX - The X scale value - * @param scaleY - The Y scale value - * @param rotation - The rotation - * @param skewX - The X skew value - * @param skewY - The Y skew value - * @param pivotX - The X pivot value - * @param pivotY - The Y pivot value - * @returns - The DisplayObject instance - */ - DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (scaleX === void 0) { scaleX = 1; } - if (scaleY === void 0) { scaleY = 1; } - if (rotation === void 0) { rotation = 0; } - if (skewX === void 0) { skewX = 0; } - if (skewY === void 0) { skewY = 0; } - if (pivotX === void 0) { pivotX = 0; } - if (pivotY === void 0) { pivotY = 0; } - this.position.x = x; - this.position.y = y; - this.scale.x = !scaleX ? 1 : scaleX; - this.scale.y = !scaleY ? 1 : scaleY; - this.rotation = rotation; - this.skew.x = skewX; - this.skew.y = skewY; - this.pivot.x = pivotX; - this.pivot.y = pivotY; - return this; - }; - /** - * Base destroy method for generic display objects. This will automatically - * remove the display object from its parent Container as well as remove - * all current event listeners and internal references. Do not use a DisplayObject - * after calling `destroy()`. - * @param _options - */ - DisplayObject.prototype.destroy = function (_options) { - if (this.parent) { - this.parent.removeChild(this); - } - this._destroyed = true; - this.transform = null; - this.parent = null; - this._bounds = null; - this.mask = null; - this.cullArea = null; - this.filters = null; - this.filterArea = null; - this.hitArea = null; - this.interactive = false; - this.interactiveChildren = false; - this.emit('destroyed'); - this.removeAllListeners(); - }; - Object.defineProperty(DisplayObject.prototype, "_tempDisplayObjectParent", { - /** - * @protected - * @member {PIXI.Container} - */ - get: function () { - if (this.tempDisplayObjectParent === null) { - // eslint-disable-next-line @typescript-eslint/no-use-before-define - this.tempDisplayObjectParent = new TemporaryDisplayObject$1(); - } - return this.tempDisplayObjectParent; - }, - enumerable: false, - configurable: true - }); - /** - * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root - * - * ``` - * const cacheParent = elem.enableTempParent(); - * elem.updateTransform(); - * elem.disableTempParent(cacheParent); - * ``` - * @returns - current parent - */ - DisplayObject.prototype.enableTempParent = function () { - var myParent = this.parent; - this.parent = this._tempDisplayObjectParent; - return myParent; - }; - /** - * Pair method for `enableTempParent` - * @param cacheParent - Actual parent of element - */ - DisplayObject.prototype.disableTempParent = function (cacheParent) { - this.parent = cacheParent; - }; - Object.defineProperty(DisplayObject.prototype, "x", { - /** - * The position of the displayObject on the x axis relative to the local coordinates of the parent. - * An alias to position.x - */ - get: function () { - return this.position.x; - }, - set: function (value) { - this.transform.position.x = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "y", { - /** - * The position of the displayObject on the y axis relative to the local coordinates of the parent. - * An alias to position.y - */ - get: function () { - return this.position.y; - }, - set: function (value) { - this.transform.position.y = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "worldTransform", { - /** - * Current transform of the object based on world (parent) factors. - * @readonly - */ - get: function () { - return this.transform.worldTransform; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "localTransform", { - /** - * Current transform of the object based on local factors: position, scale, other stuff. - * @readonly - */ - get: function () { - return this.transform.localTransform; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "position", { - /** - * The coordinate of the object relative to the local coordinates of the parent. - * @since 4.0.0 - */ - get: function () { - return this.transform.position; - }, - set: function (value) { - this.transform.position.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "scale", { - /** - * The scale factors of this object along the local coordinate axes. - * - * The default scale is (1, 1). - * @since 4.0.0 - */ - get: function () { - return this.transform.scale; - }, - set: function (value) { - this.transform.scale.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "pivot", { - /** - * The center of rotation, scaling, and skewing for this display object in its local space. The `position` - * is the projection of `pivot` in the parent's local space. - * - * By default, the pivot is the origin (0, 0). - * @since 4.0.0 - */ - get: function () { - return this.transform.pivot; - }, - set: function (value) { - this.transform.pivot.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "skew", { - /** - * The skew factor for the object in radians. - * @since 4.0.0 - */ - get: function () { - return this.transform.skew; - }, - set: function (value) { - this.transform.skew.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "rotation", { - /** - * The rotation of the object in radians. - * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. - */ - get: function () { - return this.transform.rotation; - }, - set: function (value) { - this.transform.rotation = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "angle", { - /** - * The angle of the object in degrees. - * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. - */ - get: function () { - return this.transform.rotation * RAD_TO_DEG$1; - }, - set: function (value) { - this.transform.rotation = value * DEG_TO_RAD$1; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "zIndex", { - /** - * The zIndex of the displayObject. - * - * If a container has the sortableChildren property set to true, children will be automatically - * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array, - * and thus rendered on top of other display objects within the same container. - * @see PIXI.Container#sortableChildren - */ - get: function () { - return this._zIndex; - }, - set: function (value) { - this._zIndex = value; - if (this.parent) { - this.parent.sortDirty = true; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "worldVisible", { - /** - * Indicates if the object is globally visible. - * @readonly - */ - get: function () { - var item = this; - do { - if (!item.visible) { - return false; - } - item = item.parent; - } while (item); - return true; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "mask", { - /** - * Sets a mask for the displayObject. A mask is an object that limits the visibility of an - * object to the shape of the mask applied to it. In PixiJS a regular mask must be a - * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it - * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent. - * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong. - * To remove a mask, set this property to `null`. - * - * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask. - * @example - * const graphics = new PIXI.Graphics(); - * graphics.beginFill(0xFF3300); - * graphics.drawRect(50, 250, 100, 100); - * graphics.endFill(); - * - * const sprite = new PIXI.Sprite(texture); - * sprite.mask = graphics; - * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask. - */ - get: function () { - return this._mask; - }, - set: function (value) { - if (this._mask === value) { - return; - } - if (this._mask) { - var maskObject = (this._mask.isMaskData - ? this._mask.maskObject : this._mask); - if (maskObject) { - maskObject._maskRefCount--; - if (maskObject._maskRefCount === 0) { - maskObject.renderable = true; - maskObject.isMask = false; - } - } - } - this._mask = value; - if (this._mask) { - var maskObject = (this._mask.isMaskData - ? this._mask.maskObject : this._mask); - if (maskObject) { - if (maskObject._maskRefCount === 0) { - maskObject.renderable = false; - maskObject.isMask = true; - } - maskObject._maskRefCount++; - } - } - }, - enumerable: false, - configurable: true - }); - return DisplayObject; - }(EventEmitter)); - /** - * @private - */ - var TemporaryDisplayObject$1 = /** @class */ (function (_super) { - __extends$3(TemporaryDisplayObject, _super); - function TemporaryDisplayObject() { - var _this = _super !== null && _super.apply(this, arguments) || this; - _this.sortDirty = null; - return _this; - } - return TemporaryDisplayObject; - }(DisplayObject$1)); - /** - * DisplayObject default updateTransform, does not update children of container. - * Will crash if there's no parent element. - * @memberof PIXI.DisplayObject# - * @method displayObjectUpdateTransform - */ - DisplayObject$1.prototype.displayObjectUpdateTransform = DisplayObject$1.prototype.updateTransform; - - /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV$3; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$3 || (ENV$3 = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE$3; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$3 || (RENDERER_TYPE$3 = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ - var BUFFER_BITS$3; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$3 || (BUFFER_BITS$3 = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES$3; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$3 || (BLEND_MODES$3 = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES$3; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$3 || (DRAW_MODES$3 = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS$3; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$3 || (FORMATS$3 = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS$3; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$3 || (TARGETS$3 = {})); - /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ - var TYPES$3; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$3 || (TYPES$3 = {})); - /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ - var SAMPLER_TYPES$3; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$3 || (SAMPLER_TYPES$3 = {})); - /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ - var SCALE_MODES$3; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$3 || (SCALE_MODES$3 = {})); - /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ - var WRAP_MODES$3; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$3 || (WRAP_MODES$3 = {})); - /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. - */ - var MIPMAP_MODES$3; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$3 || (MIPMAP_MODES$3 = {})); - /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ - var ALPHA_MODES$3; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$3 || (ALPHA_MODES$3 = {})); - /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ - var CLEAR_MODES$3; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$3 || (CLEAR_MODES$3 = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES$3; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$3 || (GC_MODES$3 = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION$3; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION$3 || (PRECISION$3 = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES$3; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$3 || (MASK_TYPES$3 = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ - var COLOR_MASK_BITS$3; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$3 || (COLOR_MASK_BITS$3 = {})); - /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ - var MSAA_QUALITY$3; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$3 || (MSAA_QUALITY$3 = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ - var BUFFER_TYPE$3; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$3 || (BUFFER_TYPE$3 = {})); - - function sortChildren$1(a, b) { - if (a.zIndex === b.zIndex) { - return a._lastSortedIndex - b._lastSortedIndex; - } - return a.zIndex - b.zIndex; - } - /** - * Container is a general-purpose display object that holds children. It also adds built-in support for advanced - * rendering features like masking and filtering. - * - * It is the base class of all display objects that act as a container for other objects, including Graphics - * and Sprite. - * - * ```js - * import { BlurFilter } from '@pixi/filter-blur'; - * import { Container } from '@pixi/display'; - * import { Graphics } from '@pixi/graphics'; - * import { Sprite } from '@pixi/sprite'; - * - * let container = new Container(); - * let sprite = Sprite.from("https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png"); - * - * sprite.width = 512; - * sprite.height = 512; - * - * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container - * // is rendered. - * container.addChild(sprite); - * - * // Blurs whatever is rendered by the container - * container.filters = [new BlurFilter()]; - * - * // Only the contents within a circle at the center should be rendered onto the screen. - * container.mask = new Graphics() - * .beginFill(0xffffff) - * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2) - * .endFill(); - * ``` - * @memberof PIXI - */ - var Container$1 = /** @class */ (function (_super) { - __extends$3(Container, _super); - function Container() { - var _this = _super.call(this) || this; - _this.children = []; - _this.sortableChildren = settings$1.SORTABLE_CHILDREN; - _this.sortDirty = false; - return _this; - /** - * Fired when a DisplayObject is added to this Container. - * @event PIXI.Container#childAdded - * @param {PIXI.DisplayObject} child - The child added to the Container. - * @param {PIXI.Container} container - The container that added the child. - * @param {number} index - The children's index of the added child. - */ - /** - * Fired when a DisplayObject is removed from this Container. - * @event PIXI.DisplayObject#removedFrom - * @param {PIXI.DisplayObject} child - The child removed from the Container. - * @param {PIXI.Container} container - The container that removed removed the child. - * @param {number} index - The former children's index of the removed child - */ - } - /** - * Overridable method that can be used by Container subclasses whenever the children array is modified. - * @param _length - */ - Container.prototype.onChildrenChange = function (_length) { - /* empty */ - }; - /** - * Adds one or more children to the container. - * - * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)` - * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container - * @returns {PIXI.DisplayObject} - The first child that was added. - */ - Container.prototype.addChild = function () { - var arguments$1 = arguments; - - var children = []; - for (var _i = 0; _i < arguments.length; _i++) { - children[_i] = arguments$1[_i]; - } - // if there is only one argument we can bypass looping through the them - if (children.length > 1) { - // loop through the array and add all children - for (var i = 0; i < children.length; i++) { - // eslint-disable-next-line prefer-rest-params - this.addChild(children[i]); - } - } - else { - var child = children[0]; - // if the child has a parent then lets remove it as PixiJS objects can only exist in one place - if (child.parent) { - child.parent.removeChild(child); - } - child.parent = this; - this.sortDirty = true; - // ensure child transform will be recalculated - child.transform._parentID = -1; - this.children.push(child); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(this.children.length - 1); - this.emit('childAdded', child, this, this.children.length - 1); - child.emit('added', this); - } - return children[0]; - }; - /** - * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown - * @param {PIXI.DisplayObject} child - The child to add - * @param {number} index - The index to place the child in - * @returns {PIXI.DisplayObject} The child that was added. - */ - Container.prototype.addChildAt = function (child, index) { - if (index < 0 || index > this.children.length) { - throw new Error(child + "addChildAt: The index " + index + " supplied is out of bounds " + this.children.length); - } - if (child.parent) { - child.parent.removeChild(child); - } - child.parent = this; - this.sortDirty = true; - // ensure child transform will be recalculated - child.transform._parentID = -1; - this.children.splice(index, 0, child); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('added', this); - this.emit('childAdded', child, this, index); - return child; - }; - /** - * Swaps the position of 2 Display Objects within this container. - * @param child - First display object to swap - * @param child2 - Second display object to swap - */ - Container.prototype.swapChildren = function (child, child2) { - if (child === child2) { - return; - } - var index1 = this.getChildIndex(child); - var index2 = this.getChildIndex(child2); - this.children[index1] = child2; - this.children[index2] = child; - this.onChildrenChange(index1 < index2 ? index1 : index2); - }; - /** - * Returns the index position of a child DisplayObject instance - * @param child - The DisplayObject instance to identify - * @returns - The index position of the child display object to identify - */ - Container.prototype.getChildIndex = function (child) { - var index = this.children.indexOf(child); - if (index === -1) { - throw new Error('The supplied DisplayObject must be a child of the caller'); - } - return index; - }; - /** - * Changes the position of an existing child in the display object container - * @param child - The child DisplayObject instance for which you want to change the index number - * @param index - The resulting index number for the child display object - */ - Container.prototype.setChildIndex = function (child, index) { - if (index < 0 || index >= this.children.length) { - throw new Error("The index " + index + " supplied is out of bounds " + this.children.length); - } - var currentIndex = this.getChildIndex(child); - removeItems(this.children, currentIndex, 1); // remove from old position - this.children.splice(index, 0, child); // add at new position - this.onChildrenChange(index); - }; - /** - * Returns the child at the specified index - * @param index - The index to get the child at - * @returns - The child at the given index, if any. - */ - Container.prototype.getChildAt = function (index) { - if (index < 0 || index >= this.children.length) { - throw new Error("getChildAt: Index (" + index + ") does not exist."); - } - return this.children[index]; - }; - /** - * Removes one or more children from the container. - * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove - * @returns {PIXI.DisplayObject} The first child that was removed. - */ - Container.prototype.removeChild = function () { - var arguments$1 = arguments; - - var children = []; - for (var _i = 0; _i < arguments.length; _i++) { - children[_i] = arguments$1[_i]; - } - // if there is only one argument we can bypass looping through the them - if (children.length > 1) { - // loop through the arguments property and remove all children - for (var i = 0; i < children.length; i++) { - this.removeChild(children[i]); - } - } - else { - var child = children[0]; - var index = this.children.indexOf(child); - if (index === -1) - { return null; } - child.parent = null; - // ensure child transform will be recalculated - child.transform._parentID = -1; - removeItems(this.children, index, 1); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('removed', this); - this.emit('childRemoved', child, this, index); - } - return children[0]; - }; - /** - * Removes a child from the specified index position. - * @param index - The index to get the child from - * @returns The child that was removed. - */ - Container.prototype.removeChildAt = function (index) { - var child = this.getChildAt(index); - // ensure child transform will be recalculated.. - child.parent = null; - child.transform._parentID = -1; - removeItems(this.children, index, 1); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('removed', this); - this.emit('childRemoved', child, this, index); - return child; - }; - /** - * Removes all children from this container that are within the begin and end indexes. - * @param beginIndex - The beginning position. - * @param endIndex - The ending position. Default value is size of the container. - * @returns - List of removed children - */ - Container.prototype.removeChildren = function (beginIndex, endIndex) { - if (beginIndex === void 0) { beginIndex = 0; } - if (endIndex === void 0) { endIndex = this.children.length; } - var begin = beginIndex; - var end = endIndex; - var range = end - begin; - var removed; - if (range > 0 && range <= end) { - removed = this.children.splice(begin, range); - for (var i = 0; i < removed.length; ++i) { - removed[i].parent = null; - if (removed[i].transform) { - removed[i].transform._parentID = -1; - } - } - this._boundsID++; - this.onChildrenChange(beginIndex); - for (var i = 0; i < removed.length; ++i) { - removed[i].emit('removed', this); - this.emit('childRemoved', removed[i], this, i); - } - return removed; - } - else if (range === 0 && this.children.length === 0) { - return []; - } - throw new RangeError('removeChildren: numeric values are outside the acceptable range.'); - }; - /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */ - Container.prototype.sortChildren = function () { - var sortRequired = false; - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - child._lastSortedIndex = i; - if (!sortRequired && child.zIndex !== 0) { - sortRequired = true; - } - } - if (sortRequired && this.children.length > 1) { - this.children.sort(sortChildren$1); - } - this.sortDirty = false; - }; - /** Updates the transform on all children of this container for rendering. */ - Container.prototype.updateTransform = function () { - if (this.sortableChildren && this.sortDirty) { - this.sortChildren(); - } - this._boundsID++; - this.transform.updateTransform(this.parent.transform); - // TODO: check render flags, how to process stuff here - this.worldAlpha = this.alpha * this.parent.worldAlpha; - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - if (child.visible) { - child.updateTransform(); - } - } - }; - /** - * Recalculates the bounds of the container. - * - * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds - * is limited to its mask's bounds or filterArea, if any is applied. - */ - Container.prototype.calculateBounds = function () { - this._bounds.clear(); - this._calculateBounds(); - for (var i = 0; i < this.children.length; i++) { - var child = this.children[i]; - if (!child.visible || !child.renderable) { - continue; - } - child.calculateBounds(); - // TODO: filter+mask, need to mask both somehow - if (child._mask) { - var maskObject = (child._mask.isMaskData - ? child._mask.maskObject : child._mask); - if (maskObject) { - maskObject.calculateBounds(); - this._bounds.addBoundsMask(child._bounds, maskObject._bounds); - } - else { - this._bounds.addBounds(child._bounds); - } - } - else if (child.filterArea) { - this._bounds.addBoundsArea(child._bounds, child.filterArea); - } - else { - this._bounds.addBounds(child._bounds); - } - } - this._bounds.updateID = this._boundsID; - }; - /** - * Retrieves the local bounds of the displayObject as a rectangle object. - * - * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render() - * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms, - * it was default behaviour of pixi 4.0-5.2 and caused many problems to users. - * @returns - The rectangular bounding area. - */ - Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) { - if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; } - var result = _super.prototype.getLocalBounds.call(this, rect); - if (!skipChildrenUpdate) { - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - if (child.visible) { - child.updateTransform(); - } - } - } - return result; - }; - /** - * Recalculates the content bounds of this object. This should be overriden to - * calculate the bounds of this specific object (not including children). - * @protected - */ - Container.prototype._calculateBounds = function () { - // FILL IN// - }; - /** - * Renders this object and its children with culling. - * @protected - * @param {PIXI.Renderer} renderer - The renderer - */ - Container.prototype._renderWithCulling = function (renderer) { - var sourceFrame = renderer.renderTexture.sourceFrame; - // If the source frame is empty, stop rendering. - if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) { - return; - } - // Render the content of the container only if its bounds intersect with the source frame. - // All filters are on the stack at this point, and the filter source frame is bound: - // therefore, even if the bounds to non intersect the filter frame, the filter - // is still applied and any filter padding that is in the frame is rendered correctly. - var bounds; - var transform; - // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea - // rectangle must completely contain the container and its children including filter padding. - if (this.cullArea) { - bounds = this.cullArea; - transform = this.worldTransform; - } - // If the container doesn't override _render, we can skip the bounds calculation and intersection test. - else if (this._render !== Container.prototype._render) { - bounds = this.getBounds(true); - } - // Render the container if the source frame intersects the bounds. - if (bounds && sourceFrame.intersects(bounds, transform)) { - this._render(renderer); - } - // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering. - else if (this.cullArea) { - return; - } - // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect - // the source frame, because the children might have filters with nonzero padding, which may intersect - // with the source frame while the bounds do not: filter padding is not included in the bounds. - // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered - // if they are out of frame; otherwise, render the children normally. - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - var childCullable = child.cullable; - child.cullable = childCullable || !this.cullArea; - child.render(renderer); - child.cullable = childCullable; - } - }; - /** - * Renders the object using the WebGL renderer. - * - * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the - * container itself. This `render` method will invoke it, and also invoke the `render` methods of all - * children afterward. - * - * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and - * the bounds of this object are out of frame, this implementation will entirely skip rendering. - * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally, - * setting alpha to zero is not recommended for purely skipping rendering. - * - * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is - * advised to employ **culling** to automatically skip rendering objects outside of the current screen. - * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}. - * Other culling methods might be better suited for a large number static objects; see - * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and - * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}. - * - * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or - * filtering is applied on a container. This does, however, break batching and can affect performance when - * masking and filtering is applied extensively throughout the scene graph. - * @param renderer - The renderer - */ - Container.prototype.render = function (renderer) { - // if the object is not visible or the alpha is 0 then no need to render this element - if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { - return; - } - // do a quick check to see if this element has a mask or a filter. - if (this._mask || (this.filters && this.filters.length)) { - this.renderAdvanced(renderer); - } - else if (this.cullable) { - this._renderWithCulling(renderer); - } - else { - this._render(renderer); - for (var i = 0, j = this.children.length; i < j; ++i) { - this.children[i].render(renderer); - } - } - }; - /** - * Render the object using the WebGL renderer and advanced features. - * @param renderer - The renderer - */ - Container.prototype.renderAdvanced = function (renderer) { - var filters = this.filters; - var mask = this._mask; - // push filter first as we need to ensure the stencil buffer is correct for any masking - if (filters) { - if (!this._enabledFilters) { - this._enabledFilters = []; - } - this._enabledFilters.length = 0; - for (var i = 0; i < filters.length; i++) { - if (filters[i].enabled) { - this._enabledFilters.push(filters[i]); - } - } - } - var flush = (filters && this._enabledFilters && this._enabledFilters.length) - || (mask && (!mask.isMaskData - || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES$3.NONE)))); - if (flush) { - renderer.batch.flush(); - } - if (filters && this._enabledFilters && this._enabledFilters.length) { - renderer.filter.push(this, this._enabledFilters); - } - if (mask) { - renderer.mask.push(this, this._mask); - } - if (this.cullable) { - this._renderWithCulling(renderer); - } - else { - this._render(renderer); - for (var i = 0, j = this.children.length; i < j; ++i) { - this.children[i].render(renderer); - } - } - if (flush) { - renderer.batch.flush(); - } - if (mask) { - renderer.mask.pop(this); - } - if (filters && this._enabledFilters && this._enabledFilters.length) { - renderer.filter.pop(); - } - }; - /** - * To be overridden by the subclasses. - * @param _renderer - The renderer - */ - Container.prototype._render = function (_renderer) { - // this is where content itself gets rendered... - }; - /** - * Removes all internal references and listeners as well as removes children from the display list. - * Do not use a Container after calling `destroy`. - * @param options - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy - * method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the texture of the child sprite - * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the base texture of the child sprite - */ - Container.prototype.destroy = function (options) { - _super.prototype.destroy.call(this); - this.sortDirty = false; - var destroyChildren = typeof options === 'boolean' ? options : options && options.children; - var oldChildren = this.removeChildren(0, this.children.length); - if (destroyChildren) { - for (var i = 0; i < oldChildren.length; ++i) { - oldChildren[i].destroy(options); - } - } - }; - Object.defineProperty(Container.prototype, "width", { - /** The width of the Container, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return this.scale.x * this.getLocalBounds().width; - }, - set: function (value) { - var width = this.getLocalBounds().width; - if (width !== 0) { - this.scale.x = value / width; - } - else { - this.scale.x = 1; - } - this._width = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Container.prototype, "height", { - /** The height of the Container, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return this.scale.y * this.getLocalBounds().height; - }, - set: function (value) { - var height = this.getLocalBounds().height; - if (height !== 0) { - this.scale.y = value / height; - } - else { - this.scale.y = 1; - } - this._height = value; - }, - enumerable: false, - configurable: true - }); - return Container; - }(DisplayObject$1)); - /** - * Container default updateTransform, does update children of container. - * Will crash if there's no parent element. - * @memberof PIXI.Container# - * @method containerUpdateTransform - */ - Container$1.prototype.containerUpdateTransform = Container$1.prototype.updateTransform; - - /*! - * @pixi/app - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/app is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * Middleware for for Application's resize functionality - * @private - * @class - */ - var ResizePlugin = /** @class */ (function () { - function ResizePlugin() { - } - /** - * Initialize the plugin with scope of application instance - * @static - * @private - * @param {object} [options] - See application options - */ - ResizePlugin.init = function (options) { - var _this = this; - Object.defineProperty(this, 'resizeTo', - /** - * The HTML element or window to automatically resize the - * renderer's view element to match width and height. - * @member {Window|HTMLElement} - * @name resizeTo - * @memberof PIXI.Application# - */ - { - set: function (dom) { - globalThis.removeEventListener('resize', this.queueResize); - this._resizeTo = dom; - if (dom) { - globalThis.addEventListener('resize', this.queueResize); - this.resize(); - } - }, - get: function () { - return this._resizeTo; - }, - }); - /** - * Resize is throttled, so it's safe to call this multiple times per frame and it'll - * only be called once. - * @memberof PIXI.Application# - * @method queueResize - * @private - */ - this.queueResize = function () { - if (!_this._resizeTo) { - return; - } - _this.cancelResize(); - // // Throttle resize events per raf - _this._resizeId = requestAnimationFrame(function () { return _this.resize(); }); - }; - /** - * Cancel the resize queue. - * @memberof PIXI.Application# - * @method cancelResize - * @private - */ - this.cancelResize = function () { - if (_this._resizeId) { - cancelAnimationFrame(_this._resizeId); - _this._resizeId = null; - } - }; - /** - * Execute an immediate resize on the renderer, this is not - * throttled and can be expensive to call many times in a row. - * Will resize only if `resizeTo` property is set. - * @memberof PIXI.Application# - * @method resize - */ - this.resize = function () { - if (!_this._resizeTo) { - return; - } - // clear queue resize - _this.cancelResize(); - var width; - var height; - // Resize to the window - if (_this._resizeTo === globalThis.window) { - width = globalThis.innerWidth; - height = globalThis.innerHeight; - } - // Resize to other HTML entities - else { - var _a = _this._resizeTo, clientWidth = _a.clientWidth, clientHeight = _a.clientHeight; - width = clientWidth; - height = clientHeight; - } - _this.renderer.resize(width, height); - }; - // On resize - this._resizeId = null; - this._resizeTo = null; - this.resizeTo = options.resizeTo || null; - }; - /** - * Clean up the ticker, scoped to application - * @static - * @private - */ - ResizePlugin.destroy = function () { - globalThis.removeEventListener('resize', this.queueResize); - this.cancelResize(); - this.cancelResize = null; - this.queueResize = null; - this.resizeTo = null; - this.resize = null; - }; - /** @ignore */ - ResizePlugin.extension = ExtensionType.Application; - return ResizePlugin; - }()); - - /*! - * @pixi/settings - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/settings is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV$1; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$1 || (ENV$1 = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE$1; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$1 || (RENDERER_TYPE$1 = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ - var BUFFER_BITS$1; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$1 || (BUFFER_BITS$1 = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES$1; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$1 || (BLEND_MODES$1 = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES$1; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$1 || (DRAW_MODES$1 = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS$1; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$1 || (FORMATS$1 = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS$1; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$1 || (TARGETS$1 = {})); - /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ - var TYPES$1; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$1 || (TYPES$1 = {})); - /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ - var SAMPLER_TYPES$1; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$1 || (SAMPLER_TYPES$1 = {})); - /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ - var SCALE_MODES$1; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$1 || (SCALE_MODES$1 = {})); - /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ - var WRAP_MODES$1; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$1 || (WRAP_MODES$1 = {})); - /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. - */ - var MIPMAP_MODES$1; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$1 || (MIPMAP_MODES$1 = {})); - /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ - var ALPHA_MODES$1; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$1 || (ALPHA_MODES$1 = {})); - /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ - var CLEAR_MODES$1; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$1 || (CLEAR_MODES$1 = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES$1; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$1 || (GC_MODES$1 = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION$1; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION$1 || (PRECISION$1 = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES$1; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$1 || (MASK_TYPES$1 = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ - var COLOR_MASK_BITS$1; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$1 || (COLOR_MASK_BITS$1 = {})); - /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ - var MSAA_QUALITY$1; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$1 || (MSAA_QUALITY$1 = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ - var BUFFER_TYPE$1; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$1 || (BUFFER_TYPE$1 = {})); - - var BrowserAdapter = { - /** - * Creates a canvas element of the given size. - * This canvas is created using the browser's native canvas element. - * @param width - width of the canvas - * @param height - height of the canvas - */ - createCanvas: function (width, height) { - var canvas = document.createElement('canvas'); - canvas.width = width; - canvas.height = height; - return canvas; - }, - getWebGLRenderingContext: function () { return WebGLRenderingContext; }, - getNavigator: function () { return navigator; }, - getBaseUrl: function () { var _a; return (_a = document.baseURI) !== null && _a !== void 0 ? _a : window.location.href; }, - fetch: function (url, options) { return fetch(url, options); }, - }; - - var appleIphone = /iPhone/i; - var appleIpod = /iPod/i; - var appleTablet = /iPad/i; - var appleUniversal = /\biOS-universal(?:.+)Mac\b/i; - var androidPhone = /\bAndroid(?:.+)Mobile\b/i; - var androidTablet = /Android/i; - var amazonPhone = /(?:SD4930UR|\bSilk(?:.+)Mobile\b)/i; - var amazonTablet = /Silk/i; - var windowsPhone = /Windows Phone/i; - var windowsTablet = /\bWindows(?:.+)ARM\b/i; - var otherBlackBerry = /BlackBerry/i; - var otherBlackBerry10 = /BB10/i; - var otherOpera = /Opera Mini/i; - var otherChrome = /\b(CriOS|Chrome)(?:.+)Mobile/i; - var otherFirefox = /Mobile(?:.+)Firefox\b/i; - var isAppleTabletOnIos13 = function (navigator) { - return (typeof navigator !== 'undefined' && - navigator.platform === 'MacIntel' && - typeof navigator.maxTouchPoints === 'number' && - navigator.maxTouchPoints > 1 && - typeof MSStream === 'undefined'); - }; - function createMatch(userAgent) { - return function (regex) { return regex.test(userAgent); }; - } - function isMobile$1(param) { - var nav = { - userAgent: '', - platform: '', - maxTouchPoints: 0 - }; - if (!param && typeof navigator !== 'undefined') { - nav = { - userAgent: navigator.userAgent, - platform: navigator.platform, - maxTouchPoints: navigator.maxTouchPoints || 0 - }; - } - else if (typeof param === 'string') { - nav.userAgent = param; - } - else if (param && param.userAgent) { - nav = { - userAgent: param.userAgent, - platform: param.platform, - maxTouchPoints: param.maxTouchPoints || 0 - }; - } - var userAgent = nav.userAgent; - var tmp = userAgent.split('[FBAN'); - if (typeof tmp[1] !== 'undefined') { - userAgent = tmp[0]; - } - tmp = userAgent.split('Twitter'); - if (typeof tmp[1] !== 'undefined') { - userAgent = tmp[0]; - } - var match = createMatch(userAgent); - var result = { - apple: { - phone: match(appleIphone) && !match(windowsPhone), - ipod: match(appleIpod), - tablet: !match(appleIphone) && - (match(appleTablet) || isAppleTabletOnIos13(nav)) && - !match(windowsPhone), - universal: match(appleUniversal), - device: (match(appleIphone) || - match(appleIpod) || - match(appleTablet) || - match(appleUniversal) || - isAppleTabletOnIos13(nav)) && - !match(windowsPhone) - }, - amazon: { - phone: match(amazonPhone), - tablet: !match(amazonPhone) && match(amazonTablet), - device: match(amazonPhone) || match(amazonTablet) + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "wordWrap", { + /** Indicates if word wrap should be used. */ + get: function () { + return this._wordWrap; }, - android: { - phone: (!match(windowsPhone) && match(amazonPhone)) || - (!match(windowsPhone) && match(androidPhone)), - tablet: !match(windowsPhone) && - !match(amazonPhone) && - !match(androidPhone) && - (match(amazonTablet) || match(androidTablet)), - device: (!match(windowsPhone) && - (match(amazonPhone) || - match(amazonTablet) || - match(androidPhone) || - match(androidTablet))) || - match(/\bokhttp\b/i) + set: function (wordWrap) { + if (this._wordWrap !== wordWrap) { + this._wordWrap = wordWrap; + this.styleID++; + } }, - windows: { - phone: match(windowsPhone), - tablet: match(windowsTablet), - device: match(windowsPhone) || match(windowsTablet) + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "wordWrapWidth", { + /** The width at which text will wrap, it needs wordWrap to be set to true. */ + get: function () { + return this._wordWrapWidth; }, - other: { - blackberry: match(otherBlackBerry), - blackberry10: match(otherBlackBerry10), - opera: match(otherOpera), - firefox: match(otherFirefox), - chrome: match(otherChrome), - device: match(otherBlackBerry) || - match(otherBlackBerry10) || - match(otherOpera) || - match(otherFirefox) || - match(otherChrome) + set: function (wordWrapWidth) { + if (this._wordWrapWidth !== wordWrapWidth) { + this._wordWrapWidth = wordWrapWidth; + this.styleID++; + } }, - any: false, - phone: false, - tablet: false + enumerable: false, + configurable: true + }); + /** + * Generates a font style string to use for `TextMetrics.measureFont()`. + * + * @return Font style string, for passing to `TextMetrics.measureFont()` + */ + TextStyle.prototype.toFontString = function () { + // build canvas api font setting from individual components. Convert a numeric this.fontSize to px + var fontSizeString = (typeof this.fontSize === 'number') ? this.fontSize + "px" : this.fontSize; + // Clean-up fontFamily property by quoting each font name + // this will support font names with spaces + var fontFamilies = this.fontFamily; + if (!Array.isArray(this.fontFamily)) { + fontFamilies = this.fontFamily.split(','); + } + for (var i = fontFamilies.length - 1; i >= 0; i--) { + // Trim any extra white-space + var fontFamily = fontFamilies[i].trim(); + // Check if font already contains strings + if (!(/([\"\'])[^\'\"]+\1/).test(fontFamily) && genericFontFamilies.indexOf(fontFamily) < 0) { + fontFamily = "\"" + fontFamily + "\""; + } + fontFamilies[i] = fontFamily; + } + return this.fontStyle + " " + this.fontVariant + " " + this.fontWeight + " " + fontSizeString + " " + fontFamilies.join(','); }; - result.any = - result.apple.device || - result.android.device || - result.windows.device || - result.other.device; - result.phone = - result.apple.phone || result.android.phone || result.windows.phone; - result.tablet = - result.apple.tablet || result.android.tablet || result.windows.tablet; - return result; + return TextStyle; + }()); + /** + * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. + * @private + * @param color + * @return The color as a string. + */ + function getSingleColor(color) { + if (typeof color === 'number') { + return hex2string(color); + } + else if (typeof color === 'string') { + if (color.indexOf('0x') === 0) { + color = color.replace('0x', '#'); + } + } + return color; + } + function getColor(color) { + if (!Array.isArray(color)) { + return getSingleColor(color); + } + else { + for (var i = 0; i < color.length; ++i) { + color[i] = getSingleColor(color[i]); + } + return color; + } } - - var isMobile = isMobile$1(globalThis.navigator); - /** - * Uploading the same buffer multiple times in a single frame can cause performance issues. - * Apparent on iOS so only check for that at the moment - * This check may become more complex if this issue pops up elsewhere. + * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. + * This version can also convert array of colors * @private - * @returns {boolean} `true` if the same buffer may be uploaded more than once. + * @param array1 - First array to compare + * @param array2 - Second array to compare + * @return Do the arrays contain the same values in the same order */ - function canUploadSameBuffer() { - return !isMobile.apple.device; + function areArraysEqual(array1, array2) { + if (!Array.isArray(array1) || !Array.isArray(array2)) { + return false; + } + if (array1.length !== array2.length) { + return false; + } + for (var i = 0; i < array1.length; ++i) { + if (array1[i] !== array2[i]) { + return false; + } + } + return true; } - /** - * The maximum recommended texture units to use. - * In theory the bigger the better, and for desktop we'll use as many as we can. - * But some mobile devices slow down if there is to many branches in the shader. - * So in practice there seems to be a sweet spot size that varies depending on the device. - * - * In v4, all mobile devices were limited to 4 texture units because for this. - * In v5, we allow all texture units to be used on modern Apple or Android devices. + * Utility function to ensure that object properties are copied by value, and not by reference * @private - * @param {number} max - * @returns {number} The maximum recommended texture units to use. + * @param target - Target object to copy properties into + * @param source - Source object for the properties to copy + * @param propertyObj - Object containing properties names we want to loop over */ - function maxRecommendedTextures(max) { - var allowMax = true; - if (isMobile.tablet || isMobile.phone) { - if (isMobile.apple.device) { - var match = (navigator.userAgent).match(/OS (\d+)_(\d+)?/); - if (match) { - var majorVersion = parseInt(match[1], 10); - // Limit texture units on devices below iOS 11, which will be older hardware - if (majorVersion < 11) { - allowMax = false; - } - } + function deepCopyProperties(target, source, propertyObj) { + for (var prop in propertyObj) { + if (Array.isArray(source[prop])) { + target[prop] = source[prop].slice(); } - if (isMobile.android.device) { - var match = (navigator.userAgent).match(/Android\s([0-9.]*)/); - if (match) { - var majorVersion = parseInt(match[1], 10); - // Limit texture units on devices below Android 7 (Nougat), which will be older hardware - if (majorVersion < 7) { - allowMax = false; - } - } + else { + target[prop] = source[prop]; } } - return allowMax ? max : 4; } + // Default settings used for all getContext calls + var contextSettings = { + // TextMetrics requires getImageData readback for measuring fonts. + willReadFrequently: true, + }; /** - * User's customizable globals for overriding the default PIXI settings, such - * as a renderer's default resolution, framerate, float precision, etc. - * @example - * // Use the native window resolution as the default resolution - * // will support high-density displays when rendering - * PIXI.settings.RESOLUTION = window.devicePixelRatio; + * The TextMetrics object represents the measurement of a block of text with a specified style. * - * // Disable interpolation when scaling, will make texture be pixelated - * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST; - * @namespace PIXI.settings + * ```js + * let style = new PIXI.TextStyle({fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'}) + * let textMetrics = PIXI.TextMetrics.measureText('Your text', style) + * ``` + * @memberof PIXI */ - var settings = { - /** - * This adapter is used to call methods that are platform dependent. - * For example `document.createElement` only runs on the web but fails in node environments. - * This allows us to support more platforms by abstracting away specific implementations per platform. - * - * By default the adapter is set to work in the browser. However you can create your own - * by implementing the `IAdapter` interface. See `IAdapter` for more information. - * @name ADAPTER - * @memberof PIXI.settings - * @type {PIXI.IAdapter} - * @default PIXI.BrowserAdapter - */ - ADAPTER: BrowserAdapter, - /** - * If set to true WebGL will attempt make textures mimpaped by default. - * Mipmapping will only succeed if the base texture uploaded has power of two dimensions. - * @static - * @name MIPMAP_TEXTURES - * @memberof PIXI.settings - * @type {PIXI.MIPMAP_MODES} - * @default PIXI.MIPMAP_MODES.POW2 - */ - MIPMAP_TEXTURES: MIPMAP_MODES$1.POW2, - /** - * Default anisotropic filtering level of textures. - * Usually from 0 to 16 - * @static - * @name ANISOTROPIC_LEVEL - * @memberof PIXI.settings - * @type {number} - * @default 0 - */ - ANISOTROPIC_LEVEL: 0, + var TextMetrics = /** @class */ (function () { /** - * Default resolution / device pixel ratio of the renderer. - * @static - * @name RESOLUTION - * @memberof PIXI.settings - * @type {number} - * @default 1 + * @param text - the text that was measured + * @param style - the style that was measured + * @param width - the measured width of the text + * @param height - the measured height of the text + * @param lines - an array of the lines of text broken by new lines and wrapping if specified in style + * @param lineWidths - an array of the line widths for each line matched to `lines` + * @param lineHeight - the measured line height for this style + * @param maxLineWidth - the maximum line width for all measured lines + * @param {PIXI.IFontMetrics} fontProperties - the font properties object from TextMetrics.measureFont */ - RESOLUTION: 1, + function TextMetrics(text, style, width, height, lines, lineWidths, lineHeight, maxLineWidth, fontProperties) { + this.text = text; + this.style = style; + this.width = width; + this.height = height; + this.lines = lines; + this.lineWidths = lineWidths; + this.lineHeight = lineHeight; + this.maxLineWidth = maxLineWidth; + this.fontProperties = fontProperties; + } /** - * Default filter resolution. - * @static - * @name FILTER_RESOLUTION - * @memberof PIXI.settings - * @type {number} - * @default 1 + * Measures the supplied string of text and returns a Rectangle. + * @param text - The text to measure. + * @param style - The text style to use for measuring + * @param wordWrap - Override for if word-wrap should be applied to the text. + * @param canvas - optional specification of the canvas to use for measuring. + * @returns Measured width and height of the text. */ - FILTER_RESOLUTION: 1, + TextMetrics.measureText = function (text, style, wordWrap, canvas) { + if (canvas === void 0) { canvas = TextMetrics._canvas; } + wordWrap = (wordWrap === undefined || wordWrap === null) ? style.wordWrap : wordWrap; + var font = style.toFontString(); + var fontProperties = TextMetrics.measureFont(font); + // fallback in case UA disallow canvas data extraction + // (toDataURI, getImageData functions) + if (fontProperties.fontSize === 0) { + fontProperties.fontSize = style.fontSize; + fontProperties.ascent = style.fontSize; + } + var context = canvas.getContext('2d', contextSettings); + context.font = font; + var outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text; + var lines = outputText.split(/(?:\r\n|\r|\n)/); + var lineWidths = new Array(lines.length); + var maxLineWidth = 0; + for (var i = 0; i < lines.length; i++) { + var lineWidth = context.measureText(lines[i]).width + ((lines[i].length - 1) * style.letterSpacing); + lineWidths[i] = lineWidth; + maxLineWidth = Math.max(maxLineWidth, lineWidth); + } + var width = maxLineWidth + style.strokeThickness; + if (style.dropShadow) { + width += style.dropShadowDistance; + } + var lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness; + var height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness) + + ((lines.length - 1) * (lineHeight + style.leading)); + if (style.dropShadow) { + height += style.dropShadowDistance; + } + return new TextMetrics(text, style, width, height, lines, lineWidths, lineHeight + style.leading, maxLineWidth, fontProperties); + }; /** - * Default filter samples. - * @static - * @name FILTER_MULTISAMPLE - * @memberof PIXI.settings - * @type {PIXI.MSAA_QUALITY} - * @default PIXI.MSAA_QUALITY.NONE + * Applies newlines to a string to have it optimally fit into the horizontal + * bounds set by the Text object's wordWrapWidth property. + * @param text - String to apply word wrapping to + * @param style - the style to use when wrapping + * @param canvas - optional specification of the canvas to use for measuring. + * @returns New string with new lines applied where required */ - FILTER_MULTISAMPLE: MSAA_QUALITY$1.NONE, + TextMetrics.wordWrap = function (text, style, canvas) { + if (canvas === void 0) { canvas = TextMetrics._canvas; } + var context = canvas.getContext('2d', contextSettings); + var width = 0; + var line = ''; + var lines = ''; + var cache = Object.create(null); + var letterSpacing = style.letterSpacing, whiteSpace = style.whiteSpace; + // How to handle whitespaces + var collapseSpaces = TextMetrics.collapseSpaces(whiteSpace); + var collapseNewlines = TextMetrics.collapseNewlines(whiteSpace); + // whether or not spaces may be added to the beginning of lines + var canPrependSpaces = !collapseSpaces; + // There is letterSpacing after every char except the last one + // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_! + // so for convenience the above needs to be compared to width + 1 extra letterSpace + // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!_ + // ________________________________________________ + // And then the final space is simply no appended to each line + var wordWrapWidth = style.wordWrapWidth + letterSpacing; + // break text into words, spaces and newline chars + var tokens = TextMetrics.tokenize(text); + for (var i = 0; i < tokens.length; i++) { + // get the word, space or newlineChar + var token = tokens[i]; + // if word is a new line + if (TextMetrics.isNewline(token)) { + // keep the new line + if (!collapseNewlines) { + lines += TextMetrics.addLine(line); + canPrependSpaces = !collapseSpaces; + line = ''; + width = 0; + continue; + } + // if we should collapse new lines + // we simply convert it into a space + token = ' '; + } + // if we should collapse repeated whitespaces + if (collapseSpaces) { + // check both this and the last tokens for spaces + var currIsBreakingSpace = TextMetrics.isBreakingSpace(token); + var lastIsBreakingSpace = TextMetrics.isBreakingSpace(line[line.length - 1]); + if (currIsBreakingSpace && lastIsBreakingSpace) { + continue; + } + } + // get word width from cache if possible + var tokenWidth = TextMetrics.getFromCache(token, letterSpacing, cache, context); + // word is longer than desired bounds + if (tokenWidth > wordWrapWidth) { + // if we are not already at the beginning of a line + if (line !== '') { + // start newlines for overflow words + lines += TextMetrics.addLine(line); + line = ''; + width = 0; + } + // break large word over multiple lines + if (TextMetrics.canBreakWords(token, style.breakWords)) { + // break word into characters + var characters = TextMetrics.wordWrapSplit(token); + // loop the characters + for (var j = 0; j < characters.length; j++) { + var char = characters[j]; + var k = 1; + // we are not at the end of the token + while (characters[j + k]) { + var nextChar = characters[j + k]; + var lastChar = char[char.length - 1]; + // should not split chars + if (!TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords)) { + // combine chars & move forward one + char += nextChar; + } + else { + break; + } + k++; + } + j += char.length - 1; + var characterWidth = TextMetrics.getFromCache(char, letterSpacing, cache, context); + if (characterWidth + width > wordWrapWidth) { + lines += TextMetrics.addLine(line); + canPrependSpaces = false; + line = ''; + width = 0; + } + line += char; + width += characterWidth; + } + } + // run word out of the bounds + else { + // if there are words in this line already + // finish that line and start a new one + if (line.length > 0) { + lines += TextMetrics.addLine(line); + line = ''; + width = 0; + } + var isLastToken = i === tokens.length - 1; + // give it its own line if it's not the end + lines += TextMetrics.addLine(token, !isLastToken); + canPrependSpaces = false; + line = ''; + width = 0; + } + } + // word could fit + else { + // word won't fit because of existing words + // start a new line + if (tokenWidth + width > wordWrapWidth) { + // if its a space we don't want it + canPrependSpaces = false; + // add a new line + lines += TextMetrics.addLine(line); + // start a new line + line = ''; + width = 0; + } + // don't add spaces to the beginning of lines + if (line.length > 0 || !TextMetrics.isBreakingSpace(token) || canPrependSpaces) { + // add the word to the current line + line += token; + // update width counter + width += tokenWidth; + } + } + } + lines += TextMetrics.addLine(line, false); + return lines; + }; /** - * The maximum textures that this device supports. - * @static - * @name SPRITE_MAX_TEXTURES - * @memberof PIXI.settings - * @type {number} - * @default 32 + * Convienience function for logging each line added during the wordWrap method. + * @param line - The line of text to add + * @param newLine - Add new line character to end + * @returns A formatted line */ - SPRITE_MAX_TEXTURES: maxRecommendedTextures(32), - // TODO: maybe change to SPRITE.BATCH_SIZE: 2000 - // TODO: maybe add PARTICLE.BATCH_SIZE: 15000 + TextMetrics.addLine = function (line, newLine) { + if (newLine === void 0) { newLine = true; } + line = TextMetrics.trimRight(line); + line = (newLine) ? line + "\n" : line; + return line; + }; /** - * The default sprite batch size. - * - * The default aims to balance desktop and mobile devices. - * @static - * @name SPRITE_BATCH_SIZE - * @memberof PIXI.settings - * @type {number} - * @default 4096 + * Gets & sets the widths of calculated characters in a cache object + * @param key - The key + * @param letterSpacing - The letter spacing + * @param cache - The cache + * @param context - The canvas context + * @returns The from cache. */ - SPRITE_BATCH_SIZE: 4096, - /** - * The default render options if none are supplied to {@link PIXI.Renderer} - * or {@link PIXI.CanvasRenderer}. - * @static - * @name RENDER_OPTIONS - * @memberof PIXI.settings - * @type {object} - * @property {HTMLCanvasElement} [view=null] - - * @property {boolean} [antialias=false] - - * @property {boolean} [autoDensity=false] - - * @property {boolean} [useContextAlpha=true] - - * @property {number} [backgroundColor=0x000000] - - * @property {number} [backgroundAlpha=1] - - * @property {boolean} [clearBeforeRender=true] - - * @property {boolean} [preserveDrawingBuffer=false] - - * @property {number} [width=800] - - * @property {number} [height=600] - - * @property {boolean} [legacy=false] - + TextMetrics.getFromCache = function (key, letterSpacing, cache, context) { + var width = cache[key]; + if (typeof width !== 'number') { + var spacing = ((key.length) * letterSpacing); + width = context.measureText(key).width + spacing; + cache[key] = width; + } + return width; + }; + /** + * Determines whether we should collapse breaking spaces. + * @param whiteSpace - The TextStyle property whiteSpace + * @returns Should collapse */ - RENDER_OPTIONS: { - view: null, - antialias: false, - autoDensity: false, - backgroundColor: 0x000000, - backgroundAlpha: 1, - useContextAlpha: true, - clearBeforeRender: true, - preserveDrawingBuffer: false, - width: 800, - height: 600, - legacy: false, - }, + TextMetrics.collapseSpaces = function (whiteSpace) { + return (whiteSpace === 'normal' || whiteSpace === 'pre-line'); + }; /** - * Default Garbage Collection mode. - * @static - * @name GC_MODE - * @memberof PIXI.settings - * @type {PIXI.GC_MODES} - * @default PIXI.GC_MODES.AUTO + * Determines whether we should collapse newLine chars. + * @param whiteSpace - The white space + * @returns should collapse */ - GC_MODE: GC_MODES$1.AUTO, + TextMetrics.collapseNewlines = function (whiteSpace) { + return (whiteSpace === 'normal'); + }; /** - * Default Garbage Collection max idle. - * @static - * @name GC_MAX_IDLE - * @memberof PIXI.settings - * @type {number} - * @default 3600 + * Trims breaking whitespaces from string. + * @param text - The text + * @returns Trimmed string */ - GC_MAX_IDLE: 60 * 60, + TextMetrics.trimRight = function (text) { + if (typeof text !== 'string') { + return ''; + } + for (var i = text.length - 1; i >= 0; i--) { + var char = text[i]; + if (!TextMetrics.isBreakingSpace(char)) { + break; + } + text = text.slice(0, -1); + } + return text; + }; /** - * Default Garbage Collection maximum check count. - * @static - * @name GC_MAX_CHECK_COUNT - * @memberof PIXI.settings - * @type {number} - * @default 600 + * Determines if char is a newline. + * @param char - The character + * @returns True if newline, False otherwise. */ - GC_MAX_CHECK_COUNT: 60 * 10, + TextMetrics.isNewline = function (char) { + if (typeof char !== 'string') { + return false; + } + return (TextMetrics._newlines.indexOf(char.charCodeAt(0)) >= 0); + }; /** - * Default wrap modes that are supported by pixi. - * @static - * @name WRAP_MODE - * @memberof PIXI.settings - * @type {PIXI.WRAP_MODES} - * @default PIXI.WRAP_MODES.CLAMP + * Determines if char is a breaking whitespace. + * + * It allows one to determine whether char should be a breaking whitespace + * For example certain characters in CJK langs or numbers. + * It must return a boolean. + * @param char - The character + * @param [_nextChar] - The next character + * @returns True if whitespace, False otherwise. */ - WRAP_MODE: WRAP_MODES$1.CLAMP, + TextMetrics.isBreakingSpace = function (char, _nextChar) { + if (typeof char !== 'string') { + return false; + } + return (TextMetrics._breakingSpaces.indexOf(char.charCodeAt(0)) >= 0); + }; /** - * Default scale mode for textures. - * @static - * @name SCALE_MODE - * @memberof PIXI.settings - * @type {PIXI.SCALE_MODES} - * @default PIXI.SCALE_MODES.LINEAR + * Splits a string into words, breaking-spaces and newLine characters + * @param text - The text + * @returns A tokenized array */ - SCALE_MODE: SCALE_MODES$1.LINEAR, + TextMetrics.tokenize = function (text) { + var tokens = []; + var token = ''; + if (typeof text !== 'string') { + return tokens; + } + for (var i = 0; i < text.length; i++) { + var char = text[i]; + var nextChar = text[i + 1]; + if (TextMetrics.isBreakingSpace(char, nextChar) || TextMetrics.isNewline(char)) { + if (token !== '') { + tokens.push(token); + token = ''; + } + tokens.push(char); + continue; + } + token += char; + } + if (token !== '') { + tokens.push(token); + } + return tokens; + }; /** - * Default specify float precision in vertex shader. - * @static - * @name PRECISION_VERTEX - * @memberof PIXI.settings - * @type {PIXI.PRECISION} - * @default PIXI.PRECISION.HIGH + * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. + * + * It allows one to customise which words should break + * Examples are if the token is CJK or numbers. + * It must return a boolean. + * @param _token - The token + * @param breakWords - The style attr break words + * @returns Whether to break word or not */ - PRECISION_VERTEX: PRECISION$1.HIGH, + TextMetrics.canBreakWords = function (_token, breakWords) { + return breakWords; + }; /** - * Default specify float precision in fragment shader. - * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742 - * @static - * @name PRECISION_FRAGMENT - * @memberof PIXI.settings - * @type {PIXI.PRECISION} - * @default PIXI.PRECISION.MEDIUM + * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. + * + * It allows one to determine whether a pair of characters + * should be broken by newlines + * For example certain characters in CJK langs or numbers. + * It must return a boolean. + * @param _char - The character + * @param _nextChar - The next character + * @param _token - The token/word the characters are from + * @param _index - The index in the token of the char + * @param _breakWords - The style attr break words + * @returns whether to break word or not */ - PRECISION_FRAGMENT: isMobile.apple.device ? PRECISION$1.HIGH : PRECISION$1.MEDIUM, + TextMetrics.canBreakChars = function (_char, _nextChar, _token, _index, _breakWords) { + return true; + }; /** - * Can we upload the same buffer in a single frame? - * @static - * @name CAN_UPLOAD_SAME_BUFFER - * @memberof PIXI.settings - * @type {boolean} + * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. + * + * It is called when a token (usually a word) has to be split into separate pieces + * in order to determine the point to break a word. + * It must return an array of characters. + * @example + * // Correctly splits emojis, eg "🤪🤪" will result in two element array, each with one emoji. + * TextMetrics.wordWrapSplit = (token) => [...token]; + * @param token - The token to split + * @returns The characters of the token */ - CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(), + TextMetrics.wordWrapSplit = function (token) { + return token.split(''); + }; /** - * Enables bitmap creation before image load. This feature is experimental. - * @static - * @name CREATE_IMAGE_BITMAP - * @memberof PIXI.settings - * @type {boolean} - * @default false + * Calculates the ascent, descent and fontSize of a given font-style + * @param font - String representing the style of the font + * @returns Font properties object */ - CREATE_IMAGE_BITMAP: false, + TextMetrics.measureFont = function (font) { + // as this method is used for preparing assets, don't recalculate things if we don't need to + if (TextMetrics._fonts[font]) { + return TextMetrics._fonts[font]; + } + var properties = { + ascent: 0, + descent: 0, + fontSize: 0, + }; + var canvas = TextMetrics._canvas; + var context = TextMetrics._context; + context.font = font; + var metricsString = TextMetrics.METRICS_STRING + TextMetrics.BASELINE_SYMBOL; + var width = Math.ceil(context.measureText(metricsString).width); + var baseline = Math.ceil(context.measureText(TextMetrics.BASELINE_SYMBOL).width); + var height = Math.ceil(TextMetrics.HEIGHT_MULTIPLIER * baseline); + baseline = baseline * TextMetrics.BASELINE_MULTIPLIER | 0; + canvas.width = width; + canvas.height = height; + context.fillStyle = '#f00'; + context.fillRect(0, 0, width, height); + context.font = font; + context.textBaseline = 'alphabetic'; + context.fillStyle = '#000'; + context.fillText(metricsString, 0, baseline); + var imagedata = context.getImageData(0, 0, width, height).data; + var pixels = imagedata.length; + var line = width * 4; + var i = 0; + var idx = 0; + var stop = false; + // ascent. scan from top to bottom until we find a non red pixel + for (i = 0; i < baseline; ++i) { + for (var j = 0; j < line; j += 4) { + if (imagedata[idx + j] !== 255) { + stop = true; + break; + } + } + if (!stop) { + idx += line; + } + else { + break; + } + } + properties.ascent = baseline - i; + idx = pixels - line; + stop = false; + // descent. scan from bottom to top until we find a non red pixel + for (i = height; i > baseline; --i) { + for (var j = 0; j < line; j += 4) { + if (imagedata[idx + j] !== 255) { + stop = true; + break; + } + } + if (!stop) { + idx -= line; + } + else { + break; + } + } + properties.descent = i - baseline; + properties.fontSize = properties.ascent + properties.descent; + TextMetrics._fonts[font] = properties; + return properties; + }; /** - * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. - * Advantages can include sharper image quality (like text) and faster rendering on canvas. - * The main disadvantage is movement of objects may appear less smooth. - * @static - * @constant - * @memberof PIXI.settings - * @type {boolean} - * @default false + * Clear font metrics in metrics cache. + * @param {string} [font] - font name. If font name not set then clear cache for all fonts. */ - ROUND_PIXELS: false, - }; - - var commonjsGlobal$1 = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {}; - - function createCommonjsModule$1(fn, basedir, module) { - return module = { - path: basedir, - exports: {}, - require: function (path, base) { - return commonjsRequire$1(path, (base === undefined || base === null) ? module.path : base); - } - }, fn(module, module.exports), module.exports; - } - - function commonjsRequire$1 () { - throw new Error('Dynamic requires are not currently supported by @rollup/plugin-commonjs'); - } - - createCommonjsModule$1(function (module) { - - var has = Object.prototype.hasOwnProperty - , prefix = '~'; - - /** - * Constructor to create a storage for our `EE` objects. - * An `Events` instance is a plain object whose properties are event names. - * - * @constructor - * @private - */ - function Events() {} - - // - // We try to not inherit from `Object.prototype`. In some engines creating an - // instance in this way is faster than calling `Object.create(null)` directly. - // If `Object.create(null)` is not supported we prefix the event names with a - // character to make sure that the built-in object properties are not - // overridden or used as an attack vector. - // - if (Object.create) { - Events.prototype = Object.create(null); - - // - // This hack is needed because the `__proto__` property is still inherited in - // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5. - // - if (!new Events().__proto__) { prefix = false; } - } - - /** - * Representation of a single event listener. - * - * @param {Function} fn The listener function. - * @param {*} context The context to invoke the listener with. - * @param {Boolean} [once=false] Specify if the listener is a one-time listener. - * @constructor - * @private - */ - function EE(fn, context, once) { - this.fn = fn; - this.context = context; - this.once = once || false; - } - + TextMetrics.clearMetrics = function (font) { + if (font === void 0) { font = ''; } + if (font) { + delete TextMetrics._fonts[font]; + } + else { + TextMetrics._fonts = {}; + } + }; + Object.defineProperty(TextMetrics, "_canvas", { + /** + * Cached canvas element for measuring text + * TODO: this should be private, but isn't because of backward compat, will fix later. + * @ignore + */ + get: function () { + if (!TextMetrics.__canvas) { + var canvas = void 0; + try { + // OffscreenCanvas2D measureText can be up to 40% faster. + var c = new OffscreenCanvas(0, 0); + var context = c.getContext('2d', contextSettings); + if (context && context.measureText) { + TextMetrics.__canvas = c; + return c; + } + canvas = settings.ADAPTER.createCanvas(); + } + catch (ex) { + canvas = settings.ADAPTER.createCanvas(); + } + canvas.width = canvas.height = 10; + TextMetrics.__canvas = canvas; + } + return TextMetrics.__canvas; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextMetrics, "_context", { + /** + * TODO: this should be private, but isn't because of backward compat, will fix later. + * @ignore + */ + get: function () { + if (!TextMetrics.__context) { + TextMetrics.__context = TextMetrics._canvas.getContext('2d', contextSettings); + } + return TextMetrics.__context; + }, + enumerable: false, + configurable: true + }); + return TextMetrics; + }()); /** - * Add a listener for a given event. - * - * @param {EventEmitter} emitter Reference to the `EventEmitter` instance. - * @param {(String|Symbol)} event The event name. - * @param {Function} fn The listener function. - * @param {*} context The context to invoke the listener with. - * @param {Boolean} once Specify if the listener is a one-time listener. - * @returns {EventEmitter} + * Internal return object for {@link PIXI.TextMetrics.measureFont `TextMetrics.measureFont`}. + * @typedef {object} FontMetrics + * @property {number} ascent - The ascent distance + * @property {number} descent - The descent distance + * @property {number} fontSize - Font size from ascent to descent + * @memberof PIXI.TextMetrics * @private */ - function addListener(emitter, event, fn, context, once) { - if (typeof fn !== 'function') { - throw new TypeError('The listener must be a function'); - } - - var listener = new EE(fn, context || emitter, once) - , evt = prefix ? prefix + event : event; - - if (!emitter._events[evt]) { emitter._events[evt] = listener, emitter._eventsCount++; } - else if (!emitter._events[evt].fn) { emitter._events[evt].push(listener); } - else { emitter._events[evt] = [emitter._events[evt], listener]; } - - return emitter; - } - /** - * Clear event by name. - * - * @param {EventEmitter} emitter Reference to the `EventEmitter` instance. - * @param {(String|Symbol)} evt The Event name. + * Cache of {@see PIXI.TextMetrics.FontMetrics} objects. + * @memberof PIXI.TextMetrics + * @type {object} * @private */ - function clearEvent(emitter, evt) { - if (--emitter._eventsCount === 0) { emitter._events = new Events(); } - else { delete emitter._events[evt]; } - } - - /** - * Minimal `EventEmitter` interface that is molded against the Node.js - * `EventEmitter` interface. - * - * @constructor - * @public - */ - function EventEmitter() { - this._events = new Events(); - this._eventsCount = 0; - } - + TextMetrics._fonts = {}; /** - * Return an array listing the events for which the emitter has registered - * listeners. - * - * @returns {Array} - * @public + * String used for calculate font metrics. + * These characters are all tall to help calculate the height required for text. + * @static + * @memberof PIXI.TextMetrics + * @name METRICS_STRING + * @type {string} + * @default |ÉqÅ */ - EventEmitter.prototype.eventNames = function eventNames() { - var names = [] - , events - , name; - - if (this._eventsCount === 0) { return names; } - - for (name in (events = this._events)) { - if (has.call(events, name)) { names.push(prefix ? name.slice(1) : name); } - } - - if (Object.getOwnPropertySymbols) { - return names.concat(Object.getOwnPropertySymbols(events)); - } - - return names; - }; - + TextMetrics.METRICS_STRING = '|ÉqÅ'; /** - * Return the listeners registered for a given event. - * - * @param {(String|Symbol)} event The event name. - * @returns {Array} The registered listeners. - * @public + * Baseline symbol for calculate font metrics. + * @static + * @memberof PIXI.TextMetrics + * @name BASELINE_SYMBOL + * @type {string} + * @default M */ - EventEmitter.prototype.listeners = function listeners(event) { - var evt = prefix ? prefix + event : event - , handlers = this._events[evt]; - - if (!handlers) { return []; } - if (handlers.fn) { return [handlers.fn]; } - - for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) { - ee[i] = handlers[i].fn; - } - - return ee; - }; - + TextMetrics.BASELINE_SYMBOL = 'M'; /** - * Return the number of listeners listening to a given event. - * - * @param {(String|Symbol)} event The event name. - * @returns {Number} The number of listeners. - * @public + * Baseline multiplier for calculate font metrics. + * @static + * @memberof PIXI.TextMetrics + * @name BASELINE_MULTIPLIER + * @type {number} + * @default 1.4 */ - EventEmitter.prototype.listenerCount = function listenerCount(event) { - var evt = prefix ? prefix + event : event - , listeners = this._events[evt]; - - if (!listeners) { return 0; } - if (listeners.fn) { return 1; } - return listeners.length; - }; - + TextMetrics.BASELINE_MULTIPLIER = 1.4; /** - * Calls each of the listeners registered for a given event. - * - * @param {(String|Symbol)} event The event name. - * @returns {Boolean} `true` if the event had listeners, else `false`. - * @public + * Height multiplier for setting height of canvas to calculate font metrics. + * @static + * @memberof PIXI.TextMetrics + * @name HEIGHT_MULTIPLIER + * @type {number} + * @default 2.00 */ - EventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) { - var arguments$1 = arguments; - - var evt = prefix ? prefix + event : event; - - if (!this._events[evt]) { return false; } - - var listeners = this._events[evt] - , len = arguments.length - , args - , i; - - if (listeners.fn) { - if (listeners.once) { this.removeListener(event, listeners.fn, undefined, true); } - - switch (len) { - case 1: return listeners.fn.call(listeners.context), true; - case 2: return listeners.fn.call(listeners.context, a1), true; - case 3: return listeners.fn.call(listeners.context, a1, a2), true; - case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true; - case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true; - case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true; - } - - for (i = 1, args = new Array(len -1); i < len; i++) { - args[i - 1] = arguments$1[i]; - } - - listeners.fn.apply(listeners.context, args); - } else { - var length = listeners.length - , j; - - for (i = 0; i < length; i++) { - if (listeners[i].once) { this.removeListener(event, listeners[i].fn, undefined, true); } - - switch (len) { - case 1: listeners[i].fn.call(listeners[i].context); break; - case 2: listeners[i].fn.call(listeners[i].context, a1); break; - case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break; - case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break; - default: - if (!args) { for (j = 1, args = new Array(len -1); j < len; j++) { - args[j - 1] = arguments$1[j]; - } } - - listeners[i].fn.apply(listeners[i].context, args); - } - } - } - - return true; - }; - + TextMetrics.HEIGHT_MULTIPLIER = 2.0; /** - * Add a listener for a given event. - * - * @param {(String|Symbol)} event The event name. - * @param {Function} fn The listener function. - * @param {*} [context=this] The context to invoke the listener with. - * @returns {EventEmitter} `this`. - * @public + * Cache of new line chars. + * @memberof PIXI.TextMetrics + * @type {number[]} + * @private */ - EventEmitter.prototype.on = function on(event, fn, context) { - return addListener(this, event, fn, context, false); - }; - + TextMetrics._newlines = [ + 0x000A, + 0x000D ]; /** - * Add a one-time listener for a given event. - * - * @param {(String|Symbol)} event The event name. - * @param {Function} fn The listener function. - * @param {*} [context=this] The context to invoke the listener with. - * @returns {EventEmitter} `this`. - * @public + * Cache of breaking spaces. + * @memberof PIXI.TextMetrics + * @type {number[]} + * @private */ - EventEmitter.prototype.once = function once(event, fn, context) { - return addListener(this, event, fn, context, true); - }; - + TextMetrics._breakingSpaces = [ + 0x0009, + 0x0020, + 0x2000, + 0x2001, + 0x2002, + 0x2003, + 0x2004, + 0x2005, + 0x2006, + 0x2008, + 0x2009, + 0x200A, + 0x205F, + 0x3000 ]; /** - * Remove the listeners of a given event. - * - * @param {(String|Symbol)} event The event name. - * @param {Function} fn Only remove the listeners that match this function. - * @param {*} context Only remove the listeners that have this context. - * @param {Boolean} once Only remove one-time listeners. - * @returns {EventEmitter} `this`. - * @public - */ - EventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) { - var evt = prefix ? prefix + event : event; - - if (!this._events[evt]) { return this; } - if (!fn) { - clearEvent(this, evt); - return this; - } - - var listeners = this._events[evt]; - - if (listeners.fn) { - if ( - listeners.fn === fn && - (!once || listeners.once) && - (!context || listeners.context === context) - ) { - clearEvent(this, evt); - } - } else { - for (var i = 0, events = [], length = listeners.length; i < length; i++) { - if ( - listeners[i].fn !== fn || - (once && !listeners[i].once) || - (context && listeners[i].context !== context) - ) { - events.push(listeners[i]); - } - } - - // - // Reset the array, or remove it completely if we have no more listeners. - // - if (events.length) { this._events[evt] = events.length === 1 ? events[0] : events; } - else { clearEvent(this, evt); } - } + * A number, or a string containing a number. + * @memberof PIXI + * @typedef {object} IFontMetrics + * @property {number} ascent - Font ascent + * @property {number} descent - Font descent + * @property {number} fontSize - Font size + */ - return this; + var defaultDestroyOptions = { + texture: true, + children: false, + baseTexture: true, }; - /** - * Remove all listeners, or those of the specified event. + * A Text Object will create a line or multiple lines of text. * - * @param {(String|Symbol)} [event] The event name. - * @returns {EventEmitter} `this`. - * @public + * The text is created using the [Canvas API](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API). + * + * The primary advantage of this class over BitmapText is that you have great control over the style of the text, + * which you can change at runtime. + * + * The primary disadvantages is that each piece of text has it's own texture, which can use more memory. + * When text changes, this texture has to be re-generated and re-uploaded to the GPU, taking up time. + * + * To split a line you can use '\n' in your text string, or, on the `style` object, + * change its `wordWrap` property to true and and give the `wordWrapWidth` property a value. + * + * A Text can be created directly from a string and a style object, + * which can be generated [here](https://pixijs.io/pixi-text-style). + * + * ```js + * let text = new PIXI.Text('This is a PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'}); + * ``` + * @memberof PIXI */ - EventEmitter.prototype.removeAllListeners = function removeAllListeners(event) { - var evt; - - if (event) { - evt = prefix ? prefix + event : event; - if (this._events[evt]) { clearEvent(this, evt); } - } else { - this._events = new Events(); - this._eventsCount = 0; - } - - return this; - }; - - // - // Alias methods names because people roll like that. - // - EventEmitter.prototype.off = EventEmitter.prototype.removeListener; - EventEmitter.prototype.addListener = EventEmitter.prototype.on; - - // - // Expose the prefix. - // - EventEmitter.prefixed = prefix; - - // - // Allow `EventEmitter` to be imported as module namespace. - // - EventEmitter.EventEmitter = EventEmitter; - - // - // Expose the module. - // - { - module.exports = EventEmitter; - } - }); - - createCommonjsModule$1(function (module, exports) { - (function(root) { - - /** Detect free variables */ - var freeExports = exports && - !exports.nodeType && exports; - var freeModule = module && - !module.nodeType && module; - var freeGlobal = typeof commonjsGlobal$1 == 'object' && commonjsGlobal$1; - if ( - freeGlobal.global === freeGlobal || - freeGlobal.window === freeGlobal || - freeGlobal.self === freeGlobal - ) { - root = freeGlobal; - } - - /** - * The `punycode` object. - * @name punycode - * @type Object - */ - var punycode, - - /** Highest positive signed 32-bit float value */ - maxInt = 2147483647, // aka. 0x7FFFFFFF or 2^31-1 - - /** Bootstring parameters */ - base = 36, - tMin = 1, - tMax = 26, - skew = 38, - damp = 700, - initialBias = 72, - initialN = 128, // 0x80 - delimiter = '-', // '\x2D' - - /** Regular expressions */ - regexPunycode = /^xn--/, - regexNonASCII = /[^\x20-\x7E]/, // unprintable ASCII chars + non-ASCII chars - regexSeparators = /[\x2E\u3002\uFF0E\uFF61]/g, // RFC 3490 separators - - /** Error messages */ - errors = { - 'overflow': 'Overflow: input needs wider integers to process', - 'not-basic': 'Illegal input >= 0x80 (not a basic code point)', - 'invalid-input': 'Invalid input' - }, - - /** Convenience shortcuts */ - baseMinusTMin = base - tMin, - floor = Math.floor, - stringFromCharCode = String.fromCharCode, - - /** Temporary variable */ - key; - - /*--------------------------------------------------------------------------*/ - - /** - * A generic error utility function. - * @private - * @param {String} type The error type. - * @returns {Error} Throws a `RangeError` with the applicable error message. - */ - function error(type) { - throw RangeError(errors[type]); - } - - /** - * A generic `Array#map` utility function. - * @private - * @param {Array} array The array to iterate over. - * @param {Function} callback The function that gets called for every array - * item. - * @returns {Array} A new array of values returned by the callback function. - */ - function map(array, fn) { - var length = array.length; - var result = []; - while (length--) { - result[length] = fn(array[length]); - } - return result; - } - - /** - * A simple `Array#map`-like wrapper to work with domain name strings or email - * addresses. - * @private - * @param {String} domain The domain name or email address. - * @param {Function} callback The function that gets called for every - * character. - * @returns {Array} A new string of characters returned by the callback - * function. - */ - function mapDomain(string, fn) { - var parts = string.split('@'); - var result = ''; - if (parts.length > 1) { - // In email addresses, only the domain name should be punycoded. Leave - // the local part (i.e. everything up to `@`) intact. - result = parts[0] + '@'; - string = parts[1]; - } - // Avoid `split(regex)` for IE8 compatibility. See #17. - string = string.replace(regexSeparators, '\x2E'); - var labels = string.split('.'); - var encoded = map(labels, fn).join('.'); - return result + encoded; - } - - /** - * Creates an array containing the numeric code points of each Unicode - * character in the string. While JavaScript uses UCS-2 internally, - * this function will convert a pair of surrogate halves (each of which - * UCS-2 exposes as separate characters) into a single code point, - * matching UTF-16. - * @see `punycode.ucs2.encode` - * @see - * @memberOf punycode.ucs2 - * @name decode - * @param {String} string The Unicode input string (UCS-2). - * @returns {Array} The new array of code points. - */ - function ucs2decode(string) { - var output = [], - counter = 0, - length = string.length, - value, - extra; - while (counter < length) { - value = string.charCodeAt(counter++); - if (value >= 0xD800 && value <= 0xDBFF && counter < length) { - // high surrogate, and there is a next character - extra = string.charCodeAt(counter++); - if ((extra & 0xFC00) == 0xDC00) { // low surrogate - output.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000); - } else { - // unmatched surrogate; only append this code unit, in case the next - // code unit is the high surrogate of a surrogate pair - output.push(value); - counter--; - } - } else { - output.push(value); - } - } - return output; - } - - /** - * Creates a string based on an array of numeric code points. - * @see `punycode.ucs2.decode` - * @memberOf punycode.ucs2 - * @name encode - * @param {Array} codePoints The array of numeric code points. - * @returns {String} The new Unicode string (UCS-2). - */ - function ucs2encode(array) { - return map(array, function(value) { - var output = ''; - if (value > 0xFFFF) { - value -= 0x10000; - output += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800); - value = 0xDC00 | value & 0x3FF; - } - output += stringFromCharCode(value); - return output; - }).join(''); - } - - /** - * Converts a basic code point into a digit/integer. - * @see `digitToBasic()` - * @private - * @param {Number} codePoint The basic numeric code point value. - * @returns {Number} The numeric value of a basic code point (for use in - * representing integers) in the range `0` to `base - 1`, or `base` if - * the code point does not represent a value. - */ - function basicToDigit(codePoint) { - if (codePoint - 48 < 10) { - return codePoint - 22; - } - if (codePoint - 65 < 26) { - return codePoint - 65; - } - if (codePoint - 97 < 26) { - return codePoint - 97; - } - return base; - } - - /** - * Converts a digit/integer into a basic code point. - * @see `basicToDigit()` - * @private - * @param {Number} digit The numeric value of a basic code point. - * @returns {Number} The basic code point whose value (when used for - * representing integers) is `digit`, which needs to be in the range - * `0` to `base - 1`. If `flag` is non-zero, the uppercase form is - * used; else, the lowercase form is used. The behavior is undefined - * if `flag` is non-zero and `digit` has no uppercase form. - */ - function digitToBasic(digit, flag) { - // 0..25 map to ASCII a..z or A..Z - // 26..35 map to ASCII 0..9 - return digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5); - } - - /** - * Bias adaptation function as per section 3.4 of RFC 3492. - * http://tools.ietf.org/html/rfc3492#section-3.4 - * @private - */ - function adapt(delta, numPoints, firstTime) { - var k = 0; - delta = firstTime ? floor(delta / damp) : delta >> 1; - delta += floor(delta / numPoints); - for (/* no initialization */; delta > baseMinusTMin * tMax >> 1; k += base) { - delta = floor(delta / baseMinusTMin); - } - return floor(k + (baseMinusTMin + 1) * delta / (delta + skew)); - } - - /** - * Converts a Punycode string of ASCII-only symbols to a string of Unicode - * symbols. - * @memberOf punycode - * @param {String} input The Punycode string of ASCII-only symbols. - * @returns {String} The resulting string of Unicode symbols. - */ - function decode(input) { - // Don't use UCS-2 - var output = [], - inputLength = input.length, - out, - i = 0, - n = initialN, - bias = initialBias, - basic, - j, - index, - oldi, - w, - k, - digit, - t, - /** Cached calculation results */ - baseMinusT; - - // Handle the basic code points: let `basic` be the number of input code - // points before the last delimiter, or `0` if there is none, then copy - // the first basic code points to the output. - - basic = input.lastIndexOf(delimiter); - if (basic < 0) { - basic = 0; - } - - for (j = 0; j < basic; ++j) { - // if it's not a basic code point - if (input.charCodeAt(j) >= 0x80) { - error('not-basic'); - } - output.push(input.charCodeAt(j)); - } - - // Main decoding loop: start just after the last delimiter if any basic code - // points were copied; start at the beginning otherwise. - - for (index = basic > 0 ? basic + 1 : 0; index < inputLength; /* no final expression */) { - - // `index` is the index of the next character to be consumed. - // Decode a generalized variable-length integer into `delta`, - // which gets added to `i`. The overflow checking is easier - // if we increase `i` as we go, then subtract off its starting - // value at the end to obtain `delta`. - for (oldi = i, w = 1, k = base; /* no condition */; k += base) { - - if (index >= inputLength) { - error('invalid-input'); - } - - digit = basicToDigit(input.charCodeAt(index++)); - - if (digit >= base || digit > floor((maxInt - i) / w)) { - error('overflow'); - } - - i += digit * w; - t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias); - - if (digit < t) { - break; - } - - baseMinusT = base - t; - if (w > floor(maxInt / baseMinusT)) { - error('overflow'); - } - - w *= baseMinusT; - - } - - out = output.length + 1; - bias = adapt(i - oldi, out, oldi == 0); - - // `i` was supposed to wrap around from `out` to `0`, - // incrementing `n` each time, so we'll fix that now: - if (floor(i / out) > maxInt - n) { - error('overflow'); - } - - n += floor(i / out); - i %= out; - - // Insert `n` at position `i` of the output - output.splice(i++, 0, n); - - } - - return ucs2encode(output); - } - - /** - * Converts a string of Unicode symbols (e.g. a domain name label) to a - * Punycode string of ASCII-only symbols. - * @memberOf punycode - * @param {String} input The string of Unicode symbols. - * @returns {String} The resulting Punycode string of ASCII-only symbols. - */ - function encode(input) { - var n, - delta, - handledCPCount, - basicLength, - bias, - j, - m, - q, - k, - t, - currentValue, - output = [], - /** `inputLength` will hold the number of code points in `input`. */ - inputLength, - /** Cached calculation results */ - handledCPCountPlusOne, - baseMinusT, - qMinusT; - - // Convert the input in UCS-2 to Unicode - input = ucs2decode(input); - - // Cache the length - inputLength = input.length; - - // Initialize the state - n = initialN; - delta = 0; - bias = initialBias; - - // Handle the basic code points - for (j = 0; j < inputLength; ++j) { - currentValue = input[j]; - if (currentValue < 0x80) { - output.push(stringFromCharCode(currentValue)); - } - } - - handledCPCount = basicLength = output.length; - - // `handledCPCount` is the number of code points that have been handled; - // `basicLength` is the number of basic code points. - - // Finish the basic string - if it is not empty - with a delimiter - if (basicLength) { - output.push(delimiter); - } - - // Main encoding loop: - while (handledCPCount < inputLength) { - - // All non-basic code points < n have been handled already. Find the next - // larger one: - for (m = maxInt, j = 0; j < inputLength; ++j) { - currentValue = input[j]; - if (currentValue >= n && currentValue < m) { - m = currentValue; - } - } - - // Increase `delta` enough to advance the decoder's state to , - // but guard against overflow - handledCPCountPlusOne = handledCPCount + 1; - if (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) { - error('overflow'); - } - - delta += (m - n) * handledCPCountPlusOne; - n = m; - - for (j = 0; j < inputLength; ++j) { - currentValue = input[j]; - - if (currentValue < n && ++delta > maxInt) { - error('overflow'); - } - - if (currentValue == n) { - // Represent delta as a generalized variable-length integer - for (q = delta, k = base; /* no condition */; k += base) { - t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias); - if (q < t) { - break; - } - qMinusT = q - t; - baseMinusT = base - t; - output.push( - stringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0)) - ); - q = floor(qMinusT / baseMinusT); - } - - output.push(stringFromCharCode(digitToBasic(q, 0))); - bias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength); - delta = 0; - ++handledCPCount; - } - } - - ++delta; - ++n; - - } - return output.join(''); - } - - /** - * Converts a Punycode string representing a domain name or an email address - * to Unicode. Only the Punycoded parts of the input will be converted, i.e. - * it doesn't matter if you call it on a string that has already been - * converted to Unicode. - * @memberOf punycode - * @param {String} input The Punycoded domain name or email address to - * convert to Unicode. - * @returns {String} The Unicode representation of the given Punycode - * string. - */ - function toUnicode(input) { - return mapDomain(input, function(string) { - return regexPunycode.test(string) - ? decode(string.slice(4).toLowerCase()) - : string; - }); - } - - /** - * Converts a Unicode string representing a domain name or an email address to - * Punycode. Only the non-ASCII parts of the domain name will be converted, - * i.e. it doesn't matter if you call it with a domain that's already in - * ASCII. - * @memberOf punycode - * @param {String} input The domain name or email address to convert, as a - * Unicode string. - * @returns {String} The Punycode representation of the given domain name or - * email address. - */ - function toASCII(input) { - return mapDomain(input, function(string) { - return regexNonASCII.test(string) - ? 'xn--' + encode(string) - : string; - }); - } - - /*--------------------------------------------------------------------------*/ - - /** Define the public API */ - punycode = { - /** - * A string representing the current Punycode.js version number. - * @memberOf punycode - * @type String - */ - 'version': '1.3.2', - /** - * An object of methods to convert from JavaScript's internal character - * representation (UCS-2) to Unicode code points, and back. - * @see - * @memberOf punycode - * @type Object - */ - 'ucs2': { - 'decode': ucs2decode, - 'encode': ucs2encode - }, - 'decode': decode, - 'encode': encode, - 'toASCII': toASCII, - 'toUnicode': toUnicode - }; - - /** Expose `punycode` */ - // Some AMD build optimizers, like r.js, check for specific condition patterns - // like the following: - if (freeExports && freeModule) { - if (module.exports == freeExports) { // in Node.js or RingoJS v0.8.0+ - freeModule.exports = punycode; - } else { // in Narwhal or RingoJS v0.7.0- - for (key in punycode) { - punycode.hasOwnProperty(key) && (freeExports[key] = punycode[key]); - } - } - } else { // in Rhino or a web browser - root.punycode = punycode; - } - - }(commonjsGlobal$1)); - }); - - // Copyright Joyent, Inc. and other Node contributors. - - // If obj.hasOwnProperty has been overridden, then calling - // obj.hasOwnProperty(prop) will break. - // See: https://github.com/joyent/node/issues/1707 - function hasOwnProperty(obj, prop) { - return Object.prototype.hasOwnProperty.call(obj, prop); - } - - var decode = function(qs, sep, eq, options) { - sep = sep || '&'; - eq = eq || '='; - var obj = {}; - - if (typeof qs !== 'string' || qs.length === 0) { - return obj; - } - - var regexp = /\+/g; - qs = qs.split(sep); - - var maxKeys = 1000; - if (options && typeof options.maxKeys === 'number') { - maxKeys = options.maxKeys; - } - - var len = qs.length; - // maxKeys <= 0 means that we should not limit keys count - if (maxKeys > 0 && len > maxKeys) { - len = maxKeys; - } - - for (var i = 0; i < len; ++i) { - var x = qs[i].replace(regexp, '%20'), - idx = x.indexOf(eq), - kstr, vstr, k, v; - - if (idx >= 0) { - kstr = x.substr(0, idx); - vstr = x.substr(idx + 1); - } else { - kstr = x; - vstr = ''; - } - - k = decodeURIComponent(kstr); - v = decodeURIComponent(vstr); - - if (!hasOwnProperty(obj, k)) { - obj[k] = v; - } else if (Array.isArray(obj[k])) { - obj[k].push(v); - } else { - obj[k] = [obj[k], v]; + var Text = /** @class */ (function (_super) { + __extends$c(Text, _super); + /** + * @param text - The string that you would like the text to display + * @param {object|PIXI.TextStyle} [style] - The style parameters + * @param canvas - The canvas element for drawing text + */ + function Text(text, style, canvas) { + var _this = this; + var ownCanvas = false; + if (!canvas) { + canvas = settings.ADAPTER.createCanvas(); + ownCanvas = true; + } + canvas.width = 3; + canvas.height = 3; + var texture = Texture.from(canvas); + texture.orig = new Rectangle(); + texture.trim = new Rectangle(); + _this = _super.call(this, texture) || this; + _this._ownCanvas = ownCanvas; + _this.canvas = canvas; + _this.context = canvas.getContext('2d', { + // required for trimming to work without warnings + willReadFrequently: true, + }); + _this._resolution = settings.RESOLUTION; + _this._autoResolution = true; + _this._text = null; + _this._style = null; + _this._styleListener = null; + _this._font = ''; + _this.text = text; + _this.style = style; + _this.localStyleID = -1; + return _this; } - } - - return obj; - }; - - // Copyright Joyent, Inc. and other Node contributors. - - var stringifyPrimitive = function(v) { - switch (typeof v) { - case 'string': - return v; - - case 'boolean': - return v ? 'true' : 'false'; - - case 'number': - return isFinite(v) ? v : ''; - - default: - return ''; - } - }; - - var encode = function(obj, sep, eq, name) { - sep = sep || '&'; - eq = eq || '='; - if (obj === null) { - obj = undefined; - } - - if (typeof obj === 'object') { - return Object.keys(obj).map(function(k) { - var ks = encodeURIComponent(stringifyPrimitive(k)) + eq; - if (Array.isArray(obj[k])) { - return obj[k].map(function(v) { - return ks + encodeURIComponent(stringifyPrimitive(v)); - }).join(sep); - } else { - return ks + encodeURIComponent(stringifyPrimitive(obj[k])); - } - }).join(sep); - - } - - if (!name) { return ''; } - return encodeURIComponent(stringifyPrimitive(name)) + eq + - encodeURIComponent(stringifyPrimitive(obj)); - }; - - createCommonjsModule$1(function (module, exports) { - - exports.decode = exports.parse = decode; - exports.encode = exports.stringify = encode; - }); + /** + * Renders text to its canvas, and updates its texture. + * + * By default this is used internally to ensure the texture is correct before rendering, + * but it can be used called externally, for example from this class to 'pre-generate' the texture from a piece of text, + * and then shared across multiple Sprites. + * @param respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called. + */ + Text.prototype.updateText = function (respectDirty) { + var style = this._style; + // check if style has changed.. + if (this.localStyleID !== style.styleID) { + this.dirty = true; + this.localStyleID = style.styleID; + } + if (!this.dirty && respectDirty) { + return; + } + this._font = this._style.toFontString(); + var context = this.context; + var measured = TextMetrics.measureText(this._text || ' ', this._style, this._style.wordWrap, this.canvas); + var width = measured.width; + var height = measured.height; + var lines = measured.lines; + var lineHeight = measured.lineHeight; + var lineWidths = measured.lineWidths; + var maxLineWidth = measured.maxLineWidth; + var fontProperties = measured.fontProperties; + this.canvas.width = Math.ceil(Math.ceil((Math.max(1, width) + (style.padding * 2))) * this._resolution); + this.canvas.height = Math.ceil(Math.ceil((Math.max(1, height) + (style.padding * 2))) * this._resolution); + context.scale(this._resolution, this._resolution); + context.clearRect(0, 0, this.canvas.width, this.canvas.height); + context.font = this._font; + context.lineWidth = style.strokeThickness; + context.textBaseline = style.textBaseline; + context.lineJoin = style.lineJoin; + context.miterLimit = style.miterLimit; + var linePositionX; + var linePositionY; + // require 2 passes if a shadow; the first to draw the drop shadow, the second to draw the text + var passesCount = style.dropShadow ? 2 : 1; + // For v4, we drew text at the colours of the drop shadow underneath the normal text. This gave the correct zIndex, + // but features such as alpha and shadowblur did not look right at all, since we were using actual text as a shadow. + // + // For v5.0.0, we moved over to just use the canvas API for drop shadows, which made them look much nicer and more + // visually please, but now because the stroke is drawn and then the fill, drop shadows would appear on both the fill + // and the stroke; and fill drop shadows would appear over the top of the stroke. + // + // For v5.1.1, the new route is to revert to v4 style of drawing text first to get the drop shadows underneath normal + // text, but instead drawing text in the correct location, we'll draw it off screen (-paddingY), and then adjust the + // drop shadow so only that appears on screen (+paddingY). Now we'll have the correct draw order of the shadow + // beneath the text, whilst also having the proper text shadow styling. + for (var i = 0; i < passesCount; ++i) { + var isShadowPass = style.dropShadow && i === 0; + // we only want the drop shadow, so put text way off-screen + var dsOffsetText = isShadowPass ? Math.ceil(Math.max(1, height) + (style.padding * 2)) : 0; + var dsOffsetShadow = dsOffsetText * this._resolution; + if (isShadowPass) { + // On Safari, text with gradient and drop shadows together do not position correctly + // if the scale of the canvas is not 1: https://bugs.webkit.org/show_bug.cgi?id=197689 + // Therefore we'll set the styles to be a plain black whilst generating this drop shadow + context.fillStyle = 'black'; + context.strokeStyle = 'black'; + var dropShadowColor = style.dropShadowColor; + var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor)); + var dropShadowBlur = style.dropShadowBlur * this._resolution; + var dropShadowDistance = style.dropShadowDistance * this._resolution; + context.shadowColor = "rgba(" + rgb[0] * 255 + "," + rgb[1] * 255 + "," + rgb[2] * 255 + "," + style.dropShadowAlpha + ")"; + context.shadowBlur = dropShadowBlur; + context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance; + context.shadowOffsetY = (Math.sin(style.dropShadowAngle) * dropShadowDistance) + dsOffsetShadow; + } + else { + // set canvas text styles + context.fillStyle = this._generateFillStyle(style, lines, measured); + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + context.strokeStyle = style.stroke; + context.shadowColor = 'black'; + context.shadowBlur = 0; + context.shadowOffsetX = 0; + context.shadowOffsetY = 0; + } + var linePositionYShift = (lineHeight - fontProperties.fontSize) / 2; + if (!Text.nextLineHeightBehavior || lineHeight - fontProperties.fontSize < 0) { + linePositionYShift = 0; + } + // draw lines line by line + for (var i_1 = 0; i_1 < lines.length; i_1++) { + linePositionX = style.strokeThickness / 2; + linePositionY = ((style.strokeThickness / 2) + (i_1 * lineHeight)) + fontProperties.ascent + + linePositionYShift; + if (style.align === 'right') { + linePositionX += maxLineWidth - lineWidths[i_1]; + } + else if (style.align === 'center') { + linePositionX += (maxLineWidth - lineWidths[i_1]) / 2; + } + if (style.stroke && style.strokeThickness) { + this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText, true); + } + if (style.fill) { + this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText); + } + } + } + this.updateTexture(); + }; + /** + * Render the text with letter-spacing. + * @param text - The text to draw + * @param x - Horizontal position to draw the text + * @param y - Vertical position to draw the text + * @param isStroke - Is this drawing for the outside stroke of the + * text? If not, it's for the inside fill + */ + Text.prototype.drawLetterSpacing = function (text, x, y, isStroke) { + if (isStroke === void 0) { isStroke = false; } + var style = this._style; + // letterSpacing of 0 means normal + var letterSpacing = style.letterSpacing; + // Checking that we can use moddern canvas2D api + // https://developer.chrome.com/origintrials/#/view_trial/3585991203293757441 + // note: this is unstable API, Chrome less 94 use a `textLetterSpacing`, newest use a letterSpacing + // eslint-disable-next-line max-len + var supportLetterSpacing = Text.experimentalLetterSpacing + && ('letterSpacing' in CanvasRenderingContext2D.prototype + || 'textLetterSpacing' in CanvasRenderingContext2D.prototype); + if (letterSpacing === 0 || supportLetterSpacing) { + if (supportLetterSpacing) { + this.context.letterSpacing = letterSpacing; + this.context.textLetterSpacing = letterSpacing; + } + if (isStroke) { + this.context.strokeText(text, x, y); + } + else { + this.context.fillText(text, x, y); + } + return; + } + var currentPosition = x; + // Using Array.from correctly splits characters whilst keeping emoji together. + // This is not supported on IE as it requires ES6, so regular text splitting occurs. + // This also doesn't account for emoji that are multiple emoji put together to make something else. + // Handling all of this would require a big library itself. + // https://medium.com/@giltayar/iterating-over-emoji-characters-the-es6-way-f06e4589516 + // https://github.com/orling/grapheme-splitter + var stringArray = Array.from ? Array.from(text) : text.split(''); + var previousWidth = this.context.measureText(text).width; + var currentWidth = 0; + for (var i = 0; i < stringArray.length; ++i) { + var currentChar = stringArray[i]; + if (isStroke) { + this.context.strokeText(currentChar, currentPosition, y); + } + else { + this.context.fillText(currentChar, currentPosition, y); + } + var textStr = ''; + for (var j = i + 1; j < stringArray.length; ++j) { + textStr += stringArray[j]; + } + currentWidth = this.context.measureText(textStr).width; + currentPosition += previousWidth - currentWidth + letterSpacing; + previousWidth = currentWidth; + } + }; + /** Updates texture size based on canvas size. */ + Text.prototype.updateTexture = function () { + var canvas = this.canvas; + if (this._style.trim) { + var trimmed = trimCanvas(canvas); + if (trimmed.data) { + canvas.width = trimmed.width; + canvas.height = trimmed.height; + this.context.putImageData(trimmed.data, 0, 0); + } + } + var texture = this._texture; + var style = this._style; + var padding = style.trim ? 0 : style.padding; + var baseTexture = texture.baseTexture; + texture.trim.width = texture._frame.width = canvas.width / this._resolution; + texture.trim.height = texture._frame.height = canvas.height / this._resolution; + texture.trim.x = -padding; + texture.trim.y = -padding; + texture.orig.width = texture._frame.width - (padding * 2); + texture.orig.height = texture._frame.height - (padding * 2); + // call sprite onTextureUpdate to update scale if _width or _height were set + this._onTextureUpdate(); + baseTexture.setRealSize(canvas.width, canvas.height, this._resolution); + texture.updateUvs(); + this.dirty = false; + }; + /** + * Renders the object using the WebGL renderer + * @param renderer - The renderer + */ + Text.prototype._render = function (renderer) { + if (this._autoResolution && this._resolution !== renderer.resolution) { + this._resolution = renderer.resolution; + this.dirty = true; + } + this.updateText(true); + _super.prototype._render.call(this, renderer); + }; + /** Updates the transform on all children of this container for rendering. */ + Text.prototype.updateTransform = function () { + this.updateText(true); + _super.prototype.updateTransform.call(this); + }; + Text.prototype.getBounds = function (skipUpdate, rect) { + this.updateText(true); + if (this._textureID === -1) { + // texture was updated: recalculate transforms + skipUpdate = false; + } + return _super.prototype.getBounds.call(this, skipUpdate, rect); + }; + /** + * Gets the local bounds of the text object. + * @param rect - The output rectangle. + * @returns The bounds. + */ + Text.prototype.getLocalBounds = function (rect) { + this.updateText(true); + return _super.prototype.getLocalBounds.call(this, rect); + }; + /** Calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account. */ + Text.prototype._calculateBounds = function () { + this.calculateVertices(); + // if we have already done this on THIS frame. + this._bounds.addQuad(this.vertexData); + }; + /** + * Generates the fill style. Can automatically generate a gradient based on the fill style being an array + * @param style - The style. + * @param lines - The lines of text. + * @param metrics + * @returns The fill style + */ + Text.prototype._generateFillStyle = function (style, lines, metrics) { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + var fillStyle = style.fill; + if (!Array.isArray(fillStyle)) { + return fillStyle; + } + else if (fillStyle.length === 1) { + return fillStyle[0]; + } + // the gradient will be evenly spaced out according to how large the array is. + // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75 + var gradient; + // a dropshadow will enlarge the canvas and result in the gradient being + // generated with the incorrect dimensions + var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0; + // should also take padding into account, padding can offset the gradient + var padding = style.padding || 0; + var width = (this.canvas.width / this._resolution) - dropShadowCorrection - (padding * 2); + var height = (this.canvas.height / this._resolution) - dropShadowCorrection - (padding * 2); + // make a copy of the style settings, so we can manipulate them later + var fill = fillStyle.slice(); + var fillGradientStops = style.fillGradientStops.slice(); + // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75 + if (!fillGradientStops.length) { + var lengthPlus1 = fill.length + 1; + for (var i = 1; i < lengthPlus1; ++i) { + fillGradientStops.push(i / lengthPlus1); + } + } + // stop the bleeding of the last gradient on the line above to the top gradient of the this line + // by hard defining the first gradient colour at point 0, and last gradient colour at point 1 + fill.unshift(fillStyle[0]); + fillGradientStops.unshift(0); + fill.push(fillStyle[fillStyle.length - 1]); + fillGradientStops.push(1); + if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) { + // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas + gradient = this.context.createLinearGradient(width / 2, padding, width / 2, height + padding); + // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect + // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 + // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc + var textHeight = metrics.fontProperties.fontSize + style.strokeThickness; + for (var i = 0; i < lines.length; i++) { + var lastLineBottom = (metrics.lineHeight * (i - 1)) + textHeight; + var thisLineTop = metrics.lineHeight * i; + var thisLineGradientStart = thisLineTop; + // Handle case where last & this line overlap + if (i > 0 && lastLineBottom > thisLineTop) { + thisLineGradientStart = (thisLineTop + lastLineBottom) / 2; + } + var thisLineBottom = thisLineTop + textHeight; + var nextLineTop = metrics.lineHeight * (i + 1); + var thisLineGradientEnd = thisLineBottom; + // Handle case where this & next line overlap + if (i + 1 < lines.length && nextLineTop < thisLineBottom) { + thisLineGradientEnd = (thisLineBottom + nextLineTop) / 2; + } + // textHeight, but as a 0-1 size in global gradient stop space + var gradStopLineHeight = (thisLineGradientEnd - thisLineGradientStart) / height; + for (var j = 0; j < fill.length; j++) { + // 0-1 stop point for the current line, multiplied to global space afterwards + var lineStop = 0; + if (typeof fillGradientStops[j] === 'number') { + lineStop = fillGradientStops[j]; + } + else { + lineStop = j / fill.length; + } + var globalStop = Math.min(1, Math.max(0, (thisLineGradientStart / height) + (lineStop * gradStopLineHeight))); + // There's potential for floating point precision issues at the seams between gradient repeats. + globalStop = Number(globalStop.toFixed(5)); + gradient.addColorStop(globalStop, fill[j]); + } + } + } + else { + // start the gradient at the center left of the canvas, and end at the center right of the canvas + gradient = this.context.createLinearGradient(padding, height / 2, width + padding, height / 2); + // can just evenly space out the gradients in this case, as multiple lines makes no difference + // to an even left to right gradient + var totalIterations = fill.length + 1; + var currentIteration = 1; + for (var i = 0; i < fill.length; i++) { + var stop = void 0; + if (typeof fillGradientStops[i] === 'number') { + stop = fillGradientStops[i]; + } + else { + stop = currentIteration / totalIterations; + } + gradient.addColorStop(stop, fill[i]); + currentIteration++; + } + } + return gradient; + }; + /** + * Destroys this text object. + * + * Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as + * the majority of the time the texture will not be shared with any other Sprites. + * @param options - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their + * destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well + * @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well + */ + Text.prototype.destroy = function (options) { + if (typeof options === 'boolean') { + options = { children: options }; + } + options = Object.assign({}, defaultDestroyOptions, options); + _super.prototype.destroy.call(this, options); + // set canvas width and height to 0 to workaround memory leak in Safari < 13 + // https://stackoverflow.com/questions/52532614/total-canvas-memory-use-exceeds-the-maximum-limit-safari-12 + if (this._ownCanvas) { + this.canvas.height = this.canvas.width = 0; + } + // make sure to reset the context and canvas.. dont want this hanging around in memory! + this.context = null; + this.canvas = null; + this._style = null; + }; + Object.defineProperty(Text.prototype, "width", { + /** The width of the Text, setting this will actually modify the scale to achieve the value set. */ + get: function () { + this.updateText(true); + return Math.abs(this.scale.x) * this._texture.orig.width; + }, + set: function (value) { + this.updateText(true); + var s = sign(this.scale.x) || 1; + this.scale.x = s * value / this._texture.orig.width; + this._width = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Text.prototype, "height", { + /** The height of the Text, setting this will actually modify the scale to achieve the value set. */ + get: function () { + this.updateText(true); + return Math.abs(this.scale.y) * this._texture.orig.height; + }, + set: function (value) { + this.updateText(true); + var s = sign(this.scale.y) || 1; + this.scale.y = s * value / this._texture.orig.height; + this._height = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Text.prototype, "style", { + /** + * Set the style of the text. + * + * Set up an event listener to listen for changes on the style object and mark the text as dirty. + */ + get: function () { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the ITextStyle + // since the setter creates the TextStyle. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + return this._style; + }, + set: function (style) { + style = style || {}; + if (style instanceof TextStyle) { + this._style = style; + } + else { + this._style = new TextStyle(style); + } + this.localStyleID = -1; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Text.prototype, "text", { + /** Set the copy for the text object. To split a line you can use '\n'. */ + get: function () { + return this._text; + }, + set: function (text) { + text = String(text === null || text === undefined ? '' : text); + if (this._text === text) { + return; + } + this._text = text; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Text.prototype, "resolution", { + /** + * The resolution / device pixel ratio of the canvas. + * + * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually. + * @default 1 + */ + get: function () { + return this._resolution; + }, + set: function (value) { + this._autoResolution = false; + if (this._resolution === value) { + return; + } + this._resolution = value; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + /** + * New behavior for `lineHeight` that's meant to mimic HTML text. A value of `true` will + * make sure the first baseline is offset by the `lineHeight` value if it is greater than `fontSize`. + * A value of `false` will use the legacy behavior and not change the baseline of the first line. + * In the next major release, we'll enable this by default. + */ + Text.nextLineHeightBehavior = false; + /** + * New rendering behavior for letter-spacing which uses Chrome's new native API. This will + * lead to more accurate letter-spacing results because it does not try to manually draw + * each character. However, this Chrome API is experimental and may not serve all cases yet. + */ + Text.experimentalLetterSpacing = false; + return Text; + }(Sprite)); /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/prepare - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/constants is licensed under the MIT License. + * @pixi/prepare is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ + /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV$2; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$2 || (ENV$2 = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE$2; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$2 || (RENDERER_TYPE$2 = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ - var BUFFER_BITS$2; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$2 || (BUFFER_BITS$2 = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES$2; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$2 || (BLEND_MODES$2 = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES$2; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$2 || (DRAW_MODES$2 = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS$2; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$2 || (FORMATS$2 = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS$2; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$2 || (TARGETS$2 = {})); - /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ - var TYPES$2; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$2 || (TYPES$2 = {})); - /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI + * Default number of uploads per frame using prepare plugin. * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - + * @memberof PIXI.settings + * @name UPLOADS_PER_FRAME + * @type {number} + * @default 4 */ - var SAMPLER_TYPES$2; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$2 || (SAMPLER_TYPES$2 = {})); + settings.UPLOADS_PER_FRAME = 4; + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$b = function(d, b) { + extendStatics$b = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$b(d, b); + }; + + function __extends$b(d, b) { + extendStatics$b(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. + * CountLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified + * number of items per frame. * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling */ - var SCALE_MODES$2; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$2 || (SCALE_MODES$2 = {})); + var CountLimiter = /** @class */ (function () { + /** + * @param maxItemsPerFrame - The maximum number of items that can be prepared each frame. + */ + function CountLimiter(maxItemsPerFrame) { + this.maxItemsPerFrame = maxItemsPerFrame; + this.itemsLeft = 0; + } + /** Resets any counting properties to start fresh on a new frame. */ + CountLimiter.prototype.beginFrame = function () { + this.itemsLeft = this.maxItemsPerFrame; + }; + /** + * Checks to see if another item can be uploaded. This should only be called once per item. + * @returns If the item is allowed to be uploaded. + */ + CountLimiter.prototype.allowedToUpload = function () { + return this.itemsLeft-- > 0; + }; + return CountLimiter; + }()); + /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring + * Built-in hook to find multiple textures from objects like AnimatedSprites. + * @private + * @param item - Display object to check + * @param queue - Collection of items to upload + * @returns If a PIXI.Texture object was found. */ - var WRAP_MODES$2; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$2 || (WRAP_MODES$2 = {})); + function findMultipleBaseTextures(item, queue) { + var result = false; + // Objects with multiple textures + if (item && item._textures && item._textures.length) { + for (var i = 0; i < item._textures.length; i++) { + if (item._textures[i] instanceof Texture) { + var baseTexture = item._textures[i].baseTexture; + if (queue.indexOf(baseTexture) === -1) { + queue.push(baseTexture); + result = true; + } + } + } + } + return result; + } /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. + * Built-in hook to find BaseTextures from Texture. + * @private + * @param item - Display object to check + * @param queue - Collection of items to upload + * @returns If a PIXI.Texture object was found. */ - var MIPMAP_MODES$2; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$2 || (MIPMAP_MODES$2 = {})); + function findBaseTexture(item, queue) { + if (item.baseTexture instanceof BaseTexture) { + var texture = item.baseTexture; + if (queue.indexOf(texture) === -1) { + queue.push(texture); + } + return true; + } + return false; + } /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. + * Built-in hook to find textures from objects. + * @private + * @param item - Display object to check + * @param queue - Collection of items to upload + * @returns If a PIXI.Texture object was found. */ - var ALPHA_MODES$2; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$2 || (ALPHA_MODES$2 = {})); + function findTexture(item, queue) { + if (item._texture && item._texture instanceof Texture) { + var texture = item._texture.baseTexture; + if (queue.indexOf(texture) === -1) { + queue.push(texture); + } + return true; + } + return false; + } /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT + * Built-in hook to draw PIXI.Text to its texture. + * @private + * @param _helper - Not used by this upload handler + * @param item - Item to check + * @returns If item was uploaded. */ - var CLEAR_MODES$2; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$2 || (CLEAR_MODES$2 = {})); + function drawText(_helper, item) { + if (item instanceof Text) { + // updating text will return early if it is not dirty + item.updateText(true); + return true; + } + return false; + } /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually + * Built-in hook to calculate a text style for a PIXI.Text object. + * @private + * @param _helper - Not used by this upload handler + * @param item - Item to check + * @returns If item was uploaded. */ - var GC_MODES$2; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$2 || (GC_MODES$2 = {})); + function calculateTextStyle(_helper, item) { + if (item instanceof TextStyle) { + var font = item.toFontString(); + TextMetrics.measureFont(font); + return true; + } + return false; + } /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - + * Built-in hook to find Text objects. + * @private + * @param item - Display object to check + * @param queue - Collection of items to upload + * @returns if a PIXI.Text object was found. */ - var PRECISION$2; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION$2 || (PRECISION$2 = {})); + function findText(item, queue) { + if (item instanceof Text) { + // push the text style to prepare it - this can be really expensive + if (queue.indexOf(item.style) === -1) { + queue.push(item.style); + } + // also push the text object so that we can render it (to canvas/texture) if needed + if (queue.indexOf(item) === -1) { + queue.push(item); + } + // also push the Text's texture for upload to GPU + var texture = item._texture.baseTexture; + if (queue.indexOf(texture) === -1) { + queue.push(texture); + } + return true; + } + return false; + } /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES + * Built-in hook to find TextStyle objects. + * @private + * @param item - Display object to check + * @param queue - Collection of items to upload + * @returns If a PIXI.TextStyle object was found. + */ + function findTextStyle(item, queue) { + if (item instanceof TextStyle) { + if (queue.indexOf(item) === -1) { + queue.push(item); + } + return true; + } + return false; + } + /** + * The prepare manager provides functionality to upload content to the GPU. + * + * BasePrepare handles basic queuing functionality and is extended by + * {@link PIXI.Prepare} and {@link PIXI.CanvasPrepare} + * to provide preparation capabilities specific to their respective renderers. + * @example + * // Create a sprite + * const sprite = PIXI.Sprite.from('something.png'); + * + * // Load object into GPU + * app.renderer.plugins.prepare.upload(sprite, () => { + * + * //Texture(s) has been uploaded to GPU + * app.stage.addChild(sprite); + * + * }) + * @abstract * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) */ - var MASK_TYPES$2; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$2 || (MASK_TYPES$2 = {})); + var BasePrepare = /** @class */ (function () { + /** + * @param {PIXI.AbstractRenderer} renderer - A reference to the current renderer + */ + function BasePrepare(renderer) { + var _this = this; + this.limiter = new CountLimiter(settings.UPLOADS_PER_FRAME); + this.renderer = renderer; + this.uploadHookHelper = null; + this.queue = []; + this.addHooks = []; + this.uploadHooks = []; + this.completes = []; + this.ticking = false; + this.delayedTick = function () { + // unlikely, but in case we were destroyed between tick() and delayedTick() + if (!_this.queue) { + return; + } + _this.prepareItems(); + }; + // hooks to find the correct texture + this.registerFindHook(findText); + this.registerFindHook(findTextStyle); + this.registerFindHook(findMultipleBaseTextures); + this.registerFindHook(findBaseTexture); + this.registerFindHook(findTexture); + // upload hooks + this.registerUploadHook(drawText); + this.registerUploadHook(calculateTextStyle); + } + /** @ignore */ + BasePrepare.prototype.upload = function (item, done) { + var _this = this; + if (typeof item === 'function') { + done = item; + item = null; + } + if (done) { + deprecation('6.5.0', 'BasePrepare.upload callback is deprecated, use the return Promise instead.'); + } + return new Promise(function (resolve) { + // If a display object, search for items + // that we could upload + if (item) { + _this.add(item); + } + // TODO: remove done callback and just use resolve + var complete = function () { + done === null || done === void 0 ? void 0 : done(); + resolve(); + }; + // Get the items for upload from the display + if (_this.queue.length) { + _this.completes.push(complete); + if (!_this.ticking) { + _this.ticking = true; + Ticker.system.addOnce(_this.tick, _this, UPDATE_PRIORITY.UTILITY); + } + } + else { + complete(); + } + }); + }; + /** + * Handle tick update + * @private + */ + BasePrepare.prototype.tick = function () { + setTimeout(this.delayedTick, 0); + }; + /** + * Actually prepare items. This is handled outside of the tick because it will take a while + * and we do NOT want to block the current animation frame from rendering. + * @private + */ + BasePrepare.prototype.prepareItems = function () { + this.limiter.beginFrame(); + // Upload the graphics + while (this.queue.length && this.limiter.allowedToUpload()) { + var item = this.queue[0]; + var uploaded = false; + if (item && !item._destroyed) { + for (var i = 0, len = this.uploadHooks.length; i < len; i++) { + if (this.uploadHooks[i](this.uploadHookHelper, item)) { + this.queue.shift(); + uploaded = true; + break; + } + } + } + if (!uploaded) { + this.queue.shift(); + } + } + // We're finished + if (!this.queue.length) { + this.ticking = false; + var completes = this.completes.slice(0); + this.completes.length = 0; + for (var i = 0, len = completes.length; i < len; i++) { + completes[i](); + } + } + else { + // if we are not finished, on the next rAF do this again + Ticker.system.addOnce(this.tick, this, UPDATE_PRIORITY.UTILITY); + } + }; + /** + * Adds hooks for finding items. + * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array` + * function must return `true` if it was able to add item to the queue. + * @returns Instance of plugin for chaining. + */ + BasePrepare.prototype.registerFindHook = function (addHook) { + if (addHook) { + this.addHooks.push(addHook); + } + return this; + }; + /** + * Adds hooks for uploading items. + * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and + * function must return `true` if it was able to handle upload of item. + * @returns Instance of plugin for chaining. + */ + BasePrepare.prototype.registerUploadHook = function (uploadHook) { + if (uploadHook) { + this.uploadHooks.push(uploadHook); + } + return this; + }; + /** + * Manually add an item to the uploading queue. + * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to + * add to the queue + * @returns Instance of plugin for chaining. + */ + BasePrepare.prototype.add = function (item) { + // Add additional hooks for finding elements on special + // types of objects that + for (var i = 0, len = this.addHooks.length; i < len; i++) { + if (this.addHooks[i](item, this.queue)) { + break; + } + } + // Get children recursively + if (item instanceof Container) { + for (var i = item.children.length - 1; i >= 0; i--) { + this.add(item.children[i]); + } + } + return this; + }; + /** Destroys the plugin, don't use after this. */ + BasePrepare.prototype.destroy = function () { + if (this.ticking) { + Ticker.system.remove(this.tick, this); + } + this.ticking = false; + this.addHooks = null; + this.uploadHooks = null; + this.renderer = null; + this.completes = null; + this.queue = null; + this.limiter = null; + this.uploadHookHelper = null; + }; + return BasePrepare; + }()); + + /** + * Built-in hook to upload PIXI.Texture objects to the GPU. + * @private + * @param renderer - instance of the webgl renderer + * @param item - Item to check + * @returns If item was uploaded. + */ + function uploadBaseTextures(renderer, item) { + if (item instanceof BaseTexture) { + // if the texture already has a GL texture, then the texture has been prepared or rendered + // before now. If the texture changed, then the changer should be calling texture.update() which + // reuploads the texture without need for preparing it again + if (!item._glTextures[renderer.CONTEXT_UID]) { + renderer.texture.bind(item); + } + return true; + } + return false; + } /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. + * Built-in hook to upload PIXI.Graphics to the GPU. + * @private + * @param renderer - instance of the webgl renderer + * @param item - Item to check + * @returns If item was uploaded. */ - var COLOR_MASK_BITS$2; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$2 || (COLOR_MASK_BITS$2 = {})); + function uploadGraphics(renderer, item) { + if (!(item instanceof Graphics)) { + return false; + } + var geometry = item.geometry; + // update dirty graphics to get batches + item.finishPoly(); + geometry.updateBatches(); + var batches = geometry.batches; + // upload all textures found in styles + for (var i = 0; i < batches.length; i++) { + var texture = batches[i].style.texture; + if (texture) { + uploadBaseTextures(renderer, texture.baseTexture); + } + } + // if its not batchable - update vao for particular shader + if (!geometry.batchable) { + renderer.geometry.bind(geometry, item._resolveDirectShader(renderer)); + } + return true; + } /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples + * Built-in hook to find graphics. + * @private + * @param item - Display object to check + * @param queue - Collection of items to upload + * @returns if a PIXI.Graphics object was found. */ - var MSAA_QUALITY$2; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$2 || (MSAA_QUALITY$2 = {})); + function findGraphics(item, queue) { + if (item instanceof Graphics) { + queue.push(item); + return true; + } + return false; + } /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE + * The prepare plugin provides renderer-specific plugins for pre-rendering DisplayObjects. These plugins are useful for + * asynchronously preparing and uploading to the GPU assets, textures, graphics waiting to be displayed. + * + * Do not instantiate this plugin directly. It is available from the `renderer.plugins` property. + * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}. + * @example + * // Create a new application + * const app = new PIXI.Application(); + * document.body.appendChild(app.view); + * + * // Don't start rendering right away + * app.stop(); + * + * // create a display object + * const rect = new PIXI.Graphics() + * .beginFill(0x00ff00) + * .drawRect(40, 40, 200, 200); + * + * // Add to the stage + * app.stage.addChild(rect); + * + * // Don't start rendering until the graphic is uploaded to the GPU + * app.renderer.plugins.prepare.upload(app.stage, () => { + * app.start(); + * }); * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects */ - var BUFFER_TYPE$2; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$2 || (BUFFER_TYPE$2 = {})); + var Prepare = /** @class */ (function (_super) { + __extends$b(Prepare, _super); + /** + * @param {PIXI.Renderer} renderer - A reference to the current renderer + */ + function Prepare(renderer) { + var _this = _super.call(this, renderer) || this; + _this.uploadHookHelper = _this.renderer; + // Add textures and graphics to upload + _this.registerFindHook(findGraphics); + _this.registerUploadHook(uploadBaseTextures); + _this.registerUploadHook(uploadGraphics); + return _this; + } + /** @ignore */ + Prepare.extension = { + name: 'prepare', + type: ExtensionType.RendererPlugin, + }; + return Prepare; + }(BasePrepare)); /*! - * @pixi/utils - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/spritesheet - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/utils is licensed under the MIT License. + * @pixi/spritesheet is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ /** - * The prefix that denotes a URL is for a retina asset. - * @static - * @name RETINA_PREFIX - * @memberof PIXI.settings - * @type {RegExp} - * @default /@([0-9\.]+)x/ - * @example `@2x` - */ - settings.RETINA_PREFIX = /@([0-9\.]+)x/; - /** - * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function. - * If set to true, a WebGL renderer can fail to be created if the browser thinks there could be performance issues when - * using WebGL. + * Utility class for maintaining reference to a collection + * of Textures on a single Spritesheet. * - * In PixiJS v6 this has changed from true to false by default, to allow WebGL to work in as many scenarios as possible. - * However, some users may have a poor experience, for example, if a user has a gpu or driver version blacklisted by the - * browser. + * To access a sprite sheet from your code you may pass its JSON data file to Pixi's loader: * - * If your application requires high performance rendering, you may wish to set this to false. - * We recommend one of two options if you decide to set this flag to false: + * ```js + * PIXI.Loader.shared.add("images/spritesheet.json").load(setup); * - * 1: Use the `pixi.js-legacy` package, which includes a Canvas renderer as a fallback in case high performance WebGL is - * not supported. + * function setup() { + * let sheet = PIXI.Loader.shared.resources["images/spritesheet.json"].spritesheet; + * ... + * } + * ``` * - * 2: Call `isWebGLSupported` (which if found in the PIXI.utils package) in your code before attempting to create a PixiJS - * renderer, and show an error message to the user if the function returns false, explaining that their device & browser - * combination does not support high performance WebGL. - * This is a much better strategy than trying to create a PixiJS renderer and finding it then fails. - * @static - * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ - settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false; - - /** - * Corrects PixiJS blend, takes premultiplied alpha into account - * @memberof PIXI.utils - * @function mapPremultipliedBlendModes - * @private - * @returns {Array} Mapped modes. - */ - function mapPremultipliedBlendModes() { - var pm = []; - var npm = []; - for (var i = 0; i < 32; i++) { - pm[i] = i; - npm[i] = i; - } - pm[BLEND_MODES$2.NORMAL_NPM] = BLEND_MODES$2.NORMAL; - pm[BLEND_MODES$2.ADD_NPM] = BLEND_MODES$2.ADD; - pm[BLEND_MODES$2.SCREEN_NPM] = BLEND_MODES$2.SCREEN; - npm[BLEND_MODES$2.NORMAL] = BLEND_MODES$2.NORMAL_NPM; - npm[BLEND_MODES$2.ADD] = BLEND_MODES$2.ADD_NPM; - npm[BLEND_MODES$2.SCREEN] = BLEND_MODES$2.SCREEN_NPM; - var array = []; - array.push(npm); - array.push(pm); - return array; - } - /** - * maps premultiply flag and blendMode to adjusted blendMode - * @memberof PIXI.utils - * @constant premultiplyBlendMode - * @type {Array} - */ - mapPremultipliedBlendModes(); - - // A map of warning messages already fired - var warnings = {}; - /** - * Helper for warning developers about deprecated features & settings. - * A stack track for warnings is given; useful for tracking-down where - * deprecated methods/properties/classes are being used within the code. - * @memberof PIXI.utils - * @function deprecation - * @param {string} version - The version where the feature became deprecated - * @param {string} message - Message should include what is deprecated, where, and the new solution - * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack - * this is mostly to ignore internal deprecation calls. - */ - function deprecation(version, message, ignoreDepth) { - if (ignoreDepth === void 0) { ignoreDepth = 3; } - // Ignore duplicat - if (warnings[message]) { - return; - } - /* eslint-disable no-console */ - var stack = new Error().stack; - // Handle IE < 10 and Safari < 6 - if (typeof stack === 'undefined') { - console.warn('PixiJS Deprecation Warning: ', message + "\nDeprecated since v" + version); - } - else { - // chop off the stack trace which includes PixiJS internal calls - stack = stack.split('\n').splice(ignoreDepth).join('\n'); - if (console.groupCollapsed) { - console.groupCollapsed('%cPixiJS Deprecation Warning: %c%s', 'color:#614108;background:#fffbe6', 'font-weight:normal;color:#614108;background:#fffbe6', message + "\nDeprecated since v" + version); - console.warn(stack); - console.groupEnd(); - } - else { - console.warn('PixiJS Deprecation Warning: ', message + "\nDeprecated since v" + version); - console.warn(stack); - } - } - /* eslint-enable no-console */ - warnings[message] = true; - } - - /** - * Creates a Canvas element of the given size to be used as a target for rendering to. - * @class - * @memberof PIXI.utils + * Alternately, you may circumvent the loader by instantiating the Spritesheet directly: + * ```js + * const sheet = new PIXI.Spritesheet(texture, spritesheetData); + * await sheet.parse(); + * console.log('Spritesheet ready to use!'); + * ``` + * + * With the `sheet.textures` you can create Sprite objects,`sheet.animations` can be used to create an AnimatedSprite. + * + * Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker}, + * {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}. + * Default anchor points (see {@link PIXI.Texture#defaultAnchor}) and grouping of animation sprites are currently only + * supported by TexturePacker. + * @memberof PIXI */ - /** @class */ ((function () { + var Spritesheet = /** @class */ (function () { /** - * @param width - the width for the newly created canvas - * @param height - the height for the newly created canvas - * @param {number} [resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the canvas + * @param texture - Reference to the source BaseTexture object. + * @param {object} data - Spritesheet image data. + * @param resolutionFilename - The filename to consider when determining + * the resolution of the spritesheet. If not provided, the imageUrl will + * be used on the BaseTexture. */ - function CanvasRenderTarget(width, height, resolution) { - this.canvas = settings.ADAPTER.createCanvas(); - this.context = this.canvas.getContext('2d'); - this.resolution = resolution || settings.RESOLUTION; - this.resize(width, height); + function Spritesheet(texture, data, resolutionFilename) { + if (resolutionFilename === void 0) { resolutionFilename = null; } + /** For multi-packed spritesheets, this contains a reference to all the other spritesheets it depends on. */ + this.linkedSheets = []; + this._texture = texture instanceof Texture ? texture : null; + this.baseTexture = texture instanceof BaseTexture ? texture : this._texture.baseTexture; + this.textures = {}; + this.animations = {}; + this.data = data; + var resource = this.baseTexture.resource; + this.resolution = this._updateResolution(resolutionFilename || (resource ? resource.url : null)); + this._frames = this.data.frames; + this._frameKeys = Object.keys(this._frames); + this._batchIndex = 0; + this._callback = null; } /** - * Clears the canvas that was created by the CanvasRenderTarget class. - * @private + * Generate the resolution from the filename or fallback + * to the meta.scale field of the JSON data. + * @param resolutionFilename - The filename to use for resolving + * the default resolution. + * @returns Resolution to use for spritesheet. */ - CanvasRenderTarget.prototype.clear = function () { - this.context.setTransform(1, 0, 0, 1, 0, 0); - this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); + Spritesheet.prototype._updateResolution = function (resolutionFilename) { + if (resolutionFilename === void 0) { resolutionFilename = null; } + var scale = this.data.meta.scale; + // Use a defaultValue of `null` to check if a url-based resolution is set + var resolution = getResolutionOfUrl(resolutionFilename, null); + // No resolution found via URL + if (resolution === null) { + // Use the scale value or default to 1 + resolution = scale !== undefined ? parseFloat(scale) : 1; + } + // For non-1 resolutions, update baseTexture + if (resolution !== 1) { + this.baseTexture.setResolution(resolution); + } + return resolution; + }; + /** @ignore */ + Spritesheet.prototype.parse = function (callback) { + var _this = this; + if (callback) { + deprecation('6.5.0', 'Spritesheet.parse callback is deprecated, use the return Promise instead.'); + } + return new Promise(function (resolve) { + _this._callback = function (textures) { + callback === null || callback === void 0 ? void 0 : callback(textures); + resolve(textures); + }; + _this._batchIndex = 0; + if (_this._frameKeys.length <= Spritesheet.BATCH_SIZE) { + _this._processFrames(0); + _this._processAnimations(); + _this._parseComplete(); + } + else { + _this._nextBatch(); + } + }); }; /** - * Resizes the canvas to the specified width and height. - * @param desiredWidth - the desired width of the canvas - * @param desiredHeight - the desired height of the canvas + * Process a batch of frames + * @param initialFrameIndex - The index of frame to start. */ - CanvasRenderTarget.prototype.resize = function (desiredWidth, desiredHeight) { - this.canvas.width = Math.round(desiredWidth * this.resolution); - this.canvas.height = Math.round(desiredHeight * this.resolution); + Spritesheet.prototype._processFrames = function (initialFrameIndex) { + var frameIndex = initialFrameIndex; + var maxFrames = Spritesheet.BATCH_SIZE; + while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length) { + var i = this._frameKeys[frameIndex]; + var data = this._frames[i]; + var rect = data.frame; + if (rect) { + var frame = null; + var trim = null; + var sourceSize = data.trimmed !== false && data.sourceSize + ? data.sourceSize : data.frame; + var orig = new Rectangle(0, 0, Math.floor(sourceSize.w) / this.resolution, Math.floor(sourceSize.h) / this.resolution); + if (data.rotated) { + frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.h) / this.resolution, Math.floor(rect.w) / this.resolution); + } + else { + frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution); + } + // Check to see if the sprite is trimmed + if (data.trimmed !== false && data.spriteSourceSize) { + trim = new Rectangle(Math.floor(data.spriteSourceSize.x) / this.resolution, Math.floor(data.spriteSourceSize.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution); + } + this.textures[i] = new Texture(this.baseTexture, frame, orig, trim, data.rotated ? 2 : 0, data.anchor); + // lets also add the frame to pixi's global cache for 'from' and 'fromLoader' functions + Texture.addToCache(this.textures[i], i); + } + frameIndex++; + } }; - /** Destroys this canvas. */ - CanvasRenderTarget.prototype.destroy = function () { - this.context = null; - this.canvas = null; + /** Parse animations config. */ + Spritesheet.prototype._processAnimations = function () { + var animations = this.data.animations || {}; + for (var animName in animations) { + this.animations[animName] = []; + for (var i = 0; i < animations[animName].length; i++) { + var frameName = animations[animName][i]; + this.animations[animName].push(this.textures[frameName]); + } + } }; - Object.defineProperty(CanvasRenderTarget.prototype, "width", { - /** - * The width of the canvas buffer in pixels. - * @member {number} - */ - get: function () { - return this.canvas.width; - }, - set: function (val) { - this.canvas.width = Math.round(val); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(CanvasRenderTarget.prototype, "height", { - /** - * The height of the canvas buffer in pixels. - * @member {number} - */ - get: function () { - return this.canvas.height; - }, - set: function (val) { - this.canvas.height = Math.round(val); - }, - enumerable: false, - configurable: true - }); - return CanvasRenderTarget; - })()); + /** The parse has completed. */ + Spritesheet.prototype._parseComplete = function () { + var callback = this._callback; + this._callback = null; + this._batchIndex = 0; + callback.call(this, this.textures); + }; + /** Begin the next batch of textures. */ + Spritesheet.prototype._nextBatch = function () { + var _this = this; + this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE); + this._batchIndex++; + setTimeout(function () { + if (_this._batchIndex * Spritesheet.BATCH_SIZE < _this._frameKeys.length) { + _this._nextBatch(); + } + else { + _this._processAnimations(); + _this._parseComplete(); + } + }, 0); + }; + /** + * Destroy Spritesheet and don't use after this. + * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well + */ + Spritesheet.prototype.destroy = function (destroyBase) { + var _a; + if (destroyBase === void 0) { destroyBase = false; } + for (var i in this.textures) { + this.textures[i].destroy(); + } + this._frames = null; + this._frameKeys = null; + this.data = null; + this.textures = null; + if (destroyBase) { + (_a = this._texture) === null || _a === void 0 ? void 0 : _a.destroy(); + this.baseTexture.destroy(); + } + this._texture = null; + this.baseTexture = null; + this.linkedSheets = []; + }; + /** The maximum number of Textures to build per process. */ + Spritesheet.BATCH_SIZE = 1000; + return Spritesheet; + }()); + /** + * Reference to Spritesheet object created. + * @member {PIXI.Spritesheet} spritesheet + * @memberof PIXI.LoaderResource + * @instance + */ + /** + * Dictionary of textures from Spritesheet. + * @member {Object} textures + * @memberof PIXI.LoaderResource + * @instance + */ /** - * Convenience class to create a new PIXI application. + * {@link PIXI.Loader} middleware for loading texture atlases that have been created with + * TexturePacker or similar JSON-based spritesheet. * - * This class automatically creates the renderer, ticker and root container. - * @example - * // Create the application - * const app = new PIXI.Application(); + * This middleware automatically generates Texture resources. * - * // Add the view to the DOM - * document.body.appendChild(app.view); + * If you're using Webpack or other bundlers and plan on bundling the atlas' JSON, + * use the {@link PIXI.Spritesheet} class to directly parse the JSON. * - * // ex, add display objects - * app.stage.addChild(PIXI.Sprite.from('something.png')); - * @class + * The Loader's image Resource name is automatically appended with `"_image"`. + * If a Resource with this name is already loaded, the Loader will skip parsing the + * Spritesheet. The code below will generate an internal Loader Resource called `"myatlas_image"`. + * @example + * loader.add('myatlas', 'path/to/myatlas.json'); + * loader.load(() => { + * loader.resources.myatlas; // atlas JSON resource + * loader.resources.myatlas_image; // atlas Image resource + * }); * @memberof PIXI */ - var Application = /** @class */ (function () { - /** - * @param {object} [options] - The optional renderer parameters. - * @param {boolean} [options.autoStart=true] - Automatically starts the rendering after the construction. - * **Note**: Setting this parameter to false does NOT stop the shared ticker even if you set - * options.sharedTicker to true in case that it is already started. Stop it by your own. - * @param {number} [options.width=800] - The width of the renderers view. - * @param {number} [options.height=600] - The height of the renderers view. - * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional. - * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property. - * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the - * canvas needs to be opaque, possibly for performance reasons on some older devices. - * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for - * resolutions other than 1. - * @param {boolean} [options.antialias=false] - Sets antialias - * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, enable this if you - * need to call toDataUrl on the WebGL context. - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer. - * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this - * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise - * it is ignored. - * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area - * (shown if not transparent). - * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque). - * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or - * not before the new render pass. - * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" - * for devices with dual graphics card. **(WebGL only)**. - * @param {boolean} [options.sharedTicker=false] - `true` to use PIXI.Ticker.shared, `false` to create new ticker. - * If set to false, you cannot register a handler to occur before anything that runs on the shared ticker. - * The system ticker will always run before both the shared ticker and the app ticker. - * @param {boolean} [options.sharedLoader=false] - `true` to use PIXI.Loader.shared, `false` to create new Loader. - * @param {Window|HTMLElement} [options.resizeTo] - Element to automatically resize stage to. - */ - function Application(options) { - var _this = this; - /** - * The root display container that's rendered. - * @member {PIXI.Container} - */ - this.stage = new Container$1(); - // The default options - options = Object.assign({ - forceCanvas: false, - }, options); - this.renderer = autoDetectRenderer(options); - // install plugins here - Application._plugins.forEach(function (plugin) { - plugin.init.call(_this, options); - }); + var SpritesheetLoader = /** @class */ (function () { + function SpritesheetLoader() { } /** - * Use the {@link PIXI.extensions.add} API to register plugins. - * @deprecated since 6.5.0 - * @static - * @param {PIXI.IApplicationPlugin} plugin - Plugin being installed + * Called after a resource is loaded. + * @see PIXI.Loader.loaderMiddleware + * @param resource + * @param next */ - Application.registerPlugin = function (plugin) { - deprecation('6.5.0', 'Application.registerPlugin() is deprecated, use extensions.add()'); - extensions.add({ - type: ExtensionType.Application, - ref: plugin, + SpritesheetLoader.use = function (resource, next) { + var _a, _b; + // because this is middleware, it execute in loader context. `this` = loader + var loader = this; + var imageResourceName = resource.name + "_image"; + // skip if no data, its not json, it isn't spritesheet data, or the image resource already exists + if (!resource.data + || resource.type !== LoaderResource.TYPE.JSON + || !resource.data.frames + || loader.resources[imageResourceName]) { + next(); + return; + } + // Check and add the multi atlas + // Heavily influenced and based on https://github.com/rocket-ua/pixi-tps-loader/blob/master/src/ResourceLoader.js + // eslint-disable-next-line camelcase + var multiPacks = (_b = (_a = resource.data) === null || _a === void 0 ? void 0 : _a.meta) === null || _b === void 0 ? void 0 : _b.related_multi_packs; + if (Array.isArray(multiPacks)) { + var _loop_1 = function (item) { + if (typeof item !== 'string') { + return "continue"; + } + var itemName = item.replace('.json', ''); + var itemUrl = url.resolve(resource.url.replace(loader.baseUrl, ''), item); + // Check if the file wasn't already added as multipacks are redundant + if (loader.resources[itemName] + || Object.values(loader.resources).some(function (r) { return url.format(url.parse(r.url)) === itemUrl; })) { + return "continue"; + } + var options = { + crossOrigin: resource.crossOrigin, + loadType: LoaderResource.LOAD_TYPE.XHR, + xhrType: LoaderResource.XHR_RESPONSE_TYPE.JSON, + parentResource: resource, + metadata: resource.metadata + }; + loader.add(itemName, itemUrl, options); + }; + for (var _i = 0, multiPacks_1 = multiPacks; _i < multiPacks_1.length; _i++) { + var item = multiPacks_1[_i]; + _loop_1(item); + } + } + var loadOptions = { + crossOrigin: resource.crossOrigin, + metadata: resource.metadata.imageMetadata, + parentResource: resource, + }; + var resourcePath = SpritesheetLoader.getResourcePath(resource, loader.baseUrl); + // load the image for this sheet + loader.add(imageResourceName, resourcePath, loadOptions, function onImageLoad(res) { + if (res.error) { + next(res.error); + return; + } + var spritesheet = new Spritesheet(res.texture, resource.data, resource.url); + spritesheet.parse().then(function () { + resource.spritesheet = spritesheet; + resource.textures = spritesheet.textures; + next(); + }); }); }; - /** Render the current stage. */ - Application.prototype.render = function () { - this.renderer.render(this.stage); - }; - Object.defineProperty(Application.prototype, "view", { - /** - * Reference to the renderer's canvas element. - * @member {HTMLCanvasElement} - * @readonly - */ - get: function () { - return this.renderer.view; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Application.prototype, "screen", { - /** - * Reference to the renderer's screen rectangle. Its safe to use as `filterArea` or `hitArea` for the whole screen. - * @member {PIXI.Rectangle} - * @readonly - */ - get: function () { - return this.renderer.screen; - }, - enumerable: false, - configurable: true - }); /** - * Destroy and don't use after this. - * @param {boolean} [removeView=false] - Automatically remove canvas from DOM. - * @param {object|boolean} [stageOptions] - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [stageOptions.children=false] - if set to true, all the children will have their destroy - * method called as well. 'stageOptions' will be passed on to those calls. - * @param {boolean} [stageOptions.texture=false] - Only used for child Sprites if stageOptions.children is set - * to true. Should it destroy the texture of the child sprite - * @param {boolean} [stageOptions.baseTexture=false] - Only used for child Sprites if stageOptions.children is set - * to true. Should it destroy the base texture of the child sprite + * Get the spritesheets root path + * @param resource - Resource to check path + * @param baseUrl - Base root url */ - Application.prototype.destroy = function (removeView, stageOptions) { - var _this = this; - // Destroy plugins in the opposite order - // which they were constructed - var plugins = Application._plugins.slice(0); - plugins.reverse(); - plugins.forEach(function (plugin) { - plugin.destroy.call(_this); - }); - this.stage.destroy(stageOptions); - this.stage = null; - this.renderer.destroy(removeView); - this.renderer = null; + SpritesheetLoader.getResourcePath = function (resource, baseUrl) { + // Prepend url path unless the resource image is a data url + if (resource.isDataUrl) { + return resource.data.meta.image; + } + return url.resolve(resource.url.replace(baseUrl, ''), resource.data.meta.image); }; - /** Collection of installed plugins. */ - Application._plugins = []; - return Application; + /** @ignore */ + SpritesheetLoader.extension = ExtensionType.Loader; + return SpritesheetLoader; }()); - extensions.handleByList(ExtensionType.Application, Application._plugins); - - extensions.add(ResizePlugin); /*! - * @pixi/mesh-extras - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/sprite-tiling - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/mesh-extras is licensed under the MIT License. + * @pixi/sprite-tiling is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ @@ -63723,611 +33903,912 @@ ***************************************************************************** */ /* global Reflect, Promise */ - var extendStatics$2 = function(d, b) { - extendStatics$2 = Object.setPrototypeOf || + var extendStatics$a = function(d, b) { + extendStatics$a = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$2(d, b); + return extendStatics$a(d, b); }; - function __extends$2(d, b) { - extendStatics$2(d, b); + function __extends$a(d, b) { + extendStatics$a(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); } + var tempPoint$1 = new Point(); /** + * A tiling sprite is a fast way of rendering a tiling image. * @memberof PIXI */ - var PlaneGeometry = /** @class */ (function (_super) { - __extends$2(PlaneGeometry, _super); + /** @class */ ((function (_super) { + __extends$a(TilingSprite, _super); /** - * @param width - The width of the plane. - * @param height - The height of the plane. - * @param segWidth - Number of horizontal segments. - * @param segHeight - Number of vertical segments. + * @param texture - The texture of the tiling sprite. + * @param width - The width of the tiling sprite. + * @param height - The height of the tiling sprite. */ - function PlaneGeometry(width, height, segWidth, segHeight) { + function TilingSprite(texture, width, height) { if (width === void 0) { width = 100; } if (height === void 0) { height = 100; } - if (segWidth === void 0) { segWidth = 10; } - if (segHeight === void 0) { segHeight = 10; } - var _this = _super.call(this) || this; - _this.segWidth = segWidth; - _this.segHeight = segHeight; - _this.width = width; - _this.height = height; - _this.build(); - return _this; - } - /** - * Refreshes plane coordinates - * @private - */ - PlaneGeometry.prototype.build = function () { - var total = this.segWidth * this.segHeight; - var verts = []; - var uvs = []; - var indices = []; - var segmentsX = this.segWidth - 1; - var segmentsY = this.segHeight - 1; - var sizeX = (this.width) / segmentsX; - var sizeY = (this.height) / segmentsY; - for (var i = 0; i < total; i++) { - var x = (i % this.segWidth); - var y = ((i / this.segWidth) | 0); - verts.push(x * sizeX, y * sizeY); - uvs.push(x / segmentsX, y / segmentsY); - } - var totalSub = segmentsX * segmentsY; - for (var i = 0; i < totalSub; i++) { - var xpos = i % segmentsX; - var ypos = (i / segmentsX) | 0; - var value = (ypos * this.segWidth) + xpos; - var value2 = (ypos * this.segWidth) + xpos + 1; - var value3 = ((ypos + 1) * this.segWidth) + xpos; - var value4 = ((ypos + 1) * this.segWidth) + xpos + 1; - indices.push(value, value2, value3, value2, value4, value3); - } - this.buffers[0].data = new Float32Array(verts); - this.buffers[1].data = new Float32Array(uvs); - this.indexBuffer.data = new Uint16Array(indices); - // ensure that the changes are uploaded - this.buffers[0].update(); - this.buffers[1].update(); - this.indexBuffer.update(); - }; - return PlaneGeometry; - }(MeshGeometry)); - - /** - * RopeGeometry allows you to draw a geometry across several points and then manipulate these points. - * - * ```js - * for (let i = 0; i < 20; i++) { - * points.push(new PIXI.Point(i * 50, 0)); - * }; - * const rope = new PIXI.RopeGeometry(100, points); - * ``` - * @memberof PIXI - */ - var RopeGeometry = /** @class */ (function (_super) { - __extends$2(RopeGeometry, _super); - /** - * @param width - The width (i.e., thickness) of the rope. - * @param points - An array of {@link PIXI.Point} objects to construct this rope. - * @param textureScale - By default the rope texture will be stretched to match - * rope length. If textureScale is positive this value will be treated as a scaling - * factor and the texture will preserve its aspect ratio instead. To create a tiling rope - * set baseTexture.wrapMode to {@link PIXI.WRAP_MODES.REPEAT} and use a power of two texture, - * then set textureScale=1 to keep the original texture pixel size. - * In order to reduce alpha channel artifacts provide a larger texture and downsample - - * i.e. set textureScale=0.5 to scale it down twice. - */ - function RopeGeometry(width, points, textureScale) { - if (width === void 0) { width = 200; } - if (textureScale === void 0) { textureScale = 0; } - var _this = _super.call(this, new Float32Array(points.length * 4), new Float32Array(points.length * 4), new Uint16Array((points.length - 1) * 6)) || this; - _this.points = points; + var _this = _super.call(this, texture) || this; + _this.tileTransform = new Transform(); + // The width of the tiling sprite _this._width = width; - _this.textureScale = textureScale; - _this.build(); + // The height of the tiling sprite + _this._height = height; + _this.uvMatrix = _this.texture.uvMatrix || new TextureMatrix(texture); + /** + * Plugin that is responsible for rendering this element. + * Allows to customize the rendering process without overriding '_render' method. + * @default 'tilingSprite' + */ + _this.pluginName = 'tilingSprite'; + _this.uvRespectAnchor = false; return _this; } - Object.defineProperty(RopeGeometry.prototype, "width", { + Object.defineProperty(TilingSprite.prototype, "clampMargin", { /** - * The width (i.e., thickness) of the rope. - * @readonly + * Changes frame clamping in corresponding textureTransform, shortcut + * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas + * @default 0.5 + * @member {number} */ get: function () { - return this._width; + return this.uvMatrix.clampMargin; + }, + set: function (value) { + this.uvMatrix.clampMargin = value; + this.uvMatrix.update(true); }, enumerable: false, configurable: true }); - /** Refreshes Rope indices and uvs */ - RopeGeometry.prototype.build = function () { - var points = this.points; - if (!points) - { return; } - var vertexBuffer = this.getBuffer('aVertexPosition'); - var uvBuffer = this.getBuffer('aTextureCoord'); - var indexBuffer = this.getIndex(); - // if too little points, or texture hasn't got UVs set yet just move on. - if (points.length < 1) { - return; + Object.defineProperty(TilingSprite.prototype, "tileScale", { + /** The scaling of the image that is being tiled. */ + get: function () { + return this.tileTransform.scale; + }, + set: function (value) { + this.tileTransform.scale.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TilingSprite.prototype, "tilePosition", { + /** The offset of the image that is being tiled. */ + get: function () { + return this.tileTransform.position; + }, + set: function (value) { + this.tileTransform.position.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + /** + * @protected + */ + TilingSprite.prototype._onTextureUpdate = function () { + if (this.uvMatrix) { + this.uvMatrix.texture = this._texture; } - // if the number of points has changed we will need to recreate the arraybuffers - if (vertexBuffer.data.length / 4 !== points.length) { - vertexBuffer.data = new Float32Array(points.length * 4); - uvBuffer.data = new Float32Array(points.length * 4); - indexBuffer.data = new Uint16Array((points.length - 1) * 6); + this._cachedTint = 0xFFFFFF; + }; + /** + * Renders the object using the WebGL renderer + * @param renderer - The renderer + */ + TilingSprite.prototype._render = function (renderer) { + // tweak our texture temporarily.. + var texture = this._texture; + if (!texture || !texture.valid) { + return; } - var uvs = uvBuffer.data; - var indices = indexBuffer.data; - uvs[0] = 0; - uvs[1] = 0; - uvs[2] = 0; - uvs[3] = 1; - var amount = 0; - var prev = points[0]; - var textureWidth = this._width * this.textureScale; - var total = points.length; // - 1; - for (var i = 0; i < total; i++) { - // time to do some smart drawing! - var index = i * 4; - if (this.textureScale > 0) { - // calculate pixel distance from previous point - var dx = prev.x - points[i].x; - var dy = prev.y - points[i].y; - var distance = Math.sqrt((dx * dx) + (dy * dy)); - prev = points[i]; - amount += distance / textureWidth; - } - else { - // stretch texture - amount = i / (total - 1); + this.tileTransform.updateLocalTransform(); + this.uvMatrix.update(); + renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); + renderer.plugins[this.pluginName].render(this); + }; + /** Updates the bounds of the tiling sprite. */ + TilingSprite.prototype._calculateBounds = function () { + var minX = this._width * -this._anchor._x; + var minY = this._height * -this._anchor._y; + var maxX = this._width * (1 - this._anchor._x); + var maxY = this._height * (1 - this._anchor._y); + this._bounds.addFrame(this.transform, minX, minY, maxX, maxY); + }; + /** + * Gets the local bounds of the sprite object. + * @param rect - Optional output rectangle. + * @returns The bounds. + */ + TilingSprite.prototype.getLocalBounds = function (rect) { + // we can do a fast local bounds if the sprite has no children! + if (this.children.length === 0) { + this._bounds.minX = this._width * -this._anchor._x; + this._bounds.minY = this._height * -this._anchor._y; + this._bounds.maxX = this._width * (1 - this._anchor._x); + this._bounds.maxY = this._height * (1 - this._anchor._y); + if (!rect) { + if (!this._localBoundsRect) { + this._localBoundsRect = new Rectangle(); + } + rect = this._localBoundsRect; } - uvs[index] = amount; - uvs[index + 1] = 0; - uvs[index + 2] = amount; - uvs[index + 3] = 1; + return this._bounds.getRectangle(rect); } - var indexCount = 0; - for (var i = 0; i < total - 1; i++) { - var index = i * 2; - indices[indexCount++] = index; - indices[indexCount++] = index + 1; - indices[indexCount++] = index + 2; - indices[indexCount++] = index + 2; - indices[indexCount++] = index + 1; - indices[indexCount++] = index + 3; + return _super.prototype.getLocalBounds.call(this, rect); + }; + /** + * Checks if a point is inside this tiling sprite. + * @param point - The point to check. + * @returns Whether or not the sprite contains the point. + */ + TilingSprite.prototype.containsPoint = function (point) { + this.worldTransform.applyInverse(point, tempPoint$1); + var width = this._width; + var height = this._height; + var x1 = -width * this.anchor._x; + if (tempPoint$1.x >= x1 && tempPoint$1.x < x1 + width) { + var y1 = -height * this.anchor._y; + if (tempPoint$1.y >= y1 && tempPoint$1.y < y1 + height) { + return true; + } } - // ensure that the changes are uploaded - uvBuffer.update(); - indexBuffer.update(); - this.updateVertices(); + return false; + }; + /** + * Destroys this sprite and optionally its texture and children + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well + * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well + */ + TilingSprite.prototype.destroy = function (options) { + _super.prototype.destroy.call(this, options); + this.tileTransform = null; + this.uvMatrix = null; + }; + /** + * Helper function that creates a new tiling sprite based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * @static + * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from + * @param {object} options - See {@link PIXI.BaseTexture}'s constructor for options. + * @param {number} options.width - required width of the tiling sprite + * @param {number} options.height - required height of the tiling sprite + * @returns {PIXI.TilingSprite} The newly created texture + */ + TilingSprite.from = function (source, options) { + var texture = (source instanceof Texture) + ? source + : Texture.from(source, options); + return new TilingSprite(texture, options.width, options.height); + }; + Object.defineProperty(TilingSprite.prototype, "width", { + /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */ + get: function () { + return this._width; + }, + set: function (value) { + this._width = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TilingSprite.prototype, "height", { + /** The height of the TilingSprite, setting this will actually modify the scale to achieve the value set. */ + get: function () { + return this._height; + }, + set: function (value) { + this._height = value; + }, + enumerable: false, + configurable: true + }); + return TilingSprite; + })(Sprite)); + + var fragmentSimpleSrc = "#version 100\n#define SHADER_NAME Tiling-Sprite-Simple-100\n\nprecision lowp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\n\nvoid main(void)\n{\n vec4 texSample = texture2D(uSampler, vTextureCoord);\n gl_FragColor = texSample * uColor;\n}\n"; + + var gl1VertexSrc = "#version 100\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n"; + + var gl1FragmentSrc = "#version 100\n#ifdef GL_EXT_shader_texture_lod\n #extension GL_EXT_shader_texture_lod : enable\n#endif\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n vec2 unclamped = coord;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n #ifdef GL_EXT_shader_texture_lod\n vec4 texSample = unclamped == coord\n ? texture2D(uSampler, coord) \n : texture2DLodEXT(uSampler, coord, 0);\n #else\n vec4 texSample = texture2D(uSampler, coord);\n #endif\n\n gl_FragColor = texSample * uColor;\n}\n"; + + var gl2VertexSrc = "#version 300 es\n#define SHADER_NAME Tiling-Sprite-300\n\nprecision lowp float;\n\nin vec2 aVertexPosition;\nin vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nout vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n"; + + var gl2FragmentSrc = "#version 300 es\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nin vec2 vTextureCoord;\n\nout vec4 fragmentColor;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n vec2 unclamped = coord;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n vec4 texSample = texture(uSampler, coord, unclamped == coord ? 0.0f : -32.0f);// lod-bias very negative to force lod 0\n\n fragmentColor = texSample * uColor;\n}\n"; + + var tempMat = new Matrix(); + /** + * WebGL renderer plugin for tiling sprites + * @class + * @memberof PIXI + * @extends PIXI.ObjectRenderer + */ + var TilingSpriteRenderer = /** @class */ (function (_super) { + __extends$a(TilingSpriteRenderer, _super); + /** + * constructor for renderer + * @param {PIXI.Renderer} renderer - The renderer this tiling awesomeness works for. + */ + function TilingSpriteRenderer(renderer) { + var _this = _super.call(this, renderer) || this; + // WebGL version is not available during initialization! + renderer.runners.contextChange.add(_this); + _this.quad = new QuadUv(); + /** + * The WebGL state in which this renderer will work. + * @member {PIXI.State} + * @readonly + */ + _this.state = State.for2d(); + return _this; + } + /** Creates shaders when context is initialized. */ + TilingSpriteRenderer.prototype.contextChange = function () { + var renderer = this.renderer; + var uniforms = { globals: renderer.globalUniforms }; + this.simpleShader = Shader.from(gl1VertexSrc, fragmentSimpleSrc, uniforms); + this.shader = renderer.context.webGLVersion > 1 + ? Shader.from(gl2VertexSrc, gl2FragmentSrc, uniforms) + : Shader.from(gl1VertexSrc, gl1FragmentSrc, uniforms); }; - /** refreshes vertices of Rope mesh */ - RopeGeometry.prototype.updateVertices = function () { - var points = this.points; - if (points.length < 1) { - return; - } - var lastPoint = points[0]; - var nextPoint; - var perpX = 0; - var perpY = 0; - var vertices = this.buffers[0].data; - var total = points.length; - for (var i = 0; i < total; i++) { - var point = points[i]; - var index = i * 4; - if (i < points.length - 1) { - nextPoint = points[i + 1]; + /** + * @param {PIXI.TilingSprite} ts - tilingSprite to be rendered + */ + TilingSpriteRenderer.prototype.render = function (ts) { + var renderer = this.renderer; + var quad = this.quad; + var vertices = quad.vertices; + vertices[0] = vertices[6] = (ts._width) * -ts.anchor.x; + vertices[1] = vertices[3] = ts._height * -ts.anchor.y; + vertices[2] = vertices[4] = (ts._width) * (1.0 - ts.anchor.x); + vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y); + var anchorX = ts.uvRespectAnchor ? ts.anchor.x : 0; + var anchorY = ts.uvRespectAnchor ? ts.anchor.y : 0; + vertices = quad.uvs; + vertices[0] = vertices[6] = -anchorX; + vertices[1] = vertices[3] = -anchorY; + vertices[2] = vertices[4] = 1.0 - anchorX; + vertices[5] = vertices[7] = 1.0 - anchorY; + quad.invalidate(); + var tex = ts._texture; + var baseTex = tex.baseTexture; + var premultiplied = baseTex.alphaMode > 0; + var lt = ts.tileTransform.localTransform; + var uv = ts.uvMatrix; + var isSimple = baseTex.isPowerOfTwo + && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height; + // auto, force repeat wrapMode for big tiling textures + if (isSimple) { + if (!baseTex._glTextures[renderer.CONTEXT_UID]) { + if (baseTex.wrapMode === WRAP_MODES.CLAMP) { + baseTex.wrapMode = WRAP_MODES.REPEAT; + } } else { - nextPoint = point; + isSimple = baseTex.wrapMode !== WRAP_MODES.CLAMP; } - perpY = -(nextPoint.x - lastPoint.x); - perpX = nextPoint.y - lastPoint.y; - var perpLength = Math.sqrt((perpX * perpX) + (perpY * perpY)); - var num = this.textureScale > 0 ? this.textureScale * this._width / 2 : this._width / 2; - perpX /= perpLength; - perpY /= perpLength; - perpX *= num; - perpY *= num; - vertices[index] = point.x + perpX; - vertices[index + 1] = point.y + perpY; - vertices[index + 2] = point.x - perpX; - vertices[index + 3] = point.y - perpY; - lastPoint = point; } - this.buffers[0].update(); - }; - RopeGeometry.prototype.update = function () { - if (this.textureScale > 0) { - this.build(); // we need to update UVs + var shader = isSimple ? this.simpleShader : this.shader; + var w = tex.width; + var h = tex.height; + var W = ts._width; + var H = ts._height; + tempMat.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H); + // that part is the same as above: + // tempMat.identity(); + // tempMat.scale(tex.width, tex.height); + // tempMat.prepend(lt); + // tempMat.scale(1.0 / ts._width, 1.0 / ts._height); + tempMat.invert(); + if (isSimple) { + tempMat.prepend(uv.mapCoord); } else { - this.updateVertices(); + shader.uniforms.uMapCoord = uv.mapCoord.toArray(true); + shader.uniforms.uClampFrame = uv.uClampFrame; + shader.uniforms.uClampOffset = uv.uClampOffset; } + shader.uniforms.uTransform = tempMat.toArray(true); + shader.uniforms.uColor = premultiplyTintToRgba(ts.tint, ts.worldAlpha, shader.uniforms.uColor, premultiplied); + shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true); + shader.uniforms.uSampler = tex; + renderer.shader.bind(shader); + renderer.geometry.bind(quad); + this.state.blendMode = correctBlendMode(ts.blendMode, premultiplied); + renderer.state.set(this.state); + renderer.geometry.draw(this.renderer.gl.TRIANGLES, 6, 0); }; - return RopeGeometry; - }(MeshGeometry)); + /** @ignore */ + TilingSpriteRenderer.extension = { + name: 'tilingSprite', + type: ExtensionType.RendererPlugin, + }; + return TilingSpriteRenderer; + }(ObjectRenderer)); - /** - * The rope allows you to draw a texture across several points and then manipulate these points + /*! + * @pixi/mesh - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - *```js - * for (let i = 0; i < 20; i++) { - * points.push(new PIXI.Point(i * 50, 0)); - * }; - * let rope = new PIXI.SimpleRope(PIXI.Texture.from("snake.png"), points); - * ``` + * @pixi/mesh is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$9 = function(d, b) { + extendStatics$9 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$9(d, b); + }; + + function __extends$9(d, b) { + extendStatics$9(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * Class controls cache for UV mapping from Texture normal space to BaseTexture normal space. * @memberof PIXI */ - /** @class */ ((function (_super) { - __extends$2(SimpleRope, _super); + var MeshBatchUvs = /** @class */ (function () { /** - * @param texture - The texture to use on the rope. - * @param points - An array of {@link PIXI.Point} objects to construct this rope. - * @param {number} textureScale - Optional. Positive values scale rope texture - * keeping its aspect ratio. You can reduce alpha channel artifacts by providing a larger texture - * and downsampling here. If set to zero, texture will be stretched instead. + * @param uvBuffer - Buffer with normalized uv's + * @param uvMatrix - Material UV matrix */ - function SimpleRope(texture, points, textureScale) { - if (textureScale === void 0) { textureScale = 0; } - var _this = this; - var ropeGeometry = new RopeGeometry(texture.height, points, textureScale); - var meshMaterial = new MeshMaterial(texture); - if (textureScale > 0) { - // attempt to set UV wrapping, will fail on non-power of two textures - texture.baseTexture.wrapMode = WRAP_MODES$8.REPEAT; - } - _this = _super.call(this, ropeGeometry, meshMaterial) || this; - /** - * re-calculate vertices by rope points each frame - * @member {boolean} - */ - _this.autoUpdate = true; - return _this; + function MeshBatchUvs(uvBuffer, uvMatrix) { + this.uvBuffer = uvBuffer; + this.uvMatrix = uvMatrix; + this.data = null; + this._bufferUpdateId = -1; + this._textureUpdateId = -1; + this._updateID = 0; } - SimpleRope.prototype._render = function (renderer) { - var geometry = this.geometry; - if (this.autoUpdate || geometry._width !== this.shader.texture.height) { - geometry._width = this.shader.texture.height; - geometry.update(); + /** + * Updates + * @param forceUpdate - force the update + */ + MeshBatchUvs.prototype.update = function (forceUpdate) { + if (!forceUpdate + && this._bufferUpdateId === this.uvBuffer._updateID + && this._textureUpdateId === this.uvMatrix._updateID) { + return; } - _super.prototype._render.call(this, renderer); + this._bufferUpdateId = this.uvBuffer._updateID; + this._textureUpdateId = this.uvMatrix._updateID; + var data = this.uvBuffer.data; + if (!this.data || this.data.length !== data.length) { + this.data = new Float32Array(data.length); + } + this.uvMatrix.multiplyUvs(data, this.data); + this._updateID++; }; - return SimpleRope; - })(Mesh)); + return MeshBatchUvs; + }()); + var tempPoint = new Point(); + var tempPolygon = new Polygon(); /** - * The SimplePlane allows you to draw a texture across several points and then manipulate these points + * Base mesh class. * - *```js - * for (let i = 0; i < 20; i++) { - * points.push(new PIXI.Point(i * 50, 0)); - * }; - * let SimplePlane = new PIXI.SimplePlane(PIXI.Texture.from("snake.png"), points); - * ``` + * This class empowers you to have maximum flexibility to render any kind of WebGL visuals you can think of. + * This class assumes a certain level of WebGL knowledge. + * If you know a bit this should abstract enough away to make your life easier! + * + * Pretty much ALL WebGL can be broken down into the following: + * - Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc.. + * - Shader - This is the shader that PixiJS will render the geometry with (attributes in the shader must match the geometry) + * - State - This is the state of WebGL required to render the mesh. + * + * Through a combination of the above elements you can render anything you want, 2D or 3D! * @memberof PIXI */ - var SimplePlane = /** @class */ (function (_super) { - __extends$2(SimplePlane, _super); + var Mesh = /** @class */ (function (_super) { + __extends$9(Mesh, _super); /** - * @param texture - The texture to use on the SimplePlane. - * @param verticesX - The number of vertices in the x-axis - * @param verticesY - The number of vertices in the y-axis + * @param geometry - The geometry the mesh will use. + * @param {PIXI.MeshMaterial} shader - The shader the mesh will use. + * @param state - The state that the WebGL context is required to be in to render the mesh + * if no state is provided, uses {@link PIXI.State.for2d} to create a 2D state for PixiJS. + * @param drawMode - The drawMode, can be any of the {@link PIXI.DRAW_MODES} constants. */ - function SimplePlane(texture, verticesX, verticesY) { - var _this = this; - var planeGeometry = new PlaneGeometry(texture.width, texture.height, verticesX, verticesY); - var meshMaterial = new MeshMaterial(Texture.WHITE); - _this = _super.call(this, planeGeometry, meshMaterial) || this; - // lets call the setter to ensure all necessary updates are performed - _this.texture = texture; - _this.autoResize = true; + function Mesh(geometry, shader, state, drawMode) { + if (drawMode === void 0) { drawMode = DRAW_MODES.TRIANGLES; } + var _this = _super.call(this) || this; + _this.geometry = geometry; + _this.shader = shader; + _this.state = state || State.for2d(); + _this.drawMode = drawMode; + _this.start = 0; + _this.size = 0; + _this.uvs = null; + _this.indices = null; + _this.vertexData = new Float32Array(1); + _this.vertexDirty = -1; + _this._transformID = -1; + _this._roundPixels = settings.ROUND_PIXELS; + _this.batchUvs = null; return _this; } - /** - * Method used for overrides, to do something in case texture frame was changed. - * Meshes based on plane can override it and change more details based on texture. - */ - SimplePlane.prototype.textureUpdated = function () { - this._textureID = this.shader.texture._updateID; - var geometry = this.geometry; - var _a = this.shader.texture, width = _a.width, height = _a.height; - if (this.autoResize && (geometry.width !== width || geometry.height !== height)) { - geometry.width = this.shader.texture.width; - geometry.height = this.shader.texture.height; - geometry.build(); - } - }; - Object.defineProperty(SimplePlane.prototype, "texture", { + Object.defineProperty(Mesh.prototype, "geometry", { + /** + * Includes vertex positions, face indices, normals, colors, UVs, and + * custom attributes within buffers, reducing the cost of passing all + * this data to the GPU. Can be shared between multiple Mesh objects. + */ get: function () { - return this.shader.texture; + return this._geometry; }, set: function (value) { - // Track texture same way sprite does. - // For generated meshes like NineSlicePlane it can change the geometry. - // Unfortunately, this method might not work if you directly change texture in material. - if (this.shader.texture === value) { + if (this._geometry === value) { return; } - this.shader.texture = value; - this._textureID = -1; - if (value.baseTexture.valid) { - this.textureUpdated(); + if (this._geometry) { + this._geometry.refCount--; + if (this._geometry.refCount === 0) { + this._geometry.dispose(); + } } - else { - value.once('update', this.textureUpdated, this); + this._geometry = value; + if (this._geometry) { + this._geometry.refCount++; } + this.vertexDirty = -1; }, enumerable: false, configurable: true }); - SimplePlane.prototype._render = function (renderer) { - if (this._textureID !== this.shader.texture._updateID) { - this.textureUpdated(); - } - _super.prototype._render.call(this, renderer); - }; - SimplePlane.prototype.destroy = function (options) { - this.shader.texture.off('update', this.textureUpdated, this); - _super.prototype.destroy.call(this, options); - }; - return SimplePlane; - }(Mesh)); - - /** - * The Simple Mesh class mimics Mesh in PixiJS v4, providing easy-to-use constructor arguments. - * For more robust customization, use {@link PIXI.Mesh}. - * @memberof PIXI - */ - /** @class */ ((function (_super) { - __extends$2(SimpleMesh, _super); - /** - * @param texture - The texture to use - * @param {Float32Array} [vertices] - if you want to specify the vertices - * @param {Float32Array} [uvs] - if you want to specify the uvs - * @param {Uint16Array} [indices] - if you want to specify the indices - * @param drawMode - the drawMode, can be any of the Mesh.DRAW_MODES consts - */ - function SimpleMesh(texture, vertices, uvs, indices, drawMode) { - if (texture === void 0) { texture = Texture.EMPTY; } - var _this = this; - var geometry = new MeshGeometry(vertices, uvs, indices); - geometry.getBuffer('aVertexPosition').static = false; - var meshMaterial = new MeshMaterial(texture); - _this = _super.call(this, geometry, meshMaterial, null, drawMode) || this; - _this.autoUpdate = true; - return _this; - } - Object.defineProperty(SimpleMesh.prototype, "vertices", { + Object.defineProperty(Mesh.prototype, "uvBuffer", { /** - * Collection of vertices data. - * @type {Float32Array} + * To change mesh uv's, change its uvBuffer data and increment its _updateID. + * @readonly */ get: function () { - return this.geometry.getBuffer('aVertexPosition').data; + return this.geometry.buffers[1]; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "verticesBuffer", { + /** + * To change mesh vertices, change its uvBuffer data and increment its _updateID. + * Incrementing _updateID is optional because most of Mesh objects do it anyway. + * @readonly + */ + get: function () { + return this.geometry.buffers[0]; }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "material", { + get: function () { + return this.shader; + }, + /** Alias for {@link PIXI.Mesh#shader}. */ set: function (value) { - this.geometry.getBuffer('aVertexPosition').data = value; + this.shader = value; }, enumerable: false, configurable: true }); - SimpleMesh.prototype._render = function (renderer) { - if (this.autoUpdate) { - this.geometry.getBuffer('aVertexPosition').update(); - } - _super.prototype._render.call(this, renderer); - }; - return SimpleMesh; - })(Mesh)); - - var DEFAULT_BORDER_SIZE = 10; - /** - * The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful - * for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically - * - *```js - * let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.from('BoxWithRoundedCorners.png'), 15, 15, 15, 15); - * ``` - *
-   *      A                          B
-   *    +---+----------------------+---+
-   *  C | 1 |          2           | 3 |
-   *    +---+----------------------+---+
-   *    |   |                      |   |
-   *    | 4 |          5           | 6 |
-   *    |   |                      |   |
-   *    +---+----------------------+---+
-   *  D | 7 |          8           | 9 |
-   *    +---+----------------------+---+
-   *  When changing this objects width and/or height:
-   *     areas 1 3 7 and 9 will remain unscaled.
-   *     areas 2 and 8 will be stretched horizontally
-   *     areas 4 and 6 will be stretched vertically
-   *     area 5 will be stretched both horizontally and vertically
-   * 
- * @memberof PIXI - */ - /** @class */ ((function (_super) { - __extends$2(NineSlicePlane, _super); - /** - * @param texture - The texture to use on the NineSlicePlane. - * @param {number} [leftWidth=10] - size of the left vertical bar (A) - * @param {number} [topHeight=10] - size of the top horizontal bar (C) - * @param {number} [rightWidth=10] - size of the right vertical bar (B) - * @param {number} [bottomHeight=10] - size of the bottom horizontal bar (D) - */ - function NineSlicePlane(texture, leftWidth, topHeight, rightWidth, bottomHeight) { - if (leftWidth === void 0) { leftWidth = DEFAULT_BORDER_SIZE; } - if (topHeight === void 0) { topHeight = DEFAULT_BORDER_SIZE; } - if (rightWidth === void 0) { rightWidth = DEFAULT_BORDER_SIZE; } - if (bottomHeight === void 0) { bottomHeight = DEFAULT_BORDER_SIZE; } - var _this = _super.call(this, Texture.WHITE, 4, 4) || this; - _this._origWidth = texture.orig.width; - _this._origHeight = texture.orig.height; - /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ - _this._width = _this._origWidth; - /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ - _this._height = _this._origHeight; - _this._leftWidth = leftWidth; - _this._rightWidth = rightWidth; - _this._topHeight = topHeight; - _this._bottomHeight = bottomHeight; - // lets call the setter to ensure all necessary updates are performed - _this.texture = texture; - return _this; - } - NineSlicePlane.prototype.textureUpdated = function () { - this._textureID = this.shader.texture._updateID; - this._refresh(); - }; - Object.defineProperty(NineSlicePlane.prototype, "vertices", { + Object.defineProperty(Mesh.prototype, "blendMode", { get: function () { - return this.geometry.getBuffer('aVertexPosition').data; + return this.state.blendMode; + }, + /** + * The blend mode to be applied to the Mesh. Apply a value of + * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. + * @default PIXI.BLEND_MODES.NORMAL; + */ + set: function (value) { + this.state.blendMode = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "roundPixels", { + get: function () { + return this._roundPixels; }, + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * Advantages can include sharper image quality (like text) and faster rendering on canvas. + * The main disadvantage is movement of objects may appear less smooth. + * To set the global default, change {@link PIXI.settings.ROUND_PIXELS} + * @default false + */ set: function (value) { - this.geometry.getBuffer('aVertexPosition').data = value; + if (this._roundPixels !== value) { + this._transformID = -1; + } + this._roundPixels = value; }, enumerable: false, configurable: true }); - /** Updates the horizontal vertices. */ - NineSlicePlane.prototype.updateHorizontalVertices = function () { - var vertices = this.vertices; - var scale = this._getMinScale(); - vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight * scale; - vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - (this._bottomHeight * scale); - vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height; - }; - /** Updates the vertical vertices. */ - NineSlicePlane.prototype.updateVerticalVertices = function () { - var vertices = this.vertices; - var scale = this._getMinScale(); - vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth * scale; - vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - (this._rightWidth * scale); - vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width; - }; - /** - * Returns the smaller of a set of vertical and horizontal scale of nine slice corners. - * @returns Smaller number of vertical and horizontal scale. - */ - NineSlicePlane.prototype._getMinScale = function () { - var w = this._leftWidth + this._rightWidth; - var scaleW = this._width > w ? 1.0 : this._width / w; - var h = this._topHeight + this._bottomHeight; - var scaleH = this._height > h ? 1.0 : this._height / h; - var scale = Math.min(scaleW, scaleH); - return scale; - }; - Object.defineProperty(NineSlicePlane.prototype, "width", { - /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ + Object.defineProperty(Mesh.prototype, "tint", { + /** + * The multiply tint applied to the Mesh. This is a hex value. A value of + * `0xFFFFFF` will remove any tint effect. + * + * Null for non-MeshMaterial shaders + * @default 0xFFFFFF + */ get: function () { - return this._width; + return 'tint' in this.shader ? this.shader.tint : null; }, set: function (value) { - this._width = value; - this._refresh(); + this.shader.tint = value; }, enumerable: false, configurable: true }); - Object.defineProperty(NineSlicePlane.prototype, "height", { - /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ + Object.defineProperty(Mesh.prototype, "texture", { + /** The texture that the Mesh uses. Null for non-MeshMaterial shaders */ get: function () { - return this._height; + return 'texture' in this.shader ? this.shader.texture : null; }, set: function (value) { - this._height = value; - this._refresh(); + this.shader.texture = value; }, enumerable: false, configurable: true }); - Object.defineProperty(NineSlicePlane.prototype, "leftWidth", { - /** The width of the left column. */ + /** + * Standard renderer draw. + * @param renderer - Instance to renderer. + */ + Mesh.prototype._render = function (renderer) { + // set properties for batching.. + // TODO could use a different way to grab verts? + var vertices = this.geometry.buffers[0].data; + var shader = this.shader; + // TODO benchmark check for attribute size.. + if (shader.batchable + && this.drawMode === DRAW_MODES.TRIANGLES + && vertices.length < Mesh.BATCHABLE_SIZE * 2) { + this._renderToBatch(renderer); + } + else { + this._renderDefault(renderer); + } + }; + /** + * Standard non-batching way of rendering. + * @param renderer - Instance to renderer. + */ + Mesh.prototype._renderDefault = function (renderer) { + var shader = this.shader; + shader.alpha = this.worldAlpha; + if (shader.update) { + shader.update(); + } + renderer.batch.flush(); + // bind and sync uniforms.. + shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true); + renderer.shader.bind(shader); + // set state.. + renderer.state.set(this.state); + // bind the geometry... + renderer.geometry.bind(this.geometry, shader); + // then render it + renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount); + }; + /** + * Rendering by using the Batch system. + * @param renderer - Instance to renderer. + */ + Mesh.prototype._renderToBatch = function (renderer) { + var geometry = this.geometry; + var shader = this.shader; + if (shader.uvMatrix) { + shader.uvMatrix.update(); + this.calculateUvs(); + } + // set properties for batching.. + this.calculateVertices(); + this.indices = geometry.indexBuffer.data; + this._tintRGB = shader._tintRGB; + this._texture = shader.texture; + var pluginName = this.material.pluginName; + renderer.batch.setObjectRenderer(renderer.plugins[pluginName]); + renderer.plugins[pluginName].render(this); + }; + /** Updates vertexData field based on transform and vertices. */ + Mesh.prototype.calculateVertices = function () { + var geometry = this.geometry; + var verticesBuffer = geometry.buffers[0]; + var vertices = verticesBuffer.data; + var vertexDirtyId = verticesBuffer._updateID; + if (vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID) { + return; + } + this._transformID = this.transform._worldID; + if (this.vertexData.length !== vertices.length) { + this.vertexData = new Float32Array(vertices.length); + } + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var vertexData = this.vertexData; + for (var i = 0; i < vertexData.length / 2; i++) { + var x = vertices[(i * 2)]; + var y = vertices[(i * 2) + 1]; + vertexData[(i * 2)] = (a * x) + (c * y) + tx; + vertexData[(i * 2) + 1] = (b * x) + (d * y) + ty; + } + if (this._roundPixels) { + var resolution = settings.RESOLUTION; + for (var i = 0; i < vertexData.length; ++i) { + vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution); + } + } + this.vertexDirty = vertexDirtyId; + }; + /** Updates uv field based on from geometry uv's or batchUvs. */ + Mesh.prototype.calculateUvs = function () { + var geomUvs = this.geometry.buffers[1]; + var shader = this.shader; + if (!shader.uvMatrix.isSimple) { + if (!this.batchUvs) { + this.batchUvs = new MeshBatchUvs(geomUvs, shader.uvMatrix); + } + this.batchUvs.update(); + this.uvs = this.batchUvs.data; + } + else { + this.uvs = geomUvs.data; + } + }; + /** + * Updates the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account. + * there must be a aVertexPosition attribute present in the geometry for bounds to be calculated correctly. + */ + Mesh.prototype._calculateBounds = function () { + this.calculateVertices(); + this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length); + }; + /** + * Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES. + * @param point - The point to test. + * @returns - The result of the test. + */ + Mesh.prototype.containsPoint = function (point) { + if (!this.getBounds().contains(point.x, point.y)) { + return false; + } + this.worldTransform.applyInverse(point, tempPoint); + var vertices = this.geometry.getBuffer('aVertexPosition').data; + var points = tempPolygon.points; + var indices = this.geometry.getIndex().data; + var len = indices.length; + var step = this.drawMode === 4 ? 3 : 1; + for (var i = 0; i + 2 < len; i += step) { + var ind0 = indices[i] * 2; + var ind1 = indices[i + 1] * 2; + var ind2 = indices[i + 2] * 2; + points[0] = vertices[ind0]; + points[1] = vertices[ind0 + 1]; + points[2] = vertices[ind1]; + points[3] = vertices[ind1 + 1]; + points[4] = vertices[ind2]; + points[5] = vertices[ind2 + 1]; + if (tempPolygon.contains(tempPoint.x, tempPoint.y)) { + return true; + } + } + return false; + }; + Mesh.prototype.destroy = function (options) { + _super.prototype.destroy.call(this, options); + if (this._cachedTexture) { + this._cachedTexture.destroy(); + this._cachedTexture = null; + } + this.geometry = null; + this.shader = null; + this.state = null; + this.uvs = null; + this.indices = null; + this.vertexData = null; + }; + /** The maximum number of vertices to consider batchable. Generally, the complexity of the geometry. */ + Mesh.BATCHABLE_SIZE = 100; + return Mesh; + }(Container)); + + var fragment$5 = "varying vec2 vTextureCoord;\nuniform vec4 uColor;\n\nuniform sampler2D uSampler;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;\n}\n"; + + var vertex$2 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTextureMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\n}\n"; + + /** + * Slightly opinionated default shader for PixiJS 2D objects. + * @memberof PIXI + */ + var MeshMaterial = /** @class */ (function (_super) { + __extends$9(MeshMaterial, _super); + /** + * @param uSampler - Texture that material uses to render. + * @param options - Additional options + * @param {number} [options.alpha=1] - Default alpha. + * @param {number} [options.tint=0xFFFFFF] - Default tint. + * @param {string} [options.pluginName='batch'] - Renderer plugin for batching. + * @param {PIXI.Program} [options.program=0xFFFFFF] - Custom program. + * @param {object} [options.uniforms] - Custom uniforms. + */ + function MeshMaterial(uSampler, options) { + var _this = this; + var uniforms = { + uSampler: uSampler, + alpha: 1, + uTextureMatrix: Matrix.IDENTITY, + uColor: new Float32Array([1, 1, 1, 1]), + }; + // Set defaults + options = Object.assign({ + tint: 0xFFFFFF, + alpha: 1, + pluginName: 'batch', + }, options); + if (options.uniforms) { + Object.assign(uniforms, options.uniforms); + } + _this = _super.call(this, options.program || Program.from(vertex$2, fragment$5), uniforms) || this; + _this._colorDirty = false; + _this.uvMatrix = new TextureMatrix(uSampler); + _this.batchable = options.program === undefined; + _this.pluginName = options.pluginName; + _this.tint = options.tint; + _this.alpha = options.alpha; + return _this; + } + Object.defineProperty(MeshMaterial.prototype, "texture", { + /** Reference to the texture being rendered. */ get: function () { - return this._leftWidth; + return this.uniforms.uSampler; }, set: function (value) { - this._leftWidth = value; - this._refresh(); + if (this.uniforms.uSampler !== value) { + if (!this.uniforms.uSampler.baseTexture.alphaMode !== !value.baseTexture.alphaMode) { + this._colorDirty = true; + } + this.uniforms.uSampler = value; + this.uvMatrix.texture = value; + } }, enumerable: false, configurable: true }); - Object.defineProperty(NineSlicePlane.prototype, "rightWidth", { - /** The width of the right column. */ + Object.defineProperty(MeshMaterial.prototype, "alpha", { get: function () { - return this._rightWidth; + return this._alpha; }, + /** + * This gets automatically set by the object using this. + * @default 1 + */ set: function (value) { - this._rightWidth = value; - this._refresh(); + if (value === this._alpha) + { return; } + this._alpha = value; + this._colorDirty = true; }, enumerable: false, configurable: true }); - Object.defineProperty(NineSlicePlane.prototype, "topHeight", { - /** The height of the top row. */ + Object.defineProperty(MeshMaterial.prototype, "tint", { get: function () { - return this._topHeight; + return this._tint; }, + /** + * Multiply tint for the material. + * @default 0xFFFFFF + */ set: function (value) { - this._topHeight = value; - this._refresh(); + if (value === this._tint) + { return; } + this._tint = value; + this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16); + this._colorDirty = true; }, enumerable: false, configurable: true }); - Object.defineProperty(NineSlicePlane.prototype, "bottomHeight", { - /** The height of the bottom row. */ + /** Gets called automatically by the Mesh. Intended to be overridden for custom {@link MeshMaterial} objects. */ + MeshMaterial.prototype.update = function () { + if (this._colorDirty) { + this._colorDirty = false; + var baseTexture = this.texture.baseTexture; + premultiplyTintToRgba(this._tint, this._alpha, this.uniforms.uColor, baseTexture.alphaMode); + } + if (this.uvMatrix.update()) { + this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord; + } + }; + return MeshMaterial; + }(Shader)); + + /** + * Standard 2D geometry used in PixiJS. + * + * Geometry can be defined without passing in a style or data if required. + * + * ```js + * const geometry = new PIXI.Geometry(); + * + * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2); + * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1], 2); + * geometry.addIndex([0,1,2,1,3,2]); + * + * ``` + * @memberof PIXI + */ + var MeshGeometry = /** @class */ (function (_super) { + __extends$9(MeshGeometry, _super); + /** + * @param {Float32Array|number[]} [vertices] - Positional data on geometry. + * @param {Float32Array|number[]} [uvs] - Texture UVs. + * @param {Uint16Array|number[]} [index] - IndexBuffer + */ + function MeshGeometry(vertices, uvs, index) { + var _this = _super.call(this) || this; + var verticesBuffer = new Buffer(vertices); + var uvsBuffer = new Buffer(uvs, true); + var indexBuffer = new Buffer(index, true, true); + _this.addAttribute('aVertexPosition', verticesBuffer, 2, false, TYPES.FLOAT) + .addAttribute('aTextureCoord', uvsBuffer, 2, false, TYPES.FLOAT) + .addIndex(indexBuffer); + _this._updateId = -1; + return _this; + } + Object.defineProperty(MeshGeometry.prototype, "vertexDirtyId", { + /** + * If the vertex position is updated. + * @readonly + * @private + */ get: function () { - return this._bottomHeight; - }, - set: function (value) { - this._bottomHeight = value; - this._refresh(); + return this.buffers[0]._updateID; }, enumerable: false, configurable: true }); - /** Refreshes NineSlicePlane coords. All of them. */ - NineSlicePlane.prototype._refresh = function () { - var texture = this.texture; - var uvs = this.geometry.buffers[1].data; - this._origWidth = texture.orig.width; - this._origHeight = texture.orig.height; - var _uvw = 1.0 / this._origWidth; - var _uvh = 1.0 / this._origHeight; - uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0; - uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0; - uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1; - uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1; - uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth; - uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - (_uvw * this._rightWidth); - uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight; - uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - (_uvh * this._bottomHeight); - this.updateHorizontalVertices(); - this.updateVerticalVertices(); - this.geometry.buffers[0].update(); - this.geometry.buffers[1].update(); - }; - return NineSlicePlane; - })(SimplePlane)); + return MeshGeometry; + }(Geometry)); /*! - * @pixi/sprite-animated - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/text-bitmap - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/sprite-animated is licensed under the MIT License. + * @pixi/text-bitmap is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ @@ -64347,1745 +34828,2061 @@ ***************************************************************************** */ /* global Reflect, Promise */ - var extendStatics$1 = function(d, b) { - extendStatics$1 = Object.setPrototypeOf || + var extendStatics$8 = function(d, b) { + extendStatics$8 = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$1(d, b); + return extendStatics$8(d, b); }; - function __extends$1(d, b) { - extendStatics$1(d, b); + function __extends$8(d, b) { + extendStatics$8(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); } + /* eslint-disable max-len */ /** - * An AnimatedSprite is a simple way to display an animation depicted by a list of textures. - * - * ```js - * let alienImages = ["image_sequence_01.png","image_sequence_02.png","image_sequence_03.png","image_sequence_04.png"]; - * let textureArray = []; - * - * for (let i=0; i < 4; i++) - * { - * let texture = PIXI.Texture.from(alienImages[i]); - * textureArray.push(texture); - * }; - * - * let animatedSprite = new PIXI.AnimatedSprite(textureArray); - * ``` - * - * The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet} - * containing the animation definitions: - * - * ```js - * PIXI.Loader.shared.add("assets/spritesheet.json").load(setup); - * - * function setup() { - * let sheet = PIXI.Loader.shared.resources["assets/spritesheet.json"].spritesheet; - * animatedSprite = new PIXI.AnimatedSprite(sheet.animations["image_sequence"]); - * ... - * } - * ``` + * Normalized parsed data from .fnt files. * @memberof PIXI */ - /** @class */ ((function (_super) { - __extends$1(AnimatedSprite, _super); + var BitmapFontData = /** @class */ (function () { + function BitmapFontData() { + this.info = []; + this.common = []; + this.page = []; + this.char = []; + this.kerning = []; + this.distanceField = []; + } + return BitmapFontData; + }()); + + /** + * BitmapFont format that's Text-based. + * @private + */ + var TextFormat = /** @class */ (function () { + function TextFormat() { + } /** - * @param textures - An array of {@link PIXI.Texture} or frame - * objects that make up the animation. - * @param {boolean} [autoUpdate=true] - Whether to use PIXI.Ticker.shared to auto update animation time. + * Check if resource refers to txt font data. + * @param data + * @returns - True if resource could be treated as font data, false otherwise. */ - function AnimatedSprite(textures, autoUpdate) { - if (autoUpdate === void 0) { autoUpdate = true; } - var _this = _super.call(this, textures[0] instanceof Texture ? textures[0] : textures[0].texture) || this; - _this._textures = null; - _this._durations = null; - _this._autoUpdate = autoUpdate; - _this._isConnectedToTicker = false; - _this.animationSpeed = 1; - _this.loop = true; - _this.updateAnchor = false; - _this.onComplete = null; - _this.onFrameChange = null; - _this.onLoop = null; - _this._currentTime = 0; - _this._playing = false; - _this._previousFrame = null; - _this.textures = textures; - return _this; - } - /** Stops the AnimatedSprite. */ - AnimatedSprite.prototype.stop = function () { - if (!this._playing) { - return; - } - this._playing = false; - if (this._autoUpdate && this._isConnectedToTicker) { - Ticker$1.shared.remove(this.update, this); - this._isConnectedToTicker = false; - } - }; - /** Plays the AnimatedSprite. */ - AnimatedSprite.prototype.play = function () { - if (this._playing) { - return; - } - this._playing = true; - if (this._autoUpdate && !this._isConnectedToTicker) { - Ticker$1.shared.add(this.update, this, UPDATE_PRIORITY$1.HIGH); - this._isConnectedToTicker = true; - } + TextFormat.test = function (data) { + return typeof data === 'string' && data.indexOf('info face=') === 0; }; /** - * Stops the AnimatedSprite and goes to a specific frame. - * @param frameNumber - Frame index to stop at. - */ - AnimatedSprite.prototype.gotoAndStop = function (frameNumber) { - this.stop(); - var previousFrame = this.currentFrame; - this._currentTime = frameNumber; - if (previousFrame !== this.currentFrame) { - this.updateTexture(); + * Convert text font data to a javascript object. + * @param txt - Raw string data to be converted + * @returns - Parsed font data + */ + TextFormat.parse = function (txt) { + // Retrieve data item + var items = txt.match(/^[a-z]+\s+.+$/gm); + var rawData = { + info: [], + common: [], + page: [], + char: [], + chars: [], + kerning: [], + kernings: [], + distanceField: [], + }; + for (var i in items) { + // Extract item name + var name = items[i].match(/^[a-z]+/gm)[0]; + // Extract item attribute list as string ex.: "width=10" + var attributeList = items[i].match(/[a-zA-Z]+=([^\s"']+|"([^"]*)")/gm); + // Convert attribute list into an object + var itemData = {}; + for (var i_1 in attributeList) { + // Split key-value pairs + var split = attributeList[i_1].split('='); + var key = split[0]; + // Remove eventual quotes from value + var strValue = split[1].replace(/"/gm, ''); + // Try to convert value into float + var floatValue = parseFloat(strValue); + // Use string value case float value is NaN + var value = isNaN(floatValue) ? strValue : floatValue; + itemData[key] = value; + } + // Push current item to the resulting data + rawData[name].push(itemData); } + var font = new BitmapFontData(); + rawData.info.forEach(function (info) { return font.info.push({ + face: info.face, + size: parseInt(info.size, 10), + }); }); + rawData.common.forEach(function (common) { return font.common.push({ + lineHeight: parseInt(common.lineHeight, 10), + }); }); + rawData.page.forEach(function (page) { return font.page.push({ + id: parseInt(page.id, 10), + file: page.file, + }); }); + rawData.char.forEach(function (char) { return font.char.push({ + id: parseInt(char.id, 10), + page: parseInt(char.page, 10), + x: parseInt(char.x, 10), + y: parseInt(char.y, 10), + width: parseInt(char.width, 10), + height: parseInt(char.height, 10), + xoffset: parseInt(char.xoffset, 10), + yoffset: parseInt(char.yoffset, 10), + xadvance: parseInt(char.xadvance, 10), + }); }); + rawData.kerning.forEach(function (kerning) { return font.kerning.push({ + first: parseInt(kerning.first, 10), + second: parseInt(kerning.second, 10), + amount: parseInt(kerning.amount, 10), + }); }); + rawData.distanceField.forEach(function (df) { return font.distanceField.push({ + distanceRange: parseInt(df.distanceRange, 10), + fieldType: df.fieldType, + }); }); + return font; }; + return TextFormat; + }()); + + /** + * BitmapFont format that's XML-based. + * @private + */ + var XMLFormat = /** @class */ (function () { + function XMLFormat() { + } /** - * Goes to a specific frame and begins playing the AnimatedSprite. - * @param frameNumber - Frame index to start at. + * Check if resource refers to xml font data. + * @param data + * @returns - True if resource could be treated as font data, false otherwise. */ - AnimatedSprite.prototype.gotoAndPlay = function (frameNumber) { - var previousFrame = this.currentFrame; - this._currentTime = frameNumber; - if (previousFrame !== this.currentFrame) { - this.updateTexture(); - } - this.play(); + XMLFormat.test = function (data) { + return data instanceof XMLDocument + && data.getElementsByTagName('page').length + && data.getElementsByTagName('info')[0].getAttribute('face') !== null; }; /** - * Updates the object transform for rendering. - * @param deltaTime - Time since last tick. + * Convert the XML into BitmapFontData that we can use. + * @param xml + * @returns - Data to use for BitmapFont */ - AnimatedSprite.prototype.update = function (deltaTime) { - if (!this._playing) { - return; - } - var elapsed = this.animationSpeed * deltaTime; - var previousFrame = this.currentFrame; - if (this._durations !== null) { - var lag = this._currentTime % 1 * this._durations[this.currentFrame]; - lag += elapsed / 60 * 1000; - while (lag < 0) { - this._currentTime--; - lag += this._durations[this.currentFrame]; - } - var sign = Math.sign(this.animationSpeed * deltaTime); - this._currentTime = Math.floor(this._currentTime); - while (lag >= this._durations[this.currentFrame]) { - lag -= this._durations[this.currentFrame] * sign; - this._currentTime += sign; - } - this._currentTime += lag / this._durations[this.currentFrame]; - } - else { - this._currentTime += elapsed; - } - if (this._currentTime < 0 && !this.loop) { - this.gotoAndStop(0); - if (this.onComplete) { - this.onComplete(); - } + XMLFormat.parse = function (xml) { + var data = new BitmapFontData(); + var info = xml.getElementsByTagName('info'); + var common = xml.getElementsByTagName('common'); + var page = xml.getElementsByTagName('page'); + var char = xml.getElementsByTagName('char'); + var kerning = xml.getElementsByTagName('kerning'); + var distanceField = xml.getElementsByTagName('distanceField'); + for (var i = 0; i < info.length; i++) { + data.info.push({ + face: info[i].getAttribute('face'), + size: parseInt(info[i].getAttribute('size'), 10), + }); } - else if (this._currentTime >= this._textures.length && !this.loop) { - this.gotoAndStop(this._textures.length - 1); - if (this.onComplete) { - this.onComplete(); - } + for (var i = 0; i < common.length; i++) { + data.common.push({ + lineHeight: parseInt(common[i].getAttribute('lineHeight'), 10), + }); } - else if (previousFrame !== this.currentFrame) { - if (this.loop && this.onLoop) { - if (this.animationSpeed > 0 && this.currentFrame < previousFrame) { - this.onLoop(); - } - else if (this.animationSpeed < 0 && this.currentFrame > previousFrame) { - this.onLoop(); - } - } - this.updateTexture(); + for (var i = 0; i < page.length; i++) { + data.page.push({ + id: parseInt(page[i].getAttribute('id'), 10) || 0, + file: page[i].getAttribute('file'), + }); } - }; - /** Updates the displayed texture to match the current frame index. */ - AnimatedSprite.prototype.updateTexture = function () { - var currentFrame = this.currentFrame; - if (this._previousFrame === currentFrame) { - return; + for (var i = 0; i < char.length; i++) { + var letter = char[i]; + data.char.push({ + id: parseInt(letter.getAttribute('id'), 10), + page: parseInt(letter.getAttribute('page'), 10) || 0, + x: parseInt(letter.getAttribute('x'), 10), + y: parseInt(letter.getAttribute('y'), 10), + width: parseInt(letter.getAttribute('width'), 10), + height: parseInt(letter.getAttribute('height'), 10), + xoffset: parseInt(letter.getAttribute('xoffset'), 10), + yoffset: parseInt(letter.getAttribute('yoffset'), 10), + xadvance: parseInt(letter.getAttribute('xadvance'), 10), + }); } - this._previousFrame = currentFrame; - this._texture = this._textures[currentFrame]; - this._textureID = -1; - this._textureTrimmedID = -1; - this._cachedTint = 0xFFFFFF; - this.uvs = this._texture._uvs.uvsFloat32; - if (this.updateAnchor) { - this._anchor.copyFrom(this._texture.defaultAnchor); + for (var i = 0; i < kerning.length; i++) { + data.kerning.push({ + first: parseInt(kerning[i].getAttribute('first'), 10), + second: parseInt(kerning[i].getAttribute('second'), 10), + amount: parseInt(kerning[i].getAttribute('amount'), 10), + }); } - if (this.onFrameChange) { - this.onFrameChange(this.currentFrame); + for (var i = 0; i < distanceField.length; i++) { + data.distanceField.push({ + fieldType: distanceField[i].getAttribute('fieldType'), + distanceRange: parseInt(distanceField[i].getAttribute('distanceRange'), 10), + }); } + return data; }; + return XMLFormat; + }()); + + /** + * BitmapFont format that's XML-based. + * @private + */ + var XMLStringFormat = /** @class */ (function () { + function XMLStringFormat() { + } /** - * Stops the AnimatedSprite and destroys it. - * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options - * have been set to that value. - * @param {boolean} [options.children=false] - If set to true, all the children will have their destroy - * method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well. - * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well. - */ - AnimatedSprite.prototype.destroy = function (options) { - this.stop(); - _super.prototype.destroy.call(this, options); - this.onComplete = null; - this.onFrameChange = null; - this.onLoop = null; - }; - /** - * A short hand way of creating an AnimatedSprite from an array of frame ids. - * @param frames - The array of frames ids the AnimatedSprite will use as its texture frames. - * @returns - The new animated sprite with the specified frames. + * Check if resource refers to text xml font data. + * @param data + * @returns - True if resource could be treated as font data, false otherwise. */ - AnimatedSprite.fromFrames = function (frames) { - var textures = []; - for (var i = 0; i < frames.length; ++i) { - textures.push(Texture.from(frames[i])); + XMLStringFormat.test = function (data) { + if (typeof data === 'string' && data.indexOf('') > -1) { + var xml = new globalThis.DOMParser().parseFromString(data, 'text/xml'); + return XMLFormat.test(xml); } - return new AnimatedSprite(textures); + return false; }; /** - * A short hand way of creating an AnimatedSprite from an array of image ids. - * @param images - The array of image urls the AnimatedSprite will use as its texture frames. - * @returns The new animate sprite with the specified images as frames. + * Convert the text XML into BitmapFontData that we can use. + * @param xmlTxt + * @returns - Data to use for BitmapFont */ - AnimatedSprite.fromImages = function (images) { - var textures = []; - for (var i = 0; i < images.length; ++i) { - textures.push(Texture.from(images[i])); - } - return new AnimatedSprite(textures); + XMLStringFormat.parse = function (xmlTxt) { + var xml = new globalThis.DOMParser().parseFromString(xmlTxt, 'text/xml'); + return XMLFormat.parse(xml); }; - Object.defineProperty(AnimatedSprite.prototype, "totalFrames", { - /** - * The total number of frames in the AnimatedSprite. This is the same as number of textures - * assigned to the AnimatedSprite. - * @readonly - * @default 0 - */ - get: function () { - return this._textures.length; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(AnimatedSprite.prototype, "textures", { - /** The array of textures used for this AnimatedSprite. */ - get: function () { - return this._textures; - }, - set: function (value) { - if (value[0] instanceof Texture) { - this._textures = value; - this._durations = null; - } - else { - this._textures = []; - this._durations = []; - for (var i = 0; i < value.length; i++) { - this._textures.push(value[i].texture); - this._durations.push(value[i].time); + return XMLStringFormat; + }()); + + // Registered formats, maybe make this extensible in the future? + var formats = [ + TextFormat, + XMLFormat, + XMLStringFormat ]; + /** + * Auto-detect BitmapFont parsing format based on data. + * @private + * @param {any} data - Data to detect format + * @returns {any} Format or null + */ + function autoDetectFormat(data) { + for (var i = 0; i < formats.length; i++) { + if (formats[i].test(data)) { + return formats[i]; + } + } + return null; + } + + // TODO: Prevent code duplication b/w generateFillStyle & Text#generateFillStyle + /** + * Generates the fill style. Can automatically generate a gradient based on the fill style being an array + * @private + * @param canvas + * @param context + * @param {object} style - The style. + * @param resolution + * @param {string[]} lines - The lines of text. + * @param metrics + * @returns {string|number|CanvasGradient} The fill style + */ + function generateFillStyle(canvas, context, style, resolution, lines, metrics) { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + var fillStyle = style.fill; + if (!Array.isArray(fillStyle)) { + return fillStyle; + } + else if (fillStyle.length === 1) { + return fillStyle[0]; + } + // the gradient will be evenly spaced out according to how large the array is. + // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75 + var gradient; + // a dropshadow will enlarge the canvas and result in the gradient being + // generated with the incorrect dimensions + var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0; + // should also take padding into account, padding can offset the gradient + var padding = style.padding || 0; + var width = (canvas.width / resolution) - dropShadowCorrection - (padding * 2); + var height = (canvas.height / resolution) - dropShadowCorrection - (padding * 2); + // make a copy of the style settings, so we can manipulate them later + var fill = fillStyle.slice(); + var fillGradientStops = style.fillGradientStops.slice(); + // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75 + if (!fillGradientStops.length) { + var lengthPlus1 = fill.length + 1; + for (var i = 1; i < lengthPlus1; ++i) { + fillGradientStops.push(i / lengthPlus1); + } + } + // stop the bleeding of the last gradient on the line above to the top gradient of the this line + // by hard defining the first gradient colour at point 0, and last gradient colour at point 1 + fill.unshift(fillStyle[0]); + fillGradientStops.unshift(0); + fill.push(fillStyle[fillStyle.length - 1]); + fillGradientStops.push(1); + if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) { + // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas + gradient = context.createLinearGradient(width / 2, padding, width / 2, height + padding); + // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect + // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 + // There's potential for floating point precision issues at the seams between gradient repeats. + // The loop below generates the stops in order, so track the last generated one to prevent + // floating point precision from making us go the teeniest bit backwards, resulting in + // the first and last colors getting swapped. + var lastIterationStop = 0; + // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc + var textHeight = metrics.fontProperties.fontSize + style.strokeThickness; + // textHeight, but as a 0-1 size in global gradient stop space + var gradStopLineHeight = textHeight / height; + for (var i = 0; i < lines.length; i++) { + var thisLineTop = metrics.lineHeight * i; + for (var j = 0; j < fill.length; j++) { + // 0-1 stop point for the current line, multiplied to global space afterwards + var lineStop = 0; + if (typeof fillGradientStops[j] === 'number') { + lineStop = fillGradientStops[j]; + } + else { + lineStop = j / fill.length; } + var globalStop = (thisLineTop / height) + (lineStop * gradStopLineHeight); + // Prevent color stop generation going backwards from floating point imprecision + var clampedStop = Math.max(lastIterationStop, globalStop); + clampedStop = Math.min(clampedStop, 1); // Cap at 1 as well for safety's sake to avoid a possible throw. + gradient.addColorStop(clampedStop, fill[j]); + lastIterationStop = clampedStop; } - this._previousFrame = null; - this.gotoAndStop(0); - this.updateTexture(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(AnimatedSprite.prototype, "currentFrame", { - /** - * The AnimatedSprites current frame index. - * @readonly - */ - get: function () { - var currentFrame = Math.floor(this._currentTime) % this._textures.length; - if (currentFrame < 0) { - currentFrame += this._textures.length; + } + } + else { + // start the gradient at the center left of the canvas, and end at the center right of the canvas + gradient = context.createLinearGradient(padding, height / 2, width + padding, height / 2); + // can just evenly space out the gradients in this case, as multiple lines makes no difference + // to an even left to right gradient + var totalIterations = fill.length + 1; + var currentIteration = 1; + for (var i = 0; i < fill.length; i++) { + var stop = void 0; + if (typeof fillGradientStops[i] === 'number') { + stop = fillGradientStops[i]; } - return currentFrame; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(AnimatedSprite.prototype, "playing", { - /** - * Indicates if the AnimatedSprite is currently playing. - * @readonly - */ - get: function () { - return this._playing; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(AnimatedSprite.prototype, "autoUpdate", { - /** Whether to use PIXI.Ticker.shared to auto update animation time. */ - get: function () { - return this._autoUpdate; - }, - set: function (value) { - if (value !== this._autoUpdate) { - this._autoUpdate = value; - if (!this._autoUpdate && this._isConnectedToTicker) { - Ticker$1.shared.remove(this.update, this); - this._isConnectedToTicker = false; - } - else if (this._autoUpdate && !this._isConnectedToTicker && this._playing) { - Ticker$1.shared.add(this.update, this); - this._isConnectedToTicker = true; - } + else { + stop = currentIteration / totalIterations; } - }, - enumerable: false, - configurable: true - }); - return AnimatedSprite; - })(Sprite)); + gradient.addColorStop(stop, fill[i]); + currentIteration++; + } + } + return gradient; + } - /*! - * pixi.js - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + // TODO: Prevent code duplication b/w drawGlyph & Text#updateText + /** + * Draws the glyph `metrics.text` on the given canvas. * - * pixi.js is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license + * Ignored because not directly exposed. + * @ignore + * @param {HTMLCanvasElement} canvas + * @param {CanvasRenderingContext2D} context + * @param {TextMetrics} metrics + * @param {number} x + * @param {number} y + * @param {number} resolution + * @param {TextStyle} style */ + function drawGlyph(canvas, context, metrics, x, y, resolution, style) { + var char = metrics.text; + var fontProperties = metrics.fontProperties; + context.translate(x, y); + context.scale(resolution, resolution); + var tx = style.strokeThickness / 2; + var ty = -(style.strokeThickness / 2); + context.font = style.toFontString(); + context.lineWidth = style.strokeThickness; + context.textBaseline = style.textBaseline; + context.lineJoin = style.lineJoin; + context.miterLimit = style.miterLimit; + // set canvas text styles + context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics); + context.strokeStyle = style.stroke; + if (style.dropShadow) { + var dropShadowColor = style.dropShadowColor; + var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor)); + var dropShadowBlur = style.dropShadowBlur * resolution; + var dropShadowDistance = style.dropShadowDistance * resolution; + context.shadowColor = "rgba(" + rgb[0] * 255 + "," + rgb[1] * 255 + "," + rgb[2] * 255 + "," + style.dropShadowAlpha + ")"; + context.shadowBlur = dropShadowBlur; + context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance; + context.shadowOffsetY = Math.sin(style.dropShadowAngle) * dropShadowDistance; + } + else { + context.shadowColor = 'black'; + context.shadowBlur = 0; + context.shadowOffsetX = 0; + context.shadowOffsetY = 0; + } + if (style.stroke && style.strokeThickness) { + context.strokeText(char, tx, ty + metrics.lineHeight - fontProperties.descent); + } + if (style.fill) { + context.fillText(char, tx, ty + metrics.lineHeight - fontProperties.descent); + } + context.setTransform(1, 0, 0, 1, 0, 0); // defaults needed for older browsers (e.g. Opera 29) + context.fillStyle = 'rgba(0, 0, 0, 0)'; + } - extensions.add( - // Install renderer plugins - AccessibilityManager, Extract, InteractionManager, ParticleRenderer, Prepare, BatchRenderer, TilingSpriteRenderer, - // Install loader plugins - BitmapFontLoader, CompressedTextureLoader, DDSLoader, KTXLoader, SpritesheetLoader, - // Install application plugins - TickerPlugin, AppLoaderPlugin); - - /*! - * @pixi/math - v6.5.7 - * Compiled Thu, 20 Oct 2022 15:13:33 UTC - * - * @pixi/math is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Two Pi. - * @static - * @member {number} - * @memberof PIXI - */ - var PI_2 = Math.PI * 2; /** - * Conversion factor for converting radians to degrees. - * @static - * @member {number} RAD_TO_DEG - * @memberof PIXI + * Ponyfill for IE because it doesn't support `Array.from` + * @param text + * @private */ - var RAD_TO_DEG = 180 / Math.PI; + function splitTextToCharacters(text) { + return Array.from ? Array.from(text) : text.split(''); + } + /** - * Conversion factor for converting degrees to radians. - * @static - * @member {number} - * @memberof PIXI + * Processes the passed character set data and returns a flattened array of all the characters. + * + * Ignored because not directly exposed. + * @ignore + * @param {string | string[] | string[][] } chars + * @returns {string[]} the flattened array of characters */ - var DEG_TO_RAD = Math.PI / 180; + function resolveCharacters(chars) { + // Split the chars string into individual characters + if (typeof chars === 'string') { + chars = [chars]; + } + // Handle an array of characters+ranges + var result = []; + for (var i = 0, j = chars.length; i < j; i++) { + var item = chars[i]; + // Handle range delimited by start/end chars + if (Array.isArray(item)) { + if (item.length !== 2) { + throw new Error("[BitmapFont]: Invalid character range length, expecting 2 got " + item.length + "."); + } + var startCode = item[0].charCodeAt(0); + var endCode = item[1].charCodeAt(0); + if (endCode < startCode) { + throw new Error('[BitmapFont]: Invalid character range.'); + } + for (var i_1 = startCode, j_1 = endCode; i_1 <= j_1; i_1++) { + result.push(String.fromCharCode(i_1)); + } + } + // Handle a character set string + else { + result.push.apply(result, splitTextToCharacters(item)); + } + } + if (result.length === 0) { + throw new Error('[BitmapFont]: Empty set when resolving characters.'); + } + return result; + } + /** - * Constants that identify shapes, mainly to prevent `instanceof` calls. - * @static - * @memberof PIXI - * @enum {number} - * @property {number} POLY Polygon - * @property {number} RECT Rectangle - * @property {number} CIRC Circle - * @property {number} ELIP Ellipse - * @property {number} RREC Rounded Rectangle + * Ponyfill for IE because it doesn't support `codePointAt` + * @param str + * @private */ - var SHAPES; - (function (SHAPES) { - SHAPES[SHAPES["POLY"] = 0] = "POLY"; - SHAPES[SHAPES["RECT"] = 1] = "RECT"; - SHAPES[SHAPES["CIRC"] = 2] = "CIRC"; - SHAPES[SHAPES["ELIP"] = 3] = "ELIP"; - SHAPES[SHAPES["RREC"] = 4] = "RREC"; - })(SHAPES || (SHAPES = {})); + function extractCharCode(str) { + return str.codePointAt ? str.codePointAt(0) : str.charCodeAt(0); + } /** - * The Point object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis - * @class + * BitmapFont represents a typeface available for use with the BitmapText class. Use the `install` + * method for adding a font to be used. * @memberof PIXI - * @implements {IPoint} */ - var Point = /** @class */ (function () { + var BitmapFont = /** @class */ (function () { /** - * Creates a new `Point` - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis + * @param data + * @param textures + * @param ownsTextures - Setting to `true` will destroy page textures + * when the font is uninstalled. */ - function Point(x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - /** Position of the point on the x axis */ - this.x = 0; - /** Position of the point on the y axis */ - this.y = 0; - this.x = x; - this.y = y; + function BitmapFont(data, textures, ownsTextures) { + var _a, _b; + var info = data.info[0]; + var common = data.common[0]; + var page = data.page[0]; + var distanceField = data.distanceField[0]; + var res = getResolutionOfUrl(page.file); + var pageTextures = {}; + this._ownsTextures = ownsTextures; + this.font = info.face; + this.size = info.size; + this.lineHeight = common.lineHeight / res; + this.chars = {}; + this.pageTextures = pageTextures; + // Convert the input Texture, Textures or object + // into a page Texture lookup by "id" + for (var i = 0; i < data.page.length; i++) { + var _c = data.page[i], id = _c.id, file = _c.file; + pageTextures[id] = textures instanceof Array + ? textures[i] : textures[file]; + // only MSDF and SDF fonts need no-premultiplied-alpha + if ((distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) && distanceField.fieldType !== 'none') { + pageTextures[id].baseTexture.alphaMode = ALPHA_MODES.NO_PREMULTIPLIED_ALPHA; + pageTextures[id].baseTexture.mipmap = MIPMAP_MODES.OFF; + } + } + // parse letters + for (var i = 0; i < data.char.length; i++) { + var _d = data.char[i], id = _d.id, page_1 = _d.page; + var _e = data.char[i], x = _e.x, y = _e.y, width = _e.width, height = _e.height, xoffset = _e.xoffset, yoffset = _e.yoffset, xadvance = _e.xadvance; + x /= res; + y /= res; + width /= res; + height /= res; + xoffset /= res; + yoffset /= res; + xadvance /= res; + var rect = new Rectangle(x + (pageTextures[page_1].frame.x / res), y + (pageTextures[page_1].frame.y / res), width, height); + this.chars[id] = { + xOffset: xoffset, + yOffset: yoffset, + xAdvance: xadvance, + kerning: {}, + texture: new Texture(pageTextures[page_1].baseTexture, rect), + page: page_1, + }; + } + // parse kernings + for (var i = 0; i < data.kerning.length; i++) { + var _f = data.kerning[i], first = _f.first, second = _f.second, amount = _f.amount; + first /= res; + second /= res; + amount /= res; + if (this.chars[second]) { + this.chars[second].kerning[first] = amount; + } + } + // Store distance field information + this.distanceFieldRange = distanceField === null || distanceField === void 0 ? void 0 : distanceField.distanceRange; + this.distanceFieldType = (_b = (_a = distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) === null || _a === void 0 ? void 0 : _a.toLowerCase()) !== null && _b !== void 0 ? _b : 'none'; } - /** - * Creates a clone of this point - * @returns A clone of this point - */ - Point.prototype.clone = function () { - return new Point(this.x, this.y); - }; - /** - * Copies `x` and `y` from the given point into this point - * @param p - The point to copy from - * @returns The point instance itself - */ - Point.prototype.copyFrom = function (p) { - this.set(p.x, p.y); - return this; + /** Remove references to created glyph textures. */ + BitmapFont.prototype.destroy = function () { + for (var id in this.chars) { + this.chars[id].texture.destroy(); + this.chars[id].texture = null; + } + for (var id in this.pageTextures) { + if (this._ownsTextures) { + this.pageTextures[id].destroy(true); + } + this.pageTextures[id] = null; + } + // Set readonly null. + this.chars = null; + this.pageTextures = null; }; /** - * Copies this point's x and y into the given point (`p`). - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated + * Register a new bitmap font. + * @param data - The + * characters map that could be provided as xml or raw string. + * @param textures - List of textures for each page. + * @param ownsTextures - Set to `true` to destroy page textures + * when the font is uninstalled. By default fonts created with + * `BitmapFont.from` or from the `BitmapFontLoader` are `true`. + * @returns {PIXI.BitmapFont} Result font object with font, size, lineHeight + * and char fields. */ - Point.prototype.copyTo = function (p) { - p.set(this.x, this.y); - return p; + BitmapFont.install = function (data, textures, ownsTextures) { + var fontData; + if (data instanceof BitmapFontData) { + fontData = data; + } + else { + var format = autoDetectFormat(data); + if (!format) { + throw new Error('Unrecognized data format for font.'); + } + fontData = format.parse(data); + } + // Single texture, convert to list + if (textures instanceof Texture) { + textures = [textures]; + } + var font = new BitmapFont(fontData, textures, ownsTextures); + BitmapFont.available[font.font] = font; + return font; }; /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal + * Remove bitmap font by name. + * @param name - Name of the font to uninstall. */ - Point.prototype.equals = function (p) { - return (p.x === this.x) && (p.y === this.y); + BitmapFont.uninstall = function (name) { + var font = BitmapFont.available[name]; + if (!font) { + throw new Error("No font found named '" + name + "'"); + } + font.destroy(); + delete BitmapFont.available[name]; }; /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the `x` axis - * @param {number} [y=x] - position of the point on the `y` axis - * @returns The point instance itself + * Generates a bitmap-font for the given style and character set. This does not support + * kernings yet. With `style` properties, only the following non-layout properties are used: + * + * - {@link PIXI.TextStyle#dropShadow|dropShadow} + * - {@link PIXI.TextStyle#dropShadowDistance|dropShadowDistance} + * - {@link PIXI.TextStyle#dropShadowColor|dropShadowColor} + * - {@link PIXI.TextStyle#dropShadowBlur|dropShadowBlur} + * - {@link PIXI.TextStyle#dropShadowAngle|dropShadowAngle} + * - {@link PIXI.TextStyle#fill|fill} + * - {@link PIXI.TextStyle#fillGradientStops|fillGradientStops} + * - {@link PIXI.TextStyle#fillGradientType|fillGradientType} + * - {@link PIXI.TextStyle#fontFamily|fontFamily} + * - {@link PIXI.TextStyle#fontSize|fontSize} + * - {@link PIXI.TextStyle#fontVariant|fontVariant} + * - {@link PIXI.TextStyle#fontWeight|fontWeight} + * - {@link PIXI.TextStyle#lineJoin|lineJoin} + * - {@link PIXI.TextStyle#miterLimit|miterLimit} + * - {@link PIXI.TextStyle#stroke|stroke} + * - {@link PIXI.TextStyle#strokeThickness|strokeThickness} + * - {@link PIXI.TextStyle#textBaseline|textBaseline} + * @param name - The name of the custom font to use with BitmapText. + * @param textStyle - Style options to render with BitmapFont. + * @param options - Setup options for font or name of the font. + * @param {string|string[]|string[][]} [options.chars=PIXI.BitmapFont.ALPHANUMERIC] - characters included + * in the font set. You can also use ranges. For example, `[['a', 'z'], ['A', 'Z'], "!@#$%^&*()~{}[] "]`. + * Don't forget to include spaces ' ' in your character set! + * @param {number} [options.resolution=1] - Render resolution for glyphs. + * @param {number} [options.textureWidth=512] - Optional width of atlas, smaller values to reduce memory. + * @param {number} [options.textureHeight=512] - Optional height of atlas, smaller values to reduce memory. + * @param {number} [options.padding=4] - Padding between glyphs on texture atlas. + * @returns Font generated by style options. + * @example + * PIXI.BitmapFont.from("TitleFont", { + * fontFamily: "Arial", + * fontSize: 12, + * strokeThickness: 2, + * fill: "purple" + * }); + * + * const title = new PIXI.BitmapText("This is the title", { fontName: "TitleFont" }); */ - Point.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - this.x = x; - this.y = y; - return this; - }; - Point.prototype.toString = function () { - return "[@pixi/math:Point x=" + this.x + " y=" + this.y + "]"; + BitmapFont.from = function (name, textStyle, options) { + if (!name) { + throw new Error('[BitmapFont] Property `name` is required.'); + } + var _a = Object.assign({}, BitmapFont.defaultOptions, options), chars = _a.chars, padding = _a.padding, resolution = _a.resolution, textureWidth = _a.textureWidth, textureHeight = _a.textureHeight; + var charsList = resolveCharacters(chars); + var style = textStyle instanceof TextStyle ? textStyle : new TextStyle(textStyle); + var lineWidth = textureWidth; + var fontData = new BitmapFontData(); + fontData.info[0] = { + face: style.fontFamily, + size: style.fontSize, + }; + fontData.common[0] = { + lineHeight: style.fontSize, + }; + var positionX = 0; + var positionY = 0; + var canvas; + var context; + var baseTexture; + var maxCharHeight = 0; + var textures = []; + for (var i = 0; i < charsList.length; i++) { + if (!canvas) { + canvas = settings.ADAPTER.createCanvas(); + canvas.width = textureWidth; + canvas.height = textureHeight; + context = canvas.getContext('2d'); + baseTexture = new BaseTexture(canvas, { resolution: resolution }); + textures.push(new Texture(baseTexture)); + fontData.page.push({ + id: textures.length - 1, + file: '', + }); + } + // Measure glyph dimensions + var character = charsList[i]; + var metrics = TextMetrics.measureText(character, style, false, canvas); + var width = metrics.width; + var height = Math.ceil(metrics.height); + // This is ugly - but italics are given more space so they don't overlap + var textureGlyphWidth = Math.ceil((style.fontStyle === 'italic' ? 2 : 1) * width); + // Can't fit char anymore: next canvas please! + if (positionY >= textureHeight - (height * resolution)) { + if (positionY === 0) { + // We don't want user debugging an infinite loop (or do we? :) + throw new Error("[BitmapFont] textureHeight " + textureHeight + "px is too small " + + ("(fontFamily: '" + style.fontFamily + "', fontSize: " + style.fontSize + "px, char: '" + character + "')")); + } + --i; + // Create new atlas once current has filled up + canvas = null; + context = null; + baseTexture = null; + positionY = 0; + positionX = 0; + maxCharHeight = 0; + continue; + } + maxCharHeight = Math.max(height + metrics.fontProperties.descent, maxCharHeight); + // Wrap line once full row has been rendered + if ((textureGlyphWidth * resolution) + positionX >= lineWidth) { + if (positionX === 0) { + // Avoid infinite loop (There can be some very wide char like '\uFDFD'!) + throw new Error("[BitmapFont] textureWidth " + textureWidth + "px is too small " + + ("(fontFamily: '" + style.fontFamily + "', fontSize: " + style.fontSize + "px, char: '" + character + "')")); + } + --i; + positionY += maxCharHeight * resolution; + positionY = Math.ceil(positionY); + positionX = 0; + maxCharHeight = 0; + continue; + } + drawGlyph(canvas, context, metrics, positionX, positionY, resolution, style); + // Unique (numeric) ID mapping to this glyph + var id = extractCharCode(metrics.text); + // Create a texture holding just the glyph + fontData.char.push({ + id: id, + page: textures.length - 1, + x: positionX / resolution, + y: positionY / resolution, + width: textureGlyphWidth, + height: height, + xoffset: 0, + yoffset: 0, + xadvance: Math.ceil(width + - (style.dropShadow ? style.dropShadowDistance : 0) + - (style.stroke ? style.strokeThickness : 0)), + }); + positionX += (textureGlyphWidth + (2 * padding)) * resolution; + positionX = Math.ceil(positionX); + } + // Brute-force kerning info, this can be expensive b/c it's an O(n²), + // but we're using measureText which is native and fast. + for (var i = 0, len = charsList.length; i < len; i++) { + var first = charsList[i]; + for (var j = 0; j < len; j++) { + var second = charsList[j]; + var c1 = context.measureText(first).width; + var c2 = context.measureText(second).width; + var total = context.measureText(first + second).width; + var amount = total - (c1 + c2); + if (amount) { + fontData.kerning.push({ + first: extractCharCode(first), + second: extractCharCode(second), + amount: amount, + }); + } + } + } + var font = new BitmapFont(fontData, textures, true); + // Make it easier to replace a font + if (BitmapFont.available[name] !== undefined) { + BitmapFont.uninstall(name); + } + BitmapFont.available[name] = font; + return font; }; - return Point; - }()); - - var tempPoints = [new Point(), new Point(), new Point(), new Point()]; - /** - * Size object, contains width and height - * @memberof PIXI - * @typedef {object} ISize - * @property {number} width - Width component - * @property {number} height - Height component - */ - /** - * Rectangle object is an area defined by its position, as indicated by its top-left corner - * point (x, y) and by its width and its height. - * @memberof PIXI - */ - var Rectangle = /** @class */ (function () { /** - * @param x - The X coordinate of the upper-left corner of the rectangle - * @param y - The Y coordinate of the upper-left corner of the rectangle - * @param width - The overall width of the rectangle - * @param height - The overall height of the rectangle + * This character set includes all the letters in the alphabet (both lower- and upper- case). + * @type {string[][]} + * @example + * BitmapFont.from("ExampleFont", style, { chars: BitmapFont.ALPHA }) */ - function Rectangle(x, y, width, height) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - this.x = Number(x); - this.y = Number(y); - this.width = Number(width); - this.height = Number(height); - this.type = SHAPES.RECT; - } - Object.defineProperty(Rectangle.prototype, "left", { - /** Returns the left edge of the rectangle. */ - get: function () { - return this.x; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "right", { - /** Returns the right edge of the rectangle. */ - get: function () { - return this.x + this.width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "top", { - /** Returns the top edge of the rectangle. */ - get: function () { - return this.y; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "bottom", { - /** Returns the bottom edge of the rectangle. */ - get: function () { - return this.y + this.height; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle, "EMPTY", { - /** A constant empty rectangle. */ - get: function () { - return new Rectangle(0, 0, 0, 0); - }, - enumerable: false, - configurable: true - }); + BitmapFont.ALPHA = [['a', 'z'], ['A', 'Z'], ' ']; /** - * Creates a clone of this Rectangle - * @returns a copy of the rectangle + * This character set includes all decimal digits (from 0 to 9). + * @type {string[][]} + * @example + * BitmapFont.from("ExampleFont", style, { chars: BitmapFont.NUMERIC }) */ - Rectangle.prototype.clone = function () { - return new Rectangle(this.x, this.y, this.width, this.height); - }; + BitmapFont.NUMERIC = [['0', '9']]; /** - * Copies another rectangle to this one. - * @param rectangle - The rectangle to copy from. - * @returns Returns itself. + * This character set is the union of `BitmapFont.ALPHA` and `BitmapFont.NUMERIC`. + * @type {string[][]} */ - Rectangle.prototype.copyFrom = function (rectangle) { - this.x = rectangle.x; - this.y = rectangle.y; - this.width = rectangle.width; - this.height = rectangle.height; - return this; - }; + BitmapFont.ALPHANUMERIC = [['a', 'z'], ['A', 'Z'], ['0', '9'], ' ']; /** - * Copies this rectangle to another one. - * @param rectangle - The rectangle to copy to. - * @returns Returns given parameter. + * This character set consists of all the ASCII table. + * @member {string[][]} + * @see http://www.asciitable.com/ */ - Rectangle.prototype.copyTo = function (rectangle) { - rectangle.x = this.x; - rectangle.y = this.y; - rectangle.width = this.width; - rectangle.height = this.height; - return rectangle; + BitmapFont.ASCII = [[' ', '~']]; + /** + * Collection of default options when using `BitmapFont.from`. + * @property {number} [resolution=1] - + * @property {number} [textureWidth=512] - + * @property {number} [textureHeight=512] - + * @property {number} [padding=4] - + * @property {string|string[]|string[][]} chars = PIXI.BitmapFont.ALPHANUMERIC + */ + BitmapFont.defaultOptions = { + resolution: 1, + textureWidth: 512, + textureHeight: 512, + padding: 4, + chars: BitmapFont.ALPHANUMERIC, }; + /** Collection of available/installed fonts. */ + BitmapFont.available = {}; + return BitmapFont; + }()); + + var msdfFrag = "// Pixi texture info\r\nvarying vec2 vTextureCoord;\r\nuniform sampler2D uSampler;\r\n\r\n// Tint\r\nuniform vec4 uColor;\r\n\r\n// on 2D applications fwidth is screenScale / glyphAtlasScale * distanceFieldRange\r\nuniform float uFWidth;\r\n\r\nvoid main(void) {\r\n\r\n // To stack MSDF and SDF we need a non-pre-multiplied-alpha texture.\r\n vec4 texColor = texture2D(uSampler, vTextureCoord);\r\n\r\n // MSDF\r\n float median = texColor.r + texColor.g + texColor.b -\r\n min(texColor.r, min(texColor.g, texColor.b)) -\r\n max(texColor.r, max(texColor.g, texColor.b));\r\n // SDF\r\n median = min(median, texColor.a);\r\n\r\n float screenPxDistance = uFWidth * (median - 0.5);\r\n float alpha = clamp(screenPxDistance + 0.5, 0.0, 1.0);\r\n if (median < 0.01) {\r\n alpha = 0.0;\r\n } else if (median > 0.99) {\r\n alpha = 1.0;\r\n }\r\n\r\n // NPM Textures, NPM outputs\r\n gl_FragColor = vec4(uColor.rgb, uColor.a * alpha);\r\n\r\n}\r\n"; + + var msdfVert = "// Mesh material default fragment\r\nattribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\n\r\nuniform mat3 projectionMatrix;\r\nuniform mat3 translationMatrix;\r\nuniform mat3 uTextureMatrix;\r\n\r\nvarying vec2 vTextureCoord;\r\n\r\nvoid main(void)\r\n{\r\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n\r\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\r\n}\r\n"; + + // If we ever need more than two pools, please make a Dict or something better. + var pageMeshDataDefaultPageMeshData = []; + var pageMeshDataMSDFPageMeshData = []; + var charRenderDataPool = []; + /** + * A BitmapText object will create a line or multiple lines of text using bitmap font. + * + * The primary advantage of this class over Text is that all of your textures are pre-generated and loading, + * meaning that rendering is fast, and changing text has no performance implications. + * + * Supporting character sets other than latin, such as CJK languages, may be impractical due to the number of characters. + * + * To split a line you can use '\n', '\r' or '\r\n' in your string. + * + * PixiJS can auto-generate fonts on-the-fly using BitmapFont or use fnt files provided by: + * http://www.angelcode.com/products/bmfont/ for Windows or + * http://www.bmglyph.com/ for Mac. + * + * You can also use SDF, MSDF and MTSDF BitmapFonts for vector-like scaling appearance provided by: + * https://github.com/soimy/msdf-bmfont-xml for SDF and MSDF fnt files or + * https://github.com/Chlumsky/msdf-atlas-gen for SDF, MSDF and MTSDF json files + * + * A BitmapText can only be created when the font is loaded. + * + * ```js + * // in this case the font is in a file called 'desyrel.fnt' + * let bitmapText = new PIXI.BitmapText("text using a fancy font!", { + * fontName: "Desyrel", + * fontSize: 35, + * align: "right" + * }); + * ``` + * @memberof PIXI + */ + /** @class */ ((function (_super) { + __extends$8(BitmapText, _super); /** - * Checks whether the x and y coordinates given are contained within this Rectangle - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coordinates are within this Rectangle + * @param text - A string that you would like the text to display. + * @param style - The style parameters. + * @param {string} style.fontName - The installed BitmapFont name. + * @param {number} [style.fontSize] - The size of the font in pixels, e.g. 24. If undefined, + *. this will default to the BitmapFont size. + * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center', 'right' or 'justify'), + * does not affect single line text. + * @param {number} [style.tint=0xFFFFFF] - The tint color. + * @param {number} [style.letterSpacing=0] - The amount of spacing between letters. + * @param {number} [style.maxWidth=0] - The max width of the text before line wrapping. */ - Rectangle.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { - return false; + function BitmapText(text, style) { + if (style === void 0) { style = {}; } + var _this = _super.call(this) || this; + /** + * Private tracker for the current tint. + * @private + */ + _this._tint = 0xFFFFFF; + // Apply the defaults + var _a = Object.assign({}, BitmapText.styleDefaults, style), align = _a.align, tint = _a.tint, maxWidth = _a.maxWidth, letterSpacing = _a.letterSpacing, fontName = _a.fontName, fontSize = _a.fontSize; + if (!BitmapFont.available[fontName]) { + throw new Error("Missing BitmapFont \"" + fontName + "\""); } - if (x >= this.x && x < this.x + this.width) { - if (y >= this.y && y < this.y + this.height) { - return true; + _this._activePagesMeshData = []; + _this._textWidth = 0; + _this._textHeight = 0; + _this._align = align; + _this._tint = tint; + _this._font = undefined; + _this._fontName = fontName; + _this._fontSize = fontSize; + _this.text = text; + _this._maxWidth = maxWidth; + _this._maxLineHeight = 0; + _this._letterSpacing = letterSpacing; + _this._anchor = new ObservablePoint(function () { _this.dirty = true; }, _this, 0, 0); + _this._roundPixels = settings.ROUND_PIXELS; + _this.dirty = true; + _this._resolution = settings.RESOLUTION; + _this._autoResolution = true; + _this._textureCache = {}; + return _this; + } + /** Renders text and updates it when needed. This should only be called if the BitmapFont is regenerated. */ + BitmapText.prototype.updateText = function () { + var _a; + var data = BitmapFont.available[this._fontName]; + var fontSize = this.fontSize; + var scale = fontSize / data.size; + var pos = new Point(); + var chars = []; + var lineWidths = []; + var lineSpaces = []; + var text = this._text.replace(/(?:\r\n|\r)/g, '\n') || ' '; + var charsInput = splitTextToCharacters(text); + var maxWidth = this._maxWidth * data.size / fontSize; + var pageMeshDataPool = data.distanceFieldType === 'none' + ? pageMeshDataDefaultPageMeshData : pageMeshDataMSDFPageMeshData; + var prevCharCode = null; + var lastLineWidth = 0; + var maxLineWidth = 0; + var line = 0; + var lastBreakPos = -1; + var lastBreakWidth = 0; + var spacesRemoved = 0; + var maxLineHeight = 0; + var spaceCount = 0; + for (var i = 0; i < charsInput.length; i++) { + var char = charsInput[i]; + var charCode = extractCharCode(char); + if ((/(?:\s)/).test(char)) { + lastBreakPos = i; + lastBreakWidth = lastLineWidth; + spaceCount++; + } + if (char === '\r' || char === '\n') { + lineWidths.push(lastLineWidth); + lineSpaces.push(-1); + maxLineWidth = Math.max(maxLineWidth, lastLineWidth); + ++line; + ++spacesRemoved; + pos.x = 0; + pos.y += data.lineHeight; + prevCharCode = null; + spaceCount = 0; + continue; + } + var charData = data.chars[charCode]; + if (!charData) { + continue; + } + if (prevCharCode && charData.kerning[prevCharCode]) { + pos.x += charData.kerning[prevCharCode]; + } + var charRenderData = charRenderDataPool.pop() || { + texture: Texture.EMPTY, + line: 0, + charCode: 0, + prevSpaces: 0, + position: new Point(), + }; + charRenderData.texture = charData.texture; + charRenderData.line = line; + charRenderData.charCode = charCode; + charRenderData.position.x = pos.x + charData.xOffset + (this._letterSpacing / 2); + charRenderData.position.y = pos.y + charData.yOffset; + charRenderData.prevSpaces = spaceCount; + chars.push(charRenderData); + lastLineWidth = charRenderData.position.x + + Math.max(charData.xAdvance - charData.xOffset, charData.texture.orig.width); + pos.x += charData.xAdvance + this._letterSpacing; + maxLineHeight = Math.max(maxLineHeight, (charData.yOffset + charData.texture.height)); + prevCharCode = charCode; + if (lastBreakPos !== -1 && maxWidth > 0 && pos.x > maxWidth) { + ++spacesRemoved; + removeItems(chars, 1 + lastBreakPos - spacesRemoved, 1 + i - lastBreakPos); + i = lastBreakPos; + lastBreakPos = -1; + lineWidths.push(lastBreakWidth); + lineSpaces.push(chars.length > 0 ? chars[chars.length - 1].prevSpaces : 0); + maxLineWidth = Math.max(maxLineWidth, lastBreakWidth); + line++; + pos.x = 0; + pos.y += data.lineHeight; + prevCharCode = null; + spaceCount = 0; } } - return false; - }; - /** - * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object. - * Returns true only if the area of the intersection is >0, this means that Rectangles - * sharing a side are not overlapping. Another side effect is that an arealess rectangle - * (width or height equal to zero) can't intersect any other rectangle. - * @param {Rectangle} other - The Rectangle to intersect with `this`. - * @param {Matrix} transform - The transformation matrix of `other`. - * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`. - */ - Rectangle.prototype.intersects = function (other, transform) { - if (!transform) { - var x0_1 = this.x < other.x ? other.x : this.x; - var x1_1 = this.right > other.right ? other.right : this.right; - if (x1_1 <= x0_1) { - return false; + var lastChar = charsInput[charsInput.length - 1]; + if (lastChar !== '\r' && lastChar !== '\n') { + if ((/(?:\s)/).test(lastChar)) { + lastLineWidth = lastBreakWidth; } - var y0_1 = this.y < other.y ? other.y : this.y; - var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom; - return y1_1 > y0_1; + lineWidths.push(lastLineWidth); + maxLineWidth = Math.max(maxLineWidth, lastLineWidth); + lineSpaces.push(-1); } - var x0 = this.left; - var x1 = this.right; - var y0 = this.top; - var y1 = this.bottom; - if (x1 <= x0 || y1 <= y0) { - return false; + var lineAlignOffsets = []; + for (var i = 0; i <= line; i++) { + var alignOffset = 0; + if (this._align === 'right') { + alignOffset = maxLineWidth - lineWidths[i]; + } + else if (this._align === 'center') { + alignOffset = (maxLineWidth - lineWidths[i]) / 2; + } + else if (this._align === 'justify') { + alignOffset = lineSpaces[i] < 0 ? 0 : (maxLineWidth - lineWidths[i]) / lineSpaces[i]; + } + lineAlignOffsets.push(alignOffset); } - var lt = tempPoints[0].set(other.left, other.top); - var lb = tempPoints[1].set(other.left, other.bottom); - var rt = tempPoints[2].set(other.right, other.top); - var rb = tempPoints[3].set(other.right, other.bottom); - if (rt.x <= lt.x || lb.y <= lt.y) { - return false; + var lenChars = chars.length; + var pagesMeshData = {}; + var newPagesMeshData = []; + var activePagesMeshData = this._activePagesMeshData; + pageMeshDataPool.push.apply(pageMeshDataPool, activePagesMeshData); + for (var i = 0; i < lenChars; i++) { + var texture = chars[i].texture; + var baseTextureUid = texture.baseTexture.uid; + if (!pagesMeshData[baseTextureUid]) { + var pageMeshData = pageMeshDataPool.pop(); + if (!pageMeshData) { + var geometry = new MeshGeometry(); + var material = void 0; + var meshBlendMode = void 0; + if (data.distanceFieldType === 'none') { + material = new MeshMaterial(Texture.EMPTY); + meshBlendMode = BLEND_MODES.NORMAL; + } + else { + material = new MeshMaterial(Texture.EMPTY, { program: Program.from(msdfVert, msdfFrag), uniforms: { uFWidth: 0 } }); + meshBlendMode = BLEND_MODES.NORMAL_NPM; + } + var mesh = new Mesh(geometry, material); + mesh.blendMode = meshBlendMode; + pageMeshData = { + index: 0, + indexCount: 0, + vertexCount: 0, + uvsCount: 0, + total: 0, + mesh: mesh, + vertices: null, + uvs: null, + indices: null, + }; + } + // reset data.. + pageMeshData.index = 0; + pageMeshData.indexCount = 0; + pageMeshData.vertexCount = 0; + pageMeshData.uvsCount = 0; + pageMeshData.total = 0; + // TODO need to get page texture here somehow.. + var _textureCache = this._textureCache; + _textureCache[baseTextureUid] = _textureCache[baseTextureUid] || new Texture(texture.baseTexture); + pageMeshData.mesh.texture = _textureCache[baseTextureUid]; + pageMeshData.mesh.tint = this._tint; + newPagesMeshData.push(pageMeshData); + pagesMeshData[baseTextureUid] = pageMeshData; + } + pagesMeshData[baseTextureUid].total++; } - var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c)); - if (s === 0) { - return false; + // lets find any previously active pageMeshDatas that are no longer required for + // the updated text (if any), removed and return them to the pool. + for (var i = 0; i < activePagesMeshData.length; i++) { + if (newPagesMeshData.indexOf(activePagesMeshData[i]) === -1) { + this.removeChild(activePagesMeshData[i].mesh); + } } - transform.apply(lt, lt); - transform.apply(lb, lb); - transform.apply(rt, rt); - transform.apply(rb, rb); - if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0 - || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1 - || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0 - || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) { - return false; + // next lets add any new meshes, that have not yet been added to this BitmapText + // we only add if its not already a child of this BitmapObject + for (var i = 0; i < newPagesMeshData.length; i++) { + if (newPagesMeshData[i].mesh.parent !== this) { + this.addChild(newPagesMeshData[i].mesh); + } } - var nx = s * (lb.y - lt.y); - var ny = s * (lt.x - lb.x); - var n00 = (nx * x0) + (ny * y0); - var n10 = (nx * x1) + (ny * y0); - var n01 = (nx * x0) + (ny * y1); - var n11 = (nx * x1) + (ny * y1); - if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y) - || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) { - return false; + // active page mesh datas are set to be the new pages added. + this._activePagesMeshData = newPagesMeshData; + for (var i in pagesMeshData) { + var pageMeshData = pagesMeshData[i]; + var total = pageMeshData.total; + // lets only allocate new buffers if we can fit the new text in the current ones.. + // unless that is, we will be batching. Currently batching dose not respect the size property of mesh + if (!(((_a = pageMeshData.indices) === null || _a === void 0 ? void 0 : _a.length) > 6 * total) || pageMeshData.vertices.length < Mesh.BATCHABLE_SIZE * 2) { + pageMeshData.vertices = new Float32Array(4 * 2 * total); + pageMeshData.uvs = new Float32Array(4 * 2 * total); + pageMeshData.indices = new Uint16Array(6 * total); + } + else { + var total_1 = pageMeshData.total; + var vertices = pageMeshData.vertices; + // Clear the garbage at the end of the vertices buffer. This will prevent the bounds miscalculation. + for (var i_1 = total_1 * 4 * 2; i_1 < vertices.length; i_1++) { + vertices[i_1] = 0; + } + } + // as a buffer maybe bigger than the current word, we set the size of the meshMaterial + // to match the number of letters needed + pageMeshData.mesh.size = 6 * total; } - var mx = s * (lt.y - rt.y); - var my = s * (rt.x - lt.x); - var m00 = (mx * x0) + (my * y0); - var m10 = (mx * x1) + (my * y0); - var m01 = (mx * x0) + (my * y1); - var m11 = (mx * x1) + (my * y1); - if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y) - || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) { - return false; + for (var i = 0; i < lenChars; i++) { + var char = chars[i]; + var offset = char.position.x + (lineAlignOffsets[char.line] * (this._align === 'justify' ? char.prevSpaces : 1)); + if (this._roundPixels) { + offset = Math.round(offset); + } + var xPos = offset * scale; + var yPos = char.position.y * scale; + var texture = char.texture; + var pageMesh = pagesMeshData[texture.baseTexture.uid]; + var textureFrame = texture.frame; + var textureUvs = texture._uvs; + var index = pageMesh.index++; + pageMesh.indices[(index * 6) + 0] = 0 + (index * 4); + pageMesh.indices[(index * 6) + 1] = 1 + (index * 4); + pageMesh.indices[(index * 6) + 2] = 2 + (index * 4); + pageMesh.indices[(index * 6) + 3] = 0 + (index * 4); + pageMesh.indices[(index * 6) + 4] = 2 + (index * 4); + pageMesh.indices[(index * 6) + 5] = 3 + (index * 4); + pageMesh.vertices[(index * 8) + 0] = xPos; + pageMesh.vertices[(index * 8) + 1] = yPos; + pageMesh.vertices[(index * 8) + 2] = xPos + (textureFrame.width * scale); + pageMesh.vertices[(index * 8) + 3] = yPos; + pageMesh.vertices[(index * 8) + 4] = xPos + (textureFrame.width * scale); + pageMesh.vertices[(index * 8) + 5] = yPos + (textureFrame.height * scale); + pageMesh.vertices[(index * 8) + 6] = xPos; + pageMesh.vertices[(index * 8) + 7] = yPos + (textureFrame.height * scale); + pageMesh.uvs[(index * 8) + 0] = textureUvs.x0; + pageMesh.uvs[(index * 8) + 1] = textureUvs.y0; + pageMesh.uvs[(index * 8) + 2] = textureUvs.x1; + pageMesh.uvs[(index * 8) + 3] = textureUvs.y1; + pageMesh.uvs[(index * 8) + 4] = textureUvs.x2; + pageMesh.uvs[(index * 8) + 5] = textureUvs.y2; + pageMesh.uvs[(index * 8) + 6] = textureUvs.x3; + pageMesh.uvs[(index * 8) + 7] = textureUvs.y3; } - return true; - }; - /** - * Pads the rectangle making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. - * @returns Returns itself. - */ - Rectangle.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - this.x -= paddingX; - this.y -= paddingY; - this.width += paddingX * 2; - this.height += paddingY * 2; - return this; - }; - /** - * Fits this rectangle around the passed one. - * @param rectangle - The rectangle to fit. - * @returns Returns itself. - */ - Rectangle.prototype.fit = function (rectangle) { - var x1 = Math.max(this.x, rectangle.x); - var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.max(this.y, rectangle.y); - var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = Math.max(x2 - x1, 0); - this.y = y1; - this.height = Math.max(y2 - y1, 0); - return this; - }; - /** - * Enlarges rectangle that way its corners lie on grid - * @param resolution - resolution - * @param eps - precision - * @returns Returns itself. - */ - Rectangle.prototype.ceil = function (resolution, eps) { - if (resolution === void 0) { resolution = 1; } - if (eps === void 0) { eps = 0.001; } - var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution; - var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution; - this.x = Math.floor((this.x + eps) * resolution) / resolution; - this.y = Math.floor((this.y + eps) * resolution) / resolution; - this.width = x2 - this.x; - this.height = y2 - this.y; - return this; - }; - /** - * Enlarges this rectangle to include the passed rectangle. - * @param rectangle - The rectangle to include. - * @returns Returns itself. - */ - Rectangle.prototype.enlarge = function (rectangle) { - var x1 = Math.min(this.x, rectangle.x); - var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.min(this.y, rectangle.y); - var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = x2 - x1; - this.y = y1; - this.height = y2 - y1; - return this; - }; - Rectangle.prototype.toString = function () { - return "[@pixi/math:Rectangle x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; + this._textWidth = maxLineWidth * scale; + this._textHeight = (pos.y + data.lineHeight) * scale; + for (var i in pagesMeshData) { + var pageMeshData = pagesMeshData[i]; + // apply anchor + if (this.anchor.x !== 0 || this.anchor.y !== 0) { + var vertexCount = 0; + var anchorOffsetX = this._textWidth * this.anchor.x; + var anchorOffsetY = this._textHeight * this.anchor.y; + for (var i_2 = 0; i_2 < pageMeshData.total; i_2++) { + pageMeshData.vertices[vertexCount++] -= anchorOffsetX; + pageMeshData.vertices[vertexCount++] -= anchorOffsetY; + pageMeshData.vertices[vertexCount++] -= anchorOffsetX; + pageMeshData.vertices[vertexCount++] -= anchorOffsetY; + pageMeshData.vertices[vertexCount++] -= anchorOffsetX; + pageMeshData.vertices[vertexCount++] -= anchorOffsetY; + pageMeshData.vertices[vertexCount++] -= anchorOffsetX; + pageMeshData.vertices[vertexCount++] -= anchorOffsetY; + } + } + this._maxLineHeight = maxLineHeight * scale; + var vertexBuffer = pageMeshData.mesh.geometry.getBuffer('aVertexPosition'); + var textureBuffer = pageMeshData.mesh.geometry.getBuffer('aTextureCoord'); + var indexBuffer = pageMeshData.mesh.geometry.getIndex(); + vertexBuffer.data = pageMeshData.vertices; + textureBuffer.data = pageMeshData.uvs; + indexBuffer.data = pageMeshData.indices; + vertexBuffer.update(); + textureBuffer.update(); + indexBuffer.update(); + } + for (var i = 0; i < chars.length; i++) { + charRenderDataPool.push(chars[i]); + } + this._font = data; + this.dirty = false; }; - return Rectangle; - }()); - - /** - * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis. - * - * An `ObservablePoint` is a point that triggers a callback when the point's position is changed. - * @memberof PIXI - */ - var ObservablePoint = /** @class */ (function () { - /** - * Creates a new `ObservablePoint` - * @param cb - callback function triggered when `x` and/or `y` are changed - * @param scope - owner of callback - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis - */ - function ObservablePoint(cb, scope, x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - this._x = x; - this._y = y; - this.cb = cb; - this.scope = scope; - } - /** - * Creates a clone of this point. - * The callback and scope params can be overridden otherwise they will default - * to the clone object's values. - * @override - * @param cb - The callback function triggered when `x` and/or `y` are changed - * @param scope - The owner of the callback - * @returns a copy of this observable point - */ - ObservablePoint.prototype.clone = function (cb, scope) { - if (cb === void 0) { cb = this.cb; } - if (scope === void 0) { scope = this.scope; } - return new ObservablePoint(cb, scope, this._x, this._y); + BitmapText.prototype.updateTransform = function () { + this.validate(); + this.containerUpdateTransform(); }; - /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=x] - position of the point on the y axis - * @returns The observable point instance itself - */ - ObservablePoint.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - if (this._x !== x || this._y !== y) { - this._x = x; - this._y = y; - this.cb.call(this.scope); + BitmapText.prototype._render = function (renderer) { + if (this._autoResolution && this._resolution !== renderer.resolution) { + this._resolution = renderer.resolution; + this.dirty = true; } - return this; - }; - /** - * Copies x and y from the given point (`p`) - * @param p - The point to copy from. Can be any of type that is or extends `IPointData` - * @returns The observable point instance itself - */ - ObservablePoint.prototype.copyFrom = function (p) { - if (this._x !== p.x || this._y !== p.y) { - this._x = p.x; - this._y = p.y; - this.cb.call(this.scope); + // Update the uniform + var _a = BitmapFont.available[this._fontName], distanceFieldRange = _a.distanceFieldRange, distanceFieldType = _a.distanceFieldType, size = _a.size; + if (distanceFieldType !== 'none') { + // Inject the shader code with the correct value + var _b = this.worldTransform, a = _b.a, b = _b.b, c = _b.c, d = _b.d; + var dx = Math.sqrt((a * a) + (b * b)); + var dy = Math.sqrt((c * c) + (d * d)); + var worldScale = (Math.abs(dx) + Math.abs(dy)) / 2; + var fontScale = this.fontSize / size; + for (var _i = 0, _c = this._activePagesMeshData; _i < _c.length; _i++) { + var mesh = _c[_i]; + mesh.mesh.shader.uniforms.uFWidth = worldScale * distanceFieldRange * fontScale * this._resolution; + } } - return this; + _super.prototype._render.call(this, renderer); }; /** - * Copies this point's x and y into that of the given point (`p`) - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated + * Validates text before calling parent's getLocalBounds + * @returns - The rectangular bounding area */ - ObservablePoint.prototype.copyTo = function (p) { - p.set(this._x, this._y); - return p; + BitmapText.prototype.getLocalBounds = function () { + this.validate(); + return _super.prototype.getLocalBounds.call(this); }; /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal + * Updates text when needed + * @private */ - ObservablePoint.prototype.equals = function (p) { - return (p.x === this._x) && (p.y === this._y); - }; - ObservablePoint.prototype.toString = function () { - return "[@pixi/math:ObservablePoint x=" + 0 + " y=" + 0 + " scope=" + this.scope + "]"; + BitmapText.prototype.validate = function () { + var font = BitmapFont.available[this._fontName]; + if (!font) { + throw new Error("Missing BitmapFont \"" + this._fontName + "\""); + } + if (this._font !== font) { + this.dirty = true; + } + if (this.dirty) { + this.updateText(); + } }; - Object.defineProperty(ObservablePoint.prototype, "x", { - /** Position of the observable point on the x axis. */ + Object.defineProperty(BitmapText.prototype, "tint", { + /** + * The tint of the BitmapText object. + * @default 0xffffff + */ get: function () { - return this._x; + return this._tint; }, set: function (value) { - if (this._x !== value) { - this._x = value; - this.cb.call(this.scope); + if (this._tint === value) + { return; } + this._tint = value; + for (var i = 0; i < this._activePagesMeshData.length; i++) { + this._activePagesMeshData[i].mesh.tint = value; } }, enumerable: false, configurable: true }); - Object.defineProperty(ObservablePoint.prototype, "y", { - /** Position of the observable point on the y axis. */ + Object.defineProperty(BitmapText.prototype, "align", { + /** + * The alignment of the BitmapText object. + * @member {string} + * @default 'left' + */ get: function () { - return this._y; - }, - set: function (value) { - if (this._y !== value) { - this._y = value; - this.cb.call(this.scope); - } - }, - enumerable: false, - configurable: true - }); - return ObservablePoint; - }()); - - /** - * The PixiJS Matrix as a class makes it a lot faster. - * - * Here is a representation of it: - * ```js - * | a | c | tx| - * | b | d | ty| - * | 0 | 0 | 1 | - * ``` - * @memberof PIXI - */ - var Matrix = /** @class */ (function () { - /** - * @param a - x scale - * @param b - y skew - * @param c - x skew - * @param d - y scale - * @param tx - x translation - * @param ty - y translation - */ - function Matrix(a, b, c, d, tx, ty) { - if (a === void 0) { a = 1; } - if (b === void 0) { b = 0; } - if (c === void 0) { c = 0; } - if (d === void 0) { d = 1; } - if (tx === void 0) { tx = 0; } - if (ty === void 0) { ty = 0; } - this.array = null; - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - } - /** - * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: - * - * a = array[0] - * b = array[1] - * c = array[3] - * d = array[4] - * tx = array[2] - * ty = array[5] - * @param array - The array that the matrix will be populated from. - */ - Matrix.prototype.fromArray = function (array) { - this.a = array[0]; - this.b = array[1]; - this.c = array[3]; - this.d = array[4]; - this.tx = array[2]; - this.ty = array[5]; - }; - /** - * Sets the matrix properties. - * @param a - Matrix component - * @param b - Matrix component - * @param c - Matrix component - * @param d - Matrix component - * @param tx - Matrix component - * @param ty - Matrix component - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.set = function (a, b, c, d, tx, ty) { - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - return this; - }; - /** - * Creates an array from the current Matrix object. - * @param transpose - Whether we need to transpose the matrix or not - * @param [out=new Float32Array(9)] - If provided the array will be assigned to out - * @returns The newly created array which contains the matrix - */ - Matrix.prototype.toArray = function (transpose, out) { - if (!this.array) { - this.array = new Float32Array(9); - } - var array = out || this.array; - if (transpose) { - array[0] = this.a; - array[1] = this.b; - array[2] = 0; - array[3] = this.c; - array[4] = this.d; - array[5] = 0; - array[6] = this.tx; - array[7] = this.ty; - array[8] = 1; - } - else { - array[0] = this.a; - array[1] = this.c; - array[2] = this.tx; - array[3] = this.b; - array[4] = this.d; - array[5] = this.ty; - array[6] = 0; - array[7] = 0; - array[8] = 1; - } - return array; - }; - /** - * Get a new position with the current transformation applied. - * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, transformed through this matrix - */ - Matrix.prototype.apply = function (pos, newPos) { - newPos = (newPos || new Point()); - var x = pos.x; - var y = pos.y; - newPos.x = (this.a * x) + (this.c * y) + this.tx; - newPos.y = (this.b * x) + (this.d * y) + this.ty; - return newPos; - }; - /** - * Get a new position with the inverse of the current transformation applied. - * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, inverse-transformed through this matrix - */ - Matrix.prototype.applyInverse = function (pos, newPos) { - newPos = (newPos || new Point()); - var id = 1 / ((this.a * this.d) + (this.c * -this.b)); - var x = pos.x; - var y = pos.y; - newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id); - newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id); - return newPos; - }; - /** - * Translates the matrix on the x and y. - * @param x - How much to translate x by - * @param y - How much to translate y by - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.translate = function (x, y) { - this.tx += x; - this.ty += y; - return this; - }; - /** - * Applies a scale transformation to the matrix. - * @param x - The amount to scale horizontally - * @param y - The amount to scale vertically - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.scale = function (x, y) { - this.a *= x; - this.d *= y; - this.c *= x; - this.b *= y; - this.tx *= x; - this.ty *= y; - return this; - }; - /** - * Applies a rotation transformation to the matrix. - * @param angle - The angle in radians. - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.rotate = function (angle) { - var cos = Math.cos(angle); - var sin = Math.sin(angle); - var a1 = this.a; - var c1 = this.c; - var tx1 = this.tx; - this.a = (a1 * cos) - (this.b * sin); - this.b = (a1 * sin) + (this.b * cos); - this.c = (c1 * cos) - (this.d * sin); - this.d = (c1 * sin) + (this.d * cos); - this.tx = (tx1 * cos) - (this.ty * sin); - this.ty = (tx1 * sin) + (this.ty * cos); - return this; - }; - /** - * Appends the given Matrix to this Matrix. - * @param matrix - The matrix to append. - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.append = function (matrix) { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - this.a = (matrix.a * a1) + (matrix.b * c1); - this.b = (matrix.a * b1) + (matrix.b * d1); - this.c = (matrix.c * a1) + (matrix.d * c1); - this.d = (matrix.c * b1) + (matrix.d * d1); - this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx; - this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty; - return this; - }; - /** - * Sets the matrix based on all the available properties - * @param x - Position on the x axis - * @param y - Position on the y axis - * @param pivotX - Pivot on the x axis - * @param pivotY - Pivot on the y axis - * @param scaleX - Scale on the x axis - * @param scaleY - Scale on the y axis - * @param rotation - Rotation in radians - * @param skewX - Skew on the x axis - * @param skewY - Skew on the y axis - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) { - this.a = Math.cos(rotation + skewY) * scaleX; - this.b = Math.sin(rotation + skewY) * scaleX; - this.c = -Math.sin(rotation - skewX) * scaleY; - this.d = Math.cos(rotation - skewX) * scaleY; - this.tx = x - ((pivotX * this.a) + (pivotY * this.c)); - this.ty = y - ((pivotX * this.b) + (pivotY * this.d)); - return this; - }; - /** - * Prepends the given Matrix to this Matrix. - * @param matrix - The matrix to prepend - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.prepend = function (matrix) { - var tx1 = this.tx; - if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) { - var a1 = this.a; - var c1 = this.c; - this.a = (a1 * matrix.a) + (this.b * matrix.c); - this.b = (a1 * matrix.b) + (this.b * matrix.d); - this.c = (c1 * matrix.a) + (this.d * matrix.c); - this.d = (c1 * matrix.b) + (this.d * matrix.d); - } - this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx; - this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty; - return this; - }; - /** - * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. - * @param transform - The transform to apply the properties to. - * @returns The transform with the newly applied properties - */ - Matrix.prototype.decompose = function (transform) { - // sort out rotation / skew.. - var a = this.a; - var b = this.b; - var c = this.c; - var d = this.d; - var pivot = transform.pivot; - var skewX = -Math.atan2(-c, d); - var skewY = Math.atan2(b, a); - var delta = Math.abs(skewX + skewY); - if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) { - transform.rotation = skewY; - transform.skew.x = transform.skew.y = 0; - } - else { - transform.rotation = 0; - transform.skew.x = skewX; - transform.skew.y = skewY; - } - // next set scale - transform.scale.x = Math.sqrt((a * a) + (b * b)); - transform.scale.y = Math.sqrt((c * c) + (d * d)); - // next set position - transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c)); - transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d)); - return transform; - }; - /** - * Inverts this matrix - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.invert = function () { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - var tx1 = this.tx; - var n = (a1 * d1) - (b1 * c1); - this.a = d1 / n; - this.b = -b1 / n; - this.c = -c1 / n; - this.d = a1 / n; - this.tx = ((c1 * this.ty) - (d1 * tx1)) / n; - this.ty = -((a1 * this.ty) - (b1 * tx1)) / n; - return this; - }; - /** - * Resets this Matrix to an identity (default) matrix. - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.identity = function () { - this.a = 1; - this.b = 0; - this.c = 0; - this.d = 1; - this.tx = 0; - this.ty = 0; - return this; - }; - /** - * Creates a new Matrix object with the same values as this one. - * @returns A copy of this matrix. Good for chaining method calls. - */ - Matrix.prototype.clone = function () { - var matrix = new Matrix(); - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; - }; - /** - * Changes the values of the given matrix to be the same as the ones in this matrix - * @param matrix - The matrix to copy to. - * @returns The matrix given in parameter with its values updated. - */ - Matrix.prototype.copyTo = function (matrix) { - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; - }; - /** - * Changes the values of the matrix to be the same as the ones in given matrix - * @param {PIXI.Matrix} matrix - The matrix to copy from. - * @returns {PIXI.Matrix} this - */ - Matrix.prototype.copyFrom = function (matrix) { - this.a = matrix.a; - this.b = matrix.b; - this.c = matrix.c; - this.d = matrix.d; - this.tx = matrix.tx; - this.ty = matrix.ty; - return this; - }; - Matrix.prototype.toString = function () { - return "[@pixi/math:Matrix a=" + this.a + " b=" + this.b + " c=" + this.c + " d=" + this.d + " tx=" + this.tx + " ty=" + this.ty + "]"; - }; - Object.defineProperty(Matrix, "IDENTITY", { + return this._align; + }, + set: function (value) { + if (this._align !== value) { + this._align = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "fontName", { + /** The name of the BitmapFont. */ + get: function () { + return this._fontName; + }, + set: function (value) { + if (!BitmapFont.available[value]) { + throw new Error("Missing BitmapFont \"" + value + "\""); + } + if (this._fontName !== value) { + this._fontName = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "fontSize", { + /** The size of the font to display. */ + get: function () { + var _a; + return (_a = this._fontSize) !== null && _a !== void 0 ? _a : BitmapFont.available[this._fontName].size; + }, + set: function (value) { + if (this._fontSize !== value) { + this._fontSize = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "anchor", { /** - * A default (identity) matrix + * The anchor sets the origin point of the text. + * + * The default is `(0,0)`, this means the text's origin is the top left. + * + * Setting the anchor to `(0.5,0.5)` means the text's origin is centered. + * + * Setting the anchor to `(1,1)` would mean the text's origin point will be the bottom right corner. + */ + get: function () { + return this._anchor; + }, + set: function (value) { + if (typeof value === 'number') { + this._anchor.set(value); + } + else { + this._anchor.copyFrom(value); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "text", { + /** The text of the BitmapText object. */ + get: function () { + return this._text; + }, + set: function (text) { + text = String(text === null || text === undefined ? '' : text); + if (this._text === text) { + return; + } + this._text = text; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "maxWidth", { + /** + * The max width of this bitmap text in pixels. If the text provided is longer than the + * value provided, line breaks will be automatically inserted in the last whitespace. + * Disable by setting the value to 0. + */ + get: function () { + return this._maxWidth; + }, + set: function (value) { + if (this._maxWidth === value) { + return; + } + this._maxWidth = value; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "maxLineHeight", { + /** + * The max line height. This is useful when trying to use the total height of the Text, + * i.e. when trying to vertically align. * @readonly */ get: function () { - return new Matrix(); + this.validate(); + return this._maxLineHeight; }, enumerable: false, configurable: true }); - Object.defineProperty(Matrix, "TEMP_MATRIX", { + Object.defineProperty(BitmapText.prototype, "textWidth", { /** - * A temp matrix + * The width of the overall text, different from fontSize, + * which is defined in the style object. * @readonly */ get: function () { - return new Matrix(); + this.validate(); + return this._textWidth; }, enumerable: false, configurable: true }); - return Matrix; - }()); - - // Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group - /* - * Transform matrix for operation n is: - * | ux | vx | - * | uy | vy | - */ - var ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; - var uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; - /* - * Alias for {@code Math.sign}. - */ - var signum = Math.sign; - /* - * Initializes `rotationCayley` and `rotationMatrices`. It is called - * only once below. - */ - function init() { - for (var i = 0; i < 16; i++) { - var row = []; - for (var j = 0; j < 16; j++) { - /* Multiplies rotation matrices i and j. */ - var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j])); - var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j])); - var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j])); - var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j])); - /* Finds rotation matrix matching the product and pushes it. */ - for (var k = 0; k < 16; k++) { - if (ux[k] === _ux && uy[k] === _uy - && vx[k] === _vx && vy[k] === _vy) { - row.push(k); - break; - } + Object.defineProperty(BitmapText.prototype, "letterSpacing", { + /** Additional space between characters. */ + get: function () { + return this._letterSpacing; + }, + set: function (value) { + if (this._letterSpacing !== value) { + this._letterSpacing = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "roundPixels", { + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * Advantages can include sharper image quality (like text) and faster rendering on canvas. + * The main disadvantage is movement of objects may appear less smooth. + * To set the global default, change {@link PIXI.settings.ROUND_PIXELS} + * @default PIXI.settings.ROUND_PIXELS + */ + get: function () { + return this._roundPixels; + }, + set: function (value) { + if (value !== this._roundPixels) { + this._roundPixels = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "textHeight", { + /** + * The height of the overall text, different from fontSize, + * which is defined in the style object. + * @readonly + */ + get: function () { + this.validate(); + return this._textHeight; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "resolution", { + /** + * The resolution / device pixel ratio of the canvas. + * + * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually. + * @default 1 + */ + get: function () { + return this._resolution; + }, + set: function (value) { + this._autoResolution = false; + if (this._resolution === value) { + return; } + this._resolution = value; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + BitmapText.prototype.destroy = function (options) { + var _textureCache = this._textureCache; + var data = BitmapFont.available[this._fontName]; + var pageMeshDataPool = data.distanceFieldType === 'none' + ? pageMeshDataDefaultPageMeshData : pageMeshDataMSDFPageMeshData; + pageMeshDataPool.push.apply(pageMeshDataPool, this._activePagesMeshData); + for (var _i = 0, _a = this._activePagesMeshData; _i < _a.length; _i++) { + var pageMeshData = _a[_i]; + this.removeChild(pageMeshData.mesh); + } + this._activePagesMeshData = []; + // Release references to any cached textures in page pool + pageMeshDataPool + .filter(function (page) { return _textureCache[page.mesh.texture.baseTexture.uid]; }) + .forEach(function (page) { + page.mesh.texture = Texture.EMPTY; + }); + for (var id in _textureCache) { + var texture = _textureCache[id]; + texture.destroy(); + delete _textureCache[id]; } - } - for (var i = 0; i < 16; i++) { - var mat = new Matrix(); - mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0); - } - } - init(); + this._font = null; + this._textureCache = null; + _super.prototype.destroy.call(this, options); + }; + BitmapText.styleDefaults = { + align: 'left', + tint: 0xFFFFFF, + maxWidth: 0, + letterSpacing: 0, + }; + return BitmapText; + })(Container)); /** - * Transform that takes care about its versions. + * {@link PIXI.Loader Loader} middleware for loading + * bitmap-based fonts suitable for using with {@link PIXI.BitmapText}. * @memberof PIXI */ - var Transform = /** @class */ (function () { - function Transform() { - this.worldTransform = new Matrix(); - this.localTransform = new Matrix(); - this.position = new ObservablePoint(this.onChange, this, 0, 0); - this.scale = new ObservablePoint(this.onChange, this, 1, 1); - this.pivot = new ObservablePoint(this.onChange, this, 0, 0); - this.skew = new ObservablePoint(this.updateSkew, this, 0, 0); - this._rotation = 0; - this._cx = 1; - this._sx = 0; - this._cy = 0; - this._sy = 1; - this._localID = 0; - this._currentLocalID = 0; - this._worldID = 0; - this._parentID = 0; + var BitmapFontLoader = /** @class */ (function () { + function BitmapFontLoader() { } - /** Called when a value changes. */ - Transform.prototype.onChange = function () { - this._localID++; - }; - /** Called when the skew or the rotation changes. */ - Transform.prototype.updateSkew = function () { - this._cx = Math.cos(this._rotation + this.skew.y); - this._sx = Math.sin(this._rotation + this.skew.y); - this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2 - this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2 - this._localID++; - }; - Transform.prototype.toString = function () { - return "[@pixi/math:Transform " - + ("position=(" + this.position.x + ", " + this.position.y + ") ") - + ("rotation=" + this.rotation + " ") - + ("scale=(" + this.scale.x + ", " + this.scale.y + ") ") - + ("skew=(" + this.skew.x + ", " + this.skew.y + ") ") - + "]"; + /** + * Called when the plugin is installed. + * @see PIXI.extensions.add + */ + BitmapFontLoader.add = function () { + LoaderResource.setExtensionXhrType('fnt', LoaderResource.XHR_RESPONSE_TYPE.TEXT); }; - /** Updates the local transformation matrix. */ - Transform.prototype.updateLocalTransform = function () { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; + /** + * Called after a resource is loaded. + * @see PIXI.Loader.loaderMiddleware + * @param this + * @param {PIXI.LoaderResource} resource + * @param {Function} next + */ + BitmapFontLoader.use = function (resource, next) { + var format = autoDetectFormat(resource.data); + // Resource was not recognised as any of the expected font data format + if (!format) { + next(); + return; + } + var baseUrl = BitmapFontLoader.getBaseUrl(this, resource); + var data = format.parse(resource.data); + var textures = {}; + // Handle completed, when the number of textures + // load is the same number as references in the fnt file + var completed = function (page) { + textures[page.metadata.pageFile] = page.texture; + if (Object.keys(textures).length === data.page.length) { + resource.bitmapFont = BitmapFont.install(data, textures, true); + next(); + } + }; + for (var i = 0; i < data.page.length; ++i) { + var pageFile = data.page[i].file; + var url = baseUrl + pageFile; + var exists = false; + // incase the image is loaded outside + // using the same loader, resource will be available + for (var name in this.resources) { + var bitmapResource = this.resources[name]; + if (bitmapResource.url === url) { + bitmapResource.metadata.pageFile = pageFile; + if (bitmapResource.texture) { + completed(bitmapResource); + } + else { + bitmapResource.onAfterMiddleware.add(completed); + } + exists = true; + break; + } + } + // texture is not loaded, we'll attempt to add + // it to the load and add the texture to the list + if (!exists) { + // Standard loading options for images + var options = { + crossOrigin: resource.crossOrigin, + loadType: LoaderResource.LOAD_TYPE.IMAGE, + metadata: Object.assign({ pageFile: pageFile }, resource.metadata.imageMetadata), + parentResource: resource, + }; + this.add(url, options, completed); + } } }; /** - * Updates the local and the world transformation matrices. - * @param parentTransform - The parent transform + * Get folder path from a resource. + * @param loader + * @param resource */ - Transform.prototype.updateTransform = function (parentTransform) { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; + BitmapFontLoader.getBaseUrl = function (loader, resource) { + var resUrl = !resource.isDataUrl ? BitmapFontLoader.dirname(resource.url) : ''; + if (resource.isDataUrl) { + if (resUrl === '.') { + resUrl = ''; + } + if (loader.baseUrl && resUrl) { + // if baseurl has a trailing slash then add one to resUrl so the replace works below + if (loader.baseUrl.charAt(loader.baseUrl.length - 1) === '/') { + resUrl += '/'; + } + } } - if (this._parentID !== parentTransform._worldID) { - // concat the parent matrix with the objects transform. - var pt = parentTransform.worldTransform; - var wt = this.worldTransform; - wt.a = (lt.a * pt.a) + (lt.b * pt.c); - wt.b = (lt.a * pt.b) + (lt.b * pt.d); - wt.c = (lt.c * pt.a) + (lt.d * pt.c); - wt.d = (lt.c * pt.b) + (lt.d * pt.d); - wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx; - wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty; - this._parentID = parentTransform._worldID; - // update the id of the transform.. - this._worldID++; + // remove baseUrl from resUrl + resUrl = resUrl.replace(loader.baseUrl, ''); + // if there is an resUrl now, it needs a trailing slash. Ensure that it does if the string isn't empty. + if (resUrl && resUrl.charAt(resUrl.length - 1) !== '/') { + resUrl += '/'; } + return resUrl; }; /** - * Decomposes a matrix and sets the transforms properties based on it. - * @param matrix - The matrix to decompose + * Replacement for NodeJS's path.dirname + * @param {string} url - Path to get directory for */ - Transform.prototype.setFromMatrix = function (matrix) { - matrix.decompose(this); - this._localID++; + BitmapFontLoader.dirname = function (url) { + var dir = url + .replace(/\\/g, '/') // convert windows notation to UNIX notation, URL-safe because it's a forbidden character + .replace(/\/$/, '') // replace trailing slash + .replace(/\/[^\/]*$/, ''); // remove everything after the last + // File request is relative, use current directory + if (dir === url) { + return '.'; + } + // Started with a slash + else if (dir === '') { + return '/'; + } + return dir; }; - Object.defineProperty(Transform.prototype, "rotation", { - /** The rotation of the object in radians. */ + /** @ignore */ + BitmapFontLoader.extension = ExtensionType.Loader; + return BitmapFontLoader; + }()); + + /*! + * @pixi/filter-alpha - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/filter-alpha is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$7 = function(d, b) { + extendStatics$7 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$7(d, b); + }; + + function __extends$7(d, b) { + extendStatics$7(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var fragment$4 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform float uAlpha;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uAlpha;\n}\n"; + + /** + * Simplest filter - applies alpha. + * + * Use this instead of Container's alpha property to avoid visual layering of individual elements. + * AlphaFilter applies alpha evenly across the entire display object and any opaque elements it contains. + * If elements are not opaque, they will blend with each other anyway. + * + * Very handy if you want to use common features of all filters: + * + * 1. Assign a blendMode to this filter, blend all elements inside display object with background. + * + * 2. To use clipping in display coordinates, assign a filterArea to the same container that has this filter. + * @memberof PIXI.filters + */ + /** @class */ ((function (_super) { + __extends$7(AlphaFilter, _super); + /** + * @param alpha - Amount of alpha from 0 to 1, where 0 is transparent + */ + function AlphaFilter(alpha) { + if (alpha === void 0) { alpha = 1.0; } + var _this = _super.call(this, defaultVertex$1, fragment$4, { uAlpha: 1 }) || this; + _this.alpha = alpha; + return _this; + } + Object.defineProperty(AlphaFilter.prototype, "alpha", { + /** + * Coefficient for alpha multiplication + * @default 1 + */ get: function () { - return this._rotation; + return this.uniforms.uAlpha; }, set: function (value) { - if (this._rotation !== value) { - this._rotation = value; - this.updateSkew(); - } + this.uniforms.uAlpha = value; }, enumerable: false, configurable: true }); - /** A default (identity) transform. */ - Transform.IDENTITY = new Transform(); - return Transform; - }()); + return AlphaFilter; + })(Filter)); /*! - * @pixi/display - v6.5.7 - * Compiled Thu, 20 Oct 2022 15:13:33 UTC + * @pixi/filter-blur - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/display is licensed under the MIT License. + * @pixi/filter-blur is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ - /** - * Sets the default value for the container property 'sortableChildren'. - * If set to true, the container will sort its children by zIndex value - * when updateTransform() is called, or manually if sortChildren() is called. - * - * This actually changes the order of elements in the array, so should be treated - * as a basic solution that is not performant compared to other solutions, - * such as @link https://github.com/pixijs/pixi-display - * - * Also be aware of that this may not work nicely with the addChildAt() function, - * as the zIndex sorting may cause the child to automatically sorted to another position. - * @static - * @constant - * @name SORTABLE_CHILDREN - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ - settings$1.SORTABLE_CHILDREN = false; + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$6 = function(d, b) { + extendStatics$6 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$6(d, b); + }; + + function __extends$6(d, b) { + extendStatics$6(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var vertTemplate = "\n attribute vec2 aVertexPosition;\n\n uniform mat3 projectionMatrix;\n\n uniform float strength;\n\n varying vec2 vBlurTexCoords[%size%];\n\n uniform vec4 inputSize;\n uniform vec4 outputFrame;\n\n vec4 filterVertexPosition( void )\n {\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n }\n\n vec2 filterTextureCoord( void )\n {\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n }\n\n void main(void)\n {\n gl_Position = filterVertexPosition();\n\n vec2 textureCoord = filterTextureCoord();\n %blur%\n }"; + function generateBlurVertSource(kernelSize, x) { + var halfLength = Math.ceil(kernelSize / 2); + var vertSource = vertTemplate; + var blurLoop = ''; + var template; + if (x) { + template = 'vBlurTexCoords[%index%] = textureCoord + vec2(%sampleIndex% * strength, 0.0);'; + } + else { + template = 'vBlurTexCoords[%index%] = textureCoord + vec2(0.0, %sampleIndex% * strength);'; + } + for (var i = 0; i < kernelSize; i++) { + var blur = template.replace('%index%', i.toString()); + blur = blur.replace('%sampleIndex%', i - (halfLength - 1) + ".0"); + blurLoop += blur; + blurLoop += '\n'; + } + vertSource = vertSource.replace('%blur%', blurLoop); + vertSource = vertSource.replace('%size%', kernelSize.toString()); + return vertSource; + } + + var GAUSSIAN_VALUES = { + 5: [0.153388, 0.221461, 0.250301], + 7: [0.071303, 0.131514, 0.189879, 0.214607], + 9: [0.028532, 0.067234, 0.124009, 0.179044, 0.20236], + 11: [0.0093, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596], + 13: [0.002406, 0.009255, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641], + 15: [0.000489, 0.002403, 0.009246, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448], + }; + var fragTemplate = [ + 'varying vec2 vBlurTexCoords[%size%];', + 'uniform sampler2D uSampler;', + 'void main(void)', + '{', + ' gl_FragColor = vec4(0.0);', + ' %blur%', + '}' ].join('\n'); + function generateBlurFragSource(kernelSize) { + var kernel = GAUSSIAN_VALUES[kernelSize]; + var halfLength = kernel.length; + var fragSource = fragTemplate; + var blurLoop = ''; + var template = 'gl_FragColor += texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;'; + var value; + for (var i = 0; i < kernelSize; i++) { + var blur = template.replace('%index%', i.toString()); + value = i; + if (i >= halfLength) { + value = kernelSize - i - 1; + } + blur = blur.replace('%value%', kernel[value].toString()); + blurLoop += blur; + blurLoop += '\n'; + } + fragSource = fragSource.replace('%blur%', blurLoop); + fragSource = fragSource.replace('%size%', kernelSize.toString()); + return fragSource; + } /** - * 'Builder' pattern for bounds rectangles. - * - * This could be called an Axis-Aligned Bounding Box. - * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems. - * @memberof PIXI + * The BlurFilterPass applies a horizontal or vertical Gaussian blur to an object. + * @memberof PIXI.filters */ - var Bounds = /** @class */ (function () { - function Bounds() { - this.minX = Infinity; - this.minY = Infinity; - this.maxX = -Infinity; - this.maxY = -Infinity; - this.rect = null; - this.updateID = -1; - } + var BlurFilterPass = /** @class */ (function (_super) { + __extends$6(BlurFilterPass, _super); /** - * Checks if bounds are empty. - * @returns - True if empty. + * @param horizontal - Do pass along the x-axis (`true`) or y-axis (`false`). + * @param strength - The strength of the blur filter. + * @param quality - The quality of the blur filter. + * @param resolution - The resolution of the blur filter. + * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. */ - Bounds.prototype.isEmpty = function () { - return this.minX > this.maxX || this.minY > this.maxY; - }; - /** Clears the bounds and resets. */ - Bounds.prototype.clear = function () { - this.minX = Infinity; - this.minY = Infinity; - this.maxX = -Infinity; - this.maxY = -Infinity; - }; + function BlurFilterPass(horizontal, strength, quality, resolution, kernelSize) { + if (strength === void 0) { strength = 8; } + if (quality === void 0) { quality = 4; } + if (resolution === void 0) { resolution = settings.FILTER_RESOLUTION; } + if (kernelSize === void 0) { kernelSize = 5; } + var _this = this; + var vertSrc = generateBlurVertSource(kernelSize, horizontal); + var fragSrc = generateBlurFragSource(kernelSize); + _this = _super.call(this, + // vertex shader + vertSrc, + // fragment shader + fragSrc) || this; + _this.horizontal = horizontal; + _this.resolution = resolution; + _this._quality = 0; + _this.quality = quality; + _this.blur = strength; + return _this; + } /** - * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle - * It is not guaranteed that it will return tempRect - * @param rect - Temporary object will be used if AABB is not empty - * @returns - A rectangle of the bounds + * Applies the filter. + * @param filterManager - The manager. + * @param input - The input target. + * @param output - The output target. + * @param clearMode - How to clear */ - Bounds.prototype.getRectangle = function (rect) { - if (this.minX > this.maxX || this.minY > this.maxY) { - return Rectangle.EMPTY; + BlurFilterPass.prototype.apply = function (filterManager, input, output, clearMode) { + if (output) { + if (this.horizontal) { + this.uniforms.strength = (1 / output.width) * (output.width / input.width); + } + else { + this.uniforms.strength = (1 / output.height) * (output.height / input.height); + } } - rect = rect || new Rectangle(0, 0, 1, 1); - rect.x = this.minX; - rect.y = this.minY; - rect.width = this.maxX - this.minX; - rect.height = this.maxY - this.minY; - return rect; - }; - /** - * This function should be inlined when its possible. - * @param point - The point to add. - */ - Bounds.prototype.addPoint = function (point) { - this.minX = Math.min(this.minX, point.x); - this.maxX = Math.max(this.maxX, point.x); - this.minY = Math.min(this.minY, point.y); - this.maxY = Math.max(this.maxY, point.y); - }; - /** - * Adds a point, after transformed. This should be inlined when its possible. - * @param matrix - * @param point - */ - Bounds.prototype.addPointMatrix = function (matrix, point) { - var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty; - var x = (a * point.x) + (c * point.y) + tx; - var y = (b * point.x) + (d * point.y) + ty; - this.minX = Math.min(this.minX, x); - this.maxX = Math.max(this.maxX, x); - this.minY = Math.min(this.minY, y); - this.maxY = Math.max(this.maxY, y); - }; - /** - * Adds a quad, not transformed - * @param vertices - The verts to add. - */ - Bounds.prototype.addQuad = function (vertices) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - var x = vertices[0]; - var y = vertices[1]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[2]; - y = vertices[3]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[4]; - y = vertices[5]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[6]; - y = vertices[7]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Adds sprite frame, transformed. - * @param transform - transform to apply - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - */ - Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) { - this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1); - }; - /** - * Adds sprite frame, multiplied by matrix - * @param matrix - matrix to apply - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - */ - Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) { - var a = matrix.a; - var b = matrix.b; - var c = matrix.c; - var d = matrix.d; - var tx = matrix.tx; - var ty = matrix.ty; - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - var x = (a * x0) + (c * y0) + tx; - var y = (b * x0) + (d * y0) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x1) + (c * y0) + tx; - y = (b * x1) + (d * y0) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x0) + (c * y1) + tx; - y = (b * x0) + (d * y1) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x1) + (c * y1) + tx; - y = (b * x1) + (d * y1) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Adds screen vertices from array - * @param vertexData - calculated vertices - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - */ - Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - for (var i = beginOffset; i < endOffset; i += 2) { - var x = vertexData[i]; - var y = vertexData[i + 1]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; + else { + if (this.horizontal) // eslint-disable-line + { + this.uniforms.strength = (1 / filterManager.renderer.width) * (filterManager.renderer.width / input.width); + } + else { + this.uniforms.strength = (1 / filterManager.renderer.height) * (filterManager.renderer.height / input.height); // eslint-disable-line + } } - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Add an array of mesh vertices - * @param transform - mesh transform - * @param vertices - mesh coordinates in array - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - */ - Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) { - this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset); - }; - /** - * Add an array of mesh vertices. - * @param matrix - mesh matrix - * @param vertices - mesh coordinates in array - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - * @param padX - x padding - * @param padY - y padding - */ - Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) { - if (padX === void 0) { padX = 0; } - if (padY === void 0) { padY = padX; } - var a = matrix.a; - var b = matrix.b; - var c = matrix.c; - var d = matrix.d; - var tx = matrix.tx; - var ty = matrix.ty; - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - for (var i = beginOffset; i < endOffset; i += 2) { - var rawX = vertices[i]; - var rawY = vertices[i + 1]; - var x = (a * rawX) + (c * rawY) + tx; - var y = (d * rawY) + (b * rawX) + ty; - minX = Math.min(minX, x - padX); - maxX = Math.max(maxX, x + padX); - minY = Math.min(minY, y - padY); - maxY = Math.max(maxY, y + padY); + // screen space! + this.uniforms.strength *= this.strength; + this.uniforms.strength /= this.passes; + if (this.passes === 1) { + filterManager.applyFilter(this, input, output, clearMode); } - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Adds other {@link Bounds}. - * @param bounds - The Bounds to be added - */ - Bounds.prototype.addBounds = function (bounds) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = bounds.minX < minX ? bounds.minX : minX; - this.minY = bounds.minY < minY ? bounds.minY : minY; - this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX; - this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY; - }; - /** - * Adds other Bounds, masked with Bounds. - * @param bounds - The Bounds to be added. - * @param mask - TODO - */ - Bounds.prototype.addBoundsMask = function (bounds, mask) { - var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX; - var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY; - var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX; - var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY; - if (_minX <= _maxX && _minY <= _maxY) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = _minX < minX ? _minX : minX; - this.minY = _minY < minY ? _minY : minY; - this.maxX = _maxX > maxX ? _maxX : maxX; - this.maxY = _maxY > maxY ? _maxY : maxY; + else { + var renderTarget = filterManager.getFilterTexture(); + var renderer = filterManager.renderer; + var flip = input; + var flop = renderTarget; + this.state.blend = false; + filterManager.applyFilter(this, flip, flop, CLEAR_MODES.CLEAR); + for (var i = 1; i < this.passes - 1; i++) { + filterManager.bindAndClear(flip, CLEAR_MODES.BLIT); + this.uniforms.uSampler = flop; + var temp = flop; + flop = flip; + flip = temp; + renderer.shader.bind(this); + renderer.geometry.draw(5); + } + this.state.blend = true; + filterManager.applyFilter(this, flop, output, clearMode); + filterManager.returnFilterTexture(renderTarget); } }; + Object.defineProperty(BlurFilterPass.prototype, "blur", { + /** + * Sets the strength of both the blur. + * @default 16 + */ + get: function () { + return this.strength; + }, + set: function (value) { + this.padding = 1 + (Math.abs(value) * 2); + this.strength = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilterPass.prototype, "quality", { + /** + * Sets the quality of the blur by modifying the number of passes. More passes means higher + * quality bluring but the lower the performance. + * @default 4 + */ + get: function () { + return this._quality; + }, + set: function (value) { + this._quality = value; + this.passes = value; + }, + enumerable: false, + configurable: true + }); + return BlurFilterPass; + }(Filter)); + + /** + * The BlurFilter applies a Gaussian blur to an object. + * + * The strength of the blur can be set for the x-axis and y-axis separately. + * @memberof PIXI.filters + */ + /** @class */ ((function (_super) { + __extends$6(BlurFilter, _super); /** - * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty. - * @param bounds - other bounds - * @param matrix - multiplicator + * @param strength - The strength of the blur filter. + * @param quality - The quality of the blur filter. + * @param [resolution=PIXI.settings.FILTER_RESOLUTION] - The resolution of the blur filter. + * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. */ - Bounds.prototype.addBoundsMatrix = function (bounds, matrix) { - this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY); - }; + function BlurFilter(strength, quality, resolution, kernelSize) { + if (strength === void 0) { strength = 8; } + if (quality === void 0) { quality = 4; } + if (resolution === void 0) { resolution = settings.FILTER_RESOLUTION; } + if (kernelSize === void 0) { kernelSize = 5; } + var _this = _super.call(this) || this; + _this.blurXFilter = new BlurFilterPass(true, strength, quality, resolution, kernelSize); + _this.blurYFilter = new BlurFilterPass(false, strength, quality, resolution, kernelSize); + _this.resolution = resolution; + _this.quality = quality; + _this.blur = strength; + _this.repeatEdgePixels = false; + return _this; + } /** - * Adds other Bounds, masked with Rectangle. - * @param bounds - TODO - * @param area - TODO + * Applies the filter. + * @param filterManager - The manager. + * @param input - The input target. + * @param output - The output target. + * @param clearMode - How to clear */ - Bounds.prototype.addBoundsArea = function (bounds, area) { - var _minX = bounds.minX > area.x ? bounds.minX : area.x; - var _minY = bounds.minY > area.y ? bounds.minY : area.y; - var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width); - var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height); - if (_minX <= _maxX && _minY <= _maxY) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = _minX < minX ? _minX : minX; - this.minY = _minY < minY ? _minY : minY; - this.maxX = _maxX > maxX ? _maxX : maxX; - this.maxY = _maxY > maxY ? _maxY : maxY; + BlurFilter.prototype.apply = function (filterManager, input, output, clearMode) { + var xStrength = Math.abs(this.blurXFilter.strength); + var yStrength = Math.abs(this.blurYFilter.strength); + if (xStrength && yStrength) { + var renderTarget = filterManager.getFilterTexture(); + this.blurXFilter.apply(filterManager, input, renderTarget, CLEAR_MODES.CLEAR); + this.blurYFilter.apply(filterManager, renderTarget, output, clearMode); + filterManager.returnFilterTexture(renderTarget); } - }; - /** - * Pads bounds object, making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. - */ - Bounds.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - if (!this.isEmpty()) { - this.minX -= paddingX; - this.maxX += paddingX; - this.minY -= paddingY; - this.maxY += paddingY; + else if (yStrength) { + this.blurYFilter.apply(filterManager, input, output, clearMode); + } + else { + this.blurXFilter.apply(filterManager, input, output, clearMode); } }; - /** - * Adds padded frame. (x0, y0) should be strictly less than (x1, y1) - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - * @param padX - padding X - * @param padY - padding Y - */ - Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) { - x0 -= padX; - y0 -= padY; - x1 += padX; - y1 += padY; - this.minX = this.minX < x0 ? this.minX : x0; - this.maxX = this.maxX > x1 ? this.maxX : x1; - this.minY = this.minY < y0 ? this.minY : y0; - this.maxY = this.maxY > y1 ? this.maxY : y1; + BlurFilter.prototype.updatePadding = function () { + if (this._repeatEdgePixels) { + this.padding = 0; + } + else { + this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2; + } }; - return Bounds; - }()); + Object.defineProperty(BlurFilter.prototype, "blur", { + /** + * Sets the strength of both the blurX and blurY properties simultaneously + * @default 2 + */ + get: function () { + return this.blurXFilter.blur; + }, + set: function (value) { + this.blurXFilter.blur = this.blurYFilter.blur = value; + this.updatePadding(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilter.prototype, "quality", { + /** + * Sets the number of passes for blur. More passes means higher quality bluring. + * @default 1 + */ + get: function () { + return this.blurXFilter.quality; + }, + set: function (value) { + this.blurXFilter.quality = this.blurYFilter.quality = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilter.prototype, "blurX", { + /** + * Sets the strength of the blurX property + * @default 2 + */ + get: function () { + return this.blurXFilter.blur; + }, + set: function (value) { + this.blurXFilter.blur = value; + this.updatePadding(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilter.prototype, "blurY", { + /** + * Sets the strength of the blurY property + * @default 2 + */ + get: function () { + return this.blurYFilter.blur; + }, + set: function (value) { + this.blurYFilter.blur = value; + this.updatePadding(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilter.prototype, "blendMode", { + /** + * Sets the blendmode of the filter + * @default PIXI.BLEND_MODES.NORMAL + */ + get: function () { + return this.blurYFilter.blendMode; + }, + set: function (value) { + this.blurYFilter.blendMode = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilter.prototype, "repeatEdgePixels", { + /** + * If set to true the edge of the target will be clamped + * @default false + */ + get: function () { + return this._repeatEdgePixels; + }, + set: function (value) { + this._repeatEdgePixels = value; + this.updatePadding(); + }, + enumerable: false, + configurable: true + }); + return BlurFilter; + })(Filter)); + + /*! + * @pixi/filter-color-matrix - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/filter-color-matrix is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ /*! ***************************************************************************** Copyright (c) Microsoft Corporation. @@ -66103,2615 +36900,2456 @@ ***************************************************************************** */ /* global Reflect, Promise */ - var extendStatics = function(d, b) { - extendStatics = Object.setPrototypeOf || + var extendStatics$5 = function(d, b) { + extendStatics$5 = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics(d, b); + return extendStatics$5(d, b); }; - function __extends(d, b) { - extendStatics(d, b); + function __extends$5(d, b) { + extendStatics$5(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); } + var fragment$3 = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform float m[20];\nuniform float uAlpha;\n\nvoid main(void)\n{\n vec4 c = texture2D(uSampler, vTextureCoord);\n\n if (uAlpha == 0.0) {\n gl_FragColor = c;\n return;\n }\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (c.a > 0.0) {\n c.rgb /= c.a;\n }\n\n vec4 result;\n\n result.r = (m[0] * c.r);\n result.r += (m[1] * c.g);\n result.r += (m[2] * c.b);\n result.r += (m[3] * c.a);\n result.r += m[4];\n\n result.g = (m[5] * c.r);\n result.g += (m[6] * c.g);\n result.g += (m[7] * c.b);\n result.g += (m[8] * c.a);\n result.g += m[9];\n\n result.b = (m[10] * c.r);\n result.b += (m[11] * c.g);\n result.b += (m[12] * c.b);\n result.b += (m[13] * c.a);\n result.b += m[14];\n\n result.a = (m[15] * c.r);\n result.a += (m[16] * c.g);\n result.a += (m[17] * c.b);\n result.a += (m[18] * c.a);\n result.a += m[19];\n\n vec3 rgb = mix(c.rgb, result.rgb, uAlpha);\n\n // Premultiply alpha again.\n rgb *= result.a;\n\n gl_FragColor = vec4(rgb, result.a);\n}\n"; + /** - * The base class for all objects that are rendered on the screen. - * - * This is an abstract class and can not be used on its own; rather it should be extended. - * - * ## Display objects implemented in PixiJS - * - * | Display Object | Description | - * | ------------------------------- | --------------------------------------------------------------------- | - * | {@link PIXI.Container} | Adds support for `children` to DisplayObject | - * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API | - * | {@link PIXI.Sprite} | Draws textures (i.e. images) | - * | {@link PIXI.Text} | Draws text using the Canvas API internally | - * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures | - * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion | - * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images | - * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data | - * | {@link PIXI.NineSlicePlane} | Mesh-related | - * | {@link PIXI.SimpleMesh} | v4-compatible mesh | - * | {@link PIXI.SimplePlane} | Mesh-related | - * | {@link PIXI.SimpleRope} | Mesh-related | - * - * ## Transforms - * - * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its - * local coordinate space to its parent's local coordinate space. The following properties are derived - * from the transform: - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - *
PropertyDescription
[pivot]{@link PIXI.DisplayObject#pivot} - * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot - * is equal to position, regardless of the other three transformations. In other words, It is the center of - * rotation, scaling, and skewing. - *
[position]{@link PIXI.DisplayObject#position} - * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local - * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object - * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space. - *
[scale]{@link PIXI.DisplayObject#scale} - * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the - * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center - * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}. - *
[rotation]{@link PIXI.DisplayObject#rotation} - * Rotation. This will rotate the display object's projection by this angle (in radians). - *
[skew]{@link PIXI.DisplayObject#skew} - *

Skewing. This can be used to deform a rectangular display object into a parallelogram.

- *

- * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be - * thought of the net rotation applied to the coordinate axes (separately). For example, if "skew.x" is - * ⍺ and "skew.y" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be - * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will - * be rotated by an angle between ⍺ and β. - *

- *

- * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying - * a rotation. Indeed, if "skew.x" = -ϴ and "skew.y" = ϴ, it will produce an equivalent of "rotation" = ϴ. - *

- *

- * Another quite interesting observation is that "skew.x", "skew.y", rotation are communtative operations. Indeed, - * because rotation is essentially a careful combination of the two. - *

- *
angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
xTranslation. This is an alias for position.x!
yTranslation. This is an alias for position.y!
width - * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing - * the "requested" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there - * is no concept of user-defined width. - *
height - * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing - * the "requested" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there - * is no concept of user-defined height. - *
- * - * ## Bounds - * - * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit - * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the - * `worldTransform` to calculate in world space). - * - * There are a few additional types of bounding boxes: - * - * | Bounds | Description | - * | --------------------- | ---------------------------------------------------------------------------------------- | - * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. | - * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. | - * | Render Bounds | The bounds, but including extra rendering effects like filter padding. | - * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. | - * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. | - * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)| - * | Content Bounds | The natural bounds when excluding all children of a `Container`. | - * - * ### calculateBounds - * - * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children. - * - * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and - * `getLocalBounds` to work. This method must write the bounds into `this._bounds`. - * - * Generally, the following technique works for most simple cases: take the list of points - * forming the "hull" of the object (i.e. outline of the object's shape), and then add them - * using {@link PIXI.Bounds#addPointMatrix}. + * The ColorMatrixFilter class lets you apply a 5x4 matrix transformation on the RGBA + * color and alpha values of every pixel on your displayObject to produce a result + * with a new set of RGBA color and alpha values. It's pretty powerful! * * ```js - * calculateBounds(): void - * { - * const points = [...]; - * - * for (let i = 0, j = points.length; i < j; i++) - * { - * this._bounds.addPointMatrix(this.worldTransform, points[i]); - * } - * } + * let colorMatrix = new PIXI.filters.ColorMatrixFilter(); + * container.filters = [colorMatrix]; + * colorMatrix.contrast(2); * ``` - * - * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them - * in one array together. - * - * ## Alpha - * - * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display - * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not - * applied on any ancestor further up the chain). - * - * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}. - * - * ## Renderable vs Visible - * - * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the - * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display - * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not - * be calculated. - * - * It is recommended that applications use the `renderable` property for culling. See - * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or - * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details. - * - * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This - * one is also better in terms of performance. - * @memberof PIXI + * @author Clément Chenebault + * @memberof PIXI.filters */ - var DisplayObject = /** @class */ (function (_super) { - __extends(DisplayObject, _super); - function DisplayObject() { - var _this = _super.call(this) || this; - _this.tempDisplayObjectParent = null; - // TODO: need to create Transform from factory - _this.transform = new Transform(); + var ColorMatrixFilter = /** @class */ (function (_super) { + __extends$5(ColorMatrixFilter, _super); + function ColorMatrixFilter() { + var _this = this; + var uniforms = { + m: new Float32Array([1, 0, 0, 0, 0, + 0, 1, 0, 0, 0, + 0, 0, 1, 0, 0, + 0, 0, 0, 1, 0]), + uAlpha: 1, + }; + _this = _super.call(this, defaultFilterVertex, fragment$3, uniforms) || this; _this.alpha = 1; - _this.visible = true; - _this.renderable = true; - _this.cullable = false; - _this.cullArea = null; - _this.parent = null; - _this.worldAlpha = 1; - _this._lastSortedIndex = 0; - _this._zIndex = 0; - _this.filterArea = null; - _this.filters = null; - _this._enabledFilters = null; - _this._bounds = new Bounds(); - _this._localBounds = null; - _this._boundsID = 0; - _this._boundsRect = null; - _this._localBoundsRect = null; - _this._mask = null; - _this._maskRefCount = 0; - _this._destroyed = false; - _this.isSprite = false; - _this.isMask = false; return _this; } /** - * Mixes all enumerable properties and methods from a source object to DisplayObject. - * @param source - The source of properties and methods to mix in. + * Transforms current matrix and set the new one + * @param {number[]} matrix - 5x4 matrix + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype._loadMatrix = function (matrix, multiply) { + if (multiply === void 0) { multiply = false; } + var newMatrix = matrix; + if (multiply) { + this._multiply(newMatrix, this.uniforms.m, matrix); + newMatrix = this._colorMatrix(newMatrix); + } + // set the new matrix + this.uniforms.m = newMatrix; + }; + /** + * Multiplies two mat5's + * @private + * @param out - 5x4 matrix the receiving matrix + * @param a - 5x4 matrix the first operand + * @param b - 5x4 matrix the second operand + * @returns {number[]} 5x4 matrix + */ + ColorMatrixFilter.prototype._multiply = function (out, a, b) { + // Red Channel + out[0] = (a[0] * b[0]) + (a[1] * b[5]) + (a[2] * b[10]) + (a[3] * b[15]); + out[1] = (a[0] * b[1]) + (a[1] * b[6]) + (a[2] * b[11]) + (a[3] * b[16]); + out[2] = (a[0] * b[2]) + (a[1] * b[7]) + (a[2] * b[12]) + (a[3] * b[17]); + out[3] = (a[0] * b[3]) + (a[1] * b[8]) + (a[2] * b[13]) + (a[3] * b[18]); + out[4] = (a[0] * b[4]) + (a[1] * b[9]) + (a[2] * b[14]) + (a[3] * b[19]) + a[4]; + // Green Channel + out[5] = (a[5] * b[0]) + (a[6] * b[5]) + (a[7] * b[10]) + (a[8] * b[15]); + out[6] = (a[5] * b[1]) + (a[6] * b[6]) + (a[7] * b[11]) + (a[8] * b[16]); + out[7] = (a[5] * b[2]) + (a[6] * b[7]) + (a[7] * b[12]) + (a[8] * b[17]); + out[8] = (a[5] * b[3]) + (a[6] * b[8]) + (a[7] * b[13]) + (a[8] * b[18]); + out[9] = (a[5] * b[4]) + (a[6] * b[9]) + (a[7] * b[14]) + (a[8] * b[19]) + a[9]; + // Blue Channel + out[10] = (a[10] * b[0]) + (a[11] * b[5]) + (a[12] * b[10]) + (a[13] * b[15]); + out[11] = (a[10] * b[1]) + (a[11] * b[6]) + (a[12] * b[11]) + (a[13] * b[16]); + out[12] = (a[10] * b[2]) + (a[11] * b[7]) + (a[12] * b[12]) + (a[13] * b[17]); + out[13] = (a[10] * b[3]) + (a[11] * b[8]) + (a[12] * b[13]) + (a[13] * b[18]); + out[14] = (a[10] * b[4]) + (a[11] * b[9]) + (a[12] * b[14]) + (a[13] * b[19]) + a[14]; + // Alpha Channel + out[15] = (a[15] * b[0]) + (a[16] * b[5]) + (a[17] * b[10]) + (a[18] * b[15]); + out[16] = (a[15] * b[1]) + (a[16] * b[6]) + (a[17] * b[11]) + (a[18] * b[16]); + out[17] = (a[15] * b[2]) + (a[16] * b[7]) + (a[17] * b[12]) + (a[18] * b[17]); + out[18] = (a[15] * b[3]) + (a[16] * b[8]) + (a[17] * b[13]) + (a[18] * b[18]); + out[19] = (a[15] * b[4]) + (a[16] * b[9]) + (a[17] * b[14]) + (a[18] * b[19]) + a[19]; + return out; + }; + /** + * Create a Float32 Array and normalize the offset component to 0-1 + * @param {number[]} matrix - 5x4 matrix + * @returns {number[]} 5x4 matrix with all values between 0-1 + */ + ColorMatrixFilter.prototype._colorMatrix = function (matrix) { + // Create a Float32 Array and normalize the offset component to 0-1 + var m = new Float32Array(matrix); + m[4] /= 255; + m[9] /= 255; + m[14] /= 255; + m[19] /= 255; + return m; + }; + /** + * Adjusts brightness + * @param b - value of the brigthness (0-1, where 0 is black) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.brightness = function (b, multiply) { + var matrix = [ + b, 0, 0, 0, 0, + 0, b, 0, 0, 0, + 0, 0, b, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Sets each channel on the diagonal of the color matrix. + * This can be used to achieve a tinting effect on Containers similar to the tint field of some + * display objects like Sprite, Text, Graphics, and Mesh. + * @param color - Color of the tint. This is a hex value. + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.tint = function (color, multiply) { + var r = (color >> 16) & 0xff; + var g = (color >> 8) & 0xff; + var b = color & 0xff; + var matrix = [ + r / 255, 0, 0, 0, 0, + 0, g / 255, 0, 0, 0, + 0, 0, b / 255, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Set the matrices in grey scales + * @param scale - value of the grey (0-1, where 0 is black) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.greyscale = function (scale, multiply) { + var matrix = [ + scale, scale, scale, 0, 0, + scale, scale, scale, 0, 0, + scale, scale, scale, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Set the black and white matrice. + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - DisplayObject.mixin = function (source) { - // in ES8/ES2017, this would be really easy: - // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source)); - // get all the enumerable property keys - var keys = Object.keys(source); - // loop through properties - for (var i = 0; i < keys.length; ++i) { - var propertyName = keys[i]; - // Set the property using the property descriptor - this works for accessors and normal value properties - Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName)); - } + ColorMatrixFilter.prototype.blackAndWhite = function (multiply) { + var matrix = [ + 0.3, 0.6, 0.1, 0, 0, + 0.3, 0.6, 0.1, 0, 0, + 0.3, 0.6, 0.1, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; - Object.defineProperty(DisplayObject.prototype, "destroyed", { - /** - * Fired when this DisplayObject is added to a Container. - * @instance - * @event added - * @param {PIXI.Container} container - The container added to. - */ - /** - * Fired when this DisplayObject is removed from a Container. - * @instance - * @event removed - * @param {PIXI.Container} container - The container removed from. - */ - /** - * Fired when this DisplayObject is destroyed. This event is emitted once - * destroy is finished. - * @instance - * @event destroyed + /** + * Set the hue property of the color + * @param rotation - in degrees + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.hue = function (rotation, multiply) { + rotation = (rotation || 0) / 180 * Math.PI; + var cosR = Math.cos(rotation); + var sinR = Math.sin(rotation); + var sqrt = Math.sqrt; + /* a good approximation for hue rotation + This matrix is far better than the versions with magic luminance constants + formerly used here, but also used in the starling framework (flash) and known from this + old part of the internet: quasimondo.com/archives/000565.php + + This new matrix is based on rgb cube rotation in space. Look here for a more descriptive + implementation as a shader not a general matrix: + https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js + + This is the source for the code: + see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751 */ - /** Readonly flag for destroyed display objects. */ - get: function () { - return this._destroyed; - }, - enumerable: false, - configurable: true - }); - /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */ - DisplayObject.prototype._recursivePostUpdateTransform = function () { - if (this.parent) { - this.parent._recursivePostUpdateTransform(); - this.transform.updateTransform(this.parent.transform); - } - else { - this.transform.updateTransform(this._tempDisplayObjectParent.transform); - } + var w = 1 / 3; + var sqrW = sqrt(w); // weight is + var a00 = cosR + ((1.0 - cosR) * w); + var a01 = (w * (1.0 - cosR)) - (sqrW * sinR); + var a02 = (w * (1.0 - cosR)) + (sqrW * sinR); + var a10 = (w * (1.0 - cosR)) + (sqrW * sinR); + var a11 = cosR + (w * (1.0 - cosR)); + var a12 = (w * (1.0 - cosR)) - (sqrW * sinR); + var a20 = (w * (1.0 - cosR)) - (sqrW * sinR); + var a21 = (w * (1.0 - cosR)) + (sqrW * sinR); + var a22 = cosR + (w * (1.0 - cosR)); + var matrix = [ + a00, a01, a02, 0, 0, + a10, a11, a12, 0, 0, + a20, a21, a22, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; - /** Updates the object transform for rendering. TODO - Optimization pass! */ - DisplayObject.prototype.updateTransform = function () { - this._boundsID++; - this.transform.updateTransform(this.parent.transform); - // multiply the alphas.. - this.worldAlpha = this.alpha * this.parent.worldAlpha; + /** + * Set the contrast matrix, increase the separation between dark and bright + * Increase contrast : shadows darker and highlights brighter + * Decrease contrast : bring the shadows up and the highlights down + * @param amount - value of the contrast (0-1) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.contrast = function (amount, multiply) { + var v = (amount || 0) + 1; + var o = -0.5 * (v - 1); + var matrix = [ + v, 0, 0, 0, o, + 0, v, 0, 0, o, + 0, 0, v, 0, o, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; /** - * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}. - * - * This method is expensive on containers with a large subtree (like the stage). This is because the bounds - * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to - * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update - * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using - * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise, - * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as - * its height increases. - * - * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated. - * The world bounds of all display objects in a container's **subtree** will also be recalculated. - * - * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds - * calculation if needed. - * - * ```js - * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect); - * ``` - * - * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This - * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more - * details. - * - * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms - * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain - * cases. - * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from - * being updated. This means the calculation returned MAY be out of date BUT will give you a - * nice performance boost. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @returns - The minimum axis-aligned rectangle in world space that fits around this object. + * Set the saturation matrix, increase the separation between colors + * Increase saturation : increase contrast, brightness, and sharpness + * @param amount - The saturation amount (0-1) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - DisplayObject.prototype.getBounds = function (skipUpdate, rect) { - if (!skipUpdate) { - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.updateTransform(); - this.parent = null; - } - else { - this._recursivePostUpdateTransform(); - this.updateTransform(); - } - } - if (this._bounds.updateID !== this._boundsID) { - this.calculateBounds(); - this._bounds.updateID = this._boundsID; - } - if (!rect) { - if (!this._boundsRect) { - this._boundsRect = new Rectangle(); - } - rect = this._boundsRect; - } - return this._bounds.getRectangle(rect); + ColorMatrixFilter.prototype.saturate = function (amount, multiply) { + if (amount === void 0) { amount = 0; } + var x = (amount * 2 / 3) + 1; + var y = ((x - 1) * -0.5); + var matrix = [ + x, y, y, 0, 0, + y, x, y, 0, 0, + y, y, x, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** Desaturate image (remove color) Call the saturate function */ + ColorMatrixFilter.prototype.desaturate = function () { + this.saturate(-1); }; /** - * Retrieves the local bounds of the displayObject as a rectangle object. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @returns - The rectangular bounding area. + * Negative image (inverse of classic rgb matrix) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - DisplayObject.prototype.getLocalBounds = function (rect) { - if (!rect) { - if (!this._localBoundsRect) { - this._localBoundsRect = new Rectangle(); - } - rect = this._localBoundsRect; - } - if (!this._localBounds) { - this._localBounds = new Bounds(); - } - var transformRef = this.transform; - var parentRef = this.parent; - this.parent = null; - this.transform = this._tempDisplayObjectParent.transform; - var worldBounds = this._bounds; - var worldBoundsID = this._boundsID; - this._bounds = this._localBounds; - var bounds = this.getBounds(false, rect); - this.parent = parentRef; - this.transform = transformRef; - this._bounds = worldBounds; - this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects - return bounds; + ColorMatrixFilter.prototype.negative = function (multiply) { + var matrix = [ + -1, 0, 0, 1, 0, + 0, -1, 0, 1, 0, + 0, 0, -1, 1, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; /** - * Calculates the global position of the display object. - * @param position - The world origin to calculate from. - * @param point - A Point object in which to store the value, optional - * (otherwise will create a new Point). - * @param skipUpdate - Should we skip the update transform. - * @returns - A point object representing the position of this object. + * Sepia image + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) { - if (skipUpdate === void 0) { skipUpdate = false; } - if (!skipUpdate) { - this._recursivePostUpdateTransform(); - // this parent check is for just in case the item is a root object. - // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly - // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.displayObjectUpdateTransform(); - this.parent = null; - } - else { - this.displayObjectUpdateTransform(); - } - } - // don't need to update the lot - return this.worldTransform.apply(position, point); + ColorMatrixFilter.prototype.sepia = function (multiply) { + var matrix = [ + 0.393, 0.7689999, 0.18899999, 0, 0, + 0.349, 0.6859999, 0.16799999, 0, 0, + 0.272, 0.5339999, 0.13099999, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; /** - * Calculates the local position of the display object relative to another point. - * @param position - The world origin to calculate from. - * @param from - The DisplayObject to calculate the global position from. - * @param point - A Point object in which to store the value, optional - * (otherwise will create a new Point). - * @param skipUpdate - Should we skip the update transform - * @returns - A point object representing the position of this object + * Color motion picture process invented in 1916 (thanks Dominic Szablewski) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) { - if (from) { - position = from.toGlobal(position, point, skipUpdate); - } - if (!skipUpdate) { - this._recursivePostUpdateTransform(); - // this parent check is for just in case the item is a root object. - // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly - // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.displayObjectUpdateTransform(); - this.parent = null; - } - else { - this.displayObjectUpdateTransform(); - } - } - // simply apply the matrix.. - return this.worldTransform.applyInverse(position, point); + ColorMatrixFilter.prototype.technicolor = function (multiply) { + var matrix = [ + 1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337, + -0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398, + -0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; /** - * Set the parent Container of this DisplayObject. - * @param container - The Container to add this DisplayObject to. - * @returns - The Container that this DisplayObject was added to. + * Polaroid filter + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - DisplayObject.prototype.setParent = function (container) { - if (!container || !container.addChild) { - throw new Error('setParent: Argument must be a Container'); - } - container.addChild(this); - return container; + ColorMatrixFilter.prototype.polaroid = function (multiply) { + var matrix = [ + 1.438, -0.062, -0.062, 0, 0, + -0.122, 1.378, -0.122, 0, 0, + -0.016, -0.016, 1.483, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; /** - * Convenience function to set the position, scale, skew and pivot at once. - * @param x - The X position - * @param y - The Y position - * @param scaleX - The X scale value - * @param scaleY - The Y scale value - * @param rotation - The rotation - * @param skewX - The X skew value - * @param skewY - The Y skew value - * @param pivotX - The X pivot value - * @param pivotY - The Y pivot value - * @returns - The DisplayObject instance + * Filter who transforms : Red -> Blue and Blue -> Red + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (scaleX === void 0) { scaleX = 1; } - if (scaleY === void 0) { scaleY = 1; } - if (rotation === void 0) { rotation = 0; } - if (skewX === void 0) { skewX = 0; } - if (skewY === void 0) { skewY = 0; } - if (pivotX === void 0) { pivotX = 0; } - if (pivotY === void 0) { pivotY = 0; } - this.position.x = x; - this.position.y = y; - this.scale.x = !scaleX ? 1 : scaleX; - this.scale.y = !scaleY ? 1 : scaleY; - this.rotation = rotation; - this.skew.x = skewX; - this.skew.y = skewY; - this.pivot.x = pivotX; - this.pivot.y = pivotY; - return this; + ColorMatrixFilter.prototype.toBGR = function (multiply) { + var matrix = [ + 0, 0, 1, 0, 0, + 0, 1, 0, 0, 0, + 1, 0, 0, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; /** - * Base destroy method for generic display objects. This will automatically - * remove the display object from its parent Container as well as remove - * all current event listeners and internal references. Do not use a DisplayObject - * after calling `destroy()`. - * @param _options + * Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - DisplayObject.prototype.destroy = function (_options) { - if (this.parent) { - this.parent.removeChild(this); - } - this._destroyed = true; - this.transform = null; - this.parent = null; - this._bounds = null; - this.mask = null; - this.cullArea = null; - this.filters = null; - this.filterArea = null; - this.hitArea = null; - this.interactive = false; - this.interactiveChildren = false; - this.emit('destroyed'); - this.removeAllListeners(); + ColorMatrixFilter.prototype.kodachrome = function (multiply) { + var matrix = [ + 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502, + -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203, + -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Brown delicious browni filter (thanks Dominic Szablewski) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.browni = function (multiply) { + var matrix = [ + 0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873, + -0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127, + 0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Vintage filter (thanks Dominic Szablewski) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.vintage = function (multiply) { + var matrix = [ + 0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123, + 0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591, + 0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * We don't know exactly what it does, kind of gradient map, but funny to play with! + * @param desaturation - Tone values. + * @param toned - Tone values. + * @param lightColor - Tone values, example: `0xFFE580` + * @param darkColor - Tone values, example: `0xFFE580` + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.colorTone = function (desaturation, toned, lightColor, darkColor, multiply) { + desaturation = desaturation || 0.2; + toned = toned || 0.15; + lightColor = lightColor || 0xFFE580; + darkColor = darkColor || 0x338000; + var lR = ((lightColor >> 16) & 0xFF) / 255; + var lG = ((lightColor >> 8) & 0xFF) / 255; + var lB = (lightColor & 0xFF) / 255; + var dR = ((darkColor >> 16) & 0xFF) / 255; + var dG = ((darkColor >> 8) & 0xFF) / 255; + var dB = (darkColor & 0xFF) / 255; + var matrix = [ + 0.3, 0.59, 0.11, 0, 0, + lR, lG, lB, desaturation, 0, + dR, dG, dB, toned, 0, + lR - dR, lG - dG, lB - dB, 0, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Night effect + * @param intensity - The intensity of the night effect. + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.night = function (intensity, multiply) { + intensity = intensity || 0.1; + var matrix = [ + intensity * (-2.0), -intensity, 0, 0, 0, + -intensity, 0, intensity, 0, 0, + 0, intensity, intensity * 2.0, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Predator effect + * + * Erase the current matrix by setting a new indepent one + * @param amount - how much the predator feels his future victim + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.predator = function (amount, multiply) { + var matrix = [ + // row 1 + 11.224130630493164 * amount, + -4.794486999511719 * amount, + -2.8746118545532227 * amount, + 0 * amount, + 0.40342438220977783 * amount, + // row 2 + -3.6330697536468506 * amount, + 9.193157196044922 * amount, + -2.951810836791992 * amount, + 0 * amount, + -1.316135048866272 * amount, + // row 3 + -3.2184197902679443 * amount, + -4.2375030517578125 * amount, + 7.476448059082031 * amount, + 0 * amount, + 0.8044459223747253 * amount, + // row 4 + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; - Object.defineProperty(DisplayObject.prototype, "_tempDisplayObjectParent", { - /** - * @protected - * @member {PIXI.Container} - */ - get: function () { - if (this.tempDisplayObjectParent === null) { - // eslint-disable-next-line @typescript-eslint/no-use-before-define - this.tempDisplayObjectParent = new TemporaryDisplayObject(); - } - return this.tempDisplayObjectParent; - }, - enumerable: false, - configurable: true - }); /** - * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root + * LSD effect * - * ``` - * const cacheParent = elem.enableTempParent(); - * elem.updateTransform(); - * elem.disableTempParent(cacheParent); - * ``` - * @returns - current parent + * Multiply the current matrix + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - DisplayObject.prototype.enableTempParent = function () { - var myParent = this.parent; - this.parent = this._tempDisplayObjectParent; - return myParent; + ColorMatrixFilter.prototype.lsd = function (multiply) { + var matrix = [ + 2, -0.4, 0.5, 0, 0, + -0.5, 2, -0.4, 0, 0, + -0.4, -0.5, 3, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; - /** - * Pair method for `enableTempParent` - * @param cacheParent - Actual parent of element - */ - DisplayObject.prototype.disableTempParent = function (cacheParent) { - this.parent = cacheParent; + /** Erase the current matrix by setting the default one. */ + ColorMatrixFilter.prototype.reset = function () { + var matrix = [ + 1, 0, 0, 0, 0, + 0, 1, 0, 0, 0, + 0, 0, 1, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, false); }; - Object.defineProperty(DisplayObject.prototype, "x", { - /** - * The position of the displayObject on the x axis relative to the local coordinates of the parent. - * An alias to position.x - */ - get: function () { - return this.position.x; - }, - set: function (value) { - this.transform.position.x = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "y", { - /** - * The position of the displayObject on the y axis relative to the local coordinates of the parent. - * An alias to position.y - */ - get: function () { - return this.position.y; - }, - set: function (value) { - this.transform.position.y = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "worldTransform", { - /** - * Current transform of the object based on world (parent) factors. - * @readonly - */ - get: function () { - return this.transform.worldTransform; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "localTransform", { - /** - * Current transform of the object based on local factors: position, scale, other stuff. - * @readonly - */ - get: function () { - return this.transform.localTransform; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "position", { - /** - * The coordinate of the object relative to the local coordinates of the parent. - * @since 4.0.0 - */ - get: function () { - return this.transform.position; - }, - set: function (value) { - this.transform.position.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "scale", { + Object.defineProperty(ColorMatrixFilter.prototype, "matrix", { /** - * The scale factors of this object along the local coordinate axes. - * - * The default scale is (1, 1). - * @since 4.0.0 + * The matrix of the color matrix filter + * @member {number[]} + * @default [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0] */ get: function () { - return this.transform.scale; + return this.uniforms.m; }, set: function (value) { - this.transform.scale.copyFrom(value); + this.uniforms.m = value; }, enumerable: false, configurable: true }); - Object.defineProperty(DisplayObject.prototype, "pivot", { + Object.defineProperty(ColorMatrixFilter.prototype, "alpha", { /** - * The center of rotation, scaling, and skewing for this display object in its local space. The `position` - * is the projection of `pivot` in the parent's local space. + * The opacity value to use when mixing the original and resultant colors. * - * By default, the pivot is the origin (0, 0). - * @since 4.0.0 + * When the value is 0, the original color is used without modification. + * When the value is 1, the result color is used. + * When in the range (0, 1) the color is interpolated between the original and result by this amount. + * @default 1 */ get: function () { - return this.transform.pivot; + return this.uniforms.uAlpha; }, set: function (value) { - this.transform.pivot.copyFrom(value); + this.uniforms.uAlpha = value; }, enumerable: false, configurable: true }); - Object.defineProperty(DisplayObject.prototype, "skew", { + return ColorMatrixFilter; + }(Filter)); + // Americanized alias + ColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale; + + /*! + * @pixi/filter-displacement - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/filter-displacement is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$4 = function(d, b) { + extendStatics$4 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$4(d, b); + }; + + function __extends$4(d, b) { + extendStatics$4(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var fragment$2 = "varying vec2 vFilterCoord;\nvarying vec2 vTextureCoord;\n\nuniform vec2 scale;\nuniform mat2 rotation;\nuniform sampler2D uSampler;\nuniform sampler2D mapSampler;\n\nuniform highp vec4 inputSize;\nuniform vec4 inputClamp;\n\nvoid main(void)\n{\n vec4 map = texture2D(mapSampler, vFilterCoord);\n\n map -= 0.5;\n map.xy = scale * inputSize.zw * (rotation * map.xy);\n\n gl_FragColor = texture2D(uSampler, clamp(vec2(vTextureCoord.x + map.x, vTextureCoord.y + map.y), inputClamp.xy, inputClamp.zw));\n}\n"; + + var vertex$1 = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\nuniform mat3 filterMatrix;\n\nvarying vec2 vTextureCoord;\nvarying vec2 vFilterCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n\tgl_Position = filterVertexPosition();\n\tvTextureCoord = filterTextureCoord();\n\tvFilterCoord = ( filterMatrix * vec3( vTextureCoord, 1.0) ).xy;\n}\n"; + + /** + * The DisplacementFilter class uses the pixel values from the specified texture + * (called the displacement map) to perform a displacement of an object. + * + * You can use this filter to apply all manor of crazy warping effects. + * Currently the `r` property of the texture is used to offset the `x` + * and the `g` property of the texture is used to offset the `y`. + * + * The way it works is it uses the values of the displacement map to look up the + * correct pixels to output. This means it's not technically moving the original. + * Instead, it's starting at the output and asking "which pixel from the original goes here". + * For example, if a displacement map pixel has `red = 1` and the filter scale is `20`, + * this filter will output the pixel approximately 20 pixels to the right of the original. + * @memberof PIXI.filters + */ + /** @class */ ((function (_super) { + __extends$4(DisplacementFilter, _super); + /** + * @param {PIXI.Sprite} sprite - The sprite used for the displacement map. (make sure its added to the scene!) + * @param scale - The scale of the displacement + */ + function DisplacementFilter(sprite, scale) { + var _this = this; + var maskMatrix = new Matrix(); + sprite.renderable = false; + _this = _super.call(this, vertex$1, fragment$2, { + mapSampler: sprite._texture, + filterMatrix: maskMatrix, + scale: { x: 1, y: 1 }, + rotation: new Float32Array([1, 0, 0, 1]), + }) || this; + _this.maskSprite = sprite; + _this.maskMatrix = maskMatrix; + if (scale === null || scale === undefined) { + scale = 20; + } /** - * The skew factor for the object in radians. - * @since 4.0.0 + * scaleX, scaleY for displacements + * @member {PIXI.Point} */ + _this.scale = new Point(scale, scale); + return _this; + } + /** + * Applies the filter. + * @param filterManager - The manager. + * @param input - The input target. + * @param output - The output target. + * @param clearMode - clearMode. + */ + DisplacementFilter.prototype.apply = function (filterManager, input, output, clearMode) { + // fill maskMatrix with _normalized sprite texture coords_ + this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, this.maskSprite); + this.uniforms.scale.x = this.scale.x; + this.uniforms.scale.y = this.scale.y; + // Extract rotation from world transform + var wt = this.maskSprite.worldTransform; + var lenX = Math.sqrt((wt.a * wt.a) + (wt.b * wt.b)); + var lenY = Math.sqrt((wt.c * wt.c) + (wt.d * wt.d)); + if (lenX !== 0 && lenY !== 0) { + this.uniforms.rotation[0] = wt.a / lenX; + this.uniforms.rotation[1] = wt.b / lenX; + this.uniforms.rotation[2] = wt.c / lenY; + this.uniforms.rotation[3] = wt.d / lenY; + } + // draw the filter... + filterManager.applyFilter(this, input, output, clearMode); + }; + Object.defineProperty(DisplacementFilter.prototype, "map", { + /** The texture used for the displacement map. Must be power of 2 sized texture. */ get: function () { - return this.transform.skew; + return this.uniforms.mapSampler; }, set: function (value) { - this.transform.skew.copyFrom(value); + this.uniforms.mapSampler = value; }, enumerable: false, configurable: true }); - Object.defineProperty(DisplayObject.prototype, "rotation", { + return DisplacementFilter; + })(Filter)); + + /*! + * @pixi/filter-fxaa - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/filter-fxaa is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$3 = function(d, b) { + extendStatics$3 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$3(d, b); + }; + + function __extends$3(d, b) { + extendStatics$3(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var vertex = "\nattribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvoid texcoords(vec2 fragCoord, vec2 inverseVP,\n out vec2 v_rgbNW, out vec2 v_rgbNE,\n out vec2 v_rgbSW, out vec2 v_rgbSE,\n out vec2 v_rgbM) {\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\n v_rgbM = vec2(fragCoord * inverseVP);\n}\n\nvoid main(void) {\n\n gl_Position = filterVertexPosition();\n\n vFragCoord = aVertexPosition * outputFrame.zw;\n\n texcoords(vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n}\n"; + + var fragment$1 = "varying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\nuniform sampler2D uSampler;\nuniform highp vec4 inputSize;\n\n\n/**\n Basic FXAA implementation based on the code on geeks3d.com with the\n modification that the texture2DLod stuff was removed since it's\n unsupported by WebGL.\n\n --\n\n From:\n https://github.com/mitsuhiko/webgl-meincraft\n\n Copyright (c) 2011 by Armin Ronacher.\n\n Some rights reserved.\n\n Redistribution and use in source and binary forms, with or without\n modification, are permitted provided that the following conditions are\n met:\n\n * Redistributions of source code must retain the above copyright\n notice, this list of conditions and the following disclaimer.\n\n * Redistributions in binary form must reproduce the above\n copyright notice, this list of conditions and the following\n disclaimer in the documentation and/or other materials provided\n with the distribution.\n\n * The names of the contributors may not be used to endorse or\n promote products derived from this software without specific\n prior written permission.\n\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n#ifndef FXAA_REDUCE_MIN\n#define FXAA_REDUCE_MIN (1.0/ 128.0)\n#endif\n#ifndef FXAA_REDUCE_MUL\n#define FXAA_REDUCE_MUL (1.0 / 8.0)\n#endif\n#ifndef FXAA_SPAN_MAX\n#define FXAA_SPAN_MAX 8.0\n#endif\n\n//optimized version for mobile, where dependent\n//texture reads can be a bottleneck\nvec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,\n vec2 v_rgbNW, vec2 v_rgbNE,\n vec2 v_rgbSW, vec2 v_rgbSE,\n vec2 v_rgbM) {\n vec4 color;\n vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\n vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\n vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\n vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\n vec4 texColor = texture2D(tex, v_rgbM);\n vec3 rgbM = texColor.xyz;\n vec3 luma = vec3(0.299, 0.587, 0.114);\n float lumaNW = dot(rgbNW, luma);\n float lumaNE = dot(rgbNE, luma);\n float lumaSW = dot(rgbSW, luma);\n float lumaSE = dot(rgbSE, luma);\n float lumaM = dot(rgbM, luma);\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n\n mediump vec2 dir;\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\n (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\n\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\n dir * rcpDirMin)) * inverseVP;\n\n vec3 rgbA = 0.5 * (\n texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\n texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n\n float lumaB = dot(rgbB, luma);\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\n color = vec4(rgbA, texColor.a);\n else\n color = vec4(rgbB, texColor.a);\n return color;\n}\n\nvoid main() {\n\n vec4 color;\n\n color = fxaa(uSampler, vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n\n gl_FragColor = color;\n}\n"; + + /** + * Basic FXAA (Fast Approximate Anti-Aliasing) implementation based on the code on geeks3d.com + * with the modification that the texture2DLod stuff was removed since it is unsupported by WebGL. + * @see https://github.com/mitsuhiko/webgl-meincraft + * @memberof PIXI.filters + */ + /** @class */ ((function (_super) { + __extends$3(FXAAFilter, _super); + function FXAAFilter() { + // TODO - needs work + return _super.call(this, vertex, fragment$1) || this; + } + return FXAAFilter; + })(Filter)); + + /*! + * @pixi/filter-noise - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/filter-noise is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$2 = function(d, b) { + extendStatics$2 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$2(d, b); + }; + + function __extends$2(d, b) { + extendStatics$2(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var fragment = "precision highp float;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform float uNoise;\nuniform float uSeed;\nuniform sampler2D uSampler;\n\nfloat rand(vec2 co)\n{\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvoid main()\n{\n vec4 color = texture2D(uSampler, vTextureCoord);\n float randomValue = rand(gl_FragCoord.xy * uSeed);\n float diff = (randomValue - 0.5) * uNoise;\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (color.a > 0.0) {\n color.rgb /= color.a;\n }\n\n color.r += diff;\n color.g += diff;\n color.b += diff;\n\n // Premultiply alpha again.\n color.rgb *= color.a;\n\n gl_FragColor = color;\n}\n"; + + /** + * A Noise effect filter. + * + * original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/noise.js + * @memberof PIXI.filters + * @author Vico @vicocotea + */ + /** @class */ ((function (_super) { + __extends$2(NoiseFilter, _super); + /** + * @param {number} [noise=0.5] - The noise intensity, should be a normalized value in the range [0, 1]. + * @param {number} [seed] - A random seed for the noise generation. Default is `Math.random()`. + */ + function NoiseFilter(noise, seed) { + if (noise === void 0) { noise = 0.5; } + if (seed === void 0) { seed = Math.random(); } + var _this = _super.call(this, defaultFilterVertex, fragment, { + uNoise: 0, + uSeed: 0, + }) || this; + _this.noise = noise; + _this.seed = seed; + return _this; + } + Object.defineProperty(NoiseFilter.prototype, "noise", { /** - * The rotation of the object in radians. - * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. + * The amount of noise to apply, this value should be in the range (0, 1]. + * @default 0.5 */ get: function () { - return this.transform.rotation; + return this.uniforms.uNoise; }, set: function (value) { - this.transform.rotation = value; + this.uniforms.uNoise = value; }, enumerable: false, configurable: true }); - Object.defineProperty(DisplayObject.prototype, "angle", { - /** - * The angle of the object in degrees. - * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. - */ + Object.defineProperty(NoiseFilter.prototype, "seed", { + /** A seed value to apply to the random noise generation. `Math.random()` is a good value to use. */ get: function () { - return this.transform.rotation * RAD_TO_DEG; + return this.uniforms.uSeed; }, set: function (value) { - this.transform.rotation = value * DEG_TO_RAD; + this.uniforms.uSeed = value; }, enumerable: false, configurable: true }); - Object.defineProperty(DisplayObject.prototype, "zIndex", { - /** - * The zIndex of the displayObject. - * - * If a container has the sortableChildren property set to true, children will be automatically - * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array, - * and thus rendered on top of other display objects within the same container. - * @see PIXI.Container#sortableChildren - */ + return NoiseFilter; + })(Filter)); + + /*! + * @pixi/mixin-cache-as-bitmap - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/mixin-cache-as-bitmap is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + var _tempMatrix = new Matrix(); + DisplayObject.prototype._cacheAsBitmap = false; + DisplayObject.prototype._cacheData = null; + DisplayObject.prototype._cacheAsBitmapResolution = null; + DisplayObject.prototype._cacheAsBitmapMultisample = MSAA_QUALITY.NONE; + // figured there's no point adding ALL the extra variables to prototype. + // this model can hold the information needed. This can also be generated on demand as + // most objects are not cached as bitmaps. + /** + * @class + * @ignore + * @private + */ + var CacheData = /** @class */ (function () { + function CacheData() { + this.textureCacheId = null; + this.originalRender = null; + this.originalRenderCanvas = null; + this.originalCalculateBounds = null; + this.originalGetLocalBounds = null; + this.originalUpdateTransform = null; + this.originalDestroy = null; + this.originalMask = null; + this.originalFilterArea = null; + this.originalContainsPoint = null; + this.sprite = null; + } + return CacheData; + }()); + Object.defineProperties(DisplayObject.prototype, { + /** + * The resolution to use for cacheAsBitmap. By default this will use the renderer's resolution + * but can be overriden for performance. Lower values will reduce memory usage at the expense + * of render quality. A falsey value of `null` or `0` will default to the renderer's resolution. + * If `cacheAsBitmap` is set to `true`, this will re-render with the new resolution. + * @member {number} cacheAsBitmapResolution + * @memberof PIXI.DisplayObject# + * @default null + */ + cacheAsBitmapResolution: { get: function () { - return this._zIndex; + return this._cacheAsBitmapResolution; }, - set: function (value) { - this._zIndex = value; - if (this.parent) { - this.parent.sortDirty = true; + set: function (resolution) { + if (resolution === this._cacheAsBitmapResolution) { + return; + } + this._cacheAsBitmapResolution = resolution; + if (this.cacheAsBitmap) { + // Toggle to re-render at the new resolution + this.cacheAsBitmap = false; + this.cacheAsBitmap = true; } }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "worldVisible", { - /** - * Indicates if the object is globally visible. - * @readonly - */ + }, + /** + * The number of samples to use for cacheAsBitmap. If set to `null`, the renderer's + * sample count is used. + * If `cacheAsBitmap` is set to `true`, this will re-render with the new number of samples. + * @member {number} cacheAsBitmapMultisample + * @memberof PIXI.DisplayObject# + * @default PIXI.MSAA_QUALITY.NONE + */ + cacheAsBitmapMultisample: { get: function () { - var item = this; - do { - if (!item.visible) { - return false; - } - item = item.parent; - } while (item); - return true; + return this._cacheAsBitmapMultisample; }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "mask", { - /** - * Sets a mask for the displayObject. A mask is an object that limits the visibility of an - * object to the shape of the mask applied to it. In PixiJS a regular mask must be a - * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it - * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent. - * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong. - * To remove a mask, set this property to `null`. - * - * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask. - * @example - * const graphics = new PIXI.Graphics(); - * graphics.beginFill(0xFF3300); - * graphics.drawRect(50, 250, 100, 100); - * graphics.endFill(); - * - * const sprite = new PIXI.Sprite(texture); - * sprite.mask = graphics; - * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask. - */ + set: function (multisample) { + if (multisample === this._cacheAsBitmapMultisample) { + return; + } + this._cacheAsBitmapMultisample = multisample; + if (this.cacheAsBitmap) { + // Toggle to re-render with new multisample + this.cacheAsBitmap = false; + this.cacheAsBitmap = true; + } + }, + }, + /** + * Set this to true if you want this display object to be cached as a bitmap. + * This basically takes a snap shot of the display object as it is at that moment. It can + * provide a performance benefit for complex static displayObjects. + * To remove simply set this property to `false` + * + * IMPORTANT GOTCHA - Make sure that all your textures are preloaded BEFORE setting this property to true + * as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear. + * @member {boolean} + * @memberof PIXI.DisplayObject# + */ + cacheAsBitmap: { get: function () { - return this._mask; + return this._cacheAsBitmap; }, set: function (value) { - if (this._mask === value) { + if (this._cacheAsBitmap === value) { return; } - if (this._mask) { - var maskObject = (this._mask.isMaskData - ? this._mask.maskObject : this._mask); - if (maskObject) { - maskObject._maskRefCount--; - if (maskObject._maskRefCount === 0) { - maskObject.renderable = true; - maskObject.isMask = false; - } + this._cacheAsBitmap = value; + var data; + if (value) { + if (!this._cacheData) { + this._cacheData = new CacheData(); } + data = this._cacheData; + data.originalRender = this.render; + data.originalRenderCanvas = this.renderCanvas; + data.originalUpdateTransform = this.updateTransform; + data.originalCalculateBounds = this.calculateBounds; + data.originalGetLocalBounds = this.getLocalBounds; + data.originalDestroy = this.destroy; + data.originalContainsPoint = this.containsPoint; + data.originalMask = this._mask; + data.originalFilterArea = this.filterArea; + this.render = this._renderCached; + this.renderCanvas = this._renderCachedCanvas; + this.destroy = this._cacheAsBitmapDestroy; } - this._mask = value; - if (this._mask) { - var maskObject = (this._mask.isMaskData - ? this._mask.maskObject : this._mask); - if (maskObject) { - if (maskObject._maskRefCount === 0) { - maskObject.renderable = false; - maskObject.isMask = true; - } - maskObject._maskRefCount++; + else { + data = this._cacheData; + if (data.sprite) { + this._destroyCachedDisplayObject(); } + this.render = data.originalRender; + this.renderCanvas = data.originalRenderCanvas; + this.calculateBounds = data.originalCalculateBounds; + this.getLocalBounds = data.originalGetLocalBounds; + this.destroy = data.originalDestroy; + this.updateTransform = data.originalUpdateTransform; + this.containsPoint = data.originalContainsPoint; + this._mask = data.originalMask; + this.filterArea = data.originalFilterArea; } }, - enumerable: false, - configurable: true - }); - return DisplayObject; - }(EventEmitter)); + }, + }); /** + * Renders a cached version of the sprite with WebGL * @private + * @method _renderCached + * @memberof PIXI.DisplayObject# + * @param {PIXI.Renderer} renderer - the WebGL renderer */ - var TemporaryDisplayObject = /** @class */ (function (_super) { - __extends(TemporaryDisplayObject, _super); - function TemporaryDisplayObject() { - var _this = _super !== null && _super.apply(this, arguments) || this; - _this.sortDirty = null; - return _this; + DisplayObject.prototype._renderCached = function _renderCached(renderer) { + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; } - return TemporaryDisplayObject; - }(DisplayObject)); + this._initCachedDisplayObject(renderer); + this._cacheData.sprite.transform._worldID = this.transform._worldID; + this._cacheData.sprite.worldAlpha = this.worldAlpha; + this._cacheData.sprite._render(renderer); + }; /** - * DisplayObject default updateTransform, does not update children of container. - * Will crash if there's no parent element. + * Prepares the WebGL renderer to cache the sprite + * @private + * @method _initCachedDisplayObject * @memberof PIXI.DisplayObject# - * @method displayObjectUpdateTransform - */ - DisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform; - - /*! - * @pixi/constants - v6.5.7 - * Compiled Thu, 20 Oct 2022 15:13:33 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV || (ENV = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE || (RENDERER_TYPE = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ - var BUFFER_BITS; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS || (BUFFER_BITS = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES || (BLEND_MODES = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES || (DRAW_MODES = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - + * @param {PIXI.Renderer} renderer - the WebGL renderer */ - var FORMATS; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS || (FORMATS = {})); + DisplayObject.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer) { + var _a; + if (this._cacheData && this._cacheData.sprite) { + return; + } + // make sure alpha is set to 1 otherwise it will get rendered as invisible! + var cacheAlpha = this.alpha; + this.alpha = 1; + // first we flush anything left in the renderer (otherwise it would get rendered to the cached texture) + renderer.batch.flush(); + // this.filters= []; + // next we find the dimensions of the untransformed object + // this function also calls updatetransform on all its children as part of the measuring. + // This means we don't need to update the transform again in this function + // TODO pass an object to clone too? saves having to create a new one each time! + var bounds = this.getLocalBounds(null, true).clone(); + // add some padding! + if (this.filters && this.filters.length) { + var padding = this.filters[0].padding; + bounds.pad(padding); + } + bounds.ceil(settings.RESOLUTION); + // for now we cache the current renderTarget that the WebGL renderer is currently using. + // this could be more elegant.. + var cachedRenderTexture = renderer.renderTexture.current; + var cachedSourceFrame = renderer.renderTexture.sourceFrame.clone(); + var cachedDestinationFrame = renderer.renderTexture.destinationFrame.clone(); + var cachedProjectionTransform = renderer.projection.transform; + // We also store the filter stack - I will definitely look to change how this works a little later down the line. + // const stack = renderer.filterManager.filterStack; + // this renderTexture will be used to store the cached DisplayObject + var renderTexture = RenderTexture.create({ + width: bounds.width, + height: bounds.height, + resolution: this.cacheAsBitmapResolution || renderer.resolution, + multisample: (_a = this.cacheAsBitmapMultisample) !== null && _a !== void 0 ? _a : renderer.multisample, + }); + var textureCacheId = "cacheAsBitmap_" + uid(); + this._cacheData.textureCacheId = textureCacheId; + BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId); + Texture.addToCache(renderTexture, textureCacheId); + // need to set // + var m = this.transform.localTransform.copyTo(_tempMatrix).invert().translate(-bounds.x, -bounds.y); + // set all properties to there original so we can render to a texture + this.render = this._cacheData.originalRender; + renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false }); + renderer.framebuffer.blit(); + // now restore the state be setting the new properties + renderer.projection.transform = cachedProjectionTransform; + renderer.renderTexture.bind(cachedRenderTexture, cachedSourceFrame, cachedDestinationFrame); + // renderer.filterManager.filterStack = stack; + this.render = this._renderCached; + // the rest is the same as for Canvas + this.updateTransform = this.displayObjectUpdateTransform; + this.calculateBounds = this._calculateCachedBounds; + this.getLocalBounds = this._getCachedLocalBounds; + this._mask = null; + this.filterArea = null; + this.alpha = cacheAlpha; + // create our cached sprite + var cachedSprite = new Sprite(renderTexture); + cachedSprite.transform.worldTransform = this.transform.worldTransform; + cachedSprite.anchor.x = -(bounds.x / bounds.width); + cachedSprite.anchor.y = -(bounds.y / bounds.height); + cachedSprite.alpha = cacheAlpha; + cachedSprite._bounds = this._bounds; + this._cacheData.sprite = cachedSprite; + this.transform._parentID = -1; + // restore the transform of the cached sprite to avoid the nasty flicker.. + if (!this.parent) { + this.enableTempParent(); + this.updateTransform(); + this.disableTempParent(null); + } + else { + this.updateTransform(); + } + // map the hit test.. + this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite); + }; /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - + * Renders a cached version of the sprite with canvas + * @private + * @method _renderCachedCanvas + * @memberof PIXI.DisplayObject# + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer */ - var TARGETS; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS || (TARGETS = {})); + DisplayObject.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer) { + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + this._initCachedDisplayObjectCanvas(renderer); + this._cacheData.sprite.worldAlpha = this.worldAlpha; + this._cacheData.sprite._renderCanvas(renderer); + }; + // TODO this can be the same as the WebGL version.. will need to do a little tweaking first though.. /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - + * Prepares the Canvas renderer to cache the sprite + * @private + * @method _initCachedDisplayObjectCanvas + * @memberof PIXI.DisplayObject# + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer */ - var TYPES; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES || (TYPES = {})); + DisplayObject.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(renderer) { + if (this._cacheData && this._cacheData.sprite) { + return; + } + // get bounds actually transforms the object for us already! + var bounds = this.getLocalBounds(null, true); + var cacheAlpha = this.alpha; + this.alpha = 1; + var cachedRenderTarget = renderer.context; + var cachedProjectionTransform = renderer._projTransform; + bounds.ceil(settings.RESOLUTION); + var renderTexture = RenderTexture.create({ width: bounds.width, height: bounds.height }); + var textureCacheId = "cacheAsBitmap_" + uid(); + this._cacheData.textureCacheId = textureCacheId; + BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId); + Texture.addToCache(renderTexture, textureCacheId); + // need to set // + var m = _tempMatrix; + this.transform.localTransform.copyTo(m); + m.invert(); + m.tx -= bounds.x; + m.ty -= bounds.y; + // m.append(this.transform.worldTransform.) + // set all properties to there original so we can render to a texture + this.renderCanvas = this._cacheData.originalRenderCanvas; + renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false }); + // now restore the state be setting the new properties + renderer.context = cachedRenderTarget; + renderer._projTransform = cachedProjectionTransform; + this.renderCanvas = this._renderCachedCanvas; + // the rest is the same as for WebGL + this.updateTransform = this.displayObjectUpdateTransform; + this.calculateBounds = this._calculateCachedBounds; + this.getLocalBounds = this._getCachedLocalBounds; + this._mask = null; + this.filterArea = null; + this.alpha = cacheAlpha; + // create our cached sprite + var cachedSprite = new Sprite(renderTexture); + cachedSprite.transform.worldTransform = this.transform.worldTransform; + cachedSprite.anchor.x = -(bounds.x / bounds.width); + cachedSprite.anchor.y = -(bounds.y / bounds.height); + cachedSprite.alpha = cacheAlpha; + cachedSprite._bounds = this._bounds; + this._cacheData.sprite = cachedSprite; + this.transform._parentID = -1; + // restore the transform of the cached sprite to avoid the nasty flicker.. + if (!this.parent) { + this.parent = renderer._tempDisplayObjectParent; + this.updateTransform(); + this.parent = null; + } + else { + this.updateTransform(); + } + // map the hit test.. + this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite); + }; /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - + * Calculates the bounds of the cached sprite + * @private + * @method */ - var SAMPLER_TYPES; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES || (SAMPLER_TYPES = {})); + DisplayObject.prototype._calculateCachedBounds = function _calculateCachedBounds() { + this._bounds.clear(); + this._cacheData.sprite.transform._worldID = this.transform._worldID; + this._cacheData.sprite._calculateBounds(); + this._bounds.updateID = this._boundsID; + }; /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling + * Gets the bounds of the cached sprite. + * @private + * @method + * @returns {Rectangle} The local bounds. */ - var SCALE_MODES; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES || (SCALE_MODES = {})); + DisplayObject.prototype._getCachedLocalBounds = function _getCachedLocalBounds() { + return this._cacheData.sprite.getLocalBounds(null); + }; /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring + * Destroys the cached sprite. + * @private + * @method */ - var WRAP_MODES; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES || (WRAP_MODES = {})); + DisplayObject.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject() { + this._cacheData.sprite._texture.destroy(true); + this._cacheData.sprite = null; + BaseTexture.removeFromCache(this._cacheData.textureCacheId); + Texture.removeFromCache(this._cacheData.textureCacheId); + this._cacheData.textureCacheId = null; + }; /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. + * Destroys the cached object. + * @private + * @method + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value. + * Used when destroying containers, see the Container.destroy method. + */ + DisplayObject.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options) { + this.cacheAsBitmap = false; + this.destroy(options); + }; + + /*! + * @pixi/mixin-get-child-by-name - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. + * @pixi/mixin-get-child-by-name is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license */ - var MIPMAP_MODES; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES || (MIPMAP_MODES = {})); + /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. + * The instance name of the object. + * @memberof PIXI.DisplayObject# + * @member {string} name */ - var ALPHA_MODES; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES || (ALPHA_MODES = {})); + DisplayObject.prototype.name = null; /** - * Configure whether filter textures are cleared after binding. + * Returns the display object in the container. * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT + * Recursive searches are done in a preorder traversal. + * @method getChildByName + * @memberof PIXI.Container# + * @param {string} name - Instance name. + * @param {boolean}[deep=false] - Whether to search recursively + * @returns {PIXI.DisplayObject} The child with the specified name. */ - var CLEAR_MODES; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES || (CLEAR_MODES = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. + Container.prototype.getChildByName = function getChildByName(name, deep) { + for (var i = 0, j = this.children.length; i < j; i++) { + if (this.children[i].name === name) { + return this.children[i]; + } + } + if (deep) { + for (var i = 0, j = this.children.length; i < j; i++) { + var child = this.children[i]; + if (!child.getChildByName) { + continue; + } + var target = child.getChildByName(name, true); + if (target) { + return target; + } + } + } + return null; + }; + + /*! + * @pixi/mixin-get-global-position - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES || (GC_MODES = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION || (PRECISION = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES || (MASK_TYPES = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. + * @pixi/mixin-get-global-position is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license */ - var COLOR_MASK_BITS; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS || (COLOR_MASK_BITS = {})); + /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples + * Returns the global position of the displayObject. Does not depend on object scale, rotation and pivot. + * @method getGlobalPosition + * @memberof PIXI.DisplayObject# + * @param {PIXI.Point} [point=new PIXI.Point()] - The point to write the global value to. + * @param {boolean} [skipUpdate=false] - Setting to true will stop the transforms of the scene graph from + * being updated. This means the calculation returned MAY be out of date BUT will give you a + * nice performance boost. + * @returns {PIXI.Point} The updated point. */ - var MSAA_QUALITY; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY || (MSAA_QUALITY = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects + DisplayObject.prototype.getGlobalPosition = function getGlobalPosition(point, skipUpdate) { + if (point === void 0) { point = new Point(); } + if (skipUpdate === void 0) { skipUpdate = false; } + if (this.parent) { + this.parent.toGlobal(this.position, point, skipUpdate); + } + else { + point.x = this.position.x; + point.y = this.position.y; + } + return point; + }; + + /*! + * @pixi/app - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/app is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license */ - var BUFFER_TYPE; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE || (BUFFER_TYPE = {})); - function sortChildren(a, b) { - if (a.zIndex === b.zIndex) { - return a._lastSortedIndex - b._lastSortedIndex; - } - return a.zIndex - b.zIndex; - } /** - * Container is a general-purpose display object that holds children. It also adds built-in support for advanced - * rendering features like masking and filtering. - * - * It is the base class of all display objects that act as a container for other objects, including Graphics - * and Sprite. - * - * ```js - * import { BlurFilter } from '@pixi/filter-blur'; - * import { Container } from '@pixi/display'; - * import { Graphics } from '@pixi/graphics'; - * import { Sprite } from '@pixi/sprite'; - * - * let container = new Container(); - * let sprite = Sprite.from("https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png"); - * - * sprite.width = 512; - * sprite.height = 512; - * - * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container - * // is rendered. - * container.addChild(sprite); - * - * // Blurs whatever is rendered by the container - * container.filters = [new BlurFilter()]; - * - * // Only the contents within a circle at the center should be rendered onto the screen. - * container.mask = new Graphics() - * .beginFill(0xffffff) - * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2) - * .endFill(); - * ``` - * @memberof PIXI + * Middleware for for Application's resize functionality + * @private + * @class */ - var Container = /** @class */ (function (_super) { - __extends(Container, _super); - function Container() { - var _this = _super.call(this) || this; - _this.children = []; - _this.sortableChildren = settings$1.SORTABLE_CHILDREN; - _this.sortDirty = false; - return _this; + var ResizePlugin = /** @class */ (function () { + function ResizePlugin() { + } + /** + * Initialize the plugin with scope of application instance + * @static + * @private + * @param {object} [options] - See application options + */ + ResizePlugin.init = function (options) { + var _this = this; + Object.defineProperty(this, 'resizeTo', /** - * Fired when a DisplayObject is added to this Container. - * @event PIXI.Container#childAdded - * @param {PIXI.DisplayObject} child - The child added to the Container. - * @param {PIXI.Container} container - The container that added the child. - * @param {number} index - The children's index of the added child. + * The HTML element or window to automatically resize the + * renderer's view element to match width and height. + * @member {Window|HTMLElement} + * @name resizeTo + * @memberof PIXI.Application# */ + { + set: function (dom) { + globalThis.removeEventListener('resize', this.queueResize); + this._resizeTo = dom; + if (dom) { + globalThis.addEventListener('resize', this.queueResize); + this.resize(); + } + }, + get: function () { + return this._resizeTo; + }, + }); /** - * Fired when a DisplayObject is removed from this Container. - * @event PIXI.DisplayObject#childRemoved - * @param {PIXI.DisplayObject} child - The child removed from the Container. - * @param {PIXI.Container} container - The container that removed the child. - * @param {number} index - The former children's index of the removed child + * Resize is throttled, so it's safe to call this multiple times per frame and it'll + * only be called once. + * @memberof PIXI.Application# + * @method queueResize + * @private */ - } - /** - * Overridable method that can be used by Container subclasses whenever the children array is modified. - * @param _length - */ - Container.prototype.onChildrenChange = function (_length) { - /* empty */ - }; - /** - * Adds one or more children to the container. - * - * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)` - * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container - * @returns {PIXI.DisplayObject} - The first child that was added. - */ - Container.prototype.addChild = function () { - var arguments$1 = arguments; - - var children = []; - for (var _i = 0; _i < arguments.length; _i++) { - children[_i] = arguments$1[_i]; - } - // if there is only one argument we can bypass looping through the them - if (children.length > 1) { - // loop through the array and add all children - for (var i = 0; i < children.length; i++) { - // eslint-disable-next-line prefer-rest-params - this.addChild(children[i]); + this.queueResize = function () { + if (!_this._resizeTo) { + return; } - } - else { - var child = children[0]; - // if the child has a parent then lets remove it as PixiJS objects can only exist in one place - if (child.parent) { - child.parent.removeChild(child); + _this.cancelResize(); + // // Throttle resize events per raf + _this._resizeId = requestAnimationFrame(function () { return _this.resize(); }); + }; + /** + * Cancel the resize queue. + * @memberof PIXI.Application# + * @method cancelResize + * @private + */ + this.cancelResize = function () { + if (_this._resizeId) { + cancelAnimationFrame(_this._resizeId); + _this._resizeId = null; } - child.parent = this; - this.sortDirty = true; - // ensure child transform will be recalculated - child.transform._parentID = -1; - this.children.push(child); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(this.children.length - 1); - this.emit('childAdded', child, this, this.children.length - 1); - child.emit('added', this); - } - return children[0]; + }; + /** + * Execute an immediate resize on the renderer, this is not + * throttled and can be expensive to call many times in a row. + * Will resize only if `resizeTo` property is set. + * @memberof PIXI.Application# + * @method resize + */ + this.resize = function () { + if (!_this._resizeTo) { + return; + } + // clear queue resize + _this.cancelResize(); + var width; + var height; + // Resize to the window + if (_this._resizeTo === globalThis.window) { + width = globalThis.innerWidth; + height = globalThis.innerHeight; + } + // Resize to other HTML entities + else { + var _a = _this._resizeTo, clientWidth = _a.clientWidth, clientHeight = _a.clientHeight; + width = clientWidth; + height = clientHeight; + } + _this.renderer.resize(width, height); + }; + // On resize + this._resizeId = null; + this._resizeTo = null; + this.resizeTo = options.resizeTo || null; }; /** - * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown - * @param {PIXI.DisplayObject} child - The child to add - * @param {number} index - The index to place the child in - * @returns {PIXI.DisplayObject} The child that was added. + * Clean up the ticker, scoped to application + * @static + * @private */ - Container.prototype.addChildAt = function (child, index) { - if (index < 0 || index > this.children.length) { - throw new Error(child + "addChildAt: The index " + index + " supplied is out of bounds " + this.children.length); - } - if (child.parent) { - child.parent.removeChild(child); - } - child.parent = this; - this.sortDirty = true; - // ensure child transform will be recalculated - child.transform._parentID = -1; - this.children.splice(index, 0, child); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('added', this); - this.emit('childAdded', child, this, index); - return child; + ResizePlugin.destroy = function () { + globalThis.removeEventListener('resize', this.queueResize); + this.cancelResize(); + this.cancelResize = null; + this.queueResize = null; + this.resizeTo = null; + this.resize = null; }; + /** @ignore */ + ResizePlugin.extension = ExtensionType.Application; + return ResizePlugin; + }()); + + /** + * Convenience class to create a new PIXI application. + * + * This class automatically creates the renderer, ticker and root container. + * @example + * // Create the application + * const app = new PIXI.Application(); + * + * // Add the view to the DOM + * document.body.appendChild(app.view); + * + * // ex, add display objects + * app.stage.addChild(PIXI.Sprite.from('something.png')); + * @class + * @memberof PIXI + */ + var Application = /** @class */ (function () { /** - * Swaps the position of 2 Display Objects within this container. - * @param child - First display object to swap - * @param child2 - Second display object to swap + * @param {object} [options] - The optional renderer parameters. + * @param {boolean} [options.autoStart=true] - Automatically starts the rendering after the construction. + * **Note**: Setting this parameter to false does NOT stop the shared ticker even if you set + * options.sharedTicker to true in case that it is already started. Stop it by your own. + * @param {number} [options.width=800] - The width of the renderers view. + * @param {number} [options.height=600] - The height of the renderers view. + * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional. + * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property. + * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the + * canvas needs to be opaque, possibly for performance reasons on some older devices. + * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for + * resolutions other than 1. + * @param {boolean} [options.antialias=false] - Sets antialias + * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, enable this if you + * need to call toDataUrl on the WebGL context. + * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer. + * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this + * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise + * it is ignored. + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque). + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or + * not before the new render pass. + * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" + * for devices with dual graphics card. **(WebGL only)**. + * @param {boolean} [options.sharedTicker=false] - `true` to use PIXI.Ticker.shared, `false` to create new ticker. + * If set to false, you cannot register a handler to occur before anything that runs on the shared ticker. + * The system ticker will always run before both the shared ticker and the app ticker. + * @param {boolean} [options.sharedLoader=false] - `true` to use PIXI.Loader.shared, `false` to create new Loader. + * @param {Window|HTMLElement} [options.resizeTo] - Element to automatically resize stage to. */ - Container.prototype.swapChildren = function (child, child2) { - if (child === child2) { - return; - } - var index1 = this.getChildIndex(child); - var index2 = this.getChildIndex(child2); - this.children[index1] = child2; - this.children[index2] = child; - this.onChildrenChange(index1 < index2 ? index1 : index2); - }; + function Application(options) { + var _this = this; + /** + * The root display container that's rendered. + * @member {PIXI.Container} + */ + this.stage = new Container(); + // The default options + options = Object.assign({ + forceCanvas: false, + }, options); + this.renderer = autoDetectRenderer(options); + // install plugins here + Application._plugins.forEach(function (plugin) { + plugin.init.call(_this, options); + }); + } /** - * Returns the index position of a child DisplayObject instance - * @param child - The DisplayObject instance to identify - * @returns - The index position of the child display object to identify + * Use the {@link PIXI.extensions.add} API to register plugins. + * @deprecated since 6.5.0 + * @static + * @param {PIXI.IApplicationPlugin} plugin - Plugin being installed */ - Container.prototype.getChildIndex = function (child) { - var index = this.children.indexOf(child); - if (index === -1) { - throw new Error('The supplied DisplayObject must be a child of the caller'); - } - return index; + Application.registerPlugin = function (plugin) { + deprecation('6.5.0', 'Application.registerPlugin() is deprecated, use extensions.add()'); + extensions.add({ + type: ExtensionType.Application, + ref: plugin, + }); }; - /** - * Changes the position of an existing child in the display object container - * @param child - The child DisplayObject instance for which you want to change the index number - * @param index - The resulting index number for the child display object - */ - Container.prototype.setChildIndex = function (child, index) { - if (index < 0 || index >= this.children.length) { - throw new Error("The index " + index + " supplied is out of bounds " + this.children.length); - } - var currentIndex = this.getChildIndex(child); - removeItems(this.children, currentIndex, 1); // remove from old position - this.children.splice(index, 0, child); // add at new position - this.onChildrenChange(index); + /** Render the current stage. */ + Application.prototype.render = function () { + this.renderer.render(this.stage); }; + Object.defineProperty(Application.prototype, "view", { + /** + * Reference to the renderer's canvas element. + * @member {HTMLCanvasElement} + * @readonly + */ + get: function () { + return this.renderer.view; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Application.prototype, "screen", { + /** + * Reference to the renderer's screen rectangle. Its safe to use as `filterArea` or `hitArea` for the whole screen. + * @member {PIXI.Rectangle} + * @readonly + */ + get: function () { + return this.renderer.screen; + }, + enumerable: false, + configurable: true + }); /** - * Returns the child at the specified index - * @param index - The index to get the child at - * @returns - The child at the given index, if any. + * Destroy and don't use after this. + * @param {boolean} [removeView=false] - Automatically remove canvas from DOM. + * @param {object|boolean} [stageOptions] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [stageOptions.children=false] - if set to true, all the children will have their destroy + * method called as well. 'stageOptions' will be passed on to those calls. + * @param {boolean} [stageOptions.texture=false] - Only used for child Sprites if stageOptions.children is set + * to true. Should it destroy the texture of the child sprite + * @param {boolean} [stageOptions.baseTexture=false] - Only used for child Sprites if stageOptions.children is set + * to true. Should it destroy the base texture of the child sprite */ - Container.prototype.getChildAt = function (index) { - if (index < 0 || index >= this.children.length) { - throw new Error("getChildAt: Index (" + index + ") does not exist."); - } - return this.children[index]; + Application.prototype.destroy = function (removeView, stageOptions) { + var _this = this; + // Destroy plugins in the opposite order + // which they were constructed + var plugins = Application._plugins.slice(0); + plugins.reverse(); + plugins.forEach(function (plugin) { + plugin.destroy.call(_this); + }); + this.stage.destroy(stageOptions); + this.stage = null; + this.renderer.destroy(removeView); + this.renderer = null; }; - /** - * Removes one or more children from the container. - * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove - * @returns {PIXI.DisplayObject} The first child that was removed. - */ - Container.prototype.removeChild = function () { - var arguments$1 = arguments; + /** Collection of installed plugins. */ + Application._plugins = []; + return Application; + }()); + extensions.handleByList(ExtensionType.Application, Application._plugins); - var children = []; - for (var _i = 0; _i < arguments.length; _i++) { - children[_i] = arguments$1[_i]; - } - // if there is only one argument we can bypass looping through the them - if (children.length > 1) { - // loop through the arguments property and remove all children - for (var i = 0; i < children.length; i++) { - this.removeChild(children[i]); - } - } - else { - var child = children[0]; - var index = this.children.indexOf(child); - if (index === -1) - { return null; } - child.parent = null; - // ensure child transform will be recalculated - child.transform._parentID = -1; - removeItems(this.children, index, 1); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('removed', this); - this.emit('childRemoved', child, this, index); - } - return children[0]; - }; + extensions.add(ResizePlugin); + + /*! + * @pixi/mesh-extras - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/mesh-extras is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$1 = function(d, b) { + extendStatics$1 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$1(d, b); + }; + + function __extends$1(d, b) { + extendStatics$1(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * @memberof PIXI + */ + var PlaneGeometry = /** @class */ (function (_super) { + __extends$1(PlaneGeometry, _super); /** - * Removes a child from the specified index position. - * @param index - The index to get the child from - * @returns The child that was removed. + * @param width - The width of the plane. + * @param height - The height of the plane. + * @param segWidth - Number of horizontal segments. + * @param segHeight - Number of vertical segments. */ - Container.prototype.removeChildAt = function (index) { - var child = this.getChildAt(index); - // ensure child transform will be recalculated.. - child.parent = null; - child.transform._parentID = -1; - removeItems(this.children, index, 1); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('removed', this); - this.emit('childRemoved', child, this, index); - return child; - }; + function PlaneGeometry(width, height, segWidth, segHeight) { + if (width === void 0) { width = 100; } + if (height === void 0) { height = 100; } + if (segWidth === void 0) { segWidth = 10; } + if (segHeight === void 0) { segHeight = 10; } + var _this = _super.call(this) || this; + _this.segWidth = segWidth; + _this.segHeight = segHeight; + _this.width = width; + _this.height = height; + _this.build(); + return _this; + } /** - * Removes all children from this container that are within the begin and end indexes. - * @param beginIndex - The beginning position. - * @param endIndex - The ending position. Default value is size of the container. - * @returns - List of removed children + * Refreshes plane coordinates + * @private */ - Container.prototype.removeChildren = function (beginIndex, endIndex) { - if (beginIndex === void 0) { beginIndex = 0; } - if (endIndex === void 0) { endIndex = this.children.length; } - var begin = beginIndex; - var end = endIndex; - var range = end - begin; - var removed; - if (range > 0 && range <= end) { - removed = this.children.splice(begin, range); - for (var i = 0; i < removed.length; ++i) { - removed[i].parent = null; - if (removed[i].transform) { - removed[i].transform._parentID = -1; - } - } - this._boundsID++; - this.onChildrenChange(beginIndex); - for (var i = 0; i < removed.length; ++i) { - removed[i].emit('removed', this); - this.emit('childRemoved', removed[i], this, i); - } - return removed; - } - else if (range === 0 && this.children.length === 0) { - return []; - } - throw new RangeError('removeChildren: numeric values are outside the acceptable range.'); - }; - /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */ - Container.prototype.sortChildren = function () { - var sortRequired = false; - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - child._lastSortedIndex = i; - if (!sortRequired && child.zIndex !== 0) { - sortRequired = true; - } - } - if (sortRequired && this.children.length > 1) { - this.children.sort(sortChildren); - } - this.sortDirty = false; - }; - /** Updates the transform on all children of this container for rendering. */ - Container.prototype.updateTransform = function () { - if (this.sortableChildren && this.sortDirty) { - this.sortChildren(); + PlaneGeometry.prototype.build = function () { + var total = this.segWidth * this.segHeight; + var verts = []; + var uvs = []; + var indices = []; + var segmentsX = this.segWidth - 1; + var segmentsY = this.segHeight - 1; + var sizeX = (this.width) / segmentsX; + var sizeY = (this.height) / segmentsY; + for (var i = 0; i < total; i++) { + var x = (i % this.segWidth); + var y = ((i / this.segWidth) | 0); + verts.push(x * sizeX, y * sizeY); + uvs.push(x / segmentsX, y / segmentsY); } - this._boundsID++; - this.transform.updateTransform(this.parent.transform); - // TODO: check render flags, how to process stuff here - this.worldAlpha = this.alpha * this.parent.worldAlpha; - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - if (child.visible) { - child.updateTransform(); - } + var totalSub = segmentsX * segmentsY; + for (var i = 0; i < totalSub; i++) { + var xpos = i % segmentsX; + var ypos = (i / segmentsX) | 0; + var value = (ypos * this.segWidth) + xpos; + var value2 = (ypos * this.segWidth) + xpos + 1; + var value3 = ((ypos + 1) * this.segWidth) + xpos; + var value4 = ((ypos + 1) * this.segWidth) + xpos + 1; + indices.push(value, value2, value3, value2, value4, value3); } + this.buffers[0].data = new Float32Array(verts); + this.buffers[1].data = new Float32Array(uvs); + this.indexBuffer.data = new Uint16Array(indices); + // ensure that the changes are uploaded + this.buffers[0].update(); + this.buffers[1].update(); + this.indexBuffer.update(); }; + return PlaneGeometry; + }(MeshGeometry)); + + /** + * RopeGeometry allows you to draw a geometry across several points and then manipulate these points. + * + * ```js + * for (let i = 0; i < 20; i++) { + * points.push(new PIXI.Point(i * 50, 0)); + * }; + * const rope = new PIXI.RopeGeometry(100, points); + * ``` + * @memberof PIXI + */ + var RopeGeometry = /** @class */ (function (_super) { + __extends$1(RopeGeometry, _super); /** - * Recalculates the bounds of the container. - * - * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds - * is limited to its mask's bounds or filterArea, if any is applied. + * @param width - The width (i.e., thickness) of the rope. + * @param points - An array of {@link PIXI.Point} objects to construct this rope. + * @param textureScale - By default the rope texture will be stretched to match + * rope length. If textureScale is positive this value will be treated as a scaling + * factor and the texture will preserve its aspect ratio instead. To create a tiling rope + * set baseTexture.wrapMode to {@link PIXI.WRAP_MODES.REPEAT} and use a power of two texture, + * then set textureScale=1 to keep the original texture pixel size. + * In order to reduce alpha channel artifacts provide a larger texture and downsample - + * i.e. set textureScale=0.5 to scale it down twice. */ - Container.prototype.calculateBounds = function () { - this._bounds.clear(); - this._calculateBounds(); - for (var i = 0; i < this.children.length; i++) { - var child = this.children[i]; - if (!child.visible || !child.renderable) { - continue; - } - child.calculateBounds(); - // TODO: filter+mask, need to mask both somehow - if (child._mask) { - var maskObject = (child._mask.isMaskData - ? child._mask.maskObject : child._mask); - if (maskObject) { - maskObject.calculateBounds(); - this._bounds.addBoundsMask(child._bounds, maskObject._bounds); - } - else { - this._bounds.addBounds(child._bounds); - } - } - else if (child.filterArea) { - this._bounds.addBoundsArea(child._bounds, child.filterArea); + function RopeGeometry(width, points, textureScale) { + if (width === void 0) { width = 200; } + if (textureScale === void 0) { textureScale = 0; } + var _this = _super.call(this, new Float32Array(points.length * 4), new Float32Array(points.length * 4), new Uint16Array((points.length - 1) * 6)) || this; + _this.points = points; + _this._width = width; + _this.textureScale = textureScale; + _this.build(); + return _this; + } + Object.defineProperty(RopeGeometry.prototype, "width", { + /** + * The width (i.e., thickness) of the rope. + * @readonly + */ + get: function () { + return this._width; + }, + enumerable: false, + configurable: true + }); + /** Refreshes Rope indices and uvs */ + RopeGeometry.prototype.build = function () { + var points = this.points; + if (!points) + { return; } + var vertexBuffer = this.getBuffer('aVertexPosition'); + var uvBuffer = this.getBuffer('aTextureCoord'); + var indexBuffer = this.getIndex(); + // if too little points, or texture hasn't got UVs set yet just move on. + if (points.length < 1) { + return; + } + // if the number of points has changed we will need to recreate the arraybuffers + if (vertexBuffer.data.length / 4 !== points.length) { + vertexBuffer.data = new Float32Array(points.length * 4); + uvBuffer.data = new Float32Array(points.length * 4); + indexBuffer.data = new Uint16Array((points.length - 1) * 6); + } + var uvs = uvBuffer.data; + var indices = indexBuffer.data; + uvs[0] = 0; + uvs[1] = 0; + uvs[2] = 0; + uvs[3] = 1; + var amount = 0; + var prev = points[0]; + var textureWidth = this._width * this.textureScale; + var total = points.length; // - 1; + for (var i = 0; i < total; i++) { + // time to do some smart drawing! + var index = i * 4; + if (this.textureScale > 0) { + // calculate pixel distance from previous point + var dx = prev.x - points[i].x; + var dy = prev.y - points[i].y; + var distance = Math.sqrt((dx * dx) + (dy * dy)); + prev = points[i]; + amount += distance / textureWidth; } else { - this._bounds.addBounds(child._bounds); + // stretch texture + amount = i / (total - 1); } + uvs[index] = amount; + uvs[index + 1] = 0; + uvs[index + 2] = amount; + uvs[index + 3] = 1; } - this._bounds.updateID = this._boundsID; - }; - /** - * Retrieves the local bounds of the displayObject as a rectangle object. - * - * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render() - * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms, - * it was default behaviour of pixi 4.0-5.2 and caused many problems to users. - * @returns - The rectangular bounding area. - */ - Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) { - if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; } - var result = _super.prototype.getLocalBounds.call(this, rect); - if (!skipChildrenUpdate) { - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - if (child.visible) { - child.updateTransform(); - } - } + var indexCount = 0; + for (var i = 0; i < total - 1; i++) { + var index = i * 2; + indices[indexCount++] = index; + indices[indexCount++] = index + 1; + indices[indexCount++] = index + 2; + indices[indexCount++] = index + 2; + indices[indexCount++] = index + 1; + indices[indexCount++] = index + 3; } - return result; - }; - /** - * Recalculates the content bounds of this object. This should be overriden to - * calculate the bounds of this specific object (not including children). - * @protected - */ - Container.prototype._calculateBounds = function () { - // FILL IN// + // ensure that the changes are uploaded + uvBuffer.update(); + indexBuffer.update(); + this.updateVertices(); }; - /** - * Renders this object and its children with culling. - * @protected - * @param {PIXI.Renderer} renderer - The renderer - */ - Container.prototype._renderWithCulling = function (renderer) { - var sourceFrame = renderer.renderTexture.sourceFrame; - // If the source frame is empty, stop rendering. - if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) { + /** refreshes vertices of Rope mesh */ + RopeGeometry.prototype.updateVertices = function () { + var points = this.points; + if (points.length < 1) { return; } - // Render the content of the container only if its bounds intersect with the source frame. - // All filters are on the stack at this point, and the filter source frame is bound: - // therefore, even if the bounds to non intersect the filter frame, the filter - // is still applied and any filter padding that is in the frame is rendered correctly. - var bounds; - var transform; - // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea - // rectangle must completely contain the container and its children including filter padding. - if (this.cullArea) { - bounds = this.cullArea; - transform = this.worldTransform; - } - // If the container doesn't override _render, we can skip the bounds calculation and intersection test. - else if (this._render !== Container.prototype._render) { - bounds = this.getBounds(true); - } - // Render the container if the source frame intersects the bounds. - if (bounds && sourceFrame.intersects(bounds, transform)) { - this._render(renderer); + var lastPoint = points[0]; + var nextPoint; + var perpX = 0; + var perpY = 0; + var vertices = this.buffers[0].data; + var total = points.length; + for (var i = 0; i < total; i++) { + var point = points[i]; + var index = i * 4; + if (i < points.length - 1) { + nextPoint = points[i + 1]; + } + else { + nextPoint = point; + } + perpY = -(nextPoint.x - lastPoint.x); + perpX = nextPoint.y - lastPoint.y; + var perpLength = Math.sqrt((perpX * perpX) + (perpY * perpY)); + var num = this.textureScale > 0 ? this.textureScale * this._width / 2 : this._width / 2; + perpX /= perpLength; + perpY /= perpLength; + perpX *= num; + perpY *= num; + vertices[index] = point.x + perpX; + vertices[index + 1] = point.y + perpY; + vertices[index + 2] = point.x - perpX; + vertices[index + 3] = point.y - perpY; + lastPoint = point; } - // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering. - else if (this.cullArea) { - return; + this.buffers[0].update(); + }; + RopeGeometry.prototype.update = function () { + if (this.textureScale > 0) { + this.build(); // we need to update UVs } - // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect - // the source frame, because the children might have filters with nonzero padding, which may intersect - // with the source frame while the bounds do not: filter padding is not included in the bounds. - // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered - // if they are out of frame; otherwise, render the children normally. - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - var childCullable = child.cullable; - child.cullable = childCullable || !this.cullArea; - child.render(renderer); - child.cullable = childCullable; + else { + this.updateVertices(); } }; + return RopeGeometry; + }(MeshGeometry)); + + /** + * The rope allows you to draw a texture across several points and then manipulate these points + * + *```js + * for (let i = 0; i < 20; i++) { + * points.push(new PIXI.Point(i * 50, 0)); + * }; + * let rope = new PIXI.SimpleRope(PIXI.Texture.from("snake.png"), points); + * ``` + * @memberof PIXI + */ + /** @class */ ((function (_super) { + __extends$1(SimpleRope, _super); /** - * Renders the object using the WebGL renderer. - * - * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the - * container itself. This `render` method will invoke it, and also invoke the `render` methods of all - * children afterward. - * - * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and - * the bounds of this object are out of frame, this implementation will entirely skip rendering. - * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally, - * setting alpha to zero is not recommended for purely skipping rendering. - * - * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is - * advised to employ **culling** to automatically skip rendering objects outside of the current screen. - * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}. - * Other culling methods might be better suited for a large number static objects; see - * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and - * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}. - * - * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or - * filtering is applied on a container. This does, however, break batching and can affect performance when - * masking and filtering is applied extensively throughout the scene graph. - * @param renderer - The renderer + * @param texture - The texture to use on the rope. + * @param points - An array of {@link PIXI.Point} objects to construct this rope. + * @param {number} textureScale - Optional. Positive values scale rope texture + * keeping its aspect ratio. You can reduce alpha channel artifacts by providing a larger texture + * and downsampling here. If set to zero, texture will be stretched instead. */ - Container.prototype.render = function (renderer) { - // if the object is not visible or the alpha is 0 then no need to render this element - if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { - return; - } - // do a quick check to see if this element has a mask or a filter. - if (this._mask || (this.filters && this.filters.length)) { - this.renderAdvanced(renderer); - } - else if (this.cullable) { - this._renderWithCulling(renderer); + function SimpleRope(texture, points, textureScale) { + if (textureScale === void 0) { textureScale = 0; } + var _this = this; + var ropeGeometry = new RopeGeometry(texture.height, points, textureScale); + var meshMaterial = new MeshMaterial(texture); + if (textureScale > 0) { + // attempt to set UV wrapping, will fail on non-power of two textures + texture.baseTexture.wrapMode = WRAP_MODES.REPEAT; } - else { - this._render(renderer); - for (var i = 0, j = this.children.length; i < j; ++i) { - this.children[i].render(renderer); - } + _this = _super.call(this, ropeGeometry, meshMaterial) || this; + /** + * re-calculate vertices by rope points each frame + * @member {boolean} + */ + _this.autoUpdate = true; + return _this; + } + SimpleRope.prototype._render = function (renderer) { + var geometry = this.geometry; + if (this.autoUpdate || geometry._width !== this.shader.texture.height) { + geometry._width = this.shader.texture.height; + geometry.update(); } + _super.prototype._render.call(this, renderer); }; + return SimpleRope; + })(Mesh)); + + /** + * The SimplePlane allows you to draw a texture across several points and then manipulate these points + * + *```js + * for (let i = 0; i < 20; i++) { + * points.push(new PIXI.Point(i * 50, 0)); + * }; + * let SimplePlane = new PIXI.SimplePlane(PIXI.Texture.from("snake.png"), points); + * ``` + * @memberof PIXI + */ + var SimplePlane = /** @class */ (function (_super) { + __extends$1(SimplePlane, _super); /** - * Render the object using the WebGL renderer and advanced features. - * @param renderer - The renderer + * @param texture - The texture to use on the SimplePlane. + * @param verticesX - The number of vertices in the x-axis + * @param verticesY - The number of vertices in the y-axis */ - Container.prototype.renderAdvanced = function (renderer) { - var filters = this.filters; - var mask = this._mask; - // push filter first as we need to ensure the stencil buffer is correct for any masking - if (filters) { - if (!this._enabledFilters) { - this._enabledFilters = []; + function SimplePlane(texture, verticesX, verticesY) { + var _this = this; + var planeGeometry = new PlaneGeometry(texture.width, texture.height, verticesX, verticesY); + var meshMaterial = new MeshMaterial(Texture.WHITE); + _this = _super.call(this, planeGeometry, meshMaterial) || this; + // lets call the setter to ensure all necessary updates are performed + _this.texture = texture; + _this.autoResize = true; + return _this; + } + /** + * Method used for overrides, to do something in case texture frame was changed. + * Meshes based on plane can override it and change more details based on texture. + */ + SimplePlane.prototype.textureUpdated = function () { + this._textureID = this.shader.texture._updateID; + var geometry = this.geometry; + var _a = this.shader.texture, width = _a.width, height = _a.height; + if (this.autoResize && (geometry.width !== width || geometry.height !== height)) { + geometry.width = this.shader.texture.width; + geometry.height = this.shader.texture.height; + geometry.build(); + } + }; + Object.defineProperty(SimplePlane.prototype, "texture", { + get: function () { + return this.shader.texture; + }, + set: function (value) { + // Track texture same way sprite does. + // For generated meshes like NineSlicePlane it can change the geometry. + // Unfortunately, this method might not work if you directly change texture in material. + if (this.shader.texture === value) { + return; } - this._enabledFilters.length = 0; - for (var i = 0; i < filters.length; i++) { - if (filters[i].enabled) { - this._enabledFilters.push(filters[i]); - } + this.shader.texture = value; + this._textureID = -1; + if (value.baseTexture.valid) { + this.textureUpdated(); } - } - var flush = (filters && this._enabledFilters && this._enabledFilters.length) - || (mask && (!mask.isMaskData - || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE)))); - if (flush) { - renderer.batch.flush(); - } - if (filters && this._enabledFilters && this._enabledFilters.length) { - renderer.filter.push(this, this._enabledFilters); - } - if (mask) { - renderer.mask.push(this, this._mask); - } - if (this.cullable) { - this._renderWithCulling(renderer); - } - else { - this._render(renderer); - for (var i = 0, j = this.children.length; i < j; ++i) { - this.children[i].render(renderer); + else { + value.once('update', this.textureUpdated, this); } + }, + enumerable: false, + configurable: true + }); + SimplePlane.prototype._render = function (renderer) { + if (this._textureID !== this.shader.texture._updateID) { + this.textureUpdated(); } - if (flush) { - renderer.batch.flush(); - } - if (mask) { - renderer.mask.pop(this); - } - if (filters && this._enabledFilters && this._enabledFilters.length) { - renderer.filter.pop(); + _super.prototype._render.call(this, renderer); + }; + SimplePlane.prototype.destroy = function (options) { + this.shader.texture.off('update', this.textureUpdated, this); + _super.prototype.destroy.call(this, options); + }; + return SimplePlane; + }(Mesh)); + + /** + * The Simple Mesh class mimics Mesh in PixiJS v4, providing easy-to-use constructor arguments. + * For more robust customization, use {@link PIXI.Mesh}. + * @memberof PIXI + */ + /** @class */ ((function (_super) { + __extends$1(SimpleMesh, _super); + /** + * @param texture - The texture to use + * @param {Float32Array} [vertices] - if you want to specify the vertices + * @param {Float32Array} [uvs] - if you want to specify the uvs + * @param {Uint16Array} [indices] - if you want to specify the indices + * @param drawMode - the drawMode, can be any of the Mesh.DRAW_MODES consts + */ + function SimpleMesh(texture, vertices, uvs, indices, drawMode) { + if (texture === void 0) { texture = Texture.EMPTY; } + var _this = this; + var geometry = new MeshGeometry(vertices, uvs, indices); + geometry.getBuffer('aVertexPosition').static = false; + var meshMaterial = new MeshMaterial(texture); + _this = _super.call(this, geometry, meshMaterial, null, drawMode) || this; + _this.autoUpdate = true; + return _this; + } + Object.defineProperty(SimpleMesh.prototype, "vertices", { + /** + * Collection of vertices data. + * @type {Float32Array} + */ + get: function () { + return this.geometry.getBuffer('aVertexPosition').data; + }, + set: function (value) { + this.geometry.getBuffer('aVertexPosition').data = value; + }, + enumerable: false, + configurable: true + }); + SimpleMesh.prototype._render = function (renderer) { + if (this.autoUpdate) { + this.geometry.getBuffer('aVertexPosition').update(); } + _super.prototype._render.call(this, renderer); }; + return SimpleMesh; + })(Mesh)); + + var DEFAULT_BORDER_SIZE = 10; + /** + * The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful + * for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically + * + *```js + * let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.from('BoxWithRoundedCorners.png'), 15, 15, 15, 15); + * ``` + *
+   *      A                          B
+   *    +---+----------------------+---+
+   *  C | 1 |          2           | 3 |
+   *    +---+----------------------+---+
+   *    |   |                      |   |
+   *    | 4 |          5           | 6 |
+   *    |   |                      |   |
+   *    +---+----------------------+---+
+   *  D | 7 |          8           | 9 |
+   *    +---+----------------------+---+
+   *  When changing this objects width and/or height:
+   *     areas 1 3 7 and 9 will remain unscaled.
+   *     areas 2 and 8 will be stretched horizontally
+   *     areas 4 and 6 will be stretched vertically
+   *     area 5 will be stretched both horizontally and vertically
+   * 
+ * @memberof PIXI + */ + /** @class */ ((function (_super) { + __extends$1(NineSlicePlane, _super); /** - * To be overridden by the subclasses. - * @param _renderer - The renderer + * @param texture - The texture to use on the NineSlicePlane. + * @param {number} [leftWidth=10] - size of the left vertical bar (A) + * @param {number} [topHeight=10] - size of the top horizontal bar (C) + * @param {number} [rightWidth=10] - size of the right vertical bar (B) + * @param {number} [bottomHeight=10] - size of the bottom horizontal bar (D) */ - Container.prototype._render = function (_renderer) { - // this is where content itself gets rendered... + function NineSlicePlane(texture, leftWidth, topHeight, rightWidth, bottomHeight) { + if (leftWidth === void 0) { leftWidth = DEFAULT_BORDER_SIZE; } + if (topHeight === void 0) { topHeight = DEFAULT_BORDER_SIZE; } + if (rightWidth === void 0) { rightWidth = DEFAULT_BORDER_SIZE; } + if (bottomHeight === void 0) { bottomHeight = DEFAULT_BORDER_SIZE; } + var _this = _super.call(this, Texture.WHITE, 4, 4) || this; + _this._origWidth = texture.orig.width; + _this._origHeight = texture.orig.height; + /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ + _this._width = _this._origWidth; + /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ + _this._height = _this._origHeight; + _this._leftWidth = leftWidth; + _this._rightWidth = rightWidth; + _this._topHeight = topHeight; + _this._bottomHeight = bottomHeight; + // lets call the setter to ensure all necessary updates are performed + _this.texture = texture; + return _this; + } + NineSlicePlane.prototype.textureUpdated = function () { + this._textureID = this.shader.texture._updateID; + this._refresh(); + }; + Object.defineProperty(NineSlicePlane.prototype, "vertices", { + get: function () { + return this.geometry.getBuffer('aVertexPosition').data; + }, + set: function (value) { + this.geometry.getBuffer('aVertexPosition').data = value; + }, + enumerable: false, + configurable: true + }); + /** Updates the horizontal vertices. */ + NineSlicePlane.prototype.updateHorizontalVertices = function () { + var vertices = this.vertices; + var scale = this._getMinScale(); + vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight * scale; + vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - (this._bottomHeight * scale); + vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height; + }; + /** Updates the vertical vertices. */ + NineSlicePlane.prototype.updateVerticalVertices = function () { + var vertices = this.vertices; + var scale = this._getMinScale(); + vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth * scale; + vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - (this._rightWidth * scale); + vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width; }; /** - * Removes all internal references and listeners as well as removes children from the display list. - * Do not use a Container after calling `destroy`. - * @param options - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy - * method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the texture of the child sprite - * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the base texture of the child sprite + * Returns the smaller of a set of vertical and horizontal scale of nine slice corners. + * @returns Smaller number of vertical and horizontal scale. */ - Container.prototype.destroy = function (options) { - _super.prototype.destroy.call(this); - this.sortDirty = false; - var destroyChildren = typeof options === 'boolean' ? options : options && options.children; - var oldChildren = this.removeChildren(0, this.children.length); - if (destroyChildren) { - for (var i = 0; i < oldChildren.length; ++i) { - oldChildren[i].destroy(options); - } - } + NineSlicePlane.prototype._getMinScale = function () { + var w = this._leftWidth + this._rightWidth; + var scaleW = this._width > w ? 1.0 : this._width / w; + var h = this._topHeight + this._bottomHeight; + var scaleH = this._height > h ? 1.0 : this._height / h; + var scale = Math.min(scaleW, scaleH); + return scale; }; - Object.defineProperty(Container.prototype, "width", { - /** The width of the Container, setting this will actually modify the scale to achieve the value set. */ + Object.defineProperty(NineSlicePlane.prototype, "width", { + /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ + get: function () { + return this._width; + }, + set: function (value) { + this._width = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(NineSlicePlane.prototype, "height", { + /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ get: function () { - return this.scale.x * this.getLocalBounds().width; + return this._height; }, set: function (value) { - var width = this.getLocalBounds().width; - if (width !== 0) { - this.scale.x = value / width; - } - else { - this.scale.x = 1; - } - this._width = value; + this._height = value; + this._refresh(); }, enumerable: false, configurable: true }); - Object.defineProperty(Container.prototype, "height", { - /** The height of the Container, setting this will actually modify the scale to achieve the value set. */ + Object.defineProperty(NineSlicePlane.prototype, "leftWidth", { + /** The width of the left column. */ get: function () { - return this.scale.y * this.getLocalBounds().height; + return this._leftWidth; }, set: function (value) { - var height = this.getLocalBounds().height; - if (height !== 0) { - this.scale.y = value / height; - } - else { - this.scale.y = 1; - } - this._height = value; + this._leftWidth = value; + this._refresh(); }, enumerable: false, configurable: true }); - return Container; - }(DisplayObject)); - /** - * Container default updateTransform, does update children of container. - * Will crash if there's no parent element. - * @memberof PIXI.Container# - * @method containerUpdateTransform - */ - Container.prototype.containerUpdateTransform = Container.prototype.updateTransform; + Object.defineProperty(NineSlicePlane.prototype, "rightWidth", { + /** The width of the right column. */ + get: function () { + return this._rightWidth; + }, + set: function (value) { + this._rightWidth = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(NineSlicePlane.prototype, "topHeight", { + /** The height of the top row. */ + get: function () { + return this._topHeight; + }, + set: function (value) { + this._topHeight = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(NineSlicePlane.prototype, "bottomHeight", { + /** The height of the bottom row. */ + get: function () { + return this._bottomHeight; + }, + set: function (value) { + this._bottomHeight = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + /** Refreshes NineSlicePlane coords. All of them. */ + NineSlicePlane.prototype._refresh = function () { + var texture = this.texture; + var uvs = this.geometry.buffers[1].data; + this._origWidth = texture.orig.width; + this._origHeight = texture.orig.height; + var _uvw = 1.0 / this._origWidth; + var _uvh = 1.0 / this._origHeight; + uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0; + uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0; + uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1; + uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1; + uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth; + uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - (_uvw * this._rightWidth); + uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight; + uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - (_uvh * this._bottomHeight); + this.updateHorizontalVertices(); + this.updateVerticalVertices(); + this.geometry.buffers[0].update(); + this.geometry.buffers[1].update(); + }; + return NineSlicePlane; + })(SimplePlane)); /*! - * @pixi/ticker - v6.5.7 - * Compiled Thu, 20 Oct 2022 15:13:33 UTC + * @pixi/sprite-animated - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/ticker is licensed under the MIT License. + * @pixi/sprite-animated is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ - /** - * Target frames per millisecond. - * @static - * @name TARGET_FPMS - * @memberof PIXI.settings - * @type {number} - * @default 0.06 - */ - settings$1.TARGET_FPMS = 0.06; - - /** - * Represents the update priorities used by internal PIXI classes when registered with - * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower - * priority items, such as render, should go later. - * @static - * @constant - * @name UPDATE_PRIORITY - * @memberof PIXI - * @enum {number} - * @property {number} [INTERACTION=50] Highest priority, used for {@link PIXI.InteractionManager} - * @property {number} [HIGH=25] High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite} - * @property {number} [NORMAL=0] Default priority for ticker events, see {@link PIXI.Ticker#add}. - * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering. - * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility. - */ - var UPDATE_PRIORITY; - (function (UPDATE_PRIORITY) { - UPDATE_PRIORITY[UPDATE_PRIORITY["INTERACTION"] = 50] = "INTERACTION"; - UPDATE_PRIORITY[UPDATE_PRIORITY["HIGH"] = 25] = "HIGH"; - UPDATE_PRIORITY[UPDATE_PRIORITY["NORMAL"] = 0] = "NORMAL"; - UPDATE_PRIORITY[UPDATE_PRIORITY["LOW"] = -25] = "LOW"; - UPDATE_PRIORITY[UPDATE_PRIORITY["UTILITY"] = -50] = "UTILITY"; - })(UPDATE_PRIORITY || (UPDATE_PRIORITY = {})); + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics = function(d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics(d, b); + }; + + function __extends(d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } /** - * Internal class for handling the priority sorting of ticker handlers. - * @private - * @class + * An AnimatedSprite is a simple way to display an animation depicted by a list of textures. + * + * ```js + * let alienImages = ["image_sequence_01.png","image_sequence_02.png","image_sequence_03.png","image_sequence_04.png"]; + * let textureArray = []; + * + * for (let i=0; i < 4; i++) + * { + * let texture = PIXI.Texture.from(alienImages[i]); + * textureArray.push(texture); + * }; + * + * let animatedSprite = new PIXI.AnimatedSprite(textureArray); + * ``` + * + * The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet} + * containing the animation definitions: + * + * ```js + * PIXI.Loader.shared.add("assets/spritesheet.json").load(setup); + * + * function setup() { + * let sheet = PIXI.Loader.shared.resources["assets/spritesheet.json"].spritesheet; + * animatedSprite = new PIXI.AnimatedSprite(sheet.animations["image_sequence"]); + * ... + * } + * ``` * @memberof PIXI */ - var TickerListener = /** @class */ (function () { + /** @class */ ((function (_super) { + __extends(AnimatedSprite, _super); /** - * Constructor - * @private - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @param priority - The priority for emitting - * @param once - If the handler should fire once + * @param textures - An array of {@link PIXI.Texture} or frame + * objects that make up the animation. + * @param {boolean} [autoUpdate=true] - Whether to use PIXI.Ticker.shared to auto update animation time. */ - function TickerListener(fn, context, priority, once) { - if (context === void 0) { context = null; } - if (priority === void 0) { priority = 0; } - if (once === void 0) { once = false; } - /** The next item in chain. */ - this.next = null; - /** The previous item in chain. */ - this.previous = null; - /** `true` if this listener has been destroyed already. */ - this._destroyed = false; - this.fn = fn; - this.context = context; - this.priority = priority; - this.once = once; + function AnimatedSprite(textures, autoUpdate) { + if (autoUpdate === void 0) { autoUpdate = true; } + var _this = _super.call(this, textures[0] instanceof Texture ? textures[0] : textures[0].texture) || this; + _this._textures = null; + _this._durations = null; + _this._autoUpdate = autoUpdate; + _this._isConnectedToTicker = false; + _this.animationSpeed = 1; + _this.loop = true; + _this.updateAnchor = false; + _this.onComplete = null; + _this.onFrameChange = null; + _this.onLoop = null; + _this._currentTime = 0; + _this._playing = false; + _this._previousFrame = null; + _this.textures = textures; + return _this; } - /** - * Simple compare function to figure out if a function and context match. - * @private - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @returns `true` if the listener match the arguments - */ - TickerListener.prototype.match = function (fn, context) { - if (context === void 0) { context = null; } - return this.fn === fn && this.context === context; - }; - /** - * Emit by calling the current function. - * @private - * @param deltaTime - time since the last emit. - * @returns Next ticker - */ - TickerListener.prototype.emit = function (deltaTime) { - if (this.fn) { - if (this.context) { - this.fn.call(this.context, deltaTime); - } - else { - this.fn(deltaTime); - } - } - var redirect = this.next; - if (this.once) { - this.destroy(true); - } - // Soft-destroying should remove - // the next reference - if (this._destroyed) { - this.next = null; - } - return redirect; - }; - /** - * Connect to the list. - * @private - * @param previous - Input node, previous listener - */ - TickerListener.prototype.connect = function (previous) { - this.previous = previous; - if (previous.next) { - previous.next.previous = this; - } - this.next = previous.next; - previous.next = this; - }; - /** - * Destroy and don't use after this. - * @private - * @param hard - `true` to remove the `next` reference, this - * is considered a hard destroy. Soft destroy maintains the next reference. - * @returns The listener to redirect while emitting or removing. - */ - TickerListener.prototype.destroy = function (hard) { - if (hard === void 0) { hard = false; } - this._destroyed = true; - this.fn = null; - this.context = null; - // Disconnect, hook up next and previous - if (this.previous) { - this.previous.next = this.next; + /** Stops the AnimatedSprite. */ + AnimatedSprite.prototype.stop = function () { + if (!this._playing) { + return; } - if (this.next) { - this.next.previous = this.previous; + this._playing = false; + if (this._autoUpdate && this._isConnectedToTicker) { + Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; } - // Redirect to the next item - var redirect = this.next; - // Remove references - this.next = hard ? null : redirect; - this.previous = null; - return redirect; }; - return TickerListener; - }()); - - /** - * A Ticker class that runs an update loop that other objects listen to. - * - * This class is composed around listeners meant for execution on the next requested animation frame. - * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners. - * @class - * @memberof PIXI - */ - var Ticker = /** @class */ (function () { - function Ticker() { - var _this = this; - /** - * Whether or not this ticker should invoke the method - * {@link PIXI.Ticker#start} automatically - * when a listener is added. - */ - this.autoStart = false; - /** - * Scalar time value from last frame to this frame. - * This value is capped by setting {@link PIXI.Ticker#minFPS} - * and is scaled with {@link PIXI.Ticker#speed}. - * **Note:** The cap may be exceeded by scaling. - */ - this.deltaTime = 1; - /** - * The last time {@link PIXI.Ticker#update} was invoked. - * This value is also reset internally outside of invoking - * update, but only when a new animation frame is requested. - * If the platform supports DOMHighResTimeStamp, - * this value will have a precision of 1 µs. - */ - this.lastTime = -1; - /** - * Factor of current {@link PIXI.Ticker#deltaTime}. - * @example - * // Scales ticker.deltaTime to what would be - * // the equivalent of approximately 120 FPS - * ticker.speed = 2; - */ - this.speed = 1; - /** - * Whether or not this ticker has been started. - * `true` if {@link PIXI.Ticker#start} has been called. - * `false` if {@link PIXI.Ticker#stop} has been called. - * While `false`, this value may change to `true` in the - * event of {@link PIXI.Ticker#autoStart} being `true` - * and a listener is added. - */ - this.started = false; - /** Internal current frame request ID */ - this._requestId = null; - /** - * Internal value managed by minFPS property setter and getter. - * This is the maximum allowed milliseconds between updates. - */ - this._maxElapsedMS = 100; - /** - * Internal value managed by minFPS property setter and getter. - * This is the minimum allowed milliseconds between updates. - */ - this._minElapsedMS = 0; - /** If enabled, deleting is disabled.*/ - this._protected = false; - /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */ - this._lastFrame = -1; - this._head = new TickerListener(null, null, Infinity); - this.deltaMS = 1 / settings$1.TARGET_FPMS; - this.elapsedMS = 1 / settings$1.TARGET_FPMS; - this._tick = function (time) { - _this._requestId = null; - if (_this.started) { - // Invoke listeners now - _this.update(time); - // Listener side effects may have modified ticker state. - if (_this.started && _this._requestId === null && _this._head.next) { - _this._requestId = requestAnimationFrame(_this._tick); - } - } - }; - } - /** - * Conditionally requests a new animation frame. - * If a frame has not already been requested, and if the internal - * emitter has listeners, a new frame is requested. - * @private - */ - Ticker.prototype._requestIfNeeded = function () { - if (this._requestId === null && this._head.next) { - // ensure callbacks get correct delta - this.lastTime = performance.now(); - this._lastFrame = this.lastTime; - this._requestId = requestAnimationFrame(this._tick); + /** Plays the AnimatedSprite. */ + AnimatedSprite.prototype.play = function () { + if (this._playing) { + return; } - }; - /** - * Conditionally cancels a pending animation frame. - * @private - */ - Ticker.prototype._cancelIfNeeded = function () { - if (this._requestId !== null) { - cancelAnimationFrame(this._requestId); - this._requestId = null; + this._playing = true; + if (this._autoUpdate && !this._isConnectedToTicker) { + Ticker.shared.add(this.update, this, UPDATE_PRIORITY.HIGH); + this._isConnectedToTicker = true; } }; /** - * Conditionally requests a new animation frame. - * If the ticker has been started it checks if a frame has not already - * been requested, and if the internal emitter has listeners. If these - * conditions are met, a new frame is requested. If the ticker has not - * been started, but autoStart is `true`, then the ticker starts now, - * and continues with the previous conditions to request a new frame. - * @private + * Stops the AnimatedSprite and goes to a specific frame. + * @param frameNumber - Frame index to stop at. */ - Ticker.prototype._startIfPossible = function () { - if (this.started) { - this._requestIfNeeded(); - } - else if (this.autoStart) { - this.start(); + AnimatedSprite.prototype.gotoAndStop = function (frameNumber) { + this.stop(); + var previousFrame = this.currentFrame; + this._currentTime = frameNumber; + if (previousFrame !== this.currentFrame) { + this.updateTexture(); } }; /** - * Register a handler for tick events. Calls continuously unless - * it is removed or the ticker is stopped. - * @param fn - The listener function to be added for updates - * @param context - The listener context - * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting - * @returns This instance of a ticker - */ - Ticker.prototype.add = function (fn, context, priority) { - if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; } - return this._addListener(new TickerListener(fn, context, priority)); - }; - /** - * Add a handler for the tick event which is only execute once. - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting - * @returns This instance of a ticker - */ - Ticker.prototype.addOnce = function (fn, context, priority) { - if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; } - return this._addListener(new TickerListener(fn, context, priority, true)); - }; - /** - * Internally adds the event handler so that it can be sorted by priority. - * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run - * before the rendering. - * @private - * @param listener - Current listener being added. - * @returns This instance of a ticker + * Goes to a specific frame and begins playing the AnimatedSprite. + * @param frameNumber - Frame index to start at. */ - Ticker.prototype._addListener = function (listener) { - // For attaching to head - var current = this._head.next; - var previous = this._head; - // Add the first item - if (!current) { - listener.connect(previous); - } - else { - // Go from highest to lowest priority - while (current) { - if (listener.priority > current.priority) { - listener.connect(previous); - break; - } - previous = current; - current = current.next; - } - // Not yet connected - if (!listener.previous) { - listener.connect(previous); - } + AnimatedSprite.prototype.gotoAndPlay = function (frameNumber) { + var previousFrame = this.currentFrame; + this._currentTime = frameNumber; + if (previousFrame !== this.currentFrame) { + this.updateTexture(); } - this._startIfPossible(); - return this; + this.play(); }; - /** - * Removes any handlers matching the function and context parameters. - * If no handlers are left after removing, then it cancels the animation frame. - * @param fn - The listener function to be removed - * @param context - The listener context to be removed - * @returns This instance of a ticker + /** + * Updates the object transform for rendering. + * @param deltaTime - Time since last tick. */ - Ticker.prototype.remove = function (fn, context) { - var listener = this._head.next; - while (listener) { - // We found a match, lets remove it - // no break to delete all possible matches - // incase a listener was added 2+ times - if (listener.match(fn, context)) { - listener = listener.destroy(); + AnimatedSprite.prototype.update = function (deltaTime) { + if (!this._playing) { + return; + } + var elapsed = this.animationSpeed * deltaTime; + var previousFrame = this.currentFrame; + if (this._durations !== null) { + var lag = this._currentTime % 1 * this._durations[this.currentFrame]; + lag += elapsed / 60 * 1000; + while (lag < 0) { + this._currentTime--; + lag += this._durations[this.currentFrame]; } - else { - listener = listener.next; + var sign = Math.sign(this.animationSpeed * deltaTime); + this._currentTime = Math.floor(this._currentTime); + while (lag >= this._durations[this.currentFrame]) { + lag -= this._durations[this.currentFrame] * sign; + this._currentTime += sign; } + this._currentTime += lag / this._durations[this.currentFrame]; } - if (!this._head.next) { - this._cancelIfNeeded(); + else { + this._currentTime += elapsed; } - return this; - }; - Object.defineProperty(Ticker.prototype, "count", { - /** - * The number of listeners on this ticker, calculated by walking through linked list - * @readonly - * @member {number} - */ - get: function () { - if (!this._head) { - return 0; + if (this._currentTime < 0 && !this.loop) { + this.gotoAndStop(0); + if (this.onComplete) { + this.onComplete(); } - var count = 0; - var current = this._head; - while ((current = current.next)) { - count++; + } + else if (this._currentTime >= this._textures.length && !this.loop) { + this.gotoAndStop(this._textures.length - 1); + if (this.onComplete) { + this.onComplete(); } - return count; - }, - enumerable: false, - configurable: true - }); - /** Starts the ticker. If the ticker has listeners a new animation frame is requested at this point. */ - Ticker.prototype.start = function () { - if (!this.started) { - this.started = true; - this._requestIfNeeded(); } - }; - /** Stops the ticker. If the ticker has requested an animation frame it is canceled at this point. */ - Ticker.prototype.stop = function () { - if (this.started) { - this.started = false; - this._cancelIfNeeded(); + else if (previousFrame !== this.currentFrame) { + if (this.loop && this.onLoop) { + if (this.animationSpeed > 0 && this.currentFrame < previousFrame) { + this.onLoop(); + } + else if (this.animationSpeed < 0 && this.currentFrame > previousFrame) { + this.onLoop(); + } + } + this.updateTexture(); } }; - /** Destroy the ticker and don't use after this. Calling this method removes all references to internal events. */ - Ticker.prototype.destroy = function () { - if (!this._protected) { - this.stop(); - var listener = this._head.next; - while (listener) { - listener = listener.destroy(true); - } - this._head.destroy(); - this._head = null; + /** Updates the displayed texture to match the current frame index. */ + AnimatedSprite.prototype.updateTexture = function () { + var currentFrame = this.currentFrame; + if (this._previousFrame === currentFrame) { + return; + } + this._previousFrame = currentFrame; + this._texture = this._textures[currentFrame]; + this._textureID = -1; + this._textureTrimmedID = -1; + this._cachedTint = 0xFFFFFF; + this.uvs = this._texture._uvs.uvsFloat32; + if (this.updateAnchor) { + this._anchor.copyFrom(this._texture.defaultAnchor); + } + if (this.onFrameChange) { + this.onFrameChange(this.currentFrame); } }; /** - * Triggers an update. An update entails setting the - * current {@link PIXI.Ticker#elapsedMS}, - * the current {@link PIXI.Ticker#deltaTime}, - * invoking all listeners with current deltaTime, - * and then finally setting {@link PIXI.Ticker#lastTime} - * with the value of currentTime that was provided. - * This method will be called automatically by animation - * frame callbacks if the ticker instance has been started - * and listeners are added. - * @param {number} [currentTime=performance.now()] - the current time of execution + * Stops the AnimatedSprite and destroys it. + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value. + * @param {boolean} [options.children=false] - If set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well. + * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well. */ - Ticker.prototype.update = function (currentTime) { - if (currentTime === void 0) { currentTime = performance.now(); } - var elapsedMS; - // If the difference in time is zero or negative, we ignore most of the work done here. - // If there is no valid difference, then should be no reason to let anyone know about it. - // A zero delta, is exactly that, nothing should update. - // - // The difference in time can be negative, and no this does not mean time traveling. - // This can be the result of a race condition between when an animation frame is requested - // on the current JavaScript engine event loop, and when the ticker's start method is invoked - // (which invokes the internal _requestIfNeeded method). If a frame is requested before - // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests, - // can receive a time argument that can be less than the lastTime value that was set within - // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems. - // - // This check covers this browser engine timing issue, as well as if consumers pass an invalid - // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves. - if (currentTime > this.lastTime) { - // Save uncapped elapsedMS for measurement - elapsedMS = this.elapsedMS = currentTime - this.lastTime; - // cap the milliseconds elapsed used for deltaTime - if (elapsedMS > this._maxElapsedMS) { - elapsedMS = this._maxElapsedMS; - } - elapsedMS *= this.speed; - // If not enough time has passed, exit the function. - // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS - // adjustment to ensure a relatively stable interval. - if (this._minElapsedMS) { - var delta = currentTime - this._lastFrame | 0; - if (delta < this._minElapsedMS) { - return; - } - this._lastFrame = currentTime - (delta % this._minElapsedMS); - } - this.deltaMS = elapsedMS; - this.deltaTime = this.deltaMS * settings$1.TARGET_FPMS; - // Cache a local reference, in-case ticker is destroyed - // during the emit, we can still check for head.next - var head = this._head; - // Invoke listeners added to internal emitter - var listener = head.next; - while (listener) { - listener = listener.emit(this.deltaTime); - } - if (!head.next) { - this._cancelIfNeeded(); - } + AnimatedSprite.prototype.destroy = function (options) { + this.stop(); + _super.prototype.destroy.call(this, options); + this.onComplete = null; + this.onFrameChange = null; + this.onLoop = null; + }; + /** + * A short hand way of creating an AnimatedSprite from an array of frame ids. + * @param frames - The array of frames ids the AnimatedSprite will use as its texture frames. + * @returns - The new animated sprite with the specified frames. + */ + AnimatedSprite.fromFrames = function (frames) { + var textures = []; + for (var i = 0; i < frames.length; ++i) { + textures.push(Texture.from(frames[i])); } - else { - this.deltaTime = this.deltaMS = this.elapsedMS = 0; + return new AnimatedSprite(textures); + }; + /** + * A short hand way of creating an AnimatedSprite from an array of image ids. + * @param images - The array of image urls the AnimatedSprite will use as its texture frames. + * @returns The new animate sprite with the specified images as frames. + */ + AnimatedSprite.fromImages = function (images) { + var textures = []; + for (var i = 0; i < images.length; ++i) { + textures.push(Texture.from(images[i])); } - this.lastTime = currentTime; + return new AnimatedSprite(textures); }; - Object.defineProperty(Ticker.prototype, "FPS", { + Object.defineProperty(AnimatedSprite.prototype, "totalFrames", { /** - * The frames per second at which this ticker is running. - * The default is approximately 60 in most modern browsers. - * **Note:** This does not factor in the value of - * {@link PIXI.Ticker#speed}, which is specific - * to scaling {@link PIXI.Ticker#deltaTime}. - * @member {number} + * The total number of frames in the AnimatedSprite. This is the same as number of textures + * assigned to the AnimatedSprite. * @readonly + * @default 0 */ get: function () { - return 1000 / this.elapsedMS; + return this._textures.length; }, enumerable: false, configurable: true }); - Object.defineProperty(Ticker.prototype, "minFPS", { - /** - * Manages the maximum amount of milliseconds allowed to - * elapse between invoking {@link PIXI.Ticker#update}. - * This value is used to cap {@link PIXI.Ticker#deltaTime}, - * but does not effect the measured value of {@link PIXI.Ticker#FPS}. - * When setting this property it is clamped to a value between - * `0` and `PIXI.settings.TARGET_FPMS * 1000`. - * @member {number} - * @default 10 - */ + Object.defineProperty(AnimatedSprite.prototype, "textures", { + /** The array of textures used for this AnimatedSprite. */ get: function () { - return 1000 / this._maxElapsedMS; + return this._textures; }, - set: function (fps) { - // Minimum must be below the maxFPS - var minFPS = Math.min(this.maxFPS, fps); - // Must be at least 0, but below 1 / settings.TARGET_FPMS - var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings$1.TARGET_FPMS); - this._maxElapsedMS = 1 / minFPMS; + set: function (value) { + if (value[0] instanceof Texture) { + this._textures = value; + this._durations = null; + } + else { + this._textures = []; + this._durations = []; + for (var i = 0; i < value.length; i++) { + this._textures.push(value[i].texture); + this._durations.push(value[i].time); + } + } + this._previousFrame = null; + this.gotoAndStop(0); + this.updateTexture(); }, enumerable: false, configurable: true }); - Object.defineProperty(Ticker.prototype, "maxFPS", { + Object.defineProperty(AnimatedSprite.prototype, "currentFrame", { /** - * Manages the minimum amount of milliseconds required to - * elapse between invoking {@link PIXI.Ticker#update}. - * This will effect the measured value of {@link PIXI.Ticker#FPS}. - * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can. - * Otherwise it will be at least `minFPS` - * @member {number} - * @default 0 + * The AnimatedSprites current frame index. + * @readonly */ get: function () { - if (this._minElapsedMS) { - return Math.round(1000 / this._minElapsedMS); - } - return 0; - }, - set: function (fps) { - if (fps === 0) { - this._minElapsedMS = 0; - } - else { - // Max must be at least the minFPS - var maxFPS = Math.max(this.minFPS, fps); - this._minElapsedMS = 1 / (maxFPS / 1000); + var currentFrame = Math.floor(this._currentTime) % this._textures.length; + if (currentFrame < 0) { + currentFrame += this._textures.length; } + return currentFrame; }, enumerable: false, configurable: true }); - Object.defineProperty(Ticker, "shared", { + Object.defineProperty(AnimatedSprite.prototype, "playing", { /** - * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by - * {@link PIXI.VideoResource} to update animation frames / video textures. - * - * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true. - * - * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance. - * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker. - * @example - * let ticker = PIXI.Ticker.shared; - * // Set this to prevent starting this ticker when listeners are added. - * // By default this is true only for the PIXI.Ticker.shared instance. - * ticker.autoStart = false; - * // FYI, call this to ensure the ticker is stopped. It should be stopped - * // if you have not attempted to render anything yet. - * ticker.stop(); - * // Call this when you are ready for a running shared ticker. - * ticker.start(); - * @example - * // You may use the shared ticker to render... - * let renderer = PIXI.autoDetectRenderer(); - * let stage = new PIXI.Container(); - * document.body.appendChild(renderer.view); - * ticker.add(function (time) { - * renderer.render(stage); - * }); - * @example - * // Or you can just update it manually. - * ticker.autoStart = false; - * ticker.stop(); - * function animate(time) { - * ticker.update(time); - * renderer.render(stage); - * requestAnimationFrame(animate); - * } - * animate(performance.now()); - * @member {PIXI.Ticker} - * @static + * Indicates if the AnimatedSprite is currently playing. + * @readonly */ get: function () { - if (!Ticker._shared) { - var shared = Ticker._shared = new Ticker(); - shared.autoStart = true; - shared._protected = true; - } - return Ticker._shared; + return this._playing; }, enumerable: false, configurable: true }); - Object.defineProperty(Ticker, "system", { - /** - * The system ticker instance used by {@link PIXI.InteractionManager} and by - * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused, - * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused. - * - * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance. - * @member {PIXI.Ticker} - * @static - */ + Object.defineProperty(AnimatedSprite.prototype, "autoUpdate", { + /** Whether to use PIXI.Ticker.shared to auto update animation time. */ get: function () { - if (!Ticker._system) { - var system = Ticker._system = new Ticker(); - system.autoStart = true; - system._protected = true; + return this._autoUpdate; + }, + set: function (value) { + if (value !== this._autoUpdate) { + this._autoUpdate = value; + if (!this._autoUpdate && this._isConnectedToTicker) { + Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; + } + else if (this._autoUpdate && !this._isConnectedToTicker && this._playing) { + Ticker.shared.add(this.update, this); + this._isConnectedToTicker = true; + } } - return Ticker._system; }, enumerable: false, configurable: true }); - return Ticker; - }()); + return AnimatedSprite; + })(Sprite)); - /** - * Middleware for for Application Ticker. - * @example - * import {TickerPlugin} from '@pixi/ticker'; - * import {Application} from '@pixi/app'; - * import {extensions} from '@pixi/extensions'; - * extensions.add(TickerPlugin); - * @class - * @memberof PIXI + /*! + * pixi.js - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * pixi.js is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license */ - /** @class */ ((function () { - function TickerPlugin() { - } - /** - * Initialize the plugin with scope of application instance - * @static - * @private - * @param {object} [options] - See application options - */ - TickerPlugin.init = function (options) { - var _this = this; - // Set default - options = Object.assign({ - autoStart: true, - sharedTicker: false, - }, options); - // Create ticker setter - Object.defineProperty(this, 'ticker', { - set: function (ticker) { - if (this._ticker) { - this._ticker.remove(this.render, this); - } - this._ticker = ticker; - if (ticker) { - ticker.add(this.render, this, UPDATE_PRIORITY.LOW); - } - }, - get: function () { - return this._ticker; - }, - }); - /** - * Convenience method for stopping the render. - * @method - * @memberof PIXI.Application - * @instance - */ - this.stop = function () { - _this._ticker.stop(); - }; - /** - * Convenience method for starting the render. - * @method - * @memberof PIXI.Application - * @instance - */ - this.start = function () { - _this._ticker.start(); - }; - /** - * Internal reference to the ticker. - * @type {PIXI.Ticker} - * @name _ticker - * @memberof PIXI.Application# - * @private - */ - this._ticker = null; - /** - * Ticker for doing render updates. - * @type {PIXI.Ticker} - * @name ticker - * @memberof PIXI.Application# - * @default PIXI.Ticker.shared - */ - this.ticker = options.sharedTicker ? Ticker.shared : new Ticker(); - // Start the rendering - if (options.autoStart) { - this.start(); - } - }; - /** - * Clean up the ticker, scoped to application. - * @static - * @private - */ - TickerPlugin.destroy = function () { - if (this._ticker) { - var oldTicker = this._ticker; - this.ticker = null; - oldTicker.destroy(); - } - }; - /** @ignore */ - TickerPlugin.extension = ExtensionType.Application; - return TickerPlugin; - })()); + + extensions.add( + // Install renderer plugins + AccessibilityManager, Extract, InteractionManager, ParticleRenderer, Prepare, BatchRenderer, TilingSpriteRenderer, + // Install loader plugins + BitmapFontLoader, CompressedTextureLoader, DDSLoader, KTXLoader, SpritesheetLoader, + // Install application plugins + TickerPlugin, AppLoaderPlugin); /** * Derive this class to create user-defined plugins @@ -69074,19 +39712,20 @@ * @param {(function|string)} [ease] * @param {defaults} default penner equation to use if none is provided */ + // eslint-disable-next-line consistent-return function ease(ease, defaults) { if (!ease) { - return penner[defaults] + return penner[defaults]; } else if (typeof ease === 'function') { - return ease + return ease; } else if (typeof ease === 'string') { - return penner[ease] + return penner[ease]; } } @@ -69294,7 +39933,7 @@ { this.parent.fitHeight(this.height, this.keepCenter, this.width === null); } - if (!this.keepCenter) + if (!this.keepCenter && this.options.position) { this.parent.moveCenter(this.options.position); } @@ -69422,6 +40061,8 @@ + + @@ -69447,7 +40088,7 @@ /** Holds whether to bounce from left side. */ - + /** Holds whether to bounce from top side. */ @@ -69506,7 +40147,9 @@ this.left = this.options.sides.indexOf('left') !== -1; this.right = this.options.sides.indexOf('right') !== -1; } - } else { + } + else + { this.left = this.top = this.right = this.bottom = false; } @@ -69519,7 +40162,9 @@ } else { + // eslint-disable-next-line no-nested-ternary this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0; + // eslint-disable-next-line no-nested-ternary this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0; } @@ -69654,8 +40299,8 @@ y1 * this.parent.scale.y ), bottomRight: new Point( - width * this.parent.scale.x - this.parent.screenWidth, - height * this.parent.scale.y - this.parent.screenHeight + (width * this.parent.scale.x) - this.parent.screenWidth, + (height * this.parent.scale.y) - this.parent.screenHeight ) }; } @@ -69667,8 +40312,8 @@ bottom: this.parent.bottom > this.parent.worldHeight, topLeft: new Point(0, 0), bottomRight: new Point( - this.parent.worldWidth * this.parent.scale.x - this.parent.screenWidth, - this.parent.worldHeight * this.parent.scale.y - this.parent.screenHeight + (this.parent.worldWidth * this.parent.scale.x) - this.parent.screenWidth, + (this.parent.worldHeight * this.parent.scale.y) - this.parent.screenHeight ) }; } @@ -69691,7 +40336,8 @@ if (decelerate && (decelerate.x || decelerate.y)) { - if ((decelerate.x && decelerate.percentChangeX === _optionalChain$1([decelerate, 'access', _ => _.options, 'optionalAccess', _2 => _2.friction])) || (decelerate.y && decelerate.percentChangeY === _optionalChain$1([decelerate, 'access', _3 => _3.options, 'optionalAccess', _4 => _4.friction]))) + if ((decelerate.x && decelerate.percentChangeX === _optionalChain$1([decelerate, 'access', _ => _.options, 'optionalAccess', _2 => _2.friction])) + || (decelerate.y && decelerate.percentChangeY === _optionalChain$1([decelerate, 'access', _3 => _3.options, 'optionalAccess', _4 => _4.friction]))) { oob = this.oob(); if ((oob.left && this.left) || (oob.right && this.right)) @@ -69767,12 +40413,14 @@ * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side; * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight] - * eg: to allow the world to be completely dragged offscreen, set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2] + * eg: to allow the world to be completely dragged offscreen, set + * [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2] * * Underflow determines what happens when the world is smaller than the viewport * 1. none = the world is clamped but there is no special behavior * 2. center = the world is centered on the viewport - * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the appropriate boundaries + * 3. combination of top/bottom/center and left/right/center (case insensitive) = + * the world is stuck to the appropriate boundaries * */ @@ -69887,7 +40535,9 @@ } else { + // eslint-disable-next-line no-nested-ternary this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0; + // eslint-disable-next-line no-nested-ternary this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0; this.noUnderflow = false; } @@ -69964,7 +40614,8 @@ { if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right)) { - this.parent.x = -(this.options.right === true ? this.parent.worldWidth : this.options.right) * this.parent.scale.x + this.parent.screenWidth; + this.parent.x = (-(this.options.right === true ? this.parent.worldWidth : this.options.right) + * this.parent.scale.x) + this.parent.screenWidth; decelerate.x = 0; moved = true; } @@ -70021,8 +40672,8 @@ { if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)) { - this.parent.y = -(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom) - * this.parent.scale.y + this.parent.screenHeight; + this.parent.y = (-(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom) + * this.parent.scale.y) + this.parent.screenHeight; decelerate.y = 0; moved = true; } @@ -70450,16 +41101,22 @@ this.timeSinceRelease += elapsed; // End decelerate velocity once it goes under a certain amount of precision. - if (this.x && this.y) { - if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) { - this.x = 0; - this.y = 0; + if (this.x && this.y) + { + if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) + { + this.x = 0; + this.y = 0; } - } else { - if (Math.abs(this.x || 0) < this.options.minSpeed) { + } + else + { + if (Math.abs(this.x || 0) < this.options.minSpeed) + { this.x = 0; } - if (Math.abs(this.y || 0) < this.options.minSpeed) { + if (Math.abs(this.y || 0) < this.options.minSpeed) + { this.y = 0; } } @@ -70572,6 +41229,7 @@ + const DEFAULT_DRAG_OPTIONS = { @@ -70630,13 +41288,15 @@ /** The ID of the pointer currently panning the viewport. */ + /** Array of event-handlers for window */ + __init() {this.windowEventHandlers = new Array();} + /** * This is called by {@link Viewport.drag}. */ constructor(parent, options = {}) { - super(parent); - + super(parent);Drag.prototype.__init.call(this); this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options); this.moved = false; this.reverse = this.options.reverse ? 1 : -1; @@ -70660,16 +41320,30 @@ */ handleKeyPresses(codes) { - window.addEventListener('keydown', (e) => - { + const keydownHandler = (e) => { if (codes.includes(e.code)) { this.keyIsPressed = true; } - }); + }; - window.addEventListener('keyup', (e) => - { + const keyupHandler = (e) => { if (codes.includes(e.code)) { this.keyIsPressed = false; } + }; + + this.addWindowEventHandler("keyup", keyupHandler); + this.addWindowEventHandler("keydown", keydownHandler); + } + + addWindowEventHandler(event, handler) + { + window.addEventListener(event, handler); + this.windowEventHandlers.push({event, handler}); + } + + destroy() + { + this.windowEventHandlers.forEach(({event, handler}) => { + window.removeEventListener(event, handler); }); } @@ -71109,20 +41783,21 @@ if (distance) { - const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) / (2 * this.options.acceleration); + const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) + / (2 * this.options.acceleration); if (distance > decelerationDistance) { this.velocity = { - x: Math.min(this.velocity.x + this.options.acceleration * elapsed, this.options.speed), - y: Math.min(this.velocity.y + this.options.acceleration * elapsed, this.options.speed) + x: Math.min(this.velocity.x + (this.options.acceleration * elapsed, this.options.speed)), + y: Math.min(this.velocity.y + (this.options.acceleration * elapsed, this.options.speed)) }; } else { this.velocity = { - x: Math.max(this.velocity.x - this.options.acceleration * this.options.speed, 0), - y: Math.max(this.velocity.y - this.options.acceleration * this.options.speed, 0) + x: Math.max(this.velocity.x - (this.options.acceleration * this.options.speed), 0), + y: Math.max(this.velocity.y - (this.options.acceleration * this.options.speed), 0) }; } const changeX = Math.cos(angle) * this.velocity.x; @@ -71195,6 +41870,8 @@ + + @@ -71558,9 +42235,9 @@ const point = { x: (first.last ).x - + ((second.last ).x - (first.last ).x) / 2, + + (((second.last ).x - (first.last ).x) / 2), y: (first.last ).y - + ((second.last ).y - (first.last ).y) / 2, + + (((second.last ).y - (first.last ).y) / 2), }; if (!this.options.center) @@ -71573,7 +42250,7 @@ dist = dist === 0 ? dist = 0.0000000001 : dist; - const change = (1 - last / dist) * this.options.percent + const change = (1 - (last / dist)) * this.options.percent * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y); if (this.isAxisX()) @@ -72388,8 +43065,8 @@ }; this.smoothing = { - x: ((this.parent.scale.x + original.x) * change - this.parent.scale.x) / this.options.smooth, - y: ((this.parent.scale.y + original.y) * change - this.parent.scale.y) / this.options.smooth, + x: (((this.parent.scale.x + original.x) * change) - this.parent.scale.x) / this.options.smooth, + y: (((this.parent.scale.y + original.y) * change) - this.parent.scale.y) / this.options.smooth, }; this.smoothingCount = 0; this.smoothingCenter = point; @@ -72803,6 +43480,14 @@ */ add(name, plugin, index = PLUGIN_ORDER.length) { + + const oldPlugin = this.plugins[name]; + + if (oldPlugin) + { + oldPlugin.destroy(); + } + this.plugins[name] = plugin; const current = PLUGIN_ORDER.indexOf(name); @@ -72890,6 +43575,9 @@ /** removes all installed plugins */ removeAll() { + this.list.forEach((plugin) => { + plugin.destroy(); + }); this.plugins = {}; this.sort(); } @@ -72903,6 +43591,7 @@ { if (this.plugins[name]) { + _optionalChain([this, 'access', _4 => _4.plugins, 'access', _5 => _5[name], 'optionalAccess', _6 => _6.destroy, 'call', _7 => _7()]); delete this.plugins[name]; this.viewport.emit(`${name}-remove`); this.sort(); @@ -72916,7 +43605,7 @@ */ pause(name) { - _optionalChain([this, 'access', _4 => _4.plugins, 'access', _5 => _5[name], 'optionalAccess', _6 => _6.pause, 'call', _7 => _7()]); + _optionalChain([this, 'access', _8 => _8.plugins, 'access', _9 => _9[name], 'optionalAccess', _10 => _10.pause, 'call', _11 => _11()]); } /** @@ -72926,7 +43615,7 @@ */ resume(name) { - _optionalChain([this, 'access', _8 => _8.plugins, 'access', _9 => _9[name], 'optionalAccess', _10 => _10.resume, 'call', _11 => _11()]); + _optionalChain([this, 'access', _12 => _12.plugins, 'access', _13 => _13[name], 'optionalAccess', _14 => _14.resume, 'call', _15 => _15()]); } /** diff --git a/docs/builds/rollup/index.js.map b/docs/builds/rollup/index.js.map index a5b379b9..fffe5d16 100644 --- a/docs/builds/rollup/index.js.map +++ b/docs/builds/rollup/index.js.map @@ -1 +1 @@ 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* @this {Promise}\n */\nfunction finallyConstructor(callback) {\n var constructor = this.constructor;\n return this.then(\n function(value) {\n // @ts-ignore\n return constructor.resolve(callback()).then(function() {\n return value;\n });\n },\n function(reason) {\n // @ts-ignore\n return constructor.resolve(callback()).then(function() {\n // @ts-ignore\n return constructor.reject(reason);\n });\n }\n );\n}\n\nexport default finallyConstructor;\n","function allSettled(arr) {\n var P = this;\n return new P(function(resolve, reject) {\n if (!(arr && typeof arr.length !== 'undefined')) {\n return reject(\n new TypeError(\n typeof arr +\n ' ' +\n arr +\n ' is not iterable(cannot read property Symbol(Symbol.iterator))'\n )\n );\n }\n var args = Array.prototype.slice.call(arr);\n if (args.length === 0) return resolve([]);\n var remaining = args.length;\n\n function res(i, val) {\n if (val && (typeof val === 'object' || typeof val === 'function')) {\n var then = val.then;\n if (typeof then === 'function') {\n then.call(\n val,\n function(val) {\n res(i, val);\n },\n function(e) {\n args[i] = { status: 'rejected', reason: e };\n if (--remaining === 0) {\n resolve(args);\n }\n }\n );\n return;\n }\n }\n args[i] = { status: 'fulfilled', value: val };\n if (--remaining === 0) {\n resolve(args);\n }\n }\n\n for (var i = 0; i < args.length; i++) {\n res(i, args[i]);\n }\n });\n}\n\nexport default allSettled;\n","import promiseFinally from './finally';\nimport allSettled from './allSettled';\n\n// Store setTimeout reference so promise-polyfill will be unaffected by\n// other code modifying setTimeout (like sinon.useFakeTimers())\nvar setTimeoutFunc = setTimeout;\n\nfunction isArray(x) {\n return Boolean(x && typeof x.length !== 'undefined');\n}\n\nfunction noop() {}\n\n// Polyfill for Function.prototype.bind\nfunction bind(fn, thisArg) {\n return function() {\n fn.apply(thisArg, arguments);\n };\n}\n\n/**\n * @constructor\n * @param {Function} fn\n */\nfunction Promise(fn) {\n if (!(this instanceof Promise))\n throw new TypeError('Promises must be constructed via new');\n if (typeof fn !== 'function') throw new TypeError('not a function');\n /** @type {!number} */\n this._state = 0;\n /** @type {!boolean} */\n this._handled = false;\n /** @type {Promise|undefined} */\n this._value = undefined;\n /** @type {!Array} */\n this._deferreds = [];\n\n doResolve(fn, this);\n}\n\nfunction handle(self, deferred) {\n while (self._state === 3) {\n self = self._value;\n }\n if (self._state === 0) {\n self._deferreds.push(deferred);\n return;\n }\n self._handled = true;\n Promise._immediateFn(function() {\n var cb = self._state === 1 ? deferred.onFulfilled : deferred.onRejected;\n if (cb === null) {\n (self._state === 1 ? resolve : reject)(deferred.promise, self._value);\n return;\n }\n var ret;\n try {\n ret = cb(self._value);\n } catch (e) {\n reject(deferred.promise, e);\n return;\n }\n resolve(deferred.promise, ret);\n });\n}\n\nfunction resolve(self, newValue) {\n try {\n // Promise Resolution Procedure: https://github.com/promises-aplus/promises-spec#the-promise-resolution-procedure\n if (newValue === self)\n throw new TypeError('A promise cannot be resolved with itself.');\n if (\n newValue &&\n (typeof newValue === 'object' || typeof newValue === 'function')\n ) {\n var then = newValue.then;\n if (newValue instanceof Promise) {\n self._state = 3;\n self._value = newValue;\n finale(self);\n return;\n } else if (typeof then === 'function') {\n doResolve(bind(then, newValue), self);\n return;\n }\n }\n self._state = 1;\n self._value = newValue;\n finale(self);\n } catch (e) {\n reject(self, e);\n }\n}\n\nfunction reject(self, newValue) {\n self._state = 2;\n self._value = newValue;\n finale(self);\n}\n\nfunction finale(self) {\n if (self._state === 2 && self._deferreds.length === 0) {\n Promise._immediateFn(function() {\n if (!self._handled) {\n Promise._unhandledRejectionFn(self._value);\n }\n });\n }\n\n for (var i = 0, len = self._deferreds.length; i < len; i++) {\n handle(self, self._deferreds[i]);\n }\n self._deferreds = null;\n}\n\n/**\n * @constructor\n */\nfunction Handler(onFulfilled, onRejected, promise) {\n this.onFulfilled = typeof onFulfilled === 'function' ? onFulfilled : null;\n this.onRejected = typeof onRejected === 'function' ? onRejected : null;\n this.promise = promise;\n}\n\n/**\n * Take a potentially misbehaving resolver function and make sure\n * onFulfilled and onRejected are only called once.\n *\n * Makes no guarantees about asynchrony.\n */\nfunction doResolve(fn, self) {\n var done = false;\n try {\n fn(\n function(value) {\n if (done) return;\n done = true;\n resolve(self, value);\n },\n function(reason) {\n if (done) return;\n done = true;\n reject(self, reason);\n }\n );\n } catch (ex) {\n if (done) return;\n done = true;\n reject(self, ex);\n }\n}\n\nPromise.prototype['catch'] = function(onRejected) {\n return this.then(null, onRejected);\n};\n\nPromise.prototype.then = function(onFulfilled, onRejected) {\n // @ts-ignore\n var prom = new this.constructor(noop);\n\n handle(this, new Handler(onFulfilled, onRejected, prom));\n return prom;\n};\n\nPromise.prototype['finally'] = promiseFinally;\n\nPromise.all = function(arr) {\n return new Promise(function(resolve, reject) {\n if (!isArray(arr)) {\n return reject(new TypeError('Promise.all accepts an array'));\n }\n\n var args = Array.prototype.slice.call(arr);\n if (args.length === 0) return resolve([]);\n var remaining = args.length;\n\n function res(i, val) {\n try {\n if (val && (typeof val === 'object' || typeof val === 'function')) {\n var then = val.then;\n if (typeof then === 'function') {\n then.call(\n val,\n function(val) {\n res(i, val);\n },\n reject\n );\n return;\n }\n }\n args[i] = val;\n if (--remaining === 0) {\n resolve(args);\n }\n } catch (ex) {\n reject(ex);\n }\n }\n\n for (var i = 0; i < args.length; i++) {\n res(i, args[i]);\n }\n });\n};\n\nPromise.allSettled = allSettled;\n\nPromise.resolve = function(value) {\n if (value && typeof value === 'object' && value.constructor === Promise) {\n return value;\n }\n\n return new Promise(function(resolve) {\n resolve(value);\n });\n};\n\nPromise.reject = function(value) {\n return new Promise(function(resolve, reject) {\n reject(value);\n });\n};\n\nPromise.race = function(arr) {\n return new Promise(function(resolve, reject) {\n if (!isArray(arr)) {\n return reject(new TypeError('Promise.race accepts an array'));\n }\n\n for (var i = 0, len = arr.length; i < len; i++) {\n Promise.resolve(arr[i]).then(resolve, reject);\n }\n });\n};\n\n// Use polyfill for setImmediate for performance gains\nPromise._immediateFn =\n // @ts-ignore\n (typeof setImmediate === 'function' &&\n function(fn) {\n // @ts-ignore\n setImmediate(fn);\n }) ||\n function(fn) {\n setTimeoutFunc(fn, 0);\n };\n\nPromise._unhandledRejectionFn = function _unhandledRejectionFn(err) {\n if (typeof console !== 'undefined' && console) {\n console.warn('Possible Unhandled Promise Rejection:', err); // eslint-disable-line no-console\n }\n};\n\nexport default Promise;\n","/*\nobject-assign\n(c) Sindre Sorhus\n@license MIT\n*/\n\n'use strict';\n/* eslint-disable no-unused-vars */\nvar getOwnPropertySymbols = Object.getOwnPropertySymbols;\nvar hasOwnProperty = Object.prototype.hasOwnProperty;\nvar propIsEnumerable = Object.prototype.propertyIsEnumerable;\n\nfunction toObject(val) {\n\tif (val === null || val === undefined) {\n\t\tthrow new TypeError('Object.assign cannot be called with null or undefined');\n\t}\n\n\treturn Object(val);\n}\n\nfunction shouldUseNative() {\n\ttry {\n\t\tif (!Object.assign) {\n\t\t\treturn false;\n\t\t}\n\n\t\t// Detect buggy property enumeration order in older V8 versions.\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=4118\n\t\tvar test1 = new String('abc'); // eslint-disable-line no-new-wrappers\n\t\ttest1[5] = 'de';\n\t\tif (Object.getOwnPropertyNames(test1)[0] === '5') {\n\t\t\treturn false;\n\t\t}\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=3056\n\t\tvar test2 = {};\n\t\tfor (var i = 0; i < 10; i++) {\n\t\t\ttest2['_' + String.fromCharCode(i)] = i;\n\t\t}\n\t\tvar order2 = Object.getOwnPropertyNames(test2).map(function (n) {\n\t\t\treturn test2[n];\n\t\t});\n\t\tif (order2.join('') !== '0123456789') {\n\t\t\treturn false;\n\t\t}\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=3056\n\t\tvar test3 = {};\n\t\t'abcdefghijklmnopqrst'.split('').forEach(function (letter) {\n\t\t\ttest3[letter] = letter;\n\t\t});\n\t\tif (Object.keys(Object.assign({}, test3)).join('') !==\n\t\t\t\t'abcdefghijklmnopqrst') {\n\t\t\treturn false;\n\t\t}\n\n\t\treturn true;\n\t} catch (err) {\n\t\t// We don't expect any of the above to throw, but better to be safe.\n\t\treturn false;\n\t}\n}\n\nmodule.exports = shouldUseNative() ? Object.assign : function (target, source) {\n\tvar from;\n\tvar to = toObject(target);\n\tvar symbols;\n\n\tfor (var s = 1; s < arguments.length; s++) {\n\t\tfrom = Object(arguments[s]);\n\n\t\tfor (var key in from) {\n\t\t\tif (hasOwnProperty.call(from, key)) {\n\t\t\t\tto[key] = from[key];\n\t\t\t}\n\t\t}\n\n\t\tif (getOwnPropertySymbols) {\n\t\t\tsymbols = getOwnPropertySymbols(from);\n\t\t\tfor (var i = 0; i < symbols.length; i++) {\n\t\t\t\tif (propIsEnumerable.call(from, symbols[i])) {\n\t\t\t\t\tto[symbols[i]] = from[symbols[i]];\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\treturn to;\n};\n","/*!\n * @pixi/polyfill - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/polyfill is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport Polyfill from 'promise-polyfill';\nimport objectAssign from 'object-assign';\n\nif (typeof globalThis === 'undefined') {\n if (typeof self !== 'undefined') {\n // covers browsers\n // @ts-expect-error not-writable ts(2540) error only on node\n self.globalThis = self;\n }\n else if (typeof global !== 'undefined') {\n // covers versions of Node < 12\n // @ts-expect-error not-writable ts(2540) error only on node\n global.globalThis = global;\n }\n}\n\n// Support for IE 9 - 11 which does not include Promises\nif (!globalThis.Promise) {\n globalThis.Promise = Polyfill;\n}\n\n// References:\nif (!Object.assign) {\n Object.assign = objectAssign;\n}\n\n// References:\n// http://paulirish.com/2011/requestanimationframe-for-smart-animating/\n// https://gist.github.com/1579671\n// http://updates.html5rocks.com/2012/05/requestAnimationFrame-API-now-with-sub-millisecond-precision\n// https://gist.github.com/timhall/4078614\n// https://github.com/Financial-Times/polyfill-service/tree/master/polyfills/requestAnimationFrame\n// Expected to be used with Browserfiy\n// Browserify automatically detects the use of `global` and passes the\n// correct reference of `global`, `globalThis`, and finally `window`\nvar ONE_FRAME_TIME = 16;\n// Date.now\nif (!(Date.now && Date.prototype.getTime)) {\n Date.now = function now() {\n return new Date().getTime();\n };\n}\n// performance.now\nif (!(globalThis.performance && globalThis.performance.now)) {\n var startTime_1 = Date.now();\n if (!globalThis.performance) {\n globalThis.performance = {};\n }\n globalThis.performance.now = function () { return Date.now() - startTime_1; };\n}\n// requestAnimationFrame\nvar lastTime = Date.now();\nvar vendors = ['ms', 'moz', 'webkit', 'o'];\nfor (var x = 0; x < vendors.length && !globalThis.requestAnimationFrame; ++x) {\n var p = vendors[x];\n globalThis.requestAnimationFrame = globalThis[p + \"RequestAnimationFrame\"];\n globalThis.cancelAnimationFrame = globalThis[p + \"CancelAnimationFrame\"]\n || globalThis[p + \"CancelRequestAnimationFrame\"];\n}\nif (!globalThis.requestAnimationFrame) {\n globalThis.requestAnimationFrame = function (callback) {\n if (typeof callback !== 'function') {\n throw new TypeError(callback + \"is not a function\");\n }\n var currentTime = Date.now();\n var delay = ONE_FRAME_TIME + lastTime - currentTime;\n if (delay < 0) {\n delay = 0;\n }\n lastTime = currentTime;\n return globalThis.self.setTimeout(function () {\n lastTime = Date.now();\n callback(performance.now());\n }, delay);\n };\n}\nif (!globalThis.cancelAnimationFrame) {\n globalThis.cancelAnimationFrame = function (id) { return clearTimeout(id); };\n}\n\n// References:\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign\nif (!Math.sign) {\n Math.sign = function mathSign(x) {\n x = Number(x);\n if (x === 0 || isNaN(x)) {\n return x;\n }\n return x > 0 ? 1 : -1;\n };\n}\n\n// References:\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger\nif (!Number.isInteger) {\n Number.isInteger = function numberIsInteger(value) {\n return typeof value === 'number' && isFinite(value) && Math.floor(value) === value;\n };\n}\n\nif (!globalThis.ArrayBuffer) {\n globalThis.ArrayBuffer = Array;\n}\nif (!globalThis.Float32Array) {\n globalThis.Float32Array = Array;\n}\nif (!globalThis.Uint32Array) {\n globalThis.Uint32Array = Array;\n}\nif (!globalThis.Uint16Array) {\n globalThis.Uint16Array = Array;\n}\nif (!globalThis.Uint8Array) {\n globalThis.Uint8Array = Array;\n}\nif (!globalThis.Int32Array) {\n globalThis.Int32Array = Array;\n}\n//# sourceMappingURL=polyfill.mjs.map\n","/*!\n * @pixi/settings - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/settings is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\nvar BrowserAdapter = {\n /**\n * Creates a canvas element of the given size.\n * This canvas is created using the browser's native canvas element.\n * @param width - width of the canvas\n * @param height - height of the canvas\n */\n createCanvas: function (width, height) {\n var canvas = document.createElement('canvas');\n canvas.width = width;\n canvas.height = height;\n return canvas;\n },\n getWebGLRenderingContext: function () { return WebGLRenderingContext; },\n getNavigator: function () { return navigator; },\n getBaseUrl: function () { var _a; return (_a = document.baseURI) !== null && _a !== void 0 ? _a : window.location.href; },\n fetch: function (url, options) { return fetch(url, options); },\n};\n\nvar appleIphone = /iPhone/i;\nvar appleIpod = /iPod/i;\nvar appleTablet = /iPad/i;\nvar appleUniversal = /\\biOS-universal(?:.+)Mac\\b/i;\nvar androidPhone = /\\bAndroid(?:.+)Mobile\\b/i;\nvar androidTablet = /Android/i;\nvar amazonPhone = /(?:SD4930UR|\\bSilk(?:.+)Mobile\\b)/i;\nvar amazonTablet = /Silk/i;\nvar windowsPhone = /Windows Phone/i;\nvar windowsTablet = /\\bWindows(?:.+)ARM\\b/i;\nvar otherBlackBerry = /BlackBerry/i;\nvar otherBlackBerry10 = /BB10/i;\nvar otherOpera = /Opera Mini/i;\nvar otherChrome = /\\b(CriOS|Chrome)(?:.+)Mobile/i;\nvar otherFirefox = /Mobile(?:.+)Firefox\\b/i;\nvar isAppleTabletOnIos13 = function (navigator) {\n return (typeof navigator !== 'undefined' &&\n navigator.platform === 'MacIntel' &&\n typeof navigator.maxTouchPoints === 'number' &&\n navigator.maxTouchPoints > 1 &&\n typeof MSStream === 'undefined');\n};\nfunction createMatch(userAgent) {\n return function (regex) { return regex.test(userAgent); };\n}\nfunction isMobile$1(param) {\n var nav = {\n userAgent: '',\n platform: '',\n maxTouchPoints: 0\n };\n if (!param && typeof navigator !== 'undefined') {\n nav = {\n userAgent: navigator.userAgent,\n platform: navigator.platform,\n maxTouchPoints: navigator.maxTouchPoints || 0\n };\n }\n else if (typeof param === 'string') {\n nav.userAgent = param;\n }\n else if (param && param.userAgent) {\n nav = {\n userAgent: param.userAgent,\n platform: param.platform,\n maxTouchPoints: param.maxTouchPoints || 0\n };\n }\n var userAgent = nav.userAgent;\n var tmp = userAgent.split('[FBAN');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n tmp = userAgent.split('Twitter');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n var match = createMatch(userAgent);\n var result = {\n apple: {\n phone: match(appleIphone) && !match(windowsPhone),\n ipod: match(appleIpod),\n tablet: !match(appleIphone) &&\n (match(appleTablet) || isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone),\n universal: match(appleUniversal),\n device: (match(appleIphone) ||\n match(appleIpod) ||\n match(appleTablet) ||\n match(appleUniversal) ||\n isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone)\n },\n amazon: {\n phone: match(amazonPhone),\n tablet: !match(amazonPhone) && match(amazonTablet),\n device: match(amazonPhone) || match(amazonTablet)\n },\n android: {\n phone: (!match(windowsPhone) && match(amazonPhone)) ||\n (!match(windowsPhone) && match(androidPhone)),\n tablet: !match(windowsPhone) &&\n !match(amazonPhone) &&\n !match(androidPhone) &&\n (match(amazonTablet) || match(androidTablet)),\n device: (!match(windowsPhone) &&\n (match(amazonPhone) ||\n match(amazonTablet) ||\n match(androidPhone) ||\n match(androidTablet))) ||\n match(/\\bokhttp\\b/i)\n },\n windows: {\n phone: match(windowsPhone),\n tablet: match(windowsTablet),\n device: match(windowsPhone) || match(windowsTablet)\n },\n other: {\n blackberry: match(otherBlackBerry),\n blackberry10: match(otherBlackBerry10),\n opera: match(otherOpera),\n firefox: match(otherFirefox),\n chrome: match(otherChrome),\n device: match(otherBlackBerry) ||\n match(otherBlackBerry10) ||\n match(otherOpera) ||\n match(otherFirefox) ||\n match(otherChrome)\n },\n any: false,\n phone: false,\n tablet: false\n };\n result.any =\n result.apple.device ||\n result.android.device ||\n result.windows.device ||\n result.other.device;\n result.phone =\n result.apple.phone || result.android.phone || result.windows.phone;\n result.tablet =\n result.apple.tablet || result.android.tablet || result.windows.tablet;\n return result;\n}\n\nvar isMobile = isMobile$1(globalThis.navigator);\n\n/**\n * Uploading the same buffer multiple times in a single frame can cause performance issues.\n * Apparent on iOS so only check for that at the moment\n * This check may become more complex if this issue pops up elsewhere.\n * @private\n * @returns {boolean} `true` if the same buffer may be uploaded more than once.\n */\nfunction canUploadSameBuffer() {\n return !isMobile.apple.device;\n}\n\n/**\n * The maximum recommended texture units to use.\n * In theory the bigger the better, and for desktop we'll use as many as we can.\n * But some mobile devices slow down if there is to many branches in the shader.\n * So in practice there seems to be a sweet spot size that varies depending on the device.\n *\n * In v4, all mobile devices were limited to 4 texture units because for this.\n * In v5, we allow all texture units to be used on modern Apple or Android devices.\n * @private\n * @param {number} max\n * @returns {number} The maximum recommended texture units to use.\n */\nfunction maxRecommendedTextures(max) {\n var allowMax = true;\n if (isMobile.tablet || isMobile.phone) {\n if (isMobile.apple.device) {\n var match = (navigator.userAgent).match(/OS (\\d+)_(\\d+)?/);\n if (match) {\n var majorVersion = parseInt(match[1], 10);\n // Limit texture units on devices below iOS 11, which will be older hardware\n if (majorVersion < 11) {\n allowMax = false;\n }\n }\n }\n if (isMobile.android.device) {\n var match = (navigator.userAgent).match(/Android\\s([0-9.]*)/);\n if (match) {\n var majorVersion = parseInt(match[1], 10);\n // Limit texture units on devices below Android 7 (Nougat), which will be older hardware\n if (majorVersion < 7) {\n allowMax = false;\n }\n }\n }\n }\n return allowMax ? max : 4;\n}\n\n/**\n * User's customizable globals for overriding the default PIXI settings, such\n * as a renderer's default resolution, framerate, float precision, etc.\n * @example\n * // Use the native window resolution as the default resolution\n * // will support high-density displays when rendering\n * PIXI.settings.RESOLUTION = window.devicePixelRatio;\n *\n * // Disable interpolation when scaling, will make texture be pixelated\n * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST;\n * @namespace PIXI.settings\n */\nvar settings = {\n /**\n * This adapter is used to call methods that are platform dependent.\n * For example `document.createElement` only runs on the web but fails in node environments.\n * This allows us to support more platforms by abstracting away specific implementations per platform.\n *\n * By default the adapter is set to work in the browser. However you can create your own\n * by implementing the `IAdapter` interface. See `IAdapter` for more information.\n * @name ADAPTER\n * @memberof PIXI.settings\n * @type {PIXI.IAdapter}\n * @default PIXI.BrowserAdapter\n */\n ADAPTER: BrowserAdapter,\n /**\n * If set to true WebGL will attempt make textures mimpaped by default.\n * Mipmapping will only succeed if the base texture uploaded has power of two dimensions.\n * @static\n * @name MIPMAP_TEXTURES\n * @memberof PIXI.settings\n * @type {PIXI.MIPMAP_MODES}\n * @default PIXI.MIPMAP_MODES.POW2\n */\n MIPMAP_TEXTURES: MIPMAP_MODES.POW2,\n /**\n * Default anisotropic filtering level of textures.\n * Usually from 0 to 16\n * @static\n * @name ANISOTROPIC_LEVEL\n * @memberof PIXI.settings\n * @type {number}\n * @default 0\n */\n ANISOTROPIC_LEVEL: 0,\n /**\n * Default resolution / device pixel ratio of the renderer.\n * @static\n * @name RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n RESOLUTION: 1,\n /**\n * Default filter resolution.\n * @static\n * @name FILTER_RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n FILTER_RESOLUTION: 1,\n /**\n * Default filter samples.\n * @static\n * @name FILTER_MULTISAMPLE\n * @memberof PIXI.settings\n * @type {PIXI.MSAA_QUALITY}\n * @default PIXI.MSAA_QUALITY.NONE\n */\n FILTER_MULTISAMPLE: MSAA_QUALITY.NONE,\n /**\n * The maximum textures that this device supports.\n * @static\n * @name SPRITE_MAX_TEXTURES\n * @memberof PIXI.settings\n * @type {number}\n * @default 32\n */\n SPRITE_MAX_TEXTURES: maxRecommendedTextures(32),\n // TODO: maybe change to SPRITE.BATCH_SIZE: 2000\n // TODO: maybe add PARTICLE.BATCH_SIZE: 15000\n /**\n * The default sprite batch size.\n *\n * The default aims to balance desktop and mobile devices.\n * @static\n * @name SPRITE_BATCH_SIZE\n * @memberof PIXI.settings\n * @type {number}\n * @default 4096\n */\n SPRITE_BATCH_SIZE: 4096,\n /**\n * The default render options if none are supplied to {@link PIXI.Renderer}\n * or {@link PIXI.CanvasRenderer}.\n * @static\n * @name RENDER_OPTIONS\n * @memberof PIXI.settings\n * @type {object}\n * @property {HTMLCanvasElement} [view=null] -\n * @property {boolean} [antialias=false] -\n * @property {boolean} [autoDensity=false] -\n * @property {boolean} [useContextAlpha=true] -\n * @property {number} [backgroundColor=0x000000] -\n * @property {number} [backgroundAlpha=1] -\n * @property {boolean} [clearBeforeRender=true] -\n * @property {boolean} [preserveDrawingBuffer=false] -\n * @property {number} [width=800] -\n * @property {number} [height=600] -\n * @property {boolean} [legacy=false] -\n */\n RENDER_OPTIONS: {\n view: null,\n antialias: false,\n autoDensity: false,\n backgroundColor: 0x000000,\n backgroundAlpha: 1,\n useContextAlpha: true,\n clearBeforeRender: true,\n preserveDrawingBuffer: false,\n width: 800,\n height: 600,\n legacy: false,\n },\n /**\n * Default Garbage Collection mode.\n * @static\n * @name GC_MODE\n * @memberof PIXI.settings\n * @type {PIXI.GC_MODES}\n * @default PIXI.GC_MODES.AUTO\n */\n GC_MODE: GC_MODES.AUTO,\n /**\n * Default Garbage Collection max idle.\n * @static\n * @name GC_MAX_IDLE\n * @memberof PIXI.settings\n * @type {number}\n * @default 3600\n */\n GC_MAX_IDLE: 60 * 60,\n /**\n * Default Garbage Collection maximum check count.\n * @static\n * @name GC_MAX_CHECK_COUNT\n * @memberof PIXI.settings\n * @type {number}\n * @default 600\n */\n GC_MAX_CHECK_COUNT: 60 * 10,\n /**\n * Default wrap modes that are supported by pixi.\n * @static\n * @name WRAP_MODE\n * @memberof PIXI.settings\n * @type {PIXI.WRAP_MODES}\n * @default PIXI.WRAP_MODES.CLAMP\n */\n WRAP_MODE: WRAP_MODES.CLAMP,\n /**\n * Default scale mode for textures.\n * @static\n * @name SCALE_MODE\n * @memberof PIXI.settings\n * @type {PIXI.SCALE_MODES}\n * @default PIXI.SCALE_MODES.LINEAR\n */\n SCALE_MODE: SCALE_MODES.LINEAR,\n /**\n * Default specify float precision in vertex shader.\n * @static\n * @name PRECISION_VERTEX\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.HIGH\n */\n PRECISION_VERTEX: PRECISION.HIGH,\n /**\n * Default specify float precision in fragment shader.\n * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742\n * @static\n * @name PRECISION_FRAGMENT\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.MEDIUM\n */\n PRECISION_FRAGMENT: isMobile.apple.device ? PRECISION.HIGH : PRECISION.MEDIUM,\n /**\n * Can we upload the same buffer in a single frame?\n * @static\n * @name CAN_UPLOAD_SAME_BUFFER\n * @memberof PIXI.settings\n * @type {boolean}\n */\n CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(),\n /**\n * Enables bitmap creation before image load. This feature is experimental.\n * @static\n * @name CREATE_IMAGE_BITMAP\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n CREATE_IMAGE_BITMAP: false,\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * @static\n * @constant\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n ROUND_PIXELS: false,\n};\n\nexport { BrowserAdapter, isMobile, settings };\n//# sourceMappingURL=settings.mjs.map\n","'use strict';\n\nvar has = Object.prototype.hasOwnProperty\n , prefix = '~';\n\n/**\n * Constructor to create a storage for our `EE` objects.\n * An `Events` instance is a plain object whose properties are event names.\n *\n * @constructor\n * @private\n */\nfunction Events() {}\n\n//\n// We try to not inherit from `Object.prototype`. In some engines creating an\n// instance in this way is faster than calling `Object.create(null)` directly.\n// If `Object.create(null)` is not supported we prefix the event names with a\n// character to make sure that the built-in object properties are not\n// overridden or used as an attack vector.\n//\nif (Object.create) {\n Events.prototype = Object.create(null);\n\n //\n // This hack is needed because the `__proto__` property is still inherited in\n // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.\n //\n if (!new Events().__proto__) prefix = false;\n}\n\n/**\n * Representation of a single event listener.\n *\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} [once=false] Specify if the listener is a one-time listener.\n * @constructor\n * @private\n */\nfunction EE(fn, context, once) {\n this.fn = fn;\n this.context = context;\n this.once = once || false;\n}\n\n/**\n * Add a listener for a given event.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} once Specify if the listener is a one-time listener.\n * @returns {EventEmitter}\n * @private\n */\nfunction addListener(emitter, event, fn, context, once) {\n if (typeof fn !== 'function') {\n throw new TypeError('The listener must be a function');\n }\n\n var listener = new EE(fn, context || emitter, once)\n , evt = prefix ? prefix + event : event;\n\n if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++;\n else if (!emitter._events[evt].fn) emitter._events[evt].push(listener);\n else emitter._events[evt] = [emitter._events[evt], listener];\n\n return emitter;\n}\n\n/**\n * Clear event by name.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} evt The Event name.\n * @private\n */\nfunction clearEvent(emitter, evt) {\n if (--emitter._eventsCount === 0) emitter._events = new Events();\n else delete emitter._events[evt];\n}\n\n/**\n * Minimal `EventEmitter` interface that is molded against the Node.js\n * `EventEmitter` interface.\n *\n * @constructor\n * @public\n */\nfunction EventEmitter() {\n this._events = new Events();\n this._eventsCount = 0;\n}\n\n/**\n * Return an array listing the events for which the emitter has registered\n * listeners.\n *\n * @returns {Array}\n * @public\n */\nEventEmitter.prototype.eventNames = function eventNames() {\n var names = []\n , events\n , name;\n\n if (this._eventsCount === 0) return names;\n\n for (name in (events = this._events)) {\n if (has.call(events, name)) names.push(prefix ? name.slice(1) : name);\n }\n\n if (Object.getOwnPropertySymbols) {\n return names.concat(Object.getOwnPropertySymbols(events));\n }\n\n return names;\n};\n\n/**\n * Return the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Array} The registered listeners.\n * @public\n */\nEventEmitter.prototype.listeners = function listeners(event) {\n var evt = prefix ? prefix + event : event\n , handlers = this._events[evt];\n\n if (!handlers) return [];\n if (handlers.fn) return [handlers.fn];\n\n for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) {\n ee[i] = handlers[i].fn;\n }\n\n return ee;\n};\n\n/**\n * Return the number of listeners listening to a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Number} The number of listeners.\n * @public\n */\nEventEmitter.prototype.listenerCount = function listenerCount(event) {\n var evt = prefix ? prefix + event : event\n , listeners = this._events[evt];\n\n if (!listeners) return 0;\n if (listeners.fn) return 1;\n return listeners.length;\n};\n\n/**\n * Calls each of the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Boolean} `true` if the event had listeners, else `false`.\n * @public\n */\nEventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return false;\n\n var listeners = this._events[evt]\n , len = arguments.length\n , args\n , i;\n\n if (listeners.fn) {\n if (listeners.once) this.removeListener(event, listeners.fn, undefined, true);\n\n switch (len) {\n case 1: return listeners.fn.call(listeners.context), true;\n case 2: return listeners.fn.call(listeners.context, a1), true;\n case 3: return listeners.fn.call(listeners.context, a1, a2), true;\n case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;\n case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;\n case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;\n }\n\n for (i = 1, args = new Array(len -1); i < len; i++) {\n args[i - 1] = arguments[i];\n }\n\n listeners.fn.apply(listeners.context, args);\n } else {\n var length = listeners.length\n , j;\n\n for (i = 0; i < length; i++) {\n if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true);\n\n switch (len) {\n case 1: listeners[i].fn.call(listeners[i].context); break;\n case 2: listeners[i].fn.call(listeners[i].context, a1); break;\n case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;\n case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;\n default:\n if (!args) for (j = 1, args = new Array(len -1); j < len; j++) {\n args[j - 1] = arguments[j];\n }\n\n listeners[i].fn.apply(listeners[i].context, args);\n }\n }\n }\n\n return true;\n};\n\n/**\n * Add a listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.on = function on(event, fn, context) {\n return addListener(this, event, fn, context, false);\n};\n\n/**\n * Add a one-time listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.once = function once(event, fn, context) {\n return addListener(this, event, fn, context, true);\n};\n\n/**\n * Remove the listeners of a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn Only remove the listeners that match this function.\n * @param {*} context Only remove the listeners that have this context.\n * @param {Boolean} once Only remove one-time listeners.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return this;\n if (!fn) {\n clearEvent(this, evt);\n return this;\n }\n\n var listeners = this._events[evt];\n\n if (listeners.fn) {\n if (\n listeners.fn === fn &&\n (!once || listeners.once) &&\n (!context || listeners.context === context)\n ) {\n clearEvent(this, evt);\n }\n } else {\n for (var i = 0, events = [], length = listeners.length; i < length; i++) {\n if (\n listeners[i].fn !== fn ||\n (once && !listeners[i].once) ||\n (context && listeners[i].context !== context)\n ) {\n events.push(listeners[i]);\n }\n }\n\n //\n // Reset the array, or remove it completely if we have no more listeners.\n //\n if (events.length) this._events[evt] = events.length === 1 ? events[0] : events;\n else clearEvent(this, evt);\n }\n\n return this;\n};\n\n/**\n * Remove all listeners, or those of the specified event.\n *\n * @param {(String|Symbol)} [event] The event name.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {\n var evt;\n\n if (event) {\n evt = prefix ? prefix + event : event;\n if (this._events[evt]) clearEvent(this, evt);\n } else {\n this._events = new Events();\n this._eventsCount = 0;\n }\n\n return this;\n};\n\n//\n// Alias methods names because people roll like that.\n//\nEventEmitter.prototype.off = EventEmitter.prototype.removeListener;\nEventEmitter.prototype.addListener = EventEmitter.prototype.on;\n\n//\n// Expose the prefix.\n//\nEventEmitter.prefixed = prefix;\n\n//\n// Allow `EventEmitter` to be imported as module namespace.\n//\nEventEmitter.EventEmitter = EventEmitter;\n\n//\n// Expose the module.\n//\nif ('undefined' !== typeof module) {\n module.exports = EventEmitter;\n}\n","'use strict';\n\nmodule.exports = earcut;\nmodule.exports.default = earcut;\n\nfunction earcut(data, holeIndices, dim) {\n\n dim = dim || 2;\n\n var hasHoles = holeIndices && holeIndices.length,\n outerLen = hasHoles ? holeIndices[0] * dim : data.length,\n outerNode = linkedList(data, 0, outerLen, dim, true),\n triangles = [];\n\n if (!outerNode || outerNode.next === outerNode.prev) return triangles;\n\n var minX, minY, maxX, maxY, x, y, invSize;\n\n if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);\n\n // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n if (data.length > 80 * dim) {\n minX = maxX = data[0];\n minY = maxY = data[1];\n\n for (var i = dim; i < outerLen; i += dim) {\n x = data[i];\n y = data[i + 1];\n if (x < minX) minX = x;\n if (y < minY) minY = y;\n if (x > maxX) maxX = x;\n if (y > maxY) maxY = y;\n }\n\n // minX, minY and invSize are later used to transform coords into integers for z-order calculation\n invSize = Math.max(maxX - minX, maxY - minY);\n invSize = invSize !== 0 ? 32767 / invSize : 0;\n }\n\n earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);\n\n return triangles;\n}\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList(data, start, end, dim, clockwise) {\n var i, last;\n\n if (clockwise === (signedArea(data, start, end, dim) > 0)) {\n for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);\n } else {\n for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);\n }\n\n if (last && equals(last, last.next)) {\n removeNode(last);\n last = last.next;\n }\n\n return last;\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints(start, end) {\n if (!start) return start;\n if (!end) end = start;\n\n var p = start,\n again;\n do {\n again = false;\n\n if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {\n removeNode(p);\n p = end = p.prev;\n if (p === p.next) break;\n again = true;\n\n } else {\n p = p.next;\n }\n } while (again || p !== end);\n\n return end;\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {\n if (!ear) return;\n\n // interlink polygon nodes in z-order\n if (!pass && invSize) indexCurve(ear, minX, minY, invSize);\n\n var stop = ear,\n prev, next;\n\n // iterate through ears, slicing them one by one\n while (ear.prev !== ear.next) {\n prev = ear.prev;\n next = ear.next;\n\n if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {\n // cut off the triangle\n triangles.push(prev.i / dim | 0);\n triangles.push(ear.i / dim | 0);\n triangles.push(next.i / dim | 0);\n\n removeNode(ear);\n\n // skipping the next vertex leads to less sliver triangles\n ear = next.next;\n stop = next.next;\n\n continue;\n }\n\n ear = next;\n\n // if we looped through the whole remaining polygon and can't find any more ears\n if (ear === stop) {\n // try filtering points and slicing again\n if (!pass) {\n earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);\n\n // if this didn't work, try curing all small self-intersections locally\n } else if (pass === 1) {\n ear = cureLocalIntersections(filterPoints(ear), triangles, dim);\n earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);\n\n // as a last resort, try splitting the remaining polygon into two\n } else if (pass === 2) {\n splitEarcut(ear, triangles, dim, minX, minY, invSize);\n }\n\n break;\n }\n }\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar(ear) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n // now make sure we don't have other points inside the potential ear\n var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n // triangle bbox; min & max are calculated like this for speed\n var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx),\n y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy),\n x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx),\n y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy);\n\n var p = c.next;\n while (p !== a) {\n if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&\n pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.next;\n }\n\n return true;\n}\n\nfunction isEarHashed(ear, minX, minY, invSize) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n // triangle bbox; min & max are calculated like this for speed\n var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx),\n y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy),\n x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx),\n y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy);\n\n // z-order range for the current triangle bbox;\n var minZ = zOrder(x0, y0, minX, minY, invSize),\n maxZ = zOrder(x1, y1, minX, minY, invSize);\n\n var p = ear.prevZ,\n n = ear.nextZ;\n\n // look for points inside the triangle in both directions\n while (p && p.z >= minZ && n && n.z <= maxZ) {\n if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n\n if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;\n n = n.nextZ;\n }\n\n // look for remaining points in decreasing z-order\n while (p && p.z >= minZ) {\n if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n }\n\n // look for remaining points in increasing z-order\n while (n && n.z <= maxZ) {\n if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;\n n = n.nextZ;\n }\n\n return true;\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections(start, triangles, dim) {\n var p = start;\n do {\n var a = p.prev,\n b = p.next.next;\n\n if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {\n\n triangles.push(a.i / dim | 0);\n triangles.push(p.i / dim | 0);\n triangles.push(b.i / dim | 0);\n\n // remove two nodes involved\n removeNode(p);\n removeNode(p.next);\n\n p = start = b;\n }\n p = p.next;\n } while (p !== start);\n\n return filterPoints(p);\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut(start, triangles, dim, minX, minY, invSize) {\n // look for a valid diagonal that divides the polygon into two\n var a = start;\n do {\n var b = a.next.next;\n while (b !== a.prev) {\n if (a.i !== b.i && isValidDiagonal(a, b)) {\n // split the polygon in two by the diagonal\n var c = splitPolygon(a, b);\n\n // filter colinear points around the cuts\n a = filterPoints(a, a.next);\n c = filterPoints(c, c.next);\n\n // run earcut on each half\n earcutLinked(a, triangles, dim, minX, minY, invSize, 0);\n earcutLinked(c, triangles, dim, minX, minY, invSize, 0);\n return;\n }\n b = b.next;\n }\n a = a.next;\n } while (a !== start);\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles(data, holeIndices, outerNode, dim) {\n var queue = [],\n i, len, start, end, list;\n\n for (i = 0, len = holeIndices.length; i < len; i++) {\n start = holeIndices[i] * dim;\n end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n list = linkedList(data, start, end, dim, false);\n if (list === list.next) list.steiner = true;\n queue.push(getLeftmost(list));\n }\n\n queue.sort(compareX);\n\n // process holes from left to right\n for (i = 0; i < queue.length; i++) {\n outerNode = eliminateHole(queue[i], outerNode);\n }\n\n return outerNode;\n}\n\nfunction compareX(a, b) {\n return a.x - b.x;\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole(hole, outerNode) {\n var bridge = findHoleBridge(hole, outerNode);\n if (!bridge) {\n return outerNode;\n }\n\n var bridgeReverse = splitPolygon(bridge, hole);\n\n // filter collinear points around the cuts\n filterPoints(bridgeReverse, bridgeReverse.next);\n return filterPoints(bridge, bridge.next);\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge(hole, outerNode) {\n var p = outerNode,\n hx = hole.x,\n hy = hole.y,\n qx = -Infinity,\n m;\n\n // find a segment intersected by a ray from the hole's leftmost point to the left;\n // segment's endpoint with lesser x will be potential connection point\n do {\n if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {\n var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);\n if (x <= hx && x > qx) {\n qx = x;\n m = p.x < p.next.x ? p : p.next;\n if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint\n }\n }\n p = p.next;\n } while (p !== outerNode);\n\n if (!m) return null;\n\n // look for points inside the triangle of hole point, segment intersection and endpoint;\n // if there are no points found, we have a valid connection;\n // otherwise choose the point of the minimum angle with the ray as connection point\n\n var stop = m,\n mx = m.x,\n my = m.y,\n tanMin = Infinity,\n tan;\n\n p = m;\n\n do {\n if (hx >= p.x && p.x >= mx && hx !== p.x &&\n pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {\n\n tan = Math.abs(hy - p.y) / (hx - p.x); // tangential\n\n if (locallyInside(p, hole) &&\n (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {\n m = p;\n tanMin = tan;\n }\n }\n\n p = p.next;\n } while (p !== stop);\n\n return m;\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector(m, p) {\n return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve(start, minX, minY, invSize) {\n var p = start;\n do {\n if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);\n p.prevZ = p.prev;\n p.nextZ = p.next;\n p = p.next;\n } while (p !== start);\n\n p.prevZ.nextZ = null;\n p.prevZ = null;\n\n sortLinked(p);\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked(list) {\n var i, p, q, e, tail, numMerges, pSize, qSize,\n inSize = 1;\n\n do {\n p = list;\n list = null;\n tail = null;\n numMerges = 0;\n\n while (p) {\n numMerges++;\n q = p;\n pSize = 0;\n for (i = 0; i < inSize; i++) {\n pSize++;\n q = q.nextZ;\n if (!q) break;\n }\n qSize = inSize;\n\n while (pSize > 0 || (qSize > 0 && q)) {\n\n if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {\n e = p;\n p = p.nextZ;\n pSize--;\n } else {\n e = q;\n q = q.nextZ;\n qSize--;\n }\n\n if (tail) tail.nextZ = e;\n else list = e;\n\n e.prevZ = tail;\n tail = e;\n }\n\n p = q;\n }\n\n tail.nextZ = null;\n inSize *= 2;\n\n } while (numMerges > 1);\n\n return list;\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder(x, y, minX, minY, invSize) {\n // coords are transformed into non-negative 15-bit integer range\n x = (x - minX) * invSize | 0;\n y = (y - minY) * invSize | 0;\n\n x = (x | (x << 8)) & 0x00FF00FF;\n x = (x | (x << 4)) & 0x0F0F0F0F;\n x = (x | (x << 2)) & 0x33333333;\n x = (x | (x << 1)) & 0x55555555;\n\n y = (y | (y << 8)) & 0x00FF00FF;\n y = (y | (y << 4)) & 0x0F0F0F0F;\n y = (y | (y << 2)) & 0x33333333;\n y = (y | (y << 1)) & 0x55555555;\n\n return x | (y << 1);\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost(start) {\n var p = start,\n leftmost = start;\n do {\n if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;\n p = p.next;\n } while (p !== start);\n\n return leftmost;\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {\n return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&\n (ax - px) * (by - py) >= (bx - px) * (ay - py) &&\n (bx - px) * (cy - py) >= (cx - px) * (by - py);\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal(a, b) {\n return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges\n (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible\n (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors\n equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case\n}\n\n// signed area of a triangle\nfunction area(p, q, r) {\n return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);\n}\n\n// check if two points are equal\nfunction equals(p1, p2) {\n return p1.x === p2.x && p1.y === p2.y;\n}\n\n// check if two segments intersect\nfunction intersects(p1, q1, p2, q2) {\n var o1 = sign(area(p1, q1, p2));\n var o2 = sign(area(p1, q1, q2));\n var o3 = sign(area(p2, q2, p1));\n var o4 = sign(area(p2, q2, q1));\n\n if (o1 !== o2 && o3 !== o4) return true; // general case\n\n if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n return false;\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment(p, q, r) {\n return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);\n}\n\nfunction sign(num) {\n return num > 0 ? 1 : num < 0 ? -1 : 0;\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon(a, b) {\n var p = a;\n do {\n if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n intersects(p, p.next, a, b)) return true;\n p = p.next;\n } while (p !== a);\n\n return false;\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside(a, b) {\n return area(a.prev, a, a.next) < 0 ?\n area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :\n area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside(a, b) {\n var p = a,\n inside = false,\n px = (a.x + b.x) / 2,\n py = (a.y + b.y) / 2;\n do {\n if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&\n (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))\n inside = !inside;\n p = p.next;\n } while (p !== a);\n\n return inside;\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon(a, b) {\n var a2 = new Node(a.i, a.x, a.y),\n b2 = new Node(b.i, b.x, b.y),\n an = a.next,\n bp = b.prev;\n\n a.next = b;\n b.prev = a;\n\n a2.next = an;\n an.prev = a2;\n\n b2.next = a2;\n a2.prev = b2;\n\n bp.next = b2;\n b2.prev = bp;\n\n return b2;\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode(i, x, y, last) {\n var p = new Node(i, x, y);\n\n if (!last) {\n p.prev = p;\n p.next = p;\n\n } else {\n p.next = last.next;\n p.prev = last;\n last.next.prev = p;\n last.next = p;\n }\n return p;\n}\n\nfunction removeNode(p) {\n p.next.prev = p.prev;\n p.prev.next = p.next;\n\n if (p.prevZ) p.prevZ.nextZ = p.nextZ;\n if (p.nextZ) p.nextZ.prevZ = p.prevZ;\n}\n\nfunction Node(i, x, y) {\n // vertex index in coordinates array\n this.i = i;\n\n // vertex coordinates\n this.x = x;\n this.y = y;\n\n // previous and next vertex nodes in a polygon ring\n this.prev = null;\n this.next = null;\n\n // z-order curve value\n this.z = 0;\n\n // previous and next nodes in z-order\n this.prevZ = null;\n this.nextZ = null;\n\n // indicates whether this is a steiner point\n this.steiner = false;\n}\n\n// return a percentage difference between the polygon area and its triangulation area;\n// used to verify correctness of triangulation\nearcut.deviation = function (data, holeIndices, dim, triangles) {\n var hasHoles = holeIndices && holeIndices.length;\n var outerLen = hasHoles ? holeIndices[0] * dim : data.length;\n\n var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));\n if (hasHoles) {\n for (var i = 0, len = holeIndices.length; i < len; i++) {\n var start = holeIndices[i] * dim;\n var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n polygonArea -= Math.abs(signedArea(data, start, end, dim));\n }\n }\n\n var trianglesArea = 0;\n for (i = 0; i < triangles.length; i += 3) {\n var a = triangles[i] * dim;\n var b = triangles[i + 1] * dim;\n var c = triangles[i + 2] * dim;\n trianglesArea += Math.abs(\n (data[a] - data[c]) * (data[b + 1] - data[a + 1]) -\n (data[a] - data[b]) * (data[c + 1] - data[a + 1]));\n }\n\n return polygonArea === 0 && trianglesArea === 0 ? 0 :\n Math.abs((trianglesArea - polygonArea) / polygonArea);\n};\n\nfunction signedArea(data, start, end, dim) {\n var sum = 0;\n for (var i = start, j = end - dim; i < end; i += dim) {\n sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);\n j = i;\n }\n return sum;\n}\n\n// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts\nearcut.flatten = function (data) {\n var dim = data[0][0].length,\n result = {vertices: [], holes: [], dimensions: dim},\n holeIndex = 0;\n\n for (var i = 0; i < data.length; i++) {\n for (var j = 0; j < data[i].length; j++) {\n for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]);\n }\n if (i > 0) {\n holeIndex += data[i - 1].length;\n result.holes.push(holeIndex);\n }\n }\n return result;\n};\n","/*! https://mths.be/punycode v1.4.1 by @mathias */\n\n\n/** Highest positive signed 32-bit float value */\nvar maxInt = 2147483647; // aka. 0x7FFFFFFF or 2^31-1\n\n/** Bootstring parameters */\nvar base = 36;\nvar tMin = 1;\nvar tMax = 26;\nvar skew = 38;\nvar damp = 700;\nvar initialBias = 72;\nvar initialN = 128; // 0x80\nvar delimiter = '-'; // '\\x2D'\n\n/** Regular expressions */\nvar regexPunycode = /^xn--/;\nvar regexNonASCII = /[^\\x20-\\x7E]/; // unprintable ASCII chars + non-ASCII chars\nvar regexSeparators = /[\\x2E\\u3002\\uFF0E\\uFF61]/g; // RFC 3490 separators\n\n/** Error messages */\nvar errors = {\n 'overflow': 'Overflow: input needs wider integers to process',\n 'not-basic': 'Illegal input >= 0x80 (not a basic code point)',\n 'invalid-input': 'Invalid input'\n};\n\n/** Convenience shortcuts */\nvar baseMinusTMin = base - tMin;\nvar floor = Math.floor;\nvar stringFromCharCode = String.fromCharCode;\n\n/*--------------------------------------------------------------------------*/\n\n/**\n * A generic error utility function.\n * @private\n * @param {String} type The error type.\n * @returns {Error} Throws a `RangeError` with the applicable error message.\n */\nfunction error(type) {\n throw new RangeError(errors[type]);\n}\n\n/**\n * A generic `Array#map` utility function.\n * @private\n * @param {Array} array The array to iterate over.\n * @param {Function} callback The function that gets called for every array\n * item.\n * @returns {Array} A new array of values returned by the callback function.\n */\nfunction map(array, fn) {\n var length = array.length;\n var result = [];\n while (length--) {\n result[length] = fn(array[length]);\n }\n return result;\n}\n\n/**\n * A simple `Array#map`-like wrapper to work with domain name strings or email\n * addresses.\n * @private\n * @param {String} domain The domain name or email address.\n * @param {Function} callback The function that gets called for every\n * character.\n * @returns {Array} A new string of characters returned by the callback\n * function.\n */\nfunction mapDomain(string, fn) {\n var parts = string.split('@');\n var result = '';\n if (parts.length > 1) {\n // In email addresses, only the domain name should be punycoded. Leave\n // the local part (i.e. everything up to `@`) intact.\n result = parts[0] + '@';\n string = parts[1];\n }\n // Avoid `split(regex)` for IE8 compatibility. See #17.\n string = string.replace(regexSeparators, '\\x2E');\n var labels = string.split('.');\n var encoded = map(labels, fn).join('.');\n return result + encoded;\n}\n\n/**\n * Creates an array containing the numeric code points of each Unicode\n * character in the string. While JavaScript uses UCS-2 internally,\n * this function will convert a pair of surrogate halves (each of which\n * UCS-2 exposes as separate characters) into a single code point,\n * matching UTF-16.\n * @see `punycode.ucs2.encode`\n * @see \n * @memberOf punycode.ucs2\n * @name decode\n * @param {String} string The Unicode input string (UCS-2).\n * @returns {Array} The new array of code points.\n */\nfunction ucs2decode(string) {\n var output = [],\n counter = 0,\n length = string.length,\n value,\n extra;\n while (counter < length) {\n value = string.charCodeAt(counter++);\n if (value >= 0xD800 && value <= 0xDBFF && counter < length) {\n // high surrogate, and there is a next character\n extra = string.charCodeAt(counter++);\n if ((extra & 0xFC00) == 0xDC00) { // low surrogate\n output.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000);\n } else {\n // unmatched surrogate; only append this code unit, in case the next\n // code unit is the high surrogate of a surrogate pair\n output.push(value);\n counter--;\n }\n } else {\n output.push(value);\n }\n }\n return output;\n}\n\n/**\n * Creates a string based on an array of numeric code points.\n * @see `punycode.ucs2.decode`\n * @memberOf punycode.ucs2\n * @name encode\n * @param {Array} codePoints The array of numeric code points.\n * @returns {String} The new Unicode string (UCS-2).\n */\nfunction ucs2encode(array) {\n return map(array, function(value) {\n var output = '';\n if (value > 0xFFFF) {\n value -= 0x10000;\n output += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800);\n value = 0xDC00 | value & 0x3FF;\n }\n output += stringFromCharCode(value);\n return output;\n }).join('');\n}\n\n/**\n * Converts a basic code point into a digit/integer.\n * @see `digitToBasic()`\n * @private\n * @param {Number} codePoint The basic numeric code point value.\n * @returns {Number} The numeric value of a basic code point (for use in\n * representing integers) in the range `0` to `base - 1`, or `base` if\n * the code point does not represent a value.\n */\nfunction basicToDigit(codePoint) {\n if (codePoint - 48 < 10) {\n return codePoint - 22;\n }\n if (codePoint - 65 < 26) {\n return codePoint - 65;\n }\n if (codePoint - 97 < 26) {\n return codePoint - 97;\n }\n return base;\n}\n\n/**\n * Converts a digit/integer into a basic code point.\n * @see `basicToDigit()`\n * @private\n * @param {Number} digit The numeric value of a basic code point.\n * @returns {Number} The basic code point whose value (when used for\n * representing integers) is `digit`, which needs to be in the range\n * `0` to `base - 1`. If `flag` is non-zero, the uppercase form is\n * used; else, the lowercase form is used. The behavior is undefined\n * if `flag` is non-zero and `digit` has no uppercase form.\n */\nfunction digitToBasic(digit, flag) {\n // 0..25 map to ASCII a..z or A..Z\n // 26..35 map to ASCII 0..9\n return digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5);\n}\n\n/**\n * Bias adaptation function as per section 3.4 of RFC 3492.\n * https://tools.ietf.org/html/rfc3492#section-3.4\n * @private\n */\nfunction adapt(delta, numPoints, firstTime) {\n var k = 0;\n delta = firstTime ? floor(delta / damp) : delta >> 1;\n delta += floor(delta / numPoints);\n for ( /* no initialization */ ; delta > baseMinusTMin * tMax >> 1; k += base) {\n delta = floor(delta / baseMinusTMin);\n }\n return floor(k + (baseMinusTMin + 1) * delta / (delta + skew));\n}\n\n/**\n * Converts a Punycode string of ASCII-only symbols to a string of Unicode\n * symbols.\n * @memberOf punycode\n * @param {String} input The Punycode string of ASCII-only symbols.\n * @returns {String} The resulting string of Unicode symbols.\n */\nexport function decode(input) {\n // Don't use UCS-2\n var output = [],\n inputLength = input.length,\n out,\n i = 0,\n n = initialN,\n bias = initialBias,\n basic,\n j,\n index,\n oldi,\n w,\n k,\n digit,\n t,\n /** Cached calculation results */\n baseMinusT;\n\n // Handle the basic code points: let `basic` be the number of input code\n // points before the last delimiter, or `0` if there is none, then copy\n // the first basic code points to the output.\n\n basic = input.lastIndexOf(delimiter);\n if (basic < 0) {\n basic = 0;\n }\n\n for (j = 0; j < basic; ++j) {\n // if it's not a basic code point\n if (input.charCodeAt(j) >= 0x80) {\n error('not-basic');\n }\n output.push(input.charCodeAt(j));\n }\n\n // Main decoding loop: start just after the last delimiter if any basic code\n // points were copied; start at the beginning otherwise.\n\n for (index = basic > 0 ? basic + 1 : 0; index < inputLength; /* no final expression */ ) {\n\n // `index` is the index of the next character to be consumed.\n // Decode a generalized variable-length integer into `delta`,\n // which gets added to `i`. The overflow checking is easier\n // if we increase `i` as we go, then subtract off its starting\n // value at the end to obtain `delta`.\n for (oldi = i, w = 1, k = base; /* no condition */ ; k += base) {\n\n if (index >= inputLength) {\n error('invalid-input');\n }\n\n digit = basicToDigit(input.charCodeAt(index++));\n\n if (digit >= base || digit > floor((maxInt - i) / w)) {\n error('overflow');\n }\n\n i += digit * w;\n t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n\n if (digit < t) {\n break;\n }\n\n baseMinusT = base - t;\n if (w > floor(maxInt / baseMinusT)) {\n error('overflow');\n }\n\n w *= baseMinusT;\n\n }\n\n out = output.length + 1;\n bias = adapt(i - oldi, out, oldi == 0);\n\n // `i` was supposed to wrap around from `out` to `0`,\n // incrementing `n` each time, so we'll fix that now:\n if (floor(i / out) > maxInt - n) {\n error('overflow');\n }\n\n n += floor(i / out);\n i %= out;\n\n // Insert `n` at position `i` of the output\n output.splice(i++, 0, n);\n\n }\n\n return ucs2encode(output);\n}\n\n/**\n * Converts a string of Unicode symbols (e.g. a domain name label) to a\n * Punycode string of ASCII-only symbols.\n * @memberOf punycode\n * @param {String} input The string of Unicode symbols.\n * @returns {String} The resulting Punycode string of ASCII-only symbols.\n */\nexport function encode(input) {\n var n,\n delta,\n handledCPCount,\n basicLength,\n bias,\n j,\n m,\n q,\n k,\n t,\n currentValue,\n output = [],\n /** `inputLength` will hold the number of code points in `input`. */\n inputLength,\n /** Cached calculation results */\n handledCPCountPlusOne,\n baseMinusT,\n qMinusT;\n\n // Convert the input in UCS-2 to Unicode\n input = ucs2decode(input);\n\n // Cache the length\n inputLength = input.length;\n\n // Initialize the state\n n = initialN;\n delta = 0;\n bias = initialBias;\n\n // Handle the basic code points\n for (j = 0; j < inputLength; ++j) {\n currentValue = input[j];\n if (currentValue < 0x80) {\n output.push(stringFromCharCode(currentValue));\n }\n }\n\n handledCPCount = basicLength = output.length;\n\n // `handledCPCount` is the number of code points that have been handled;\n // `basicLength` is the number of basic code points.\n\n // Finish the basic string - if it is not empty - with a delimiter\n if (basicLength) {\n output.push(delimiter);\n }\n\n // Main encoding loop:\n while (handledCPCount < inputLength) {\n\n // All non-basic code points < n have been handled already. Find the next\n // larger one:\n for (m = maxInt, j = 0; j < inputLength; ++j) {\n currentValue = input[j];\n if (currentValue >= n && currentValue < m) {\n m = currentValue;\n }\n }\n\n // Increase `delta` enough to advance the decoder's state to ,\n // but guard against overflow\n handledCPCountPlusOne = handledCPCount + 1;\n if (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) {\n error('overflow');\n }\n\n delta += (m - n) * handledCPCountPlusOne;\n n = m;\n\n for (j = 0; j < inputLength; ++j) {\n currentValue = input[j];\n\n if (currentValue < n && ++delta > maxInt) {\n error('overflow');\n }\n\n if (currentValue == n) {\n // Represent delta as a generalized variable-length integer\n for (q = delta, k = base; /* no condition */ ; k += base) {\n t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n if (q < t) {\n break;\n }\n qMinusT = q - t;\n baseMinusT = base - t;\n output.push(\n stringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0))\n );\n q = floor(qMinusT / baseMinusT);\n }\n\n output.push(stringFromCharCode(digitToBasic(q, 0)));\n bias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength);\n delta = 0;\n ++handledCPCount;\n }\n }\n\n ++delta;\n ++n;\n\n }\n return output.join('');\n}\n\n/**\n * Converts a Punycode string representing a domain name or an email address\n * to Unicode. Only the Punycoded parts of the input will be converted, i.e.\n * it doesn't matter if you call it on a string that has already been\n * converted to Unicode.\n * @memberOf punycode\n * @param {String} input The Punycoded domain name or email address to\n * convert to Unicode.\n * @returns {String} The Unicode representation of the given Punycode\n * string.\n */\nexport function toUnicode(input) {\n return mapDomain(input, function(string) {\n return regexPunycode.test(string) ?\n decode(string.slice(4).toLowerCase()) :\n string;\n });\n}\n\n/**\n * Converts a Unicode string representing a domain name or an email address to\n * Punycode. Only the non-ASCII parts of the domain name will be converted,\n * i.e. it doesn't matter if you call it with a domain that's already in\n * ASCII.\n * @memberOf punycode\n * @param {String} input The domain name or email address to convert, as a\n * Unicode string.\n * @returns {String} The Punycode representation of the given domain name or\n * email address.\n */\nexport function toASCII(input) {\n return mapDomain(input, function(string) {\n return regexNonASCII.test(string) ?\n 'xn--' + encode(string) :\n string;\n });\n}\nexport var version = '1.4.1';\n/**\n * An object of methods to convert from JavaScript's internal character\n * representation (UCS-2) to Unicode code points, and back.\n * @see \n * @memberOf punycode\n * @type Object\n */\n\nexport var ucs2 = {\n decode: ucs2decode,\n encode: ucs2encode\n};\nexport default {\n version: version,\n ucs2: ucs2,\n toASCII: toASCII,\n toUnicode: toUnicode,\n encode: encode,\n decode: decode\n}\n","export default (typeof global !== \"undefined\" ? global :\n typeof self !== \"undefined\" ? self :\n typeof window !== \"undefined\" ? window : {});\n","\nvar lookup = []\nvar revLookup = []\nvar Arr = typeof Uint8Array !== 'undefined' ? Uint8Array : Array\nvar inited = false;\nfunction init () {\n inited = true;\n var code = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'\n for (var i = 0, len = code.length; i < len; ++i) {\n lookup[i] = code[i]\n revLookup[code.charCodeAt(i)] = i\n }\n\n revLookup['-'.charCodeAt(0)] = 62\n revLookup['_'.charCodeAt(0)] = 63\n}\n\nexport function toByteArray (b64) {\n if (!inited) {\n init();\n }\n var i, j, l, tmp, placeHolders, arr\n var len = b64.length\n\n if (len % 4 > 0) {\n throw new Error('Invalid string. Length must be a multiple of 4')\n }\n\n // the number of equal signs (place holders)\n // if there are two placeholders, than the two characters before it\n // represent one byte\n // if there is only one, then the three characters before it represent 2 bytes\n // this is just a cheap hack to not do indexOf twice\n placeHolders = b64[len - 2] === '=' ? 2 : b64[len - 1] === '=' ? 1 : 0\n\n // base64 is 4/3 + up to two characters of the original data\n arr = new Arr(len * 3 / 4 - placeHolders)\n\n // if there are placeholders, only get up to the last complete 4 chars\n l = placeHolders > 0 ? len - 4 : len\n\n var L = 0\n\n for (i = 0, j = 0; i < l; i += 4, j += 3) {\n tmp = (revLookup[b64.charCodeAt(i)] << 18) | (revLookup[b64.charCodeAt(i + 1)] << 12) | (revLookup[b64.charCodeAt(i + 2)] << 6) | revLookup[b64.charCodeAt(i + 3)]\n arr[L++] = (tmp >> 16) & 0xFF\n arr[L++] = (tmp >> 8) & 0xFF\n arr[L++] = tmp & 0xFF\n }\n\n if (placeHolders === 2) {\n tmp = (revLookup[b64.charCodeAt(i)] << 2) | (revLookup[b64.charCodeAt(i + 1)] >> 4)\n arr[L++] = tmp & 0xFF\n } else if (placeHolders === 1) {\n tmp = (revLookup[b64.charCodeAt(i)] << 10) | (revLookup[b64.charCodeAt(i + 1)] << 4) | (revLookup[b64.charCodeAt(i + 2)] >> 2)\n arr[L++] = (tmp >> 8) & 0xFF\n arr[L++] = tmp & 0xFF\n }\n\n return arr\n}\n\nfunction tripletToBase64 (num) {\n return lookup[num >> 18 & 0x3F] + lookup[num >> 12 & 0x3F] + lookup[num >> 6 & 0x3F] + lookup[num & 0x3F]\n}\n\nfunction encodeChunk (uint8, start, end) {\n var tmp\n var output = []\n for (var i = start; i < end; i += 3) {\n tmp = (uint8[i] << 16) + (uint8[i + 1] << 8) + (uint8[i + 2])\n output.push(tripletToBase64(tmp))\n }\n return output.join('')\n}\n\nexport function fromByteArray (uint8) {\n if (!inited) {\n init();\n }\n var tmp\n var len = uint8.length\n var extraBytes = len % 3 // if we have 1 byte left, pad 2 bytes\n var output = ''\n var parts = []\n var maxChunkLength = 16383 // must be multiple of 3\n\n // go through the array every three bytes, we'll deal with trailing stuff later\n for (var i = 0, len2 = len - extraBytes; i < len2; i += maxChunkLength) {\n parts.push(encodeChunk(uint8, i, (i + maxChunkLength) > len2 ? len2 : (i + maxChunkLength)))\n }\n\n // pad the end with zeros, but make sure to not forget the extra bytes\n if (extraBytes === 1) {\n tmp = uint8[len - 1]\n output += lookup[tmp >> 2]\n output += lookup[(tmp << 4) & 0x3F]\n output += '=='\n } else if (extraBytes === 2) {\n tmp = (uint8[len - 2] << 8) + (uint8[len - 1])\n output += lookup[tmp >> 10]\n output += lookup[(tmp >> 4) & 0x3F]\n output += lookup[(tmp << 2) & 0x3F]\n output += '='\n }\n\n parts.push(output)\n\n return parts.join('')\n}\n","\nexport function read (buffer, offset, isLE, mLen, nBytes) {\n var e, m\n var eLen = nBytes * 8 - mLen - 1\n var eMax = (1 << eLen) - 1\n var eBias = eMax >> 1\n var nBits = -7\n var i = isLE ? (nBytes - 1) : 0\n var d = isLE ? -1 : 1\n var s = buffer[offset + i]\n\n i += d\n\n e = s & ((1 << (-nBits)) - 1)\n s >>= (-nBits)\n nBits += eLen\n for (; nBits > 0; e = e * 256 + buffer[offset + i], i += d, nBits -= 8) {}\n\n m = e & ((1 << (-nBits)) - 1)\n e >>= (-nBits)\n nBits += mLen\n for (; nBits > 0; m = m * 256 + buffer[offset + i], i += d, nBits -= 8) {}\n\n if (e === 0) {\n e = 1 - eBias\n } else if (e === eMax) {\n return m ? NaN : ((s ? -1 : 1) * Infinity)\n } else {\n m = m + Math.pow(2, mLen)\n e = e - eBias\n }\n return (s ? -1 : 1) * m * Math.pow(2, e - mLen)\n}\n\nexport function write (buffer, value, offset, isLE, mLen, nBytes) {\n var e, m, c\n var eLen = nBytes * 8 - mLen - 1\n var eMax = (1 << eLen) - 1\n var eBias = eMax >> 1\n var rt = (mLen === 23 ? Math.pow(2, -24) - Math.pow(2, -77) : 0)\n var i = isLE ? 0 : (nBytes - 1)\n var d = isLE ? 1 : -1\n var s = value < 0 || (value === 0 && 1 / value < 0) ? 1 : 0\n\n value = Math.abs(value)\n\n if (isNaN(value) || value === Infinity) {\n m = isNaN(value) ? 1 : 0\n e = eMax\n } else {\n e = Math.floor(Math.log(value) / Math.LN2)\n if (value * (c = Math.pow(2, -e)) < 1) {\n e--\n c *= 2\n }\n if (e + eBias >= 1) {\n value += rt / c\n } else {\n value += rt * Math.pow(2, 1 - eBias)\n }\n if (value * c >= 2) {\n e++\n c /= 2\n }\n\n if (e + eBias >= eMax) {\n m = 0\n e = eMax\n } else if (e + eBias >= 1) {\n m = (value * c - 1) * Math.pow(2, mLen)\n e = e + eBias\n } else {\n m = value * Math.pow(2, eBias - 1) * Math.pow(2, mLen)\n e = 0\n }\n }\n\n for (; mLen >= 8; buffer[offset + i] = m & 0xff, i += d, m /= 256, mLen -= 8) {}\n\n e = (e << mLen) | m\n eLen += mLen\n for (; eLen > 0; buffer[offset + i] = e & 0xff, i += d, e /= 256, eLen -= 8) {}\n\n buffer[offset + i - d] |= s * 128\n}\n","var toString = {}.toString;\n\nexport default Array.isArray || function (arr) {\n return toString.call(arr) == '[object Array]';\n};\n","/*!\n * The buffer module from node.js, for the browser.\n *\n * @author Feross Aboukhadijeh \n * @license MIT\n */\n/* eslint-disable no-proto */\n\n\nimport * as base64 from './base64'\nimport * as ieee754 from './ieee754'\nimport isArray from './isArray'\n\nexport var INSPECT_MAX_BYTES = 50\n\n/**\n * If `Buffer.TYPED_ARRAY_SUPPORT`:\n * === true Use Uint8Array implementation (fastest)\n * === false Use Object implementation (most compatible, even IE6)\n *\n * Browsers that support typed arrays are IE 10+, Firefox 4+, Chrome 7+, Safari 5.1+,\n * Opera 11.6+, iOS 4.2+.\n *\n * Due to various browser bugs, sometimes the Object implementation will be used even\n * when the browser supports typed arrays.\n *\n * Note:\n *\n * - Firefox 4-29 lacks support for adding new properties to `Uint8Array` instances,\n * See: https://bugzilla.mozilla.org/show_bug.cgi?id=695438.\n *\n * - Chrome 9-10 is missing the `TypedArray.prototype.subarray` function.\n *\n * - IE10 has a broken `TypedArray.prototype.subarray` function which returns arrays of\n * incorrect length in some situations.\n\n * We detect these buggy browsers and set `Buffer.TYPED_ARRAY_SUPPORT` to `false` so they\n * get the Object implementation, which is slower but behaves correctly.\n */\nBuffer.TYPED_ARRAY_SUPPORT = global.TYPED_ARRAY_SUPPORT !== undefined\n ? global.TYPED_ARRAY_SUPPORT\n : true\n\n/*\n * Export kMaxLength after typed array support is determined.\n */\nvar _kMaxLength = kMaxLength()\nexport {_kMaxLength as kMaxLength};\nfunction typedArraySupport () {\n return true;\n // rollup issues\n // try {\n // var arr = new Uint8Array(1)\n // arr.__proto__ = {\n // __proto__: Uint8Array.prototype,\n // foo: function () { return 42 }\n // }\n // return arr.foo() === 42 && // typed array instances can be augmented\n // typeof arr.subarray === 'function' && // chrome 9-10 lack `subarray`\n // arr.subarray(1, 1).byteLength === 0 // ie10 has broken `subarray`\n // } catch (e) {\n // return false\n // }\n}\n\nfunction kMaxLength () {\n return Buffer.TYPED_ARRAY_SUPPORT\n ? 0x7fffffff\n : 0x3fffffff\n}\n\nfunction createBuffer (that, length) {\n if (kMaxLength() < length) {\n throw new RangeError('Invalid typed array length')\n }\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n // Return an augmented `Uint8Array` instance, for best performance\n that = new Uint8Array(length)\n that.__proto__ = Buffer.prototype\n } else {\n // Fallback: Return an object instance of the Buffer class\n if (that === null) {\n that = new Buffer(length)\n }\n that.length = length\n }\n\n return that\n}\n\n/**\n * The Buffer constructor returns instances of `Uint8Array` that have their\n * prototype changed to `Buffer.prototype`. Furthermore, `Buffer` is a subclass of\n * `Uint8Array`, so the returned instances will have all the node `Buffer` methods\n * and the `Uint8Array` methods. Square bracket notation works as expected -- it\n * returns a single octet.\n *\n * The `Uint8Array` prototype remains unmodified.\n */\n\nexport function Buffer (arg, encodingOrOffset, length) {\n if (!Buffer.TYPED_ARRAY_SUPPORT && !(this instanceof Buffer)) {\n return new Buffer(arg, encodingOrOffset, length)\n }\n\n // Common case.\n if (typeof arg === 'number') {\n if (typeof encodingOrOffset === 'string') {\n throw new Error(\n 'If encoding is specified then the first argument must be a string'\n )\n }\n return allocUnsafe(this, arg)\n }\n return from(this, arg, encodingOrOffset, length)\n}\n\nBuffer.poolSize = 8192 // not used by this implementation\n\n// TODO: Legacy, not needed anymore. Remove in next major version.\nBuffer._augment = function (arr) {\n arr.__proto__ = Buffer.prototype\n return arr\n}\n\nfunction from (that, value, encodingOrOffset, length) {\n if (typeof value === 'number') {\n throw new TypeError('\"value\" argument must not be a number')\n }\n\n if (typeof ArrayBuffer !== 'undefined' && value instanceof ArrayBuffer) {\n return fromArrayBuffer(that, value, encodingOrOffset, length)\n }\n\n if (typeof value === 'string') {\n return fromString(that, value, encodingOrOffset)\n }\n\n return fromObject(that, value)\n}\n\n/**\n * Functionally equivalent to Buffer(arg, encoding) but throws a TypeError\n * if value is a number.\n * Buffer.from(str[, encoding])\n * Buffer.from(array)\n * Buffer.from(buffer)\n * Buffer.from(arrayBuffer[, byteOffset[, length]])\n **/\nBuffer.from = function (value, encodingOrOffset, length) {\n return from(null, value, encodingOrOffset, length)\n}\n\nif (Buffer.TYPED_ARRAY_SUPPORT) {\n Buffer.prototype.__proto__ = Uint8Array.prototype\n Buffer.__proto__ = Uint8Array\n if (typeof Symbol !== 'undefined' && Symbol.species &&\n Buffer[Symbol.species] === Buffer) {\n // Fix subarray() in ES2016. See: https://github.com/feross/buffer/pull/97\n // Object.defineProperty(Buffer, Symbol.species, {\n // value: null,\n // configurable: true\n // })\n }\n}\n\nfunction assertSize (size) {\n if (typeof size !== 'number') {\n throw new TypeError('\"size\" argument must be a number')\n } else if (size < 0) {\n throw new RangeError('\"size\" argument must not be negative')\n }\n}\n\nfunction alloc (that, size, fill, encoding) {\n assertSize(size)\n if (size <= 0) {\n return createBuffer(that, size)\n }\n if (fill !== undefined) {\n // Only pay attention to encoding if it's a string. This\n // prevents accidentally sending in a number that would\n // be interpretted as a start offset.\n return typeof encoding === 'string'\n ? createBuffer(that, size).fill(fill, encoding)\n : createBuffer(that, size).fill(fill)\n }\n return createBuffer(that, size)\n}\n\n/**\n * Creates a new filled Buffer instance.\n * alloc(size[, fill[, encoding]])\n **/\nBuffer.alloc = function (size, fill, encoding) {\n return alloc(null, size, fill, encoding)\n}\n\nfunction allocUnsafe (that, size) {\n assertSize(size)\n that = createBuffer(that, size < 0 ? 0 : checked(size) | 0)\n if (!Buffer.TYPED_ARRAY_SUPPORT) {\n for (var i = 0; i < size; ++i) {\n that[i] = 0\n }\n }\n return that\n}\n\n/**\n * Equivalent to Buffer(num), by default creates a non-zero-filled Buffer instance.\n * */\nBuffer.allocUnsafe = function (size) {\n return allocUnsafe(null, size)\n}\n/**\n * Equivalent to SlowBuffer(num), by default creates a non-zero-filled Buffer instance.\n */\nBuffer.allocUnsafeSlow = function (size) {\n return allocUnsafe(null, size)\n}\n\nfunction fromString (that, string, encoding) {\n if (typeof encoding !== 'string' || encoding === '') {\n encoding = 'utf8'\n }\n\n if (!Buffer.isEncoding(encoding)) {\n throw new TypeError('\"encoding\" must be a valid string encoding')\n }\n\n var length = byteLength(string, encoding) | 0\n that = createBuffer(that, length)\n\n var actual = that.write(string, encoding)\n\n if (actual !== length) {\n // Writing a hex string, for example, that contains invalid characters will\n // cause everything after the first invalid character to be ignored. (e.g.\n // 'abxxcd' will be treated as 'ab')\n that = that.slice(0, actual)\n }\n\n return that\n}\n\nfunction fromArrayLike (that, array) {\n var length = array.length < 0 ? 0 : checked(array.length) | 0\n that = createBuffer(that, length)\n for (var i = 0; i < length; i += 1) {\n that[i] = array[i] & 255\n }\n return that\n}\n\nfunction fromArrayBuffer (that, array, byteOffset, length) {\n array.byteLength // this throws if `array` is not a valid ArrayBuffer\n\n if (byteOffset < 0 || array.byteLength < byteOffset) {\n throw new RangeError('\\'offset\\' is out of bounds')\n }\n\n if (array.byteLength < byteOffset + (length || 0)) {\n throw new RangeError('\\'length\\' is out of bounds')\n }\n\n if (byteOffset === undefined && length === undefined) {\n array = new Uint8Array(array)\n } else if (length === undefined) {\n array = new Uint8Array(array, byteOffset)\n } else {\n array = new Uint8Array(array, byteOffset, length)\n }\n\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n // Return an augmented `Uint8Array` instance, for best performance\n that = array\n that.__proto__ = Buffer.prototype\n } else {\n // Fallback: Return an object instance of the Buffer class\n that = fromArrayLike(that, array)\n }\n return that\n}\n\nfunction fromObject (that, obj) {\n if (internalIsBuffer(obj)) {\n var len = checked(obj.length) | 0\n that = createBuffer(that, len)\n\n if (that.length === 0) {\n return that\n }\n\n obj.copy(that, 0, 0, len)\n return that\n }\n\n if (obj) {\n if ((typeof ArrayBuffer !== 'undefined' &&\n obj.buffer instanceof ArrayBuffer) || 'length' in obj) {\n if (typeof obj.length !== 'number' || isnan(obj.length)) {\n return createBuffer(that, 0)\n }\n return fromArrayLike(that, obj)\n }\n\n if (obj.type === 'Buffer' && isArray(obj.data)) {\n return fromArrayLike(that, obj.data)\n }\n }\n\n throw new TypeError('First argument must be a string, Buffer, ArrayBuffer, Array, or array-like object.')\n}\n\nfunction checked (length) {\n // Note: cannot use `length < kMaxLength()` here because that fails when\n // length is NaN (which is otherwise coerced to zero.)\n if (length >= kMaxLength()) {\n throw new RangeError('Attempt to allocate Buffer larger than maximum ' +\n 'size: 0x' + kMaxLength().toString(16) + ' bytes')\n }\n return length | 0\n}\n\nexport function SlowBuffer (length) {\n if (+length != length) { // eslint-disable-line eqeqeq\n length = 0\n }\n return Buffer.alloc(+length)\n}\nBuffer.isBuffer = isBuffer;\nfunction internalIsBuffer (b) {\n return !!(b != null && b._isBuffer)\n}\n\nBuffer.compare = function compare (a, b) {\n if (!internalIsBuffer(a) || !internalIsBuffer(b)) {\n throw new TypeError('Arguments must be Buffers')\n }\n\n if (a === b) return 0\n\n var x = a.length\n var y = b.length\n\n for (var i = 0, len = Math.min(x, y); i < len; ++i) {\n if (a[i] !== b[i]) {\n x = a[i]\n y = b[i]\n break\n }\n }\n\n if (x < y) return -1\n if (y < x) return 1\n return 0\n}\n\nBuffer.isEncoding = function isEncoding (encoding) {\n switch (String(encoding).toLowerCase()) {\n case 'hex':\n case 'utf8':\n case 'utf-8':\n case 'ascii':\n case 'latin1':\n case 'binary':\n case 'base64':\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return true\n default:\n return false\n }\n}\n\nBuffer.concat = function concat (list, length) {\n if (!isArray(list)) {\n throw new TypeError('\"list\" argument must be an Array of Buffers')\n }\n\n if (list.length === 0) {\n return Buffer.alloc(0)\n }\n\n var i\n if (length === undefined) {\n length = 0\n for (i = 0; i < list.length; ++i) {\n length += list[i].length\n }\n }\n\n var buffer = Buffer.allocUnsafe(length)\n var pos = 0\n for (i = 0; i < list.length; ++i) {\n var buf = list[i]\n if (!internalIsBuffer(buf)) {\n throw new TypeError('\"list\" argument must be an Array of Buffers')\n }\n buf.copy(buffer, pos)\n pos += buf.length\n }\n return buffer\n}\n\nfunction byteLength (string, encoding) {\n if (internalIsBuffer(string)) {\n return string.length\n }\n if (typeof ArrayBuffer !== 'undefined' && typeof ArrayBuffer.isView === 'function' &&\n (ArrayBuffer.isView(string) || string instanceof ArrayBuffer)) {\n return string.byteLength\n }\n if (typeof string !== 'string') {\n string = '' + string\n }\n\n var len = string.length\n if (len === 0) return 0\n\n // Use a for loop to avoid recursion\n var loweredCase = false\n for (;;) {\n switch (encoding) {\n case 'ascii':\n case 'latin1':\n case 'binary':\n return len\n case 'utf8':\n case 'utf-8':\n case undefined:\n return utf8ToBytes(string).length\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return len * 2\n case 'hex':\n return len >>> 1\n case 'base64':\n return base64ToBytes(string).length\n default:\n if (loweredCase) return utf8ToBytes(string).length // assume utf8\n encoding = ('' + encoding).toLowerCase()\n loweredCase = true\n }\n }\n}\nBuffer.byteLength = byteLength\n\nfunction slowToString (encoding, start, end) {\n var loweredCase = false\n\n // No need to verify that \"this.length <= MAX_UINT32\" since it's a read-only\n // property of a typed array.\n\n // This behaves neither like String nor Uint8Array in that we set start/end\n // to their upper/lower bounds if the value passed is out of range.\n // undefined is handled specially as per ECMA-262 6th Edition,\n // Section 13.3.3.7 Runtime Semantics: KeyedBindingInitialization.\n if (start === undefined || start < 0) {\n start = 0\n }\n // Return early if start > this.length. Done here to prevent potential uint32\n // coercion fail below.\n if (start > this.length) {\n return ''\n }\n\n if (end === undefined || end > this.length) {\n end = this.length\n }\n\n if (end <= 0) {\n return ''\n }\n\n // Force coersion to uint32. This will also coerce falsey/NaN values to 0.\n end >>>= 0\n start >>>= 0\n\n if (end <= start) {\n return ''\n }\n\n if (!encoding) encoding = 'utf8'\n\n while (true) {\n switch (encoding) {\n case 'hex':\n return hexSlice(this, start, end)\n\n case 'utf8':\n case 'utf-8':\n return utf8Slice(this, start, end)\n\n case 'ascii':\n return asciiSlice(this, start, end)\n\n case 'latin1':\n case 'binary':\n return latin1Slice(this, start, end)\n\n case 'base64':\n return base64Slice(this, start, end)\n\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return utf16leSlice(this, start, end)\n\n default:\n if (loweredCase) throw new TypeError('Unknown encoding: ' + encoding)\n encoding = (encoding + '').toLowerCase()\n loweredCase = true\n }\n }\n}\n\n// The property is used by `Buffer.isBuffer` and `is-buffer` (in Safari 5-7) to detect\n// Buffer instances.\nBuffer.prototype._isBuffer = true\n\nfunction swap (b, n, m) {\n var i = b[n]\n b[n] = b[m]\n b[m] = i\n}\n\nBuffer.prototype.swap16 = function swap16 () {\n var len = this.length\n if (len % 2 !== 0) {\n throw new RangeError('Buffer size must be a multiple of 16-bits')\n }\n for (var i = 0; i < len; i += 2) {\n swap(this, i, i + 1)\n }\n return this\n}\n\nBuffer.prototype.swap32 = function swap32 () {\n var len = this.length\n if (len % 4 !== 0) {\n throw new RangeError('Buffer size must be a multiple of 32-bits')\n }\n for (var i = 0; i < len; i += 4) {\n swap(this, i, i + 3)\n swap(this, i + 1, i + 2)\n }\n return this\n}\n\nBuffer.prototype.swap64 = function swap64 () {\n var len = this.length\n if (len % 8 !== 0) {\n throw new RangeError('Buffer size must be a multiple of 64-bits')\n }\n for (var i = 0; i < len; i += 8) {\n swap(this, i, i + 7)\n swap(this, i + 1, i + 6)\n swap(this, i + 2, i + 5)\n swap(this, i + 3, i + 4)\n }\n return this\n}\n\nBuffer.prototype.toString = function toString () {\n var length = this.length | 0\n if (length === 0) return ''\n if (arguments.length === 0) return utf8Slice(this, 0, length)\n return slowToString.apply(this, arguments)\n}\n\nBuffer.prototype.equals = function equals (b) {\n if (!internalIsBuffer(b)) throw new TypeError('Argument must be a Buffer')\n if (this === b) return true\n return Buffer.compare(this, b) === 0\n}\n\nBuffer.prototype.inspect = function inspect () {\n var str = ''\n var max = INSPECT_MAX_BYTES\n if (this.length > 0) {\n str = this.toString('hex', 0, max).match(/.{2}/g).join(' ')\n if (this.length > max) str += ' ... '\n }\n return ''\n}\n\nBuffer.prototype.compare = function compare (target, start, end, thisStart, thisEnd) {\n if (!internalIsBuffer(target)) {\n throw new TypeError('Argument must be a Buffer')\n }\n\n if (start === undefined) {\n start = 0\n }\n if (end === undefined) {\n end = target ? target.length : 0\n }\n if (thisStart === undefined) {\n thisStart = 0\n }\n if (thisEnd === undefined) {\n thisEnd = this.length\n }\n\n if (start < 0 || end > target.length || thisStart < 0 || thisEnd > this.length) {\n throw new RangeError('out of range index')\n }\n\n if (thisStart >= thisEnd && start >= end) {\n return 0\n }\n if (thisStart >= thisEnd) {\n return -1\n }\n if (start >= end) {\n return 1\n }\n\n start >>>= 0\n end >>>= 0\n thisStart >>>= 0\n thisEnd >>>= 0\n\n if (this === target) return 0\n\n var x = thisEnd - thisStart\n var y = end - start\n var len = Math.min(x, y)\n\n var thisCopy = this.slice(thisStart, thisEnd)\n var targetCopy = target.slice(start, end)\n\n for (var i = 0; i < len; ++i) {\n if (thisCopy[i] !== targetCopy[i]) {\n x = thisCopy[i]\n y = targetCopy[i]\n break\n }\n }\n\n if (x < y) return -1\n if (y < x) return 1\n return 0\n}\n\n// Finds either the first index of `val` in `buffer` at offset >= `byteOffset`,\n// OR the last index of `val` in `buffer` at offset <= `byteOffset`.\n//\n// Arguments:\n// - buffer - a Buffer to search\n// - val - a string, Buffer, or number\n// - byteOffset - an index into `buffer`; will be clamped to an int32\n// - encoding - an optional encoding, relevant is val is a string\n// - dir - true for indexOf, false for lastIndexOf\nfunction bidirectionalIndexOf (buffer, val, byteOffset, encoding, dir) {\n // Empty buffer means no match\n if (buffer.length === 0) return -1\n\n // Normalize byteOffset\n if (typeof byteOffset === 'string') {\n encoding = byteOffset\n byteOffset = 0\n } else if (byteOffset > 0x7fffffff) {\n byteOffset = 0x7fffffff\n } else if (byteOffset < -0x80000000) {\n byteOffset = -0x80000000\n }\n byteOffset = +byteOffset // Coerce to Number.\n if (isNaN(byteOffset)) {\n // byteOffset: it it's undefined, null, NaN, \"foo\", etc, search whole buffer\n byteOffset = dir ? 0 : (buffer.length - 1)\n }\n\n // Normalize byteOffset: negative offsets start from the end of the buffer\n if (byteOffset < 0) byteOffset = buffer.length + byteOffset\n if (byteOffset >= buffer.length) {\n if (dir) return -1\n else byteOffset = buffer.length - 1\n } else if (byteOffset < 0) {\n if (dir) byteOffset = 0\n else return -1\n }\n\n // Normalize val\n if (typeof val === 'string') {\n val = Buffer.from(val, encoding)\n }\n\n // Finally, search either indexOf (if dir is true) or lastIndexOf\n if (internalIsBuffer(val)) {\n // Special case: looking for empty string/buffer always fails\n if (val.length === 0) {\n return -1\n }\n return arrayIndexOf(buffer, val, byteOffset, encoding, dir)\n } else if (typeof val === 'number') {\n val = val & 0xFF // Search for a byte value [0-255]\n if (Buffer.TYPED_ARRAY_SUPPORT &&\n typeof Uint8Array.prototype.indexOf === 'function') {\n if (dir) {\n return Uint8Array.prototype.indexOf.call(buffer, val, byteOffset)\n } else {\n return Uint8Array.prototype.lastIndexOf.call(buffer, val, byteOffset)\n }\n }\n return arrayIndexOf(buffer, [ val ], byteOffset, encoding, dir)\n }\n\n throw new TypeError('val must be string, number or Buffer')\n}\n\nfunction arrayIndexOf (arr, val, byteOffset, encoding, dir) {\n var indexSize = 1\n var arrLength = arr.length\n var valLength = val.length\n\n if (encoding !== undefined) {\n encoding = String(encoding).toLowerCase()\n if (encoding === 'ucs2' || encoding === 'ucs-2' ||\n encoding === 'utf16le' || encoding === 'utf-16le') {\n if (arr.length < 2 || val.length < 2) {\n return -1\n }\n indexSize = 2\n arrLength /= 2\n valLength /= 2\n byteOffset /= 2\n }\n }\n\n function read (buf, i) {\n if (indexSize === 1) {\n return buf[i]\n } else {\n return buf.readUInt16BE(i * indexSize)\n }\n }\n\n var i\n if (dir) {\n var foundIndex = -1\n for (i = byteOffset; i < arrLength; i++) {\n if (read(arr, i) === read(val, foundIndex === -1 ? 0 : i - foundIndex)) {\n if (foundIndex === -1) foundIndex = i\n if (i - foundIndex + 1 === valLength) return foundIndex * indexSize\n } else {\n if (foundIndex !== -1) i -= i - foundIndex\n foundIndex = -1\n }\n }\n } else {\n if (byteOffset + valLength > arrLength) byteOffset = arrLength - valLength\n for (i = byteOffset; i >= 0; i--) {\n var found = true\n for (var j = 0; j < valLength; j++) {\n if (read(arr, i + j) !== read(val, j)) {\n found = false\n break\n }\n }\n if (found) return i\n }\n }\n\n return -1\n}\n\nBuffer.prototype.includes = function includes (val, byteOffset, encoding) {\n return this.indexOf(val, byteOffset, encoding) !== -1\n}\n\nBuffer.prototype.indexOf = function indexOf (val, byteOffset, encoding) {\n return bidirectionalIndexOf(this, val, byteOffset, encoding, true)\n}\n\nBuffer.prototype.lastIndexOf = function lastIndexOf (val, byteOffset, encoding) {\n return bidirectionalIndexOf(this, val, byteOffset, encoding, false)\n}\n\nfunction hexWrite (buf, string, offset, length) {\n offset = Number(offset) || 0\n var remaining = buf.length - offset\n if (!length) {\n length = remaining\n } else {\n length = Number(length)\n if (length > remaining) {\n length = remaining\n }\n }\n\n // must be an even number of digits\n var strLen = string.length\n if (strLen % 2 !== 0) throw new TypeError('Invalid hex string')\n\n if (length > strLen / 2) {\n length = strLen / 2\n }\n for (var i = 0; i < length; ++i) {\n var parsed = parseInt(string.substr(i * 2, 2), 16)\n if (isNaN(parsed)) return i\n buf[offset + i] = parsed\n }\n return i\n}\n\nfunction utf8Write (buf, string, offset, length) {\n return blitBuffer(utf8ToBytes(string, buf.length - offset), buf, offset, length)\n}\n\nfunction asciiWrite (buf, string, offset, length) {\n return blitBuffer(asciiToBytes(string), buf, offset, length)\n}\n\nfunction latin1Write (buf, string, offset, length) {\n return asciiWrite(buf, string, offset, length)\n}\n\nfunction base64Write (buf, string, offset, length) {\n return blitBuffer(base64ToBytes(string), buf, offset, length)\n}\n\nfunction ucs2Write (buf, string, offset, length) {\n return blitBuffer(utf16leToBytes(string, buf.length - offset), buf, offset, length)\n}\n\nBuffer.prototype.write = function write (string, offset, length, encoding) {\n // Buffer#write(string)\n if (offset === undefined) {\n encoding = 'utf8'\n length = this.length\n offset = 0\n // Buffer#write(string, encoding)\n } else if (length === undefined && typeof offset === 'string') {\n encoding = offset\n length = this.length\n offset = 0\n // Buffer#write(string, offset[, length][, encoding])\n } else if (isFinite(offset)) {\n offset = offset | 0\n if (isFinite(length)) {\n length = length | 0\n if (encoding === undefined) encoding = 'utf8'\n } else {\n encoding = length\n length = undefined\n }\n // legacy write(string, encoding, offset, length) - remove in v0.13\n } else {\n throw new Error(\n 'Buffer.write(string, encoding, offset[, length]) is no longer supported'\n )\n }\n\n var remaining = this.length - offset\n if (length === undefined || length > remaining) length = remaining\n\n if ((string.length > 0 && (length < 0 || offset < 0)) || offset > this.length) {\n throw new RangeError('Attempt to write outside buffer bounds')\n }\n\n if (!encoding) encoding = 'utf8'\n\n var loweredCase = false\n for (;;) {\n switch (encoding) {\n case 'hex':\n return hexWrite(this, string, offset, length)\n\n case 'utf8':\n case 'utf-8':\n return utf8Write(this, string, offset, length)\n\n case 'ascii':\n return asciiWrite(this, string, offset, length)\n\n case 'latin1':\n case 'binary':\n return latin1Write(this, string, offset, length)\n\n case 'base64':\n // Warning: maxLength not taken into account in base64Write\n return base64Write(this, string, offset, length)\n\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return ucs2Write(this, string, offset, length)\n\n default:\n if (loweredCase) throw new TypeError('Unknown encoding: ' + encoding)\n encoding = ('' + encoding).toLowerCase()\n loweredCase = true\n }\n }\n}\n\nBuffer.prototype.toJSON = function toJSON () {\n return {\n type: 'Buffer',\n data: Array.prototype.slice.call(this._arr || this, 0)\n }\n}\n\nfunction base64Slice (buf, start, end) {\n if (start === 0 && end === buf.length) {\n return base64.fromByteArray(buf)\n } else {\n return base64.fromByteArray(buf.slice(start, end))\n }\n}\n\nfunction utf8Slice (buf, start, end) {\n end = Math.min(buf.length, end)\n var res = []\n\n var i = start\n while (i < end) {\n var firstByte = buf[i]\n var codePoint = null\n var bytesPerSequence = (firstByte > 0xEF) ? 4\n : (firstByte > 0xDF) ? 3\n : (firstByte > 0xBF) ? 2\n : 1\n\n if (i + bytesPerSequence <= end) {\n var secondByte, thirdByte, fourthByte, tempCodePoint\n\n switch (bytesPerSequence) {\n case 1:\n if (firstByte < 0x80) {\n codePoint = firstByte\n }\n break\n case 2:\n secondByte = buf[i + 1]\n if ((secondByte & 0xC0) === 0x80) {\n tempCodePoint = (firstByte & 0x1F) << 0x6 | (secondByte & 0x3F)\n if (tempCodePoint > 0x7F) {\n codePoint = tempCodePoint\n }\n }\n break\n case 3:\n secondByte = buf[i + 1]\n thirdByte = buf[i + 2]\n if ((secondByte & 0xC0) === 0x80 && (thirdByte & 0xC0) === 0x80) {\n tempCodePoint = (firstByte & 0xF) << 0xC | (secondByte & 0x3F) << 0x6 | (thirdByte & 0x3F)\n if (tempCodePoint > 0x7FF && (tempCodePoint < 0xD800 || tempCodePoint > 0xDFFF)) {\n codePoint = tempCodePoint\n }\n }\n break\n case 4:\n secondByte = buf[i + 1]\n thirdByte = buf[i + 2]\n fourthByte = buf[i + 3]\n if ((secondByte & 0xC0) === 0x80 && (thirdByte & 0xC0) === 0x80 && (fourthByte & 0xC0) === 0x80) {\n tempCodePoint = (firstByte & 0xF) << 0x12 | (secondByte & 0x3F) << 0xC | (thirdByte & 0x3F) << 0x6 | (fourthByte & 0x3F)\n if (tempCodePoint > 0xFFFF && tempCodePoint < 0x110000) {\n codePoint = tempCodePoint\n }\n }\n }\n }\n\n if (codePoint === null) {\n // we did not generate a valid codePoint so insert a\n // replacement char (U+FFFD) and advance only 1 byte\n codePoint = 0xFFFD\n bytesPerSequence = 1\n } else if (codePoint > 0xFFFF) {\n // encode to utf16 (surrogate pair dance)\n codePoint -= 0x10000\n res.push(codePoint >>> 10 & 0x3FF | 0xD800)\n codePoint = 0xDC00 | codePoint & 0x3FF\n }\n\n res.push(codePoint)\n i += bytesPerSequence\n }\n\n return decodeCodePointsArray(res)\n}\n\n// Based on http://stackoverflow.com/a/22747272/680742, the browser with\n// the lowest limit is Chrome, with 0x10000 args.\n// We go 1 magnitude less, for safety\nvar MAX_ARGUMENTS_LENGTH = 0x1000\n\nfunction decodeCodePointsArray (codePoints) {\n var len = codePoints.length\n if (len <= MAX_ARGUMENTS_LENGTH) {\n return String.fromCharCode.apply(String, codePoints) // avoid extra slice()\n }\n\n // Decode in chunks to avoid \"call stack size exceeded\".\n var res = ''\n var i = 0\n while (i < len) {\n res += String.fromCharCode.apply(\n String,\n codePoints.slice(i, i += MAX_ARGUMENTS_LENGTH)\n )\n }\n return res\n}\n\nfunction asciiSlice (buf, start, end) {\n var ret = ''\n end = Math.min(buf.length, end)\n\n for (var i = start; i < end; ++i) {\n ret += String.fromCharCode(buf[i] & 0x7F)\n }\n return ret\n}\n\nfunction latin1Slice (buf, start, end) {\n var ret = ''\n end = Math.min(buf.length, end)\n\n for (var i = start; i < end; ++i) {\n ret += String.fromCharCode(buf[i])\n }\n return ret\n}\n\nfunction hexSlice (buf, start, end) {\n var len = buf.length\n\n if (!start || start < 0) start = 0\n if (!end || end < 0 || end > len) end = len\n\n var out = ''\n for (var i = start; i < end; ++i) {\n out += toHex(buf[i])\n }\n return out\n}\n\nfunction utf16leSlice (buf, start, end) {\n var bytes = buf.slice(start, end)\n var res = ''\n for (var i = 0; i < bytes.length; i += 2) {\n res += String.fromCharCode(bytes[i] + bytes[i + 1] * 256)\n }\n return res\n}\n\nBuffer.prototype.slice = function slice (start, end) {\n var len = this.length\n start = ~~start\n end = end === undefined ? len : ~~end\n\n if (start < 0) {\n start += len\n if (start < 0) start = 0\n } else if (start > len) {\n start = len\n }\n\n if (end < 0) {\n end += len\n if (end < 0) end = 0\n } else if (end > len) {\n end = len\n }\n\n if (end < start) end = start\n\n var newBuf\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n newBuf = this.subarray(start, end)\n newBuf.__proto__ = Buffer.prototype\n } else {\n var sliceLen = end - start\n newBuf = new Buffer(sliceLen, undefined)\n for (var i = 0; i < sliceLen; ++i) {\n newBuf[i] = this[i + start]\n }\n }\n\n return newBuf\n}\n\n/*\n * Need to make sure that buffer isn't trying to write out of bounds.\n */\nfunction checkOffset (offset, ext, length) {\n if ((offset % 1) !== 0 || offset < 0) throw new RangeError('offset is not uint')\n if (offset + ext > length) throw new RangeError('Trying to access beyond buffer length')\n}\n\nBuffer.prototype.readUIntLE = function readUIntLE (offset, byteLength, noAssert) {\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) checkOffset(offset, byteLength, this.length)\n\n var val = this[offset]\n var mul = 1\n var i = 0\n while (++i < byteLength && (mul *= 0x100)) {\n val += this[offset + i] * mul\n }\n\n return val\n}\n\nBuffer.prototype.readUIntBE = function readUIntBE (offset, byteLength, noAssert) {\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) {\n checkOffset(offset, byteLength, this.length)\n }\n\n var val = this[offset + --byteLength]\n var mul = 1\n while (byteLength > 0 && (mul *= 0x100)) {\n val += this[offset + --byteLength] * mul\n }\n\n return val\n}\n\nBuffer.prototype.readUInt8 = function readUInt8 (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 1, this.length)\n return this[offset]\n}\n\nBuffer.prototype.readUInt16LE = function readUInt16LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length)\n return this[offset] | (this[offset + 1] << 8)\n}\n\nBuffer.prototype.readUInt16BE = function readUInt16BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length)\n return (this[offset] << 8) | this[offset + 1]\n}\n\nBuffer.prototype.readUInt32LE = function readUInt32LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n\n return ((this[offset]) |\n (this[offset + 1] << 8) |\n (this[offset + 2] << 16)) +\n (this[offset + 3] * 0x1000000)\n}\n\nBuffer.prototype.readUInt32BE = function readUInt32BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n\n return (this[offset] * 0x1000000) +\n ((this[offset + 1] << 16) |\n (this[offset + 2] << 8) |\n this[offset + 3])\n}\n\nBuffer.prototype.readIntLE = function readIntLE (offset, byteLength, noAssert) {\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) checkOffset(offset, byteLength, this.length)\n\n var val = this[offset]\n var mul = 1\n var i = 0\n while (++i < byteLength && (mul *= 0x100)) {\n val += this[offset + i] * mul\n }\n mul *= 0x80\n\n if (val >= mul) val -= Math.pow(2, 8 * byteLength)\n\n return val\n}\n\nBuffer.prototype.readIntBE = function readIntBE (offset, byteLength, noAssert) {\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) checkOffset(offset, byteLength, this.length)\n\n var i = byteLength\n var mul = 1\n var val = this[offset + --i]\n while (i > 0 && (mul *= 0x100)) {\n val += this[offset + --i] * mul\n }\n mul *= 0x80\n\n if (val >= mul) val -= Math.pow(2, 8 * byteLength)\n\n return val\n}\n\nBuffer.prototype.readInt8 = function readInt8 (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 1, this.length)\n if (!(this[offset] & 0x80)) return (this[offset])\n return ((0xff - this[offset] + 1) * -1)\n}\n\nBuffer.prototype.readInt16LE = function readInt16LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length)\n var val = this[offset] | (this[offset + 1] << 8)\n return (val & 0x8000) ? val | 0xFFFF0000 : val\n}\n\nBuffer.prototype.readInt16BE = function readInt16BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length)\n var val = this[offset + 1] | (this[offset] << 8)\n return (val & 0x8000) ? val | 0xFFFF0000 : val\n}\n\nBuffer.prototype.readInt32LE = function readInt32LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n\n return (this[offset]) |\n (this[offset + 1] << 8) |\n (this[offset + 2] << 16) |\n (this[offset + 3] << 24)\n}\n\nBuffer.prototype.readInt32BE = function readInt32BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n\n return (this[offset] << 24) |\n (this[offset + 1] << 16) |\n (this[offset + 2] << 8) |\n (this[offset + 3])\n}\n\nBuffer.prototype.readFloatLE = function readFloatLE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n return ieee754.read(this, offset, true, 23, 4)\n}\n\nBuffer.prototype.readFloatBE = function readFloatBE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n return ieee754.read(this, offset, false, 23, 4)\n}\n\nBuffer.prototype.readDoubleLE = function readDoubleLE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 8, this.length)\n return ieee754.read(this, offset, true, 52, 8)\n}\n\nBuffer.prototype.readDoubleBE = function readDoubleBE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 8, this.length)\n return ieee754.read(this, offset, false, 52, 8)\n}\n\nfunction checkInt (buf, value, offset, ext, max, min) {\n if (!internalIsBuffer(buf)) throw new TypeError('\"buffer\" argument must be a Buffer instance')\n if (value > max || value < min) throw new RangeError('\"value\" argument is out of bounds')\n if (offset + ext > buf.length) throw new RangeError('Index out of range')\n}\n\nBuffer.prototype.writeUIntLE = function writeUIntLE (value, offset, byteLength, noAssert) {\n value = +value\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) {\n var maxBytes = Math.pow(2, 8 * byteLength) - 1\n checkInt(this, value, offset, byteLength, maxBytes, 0)\n }\n\n var mul = 1\n var i = 0\n this[offset] = value & 0xFF\n while (++i < byteLength && (mul *= 0x100)) {\n this[offset + i] = (value / mul) & 0xFF\n }\n\n return offset + byteLength\n}\n\nBuffer.prototype.writeUIntBE = function writeUIntBE (value, offset, byteLength, noAssert) {\n value = +value\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) {\n var maxBytes = Math.pow(2, 8 * byteLength) - 1\n checkInt(this, value, offset, byteLength, maxBytes, 0)\n }\n\n var i = byteLength - 1\n var mul = 1\n this[offset + i] = value & 0xFF\n while (--i >= 0 && (mul *= 0x100)) {\n this[offset + i] = (value / mul) & 0xFF\n }\n\n return offset + byteLength\n}\n\nBuffer.prototype.writeUInt8 = function writeUInt8 (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 1, 0xff, 0)\n if (!Buffer.TYPED_ARRAY_SUPPORT) value = Math.floor(value)\n this[offset] = (value & 0xff)\n return offset + 1\n}\n\nfunction objectWriteUInt16 (buf, value, offset, littleEndian) {\n if (value < 0) value = 0xffff + value + 1\n for (var i = 0, j = Math.min(buf.length - offset, 2); i < j; ++i) {\n buf[offset + i] = (value & (0xff << (8 * (littleEndian ? i : 1 - i)))) >>>\n (littleEndian ? i : 1 - i) * 8\n }\n}\n\nBuffer.prototype.writeUInt16LE = function writeUInt16LE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value & 0xff)\n this[offset + 1] = (value >>> 8)\n } else {\n objectWriteUInt16(this, value, offset, true)\n }\n return offset + 2\n}\n\nBuffer.prototype.writeUInt16BE = function writeUInt16BE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 8)\n this[offset + 1] = (value & 0xff)\n } else {\n objectWriteUInt16(this, value, offset, false)\n }\n return offset + 2\n}\n\nfunction objectWriteUInt32 (buf, value, offset, littleEndian) {\n if (value < 0) value = 0xffffffff + value + 1\n for (var i = 0, j = Math.min(buf.length - offset, 4); i < j; ++i) {\n buf[offset + i] = (value >>> (littleEndian ? i : 3 - i) * 8) & 0xff\n }\n}\n\nBuffer.prototype.writeUInt32LE = function writeUInt32LE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset + 3] = (value >>> 24)\n this[offset + 2] = (value >>> 16)\n this[offset + 1] = (value >>> 8)\n this[offset] = (value & 0xff)\n } else {\n objectWriteUInt32(this, value, offset, true)\n }\n return offset + 4\n}\n\nBuffer.prototype.writeUInt32BE = function writeUInt32BE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 24)\n this[offset + 1] = (value >>> 16)\n this[offset + 2] = (value >>> 8)\n this[offset + 3] = (value & 0xff)\n } else {\n objectWriteUInt32(this, value, offset, false)\n }\n return offset + 4\n}\n\nBuffer.prototype.writeIntLE = function writeIntLE (value, offset, byteLength, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) {\n var limit = Math.pow(2, 8 * byteLength - 1)\n\n checkInt(this, value, offset, byteLength, limit - 1, -limit)\n }\n\n var i = 0\n var mul = 1\n var sub = 0\n this[offset] = value & 0xFF\n while (++i < byteLength && (mul *= 0x100)) {\n if (value < 0 && sub === 0 && this[offset + i - 1] !== 0) {\n sub = 1\n }\n this[offset + i] = ((value / mul) >> 0) - sub & 0xFF\n }\n\n return offset + byteLength\n}\n\nBuffer.prototype.writeIntBE = function writeIntBE (value, offset, byteLength, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) {\n var limit = Math.pow(2, 8 * byteLength - 1)\n\n checkInt(this, value, offset, byteLength, limit - 1, -limit)\n }\n\n var i = byteLength - 1\n var mul = 1\n var sub = 0\n this[offset + i] = value & 0xFF\n while (--i >= 0 && (mul *= 0x100)) {\n if (value < 0 && sub === 0 && this[offset + i + 1] !== 0) {\n sub = 1\n }\n this[offset + i] = ((value / mul) >> 0) - sub & 0xFF\n }\n\n return offset + byteLength\n}\n\nBuffer.prototype.writeInt8 = function writeInt8 (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 1, 0x7f, -0x80)\n if (!Buffer.TYPED_ARRAY_SUPPORT) value = Math.floor(value)\n if (value < 0) value = 0xff + value + 1\n this[offset] = (value & 0xff)\n return offset + 1\n}\n\nBuffer.prototype.writeInt16LE = function writeInt16LE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value & 0xff)\n this[offset + 1] = (value >>> 8)\n } else {\n objectWriteUInt16(this, value, offset, true)\n }\n return offset + 2\n}\n\nBuffer.prototype.writeInt16BE = function writeInt16BE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 8)\n this[offset + 1] = (value & 0xff)\n } else {\n objectWriteUInt16(this, value, offset, false)\n }\n return offset + 2\n}\n\nBuffer.prototype.writeInt32LE = function writeInt32LE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value & 0xff)\n this[offset + 1] = (value >>> 8)\n this[offset + 2] = (value >>> 16)\n this[offset + 3] = (value >>> 24)\n } else {\n objectWriteUInt32(this, value, offset, true)\n }\n return offset + 4\n}\n\nBuffer.prototype.writeInt32BE = function writeInt32BE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000)\n if (value < 0) value = 0xffffffff + value + 1\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 24)\n this[offset + 1] = (value >>> 16)\n this[offset + 2] = (value >>> 8)\n this[offset + 3] = (value & 0xff)\n } else {\n objectWriteUInt32(this, value, offset, false)\n }\n return offset + 4\n}\n\nfunction checkIEEE754 (buf, value, offset, ext, max, min) {\n if (offset + ext > buf.length) throw new RangeError('Index out of range')\n if (offset < 0) throw new RangeError('Index out of range')\n}\n\nfunction writeFloat (buf, value, offset, littleEndian, noAssert) {\n if (!noAssert) {\n checkIEEE754(buf, value, offset, 4, 3.4028234663852886e+38, -3.4028234663852886e+38)\n }\n ieee754.write(buf, value, offset, littleEndian, 23, 4)\n return offset + 4\n}\n\nBuffer.prototype.writeFloatLE = function writeFloatLE (value, offset, noAssert) {\n return writeFloat(this, value, offset, true, noAssert)\n}\n\nBuffer.prototype.writeFloatBE = function writeFloatBE (value, offset, noAssert) {\n return writeFloat(this, value, offset, false, noAssert)\n}\n\nfunction writeDouble (buf, value, offset, littleEndian, noAssert) {\n if (!noAssert) {\n checkIEEE754(buf, value, offset, 8, 1.7976931348623157E+308, -1.7976931348623157E+308)\n }\n ieee754.write(buf, value, offset, littleEndian, 52, 8)\n return offset + 8\n}\n\nBuffer.prototype.writeDoubleLE = function writeDoubleLE (value, offset, noAssert) {\n return writeDouble(this, value, offset, true, noAssert)\n}\n\nBuffer.prototype.writeDoubleBE = function writeDoubleBE (value, offset, noAssert) {\n return writeDouble(this, value, offset, false, noAssert)\n}\n\n// copy(targetBuffer, targetStart=0, sourceStart=0, sourceEnd=buffer.length)\nBuffer.prototype.copy = function copy (target, targetStart, start, end) {\n if (!start) start = 0\n if (!end && end !== 0) end = this.length\n if (targetStart >= target.length) targetStart = target.length\n if (!targetStart) targetStart = 0\n if (end > 0 && end < start) end = start\n\n // Copy 0 bytes; we're done\n if (end === start) return 0\n if (target.length === 0 || this.length === 0) return 0\n\n // Fatal error conditions\n if (targetStart < 0) {\n throw new RangeError('targetStart out of bounds')\n }\n if (start < 0 || start >= this.length) throw new RangeError('sourceStart out of bounds')\n if (end < 0) throw new RangeError('sourceEnd out of bounds')\n\n // Are we oob?\n if (end > this.length) end = this.length\n if (target.length - targetStart < end - start) {\n end = target.length - targetStart + start\n }\n\n var len = end - start\n var i\n\n if (this === target && start < targetStart && targetStart < end) {\n // descending copy from end\n for (i = len - 1; i >= 0; --i) {\n target[i + targetStart] = this[i + start]\n }\n } else if (len < 1000 || !Buffer.TYPED_ARRAY_SUPPORT) {\n // ascending copy from start\n for (i = 0; i < len; ++i) {\n target[i + targetStart] = this[i + start]\n }\n } else {\n Uint8Array.prototype.set.call(\n target,\n this.subarray(start, start + len),\n targetStart\n )\n }\n\n return len\n}\n\n// Usage:\n// buffer.fill(number[, offset[, end]])\n// buffer.fill(buffer[, offset[, end]])\n// buffer.fill(string[, offset[, end]][, encoding])\nBuffer.prototype.fill = function fill (val, start, end, encoding) {\n // Handle string cases:\n if (typeof val === 'string') {\n if (typeof start === 'string') {\n encoding = start\n start = 0\n end = this.length\n } else if (typeof end === 'string') {\n encoding = end\n end = this.length\n }\n if (val.length === 1) {\n var code = val.charCodeAt(0)\n if (code < 256) {\n val = code\n }\n }\n if (encoding !== undefined && typeof encoding !== 'string') {\n throw new TypeError('encoding must be a string')\n }\n if (typeof encoding === 'string' && !Buffer.isEncoding(encoding)) {\n throw new TypeError('Unknown encoding: ' + encoding)\n }\n } else if (typeof val === 'number') {\n val = val & 255\n }\n\n // Invalid ranges are not set to a default, so can range check early.\n if (start < 0 || this.length < start || this.length < end) {\n throw new RangeError('Out of range index')\n }\n\n if (end <= start) {\n return this\n }\n\n start = start >>> 0\n end = end === undefined ? this.length : end >>> 0\n\n if (!val) val = 0\n\n var i\n if (typeof val === 'number') {\n for (i = start; i < end; ++i) {\n this[i] = val\n }\n } else {\n var bytes = internalIsBuffer(val)\n ? val\n : utf8ToBytes(new Buffer(val, encoding).toString())\n var len = bytes.length\n for (i = 0; i < end - start; ++i) {\n this[i + start] = bytes[i % len]\n }\n }\n\n return this\n}\n\n// HELPER FUNCTIONS\n// ================\n\nvar INVALID_BASE64_RE = /[^+\\/0-9A-Za-z-_]/g\n\nfunction base64clean (str) {\n // Node strips out invalid characters like \\n and \\t from the string, base64-js does not\n str = stringtrim(str).replace(INVALID_BASE64_RE, '')\n // Node converts strings with length < 2 to ''\n if (str.length < 2) return ''\n // Node allows for non-padded base64 strings (missing trailing ===), base64-js does not\n while (str.length % 4 !== 0) {\n str = str + '='\n }\n return str\n}\n\nfunction stringtrim (str) {\n if (str.trim) return str.trim()\n return str.replace(/^\\s+|\\s+$/g, '')\n}\n\nfunction toHex (n) {\n if (n < 16) return '0' + n.toString(16)\n return n.toString(16)\n}\n\nfunction utf8ToBytes (string, units) {\n units = units || Infinity\n var codePoint\n var length = string.length\n var leadSurrogate = null\n var bytes = []\n\n for (var i = 0; i < length; ++i) {\n codePoint = string.charCodeAt(i)\n\n // is surrogate component\n if (codePoint > 0xD7FF && codePoint < 0xE000) {\n // last char was a lead\n if (!leadSurrogate) {\n // no lead yet\n if (codePoint > 0xDBFF) {\n // unexpected trail\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)\n continue\n } else if (i + 1 === length) {\n // unpaired lead\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)\n continue\n }\n\n // valid lead\n leadSurrogate = codePoint\n\n continue\n }\n\n // 2 leads in a row\n if (codePoint < 0xDC00) {\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)\n leadSurrogate = codePoint\n continue\n }\n\n // valid surrogate pair\n codePoint = (leadSurrogate - 0xD800 << 10 | codePoint - 0xDC00) + 0x10000\n } else if (leadSurrogate) {\n // valid bmp char, but last char was a lead\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)\n }\n\n leadSurrogate = null\n\n // encode utf8\n if (codePoint < 0x80) {\n if ((units -= 1) < 0) break\n bytes.push(codePoint)\n } else if (codePoint < 0x800) {\n if ((units -= 2) < 0) break\n bytes.push(\n codePoint >> 0x6 | 0xC0,\n codePoint & 0x3F | 0x80\n )\n } else if (codePoint < 0x10000) {\n if ((units -= 3) < 0) break\n bytes.push(\n codePoint >> 0xC | 0xE0,\n codePoint >> 0x6 & 0x3F | 0x80,\n codePoint & 0x3F | 0x80\n )\n } else if (codePoint < 0x110000) {\n if ((units -= 4) < 0) break\n bytes.push(\n codePoint >> 0x12 | 0xF0,\n codePoint >> 0xC & 0x3F | 0x80,\n codePoint >> 0x6 & 0x3F | 0x80,\n codePoint & 0x3F | 0x80\n )\n } else {\n throw new Error('Invalid code point')\n }\n }\n\n return bytes\n}\n\nfunction asciiToBytes (str) {\n var byteArray = []\n for (var i = 0; i < str.length; ++i) {\n // Node's code seems to be doing this and not & 0x7F..\n byteArray.push(str.charCodeAt(i) & 0xFF)\n }\n return byteArray\n}\n\nfunction utf16leToBytes (str, units) {\n var c, hi, lo\n var byteArray = []\n for (var i = 0; i < str.length; ++i) {\n if ((units -= 2) < 0) break\n\n c = str.charCodeAt(i)\n hi = c >> 8\n lo = c % 256\n byteArray.push(lo)\n byteArray.push(hi)\n }\n\n return byteArray\n}\n\n\nfunction base64ToBytes (str) {\n return base64.toByteArray(base64clean(str))\n}\n\nfunction blitBuffer (src, dst, offset, length) {\n for (var i = 0; i < length; ++i) {\n if ((i + offset >= dst.length) || (i >= src.length)) break\n dst[i + offset] = src[i]\n }\n return i\n}\n\nfunction isnan (val) {\n return val !== val // eslint-disable-line no-self-compare\n}\n\n\n// the following is from is-buffer, also by Feross Aboukhadijeh and with same lisence\n// The _isBuffer check is for Safari 5-7 support, because it's missing\n// Object.prototype.constructor. Remove this eventually\nexport function isBuffer(obj) {\n return obj != null && (!!obj._isBuffer || isFastBuffer(obj) || isSlowBuffer(obj))\n}\n\nfunction isFastBuffer (obj) {\n return !!obj.constructor && typeof obj.constructor.isBuffer === 'function' && obj.constructor.isBuffer(obj)\n}\n\n// For Node v0.10 support. Remove this eventually.\nfunction isSlowBuffer (obj) {\n return typeof obj.readFloatLE === 'function' && typeof obj.slice === 'function' && isFastBuffer(obj.slice(0, 0))\n}\n","// shim for using process in browser\n// based off https://github.com/defunctzombie/node-process/blob/master/browser.js\n\nfunction defaultSetTimout() {\n throw new Error('setTimeout has not been defined');\n}\nfunction defaultClearTimeout () {\n throw new Error('clearTimeout has not been defined');\n}\nvar cachedSetTimeout = defaultSetTimout;\nvar cachedClearTimeout = defaultClearTimeout;\nif (typeof global.setTimeout === 'function') {\n cachedSetTimeout = setTimeout;\n}\nif (typeof global.clearTimeout === 'function') {\n cachedClearTimeout = clearTimeout;\n}\n\nfunction runTimeout(fun) {\n if (cachedSetTimeout === setTimeout) {\n //normal enviroments in sane situations\n return setTimeout(fun, 0);\n }\n // if setTimeout wasn't available but was latter defined\n if ((cachedSetTimeout === defaultSetTimout || !cachedSetTimeout) && setTimeout) {\n cachedSetTimeout = setTimeout;\n return setTimeout(fun, 0);\n }\n try {\n // when when somebody has screwed with setTimeout but no I.E. maddness\n return cachedSetTimeout(fun, 0);\n } catch(e){\n try {\n // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally\n return cachedSetTimeout.call(null, fun, 0);\n } catch(e){\n // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error\n return cachedSetTimeout.call(this, fun, 0);\n }\n }\n\n\n}\nfunction runClearTimeout(marker) {\n if (cachedClearTimeout === clearTimeout) {\n //normal enviroments in sane situations\n return clearTimeout(marker);\n }\n // if clearTimeout wasn't available but was latter defined\n if ((cachedClearTimeout === defaultClearTimeout || !cachedClearTimeout) && clearTimeout) {\n cachedClearTimeout = clearTimeout;\n return clearTimeout(marker);\n }\n try {\n // when when somebody has screwed with setTimeout but no I.E. maddness\n return cachedClearTimeout(marker);\n } catch (e){\n try {\n // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally\n return cachedClearTimeout.call(null, marker);\n } catch (e){\n // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error.\n // Some versions of I.E. have different rules for clearTimeout vs setTimeout\n return cachedClearTimeout.call(this, marker);\n }\n }\n\n\n\n}\nvar queue = [];\nvar draining = false;\nvar currentQueue;\nvar queueIndex = -1;\n\nfunction cleanUpNextTick() {\n if (!draining || !currentQueue) {\n return;\n }\n draining = false;\n if (currentQueue.length) {\n queue = currentQueue.concat(queue);\n } else {\n queueIndex = -1;\n }\n if (queue.length) {\n drainQueue();\n }\n}\n\nfunction drainQueue() {\n if (draining) {\n return;\n }\n var timeout = runTimeout(cleanUpNextTick);\n draining = true;\n\n var len = queue.length;\n while(len) {\n currentQueue = queue;\n queue = [];\n while (++queueIndex < len) {\n if (currentQueue) {\n currentQueue[queueIndex].run();\n }\n }\n queueIndex = -1;\n len = queue.length;\n }\n currentQueue = null;\n draining = false;\n runClearTimeout(timeout);\n}\nexport function nextTick(fun) {\n var args = new Array(arguments.length - 1);\n if (arguments.length > 1) {\n for (var i = 1; i < arguments.length; i++) {\n args[i - 1] = arguments[i];\n }\n }\n queue.push(new Item(fun, args));\n if (queue.length === 1 && !draining) {\n runTimeout(drainQueue);\n }\n}\n// v8 likes predictible objects\nfunction Item(fun, array) {\n this.fun = fun;\n this.array = array;\n}\nItem.prototype.run = function () {\n this.fun.apply(null, this.array);\n};\nexport var title = 'browser';\nexport var platform = 'browser';\nexport var browser = true;\nexport var env = {};\nexport var argv = [];\nexport var version = ''; // empty string to avoid regexp issues\nexport var versions = {};\nexport var release = {};\nexport var config = {};\n\nfunction noop() {}\n\nexport var on = noop;\nexport var addListener = noop;\nexport var once = noop;\nexport var off = noop;\nexport var removeListener = noop;\nexport var removeAllListeners = noop;\nexport var emit = noop;\n\nexport function binding(name) {\n throw new Error('process.binding is not supported');\n}\n\nexport function cwd () { return '/' }\nexport function chdir (dir) {\n throw new Error('process.chdir is not supported');\n};\nexport function umask() { return 0; }\n\n// from https://github.com/kumavis/browser-process-hrtime/blob/master/index.js\nvar performance = global.performance || {}\nvar performanceNow =\n performance.now ||\n performance.mozNow ||\n performance.msNow ||\n performance.oNow ||\n performance.webkitNow ||\n function(){ return (new Date()).getTime() }\n\n// generate timestamp or delta\n// see http://nodejs.org/api/process.html#process_process_hrtime\nexport function hrtime(previousTimestamp){\n var clocktime = performanceNow.call(performance)*1e-3\n var seconds = Math.floor(clocktime)\n var nanoseconds = Math.floor((clocktime%1)*1e9)\n if (previousTimestamp) {\n seconds = seconds - previousTimestamp[0]\n nanoseconds = nanoseconds - previousTimestamp[1]\n if (nanoseconds<0) {\n seconds--\n nanoseconds += 1e9\n }\n }\n return [seconds,nanoseconds]\n}\n\nvar startTime = new Date();\nexport function uptime() {\n var currentTime = new Date();\n var dif = currentTime - startTime;\n return dif / 1000;\n}\n\nexport default {\n nextTick: nextTick,\n title: title,\n browser: browser,\n env: env,\n argv: argv,\n version: version,\n versions: versions,\n on: on,\n addListener: addListener,\n once: once,\n off: off,\n removeListener: removeListener,\n removeAllListeners: removeAllListeners,\n emit: emit,\n binding: binding,\n cwd: cwd,\n chdir: chdir,\n umask: umask,\n hrtime: hrtime,\n platform: platform,\n release: release,\n config: config,\n uptime: uptime\n};\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\nimport process from 'process';\nvar formatRegExp = /%[sdj%]/g;\nexport function format(f) {\n if (!isString(f)) {\n var objects = [];\n for (var i = 0; i < arguments.length; i++) {\n objects.push(inspect(arguments[i]));\n }\n return objects.join(' ');\n }\n\n var i = 1;\n var args = arguments;\n var len = args.length;\n var str = String(f).replace(formatRegExp, function(x) {\n if (x === '%%') return '%';\n if (i >= len) return x;\n switch (x) {\n case '%s': return String(args[i++]);\n case '%d': return Number(args[i++]);\n case '%j':\n try {\n return JSON.stringify(args[i++]);\n } catch (_) {\n return '[Circular]';\n }\n default:\n return x;\n }\n });\n for (var x = args[i]; i < len; x = args[++i]) {\n if (isNull(x) || !isObject(x)) {\n str += ' ' + x;\n } else {\n str += ' ' + inspect(x);\n }\n }\n return str;\n};\n\n\n// Mark that a method should not be used.\n// Returns a modified function which warns once by default.\n// If --no-deprecation is set, then it is a no-op.\nexport function deprecate(fn, msg) {\n // Allow for deprecating things in the process of starting up.\n if (isUndefined(global.process)) {\n return function() {\n return deprecate(fn, msg).apply(this, arguments);\n };\n }\n\n if (process.noDeprecation === true) {\n return fn;\n }\n\n var warned = false;\n function deprecated() {\n if (!warned) {\n if (process.throwDeprecation) {\n throw new Error(msg);\n } else if (process.traceDeprecation) {\n console.trace(msg);\n } else {\n console.error(msg);\n }\n warned = true;\n }\n return fn.apply(this, arguments);\n }\n\n return deprecated;\n};\n\n\nvar debugs = {};\nvar debugEnviron;\nexport function debuglog(set) {\n if (isUndefined(debugEnviron))\n debugEnviron = process.env.NODE_DEBUG || '';\n set = set.toUpperCase();\n if (!debugs[set]) {\n if (new RegExp('\\\\b' + set + '\\\\b', 'i').test(debugEnviron)) {\n var pid = 0;\n debugs[set] = function() {\n var msg = format.apply(null, arguments);\n console.error('%s %d: %s', set, pid, msg);\n };\n } else {\n debugs[set] = function() {};\n }\n }\n return debugs[set];\n};\n\n\n/**\n * Echos the value of a value. Trys to print the value out\n * in the best way possible given the different types.\n *\n * @param {Object} obj The object to print out.\n * @param {Object} opts Optional options object that alters the output.\n */\n/* legacy: obj, showHidden, depth, colors*/\nexport function inspect(obj, opts) {\n // default options\n var ctx = {\n seen: [],\n stylize: stylizeNoColor\n };\n // legacy...\n if (arguments.length >= 3) ctx.depth = arguments[2];\n if (arguments.length >= 4) ctx.colors = arguments[3];\n if (isBoolean(opts)) {\n // legacy...\n ctx.showHidden = opts;\n } else if (opts) {\n // got an \"options\" object\n _extend(ctx, opts);\n }\n // set default options\n if (isUndefined(ctx.showHidden)) ctx.showHidden = false;\n if (isUndefined(ctx.depth)) ctx.depth = 2;\n if (isUndefined(ctx.colors)) ctx.colors = false;\n if (isUndefined(ctx.customInspect)) ctx.customInspect = true;\n if (ctx.colors) ctx.stylize = stylizeWithColor;\n return formatValue(ctx, obj, ctx.depth);\n}\n\n// http://en.wikipedia.org/wiki/ANSI_escape_code#graphics\ninspect.colors = {\n 'bold' : [1, 22],\n 'italic' : [3, 23],\n 'underline' : [4, 24],\n 'inverse' : [7, 27],\n 'white' : [37, 39],\n 'grey' : [90, 39],\n 'black' : [30, 39],\n 'blue' : [34, 39],\n 'cyan' : [36, 39],\n 'green' : [32, 39],\n 'magenta' : [35, 39],\n 'red' : [31, 39],\n 'yellow' : [33, 39]\n};\n\n// Don't use 'blue' not visible on cmd.exe\ninspect.styles = {\n 'special': 'cyan',\n 'number': 'yellow',\n 'boolean': 'yellow',\n 'undefined': 'grey',\n 'null': 'bold',\n 'string': 'green',\n 'date': 'magenta',\n // \"name\": intentionally not styling\n 'regexp': 'red'\n};\n\n\nfunction stylizeWithColor(str, styleType) {\n var style = inspect.styles[styleType];\n\n if (style) {\n return '\\u001b[' + inspect.colors[style][0] + 'm' + str +\n '\\u001b[' + inspect.colors[style][1] + 'm';\n } else {\n return str;\n }\n}\n\n\nfunction stylizeNoColor(str, styleType) {\n return str;\n}\n\n\nfunction arrayToHash(array) {\n var hash = {};\n\n array.forEach(function(val, idx) {\n hash[val] = true;\n });\n\n return hash;\n}\n\n\nfunction formatValue(ctx, value, recurseTimes) {\n // Provide a hook for user-specified inspect functions.\n // Check that value is an object with an inspect function on it\n if (ctx.customInspect &&\n value &&\n isFunction(value.inspect) &&\n // Filter out the util module, it's inspect function is special\n value.inspect !== inspect &&\n // Also filter out any prototype objects using the circular check.\n !(value.constructor && value.constructor.prototype === value)) {\n var ret = value.inspect(recurseTimes, ctx);\n if (!isString(ret)) {\n ret = formatValue(ctx, ret, recurseTimes);\n }\n return ret;\n }\n\n // Primitive types cannot have properties\n var primitive = formatPrimitive(ctx, value);\n if (primitive) {\n return primitive;\n }\n\n // Look up the keys of the object.\n var keys = Object.keys(value);\n var visibleKeys = arrayToHash(keys);\n\n if (ctx.showHidden) {\n keys = Object.getOwnPropertyNames(value);\n }\n\n // IE doesn't make error fields non-enumerable\n // http://msdn.microsoft.com/en-us/library/ie/dww52sbt(v=vs.94).aspx\n if (isError(value)\n && (keys.indexOf('message') >= 0 || keys.indexOf('description') >= 0)) {\n return formatError(value);\n }\n\n // Some type of object without properties can be shortcutted.\n if (keys.length === 0) {\n if (isFunction(value)) {\n var name = value.name ? ': ' + value.name : '';\n return ctx.stylize('[Function' + name + ']', 'special');\n }\n if (isRegExp(value)) {\n return ctx.stylize(RegExp.prototype.toString.call(value), 'regexp');\n }\n if (isDate(value)) {\n return ctx.stylize(Date.prototype.toString.call(value), 'date');\n }\n if (isError(value)) {\n return formatError(value);\n }\n }\n\n var base = '', array = false, braces = ['{', '}'];\n\n // Make Array say that they are Array\n if (isArray(value)) {\n array = true;\n braces = ['[', ']'];\n }\n\n // Make functions say that they are functions\n if (isFunction(value)) {\n var n = value.name ? ': ' + value.name : '';\n base = ' [Function' + n + ']';\n }\n\n // Make RegExps say that they are RegExps\n if (isRegExp(value)) {\n base = ' ' + RegExp.prototype.toString.call(value);\n }\n\n // Make dates with properties first say the date\n if (isDate(value)) {\n base = ' ' + Date.prototype.toUTCString.call(value);\n }\n\n // Make error with message first say the error\n if (isError(value)) {\n base = ' ' + formatError(value);\n }\n\n if (keys.length === 0 && (!array || value.length == 0)) {\n return braces[0] + base + braces[1];\n }\n\n if (recurseTimes < 0) {\n if (isRegExp(value)) {\n return ctx.stylize(RegExp.prototype.toString.call(value), 'regexp');\n } else {\n return ctx.stylize('[Object]', 'special');\n }\n }\n\n ctx.seen.push(value);\n\n var output;\n if (array) {\n output = formatArray(ctx, value, recurseTimes, visibleKeys, keys);\n } else {\n output = keys.map(function(key) {\n return formatProperty(ctx, value, recurseTimes, visibleKeys, key, array);\n });\n }\n\n ctx.seen.pop();\n\n return reduceToSingleString(output, base, braces);\n}\n\n\nfunction formatPrimitive(ctx, value) {\n if (isUndefined(value))\n return ctx.stylize('undefined', 'undefined');\n if (isString(value)) {\n var simple = '\\'' + JSON.stringify(value).replace(/^\"|\"$/g, '')\n .replace(/'/g, \"\\\\'\")\n .replace(/\\\\\"/g, '\"') + '\\'';\n return ctx.stylize(simple, 'string');\n }\n if (isNumber(value))\n return ctx.stylize('' + value, 'number');\n if (isBoolean(value))\n return ctx.stylize('' + value, 'boolean');\n // For some reason typeof null is \"object\", so special case here.\n if (isNull(value))\n return ctx.stylize('null', 'null');\n}\n\n\nfunction formatError(value) {\n return '[' + Error.prototype.toString.call(value) + ']';\n}\n\n\nfunction formatArray(ctx, value, recurseTimes, visibleKeys, keys) {\n var output = [];\n for (var i = 0, l = value.length; i < l; ++i) {\n if (hasOwnProperty(value, String(i))) {\n output.push(formatProperty(ctx, value, recurseTimes, visibleKeys,\n String(i), true));\n } else {\n output.push('');\n }\n }\n keys.forEach(function(key) {\n if (!key.match(/^\\d+$/)) {\n output.push(formatProperty(ctx, value, recurseTimes, visibleKeys,\n key, true));\n }\n });\n return output;\n}\n\n\nfunction formatProperty(ctx, value, recurseTimes, visibleKeys, key, array) {\n var name, str, desc;\n desc = Object.getOwnPropertyDescriptor(value, key) || { value: value[key] };\n if (desc.get) {\n if (desc.set) {\n str = ctx.stylize('[Getter/Setter]', 'special');\n } else {\n str = ctx.stylize('[Getter]', 'special');\n }\n } else {\n if (desc.set) {\n str = ctx.stylize('[Setter]', 'special');\n }\n }\n if (!hasOwnProperty(visibleKeys, key)) {\n name = '[' + key + ']';\n }\n if (!str) {\n if (ctx.seen.indexOf(desc.value) < 0) {\n if (isNull(recurseTimes)) {\n str = formatValue(ctx, desc.value, null);\n } else {\n str = formatValue(ctx, desc.value, recurseTimes - 1);\n }\n if (str.indexOf('\\n') > -1) {\n if (array) {\n str = str.split('\\n').map(function(line) {\n return ' ' + line;\n }).join('\\n').substr(2);\n } else {\n str = '\\n' + str.split('\\n').map(function(line) {\n return ' ' + line;\n }).join('\\n');\n }\n }\n } else {\n str = ctx.stylize('[Circular]', 'special');\n }\n }\n if (isUndefined(name)) {\n if (array && key.match(/^\\d+$/)) {\n return str;\n }\n name = JSON.stringify('' + key);\n if (name.match(/^\"([a-zA-Z_][a-zA-Z_0-9]*)\"$/)) {\n name = name.substr(1, name.length - 2);\n name = ctx.stylize(name, 'name');\n } else {\n name = name.replace(/'/g, \"\\\\'\")\n .replace(/\\\\\"/g, '\"')\n .replace(/(^\"|\"$)/g, \"'\");\n name = ctx.stylize(name, 'string');\n }\n }\n\n return name + ': ' + str;\n}\n\n\nfunction reduceToSingleString(output, base, braces) {\n var numLinesEst = 0;\n var length = output.reduce(function(prev, cur) {\n numLinesEst++;\n if (cur.indexOf('\\n') >= 0) numLinesEst++;\n return prev + cur.replace(/\\u001b\\[\\d\\d?m/g, '').length + 1;\n }, 0);\n\n if (length > 60) {\n return braces[0] +\n (base === '' ? '' : base + '\\n ') +\n ' ' +\n output.join(',\\n ') +\n ' ' +\n braces[1];\n }\n\n return braces[0] + base + ' ' + output.join(', ') + ' ' + braces[1];\n}\n\n\n// NOTE: These type checking functions intentionally don't use `instanceof`\n// because it is fragile and can be easily faked with `Object.create()`.\nexport function isArray(ar) {\n return Array.isArray(ar);\n}\n\nexport function isBoolean(arg) {\n return typeof arg === 'boolean';\n}\n\nexport function isNull(arg) {\n return arg === null;\n}\n\nexport function isNullOrUndefined(arg) {\n return arg == null;\n}\n\nexport function isNumber(arg) {\n return typeof arg === 'number';\n}\n\nexport function isString(arg) {\n return typeof arg === 'string';\n}\n\nexport function isSymbol(arg) {\n return typeof arg === 'symbol';\n}\n\nexport function isUndefined(arg) {\n return arg === void 0;\n}\n\nexport function isRegExp(re) {\n return isObject(re) && objectToString(re) === '[object RegExp]';\n}\n\nexport function isObject(arg) {\n return typeof arg === 'object' && arg !== null;\n}\n\nexport function isDate(d) {\n return isObject(d) && objectToString(d) === '[object Date]';\n}\n\nexport function isError(e) {\n return isObject(e) &&\n (objectToString(e) === '[object Error]' || e instanceof Error);\n}\n\nexport function isFunction(arg) {\n return typeof arg === 'function';\n}\n\nexport function isPrimitive(arg) {\n return arg === null ||\n typeof arg === 'boolean' ||\n typeof arg === 'number' ||\n typeof arg === 'string' ||\n typeof arg === 'symbol' || // ES6 symbol\n typeof arg === 'undefined';\n}\n\nexport function isBuffer(maybeBuf) {\n return Buffer.isBuffer(maybeBuf);\n}\n\nfunction objectToString(o) {\n return Object.prototype.toString.call(o);\n}\n\n\nfunction pad(n) {\n return n < 10 ? '0' + n.toString(10) : n.toString(10);\n}\n\n\nvar months = ['Jan', 'Feb', 'Mar', 'Apr', 'May', 'Jun', 'Jul', 'Aug', 'Sep',\n 'Oct', 'Nov', 'Dec'];\n\n// 26 Feb 16:19:34\nfunction timestamp() {\n var d = new Date();\n var time = [pad(d.getHours()),\n pad(d.getMinutes()),\n pad(d.getSeconds())].join(':');\n return [d.getDate(), months[d.getMonth()], time].join(' ');\n}\n\n\n// log is just a thin wrapper to console.log that prepends a timestamp\nexport function log() {\n console.log('%s - %s', timestamp(), format.apply(null, arguments));\n}\n\n\n/**\n * Inherit the prototype methods from one constructor into another.\n *\n * The Function.prototype.inherits from lang.js rewritten as a standalone\n * function (not on Function.prototype). NOTE: If this file is to be loaded\n * during bootstrapping this function needs to be rewritten using some native\n * functions as prototype setup using normal JavaScript does not work as\n * expected during bootstrapping (see mirror.js in r114903).\n *\n * @param {function} ctor Constructor function which needs to inherit the\n * prototype.\n * @param {function} superCtor Constructor function to inherit prototype from.\n */\nimport inherits from './inherits';\nexport {inherits}\n\nexport function _extend(origin, add) {\n // Don't do anything if add isn't an object\n if (!add || !isObject(add)) return origin;\n\n var keys = Object.keys(add);\n var i = keys.length;\n while (i--) {\n origin[keys[i]] = add[keys[i]];\n }\n return origin;\n};\n\nfunction hasOwnProperty(obj, prop) {\n return Object.prototype.hasOwnProperty.call(obj, prop);\n}\n\nexport default {\n inherits: inherits,\n _extend: _extend,\n log: log,\n isBuffer: isBuffer,\n isPrimitive: isPrimitive,\n isFunction: isFunction,\n isError: isError,\n isDate: isDate,\n isObject: isObject,\n isRegExp: isRegExp,\n isUndefined: isUndefined,\n isSymbol: isSymbol,\n isString: isString,\n isNumber: isNumber,\n isNullOrUndefined: isNullOrUndefined,\n isNull: isNull,\n isBoolean: isBoolean,\n isArray: isArray,\n inspect: inspect,\n deprecate: deprecate,\n format: format,\n debuglog: debuglog\n}\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n\n// If obj.hasOwnProperty has been overridden, then calling\n// obj.hasOwnProperty(prop) will break.\n// See: https://github.com/joyent/node/issues/1707\nfunction hasOwnProperty(obj, prop) {\n return Object.prototype.hasOwnProperty.call(obj, prop);\n}\nvar isArray = Array.isArray || function (xs) {\n return Object.prototype.toString.call(xs) === '[object Array]';\n};\nfunction stringifyPrimitive(v) {\n switch (typeof v) {\n case 'string':\n return v;\n\n case 'boolean':\n return v ? 'true' : 'false';\n\n case 'number':\n return isFinite(v) ? v : '';\n\n default:\n return '';\n }\n}\n\nexport function stringify (obj, sep, eq, name) {\n sep = sep || '&';\n eq = eq || '=';\n if (obj === null) {\n obj = undefined;\n }\n\n if (typeof obj === 'object') {\n return map(objectKeys(obj), function(k) {\n var ks = encodeURIComponent(stringifyPrimitive(k)) + eq;\n if (isArray(obj[k])) {\n return map(obj[k], function(v) {\n return ks + encodeURIComponent(stringifyPrimitive(v));\n }).join(sep);\n } else {\n return ks + encodeURIComponent(stringifyPrimitive(obj[k]));\n }\n }).join(sep);\n\n }\n\n if (!name) return '';\n return encodeURIComponent(stringifyPrimitive(name)) + eq +\n encodeURIComponent(stringifyPrimitive(obj));\n};\n\nfunction map (xs, f) {\n if (xs.map) return xs.map(f);\n var res = [];\n for (var i = 0; i < xs.length; i++) {\n res.push(f(xs[i], i));\n }\n return res;\n}\n\nvar objectKeys = Object.keys || function (obj) {\n var res = [];\n for (var key in obj) {\n if (Object.prototype.hasOwnProperty.call(obj, key)) res.push(key);\n }\n return res;\n};\n\nexport function parse(qs, sep, eq, options) {\n sep = sep || '&';\n eq = eq || '=';\n var obj = {};\n\n if (typeof qs !== 'string' || qs.length === 0) {\n return obj;\n }\n\n var regexp = /\\+/g;\n qs = qs.split(sep);\n\n var maxKeys = 1000;\n if (options && typeof options.maxKeys === 'number') {\n maxKeys = options.maxKeys;\n }\n\n var len = qs.length;\n // maxKeys <= 0 means that we should not limit keys count\n if (maxKeys > 0 && len > maxKeys) {\n len = maxKeys;\n }\n\n for (var i = 0; i < len; ++i) {\n var x = qs[i].replace(regexp, '%20'),\n idx = x.indexOf(eq),\n kstr, vstr, k, v;\n\n if (idx >= 0) {\n kstr = x.substr(0, idx);\n vstr = x.substr(idx + 1);\n } else {\n kstr = x;\n vstr = '';\n }\n\n k = decodeURIComponent(kstr);\n v = decodeURIComponent(vstr);\n\n if (!hasOwnProperty(obj, k)) {\n obj[k] = v;\n } else if (isArray(obj[k])) {\n obj[k].push(v);\n } else {\n obj[k] = [obj[k], v];\n }\n }\n\n return obj;\n};\nexport default {\n encode: stringify,\n stringify: stringify,\n decode: parse,\n parse: parse\n}\nexport {stringify as encode, parse as decode};\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n\nimport {toASCII} from 'punycode';\nimport {isObject,isString,isNullOrUndefined,isNull} from 'util';\nimport {parse as qsParse,stringify as qsStringify} from 'querystring';\nexport {\n urlParse as parse,\n urlResolve as resolve,\n urlResolveObject as resolveObject,\n urlFormat as format\n};\nexport default {\n parse: urlParse,\n resolve: urlResolve,\n resolveObject: urlResolveObject,\n format: urlFormat,\n Url: Url\n}\nexport function Url() {\n this.protocol = null;\n this.slashes = null;\n this.auth = null;\n this.host = null;\n this.port = null;\n this.hostname = null;\n this.hash = null;\n this.search = null;\n this.query = null;\n this.pathname = null;\n this.path = null;\n this.href = null;\n}\n\n// Reference: RFC 3986, RFC 1808, RFC 2396\n\n// define these here so at least they only have to be\n// compiled once on the first module load.\nvar protocolPattern = /^([a-z0-9.+-]+:)/i,\n portPattern = /:[0-9]*$/,\n\n // Special case for a simple path URL\n simplePathPattern = /^(\\/\\/?(?!\\/)[^\\?\\s]*)(\\?[^\\s]*)?$/,\n\n // RFC 2396: characters reserved for delimiting URLs.\n // We actually just auto-escape these.\n delims = ['<', '>', '\"', '`', ' ', '\\r', '\\n', '\\t'],\n\n // RFC 2396: characters not allowed for various reasons.\n unwise = ['{', '}', '|', '\\\\', '^', '`'].concat(delims),\n\n // Allowed by RFCs, but cause of XSS attacks. Always escape these.\n autoEscape = ['\\''].concat(unwise),\n // Characters that are never ever allowed in a hostname.\n // Note that any invalid chars are also handled, but these\n // are the ones that are *expected* to be seen, so we fast-path\n // them.\n nonHostChars = ['%', '/', '?', ';', '#'].concat(autoEscape),\n hostEndingChars = ['/', '?', '#'],\n hostnameMaxLen = 255,\n hostnamePartPattern = /^[+a-z0-9A-Z_-]{0,63}$/,\n hostnamePartStart = /^([+a-z0-9A-Z_-]{0,63})(.*)$/,\n // protocols that can allow \"unsafe\" and \"unwise\" chars.\n unsafeProtocol = {\n 'javascript': true,\n 'javascript:': true\n },\n // protocols that never have a hostname.\n hostlessProtocol = {\n 'javascript': true,\n 'javascript:': true\n },\n // protocols that always contain a // bit.\n slashedProtocol = {\n 'http': true,\n 'https': true,\n 'ftp': true,\n 'gopher': true,\n 'file': true,\n 'http:': true,\n 'https:': true,\n 'ftp:': true,\n 'gopher:': true,\n 'file:': true\n };\n\nfunction urlParse(url, parseQueryString, slashesDenoteHost) {\n if (url && isObject(url) && url instanceof Url) return url;\n\n var u = new Url;\n u.parse(url, parseQueryString, slashesDenoteHost);\n return u;\n}\nUrl.prototype.parse = function(url, parseQueryString, slashesDenoteHost) {\n return parse(this, url, parseQueryString, slashesDenoteHost);\n}\n\nfunction parse(self, url, parseQueryString, slashesDenoteHost) {\n if (!isString(url)) {\n throw new TypeError('Parameter \\'url\\' must be a string, not ' + typeof url);\n }\n\n // Copy chrome, IE, opera backslash-handling behavior.\n // Back slashes before the query string get converted to forward slashes\n // See: https://code.google.com/p/chromium/issues/detail?id=25916\n var queryIndex = url.indexOf('?'),\n splitter =\n (queryIndex !== -1 && queryIndex < url.indexOf('#')) ? '?' : '#',\n uSplit = url.split(splitter),\n slashRegex = /\\\\/g;\n uSplit[0] = uSplit[0].replace(slashRegex, '/');\n url = uSplit.join(splitter);\n\n var rest = url;\n\n // trim before proceeding.\n // This is to support parse stuff like \" http://foo.com \\n\"\n rest = rest.trim();\n\n if (!slashesDenoteHost && url.split('#').length === 1) {\n // Try fast path regexp\n var simplePath = simplePathPattern.exec(rest);\n if (simplePath) {\n self.path = rest;\n self.href = rest;\n self.pathname = simplePath[1];\n if (simplePath[2]) {\n self.search = simplePath[2];\n if (parseQueryString) {\n self.query = qsParse(self.search.substr(1));\n } else {\n self.query = self.search.substr(1);\n }\n } else if (parseQueryString) {\n self.search = '';\n self.query = {};\n }\n return self;\n }\n }\n\n var proto = protocolPattern.exec(rest);\n if (proto) {\n proto = proto[0];\n var lowerProto = proto.toLowerCase();\n self.protocol = lowerProto;\n rest = rest.substr(proto.length);\n }\n\n // figure out if it's got a host\n // user@server is *always* interpreted as a hostname, and url\n // resolution will treat //foo/bar as host=foo,path=bar because that's\n // how the browser resolves relative URLs.\n if (slashesDenoteHost || proto || rest.match(/^\\/\\/[^@\\/]+@[^@\\/]+/)) {\n var slashes = rest.substr(0, 2) === '//';\n if (slashes && !(proto && hostlessProtocol[proto])) {\n rest = rest.substr(2);\n self.slashes = true;\n }\n }\n var i, hec, l, p;\n if (!hostlessProtocol[proto] &&\n (slashes || (proto && !slashedProtocol[proto]))) {\n\n // there's a hostname.\n // the first instance of /, ?, ;, or # ends the host.\n //\n // If there is an @ in the hostname, then non-host chars *are* allowed\n // to the left of the last @ sign, unless some host-ending character\n // comes *before* the @-sign.\n // URLs are obnoxious.\n //\n // ex:\n // http://a@b@c/ => user:a@b host:c\n // http://a@b?@c => user:a host:c path:/?@c\n\n // v0.12 TODO(isaacs): This is not quite how Chrome does things.\n // Review our test case against browsers more comprehensively.\n\n // find the first instance of any hostEndingChars\n var hostEnd = -1;\n for (i = 0; i < hostEndingChars.length; i++) {\n hec = rest.indexOf(hostEndingChars[i]);\n if (hec !== -1 && (hostEnd === -1 || hec < hostEnd))\n hostEnd = hec;\n }\n\n // at this point, either we have an explicit point where the\n // auth portion cannot go past, or the last @ char is the decider.\n var auth, atSign;\n if (hostEnd === -1) {\n // atSign can be anywhere.\n atSign = rest.lastIndexOf('@');\n } else {\n // atSign must be in auth portion.\n // http://a@b/c@d => host:b auth:a path:/c@d\n atSign = rest.lastIndexOf('@', hostEnd);\n }\n\n // Now we have a portion which is definitely the auth.\n // Pull that off.\n if (atSign !== -1) {\n auth = rest.slice(0, atSign);\n rest = rest.slice(atSign + 1);\n self.auth = decodeURIComponent(auth);\n }\n\n // the host is the remaining to the left of the first non-host char\n hostEnd = -1;\n for (i = 0; i < nonHostChars.length; i++) {\n hec = rest.indexOf(nonHostChars[i]);\n if (hec !== -1 && (hostEnd === -1 || hec < hostEnd))\n hostEnd = hec;\n }\n // if we still have not hit it, then the entire thing is a host.\n if (hostEnd === -1)\n hostEnd = rest.length;\n\n self.host = rest.slice(0, hostEnd);\n rest = rest.slice(hostEnd);\n\n // pull out port.\n parseHost(self);\n\n // we've indicated that there is a hostname,\n // so even if it's empty, it has to be present.\n self.hostname = self.hostname || '';\n\n // if hostname begins with [ and ends with ]\n // assume that it's an IPv6 address.\n var ipv6Hostname = self.hostname[0] === '[' &&\n self.hostname[self.hostname.length - 1] === ']';\n\n // validate a little.\n if (!ipv6Hostname) {\n var hostparts = self.hostname.split(/\\./);\n for (i = 0, l = hostparts.length; i < l; i++) {\n var part = hostparts[i];\n if (!part) continue;\n if (!part.match(hostnamePartPattern)) {\n var newpart = '';\n for (var j = 0, k = part.length; j < k; j++) {\n if (part.charCodeAt(j) > 127) {\n // we replace non-ASCII char with a temporary placeholder\n // we need this to make sure size of hostname is not\n // broken by replacing non-ASCII by nothing\n newpart += 'x';\n } else {\n newpart += part[j];\n }\n }\n // we test again with ASCII char only\n if (!newpart.match(hostnamePartPattern)) {\n var validParts = hostparts.slice(0, i);\n var notHost = hostparts.slice(i + 1);\n var bit = part.match(hostnamePartStart);\n if (bit) {\n validParts.push(bit[1]);\n notHost.unshift(bit[2]);\n }\n if (notHost.length) {\n rest = '/' + notHost.join('.') + rest;\n }\n self.hostname = validParts.join('.');\n break;\n }\n }\n }\n }\n\n if (self.hostname.length > hostnameMaxLen) {\n self.hostname = '';\n } else {\n // hostnames are always lower case.\n self.hostname = self.hostname.toLowerCase();\n }\n\n if (!ipv6Hostname) {\n // IDNA Support: Returns a punycoded representation of \"domain\".\n // It only converts parts of the domain name that\n // have non-ASCII characters, i.e. it doesn't matter if\n // you call it with a domain that already is ASCII-only.\n self.hostname = toASCII(self.hostname);\n }\n\n p = self.port ? ':' + self.port : '';\n var h = self.hostname || '';\n self.host = h + p;\n self.href += self.host;\n\n // strip [ and ] from the hostname\n // the host field still retains them, though\n if (ipv6Hostname) {\n self.hostname = self.hostname.substr(1, self.hostname.length - 2);\n if (rest[0] !== '/') {\n rest = '/' + rest;\n }\n }\n }\n\n // now rest is set to the post-host stuff.\n // chop off any delim chars.\n if (!unsafeProtocol[lowerProto]) {\n\n // First, make 100% sure that any \"autoEscape\" chars get\n // escaped, even if encodeURIComponent doesn't think they\n // need to be.\n for (i = 0, l = autoEscape.length; i < l; i++) {\n var ae = autoEscape[i];\n if (rest.indexOf(ae) === -1)\n continue;\n var esc = encodeURIComponent(ae);\n if (esc === ae) {\n esc = escape(ae);\n }\n rest = rest.split(ae).join(esc);\n }\n }\n\n\n // chop off from the tail first.\n var hash = rest.indexOf('#');\n if (hash !== -1) {\n // got a fragment string.\n self.hash = rest.substr(hash);\n rest = rest.slice(0, hash);\n }\n var qm = rest.indexOf('?');\n if (qm !== -1) {\n self.search = rest.substr(qm);\n self.query = rest.substr(qm + 1);\n if (parseQueryString) {\n self.query = qsParse(self.query);\n }\n rest = rest.slice(0, qm);\n } else if (parseQueryString) {\n // no query string, but parseQueryString still requested\n self.search = '';\n self.query = {};\n }\n if (rest) self.pathname = rest;\n if (slashedProtocol[lowerProto] &&\n self.hostname && !self.pathname) {\n self.pathname = '/';\n }\n\n //to support http.request\n if (self.pathname || self.search) {\n p = self.pathname || '';\n var s = self.search || '';\n self.path = p + s;\n }\n\n // finally, reconstruct the href based on what has been validated.\n self.href = format(self);\n return self;\n}\n\n// format a parsed object into a url string\nfunction urlFormat(obj) {\n // ensure it's an object, and not a string url.\n // If it's an obj, this is a no-op.\n // this way, you can call url_format() on strings\n // to clean up potentially wonky urls.\n if (isString(obj)) obj = parse({}, obj);\n return format(obj);\n}\n\nfunction format(self) {\n var auth = self.auth || '';\n if (auth) {\n auth = encodeURIComponent(auth);\n auth = auth.replace(/%3A/i, ':');\n auth += '@';\n }\n\n var protocol = self.protocol || '',\n pathname = self.pathname || '',\n hash = self.hash || '',\n host = false,\n query = '';\n\n if (self.host) {\n host = auth + self.host;\n } else if (self.hostname) {\n host = auth + (self.hostname.indexOf(':') === -1 ?\n self.hostname :\n '[' + this.hostname + ']');\n if (self.port) {\n host += ':' + self.port;\n }\n }\n\n if (self.query &&\n isObject(self.query) &&\n Object.keys(self.query).length) {\n query = qsStringify(self.query);\n }\n\n var search = self.search || (query && ('?' + query)) || '';\n\n if (protocol && protocol.substr(-1) !== ':') protocol += ':';\n\n // only the slashedProtocols get the //. Not mailto:, xmpp:, etc.\n // unless they had them to begin with.\n if (self.slashes ||\n (!protocol || slashedProtocol[protocol]) && host !== false) {\n host = '//' + (host || '');\n if (pathname && pathname.charAt(0) !== '/') pathname = '/' + pathname;\n } else if (!host) {\n host = '';\n }\n\n if (hash && hash.charAt(0) !== '#') hash = '#' + hash;\n if (search && search.charAt(0) !== '?') search = '?' + search;\n\n pathname = pathname.replace(/[?#]/g, function(match) {\n return encodeURIComponent(match);\n });\n search = search.replace('#', '%23');\n\n return protocol + host + pathname + search + hash;\n}\n\nUrl.prototype.format = function() {\n return format(this);\n}\n\nfunction urlResolve(source, relative) {\n return urlParse(source, false, true).resolve(relative);\n}\n\nUrl.prototype.resolve = function(relative) {\n return this.resolveObject(urlParse(relative, false, true)).format();\n};\n\nfunction urlResolveObject(source, relative) {\n if (!source) return relative;\n return urlParse(source, false, true).resolveObject(relative);\n}\n\nUrl.prototype.resolveObject = function(relative) {\n if (isString(relative)) {\n var rel = new Url();\n rel.parse(relative, false, true);\n relative = rel;\n }\n\n var result = new Url();\n var tkeys = Object.keys(this);\n for (var tk = 0; tk < tkeys.length; tk++) {\n var tkey = tkeys[tk];\n result[tkey] = this[tkey];\n }\n\n // hash is always overridden, no matter what.\n // even href=\"\" will remove it.\n result.hash = relative.hash;\n\n // if the relative url is empty, then there's nothing left to do here.\n if (relative.href === '') {\n result.href = result.format();\n return result;\n }\n\n // hrefs like //foo/bar always cut to the protocol.\n if (relative.slashes && !relative.protocol) {\n // take everything except the protocol from relative\n var rkeys = Object.keys(relative);\n for (var rk = 0; rk < rkeys.length; rk++) {\n var rkey = rkeys[rk];\n if (rkey !== 'protocol')\n result[rkey] = relative[rkey];\n }\n\n //urlParse appends trailing / to urls like http://www.example.com\n if (slashedProtocol[result.protocol] &&\n result.hostname && !result.pathname) {\n result.path = result.pathname = '/';\n }\n\n result.href = result.format();\n return result;\n }\n var relPath;\n if (relative.protocol && relative.protocol !== result.protocol) {\n // if it's a known url protocol, then changing\n // the protocol does weird things\n // first, if it's not file:, then we MUST have a host,\n // and if there was a path\n // to begin with, then we MUST have a path.\n // if it is file:, then the host is dropped,\n // because that's known to be hostless.\n // anything else is assumed to be absolute.\n if (!slashedProtocol[relative.protocol]) {\n var keys = Object.keys(relative);\n for (var v = 0; v < keys.length; v++) {\n var k = keys[v];\n result[k] = relative[k];\n }\n result.href = result.format();\n return result;\n }\n\n result.protocol = relative.protocol;\n if (!relative.host && !hostlessProtocol[relative.protocol]) {\n relPath = (relative.pathname || '').split('/');\n while (relPath.length && !(relative.host = relPath.shift()));\n if (!relative.host) relative.host = '';\n if (!relative.hostname) relative.hostname = '';\n if (relPath[0] !== '') relPath.unshift('');\n if (relPath.length < 2) relPath.unshift('');\n result.pathname = relPath.join('/');\n } else {\n result.pathname = relative.pathname;\n }\n result.search = relative.search;\n result.query = relative.query;\n result.host = relative.host || '';\n result.auth = relative.auth;\n result.hostname = relative.hostname || relative.host;\n result.port = relative.port;\n // to support http.request\n if (result.pathname || result.search) {\n var p = result.pathname || '';\n var s = result.search || '';\n result.path = p + s;\n }\n result.slashes = result.slashes || relative.slashes;\n result.href = result.format();\n return result;\n }\n\n var isSourceAbs = (result.pathname && result.pathname.charAt(0) === '/'),\n isRelAbs = (\n relative.host ||\n relative.pathname && relative.pathname.charAt(0) === '/'\n ),\n mustEndAbs = (isRelAbs || isSourceAbs ||\n (result.host && relative.pathname)),\n removeAllDots = mustEndAbs,\n srcPath = result.pathname && result.pathname.split('/') || [],\n psychotic = result.protocol && !slashedProtocol[result.protocol];\n relPath = relative.pathname && relative.pathname.split('/') || [];\n // if the url is a non-slashed url, then relative\n // links like ../.. should be able\n // to crawl up to the hostname, as well. This is strange.\n // result.protocol has already been set by now.\n // Later on, put the first path part into the host field.\n if (psychotic) {\n result.hostname = '';\n result.port = null;\n if (result.host) {\n if (srcPath[0] === '') srcPath[0] = result.host;\n else srcPath.unshift(result.host);\n }\n result.host = '';\n if (relative.protocol) {\n relative.hostname = null;\n relative.port = null;\n if (relative.host) {\n if (relPath[0] === '') relPath[0] = relative.host;\n else relPath.unshift(relative.host);\n }\n relative.host = null;\n }\n mustEndAbs = mustEndAbs && (relPath[0] === '' || srcPath[0] === '');\n }\n var authInHost;\n if (isRelAbs) {\n // it's absolute.\n result.host = (relative.host || relative.host === '') ?\n relative.host : result.host;\n result.hostname = (relative.hostname || relative.hostname === '') ?\n relative.hostname : result.hostname;\n result.search = relative.search;\n result.query = relative.query;\n srcPath = relPath;\n // fall through to the dot-handling below.\n } else if (relPath.length) {\n // it's relative\n // throw away the existing file, and take the new path instead.\n if (!srcPath) srcPath = [];\n srcPath.pop();\n srcPath = srcPath.concat(relPath);\n result.search = relative.search;\n result.query = relative.query;\n } else if (!isNullOrUndefined(relative.search)) {\n // just pull out the search.\n // like href='?foo'.\n // Put this after the other two cases because it simplifies the booleans\n if (psychotic) {\n result.hostname = result.host = srcPath.shift();\n //occationaly the auth can get stuck only in host\n //this especially happens in cases like\n //url.resolveObject('mailto:local1@domain1', 'local2@domain2')\n authInHost = result.host && result.host.indexOf('@') > 0 ?\n result.host.split('@') : false;\n if (authInHost) {\n result.auth = authInHost.shift();\n result.host = result.hostname = authInHost.shift();\n }\n }\n result.search = relative.search;\n result.query = relative.query;\n //to support http.request\n if (!isNull(result.pathname) || !isNull(result.search)) {\n result.path = (result.pathname ? result.pathname : '') +\n (result.search ? result.search : '');\n }\n result.href = result.format();\n return result;\n }\n\n if (!srcPath.length) {\n // no path at all. easy.\n // we've already handled the other stuff above.\n result.pathname = null;\n //to support http.request\n if (result.search) {\n result.path = '/' + result.search;\n } else {\n result.path = null;\n }\n result.href = result.format();\n return result;\n }\n\n // if a url ENDs in . or .., then it must get a trailing slash.\n // however, if it ends in anything else non-slashy,\n // then it must NOT get a trailing slash.\n var last = srcPath.slice(-1)[0];\n var hasTrailingSlash = (\n (result.host || relative.host || srcPath.length > 1) &&\n (last === '.' || last === '..') || last === '');\n\n // strip single dots, resolve double dots to parent dir\n // if the path tries to go above the root, `up` ends up > 0\n var up = 0;\n for (var i = srcPath.length; i >= 0; i--) {\n last = srcPath[i];\n if (last === '.') {\n srcPath.splice(i, 1);\n } else if (last === '..') {\n srcPath.splice(i, 1);\n up++;\n } else if (up) {\n srcPath.splice(i, 1);\n up--;\n }\n }\n\n // if the path is allowed to go above the root, restore leading ..s\n if (!mustEndAbs && !removeAllDots) {\n for (; up--; up) {\n srcPath.unshift('..');\n }\n }\n\n if (mustEndAbs && srcPath[0] !== '' &&\n (!srcPath[0] || srcPath[0].charAt(0) !== '/')) {\n srcPath.unshift('');\n }\n\n if (hasTrailingSlash && (srcPath.join('/').substr(-1) !== '/')) {\n srcPath.push('');\n }\n\n var isAbsolute = srcPath[0] === '' ||\n (srcPath[0] && srcPath[0].charAt(0) === '/');\n\n // put the host back\n if (psychotic) {\n result.hostname = result.host = isAbsolute ? '' :\n srcPath.length ? srcPath.shift() : '';\n //occationaly the auth can get stuck only in host\n //this especially happens in cases like\n //url.resolveObject('mailto:local1@domain1', 'local2@domain2')\n authInHost = result.host && result.host.indexOf('@') > 0 ?\n result.host.split('@') : false;\n if (authInHost) {\n result.auth = authInHost.shift();\n result.host = result.hostname = authInHost.shift();\n }\n }\n\n mustEndAbs = mustEndAbs || (result.host && srcPath.length);\n\n if (mustEndAbs && !isAbsolute) {\n srcPath.unshift('');\n }\n\n if (!srcPath.length) {\n result.pathname = null;\n result.path = null;\n } else {\n result.pathname = srcPath.join('/');\n }\n\n //to support request.http\n if (!isNull(result.pathname) || !isNull(result.search)) {\n result.path = (result.pathname ? result.pathname : '') +\n (result.search ? result.search : '');\n }\n result.auth = relative.auth || result.auth;\n result.slashes = result.slashes || relative.slashes;\n result.href = result.format();\n return result;\n};\n\nUrl.prototype.parseHost = function() {\n return parseHost(this);\n};\n\nfunction parseHost(self) {\n var host = self.host;\n var port = portPattern.exec(host);\n if (port) {\n port = port[0];\n if (port !== ':') {\n self.port = port.substr(1);\n }\n host = host.substr(0, host.length - port.length);\n }\n if (host) self.hostname = host;\n}\n","/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\nexport { ALPHA_MODES, BLEND_MODES, BUFFER_BITS, BUFFER_TYPE, CLEAR_MODES, COLOR_MASK_BITS, DRAW_MODES, ENV, FORMATS, GC_MODES, MASK_TYPES, MIPMAP_MODES, MSAA_QUALITY, PRECISION, RENDERER_TYPE, SAMPLER_TYPES, SCALE_MODES, TARGETS, TYPES, WRAP_MODES };\n//# sourceMappingURL=constants.mjs.map\n","/*!\n * @pixi/utils - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/utils is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nexport { isMobile } from '@pixi/settings';\nexport { default as EventEmitter } from 'eventemitter3';\nexport { default as earcut } from 'earcut';\nimport { parse, format, resolve } from 'url';\nimport { BLEND_MODES } from '@pixi/constants';\n\n/**\n * This file contains redeclared types for Node `url` and `querystring` modules. These modules\n * don't provide their own typings but instead are a part of the full Node typings. The purpose of\n * this file is to redeclare the required types to avoid having the whole Node types as a\n * dependency.\n */\nvar url = {\n parse: parse,\n format: format,\n resolve: resolve,\n};\n\n/**\n * The prefix that denotes a URL is for a retina asset.\n * @static\n * @name RETINA_PREFIX\n * @memberof PIXI.settings\n * @type {RegExp}\n * @default /@([0-9\\.]+)x/\n * @example `@2x`\n */\nsettings.RETINA_PREFIX = /@([0-9\\.]+)x/;\n/**\n * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function.\n * If set to true, a WebGL renderer can fail to be created if the browser thinks there could be performance issues when\n * using WebGL.\n *\n * In PixiJS v6 this has changed from true to false by default, to allow WebGL to work in as many scenarios as possible.\n * However, some users may have a poor experience, for example, if a user has a gpu or driver version blacklisted by the\n * browser.\n *\n * If your application requires high performance rendering, you may wish to set this to false.\n * We recommend one of two options if you decide to set this flag to false:\n *\n * 1: Use the `pixi.js-legacy` package, which includes a Canvas renderer as a fallback in case high performance WebGL is\n * not supported.\n *\n * 2: Call `isWebGLSupported` (which if found in the PIXI.utils package) in your code before attempting to create a PixiJS\n * renderer, and show an error message to the user if the function returns false, explaining that their device & browser\n * combination does not support high performance WebGL.\n * This is a much better strategy than trying to create a PixiJS renderer and finding it then fails.\n * @static\n * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false;\n\nvar saidHello = false;\nvar VERSION = '6.5.1';\n/**\n * Skips the hello message of renderers that are created after this is run.\n * @function skipHello\n * @memberof PIXI.utils\n */\nfunction skipHello() {\n saidHello = true;\n}\n/**\n * Logs out the version and renderer information for this running instance of PIXI.\n * If you don't want to see this message you can run `PIXI.utils.skipHello()` before\n * creating your renderer. Keep in mind that doing that will forever make you a jerk face.\n * @static\n * @function sayHello\n * @memberof PIXI.utils\n * @param {string} type - The string renderer type to log.\n */\nfunction sayHello(type) {\n var _a;\n if (saidHello) {\n return;\n }\n if (settings.ADAPTER.getNavigator().userAgent.toLowerCase().indexOf('chrome') > -1) {\n var args = [\n \"\\n %c %c %c PixiJS \" + VERSION + \" - \\u2730 \" + type + \" \\u2730 %c %c http://www.pixijs.com/ %c %c \\u2665%c\\u2665%c\\u2665 \\n\\n\",\n 'background: #ff66a5; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'color: #ff66a5; background: #030307; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'background: #ffc3dc; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;' ];\n (_a = globalThis.console).log.apply(_a, args);\n }\n else if (globalThis.console) {\n globalThis.console.log(\"PixiJS \" + VERSION + \" - \" + type + \" - http://www.pixijs.com/\");\n }\n saidHello = true;\n}\n\nvar supported;\n/**\n * Helper for checking for WebGL support.\n * @memberof PIXI.utils\n * @function isWebGLSupported\n * @returns {boolean} Is WebGL supported.\n */\nfunction isWebGLSupported() {\n if (typeof supported === 'undefined') {\n supported = (function supported() {\n var contextOptions = {\n stencil: true,\n failIfMajorPerformanceCaveat: settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT,\n };\n try {\n if (!settings.ADAPTER.getWebGLRenderingContext()) {\n return false;\n }\n var canvas = settings.ADAPTER.createCanvas();\n var gl = (canvas.getContext('webgl', contextOptions)\n || canvas.getContext('experimental-webgl', contextOptions));\n var success = !!(gl && gl.getContextAttributes().stencil);\n if (gl) {\n var loseContext = gl.getExtension('WEBGL_lose_context');\n if (loseContext) {\n loseContext.loseContext();\n }\n }\n gl = null;\n return success;\n }\n catch (e) {\n return false;\n }\n })();\n }\n return supported;\n}\n\nvar aliceblue = \"#f0f8ff\";\nvar antiquewhite = \"#faebd7\";\nvar aqua = \"#00ffff\";\nvar aquamarine = \"#7fffd4\";\nvar azure = \"#f0ffff\";\nvar beige = \"#f5f5dc\";\nvar bisque = \"#ffe4c4\";\nvar black = \"#000000\";\nvar blanchedalmond = \"#ffebcd\";\nvar blue = \"#0000ff\";\nvar blueviolet = \"#8a2be2\";\nvar brown = \"#a52a2a\";\nvar burlywood = \"#deb887\";\nvar cadetblue = \"#5f9ea0\";\nvar chartreuse = \"#7fff00\";\nvar chocolate = \"#d2691e\";\nvar coral = \"#ff7f50\";\nvar cornflowerblue = \"#6495ed\";\nvar cornsilk = \"#fff8dc\";\nvar crimson = \"#dc143c\";\nvar cyan = \"#00ffff\";\nvar darkblue = \"#00008b\";\nvar darkcyan = \"#008b8b\";\nvar darkgoldenrod = \"#b8860b\";\nvar darkgray = \"#a9a9a9\";\nvar darkgreen = \"#006400\";\nvar darkgrey = \"#a9a9a9\";\nvar darkkhaki = \"#bdb76b\";\nvar darkmagenta = \"#8b008b\";\nvar darkolivegreen = \"#556b2f\";\nvar darkorange = \"#ff8c00\";\nvar darkorchid = \"#9932cc\";\nvar darkred = \"#8b0000\";\nvar darksalmon = \"#e9967a\";\nvar darkseagreen = \"#8fbc8f\";\nvar darkslateblue = \"#483d8b\";\nvar darkslategray = \"#2f4f4f\";\nvar darkslategrey = \"#2f4f4f\";\nvar darkturquoise = \"#00ced1\";\nvar darkviolet = \"#9400d3\";\nvar deeppink = \"#ff1493\";\nvar deepskyblue = \"#00bfff\";\nvar dimgray = \"#696969\";\nvar dimgrey = \"#696969\";\nvar dodgerblue = \"#1e90ff\";\nvar firebrick = \"#b22222\";\nvar floralwhite = \"#fffaf0\";\nvar forestgreen = \"#228b22\";\nvar fuchsia = \"#ff00ff\";\nvar gainsboro = \"#dcdcdc\";\nvar ghostwhite = \"#f8f8ff\";\nvar goldenrod = \"#daa520\";\nvar gold = \"#ffd700\";\nvar gray = \"#808080\";\nvar green = \"#008000\";\nvar greenyellow = \"#adff2f\";\nvar grey = \"#808080\";\nvar honeydew = \"#f0fff0\";\nvar hotpink = \"#ff69b4\";\nvar indianred = \"#cd5c5c\";\nvar indigo = \"#4b0082\";\nvar ivory = \"#fffff0\";\nvar khaki = \"#f0e68c\";\nvar lavenderblush = \"#fff0f5\";\nvar lavender = \"#e6e6fa\";\nvar lawngreen = \"#7cfc00\";\nvar lemonchiffon = \"#fffacd\";\nvar lightblue = \"#add8e6\";\nvar lightcoral = \"#f08080\";\nvar lightcyan = \"#e0ffff\";\nvar lightgoldenrodyellow = \"#fafad2\";\nvar lightgray = \"#d3d3d3\";\nvar lightgreen = \"#90ee90\";\nvar lightgrey = \"#d3d3d3\";\nvar lightpink = \"#ffb6c1\";\nvar lightsalmon = \"#ffa07a\";\nvar lightseagreen = \"#20b2aa\";\nvar lightskyblue = \"#87cefa\";\nvar lightslategray = \"#778899\";\nvar lightslategrey = \"#778899\";\nvar lightsteelblue = \"#b0c4de\";\nvar lightyellow = \"#ffffe0\";\nvar lime = \"#00ff00\";\nvar limegreen = \"#32cd32\";\nvar linen = \"#faf0e6\";\nvar magenta = \"#ff00ff\";\nvar maroon = \"#800000\";\nvar mediumaquamarine = \"#66cdaa\";\nvar mediumblue = \"#0000cd\";\nvar mediumorchid = \"#ba55d3\";\nvar mediumpurple = \"#9370db\";\nvar mediumseagreen = \"#3cb371\";\nvar mediumslateblue = \"#7b68ee\";\nvar mediumspringgreen = \"#00fa9a\";\nvar mediumturquoise = \"#48d1cc\";\nvar mediumvioletred = \"#c71585\";\nvar midnightblue = \"#191970\";\nvar mintcream = \"#f5fffa\";\nvar mistyrose = \"#ffe4e1\";\nvar moccasin = \"#ffe4b5\";\nvar navajowhite = \"#ffdead\";\nvar navy = \"#000080\";\nvar oldlace = \"#fdf5e6\";\nvar olive = \"#808000\";\nvar olivedrab = \"#6b8e23\";\nvar orange = \"#ffa500\";\nvar orangered = \"#ff4500\";\nvar orchid = \"#da70d6\";\nvar palegoldenrod = \"#eee8aa\";\nvar palegreen = \"#98fb98\";\nvar paleturquoise = \"#afeeee\";\nvar palevioletred = \"#db7093\";\nvar papayawhip = \"#ffefd5\";\nvar peachpuff = \"#ffdab9\";\nvar peru = \"#cd853f\";\nvar pink = \"#ffc0cb\";\nvar plum = \"#dda0dd\";\nvar powderblue = \"#b0e0e6\";\nvar purple = \"#800080\";\nvar rebeccapurple = \"#663399\";\nvar red = \"#ff0000\";\nvar rosybrown = \"#bc8f8f\";\nvar royalblue = \"#4169e1\";\nvar saddlebrown = \"#8b4513\";\nvar salmon = \"#fa8072\";\nvar sandybrown = \"#f4a460\";\nvar seagreen = \"#2e8b57\";\nvar seashell = \"#fff5ee\";\nvar sienna = \"#a0522d\";\nvar silver = \"#c0c0c0\";\nvar skyblue = \"#87ceeb\";\nvar slateblue = \"#6a5acd\";\nvar slategray = \"#708090\";\nvar slategrey = \"#708090\";\nvar snow = \"#fffafa\";\nvar springgreen = \"#00ff7f\";\nvar steelblue = \"#4682b4\";\nvar tan = \"#d2b48c\";\nvar teal = \"#008080\";\nvar thistle = \"#d8bfd8\";\nvar tomato = \"#ff6347\";\nvar turquoise = \"#40e0d0\";\nvar violet = \"#ee82ee\";\nvar wheat = \"#f5deb3\";\nvar white = \"#ffffff\";\nvar whitesmoke = \"#f5f5f5\";\nvar yellow = \"#ffff00\";\nvar yellowgreen = \"#9acd32\";\nvar cssColorNames = {\n\taliceblue: aliceblue,\n\tantiquewhite: antiquewhite,\n\taqua: aqua,\n\taquamarine: aquamarine,\n\tazure: azure,\n\tbeige: beige,\n\tbisque: bisque,\n\tblack: black,\n\tblanchedalmond: blanchedalmond,\n\tblue: blue,\n\tblueviolet: blueviolet,\n\tbrown: brown,\n\tburlywood: burlywood,\n\tcadetblue: cadetblue,\n\tchartreuse: chartreuse,\n\tchocolate: chocolate,\n\tcoral: coral,\n\tcornflowerblue: cornflowerblue,\n\tcornsilk: cornsilk,\n\tcrimson: crimson,\n\tcyan: cyan,\n\tdarkblue: darkblue,\n\tdarkcyan: darkcyan,\n\tdarkgoldenrod: darkgoldenrod,\n\tdarkgray: darkgray,\n\tdarkgreen: darkgreen,\n\tdarkgrey: darkgrey,\n\tdarkkhaki: darkkhaki,\n\tdarkmagenta: darkmagenta,\n\tdarkolivegreen: darkolivegreen,\n\tdarkorange: darkorange,\n\tdarkorchid: darkorchid,\n\tdarkred: darkred,\n\tdarksalmon: darksalmon,\n\tdarkseagreen: darkseagreen,\n\tdarkslateblue: darkslateblue,\n\tdarkslategray: darkslategray,\n\tdarkslategrey: darkslategrey,\n\tdarkturquoise: darkturquoise,\n\tdarkviolet: darkviolet,\n\tdeeppink: deeppink,\n\tdeepskyblue: deepskyblue,\n\tdimgray: dimgray,\n\tdimgrey: dimgrey,\n\tdodgerblue: dodgerblue,\n\tfirebrick: firebrick,\n\tfloralwhite: floralwhite,\n\tforestgreen: forestgreen,\n\tfuchsia: fuchsia,\n\tgainsboro: gainsboro,\n\tghostwhite: ghostwhite,\n\tgoldenrod: goldenrod,\n\tgold: gold,\n\tgray: gray,\n\tgreen: green,\n\tgreenyellow: greenyellow,\n\tgrey: grey,\n\thoneydew: honeydew,\n\thotpink: hotpink,\n\tindianred: indianred,\n\tindigo: indigo,\n\tivory: ivory,\n\tkhaki: khaki,\n\tlavenderblush: lavenderblush,\n\tlavender: lavender,\n\tlawngreen: lawngreen,\n\tlemonchiffon: lemonchiffon,\n\tlightblue: lightblue,\n\tlightcoral: lightcoral,\n\tlightcyan: lightcyan,\n\tlightgoldenrodyellow: lightgoldenrodyellow,\n\tlightgray: lightgray,\n\tlightgreen: lightgreen,\n\tlightgrey: lightgrey,\n\tlightpink: lightpink,\n\tlightsalmon: lightsalmon,\n\tlightseagreen: lightseagreen,\n\tlightskyblue: lightskyblue,\n\tlightslategray: lightslategray,\n\tlightslategrey: lightslategrey,\n\tlightsteelblue: lightsteelblue,\n\tlightyellow: lightyellow,\n\tlime: lime,\n\tlimegreen: limegreen,\n\tlinen: linen,\n\tmagenta: magenta,\n\tmaroon: maroon,\n\tmediumaquamarine: mediumaquamarine,\n\tmediumblue: mediumblue,\n\tmediumorchid: mediumorchid,\n\tmediumpurple: mediumpurple,\n\tmediumseagreen: mediumseagreen,\n\tmediumslateblue: mediumslateblue,\n\tmediumspringgreen: mediumspringgreen,\n\tmediumturquoise: mediumturquoise,\n\tmediumvioletred: mediumvioletred,\n\tmidnightblue: midnightblue,\n\tmintcream: mintcream,\n\tmistyrose: mistyrose,\n\tmoccasin: moccasin,\n\tnavajowhite: navajowhite,\n\tnavy: navy,\n\toldlace: oldlace,\n\tolive: olive,\n\tolivedrab: olivedrab,\n\torange: orange,\n\torangered: orangered,\n\torchid: orchid,\n\tpalegoldenrod: palegoldenrod,\n\tpalegreen: palegreen,\n\tpaleturquoise: paleturquoise,\n\tpalevioletred: palevioletred,\n\tpapayawhip: papayawhip,\n\tpeachpuff: peachpuff,\n\tperu: peru,\n\tpink: pink,\n\tplum: plum,\n\tpowderblue: powderblue,\n\tpurple: purple,\n\trebeccapurple: rebeccapurple,\n\tred: red,\n\trosybrown: rosybrown,\n\troyalblue: royalblue,\n\tsaddlebrown: saddlebrown,\n\tsalmon: salmon,\n\tsandybrown: sandybrown,\n\tseagreen: seagreen,\n\tseashell: seashell,\n\tsienna: sienna,\n\tsilver: silver,\n\tskyblue: skyblue,\n\tslateblue: slateblue,\n\tslategray: slategray,\n\tslategrey: slategrey,\n\tsnow: snow,\n\tspringgreen: springgreen,\n\tsteelblue: steelblue,\n\ttan: tan,\n\tteal: teal,\n\tthistle: thistle,\n\ttomato: tomato,\n\tturquoise: turquoise,\n\tviolet: violet,\n\twheat: wheat,\n\twhite: white,\n\twhitesmoke: whitesmoke,\n\tyellow: yellow,\n\tyellowgreen: yellowgreen\n};\n\n/**\n * Converts a hexadecimal color number to an [R, G, B] array of normalized floats (numbers from 0.0 to 1.0).\n * @example\n * PIXI.utils.hex2rgb(0xffffff); // returns [1, 1, 1]\n * @memberof PIXI.utils\n * @function hex2rgb\n * @param {number} hex - The hexadecimal number to convert\n * @param {number[]} [out=[]] - If supplied, this array will be used rather than returning a new one\n * @returns {number[]} An array representing the [R, G, B] of the color where all values are floats.\n */\nfunction hex2rgb(hex, out) {\n if (out === void 0) { out = []; }\n out[0] = ((hex >> 16) & 0xFF) / 255;\n out[1] = ((hex >> 8) & 0xFF) / 255;\n out[2] = (hex & 0xFF) / 255;\n return out;\n}\n/**\n * Converts a hexadecimal color number to a string.\n * @example\n * PIXI.utils.hex2string(0xffffff); // returns \"#ffffff\"\n * @memberof PIXI.utils\n * @function hex2string\n * @param {number} hex - Number in hex (e.g., `0xffffff`)\n * @returns {string} The string color (e.g., `\"#ffffff\"`).\n */\nfunction hex2string(hex) {\n var hexString = hex.toString(16);\n hexString = '000000'.substring(0, 6 - hexString.length) + hexString;\n return \"#\" + hexString;\n}\n/**\n * Converts a string to a hexadecimal color number.\n * It can handle:\n * hex strings starting with #: \"#ffffff\"\n * hex strings starting with 0x: \"0xffffff\"\n * hex strings without prefix: \"ffffff\"\n * css colors: \"black\"\n * @example\n * PIXI.utils.string2hex(\"#ffffff\"); // returns 0xffffff\n * @memberof PIXI.utils\n * @function string2hex\n * @param {string} string - The string color (e.g., `\"#ffffff\"`)\n * @returns {number} Number in hexadecimal.\n */\nfunction string2hex(string) {\n if (typeof string === 'string') {\n string = cssColorNames[string.toLowerCase()] || string;\n if (string[0] === '#') {\n string = string.slice(1);\n }\n }\n return parseInt(string, 16);\n}\n/**\n * Converts a color as an [R, G, B] array of normalized floats to a hexadecimal number.\n * @example\n * PIXI.utils.rgb2hex([1, 1, 1]); // returns 0xffffff\n * @memberof PIXI.utils\n * @function rgb2hex\n * @param {number[]} rgb - Array of numbers where all values are normalized floats from 0.0 to 1.0.\n * @returns {number} Number in hexadecimal.\n */\nfunction rgb2hex(rgb) {\n return (((rgb[0] * 255) << 16) + ((rgb[1] * 255) << 8) + (rgb[2] * 255 | 0));\n}\n\n/**\n * Corrects PixiJS blend, takes premultiplied alpha into account\n * @memberof PIXI.utils\n * @function mapPremultipliedBlendModes\n * @private\n * @returns {Array} Mapped modes.\n */\nfunction mapPremultipliedBlendModes() {\n var pm = [];\n var npm = [];\n for (var i = 0; i < 32; i++) {\n pm[i] = i;\n npm[i] = i;\n }\n pm[BLEND_MODES.NORMAL_NPM] = BLEND_MODES.NORMAL;\n pm[BLEND_MODES.ADD_NPM] = BLEND_MODES.ADD;\n pm[BLEND_MODES.SCREEN_NPM] = BLEND_MODES.SCREEN;\n npm[BLEND_MODES.NORMAL] = BLEND_MODES.NORMAL_NPM;\n npm[BLEND_MODES.ADD] = BLEND_MODES.ADD_NPM;\n npm[BLEND_MODES.SCREEN] = BLEND_MODES.SCREEN_NPM;\n var array = [];\n array.push(npm);\n array.push(pm);\n return array;\n}\n/**\n * maps premultiply flag and blendMode to adjusted blendMode\n * @memberof PIXI.utils\n * @constant premultiplyBlendMode\n * @type {Array}\n */\nvar premultiplyBlendMode = mapPremultipliedBlendModes();\n/**\n * changes blendMode according to texture format\n * @memberof PIXI.utils\n * @function correctBlendMode\n * @param {number} blendMode - supposed blend mode\n * @param {boolean} premultiplied - whether source is premultiplied\n * @returns {number} true blend mode for this texture\n */\nfunction correctBlendMode(blendMode, premultiplied) {\n return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode];\n}\n/**\n * combines rgb and alpha to out array\n * @memberof PIXI.utils\n * @function premultiplyRgba\n * @param {Float32Array|number[]} rgb - input rgb\n * @param {number} alpha - alpha param\n * @param {Float32Array} [out] - output\n * @param {boolean} [premultiply=true] - do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nfunction premultiplyRgba(rgb, alpha, out, premultiply) {\n out = out || new Float32Array(4);\n if (premultiply || premultiply === undefined) {\n out[0] = rgb[0] * alpha;\n out[1] = rgb[1] * alpha;\n out[2] = rgb[2] * alpha;\n }\n else {\n out[0] = rgb[0];\n out[1] = rgb[1];\n out[2] = rgb[2];\n }\n out[3] = alpha;\n return out;\n}\n/**\n * premultiplies tint\n * @memberof PIXI.utils\n * @function premultiplyTint\n * @param {number} tint - integer RGB\n * @param {number} alpha - floating point alpha (0.0-1.0)\n * @returns {number} tint multiplied by alpha\n */\nfunction premultiplyTint(tint, alpha) {\n if (alpha === 1.0) {\n return (alpha * 255 << 24) + tint;\n }\n if (alpha === 0.0) {\n return 0;\n }\n var R = ((tint >> 16) & 0xFF);\n var G = ((tint >> 8) & 0xFF);\n var B = (tint & 0xFF);\n R = ((R * alpha) + 0.5) | 0;\n G = ((G * alpha) + 0.5) | 0;\n B = ((B * alpha) + 0.5) | 0;\n return (alpha * 255 << 24) + (R << 16) + (G << 8) + B;\n}\n/**\n * converts integer tint and float alpha to vec4 form, premultiplies by default\n * @memberof PIXI.utils\n * @function premultiplyTintToRgba\n * @param {number} tint - input tint\n * @param {number} alpha - alpha param\n * @param {Float32Array} [out] - output\n * @param {boolean} [premultiply=true] - do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nfunction premultiplyTintToRgba(tint, alpha, out, premultiply) {\n out = out || new Float32Array(4);\n out[0] = ((tint >> 16) & 0xFF) / 255.0;\n out[1] = ((tint >> 8) & 0xFF) / 255.0;\n out[2] = (tint & 0xFF) / 255.0;\n if (premultiply || premultiply === undefined) {\n out[0] *= alpha;\n out[1] *= alpha;\n out[2] *= alpha;\n }\n out[3] = alpha;\n return out;\n}\n\n/**\n * Generic Mask Stack data structure\n * @memberof PIXI.utils\n * @function createIndicesForQuads\n * @param {number} size - Number of quads\n * @param {Uint16Array|Uint32Array} [outBuffer] - Buffer for output, length has to be `6 * size`\n * @returns {Uint16Array|Uint32Array} - Resulting index buffer\n */\nfunction createIndicesForQuads(size, outBuffer) {\n if (outBuffer === void 0) { outBuffer = null; }\n // the total number of indices in our array, there are 6 points per quad.\n var totalIndices = size * 6;\n outBuffer = outBuffer || new Uint16Array(totalIndices);\n if (outBuffer.length !== totalIndices) {\n throw new Error(\"Out buffer length is incorrect, got \" + outBuffer.length + \" and expected \" + totalIndices);\n }\n // fill the indices with the quads to draw\n for (var i = 0, j = 0; i < totalIndices; i += 6, j += 4) {\n outBuffer[i + 0] = j + 0;\n outBuffer[i + 1] = j + 1;\n outBuffer[i + 2] = j + 2;\n outBuffer[i + 3] = j + 0;\n outBuffer[i + 4] = j + 2;\n outBuffer[i + 5] = j + 3;\n }\n return outBuffer;\n}\n\nfunction getBufferType(array) {\n if (array.BYTES_PER_ELEMENT === 4) {\n if (array instanceof Float32Array) {\n return 'Float32Array';\n }\n else if (array instanceof Uint32Array) {\n return 'Uint32Array';\n }\n return 'Int32Array';\n }\n else if (array.BYTES_PER_ELEMENT === 2) {\n if (array instanceof Uint16Array) {\n return 'Uint16Array';\n }\n }\n else if (array.BYTES_PER_ELEMENT === 1) {\n if (array instanceof Uint8Array) {\n return 'Uint8Array';\n }\n }\n // TODO map out the rest of the array elements!\n return null;\n}\n\n/* eslint-disable object-shorthand */\nvar map = { Float32Array: Float32Array, Uint32Array: Uint32Array, Int32Array: Int32Array, Uint8Array: Uint8Array };\nfunction interleaveTypedArrays(arrays, sizes) {\n var outSize = 0;\n var stride = 0;\n var views = {};\n for (var i = 0; i < arrays.length; i++) {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n var buffer = new ArrayBuffer(outSize * 4);\n var out = null;\n var littleOffset = 0;\n for (var i = 0; i < arrays.length; i++) {\n var size = sizes[i];\n var array = arrays[i];\n /*\n @todo This is unsafe casting but consistent with how the code worked previously. Should it stay this way\n or should and `getBufferTypeUnsafe` function be exposed that throws an Error if unsupported type is passed?\n */\n var type = getBufferType(array);\n if (!views[type]) {\n views[type] = new map[type](buffer);\n }\n out = views[type];\n for (var j = 0; j < array.length; j++) {\n var indexStart = ((j / size | 0) * stride) + littleOffset;\n var index = j % size;\n out[indexStart + index] = array[j];\n }\n littleOffset += size;\n }\n return new Float32Array(buffer);\n}\n\n// Taken from the bit-twiddle package\n/**\n * Rounds to next power of two.\n * @function nextPow2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @returns {number} - next rounded power of two\n */\nfunction nextPow2(v) {\n v += v === 0 ? 1 : 0;\n --v;\n v |= v >>> 1;\n v |= v >>> 2;\n v |= v >>> 4;\n v |= v >>> 8;\n v |= v >>> 16;\n return v + 1;\n}\n/**\n * Checks if a number is a power of two.\n * @function isPow2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @returns {boolean} `true` if value is power of two\n */\nfunction isPow2(v) {\n return !(v & (v - 1)) && (!!v);\n}\n/**\n * Computes ceil of log base 2\n * @function log2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @returns {number} logarithm base 2\n */\nfunction log2(v) {\n var r = (v > 0xFFFF ? 1 : 0) << 4;\n v >>>= r;\n var shift = (v > 0xFF ? 1 : 0) << 3;\n v >>>= shift;\n r |= shift;\n shift = (v > 0xF ? 1 : 0) << 2;\n v >>>= shift;\n r |= shift;\n shift = (v > 0x3 ? 1 : 0) << 1;\n v >>>= shift;\n r |= shift;\n return r | (v >> 1);\n}\n\n/**\n * Remove items from a javascript array without generating garbage\n * @function removeItems\n * @memberof PIXI.utils\n * @param {Array} arr - Array to remove elements from\n * @param {number} startIdx - starting index\n * @param {number} removeCount - how many to remove\n */\nfunction removeItems(arr, startIdx, removeCount) {\n var length = arr.length;\n var i;\n if (startIdx >= length || removeCount === 0) {\n return;\n }\n removeCount = (startIdx + removeCount > length ? length - startIdx : removeCount);\n var len = length - removeCount;\n for (i = startIdx; i < len; ++i) {\n arr[i] = arr[i + removeCount];\n }\n arr.length = len;\n}\n\n/**\n * Returns sign of number\n * @memberof PIXI.utils\n * @function sign\n * @param {number} n - the number to check the sign of\n * @returns {number} 0 if `n` is 0, -1 if `n` is negative, 1 if `n` is positive\n */\nfunction sign(n) {\n if (n === 0)\n { return 0; }\n return n < 0 ? -1 : 1;\n}\n\nvar nextUid = 0;\n/**\n * Gets the next unique identifier\n * @memberof PIXI.utils\n * @function uid\n * @returns {number} The next unique identifier to use.\n */\nfunction uid() {\n return ++nextUid;\n}\n\n// A map of warning messages already fired\nvar warnings = {};\n/**\n * Helper for warning developers about deprecated features & settings.\n * A stack track for warnings is given; useful for tracking-down where\n * deprecated methods/properties/classes are being used within the code.\n * @memberof PIXI.utils\n * @function deprecation\n * @param {string} version - The version where the feature became deprecated\n * @param {string} message - Message should include what is deprecated, where, and the new solution\n * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack\n * this is mostly to ignore internal deprecation calls.\n */\nfunction deprecation(version, message, ignoreDepth) {\n if (ignoreDepth === void 0) { ignoreDepth = 3; }\n // Ignore duplicat\n if (warnings[message]) {\n return;\n }\n /* eslint-disable no-console */\n var stack = new Error().stack;\n // Handle IE < 10 and Safari < 6\n if (typeof stack === 'undefined') {\n console.warn('PixiJS Deprecation Warning: ', message + \"\\nDeprecated since v\" + version);\n }\n else {\n // chop off the stack trace which includes PixiJS internal calls\n stack = stack.split('\\n').splice(ignoreDepth).join('\\n');\n if (console.groupCollapsed) {\n console.groupCollapsed('%cPixiJS Deprecation Warning: %c%s', 'color:#614108;background:#fffbe6', 'font-weight:normal;color:#614108;background:#fffbe6', message + \"\\nDeprecated since v\" + version);\n console.warn(stack);\n console.groupEnd();\n }\n else {\n console.warn('PixiJS Deprecation Warning: ', message + \"\\nDeprecated since v\" + version);\n console.warn(stack);\n }\n }\n /* eslint-enable no-console */\n warnings[message] = true;\n}\n\n/**\n * @todo Describe property usage\n * @static\n * @name ProgramCache\n * @memberof PIXI.utils\n * @type {object}\n */\nvar ProgramCache = {};\n/**\n * @todo Describe property usage\n * @static\n * @name TextureCache\n * @memberof PIXI.utils\n * @type {object}\n */\nvar TextureCache = Object.create(null);\n/**\n * @todo Describe property usage\n * @static\n * @name BaseTextureCache\n * @memberof PIXI.utils\n * @type {object}\n */\nvar BaseTextureCache = Object.create(null);\n/**\n * Destroys all texture in the cache\n * @memberof PIXI.utils\n * @function destroyTextureCache\n */\nfunction destroyTextureCache() {\n var key;\n for (key in TextureCache) {\n TextureCache[key].destroy();\n }\n for (key in BaseTextureCache) {\n BaseTextureCache[key].destroy();\n }\n}\n/**\n * Removes all textures from cache, but does not destroy them\n * @memberof PIXI.utils\n * @function clearTextureCache\n */\nfunction clearTextureCache() {\n var key;\n for (key in TextureCache) {\n delete TextureCache[key];\n }\n for (key in BaseTextureCache) {\n delete BaseTextureCache[key];\n }\n}\n\n/**\n * Creates a Canvas element of the given size to be used as a target for rendering to.\n * @class\n * @memberof PIXI.utils\n */\nvar CanvasRenderTarget = /** @class */ (function () {\n /**\n * @param width - the width for the newly created canvas\n * @param height - the height for the newly created canvas\n * @param {number} [resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the canvas\n */\n function CanvasRenderTarget(width, height, resolution) {\n this.canvas = settings.ADAPTER.createCanvas();\n this.context = this.canvas.getContext('2d');\n this.resolution = resolution || settings.RESOLUTION;\n this.resize(width, height);\n }\n /**\n * Clears the canvas that was created by the CanvasRenderTarget class.\n * @private\n */\n CanvasRenderTarget.prototype.clear = function () {\n this.context.setTransform(1, 0, 0, 1, 0, 0);\n this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n };\n /**\n * Resizes the canvas to the specified width and height.\n * @param desiredWidth - the desired width of the canvas\n * @param desiredHeight - the desired height of the canvas\n */\n CanvasRenderTarget.prototype.resize = function (desiredWidth, desiredHeight) {\n this.canvas.width = Math.round(desiredWidth * this.resolution);\n this.canvas.height = Math.round(desiredHeight * this.resolution);\n };\n /** Destroys this canvas. */\n CanvasRenderTarget.prototype.destroy = function () {\n this.context = null;\n this.canvas = null;\n };\n Object.defineProperty(CanvasRenderTarget.prototype, \"width\", {\n /**\n * The width of the canvas buffer in pixels.\n * @member {number}\n */\n get: function () {\n return this.canvas.width;\n },\n set: function (val) {\n this.canvas.width = Math.round(val);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(CanvasRenderTarget.prototype, \"height\", {\n /**\n * The height of the canvas buffer in pixels.\n * @member {number}\n */\n get: function () {\n return this.canvas.height;\n },\n set: function (val) {\n this.canvas.height = Math.round(val);\n },\n enumerable: false,\n configurable: true\n });\n return CanvasRenderTarget;\n}());\n\n/**\n * Trim transparent borders from a canvas\n * @memberof PIXI.utils\n * @function trimCanvas\n * @param {HTMLCanvasElement} canvas - the canvas to trim\n * @returns {object} Trim data\n */\nfunction trimCanvas(canvas) {\n // https://gist.github.com/remy/784508\n var width = canvas.width;\n var height = canvas.height;\n var context = canvas.getContext('2d');\n var imageData = context.getImageData(0, 0, width, height);\n var pixels = imageData.data;\n var len = pixels.length;\n var bound = {\n top: null,\n left: null,\n right: null,\n bottom: null,\n };\n var data = null;\n var i;\n var x;\n var y;\n for (i = 0; i < len; i += 4) {\n if (pixels[i + 3] !== 0) {\n x = (i / 4) % width;\n y = ~~((i / 4) / width);\n if (bound.top === null) {\n bound.top = y;\n }\n if (bound.left === null) {\n bound.left = x;\n }\n else if (x < bound.left) {\n bound.left = x;\n }\n if (bound.right === null) {\n bound.right = x + 1;\n }\n else if (bound.right < x) {\n bound.right = x + 1;\n }\n if (bound.bottom === null) {\n bound.bottom = y;\n }\n else if (bound.bottom < y) {\n bound.bottom = y;\n }\n }\n }\n if (bound.top !== null) {\n width = bound.right - bound.left;\n height = bound.bottom - bound.top + 1;\n data = context.getImageData(bound.left, bound.top, width, height);\n }\n return {\n height: height,\n width: width,\n data: data,\n };\n}\n\n/**\n * Regexp for data URI.\n * Based on: {@link https://github.com/ragingwind/data-uri-regex}\n * @static\n * @constant {RegExp|string} DATA_URI\n * @memberof PIXI\n * @example data:image/png;base64\n */\nvar DATA_URI = /^\\s*data:(?:([\\w-]+)\\/([\\w+.-]+))?(?:;charset=([\\w-]+))?(?:;(base64))?,(.*)/i;\n\n/**\n * @memberof PIXI.utils\n * @interface DecomposedDataUri\n */\n/**\n * type, eg. `image`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} mediaType\n */\n/**\n * Sub type, eg. `png`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} subType\n */\n/**\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} charset\n */\n/**\n * Data encoding, eg. `base64`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} encoding\n */\n/**\n * The actual data\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} data\n */\n/**\n * Split a data URI into components. Returns undefined if\n * parameter `dataUri` is not a valid data URI.\n * @memberof PIXI.utils\n * @function decomposeDataUri\n * @param {string} dataUri - the data URI to check\n * @returns {PIXI.utils.DecomposedDataUri|undefined} The decomposed data uri or undefined\n */\nfunction decomposeDataUri(dataUri) {\n var dataUriMatch = DATA_URI.exec(dataUri);\n if (dataUriMatch) {\n return {\n mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : undefined,\n subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : undefined,\n charset: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : undefined,\n encoding: dataUriMatch[4] ? dataUriMatch[4].toLowerCase() : undefined,\n data: dataUriMatch[5],\n };\n }\n return undefined;\n}\n\nvar tempAnchor;\n/**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n * Nipped from the resource loader!\n * @ignore\n * @param {string} url - The url to test.\n * @param {object} [loc=window.location] - The location object to test against.\n * @returns {string} The crossOrigin value to use (or empty string for none).\n */\nfunction determineCrossOrigin(url$1, loc) {\n if (loc === void 0) { loc = globalThis.location; }\n // data: and javascript: urls are considered same-origin\n if (url$1.indexOf('data:') === 0) {\n return '';\n }\n // default is window.location\n loc = loc || globalThis.location;\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url$1;\n var parsedUrl = url.parse(tempAnchor.href);\n var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port);\n // if cross origin\n if (parsedUrl.hostname !== loc.hostname || !samePort || parsedUrl.protocol !== loc.protocol) {\n return 'anonymous';\n }\n return '';\n}\n\n/**\n * get the resolution / device pixel ratio of an asset by looking for the prefix\n * used by spritesheets and image urls\n * @memberof PIXI.utils\n * @function getResolutionOfUrl\n * @param {string} url - the image path\n * @param {number} [defaultValue=1] - the defaultValue if no filename prefix is set.\n * @returns {number} resolution / device pixel ratio of an asset\n */\nfunction getResolutionOfUrl(url, defaultValue) {\n var resolution = settings.RETINA_PREFIX.exec(url);\n if (resolution) {\n return parseFloat(resolution[1]);\n }\n return defaultValue !== undefined ? defaultValue : 1;\n}\n\nexport { BaseTextureCache, CanvasRenderTarget, DATA_URI, ProgramCache, TextureCache, clearTextureCache, correctBlendMode, createIndicesForQuads, decomposeDataUri, deprecation, destroyTextureCache, determineCrossOrigin, getBufferType, getResolutionOfUrl, hex2rgb, hex2string, interleaveTypedArrays, isPow2, isWebGLSupported, log2, nextPow2, premultiplyBlendMode, premultiplyRgba, premultiplyTint, premultiplyTintToRgba, removeItems, rgb2hex, sayHello, sign, skipHello, string2hex, trimCanvas, uid, url };\n//# sourceMappingURL=utils.mjs.map\n","/*!\n * @pixi/math - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/math is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Two Pi.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar PI_2 = Math.PI * 2;\n/**\n * Conversion factor for converting radians to degrees.\n * @static\n * @member {number} RAD_TO_DEG\n * @memberof PIXI\n */\nvar RAD_TO_DEG = 180 / Math.PI;\n/**\n * Conversion factor for converting degrees to radians.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar DEG_TO_RAD = Math.PI / 180;\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n * @static\n * @memberof PIXI\n * @enum {number}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n */\nvar SHAPES;\n(function (SHAPES) {\n SHAPES[SHAPES[\"POLY\"] = 0] = \"POLY\";\n SHAPES[SHAPES[\"RECT\"] = 1] = \"RECT\";\n SHAPES[SHAPES[\"CIRC\"] = 2] = \"CIRC\";\n SHAPES[SHAPES[\"ELIP\"] = 3] = \"ELIP\";\n SHAPES[SHAPES[\"RREC\"] = 4] = \"RREC\";\n})(SHAPES || (SHAPES = {}));\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis\n * @class\n * @memberof PIXI\n * @implements {IPoint}\n */\nvar Point = /** @class */ (function () {\n /**\n * Creates a new `Point`\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function Point(x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n /** Position of the point on the x axis */\n this.x = 0;\n /** Position of the point on the y axis */\n this.y = 0;\n this.x = x;\n this.y = y;\n }\n /**\n * Creates a clone of this point\n * @returns A clone of this point\n */\n Point.prototype.clone = function () {\n return new Point(this.x, this.y);\n };\n /**\n * Copies `x` and `y` from the given point into this point\n * @param p - The point to copy from\n * @returns The point instance itself\n */\n Point.prototype.copyFrom = function (p) {\n this.set(p.x, p.y);\n return this;\n };\n /**\n * Copies this point's x and y into the given point (`p`).\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n Point.prototype.copyTo = function (p) {\n p.set(this.x, this.y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n Point.prototype.equals = function (p) {\n return (p.x === this.x) && (p.y === this.y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the `x` axis\n * @param {number} [y=x] - position of the point on the `y` axis\n * @returns The point instance itself\n */\n Point.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n this.x = x;\n this.y = y;\n return this;\n };\n Point.prototype.toString = function () {\n return \"[@pixi/math:Point x=\" + this.x + \" y=\" + this.y + \"]\";\n };\n return Point;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\n/**\n * Size object, contains width and height\n * @memberof PIXI\n * @typedef {object} ISize\n * @property {number} width - Width component\n * @property {number} height - Height component\n */\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n * @memberof PIXI\n */\nvar Rectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rectangle\n * @param y - The Y coordinate of the upper-left corner of the rectangle\n * @param width - The overall width of the rectangle\n * @param height - The overall height of the rectangle\n */\n function Rectangle(x, y, width, height) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this.x = Number(x);\n this.y = Number(y);\n this.width = Number(width);\n this.height = Number(height);\n this.type = SHAPES.RECT;\n }\n Object.defineProperty(Rectangle.prototype, \"left\", {\n /** Returns the left edge of the rectangle. */\n get: function () {\n return this.x;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"right\", {\n /** Returns the right edge of the rectangle. */\n get: function () {\n return this.x + this.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"top\", {\n /** Returns the top edge of the rectangle. */\n get: function () {\n return this.y;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"bottom\", {\n /** Returns the bottom edge of the rectangle. */\n get: function () {\n return this.y + this.height;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle, \"EMPTY\", {\n /** A constant empty rectangle. */\n get: function () {\n return new Rectangle(0, 0, 0, 0);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates a clone of this Rectangle\n * @returns a copy of the rectangle\n */\n Rectangle.prototype.clone = function () {\n return new Rectangle(this.x, this.y, this.width, this.height);\n };\n /**\n * Copies another rectangle to this one.\n * @param rectangle - The rectangle to copy from.\n * @returns Returns itself.\n */\n Rectangle.prototype.copyFrom = function (rectangle) {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n return this;\n };\n /**\n * Copies this rectangle to another one.\n * @param rectangle - The rectangle to copy to.\n * @returns Returns given parameter.\n */\n Rectangle.prototype.copyTo = function (rectangle) {\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n return rectangle;\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Rectangle\n */\n Rectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x < this.x + this.width) {\n if (y >= this.y && y < this.y + this.height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object.\n * Returns true only if the area of the intersection is >0, this means that Rectangles\n * sharing a side are not overlapping. Another side effect is that an arealess rectangle\n * (width or height equal to zero) can't intersect any other rectangle.\n * @param {Rectangle} other - The Rectangle to intersect with `this`.\n * @param {Matrix} transform - The transformation matrix of `other`.\n * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`.\n */\n Rectangle.prototype.intersects = function (other, transform) {\n if (!transform) {\n var x0_1 = this.x < other.x ? other.x : this.x;\n var x1_1 = this.right > other.right ? other.right : this.right;\n if (x1_1 <= x0_1) {\n return false;\n }\n var y0_1 = this.y < other.y ? other.y : this.y;\n var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom;\n return y1_1 > y0_1;\n }\n var x0 = this.left;\n var x1 = this.right;\n var y0 = this.top;\n var y1 = this.bottom;\n if (x1 <= x0 || y1 <= y0) {\n return false;\n }\n var lt = tempPoints[0].set(other.left, other.top);\n var lb = tempPoints[1].set(other.left, other.bottom);\n var rt = tempPoints[2].set(other.right, other.top);\n var rb = tempPoints[3].set(other.right, other.bottom);\n if (rt.x <= lt.x || lb.y <= lt.y) {\n return false;\n }\n var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c));\n if (s === 0) {\n return false;\n }\n transform.apply(lt, lt);\n transform.apply(lb, lb);\n transform.apply(rt, rt);\n transform.apply(rb, rb);\n if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0\n || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1\n || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0\n || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) {\n return false;\n }\n var nx = s * (lb.y - lt.y);\n var ny = s * (lt.x - lb.x);\n var n00 = (nx * x0) + (ny * y0);\n var n10 = (nx * x1) + (ny * y0);\n var n01 = (nx * x0) + (ny * y1);\n var n11 = (nx * x1) + (ny * y1);\n if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y)\n || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) {\n return false;\n }\n var mx = s * (lt.y - rt.y);\n var my = s * (rt.x - lt.x);\n var m00 = (mx * x0) + (my * y0);\n var m10 = (mx * x1) + (my * y0);\n var m01 = (mx * x0) + (my * y1);\n var m11 = (mx * x1) + (my * y1);\n if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y)\n || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) {\n return false;\n }\n return true;\n };\n /**\n * Pads the rectangle making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n * @returns Returns itself.\n */\n Rectangle.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n this.x -= paddingX;\n this.y -= paddingY;\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n return this;\n };\n /**\n * Fits this rectangle around the passed one.\n * @param rectangle - The rectangle to fit.\n * @returns Returns itself.\n */\n Rectangle.prototype.fit = function (rectangle) {\n var x1 = Math.max(this.x, rectangle.x);\n var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.max(this.y, rectangle.y);\n var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = Math.max(x2 - x1, 0);\n this.y = y1;\n this.height = Math.max(y2 - y1, 0);\n return this;\n };\n /**\n * Enlarges rectangle that way its corners lie on grid\n * @param resolution - resolution\n * @param eps - precision\n * @returns Returns itself.\n */\n Rectangle.prototype.ceil = function (resolution, eps) {\n if (resolution === void 0) { resolution = 1; }\n if (eps === void 0) { eps = 0.001; }\n var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n return this;\n };\n /**\n * Enlarges this rectangle to include the passed rectangle.\n * @param rectangle - The rectangle to include.\n * @returns Returns itself.\n */\n Rectangle.prototype.enlarge = function (rectangle) {\n var x1 = Math.min(this.x, rectangle.x);\n var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.min(this.y, rectangle.y);\n var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n return this;\n };\n Rectangle.prototype.toString = function () {\n return \"[@pixi/math:Rectangle x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Rectangle;\n}());\n\n/**\n * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Circle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this circle\n * @param y - The Y coordinate of the center of this circle\n * @param radius - The radius of the circle\n */\n function Circle(x, y, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (radius === void 0) { radius = 0; }\n this.x = x;\n this.y = y;\n this.radius = radius;\n this.type = SHAPES.CIRC;\n }\n /**\n * Creates a clone of this Circle instance\n * @returns A copy of the Circle\n */\n Circle.prototype.clone = function () {\n return new Circle(this.x, this.y, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this circle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Circle\n */\n Circle.prototype.contains = function (x, y) {\n if (this.radius <= 0) {\n return false;\n }\n var r2 = this.radius * this.radius;\n var dx = (this.x - x);\n var dy = (this.y - y);\n dx *= dx;\n dy *= dy;\n return (dx + dy <= r2);\n };\n /**\n * Returns the framing rectangle of the circle as a Rectangle object\n * @returns The framing rectangle\n */\n Circle.prototype.getBounds = function () {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n };\n Circle.prototype.toString = function () {\n return \"[@pixi/math:Circle x=\" + this.x + \" y=\" + this.y + \" radius=\" + this.radius + \"]\";\n };\n return Circle;\n}());\n\n/**\n * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Ellipse = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this ellipse\n * @param y - The Y coordinate of the center of this ellipse\n * @param halfWidth - The half width of this ellipse\n * @param halfHeight - The half height of this ellipse\n */\n function Ellipse(x, y, halfWidth, halfHeight) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (halfWidth === void 0) { halfWidth = 0; }\n if (halfHeight === void 0) { halfHeight = 0; }\n this.x = x;\n this.y = y;\n this.width = halfWidth;\n this.height = halfHeight;\n this.type = SHAPES.ELIP;\n }\n /**\n * Creates a clone of this Ellipse instance\n * @returns {PIXI.Ellipse} A copy of the ellipse\n */\n Ellipse.prototype.clone = function () {\n return new Ellipse(this.x, this.y, this.width, this.height);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this ellipse\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coords are within this ellipse\n */\n Ellipse.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n // normalize the coords to an ellipse with center 0,0\n var normx = ((x - this.x) / this.width);\n var normy = ((y - this.y) / this.height);\n normx *= normx;\n normy *= normy;\n return (normx + normy <= 1);\n };\n /**\n * Returns the framing rectangle of the ellipse as a Rectangle object\n * @returns The framing rectangle\n */\n Ellipse.prototype.getBounds = function () {\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n };\n Ellipse.prototype.toString = function () {\n return \"[@pixi/math:Ellipse x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Ellipse;\n}());\n\n/**\n * A class to define a shape via user defined coordinates.\n * @memberof PIXI\n */\nvar Polygon = /** @class */ (function () {\n /**\n * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points\n * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or\n * the arguments passed can be all the points of the polygon e.g.\n * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat\n * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.\n */\n function Polygon() {\n var arguments$1 = arguments;\n\n var points = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n points[_i] = arguments$1[_i];\n }\n var flat = Array.isArray(points[0]) ? points[0] : points;\n // if this is an array of points, convert it to a flat array of numbers\n if (typeof flat[0] !== 'number') {\n var p = [];\n for (var i = 0, il = flat.length; i < il; i++) {\n p.push(flat[i].x, flat[i].y);\n }\n flat = p;\n }\n this.points = flat;\n this.type = SHAPES.POLY;\n this.closeStroke = true;\n }\n /**\n * Creates a clone of this polygon.\n * @returns - A copy of the polygon.\n */\n Polygon.prototype.clone = function () {\n var points = this.points.slice();\n var polygon = new Polygon(points);\n polygon.closeStroke = this.closeStroke;\n return polygon;\n };\n /**\n * Checks whether the x and y coordinates passed to this function are contained within this polygon.\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this polygon.\n */\n Polygon.prototype.contains = function (x, y) {\n var inside = false;\n // use some raycasting to test hits\n // https://github.com/substack/point-in-polygon/blob/master/index.js\n var length = this.points.length / 2;\n for (var i = 0, j = length - 1; i < length; j = i++) {\n var xi = this.points[i * 2];\n var yi = this.points[(i * 2) + 1];\n var xj = this.points[j * 2];\n var yj = this.points[(j * 2) + 1];\n var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);\n if (intersect) {\n inside = !inside;\n }\n }\n return inside;\n };\n Polygon.prototype.toString = function () {\n return \"[@pixi/math:Polygon\"\n + (\"closeStroke=\" + this.closeStroke)\n + (\"points=\" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + \", \" + currentPoint; }, '') + \"]\");\n };\n return Polygon;\n}());\n\n/**\n * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its\n * top-left corner point (x, y) and by its width and its height and its radius.\n * @memberof PIXI\n */\nvar RoundedRectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rounded rectangle\n * @param y - The Y coordinate of the upper-left corner of the rounded rectangle\n * @param width - The overall width of this rounded rectangle\n * @param height - The overall height of this rounded rectangle\n * @param radius - Controls the radius of the rounded corners\n */\n function RoundedRectangle(x, y, width, height, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n if (radius === void 0) { radius = 20; }\n this.x = x;\n this.y = y;\n this.width = width;\n this.height = height;\n this.radius = radius;\n this.type = SHAPES.RREC;\n }\n /**\n * Creates a clone of this Rounded Rectangle.\n * @returns - A copy of the rounded rectangle.\n */\n RoundedRectangle.prototype.clone = function () {\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rounded Rectangle\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this Rounded Rectangle.\n */\n RoundedRectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width) {\n if (y >= this.y && y <= this.y + this.height) {\n var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2));\n if ((y >= this.y + radius && y <= this.y + this.height - radius)\n || (x >= this.x + radius && x <= this.x + this.width - radius)) {\n return true;\n }\n var dx = x - (this.x + radius);\n var dy = y - (this.y + radius);\n var radius2 = radius * radius;\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + this.width - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dy = y - (this.y + this.height - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n }\n }\n return false;\n };\n RoundedRectangle.prototype.toString = function () {\n return \"[@pixi/math:RoundedRectangle x=\" + this.x + \" y=\" + this.y\n + (\"width=\" + this.width + \" height=\" + this.height + \" radius=\" + this.radius + \"]\");\n };\n return RoundedRectangle;\n}());\n\n/**\n * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis.\n *\n * An `ObservablePoint` is a point that triggers a callback when the point's position is changed.\n * @memberof PIXI\n */\nvar ObservablePoint = /** @class */ (function () {\n /**\n * Creates a new `ObservablePoint`\n * @param cb - callback function triggered when `x` and/or `y` are changed\n * @param scope - owner of callback\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function ObservablePoint(cb, scope, x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n this._x = x;\n this._y = y;\n this.cb = cb;\n this.scope = scope;\n }\n /**\n * Creates a clone of this point.\n * The callback and scope params can be overridden otherwise they will default\n * to the clone object's values.\n * @override\n * @param cb - The callback function triggered when `x` and/or `y` are changed\n * @param scope - The owner of the callback\n * @returns a copy of this observable point\n */\n ObservablePoint.prototype.clone = function (cb, scope) {\n if (cb === void 0) { cb = this.cb; }\n if (scope === void 0) { scope = this.scope; }\n return new ObservablePoint(cb, scope, this._x, this._y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n if (this._x !== x || this._y !== y) {\n this._x = x;\n this._y = y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies x and y from the given point (`p`)\n * @param p - The point to copy from. Can be any of type that is or extends `IPointData`\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.copyFrom = function (p) {\n if (this._x !== p.x || this._y !== p.y) {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies this point's x and y into that of the given point (`p`)\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n ObservablePoint.prototype.copyTo = function (p) {\n p.set(this._x, this._y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n ObservablePoint.prototype.equals = function (p) {\n return (p.x === this._x) && (p.y === this._y);\n };\n ObservablePoint.prototype.toString = function () {\n return \"[@pixi/math:ObservablePoint x=\" + 0 + \" y=\" + 0 + \" scope=\" + this.scope + \"]\";\n };\n Object.defineProperty(ObservablePoint.prototype, \"x\", {\n /** Position of the observable point on the x axis. */\n get: function () {\n return this._x;\n },\n set: function (value) {\n if (this._x !== value) {\n this._x = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ObservablePoint.prototype, \"y\", {\n /** Position of the observable point on the y axis. */\n get: function () {\n return this._y;\n },\n set: function (value) {\n if (this._y !== value) {\n this._y = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n return ObservablePoint;\n}());\n\n/**\n * The PixiJS Matrix as a class makes it a lot faster.\n *\n * Here is a representation of it:\n * ```js\n * | a | c | tx|\n * | b | d | ty|\n * | 0 | 0 | 1 |\n * ```\n * @memberof PIXI\n */\nvar Matrix = /** @class */ (function () {\n /**\n * @param a - x scale\n * @param b - y skew\n * @param c - x skew\n * @param d - y scale\n * @param tx - x translation\n * @param ty - y translation\n */\n function Matrix(a, b, c, d, tx, ty) {\n if (a === void 0) { a = 1; }\n if (b === void 0) { b = 0; }\n if (c === void 0) { c = 0; }\n if (d === void 0) { d = 1; }\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n this.array = null;\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n }\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n * @param array - The array that the matrix will be populated from.\n */\n Matrix.prototype.fromArray = function (array) {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n };\n /**\n * Sets the matrix properties.\n * @param a - Matrix component\n * @param b - Matrix component\n * @param c - Matrix component\n * @param d - Matrix component\n * @param tx - Matrix component\n * @param ty - Matrix component\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.set = function (a, b, c, d, tx, ty) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n return this;\n };\n /**\n * Creates an array from the current Matrix object.\n * @param transpose - Whether we need to transpose the matrix or not\n * @param [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @returns The newly created array which contains the matrix\n */\n Matrix.prototype.toArray = function (transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n var array = out || this.array;\n if (transpose) {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n }\n else {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n return array;\n };\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, transformed through this matrix\n */\n Matrix.prototype.apply = function (pos, newPos) {\n newPos = (newPos || new Point());\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.a * x) + (this.c * y) + this.tx;\n newPos.y = (this.b * x) + (this.d * y) + this.ty;\n return newPos;\n };\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n Matrix.prototype.applyInverse = function (pos, newPos) {\n newPos = (newPos || new Point());\n var id = 1 / ((this.a * this.d) + (this.c * -this.b));\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);\n newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);\n return newPos;\n };\n /**\n * Translates the matrix on the x and y.\n * @param x - How much to translate x by\n * @param y - How much to translate y by\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.translate = function (x, y) {\n this.tx += x;\n this.ty += y;\n return this;\n };\n /**\n * Applies a scale transformation to the matrix.\n * @param x - The amount to scale horizontally\n * @param y - The amount to scale vertically\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.scale = function (x, y) {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n return this;\n };\n /**\n * Applies a rotation transformation to the matrix.\n * @param angle - The angle in radians.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.rotate = function (angle) {\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n var a1 = this.a;\n var c1 = this.c;\n var tx1 = this.tx;\n this.a = (a1 * cos) - (this.b * sin);\n this.b = (a1 * sin) + (this.b * cos);\n this.c = (c1 * cos) - (this.d * sin);\n this.d = (c1 * sin) + (this.d * cos);\n this.tx = (tx1 * cos) - (this.ty * sin);\n this.ty = (tx1 * sin) + (this.ty * cos);\n return this;\n };\n /**\n * Appends the given Matrix to this Matrix.\n * @param matrix - The matrix to append.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.append = function (matrix) {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n this.a = (matrix.a * a1) + (matrix.b * c1);\n this.b = (matrix.a * b1) + (matrix.b * d1);\n this.c = (matrix.c * a1) + (matrix.d * c1);\n this.d = (matrix.c * b1) + (matrix.d * d1);\n this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;\n this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;\n return this;\n };\n /**\n * Sets the matrix based on all the available properties\n * @param x - Position on the x axis\n * @param y - Position on the y axis\n * @param pivotX - Pivot on the x axis\n * @param pivotY - Pivot on the y axis\n * @param scaleX - Scale on the x axis\n * @param scaleY - Scale on the y axis\n * @param rotation - Rotation in radians\n * @param skewX - Skew on the x axis\n * @param skewY - Skew on the y axis\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n this.a = Math.cos(rotation + skewY) * scaleX;\n this.b = Math.sin(rotation + skewY) * scaleX;\n this.c = -Math.sin(rotation - skewX) * scaleY;\n this.d = Math.cos(rotation - skewX) * scaleY;\n this.tx = x - ((pivotX * this.a) + (pivotY * this.c));\n this.ty = y - ((pivotX * this.b) + (pivotY * this.d));\n return this;\n };\n /**\n * Prepends the given Matrix to this Matrix.\n * @param matrix - The matrix to prepend\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.prepend = function (matrix) {\n var tx1 = this.tx;\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n var a1 = this.a;\n var c1 = this.c;\n this.a = (a1 * matrix.a) + (this.b * matrix.c);\n this.b = (a1 * matrix.b) + (this.b * matrix.d);\n this.c = (c1 * matrix.a) + (this.d * matrix.c);\n this.d = (c1 * matrix.b) + (this.d * matrix.d);\n }\n this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;\n this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;\n return this;\n };\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n * @param transform - The transform to apply the properties to.\n * @returns The transform with the newly applied properties\n */\n Matrix.prototype.decompose = function (transform) {\n // sort out rotation / skew..\n var a = this.a;\n var b = this.b;\n var c = this.c;\n var d = this.d;\n var pivot = transform.pivot;\n var skewX = -Math.atan2(-c, d);\n var skewY = Math.atan2(b, a);\n var delta = Math.abs(skewX + skewY);\n if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n }\n else {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n // next set scale\n transform.scale.x = Math.sqrt((a * a) + (b * b));\n transform.scale.y = Math.sqrt((c * c) + (d * d));\n // next set position\n transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c));\n transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d));\n return transform;\n };\n /**\n * Inverts this matrix\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.invert = function () {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n var tx1 = this.tx;\n var n = (a1 * d1) - (b1 * c1);\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;\n this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;\n return this;\n };\n /**\n * Resets this Matrix to an identity (default) matrix.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.identity = function () {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n return this;\n };\n /**\n * Creates a new Matrix object with the same values as this one.\n * @returns A copy of this matrix. Good for chaining method calls.\n */\n Matrix.prototype.clone = function () {\n var matrix = new Matrix();\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n * @param matrix - The matrix to copy to.\n * @returns The matrix given in parameter with its values updated.\n */\n Matrix.prototype.copyTo = function (matrix) {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the matrix to be the same as the ones in given matrix\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @returns {PIXI.Matrix} this\n */\n Matrix.prototype.copyFrom = function (matrix) {\n this.a = matrix.a;\n this.b = matrix.b;\n this.c = matrix.c;\n this.d = matrix.d;\n this.tx = matrix.tx;\n this.ty = matrix.ty;\n return this;\n };\n Matrix.prototype.toString = function () {\n return \"[@pixi/math:Matrix a=\" + this.a + \" b=\" + this.b + \" c=\" + this.c + \" d=\" + this.d + \" tx=\" + this.tx + \" ty=\" + this.ty + \"]\";\n };\n Object.defineProperty(Matrix, \"IDENTITY\", {\n /**\n * A default (identity) matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Matrix, \"TEMP_MATRIX\", {\n /**\n * A temp matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n return Matrix;\n}());\n\n// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group\n/*\n * Transform matrix for operation n is:\n * | ux | vx |\n * | uy | vy |\n */\nvar ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nvar uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\n/**\n * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * for the composition of each rotation in the dihederal group D8.\n * @type {number[][]}\n * @private\n */\nvar rotationCayley = [];\n/**\n * Matrices for each `GD8Symmetry` rotation.\n * @type {PIXI.Matrix[]}\n * @private\n */\nvar rotationMatrices = [];\n/*\n * Alias for {@code Math.sign}.\n */\nvar signum = Math.sign;\n/*\n * Initializes `rotationCayley` and `rotationMatrices`. It is called\n * only once below.\n */\nfunction init() {\n for (var i = 0; i < 16; i++) {\n var row = [];\n rotationCayley.push(row);\n for (var j = 0; j < 16; j++) {\n /* Multiplies rotation matrices i and j. */\n var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));\n var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));\n var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));\n var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));\n /* Finds rotation matrix matching the product and pushes it. */\n for (var k = 0; k < 16; k++) {\n if (ux[k] === _ux && uy[k] === _uy\n && vx[k] === _vx && vy[k] === _vy) {\n row.push(k);\n break;\n }\n }\n }\n }\n for (var i = 0; i < 16; i++) {\n var mat = new Matrix();\n mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);\n rotationMatrices.push(mat);\n }\n}\ninit();\n/**\n * @memberof PIXI\n * @typedef {number} GD8Symmetry\n * @see PIXI.groupD8\n */\n/**\n * Implements the dihedral group D8, which is similar to\n * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};\n * D8 is the same but with diagonals, and it is used for texture\n * rotations.\n *\n * The directions the U- and V- axes after rotation\n * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`\n * and `(vX(a), vY(a))`. These aren't necessarily unit vectors.\n *\n * **Origin:**
\n * This is the small part of gameofbombs.com portal system. It works.\n * @see PIXI.groupD8.E\n * @see PIXI.groupD8.SE\n * @see PIXI.groupD8.S\n * @see PIXI.groupD8.SW\n * @see PIXI.groupD8.W\n * @see PIXI.groupD8.NW\n * @see PIXI.groupD8.N\n * @see PIXI.groupD8.NE\n * @author Ivan @ivanpopelyshev\n * @namespace PIXI.groupD8\n * @memberof PIXI\n */\nvar groupD8 = {\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 0° | East |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n E: 0,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 45°↻ | Southeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SE: 1,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 90°↻ | South |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n S: 2,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 135°↻ | Southwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SW: 3,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 180° | West |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n W: 4,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -135°/225°↻ | Northwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NW: 5,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -90°/270°↻ | North |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n N: 6,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -45°/315°↻ | Northeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NE: 7,\n /**\n * Reflection about Y-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_VERTICAL: 8,\n /**\n * Reflection about the main diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MAIN_DIAGONAL: 10,\n /**\n * Reflection about X-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_HORIZONTAL: 12,\n /**\n * Reflection about reverse diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n REVERSE_DIAGONAL: 14,\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the U-axis\n * after rotating the axes.\n */\n uX: function (ind) { return ux[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis\n * after rotating the axes.\n */\n uY: function (ind) { return uy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the V-axis\n * after rotating the axes.\n */\n vX: function (ind) { return vx[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis\n * after rotating the axes.\n */\n vY: function (ind) { return vy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite\n * is needed. Only rotations have opposite symmetries while\n * reflections don't.\n * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation`\n */\n inv: function (rotation) {\n if (rotation & 8) // true only if between 8 & 15 (reflections)\n {\n return rotation & 15; // or rotation % 16\n }\n return (-rotation) & 7; // or (8 - rotation) % 8\n },\n /**\n * Composes the two D8 operations.\n *\n * Taking `^` as reflection:\n *\n * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |\n * |-------|-----|-----|-----|-----|------|-------|-------|-------|\n * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |\n * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |\n * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |\n * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |\n * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |\n * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |\n * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |\n * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |\n *\n * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which\n * is the row in the above cayley table.\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which\n * is the column in the above cayley table.\n * @returns {PIXI.GD8Symmetry} Composed operation\n */\n add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); },\n /**\n * Reverse of `add`.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation\n * @returns {PIXI.GD8Symmetry} Result\n */\n sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); },\n /**\n * Adds 180 degrees to rotation, which is a commutative\n * operation.\n * @memberof PIXI.groupD8\n * @param {number} rotation - The number to rotate.\n * @returns {number} Rotated number\n */\n rotate180: function (rotation) { return rotation ^ 4; },\n /**\n * Checks if the rotation angle is vertical, i.e. south\n * or north. It doesn't work for reflections.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - The number to check.\n * @returns {boolean} Whether or not the direction is vertical\n */\n isVertical: function (rotation) { return (rotation & 3) === 2; },\n /**\n * Approximates the vector `V(dx,dy)` into one of the\n * eight directions provided by `groupD8`.\n * @memberof PIXI.groupD8\n * @param {number} dx - X-component of the vector\n * @param {number} dy - Y-component of the vector\n * @returns {PIXI.GD8Symmetry} Approximation of the vector into\n * one of the eight symmetries.\n */\n byDirection: function (dx, dy) {\n if (Math.abs(dx) * 2 <= Math.abs(dy)) {\n if (dy >= 0) {\n return groupD8.S;\n }\n return groupD8.N;\n }\n else if (Math.abs(dy) * 2 <= Math.abs(dx)) {\n if (dx > 0) {\n return groupD8.E;\n }\n return groupD8.W;\n }\n else if (dy > 0) {\n if (dx > 0) {\n return groupD8.SE;\n }\n return groupD8.SW;\n }\n else if (dx > 0) {\n return groupD8.NE;\n }\n return groupD8.NW;\n },\n /**\n * Helps sprite to compensate texture packer rotation.\n * @memberof PIXI.groupD8\n * @param {PIXI.Matrix} matrix - sprite world matrix\n * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.\n * @param {number} tx - sprite anchoring\n * @param {number} ty - sprite anchoring\n */\n matrixAppendRotationInv: function (matrix, rotation, tx, ty) {\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n // Packer used \"rotation\", we use \"inv(rotation)\"\n var mat = rotationMatrices[groupD8.inv(rotation)];\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n },\n};\n\n/**\n * Transform that takes care about its versions.\n * @memberof PIXI\n */\nvar Transform = /** @class */ (function () {\n function Transform() {\n this.worldTransform = new Matrix();\n this.localTransform = new Matrix();\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n this._rotation = 0;\n this._cx = 1;\n this._sx = 0;\n this._cy = 0;\n this._sy = 1;\n this._localID = 0;\n this._currentLocalID = 0;\n this._worldID = 0;\n this._parentID = 0;\n }\n /** Called when a value changes. */\n Transform.prototype.onChange = function () {\n this._localID++;\n };\n /** Called when the skew or the rotation changes. */\n Transform.prototype.updateSkew = function () {\n this._cx = Math.cos(this._rotation + this.skew.y);\n this._sx = Math.sin(this._rotation + this.skew.y);\n this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2\n this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2\n this._localID++;\n };\n Transform.prototype.toString = function () {\n return \"[@pixi/math:Transform \"\n + (\"position=(\" + this.position.x + \", \" + this.position.y + \") \")\n + (\"rotation=\" + this.rotation + \" \")\n + (\"scale=(\" + this.scale.x + \", \" + this.scale.y + \") \")\n + (\"skew=(\" + this.skew.x + \", \" + this.skew.y + \") \")\n + \"]\";\n };\n /** Updates the local transformation matrix. */\n Transform.prototype.updateLocalTransform = function () {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n };\n /**\n * Updates the local and the world transformation matrices.\n * @param parentTransform - The parent transform\n */\n Transform.prototype.updateTransform = function (parentTransform) {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n if (this._parentID !== parentTransform._worldID) {\n // concat the parent matrix with the objects transform.\n var pt = parentTransform.worldTransform;\n var wt = this.worldTransform;\n wt.a = (lt.a * pt.a) + (lt.b * pt.c);\n wt.b = (lt.a * pt.b) + (lt.b * pt.d);\n wt.c = (lt.c * pt.a) + (lt.d * pt.c);\n wt.d = (lt.c * pt.b) + (lt.d * pt.d);\n wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;\n wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;\n this._parentID = parentTransform._worldID;\n // update the id of the transform..\n this._worldID++;\n }\n };\n /**\n * Decomposes a matrix and sets the transforms properties based on it.\n * @param matrix - The matrix to decompose\n */\n Transform.prototype.setFromMatrix = function (matrix) {\n matrix.decompose(this);\n this._localID++;\n };\n Object.defineProperty(Transform.prototype, \"rotation\", {\n /** The rotation of the object in radians. */\n get: function () {\n return this._rotation;\n },\n set: function (value) {\n if (this._rotation !== value) {\n this._rotation = value;\n this.updateSkew();\n }\n },\n enumerable: false,\n configurable: true\n });\n /** A default (identity) transform. */\n Transform.IDENTITY = new Transform();\n return Transform;\n}());\n\nexport { Circle, DEG_TO_RAD, Ellipse, Matrix, ObservablePoint, PI_2, Point, Polygon, RAD_TO_DEG, Rectangle, RoundedRectangle, SHAPES, Transform, groupD8 };\n//# sourceMappingURL=math.mjs.map\n","/*!\n * @pixi/display - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/display is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { Rectangle, RAD_TO_DEG, DEG_TO_RAD, Transform } from '@pixi/math';\nimport { EventEmitter, removeItems } from '@pixi/utils';\n\n/**\n * Sets the default value for the container property 'sortableChildren'.\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n * @static\n * @constant\n * @name SORTABLE_CHILDREN\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.SORTABLE_CHILDREN = false;\n\n/**\n * 'Builder' pattern for bounds rectangles.\n *\n * This could be called an Axis-Aligned Bounding Box.\n * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems.\n * @memberof PIXI\n */\nvar Bounds = /** @class */ (function () {\n function Bounds() {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n this.rect = null;\n this.updateID = -1;\n }\n /**\n * Checks if bounds are empty.\n * @returns - True if empty.\n */\n Bounds.prototype.isEmpty = function () {\n return this.minX > this.maxX || this.minY > this.maxY;\n };\n /** Clears the bounds and resets. */\n Bounds.prototype.clear = function () {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n };\n /**\n * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n * It is not guaranteed that it will return tempRect\n * @param rect - Temporary object will be used if AABB is not empty\n * @returns - A rectangle of the bounds\n */\n Bounds.prototype.getRectangle = function (rect) {\n if (this.minX > this.maxX || this.minY > this.maxY) {\n return Rectangle.EMPTY;\n }\n rect = rect || new Rectangle(0, 0, 1, 1);\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n return rect;\n };\n /**\n * This function should be inlined when its possible.\n * @param point - The point to add.\n */\n Bounds.prototype.addPoint = function (point) {\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n };\n /**\n * Adds a point, after transformed. This should be inlined when its possible.\n * @param matrix\n * @param point\n */\n Bounds.prototype.addPointMatrix = function (matrix, point) {\n var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty;\n var x = (a * point.x) + (c * point.y) + tx;\n var y = (b * point.x) + (d * point.y) + ty;\n this.minX = Math.min(this.minX, x);\n this.maxX = Math.max(this.maxX, x);\n this.minY = Math.min(this.minY, y);\n this.maxY = Math.max(this.maxY, y);\n };\n /**\n * Adds a quad, not transformed\n * @param vertices - The verts to add.\n */\n Bounds.prototype.addQuad = function (vertices) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = vertices[0];\n var y = vertices[1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds sprite frame, transformed.\n * @param transform - transform to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) {\n this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1);\n };\n /**\n * Adds sprite frame, multiplied by matrix\n * @param matrix - matrix to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) {\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = (a * x0) + (c * y0) + tx;\n var y = (b * x0) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y0) + tx;\n y = (b * x1) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x0) + (c * y1) + tx;\n y = (b * x0) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y1) + tx;\n y = (b * x1) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds screen vertices from array\n * @param vertexData - calculated vertices\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var x = vertexData[i];\n var y = vertexData[i + 1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Add an array of mesh vertices\n * @param transform - mesh transform\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) {\n this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset);\n };\n /**\n * Add an array of mesh vertices.\n * @param matrix - mesh matrix\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n * @param padX - x padding\n * @param padY - y padding\n */\n Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) {\n if (padX === void 0) { padX = 0; }\n if (padY === void 0) { padY = padX; }\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var rawX = vertices[i];\n var rawY = vertices[i + 1];\n var x = (a * rawX) + (c * rawY) + tx;\n var y = (d * rawY) + (b * rawX) + ty;\n minX = Math.min(minX, x - padX);\n maxX = Math.max(maxX, x + padX);\n minY = Math.min(minY, y - padY);\n maxY = Math.max(maxY, y + padY);\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds other {@link Bounds}.\n * @param bounds - The Bounds to be added\n */\n Bounds.prototype.addBounds = function (bounds) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = bounds.minX < minX ? bounds.minX : minX;\n this.minY = bounds.minY < minY ? bounds.minY : minY;\n this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX;\n this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY;\n };\n /**\n * Adds other Bounds, masked with Bounds.\n * @param bounds - The Bounds to be added.\n * @param mask - TODO\n */\n Bounds.prototype.addBoundsMask = function (bounds, mask) {\n var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX;\n var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY;\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty.\n * @param bounds - other bounds\n * @param matrix - multiplicator\n */\n Bounds.prototype.addBoundsMatrix = function (bounds, matrix) {\n this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY);\n };\n /**\n * Adds other Bounds, masked with Rectangle.\n * @param bounds - TODO\n * @param area - TODO\n */\n Bounds.prototype.addBoundsArea = function (bounds, area) {\n var _minX = bounds.minX > area.x ? bounds.minX : area.x;\n var _minY = bounds.minY > area.y ? bounds.minY : area.y;\n var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width);\n var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height);\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Pads bounds object, making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n */\n Bounds.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n if (!this.isEmpty()) {\n this.minX -= paddingX;\n this.maxX += paddingX;\n this.minY -= paddingY;\n this.maxY += paddingY;\n }\n };\n /**\n * Adds padded frame. (x0, y0) should be strictly less than (x1, y1)\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n * @param padX - padding X\n * @param padY - padding Y\n */\n Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) {\n x0 -= padX;\n y0 -= padY;\n x1 += padX;\n y1 += padY;\n this.minX = this.minX < x0 ? this.minX : x0;\n this.maxX = this.maxX > x1 ? this.maxX : x1;\n this.minY = this.minY < y0 ? this.minY : y0;\n this.maxY = this.maxY > y1 ? this.maxY : y1;\n };\n return Bounds;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * The base class for all objects that are rendered on the screen.\n *\n * This is an abstract class and can not be used on its own; rather it should be extended.\n *\n * ## Display objects implemented in PixiJS\n *\n * | Display Object | Description |\n * | ------------------------------- | --------------------------------------------------------------------- |\n * | {@link PIXI.Container} | Adds support for `children` to DisplayObject |\n * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API |\n * | {@link PIXI.Sprite} | Draws textures (i.e. images) |\n * | {@link PIXI.Text} | Draws text using the Canvas API internally |\n * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures |\n * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion |\n * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images |\n * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data |\n * | {@link PIXI.NineSlicePlane} | Mesh-related |\n * | {@link PIXI.SimpleMesh} | v4-compatible mesh |\n * | {@link PIXI.SimplePlane} | Mesh-related |\n * | {@link PIXI.SimpleRope} | Mesh-related |\n *\n * ## Transforms\n *\n * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its\n * local coordinate space to its parent's local coordinate space. The following properties are derived\n * from the transform:\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n *
PropertyDescription
[pivot]{@link PIXI.DisplayObject#pivot}\n * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot\n * is equal to position, regardless of the other three transformations. In other words, It is the center of\n * rotation, scaling, and skewing.\n *
[position]{@link PIXI.DisplayObject#position}\n * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local\n * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object\n * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space.\n *
[scale]{@link PIXI.DisplayObject#scale}\n * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the\n * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center\n * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}.\n *
[rotation]{@link PIXI.DisplayObject#rotation}\n * Rotation. This will rotate the display object's projection by this angle (in radians).\n *
[skew]{@link PIXI.DisplayObject#skew}\n *

Skewing. This can be used to deform a rectangular display object into a parallelogram.

\n *

\n * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be\n * thought of the net rotation applied to the coordinate axes (separately). For example, if \"skew.x\" is\n * ⍺ and \"skew.y\" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be\n * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will\n * be rotated by an angle between ⍺ and β.\n *

\n *

\n * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying\n * a rotation. Indeed, if \"skew.x\" = -ϴ and \"skew.y\" = ϴ, it will produce an equivalent of \"rotation\" = ϴ.\n *

\n *

\n * Another quite interesting observation is that \"skew.x\", \"skew.y\", rotation are communtative operations. Indeed,\n * because rotation is essentially a careful combination of the two.\n *

\n *
angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
xTranslation. This is an alias for position.x!
yTranslation. This is an alias for position.y!
width\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing\n * the \"requested\" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there\n * is no concept of user-defined width.\n *
height\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing\n * the \"requested\" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there\n * is no concept of user-defined height.\n *
\n *\n * ## Bounds\n *\n * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit\n * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the\n * `worldTransform` to calculate in world space).\n *\n * There are a few additional types of bounding boxes:\n *\n * | Bounds | Description |\n * | --------------------- | ---------------------------------------------------------------------------------------- |\n * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. |\n * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. |\n * | Render Bounds | The bounds, but including extra rendering effects like filter padding. |\n * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. |\n * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. |\n * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)|\n * | Content Bounds | The natural bounds when excluding all children of a `Container`. |\n *\n * ### calculateBounds\n *\n * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children.\n *\n * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and\n * `getLocalBounds` to work. This method must write the bounds into `this._bounds`.\n *\n * Generally, the following technique works for most simple cases: take the list of points\n * forming the \"hull\" of the object (i.e. outline of the object's shape), and then add them\n * using {@link PIXI.Bounds#addPointMatrix}.\n *\n * ```js\n * calculateBounds(): void\n * {\n * const points = [...];\n *\n * for (let i = 0, j = points.length; i < j; i++)\n * {\n * this._bounds.addPointMatrix(this.worldTransform, points[i]);\n * }\n * }\n * ```\n *\n * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them\n * in one array together.\n *\n * ## Alpha\n *\n * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display\n * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not\n * applied on any ancestor further up the chain).\n *\n * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}.\n *\n * ## Renderable vs Visible\n *\n * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the\n * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display\n * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not\n * be calculated.\n *\n * It is recommended that applications use the `renderable` property for culling. See\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details.\n *\n * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This\n * one is also better in terms of performance.\n * @memberof PIXI\n */\nvar DisplayObject = /** @class */ (function (_super) {\n __extends(DisplayObject, _super);\n function DisplayObject() {\n var _this = _super.call(this) || this;\n _this.tempDisplayObjectParent = null;\n // TODO: need to create Transform from factory\n _this.transform = new Transform();\n _this.alpha = 1;\n _this.visible = true;\n _this.renderable = true;\n _this.cullable = false;\n _this.cullArea = null;\n _this.parent = null;\n _this.worldAlpha = 1;\n _this._lastSortedIndex = 0;\n _this._zIndex = 0;\n _this.filterArea = null;\n _this.filters = null;\n _this._enabledFilters = null;\n _this._bounds = new Bounds();\n _this._localBounds = null;\n _this._boundsID = 0;\n _this._boundsRect = null;\n _this._localBoundsRect = null;\n _this._mask = null;\n _this._maskRefCount = 0;\n _this._destroyed = false;\n _this.isSprite = false;\n _this.isMask = false;\n return _this;\n }\n /**\n * Mixes all enumerable properties and methods from a source object to DisplayObject.\n * @param source - The source of properties and methods to mix in.\n */\n DisplayObject.mixin = function (source) {\n // in ES8/ES2017, this would be really easy:\n // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source));\n // get all the enumerable property keys\n var keys = Object.keys(source);\n // loop through properties\n for (var i = 0; i < keys.length; ++i) {\n var propertyName = keys[i];\n // Set the property using the property descriptor - this works for accessors and normal value properties\n Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName));\n }\n };\n Object.defineProperty(DisplayObject.prototype, \"destroyed\", {\n /**\n * Fired when this DisplayObject is added to a Container.\n * @instance\n * @event added\n * @param {PIXI.Container} container - The container added to.\n */\n /**\n * Fired when this DisplayObject is removed from a Container.\n * @instance\n * @event removed\n * @param {PIXI.Container} container - The container removed from.\n */\n /**\n * Fired when this DisplayObject is destroyed. This event is emitted once\n * destroy is finished.\n * @instance\n * @event destroyed\n */\n /** Readonly flag for destroyed display objects. */\n get: function () {\n return this._destroyed;\n },\n enumerable: false,\n configurable: true\n });\n /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */\n DisplayObject.prototype._recursivePostUpdateTransform = function () {\n if (this.parent) {\n this.parent._recursivePostUpdateTransform();\n this.transform.updateTransform(this.parent.transform);\n }\n else {\n this.transform.updateTransform(this._tempDisplayObjectParent.transform);\n }\n };\n /** Updates the object transform for rendering. TODO - Optimization pass! */\n DisplayObject.prototype.updateTransform = function () {\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // multiply the alphas..\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n };\n /**\n * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}.\n *\n * This method is expensive on containers with a large subtree (like the stage). This is because the bounds\n * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to\n * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update\n * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using\n * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise,\n * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as\n * its height increases.\n *\n * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated.\n * The world bounds of all display objects in a container's **subtree** will also be recalculated.\n *\n * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds\n * calculation if needed.\n *\n * ```js\n * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect);\n * ```\n *\n * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This\n * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more\n * details.\n *\n * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms\n * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain\n * cases.\n * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The minimum axis-aligned rectangle in world space that fits around this object.\n */\n DisplayObject.prototype.getBounds = function (skipUpdate, rect) {\n if (!skipUpdate) {\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else {\n this._recursivePostUpdateTransform();\n this.updateTransform();\n }\n }\n if (this._bounds.updateID !== this._boundsID) {\n this.calculateBounds();\n this._bounds.updateID = this._boundsID;\n }\n if (!rect) {\n if (!this._boundsRect) {\n this._boundsRect = new Rectangle();\n }\n rect = this._boundsRect;\n }\n return this._bounds.getRectangle(rect);\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The rectangular bounding area.\n */\n DisplayObject.prototype.getLocalBounds = function (rect) {\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n var transformRef = this.transform;\n var parentRef = this.parent;\n this.parent = null;\n this.transform = this._tempDisplayObjectParent.transform;\n var worldBounds = this._bounds;\n var worldBoundsID = this._boundsID;\n this._bounds = this._localBounds;\n var bounds = this.getBounds(false, rect);\n this.parent = parentRef;\n this.transform = transformRef;\n this._bounds = worldBounds;\n this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects\n return bounds;\n };\n /**\n * Calculates the global position of the display object.\n * @param position - The world origin to calculate from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform.\n * @returns - A point object representing the position of this object.\n */\n DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) {\n if (skipUpdate === void 0) { skipUpdate = false; }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // don't need to update the lot\n return this.worldTransform.apply(position, point);\n };\n /**\n * Calculates the local position of the display object relative to another point.\n * @param position - The world origin to calculate from.\n * @param from - The DisplayObject to calculate the global position from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform\n * @returns - A point object representing the position of this object\n */\n DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) {\n if (from) {\n position = from.toGlobal(position, point, skipUpdate);\n }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // simply apply the matrix..\n return this.worldTransform.applyInverse(position, point);\n };\n /**\n * Set the parent Container of this DisplayObject.\n * @param container - The Container to add this DisplayObject to.\n * @returns - The Container that this DisplayObject was added to.\n */\n DisplayObject.prototype.setParent = function (container) {\n if (!container || !container.addChild) {\n throw new Error('setParent: Argument must be a Container');\n }\n container.addChild(this);\n return container;\n };\n /**\n * Convenience function to set the position, scale, skew and pivot at once.\n * @param x - The X position\n * @param y - The Y position\n * @param scaleX - The X scale value\n * @param scaleY - The Y scale value\n * @param rotation - The rotation\n * @param skewX - The X skew value\n * @param skewY - The Y skew value\n * @param pivotX - The X pivot value\n * @param pivotY - The Y pivot value\n * @returns - The DisplayObject instance\n */\n DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (scaleX === void 0) { scaleX = 1; }\n if (scaleY === void 0) { scaleY = 1; }\n if (rotation === void 0) { rotation = 0; }\n if (skewX === void 0) { skewX = 0; }\n if (skewY === void 0) { skewY = 0; }\n if (pivotX === void 0) { pivotX = 0; }\n if (pivotY === void 0) { pivotY = 0; }\n this.position.x = x;\n this.position.y = y;\n this.scale.x = !scaleX ? 1 : scaleX;\n this.scale.y = !scaleY ? 1 : scaleY;\n this.rotation = rotation;\n this.skew.x = skewX;\n this.skew.y = skewY;\n this.pivot.x = pivotX;\n this.pivot.y = pivotY;\n return this;\n };\n /**\n * Base destroy method for generic display objects. This will automatically\n * remove the display object from its parent Container as well as remove\n * all current event listeners and internal references. Do not use a DisplayObject\n * after calling `destroy()`.\n * @param _options\n */\n DisplayObject.prototype.destroy = function (_options) {\n if (this.parent) {\n this.parent.removeChild(this);\n }\n this._destroyed = true;\n this.transform = null;\n this.parent = null;\n this._bounds = null;\n this.mask = null;\n this.cullArea = null;\n this.filters = null;\n this.filterArea = null;\n this.hitArea = null;\n this.interactive = false;\n this.interactiveChildren = false;\n this.emit('destroyed');\n this.removeAllListeners();\n };\n Object.defineProperty(DisplayObject.prototype, \"_tempDisplayObjectParent\", {\n /**\n * @protected\n * @member {PIXI.Container}\n */\n get: function () {\n if (this.tempDisplayObjectParent === null) {\n // eslint-disable-next-line @typescript-eslint/no-use-before-define\n this.tempDisplayObjectParent = new TemporaryDisplayObject();\n }\n return this.tempDisplayObjectParent;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root\n *\n * ```\n * const cacheParent = elem.enableTempParent();\n * elem.updateTransform();\n * elem.disableTempParent(cacheParent);\n * ```\n * @returns - current parent\n */\n DisplayObject.prototype.enableTempParent = function () {\n var myParent = this.parent;\n this.parent = this._tempDisplayObjectParent;\n return myParent;\n };\n /**\n * Pair method for `enableTempParent`\n * @param cacheParent - Actual parent of element\n */\n DisplayObject.prototype.disableTempParent = function (cacheParent) {\n this.parent = cacheParent;\n };\n Object.defineProperty(DisplayObject.prototype, \"x\", {\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n * An alias to position.x\n */\n get: function () {\n return this.position.x;\n },\n set: function (value) {\n this.transform.position.x = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"y\", {\n /**\n * The position of the displayObject on the y axis relative to the local coordinates of the parent.\n * An alias to position.y\n */\n get: function () {\n return this.position.y;\n },\n set: function (value) {\n this.transform.position.y = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldTransform\", {\n /**\n * Current transform of the object based on world (parent) factors.\n * @readonly\n */\n get: function () {\n return this.transform.worldTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"localTransform\", {\n /**\n * Current transform of the object based on local factors: position, scale, other stuff.\n * @readonly\n */\n get: function () {\n return this.transform.localTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"position\", {\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.position;\n },\n set: function (value) {\n this.transform.position.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"scale\", {\n /**\n * The scale factors of this object along the local coordinate axes.\n *\n * The default scale is (1, 1).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.scale;\n },\n set: function (value) {\n this.transform.scale.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"pivot\", {\n /**\n * The center of rotation, scaling, and skewing for this display object in its local space. The `position`\n * is the projection of `pivot` in the parent's local space.\n *\n * By default, the pivot is the origin (0, 0).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.pivot;\n },\n set: function (value) {\n this.transform.pivot.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"skew\", {\n /**\n * The skew factor for the object in radians.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.skew;\n },\n set: function (value) {\n this.transform.skew.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"rotation\", {\n /**\n * The rotation of the object in radians.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation;\n },\n set: function (value) {\n this.transform.rotation = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"angle\", {\n /**\n * The angle of the object in degrees.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation * RAD_TO_DEG;\n },\n set: function (value) {\n this.transform.rotation = value * DEG_TO_RAD;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"zIndex\", {\n /**\n * The zIndex of the displayObject.\n *\n * If a container has the sortableChildren property set to true, children will be automatically\n * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array,\n * and thus rendered on top of other display objects within the same container.\n * @see PIXI.Container#sortableChildren\n */\n get: function () {\n return this._zIndex;\n },\n set: function (value) {\n this._zIndex = value;\n if (this.parent) {\n this.parent.sortDirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldVisible\", {\n /**\n * Indicates if the object is globally visible.\n * @readonly\n */\n get: function () {\n var item = this;\n do {\n if (!item.visible) {\n return false;\n }\n item = item.parent;\n } while (item);\n return true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"mask\", {\n /**\n * Sets a mask for the displayObject. A mask is an object that limits the visibility of an\n * object to the shape of the mask applied to it. In PixiJS a regular mask must be a\n * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it\n * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent.\n * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong.\n * To remove a mask, set this property to `null`.\n *\n * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.\n * @example\n * const graphics = new PIXI.Graphics();\n * graphics.beginFill(0xFF3300);\n * graphics.drawRect(50, 250, 100, 100);\n * graphics.endFill();\n *\n * const sprite = new PIXI.Sprite(texture);\n * sprite.mask = graphics;\n * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.\n */\n get: function () {\n return this._mask;\n },\n set: function (value) {\n if (this._mask === value) {\n return;\n }\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n maskObject._maskRefCount--;\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = true;\n maskObject.isMask = false;\n }\n }\n }\n this._mask = value;\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = false;\n maskObject.isMask = true;\n }\n maskObject._maskRefCount++;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return DisplayObject;\n}(EventEmitter));\n/**\n * @private\n */\nvar TemporaryDisplayObject = /** @class */ (function (_super) {\n __extends(TemporaryDisplayObject, _super);\n function TemporaryDisplayObject() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n _this.sortDirty = null;\n return _this;\n }\n return TemporaryDisplayObject;\n}(DisplayObject));\n/**\n * DisplayObject default updateTransform, does not update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.DisplayObject#\n * @method displayObjectUpdateTransform\n */\nDisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;\n\n/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\nfunction sortChildren(a, b) {\n if (a.zIndex === b.zIndex) {\n return a._lastSortedIndex - b._lastSortedIndex;\n }\n return a.zIndex - b.zIndex;\n}\n/**\n * Container is a general-purpose display object that holds children. It also adds built-in support for advanced\n * rendering features like masking and filtering.\n *\n * It is the base class of all display objects that act as a container for other objects, including Graphics\n * and Sprite.\n *\n * ```js\n * import { BlurFilter } from '@pixi/filter-blur';\n * import { Container } from '@pixi/display';\n * import { Graphics } from '@pixi/graphics';\n * import { Sprite } from '@pixi/sprite';\n *\n * let container = new Container();\n * let sprite = Sprite.from(\"https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png\");\n *\n * sprite.width = 512;\n * sprite.height = 512;\n *\n * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container\n * // is rendered.\n * container.addChild(sprite);\n *\n * // Blurs whatever is rendered by the container\n * container.filters = [new BlurFilter()];\n *\n * // Only the contents within a circle at the center should be rendered onto the screen.\n * container.mask = new Graphics()\n * .beginFill(0xffffff)\n * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2)\n * .endFill();\n * ```\n * @memberof PIXI\n */\nvar Container = /** @class */ (function (_super) {\n __extends(Container, _super);\n function Container() {\n var _this = _super.call(this) || this;\n _this.children = [];\n _this.sortableChildren = settings.SORTABLE_CHILDREN;\n _this.sortDirty = false;\n return _this;\n /**\n * Fired when a DisplayObject is added to this Container.\n * @event PIXI.Container#childAdded\n * @param {PIXI.DisplayObject} child - The child added to the Container.\n * @param {PIXI.Container} container - The container that added the child.\n * @param {number} index - The children's index of the added child.\n */\n /**\n * Fired when a DisplayObject is removed from this Container.\n * @event PIXI.DisplayObject#removedFrom\n * @param {PIXI.DisplayObject} child - The child removed from the Container.\n * @param {PIXI.Container} container - The container that removed removed the child.\n * @param {number} index - The former children's index of the removed child\n */\n }\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified.\n * @param _length\n */\n Container.prototype.onChildrenChange = function (_length) {\n /* empty */\n };\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container\n * @returns {PIXI.DisplayObject} - The first child that was added.\n */\n Container.prototype.addChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the array and add all children\n for (var i = 0; i < children.length; i++) {\n // eslint-disable-next-line prefer-rest-params\n this.addChild(children[i]);\n }\n }\n else {\n var child = children[0];\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.push(child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n this.emit('childAdded', child, this, this.children.length - 1);\n child.emit('added', this);\n }\n return children[0];\n };\n /**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n * @param {PIXI.DisplayObject} child - The child to add\n * @param {number} index - The index to place the child in\n * @returns {PIXI.DisplayObject} The child that was added.\n */\n Container.prototype.addChildAt = function (child, index) {\n if (index < 0 || index > this.children.length) {\n throw new Error(child + \"addChildAt: The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.splice(index, 0, child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('added', this);\n this.emit('childAdded', child, this, index);\n return child;\n };\n /**\n * Swaps the position of 2 Display Objects within this container.\n * @param child - First display object to swap\n * @param child2 - Second display object to swap\n */\n Container.prototype.swapChildren = function (child, child2) {\n if (child === child2) {\n return;\n }\n var index1 = this.getChildIndex(child);\n var index2 = this.getChildIndex(child2);\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n };\n /**\n * Returns the index position of a child DisplayObject instance\n * @param child - The DisplayObject instance to identify\n * @returns - The index position of the child display object to identify\n */\n Container.prototype.getChildIndex = function (child) {\n var index = this.children.indexOf(child);\n if (index === -1) {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n return index;\n };\n /**\n * Changes the position of an existing child in the display object container\n * @param child - The child DisplayObject instance for which you want to change the index number\n * @param index - The resulting index number for the child display object\n */\n Container.prototype.setChildIndex = function (child, index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n var currentIndex = this.getChildIndex(child);\n removeItems(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n this.onChildrenChange(index);\n };\n /**\n * Returns the child at the specified index\n * @param index - The index to get the child at\n * @returns - The child at the given index, if any.\n */\n Container.prototype.getChildAt = function (index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"getChildAt: Index (\" + index + \") does not exist.\");\n }\n return this.children[index];\n };\n /**\n * Removes one or more children from the container.\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove\n * @returns {PIXI.DisplayObject} The first child that was removed.\n */\n Container.prototype.removeChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the arguments property and remove all children\n for (var i = 0; i < children.length; i++) {\n this.removeChild(children[i]);\n }\n }\n else {\n var child = children[0];\n var index = this.children.indexOf(child);\n if (index === -1)\n { return null; }\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n }\n return children[0];\n };\n /**\n * Removes a child from the specified index position.\n * @param index - The index to get the child from\n * @returns The child that was removed.\n */\n Container.prototype.removeChildAt = function (index) {\n var child = this.getChildAt(index);\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n return child;\n };\n /**\n * Removes all children from this container that are within the begin and end indexes.\n * @param beginIndex - The beginning position.\n * @param endIndex - The ending position. Default value is size of the container.\n * @returns - List of removed children\n */\n Container.prototype.removeChildren = function (beginIndex, endIndex) {\n if (beginIndex === void 0) { beginIndex = 0; }\n if (endIndex === void 0) { endIndex = this.children.length; }\n var begin = beginIndex;\n var end = endIndex;\n var range = end - begin;\n var removed;\n if (range > 0 && range <= end) {\n removed = this.children.splice(begin, range);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].parent = null;\n if (removed[i].transform) {\n removed[i].transform._parentID = -1;\n }\n }\n this._boundsID++;\n this.onChildrenChange(beginIndex);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].emit('removed', this);\n this.emit('childRemoved', removed[i], this, i);\n }\n return removed;\n }\n else if (range === 0 && this.children.length === 0) {\n return [];\n }\n throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n };\n /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */\n Container.prototype.sortChildren = function () {\n var sortRequired = false;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n child._lastSortedIndex = i;\n if (!sortRequired && child.zIndex !== 0) {\n sortRequired = true;\n }\n }\n if (sortRequired && this.children.length > 1) {\n this.children.sort(sortChildren);\n }\n this.sortDirty = false;\n };\n /** Updates the transform on all children of this container for rendering. */\n Container.prototype.updateTransform = function () {\n if (this.sortableChildren && this.sortDirty) {\n this.sortChildren();\n }\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // TODO: check render flags, how to process stuff here\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n };\n /**\n * Recalculates the bounds of the container.\n *\n * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds\n * is limited to its mask's bounds or filterArea, if any is applied.\n */\n Container.prototype.calculateBounds = function () {\n this._bounds.clear();\n this._calculateBounds();\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n if (!child.visible || !child.renderable) {\n continue;\n }\n child.calculateBounds();\n // TODO: filter+mask, need to mask both somehow\n if (child._mask) {\n var maskObject = (child._mask.isMaskData\n ? child._mask.maskObject : child._mask);\n if (maskObject) {\n maskObject.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, maskObject._bounds);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n else if (child.filterArea) {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n this._bounds.updateID = this._boundsID;\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n *\n * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render()\n * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms,\n * it was default behaviour of pixi 4.0-5.2 and caused many problems to users.\n * @returns - The rectangular bounding area.\n */\n Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) {\n if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; }\n var result = _super.prototype.getLocalBounds.call(this, rect);\n if (!skipChildrenUpdate) {\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n }\n return result;\n };\n /**\n * Recalculates the content bounds of this object. This should be overriden to\n * calculate the bounds of this specific object (not including children).\n * @protected\n */\n Container.prototype._calculateBounds = function () {\n // FILL IN//\n };\n /**\n * Renders this object and its children with culling.\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n Container.prototype._renderWithCulling = function (renderer) {\n var sourceFrame = renderer.renderTexture.sourceFrame;\n // If the source frame is empty, stop rendering.\n if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) {\n return;\n }\n // Render the content of the container only if its bounds intersect with the source frame.\n // All filters are on the stack at this point, and the filter source frame is bound:\n // therefore, even if the bounds to non intersect the filter frame, the filter\n // is still applied and any filter padding that is in the frame is rendered correctly.\n var bounds;\n var transform;\n // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea\n // rectangle must completely contain the container and its children including filter padding.\n if (this.cullArea) {\n bounds = this.cullArea;\n transform = this.worldTransform;\n }\n // If the container doesn't override _render, we can skip the bounds calculation and intersection test.\n else if (this._render !== Container.prototype._render) {\n bounds = this.getBounds(true);\n }\n // Render the container if the source frame intersects the bounds.\n if (bounds && sourceFrame.intersects(bounds, transform)) {\n this._render(renderer);\n }\n // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering.\n else if (this.cullArea) {\n return;\n }\n // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect\n // the source frame, because the children might have filters with nonzero padding, which may intersect\n // with the source frame while the bounds do not: filter padding is not included in the bounds.\n // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered\n // if they are out of frame; otherwise, render the children normally.\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n var childCullable = child.cullable;\n child.cullable = childCullable || !this.cullArea;\n child.render(renderer);\n child.cullable = childCullable;\n }\n };\n /**\n * Renders the object using the WebGL renderer.\n *\n * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the\n * container itself. This `render` method will invoke it, and also invoke the `render` methods of all\n * children afterward.\n *\n * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and\n * the bounds of this object are out of frame, this implementation will entirely skip rendering.\n * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally,\n * setting alpha to zero is not recommended for purely skipping rendering.\n *\n * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is\n * advised to employ **culling** to automatically skip rendering objects outside of the current screen.\n * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}.\n * Other culling methods might be better suited for a large number static objects; see\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}.\n *\n * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or\n * filtering is applied on a container. This does, however, break batching and can affect performance when\n * masking and filtering is applied extensively throughout the scene graph.\n * @param renderer - The renderer\n */\n Container.prototype.render = function (renderer) {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || (this.filters && this.filters.length)) {\n this.renderAdvanced(renderer);\n }\n else if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n };\n /**\n * Render the object using the WebGL renderer and advanced features.\n * @param renderer - The renderer\n */\n Container.prototype.renderAdvanced = function (renderer) {\n var filters = this.filters;\n var mask = this._mask;\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters) {\n if (!this._enabledFilters) {\n this._enabledFilters = [];\n }\n this._enabledFilters.length = 0;\n for (var i = 0; i < filters.length; i++) {\n if (filters[i].enabled) {\n this._enabledFilters.push(filters[i]);\n }\n }\n }\n var flush = (filters && this._enabledFilters && this._enabledFilters.length)\n || (mask && (!mask.isMaskData\n || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE))));\n if (flush) {\n renderer.batch.flush();\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.push(this, this._enabledFilters);\n }\n if (mask) {\n renderer.mask.push(this, this._mask);\n }\n if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n if (flush) {\n renderer.batch.flush();\n }\n if (mask) {\n renderer.mask.pop(this);\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.pop();\n }\n };\n /**\n * To be overridden by the subclasses.\n * @param _renderer - The renderer\n */\n Container.prototype._render = function (_renderer) {\n // this is where content itself gets rendered...\n };\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n Container.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this);\n this.sortDirty = false;\n var destroyChildren = typeof options === 'boolean' ? options : options && options.children;\n var oldChildren = this.removeChildren(0, this.children.length);\n if (destroyChildren) {\n for (var i = 0; i < oldChildren.length; ++i) {\n oldChildren[i].destroy(options);\n }\n }\n };\n Object.defineProperty(Container.prototype, \"width\", {\n /** The width of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.x * this.getLocalBounds().width;\n },\n set: function (value) {\n var width = this.getLocalBounds().width;\n if (width !== 0) {\n this.scale.x = value / width;\n }\n else {\n this.scale.x = 1;\n }\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Container.prototype, \"height\", {\n /** The height of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.y * this.getLocalBounds().height;\n },\n set: function (value) {\n var height = this.getLocalBounds().height;\n if (height !== 0) {\n this.scale.y = value / height;\n }\n else {\n this.scale.y = 1;\n }\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n return Container;\n}(DisplayObject));\n/**\n * Container default updateTransform, does update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.Container#\n * @method containerUpdateTransform\n */\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n\nexport { Bounds, Container, DisplayObject, TemporaryDisplayObject };\n//# sourceMappingURL=display.mjs.map\n","/*!\n * @pixi/extensions - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/extensions is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n\r\nvar __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\n var arguments$1 = arguments;\n\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments$1[i];\r\n for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } }\r\n }\r\n return t;\r\n };\r\n return __assign.apply(this, arguments);\r\n};\n\n/**\n * Collection of valid extension types.\n * @memberof PIXI\n * @property {string} Application - Application plugins\n * @property {string} RendererPlugin - Plugins for Renderer\n * @property {string} CanvasRendererPlugin - Plugins for CanvasRenderer\n * @property {string} Loader - Plugins to use with Loader\n * @property {string} LoadParser - Parsers for Assets loader.\n * @property {string} ResolveParser - Parsers for Assets resolvers.\n * @property {string} CacheParser - Parsers for Assets cache.\n */\nvar ExtensionType;\n(function (ExtensionType) {\n ExtensionType[\"Application\"] = \"application\";\n ExtensionType[\"RendererPlugin\"] = \"renderer-webgl-plugin\";\n ExtensionType[\"CanvasRendererPlugin\"] = \"renderer-canvas-plugin\";\n ExtensionType[\"Loader\"] = \"loader\";\n ExtensionType[\"LoadParser\"] = \"load-parser\";\n ExtensionType[\"ResolveParser\"] = \"resolve-parser\";\n ExtensionType[\"CacheParser\"] = \"cache-parser\";\n ExtensionType[\"DetectionParser\"] = \"detection-parser\";\n})(ExtensionType || (ExtensionType = {}));\n/**\n * Convert input into extension format data.\n * @ignore\n */\nvar normalizeExtension = function (ext) {\n // Class/Object submission, use extension object\n if (typeof ext === 'function' || (typeof ext === 'object' && ext.extension)) {\n if (!ext.extension) {\n throw new Error('Extension class must have an extension object');\n }\n var metadata = (typeof ext.extension !== 'object')\n ? { type: ext.extension }\n : ext.extension;\n ext = __assign(__assign({}, metadata), { ref: ext });\n }\n if (typeof ext === 'object') {\n ext = __assign({}, ext);\n }\n else {\n throw new Error('Invalid extension type');\n }\n if (typeof ext.type === 'string') {\n ext.type = [ext.type];\n }\n return ext;\n};\n/**\n * Global registration of all PixiJS extensions. One-stop-shop for extensibility.\n * @memberof PIXI\n * @namespace extensions\n */\nvar extensions = {\n /** @ignore */\n _addHandlers: null,\n /** @ignore */\n _removeHandlers: null,\n /** @ignore */\n _queue: {},\n /**\n * Remove extensions from PixiJS.\n * @param extensions - Extensions to be removed.\n * @returns {PIXI.extensions} For chaining.\n */\n remove: function () {\n var arguments$1 = arguments;\n\n var _this = this;\n var extensions = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n extensions[_i] = arguments$1[_i];\n }\n extensions.map(normalizeExtension).forEach(function (ext) {\n ext.type.forEach(function (type) { var _a, _b; return (_b = (_a = _this._removeHandlers)[type]) === null || _b === void 0 ? void 0 : _b.call(_a, ext); });\n });\n return this;\n },\n /**\n * Register new extensions with PixiJS.\n * @param extensions - The spread of extensions to add to PixiJS.\n * @returns {PIXI.extensions} For chaining.\n */\n add: function () {\n var arguments$1 = arguments;\n\n var _this = this;\n var extensions = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n extensions[_i] = arguments$1[_i];\n }\n // Handle any extensions either passed as class w/ data or as data\n extensions.map(normalizeExtension).forEach(function (ext) {\n ext.type.forEach(function (type) {\n var handlers = _this._addHandlers;\n var queue = _this._queue;\n if (!handlers[type]) {\n queue[type] = queue[type] || [];\n queue[type].push(ext);\n }\n else {\n handlers[type](ext);\n }\n });\n });\n return this;\n },\n /**\n * Internal method to handle extensions by name.\n * @param type - The extension type.\n * @param onAdd - Function for handling when extensions are added/registered passes {@link PIXI.ExtensionFormat}.\n * @param onRemove - Function for handling when extensions are removed/unregistered passes {@link PIXI.ExtensionFormat}.\n * @returns {PIXI.extensions} For chaining.\n */\n handle: function (type, onAdd, onRemove) {\n var addHandlers = this._addHandlers = this._addHandlers || {};\n var removeHandlers = this._removeHandlers = this._removeHandlers || {};\n if (addHandlers[type] || removeHandlers[type]) {\n throw new Error(\"Extension type \" + type + \" already has a handler\");\n }\n addHandlers[type] = onAdd;\n removeHandlers[type] = onRemove;\n // Process the queue\n var queue = this._queue;\n // Process any plugins that have been registered before the handler\n if (queue[type]) {\n queue[type].forEach(function (ext) { return onAdd(ext); });\n delete queue[type];\n }\n return this;\n },\n /**\n * Handle a type, but using a map by `name` property.\n * @param type - Type of extension to handle.\n * @param map - The object map of named extensions.\n * @returns {PIXI.extensions} For chaining.\n */\n handleByMap: function (type, map) {\n return this.handle(type, function (extension) {\n map[extension.name] = extension.ref;\n }, function (extension) {\n delete map[extension.name];\n });\n },\n /**\n * Handle a type, but using a list of extensions.\n * @param type - Type of extension to handle.\n * @param list - The list of extensions.\n * @returns {PIXI.extensions} For chaining.\n */\n handleByList: function (type, list) {\n return this.handle(type, function (extension) {\n var _a, _b;\n list.push(extension.ref);\n // TODO: remove me later, only added for @pixi/loaders\n if (type === ExtensionType.Loader) {\n (_b = (_a = extension.ref).add) === null || _b === void 0 ? void 0 : _b.call(_a);\n }\n }, function (extension) {\n var index = list.indexOf(extension.ref);\n if (index !== -1) {\n list.splice(index, 1);\n }\n });\n },\n};\n\nexport { ExtensionType, extensions };\n//# sourceMappingURL=extensions.mjs.map\n","/*!\n * @pixi/runner - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/runner is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * A Runner is a highly performant and simple alternative to signals. Best used in situations\n * where events are dispatched to many objects at high frequency (say every frame!)\n *\n *\n * like a signal..\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const myObject = {\n * loaded: new Runner('loaded')\n * }\n *\n * const listener = {\n * loaded: function(){\n * // thin\n * }\n * }\n *\n * myObject.loaded.add(listener);\n *\n * myObject.loaded.emit();\n * ```\n *\n * Or for handling calling the same function on many items\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const myGame = {\n * update: new Runner('update')\n * }\n *\n * const gameObject = {\n * update: function(time){\n * // update my gamey state\n * }\n * }\n *\n * myGame.update.add(gameObject);\n *\n * myGame.update.emit(time);\n * ```\n * @memberof PIXI\n */\nvar Runner = /** @class */ (function () {\n /**\n * @param name - The function name that will be executed on the listeners added to this Runner.\n */\n function Runner(name) {\n this.items = [];\n this._name = name;\n this._aliasCount = 0;\n }\n /* eslint-disable jsdoc/require-param, jsdoc/check-param-names */\n /**\n * Dispatch/Broadcast Runner to all listeners added to the queue.\n * @param {...any} params - (optional) parameters to pass to each listener\n */\n /* eslint-enable jsdoc/require-param, jsdoc/check-param-names */\n Runner.prototype.emit = function (a0, a1, a2, a3, a4, a5, a6, a7) {\n if (arguments.length > 8) {\n throw new Error('max arguments reached');\n }\n var _a = this, name = _a.name, items = _a.items;\n this._aliasCount++;\n for (var i = 0, len = items.length; i < len; i++) {\n items[i][name](a0, a1, a2, a3, a4, a5, a6, a7);\n }\n if (items === this.items) {\n this._aliasCount--;\n }\n return this;\n };\n Runner.prototype.ensureNonAliasedItems = function () {\n if (this._aliasCount > 0 && this.items.length > 1) {\n this._aliasCount = 0;\n this.items = this.items.slice(0);\n }\n };\n /**\n * Add a listener to the Runner\n *\n * Runners do not need to have scope or functions passed to them.\n * All that is required is to pass the listening object and ensure that it has contains a function that has the same name\n * as the name provided to the Runner when it was created.\n *\n * Eg A listener passed to this Runner will require a 'complete' function.\n *\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const complete = new Runner('complete');\n * ```\n *\n * The scope used will be the object itself.\n * @param {any} item - The object that will be listening.\n */\n Runner.prototype.add = function (item) {\n if (item[this._name]) {\n this.ensureNonAliasedItems();\n this.remove(item);\n this.items.push(item);\n }\n return this;\n };\n /**\n * Remove a single listener from the dispatch queue.\n * @param {any} item - The listener that you would like to remove.\n */\n Runner.prototype.remove = function (item) {\n var index = this.items.indexOf(item);\n if (index !== -1) {\n this.ensureNonAliasedItems();\n this.items.splice(index, 1);\n }\n return this;\n };\n /**\n * Check to see if the listener is already in the Runner\n * @param {any} item - The listener that you would like to check.\n */\n Runner.prototype.contains = function (item) {\n return this.items.indexOf(item) !== -1;\n };\n /** Remove all listeners from the Runner */\n Runner.prototype.removeAll = function () {\n this.ensureNonAliasedItems();\n this.items.length = 0;\n return this;\n };\n /** Remove all references, don't use after this. */\n Runner.prototype.destroy = function () {\n this.removeAll();\n this.items = null;\n this._name = null;\n };\n Object.defineProperty(Runner.prototype, \"empty\", {\n /**\n * `true` if there are no this Runner contains no listeners\n * @readonly\n */\n get: function () {\n return this.items.length === 0;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Runner.prototype, \"name\", {\n /**\n * The name of the runner.\n * @readonly\n */\n get: function () {\n return this._name;\n },\n enumerable: false,\n configurable: true\n });\n return Runner;\n}());\nObject.defineProperties(Runner.prototype, {\n /**\n * Alias for `emit`\n * @memberof PIXI.Runner#\n * @method dispatch\n * @see PIXI.Runner#emit\n */\n dispatch: { value: Runner.prototype.emit },\n /**\n * Alias for `emit`\n * @memberof PIXI.Runner#\n * @method run\n * @see PIXI.Runner#emit\n */\n run: { value: Runner.prototype.emit },\n});\n\nexport { Runner };\n//# sourceMappingURL=runner.mjs.map\n","/*!\n * @pixi/ticker - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/ticker is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { ExtensionType } from '@pixi/extensions';\n\n/**\n * Target frames per millisecond.\n * @static\n * @name TARGET_FPMS\n * @memberof PIXI.settings\n * @type {number}\n * @default 0.06\n */\nsettings.TARGET_FPMS = 0.06;\n\n/**\n * Represents the update priorities used by internal PIXI classes when registered with\n * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower\n * priority items, such as render, should go later.\n * @static\n * @constant\n * @name UPDATE_PRIORITY\n * @memberof PIXI\n * @enum {number}\n * @property {number} [INTERACTION=50] Highest priority, used for {@link PIXI.InteractionManager}\n * @property {number} [HIGH=25] High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite}\n * @property {number} [NORMAL=0] Default priority for ticker events, see {@link PIXI.Ticker#add}.\n * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering.\n * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility.\n */\nvar UPDATE_PRIORITY;\n(function (UPDATE_PRIORITY) {\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"INTERACTION\"] = 50] = \"INTERACTION\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"HIGH\"] = 25] = \"HIGH\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"NORMAL\"] = 0] = \"NORMAL\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"LOW\"] = -25] = \"LOW\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"UTILITY\"] = -50] = \"UTILITY\";\n})(UPDATE_PRIORITY || (UPDATE_PRIORITY = {}));\n\n/**\n * Internal class for handling the priority sorting of ticker handlers.\n * @private\n * @class\n * @memberof PIXI\n */\nvar TickerListener = /** @class */ (function () {\n /**\n * Constructor\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param priority - The priority for emitting\n * @param once - If the handler should fire once\n */\n function TickerListener(fn, context, priority, once) {\n if (context === void 0) { context = null; }\n if (priority === void 0) { priority = 0; }\n if (once === void 0) { once = false; }\n /** The next item in chain. */\n this.next = null;\n /** The previous item in chain. */\n this.previous = null;\n /** `true` if this listener has been destroyed already. */\n this._destroyed = false;\n this.fn = fn;\n this.context = context;\n this.priority = priority;\n this.once = once;\n }\n /**\n * Simple compare function to figure out if a function and context match.\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @returns `true` if the listener match the arguments\n */\n TickerListener.prototype.match = function (fn, context) {\n if (context === void 0) { context = null; }\n return this.fn === fn && this.context === context;\n };\n /**\n * Emit by calling the current function.\n * @private\n * @param deltaTime - time since the last emit.\n * @returns Next ticker\n */\n TickerListener.prototype.emit = function (deltaTime) {\n if (this.fn) {\n if (this.context) {\n this.fn.call(this.context, deltaTime);\n }\n else {\n this.fn(deltaTime);\n }\n }\n var redirect = this.next;\n if (this.once) {\n this.destroy(true);\n }\n // Soft-destroying should remove\n // the next reference\n if (this._destroyed) {\n this.next = null;\n }\n return redirect;\n };\n /**\n * Connect to the list.\n * @private\n * @param previous - Input node, previous listener\n */\n TickerListener.prototype.connect = function (previous) {\n this.previous = previous;\n if (previous.next) {\n previous.next.previous = this;\n }\n this.next = previous.next;\n previous.next = this;\n };\n /**\n * Destroy and don't use after this.\n * @private\n * @param hard - `true` to remove the `next` reference, this\n * is considered a hard destroy. Soft destroy maintains the next reference.\n * @returns The listener to redirect while emitting or removing.\n */\n TickerListener.prototype.destroy = function (hard) {\n if (hard === void 0) { hard = false; }\n this._destroyed = true;\n this.fn = null;\n this.context = null;\n // Disconnect, hook up next and previous\n if (this.previous) {\n this.previous.next = this.next;\n }\n if (this.next) {\n this.next.previous = this.previous;\n }\n // Redirect to the next item\n var redirect = this.next;\n // Remove references\n this.next = hard ? null : redirect;\n this.previous = null;\n return redirect;\n };\n return TickerListener;\n}());\n\n/**\n * A Ticker class that runs an update loop that other objects listen to.\n *\n * This class is composed around listeners meant for execution on the next requested animation frame.\n * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners.\n * @class\n * @memberof PIXI\n */\nvar Ticker = /** @class */ (function () {\n function Ticker() {\n var _this = this;\n /**\n * Whether or not this ticker should invoke the method\n * {@link PIXI.Ticker#start} automatically\n * when a listener is added.\n */\n this.autoStart = false;\n /**\n * Scalar time value from last frame to this frame.\n * This value is capped by setting {@link PIXI.Ticker#minFPS}\n * and is scaled with {@link PIXI.Ticker#speed}.\n * **Note:** The cap may be exceeded by scaling.\n */\n this.deltaTime = 1;\n /**\n * The last time {@link PIXI.Ticker#update} was invoked.\n * This value is also reset internally outside of invoking\n * update, but only when a new animation frame is requested.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n */\n this.lastTime = -1;\n /**\n * Factor of current {@link PIXI.Ticker#deltaTime}.\n * @example\n * // Scales ticker.deltaTime to what would be\n * // the equivalent of approximately 120 FPS\n * ticker.speed = 2;\n */\n this.speed = 1;\n /**\n * Whether or not this ticker has been started.\n * `true` if {@link PIXI.Ticker#start} has been called.\n * `false` if {@link PIXI.Ticker#stop} has been called.\n * While `false`, this value may change to `true` in the\n * event of {@link PIXI.Ticker#autoStart} being `true`\n * and a listener is added.\n */\n this.started = false;\n /** Internal current frame request ID */\n this._requestId = null;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the maximum allowed milliseconds between updates.\n */\n this._maxElapsedMS = 100;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the minimum allowed milliseconds between updates.\n */\n this._minElapsedMS = 0;\n /** If enabled, deleting is disabled.*/\n this._protected = false;\n /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */\n this._lastFrame = -1;\n this._head = new TickerListener(null, null, Infinity);\n this.deltaMS = 1 / settings.TARGET_FPMS;\n this.elapsedMS = 1 / settings.TARGET_FPMS;\n this._tick = function (time) {\n _this._requestId = null;\n if (_this.started) {\n // Invoke listeners now\n _this.update(time);\n // Listener side effects may have modified ticker state.\n if (_this.started && _this._requestId === null && _this._head.next) {\n _this._requestId = requestAnimationFrame(_this._tick);\n }\n }\n };\n }\n /**\n * Conditionally requests a new animation frame.\n * If a frame has not already been requested, and if the internal\n * emitter has listeners, a new frame is requested.\n * @private\n */\n Ticker.prototype._requestIfNeeded = function () {\n if (this._requestId === null && this._head.next) {\n // ensure callbacks get correct delta\n this.lastTime = performance.now();\n this._lastFrame = this.lastTime;\n this._requestId = requestAnimationFrame(this._tick);\n }\n };\n /**\n * Conditionally cancels a pending animation frame.\n * @private\n */\n Ticker.prototype._cancelIfNeeded = function () {\n if (this._requestId !== null) {\n cancelAnimationFrame(this._requestId);\n this._requestId = null;\n }\n };\n /**\n * Conditionally requests a new animation frame.\n * If the ticker has been started it checks if a frame has not already\n * been requested, and if the internal emitter has listeners. If these\n * conditions are met, a new frame is requested. If the ticker has not\n * been started, but autoStart is `true`, then the ticker starts now,\n * and continues with the previous conditions to request a new frame.\n * @private\n */\n Ticker.prototype._startIfPossible = function () {\n if (this.started) {\n this._requestIfNeeded();\n }\n else if (this.autoStart) {\n this.start();\n }\n };\n /**\n * Register a handler for tick events. Calls continuously unless\n * it is removed or the ticker is stopped.\n * @param fn - The listener function to be added for updates\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.add = function (fn, context, priority) {\n if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority));\n };\n /**\n * Add a handler for the tick event which is only execute once.\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.addOnce = function (fn, context, priority) {\n if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority, true));\n };\n /**\n * Internally adds the event handler so that it can be sorted by priority.\n * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run\n * before the rendering.\n * @private\n * @param listener - Current listener being added.\n * @returns This instance of a ticker\n */\n Ticker.prototype._addListener = function (listener) {\n // For attaching to head\n var current = this._head.next;\n var previous = this._head;\n // Add the first item\n if (!current) {\n listener.connect(previous);\n }\n else {\n // Go from highest to lowest priority\n while (current) {\n if (listener.priority > current.priority) {\n listener.connect(previous);\n break;\n }\n previous = current;\n current = current.next;\n }\n // Not yet connected\n if (!listener.previous) {\n listener.connect(previous);\n }\n }\n this._startIfPossible();\n return this;\n };\n /**\n * Removes any handlers matching the function and context parameters.\n * If no handlers are left after removing, then it cancels the animation frame.\n * @param fn - The listener function to be removed\n * @param context - The listener context to be removed\n * @returns This instance of a ticker\n */\n Ticker.prototype.remove = function (fn, context) {\n var listener = this._head.next;\n while (listener) {\n // We found a match, lets remove it\n // no break to delete all possible matches\n // incase a listener was added 2+ times\n if (listener.match(fn, context)) {\n listener = listener.destroy();\n }\n else {\n listener = listener.next;\n }\n }\n if (!this._head.next) {\n this._cancelIfNeeded();\n }\n return this;\n };\n Object.defineProperty(Ticker.prototype, \"count\", {\n /**\n * The number of listeners on this ticker, calculated by walking through linked list\n * @readonly\n * @member {number}\n */\n get: function () {\n if (!this._head) {\n return 0;\n }\n var count = 0;\n var current = this._head;\n while ((current = current.next)) {\n count++;\n }\n return count;\n },\n enumerable: false,\n configurable: true\n });\n /** Starts the ticker. If the ticker has listeners a new animation frame is requested at this point. */\n Ticker.prototype.start = function () {\n if (!this.started) {\n this.started = true;\n this._requestIfNeeded();\n }\n };\n /** Stops the ticker. If the ticker has requested an animation frame it is canceled at this point. */\n Ticker.prototype.stop = function () {\n if (this.started) {\n this.started = false;\n this._cancelIfNeeded();\n }\n };\n /** Destroy the ticker and don't use after this. Calling this method removes all references to internal events. */\n Ticker.prototype.destroy = function () {\n if (!this._protected) {\n this.stop();\n var listener = this._head.next;\n while (listener) {\n listener = listener.destroy(true);\n }\n this._head.destroy();\n this._head = null;\n }\n };\n /**\n * Triggers an update. An update entails setting the\n * current {@link PIXI.Ticker#elapsedMS},\n * the current {@link PIXI.Ticker#deltaTime},\n * invoking all listeners with current deltaTime,\n * and then finally setting {@link PIXI.Ticker#lastTime}\n * with the value of currentTime that was provided.\n * This method will be called automatically by animation\n * frame callbacks if the ticker instance has been started\n * and listeners are added.\n * @param {number} [currentTime=performance.now()] - the current time of execution\n */\n Ticker.prototype.update = function (currentTime) {\n if (currentTime === void 0) { currentTime = performance.now(); }\n var elapsedMS;\n // If the difference in time is zero or negative, we ignore most of the work done here.\n // If there is no valid difference, then should be no reason to let anyone know about it.\n // A zero delta, is exactly that, nothing should update.\n //\n // The difference in time can be negative, and no this does not mean time traveling.\n // This can be the result of a race condition between when an animation frame is requested\n // on the current JavaScript engine event loop, and when the ticker's start method is invoked\n // (which invokes the internal _requestIfNeeded method). If a frame is requested before\n // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests,\n // can receive a time argument that can be less than the lastTime value that was set within\n // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems.\n //\n // This check covers this browser engine timing issue, as well as if consumers pass an invalid\n // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves.\n if (currentTime > this.lastTime) {\n // Save uncapped elapsedMS for measurement\n elapsedMS = this.elapsedMS = currentTime - this.lastTime;\n // cap the milliseconds elapsed used for deltaTime\n if (elapsedMS > this._maxElapsedMS) {\n elapsedMS = this._maxElapsedMS;\n }\n elapsedMS *= this.speed;\n // If not enough time has passed, exit the function.\n // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS\n // adjustment to ensure a relatively stable interval.\n if (this._minElapsedMS) {\n var delta = currentTime - this._lastFrame | 0;\n if (delta < this._minElapsedMS) {\n return;\n }\n this._lastFrame = currentTime - (delta % this._minElapsedMS);\n }\n this.deltaMS = elapsedMS;\n this.deltaTime = this.deltaMS * settings.TARGET_FPMS;\n // Cache a local reference, in-case ticker is destroyed\n // during the emit, we can still check for head.next\n var head = this._head;\n // Invoke listeners added to internal emitter\n var listener = head.next;\n while (listener) {\n listener = listener.emit(this.deltaTime);\n }\n if (!head.next) {\n this._cancelIfNeeded();\n }\n }\n else {\n this.deltaTime = this.deltaMS = this.elapsedMS = 0;\n }\n this.lastTime = currentTime;\n };\n Object.defineProperty(Ticker.prototype, \"FPS\", {\n /**\n * The frames per second at which this ticker is running.\n * The default is approximately 60 in most modern browsers.\n * **Note:** This does not factor in the value of\n * {@link PIXI.Ticker#speed}, which is specific\n * to scaling {@link PIXI.Ticker#deltaTime}.\n * @member {number}\n * @readonly\n */\n get: function () {\n return 1000 / this.elapsedMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"minFPS\", {\n /**\n * Manages the maximum amount of milliseconds allowed to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This value is used to cap {@link PIXI.Ticker#deltaTime},\n * but does not effect the measured value of {@link PIXI.Ticker#FPS}.\n * When setting this property it is clamped to a value between\n * `0` and `PIXI.settings.TARGET_FPMS * 1000`.\n * @member {number}\n * @default 10\n */\n get: function () {\n return 1000 / this._maxElapsedMS;\n },\n set: function (fps) {\n // Minimum must be below the maxFPS\n var minFPS = Math.min(this.maxFPS, fps);\n // Must be at least 0, but below 1 / settings.TARGET_FPMS\n var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.TARGET_FPMS);\n this._maxElapsedMS = 1 / minFPMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"maxFPS\", {\n /**\n * Manages the minimum amount of milliseconds required to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This will effect the measured value of {@link PIXI.Ticker#FPS}.\n * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can.\n * Otherwise it will be at least `minFPS`\n * @member {number}\n * @default 0\n */\n get: function () {\n if (this._minElapsedMS) {\n return Math.round(1000 / this._minElapsedMS);\n }\n return 0;\n },\n set: function (fps) {\n if (fps === 0) {\n this._minElapsedMS = 0;\n }\n else {\n // Max must be at least the minFPS\n var maxFPS = Math.max(this.minFPS, fps);\n this._minElapsedMS = 1 / (maxFPS / 1000);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"shared\", {\n /**\n * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by\n * {@link PIXI.VideoResource} to update animation frames / video textures.\n *\n * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker.\n * @example\n * let ticker = PIXI.Ticker.shared;\n * // Set this to prevent starting this ticker when listeners are added.\n * // By default this is true only for the PIXI.Ticker.shared instance.\n * ticker.autoStart = false;\n * // FYI, call this to ensure the ticker is stopped. It should be stopped\n * // if you have not attempted to render anything yet.\n * ticker.stop();\n * // Call this when you are ready for a running shared ticker.\n * ticker.start();\n * @example\n * // You may use the shared ticker to render...\n * let renderer = PIXI.autoDetectRenderer();\n * let stage = new PIXI.Container();\n * document.body.appendChild(renderer.view);\n * ticker.add(function (time) {\n * renderer.render(stage);\n * });\n * @example\n * // Or you can just update it manually.\n * ticker.autoStart = false;\n * ticker.stop();\n * function animate(time) {\n * ticker.update(time);\n * renderer.render(stage);\n * requestAnimationFrame(animate);\n * }\n * animate(performance.now());\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._shared) {\n var shared = Ticker._shared = new Ticker();\n shared.autoStart = true;\n shared._protected = true;\n }\n return Ticker._shared;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"system\", {\n /**\n * The system ticker instance used by {@link PIXI.InteractionManager} and by\n * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused,\n * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._system) {\n var system = Ticker._system = new Ticker();\n system.autoStart = true;\n system._protected = true;\n }\n return Ticker._system;\n },\n enumerable: false,\n configurable: true\n });\n return Ticker;\n}());\n\n/**\n * Middleware for for Application Ticker.\n * @example\n * import {TickerPlugin} from '@pixi/ticker';\n * import {Application} from '@pixi/app';\n * import {extensions} from '@pixi/extensions';\n * extensions.add(TickerPlugin);\n * @class\n * @memberof PIXI\n */\nvar TickerPlugin = /** @class */ (function () {\n function TickerPlugin() {\n }\n /**\n * Initialize the plugin with scope of application instance\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n TickerPlugin.init = function (options) {\n var _this = this;\n // Set default\n options = Object.assign({\n autoStart: true,\n sharedTicker: false,\n }, options);\n // Create ticker setter\n Object.defineProperty(this, 'ticker', {\n set: function (ticker) {\n if (this._ticker) {\n this._ticker.remove(this.render, this);\n }\n this._ticker = ticker;\n if (ticker) {\n ticker.add(this.render, this, UPDATE_PRIORITY.LOW);\n }\n },\n get: function () {\n return this._ticker;\n },\n });\n /**\n * Convenience method for stopping the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.stop = function () {\n _this._ticker.stop();\n };\n /**\n * Convenience method for starting the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.start = function () {\n _this._ticker.start();\n };\n /**\n * Internal reference to the ticker.\n * @type {PIXI.Ticker}\n * @name _ticker\n * @memberof PIXI.Application#\n * @private\n */\n this._ticker = null;\n /**\n * Ticker for doing render updates.\n * @type {PIXI.Ticker}\n * @name ticker\n * @memberof PIXI.Application#\n * @default PIXI.Ticker.shared\n */\n this.ticker = options.sharedTicker ? Ticker.shared : new Ticker();\n // Start the rendering\n if (options.autoStart) {\n this.start();\n }\n };\n /**\n * Clean up the ticker, scoped to application.\n * @static\n * @private\n */\n TickerPlugin.destroy = function () {\n if (this._ticker) {\n var oldTicker = this._ticker;\n this.ticker = null;\n oldTicker.destroy();\n }\n };\n /** @ignore */\n TickerPlugin.extension = ExtensionType.Application;\n return TickerPlugin;\n}());\n\nexport { Ticker, TickerPlugin, UPDATE_PRIORITY };\n//# sourceMappingURL=ticker.mjs.map\n","/*!\n * @pixi/math - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/math is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Two Pi.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar PI_2 = Math.PI * 2;\n/**\n * Conversion factor for converting radians to degrees.\n * @static\n * @member {number} RAD_TO_DEG\n * @memberof PIXI\n */\nvar RAD_TO_DEG = 180 / Math.PI;\n/**\n * Conversion factor for converting degrees to radians.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar DEG_TO_RAD = Math.PI / 180;\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n * @static\n * @memberof PIXI\n * @enum {number}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n */\nvar SHAPES;\n(function (SHAPES) {\n SHAPES[SHAPES[\"POLY\"] = 0] = \"POLY\";\n SHAPES[SHAPES[\"RECT\"] = 1] = \"RECT\";\n SHAPES[SHAPES[\"CIRC\"] = 2] = \"CIRC\";\n SHAPES[SHAPES[\"ELIP\"] = 3] = \"ELIP\";\n SHAPES[SHAPES[\"RREC\"] = 4] = \"RREC\";\n})(SHAPES || (SHAPES = {}));\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis\n * @class\n * @memberof PIXI\n * @implements {IPoint}\n */\nvar Point = /** @class */ (function () {\n /**\n * Creates a new `Point`\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function Point(x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n /** Position of the point on the x axis */\n this.x = 0;\n /** Position of the point on the y axis */\n this.y = 0;\n this.x = x;\n this.y = y;\n }\n /**\n * Creates a clone of this point\n * @returns A clone of this point\n */\n Point.prototype.clone = function () {\n return new Point(this.x, this.y);\n };\n /**\n * Copies `x` and `y` from the given point into this point\n * @param p - The point to copy from\n * @returns The point instance itself\n */\n Point.prototype.copyFrom = function (p) {\n this.set(p.x, p.y);\n return this;\n };\n /**\n * Copies this point's x and y into the given point (`p`).\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n Point.prototype.copyTo = function (p) {\n p.set(this.x, this.y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n Point.prototype.equals = function (p) {\n return (p.x === this.x) && (p.y === this.y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the `x` axis\n * @param {number} [y=x] - position of the point on the `y` axis\n * @returns The point instance itself\n */\n Point.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n this.x = x;\n this.y = y;\n return this;\n };\n Point.prototype.toString = function () {\n return \"[@pixi/math:Point x=\" + this.x + \" y=\" + this.y + \"]\";\n };\n return Point;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\n/**\n * Size object, contains width and height\n * @memberof PIXI\n * @typedef {object} ISize\n * @property {number} width - Width component\n * @property {number} height - Height component\n */\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n * @memberof PIXI\n */\nvar Rectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rectangle\n * @param y - The Y coordinate of the upper-left corner of the rectangle\n * @param width - The overall width of the rectangle\n * @param height - The overall height of the rectangle\n */\n function Rectangle(x, y, width, height) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this.x = Number(x);\n this.y = Number(y);\n this.width = Number(width);\n this.height = Number(height);\n this.type = SHAPES.RECT;\n }\n Object.defineProperty(Rectangle.prototype, \"left\", {\n /** Returns the left edge of the rectangle. */\n get: function () {\n return this.x;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"right\", {\n /** Returns the right edge of the rectangle. */\n get: function () {\n return this.x + this.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"top\", {\n /** Returns the top edge of the rectangle. */\n get: function () {\n return this.y;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"bottom\", {\n /** Returns the bottom edge of the rectangle. */\n get: function () {\n return this.y + this.height;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle, \"EMPTY\", {\n /** A constant empty rectangle. */\n get: function () {\n return new Rectangle(0, 0, 0, 0);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates a clone of this Rectangle\n * @returns a copy of the rectangle\n */\n Rectangle.prototype.clone = function () {\n return new Rectangle(this.x, this.y, this.width, this.height);\n };\n /**\n * Copies another rectangle to this one.\n * @param rectangle - The rectangle to copy from.\n * @returns Returns itself.\n */\n Rectangle.prototype.copyFrom = function (rectangle) {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n return this;\n };\n /**\n * Copies this rectangle to another one.\n * @param rectangle - The rectangle to copy to.\n * @returns Returns given parameter.\n */\n Rectangle.prototype.copyTo = function (rectangle) {\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n return rectangle;\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Rectangle\n */\n Rectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x < this.x + this.width) {\n if (y >= this.y && y < this.y + this.height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object.\n * Returns true only if the area of the intersection is >0, this means that Rectangles\n * sharing a side are not overlapping. Another side effect is that an arealess rectangle\n * (width or height equal to zero) can't intersect any other rectangle.\n * @param {Rectangle} other - The Rectangle to intersect with `this`.\n * @param {Matrix} transform - The transformation matrix of `other`.\n * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`.\n */\n Rectangle.prototype.intersects = function (other, transform) {\n if (!transform) {\n var x0_1 = this.x < other.x ? other.x : this.x;\n var x1_1 = this.right > other.right ? other.right : this.right;\n if (x1_1 <= x0_1) {\n return false;\n }\n var y0_1 = this.y < other.y ? other.y : this.y;\n var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom;\n return y1_1 > y0_1;\n }\n var x0 = this.left;\n var x1 = this.right;\n var y0 = this.top;\n var y1 = this.bottom;\n if (x1 <= x0 || y1 <= y0) {\n return false;\n }\n var lt = tempPoints[0].set(other.left, other.top);\n var lb = tempPoints[1].set(other.left, other.bottom);\n var rt = tempPoints[2].set(other.right, other.top);\n var rb = tempPoints[3].set(other.right, other.bottom);\n if (rt.x <= lt.x || lb.y <= lt.y) {\n return false;\n }\n var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c));\n if (s === 0) {\n return false;\n }\n transform.apply(lt, lt);\n transform.apply(lb, lb);\n transform.apply(rt, rt);\n transform.apply(rb, rb);\n if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0\n || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1\n || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0\n || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) {\n return false;\n }\n var nx = s * (lb.y - lt.y);\n var ny = s * (lt.x - lb.x);\n var n00 = (nx * x0) + (ny * y0);\n var n10 = (nx * x1) + (ny * y0);\n var n01 = (nx * x0) + (ny * y1);\n var n11 = (nx * x1) + (ny * y1);\n if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y)\n || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) {\n return false;\n }\n var mx = s * (lt.y - rt.y);\n var my = s * (rt.x - lt.x);\n var m00 = (mx * x0) + (my * y0);\n var m10 = (mx * x1) + (my * y0);\n var m01 = (mx * x0) + (my * y1);\n var m11 = (mx * x1) + (my * y1);\n if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y)\n || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) {\n return false;\n }\n return true;\n };\n /**\n * Pads the rectangle making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n * @returns Returns itself.\n */\n Rectangle.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n this.x -= paddingX;\n this.y -= paddingY;\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n return this;\n };\n /**\n * Fits this rectangle around the passed one.\n * @param rectangle - The rectangle to fit.\n * @returns Returns itself.\n */\n Rectangle.prototype.fit = function (rectangle) {\n var x1 = Math.max(this.x, rectangle.x);\n var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.max(this.y, rectangle.y);\n var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = Math.max(x2 - x1, 0);\n this.y = y1;\n this.height = Math.max(y2 - y1, 0);\n return this;\n };\n /**\n * Enlarges rectangle that way its corners lie on grid\n * @param resolution - resolution\n * @param eps - precision\n * @returns Returns itself.\n */\n Rectangle.prototype.ceil = function (resolution, eps) {\n if (resolution === void 0) { resolution = 1; }\n if (eps === void 0) { eps = 0.001; }\n var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n return this;\n };\n /**\n * Enlarges this rectangle to include the passed rectangle.\n * @param rectangle - The rectangle to include.\n * @returns Returns itself.\n */\n Rectangle.prototype.enlarge = function (rectangle) {\n var x1 = Math.min(this.x, rectangle.x);\n var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.min(this.y, rectangle.y);\n var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n return this;\n };\n Rectangle.prototype.toString = function () {\n return \"[@pixi/math:Rectangle x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Rectangle;\n}());\n\n/**\n * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Circle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this circle\n * @param y - The Y coordinate of the center of this circle\n * @param radius - The radius of the circle\n */\n function Circle(x, y, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (radius === void 0) { radius = 0; }\n this.x = x;\n this.y = y;\n this.radius = radius;\n this.type = SHAPES.CIRC;\n }\n /**\n * Creates a clone of this Circle instance\n * @returns A copy of the Circle\n */\n Circle.prototype.clone = function () {\n return new Circle(this.x, this.y, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this circle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Circle\n */\n Circle.prototype.contains = function (x, y) {\n if (this.radius <= 0) {\n return false;\n }\n var r2 = this.radius * this.radius;\n var dx = (this.x - x);\n var dy = (this.y - y);\n dx *= dx;\n dy *= dy;\n return (dx + dy <= r2);\n };\n /**\n * Returns the framing rectangle of the circle as a Rectangle object\n * @returns The framing rectangle\n */\n Circle.prototype.getBounds = function () {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n };\n Circle.prototype.toString = function () {\n return \"[@pixi/math:Circle x=\" + this.x + \" y=\" + this.y + \" radius=\" + this.radius + \"]\";\n };\n return Circle;\n}());\n\n/**\n * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Ellipse = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this ellipse\n * @param y - The Y coordinate of the center of this ellipse\n * @param halfWidth - The half width of this ellipse\n * @param halfHeight - The half height of this ellipse\n */\n function Ellipse(x, y, halfWidth, halfHeight) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (halfWidth === void 0) { halfWidth = 0; }\n if (halfHeight === void 0) { halfHeight = 0; }\n this.x = x;\n this.y = y;\n this.width = halfWidth;\n this.height = halfHeight;\n this.type = SHAPES.ELIP;\n }\n /**\n * Creates a clone of this Ellipse instance\n * @returns {PIXI.Ellipse} A copy of the ellipse\n */\n Ellipse.prototype.clone = function () {\n return new Ellipse(this.x, this.y, this.width, this.height);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this ellipse\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coords are within this ellipse\n */\n Ellipse.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n // normalize the coords to an ellipse with center 0,0\n var normx = ((x - this.x) / this.width);\n var normy = ((y - this.y) / this.height);\n normx *= normx;\n normy *= normy;\n return (normx + normy <= 1);\n };\n /**\n * Returns the framing rectangle of the ellipse as a Rectangle object\n * @returns The framing rectangle\n */\n Ellipse.prototype.getBounds = function () {\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n };\n Ellipse.prototype.toString = function () {\n return \"[@pixi/math:Ellipse x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Ellipse;\n}());\n\n/**\n * A class to define a shape via user defined coordinates.\n * @memberof PIXI\n */\nvar Polygon = /** @class */ (function () {\n /**\n * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points\n * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or\n * the arguments passed can be all the points of the polygon e.g.\n * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat\n * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.\n */\n function Polygon() {\n var arguments$1 = arguments;\n\n var points = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n points[_i] = arguments$1[_i];\n }\n var flat = Array.isArray(points[0]) ? points[0] : points;\n // if this is an array of points, convert it to a flat array of numbers\n if (typeof flat[0] !== 'number') {\n var p = [];\n for (var i = 0, il = flat.length; i < il; i++) {\n p.push(flat[i].x, flat[i].y);\n }\n flat = p;\n }\n this.points = flat;\n this.type = SHAPES.POLY;\n this.closeStroke = true;\n }\n /**\n * Creates a clone of this polygon.\n * @returns - A copy of the polygon.\n */\n Polygon.prototype.clone = function () {\n var points = this.points.slice();\n var polygon = new Polygon(points);\n polygon.closeStroke = this.closeStroke;\n return polygon;\n };\n /**\n * Checks whether the x and y coordinates passed to this function are contained within this polygon.\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this polygon.\n */\n Polygon.prototype.contains = function (x, y) {\n var inside = false;\n // use some raycasting to test hits\n // https://github.com/substack/point-in-polygon/blob/master/index.js\n var length = this.points.length / 2;\n for (var i = 0, j = length - 1; i < length; j = i++) {\n var xi = this.points[i * 2];\n var yi = this.points[(i * 2) + 1];\n var xj = this.points[j * 2];\n var yj = this.points[(j * 2) + 1];\n var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);\n if (intersect) {\n inside = !inside;\n }\n }\n return inside;\n };\n Polygon.prototype.toString = function () {\n return \"[@pixi/math:Polygon\"\n + (\"closeStroke=\" + this.closeStroke)\n + (\"points=\" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + \", \" + currentPoint; }, '') + \"]\");\n };\n return Polygon;\n}());\n\n/**\n * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its\n * top-left corner point (x, y) and by its width and its height and its radius.\n * @memberof PIXI\n */\nvar RoundedRectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rounded rectangle\n * @param y - The Y coordinate of the upper-left corner of the rounded rectangle\n * @param width - The overall width of this rounded rectangle\n * @param height - The overall height of this rounded rectangle\n * @param radius - Controls the radius of the rounded corners\n */\n function RoundedRectangle(x, y, width, height, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n if (radius === void 0) { radius = 20; }\n this.x = x;\n this.y = y;\n this.width = width;\n this.height = height;\n this.radius = radius;\n this.type = SHAPES.RREC;\n }\n /**\n * Creates a clone of this Rounded Rectangle.\n * @returns - A copy of the rounded rectangle.\n */\n RoundedRectangle.prototype.clone = function () {\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rounded Rectangle\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this Rounded Rectangle.\n */\n RoundedRectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width) {\n if (y >= this.y && y <= this.y + this.height) {\n var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2));\n if ((y >= this.y + radius && y <= this.y + this.height - radius)\n || (x >= this.x + radius && x <= this.x + this.width - radius)) {\n return true;\n }\n var dx = x - (this.x + radius);\n var dy = y - (this.y + radius);\n var radius2 = radius * radius;\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + this.width - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dy = y - (this.y + this.height - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n }\n }\n return false;\n };\n RoundedRectangle.prototype.toString = function () {\n return \"[@pixi/math:RoundedRectangle x=\" + this.x + \" y=\" + this.y\n + (\"width=\" + this.width + \" height=\" + this.height + \" radius=\" + this.radius + \"]\");\n };\n return RoundedRectangle;\n}());\n\n/**\n * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis.\n *\n * An `ObservablePoint` is a point that triggers a callback when the point's position is changed.\n * @memberof PIXI\n */\nvar ObservablePoint = /** @class */ (function () {\n /**\n * Creates a new `ObservablePoint`\n * @param cb - callback function triggered when `x` and/or `y` are changed\n * @param scope - owner of callback\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function ObservablePoint(cb, scope, x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n this._x = x;\n this._y = y;\n this.cb = cb;\n this.scope = scope;\n }\n /**\n * Creates a clone of this point.\n * The callback and scope params can be overridden otherwise they will default\n * to the clone object's values.\n * @override\n * @param cb - The callback function triggered when `x` and/or `y` are changed\n * @param scope - The owner of the callback\n * @returns a copy of this observable point\n */\n ObservablePoint.prototype.clone = function (cb, scope) {\n if (cb === void 0) { cb = this.cb; }\n if (scope === void 0) { scope = this.scope; }\n return new ObservablePoint(cb, scope, this._x, this._y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n if (this._x !== x || this._y !== y) {\n this._x = x;\n this._y = y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies x and y from the given point (`p`)\n * @param p - The point to copy from. Can be any of type that is or extends `IPointData`\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.copyFrom = function (p) {\n if (this._x !== p.x || this._y !== p.y) {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies this point's x and y into that of the given point (`p`)\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n ObservablePoint.prototype.copyTo = function (p) {\n p.set(this._x, this._y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n ObservablePoint.prototype.equals = function (p) {\n return (p.x === this._x) && (p.y === this._y);\n };\n ObservablePoint.prototype.toString = function () {\n return \"[@pixi/math:ObservablePoint x=\" + 0 + \" y=\" + 0 + \" scope=\" + this.scope + \"]\";\n };\n Object.defineProperty(ObservablePoint.prototype, \"x\", {\n /** Position of the observable point on the x axis. */\n get: function () {\n return this._x;\n },\n set: function (value) {\n if (this._x !== value) {\n this._x = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ObservablePoint.prototype, \"y\", {\n /** Position of the observable point on the y axis. */\n get: function () {\n return this._y;\n },\n set: function (value) {\n if (this._y !== value) {\n this._y = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n return ObservablePoint;\n}());\n\n/**\n * The PixiJS Matrix as a class makes it a lot faster.\n *\n * Here is a representation of it:\n * ```js\n * | a | c | tx|\n * | b | d | ty|\n * | 0 | 0 | 1 |\n * ```\n * @memberof PIXI\n */\nvar Matrix = /** @class */ (function () {\n /**\n * @param a - x scale\n * @param b - y skew\n * @param c - x skew\n * @param d - y scale\n * @param tx - x translation\n * @param ty - y translation\n */\n function Matrix(a, b, c, d, tx, ty) {\n if (a === void 0) { a = 1; }\n if (b === void 0) { b = 0; }\n if (c === void 0) { c = 0; }\n if (d === void 0) { d = 1; }\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n this.array = null;\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n }\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n * @param array - The array that the matrix will be populated from.\n */\n Matrix.prototype.fromArray = function (array) {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n };\n /**\n * Sets the matrix properties.\n * @param a - Matrix component\n * @param b - Matrix component\n * @param c - Matrix component\n * @param d - Matrix component\n * @param tx - Matrix component\n * @param ty - Matrix component\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.set = function (a, b, c, d, tx, ty) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n return this;\n };\n /**\n * Creates an array from the current Matrix object.\n * @param transpose - Whether we need to transpose the matrix or not\n * @param [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @returns The newly created array which contains the matrix\n */\n Matrix.prototype.toArray = function (transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n var array = out || this.array;\n if (transpose) {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n }\n else {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n return array;\n };\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, transformed through this matrix\n */\n Matrix.prototype.apply = function (pos, newPos) {\n newPos = (newPos || new Point());\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.a * x) + (this.c * y) + this.tx;\n newPos.y = (this.b * x) + (this.d * y) + this.ty;\n return newPos;\n };\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n Matrix.prototype.applyInverse = function (pos, newPos) {\n newPos = (newPos || new Point());\n var id = 1 / ((this.a * this.d) + (this.c * -this.b));\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);\n newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);\n return newPos;\n };\n /**\n * Translates the matrix on the x and y.\n * @param x - How much to translate x by\n * @param y - How much to translate y by\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.translate = function (x, y) {\n this.tx += x;\n this.ty += y;\n return this;\n };\n /**\n * Applies a scale transformation to the matrix.\n * @param x - The amount to scale horizontally\n * @param y - The amount to scale vertically\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.scale = function (x, y) {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n return this;\n };\n /**\n * Applies a rotation transformation to the matrix.\n * @param angle - The angle in radians.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.rotate = function (angle) {\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n var a1 = this.a;\n var c1 = this.c;\n var tx1 = this.tx;\n this.a = (a1 * cos) - (this.b * sin);\n this.b = (a1 * sin) + (this.b * cos);\n this.c = (c1 * cos) - (this.d * sin);\n this.d = (c1 * sin) + (this.d * cos);\n this.tx = (tx1 * cos) - (this.ty * sin);\n this.ty = (tx1 * sin) + (this.ty * cos);\n return this;\n };\n /**\n * Appends the given Matrix to this Matrix.\n * @param matrix - The matrix to append.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.append = function (matrix) {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n this.a = (matrix.a * a1) + (matrix.b * c1);\n this.b = (matrix.a * b1) + (matrix.b * d1);\n this.c = (matrix.c * a1) + (matrix.d * c1);\n this.d = (matrix.c * b1) + (matrix.d * d1);\n this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;\n this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;\n return this;\n };\n /**\n * Sets the matrix based on all the available properties\n * @param x - Position on the x axis\n * @param y - Position on the y axis\n * @param pivotX - Pivot on the x axis\n * @param pivotY - Pivot on the y axis\n * @param scaleX - Scale on the x axis\n * @param scaleY - Scale on the y axis\n * @param rotation - Rotation in radians\n * @param skewX - Skew on the x axis\n * @param skewY - Skew on the y axis\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n this.a = Math.cos(rotation + skewY) * scaleX;\n this.b = Math.sin(rotation + skewY) * scaleX;\n this.c = -Math.sin(rotation - skewX) * scaleY;\n this.d = Math.cos(rotation - skewX) * scaleY;\n this.tx = x - ((pivotX * this.a) + (pivotY * this.c));\n this.ty = y - ((pivotX * this.b) + (pivotY * this.d));\n return this;\n };\n /**\n * Prepends the given Matrix to this Matrix.\n * @param matrix - The matrix to prepend\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.prepend = function (matrix) {\n var tx1 = this.tx;\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n var a1 = this.a;\n var c1 = this.c;\n this.a = (a1 * matrix.a) + (this.b * matrix.c);\n this.b = (a1 * matrix.b) + (this.b * matrix.d);\n this.c = (c1 * matrix.a) + (this.d * matrix.c);\n this.d = (c1 * matrix.b) + (this.d * matrix.d);\n }\n this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;\n this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;\n return this;\n };\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n * @param transform - The transform to apply the properties to.\n * @returns The transform with the newly applied properties\n */\n Matrix.prototype.decompose = function (transform) {\n // sort out rotation / skew..\n var a = this.a;\n var b = this.b;\n var c = this.c;\n var d = this.d;\n var pivot = transform.pivot;\n var skewX = -Math.atan2(-c, d);\n var skewY = Math.atan2(b, a);\n var delta = Math.abs(skewX + skewY);\n if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n }\n else {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n // next set scale\n transform.scale.x = Math.sqrt((a * a) + (b * b));\n transform.scale.y = Math.sqrt((c * c) + (d * d));\n // next set position\n transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c));\n transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d));\n return transform;\n };\n /**\n * Inverts this matrix\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.invert = function () {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n var tx1 = this.tx;\n var n = (a1 * d1) - (b1 * c1);\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;\n this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;\n return this;\n };\n /**\n * Resets this Matrix to an identity (default) matrix.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.identity = function () {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n return this;\n };\n /**\n * Creates a new Matrix object with the same values as this one.\n * @returns A copy of this matrix. Good for chaining method calls.\n */\n Matrix.prototype.clone = function () {\n var matrix = new Matrix();\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n * @param matrix - The matrix to copy to.\n * @returns The matrix given in parameter with its values updated.\n */\n Matrix.prototype.copyTo = function (matrix) {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the matrix to be the same as the ones in given matrix\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @returns {PIXI.Matrix} this\n */\n Matrix.prototype.copyFrom = function (matrix) {\n this.a = matrix.a;\n this.b = matrix.b;\n this.c = matrix.c;\n this.d = matrix.d;\n this.tx = matrix.tx;\n this.ty = matrix.ty;\n return this;\n };\n Matrix.prototype.toString = function () {\n return \"[@pixi/math:Matrix a=\" + this.a + \" b=\" + this.b + \" c=\" + this.c + \" d=\" + this.d + \" tx=\" + this.tx + \" ty=\" + this.ty + \"]\";\n };\n Object.defineProperty(Matrix, \"IDENTITY\", {\n /**\n * A default (identity) matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Matrix, \"TEMP_MATRIX\", {\n /**\n * A temp matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n return Matrix;\n}());\n\n// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group\n/*\n * Transform matrix for operation n is:\n * | ux | vx |\n * | uy | vy |\n */\nvar ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nvar uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\n/**\n * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * for the composition of each rotation in the dihederal group D8.\n * @type {number[][]}\n * @private\n */\nvar rotationCayley = [];\n/**\n * Matrices for each `GD8Symmetry` rotation.\n * @type {PIXI.Matrix[]}\n * @private\n */\nvar rotationMatrices = [];\n/*\n * Alias for {@code Math.sign}.\n */\nvar signum = Math.sign;\n/*\n * Initializes `rotationCayley` and `rotationMatrices`. It is called\n * only once below.\n */\nfunction init() {\n for (var i = 0; i < 16; i++) {\n var row = [];\n rotationCayley.push(row);\n for (var j = 0; j < 16; j++) {\n /* Multiplies rotation matrices i and j. */\n var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));\n var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));\n var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));\n var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));\n /* Finds rotation matrix matching the product and pushes it. */\n for (var k = 0; k < 16; k++) {\n if (ux[k] === _ux && uy[k] === _uy\n && vx[k] === _vx && vy[k] === _vy) {\n row.push(k);\n break;\n }\n }\n }\n }\n for (var i = 0; i < 16; i++) {\n var mat = new Matrix();\n mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);\n rotationMatrices.push(mat);\n }\n}\ninit();\n/**\n * @memberof PIXI\n * @typedef {number} GD8Symmetry\n * @see PIXI.groupD8\n */\n/**\n * Implements the dihedral group D8, which is similar to\n * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};\n * D8 is the same but with diagonals, and it is used for texture\n * rotations.\n *\n * The directions the U- and V- axes after rotation\n * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`\n * and `(vX(a), vY(a))`. These aren't necessarily unit vectors.\n *\n * **Origin:**
\n * This is the small part of gameofbombs.com portal system. It works.\n * @see PIXI.groupD8.E\n * @see PIXI.groupD8.SE\n * @see PIXI.groupD8.S\n * @see PIXI.groupD8.SW\n * @see PIXI.groupD8.W\n * @see PIXI.groupD8.NW\n * @see PIXI.groupD8.N\n * @see PIXI.groupD8.NE\n * @author Ivan @ivanpopelyshev\n * @namespace PIXI.groupD8\n * @memberof PIXI\n */\nvar groupD8 = {\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 0° | East |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n E: 0,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 45°↻ | Southeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SE: 1,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 90°↻ | South |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n S: 2,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 135°↻ | Southwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SW: 3,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 180° | West |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n W: 4,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -135°/225°↻ | Northwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NW: 5,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -90°/270°↻ | North |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n N: 6,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -45°/315°↻ | Northeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NE: 7,\n /**\n * Reflection about Y-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_VERTICAL: 8,\n /**\n * Reflection about the main diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MAIN_DIAGONAL: 10,\n /**\n * Reflection about X-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_HORIZONTAL: 12,\n /**\n * Reflection about reverse diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n REVERSE_DIAGONAL: 14,\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the U-axis\n * after rotating the axes.\n */\n uX: function (ind) { return ux[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis\n * after rotating the axes.\n */\n uY: function (ind) { return uy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the V-axis\n * after rotating the axes.\n */\n vX: function (ind) { return vx[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis\n * after rotating the axes.\n */\n vY: function (ind) { return vy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite\n * is needed. Only rotations have opposite symmetries while\n * reflections don't.\n * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation`\n */\n inv: function (rotation) {\n if (rotation & 8) // true only if between 8 & 15 (reflections)\n {\n return rotation & 15; // or rotation % 16\n }\n return (-rotation) & 7; // or (8 - rotation) % 8\n },\n /**\n * Composes the two D8 operations.\n *\n * Taking `^` as reflection:\n *\n * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |\n * |-------|-----|-----|-----|-----|------|-------|-------|-------|\n * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |\n * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |\n * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |\n * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |\n * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |\n * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |\n * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |\n * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |\n *\n * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which\n * is the row in the above cayley table.\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which\n * is the column in the above cayley table.\n * @returns {PIXI.GD8Symmetry} Composed operation\n */\n add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); },\n /**\n * Reverse of `add`.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation\n * @returns {PIXI.GD8Symmetry} Result\n */\n sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); },\n /**\n * Adds 180 degrees to rotation, which is a commutative\n * operation.\n * @memberof PIXI.groupD8\n * @param {number} rotation - The number to rotate.\n * @returns {number} Rotated number\n */\n rotate180: function (rotation) { return rotation ^ 4; },\n /**\n * Checks if the rotation angle is vertical, i.e. south\n * or north. It doesn't work for reflections.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - The number to check.\n * @returns {boolean} Whether or not the direction is vertical\n */\n isVertical: function (rotation) { return (rotation & 3) === 2; },\n /**\n * Approximates the vector `V(dx,dy)` into one of the\n * eight directions provided by `groupD8`.\n * @memberof PIXI.groupD8\n * @param {number} dx - X-component of the vector\n * @param {number} dy - Y-component of the vector\n * @returns {PIXI.GD8Symmetry} Approximation of the vector into\n * one of the eight symmetries.\n */\n byDirection: function (dx, dy) {\n if (Math.abs(dx) * 2 <= Math.abs(dy)) {\n if (dy >= 0) {\n return groupD8.S;\n }\n return groupD8.N;\n }\n else if (Math.abs(dy) * 2 <= Math.abs(dx)) {\n if (dx > 0) {\n return groupD8.E;\n }\n return groupD8.W;\n }\n else if (dy > 0) {\n if (dx > 0) {\n return groupD8.SE;\n }\n return groupD8.SW;\n }\n else if (dx > 0) {\n return groupD8.NE;\n }\n return groupD8.NW;\n },\n /**\n * Helps sprite to compensate texture packer rotation.\n * @memberof PIXI.groupD8\n * @param {PIXI.Matrix} matrix - sprite world matrix\n * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.\n * @param {number} tx - sprite anchoring\n * @param {number} ty - sprite anchoring\n */\n matrixAppendRotationInv: function (matrix, rotation, tx, ty) {\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n // Packer used \"rotation\", we use \"inv(rotation)\"\n var mat = rotationMatrices[groupD8.inv(rotation)];\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n },\n};\n\n/**\n * Transform that takes care about its versions.\n * @memberof PIXI\n */\nvar Transform = /** @class */ (function () {\n function Transform() {\n this.worldTransform = new Matrix();\n this.localTransform = new Matrix();\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n this._rotation = 0;\n this._cx = 1;\n this._sx = 0;\n this._cy = 0;\n this._sy = 1;\n this._localID = 0;\n this._currentLocalID = 0;\n this._worldID = 0;\n this._parentID = 0;\n }\n /** Called when a value changes. */\n Transform.prototype.onChange = function () {\n this._localID++;\n };\n /** Called when the skew or the rotation changes. */\n Transform.prototype.updateSkew = function () {\n this._cx = Math.cos(this._rotation + this.skew.y);\n this._sx = Math.sin(this._rotation + this.skew.y);\n this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2\n this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2\n this._localID++;\n };\n Transform.prototype.toString = function () {\n return \"[@pixi/math:Transform \"\n + (\"position=(\" + this.position.x + \", \" + this.position.y + \") \")\n + (\"rotation=\" + this.rotation + \" \")\n + (\"scale=(\" + this.scale.x + \", \" + this.scale.y + \") \")\n + (\"skew=(\" + this.skew.x + \", \" + this.skew.y + \") \")\n + \"]\";\n };\n /** Updates the local transformation matrix. */\n Transform.prototype.updateLocalTransform = function () {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n };\n /**\n * Updates the local and the world transformation matrices.\n * @param parentTransform - The parent transform\n */\n Transform.prototype.updateTransform = function (parentTransform) {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n if (this._parentID !== parentTransform._worldID) {\n // concat the parent matrix with the objects transform.\n var pt = parentTransform.worldTransform;\n var wt = this.worldTransform;\n wt.a = (lt.a * pt.a) + (lt.b * pt.c);\n wt.b = (lt.a * pt.b) + (lt.b * pt.d);\n wt.c = (lt.c * pt.a) + (lt.d * pt.c);\n wt.d = (lt.c * pt.b) + (lt.d * pt.d);\n wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;\n wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;\n this._parentID = parentTransform._worldID;\n // update the id of the transform..\n this._worldID++;\n }\n };\n /**\n * Decomposes a matrix and sets the transforms properties based on it.\n * @param matrix - The matrix to decompose\n */\n Transform.prototype.setFromMatrix = function (matrix) {\n matrix.decompose(this);\n this._localID++;\n };\n Object.defineProperty(Transform.prototype, \"rotation\", {\n /** The rotation of the object in radians. */\n get: function () {\n return this._rotation;\n },\n set: function (value) {\n if (this._rotation !== value) {\n this._rotation = value;\n this.updateSkew();\n }\n },\n enumerable: false,\n configurable: true\n });\n /** A default (identity) transform. */\n Transform.IDENTITY = new Transform();\n return Transform;\n}());\n\nexport { Circle, DEG_TO_RAD, Ellipse, Matrix, ObservablePoint, PI_2, Point, Polygon, RAD_TO_DEG, Rectangle, RoundedRectangle, SHAPES, Transform, groupD8 };\n//# sourceMappingURL=math.mjs.map\n","/*!\n * @pixi/core - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/core is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { ENV, ALPHA_MODES, SCALE_MODES, FORMATS, TYPES, TARGETS, MIPMAP_MODES, MSAA_QUALITY, BUFFER_TYPE, CLEAR_MODES, DRAW_MODES, BUFFER_BITS, MASK_TYPES, PRECISION, BLEND_MODES, GC_MODES, SAMPLER_TYPES, WRAP_MODES, RENDERER_TYPE } from '@pixi/constants';\nimport { isMobile, isPow2, BaseTextureCache, TextureCache, uid, EventEmitter, determineCrossOrigin, getResolutionOfUrl, deprecation, nextPow2, getBufferType, ProgramCache, removeItems, hex2string, hex2rgb, sayHello, isWebGLSupported, premultiplyBlendMode, log2, premultiplyTint } from '@pixi/utils';\nimport { extensions as extensions$1, ExtensionType } from '@pixi/extensions';\nexport * from '@pixi/extensions';\nimport { Runner } from '@pixi/runner';\nimport { Ticker } from '@pixi/ticker';\nimport { groupD8, Rectangle, Point, Matrix } from '@pixi/math';\n\n/**\n * The maximum support for using WebGL. If a device does not\n * support WebGL version, for instance WebGL 2, it will still\n * attempt to fallback support to WebGL 1. If you want to\n * explicitly remove feature support to target a more stable\n * baseline, prefer a lower environment.\n *\n * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium}\n * we disable webgl2 by default for all non-apple mobile devices.\n * @static\n * @name PREFER_ENV\n * @memberof PIXI.settings\n * @type {number}\n * @default PIXI.ENV.WEBGL2\n */\nsettings.PREFER_ENV = isMobile.any ? ENV.WEBGL : ENV.WEBGL2;\n/**\n * If set to `true`, *only* Textures and BaseTexture objects stored\n * in the caches ({@link PIXI.utils.TextureCache TextureCache} and\n * {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can be\n * used when calling {@link PIXI.Texture.from Texture.from} or\n * {@link PIXI.BaseTexture.from BaseTexture.from}.\n * Otherwise, these `from` calls throw an exception. Using this property\n * can be useful if you want to enforce preloading all assets with\n * {@link PIXI.Loader Loader}.\n * @static\n * @name STRICT_TEXTURE_CACHE\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.STRICT_TEXTURE_CACHE = false;\n\n/**\n * Collection of installed resource types, class must extend {@link PIXI.Resource}.\n * @example\n * class CustomResource extends PIXI.Resource {\n * // MUST have source, options constructor signature\n * // for auto-detected resources to be created.\n * constructor(source, options) {\n * super();\n * }\n * upload(renderer, baseTexture, glTexture) {\n * // upload with GL\n * return true;\n * }\n * // used to auto-detect resource\n * static test(source, extension) {\n * return extension === 'xyz'|| source instanceof SomeClass;\n * }\n * }\n * // Install the new resource type\n * PIXI.INSTALLED.push(CustomResource);\n * @memberof PIXI\n * @type {Array}\n * @static\n * @readonly\n */\nvar INSTALLED = [];\n/**\n * Create a resource element from a single source element. This\n * auto-detects which type of resource to create. All resources that\n * are auto-detectable must have a static `test` method and a constructor\n * with the arguments `(source, options?)`. Currently, the supported\n * resources for auto-detection include:\n * - {@link PIXI.ImageResource}\n * - {@link PIXI.CanvasResource}\n * - {@link PIXI.VideoResource}\n * - {@link PIXI.SVGResource}\n * - {@link PIXI.BufferResource}\n * @static\n * @memberof PIXI\n * @function autoDetectResource\n * @param {string|*} source - Resource source, this can be the URL to the resource,\n * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri\n * or any other resource that can be auto-detected. If not resource is\n * detected, it's assumed to be an ImageResource.\n * @param {object} [options] - Pass-through options to use for Resource\n * @param {number} [options.width] - Width of BufferResource or SVG rasterization\n * @param {number} [options.height] - Height of BufferResource or SVG rasterization\n * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading\n * @param {number} [options.scale=1] - SVG source scale. Overridden by width, height\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object\n * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin\n * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately\n * @param {number} [options.updateFPS=0] - Video option to update how many times a second the\n * texture should be updated from the video. Leave at 0 to update at every render\n * @returns {PIXI.Resource} The created resource.\n */\nfunction autoDetectResource(source, options) {\n if (!source) {\n return null;\n }\n var extension = '';\n if (typeof source === 'string') {\n // search for file extension: period, 3-4 chars, then ?, # or EOL\n var result = (/\\.(\\w{3,4})(?:$|\\?|#)/i).exec(source);\n if (result) {\n extension = result[1].toLowerCase();\n }\n }\n for (var i = INSTALLED.length - 1; i >= 0; --i) {\n var ResourcePlugin = INSTALLED[i];\n if (ResourcePlugin.test && ResourcePlugin.test(source, extension)) {\n return new ResourcePlugin(source, options);\n }\n }\n throw new Error('Unrecognized source type to auto-detect Resource');\n}\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nvar __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\n var arguments$1 = arguments;\n\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments$1[i];\r\n for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } }\r\n }\r\n return t;\r\n };\r\n return __assign.apply(this, arguments);\r\n};\r\n\r\nfunction __rest(s, e) {\r\n var t = {};\r\n for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n { t[p] = s[p]; } }\r\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n { for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\r\n if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\r\n { t[p[i]] = s[p[i]]; }\r\n } }\r\n return t;\r\n}\n\n/**\n * Base resource class for textures that manages validation and uploading, depending on its type.\n *\n * Uploading of a base texture to the GPU is required.\n * @memberof PIXI\n */\nvar Resource = /** @class */ (function () {\n /**\n * @param width - Width of the resource\n * @param height - Height of the resource\n */\n function Resource(width, height) {\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this._width = width;\n this._height = height;\n this.destroyed = false;\n this.internal = false;\n this.onResize = new Runner('setRealSize');\n this.onUpdate = new Runner('update');\n this.onError = new Runner('onError');\n }\n /**\n * Bind to a parent BaseTexture\n * @param baseTexture - Parent texture\n */\n Resource.prototype.bind = function (baseTexture) {\n this.onResize.add(baseTexture);\n this.onUpdate.add(baseTexture);\n this.onError.add(baseTexture);\n // Call a resize immediate if we already\n // have the width and height of the resource\n if (this._width || this._height) {\n this.onResize.emit(this._width, this._height);\n }\n };\n /**\n * Unbind to a parent BaseTexture\n * @param baseTexture - Parent texture\n */\n Resource.prototype.unbind = function (baseTexture) {\n this.onResize.remove(baseTexture);\n this.onUpdate.remove(baseTexture);\n this.onError.remove(baseTexture);\n };\n /**\n * Trigger a resize event\n * @param width - X dimension\n * @param height - Y dimension\n */\n Resource.prototype.resize = function (width, height) {\n if (width !== this._width || height !== this._height) {\n this._width = width;\n this._height = height;\n this.onResize.emit(width, height);\n }\n };\n Object.defineProperty(Resource.prototype, \"valid\", {\n /**\n * Has been validated\n * @readonly\n */\n get: function () {\n return !!this._width && !!this._height;\n },\n enumerable: false,\n configurable: true\n });\n /** Has been updated trigger event. */\n Resource.prototype.update = function () {\n if (!this.destroyed) {\n this.onUpdate.emit();\n }\n };\n /**\n * This can be overridden to start preloading a resource\n * or do any other prepare step.\n * @protected\n * @returns Handle the validate event\n */\n Resource.prototype.load = function () {\n return Promise.resolve(this);\n };\n Object.defineProperty(Resource.prototype, \"width\", {\n /**\n * The width of the resource.\n * @readonly\n */\n get: function () {\n return this._width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Resource.prototype, \"height\", {\n /**\n * The height of the resource.\n * @readonly\n */\n get: function () {\n return this._height;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Set the style, optional to override\n * @param _renderer - yeah, renderer!\n * @param _baseTexture - the texture\n * @param _glTexture - texture instance for this webgl context\n * @returns - `true` is success\n */\n Resource.prototype.style = function (_renderer, _baseTexture, _glTexture) {\n return false;\n };\n /** Clean up anything, this happens when destroying is ready. */\n Resource.prototype.dispose = function () {\n // override\n };\n /**\n * Call when destroying resource, unbind any BaseTexture object\n * before calling this method, as reference counts are maintained\n * internally.\n */\n Resource.prototype.destroy = function () {\n if (!this.destroyed) {\n this.destroyed = true;\n this.dispose();\n this.onError.removeAll();\n this.onError = null;\n this.onResize.removeAll();\n this.onResize = null;\n this.onUpdate.removeAll();\n this.onUpdate = null;\n }\n };\n /**\n * Abstract, used to auto-detect resource type.\n * @param {*} _source - The source object\n * @param {string} _extension - The extension of source, if set\n */\n Resource.test = function (_source, _extension) {\n return false;\n };\n return Resource;\n}());\n\n/**\n * @interface SharedArrayBuffer\n */\n/**\n * Buffer resource with data of typed array.\n * @memberof PIXI\n */\nvar BufferResource = /** @class */ (function (_super) {\n __extends(BufferResource, _super);\n /**\n * @param source - Source buffer\n * @param options - Options\n * @param {number} options.width - Width of the texture\n * @param {number} options.height - Height of the texture\n */\n function BufferResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n if (!width || !height) {\n throw new Error('BufferResource width or height invalid');\n }\n _this = _super.call(this, width, height) || this;\n _this.data = source;\n return _this;\n }\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture - glTexture\n * @returns - true is success\n */\n BufferResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n var gl = renderer.gl;\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n if (glTexture.width === width && glTexture.height === height) {\n gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data);\n }\n return true;\n };\n /** Destroy and don't use after this. */\n BufferResource.prototype.dispose = function () {\n this.data = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if \n */\n BufferResource.test = function (source) {\n return source instanceof Float32Array\n || source instanceof Uint8Array\n || source instanceof Uint32Array;\n };\n return BufferResource;\n}(Resource));\n\nvar defaultBufferOptions = {\n scaleMode: SCALE_MODES.NEAREST,\n format: FORMATS.RGBA,\n alphaMode: ALPHA_MODES.NPM,\n};\n/**\n * A Texture stores the information that represents an image.\n * All textures have a base texture, which contains information about the source.\n * Therefore you can have many textures all using a single BaseTexture\n * @memberof PIXI\n * @typeParam R - The BaseTexture's Resource type.\n * @typeParam RO - The options for constructing resource.\n */\nvar BaseTexture = /** @class */ (function (_super) {\n __extends(BaseTexture, _super);\n /**\n * @param {PIXI.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null] -\n * The current resource to use, for things that aren't Resource objects, will be converted\n * into a Resource.\n * @param options - Collection of options\n * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture\n * @param {number} [options.anisotropicLevel=PIXI.settings.ANISOTROPIC_LEVEL] - Anisotropic filtering level of texture\n * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest\n * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type\n * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type\n * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Pre multiply the image alpha\n * @param {number} [options.width=0] - Width of the texture\n * @param {number} [options.height=0] - Height of the texture\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - Resolution of the base texture\n * @param {object} [options.resourceOptions] - Optional resource options,\n * see {@link PIXI.autoDetectResource autoDetectResource}\n */\n function BaseTexture(resource, options) {\n if (resource === void 0) { resource = null; }\n if (options === void 0) { options = null; }\n var _this = _super.call(this) || this;\n options = options || {};\n var alphaMode = options.alphaMode, mipmap = options.mipmap, anisotropicLevel = options.anisotropicLevel, scaleMode = options.scaleMode, width = options.width, height = options.height, wrapMode = options.wrapMode, format = options.format, type = options.type, target = options.target, resolution = options.resolution, resourceOptions = options.resourceOptions;\n // Convert the resource to a Resource object\n if (resource && !(resource instanceof Resource)) {\n resource = autoDetectResource(resource, resourceOptions);\n resource.internal = true;\n }\n _this.resolution = resolution || settings.RESOLUTION;\n _this.width = Math.round((width || 0) * _this.resolution) / _this.resolution;\n _this.height = Math.round((height || 0) * _this.resolution) / _this.resolution;\n _this._mipmap = mipmap !== undefined ? mipmap : settings.MIPMAP_TEXTURES;\n _this.anisotropicLevel = anisotropicLevel !== undefined ? anisotropicLevel : settings.ANISOTROPIC_LEVEL;\n _this._wrapMode = wrapMode || settings.WRAP_MODE;\n _this._scaleMode = scaleMode !== undefined ? scaleMode : settings.SCALE_MODE;\n _this.format = format || FORMATS.RGBA;\n _this.type = type || TYPES.UNSIGNED_BYTE;\n _this.target = target || TARGETS.TEXTURE_2D;\n _this.alphaMode = alphaMode !== undefined ? alphaMode : ALPHA_MODES.UNPACK;\n _this.uid = uid();\n _this.touched = 0;\n _this.isPowerOfTwo = false;\n _this._refreshPOT();\n _this._glTextures = {};\n _this.dirtyId = 0;\n _this.dirtyStyleId = 0;\n _this.cacheId = null;\n _this.valid = width > 0 && height > 0;\n _this.textureCacheIds = [];\n _this.destroyed = false;\n _this.resource = null;\n _this._batchEnabled = 0;\n _this._batchLocation = 0;\n _this.parentTextureArray = null;\n /**\n * Fired when a not-immediately-available source finishes loading.\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n /**\n * Fired when a not-immediately-available source fails to load.\n * @protected\n * @event PIXI.BaseTexture#error\n * @param {PIXI.BaseTexture} baseTexture - Resource errored.\n * @param {ErrorEvent} event - Load error event.\n */\n /**\n * Fired when BaseTexture is updated.\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n /**\n * Fired when BaseTexture is updated.\n * @protected\n * @event PIXI.BaseTexture#update\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated.\n */\n /**\n * Fired when BaseTexture is destroyed.\n * @protected\n * @event PIXI.BaseTexture#dispose\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed.\n */\n // Set the resource\n _this.setResource(resource);\n return _this;\n }\n Object.defineProperty(BaseTexture.prototype, \"realWidth\", {\n /**\n * Pixel width of the source of this texture\n * @readonly\n */\n get: function () {\n return Math.round(this.width * this.resolution);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"realHeight\", {\n /**\n * Pixel height of the source of this texture\n * @readonly\n */\n get: function () {\n return Math.round(this.height * this.resolution);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"mipmap\", {\n /**\n * Mipmap mode of the texture, affects downscaled images\n * @default PIXI.settings.MIPMAP_TEXTURES\n */\n get: function () {\n return this._mipmap;\n },\n set: function (value) {\n if (this._mipmap !== value) {\n this._mipmap = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"scaleMode\", {\n /**\n * The scale mode to apply when scaling this texture\n * @default PIXI.settings.SCALE_MODE\n */\n get: function () {\n return this._scaleMode;\n },\n set: function (value) {\n if (this._scaleMode !== value) {\n this._scaleMode = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"wrapMode\", {\n /**\n * How the texture wraps\n * @default PIXI.settings.WRAP_MODE\n */\n get: function () {\n return this._wrapMode;\n },\n set: function (value) {\n if (this._wrapMode !== value) {\n this._wrapMode = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Changes style options of BaseTexture\n * @param scaleMode - Pixi scalemode\n * @param mipmap - enable mipmaps\n * @returns - this\n */\n BaseTexture.prototype.setStyle = function (scaleMode, mipmap) {\n var dirty;\n if (scaleMode !== undefined && scaleMode !== this.scaleMode) {\n this.scaleMode = scaleMode;\n dirty = true;\n }\n if (mipmap !== undefined && mipmap !== this.mipmap) {\n this.mipmap = mipmap;\n dirty = true;\n }\n if (dirty) {\n this.dirtyStyleId++;\n }\n return this;\n };\n /**\n * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero.\n * @param desiredWidth - Desired visual width\n * @param desiredHeight - Desired visual height\n * @param resolution - Optionally set resolution\n * @returns - this\n */\n BaseTexture.prototype.setSize = function (desiredWidth, desiredHeight, resolution) {\n resolution = resolution || this.resolution;\n return this.setRealSize(desiredWidth * resolution, desiredHeight * resolution, resolution);\n };\n /**\n * Sets real size of baseTexture, preserves current resolution.\n * @param realWidth - Full rendered width\n * @param realHeight - Full rendered height\n * @param resolution - Optionally set resolution\n * @returns - this\n */\n BaseTexture.prototype.setRealSize = function (realWidth, realHeight, resolution) {\n this.resolution = resolution || this.resolution;\n this.width = Math.round(realWidth) / this.resolution;\n this.height = Math.round(realHeight) / this.resolution;\n this._refreshPOT();\n this.update();\n return this;\n };\n /**\n * Refresh check for isPowerOfTwo texture based on size\n * @private\n */\n BaseTexture.prototype._refreshPOT = function () {\n this.isPowerOfTwo = isPow2(this.realWidth) && isPow2(this.realHeight);\n };\n /**\n * Changes resolution\n * @param resolution - res\n * @returns - this\n */\n BaseTexture.prototype.setResolution = function (resolution) {\n var oldResolution = this.resolution;\n if (oldResolution === resolution) {\n return this;\n }\n this.resolution = resolution;\n if (this.valid) {\n this.width = Math.round(this.width * oldResolution) / resolution;\n this.height = Math.round(this.height * oldResolution) / resolution;\n this.emit('update', this);\n }\n this._refreshPOT();\n return this;\n };\n /**\n * Sets the resource if it wasn't set. Throws error if resource already present\n * @param resource - that is managing this BaseTexture\n * @returns - this\n */\n BaseTexture.prototype.setResource = function (resource) {\n if (this.resource === resource) {\n return this;\n }\n if (this.resource) {\n throw new Error('Resource can be set only once');\n }\n resource.bind(this);\n this.resource = resource;\n return this;\n };\n /** Invalidates the object. Texture becomes valid if width and height are greater than zero. */\n BaseTexture.prototype.update = function () {\n if (!this.valid) {\n if (this.width > 0 && this.height > 0) {\n this.valid = true;\n this.emit('loaded', this);\n this.emit('update', this);\n }\n }\n else {\n this.dirtyId++;\n this.dirtyStyleId++;\n this.emit('update', this);\n }\n };\n /**\n * Handle errors with resources.\n * @private\n * @param event - Error event emitted.\n */\n BaseTexture.prototype.onError = function (event) {\n this.emit('error', this, event);\n };\n /**\n * Destroys this base texture.\n * The method stops if resource doesn't want this texture to be destroyed.\n * Removes texture from all caches.\n */\n BaseTexture.prototype.destroy = function () {\n // remove and destroy the resource\n if (this.resource) {\n this.resource.unbind(this);\n // only destroy resourced created internally\n if (this.resource.internal) {\n this.resource.destroy();\n }\n this.resource = null;\n }\n if (this.cacheId) {\n delete BaseTextureCache[this.cacheId];\n delete TextureCache[this.cacheId];\n this.cacheId = null;\n }\n // finally let the WebGL renderer know..\n this.dispose();\n BaseTexture.removeFromCache(this);\n this.textureCacheIds = null;\n this.destroyed = true;\n };\n /**\n * Frees the texture from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n * @fires PIXI.BaseTexture#dispose\n */\n BaseTexture.prototype.dispose = function () {\n this.emit('dispose', this);\n };\n /** Utility function for BaseTexture|Texture cast. */\n BaseTexture.prototype.castToBaseTexture = function () {\n return this;\n };\n /**\n * Helper function that creates a base texture based on the source you provide.\n * The source can be - image url, image element, canvas element. If the\n * source is an image url or an image element and not in the base texture\n * cache, it will be created and loaded.\n * @static\n * @param {string|string[]|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The\n * source to create base texture from.\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id\n * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}.\n * @returns {PIXI.BaseTexture} The new base texture.\n */\n BaseTexture.from = function (source, options, strict) {\n if (strict === void 0) { strict = settings.STRICT_TEXTURE_CACHE; }\n var isFrame = typeof source === 'string';\n var cacheId = null;\n if (isFrame) {\n cacheId = source;\n }\n else {\n if (!source._pixiId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source._pixiId = prefix + \"_\" + uid();\n }\n cacheId = source._pixiId;\n }\n var baseTexture = BaseTextureCache[cacheId];\n // Strict-mode rejects invalid cacheIds\n if (isFrame && strict && !baseTexture) {\n throw new Error(\"The cacheId \\\"\" + cacheId + \"\\\" does not exist in BaseTextureCache.\");\n }\n if (!baseTexture) {\n baseTexture = new BaseTexture(source, options);\n baseTexture.cacheId = cacheId;\n BaseTexture.addToCache(baseTexture, cacheId);\n }\n return baseTexture;\n };\n /**\n * Create a new BaseTexture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param width - Width of the resource\n * @param height - Height of the resource\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * Default properties are different from the constructor's defaults.\n * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.NPM] - Image alpha, not premultiplied by default\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.SCALE_MODES.NEAREST] - Scale mode, pixelating by default\n * @returns - The resulting new BaseTexture\n */\n BaseTexture.fromBuffer = function (buffer, width, height, options) {\n buffer = buffer || new Float32Array(width * height * 4);\n var resource = new BufferResource(buffer, { width: width, height: height });\n var type = buffer instanceof Float32Array ? TYPES.FLOAT : TYPES.UNSIGNED_BYTE;\n return new BaseTexture(resource, Object.assign(defaultBufferOptions, options || { width: width, height: height, type: type }));\n };\n /**\n * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object.\n * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache.\n * @param {string} id - The id that the BaseTexture will be stored against.\n */\n BaseTexture.addToCache = function (baseTexture, id) {\n if (id) {\n if (baseTexture.textureCacheIds.indexOf(id) === -1) {\n baseTexture.textureCacheIds.push(id);\n }\n if (BaseTextureCache[id]) {\n // eslint-disable-next-line no-console\n console.warn(\"BaseTexture added to the cache with an id [\" + id + \"] that already had an entry\");\n }\n BaseTextureCache[id] = baseTexture;\n }\n };\n /**\n * Remove a BaseTexture from the global BaseTextureCache.\n * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself.\n * @returns {PIXI.BaseTexture|null} The BaseTexture that was removed.\n */\n BaseTexture.removeFromCache = function (baseTexture) {\n if (typeof baseTexture === 'string') {\n var baseTextureFromCache = BaseTextureCache[baseTexture];\n if (baseTextureFromCache) {\n var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture);\n if (index > -1) {\n baseTextureFromCache.textureCacheIds.splice(index, 1);\n }\n delete BaseTextureCache[baseTexture];\n return baseTextureFromCache;\n }\n }\n else if (baseTexture && baseTexture.textureCacheIds) {\n for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) {\n delete BaseTextureCache[baseTexture.textureCacheIds[i]];\n }\n baseTexture.textureCacheIds.length = 0;\n return baseTexture;\n }\n return null;\n };\n /** Global number of the texture batch, used by multi-texture renderers. */\n BaseTexture._globalBatch = 0;\n return BaseTexture;\n}(EventEmitter));\n\n/**\n * Resource that can manage several resource (items) inside.\n * All resources need to have the same pixel size.\n * Parent class for CubeResource and ArrayResource\n * @memberof PIXI\n */\nvar AbstractMultiResource = /** @class */ (function (_super) {\n __extends(AbstractMultiResource, _super);\n /**\n * @param length\n * @param options - Options to for Resource constructor\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\n function AbstractMultiResource(length, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n _this = _super.call(this, width, height) || this;\n _this.items = [];\n _this.itemDirtyIds = [];\n for (var i = 0; i < length; i++) {\n var partTexture = new BaseTexture();\n _this.items.push(partTexture);\n // -2 - first run of texture array upload\n // -1 - texture item was allocated\n // >=0 - texture item uploaded , in sync with items[i].dirtyId\n _this.itemDirtyIds.push(-2);\n }\n _this.length = length;\n _this._load = null;\n _this.baseTexture = null;\n return _this;\n }\n /**\n * Used from ArrayResource and CubeResource constructors.\n * @param resources - Can be resources, image elements, canvas, etc. ,\n * length should be same as constructor length\n * @param options - Detect options for resources\n */\n AbstractMultiResource.prototype.initFromArray = function (resources, options) {\n for (var i = 0; i < this.length; i++) {\n if (!resources[i]) {\n continue;\n }\n if (resources[i].castToBaseTexture) {\n this.addBaseTextureAt(resources[i].castToBaseTexture(), i);\n }\n else if (resources[i] instanceof Resource) {\n this.addResourceAt(resources[i], i);\n }\n else {\n this.addResourceAt(autoDetectResource(resources[i], options), i);\n }\n }\n };\n /** Destroy this BaseImageResource. */\n AbstractMultiResource.prototype.dispose = function () {\n for (var i = 0, len = this.length; i < len; i++) {\n this.items[i].destroy();\n }\n this.items = null;\n this.itemDirtyIds = null;\n this._load = null;\n };\n /**\n * Set a resource by ID\n * @param resource\n * @param index - Zero-based index of resource to set\n * @returns - Instance for chaining\n */\n AbstractMultiResource.prototype.addResourceAt = function (resource, index) {\n if (!this.items[index]) {\n throw new Error(\"Index \" + index + \" is out of bounds\");\n }\n // Inherit the first resource dimensions\n if (resource.valid && !this.valid) {\n this.resize(resource.width, resource.height);\n }\n this.items[index].setResource(resource);\n return this;\n };\n /**\n * Set the parent base texture.\n * @param baseTexture\n */\n AbstractMultiResource.prototype.bind = function (baseTexture) {\n if (this.baseTexture !== null) {\n throw new Error('Only one base texture per TextureArray is allowed');\n }\n _super.prototype.bind.call(this, baseTexture);\n for (var i = 0; i < this.length; i++) {\n this.items[i].parentTextureArray = baseTexture;\n this.items[i].on('update', baseTexture.update, baseTexture);\n }\n };\n /**\n * Unset the parent base texture.\n * @param baseTexture\n */\n AbstractMultiResource.prototype.unbind = function (baseTexture) {\n _super.prototype.unbind.call(this, baseTexture);\n for (var i = 0; i < this.length; i++) {\n this.items[i].parentTextureArray = null;\n this.items[i].off('update', baseTexture.update, baseTexture);\n }\n };\n /**\n * Load all the resources simultaneously\n * @returns - When load is resolved\n */\n AbstractMultiResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n var resources = this.items.map(function (item) { return item.resource; }).filter(function (item) { return item; });\n // TODO: also implement load part-by-part strategy\n var promises = resources.map(function (item) { return item.load(); });\n this._load = Promise.all(promises)\n .then(function () {\n var _a = _this.items[0], realWidth = _a.realWidth, realHeight = _a.realHeight;\n _this.resize(realWidth, realHeight);\n return Promise.resolve(_this);\n });\n return this._load;\n };\n return AbstractMultiResource;\n}(Resource));\n\n/**\n * A resource that contains a number of sources.\n * @memberof PIXI\n */\nvar ArrayResource = /** @class */ (function (_super) {\n __extends(ArrayResource, _super);\n /**\n * @param source - Number of items in array or the collection\n * of image URLs to use. Can also be resources, image elements, canvas, etc.\n * @param options - Options to apply to {@link PIXI.autoDetectResource}\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\n function ArrayResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n var urls;\n var length;\n if (Array.isArray(source)) {\n urls = source;\n length = source.length;\n }\n else {\n length = source;\n }\n _this = _super.call(this, length, { width: width, height: height }) || this;\n if (urls) {\n _this.initFromArray(urls, options);\n }\n return _this;\n }\n /**\n * Set a baseTexture by ID,\n * ArrayResource just takes resource from it, nothing more\n * @param baseTexture\n * @param index - Zero-based index of resource to set\n * @returns - Instance for chaining\n */\n ArrayResource.prototype.addBaseTextureAt = function (baseTexture, index) {\n if (baseTexture.resource) {\n this.addResourceAt(baseTexture.resource, index);\n }\n else {\n throw new Error('ArrayResource does not support RenderTexture');\n }\n return this;\n };\n /**\n * Add binding\n * @param baseTexture\n */\n ArrayResource.prototype.bind = function (baseTexture) {\n _super.prototype.bind.call(this, baseTexture);\n baseTexture.target = TARGETS.TEXTURE_2D_ARRAY;\n };\n /**\n * Upload the resources to the GPU.\n * @param renderer\n * @param texture\n * @param glTexture\n * @returns - whether texture was uploaded\n */\n ArrayResource.prototype.upload = function (renderer, texture, glTexture) {\n var _a = this, length = _a.length, itemDirtyIds = _a.itemDirtyIds, items = _a.items;\n var gl = renderer.gl;\n if (glTexture.dirtyId < 0) {\n gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, glTexture.internalFormat, this._width, this._height, length, 0, texture.format, glTexture.type, null);\n }\n for (var i = 0; i < length; i++) {\n var item = items[i];\n if (itemDirtyIds[i] < item.dirtyId) {\n itemDirtyIds[i] = item.dirtyId;\n if (item.valid) {\n gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, // xoffset\n 0, // yoffset\n i, // zoffset\n item.resource.width, item.resource.height, 1, texture.format, glTexture.type, item.resource.source);\n }\n }\n }\n return true;\n };\n return ArrayResource;\n}(AbstractMultiResource));\n\n/**\n * Base for all the image/canvas resources.\n * @memberof PIXI\n */\nvar BaseImageResource = /** @class */ (function (_super) {\n __extends(BaseImageResource, _super);\n /**\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} source\n */\n function BaseImageResource(source) {\n var _this = this;\n var sourceAny = source;\n var width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width;\n var height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height;\n _this = _super.call(this, width, height) || this;\n _this.source = source;\n _this.noSubImage = false;\n return _this;\n }\n /**\n * Set cross origin based detecting the url and the crossorigin\n * @param element - Element to apply crossOrigin\n * @param url - URL to check\n * @param crossorigin - Cross origin value to use\n */\n BaseImageResource.crossOrigin = function (element, url, crossorigin) {\n if (crossorigin === undefined && url.indexOf('data:') !== 0) {\n element.crossOrigin = determineCrossOrigin(url);\n }\n else if (crossorigin !== false) {\n element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous';\n }\n };\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] - (optional)\n * @returns - true is success\n */\n BaseImageResource.prototype.upload = function (renderer, baseTexture, glTexture, source) {\n var gl = renderer.gl;\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n source = source || this.source;\n if (source instanceof HTMLImageElement) {\n if (!source.complete || source.naturalWidth === 0) {\n return false;\n }\n }\n else if (source instanceof HTMLVideoElement) {\n if (source.readyState <= 1) {\n return false;\n }\n }\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n if (!this.noSubImage\n && baseTexture.target === gl.TEXTURE_2D\n && glTexture.width === width\n && glTexture.height === height) {\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, glTexture.type, source);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, baseTexture.format, glTexture.type, source);\n }\n return true;\n };\n /**\n * Checks if source width/height was changed, resize can cause extra baseTexture update.\n * Triggers one update in any case.\n */\n BaseImageResource.prototype.update = function () {\n if (this.destroyed) {\n return;\n }\n var source = this.source;\n var width = source.naturalWidth || source.videoWidth || source.width;\n var height = source.naturalHeight || source.videoHeight || source.height;\n this.resize(width, height);\n _super.prototype.update.call(this);\n };\n /** Destroy this {@link BaseImageResource} */\n BaseImageResource.prototype.dispose = function () {\n this.source = null;\n };\n return BaseImageResource;\n}(Resource));\n\n/**\n * @interface OffscreenCanvas\n */\n/**\n * Resource type for HTMLCanvasElement.\n * @memberof PIXI\n */\nvar CanvasResource = /** @class */ (function (_super) {\n __extends(CanvasResource, _super);\n /**\n * @param source - Canvas element to use\n */\n // eslint-disable-next-line @typescript-eslint/no-useless-constructor\n function CanvasResource(source) {\n return _super.call(this, source) || this;\n }\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is HTMLCanvasElement or OffscreenCanvas\n */\n CanvasResource.test = function (source) {\n var OffscreenCanvas = globalThis.OffscreenCanvas;\n // Check for browsers that don't yet support OffscreenCanvas\n if (OffscreenCanvas && source instanceof OffscreenCanvas) {\n return true;\n }\n return globalThis.HTMLCanvasElement && source instanceof HTMLCanvasElement;\n };\n return CanvasResource;\n}(BaseImageResource));\n\n/**\n * Resource for a CubeTexture which contains six resources.\n * @memberof PIXI\n */\nvar CubeResource = /** @class */ (function (_super) {\n __extends(CubeResource, _super);\n /**\n * @param {Array} [source] - Collection of URLs or resources\n * to use as the sides of the cube.\n * @param options - ImageResource options\n * @param {number} [options.width] - Width of resource\n * @param {number} [options.height] - Height of resource\n * @param {number} [options.autoLoad=true] - Whether to auto-load resources\n * @param {number} [options.linkBaseTexture=true] - In case BaseTextures are supplied,\n * whether to copy them or use\n */\n function CubeResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height, autoLoad = _a.autoLoad, linkBaseTexture = _a.linkBaseTexture;\n if (source && source.length !== CubeResource.SIDES) {\n throw new Error(\"Invalid length. Got \" + source.length + \", expected 6\");\n }\n _this = _super.call(this, 6, { width: width, height: height }) || this;\n for (var i = 0; i < CubeResource.SIDES; i++) {\n _this.items[i].target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + i;\n }\n _this.linkBaseTexture = linkBaseTexture !== false;\n if (source) {\n _this.initFromArray(source, options);\n }\n if (autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Add binding.\n * @param baseTexture - parent base texture\n */\n CubeResource.prototype.bind = function (baseTexture) {\n _super.prototype.bind.call(this, baseTexture);\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP;\n };\n CubeResource.prototype.addBaseTextureAt = function (baseTexture, index, linkBaseTexture) {\n if (!this.items[index]) {\n throw new Error(\"Index \" + index + \" is out of bounds\");\n }\n if (!this.linkBaseTexture\n || baseTexture.parentTextureArray\n || Object.keys(baseTexture._glTextures).length > 0) {\n // copy mode\n if (baseTexture.resource) {\n this.addResourceAt(baseTexture.resource, index);\n }\n else {\n throw new Error(\"CubeResource does not support copying of renderTexture.\");\n }\n }\n else {\n // link mode, the difficult one!\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + index;\n baseTexture.parentTextureArray = this.baseTexture;\n this.items[index] = baseTexture;\n }\n if (baseTexture.valid && !this.valid) {\n this.resize(baseTexture.realWidth, baseTexture.realHeight);\n }\n this.items[index] = baseTexture;\n return this;\n };\n /**\n * Upload the resource\n * @param renderer\n * @param _baseTexture\n * @param glTexture\n * @returns {boolean} true is success\n */\n CubeResource.prototype.upload = function (renderer, _baseTexture, glTexture) {\n var dirty = this.itemDirtyIds;\n for (var i = 0; i < CubeResource.SIDES; i++) {\n var side = this.items[i];\n if (dirty[i] < side.dirtyId || glTexture.dirtyId < _baseTexture.dirtyId) {\n if (side.valid && side.resource) {\n side.resource.upload(renderer, side, glTexture);\n dirty[i] = side.dirtyId;\n }\n else if (dirty[i] < -1) {\n // either item is not valid yet, either its a renderTexture\n // allocate the memory\n renderer.gl.texImage2D(side.target, 0, glTexture.internalFormat, _baseTexture.realWidth, _baseTexture.realHeight, 0, _baseTexture.format, glTexture.type, null);\n dirty[i] = -1;\n }\n }\n }\n return true;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is an array of 6 elements\n */\n CubeResource.test = function (source) {\n return Array.isArray(source) && source.length === CubeResource.SIDES;\n };\n /** Number of texture sides to store for CubeResources. */\n CubeResource.SIDES = 6;\n return CubeResource;\n}(AbstractMultiResource));\n\n/**\n * Resource type for HTMLImageElement.\n * @memberof PIXI\n */\nvar ImageResource = /** @class */ (function (_super) {\n __extends(ImageResource, _super);\n /**\n * @param source - image source or URL\n * @param options\n * @param {boolean} [options.autoLoad=true] - start loading process\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - whether its required to create\n * a bitmap before upload\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Premultiply image alpha in bitmap\n */\n function ImageResource(source, options) {\n var _this = this;\n options = options || {};\n if (!(source instanceof HTMLImageElement)) {\n var imageElement = new Image();\n BaseImageResource.crossOrigin(imageElement, source, options.crossorigin);\n imageElement.src = source;\n source = imageElement;\n }\n _this = _super.call(this, source) || this;\n // FireFox 68, and possibly other versions, seems like setting the HTMLImageElement#width and #height\n // to non-zero values before its loading completes if images are in a cache.\n // Because of this, need to set the `_width` and the `_height` to zero to avoid uploading incomplete images.\n // Please refer to the issue #5968 (https://github.com/pixijs/pixi.js/issues/5968).\n if (!source.complete && !!_this._width && !!_this._height) {\n _this._width = 0;\n _this._height = 0;\n }\n _this.url = source.src;\n _this._process = null;\n _this.preserveBitmap = false;\n _this.createBitmap = (options.createBitmap !== undefined\n ? options.createBitmap : settings.CREATE_IMAGE_BITMAP) && !!globalThis.createImageBitmap;\n _this.alphaMode = typeof options.alphaMode === 'number' ? options.alphaMode : null;\n _this.bitmap = null;\n _this._load = null;\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Returns a promise when image will be loaded and processed.\n * @param createBitmap - whether process image into bitmap\n */\n ImageResource.prototype.load = function (createBitmap) {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n if (createBitmap !== undefined) {\n this.createBitmap = createBitmap;\n }\n this._load = new Promise(function (resolve, reject) {\n var source = _this.source;\n _this.url = source.src;\n var completed = function () {\n if (_this.destroyed) {\n return;\n }\n source.onload = null;\n source.onerror = null;\n _this.resize(source.width, source.height);\n _this._load = null;\n if (_this.createBitmap) {\n resolve(_this.process());\n }\n else {\n resolve(_this);\n }\n };\n if (source.complete && source.src) {\n completed();\n }\n else {\n source.onload = completed;\n source.onerror = function (event) {\n // Avoids Promise freezing when resource broken\n reject(event);\n _this.onError.emit(event);\n };\n }\n });\n return this._load;\n };\n /**\n * Called when we need to convert image into BitmapImage.\n * Can be called multiple times, real promise is cached inside.\n * @returns - Cached promise to fill that bitmap\n */\n ImageResource.prototype.process = function () {\n var _this = this;\n var source = this.source;\n if (this._process !== null) {\n return this._process;\n }\n if (this.bitmap !== null || !globalThis.createImageBitmap) {\n return Promise.resolve(this);\n }\n var createImageBitmap = globalThis.createImageBitmap;\n var cors = !source.crossOrigin || source.crossOrigin === 'anonymous';\n this._process = fetch(source.src, {\n mode: cors ? 'cors' : 'no-cors'\n })\n .then(function (r) { return r.blob(); })\n .then(function (blob) { return createImageBitmap(blob, 0, 0, source.width, source.height, {\n premultiplyAlpha: _this.alphaMode === ALPHA_MODES.UNPACK ? 'premultiply' : 'none',\n }); })\n .then(function (bitmap) {\n if (_this.destroyed) {\n return Promise.reject();\n }\n _this.bitmap = bitmap;\n _this.update();\n _this._process = null;\n return Promise.resolve(_this);\n });\n return this._process;\n };\n /**\n * Upload the image resource to GPU.\n * @param renderer - Renderer to upload to\n * @param baseTexture - BaseTexture for this resource\n * @param glTexture - GLTexture to use\n * @returns {boolean} true is success\n */\n ImageResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n if (typeof this.alphaMode === 'number') {\n // bitmap stores unpack premultiply flag, we dont have to notify texImage2D about it\n baseTexture.alphaMode = this.alphaMode;\n }\n if (!this.createBitmap) {\n return _super.prototype.upload.call(this, renderer, baseTexture, glTexture);\n }\n if (!this.bitmap) {\n // yeah, ignore the output\n this.process();\n if (!this.bitmap) {\n return false;\n }\n }\n _super.prototype.upload.call(this, renderer, baseTexture, glTexture, this.bitmap);\n if (!this.preserveBitmap) {\n // checks if there are other renderers that possibly need this bitmap\n var flag = true;\n var glTextures = baseTexture._glTextures;\n for (var key in glTextures) {\n var otherTex = glTextures[key];\n if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId) {\n flag = false;\n break;\n }\n }\n if (flag) {\n if (this.bitmap.close) {\n this.bitmap.close();\n }\n this.bitmap = null;\n }\n }\n return true;\n };\n /** Destroys this resource. */\n ImageResource.prototype.dispose = function () {\n this.source.onload = null;\n this.source.onerror = null;\n _super.prototype.dispose.call(this);\n if (this.bitmap) {\n this.bitmap.close();\n this.bitmap = null;\n }\n this._process = null;\n this._load = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is string or HTMLImageElement\n */\n ImageResource.test = function (source) {\n return typeof source === 'string' || source instanceof HTMLImageElement;\n };\n return ImageResource;\n}(BaseImageResource));\n\n/**\n * Resource type for SVG elements and graphics.\n * @memberof PIXI\n */\nvar SVGResource = /** @class */ (function (_super) {\n __extends(SVGResource, _super);\n /**\n * @param sourceBase64 - Base64 encoded SVG element or URL for SVG file.\n * @param {object} [options] - Options to use\n * @param {number} [options.scale=1] - Scale to apply to SVG. Overridden by...\n * @param {number} [options.width] - Rasterize SVG this wide. Aspect ratio preserved if height not specified.\n * @param {number} [options.height] - Rasterize SVG this high. Aspect ratio preserved if width not specified.\n * @param {boolean} [options.autoLoad=true] - Start loading right away.\n */\n function SVGResource(sourceBase64, options) {\n var _this = this;\n options = options || {};\n _this = _super.call(this, document.createElement('canvas')) || this;\n _this._width = 0;\n _this._height = 0;\n _this.svg = sourceBase64;\n _this.scale = options.scale || 1;\n _this._overrideWidth = options.width;\n _this._overrideHeight = options.height;\n _this._resolve = null;\n _this._crossorigin = options.crossorigin;\n _this._load = null;\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n SVGResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n this._load = new Promise(function (resolve) {\n // Save this until after load is finished\n _this._resolve = function () {\n _this.resize(_this.source.width, _this.source.height);\n resolve(_this);\n };\n // Convert SVG inline string to data-uri\n if (SVGResource.SVG_XML.test(_this.svg.trim())) {\n if (!btoa) {\n throw new Error('Your browser doesn\\'t support base64 conversions.');\n }\n _this.svg = \"data:image/svg+xml;base64,\" + btoa(unescape(encodeURIComponent(_this.svg)));\n }\n _this._loadSvg();\n });\n return this._load;\n };\n /** Loads an SVG image from `imageUrl` or `data URL`. */\n SVGResource.prototype._loadSvg = function () {\n var _this = this;\n var tempImage = new Image();\n BaseImageResource.crossOrigin(tempImage, this.svg, this._crossorigin);\n tempImage.src = this.svg;\n tempImage.onerror = function (event) {\n if (!_this._resolve) {\n return;\n }\n tempImage.onerror = null;\n _this.onError.emit(event);\n };\n tempImage.onload = function () {\n if (!_this._resolve) {\n return;\n }\n var svgWidth = tempImage.width;\n var svgHeight = tempImage.height;\n if (!svgWidth || !svgHeight) {\n throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.');\n }\n // Set render size\n var width = svgWidth * _this.scale;\n var height = svgHeight * _this.scale;\n if (_this._overrideWidth || _this._overrideHeight) {\n width = _this._overrideWidth || _this._overrideHeight / svgHeight * svgWidth;\n height = _this._overrideHeight || _this._overrideWidth / svgWidth * svgHeight;\n }\n width = Math.round(width);\n height = Math.round(height);\n // Create a canvas element\n var canvas = _this.source;\n canvas.width = width;\n canvas.height = height;\n canvas._pixiId = \"canvas_\" + uid();\n // Draw the Svg to the canvas\n canvas\n .getContext('2d')\n .drawImage(tempImage, 0, 0, svgWidth, svgHeight, 0, 0, width, height);\n _this._resolve();\n _this._resolve = null;\n };\n };\n /**\n * Get size from an svg string using a regular expression.\n * @param svgString - a serialized svg element\n * @returns - image extension\n */\n SVGResource.getSize = function (svgString) {\n var sizeMatch = SVGResource.SVG_SIZE.exec(svgString);\n var size = {};\n if (sizeMatch) {\n size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3]));\n size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7]));\n }\n return size;\n };\n /** Destroys this texture. */\n SVGResource.prototype.dispose = function () {\n _super.prototype.dispose.call(this);\n this._resolve = null;\n this._crossorigin = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n * @returns {boolean} - If the source is a SVG source or data file\n */\n SVGResource.test = function (source, extension) {\n // url file extension is SVG\n return extension === 'svg'\n // source is SVG data-uri\n || (typeof source === 'string' && (/^data:image\\/svg\\+xml(;(charset=utf8|utf8))?;base64/).test(source))\n // source is SVG inline\n || (typeof source === 'string' && SVGResource.SVG_XML.test(source));\n };\n /**\n * Regular expression for SVG XML document.\n * @example <?xml version=\"1.0\" encoding=\"utf-8\" ?><!-- image/svg --><svg\n * @readonly\n */\n SVGResource.SVG_XML = /^(<\\?xml[^?]+\\?>)?\\s*()]*-->)?\\s*\\]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*>/i; // eslint-disable-line max-len\n return SVGResource;\n}(BaseImageResource));\n\n/**\n * Resource type for {@code HTMLVideoElement}.\n * @memberof PIXI\n */\nvar VideoResource = /** @class */ (function (_super) {\n __extends(VideoResource, _super);\n /**\n * @param {HTMLVideoElement|object|string|Array} source - Video element to use.\n * @param {object} [options] - Options to use\n * @param {boolean} [options.autoLoad=true] - Start loading the video immediately\n * @param {boolean} [options.autoPlay=true] - Start playing video immediately\n * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video.\n * Leave at 0 to update at every render.\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n */\n function VideoResource(source, options) {\n var _this = this;\n options = options || {};\n if (!(source instanceof HTMLVideoElement)) {\n var videoElement = document.createElement('video');\n // workaround for https://github.com/pixijs/pixi.js/issues/5996\n videoElement.setAttribute('preload', 'auto');\n videoElement.setAttribute('webkit-playsinline', '');\n videoElement.setAttribute('playsinline', '');\n if (typeof source === 'string') {\n source = [source];\n }\n var firstSrc = source[0].src || source[0];\n BaseImageResource.crossOrigin(videoElement, firstSrc, options.crossorigin);\n // array of objects or strings\n for (var i = 0; i < source.length; ++i) {\n var sourceElement = document.createElement('source');\n var _a = source[i], src = _a.src, mime = _a.mime;\n src = src || source[i];\n var baseSrc = src.split('?').shift().toLowerCase();\n var ext = baseSrc.slice(baseSrc.lastIndexOf('.') + 1);\n mime = mime || VideoResource.MIME_TYPES[ext] || \"video/\" + ext;\n sourceElement.src = src;\n sourceElement.type = mime;\n videoElement.appendChild(sourceElement);\n }\n // Override the source\n source = videoElement;\n }\n _this = _super.call(this, source) || this;\n _this.noSubImage = true;\n _this._autoUpdate = true;\n _this._isConnectedToTicker = false;\n _this._updateFPS = options.updateFPS || 0;\n _this._msToNextUpdate = 0;\n _this.autoPlay = options.autoPlay !== false;\n _this._load = null;\n _this._resolve = null;\n // Bind for listeners\n _this._onCanPlay = _this._onCanPlay.bind(_this);\n _this._onError = _this._onError.bind(_this);\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Trigger updating of the texture.\n * @param _deltaTime - time delta since last tick\n */\n VideoResource.prototype.update = function (_deltaTime) {\n if (!this.destroyed) {\n // account for if video has had its playbackRate changed\n var elapsedMS = Ticker.shared.elapsedMS * this.source.playbackRate;\n this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS);\n if (!this._updateFPS || this._msToNextUpdate <= 0) {\n _super.prototype.update.call(this);\n this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0;\n }\n }\n };\n /**\n * Start preloading the video resource.\n * @returns {Promise} Handle the validate event\n */\n VideoResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n var source = this.source;\n if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA)\n && source.width && source.height) {\n source.complete = true;\n }\n source.addEventListener('play', this._onPlayStart.bind(this));\n source.addEventListener('pause', this._onPlayStop.bind(this));\n if (!this._isSourceReady()) {\n source.addEventListener('canplay', this._onCanPlay);\n source.addEventListener('canplaythrough', this._onCanPlay);\n source.addEventListener('error', this._onError, true);\n }\n else {\n this._onCanPlay();\n }\n this._load = new Promise(function (resolve) {\n if (_this.valid) {\n resolve(_this);\n }\n else {\n _this._resolve = resolve;\n source.load();\n }\n });\n return this._load;\n };\n /**\n * Handle video error events.\n * @param event\n */\n VideoResource.prototype._onError = function (event) {\n this.source.removeEventListener('error', this._onError, true);\n this.onError.emit(event);\n };\n /**\n * Returns true if the underlying source is playing.\n * @returns - True if playing.\n */\n VideoResource.prototype._isSourcePlaying = function () {\n var source = this.source;\n return (source.currentTime > 0 && source.paused === false && source.ended === false && source.readyState > 2);\n };\n /**\n * Returns true if the underlying source is ready for playing.\n * @returns - True if ready.\n */\n VideoResource.prototype._isSourceReady = function () {\n var source = this.source;\n return source.readyState === 3 || source.readyState === 4;\n };\n /** Runs the update loop when the video is ready to play. */\n VideoResource.prototype._onPlayStart = function () {\n // Just in case the video has not received its can play even yet..\n if (!this.valid) {\n this._onCanPlay();\n }\n if (this.autoUpdate && !this._isConnectedToTicker) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n };\n /** Fired when a pause event is triggered, stops the update loop. */\n VideoResource.prototype._onPlayStop = function () {\n if (this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n };\n /** Fired when the video is loaded and ready to play. */\n VideoResource.prototype._onCanPlay = function () {\n var source = this.source;\n source.removeEventListener('canplay', this._onCanPlay);\n source.removeEventListener('canplaythrough', this._onCanPlay);\n var valid = this.valid;\n this.resize(source.videoWidth, source.videoHeight);\n // prevent multiple loaded dispatches..\n if (!valid && this._resolve) {\n this._resolve(this);\n this._resolve = null;\n }\n if (this._isSourcePlaying()) {\n this._onPlayStart();\n }\n else if (this.autoPlay) {\n source.play();\n }\n };\n /** Destroys this texture. */\n VideoResource.prototype.dispose = function () {\n if (this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n var source = this.source;\n if (source) {\n source.removeEventListener('error', this._onError, true);\n source.pause();\n source.src = '';\n source.load();\n }\n _super.prototype.dispose.call(this);\n };\n Object.defineProperty(VideoResource.prototype, \"autoUpdate\", {\n /** Should the base texture automatically update itself, set to true by default. */\n get: function () {\n return this._autoUpdate;\n },\n set: function (value) {\n if (value !== this._autoUpdate) {\n this._autoUpdate = value;\n if (!this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying()) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(VideoResource.prototype, \"updateFPS\", {\n /**\n * How many times a second to update the texture from the video. Leave at 0 to update at every render.\n * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient.\n */\n get: function () {\n return this._updateFPS;\n },\n set: function (value) {\n if (value !== this._updateFPS) {\n this._updateFPS = value;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n * @returns {boolean} `true` if video source\n */\n VideoResource.test = function (source, extension) {\n return (globalThis.HTMLVideoElement && source instanceof HTMLVideoElement)\n || VideoResource.TYPES.indexOf(extension) > -1;\n };\n /**\n * List of common video file extensions supported by VideoResource.\n * @readonly\n */\n VideoResource.TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov'];\n /**\n * Map of video MIME types that can't be directly derived from file extensions.\n * @readonly\n */\n VideoResource.MIME_TYPES = {\n ogv: 'video/ogg',\n mov: 'video/quicktime',\n m4v: 'video/mp4',\n };\n return VideoResource;\n}(BaseImageResource));\n\n/**\n * Resource type for ImageBitmap.\n * @memberof PIXI\n */\nvar ImageBitmapResource = /** @class */ (function (_super) {\n __extends(ImageBitmapResource, _super);\n /**\n * @param source - Image element to use\n */\n // eslint-disable-next-line @typescript-eslint/no-useless-constructor\n function ImageBitmapResource(source) {\n return _super.call(this, source) || this;\n }\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is an ImageBitmap\n */\n ImageBitmapResource.test = function (source) {\n return !!globalThis.createImageBitmap && typeof ImageBitmap !== 'undefined' && source instanceof ImageBitmap;\n };\n return ImageBitmapResource;\n}(BaseImageResource));\n\nINSTALLED.push(ImageResource, ImageBitmapResource, CanvasResource, VideoResource, SVGResource, BufferResource, CubeResource, ArrayResource);\n\nvar _resources = {\n __proto__: null,\n Resource: Resource,\n BaseImageResource: BaseImageResource,\n INSTALLED: INSTALLED,\n autoDetectResource: autoDetectResource,\n AbstractMultiResource: AbstractMultiResource,\n ArrayResource: ArrayResource,\n BufferResource: BufferResource,\n CanvasResource: CanvasResource,\n CubeResource: CubeResource,\n ImageResource: ImageResource,\n SVGResource: SVGResource,\n VideoResource: VideoResource,\n ImageBitmapResource: ImageBitmapResource\n};\n\n/**\n * Resource type for DepthTexture.\n * @memberof PIXI\n */\nvar DepthResource = /** @class */ (function (_super) {\n __extends(DepthResource, _super);\n function DepthResource() {\n return _super !== null && _super.apply(this, arguments) || this;\n }\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture - glTexture\n * @returns - true is success\n */\n DepthResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n var gl = renderer.gl;\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n if (glTexture.width === width && glTexture.height === height) {\n gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data);\n }\n return true;\n };\n return DepthResource;\n}(BufferResource));\n\n/**\n * A framebuffer can be used to render contents off of the screen. {@link PIXI.BaseRenderTexture} uses\n * one internally to render into itself. You can attach a depth or stencil buffer to a framebuffer.\n *\n * On WebGL 2 machines, shaders can output to multiple textures simultaneously with GLSL 300 ES.\n * @memberof PIXI\n */\nvar Framebuffer = /** @class */ (function () {\n /**\n * @param width - Width of the frame buffer\n * @param height - Height of the frame buffer\n */\n function Framebuffer(width, height) {\n this.width = Math.round(width || 100);\n this.height = Math.round(height || 100);\n this.stencil = false;\n this.depth = false;\n this.dirtyId = 0;\n this.dirtyFormat = 0;\n this.dirtySize = 0;\n this.depthTexture = null;\n this.colorTextures = [];\n this.glFramebuffers = {};\n this.disposeRunner = new Runner('disposeFramebuffer');\n this.multisample = MSAA_QUALITY.NONE;\n }\n Object.defineProperty(Framebuffer.prototype, \"colorTexture\", {\n /**\n * Reference to the colorTexture.\n * @readonly\n */\n get: function () {\n return this.colorTextures[0];\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Add texture to the colorTexture array.\n * @param index - Index of the array to add the texture to\n * @param texture - Texture to add to the array\n */\n Framebuffer.prototype.addColorTexture = function (index, texture) {\n if (index === void 0) { index = 0; }\n // TODO add some validation to the texture - same width / height etc?\n this.colorTextures[index] = texture || new BaseTexture(null, {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n mipmap: MIPMAP_MODES.OFF,\n width: this.width,\n height: this.height,\n });\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /**\n * Add a depth texture to the frame buffer.\n * @param texture - Texture to add.\n */\n Framebuffer.prototype.addDepthTexture = function (texture) {\n /* eslint-disable max-len */\n this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n width: this.width,\n height: this.height,\n mipmap: MIPMAP_MODES.OFF,\n format: FORMATS.DEPTH_COMPONENT,\n type: TYPES.UNSIGNED_SHORT,\n });\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /** Enable depth on the frame buffer. */\n Framebuffer.prototype.enableDepth = function () {\n this.depth = true;\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /** Enable stencil on the frame buffer. */\n Framebuffer.prototype.enableStencil = function () {\n this.stencil = true;\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /**\n * Resize the frame buffer\n * @param width - Width of the frame buffer to resize to\n * @param height - Height of the frame buffer to resize to\n */\n Framebuffer.prototype.resize = function (width, height) {\n width = Math.round(width);\n height = Math.round(height);\n if (width === this.width && height === this.height)\n { return; }\n this.width = width;\n this.height = height;\n this.dirtyId++;\n this.dirtySize++;\n for (var i = 0; i < this.colorTextures.length; i++) {\n var texture = this.colorTextures[i];\n var resolution = texture.resolution;\n // take into account the fact the texture may have a different resolution..\n texture.setSize(width / resolution, height / resolution);\n }\n if (this.depthTexture) {\n var resolution = this.depthTexture.resolution;\n this.depthTexture.setSize(width / resolution, height / resolution);\n }\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Framebuffer.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys and removes the depth texture added to this framebuffer. */\n Framebuffer.prototype.destroyDepthTexture = function () {\n if (this.depthTexture) {\n this.depthTexture.destroy();\n this.depthTexture = null;\n ++this.dirtyId;\n ++this.dirtyFormat;\n }\n };\n return Framebuffer;\n}());\n\n/**\n * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position\n * and rotation of the given Display Objects is ignored. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, {renderTexture});\n * ```\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n *\n * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture\n * ```\n * @memberof PIXI\n */\nvar BaseRenderTexture = /** @class */ (function (_super) {\n __extends(BaseRenderTexture, _super);\n /**\n * @param options\n * @param {number} [options.width=100] - The width of the base render texture.\n * @param {number} [options.height=100] - The height of the base render texture.\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES}\n * for possible values.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio\n * of the texture being generated.\n * @param {PIXI.MSAA_QUALITY} [options.multisample=PIXI.MSAA_QUALITY.NONE] - The number of samples of the frame buffer.\n */\n function BaseRenderTexture(options) {\n if (options === void 0) { options = {}; }\n var _this = this;\n if (typeof options === 'number') {\n /* eslint-disable prefer-rest-params */\n // Backward compatibility of signature\n var width = arguments[0];\n var height = arguments[1];\n var scaleMode = arguments[2];\n var resolution = arguments[3];\n options = { width: width, height: height, scaleMode: scaleMode, resolution: resolution };\n /* eslint-enable prefer-rest-params */\n }\n options.width = options.width || 100;\n options.height = options.height || 100;\n options.multisample = options.multisample !== undefined ? options.multisample : MSAA_QUALITY.NONE;\n _this = _super.call(this, null, options) || this;\n // Set defaults\n _this.mipmap = MIPMAP_MODES.OFF;\n _this.valid = true;\n _this.clearColor = [0, 0, 0, 0];\n _this.framebuffer = new Framebuffer(_this.realWidth, _this.realHeight)\n .addColorTexture(0, _this);\n _this.framebuffer.multisample = options.multisample;\n // TODO - could this be added the systems?\n _this.maskStack = [];\n _this.filterStack = [{}];\n return _this;\n }\n /**\n * Resizes the BaseRenderTexture.\n * @param desiredWidth - The desired width to resize to.\n * @param desiredHeight - The desired height to resize to.\n */\n BaseRenderTexture.prototype.resize = function (desiredWidth, desiredHeight) {\n this.framebuffer.resize(desiredWidth * this.resolution, desiredHeight * this.resolution);\n this.setRealSize(this.framebuffer.width, this.framebuffer.height);\n };\n /**\n * Frees the texture and framebuffer from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n * @fires PIXI.BaseTexture#dispose\n */\n BaseRenderTexture.prototype.dispose = function () {\n this.framebuffer.dispose();\n _super.prototype.dispose.call(this);\n };\n /** Destroys this texture. */\n BaseRenderTexture.prototype.destroy = function () {\n _super.prototype.destroy.call(this);\n this.framebuffer.destroyDepthTexture();\n this.framebuffer = null;\n };\n return BaseRenderTexture;\n}(BaseTexture));\n\n/**\n * Stores a texture's frame in UV coordinates, in\n * which everything lies in the rectangle `[(0,0), (1,0),\n * (1,1), (0,1)]`.\n *\n * | Corner | Coordinates |\n * |--------------|-------------|\n * | Top-Left | `(x0,y0)` |\n * | Top-Right | `(x1,y1)` |\n * | Bottom-Right | `(x2,y2)` |\n * | Bottom-Left | `(x3,y3)` |\n * @protected\n * @memberof PIXI\n */\nvar TextureUvs = /** @class */ (function () {\n function TextureUvs() {\n this.x0 = 0;\n this.y0 = 0;\n this.x1 = 1;\n this.y1 = 0;\n this.x2 = 1;\n this.y2 = 1;\n this.x3 = 0;\n this.y3 = 1;\n this.uvsFloat32 = new Float32Array(8);\n }\n /**\n * Sets the texture Uvs based on the given frame information.\n * @protected\n * @param frame - The frame of the texture\n * @param baseFrame - The base frame of the texture\n * @param rotate - Rotation of frame, see {@link PIXI.groupD8}\n */\n TextureUvs.prototype.set = function (frame, baseFrame, rotate) {\n var tw = baseFrame.width;\n var th = baseFrame.height;\n if (rotate) {\n // width and height div 2 div baseFrame size\n var w2 = frame.width / 2 / tw;\n var h2 = frame.height / 2 / th;\n // coordinates of center\n var cX = (frame.x / tw) + w2;\n var cY = (frame.y / th) + h2;\n rotate = groupD8.add(rotate, groupD8.NW); // NW is top-left corner\n this.x0 = cX + (w2 * groupD8.uX(rotate));\n this.y0 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2); // rotate 90 degrees clockwise\n this.x1 = cX + (w2 * groupD8.uX(rotate));\n this.y1 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2);\n this.x2 = cX + (w2 * groupD8.uX(rotate));\n this.y2 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2);\n this.x3 = cX + (w2 * groupD8.uX(rotate));\n this.y3 = cY + (h2 * groupD8.uY(rotate));\n }\n else {\n this.x0 = frame.x / tw;\n this.y0 = frame.y / th;\n this.x1 = (frame.x + frame.width) / tw;\n this.y1 = frame.y / th;\n this.x2 = (frame.x + frame.width) / tw;\n this.y2 = (frame.y + frame.height) / th;\n this.x3 = frame.x / tw;\n this.y3 = (frame.y + frame.height) / th;\n }\n this.uvsFloat32[0] = this.x0;\n this.uvsFloat32[1] = this.y0;\n this.uvsFloat32[2] = this.x1;\n this.uvsFloat32[3] = this.y1;\n this.uvsFloat32[4] = this.x2;\n this.uvsFloat32[5] = this.y2;\n this.uvsFloat32[6] = this.x3;\n this.uvsFloat32[7] = this.y3;\n };\n TextureUvs.prototype.toString = function () {\n return \"[@pixi/core:TextureUvs \"\n + (\"x0=\" + this.x0 + \" y0=\" + this.y0 + \" \")\n + (\"x1=\" + this.x1 + \" y1=\" + this.y1 + \" x2=\" + this.x2 + \" \")\n + (\"y2=\" + this.y2 + \" x3=\" + this.x3 + \" y3=\" + this.y3)\n + \"]\";\n };\n return TextureUvs;\n}());\n\nvar DEFAULT_UVS = new TextureUvs();\n/**\n * Used to remove listeners from WHITE and EMPTY Textures\n * @ignore\n */\nfunction removeAllHandlers(tex) {\n tex.destroy = function _emptyDestroy() { };\n tex.on = function _emptyOn() { };\n tex.once = function _emptyOnce() { };\n tex.emit = function _emptyEmit() { };\n}\n/**\n * A texture stores the information that represents an image or part of an image.\n *\n * It cannot be added to the display list directly; instead use it as the texture for a Sprite.\n * If no frame is provided for a texture, then the whole image is used.\n *\n * You can directly create a texture from an image and then reuse it multiple times like this :\n *\n * ```js\n * let texture = PIXI.Texture.from('assets/image.png');\n * let sprite1 = new PIXI.Sprite(texture);\n * let sprite2 = new PIXI.Sprite(texture);\n * ```\n *\n * If you didnt pass the texture frame to constructor, it enables `noFrame` mode:\n * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture.\n *\n * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing.\n * You can check for this by checking the sprite's _textureID property.\n * ```js\n * var texture = PIXI.Texture.from('assets/image.svg');\n * var sprite1 = new PIXI.Sprite(texture);\n * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file\n * ```\n * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068.\n * @memberof PIXI\n * @typeParam R - The BaseTexture's Resource type.\n */\nvar Texture = /** @class */ (function (_super) {\n __extends(Texture, _super);\n /**\n * @param baseTexture - The base texture source to create the texture from\n * @param frame - The rectangle frame of the texture to show\n * @param orig - The area of original texture\n * @param trim - Trimmed rectangle of original texture\n * @param rotate - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8}\n * @param anchor - Default anchor point used for sprite placement / rotation\n */\n function Texture(baseTexture, frame, orig, trim, rotate, anchor) {\n var _this = _super.call(this) || this;\n _this.noFrame = false;\n if (!frame) {\n _this.noFrame = true;\n frame = new Rectangle(0, 0, 1, 1);\n }\n if (baseTexture instanceof Texture) {\n baseTexture = baseTexture.baseTexture;\n }\n _this.baseTexture = baseTexture;\n _this._frame = frame;\n _this.trim = trim;\n _this.valid = false;\n _this._uvs = DEFAULT_UVS;\n _this.uvMatrix = null;\n _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1);\n _this._rotate = Number(rotate || 0);\n if (rotate === true) {\n // this is old texturepacker legacy, some games/libraries are passing \"true\" for rotated textures\n _this._rotate = 2;\n }\n else if (_this._rotate % 2 !== 0) {\n throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually');\n }\n _this.defaultAnchor = anchor ? new Point(anchor.x, anchor.y) : new Point(0, 0);\n _this._updateID = 0;\n _this.textureCacheIds = [];\n if (!baseTexture.valid) {\n baseTexture.once('loaded', _this.onBaseTextureUpdated, _this);\n }\n else if (_this.noFrame) {\n // if there is no frame we should monitor for any base texture changes..\n if (baseTexture.valid) {\n _this.onBaseTextureUpdated(baseTexture);\n }\n }\n else {\n _this.frame = frame;\n }\n if (_this.noFrame) {\n baseTexture.on('update', _this.onBaseTextureUpdated, _this);\n }\n return _this;\n }\n /**\n * Updates this texture on the gpu.\n *\n * Calls the TextureResource update.\n *\n * If you adjusted `frame` manually, please call `updateUvs()` instead.\n */\n Texture.prototype.update = function () {\n if (this.baseTexture.resource) {\n this.baseTexture.resource.update();\n }\n };\n /**\n * Called when the base texture is updated\n * @protected\n * @param baseTexture - The base texture.\n */\n Texture.prototype.onBaseTextureUpdated = function (baseTexture) {\n if (this.noFrame) {\n if (!this.baseTexture.valid) {\n return;\n }\n this._frame.width = baseTexture.width;\n this._frame.height = baseTexture.height;\n this.valid = true;\n this.updateUvs();\n }\n else {\n // TODO this code looks confusing.. boo to abusing getters and setters!\n // if user gave us frame that has bigger size than resized texture it can be a problem\n this.frame = this._frame;\n }\n this.emit('update', this);\n };\n /**\n * Destroys this texture\n * @param [destroyBase=false] - Whether to destroy the base texture as well\n */\n Texture.prototype.destroy = function (destroyBase) {\n if (this.baseTexture) {\n if (destroyBase) {\n var resource = this.baseTexture.resource;\n // delete the texture if it exists in the texture cache..\n // this only needs to be removed if the base texture is actually destroyed too..\n if (resource && resource.url && TextureCache[resource.url]) {\n Texture.removeFromCache(resource.url);\n }\n this.baseTexture.destroy();\n }\n this.baseTexture.off('loaded', this.onBaseTextureUpdated, this);\n this.baseTexture.off('update', this.onBaseTextureUpdated, this);\n this.baseTexture = null;\n }\n this._frame = null;\n this._uvs = null;\n this.trim = null;\n this.orig = null;\n this.valid = false;\n Texture.removeFromCache(this);\n this.textureCacheIds = null;\n };\n /**\n * Creates a new texture object that acts the same as this one.\n * @returns - The new texture\n */\n Texture.prototype.clone = function () {\n var clonedFrame = this._frame.clone();\n var clonedOrig = this._frame === this.orig ? clonedFrame : this.orig.clone();\n var clonedTexture = new Texture(this.baseTexture, !this.noFrame && clonedFrame, clonedOrig, this.trim && this.trim.clone(), this.rotate, this.defaultAnchor);\n if (this.noFrame) {\n clonedTexture._frame = clonedFrame;\n }\n return clonedTexture;\n };\n /**\n * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture.\n * Call it after changing the frame\n */\n Texture.prototype.updateUvs = function () {\n if (this._uvs === DEFAULT_UVS) {\n this._uvs = new TextureUvs();\n }\n this._uvs.set(this._frame, this.baseTexture, this.rotate);\n this._updateID++;\n };\n /**\n * Helper function that creates a new Texture based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n * @param {string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source -\n * Source or array of sources to create texture from\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id\n * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}.\n * @returns {PIXI.Texture} The newly created texture\n */\n Texture.from = function (source, options, strict) {\n if (options === void 0) { options = {}; }\n if (strict === void 0) { strict = settings.STRICT_TEXTURE_CACHE; }\n var isFrame = typeof source === 'string';\n var cacheId = null;\n if (isFrame) {\n cacheId = source;\n }\n else if (source instanceof BaseTexture) {\n if (!source.cacheId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source.cacheId = prefix + \"-\" + uid();\n BaseTexture.addToCache(source, source.cacheId);\n }\n cacheId = source.cacheId;\n }\n else {\n if (!source._pixiId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source._pixiId = prefix + \"_\" + uid();\n }\n cacheId = source._pixiId;\n }\n var texture = TextureCache[cacheId];\n // Strict-mode rejects invalid cacheIds\n if (isFrame && strict && !texture) {\n throw new Error(\"The cacheId \\\"\" + cacheId + \"\\\" does not exist in TextureCache.\");\n }\n if (!texture && !(source instanceof BaseTexture)) {\n if (!options.resolution) {\n options.resolution = getResolutionOfUrl(source);\n }\n texture = new Texture(new BaseTexture(source, options));\n texture.baseTexture.cacheId = cacheId;\n BaseTexture.addToCache(texture.baseTexture, cacheId);\n Texture.addToCache(texture, cacheId);\n }\n else if (!texture && (source instanceof BaseTexture)) {\n texture = new Texture(source);\n Texture.addToCache(texture, cacheId);\n }\n // lets assume its a base texture!\n return texture;\n };\n /**\n * Useful for loading textures via URLs. Use instead of `Texture.from` because\n * it does a better job of handling failed URLs more effectively. This also ignores\n * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images.\n * @param url - The remote URL or array of URLs to load.\n * @param options - Optional options to include\n * @returns - A Promise that resolves to a Texture.\n */\n Texture.fromURL = function (url, options) {\n var resourceOptions = Object.assign({ autoLoad: false }, options === null || options === void 0 ? void 0 : options.resourceOptions);\n var texture = Texture.from(url, Object.assign({ resourceOptions: resourceOptions }, options), false);\n var resource = texture.baseTexture.resource;\n // The texture was already loaded\n if (texture.baseTexture.valid) {\n return Promise.resolve(texture);\n }\n // Manually load the texture, this should allow users to handle load errors\n return resource.load().then(function () { return Promise.resolve(texture); });\n };\n /**\n * Create a new Texture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param width - Width of the resource\n * @param height - Height of the resource\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @returns - The resulting new BaseTexture\n */\n Texture.fromBuffer = function (buffer, width, height, options) {\n return new Texture(BaseTexture.fromBuffer(buffer, width, height, options));\n };\n /**\n * Create a texture from a source and add to the cache.\n * @param {HTMLImageElement|HTMLCanvasElement|string} source - The input source.\n * @param imageUrl - File name of texture, for cache and resolving resolution.\n * @param name - Human readable name for the texture cache. If no name is\n * specified, only `imageUrl` will be used as the cache ID.\n * @param options\n * @returns - Output texture\n */\n Texture.fromLoader = function (source, imageUrl, name, options) {\n var baseTexture = new BaseTexture(source, Object.assign({\n scaleMode: settings.SCALE_MODE,\n resolution: getResolutionOfUrl(imageUrl),\n }, options));\n var resource = baseTexture.resource;\n if (resource instanceof ImageResource) {\n resource.url = imageUrl;\n }\n var texture = new Texture(baseTexture);\n // No name, use imageUrl instead\n if (!name) {\n name = imageUrl;\n }\n // lets also add the frame to pixi's global cache for 'fromLoader' function\n BaseTexture.addToCache(texture.baseTexture, name);\n Texture.addToCache(texture, name);\n // also add references by url if they are different.\n if (name !== imageUrl) {\n BaseTexture.addToCache(texture.baseTexture, imageUrl);\n Texture.addToCache(texture, imageUrl);\n }\n // Generally images are valid right away\n if (texture.baseTexture.valid) {\n return Promise.resolve(texture);\n }\n // SVG assets need to be parsed async, let's wait\n return new Promise(function (resolve) {\n texture.baseTexture.once('loaded', function () { return resolve(texture); });\n });\n };\n /**\n * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object.\n * @param texture - The Texture to add to the cache.\n * @param id - The id that the Texture will be stored against.\n */\n Texture.addToCache = function (texture, id) {\n if (id) {\n if (texture.textureCacheIds.indexOf(id) === -1) {\n texture.textureCacheIds.push(id);\n }\n if (TextureCache[id]) {\n // eslint-disable-next-line no-console\n console.warn(\"Texture added to the cache with an id [\" + id + \"] that already had an entry\");\n }\n TextureCache[id] = texture;\n }\n };\n /**\n * Remove a Texture from the global TextureCache.\n * @param texture - id of a Texture to be removed, or a Texture instance itself\n * @returns - The Texture that was removed\n */\n Texture.removeFromCache = function (texture) {\n if (typeof texture === 'string') {\n var textureFromCache = TextureCache[texture];\n if (textureFromCache) {\n var index = textureFromCache.textureCacheIds.indexOf(texture);\n if (index > -1) {\n textureFromCache.textureCacheIds.splice(index, 1);\n }\n delete TextureCache[texture];\n return textureFromCache;\n }\n }\n else if (texture && texture.textureCacheIds) {\n for (var i = 0; i < texture.textureCacheIds.length; ++i) {\n // Check that texture matches the one being passed in before deleting it from the cache.\n if (TextureCache[texture.textureCacheIds[i]] === texture) {\n delete TextureCache[texture.textureCacheIds[i]];\n }\n }\n texture.textureCacheIds.length = 0;\n return texture;\n }\n return null;\n };\n Object.defineProperty(Texture.prototype, \"resolution\", {\n /**\n * Returns resolution of baseTexture\n * @readonly\n */\n get: function () {\n return this.baseTexture.resolution;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"frame\", {\n /**\n * The frame specifies the region of the base texture that this texture uses.\n * Please call `updateUvs()` after you change coordinates of `frame` manually.\n */\n get: function () {\n return this._frame;\n },\n set: function (frame) {\n this._frame = frame;\n this.noFrame = false;\n var x = frame.x, y = frame.y, width = frame.width, height = frame.height;\n var xNotFit = x + width > this.baseTexture.width;\n var yNotFit = y + height > this.baseTexture.height;\n if (xNotFit || yNotFit) {\n var relationship = xNotFit && yNotFit ? 'and' : 'or';\n var errorX = \"X: \" + x + \" + \" + width + \" = \" + (x + width) + \" > \" + this.baseTexture.width;\n var errorY = \"Y: \" + y + \" + \" + height + \" = \" + (y + height) + \" > \" + this.baseTexture.height;\n throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: '\n + (errorX + \" \" + relationship + \" \" + errorY));\n }\n this.valid = width && height && this.baseTexture.valid;\n if (!this.trim && !this.rotate) {\n this.orig = frame;\n }\n if (this.valid) {\n this.updateUvs();\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"rotate\", {\n /**\n * Indicates whether the texture is rotated inside the atlas\n * set to 2 to compensate for texture packer rotation\n * set to 6 to compensate for spine packer rotation\n * can be used to rotate or mirror sprites\n * See {@link PIXI.groupD8} for explanation\n */\n get: function () {\n return this._rotate;\n },\n set: function (rotate) {\n this._rotate = rotate;\n if (this.valid) {\n this.updateUvs();\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"width\", {\n /** The width of the Texture in pixels. */\n get: function () {\n return this.orig.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"height\", {\n /** The height of the Texture in pixels. */\n get: function () {\n return this.orig.height;\n },\n enumerable: false,\n configurable: true\n });\n /** Utility function for BaseTexture|Texture cast. */\n Texture.prototype.castToBaseTexture = function () {\n return this.baseTexture;\n };\n Object.defineProperty(Texture, \"EMPTY\", {\n /** An empty texture, used often to not have to create multiple empty textures. Can not be destroyed. */\n get: function () {\n if (!Texture._EMPTY) {\n Texture._EMPTY = new Texture(new BaseTexture());\n removeAllHandlers(Texture._EMPTY);\n removeAllHandlers(Texture._EMPTY.baseTexture);\n }\n return Texture._EMPTY;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture, \"WHITE\", {\n /** A white texture of 16x16 size, used for graphics and other things Can not be destroyed. */\n get: function () {\n if (!Texture._WHITE) {\n var canvas = settings.ADAPTER.createCanvas(16, 16);\n var context = canvas.getContext('2d');\n canvas.width = 16;\n canvas.height = 16;\n context.fillStyle = 'white';\n context.fillRect(0, 0, 16, 16);\n Texture._WHITE = new Texture(BaseTexture.from(canvas));\n removeAllHandlers(Texture._WHITE);\n removeAllHandlers(Texture._WHITE.baseTexture);\n }\n return Texture._WHITE;\n },\n enumerable: false,\n configurable: true\n });\n return Texture;\n}(EventEmitter));\n\n/**\n * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * __Hint-2__: The actual memory allocation will happen on first render.\n * You shouldn't create renderTextures each frame just to delete them after, try to reuse them.\n *\n * A RenderTexture takes a snapshot of any Display Object given to its render method. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let renderTexture = PIXI.RenderTexture.create({ width: 800, height: 600 });\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, {renderTexture});\n * ```\n * Note that you should not create a new renderer, but reuse the same one as the rest of the application.\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let renderTexture = new PIXI.RenderTexture.create({ width: 100, height: 100 });\n *\n * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture\n * ```\n * @memberof PIXI\n */\nvar RenderTexture = /** @class */ (function (_super) {\n __extends(RenderTexture, _super);\n /**\n * @param baseRenderTexture - The base texture object that this texture uses.\n * @param frame - The rectangle frame of the texture to show.\n */\n function RenderTexture(baseRenderTexture, frame) {\n var _this = _super.call(this, baseRenderTexture, frame) || this;\n _this.valid = true;\n _this.filterFrame = null;\n _this.filterPoolKey = null;\n _this.updateUvs();\n return _this;\n }\n Object.defineProperty(RenderTexture.prototype, \"framebuffer\", {\n /**\n * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast.\n * @readonly\n */\n get: function () {\n return this.baseTexture.framebuffer;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(RenderTexture.prototype, \"multisample\", {\n /**\n * Shortcut to `this.framebuffer.multisample`.\n * @default PIXI.MSAA_QUALITY.NONE\n */\n get: function () {\n return this.framebuffer.multisample;\n },\n set: function (value) {\n this.framebuffer.multisample = value;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Resizes the RenderTexture.\n * @param desiredWidth - The desired width to resize to.\n * @param desiredHeight - The desired height to resize to.\n * @param resizeBaseTexture - Should the baseTexture.width and height values be resized as well?\n */\n RenderTexture.prototype.resize = function (desiredWidth, desiredHeight, resizeBaseTexture) {\n if (resizeBaseTexture === void 0) { resizeBaseTexture = true; }\n var resolution = this.baseTexture.resolution;\n var width = Math.round(desiredWidth * resolution) / resolution;\n var height = Math.round(desiredHeight * resolution) / resolution;\n // TODO - could be not required..\n this.valid = (width > 0 && height > 0);\n this._frame.width = this.orig.width = width;\n this._frame.height = this.orig.height = height;\n if (resizeBaseTexture) {\n this.baseTexture.resize(width, height);\n }\n this.updateUvs();\n };\n /**\n * Changes the resolution of baseTexture, but does not change framebuffer size.\n * @param resolution - The new resolution to apply to RenderTexture\n */\n RenderTexture.prototype.setResolution = function (resolution) {\n var baseTexture = this.baseTexture;\n if (baseTexture.resolution === resolution) {\n return;\n }\n baseTexture.setResolution(resolution);\n this.resize(baseTexture.width, baseTexture.height, false);\n };\n RenderTexture.create = function (options) {\n var arguments$1 = arguments;\n\n var rest = [];\n for (var _i = 1; _i < arguments.length; _i++) {\n rest[_i - 1] = arguments$1[_i];\n }\n // @deprecated fallback, old-style: create(width, height, scaleMode, resolution)\n if (typeof options === 'number') {\n deprecation('6.0.0', 'Arguments (width, height, scaleMode, resolution) have been deprecated.');\n /* eslint-disable prefer-rest-params */\n options = {\n width: options,\n height: rest[0],\n scaleMode: rest[1],\n resolution: rest[2],\n };\n /* eslint-enable prefer-rest-params */\n }\n return new RenderTexture(new BaseRenderTexture(options));\n };\n return RenderTexture;\n}(Texture));\n\n/**\n * Texture pool, used by FilterSystem and plugins.\n *\n * Stores collection of temporary pow2 or screen-sized renderTextures\n *\n * If you use custom RenderTexturePool for your filters, you can use methods\n * `getFilterTexture` and `returnFilterTexture` same as in\n * @memberof PIXI\n */\nvar RenderTexturePool = /** @class */ (function () {\n /**\n * @param textureOptions - options that will be passed to BaseRenderTexture constructor\n * @param {PIXI.SCALE_MODES} [textureOptions.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values.\n */\n function RenderTexturePool(textureOptions) {\n this.texturePool = {};\n this.textureOptions = textureOptions || {};\n this.enableFullScreen = false;\n this._pixelsWidth = 0;\n this._pixelsHeight = 0;\n }\n /**\n * Creates texture with params that were specified in pool constructor.\n * @param realWidth - Width of texture in pixels.\n * @param realHeight - Height of texture in pixels.\n * @param multisample - Number of samples of the framebuffer.\n */\n RenderTexturePool.prototype.createTexture = function (realWidth, realHeight, multisample) {\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n var baseRenderTexture = new BaseRenderTexture(Object.assign({\n width: realWidth,\n height: realHeight,\n resolution: 1,\n multisample: multisample,\n }, this.textureOptions));\n return new RenderTexture(baseRenderTexture);\n };\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n * @param minWidth - The minimum width of the render texture.\n * @param minHeight - The minimum height of the render texture.\n * @param resolution - The resolution of the render texture.\n * @param multisample - Number of samples of the render texture.\n * @returns The new render texture.\n */\n RenderTexturePool.prototype.getOptimalTexture = function (minWidth, minHeight, resolution, multisample) {\n if (resolution === void 0) { resolution = 1; }\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n var key;\n minWidth = Math.ceil((minWidth * resolution) - 1e-6);\n minHeight = Math.ceil((minHeight * resolution) - 1e-6);\n if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight) {\n minWidth = nextPow2(minWidth);\n minHeight = nextPow2(minHeight);\n key = (((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF)) >>> 0;\n if (multisample > 1) {\n key += multisample * 0x100000000;\n }\n }\n else {\n key = multisample > 1 ? -multisample : -1;\n }\n if (!this.texturePool[key]) {\n this.texturePool[key] = [];\n }\n var renderTexture = this.texturePool[key].pop();\n if (!renderTexture) {\n renderTexture = this.createTexture(minWidth, minHeight, multisample);\n }\n renderTexture.filterPoolKey = key;\n renderTexture.setResolution(resolution);\n return renderTexture;\n };\n /**\n * Gets extra texture of the same size as input renderTexture\n *\n * `getFilterTexture(input, 0.5)` or `getFilterTexture(0.5, input)`\n * @param input - renderTexture from which size and resolution will be copied\n * @param resolution - override resolution of the renderTexture\n * It overrides, it does not multiply\n * @param multisample - number of samples of the renderTexture\n */\n RenderTexturePool.prototype.getFilterTexture = function (input, resolution, multisample) {\n var filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE);\n filterTexture.filterFrame = input.filterFrame;\n return filterTexture;\n };\n /**\n * Place a render texture back into the pool.\n * @param renderTexture - The renderTexture to free\n */\n RenderTexturePool.prototype.returnTexture = function (renderTexture) {\n var key = renderTexture.filterPoolKey;\n renderTexture.filterFrame = null;\n this.texturePool[key].push(renderTexture);\n };\n /**\n * Alias for returnTexture, to be compliant with FilterSystem interface.\n * @param renderTexture - The renderTexture to free\n */\n RenderTexturePool.prototype.returnFilterTexture = function (renderTexture) {\n this.returnTexture(renderTexture);\n };\n /**\n * Clears the pool.\n * @param destroyTextures - Destroy all stored textures.\n */\n RenderTexturePool.prototype.clear = function (destroyTextures) {\n destroyTextures = destroyTextures !== false;\n if (destroyTextures) {\n for (var i in this.texturePool) {\n var textures = this.texturePool[i];\n if (textures) {\n for (var j = 0; j < textures.length; j++) {\n textures[j].destroy(true);\n }\n }\n }\n }\n this.texturePool = {};\n };\n /**\n * If screen size was changed, drops all screen-sized textures,\n * sets new screen size, sets `enableFullScreen` to true\n *\n * Size is measured in pixels, `renderer.view` can be passed here, not `renderer.screen`\n * @param size - Initial size of screen.\n */\n RenderTexturePool.prototype.setScreenSize = function (size) {\n if (size.width === this._pixelsWidth\n && size.height === this._pixelsHeight) {\n return;\n }\n this.enableFullScreen = size.width > 0 && size.height > 0;\n for (var i in this.texturePool) {\n if (!(Number(i) < 0)) {\n continue;\n }\n var textures = this.texturePool[i];\n if (textures) {\n for (var j = 0; j < textures.length; j++) {\n textures[j].destroy(true);\n }\n }\n this.texturePool[i] = [];\n }\n this._pixelsWidth = size.width;\n this._pixelsHeight = size.height;\n };\n /**\n * Key that is used to store fullscreen renderTextures in a pool\n * @constant\n */\n RenderTexturePool.SCREEN_KEY = -1;\n return RenderTexturePool;\n}());\n\n/* eslint-disable max-len */\n/**\n * Holds the information for a single attribute structure required to render geometry.\n *\n * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer}\n * This can include anything from positions, uvs, normals, colors etc.\n * @memberof PIXI\n */\nvar Attribute = /** @class */ (function () {\n /**\n * @param buffer - the id of the buffer that this attribute will look for\n * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2.\n * @param normalized - should the data be normalized.\n * @param {PIXI.TYPES} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @param [start=0] - How far into the array to start reading values (used for interleaving data)\n * @param [instance=false] - Whether the geometry is instanced.\n */\n function Attribute(buffer, size, normalized, type, stride, start, instance) {\n if (size === void 0) { size = 0; }\n if (normalized === void 0) { normalized = false; }\n if (type === void 0) { type = TYPES.FLOAT; }\n this.buffer = buffer;\n this.size = size;\n this.normalized = normalized;\n this.type = type;\n this.stride = stride;\n this.start = start;\n this.instance = instance;\n }\n /** Destroys the Attribute. */\n Attribute.prototype.destroy = function () {\n this.buffer = null;\n };\n /**\n * Helper function that creates an Attribute based on the information provided\n * @param buffer - the id of the buffer that this attribute will look for\n * @param [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param [normalized=false] - should the data be normalized.\n * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @returns - A new {@link PIXI.Attribute} based on the information provided\n */\n Attribute.from = function (buffer, size, normalized, type, stride) {\n return new Attribute(buffer, size, normalized, type, stride);\n };\n return Attribute;\n}());\n\nvar UID$4 = 0;\n/**\n * A wrapper for data so that it can be used and uploaded by WebGL\n * @memberof PIXI\n */\nvar Buffer = /** @class */ (function () {\n /**\n * @param {PIXI.IArrayBuffer} data - the data to store in the buffer.\n * @param _static - `true` for static buffer\n * @param index - `true` for index buffer\n */\n function Buffer(data, _static, index) {\n if (_static === void 0) { _static = true; }\n if (index === void 0) { index = false; }\n this.data = (data || new Float32Array(1));\n this._glBuffers = {};\n this._updateID = 0;\n this.index = index;\n this.static = _static;\n this.id = UID$4++;\n this.disposeRunner = new Runner('disposeBuffer');\n }\n // TODO could explore flagging only a partial upload?\n /**\n * Flags this buffer as requiring an upload to the GPU.\n * @param {PIXI.IArrayBuffer|number[]} [data] - the data to update in the buffer.\n */\n Buffer.prototype.update = function (data) {\n if (data instanceof Array) {\n data = new Float32Array(data);\n }\n this.data = data || this.data;\n this._updateID++;\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Buffer.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys the buffer. */\n Buffer.prototype.destroy = function () {\n this.dispose();\n this.data = null;\n };\n Object.defineProperty(Buffer.prototype, \"index\", {\n get: function () {\n return this.type === BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n },\n /**\n * Flags whether this is an index buffer.\n *\n * Index buffers are of type `ELEMENT_ARRAY_BUFFER`. Note that setting this property to false will make\n * the buffer of type `ARRAY_BUFFER`.\n *\n * For backwards compatibility.\n */\n set: function (value) {\n this.type = value ? BUFFER_TYPE.ELEMENT_ARRAY_BUFFER : BUFFER_TYPE.ARRAY_BUFFER;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Helper function that creates a buffer based on an array or TypedArray\n * @param {ArrayBufferView | number[]} data - the TypedArray that the buffer will store. If this is a regular Array it will be converted to a Float32Array.\n * @returns - A new Buffer based on the data provided.\n */\n Buffer.from = function (data) {\n if (data instanceof Array) {\n data = new Float32Array(data);\n }\n return new Buffer(data);\n };\n return Buffer;\n}());\n\n/* eslint-disable object-shorthand */\nvar map$1 = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n};\nfunction interleaveTypedArrays(arrays, sizes) {\n var outSize = 0;\n var stride = 0;\n var views = {};\n for (var i = 0; i < arrays.length; i++) {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n var buffer = new ArrayBuffer(outSize * 4);\n var out = null;\n var littleOffset = 0;\n for (var i = 0; i < arrays.length; i++) {\n var size = sizes[i];\n var array = arrays[i];\n var type = getBufferType(array);\n if (!views[type]) {\n views[type] = new map$1[type](buffer);\n }\n out = views[type];\n for (var j = 0; j < array.length; j++) {\n var indexStart = ((j / size | 0) * stride) + littleOffset;\n var index = j % size;\n out[indexStart + index] = array[j];\n }\n littleOffset += size;\n }\n return new Float32Array(buffer);\n}\n\nvar byteSizeMap$1 = { 5126: 4, 5123: 2, 5121: 1 };\nvar UID$3 = 0;\n/* eslint-disable object-shorthand */\nvar map = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n Uint16Array: Uint16Array,\n};\n/* eslint-disable max-len */\n/**\n * The Geometry represents a model. It consists of two components:\n * - GeometryStyle - The structure of the model such as the attributes layout\n * - GeometryData - the data of the model - this consists of buffers.\n * This can include anything from positions, uvs, normals, colors etc.\n *\n * Geometry can be defined without passing in a style or data if required (thats how I prefer!)\n *\n * ```js\n * let geometry = new PIXI.Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1],2)\n * geometry.addIndex([0,1,2,1,3,2])\n * ```\n * @memberof PIXI\n */\nvar Geometry = /** @class */ (function () {\n /**\n * @param buffers - An array of buffers. optional.\n * @param attributes - Of the geometry, optional structure of the attributes layout\n */\n function Geometry(buffers, attributes) {\n if (buffers === void 0) { buffers = []; }\n if (attributes === void 0) { attributes = {}; }\n this.buffers = buffers;\n this.indexBuffer = null;\n this.attributes = attributes;\n this.glVertexArrayObjects = {};\n this.id = UID$3++;\n this.instanced = false;\n this.instanceCount = 1;\n this.disposeRunner = new Runner('disposeGeometry');\n this.refCount = 0;\n }\n /**\n *\n * Adds an attribute to the geometry\n * Note: `stride` and `start` should be `undefined` if you dont know them, not 0!\n * @param id - the name of the attribute (matching up to a shader)\n * @param {PIXI.Buffer|number[]} buffer - the buffer that holds the data of the attribute . You can also provide an Array and a buffer will be created from it.\n * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param normalized - should the data be normalized.\n * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @param [start=0] - How far into the array to start reading values (used for interleaving data)\n * @param instance - Instancing flag\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.addAttribute = function (id, buffer, size, normalized, type, stride, start, instance) {\n if (size === void 0) { size = 0; }\n if (normalized === void 0) { normalized = false; }\n if (instance === void 0) { instance = false; }\n if (!buffer) {\n throw new Error('You must pass a buffer when creating an attribute');\n }\n // check if this is a buffer!\n if (!(buffer instanceof Buffer)) {\n // its an array!\n if (buffer instanceof Array) {\n buffer = new Float32Array(buffer);\n }\n buffer = new Buffer(buffer);\n }\n var ids = id.split('|');\n if (ids.length > 1) {\n for (var i = 0; i < ids.length; i++) {\n this.addAttribute(ids[i], buffer, size, normalized, type);\n }\n return this;\n }\n var bufferIndex = this.buffers.indexOf(buffer);\n if (bufferIndex === -1) {\n this.buffers.push(buffer);\n bufferIndex = this.buffers.length - 1;\n }\n this.attributes[id] = new Attribute(bufferIndex, size, normalized, type, stride, start, instance);\n // assuming that if there is instanced data then this will be drawn with instancing!\n this.instanced = this.instanced || instance;\n return this;\n };\n /**\n * Returns the requested attribute.\n * @param id - The name of the attribute required\n * @returns - The attribute requested.\n */\n Geometry.prototype.getAttribute = function (id) {\n return this.attributes[id];\n };\n /**\n * Returns the requested buffer.\n * @param id - The name of the buffer required.\n * @returns - The buffer requested.\n */\n Geometry.prototype.getBuffer = function (id) {\n return this.buffers[this.getAttribute(id).buffer];\n };\n /**\n *\n * Adds an index buffer to the geometry\n * The index buffer contains integers, three for each triangle in the geometry, which reference the various attribute buffers (position, colour, UV coordinates, other UV coordinates, normal, …). There is only ONE index buffer.\n * @param {PIXI.Buffer|number[]} [buffer] - The buffer that holds the data of the index buffer. You can also provide an Array and a buffer will be created from it.\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.addIndex = function (buffer) {\n if (!(buffer instanceof Buffer)) {\n // its an array!\n if (buffer instanceof Array) {\n buffer = new Uint16Array(buffer);\n }\n buffer = new Buffer(buffer);\n }\n buffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n this.indexBuffer = buffer;\n if (this.buffers.indexOf(buffer) === -1) {\n this.buffers.push(buffer);\n }\n return this;\n };\n /**\n * Returns the index buffer\n * @returns - The index buffer.\n */\n Geometry.prototype.getIndex = function () {\n return this.indexBuffer;\n };\n /**\n * This function modifies the structure so that all current attributes become interleaved into a single buffer\n * This can be useful if your model remains static as it offers a little performance boost\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.interleave = function () {\n // a simple check to see if buffers are already interleaved..\n if (this.buffers.length === 1 || (this.buffers.length === 2 && this.indexBuffer))\n { return this; }\n // assume already that no buffers are interleaved\n var arrays = [];\n var sizes = [];\n var interleavedBuffer = new Buffer();\n var i;\n for (i in this.attributes) {\n var attribute = this.attributes[i];\n var buffer = this.buffers[attribute.buffer];\n arrays.push(buffer.data);\n sizes.push((attribute.size * byteSizeMap$1[attribute.type]) / 4);\n attribute.buffer = 0;\n }\n interleavedBuffer.data = interleaveTypedArrays(arrays, sizes);\n for (i = 0; i < this.buffers.length; i++) {\n if (this.buffers[i] !== this.indexBuffer) {\n this.buffers[i].destroy();\n }\n }\n this.buffers = [interleavedBuffer];\n if (this.indexBuffer) {\n this.buffers.push(this.indexBuffer);\n }\n return this;\n };\n /** Get the size of the geometries, in vertices. */\n Geometry.prototype.getSize = function () {\n for (var i in this.attributes) {\n var attribute = this.attributes[i];\n var buffer = this.buffers[attribute.buffer];\n return buffer.data.length / ((attribute.stride / 4) || attribute.size);\n }\n return 0;\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Geometry.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys the geometry. */\n Geometry.prototype.destroy = function () {\n this.dispose();\n this.buffers = null;\n this.indexBuffer = null;\n this.attributes = null;\n };\n /**\n * Returns a clone of the geometry.\n * @returns - A new clone of this geometry.\n */\n Geometry.prototype.clone = function () {\n var geometry = new Geometry();\n for (var i = 0; i < this.buffers.length; i++) {\n geometry.buffers[i] = new Buffer(this.buffers[i].data.slice(0));\n }\n for (var i in this.attributes) {\n var attrib = this.attributes[i];\n geometry.attributes[i] = new Attribute(attrib.buffer, attrib.size, attrib.normalized, attrib.type, attrib.stride, attrib.start, attrib.instance);\n }\n if (this.indexBuffer) {\n geometry.indexBuffer = geometry.buffers[this.buffers.indexOf(this.indexBuffer)];\n geometry.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n }\n return geometry;\n };\n /**\n * Merges an array of geometries into a new single one.\n *\n * Geometry attribute styles must match for this operation to work.\n * @param geometries - array of geometries to merge\n * @returns - Shiny new geometry!\n */\n Geometry.merge = function (geometries) {\n // todo add a geometry check!\n // also a size check.. cant be too big!]\n var geometryOut = new Geometry();\n var arrays = [];\n var sizes = [];\n var offsets = [];\n var geometry;\n // pass one.. get sizes..\n for (var i = 0; i < geometries.length; i++) {\n geometry = geometries[i];\n for (var j = 0; j < geometry.buffers.length; j++) {\n sizes[j] = sizes[j] || 0;\n sizes[j] += geometry.buffers[j].data.length;\n offsets[j] = 0;\n }\n }\n // build the correct size arrays..\n for (var i = 0; i < geometry.buffers.length; i++) {\n // TODO types!\n arrays[i] = new map[getBufferType(geometry.buffers[i].data)](sizes[i]);\n geometryOut.buffers[i] = new Buffer(arrays[i]);\n }\n // pass to set data..\n for (var i = 0; i < geometries.length; i++) {\n geometry = geometries[i];\n for (var j = 0; j < geometry.buffers.length; j++) {\n arrays[j].set(geometry.buffers[j].data, offsets[j]);\n offsets[j] += geometry.buffers[j].data.length;\n }\n }\n geometryOut.attributes = geometry.attributes;\n if (geometry.indexBuffer) {\n geometryOut.indexBuffer = geometryOut.buffers[geometry.buffers.indexOf(geometry.indexBuffer)];\n geometryOut.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n var offset = 0;\n var stride = 0;\n var offset2 = 0;\n var bufferIndexToCount = 0;\n // get a buffer\n for (var i = 0; i < geometry.buffers.length; i++) {\n if (geometry.buffers[i] !== geometry.indexBuffer) {\n bufferIndexToCount = i;\n break;\n }\n }\n // figure out the stride of one buffer..\n for (var i in geometry.attributes) {\n var attribute = geometry.attributes[i];\n if ((attribute.buffer | 0) === bufferIndexToCount) {\n stride += ((attribute.size * byteSizeMap$1[attribute.type]) / 4);\n }\n }\n // time to off set all indexes..\n for (var i = 0; i < geometries.length; i++) {\n var indexBufferData = geometries[i].indexBuffer.data;\n for (var j = 0; j < indexBufferData.length; j++) {\n geometryOut.indexBuffer.data[j + offset2] += offset;\n }\n offset += geometries[i].buffers[bufferIndexToCount].data.length / (stride);\n offset2 += indexBufferData.length;\n }\n }\n return geometryOut;\n };\n return Geometry;\n}());\n\n/**\n * Helper class to create a quad\n * @memberof PIXI\n */\nvar Quad = /** @class */ (function (_super) {\n __extends(Quad, _super);\n function Quad() {\n var _this = _super.call(this) || this;\n _this.addAttribute('aVertexPosition', new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1 ]))\n .addIndex([0, 1, 3, 2]);\n return _this;\n }\n return Quad;\n}(Geometry));\n\n/**\n * Helper class to create a quad with uvs like in v4\n * @memberof PIXI\n */\nvar QuadUv = /** @class */ (function (_super) {\n __extends(QuadUv, _super);\n function QuadUv() {\n var _this = _super.call(this) || this;\n _this.vertices = new Float32Array([\n -1, -1,\n 1, -1,\n 1, 1,\n -1, 1 ]);\n _this.uvs = new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1 ]);\n _this.vertexBuffer = new Buffer(_this.vertices);\n _this.uvBuffer = new Buffer(_this.uvs);\n _this.addAttribute('aVertexPosition', _this.vertexBuffer)\n .addAttribute('aTextureCoord', _this.uvBuffer)\n .addIndex([0, 1, 2, 0, 2, 3]);\n return _this;\n }\n /**\n * Maps two Rectangle to the quad.\n * @param targetTextureFrame - The first rectangle\n * @param destinationFrame - The second rectangle\n * @returns - Returns itself.\n */\n QuadUv.prototype.map = function (targetTextureFrame, destinationFrame) {\n var x = 0; // destinationFrame.x / targetTextureFrame.width;\n var y = 0; // destinationFrame.y / targetTextureFrame.height;\n this.uvs[0] = x;\n this.uvs[1] = y;\n this.uvs[2] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[3] = y;\n this.uvs[4] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[5] = y + (destinationFrame.height / targetTextureFrame.height);\n this.uvs[6] = x;\n this.uvs[7] = y + (destinationFrame.height / targetTextureFrame.height);\n x = destinationFrame.x;\n y = destinationFrame.y;\n this.vertices[0] = x;\n this.vertices[1] = y;\n this.vertices[2] = x + destinationFrame.width;\n this.vertices[3] = y;\n this.vertices[4] = x + destinationFrame.width;\n this.vertices[5] = y + destinationFrame.height;\n this.vertices[6] = x;\n this.vertices[7] = y + destinationFrame.height;\n this.invalidate();\n return this;\n };\n /**\n * Legacy upload method, just marks buffers dirty.\n * @returns - Returns itself.\n */\n QuadUv.prototype.invalidate = function () {\n this.vertexBuffer._updateID++;\n this.uvBuffer._updateID++;\n return this;\n };\n return QuadUv;\n}(Geometry));\n\nvar UID$2 = 0;\n/**\n * Uniform group holds uniform map and some ID's for work\n *\n * `UniformGroup` has two modes:\n *\n * 1: Normal mode\n * Normal mode will upload the uniforms with individual function calls as required\n *\n * 2: Uniform buffer mode\n * This mode will treat the uniforms as a uniform buffer. You can pass in either a buffer that you manually handle, or\n * or a generic object that PixiJS will automatically map to a buffer for you.\n * For maximum benefits, make Ubo UniformGroups static, and only update them each frame.\n *\n * Rules of UBOs:\n * - UBOs only work with WebGL2, so make sure you have a fallback!\n * - Only floats are supported (including vec[2,3,4], mat[2,3,4])\n * - Samplers cannot be used in ubo's (a GPU limitation)\n * - You must ensure that the object you pass in exactly matches in the shader ubo structure.\n * Otherwise, weirdness will ensue!\n * - The name of the ubo object added to the group must match exactly the name of the ubo in the shader.\n *\n * ```\n * // ubo in shader:\n * uniform myCoolData { // declaring a ubo..\n * mat4 uCoolMatrix;\n * float uFloatyMcFloatFace\n *\n *\n * // a new uniform buffer object..\n * const myCoolData = new UniformBufferGroup({\n * uCoolMatrix: new Matrix(),\n * uFloatyMcFloatFace: 23,\n * }}\n *\n * // build a shader...\n * const shader = Shader.from(srcVert, srcFrag, {\n * myCoolData // name matches the ubo name in the shader. will be processed accordingly.\n * })\n *\n * ```\n * @memberof PIXI\n */\nvar UniformGroup = /** @class */ (function () {\n /**\n * @param {object | Buffer} [uniforms] - Custom uniforms to use to augment the built-in ones. Or a pixi buffer.\n * @param isStatic - Uniforms wont be changed after creation.\n * @param isUbo - If true, will treat this uniform group as a uniform buffer object.\n */\n function UniformGroup(uniforms, isStatic, isUbo) {\n this.group = true;\n // lets generate this when the shader ?\n this.syncUniforms = {};\n this.dirtyId = 0;\n this.id = UID$2++;\n this.static = !!isStatic;\n this.ubo = !!isUbo;\n if (uniforms instanceof Buffer) {\n this.buffer = uniforms;\n this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER;\n this.autoManage = false;\n this.ubo = true;\n }\n else {\n this.uniforms = uniforms;\n if (this.ubo) {\n this.buffer = new Buffer(new Float32Array(1));\n this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER;\n this.autoManage = true;\n }\n }\n }\n UniformGroup.prototype.update = function () {\n this.dirtyId++;\n if (!this.autoManage && this.buffer) {\n this.buffer.update();\n }\n };\n UniformGroup.prototype.add = function (name, uniforms, _static) {\n if (!this.ubo) {\n this.uniforms[name] = new UniformGroup(uniforms, _static);\n }\n else {\n // eslint-disable-next-line max-len\n throw new Error('[UniformGroup] uniform groups in ubo mode cannot be modified, or have uniform groups nested in them');\n }\n };\n UniformGroup.from = function (uniforms, _static, _ubo) {\n return new UniformGroup(uniforms, _static, _ubo);\n };\n /**\n * A short hand function for creating a static UBO UniformGroup.\n * @param uniforms - the ubo item\n * @param _static - should this be updated each time it is used? defaults to true here!\n */\n UniformGroup.uboFrom = function (uniforms, _static) {\n return new UniformGroup(uniforms, _static !== null && _static !== void 0 ? _static : true, true);\n };\n return UniformGroup;\n}());\n\n/**\n * System plugin to the renderer to manage filter states.\n * @ignore\n */\nvar FilterState = /** @class */ (function () {\n function FilterState() {\n this.renderTexture = null;\n this.target = null;\n this.legacy = false;\n this.resolution = 1;\n this.multisample = MSAA_QUALITY.NONE;\n // next three fields are created only for root\n // re-assigned for everything else\n this.sourceFrame = new Rectangle();\n this.destinationFrame = new Rectangle();\n this.bindingSourceFrame = new Rectangle();\n this.bindingDestinationFrame = new Rectangle();\n this.filters = [];\n this.transform = null;\n }\n /** Clears the state */\n FilterState.prototype.clear = function () {\n this.target = null;\n this.filters = null;\n this.renderTexture = null;\n };\n return FilterState;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\nvar tempMatrix$2 = new Matrix();\n/**\n * System plugin to the renderer to manage filters.\n *\n * ## Pipeline\n *\n * The FilterSystem executes the filtering pipeline by rendering the display-object into a texture, applying its\n * [filters]{@link PIXI.Filter} in series, and the last filter outputs into the final render-target.\n *\n * The filter-frame is the rectangle in world space being filtered, and those contents are mapped into\n * `(0, 0, filterFrame.width, filterFrame.height)` into the filter render-texture. The filter-frame is also called\n * the source-frame, as it is used to bind the filter render-textures. The last filter outputs to the `filterFrame`\n * in the final render-target.\n *\n * ## Usage\n *\n * {@link PIXI.Container#renderAdvanced} is an example of how to use the filter system. It is a 3 step process:\n *\n * **push**: Use {@link PIXI.FilterSystem#push} to push the set of filters to be applied on a filter-target.\n * **render**: Render the contents to be filtered using the renderer. The filter-system will only capture the contents\n * inside the bounds of the filter-target. NOTE: Using {@link PIXI.Renderer#render} is\n * illegal during an existing render cycle, and it may reset the filter system.\n * **pop**: Use {@link PIXI.FilterSystem#pop} to pop & execute the filters you initially pushed. It will apply them\n * serially and output to the bounds of the filter-target.\n * @memberof PIXI\n */\nvar FilterSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function FilterSystem(renderer) {\n this.renderer = renderer;\n this.defaultFilterStack = [{}];\n this.texturePool = new RenderTexturePool();\n this.texturePool.setScreenSize(renderer.view);\n this.statePool = [];\n this.quad = new Quad();\n this.quadUv = new QuadUv();\n this.tempRect = new Rectangle();\n this.activeState = {};\n this.globalUniforms = new UniformGroup({\n outputFrame: new Rectangle(),\n inputSize: new Float32Array(4),\n inputPixel: new Float32Array(4),\n inputClamp: new Float32Array(4),\n resolution: 1,\n // legacy variables\n filterArea: new Float32Array(4),\n filterClamp: new Float32Array(4),\n }, true);\n this.forceClear = false;\n this.useMaxPadding = false;\n }\n /**\n * Pushes a set of filters to be applied later to the system. This will redirect further rendering into an\n * input render-texture for the rest of the filtering pipeline.\n * @param {PIXI.DisplayObject} target - The target of the filter to render.\n * @param filters - The filters to apply.\n */\n FilterSystem.prototype.push = function (target, filters) {\n var _a, _b;\n var renderer = this.renderer;\n var filterStack = this.defaultFilterStack;\n var state = this.statePool.pop() || new FilterState();\n var renderTextureSystem = this.renderer.renderTexture;\n var resolution = filters[0].resolution;\n var multisample = filters[0].multisample;\n var padding = filters[0].padding;\n var autoFit = filters[0].autoFit;\n // We don't know whether it's a legacy filter until it was bound for the first time,\n // therefore we have to assume that it is if legacy is undefined.\n var legacy = (_a = filters[0].legacy) !== null && _a !== void 0 ? _a : true;\n for (var i = 1; i < filters.length; i++) {\n var filter = filters[i];\n // let's use the lowest resolution\n resolution = Math.min(resolution, filter.resolution);\n // let's use the lowest number of samples\n multisample = Math.min(multisample, filter.multisample);\n // figure out the padding required for filters\n padding = this.useMaxPadding\n // old behavior: use largest amount of padding!\n ? Math.max(padding, filter.padding)\n // new behavior: sum the padding\n : padding + filter.padding;\n // only auto fit if all filters are autofit\n autoFit = autoFit && filter.autoFit;\n legacy = legacy || ((_b = filter.legacy) !== null && _b !== void 0 ? _b : true);\n }\n if (filterStack.length === 1) {\n this.defaultFilterStack[0].renderTexture = renderTextureSystem.current;\n }\n filterStack.push(state);\n state.resolution = resolution;\n state.multisample = multisample;\n state.legacy = legacy;\n state.target = target;\n state.sourceFrame.copyFrom(target.filterArea || target.getBounds(true));\n state.sourceFrame.pad(padding);\n var sourceFrameProjected = this.tempRect.copyFrom(renderTextureSystem.sourceFrame);\n // Project source frame into world space (if projection is applied)\n if (renderer.projection.transform) {\n this.transformAABB(tempMatrix$2.copyFrom(renderer.projection.transform).invert(), sourceFrameProjected);\n }\n if (autoFit) {\n state.sourceFrame.fit(sourceFrameProjected);\n if (state.sourceFrame.width <= 0 || state.sourceFrame.height <= 0) {\n state.sourceFrame.width = 0;\n state.sourceFrame.height = 0;\n }\n }\n else if (!state.sourceFrame.intersects(sourceFrameProjected)) {\n state.sourceFrame.width = 0;\n state.sourceFrame.height = 0;\n }\n // Round sourceFrame in screen space based on render-texture.\n this.roundFrame(state.sourceFrame, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform);\n state.renderTexture = this.getOptimalFilterTexture(state.sourceFrame.width, state.sourceFrame.height, resolution, multisample);\n state.filters = filters;\n state.destinationFrame.width = state.renderTexture.width;\n state.destinationFrame.height = state.renderTexture.height;\n var destinationFrame = this.tempRect;\n destinationFrame.x = 0;\n destinationFrame.y = 0;\n destinationFrame.width = state.sourceFrame.width;\n destinationFrame.height = state.sourceFrame.height;\n state.renderTexture.filterFrame = state.sourceFrame;\n state.bindingSourceFrame.copyFrom(renderTextureSystem.sourceFrame);\n state.bindingDestinationFrame.copyFrom(renderTextureSystem.destinationFrame);\n state.transform = renderer.projection.transform;\n renderer.projection.transform = null;\n renderTextureSystem.bind(state.renderTexture, state.sourceFrame, destinationFrame);\n renderer.framebuffer.clear(0, 0, 0, 0);\n };\n /** Pops off the filter and applies it. */\n FilterSystem.prototype.pop = function () {\n var filterStack = this.defaultFilterStack;\n var state = filterStack.pop();\n var filters = state.filters;\n this.activeState = state;\n var globalUniforms = this.globalUniforms.uniforms;\n globalUniforms.outputFrame = state.sourceFrame;\n globalUniforms.resolution = state.resolution;\n var inputSize = globalUniforms.inputSize;\n var inputPixel = globalUniforms.inputPixel;\n var inputClamp = globalUniforms.inputClamp;\n inputSize[0] = state.destinationFrame.width;\n inputSize[1] = state.destinationFrame.height;\n inputSize[2] = 1.0 / inputSize[0];\n inputSize[3] = 1.0 / inputSize[1];\n inputPixel[0] = Math.round(inputSize[0] * state.resolution);\n inputPixel[1] = Math.round(inputSize[1] * state.resolution);\n inputPixel[2] = 1.0 / inputPixel[0];\n inputPixel[3] = 1.0 / inputPixel[1];\n inputClamp[0] = 0.5 * inputPixel[2];\n inputClamp[1] = 0.5 * inputPixel[3];\n inputClamp[2] = (state.sourceFrame.width * inputSize[2]) - (0.5 * inputPixel[2]);\n inputClamp[3] = (state.sourceFrame.height * inputSize[3]) - (0.5 * inputPixel[3]);\n // only update the rect if its legacy..\n if (state.legacy) {\n var filterArea = globalUniforms.filterArea;\n filterArea[0] = state.destinationFrame.width;\n filterArea[1] = state.destinationFrame.height;\n filterArea[2] = state.sourceFrame.x;\n filterArea[3] = state.sourceFrame.y;\n globalUniforms.filterClamp = globalUniforms.inputClamp;\n }\n this.globalUniforms.update();\n var lastState = filterStack[filterStack.length - 1];\n this.renderer.framebuffer.blit();\n if (filters.length === 1) {\n filters[0].apply(this, state.renderTexture, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n this.returnFilterTexture(state.renderTexture);\n }\n else {\n var flip = state.renderTexture;\n var flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution);\n flop.filterFrame = flip.filterFrame;\n var i = 0;\n for (i = 0; i < filters.length - 1; ++i) {\n if (i === 1 && state.multisample > 1) {\n flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution);\n flop.filterFrame = flip.filterFrame;\n }\n filters[i].apply(this, flip, flop, CLEAR_MODES.CLEAR, state);\n var t = flip;\n flip = flop;\n flop = t;\n }\n filters[i].apply(this, flip, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n if (i > 1 && state.multisample > 1) {\n this.returnFilterTexture(state.renderTexture);\n }\n this.returnFilterTexture(flip);\n this.returnFilterTexture(flop);\n }\n // lastState.renderTexture is blitted when lastState is popped\n state.clear();\n this.statePool.push(state);\n };\n /**\n * Binds a renderTexture with corresponding `filterFrame`, clears it if mode corresponds.\n * @param filterTexture - renderTexture to bind, should belong to filter pool or filter stack\n * @param clearMode - clearMode, by default its CLEAR/YES. See {@link PIXI.CLEAR_MODES}\n */\n FilterSystem.prototype.bindAndClear = function (filterTexture, clearMode) {\n if (clearMode === void 0) { clearMode = CLEAR_MODES.CLEAR; }\n var _a = this.renderer, renderTextureSystem = _a.renderTexture, stateSystem = _a.state;\n if (filterTexture === this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) {\n // Restore projection transform if rendering into the output render-target.\n this.renderer.projection.transform = this.activeState.transform;\n }\n else {\n // Prevent projection within filtering pipeline.\n this.renderer.projection.transform = null;\n }\n if (filterTexture && filterTexture.filterFrame) {\n var destinationFrame = this.tempRect;\n destinationFrame.x = 0;\n destinationFrame.y = 0;\n destinationFrame.width = filterTexture.filterFrame.width;\n destinationFrame.height = filterTexture.filterFrame.height;\n renderTextureSystem.bind(filterTexture, filterTexture.filterFrame, destinationFrame);\n }\n else if (filterTexture !== this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) {\n renderTextureSystem.bind(filterTexture);\n }\n else {\n // Restore binding for output render-target.\n this.renderer.renderTexture.bind(filterTexture, this.activeState.bindingSourceFrame, this.activeState.bindingDestinationFrame);\n }\n // Clear the texture in BLIT mode if blending is disabled or the forceClear flag is set. The blending\n // is stored in the 0th bit of the state.\n var autoClear = (stateSystem.stateId & 1) || this.forceClear;\n if (clearMode === CLEAR_MODES.CLEAR\n || (clearMode === CLEAR_MODES.BLIT && autoClear)) {\n // Use framebuffer.clear because we want to clear the whole filter texture, not just the filtering\n // area over which the shaders are run. This is because filters may sampling outside of it (e.g. blur)\n // instead of clamping their arithmetic.\n this.renderer.framebuffer.clear(0, 0, 0, 0);\n }\n };\n /**\n * Draws a filter using the default rendering process.\n *\n * This should be called only by {@link Filter#apply}.\n * @param filter - The filter to draw.\n * @param input - The input render target.\n * @param output - The target to output to.\n * @param clearMode - Should the output be cleared before rendering to it\n */\n FilterSystem.prototype.applyFilter = function (filter, input, output, clearMode) {\n var renderer = this.renderer;\n // Set state before binding, so bindAndClear gets the blend mode.\n renderer.state.set(filter.state);\n this.bindAndClear(output, clearMode);\n // set the uniforms..\n filter.uniforms.uSampler = input;\n filter.uniforms.filterGlobals = this.globalUniforms;\n // TODO make it so that the order of this does not matter..\n // because it does at the moment cos of global uniforms.\n // they need to get resynced\n renderer.shader.bind(filter);\n // check to see if the filter is a legacy one..\n filter.legacy = !!filter.program.attributeData.aTextureCoord;\n if (filter.legacy) {\n this.quadUv.map(input._frame, input.filterFrame);\n renderer.geometry.bind(this.quadUv);\n renderer.geometry.draw(DRAW_MODES.TRIANGLES);\n }\n else {\n renderer.geometry.bind(this.quad);\n renderer.geometry.draw(DRAW_MODES.TRIANGLE_STRIP);\n }\n };\n /**\n * Multiply _input normalized coordinates_ to this matrix to get _sprite texture normalized coordinates_.\n *\n * Use `outputMatrix * vTextureCoord` in the shader.\n * @param outputMatrix - The matrix to output to.\n * @param {PIXI.Sprite} sprite - The sprite to map to.\n * @returns The mapped matrix.\n */\n FilterSystem.prototype.calculateSpriteMatrix = function (outputMatrix, sprite) {\n var _a = this.activeState, sourceFrame = _a.sourceFrame, destinationFrame = _a.destinationFrame;\n var orig = sprite._texture.orig;\n var mappedMatrix = outputMatrix.set(destinationFrame.width, 0, 0, destinationFrame.height, sourceFrame.x, sourceFrame.y);\n var worldTransform = sprite.worldTransform.copyTo(Matrix.TEMP_MATRIX);\n worldTransform.invert();\n mappedMatrix.prepend(worldTransform);\n mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height);\n mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y);\n return mappedMatrix;\n };\n /** Destroys this Filter System. */\n FilterSystem.prototype.destroy = function () {\n this.renderer = null;\n // Those textures has to be destroyed by RenderTextureSystem or FramebufferSystem\n this.texturePool.clear(false);\n };\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n * @param minWidth - The minimum width of the render texture in real pixels.\n * @param minHeight - The minimum height of the render texture in real pixels.\n * @param resolution - The resolution of the render texture.\n * @param multisample - Number of samples of the render texture.\n * @returns - The new render texture.\n */\n FilterSystem.prototype.getOptimalFilterTexture = function (minWidth, minHeight, resolution, multisample) {\n if (resolution === void 0) { resolution = 1; }\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n return this.texturePool.getOptimalTexture(minWidth, minHeight, resolution, multisample);\n };\n /**\n * Gets extra render texture to use inside current filter\n * To be compliant with older filters, you can use params in any order\n * @param input - renderTexture from which size and resolution will be copied\n * @param resolution - override resolution of the renderTexture\n * @param multisample - number of samples of the renderTexture\n */\n FilterSystem.prototype.getFilterTexture = function (input, resolution, multisample) {\n if (typeof input === 'number') {\n var swap = input;\n input = resolution;\n resolution = swap;\n }\n input = input || this.activeState.renderTexture;\n var filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE);\n filterTexture.filterFrame = input.filterFrame;\n return filterTexture;\n };\n /**\n * Frees a render texture back into the pool.\n * @param renderTexture - The renderTarget to free\n */\n FilterSystem.prototype.returnFilterTexture = function (renderTexture) {\n this.texturePool.returnTexture(renderTexture);\n };\n /** Empties the texture pool. */\n FilterSystem.prototype.emptyPool = function () {\n this.texturePool.clear(true);\n };\n /** Calls `texturePool.resize()`, affects fullScreen renderTextures. */\n FilterSystem.prototype.resize = function () {\n this.texturePool.setScreenSize(this.renderer.view);\n };\n /**\n * @param matrix - first param\n * @param rect - second param\n */\n FilterSystem.prototype.transformAABB = function (matrix, rect) {\n var lt = tempPoints[0];\n var lb = tempPoints[1];\n var rt = tempPoints[2];\n var rb = tempPoints[3];\n lt.set(rect.left, rect.top);\n lb.set(rect.left, rect.bottom);\n rt.set(rect.right, rect.top);\n rb.set(rect.right, rect.bottom);\n matrix.apply(lt, lt);\n matrix.apply(lb, lb);\n matrix.apply(rt, rt);\n matrix.apply(rb, rb);\n var x0 = Math.min(lt.x, lb.x, rt.x, rb.x);\n var y0 = Math.min(lt.y, lb.y, rt.y, rb.y);\n var x1 = Math.max(lt.x, lb.x, rt.x, rb.x);\n var y1 = Math.max(lt.y, lb.y, rt.y, rb.y);\n rect.x = x0;\n rect.y = y0;\n rect.width = x1 - x0;\n rect.height = y1 - y0;\n };\n FilterSystem.prototype.roundFrame = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) {\n if (frame.width <= 0 || frame.height <= 0 || bindingSourceFrame.width <= 0 || bindingSourceFrame.height <= 0) {\n return;\n }\n if (transform) {\n var a = transform.a, b = transform.b, c = transform.c, d = transform.d;\n // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation\n // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0).\n if ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4)\n && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4)) {\n return;\n }\n }\n transform = transform ? tempMatrix$2.copyFrom(transform) : tempMatrix$2.identity();\n // Get forward transform from world space to screen space\n transform\n .translate(-bindingSourceFrame.x, -bindingSourceFrame.y)\n .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height)\n .translate(bindingDestinationFrame.x, bindingDestinationFrame.y);\n // Convert frame to screen space\n this.transformAABB(transform, frame);\n // Round frame in screen space\n frame.ceil(resolution);\n // Project back into world space.\n this.transformAABB(transform.invert(), frame);\n };\n return FilterSystem;\n}());\n\n/**\n * Base for a common object renderer that can be used as a\n * system renderer plugin.\n * @memberof PIXI\n */\nvar ObjectRenderer = /** @class */ (function () {\n /**\n * @param renderer - The renderer this manager works for.\n */\n function ObjectRenderer(renderer) {\n this.renderer = renderer;\n }\n /** Stub method that should be used to empty the current batch by rendering objects now. */\n ObjectRenderer.prototype.flush = function () {\n // flush!\n };\n /** Generic destruction method that frees all resources. This should be called by subclasses. */\n ObjectRenderer.prototype.destroy = function () {\n this.renderer = null;\n };\n /**\n * Stub method that initializes any state required before\n * rendering starts. It is different from the `prerender`\n * signal, which occurs every frame, in that it is called\n * whenever an object requests _this_ renderer specifically.\n */\n ObjectRenderer.prototype.start = function () {\n // set the shader..\n };\n /** Stops the renderer. It should free up any state and become dormant. */\n ObjectRenderer.prototype.stop = function () {\n this.flush();\n };\n /**\n * Keeps the object to render. It doesn't have to be\n * rendered immediately.\n * @param {PIXI.DisplayObject} _object - The object to render.\n */\n ObjectRenderer.prototype.render = function (_object) {\n // render the object\n };\n return ObjectRenderer;\n}());\n\n/**\n * System plugin to the renderer to manage batching.\n * @memberof PIXI\n */\nvar BatchSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function BatchSystem(renderer) {\n this.renderer = renderer;\n this.emptyRenderer = new ObjectRenderer(renderer);\n this.currentRenderer = this.emptyRenderer;\n }\n /**\n * Changes the current renderer to the one given in parameter\n * @param objectRenderer - The object renderer to use.\n */\n BatchSystem.prototype.setObjectRenderer = function (objectRenderer) {\n if (this.currentRenderer === objectRenderer) {\n return;\n }\n this.currentRenderer.stop();\n this.currentRenderer = objectRenderer;\n this.currentRenderer.start();\n };\n /**\n * This should be called if you wish to do some custom rendering\n * It will basically render anything that may be batched up such as sprites\n */\n BatchSystem.prototype.flush = function () {\n this.setObjectRenderer(this.emptyRenderer);\n };\n /** Reset the system to an empty renderer */\n BatchSystem.prototype.reset = function () {\n this.setObjectRenderer(this.emptyRenderer);\n };\n /**\n * Handy function for batch renderers: copies bound textures in first maxTextures locations to array\n * sets actual _batchLocation for them\n * @param arr - arr copy destination\n * @param maxTextures - number of copied elements\n */\n BatchSystem.prototype.copyBoundTextures = function (arr, maxTextures) {\n var boundTextures = this.renderer.texture.boundTextures;\n for (var i = maxTextures - 1; i >= 0; --i) {\n arr[i] = boundTextures[i] || null;\n if (arr[i]) {\n arr[i]._batchLocation = i;\n }\n }\n };\n /**\n * Assigns batch locations to textures in array based on boundTextures state.\n * All textures in texArray should have `_batchEnabled = _batchId`,\n * and their count should be less than `maxTextures`.\n * @param texArray - textures to bound\n * @param boundTextures - current state of bound textures\n * @param batchId - marker for _batchEnabled param of textures in texArray\n * @param maxTextures - number of texture locations to manipulate\n */\n BatchSystem.prototype.boundArray = function (texArray, boundTextures, batchId, maxTextures) {\n var elements = texArray.elements, ids = texArray.ids, count = texArray.count;\n var j = 0;\n for (var i = 0; i < count; i++) {\n var tex = elements[i];\n var loc = tex._batchLocation;\n if (loc >= 0 && loc < maxTextures\n && boundTextures[loc] === tex) {\n ids[i] = loc;\n continue;\n }\n while (j < maxTextures) {\n var bound = boundTextures[j];\n if (bound && bound._batchEnabled === batchId\n && bound._batchLocation === j) {\n j++;\n continue;\n }\n ids[i] = j;\n tex._batchLocation = j;\n boundTextures[j] = tex;\n break;\n }\n }\n };\n /**\n * @ignore\n */\n BatchSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return BatchSystem;\n}());\n\nvar CONTEXT_UID_COUNTER = 0;\n/**\n * System plugin to the renderer to manage the context.\n * @memberof PIXI\n */\nvar ContextSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ContextSystem(renderer) {\n this.renderer = renderer;\n this.webGLVersion = 1;\n this.extensions = {};\n this.supports = {\n uint32Indices: false,\n };\n // Bind functions\n this.handleContextLost = this.handleContextLost.bind(this);\n this.handleContextRestored = this.handleContextRestored.bind(this);\n renderer.view.addEventListener('webglcontextlost', this.handleContextLost, false);\n renderer.view.addEventListener('webglcontextrestored', this.handleContextRestored, false);\n }\n Object.defineProperty(ContextSystem.prototype, \"isLost\", {\n /**\n * `true` if the context is lost\n * @readonly\n */\n get: function () {\n return (!this.gl || this.gl.isContextLost());\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Handles the context change event.\n * @param {WebGLRenderingContext} gl - New WebGL context.\n */\n ContextSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n // restore a context if it was previously lost\n if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) {\n gl.getExtension('WEBGL_lose_context').restoreContext();\n }\n };\n /**\n * Initializes the context.\n * @protected\n * @param {WebGLRenderingContext} gl - WebGL context\n */\n ContextSystem.prototype.initFromContext = function (gl) {\n this.gl = gl;\n this.validateContext(gl);\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n this.renderer.runners.contextChange.emit(gl);\n };\n /**\n * Initialize from context options\n * @protected\n * @see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext\n * @param {object} options - context attributes\n */\n ContextSystem.prototype.initFromOptions = function (options) {\n var gl = this.createContext(this.renderer.view, options);\n this.initFromContext(gl);\n };\n /**\n * Helper class to create a WebGL Context\n * @param canvas - the canvas element that we will get the context from\n * @param options - An options object that gets passed in to the canvas element containing the\n * context attributes\n * @see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext\n * @returns {WebGLRenderingContext} the WebGL context\n */\n ContextSystem.prototype.createContext = function (canvas, options) {\n var gl;\n if (settings.PREFER_ENV >= ENV.WEBGL2) {\n gl = canvas.getContext('webgl2', options);\n }\n if (gl) {\n this.webGLVersion = 2;\n }\n else {\n this.webGLVersion = 1;\n gl = canvas.getContext('webgl', options) || canvas.getContext('experimental-webgl', options);\n if (!gl) {\n // fail, not able to get a context\n throw new Error('This browser does not support WebGL. Try using the canvas renderer');\n }\n }\n this.gl = gl;\n this.getExtensions();\n return this.gl;\n };\n /** Auto-populate the {@link PIXI.ContextSystem.extensions extensions}. */\n ContextSystem.prototype.getExtensions = function () {\n // time to set up default extensions that Pixi uses.\n var gl = this.gl;\n var common = {\n anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'),\n floatTextureLinear: gl.getExtension('OES_texture_float_linear'),\n s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'),\n s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'),\n etc: gl.getExtension('WEBGL_compressed_texture_etc'),\n etc1: gl.getExtension('WEBGL_compressed_texture_etc1'),\n pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc')\n || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'),\n atc: gl.getExtension('WEBGL_compressed_texture_atc'),\n astc: gl.getExtension('WEBGL_compressed_texture_astc')\n };\n if (this.webGLVersion === 1) {\n Object.assign(this.extensions, common, {\n drawBuffers: gl.getExtension('WEBGL_draw_buffers'),\n depthTexture: gl.getExtension('WEBGL_depth_texture'),\n loseContext: gl.getExtension('WEBGL_lose_context'),\n vertexArrayObject: gl.getExtension('OES_vertex_array_object')\n || gl.getExtension('MOZ_OES_vertex_array_object')\n || gl.getExtension('WEBKIT_OES_vertex_array_object'),\n uint32ElementIndex: gl.getExtension('OES_element_index_uint'),\n // Floats and half-floats\n floatTexture: gl.getExtension('OES_texture_float'),\n floatTextureLinear: gl.getExtension('OES_texture_float_linear'),\n textureHalfFloat: gl.getExtension('OES_texture_half_float'),\n textureHalfFloatLinear: gl.getExtension('OES_texture_half_float_linear'),\n });\n }\n else if (this.webGLVersion === 2) {\n Object.assign(this.extensions, common, {\n // Floats and half-floats\n colorBufferFloat: gl.getExtension('EXT_color_buffer_float')\n });\n }\n };\n /**\n * Handles a lost webgl context\n * @param {WebGLContextEvent} event - The context lost event.\n */\n ContextSystem.prototype.handleContextLost = function (event) {\n event.preventDefault();\n };\n /** Handles a restored webgl context. */\n ContextSystem.prototype.handleContextRestored = function () {\n this.renderer.runners.contextChange.emit(this.gl);\n };\n ContextSystem.prototype.destroy = function () {\n var view = this.renderer.view;\n this.renderer = null;\n // remove listeners\n view.removeEventListener('webglcontextlost', this.handleContextLost);\n view.removeEventListener('webglcontextrestored', this.handleContextRestored);\n this.gl.useProgram(null);\n if (this.extensions.loseContext) {\n this.extensions.loseContext.loseContext();\n }\n };\n /** Handle the post-render runner event. */\n ContextSystem.prototype.postrender = function () {\n if (this.renderer.renderingToScreen) {\n this.gl.flush();\n }\n };\n /**\n * Validate context.\n * @param {WebGLRenderingContext} gl - Render context.\n */\n ContextSystem.prototype.validateContext = function (gl) {\n var attributes = gl.getContextAttributes();\n var isWebGl2 = 'WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext;\n if (isWebGl2) {\n this.webGLVersion = 2;\n }\n // this is going to be fairly simple for now.. but at least we have room to grow!\n if (attributes && !attributes.stencil) {\n /* eslint-disable max-len, no-console */\n console.warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly');\n /* eslint-enable max-len, no-console */\n }\n var hasuint32 = isWebGl2 || !!gl.getExtension('OES_element_index_uint');\n this.supports.uint32Indices = hasuint32;\n if (!hasuint32) {\n /* eslint-disable max-len, no-console */\n console.warn('Provided WebGL context does not support 32 index buffer, complex graphics may not render correctly');\n /* eslint-enable max-len, no-console */\n }\n };\n return ContextSystem;\n}());\n\n/**\n * Internal framebuffer for WebGL context.\n * @memberof PIXI\n */\nvar GLFramebuffer = /** @class */ (function () {\n function GLFramebuffer(framebuffer) {\n this.framebuffer = framebuffer;\n this.stencil = null;\n this.dirtyId = -1;\n this.dirtyFormat = -1;\n this.dirtySize = -1;\n this.multisample = MSAA_QUALITY.NONE;\n this.msaaBuffer = null;\n this.blitFramebuffer = null;\n this.mipLevel = 0;\n }\n return GLFramebuffer;\n}());\n\nvar tempRectangle = new Rectangle();\n/**\n * System plugin to the renderer to manage framebuffers.\n * @memberof PIXI\n */\nvar FramebufferSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function FramebufferSystem(renderer) {\n this.renderer = renderer;\n this.managedFramebuffers = [];\n this.unknownFramebuffer = new Framebuffer(10, 10);\n this.msaaSamples = null;\n }\n /** Sets up the renderer context and necessary buffers. */\n FramebufferSystem.prototype.contextChange = function () {\n var gl = this.gl = this.renderer.gl;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n this.hasMRT = true;\n this.writeDepthTexture = true;\n this.disposeAll(true);\n // webgl2\n if (this.renderer.context.webGLVersion === 1) {\n // webgl 1!\n var nativeDrawBuffersExtension_1 = this.renderer.context.extensions.drawBuffers;\n var nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n nativeDrawBuffersExtension_1 = null;\n nativeDepthTextureExtension = null;\n }\n if (nativeDrawBuffersExtension_1) {\n gl.drawBuffers = function (activeTextures) {\n return nativeDrawBuffersExtension_1.drawBuffersWEBGL(activeTextures);\n };\n }\n else {\n this.hasMRT = false;\n gl.drawBuffers = function () {\n // empty\n };\n }\n if (!nativeDepthTextureExtension) {\n this.writeDepthTexture = false;\n }\n }\n else {\n // WebGL2\n // cache possible MSAA samples\n this.msaaSamples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES);\n }\n };\n /**\n * Bind a framebuffer.\n * @param framebuffer\n * @param frame - frame, default is framebuffer size\n * @param mipLevel - optional mip level to set on the framebuffer - defaults to 0\n */\n FramebufferSystem.prototype.bind = function (framebuffer, frame, mipLevel) {\n if (mipLevel === void 0) { mipLevel = 0; }\n var gl = this.gl;\n if (framebuffer) {\n // TODO caching layer!\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID] || this.initFramebuffer(framebuffer);\n if (this.current !== framebuffer) {\n this.current = framebuffer;\n gl.bindFramebuffer(gl.FRAMEBUFFER, fbo.framebuffer);\n }\n // make sure all textures are unbound..\n if (fbo.mipLevel !== mipLevel) {\n framebuffer.dirtyId++;\n framebuffer.dirtyFormat++;\n fbo.mipLevel = mipLevel;\n }\n // now check for updates...\n if (fbo.dirtyId !== framebuffer.dirtyId) {\n fbo.dirtyId = framebuffer.dirtyId;\n if (fbo.dirtyFormat !== framebuffer.dirtyFormat) {\n fbo.dirtyFormat = framebuffer.dirtyFormat;\n fbo.dirtySize = framebuffer.dirtySize;\n this.updateFramebuffer(framebuffer, mipLevel);\n }\n else if (fbo.dirtySize !== framebuffer.dirtySize) {\n fbo.dirtySize = framebuffer.dirtySize;\n this.resizeFramebuffer(framebuffer);\n }\n }\n for (var i = 0; i < framebuffer.colorTextures.length; i++) {\n var tex = framebuffer.colorTextures[i];\n this.renderer.texture.unbind(tex.parentTextureArray || tex);\n }\n if (framebuffer.depthTexture) {\n this.renderer.texture.unbind(framebuffer.depthTexture);\n }\n if (frame) {\n var mipWidth = (frame.width >> mipLevel);\n var mipHeight = (frame.height >> mipLevel);\n var scale = mipWidth / frame.width;\n this.setViewport(frame.x * scale, frame.y * scale, mipWidth, mipHeight);\n }\n else {\n var mipWidth = (framebuffer.width >> mipLevel);\n var mipHeight = (framebuffer.height >> mipLevel);\n this.setViewport(0, 0, mipWidth, mipHeight);\n }\n }\n else {\n if (this.current) {\n this.current = null;\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n }\n if (frame) {\n this.setViewport(frame.x, frame.y, frame.width, frame.height);\n }\n else {\n this.setViewport(0, 0, this.renderer.width, this.renderer.height);\n }\n }\n };\n /**\n * Set the WebGLRenderingContext's viewport.\n * @param x - X position of viewport\n * @param y - Y position of viewport\n * @param width - Width of viewport\n * @param height - Height of viewport\n */\n FramebufferSystem.prototype.setViewport = function (x, y, width, height) {\n var v = this.viewport;\n x = Math.round(x);\n y = Math.round(y);\n width = Math.round(width);\n height = Math.round(height);\n if (v.width !== width || v.height !== height || v.x !== x || v.y !== y) {\n v.x = x;\n v.y = y;\n v.width = width;\n v.height = height;\n this.gl.viewport(x, y, width, height);\n }\n };\n Object.defineProperty(FramebufferSystem.prototype, \"size\", {\n /**\n * Get the size of the current width and height. Returns object with `width` and `height` values.\n * @readonly\n */\n get: function () {\n if (this.current) {\n // TODO store temp\n return { x: 0, y: 0, width: this.current.width, height: this.current.height };\n }\n return { x: 0, y: 0, width: this.renderer.width, height: this.renderer.height };\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Clear the color of the context\n * @param r - Red value from 0 to 1\n * @param g - Green value from 0 to 1\n * @param b - Blue value from 0 to 1\n * @param a - Alpha value from 0 to 1\n * @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks\n * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.\n */\n FramebufferSystem.prototype.clear = function (r, g, b, a, mask) {\n if (mask === void 0) { mask = BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH; }\n var gl = this.gl;\n // TODO clear color can be set only one right?\n gl.clearColor(r, g, b, a);\n gl.clear(mask);\n };\n /**\n * Initialize framebuffer for this context\n * @protected\n * @param framebuffer\n * @returns - created GLFramebuffer\n */\n FramebufferSystem.prototype.initFramebuffer = function (framebuffer) {\n var gl = this.gl;\n var fbo = new GLFramebuffer(gl.createFramebuffer());\n fbo.multisample = this.detectSamples(framebuffer.multisample);\n framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo;\n this.managedFramebuffers.push(framebuffer);\n framebuffer.disposeRunner.add(this);\n return fbo;\n };\n /**\n * Resize the framebuffer\n * @param framebuffer\n * @protected\n */\n FramebufferSystem.prototype.resizeFramebuffer = function (framebuffer) {\n var gl = this.gl;\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n if (fbo.msaaBuffer) {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height);\n }\n if (fbo.stencil) {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n }\n var colorTextures = framebuffer.colorTextures;\n var count = colorTextures.length;\n if (!gl.drawBuffers) {\n count = Math.min(count, 1);\n }\n for (var i = 0; i < count; i++) {\n var texture = colorTextures[i];\n var parentTexture = texture.parentTextureArray || texture;\n this.renderer.texture.bind(parentTexture, 0);\n }\n if (framebuffer.depthTexture && this.writeDepthTexture) {\n this.renderer.texture.bind(framebuffer.depthTexture, 0);\n }\n };\n /**\n * Update the framebuffer\n * @param framebuffer\n * @param mipLevel\n * @protected\n */\n FramebufferSystem.prototype.updateFramebuffer = function (framebuffer, mipLevel) {\n var gl = this.gl;\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n // bind the color texture\n var colorTextures = framebuffer.colorTextures;\n var count = colorTextures.length;\n if (!gl.drawBuffers) {\n count = Math.min(count, 1);\n }\n if (fbo.multisample > 1 && this.canMultisampleFramebuffer(framebuffer)) {\n fbo.msaaBuffer = fbo.msaaBuffer || gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height);\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, fbo.msaaBuffer);\n }\n else if (fbo.msaaBuffer) {\n gl.deleteRenderbuffer(fbo.msaaBuffer);\n fbo.msaaBuffer = null;\n if (fbo.blitFramebuffer) {\n fbo.blitFramebuffer.dispose();\n fbo.blitFramebuffer = null;\n }\n }\n var activeTextures = [];\n for (var i = 0; i < count; i++) {\n var texture = colorTextures[i];\n var parentTexture = texture.parentTextureArray || texture;\n this.renderer.texture.bind(parentTexture, 0);\n if (i === 0 && fbo.msaaBuffer) {\n continue;\n }\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, texture.target, parentTexture._glTextures[this.CONTEXT_UID].texture, mipLevel);\n activeTextures.push(gl.COLOR_ATTACHMENT0 + i);\n }\n if (activeTextures.length > 1) {\n gl.drawBuffers(activeTextures);\n }\n if (framebuffer.depthTexture) {\n var writeDepthTexture = this.writeDepthTexture;\n if (writeDepthTexture) {\n var depthTexture = framebuffer.depthTexture;\n this.renderer.texture.bind(depthTexture, 0);\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._glTextures[this.CONTEXT_UID].texture, mipLevel);\n }\n }\n if ((framebuffer.stencil || framebuffer.depth) && !(framebuffer.depthTexture && this.writeDepthTexture)) {\n fbo.stencil = fbo.stencil || gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, fbo.stencil);\n }\n else if (fbo.stencil) {\n gl.deleteRenderbuffer(fbo.stencil);\n fbo.stencil = null;\n }\n };\n /**\n * Returns true if the frame buffer can be multisampled.\n * @param framebuffer\n */\n FramebufferSystem.prototype.canMultisampleFramebuffer = function (framebuffer) {\n return this.renderer.context.webGLVersion !== 1\n && framebuffer.colorTextures.length <= 1 && !framebuffer.depthTexture;\n };\n /**\n * Detects number of samples that is not more than a param but as close to it as possible\n * @param samples - number of samples\n * @returns - recommended number of samples\n */\n FramebufferSystem.prototype.detectSamples = function (samples) {\n var msaaSamples = this.msaaSamples;\n var res = MSAA_QUALITY.NONE;\n if (samples <= 1 || msaaSamples === null) {\n return res;\n }\n for (var i = 0; i < msaaSamples.length; i++) {\n if (msaaSamples[i] <= samples) {\n res = msaaSamples[i];\n break;\n }\n }\n if (res === 1) {\n res = MSAA_QUALITY.NONE;\n }\n return res;\n };\n /**\n * Only works with WebGL2\n *\n * blits framebuffer to another of the same or bigger size\n * after that target framebuffer is bound\n *\n * Fails with WebGL warning if blits multisample framebuffer to different size\n * @param framebuffer - by default it blits \"into itself\", from renderBuffer to texture.\n * @param sourcePixels - source rectangle in pixels\n * @param destPixels - dest rectangle in pixels, assumed to be the same as sourcePixels\n */\n FramebufferSystem.prototype.blit = function (framebuffer, sourcePixels, destPixels) {\n var _a = this, current = _a.current, renderer = _a.renderer, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n if (renderer.context.webGLVersion !== 2) {\n return;\n }\n if (!current) {\n return;\n }\n var fbo = current.glFramebuffers[CONTEXT_UID];\n if (!fbo) {\n return;\n }\n if (!framebuffer) {\n if (!fbo.msaaBuffer) {\n return;\n }\n var colorTexture = current.colorTextures[0];\n if (!colorTexture) {\n return;\n }\n if (!fbo.blitFramebuffer) {\n fbo.blitFramebuffer = new Framebuffer(current.width, current.height);\n fbo.blitFramebuffer.addColorTexture(0, colorTexture);\n }\n framebuffer = fbo.blitFramebuffer;\n if (framebuffer.colorTextures[0] !== colorTexture) {\n framebuffer.colorTextures[0] = colorTexture;\n framebuffer.dirtyId++;\n framebuffer.dirtyFormat++;\n }\n if (framebuffer.width !== current.width || framebuffer.height !== current.height) {\n framebuffer.width = current.width;\n framebuffer.height = current.height;\n framebuffer.dirtyId++;\n framebuffer.dirtySize++;\n }\n }\n if (!sourcePixels) {\n sourcePixels = tempRectangle;\n sourcePixels.width = current.width;\n sourcePixels.height = current.height;\n }\n if (!destPixels) {\n destPixels = sourcePixels;\n }\n var sameSize = sourcePixels.width === destPixels.width && sourcePixels.height === destPixels.height;\n this.bind(framebuffer);\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo.framebuffer);\n gl.blitFramebuffer(sourcePixels.left, sourcePixels.top, sourcePixels.right, sourcePixels.bottom, destPixels.left, destPixels.top, destPixels.right, destPixels.bottom, gl.COLOR_BUFFER_BIT, sameSize ? gl.NEAREST : gl.LINEAR);\n };\n /**\n * Disposes framebuffer.\n * @param framebuffer - framebuffer that has to be disposed of\n * @param contextLost - If context was lost, we suppress all delete function calls\n */\n FramebufferSystem.prototype.disposeFramebuffer = function (framebuffer, contextLost) {\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n var gl = this.gl;\n if (!fbo) {\n return;\n }\n delete framebuffer.glFramebuffers[this.CONTEXT_UID];\n var index = this.managedFramebuffers.indexOf(framebuffer);\n if (index >= 0) {\n this.managedFramebuffers.splice(index, 1);\n }\n framebuffer.disposeRunner.remove(this);\n if (!contextLost) {\n gl.deleteFramebuffer(fbo.framebuffer);\n if (fbo.msaaBuffer) {\n gl.deleteRenderbuffer(fbo.msaaBuffer);\n }\n if (fbo.stencil) {\n gl.deleteRenderbuffer(fbo.stencil);\n }\n }\n if (fbo.blitFramebuffer) {\n fbo.blitFramebuffer.dispose();\n }\n };\n /**\n * Disposes all framebuffers, but not textures bound to them.\n * @param [contextLost=false] - If context was lost, we suppress all delete function calls\n */\n FramebufferSystem.prototype.disposeAll = function (contextLost) {\n var list = this.managedFramebuffers;\n this.managedFramebuffers = [];\n for (var i = 0; i < list.length; i++) {\n this.disposeFramebuffer(list[i], contextLost);\n }\n };\n /**\n * Forcing creation of stencil buffer for current framebuffer, if it wasn't done before.\n * Used by MaskSystem, when its time to use stencil mask for Graphics element.\n *\n * Its an alternative for public lazy `framebuffer.enableStencil`, in case we need stencil without rebind.\n * @private\n */\n FramebufferSystem.prototype.forceStencil = function () {\n var framebuffer = this.current;\n if (!framebuffer) {\n return;\n }\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n if (!fbo || fbo.stencil) {\n return;\n }\n framebuffer.stencil = true;\n var w = framebuffer.width;\n var h = framebuffer.height;\n var gl = this.gl;\n var stencil = gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, w, h);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, w, h);\n }\n fbo.stencil = stencil;\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencil);\n };\n /** Resets framebuffer stored state, binds screen framebuffer. Should be called before renderTexture reset(). */\n FramebufferSystem.prototype.reset = function () {\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n };\n FramebufferSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return FramebufferSystem;\n}());\n\nvar byteSizeMap = { 5126: 4, 5123: 2, 5121: 1 };\n/**\n * System plugin to the renderer to manage geometry.\n * @memberof PIXI\n */\nvar GeometrySystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function GeometrySystem(renderer) {\n this.renderer = renderer;\n this._activeGeometry = null;\n this._activeVao = null;\n this.hasVao = true;\n this.hasInstance = true;\n this.canUseUInt32ElementIndex = false;\n this.managedGeometries = {};\n }\n /** Sets up the renderer context and necessary buffers. */\n GeometrySystem.prototype.contextChange = function () {\n this.disposeAll(true);\n var gl = this.gl = this.renderer.gl;\n var context = this.renderer.context;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n // webgl2\n if (context.webGLVersion !== 2) {\n // webgl 1!\n var nativeVaoExtension_1 = this.renderer.context.extensions.vertexArrayObject;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n nativeVaoExtension_1 = null;\n }\n if (nativeVaoExtension_1) {\n gl.createVertexArray = function () {\n return nativeVaoExtension_1.createVertexArrayOES();\n };\n gl.bindVertexArray = function (vao) {\n return nativeVaoExtension_1.bindVertexArrayOES(vao);\n };\n gl.deleteVertexArray = function (vao) {\n return nativeVaoExtension_1.deleteVertexArrayOES(vao);\n };\n }\n else {\n this.hasVao = false;\n gl.createVertexArray = function () {\n return null;\n };\n gl.bindVertexArray = function () {\n return null;\n };\n gl.deleteVertexArray = function () {\n return null;\n };\n }\n }\n if (context.webGLVersion !== 2) {\n var instanceExt_1 = gl.getExtension('ANGLE_instanced_arrays');\n if (instanceExt_1) {\n gl.vertexAttribDivisor = function (a, b) {\n return instanceExt_1.vertexAttribDivisorANGLE(a, b);\n };\n gl.drawElementsInstanced = function (a, b, c, d, e) {\n return instanceExt_1.drawElementsInstancedANGLE(a, b, c, d, e);\n };\n gl.drawArraysInstanced = function (a, b, c, d) {\n return instanceExt_1.drawArraysInstancedANGLE(a, b, c, d);\n };\n }\n else {\n this.hasInstance = false;\n }\n }\n this.canUseUInt32ElementIndex = context.webGLVersion === 2 || !!context.extensions.uint32ElementIndex;\n };\n /**\n * Binds geometry so that is can be drawn. Creating a Vao if required\n * @param geometry - Instance of geometry to bind.\n * @param shader - Instance of shader to use vao for.\n */\n GeometrySystem.prototype.bind = function (geometry, shader) {\n shader = shader || this.renderer.shader.shader;\n var gl = this.gl;\n // not sure the best way to address this..\n // currently different shaders require different VAOs for the same geometry\n // Still mulling over the best way to solve this one..\n // will likely need to modify the shader attribute locations at run time!\n var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var incRefCount = false;\n if (!vaos) {\n this.managedGeometries[geometry.id] = geometry;\n geometry.disposeRunner.add(this);\n geometry.glVertexArrayObjects[this.CONTEXT_UID] = vaos = {};\n incRefCount = true;\n }\n var vao = vaos[shader.program.id] || this.initGeometryVao(geometry, shader, incRefCount);\n this._activeGeometry = geometry;\n if (this._activeVao !== vao) {\n this._activeVao = vao;\n if (this.hasVao) {\n gl.bindVertexArray(vao);\n }\n else {\n this.activateVao(geometry, shader.program);\n }\n }\n // TODO - optimise later!\n // don't need to loop through if nothing changed!\n // maybe look to add an 'autoupdate' to geometry?\n this.updateBuffers();\n };\n /** Reset and unbind any active VAO and geometry. */\n GeometrySystem.prototype.reset = function () {\n this.unbind();\n };\n /** Update buffers of the currently bound geometry. */\n GeometrySystem.prototype.updateBuffers = function () {\n var geometry = this._activeGeometry;\n var bufferSystem = this.renderer.buffer;\n for (var i = 0; i < geometry.buffers.length; i++) {\n var buffer = geometry.buffers[i];\n bufferSystem.update(buffer);\n }\n };\n /**\n * Check compatibility between a geometry and a program\n * @param geometry - Geometry instance.\n * @param program - Program instance.\n */\n GeometrySystem.prototype.checkCompatibility = function (geometry, program) {\n // geometry must have at least all the attributes that the shader requires.\n var geometryAttributes = geometry.attributes;\n var shaderAttributes = program.attributeData;\n for (var j in shaderAttributes) {\n if (!geometryAttributes[j]) {\n throw new Error(\"shader and geometry incompatible, geometry missing the \\\"\" + j + \"\\\" attribute\");\n }\n }\n };\n /**\n * Takes a geometry and program and generates a unique signature for them.\n * @param geometry - To get signature from.\n * @param program - To test geometry against.\n * @returns - Unique signature of the geometry and program\n */\n GeometrySystem.prototype.getSignature = function (geometry, program) {\n var attribs = geometry.attributes;\n var shaderAttributes = program.attributeData;\n var strings = ['g', geometry.id];\n for (var i in attribs) {\n if (shaderAttributes[i]) {\n strings.push(i, shaderAttributes[i].location);\n }\n }\n return strings.join('-');\n };\n /**\n * Creates or gets Vao with the same structure as the geometry and stores it on the geometry.\n * If vao is created, it is bound automatically. We use a shader to infer what and how to set up the\n * attribute locations.\n * @param geometry - Instance of geometry to to generate Vao for.\n * @param shader - Instance of the shader.\n * @param incRefCount - Increment refCount of all geometry buffers.\n */\n GeometrySystem.prototype.initGeometryVao = function (geometry, shader, incRefCount) {\n if (incRefCount === void 0) { incRefCount = true; }\n var gl = this.gl;\n var CONTEXT_UID = this.CONTEXT_UID;\n var bufferSystem = this.renderer.buffer;\n var program = shader.program;\n if (!program.glPrograms[CONTEXT_UID]) {\n this.renderer.shader.generateProgram(shader);\n }\n this.checkCompatibility(geometry, program);\n var signature = this.getSignature(geometry, program);\n var vaoObjectHash = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var vao = vaoObjectHash[signature];\n if (vao) {\n // this will give us easy access to the vao\n vaoObjectHash[program.id] = vao;\n return vao;\n }\n var buffers = geometry.buffers;\n var attributes = geometry.attributes;\n var tempStride = {};\n var tempStart = {};\n for (var j in buffers) {\n tempStride[j] = 0;\n tempStart[j] = 0;\n }\n for (var j in attributes) {\n if (!attributes[j].size && program.attributeData[j]) {\n attributes[j].size = program.attributeData[j].size;\n }\n else if (!attributes[j].size) {\n console.warn(\"PIXI Geometry attribute '\" + j + \"' size cannot be determined (likely the bound shader does not have the attribute)\"); // eslint-disable-line\n }\n tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap[attributes[j].type];\n }\n for (var j in attributes) {\n var attribute = attributes[j];\n var attribSize = attribute.size;\n if (attribute.stride === undefined) {\n if (tempStride[attribute.buffer] === attribSize * byteSizeMap[attribute.type]) {\n attribute.stride = 0;\n }\n else {\n attribute.stride = tempStride[attribute.buffer];\n }\n }\n if (attribute.start === undefined) {\n attribute.start = tempStart[attribute.buffer];\n tempStart[attribute.buffer] += attribSize * byteSizeMap[attribute.type];\n }\n }\n vao = gl.createVertexArray();\n gl.bindVertexArray(vao);\n // first update - and create the buffers!\n // only create a gl buffer if it actually gets\n for (var i = 0; i < buffers.length; i++) {\n var buffer = buffers[i];\n bufferSystem.bind(buffer);\n if (incRefCount) {\n buffer._glBuffers[CONTEXT_UID].refCount++;\n }\n }\n // TODO - maybe make this a data object?\n // lets wait to see if we need to first!\n this.activateVao(geometry, program);\n this._activeVao = vao;\n // add it to the cache!\n vaoObjectHash[program.id] = vao;\n vaoObjectHash[signature] = vao;\n return vao;\n };\n /**\n * Disposes geometry.\n * @param geometry - Geometry with buffers. Only VAO will be disposed\n * @param [contextLost=false] - If context was lost, we suppress deleteVertexArray\n */\n GeometrySystem.prototype.disposeGeometry = function (geometry, contextLost) {\n var _a;\n if (!this.managedGeometries[geometry.id]) {\n return;\n }\n delete this.managedGeometries[geometry.id];\n var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var gl = this.gl;\n var buffers = geometry.buffers;\n var bufferSystem = (_a = this.renderer) === null || _a === void 0 ? void 0 : _a.buffer;\n geometry.disposeRunner.remove(this);\n if (!vaos) {\n return;\n }\n // bufferSystem may have already been destroyed..\n // if this is the case, there is no need to destroy the geometry buffers...\n // they already have been!\n if (bufferSystem) {\n for (var i = 0; i < buffers.length; i++) {\n var buf = buffers[i]._glBuffers[this.CONTEXT_UID];\n // my be null as context may have changed right before the dispose is called\n if (buf) {\n buf.refCount--;\n if (buf.refCount === 0 && !contextLost) {\n bufferSystem.dispose(buffers[i], contextLost);\n }\n }\n }\n }\n if (!contextLost) {\n for (var vaoId in vaos) {\n // delete only signatures, everything else are copies\n if (vaoId[0] === 'g') {\n var vao = vaos[vaoId];\n if (this._activeVao === vao) {\n this.unbind();\n }\n gl.deleteVertexArray(vao);\n }\n }\n }\n delete geometry.glVertexArrayObjects[this.CONTEXT_UID];\n };\n /**\n * Dispose all WebGL resources of all managed geometries.\n * @param [contextLost=false] - If context was lost, we suppress `gl.delete` calls\n */\n GeometrySystem.prototype.disposeAll = function (contextLost) {\n var all = Object.keys(this.managedGeometries);\n for (var i = 0; i < all.length; i++) {\n this.disposeGeometry(this.managedGeometries[all[i]], contextLost);\n }\n };\n /**\n * Activate vertex array object.\n * @param geometry - Geometry instance.\n * @param program - Shader program instance.\n */\n GeometrySystem.prototype.activateVao = function (geometry, program) {\n var gl = this.gl;\n var CONTEXT_UID = this.CONTEXT_UID;\n var bufferSystem = this.renderer.buffer;\n var buffers = geometry.buffers;\n var attributes = geometry.attributes;\n if (geometry.indexBuffer) {\n // first update the index buffer if we have one..\n bufferSystem.bind(geometry.indexBuffer);\n }\n var lastBuffer = null;\n // add a new one!\n for (var j in attributes) {\n var attribute = attributes[j];\n var buffer = buffers[attribute.buffer];\n var glBuffer = buffer._glBuffers[CONTEXT_UID];\n if (program.attributeData[j]) {\n if (lastBuffer !== glBuffer) {\n bufferSystem.bind(buffer);\n lastBuffer = glBuffer;\n }\n var location = program.attributeData[j].location;\n // TODO introduce state again\n // we can optimise this for older devices that have no VAOs\n gl.enableVertexAttribArray(location);\n gl.vertexAttribPointer(location, attribute.size, attribute.type || gl.FLOAT, attribute.normalized, attribute.stride, attribute.start);\n if (attribute.instance) {\n // TODO calculate instance count based of this...\n if (this.hasInstance) {\n gl.vertexAttribDivisor(location, 1);\n }\n else {\n throw new Error('geometry error, GPU Instancing is not supported on this device');\n }\n }\n }\n }\n };\n /**\n * Draws the currently bound geometry.\n * @param type - The type primitive to render.\n * @param size - The number of elements to be rendered. If not specified, all vertices after the\n * starting vertex will be drawn.\n * @param start - The starting vertex in the geometry to start drawing from. If not specified,\n * drawing will start from the first vertex.\n * @param instanceCount - The number of instances of the set of elements to execute. If not specified,\n * all instances will be drawn.\n */\n GeometrySystem.prototype.draw = function (type, size, start, instanceCount) {\n var gl = this.gl;\n var geometry = this._activeGeometry;\n // TODO.. this should not change so maybe cache the function?\n if (geometry.indexBuffer) {\n var byteSize = geometry.indexBuffer.data.BYTES_PER_ELEMENT;\n var glType = byteSize === 2 ? gl.UNSIGNED_SHORT : gl.UNSIGNED_INT;\n if (byteSize === 2 || (byteSize === 4 && this.canUseUInt32ElementIndex)) {\n if (geometry.instanced) {\n /* eslint-disable max-len */\n gl.drawElementsInstanced(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize, instanceCount || 1);\n /* eslint-enable max-len */\n }\n else {\n /* eslint-disable max-len */\n gl.drawElements(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize);\n /* eslint-enable max-len */\n }\n }\n else {\n console.warn('unsupported index buffer type: uint32');\n }\n }\n else if (geometry.instanced) {\n // TODO need a better way to calculate size..\n gl.drawArraysInstanced(type, start, size || geometry.getSize(), instanceCount || 1);\n }\n else {\n gl.drawArrays(type, start, size || geometry.getSize());\n }\n return this;\n };\n /** Unbind/reset everything. */\n GeometrySystem.prototype.unbind = function () {\n this.gl.bindVertexArray(null);\n this._activeVao = null;\n this._activeGeometry = null;\n };\n GeometrySystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return GeometrySystem;\n}());\n\n/**\n * Component for masked elements.\n *\n * Holds mask mode and temporary data about current mask.\n * @memberof PIXI\n */\nvar MaskData = /** @class */ (function () {\n /**\n * Create MaskData\n * @param {PIXI.DisplayObject} [maskObject=null] - object that describes the mask\n */\n function MaskData(maskObject) {\n if (maskObject === void 0) { maskObject = null; }\n this.type = MASK_TYPES.NONE;\n this.autoDetect = true;\n this.maskObject = maskObject || null;\n this.pooled = false;\n this.isMaskData = true;\n this.resolution = null;\n this.multisample = settings.FILTER_MULTISAMPLE;\n this.enabled = true;\n this.colorMask = 0xf;\n this._filters = null;\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n this._scissorRectLocal = null;\n this._colorMask = 0xf;\n this._target = null;\n }\n Object.defineProperty(MaskData.prototype, \"filter\", {\n /**\n * The sprite mask filter.\n * If set to `null`, the default sprite mask filter is used.\n * @default null\n */\n get: function () {\n return this._filters ? this._filters[0] : null;\n },\n set: function (value) {\n if (value) {\n if (this._filters) {\n this._filters[0] = value;\n }\n else {\n this._filters = [value];\n }\n }\n else {\n this._filters = null;\n }\n },\n enumerable: false,\n configurable: true\n });\n /** Resets the mask data after popMask(). */\n MaskData.prototype.reset = function () {\n if (this.pooled) {\n this.maskObject = null;\n this.type = MASK_TYPES.NONE;\n this.autoDetect = true;\n }\n this._target = null;\n this._scissorRectLocal = null;\n };\n /**\n * Copies counters from maskData above, called from pushMask().\n * @param maskAbove\n */\n MaskData.prototype.copyCountersOrReset = function (maskAbove) {\n if (maskAbove) {\n this._stencilCounter = maskAbove._stencilCounter;\n this._scissorCounter = maskAbove._scissorCounter;\n this._scissorRect = maskAbove._scissorRect;\n }\n else {\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n }\n };\n return MaskData;\n}());\n\n/**\n * @private\n * @param {WebGLRenderingContext} gl - The current WebGL context {WebGLProgram}\n * @param {number} type - the type, can be either VERTEX_SHADER or FRAGMENT_SHADER\n * @param {string} src - The vertex shader source as an array of strings.\n * @returns {WebGLShader} the shader\n */\nfunction compileShader(gl, type, src) {\n var shader = gl.createShader(type);\n gl.shaderSource(shader, src);\n gl.compileShader(shader);\n return shader;\n}\n\n/**\n * will log a shader error highlighting the lines with the error\n * also will add numbers along the side.\n * @param gl - the WebGLContext\n * @param shader - the shader to log errors for\n */\nfunction logPrettyShaderError(gl, shader) {\n var shaderSrc = gl.getShaderSource(shader)\n .split('\\n')\n .map(function (line, index) { return index + \": \" + line; });\n var shaderLog = gl.getShaderInfoLog(shader);\n var splitShader = shaderLog.split('\\n');\n var dedupe = {};\n var lineNumbers = splitShader.map(function (line) { return parseFloat(line.replace(/^ERROR\\: 0\\:([\\d]+)\\:.*$/, '$1')); })\n .filter(function (n) {\n if (n && !dedupe[n]) {\n dedupe[n] = true;\n return true;\n }\n return false;\n });\n var logArgs = [''];\n lineNumbers.forEach(function (number) {\n shaderSrc[number - 1] = \"%c\" + shaderSrc[number - 1] + \"%c\";\n logArgs.push('background: #FF0000; color:#FFFFFF; font-size: 10px', 'font-size: 10px');\n });\n var fragmentSourceToLog = shaderSrc\n .join('\\n');\n logArgs[0] = fragmentSourceToLog;\n console.error(shaderLog);\n // eslint-disable-next-line no-console\n console.groupCollapsed('click to view full shader code');\n console.warn.apply(console, logArgs);\n // eslint-disable-next-line no-console\n console.groupEnd();\n}\n/**\n *\n * logs out any program errors\n * @param gl - The current WebGL context\n * @param program - the WebGL program to display errors for\n * @param vertexShader - the fragment WebGL shader program\n * @param fragmentShader - the vertex WebGL shader program\n */\nfunction logProgramError(gl, program, vertexShader, fragmentShader) {\n // if linking fails, then log and cleanup\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {\n logPrettyShaderError(gl, vertexShader);\n }\n if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {\n logPrettyShaderError(gl, fragmentShader);\n }\n console.error('PixiJS Error: Could not initialize shader.');\n // if there is a program info log, log it\n if (gl.getProgramInfoLog(program) !== '') {\n console.warn('PixiJS Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program));\n }\n }\n}\n\nfunction booleanArray(size) {\n var array = new Array(size);\n for (var i = 0; i < array.length; i++) {\n array[i] = false;\n }\n return array;\n}\n/**\n * @method defaultValue\n * @memberof PIXI.glCore.shader\n * @param {string} type - Type of value\n * @param {number} size\n * @private\n */\nfunction defaultValue(type, size) {\n switch (type) {\n case 'float':\n return 0;\n case 'vec2':\n return new Float32Array(2 * size);\n case 'vec3':\n return new Float32Array(3 * size);\n case 'vec4':\n return new Float32Array(4 * size);\n case 'int':\n case 'uint':\n case 'sampler2D':\n case 'sampler2DArray':\n return 0;\n case 'ivec2':\n return new Int32Array(2 * size);\n case 'ivec3':\n return new Int32Array(3 * size);\n case 'ivec4':\n return new Int32Array(4 * size);\n case 'uvec2':\n return new Uint32Array(2 * size);\n case 'uvec3':\n return new Uint32Array(3 * size);\n case 'uvec4':\n return new Uint32Array(4 * size);\n case 'bool':\n return false;\n case 'bvec2':\n return booleanArray(2 * size);\n case 'bvec3':\n return booleanArray(3 * size);\n case 'bvec4':\n return booleanArray(4 * size);\n case 'mat2':\n return new Float32Array([1, 0,\n 0, 1]);\n case 'mat3':\n return new Float32Array([1, 0, 0,\n 0, 1, 0,\n 0, 0, 1]);\n case 'mat4':\n return new Float32Array([1, 0, 0, 0,\n 0, 1, 0, 0,\n 0, 0, 1, 0,\n 0, 0, 0, 1]);\n }\n return null;\n}\n\nvar unknownContext = {};\nvar context = unknownContext;\n/**\n * returns a little WebGL context to use for program inspection.\n * @static\n * @private\n * @returns {WebGLRenderingContext} a gl context to test with\n */\nfunction getTestContext() {\n if (context === unknownContext || (context && context.isContextLost())) {\n var canvas = settings.ADAPTER.createCanvas();\n var gl = void 0;\n if (settings.PREFER_ENV >= ENV.WEBGL2) {\n gl = canvas.getContext('webgl2', {});\n }\n if (!gl) {\n gl = (canvas.getContext('webgl', {})\n || canvas.getContext('experimental-webgl', {}));\n if (!gl) {\n // fail, not able to get a context\n gl = null;\n }\n else {\n // for shader testing..\n gl.getExtension('WEBGL_draw_buffers');\n }\n }\n context = gl;\n }\n return context;\n}\n\nvar maxFragmentPrecision;\nfunction getMaxFragmentPrecision() {\n if (!maxFragmentPrecision) {\n maxFragmentPrecision = PRECISION.MEDIUM;\n var gl = getTestContext();\n if (gl) {\n if (gl.getShaderPrecisionFormat) {\n var shaderFragment = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);\n maxFragmentPrecision = shaderFragment.precision ? PRECISION.HIGH : PRECISION.MEDIUM;\n }\n }\n }\n return maxFragmentPrecision;\n}\n\n/**\n * Sets the float precision on the shader, ensuring the device supports the request precision.\n * If the precision is already present, it just ensures that the device is able to handle it.\n * @private\n * @param {string} src - The shader source\n * @param {PIXI.PRECISION} requestedPrecision - The request float precision of the shader.\n * @param {PIXI.PRECISION} maxSupportedPrecision - The maximum precision the shader supports.\n * @returns {string} modified shader source\n */\nfunction setPrecision(src, requestedPrecision, maxSupportedPrecision) {\n if (src.substring(0, 9) !== 'precision') {\n // no precision supplied, so PixiJS will add the requested level.\n var precision = requestedPrecision;\n // If highp is requested but not supported, downgrade precision to a level all devices support.\n if (requestedPrecision === PRECISION.HIGH && maxSupportedPrecision !== PRECISION.HIGH) {\n precision = PRECISION.MEDIUM;\n }\n return \"precision \" + precision + \" float;\\n\" + src;\n }\n else if (maxSupportedPrecision !== PRECISION.HIGH && src.substring(0, 15) === 'precision highp') {\n // precision was supplied, but at a level this device does not support, so downgrading to mediump.\n return src.replace('precision highp', 'precision mediump');\n }\n return src;\n}\n\nvar GLSL_TO_SIZE = {\n float: 1,\n vec2: 2,\n vec3: 3,\n vec4: 4,\n int: 1,\n ivec2: 2,\n ivec3: 3,\n ivec4: 4,\n uint: 1,\n uvec2: 2,\n uvec3: 3,\n uvec4: 4,\n bool: 1,\n bvec2: 2,\n bvec3: 3,\n bvec4: 4,\n mat2: 4,\n mat3: 9,\n mat4: 16,\n sampler2D: 1,\n};\n/**\n * @private\n * @method mapSize\n * @memberof PIXI.glCore.shader\n * @param {string} type\n */\nfunction mapSize(type) {\n return GLSL_TO_SIZE[type];\n}\n\nvar GL_TABLE = null;\nvar GL_TO_GLSL_TYPES = {\n FLOAT: 'float',\n FLOAT_VEC2: 'vec2',\n FLOAT_VEC3: 'vec3',\n FLOAT_VEC4: 'vec4',\n INT: 'int',\n INT_VEC2: 'ivec2',\n INT_VEC3: 'ivec3',\n INT_VEC4: 'ivec4',\n UNSIGNED_INT: 'uint',\n UNSIGNED_INT_VEC2: 'uvec2',\n UNSIGNED_INT_VEC3: 'uvec3',\n UNSIGNED_INT_VEC4: 'uvec4',\n BOOL: 'bool',\n BOOL_VEC2: 'bvec2',\n BOOL_VEC3: 'bvec3',\n BOOL_VEC4: 'bvec4',\n FLOAT_MAT2: 'mat2',\n FLOAT_MAT3: 'mat3',\n FLOAT_MAT4: 'mat4',\n SAMPLER_2D: 'sampler2D',\n INT_SAMPLER_2D: 'sampler2D',\n UNSIGNED_INT_SAMPLER_2D: 'sampler2D',\n SAMPLER_CUBE: 'samplerCube',\n INT_SAMPLER_CUBE: 'samplerCube',\n UNSIGNED_INT_SAMPLER_CUBE: 'samplerCube',\n SAMPLER_2D_ARRAY: 'sampler2DArray',\n INT_SAMPLER_2D_ARRAY: 'sampler2DArray',\n UNSIGNED_INT_SAMPLER_2D_ARRAY: 'sampler2DArray',\n};\n// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\nfunction mapType(gl, type) {\n if (!GL_TABLE) {\n var typeNames = Object.keys(GL_TO_GLSL_TYPES);\n GL_TABLE = {};\n for (var i = 0; i < typeNames.length; ++i) {\n var tn = typeNames[i];\n GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn];\n }\n }\n return GL_TABLE[type];\n}\n\n/* eslint-disable @typescript-eslint/explicit-module-boundary-types */\n// Parsers, each one of these will take a look at the type of shader property and uniform.\n// if they pass the test function then the code function is called that returns a the shader upload code for that uniform.\n// Shader upload code is automagically generated with these parsers.\n// If no parser is valid then the default upload functions are used.\n// exposing Parsers means that custom upload logic can be added to pixi's shaders.\n// A good example would be a pixi rectangle can be directly set on a uniform.\n// If the shader sees it it knows how to upload the rectangle structure as a vec4\n// format is as follows:\n//\n// {\n// test: (data, uniform) => {} <--- test is this code should be used for this uniform\n// code: (name, uniform) => {} <--- returns the string of the piece of code that uploads the uniform\n// codeUbo: (name, uniform) => {} <--- returns the string of the piece of code that uploads the\n// uniform to a uniform buffer\n// }\nvar uniformParsers = [\n // a float cache layer\n {\n test: function (data) {\n return data.type === 'float' && data.size === 1;\n },\n code: function (name) {\n return \"\\n if(uv[\\\"\" + name + \"\\\"] !== ud[\\\"\" + name + \"\\\"].value)\\n {\\n ud[\\\"\" + name + \"\\\"].value = uv[\\\"\" + name + \"\\\"]\\n gl.uniform1f(ud[\\\"\" + name + \"\\\"].location, uv[\\\"\" + name + \"\\\"])\\n }\\n \";\n },\n },\n // handling samplers\n {\n test: function (data) {\n // eslint-disable-next-line max-len\n return (data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray;\n },\n code: function (name) { return \"t = syncData.textureCount++;\\n\\n renderer.texture.bind(uv[\\\"\" + name + \"\\\"], t);\\n\\n if(ud[\\\"\" + name + \"\\\"].value !== t)\\n {\\n ud[\\\"\" + name + \"\\\"].value = t;\\n gl.uniform1i(ud[\\\"\" + name + \"\\\"].location, t);\\n; // eslint-disable-line max-len\\n }\"; },\n },\n // uploading pixi matrix object to mat3\n {\n test: function (data, uniform) {\n return data.type === 'mat3' && data.size === 1 && uniform.a !== undefined;\n },\n code: function (name) {\n // TODO and some smart caching dirty ids here!\n return \"\\n gl.uniformMatrix3fv(ud[\\\"\" + name + \"\\\"].location, false, uv[\\\"\" + name + \"\\\"].toArray(true));\\n \";\n },\n codeUbo: function (name) {\n return \"\\n var \" + name + \"_matrix = uv.\" + name + \".toArray(true);\\n\\n data[offset] = \" + name + \"_matrix[0];\\n data[offset+1] = \" + name + \"_matrix[1];\\n data[offset+2] = \" + name + \"_matrix[2];\\n \\n data[offset + 4] = \" + name + \"_matrix[3];\\n data[offset + 5] = \" + name + \"_matrix[4];\\n data[offset + 6] = \" + name + \"_matrix[5];\\n \\n data[offset + 8] = \" + name + \"_matrix[6];\\n data[offset + 9] = \" + name + \"_matrix[7];\\n data[offset + 10] = \" + name + \"_matrix[8];\\n \";\n },\n },\n // uploading a pixi point as a vec2 with caching layer\n {\n test: function (data, uniform) {\n return data.type === 'vec2' && data.size === 1 && uniform.x !== undefined;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v.x || cv[1] !== v.y)\\n {\\n cv[0] = v.x;\\n cv[1] = v.y;\\n gl.uniform2f(ud[\\\"\" + name + \"\\\"].location, v.x, v.y);\\n }\";\n },\n codeUbo: function (name) {\n return \"\\n v = uv.\" + name + \";\\n\\n data[offset] = v.x;\\n data[offset+1] = v.y;\\n \";\n }\n },\n // caching layer for a vec2\n {\n test: function (data) {\n return data.type === 'vec2' && data.size === 1;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n gl.uniform2f(ud[\\\"\" + name + \"\\\"].location, v[0], v[1]);\\n }\\n \";\n },\n },\n // upload a pixi rectangle as a vec4 with caching layer\n {\n test: function (data, uniform) {\n return data.type === 'vec4' && data.size === 1 && uniform.width !== undefined;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height)\\n {\\n cv[0] = v.x;\\n cv[1] = v.y;\\n cv[2] = v.width;\\n cv[3] = v.height;\\n gl.uniform4f(ud[\\\"\" + name + \"\\\"].location, v.x, v.y, v.width, v.height)\\n }\";\n },\n codeUbo: function (name) {\n return \"\\n v = uv.\" + name + \";\\n\\n data[offset] = v.x;\\n data[offset+1] = v.y;\\n data[offset+2] = v.width;\\n data[offset+3] = v.height;\\n \";\n }\n },\n // a caching layer for vec4 uploading\n {\n test: function (data) {\n return data.type === 'vec4' && data.size === 1;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4f(ud[\\\"\" + name + \"\\\"].location, v[0], v[1], v[2], v[3])\\n }\";\n },\n } ];\n\n// cu = Cached value's uniform data field\n// cv = Cached value\n// v = value to upload\n// ud = uniformData\n// uv = uniformValue\n// l = location\nvar GLSL_TO_SINGLE_SETTERS_CACHED = {\n float: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n gl.uniform1f(location, v);\\n }\",\n vec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2f(location, v[0], v[1])\\n }\",\n vec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3f(location, v[0], v[1], v[2])\\n }\",\n vec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4f(location, v[0], v[1], v[2], v[3]);\\n }\",\n int: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1i(location, v);\\n }\",\n ivec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2i(location, v[0], v[1]);\\n }\",\n ivec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3i(location, v[0], v[1], v[2]);\\n }\",\n ivec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\\n }\",\n uint: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1ui(location, v);\\n }\",\n uvec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2ui(location, v[0], v[1]);\\n }\",\n uvec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3ui(location, v[0], v[1], v[2]);\\n }\",\n uvec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4ui(location, v[0], v[1], v[2], v[3]);\\n }\",\n bool: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n gl.uniform1i(location, v);\\n }\",\n bvec2: \"\\n if (cv[0] != v[0] || cv[1] != v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2i(location, v[0], v[1]);\\n }\",\n bvec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3i(location, v[0], v[1], v[2]);\\n }\",\n bvec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\\n }\",\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n sampler2D: 'gl.uniform1i(location, v)',\n samplerCube: 'gl.uniform1i(location, v)',\n sampler2DArray: 'gl.uniform1i(location, v)',\n};\nvar GLSL_TO_ARRAY_SETTERS = {\n float: \"gl.uniform1fv(location, v)\",\n vec2: \"gl.uniform2fv(location, v)\",\n vec3: \"gl.uniform3fv(location, v)\",\n vec4: 'gl.uniform4fv(location, v)',\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n int: 'gl.uniform1iv(location, v)',\n ivec2: 'gl.uniform2iv(location, v)',\n ivec3: 'gl.uniform3iv(location, v)',\n ivec4: 'gl.uniform4iv(location, v)',\n uint: 'gl.uniform1uiv(location, v)',\n uvec2: 'gl.uniform2uiv(location, v)',\n uvec3: 'gl.uniform3uiv(location, v)',\n uvec4: 'gl.uniform4uiv(location, v)',\n bool: 'gl.uniform1iv(location, v)',\n bvec2: 'gl.uniform2iv(location, v)',\n bvec3: 'gl.uniform3iv(location, v)',\n bvec4: 'gl.uniform4iv(location, v)',\n sampler2D: 'gl.uniform1iv(location, v)',\n samplerCube: 'gl.uniform1iv(location, v)',\n sampler2DArray: 'gl.uniform1iv(location, v)',\n};\nfunction generateUniformsSync(group, uniformData) {\n var _a;\n var funcFragments = [\"\\n var v = null;\\n var cv = null;\\n var cu = null;\\n var t = 0;\\n var gl = renderer.gl;\\n \"];\n for (var i in group.uniforms) {\n var data = uniformData[i];\n if (!data) {\n if ((_a = group.uniforms[i]) === null || _a === void 0 ? void 0 : _a.group) {\n if (group.uniforms[i].ubo) {\n funcFragments.push(\"\\n renderer.shader.syncUniformBufferGroup(uv.\" + i + \", '\" + i + \"');\\n \");\n }\n else {\n funcFragments.push(\"\\n renderer.shader.syncUniformGroup(uv.\" + i + \", syncData);\\n \");\n }\n }\n continue;\n }\n var uniform = group.uniforms[i];\n var parsed = false;\n for (var j = 0; j < uniformParsers.length; j++) {\n if (uniformParsers[j].test(data, uniform)) {\n funcFragments.push(uniformParsers[j].code(i, uniform));\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n var templateType = (data.size === 1) ? GLSL_TO_SINGLE_SETTERS_CACHED : GLSL_TO_ARRAY_SETTERS;\n var template = templateType[data.type].replace('location', \"ud[\\\"\" + i + \"\\\"].location\");\n funcFragments.push(\"\\n cu = ud[\\\"\" + i + \"\\\"];\\n cv = cu.value;\\n v = uv[\\\"\" + i + \"\\\"];\\n \" + template + \";\");\n }\n }\n /*\n * the introduction of syncData is to solve an issue where textures in uniform groups are not set correctly\n * the texture count was always starting from 0 in each group. This needs to increment each time a texture is used\n * no matter which group is being used\n *\n */\n // eslint-disable-next-line no-new-func\n return new Function('ud', 'uv', 'renderer', 'syncData', funcFragments.join('\\n'));\n}\n\nvar fragTemplate = [\n 'precision mediump float;',\n 'void main(void){',\n 'float test = 0.1;',\n '%forloop%',\n 'gl_FragColor = vec4(0.0);',\n '}' ].join('\\n');\nfunction generateIfTestSrc(maxIfs) {\n var src = '';\n for (var i = 0; i < maxIfs; ++i) {\n if (i > 0) {\n src += '\\nelse ';\n }\n if (i < maxIfs - 1) {\n src += \"if(test == \" + i + \".0){}\";\n }\n }\n return src;\n}\nfunction checkMaxIfStatementsInShader(maxIfs, gl) {\n if (maxIfs === 0) {\n throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`');\n }\n var shader = gl.createShader(gl.FRAGMENT_SHADER);\n while (true) // eslint-disable-line no-constant-condition\n {\n var fragmentSrc = fragTemplate.replace(/%forloop%/gi, generateIfTestSrc(maxIfs));\n gl.shaderSource(shader, fragmentSrc);\n gl.compileShader(shader);\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n maxIfs = (maxIfs / 2) | 0;\n }\n else {\n // valid!\n break;\n }\n }\n return maxIfs;\n}\n\n// Cache the result to prevent running this over and over\nvar unsafeEval;\n/**\n * Not all platforms allow to generate function code (e.g., `new Function`).\n * this provides the platform-level detection.\n * @private\n * @returns {boolean} `true` if `new Function` is supported.\n */\nfunction unsafeEvalSupported() {\n if (typeof unsafeEval === 'boolean') {\n return unsafeEval;\n }\n try {\n /* eslint-disable no-new-func */\n var func = new Function('param1', 'param2', 'param3', 'return param1[param2] === param3;');\n /* eslint-enable no-new-func */\n unsafeEval = func({ a: 'b' }, 'a', 'b') === true;\n }\n catch (e) {\n unsafeEval = false;\n }\n return unsafeEval;\n}\n\nvar defaultFragment$2 = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n gl_FragColor *= texture2D(uSampler, vTextureCoord);\\n}\";\n\nvar defaultVertex$3 = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void){\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n vTextureCoord = aTextureCoord;\\n}\\n\";\n\nvar UID$1 = 0;\nvar nameCache = {};\n/**\n * Helper class to create a shader program.\n * @memberof PIXI\n */\nvar Program = /** @class */ (function () {\n /**\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param name - Name for shader\n */\n function Program(vertexSrc, fragmentSrc, name) {\n if (name === void 0) { name = 'pixi-shader'; }\n this.id = UID$1++;\n this.vertexSrc = vertexSrc || Program.defaultVertexSrc;\n this.fragmentSrc = fragmentSrc || Program.defaultFragmentSrc;\n this.vertexSrc = this.vertexSrc.trim();\n this.fragmentSrc = this.fragmentSrc.trim();\n if (this.vertexSrc.substring(0, 8) !== '#version') {\n name = name.replace(/\\s+/g, '-');\n if (nameCache[name]) {\n nameCache[name]++;\n name += \"-\" + nameCache[name];\n }\n else {\n nameCache[name] = 1;\n }\n this.vertexSrc = \"#define SHADER_NAME \" + name + \"\\n\" + this.vertexSrc;\n this.fragmentSrc = \"#define SHADER_NAME \" + name + \"\\n\" + this.fragmentSrc;\n this.vertexSrc = setPrecision(this.vertexSrc, settings.PRECISION_VERTEX, PRECISION.HIGH);\n this.fragmentSrc = setPrecision(this.fragmentSrc, settings.PRECISION_FRAGMENT, getMaxFragmentPrecision());\n }\n // currently this does not extract structs only default types\n // this is where we store shader references..\n this.glPrograms = {};\n this.syncUniforms = null;\n }\n Object.defineProperty(Program, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source.\n * @constant\n */\n get: function () {\n return defaultVertex$3;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Program, \"defaultFragmentSrc\", {\n /**\n * The default fragment shader source.\n * @constant\n */\n get: function () {\n return defaultFragment$2;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * A short hand function to create a program based of a vertex and fragment shader.\n *\n * This method will also check to see if there is a cached program.\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param name - Name for shader\n * @returns A shiny new PixiJS shader program!\n */\n Program.from = function (vertexSrc, fragmentSrc, name) {\n var key = vertexSrc + fragmentSrc;\n var program = ProgramCache[key];\n if (!program) {\n ProgramCache[key] = program = new Program(vertexSrc, fragmentSrc, name);\n }\n return program;\n };\n return Program;\n}());\n\n/**\n * A helper class for shaders.\n * @memberof PIXI\n */\nvar Shader = /** @class */ (function () {\n /**\n * @param program - The program the shader will use.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n */\n function Shader(program, uniforms) {\n /**\n * Used internally to bind uniform buffer objects.\n * @ignore\n */\n this.uniformBindCount = 0;\n this.program = program;\n // lets see whats been passed in\n // uniforms should be converted to a uniform group\n if (uniforms) {\n if (uniforms instanceof UniformGroup) {\n this.uniformGroup = uniforms;\n }\n else {\n this.uniformGroup = new UniformGroup(uniforms);\n }\n }\n else {\n this.uniformGroup = new UniformGroup({});\n }\n }\n // TODO move to shader system..\n Shader.prototype.checkUniformExists = function (name, group) {\n if (group.uniforms[name]) {\n return true;\n }\n for (var i in group.uniforms) {\n var uniform = group.uniforms[i];\n if (uniform.group) {\n if (this.checkUniformExists(name, uniform)) {\n return true;\n }\n }\n }\n return false;\n };\n Shader.prototype.destroy = function () {\n // usage count on programs?\n // remove if not used!\n this.uniformGroup = null;\n };\n Object.defineProperty(Shader.prototype, \"uniforms\", {\n /**\n * Shader uniform values, shortcut for `uniformGroup.uniforms`.\n * @readonly\n */\n get: function () {\n return this.uniformGroup.uniforms;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * A short hand function to create a shader based of a vertex and fragment shader.\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n * @returns A shiny new PixiJS shader!\n */\n Shader.from = function (vertexSrc, fragmentSrc, uniforms) {\n var program = Program.from(vertexSrc, fragmentSrc);\n return new Shader(program, uniforms);\n };\n return Shader;\n}());\n\n/* eslint-disable max-len */\nvar BLEND$1 = 0;\nvar OFFSET$1 = 1;\nvar CULLING$1 = 2;\nvar DEPTH_TEST$1 = 3;\nvar WINDING$1 = 4;\nvar DEPTH_MASK$1 = 5;\n/**\n * This is a WebGL state, and is is passed to {@link PIXI.StateSystem}.\n *\n * Each mesh rendered may require WebGL to be in a different state.\n * For example you may want different blend mode or to enable polygon offsets\n * @memberof PIXI\n */\nvar State = /** @class */ (function () {\n function State() {\n this.data = 0;\n this.blendMode = BLEND_MODES.NORMAL;\n this.polygonOffset = 0;\n this.blend = true;\n this.depthMask = true;\n // this.depthTest = true;\n }\n Object.defineProperty(State.prototype, \"blend\", {\n /**\n * Activates blending of the computed fragment color values.\n * @default true\n */\n get: function () {\n return !!(this.data & (1 << BLEND$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << BLEND$1)) !== value) {\n this.data ^= (1 << BLEND$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"offsets\", {\n /**\n * Activates adding an offset to depth values of polygon's fragments\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << OFFSET$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << OFFSET$1)) !== value) {\n this.data ^= (1 << OFFSET$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"culling\", {\n /**\n * Activates culling of polygons.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << CULLING$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << CULLING$1)) !== value) {\n this.data ^= (1 << CULLING$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"depthTest\", {\n /**\n * Activates depth comparisons and updates to the depth buffer.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << DEPTH_TEST$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << DEPTH_TEST$1)) !== value) {\n this.data ^= (1 << DEPTH_TEST$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"depthMask\", {\n /**\n * Enables or disables writing to the depth buffer.\n * @default true\n */\n get: function () {\n return !!(this.data & (1 << DEPTH_MASK$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << DEPTH_MASK$1)) !== value) {\n this.data ^= (1 << DEPTH_MASK$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"clockwiseFrontFace\", {\n /**\n * Specifies whether or not front or back-facing polygons can be culled.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << WINDING$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << WINDING$1)) !== value) {\n this.data ^= (1 << WINDING$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"blendMode\", {\n /**\n * The blend mode to be applied when this state is set. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n * Setting this mode to anything other than NO_BLEND will automatically switch blending on.\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get: function () {\n return this._blendMode;\n },\n set: function (value) {\n this.blend = (value !== BLEND_MODES.NONE);\n this._blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"polygonOffset\", {\n /**\n * The polygon offset. Setting this property to anything other than 0 will automatically enable polygon offset fill.\n * @default 0\n */\n get: function () {\n return this._polygonOffset;\n },\n set: function (value) {\n this.offsets = !!value;\n this._polygonOffset = value;\n },\n enumerable: false,\n configurable: true\n });\n State.prototype.toString = function () {\n return \"[@pixi/core:State \"\n + (\"blendMode=\" + this.blendMode + \" \")\n + (\"clockwiseFrontFace=\" + this.clockwiseFrontFace + \" \")\n + (\"culling=\" + this.culling + \" \")\n + (\"depthMask=\" + this.depthMask + \" \")\n + (\"polygonOffset=\" + this.polygonOffset)\n + \"]\";\n };\n State.for2d = function () {\n var state = new State();\n state.depthTest = false;\n state.blend = true;\n return state;\n };\n return State;\n}());\n\nvar defaultFragment$1 = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n gl_FragColor = texture2D(uSampler, vTextureCoord);\\n}\\n\";\n\nvar defaultVertex$2 = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n gl_Position = filterVertexPosition();\\n vTextureCoord = filterTextureCoord();\\n}\\n\";\n\n/**\n * A filter is a special shader that applies post-processing effects to an input texture and writes into an output\n * render-target.\n *\n * {@link http://pixijs.io/examples/#/filters/blur-filter.js Example} of the\n * {@link PIXI.filters.BlurFilter BlurFilter}.\n *\n * ### Usage\n * Filters can be applied to any DisplayObject or Container.\n * PixiJS' `FilterSystem` renders the container into temporary Framebuffer,\n * then filter renders it to the screen.\n * Multiple filters can be added to the `filters` array property and stacked on each other.\n *\n * ```\n * const filter = new PIXI.Filter(myShaderVert, myShaderFrag, { myUniform: 0.5 });\n * const container = new PIXI.Container();\n * container.filters = [filter];\n * ```\n *\n * ### Previous Version Differences\n *\n * In PixiJS **v3**, a filter was always applied to _whole screen_.\n *\n * In PixiJS **v4**, a filter can be applied _only part of the screen_.\n * Developers had to create a set of uniforms to deal with coordinates.\n *\n * In PixiJS **v5** combines _both approaches_.\n * Developers can use normal coordinates of v3 and then allow filter to use partial Framebuffers,\n * bringing those extra uniforms into account.\n *\n * Also be aware that we have changed default vertex shader, please consult\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * ### Frames\n *\n * The following table summarizes the coordinate spaces used in the filtering pipeline:\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n *
Coordinate SpaceDescription
Texture Coordinates\n * The texture (or UV) coordinates in the input base-texture's space. These are normalized into the (0,1) range along\n * both axes.\n *
World Space\n * A point in the same space as the world bounds of any display-object (i.e. in the scene graph's space).\n *
Physical Pixels\n * This is base-texture's space with the origin on the top-left. You can calculate these by multiplying the texture\n * coordinates by the dimensions of the texture.\n *
\n *\n * ### Built-in Uniforms\n *\n * PixiJS viewport uses screen (CSS) coordinates, `(0, 0, renderer.screen.width, renderer.screen.height)`,\n * and `projectionMatrix` uniform maps it to the gl viewport.\n *\n * **uSampler**\n *\n * The most important uniform is the input texture that container was rendered into.\n * _Important note: as with all Framebuffers in PixiJS, both input and output are\n * premultiplied by alpha._\n *\n * By default, input normalized coordinates are passed to fragment shader with `vTextureCoord`.\n * Use it to sample the input.\n *\n * ```\n * const fragment = `\n * varying vec2 vTextureCoord;\n * uniform sampler2D uSampler;\n * void main(void)\n * {\n * gl_FragColor = texture2D(uSampler, vTextureCoord);\n * }\n * `;\n *\n * const myFilter = new PIXI.Filter(null, fragment);\n * ```\n *\n * This filter is just one uniform less than {@link PIXI.filters.AlphaFilter AlphaFilter}.\n *\n * **outputFrame**\n *\n * The `outputFrame` holds the rectangle where filter is applied in screen (CSS) coordinates.\n * It's the same as `renderer.screen` for a fullscreen filter.\n * Only a part of `outputFrame.zw` size of temporary Framebuffer is used,\n * `(0, 0, outputFrame.width, outputFrame.height)`,\n *\n * Filters uses this quad to normalized (0-1) space, its passed into `aVertexPosition` attribute.\n * To calculate vertex position in screen space using normalized (0-1) space:\n *\n * ```\n * vec4 filterVertexPosition( void )\n * {\n * vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n * return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n * }\n * ```\n *\n * **inputSize**\n *\n * Temporary framebuffer is different, it can be either the size of screen, either power-of-two.\n * The `inputSize.xy` are size of temporary framebuffer that holds input.\n * The `inputSize.zw` is inverted, it's a shortcut to evade division inside the shader.\n *\n * Set `inputSize.xy = outputFrame.zw` for a fullscreen filter.\n *\n * To calculate input normalized coordinate, you have to map it to filter normalized space.\n * Multiply by `outputFrame.zw` to get input coordinate.\n * Divide by `inputSize.xy` to get input normalized coordinate.\n *\n * ```\n * vec2 filterTextureCoord( void )\n * {\n * return aVertexPosition * (outputFrame.zw * inputSize.zw); // same as /inputSize.xy\n * }\n * ```\n * **resolution**\n *\n * The `resolution` is the ratio of screen (CSS) pixels to real pixels.\n *\n * **inputPixel**\n *\n * `inputPixel.xy` is the size of framebuffer in real pixels, same as `inputSize.xy * resolution`\n * `inputPixel.zw` is inverted `inputPixel.xy`.\n *\n * It's handy for filters that use neighbour pixels, like {@link PIXI.filters.FXAAFilter FXAAFilter}.\n *\n * **inputClamp**\n *\n * If you try to get info from outside of used part of Framebuffer - you'll get undefined behaviour.\n * For displacements, coordinates has to be clamped.\n *\n * The `inputClamp.xy` is left-top pixel center, you may ignore it, because we use left-top part of Framebuffer\n * `inputClamp.zw` is bottom-right pixel center.\n *\n * ```\n * vec4 color = texture2D(uSampler, clamp(modifiedTextureCoord, inputClamp.xy, inputClamp.zw))\n * ```\n * OR\n * ```\n * vec4 color = texture2D(uSampler, min(modifigedTextureCoord, inputClamp.zw))\n * ```\n *\n * ### Additional Information\n *\n * Complete documentation on Filter usage is located in the\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * Since PixiJS only had a handful of built-in filters, additional filters can be downloaded\n * {@link https://github.com/pixijs/pixi-filters here} from the PixiJS Filters repository.\n * @memberof PIXI\n */\nvar Filter = /** @class */ (function (_super) {\n __extends(Filter, _super);\n /**\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n */\n function Filter(vertexSrc, fragmentSrc, uniforms) {\n var _this = this;\n var program = Program.from(vertexSrc || Filter.defaultVertexSrc, fragmentSrc || Filter.defaultFragmentSrc);\n _this = _super.call(this, program, uniforms) || this;\n _this.padding = 0;\n _this.resolution = settings.FILTER_RESOLUTION;\n _this.multisample = settings.FILTER_MULTISAMPLE;\n _this.enabled = true;\n _this.autoFit = true;\n _this.state = new State();\n return _this;\n }\n /**\n * Applies the filter\n * @param {PIXI.FilterSystem} filterManager - The renderer to retrieve the filter from\n * @param {PIXI.RenderTexture} input - The input render target.\n * @param {PIXI.RenderTexture} output - The target to output to.\n * @param {PIXI.CLEAR_MODES} [clearMode] - Should the output be cleared before rendering to it.\n * @param {object} [_currentState] - It's current state of filter.\n * There are some useful properties in the currentState :\n * target, filters, sourceFrame, destinationFrame, renderTarget, resolution\n */\n Filter.prototype.apply = function (filterManager, input, output, clearMode, _currentState) {\n // do as you please!\n filterManager.applyFilter(this, input, output, clearMode);\n // or just do a regular render..\n };\n Object.defineProperty(Filter.prototype, \"blendMode\", {\n /**\n * Sets the blend mode of the filter.\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get: function () {\n return this.state.blendMode;\n },\n set: function (value) {\n this.state.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter.prototype, \"resolution\", {\n /**\n * The resolution of the filter. Setting this to be lower will lower the quality but\n * increase the performance of the filter.\n */\n get: function () {\n return this._resolution;\n },\n set: function (value) {\n this._resolution = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source\n * @constant\n */\n get: function () {\n return defaultVertex$2;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter, \"defaultFragmentSrc\", {\n /**\n * The default fragment shader source\n * @constant\n */\n get: function () {\n return defaultFragment$1;\n },\n enumerable: false,\n configurable: true\n });\n return Filter;\n}(Shader));\n\nvar vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 otherMatrix;\\n\\nvarying vec2 vMaskCoord;\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\\n}\\n\";\n\nvar fragment = \"varying vec2 vMaskCoord;\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform sampler2D mask;\\nuniform float alpha;\\nuniform float npmAlpha;\\nuniform vec4 maskClamp;\\n\\nvoid main(void)\\n{\\n float clip = step(3.5,\\n step(maskClamp.x, vMaskCoord.x) +\\n step(maskClamp.y, vMaskCoord.y) +\\n step(vMaskCoord.x, maskClamp.z) +\\n step(vMaskCoord.y, maskClamp.w));\\n\\n vec4 original = texture2D(uSampler, vTextureCoord);\\n vec4 masky = texture2D(mask, vMaskCoord);\\n float alphaMul = 1.0 - npmAlpha * (1.0 - masky.a);\\n\\n original *= (alphaMul * masky.r * alpha * clip);\\n\\n gl_FragColor = original;\\n}\\n\";\n\nvar tempMat = new Matrix();\n/**\n * Class controls uv mapping from Texture normal space to BaseTexture normal space.\n *\n * Takes `trim` and `rotate` into account. May contain clamp settings for Meshes and TilingSprite.\n *\n * Can be used in Texture `uvMatrix` field, or separately, you can use different clamp settings on the same texture.\n * If you want to add support for texture region of certain feature or filter, that's what you're looking for.\n *\n * Takes track of Texture changes through `_lastTextureID` private field.\n * Use `update()` method call to track it from outside.\n * @see PIXI.Texture\n * @see PIXI.Mesh\n * @see PIXI.TilingSprite\n * @memberof PIXI\n */\nvar TextureMatrix = /** @class */ (function () {\n /**\n * @param texture - observed texture\n * @param clampMargin - Changes frame clamping, 0.5 by default. Use -0.5 for extra border.\n */\n function TextureMatrix(texture, clampMargin) {\n this._texture = texture;\n this.mapCoord = new Matrix();\n this.uClampFrame = new Float32Array(4);\n this.uClampOffset = new Float32Array(2);\n this._textureID = -1;\n this._updateID = 0;\n this.clampOffset = 0;\n this.clampMargin = (typeof clampMargin === 'undefined') ? 0.5 : clampMargin;\n this.isSimple = false;\n }\n Object.defineProperty(TextureMatrix.prototype, \"texture\", {\n /** Texture property. */\n get: function () {\n return this._texture;\n },\n set: function (value) {\n this._texture = value;\n this._textureID = -1;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Multiplies uvs array to transform\n * @param uvs - mesh uvs\n * @param [out=uvs] - output\n * @returns - output\n */\n TextureMatrix.prototype.multiplyUvs = function (uvs, out) {\n if (out === undefined) {\n out = uvs;\n }\n var mat = this.mapCoord;\n for (var i = 0; i < uvs.length; i += 2) {\n var x = uvs[i];\n var y = uvs[i + 1];\n out[i] = (x * mat.a) + (y * mat.c) + mat.tx;\n out[i + 1] = (x * mat.b) + (y * mat.d) + mat.ty;\n }\n return out;\n };\n /**\n * Updates matrices if texture was changed.\n * @param [forceUpdate=false] - if true, matrices will be updated any case\n * @returns - Whether or not it was updated\n */\n TextureMatrix.prototype.update = function (forceUpdate) {\n var tex = this._texture;\n if (!tex || !tex.valid) {\n return false;\n }\n if (!forceUpdate\n && this._textureID === tex._updateID) {\n return false;\n }\n this._textureID = tex._updateID;\n this._updateID++;\n var uvs = tex._uvs;\n this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0);\n var orig = tex.orig;\n var trim = tex.trim;\n if (trim) {\n tempMat.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height);\n this.mapCoord.append(tempMat);\n }\n var texBase = tex.baseTexture;\n var frame = this.uClampFrame;\n var margin = this.clampMargin / texBase.resolution;\n var offset = this.clampOffset;\n frame[0] = (tex._frame.x + margin + offset) / texBase.width;\n frame[1] = (tex._frame.y + margin + offset) / texBase.height;\n frame[2] = (tex._frame.x + tex._frame.width - margin + offset) / texBase.width;\n frame[3] = (tex._frame.y + tex._frame.height - margin + offset) / texBase.height;\n this.uClampOffset[0] = offset / texBase.realWidth;\n this.uClampOffset[1] = offset / texBase.realHeight;\n this.isSimple = tex._frame.width === texBase.width\n && tex._frame.height === texBase.height\n && tex.rotate === 0;\n return true;\n };\n return TextureMatrix;\n}());\n\n/**\n * This handles a Sprite acting as a mask, as opposed to a Graphic.\n *\n * WebGL only.\n * @memberof PIXI\n */\nvar SpriteMaskFilter = /** @class */ (function (_super) {\n __extends(SpriteMaskFilter, _super);\n /** @ignore */\n function SpriteMaskFilter(vertexSrc, fragmentSrc, uniforms) {\n var _this = this;\n var sprite = null;\n if (typeof vertexSrc !== 'string' && fragmentSrc === undefined && uniforms === undefined) {\n sprite = vertexSrc;\n vertexSrc = undefined;\n fragmentSrc = undefined;\n uniforms = undefined;\n }\n _this = _super.call(this, vertexSrc || vertex, fragmentSrc || fragment, uniforms) || this;\n _this.maskSprite = sprite;\n _this.maskMatrix = new Matrix();\n return _this;\n }\n Object.defineProperty(SpriteMaskFilter.prototype, \"maskSprite\", {\n /**\n * Sprite mask\n * @type {PIXI.DisplayObject}\n */\n get: function () {\n return this._maskSprite;\n },\n set: function (value) {\n this._maskSprite = value;\n if (this._maskSprite) {\n this._maskSprite.renderable = false;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Applies the filter\n * @param filterManager - The renderer to retrieve the filter from\n * @param input - The input render target.\n * @param output - The target to output to.\n * @param clearMode - Should the output be cleared before rendering to it.\n */\n SpriteMaskFilter.prototype.apply = function (filterManager, input, output, clearMode) {\n var maskSprite = this._maskSprite;\n var tex = maskSprite._texture;\n if (!tex.valid) {\n return;\n }\n if (!tex.uvMatrix) {\n // margin = 0.0, let it bleed a bit, shader code becomes easier\n // assuming that atlas textures were made with 1-pixel padding\n tex.uvMatrix = new TextureMatrix(tex, 0.0);\n }\n tex.uvMatrix.update();\n this.uniforms.npmAlpha = tex.baseTexture.alphaMode ? 0.0 : 1.0;\n this.uniforms.mask = tex;\n // get _normalized sprite texture coords_ and convert them to _normalized atlas texture coords_ with `prepend`\n this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite)\n .prepend(tex.uvMatrix.mapCoord);\n this.uniforms.alpha = maskSprite.worldAlpha;\n this.uniforms.maskClamp = tex.uvMatrix.uClampFrame;\n filterManager.applyFilter(this, input, output, clearMode);\n };\n return SpriteMaskFilter;\n}(Filter));\n\n/**\n * System plugin to the renderer to manage masks.\n *\n * There are three built-in types of masking:\n * **Scissor Masking**: Scissor masking discards pixels that are outside of a rectangle called the scissor box. It is\n * the most performant as the scissor test is inexpensive. However, it can only be used when the mask is rectangular.\n * **Stencil Masking**: Stencil masking discards pixels that don't overlap with the pixels rendered into the stencil\n * buffer. It is the next fastest option as it does not require rendering into a separate framebuffer. However, it does\n * cause the mask to be rendered **twice** for each masking operation; hence, minimize the rendering cost of your masks.\n * **Sprite Mask Filtering**: Sprite mask filtering discards pixels based on the red channel of the sprite-mask's\n * texture. (Generally, the masking texture is grayscale). Using advanced techniques, you might be able to embed this\n * type of masking in a custom shader - and hence, bypassing the masking system fully for performance wins.\n *\n * The best type of masking is auto-detected when you `push` one. To use scissor masking, you must pass in a `Graphics`\n * object with just a rectangle drawn.\n *\n * ## Mask Stacks\n *\n * In the scene graph, masks can be applied recursively, i.e. a mask can be applied during a masking operation. The mask\n * stack stores the currently applied masks in order. Each {@link PIXI.BaseRenderTexture} holds its own mask stack, i.e.\n * when you switch render-textures, the old masks only applied when you switch back to rendering to the old render-target.\n * @memberof PIXI\n */\nvar MaskSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function MaskSystem(renderer) {\n this.renderer = renderer;\n this.enableScissor = true;\n this.alphaMaskPool = [];\n this.maskDataPool = [];\n this.maskStack = [];\n this.alphaMaskIndex = 0;\n }\n /**\n * Changes the mask stack that is used by this System.\n * @param maskStack - The mask stack\n */\n MaskSystem.prototype.setMaskStack = function (maskStack) {\n this.maskStack = maskStack;\n this.renderer.scissor.setMaskStack(maskStack);\n this.renderer.stencil.setMaskStack(maskStack);\n };\n /**\n * Enables the mask and appends it to the current mask stack.\n *\n * NOTE: The batch renderer should be flushed beforehand to prevent pending renders from being masked.\n * @param {PIXI.DisplayObject} target - Display Object to push the mask to\n * @param {PIXI.MaskData|PIXI.Sprite|PIXI.Graphics|PIXI.DisplayObject} maskDataOrTarget - The masking data.\n */\n MaskSystem.prototype.push = function (target, maskDataOrTarget) {\n var maskData = maskDataOrTarget;\n if (!maskData.isMaskData) {\n var d = this.maskDataPool.pop() || new MaskData();\n d.pooled = true;\n d.maskObject = maskDataOrTarget;\n maskData = d;\n }\n var maskAbove = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null;\n maskData.copyCountersOrReset(maskAbove);\n maskData._colorMask = maskAbove ? maskAbove._colorMask : 0xf;\n if (maskData.autoDetect) {\n this.detect(maskData);\n }\n maskData._target = target;\n if (maskData.type !== MASK_TYPES.SPRITE) {\n this.maskStack.push(maskData);\n }\n if (maskData.enabled) {\n switch (maskData.type) {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.push(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.push(maskData);\n break;\n case MASK_TYPES.SPRITE:\n maskData.copyCountersOrReset(null);\n this.pushSpriteMask(maskData);\n break;\n case MASK_TYPES.COLOR:\n this.pushColorMask(maskData);\n break;\n }\n }\n if (maskData.type === MASK_TYPES.SPRITE) {\n this.maskStack.push(maskData);\n }\n };\n /**\n * Removes the last mask from the mask stack and doesn't return it.\n *\n * NOTE: The batch renderer should be flushed beforehand to render the masked contents before the mask is removed.\n * @param {PIXI.IMaskTarget} target - Display Object to pop the mask from\n */\n MaskSystem.prototype.pop = function (target) {\n var maskData = this.maskStack.pop();\n if (!maskData || maskData._target !== target) {\n // TODO: add an assert when we have it\n return;\n }\n if (maskData.enabled) {\n switch (maskData.type) {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.pop(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.pop(maskData.maskObject);\n break;\n case MASK_TYPES.SPRITE:\n this.popSpriteMask(maskData);\n break;\n case MASK_TYPES.COLOR:\n this.popColorMask(maskData);\n break;\n }\n }\n maskData.reset();\n if (maskData.pooled) {\n this.maskDataPool.push(maskData);\n }\n if (this.maskStack.length !== 0) {\n var maskCurrent = this.maskStack[this.maskStack.length - 1];\n if (maskCurrent.type === MASK_TYPES.SPRITE && maskCurrent._filters) {\n maskCurrent._filters[0].maskSprite = maskCurrent.maskObject;\n }\n }\n };\n /**\n * Sets type of MaskData based on its maskObject.\n * @param maskData\n */\n MaskSystem.prototype.detect = function (maskData) {\n var maskObject = maskData.maskObject;\n if (!maskObject) {\n maskData.type = MASK_TYPES.COLOR;\n }\n else if (maskObject.isSprite) {\n maskData.type = MASK_TYPES.SPRITE;\n }\n else if (this.enableScissor && this.renderer.scissor.testScissor(maskData)) {\n maskData.type = MASK_TYPES.SCISSOR;\n }\n else {\n maskData.type = MASK_TYPES.STENCIL;\n }\n };\n /**\n * Applies the Mask and adds it to the current filter stack.\n * @param maskData - Sprite to be used as the mask.\n */\n MaskSystem.prototype.pushSpriteMask = function (maskData) {\n var _a, _b;\n var maskObject = maskData.maskObject;\n var target = maskData._target;\n var alphaMaskFilter = maskData._filters;\n if (!alphaMaskFilter) {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex];\n if (!alphaMaskFilter) {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter()];\n }\n }\n var renderer = this.renderer;\n var renderTextureSystem = renderer.renderTexture;\n var resolution;\n var multisample;\n if (renderTextureSystem.current) {\n var renderTexture = renderTextureSystem.current;\n resolution = maskData.resolution || renderTexture.resolution;\n multisample = (_a = maskData.multisample) !== null && _a !== void 0 ? _a : renderTexture.multisample;\n }\n else {\n resolution = maskData.resolution || renderer.resolution;\n multisample = (_b = maskData.multisample) !== null && _b !== void 0 ? _b : renderer.multisample;\n }\n alphaMaskFilter[0].resolution = resolution;\n alphaMaskFilter[0].multisample = multisample;\n alphaMaskFilter[0].maskSprite = maskObject;\n var stashFilterArea = target.filterArea;\n target.filterArea = maskObject.getBounds(true);\n renderer.filter.push(target, alphaMaskFilter);\n target.filterArea = stashFilterArea;\n if (!maskData._filters) {\n this.alphaMaskIndex++;\n }\n };\n /**\n * Removes the last filter from the filter stack and doesn't return it.\n * @param maskData - Sprite to be used as the mask.\n */\n MaskSystem.prototype.popSpriteMask = function (maskData) {\n this.renderer.filter.pop();\n if (maskData._filters) {\n maskData._filters[0].maskSprite = null;\n }\n else {\n this.alphaMaskIndex--;\n this.alphaMaskPool[this.alphaMaskIndex][0].maskSprite = null;\n }\n };\n /**\n * Pushes the color mask.\n * @param maskData - The mask data\n */\n MaskSystem.prototype.pushColorMask = function (maskData) {\n var currColorMask = maskData._colorMask;\n var nextColorMask = maskData._colorMask = currColorMask & maskData.colorMask;\n if (nextColorMask !== currColorMask) {\n this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0);\n }\n };\n /**\n * Pops the color mask.\n * @param maskData - The mask data\n */\n MaskSystem.prototype.popColorMask = function (maskData) {\n var currColorMask = maskData._colorMask;\n var nextColorMask = this.maskStack.length > 0\n ? this.maskStack[this.maskStack.length - 1]._colorMask : 0xf;\n if (nextColorMask !== currColorMask) {\n this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0);\n }\n };\n MaskSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return MaskSystem;\n}());\n\n/**\n * System plugin to the renderer to manage specific types of masking operations.\n * @memberof PIXI\n */\nvar AbstractMaskSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function AbstractMaskSystem(renderer) {\n this.renderer = renderer;\n this.maskStack = [];\n this.glConst = 0;\n }\n /** Gets count of masks of certain type. */\n AbstractMaskSystem.prototype.getStackLength = function () {\n return this.maskStack.length;\n };\n /**\n * Changes the mask stack that is used by this System.\n * @param {PIXI.MaskData[]} maskStack - The mask stack\n */\n AbstractMaskSystem.prototype.setMaskStack = function (maskStack) {\n var gl = this.renderer.gl;\n var curStackLen = this.getStackLength();\n this.maskStack = maskStack;\n var newStackLen = this.getStackLength();\n if (newStackLen !== curStackLen) {\n if (newStackLen === 0) {\n gl.disable(this.glConst);\n }\n else {\n gl.enable(this.glConst);\n this._useCurrent();\n }\n }\n };\n /**\n * Setup renderer to use the current mask data.\n * @private\n */\n AbstractMaskSystem.prototype._useCurrent = function () {\n // OVERWRITE;\n };\n /** Destroys the mask stack. */\n AbstractMaskSystem.prototype.destroy = function () {\n this.renderer = null;\n this.maskStack = null;\n };\n return AbstractMaskSystem;\n}());\n\nvar tempMatrix$1 = new Matrix();\nvar rectPool = [];\n/**\n * System plugin to the renderer to manage scissor masking.\n *\n * Scissor masking discards pixels outside of a rectangle called the scissor box. The scissor box is in the framebuffer\n * viewport's space; however, the mask's rectangle is projected from world-space to viewport space automatically\n * by this system.\n * @memberof PIXI\n */\nvar ScissorSystem = /** @class */ (function (_super) {\n __extends(ScissorSystem, _super);\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n function ScissorSystem(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.glConst = settings.ADAPTER.getWebGLRenderingContext().SCISSOR_TEST;\n return _this;\n }\n ScissorSystem.prototype.getStackLength = function () {\n var maskData = this.maskStack[this.maskStack.length - 1];\n if (maskData) {\n return maskData._scissorCounter;\n }\n return 0;\n };\n /**\n * evaluates _boundsTransformed, _scissorRect for MaskData\n * @param maskData\n */\n ScissorSystem.prototype.calcScissorRect = function (maskData) {\n var _a;\n if (maskData._scissorRectLocal) {\n return;\n }\n var prevData = maskData._scissorRect;\n var maskObject = maskData.maskObject;\n var renderer = this.renderer;\n var renderTextureSystem = renderer.renderTexture;\n var rect = maskObject.getBounds(true, (_a = rectPool.pop()) !== null && _a !== void 0 ? _a : new Rectangle());\n this.roundFrameToPixels(rect, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform);\n if (prevData) {\n rect.fit(prevData);\n }\n maskData._scissorRectLocal = rect;\n };\n ScissorSystem.isMatrixRotated = function (matrix) {\n if (!matrix) {\n return false;\n }\n var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d;\n // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation\n // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0).\n return ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4)\n && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4));\n };\n /**\n * Test, whether the object can be scissor mask with current renderer projection.\n * Calls \"calcScissorRect()\" if its true.\n * @param maskData - mask data\n * @returns whether Whether the object can be scissor mask\n */\n ScissorSystem.prototype.testScissor = function (maskData) {\n var maskObject = maskData.maskObject;\n if (!maskObject.isFastRect || !maskObject.isFastRect()) {\n return false;\n }\n if (ScissorSystem.isMatrixRotated(maskObject.worldTransform)) {\n return false;\n }\n if (ScissorSystem.isMatrixRotated(this.renderer.projection.transform)) {\n return false;\n }\n this.calcScissorRect(maskData);\n var rect = maskData._scissorRectLocal;\n return rect.width > 0 && rect.height > 0;\n };\n ScissorSystem.prototype.roundFrameToPixels = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) {\n if (ScissorSystem.isMatrixRotated(transform)) {\n return;\n }\n transform = transform ? tempMatrix$1.copyFrom(transform) : tempMatrix$1.identity();\n // Get forward transform from world space to screen space\n transform\n .translate(-bindingSourceFrame.x, -bindingSourceFrame.y)\n .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height)\n .translate(bindingDestinationFrame.x, bindingDestinationFrame.y);\n // Convert frame to screen space\n this.renderer.filter.transformAABB(transform, frame);\n frame.fit(bindingDestinationFrame);\n frame.x = Math.round(frame.x * resolution);\n frame.y = Math.round(frame.y * resolution);\n frame.width = Math.round(frame.width * resolution);\n frame.height = Math.round(frame.height * resolution);\n };\n /**\n * Applies the Mask and adds it to the current stencil stack.\n * @author alvin\n * @param maskData - The mask data.\n */\n ScissorSystem.prototype.push = function (maskData) {\n if (!maskData._scissorRectLocal) {\n this.calcScissorRect(maskData);\n }\n var gl = this.renderer.gl;\n if (!maskData._scissorRect) {\n gl.enable(gl.SCISSOR_TEST);\n }\n maskData._scissorCounter++;\n maskData._scissorRect = maskData._scissorRectLocal;\n this._useCurrent();\n };\n /**\n * This should be called after a mask is popped off the mask stack. It will rebind the scissor box to be latest with the\n * last mask in the stack.\n *\n * This can also be called when you directly modify the scissor box and want to restore PixiJS state.\n * @param maskData - The mask data.\n */\n ScissorSystem.prototype.pop = function (maskData) {\n var gl = this.renderer.gl;\n if (maskData) {\n rectPool.push(maskData._scissorRectLocal);\n }\n if (this.getStackLength() > 0) {\n this._useCurrent();\n }\n else {\n gl.disable(gl.SCISSOR_TEST);\n }\n };\n /**\n * Setup renderer to use the current scissor data.\n * @private\n */\n ScissorSystem.prototype._useCurrent = function () {\n var rect = this.maskStack[this.maskStack.length - 1]._scissorRect;\n var y;\n if (this.renderer.renderTexture.current) {\n y = rect.y;\n }\n else {\n // flipY. In future we'll have it over renderTextures as an option\n y = this.renderer.height - rect.height - rect.y;\n }\n this.renderer.gl.scissor(rect.x, y, rect.width, rect.height);\n };\n return ScissorSystem;\n}(AbstractMaskSystem));\n\n/**\n * System plugin to the renderer to manage stencils (used for masks).\n * @memberof PIXI\n */\nvar StencilSystem = /** @class */ (function (_super) {\n __extends(StencilSystem, _super);\n /**\n * @param renderer - The renderer this System works for.\n */\n function StencilSystem(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.glConst = settings.ADAPTER.getWebGLRenderingContext().STENCIL_TEST;\n return _this;\n }\n StencilSystem.prototype.getStackLength = function () {\n var maskData = this.maskStack[this.maskStack.length - 1];\n if (maskData) {\n return maskData._stencilCounter;\n }\n return 0;\n };\n /**\n * Applies the Mask and adds it to the current stencil stack.\n * @param maskData - The mask data\n */\n StencilSystem.prototype.push = function (maskData) {\n var maskObject = maskData.maskObject;\n var gl = this.renderer.gl;\n var prevMaskCount = maskData._stencilCounter;\n if (prevMaskCount === 0) {\n // force use stencil texture in current framebuffer\n this.renderer.framebuffer.forceStencil();\n gl.clearStencil(0);\n gl.clear(gl.STENCIL_BUFFER_BIT);\n gl.enable(gl.STENCIL_TEST);\n }\n maskData._stencilCounter++;\n var colorMask = maskData._colorMask;\n if (colorMask !== 0) {\n maskData._colorMask = 0;\n gl.colorMask(false, false, false, false);\n }\n // Increment the reference stencil value where the new mask overlaps with the old ones.\n gl.stencilFunc(gl.EQUAL, prevMaskCount, 0xFFFFFFFF);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR);\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n if (colorMask !== 0) {\n maskData._colorMask = colorMask;\n gl.colorMask((colorMask & 1) !== 0, (colorMask & 2) !== 0, (colorMask & 4) !== 0, (colorMask & 8) !== 0);\n }\n this._useCurrent();\n };\n /**\n * Pops stencil mask. MaskData is already removed from stack\n * @param {PIXI.DisplayObject} maskObject - object of popped mask data\n */\n StencilSystem.prototype.pop = function (maskObject) {\n var gl = this.renderer.gl;\n if (this.getStackLength() === 0) {\n // the stack is empty!\n gl.disable(gl.STENCIL_TEST);\n }\n else {\n var maskData = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null;\n var colorMask = maskData ? maskData._colorMask : 0xf;\n if (colorMask !== 0) {\n maskData._colorMask = 0;\n gl.colorMask(false, false, false, false);\n }\n // Decrement the reference stencil value where the popped mask overlaps with the other ones\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR);\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n if (colorMask !== 0) {\n maskData._colorMask = colorMask;\n gl.colorMask((colorMask & 0x1) !== 0, (colorMask & 0x2) !== 0, (colorMask & 0x4) !== 0, (colorMask & 0x8) !== 0);\n }\n this._useCurrent();\n }\n };\n /**\n * Setup renderer to use the current stencil data.\n * @private\n */\n StencilSystem.prototype._useCurrent = function () {\n var gl = this.renderer.gl;\n gl.stencilFunc(gl.EQUAL, this.getStackLength(), 0xFFFFFFFF);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);\n };\n return StencilSystem;\n}(AbstractMaskSystem));\n\n/**\n * System plugin to the renderer to manage the projection matrix.\n *\n * The `projectionMatrix` is a global uniform provided to all shaders. It is used to transform points in world space to\n * normalized device coordinates.\n * @memberof PIXI\n */\nvar ProjectionSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ProjectionSystem(renderer) {\n this.renderer = renderer;\n this.destinationFrame = null;\n this.sourceFrame = null;\n this.defaultFrame = null;\n this.projectionMatrix = new Matrix();\n this.transform = null;\n }\n /**\n * Updates the projection-matrix based on the sourceFrame → destinationFrame mapping provided.\n *\n * NOTE: It is expected you call `renderer.framebuffer.setViewport(destinationFrame)` after this. This is because\n * the framebuffer viewport converts shader vertex output in normalized device coordinates to window coordinates.\n *\n * NOTE-2: {@link RenderTextureSystem#bind} updates the projection-matrix when you bind a render-texture. It is expected\n * that you dirty the current bindings when calling this manually.\n * @param destinationFrame - The rectangle in the render-target to render the contents into. If rendering to the canvas,\n * the origin is on the top-left; if rendering to a render-texture, the origin is on the bottom-left.\n * @param sourceFrame - The rectangle in world space that contains the contents being rendered.\n * @param resolution - The resolution of the render-target, which is the ratio of\n * world-space (or CSS) pixels to physical pixels.\n * @param root - Whether the render-target is the screen. This is required because rendering to textures\n * is y-flipped (i.e. upside down relative to the screen).\n */\n ProjectionSystem.prototype.update = function (destinationFrame, sourceFrame, resolution, root) {\n this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame;\n this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame;\n // Calculate object-space to clip-space projection\n this.calculateProjection(this.destinationFrame, this.sourceFrame, resolution, root);\n if (this.transform) {\n this.projectionMatrix.append(this.transform);\n }\n var renderer = this.renderer;\n renderer.globalUniforms.uniforms.projectionMatrix = this.projectionMatrix;\n renderer.globalUniforms.update();\n // this will work for now\n // but would be sweet to stick and even on the global uniforms..\n if (renderer.shader.shader) {\n renderer.shader.syncUniformGroup(renderer.shader.shader.uniforms.globals);\n }\n };\n /**\n * Calculates the `projectionMatrix` to map points inside `sourceFrame` to inside `destinationFrame`.\n * @param _destinationFrame - The destination frame in the render-target.\n * @param sourceFrame - The source frame in world space.\n * @param _resolution - The render-target's resolution, i.e. ratio of CSS to physical pixels.\n * @param root - Whether rendering into the screen. Otherwise, if rendering to a framebuffer, the projection\n * is y-flipped.\n */\n ProjectionSystem.prototype.calculateProjection = function (_destinationFrame, sourceFrame, _resolution, root) {\n var pm = this.projectionMatrix;\n var sign = !root ? 1 : -1;\n pm.identity();\n pm.a = (1 / sourceFrame.width * 2);\n pm.d = sign * (1 / sourceFrame.height * 2);\n pm.tx = -1 - (sourceFrame.x * pm.a);\n pm.ty = -sign - (sourceFrame.y * pm.d);\n };\n /**\n * Sets the transform of the active render target to the given matrix.\n * @param _matrix - The transformation matrix\n */\n ProjectionSystem.prototype.setTransform = function (_matrix) {\n // this._activeRenderTarget.transform = matrix;\n };\n ProjectionSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return ProjectionSystem;\n}());\n\n// Temporary rectangle for assigned sourceFrame or destinationFrame\nvar tempRect = new Rectangle();\n// Temporary rectangle for renderTexture destinationFrame\nvar tempRect2 = new Rectangle();\n/* eslint-disable max-len */\n/**\n * System plugin to the renderer to manage render textures.\n *\n * Should be added after FramebufferSystem\n *\n * ### Frames\n *\n * The `RenderTextureSystem` holds a sourceFrame → destinationFrame projection. The following table explains the different\n * coordinate spaces used:\n *\n * | Frame | Description | Coordinate System |\n * | ---------------------- | ---------------------------------------------------------------- | ------------------------------------------------------- |\n * | sourceFrame | The rectangle inside of which display-objects are being rendered | **World Space**: The origin on the top-left |\n * | destinationFrame | The rectangle in the render-target (canvas or texture) into which contents should be rendered | If rendering to the canvas, this is in screen space and the origin is on the top-left. If rendering to a render-texture, this is in its base-texture's space with the origin on the bottom-left. |\n * | viewportFrame | The framebuffer viewport corresponding to the destination-frame | **Window Coordinates**: The origin is always on the bottom-left. |\n * @memberof PIXI\n */\nvar RenderTextureSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function RenderTextureSystem(renderer) {\n this.renderer = renderer;\n this.clearColor = renderer._backgroundColorRgba;\n this.defaultMaskStack = [];\n this.current = null;\n this.sourceFrame = new Rectangle();\n this.destinationFrame = new Rectangle();\n this.viewportFrame = new Rectangle();\n }\n /**\n * Bind the current render texture.\n * @param renderTexture - RenderTexture to bind, by default its `null` - the screen.\n * @param sourceFrame - Part of world that is mapped to the renderTexture.\n * @param destinationFrame - Part of renderTexture, by default it has the same size as sourceFrame.\n */\n RenderTextureSystem.prototype.bind = function (renderTexture, sourceFrame, destinationFrame) {\n if (renderTexture === void 0) { renderTexture = null; }\n var renderer = this.renderer;\n this.current = renderTexture;\n var baseTexture;\n var framebuffer;\n var resolution;\n if (renderTexture) {\n baseTexture = renderTexture.baseTexture;\n resolution = baseTexture.resolution;\n if (!sourceFrame) {\n tempRect.width = renderTexture.frame.width;\n tempRect.height = renderTexture.frame.height;\n sourceFrame = tempRect;\n }\n if (!destinationFrame) {\n tempRect2.x = renderTexture.frame.x;\n tempRect2.y = renderTexture.frame.y;\n tempRect2.width = sourceFrame.width;\n tempRect2.height = sourceFrame.height;\n destinationFrame = tempRect2;\n }\n framebuffer = baseTexture.framebuffer;\n }\n else {\n resolution = renderer.resolution;\n if (!sourceFrame) {\n tempRect.width = renderer.screen.width;\n tempRect.height = renderer.screen.height;\n sourceFrame = tempRect;\n }\n if (!destinationFrame) {\n destinationFrame = tempRect;\n destinationFrame.width = sourceFrame.width;\n destinationFrame.height = sourceFrame.height;\n }\n }\n var viewportFrame = this.viewportFrame;\n viewportFrame.x = destinationFrame.x * resolution;\n viewportFrame.y = destinationFrame.y * resolution;\n viewportFrame.width = destinationFrame.width * resolution;\n viewportFrame.height = destinationFrame.height * resolution;\n if (!renderTexture) {\n viewportFrame.y = renderer.view.height - (viewportFrame.y + viewportFrame.height);\n }\n viewportFrame.ceil();\n this.renderer.framebuffer.bind(framebuffer, viewportFrame);\n this.renderer.projection.update(destinationFrame, sourceFrame, resolution, !framebuffer);\n if (renderTexture) {\n this.renderer.mask.setMaskStack(baseTexture.maskStack);\n }\n else {\n this.renderer.mask.setMaskStack(this.defaultMaskStack);\n }\n this.sourceFrame.copyFrom(sourceFrame);\n this.destinationFrame.copyFrom(destinationFrame);\n };\n /**\n * Erases the render texture and fills the drawing area with a colour.\n * @param clearColor - The color as rgba, default to use the renderer backgroundColor\n * @param [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks\n * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.\n */\n RenderTextureSystem.prototype.clear = function (clearColor, mask) {\n if (this.current) {\n clearColor = clearColor || this.current.baseTexture.clearColor;\n }\n else {\n clearColor = clearColor || this.clearColor;\n }\n var destinationFrame = this.destinationFrame;\n var baseFrame = this.current ? this.current.baseTexture : this.renderer.screen;\n var clearMask = destinationFrame.width !== baseFrame.width || destinationFrame.height !== baseFrame.height;\n if (clearMask) {\n var _a = this.viewportFrame, x = _a.x, y = _a.y, width = _a.width, height = _a.height;\n x = Math.round(x);\n y = Math.round(y);\n width = Math.round(width);\n height = Math.round(height);\n // TODO: ScissorSystem should cache whether the scissor test is enabled or not.\n this.renderer.gl.enable(this.renderer.gl.SCISSOR_TEST);\n this.renderer.gl.scissor(x, y, width, height);\n }\n this.renderer.framebuffer.clear(clearColor[0], clearColor[1], clearColor[2], clearColor[3], mask);\n if (clearMask) {\n // Restore the scissor box\n this.renderer.scissor.pop();\n }\n };\n RenderTextureSystem.prototype.resize = function () {\n // resize the root only!\n this.bind(null);\n };\n /** Resets render-texture state. */\n RenderTextureSystem.prototype.reset = function () {\n this.bind(null);\n };\n RenderTextureSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return RenderTextureSystem;\n}());\n\nfunction uboUpdate(_ud, _uv, _renderer, _syncData, buffer) {\n _renderer.buffer.update(buffer);\n}\n// cv = CachedValue\n// v = value\n// ud = uniformData\n// uv = uniformValue\n// l = location\nvar UBO_TO_SINGLE_SETTERS = {\n float: \"\\n data[offset] = v;\\n \",\n vec2: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n \",\n vec3: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n\\n \",\n vec4: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n data[offset+3] = v[3];\\n \",\n mat2: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n\\n data[offset+4] = v[2];\\n data[offset+5] = v[3];\\n \",\n mat3: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n\\n data[offset + 4] = v[3];\\n data[offset + 5] = v[4];\\n data[offset + 6] = v[5];\\n\\n data[offset + 8] = v[6];\\n data[offset + 9] = v[7];\\n data[offset + 10] = v[8];\\n \",\n mat4: \"\\n for(var i = 0; i < 16; i++)\\n {\\n data[offset + i] = v[i];\\n }\\n \"\n};\nvar GLSL_TO_STD40_SIZE = {\n float: 4,\n vec2: 8,\n vec3: 12,\n vec4: 16,\n int: 4,\n ivec2: 8,\n ivec3: 12,\n ivec4: 16,\n uint: 4,\n uvec2: 8,\n uvec3: 12,\n uvec4: 16,\n bool: 4,\n bvec2: 8,\n bvec3: 12,\n bvec4: 16,\n mat2: 16 * 2,\n mat3: 16 * 3,\n mat4: 16 * 4,\n};\n/**\n * logic originally from here: https://github.com/sketchpunk/FunWithWebGL2/blob/master/lesson_022/Shaders.js\n * rewrote it, but this was a great starting point to get a solid understanding of whats going on :)\n * @ignore\n * @param uniformData\n */\nfunction createUBOElements(uniformData) {\n var uboElements = uniformData.map(function (data) {\n return ({\n data: data,\n offset: 0,\n dataLen: 0,\n dirty: 0\n });\n });\n var size = 0;\n var chunkSize = 0;\n var offset = 0;\n for (var i = 0; i < uboElements.length; i++) {\n var uboElement = uboElements[i];\n size = GLSL_TO_STD40_SIZE[uboElement.data.type];\n if (uboElement.data.size > 1) {\n size = Math.max(size, 16) * uboElement.data.size;\n }\n uboElement.dataLen = size;\n // add some size offset..\n // must align to the nearest 16 bytes or internally nearest round size\n if (chunkSize % size !== 0 && chunkSize < 16) {\n // diff required to line up..\n var lineUpValue = (chunkSize % size) % 16;\n chunkSize += lineUpValue;\n offset += lineUpValue;\n }\n if ((chunkSize + size) > 16) {\n offset = Math.ceil(offset / 16) * 16;\n uboElement.offset = offset;\n offset += size;\n chunkSize = size;\n }\n else {\n uboElement.offset = offset;\n chunkSize += size;\n offset += size;\n }\n }\n offset = Math.ceil(offset / 16) * 16;\n return { uboElements: uboElements, size: offset };\n}\nfunction getUBOData(uniforms, uniformData) {\n var usedUniformDatas = [];\n // build..\n for (var i in uniforms) {\n if (uniformData[i]) {\n usedUniformDatas.push(uniformData[i]);\n }\n }\n // sort them out by index!\n usedUniformDatas.sort(function (a, b) { return a.index - b.index; });\n return usedUniformDatas;\n}\nfunction generateUniformBufferSync(group, uniformData) {\n if (!group.autoManage) {\n // if the group is nott automatically managed, we don't need to generate a special function for it...\n return { size: 0, syncFunc: uboUpdate };\n }\n var usedUniformDatas = getUBOData(group.uniforms, uniformData);\n var _a = createUBOElements(usedUniformDatas), uboElements = _a.uboElements, size = _a.size;\n var funcFragments = [\"\\n var v = null;\\n var v2 = null;\\n var cv = null;\\n var t = 0;\\n var gl = renderer.gl\\n var index = 0;\\n var data = buffer.data;\\n \"];\n for (var i = 0; i < uboElements.length; i++) {\n var uboElement = uboElements[i];\n var uniform = group.uniforms[uboElement.data.name];\n var name = uboElement.data.name;\n var parsed = false;\n for (var j = 0; j < uniformParsers.length; j++) {\n var uniformParser = uniformParsers[j];\n if (uniformParser.codeUbo && uniformParser.test(uboElement.data, uniform)) {\n funcFragments.push(\"offset = \" + uboElement.offset / 4 + \";\", uniformParsers[j].codeUbo(uboElement.data.name, uniform));\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n if (uboElement.data.size > 1) {\n var size_1 = mapSize(uboElement.data.type);\n var rowSize = Math.max(GLSL_TO_STD40_SIZE[uboElement.data.type] / 16, 1);\n var elementSize = size_1 / rowSize;\n var remainder = (4 - (elementSize % 4)) % 4;\n funcFragments.push(\"\\n cv = ud.\" + name + \".value;\\n v = uv.\" + name + \";\\n offset = \" + uboElement.offset / 4 + \";\\n\\n t = 0;\\n\\n for(var i=0; i < \" + uboElement.data.size * rowSize + \"; i++)\\n {\\n for(var j = 0; j < \" + elementSize + \"; j++)\\n {\\n data[offset++] = v[t++];\\n }\\n offset += \" + remainder + \";\\n }\\n\\n \");\n }\n else {\n var template = UBO_TO_SINGLE_SETTERS[uboElement.data.type];\n funcFragments.push(\"\\n cv = ud.\" + name + \".value;\\n v = uv.\" + name + \";\\n offset = \" + uboElement.offset / 4 + \";\\n \" + template + \";\\n \");\n }\n }\n }\n funcFragments.push(\"\\n renderer.buffer.update(buffer);\\n \");\n return {\n size: size,\n // eslint-disable-next-line no-new-func\n syncFunc: new Function('ud', 'uv', 'renderer', 'syncData', 'buffer', funcFragments.join('\\n'))\n };\n}\n\n/**\n * @private\n */\nvar IGLUniformData = /** @class */ (function () {\n function IGLUniformData() {\n }\n return IGLUniformData;\n}());\n/**\n * Helper class to create a WebGL Program\n * @memberof PIXI\n */\nvar GLProgram = /** @class */ (function () {\n /**\n * Makes a new Pixi program.\n * @param program - webgl program\n * @param uniformData - uniforms\n */\n function GLProgram(program, uniformData) {\n this.program = program;\n this.uniformData = uniformData;\n this.uniformGroups = {};\n this.uniformDirtyGroups = {};\n this.uniformBufferBindings = {};\n }\n /** Destroys this program. */\n GLProgram.prototype.destroy = function () {\n this.uniformData = null;\n this.uniformGroups = null;\n this.uniformDirtyGroups = null;\n this.uniformBufferBindings = null;\n this.program = null;\n };\n return GLProgram;\n}());\n\n/**\n * returns the attribute data from the program\n * @private\n * @param {WebGLProgram} [program] - the WebGL program\n * @param {WebGLRenderingContext} [gl] - the WebGL context\n * @returns {object} the attribute data for this program\n */\nfunction getAttributeData(program, gl) {\n var attributes = {};\n var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);\n for (var i = 0; i < totalAttributes; i++) {\n var attribData = gl.getActiveAttrib(program, i);\n if (attribData.name.indexOf('gl_') === 0) {\n continue;\n }\n var type = mapType(gl, attribData.type);\n var data = {\n type: type,\n name: attribData.name,\n size: mapSize(type),\n location: gl.getAttribLocation(program, attribData.name),\n };\n attributes[attribData.name] = data;\n }\n return attributes;\n}\n\n/**\n * returns the uniform data from the program\n * @private\n * @param program - the webgl program\n * @param gl - the WebGL context\n * @returns {object} the uniform data for this program\n */\nfunction getUniformData(program, gl) {\n var uniforms = {};\n var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);\n for (var i = 0; i < totalUniforms; i++) {\n var uniformData = gl.getActiveUniform(program, i);\n var name = uniformData.name.replace(/\\[.*?\\]$/, '');\n var isArray = !!(uniformData.name.match(/\\[.*?\\]$/));\n var type = mapType(gl, uniformData.type);\n uniforms[name] = {\n name: name,\n index: i,\n type: type,\n size: uniformData.size,\n isArray: isArray,\n value: defaultValue(type, uniformData.size),\n };\n }\n return uniforms;\n}\n\n/**\n * generates a WebGL Program object from a high level Pixi Program.\n * @param gl - a rendering context on which to generate the program\n * @param program - the high level Pixi Program.\n */\nfunction generateProgram(gl, program) {\n var glVertShader = compileShader(gl, gl.VERTEX_SHADER, program.vertexSrc);\n var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, program.fragmentSrc);\n var webGLProgram = gl.createProgram();\n gl.attachShader(webGLProgram, glVertShader);\n gl.attachShader(webGLProgram, glFragShader);\n gl.linkProgram(webGLProgram);\n if (!gl.getProgramParameter(webGLProgram, gl.LINK_STATUS)) {\n logProgramError(gl, webGLProgram, glVertShader, glFragShader);\n }\n program.attributeData = getAttributeData(webGLProgram, gl);\n program.uniformData = getUniformData(webGLProgram, gl);\n // GLSL 1.00: bind attributes sorted by name in ascending order\n // GLSL 3.00: don't change the attribute locations that where chosen by the compiler\n // or assigned by the layout specifier in the shader source code\n if (!(/^[ \\t]*#[ \\t]*version[ \\t]+300[ \\t]+es[ \\t]*$/m).test(program.vertexSrc)) {\n var keys = Object.keys(program.attributeData);\n keys.sort(function (a, b) { return (a > b) ? 1 : -1; }); // eslint-disable-line no-confusing-arrow\n for (var i = 0; i < keys.length; i++) {\n program.attributeData[keys[i]].location = i;\n gl.bindAttribLocation(webGLProgram, i, keys[i]);\n }\n gl.linkProgram(webGLProgram);\n }\n gl.deleteShader(glVertShader);\n gl.deleteShader(glFragShader);\n var uniformData = {};\n for (var i in program.uniformData) {\n var data = program.uniformData[i];\n uniformData[i] = {\n location: gl.getUniformLocation(webGLProgram, i),\n value: defaultValue(data.type, data.size),\n };\n }\n var glProgram = new GLProgram(webGLProgram, uniformData);\n return glProgram;\n}\n\nvar UID = 0;\n// default sync data so we don't create a new one each time!\nvar defaultSyncData = { textureCount: 0, uboCount: 0 };\n/**\n * System plugin to the renderer to manage shaders.\n * @memberof PIXI\n */\nvar ShaderSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ShaderSystem(renderer) {\n this.destroyed = false;\n this.renderer = renderer;\n // Validation check that this environment support `new Function`\n this.systemCheck();\n this.gl = null;\n this.shader = null;\n this.program = null;\n this.cache = {};\n this._uboCache = {};\n this.id = UID++;\n }\n /**\n * Overrideable function by `@pixi/unsafe-eval` to silence\n * throwing an error if platform doesn't support unsafe-evals.\n * @private\n */\n ShaderSystem.prototype.systemCheck = function () {\n if (!unsafeEvalSupported()) {\n throw new Error('Current environment does not allow unsafe-eval, '\n + 'please use @pixi/unsafe-eval module to enable support.');\n }\n };\n ShaderSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.reset();\n };\n /**\n * Changes the current shader to the one given in parameter.\n * @param shader - the new shader\n * @param dontSync - false if the shader should automatically sync its uniforms.\n * @returns the glProgram that belongs to the shader.\n */\n ShaderSystem.prototype.bind = function (shader, dontSync) {\n shader.uniforms.globals = this.renderer.globalUniforms;\n var program = shader.program;\n var glProgram = program.glPrograms[this.renderer.CONTEXT_UID] || this.generateProgram(shader);\n this.shader = shader;\n // TODO - some current Pixi plugins bypass this.. so it not safe to use yet..\n if (this.program !== program) {\n this.program = program;\n this.gl.useProgram(glProgram.program);\n }\n if (!dontSync) {\n defaultSyncData.textureCount = 0;\n defaultSyncData.uboCount = 0;\n this.syncUniformGroup(shader.uniformGroup, defaultSyncData);\n }\n return glProgram;\n };\n /**\n * Uploads the uniforms values to the currently bound shader.\n * @param uniforms - the uniforms values that be applied to the current shader\n */\n ShaderSystem.prototype.setUniforms = function (uniforms) {\n var shader = this.shader.program;\n var glProgram = shader.glPrograms[this.renderer.CONTEXT_UID];\n shader.syncUniforms(glProgram.uniformData, uniforms, this.renderer);\n };\n /* eslint-disable @typescript-eslint/explicit-module-boundary-types */\n /**\n * Syncs uniforms on the group\n * @param group - the uniform group to sync\n * @param syncData - this is data that is passed to the sync function and any nested sync functions\n */\n ShaderSystem.prototype.syncUniformGroup = function (group, syncData) {\n var glProgram = this.getGlProgram();\n if (!group.static || group.dirtyId !== glProgram.uniformDirtyGroups[group.id]) {\n glProgram.uniformDirtyGroups[group.id] = group.dirtyId;\n this.syncUniforms(group, glProgram, syncData);\n }\n };\n /**\n * Overrideable by the @pixi/unsafe-eval package to use static syncUniforms instead.\n * @param group\n * @param glProgram\n * @param syncData\n */\n ShaderSystem.prototype.syncUniforms = function (group, glProgram, syncData) {\n var syncFunc = group.syncUniforms[this.shader.program.id] || this.createSyncGroups(group);\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer, syncData);\n };\n ShaderSystem.prototype.createSyncGroups = function (group) {\n var id = this.getSignature(group, this.shader.program.uniformData, 'u');\n if (!this.cache[id]) {\n this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData);\n }\n group.syncUniforms[this.shader.program.id] = this.cache[id];\n return group.syncUniforms[this.shader.program.id];\n };\n /**\n * Syncs uniform buffers\n * @param group - the uniform buffer group to sync\n * @param name - the name of the uniform buffer\n */\n ShaderSystem.prototype.syncUniformBufferGroup = function (group, name) {\n var glProgram = this.getGlProgram();\n if (!group.static || group.dirtyId !== 0 || !glProgram.uniformGroups[group.id]) {\n group.dirtyId = 0;\n var syncFunc = glProgram.uniformGroups[group.id]\n || this.createSyncBufferGroup(group, glProgram, name);\n // TODO wrap update in a cache??\n group.buffer.update();\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer, defaultSyncData, group.buffer);\n }\n this.renderer.buffer.bindBufferBase(group.buffer, glProgram.uniformBufferBindings[name]);\n };\n /**\n * Will create a function that uploads a uniform buffer using the STD140 standard.\n * The upload function will then be cached for future calls\n * If a group is manually managed, then a simple upload function is generated\n * @param group - the uniform buffer group to sync\n * @param glProgram - the gl program to attach the uniform bindings to\n * @param name - the name of the uniform buffer (must exist on the shader)\n */\n ShaderSystem.prototype.createSyncBufferGroup = function (group, glProgram, name) {\n var gl = this.renderer.gl;\n this.renderer.buffer.bind(group.buffer);\n // bind them...\n var uniformBlockIndex = this.gl.getUniformBlockIndex(glProgram.program, name);\n glProgram.uniformBufferBindings[name] = this.shader.uniformBindCount;\n gl.uniformBlockBinding(glProgram.program, uniformBlockIndex, this.shader.uniformBindCount);\n this.shader.uniformBindCount++;\n var id = this.getSignature(group, this.shader.program.uniformData, 'ubo');\n var uboData = this._uboCache[id];\n if (!uboData) {\n uboData = this._uboCache[id] = generateUniformBufferSync(group, this.shader.program.uniformData);\n }\n if (group.autoManage) {\n var data = new Float32Array(uboData.size / 4);\n group.buffer.update(data);\n }\n glProgram.uniformGroups[group.id] = uboData.syncFunc;\n return glProgram.uniformGroups[group.id];\n };\n /**\n * Takes a uniform group and data and generates a unique signature for them.\n * @param group - The uniform group to get signature of\n * @param group.uniforms\n * @param uniformData - Uniform information generated by the shader\n * @param preFix\n * @returns Unique signature of the uniform group\n */\n ShaderSystem.prototype.getSignature = function (group, uniformData, preFix) {\n var uniforms = group.uniforms;\n var strings = [preFix + \"-\"];\n for (var i in uniforms) {\n strings.push(i);\n if (uniformData[i]) {\n strings.push(uniformData[i].type);\n }\n }\n return strings.join('-');\n };\n /**\n * Returns the underlying GLShade rof the currently bound shader.\n *\n * This can be handy for when you to have a little more control over the setting of your uniforms.\n * @returns The glProgram for the currently bound Shader for this context\n */\n ShaderSystem.prototype.getGlProgram = function () {\n if (this.shader) {\n return this.shader.program.glPrograms[this.renderer.CONTEXT_UID];\n }\n return null;\n };\n /**\n * Generates a glProgram version of the Shader provided.\n * @param shader - The shader that the glProgram will be based on.\n * @returns A shiny new glProgram!\n */\n ShaderSystem.prototype.generateProgram = function (shader) {\n var gl = this.gl;\n var program = shader.program;\n var glProgram = generateProgram(gl, program);\n program.glPrograms[this.renderer.CONTEXT_UID] = glProgram;\n return glProgram;\n };\n /** Resets ShaderSystem state, does not affect WebGL state. */\n ShaderSystem.prototype.reset = function () {\n this.program = null;\n this.shader = null;\n };\n /** Destroys this System and removes all its textures. */\n ShaderSystem.prototype.destroy = function () {\n this.renderer = null;\n // TODO implement destroy method for ShaderSystem\n this.destroyed = true;\n };\n return ShaderSystem;\n}());\n\n/**\n * Maps gl blend combinations to WebGL.\n * @memberof PIXI\n * @function mapWebGLBlendModesToPixi\n * @private\n * @param {WebGLRenderingContext} gl - The rendering context.\n * @param {number[][]} [array=[]] - The array to output into.\n * @returns {number[][]} Mapped modes.\n */\nfunction mapWebGLBlendModesToPixi(gl, array) {\n if (array === void 0) { array = []; }\n // TODO - premultiply alpha would be different.\n // add a boolean for that!\n array[BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD] = [gl.ONE, gl.ONE];\n array[BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.NONE] = [0, 0];\n // not-premultiplied blend modes\n array[BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE];\n array[BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n // composite operations\n array[BLEND_MODES.SRC_IN] = [gl.DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE];\n array[BLEND_MODES.DST_IN] = [gl.ZERO, gl.SRC_ALPHA];\n array[BLEND_MODES.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA];\n array[BLEND_MODES.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n // SUBTRACT from flash\n array[BLEND_MODES.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD];\n return array;\n}\n\nvar BLEND = 0;\nvar OFFSET = 1;\nvar CULLING = 2;\nvar DEPTH_TEST = 3;\nvar WINDING = 4;\nvar DEPTH_MASK = 5;\n/**\n * System plugin to the renderer to manage WebGL state machines.\n * @memberof PIXI\n */\nvar StateSystem = /** @class */ (function () {\n function StateSystem() {\n this.gl = null;\n this.stateId = 0;\n this.polygonOffset = 0;\n this.blendMode = BLEND_MODES.NONE;\n this._blendEq = false;\n // map functions for when we set state..\n this.map = [];\n this.map[BLEND] = this.setBlend;\n this.map[OFFSET] = this.setOffset;\n this.map[CULLING] = this.setCullFace;\n this.map[DEPTH_TEST] = this.setDepthTest;\n this.map[WINDING] = this.setFrontFace;\n this.map[DEPTH_MASK] = this.setDepthMask;\n this.checks = [];\n this.defaultState = new State();\n this.defaultState.blend = true;\n }\n StateSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.blendModes = mapWebGLBlendModesToPixi(gl);\n this.set(this.defaultState);\n this.reset();\n };\n /**\n * Sets the current state\n * @param {*} state - The state to set.\n */\n StateSystem.prototype.set = function (state) {\n state = state || this.defaultState;\n // TODO maybe to an object check? ( this.state === state )?\n if (this.stateId !== state.data) {\n var diff = this.stateId ^ state.data;\n var i = 0;\n // order from least to most common\n while (diff) {\n if (diff & 1) {\n // state change!\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n diff = diff >> 1;\n i++;\n }\n this.stateId = state.data;\n }\n // based on the above settings we check for specific modes..\n // for example if blend is active we check and set the blend modes\n // or of polygon offset is active we check the poly depth.\n for (var i = 0; i < this.checks.length; i++) {\n this.checks[i](this, state);\n }\n };\n /**\n * Sets the state, when previous state is unknown.\n * @param {*} state - The state to set\n */\n StateSystem.prototype.forceState = function (state) {\n state = state || this.defaultState;\n for (var i = 0; i < this.map.length; i++) {\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n for (var i = 0; i < this.checks.length; i++) {\n this.checks[i](this, state);\n }\n this.stateId = state.data;\n };\n /**\n * Sets whether to enable or disable blending.\n * @param value - Turn on or off WebGl blending.\n */\n StateSystem.prototype.setBlend = function (value) {\n this.updateCheck(StateSystem.checkBlendMode, value);\n this.gl[value ? 'enable' : 'disable'](this.gl.BLEND);\n };\n /**\n * Sets whether to enable or disable polygon offset fill.\n * @param value - Turn on or off webgl polygon offset testing.\n */\n StateSystem.prototype.setOffset = function (value) {\n this.updateCheck(StateSystem.checkPolygonOffset, value);\n this.gl[value ? 'enable' : 'disable'](this.gl.POLYGON_OFFSET_FILL);\n };\n /**\n * Sets whether to enable or disable depth test.\n * @param value - Turn on or off webgl depth testing.\n */\n StateSystem.prototype.setDepthTest = function (value) {\n this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST);\n };\n /**\n * Sets whether to enable or disable depth mask.\n * @param value - Turn on or off webgl depth mask.\n */\n StateSystem.prototype.setDepthMask = function (value) {\n this.gl.depthMask(value);\n };\n /**\n * Sets whether to enable or disable cull face.\n * @param {boolean} value - Turn on or off webgl cull face.\n */\n StateSystem.prototype.setCullFace = function (value) {\n this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE);\n };\n /**\n * Sets the gl front face.\n * @param {boolean} value - true is clockwise and false is counter-clockwise\n */\n StateSystem.prototype.setFrontFace = function (value) {\n this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']);\n };\n /**\n * Sets the blend mode.\n * @param {number} value - The blend mode to set to.\n */\n StateSystem.prototype.setBlendMode = function (value) {\n if (value === this.blendMode) {\n return;\n }\n this.blendMode = value;\n var mode = this.blendModes[value];\n var gl = this.gl;\n if (mode.length === 2) {\n gl.blendFunc(mode[0], mode[1]);\n }\n else {\n gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]);\n }\n if (mode.length === 6) {\n this._blendEq = true;\n gl.blendEquationSeparate(mode[4], mode[5]);\n }\n else if (this._blendEq) {\n this._blendEq = false;\n gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);\n }\n };\n /**\n * Sets the polygon offset.\n * @param {number} value - the polygon offset\n * @param {number} scale - the polygon offset scale\n */\n StateSystem.prototype.setPolygonOffset = function (value, scale) {\n this.gl.polygonOffset(value, scale);\n };\n // used\n /** Resets all the logic and disables the VAOs. */\n StateSystem.prototype.reset = function () {\n this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false);\n this.forceState(this.defaultState);\n this._blendEq = true;\n this.blendMode = -1;\n this.setBlendMode(0);\n };\n /**\n * Checks to see which updates should be checked based on which settings have been activated.\n *\n * For example, if blend is enabled then we should check the blend modes each time the state is changed\n * or if polygon fill is activated then we need to check if the polygon offset changes.\n * The idea is that we only check what we have too.\n * @param func - the checking function to add or remove\n * @param value - should the check function be added or removed.\n */\n StateSystem.prototype.updateCheck = function (func, value) {\n var index = this.checks.indexOf(func);\n if (value && index === -1) {\n this.checks.push(func);\n }\n else if (!value && index !== -1) {\n this.checks.splice(index, 1);\n }\n };\n /**\n * A private little wrapper function that we call to check the blend mode.\n * @param system - the System to perform the state check on\n * @param state - the state that the blendMode will pulled from\n */\n StateSystem.checkBlendMode = function (system, state) {\n system.setBlendMode(state.blendMode);\n };\n /**\n * A private little wrapper function that we call to check the polygon offset.\n * @param system - the System to perform the state check on\n * @param state - the state that the blendMode will pulled from\n */\n StateSystem.checkPolygonOffset = function (system, state) {\n system.setPolygonOffset(1, state.polygonOffset);\n };\n /**\n * @ignore\n */\n StateSystem.prototype.destroy = function () {\n this.gl = null;\n };\n return StateSystem;\n}());\n\n/**\n * System plugin to the renderer to manage texture garbage collection on the GPU,\n * ensuring that it does not get clogged up with textures that are no longer being used.\n * @memberof PIXI\n */\nvar TextureGCSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function TextureGCSystem(renderer) {\n this.renderer = renderer;\n this.count = 0;\n this.checkCount = 0;\n this.maxIdle = settings.GC_MAX_IDLE;\n this.checkCountMax = settings.GC_MAX_CHECK_COUNT;\n this.mode = settings.GC_MODE;\n }\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n TextureGCSystem.prototype.postrender = function () {\n if (!this.renderer.renderingToScreen) {\n return;\n }\n this.count++;\n if (this.mode === GC_MODES.MANUAL) {\n return;\n }\n this.checkCount++;\n if (this.checkCount > this.checkCountMax) {\n this.checkCount = 0;\n this.run();\n }\n };\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n TextureGCSystem.prototype.run = function () {\n var tm = this.renderer.texture;\n var managedTextures = tm.managedTextures;\n var wasRemoved = false;\n for (var i = 0; i < managedTextures.length; i++) {\n var texture = managedTextures[i];\n // only supports non generated textures at the moment!\n if (!texture.framebuffer && this.count - texture.touched > this.maxIdle) {\n tm.destroyTexture(texture, true);\n managedTextures[i] = null;\n wasRemoved = true;\n }\n }\n if (wasRemoved) {\n var j = 0;\n for (var i = 0; i < managedTextures.length; i++) {\n if (managedTextures[i] !== null) {\n managedTextures[j++] = managedTextures[i];\n }\n }\n managedTextures.length = j;\n }\n };\n /**\n * Removes all the textures within the specified displayObject and its children from the GPU\n * @param {PIXI.DisplayObject} displayObject - the displayObject to remove the textures from.\n */\n TextureGCSystem.prototype.unload = function (displayObject) {\n var tm = this.renderer.texture;\n var texture = displayObject._texture;\n // only destroy non generated textures\n if (texture && !texture.framebuffer) {\n tm.destroyTexture(texture);\n }\n for (var i = displayObject.children.length - 1; i >= 0; i--) {\n this.unload(displayObject.children[i]);\n }\n };\n TextureGCSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return TextureGCSystem;\n}());\n\n/**\n * Returns a lookup table that maps each type-format pair to a compatible internal format.\n * @memberof PIXI\n * @function mapTypeAndFormatToInternalFormat\n * @private\n * @param {WebGLRenderingContext} gl - The rendering context.\n * @returns Lookup table.\n */\nfunction mapTypeAndFormatToInternalFormat(gl) {\n var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s, _t, _u, _v, _w, _x;\n var table;\n if ('WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext) {\n table = (_a = {},\n _a[TYPES.UNSIGNED_BYTE] = (_b = {},\n _b[FORMATS.RGBA] = gl.RGBA8,\n _b[FORMATS.RGB] = gl.RGB8,\n _b[FORMATS.RG] = gl.RG8,\n _b[FORMATS.RED] = gl.R8,\n _b[FORMATS.RGBA_INTEGER] = gl.RGBA8UI,\n _b[FORMATS.RGB_INTEGER] = gl.RGB8UI,\n _b[FORMATS.RG_INTEGER] = gl.RG8UI,\n _b[FORMATS.RED_INTEGER] = gl.R8UI,\n _b[FORMATS.ALPHA] = gl.ALPHA,\n _b[FORMATS.LUMINANCE] = gl.LUMINANCE,\n _b[FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA,\n _b),\n _a[TYPES.BYTE] = (_c = {},\n _c[FORMATS.RGBA] = gl.RGBA8_SNORM,\n _c[FORMATS.RGB] = gl.RGB8_SNORM,\n _c[FORMATS.RG] = gl.RG8_SNORM,\n _c[FORMATS.RED] = gl.R8_SNORM,\n _c[FORMATS.RGBA_INTEGER] = gl.RGBA8I,\n _c[FORMATS.RGB_INTEGER] = gl.RGB8I,\n _c[FORMATS.RG_INTEGER] = gl.RG8I,\n _c[FORMATS.RED_INTEGER] = gl.R8I,\n _c),\n _a[TYPES.UNSIGNED_SHORT] = (_d = {},\n _d[FORMATS.RGBA_INTEGER] = gl.RGBA16UI,\n _d[FORMATS.RGB_INTEGER] = gl.RGB16UI,\n _d[FORMATS.RG_INTEGER] = gl.RG16UI,\n _d[FORMATS.RED_INTEGER] = gl.R16UI,\n _d[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT16,\n _d),\n _a[TYPES.SHORT] = (_e = {},\n _e[FORMATS.RGBA_INTEGER] = gl.RGBA16I,\n _e[FORMATS.RGB_INTEGER] = gl.RGB16I,\n _e[FORMATS.RG_INTEGER] = gl.RG16I,\n _e[FORMATS.RED_INTEGER] = gl.R16I,\n _e),\n _a[TYPES.UNSIGNED_INT] = (_f = {},\n _f[FORMATS.RGBA_INTEGER] = gl.RGBA32UI,\n _f[FORMATS.RGB_INTEGER] = gl.RGB32UI,\n _f[FORMATS.RG_INTEGER] = gl.RG32UI,\n _f[FORMATS.RED_INTEGER] = gl.R32UI,\n _f[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT24,\n _f),\n _a[TYPES.INT] = (_g = {},\n _g[FORMATS.RGBA_INTEGER] = gl.RGBA32I,\n _g[FORMATS.RGB_INTEGER] = gl.RGB32I,\n _g[FORMATS.RG_INTEGER] = gl.RG32I,\n _g[FORMATS.RED_INTEGER] = gl.R32I,\n _g),\n _a[TYPES.FLOAT] = (_h = {},\n _h[FORMATS.RGBA] = gl.RGBA32F,\n _h[FORMATS.RGB] = gl.RGB32F,\n _h[FORMATS.RG] = gl.RG32F,\n _h[FORMATS.RED] = gl.R32F,\n _h[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT32F,\n _h),\n _a[TYPES.HALF_FLOAT] = (_j = {},\n _j[FORMATS.RGBA] = gl.RGBA16F,\n _j[FORMATS.RGB] = gl.RGB16F,\n _j[FORMATS.RG] = gl.RG16F,\n _j[FORMATS.RED] = gl.R16F,\n _j),\n _a[TYPES.UNSIGNED_SHORT_5_6_5] = (_k = {},\n _k[FORMATS.RGB] = gl.RGB565,\n _k),\n _a[TYPES.UNSIGNED_SHORT_4_4_4_4] = (_l = {},\n _l[FORMATS.RGBA] = gl.RGBA4,\n _l),\n _a[TYPES.UNSIGNED_SHORT_5_5_5_1] = (_m = {},\n _m[FORMATS.RGBA] = gl.RGB5_A1,\n _m),\n _a[TYPES.UNSIGNED_INT_2_10_10_10_REV] = (_o = {},\n _o[FORMATS.RGBA] = gl.RGB10_A2,\n _o[FORMATS.RGBA_INTEGER] = gl.RGB10_A2UI,\n _o),\n _a[TYPES.UNSIGNED_INT_10F_11F_11F_REV] = (_p = {},\n _p[FORMATS.RGB] = gl.R11F_G11F_B10F,\n _p),\n _a[TYPES.UNSIGNED_INT_5_9_9_9_REV] = (_q = {},\n _q[FORMATS.RGB] = gl.RGB9_E5,\n _q),\n _a[TYPES.UNSIGNED_INT_24_8] = (_r = {},\n _r[FORMATS.DEPTH_STENCIL] = gl.DEPTH24_STENCIL8,\n _r),\n _a[TYPES.FLOAT_32_UNSIGNED_INT_24_8_REV] = (_s = {},\n _s[FORMATS.DEPTH_STENCIL] = gl.DEPTH32F_STENCIL8,\n _s),\n _a);\n }\n else {\n table = (_t = {},\n _t[TYPES.UNSIGNED_BYTE] = (_u = {},\n _u[FORMATS.RGBA] = gl.RGBA,\n _u[FORMATS.RGB] = gl.RGB,\n _u[FORMATS.ALPHA] = gl.ALPHA,\n _u[FORMATS.LUMINANCE] = gl.LUMINANCE,\n _u[FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA,\n _u),\n _t[TYPES.UNSIGNED_SHORT_5_6_5] = (_v = {},\n _v[FORMATS.RGB] = gl.RGB,\n _v),\n _t[TYPES.UNSIGNED_SHORT_4_4_4_4] = (_w = {},\n _w[FORMATS.RGBA] = gl.RGBA,\n _w),\n _t[TYPES.UNSIGNED_SHORT_5_5_5_1] = (_x = {},\n _x[FORMATS.RGBA] = gl.RGBA,\n _x),\n _t);\n }\n return table;\n}\n\n/**\n * Internal texture for WebGL context.\n * @memberof PIXI\n */\nvar GLTexture = /** @class */ (function () {\n function GLTexture(texture) {\n this.texture = texture;\n this.width = -1;\n this.height = -1;\n this.dirtyId = -1;\n this.dirtyStyleId = -1;\n this.mipmap = false;\n this.wrapMode = 33071;\n this.type = TYPES.UNSIGNED_BYTE;\n this.internalFormat = FORMATS.RGBA;\n this.samplerType = 0;\n }\n return GLTexture;\n}());\n\n/**\n * System plugin to the renderer to manage textures.\n * @memberof PIXI\n */\nvar TextureSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this system works for.\n */\n function TextureSystem(renderer) {\n this.renderer = renderer;\n // TODO set to max textures...\n this.boundTextures = [];\n this.currentLocation = -1;\n this.managedTextures = [];\n this._unknownBoundTextures = false;\n this.unknownTexture = new BaseTexture();\n this.hasIntegerTextures = false;\n }\n /** Sets up the renderer context and necessary buffers. */\n TextureSystem.prototype.contextChange = function () {\n var gl = this.gl = this.renderer.gl;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n this.webGLVersion = this.renderer.context.webGLVersion;\n this.internalFormats = mapTypeAndFormatToInternalFormat(gl);\n var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);\n this.boundTextures.length = maxTextures;\n for (var i = 0; i < maxTextures; i++) {\n this.boundTextures[i] = null;\n }\n // TODO move this.. to a nice make empty textures class..\n this.emptyTextures = {};\n var emptyTexture2D = new GLTexture(gl.createTexture());\n gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4));\n this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D;\n this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(gl.createTexture());\n gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture);\n for (var i = 0; i < 6; i++) {\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n }\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\n for (var i = 0; i < this.boundTextures.length; i++) {\n this.bind(null, i);\n }\n };\n /**\n * Bind a texture to a specific location\n *\n * If you want to unbind something, please use `unbind(texture)` instead of `bind(null, textureLocation)`\n * @param texture - Texture to bind\n * @param [location=0] - Location to bind at\n */\n TextureSystem.prototype.bind = function (texture, location) {\n if (location === void 0) { location = 0; }\n var gl = this.gl;\n texture = texture === null || texture === void 0 ? void 0 : texture.castToBaseTexture();\n // cannot bind partial texture\n // TODO: report a warning\n if (texture && texture.valid && !texture.parentTextureArray) {\n texture.touched = this.renderer.textureGC.count;\n var glTexture = texture._glTextures[this.CONTEXT_UID] || this.initTexture(texture);\n if (this.boundTextures[location] !== texture) {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n gl.bindTexture(texture.target, glTexture.texture);\n }\n if (glTexture.dirtyId !== texture.dirtyId) {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n this.updateTexture(texture);\n }\n this.boundTextures[location] = texture;\n }\n else {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[gl.TEXTURE_2D].texture);\n this.boundTextures[location] = null;\n }\n };\n /** Resets texture location and bound textures Actual `bind(null, i)` calls will be performed at next `unbind()` call */\n TextureSystem.prototype.reset = function () {\n this._unknownBoundTextures = true;\n this.hasIntegerTextures = false;\n this.currentLocation = -1;\n for (var i = 0; i < this.boundTextures.length; i++) {\n this.boundTextures[i] = this.unknownTexture;\n }\n };\n /**\n * Unbind a texture.\n * @param texture - Texture to bind\n */\n TextureSystem.prototype.unbind = function (texture) {\n var _a = this, gl = _a.gl, boundTextures = _a.boundTextures;\n if (this._unknownBoundTextures) {\n this._unknownBoundTextures = false;\n // someone changed webGL state,\n // we have to be sure that our texture does not appear in multi-texture renderer samplers\n for (var i = 0; i < boundTextures.length; i++) {\n if (boundTextures[i] === this.unknownTexture) {\n this.bind(null, i);\n }\n }\n }\n for (var i = 0; i < boundTextures.length; i++) {\n if (boundTextures[i] === texture) {\n if (this.currentLocation !== i) {\n gl.activeTexture(gl.TEXTURE0 + i);\n this.currentLocation = i;\n }\n gl.bindTexture(texture.target, this.emptyTextures[texture.target].texture);\n boundTextures[i] = null;\n }\n }\n };\n /**\n * Ensures that current boundTextures all have FLOAT sampler type,\n * see {@link PIXI.SAMPLER_TYPES} for explanation.\n * @param maxTextures - number of locations to check\n */\n TextureSystem.prototype.ensureSamplerType = function (maxTextures) {\n var _a = this, boundTextures = _a.boundTextures, hasIntegerTextures = _a.hasIntegerTextures, CONTEXT_UID = _a.CONTEXT_UID;\n if (!hasIntegerTextures) {\n return;\n }\n for (var i = maxTextures - 1; i >= 0; --i) {\n var tex = boundTextures[i];\n if (tex) {\n var glTexture = tex._glTextures[CONTEXT_UID];\n if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) {\n this.renderer.texture.unbind(tex);\n }\n }\n }\n };\n /**\n * Initialize a texture\n * @private\n * @param texture - Texture to initialize\n */\n TextureSystem.prototype.initTexture = function (texture) {\n var glTexture = new GLTexture(this.gl.createTexture());\n // guarantee an update..\n glTexture.dirtyId = -1;\n texture._glTextures[this.CONTEXT_UID] = glTexture;\n this.managedTextures.push(texture);\n texture.on('dispose', this.destroyTexture, this);\n return glTexture;\n };\n TextureSystem.prototype.initTextureType = function (texture, glTexture) {\n var _a, _b;\n glTexture.internalFormat = (_b = (_a = this.internalFormats[texture.type]) === null || _a === void 0 ? void 0 : _a[texture.format]) !== null && _b !== void 0 ? _b : texture.format;\n if (this.webGLVersion === 2 && texture.type === TYPES.HALF_FLOAT) {\n // TYPES.HALF_FLOAT is WebGL1 HALF_FLOAT_OES\n // we have to convert it to WebGL HALF_FLOAT\n glTexture.type = this.gl.HALF_FLOAT;\n }\n else {\n glTexture.type = texture.type;\n }\n };\n /**\n * Update a texture\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to initialize\n */\n TextureSystem.prototype.updateTexture = function (texture) {\n var glTexture = texture._glTextures[this.CONTEXT_UID];\n if (!glTexture) {\n return;\n }\n var renderer = this.renderer;\n this.initTextureType(texture, glTexture);\n if (texture.resource && texture.resource.upload(renderer, texture, glTexture)) {\n // texture is uploaded, dont do anything!\n if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) {\n this.hasIntegerTextures = true;\n }\n }\n else {\n // default, renderTexture-like logic\n var width = texture.realWidth;\n var height = texture.realHeight;\n var gl = renderer.gl;\n if (glTexture.width !== width\n || glTexture.height !== height\n || glTexture.dirtyId < 0) {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(texture.target, 0, glTexture.internalFormat, width, height, 0, texture.format, glTexture.type, null);\n }\n }\n // lets only update what changes..\n if (texture.dirtyStyleId !== glTexture.dirtyStyleId) {\n this.updateTextureStyle(texture);\n }\n glTexture.dirtyId = texture.dirtyId;\n };\n /**\n * Deletes the texture from WebGL\n * @private\n * @param texture - the texture to destroy\n * @param [skipRemove=false] - Whether to skip removing the texture from the TextureManager.\n */\n TextureSystem.prototype.destroyTexture = function (texture, skipRemove) {\n var gl = this.gl;\n texture = texture.castToBaseTexture();\n if (texture._glTextures[this.CONTEXT_UID]) {\n this.unbind(texture);\n gl.deleteTexture(texture._glTextures[this.CONTEXT_UID].texture);\n texture.off('dispose', this.destroyTexture, this);\n delete texture._glTextures[this.CONTEXT_UID];\n if (!skipRemove) {\n var i = this.managedTextures.indexOf(texture);\n if (i !== -1) {\n removeItems(this.managedTextures, i, 1);\n }\n }\n }\n };\n /**\n * Update texture style such as mipmap flag\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to update\n */\n TextureSystem.prototype.updateTextureStyle = function (texture) {\n var glTexture = texture._glTextures[this.CONTEXT_UID];\n if (!glTexture) {\n return;\n }\n if ((texture.mipmap === MIPMAP_MODES.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo) {\n glTexture.mipmap = false;\n }\n else {\n glTexture.mipmap = texture.mipmap >= 1;\n }\n if (this.webGLVersion !== 2 && !texture.isPowerOfTwo) {\n glTexture.wrapMode = WRAP_MODES.CLAMP;\n }\n else {\n glTexture.wrapMode = texture.wrapMode;\n }\n if (texture.resource && texture.resource.style(this.renderer, texture, glTexture)) ;\n else {\n this.setStyle(texture, glTexture);\n }\n glTexture.dirtyStyleId = texture.dirtyStyleId;\n };\n /**\n * Set style for texture\n * @private\n * @param texture - Texture to update\n * @param glTexture\n */\n TextureSystem.prototype.setStyle = function (texture, glTexture) {\n var gl = this.gl;\n if (glTexture.mipmap && texture.mipmap !== MIPMAP_MODES.ON_MANUAL) {\n gl.generateMipmap(texture.target);\n }\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode);\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode);\n if (glTexture.mipmap) {\n /* eslint-disable max-len */\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);\n /* eslint-disable max-len */\n var anisotropicExt = this.renderer.context.extensions.anisotropicFiltering;\n if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === SCALE_MODES.LINEAR) {\n var level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT));\n gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level);\n }\n }\n else {\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n }\n gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n };\n TextureSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return TextureSystem;\n}());\n\nvar _systems = {\n __proto__: null,\n FilterSystem: FilterSystem,\n BatchSystem: BatchSystem,\n ContextSystem: ContextSystem,\n FramebufferSystem: FramebufferSystem,\n GeometrySystem: GeometrySystem,\n MaskSystem: MaskSystem,\n ScissorSystem: ScissorSystem,\n StencilSystem: StencilSystem,\n ProjectionSystem: ProjectionSystem,\n RenderTextureSystem: RenderTextureSystem,\n ShaderSystem: ShaderSystem,\n StateSystem: StateSystem,\n TextureGCSystem: TextureGCSystem,\n TextureSystem: TextureSystem\n};\n\nvar tempMatrix = new Matrix();\n/**\n * The AbstractRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer}\n * and {@link PIXI.Renderer} which can be used for rendering a PixiJS scene.\n * @abstract\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nvar AbstractRenderer = /** @class */ (function (_super) {\n __extends(AbstractRenderer, _super);\n /**\n * @param type - The renderer type.\n * @param [options] - The optional renderer parameters.\n * @param {number} [options.width=800] - The width of the screen.\n * @param {number} [options.height=600] - The height of the screen.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the WebGL context.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n */\n function AbstractRenderer(type, options) {\n if (type === void 0) { type = RENDERER_TYPE.UNKNOWN; }\n var _this = _super.call(this) || this;\n // Add the default render options\n options = Object.assign({}, settings.RENDER_OPTIONS, options);\n /**\n * The supplied constructor options.\n * @member {object}\n * @readonly\n */\n _this.options = options;\n /**\n * The type of the renderer.\n * @member {number}\n * @default PIXI.RENDERER_TYPE.UNKNOWN\n * @see PIXI.RENDERER_TYPE\n */\n _this.type = type;\n /**\n * Measurements of the screen. (0, 0, screenWidth, screenHeight).\n *\n * Its safe to use as filterArea or hitArea for the whole stage.\n * @member {PIXI.Rectangle}\n */\n _this.screen = new Rectangle(0, 0, options.width, options.height);\n /**\n * The canvas element that everything is drawn to.\n * @member {HTMLCanvasElement}\n */\n _this.view = options.view || settings.ADAPTER.createCanvas();\n /**\n * The resolution / device pixel ratio of the renderer.\n * @member {number}\n * @default PIXI.settings.RESOLUTION\n */\n _this.resolution = options.resolution || settings.RESOLUTION;\n /**\n * Pass-thru setting for the canvas' context `alpha` property. This is typically\n * not something you need to fiddle with. If you want transparency, use `backgroundAlpha`.\n * @member {boolean}\n */\n _this.useContextAlpha = options.useContextAlpha;\n /**\n * Whether CSS dimensions of canvas view should be resized to screen dimensions automatically.\n * @member {boolean}\n */\n _this.autoDensity = !!options.autoDensity;\n /**\n * The value of the preserveDrawingBuffer flag affects whether or not the contents of\n * the stencil buffer is retained after rendering.\n * @member {boolean}\n */\n _this.preserveDrawingBuffer = options.preserveDrawingBuffer;\n /**\n * This sets if the CanvasRenderer will clear the canvas or not before the new render pass.\n * If the scene is NOT transparent PixiJS will use a canvas sized fillRect operation every\n * frame to set the canvas background color. If the scene is transparent PixiJS will use clearRect\n * to clear the canvas every frame. Disable this by setting this to false. For example, if\n * your game has a canvas filling background image you often don't need this set.\n * @member {boolean}\n * @default\n */\n _this.clearBeforeRender = options.clearBeforeRender;\n /**\n * The background color as a number.\n * @member {number}\n * @protected\n */\n _this._backgroundColor = 0x000000;\n /**\n * The background color as an [R, G, B, A] array.\n * @member {number[]}\n * @protected\n */\n _this._backgroundColorRgba = [0, 0, 0, 1];\n /**\n * The background color as a string.\n * @member {string}\n * @protected\n */\n _this._backgroundColorString = '#000000';\n _this.backgroundColor = options.backgroundColor || _this._backgroundColor; // run bg color setter\n _this.backgroundAlpha = options.backgroundAlpha;\n // @deprecated\n if (options.transparent !== undefined) {\n deprecation('6.0.0', 'Option transparent is deprecated, please use backgroundAlpha instead.');\n _this.useContextAlpha = options.transparent;\n _this.backgroundAlpha = options.transparent ? 0 : 1;\n }\n /**\n * The last root object that the renderer tried to render.\n * @member {PIXI.DisplayObject}\n * @protected\n */\n _this._lastObjectRendered = null;\n /**\n * Collection of plugins.\n * @readonly\n * @member {object}\n */\n _this.plugins = {};\n return _this;\n }\n /**\n * Initialize the plugins.\n * @protected\n * @param {object} staticMap - The dictionary of statically saved plugins.\n */\n AbstractRenderer.prototype.initPlugins = function (staticMap) {\n for (var o in staticMap) {\n this.plugins[o] = new (staticMap[o])(this);\n }\n };\n Object.defineProperty(AbstractRenderer.prototype, \"width\", {\n /**\n * Same as view.width, actual number of pixels in the canvas by horizontal.\n * @member {number}\n * @readonly\n * @default 800\n */\n get: function () {\n return this.view.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AbstractRenderer.prototype, \"height\", {\n /**\n * Same as view.height, actual number of pixels in the canvas by vertical.\n * @member {number}\n * @readonly\n * @default 600\n */\n get: function () {\n return this.view.height;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Resizes the screen and canvas as close as possible to the specified width and height.\n * Canvas dimensions are multiplied by resolution and rounded to the nearest integers.\n * The new canvas dimensions divided by the resolution become the new screen dimensions.\n * @param desiredScreenWidth - The desired width of the screen.\n * @param desiredScreenHeight - The desired height of the screen.\n */\n AbstractRenderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) {\n this.view.width = Math.round(desiredScreenWidth * this.resolution);\n this.view.height = Math.round(desiredScreenHeight * this.resolution);\n var screenWidth = this.view.width / this.resolution;\n var screenHeight = this.view.height / this.resolution;\n this.screen.width = screenWidth;\n this.screen.height = screenHeight;\n if (this.autoDensity) {\n this.view.style.width = screenWidth + \"px\";\n this.view.style.height = screenHeight + \"px\";\n }\n /**\n * Fired after view has been resized.\n * @event PIXI.Renderer#resize\n * @param {number} screenWidth - The new width of the screen.\n * @param {number} screenHeight - The new height of the screen.\n */\n this.emit('resize', screenWidth, screenHeight);\n };\n /**\n * @ignore\n */\n AbstractRenderer.prototype.generateTexture = function (displayObject, options, resolution, region) {\n if (options === void 0) { options = {}; }\n // @deprecated parameters spread, use options instead\n if (typeof options === 'number') {\n deprecation('6.1.0', 'generateTexture options (scaleMode, resolution, region) are now object options.');\n options = { scaleMode: options, resolution: resolution, region: region };\n }\n var manualRegion = options.region, textureOptions = __rest(options, [\"region\"]);\n region = manualRegion || displayObject.getLocalBounds(null, true);\n // minimum texture size is 1x1, 0x0 will throw an error\n if (region.width === 0)\n { region.width = 1; }\n if (region.height === 0)\n { region.height = 1; }\n var renderTexture = RenderTexture.create(__assign({ width: region.width, height: region.height }, textureOptions));\n tempMatrix.tx = -region.x;\n tempMatrix.ty = -region.y;\n this.render(displayObject, {\n renderTexture: renderTexture,\n clear: false,\n transform: tempMatrix,\n skipUpdateTransform: !!displayObject.parent\n });\n return renderTexture;\n };\n /**\n * Removes everything from the renderer and optionally removes the Canvas DOM element.\n * @param [removeView=false] - Removes the Canvas element from the DOM.\n */\n AbstractRenderer.prototype.destroy = function (removeView) {\n for (var o in this.plugins) {\n this.plugins[o].destroy();\n this.plugins[o] = null;\n }\n if (removeView && this.view.parentNode) {\n this.view.parentNode.removeChild(this.view);\n }\n var thisAny = this;\n // null-ing all objects, that's a tradition!\n thisAny.plugins = null;\n thisAny.type = RENDERER_TYPE.UNKNOWN;\n thisAny.view = null;\n thisAny.screen = null;\n thisAny._tempDisplayObjectParent = null;\n thisAny.options = null;\n this._backgroundColorRgba = null;\n this._backgroundColorString = null;\n this._lastObjectRendered = null;\n };\n Object.defineProperty(AbstractRenderer.prototype, \"backgroundColor\", {\n /**\n * The background color to fill if not transparent\n * @member {number}\n */\n get: function () {\n return this._backgroundColor;\n },\n set: function (value) {\n this._backgroundColor = value;\n this._backgroundColorString = hex2string(value);\n hex2rgb(value, this._backgroundColorRgba);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AbstractRenderer.prototype, \"backgroundAlpha\", {\n /**\n * The background color alpha. Setting this to 0 will make the canvas transparent.\n * @member {number}\n */\n get: function () {\n return this._backgroundColorRgba[3];\n },\n set: function (value) {\n this._backgroundColorRgba[3] = value;\n },\n enumerable: false,\n configurable: true\n });\n return AbstractRenderer;\n}(EventEmitter));\n\nvar GLBuffer = /** @class */ (function () {\n function GLBuffer(buffer) {\n this.buffer = buffer || null;\n this.updateID = -1;\n this.byteLength = -1;\n this.refCount = 0;\n }\n return GLBuffer;\n}());\n\n/**\n * System plugin to the renderer to manage buffers.\n *\n * WebGL uses Buffers as a way to store objects to the GPU.\n * This system makes working with them a lot easier.\n *\n * Buffers are used in three main places in WebGL\n * - geometry information\n * - Uniform information (via uniform buffer objects - a WebGL 2 only feature)\n * - Transform feedback information. (WebGL 2 only feature)\n *\n * This system will handle the binding of buffers to the GPU as well as uploading\n * them. With this system, you never need to work directly with GPU buffers, but instead work with\n * the PIXI.Buffer class.\n * @class\n * @memberof PIXI\n */\nvar BufferSystem = /** @class */ (function () {\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n function BufferSystem(renderer) {\n this.renderer = renderer;\n this.managedBuffers = {};\n this.boundBufferBases = {};\n }\n /**\n * @ignore\n */\n BufferSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n /** Sets up the renderer context and necessary buffers. */\n BufferSystem.prototype.contextChange = function () {\n this.disposeAll(true);\n this.gl = this.renderer.gl;\n // TODO fill out...\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n };\n /**\n * This binds specified buffer. On first run, it will create the webGL buffers for the context too\n * @param buffer - the buffer to bind to the renderer\n */\n BufferSystem.prototype.bind = function (buffer) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n gl.bindBuffer(buffer.type, glBuffer.buffer);\n };\n /**\n * Binds an uniform buffer to at the given index.\n *\n * A cache is used so a buffer will not be bound again if already bound.\n * @param buffer - the buffer to bind\n * @param index - the base index to bind it to.\n */\n BufferSystem.prototype.bindBufferBase = function (buffer, index) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n if (this.boundBufferBases[index] !== buffer) {\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n this.boundBufferBases[index] = buffer;\n gl.bindBufferBase(gl.UNIFORM_BUFFER, index, glBuffer.buffer);\n }\n };\n /**\n * Binds a buffer whilst also binding its range.\n * This will make the buffer start from the offset supplied rather than 0 when it is read.\n * @param buffer - the buffer to bind\n * @param index - the base index to bind at, defaults to 0\n * @param offset - the offset to bind at (this is blocks of 256). 0 = 0, 1 = 256, 2 = 512 etc\n */\n BufferSystem.prototype.bindBufferRange = function (buffer, index, offset) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n offset = offset || 0;\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n gl.bindBufferRange(gl.UNIFORM_BUFFER, index || 0, glBuffer.buffer, offset * 256, 256);\n };\n /**\n * Will ensure the data in the buffer is uploaded to the GPU.\n * @param {PIXI.Buffer} buffer - the buffer to update\n */\n BufferSystem.prototype.update = function (buffer) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n var glBuffer = buffer._glBuffers[CONTEXT_UID];\n if (buffer._updateID === glBuffer.updateID) {\n return;\n }\n glBuffer.updateID = buffer._updateID;\n gl.bindBuffer(buffer.type, glBuffer.buffer);\n if (glBuffer.byteLength >= buffer.data.byteLength) {\n // offset is always zero for now!\n gl.bufferSubData(buffer.type, 0, buffer.data);\n }\n else {\n var drawType = buffer.static ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW;\n glBuffer.byteLength = buffer.data.byteLength;\n gl.bufferData(buffer.type, buffer.data, drawType);\n }\n };\n /**\n * Disposes buffer\n * @param {PIXI.Buffer} buffer - buffer with data\n * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray\n */\n BufferSystem.prototype.dispose = function (buffer, contextLost) {\n if (!this.managedBuffers[buffer.id]) {\n return;\n }\n delete this.managedBuffers[buffer.id];\n var glBuffer = buffer._glBuffers[this.CONTEXT_UID];\n var gl = this.gl;\n buffer.disposeRunner.remove(this);\n if (!glBuffer) {\n return;\n }\n if (!contextLost) {\n gl.deleteBuffer(glBuffer.buffer);\n }\n delete buffer._glBuffers[this.CONTEXT_UID];\n };\n /**\n * dispose all WebGL resources of all managed buffers\n * @param {boolean} [contextLost=false] - If context was lost, we suppress `gl.delete` calls\n */\n BufferSystem.prototype.disposeAll = function (contextLost) {\n var all = Object.keys(this.managedBuffers);\n for (var i = 0; i < all.length; i++) {\n this.dispose(this.managedBuffers[all[i]], contextLost);\n }\n };\n /**\n * creates and attaches a GLBuffer object tied to the current context.\n * @param buffer\n * @protected\n */\n BufferSystem.prototype.createGLBuffer = function (buffer) {\n var _a = this, CONTEXT_UID = _a.CONTEXT_UID, gl = _a.gl;\n buffer._glBuffers[CONTEXT_UID] = new GLBuffer(gl.createBuffer());\n this.managedBuffers[buffer.id] = buffer;\n buffer.disposeRunner.add(this);\n return buffer._glBuffers[CONTEXT_UID];\n };\n return BufferSystem;\n}());\n\n/**\n * The Renderer draws the scene and all its content onto a WebGL enabled canvas.\n *\n * This renderer should be used for browsers that support WebGL.\n *\n * This renderer works by automatically managing WebGLBatchesm, so no need for Sprite Batches or Sprite Clouds.\n * Don't forget to add the view to your DOM or you will not see anything!\n *\n * Renderer is composed of systems that manage specific tasks. The following systems are added by default\n * whenever you create a renderer:\n *\n * | System | Description |\n * | ------------------------------------ | ----------------------------------------------------------------------------- |\n * | {@link PIXI.BatchSystem} | This manages object renderers that defer rendering until a flush. |\n * | {@link PIXI.ContextSystem} | This manages the WebGL context and extensions. |\n * | {@link PIXI.EventSystem} | This manages UI events. |\n * | {@link PIXI.FilterSystem} | This manages the filtering pipeline for post-processing effects. |\n * | {@link PIXI.FramebufferSystem} | This manages framebuffers, which are used for offscreen rendering. |\n * | {@link PIXI.GeometrySystem} | This manages geometries & buffers, which are used to draw object meshes. |\n * | {@link PIXI.MaskSystem} | This manages masking operations. |\n * | {@link PIXI.ProjectionSystem} | This manages the `projectionMatrix`, used by shaders to get NDC coordinates. |\n * | {@link PIXI.RenderTextureSystem} | This manages render-textures, which are an abstraction over framebuffers. |\n * | {@link PIXI.ScissorSystem} | This handles scissor masking, and is used internally by {@link MaskSystem} |\n * | {@link PIXI.ShaderSystem} | This manages shaders, programs that run on the GPU to calculate 'em pixels. |\n * | {@link PIXI.StateSystem} | This manages the WebGL state variables like blend mode, depth testing, etc. |\n * | {@link PIXI.StencilSystem} | This handles stencil masking, and is used internally by {@link MaskSystem} |\n * | {@link PIXI.TextureSystem} | This manages textures and their resources on the GPU. |\n * | {@link PIXI.TextureGCSystem} | This will automatically remove textures from the GPU if they are not used. |\n *\n * The breadth of the API surface provided by the renderer is contained within these systems.\n * @memberof PIXI\n */\nvar Renderer = /** @class */ (function (_super) {\n __extends(Renderer, _super);\n /**\n * @param [options] - The optional renderer parameters.\n * @param {number} [options.width=800] - The width of the screen.\n * @param {number} [options.height=600] - The height of the screen.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias. If not available natively then FXAA\n * antialiasing is used.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear\n * the canvas or not before the new render pass. If you wish to set this to false, you *must* set\n * preserveDrawingBuffer to `true`.\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the WebGL context.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n * @param {string} [options.powerPreference] - Parameter passed to WebGL context, set to \"high-performance\"\n * for devices with dual graphics card.\n * @param {object} [options.context] - If WebGL context already exists, all parameters must be taken from it.\n */\n function Renderer(options) {\n var _this = _super.call(this, RENDERER_TYPE.WEBGL, options) || this;\n // the options will have been modified here in the super constructor with pixi's default settings..\n options = _this.options;\n _this.gl = null;\n _this.CONTEXT_UID = 0;\n _this.runners = {\n destroy: new Runner('destroy'),\n contextChange: new Runner('contextChange'),\n reset: new Runner('reset'),\n update: new Runner('update'),\n postrender: new Runner('postrender'),\n prerender: new Runner('prerender'),\n resize: new Runner('resize'),\n };\n _this.runners.contextChange.add(_this);\n _this.globalUniforms = new UniformGroup({\n projectionMatrix: new Matrix(),\n }, true);\n _this.addSystem(MaskSystem, 'mask')\n .addSystem(ContextSystem, 'context')\n .addSystem(StateSystem, 'state')\n .addSystem(ShaderSystem, 'shader')\n .addSystem(TextureSystem, 'texture')\n .addSystem(BufferSystem, 'buffer')\n .addSystem(GeometrySystem, 'geometry')\n .addSystem(FramebufferSystem, 'framebuffer')\n .addSystem(ScissorSystem, 'scissor')\n .addSystem(StencilSystem, 'stencil')\n .addSystem(ProjectionSystem, 'projection')\n .addSystem(TextureGCSystem, 'textureGC')\n .addSystem(FilterSystem, 'filter')\n .addSystem(RenderTextureSystem, 'renderTexture')\n .addSystem(BatchSystem, 'batch');\n _this.initPlugins(Renderer.__plugins);\n _this.multisample = undefined;\n /*\n * The options passed in to create a new WebGL context.\n */\n if (options.context) {\n _this.context.initFromContext(options.context);\n }\n else {\n _this.context.initFromOptions({\n alpha: !!_this.useContextAlpha,\n antialias: options.antialias,\n premultipliedAlpha: _this.useContextAlpha && _this.useContextAlpha !== 'notMultiplied',\n stencil: true,\n preserveDrawingBuffer: options.preserveDrawingBuffer,\n powerPreference: _this.options.powerPreference,\n });\n }\n _this.renderingToScreen = true;\n sayHello(_this.context.webGLVersion === 2 ? 'WebGL 2' : 'WebGL 1');\n _this.resize(_this.options.width, _this.options.height);\n return _this;\n }\n /**\n * Create renderer if WebGL is available. Overrideable\n * by the **@pixi/canvas-renderer** package to allow fallback.\n * throws error if WebGL is not available.\n * @param options\n * @private\n */\n Renderer.create = function (options) {\n if (isWebGLSupported()) {\n return new Renderer(options);\n }\n throw new Error('WebGL unsupported in this browser, use \"pixi.js-legacy\" for fallback canvas2d support.');\n };\n Renderer.prototype.contextChange = function () {\n var gl = this.gl;\n var samples;\n if (this.context.webGLVersion === 1) {\n var framebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING);\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n samples = gl.getParameter(gl.SAMPLES);\n gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);\n }\n else {\n var framebuffer = gl.getParameter(gl.DRAW_FRAMEBUFFER_BINDING);\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);\n samples = gl.getParameter(gl.SAMPLES);\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, framebuffer);\n }\n if (samples >= MSAA_QUALITY.HIGH) {\n this.multisample = MSAA_QUALITY.HIGH;\n }\n else if (samples >= MSAA_QUALITY.MEDIUM) {\n this.multisample = MSAA_QUALITY.MEDIUM;\n }\n else if (samples >= MSAA_QUALITY.LOW) {\n this.multisample = MSAA_QUALITY.LOW;\n }\n else {\n this.multisample = MSAA_QUALITY.NONE;\n }\n };\n /**\n * Add a new system to the renderer.\n * @param ClassRef - Class reference\n * @param name - Property name for system, if not specified\n * will use a static `name` property on the class itself. This\n * name will be assigned as s property on the Renderer so make\n * sure it doesn't collide with properties on Renderer.\n * @returns Return instance of renderer\n */\n Renderer.prototype.addSystem = function (ClassRef, name) {\n var system = new ClassRef(this);\n if (this[name]) {\n throw new Error(\"Whoops! The name \\\"\" + name + \"\\\" is already in use\");\n }\n this[name] = system;\n for (var i in this.runners) {\n this.runners[i].add(system);\n }\n /**\n * Fired after rendering finishes.\n * @event PIXI.Renderer#postrender\n */\n /**\n * Fired before rendering starts.\n * @event PIXI.Renderer#prerender\n */\n /**\n * Fired when the WebGL context is set.\n * @event PIXI.Renderer#context\n * @param {WebGLRenderingContext} gl - WebGL context.\n */\n return this;\n };\n /**\n * @ignore\n */\n Renderer.prototype.render = function (displayObject, options) {\n var renderTexture;\n var clear;\n var transform;\n var skipUpdateTransform;\n if (options) {\n if (options instanceof RenderTexture) {\n deprecation('6.0.0', 'Renderer#render arguments changed, use options instead.');\n /* eslint-disable prefer-rest-params */\n renderTexture = options;\n clear = arguments[2];\n transform = arguments[3];\n skipUpdateTransform = arguments[4];\n /* eslint-enable prefer-rest-params */\n }\n else {\n renderTexture = options.renderTexture;\n clear = options.clear;\n transform = options.transform;\n skipUpdateTransform = options.skipUpdateTransform;\n }\n }\n // can be handy to know!\n this.renderingToScreen = !renderTexture;\n this.runners.prerender.emit();\n this.emit('prerender');\n // apply a transform at a GPU level\n this.projection.transform = transform;\n // no point rendering if our context has been blown up!\n if (this.context.isLost) {\n return;\n }\n if (!renderTexture) {\n this._lastObjectRendered = displayObject;\n }\n if (!skipUpdateTransform) {\n // update the scene graph\n var cacheParent = displayObject.enableTempParent();\n displayObject.updateTransform();\n displayObject.disableTempParent(cacheParent);\n // displayObject.hitArea = //TODO add a temp hit area\n }\n this.renderTexture.bind(renderTexture);\n this.batch.currentRenderer.start();\n if (clear !== undefined ? clear : this.clearBeforeRender) {\n this.renderTexture.clear();\n }\n displayObject.render(this);\n // apply transform..\n this.batch.currentRenderer.flush();\n if (renderTexture) {\n renderTexture.baseTexture.update();\n }\n this.runners.postrender.emit();\n // reset transform after render\n this.projection.transform = null;\n this.emit('postrender');\n };\n /**\n * @override\n * @ignore\n */\n Renderer.prototype.generateTexture = function (displayObject, options, resolution, region) {\n if (options === void 0) { options = {}; }\n var renderTexture = _super.prototype.generateTexture.call(this, displayObject, options, resolution, region);\n this.framebuffer.blit();\n return renderTexture;\n };\n /**\n * Resizes the WebGL view to the specified width and height.\n * @param desiredScreenWidth - The desired width of the screen.\n * @param desiredScreenHeight - The desired height of the screen.\n */\n Renderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) {\n _super.prototype.resize.call(this, desiredScreenWidth, desiredScreenHeight);\n this.runners.resize.emit(this.screen.height, this.screen.width);\n };\n /**\n * Resets the WebGL state so you can render things however you fancy!\n * @returns Returns itself.\n */\n Renderer.prototype.reset = function () {\n this.runners.reset.emit();\n return this;\n };\n /** Clear the frame buffer. */\n Renderer.prototype.clear = function () {\n this.renderTexture.bind();\n this.renderTexture.clear();\n };\n /**\n * Removes everything from the renderer (event listeners, spritebatch, etc...)\n * @param [removeView=false] - Removes the Canvas element from the DOM.\n * See: https://github.com/pixijs/pixi.js/issues/2233\n */\n Renderer.prototype.destroy = function (removeView) {\n this.runners.destroy.emit();\n for (var r in this.runners) {\n this.runners[r].destroy();\n }\n // call base destroy\n _super.prototype.destroy.call(this, removeView);\n // TODO nullify all the managers..\n this.gl = null;\n };\n Object.defineProperty(Renderer.prototype, \"extract\", {\n /**\n * Please use `plugins.extract` instead.\n * @member {PIXI.Extract} extract\n * @deprecated since 6.0.0\n * @readonly\n */\n get: function () {\n deprecation('6.0.0', 'Renderer#extract has been deprecated, please use Renderer#plugins.extract instead.');\n return this.plugins.extract;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Use the {@link PIXI.extensions.add} API to register plugins.\n * @deprecated since 6.5.0\n * @param pluginName - The name of the plugin.\n * @param ctor - The constructor function or class for the plugin.\n */\n Renderer.registerPlugin = function (pluginName, ctor) {\n deprecation('6.5.0', 'Renderer.registerPlugin() has been deprecated, please use extensions.add() instead.');\n extensions$1.add({\n name: pluginName,\n type: ExtensionType.RendererPlugin,\n ref: ctor,\n });\n };\n /**\n * Collection of installed plugins. These are included by default in PIXI, but can be excluded\n * by creating a custom build. Consult the README for more information about creating custom\n * builds and excluding plugins.\n * @readonly\n * @property {PIXI.AccessibilityManager} accessibility Support tabbing interactive elements.\n * @property {PIXI.Extract} extract Extract image data from renderer.\n * @property {PIXI.InteractionManager} interaction Handles mouse, touch and pointer events.\n * @property {PIXI.ParticleRenderer} particle Renderer for ParticleContainer objects.\n * @property {PIXI.Prepare} prepare Pre-render display objects.\n * @property {PIXI.BatchRenderer} batch Batching of Sprite, Graphics and Mesh objects.\n * @property {PIXI.TilingSpriteRenderer} tilingSprite Renderer for TilingSprite objects.\n */\n Renderer.__plugins = {};\n return Renderer;\n}(AbstractRenderer));\n// Handle registration of extensions\nextensions$1.handleByMap(ExtensionType.RendererPlugin, Renderer.__plugins);\n\n/**\n * This helper function will automatically detect which renderer you should be using.\n * WebGL is the preferred renderer as it is a lot faster. If WebGL is not supported by\n * the browser then this function will return a canvas renderer\n * @memberof PIXI\n * @function autoDetectRenderer\n * @param {object} [options] - The optional renderer parameters\n * @param {number} [options.width=800] - the width of the renderers view\n * @param {number} [options.height=600] - the height of the renderers view\n * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1\n * @param {boolean} [options.antialias=false] - sets antialias\n * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, enable this if you\n * need to call toDataUrl on the webgl context\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this\n * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise\n * it is ignored.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card **webgl only**\n * @returns {PIXI.Renderer|PIXI.CanvasRenderer} Returns WebGL renderer if available, otherwise CanvasRenderer\n */\nfunction autoDetectRenderer(options) {\n return Renderer.create(options);\n}\n\nvar $defaultVertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n vTextureCoord = aTextureCoord;\\n}\";\n\nvar $defaultFilterVertex = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n gl_Position = filterVertexPosition();\\n vTextureCoord = filterTextureCoord();\\n}\\n\";\n\n/**\n * Default vertex shader\n * @memberof PIXI\n * @member {string} defaultVertex\n */\n/**\n * Default filter vertex shader\n * @memberof PIXI\n * @member {string} defaultFilterVertex\n */\n// NOTE: This black magic is so that @microsoft/api-extractor does not complain! This explicitly specifies the types\n// of defaultVertex, defaultFilterVertex.\nvar defaultVertex$1 = $defaultVertex;\nvar defaultFilterVertex = $defaultFilterVertex;\n\n/**\n * Use the ISystem interface instead.\n * @deprecated since 6.1.0\n * @memberof PIXI\n */\nvar System = /** @class */ (function () {\n /**\n * @param renderer - Reference to Renderer\n */\n function System(renderer) {\n deprecation('6.1.0', 'System class is deprecated, implemement ISystem interface instead.');\n this.renderer = renderer;\n }\n /** Destroy and don't use after this. */\n System.prototype.destroy = function () {\n this.renderer = null;\n };\n return System;\n}());\n\n/**\n * Used by the batcher to draw batches.\n * Each one of these contains all information required to draw a bound geometry.\n * @memberof PIXI\n */\nvar BatchDrawCall = /** @class */ (function () {\n function BatchDrawCall() {\n this.texArray = null;\n this.blend = 0;\n this.type = DRAW_MODES.TRIANGLES;\n this.start = 0;\n this.size = 0;\n this.data = null;\n }\n return BatchDrawCall;\n}());\n\n/**\n * Used by the batcher to build texture batches.\n * Holds list of textures and their respective locations.\n * @memberof PIXI\n */\nvar BatchTextureArray = /** @class */ (function () {\n function BatchTextureArray() {\n this.elements = [];\n this.ids = [];\n this.count = 0;\n }\n BatchTextureArray.prototype.clear = function () {\n for (var i = 0; i < this.count; i++) {\n this.elements[i] = null;\n }\n this.count = 0;\n };\n return BatchTextureArray;\n}());\n\n/**\n * Flexible wrapper around `ArrayBuffer` that also provides typed array views on demand.\n * @memberof PIXI\n */\nvar ViewableBuffer = /** @class */ (function () {\n function ViewableBuffer(sizeOrBuffer) {\n if (typeof sizeOrBuffer === 'number') {\n this.rawBinaryData = new ArrayBuffer(sizeOrBuffer);\n }\n else if (sizeOrBuffer instanceof Uint8Array) {\n this.rawBinaryData = sizeOrBuffer.buffer;\n }\n else {\n this.rawBinaryData = sizeOrBuffer;\n }\n this.uint32View = new Uint32Array(this.rawBinaryData);\n this.float32View = new Float32Array(this.rawBinaryData);\n }\n Object.defineProperty(ViewableBuffer.prototype, \"int8View\", {\n /** View on the raw binary data as a `Int8Array`. */\n get: function () {\n if (!this._int8View) {\n this._int8View = new Int8Array(this.rawBinaryData);\n }\n return this._int8View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"uint8View\", {\n /** View on the raw binary data as a `Uint8Array`. */\n get: function () {\n if (!this._uint8View) {\n this._uint8View = new Uint8Array(this.rawBinaryData);\n }\n return this._uint8View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"int16View\", {\n /** View on the raw binary data as a `Int16Array`. */\n get: function () {\n if (!this._int16View) {\n this._int16View = new Int16Array(this.rawBinaryData);\n }\n return this._int16View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"uint16View\", {\n /** View on the raw binary data as a `Uint16Array`. */\n get: function () {\n if (!this._uint16View) {\n this._uint16View = new Uint16Array(this.rawBinaryData);\n }\n return this._uint16View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"int32View\", {\n /** View on the raw binary data as a `Int32Array`. */\n get: function () {\n if (!this._int32View) {\n this._int32View = new Int32Array(this.rawBinaryData);\n }\n return this._int32View;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Returns the view of the given type.\n * @param type - One of `int8`, `uint8`, `int16`,\n * `uint16`, `int32`, `uint32`, and `float32`.\n * @returns - typed array of given type\n */\n ViewableBuffer.prototype.view = function (type) {\n return this[type + \"View\"];\n };\n /** Destroys all buffer references. Do not use after calling this. */\n ViewableBuffer.prototype.destroy = function () {\n this.rawBinaryData = null;\n this._int8View = null;\n this._uint8View = null;\n this._int16View = null;\n this._uint16View = null;\n this._int32View = null;\n this.uint32View = null;\n this.float32View = null;\n };\n ViewableBuffer.sizeOf = function (type) {\n switch (type) {\n case 'int8':\n case 'uint8':\n return 1;\n case 'int16':\n case 'uint16':\n return 2;\n case 'int32':\n case 'uint32':\n case 'float32':\n return 4;\n default:\n throw new Error(type + \" isn't a valid view type\");\n }\n };\n return ViewableBuffer;\n}());\n\n/**\n * Renderer dedicated to drawing and batching sprites.\n *\n * This is the default batch renderer. It buffers objects\n * with texture-based geometries and renders them in\n * batches. It uploads multiple textures to the GPU to\n * reduce to the number of draw calls.\n * @memberof PIXI\n */\nvar AbstractBatchRenderer = /** @class */ (function (_super) {\n __extends(AbstractBatchRenderer, _super);\n /**\n * This will hook onto the renderer's `contextChange`\n * and `prerender` signals.\n * @param {PIXI.Renderer} renderer - The renderer this works for.\n */\n function AbstractBatchRenderer(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.shaderGenerator = null;\n _this.geometryClass = null;\n _this.vertexSize = null;\n _this.state = State.for2d();\n _this.size = settings.SPRITE_BATCH_SIZE * 4;\n _this._vertexCount = 0;\n _this._indexCount = 0;\n _this._bufferedElements = [];\n _this._bufferedTextures = [];\n _this._bufferSize = 0;\n _this._shader = null;\n _this._packedGeometries = [];\n _this._packedGeometryPoolSize = 2;\n _this._flushId = 0;\n _this._aBuffers = {};\n _this._iBuffers = {};\n _this.MAX_TEXTURES = 1;\n _this.renderer.on('prerender', _this.onPrerender, _this);\n renderer.runners.contextChange.add(_this);\n _this._dcIndex = 0;\n _this._aIndex = 0;\n _this._iIndex = 0;\n _this._attributeBuffer = null;\n _this._indexBuffer = null;\n _this._tempBoundTextures = [];\n return _this;\n }\n /**\n * Handles the `contextChange` signal.\n *\n * It calculates `this.MAX_TEXTURES` and allocating the packed-geometry object pool.\n */\n AbstractBatchRenderer.prototype.contextChange = function () {\n var gl = this.renderer.gl;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n this.MAX_TEXTURES = 1;\n }\n else {\n // step 1: first check max textures the GPU can handle.\n this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), settings.SPRITE_MAX_TEXTURES);\n // step 2: check the maximum number of if statements the shader can have too..\n this.MAX_TEXTURES = checkMaxIfStatementsInShader(this.MAX_TEXTURES, gl);\n }\n this._shader = this.shaderGenerator.generateShader(this.MAX_TEXTURES);\n // we use the second shader as the first one depending on your browser\n // may omit aTextureId as it is not used by the shader so is optimized out.\n for (var i = 0; i < this._packedGeometryPoolSize; i++) {\n /* eslint-disable max-len */\n this._packedGeometries[i] = new (this.geometryClass)();\n }\n this.initFlushBuffers();\n };\n /** Makes sure that static and dynamic flush pooled objects have correct dimensions. */\n AbstractBatchRenderer.prototype.initFlushBuffers = function () {\n var _drawCallPool = AbstractBatchRenderer._drawCallPool, _textureArrayPool = AbstractBatchRenderer._textureArrayPool;\n // max draw calls\n var MAX_SPRITES = this.size / 4;\n // max texture arrays\n var MAX_TA = Math.floor(MAX_SPRITES / this.MAX_TEXTURES) + 1;\n while (_drawCallPool.length < MAX_SPRITES) {\n _drawCallPool.push(new BatchDrawCall());\n }\n while (_textureArrayPool.length < MAX_TA) {\n _textureArrayPool.push(new BatchTextureArray());\n }\n for (var i = 0; i < this.MAX_TEXTURES; i++) {\n this._tempBoundTextures[i] = null;\n }\n };\n /** Handles the `prerender` signal. It ensures that flushes start from the first geometry object again. */\n AbstractBatchRenderer.prototype.onPrerender = function () {\n this._flushId = 0;\n };\n /**\n * Buffers the \"batchable\" object. It need not be rendered immediately.\n * @param {PIXI.DisplayObject} element - the element to render when\n * using this renderer\n */\n AbstractBatchRenderer.prototype.render = function (element) {\n if (!element._texture.valid) {\n return;\n }\n if (this._vertexCount + (element.vertexData.length / 2) > this.size) {\n this.flush();\n }\n this._vertexCount += element.vertexData.length / 2;\n this._indexCount += element.indices.length;\n this._bufferedTextures[this._bufferSize] = element._texture.baseTexture;\n this._bufferedElements[this._bufferSize++] = element;\n };\n AbstractBatchRenderer.prototype.buildTexturesAndDrawCalls = function () {\n var _a = this, textures = _a._bufferedTextures, MAX_TEXTURES = _a.MAX_TEXTURES;\n var textureArrays = AbstractBatchRenderer._textureArrayPool;\n var batch = this.renderer.batch;\n var boundTextures = this._tempBoundTextures;\n var touch = this.renderer.textureGC.count;\n var TICK = ++BaseTexture._globalBatch;\n var countTexArrays = 0;\n var texArray = textureArrays[0];\n var start = 0;\n batch.copyBoundTextures(boundTextures, MAX_TEXTURES);\n for (var i = 0; i < this._bufferSize; ++i) {\n var tex = textures[i];\n textures[i] = null;\n if (tex._batchEnabled === TICK) {\n continue;\n }\n if (texArray.count >= MAX_TEXTURES) {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, i);\n start = i;\n texArray = textureArrays[++countTexArrays];\n ++TICK;\n }\n tex._batchEnabled = TICK;\n tex.touched = touch;\n texArray.elements[texArray.count++] = tex;\n }\n if (texArray.count > 0) {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, this._bufferSize);\n ++countTexArrays;\n ++TICK;\n }\n // Clean-up\n for (var i = 0; i < boundTextures.length; i++) {\n boundTextures[i] = null;\n }\n BaseTexture._globalBatch = TICK;\n };\n /**\n * Populating drawcalls for rendering\n * @param texArray\n * @param start\n * @param finish\n */\n AbstractBatchRenderer.prototype.buildDrawCalls = function (texArray, start, finish) {\n var _a = this, elements = _a._bufferedElements, _attributeBuffer = _a._attributeBuffer, _indexBuffer = _a._indexBuffer, vertexSize = _a.vertexSize;\n var drawCalls = AbstractBatchRenderer._drawCallPool;\n var dcIndex = this._dcIndex;\n var aIndex = this._aIndex;\n var iIndex = this._iIndex;\n var drawCall = drawCalls[dcIndex];\n drawCall.start = this._iIndex;\n drawCall.texArray = texArray;\n for (var i = start; i < finish; ++i) {\n var sprite = elements[i];\n var tex = sprite._texture.baseTexture;\n var spriteBlendMode = premultiplyBlendMode[tex.alphaMode ? 1 : 0][sprite.blendMode];\n elements[i] = null;\n if (start < i && drawCall.blend !== spriteBlendMode) {\n drawCall.size = iIndex - drawCall.start;\n start = i;\n drawCall = drawCalls[++dcIndex];\n drawCall.texArray = texArray;\n drawCall.start = iIndex;\n }\n this.packInterleavedGeometry(sprite, _attributeBuffer, _indexBuffer, aIndex, iIndex);\n aIndex += sprite.vertexData.length / 2 * vertexSize;\n iIndex += sprite.indices.length;\n drawCall.blend = spriteBlendMode;\n }\n if (start < finish) {\n drawCall.size = iIndex - drawCall.start;\n ++dcIndex;\n }\n this._dcIndex = dcIndex;\n this._aIndex = aIndex;\n this._iIndex = iIndex;\n };\n /**\n * Bind textures for current rendering\n * @param texArray\n */\n AbstractBatchRenderer.prototype.bindAndClearTexArray = function (texArray) {\n var textureSystem = this.renderer.texture;\n for (var j = 0; j < texArray.count; j++) {\n textureSystem.bind(texArray.elements[j], texArray.ids[j]);\n texArray.elements[j] = null;\n }\n texArray.count = 0;\n };\n AbstractBatchRenderer.prototype.updateGeometry = function () {\n var _a = this, packedGeometries = _a._packedGeometries, attributeBuffer = _a._attributeBuffer, indexBuffer = _a._indexBuffer;\n if (!settings.CAN_UPLOAD_SAME_BUFFER) { /* Usually on iOS devices, where the browser doesn't\n like uploads to the same buffer in a single frame. */\n if (this._packedGeometryPoolSize <= this._flushId) {\n this._packedGeometryPoolSize++;\n packedGeometries[this._flushId] = new (this.geometryClass)();\n }\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n this.renderer.geometry.bind(packedGeometries[this._flushId]);\n this.renderer.geometry.updateBuffers();\n this._flushId++;\n }\n else {\n // lets use the faster option, always use buffer number 0\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n this.renderer.geometry.updateBuffers();\n }\n };\n AbstractBatchRenderer.prototype.drawBatches = function () {\n var dcCount = this._dcIndex;\n var _a = this.renderer, gl = _a.gl, stateSystem = _a.state;\n var drawCalls = AbstractBatchRenderer._drawCallPool;\n var curTexArray = null;\n // Upload textures and do the draw calls\n for (var i = 0; i < dcCount; i++) {\n var _b = drawCalls[i], texArray = _b.texArray, type = _b.type, size = _b.size, start = _b.start, blend = _b.blend;\n if (curTexArray !== texArray) {\n curTexArray = texArray;\n this.bindAndClearTexArray(texArray);\n }\n this.state.blendMode = blend;\n stateSystem.set(this.state);\n gl.drawElements(type, size, gl.UNSIGNED_SHORT, start * 2);\n }\n };\n /** Renders the content _now_ and empties the current batch. */\n AbstractBatchRenderer.prototype.flush = function () {\n if (this._vertexCount === 0) {\n return;\n }\n this._attributeBuffer = this.getAttributeBuffer(this._vertexCount);\n this._indexBuffer = this.getIndexBuffer(this._indexCount);\n this._aIndex = 0;\n this._iIndex = 0;\n this._dcIndex = 0;\n this.buildTexturesAndDrawCalls();\n this.updateGeometry();\n this.drawBatches();\n // reset elements buffer for the next flush\n this._bufferSize = 0;\n this._vertexCount = 0;\n this._indexCount = 0;\n };\n /** Starts a new sprite batch. */\n AbstractBatchRenderer.prototype.start = function () {\n this.renderer.state.set(this.state);\n this.renderer.texture.ensureSamplerType(this.MAX_TEXTURES);\n this.renderer.shader.bind(this._shader);\n if (settings.CAN_UPLOAD_SAME_BUFFER) {\n // bind buffer #0, we don't need others\n this.renderer.geometry.bind(this._packedGeometries[this._flushId]);\n }\n };\n /** Stops and flushes the current batch. */\n AbstractBatchRenderer.prototype.stop = function () {\n this.flush();\n };\n /** Destroys this `AbstractBatchRenderer`. It cannot be used again. */\n AbstractBatchRenderer.prototype.destroy = function () {\n for (var i = 0; i < this._packedGeometryPoolSize; i++) {\n if (this._packedGeometries[i]) {\n this._packedGeometries[i].destroy();\n }\n }\n this.renderer.off('prerender', this.onPrerender, this);\n this._aBuffers = null;\n this._iBuffers = null;\n this._packedGeometries = null;\n this._attributeBuffer = null;\n this._indexBuffer = null;\n if (this._shader) {\n this._shader.destroy();\n this._shader = null;\n }\n _super.prototype.destroy.call(this);\n };\n /**\n * Fetches an attribute buffer from `this._aBuffers` that can hold atleast `size` floats.\n * @param size - minimum capacity required\n * @returns - buffer than can hold atleast `size` floats\n */\n AbstractBatchRenderer.prototype.getAttributeBuffer = function (size) {\n // 8 vertices is enough for 2 quads\n var roundedP2 = nextPow2(Math.ceil(size / 8));\n var roundedSizeIndex = log2(roundedP2);\n var roundedSize = roundedP2 * 8;\n if (this._aBuffers.length <= roundedSizeIndex) {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n var buffer = this._aBuffers[roundedSize];\n if (!buffer) {\n this._aBuffers[roundedSize] = buffer = new ViewableBuffer(roundedSize * this.vertexSize * 4);\n }\n return buffer;\n };\n /**\n * Fetches an index buffer from `this._iBuffers` that can\n * have at least `size` capacity.\n * @param size - minimum required capacity\n * @returns - buffer that can fit `size` indices.\n */\n AbstractBatchRenderer.prototype.getIndexBuffer = function (size) {\n // 12 indices is enough for 2 quads\n var roundedP2 = nextPow2(Math.ceil(size / 12));\n var roundedSizeIndex = log2(roundedP2);\n var roundedSize = roundedP2 * 12;\n if (this._iBuffers.length <= roundedSizeIndex) {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n var buffer = this._iBuffers[roundedSizeIndex];\n if (!buffer) {\n this._iBuffers[roundedSizeIndex] = buffer = new Uint16Array(roundedSize);\n }\n return buffer;\n };\n /**\n * Takes the four batching parameters of `element`, interleaves\n * and pushes them into the batching attribute/index buffers given.\n *\n * It uses these properties: `vertexData` `uvs`, `textureId` and\n * `indicies`. It also uses the \"tint\" of the base-texture, if\n * present.\n * @param {PIXI.DisplayObject} element - element being rendered\n * @param attributeBuffer - attribute buffer.\n * @param indexBuffer - index buffer\n * @param aIndex - number of floats already in the attribute buffer\n * @param iIndex - number of indices already in `indexBuffer`\n */\n AbstractBatchRenderer.prototype.packInterleavedGeometry = function (element, attributeBuffer, indexBuffer, aIndex, iIndex) {\n var uint32View = attributeBuffer.uint32View, float32View = attributeBuffer.float32View;\n var packedVertices = aIndex / this.vertexSize;\n var uvs = element.uvs;\n var indicies = element.indices;\n var vertexData = element.vertexData;\n var textureId = element._texture.baseTexture._batchLocation;\n var alpha = Math.min(element.worldAlpha, 1.0);\n var argb = (alpha < 1.0\n && element._texture.baseTexture.alphaMode)\n ? premultiplyTint(element._tintRGB, alpha)\n : element._tintRGB + (alpha * 255 << 24);\n // lets not worry about tint! for now..\n for (var i = 0; i < vertexData.length; i += 2) {\n float32View[aIndex++] = vertexData[i];\n float32View[aIndex++] = vertexData[i + 1];\n float32View[aIndex++] = uvs[i];\n float32View[aIndex++] = uvs[i + 1];\n uint32View[aIndex++] = argb;\n float32View[aIndex++] = textureId;\n }\n for (var i = 0; i < indicies.length; i++) {\n indexBuffer[iIndex++] = packedVertices + indicies[i];\n }\n };\n /**\n * Pool of `BatchDrawCall` objects that `flush` used\n * to create \"batches\" of the objects being rendered.\n *\n * These are never re-allocated again.\n * Shared between all batch renderers because it can be only one \"flush\" working at the moment.\n * @member {PIXI.BatchDrawCall[]}\n */\n AbstractBatchRenderer._drawCallPool = [];\n /**\n * Pool of `BatchDrawCall` objects that `flush` used\n * to create \"batches\" of the objects being rendered.\n *\n * These are never re-allocated again.\n * Shared between all batch renderers because it can be only one \"flush\" working at the moment.\n * @member {PIXI.BatchTextureArray[]}\n */\n AbstractBatchRenderer._textureArrayPool = [];\n return AbstractBatchRenderer;\n}(ObjectRenderer));\n\n/**\n * Helper that generates batching multi-texture shader. Use it with your new BatchRenderer\n * @memberof PIXI\n */\nvar BatchShaderGenerator = /** @class */ (function () {\n /**\n * @param vertexSrc - Vertex shader\n * @param fragTemplate - Fragment shader template\n */\n function BatchShaderGenerator(vertexSrc, fragTemplate) {\n this.vertexSrc = vertexSrc;\n this.fragTemplate = fragTemplate;\n this.programCache = {};\n this.defaultGroupCache = {};\n if (fragTemplate.indexOf('%count%') < 0) {\n throw new Error('Fragment template must contain \"%count%\".');\n }\n if (fragTemplate.indexOf('%forloop%') < 0) {\n throw new Error('Fragment template must contain \"%forloop%\".');\n }\n }\n BatchShaderGenerator.prototype.generateShader = function (maxTextures) {\n if (!this.programCache[maxTextures]) {\n var sampleValues = new Int32Array(maxTextures);\n for (var i = 0; i < maxTextures; i++) {\n sampleValues[i] = i;\n }\n this.defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true);\n var fragmentSrc = this.fragTemplate;\n fragmentSrc = fragmentSrc.replace(/%count%/gi, \"\" + maxTextures);\n fragmentSrc = fragmentSrc.replace(/%forloop%/gi, this.generateSampleSrc(maxTextures));\n this.programCache[maxTextures] = new Program(this.vertexSrc, fragmentSrc);\n }\n var uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: this.defaultGroupCache[maxTextures],\n };\n return new Shader(this.programCache[maxTextures], uniforms);\n };\n BatchShaderGenerator.prototype.generateSampleSrc = function (maxTextures) {\n var src = '';\n src += '\\n';\n src += '\\n';\n for (var i = 0; i < maxTextures; i++) {\n if (i > 0) {\n src += '\\nelse ';\n }\n if (i < maxTextures - 1) {\n src += \"if(vTextureId < \" + i + \".5)\";\n }\n src += '\\n{';\n src += \"\\n\\tcolor = texture2D(uSamplers[\" + i + \"], vTextureCoord);\";\n src += '\\n}';\n }\n src += '\\n';\n src += '\\n';\n return src;\n };\n return BatchShaderGenerator;\n}());\n\n/**\n * Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects).\n * @memberof PIXI\n */\nvar BatchGeometry = /** @class */ (function (_super) {\n __extends(BatchGeometry, _super);\n /**\n * @param {boolean} [_static=false] - Optimization flag, where `false`\n * is updated every frame, `true` doesn't change frame-to-frame.\n */\n function BatchGeometry(_static) {\n if (_static === void 0) { _static = false; }\n var _this = _super.call(this) || this;\n _this._buffer = new Buffer(null, _static, false);\n _this._indexBuffer = new Buffer(null, _static, true);\n _this.addAttribute('aVertexPosition', _this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', _this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aColor', _this._buffer, 4, true, TYPES.UNSIGNED_BYTE)\n .addAttribute('aTextureId', _this._buffer, 1, true, TYPES.FLOAT)\n .addIndex(_this._indexBuffer);\n return _this;\n }\n return BatchGeometry;\n}(Geometry));\n\nvar defaultVertex = \"precision highp float;\\nattribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\nattribute vec4 aColor;\\nattribute float aTextureId;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform vec4 tint;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\nvarying float vTextureId;\\n\\nvoid main(void){\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vTextureId = aTextureId;\\n vColor = aColor * tint;\\n}\\n\";\n\nvar defaultFragment = \"varying vec2 vTextureCoord;\\nvarying vec4 vColor;\\nvarying float vTextureId;\\nuniform sampler2D uSamplers[%count%];\\n\\nvoid main(void){\\n vec4 color;\\n %forloop%\\n gl_FragColor = color * vColor;\\n}\\n\";\n\n/** @memberof PIXI */\nvar BatchPluginFactory = /** @class */ (function () {\n function BatchPluginFactory() {\n }\n /**\n * Create a new BatchRenderer plugin for Renderer. this convenience can provide an easy way\n * to extend BatchRenderer with all the necessary pieces.\n * @example\n * const fragment = `\n * varying vec2 vTextureCoord;\n * varying vec4 vColor;\n * varying float vTextureId;\n * uniform sampler2D uSamplers[%count%];\n *\n * void main(void){\n * vec4 color;\n * %forloop%\n * gl_FragColor = vColor * vec4(color.a - color.rgb, color.a);\n * }\n * `;\n * const InvertBatchRenderer = PIXI.BatchPluginFactory.create({ fragment });\n * PIXI.extensions.add({\n * name: 'invert',\n * ref: InvertBatchRenderer,\n * type: PIXI.ExtensionType.RendererPlugin,\n * });\n * const sprite = new PIXI.Sprite();\n * sprite.pluginName = 'invert';\n * @param {object} [options]\n * @param {string} [options.vertex=PIXI.BatchPluginFactory.defaultVertexSrc] - Vertex shader source\n * @param {string} [options.fragment=PIXI.BatchPluginFactory.defaultFragmentTemplate] - Fragment shader template\n * @param {number} [options.vertexSize=6] - Vertex size\n * @param {object} [options.geometryClass=PIXI.BatchGeometry]\n * @returns {*} New batch renderer plugin\n */\n BatchPluginFactory.create = function (options) {\n var _a = Object.assign({\n vertex: defaultVertex,\n fragment: defaultFragment,\n geometryClass: BatchGeometry,\n vertexSize: 6,\n }, options), vertex = _a.vertex, fragment = _a.fragment, vertexSize = _a.vertexSize, geometryClass = _a.geometryClass;\n return /** @class */ (function (_super) {\n __extends(BatchPlugin, _super);\n function BatchPlugin(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.shaderGenerator = new BatchShaderGenerator(vertex, fragment);\n _this.geometryClass = geometryClass;\n _this.vertexSize = vertexSize;\n return _this;\n }\n return BatchPlugin;\n }(AbstractBatchRenderer));\n };\n Object.defineProperty(BatchPluginFactory, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source\n * @readonly\n */\n get: function () {\n return defaultVertex;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BatchPluginFactory, \"defaultFragmentTemplate\", {\n /**\n * The default fragment shader source\n * @readonly\n */\n get: function () {\n return defaultFragment;\n },\n enumerable: false,\n configurable: true\n });\n return BatchPluginFactory;\n}());\n// Setup the default BatchRenderer plugin, this is what\n// we'll actually export at the root level\nvar BatchRenderer = BatchPluginFactory.create();\nObject.assign(BatchRenderer, {\n extension: {\n name: 'batch',\n type: ExtensionType.RendererPlugin,\n },\n});\n\n/**\n * @memberof PIXI\n * @namespace resources\n * @see PIXI\n * @deprecated since 6.0.0\n */\nvar resources = {};\nvar _loop_1 = function (name) {\n Object.defineProperty(resources, name, {\n get: function () {\n deprecation('6.0.0', \"PIXI.systems.\" + name + \" has moved to PIXI.\" + name);\n return _resources[name];\n },\n });\n};\nfor (var name in _resources) {\n _loop_1(name);\n}\n/**\n * @memberof PIXI\n * @namespace systems\n * @see PIXI\n * @deprecated since 6.0.0\n */\nvar systems = {};\nvar _loop_2 = function (name) {\n Object.defineProperty(systems, name, {\n get: function () {\n deprecation('6.0.0', \"PIXI.resources.\" + name + \" has moved to PIXI.\" + name);\n return _systems[name];\n },\n });\n};\nfor (var name in _systems) {\n _loop_2(name);\n}\n\n/**\n * @namespace PIXI\n */\n/**\n * String of the current PIXI version.\n * @memberof PIXI\n */\nvar VERSION = '6.5.1';\n\nexport { AbstractBatchRenderer, AbstractMultiResource, AbstractRenderer, ArrayResource, Attribute, BaseImageResource, BaseRenderTexture, BaseTexture, BatchDrawCall, BatchGeometry, BatchPluginFactory, BatchRenderer, BatchShaderGenerator, BatchSystem, BatchTextureArray, Buffer, BufferResource, CanvasResource, ContextSystem, CubeResource, Filter, FilterState, FilterSystem, Framebuffer, FramebufferSystem, GLFramebuffer, GLProgram, GLTexture, Geometry, GeometrySystem, IGLUniformData, INSTALLED, ImageBitmapResource, ImageResource, MaskData, MaskSystem, ObjectRenderer, Program, ProjectionSystem, Quad, QuadUv, RenderTexture, RenderTexturePool, RenderTextureSystem, Renderer, Resource, SVGResource, ScissorSystem, Shader, ShaderSystem, SpriteMaskFilter, State, StateSystem, StencilSystem, System, Texture, TextureGCSystem, TextureMatrix, TextureSystem, TextureUvs, UniformGroup, VERSION, VideoResource, ViewableBuffer, autoDetectRenderer, autoDetectResource, checkMaxIfStatementsInShader, createUBOElements, defaultFilterVertex, defaultVertex$1 as defaultVertex, generateProgram, generateUniformBufferSync, getTestContext, getUBOData, resources, systems, uniformParsers };\n//# sourceMappingURL=core.mjs.map\n","/*!\n * @pixi/accessibility - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/accessibility is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { DisplayObject } from '@pixi/display';\nimport { isMobile, removeItems } from '@pixi/utils';\nimport { ExtensionType } from '@pixi/core';\n\n/**\n * Default property values of accessible objects\n * used by {@link PIXI.AccessibilityManager}.\n * @private\n * @function accessibleTarget\n * @memberof PIXI\n * @type {object}\n * @example\n * function MyObject() {}\n *\n * Object.assign(\n * MyObject.prototype,\n * PIXI.accessibleTarget\n * );\n */\nvar accessibleTarget = {\n /**\n * Flag for if the object is accessible. If true AccessibilityManager will overlay a\n * shadow div with attributes set\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n accessible: false,\n /**\n * Sets the title attribute of the shadow div\n * If accessibleTitle AND accessibleHint has not been this will default to 'displayObject [tabIndex]'\n * @member {?string}\n * @memberof PIXI.DisplayObject#\n */\n accessibleTitle: null,\n /**\n * Sets the aria-label attribute of the shadow div\n * @member {string}\n * @memberof PIXI.DisplayObject#\n */\n accessibleHint: null,\n /**\n * @member {number}\n * @memberof PIXI.DisplayObject#\n * @private\n * @todo Needs docs.\n */\n tabIndex: 0,\n /**\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @todo Needs docs.\n */\n _accessibleActive: false,\n /**\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @todo Needs docs.\n */\n _accessibleDiv: null,\n /**\n * Specify the type of div the accessible layer is. Screen readers treat the element differently\n * depending on this type. Defaults to button.\n * @member {string}\n * @memberof PIXI.DisplayObject#\n * @default 'button'\n */\n accessibleType: 'button',\n /**\n * Specify the pointer-events the accessible div will use\n * Defaults to auto.\n * @member {string}\n * @memberof PIXI.DisplayObject#\n * @default 'auto'\n */\n accessiblePointerEvents: 'auto',\n /**\n * Setting to false will prevent any children inside this container to\n * be accessible. Defaults to true.\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @default true\n */\n accessibleChildren: true,\n renderId: -1,\n};\n\n// add some extra variables to the container..\nDisplayObject.mixin(accessibleTarget);\nvar KEY_CODE_TAB = 9;\nvar DIV_TOUCH_SIZE = 100;\nvar DIV_TOUCH_POS_X = 0;\nvar DIV_TOUCH_POS_Y = 0;\nvar DIV_TOUCH_ZINDEX = 2;\nvar DIV_HOOK_SIZE = 1;\nvar DIV_HOOK_POS_X = -1000;\nvar DIV_HOOK_POS_Y = -1000;\nvar DIV_HOOK_ZINDEX = 2;\n/**\n * The Accessibility manager recreates the ability to tab and have content read by screen readers.\n * This is very important as it can possibly help people with disabilities access PixiJS content.\n *\n * A DisplayObject can be made accessible just like it can be made interactive. This manager will map the\n * events as if the mouse was being used, minimizing the effort required to implement.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.accessibility`\n * @class\n * @memberof PIXI\n */\nvar AccessibilityManager = /** @class */ (function () {\n /**\n * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer\n */\n function AccessibilityManager(renderer) {\n /** Setting this to true will visually show the divs. */\n this.debug = false;\n /** Internal variable, see isActive getter. */\n this._isActive = false;\n /** Internal variable, see isMobileAccessibility getter. */\n this._isMobileAccessibility = false;\n /** A simple pool for storing divs. */\n this.pool = [];\n /** This is a tick used to check if an object is no longer being rendered. */\n this.renderId = 0;\n /** The array of currently active accessible items. */\n this.children = [];\n /** Count to throttle div updates on android devices. */\n this.androidUpdateCount = 0;\n /** The frequency to update the div elements. */\n this.androidUpdateFrequency = 500; // 2fps\n this._hookDiv = null;\n if (isMobile.tablet || isMobile.phone) {\n this.createTouchHook();\n }\n // first we create a div that will sit over the PixiJS element. This is where the div overlays will go.\n var div = document.createElement('div');\n div.style.width = DIV_TOUCH_SIZE + \"px\";\n div.style.height = DIV_TOUCH_SIZE + \"px\";\n div.style.position = 'absolute';\n div.style.top = DIV_TOUCH_POS_X + \"px\";\n div.style.left = DIV_TOUCH_POS_Y + \"px\";\n div.style.zIndex = DIV_TOUCH_ZINDEX.toString();\n this.div = div;\n this.renderer = renderer;\n /**\n * pre-bind the functions\n * @type {Function}\n * @private\n */\n this._onKeyDown = this._onKeyDown.bind(this);\n /**\n * pre-bind the functions\n * @type {Function}\n * @private\n */\n this._onMouseMove = this._onMouseMove.bind(this);\n // let listen for tab.. once pressed we can fire up and show the accessibility layer\n globalThis.addEventListener('keydown', this._onKeyDown, false);\n }\n Object.defineProperty(AccessibilityManager.prototype, \"isActive\", {\n /**\n * Value of `true` if accessibility is currently active and accessibility layers are showing.\n * @member {boolean}\n * @readonly\n */\n get: function () {\n return this._isActive;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AccessibilityManager.prototype, \"isMobileAccessibility\", {\n /**\n * Value of `true` if accessibility is enabled for touch devices.\n * @member {boolean}\n * @readonly\n */\n get: function () {\n return this._isMobileAccessibility;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates the touch hooks.\n * @private\n */\n AccessibilityManager.prototype.createTouchHook = function () {\n var _this = this;\n var hookDiv = document.createElement('button');\n hookDiv.style.width = DIV_HOOK_SIZE + \"px\";\n hookDiv.style.height = DIV_HOOK_SIZE + \"px\";\n hookDiv.style.position = 'absolute';\n hookDiv.style.top = DIV_HOOK_POS_X + \"px\";\n hookDiv.style.left = DIV_HOOK_POS_Y + \"px\";\n hookDiv.style.zIndex = DIV_HOOK_ZINDEX.toString();\n hookDiv.style.backgroundColor = '#FF0000';\n hookDiv.title = 'select to enable accessibility for this content';\n hookDiv.addEventListener('focus', function () {\n _this._isMobileAccessibility = true;\n _this.activate();\n _this.destroyTouchHook();\n });\n document.body.appendChild(hookDiv);\n this._hookDiv = hookDiv;\n };\n /**\n * Destroys the touch hooks.\n * @private\n */\n AccessibilityManager.prototype.destroyTouchHook = function () {\n if (!this._hookDiv) {\n return;\n }\n document.body.removeChild(this._hookDiv);\n this._hookDiv = null;\n };\n /**\n * Activating will cause the Accessibility layer to be shown.\n * This is called when a user presses the tab key.\n * @private\n */\n AccessibilityManager.prototype.activate = function () {\n var _a;\n if (this._isActive) {\n return;\n }\n this._isActive = true;\n globalThis.document.addEventListener('mousemove', this._onMouseMove, true);\n globalThis.removeEventListener('keydown', this._onKeyDown, false);\n this.renderer.on('postrender', this.update, this);\n (_a = this.renderer.view.parentNode) === null || _a === void 0 ? void 0 : _a.appendChild(this.div);\n };\n /**\n * Deactivating will cause the Accessibility layer to be hidden.\n * This is called when a user moves the mouse.\n * @private\n */\n AccessibilityManager.prototype.deactivate = function () {\n var _a;\n if (!this._isActive || this._isMobileAccessibility) {\n return;\n }\n this._isActive = false;\n globalThis.document.removeEventListener('mousemove', this._onMouseMove, true);\n globalThis.addEventListener('keydown', this._onKeyDown, false);\n this.renderer.off('postrender', this.update);\n (_a = this.div.parentNode) === null || _a === void 0 ? void 0 : _a.removeChild(this.div);\n };\n /**\n * This recursive function will run through the scene graph and add any new accessible objects to the DOM layer.\n * @private\n * @param {PIXI.Container} displayObject - The DisplayObject to check.\n */\n AccessibilityManager.prototype.updateAccessibleObjects = function (displayObject) {\n if (!displayObject.visible || !displayObject.accessibleChildren) {\n return;\n }\n if (displayObject.accessible && displayObject.interactive) {\n if (!displayObject._accessibleActive) {\n this.addChild(displayObject);\n }\n displayObject.renderId = this.renderId;\n }\n var children = displayObject.children;\n if (children) {\n for (var i = 0; i < children.length; i++) {\n this.updateAccessibleObjects(children[i]);\n }\n }\n };\n /**\n * Before each render this function will ensure that all divs are mapped correctly to their DisplayObjects.\n * @private\n */\n AccessibilityManager.prototype.update = function () {\n /* On Android default web browser, tab order seems to be calculated by position rather than tabIndex,\n * moving buttons can cause focus to flicker between two buttons making it hard/impossible to navigate,\n * so I am just running update every half a second, seems to fix it.\n */\n var now = performance.now();\n if (isMobile.android.device && now < this.androidUpdateCount) {\n return;\n }\n this.androidUpdateCount = now + this.androidUpdateFrequency;\n if (!this.renderer.renderingToScreen) {\n return;\n }\n // update children...\n if (this.renderer._lastObjectRendered) {\n this.updateAccessibleObjects(this.renderer._lastObjectRendered);\n }\n var _a = this.renderer.view.getBoundingClientRect(), left = _a.left, top = _a.top, width = _a.width, height = _a.height;\n var _b = this.renderer, viewWidth = _b.width, viewHeight = _b.height, resolution = _b.resolution;\n var sx = (width / viewWidth) * resolution;\n var sy = (height / viewHeight) * resolution;\n var div = this.div;\n div.style.left = left + \"px\";\n div.style.top = top + \"px\";\n div.style.width = viewWidth + \"px\";\n div.style.height = viewHeight + \"px\";\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n if (child.renderId !== this.renderId) {\n child._accessibleActive = false;\n removeItems(this.children, i, 1);\n this.div.removeChild(child._accessibleDiv);\n this.pool.push(child._accessibleDiv);\n child._accessibleDiv = null;\n i--;\n }\n else {\n // map div to display..\n div = child._accessibleDiv;\n var hitArea = child.hitArea;\n var wt = child.worldTransform;\n if (child.hitArea) {\n div.style.left = (wt.tx + (hitArea.x * wt.a)) * sx + \"px\";\n div.style.top = (wt.ty + (hitArea.y * wt.d)) * sy + \"px\";\n div.style.width = hitArea.width * wt.a * sx + \"px\";\n div.style.height = hitArea.height * wt.d * sy + \"px\";\n }\n else {\n hitArea = child.getBounds();\n this.capHitArea(hitArea);\n div.style.left = hitArea.x * sx + \"px\";\n div.style.top = hitArea.y * sy + \"px\";\n div.style.width = hitArea.width * sx + \"px\";\n div.style.height = hitArea.height * sy + \"px\";\n // update button titles and hints if they exist and they've changed\n if (div.title !== child.accessibleTitle && child.accessibleTitle !== null) {\n div.title = child.accessibleTitle;\n }\n if (div.getAttribute('aria-label') !== child.accessibleHint\n && child.accessibleHint !== null) {\n div.setAttribute('aria-label', child.accessibleHint);\n }\n }\n // the title or index may have changed, if so lets update it!\n if (child.accessibleTitle !== div.title || child.tabIndex !== div.tabIndex) {\n div.title = child.accessibleTitle;\n div.tabIndex = child.tabIndex;\n if (this.debug)\n { this.updateDebugHTML(div); }\n }\n }\n }\n // increment the render id..\n this.renderId++;\n };\n /**\n * private function that will visually add the information to the\n * accessability div\n * @param {HTMLElement} div -\n */\n AccessibilityManager.prototype.updateDebugHTML = function (div) {\n div.innerHTML = \"type: \" + div.type + \"
title : \" + div.title + \"
tabIndex: \" + div.tabIndex;\n };\n /**\n * Adjust the hit area based on the bounds of a display object\n * @param {PIXI.Rectangle} hitArea - Bounds of the child\n */\n AccessibilityManager.prototype.capHitArea = function (hitArea) {\n if (hitArea.x < 0) {\n hitArea.width += hitArea.x;\n hitArea.x = 0;\n }\n if (hitArea.y < 0) {\n hitArea.height += hitArea.y;\n hitArea.y = 0;\n }\n var _a = this.renderer, viewWidth = _a.width, viewHeight = _a.height;\n if (hitArea.x + hitArea.width > viewWidth) {\n hitArea.width = viewWidth - hitArea.x;\n }\n if (hitArea.y + hitArea.height > viewHeight) {\n hitArea.height = viewHeight - hitArea.y;\n }\n };\n /**\n * Adds a DisplayObject to the accessibility manager\n * @private\n * @param {PIXI.DisplayObject} displayObject - The child to make accessible.\n */\n AccessibilityManager.prototype.addChild = function (displayObject) {\n // this.activate();\n var div = this.pool.pop();\n if (!div) {\n div = document.createElement('button');\n div.style.width = DIV_TOUCH_SIZE + \"px\";\n div.style.height = DIV_TOUCH_SIZE + \"px\";\n div.style.backgroundColor = this.debug ? 'rgba(255,255,255,0.5)' : 'transparent';\n div.style.position = 'absolute';\n div.style.zIndex = DIV_TOUCH_ZINDEX.toString();\n div.style.borderStyle = 'none';\n // ARIA attributes ensure that button title and hint updates are announced properly\n if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) {\n // Chrome doesn't need aria-live to work as intended; in fact it just gets more confused.\n div.setAttribute('aria-live', 'off');\n }\n else {\n div.setAttribute('aria-live', 'polite');\n }\n if (navigator.userAgent.match(/rv:.*Gecko\\//)) {\n // FireFox needs this to announce only the new button name\n div.setAttribute('aria-relevant', 'additions');\n }\n else {\n // required by IE, other browsers don't much care\n div.setAttribute('aria-relevant', 'text');\n }\n div.addEventListener('click', this._onClick.bind(this));\n div.addEventListener('focus', this._onFocus.bind(this));\n div.addEventListener('focusout', this._onFocusOut.bind(this));\n }\n // set pointer events\n div.style.pointerEvents = displayObject.accessiblePointerEvents;\n // set the type, this defaults to button!\n div.type = displayObject.accessibleType;\n if (displayObject.accessibleTitle && displayObject.accessibleTitle !== null) {\n div.title = displayObject.accessibleTitle;\n }\n else if (!displayObject.accessibleHint\n || displayObject.accessibleHint === null) {\n div.title = \"displayObject \" + displayObject.tabIndex;\n }\n if (displayObject.accessibleHint\n && displayObject.accessibleHint !== null) {\n div.setAttribute('aria-label', displayObject.accessibleHint);\n }\n if (this.debug)\n { this.updateDebugHTML(div); }\n displayObject._accessibleActive = true;\n displayObject._accessibleDiv = div;\n div.displayObject = displayObject;\n this.children.push(displayObject);\n this.div.appendChild(displayObject._accessibleDiv);\n displayObject._accessibleDiv.tabIndex = displayObject.tabIndex;\n };\n /**\n * Maps the div button press to pixi's InteractionManager (click)\n * @private\n * @param {MouseEvent} e - The click event.\n */\n AccessibilityManager.prototype._onClick = function (e) {\n var interactionManager = this.renderer.plugins.interaction;\n var displayObject = e.target.displayObject;\n var eventData = interactionManager.eventData;\n interactionManager.dispatchEvent(displayObject, 'click', eventData);\n interactionManager.dispatchEvent(displayObject, 'pointertap', eventData);\n interactionManager.dispatchEvent(displayObject, 'tap', eventData);\n };\n /**\n * Maps the div focus events to pixi's InteractionManager (mouseover)\n * @private\n * @param {FocusEvent} e - The focus event.\n */\n AccessibilityManager.prototype._onFocus = function (e) {\n if (!e.target.getAttribute('aria-live')) {\n e.target.setAttribute('aria-live', 'assertive');\n }\n var interactionManager = this.renderer.plugins.interaction;\n var displayObject = e.target.displayObject;\n var eventData = interactionManager.eventData;\n interactionManager.dispatchEvent(displayObject, 'mouseover', eventData);\n };\n /**\n * Maps the div focus events to pixi's InteractionManager (mouseout)\n * @private\n * @param {FocusEvent} e - The focusout event.\n */\n AccessibilityManager.prototype._onFocusOut = function (e) {\n if (!e.target.getAttribute('aria-live')) {\n e.target.setAttribute('aria-live', 'polite');\n }\n var interactionManager = this.renderer.plugins.interaction;\n var displayObject = e.target.displayObject;\n var eventData = interactionManager.eventData;\n interactionManager.dispatchEvent(displayObject, 'mouseout', eventData);\n };\n /**\n * Is called when a key is pressed\n * @private\n * @param {KeyboardEvent} e - The keydown event.\n */\n AccessibilityManager.prototype._onKeyDown = function (e) {\n if (e.keyCode !== KEY_CODE_TAB) {\n return;\n }\n this.activate();\n };\n /**\n * Is called when the mouse moves across the renderer element\n * @private\n * @param {MouseEvent} e - The mouse event.\n */\n AccessibilityManager.prototype._onMouseMove = function (e) {\n if (e.movementX === 0 && e.movementY === 0) {\n return;\n }\n this.deactivate();\n };\n /** Destroys the accessibility manager */\n AccessibilityManager.prototype.destroy = function () {\n this.destroyTouchHook();\n this.div = null;\n globalThis.document.removeEventListener('mousemove', this._onMouseMove, true);\n globalThis.removeEventListener('keydown', this._onKeyDown);\n this.pool = null;\n this.children = null;\n this.renderer = null;\n };\n /** @ignore */\n AccessibilityManager.extension = {\n name: 'accessibility',\n type: [\n ExtensionType.RendererPlugin,\n ExtensionType.CanvasRendererPlugin ],\n };\n return AccessibilityManager;\n}());\n\nexport { AccessibilityManager, accessibleTarget };\n//# sourceMappingURL=accessibility.mjs.map\n","/*!\n * @pixi/math - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/math is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Two Pi.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar PI_2 = Math.PI * 2;\n/**\n * Conversion factor for converting radians to degrees.\n * @static\n * @member {number} RAD_TO_DEG\n * @memberof PIXI\n */\nvar RAD_TO_DEG = 180 / Math.PI;\n/**\n * Conversion factor for converting degrees to radians.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar DEG_TO_RAD = Math.PI / 180;\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n * @static\n * @memberof PIXI\n * @enum {number}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n */\nvar SHAPES;\n(function (SHAPES) {\n SHAPES[SHAPES[\"POLY\"] = 0] = \"POLY\";\n SHAPES[SHAPES[\"RECT\"] = 1] = \"RECT\";\n SHAPES[SHAPES[\"CIRC\"] = 2] = \"CIRC\";\n SHAPES[SHAPES[\"ELIP\"] = 3] = \"ELIP\";\n SHAPES[SHAPES[\"RREC\"] = 4] = \"RREC\";\n})(SHAPES || (SHAPES = {}));\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis\n * @class\n * @memberof PIXI\n * @implements {IPoint}\n */\nvar Point = /** @class */ (function () {\n /**\n * Creates a new `Point`\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function Point(x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n /** Position of the point on the x axis */\n this.x = 0;\n /** Position of the point on the y axis */\n this.y = 0;\n this.x = x;\n this.y = y;\n }\n /**\n * Creates a clone of this point\n * @returns A clone of this point\n */\n Point.prototype.clone = function () {\n return new Point(this.x, this.y);\n };\n /**\n * Copies `x` and `y` from the given point into this point\n * @param p - The point to copy from\n * @returns The point instance itself\n */\n Point.prototype.copyFrom = function (p) {\n this.set(p.x, p.y);\n return this;\n };\n /**\n * Copies this point's x and y into the given point (`p`).\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n Point.prototype.copyTo = function (p) {\n p.set(this.x, this.y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n Point.prototype.equals = function (p) {\n return (p.x === this.x) && (p.y === this.y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the `x` axis\n * @param {number} [y=x] - position of the point on the `y` axis\n * @returns The point instance itself\n */\n Point.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n this.x = x;\n this.y = y;\n return this;\n };\n Point.prototype.toString = function () {\n return \"[@pixi/math:Point x=\" + this.x + \" y=\" + this.y + \"]\";\n };\n return Point;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\n/**\n * Size object, contains width and height\n * @memberof PIXI\n * @typedef {object} ISize\n * @property {number} width - Width component\n * @property {number} height - Height component\n */\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n * @memberof PIXI\n */\nvar Rectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rectangle\n * @param y - The Y coordinate of the upper-left corner of the rectangle\n * @param width - The overall width of the rectangle\n * @param height - The overall height of the rectangle\n */\n function Rectangle(x, y, width, height) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this.x = Number(x);\n this.y = Number(y);\n this.width = Number(width);\n this.height = Number(height);\n this.type = SHAPES.RECT;\n }\n Object.defineProperty(Rectangle.prototype, \"left\", {\n /** Returns the left edge of the rectangle. */\n get: function () {\n return this.x;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"right\", {\n /** Returns the right edge of the rectangle. */\n get: function () {\n return this.x + this.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"top\", {\n /** Returns the top edge of the rectangle. */\n get: function () {\n return this.y;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"bottom\", {\n /** Returns the bottom edge of the rectangle. */\n get: function () {\n return this.y + this.height;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle, \"EMPTY\", {\n /** A constant empty rectangle. */\n get: function () {\n return new Rectangle(0, 0, 0, 0);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates a clone of this Rectangle\n * @returns a copy of the rectangle\n */\n Rectangle.prototype.clone = function () {\n return new Rectangle(this.x, this.y, this.width, this.height);\n };\n /**\n * Copies another rectangle to this one.\n * @param rectangle - The rectangle to copy from.\n * @returns Returns itself.\n */\n Rectangle.prototype.copyFrom = function (rectangle) {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n return this;\n };\n /**\n * Copies this rectangle to another one.\n * @param rectangle - The rectangle to copy to.\n * @returns Returns given parameter.\n */\n Rectangle.prototype.copyTo = function (rectangle) {\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n return rectangle;\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Rectangle\n */\n Rectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x < this.x + this.width) {\n if (y >= this.y && y < this.y + this.height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object.\n * Returns true only if the area of the intersection is >0, this means that Rectangles\n * sharing a side are not overlapping. Another side effect is that an arealess rectangle\n * (width or height equal to zero) can't intersect any other rectangle.\n * @param {Rectangle} other - The Rectangle to intersect with `this`.\n * @param {Matrix} transform - The transformation matrix of `other`.\n * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`.\n */\n Rectangle.prototype.intersects = function (other, transform) {\n if (!transform) {\n var x0_1 = this.x < other.x ? other.x : this.x;\n var x1_1 = this.right > other.right ? other.right : this.right;\n if (x1_1 <= x0_1) {\n return false;\n }\n var y0_1 = this.y < other.y ? other.y : this.y;\n var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom;\n return y1_1 > y0_1;\n }\n var x0 = this.left;\n var x1 = this.right;\n var y0 = this.top;\n var y1 = this.bottom;\n if (x1 <= x0 || y1 <= y0) {\n return false;\n }\n var lt = tempPoints[0].set(other.left, other.top);\n var lb = tempPoints[1].set(other.left, other.bottom);\n var rt = tempPoints[2].set(other.right, other.top);\n var rb = tempPoints[3].set(other.right, other.bottom);\n if (rt.x <= lt.x || lb.y <= lt.y) {\n return false;\n }\n var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c));\n if (s === 0) {\n return false;\n }\n transform.apply(lt, lt);\n transform.apply(lb, lb);\n transform.apply(rt, rt);\n transform.apply(rb, rb);\n if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0\n || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1\n || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0\n || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) {\n return false;\n }\n var nx = s * (lb.y - lt.y);\n var ny = s * (lt.x - lb.x);\n var n00 = (nx * x0) + (ny * y0);\n var n10 = (nx * x1) + (ny * y0);\n var n01 = (nx * x0) + (ny * y1);\n var n11 = (nx * x1) + (ny * y1);\n if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y)\n || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) {\n return false;\n }\n var mx = s * (lt.y - rt.y);\n var my = s * (rt.x - lt.x);\n var m00 = (mx * x0) + (my * y0);\n var m10 = (mx * x1) + (my * y0);\n var m01 = (mx * x0) + (my * y1);\n var m11 = (mx * x1) + (my * y1);\n if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y)\n || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) {\n return false;\n }\n return true;\n };\n /**\n * Pads the rectangle making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n * @returns Returns itself.\n */\n Rectangle.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n this.x -= paddingX;\n this.y -= paddingY;\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n return this;\n };\n /**\n * Fits this rectangle around the passed one.\n * @param rectangle - The rectangle to fit.\n * @returns Returns itself.\n */\n Rectangle.prototype.fit = function (rectangle) {\n var x1 = Math.max(this.x, rectangle.x);\n var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.max(this.y, rectangle.y);\n var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = Math.max(x2 - x1, 0);\n this.y = y1;\n this.height = Math.max(y2 - y1, 0);\n return this;\n };\n /**\n * Enlarges rectangle that way its corners lie on grid\n * @param resolution - resolution\n * @param eps - precision\n * @returns Returns itself.\n */\n Rectangle.prototype.ceil = function (resolution, eps) {\n if (resolution === void 0) { resolution = 1; }\n if (eps === void 0) { eps = 0.001; }\n var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n return this;\n };\n /**\n * Enlarges this rectangle to include the passed rectangle.\n * @param rectangle - The rectangle to include.\n * @returns Returns itself.\n */\n Rectangle.prototype.enlarge = function (rectangle) {\n var x1 = Math.min(this.x, rectangle.x);\n var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.min(this.y, rectangle.y);\n var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n return this;\n };\n Rectangle.prototype.toString = function () {\n return \"[@pixi/math:Rectangle x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Rectangle;\n}());\n\n/**\n * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Circle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this circle\n * @param y - The Y coordinate of the center of this circle\n * @param radius - The radius of the circle\n */\n function Circle(x, y, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (radius === void 0) { radius = 0; }\n this.x = x;\n this.y = y;\n this.radius = radius;\n this.type = SHAPES.CIRC;\n }\n /**\n * Creates a clone of this Circle instance\n * @returns A copy of the Circle\n */\n Circle.prototype.clone = function () {\n return new Circle(this.x, this.y, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this circle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Circle\n */\n Circle.prototype.contains = function (x, y) {\n if (this.radius <= 0) {\n return false;\n }\n var r2 = this.radius * this.radius;\n var dx = (this.x - x);\n var dy = (this.y - y);\n dx *= dx;\n dy *= dy;\n return (dx + dy <= r2);\n };\n /**\n * Returns the framing rectangle of the circle as a Rectangle object\n * @returns The framing rectangle\n */\n Circle.prototype.getBounds = function () {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n };\n Circle.prototype.toString = function () {\n return \"[@pixi/math:Circle x=\" + this.x + \" y=\" + this.y + \" radius=\" + this.radius + \"]\";\n };\n return Circle;\n}());\n\n/**\n * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Ellipse = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this ellipse\n * @param y - The Y coordinate of the center of this ellipse\n * @param halfWidth - The half width of this ellipse\n * @param halfHeight - The half height of this ellipse\n */\n function Ellipse(x, y, halfWidth, halfHeight) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (halfWidth === void 0) { halfWidth = 0; }\n if (halfHeight === void 0) { halfHeight = 0; }\n this.x = x;\n this.y = y;\n this.width = halfWidth;\n this.height = halfHeight;\n this.type = SHAPES.ELIP;\n }\n /**\n * Creates a clone of this Ellipse instance\n * @returns {PIXI.Ellipse} A copy of the ellipse\n */\n Ellipse.prototype.clone = function () {\n return new Ellipse(this.x, this.y, this.width, this.height);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this ellipse\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coords are within this ellipse\n */\n Ellipse.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n // normalize the coords to an ellipse with center 0,0\n var normx = ((x - this.x) / this.width);\n var normy = ((y - this.y) / this.height);\n normx *= normx;\n normy *= normy;\n return (normx + normy <= 1);\n };\n /**\n * Returns the framing rectangle of the ellipse as a Rectangle object\n * @returns The framing rectangle\n */\n Ellipse.prototype.getBounds = function () {\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n };\n Ellipse.prototype.toString = function () {\n return \"[@pixi/math:Ellipse x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Ellipse;\n}());\n\n/**\n * A class to define a shape via user defined coordinates.\n * @memberof PIXI\n */\nvar Polygon = /** @class */ (function () {\n /**\n * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points\n * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or\n * the arguments passed can be all the points of the polygon e.g.\n * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat\n * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.\n */\n function Polygon() {\n var arguments$1 = arguments;\n\n var points = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n points[_i] = arguments$1[_i];\n }\n var flat = Array.isArray(points[0]) ? points[0] : points;\n // if this is an array of points, convert it to a flat array of numbers\n if (typeof flat[0] !== 'number') {\n var p = [];\n for (var i = 0, il = flat.length; i < il; i++) {\n p.push(flat[i].x, flat[i].y);\n }\n flat = p;\n }\n this.points = flat;\n this.type = SHAPES.POLY;\n this.closeStroke = true;\n }\n /**\n * Creates a clone of this polygon.\n * @returns - A copy of the polygon.\n */\n Polygon.prototype.clone = function () {\n var points = this.points.slice();\n var polygon = new Polygon(points);\n polygon.closeStroke = this.closeStroke;\n return polygon;\n };\n /**\n * Checks whether the x and y coordinates passed to this function are contained within this polygon.\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this polygon.\n */\n Polygon.prototype.contains = function (x, y) {\n var inside = false;\n // use some raycasting to test hits\n // https://github.com/substack/point-in-polygon/blob/master/index.js\n var length = this.points.length / 2;\n for (var i = 0, j = length - 1; i < length; j = i++) {\n var xi = this.points[i * 2];\n var yi = this.points[(i * 2) + 1];\n var xj = this.points[j * 2];\n var yj = this.points[(j * 2) + 1];\n var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);\n if (intersect) {\n inside = !inside;\n }\n }\n return inside;\n };\n Polygon.prototype.toString = function () {\n return \"[@pixi/math:Polygon\"\n + (\"closeStroke=\" + this.closeStroke)\n + (\"points=\" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + \", \" + currentPoint; }, '') + \"]\");\n };\n return Polygon;\n}());\n\n/**\n * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its\n * top-left corner point (x, y) and by its width and its height and its radius.\n * @memberof PIXI\n */\nvar RoundedRectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rounded rectangle\n * @param y - The Y coordinate of the upper-left corner of the rounded rectangle\n * @param width - The overall width of this rounded rectangle\n * @param height - The overall height of this rounded rectangle\n * @param radius - Controls the radius of the rounded corners\n */\n function RoundedRectangle(x, y, width, height, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n if (radius === void 0) { radius = 20; }\n this.x = x;\n this.y = y;\n this.width = width;\n this.height = height;\n this.radius = radius;\n this.type = SHAPES.RREC;\n }\n /**\n * Creates a clone of this Rounded Rectangle.\n * @returns - A copy of the rounded rectangle.\n */\n RoundedRectangle.prototype.clone = function () {\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rounded Rectangle\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this Rounded Rectangle.\n */\n RoundedRectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width) {\n if (y >= this.y && y <= this.y + this.height) {\n var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2));\n if ((y >= this.y + radius && y <= this.y + this.height - radius)\n || (x >= this.x + radius && x <= this.x + this.width - radius)) {\n return true;\n }\n var dx = x - (this.x + radius);\n var dy = y - (this.y + radius);\n var radius2 = radius * radius;\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + this.width - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dy = y - (this.y + this.height - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n }\n }\n return false;\n };\n RoundedRectangle.prototype.toString = function () {\n return \"[@pixi/math:RoundedRectangle x=\" + this.x + \" y=\" + this.y\n + (\"width=\" + this.width + \" height=\" + this.height + \" radius=\" + this.radius + \"]\");\n };\n return RoundedRectangle;\n}());\n\n/**\n * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis.\n *\n * An `ObservablePoint` is a point that triggers a callback when the point's position is changed.\n * @memberof PIXI\n */\nvar ObservablePoint = /** @class */ (function () {\n /**\n * Creates a new `ObservablePoint`\n * @param cb - callback function triggered when `x` and/or `y` are changed\n * @param scope - owner of callback\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function ObservablePoint(cb, scope, x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n this._x = x;\n this._y = y;\n this.cb = cb;\n this.scope = scope;\n }\n /**\n * Creates a clone of this point.\n * The callback and scope params can be overridden otherwise they will default\n * to the clone object's values.\n * @override\n * @param cb - The callback function triggered when `x` and/or `y` are changed\n * @param scope - The owner of the callback\n * @returns a copy of this observable point\n */\n ObservablePoint.prototype.clone = function (cb, scope) {\n if (cb === void 0) { cb = this.cb; }\n if (scope === void 0) { scope = this.scope; }\n return new ObservablePoint(cb, scope, this._x, this._y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n if (this._x !== x || this._y !== y) {\n this._x = x;\n this._y = y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies x and y from the given point (`p`)\n * @param p - The point to copy from. Can be any of type that is or extends `IPointData`\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.copyFrom = function (p) {\n if (this._x !== p.x || this._y !== p.y) {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies this point's x and y into that of the given point (`p`)\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n ObservablePoint.prototype.copyTo = function (p) {\n p.set(this._x, this._y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n ObservablePoint.prototype.equals = function (p) {\n return (p.x === this._x) && (p.y === this._y);\n };\n ObservablePoint.prototype.toString = function () {\n return \"[@pixi/math:ObservablePoint x=\" + 0 + \" y=\" + 0 + \" scope=\" + this.scope + \"]\";\n };\n Object.defineProperty(ObservablePoint.prototype, \"x\", {\n /** Position of the observable point on the x axis. */\n get: function () {\n return this._x;\n },\n set: function (value) {\n if (this._x !== value) {\n this._x = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ObservablePoint.prototype, \"y\", {\n /** Position of the observable point on the y axis. */\n get: function () {\n return this._y;\n },\n set: function (value) {\n if (this._y !== value) {\n this._y = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n return ObservablePoint;\n}());\n\n/**\n * The PixiJS Matrix as a class makes it a lot faster.\n *\n * Here is a representation of it:\n * ```js\n * | a | c | tx|\n * | b | d | ty|\n * | 0 | 0 | 1 |\n * ```\n * @memberof PIXI\n */\nvar Matrix = /** @class */ (function () {\n /**\n * @param a - x scale\n * @param b - y skew\n * @param c - x skew\n * @param d - y scale\n * @param tx - x translation\n * @param ty - y translation\n */\n function Matrix(a, b, c, d, tx, ty) {\n if (a === void 0) { a = 1; }\n if (b === void 0) { b = 0; }\n if (c === void 0) { c = 0; }\n if (d === void 0) { d = 1; }\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n this.array = null;\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n }\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n * @param array - The array that the matrix will be populated from.\n */\n Matrix.prototype.fromArray = function (array) {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n };\n /**\n * Sets the matrix properties.\n * @param a - Matrix component\n * @param b - Matrix component\n * @param c - Matrix component\n * @param d - Matrix component\n * @param tx - Matrix component\n * @param ty - Matrix component\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.set = function (a, b, c, d, tx, ty) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n return this;\n };\n /**\n * Creates an array from the current Matrix object.\n * @param transpose - Whether we need to transpose the matrix or not\n * @param [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @returns The newly created array which contains the matrix\n */\n Matrix.prototype.toArray = function (transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n var array = out || this.array;\n if (transpose) {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n }\n else {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n return array;\n };\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, transformed through this matrix\n */\n Matrix.prototype.apply = function (pos, newPos) {\n newPos = (newPos || new Point());\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.a * x) + (this.c * y) + this.tx;\n newPos.y = (this.b * x) + (this.d * y) + this.ty;\n return newPos;\n };\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n Matrix.prototype.applyInverse = function (pos, newPos) {\n newPos = (newPos || new Point());\n var id = 1 / ((this.a * this.d) + (this.c * -this.b));\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);\n newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);\n return newPos;\n };\n /**\n * Translates the matrix on the x and y.\n * @param x - How much to translate x by\n * @param y - How much to translate y by\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.translate = function (x, y) {\n this.tx += x;\n this.ty += y;\n return this;\n };\n /**\n * Applies a scale transformation to the matrix.\n * @param x - The amount to scale horizontally\n * @param y - The amount to scale vertically\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.scale = function (x, y) {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n return this;\n };\n /**\n * Applies a rotation transformation to the matrix.\n * @param angle - The angle in radians.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.rotate = function (angle) {\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n var a1 = this.a;\n var c1 = this.c;\n var tx1 = this.tx;\n this.a = (a1 * cos) - (this.b * sin);\n this.b = (a1 * sin) + (this.b * cos);\n this.c = (c1 * cos) - (this.d * sin);\n this.d = (c1 * sin) + (this.d * cos);\n this.tx = (tx1 * cos) - (this.ty * sin);\n this.ty = (tx1 * sin) + (this.ty * cos);\n return this;\n };\n /**\n * Appends the given Matrix to this Matrix.\n * @param matrix - The matrix to append.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.append = function (matrix) {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n this.a = (matrix.a * a1) + (matrix.b * c1);\n this.b = (matrix.a * b1) + (matrix.b * d1);\n this.c = (matrix.c * a1) + (matrix.d * c1);\n this.d = (matrix.c * b1) + (matrix.d * d1);\n this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;\n this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;\n return this;\n };\n /**\n * Sets the matrix based on all the available properties\n * @param x - Position on the x axis\n * @param y - Position on the y axis\n * @param pivotX - Pivot on the x axis\n * @param pivotY - Pivot on the y axis\n * @param scaleX - Scale on the x axis\n * @param scaleY - Scale on the y axis\n * @param rotation - Rotation in radians\n * @param skewX - Skew on the x axis\n * @param skewY - Skew on the y axis\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n this.a = Math.cos(rotation + skewY) * scaleX;\n this.b = Math.sin(rotation + skewY) * scaleX;\n this.c = -Math.sin(rotation - skewX) * scaleY;\n this.d = Math.cos(rotation - skewX) * scaleY;\n this.tx = x - ((pivotX * this.a) + (pivotY * this.c));\n this.ty = y - ((pivotX * this.b) + (pivotY * this.d));\n return this;\n };\n /**\n * Prepends the given Matrix to this Matrix.\n * @param matrix - The matrix to prepend\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.prepend = function (matrix) {\n var tx1 = this.tx;\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n var a1 = this.a;\n var c1 = this.c;\n this.a = (a1 * matrix.a) + (this.b * matrix.c);\n this.b = (a1 * matrix.b) + (this.b * matrix.d);\n this.c = (c1 * matrix.a) + (this.d * matrix.c);\n this.d = (c1 * matrix.b) + (this.d * matrix.d);\n }\n this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;\n this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;\n return this;\n };\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n * @param transform - The transform to apply the properties to.\n * @returns The transform with the newly applied properties\n */\n Matrix.prototype.decompose = function (transform) {\n // sort out rotation / skew..\n var a = this.a;\n var b = this.b;\n var c = this.c;\n var d = this.d;\n var pivot = transform.pivot;\n var skewX = -Math.atan2(-c, d);\n var skewY = Math.atan2(b, a);\n var delta = Math.abs(skewX + skewY);\n if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n }\n else {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n // next set scale\n transform.scale.x = Math.sqrt((a * a) + (b * b));\n transform.scale.y = Math.sqrt((c * c) + (d * d));\n // next set position\n transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c));\n transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d));\n return transform;\n };\n /**\n * Inverts this matrix\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.invert = function () {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n var tx1 = this.tx;\n var n = (a1 * d1) - (b1 * c1);\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;\n this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;\n return this;\n };\n /**\n * Resets this Matrix to an identity (default) matrix.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.identity = function () {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n return this;\n };\n /**\n * Creates a new Matrix object with the same values as this one.\n * @returns A copy of this matrix. Good for chaining method calls.\n */\n Matrix.prototype.clone = function () {\n var matrix = new Matrix();\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n * @param matrix - The matrix to copy to.\n * @returns The matrix given in parameter with its values updated.\n */\n Matrix.prototype.copyTo = function (matrix) {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the matrix to be the same as the ones in given matrix\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @returns {PIXI.Matrix} this\n */\n Matrix.prototype.copyFrom = function (matrix) {\n this.a = matrix.a;\n this.b = matrix.b;\n this.c = matrix.c;\n this.d = matrix.d;\n this.tx = matrix.tx;\n this.ty = matrix.ty;\n return this;\n };\n Matrix.prototype.toString = function () {\n return \"[@pixi/math:Matrix a=\" + this.a + \" b=\" + this.b + \" c=\" + this.c + \" d=\" + this.d + \" tx=\" + this.tx + \" ty=\" + this.ty + \"]\";\n };\n Object.defineProperty(Matrix, \"IDENTITY\", {\n /**\n * A default (identity) matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Matrix, \"TEMP_MATRIX\", {\n /**\n * A temp matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n return Matrix;\n}());\n\n// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group\n/*\n * Transform matrix for operation n is:\n * | ux | vx |\n * | uy | vy |\n */\nvar ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nvar uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\n/**\n * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * for the composition of each rotation in the dihederal group D8.\n * @type {number[][]}\n * @private\n */\nvar rotationCayley = [];\n/**\n * Matrices for each `GD8Symmetry` rotation.\n * @type {PIXI.Matrix[]}\n * @private\n */\nvar rotationMatrices = [];\n/*\n * Alias for {@code Math.sign}.\n */\nvar signum = Math.sign;\n/*\n * Initializes `rotationCayley` and `rotationMatrices`. It is called\n * only once below.\n */\nfunction init() {\n for (var i = 0; i < 16; i++) {\n var row = [];\n rotationCayley.push(row);\n for (var j = 0; j < 16; j++) {\n /* Multiplies rotation matrices i and j. */\n var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));\n var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));\n var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));\n var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));\n /* Finds rotation matrix matching the product and pushes it. */\n for (var k = 0; k < 16; k++) {\n if (ux[k] === _ux && uy[k] === _uy\n && vx[k] === _vx && vy[k] === _vy) {\n row.push(k);\n break;\n }\n }\n }\n }\n for (var i = 0; i < 16; i++) {\n var mat = new Matrix();\n mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);\n rotationMatrices.push(mat);\n }\n}\ninit();\n/**\n * @memberof PIXI\n * @typedef {number} GD8Symmetry\n * @see PIXI.groupD8\n */\n/**\n * Implements the dihedral group D8, which is similar to\n * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};\n * D8 is the same but with diagonals, and it is used for texture\n * rotations.\n *\n * The directions the U- and V- axes after rotation\n * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`\n * and `(vX(a), vY(a))`. These aren't necessarily unit vectors.\n *\n * **Origin:**
\n * This is the small part of gameofbombs.com portal system. It works.\n * @see PIXI.groupD8.E\n * @see PIXI.groupD8.SE\n * @see PIXI.groupD8.S\n * @see PIXI.groupD8.SW\n * @see PIXI.groupD8.W\n * @see PIXI.groupD8.NW\n * @see PIXI.groupD8.N\n * @see PIXI.groupD8.NE\n * @author Ivan @ivanpopelyshev\n * @namespace PIXI.groupD8\n * @memberof PIXI\n */\nvar groupD8 = {\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 0° | East |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n E: 0,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 45°↻ | Southeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SE: 1,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 90°↻ | South |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n S: 2,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 135°↻ | Southwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SW: 3,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 180° | West |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n W: 4,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -135°/225°↻ | Northwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NW: 5,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -90°/270°↻ | North |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n N: 6,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -45°/315°↻ | Northeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NE: 7,\n /**\n * Reflection about Y-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_VERTICAL: 8,\n /**\n * Reflection about the main diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MAIN_DIAGONAL: 10,\n /**\n * Reflection about X-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_HORIZONTAL: 12,\n /**\n * Reflection about reverse diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n REVERSE_DIAGONAL: 14,\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the U-axis\n * after rotating the axes.\n */\n uX: function (ind) { return ux[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis\n * after rotating the axes.\n */\n uY: function (ind) { return uy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the V-axis\n * after rotating the axes.\n */\n vX: function (ind) { return vx[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis\n * after rotating the axes.\n */\n vY: function (ind) { return vy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite\n * is needed. Only rotations have opposite symmetries while\n * reflections don't.\n * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation`\n */\n inv: function (rotation) {\n if (rotation & 8) // true only if between 8 & 15 (reflections)\n {\n return rotation & 15; // or rotation % 16\n }\n return (-rotation) & 7; // or (8 - rotation) % 8\n },\n /**\n * Composes the two D8 operations.\n *\n * Taking `^` as reflection:\n *\n * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |\n * |-------|-----|-----|-----|-----|------|-------|-------|-------|\n * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |\n * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |\n * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |\n * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |\n * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |\n * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |\n * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |\n * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |\n *\n * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which\n * is the row in the above cayley table.\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which\n * is the column in the above cayley table.\n * @returns {PIXI.GD8Symmetry} Composed operation\n */\n add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); },\n /**\n * Reverse of `add`.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation\n * @returns {PIXI.GD8Symmetry} Result\n */\n sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); },\n /**\n * Adds 180 degrees to rotation, which is a commutative\n * operation.\n * @memberof PIXI.groupD8\n * @param {number} rotation - The number to rotate.\n * @returns {number} Rotated number\n */\n rotate180: function (rotation) { return rotation ^ 4; },\n /**\n * Checks if the rotation angle is vertical, i.e. south\n * or north. It doesn't work for reflections.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - The number to check.\n * @returns {boolean} Whether or not the direction is vertical\n */\n isVertical: function (rotation) { return (rotation & 3) === 2; },\n /**\n * Approximates the vector `V(dx,dy)` into one of the\n * eight directions provided by `groupD8`.\n * @memberof PIXI.groupD8\n * @param {number} dx - X-component of the vector\n * @param {number} dy - Y-component of the vector\n * @returns {PIXI.GD8Symmetry} Approximation of the vector into\n * one of the eight symmetries.\n */\n byDirection: function (dx, dy) {\n if (Math.abs(dx) * 2 <= Math.abs(dy)) {\n if (dy >= 0) {\n return groupD8.S;\n }\n return groupD8.N;\n }\n else if (Math.abs(dy) * 2 <= Math.abs(dx)) {\n if (dx > 0) {\n return groupD8.E;\n }\n return groupD8.W;\n }\n else if (dy > 0) {\n if (dx > 0) {\n return groupD8.SE;\n }\n return groupD8.SW;\n }\n else if (dx > 0) {\n return groupD8.NE;\n }\n return groupD8.NW;\n },\n /**\n * Helps sprite to compensate texture packer rotation.\n * @memberof PIXI.groupD8\n * @param {PIXI.Matrix} matrix - sprite world matrix\n * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.\n * @param {number} tx - sprite anchoring\n * @param {number} ty - sprite anchoring\n */\n matrixAppendRotationInv: function (matrix, rotation, tx, ty) {\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n // Packer used \"rotation\", we use \"inv(rotation)\"\n var mat = rotationMatrices[groupD8.inv(rotation)];\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n },\n};\n\n/**\n * Transform that takes care about its versions.\n * @memberof PIXI\n */\nvar Transform = /** @class */ (function () {\n function Transform() {\n this.worldTransform = new Matrix();\n this.localTransform = new Matrix();\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n this._rotation = 0;\n this._cx = 1;\n this._sx = 0;\n this._cy = 0;\n this._sy = 1;\n this._localID = 0;\n this._currentLocalID = 0;\n this._worldID = 0;\n this._parentID = 0;\n }\n /** Called when a value changes. */\n Transform.prototype.onChange = function () {\n this._localID++;\n };\n /** Called when the skew or the rotation changes. */\n Transform.prototype.updateSkew = function () {\n this._cx = Math.cos(this._rotation + this.skew.y);\n this._sx = Math.sin(this._rotation + this.skew.y);\n this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2\n this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2\n this._localID++;\n };\n Transform.prototype.toString = function () {\n return \"[@pixi/math:Transform \"\n + (\"position=(\" + this.position.x + \", \" + this.position.y + \") \")\n + (\"rotation=\" + this.rotation + \" \")\n + (\"scale=(\" + this.scale.x + \", \" + this.scale.y + \") \")\n + (\"skew=(\" + this.skew.x + \", \" + this.skew.y + \") \")\n + \"]\";\n };\n /** Updates the local transformation matrix. */\n Transform.prototype.updateLocalTransform = function () {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n };\n /**\n * Updates the local and the world transformation matrices.\n * @param parentTransform - The parent transform\n */\n Transform.prototype.updateTransform = function (parentTransform) {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n if (this._parentID !== parentTransform._worldID) {\n // concat the parent matrix with the objects transform.\n var pt = parentTransform.worldTransform;\n var wt = this.worldTransform;\n wt.a = (lt.a * pt.a) + (lt.b * pt.c);\n wt.b = (lt.a * pt.b) + (lt.b * pt.d);\n wt.c = (lt.c * pt.a) + (lt.d * pt.c);\n wt.d = (lt.c * pt.b) + (lt.d * pt.d);\n wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;\n wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;\n this._parentID = parentTransform._worldID;\n // update the id of the transform..\n this._worldID++;\n }\n };\n /**\n * Decomposes a matrix and sets the transforms properties based on it.\n * @param matrix - The matrix to decompose\n */\n Transform.prototype.setFromMatrix = function (matrix) {\n matrix.decompose(this);\n this._localID++;\n };\n Object.defineProperty(Transform.prototype, \"rotation\", {\n /** The rotation of the object in radians. */\n get: function () {\n return this._rotation;\n },\n set: function (value) {\n if (this._rotation !== value) {\n this._rotation = value;\n this.updateSkew();\n }\n },\n enumerable: false,\n configurable: true\n });\n /** A default (identity) transform. */\n Transform.IDENTITY = new Transform();\n return Transform;\n}());\n\nexport { Circle, DEG_TO_RAD, Ellipse, Matrix, ObservablePoint, PI_2, Point, Polygon, RAD_TO_DEG, Rectangle, RoundedRectangle, SHAPES, Transform, groupD8 };\n//# sourceMappingURL=math.mjs.map\n","/*!\n * @pixi/ticker - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/ticker is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { ExtensionType } from '@pixi/extensions';\n\n/**\n * Target frames per millisecond.\n * @static\n * @name TARGET_FPMS\n * @memberof PIXI.settings\n * @type {number}\n * @default 0.06\n */\nsettings.TARGET_FPMS = 0.06;\n\n/**\n * Represents the update priorities used by internal PIXI classes when registered with\n * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower\n * priority items, such as render, should go later.\n * @static\n * @constant\n * @name UPDATE_PRIORITY\n * @memberof PIXI\n * @enum {number}\n * @property {number} [INTERACTION=50] Highest priority, used for {@link PIXI.InteractionManager}\n * @property {number} [HIGH=25] High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite}\n * @property {number} [NORMAL=0] Default priority for ticker events, see {@link PIXI.Ticker#add}.\n * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering.\n * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility.\n */\nvar UPDATE_PRIORITY;\n(function (UPDATE_PRIORITY) {\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"INTERACTION\"] = 50] = \"INTERACTION\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"HIGH\"] = 25] = \"HIGH\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"NORMAL\"] = 0] = \"NORMAL\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"LOW\"] = -25] = \"LOW\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"UTILITY\"] = -50] = \"UTILITY\";\n})(UPDATE_PRIORITY || (UPDATE_PRIORITY = {}));\n\n/**\n * Internal class for handling the priority sorting of ticker handlers.\n * @private\n * @class\n * @memberof PIXI\n */\nvar TickerListener = /** @class */ (function () {\n /**\n * Constructor\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param priority - The priority for emitting\n * @param once - If the handler should fire once\n */\n function TickerListener(fn, context, priority, once) {\n if (context === void 0) { context = null; }\n if (priority === void 0) { priority = 0; }\n if (once === void 0) { once = false; }\n /** The next item in chain. */\n this.next = null;\n /** The previous item in chain. */\n this.previous = null;\n /** `true` if this listener has been destroyed already. */\n this._destroyed = false;\n this.fn = fn;\n this.context = context;\n this.priority = priority;\n this.once = once;\n }\n /**\n * Simple compare function to figure out if a function and context match.\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @returns `true` if the listener match the arguments\n */\n TickerListener.prototype.match = function (fn, context) {\n if (context === void 0) { context = null; }\n return this.fn === fn && this.context === context;\n };\n /**\n * Emit by calling the current function.\n * @private\n * @param deltaTime - time since the last emit.\n * @returns Next ticker\n */\n TickerListener.prototype.emit = function (deltaTime) {\n if (this.fn) {\n if (this.context) {\n this.fn.call(this.context, deltaTime);\n }\n else {\n this.fn(deltaTime);\n }\n }\n var redirect = this.next;\n if (this.once) {\n this.destroy(true);\n }\n // Soft-destroying should remove\n // the next reference\n if (this._destroyed) {\n this.next = null;\n }\n return redirect;\n };\n /**\n * Connect to the list.\n * @private\n * @param previous - Input node, previous listener\n */\n TickerListener.prototype.connect = function (previous) {\n this.previous = previous;\n if (previous.next) {\n previous.next.previous = this;\n }\n this.next = previous.next;\n previous.next = this;\n };\n /**\n * Destroy and don't use after this.\n * @private\n * @param hard - `true` to remove the `next` reference, this\n * is considered a hard destroy. Soft destroy maintains the next reference.\n * @returns The listener to redirect while emitting or removing.\n */\n TickerListener.prototype.destroy = function (hard) {\n if (hard === void 0) { hard = false; }\n this._destroyed = true;\n this.fn = null;\n this.context = null;\n // Disconnect, hook up next and previous\n if (this.previous) {\n this.previous.next = this.next;\n }\n if (this.next) {\n this.next.previous = this.previous;\n }\n // Redirect to the next item\n var redirect = this.next;\n // Remove references\n this.next = hard ? null : redirect;\n this.previous = null;\n return redirect;\n };\n return TickerListener;\n}());\n\n/**\n * A Ticker class that runs an update loop that other objects listen to.\n *\n * This class is composed around listeners meant for execution on the next requested animation frame.\n * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners.\n * @class\n * @memberof PIXI\n */\nvar Ticker = /** @class */ (function () {\n function Ticker() {\n var _this = this;\n /**\n * Whether or not this ticker should invoke the method\n * {@link PIXI.Ticker#start} automatically\n * when a listener is added.\n */\n this.autoStart = false;\n /**\n * Scalar time value from last frame to this frame.\n * This value is capped by setting {@link PIXI.Ticker#minFPS}\n * and is scaled with {@link PIXI.Ticker#speed}.\n * **Note:** The cap may be exceeded by scaling.\n */\n this.deltaTime = 1;\n /**\n * The last time {@link PIXI.Ticker#update} was invoked.\n * This value is also reset internally outside of invoking\n * update, but only when a new animation frame is requested.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n */\n this.lastTime = -1;\n /**\n * Factor of current {@link PIXI.Ticker#deltaTime}.\n * @example\n * // Scales ticker.deltaTime to what would be\n * // the equivalent of approximately 120 FPS\n * ticker.speed = 2;\n */\n this.speed = 1;\n /**\n * Whether or not this ticker has been started.\n * `true` if {@link PIXI.Ticker#start} has been called.\n * `false` if {@link PIXI.Ticker#stop} has been called.\n * While `false`, this value may change to `true` in the\n * event of {@link PIXI.Ticker#autoStart} being `true`\n * and a listener is added.\n */\n this.started = false;\n /** Internal current frame request ID */\n this._requestId = null;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the maximum allowed milliseconds between updates.\n */\n this._maxElapsedMS = 100;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the minimum allowed milliseconds between updates.\n */\n this._minElapsedMS = 0;\n /** If enabled, deleting is disabled.*/\n this._protected = false;\n /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */\n this._lastFrame = -1;\n this._head = new TickerListener(null, null, Infinity);\n this.deltaMS = 1 / settings.TARGET_FPMS;\n this.elapsedMS = 1 / settings.TARGET_FPMS;\n this._tick = function (time) {\n _this._requestId = null;\n if (_this.started) {\n // Invoke listeners now\n _this.update(time);\n // Listener side effects may have modified ticker state.\n if (_this.started && _this._requestId === null && _this._head.next) {\n _this._requestId = requestAnimationFrame(_this._tick);\n }\n }\n };\n }\n /**\n * Conditionally requests a new animation frame.\n * If a frame has not already been requested, and if the internal\n * emitter has listeners, a new frame is requested.\n * @private\n */\n Ticker.prototype._requestIfNeeded = function () {\n if (this._requestId === null && this._head.next) {\n // ensure callbacks get correct delta\n this.lastTime = performance.now();\n this._lastFrame = this.lastTime;\n this._requestId = requestAnimationFrame(this._tick);\n }\n };\n /**\n * Conditionally cancels a pending animation frame.\n * @private\n */\n Ticker.prototype._cancelIfNeeded = function () {\n if (this._requestId !== null) {\n cancelAnimationFrame(this._requestId);\n this._requestId = null;\n }\n };\n /**\n * Conditionally requests a new animation frame.\n * If the ticker has been started it checks if a frame has not already\n * been requested, and if the internal emitter has listeners. If these\n * conditions are met, a new frame is requested. If the ticker has not\n * been started, but autoStart is `true`, then the ticker starts now,\n * and continues with the previous conditions to request a new frame.\n * @private\n */\n Ticker.prototype._startIfPossible = function () {\n if (this.started) {\n this._requestIfNeeded();\n }\n else if (this.autoStart) {\n this.start();\n }\n };\n /**\n * Register a handler for tick events. Calls continuously unless\n * it is removed or the ticker is stopped.\n * @param fn - The listener function to be added for updates\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.add = function (fn, context, priority) {\n if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority));\n };\n /**\n * Add a handler for the tick event which is only execute once.\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.addOnce = function (fn, context, priority) {\n if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority, true));\n };\n /**\n * Internally adds the event handler so that it can be sorted by priority.\n * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run\n * before the rendering.\n * @private\n * @param listener - Current listener being added.\n * @returns This instance of a ticker\n */\n Ticker.prototype._addListener = function (listener) {\n // For attaching to head\n var current = this._head.next;\n var previous = this._head;\n // Add the first item\n if (!current) {\n listener.connect(previous);\n }\n else {\n // Go from highest to lowest priority\n while (current) {\n if (listener.priority > current.priority) {\n listener.connect(previous);\n break;\n }\n previous = current;\n current = current.next;\n }\n // Not yet connected\n if (!listener.previous) {\n listener.connect(previous);\n }\n }\n this._startIfPossible();\n return this;\n };\n /**\n * Removes any handlers matching the function and context parameters.\n * If no handlers are left after removing, then it cancels the animation frame.\n * @param fn - The listener function to be removed\n * @param context - The listener context to be removed\n * @returns This instance of a ticker\n */\n Ticker.prototype.remove = function (fn, context) {\n var listener = this._head.next;\n while (listener) {\n // We found a match, lets remove it\n // no break to delete all possible matches\n // incase a listener was added 2+ times\n if (listener.match(fn, context)) {\n listener = listener.destroy();\n }\n else {\n listener = listener.next;\n }\n }\n if (!this._head.next) {\n this._cancelIfNeeded();\n }\n return this;\n };\n Object.defineProperty(Ticker.prototype, \"count\", {\n /**\n * The number of listeners on this ticker, calculated by walking through linked list\n * @readonly\n * @member {number}\n */\n get: function () {\n if (!this._head) {\n return 0;\n }\n var count = 0;\n var current = this._head;\n while ((current = current.next)) {\n count++;\n }\n return count;\n },\n enumerable: false,\n configurable: true\n });\n /** Starts the ticker. If the ticker has listeners a new animation frame is requested at this point. */\n Ticker.prototype.start = function () {\n if (!this.started) {\n this.started = true;\n this._requestIfNeeded();\n }\n };\n /** Stops the ticker. If the ticker has requested an animation frame it is canceled at this point. */\n Ticker.prototype.stop = function () {\n if (this.started) {\n this.started = false;\n this._cancelIfNeeded();\n }\n };\n /** Destroy the ticker and don't use after this. Calling this method removes all references to internal events. */\n Ticker.prototype.destroy = function () {\n if (!this._protected) {\n this.stop();\n var listener = this._head.next;\n while (listener) {\n listener = listener.destroy(true);\n }\n this._head.destroy();\n this._head = null;\n }\n };\n /**\n * Triggers an update. An update entails setting the\n * current {@link PIXI.Ticker#elapsedMS},\n * the current {@link PIXI.Ticker#deltaTime},\n * invoking all listeners with current deltaTime,\n * and then finally setting {@link PIXI.Ticker#lastTime}\n * with the value of currentTime that was provided.\n * This method will be called automatically by animation\n * frame callbacks if the ticker instance has been started\n * and listeners are added.\n * @param {number} [currentTime=performance.now()] - the current time of execution\n */\n Ticker.prototype.update = function (currentTime) {\n if (currentTime === void 0) { currentTime = performance.now(); }\n var elapsedMS;\n // If the difference in time is zero or negative, we ignore most of the work done here.\n // If there is no valid difference, then should be no reason to let anyone know about it.\n // A zero delta, is exactly that, nothing should update.\n //\n // The difference in time can be negative, and no this does not mean time traveling.\n // This can be the result of a race condition between when an animation frame is requested\n // on the current JavaScript engine event loop, and when the ticker's start method is invoked\n // (which invokes the internal _requestIfNeeded method). If a frame is requested before\n // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests,\n // can receive a time argument that can be less than the lastTime value that was set within\n // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems.\n //\n // This check covers this browser engine timing issue, as well as if consumers pass an invalid\n // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves.\n if (currentTime > this.lastTime) {\n // Save uncapped elapsedMS for measurement\n elapsedMS = this.elapsedMS = currentTime - this.lastTime;\n // cap the milliseconds elapsed used for deltaTime\n if (elapsedMS > this._maxElapsedMS) {\n elapsedMS = this._maxElapsedMS;\n }\n elapsedMS *= this.speed;\n // If not enough time has passed, exit the function.\n // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS\n // adjustment to ensure a relatively stable interval.\n if (this._minElapsedMS) {\n var delta = currentTime - this._lastFrame | 0;\n if (delta < this._minElapsedMS) {\n return;\n }\n this._lastFrame = currentTime - (delta % this._minElapsedMS);\n }\n this.deltaMS = elapsedMS;\n this.deltaTime = this.deltaMS * settings.TARGET_FPMS;\n // Cache a local reference, in-case ticker is destroyed\n // during the emit, we can still check for head.next\n var head = this._head;\n // Invoke listeners added to internal emitter\n var listener = head.next;\n while (listener) {\n listener = listener.emit(this.deltaTime);\n }\n if (!head.next) {\n this._cancelIfNeeded();\n }\n }\n else {\n this.deltaTime = this.deltaMS = this.elapsedMS = 0;\n }\n this.lastTime = currentTime;\n };\n Object.defineProperty(Ticker.prototype, \"FPS\", {\n /**\n * The frames per second at which this ticker is running.\n * The default is approximately 60 in most modern browsers.\n * **Note:** This does not factor in the value of\n * {@link PIXI.Ticker#speed}, which is specific\n * to scaling {@link PIXI.Ticker#deltaTime}.\n * @member {number}\n * @readonly\n */\n get: function () {\n return 1000 / this.elapsedMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"minFPS\", {\n /**\n * Manages the maximum amount of milliseconds allowed to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This value is used to cap {@link PIXI.Ticker#deltaTime},\n * but does not effect the measured value of {@link PIXI.Ticker#FPS}.\n * When setting this property it is clamped to a value between\n * `0` and `PIXI.settings.TARGET_FPMS * 1000`.\n * @member {number}\n * @default 10\n */\n get: function () {\n return 1000 / this._maxElapsedMS;\n },\n set: function (fps) {\n // Minimum must be below the maxFPS\n var minFPS = Math.min(this.maxFPS, fps);\n // Must be at least 0, but below 1 / settings.TARGET_FPMS\n var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.TARGET_FPMS);\n this._maxElapsedMS = 1 / minFPMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"maxFPS\", {\n /**\n * Manages the minimum amount of milliseconds required to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This will effect the measured value of {@link PIXI.Ticker#FPS}.\n * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can.\n * Otherwise it will be at least `minFPS`\n * @member {number}\n * @default 0\n */\n get: function () {\n if (this._minElapsedMS) {\n return Math.round(1000 / this._minElapsedMS);\n }\n return 0;\n },\n set: function (fps) {\n if (fps === 0) {\n this._minElapsedMS = 0;\n }\n else {\n // Max must be at least the minFPS\n var maxFPS = Math.max(this.minFPS, fps);\n this._minElapsedMS = 1 / (maxFPS / 1000);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"shared\", {\n /**\n * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by\n * {@link PIXI.VideoResource} to update animation frames / video textures.\n *\n * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker.\n * @example\n * let ticker = PIXI.Ticker.shared;\n * // Set this to prevent starting this ticker when listeners are added.\n * // By default this is true only for the PIXI.Ticker.shared instance.\n * ticker.autoStart = false;\n * // FYI, call this to ensure the ticker is stopped. It should be stopped\n * // if you have not attempted to render anything yet.\n * ticker.stop();\n * // Call this when you are ready for a running shared ticker.\n * ticker.start();\n * @example\n * // You may use the shared ticker to render...\n * let renderer = PIXI.autoDetectRenderer();\n * let stage = new PIXI.Container();\n * document.body.appendChild(renderer.view);\n * ticker.add(function (time) {\n * renderer.render(stage);\n * });\n * @example\n * // Or you can just update it manually.\n * ticker.autoStart = false;\n * ticker.stop();\n * function animate(time) {\n * ticker.update(time);\n * renderer.render(stage);\n * requestAnimationFrame(animate);\n * }\n * animate(performance.now());\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._shared) {\n var shared = Ticker._shared = new Ticker();\n shared.autoStart = true;\n shared._protected = true;\n }\n return Ticker._shared;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"system\", {\n /**\n * The system ticker instance used by {@link PIXI.InteractionManager} and by\n * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused,\n * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._system) {\n var system = Ticker._system = new Ticker();\n system.autoStart = true;\n system._protected = true;\n }\n return Ticker._system;\n },\n enumerable: false,\n configurable: true\n });\n return Ticker;\n}());\n\n/**\n * Middleware for for Application Ticker.\n * @example\n * import {TickerPlugin} from '@pixi/ticker';\n * import {Application} from '@pixi/app';\n * import {extensions} from '@pixi/extensions';\n * extensions.add(TickerPlugin);\n * @class\n * @memberof PIXI\n */\nvar TickerPlugin = /** @class */ (function () {\n function TickerPlugin() {\n }\n /**\n * Initialize the plugin with scope of application instance\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n TickerPlugin.init = function (options) {\n var _this = this;\n // Set default\n options = Object.assign({\n autoStart: true,\n sharedTicker: false,\n }, options);\n // Create ticker setter\n Object.defineProperty(this, 'ticker', {\n set: function (ticker) {\n if (this._ticker) {\n this._ticker.remove(this.render, this);\n }\n this._ticker = ticker;\n if (ticker) {\n ticker.add(this.render, this, UPDATE_PRIORITY.LOW);\n }\n },\n get: function () {\n return this._ticker;\n },\n });\n /**\n * Convenience method for stopping the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.stop = function () {\n _this._ticker.stop();\n };\n /**\n * Convenience method for starting the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.start = function () {\n _this._ticker.start();\n };\n /**\n * Internal reference to the ticker.\n * @type {PIXI.Ticker}\n * @name _ticker\n * @memberof PIXI.Application#\n * @private\n */\n this._ticker = null;\n /**\n * Ticker for doing render updates.\n * @type {PIXI.Ticker}\n * @name ticker\n * @memberof PIXI.Application#\n * @default PIXI.Ticker.shared\n */\n this.ticker = options.sharedTicker ? Ticker.shared : new Ticker();\n // Start the rendering\n if (options.autoStart) {\n this.start();\n }\n };\n /**\n * Clean up the ticker, scoped to application.\n * @static\n * @private\n */\n TickerPlugin.destroy = function () {\n if (this._ticker) {\n var oldTicker = this._ticker;\n this.ticker = null;\n oldTicker.destroy();\n }\n };\n /** @ignore */\n TickerPlugin.extension = ExtensionType.Application;\n return TickerPlugin;\n}());\n\nexport { Ticker, TickerPlugin, UPDATE_PRIORITY };\n//# sourceMappingURL=ticker.mjs.map\n","/*!\n * @pixi/display - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/display is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { Rectangle, RAD_TO_DEG, DEG_TO_RAD, Transform } from '@pixi/math';\nimport { EventEmitter, removeItems } from '@pixi/utils';\n\n/**\n * Sets the default value for the container property 'sortableChildren'.\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n * @static\n * @constant\n * @name SORTABLE_CHILDREN\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.SORTABLE_CHILDREN = false;\n\n/**\n * 'Builder' pattern for bounds rectangles.\n *\n * This could be called an Axis-Aligned Bounding Box.\n * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems.\n * @memberof PIXI\n */\nvar Bounds = /** @class */ (function () {\n function Bounds() {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n this.rect = null;\n this.updateID = -1;\n }\n /**\n * Checks if bounds are empty.\n * @returns - True if empty.\n */\n Bounds.prototype.isEmpty = function () {\n return this.minX > this.maxX || this.minY > this.maxY;\n };\n /** Clears the bounds and resets. */\n Bounds.prototype.clear = function () {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n };\n /**\n * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n * It is not guaranteed that it will return tempRect\n * @param rect - Temporary object will be used if AABB is not empty\n * @returns - A rectangle of the bounds\n */\n Bounds.prototype.getRectangle = function (rect) {\n if (this.minX > this.maxX || this.minY > this.maxY) {\n return Rectangle.EMPTY;\n }\n rect = rect || new Rectangle(0, 0, 1, 1);\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n return rect;\n };\n /**\n * This function should be inlined when its possible.\n * @param point - The point to add.\n */\n Bounds.prototype.addPoint = function (point) {\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n };\n /**\n * Adds a point, after transformed. This should be inlined when its possible.\n * @param matrix\n * @param point\n */\n Bounds.prototype.addPointMatrix = function (matrix, point) {\n var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty;\n var x = (a * point.x) + (c * point.y) + tx;\n var y = (b * point.x) + (d * point.y) + ty;\n this.minX = Math.min(this.minX, x);\n this.maxX = Math.max(this.maxX, x);\n this.minY = Math.min(this.minY, y);\n this.maxY = Math.max(this.maxY, y);\n };\n /**\n * Adds a quad, not transformed\n * @param vertices - The verts to add.\n */\n Bounds.prototype.addQuad = function (vertices) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = vertices[0];\n var y = vertices[1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds sprite frame, transformed.\n * @param transform - transform to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) {\n this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1);\n };\n /**\n * Adds sprite frame, multiplied by matrix\n * @param matrix - matrix to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) {\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = (a * x0) + (c * y0) + tx;\n var y = (b * x0) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y0) + tx;\n y = (b * x1) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x0) + (c * y1) + tx;\n y = (b * x0) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y1) + tx;\n y = (b * x1) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds screen vertices from array\n * @param vertexData - calculated vertices\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var x = vertexData[i];\n var y = vertexData[i + 1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Add an array of mesh vertices\n * @param transform - mesh transform\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) {\n this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset);\n };\n /**\n * Add an array of mesh vertices.\n * @param matrix - mesh matrix\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n * @param padX - x padding\n * @param padY - y padding\n */\n Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) {\n if (padX === void 0) { padX = 0; }\n if (padY === void 0) { padY = padX; }\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var rawX = vertices[i];\n var rawY = vertices[i + 1];\n var x = (a * rawX) + (c * rawY) + tx;\n var y = (d * rawY) + (b * rawX) + ty;\n minX = Math.min(minX, x - padX);\n maxX = Math.max(maxX, x + padX);\n minY = Math.min(minY, y - padY);\n maxY = Math.max(maxY, y + padY);\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds other {@link Bounds}.\n * @param bounds - The Bounds to be added\n */\n Bounds.prototype.addBounds = function (bounds) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = bounds.minX < minX ? bounds.minX : minX;\n this.minY = bounds.minY < minY ? bounds.minY : minY;\n this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX;\n this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY;\n };\n /**\n * Adds other Bounds, masked with Bounds.\n * @param bounds - The Bounds to be added.\n * @param mask - TODO\n */\n Bounds.prototype.addBoundsMask = function (bounds, mask) {\n var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX;\n var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY;\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty.\n * @param bounds - other bounds\n * @param matrix - multiplicator\n */\n Bounds.prototype.addBoundsMatrix = function (bounds, matrix) {\n this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY);\n };\n /**\n * Adds other Bounds, masked with Rectangle.\n * @param bounds - TODO\n * @param area - TODO\n */\n Bounds.prototype.addBoundsArea = function (bounds, area) {\n var _minX = bounds.minX > area.x ? bounds.minX : area.x;\n var _minY = bounds.minY > area.y ? bounds.minY : area.y;\n var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width);\n var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height);\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Pads bounds object, making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n */\n Bounds.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n if (!this.isEmpty()) {\n this.minX -= paddingX;\n this.maxX += paddingX;\n this.minY -= paddingY;\n this.maxY += paddingY;\n }\n };\n /**\n * Adds padded frame. (x0, y0) should be strictly less than (x1, y1)\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n * @param padX - padding X\n * @param padY - padding Y\n */\n Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) {\n x0 -= padX;\n y0 -= padY;\n x1 += padX;\n y1 += padY;\n this.minX = this.minX < x0 ? this.minX : x0;\n this.maxX = this.maxX > x1 ? this.maxX : x1;\n this.minY = this.minY < y0 ? this.minY : y0;\n this.maxY = this.maxY > y1 ? this.maxY : y1;\n };\n return Bounds;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * The base class for all objects that are rendered on the screen.\n *\n * This is an abstract class and can not be used on its own; rather it should be extended.\n *\n * ## Display objects implemented in PixiJS\n *\n * | Display Object | Description |\n * | ------------------------------- | --------------------------------------------------------------------- |\n * | {@link PIXI.Container} | Adds support for `children` to DisplayObject |\n * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API |\n * | {@link PIXI.Sprite} | Draws textures (i.e. images) |\n * | {@link PIXI.Text} | Draws text using the Canvas API internally |\n * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures |\n * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion |\n * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images |\n * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data |\n * | {@link PIXI.NineSlicePlane} | Mesh-related |\n * | {@link PIXI.SimpleMesh} | v4-compatible mesh |\n * | {@link PIXI.SimplePlane} | Mesh-related |\n * | {@link PIXI.SimpleRope} | Mesh-related |\n *\n * ## Transforms\n *\n * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its\n * local coordinate space to its parent's local coordinate space. The following properties are derived\n * from the transform:\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n *
PropertyDescription
[pivot]{@link PIXI.DisplayObject#pivot}\n * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot\n * is equal to position, regardless of the other three transformations. In other words, It is the center of\n * rotation, scaling, and skewing.\n *
[position]{@link PIXI.DisplayObject#position}\n * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local\n * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object\n * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space.\n *
[scale]{@link PIXI.DisplayObject#scale}\n * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the\n * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center\n * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}.\n *
[rotation]{@link PIXI.DisplayObject#rotation}\n * Rotation. This will rotate the display object's projection by this angle (in radians).\n *
[skew]{@link PIXI.DisplayObject#skew}\n *

Skewing. This can be used to deform a rectangular display object into a parallelogram.

\n *

\n * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be\n * thought of the net rotation applied to the coordinate axes (separately). For example, if \"skew.x\" is\n * ⍺ and \"skew.y\" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be\n * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will\n * be rotated by an angle between ⍺ and β.\n *

\n *

\n * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying\n * a rotation. Indeed, if \"skew.x\" = -ϴ and \"skew.y\" = ϴ, it will produce an equivalent of \"rotation\" = ϴ.\n *

\n *

\n * Another quite interesting observation is that \"skew.x\", \"skew.y\", rotation are communtative operations. Indeed,\n * because rotation is essentially a careful combination of the two.\n *

\n *
angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
xTranslation. This is an alias for position.x!
yTranslation. This is an alias for position.y!
width\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing\n * the \"requested\" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there\n * is no concept of user-defined width.\n *
height\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing\n * the \"requested\" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there\n * is no concept of user-defined height.\n *
\n *\n * ## Bounds\n *\n * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit\n * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the\n * `worldTransform` to calculate in world space).\n *\n * There are a few additional types of bounding boxes:\n *\n * | Bounds | Description |\n * | --------------------- | ---------------------------------------------------------------------------------------- |\n * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. |\n * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. |\n * | Render Bounds | The bounds, but including extra rendering effects like filter padding. |\n * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. |\n * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. |\n * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)|\n * | Content Bounds | The natural bounds when excluding all children of a `Container`. |\n *\n * ### calculateBounds\n *\n * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children.\n *\n * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and\n * `getLocalBounds` to work. This method must write the bounds into `this._bounds`.\n *\n * Generally, the following technique works for most simple cases: take the list of points\n * forming the \"hull\" of the object (i.e. outline of the object's shape), and then add them\n * using {@link PIXI.Bounds#addPointMatrix}.\n *\n * ```js\n * calculateBounds(): void\n * {\n * const points = [...];\n *\n * for (let i = 0, j = points.length; i < j; i++)\n * {\n * this._bounds.addPointMatrix(this.worldTransform, points[i]);\n * }\n * }\n * ```\n *\n * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them\n * in one array together.\n *\n * ## Alpha\n *\n * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display\n * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not\n * applied on any ancestor further up the chain).\n *\n * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}.\n *\n * ## Renderable vs Visible\n *\n * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the\n * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display\n * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not\n * be calculated.\n *\n * It is recommended that applications use the `renderable` property for culling. See\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details.\n *\n * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This\n * one is also better in terms of performance.\n * @memberof PIXI\n */\nvar DisplayObject = /** @class */ (function (_super) {\n __extends(DisplayObject, _super);\n function DisplayObject() {\n var _this = _super.call(this) || this;\n _this.tempDisplayObjectParent = null;\n // TODO: need to create Transform from factory\n _this.transform = new Transform();\n _this.alpha = 1;\n _this.visible = true;\n _this.renderable = true;\n _this.cullable = false;\n _this.cullArea = null;\n _this.parent = null;\n _this.worldAlpha = 1;\n _this._lastSortedIndex = 0;\n _this._zIndex = 0;\n _this.filterArea = null;\n _this.filters = null;\n _this._enabledFilters = null;\n _this._bounds = new Bounds();\n _this._localBounds = null;\n _this._boundsID = 0;\n _this._boundsRect = null;\n _this._localBoundsRect = null;\n _this._mask = null;\n _this._maskRefCount = 0;\n _this._destroyed = false;\n _this.isSprite = false;\n _this.isMask = false;\n return _this;\n }\n /**\n * Mixes all enumerable properties and methods from a source object to DisplayObject.\n * @param source - The source of properties and methods to mix in.\n */\n DisplayObject.mixin = function (source) {\n // in ES8/ES2017, this would be really easy:\n // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source));\n // get all the enumerable property keys\n var keys = Object.keys(source);\n // loop through properties\n for (var i = 0; i < keys.length; ++i) {\n var propertyName = keys[i];\n // Set the property using the property descriptor - this works for accessors and normal value properties\n Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName));\n }\n };\n Object.defineProperty(DisplayObject.prototype, \"destroyed\", {\n /**\n * Fired when this DisplayObject is added to a Container.\n * @instance\n * @event added\n * @param {PIXI.Container} container - The container added to.\n */\n /**\n * Fired when this DisplayObject is removed from a Container.\n * @instance\n * @event removed\n * @param {PIXI.Container} container - The container removed from.\n */\n /**\n * Fired when this DisplayObject is destroyed. This event is emitted once\n * destroy is finished.\n * @instance\n * @event destroyed\n */\n /** Readonly flag for destroyed display objects. */\n get: function () {\n return this._destroyed;\n },\n enumerable: false,\n configurable: true\n });\n /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */\n DisplayObject.prototype._recursivePostUpdateTransform = function () {\n if (this.parent) {\n this.parent._recursivePostUpdateTransform();\n this.transform.updateTransform(this.parent.transform);\n }\n else {\n this.transform.updateTransform(this._tempDisplayObjectParent.transform);\n }\n };\n /** Updates the object transform for rendering. TODO - Optimization pass! */\n DisplayObject.prototype.updateTransform = function () {\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // multiply the alphas..\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n };\n /**\n * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}.\n *\n * This method is expensive on containers with a large subtree (like the stage). This is because the bounds\n * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to\n * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update\n * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using\n * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise,\n * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as\n * its height increases.\n *\n * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated.\n * The world bounds of all display objects in a container's **subtree** will also be recalculated.\n *\n * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds\n * calculation if needed.\n *\n * ```js\n * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect);\n * ```\n *\n * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This\n * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more\n * details.\n *\n * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms\n * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain\n * cases.\n * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The minimum axis-aligned rectangle in world space that fits around this object.\n */\n DisplayObject.prototype.getBounds = function (skipUpdate, rect) {\n if (!skipUpdate) {\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else {\n this._recursivePostUpdateTransform();\n this.updateTransform();\n }\n }\n if (this._bounds.updateID !== this._boundsID) {\n this.calculateBounds();\n this._bounds.updateID = this._boundsID;\n }\n if (!rect) {\n if (!this._boundsRect) {\n this._boundsRect = new Rectangle();\n }\n rect = this._boundsRect;\n }\n return this._bounds.getRectangle(rect);\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The rectangular bounding area.\n */\n DisplayObject.prototype.getLocalBounds = function (rect) {\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n var transformRef = this.transform;\n var parentRef = this.parent;\n this.parent = null;\n this.transform = this._tempDisplayObjectParent.transform;\n var worldBounds = this._bounds;\n var worldBoundsID = this._boundsID;\n this._bounds = this._localBounds;\n var bounds = this.getBounds(false, rect);\n this.parent = parentRef;\n this.transform = transformRef;\n this._bounds = worldBounds;\n this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects\n return bounds;\n };\n /**\n * Calculates the global position of the display object.\n * @param position - The world origin to calculate from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform.\n * @returns - A point object representing the position of this object.\n */\n DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) {\n if (skipUpdate === void 0) { skipUpdate = false; }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // don't need to update the lot\n return this.worldTransform.apply(position, point);\n };\n /**\n * Calculates the local position of the display object relative to another point.\n * @param position - The world origin to calculate from.\n * @param from - The DisplayObject to calculate the global position from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform\n * @returns - A point object representing the position of this object\n */\n DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) {\n if (from) {\n position = from.toGlobal(position, point, skipUpdate);\n }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // simply apply the matrix..\n return this.worldTransform.applyInverse(position, point);\n };\n /**\n * Set the parent Container of this DisplayObject.\n * @param container - The Container to add this DisplayObject to.\n * @returns - The Container that this DisplayObject was added to.\n */\n DisplayObject.prototype.setParent = function (container) {\n if (!container || !container.addChild) {\n throw new Error('setParent: Argument must be a Container');\n }\n container.addChild(this);\n return container;\n };\n /**\n * Convenience function to set the position, scale, skew and pivot at once.\n * @param x - The X position\n * @param y - The Y position\n * @param scaleX - The X scale value\n * @param scaleY - The Y scale value\n * @param rotation - The rotation\n * @param skewX - The X skew value\n * @param skewY - The Y skew value\n * @param pivotX - The X pivot value\n * @param pivotY - The Y pivot value\n * @returns - The DisplayObject instance\n */\n DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (scaleX === void 0) { scaleX = 1; }\n if (scaleY === void 0) { scaleY = 1; }\n if (rotation === void 0) { rotation = 0; }\n if (skewX === void 0) { skewX = 0; }\n if (skewY === void 0) { skewY = 0; }\n if (pivotX === void 0) { pivotX = 0; }\n if (pivotY === void 0) { pivotY = 0; }\n this.position.x = x;\n this.position.y = y;\n this.scale.x = !scaleX ? 1 : scaleX;\n this.scale.y = !scaleY ? 1 : scaleY;\n this.rotation = rotation;\n this.skew.x = skewX;\n this.skew.y = skewY;\n this.pivot.x = pivotX;\n this.pivot.y = pivotY;\n return this;\n };\n /**\n * Base destroy method for generic display objects. This will automatically\n * remove the display object from its parent Container as well as remove\n * all current event listeners and internal references. Do not use a DisplayObject\n * after calling `destroy()`.\n * @param _options\n */\n DisplayObject.prototype.destroy = function (_options) {\n if (this.parent) {\n this.parent.removeChild(this);\n }\n this._destroyed = true;\n this.transform = null;\n this.parent = null;\n this._bounds = null;\n this.mask = null;\n this.cullArea = null;\n this.filters = null;\n this.filterArea = null;\n this.hitArea = null;\n this.interactive = false;\n this.interactiveChildren = false;\n this.emit('destroyed');\n this.removeAllListeners();\n };\n Object.defineProperty(DisplayObject.prototype, \"_tempDisplayObjectParent\", {\n /**\n * @protected\n * @member {PIXI.Container}\n */\n get: function () {\n if (this.tempDisplayObjectParent === null) {\n // eslint-disable-next-line @typescript-eslint/no-use-before-define\n this.tempDisplayObjectParent = new TemporaryDisplayObject();\n }\n return this.tempDisplayObjectParent;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root\n *\n * ```\n * const cacheParent = elem.enableTempParent();\n * elem.updateTransform();\n * elem.disableTempParent(cacheParent);\n * ```\n * @returns - current parent\n */\n DisplayObject.prototype.enableTempParent = function () {\n var myParent = this.parent;\n this.parent = this._tempDisplayObjectParent;\n return myParent;\n };\n /**\n * Pair method for `enableTempParent`\n * @param cacheParent - Actual parent of element\n */\n DisplayObject.prototype.disableTempParent = function (cacheParent) {\n this.parent = cacheParent;\n };\n Object.defineProperty(DisplayObject.prototype, \"x\", {\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n * An alias to position.x\n */\n get: function () {\n return this.position.x;\n },\n set: function (value) {\n this.transform.position.x = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"y\", {\n /**\n * The position of the displayObject on the y axis relative to the local coordinates of the parent.\n * An alias to position.y\n */\n get: function () {\n return this.position.y;\n },\n set: function (value) {\n this.transform.position.y = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldTransform\", {\n /**\n * Current transform of the object based on world (parent) factors.\n * @readonly\n */\n get: function () {\n return this.transform.worldTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"localTransform\", {\n /**\n * Current transform of the object based on local factors: position, scale, other stuff.\n * @readonly\n */\n get: function () {\n return this.transform.localTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"position\", {\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.position;\n },\n set: function (value) {\n this.transform.position.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"scale\", {\n /**\n * The scale factors of this object along the local coordinate axes.\n *\n * The default scale is (1, 1).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.scale;\n },\n set: function (value) {\n this.transform.scale.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"pivot\", {\n /**\n * The center of rotation, scaling, and skewing for this display object in its local space. The `position`\n * is the projection of `pivot` in the parent's local space.\n *\n * By default, the pivot is the origin (0, 0).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.pivot;\n },\n set: function (value) {\n this.transform.pivot.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"skew\", {\n /**\n * The skew factor for the object in radians.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.skew;\n },\n set: function (value) {\n this.transform.skew.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"rotation\", {\n /**\n * The rotation of the object in radians.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation;\n },\n set: function (value) {\n this.transform.rotation = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"angle\", {\n /**\n * The angle of the object in degrees.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation * RAD_TO_DEG;\n },\n set: function (value) {\n this.transform.rotation = value * DEG_TO_RAD;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"zIndex\", {\n /**\n * The zIndex of the displayObject.\n *\n * If a container has the sortableChildren property set to true, children will be automatically\n * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array,\n * and thus rendered on top of other display objects within the same container.\n * @see PIXI.Container#sortableChildren\n */\n get: function () {\n return this._zIndex;\n },\n set: function (value) {\n this._zIndex = value;\n if (this.parent) {\n this.parent.sortDirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldVisible\", {\n /**\n * Indicates if the object is globally visible.\n * @readonly\n */\n get: function () {\n var item = this;\n do {\n if (!item.visible) {\n return false;\n }\n item = item.parent;\n } while (item);\n return true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"mask\", {\n /**\n * Sets a mask for the displayObject. A mask is an object that limits the visibility of an\n * object to the shape of the mask applied to it. In PixiJS a regular mask must be a\n * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it\n * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent.\n * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong.\n * To remove a mask, set this property to `null`.\n *\n * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.\n * @example\n * const graphics = new PIXI.Graphics();\n * graphics.beginFill(0xFF3300);\n * graphics.drawRect(50, 250, 100, 100);\n * graphics.endFill();\n *\n * const sprite = new PIXI.Sprite(texture);\n * sprite.mask = graphics;\n * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.\n */\n get: function () {\n return this._mask;\n },\n set: function (value) {\n if (this._mask === value) {\n return;\n }\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n maskObject._maskRefCount--;\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = true;\n maskObject.isMask = false;\n }\n }\n }\n this._mask = value;\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = false;\n maskObject.isMask = true;\n }\n maskObject._maskRefCount++;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return DisplayObject;\n}(EventEmitter));\n/**\n * @private\n */\nvar TemporaryDisplayObject = /** @class */ (function (_super) {\n __extends(TemporaryDisplayObject, _super);\n function TemporaryDisplayObject() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n _this.sortDirty = null;\n return _this;\n }\n return TemporaryDisplayObject;\n}(DisplayObject));\n/**\n * DisplayObject default updateTransform, does not update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.DisplayObject#\n * @method displayObjectUpdateTransform\n */\nDisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;\n\n/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\nfunction sortChildren(a, b) {\n if (a.zIndex === b.zIndex) {\n return a._lastSortedIndex - b._lastSortedIndex;\n }\n return a.zIndex - b.zIndex;\n}\n/**\n * Container is a general-purpose display object that holds children. It also adds built-in support for advanced\n * rendering features like masking and filtering.\n *\n * It is the base class of all display objects that act as a container for other objects, including Graphics\n * and Sprite.\n *\n * ```js\n * import { BlurFilter } from '@pixi/filter-blur';\n * import { Container } from '@pixi/display';\n * import { Graphics } from '@pixi/graphics';\n * import { Sprite } from '@pixi/sprite';\n *\n * let container = new Container();\n * let sprite = Sprite.from(\"https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png\");\n *\n * sprite.width = 512;\n * sprite.height = 512;\n *\n * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container\n * // is rendered.\n * container.addChild(sprite);\n *\n * // Blurs whatever is rendered by the container\n * container.filters = [new BlurFilter()];\n *\n * // Only the contents within a circle at the center should be rendered onto the screen.\n * container.mask = new Graphics()\n * .beginFill(0xffffff)\n * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2)\n * .endFill();\n * ```\n * @memberof PIXI\n */\nvar Container = /** @class */ (function (_super) {\n __extends(Container, _super);\n function Container() {\n var _this = _super.call(this) || this;\n _this.children = [];\n _this.sortableChildren = settings.SORTABLE_CHILDREN;\n _this.sortDirty = false;\n return _this;\n /**\n * Fired when a DisplayObject is added to this Container.\n * @event PIXI.Container#childAdded\n * @param {PIXI.DisplayObject} child - The child added to the Container.\n * @param {PIXI.Container} container - The container that added the child.\n * @param {number} index - The children's index of the added child.\n */\n /**\n * Fired when a DisplayObject is removed from this Container.\n * @event PIXI.DisplayObject#removedFrom\n * @param {PIXI.DisplayObject} child - The child removed from the Container.\n * @param {PIXI.Container} container - The container that removed removed the child.\n * @param {number} index - The former children's index of the removed child\n */\n }\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified.\n * @param _length\n */\n Container.prototype.onChildrenChange = function (_length) {\n /* empty */\n };\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container\n * @returns {PIXI.DisplayObject} - The first child that was added.\n */\n Container.prototype.addChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the array and add all children\n for (var i = 0; i < children.length; i++) {\n // eslint-disable-next-line prefer-rest-params\n this.addChild(children[i]);\n }\n }\n else {\n var child = children[0];\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.push(child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n this.emit('childAdded', child, this, this.children.length - 1);\n child.emit('added', this);\n }\n return children[0];\n };\n /**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n * @param {PIXI.DisplayObject} child - The child to add\n * @param {number} index - The index to place the child in\n * @returns {PIXI.DisplayObject} The child that was added.\n */\n Container.prototype.addChildAt = function (child, index) {\n if (index < 0 || index > this.children.length) {\n throw new Error(child + \"addChildAt: The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.splice(index, 0, child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('added', this);\n this.emit('childAdded', child, this, index);\n return child;\n };\n /**\n * Swaps the position of 2 Display Objects within this container.\n * @param child - First display object to swap\n * @param child2 - Second display object to swap\n */\n Container.prototype.swapChildren = function (child, child2) {\n if (child === child2) {\n return;\n }\n var index1 = this.getChildIndex(child);\n var index2 = this.getChildIndex(child2);\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n };\n /**\n * Returns the index position of a child DisplayObject instance\n * @param child - The DisplayObject instance to identify\n * @returns - The index position of the child display object to identify\n */\n Container.prototype.getChildIndex = function (child) {\n var index = this.children.indexOf(child);\n if (index === -1) {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n return index;\n };\n /**\n * Changes the position of an existing child in the display object container\n * @param child - The child DisplayObject instance for which you want to change the index number\n * @param index - The resulting index number for the child display object\n */\n Container.prototype.setChildIndex = function (child, index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n var currentIndex = this.getChildIndex(child);\n removeItems(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n this.onChildrenChange(index);\n };\n /**\n * Returns the child at the specified index\n * @param index - The index to get the child at\n * @returns - The child at the given index, if any.\n */\n Container.prototype.getChildAt = function (index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"getChildAt: Index (\" + index + \") does not exist.\");\n }\n return this.children[index];\n };\n /**\n * Removes one or more children from the container.\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove\n * @returns {PIXI.DisplayObject} The first child that was removed.\n */\n Container.prototype.removeChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the arguments property and remove all children\n for (var i = 0; i < children.length; i++) {\n this.removeChild(children[i]);\n }\n }\n else {\n var child = children[0];\n var index = this.children.indexOf(child);\n if (index === -1)\n { return null; }\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n }\n return children[0];\n };\n /**\n * Removes a child from the specified index position.\n * @param index - The index to get the child from\n * @returns The child that was removed.\n */\n Container.prototype.removeChildAt = function (index) {\n var child = this.getChildAt(index);\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n return child;\n };\n /**\n * Removes all children from this container that are within the begin and end indexes.\n * @param beginIndex - The beginning position.\n * @param endIndex - The ending position. Default value is size of the container.\n * @returns - List of removed children\n */\n Container.prototype.removeChildren = function (beginIndex, endIndex) {\n if (beginIndex === void 0) { beginIndex = 0; }\n if (endIndex === void 0) { endIndex = this.children.length; }\n var begin = beginIndex;\n var end = endIndex;\n var range = end - begin;\n var removed;\n if (range > 0 && range <= end) {\n removed = this.children.splice(begin, range);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].parent = null;\n if (removed[i].transform) {\n removed[i].transform._parentID = -1;\n }\n }\n this._boundsID++;\n this.onChildrenChange(beginIndex);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].emit('removed', this);\n this.emit('childRemoved', removed[i], this, i);\n }\n return removed;\n }\n else if (range === 0 && this.children.length === 0) {\n return [];\n }\n throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n };\n /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */\n Container.prototype.sortChildren = function () {\n var sortRequired = false;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n child._lastSortedIndex = i;\n if (!sortRequired && child.zIndex !== 0) {\n sortRequired = true;\n }\n }\n if (sortRequired && this.children.length > 1) {\n this.children.sort(sortChildren);\n }\n this.sortDirty = false;\n };\n /** Updates the transform on all children of this container for rendering. */\n Container.prototype.updateTransform = function () {\n if (this.sortableChildren && this.sortDirty) {\n this.sortChildren();\n }\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // TODO: check render flags, how to process stuff here\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n };\n /**\n * Recalculates the bounds of the container.\n *\n * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds\n * is limited to its mask's bounds or filterArea, if any is applied.\n */\n Container.prototype.calculateBounds = function () {\n this._bounds.clear();\n this._calculateBounds();\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n if (!child.visible || !child.renderable) {\n continue;\n }\n child.calculateBounds();\n // TODO: filter+mask, need to mask both somehow\n if (child._mask) {\n var maskObject = (child._mask.isMaskData\n ? child._mask.maskObject : child._mask);\n if (maskObject) {\n maskObject.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, maskObject._bounds);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n else if (child.filterArea) {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n this._bounds.updateID = this._boundsID;\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n *\n * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render()\n * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms,\n * it was default behaviour of pixi 4.0-5.2 and caused many problems to users.\n * @returns - The rectangular bounding area.\n */\n Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) {\n if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; }\n var result = _super.prototype.getLocalBounds.call(this, rect);\n if (!skipChildrenUpdate) {\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n }\n return result;\n };\n /**\n * Recalculates the content bounds of this object. This should be overriden to\n * calculate the bounds of this specific object (not including children).\n * @protected\n */\n Container.prototype._calculateBounds = function () {\n // FILL IN//\n };\n /**\n * Renders this object and its children with culling.\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n Container.prototype._renderWithCulling = function (renderer) {\n var sourceFrame = renderer.renderTexture.sourceFrame;\n // If the source frame is empty, stop rendering.\n if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) {\n return;\n }\n // Render the content of the container only if its bounds intersect with the source frame.\n // All filters are on the stack at this point, and the filter source frame is bound:\n // therefore, even if the bounds to non intersect the filter frame, the filter\n // is still applied and any filter padding that is in the frame is rendered correctly.\n var bounds;\n var transform;\n // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea\n // rectangle must completely contain the container and its children including filter padding.\n if (this.cullArea) {\n bounds = this.cullArea;\n transform = this.worldTransform;\n }\n // If the container doesn't override _render, we can skip the bounds calculation and intersection test.\n else if (this._render !== Container.prototype._render) {\n bounds = this.getBounds(true);\n }\n // Render the container if the source frame intersects the bounds.\n if (bounds && sourceFrame.intersects(bounds, transform)) {\n this._render(renderer);\n }\n // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering.\n else if (this.cullArea) {\n return;\n }\n // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect\n // the source frame, because the children might have filters with nonzero padding, which may intersect\n // with the source frame while the bounds do not: filter padding is not included in the bounds.\n // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered\n // if they are out of frame; otherwise, render the children normally.\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n var childCullable = child.cullable;\n child.cullable = childCullable || !this.cullArea;\n child.render(renderer);\n child.cullable = childCullable;\n }\n };\n /**\n * Renders the object using the WebGL renderer.\n *\n * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the\n * container itself. This `render` method will invoke it, and also invoke the `render` methods of all\n * children afterward.\n *\n * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and\n * the bounds of this object are out of frame, this implementation will entirely skip rendering.\n * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally,\n * setting alpha to zero is not recommended for purely skipping rendering.\n *\n * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is\n * advised to employ **culling** to automatically skip rendering objects outside of the current screen.\n * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}.\n * Other culling methods might be better suited for a large number static objects; see\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}.\n *\n * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or\n * filtering is applied on a container. This does, however, break batching and can affect performance when\n * masking and filtering is applied extensively throughout the scene graph.\n * @param renderer - The renderer\n */\n Container.prototype.render = function (renderer) {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || (this.filters && this.filters.length)) {\n this.renderAdvanced(renderer);\n }\n else if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n };\n /**\n * Render the object using the WebGL renderer and advanced features.\n * @param renderer - The renderer\n */\n Container.prototype.renderAdvanced = function (renderer) {\n var filters = this.filters;\n var mask = this._mask;\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters) {\n if (!this._enabledFilters) {\n this._enabledFilters = [];\n }\n this._enabledFilters.length = 0;\n for (var i = 0; i < filters.length; i++) {\n if (filters[i].enabled) {\n this._enabledFilters.push(filters[i]);\n }\n }\n }\n var flush = (filters && this._enabledFilters && this._enabledFilters.length)\n || (mask && (!mask.isMaskData\n || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE))));\n if (flush) {\n renderer.batch.flush();\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.push(this, this._enabledFilters);\n }\n if (mask) {\n renderer.mask.push(this, this._mask);\n }\n if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n if (flush) {\n renderer.batch.flush();\n }\n if (mask) {\n renderer.mask.pop(this);\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.pop();\n }\n };\n /**\n * To be overridden by the subclasses.\n * @param _renderer - The renderer\n */\n Container.prototype._render = function (_renderer) {\n // this is where content itself gets rendered...\n };\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n Container.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this);\n this.sortDirty = false;\n var destroyChildren = typeof options === 'boolean' ? options : options && options.children;\n var oldChildren = this.removeChildren(0, this.children.length);\n if (destroyChildren) {\n for (var i = 0; i < oldChildren.length; ++i) {\n oldChildren[i].destroy(options);\n }\n }\n };\n Object.defineProperty(Container.prototype, \"width\", {\n /** The width of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.x * this.getLocalBounds().width;\n },\n set: function (value) {\n var width = this.getLocalBounds().width;\n if (width !== 0) {\n this.scale.x = value / width;\n }\n else {\n this.scale.x = 1;\n }\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Container.prototype, \"height\", {\n /** The height of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.y * this.getLocalBounds().height;\n },\n set: function (value) {\n var height = this.getLocalBounds().height;\n if (height !== 0) {\n this.scale.y = value / height;\n }\n else {\n this.scale.y = 1;\n }\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n return Container;\n}(DisplayObject));\n/**\n * Container default updateTransform, does update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.Container#\n * @method containerUpdateTransform\n */\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n\nexport { Bounds, Container, DisplayObject, TemporaryDisplayObject };\n//# sourceMappingURL=display.mjs.map\n","/*!\n * @pixi/core - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/core is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { ENV, ALPHA_MODES, SCALE_MODES, FORMATS, TYPES, TARGETS, MIPMAP_MODES, MSAA_QUALITY, BUFFER_TYPE, CLEAR_MODES, DRAW_MODES, BUFFER_BITS, MASK_TYPES, PRECISION, BLEND_MODES, GC_MODES, SAMPLER_TYPES, WRAP_MODES, RENDERER_TYPE } from '@pixi/constants';\nimport { isMobile, isPow2, BaseTextureCache, TextureCache, uid, EventEmitter, determineCrossOrigin, getResolutionOfUrl, deprecation, nextPow2, getBufferType, ProgramCache, removeItems, hex2string, hex2rgb, sayHello, isWebGLSupported, premultiplyBlendMode, log2, premultiplyTint } from '@pixi/utils';\nimport { extensions as extensions$1, ExtensionType } from '@pixi/extensions';\nexport * from '@pixi/extensions';\nimport { Runner } from '@pixi/runner';\nimport { Ticker } from '@pixi/ticker';\nimport { groupD8, Rectangle, Point, Matrix } from '@pixi/math';\n\n/**\n * The maximum support for using WebGL. If a device does not\n * support WebGL version, for instance WebGL 2, it will still\n * attempt to fallback support to WebGL 1. If you want to\n * explicitly remove feature support to target a more stable\n * baseline, prefer a lower environment.\n *\n * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium}\n * we disable webgl2 by default for all non-apple mobile devices.\n * @static\n * @name PREFER_ENV\n * @memberof PIXI.settings\n * @type {number}\n * @default PIXI.ENV.WEBGL2\n */\nsettings.PREFER_ENV = isMobile.any ? ENV.WEBGL : ENV.WEBGL2;\n/**\n * If set to `true`, *only* Textures and BaseTexture objects stored\n * in the caches ({@link PIXI.utils.TextureCache TextureCache} and\n * {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can be\n * used when calling {@link PIXI.Texture.from Texture.from} or\n * {@link PIXI.BaseTexture.from BaseTexture.from}.\n * Otherwise, these `from` calls throw an exception. Using this property\n * can be useful if you want to enforce preloading all assets with\n * {@link PIXI.Loader Loader}.\n * @static\n * @name STRICT_TEXTURE_CACHE\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.STRICT_TEXTURE_CACHE = false;\n\n/**\n * Collection of installed resource types, class must extend {@link PIXI.Resource}.\n * @example\n * class CustomResource extends PIXI.Resource {\n * // MUST have source, options constructor signature\n * // for auto-detected resources to be created.\n * constructor(source, options) {\n * super();\n * }\n * upload(renderer, baseTexture, glTexture) {\n * // upload with GL\n * return true;\n * }\n * // used to auto-detect resource\n * static test(source, extension) {\n * return extension === 'xyz'|| source instanceof SomeClass;\n * }\n * }\n * // Install the new resource type\n * PIXI.INSTALLED.push(CustomResource);\n * @memberof PIXI\n * @type {Array}\n * @static\n * @readonly\n */\nvar INSTALLED = [];\n/**\n * Create a resource element from a single source element. This\n * auto-detects which type of resource to create. All resources that\n * are auto-detectable must have a static `test` method and a constructor\n * with the arguments `(source, options?)`. Currently, the supported\n * resources for auto-detection include:\n * - {@link PIXI.ImageResource}\n * - {@link PIXI.CanvasResource}\n * - {@link PIXI.VideoResource}\n * - {@link PIXI.SVGResource}\n * - {@link PIXI.BufferResource}\n * @static\n * @memberof PIXI\n * @function autoDetectResource\n * @param {string|*} source - Resource source, this can be the URL to the resource,\n * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri\n * or any other resource that can be auto-detected. If not resource is\n * detected, it's assumed to be an ImageResource.\n * @param {object} [options] - Pass-through options to use for Resource\n * @param {number} [options.width] - Width of BufferResource or SVG rasterization\n * @param {number} [options.height] - Height of BufferResource or SVG rasterization\n * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading\n * @param {number} [options.scale=1] - SVG source scale. Overridden by width, height\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object\n * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin\n * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately\n * @param {number} [options.updateFPS=0] - Video option to update how many times a second the\n * texture should be updated from the video. Leave at 0 to update at every render\n * @returns {PIXI.Resource} The created resource.\n */\nfunction autoDetectResource(source, options) {\n if (!source) {\n return null;\n }\n var extension = '';\n if (typeof source === 'string') {\n // search for file extension: period, 3-4 chars, then ?, # or EOL\n var result = (/\\.(\\w{3,4})(?:$|\\?|#)/i).exec(source);\n if (result) {\n extension = result[1].toLowerCase();\n }\n }\n for (var i = INSTALLED.length - 1; i >= 0; --i) {\n var ResourcePlugin = INSTALLED[i];\n if (ResourcePlugin.test && ResourcePlugin.test(source, extension)) {\n return new ResourcePlugin(source, options);\n }\n }\n throw new Error('Unrecognized source type to auto-detect Resource');\n}\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nvar __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\n var arguments$1 = arguments;\n\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments$1[i];\r\n for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } }\r\n }\r\n return t;\r\n };\r\n return __assign.apply(this, arguments);\r\n};\r\n\r\nfunction __rest(s, e) {\r\n var t = {};\r\n for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n { t[p] = s[p]; } }\r\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n { for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\r\n if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\r\n { t[p[i]] = s[p[i]]; }\r\n } }\r\n return t;\r\n}\n\n/**\n * Base resource class for textures that manages validation and uploading, depending on its type.\n *\n * Uploading of a base texture to the GPU is required.\n * @memberof PIXI\n */\nvar Resource = /** @class */ (function () {\n /**\n * @param width - Width of the resource\n * @param height - Height of the resource\n */\n function Resource(width, height) {\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this._width = width;\n this._height = height;\n this.destroyed = false;\n this.internal = false;\n this.onResize = new Runner('setRealSize');\n this.onUpdate = new Runner('update');\n this.onError = new Runner('onError');\n }\n /**\n * Bind to a parent BaseTexture\n * @param baseTexture - Parent texture\n */\n Resource.prototype.bind = function (baseTexture) {\n this.onResize.add(baseTexture);\n this.onUpdate.add(baseTexture);\n this.onError.add(baseTexture);\n // Call a resize immediate if we already\n // have the width and height of the resource\n if (this._width || this._height) {\n this.onResize.emit(this._width, this._height);\n }\n };\n /**\n * Unbind to a parent BaseTexture\n * @param baseTexture - Parent texture\n */\n Resource.prototype.unbind = function (baseTexture) {\n this.onResize.remove(baseTexture);\n this.onUpdate.remove(baseTexture);\n this.onError.remove(baseTexture);\n };\n /**\n * Trigger a resize event\n * @param width - X dimension\n * @param height - Y dimension\n */\n Resource.prototype.resize = function (width, height) {\n if (width !== this._width || height !== this._height) {\n this._width = width;\n this._height = height;\n this.onResize.emit(width, height);\n }\n };\n Object.defineProperty(Resource.prototype, \"valid\", {\n /**\n * Has been validated\n * @readonly\n */\n get: function () {\n return !!this._width && !!this._height;\n },\n enumerable: false,\n configurable: true\n });\n /** Has been updated trigger event. */\n Resource.prototype.update = function () {\n if (!this.destroyed) {\n this.onUpdate.emit();\n }\n };\n /**\n * This can be overridden to start preloading a resource\n * or do any other prepare step.\n * @protected\n * @returns Handle the validate event\n */\n Resource.prototype.load = function () {\n return Promise.resolve(this);\n };\n Object.defineProperty(Resource.prototype, \"width\", {\n /**\n * The width of the resource.\n * @readonly\n */\n get: function () {\n return this._width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Resource.prototype, \"height\", {\n /**\n * The height of the resource.\n * @readonly\n */\n get: function () {\n return this._height;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Set the style, optional to override\n * @param _renderer - yeah, renderer!\n * @param _baseTexture - the texture\n * @param _glTexture - texture instance for this webgl context\n * @returns - `true` is success\n */\n Resource.prototype.style = function (_renderer, _baseTexture, _glTexture) {\n return false;\n };\n /** Clean up anything, this happens when destroying is ready. */\n Resource.prototype.dispose = function () {\n // override\n };\n /**\n * Call when destroying resource, unbind any BaseTexture object\n * before calling this method, as reference counts are maintained\n * internally.\n */\n Resource.prototype.destroy = function () {\n if (!this.destroyed) {\n this.destroyed = true;\n this.dispose();\n this.onError.removeAll();\n this.onError = null;\n this.onResize.removeAll();\n this.onResize = null;\n this.onUpdate.removeAll();\n this.onUpdate = null;\n }\n };\n /**\n * Abstract, used to auto-detect resource type.\n * @param {*} _source - The source object\n * @param {string} _extension - The extension of source, if set\n */\n Resource.test = function (_source, _extension) {\n return false;\n };\n return Resource;\n}());\n\n/**\n * @interface SharedArrayBuffer\n */\n/**\n * Buffer resource with data of typed array.\n * @memberof PIXI\n */\nvar BufferResource = /** @class */ (function (_super) {\n __extends(BufferResource, _super);\n /**\n * @param source - Source buffer\n * @param options - Options\n * @param {number} options.width - Width of the texture\n * @param {number} options.height - Height of the texture\n */\n function BufferResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n if (!width || !height) {\n throw new Error('BufferResource width or height invalid');\n }\n _this = _super.call(this, width, height) || this;\n _this.data = source;\n return _this;\n }\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture - glTexture\n * @returns - true is success\n */\n BufferResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n var gl = renderer.gl;\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n if (glTexture.width === width && glTexture.height === height) {\n gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data);\n }\n return true;\n };\n /** Destroy and don't use after this. */\n BufferResource.prototype.dispose = function () {\n this.data = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if \n */\n BufferResource.test = function (source) {\n return source instanceof Float32Array\n || source instanceof Uint8Array\n || source instanceof Uint32Array;\n };\n return BufferResource;\n}(Resource));\n\nvar defaultBufferOptions = {\n scaleMode: SCALE_MODES.NEAREST,\n format: FORMATS.RGBA,\n alphaMode: ALPHA_MODES.NPM,\n};\n/**\n * A Texture stores the information that represents an image.\n * All textures have a base texture, which contains information about the source.\n * Therefore you can have many textures all using a single BaseTexture\n * @memberof PIXI\n * @typeParam R - The BaseTexture's Resource type.\n * @typeParam RO - The options for constructing resource.\n */\nvar BaseTexture = /** @class */ (function (_super) {\n __extends(BaseTexture, _super);\n /**\n * @param {PIXI.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null] -\n * The current resource to use, for things that aren't Resource objects, will be converted\n * into a Resource.\n * @param options - Collection of options\n * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture\n * @param {number} [options.anisotropicLevel=PIXI.settings.ANISOTROPIC_LEVEL] - Anisotropic filtering level of texture\n * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest\n * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type\n * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type\n * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Pre multiply the image alpha\n * @param {number} [options.width=0] - Width of the texture\n * @param {number} [options.height=0] - Height of the texture\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - Resolution of the base texture\n * @param {object} [options.resourceOptions] - Optional resource options,\n * see {@link PIXI.autoDetectResource autoDetectResource}\n */\n function BaseTexture(resource, options) {\n if (resource === void 0) { resource = null; }\n if (options === void 0) { options = null; }\n var _this = _super.call(this) || this;\n options = options || {};\n var alphaMode = options.alphaMode, mipmap = options.mipmap, anisotropicLevel = options.anisotropicLevel, scaleMode = options.scaleMode, width = options.width, height = options.height, wrapMode = options.wrapMode, format = options.format, type = options.type, target = options.target, resolution = options.resolution, resourceOptions = options.resourceOptions;\n // Convert the resource to a Resource object\n if (resource && !(resource instanceof Resource)) {\n resource = autoDetectResource(resource, resourceOptions);\n resource.internal = true;\n }\n _this.resolution = resolution || settings.RESOLUTION;\n _this.width = Math.round((width || 0) * _this.resolution) / _this.resolution;\n _this.height = Math.round((height || 0) * _this.resolution) / _this.resolution;\n _this._mipmap = mipmap !== undefined ? mipmap : settings.MIPMAP_TEXTURES;\n _this.anisotropicLevel = anisotropicLevel !== undefined ? anisotropicLevel : settings.ANISOTROPIC_LEVEL;\n _this._wrapMode = wrapMode || settings.WRAP_MODE;\n _this._scaleMode = scaleMode !== undefined ? scaleMode : settings.SCALE_MODE;\n _this.format = format || FORMATS.RGBA;\n _this.type = type || TYPES.UNSIGNED_BYTE;\n _this.target = target || TARGETS.TEXTURE_2D;\n _this.alphaMode = alphaMode !== undefined ? alphaMode : ALPHA_MODES.UNPACK;\n _this.uid = uid();\n _this.touched = 0;\n _this.isPowerOfTwo = false;\n _this._refreshPOT();\n _this._glTextures = {};\n _this.dirtyId = 0;\n _this.dirtyStyleId = 0;\n _this.cacheId = null;\n _this.valid = width > 0 && height > 0;\n _this.textureCacheIds = [];\n _this.destroyed = false;\n _this.resource = null;\n _this._batchEnabled = 0;\n _this._batchLocation = 0;\n _this.parentTextureArray = null;\n /**\n * Fired when a not-immediately-available source finishes loading.\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n /**\n * Fired when a not-immediately-available source fails to load.\n * @protected\n * @event PIXI.BaseTexture#error\n * @param {PIXI.BaseTexture} baseTexture - Resource errored.\n * @param {ErrorEvent} event - Load error event.\n */\n /**\n * Fired when BaseTexture is updated.\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n /**\n * Fired when BaseTexture is updated.\n * @protected\n * @event PIXI.BaseTexture#update\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated.\n */\n /**\n * Fired when BaseTexture is destroyed.\n * @protected\n * @event PIXI.BaseTexture#dispose\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed.\n */\n // Set the resource\n _this.setResource(resource);\n return _this;\n }\n Object.defineProperty(BaseTexture.prototype, \"realWidth\", {\n /**\n * Pixel width of the source of this texture\n * @readonly\n */\n get: function () {\n return Math.round(this.width * this.resolution);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"realHeight\", {\n /**\n * Pixel height of the source of this texture\n * @readonly\n */\n get: function () {\n return Math.round(this.height * this.resolution);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"mipmap\", {\n /**\n * Mipmap mode of the texture, affects downscaled images\n * @default PIXI.settings.MIPMAP_TEXTURES\n */\n get: function () {\n return this._mipmap;\n },\n set: function (value) {\n if (this._mipmap !== value) {\n this._mipmap = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"scaleMode\", {\n /**\n * The scale mode to apply when scaling this texture\n * @default PIXI.settings.SCALE_MODE\n */\n get: function () {\n return this._scaleMode;\n },\n set: function (value) {\n if (this._scaleMode !== value) {\n this._scaleMode = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"wrapMode\", {\n /**\n * How the texture wraps\n * @default PIXI.settings.WRAP_MODE\n */\n get: function () {\n return this._wrapMode;\n },\n set: function (value) {\n if (this._wrapMode !== value) {\n this._wrapMode = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Changes style options of BaseTexture\n * @param scaleMode - Pixi scalemode\n * @param mipmap - enable mipmaps\n * @returns - this\n */\n BaseTexture.prototype.setStyle = function (scaleMode, mipmap) {\n var dirty;\n if (scaleMode !== undefined && scaleMode !== this.scaleMode) {\n this.scaleMode = scaleMode;\n dirty = true;\n }\n if (mipmap !== undefined && mipmap !== this.mipmap) {\n this.mipmap = mipmap;\n dirty = true;\n }\n if (dirty) {\n this.dirtyStyleId++;\n }\n return this;\n };\n /**\n * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero.\n * @param desiredWidth - Desired visual width\n * @param desiredHeight - Desired visual height\n * @param resolution - Optionally set resolution\n * @returns - this\n */\n BaseTexture.prototype.setSize = function (desiredWidth, desiredHeight, resolution) {\n resolution = resolution || this.resolution;\n return this.setRealSize(desiredWidth * resolution, desiredHeight * resolution, resolution);\n };\n /**\n * Sets real size of baseTexture, preserves current resolution.\n * @param realWidth - Full rendered width\n * @param realHeight - Full rendered height\n * @param resolution - Optionally set resolution\n * @returns - this\n */\n BaseTexture.prototype.setRealSize = function (realWidth, realHeight, resolution) {\n this.resolution = resolution || this.resolution;\n this.width = Math.round(realWidth) / this.resolution;\n this.height = Math.round(realHeight) / this.resolution;\n this._refreshPOT();\n this.update();\n return this;\n };\n /**\n * Refresh check for isPowerOfTwo texture based on size\n * @private\n */\n BaseTexture.prototype._refreshPOT = function () {\n this.isPowerOfTwo = isPow2(this.realWidth) && isPow2(this.realHeight);\n };\n /**\n * Changes resolution\n * @param resolution - res\n * @returns - this\n */\n BaseTexture.prototype.setResolution = function (resolution) {\n var oldResolution = this.resolution;\n if (oldResolution === resolution) {\n return this;\n }\n this.resolution = resolution;\n if (this.valid) {\n this.width = Math.round(this.width * oldResolution) / resolution;\n this.height = Math.round(this.height * oldResolution) / resolution;\n this.emit('update', this);\n }\n this._refreshPOT();\n return this;\n };\n /**\n * Sets the resource if it wasn't set. Throws error if resource already present\n * @param resource - that is managing this BaseTexture\n * @returns - this\n */\n BaseTexture.prototype.setResource = function (resource) {\n if (this.resource === resource) {\n return this;\n }\n if (this.resource) {\n throw new Error('Resource can be set only once');\n }\n resource.bind(this);\n this.resource = resource;\n return this;\n };\n /** Invalidates the object. Texture becomes valid if width and height are greater than zero. */\n BaseTexture.prototype.update = function () {\n if (!this.valid) {\n if (this.width > 0 && this.height > 0) {\n this.valid = true;\n this.emit('loaded', this);\n this.emit('update', this);\n }\n }\n else {\n this.dirtyId++;\n this.dirtyStyleId++;\n this.emit('update', this);\n }\n };\n /**\n * Handle errors with resources.\n * @private\n * @param event - Error event emitted.\n */\n BaseTexture.prototype.onError = function (event) {\n this.emit('error', this, event);\n };\n /**\n * Destroys this base texture.\n * The method stops if resource doesn't want this texture to be destroyed.\n * Removes texture from all caches.\n */\n BaseTexture.prototype.destroy = function () {\n // remove and destroy the resource\n if (this.resource) {\n this.resource.unbind(this);\n // only destroy resourced created internally\n if (this.resource.internal) {\n this.resource.destroy();\n }\n this.resource = null;\n }\n if (this.cacheId) {\n delete BaseTextureCache[this.cacheId];\n delete TextureCache[this.cacheId];\n this.cacheId = null;\n }\n // finally let the WebGL renderer know..\n this.dispose();\n BaseTexture.removeFromCache(this);\n this.textureCacheIds = null;\n this.destroyed = true;\n };\n /**\n * Frees the texture from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n * @fires PIXI.BaseTexture#dispose\n */\n BaseTexture.prototype.dispose = function () {\n this.emit('dispose', this);\n };\n /** Utility function for BaseTexture|Texture cast. */\n BaseTexture.prototype.castToBaseTexture = function () {\n return this;\n };\n /**\n * Helper function that creates a base texture based on the source you provide.\n * The source can be - image url, image element, canvas element. If the\n * source is an image url or an image element and not in the base texture\n * cache, it will be created and loaded.\n * @static\n * @param {string|string[]|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The\n * source to create base texture from.\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id\n * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}.\n * @returns {PIXI.BaseTexture} The new base texture.\n */\n BaseTexture.from = function (source, options, strict) {\n if (strict === void 0) { strict = settings.STRICT_TEXTURE_CACHE; }\n var isFrame = typeof source === 'string';\n var cacheId = null;\n if (isFrame) {\n cacheId = source;\n }\n else {\n if (!source._pixiId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source._pixiId = prefix + \"_\" + uid();\n }\n cacheId = source._pixiId;\n }\n var baseTexture = BaseTextureCache[cacheId];\n // Strict-mode rejects invalid cacheIds\n if (isFrame && strict && !baseTexture) {\n throw new Error(\"The cacheId \\\"\" + cacheId + \"\\\" does not exist in BaseTextureCache.\");\n }\n if (!baseTexture) {\n baseTexture = new BaseTexture(source, options);\n baseTexture.cacheId = cacheId;\n BaseTexture.addToCache(baseTexture, cacheId);\n }\n return baseTexture;\n };\n /**\n * Create a new BaseTexture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param width - Width of the resource\n * @param height - Height of the resource\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * Default properties are different from the constructor's defaults.\n * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.NPM] - Image alpha, not premultiplied by default\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.SCALE_MODES.NEAREST] - Scale mode, pixelating by default\n * @returns - The resulting new BaseTexture\n */\n BaseTexture.fromBuffer = function (buffer, width, height, options) {\n buffer = buffer || new Float32Array(width * height * 4);\n var resource = new BufferResource(buffer, { width: width, height: height });\n var type = buffer instanceof Float32Array ? TYPES.FLOAT : TYPES.UNSIGNED_BYTE;\n return new BaseTexture(resource, Object.assign(defaultBufferOptions, options || { width: width, height: height, type: type }));\n };\n /**\n * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object.\n * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache.\n * @param {string} id - The id that the BaseTexture will be stored against.\n */\n BaseTexture.addToCache = function (baseTexture, id) {\n if (id) {\n if (baseTexture.textureCacheIds.indexOf(id) === -1) {\n baseTexture.textureCacheIds.push(id);\n }\n if (BaseTextureCache[id]) {\n // eslint-disable-next-line no-console\n console.warn(\"BaseTexture added to the cache with an id [\" + id + \"] that already had an entry\");\n }\n BaseTextureCache[id] = baseTexture;\n }\n };\n /**\n * Remove a BaseTexture from the global BaseTextureCache.\n * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself.\n * @returns {PIXI.BaseTexture|null} The BaseTexture that was removed.\n */\n BaseTexture.removeFromCache = function (baseTexture) {\n if (typeof baseTexture === 'string') {\n var baseTextureFromCache = BaseTextureCache[baseTexture];\n if (baseTextureFromCache) {\n var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture);\n if (index > -1) {\n baseTextureFromCache.textureCacheIds.splice(index, 1);\n }\n delete BaseTextureCache[baseTexture];\n return baseTextureFromCache;\n }\n }\n else if (baseTexture && baseTexture.textureCacheIds) {\n for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) {\n delete BaseTextureCache[baseTexture.textureCacheIds[i]];\n }\n baseTexture.textureCacheIds.length = 0;\n return baseTexture;\n }\n return null;\n };\n /** Global number of the texture batch, used by multi-texture renderers. */\n BaseTexture._globalBatch = 0;\n return BaseTexture;\n}(EventEmitter));\n\n/**\n * Resource that can manage several resource (items) inside.\n * All resources need to have the same pixel size.\n * Parent class for CubeResource and ArrayResource\n * @memberof PIXI\n */\nvar AbstractMultiResource = /** @class */ (function (_super) {\n __extends(AbstractMultiResource, _super);\n /**\n * @param length\n * @param options - Options to for Resource constructor\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\n function AbstractMultiResource(length, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n _this = _super.call(this, width, height) || this;\n _this.items = [];\n _this.itemDirtyIds = [];\n for (var i = 0; i < length; i++) {\n var partTexture = new BaseTexture();\n _this.items.push(partTexture);\n // -2 - first run of texture array upload\n // -1 - texture item was allocated\n // >=0 - texture item uploaded , in sync with items[i].dirtyId\n _this.itemDirtyIds.push(-2);\n }\n _this.length = length;\n _this._load = null;\n _this.baseTexture = null;\n return _this;\n }\n /**\n * Used from ArrayResource and CubeResource constructors.\n * @param resources - Can be resources, image elements, canvas, etc. ,\n * length should be same as constructor length\n * @param options - Detect options for resources\n */\n AbstractMultiResource.prototype.initFromArray = function (resources, options) {\n for (var i = 0; i < this.length; i++) {\n if (!resources[i]) {\n continue;\n }\n if (resources[i].castToBaseTexture) {\n this.addBaseTextureAt(resources[i].castToBaseTexture(), i);\n }\n else if (resources[i] instanceof Resource) {\n this.addResourceAt(resources[i], i);\n }\n else {\n this.addResourceAt(autoDetectResource(resources[i], options), i);\n }\n }\n };\n /** Destroy this BaseImageResource. */\n AbstractMultiResource.prototype.dispose = function () {\n for (var i = 0, len = this.length; i < len; i++) {\n this.items[i].destroy();\n }\n this.items = null;\n this.itemDirtyIds = null;\n this._load = null;\n };\n /**\n * Set a resource by ID\n * @param resource\n * @param index - Zero-based index of resource to set\n * @returns - Instance for chaining\n */\n AbstractMultiResource.prototype.addResourceAt = function (resource, index) {\n if (!this.items[index]) {\n throw new Error(\"Index \" + index + \" is out of bounds\");\n }\n // Inherit the first resource dimensions\n if (resource.valid && !this.valid) {\n this.resize(resource.width, resource.height);\n }\n this.items[index].setResource(resource);\n return this;\n };\n /**\n * Set the parent base texture.\n * @param baseTexture\n */\n AbstractMultiResource.prototype.bind = function (baseTexture) {\n if (this.baseTexture !== null) {\n throw new Error('Only one base texture per TextureArray is allowed');\n }\n _super.prototype.bind.call(this, baseTexture);\n for (var i = 0; i < this.length; i++) {\n this.items[i].parentTextureArray = baseTexture;\n this.items[i].on('update', baseTexture.update, baseTexture);\n }\n };\n /**\n * Unset the parent base texture.\n * @param baseTexture\n */\n AbstractMultiResource.prototype.unbind = function (baseTexture) {\n _super.prototype.unbind.call(this, baseTexture);\n for (var i = 0; i < this.length; i++) {\n this.items[i].parentTextureArray = null;\n this.items[i].off('update', baseTexture.update, baseTexture);\n }\n };\n /**\n * Load all the resources simultaneously\n * @returns - When load is resolved\n */\n AbstractMultiResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n var resources = this.items.map(function (item) { return item.resource; }).filter(function (item) { return item; });\n // TODO: also implement load part-by-part strategy\n var promises = resources.map(function (item) { return item.load(); });\n this._load = Promise.all(promises)\n .then(function () {\n var _a = _this.items[0], realWidth = _a.realWidth, realHeight = _a.realHeight;\n _this.resize(realWidth, realHeight);\n return Promise.resolve(_this);\n });\n return this._load;\n };\n return AbstractMultiResource;\n}(Resource));\n\n/**\n * A resource that contains a number of sources.\n * @memberof PIXI\n */\nvar ArrayResource = /** @class */ (function (_super) {\n __extends(ArrayResource, _super);\n /**\n * @param source - Number of items in array or the collection\n * of image URLs to use. Can also be resources, image elements, canvas, etc.\n * @param options - Options to apply to {@link PIXI.autoDetectResource}\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\n function ArrayResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n var urls;\n var length;\n if (Array.isArray(source)) {\n urls = source;\n length = source.length;\n }\n else {\n length = source;\n }\n _this = _super.call(this, length, { width: width, height: height }) || this;\n if (urls) {\n _this.initFromArray(urls, options);\n }\n return _this;\n }\n /**\n * Set a baseTexture by ID,\n * ArrayResource just takes resource from it, nothing more\n * @param baseTexture\n * @param index - Zero-based index of resource to set\n * @returns - Instance for chaining\n */\n ArrayResource.prototype.addBaseTextureAt = function (baseTexture, index) {\n if (baseTexture.resource) {\n this.addResourceAt(baseTexture.resource, index);\n }\n else {\n throw new Error('ArrayResource does not support RenderTexture');\n }\n return this;\n };\n /**\n * Add binding\n * @param baseTexture\n */\n ArrayResource.prototype.bind = function (baseTexture) {\n _super.prototype.bind.call(this, baseTexture);\n baseTexture.target = TARGETS.TEXTURE_2D_ARRAY;\n };\n /**\n * Upload the resources to the GPU.\n * @param renderer\n * @param texture\n * @param glTexture\n * @returns - whether texture was uploaded\n */\n ArrayResource.prototype.upload = function (renderer, texture, glTexture) {\n var _a = this, length = _a.length, itemDirtyIds = _a.itemDirtyIds, items = _a.items;\n var gl = renderer.gl;\n if (glTexture.dirtyId < 0) {\n gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, glTexture.internalFormat, this._width, this._height, length, 0, texture.format, glTexture.type, null);\n }\n for (var i = 0; i < length; i++) {\n var item = items[i];\n if (itemDirtyIds[i] < item.dirtyId) {\n itemDirtyIds[i] = item.dirtyId;\n if (item.valid) {\n gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, // xoffset\n 0, // yoffset\n i, // zoffset\n item.resource.width, item.resource.height, 1, texture.format, glTexture.type, item.resource.source);\n }\n }\n }\n return true;\n };\n return ArrayResource;\n}(AbstractMultiResource));\n\n/**\n * Base for all the image/canvas resources.\n * @memberof PIXI\n */\nvar BaseImageResource = /** @class */ (function (_super) {\n __extends(BaseImageResource, _super);\n /**\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} source\n */\n function BaseImageResource(source) {\n var _this = this;\n var sourceAny = source;\n var width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width;\n var height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height;\n _this = _super.call(this, width, height) || this;\n _this.source = source;\n _this.noSubImage = false;\n return _this;\n }\n /**\n * Set cross origin based detecting the url and the crossorigin\n * @param element - Element to apply crossOrigin\n * @param url - URL to check\n * @param crossorigin - Cross origin value to use\n */\n BaseImageResource.crossOrigin = function (element, url, crossorigin) {\n if (crossorigin === undefined && url.indexOf('data:') !== 0) {\n element.crossOrigin = determineCrossOrigin(url);\n }\n else if (crossorigin !== false) {\n element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous';\n }\n };\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] - (optional)\n * @returns - true is success\n */\n BaseImageResource.prototype.upload = function (renderer, baseTexture, glTexture, source) {\n var gl = renderer.gl;\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n source = source || this.source;\n if (source instanceof HTMLImageElement) {\n if (!source.complete || source.naturalWidth === 0) {\n return false;\n }\n }\n else if (source instanceof HTMLVideoElement) {\n if (source.readyState <= 1) {\n return false;\n }\n }\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n if (!this.noSubImage\n && baseTexture.target === gl.TEXTURE_2D\n && glTexture.width === width\n && glTexture.height === height) {\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, glTexture.type, source);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, baseTexture.format, glTexture.type, source);\n }\n return true;\n };\n /**\n * Checks if source width/height was changed, resize can cause extra baseTexture update.\n * Triggers one update in any case.\n */\n BaseImageResource.prototype.update = function () {\n if (this.destroyed) {\n return;\n }\n var source = this.source;\n var width = source.naturalWidth || source.videoWidth || source.width;\n var height = source.naturalHeight || source.videoHeight || source.height;\n this.resize(width, height);\n _super.prototype.update.call(this);\n };\n /** Destroy this {@link BaseImageResource} */\n BaseImageResource.prototype.dispose = function () {\n this.source = null;\n };\n return BaseImageResource;\n}(Resource));\n\n/**\n * @interface OffscreenCanvas\n */\n/**\n * Resource type for HTMLCanvasElement.\n * @memberof PIXI\n */\nvar CanvasResource = /** @class */ (function (_super) {\n __extends(CanvasResource, _super);\n /**\n * @param source - Canvas element to use\n */\n // eslint-disable-next-line @typescript-eslint/no-useless-constructor\n function CanvasResource(source) {\n return _super.call(this, source) || this;\n }\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is HTMLCanvasElement or OffscreenCanvas\n */\n CanvasResource.test = function (source) {\n var OffscreenCanvas = globalThis.OffscreenCanvas;\n // Check for browsers that don't yet support OffscreenCanvas\n if (OffscreenCanvas && source instanceof OffscreenCanvas) {\n return true;\n }\n return globalThis.HTMLCanvasElement && source instanceof HTMLCanvasElement;\n };\n return CanvasResource;\n}(BaseImageResource));\n\n/**\n * Resource for a CubeTexture which contains six resources.\n * @memberof PIXI\n */\nvar CubeResource = /** @class */ (function (_super) {\n __extends(CubeResource, _super);\n /**\n * @param {Array} [source] - Collection of URLs or resources\n * to use as the sides of the cube.\n * @param options - ImageResource options\n * @param {number} [options.width] - Width of resource\n * @param {number} [options.height] - Height of resource\n * @param {number} [options.autoLoad=true] - Whether to auto-load resources\n * @param {number} [options.linkBaseTexture=true] - In case BaseTextures are supplied,\n * whether to copy them or use\n */\n function CubeResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height, autoLoad = _a.autoLoad, linkBaseTexture = _a.linkBaseTexture;\n if (source && source.length !== CubeResource.SIDES) {\n throw new Error(\"Invalid length. Got \" + source.length + \", expected 6\");\n }\n _this = _super.call(this, 6, { width: width, height: height }) || this;\n for (var i = 0; i < CubeResource.SIDES; i++) {\n _this.items[i].target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + i;\n }\n _this.linkBaseTexture = linkBaseTexture !== false;\n if (source) {\n _this.initFromArray(source, options);\n }\n if (autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Add binding.\n * @param baseTexture - parent base texture\n */\n CubeResource.prototype.bind = function (baseTexture) {\n _super.prototype.bind.call(this, baseTexture);\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP;\n };\n CubeResource.prototype.addBaseTextureAt = function (baseTexture, index, linkBaseTexture) {\n if (!this.items[index]) {\n throw new Error(\"Index \" + index + \" is out of bounds\");\n }\n if (!this.linkBaseTexture\n || baseTexture.parentTextureArray\n || Object.keys(baseTexture._glTextures).length > 0) {\n // copy mode\n if (baseTexture.resource) {\n this.addResourceAt(baseTexture.resource, index);\n }\n else {\n throw new Error(\"CubeResource does not support copying of renderTexture.\");\n }\n }\n else {\n // link mode, the difficult one!\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + index;\n baseTexture.parentTextureArray = this.baseTexture;\n this.items[index] = baseTexture;\n }\n if (baseTexture.valid && !this.valid) {\n this.resize(baseTexture.realWidth, baseTexture.realHeight);\n }\n this.items[index] = baseTexture;\n return this;\n };\n /**\n * Upload the resource\n * @param renderer\n * @param _baseTexture\n * @param glTexture\n * @returns {boolean} true is success\n */\n CubeResource.prototype.upload = function (renderer, _baseTexture, glTexture) {\n var dirty = this.itemDirtyIds;\n for (var i = 0; i < CubeResource.SIDES; i++) {\n var side = this.items[i];\n if (dirty[i] < side.dirtyId || glTexture.dirtyId < _baseTexture.dirtyId) {\n if (side.valid && side.resource) {\n side.resource.upload(renderer, side, glTexture);\n dirty[i] = side.dirtyId;\n }\n else if (dirty[i] < -1) {\n // either item is not valid yet, either its a renderTexture\n // allocate the memory\n renderer.gl.texImage2D(side.target, 0, glTexture.internalFormat, _baseTexture.realWidth, _baseTexture.realHeight, 0, _baseTexture.format, glTexture.type, null);\n dirty[i] = -1;\n }\n }\n }\n return true;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is an array of 6 elements\n */\n CubeResource.test = function (source) {\n return Array.isArray(source) && source.length === CubeResource.SIDES;\n };\n /** Number of texture sides to store for CubeResources. */\n CubeResource.SIDES = 6;\n return CubeResource;\n}(AbstractMultiResource));\n\n/**\n * Resource type for HTMLImageElement.\n * @memberof PIXI\n */\nvar ImageResource = /** @class */ (function (_super) {\n __extends(ImageResource, _super);\n /**\n * @param source - image source or URL\n * @param options\n * @param {boolean} [options.autoLoad=true] - start loading process\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - whether its required to create\n * a bitmap before upload\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Premultiply image alpha in bitmap\n */\n function ImageResource(source, options) {\n var _this = this;\n options = options || {};\n if (!(source instanceof HTMLImageElement)) {\n var imageElement = new Image();\n BaseImageResource.crossOrigin(imageElement, source, options.crossorigin);\n imageElement.src = source;\n source = imageElement;\n }\n _this = _super.call(this, source) || this;\n // FireFox 68, and possibly other versions, seems like setting the HTMLImageElement#width and #height\n // to non-zero values before its loading completes if images are in a cache.\n // Because of this, need to set the `_width` and the `_height` to zero to avoid uploading incomplete images.\n // Please refer to the issue #5968 (https://github.com/pixijs/pixi.js/issues/5968).\n if (!source.complete && !!_this._width && !!_this._height) {\n _this._width = 0;\n _this._height = 0;\n }\n _this.url = source.src;\n _this._process = null;\n _this.preserveBitmap = false;\n _this.createBitmap = (options.createBitmap !== undefined\n ? options.createBitmap : settings.CREATE_IMAGE_BITMAP) && !!globalThis.createImageBitmap;\n _this.alphaMode = typeof options.alphaMode === 'number' ? options.alphaMode : null;\n _this.bitmap = null;\n _this._load = null;\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Returns a promise when image will be loaded and processed.\n * @param createBitmap - whether process image into bitmap\n */\n ImageResource.prototype.load = function (createBitmap) {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n if (createBitmap !== undefined) {\n this.createBitmap = createBitmap;\n }\n this._load = new Promise(function (resolve, reject) {\n var source = _this.source;\n _this.url = source.src;\n var completed = function () {\n if (_this.destroyed) {\n return;\n }\n source.onload = null;\n source.onerror = null;\n _this.resize(source.width, source.height);\n _this._load = null;\n if (_this.createBitmap) {\n resolve(_this.process());\n }\n else {\n resolve(_this);\n }\n };\n if (source.complete && source.src) {\n completed();\n }\n else {\n source.onload = completed;\n source.onerror = function (event) {\n // Avoids Promise freezing when resource broken\n reject(event);\n _this.onError.emit(event);\n };\n }\n });\n return this._load;\n };\n /**\n * Called when we need to convert image into BitmapImage.\n * Can be called multiple times, real promise is cached inside.\n * @returns - Cached promise to fill that bitmap\n */\n ImageResource.prototype.process = function () {\n var _this = this;\n var source = this.source;\n if (this._process !== null) {\n return this._process;\n }\n if (this.bitmap !== null || !globalThis.createImageBitmap) {\n return Promise.resolve(this);\n }\n var createImageBitmap = globalThis.createImageBitmap;\n var cors = !source.crossOrigin || source.crossOrigin === 'anonymous';\n this._process = fetch(source.src, {\n mode: cors ? 'cors' : 'no-cors'\n })\n .then(function (r) { return r.blob(); })\n .then(function (blob) { return createImageBitmap(blob, 0, 0, source.width, source.height, {\n premultiplyAlpha: _this.alphaMode === ALPHA_MODES.UNPACK ? 'premultiply' : 'none',\n }); })\n .then(function (bitmap) {\n if (_this.destroyed) {\n return Promise.reject();\n }\n _this.bitmap = bitmap;\n _this.update();\n _this._process = null;\n return Promise.resolve(_this);\n });\n return this._process;\n };\n /**\n * Upload the image resource to GPU.\n * @param renderer - Renderer to upload to\n * @param baseTexture - BaseTexture for this resource\n * @param glTexture - GLTexture to use\n * @returns {boolean} true is success\n */\n ImageResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n if (typeof this.alphaMode === 'number') {\n // bitmap stores unpack premultiply flag, we dont have to notify texImage2D about it\n baseTexture.alphaMode = this.alphaMode;\n }\n if (!this.createBitmap) {\n return _super.prototype.upload.call(this, renderer, baseTexture, glTexture);\n }\n if (!this.bitmap) {\n // yeah, ignore the output\n this.process();\n if (!this.bitmap) {\n return false;\n }\n }\n _super.prototype.upload.call(this, renderer, baseTexture, glTexture, this.bitmap);\n if (!this.preserveBitmap) {\n // checks if there are other renderers that possibly need this bitmap\n var flag = true;\n var glTextures = baseTexture._glTextures;\n for (var key in glTextures) {\n var otherTex = glTextures[key];\n if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId) {\n flag = false;\n break;\n }\n }\n if (flag) {\n if (this.bitmap.close) {\n this.bitmap.close();\n }\n this.bitmap = null;\n }\n }\n return true;\n };\n /** Destroys this resource. */\n ImageResource.prototype.dispose = function () {\n this.source.onload = null;\n this.source.onerror = null;\n _super.prototype.dispose.call(this);\n if (this.bitmap) {\n this.bitmap.close();\n this.bitmap = null;\n }\n this._process = null;\n this._load = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is string or HTMLImageElement\n */\n ImageResource.test = function (source) {\n return typeof source === 'string' || source instanceof HTMLImageElement;\n };\n return ImageResource;\n}(BaseImageResource));\n\n/**\n * Resource type for SVG elements and graphics.\n * @memberof PIXI\n */\nvar SVGResource = /** @class */ (function (_super) {\n __extends(SVGResource, _super);\n /**\n * @param sourceBase64 - Base64 encoded SVG element or URL for SVG file.\n * @param {object} [options] - Options to use\n * @param {number} [options.scale=1] - Scale to apply to SVG. Overridden by...\n * @param {number} [options.width] - Rasterize SVG this wide. Aspect ratio preserved if height not specified.\n * @param {number} [options.height] - Rasterize SVG this high. Aspect ratio preserved if width not specified.\n * @param {boolean} [options.autoLoad=true] - Start loading right away.\n */\n function SVGResource(sourceBase64, options) {\n var _this = this;\n options = options || {};\n _this = _super.call(this, document.createElement('canvas')) || this;\n _this._width = 0;\n _this._height = 0;\n _this.svg = sourceBase64;\n _this.scale = options.scale || 1;\n _this._overrideWidth = options.width;\n _this._overrideHeight = options.height;\n _this._resolve = null;\n _this._crossorigin = options.crossorigin;\n _this._load = null;\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n SVGResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n this._load = new Promise(function (resolve) {\n // Save this until after load is finished\n _this._resolve = function () {\n _this.resize(_this.source.width, _this.source.height);\n resolve(_this);\n };\n // Convert SVG inline string to data-uri\n if (SVGResource.SVG_XML.test(_this.svg.trim())) {\n if (!btoa) {\n throw new Error('Your browser doesn\\'t support base64 conversions.');\n }\n _this.svg = \"data:image/svg+xml;base64,\" + btoa(unescape(encodeURIComponent(_this.svg)));\n }\n _this._loadSvg();\n });\n return this._load;\n };\n /** Loads an SVG image from `imageUrl` or `data URL`. */\n SVGResource.prototype._loadSvg = function () {\n var _this = this;\n var tempImage = new Image();\n BaseImageResource.crossOrigin(tempImage, this.svg, this._crossorigin);\n tempImage.src = this.svg;\n tempImage.onerror = function (event) {\n if (!_this._resolve) {\n return;\n }\n tempImage.onerror = null;\n _this.onError.emit(event);\n };\n tempImage.onload = function () {\n if (!_this._resolve) {\n return;\n }\n var svgWidth = tempImage.width;\n var svgHeight = tempImage.height;\n if (!svgWidth || !svgHeight) {\n throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.');\n }\n // Set render size\n var width = svgWidth * _this.scale;\n var height = svgHeight * _this.scale;\n if (_this._overrideWidth || _this._overrideHeight) {\n width = _this._overrideWidth || _this._overrideHeight / svgHeight * svgWidth;\n height = _this._overrideHeight || _this._overrideWidth / svgWidth * svgHeight;\n }\n width = Math.round(width);\n height = Math.round(height);\n // Create a canvas element\n var canvas = _this.source;\n canvas.width = width;\n canvas.height = height;\n canvas._pixiId = \"canvas_\" + uid();\n // Draw the Svg to the canvas\n canvas\n .getContext('2d')\n .drawImage(tempImage, 0, 0, svgWidth, svgHeight, 0, 0, width, height);\n _this._resolve();\n _this._resolve = null;\n };\n };\n /**\n * Get size from an svg string using a regular expression.\n * @param svgString - a serialized svg element\n * @returns - image extension\n */\n SVGResource.getSize = function (svgString) {\n var sizeMatch = SVGResource.SVG_SIZE.exec(svgString);\n var size = {};\n if (sizeMatch) {\n size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3]));\n size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7]));\n }\n return size;\n };\n /** Destroys this texture. */\n SVGResource.prototype.dispose = function () {\n _super.prototype.dispose.call(this);\n this._resolve = null;\n this._crossorigin = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n * @returns {boolean} - If the source is a SVG source or data file\n */\n SVGResource.test = function (source, extension) {\n // url file extension is SVG\n return extension === 'svg'\n // source is SVG data-uri\n || (typeof source === 'string' && (/^data:image\\/svg\\+xml(;(charset=utf8|utf8))?;base64/).test(source))\n // source is SVG inline\n || (typeof source === 'string' && SVGResource.SVG_XML.test(source));\n };\n /**\n * Regular expression for SVG XML document.\n * @example <?xml version=\"1.0\" encoding=\"utf-8\" ?><!-- image/svg --><svg\n * @readonly\n */\n SVGResource.SVG_XML = /^(<\\?xml[^?]+\\?>)?\\s*()]*-->)?\\s*\\]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*>/i; // eslint-disable-line max-len\n return SVGResource;\n}(BaseImageResource));\n\n/**\n * Resource type for {@code HTMLVideoElement}.\n * @memberof PIXI\n */\nvar VideoResource = /** @class */ (function (_super) {\n __extends(VideoResource, _super);\n /**\n * @param {HTMLVideoElement|object|string|Array} source - Video element to use.\n * @param {object} [options] - Options to use\n * @param {boolean} [options.autoLoad=true] - Start loading the video immediately\n * @param {boolean} [options.autoPlay=true] - Start playing video immediately\n * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video.\n * Leave at 0 to update at every render.\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n */\n function VideoResource(source, options) {\n var _this = this;\n options = options || {};\n if (!(source instanceof HTMLVideoElement)) {\n var videoElement = document.createElement('video');\n // workaround for https://github.com/pixijs/pixi.js/issues/5996\n videoElement.setAttribute('preload', 'auto');\n videoElement.setAttribute('webkit-playsinline', '');\n videoElement.setAttribute('playsinline', '');\n if (typeof source === 'string') {\n source = [source];\n }\n var firstSrc = source[0].src || source[0];\n BaseImageResource.crossOrigin(videoElement, firstSrc, options.crossorigin);\n // array of objects or strings\n for (var i = 0; i < source.length; ++i) {\n var sourceElement = document.createElement('source');\n var _a = source[i], src = _a.src, mime = _a.mime;\n src = src || source[i];\n var baseSrc = src.split('?').shift().toLowerCase();\n var ext = baseSrc.slice(baseSrc.lastIndexOf('.') + 1);\n mime = mime || VideoResource.MIME_TYPES[ext] || \"video/\" + ext;\n sourceElement.src = src;\n sourceElement.type = mime;\n videoElement.appendChild(sourceElement);\n }\n // Override the source\n source = videoElement;\n }\n _this = _super.call(this, source) || this;\n _this.noSubImage = true;\n _this._autoUpdate = true;\n _this._isConnectedToTicker = false;\n _this._updateFPS = options.updateFPS || 0;\n _this._msToNextUpdate = 0;\n _this.autoPlay = options.autoPlay !== false;\n _this._load = null;\n _this._resolve = null;\n // Bind for listeners\n _this._onCanPlay = _this._onCanPlay.bind(_this);\n _this._onError = _this._onError.bind(_this);\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Trigger updating of the texture.\n * @param _deltaTime - time delta since last tick\n */\n VideoResource.prototype.update = function (_deltaTime) {\n if (!this.destroyed) {\n // account for if video has had its playbackRate changed\n var elapsedMS = Ticker.shared.elapsedMS * this.source.playbackRate;\n this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS);\n if (!this._updateFPS || this._msToNextUpdate <= 0) {\n _super.prototype.update.call(this);\n this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0;\n }\n }\n };\n /**\n * Start preloading the video resource.\n * @returns {Promise} Handle the validate event\n */\n VideoResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n var source = this.source;\n if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA)\n && source.width && source.height) {\n source.complete = true;\n }\n source.addEventListener('play', this._onPlayStart.bind(this));\n source.addEventListener('pause', this._onPlayStop.bind(this));\n if (!this._isSourceReady()) {\n source.addEventListener('canplay', this._onCanPlay);\n source.addEventListener('canplaythrough', this._onCanPlay);\n source.addEventListener('error', this._onError, true);\n }\n else {\n this._onCanPlay();\n }\n this._load = new Promise(function (resolve) {\n if (_this.valid) {\n resolve(_this);\n }\n else {\n _this._resolve = resolve;\n source.load();\n }\n });\n return this._load;\n };\n /**\n * Handle video error events.\n * @param event\n */\n VideoResource.prototype._onError = function (event) {\n this.source.removeEventListener('error', this._onError, true);\n this.onError.emit(event);\n };\n /**\n * Returns true if the underlying source is playing.\n * @returns - True if playing.\n */\n VideoResource.prototype._isSourcePlaying = function () {\n var source = this.source;\n return (source.currentTime > 0 && source.paused === false && source.ended === false && source.readyState > 2);\n };\n /**\n * Returns true if the underlying source is ready for playing.\n * @returns - True if ready.\n */\n VideoResource.prototype._isSourceReady = function () {\n var source = this.source;\n return source.readyState === 3 || source.readyState === 4;\n };\n /** Runs the update loop when the video is ready to play. */\n VideoResource.prototype._onPlayStart = function () {\n // Just in case the video has not received its can play even yet..\n if (!this.valid) {\n this._onCanPlay();\n }\n if (this.autoUpdate && !this._isConnectedToTicker) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n };\n /** Fired when a pause event is triggered, stops the update loop. */\n VideoResource.prototype._onPlayStop = function () {\n if (this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n };\n /** Fired when the video is loaded and ready to play. */\n VideoResource.prototype._onCanPlay = function () {\n var source = this.source;\n source.removeEventListener('canplay', this._onCanPlay);\n source.removeEventListener('canplaythrough', this._onCanPlay);\n var valid = this.valid;\n this.resize(source.videoWidth, source.videoHeight);\n // prevent multiple loaded dispatches..\n if (!valid && this._resolve) {\n this._resolve(this);\n this._resolve = null;\n }\n if (this._isSourcePlaying()) {\n this._onPlayStart();\n }\n else if (this.autoPlay) {\n source.play();\n }\n };\n /** Destroys this texture. */\n VideoResource.prototype.dispose = function () {\n if (this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n var source = this.source;\n if (source) {\n source.removeEventListener('error', this._onError, true);\n source.pause();\n source.src = '';\n source.load();\n }\n _super.prototype.dispose.call(this);\n };\n Object.defineProperty(VideoResource.prototype, \"autoUpdate\", {\n /** Should the base texture automatically update itself, set to true by default. */\n get: function () {\n return this._autoUpdate;\n },\n set: function (value) {\n if (value !== this._autoUpdate) {\n this._autoUpdate = value;\n if (!this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying()) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(VideoResource.prototype, \"updateFPS\", {\n /**\n * How many times a second to update the texture from the video. Leave at 0 to update at every render.\n * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient.\n */\n get: function () {\n return this._updateFPS;\n },\n set: function (value) {\n if (value !== this._updateFPS) {\n this._updateFPS = value;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n * @returns {boolean} `true` if video source\n */\n VideoResource.test = function (source, extension) {\n return (globalThis.HTMLVideoElement && source instanceof HTMLVideoElement)\n || VideoResource.TYPES.indexOf(extension) > -1;\n };\n /**\n * List of common video file extensions supported by VideoResource.\n * @readonly\n */\n VideoResource.TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov'];\n /**\n * Map of video MIME types that can't be directly derived from file extensions.\n * @readonly\n */\n VideoResource.MIME_TYPES = {\n ogv: 'video/ogg',\n mov: 'video/quicktime',\n m4v: 'video/mp4',\n };\n return VideoResource;\n}(BaseImageResource));\n\n/**\n * Resource type for ImageBitmap.\n * @memberof PIXI\n */\nvar ImageBitmapResource = /** @class */ (function (_super) {\n __extends(ImageBitmapResource, _super);\n /**\n * @param source - Image element to use\n */\n // eslint-disable-next-line @typescript-eslint/no-useless-constructor\n function ImageBitmapResource(source) {\n return _super.call(this, source) || this;\n }\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is an ImageBitmap\n */\n ImageBitmapResource.test = function (source) {\n return !!globalThis.createImageBitmap && typeof ImageBitmap !== 'undefined' && source instanceof ImageBitmap;\n };\n return ImageBitmapResource;\n}(BaseImageResource));\n\nINSTALLED.push(ImageResource, ImageBitmapResource, CanvasResource, VideoResource, SVGResource, BufferResource, CubeResource, ArrayResource);\n\nvar _resources = {\n __proto__: null,\n Resource: Resource,\n BaseImageResource: BaseImageResource,\n INSTALLED: INSTALLED,\n autoDetectResource: autoDetectResource,\n AbstractMultiResource: AbstractMultiResource,\n ArrayResource: ArrayResource,\n BufferResource: BufferResource,\n CanvasResource: CanvasResource,\n CubeResource: CubeResource,\n ImageResource: ImageResource,\n SVGResource: SVGResource,\n VideoResource: VideoResource,\n ImageBitmapResource: ImageBitmapResource\n};\n\n/**\n * Resource type for DepthTexture.\n * @memberof PIXI\n */\nvar DepthResource = /** @class */ (function (_super) {\n __extends(DepthResource, _super);\n function DepthResource() {\n return _super !== null && _super.apply(this, arguments) || this;\n }\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture - glTexture\n * @returns - true is success\n */\n DepthResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n var gl = renderer.gl;\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n if (glTexture.width === width && glTexture.height === height) {\n gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data);\n }\n return true;\n };\n return DepthResource;\n}(BufferResource));\n\n/**\n * A framebuffer can be used to render contents off of the screen. {@link PIXI.BaseRenderTexture} uses\n * one internally to render into itself. You can attach a depth or stencil buffer to a framebuffer.\n *\n * On WebGL 2 machines, shaders can output to multiple textures simultaneously with GLSL 300 ES.\n * @memberof PIXI\n */\nvar Framebuffer = /** @class */ (function () {\n /**\n * @param width - Width of the frame buffer\n * @param height - Height of the frame buffer\n */\n function Framebuffer(width, height) {\n this.width = Math.round(width || 100);\n this.height = Math.round(height || 100);\n this.stencil = false;\n this.depth = false;\n this.dirtyId = 0;\n this.dirtyFormat = 0;\n this.dirtySize = 0;\n this.depthTexture = null;\n this.colorTextures = [];\n this.glFramebuffers = {};\n this.disposeRunner = new Runner('disposeFramebuffer');\n this.multisample = MSAA_QUALITY.NONE;\n }\n Object.defineProperty(Framebuffer.prototype, \"colorTexture\", {\n /**\n * Reference to the colorTexture.\n * @readonly\n */\n get: function () {\n return this.colorTextures[0];\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Add texture to the colorTexture array.\n * @param index - Index of the array to add the texture to\n * @param texture - Texture to add to the array\n */\n Framebuffer.prototype.addColorTexture = function (index, texture) {\n if (index === void 0) { index = 0; }\n // TODO add some validation to the texture - same width / height etc?\n this.colorTextures[index] = texture || new BaseTexture(null, {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n mipmap: MIPMAP_MODES.OFF,\n width: this.width,\n height: this.height,\n });\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /**\n * Add a depth texture to the frame buffer.\n * @param texture - Texture to add.\n */\n Framebuffer.prototype.addDepthTexture = function (texture) {\n /* eslint-disable max-len */\n this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n width: this.width,\n height: this.height,\n mipmap: MIPMAP_MODES.OFF,\n format: FORMATS.DEPTH_COMPONENT,\n type: TYPES.UNSIGNED_SHORT,\n });\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /** Enable depth on the frame buffer. */\n Framebuffer.prototype.enableDepth = function () {\n this.depth = true;\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /** Enable stencil on the frame buffer. */\n Framebuffer.prototype.enableStencil = function () {\n this.stencil = true;\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /**\n * Resize the frame buffer\n * @param width - Width of the frame buffer to resize to\n * @param height - Height of the frame buffer to resize to\n */\n Framebuffer.prototype.resize = function (width, height) {\n width = Math.round(width);\n height = Math.round(height);\n if (width === this.width && height === this.height)\n { return; }\n this.width = width;\n this.height = height;\n this.dirtyId++;\n this.dirtySize++;\n for (var i = 0; i < this.colorTextures.length; i++) {\n var texture = this.colorTextures[i];\n var resolution = texture.resolution;\n // take into account the fact the texture may have a different resolution..\n texture.setSize(width / resolution, height / resolution);\n }\n if (this.depthTexture) {\n var resolution = this.depthTexture.resolution;\n this.depthTexture.setSize(width / resolution, height / resolution);\n }\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Framebuffer.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys and removes the depth texture added to this framebuffer. */\n Framebuffer.prototype.destroyDepthTexture = function () {\n if (this.depthTexture) {\n this.depthTexture.destroy();\n this.depthTexture = null;\n ++this.dirtyId;\n ++this.dirtyFormat;\n }\n };\n return Framebuffer;\n}());\n\n/**\n * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position\n * and rotation of the given Display Objects is ignored. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, {renderTexture});\n * ```\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n *\n * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture\n * ```\n * @memberof PIXI\n */\nvar BaseRenderTexture = /** @class */ (function (_super) {\n __extends(BaseRenderTexture, _super);\n /**\n * @param options\n * @param {number} [options.width=100] - The width of the base render texture.\n * @param {number} [options.height=100] - The height of the base render texture.\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES}\n * for possible values.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio\n * of the texture being generated.\n * @param {PIXI.MSAA_QUALITY} [options.multisample=PIXI.MSAA_QUALITY.NONE] - The number of samples of the frame buffer.\n */\n function BaseRenderTexture(options) {\n if (options === void 0) { options = {}; }\n var _this = this;\n if (typeof options === 'number') {\n /* eslint-disable prefer-rest-params */\n // Backward compatibility of signature\n var width = arguments[0];\n var height = arguments[1];\n var scaleMode = arguments[2];\n var resolution = arguments[3];\n options = { width: width, height: height, scaleMode: scaleMode, resolution: resolution };\n /* eslint-enable prefer-rest-params */\n }\n options.width = options.width || 100;\n options.height = options.height || 100;\n options.multisample = options.multisample !== undefined ? options.multisample : MSAA_QUALITY.NONE;\n _this = _super.call(this, null, options) || this;\n // Set defaults\n _this.mipmap = MIPMAP_MODES.OFF;\n _this.valid = true;\n _this.clearColor = [0, 0, 0, 0];\n _this.framebuffer = new Framebuffer(_this.realWidth, _this.realHeight)\n .addColorTexture(0, _this);\n _this.framebuffer.multisample = options.multisample;\n // TODO - could this be added the systems?\n _this.maskStack = [];\n _this.filterStack = [{}];\n return _this;\n }\n /**\n * Resizes the BaseRenderTexture.\n * @param desiredWidth - The desired width to resize to.\n * @param desiredHeight - The desired height to resize to.\n */\n BaseRenderTexture.prototype.resize = function (desiredWidth, desiredHeight) {\n this.framebuffer.resize(desiredWidth * this.resolution, desiredHeight * this.resolution);\n this.setRealSize(this.framebuffer.width, this.framebuffer.height);\n };\n /**\n * Frees the texture and framebuffer from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n * @fires PIXI.BaseTexture#dispose\n */\n BaseRenderTexture.prototype.dispose = function () {\n this.framebuffer.dispose();\n _super.prototype.dispose.call(this);\n };\n /** Destroys this texture. */\n BaseRenderTexture.prototype.destroy = function () {\n _super.prototype.destroy.call(this);\n this.framebuffer.destroyDepthTexture();\n this.framebuffer = null;\n };\n return BaseRenderTexture;\n}(BaseTexture));\n\n/**\n * Stores a texture's frame in UV coordinates, in\n * which everything lies in the rectangle `[(0,0), (1,0),\n * (1,1), (0,1)]`.\n *\n * | Corner | Coordinates |\n * |--------------|-------------|\n * | Top-Left | `(x0,y0)` |\n * | Top-Right | `(x1,y1)` |\n * | Bottom-Right | `(x2,y2)` |\n * | Bottom-Left | `(x3,y3)` |\n * @protected\n * @memberof PIXI\n */\nvar TextureUvs = /** @class */ (function () {\n function TextureUvs() {\n this.x0 = 0;\n this.y0 = 0;\n this.x1 = 1;\n this.y1 = 0;\n this.x2 = 1;\n this.y2 = 1;\n this.x3 = 0;\n this.y3 = 1;\n this.uvsFloat32 = new Float32Array(8);\n }\n /**\n * Sets the texture Uvs based on the given frame information.\n * @protected\n * @param frame - The frame of the texture\n * @param baseFrame - The base frame of the texture\n * @param rotate - Rotation of frame, see {@link PIXI.groupD8}\n */\n TextureUvs.prototype.set = function (frame, baseFrame, rotate) {\n var tw = baseFrame.width;\n var th = baseFrame.height;\n if (rotate) {\n // width and height div 2 div baseFrame size\n var w2 = frame.width / 2 / tw;\n var h2 = frame.height / 2 / th;\n // coordinates of center\n var cX = (frame.x / tw) + w2;\n var cY = (frame.y / th) + h2;\n rotate = groupD8.add(rotate, groupD8.NW); // NW is top-left corner\n this.x0 = cX + (w2 * groupD8.uX(rotate));\n this.y0 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2); // rotate 90 degrees clockwise\n this.x1 = cX + (w2 * groupD8.uX(rotate));\n this.y1 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2);\n this.x2 = cX + (w2 * groupD8.uX(rotate));\n this.y2 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2);\n this.x3 = cX + (w2 * groupD8.uX(rotate));\n this.y3 = cY + (h2 * groupD8.uY(rotate));\n }\n else {\n this.x0 = frame.x / tw;\n this.y0 = frame.y / th;\n this.x1 = (frame.x + frame.width) / tw;\n this.y1 = frame.y / th;\n this.x2 = (frame.x + frame.width) / tw;\n this.y2 = (frame.y + frame.height) / th;\n this.x3 = frame.x / tw;\n this.y3 = (frame.y + frame.height) / th;\n }\n this.uvsFloat32[0] = this.x0;\n this.uvsFloat32[1] = this.y0;\n this.uvsFloat32[2] = this.x1;\n this.uvsFloat32[3] = this.y1;\n this.uvsFloat32[4] = this.x2;\n this.uvsFloat32[5] = this.y2;\n this.uvsFloat32[6] = this.x3;\n this.uvsFloat32[7] = this.y3;\n };\n TextureUvs.prototype.toString = function () {\n return \"[@pixi/core:TextureUvs \"\n + (\"x0=\" + this.x0 + \" y0=\" + this.y0 + \" \")\n + (\"x1=\" + this.x1 + \" y1=\" + this.y1 + \" x2=\" + this.x2 + \" \")\n + (\"y2=\" + this.y2 + \" x3=\" + this.x3 + \" y3=\" + this.y3)\n + \"]\";\n };\n return TextureUvs;\n}());\n\nvar DEFAULT_UVS = new TextureUvs();\n/**\n * Used to remove listeners from WHITE and EMPTY Textures\n * @ignore\n */\nfunction removeAllHandlers(tex) {\n tex.destroy = function _emptyDestroy() { };\n tex.on = function _emptyOn() { };\n tex.once = function _emptyOnce() { };\n tex.emit = function _emptyEmit() { };\n}\n/**\n * A texture stores the information that represents an image or part of an image.\n *\n * It cannot be added to the display list directly; instead use it as the texture for a Sprite.\n * If no frame is provided for a texture, then the whole image is used.\n *\n * You can directly create a texture from an image and then reuse it multiple times like this :\n *\n * ```js\n * let texture = PIXI.Texture.from('assets/image.png');\n * let sprite1 = new PIXI.Sprite(texture);\n * let sprite2 = new PIXI.Sprite(texture);\n * ```\n *\n * If you didnt pass the texture frame to constructor, it enables `noFrame` mode:\n * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture.\n *\n * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing.\n * You can check for this by checking the sprite's _textureID property.\n * ```js\n * var texture = PIXI.Texture.from('assets/image.svg');\n * var sprite1 = new PIXI.Sprite(texture);\n * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file\n * ```\n * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068.\n * @memberof PIXI\n * @typeParam R - The BaseTexture's Resource type.\n */\nvar Texture = /** @class */ (function (_super) {\n __extends(Texture, _super);\n /**\n * @param baseTexture - The base texture source to create the texture from\n * @param frame - The rectangle frame of the texture to show\n * @param orig - The area of original texture\n * @param trim - Trimmed rectangle of original texture\n * @param rotate - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8}\n * @param anchor - Default anchor point used for sprite placement / rotation\n */\n function Texture(baseTexture, frame, orig, trim, rotate, anchor) {\n var _this = _super.call(this) || this;\n _this.noFrame = false;\n if (!frame) {\n _this.noFrame = true;\n frame = new Rectangle(0, 0, 1, 1);\n }\n if (baseTexture instanceof Texture) {\n baseTexture = baseTexture.baseTexture;\n }\n _this.baseTexture = baseTexture;\n _this._frame = frame;\n _this.trim = trim;\n _this.valid = false;\n _this._uvs = DEFAULT_UVS;\n _this.uvMatrix = null;\n _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1);\n _this._rotate = Number(rotate || 0);\n if (rotate === true) {\n // this is old texturepacker legacy, some games/libraries are passing \"true\" for rotated textures\n _this._rotate = 2;\n }\n else if (_this._rotate % 2 !== 0) {\n throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually');\n }\n _this.defaultAnchor = anchor ? new Point(anchor.x, anchor.y) : new Point(0, 0);\n _this._updateID = 0;\n _this.textureCacheIds = [];\n if (!baseTexture.valid) {\n baseTexture.once('loaded', _this.onBaseTextureUpdated, _this);\n }\n else if (_this.noFrame) {\n // if there is no frame we should monitor for any base texture changes..\n if (baseTexture.valid) {\n _this.onBaseTextureUpdated(baseTexture);\n }\n }\n else {\n _this.frame = frame;\n }\n if (_this.noFrame) {\n baseTexture.on('update', _this.onBaseTextureUpdated, _this);\n }\n return _this;\n }\n /**\n * Updates this texture on the gpu.\n *\n * Calls the TextureResource update.\n *\n * If you adjusted `frame` manually, please call `updateUvs()` instead.\n */\n Texture.prototype.update = function () {\n if (this.baseTexture.resource) {\n this.baseTexture.resource.update();\n }\n };\n /**\n * Called when the base texture is updated\n * @protected\n * @param baseTexture - The base texture.\n */\n Texture.prototype.onBaseTextureUpdated = function (baseTexture) {\n if (this.noFrame) {\n if (!this.baseTexture.valid) {\n return;\n }\n this._frame.width = baseTexture.width;\n this._frame.height = baseTexture.height;\n this.valid = true;\n this.updateUvs();\n }\n else {\n // TODO this code looks confusing.. boo to abusing getters and setters!\n // if user gave us frame that has bigger size than resized texture it can be a problem\n this.frame = this._frame;\n }\n this.emit('update', this);\n };\n /**\n * Destroys this texture\n * @param [destroyBase=false] - Whether to destroy the base texture as well\n */\n Texture.prototype.destroy = function (destroyBase) {\n if (this.baseTexture) {\n if (destroyBase) {\n var resource = this.baseTexture.resource;\n // delete the texture if it exists in the texture cache..\n // this only needs to be removed if the base texture is actually destroyed too..\n if (resource && resource.url && TextureCache[resource.url]) {\n Texture.removeFromCache(resource.url);\n }\n this.baseTexture.destroy();\n }\n this.baseTexture.off('loaded', this.onBaseTextureUpdated, this);\n this.baseTexture.off('update', this.onBaseTextureUpdated, this);\n this.baseTexture = null;\n }\n this._frame = null;\n this._uvs = null;\n this.trim = null;\n this.orig = null;\n this.valid = false;\n Texture.removeFromCache(this);\n this.textureCacheIds = null;\n };\n /**\n * Creates a new texture object that acts the same as this one.\n * @returns - The new texture\n */\n Texture.prototype.clone = function () {\n var clonedFrame = this._frame.clone();\n var clonedOrig = this._frame === this.orig ? clonedFrame : this.orig.clone();\n var clonedTexture = new Texture(this.baseTexture, !this.noFrame && clonedFrame, clonedOrig, this.trim && this.trim.clone(), this.rotate, this.defaultAnchor);\n if (this.noFrame) {\n clonedTexture._frame = clonedFrame;\n }\n return clonedTexture;\n };\n /**\n * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture.\n * Call it after changing the frame\n */\n Texture.prototype.updateUvs = function () {\n if (this._uvs === DEFAULT_UVS) {\n this._uvs = new TextureUvs();\n }\n this._uvs.set(this._frame, this.baseTexture, this.rotate);\n this._updateID++;\n };\n /**\n * Helper function that creates a new Texture based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n * @param {string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source -\n * Source or array of sources to create texture from\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id\n * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}.\n * @returns {PIXI.Texture} The newly created texture\n */\n Texture.from = function (source, options, strict) {\n if (options === void 0) { options = {}; }\n if (strict === void 0) { strict = settings.STRICT_TEXTURE_CACHE; }\n var isFrame = typeof source === 'string';\n var cacheId = null;\n if (isFrame) {\n cacheId = source;\n }\n else if (source instanceof BaseTexture) {\n if (!source.cacheId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source.cacheId = prefix + \"-\" + uid();\n BaseTexture.addToCache(source, source.cacheId);\n }\n cacheId = source.cacheId;\n }\n else {\n if (!source._pixiId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source._pixiId = prefix + \"_\" + uid();\n }\n cacheId = source._pixiId;\n }\n var texture = TextureCache[cacheId];\n // Strict-mode rejects invalid cacheIds\n if (isFrame && strict && !texture) {\n throw new Error(\"The cacheId \\\"\" + cacheId + \"\\\" does not exist in TextureCache.\");\n }\n if (!texture && !(source instanceof BaseTexture)) {\n if (!options.resolution) {\n options.resolution = getResolutionOfUrl(source);\n }\n texture = new Texture(new BaseTexture(source, options));\n texture.baseTexture.cacheId = cacheId;\n BaseTexture.addToCache(texture.baseTexture, cacheId);\n Texture.addToCache(texture, cacheId);\n }\n else if (!texture && (source instanceof BaseTexture)) {\n texture = new Texture(source);\n Texture.addToCache(texture, cacheId);\n }\n // lets assume its a base texture!\n return texture;\n };\n /**\n * Useful for loading textures via URLs. Use instead of `Texture.from` because\n * it does a better job of handling failed URLs more effectively. This also ignores\n * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images.\n * @param url - The remote URL or array of URLs to load.\n * @param options - Optional options to include\n * @returns - A Promise that resolves to a Texture.\n */\n Texture.fromURL = function (url, options) {\n var resourceOptions = Object.assign({ autoLoad: false }, options === null || options === void 0 ? void 0 : options.resourceOptions);\n var texture = Texture.from(url, Object.assign({ resourceOptions: resourceOptions }, options), false);\n var resource = texture.baseTexture.resource;\n // The texture was already loaded\n if (texture.baseTexture.valid) {\n return Promise.resolve(texture);\n }\n // Manually load the texture, this should allow users to handle load errors\n return resource.load().then(function () { return Promise.resolve(texture); });\n };\n /**\n * Create a new Texture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param width - Width of the resource\n * @param height - Height of the resource\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @returns - The resulting new BaseTexture\n */\n Texture.fromBuffer = function (buffer, width, height, options) {\n return new Texture(BaseTexture.fromBuffer(buffer, width, height, options));\n };\n /**\n * Create a texture from a source and add to the cache.\n * @param {HTMLImageElement|HTMLCanvasElement|string} source - The input source.\n * @param imageUrl - File name of texture, for cache and resolving resolution.\n * @param name - Human readable name for the texture cache. If no name is\n * specified, only `imageUrl` will be used as the cache ID.\n * @param options\n * @returns - Output texture\n */\n Texture.fromLoader = function (source, imageUrl, name, options) {\n var baseTexture = new BaseTexture(source, Object.assign({\n scaleMode: settings.SCALE_MODE,\n resolution: getResolutionOfUrl(imageUrl),\n }, options));\n var resource = baseTexture.resource;\n if (resource instanceof ImageResource) {\n resource.url = imageUrl;\n }\n var texture = new Texture(baseTexture);\n // No name, use imageUrl instead\n if (!name) {\n name = imageUrl;\n }\n // lets also add the frame to pixi's global cache for 'fromLoader' function\n BaseTexture.addToCache(texture.baseTexture, name);\n Texture.addToCache(texture, name);\n // also add references by url if they are different.\n if (name !== imageUrl) {\n BaseTexture.addToCache(texture.baseTexture, imageUrl);\n Texture.addToCache(texture, imageUrl);\n }\n // Generally images are valid right away\n if (texture.baseTexture.valid) {\n return Promise.resolve(texture);\n }\n // SVG assets need to be parsed async, let's wait\n return new Promise(function (resolve) {\n texture.baseTexture.once('loaded', function () { return resolve(texture); });\n });\n };\n /**\n * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object.\n * @param texture - The Texture to add to the cache.\n * @param id - The id that the Texture will be stored against.\n */\n Texture.addToCache = function (texture, id) {\n if (id) {\n if (texture.textureCacheIds.indexOf(id) === -1) {\n texture.textureCacheIds.push(id);\n }\n if (TextureCache[id]) {\n // eslint-disable-next-line no-console\n console.warn(\"Texture added to the cache with an id [\" + id + \"] that already had an entry\");\n }\n TextureCache[id] = texture;\n }\n };\n /**\n * Remove a Texture from the global TextureCache.\n * @param texture - id of a Texture to be removed, or a Texture instance itself\n * @returns - The Texture that was removed\n */\n Texture.removeFromCache = function (texture) {\n if (typeof texture === 'string') {\n var textureFromCache = TextureCache[texture];\n if (textureFromCache) {\n var index = textureFromCache.textureCacheIds.indexOf(texture);\n if (index > -1) {\n textureFromCache.textureCacheIds.splice(index, 1);\n }\n delete TextureCache[texture];\n return textureFromCache;\n }\n }\n else if (texture && texture.textureCacheIds) {\n for (var i = 0; i < texture.textureCacheIds.length; ++i) {\n // Check that texture matches the one being passed in before deleting it from the cache.\n if (TextureCache[texture.textureCacheIds[i]] === texture) {\n delete TextureCache[texture.textureCacheIds[i]];\n }\n }\n texture.textureCacheIds.length = 0;\n return texture;\n }\n return null;\n };\n Object.defineProperty(Texture.prototype, \"resolution\", {\n /**\n * Returns resolution of baseTexture\n * @readonly\n */\n get: function () {\n return this.baseTexture.resolution;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"frame\", {\n /**\n * The frame specifies the region of the base texture that this texture uses.\n * Please call `updateUvs()` after you change coordinates of `frame` manually.\n */\n get: function () {\n return this._frame;\n },\n set: function (frame) {\n this._frame = frame;\n this.noFrame = false;\n var x = frame.x, y = frame.y, width = frame.width, height = frame.height;\n var xNotFit = x + width > this.baseTexture.width;\n var yNotFit = y + height > this.baseTexture.height;\n if (xNotFit || yNotFit) {\n var relationship = xNotFit && yNotFit ? 'and' : 'or';\n var errorX = \"X: \" + x + \" + \" + width + \" = \" + (x + width) + \" > \" + this.baseTexture.width;\n var errorY = \"Y: \" + y + \" + \" + height + \" = \" + (y + height) + \" > \" + this.baseTexture.height;\n throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: '\n + (errorX + \" \" + relationship + \" \" + errorY));\n }\n this.valid = width && height && this.baseTexture.valid;\n if (!this.trim && !this.rotate) {\n this.orig = frame;\n }\n if (this.valid) {\n this.updateUvs();\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"rotate\", {\n /**\n * Indicates whether the texture is rotated inside the atlas\n * set to 2 to compensate for texture packer rotation\n * set to 6 to compensate for spine packer rotation\n * can be used to rotate or mirror sprites\n * See {@link PIXI.groupD8} for explanation\n */\n get: function () {\n return this._rotate;\n },\n set: function (rotate) {\n this._rotate = rotate;\n if (this.valid) {\n this.updateUvs();\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"width\", {\n /** The width of the Texture in pixels. */\n get: function () {\n return this.orig.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"height\", {\n /** The height of the Texture in pixels. */\n get: function () {\n return this.orig.height;\n },\n enumerable: false,\n configurable: true\n });\n /** Utility function for BaseTexture|Texture cast. */\n Texture.prototype.castToBaseTexture = function () {\n return this.baseTexture;\n };\n Object.defineProperty(Texture, \"EMPTY\", {\n /** An empty texture, used often to not have to create multiple empty textures. Can not be destroyed. */\n get: function () {\n if (!Texture._EMPTY) {\n Texture._EMPTY = new Texture(new BaseTexture());\n removeAllHandlers(Texture._EMPTY);\n removeAllHandlers(Texture._EMPTY.baseTexture);\n }\n return Texture._EMPTY;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture, \"WHITE\", {\n /** A white texture of 16x16 size, used for graphics and other things Can not be destroyed. */\n get: function () {\n if (!Texture._WHITE) {\n var canvas = settings.ADAPTER.createCanvas(16, 16);\n var context = canvas.getContext('2d');\n canvas.width = 16;\n canvas.height = 16;\n context.fillStyle = 'white';\n context.fillRect(0, 0, 16, 16);\n Texture._WHITE = new Texture(BaseTexture.from(canvas));\n removeAllHandlers(Texture._WHITE);\n removeAllHandlers(Texture._WHITE.baseTexture);\n }\n return Texture._WHITE;\n },\n enumerable: false,\n configurable: true\n });\n return Texture;\n}(EventEmitter));\n\n/**\n * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * __Hint-2__: The actual memory allocation will happen on first render.\n * You shouldn't create renderTextures each frame just to delete them after, try to reuse them.\n *\n * A RenderTexture takes a snapshot of any Display Object given to its render method. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let renderTexture = PIXI.RenderTexture.create({ width: 800, height: 600 });\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, {renderTexture});\n * ```\n * Note that you should not create a new renderer, but reuse the same one as the rest of the application.\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let renderTexture = new PIXI.RenderTexture.create({ width: 100, height: 100 });\n *\n * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture\n * ```\n * @memberof PIXI\n */\nvar RenderTexture = /** @class */ (function (_super) {\n __extends(RenderTexture, _super);\n /**\n * @param baseRenderTexture - The base texture object that this texture uses.\n * @param frame - The rectangle frame of the texture to show.\n */\n function RenderTexture(baseRenderTexture, frame) {\n var _this = _super.call(this, baseRenderTexture, frame) || this;\n _this.valid = true;\n _this.filterFrame = null;\n _this.filterPoolKey = null;\n _this.updateUvs();\n return _this;\n }\n Object.defineProperty(RenderTexture.prototype, \"framebuffer\", {\n /**\n * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast.\n * @readonly\n */\n get: function () {\n return this.baseTexture.framebuffer;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(RenderTexture.prototype, \"multisample\", {\n /**\n * Shortcut to `this.framebuffer.multisample`.\n * @default PIXI.MSAA_QUALITY.NONE\n */\n get: function () {\n return this.framebuffer.multisample;\n },\n set: function (value) {\n this.framebuffer.multisample = value;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Resizes the RenderTexture.\n * @param desiredWidth - The desired width to resize to.\n * @param desiredHeight - The desired height to resize to.\n * @param resizeBaseTexture - Should the baseTexture.width and height values be resized as well?\n */\n RenderTexture.prototype.resize = function (desiredWidth, desiredHeight, resizeBaseTexture) {\n if (resizeBaseTexture === void 0) { resizeBaseTexture = true; }\n var resolution = this.baseTexture.resolution;\n var width = Math.round(desiredWidth * resolution) / resolution;\n var height = Math.round(desiredHeight * resolution) / resolution;\n // TODO - could be not required..\n this.valid = (width > 0 && height > 0);\n this._frame.width = this.orig.width = width;\n this._frame.height = this.orig.height = height;\n if (resizeBaseTexture) {\n this.baseTexture.resize(width, height);\n }\n this.updateUvs();\n };\n /**\n * Changes the resolution of baseTexture, but does not change framebuffer size.\n * @param resolution - The new resolution to apply to RenderTexture\n */\n RenderTexture.prototype.setResolution = function (resolution) {\n var baseTexture = this.baseTexture;\n if (baseTexture.resolution === resolution) {\n return;\n }\n baseTexture.setResolution(resolution);\n this.resize(baseTexture.width, baseTexture.height, false);\n };\n RenderTexture.create = function (options) {\n var arguments$1 = arguments;\n\n var rest = [];\n for (var _i = 1; _i < arguments.length; _i++) {\n rest[_i - 1] = arguments$1[_i];\n }\n // @deprecated fallback, old-style: create(width, height, scaleMode, resolution)\n if (typeof options === 'number') {\n deprecation('6.0.0', 'Arguments (width, height, scaleMode, resolution) have been deprecated.');\n /* eslint-disable prefer-rest-params */\n options = {\n width: options,\n height: rest[0],\n scaleMode: rest[1],\n resolution: rest[2],\n };\n /* eslint-enable prefer-rest-params */\n }\n return new RenderTexture(new BaseRenderTexture(options));\n };\n return RenderTexture;\n}(Texture));\n\n/**\n * Texture pool, used by FilterSystem and plugins.\n *\n * Stores collection of temporary pow2 or screen-sized renderTextures\n *\n * If you use custom RenderTexturePool for your filters, you can use methods\n * `getFilterTexture` and `returnFilterTexture` same as in\n * @memberof PIXI\n */\nvar RenderTexturePool = /** @class */ (function () {\n /**\n * @param textureOptions - options that will be passed to BaseRenderTexture constructor\n * @param {PIXI.SCALE_MODES} [textureOptions.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values.\n */\n function RenderTexturePool(textureOptions) {\n this.texturePool = {};\n this.textureOptions = textureOptions || {};\n this.enableFullScreen = false;\n this._pixelsWidth = 0;\n this._pixelsHeight = 0;\n }\n /**\n * Creates texture with params that were specified in pool constructor.\n * @param realWidth - Width of texture in pixels.\n * @param realHeight - Height of texture in pixels.\n * @param multisample - Number of samples of the framebuffer.\n */\n RenderTexturePool.prototype.createTexture = function (realWidth, realHeight, multisample) {\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n var baseRenderTexture = new BaseRenderTexture(Object.assign({\n width: realWidth,\n height: realHeight,\n resolution: 1,\n multisample: multisample,\n }, this.textureOptions));\n return new RenderTexture(baseRenderTexture);\n };\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n * @param minWidth - The minimum width of the render texture.\n * @param minHeight - The minimum height of the render texture.\n * @param resolution - The resolution of the render texture.\n * @param multisample - Number of samples of the render texture.\n * @returns The new render texture.\n */\n RenderTexturePool.prototype.getOptimalTexture = function (minWidth, minHeight, resolution, multisample) {\n if (resolution === void 0) { resolution = 1; }\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n var key;\n minWidth = Math.ceil((minWidth * resolution) - 1e-6);\n minHeight = Math.ceil((minHeight * resolution) - 1e-6);\n if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight) {\n minWidth = nextPow2(minWidth);\n minHeight = nextPow2(minHeight);\n key = (((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF)) >>> 0;\n if (multisample > 1) {\n key += multisample * 0x100000000;\n }\n }\n else {\n key = multisample > 1 ? -multisample : -1;\n }\n if (!this.texturePool[key]) {\n this.texturePool[key] = [];\n }\n var renderTexture = this.texturePool[key].pop();\n if (!renderTexture) {\n renderTexture = this.createTexture(minWidth, minHeight, multisample);\n }\n renderTexture.filterPoolKey = key;\n renderTexture.setResolution(resolution);\n return renderTexture;\n };\n /**\n * Gets extra texture of the same size as input renderTexture\n *\n * `getFilterTexture(input, 0.5)` or `getFilterTexture(0.5, input)`\n * @param input - renderTexture from which size and resolution will be copied\n * @param resolution - override resolution of the renderTexture\n * It overrides, it does not multiply\n * @param multisample - number of samples of the renderTexture\n */\n RenderTexturePool.prototype.getFilterTexture = function (input, resolution, multisample) {\n var filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE);\n filterTexture.filterFrame = input.filterFrame;\n return filterTexture;\n };\n /**\n * Place a render texture back into the pool.\n * @param renderTexture - The renderTexture to free\n */\n RenderTexturePool.prototype.returnTexture = function (renderTexture) {\n var key = renderTexture.filterPoolKey;\n renderTexture.filterFrame = null;\n this.texturePool[key].push(renderTexture);\n };\n /**\n * Alias for returnTexture, to be compliant with FilterSystem interface.\n * @param renderTexture - The renderTexture to free\n */\n RenderTexturePool.prototype.returnFilterTexture = function (renderTexture) {\n this.returnTexture(renderTexture);\n };\n /**\n * Clears the pool.\n * @param destroyTextures - Destroy all stored textures.\n */\n RenderTexturePool.prototype.clear = function (destroyTextures) {\n destroyTextures = destroyTextures !== false;\n if (destroyTextures) {\n for (var i in this.texturePool) {\n var textures = this.texturePool[i];\n if (textures) {\n for (var j = 0; j < textures.length; j++) {\n textures[j].destroy(true);\n }\n }\n }\n }\n this.texturePool = {};\n };\n /**\n * If screen size was changed, drops all screen-sized textures,\n * sets new screen size, sets `enableFullScreen` to true\n *\n * Size is measured in pixels, `renderer.view` can be passed here, not `renderer.screen`\n * @param size - Initial size of screen.\n */\n RenderTexturePool.prototype.setScreenSize = function (size) {\n if (size.width === this._pixelsWidth\n && size.height === this._pixelsHeight) {\n return;\n }\n this.enableFullScreen = size.width > 0 && size.height > 0;\n for (var i in this.texturePool) {\n if (!(Number(i) < 0)) {\n continue;\n }\n var textures = this.texturePool[i];\n if (textures) {\n for (var j = 0; j < textures.length; j++) {\n textures[j].destroy(true);\n }\n }\n this.texturePool[i] = [];\n }\n this._pixelsWidth = size.width;\n this._pixelsHeight = size.height;\n };\n /**\n * Key that is used to store fullscreen renderTextures in a pool\n * @constant\n */\n RenderTexturePool.SCREEN_KEY = -1;\n return RenderTexturePool;\n}());\n\n/* eslint-disable max-len */\n/**\n * Holds the information for a single attribute structure required to render geometry.\n *\n * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer}\n * This can include anything from positions, uvs, normals, colors etc.\n * @memberof PIXI\n */\nvar Attribute = /** @class */ (function () {\n /**\n * @param buffer - the id of the buffer that this attribute will look for\n * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2.\n * @param normalized - should the data be normalized.\n * @param {PIXI.TYPES} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @param [start=0] - How far into the array to start reading values (used for interleaving data)\n * @param [instance=false] - Whether the geometry is instanced.\n */\n function Attribute(buffer, size, normalized, type, stride, start, instance) {\n if (size === void 0) { size = 0; }\n if (normalized === void 0) { normalized = false; }\n if (type === void 0) { type = TYPES.FLOAT; }\n this.buffer = buffer;\n this.size = size;\n this.normalized = normalized;\n this.type = type;\n this.stride = stride;\n this.start = start;\n this.instance = instance;\n }\n /** Destroys the Attribute. */\n Attribute.prototype.destroy = function () {\n this.buffer = null;\n };\n /**\n * Helper function that creates an Attribute based on the information provided\n * @param buffer - the id of the buffer that this attribute will look for\n * @param [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param [normalized=false] - should the data be normalized.\n * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @returns - A new {@link PIXI.Attribute} based on the information provided\n */\n Attribute.from = function (buffer, size, normalized, type, stride) {\n return new Attribute(buffer, size, normalized, type, stride);\n };\n return Attribute;\n}());\n\nvar UID$4 = 0;\n/**\n * A wrapper for data so that it can be used and uploaded by WebGL\n * @memberof PIXI\n */\nvar Buffer = /** @class */ (function () {\n /**\n * @param {PIXI.IArrayBuffer} data - the data to store in the buffer.\n * @param _static - `true` for static buffer\n * @param index - `true` for index buffer\n */\n function Buffer(data, _static, index) {\n if (_static === void 0) { _static = true; }\n if (index === void 0) { index = false; }\n this.data = (data || new Float32Array(1));\n this._glBuffers = {};\n this._updateID = 0;\n this.index = index;\n this.static = _static;\n this.id = UID$4++;\n this.disposeRunner = new Runner('disposeBuffer');\n }\n // TODO could explore flagging only a partial upload?\n /**\n * Flags this buffer as requiring an upload to the GPU.\n * @param {PIXI.IArrayBuffer|number[]} [data] - the data to update in the buffer.\n */\n Buffer.prototype.update = function (data) {\n if (data instanceof Array) {\n data = new Float32Array(data);\n }\n this.data = data || this.data;\n this._updateID++;\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Buffer.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys the buffer. */\n Buffer.prototype.destroy = function () {\n this.dispose();\n this.data = null;\n };\n Object.defineProperty(Buffer.prototype, \"index\", {\n get: function () {\n return this.type === BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n },\n /**\n * Flags whether this is an index buffer.\n *\n * Index buffers are of type `ELEMENT_ARRAY_BUFFER`. Note that setting this property to false will make\n * the buffer of type `ARRAY_BUFFER`.\n *\n * For backwards compatibility.\n */\n set: function (value) {\n this.type = value ? BUFFER_TYPE.ELEMENT_ARRAY_BUFFER : BUFFER_TYPE.ARRAY_BUFFER;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Helper function that creates a buffer based on an array or TypedArray\n * @param {ArrayBufferView | number[]} data - the TypedArray that the buffer will store. If this is a regular Array it will be converted to a Float32Array.\n * @returns - A new Buffer based on the data provided.\n */\n Buffer.from = function (data) {\n if (data instanceof Array) {\n data = new Float32Array(data);\n }\n return new Buffer(data);\n };\n return Buffer;\n}());\n\n/* eslint-disable object-shorthand */\nvar map$1 = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n};\nfunction interleaveTypedArrays(arrays, sizes) {\n var outSize = 0;\n var stride = 0;\n var views = {};\n for (var i = 0; i < arrays.length; i++) {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n var buffer = new ArrayBuffer(outSize * 4);\n var out = null;\n var littleOffset = 0;\n for (var i = 0; i < arrays.length; i++) {\n var size = sizes[i];\n var array = arrays[i];\n var type = getBufferType(array);\n if (!views[type]) {\n views[type] = new map$1[type](buffer);\n }\n out = views[type];\n for (var j = 0; j < array.length; j++) {\n var indexStart = ((j / size | 0) * stride) + littleOffset;\n var index = j % size;\n out[indexStart + index] = array[j];\n }\n littleOffset += size;\n }\n return new Float32Array(buffer);\n}\n\nvar byteSizeMap$1 = { 5126: 4, 5123: 2, 5121: 1 };\nvar UID$3 = 0;\n/* eslint-disable object-shorthand */\nvar map = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n Uint16Array: Uint16Array,\n};\n/* eslint-disable max-len */\n/**\n * The Geometry represents a model. It consists of two components:\n * - GeometryStyle - The structure of the model such as the attributes layout\n * - GeometryData - the data of the model - this consists of buffers.\n * This can include anything from positions, uvs, normals, colors etc.\n *\n * Geometry can be defined without passing in a style or data if required (thats how I prefer!)\n *\n * ```js\n * let geometry = new PIXI.Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1],2)\n * geometry.addIndex([0,1,2,1,3,2])\n * ```\n * @memberof PIXI\n */\nvar Geometry = /** @class */ (function () {\n /**\n * @param buffers - An array of buffers. optional.\n * @param attributes - Of the geometry, optional structure of the attributes layout\n */\n function Geometry(buffers, attributes) {\n if (buffers === void 0) { buffers = []; }\n if (attributes === void 0) { attributes = {}; }\n this.buffers = buffers;\n this.indexBuffer = null;\n this.attributes = attributes;\n this.glVertexArrayObjects = {};\n this.id = UID$3++;\n this.instanced = false;\n this.instanceCount = 1;\n this.disposeRunner = new Runner('disposeGeometry');\n this.refCount = 0;\n }\n /**\n *\n * Adds an attribute to the geometry\n * Note: `stride` and `start` should be `undefined` if you dont know them, not 0!\n * @param id - the name of the attribute (matching up to a shader)\n * @param {PIXI.Buffer|number[]} buffer - the buffer that holds the data of the attribute . You can also provide an Array and a buffer will be created from it.\n * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param normalized - should the data be normalized.\n * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @param [start=0] - How far into the array to start reading values (used for interleaving data)\n * @param instance - Instancing flag\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.addAttribute = function (id, buffer, size, normalized, type, stride, start, instance) {\n if (size === void 0) { size = 0; }\n if (normalized === void 0) { normalized = false; }\n if (instance === void 0) { instance = false; }\n if (!buffer) {\n throw new Error('You must pass a buffer when creating an attribute');\n }\n // check if this is a buffer!\n if (!(buffer instanceof Buffer)) {\n // its an array!\n if (buffer instanceof Array) {\n buffer = new Float32Array(buffer);\n }\n buffer = new Buffer(buffer);\n }\n var ids = id.split('|');\n if (ids.length > 1) {\n for (var i = 0; i < ids.length; i++) {\n this.addAttribute(ids[i], buffer, size, normalized, type);\n }\n return this;\n }\n var bufferIndex = this.buffers.indexOf(buffer);\n if (bufferIndex === -1) {\n this.buffers.push(buffer);\n bufferIndex = this.buffers.length - 1;\n }\n this.attributes[id] = new Attribute(bufferIndex, size, normalized, type, stride, start, instance);\n // assuming that if there is instanced data then this will be drawn with instancing!\n this.instanced = this.instanced || instance;\n return this;\n };\n /**\n * Returns the requested attribute.\n * @param id - The name of the attribute required\n * @returns - The attribute requested.\n */\n Geometry.prototype.getAttribute = function (id) {\n return this.attributes[id];\n };\n /**\n * Returns the requested buffer.\n * @param id - The name of the buffer required.\n * @returns - The buffer requested.\n */\n Geometry.prototype.getBuffer = function (id) {\n return this.buffers[this.getAttribute(id).buffer];\n };\n /**\n *\n * Adds an index buffer to the geometry\n * The index buffer contains integers, three for each triangle in the geometry, which reference the various attribute buffers (position, colour, UV coordinates, other UV coordinates, normal, …). There is only ONE index buffer.\n * @param {PIXI.Buffer|number[]} [buffer] - The buffer that holds the data of the index buffer. You can also provide an Array and a buffer will be created from it.\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.addIndex = function (buffer) {\n if (!(buffer instanceof Buffer)) {\n // its an array!\n if (buffer instanceof Array) {\n buffer = new Uint16Array(buffer);\n }\n buffer = new Buffer(buffer);\n }\n buffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n this.indexBuffer = buffer;\n if (this.buffers.indexOf(buffer) === -1) {\n this.buffers.push(buffer);\n }\n return this;\n };\n /**\n * Returns the index buffer\n * @returns - The index buffer.\n */\n Geometry.prototype.getIndex = function () {\n return this.indexBuffer;\n };\n /**\n * This function modifies the structure so that all current attributes become interleaved into a single buffer\n * This can be useful if your model remains static as it offers a little performance boost\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.interleave = function () {\n // a simple check to see if buffers are already interleaved..\n if (this.buffers.length === 1 || (this.buffers.length === 2 && this.indexBuffer))\n { return this; }\n // assume already that no buffers are interleaved\n var arrays = [];\n var sizes = [];\n var interleavedBuffer = new Buffer();\n var i;\n for (i in this.attributes) {\n var attribute = this.attributes[i];\n var buffer = this.buffers[attribute.buffer];\n arrays.push(buffer.data);\n sizes.push((attribute.size * byteSizeMap$1[attribute.type]) / 4);\n attribute.buffer = 0;\n }\n interleavedBuffer.data = interleaveTypedArrays(arrays, sizes);\n for (i = 0; i < this.buffers.length; i++) {\n if (this.buffers[i] !== this.indexBuffer) {\n this.buffers[i].destroy();\n }\n }\n this.buffers = [interleavedBuffer];\n if (this.indexBuffer) {\n this.buffers.push(this.indexBuffer);\n }\n return this;\n };\n /** Get the size of the geometries, in vertices. */\n Geometry.prototype.getSize = function () {\n for (var i in this.attributes) {\n var attribute = this.attributes[i];\n var buffer = this.buffers[attribute.buffer];\n return buffer.data.length / ((attribute.stride / 4) || attribute.size);\n }\n return 0;\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Geometry.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys the geometry. */\n Geometry.prototype.destroy = function () {\n this.dispose();\n this.buffers = null;\n this.indexBuffer = null;\n this.attributes = null;\n };\n /**\n * Returns a clone of the geometry.\n * @returns - A new clone of this geometry.\n */\n Geometry.prototype.clone = function () {\n var geometry = new Geometry();\n for (var i = 0; i < this.buffers.length; i++) {\n geometry.buffers[i] = new Buffer(this.buffers[i].data.slice(0));\n }\n for (var i in this.attributes) {\n var attrib = this.attributes[i];\n geometry.attributes[i] = new Attribute(attrib.buffer, attrib.size, attrib.normalized, attrib.type, attrib.stride, attrib.start, attrib.instance);\n }\n if (this.indexBuffer) {\n geometry.indexBuffer = geometry.buffers[this.buffers.indexOf(this.indexBuffer)];\n geometry.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n }\n return geometry;\n };\n /**\n * Merges an array of geometries into a new single one.\n *\n * Geometry attribute styles must match for this operation to work.\n * @param geometries - array of geometries to merge\n * @returns - Shiny new geometry!\n */\n Geometry.merge = function (geometries) {\n // todo add a geometry check!\n // also a size check.. cant be too big!]\n var geometryOut = new Geometry();\n var arrays = [];\n var sizes = [];\n var offsets = [];\n var geometry;\n // pass one.. get sizes..\n for (var i = 0; i < geometries.length; i++) {\n geometry = geometries[i];\n for (var j = 0; j < geometry.buffers.length; j++) {\n sizes[j] = sizes[j] || 0;\n sizes[j] += geometry.buffers[j].data.length;\n offsets[j] = 0;\n }\n }\n // build the correct size arrays..\n for (var i = 0; i < geometry.buffers.length; i++) {\n // TODO types!\n arrays[i] = new map[getBufferType(geometry.buffers[i].data)](sizes[i]);\n geometryOut.buffers[i] = new Buffer(arrays[i]);\n }\n // pass to set data..\n for (var i = 0; i < geometries.length; i++) {\n geometry = geometries[i];\n for (var j = 0; j < geometry.buffers.length; j++) {\n arrays[j].set(geometry.buffers[j].data, offsets[j]);\n offsets[j] += geometry.buffers[j].data.length;\n }\n }\n geometryOut.attributes = geometry.attributes;\n if (geometry.indexBuffer) {\n geometryOut.indexBuffer = geometryOut.buffers[geometry.buffers.indexOf(geometry.indexBuffer)];\n geometryOut.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n var offset = 0;\n var stride = 0;\n var offset2 = 0;\n var bufferIndexToCount = 0;\n // get a buffer\n for (var i = 0; i < geometry.buffers.length; i++) {\n if (geometry.buffers[i] !== geometry.indexBuffer) {\n bufferIndexToCount = i;\n break;\n }\n }\n // figure out the stride of one buffer..\n for (var i in geometry.attributes) {\n var attribute = geometry.attributes[i];\n if ((attribute.buffer | 0) === bufferIndexToCount) {\n stride += ((attribute.size * byteSizeMap$1[attribute.type]) / 4);\n }\n }\n // time to off set all indexes..\n for (var i = 0; i < geometries.length; i++) {\n var indexBufferData = geometries[i].indexBuffer.data;\n for (var j = 0; j < indexBufferData.length; j++) {\n geometryOut.indexBuffer.data[j + offset2] += offset;\n }\n offset += geometries[i].buffers[bufferIndexToCount].data.length / (stride);\n offset2 += indexBufferData.length;\n }\n }\n return geometryOut;\n };\n return Geometry;\n}());\n\n/**\n * Helper class to create a quad\n * @memberof PIXI\n */\nvar Quad = /** @class */ (function (_super) {\n __extends(Quad, _super);\n function Quad() {\n var _this = _super.call(this) || this;\n _this.addAttribute('aVertexPosition', new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1 ]))\n .addIndex([0, 1, 3, 2]);\n return _this;\n }\n return Quad;\n}(Geometry));\n\n/**\n * Helper class to create a quad with uvs like in v4\n * @memberof PIXI\n */\nvar QuadUv = /** @class */ (function (_super) {\n __extends(QuadUv, _super);\n function QuadUv() {\n var _this = _super.call(this) || this;\n _this.vertices = new Float32Array([\n -1, -1,\n 1, -1,\n 1, 1,\n -1, 1 ]);\n _this.uvs = new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1 ]);\n _this.vertexBuffer = new Buffer(_this.vertices);\n _this.uvBuffer = new Buffer(_this.uvs);\n _this.addAttribute('aVertexPosition', _this.vertexBuffer)\n .addAttribute('aTextureCoord', _this.uvBuffer)\n .addIndex([0, 1, 2, 0, 2, 3]);\n return _this;\n }\n /**\n * Maps two Rectangle to the quad.\n * @param targetTextureFrame - The first rectangle\n * @param destinationFrame - The second rectangle\n * @returns - Returns itself.\n */\n QuadUv.prototype.map = function (targetTextureFrame, destinationFrame) {\n var x = 0; // destinationFrame.x / targetTextureFrame.width;\n var y = 0; // destinationFrame.y / targetTextureFrame.height;\n this.uvs[0] = x;\n this.uvs[1] = y;\n this.uvs[2] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[3] = y;\n this.uvs[4] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[5] = y + (destinationFrame.height / targetTextureFrame.height);\n this.uvs[6] = x;\n this.uvs[7] = y + (destinationFrame.height / targetTextureFrame.height);\n x = destinationFrame.x;\n y = destinationFrame.y;\n this.vertices[0] = x;\n this.vertices[1] = y;\n this.vertices[2] = x + destinationFrame.width;\n this.vertices[3] = y;\n this.vertices[4] = x + destinationFrame.width;\n this.vertices[5] = y + destinationFrame.height;\n this.vertices[6] = x;\n this.vertices[7] = y + destinationFrame.height;\n this.invalidate();\n return this;\n };\n /**\n * Legacy upload method, just marks buffers dirty.\n * @returns - Returns itself.\n */\n QuadUv.prototype.invalidate = function () {\n this.vertexBuffer._updateID++;\n this.uvBuffer._updateID++;\n return this;\n };\n return QuadUv;\n}(Geometry));\n\nvar UID$2 = 0;\n/**\n * Uniform group holds uniform map and some ID's for work\n *\n * `UniformGroup` has two modes:\n *\n * 1: Normal mode\n * Normal mode will upload the uniforms with individual function calls as required\n *\n * 2: Uniform buffer mode\n * This mode will treat the uniforms as a uniform buffer. You can pass in either a buffer that you manually handle, or\n * or a generic object that PixiJS will automatically map to a buffer for you.\n * For maximum benefits, make Ubo UniformGroups static, and only update them each frame.\n *\n * Rules of UBOs:\n * - UBOs only work with WebGL2, so make sure you have a fallback!\n * - Only floats are supported (including vec[2,3,4], mat[2,3,4])\n * - Samplers cannot be used in ubo's (a GPU limitation)\n * - You must ensure that the object you pass in exactly matches in the shader ubo structure.\n * Otherwise, weirdness will ensue!\n * - The name of the ubo object added to the group must match exactly the name of the ubo in the shader.\n *\n * ```\n * // ubo in shader:\n * uniform myCoolData { // declaring a ubo..\n * mat4 uCoolMatrix;\n * float uFloatyMcFloatFace\n *\n *\n * // a new uniform buffer object..\n * const myCoolData = new UniformBufferGroup({\n * uCoolMatrix: new Matrix(),\n * uFloatyMcFloatFace: 23,\n * }}\n *\n * // build a shader...\n * const shader = Shader.from(srcVert, srcFrag, {\n * myCoolData // name matches the ubo name in the shader. will be processed accordingly.\n * })\n *\n * ```\n * @memberof PIXI\n */\nvar UniformGroup = /** @class */ (function () {\n /**\n * @param {object | Buffer} [uniforms] - Custom uniforms to use to augment the built-in ones. Or a pixi buffer.\n * @param isStatic - Uniforms wont be changed after creation.\n * @param isUbo - If true, will treat this uniform group as a uniform buffer object.\n */\n function UniformGroup(uniforms, isStatic, isUbo) {\n this.group = true;\n // lets generate this when the shader ?\n this.syncUniforms = {};\n this.dirtyId = 0;\n this.id = UID$2++;\n this.static = !!isStatic;\n this.ubo = !!isUbo;\n if (uniforms instanceof Buffer) {\n this.buffer = uniforms;\n this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER;\n this.autoManage = false;\n this.ubo = true;\n }\n else {\n this.uniforms = uniforms;\n if (this.ubo) {\n this.buffer = new Buffer(new Float32Array(1));\n this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER;\n this.autoManage = true;\n }\n }\n }\n UniformGroup.prototype.update = function () {\n this.dirtyId++;\n if (!this.autoManage && this.buffer) {\n this.buffer.update();\n }\n };\n UniformGroup.prototype.add = function (name, uniforms, _static) {\n if (!this.ubo) {\n this.uniforms[name] = new UniformGroup(uniforms, _static);\n }\n else {\n // eslint-disable-next-line max-len\n throw new Error('[UniformGroup] uniform groups in ubo mode cannot be modified, or have uniform groups nested in them');\n }\n };\n UniformGroup.from = function (uniforms, _static, _ubo) {\n return new UniformGroup(uniforms, _static, _ubo);\n };\n /**\n * A short hand function for creating a static UBO UniformGroup.\n * @param uniforms - the ubo item\n * @param _static - should this be updated each time it is used? defaults to true here!\n */\n UniformGroup.uboFrom = function (uniforms, _static) {\n return new UniformGroup(uniforms, _static !== null && _static !== void 0 ? _static : true, true);\n };\n return UniformGroup;\n}());\n\n/**\n * System plugin to the renderer to manage filter states.\n * @ignore\n */\nvar FilterState = /** @class */ (function () {\n function FilterState() {\n this.renderTexture = null;\n this.target = null;\n this.legacy = false;\n this.resolution = 1;\n this.multisample = MSAA_QUALITY.NONE;\n // next three fields are created only for root\n // re-assigned for everything else\n this.sourceFrame = new Rectangle();\n this.destinationFrame = new Rectangle();\n this.bindingSourceFrame = new Rectangle();\n this.bindingDestinationFrame = new Rectangle();\n this.filters = [];\n this.transform = null;\n }\n /** Clears the state */\n FilterState.prototype.clear = function () {\n this.target = null;\n this.filters = null;\n this.renderTexture = null;\n };\n return FilterState;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\nvar tempMatrix$2 = new Matrix();\n/**\n * System plugin to the renderer to manage filters.\n *\n * ## Pipeline\n *\n * The FilterSystem executes the filtering pipeline by rendering the display-object into a texture, applying its\n * [filters]{@link PIXI.Filter} in series, and the last filter outputs into the final render-target.\n *\n * The filter-frame is the rectangle in world space being filtered, and those contents are mapped into\n * `(0, 0, filterFrame.width, filterFrame.height)` into the filter render-texture. The filter-frame is also called\n * the source-frame, as it is used to bind the filter render-textures. The last filter outputs to the `filterFrame`\n * in the final render-target.\n *\n * ## Usage\n *\n * {@link PIXI.Container#renderAdvanced} is an example of how to use the filter system. It is a 3 step process:\n *\n * **push**: Use {@link PIXI.FilterSystem#push} to push the set of filters to be applied on a filter-target.\n * **render**: Render the contents to be filtered using the renderer. The filter-system will only capture the contents\n * inside the bounds of the filter-target. NOTE: Using {@link PIXI.Renderer#render} is\n * illegal during an existing render cycle, and it may reset the filter system.\n * **pop**: Use {@link PIXI.FilterSystem#pop} to pop & execute the filters you initially pushed. It will apply them\n * serially and output to the bounds of the filter-target.\n * @memberof PIXI\n */\nvar FilterSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function FilterSystem(renderer) {\n this.renderer = renderer;\n this.defaultFilterStack = [{}];\n this.texturePool = new RenderTexturePool();\n this.texturePool.setScreenSize(renderer.view);\n this.statePool = [];\n this.quad = new Quad();\n this.quadUv = new QuadUv();\n this.tempRect = new Rectangle();\n this.activeState = {};\n this.globalUniforms = new UniformGroup({\n outputFrame: new Rectangle(),\n inputSize: new Float32Array(4),\n inputPixel: new Float32Array(4),\n inputClamp: new Float32Array(4),\n resolution: 1,\n // legacy variables\n filterArea: new Float32Array(4),\n filterClamp: new Float32Array(4),\n }, true);\n this.forceClear = false;\n this.useMaxPadding = false;\n }\n /**\n * Pushes a set of filters to be applied later to the system. This will redirect further rendering into an\n * input render-texture for the rest of the filtering pipeline.\n * @param {PIXI.DisplayObject} target - The target of the filter to render.\n * @param filters - The filters to apply.\n */\n FilterSystem.prototype.push = function (target, filters) {\n var _a, _b;\n var renderer = this.renderer;\n var filterStack = this.defaultFilterStack;\n var state = this.statePool.pop() || new FilterState();\n var renderTextureSystem = this.renderer.renderTexture;\n var resolution = filters[0].resolution;\n var multisample = filters[0].multisample;\n var padding = filters[0].padding;\n var autoFit = filters[0].autoFit;\n // We don't know whether it's a legacy filter until it was bound for the first time,\n // therefore we have to assume that it is if legacy is undefined.\n var legacy = (_a = filters[0].legacy) !== null && _a !== void 0 ? _a : true;\n for (var i = 1; i < filters.length; i++) {\n var filter = filters[i];\n // let's use the lowest resolution\n resolution = Math.min(resolution, filter.resolution);\n // let's use the lowest number of samples\n multisample = Math.min(multisample, filter.multisample);\n // figure out the padding required for filters\n padding = this.useMaxPadding\n // old behavior: use largest amount of padding!\n ? Math.max(padding, filter.padding)\n // new behavior: sum the padding\n : padding + filter.padding;\n // only auto fit if all filters are autofit\n autoFit = autoFit && filter.autoFit;\n legacy = legacy || ((_b = filter.legacy) !== null && _b !== void 0 ? _b : true);\n }\n if (filterStack.length === 1) {\n this.defaultFilterStack[0].renderTexture = renderTextureSystem.current;\n }\n filterStack.push(state);\n state.resolution = resolution;\n state.multisample = multisample;\n state.legacy = legacy;\n state.target = target;\n state.sourceFrame.copyFrom(target.filterArea || target.getBounds(true));\n state.sourceFrame.pad(padding);\n var sourceFrameProjected = this.tempRect.copyFrom(renderTextureSystem.sourceFrame);\n // Project source frame into world space (if projection is applied)\n if (renderer.projection.transform) {\n this.transformAABB(tempMatrix$2.copyFrom(renderer.projection.transform).invert(), sourceFrameProjected);\n }\n if (autoFit) {\n state.sourceFrame.fit(sourceFrameProjected);\n if (state.sourceFrame.width <= 0 || state.sourceFrame.height <= 0) {\n state.sourceFrame.width = 0;\n state.sourceFrame.height = 0;\n }\n }\n else if (!state.sourceFrame.intersects(sourceFrameProjected)) {\n state.sourceFrame.width = 0;\n state.sourceFrame.height = 0;\n }\n // Round sourceFrame in screen space based on render-texture.\n this.roundFrame(state.sourceFrame, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform);\n state.renderTexture = this.getOptimalFilterTexture(state.sourceFrame.width, state.sourceFrame.height, resolution, multisample);\n state.filters = filters;\n state.destinationFrame.width = state.renderTexture.width;\n state.destinationFrame.height = state.renderTexture.height;\n var destinationFrame = this.tempRect;\n destinationFrame.x = 0;\n destinationFrame.y = 0;\n destinationFrame.width = state.sourceFrame.width;\n destinationFrame.height = state.sourceFrame.height;\n state.renderTexture.filterFrame = state.sourceFrame;\n state.bindingSourceFrame.copyFrom(renderTextureSystem.sourceFrame);\n state.bindingDestinationFrame.copyFrom(renderTextureSystem.destinationFrame);\n state.transform = renderer.projection.transform;\n renderer.projection.transform = null;\n renderTextureSystem.bind(state.renderTexture, state.sourceFrame, destinationFrame);\n renderer.framebuffer.clear(0, 0, 0, 0);\n };\n /** Pops off the filter and applies it. */\n FilterSystem.prototype.pop = function () {\n var filterStack = this.defaultFilterStack;\n var state = filterStack.pop();\n var filters = state.filters;\n this.activeState = state;\n var globalUniforms = this.globalUniforms.uniforms;\n globalUniforms.outputFrame = state.sourceFrame;\n globalUniforms.resolution = state.resolution;\n var inputSize = globalUniforms.inputSize;\n var inputPixel = globalUniforms.inputPixel;\n var inputClamp = globalUniforms.inputClamp;\n inputSize[0] = state.destinationFrame.width;\n inputSize[1] = state.destinationFrame.height;\n inputSize[2] = 1.0 / inputSize[0];\n inputSize[3] = 1.0 / inputSize[1];\n inputPixel[0] = Math.round(inputSize[0] * state.resolution);\n inputPixel[1] = Math.round(inputSize[1] * state.resolution);\n inputPixel[2] = 1.0 / inputPixel[0];\n inputPixel[3] = 1.0 / inputPixel[1];\n inputClamp[0] = 0.5 * inputPixel[2];\n inputClamp[1] = 0.5 * inputPixel[3];\n inputClamp[2] = (state.sourceFrame.width * inputSize[2]) - (0.5 * inputPixel[2]);\n inputClamp[3] = (state.sourceFrame.height * inputSize[3]) - (0.5 * inputPixel[3]);\n // only update the rect if its legacy..\n if (state.legacy) {\n var filterArea = globalUniforms.filterArea;\n filterArea[0] = state.destinationFrame.width;\n filterArea[1] = state.destinationFrame.height;\n filterArea[2] = state.sourceFrame.x;\n filterArea[3] = state.sourceFrame.y;\n globalUniforms.filterClamp = globalUniforms.inputClamp;\n }\n this.globalUniforms.update();\n var lastState = filterStack[filterStack.length - 1];\n this.renderer.framebuffer.blit();\n if (filters.length === 1) {\n filters[0].apply(this, state.renderTexture, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n this.returnFilterTexture(state.renderTexture);\n }\n else {\n var flip = state.renderTexture;\n var flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution);\n flop.filterFrame = flip.filterFrame;\n var i = 0;\n for (i = 0; i < filters.length - 1; ++i) {\n if (i === 1 && state.multisample > 1) {\n flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution);\n flop.filterFrame = flip.filterFrame;\n }\n filters[i].apply(this, flip, flop, CLEAR_MODES.CLEAR, state);\n var t = flip;\n flip = flop;\n flop = t;\n }\n filters[i].apply(this, flip, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n if (i > 1 && state.multisample > 1) {\n this.returnFilterTexture(state.renderTexture);\n }\n this.returnFilterTexture(flip);\n this.returnFilterTexture(flop);\n }\n // lastState.renderTexture is blitted when lastState is popped\n state.clear();\n this.statePool.push(state);\n };\n /**\n * Binds a renderTexture with corresponding `filterFrame`, clears it if mode corresponds.\n * @param filterTexture - renderTexture to bind, should belong to filter pool or filter stack\n * @param clearMode - clearMode, by default its CLEAR/YES. See {@link PIXI.CLEAR_MODES}\n */\n FilterSystem.prototype.bindAndClear = function (filterTexture, clearMode) {\n if (clearMode === void 0) { clearMode = CLEAR_MODES.CLEAR; }\n var _a = this.renderer, renderTextureSystem = _a.renderTexture, stateSystem = _a.state;\n if (filterTexture === this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) {\n // Restore projection transform if rendering into the output render-target.\n this.renderer.projection.transform = this.activeState.transform;\n }\n else {\n // Prevent projection within filtering pipeline.\n this.renderer.projection.transform = null;\n }\n if (filterTexture && filterTexture.filterFrame) {\n var destinationFrame = this.tempRect;\n destinationFrame.x = 0;\n destinationFrame.y = 0;\n destinationFrame.width = filterTexture.filterFrame.width;\n destinationFrame.height = filterTexture.filterFrame.height;\n renderTextureSystem.bind(filterTexture, filterTexture.filterFrame, destinationFrame);\n }\n else if (filterTexture !== this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) {\n renderTextureSystem.bind(filterTexture);\n }\n else {\n // Restore binding for output render-target.\n this.renderer.renderTexture.bind(filterTexture, this.activeState.bindingSourceFrame, this.activeState.bindingDestinationFrame);\n }\n // Clear the texture in BLIT mode if blending is disabled or the forceClear flag is set. The blending\n // is stored in the 0th bit of the state.\n var autoClear = (stateSystem.stateId & 1) || this.forceClear;\n if (clearMode === CLEAR_MODES.CLEAR\n || (clearMode === CLEAR_MODES.BLIT && autoClear)) {\n // Use framebuffer.clear because we want to clear the whole filter texture, not just the filtering\n // area over which the shaders are run. This is because filters may sampling outside of it (e.g. blur)\n // instead of clamping their arithmetic.\n this.renderer.framebuffer.clear(0, 0, 0, 0);\n }\n };\n /**\n * Draws a filter using the default rendering process.\n *\n * This should be called only by {@link Filter#apply}.\n * @param filter - The filter to draw.\n * @param input - The input render target.\n * @param output - The target to output to.\n * @param clearMode - Should the output be cleared before rendering to it\n */\n FilterSystem.prototype.applyFilter = function (filter, input, output, clearMode) {\n var renderer = this.renderer;\n // Set state before binding, so bindAndClear gets the blend mode.\n renderer.state.set(filter.state);\n this.bindAndClear(output, clearMode);\n // set the uniforms..\n filter.uniforms.uSampler = input;\n filter.uniforms.filterGlobals = this.globalUniforms;\n // TODO make it so that the order of this does not matter..\n // because it does at the moment cos of global uniforms.\n // they need to get resynced\n renderer.shader.bind(filter);\n // check to see if the filter is a legacy one..\n filter.legacy = !!filter.program.attributeData.aTextureCoord;\n if (filter.legacy) {\n this.quadUv.map(input._frame, input.filterFrame);\n renderer.geometry.bind(this.quadUv);\n renderer.geometry.draw(DRAW_MODES.TRIANGLES);\n }\n else {\n renderer.geometry.bind(this.quad);\n renderer.geometry.draw(DRAW_MODES.TRIANGLE_STRIP);\n }\n };\n /**\n * Multiply _input normalized coordinates_ to this matrix to get _sprite texture normalized coordinates_.\n *\n * Use `outputMatrix * vTextureCoord` in the shader.\n * @param outputMatrix - The matrix to output to.\n * @param {PIXI.Sprite} sprite - The sprite to map to.\n * @returns The mapped matrix.\n */\n FilterSystem.prototype.calculateSpriteMatrix = function (outputMatrix, sprite) {\n var _a = this.activeState, sourceFrame = _a.sourceFrame, destinationFrame = _a.destinationFrame;\n var orig = sprite._texture.orig;\n var mappedMatrix = outputMatrix.set(destinationFrame.width, 0, 0, destinationFrame.height, sourceFrame.x, sourceFrame.y);\n var worldTransform = sprite.worldTransform.copyTo(Matrix.TEMP_MATRIX);\n worldTransform.invert();\n mappedMatrix.prepend(worldTransform);\n mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height);\n mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y);\n return mappedMatrix;\n };\n /** Destroys this Filter System. */\n FilterSystem.prototype.destroy = function () {\n this.renderer = null;\n // Those textures has to be destroyed by RenderTextureSystem or FramebufferSystem\n this.texturePool.clear(false);\n };\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n * @param minWidth - The minimum width of the render texture in real pixels.\n * @param minHeight - The minimum height of the render texture in real pixels.\n * @param resolution - The resolution of the render texture.\n * @param multisample - Number of samples of the render texture.\n * @returns - The new render texture.\n */\n FilterSystem.prototype.getOptimalFilterTexture = function (minWidth, minHeight, resolution, multisample) {\n if (resolution === void 0) { resolution = 1; }\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n return this.texturePool.getOptimalTexture(minWidth, minHeight, resolution, multisample);\n };\n /**\n * Gets extra render texture to use inside current filter\n * To be compliant with older filters, you can use params in any order\n * @param input - renderTexture from which size and resolution will be copied\n * @param resolution - override resolution of the renderTexture\n * @param multisample - number of samples of the renderTexture\n */\n FilterSystem.prototype.getFilterTexture = function (input, resolution, multisample) {\n if (typeof input === 'number') {\n var swap = input;\n input = resolution;\n resolution = swap;\n }\n input = input || this.activeState.renderTexture;\n var filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE);\n filterTexture.filterFrame = input.filterFrame;\n return filterTexture;\n };\n /**\n * Frees a render texture back into the pool.\n * @param renderTexture - The renderTarget to free\n */\n FilterSystem.prototype.returnFilterTexture = function (renderTexture) {\n this.texturePool.returnTexture(renderTexture);\n };\n /** Empties the texture pool. */\n FilterSystem.prototype.emptyPool = function () {\n this.texturePool.clear(true);\n };\n /** Calls `texturePool.resize()`, affects fullScreen renderTextures. */\n FilterSystem.prototype.resize = function () {\n this.texturePool.setScreenSize(this.renderer.view);\n };\n /**\n * @param matrix - first param\n * @param rect - second param\n */\n FilterSystem.prototype.transformAABB = function (matrix, rect) {\n var lt = tempPoints[0];\n var lb = tempPoints[1];\n var rt = tempPoints[2];\n var rb = tempPoints[3];\n lt.set(rect.left, rect.top);\n lb.set(rect.left, rect.bottom);\n rt.set(rect.right, rect.top);\n rb.set(rect.right, rect.bottom);\n matrix.apply(lt, lt);\n matrix.apply(lb, lb);\n matrix.apply(rt, rt);\n matrix.apply(rb, rb);\n var x0 = Math.min(lt.x, lb.x, rt.x, rb.x);\n var y0 = Math.min(lt.y, lb.y, rt.y, rb.y);\n var x1 = Math.max(lt.x, lb.x, rt.x, rb.x);\n var y1 = Math.max(lt.y, lb.y, rt.y, rb.y);\n rect.x = x0;\n rect.y = y0;\n rect.width = x1 - x0;\n rect.height = y1 - y0;\n };\n FilterSystem.prototype.roundFrame = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) {\n if (frame.width <= 0 || frame.height <= 0 || bindingSourceFrame.width <= 0 || bindingSourceFrame.height <= 0) {\n return;\n }\n if (transform) {\n var a = transform.a, b = transform.b, c = transform.c, d = transform.d;\n // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation\n // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0).\n if ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4)\n && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4)) {\n return;\n }\n }\n transform = transform ? tempMatrix$2.copyFrom(transform) : tempMatrix$2.identity();\n // Get forward transform from world space to screen space\n transform\n .translate(-bindingSourceFrame.x, -bindingSourceFrame.y)\n .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height)\n .translate(bindingDestinationFrame.x, bindingDestinationFrame.y);\n // Convert frame to screen space\n this.transformAABB(transform, frame);\n // Round frame in screen space\n frame.ceil(resolution);\n // Project back into world space.\n this.transformAABB(transform.invert(), frame);\n };\n return FilterSystem;\n}());\n\n/**\n * Base for a common object renderer that can be used as a\n * system renderer plugin.\n * @memberof PIXI\n */\nvar ObjectRenderer = /** @class */ (function () {\n /**\n * @param renderer - The renderer this manager works for.\n */\n function ObjectRenderer(renderer) {\n this.renderer = renderer;\n }\n /** Stub method that should be used to empty the current batch by rendering objects now. */\n ObjectRenderer.prototype.flush = function () {\n // flush!\n };\n /** Generic destruction method that frees all resources. This should be called by subclasses. */\n ObjectRenderer.prototype.destroy = function () {\n this.renderer = null;\n };\n /**\n * Stub method that initializes any state required before\n * rendering starts. It is different from the `prerender`\n * signal, which occurs every frame, in that it is called\n * whenever an object requests _this_ renderer specifically.\n */\n ObjectRenderer.prototype.start = function () {\n // set the shader..\n };\n /** Stops the renderer. It should free up any state and become dormant. */\n ObjectRenderer.prototype.stop = function () {\n this.flush();\n };\n /**\n * Keeps the object to render. It doesn't have to be\n * rendered immediately.\n * @param {PIXI.DisplayObject} _object - The object to render.\n */\n ObjectRenderer.prototype.render = function (_object) {\n // render the object\n };\n return ObjectRenderer;\n}());\n\n/**\n * System plugin to the renderer to manage batching.\n * @memberof PIXI\n */\nvar BatchSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function BatchSystem(renderer) {\n this.renderer = renderer;\n this.emptyRenderer = new ObjectRenderer(renderer);\n this.currentRenderer = this.emptyRenderer;\n }\n /**\n * Changes the current renderer to the one given in parameter\n * @param objectRenderer - The object renderer to use.\n */\n BatchSystem.prototype.setObjectRenderer = function (objectRenderer) {\n if (this.currentRenderer === objectRenderer) {\n return;\n }\n this.currentRenderer.stop();\n this.currentRenderer = objectRenderer;\n this.currentRenderer.start();\n };\n /**\n * This should be called if you wish to do some custom rendering\n * It will basically render anything that may be batched up such as sprites\n */\n BatchSystem.prototype.flush = function () {\n this.setObjectRenderer(this.emptyRenderer);\n };\n /** Reset the system to an empty renderer */\n BatchSystem.prototype.reset = function () {\n this.setObjectRenderer(this.emptyRenderer);\n };\n /**\n * Handy function for batch renderers: copies bound textures in first maxTextures locations to array\n * sets actual _batchLocation for them\n * @param arr - arr copy destination\n * @param maxTextures - number of copied elements\n */\n BatchSystem.prototype.copyBoundTextures = function (arr, maxTextures) {\n var boundTextures = this.renderer.texture.boundTextures;\n for (var i = maxTextures - 1; i >= 0; --i) {\n arr[i] = boundTextures[i] || null;\n if (arr[i]) {\n arr[i]._batchLocation = i;\n }\n }\n };\n /**\n * Assigns batch locations to textures in array based on boundTextures state.\n * All textures in texArray should have `_batchEnabled = _batchId`,\n * and their count should be less than `maxTextures`.\n * @param texArray - textures to bound\n * @param boundTextures - current state of bound textures\n * @param batchId - marker for _batchEnabled param of textures in texArray\n * @param maxTextures - number of texture locations to manipulate\n */\n BatchSystem.prototype.boundArray = function (texArray, boundTextures, batchId, maxTextures) {\n var elements = texArray.elements, ids = texArray.ids, count = texArray.count;\n var j = 0;\n for (var i = 0; i < count; i++) {\n var tex = elements[i];\n var loc = tex._batchLocation;\n if (loc >= 0 && loc < maxTextures\n && boundTextures[loc] === tex) {\n ids[i] = loc;\n continue;\n }\n while (j < maxTextures) {\n var bound = boundTextures[j];\n if (bound && bound._batchEnabled === batchId\n && bound._batchLocation === j) {\n j++;\n continue;\n }\n ids[i] = j;\n tex._batchLocation = j;\n boundTextures[j] = tex;\n break;\n }\n }\n };\n /**\n * @ignore\n */\n BatchSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return BatchSystem;\n}());\n\nvar CONTEXT_UID_COUNTER = 0;\n/**\n * System plugin to the renderer to manage the context.\n * @memberof PIXI\n */\nvar ContextSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ContextSystem(renderer) {\n this.renderer = renderer;\n this.webGLVersion = 1;\n this.extensions = {};\n this.supports = {\n uint32Indices: false,\n };\n // Bind functions\n this.handleContextLost = this.handleContextLost.bind(this);\n this.handleContextRestored = this.handleContextRestored.bind(this);\n renderer.view.addEventListener('webglcontextlost', this.handleContextLost, false);\n renderer.view.addEventListener('webglcontextrestored', this.handleContextRestored, false);\n }\n Object.defineProperty(ContextSystem.prototype, \"isLost\", {\n /**\n * `true` if the context is lost\n * @readonly\n */\n get: function () {\n return (!this.gl || this.gl.isContextLost());\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Handles the context change event.\n * @param {WebGLRenderingContext} gl - New WebGL context.\n */\n ContextSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n // restore a context if it was previously lost\n if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) {\n gl.getExtension('WEBGL_lose_context').restoreContext();\n }\n };\n /**\n * Initializes the context.\n * @protected\n * @param {WebGLRenderingContext} gl - WebGL context\n */\n ContextSystem.prototype.initFromContext = function (gl) {\n this.gl = gl;\n this.validateContext(gl);\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n this.renderer.runners.contextChange.emit(gl);\n };\n /**\n * Initialize from context options\n * @protected\n * @see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext\n * @param {object} options - context attributes\n */\n ContextSystem.prototype.initFromOptions = function (options) {\n var gl = this.createContext(this.renderer.view, options);\n this.initFromContext(gl);\n };\n /**\n * Helper class to create a WebGL Context\n * @param canvas - the canvas element that we will get the context from\n * @param options - An options object that gets passed in to the canvas element containing the\n * context attributes\n * @see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext\n * @returns {WebGLRenderingContext} the WebGL context\n */\n ContextSystem.prototype.createContext = function (canvas, options) {\n var gl;\n if (settings.PREFER_ENV >= ENV.WEBGL2) {\n gl = canvas.getContext('webgl2', options);\n }\n if (gl) {\n this.webGLVersion = 2;\n }\n else {\n this.webGLVersion = 1;\n gl = canvas.getContext('webgl', options) || canvas.getContext('experimental-webgl', options);\n if (!gl) {\n // fail, not able to get a context\n throw new Error('This browser does not support WebGL. Try using the canvas renderer');\n }\n }\n this.gl = gl;\n this.getExtensions();\n return this.gl;\n };\n /** Auto-populate the {@link PIXI.ContextSystem.extensions extensions}. */\n ContextSystem.prototype.getExtensions = function () {\n // time to set up default extensions that Pixi uses.\n var gl = this.gl;\n var common = {\n anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'),\n floatTextureLinear: gl.getExtension('OES_texture_float_linear'),\n s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'),\n s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'),\n etc: gl.getExtension('WEBGL_compressed_texture_etc'),\n etc1: gl.getExtension('WEBGL_compressed_texture_etc1'),\n pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc')\n || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'),\n atc: gl.getExtension('WEBGL_compressed_texture_atc'),\n astc: gl.getExtension('WEBGL_compressed_texture_astc')\n };\n if (this.webGLVersion === 1) {\n Object.assign(this.extensions, common, {\n drawBuffers: gl.getExtension('WEBGL_draw_buffers'),\n depthTexture: gl.getExtension('WEBGL_depth_texture'),\n loseContext: gl.getExtension('WEBGL_lose_context'),\n vertexArrayObject: gl.getExtension('OES_vertex_array_object')\n || gl.getExtension('MOZ_OES_vertex_array_object')\n || gl.getExtension('WEBKIT_OES_vertex_array_object'),\n uint32ElementIndex: gl.getExtension('OES_element_index_uint'),\n // Floats and half-floats\n floatTexture: gl.getExtension('OES_texture_float'),\n floatTextureLinear: gl.getExtension('OES_texture_float_linear'),\n textureHalfFloat: gl.getExtension('OES_texture_half_float'),\n textureHalfFloatLinear: gl.getExtension('OES_texture_half_float_linear'),\n });\n }\n else if (this.webGLVersion === 2) {\n Object.assign(this.extensions, common, {\n // Floats and half-floats\n colorBufferFloat: gl.getExtension('EXT_color_buffer_float')\n });\n }\n };\n /**\n * Handles a lost webgl context\n * @param {WebGLContextEvent} event - The context lost event.\n */\n ContextSystem.prototype.handleContextLost = function (event) {\n event.preventDefault();\n };\n /** Handles a restored webgl context. */\n ContextSystem.prototype.handleContextRestored = function () {\n this.renderer.runners.contextChange.emit(this.gl);\n };\n ContextSystem.prototype.destroy = function () {\n var view = this.renderer.view;\n this.renderer = null;\n // remove listeners\n view.removeEventListener('webglcontextlost', this.handleContextLost);\n view.removeEventListener('webglcontextrestored', this.handleContextRestored);\n this.gl.useProgram(null);\n if (this.extensions.loseContext) {\n this.extensions.loseContext.loseContext();\n }\n };\n /** Handle the post-render runner event. */\n ContextSystem.prototype.postrender = function () {\n if (this.renderer.renderingToScreen) {\n this.gl.flush();\n }\n };\n /**\n * Validate context.\n * @param {WebGLRenderingContext} gl - Render context.\n */\n ContextSystem.prototype.validateContext = function (gl) {\n var attributes = gl.getContextAttributes();\n var isWebGl2 = 'WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext;\n if (isWebGl2) {\n this.webGLVersion = 2;\n }\n // this is going to be fairly simple for now.. but at least we have room to grow!\n if (attributes && !attributes.stencil) {\n /* eslint-disable max-len, no-console */\n console.warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly');\n /* eslint-enable max-len, no-console */\n }\n var hasuint32 = isWebGl2 || !!gl.getExtension('OES_element_index_uint');\n this.supports.uint32Indices = hasuint32;\n if (!hasuint32) {\n /* eslint-disable max-len, no-console */\n console.warn('Provided WebGL context does not support 32 index buffer, complex graphics may not render correctly');\n /* eslint-enable max-len, no-console */\n }\n };\n return ContextSystem;\n}());\n\n/**\n * Internal framebuffer for WebGL context.\n * @memberof PIXI\n */\nvar GLFramebuffer = /** @class */ (function () {\n function GLFramebuffer(framebuffer) {\n this.framebuffer = framebuffer;\n this.stencil = null;\n this.dirtyId = -1;\n this.dirtyFormat = -1;\n this.dirtySize = -1;\n this.multisample = MSAA_QUALITY.NONE;\n this.msaaBuffer = null;\n this.blitFramebuffer = null;\n this.mipLevel = 0;\n }\n return GLFramebuffer;\n}());\n\nvar tempRectangle = new Rectangle();\n/**\n * System plugin to the renderer to manage framebuffers.\n * @memberof PIXI\n */\nvar FramebufferSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function FramebufferSystem(renderer) {\n this.renderer = renderer;\n this.managedFramebuffers = [];\n this.unknownFramebuffer = new Framebuffer(10, 10);\n this.msaaSamples = null;\n }\n /** Sets up the renderer context and necessary buffers. */\n FramebufferSystem.prototype.contextChange = function () {\n var gl = this.gl = this.renderer.gl;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n this.hasMRT = true;\n this.writeDepthTexture = true;\n this.disposeAll(true);\n // webgl2\n if (this.renderer.context.webGLVersion === 1) {\n // webgl 1!\n var nativeDrawBuffersExtension_1 = this.renderer.context.extensions.drawBuffers;\n var nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n nativeDrawBuffersExtension_1 = null;\n nativeDepthTextureExtension = null;\n }\n if (nativeDrawBuffersExtension_1) {\n gl.drawBuffers = function (activeTextures) {\n return nativeDrawBuffersExtension_1.drawBuffersWEBGL(activeTextures);\n };\n }\n else {\n this.hasMRT = false;\n gl.drawBuffers = function () {\n // empty\n };\n }\n if (!nativeDepthTextureExtension) {\n this.writeDepthTexture = false;\n }\n }\n else {\n // WebGL2\n // cache possible MSAA samples\n this.msaaSamples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES);\n }\n };\n /**\n * Bind a framebuffer.\n * @param framebuffer\n * @param frame - frame, default is framebuffer size\n * @param mipLevel - optional mip level to set on the framebuffer - defaults to 0\n */\n FramebufferSystem.prototype.bind = function (framebuffer, frame, mipLevel) {\n if (mipLevel === void 0) { mipLevel = 0; }\n var gl = this.gl;\n if (framebuffer) {\n // TODO caching layer!\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID] || this.initFramebuffer(framebuffer);\n if (this.current !== framebuffer) {\n this.current = framebuffer;\n gl.bindFramebuffer(gl.FRAMEBUFFER, fbo.framebuffer);\n }\n // make sure all textures are unbound..\n if (fbo.mipLevel !== mipLevel) {\n framebuffer.dirtyId++;\n framebuffer.dirtyFormat++;\n fbo.mipLevel = mipLevel;\n }\n // now check for updates...\n if (fbo.dirtyId !== framebuffer.dirtyId) {\n fbo.dirtyId = framebuffer.dirtyId;\n if (fbo.dirtyFormat !== framebuffer.dirtyFormat) {\n fbo.dirtyFormat = framebuffer.dirtyFormat;\n fbo.dirtySize = framebuffer.dirtySize;\n this.updateFramebuffer(framebuffer, mipLevel);\n }\n else if (fbo.dirtySize !== framebuffer.dirtySize) {\n fbo.dirtySize = framebuffer.dirtySize;\n this.resizeFramebuffer(framebuffer);\n }\n }\n for (var i = 0; i < framebuffer.colorTextures.length; i++) {\n var tex = framebuffer.colorTextures[i];\n this.renderer.texture.unbind(tex.parentTextureArray || tex);\n }\n if (framebuffer.depthTexture) {\n this.renderer.texture.unbind(framebuffer.depthTexture);\n }\n if (frame) {\n var mipWidth = (frame.width >> mipLevel);\n var mipHeight = (frame.height >> mipLevel);\n var scale = mipWidth / frame.width;\n this.setViewport(frame.x * scale, frame.y * scale, mipWidth, mipHeight);\n }\n else {\n var mipWidth = (framebuffer.width >> mipLevel);\n var mipHeight = (framebuffer.height >> mipLevel);\n this.setViewport(0, 0, mipWidth, mipHeight);\n }\n }\n else {\n if (this.current) {\n this.current = null;\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n }\n if (frame) {\n this.setViewport(frame.x, frame.y, frame.width, frame.height);\n }\n else {\n this.setViewport(0, 0, this.renderer.width, this.renderer.height);\n }\n }\n };\n /**\n * Set the WebGLRenderingContext's viewport.\n * @param x - X position of viewport\n * @param y - Y position of viewport\n * @param width - Width of viewport\n * @param height - Height of viewport\n */\n FramebufferSystem.prototype.setViewport = function (x, y, width, height) {\n var v = this.viewport;\n x = Math.round(x);\n y = Math.round(y);\n width = Math.round(width);\n height = Math.round(height);\n if (v.width !== width || v.height !== height || v.x !== x || v.y !== y) {\n v.x = x;\n v.y = y;\n v.width = width;\n v.height = height;\n this.gl.viewport(x, y, width, height);\n }\n };\n Object.defineProperty(FramebufferSystem.prototype, \"size\", {\n /**\n * Get the size of the current width and height. Returns object with `width` and `height` values.\n * @readonly\n */\n get: function () {\n if (this.current) {\n // TODO store temp\n return { x: 0, y: 0, width: this.current.width, height: this.current.height };\n }\n return { x: 0, y: 0, width: this.renderer.width, height: this.renderer.height };\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Clear the color of the context\n * @param r - Red value from 0 to 1\n * @param g - Green value from 0 to 1\n * @param b - Blue value from 0 to 1\n * @param a - Alpha value from 0 to 1\n * @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks\n * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.\n */\n FramebufferSystem.prototype.clear = function (r, g, b, a, mask) {\n if (mask === void 0) { mask = BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH; }\n var gl = this.gl;\n // TODO clear color can be set only one right?\n gl.clearColor(r, g, b, a);\n gl.clear(mask);\n };\n /**\n * Initialize framebuffer for this context\n * @protected\n * @param framebuffer\n * @returns - created GLFramebuffer\n */\n FramebufferSystem.prototype.initFramebuffer = function (framebuffer) {\n var gl = this.gl;\n var fbo = new GLFramebuffer(gl.createFramebuffer());\n fbo.multisample = this.detectSamples(framebuffer.multisample);\n framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo;\n this.managedFramebuffers.push(framebuffer);\n framebuffer.disposeRunner.add(this);\n return fbo;\n };\n /**\n * Resize the framebuffer\n * @param framebuffer\n * @protected\n */\n FramebufferSystem.prototype.resizeFramebuffer = function (framebuffer) {\n var gl = this.gl;\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n if (fbo.msaaBuffer) {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height);\n }\n if (fbo.stencil) {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n }\n var colorTextures = framebuffer.colorTextures;\n var count = colorTextures.length;\n if (!gl.drawBuffers) {\n count = Math.min(count, 1);\n }\n for (var i = 0; i < count; i++) {\n var texture = colorTextures[i];\n var parentTexture = texture.parentTextureArray || texture;\n this.renderer.texture.bind(parentTexture, 0);\n }\n if (framebuffer.depthTexture && this.writeDepthTexture) {\n this.renderer.texture.bind(framebuffer.depthTexture, 0);\n }\n };\n /**\n * Update the framebuffer\n * @param framebuffer\n * @param mipLevel\n * @protected\n */\n FramebufferSystem.prototype.updateFramebuffer = function (framebuffer, mipLevel) {\n var gl = this.gl;\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n // bind the color texture\n var colorTextures = framebuffer.colorTextures;\n var count = colorTextures.length;\n if (!gl.drawBuffers) {\n count = Math.min(count, 1);\n }\n if (fbo.multisample > 1 && this.canMultisampleFramebuffer(framebuffer)) {\n fbo.msaaBuffer = fbo.msaaBuffer || gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height);\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, fbo.msaaBuffer);\n }\n else if (fbo.msaaBuffer) {\n gl.deleteRenderbuffer(fbo.msaaBuffer);\n fbo.msaaBuffer = null;\n if (fbo.blitFramebuffer) {\n fbo.blitFramebuffer.dispose();\n fbo.blitFramebuffer = null;\n }\n }\n var activeTextures = [];\n for (var i = 0; i < count; i++) {\n var texture = colorTextures[i];\n var parentTexture = texture.parentTextureArray || texture;\n this.renderer.texture.bind(parentTexture, 0);\n if (i === 0 && fbo.msaaBuffer) {\n continue;\n }\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, texture.target, parentTexture._glTextures[this.CONTEXT_UID].texture, mipLevel);\n activeTextures.push(gl.COLOR_ATTACHMENT0 + i);\n }\n if (activeTextures.length > 1) {\n gl.drawBuffers(activeTextures);\n }\n if (framebuffer.depthTexture) {\n var writeDepthTexture = this.writeDepthTexture;\n if (writeDepthTexture) {\n var depthTexture = framebuffer.depthTexture;\n this.renderer.texture.bind(depthTexture, 0);\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._glTextures[this.CONTEXT_UID].texture, mipLevel);\n }\n }\n if ((framebuffer.stencil || framebuffer.depth) && !(framebuffer.depthTexture && this.writeDepthTexture)) {\n fbo.stencil = fbo.stencil || gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, fbo.stencil);\n }\n else if (fbo.stencil) {\n gl.deleteRenderbuffer(fbo.stencil);\n fbo.stencil = null;\n }\n };\n /**\n * Returns true if the frame buffer can be multisampled.\n * @param framebuffer\n */\n FramebufferSystem.prototype.canMultisampleFramebuffer = function (framebuffer) {\n return this.renderer.context.webGLVersion !== 1\n && framebuffer.colorTextures.length <= 1 && !framebuffer.depthTexture;\n };\n /**\n * Detects number of samples that is not more than a param but as close to it as possible\n * @param samples - number of samples\n * @returns - recommended number of samples\n */\n FramebufferSystem.prototype.detectSamples = function (samples) {\n var msaaSamples = this.msaaSamples;\n var res = MSAA_QUALITY.NONE;\n if (samples <= 1 || msaaSamples === null) {\n return res;\n }\n for (var i = 0; i < msaaSamples.length; i++) {\n if (msaaSamples[i] <= samples) {\n res = msaaSamples[i];\n break;\n }\n }\n if (res === 1) {\n res = MSAA_QUALITY.NONE;\n }\n return res;\n };\n /**\n * Only works with WebGL2\n *\n * blits framebuffer to another of the same or bigger size\n * after that target framebuffer is bound\n *\n * Fails with WebGL warning if blits multisample framebuffer to different size\n * @param framebuffer - by default it blits \"into itself\", from renderBuffer to texture.\n * @param sourcePixels - source rectangle in pixels\n * @param destPixels - dest rectangle in pixels, assumed to be the same as sourcePixels\n */\n FramebufferSystem.prototype.blit = function (framebuffer, sourcePixels, destPixels) {\n var _a = this, current = _a.current, renderer = _a.renderer, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n if (renderer.context.webGLVersion !== 2) {\n return;\n }\n if (!current) {\n return;\n }\n var fbo = current.glFramebuffers[CONTEXT_UID];\n if (!fbo) {\n return;\n }\n if (!framebuffer) {\n if (!fbo.msaaBuffer) {\n return;\n }\n var colorTexture = current.colorTextures[0];\n if (!colorTexture) {\n return;\n }\n if (!fbo.blitFramebuffer) {\n fbo.blitFramebuffer = new Framebuffer(current.width, current.height);\n fbo.blitFramebuffer.addColorTexture(0, colorTexture);\n }\n framebuffer = fbo.blitFramebuffer;\n if (framebuffer.colorTextures[0] !== colorTexture) {\n framebuffer.colorTextures[0] = colorTexture;\n framebuffer.dirtyId++;\n framebuffer.dirtyFormat++;\n }\n if (framebuffer.width !== current.width || framebuffer.height !== current.height) {\n framebuffer.width = current.width;\n framebuffer.height = current.height;\n framebuffer.dirtyId++;\n framebuffer.dirtySize++;\n }\n }\n if (!sourcePixels) {\n sourcePixels = tempRectangle;\n sourcePixels.width = current.width;\n sourcePixels.height = current.height;\n }\n if (!destPixels) {\n destPixels = sourcePixels;\n }\n var sameSize = sourcePixels.width === destPixels.width && sourcePixels.height === destPixels.height;\n this.bind(framebuffer);\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo.framebuffer);\n gl.blitFramebuffer(sourcePixels.left, sourcePixels.top, sourcePixels.right, sourcePixels.bottom, destPixels.left, destPixels.top, destPixels.right, destPixels.bottom, gl.COLOR_BUFFER_BIT, sameSize ? gl.NEAREST : gl.LINEAR);\n };\n /**\n * Disposes framebuffer.\n * @param framebuffer - framebuffer that has to be disposed of\n * @param contextLost - If context was lost, we suppress all delete function calls\n */\n FramebufferSystem.prototype.disposeFramebuffer = function (framebuffer, contextLost) {\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n var gl = this.gl;\n if (!fbo) {\n return;\n }\n delete framebuffer.glFramebuffers[this.CONTEXT_UID];\n var index = this.managedFramebuffers.indexOf(framebuffer);\n if (index >= 0) {\n this.managedFramebuffers.splice(index, 1);\n }\n framebuffer.disposeRunner.remove(this);\n if (!contextLost) {\n gl.deleteFramebuffer(fbo.framebuffer);\n if (fbo.msaaBuffer) {\n gl.deleteRenderbuffer(fbo.msaaBuffer);\n }\n if (fbo.stencil) {\n gl.deleteRenderbuffer(fbo.stencil);\n }\n }\n if (fbo.blitFramebuffer) {\n fbo.blitFramebuffer.dispose();\n }\n };\n /**\n * Disposes all framebuffers, but not textures bound to them.\n * @param [contextLost=false] - If context was lost, we suppress all delete function calls\n */\n FramebufferSystem.prototype.disposeAll = function (contextLost) {\n var list = this.managedFramebuffers;\n this.managedFramebuffers = [];\n for (var i = 0; i < list.length; i++) {\n this.disposeFramebuffer(list[i], contextLost);\n }\n };\n /**\n * Forcing creation of stencil buffer for current framebuffer, if it wasn't done before.\n * Used by MaskSystem, when its time to use stencil mask for Graphics element.\n *\n * Its an alternative for public lazy `framebuffer.enableStencil`, in case we need stencil without rebind.\n * @private\n */\n FramebufferSystem.prototype.forceStencil = function () {\n var framebuffer = this.current;\n if (!framebuffer) {\n return;\n }\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n if (!fbo || fbo.stencil) {\n return;\n }\n framebuffer.stencil = true;\n var w = framebuffer.width;\n var h = framebuffer.height;\n var gl = this.gl;\n var stencil = gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, w, h);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, w, h);\n }\n fbo.stencil = stencil;\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencil);\n };\n /** Resets framebuffer stored state, binds screen framebuffer. Should be called before renderTexture reset(). */\n FramebufferSystem.prototype.reset = function () {\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n };\n FramebufferSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return FramebufferSystem;\n}());\n\nvar byteSizeMap = { 5126: 4, 5123: 2, 5121: 1 };\n/**\n * System plugin to the renderer to manage geometry.\n * @memberof PIXI\n */\nvar GeometrySystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function GeometrySystem(renderer) {\n this.renderer = renderer;\n this._activeGeometry = null;\n this._activeVao = null;\n this.hasVao = true;\n this.hasInstance = true;\n this.canUseUInt32ElementIndex = false;\n this.managedGeometries = {};\n }\n /** Sets up the renderer context and necessary buffers. */\n GeometrySystem.prototype.contextChange = function () {\n this.disposeAll(true);\n var gl = this.gl = this.renderer.gl;\n var context = this.renderer.context;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n // webgl2\n if (context.webGLVersion !== 2) {\n // webgl 1!\n var nativeVaoExtension_1 = this.renderer.context.extensions.vertexArrayObject;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n nativeVaoExtension_1 = null;\n }\n if (nativeVaoExtension_1) {\n gl.createVertexArray = function () {\n return nativeVaoExtension_1.createVertexArrayOES();\n };\n gl.bindVertexArray = function (vao) {\n return nativeVaoExtension_1.bindVertexArrayOES(vao);\n };\n gl.deleteVertexArray = function (vao) {\n return nativeVaoExtension_1.deleteVertexArrayOES(vao);\n };\n }\n else {\n this.hasVao = false;\n gl.createVertexArray = function () {\n return null;\n };\n gl.bindVertexArray = function () {\n return null;\n };\n gl.deleteVertexArray = function () {\n return null;\n };\n }\n }\n if (context.webGLVersion !== 2) {\n var instanceExt_1 = gl.getExtension('ANGLE_instanced_arrays');\n if (instanceExt_1) {\n gl.vertexAttribDivisor = function (a, b) {\n return instanceExt_1.vertexAttribDivisorANGLE(a, b);\n };\n gl.drawElementsInstanced = function (a, b, c, d, e) {\n return instanceExt_1.drawElementsInstancedANGLE(a, b, c, d, e);\n };\n gl.drawArraysInstanced = function (a, b, c, d) {\n return instanceExt_1.drawArraysInstancedANGLE(a, b, c, d);\n };\n }\n else {\n this.hasInstance = false;\n }\n }\n this.canUseUInt32ElementIndex = context.webGLVersion === 2 || !!context.extensions.uint32ElementIndex;\n };\n /**\n * Binds geometry so that is can be drawn. Creating a Vao if required\n * @param geometry - Instance of geometry to bind.\n * @param shader - Instance of shader to use vao for.\n */\n GeometrySystem.prototype.bind = function (geometry, shader) {\n shader = shader || this.renderer.shader.shader;\n var gl = this.gl;\n // not sure the best way to address this..\n // currently different shaders require different VAOs for the same geometry\n // Still mulling over the best way to solve this one..\n // will likely need to modify the shader attribute locations at run time!\n var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var incRefCount = false;\n if (!vaos) {\n this.managedGeometries[geometry.id] = geometry;\n geometry.disposeRunner.add(this);\n geometry.glVertexArrayObjects[this.CONTEXT_UID] = vaos = {};\n incRefCount = true;\n }\n var vao = vaos[shader.program.id] || this.initGeometryVao(geometry, shader, incRefCount);\n this._activeGeometry = geometry;\n if (this._activeVao !== vao) {\n this._activeVao = vao;\n if (this.hasVao) {\n gl.bindVertexArray(vao);\n }\n else {\n this.activateVao(geometry, shader.program);\n }\n }\n // TODO - optimise later!\n // don't need to loop through if nothing changed!\n // maybe look to add an 'autoupdate' to geometry?\n this.updateBuffers();\n };\n /** Reset and unbind any active VAO and geometry. */\n GeometrySystem.prototype.reset = function () {\n this.unbind();\n };\n /** Update buffers of the currently bound geometry. */\n GeometrySystem.prototype.updateBuffers = function () {\n var geometry = this._activeGeometry;\n var bufferSystem = this.renderer.buffer;\n for (var i = 0; i < geometry.buffers.length; i++) {\n var buffer = geometry.buffers[i];\n bufferSystem.update(buffer);\n }\n };\n /**\n * Check compatibility between a geometry and a program\n * @param geometry - Geometry instance.\n * @param program - Program instance.\n */\n GeometrySystem.prototype.checkCompatibility = function (geometry, program) {\n // geometry must have at least all the attributes that the shader requires.\n var geometryAttributes = geometry.attributes;\n var shaderAttributes = program.attributeData;\n for (var j in shaderAttributes) {\n if (!geometryAttributes[j]) {\n throw new Error(\"shader and geometry incompatible, geometry missing the \\\"\" + j + \"\\\" attribute\");\n }\n }\n };\n /**\n * Takes a geometry and program and generates a unique signature for them.\n * @param geometry - To get signature from.\n * @param program - To test geometry against.\n * @returns - Unique signature of the geometry and program\n */\n GeometrySystem.prototype.getSignature = function (geometry, program) {\n var attribs = geometry.attributes;\n var shaderAttributes = program.attributeData;\n var strings = ['g', geometry.id];\n for (var i in attribs) {\n if (shaderAttributes[i]) {\n strings.push(i, shaderAttributes[i].location);\n }\n }\n return strings.join('-');\n };\n /**\n * Creates or gets Vao with the same structure as the geometry and stores it on the geometry.\n * If vao is created, it is bound automatically. We use a shader to infer what and how to set up the\n * attribute locations.\n * @param geometry - Instance of geometry to to generate Vao for.\n * @param shader - Instance of the shader.\n * @param incRefCount - Increment refCount of all geometry buffers.\n */\n GeometrySystem.prototype.initGeometryVao = function (geometry, shader, incRefCount) {\n if (incRefCount === void 0) { incRefCount = true; }\n var gl = this.gl;\n var CONTEXT_UID = this.CONTEXT_UID;\n var bufferSystem = this.renderer.buffer;\n var program = shader.program;\n if (!program.glPrograms[CONTEXT_UID]) {\n this.renderer.shader.generateProgram(shader);\n }\n this.checkCompatibility(geometry, program);\n var signature = this.getSignature(geometry, program);\n var vaoObjectHash = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var vao = vaoObjectHash[signature];\n if (vao) {\n // this will give us easy access to the vao\n vaoObjectHash[program.id] = vao;\n return vao;\n }\n var buffers = geometry.buffers;\n var attributes = geometry.attributes;\n var tempStride = {};\n var tempStart = {};\n for (var j in buffers) {\n tempStride[j] = 0;\n tempStart[j] = 0;\n }\n for (var j in attributes) {\n if (!attributes[j].size && program.attributeData[j]) {\n attributes[j].size = program.attributeData[j].size;\n }\n else if (!attributes[j].size) {\n console.warn(\"PIXI Geometry attribute '\" + j + \"' size cannot be determined (likely the bound shader does not have the attribute)\"); // eslint-disable-line\n }\n tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap[attributes[j].type];\n }\n for (var j in attributes) {\n var attribute = attributes[j];\n var attribSize = attribute.size;\n if (attribute.stride === undefined) {\n if (tempStride[attribute.buffer] === attribSize * byteSizeMap[attribute.type]) {\n attribute.stride = 0;\n }\n else {\n attribute.stride = tempStride[attribute.buffer];\n }\n }\n if (attribute.start === undefined) {\n attribute.start = tempStart[attribute.buffer];\n tempStart[attribute.buffer] += attribSize * byteSizeMap[attribute.type];\n }\n }\n vao = gl.createVertexArray();\n gl.bindVertexArray(vao);\n // first update - and create the buffers!\n // only create a gl buffer if it actually gets\n for (var i = 0; i < buffers.length; i++) {\n var buffer = buffers[i];\n bufferSystem.bind(buffer);\n if (incRefCount) {\n buffer._glBuffers[CONTEXT_UID].refCount++;\n }\n }\n // TODO - maybe make this a data object?\n // lets wait to see if we need to first!\n this.activateVao(geometry, program);\n this._activeVao = vao;\n // add it to the cache!\n vaoObjectHash[program.id] = vao;\n vaoObjectHash[signature] = vao;\n return vao;\n };\n /**\n * Disposes geometry.\n * @param geometry - Geometry with buffers. Only VAO will be disposed\n * @param [contextLost=false] - If context was lost, we suppress deleteVertexArray\n */\n GeometrySystem.prototype.disposeGeometry = function (geometry, contextLost) {\n var _a;\n if (!this.managedGeometries[geometry.id]) {\n return;\n }\n delete this.managedGeometries[geometry.id];\n var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var gl = this.gl;\n var buffers = geometry.buffers;\n var bufferSystem = (_a = this.renderer) === null || _a === void 0 ? void 0 : _a.buffer;\n geometry.disposeRunner.remove(this);\n if (!vaos) {\n return;\n }\n // bufferSystem may have already been destroyed..\n // if this is the case, there is no need to destroy the geometry buffers...\n // they already have been!\n if (bufferSystem) {\n for (var i = 0; i < buffers.length; i++) {\n var buf = buffers[i]._glBuffers[this.CONTEXT_UID];\n // my be null as context may have changed right before the dispose is called\n if (buf) {\n buf.refCount--;\n if (buf.refCount === 0 && !contextLost) {\n bufferSystem.dispose(buffers[i], contextLost);\n }\n }\n }\n }\n if (!contextLost) {\n for (var vaoId in vaos) {\n // delete only signatures, everything else are copies\n if (vaoId[0] === 'g') {\n var vao = vaos[vaoId];\n if (this._activeVao === vao) {\n this.unbind();\n }\n gl.deleteVertexArray(vao);\n }\n }\n }\n delete geometry.glVertexArrayObjects[this.CONTEXT_UID];\n };\n /**\n * Dispose all WebGL resources of all managed geometries.\n * @param [contextLost=false] - If context was lost, we suppress `gl.delete` calls\n */\n GeometrySystem.prototype.disposeAll = function (contextLost) {\n var all = Object.keys(this.managedGeometries);\n for (var i = 0; i < all.length; i++) {\n this.disposeGeometry(this.managedGeometries[all[i]], contextLost);\n }\n };\n /**\n * Activate vertex array object.\n * @param geometry - Geometry instance.\n * @param program - Shader program instance.\n */\n GeometrySystem.prototype.activateVao = function (geometry, program) {\n var gl = this.gl;\n var CONTEXT_UID = this.CONTEXT_UID;\n var bufferSystem = this.renderer.buffer;\n var buffers = geometry.buffers;\n var attributes = geometry.attributes;\n if (geometry.indexBuffer) {\n // first update the index buffer if we have one..\n bufferSystem.bind(geometry.indexBuffer);\n }\n var lastBuffer = null;\n // add a new one!\n for (var j in attributes) {\n var attribute = attributes[j];\n var buffer = buffers[attribute.buffer];\n var glBuffer = buffer._glBuffers[CONTEXT_UID];\n if (program.attributeData[j]) {\n if (lastBuffer !== glBuffer) {\n bufferSystem.bind(buffer);\n lastBuffer = glBuffer;\n }\n var location = program.attributeData[j].location;\n // TODO introduce state again\n // we can optimise this for older devices that have no VAOs\n gl.enableVertexAttribArray(location);\n gl.vertexAttribPointer(location, attribute.size, attribute.type || gl.FLOAT, attribute.normalized, attribute.stride, attribute.start);\n if (attribute.instance) {\n // TODO calculate instance count based of this...\n if (this.hasInstance) {\n gl.vertexAttribDivisor(location, 1);\n }\n else {\n throw new Error('geometry error, GPU Instancing is not supported on this device');\n }\n }\n }\n }\n };\n /**\n * Draws the currently bound geometry.\n * @param type - The type primitive to render.\n * @param size - The number of elements to be rendered. If not specified, all vertices after the\n * starting vertex will be drawn.\n * @param start - The starting vertex in the geometry to start drawing from. If not specified,\n * drawing will start from the first vertex.\n * @param instanceCount - The number of instances of the set of elements to execute. If not specified,\n * all instances will be drawn.\n */\n GeometrySystem.prototype.draw = function (type, size, start, instanceCount) {\n var gl = this.gl;\n var geometry = this._activeGeometry;\n // TODO.. this should not change so maybe cache the function?\n if (geometry.indexBuffer) {\n var byteSize = geometry.indexBuffer.data.BYTES_PER_ELEMENT;\n var glType = byteSize === 2 ? gl.UNSIGNED_SHORT : gl.UNSIGNED_INT;\n if (byteSize === 2 || (byteSize === 4 && this.canUseUInt32ElementIndex)) {\n if (geometry.instanced) {\n /* eslint-disable max-len */\n gl.drawElementsInstanced(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize, instanceCount || 1);\n /* eslint-enable max-len */\n }\n else {\n /* eslint-disable max-len */\n gl.drawElements(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize);\n /* eslint-enable max-len */\n }\n }\n else {\n console.warn('unsupported index buffer type: uint32');\n }\n }\n else if (geometry.instanced) {\n // TODO need a better way to calculate size..\n gl.drawArraysInstanced(type, start, size || geometry.getSize(), instanceCount || 1);\n }\n else {\n gl.drawArrays(type, start, size || geometry.getSize());\n }\n return this;\n };\n /** Unbind/reset everything. */\n GeometrySystem.prototype.unbind = function () {\n this.gl.bindVertexArray(null);\n this._activeVao = null;\n this._activeGeometry = null;\n };\n GeometrySystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return GeometrySystem;\n}());\n\n/**\n * Component for masked elements.\n *\n * Holds mask mode and temporary data about current mask.\n * @memberof PIXI\n */\nvar MaskData = /** @class */ (function () {\n /**\n * Create MaskData\n * @param {PIXI.DisplayObject} [maskObject=null] - object that describes the mask\n */\n function MaskData(maskObject) {\n if (maskObject === void 0) { maskObject = null; }\n this.type = MASK_TYPES.NONE;\n this.autoDetect = true;\n this.maskObject = maskObject || null;\n this.pooled = false;\n this.isMaskData = true;\n this.resolution = null;\n this.multisample = settings.FILTER_MULTISAMPLE;\n this.enabled = true;\n this.colorMask = 0xf;\n this._filters = null;\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n this._scissorRectLocal = null;\n this._colorMask = 0xf;\n this._target = null;\n }\n Object.defineProperty(MaskData.prototype, \"filter\", {\n /**\n * The sprite mask filter.\n * If set to `null`, the default sprite mask filter is used.\n * @default null\n */\n get: function () {\n return this._filters ? this._filters[0] : null;\n },\n set: function (value) {\n if (value) {\n if (this._filters) {\n this._filters[0] = value;\n }\n else {\n this._filters = [value];\n }\n }\n else {\n this._filters = null;\n }\n },\n enumerable: false,\n configurable: true\n });\n /** Resets the mask data after popMask(). */\n MaskData.prototype.reset = function () {\n if (this.pooled) {\n this.maskObject = null;\n this.type = MASK_TYPES.NONE;\n this.autoDetect = true;\n }\n this._target = null;\n this._scissorRectLocal = null;\n };\n /**\n * Copies counters from maskData above, called from pushMask().\n * @param maskAbove\n */\n MaskData.prototype.copyCountersOrReset = function (maskAbove) {\n if (maskAbove) {\n this._stencilCounter = maskAbove._stencilCounter;\n this._scissorCounter = maskAbove._scissorCounter;\n this._scissorRect = maskAbove._scissorRect;\n }\n else {\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n }\n };\n return MaskData;\n}());\n\n/**\n * @private\n * @param {WebGLRenderingContext} gl - The current WebGL context {WebGLProgram}\n * @param {number} type - the type, can be either VERTEX_SHADER or FRAGMENT_SHADER\n * @param {string} src - The vertex shader source as an array of strings.\n * @returns {WebGLShader} the shader\n */\nfunction compileShader(gl, type, src) {\n var shader = gl.createShader(type);\n gl.shaderSource(shader, src);\n gl.compileShader(shader);\n return shader;\n}\n\n/**\n * will log a shader error highlighting the lines with the error\n * also will add numbers along the side.\n * @param gl - the WebGLContext\n * @param shader - the shader to log errors for\n */\nfunction logPrettyShaderError(gl, shader) {\n var shaderSrc = gl.getShaderSource(shader)\n .split('\\n')\n .map(function (line, index) { return index + \": \" + line; });\n var shaderLog = gl.getShaderInfoLog(shader);\n var splitShader = shaderLog.split('\\n');\n var dedupe = {};\n var lineNumbers = splitShader.map(function (line) { return parseFloat(line.replace(/^ERROR\\: 0\\:([\\d]+)\\:.*$/, '$1')); })\n .filter(function (n) {\n if (n && !dedupe[n]) {\n dedupe[n] = true;\n return true;\n }\n return false;\n });\n var logArgs = [''];\n lineNumbers.forEach(function (number) {\n shaderSrc[number - 1] = \"%c\" + shaderSrc[number - 1] + \"%c\";\n logArgs.push('background: #FF0000; color:#FFFFFF; font-size: 10px', 'font-size: 10px');\n });\n var fragmentSourceToLog = shaderSrc\n .join('\\n');\n logArgs[0] = fragmentSourceToLog;\n console.error(shaderLog);\n // eslint-disable-next-line no-console\n console.groupCollapsed('click to view full shader code');\n console.warn.apply(console, logArgs);\n // eslint-disable-next-line no-console\n console.groupEnd();\n}\n/**\n *\n * logs out any program errors\n * @param gl - The current WebGL context\n * @param program - the WebGL program to display errors for\n * @param vertexShader - the fragment WebGL shader program\n * @param fragmentShader - the vertex WebGL shader program\n */\nfunction logProgramError(gl, program, vertexShader, fragmentShader) {\n // if linking fails, then log and cleanup\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {\n logPrettyShaderError(gl, vertexShader);\n }\n if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {\n logPrettyShaderError(gl, fragmentShader);\n }\n console.error('PixiJS Error: Could not initialize shader.');\n // if there is a program info log, log it\n if (gl.getProgramInfoLog(program) !== '') {\n console.warn('PixiJS Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program));\n }\n }\n}\n\nfunction booleanArray(size) {\n var array = new Array(size);\n for (var i = 0; i < array.length; i++) {\n array[i] = false;\n }\n return array;\n}\n/**\n * @method defaultValue\n * @memberof PIXI.glCore.shader\n * @param {string} type - Type of value\n * @param {number} size\n * @private\n */\nfunction defaultValue(type, size) {\n switch (type) {\n case 'float':\n return 0;\n case 'vec2':\n return new Float32Array(2 * size);\n case 'vec3':\n return new Float32Array(3 * size);\n case 'vec4':\n return new Float32Array(4 * size);\n case 'int':\n case 'uint':\n case 'sampler2D':\n case 'sampler2DArray':\n return 0;\n case 'ivec2':\n return new Int32Array(2 * size);\n case 'ivec3':\n return new Int32Array(3 * size);\n case 'ivec4':\n return new Int32Array(4 * size);\n case 'uvec2':\n return new Uint32Array(2 * size);\n case 'uvec3':\n return new Uint32Array(3 * size);\n case 'uvec4':\n return new Uint32Array(4 * size);\n case 'bool':\n return false;\n case 'bvec2':\n return booleanArray(2 * size);\n case 'bvec3':\n return booleanArray(3 * size);\n case 'bvec4':\n return booleanArray(4 * size);\n case 'mat2':\n return new Float32Array([1, 0,\n 0, 1]);\n case 'mat3':\n return new Float32Array([1, 0, 0,\n 0, 1, 0,\n 0, 0, 1]);\n case 'mat4':\n return new Float32Array([1, 0, 0, 0,\n 0, 1, 0, 0,\n 0, 0, 1, 0,\n 0, 0, 0, 1]);\n }\n return null;\n}\n\nvar unknownContext = {};\nvar context = unknownContext;\n/**\n * returns a little WebGL context to use for program inspection.\n * @static\n * @private\n * @returns {WebGLRenderingContext} a gl context to test with\n */\nfunction getTestContext() {\n if (context === unknownContext || (context && context.isContextLost())) {\n var canvas = settings.ADAPTER.createCanvas();\n var gl = void 0;\n if (settings.PREFER_ENV >= ENV.WEBGL2) {\n gl = canvas.getContext('webgl2', {});\n }\n if (!gl) {\n gl = (canvas.getContext('webgl', {})\n || canvas.getContext('experimental-webgl', {}));\n if (!gl) {\n // fail, not able to get a context\n gl = null;\n }\n else {\n // for shader testing..\n gl.getExtension('WEBGL_draw_buffers');\n }\n }\n context = gl;\n }\n return context;\n}\n\nvar maxFragmentPrecision;\nfunction getMaxFragmentPrecision() {\n if (!maxFragmentPrecision) {\n maxFragmentPrecision = PRECISION.MEDIUM;\n var gl = getTestContext();\n if (gl) {\n if (gl.getShaderPrecisionFormat) {\n var shaderFragment = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);\n maxFragmentPrecision = shaderFragment.precision ? PRECISION.HIGH : PRECISION.MEDIUM;\n }\n }\n }\n return maxFragmentPrecision;\n}\n\n/**\n * Sets the float precision on the shader, ensuring the device supports the request precision.\n * If the precision is already present, it just ensures that the device is able to handle it.\n * @private\n * @param {string} src - The shader source\n * @param {PIXI.PRECISION} requestedPrecision - The request float precision of the shader.\n * @param {PIXI.PRECISION} maxSupportedPrecision - The maximum precision the shader supports.\n * @returns {string} modified shader source\n */\nfunction setPrecision(src, requestedPrecision, maxSupportedPrecision) {\n if (src.substring(0, 9) !== 'precision') {\n // no precision supplied, so PixiJS will add the requested level.\n var precision = requestedPrecision;\n // If highp is requested but not supported, downgrade precision to a level all devices support.\n if (requestedPrecision === PRECISION.HIGH && maxSupportedPrecision !== PRECISION.HIGH) {\n precision = PRECISION.MEDIUM;\n }\n return \"precision \" + precision + \" float;\\n\" + src;\n }\n else if (maxSupportedPrecision !== PRECISION.HIGH && src.substring(0, 15) === 'precision highp') {\n // precision was supplied, but at a level this device does not support, so downgrading to mediump.\n return src.replace('precision highp', 'precision mediump');\n }\n return src;\n}\n\nvar GLSL_TO_SIZE = {\n float: 1,\n vec2: 2,\n vec3: 3,\n vec4: 4,\n int: 1,\n ivec2: 2,\n ivec3: 3,\n ivec4: 4,\n uint: 1,\n uvec2: 2,\n uvec3: 3,\n uvec4: 4,\n bool: 1,\n bvec2: 2,\n bvec3: 3,\n bvec4: 4,\n mat2: 4,\n mat3: 9,\n mat4: 16,\n sampler2D: 1,\n};\n/**\n * @private\n * @method mapSize\n * @memberof PIXI.glCore.shader\n * @param {string} type\n */\nfunction mapSize(type) {\n return GLSL_TO_SIZE[type];\n}\n\nvar GL_TABLE = null;\nvar GL_TO_GLSL_TYPES = {\n FLOAT: 'float',\n FLOAT_VEC2: 'vec2',\n FLOAT_VEC3: 'vec3',\n FLOAT_VEC4: 'vec4',\n INT: 'int',\n INT_VEC2: 'ivec2',\n INT_VEC3: 'ivec3',\n INT_VEC4: 'ivec4',\n UNSIGNED_INT: 'uint',\n UNSIGNED_INT_VEC2: 'uvec2',\n UNSIGNED_INT_VEC3: 'uvec3',\n UNSIGNED_INT_VEC4: 'uvec4',\n BOOL: 'bool',\n BOOL_VEC2: 'bvec2',\n BOOL_VEC3: 'bvec3',\n BOOL_VEC4: 'bvec4',\n FLOAT_MAT2: 'mat2',\n FLOAT_MAT3: 'mat3',\n FLOAT_MAT4: 'mat4',\n SAMPLER_2D: 'sampler2D',\n INT_SAMPLER_2D: 'sampler2D',\n UNSIGNED_INT_SAMPLER_2D: 'sampler2D',\n SAMPLER_CUBE: 'samplerCube',\n INT_SAMPLER_CUBE: 'samplerCube',\n UNSIGNED_INT_SAMPLER_CUBE: 'samplerCube',\n SAMPLER_2D_ARRAY: 'sampler2DArray',\n INT_SAMPLER_2D_ARRAY: 'sampler2DArray',\n UNSIGNED_INT_SAMPLER_2D_ARRAY: 'sampler2DArray',\n};\n// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\nfunction mapType(gl, type) {\n if (!GL_TABLE) {\n var typeNames = Object.keys(GL_TO_GLSL_TYPES);\n GL_TABLE = {};\n for (var i = 0; i < typeNames.length; ++i) {\n var tn = typeNames[i];\n GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn];\n }\n }\n return GL_TABLE[type];\n}\n\n/* eslint-disable @typescript-eslint/explicit-module-boundary-types */\n// Parsers, each one of these will take a look at the type of shader property and uniform.\n// if they pass the test function then the code function is called that returns a the shader upload code for that uniform.\n// Shader upload code is automagically generated with these parsers.\n// If no parser is valid then the default upload functions are used.\n// exposing Parsers means that custom upload logic can be added to pixi's shaders.\n// A good example would be a pixi rectangle can be directly set on a uniform.\n// If the shader sees it it knows how to upload the rectangle structure as a vec4\n// format is as follows:\n//\n// {\n// test: (data, uniform) => {} <--- test is this code should be used for this uniform\n// code: (name, uniform) => {} <--- returns the string of the piece of code that uploads the uniform\n// codeUbo: (name, uniform) => {} <--- returns the string of the piece of code that uploads the\n// uniform to a uniform buffer\n// }\nvar uniformParsers = [\n // a float cache layer\n {\n test: function (data) {\n return data.type === 'float' && data.size === 1;\n },\n code: function (name) {\n return \"\\n if(uv[\\\"\" + name + \"\\\"] !== ud[\\\"\" + name + \"\\\"].value)\\n {\\n ud[\\\"\" + name + \"\\\"].value = uv[\\\"\" + name + \"\\\"]\\n gl.uniform1f(ud[\\\"\" + name + \"\\\"].location, uv[\\\"\" + name + \"\\\"])\\n }\\n \";\n },\n },\n // handling samplers\n {\n test: function (data) {\n // eslint-disable-next-line max-len\n return (data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray;\n },\n code: function (name) { return \"t = syncData.textureCount++;\\n\\n renderer.texture.bind(uv[\\\"\" + name + \"\\\"], t);\\n\\n if(ud[\\\"\" + name + \"\\\"].value !== t)\\n {\\n ud[\\\"\" + name + \"\\\"].value = t;\\n gl.uniform1i(ud[\\\"\" + name + \"\\\"].location, t);\\n; // eslint-disable-line max-len\\n }\"; },\n },\n // uploading pixi matrix object to mat3\n {\n test: function (data, uniform) {\n return data.type === 'mat3' && data.size === 1 && uniform.a !== undefined;\n },\n code: function (name) {\n // TODO and some smart caching dirty ids here!\n return \"\\n gl.uniformMatrix3fv(ud[\\\"\" + name + \"\\\"].location, false, uv[\\\"\" + name + \"\\\"].toArray(true));\\n \";\n },\n codeUbo: function (name) {\n return \"\\n var \" + name + \"_matrix = uv.\" + name + \".toArray(true);\\n\\n data[offset] = \" + name + \"_matrix[0];\\n data[offset+1] = \" + name + \"_matrix[1];\\n data[offset+2] = \" + name + \"_matrix[2];\\n \\n data[offset + 4] = \" + name + \"_matrix[3];\\n data[offset + 5] = \" + name + \"_matrix[4];\\n data[offset + 6] = \" + name + \"_matrix[5];\\n \\n data[offset + 8] = \" + name + \"_matrix[6];\\n data[offset + 9] = \" + name + \"_matrix[7];\\n data[offset + 10] = \" + name + \"_matrix[8];\\n \";\n },\n },\n // uploading a pixi point as a vec2 with caching layer\n {\n test: function (data, uniform) {\n return data.type === 'vec2' && data.size === 1 && uniform.x !== undefined;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v.x || cv[1] !== v.y)\\n {\\n cv[0] = v.x;\\n cv[1] = v.y;\\n gl.uniform2f(ud[\\\"\" + name + \"\\\"].location, v.x, v.y);\\n }\";\n },\n codeUbo: function (name) {\n return \"\\n v = uv.\" + name + \";\\n\\n data[offset] = v.x;\\n data[offset+1] = v.y;\\n \";\n }\n },\n // caching layer for a vec2\n {\n test: function (data) {\n return data.type === 'vec2' && data.size === 1;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n gl.uniform2f(ud[\\\"\" + name + \"\\\"].location, v[0], v[1]);\\n }\\n \";\n },\n },\n // upload a pixi rectangle as a vec4 with caching layer\n {\n test: function (data, uniform) {\n return data.type === 'vec4' && data.size === 1 && uniform.width !== undefined;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height)\\n {\\n cv[0] = v.x;\\n cv[1] = v.y;\\n cv[2] = v.width;\\n cv[3] = v.height;\\n gl.uniform4f(ud[\\\"\" + name + \"\\\"].location, v.x, v.y, v.width, v.height)\\n }\";\n },\n codeUbo: function (name) {\n return \"\\n v = uv.\" + name + \";\\n\\n data[offset] = v.x;\\n data[offset+1] = v.y;\\n data[offset+2] = v.width;\\n data[offset+3] = v.height;\\n \";\n }\n },\n // a caching layer for vec4 uploading\n {\n test: function (data) {\n return data.type === 'vec4' && data.size === 1;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4f(ud[\\\"\" + name + \"\\\"].location, v[0], v[1], v[2], v[3])\\n }\";\n },\n } ];\n\n// cu = Cached value's uniform data field\n// cv = Cached value\n// v = value to upload\n// ud = uniformData\n// uv = uniformValue\n// l = location\nvar GLSL_TO_SINGLE_SETTERS_CACHED = {\n float: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n gl.uniform1f(location, v);\\n }\",\n vec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2f(location, v[0], v[1])\\n }\",\n vec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3f(location, v[0], v[1], v[2])\\n }\",\n vec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4f(location, v[0], v[1], v[2], v[3]);\\n }\",\n int: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1i(location, v);\\n }\",\n ivec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2i(location, v[0], v[1]);\\n }\",\n ivec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3i(location, v[0], v[1], v[2]);\\n }\",\n ivec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\\n }\",\n uint: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1ui(location, v);\\n }\",\n uvec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2ui(location, v[0], v[1]);\\n }\",\n uvec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3ui(location, v[0], v[1], v[2]);\\n }\",\n uvec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4ui(location, v[0], v[1], v[2], v[3]);\\n }\",\n bool: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n gl.uniform1i(location, v);\\n }\",\n bvec2: \"\\n if (cv[0] != v[0] || cv[1] != v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2i(location, v[0], v[1]);\\n }\",\n bvec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3i(location, v[0], v[1], v[2]);\\n }\",\n bvec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\\n }\",\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n sampler2D: 'gl.uniform1i(location, v)',\n samplerCube: 'gl.uniform1i(location, v)',\n sampler2DArray: 'gl.uniform1i(location, v)',\n};\nvar GLSL_TO_ARRAY_SETTERS = {\n float: \"gl.uniform1fv(location, v)\",\n vec2: \"gl.uniform2fv(location, v)\",\n vec3: \"gl.uniform3fv(location, v)\",\n vec4: 'gl.uniform4fv(location, v)',\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n int: 'gl.uniform1iv(location, v)',\n ivec2: 'gl.uniform2iv(location, v)',\n ivec3: 'gl.uniform3iv(location, v)',\n ivec4: 'gl.uniform4iv(location, v)',\n uint: 'gl.uniform1uiv(location, v)',\n uvec2: 'gl.uniform2uiv(location, v)',\n uvec3: 'gl.uniform3uiv(location, v)',\n uvec4: 'gl.uniform4uiv(location, v)',\n bool: 'gl.uniform1iv(location, v)',\n bvec2: 'gl.uniform2iv(location, v)',\n bvec3: 'gl.uniform3iv(location, v)',\n bvec4: 'gl.uniform4iv(location, v)',\n sampler2D: 'gl.uniform1iv(location, v)',\n samplerCube: 'gl.uniform1iv(location, v)',\n sampler2DArray: 'gl.uniform1iv(location, v)',\n};\nfunction generateUniformsSync(group, uniformData) {\n var _a;\n var funcFragments = [\"\\n var v = null;\\n var cv = null;\\n var cu = null;\\n var t = 0;\\n var gl = renderer.gl;\\n \"];\n for (var i in group.uniforms) {\n var data = uniformData[i];\n if (!data) {\n if ((_a = group.uniforms[i]) === null || _a === void 0 ? void 0 : _a.group) {\n if (group.uniforms[i].ubo) {\n funcFragments.push(\"\\n renderer.shader.syncUniformBufferGroup(uv.\" + i + \", '\" + i + \"');\\n \");\n }\n else {\n funcFragments.push(\"\\n renderer.shader.syncUniformGroup(uv.\" + i + \", syncData);\\n \");\n }\n }\n continue;\n }\n var uniform = group.uniforms[i];\n var parsed = false;\n for (var j = 0; j < uniformParsers.length; j++) {\n if (uniformParsers[j].test(data, uniform)) {\n funcFragments.push(uniformParsers[j].code(i, uniform));\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n var templateType = (data.size === 1) ? GLSL_TO_SINGLE_SETTERS_CACHED : GLSL_TO_ARRAY_SETTERS;\n var template = templateType[data.type].replace('location', \"ud[\\\"\" + i + \"\\\"].location\");\n funcFragments.push(\"\\n cu = ud[\\\"\" + i + \"\\\"];\\n cv = cu.value;\\n v = uv[\\\"\" + i + \"\\\"];\\n \" + template + \";\");\n }\n }\n /*\n * the introduction of syncData is to solve an issue where textures in uniform groups are not set correctly\n * the texture count was always starting from 0 in each group. This needs to increment each time a texture is used\n * no matter which group is being used\n *\n */\n // eslint-disable-next-line no-new-func\n return new Function('ud', 'uv', 'renderer', 'syncData', funcFragments.join('\\n'));\n}\n\nvar fragTemplate = [\n 'precision mediump float;',\n 'void main(void){',\n 'float test = 0.1;',\n '%forloop%',\n 'gl_FragColor = vec4(0.0);',\n '}' ].join('\\n');\nfunction generateIfTestSrc(maxIfs) {\n var src = '';\n for (var i = 0; i < maxIfs; ++i) {\n if (i > 0) {\n src += '\\nelse ';\n }\n if (i < maxIfs - 1) {\n src += \"if(test == \" + i + \".0){}\";\n }\n }\n return src;\n}\nfunction checkMaxIfStatementsInShader(maxIfs, gl) {\n if (maxIfs === 0) {\n throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`');\n }\n var shader = gl.createShader(gl.FRAGMENT_SHADER);\n while (true) // eslint-disable-line no-constant-condition\n {\n var fragmentSrc = fragTemplate.replace(/%forloop%/gi, generateIfTestSrc(maxIfs));\n gl.shaderSource(shader, fragmentSrc);\n gl.compileShader(shader);\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n maxIfs = (maxIfs / 2) | 0;\n }\n else {\n // valid!\n break;\n }\n }\n return maxIfs;\n}\n\n// Cache the result to prevent running this over and over\nvar unsafeEval;\n/**\n * Not all platforms allow to generate function code (e.g., `new Function`).\n * this provides the platform-level detection.\n * @private\n * @returns {boolean} `true` if `new Function` is supported.\n */\nfunction unsafeEvalSupported() {\n if (typeof unsafeEval === 'boolean') {\n return unsafeEval;\n }\n try {\n /* eslint-disable no-new-func */\n var func = new Function('param1', 'param2', 'param3', 'return param1[param2] === param3;');\n /* eslint-enable no-new-func */\n unsafeEval = func({ a: 'b' }, 'a', 'b') === true;\n }\n catch (e) {\n unsafeEval = false;\n }\n return unsafeEval;\n}\n\nvar defaultFragment$2 = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n gl_FragColor *= texture2D(uSampler, vTextureCoord);\\n}\";\n\nvar defaultVertex$3 = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void){\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n vTextureCoord = aTextureCoord;\\n}\\n\";\n\nvar UID$1 = 0;\nvar nameCache = {};\n/**\n * Helper class to create a shader program.\n * @memberof PIXI\n */\nvar Program = /** @class */ (function () {\n /**\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param name - Name for shader\n */\n function Program(vertexSrc, fragmentSrc, name) {\n if (name === void 0) { name = 'pixi-shader'; }\n this.id = UID$1++;\n this.vertexSrc = vertexSrc || Program.defaultVertexSrc;\n this.fragmentSrc = fragmentSrc || Program.defaultFragmentSrc;\n this.vertexSrc = this.vertexSrc.trim();\n this.fragmentSrc = this.fragmentSrc.trim();\n if (this.vertexSrc.substring(0, 8) !== '#version') {\n name = name.replace(/\\s+/g, '-');\n if (nameCache[name]) {\n nameCache[name]++;\n name += \"-\" + nameCache[name];\n }\n else {\n nameCache[name] = 1;\n }\n this.vertexSrc = \"#define SHADER_NAME \" + name + \"\\n\" + this.vertexSrc;\n this.fragmentSrc = \"#define SHADER_NAME \" + name + \"\\n\" + this.fragmentSrc;\n this.vertexSrc = setPrecision(this.vertexSrc, settings.PRECISION_VERTEX, PRECISION.HIGH);\n this.fragmentSrc = setPrecision(this.fragmentSrc, settings.PRECISION_FRAGMENT, getMaxFragmentPrecision());\n }\n // currently this does not extract structs only default types\n // this is where we store shader references..\n this.glPrograms = {};\n this.syncUniforms = null;\n }\n Object.defineProperty(Program, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source.\n * @constant\n */\n get: function () {\n return defaultVertex$3;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Program, \"defaultFragmentSrc\", {\n /**\n * The default fragment shader source.\n * @constant\n */\n get: function () {\n return defaultFragment$2;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * A short hand function to create a program based of a vertex and fragment shader.\n *\n * This method will also check to see if there is a cached program.\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param name - Name for shader\n * @returns A shiny new PixiJS shader program!\n */\n Program.from = function (vertexSrc, fragmentSrc, name) {\n var key = vertexSrc + fragmentSrc;\n var program = ProgramCache[key];\n if (!program) {\n ProgramCache[key] = program = new Program(vertexSrc, fragmentSrc, name);\n }\n return program;\n };\n return Program;\n}());\n\n/**\n * A helper class for shaders.\n * @memberof PIXI\n */\nvar Shader = /** @class */ (function () {\n /**\n * @param program - The program the shader will use.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n */\n function Shader(program, uniforms) {\n /**\n * Used internally to bind uniform buffer objects.\n * @ignore\n */\n this.uniformBindCount = 0;\n this.program = program;\n // lets see whats been passed in\n // uniforms should be converted to a uniform group\n if (uniforms) {\n if (uniforms instanceof UniformGroup) {\n this.uniformGroup = uniforms;\n }\n else {\n this.uniformGroup = new UniformGroup(uniforms);\n }\n }\n else {\n this.uniformGroup = new UniformGroup({});\n }\n }\n // TODO move to shader system..\n Shader.prototype.checkUniformExists = function (name, group) {\n if (group.uniforms[name]) {\n return true;\n }\n for (var i in group.uniforms) {\n var uniform = group.uniforms[i];\n if (uniform.group) {\n if (this.checkUniformExists(name, uniform)) {\n return true;\n }\n }\n }\n return false;\n };\n Shader.prototype.destroy = function () {\n // usage count on programs?\n // remove if not used!\n this.uniformGroup = null;\n };\n Object.defineProperty(Shader.prototype, \"uniforms\", {\n /**\n * Shader uniform values, shortcut for `uniformGroup.uniforms`.\n * @readonly\n */\n get: function () {\n return this.uniformGroup.uniforms;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * A short hand function to create a shader based of a vertex and fragment shader.\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n * @returns A shiny new PixiJS shader!\n */\n Shader.from = function (vertexSrc, fragmentSrc, uniforms) {\n var program = Program.from(vertexSrc, fragmentSrc);\n return new Shader(program, uniforms);\n };\n return Shader;\n}());\n\n/* eslint-disable max-len */\nvar BLEND$1 = 0;\nvar OFFSET$1 = 1;\nvar CULLING$1 = 2;\nvar DEPTH_TEST$1 = 3;\nvar WINDING$1 = 4;\nvar DEPTH_MASK$1 = 5;\n/**\n * This is a WebGL state, and is is passed to {@link PIXI.StateSystem}.\n *\n * Each mesh rendered may require WebGL to be in a different state.\n * For example you may want different blend mode or to enable polygon offsets\n * @memberof PIXI\n */\nvar State = /** @class */ (function () {\n function State() {\n this.data = 0;\n this.blendMode = BLEND_MODES.NORMAL;\n this.polygonOffset = 0;\n this.blend = true;\n this.depthMask = true;\n // this.depthTest = true;\n }\n Object.defineProperty(State.prototype, \"blend\", {\n /**\n * Activates blending of the computed fragment color values.\n * @default true\n */\n get: function () {\n return !!(this.data & (1 << BLEND$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << BLEND$1)) !== value) {\n this.data ^= (1 << BLEND$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"offsets\", {\n /**\n * Activates adding an offset to depth values of polygon's fragments\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << OFFSET$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << OFFSET$1)) !== value) {\n this.data ^= (1 << OFFSET$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"culling\", {\n /**\n * Activates culling of polygons.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << CULLING$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << CULLING$1)) !== value) {\n this.data ^= (1 << CULLING$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"depthTest\", {\n /**\n * Activates depth comparisons and updates to the depth buffer.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << DEPTH_TEST$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << DEPTH_TEST$1)) !== value) {\n this.data ^= (1 << DEPTH_TEST$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"depthMask\", {\n /**\n * Enables or disables writing to the depth buffer.\n * @default true\n */\n get: function () {\n return !!(this.data & (1 << DEPTH_MASK$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << DEPTH_MASK$1)) !== value) {\n this.data ^= (1 << DEPTH_MASK$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"clockwiseFrontFace\", {\n /**\n * Specifies whether or not front or back-facing polygons can be culled.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << WINDING$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << WINDING$1)) !== value) {\n this.data ^= (1 << WINDING$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"blendMode\", {\n /**\n * The blend mode to be applied when this state is set. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n * Setting this mode to anything other than NO_BLEND will automatically switch blending on.\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get: function () {\n return this._blendMode;\n },\n set: function (value) {\n this.blend = (value !== BLEND_MODES.NONE);\n this._blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"polygonOffset\", {\n /**\n * The polygon offset. Setting this property to anything other than 0 will automatically enable polygon offset fill.\n * @default 0\n */\n get: function () {\n return this._polygonOffset;\n },\n set: function (value) {\n this.offsets = !!value;\n this._polygonOffset = value;\n },\n enumerable: false,\n configurable: true\n });\n State.prototype.toString = function () {\n return \"[@pixi/core:State \"\n + (\"blendMode=\" + this.blendMode + \" \")\n + (\"clockwiseFrontFace=\" + this.clockwiseFrontFace + \" \")\n + (\"culling=\" + this.culling + \" \")\n + (\"depthMask=\" + this.depthMask + \" \")\n + (\"polygonOffset=\" + this.polygonOffset)\n + \"]\";\n };\n State.for2d = function () {\n var state = new State();\n state.depthTest = false;\n state.blend = true;\n return state;\n };\n return State;\n}());\n\nvar defaultFragment$1 = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n gl_FragColor = texture2D(uSampler, vTextureCoord);\\n}\\n\";\n\nvar defaultVertex$2 = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n gl_Position = filterVertexPosition();\\n vTextureCoord = filterTextureCoord();\\n}\\n\";\n\n/**\n * A filter is a special shader that applies post-processing effects to an input texture and writes into an output\n * render-target.\n *\n * {@link http://pixijs.io/examples/#/filters/blur-filter.js Example} of the\n * {@link PIXI.filters.BlurFilter BlurFilter}.\n *\n * ### Usage\n * Filters can be applied to any DisplayObject or Container.\n * PixiJS' `FilterSystem` renders the container into temporary Framebuffer,\n * then filter renders it to the screen.\n * Multiple filters can be added to the `filters` array property and stacked on each other.\n *\n * ```\n * const filter = new PIXI.Filter(myShaderVert, myShaderFrag, { myUniform: 0.5 });\n * const container = new PIXI.Container();\n * container.filters = [filter];\n * ```\n *\n * ### Previous Version Differences\n *\n * In PixiJS **v3**, a filter was always applied to _whole screen_.\n *\n * In PixiJS **v4**, a filter can be applied _only part of the screen_.\n * Developers had to create a set of uniforms to deal with coordinates.\n *\n * In PixiJS **v5** combines _both approaches_.\n * Developers can use normal coordinates of v3 and then allow filter to use partial Framebuffers,\n * bringing those extra uniforms into account.\n *\n * Also be aware that we have changed default vertex shader, please consult\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * ### Frames\n *\n * The following table summarizes the coordinate spaces used in the filtering pipeline:\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n *
Coordinate SpaceDescription
Texture Coordinates\n * The texture (or UV) coordinates in the input base-texture's space. These are normalized into the (0,1) range along\n * both axes.\n *
World Space\n * A point in the same space as the world bounds of any display-object (i.e. in the scene graph's space).\n *
Physical Pixels\n * This is base-texture's space with the origin on the top-left. You can calculate these by multiplying the texture\n * coordinates by the dimensions of the texture.\n *
\n *\n * ### Built-in Uniforms\n *\n * PixiJS viewport uses screen (CSS) coordinates, `(0, 0, renderer.screen.width, renderer.screen.height)`,\n * and `projectionMatrix` uniform maps it to the gl viewport.\n *\n * **uSampler**\n *\n * The most important uniform is the input texture that container was rendered into.\n * _Important note: as with all Framebuffers in PixiJS, both input and output are\n * premultiplied by alpha._\n *\n * By default, input normalized coordinates are passed to fragment shader with `vTextureCoord`.\n * Use it to sample the input.\n *\n * ```\n * const fragment = `\n * varying vec2 vTextureCoord;\n * uniform sampler2D uSampler;\n * void main(void)\n * {\n * gl_FragColor = texture2D(uSampler, vTextureCoord);\n * }\n * `;\n *\n * const myFilter = new PIXI.Filter(null, fragment);\n * ```\n *\n * This filter is just one uniform less than {@link PIXI.filters.AlphaFilter AlphaFilter}.\n *\n * **outputFrame**\n *\n * The `outputFrame` holds the rectangle where filter is applied in screen (CSS) coordinates.\n * It's the same as `renderer.screen` for a fullscreen filter.\n * Only a part of `outputFrame.zw` size of temporary Framebuffer is used,\n * `(0, 0, outputFrame.width, outputFrame.height)`,\n *\n * Filters uses this quad to normalized (0-1) space, its passed into `aVertexPosition` attribute.\n * To calculate vertex position in screen space using normalized (0-1) space:\n *\n * ```\n * vec4 filterVertexPosition( void )\n * {\n * vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n * return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n * }\n * ```\n *\n * **inputSize**\n *\n * Temporary framebuffer is different, it can be either the size of screen, either power-of-two.\n * The `inputSize.xy` are size of temporary framebuffer that holds input.\n * The `inputSize.zw` is inverted, it's a shortcut to evade division inside the shader.\n *\n * Set `inputSize.xy = outputFrame.zw` for a fullscreen filter.\n *\n * To calculate input normalized coordinate, you have to map it to filter normalized space.\n * Multiply by `outputFrame.zw` to get input coordinate.\n * Divide by `inputSize.xy` to get input normalized coordinate.\n *\n * ```\n * vec2 filterTextureCoord( void )\n * {\n * return aVertexPosition * (outputFrame.zw * inputSize.zw); // same as /inputSize.xy\n * }\n * ```\n * **resolution**\n *\n * The `resolution` is the ratio of screen (CSS) pixels to real pixels.\n *\n * **inputPixel**\n *\n * `inputPixel.xy` is the size of framebuffer in real pixels, same as `inputSize.xy * resolution`\n * `inputPixel.zw` is inverted `inputPixel.xy`.\n *\n * It's handy for filters that use neighbour pixels, like {@link PIXI.filters.FXAAFilter FXAAFilter}.\n *\n * **inputClamp**\n *\n * If you try to get info from outside of used part of Framebuffer - you'll get undefined behaviour.\n * For displacements, coordinates has to be clamped.\n *\n * The `inputClamp.xy` is left-top pixel center, you may ignore it, because we use left-top part of Framebuffer\n * `inputClamp.zw` is bottom-right pixel center.\n *\n * ```\n * vec4 color = texture2D(uSampler, clamp(modifiedTextureCoord, inputClamp.xy, inputClamp.zw))\n * ```\n * OR\n * ```\n * vec4 color = texture2D(uSampler, min(modifigedTextureCoord, inputClamp.zw))\n * ```\n *\n * ### Additional Information\n *\n * Complete documentation on Filter usage is located in the\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * Since PixiJS only had a handful of built-in filters, additional filters can be downloaded\n * {@link https://github.com/pixijs/pixi-filters here} from the PixiJS Filters repository.\n * @memberof PIXI\n */\nvar Filter = /** @class */ (function (_super) {\n __extends(Filter, _super);\n /**\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n */\n function Filter(vertexSrc, fragmentSrc, uniforms) {\n var _this = this;\n var program = Program.from(vertexSrc || Filter.defaultVertexSrc, fragmentSrc || Filter.defaultFragmentSrc);\n _this = _super.call(this, program, uniforms) || this;\n _this.padding = 0;\n _this.resolution = settings.FILTER_RESOLUTION;\n _this.multisample = settings.FILTER_MULTISAMPLE;\n _this.enabled = true;\n _this.autoFit = true;\n _this.state = new State();\n return _this;\n }\n /**\n * Applies the filter\n * @param {PIXI.FilterSystem} filterManager - The renderer to retrieve the filter from\n * @param {PIXI.RenderTexture} input - The input render target.\n * @param {PIXI.RenderTexture} output - The target to output to.\n * @param {PIXI.CLEAR_MODES} [clearMode] - Should the output be cleared before rendering to it.\n * @param {object} [_currentState] - It's current state of filter.\n * There are some useful properties in the currentState :\n * target, filters, sourceFrame, destinationFrame, renderTarget, resolution\n */\n Filter.prototype.apply = function (filterManager, input, output, clearMode, _currentState) {\n // do as you please!\n filterManager.applyFilter(this, input, output, clearMode);\n // or just do a regular render..\n };\n Object.defineProperty(Filter.prototype, \"blendMode\", {\n /**\n * Sets the blend mode of the filter.\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get: function () {\n return this.state.blendMode;\n },\n set: function (value) {\n this.state.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter.prototype, \"resolution\", {\n /**\n * The resolution of the filter. Setting this to be lower will lower the quality but\n * increase the performance of the filter.\n */\n get: function () {\n return this._resolution;\n },\n set: function (value) {\n this._resolution = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source\n * @constant\n */\n get: function () {\n return defaultVertex$2;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter, \"defaultFragmentSrc\", {\n /**\n * The default fragment shader source\n * @constant\n */\n get: function () {\n return defaultFragment$1;\n },\n enumerable: false,\n configurable: true\n });\n return Filter;\n}(Shader));\n\nvar vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 otherMatrix;\\n\\nvarying vec2 vMaskCoord;\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\\n}\\n\";\n\nvar fragment = \"varying vec2 vMaskCoord;\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform sampler2D mask;\\nuniform float alpha;\\nuniform float npmAlpha;\\nuniform vec4 maskClamp;\\n\\nvoid main(void)\\n{\\n float clip = step(3.5,\\n step(maskClamp.x, vMaskCoord.x) +\\n step(maskClamp.y, vMaskCoord.y) +\\n step(vMaskCoord.x, maskClamp.z) +\\n step(vMaskCoord.y, maskClamp.w));\\n\\n vec4 original = texture2D(uSampler, vTextureCoord);\\n vec4 masky = texture2D(mask, vMaskCoord);\\n float alphaMul = 1.0 - npmAlpha * (1.0 - masky.a);\\n\\n original *= (alphaMul * masky.r * alpha * clip);\\n\\n gl_FragColor = original;\\n}\\n\";\n\nvar tempMat = new Matrix();\n/**\n * Class controls uv mapping from Texture normal space to BaseTexture normal space.\n *\n * Takes `trim` and `rotate` into account. May contain clamp settings for Meshes and TilingSprite.\n *\n * Can be used in Texture `uvMatrix` field, or separately, you can use different clamp settings on the same texture.\n * If you want to add support for texture region of certain feature or filter, that's what you're looking for.\n *\n * Takes track of Texture changes through `_lastTextureID` private field.\n * Use `update()` method call to track it from outside.\n * @see PIXI.Texture\n * @see PIXI.Mesh\n * @see PIXI.TilingSprite\n * @memberof PIXI\n */\nvar TextureMatrix = /** @class */ (function () {\n /**\n * @param texture - observed texture\n * @param clampMargin - Changes frame clamping, 0.5 by default. Use -0.5 for extra border.\n */\n function TextureMatrix(texture, clampMargin) {\n this._texture = texture;\n this.mapCoord = new Matrix();\n this.uClampFrame = new Float32Array(4);\n this.uClampOffset = new Float32Array(2);\n this._textureID = -1;\n this._updateID = 0;\n this.clampOffset = 0;\n this.clampMargin = (typeof clampMargin === 'undefined') ? 0.5 : clampMargin;\n this.isSimple = false;\n }\n Object.defineProperty(TextureMatrix.prototype, \"texture\", {\n /** Texture property. */\n get: function () {\n return this._texture;\n },\n set: function (value) {\n this._texture = value;\n this._textureID = -1;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Multiplies uvs array to transform\n * @param uvs - mesh uvs\n * @param [out=uvs] - output\n * @returns - output\n */\n TextureMatrix.prototype.multiplyUvs = function (uvs, out) {\n if (out === undefined) {\n out = uvs;\n }\n var mat = this.mapCoord;\n for (var i = 0; i < uvs.length; i += 2) {\n var x = uvs[i];\n var y = uvs[i + 1];\n out[i] = (x * mat.a) + (y * mat.c) + mat.tx;\n out[i + 1] = (x * mat.b) + (y * mat.d) + mat.ty;\n }\n return out;\n };\n /**\n * Updates matrices if texture was changed.\n * @param [forceUpdate=false] - if true, matrices will be updated any case\n * @returns - Whether or not it was updated\n */\n TextureMatrix.prototype.update = function (forceUpdate) {\n var tex = this._texture;\n if (!tex || !tex.valid) {\n return false;\n }\n if (!forceUpdate\n && this._textureID === tex._updateID) {\n return false;\n }\n this._textureID = tex._updateID;\n this._updateID++;\n var uvs = tex._uvs;\n this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0);\n var orig = tex.orig;\n var trim = tex.trim;\n if (trim) {\n tempMat.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height);\n this.mapCoord.append(tempMat);\n }\n var texBase = tex.baseTexture;\n var frame = this.uClampFrame;\n var margin = this.clampMargin / texBase.resolution;\n var offset = this.clampOffset;\n frame[0] = (tex._frame.x + margin + offset) / texBase.width;\n frame[1] = (tex._frame.y + margin + offset) / texBase.height;\n frame[2] = (tex._frame.x + tex._frame.width - margin + offset) / texBase.width;\n frame[3] = (tex._frame.y + tex._frame.height - margin + offset) / texBase.height;\n this.uClampOffset[0] = offset / texBase.realWidth;\n this.uClampOffset[1] = offset / texBase.realHeight;\n this.isSimple = tex._frame.width === texBase.width\n && tex._frame.height === texBase.height\n && tex.rotate === 0;\n return true;\n };\n return TextureMatrix;\n}());\n\n/**\n * This handles a Sprite acting as a mask, as opposed to a Graphic.\n *\n * WebGL only.\n * @memberof PIXI\n */\nvar SpriteMaskFilter = /** @class */ (function (_super) {\n __extends(SpriteMaskFilter, _super);\n /** @ignore */\n function SpriteMaskFilter(vertexSrc, fragmentSrc, uniforms) {\n var _this = this;\n var sprite = null;\n if (typeof vertexSrc !== 'string' && fragmentSrc === undefined && uniforms === undefined) {\n sprite = vertexSrc;\n vertexSrc = undefined;\n fragmentSrc = undefined;\n uniforms = undefined;\n }\n _this = _super.call(this, vertexSrc || vertex, fragmentSrc || fragment, uniforms) || this;\n _this.maskSprite = sprite;\n _this.maskMatrix = new Matrix();\n return _this;\n }\n Object.defineProperty(SpriteMaskFilter.prototype, \"maskSprite\", {\n /**\n * Sprite mask\n * @type {PIXI.DisplayObject}\n */\n get: function () {\n return this._maskSprite;\n },\n set: function (value) {\n this._maskSprite = value;\n if (this._maskSprite) {\n this._maskSprite.renderable = false;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Applies the filter\n * @param filterManager - The renderer to retrieve the filter from\n * @param input - The input render target.\n * @param output - The target to output to.\n * @param clearMode - Should the output be cleared before rendering to it.\n */\n SpriteMaskFilter.prototype.apply = function (filterManager, input, output, clearMode) {\n var maskSprite = this._maskSprite;\n var tex = maskSprite._texture;\n if (!tex.valid) {\n return;\n }\n if (!tex.uvMatrix) {\n // margin = 0.0, let it bleed a bit, shader code becomes easier\n // assuming that atlas textures were made with 1-pixel padding\n tex.uvMatrix = new TextureMatrix(tex, 0.0);\n }\n tex.uvMatrix.update();\n this.uniforms.npmAlpha = tex.baseTexture.alphaMode ? 0.0 : 1.0;\n this.uniforms.mask = tex;\n // get _normalized sprite texture coords_ and convert them to _normalized atlas texture coords_ with `prepend`\n this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite)\n .prepend(tex.uvMatrix.mapCoord);\n this.uniforms.alpha = maskSprite.worldAlpha;\n this.uniforms.maskClamp = tex.uvMatrix.uClampFrame;\n filterManager.applyFilter(this, input, output, clearMode);\n };\n return SpriteMaskFilter;\n}(Filter));\n\n/**\n * System plugin to the renderer to manage masks.\n *\n * There are three built-in types of masking:\n * **Scissor Masking**: Scissor masking discards pixels that are outside of a rectangle called the scissor box. It is\n * the most performant as the scissor test is inexpensive. However, it can only be used when the mask is rectangular.\n * **Stencil Masking**: Stencil masking discards pixels that don't overlap with the pixels rendered into the stencil\n * buffer. It is the next fastest option as it does not require rendering into a separate framebuffer. However, it does\n * cause the mask to be rendered **twice** for each masking operation; hence, minimize the rendering cost of your masks.\n * **Sprite Mask Filtering**: Sprite mask filtering discards pixels based on the red channel of the sprite-mask's\n * texture. (Generally, the masking texture is grayscale). Using advanced techniques, you might be able to embed this\n * type of masking in a custom shader - and hence, bypassing the masking system fully for performance wins.\n *\n * The best type of masking is auto-detected when you `push` one. To use scissor masking, you must pass in a `Graphics`\n * object with just a rectangle drawn.\n *\n * ## Mask Stacks\n *\n * In the scene graph, masks can be applied recursively, i.e. a mask can be applied during a masking operation. The mask\n * stack stores the currently applied masks in order. Each {@link PIXI.BaseRenderTexture} holds its own mask stack, i.e.\n * when you switch render-textures, the old masks only applied when you switch back to rendering to the old render-target.\n * @memberof PIXI\n */\nvar MaskSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function MaskSystem(renderer) {\n this.renderer = renderer;\n this.enableScissor = true;\n this.alphaMaskPool = [];\n this.maskDataPool = [];\n this.maskStack = [];\n this.alphaMaskIndex = 0;\n }\n /**\n * Changes the mask stack that is used by this System.\n * @param maskStack - The mask stack\n */\n MaskSystem.prototype.setMaskStack = function (maskStack) {\n this.maskStack = maskStack;\n this.renderer.scissor.setMaskStack(maskStack);\n this.renderer.stencil.setMaskStack(maskStack);\n };\n /**\n * Enables the mask and appends it to the current mask stack.\n *\n * NOTE: The batch renderer should be flushed beforehand to prevent pending renders from being masked.\n * @param {PIXI.DisplayObject} target - Display Object to push the mask to\n * @param {PIXI.MaskData|PIXI.Sprite|PIXI.Graphics|PIXI.DisplayObject} maskDataOrTarget - The masking data.\n */\n MaskSystem.prototype.push = function (target, maskDataOrTarget) {\n var maskData = maskDataOrTarget;\n if (!maskData.isMaskData) {\n var d = this.maskDataPool.pop() || new MaskData();\n d.pooled = true;\n d.maskObject = maskDataOrTarget;\n maskData = d;\n }\n var maskAbove = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null;\n maskData.copyCountersOrReset(maskAbove);\n maskData._colorMask = maskAbove ? maskAbove._colorMask : 0xf;\n if (maskData.autoDetect) {\n this.detect(maskData);\n }\n maskData._target = target;\n if (maskData.type !== MASK_TYPES.SPRITE) {\n this.maskStack.push(maskData);\n }\n if (maskData.enabled) {\n switch (maskData.type) {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.push(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.push(maskData);\n break;\n case MASK_TYPES.SPRITE:\n maskData.copyCountersOrReset(null);\n this.pushSpriteMask(maskData);\n break;\n case MASK_TYPES.COLOR:\n this.pushColorMask(maskData);\n break;\n }\n }\n if (maskData.type === MASK_TYPES.SPRITE) {\n this.maskStack.push(maskData);\n }\n };\n /**\n * Removes the last mask from the mask stack and doesn't return it.\n *\n * NOTE: The batch renderer should be flushed beforehand to render the masked contents before the mask is removed.\n * @param {PIXI.IMaskTarget} target - Display Object to pop the mask from\n */\n MaskSystem.prototype.pop = function (target) {\n var maskData = this.maskStack.pop();\n if (!maskData || maskData._target !== target) {\n // TODO: add an assert when we have it\n return;\n }\n if (maskData.enabled) {\n switch (maskData.type) {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.pop(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.pop(maskData.maskObject);\n break;\n case MASK_TYPES.SPRITE:\n this.popSpriteMask(maskData);\n break;\n case MASK_TYPES.COLOR:\n this.popColorMask(maskData);\n break;\n }\n }\n maskData.reset();\n if (maskData.pooled) {\n this.maskDataPool.push(maskData);\n }\n if (this.maskStack.length !== 0) {\n var maskCurrent = this.maskStack[this.maskStack.length - 1];\n if (maskCurrent.type === MASK_TYPES.SPRITE && maskCurrent._filters) {\n maskCurrent._filters[0].maskSprite = maskCurrent.maskObject;\n }\n }\n };\n /**\n * Sets type of MaskData based on its maskObject.\n * @param maskData\n */\n MaskSystem.prototype.detect = function (maskData) {\n var maskObject = maskData.maskObject;\n if (!maskObject) {\n maskData.type = MASK_TYPES.COLOR;\n }\n else if (maskObject.isSprite) {\n maskData.type = MASK_TYPES.SPRITE;\n }\n else if (this.enableScissor && this.renderer.scissor.testScissor(maskData)) {\n maskData.type = MASK_TYPES.SCISSOR;\n }\n else {\n maskData.type = MASK_TYPES.STENCIL;\n }\n };\n /**\n * Applies the Mask and adds it to the current filter stack.\n * @param maskData - Sprite to be used as the mask.\n */\n MaskSystem.prototype.pushSpriteMask = function (maskData) {\n var _a, _b;\n var maskObject = maskData.maskObject;\n var target = maskData._target;\n var alphaMaskFilter = maskData._filters;\n if (!alphaMaskFilter) {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex];\n if (!alphaMaskFilter) {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter()];\n }\n }\n var renderer = this.renderer;\n var renderTextureSystem = renderer.renderTexture;\n var resolution;\n var multisample;\n if (renderTextureSystem.current) {\n var renderTexture = renderTextureSystem.current;\n resolution = maskData.resolution || renderTexture.resolution;\n multisample = (_a = maskData.multisample) !== null && _a !== void 0 ? _a : renderTexture.multisample;\n }\n else {\n resolution = maskData.resolution || renderer.resolution;\n multisample = (_b = maskData.multisample) !== null && _b !== void 0 ? _b : renderer.multisample;\n }\n alphaMaskFilter[0].resolution = resolution;\n alphaMaskFilter[0].multisample = multisample;\n alphaMaskFilter[0].maskSprite = maskObject;\n var stashFilterArea = target.filterArea;\n target.filterArea = maskObject.getBounds(true);\n renderer.filter.push(target, alphaMaskFilter);\n target.filterArea = stashFilterArea;\n if (!maskData._filters) {\n this.alphaMaskIndex++;\n }\n };\n /**\n * Removes the last filter from the filter stack and doesn't return it.\n * @param maskData - Sprite to be used as the mask.\n */\n MaskSystem.prototype.popSpriteMask = function (maskData) {\n this.renderer.filter.pop();\n if (maskData._filters) {\n maskData._filters[0].maskSprite = null;\n }\n else {\n this.alphaMaskIndex--;\n this.alphaMaskPool[this.alphaMaskIndex][0].maskSprite = null;\n }\n };\n /**\n * Pushes the color mask.\n * @param maskData - The mask data\n */\n MaskSystem.prototype.pushColorMask = function (maskData) {\n var currColorMask = maskData._colorMask;\n var nextColorMask = maskData._colorMask = currColorMask & maskData.colorMask;\n if (nextColorMask !== currColorMask) {\n this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0);\n }\n };\n /**\n * Pops the color mask.\n * @param maskData - The mask data\n */\n MaskSystem.prototype.popColorMask = function (maskData) {\n var currColorMask = maskData._colorMask;\n var nextColorMask = this.maskStack.length > 0\n ? this.maskStack[this.maskStack.length - 1]._colorMask : 0xf;\n if (nextColorMask !== currColorMask) {\n this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0);\n }\n };\n MaskSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return MaskSystem;\n}());\n\n/**\n * System plugin to the renderer to manage specific types of masking operations.\n * @memberof PIXI\n */\nvar AbstractMaskSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function AbstractMaskSystem(renderer) {\n this.renderer = renderer;\n this.maskStack = [];\n this.glConst = 0;\n }\n /** Gets count of masks of certain type. */\n AbstractMaskSystem.prototype.getStackLength = function () {\n return this.maskStack.length;\n };\n /**\n * Changes the mask stack that is used by this System.\n * @param {PIXI.MaskData[]} maskStack - The mask stack\n */\n AbstractMaskSystem.prototype.setMaskStack = function (maskStack) {\n var gl = this.renderer.gl;\n var curStackLen = this.getStackLength();\n this.maskStack = maskStack;\n var newStackLen = this.getStackLength();\n if (newStackLen !== curStackLen) {\n if (newStackLen === 0) {\n gl.disable(this.glConst);\n }\n else {\n gl.enable(this.glConst);\n this._useCurrent();\n }\n }\n };\n /**\n * Setup renderer to use the current mask data.\n * @private\n */\n AbstractMaskSystem.prototype._useCurrent = function () {\n // OVERWRITE;\n };\n /** Destroys the mask stack. */\n AbstractMaskSystem.prototype.destroy = function () {\n this.renderer = null;\n this.maskStack = null;\n };\n return AbstractMaskSystem;\n}());\n\nvar tempMatrix$1 = new Matrix();\nvar rectPool = [];\n/**\n * System plugin to the renderer to manage scissor masking.\n *\n * Scissor masking discards pixels outside of a rectangle called the scissor box. The scissor box is in the framebuffer\n * viewport's space; however, the mask's rectangle is projected from world-space to viewport space automatically\n * by this system.\n * @memberof PIXI\n */\nvar ScissorSystem = /** @class */ (function (_super) {\n __extends(ScissorSystem, _super);\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n function ScissorSystem(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.glConst = settings.ADAPTER.getWebGLRenderingContext().SCISSOR_TEST;\n return _this;\n }\n ScissorSystem.prototype.getStackLength = function () {\n var maskData = this.maskStack[this.maskStack.length - 1];\n if (maskData) {\n return maskData._scissorCounter;\n }\n return 0;\n };\n /**\n * evaluates _boundsTransformed, _scissorRect for MaskData\n * @param maskData\n */\n ScissorSystem.prototype.calcScissorRect = function (maskData) {\n var _a;\n if (maskData._scissorRectLocal) {\n return;\n }\n var prevData = maskData._scissorRect;\n var maskObject = maskData.maskObject;\n var renderer = this.renderer;\n var renderTextureSystem = renderer.renderTexture;\n var rect = maskObject.getBounds(true, (_a = rectPool.pop()) !== null && _a !== void 0 ? _a : new Rectangle());\n this.roundFrameToPixels(rect, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform);\n if (prevData) {\n rect.fit(prevData);\n }\n maskData._scissorRectLocal = rect;\n };\n ScissorSystem.isMatrixRotated = function (matrix) {\n if (!matrix) {\n return false;\n }\n var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d;\n // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation\n // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0).\n return ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4)\n && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4));\n };\n /**\n * Test, whether the object can be scissor mask with current renderer projection.\n * Calls \"calcScissorRect()\" if its true.\n * @param maskData - mask data\n * @returns whether Whether the object can be scissor mask\n */\n ScissorSystem.prototype.testScissor = function (maskData) {\n var maskObject = maskData.maskObject;\n if (!maskObject.isFastRect || !maskObject.isFastRect()) {\n return false;\n }\n if (ScissorSystem.isMatrixRotated(maskObject.worldTransform)) {\n return false;\n }\n if (ScissorSystem.isMatrixRotated(this.renderer.projection.transform)) {\n return false;\n }\n this.calcScissorRect(maskData);\n var rect = maskData._scissorRectLocal;\n return rect.width > 0 && rect.height > 0;\n };\n ScissorSystem.prototype.roundFrameToPixels = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) {\n if (ScissorSystem.isMatrixRotated(transform)) {\n return;\n }\n transform = transform ? tempMatrix$1.copyFrom(transform) : tempMatrix$1.identity();\n // Get forward transform from world space to screen space\n transform\n .translate(-bindingSourceFrame.x, -bindingSourceFrame.y)\n .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height)\n .translate(bindingDestinationFrame.x, bindingDestinationFrame.y);\n // Convert frame to screen space\n this.renderer.filter.transformAABB(transform, frame);\n frame.fit(bindingDestinationFrame);\n frame.x = Math.round(frame.x * resolution);\n frame.y = Math.round(frame.y * resolution);\n frame.width = Math.round(frame.width * resolution);\n frame.height = Math.round(frame.height * resolution);\n };\n /**\n * Applies the Mask and adds it to the current stencil stack.\n * @author alvin\n * @param maskData - The mask data.\n */\n ScissorSystem.prototype.push = function (maskData) {\n if (!maskData._scissorRectLocal) {\n this.calcScissorRect(maskData);\n }\n var gl = this.renderer.gl;\n if (!maskData._scissorRect) {\n gl.enable(gl.SCISSOR_TEST);\n }\n maskData._scissorCounter++;\n maskData._scissorRect = maskData._scissorRectLocal;\n this._useCurrent();\n };\n /**\n * This should be called after a mask is popped off the mask stack. It will rebind the scissor box to be latest with the\n * last mask in the stack.\n *\n * This can also be called when you directly modify the scissor box and want to restore PixiJS state.\n * @param maskData - The mask data.\n */\n ScissorSystem.prototype.pop = function (maskData) {\n var gl = this.renderer.gl;\n if (maskData) {\n rectPool.push(maskData._scissorRectLocal);\n }\n if (this.getStackLength() > 0) {\n this._useCurrent();\n }\n else {\n gl.disable(gl.SCISSOR_TEST);\n }\n };\n /**\n * Setup renderer to use the current scissor data.\n * @private\n */\n ScissorSystem.prototype._useCurrent = function () {\n var rect = this.maskStack[this.maskStack.length - 1]._scissorRect;\n var y;\n if (this.renderer.renderTexture.current) {\n y = rect.y;\n }\n else {\n // flipY. In future we'll have it over renderTextures as an option\n y = this.renderer.height - rect.height - rect.y;\n }\n this.renderer.gl.scissor(rect.x, y, rect.width, rect.height);\n };\n return ScissorSystem;\n}(AbstractMaskSystem));\n\n/**\n * System plugin to the renderer to manage stencils (used for masks).\n * @memberof PIXI\n */\nvar StencilSystem = /** @class */ (function (_super) {\n __extends(StencilSystem, _super);\n /**\n * @param renderer - The renderer this System works for.\n */\n function StencilSystem(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.glConst = settings.ADAPTER.getWebGLRenderingContext().STENCIL_TEST;\n return _this;\n }\n StencilSystem.prototype.getStackLength = function () {\n var maskData = this.maskStack[this.maskStack.length - 1];\n if (maskData) {\n return maskData._stencilCounter;\n }\n return 0;\n };\n /**\n * Applies the Mask and adds it to the current stencil stack.\n * @param maskData - The mask data\n */\n StencilSystem.prototype.push = function (maskData) {\n var maskObject = maskData.maskObject;\n var gl = this.renderer.gl;\n var prevMaskCount = maskData._stencilCounter;\n if (prevMaskCount === 0) {\n // force use stencil texture in current framebuffer\n this.renderer.framebuffer.forceStencil();\n gl.clearStencil(0);\n gl.clear(gl.STENCIL_BUFFER_BIT);\n gl.enable(gl.STENCIL_TEST);\n }\n maskData._stencilCounter++;\n var colorMask = maskData._colorMask;\n if (colorMask !== 0) {\n maskData._colorMask = 0;\n gl.colorMask(false, false, false, false);\n }\n // Increment the reference stencil value where the new mask overlaps with the old ones.\n gl.stencilFunc(gl.EQUAL, prevMaskCount, 0xFFFFFFFF);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR);\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n if (colorMask !== 0) {\n maskData._colorMask = colorMask;\n gl.colorMask((colorMask & 1) !== 0, (colorMask & 2) !== 0, (colorMask & 4) !== 0, (colorMask & 8) !== 0);\n }\n this._useCurrent();\n };\n /**\n * Pops stencil mask. MaskData is already removed from stack\n * @param {PIXI.DisplayObject} maskObject - object of popped mask data\n */\n StencilSystem.prototype.pop = function (maskObject) {\n var gl = this.renderer.gl;\n if (this.getStackLength() === 0) {\n // the stack is empty!\n gl.disable(gl.STENCIL_TEST);\n }\n else {\n var maskData = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null;\n var colorMask = maskData ? maskData._colorMask : 0xf;\n if (colorMask !== 0) {\n maskData._colorMask = 0;\n gl.colorMask(false, false, false, false);\n }\n // Decrement the reference stencil value where the popped mask overlaps with the other ones\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR);\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n if (colorMask !== 0) {\n maskData._colorMask = colorMask;\n gl.colorMask((colorMask & 0x1) !== 0, (colorMask & 0x2) !== 0, (colorMask & 0x4) !== 0, (colorMask & 0x8) !== 0);\n }\n this._useCurrent();\n }\n };\n /**\n * Setup renderer to use the current stencil data.\n * @private\n */\n StencilSystem.prototype._useCurrent = function () {\n var gl = this.renderer.gl;\n gl.stencilFunc(gl.EQUAL, this.getStackLength(), 0xFFFFFFFF);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);\n };\n return StencilSystem;\n}(AbstractMaskSystem));\n\n/**\n * System plugin to the renderer to manage the projection matrix.\n *\n * The `projectionMatrix` is a global uniform provided to all shaders. It is used to transform points in world space to\n * normalized device coordinates.\n * @memberof PIXI\n */\nvar ProjectionSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ProjectionSystem(renderer) {\n this.renderer = renderer;\n this.destinationFrame = null;\n this.sourceFrame = null;\n this.defaultFrame = null;\n this.projectionMatrix = new Matrix();\n this.transform = null;\n }\n /**\n * Updates the projection-matrix based on the sourceFrame → destinationFrame mapping provided.\n *\n * NOTE: It is expected you call `renderer.framebuffer.setViewport(destinationFrame)` after this. This is because\n * the framebuffer viewport converts shader vertex output in normalized device coordinates to window coordinates.\n *\n * NOTE-2: {@link RenderTextureSystem#bind} updates the projection-matrix when you bind a render-texture. It is expected\n * that you dirty the current bindings when calling this manually.\n * @param destinationFrame - The rectangle in the render-target to render the contents into. If rendering to the canvas,\n * the origin is on the top-left; if rendering to a render-texture, the origin is on the bottom-left.\n * @param sourceFrame - The rectangle in world space that contains the contents being rendered.\n * @param resolution - The resolution of the render-target, which is the ratio of\n * world-space (or CSS) pixels to physical pixels.\n * @param root - Whether the render-target is the screen. This is required because rendering to textures\n * is y-flipped (i.e. upside down relative to the screen).\n */\n ProjectionSystem.prototype.update = function (destinationFrame, sourceFrame, resolution, root) {\n this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame;\n this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame;\n // Calculate object-space to clip-space projection\n this.calculateProjection(this.destinationFrame, this.sourceFrame, resolution, root);\n if (this.transform) {\n this.projectionMatrix.append(this.transform);\n }\n var renderer = this.renderer;\n renderer.globalUniforms.uniforms.projectionMatrix = this.projectionMatrix;\n renderer.globalUniforms.update();\n // this will work for now\n // but would be sweet to stick and even on the global uniforms..\n if (renderer.shader.shader) {\n renderer.shader.syncUniformGroup(renderer.shader.shader.uniforms.globals);\n }\n };\n /**\n * Calculates the `projectionMatrix` to map points inside `sourceFrame` to inside `destinationFrame`.\n * @param _destinationFrame - The destination frame in the render-target.\n * @param sourceFrame - The source frame in world space.\n * @param _resolution - The render-target's resolution, i.e. ratio of CSS to physical pixels.\n * @param root - Whether rendering into the screen. Otherwise, if rendering to a framebuffer, the projection\n * is y-flipped.\n */\n ProjectionSystem.prototype.calculateProjection = function (_destinationFrame, sourceFrame, _resolution, root) {\n var pm = this.projectionMatrix;\n var sign = !root ? 1 : -1;\n pm.identity();\n pm.a = (1 / sourceFrame.width * 2);\n pm.d = sign * (1 / sourceFrame.height * 2);\n pm.tx = -1 - (sourceFrame.x * pm.a);\n pm.ty = -sign - (sourceFrame.y * pm.d);\n };\n /**\n * Sets the transform of the active render target to the given matrix.\n * @param _matrix - The transformation matrix\n */\n ProjectionSystem.prototype.setTransform = function (_matrix) {\n // this._activeRenderTarget.transform = matrix;\n };\n ProjectionSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return ProjectionSystem;\n}());\n\n// Temporary rectangle for assigned sourceFrame or destinationFrame\nvar tempRect = new Rectangle();\n// Temporary rectangle for renderTexture destinationFrame\nvar tempRect2 = new Rectangle();\n/* eslint-disable max-len */\n/**\n * System plugin to the renderer to manage render textures.\n *\n * Should be added after FramebufferSystem\n *\n * ### Frames\n *\n * The `RenderTextureSystem` holds a sourceFrame → destinationFrame projection. The following table explains the different\n * coordinate spaces used:\n *\n * | Frame | Description | Coordinate System |\n * | ---------------------- | ---------------------------------------------------------------- | ------------------------------------------------------- |\n * | sourceFrame | The rectangle inside of which display-objects are being rendered | **World Space**: The origin on the top-left |\n * | destinationFrame | The rectangle in the render-target (canvas or texture) into which contents should be rendered | If rendering to the canvas, this is in screen space and the origin is on the top-left. If rendering to a render-texture, this is in its base-texture's space with the origin on the bottom-left. |\n * | viewportFrame | The framebuffer viewport corresponding to the destination-frame | **Window Coordinates**: The origin is always on the bottom-left. |\n * @memberof PIXI\n */\nvar RenderTextureSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function RenderTextureSystem(renderer) {\n this.renderer = renderer;\n this.clearColor = renderer._backgroundColorRgba;\n this.defaultMaskStack = [];\n this.current = null;\n this.sourceFrame = new Rectangle();\n this.destinationFrame = new Rectangle();\n this.viewportFrame = new Rectangle();\n }\n /**\n * Bind the current render texture.\n * @param renderTexture - RenderTexture to bind, by default its `null` - the screen.\n * @param sourceFrame - Part of world that is mapped to the renderTexture.\n * @param destinationFrame - Part of renderTexture, by default it has the same size as sourceFrame.\n */\n RenderTextureSystem.prototype.bind = function (renderTexture, sourceFrame, destinationFrame) {\n if (renderTexture === void 0) { renderTexture = null; }\n var renderer = this.renderer;\n this.current = renderTexture;\n var baseTexture;\n var framebuffer;\n var resolution;\n if (renderTexture) {\n baseTexture = renderTexture.baseTexture;\n resolution = baseTexture.resolution;\n if (!sourceFrame) {\n tempRect.width = renderTexture.frame.width;\n tempRect.height = renderTexture.frame.height;\n sourceFrame = tempRect;\n }\n if (!destinationFrame) {\n tempRect2.x = renderTexture.frame.x;\n tempRect2.y = renderTexture.frame.y;\n tempRect2.width = sourceFrame.width;\n tempRect2.height = sourceFrame.height;\n destinationFrame = tempRect2;\n }\n framebuffer = baseTexture.framebuffer;\n }\n else {\n resolution = renderer.resolution;\n if (!sourceFrame) {\n tempRect.width = renderer.screen.width;\n tempRect.height = renderer.screen.height;\n sourceFrame = tempRect;\n }\n if (!destinationFrame) {\n destinationFrame = tempRect;\n destinationFrame.width = sourceFrame.width;\n destinationFrame.height = sourceFrame.height;\n }\n }\n var viewportFrame = this.viewportFrame;\n viewportFrame.x = destinationFrame.x * resolution;\n viewportFrame.y = destinationFrame.y * resolution;\n viewportFrame.width = destinationFrame.width * resolution;\n viewportFrame.height = destinationFrame.height * resolution;\n if (!renderTexture) {\n viewportFrame.y = renderer.view.height - (viewportFrame.y + viewportFrame.height);\n }\n viewportFrame.ceil();\n this.renderer.framebuffer.bind(framebuffer, viewportFrame);\n this.renderer.projection.update(destinationFrame, sourceFrame, resolution, !framebuffer);\n if (renderTexture) {\n this.renderer.mask.setMaskStack(baseTexture.maskStack);\n }\n else {\n this.renderer.mask.setMaskStack(this.defaultMaskStack);\n }\n this.sourceFrame.copyFrom(sourceFrame);\n this.destinationFrame.copyFrom(destinationFrame);\n };\n /**\n * Erases the render texture and fills the drawing area with a colour.\n * @param clearColor - The color as rgba, default to use the renderer backgroundColor\n * @param [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks\n * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.\n */\n RenderTextureSystem.prototype.clear = function (clearColor, mask) {\n if (this.current) {\n clearColor = clearColor || this.current.baseTexture.clearColor;\n }\n else {\n clearColor = clearColor || this.clearColor;\n }\n var destinationFrame = this.destinationFrame;\n var baseFrame = this.current ? this.current.baseTexture : this.renderer.screen;\n var clearMask = destinationFrame.width !== baseFrame.width || destinationFrame.height !== baseFrame.height;\n if (clearMask) {\n var _a = this.viewportFrame, x = _a.x, y = _a.y, width = _a.width, height = _a.height;\n x = Math.round(x);\n y = Math.round(y);\n width = Math.round(width);\n height = Math.round(height);\n // TODO: ScissorSystem should cache whether the scissor test is enabled or not.\n this.renderer.gl.enable(this.renderer.gl.SCISSOR_TEST);\n this.renderer.gl.scissor(x, y, width, height);\n }\n this.renderer.framebuffer.clear(clearColor[0], clearColor[1], clearColor[2], clearColor[3], mask);\n if (clearMask) {\n // Restore the scissor box\n this.renderer.scissor.pop();\n }\n };\n RenderTextureSystem.prototype.resize = function () {\n // resize the root only!\n this.bind(null);\n };\n /** Resets render-texture state. */\n RenderTextureSystem.prototype.reset = function () {\n this.bind(null);\n };\n RenderTextureSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return RenderTextureSystem;\n}());\n\nfunction uboUpdate(_ud, _uv, _renderer, _syncData, buffer) {\n _renderer.buffer.update(buffer);\n}\n// cv = CachedValue\n// v = value\n// ud = uniformData\n// uv = uniformValue\n// l = location\nvar UBO_TO_SINGLE_SETTERS = {\n float: \"\\n data[offset] = v;\\n \",\n vec2: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n \",\n vec3: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n\\n \",\n vec4: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n data[offset+3] = v[3];\\n \",\n mat2: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n\\n data[offset+4] = v[2];\\n data[offset+5] = v[3];\\n \",\n mat3: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n\\n data[offset + 4] = v[3];\\n data[offset + 5] = v[4];\\n data[offset + 6] = v[5];\\n\\n data[offset + 8] = v[6];\\n data[offset + 9] = v[7];\\n data[offset + 10] = v[8];\\n \",\n mat4: \"\\n for(var i = 0; i < 16; i++)\\n {\\n data[offset + i] = v[i];\\n }\\n \"\n};\nvar GLSL_TO_STD40_SIZE = {\n float: 4,\n vec2: 8,\n vec3: 12,\n vec4: 16,\n int: 4,\n ivec2: 8,\n ivec3: 12,\n ivec4: 16,\n uint: 4,\n uvec2: 8,\n uvec3: 12,\n uvec4: 16,\n bool: 4,\n bvec2: 8,\n bvec3: 12,\n bvec4: 16,\n mat2: 16 * 2,\n mat3: 16 * 3,\n mat4: 16 * 4,\n};\n/**\n * logic originally from here: https://github.com/sketchpunk/FunWithWebGL2/blob/master/lesson_022/Shaders.js\n * rewrote it, but this was a great starting point to get a solid understanding of whats going on :)\n * @ignore\n * @param uniformData\n */\nfunction createUBOElements(uniformData) {\n var uboElements = uniformData.map(function (data) {\n return ({\n data: data,\n offset: 0,\n dataLen: 0,\n dirty: 0\n });\n });\n var size = 0;\n var chunkSize = 0;\n var offset = 0;\n for (var i = 0; i < uboElements.length; i++) {\n var uboElement = uboElements[i];\n size = GLSL_TO_STD40_SIZE[uboElement.data.type];\n if (uboElement.data.size > 1) {\n size = Math.max(size, 16) * uboElement.data.size;\n }\n uboElement.dataLen = size;\n // add some size offset..\n // must align to the nearest 16 bytes or internally nearest round size\n if (chunkSize % size !== 0 && chunkSize < 16) {\n // diff required to line up..\n var lineUpValue = (chunkSize % size) % 16;\n chunkSize += lineUpValue;\n offset += lineUpValue;\n }\n if ((chunkSize + size) > 16) {\n offset = Math.ceil(offset / 16) * 16;\n uboElement.offset = offset;\n offset += size;\n chunkSize = size;\n }\n else {\n uboElement.offset = offset;\n chunkSize += size;\n offset += size;\n }\n }\n offset = Math.ceil(offset / 16) * 16;\n return { uboElements: uboElements, size: offset };\n}\nfunction getUBOData(uniforms, uniformData) {\n var usedUniformDatas = [];\n // build..\n for (var i in uniforms) {\n if (uniformData[i]) {\n usedUniformDatas.push(uniformData[i]);\n }\n }\n // sort them out by index!\n usedUniformDatas.sort(function (a, b) { return a.index - b.index; });\n return usedUniformDatas;\n}\nfunction generateUniformBufferSync(group, uniformData) {\n if (!group.autoManage) {\n // if the group is nott automatically managed, we don't need to generate a special function for it...\n return { size: 0, syncFunc: uboUpdate };\n }\n var usedUniformDatas = getUBOData(group.uniforms, uniformData);\n var _a = createUBOElements(usedUniformDatas), uboElements = _a.uboElements, size = _a.size;\n var funcFragments = [\"\\n var v = null;\\n var v2 = null;\\n var cv = null;\\n var t = 0;\\n var gl = renderer.gl\\n var index = 0;\\n var data = buffer.data;\\n \"];\n for (var i = 0; i < uboElements.length; i++) {\n var uboElement = uboElements[i];\n var uniform = group.uniforms[uboElement.data.name];\n var name = uboElement.data.name;\n var parsed = false;\n for (var j = 0; j < uniformParsers.length; j++) {\n var uniformParser = uniformParsers[j];\n if (uniformParser.codeUbo && uniformParser.test(uboElement.data, uniform)) {\n funcFragments.push(\"offset = \" + uboElement.offset / 4 + \";\", uniformParsers[j].codeUbo(uboElement.data.name, uniform));\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n if (uboElement.data.size > 1) {\n var size_1 = mapSize(uboElement.data.type);\n var rowSize = Math.max(GLSL_TO_STD40_SIZE[uboElement.data.type] / 16, 1);\n var elementSize = size_1 / rowSize;\n var remainder = (4 - (elementSize % 4)) % 4;\n funcFragments.push(\"\\n cv = ud.\" + name + \".value;\\n v = uv.\" + name + \";\\n offset = \" + uboElement.offset / 4 + \";\\n\\n t = 0;\\n\\n for(var i=0; i < \" + uboElement.data.size * rowSize + \"; i++)\\n {\\n for(var j = 0; j < \" + elementSize + \"; j++)\\n {\\n data[offset++] = v[t++];\\n }\\n offset += \" + remainder + \";\\n }\\n\\n \");\n }\n else {\n var template = UBO_TO_SINGLE_SETTERS[uboElement.data.type];\n funcFragments.push(\"\\n cv = ud.\" + name + \".value;\\n v = uv.\" + name + \";\\n offset = \" + uboElement.offset / 4 + \";\\n \" + template + \";\\n \");\n }\n }\n }\n funcFragments.push(\"\\n renderer.buffer.update(buffer);\\n \");\n return {\n size: size,\n // eslint-disable-next-line no-new-func\n syncFunc: new Function('ud', 'uv', 'renderer', 'syncData', 'buffer', funcFragments.join('\\n'))\n };\n}\n\n/**\n * @private\n */\nvar IGLUniformData = /** @class */ (function () {\n function IGLUniformData() {\n }\n return IGLUniformData;\n}());\n/**\n * Helper class to create a WebGL Program\n * @memberof PIXI\n */\nvar GLProgram = /** @class */ (function () {\n /**\n * Makes a new Pixi program.\n * @param program - webgl program\n * @param uniformData - uniforms\n */\n function GLProgram(program, uniformData) {\n this.program = program;\n this.uniformData = uniformData;\n this.uniformGroups = {};\n this.uniformDirtyGroups = {};\n this.uniformBufferBindings = {};\n }\n /** Destroys this program. */\n GLProgram.prototype.destroy = function () {\n this.uniformData = null;\n this.uniformGroups = null;\n this.uniformDirtyGroups = null;\n this.uniformBufferBindings = null;\n this.program = null;\n };\n return GLProgram;\n}());\n\n/**\n * returns the attribute data from the program\n * @private\n * @param {WebGLProgram} [program] - the WebGL program\n * @param {WebGLRenderingContext} [gl] - the WebGL context\n * @returns {object} the attribute data for this program\n */\nfunction getAttributeData(program, gl) {\n var attributes = {};\n var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);\n for (var i = 0; i < totalAttributes; i++) {\n var attribData = gl.getActiveAttrib(program, i);\n if (attribData.name.indexOf('gl_') === 0) {\n continue;\n }\n var type = mapType(gl, attribData.type);\n var data = {\n type: type,\n name: attribData.name,\n size: mapSize(type),\n location: gl.getAttribLocation(program, attribData.name),\n };\n attributes[attribData.name] = data;\n }\n return attributes;\n}\n\n/**\n * returns the uniform data from the program\n * @private\n * @param program - the webgl program\n * @param gl - the WebGL context\n * @returns {object} the uniform data for this program\n */\nfunction getUniformData(program, gl) {\n var uniforms = {};\n var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);\n for (var i = 0; i < totalUniforms; i++) {\n var uniformData = gl.getActiveUniform(program, i);\n var name = uniformData.name.replace(/\\[.*?\\]$/, '');\n var isArray = !!(uniformData.name.match(/\\[.*?\\]$/));\n var type = mapType(gl, uniformData.type);\n uniforms[name] = {\n name: name,\n index: i,\n type: type,\n size: uniformData.size,\n isArray: isArray,\n value: defaultValue(type, uniformData.size),\n };\n }\n return uniforms;\n}\n\n/**\n * generates a WebGL Program object from a high level Pixi Program.\n * @param gl - a rendering context on which to generate the program\n * @param program - the high level Pixi Program.\n */\nfunction generateProgram(gl, program) {\n var glVertShader = compileShader(gl, gl.VERTEX_SHADER, program.vertexSrc);\n var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, program.fragmentSrc);\n var webGLProgram = gl.createProgram();\n gl.attachShader(webGLProgram, glVertShader);\n gl.attachShader(webGLProgram, glFragShader);\n gl.linkProgram(webGLProgram);\n if (!gl.getProgramParameter(webGLProgram, gl.LINK_STATUS)) {\n logProgramError(gl, webGLProgram, glVertShader, glFragShader);\n }\n program.attributeData = getAttributeData(webGLProgram, gl);\n program.uniformData = getUniformData(webGLProgram, gl);\n // GLSL 1.00: bind attributes sorted by name in ascending order\n // GLSL 3.00: don't change the attribute locations that where chosen by the compiler\n // or assigned by the layout specifier in the shader source code\n if (!(/^[ \\t]*#[ \\t]*version[ \\t]+300[ \\t]+es[ \\t]*$/m).test(program.vertexSrc)) {\n var keys = Object.keys(program.attributeData);\n keys.sort(function (a, b) { return (a > b) ? 1 : -1; }); // eslint-disable-line no-confusing-arrow\n for (var i = 0; i < keys.length; i++) {\n program.attributeData[keys[i]].location = i;\n gl.bindAttribLocation(webGLProgram, i, keys[i]);\n }\n gl.linkProgram(webGLProgram);\n }\n gl.deleteShader(glVertShader);\n gl.deleteShader(glFragShader);\n var uniformData = {};\n for (var i in program.uniformData) {\n var data = program.uniformData[i];\n uniformData[i] = {\n location: gl.getUniformLocation(webGLProgram, i),\n value: defaultValue(data.type, data.size),\n };\n }\n var glProgram = new GLProgram(webGLProgram, uniformData);\n return glProgram;\n}\n\nvar UID = 0;\n// default sync data so we don't create a new one each time!\nvar defaultSyncData = { textureCount: 0, uboCount: 0 };\n/**\n * System plugin to the renderer to manage shaders.\n * @memberof PIXI\n */\nvar ShaderSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ShaderSystem(renderer) {\n this.destroyed = false;\n this.renderer = renderer;\n // Validation check that this environment support `new Function`\n this.systemCheck();\n this.gl = null;\n this.shader = null;\n this.program = null;\n this.cache = {};\n this._uboCache = {};\n this.id = UID++;\n }\n /**\n * Overrideable function by `@pixi/unsafe-eval` to silence\n * throwing an error if platform doesn't support unsafe-evals.\n * @private\n */\n ShaderSystem.prototype.systemCheck = function () {\n if (!unsafeEvalSupported()) {\n throw new Error('Current environment does not allow unsafe-eval, '\n + 'please use @pixi/unsafe-eval module to enable support.');\n }\n };\n ShaderSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.reset();\n };\n /**\n * Changes the current shader to the one given in parameter.\n * @param shader - the new shader\n * @param dontSync - false if the shader should automatically sync its uniforms.\n * @returns the glProgram that belongs to the shader.\n */\n ShaderSystem.prototype.bind = function (shader, dontSync) {\n shader.uniforms.globals = this.renderer.globalUniforms;\n var program = shader.program;\n var glProgram = program.glPrograms[this.renderer.CONTEXT_UID] || this.generateProgram(shader);\n this.shader = shader;\n // TODO - some current Pixi plugins bypass this.. so it not safe to use yet..\n if (this.program !== program) {\n this.program = program;\n this.gl.useProgram(glProgram.program);\n }\n if (!dontSync) {\n defaultSyncData.textureCount = 0;\n defaultSyncData.uboCount = 0;\n this.syncUniformGroup(shader.uniformGroup, defaultSyncData);\n }\n return glProgram;\n };\n /**\n * Uploads the uniforms values to the currently bound shader.\n * @param uniforms - the uniforms values that be applied to the current shader\n */\n ShaderSystem.prototype.setUniforms = function (uniforms) {\n var shader = this.shader.program;\n var glProgram = shader.glPrograms[this.renderer.CONTEXT_UID];\n shader.syncUniforms(glProgram.uniformData, uniforms, this.renderer);\n };\n /* eslint-disable @typescript-eslint/explicit-module-boundary-types */\n /**\n * Syncs uniforms on the group\n * @param group - the uniform group to sync\n * @param syncData - this is data that is passed to the sync function and any nested sync functions\n */\n ShaderSystem.prototype.syncUniformGroup = function (group, syncData) {\n var glProgram = this.getGlProgram();\n if (!group.static || group.dirtyId !== glProgram.uniformDirtyGroups[group.id]) {\n glProgram.uniformDirtyGroups[group.id] = group.dirtyId;\n this.syncUniforms(group, glProgram, syncData);\n }\n };\n /**\n * Overrideable by the @pixi/unsafe-eval package to use static syncUniforms instead.\n * @param group\n * @param glProgram\n * @param syncData\n */\n ShaderSystem.prototype.syncUniforms = function (group, glProgram, syncData) {\n var syncFunc = group.syncUniforms[this.shader.program.id] || this.createSyncGroups(group);\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer, syncData);\n };\n ShaderSystem.prototype.createSyncGroups = function (group) {\n var id = this.getSignature(group, this.shader.program.uniformData, 'u');\n if (!this.cache[id]) {\n this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData);\n }\n group.syncUniforms[this.shader.program.id] = this.cache[id];\n return group.syncUniforms[this.shader.program.id];\n };\n /**\n * Syncs uniform buffers\n * @param group - the uniform buffer group to sync\n * @param name - the name of the uniform buffer\n */\n ShaderSystem.prototype.syncUniformBufferGroup = function (group, name) {\n var glProgram = this.getGlProgram();\n if (!group.static || group.dirtyId !== 0 || !glProgram.uniformGroups[group.id]) {\n group.dirtyId = 0;\n var syncFunc = glProgram.uniformGroups[group.id]\n || this.createSyncBufferGroup(group, glProgram, name);\n // TODO wrap update in a cache??\n group.buffer.update();\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer, defaultSyncData, group.buffer);\n }\n this.renderer.buffer.bindBufferBase(group.buffer, glProgram.uniformBufferBindings[name]);\n };\n /**\n * Will create a function that uploads a uniform buffer using the STD140 standard.\n * The upload function will then be cached for future calls\n * If a group is manually managed, then a simple upload function is generated\n * @param group - the uniform buffer group to sync\n * @param glProgram - the gl program to attach the uniform bindings to\n * @param name - the name of the uniform buffer (must exist on the shader)\n */\n ShaderSystem.prototype.createSyncBufferGroup = function (group, glProgram, name) {\n var gl = this.renderer.gl;\n this.renderer.buffer.bind(group.buffer);\n // bind them...\n var uniformBlockIndex = this.gl.getUniformBlockIndex(glProgram.program, name);\n glProgram.uniformBufferBindings[name] = this.shader.uniformBindCount;\n gl.uniformBlockBinding(glProgram.program, uniformBlockIndex, this.shader.uniformBindCount);\n this.shader.uniformBindCount++;\n var id = this.getSignature(group, this.shader.program.uniformData, 'ubo');\n var uboData = this._uboCache[id];\n if (!uboData) {\n uboData = this._uboCache[id] = generateUniformBufferSync(group, this.shader.program.uniformData);\n }\n if (group.autoManage) {\n var data = new Float32Array(uboData.size / 4);\n group.buffer.update(data);\n }\n glProgram.uniformGroups[group.id] = uboData.syncFunc;\n return glProgram.uniformGroups[group.id];\n };\n /**\n * Takes a uniform group and data and generates a unique signature for them.\n * @param group - The uniform group to get signature of\n * @param group.uniforms\n * @param uniformData - Uniform information generated by the shader\n * @param preFix\n * @returns Unique signature of the uniform group\n */\n ShaderSystem.prototype.getSignature = function (group, uniformData, preFix) {\n var uniforms = group.uniforms;\n var strings = [preFix + \"-\"];\n for (var i in uniforms) {\n strings.push(i);\n if (uniformData[i]) {\n strings.push(uniformData[i].type);\n }\n }\n return strings.join('-');\n };\n /**\n * Returns the underlying GLShade rof the currently bound shader.\n *\n * This can be handy for when you to have a little more control over the setting of your uniforms.\n * @returns The glProgram for the currently bound Shader for this context\n */\n ShaderSystem.prototype.getGlProgram = function () {\n if (this.shader) {\n return this.shader.program.glPrograms[this.renderer.CONTEXT_UID];\n }\n return null;\n };\n /**\n * Generates a glProgram version of the Shader provided.\n * @param shader - The shader that the glProgram will be based on.\n * @returns A shiny new glProgram!\n */\n ShaderSystem.prototype.generateProgram = function (shader) {\n var gl = this.gl;\n var program = shader.program;\n var glProgram = generateProgram(gl, program);\n program.glPrograms[this.renderer.CONTEXT_UID] = glProgram;\n return glProgram;\n };\n /** Resets ShaderSystem state, does not affect WebGL state. */\n ShaderSystem.prototype.reset = function () {\n this.program = null;\n this.shader = null;\n };\n /** Destroys this System and removes all its textures. */\n ShaderSystem.prototype.destroy = function () {\n this.renderer = null;\n // TODO implement destroy method for ShaderSystem\n this.destroyed = true;\n };\n return ShaderSystem;\n}());\n\n/**\n * Maps gl blend combinations to WebGL.\n * @memberof PIXI\n * @function mapWebGLBlendModesToPixi\n * @private\n * @param {WebGLRenderingContext} gl - The rendering context.\n * @param {number[][]} [array=[]] - The array to output into.\n * @returns {number[][]} Mapped modes.\n */\nfunction mapWebGLBlendModesToPixi(gl, array) {\n if (array === void 0) { array = []; }\n // TODO - premultiply alpha would be different.\n // add a boolean for that!\n array[BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD] = [gl.ONE, gl.ONE];\n array[BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.NONE] = [0, 0];\n // not-premultiplied blend modes\n array[BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE];\n array[BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n // composite operations\n array[BLEND_MODES.SRC_IN] = [gl.DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE];\n array[BLEND_MODES.DST_IN] = [gl.ZERO, gl.SRC_ALPHA];\n array[BLEND_MODES.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA];\n array[BLEND_MODES.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n // SUBTRACT from flash\n array[BLEND_MODES.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD];\n return array;\n}\n\nvar BLEND = 0;\nvar OFFSET = 1;\nvar CULLING = 2;\nvar DEPTH_TEST = 3;\nvar WINDING = 4;\nvar DEPTH_MASK = 5;\n/**\n * System plugin to the renderer to manage WebGL state machines.\n * @memberof PIXI\n */\nvar StateSystem = /** @class */ (function () {\n function StateSystem() {\n this.gl = null;\n this.stateId = 0;\n this.polygonOffset = 0;\n this.blendMode = BLEND_MODES.NONE;\n this._blendEq = false;\n // map functions for when we set state..\n this.map = [];\n this.map[BLEND] = this.setBlend;\n this.map[OFFSET] = this.setOffset;\n this.map[CULLING] = this.setCullFace;\n this.map[DEPTH_TEST] = this.setDepthTest;\n this.map[WINDING] = this.setFrontFace;\n this.map[DEPTH_MASK] = this.setDepthMask;\n this.checks = [];\n this.defaultState = new State();\n this.defaultState.blend = true;\n }\n StateSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.blendModes = mapWebGLBlendModesToPixi(gl);\n this.set(this.defaultState);\n this.reset();\n };\n /**\n * Sets the current state\n * @param {*} state - The state to set.\n */\n StateSystem.prototype.set = function (state) {\n state = state || this.defaultState;\n // TODO maybe to an object check? ( this.state === state )?\n if (this.stateId !== state.data) {\n var diff = this.stateId ^ state.data;\n var i = 0;\n // order from least to most common\n while (diff) {\n if (diff & 1) {\n // state change!\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n diff = diff >> 1;\n i++;\n }\n this.stateId = state.data;\n }\n // based on the above settings we check for specific modes..\n // for example if blend is active we check and set the blend modes\n // or of polygon offset is active we check the poly depth.\n for (var i = 0; i < this.checks.length; i++) {\n this.checks[i](this, state);\n }\n };\n /**\n * Sets the state, when previous state is unknown.\n * @param {*} state - The state to set\n */\n StateSystem.prototype.forceState = function (state) {\n state = state || this.defaultState;\n for (var i = 0; i < this.map.length; i++) {\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n for (var i = 0; i < this.checks.length; i++) {\n this.checks[i](this, state);\n }\n this.stateId = state.data;\n };\n /**\n * Sets whether to enable or disable blending.\n * @param value - Turn on or off WebGl blending.\n */\n StateSystem.prototype.setBlend = function (value) {\n this.updateCheck(StateSystem.checkBlendMode, value);\n this.gl[value ? 'enable' : 'disable'](this.gl.BLEND);\n };\n /**\n * Sets whether to enable or disable polygon offset fill.\n * @param value - Turn on or off webgl polygon offset testing.\n */\n StateSystem.prototype.setOffset = function (value) {\n this.updateCheck(StateSystem.checkPolygonOffset, value);\n this.gl[value ? 'enable' : 'disable'](this.gl.POLYGON_OFFSET_FILL);\n };\n /**\n * Sets whether to enable or disable depth test.\n * @param value - Turn on or off webgl depth testing.\n */\n StateSystem.prototype.setDepthTest = function (value) {\n this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST);\n };\n /**\n * Sets whether to enable or disable depth mask.\n * @param value - Turn on or off webgl depth mask.\n */\n StateSystem.prototype.setDepthMask = function (value) {\n this.gl.depthMask(value);\n };\n /**\n * Sets whether to enable or disable cull face.\n * @param {boolean} value - Turn on or off webgl cull face.\n */\n StateSystem.prototype.setCullFace = function (value) {\n this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE);\n };\n /**\n * Sets the gl front face.\n * @param {boolean} value - true is clockwise and false is counter-clockwise\n */\n StateSystem.prototype.setFrontFace = function (value) {\n this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']);\n };\n /**\n * Sets the blend mode.\n * @param {number} value - The blend mode to set to.\n */\n StateSystem.prototype.setBlendMode = function (value) {\n if (value === this.blendMode) {\n return;\n }\n this.blendMode = value;\n var mode = this.blendModes[value];\n var gl = this.gl;\n if (mode.length === 2) {\n gl.blendFunc(mode[0], mode[1]);\n }\n else {\n gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]);\n }\n if (mode.length === 6) {\n this._blendEq = true;\n gl.blendEquationSeparate(mode[4], mode[5]);\n }\n else if (this._blendEq) {\n this._blendEq = false;\n gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);\n }\n };\n /**\n * Sets the polygon offset.\n * @param {number} value - the polygon offset\n * @param {number} scale - the polygon offset scale\n */\n StateSystem.prototype.setPolygonOffset = function (value, scale) {\n this.gl.polygonOffset(value, scale);\n };\n // used\n /** Resets all the logic and disables the VAOs. */\n StateSystem.prototype.reset = function () {\n this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false);\n this.forceState(this.defaultState);\n this._blendEq = true;\n this.blendMode = -1;\n this.setBlendMode(0);\n };\n /**\n * Checks to see which updates should be checked based on which settings have been activated.\n *\n * For example, if blend is enabled then we should check the blend modes each time the state is changed\n * or if polygon fill is activated then we need to check if the polygon offset changes.\n * The idea is that we only check what we have too.\n * @param func - the checking function to add or remove\n * @param value - should the check function be added or removed.\n */\n StateSystem.prototype.updateCheck = function (func, value) {\n var index = this.checks.indexOf(func);\n if (value && index === -1) {\n this.checks.push(func);\n }\n else if (!value && index !== -1) {\n this.checks.splice(index, 1);\n }\n };\n /**\n * A private little wrapper function that we call to check the blend mode.\n * @param system - the System to perform the state check on\n * @param state - the state that the blendMode will pulled from\n */\n StateSystem.checkBlendMode = function (system, state) {\n system.setBlendMode(state.blendMode);\n };\n /**\n * A private little wrapper function that we call to check the polygon offset.\n * @param system - the System to perform the state check on\n * @param state - the state that the blendMode will pulled from\n */\n StateSystem.checkPolygonOffset = function (system, state) {\n system.setPolygonOffset(1, state.polygonOffset);\n };\n /**\n * @ignore\n */\n StateSystem.prototype.destroy = function () {\n this.gl = null;\n };\n return StateSystem;\n}());\n\n/**\n * System plugin to the renderer to manage texture garbage collection on the GPU,\n * ensuring that it does not get clogged up with textures that are no longer being used.\n * @memberof PIXI\n */\nvar TextureGCSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function TextureGCSystem(renderer) {\n this.renderer = renderer;\n this.count = 0;\n this.checkCount = 0;\n this.maxIdle = settings.GC_MAX_IDLE;\n this.checkCountMax = settings.GC_MAX_CHECK_COUNT;\n this.mode = settings.GC_MODE;\n }\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n TextureGCSystem.prototype.postrender = function () {\n if (!this.renderer.renderingToScreen) {\n return;\n }\n this.count++;\n if (this.mode === GC_MODES.MANUAL) {\n return;\n }\n this.checkCount++;\n if (this.checkCount > this.checkCountMax) {\n this.checkCount = 0;\n this.run();\n }\n };\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n TextureGCSystem.prototype.run = function () {\n var tm = this.renderer.texture;\n var managedTextures = tm.managedTextures;\n var wasRemoved = false;\n for (var i = 0; i < managedTextures.length; i++) {\n var texture = managedTextures[i];\n // only supports non generated textures at the moment!\n if (!texture.framebuffer && this.count - texture.touched > this.maxIdle) {\n tm.destroyTexture(texture, true);\n managedTextures[i] = null;\n wasRemoved = true;\n }\n }\n if (wasRemoved) {\n var j = 0;\n for (var i = 0; i < managedTextures.length; i++) {\n if (managedTextures[i] !== null) {\n managedTextures[j++] = managedTextures[i];\n }\n }\n managedTextures.length = j;\n }\n };\n /**\n * Removes all the textures within the specified displayObject and its children from the GPU\n * @param {PIXI.DisplayObject} displayObject - the displayObject to remove the textures from.\n */\n TextureGCSystem.prototype.unload = function (displayObject) {\n var tm = this.renderer.texture;\n var texture = displayObject._texture;\n // only destroy non generated textures\n if (texture && !texture.framebuffer) {\n tm.destroyTexture(texture);\n }\n for (var i = displayObject.children.length - 1; i >= 0; i--) {\n this.unload(displayObject.children[i]);\n }\n };\n TextureGCSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return TextureGCSystem;\n}());\n\n/**\n * Returns a lookup table that maps each type-format pair to a compatible internal format.\n * @memberof PIXI\n * @function mapTypeAndFormatToInternalFormat\n * @private\n * @param {WebGLRenderingContext} gl - The rendering context.\n * @returns Lookup table.\n */\nfunction mapTypeAndFormatToInternalFormat(gl) {\n var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s, _t, _u, _v, _w, _x;\n var table;\n if ('WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext) {\n table = (_a = {},\n _a[TYPES.UNSIGNED_BYTE] = (_b = {},\n _b[FORMATS.RGBA] = gl.RGBA8,\n _b[FORMATS.RGB] = gl.RGB8,\n _b[FORMATS.RG] = gl.RG8,\n _b[FORMATS.RED] = gl.R8,\n _b[FORMATS.RGBA_INTEGER] = gl.RGBA8UI,\n _b[FORMATS.RGB_INTEGER] = gl.RGB8UI,\n _b[FORMATS.RG_INTEGER] = gl.RG8UI,\n _b[FORMATS.RED_INTEGER] = gl.R8UI,\n _b[FORMATS.ALPHA] = gl.ALPHA,\n _b[FORMATS.LUMINANCE] = gl.LUMINANCE,\n _b[FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA,\n _b),\n _a[TYPES.BYTE] = (_c = {},\n _c[FORMATS.RGBA] = gl.RGBA8_SNORM,\n _c[FORMATS.RGB] = gl.RGB8_SNORM,\n _c[FORMATS.RG] = gl.RG8_SNORM,\n _c[FORMATS.RED] = gl.R8_SNORM,\n _c[FORMATS.RGBA_INTEGER] = gl.RGBA8I,\n _c[FORMATS.RGB_INTEGER] = gl.RGB8I,\n _c[FORMATS.RG_INTEGER] = gl.RG8I,\n _c[FORMATS.RED_INTEGER] = gl.R8I,\n _c),\n _a[TYPES.UNSIGNED_SHORT] = (_d = {},\n _d[FORMATS.RGBA_INTEGER] = gl.RGBA16UI,\n _d[FORMATS.RGB_INTEGER] = gl.RGB16UI,\n _d[FORMATS.RG_INTEGER] = gl.RG16UI,\n _d[FORMATS.RED_INTEGER] = gl.R16UI,\n _d[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT16,\n _d),\n _a[TYPES.SHORT] = (_e = {},\n _e[FORMATS.RGBA_INTEGER] = gl.RGBA16I,\n _e[FORMATS.RGB_INTEGER] = gl.RGB16I,\n _e[FORMATS.RG_INTEGER] = gl.RG16I,\n _e[FORMATS.RED_INTEGER] = gl.R16I,\n _e),\n _a[TYPES.UNSIGNED_INT] = (_f = {},\n _f[FORMATS.RGBA_INTEGER] = gl.RGBA32UI,\n _f[FORMATS.RGB_INTEGER] = gl.RGB32UI,\n _f[FORMATS.RG_INTEGER] = gl.RG32UI,\n _f[FORMATS.RED_INTEGER] = gl.R32UI,\n _f[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT24,\n _f),\n _a[TYPES.INT] = (_g = {},\n _g[FORMATS.RGBA_INTEGER] = gl.RGBA32I,\n _g[FORMATS.RGB_INTEGER] = gl.RGB32I,\n _g[FORMATS.RG_INTEGER] = gl.RG32I,\n _g[FORMATS.RED_INTEGER] = gl.R32I,\n _g),\n _a[TYPES.FLOAT] = (_h = {},\n _h[FORMATS.RGBA] = gl.RGBA32F,\n _h[FORMATS.RGB] = gl.RGB32F,\n _h[FORMATS.RG] = gl.RG32F,\n _h[FORMATS.RED] = gl.R32F,\n _h[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT32F,\n _h),\n _a[TYPES.HALF_FLOAT] = (_j = {},\n _j[FORMATS.RGBA] = gl.RGBA16F,\n _j[FORMATS.RGB] = gl.RGB16F,\n _j[FORMATS.RG] = gl.RG16F,\n _j[FORMATS.RED] = gl.R16F,\n _j),\n _a[TYPES.UNSIGNED_SHORT_5_6_5] = (_k = {},\n _k[FORMATS.RGB] = gl.RGB565,\n _k),\n _a[TYPES.UNSIGNED_SHORT_4_4_4_4] = (_l = {},\n _l[FORMATS.RGBA] = gl.RGBA4,\n _l),\n _a[TYPES.UNSIGNED_SHORT_5_5_5_1] = (_m = {},\n _m[FORMATS.RGBA] = gl.RGB5_A1,\n _m),\n _a[TYPES.UNSIGNED_INT_2_10_10_10_REV] = (_o = {},\n _o[FORMATS.RGBA] = gl.RGB10_A2,\n _o[FORMATS.RGBA_INTEGER] = gl.RGB10_A2UI,\n _o),\n _a[TYPES.UNSIGNED_INT_10F_11F_11F_REV] = (_p = {},\n _p[FORMATS.RGB] = gl.R11F_G11F_B10F,\n _p),\n _a[TYPES.UNSIGNED_INT_5_9_9_9_REV] = (_q = {},\n _q[FORMATS.RGB] = gl.RGB9_E5,\n _q),\n _a[TYPES.UNSIGNED_INT_24_8] = (_r = {},\n _r[FORMATS.DEPTH_STENCIL] = gl.DEPTH24_STENCIL8,\n _r),\n _a[TYPES.FLOAT_32_UNSIGNED_INT_24_8_REV] = (_s = {},\n _s[FORMATS.DEPTH_STENCIL] = gl.DEPTH32F_STENCIL8,\n _s),\n _a);\n }\n else {\n table = (_t = {},\n _t[TYPES.UNSIGNED_BYTE] = (_u = {},\n _u[FORMATS.RGBA] = gl.RGBA,\n _u[FORMATS.RGB] = gl.RGB,\n _u[FORMATS.ALPHA] = gl.ALPHA,\n _u[FORMATS.LUMINANCE] = gl.LUMINANCE,\n _u[FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA,\n _u),\n _t[TYPES.UNSIGNED_SHORT_5_6_5] = (_v = {},\n _v[FORMATS.RGB] = gl.RGB,\n _v),\n _t[TYPES.UNSIGNED_SHORT_4_4_4_4] = (_w = {},\n _w[FORMATS.RGBA] = gl.RGBA,\n _w),\n _t[TYPES.UNSIGNED_SHORT_5_5_5_1] = (_x = {},\n _x[FORMATS.RGBA] = gl.RGBA,\n _x),\n _t);\n }\n return table;\n}\n\n/**\n * Internal texture for WebGL context.\n * @memberof PIXI\n */\nvar GLTexture = /** @class */ (function () {\n function GLTexture(texture) {\n this.texture = texture;\n this.width = -1;\n this.height = -1;\n this.dirtyId = -1;\n this.dirtyStyleId = -1;\n this.mipmap = false;\n this.wrapMode = 33071;\n this.type = TYPES.UNSIGNED_BYTE;\n this.internalFormat = FORMATS.RGBA;\n this.samplerType = 0;\n }\n return GLTexture;\n}());\n\n/**\n * System plugin to the renderer to manage textures.\n * @memberof PIXI\n */\nvar TextureSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this system works for.\n */\n function TextureSystem(renderer) {\n this.renderer = renderer;\n // TODO set to max textures...\n this.boundTextures = [];\n this.currentLocation = -1;\n this.managedTextures = [];\n this._unknownBoundTextures = false;\n this.unknownTexture = new BaseTexture();\n this.hasIntegerTextures = false;\n }\n /** Sets up the renderer context and necessary buffers. */\n TextureSystem.prototype.contextChange = function () {\n var gl = this.gl = this.renderer.gl;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n this.webGLVersion = this.renderer.context.webGLVersion;\n this.internalFormats = mapTypeAndFormatToInternalFormat(gl);\n var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);\n this.boundTextures.length = maxTextures;\n for (var i = 0; i < maxTextures; i++) {\n this.boundTextures[i] = null;\n }\n // TODO move this.. to a nice make empty textures class..\n this.emptyTextures = {};\n var emptyTexture2D = new GLTexture(gl.createTexture());\n gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4));\n this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D;\n this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(gl.createTexture());\n gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture);\n for (var i = 0; i < 6; i++) {\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n }\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\n for (var i = 0; i < this.boundTextures.length; i++) {\n this.bind(null, i);\n }\n };\n /**\n * Bind a texture to a specific location\n *\n * If you want to unbind something, please use `unbind(texture)` instead of `bind(null, textureLocation)`\n * @param texture - Texture to bind\n * @param [location=0] - Location to bind at\n */\n TextureSystem.prototype.bind = function (texture, location) {\n if (location === void 0) { location = 0; }\n var gl = this.gl;\n texture = texture === null || texture === void 0 ? void 0 : texture.castToBaseTexture();\n // cannot bind partial texture\n // TODO: report a warning\n if (texture && texture.valid && !texture.parentTextureArray) {\n texture.touched = this.renderer.textureGC.count;\n var glTexture = texture._glTextures[this.CONTEXT_UID] || this.initTexture(texture);\n if (this.boundTextures[location] !== texture) {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n gl.bindTexture(texture.target, glTexture.texture);\n }\n if (glTexture.dirtyId !== texture.dirtyId) {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n this.updateTexture(texture);\n }\n this.boundTextures[location] = texture;\n }\n else {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[gl.TEXTURE_2D].texture);\n this.boundTextures[location] = null;\n }\n };\n /** Resets texture location and bound textures Actual `bind(null, i)` calls will be performed at next `unbind()` call */\n TextureSystem.prototype.reset = function () {\n this._unknownBoundTextures = true;\n this.hasIntegerTextures = false;\n this.currentLocation = -1;\n for (var i = 0; i < this.boundTextures.length; i++) {\n this.boundTextures[i] = this.unknownTexture;\n }\n };\n /**\n * Unbind a texture.\n * @param texture - Texture to bind\n */\n TextureSystem.prototype.unbind = function (texture) {\n var _a = this, gl = _a.gl, boundTextures = _a.boundTextures;\n if (this._unknownBoundTextures) {\n this._unknownBoundTextures = false;\n // someone changed webGL state,\n // we have to be sure that our texture does not appear in multi-texture renderer samplers\n for (var i = 0; i < boundTextures.length; i++) {\n if (boundTextures[i] === this.unknownTexture) {\n this.bind(null, i);\n }\n }\n }\n for (var i = 0; i < boundTextures.length; i++) {\n if (boundTextures[i] === texture) {\n if (this.currentLocation !== i) {\n gl.activeTexture(gl.TEXTURE0 + i);\n this.currentLocation = i;\n }\n gl.bindTexture(texture.target, this.emptyTextures[texture.target].texture);\n boundTextures[i] = null;\n }\n }\n };\n /**\n * Ensures that current boundTextures all have FLOAT sampler type,\n * see {@link PIXI.SAMPLER_TYPES} for explanation.\n * @param maxTextures - number of locations to check\n */\n TextureSystem.prototype.ensureSamplerType = function (maxTextures) {\n var _a = this, boundTextures = _a.boundTextures, hasIntegerTextures = _a.hasIntegerTextures, CONTEXT_UID = _a.CONTEXT_UID;\n if (!hasIntegerTextures) {\n return;\n }\n for (var i = maxTextures - 1; i >= 0; --i) {\n var tex = boundTextures[i];\n if (tex) {\n var glTexture = tex._glTextures[CONTEXT_UID];\n if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) {\n this.renderer.texture.unbind(tex);\n }\n }\n }\n };\n /**\n * Initialize a texture\n * @private\n * @param texture - Texture to initialize\n */\n TextureSystem.prototype.initTexture = function (texture) {\n var glTexture = new GLTexture(this.gl.createTexture());\n // guarantee an update..\n glTexture.dirtyId = -1;\n texture._glTextures[this.CONTEXT_UID] = glTexture;\n this.managedTextures.push(texture);\n texture.on('dispose', this.destroyTexture, this);\n return glTexture;\n };\n TextureSystem.prototype.initTextureType = function (texture, glTexture) {\n var _a, _b;\n glTexture.internalFormat = (_b = (_a = this.internalFormats[texture.type]) === null || _a === void 0 ? void 0 : _a[texture.format]) !== null && _b !== void 0 ? _b : texture.format;\n if (this.webGLVersion === 2 && texture.type === TYPES.HALF_FLOAT) {\n // TYPES.HALF_FLOAT is WebGL1 HALF_FLOAT_OES\n // we have to convert it to WebGL HALF_FLOAT\n glTexture.type = this.gl.HALF_FLOAT;\n }\n else {\n glTexture.type = texture.type;\n }\n };\n /**\n * Update a texture\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to initialize\n */\n TextureSystem.prototype.updateTexture = function (texture) {\n var glTexture = texture._glTextures[this.CONTEXT_UID];\n if (!glTexture) {\n return;\n }\n var renderer = this.renderer;\n this.initTextureType(texture, glTexture);\n if (texture.resource && texture.resource.upload(renderer, texture, glTexture)) {\n // texture is uploaded, dont do anything!\n if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) {\n this.hasIntegerTextures = true;\n }\n }\n else {\n // default, renderTexture-like logic\n var width = texture.realWidth;\n var height = texture.realHeight;\n var gl = renderer.gl;\n if (glTexture.width !== width\n || glTexture.height !== height\n || glTexture.dirtyId < 0) {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(texture.target, 0, glTexture.internalFormat, width, height, 0, texture.format, glTexture.type, null);\n }\n }\n // lets only update what changes..\n if (texture.dirtyStyleId !== glTexture.dirtyStyleId) {\n this.updateTextureStyle(texture);\n }\n glTexture.dirtyId = texture.dirtyId;\n };\n /**\n * Deletes the texture from WebGL\n * @private\n * @param texture - the texture to destroy\n * @param [skipRemove=false] - Whether to skip removing the texture from the TextureManager.\n */\n TextureSystem.prototype.destroyTexture = function (texture, skipRemove) {\n var gl = this.gl;\n texture = texture.castToBaseTexture();\n if (texture._glTextures[this.CONTEXT_UID]) {\n this.unbind(texture);\n gl.deleteTexture(texture._glTextures[this.CONTEXT_UID].texture);\n texture.off('dispose', this.destroyTexture, this);\n delete texture._glTextures[this.CONTEXT_UID];\n if (!skipRemove) {\n var i = this.managedTextures.indexOf(texture);\n if (i !== -1) {\n removeItems(this.managedTextures, i, 1);\n }\n }\n }\n };\n /**\n * Update texture style such as mipmap flag\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to update\n */\n TextureSystem.prototype.updateTextureStyle = function (texture) {\n var glTexture = texture._glTextures[this.CONTEXT_UID];\n if (!glTexture) {\n return;\n }\n if ((texture.mipmap === MIPMAP_MODES.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo) {\n glTexture.mipmap = false;\n }\n else {\n glTexture.mipmap = texture.mipmap >= 1;\n }\n if (this.webGLVersion !== 2 && !texture.isPowerOfTwo) {\n glTexture.wrapMode = WRAP_MODES.CLAMP;\n }\n else {\n glTexture.wrapMode = texture.wrapMode;\n }\n if (texture.resource && texture.resource.style(this.renderer, texture, glTexture)) ;\n else {\n this.setStyle(texture, glTexture);\n }\n glTexture.dirtyStyleId = texture.dirtyStyleId;\n };\n /**\n * Set style for texture\n * @private\n * @param texture - Texture to update\n * @param glTexture\n */\n TextureSystem.prototype.setStyle = function (texture, glTexture) {\n var gl = this.gl;\n if (glTexture.mipmap && texture.mipmap !== MIPMAP_MODES.ON_MANUAL) {\n gl.generateMipmap(texture.target);\n }\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode);\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode);\n if (glTexture.mipmap) {\n /* eslint-disable max-len */\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);\n /* eslint-disable max-len */\n var anisotropicExt = this.renderer.context.extensions.anisotropicFiltering;\n if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === SCALE_MODES.LINEAR) {\n var level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT));\n gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level);\n }\n }\n else {\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n }\n gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n };\n TextureSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return TextureSystem;\n}());\n\nvar _systems = {\n __proto__: null,\n FilterSystem: FilterSystem,\n BatchSystem: BatchSystem,\n ContextSystem: ContextSystem,\n FramebufferSystem: FramebufferSystem,\n GeometrySystem: GeometrySystem,\n MaskSystem: MaskSystem,\n ScissorSystem: ScissorSystem,\n StencilSystem: StencilSystem,\n ProjectionSystem: ProjectionSystem,\n RenderTextureSystem: RenderTextureSystem,\n ShaderSystem: ShaderSystem,\n StateSystem: StateSystem,\n TextureGCSystem: TextureGCSystem,\n TextureSystem: TextureSystem\n};\n\nvar tempMatrix = new Matrix();\n/**\n * The AbstractRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer}\n * and {@link PIXI.Renderer} which can be used for rendering a PixiJS scene.\n * @abstract\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nvar AbstractRenderer = /** @class */ (function (_super) {\n __extends(AbstractRenderer, _super);\n /**\n * @param type - The renderer type.\n * @param [options] - The optional renderer parameters.\n * @param {number} [options.width=800] - The width of the screen.\n * @param {number} [options.height=600] - The height of the screen.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the WebGL context.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n */\n function AbstractRenderer(type, options) {\n if (type === void 0) { type = RENDERER_TYPE.UNKNOWN; }\n var _this = _super.call(this) || this;\n // Add the default render options\n options = Object.assign({}, settings.RENDER_OPTIONS, options);\n /**\n * The supplied constructor options.\n * @member {object}\n * @readonly\n */\n _this.options = options;\n /**\n * The type of the renderer.\n * @member {number}\n * @default PIXI.RENDERER_TYPE.UNKNOWN\n * @see PIXI.RENDERER_TYPE\n */\n _this.type = type;\n /**\n * Measurements of the screen. (0, 0, screenWidth, screenHeight).\n *\n * Its safe to use as filterArea or hitArea for the whole stage.\n * @member {PIXI.Rectangle}\n */\n _this.screen = new Rectangle(0, 0, options.width, options.height);\n /**\n * The canvas element that everything is drawn to.\n * @member {HTMLCanvasElement}\n */\n _this.view = options.view || settings.ADAPTER.createCanvas();\n /**\n * The resolution / device pixel ratio of the renderer.\n * @member {number}\n * @default PIXI.settings.RESOLUTION\n */\n _this.resolution = options.resolution || settings.RESOLUTION;\n /**\n * Pass-thru setting for the canvas' context `alpha` property. This is typically\n * not something you need to fiddle with. If you want transparency, use `backgroundAlpha`.\n * @member {boolean}\n */\n _this.useContextAlpha = options.useContextAlpha;\n /**\n * Whether CSS dimensions of canvas view should be resized to screen dimensions automatically.\n * @member {boolean}\n */\n _this.autoDensity = !!options.autoDensity;\n /**\n * The value of the preserveDrawingBuffer flag affects whether or not the contents of\n * the stencil buffer is retained after rendering.\n * @member {boolean}\n */\n _this.preserveDrawingBuffer = options.preserveDrawingBuffer;\n /**\n * This sets if the CanvasRenderer will clear the canvas or not before the new render pass.\n * If the scene is NOT transparent PixiJS will use a canvas sized fillRect operation every\n * frame to set the canvas background color. If the scene is transparent PixiJS will use clearRect\n * to clear the canvas every frame. Disable this by setting this to false. For example, if\n * your game has a canvas filling background image you often don't need this set.\n * @member {boolean}\n * @default\n */\n _this.clearBeforeRender = options.clearBeforeRender;\n /**\n * The background color as a number.\n * @member {number}\n * @protected\n */\n _this._backgroundColor = 0x000000;\n /**\n * The background color as an [R, G, B, A] array.\n * @member {number[]}\n * @protected\n */\n _this._backgroundColorRgba = [0, 0, 0, 1];\n /**\n * The background color as a string.\n * @member {string}\n * @protected\n */\n _this._backgroundColorString = '#000000';\n _this.backgroundColor = options.backgroundColor || _this._backgroundColor; // run bg color setter\n _this.backgroundAlpha = options.backgroundAlpha;\n // @deprecated\n if (options.transparent !== undefined) {\n deprecation('6.0.0', 'Option transparent is deprecated, please use backgroundAlpha instead.');\n _this.useContextAlpha = options.transparent;\n _this.backgroundAlpha = options.transparent ? 0 : 1;\n }\n /**\n * The last root object that the renderer tried to render.\n * @member {PIXI.DisplayObject}\n * @protected\n */\n _this._lastObjectRendered = null;\n /**\n * Collection of plugins.\n * @readonly\n * @member {object}\n */\n _this.plugins = {};\n return _this;\n }\n /**\n * Initialize the plugins.\n * @protected\n * @param {object} staticMap - The dictionary of statically saved plugins.\n */\n AbstractRenderer.prototype.initPlugins = function (staticMap) {\n for (var o in staticMap) {\n this.plugins[o] = new (staticMap[o])(this);\n }\n };\n Object.defineProperty(AbstractRenderer.prototype, \"width\", {\n /**\n * Same as view.width, actual number of pixels in the canvas by horizontal.\n * @member {number}\n * @readonly\n * @default 800\n */\n get: function () {\n return this.view.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AbstractRenderer.prototype, \"height\", {\n /**\n * Same as view.height, actual number of pixels in the canvas by vertical.\n * @member {number}\n * @readonly\n * @default 600\n */\n get: function () {\n return this.view.height;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Resizes the screen and canvas as close as possible to the specified width and height.\n * Canvas dimensions are multiplied by resolution and rounded to the nearest integers.\n * The new canvas dimensions divided by the resolution become the new screen dimensions.\n * @param desiredScreenWidth - The desired width of the screen.\n * @param desiredScreenHeight - The desired height of the screen.\n */\n AbstractRenderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) {\n this.view.width = Math.round(desiredScreenWidth * this.resolution);\n this.view.height = Math.round(desiredScreenHeight * this.resolution);\n var screenWidth = this.view.width / this.resolution;\n var screenHeight = this.view.height / this.resolution;\n this.screen.width = screenWidth;\n this.screen.height = screenHeight;\n if (this.autoDensity) {\n this.view.style.width = screenWidth + \"px\";\n this.view.style.height = screenHeight + \"px\";\n }\n /**\n * Fired after view has been resized.\n * @event PIXI.Renderer#resize\n * @param {number} screenWidth - The new width of the screen.\n * @param {number} screenHeight - The new height of the screen.\n */\n this.emit('resize', screenWidth, screenHeight);\n };\n /**\n * @ignore\n */\n AbstractRenderer.prototype.generateTexture = function (displayObject, options, resolution, region) {\n if (options === void 0) { options = {}; }\n // @deprecated parameters spread, use options instead\n if (typeof options === 'number') {\n deprecation('6.1.0', 'generateTexture options (scaleMode, resolution, region) are now object options.');\n options = { scaleMode: options, resolution: resolution, region: region };\n }\n var manualRegion = options.region, textureOptions = __rest(options, [\"region\"]);\n region = manualRegion || displayObject.getLocalBounds(null, true);\n // minimum texture size is 1x1, 0x0 will throw an error\n if (region.width === 0)\n { region.width = 1; }\n if (region.height === 0)\n { region.height = 1; }\n var renderTexture = RenderTexture.create(__assign({ width: region.width, height: region.height }, textureOptions));\n tempMatrix.tx = -region.x;\n tempMatrix.ty = -region.y;\n this.render(displayObject, {\n renderTexture: renderTexture,\n clear: false,\n transform: tempMatrix,\n skipUpdateTransform: !!displayObject.parent\n });\n return renderTexture;\n };\n /**\n * Removes everything from the renderer and optionally removes the Canvas DOM element.\n * @param [removeView=false] - Removes the Canvas element from the DOM.\n */\n AbstractRenderer.prototype.destroy = function (removeView) {\n for (var o in this.plugins) {\n this.plugins[o].destroy();\n this.plugins[o] = null;\n }\n if (removeView && this.view.parentNode) {\n this.view.parentNode.removeChild(this.view);\n }\n var thisAny = this;\n // null-ing all objects, that's a tradition!\n thisAny.plugins = null;\n thisAny.type = RENDERER_TYPE.UNKNOWN;\n thisAny.view = null;\n thisAny.screen = null;\n thisAny._tempDisplayObjectParent = null;\n thisAny.options = null;\n this._backgroundColorRgba = null;\n this._backgroundColorString = null;\n this._lastObjectRendered = null;\n };\n Object.defineProperty(AbstractRenderer.prototype, \"backgroundColor\", {\n /**\n * The background color to fill if not transparent\n * @member {number}\n */\n get: function () {\n return this._backgroundColor;\n },\n set: function (value) {\n this._backgroundColor = value;\n this._backgroundColorString = hex2string(value);\n hex2rgb(value, this._backgroundColorRgba);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AbstractRenderer.prototype, \"backgroundAlpha\", {\n /**\n * The background color alpha. Setting this to 0 will make the canvas transparent.\n * @member {number}\n */\n get: function () {\n return this._backgroundColorRgba[3];\n },\n set: function (value) {\n this._backgroundColorRgba[3] = value;\n },\n enumerable: false,\n configurable: true\n });\n return AbstractRenderer;\n}(EventEmitter));\n\nvar GLBuffer = /** @class */ (function () {\n function GLBuffer(buffer) {\n this.buffer = buffer || null;\n this.updateID = -1;\n this.byteLength = -1;\n this.refCount = 0;\n }\n return GLBuffer;\n}());\n\n/**\n * System plugin to the renderer to manage buffers.\n *\n * WebGL uses Buffers as a way to store objects to the GPU.\n * This system makes working with them a lot easier.\n *\n * Buffers are used in three main places in WebGL\n * - geometry information\n * - Uniform information (via uniform buffer objects - a WebGL 2 only feature)\n * - Transform feedback information. (WebGL 2 only feature)\n *\n * This system will handle the binding of buffers to the GPU as well as uploading\n * them. With this system, you never need to work directly with GPU buffers, but instead work with\n * the PIXI.Buffer class.\n * @class\n * @memberof PIXI\n */\nvar BufferSystem = /** @class */ (function () {\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n function BufferSystem(renderer) {\n this.renderer = renderer;\n this.managedBuffers = {};\n this.boundBufferBases = {};\n }\n /**\n * @ignore\n */\n BufferSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n /** Sets up the renderer context and necessary buffers. */\n BufferSystem.prototype.contextChange = function () {\n this.disposeAll(true);\n this.gl = this.renderer.gl;\n // TODO fill out...\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n };\n /**\n * This binds specified buffer. On first run, it will create the webGL buffers for the context too\n * @param buffer - the buffer to bind to the renderer\n */\n BufferSystem.prototype.bind = function (buffer) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n gl.bindBuffer(buffer.type, glBuffer.buffer);\n };\n /**\n * Binds an uniform buffer to at the given index.\n *\n * A cache is used so a buffer will not be bound again if already bound.\n * @param buffer - the buffer to bind\n * @param index - the base index to bind it to.\n */\n BufferSystem.prototype.bindBufferBase = function (buffer, index) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n if (this.boundBufferBases[index] !== buffer) {\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n this.boundBufferBases[index] = buffer;\n gl.bindBufferBase(gl.UNIFORM_BUFFER, index, glBuffer.buffer);\n }\n };\n /**\n * Binds a buffer whilst also binding its range.\n * This will make the buffer start from the offset supplied rather than 0 when it is read.\n * @param buffer - the buffer to bind\n * @param index - the base index to bind at, defaults to 0\n * @param offset - the offset to bind at (this is blocks of 256). 0 = 0, 1 = 256, 2 = 512 etc\n */\n BufferSystem.prototype.bindBufferRange = function (buffer, index, offset) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n offset = offset || 0;\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n gl.bindBufferRange(gl.UNIFORM_BUFFER, index || 0, glBuffer.buffer, offset * 256, 256);\n };\n /**\n * Will ensure the data in the buffer is uploaded to the GPU.\n * @param {PIXI.Buffer} buffer - the buffer to update\n */\n BufferSystem.prototype.update = function (buffer) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n var glBuffer = buffer._glBuffers[CONTEXT_UID];\n if (buffer._updateID === glBuffer.updateID) {\n return;\n }\n glBuffer.updateID = buffer._updateID;\n gl.bindBuffer(buffer.type, glBuffer.buffer);\n if (glBuffer.byteLength >= buffer.data.byteLength) {\n // offset is always zero for now!\n gl.bufferSubData(buffer.type, 0, buffer.data);\n }\n else {\n var drawType = buffer.static ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW;\n glBuffer.byteLength = buffer.data.byteLength;\n gl.bufferData(buffer.type, buffer.data, drawType);\n }\n };\n /**\n * Disposes buffer\n * @param {PIXI.Buffer} buffer - buffer with data\n * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray\n */\n BufferSystem.prototype.dispose = function (buffer, contextLost) {\n if (!this.managedBuffers[buffer.id]) {\n return;\n }\n delete this.managedBuffers[buffer.id];\n var glBuffer = buffer._glBuffers[this.CONTEXT_UID];\n var gl = this.gl;\n buffer.disposeRunner.remove(this);\n if (!glBuffer) {\n return;\n }\n if (!contextLost) {\n gl.deleteBuffer(glBuffer.buffer);\n }\n delete buffer._glBuffers[this.CONTEXT_UID];\n };\n /**\n * dispose all WebGL resources of all managed buffers\n * @param {boolean} [contextLost=false] - If context was lost, we suppress `gl.delete` calls\n */\n BufferSystem.prototype.disposeAll = function (contextLost) {\n var all = Object.keys(this.managedBuffers);\n for (var i = 0; i < all.length; i++) {\n this.dispose(this.managedBuffers[all[i]], contextLost);\n }\n };\n /**\n * creates and attaches a GLBuffer object tied to the current context.\n * @param buffer\n * @protected\n */\n BufferSystem.prototype.createGLBuffer = function (buffer) {\n var _a = this, CONTEXT_UID = _a.CONTEXT_UID, gl = _a.gl;\n buffer._glBuffers[CONTEXT_UID] = new GLBuffer(gl.createBuffer());\n this.managedBuffers[buffer.id] = buffer;\n buffer.disposeRunner.add(this);\n return buffer._glBuffers[CONTEXT_UID];\n };\n return BufferSystem;\n}());\n\n/**\n * The Renderer draws the scene and all its content onto a WebGL enabled canvas.\n *\n * This renderer should be used for browsers that support WebGL.\n *\n * This renderer works by automatically managing WebGLBatchesm, so no need for Sprite Batches or Sprite Clouds.\n * Don't forget to add the view to your DOM or you will not see anything!\n *\n * Renderer is composed of systems that manage specific tasks. The following systems are added by default\n * whenever you create a renderer:\n *\n * | System | Description |\n * | ------------------------------------ | ----------------------------------------------------------------------------- |\n * | {@link PIXI.BatchSystem} | This manages object renderers that defer rendering until a flush. |\n * | {@link PIXI.ContextSystem} | This manages the WebGL context and extensions. |\n * | {@link PIXI.EventSystem} | This manages UI events. |\n * | {@link PIXI.FilterSystem} | This manages the filtering pipeline for post-processing effects. |\n * | {@link PIXI.FramebufferSystem} | This manages framebuffers, which are used for offscreen rendering. |\n * | {@link PIXI.GeometrySystem} | This manages geometries & buffers, which are used to draw object meshes. |\n * | {@link PIXI.MaskSystem} | This manages masking operations. |\n * | {@link PIXI.ProjectionSystem} | This manages the `projectionMatrix`, used by shaders to get NDC coordinates. |\n * | {@link PIXI.RenderTextureSystem} | This manages render-textures, which are an abstraction over framebuffers. |\n * | {@link PIXI.ScissorSystem} | This handles scissor masking, and is used internally by {@link MaskSystem} |\n * | {@link PIXI.ShaderSystem} | This manages shaders, programs that run on the GPU to calculate 'em pixels. |\n * | {@link PIXI.StateSystem} | This manages the WebGL state variables like blend mode, depth testing, etc. |\n * | {@link PIXI.StencilSystem} | This handles stencil masking, and is used internally by {@link MaskSystem} |\n * | {@link PIXI.TextureSystem} | This manages textures and their resources on the GPU. |\n * | {@link PIXI.TextureGCSystem} | This will automatically remove textures from the GPU if they are not used. |\n *\n * The breadth of the API surface provided by the renderer is contained within these systems.\n * @memberof PIXI\n */\nvar Renderer = /** @class */ (function (_super) {\n __extends(Renderer, _super);\n /**\n * @param [options] - The optional renderer parameters.\n * @param {number} [options.width=800] - The width of the screen.\n * @param {number} [options.height=600] - The height of the screen.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias. If not available natively then FXAA\n * antialiasing is used.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear\n * the canvas or not before the new render pass. If you wish to set this to false, you *must* set\n * preserveDrawingBuffer to `true`.\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the WebGL context.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n * @param {string} [options.powerPreference] - Parameter passed to WebGL context, set to \"high-performance\"\n * for devices with dual graphics card.\n * @param {object} [options.context] - If WebGL context already exists, all parameters must be taken from it.\n */\n function Renderer(options) {\n var _this = _super.call(this, RENDERER_TYPE.WEBGL, options) || this;\n // the options will have been modified here in the super constructor with pixi's default settings..\n options = _this.options;\n _this.gl = null;\n _this.CONTEXT_UID = 0;\n _this.runners = {\n destroy: new Runner('destroy'),\n contextChange: new Runner('contextChange'),\n reset: new Runner('reset'),\n update: new Runner('update'),\n postrender: new Runner('postrender'),\n prerender: new Runner('prerender'),\n resize: new Runner('resize'),\n };\n _this.runners.contextChange.add(_this);\n _this.globalUniforms = new UniformGroup({\n projectionMatrix: new Matrix(),\n }, true);\n _this.addSystem(MaskSystem, 'mask')\n .addSystem(ContextSystem, 'context')\n .addSystem(StateSystem, 'state')\n .addSystem(ShaderSystem, 'shader')\n .addSystem(TextureSystem, 'texture')\n .addSystem(BufferSystem, 'buffer')\n .addSystem(GeometrySystem, 'geometry')\n .addSystem(FramebufferSystem, 'framebuffer')\n .addSystem(ScissorSystem, 'scissor')\n .addSystem(StencilSystem, 'stencil')\n .addSystem(ProjectionSystem, 'projection')\n .addSystem(TextureGCSystem, 'textureGC')\n .addSystem(FilterSystem, 'filter')\n .addSystem(RenderTextureSystem, 'renderTexture')\n .addSystem(BatchSystem, 'batch');\n _this.initPlugins(Renderer.__plugins);\n _this.multisample = undefined;\n /*\n * The options passed in to create a new WebGL context.\n */\n if (options.context) {\n _this.context.initFromContext(options.context);\n }\n else {\n _this.context.initFromOptions({\n alpha: !!_this.useContextAlpha,\n antialias: options.antialias,\n premultipliedAlpha: _this.useContextAlpha && _this.useContextAlpha !== 'notMultiplied',\n stencil: true,\n preserveDrawingBuffer: options.preserveDrawingBuffer,\n powerPreference: _this.options.powerPreference,\n });\n }\n _this.renderingToScreen = true;\n sayHello(_this.context.webGLVersion === 2 ? 'WebGL 2' : 'WebGL 1');\n _this.resize(_this.options.width, _this.options.height);\n return _this;\n }\n /**\n * Create renderer if WebGL is available. Overrideable\n * by the **@pixi/canvas-renderer** package to allow fallback.\n * throws error if WebGL is not available.\n * @param options\n * @private\n */\n Renderer.create = function (options) {\n if (isWebGLSupported()) {\n return new Renderer(options);\n }\n throw new Error('WebGL unsupported in this browser, use \"pixi.js-legacy\" for fallback canvas2d support.');\n };\n Renderer.prototype.contextChange = function () {\n var gl = this.gl;\n var samples;\n if (this.context.webGLVersion === 1) {\n var framebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING);\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n samples = gl.getParameter(gl.SAMPLES);\n gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);\n }\n else {\n var framebuffer = gl.getParameter(gl.DRAW_FRAMEBUFFER_BINDING);\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);\n samples = gl.getParameter(gl.SAMPLES);\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, framebuffer);\n }\n if (samples >= MSAA_QUALITY.HIGH) {\n this.multisample = MSAA_QUALITY.HIGH;\n }\n else if (samples >= MSAA_QUALITY.MEDIUM) {\n this.multisample = MSAA_QUALITY.MEDIUM;\n }\n else if (samples >= MSAA_QUALITY.LOW) {\n this.multisample = MSAA_QUALITY.LOW;\n }\n else {\n this.multisample = MSAA_QUALITY.NONE;\n }\n };\n /**\n * Add a new system to the renderer.\n * @param ClassRef - Class reference\n * @param name - Property name for system, if not specified\n * will use a static `name` property on the class itself. This\n * name will be assigned as s property on the Renderer so make\n * sure it doesn't collide with properties on Renderer.\n * @returns Return instance of renderer\n */\n Renderer.prototype.addSystem = function (ClassRef, name) {\n var system = new ClassRef(this);\n if (this[name]) {\n throw new Error(\"Whoops! The name \\\"\" + name + \"\\\" is already in use\");\n }\n this[name] = system;\n for (var i in this.runners) {\n this.runners[i].add(system);\n }\n /**\n * Fired after rendering finishes.\n * @event PIXI.Renderer#postrender\n */\n /**\n * Fired before rendering starts.\n * @event PIXI.Renderer#prerender\n */\n /**\n * Fired when the WebGL context is set.\n * @event PIXI.Renderer#context\n * @param {WebGLRenderingContext} gl - WebGL context.\n */\n return this;\n };\n /**\n * @ignore\n */\n Renderer.prototype.render = function (displayObject, options) {\n var renderTexture;\n var clear;\n var transform;\n var skipUpdateTransform;\n if (options) {\n if (options instanceof RenderTexture) {\n deprecation('6.0.0', 'Renderer#render arguments changed, use options instead.');\n /* eslint-disable prefer-rest-params */\n renderTexture = options;\n clear = arguments[2];\n transform = arguments[3];\n skipUpdateTransform = arguments[4];\n /* eslint-enable prefer-rest-params */\n }\n else {\n renderTexture = options.renderTexture;\n clear = options.clear;\n transform = options.transform;\n skipUpdateTransform = options.skipUpdateTransform;\n }\n }\n // can be handy to know!\n this.renderingToScreen = !renderTexture;\n this.runners.prerender.emit();\n this.emit('prerender');\n // apply a transform at a GPU level\n this.projection.transform = transform;\n // no point rendering if our context has been blown up!\n if (this.context.isLost) {\n return;\n }\n if (!renderTexture) {\n this._lastObjectRendered = displayObject;\n }\n if (!skipUpdateTransform) {\n // update the scene graph\n var cacheParent = displayObject.enableTempParent();\n displayObject.updateTransform();\n displayObject.disableTempParent(cacheParent);\n // displayObject.hitArea = //TODO add a temp hit area\n }\n this.renderTexture.bind(renderTexture);\n this.batch.currentRenderer.start();\n if (clear !== undefined ? clear : this.clearBeforeRender) {\n this.renderTexture.clear();\n }\n displayObject.render(this);\n // apply transform..\n this.batch.currentRenderer.flush();\n if (renderTexture) {\n renderTexture.baseTexture.update();\n }\n this.runners.postrender.emit();\n // reset transform after render\n this.projection.transform = null;\n this.emit('postrender');\n };\n /**\n * @override\n * @ignore\n */\n Renderer.prototype.generateTexture = function (displayObject, options, resolution, region) {\n if (options === void 0) { options = {}; }\n var renderTexture = _super.prototype.generateTexture.call(this, displayObject, options, resolution, region);\n this.framebuffer.blit();\n return renderTexture;\n };\n /**\n * Resizes the WebGL view to the specified width and height.\n * @param desiredScreenWidth - The desired width of the screen.\n * @param desiredScreenHeight - The desired height of the screen.\n */\n Renderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) {\n _super.prototype.resize.call(this, desiredScreenWidth, desiredScreenHeight);\n this.runners.resize.emit(this.screen.height, this.screen.width);\n };\n /**\n * Resets the WebGL state so you can render things however you fancy!\n * @returns Returns itself.\n */\n Renderer.prototype.reset = function () {\n this.runners.reset.emit();\n return this;\n };\n /** Clear the frame buffer. */\n Renderer.prototype.clear = function () {\n this.renderTexture.bind();\n this.renderTexture.clear();\n };\n /**\n * Removes everything from the renderer (event listeners, spritebatch, etc...)\n * @param [removeView=false] - Removes the Canvas element from the DOM.\n * See: https://github.com/pixijs/pixi.js/issues/2233\n */\n Renderer.prototype.destroy = function (removeView) {\n this.runners.destroy.emit();\n for (var r in this.runners) {\n this.runners[r].destroy();\n }\n // call base destroy\n _super.prototype.destroy.call(this, removeView);\n // TODO nullify all the managers..\n this.gl = null;\n };\n Object.defineProperty(Renderer.prototype, \"extract\", {\n /**\n * Please use `plugins.extract` instead.\n * @member {PIXI.Extract} extract\n * @deprecated since 6.0.0\n * @readonly\n */\n get: function () {\n deprecation('6.0.0', 'Renderer#extract has been deprecated, please use Renderer#plugins.extract instead.');\n return this.plugins.extract;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Use the {@link PIXI.extensions.add} API to register plugins.\n * @deprecated since 6.5.0\n * @param pluginName - The name of the plugin.\n * @param ctor - The constructor function or class for the plugin.\n */\n Renderer.registerPlugin = function (pluginName, ctor) {\n deprecation('6.5.0', 'Renderer.registerPlugin() has been deprecated, please use extensions.add() instead.');\n extensions$1.add({\n name: pluginName,\n type: ExtensionType.RendererPlugin,\n ref: ctor,\n });\n };\n /**\n * Collection of installed plugins. These are included by default in PIXI, but can be excluded\n * by creating a custom build. Consult the README for more information about creating custom\n * builds and excluding plugins.\n * @readonly\n * @property {PIXI.AccessibilityManager} accessibility Support tabbing interactive elements.\n * @property {PIXI.Extract} extract Extract image data from renderer.\n * @property {PIXI.InteractionManager} interaction Handles mouse, touch and pointer events.\n * @property {PIXI.ParticleRenderer} particle Renderer for ParticleContainer objects.\n * @property {PIXI.Prepare} prepare Pre-render display objects.\n * @property {PIXI.BatchRenderer} batch Batching of Sprite, Graphics and Mesh objects.\n * @property {PIXI.TilingSpriteRenderer} tilingSprite Renderer for TilingSprite objects.\n */\n Renderer.__plugins = {};\n return Renderer;\n}(AbstractRenderer));\n// Handle registration of extensions\nextensions$1.handleByMap(ExtensionType.RendererPlugin, Renderer.__plugins);\n\n/**\n * This helper function will automatically detect which renderer you should be using.\n * WebGL is the preferred renderer as it is a lot faster. If WebGL is not supported by\n * the browser then this function will return a canvas renderer\n * @memberof PIXI\n * @function autoDetectRenderer\n * @param {object} [options] - The optional renderer parameters\n * @param {number} [options.width=800] - the width of the renderers view\n * @param {number} [options.height=600] - the height of the renderers view\n * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1\n * @param {boolean} [options.antialias=false] - sets antialias\n * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, enable this if you\n * need to call toDataUrl on the webgl context\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this\n * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise\n * it is ignored.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card **webgl only**\n * @returns {PIXI.Renderer|PIXI.CanvasRenderer} Returns WebGL renderer if available, otherwise CanvasRenderer\n */\nfunction autoDetectRenderer(options) {\n return Renderer.create(options);\n}\n\nvar $defaultVertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n vTextureCoord = aTextureCoord;\\n}\";\n\nvar $defaultFilterVertex = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n gl_Position = filterVertexPosition();\\n vTextureCoord = filterTextureCoord();\\n}\\n\";\n\n/**\n * Default vertex shader\n * @memberof PIXI\n * @member {string} defaultVertex\n */\n/**\n * Default filter vertex shader\n * @memberof PIXI\n * @member {string} defaultFilterVertex\n */\n// NOTE: This black magic is so that @microsoft/api-extractor does not complain! This explicitly specifies the types\n// of defaultVertex, defaultFilterVertex.\nvar defaultVertex$1 = $defaultVertex;\nvar defaultFilterVertex = $defaultFilterVertex;\n\n/**\n * Use the ISystem interface instead.\n * @deprecated since 6.1.0\n * @memberof PIXI\n */\nvar System = /** @class */ (function () {\n /**\n * @param renderer - Reference to Renderer\n */\n function System(renderer) {\n deprecation('6.1.0', 'System class is deprecated, implemement ISystem interface instead.');\n this.renderer = renderer;\n }\n /** Destroy and don't use after this. */\n System.prototype.destroy = function () {\n this.renderer = null;\n };\n return System;\n}());\n\n/**\n * Used by the batcher to draw batches.\n * Each one of these contains all information required to draw a bound geometry.\n * @memberof PIXI\n */\nvar BatchDrawCall = /** @class */ (function () {\n function BatchDrawCall() {\n this.texArray = null;\n this.blend = 0;\n this.type = DRAW_MODES.TRIANGLES;\n this.start = 0;\n this.size = 0;\n this.data = null;\n }\n return BatchDrawCall;\n}());\n\n/**\n * Used by the batcher to build texture batches.\n * Holds list of textures and their respective locations.\n * @memberof PIXI\n */\nvar BatchTextureArray = /** @class */ (function () {\n function BatchTextureArray() {\n this.elements = [];\n this.ids = [];\n this.count = 0;\n }\n BatchTextureArray.prototype.clear = function () {\n for (var i = 0; i < this.count; i++) {\n this.elements[i] = null;\n }\n this.count = 0;\n };\n return BatchTextureArray;\n}());\n\n/**\n * Flexible wrapper around `ArrayBuffer` that also provides typed array views on demand.\n * @memberof PIXI\n */\nvar ViewableBuffer = /** @class */ (function () {\n function ViewableBuffer(sizeOrBuffer) {\n if (typeof sizeOrBuffer === 'number') {\n this.rawBinaryData = new ArrayBuffer(sizeOrBuffer);\n }\n else if (sizeOrBuffer instanceof Uint8Array) {\n this.rawBinaryData = sizeOrBuffer.buffer;\n }\n else {\n this.rawBinaryData = sizeOrBuffer;\n }\n this.uint32View = new Uint32Array(this.rawBinaryData);\n this.float32View = new Float32Array(this.rawBinaryData);\n }\n Object.defineProperty(ViewableBuffer.prototype, \"int8View\", {\n /** View on the raw binary data as a `Int8Array`. */\n get: function () {\n if (!this._int8View) {\n this._int8View = new Int8Array(this.rawBinaryData);\n }\n return this._int8View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"uint8View\", {\n /** View on the raw binary data as a `Uint8Array`. */\n get: function () {\n if (!this._uint8View) {\n this._uint8View = new Uint8Array(this.rawBinaryData);\n }\n return this._uint8View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"int16View\", {\n /** View on the raw binary data as a `Int16Array`. */\n get: function () {\n if (!this._int16View) {\n this._int16View = new Int16Array(this.rawBinaryData);\n }\n return this._int16View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"uint16View\", {\n /** View on the raw binary data as a `Uint16Array`. */\n get: function () {\n if (!this._uint16View) {\n this._uint16View = new Uint16Array(this.rawBinaryData);\n }\n return this._uint16View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"int32View\", {\n /** View on the raw binary data as a `Int32Array`. */\n get: function () {\n if (!this._int32View) {\n this._int32View = new Int32Array(this.rawBinaryData);\n }\n return this._int32View;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Returns the view of the given type.\n * @param type - One of `int8`, `uint8`, `int16`,\n * `uint16`, `int32`, `uint32`, and `float32`.\n * @returns - typed array of given type\n */\n ViewableBuffer.prototype.view = function (type) {\n return this[type + \"View\"];\n };\n /** Destroys all buffer references. Do not use after calling this. */\n ViewableBuffer.prototype.destroy = function () {\n this.rawBinaryData = null;\n this._int8View = null;\n this._uint8View = null;\n this._int16View = null;\n this._uint16View = null;\n this._int32View = null;\n this.uint32View = null;\n this.float32View = null;\n };\n ViewableBuffer.sizeOf = function (type) {\n switch (type) {\n case 'int8':\n case 'uint8':\n return 1;\n case 'int16':\n case 'uint16':\n return 2;\n case 'int32':\n case 'uint32':\n case 'float32':\n return 4;\n default:\n throw new Error(type + \" isn't a valid view type\");\n }\n };\n return ViewableBuffer;\n}());\n\n/**\n * Renderer dedicated to drawing and batching sprites.\n *\n * This is the default batch renderer. It buffers objects\n * with texture-based geometries and renders them in\n * batches. It uploads multiple textures to the GPU to\n * reduce to the number of draw calls.\n * @memberof PIXI\n */\nvar AbstractBatchRenderer = /** @class */ (function (_super) {\n __extends(AbstractBatchRenderer, _super);\n /**\n * This will hook onto the renderer's `contextChange`\n * and `prerender` signals.\n * @param {PIXI.Renderer} renderer - The renderer this works for.\n */\n function AbstractBatchRenderer(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.shaderGenerator = null;\n _this.geometryClass = null;\n _this.vertexSize = null;\n _this.state = State.for2d();\n _this.size = settings.SPRITE_BATCH_SIZE * 4;\n _this._vertexCount = 0;\n _this._indexCount = 0;\n _this._bufferedElements = [];\n _this._bufferedTextures = [];\n _this._bufferSize = 0;\n _this._shader = null;\n _this._packedGeometries = [];\n _this._packedGeometryPoolSize = 2;\n _this._flushId = 0;\n _this._aBuffers = {};\n _this._iBuffers = {};\n _this.MAX_TEXTURES = 1;\n _this.renderer.on('prerender', _this.onPrerender, _this);\n renderer.runners.contextChange.add(_this);\n _this._dcIndex = 0;\n _this._aIndex = 0;\n _this._iIndex = 0;\n _this._attributeBuffer = null;\n _this._indexBuffer = null;\n _this._tempBoundTextures = [];\n return _this;\n }\n /**\n * Handles the `contextChange` signal.\n *\n * It calculates `this.MAX_TEXTURES` and allocating the packed-geometry object pool.\n */\n AbstractBatchRenderer.prototype.contextChange = function () {\n var gl = this.renderer.gl;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n this.MAX_TEXTURES = 1;\n }\n else {\n // step 1: first check max textures the GPU can handle.\n this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), settings.SPRITE_MAX_TEXTURES);\n // step 2: check the maximum number of if statements the shader can have too..\n this.MAX_TEXTURES = checkMaxIfStatementsInShader(this.MAX_TEXTURES, gl);\n }\n this._shader = this.shaderGenerator.generateShader(this.MAX_TEXTURES);\n // we use the second shader as the first one depending on your browser\n // may omit aTextureId as it is not used by the shader so is optimized out.\n for (var i = 0; i < this._packedGeometryPoolSize; i++) {\n /* eslint-disable max-len */\n this._packedGeometries[i] = new (this.geometryClass)();\n }\n this.initFlushBuffers();\n };\n /** Makes sure that static and dynamic flush pooled objects have correct dimensions. */\n AbstractBatchRenderer.prototype.initFlushBuffers = function () {\n var _drawCallPool = AbstractBatchRenderer._drawCallPool, _textureArrayPool = AbstractBatchRenderer._textureArrayPool;\n // max draw calls\n var MAX_SPRITES = this.size / 4;\n // max texture arrays\n var MAX_TA = Math.floor(MAX_SPRITES / this.MAX_TEXTURES) + 1;\n while (_drawCallPool.length < MAX_SPRITES) {\n _drawCallPool.push(new BatchDrawCall());\n }\n while (_textureArrayPool.length < MAX_TA) {\n _textureArrayPool.push(new BatchTextureArray());\n }\n for (var i = 0; i < this.MAX_TEXTURES; i++) {\n this._tempBoundTextures[i] = null;\n }\n };\n /** Handles the `prerender` signal. It ensures that flushes start from the first geometry object again. */\n AbstractBatchRenderer.prototype.onPrerender = function () {\n this._flushId = 0;\n };\n /**\n * Buffers the \"batchable\" object. It need not be rendered immediately.\n * @param {PIXI.DisplayObject} element - the element to render when\n * using this renderer\n */\n AbstractBatchRenderer.prototype.render = function (element) {\n if (!element._texture.valid) {\n return;\n }\n if (this._vertexCount + (element.vertexData.length / 2) > this.size) {\n this.flush();\n }\n this._vertexCount += element.vertexData.length / 2;\n this._indexCount += element.indices.length;\n this._bufferedTextures[this._bufferSize] = element._texture.baseTexture;\n this._bufferedElements[this._bufferSize++] = element;\n };\n AbstractBatchRenderer.prototype.buildTexturesAndDrawCalls = function () {\n var _a = this, textures = _a._bufferedTextures, MAX_TEXTURES = _a.MAX_TEXTURES;\n var textureArrays = AbstractBatchRenderer._textureArrayPool;\n var batch = this.renderer.batch;\n var boundTextures = this._tempBoundTextures;\n var touch = this.renderer.textureGC.count;\n var TICK = ++BaseTexture._globalBatch;\n var countTexArrays = 0;\n var texArray = textureArrays[0];\n var start = 0;\n batch.copyBoundTextures(boundTextures, MAX_TEXTURES);\n for (var i = 0; i < this._bufferSize; ++i) {\n var tex = textures[i];\n textures[i] = null;\n if (tex._batchEnabled === TICK) {\n continue;\n }\n if (texArray.count >= MAX_TEXTURES) {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, i);\n start = i;\n texArray = textureArrays[++countTexArrays];\n ++TICK;\n }\n tex._batchEnabled = TICK;\n tex.touched = touch;\n texArray.elements[texArray.count++] = tex;\n }\n if (texArray.count > 0) {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, this._bufferSize);\n ++countTexArrays;\n ++TICK;\n }\n // Clean-up\n for (var i = 0; i < boundTextures.length; i++) {\n boundTextures[i] = null;\n }\n BaseTexture._globalBatch = TICK;\n };\n /**\n * Populating drawcalls for rendering\n * @param texArray\n * @param start\n * @param finish\n */\n AbstractBatchRenderer.prototype.buildDrawCalls = function (texArray, start, finish) {\n var _a = this, elements = _a._bufferedElements, _attributeBuffer = _a._attributeBuffer, _indexBuffer = _a._indexBuffer, vertexSize = _a.vertexSize;\n var drawCalls = AbstractBatchRenderer._drawCallPool;\n var dcIndex = this._dcIndex;\n var aIndex = this._aIndex;\n var iIndex = this._iIndex;\n var drawCall = drawCalls[dcIndex];\n drawCall.start = this._iIndex;\n drawCall.texArray = texArray;\n for (var i = start; i < finish; ++i) {\n var sprite = elements[i];\n var tex = sprite._texture.baseTexture;\n var spriteBlendMode = premultiplyBlendMode[tex.alphaMode ? 1 : 0][sprite.blendMode];\n elements[i] = null;\n if (start < i && drawCall.blend !== spriteBlendMode) {\n drawCall.size = iIndex - drawCall.start;\n start = i;\n drawCall = drawCalls[++dcIndex];\n drawCall.texArray = texArray;\n drawCall.start = iIndex;\n }\n this.packInterleavedGeometry(sprite, _attributeBuffer, _indexBuffer, aIndex, iIndex);\n aIndex += sprite.vertexData.length / 2 * vertexSize;\n iIndex += sprite.indices.length;\n drawCall.blend = spriteBlendMode;\n }\n if (start < finish) {\n drawCall.size = iIndex - drawCall.start;\n ++dcIndex;\n }\n this._dcIndex = dcIndex;\n this._aIndex = aIndex;\n this._iIndex = iIndex;\n };\n /**\n * Bind textures for current rendering\n * @param texArray\n */\n AbstractBatchRenderer.prototype.bindAndClearTexArray = function (texArray) {\n var textureSystem = this.renderer.texture;\n for (var j = 0; j < texArray.count; j++) {\n textureSystem.bind(texArray.elements[j], texArray.ids[j]);\n texArray.elements[j] = null;\n }\n texArray.count = 0;\n };\n AbstractBatchRenderer.prototype.updateGeometry = function () {\n var _a = this, packedGeometries = _a._packedGeometries, attributeBuffer = _a._attributeBuffer, indexBuffer = _a._indexBuffer;\n if (!settings.CAN_UPLOAD_SAME_BUFFER) { /* Usually on iOS devices, where the browser doesn't\n like uploads to the same buffer in a single frame. */\n if (this._packedGeometryPoolSize <= this._flushId) {\n this._packedGeometryPoolSize++;\n packedGeometries[this._flushId] = new (this.geometryClass)();\n }\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n this.renderer.geometry.bind(packedGeometries[this._flushId]);\n this.renderer.geometry.updateBuffers();\n this._flushId++;\n }\n else {\n // lets use the faster option, always use buffer number 0\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n this.renderer.geometry.updateBuffers();\n }\n };\n AbstractBatchRenderer.prototype.drawBatches = function () {\n var dcCount = this._dcIndex;\n var _a = this.renderer, gl = _a.gl, stateSystem = _a.state;\n var drawCalls = AbstractBatchRenderer._drawCallPool;\n var curTexArray = null;\n // Upload textures and do the draw calls\n for (var i = 0; i < dcCount; i++) {\n var _b = drawCalls[i], texArray = _b.texArray, type = _b.type, size = _b.size, start = _b.start, blend = _b.blend;\n if (curTexArray !== texArray) {\n curTexArray = texArray;\n this.bindAndClearTexArray(texArray);\n }\n this.state.blendMode = blend;\n stateSystem.set(this.state);\n gl.drawElements(type, size, gl.UNSIGNED_SHORT, start * 2);\n }\n };\n /** Renders the content _now_ and empties the current batch. */\n AbstractBatchRenderer.prototype.flush = function () {\n if (this._vertexCount === 0) {\n return;\n }\n this._attributeBuffer = this.getAttributeBuffer(this._vertexCount);\n this._indexBuffer = this.getIndexBuffer(this._indexCount);\n this._aIndex = 0;\n this._iIndex = 0;\n this._dcIndex = 0;\n this.buildTexturesAndDrawCalls();\n this.updateGeometry();\n this.drawBatches();\n // reset elements buffer for the next flush\n this._bufferSize = 0;\n this._vertexCount = 0;\n this._indexCount = 0;\n };\n /** Starts a new sprite batch. */\n AbstractBatchRenderer.prototype.start = function () {\n this.renderer.state.set(this.state);\n this.renderer.texture.ensureSamplerType(this.MAX_TEXTURES);\n this.renderer.shader.bind(this._shader);\n if (settings.CAN_UPLOAD_SAME_BUFFER) {\n // bind buffer #0, we don't need others\n this.renderer.geometry.bind(this._packedGeometries[this._flushId]);\n }\n };\n /** Stops and flushes the current batch. */\n AbstractBatchRenderer.prototype.stop = function () {\n this.flush();\n };\n /** Destroys this `AbstractBatchRenderer`. It cannot be used again. */\n AbstractBatchRenderer.prototype.destroy = function () {\n for (var i = 0; i < this._packedGeometryPoolSize; i++) {\n if (this._packedGeometries[i]) {\n this._packedGeometries[i].destroy();\n }\n }\n this.renderer.off('prerender', this.onPrerender, this);\n this._aBuffers = null;\n this._iBuffers = null;\n this._packedGeometries = null;\n this._attributeBuffer = null;\n this._indexBuffer = null;\n if (this._shader) {\n this._shader.destroy();\n this._shader = null;\n }\n _super.prototype.destroy.call(this);\n };\n /**\n * Fetches an attribute buffer from `this._aBuffers` that can hold atleast `size` floats.\n * @param size - minimum capacity required\n * @returns - buffer than can hold atleast `size` floats\n */\n AbstractBatchRenderer.prototype.getAttributeBuffer = function (size) {\n // 8 vertices is enough for 2 quads\n var roundedP2 = nextPow2(Math.ceil(size / 8));\n var roundedSizeIndex = log2(roundedP2);\n var roundedSize = roundedP2 * 8;\n if (this._aBuffers.length <= roundedSizeIndex) {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n var buffer = this._aBuffers[roundedSize];\n if (!buffer) {\n this._aBuffers[roundedSize] = buffer = new ViewableBuffer(roundedSize * this.vertexSize * 4);\n }\n return buffer;\n };\n /**\n * Fetches an index buffer from `this._iBuffers` that can\n * have at least `size` capacity.\n * @param size - minimum required capacity\n * @returns - buffer that can fit `size` indices.\n */\n AbstractBatchRenderer.prototype.getIndexBuffer = function (size) {\n // 12 indices is enough for 2 quads\n var roundedP2 = nextPow2(Math.ceil(size / 12));\n var roundedSizeIndex = log2(roundedP2);\n var roundedSize = roundedP2 * 12;\n if (this._iBuffers.length <= roundedSizeIndex) {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n var buffer = this._iBuffers[roundedSizeIndex];\n if (!buffer) {\n this._iBuffers[roundedSizeIndex] = buffer = new Uint16Array(roundedSize);\n }\n return buffer;\n };\n /**\n * Takes the four batching parameters of `element`, interleaves\n * and pushes them into the batching attribute/index buffers given.\n *\n * It uses these properties: `vertexData` `uvs`, `textureId` and\n * `indicies`. It also uses the \"tint\" of the base-texture, if\n * present.\n * @param {PIXI.DisplayObject} element - element being rendered\n * @param attributeBuffer - attribute buffer.\n * @param indexBuffer - index buffer\n * @param aIndex - number of floats already in the attribute buffer\n * @param iIndex - number of indices already in `indexBuffer`\n */\n AbstractBatchRenderer.prototype.packInterleavedGeometry = function (element, attributeBuffer, indexBuffer, aIndex, iIndex) {\n var uint32View = attributeBuffer.uint32View, float32View = attributeBuffer.float32View;\n var packedVertices = aIndex / this.vertexSize;\n var uvs = element.uvs;\n var indicies = element.indices;\n var vertexData = element.vertexData;\n var textureId = element._texture.baseTexture._batchLocation;\n var alpha = Math.min(element.worldAlpha, 1.0);\n var argb = (alpha < 1.0\n && element._texture.baseTexture.alphaMode)\n ? premultiplyTint(element._tintRGB, alpha)\n : element._tintRGB + (alpha * 255 << 24);\n // lets not worry about tint! for now..\n for (var i = 0; i < vertexData.length; i += 2) {\n float32View[aIndex++] = vertexData[i];\n float32View[aIndex++] = vertexData[i + 1];\n float32View[aIndex++] = uvs[i];\n float32View[aIndex++] = uvs[i + 1];\n uint32View[aIndex++] = argb;\n float32View[aIndex++] = textureId;\n }\n for (var i = 0; i < indicies.length; i++) {\n indexBuffer[iIndex++] = packedVertices + indicies[i];\n }\n };\n /**\n * Pool of `BatchDrawCall` objects that `flush` used\n * to create \"batches\" of the objects being rendered.\n *\n * These are never re-allocated again.\n * Shared between all batch renderers because it can be only one \"flush\" working at the moment.\n * @member {PIXI.BatchDrawCall[]}\n */\n AbstractBatchRenderer._drawCallPool = [];\n /**\n * Pool of `BatchDrawCall` objects that `flush` used\n * to create \"batches\" of the objects being rendered.\n *\n * These are never re-allocated again.\n * Shared between all batch renderers because it can be only one \"flush\" working at the moment.\n * @member {PIXI.BatchTextureArray[]}\n */\n AbstractBatchRenderer._textureArrayPool = [];\n return AbstractBatchRenderer;\n}(ObjectRenderer));\n\n/**\n * Helper that generates batching multi-texture shader. Use it with your new BatchRenderer\n * @memberof PIXI\n */\nvar BatchShaderGenerator = /** @class */ (function () {\n /**\n * @param vertexSrc - Vertex shader\n * @param fragTemplate - Fragment shader template\n */\n function BatchShaderGenerator(vertexSrc, fragTemplate) {\n this.vertexSrc = vertexSrc;\n this.fragTemplate = fragTemplate;\n this.programCache = {};\n this.defaultGroupCache = {};\n if (fragTemplate.indexOf('%count%') < 0) {\n throw new Error('Fragment template must contain \"%count%\".');\n }\n if (fragTemplate.indexOf('%forloop%') < 0) {\n throw new Error('Fragment template must contain \"%forloop%\".');\n }\n }\n BatchShaderGenerator.prototype.generateShader = function (maxTextures) {\n if (!this.programCache[maxTextures]) {\n var sampleValues = new Int32Array(maxTextures);\n for (var i = 0; i < maxTextures; i++) {\n sampleValues[i] = i;\n }\n this.defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true);\n var fragmentSrc = this.fragTemplate;\n fragmentSrc = fragmentSrc.replace(/%count%/gi, \"\" + maxTextures);\n fragmentSrc = fragmentSrc.replace(/%forloop%/gi, this.generateSampleSrc(maxTextures));\n this.programCache[maxTextures] = new Program(this.vertexSrc, fragmentSrc);\n }\n var uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: this.defaultGroupCache[maxTextures],\n };\n return new Shader(this.programCache[maxTextures], uniforms);\n };\n BatchShaderGenerator.prototype.generateSampleSrc = function (maxTextures) {\n var src = '';\n src += '\\n';\n src += '\\n';\n for (var i = 0; i < maxTextures; i++) {\n if (i > 0) {\n src += '\\nelse ';\n }\n if (i < maxTextures - 1) {\n src += \"if(vTextureId < \" + i + \".5)\";\n }\n src += '\\n{';\n src += \"\\n\\tcolor = texture2D(uSamplers[\" + i + \"], vTextureCoord);\";\n src += '\\n}';\n }\n src += '\\n';\n src += '\\n';\n return src;\n };\n return BatchShaderGenerator;\n}());\n\n/**\n * Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects).\n * @memberof PIXI\n */\nvar BatchGeometry = /** @class */ (function (_super) {\n __extends(BatchGeometry, _super);\n /**\n * @param {boolean} [_static=false] - Optimization flag, where `false`\n * is updated every frame, `true` doesn't change frame-to-frame.\n */\n function BatchGeometry(_static) {\n if (_static === void 0) { _static = false; }\n var _this = _super.call(this) || this;\n _this._buffer = new Buffer(null, _static, false);\n _this._indexBuffer = new Buffer(null, _static, true);\n _this.addAttribute('aVertexPosition', _this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', _this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aColor', _this._buffer, 4, true, TYPES.UNSIGNED_BYTE)\n .addAttribute('aTextureId', _this._buffer, 1, true, TYPES.FLOAT)\n .addIndex(_this._indexBuffer);\n return _this;\n }\n return BatchGeometry;\n}(Geometry));\n\nvar defaultVertex = \"precision highp float;\\nattribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\nattribute vec4 aColor;\\nattribute float aTextureId;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform vec4 tint;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\nvarying float vTextureId;\\n\\nvoid main(void){\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vTextureId = aTextureId;\\n vColor = aColor * tint;\\n}\\n\";\n\nvar defaultFragment = \"varying vec2 vTextureCoord;\\nvarying vec4 vColor;\\nvarying float vTextureId;\\nuniform sampler2D uSamplers[%count%];\\n\\nvoid main(void){\\n vec4 color;\\n %forloop%\\n gl_FragColor = color * vColor;\\n}\\n\";\n\n/** @memberof PIXI */\nvar BatchPluginFactory = /** @class */ (function () {\n function BatchPluginFactory() {\n }\n /**\n * Create a new BatchRenderer plugin for Renderer. this convenience can provide an easy way\n * to extend BatchRenderer with all the necessary pieces.\n * @example\n * const fragment = `\n * varying vec2 vTextureCoord;\n * varying vec4 vColor;\n * varying float vTextureId;\n * uniform sampler2D uSamplers[%count%];\n *\n * void main(void){\n * vec4 color;\n * %forloop%\n * gl_FragColor = vColor * vec4(color.a - color.rgb, color.a);\n * }\n * `;\n * const InvertBatchRenderer = PIXI.BatchPluginFactory.create({ fragment });\n * PIXI.extensions.add({\n * name: 'invert',\n * ref: InvertBatchRenderer,\n * type: PIXI.ExtensionType.RendererPlugin,\n * });\n * const sprite = new PIXI.Sprite();\n * sprite.pluginName = 'invert';\n * @param {object} [options]\n * @param {string} [options.vertex=PIXI.BatchPluginFactory.defaultVertexSrc] - Vertex shader source\n * @param {string} [options.fragment=PIXI.BatchPluginFactory.defaultFragmentTemplate] - Fragment shader template\n * @param {number} [options.vertexSize=6] - Vertex size\n * @param {object} [options.geometryClass=PIXI.BatchGeometry]\n * @returns {*} New batch renderer plugin\n */\n BatchPluginFactory.create = function (options) {\n var _a = Object.assign({\n vertex: defaultVertex,\n fragment: defaultFragment,\n geometryClass: BatchGeometry,\n vertexSize: 6,\n }, options), vertex = _a.vertex, fragment = _a.fragment, vertexSize = _a.vertexSize, geometryClass = _a.geometryClass;\n return /** @class */ (function (_super) {\n __extends(BatchPlugin, _super);\n function BatchPlugin(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.shaderGenerator = new BatchShaderGenerator(vertex, fragment);\n _this.geometryClass = geometryClass;\n _this.vertexSize = vertexSize;\n return _this;\n }\n return BatchPlugin;\n }(AbstractBatchRenderer));\n };\n Object.defineProperty(BatchPluginFactory, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source\n * @readonly\n */\n get: function () {\n return defaultVertex;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BatchPluginFactory, \"defaultFragmentTemplate\", {\n /**\n * The default fragment shader source\n * @readonly\n */\n get: function () {\n return defaultFragment;\n },\n enumerable: false,\n configurable: true\n });\n return BatchPluginFactory;\n}());\n// Setup the default BatchRenderer plugin, this is what\n// we'll actually export at the root level\nvar BatchRenderer = BatchPluginFactory.create();\nObject.assign(BatchRenderer, {\n extension: {\n name: 'batch',\n type: ExtensionType.RendererPlugin,\n },\n});\n\n/**\n * @memberof PIXI\n * @namespace resources\n * @see PIXI\n * @deprecated since 6.0.0\n */\nvar resources = {};\nvar _loop_1 = function (name) {\n Object.defineProperty(resources, name, {\n get: function () {\n deprecation('6.0.0', \"PIXI.systems.\" + name + \" has moved to PIXI.\" + name);\n return _resources[name];\n },\n });\n};\nfor (var name in _resources) {\n _loop_1(name);\n}\n/**\n * @memberof PIXI\n * @namespace systems\n * @see PIXI\n * @deprecated since 6.0.0\n */\nvar systems = {};\nvar _loop_2 = function (name) {\n Object.defineProperty(systems, name, {\n get: function () {\n deprecation('6.0.0', \"PIXI.resources.\" + name + \" has moved to PIXI.\" + name);\n return _systems[name];\n },\n });\n};\nfor (var name in _systems) {\n _loop_2(name);\n}\n\n/**\n * @namespace PIXI\n */\n/**\n * String of the current PIXI version.\n * @memberof PIXI\n */\nvar VERSION = '6.5.1';\n\nexport { AbstractBatchRenderer, AbstractMultiResource, AbstractRenderer, ArrayResource, Attribute, BaseImageResource, BaseRenderTexture, BaseTexture, BatchDrawCall, BatchGeometry, BatchPluginFactory, BatchRenderer, BatchShaderGenerator, BatchSystem, BatchTextureArray, Buffer, BufferResource, CanvasResource, ContextSystem, CubeResource, Filter, FilterState, FilterSystem, Framebuffer, FramebufferSystem, GLFramebuffer, GLProgram, GLTexture, Geometry, GeometrySystem, IGLUniformData, INSTALLED, ImageBitmapResource, ImageResource, MaskData, MaskSystem, ObjectRenderer, Program, ProjectionSystem, Quad, QuadUv, RenderTexture, RenderTexturePool, RenderTextureSystem, Renderer, Resource, SVGResource, ScissorSystem, Shader, ShaderSystem, SpriteMaskFilter, State, StateSystem, StencilSystem, System, Texture, TextureGCSystem, TextureMatrix, TextureSystem, TextureUvs, UniformGroup, VERSION, VideoResource, ViewableBuffer, autoDetectRenderer, autoDetectResource, checkMaxIfStatementsInShader, createUBOElements, defaultFilterVertex, defaultVertex$1 as defaultVertex, generateProgram, generateUniformBufferSync, getTestContext, getUBOData, resources, systems, uniformParsers };\n//# sourceMappingURL=core.mjs.map\n","/*!\n * @pixi/interaction - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/interaction is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Point } from '@pixi/math';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\nimport { DisplayObject, TemporaryDisplayObject } from '@pixi/display';\nimport { EventEmitter } from '@pixi/utils';\nimport { ExtensionType } from '@pixi/core';\n\n/**\n * Holds all information related to an Interaction event\n * @memberof PIXI\n */\nvar InteractionData = /** @class */ (function () {\n function InteractionData() {\n /**\n * Pressure applied by the pointing device during the event. A Touch's force property\n * will be represented by this value.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pressure\n */\n this.pressure = 0;\n /**\n * From TouchEvents (not PointerEvents triggered by touches), the rotationAngle of the Touch.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/Touch/rotationAngle\n */\n this.rotationAngle = 0;\n /**\n * Twist of a stylus pointer.\n * @see https://w3c.github.io/pointerevents/#pointerevent-interface\n */\n this.twist = 0;\n /**\n * Barrel pressure on a stylus pointer.\n * @see https://w3c.github.io/pointerevents/#pointerevent-interface\n */\n this.tangentialPressure = 0;\n this.global = new Point();\n this.target = null;\n this.originalEvent = null;\n this.identifier = null;\n this.isPrimary = false;\n this.button = 0;\n this.buttons = 0;\n this.width = 0;\n this.height = 0;\n this.tiltX = 0;\n this.tiltY = 0;\n this.pointerType = null;\n this.pressure = 0;\n this.rotationAngle = 0;\n this.twist = 0;\n this.tangentialPressure = 0;\n }\n Object.defineProperty(InteractionData.prototype, \"pointerId\", {\n /**\n * The unique identifier of the pointer. It will be the same as `identifier`.\n * @readonly\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerId\n */\n get: function () {\n return this.identifier;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * This will return the local coordinates of the specified displayObject for this InteractionData\n * @param displayObject - The DisplayObject that you would like the local\n * coords off\n * @param point - A Point object in which to store the value, optional (otherwise\n * will create a new point)\n * @param globalPos - A Point object containing your custom global coords, optional\n * (otherwise will use the current global coords)\n * @returns - A point containing the coordinates of the InteractionData position relative\n * to the DisplayObject\n */\n InteractionData.prototype.getLocalPosition = function (displayObject, point, globalPos) {\n return displayObject.worldTransform.applyInverse(globalPos || this.global, point);\n };\n /**\n * Copies properties from normalized event data.\n * @param {Touch|MouseEvent|PointerEvent} event - The normalized event data\n */\n InteractionData.prototype.copyEvent = function (event) {\n // isPrimary should only change on touchstart/pointerdown, so we don't want to overwrite\n // it with \"false\" on later events when our shim for it on touch events might not be\n // accurate\n if ('isPrimary' in event && event.isPrimary) {\n this.isPrimary = true;\n }\n this.button = 'button' in event && event.button;\n // event.buttons is not available in all browsers (ie. Safari), but it does have a non-standard\n // event.which property instead, which conveys the same information.\n var buttons = 'buttons' in event && event.buttons;\n this.buttons = Number.isInteger(buttons) ? buttons : 'which' in event && event.which;\n this.width = 'width' in event && event.width;\n this.height = 'height' in event && event.height;\n this.tiltX = 'tiltX' in event && event.tiltX;\n this.tiltY = 'tiltY' in event && event.tiltY;\n this.pointerType = 'pointerType' in event && event.pointerType;\n this.pressure = 'pressure' in event && event.pressure;\n this.rotationAngle = 'rotationAngle' in event && event.rotationAngle;\n this.twist = ('twist' in event && event.twist) || 0;\n this.tangentialPressure = ('tangentialPressure' in event && event.tangentialPressure) || 0;\n };\n /** Resets the data for pooling. */\n InteractionData.prototype.reset = function () {\n // isPrimary is the only property that we really need to reset - everything else is\n // guaranteed to be overwritten\n this.isPrimary = false;\n };\n return InteractionData;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * Event class that mimics native DOM events.\n * @memberof PIXI\n */\nvar InteractionEvent = /** @class */ (function () {\n function InteractionEvent() {\n this.stopped = false;\n this.stopsPropagatingAt = null;\n this.stopPropagationHint = false;\n this.target = null;\n this.currentTarget = null;\n this.type = null;\n this.data = null;\n }\n /** Prevents event from reaching any objects other than the current object. */\n InteractionEvent.prototype.stopPropagation = function () {\n this.stopped = true;\n this.stopPropagationHint = true;\n this.stopsPropagatingAt = this.currentTarget;\n };\n /** Resets the event. */\n InteractionEvent.prototype.reset = function () {\n this.stopped = false;\n this.stopsPropagatingAt = null;\n this.stopPropagationHint = false;\n this.currentTarget = null;\n this.target = null;\n };\n return InteractionEvent;\n}());\n\n/**\n * DisplayObjects with the {@link PIXI.interactiveTarget} mixin use this class to track interactions\n * @class\n * @private\n * @memberof PIXI\n */\nvar InteractionTrackingData = /** @class */ (function () {\n /**\n * @param {number} pointerId - Unique pointer id of the event\n * @private\n */\n function InteractionTrackingData(pointerId) {\n this._pointerId = pointerId;\n this._flags = InteractionTrackingData.FLAGS.NONE;\n }\n /**\n *\n * @private\n * @param {number} flag - The interaction flag to set\n * @param {boolean} yn - Should the flag be set or unset\n */\n InteractionTrackingData.prototype._doSet = function (flag, yn) {\n if (yn) {\n this._flags = this._flags | flag;\n }\n else {\n this._flags = this._flags & (~flag);\n }\n };\n Object.defineProperty(InteractionTrackingData.prototype, \"pointerId\", {\n /**\n * Unique pointer id of the event\n * @readonly\n * @private\n * @member {number}\n */\n get: function () {\n return this._pointerId;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"flags\", {\n /**\n * State of the tracking data, expressed as bit flags\n * @private\n * @member {number}\n */\n get: function () {\n return this._flags;\n },\n set: function (flags) {\n this._flags = flags;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"none\", {\n /**\n * Is the tracked event inactive (not over or down)?\n * @private\n * @member {number}\n */\n get: function () {\n return this._flags === InteractionTrackingData.FLAGS.NONE;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"over\", {\n /**\n * Is the tracked event over the DisplayObject?\n * @private\n * @member {boolean}\n */\n get: function () {\n return (this._flags & InteractionTrackingData.FLAGS.OVER) !== 0;\n },\n set: function (yn) {\n this._doSet(InteractionTrackingData.FLAGS.OVER, yn);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"rightDown\", {\n /**\n * Did the right mouse button come down in the DisplayObject?\n * @private\n * @member {boolean}\n */\n get: function () {\n return (this._flags & InteractionTrackingData.FLAGS.RIGHT_DOWN) !== 0;\n },\n set: function (yn) {\n this._doSet(InteractionTrackingData.FLAGS.RIGHT_DOWN, yn);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"leftDown\", {\n /**\n * Did the left mouse button come down in the DisplayObject?\n * @private\n * @member {boolean}\n */\n get: function () {\n return (this._flags & InteractionTrackingData.FLAGS.LEFT_DOWN) !== 0;\n },\n set: function (yn) {\n this._doSet(InteractionTrackingData.FLAGS.LEFT_DOWN, yn);\n },\n enumerable: false,\n configurable: true\n });\n InteractionTrackingData.FLAGS = Object.freeze({\n NONE: 0,\n OVER: 1 << 0,\n LEFT_DOWN: 1 << 1,\n RIGHT_DOWN: 1 << 2,\n });\n return InteractionTrackingData;\n}());\n\n/**\n * Strategy how to search through stage tree for interactive objects\n * @memberof PIXI\n */\nvar TreeSearch = /** @class */ (function () {\n function TreeSearch() {\n this._tempPoint = new Point();\n }\n /**\n * Recursive implementation for findHit\n * @private\n * @param interactionEvent - event containing the point that\n * is tested for collision\n * @param displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param func - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param hitTest - this indicates if the objects inside should be hit test against the point\n * @param interactive - Whether the displayObject is interactive\n * @returns - Returns true if the displayObject hit the point\n */\n TreeSearch.prototype.recursiveFindHit = function (interactionEvent, displayObject, func, hitTest, interactive) {\n var _a;\n if (!displayObject || !displayObject.visible) {\n return false;\n }\n var point = interactionEvent.data.global;\n // Took a little while to rework this function correctly! But now it is done and nice and optimized! ^_^\n //\n // This function will now loop through all objects and then only hit test the objects it HAS\n // to, not all of them. MUCH faster..\n // An object will be hit test if the following is true:\n //\n // 1: It is interactive.\n // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit.\n //\n // As another little optimization once an interactive object has been hit we can carry on\n // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests\n // A final optimization is that an object is not hit test directly if a child has already been hit.\n interactive = displayObject.interactive || interactive;\n var hit = false;\n var interactiveParent = interactive;\n // Flag here can set to false if the event is outside the parents hitArea or mask\n var hitTestChildren = true;\n // If there is a hitArea, no need to test against anything else if the pointer is not within the hitArea\n // There is also no longer a need to hitTest children.\n if (displayObject.hitArea) {\n if (hitTest) {\n displayObject.worldTransform.applyInverse(point, this._tempPoint);\n if (!displayObject.hitArea.contains(this._tempPoint.x, this._tempPoint.y)) {\n hitTest = false;\n hitTestChildren = false;\n }\n else {\n hit = true;\n }\n }\n interactiveParent = false;\n }\n // If there is a mask, no need to hitTest against anything else if the pointer is not within the mask.\n // We still want to hitTestChildren, however, to ensure a mouseout can still be generated.\n // https://github.com/pixijs/pixi.js/issues/5135\n else if (displayObject._mask) {\n if (hitTest) {\n var maskObject = (displayObject._mask.isMaskData\n ? displayObject._mask.maskObject : displayObject._mask);\n if (maskObject && !((_a = maskObject.containsPoint) === null || _a === void 0 ? void 0 : _a.call(maskObject, point))) {\n hitTest = false;\n }\n }\n }\n // ** FREE TIP **! If an object is not interactive or has no buttons in it\n // (such as a game scene!) set interactiveChildren to false for that displayObject.\n // This will allow PixiJS to completely ignore and bypass checking the displayObjects children.\n if (hitTestChildren && displayObject.interactiveChildren && displayObject.children) {\n var children = displayObject.children;\n for (var i = children.length - 1; i >= 0; i--) {\n var child = children[i];\n // time to get recursive.. if this function will return if something is hit..\n var childHit = this.recursiveFindHit(interactionEvent, child, func, hitTest, interactiveParent);\n if (childHit) {\n // its a good idea to check if a child has lost its parent.\n // this means it has been removed whilst looping so its best\n if (!child.parent) {\n continue;\n }\n // we no longer need to hit test any more objects in this container as we we\n // now know the parent has been hit\n interactiveParent = false;\n // If the child is interactive , that means that the object hit was actually\n // interactive and not just the child of an interactive object.\n // This means we no longer need to hit test anything else. We still need to run\n // through all objects, but we don't need to perform any hit tests.\n if (childHit) {\n if (interactionEvent.target) {\n hitTest = false;\n }\n hit = true;\n }\n }\n }\n }\n // no point running this if the item is not interactive or does not have an interactive parent.\n if (interactive) {\n // if we are hit testing (as in we have no hit any objects yet)\n // We also don't need to worry about hit testing if once of the displayObjects children\n // has already been hit - but only if it was interactive, otherwise we need to keep\n // looking for an interactive child, just in case we hit one\n if (hitTest && !interactionEvent.target) {\n // already tested against hitArea if it is defined\n if (!displayObject.hitArea && displayObject.containsPoint) {\n if (displayObject.containsPoint(point)) {\n hit = true;\n }\n }\n }\n if (displayObject.interactive) {\n if (hit && !interactionEvent.target) {\n interactionEvent.target = displayObject;\n }\n if (func) {\n func(interactionEvent, displayObject, !!hit);\n }\n }\n }\n return hit;\n };\n /**\n * This function is provides a neat way of crawling through the scene graph and running a\n * specified function on all interactive objects it finds. It will also take care of hit\n * testing the interactive objects and passes the hit across in the function.\n * @private\n * @param interactionEvent - event containing the point that\n * is tested for collision\n * @param displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param func - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param hitTest - this indicates if the objects inside should be hit test against the point\n * @returns - Returns true if the displayObject hit the point\n */\n TreeSearch.prototype.findHit = function (interactionEvent, displayObject, func, hitTest) {\n this.recursiveFindHit(interactionEvent, displayObject, func, hitTest, false);\n };\n return TreeSearch;\n}());\n\n/**\n * Interface for classes that represent a hit area.\n *\n * It is implemented by the following classes:\n * - {@link PIXI.Circle}\n * - {@link PIXI.Ellipse}\n * - {@link PIXI.Polygon}\n * - {@link PIXI.RoundedRectangle}\n * @interface IHitArea\n * @memberof PIXI\n */\n/**\n * Checks whether the x and y coordinates given are contained within this area\n * @method\n * @name contains\n * @memberof PIXI.IHitArea#\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @returns {boolean} Whether the x/y coordinates are within this area\n */\n/**\n * Default property values of interactive objects\n * Used by {@link PIXI.InteractionManager} to automatically give all DisplayObjects these properties\n * @private\n * @name interactiveTarget\n * @type {object}\n * @memberof PIXI\n * @example\n * function MyObject() {}\n *\n * Object.assign(\n * DisplayObject.prototype,\n * PIXI.interactiveTarget\n * );\n */\nvar interactiveTarget = {\n interactive: false,\n interactiveChildren: true,\n hitArea: null,\n /**\n * If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive\n * Setting this changes the 'cursor' property to `'pointer'`.\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.buttonMode = true;\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n get buttonMode() {\n return this.cursor === 'pointer';\n },\n set buttonMode(value) {\n if (value) {\n this.cursor = 'pointer';\n }\n else if (this.cursor === 'pointer') {\n this.cursor = null;\n }\n },\n /**\n * This defines what cursor mode is used when the mouse cursor\n * is hovered over the displayObject.\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.cursor = 'wait';\n * @see https://developer.mozilla.org/en/docs/Web/CSS/cursor\n * @member {string}\n * @memberof PIXI.DisplayObject#\n */\n cursor: null,\n /**\n * Internal set of all active pointers, by identifier\n * @member {Map}\n * @memberof PIXI.DisplayObject#\n * @private\n */\n get trackedPointers() {\n if (this._trackedPointers === undefined)\n { this._trackedPointers = {}; }\n return this._trackedPointers;\n },\n /**\n * Map of all tracked pointers, by identifier. Use trackedPointers to access.\n * @private\n * @type {Map}\n */\n _trackedPointers: undefined,\n};\n\n// Mix interactiveTarget into DisplayObject.prototype\nDisplayObject.mixin(interactiveTarget);\nvar MOUSE_POINTER_ID = 1;\n// helpers for hitTest() - only used inside hitTest()\nvar hitTestEvent = {\n target: null,\n data: {\n global: null,\n },\n};\n/**\n * The interaction manager deals with mouse, touch and pointer events.\n *\n * Any DisplayObject can be interactive if its `interactive` property is set to true.\n *\n * This manager also supports multitouch.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.interaction`\n * @memberof PIXI\n */\nvar InteractionManager = /** @class */ (function (_super) {\n __extends(InteractionManager, _super);\n /**\n * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer\n * @param options - The options for the manager.\n * @param {boolean} [options.autoPreventDefault=true] - Should the manager automatically prevent default browser actions.\n * @param {number} [options.interactionFrequency=10] - Maximum frequency (ms) at pointer over/out states will be checked.\n * @param {number} [options.useSystemTicker=true] - Whether to add {@link tickerUpdate} to {@link PIXI.Ticker.system}.\n */\n function InteractionManager(renderer, options) {\n var _this = _super.call(this) || this;\n options = options || {};\n _this.renderer = renderer;\n _this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true;\n _this.interactionFrequency = options.interactionFrequency || 10;\n _this.mouse = new InteractionData();\n _this.mouse.identifier = MOUSE_POINTER_ID;\n // setting the mouse to start off far off screen will mean that mouse over does\n // not get called before we even move the mouse.\n _this.mouse.global.set(-999999);\n _this.activeInteractionData = {};\n _this.activeInteractionData[MOUSE_POINTER_ID] = _this.mouse;\n _this.interactionDataPool = [];\n _this.eventData = new InteractionEvent();\n _this.interactionDOMElement = null;\n _this.moveWhenInside = false;\n _this.eventsAdded = false;\n _this.tickerAdded = false;\n _this.mouseOverRenderer = !('PointerEvent' in globalThis);\n _this.supportsTouchEvents = 'ontouchstart' in globalThis;\n _this.supportsPointerEvents = !!globalThis.PointerEvent;\n // this will make it so that you don't have to call bind all the time\n _this.onPointerUp = _this.onPointerUp.bind(_this);\n _this.processPointerUp = _this.processPointerUp.bind(_this);\n _this.onPointerCancel = _this.onPointerCancel.bind(_this);\n _this.processPointerCancel = _this.processPointerCancel.bind(_this);\n _this.onPointerDown = _this.onPointerDown.bind(_this);\n _this.processPointerDown = _this.processPointerDown.bind(_this);\n _this.onPointerMove = _this.onPointerMove.bind(_this);\n _this.processPointerMove = _this.processPointerMove.bind(_this);\n _this.onPointerOut = _this.onPointerOut.bind(_this);\n _this.processPointerOverOut = _this.processPointerOverOut.bind(_this);\n _this.onPointerOver = _this.onPointerOver.bind(_this);\n _this.cursorStyles = {\n default: 'inherit',\n pointer: 'pointer',\n };\n _this.currentCursorMode = null;\n _this.cursor = null;\n _this.resolution = 1;\n _this.delayedEvents = [];\n _this.search = new TreeSearch();\n _this._tempDisplayObject = new TemporaryDisplayObject();\n _this._eventListenerOptions = { capture: true, passive: false };\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed on the display\n * object.\n * @event PIXI.InteractionManager#mousedown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * on the display object.\n * @event PIXI.InteractionManager#rightdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released over the display\n * object.\n * @event PIXI.InteractionManager#mouseup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * over the display object.\n * @event PIXI.InteractionManager#rightup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed and released on\n * the display object.\n * @event PIXI.InteractionManager#click\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * and released on the display object.\n * @event PIXI.InteractionManager#rightclick\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released outside the\n * display object that initially registered a\n * [mousedown]{@link PIXI.InteractionManager#event:mousedown}.\n * @event PIXI.InteractionManager#mouseupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * outside the display object that initially registered a\n * [rightdown]{@link PIXI.InteractionManager#event:rightdown}.\n * @event PIXI.InteractionManager#rightupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved while over the display object\n * @event PIXI.InteractionManager#mousemove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved onto the display object\n * @event PIXI.InteractionManager#mouseover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved off the display object\n * @event PIXI.InteractionManager#mouseout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is pressed on the display object.\n * @event PIXI.InteractionManager#pointerdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is released over the display object.\n * Not always fired when some buttons are held down while others are released. In those cases,\n * use [mousedown]{@link PIXI.InteractionManager#event:mousedown} and\n * [mouseup]{@link PIXI.InteractionManager#event:mouseup} instead.\n * @event PIXI.InteractionManager#pointerup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when the operating system cancels a pointer event\n * @event PIXI.InteractionManager#pointercancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is pressed and released on the display object.\n * @event PIXI.InteractionManager#pointertap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is released outside the display object that initially\n * registered a [pointerdown]{@link PIXI.InteractionManager#event:pointerdown}.\n * @event PIXI.InteractionManager#pointerupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved while over the display object\n * @event PIXI.InteractionManager#pointermove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved onto the display object\n * @event PIXI.InteractionManager#pointerover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved off the display object\n * @event PIXI.InteractionManager#pointerout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is placed on the display object.\n * @event PIXI.InteractionManager#touchstart\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is removed from the display object.\n * @event PIXI.InteractionManager#touchend\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when the operating system cancels a touch\n * @event PIXI.InteractionManager#touchcancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is placed and removed from the display object.\n * @event PIXI.InteractionManager#tap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is removed outside of the display object that initially\n * registered a [touchstart]{@link PIXI.InteractionManager#event:touchstart}.\n * @event PIXI.InteractionManager#touchendoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is moved along the display object.\n * @event PIXI.InteractionManager#touchmove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed on the display.\n * object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mousedown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#rightdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released over the display\n * object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mouseup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#rightup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed and released on\n * the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#click\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#rightclick\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released outside the\n * display object that initially registered a\n * [mousedown]{@link PIXI.DisplayObject#event:mousedown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mouseupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * outside the display object that initially registered a\n * [rightdown]{@link PIXI.DisplayObject#event:rightdown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#rightupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved while over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mousemove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved onto the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mouseover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved off the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mouseout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is pressed on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is released over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when the operating system cancels a pointer event.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointercancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is pressed and released on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointertap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is released outside the display object that initially\n * registered a [pointerdown]{@link PIXI.DisplayObject#event:pointerdown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved while over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointermove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved onto the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved off the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is placed on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchstart\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is removed from the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchend\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when the operating system cancels a touch.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchcancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is placed and removed from the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#tap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is removed outside of the display object that initially\n * registered a [touchstart]{@link PIXI.DisplayObject#event:touchstart}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchendoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is moved along the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchmove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n _this._useSystemTicker = options.useSystemTicker !== undefined ? options.useSystemTicker : true;\n _this.setTargetElement(_this.renderer.view, _this.renderer.resolution);\n return _this;\n }\n Object.defineProperty(InteractionManager.prototype, \"useSystemTicker\", {\n /**\n * Should the InteractionManager automatically add {@link tickerUpdate} to {@link PIXI.Ticker.system}.\n * @default true\n */\n get: function () {\n return this._useSystemTicker;\n },\n set: function (useSystemTicker) {\n this._useSystemTicker = useSystemTicker;\n if (useSystemTicker) {\n this.addTickerListener();\n }\n else {\n this.removeTickerListener();\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionManager.prototype, \"lastObjectRendered\", {\n /**\n * Last rendered object or temp object.\n * @readonly\n * @protected\n */\n get: function () {\n return this.renderer._lastObjectRendered || this._tempDisplayObject;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Hit tests a point against the display tree, returning the first interactive object that is hit.\n * @param globalPoint - A point to hit test with, in global space.\n * @param root - The root display object to start from. If omitted, defaults\n * to the last rendered root of the associated renderer.\n * @returns - The hit display object, if any.\n */\n InteractionManager.prototype.hitTest = function (globalPoint, root) {\n // clear the target for our hit test\n hitTestEvent.target = null;\n // assign the global point\n hitTestEvent.data.global = globalPoint;\n // ensure safety of the root\n if (!root) {\n root = this.lastObjectRendered;\n }\n // run the hit test\n this.processInteractive(hitTestEvent, root, null, true);\n // return our found object - it'll be null if we didn't hit anything\n return hitTestEvent.target;\n };\n /**\n * Sets the DOM element which will receive mouse/touch events. This is useful for when you have\n * other DOM elements on top of the renderers Canvas element. With this you'll be bale to delegate\n * another DOM element to receive those events.\n * @param element - the DOM element which will receive mouse and touch events.\n * @param resolution - The resolution / device pixel ratio of the new element (relative to the canvas).\n */\n InteractionManager.prototype.setTargetElement = function (element, resolution) {\n if (resolution === void 0) { resolution = 1; }\n this.removeTickerListener();\n this.removeEvents();\n this.interactionDOMElement = element;\n this.resolution = resolution;\n this.addEvents();\n this.addTickerListener();\n };\n /** Adds the ticker listener. */\n InteractionManager.prototype.addTickerListener = function () {\n if (this.tickerAdded || !this.interactionDOMElement || !this._useSystemTicker) {\n return;\n }\n Ticker.system.add(this.tickerUpdate, this, UPDATE_PRIORITY.INTERACTION);\n this.tickerAdded = true;\n };\n /** Removes the ticker listener. */\n InteractionManager.prototype.removeTickerListener = function () {\n if (!this.tickerAdded) {\n return;\n }\n Ticker.system.remove(this.tickerUpdate, this);\n this.tickerAdded = false;\n };\n /** Registers all the DOM events. */\n InteractionManager.prototype.addEvents = function () {\n if (this.eventsAdded || !this.interactionDOMElement) {\n return;\n }\n var style = this.interactionDOMElement.style;\n if (globalThis.navigator.msPointerEnabled) {\n style.msContentZooming = 'none';\n style.msTouchAction = 'none';\n }\n else if (this.supportsPointerEvents) {\n style.touchAction = 'none';\n }\n /*\n * These events are added first, so that if pointer events are normalized, they are fired\n * in the same order as non-normalized events. ie. pointer event 1st, mouse / touch 2nd\n */\n if (this.supportsPointerEvents) {\n globalThis.document.addEventListener('pointermove', this.onPointerMove, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions);\n // pointerout is fired in addition to pointerup (for touch events) and pointercancel\n // we already handle those, so for the purposes of what we do in onPointerOut, we only\n // care about the pointerleave event\n this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, this._eventListenerOptions);\n globalThis.addEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions);\n globalThis.addEventListener('pointerup', this.onPointerUp, this._eventListenerOptions);\n }\n else {\n globalThis.document.addEventListener('mousemove', this.onPointerMove, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, this._eventListenerOptions);\n globalThis.addEventListener('mouseup', this.onPointerUp, this._eventListenerOptions);\n }\n // always look directly for touch events so that we can provide original data\n // In a future version we should change this to being just a fallback and rely solely on\n // PointerEvents whenever available\n if (this.supportsTouchEvents) {\n this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, this._eventListenerOptions);\n }\n this.eventsAdded = true;\n };\n /** Removes all the DOM events that were previously registered. */\n InteractionManager.prototype.removeEvents = function () {\n if (!this.eventsAdded || !this.interactionDOMElement) {\n return;\n }\n var style = this.interactionDOMElement.style;\n if (globalThis.navigator.msPointerEnabled) {\n style.msContentZooming = '';\n style.msTouchAction = '';\n }\n else if (this.supportsPointerEvents) {\n style.touchAction = '';\n }\n if (this.supportsPointerEvents) {\n globalThis.document.removeEventListener('pointermove', this.onPointerMove, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, this._eventListenerOptions);\n globalThis.removeEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions);\n globalThis.removeEventListener('pointerup', this.onPointerUp, this._eventListenerOptions);\n }\n else {\n globalThis.document.removeEventListener('mousemove', this.onPointerMove, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, this._eventListenerOptions);\n globalThis.removeEventListener('mouseup', this.onPointerUp, this._eventListenerOptions);\n }\n if (this.supportsTouchEvents) {\n this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, this._eventListenerOptions);\n }\n this.interactionDOMElement = null;\n this.eventsAdded = false;\n };\n /**\n * Updates the state of interactive objects if at least {@link interactionFrequency}\n * milliseconds have passed since the last invocation.\n *\n * Invoked by a throttled ticker update from {@link PIXI.Ticker.system}.\n * @param deltaTime - time delta since the last call\n */\n InteractionManager.prototype.tickerUpdate = function (deltaTime) {\n this._deltaTime += deltaTime;\n if (this._deltaTime < this.interactionFrequency) {\n return;\n }\n this._deltaTime = 0;\n this.update();\n };\n /** Updates the state of interactive objects. */\n InteractionManager.prototype.update = function () {\n if (!this.interactionDOMElement) {\n return;\n }\n // if the user move the mouse this check has already been done using the mouse move!\n if (this._didMove) {\n this._didMove = false;\n return;\n }\n this.cursor = null;\n // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind,\n // but there was a scenario of a display object moving under a static mouse cursor.\n // In this case, mouseover and mouseevents would not pass the flag test in dispatchEvent function\n for (var k in this.activeInteractionData) {\n // eslint-disable-next-line no-prototype-builtins\n if (this.activeInteractionData.hasOwnProperty(k)) {\n var interactionData = this.activeInteractionData[k];\n if (interactionData.originalEvent && interactionData.pointerType !== 'touch') {\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, interactionData.originalEvent, interactionData);\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, true);\n }\n }\n }\n this.setCursorMode(this.cursor);\n };\n /**\n * Sets the current cursor mode, handling any callbacks or CSS style changes.\n * @param mode - cursor mode, a key from the cursorStyles dictionary\n */\n InteractionManager.prototype.setCursorMode = function (mode) {\n mode = mode || 'default';\n var applyStyles = true;\n // offscreen canvas does not support setting styles, but cursor modes can be functions,\n // in order to handle pixi rendered cursors, so we can't bail\n if (globalThis.OffscreenCanvas && this.interactionDOMElement instanceof OffscreenCanvas) {\n applyStyles = false;\n }\n // if the mode didn't actually change, bail early\n if (this.currentCursorMode === mode) {\n return;\n }\n this.currentCursorMode = mode;\n var style = this.cursorStyles[mode];\n // only do things if there is a cursor style for it\n if (style) {\n switch (typeof style) {\n case 'string':\n // string styles are handled as cursor CSS\n if (applyStyles) {\n this.interactionDOMElement.style.cursor = style;\n }\n break;\n case 'function':\n // functions are just called, and passed the cursor mode\n style(mode);\n break;\n case 'object':\n // if it is an object, assume that it is a dictionary of CSS styles,\n // apply it to the interactionDOMElement\n if (applyStyles) {\n Object.assign(this.interactionDOMElement.style, style);\n }\n break;\n }\n }\n else if (applyStyles && typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode)) {\n // if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry\n // for the mode, then assume that the dev wants it to be CSS for the cursor.\n this.interactionDOMElement.style.cursor = mode;\n }\n };\n /**\n * Dispatches an event on the display object that was interacted with.\n * @param displayObject - the display object in question\n * @param eventString - the name of the event (e.g, mousedown)\n * @param eventData - the event data object\n */\n InteractionManager.prototype.dispatchEvent = function (displayObject, eventString, eventData) {\n // Even if the event was stopped, at least dispatch any remaining events\n // for the same display object.\n if (!eventData.stopPropagationHint || displayObject === eventData.stopsPropagatingAt) {\n eventData.currentTarget = displayObject;\n eventData.type = eventString;\n displayObject.emit(eventString, eventData);\n if (displayObject[eventString]) {\n displayObject[eventString](eventData);\n }\n }\n };\n /**\n * Puts a event on a queue to be dispatched later. This is used to guarantee correct\n * ordering of over/out events.\n * @param displayObject - the display object in question\n * @param eventString - the name of the event (e.g, mousedown)\n * @param eventData - the event data object\n */\n InteractionManager.prototype.delayDispatchEvent = function (displayObject, eventString, eventData) {\n this.delayedEvents.push({ displayObject: displayObject, eventString: eventString, eventData: eventData });\n };\n /**\n * Maps x and y coords from a DOM object and maps them correctly to the PixiJS view. The\n * resulting value is stored in the point. This takes into account the fact that the DOM\n * element could be scaled and positioned anywhere on the screen.\n * @param point - the point that the result will be stored in\n * @param x - the x coord of the position to map\n * @param y - the y coord of the position to map\n */\n InteractionManager.prototype.mapPositionToPoint = function (point, x, y) {\n var rect;\n // IE 11 fix\n if (!this.interactionDOMElement.parentElement) {\n rect = {\n x: 0,\n y: 0,\n width: this.interactionDOMElement.width,\n height: this.interactionDOMElement.height,\n left: 0,\n top: 0\n };\n }\n else {\n rect = this.interactionDOMElement.getBoundingClientRect();\n }\n var resolutionMultiplier = 1.0 / this.resolution;\n point.x = ((x - rect.left) * (this.interactionDOMElement.width / rect.width)) * resolutionMultiplier;\n point.y = ((y - rect.top) * (this.interactionDOMElement.height / rect.height)) * resolutionMultiplier;\n };\n /**\n * This function is provides a neat way of crawling through the scene graph and running a\n * specified function on all interactive objects it finds. It will also take care of hit\n * testing the interactive objects and passes the hit across in the function.\n * @protected\n * @param interactionEvent - event containing the point that\n * is tested for collision\n * @param displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param func - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param hitTest - indicates whether we want to calculate hits\n * or just iterate through all interactive objects\n */\n InteractionManager.prototype.processInteractive = function (interactionEvent, displayObject, func, hitTest) {\n var hit = this.search.findHit(interactionEvent, displayObject, func, hitTest);\n var delayedEvents = this.delayedEvents;\n if (!delayedEvents.length) {\n return hit;\n }\n // Reset the propagation hint, because we start deeper in the tree again.\n interactionEvent.stopPropagationHint = false;\n var delayedLen = delayedEvents.length;\n this.delayedEvents = [];\n for (var i = 0; i < delayedLen; i++) {\n var _a = delayedEvents[i], displayObject_1 = _a.displayObject, eventString = _a.eventString, eventData = _a.eventData;\n // When we reach the object we wanted to stop propagating at,\n // set the propagation hint.\n if (eventData.stopsPropagatingAt === displayObject_1) {\n eventData.stopPropagationHint = true;\n }\n this.dispatchEvent(displayObject_1, eventString, eventData);\n }\n return hit;\n };\n /**\n * Is called when the pointer button is pressed down on the renderer element\n * @param originalEvent - The DOM event of a pointer button being pressed down\n */\n InteractionManager.prototype.onPointerDown = function (originalEvent) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && originalEvent.pointerType === 'touch')\n { return; }\n var events = this.normalizeToPointerData(originalEvent);\n /*\n * No need to prevent default on natural pointer events, as there are no side effects\n * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser,\n * so still need to be prevented.\n */\n // Guaranteed that there will be at least one event in events, and all events must have the same pointer type\n if (this.autoPreventDefault && events[0].isNormalized) {\n var cancelable = originalEvent.cancelable || !('cancelable' in originalEvent);\n if (cancelable) {\n originalEvent.preventDefault();\n }\n }\n var eventLen = events.length;\n for (var i = 0; i < eventLen; i++) {\n var event = events[i];\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = originalEvent;\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerDown, true);\n this.emit('pointerdown', interactionEvent);\n if (event.pointerType === 'touch') {\n this.emit('touchstart', interactionEvent);\n }\n // emit a mouse event for \"pen\" pointers, the way a browser would emit a fallback event\n else if (event.pointerType === 'mouse' || event.pointerType === 'pen') {\n var isRightButton = event.button === 2;\n this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData);\n }\n }\n };\n /**\n * Processes the result of the pointer down check and dispatches the event if need be\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n * @param hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerDown = function (interactionEvent, displayObject, hit) {\n var data = interactionEvent.data;\n var id = interactionEvent.data.identifier;\n if (hit) {\n if (!displayObject.trackedPointers[id]) {\n displayObject.trackedPointers[id] = new InteractionTrackingData(id);\n }\n this.dispatchEvent(displayObject, 'pointerdown', interactionEvent);\n if (data.pointerType === 'touch') {\n this.dispatchEvent(displayObject, 'touchstart', interactionEvent);\n }\n else if (data.pointerType === 'mouse' || data.pointerType === 'pen') {\n var isRightButton = data.button === 2;\n if (isRightButton) {\n displayObject.trackedPointers[id].rightDown = true;\n }\n else {\n displayObject.trackedPointers[id].leftDown = true;\n }\n this.dispatchEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent);\n }\n }\n };\n /**\n * Is called when the pointer button is released on the renderer element\n * @param originalEvent - The DOM event of a pointer button being released\n * @param cancelled - true if the pointer is cancelled\n * @param func - Function passed to {@link processInteractive}\n */\n InteractionManager.prototype.onPointerComplete = function (originalEvent, cancelled, func) {\n var events = this.normalizeToPointerData(originalEvent);\n var eventLen = events.length;\n // if the event wasn't targeting our canvas, then consider it to be pointerupoutside\n // in all cases (unless it was a pointercancel)\n var target = originalEvent.target;\n // if in shadow DOM use composedPath to access target\n if (originalEvent.composedPath && originalEvent.composedPath().length > 0) {\n target = originalEvent.composedPath()[0];\n }\n var eventAppend = target !== this.interactionDOMElement ? 'outside' : '';\n for (var i = 0; i < eventLen; i++) {\n var event = events[i];\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = originalEvent;\n // perform hit testing for events targeting our canvas or cancel events\n this.processInteractive(interactionEvent, this.lastObjectRendered, func, cancelled || !eventAppend);\n this.emit(cancelled ? 'pointercancel' : \"pointerup\" + eventAppend, interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen') {\n var isRightButton = event.button === 2;\n this.emit(isRightButton ? \"rightup\" + eventAppend : \"mouseup\" + eventAppend, interactionEvent);\n }\n else if (event.pointerType === 'touch') {\n this.emit(cancelled ? 'touchcancel' : \"touchend\" + eventAppend, interactionEvent);\n this.releaseInteractionDataForPointerId(event.pointerId);\n }\n }\n };\n /**\n * Is called when the pointer button is cancelled\n * @param event - The DOM event of a pointer button being released\n */\n InteractionManager.prototype.onPointerCancel = function (event) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && event.pointerType === 'touch')\n { return; }\n this.onPointerComplete(event, true, this.processPointerCancel);\n };\n /**\n * Processes the result of the pointer cancel check and dispatches the event if need be\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n */\n InteractionManager.prototype.processPointerCancel = function (interactionEvent, displayObject) {\n var data = interactionEvent.data;\n var id = interactionEvent.data.identifier;\n if (displayObject.trackedPointers[id] !== undefined) {\n delete displayObject.trackedPointers[id];\n this.dispatchEvent(displayObject, 'pointercancel', interactionEvent);\n if (data.pointerType === 'touch') {\n this.dispatchEvent(displayObject, 'touchcancel', interactionEvent);\n }\n }\n };\n /**\n * Is called when the pointer button is released on the renderer element\n * @param event - The DOM event of a pointer button being released\n */\n InteractionManager.prototype.onPointerUp = function (event) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && event.pointerType === 'touch')\n { return; }\n this.onPointerComplete(event, false, this.processPointerUp);\n };\n /**\n * Processes the result of the pointer up check and dispatches the event if need be\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n * @param hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerUp = function (interactionEvent, displayObject, hit) {\n var data = interactionEvent.data;\n var id = interactionEvent.data.identifier;\n var trackingData = displayObject.trackedPointers[id];\n var isTouch = data.pointerType === 'touch';\n var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n // need to track mouse down status in the mouse block so that we can emit\n // event in a later block\n var isMouseTap = false;\n // Mouse only\n if (isMouse) {\n var isRightButton = data.button === 2;\n var flags = InteractionTrackingData.FLAGS;\n var test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN;\n var isDown = trackingData !== undefined && (trackingData.flags & test);\n if (hit) {\n this.dispatchEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent);\n if (isDown) {\n this.dispatchEvent(displayObject, isRightButton ? 'rightclick' : 'click', interactionEvent);\n // because we can confirm that the mousedown happened on this object, flag for later emit of pointertap\n isMouseTap = true;\n }\n }\n else if (isDown) {\n this.dispatchEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent);\n }\n // update the down state of the tracking data\n if (trackingData) {\n if (isRightButton) {\n trackingData.rightDown = false;\n }\n else {\n trackingData.leftDown = false;\n }\n }\n }\n // Pointers and Touches, and Mouse\n if (hit) {\n this.dispatchEvent(displayObject, 'pointerup', interactionEvent);\n if (isTouch)\n { this.dispatchEvent(displayObject, 'touchend', interactionEvent); }\n if (trackingData) {\n // emit pointertap if not a mouse, or if the mouse block decided it was a tap\n if (!isMouse || isMouseTap) {\n this.dispatchEvent(displayObject, 'pointertap', interactionEvent);\n }\n if (isTouch) {\n this.dispatchEvent(displayObject, 'tap', interactionEvent);\n // touches are no longer over (if they ever were) when we get the touchend\n // so we should ensure that we don't keep pretending that they are\n trackingData.over = false;\n }\n }\n }\n else if (trackingData) {\n this.dispatchEvent(displayObject, 'pointerupoutside', interactionEvent);\n if (isTouch)\n { this.dispatchEvent(displayObject, 'touchendoutside', interactionEvent); }\n }\n // Only remove the tracking data if there is no over/down state still associated with it\n if (trackingData && trackingData.none) {\n delete displayObject.trackedPointers[id];\n }\n };\n /**\n * Is called when the pointer moves across the renderer element\n * @param originalEvent - The DOM event of a pointer moving\n */\n InteractionManager.prototype.onPointerMove = function (originalEvent) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && originalEvent.pointerType === 'touch')\n { return; }\n var events = this.normalizeToPointerData(originalEvent);\n if (events[0].pointerType === 'mouse' || events[0].pointerType === 'pen') {\n this._didMove = true;\n this.cursor = null;\n }\n var eventLen = events.length;\n for (var i = 0; i < eventLen; i++) {\n var event = events[i];\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = originalEvent;\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerMove, true);\n this.emit('pointermove', interactionEvent);\n if (event.pointerType === 'touch')\n { this.emit('touchmove', interactionEvent); }\n if (event.pointerType === 'mouse' || event.pointerType === 'pen')\n { this.emit('mousemove', interactionEvent); }\n }\n if (events[0].pointerType === 'mouse') {\n this.setCursorMode(this.cursor);\n // TODO BUG for parents interactive object (border order issue)\n }\n };\n /**\n * Processes the result of the pointer move check and dispatches the event if need be\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n * @param hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerMove = function (interactionEvent, displayObject, hit) {\n var data = interactionEvent.data;\n var isTouch = data.pointerType === 'touch';\n var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n if (isMouse) {\n this.processPointerOverOut(interactionEvent, displayObject, hit);\n }\n if (!this.moveWhenInside || hit) {\n this.dispatchEvent(displayObject, 'pointermove', interactionEvent);\n if (isTouch)\n { this.dispatchEvent(displayObject, 'touchmove', interactionEvent); }\n if (isMouse)\n { this.dispatchEvent(displayObject, 'mousemove', interactionEvent); }\n }\n };\n /**\n * Is called when the pointer is moved out of the renderer element\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out\n */\n InteractionManager.prototype.onPointerOut = function (originalEvent) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && originalEvent.pointerType === 'touch')\n { return; }\n var events = this.normalizeToPointerData(originalEvent);\n // Only mouse and pointer can call onPointerOut, so events will always be length 1\n var event = events[0];\n if (event.pointerType === 'mouse') {\n this.mouseOverRenderer = false;\n this.setCursorMode(null);\n }\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = event;\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, false);\n this.emit('pointerout', interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen') {\n this.emit('mouseout', interactionEvent);\n }\n else {\n // we can get touchleave events after touchend, so we want to make sure we don't\n // introduce memory leaks\n this.releaseInteractionDataForPointerId(interactionData.identifier);\n }\n };\n /**\n * Processes the result of the pointer over/out check and dispatches the event if need be.\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n * @param hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerOverOut = function (interactionEvent, displayObject, hit) {\n var data = interactionEvent.data;\n var id = interactionEvent.data.identifier;\n var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n var trackingData = displayObject.trackedPointers[id];\n // if we just moused over the display object, then we need to track that state\n if (hit && !trackingData) {\n trackingData = displayObject.trackedPointers[id] = new InteractionTrackingData(id);\n }\n if (trackingData === undefined)\n { return; }\n if (hit && this.mouseOverRenderer) {\n if (!trackingData.over) {\n trackingData.over = true;\n this.delayDispatchEvent(displayObject, 'pointerover', interactionEvent);\n if (isMouse) {\n this.delayDispatchEvent(displayObject, 'mouseover', interactionEvent);\n }\n }\n // only change the cursor if it has not already been changed (by something deeper in the\n // display tree)\n if (isMouse && this.cursor === null) {\n this.cursor = displayObject.cursor;\n }\n }\n else if (trackingData.over) {\n trackingData.over = false;\n this.dispatchEvent(displayObject, 'pointerout', this.eventData);\n if (isMouse) {\n this.dispatchEvent(displayObject, 'mouseout', interactionEvent);\n }\n // if there is no mouse down information for the pointer, then it is safe to delete\n if (trackingData.none) {\n delete displayObject.trackedPointers[id];\n }\n }\n };\n /**\n * Is called when the pointer is moved into the renderer element.\n * @param originalEvent - The DOM event of a pointer button being moved into the renderer view.\n */\n InteractionManager.prototype.onPointerOver = function (originalEvent) {\n var events = this.normalizeToPointerData(originalEvent);\n // Only mouse and pointer can call onPointerOver, so events will always be length 1\n var event = events[0];\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = event;\n if (event.pointerType === 'mouse') {\n this.mouseOverRenderer = true;\n }\n this.emit('pointerover', interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen') {\n this.emit('mouseover', interactionEvent);\n }\n };\n /**\n * Get InteractionData for a given pointerId. Store that data as well.\n * @param event - Normalized pointer event, output from normalizeToPointerData.\n * @returns - Interaction data for the given pointer identifier.\n */\n InteractionManager.prototype.getInteractionDataForPointerId = function (event) {\n var pointerId = event.pointerId;\n var interactionData;\n if (pointerId === MOUSE_POINTER_ID || event.pointerType === 'mouse') {\n interactionData = this.mouse;\n }\n else if (this.activeInteractionData[pointerId]) {\n interactionData = this.activeInteractionData[pointerId];\n }\n else {\n interactionData = this.interactionDataPool.pop() || new InteractionData();\n interactionData.identifier = pointerId;\n this.activeInteractionData[pointerId] = interactionData;\n }\n // copy properties from the event, so that we can make sure that touch/pointer specific\n // data is available\n interactionData.copyEvent(event);\n return interactionData;\n };\n /**\n * Return unused InteractionData to the pool, for a given pointerId\n * @param pointerId - Identifier from a pointer event\n */\n InteractionManager.prototype.releaseInteractionDataForPointerId = function (pointerId) {\n var interactionData = this.activeInteractionData[pointerId];\n if (interactionData) {\n delete this.activeInteractionData[pointerId];\n interactionData.reset();\n this.interactionDataPool.push(interactionData);\n }\n };\n /**\n * Configure an InteractionEvent to wrap a DOM PointerEvent and InteractionData\n * @param interactionEvent - The event to be configured\n * @param pointerEvent - The DOM event that will be paired with the InteractionEvent\n * @param interactionData - The InteractionData that will be paired\n * with the InteractionEvent\n * @returns - the interaction event that was passed in\n */\n InteractionManager.prototype.configureInteractionEventForDOMEvent = function (interactionEvent, pointerEvent, interactionData) {\n interactionEvent.data = interactionData;\n this.mapPositionToPoint(interactionData.global, pointerEvent.clientX, pointerEvent.clientY);\n // Not really sure why this is happening, but it's how a previous version handled things\n if (pointerEvent.pointerType === 'touch') {\n pointerEvent.globalX = interactionData.global.x;\n pointerEvent.globalY = interactionData.global.y;\n }\n interactionData.originalEvent = pointerEvent;\n interactionEvent.reset();\n return interactionEvent;\n };\n /**\n * Ensures that the original event object contains all data that a regular pointer event would have\n * @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event\n * @returns - An array containing a single normalized pointer event, in the case of a pointer\n * or mouse event, or a multiple normalized pointer events if there are multiple changed touches\n */\n InteractionManager.prototype.normalizeToPointerData = function (event) {\n var normalizedEvents = [];\n if (this.supportsTouchEvents && event instanceof TouchEvent) {\n for (var i = 0, li = event.changedTouches.length; i < li; i++) {\n var touch = event.changedTouches[i];\n if (typeof touch.button === 'undefined')\n { touch.button = event.touches.length ? 1 : 0; }\n if (typeof touch.buttons === 'undefined')\n { touch.buttons = event.touches.length ? 1 : 0; }\n if (typeof touch.isPrimary === 'undefined') {\n touch.isPrimary = event.touches.length === 1 && event.type === 'touchstart';\n }\n if (typeof touch.width === 'undefined')\n { touch.width = touch.radiusX || 1; }\n if (typeof touch.height === 'undefined')\n { touch.height = touch.radiusY || 1; }\n if (typeof touch.tiltX === 'undefined')\n { touch.tiltX = 0; }\n if (typeof touch.tiltY === 'undefined')\n { touch.tiltY = 0; }\n if (typeof touch.pointerType === 'undefined')\n { touch.pointerType = 'touch'; }\n if (typeof touch.pointerId === 'undefined')\n { touch.pointerId = touch.identifier || 0; }\n if (typeof touch.pressure === 'undefined')\n { touch.pressure = touch.force || 0.5; }\n if (typeof touch.twist === 'undefined')\n { touch.twist = 0; }\n if (typeof touch.tangentialPressure === 'undefined')\n { touch.tangentialPressure = 0; }\n // TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven\n // support, and the fill ins are not quite the same\n // offsetX/Y might be okay, but is not the same as clientX/Y when the canvas's top\n // left is not 0,0 on the page\n if (typeof touch.layerX === 'undefined')\n { touch.layerX = touch.offsetX = touch.clientX; }\n if (typeof touch.layerY === 'undefined')\n { touch.layerY = touch.offsetY = touch.clientY; }\n // mark the touch as normalized, just so that we know we did it\n touch.isNormalized = true;\n normalizedEvents.push(touch);\n }\n }\n // apparently PointerEvent subclasses MouseEvent, so yay\n else if (!globalThis.MouseEvent\n || (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof globalThis.PointerEvent)))) {\n var tempEvent = event;\n if (typeof tempEvent.isPrimary === 'undefined')\n { tempEvent.isPrimary = true; }\n if (typeof tempEvent.width === 'undefined')\n { tempEvent.width = 1; }\n if (typeof tempEvent.height === 'undefined')\n { tempEvent.height = 1; }\n if (typeof tempEvent.tiltX === 'undefined')\n { tempEvent.tiltX = 0; }\n if (typeof tempEvent.tiltY === 'undefined')\n { tempEvent.tiltY = 0; }\n if (typeof tempEvent.pointerType === 'undefined')\n { tempEvent.pointerType = 'mouse'; }\n if (typeof tempEvent.pointerId === 'undefined')\n { tempEvent.pointerId = MOUSE_POINTER_ID; }\n if (typeof tempEvent.pressure === 'undefined')\n { tempEvent.pressure = 0.5; }\n if (typeof tempEvent.twist === 'undefined')\n { tempEvent.twist = 0; }\n if (typeof tempEvent.tangentialPressure === 'undefined')\n { tempEvent.tangentialPressure = 0; }\n // mark the mouse event as normalized, just so that we know we did it\n tempEvent.isNormalized = true;\n normalizedEvents.push(tempEvent);\n }\n else {\n normalizedEvents.push(event);\n }\n return normalizedEvents;\n };\n /** Destroys the interaction manager. */\n InteractionManager.prototype.destroy = function () {\n this.removeEvents();\n this.removeTickerListener();\n this.removeAllListeners();\n this.renderer = null;\n this.mouse = null;\n this.eventData = null;\n this.interactionDOMElement = null;\n this.onPointerDown = null;\n this.processPointerDown = null;\n this.onPointerUp = null;\n this.processPointerUp = null;\n this.onPointerCancel = null;\n this.processPointerCancel = null;\n this.onPointerMove = null;\n this.processPointerMove = null;\n this.onPointerOut = null;\n this.processPointerOverOut = null;\n this.onPointerOver = null;\n this.search = null;\n };\n /** @ignore */\n InteractionManager.extension = {\n name: 'interaction',\n type: [\n ExtensionType.RendererPlugin,\n ExtensionType.CanvasRendererPlugin ],\n };\n return InteractionManager;\n}(EventEmitter));\n\nexport { InteractionData, InteractionEvent, InteractionManager, InteractionTrackingData, interactiveTarget };\n//# sourceMappingURL=interaction.mjs.map\n","/*!\n * @pixi/extract - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/extract is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { CanvasRenderTarget } from '@pixi/utils';\nimport { Rectangle } from '@pixi/math';\nimport { ExtensionType, RenderTexture } from '@pixi/core';\n\nvar TEMP_RECT = new Rectangle();\nvar BYTES_PER_PIXEL = 4;\n/**\n * This class provides renderer-specific plugins for exporting content from a renderer.\n * For instance, these plugins can be used for saving an Image, Canvas element or for exporting the raw image data (pixels).\n *\n * Do not instantiate these plugins directly. It is available from the `renderer.plugins` property.\n * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}.\n * @example\n * // Create a new app (will auto-add extract plugin to renderer)\n * const app = new PIXI.Application();\n *\n * // Draw a red circle\n * const graphics = new PIXI.Graphics()\n * .beginFill(0xFF0000)\n * .drawCircle(0, 0, 50);\n *\n * // Render the graphics as an HTMLImageElement\n * const image = app.renderer.plugins.extract.image(graphics);\n * document.body.appendChild(image);\n * @memberof PIXI\n */\nvar Extract = /** @class */ (function () {\n /**\n * @param renderer - A reference to the current renderer\n */\n function Extract(renderer) {\n this.renderer = renderer;\n }\n /**\n * Will return a HTML Image of the target\n * @param target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param format - Image format, e.g. \"image/jpeg\" or \"image/webp\".\n * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92.\n * @returns - HTML Image of the target\n */\n Extract.prototype.image = function (target, format, quality) {\n var image = new Image();\n image.src = this.base64(target, format, quality);\n return image;\n };\n /**\n * Will return a base64 encoded string of this target. It works by calling\n * `Extract.getCanvas` and then running toDataURL on that.\n * @param target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param format - Image format, e.g. \"image/jpeg\" or \"image/webp\".\n * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92.\n * @returns - A base64 encoded string of the texture.\n */\n Extract.prototype.base64 = function (target, format, quality) {\n return this.canvas(target).toDataURL(format, quality);\n };\n /**\n * Creates a Canvas element, renders this target to it and then returns it.\n * @param target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param frame - The frame the extraction is restricted to.\n * @returns - A Canvas element with the texture rendered on.\n */\n Extract.prototype.canvas = function (target, frame) {\n var renderer = this.renderer;\n var resolution;\n var flipY = false;\n var renderTexture;\n var generated = false;\n if (target) {\n if (target instanceof RenderTexture) {\n renderTexture = target;\n }\n else {\n renderTexture = this.renderer.generateTexture(target);\n generated = true;\n }\n }\n if (renderTexture) {\n resolution = renderTexture.baseTexture.resolution;\n frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame;\n flipY = false;\n renderer.renderTexture.bind(renderTexture);\n }\n else {\n resolution = renderer.resolution;\n if (!frame) {\n frame = TEMP_RECT;\n frame.width = renderer.width;\n frame.height = renderer.height;\n }\n flipY = true;\n renderer.renderTexture.bind(null);\n }\n var width = Math.round(frame.width * resolution);\n var height = Math.round(frame.height * resolution);\n var canvasBuffer = new CanvasRenderTarget(width, height, 1);\n var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height);\n // read pixels to the array\n var gl = renderer.gl;\n gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels);\n // add the pixels to the canvas\n var canvasData = canvasBuffer.context.getImageData(0, 0, width, height);\n Extract.arrayPostDivide(webglPixels, canvasData.data);\n canvasBuffer.context.putImageData(canvasData, 0, 0);\n // pulling pixels\n if (flipY) {\n var target_1 = new CanvasRenderTarget(canvasBuffer.width, canvasBuffer.height, 1);\n target_1.context.scale(1, -1);\n // we can't render to itself because we should be empty before render.\n target_1.context.drawImage(canvasBuffer.canvas, 0, -height);\n canvasBuffer.destroy();\n canvasBuffer = target_1;\n }\n if (generated) {\n renderTexture.destroy(true);\n }\n // send the canvas back..\n return canvasBuffer.canvas;\n };\n /**\n * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA\n * order, with integer values between 0 and 255 (included).\n * @param target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param frame - The frame the extraction is restricted to.\n * @returns - One-dimensional array containing the pixel data of the entire texture\n */\n Extract.prototype.pixels = function (target, frame) {\n var renderer = this.renderer;\n var resolution;\n var renderTexture;\n var generated = false;\n if (target) {\n if (target instanceof RenderTexture) {\n renderTexture = target;\n }\n else {\n renderTexture = this.renderer.generateTexture(target);\n generated = true;\n }\n }\n if (renderTexture) {\n resolution = renderTexture.baseTexture.resolution;\n frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame;\n renderer.renderTexture.bind(renderTexture);\n }\n else {\n resolution = renderer.resolution;\n if (!frame) {\n frame = TEMP_RECT;\n frame.width = renderer.width;\n frame.height = renderer.height;\n }\n renderer.renderTexture.bind(null);\n }\n var width = Math.round(frame.width * resolution);\n var height = Math.round(frame.height * resolution);\n var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height);\n // read pixels to the array\n var gl = renderer.gl;\n gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels);\n if (generated) {\n renderTexture.destroy(true);\n }\n Extract.arrayPostDivide(webglPixels, webglPixels);\n return webglPixels;\n };\n /** Destroys the extract. */\n Extract.prototype.destroy = function () {\n this.renderer = null;\n };\n /**\n * Takes premultiplied pixel data and produces regular pixel data\n * @private\n * @param pixels - array of pixel data\n * @param out - output array\n */\n Extract.arrayPostDivide = function (pixels, out) {\n for (var i = 0; i < pixels.length; i += 4) {\n var alpha = out[i + 3] = pixels[i + 3];\n if (alpha !== 0) {\n out[i] = Math.round(Math.min(pixels[i] * 255.0 / alpha, 255.0));\n out[i + 1] = Math.round(Math.min(pixels[i + 1] * 255.0 / alpha, 255.0));\n out[i + 2] = Math.round(Math.min(pixels[i + 2] * 255.0 / alpha, 255.0));\n }\n else {\n out[i] = pixels[i];\n out[i + 1] = pixels[i + 1];\n out[i + 2] = pixels[i + 2];\n }\n }\n };\n /** @ignore */\n Extract.extension = {\n name: 'extract',\n type: ExtensionType.RendererPlugin,\n };\n return Extract;\n}());\n\nexport { Extract };\n//# sourceMappingURL=extract.mjs.map\n","/*!\n * @pixi/loaders - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/loaders is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { extensions, ExtensionType, Texture } from '@pixi/core';\nimport { deprecation } from '@pixi/utils';\n\n/* jshint -W097 */\n/**\n * @memberof PIXI\n */\nvar SignalBinding = /** @class */ (function () {\n /**\n * SignalBinding constructor.\n * @constructs SignalBinding\n * @param {Function} fn - Event handler to be called.\n * @param {boolean} [once=false] - Should this listener be removed after dispatch\n * @param {object} [thisArg] - The context of the callback function.\n * @api private\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n function SignalBinding(fn, once, thisArg) {\n if (once === void 0) { once = false; }\n this._fn = fn;\n this._once = once;\n this._thisArg = thisArg;\n this._next = this._prev = this._owner = null;\n }\n SignalBinding.prototype.detach = function () {\n if (this._owner === null)\n { return false; }\n this._owner.detach(this);\n return true;\n };\n return SignalBinding;\n}());\n/**\n * @param self\n * @param node\n * @private\n */\nfunction _addSignalBinding(self, node) {\n if (!self._head) {\n self._head = node;\n self._tail = node;\n }\n else {\n self._tail._next = node;\n node._prev = self._tail;\n self._tail = node;\n }\n node._owner = self;\n return node;\n}\n/**\n * @memberof PIXI\n */\nvar Signal = /** @class */ (function () {\n /**\n * MiniSignal constructor.\n * @example\n * let mySignal = new Signal();\n * let binding = mySignal.add(onSignal);\n * mySignal.dispatch('foo', 'bar');\n * mySignal.detach(binding);\n */\n function Signal() {\n this._head = this._tail = undefined;\n }\n /**\n * Return an array of attached SignalBinding.\n * @param {boolean} [exists=false] - We only need to know if there are handlers.\n * @returns {PIXI.SignalBinding[] | boolean} Array of attached SignalBinding or Boolean if called with exists = true\n * @api public\n */\n Signal.prototype.handlers = function (exists) {\n if (exists === void 0) { exists = false; }\n var node = this._head;\n if (exists)\n { return !!node; }\n var ee = [];\n while (node) {\n ee.push(node);\n node = node._next;\n }\n return ee;\n };\n /**\n * Return true if node is a SignalBinding attached to this MiniSignal\n * @param {PIXI.SignalBinding} node - Node to check.\n * @returns {boolean} True if node is attache to mini-signal\n */\n Signal.prototype.has = function (node) {\n if (!(node instanceof SignalBinding)) {\n throw new Error('MiniSignal#has(): First arg must be a SignalBinding object.');\n }\n return node._owner === this;\n };\n /**\n * Dispaches a signal to all registered listeners.\n * @param {...any} args\n * @returns {boolean} Indication if we've emitted an event.\n */\n Signal.prototype.dispatch = function () {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n var node = this._head;\n if (!node)\n { return false; }\n while (node) {\n if (node._once)\n { this.detach(node); }\n node._fn.apply(node._thisArg, args);\n node = node._next;\n }\n return true;\n };\n /**\n * Register a new listener.\n * @param {Function} fn - Callback function.\n * @param {object} [thisArg] - The context of the callback function.\n * @returns {PIXI.SignalBinding} The SignalBinding node that was added.\n */\n Signal.prototype.add = function (fn, thisArg) {\n if (thisArg === void 0) { thisArg = null; }\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#add(): First arg must be a Function.');\n }\n return _addSignalBinding(this, new SignalBinding(fn, false, thisArg));\n };\n /**\n * Register a new listener that will be executed only once.\n * @param {Function} fn - Callback function.\n * @param {object} [thisArg] - The context of the callback function.\n * @returns {PIXI.SignalBinding} The SignalBinding node that was added.\n */\n Signal.prototype.once = function (fn, thisArg) {\n if (thisArg === void 0) { thisArg = null; }\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#once(): First arg must be a Function.');\n }\n return _addSignalBinding(this, new SignalBinding(fn, true, thisArg));\n };\n /**\n * Remove binding object.\n * @param {PIXI.SignalBinding} node - The binding node that will be removed.\n * @returns {Signal} The instance on which this method was called.\n @api public */\n Signal.prototype.detach = function (node) {\n if (!(node instanceof SignalBinding)) {\n throw new Error('MiniSignal#detach(): First arg must be a SignalBinding object.');\n }\n if (node._owner !== this)\n { return this; } // todo: or error?\n if (node._prev)\n { node._prev._next = node._next; }\n if (node._next)\n { node._next._prev = node._prev; }\n if (node === this._head) { // first node\n this._head = node._next;\n if (node._next === null) {\n this._tail = null;\n }\n }\n else if (node === this._tail) { // last node\n this._tail = node._prev;\n this._tail._next = null;\n }\n node._owner = null;\n return this;\n };\n /**\n * Detach all listeners.\n * @returns {Signal} The instance on which this method was called.\n */\n Signal.prototype.detachAll = function () {\n var node = this._head;\n if (!node)\n { return this; }\n this._head = this._tail = null;\n while (node) {\n node._owner = null;\n node = node._next;\n }\n return this;\n };\n return Signal;\n}());\n\n/**\n * function from npm package `parseUri`, converted to TS to avoid leftpad incident\n * @param {string} str\n * @param [opts] - options\n * @param {boolean} [opts.strictMode] - type of parser\n */\nfunction parseUri(str, opts) {\n opts = opts || {};\n var o = {\n // eslint-disable-next-line max-len\n key: ['source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host', 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'],\n q: {\n name: 'queryKey',\n parser: /(?:^|&)([^&=]*)=?([^&]*)/g\n },\n parser: {\n // eslint-disable-next-line max-len\n strict: /^(?:([^:\\/?#]+):)?(?:\\/\\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?))?((((?:[^?#\\/]*\\/)*)([^?#]*))(?:\\?([^#]*))?(?:#(.*))?)/,\n // eslint-disable-next-line max-len\n loose: /^(?:(?![^:@]+:[^:@\\/]*@)([^:\\/?#.]+):)?(?:\\/\\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?)(((\\/(?:[^?#](?![^?#\\/]*\\.[^?#\\/.]+(?:[?#]|$)))*\\/?)?([^?#\\/]*))(?:\\?([^#]*))?(?:#(.*))?)/\n }\n };\n var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str);\n var uri = {};\n var i = 14;\n while (i--)\n { uri[o.key[i]] = m[i] || ''; }\n uri[o.q.name] = {};\n uri[o.key[12]].replace(o.q.parser, function (_t0, t1, t2) {\n if (t1)\n { uri[o.q.name][t1] = t2; }\n });\n return uri;\n}\n\n// tests if CORS is supported in XHR, if not we need to use XDR\nvar useXdr;\nvar tempAnchor = null;\n// some status constants\nvar STATUS_NONE = 0;\nvar STATUS_OK = 200;\nvar STATUS_EMPTY = 204;\nvar STATUS_IE_BUG_EMPTY = 1223;\nvar STATUS_TYPE_OK = 2;\n// noop\nfunction _noop$1() { }\n/**\n * Quick helper to set a value on one of the extension maps. Ensures there is no\n * dot at the start of the extension.\n * @ignore\n * @param map - The map to set on.\n * @param extname - The extension (or key) to set.\n * @param val - The value to set.\n */\nfunction setExtMap(map, extname, val) {\n if (extname && extname.indexOf('.') === 0) {\n extname = extname.substring(1);\n }\n if (!extname) {\n return;\n }\n map[extname] = val;\n}\n/**\n * Quick helper to get string xhr type.\n * @ignore\n * @param xhr - The request to check.\n * @returns The type.\n */\nfunction reqType(xhr) {\n return xhr.toString().replace('object ', '');\n}\n/**\n * Manages the state and loading of a resource and all child resources.\n *\n * Can be extended in `GlobalMixins.LoaderResource`.\n * @memberof PIXI\n */\nvar LoaderResource = /** @class */ (function () {\n /**\n * @param {string} name - The name of the resource to load.\n * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass\n * an array of sources.\n * @param {object} [options] - The options for the load.\n * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to\n * determine automatically.\n * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes\n * longer than this time it is cancelled and the load is considered a failure. If this value is\n * set to `0` then there is no explicit timeout.\n * @param {PIXI.LoaderResource.LOAD_TYPE} [options.loadType=LOAD_TYPE.XHR] - How should this resource\n * be loaded?\n * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} [options.xhrType=XHR_RESPONSE_TYPE.DEFAULT] - How\n * should the data being loaded be interpreted when using XHR?\n * @param {PIXI.LoaderResource.IMetadata} [options.metadata] - Extra configuration for middleware\n * and the Resource object.\n */\n function LoaderResource(name, url, options) {\n /**\n * The `dequeue` method that will be used a storage place for the async queue dequeue method\n * used privately by the loader.\n * @private\n * @member {Function}\n */\n this._dequeue = _noop$1;\n /**\n * Used a storage place for the on load binding used privately by the loader.\n * @private\n * @member {Function}\n */\n this._onLoadBinding = null;\n /**\n * The timer for element loads to check if they timeout.\n * @private\n */\n this._elementTimer = 0;\n /**\n * The `complete` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundComplete = null;\n /**\n * The `_onError` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnError = null;\n /**\n * The `_onProgress` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnProgress = null;\n /**\n * The `_onTimeout` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnTimeout = null;\n this._boundXhrOnError = null;\n this._boundXhrOnTimeout = null;\n this._boundXhrOnAbort = null;\n this._boundXhrOnLoad = null;\n if (typeof name !== 'string' || typeof url !== 'string') {\n throw new Error('Both name and url are required for constructing a resource.');\n }\n options = options || {};\n this._flags = 0;\n // set data url flag, needs to be set early for some _determineX checks to work.\n this._setFlag(LoaderResource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0);\n this.name = name;\n this.url = url;\n this.extension = this._getExtension();\n this.data = null;\n this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin;\n this.timeout = options.timeout || 0;\n this.loadType = options.loadType || this._determineLoadType();\n // The type used to load the resource via XHR. If unset, determined automatically.\n this.xhrType = options.xhrType;\n // Extra info for middleware, and controlling specifics about how the resource loads.\n // Note that if you pass in a `loadElement`, the Resource class takes ownership of it.\n // Meaning it will modify it as it sees fit.\n this.metadata = options.metadata || {};\n // The error that occurred while loading (if any).\n this.error = null;\n // The XHR object that was used to load this resource. This is only set\n // when `loadType` is `LoaderResource.LOAD_TYPE.XHR`.\n this.xhr = null;\n // The child resources this resource owns.\n this.children = [];\n // The resource type.\n this.type = LoaderResource.TYPE.UNKNOWN;\n // The progress chunk owned by this resource.\n this.progressChunk = 0;\n // The `dequeue` method that will be used a storage place for the async queue dequeue method\n // used privately by the loader.\n this._dequeue = _noop$1;\n // Used a storage place for the on load binding used privately by the loader.\n this._onLoadBinding = null;\n // The timer for element loads to check if they timeout.\n this._elementTimer = 0;\n this._boundComplete = this.complete.bind(this);\n this._boundOnError = this._onError.bind(this);\n this._boundOnProgress = this._onProgress.bind(this);\n this._boundOnTimeout = this._onTimeout.bind(this);\n // xhr callbacks\n this._boundXhrOnError = this._xhrOnError.bind(this);\n this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this);\n this._boundXhrOnAbort = this._xhrOnAbort.bind(this);\n this._boundXhrOnLoad = this._xhrOnLoad.bind(this);\n // Dispatched when the resource beings to load.\n this.onStart = new Signal();\n // Dispatched each time progress of this resource load updates.\n // Not all resources types and loader systems can support this event\n // so sometimes it may not be available. If the resource\n // is being loaded on a modern browser, using XHR, and the remote server\n // properly sets Content-Length headers, then this will be available.\n this.onProgress = new Signal();\n // Dispatched once this resource has loaded, if there was an error it will\n // be in the `error` property.\n this.onComplete = new Signal();\n // Dispatched after this resource has had all the *after* middleware run on it.\n this.onAfterMiddleware = new Signal();\n }\n /**\n * Sets the load type to be used for a specific extension.\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {PIXI.LoaderResource.LOAD_TYPE} loadType - The load type to set it to.\n */\n LoaderResource.setExtensionLoadType = function (extname, loadType) {\n setExtMap(LoaderResource._loadTypeMap, extname, loadType);\n };\n /**\n * Sets the load type to be used for a specific extension.\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to.\n */\n LoaderResource.setExtensionXhrType = function (extname, xhrType) {\n setExtMap(LoaderResource._xhrTypeMap, extname, xhrType);\n };\n Object.defineProperty(LoaderResource.prototype, \"isDataUrl\", {\n /**\n * When the resource starts to load.\n * @memberof PIXI.LoaderResource\n * @callback OnStartSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n */\n /**\n * When the resource reports loading progress.\n * @memberof PIXI.LoaderResource\n * @callback OnProgressSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n * @param {number} percentage - The progress of the load in the range [0, 1].\n */\n /**\n * When the resource finishes loading.\n * @memberof PIXI.LoaderResource\n * @callback OnCompleteSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n */\n /**\n * @memberof PIXI.LoaderResource\n * @typedef {object} IMetadata\n * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The\n * element to use for loading, instead of creating one.\n * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This\n * is useful if you want to pass in a `loadElement` that you already added load sources to.\n * @property {string|string[]} [mimeType] - The mime type to use for the source element\n * of a video/audio elment. If the urls are an array, you can pass this as an array as well\n * where each index is the mime type to use for the corresponding url index.\n */\n /**\n * Stores whether or not this url is a data url.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.DATA_URL);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(LoaderResource.prototype, \"isComplete\", {\n /**\n * Describes if this resource has finished loading. Is true when the resource has completely\n * loaded.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.COMPLETE);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(LoaderResource.prototype, \"isLoading\", {\n /**\n * Describes if this resource is currently loading. Is true when the resource starts loading,\n * and is false again when complete.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.LOADING);\n },\n enumerable: false,\n configurable: true\n });\n /** Marks the resource as complete. */\n LoaderResource.prototype.complete = function () {\n this._clearEvents();\n this._finish();\n };\n /**\n * Aborts the loading of this resource, with an optional message.\n * @param {string} message - The message to use for the error\n */\n LoaderResource.prototype.abort = function (message) {\n // abort can be called multiple times, ignore subsequent calls.\n if (this.error) {\n return;\n }\n // store error\n this.error = new Error(message);\n // clear events before calling aborts\n this._clearEvents();\n // abort the actual loading\n if (this.xhr) {\n this.xhr.abort();\n }\n else if (this.xdr) {\n this.xdr.abort();\n }\n else if (this.data) {\n // single source\n if (this.data.src) {\n this.data.src = LoaderResource.EMPTY_GIF;\n }\n // multi-source\n else {\n while (this.data.firstChild) {\n this.data.removeChild(this.data.firstChild);\n }\n }\n }\n // done now.\n this._finish();\n };\n /**\n * Kicks off loading of this resource. This method is asynchronous.\n * @param {PIXI.LoaderResource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded.\n */\n LoaderResource.prototype.load = function (cb) {\n var _this = this;\n if (this.isLoading) {\n return;\n }\n if (this.isComplete) {\n if (cb) {\n setTimeout(function () { return cb(_this); }, 1);\n }\n return;\n }\n else if (cb) {\n this.onComplete.once(cb);\n }\n this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, true);\n this.onStart.dispatch(this);\n // if unset, determine the value\n if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') {\n this.crossOrigin = this._determineCrossOrigin(this.url);\n }\n switch (this.loadType) {\n case LoaderResource.LOAD_TYPE.IMAGE:\n this.type = LoaderResource.TYPE.IMAGE;\n this._loadElement('image');\n break;\n case LoaderResource.LOAD_TYPE.AUDIO:\n this.type = LoaderResource.TYPE.AUDIO;\n this._loadSourceElement('audio');\n break;\n case LoaderResource.LOAD_TYPE.VIDEO:\n this.type = LoaderResource.TYPE.VIDEO;\n this._loadSourceElement('video');\n break;\n case LoaderResource.LOAD_TYPE.XHR:\n /* falls through */\n default:\n if (typeof useXdr === 'undefined') {\n useXdr = !!(globalThis.XDomainRequest && !('withCredentials' in (new XMLHttpRequest())));\n }\n if (useXdr && this.crossOrigin) {\n this._loadXdr();\n }\n else {\n this._loadXhr();\n }\n break;\n }\n };\n /**\n * Checks if the flag is set.\n * @param flag - The flag to check.\n * @returns True if the flag is set.\n */\n LoaderResource.prototype._hasFlag = function (flag) {\n return (this._flags & flag) !== 0;\n };\n /**\n * (Un)Sets the flag.\n * @param flag - The flag to (un)set.\n * @param value - Whether to set or (un)set the flag.\n */\n LoaderResource.prototype._setFlag = function (flag, value) {\n this._flags = value ? (this._flags | flag) : (this._flags & ~flag);\n };\n /** Clears all the events from the underlying loading source. */\n LoaderResource.prototype._clearEvents = function () {\n clearTimeout(this._elementTimer);\n if (this.data && this.data.removeEventListener) {\n this.data.removeEventListener('error', this._boundOnError, false);\n this.data.removeEventListener('load', this._boundComplete, false);\n this.data.removeEventListener('progress', this._boundOnProgress, false);\n this.data.removeEventListener('canplaythrough', this._boundComplete, false);\n }\n if (this.xhr) {\n if (this.xhr.removeEventListener) {\n this.xhr.removeEventListener('error', this._boundXhrOnError, false);\n this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false);\n this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false);\n this.xhr.removeEventListener('progress', this._boundOnProgress, false);\n this.xhr.removeEventListener('load', this._boundXhrOnLoad, false);\n }\n else {\n this.xhr.onerror = null;\n this.xhr.ontimeout = null;\n this.xhr.onprogress = null;\n this.xhr.onload = null;\n }\n }\n };\n /** Finalizes the load. */\n LoaderResource.prototype._finish = function () {\n if (this.isComplete) {\n throw new Error('Complete called again for an already completed resource.');\n }\n this._setFlag(LoaderResource.STATUS_FLAGS.COMPLETE, true);\n this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, false);\n this.onComplete.dispatch(this);\n };\n /**\n * Loads this resources using an element that has a single source,\n * like an HTMLImageElement.\n * @private\n * @param type - The type of element to use.\n */\n LoaderResource.prototype._loadElement = function (type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n }\n else if (type === 'image' && typeof globalThis.Image !== 'undefined') {\n this.data = new Image();\n }\n else {\n this.data = document.createElement(type);\n }\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n if (!this.metadata.skipSource) {\n this.data.src = this.url;\n }\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n };\n /**\n * Loads this resources using an element that has multiple sources,\n * like an HTMLAudioElement or HTMLVideoElement.\n * @param type - The type of element to use.\n */\n LoaderResource.prototype._loadSourceElement = function (type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n }\n else if (type === 'audio' && typeof globalThis.Audio !== 'undefined') {\n this.data = new Audio();\n }\n else {\n this.data = document.createElement(type);\n }\n if (this.data === null) {\n this.abort(\"Unsupported element: \" + type);\n return;\n }\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n if (!this.metadata.skipSource) {\n // support for CocoonJS Canvas+ runtime, lacks document.createElement('source')\n if (navigator.isCocoonJS) {\n this.data.src = Array.isArray(this.url) ? this.url[0] : this.url;\n }\n else if (Array.isArray(this.url)) {\n var mimeTypes = this.metadata.mimeType;\n for (var i = 0; i < this.url.length; ++i) {\n this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes));\n }\n }\n else {\n var mimeTypes = this.metadata.mimeType;\n this.data.appendChild(this._createSource(type, this.url, Array.isArray(mimeTypes) ? mimeTypes[0] : mimeTypes));\n }\n }\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n this.data.addEventListener('canplaythrough', this._boundComplete, false);\n this.data.load();\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n };\n /** Loads this resources using an XMLHttpRequest. */\n LoaderResource.prototype._loadXhr = function () {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n var xhr = this.xhr = new XMLHttpRequest();\n // send credentials when crossOrigin with credentials requested\n if (this.crossOrigin === 'use-credentials') {\n xhr.withCredentials = true;\n }\n // set the request type and url\n xhr.open('GET', this.url, true);\n xhr.timeout = this.timeout;\n // load json as text and parse it ourselves. We do this because some browsers\n // *cough* safari *cough* can't deal with it.\n if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON\n || this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) {\n xhr.responseType = LoaderResource.XHR_RESPONSE_TYPE.TEXT;\n }\n else {\n xhr.responseType = this.xhrType;\n }\n xhr.addEventListener('error', this._boundXhrOnError, false);\n xhr.addEventListener('timeout', this._boundXhrOnTimeout, false);\n xhr.addEventListener('abort', this._boundXhrOnAbort, false);\n xhr.addEventListener('progress', this._boundOnProgress, false);\n xhr.addEventListener('load', this._boundXhrOnLoad, false);\n xhr.send();\n };\n /** Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross). */\n LoaderResource.prototype._loadXdr = function () {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n var xdr = this.xhr = new globalThis.XDomainRequest(); // eslint-disable-line no-undef\n // XDomainRequest has a few quirks. Occasionally it will abort requests\n // A way to avoid this is to make sure ALL callbacks are set even if not used\n // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9\n xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9\n xdr.onerror = this._boundXhrOnError;\n xdr.ontimeout = this._boundXhrOnTimeout;\n xdr.onprogress = this._boundOnProgress;\n xdr.onload = this._boundXhrOnLoad;\n xdr.open('GET', this.url, true);\n // Note: The xdr.send() call is wrapped in a timeout to prevent an\n // issue with the interface where some requests are lost if multiple\n // XDomainRequests are being sent at the same time.\n // Some info here: https://github.com/photonstorm/phaser/issues/1248\n setTimeout(function () { return xdr.send(); }, 1);\n };\n /**\n * Creates a source used in loading via an element.\n * @param type - The element type (video or audio).\n * @param url - The source URL to load from.\n * @param [mime] - The mime type of the video\n * @returns The source element.\n */\n LoaderResource.prototype._createSource = function (type, url, mime) {\n if (!mime) {\n mime = type + \"/\" + this._getExtension(url);\n }\n var source = document.createElement('source');\n source.src = url;\n source.type = mime;\n return source;\n };\n /**\n * Called if a load errors out.\n * @param event - The error event from the element that emits it.\n */\n LoaderResource.prototype._onError = function (event) {\n this.abort(\"Failed to load element using: \" + event.target.nodeName);\n };\n /**\n * Called if a load progress event fires for an element or xhr/xdr.\n * @param event - Progress event.\n */\n LoaderResource.prototype._onProgress = function (event) {\n if (event && event.lengthComputable) {\n this.onProgress.dispatch(this, event.loaded / event.total);\n }\n };\n /** Called if a timeout event fires for an element. */\n LoaderResource.prototype._onTimeout = function () {\n this.abort(\"Load timed out.\");\n };\n /** Called if an error event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnError = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request failed. Status: \" + xhr.status + \", text: \\\"\" + xhr.statusText + \"\\\"\");\n };\n /** Called if an error event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnTimeout = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request timed out.\");\n };\n /** Called if an abort event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnAbort = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request was aborted by the user.\");\n };\n /** Called when data successfully loads from an xhr/xdr request. */\n LoaderResource.prototype._xhrOnLoad = function () {\n var xhr = this.xhr;\n var text = '';\n var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200.\n // responseText is accessible only if responseType is '' or 'text' and on older browsers\n if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') {\n text = xhr.responseText;\n }\n // status can be 0 when using the `file://` protocol so we also check if a response is set.\n // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request.\n if (status === STATUS_NONE && (text.length > 0 || xhr.responseType === LoaderResource.XHR_RESPONSE_TYPE.BUFFER)) {\n status = STATUS_OK;\n }\n // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request\n else if (status === STATUS_IE_BUG_EMPTY) {\n status = STATUS_EMPTY;\n }\n var statusType = (status / 100) | 0;\n if (statusType === STATUS_TYPE_OK) {\n // if text, just return it\n if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.TEXT) {\n this.data = text;\n this.type = LoaderResource.TYPE.TEXT;\n }\n // if json, parse into json object\n else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON) {\n try {\n this.data = JSON.parse(text);\n this.type = LoaderResource.TYPE.JSON;\n }\n catch (e) {\n this.abort(\"Error trying to parse loaded json: \" + e);\n return;\n }\n }\n // if xml, parse into an xml document or div element\n else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) {\n try {\n if (globalThis.DOMParser) {\n var domparser = new DOMParser();\n this.data = domparser.parseFromString(text, 'text/xml');\n }\n else {\n var div = document.createElement('div');\n div.innerHTML = text;\n this.data = div;\n }\n this.type = LoaderResource.TYPE.XML;\n }\n catch (e$1) {\n this.abort(\"Error trying to parse loaded xml: \" + e$1);\n return;\n }\n }\n // other types just return the response\n else {\n this.data = xhr.response || text;\n }\n }\n else {\n this.abort(\"[\" + xhr.status + \"] \" + xhr.statusText + \": \" + xhr.responseURL);\n return;\n }\n this.complete();\n };\n /**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n * @private\n * @param url - The url to test.\n * @param [loc=globalThis.location] - The location object to test against.\n * @returns The crossOrigin value to use (or empty string for none).\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n LoaderResource.prototype._determineCrossOrigin = function (url, loc) {\n // data: and javascript: urls are considered same-origin\n if (url.indexOf('data:') === 0) {\n return '';\n }\n // A sandboxed iframe without the 'allow-same-origin' attribute will have a special\n // origin designed not to match globalThis.location.origin, and will always require\n // crossOrigin requests regardless of whether the location matches.\n if (globalThis.origin !== globalThis.location.origin) {\n return 'anonymous';\n }\n // default is globalThis.location\n loc = loc || globalThis.location;\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url;\n var parsedUrl = parseUri(tempAnchor.href, { strictMode: true });\n var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port);\n var protocol = parsedUrl.protocol ? parsedUrl.protocol + \":\" : '';\n // if cross origin\n if (parsedUrl.host !== loc.hostname || !samePort || protocol !== loc.protocol) {\n return 'anonymous';\n }\n return '';\n };\n /**\n * Determines the responseType of an XHR request based on the extension of the\n * resource being loaded.\n * @private\n * @returns {PIXI.LoaderResource.XHR_RESPONSE_TYPE} The responseType to use.\n */\n LoaderResource.prototype._determineXhrType = function () {\n return LoaderResource._xhrTypeMap[this.extension] || LoaderResource.XHR_RESPONSE_TYPE.TEXT;\n };\n /**\n * Determines the loadType of a resource based on the extension of the\n * resource being loaded.\n * @private\n * @returns {PIXI.LoaderResource.LOAD_TYPE} The loadType to use.\n */\n LoaderResource.prototype._determineLoadType = function () {\n return LoaderResource._loadTypeMap[this.extension] || LoaderResource.LOAD_TYPE.XHR;\n };\n /**\n * Extracts the extension (sans '.') of the file being loaded by the resource.\n * @param [url] - url to parse, `this.url` by default.\n * @returns The extension.\n */\n LoaderResource.prototype._getExtension = function (url) {\n if (url === void 0) { url = this.url; }\n var ext = '';\n if (this.isDataUrl) {\n var slashIndex = url.indexOf('/');\n ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex));\n }\n else {\n var queryStart = url.indexOf('?');\n var hashStart = url.indexOf('#');\n var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length);\n url = url.substring(0, index);\n ext = url.substring(url.lastIndexOf('.') + 1);\n }\n return ext.toLowerCase();\n };\n /**\n * Determines the mime type of an XHR request based on the responseType of\n * resource being loaded.\n * @param type - The type to get a mime type for.\n * @private\n * @returns The mime type to use.\n */\n LoaderResource.prototype._getMimeFromXhrType = function (type) {\n switch (type) {\n case LoaderResource.XHR_RESPONSE_TYPE.BUFFER:\n return 'application/octet-binary';\n case LoaderResource.XHR_RESPONSE_TYPE.BLOB:\n return 'application/blob';\n case LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT:\n return 'application/xml';\n case LoaderResource.XHR_RESPONSE_TYPE.JSON:\n return 'application/json';\n case LoaderResource.XHR_RESPONSE_TYPE.DEFAULT:\n case LoaderResource.XHR_RESPONSE_TYPE.TEXT:\n /* falls through */\n default:\n return 'text/plain';\n }\n };\n return LoaderResource;\n}());\n// eslint-disable-next-line @typescript-eslint/no-namespace\n(function (LoaderResource) {\n (function (STATUS_FLAGS) {\n /** None */\n STATUS_FLAGS[STATUS_FLAGS[\"NONE\"] = 0] = \"NONE\";\n /** Data URL */\n STATUS_FLAGS[STATUS_FLAGS[\"DATA_URL\"] = 1] = \"DATA_URL\";\n /** Complete */\n STATUS_FLAGS[STATUS_FLAGS[\"COMPLETE\"] = 2] = \"COMPLETE\";\n /** Loading */\n STATUS_FLAGS[STATUS_FLAGS[\"LOADING\"] = 4] = \"LOADING\";\n })(LoaderResource.STATUS_FLAGS || (LoaderResource.STATUS_FLAGS = {}));\n (function (TYPE) {\n /** Unknown */\n TYPE[TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n /** JSON */\n TYPE[TYPE[\"JSON\"] = 1] = \"JSON\";\n /** XML */\n TYPE[TYPE[\"XML\"] = 2] = \"XML\";\n /** Image */\n TYPE[TYPE[\"IMAGE\"] = 3] = \"IMAGE\";\n /** Audio */\n TYPE[TYPE[\"AUDIO\"] = 4] = \"AUDIO\";\n /** Video */\n TYPE[TYPE[\"VIDEO\"] = 5] = \"VIDEO\";\n /** Plain text */\n TYPE[TYPE[\"TEXT\"] = 6] = \"TEXT\";\n })(LoaderResource.TYPE || (LoaderResource.TYPE = {}));\n (function (LOAD_TYPE) {\n /** Uses XMLHttpRequest to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"XHR\"] = 1] = \"XHR\";\n /** Uses an `Image` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"IMAGE\"] = 2] = \"IMAGE\";\n /** Uses an `Audio` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"AUDIO\"] = 3] = \"AUDIO\";\n /** Uses a `Video` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"VIDEO\"] = 4] = \"VIDEO\";\n })(LoaderResource.LOAD_TYPE || (LoaderResource.LOAD_TYPE = {}));\n (function (XHR_RESPONSE_TYPE) {\n /** string */\n XHR_RESPONSE_TYPE[\"DEFAULT\"] = \"text\";\n /** ArrayBuffer */\n XHR_RESPONSE_TYPE[\"BUFFER\"] = \"arraybuffer\";\n /** Blob */\n XHR_RESPONSE_TYPE[\"BLOB\"] = \"blob\";\n /** Document */\n XHR_RESPONSE_TYPE[\"DOCUMENT\"] = \"document\";\n /** Object */\n XHR_RESPONSE_TYPE[\"JSON\"] = \"json\";\n /** String */\n XHR_RESPONSE_TYPE[\"TEXT\"] = \"text\";\n })(LoaderResource.XHR_RESPONSE_TYPE || (LoaderResource.XHR_RESPONSE_TYPE = {}));\n LoaderResource._loadTypeMap = {\n // images\n gif: LoaderResource.LOAD_TYPE.IMAGE,\n png: LoaderResource.LOAD_TYPE.IMAGE,\n bmp: LoaderResource.LOAD_TYPE.IMAGE,\n jpg: LoaderResource.LOAD_TYPE.IMAGE,\n jpeg: LoaderResource.LOAD_TYPE.IMAGE,\n tif: LoaderResource.LOAD_TYPE.IMAGE,\n tiff: LoaderResource.LOAD_TYPE.IMAGE,\n webp: LoaderResource.LOAD_TYPE.IMAGE,\n tga: LoaderResource.LOAD_TYPE.IMAGE,\n svg: LoaderResource.LOAD_TYPE.IMAGE,\n 'svg+xml': LoaderResource.LOAD_TYPE.IMAGE,\n // audio\n mp3: LoaderResource.LOAD_TYPE.AUDIO,\n ogg: LoaderResource.LOAD_TYPE.AUDIO,\n wav: LoaderResource.LOAD_TYPE.AUDIO,\n // videos\n mp4: LoaderResource.LOAD_TYPE.VIDEO,\n webm: LoaderResource.LOAD_TYPE.VIDEO,\n };\n LoaderResource._xhrTypeMap = {\n // xml\n xhtml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n html: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n htm: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n xml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n tmx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n svg: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component.\n // Since it is way less likely for people to be loading TypeScript files instead of Tiled files,\n // this should probably be fine.\n tsx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n // images\n gif: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n png: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n bmp: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n jpg: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n jpeg: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tif: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tiff: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n webp: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tga: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n // json\n json: LoaderResource.XHR_RESPONSE_TYPE.JSON,\n // text\n text: LoaderResource.XHR_RESPONSE_TYPE.TEXT,\n txt: LoaderResource.XHR_RESPONSE_TYPE.TEXT,\n // fonts\n ttf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER,\n otf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER,\n };\n // We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif\n LoaderResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw==';\n})(LoaderResource || (LoaderResource = {}));\n\n/**\n * Smaller version of the async library constructs.\n * @ignore\n */\nfunction _noop() {\n}\n/**\n * Ensures a function is only called once.\n * @ignore\n * @param {Function} fn - The function to wrap.\n * @returns {Function} The wrapping function.\n */\nfunction onlyOnce(fn) {\n return function onceWrapper() {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n if (fn === null) {\n throw new Error('Callback was already called.');\n }\n var callFn = fn;\n fn = null;\n callFn.apply(this, args);\n };\n}\n/**\n * @private\n * @memberof PIXI\n */\nvar AsyncQueueItem = /** @class */ (function () {\n /**\n * @param data\n * @param callback\n * @private\n */\n function AsyncQueueItem(data, callback) {\n this.data = data;\n this.callback = callback;\n }\n return AsyncQueueItem;\n}());\n/**\n * @private\n * @memberof PIXI\n */\nvar AsyncQueue = /** @class */ (function () {\n /**\n * @param worker\n * @param concurrency\n * @private\n */\n function AsyncQueue(worker, concurrency) {\n var _this = this;\n if (concurrency === void 0) { concurrency = 1; }\n this.workers = 0;\n this.saturated = _noop;\n this.unsaturated = _noop;\n this.empty = _noop;\n this.drain = _noop;\n this.error = _noop;\n this.started = false;\n this.paused = false;\n this._tasks = [];\n this._insert = function (data, insertAtFront, callback) {\n if (callback && typeof callback !== 'function') {\n throw new Error('task callback must be a function');\n }\n _this.started = true;\n // eslint-disable-next-line no-eq-null,eqeqeq\n if (data == null && _this.idle()) {\n // call drain immediately if there are no tasks\n setTimeout(function () { return _this.drain(); }, 1);\n return;\n }\n var item = new AsyncQueueItem(data, typeof callback === 'function' ? callback : _noop);\n if (insertAtFront) {\n _this._tasks.unshift(item);\n }\n else {\n _this._tasks.push(item);\n }\n setTimeout(_this.process, 1);\n };\n this.process = function () {\n while (!_this.paused && _this.workers < _this.concurrency && _this._tasks.length) {\n var task = _this._tasks.shift();\n if (_this._tasks.length === 0) {\n _this.empty();\n }\n _this.workers += 1;\n if (_this.workers === _this.concurrency) {\n _this.saturated();\n }\n _this._worker(task.data, onlyOnce(_this._next(task)));\n }\n };\n this._worker = worker;\n if (concurrency === 0) {\n throw new Error('Concurrency must not be zero');\n }\n this.concurrency = concurrency;\n this.buffer = concurrency / 4.0;\n }\n /**\n * @param task\n * @private\n */\n AsyncQueue.prototype._next = function (task) {\n var _this = this;\n return function () {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n _this.workers -= 1;\n task.callback.apply(task, args);\n // eslint-disable-next-line no-eq-null,eqeqeq\n if (args[0] != null) {\n _this.error(args[0], task.data);\n }\n if (_this.workers <= (_this.concurrency - _this.buffer)) {\n _this.unsaturated();\n }\n if (_this.idle()) {\n _this.drain();\n }\n _this.process();\n };\n };\n // That was in object\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n AsyncQueue.prototype.push = function (data, callback) {\n this._insert(data, false, callback);\n };\n AsyncQueue.prototype.kill = function () {\n this.workers = 0;\n this.drain = _noop;\n this.started = false;\n this._tasks = [];\n };\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n AsyncQueue.prototype.unshift = function (data, callback) {\n this._insert(data, true, callback);\n };\n AsyncQueue.prototype.length = function () {\n return this._tasks.length;\n };\n AsyncQueue.prototype.running = function () {\n return this.workers;\n };\n AsyncQueue.prototype.idle = function () {\n return this._tasks.length + this.workers === 0;\n };\n AsyncQueue.prototype.pause = function () {\n if (this.paused === true) {\n return;\n }\n this.paused = true;\n };\n AsyncQueue.prototype.resume = function () {\n if (this.paused === false) {\n return;\n }\n this.paused = false;\n // Need to call this.process once per concurrent\n // worker to preserve full concurrency after pause\n for (var w = 1; w <= this.concurrency; w++) {\n this.process();\n }\n };\n /**\n * Iterates an array in series.\n * @param {Array.<*>} array - Array to iterate.\n * @param {Function} iterator - Function to call for each element.\n * @param {Function} callback - Function to call when done, or on error.\n * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1.\n */\n AsyncQueue.eachSeries = function (array, iterator, callback, deferNext) {\n var i = 0;\n var len = array.length;\n function next(err) {\n if (err || i === len) {\n if (callback) {\n callback(err);\n }\n return;\n }\n if (deferNext) {\n setTimeout(function () {\n iterator(array[i++], next);\n }, 1);\n }\n else {\n iterator(array[i++], next);\n }\n }\n next();\n };\n /**\n * Async queue implementation,\n * @param {Function} worker - The worker function to call for each task.\n * @param {number} concurrency - How many workers to run in parrallel.\n * @returns {*} The async queue object.\n */\n AsyncQueue.queue = function (worker, concurrency) {\n return new AsyncQueue(worker, concurrency);\n };\n return AsyncQueue;\n}());\n\n// some constants\nvar MAX_PROGRESS = 100;\nvar rgxExtractUrlHash = /(#[\\w-]+)?$/;\n/**\n * The new loader, forked from Resource Loader by Chad Engler: https://github.com/englercj/resource-loader\n *\n * ```js\n * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use.\n * // or\n * const loader = new PIXI.Loader(); // You can also create your own if you want\n *\n * const sprites = {};\n *\n * // Chainable `add` to enqueue a resource\n * loader.add('bunny', 'data/bunny.png')\n * .add('spaceship', 'assets/spritesheet.json');\n * loader.add('scoreFont', 'assets/score.fnt');\n *\n * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource.\n * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc).\n * loader.pre(cachingMiddleware);\n *\n * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource.\n * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc).\n * loader.use(parsingMiddleware);\n *\n * // The `load` method loads the queue of resources, and calls the passed in callback called once all\n * // resources have loaded.\n * loader.load((loader, resources) => {\n * // resources is an object where the key is the name of the resource loaded and the value is the resource object.\n * // They have a couple default properties:\n * // - `url`: The URL that the resource was loaded from\n * // - `error`: The error that happened when trying to load (if any)\n * // - `data`: The raw data that was loaded\n * // also may contain other properties based on the middleware that runs.\n * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture);\n * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture);\n * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture);\n * });\n *\n * // throughout the process multiple signals can be dispatched.\n * loader.onProgress.add(() => {}); // called once per loaded/errored file\n * loader.onError.add(() => {}); // called once per errored file\n * loader.onLoad.add(() => {}); // called once per loaded file\n * loader.onComplete.add(() => {}); // called once when the queued resources all load.\n * ```\n * @memberof PIXI\n */\nvar Loader = /** @class */ (function () {\n /**\n * @param baseUrl - The base url for all resources loaded by this loader.\n * @param concurrency - The number of resources to load concurrently.\n */\n function Loader(baseUrl, concurrency) {\n var _this = this;\n if (baseUrl === void 0) { baseUrl = ''; }\n if (concurrency === void 0) { concurrency = 10; }\n /** The progress percent of the loader going through the queue. */\n this.progress = 0;\n /** Loading state of the loader, true if it is currently loading resources. */\n this.loading = false;\n /**\n * A querystring to append to every URL added to the loader.\n *\n * This should be a valid query string *without* the question-mark (`?`). The loader will\n * also *not* escape values for you. Make sure to escape your parameters with\n * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property.\n * @example\n * const loader = new Loader();\n *\n * loader.defaultQueryString = 'user=me&password=secret';\n *\n * // This will request 'image.png?user=me&password=secret'\n * loader.add('image.png').load();\n *\n * loader.reset();\n *\n * // This will request 'image.png?v=1&user=me&password=secret'\n * loader.add('iamge.png?v=1').load();\n */\n this.defaultQueryString = '';\n /** The middleware to run before loading each resource. */\n this._beforeMiddleware = [];\n /** The middleware to run after loading each resource. */\n this._afterMiddleware = [];\n /** The tracks the resources we are currently completing parsing for. */\n this._resourcesParsing = [];\n /**\n * The `_loadResource` function bound with this object context.\n * @param r - The resource to load\n * @param d - The dequeue function\n */\n this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); };\n /** All the resources for this loader keyed by name. */\n this.resources = {};\n this.baseUrl = baseUrl;\n this._beforeMiddleware = [];\n this._afterMiddleware = [];\n this._resourcesParsing = [];\n this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); };\n this._queue = AsyncQueue.queue(this._boundLoadResource, concurrency);\n this._queue.pause();\n this.resources = {};\n this.onProgress = new Signal();\n this.onError = new Signal();\n this.onLoad = new Signal();\n this.onStart = new Signal();\n this.onComplete = new Signal();\n for (var i = 0; i < Loader._plugins.length; ++i) {\n var plugin = Loader._plugins[i];\n var pre = plugin.pre, use = plugin.use;\n if (pre) {\n this.pre(pre);\n }\n if (use) {\n this.use(use);\n }\n }\n this._protected = false;\n }\n /**\n * Same as add, params have strict order\n * @private\n * @param name - The name of the resource to load.\n * @param url - The url for this resource, relative to the baseUrl of this loader.\n * @param options - The options for the load.\n * @param callback - Function to call when this specific resource completes loading.\n * @returns The loader itself.\n */\n Loader.prototype._add = function (name, url, options, callback) {\n // if loading already you can only add resources that have a parent.\n if (this.loading && (!options || !options.parentResource)) {\n throw new Error('Cannot add resources while the loader is running.');\n }\n // check if resource already exists.\n if (this.resources[name]) {\n throw new Error(\"Resource named \\\"\" + name + \"\\\" already exists.\");\n }\n // add base url if this isn't an absolute url\n url = this._prepareUrl(url);\n // create the store the resource\n this.resources[name] = new LoaderResource(name, url, options);\n if (typeof callback === 'function') {\n this.resources[name].onAfterMiddleware.once(callback);\n }\n // if actively loading, make sure to adjust progress chunks for that parent and its children\n if (this.loading) {\n var parent = options.parentResource;\n var incompleteChildren = [];\n for (var i = 0; i < parent.children.length; ++i) {\n if (!parent.children[i].isComplete) {\n incompleteChildren.push(parent.children[i]);\n }\n }\n var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent\n var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child\n parent.children.push(this.resources[name]);\n parent.progressChunk = eachChunk;\n for (var i = 0; i < incompleteChildren.length; ++i) {\n incompleteChildren[i].progressChunk = eachChunk;\n }\n this.resources[name].progressChunk = eachChunk;\n }\n // add the resource to the queue\n this._queue.push(this.resources[name]);\n return this;\n };\n /* eslint-enable require-jsdoc,valid-jsdoc */\n /**\n * Sets up a middleware function that will run *before* the\n * resource is loaded.\n * @param fn - The middleware function to register.\n * @returns The loader itself.\n */\n Loader.prototype.pre = function (fn) {\n this._beforeMiddleware.push(fn);\n return this;\n };\n /**\n * Sets up a middleware function that will run *after* the\n * resource is loaded.\n * @param fn - The middleware function to register.\n * @returns The loader itself.\n */\n Loader.prototype.use = function (fn) {\n this._afterMiddleware.push(fn);\n return this;\n };\n /**\n * Resets the queue of the loader to prepare for a new load.\n * @returns The loader itself.\n */\n Loader.prototype.reset = function () {\n this.progress = 0;\n this.loading = false;\n this._queue.kill();\n this._queue.pause();\n // abort all resource loads\n for (var k in this.resources) {\n var res = this.resources[k];\n if (res._onLoadBinding) {\n res._onLoadBinding.detach();\n }\n if (res.isLoading) {\n res.abort('loader reset');\n }\n }\n this.resources = {};\n return this;\n };\n /**\n * Starts loading the queued resources.\n * @param cb - Optional callback that will be bound to the `complete` event.\n * @returns The loader itself.\n */\n Loader.prototype.load = function (cb) {\n deprecation('6.5.0', '@pixi/loaders is being replaced with @pixi/assets in the next major release.');\n // register complete callback if they pass one\n if (typeof cb === 'function') {\n this.onComplete.once(cb);\n }\n // if the queue has already started we are done here\n if (this.loading) {\n return this;\n }\n if (this._queue.idle()) {\n this._onStart();\n this._onComplete();\n }\n else {\n // distribute progress chunks\n var numTasks = this._queue._tasks.length;\n var chunk = MAX_PROGRESS / numTasks;\n for (var i = 0; i < this._queue._tasks.length; ++i) {\n this._queue._tasks[i].data.progressChunk = chunk;\n }\n // notify we are starting\n this._onStart();\n // start loading\n this._queue.resume();\n }\n return this;\n };\n Object.defineProperty(Loader.prototype, \"concurrency\", {\n /**\n * The number of resources to load concurrently.\n * @default 10\n */\n get: function () {\n return this._queue.concurrency;\n },\n set: function (concurrency) {\n this._queue.concurrency = concurrency;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Prepares a url for usage based on the configuration of this object\n * @param url - The url to prepare.\n * @returns The prepared url.\n */\n Loader.prototype._prepareUrl = function (url) {\n var parsedUrl = parseUri(url, { strictMode: true });\n var result;\n // absolute url, just use it as is.\n if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) {\n result = url;\n }\n // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween\n else if (this.baseUrl.length\n && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1\n && url.charAt(0) !== '/') {\n result = this.baseUrl + \"/\" + url;\n }\n else {\n result = this.baseUrl + url;\n }\n // if we need to add a default querystring, there is a bit more work\n if (this.defaultQueryString) {\n var hash = rgxExtractUrlHash.exec(result)[0];\n result = result.slice(0, result.length - hash.length);\n if (result.indexOf('?') !== -1) {\n result += \"&\" + this.defaultQueryString;\n }\n else {\n result += \"?\" + this.defaultQueryString;\n }\n result += hash;\n }\n return result;\n };\n /**\n * Loads a single resource.\n * @param resource - The resource to load.\n * @param dequeue - The function to call when we need to dequeue this item.\n */\n Loader.prototype._loadResource = function (resource, dequeue) {\n var _this = this;\n resource._dequeue = dequeue;\n // run before middleware\n AsyncQueue.eachSeries(this._beforeMiddleware, function (fn, next) {\n fn.call(_this, resource, function () {\n // if the before middleware marks the resource as complete,\n // break and don't process any more before middleware\n next(resource.isComplete ? {} : null);\n });\n }, function () {\n if (resource.isComplete) {\n _this._onLoad(resource);\n }\n else {\n resource._onLoadBinding = resource.onComplete.once(_this._onLoad, _this);\n resource.load();\n }\n }, true);\n };\n /** Called once loading has started. */\n Loader.prototype._onStart = function () {\n this.progress = 0;\n this.loading = true;\n this.onStart.dispatch(this);\n };\n /** Called once each resource has loaded. */\n Loader.prototype._onComplete = function () {\n this.progress = MAX_PROGRESS;\n this.loading = false;\n this.onComplete.dispatch(this, this.resources);\n };\n /**\n * Called each time a resources is loaded.\n * @param resource - The resource that was loaded\n */\n Loader.prototype._onLoad = function (resource) {\n var _this = this;\n resource._onLoadBinding = null;\n // remove this resource from the async queue, and add it to our list of resources that are being parsed\n this._resourcesParsing.push(resource);\n resource._dequeue();\n // run all the after middleware for this resource\n AsyncQueue.eachSeries(this._afterMiddleware, function (fn, next) {\n fn.call(_this, resource, next);\n }, function () {\n resource.onAfterMiddleware.dispatch(resource);\n _this.progress = Math.min(MAX_PROGRESS, _this.progress + resource.progressChunk);\n _this.onProgress.dispatch(_this, resource);\n if (resource.error) {\n _this.onError.dispatch(resource.error, _this, resource);\n }\n else {\n _this.onLoad.dispatch(_this, resource);\n }\n _this._resourcesParsing.splice(_this._resourcesParsing.indexOf(resource), 1);\n // do completion check\n if (_this._queue.idle() && _this._resourcesParsing.length === 0) {\n _this._onComplete();\n }\n }, true);\n };\n /** Destroy the loader, removes references. */\n Loader.prototype.destroy = function () {\n if (!this._protected) {\n this.reset();\n }\n };\n Object.defineProperty(Loader, \"shared\", {\n /** A premade instance of the loader that can be used to load resources. */\n get: function () {\n var shared = Loader._shared;\n if (!shared) {\n shared = new Loader();\n shared._protected = true;\n Loader._shared = shared;\n }\n return shared;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Use the {@link PIXI.extensions.add} API to register plugins.\n * @deprecated since 6.5.0\n * @param plugin - The plugin to add\n * @returns Reference to PIXI.Loader for chaining\n */\n Loader.registerPlugin = function (plugin) {\n deprecation('6.5.0', 'Loader.registerPlugin() is deprecated, use extensions.add() instead.');\n extensions.add({\n type: ExtensionType.Loader,\n ref: plugin,\n });\n return Loader;\n };\n Loader._plugins = [];\n return Loader;\n}());\nextensions.handleByList(ExtensionType.Loader, Loader._plugins);\nLoader.prototype.add = function add(name, url, options, callback) {\n // special case of an array of objects or urls\n if (Array.isArray(name)) {\n for (var i = 0; i < name.length; ++i) {\n this.add(name[i]);\n }\n return this;\n }\n // if an object is passed instead of params\n if (typeof name === 'object') {\n options = name;\n callback = url || options.callback || options.onComplete;\n url = options.url;\n name = options.name || options.key || options.url;\n }\n // case where no name is passed shift all args over by one.\n if (typeof url !== 'string') {\n callback = options;\n options = url;\n url = name;\n }\n // now that we shifted make sure we have a proper url.\n if (typeof url !== 'string') {\n throw new Error('No url passed to add resource to loader.');\n }\n // options are optional so people might pass a function and no options\n if (typeof options === 'function') {\n callback = options;\n options = null;\n }\n return this._add(name, url, options, callback);\n};\n\n/**\n * Application plugin for supporting loader option. Installing the LoaderPlugin\n * is not necessary if using **pixi.js** or **pixi.js-legacy**.\n * @example\n * import {AppLoaderPlugin} from '@pixi/loaders';\n * import {extensions} from '@pixi/core';\n * extensions.add(AppLoaderPlugin);\n * @memberof PIXI\n */\nvar AppLoaderPlugin = /** @class */ (function () {\n function AppLoaderPlugin() {\n }\n /**\n * Called on application constructor\n * @param options\n * @private\n */\n AppLoaderPlugin.init = function (options) {\n options = Object.assign({\n sharedLoader: false,\n }, options);\n this.loader = options.sharedLoader ? Loader.shared : new Loader();\n };\n /**\n * Called when application destroyed\n * @private\n */\n AppLoaderPlugin.destroy = function () {\n if (this.loader) {\n this.loader.destroy();\n this.loader = null;\n }\n };\n /** @ignore */\n AppLoaderPlugin.extension = ExtensionType.Application;\n return AppLoaderPlugin;\n}());\n\n/**\n * Loader plugin for handling Texture resources.\n * @memberof PIXI\n */\nvar TextureLoader = /** @class */ (function () {\n function TextureLoader() {\n }\n /** Handle SVG elements a text, render with SVGResource. */\n TextureLoader.add = function () {\n LoaderResource.setExtensionLoadType('svg', LoaderResource.LOAD_TYPE.XHR);\n LoaderResource.setExtensionXhrType('svg', LoaderResource.XHR_RESPONSE_TYPE.TEXT);\n };\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param resource\n * @param {Function} next\n */\n TextureLoader.use = function (resource, next) {\n // create a new texture if the data is an Image object\n if (resource.data && (resource.type === LoaderResource.TYPE.IMAGE || resource.extension === 'svg')) {\n var data = resource.data, url = resource.url, name = resource.name, metadata = resource.metadata;\n Texture.fromLoader(data, url, name, metadata).then(function (texture) {\n resource.texture = texture;\n next();\n })\n // TODO: handle errors in Texture.fromLoader\n // so we can pass them to the Loader\n .catch(next);\n }\n else {\n next();\n }\n };\n /** @ignore */\n TextureLoader.extension = ExtensionType.Loader;\n return TextureLoader;\n}());\n\nvar _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=';\n/**\n * Encodes binary into base64.\n * @function encodeBinary\n * @param {string} input - The input data to encode.\n * @returns {string} The encoded base64 string\n */\nfunction encodeBinary(input) {\n var output = '';\n var inx = 0;\n while (inx < input.length) {\n // Fill byte buffer array\n var bytebuffer = [0, 0, 0];\n var encodedCharIndexes = [0, 0, 0, 0];\n for (var jnx = 0; jnx < bytebuffer.length; ++jnx) {\n if (inx < input.length) {\n // throw away high-order byte, as documented at:\n // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data\n bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff;\n }\n else {\n bytebuffer[jnx] = 0;\n }\n }\n // Get each encoded character, 6 bits at a time\n // index 1: first 6 bits\n encodedCharIndexes[0] = bytebuffer[0] >> 2;\n // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2)\n encodedCharIndexes[1] = ((bytebuffer[0] & 0x3) << 4) | (bytebuffer[1] >> 4);\n // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3)\n encodedCharIndexes[2] = ((bytebuffer[1] & 0x0f) << 2) | (bytebuffer[2] >> 6);\n // index 3: forth 6 bits (6 least significant bits from input byte 3)\n encodedCharIndexes[3] = bytebuffer[2] & 0x3f;\n // Determine whether padding happened, and adjust accordingly\n var paddingBytes = inx - (input.length - 1);\n switch (paddingBytes) {\n case 2:\n // Set last 2 characters to padding char\n encodedCharIndexes[3] = 64;\n encodedCharIndexes[2] = 64;\n break;\n case 1:\n // Set last character to padding char\n encodedCharIndexes[3] = 64;\n break;\n }\n // Now we will grab each appropriate character out of our keystring\n // based on our index array and append it to the output string\n for (var jnx = 0; jnx < encodedCharIndexes.length; ++jnx) {\n output += _keyStr.charAt(encodedCharIndexes[jnx]);\n }\n }\n return output;\n}\n\n/**\n * A middleware for transforming XHR loaded Blobs into more useful objects\n * @ignore\n * @function parsing\n * @example\n * import { Loader, middleware } from 'resource-loader';\n * const loader = new Loader();\n * loader.use(middleware.parsing);\n * @param resource - Current Resource\n * @param next - Callback when complete\n */\nfunction parsing(resource, next) {\n if (!resource.data) {\n next();\n return;\n }\n // if this was an XHR load of a blob\n if (resource.xhr && resource.xhrType === LoaderResource.XHR_RESPONSE_TYPE.BLOB) {\n // if there is no blob support we probably got a binary string back\n if (!self.Blob || typeof resource.data === 'string') {\n var type = resource.xhr.getResponseHeader('content-type');\n // this is an image, convert the binary string into a data url\n if (type && type.indexOf('image') === 0) {\n resource.data = new Image();\n resource.data.src = \"data:\" + type + \";base64,\" + encodeBinary(resource.xhr.responseText);\n resource.type = LoaderResource.TYPE.IMAGE;\n // wait until the image loads and then callback\n resource.data.onload = function () {\n resource.data.onload = null;\n next();\n };\n // next will be called on load\n return;\n }\n }\n // if content type says this is an image, then we should transform the blob into an Image object\n else if (resource.data.type.indexOf('image') === 0) {\n var Url_1 = globalThis.URL || globalThis.webkitURL;\n var src_1 = Url_1.createObjectURL(resource.data);\n resource.blob = resource.data;\n resource.data = new Image();\n resource.data.src = src_1;\n resource.type = LoaderResource.TYPE.IMAGE;\n // cleanup the no longer used blob after the image loads\n // TODO: Is this correct? Will the image be invalid after revoking?\n resource.data.onload = function () {\n Url_1.revokeObjectURL(src_1);\n resource.data.onload = null;\n next();\n };\n // next will be called on load.\n return;\n }\n }\n next();\n}\n\n/**\n * Parse any blob into more usable objects (e.g. Image).\n * @memberof PIXI\n */\nvar ParsingLoader = /** @class */ (function () {\n function ParsingLoader() {\n }\n /** @ignore */\n ParsingLoader.extension = ExtensionType.Loader;\n ParsingLoader.use = parsing;\n return ParsingLoader;\n}());\n\nextensions.add(TextureLoader, ParsingLoader);\n\nexport { AppLoaderPlugin, Loader, LoaderResource, TextureLoader };\n//# sourceMappingURL=loaders.mjs.map\n","/*!\n * @pixi/loaders - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/loaders is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { extensions, ExtensionType, Texture } from '@pixi/core';\nimport { deprecation } from '@pixi/utils';\n\n/* jshint -W097 */\n/**\n * @memberof PIXI\n */\nvar SignalBinding = /** @class */ (function () {\n /**\n * SignalBinding constructor.\n * @constructs SignalBinding\n * @param {Function} fn - Event handler to be called.\n * @param {boolean} [once=false] - Should this listener be removed after dispatch\n * @param {object} [thisArg] - The context of the callback function.\n * @api private\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n function SignalBinding(fn, once, thisArg) {\n if (once === void 0) { once = false; }\n this._fn = fn;\n this._once = once;\n this._thisArg = thisArg;\n this._next = this._prev = this._owner = null;\n }\n SignalBinding.prototype.detach = function () {\n if (this._owner === null)\n { return false; }\n this._owner.detach(this);\n return true;\n };\n return SignalBinding;\n}());\n/**\n * @param self\n * @param node\n * @private\n */\nfunction _addSignalBinding(self, node) {\n if (!self._head) {\n self._head = node;\n self._tail = node;\n }\n else {\n self._tail._next = node;\n node._prev = self._tail;\n self._tail = node;\n }\n node._owner = self;\n return node;\n}\n/**\n * @memberof PIXI\n */\nvar Signal = /** @class */ (function () {\n /**\n * MiniSignal constructor.\n * @example\n * let mySignal = new Signal();\n * let binding = mySignal.add(onSignal);\n * mySignal.dispatch('foo', 'bar');\n * mySignal.detach(binding);\n */\n function Signal() {\n this._head = this._tail = undefined;\n }\n /**\n * Return an array of attached SignalBinding.\n * @param {boolean} [exists=false] - We only need to know if there are handlers.\n * @returns {PIXI.SignalBinding[] | boolean} Array of attached SignalBinding or Boolean if called with exists = true\n * @api public\n */\n Signal.prototype.handlers = function (exists) {\n if (exists === void 0) { exists = false; }\n var node = this._head;\n if (exists)\n { return !!node; }\n var ee = [];\n while (node) {\n ee.push(node);\n node = node._next;\n }\n return ee;\n };\n /**\n * Return true if node is a SignalBinding attached to this MiniSignal\n * @param {PIXI.SignalBinding} node - Node to check.\n * @returns {boolean} True if node is attache to mini-signal\n */\n Signal.prototype.has = function (node) {\n if (!(node instanceof SignalBinding)) {\n throw new Error('MiniSignal#has(): First arg must be a SignalBinding object.');\n }\n return node._owner === this;\n };\n /**\n * Dispaches a signal to all registered listeners.\n * @param {...any} args\n * @returns {boolean} Indication if we've emitted an event.\n */\n Signal.prototype.dispatch = function () {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n var node = this._head;\n if (!node)\n { return false; }\n while (node) {\n if (node._once)\n { this.detach(node); }\n node._fn.apply(node._thisArg, args);\n node = node._next;\n }\n return true;\n };\n /**\n * Register a new listener.\n * @param {Function} fn - Callback function.\n * @param {object} [thisArg] - The context of the callback function.\n * @returns {PIXI.SignalBinding} The SignalBinding node that was added.\n */\n Signal.prototype.add = function (fn, thisArg) {\n if (thisArg === void 0) { thisArg = null; }\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#add(): First arg must be a Function.');\n }\n return _addSignalBinding(this, new SignalBinding(fn, false, thisArg));\n };\n /**\n * Register a new listener that will be executed only once.\n * @param {Function} fn - Callback function.\n * @param {object} [thisArg] - The context of the callback function.\n * @returns {PIXI.SignalBinding} The SignalBinding node that was added.\n */\n Signal.prototype.once = function (fn, thisArg) {\n if (thisArg === void 0) { thisArg = null; }\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#once(): First arg must be a Function.');\n }\n return _addSignalBinding(this, new SignalBinding(fn, true, thisArg));\n };\n /**\n * Remove binding object.\n * @param {PIXI.SignalBinding} node - The binding node that will be removed.\n * @returns {Signal} The instance on which this method was called.\n @api public */\n Signal.prototype.detach = function (node) {\n if (!(node instanceof SignalBinding)) {\n throw new Error('MiniSignal#detach(): First arg must be a SignalBinding object.');\n }\n if (node._owner !== this)\n { return this; } // todo: or error?\n if (node._prev)\n { node._prev._next = node._next; }\n if (node._next)\n { node._next._prev = node._prev; }\n if (node === this._head) { // first node\n this._head = node._next;\n if (node._next === null) {\n this._tail = null;\n }\n }\n else if (node === this._tail) { // last node\n this._tail = node._prev;\n this._tail._next = null;\n }\n node._owner = null;\n return this;\n };\n /**\n * Detach all listeners.\n * @returns {Signal} The instance on which this method was called.\n */\n Signal.prototype.detachAll = function () {\n var node = this._head;\n if (!node)\n { return this; }\n this._head = this._tail = null;\n while (node) {\n node._owner = null;\n node = node._next;\n }\n return this;\n };\n return Signal;\n}());\n\n/**\n * function from npm package `parseUri`, converted to TS to avoid leftpad incident\n * @param {string} str\n * @param [opts] - options\n * @param {boolean} [opts.strictMode] - type of parser\n */\nfunction parseUri(str, opts) {\n opts = opts || {};\n var o = {\n // eslint-disable-next-line max-len\n key: ['source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host', 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'],\n q: {\n name: 'queryKey',\n parser: /(?:^|&)([^&=]*)=?([^&]*)/g\n },\n parser: {\n // eslint-disable-next-line max-len\n strict: /^(?:([^:\\/?#]+):)?(?:\\/\\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?))?((((?:[^?#\\/]*\\/)*)([^?#]*))(?:\\?([^#]*))?(?:#(.*))?)/,\n // eslint-disable-next-line max-len\n loose: /^(?:(?![^:@]+:[^:@\\/]*@)([^:\\/?#.]+):)?(?:\\/\\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?)(((\\/(?:[^?#](?![^?#\\/]*\\.[^?#\\/.]+(?:[?#]|$)))*\\/?)?([^?#\\/]*))(?:\\?([^#]*))?(?:#(.*))?)/\n }\n };\n var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str);\n var uri = {};\n var i = 14;\n while (i--)\n { uri[o.key[i]] = m[i] || ''; }\n uri[o.q.name] = {};\n uri[o.key[12]].replace(o.q.parser, function (_t0, t1, t2) {\n if (t1)\n { uri[o.q.name][t1] = t2; }\n });\n return uri;\n}\n\n// tests if CORS is supported in XHR, if not we need to use XDR\nvar useXdr;\nvar tempAnchor = null;\n// some status constants\nvar STATUS_NONE = 0;\nvar STATUS_OK = 200;\nvar STATUS_EMPTY = 204;\nvar STATUS_IE_BUG_EMPTY = 1223;\nvar STATUS_TYPE_OK = 2;\n// noop\nfunction _noop$1() { }\n/**\n * Quick helper to set a value on one of the extension maps. Ensures there is no\n * dot at the start of the extension.\n * @ignore\n * @param map - The map to set on.\n * @param extname - The extension (or key) to set.\n * @param val - The value to set.\n */\nfunction setExtMap(map, extname, val) {\n if (extname && extname.indexOf('.') === 0) {\n extname = extname.substring(1);\n }\n if (!extname) {\n return;\n }\n map[extname] = val;\n}\n/**\n * Quick helper to get string xhr type.\n * @ignore\n * @param xhr - The request to check.\n * @returns The type.\n */\nfunction reqType(xhr) {\n return xhr.toString().replace('object ', '');\n}\n/**\n * Manages the state and loading of a resource and all child resources.\n *\n * Can be extended in `GlobalMixins.LoaderResource`.\n * @memberof PIXI\n */\nvar LoaderResource = /** @class */ (function () {\n /**\n * @param {string} name - The name of the resource to load.\n * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass\n * an array of sources.\n * @param {object} [options] - The options for the load.\n * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to\n * determine automatically.\n * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes\n * longer than this time it is cancelled and the load is considered a failure. If this value is\n * set to `0` then there is no explicit timeout.\n * @param {PIXI.LoaderResource.LOAD_TYPE} [options.loadType=LOAD_TYPE.XHR] - How should this resource\n * be loaded?\n * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} [options.xhrType=XHR_RESPONSE_TYPE.DEFAULT] - How\n * should the data being loaded be interpreted when using XHR?\n * @param {PIXI.LoaderResource.IMetadata} [options.metadata] - Extra configuration for middleware\n * and the Resource object.\n */\n function LoaderResource(name, url, options) {\n /**\n * The `dequeue` method that will be used a storage place for the async queue dequeue method\n * used privately by the loader.\n * @private\n * @member {Function}\n */\n this._dequeue = _noop$1;\n /**\n * Used a storage place for the on load binding used privately by the loader.\n * @private\n * @member {Function}\n */\n this._onLoadBinding = null;\n /**\n * The timer for element loads to check if they timeout.\n * @private\n */\n this._elementTimer = 0;\n /**\n * The `complete` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundComplete = null;\n /**\n * The `_onError` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnError = null;\n /**\n * The `_onProgress` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnProgress = null;\n /**\n * The `_onTimeout` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnTimeout = null;\n this._boundXhrOnError = null;\n this._boundXhrOnTimeout = null;\n this._boundXhrOnAbort = null;\n this._boundXhrOnLoad = null;\n if (typeof name !== 'string' || typeof url !== 'string') {\n throw new Error('Both name and url are required for constructing a resource.');\n }\n options = options || {};\n this._flags = 0;\n // set data url flag, needs to be set early for some _determineX checks to work.\n this._setFlag(LoaderResource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0);\n this.name = name;\n this.url = url;\n this.extension = this._getExtension();\n this.data = null;\n this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin;\n this.timeout = options.timeout || 0;\n this.loadType = options.loadType || this._determineLoadType();\n // The type used to load the resource via XHR. If unset, determined automatically.\n this.xhrType = options.xhrType;\n // Extra info for middleware, and controlling specifics about how the resource loads.\n // Note that if you pass in a `loadElement`, the Resource class takes ownership of it.\n // Meaning it will modify it as it sees fit.\n this.metadata = options.metadata || {};\n // The error that occurred while loading (if any).\n this.error = null;\n // The XHR object that was used to load this resource. This is only set\n // when `loadType` is `LoaderResource.LOAD_TYPE.XHR`.\n this.xhr = null;\n // The child resources this resource owns.\n this.children = [];\n // The resource type.\n this.type = LoaderResource.TYPE.UNKNOWN;\n // The progress chunk owned by this resource.\n this.progressChunk = 0;\n // The `dequeue` method that will be used a storage place for the async queue dequeue method\n // used privately by the loader.\n this._dequeue = _noop$1;\n // Used a storage place for the on load binding used privately by the loader.\n this._onLoadBinding = null;\n // The timer for element loads to check if they timeout.\n this._elementTimer = 0;\n this._boundComplete = this.complete.bind(this);\n this._boundOnError = this._onError.bind(this);\n this._boundOnProgress = this._onProgress.bind(this);\n this._boundOnTimeout = this._onTimeout.bind(this);\n // xhr callbacks\n this._boundXhrOnError = this._xhrOnError.bind(this);\n this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this);\n this._boundXhrOnAbort = this._xhrOnAbort.bind(this);\n this._boundXhrOnLoad = this._xhrOnLoad.bind(this);\n // Dispatched when the resource beings to load.\n this.onStart = new Signal();\n // Dispatched each time progress of this resource load updates.\n // Not all resources types and loader systems can support this event\n // so sometimes it may not be available. If the resource\n // is being loaded on a modern browser, using XHR, and the remote server\n // properly sets Content-Length headers, then this will be available.\n this.onProgress = new Signal();\n // Dispatched once this resource has loaded, if there was an error it will\n // be in the `error` property.\n this.onComplete = new Signal();\n // Dispatched after this resource has had all the *after* middleware run on it.\n this.onAfterMiddleware = new Signal();\n }\n /**\n * Sets the load type to be used for a specific extension.\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {PIXI.LoaderResource.LOAD_TYPE} loadType - The load type to set it to.\n */\n LoaderResource.setExtensionLoadType = function (extname, loadType) {\n setExtMap(LoaderResource._loadTypeMap, extname, loadType);\n };\n /**\n * Sets the load type to be used for a specific extension.\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to.\n */\n LoaderResource.setExtensionXhrType = function (extname, xhrType) {\n setExtMap(LoaderResource._xhrTypeMap, extname, xhrType);\n };\n Object.defineProperty(LoaderResource.prototype, \"isDataUrl\", {\n /**\n * When the resource starts to load.\n * @memberof PIXI.LoaderResource\n * @callback OnStartSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n */\n /**\n * When the resource reports loading progress.\n * @memberof PIXI.LoaderResource\n * @callback OnProgressSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n * @param {number} percentage - The progress of the load in the range [0, 1].\n */\n /**\n * When the resource finishes loading.\n * @memberof PIXI.LoaderResource\n * @callback OnCompleteSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n */\n /**\n * @memberof PIXI.LoaderResource\n * @typedef {object} IMetadata\n * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The\n * element to use for loading, instead of creating one.\n * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This\n * is useful if you want to pass in a `loadElement` that you already added load sources to.\n * @property {string|string[]} [mimeType] - The mime type to use for the source element\n * of a video/audio elment. If the urls are an array, you can pass this as an array as well\n * where each index is the mime type to use for the corresponding url index.\n */\n /**\n * Stores whether or not this url is a data url.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.DATA_URL);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(LoaderResource.prototype, \"isComplete\", {\n /**\n * Describes if this resource has finished loading. Is true when the resource has completely\n * loaded.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.COMPLETE);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(LoaderResource.prototype, \"isLoading\", {\n /**\n * Describes if this resource is currently loading. Is true when the resource starts loading,\n * and is false again when complete.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.LOADING);\n },\n enumerable: false,\n configurable: true\n });\n /** Marks the resource as complete. */\n LoaderResource.prototype.complete = function () {\n this._clearEvents();\n this._finish();\n };\n /**\n * Aborts the loading of this resource, with an optional message.\n * @param {string} message - The message to use for the error\n */\n LoaderResource.prototype.abort = function (message) {\n // abort can be called multiple times, ignore subsequent calls.\n if (this.error) {\n return;\n }\n // store error\n this.error = new Error(message);\n // clear events before calling aborts\n this._clearEvents();\n // abort the actual loading\n if (this.xhr) {\n this.xhr.abort();\n }\n else if (this.xdr) {\n this.xdr.abort();\n }\n else if (this.data) {\n // single source\n if (this.data.src) {\n this.data.src = LoaderResource.EMPTY_GIF;\n }\n // multi-source\n else {\n while (this.data.firstChild) {\n this.data.removeChild(this.data.firstChild);\n }\n }\n }\n // done now.\n this._finish();\n };\n /**\n * Kicks off loading of this resource. This method is asynchronous.\n * @param {PIXI.LoaderResource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded.\n */\n LoaderResource.prototype.load = function (cb) {\n var _this = this;\n if (this.isLoading) {\n return;\n }\n if (this.isComplete) {\n if (cb) {\n setTimeout(function () { return cb(_this); }, 1);\n }\n return;\n }\n else if (cb) {\n this.onComplete.once(cb);\n }\n this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, true);\n this.onStart.dispatch(this);\n // if unset, determine the value\n if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') {\n this.crossOrigin = this._determineCrossOrigin(this.url);\n }\n switch (this.loadType) {\n case LoaderResource.LOAD_TYPE.IMAGE:\n this.type = LoaderResource.TYPE.IMAGE;\n this._loadElement('image');\n break;\n case LoaderResource.LOAD_TYPE.AUDIO:\n this.type = LoaderResource.TYPE.AUDIO;\n this._loadSourceElement('audio');\n break;\n case LoaderResource.LOAD_TYPE.VIDEO:\n this.type = LoaderResource.TYPE.VIDEO;\n this._loadSourceElement('video');\n break;\n case LoaderResource.LOAD_TYPE.XHR:\n /* falls through */\n default:\n if (typeof useXdr === 'undefined') {\n useXdr = !!(globalThis.XDomainRequest && !('withCredentials' in (new XMLHttpRequest())));\n }\n if (useXdr && this.crossOrigin) {\n this._loadXdr();\n }\n else {\n this._loadXhr();\n }\n break;\n }\n };\n /**\n * Checks if the flag is set.\n * @param flag - The flag to check.\n * @returns True if the flag is set.\n */\n LoaderResource.prototype._hasFlag = function (flag) {\n return (this._flags & flag) !== 0;\n };\n /**\n * (Un)Sets the flag.\n * @param flag - The flag to (un)set.\n * @param value - Whether to set or (un)set the flag.\n */\n LoaderResource.prototype._setFlag = function (flag, value) {\n this._flags = value ? (this._flags | flag) : (this._flags & ~flag);\n };\n /** Clears all the events from the underlying loading source. */\n LoaderResource.prototype._clearEvents = function () {\n clearTimeout(this._elementTimer);\n if (this.data && this.data.removeEventListener) {\n this.data.removeEventListener('error', this._boundOnError, false);\n this.data.removeEventListener('load', this._boundComplete, false);\n this.data.removeEventListener('progress', this._boundOnProgress, false);\n this.data.removeEventListener('canplaythrough', this._boundComplete, false);\n }\n if (this.xhr) {\n if (this.xhr.removeEventListener) {\n this.xhr.removeEventListener('error', this._boundXhrOnError, false);\n this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false);\n this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false);\n this.xhr.removeEventListener('progress', this._boundOnProgress, false);\n this.xhr.removeEventListener('load', this._boundXhrOnLoad, false);\n }\n else {\n this.xhr.onerror = null;\n this.xhr.ontimeout = null;\n this.xhr.onprogress = null;\n this.xhr.onload = null;\n }\n }\n };\n /** Finalizes the load. */\n LoaderResource.prototype._finish = function () {\n if (this.isComplete) {\n throw new Error('Complete called again for an already completed resource.');\n }\n this._setFlag(LoaderResource.STATUS_FLAGS.COMPLETE, true);\n this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, false);\n this.onComplete.dispatch(this);\n };\n /**\n * Loads this resources using an element that has a single source,\n * like an HTMLImageElement.\n * @private\n * @param type - The type of element to use.\n */\n LoaderResource.prototype._loadElement = function (type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n }\n else if (type === 'image' && typeof globalThis.Image !== 'undefined') {\n this.data = new Image();\n }\n else {\n this.data = document.createElement(type);\n }\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n if (!this.metadata.skipSource) {\n this.data.src = this.url;\n }\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n };\n /**\n * Loads this resources using an element that has multiple sources,\n * like an HTMLAudioElement or HTMLVideoElement.\n * @param type - The type of element to use.\n */\n LoaderResource.prototype._loadSourceElement = function (type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n }\n else if (type === 'audio' && typeof globalThis.Audio !== 'undefined') {\n this.data = new Audio();\n }\n else {\n this.data = document.createElement(type);\n }\n if (this.data === null) {\n this.abort(\"Unsupported element: \" + type);\n return;\n }\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n if (!this.metadata.skipSource) {\n // support for CocoonJS Canvas+ runtime, lacks document.createElement('source')\n if (navigator.isCocoonJS) {\n this.data.src = Array.isArray(this.url) ? this.url[0] : this.url;\n }\n else if (Array.isArray(this.url)) {\n var mimeTypes = this.metadata.mimeType;\n for (var i = 0; i < this.url.length; ++i) {\n this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes));\n }\n }\n else {\n var mimeTypes = this.metadata.mimeType;\n this.data.appendChild(this._createSource(type, this.url, Array.isArray(mimeTypes) ? mimeTypes[0] : mimeTypes));\n }\n }\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n this.data.addEventListener('canplaythrough', this._boundComplete, false);\n this.data.load();\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n };\n /** Loads this resources using an XMLHttpRequest. */\n LoaderResource.prototype._loadXhr = function () {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n var xhr = this.xhr = new XMLHttpRequest();\n // send credentials when crossOrigin with credentials requested\n if (this.crossOrigin === 'use-credentials') {\n xhr.withCredentials = true;\n }\n // set the request type and url\n xhr.open('GET', this.url, true);\n xhr.timeout = this.timeout;\n // load json as text and parse it ourselves. We do this because some browsers\n // *cough* safari *cough* can't deal with it.\n if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON\n || this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) {\n xhr.responseType = LoaderResource.XHR_RESPONSE_TYPE.TEXT;\n }\n else {\n xhr.responseType = this.xhrType;\n }\n xhr.addEventListener('error', this._boundXhrOnError, false);\n xhr.addEventListener('timeout', this._boundXhrOnTimeout, false);\n xhr.addEventListener('abort', this._boundXhrOnAbort, false);\n xhr.addEventListener('progress', this._boundOnProgress, false);\n xhr.addEventListener('load', this._boundXhrOnLoad, false);\n xhr.send();\n };\n /** Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross). */\n LoaderResource.prototype._loadXdr = function () {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n var xdr = this.xhr = new globalThis.XDomainRequest(); // eslint-disable-line no-undef\n // XDomainRequest has a few quirks. Occasionally it will abort requests\n // A way to avoid this is to make sure ALL callbacks are set even if not used\n // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9\n xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9\n xdr.onerror = this._boundXhrOnError;\n xdr.ontimeout = this._boundXhrOnTimeout;\n xdr.onprogress = this._boundOnProgress;\n xdr.onload = this._boundXhrOnLoad;\n xdr.open('GET', this.url, true);\n // Note: The xdr.send() call is wrapped in a timeout to prevent an\n // issue with the interface where some requests are lost if multiple\n // XDomainRequests are being sent at the same time.\n // Some info here: https://github.com/photonstorm/phaser/issues/1248\n setTimeout(function () { return xdr.send(); }, 1);\n };\n /**\n * Creates a source used in loading via an element.\n * @param type - The element type (video or audio).\n * @param url - The source URL to load from.\n * @param [mime] - The mime type of the video\n * @returns The source element.\n */\n LoaderResource.prototype._createSource = function (type, url, mime) {\n if (!mime) {\n mime = type + \"/\" + this._getExtension(url);\n }\n var source = document.createElement('source');\n source.src = url;\n source.type = mime;\n return source;\n };\n /**\n * Called if a load errors out.\n * @param event - The error event from the element that emits it.\n */\n LoaderResource.prototype._onError = function (event) {\n this.abort(\"Failed to load element using: \" + event.target.nodeName);\n };\n /**\n * Called if a load progress event fires for an element or xhr/xdr.\n * @param event - Progress event.\n */\n LoaderResource.prototype._onProgress = function (event) {\n if (event && event.lengthComputable) {\n this.onProgress.dispatch(this, event.loaded / event.total);\n }\n };\n /** Called if a timeout event fires for an element. */\n LoaderResource.prototype._onTimeout = function () {\n this.abort(\"Load timed out.\");\n };\n /** Called if an error event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnError = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request failed. Status: \" + xhr.status + \", text: \\\"\" + xhr.statusText + \"\\\"\");\n };\n /** Called if an error event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnTimeout = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request timed out.\");\n };\n /** Called if an abort event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnAbort = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request was aborted by the user.\");\n };\n /** Called when data successfully loads from an xhr/xdr request. */\n LoaderResource.prototype._xhrOnLoad = function () {\n var xhr = this.xhr;\n var text = '';\n var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200.\n // responseText is accessible only if responseType is '' or 'text' and on older browsers\n if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') {\n text = xhr.responseText;\n }\n // status can be 0 when using the `file://` protocol so we also check if a response is set.\n // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request.\n if (status === STATUS_NONE && (text.length > 0 || xhr.responseType === LoaderResource.XHR_RESPONSE_TYPE.BUFFER)) {\n status = STATUS_OK;\n }\n // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request\n else if (status === STATUS_IE_BUG_EMPTY) {\n status = STATUS_EMPTY;\n }\n var statusType = (status / 100) | 0;\n if (statusType === STATUS_TYPE_OK) {\n // if text, just return it\n if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.TEXT) {\n this.data = text;\n this.type = LoaderResource.TYPE.TEXT;\n }\n // if json, parse into json object\n else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON) {\n try {\n this.data = JSON.parse(text);\n this.type = LoaderResource.TYPE.JSON;\n }\n catch (e) {\n this.abort(\"Error trying to parse loaded json: \" + e);\n return;\n }\n }\n // if xml, parse into an xml document or div element\n else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) {\n try {\n if (globalThis.DOMParser) {\n var domparser = new DOMParser();\n this.data = domparser.parseFromString(text, 'text/xml');\n }\n else {\n var div = document.createElement('div');\n div.innerHTML = text;\n this.data = div;\n }\n this.type = LoaderResource.TYPE.XML;\n }\n catch (e$1) {\n this.abort(\"Error trying to parse loaded xml: \" + e$1);\n return;\n }\n }\n // other types just return the response\n else {\n this.data = xhr.response || text;\n }\n }\n else {\n this.abort(\"[\" + xhr.status + \"] \" + xhr.statusText + \": \" + xhr.responseURL);\n return;\n }\n this.complete();\n };\n /**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n * @private\n * @param url - The url to test.\n * @param [loc=globalThis.location] - The location object to test against.\n * @returns The crossOrigin value to use (or empty string for none).\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n LoaderResource.prototype._determineCrossOrigin = function (url, loc) {\n // data: and javascript: urls are considered same-origin\n if (url.indexOf('data:') === 0) {\n return '';\n }\n // A sandboxed iframe without the 'allow-same-origin' attribute will have a special\n // origin designed not to match globalThis.location.origin, and will always require\n // crossOrigin requests regardless of whether the location matches.\n if (globalThis.origin !== globalThis.location.origin) {\n return 'anonymous';\n }\n // default is globalThis.location\n loc = loc || globalThis.location;\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url;\n var parsedUrl = parseUri(tempAnchor.href, { strictMode: true });\n var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port);\n var protocol = parsedUrl.protocol ? parsedUrl.protocol + \":\" : '';\n // if cross origin\n if (parsedUrl.host !== loc.hostname || !samePort || protocol !== loc.protocol) {\n return 'anonymous';\n }\n return '';\n };\n /**\n * Determines the responseType of an XHR request based on the extension of the\n * resource being loaded.\n * @private\n * @returns {PIXI.LoaderResource.XHR_RESPONSE_TYPE} The responseType to use.\n */\n LoaderResource.prototype._determineXhrType = function () {\n return LoaderResource._xhrTypeMap[this.extension] || LoaderResource.XHR_RESPONSE_TYPE.TEXT;\n };\n /**\n * Determines the loadType of a resource based on the extension of the\n * resource being loaded.\n * @private\n * @returns {PIXI.LoaderResource.LOAD_TYPE} The loadType to use.\n */\n LoaderResource.prototype._determineLoadType = function () {\n return LoaderResource._loadTypeMap[this.extension] || LoaderResource.LOAD_TYPE.XHR;\n };\n /**\n * Extracts the extension (sans '.') of the file being loaded by the resource.\n * @param [url] - url to parse, `this.url` by default.\n * @returns The extension.\n */\n LoaderResource.prototype._getExtension = function (url) {\n if (url === void 0) { url = this.url; }\n var ext = '';\n if (this.isDataUrl) {\n var slashIndex = url.indexOf('/');\n ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex));\n }\n else {\n var queryStart = url.indexOf('?');\n var hashStart = url.indexOf('#');\n var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length);\n url = url.substring(0, index);\n ext = url.substring(url.lastIndexOf('.') + 1);\n }\n return ext.toLowerCase();\n };\n /**\n * Determines the mime type of an XHR request based on the responseType of\n * resource being loaded.\n * @param type - The type to get a mime type for.\n * @private\n * @returns The mime type to use.\n */\n LoaderResource.prototype._getMimeFromXhrType = function (type) {\n switch (type) {\n case LoaderResource.XHR_RESPONSE_TYPE.BUFFER:\n return 'application/octet-binary';\n case LoaderResource.XHR_RESPONSE_TYPE.BLOB:\n return 'application/blob';\n case LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT:\n return 'application/xml';\n case LoaderResource.XHR_RESPONSE_TYPE.JSON:\n return 'application/json';\n case LoaderResource.XHR_RESPONSE_TYPE.DEFAULT:\n case LoaderResource.XHR_RESPONSE_TYPE.TEXT:\n /* falls through */\n default:\n return 'text/plain';\n }\n };\n return LoaderResource;\n}());\n// eslint-disable-next-line @typescript-eslint/no-namespace\n(function (LoaderResource) {\n (function (STATUS_FLAGS) {\n /** None */\n STATUS_FLAGS[STATUS_FLAGS[\"NONE\"] = 0] = \"NONE\";\n /** Data URL */\n STATUS_FLAGS[STATUS_FLAGS[\"DATA_URL\"] = 1] = \"DATA_URL\";\n /** Complete */\n STATUS_FLAGS[STATUS_FLAGS[\"COMPLETE\"] = 2] = \"COMPLETE\";\n /** Loading */\n STATUS_FLAGS[STATUS_FLAGS[\"LOADING\"] = 4] = \"LOADING\";\n })(LoaderResource.STATUS_FLAGS || (LoaderResource.STATUS_FLAGS = {}));\n (function (TYPE) {\n /** Unknown */\n TYPE[TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n /** JSON */\n TYPE[TYPE[\"JSON\"] = 1] = \"JSON\";\n /** XML */\n TYPE[TYPE[\"XML\"] = 2] = \"XML\";\n /** Image */\n TYPE[TYPE[\"IMAGE\"] = 3] = \"IMAGE\";\n /** Audio */\n TYPE[TYPE[\"AUDIO\"] = 4] = \"AUDIO\";\n /** Video */\n TYPE[TYPE[\"VIDEO\"] = 5] = \"VIDEO\";\n /** Plain text */\n TYPE[TYPE[\"TEXT\"] = 6] = \"TEXT\";\n })(LoaderResource.TYPE || (LoaderResource.TYPE = {}));\n (function (LOAD_TYPE) {\n /** Uses XMLHttpRequest to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"XHR\"] = 1] = \"XHR\";\n /** Uses an `Image` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"IMAGE\"] = 2] = \"IMAGE\";\n /** Uses an `Audio` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"AUDIO\"] = 3] = \"AUDIO\";\n /** Uses a `Video` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"VIDEO\"] = 4] = \"VIDEO\";\n })(LoaderResource.LOAD_TYPE || (LoaderResource.LOAD_TYPE = {}));\n (function (XHR_RESPONSE_TYPE) {\n /** string */\n XHR_RESPONSE_TYPE[\"DEFAULT\"] = \"text\";\n /** ArrayBuffer */\n XHR_RESPONSE_TYPE[\"BUFFER\"] = \"arraybuffer\";\n /** Blob */\n XHR_RESPONSE_TYPE[\"BLOB\"] = \"blob\";\n /** Document */\n XHR_RESPONSE_TYPE[\"DOCUMENT\"] = \"document\";\n /** Object */\n XHR_RESPONSE_TYPE[\"JSON\"] = \"json\";\n /** String */\n XHR_RESPONSE_TYPE[\"TEXT\"] = \"text\";\n })(LoaderResource.XHR_RESPONSE_TYPE || (LoaderResource.XHR_RESPONSE_TYPE = {}));\n LoaderResource._loadTypeMap = {\n // images\n gif: LoaderResource.LOAD_TYPE.IMAGE,\n png: LoaderResource.LOAD_TYPE.IMAGE,\n bmp: LoaderResource.LOAD_TYPE.IMAGE,\n jpg: LoaderResource.LOAD_TYPE.IMAGE,\n jpeg: LoaderResource.LOAD_TYPE.IMAGE,\n tif: LoaderResource.LOAD_TYPE.IMAGE,\n tiff: LoaderResource.LOAD_TYPE.IMAGE,\n webp: LoaderResource.LOAD_TYPE.IMAGE,\n tga: LoaderResource.LOAD_TYPE.IMAGE,\n svg: LoaderResource.LOAD_TYPE.IMAGE,\n 'svg+xml': LoaderResource.LOAD_TYPE.IMAGE,\n // audio\n mp3: LoaderResource.LOAD_TYPE.AUDIO,\n ogg: LoaderResource.LOAD_TYPE.AUDIO,\n wav: LoaderResource.LOAD_TYPE.AUDIO,\n // videos\n mp4: LoaderResource.LOAD_TYPE.VIDEO,\n webm: LoaderResource.LOAD_TYPE.VIDEO,\n };\n LoaderResource._xhrTypeMap = {\n // xml\n xhtml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n html: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n htm: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n xml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n tmx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n svg: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component.\n // Since it is way less likely for people to be loading TypeScript files instead of Tiled files,\n // this should probably be fine.\n tsx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n // images\n gif: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n png: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n bmp: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n jpg: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n jpeg: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tif: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tiff: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n webp: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tga: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n // json\n json: LoaderResource.XHR_RESPONSE_TYPE.JSON,\n // text\n text: LoaderResource.XHR_RESPONSE_TYPE.TEXT,\n txt: LoaderResource.XHR_RESPONSE_TYPE.TEXT,\n // fonts\n ttf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER,\n otf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER,\n };\n // We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif\n LoaderResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw==';\n})(LoaderResource || (LoaderResource = {}));\n\n/**\n * Smaller version of the async library constructs.\n * @ignore\n */\nfunction _noop() {\n}\n/**\n * Ensures a function is only called once.\n * @ignore\n * @param {Function} fn - The function to wrap.\n * @returns {Function} The wrapping function.\n */\nfunction onlyOnce(fn) {\n return function onceWrapper() {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n if (fn === null) {\n throw new Error('Callback was already called.');\n }\n var callFn = fn;\n fn = null;\n callFn.apply(this, args);\n };\n}\n/**\n * @private\n * @memberof PIXI\n */\nvar AsyncQueueItem = /** @class */ (function () {\n /**\n * @param data\n * @param callback\n * @private\n */\n function AsyncQueueItem(data, callback) {\n this.data = data;\n this.callback = callback;\n }\n return AsyncQueueItem;\n}());\n/**\n * @private\n * @memberof PIXI\n */\nvar AsyncQueue = /** @class */ (function () {\n /**\n * @param worker\n * @param concurrency\n * @private\n */\n function AsyncQueue(worker, concurrency) {\n var _this = this;\n if (concurrency === void 0) { concurrency = 1; }\n this.workers = 0;\n this.saturated = _noop;\n this.unsaturated = _noop;\n this.empty = _noop;\n this.drain = _noop;\n this.error = _noop;\n this.started = false;\n this.paused = false;\n this._tasks = [];\n this._insert = function (data, insertAtFront, callback) {\n if (callback && typeof callback !== 'function') {\n throw new Error('task callback must be a function');\n }\n _this.started = true;\n // eslint-disable-next-line no-eq-null,eqeqeq\n if (data == null && _this.idle()) {\n // call drain immediately if there are no tasks\n setTimeout(function () { return _this.drain(); }, 1);\n return;\n }\n var item = new AsyncQueueItem(data, typeof callback === 'function' ? callback : _noop);\n if (insertAtFront) {\n _this._tasks.unshift(item);\n }\n else {\n _this._tasks.push(item);\n }\n setTimeout(_this.process, 1);\n };\n this.process = function () {\n while (!_this.paused && _this.workers < _this.concurrency && _this._tasks.length) {\n var task = _this._tasks.shift();\n if (_this._tasks.length === 0) {\n _this.empty();\n }\n _this.workers += 1;\n if (_this.workers === _this.concurrency) {\n _this.saturated();\n }\n _this._worker(task.data, onlyOnce(_this._next(task)));\n }\n };\n this._worker = worker;\n if (concurrency === 0) {\n throw new Error('Concurrency must not be zero');\n }\n this.concurrency = concurrency;\n this.buffer = concurrency / 4.0;\n }\n /**\n * @param task\n * @private\n */\n AsyncQueue.prototype._next = function (task) {\n var _this = this;\n return function () {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n _this.workers -= 1;\n task.callback.apply(task, args);\n // eslint-disable-next-line no-eq-null,eqeqeq\n if (args[0] != null) {\n _this.error(args[0], task.data);\n }\n if (_this.workers <= (_this.concurrency - _this.buffer)) {\n _this.unsaturated();\n }\n if (_this.idle()) {\n _this.drain();\n }\n _this.process();\n };\n };\n // That was in object\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n AsyncQueue.prototype.push = function (data, callback) {\n this._insert(data, false, callback);\n };\n AsyncQueue.prototype.kill = function () {\n this.workers = 0;\n this.drain = _noop;\n this.started = false;\n this._tasks = [];\n };\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n AsyncQueue.prototype.unshift = function (data, callback) {\n this._insert(data, true, callback);\n };\n AsyncQueue.prototype.length = function () {\n return this._tasks.length;\n };\n AsyncQueue.prototype.running = function () {\n return this.workers;\n };\n AsyncQueue.prototype.idle = function () {\n return this._tasks.length + this.workers === 0;\n };\n AsyncQueue.prototype.pause = function () {\n if (this.paused === true) {\n return;\n }\n this.paused = true;\n };\n AsyncQueue.prototype.resume = function () {\n if (this.paused === false) {\n return;\n }\n this.paused = false;\n // Need to call this.process once per concurrent\n // worker to preserve full concurrency after pause\n for (var w = 1; w <= this.concurrency; w++) {\n this.process();\n }\n };\n /**\n * Iterates an array in series.\n * @param {Array.<*>} array - Array to iterate.\n * @param {Function} iterator - Function to call for each element.\n * @param {Function} callback - Function to call when done, or on error.\n * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1.\n */\n AsyncQueue.eachSeries = function (array, iterator, callback, deferNext) {\n var i = 0;\n var len = array.length;\n function next(err) {\n if (err || i === len) {\n if (callback) {\n callback(err);\n }\n return;\n }\n if (deferNext) {\n setTimeout(function () {\n iterator(array[i++], next);\n }, 1);\n }\n else {\n iterator(array[i++], next);\n }\n }\n next();\n };\n /**\n * Async queue implementation,\n * @param {Function} worker - The worker function to call for each task.\n * @param {number} concurrency - How many workers to run in parrallel.\n * @returns {*} The async queue object.\n */\n AsyncQueue.queue = function (worker, concurrency) {\n return new AsyncQueue(worker, concurrency);\n };\n return AsyncQueue;\n}());\n\n// some constants\nvar MAX_PROGRESS = 100;\nvar rgxExtractUrlHash = /(#[\\w-]+)?$/;\n/**\n * The new loader, forked from Resource Loader by Chad Engler: https://github.com/englercj/resource-loader\n *\n * ```js\n * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use.\n * // or\n * const loader = new PIXI.Loader(); // You can also create your own if you want\n *\n * const sprites = {};\n *\n * // Chainable `add` to enqueue a resource\n * loader.add('bunny', 'data/bunny.png')\n * .add('spaceship', 'assets/spritesheet.json');\n * loader.add('scoreFont', 'assets/score.fnt');\n *\n * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource.\n * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc).\n * loader.pre(cachingMiddleware);\n *\n * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource.\n * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc).\n * loader.use(parsingMiddleware);\n *\n * // The `load` method loads the queue of resources, and calls the passed in callback called once all\n * // resources have loaded.\n * loader.load((loader, resources) => {\n * // resources is an object where the key is the name of the resource loaded and the value is the resource object.\n * // They have a couple default properties:\n * // - `url`: The URL that the resource was loaded from\n * // - `error`: The error that happened when trying to load (if any)\n * // - `data`: The raw data that was loaded\n * // also may contain other properties based on the middleware that runs.\n * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture);\n * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture);\n * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture);\n * });\n *\n * // throughout the process multiple signals can be dispatched.\n * loader.onProgress.add(() => {}); // called once per loaded/errored file\n * loader.onError.add(() => {}); // called once per errored file\n * loader.onLoad.add(() => {}); // called once per loaded file\n * loader.onComplete.add(() => {}); // called once when the queued resources all load.\n * ```\n * @memberof PIXI\n */\nvar Loader = /** @class */ (function () {\n /**\n * @param baseUrl - The base url for all resources loaded by this loader.\n * @param concurrency - The number of resources to load concurrently.\n */\n function Loader(baseUrl, concurrency) {\n var _this = this;\n if (baseUrl === void 0) { baseUrl = ''; }\n if (concurrency === void 0) { concurrency = 10; }\n /** The progress percent of the loader going through the queue. */\n this.progress = 0;\n /** Loading state of the loader, true if it is currently loading resources. */\n this.loading = false;\n /**\n * A querystring to append to every URL added to the loader.\n *\n * This should be a valid query string *without* the question-mark (`?`). The loader will\n * also *not* escape values for you. Make sure to escape your parameters with\n * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property.\n * @example\n * const loader = new Loader();\n *\n * loader.defaultQueryString = 'user=me&password=secret';\n *\n * // This will request 'image.png?user=me&password=secret'\n * loader.add('image.png').load();\n *\n * loader.reset();\n *\n * // This will request 'image.png?v=1&user=me&password=secret'\n * loader.add('iamge.png?v=1').load();\n */\n this.defaultQueryString = '';\n /** The middleware to run before loading each resource. */\n this._beforeMiddleware = [];\n /** The middleware to run after loading each resource. */\n this._afterMiddleware = [];\n /** The tracks the resources we are currently completing parsing for. */\n this._resourcesParsing = [];\n /**\n * The `_loadResource` function bound with this object context.\n * @param r - The resource to load\n * @param d - The dequeue function\n */\n this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); };\n /** All the resources for this loader keyed by name. */\n this.resources = {};\n this.baseUrl = baseUrl;\n this._beforeMiddleware = [];\n this._afterMiddleware = [];\n this._resourcesParsing = [];\n this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); };\n this._queue = AsyncQueue.queue(this._boundLoadResource, concurrency);\n this._queue.pause();\n this.resources = {};\n this.onProgress = new Signal();\n this.onError = new Signal();\n this.onLoad = new Signal();\n this.onStart = new Signal();\n this.onComplete = new Signal();\n for (var i = 0; i < Loader._plugins.length; ++i) {\n var plugin = Loader._plugins[i];\n var pre = plugin.pre, use = plugin.use;\n if (pre) {\n this.pre(pre);\n }\n if (use) {\n this.use(use);\n }\n }\n this._protected = false;\n }\n /**\n * Same as add, params have strict order\n * @private\n * @param name - The name of the resource to load.\n * @param url - The url for this resource, relative to the baseUrl of this loader.\n * @param options - The options for the load.\n * @param callback - Function to call when this specific resource completes loading.\n * @returns The loader itself.\n */\n Loader.prototype._add = function (name, url, options, callback) {\n // if loading already you can only add resources that have a parent.\n if (this.loading && (!options || !options.parentResource)) {\n throw new Error('Cannot add resources while the loader is running.');\n }\n // check if resource already exists.\n if (this.resources[name]) {\n throw new Error(\"Resource named \\\"\" + name + \"\\\" already exists.\");\n }\n // add base url if this isn't an absolute url\n url = this._prepareUrl(url);\n // create the store the resource\n this.resources[name] = new LoaderResource(name, url, options);\n if (typeof callback === 'function') {\n this.resources[name].onAfterMiddleware.once(callback);\n }\n // if actively loading, make sure to adjust progress chunks for that parent and its children\n if (this.loading) {\n var parent = options.parentResource;\n var incompleteChildren = [];\n for (var i = 0; i < parent.children.length; ++i) {\n if (!parent.children[i].isComplete) {\n incompleteChildren.push(parent.children[i]);\n }\n }\n var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent\n var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child\n parent.children.push(this.resources[name]);\n parent.progressChunk = eachChunk;\n for (var i = 0; i < incompleteChildren.length; ++i) {\n incompleteChildren[i].progressChunk = eachChunk;\n }\n this.resources[name].progressChunk = eachChunk;\n }\n // add the resource to the queue\n this._queue.push(this.resources[name]);\n return this;\n };\n /* eslint-enable require-jsdoc,valid-jsdoc */\n /**\n * Sets up a middleware function that will run *before* the\n * resource is loaded.\n * @param fn - The middleware function to register.\n * @returns The loader itself.\n */\n Loader.prototype.pre = function (fn) {\n this._beforeMiddleware.push(fn);\n return this;\n };\n /**\n * Sets up a middleware function that will run *after* the\n * resource is loaded.\n * @param fn - The middleware function to register.\n * @returns The loader itself.\n */\n Loader.prototype.use = function (fn) {\n this._afterMiddleware.push(fn);\n return this;\n };\n /**\n * Resets the queue of the loader to prepare for a new load.\n * @returns The loader itself.\n */\n Loader.prototype.reset = function () {\n this.progress = 0;\n this.loading = false;\n this._queue.kill();\n this._queue.pause();\n // abort all resource loads\n for (var k in this.resources) {\n var res = this.resources[k];\n if (res._onLoadBinding) {\n res._onLoadBinding.detach();\n }\n if (res.isLoading) {\n res.abort('loader reset');\n }\n }\n this.resources = {};\n return this;\n };\n /**\n * Starts loading the queued resources.\n * @param cb - Optional callback that will be bound to the `complete` event.\n * @returns The loader itself.\n */\n Loader.prototype.load = function (cb) {\n deprecation('6.5.0', '@pixi/loaders is being replaced with @pixi/assets in the next major release.');\n // register complete callback if they pass one\n if (typeof cb === 'function') {\n this.onComplete.once(cb);\n }\n // if the queue has already started we are done here\n if (this.loading) {\n return this;\n }\n if (this._queue.idle()) {\n this._onStart();\n this._onComplete();\n }\n else {\n // distribute progress chunks\n var numTasks = this._queue._tasks.length;\n var chunk = MAX_PROGRESS / numTasks;\n for (var i = 0; i < this._queue._tasks.length; ++i) {\n this._queue._tasks[i].data.progressChunk = chunk;\n }\n // notify we are starting\n this._onStart();\n // start loading\n this._queue.resume();\n }\n return this;\n };\n Object.defineProperty(Loader.prototype, \"concurrency\", {\n /**\n * The number of resources to load concurrently.\n * @default 10\n */\n get: function () {\n return this._queue.concurrency;\n },\n set: function (concurrency) {\n this._queue.concurrency = concurrency;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Prepares a url for usage based on the configuration of this object\n * @param url - The url to prepare.\n * @returns The prepared url.\n */\n Loader.prototype._prepareUrl = function (url) {\n var parsedUrl = parseUri(url, { strictMode: true });\n var result;\n // absolute url, just use it as is.\n if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) {\n result = url;\n }\n // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween\n else if (this.baseUrl.length\n && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1\n && url.charAt(0) !== '/') {\n result = this.baseUrl + \"/\" + url;\n }\n else {\n result = this.baseUrl + url;\n }\n // if we need to add a default querystring, there is a bit more work\n if (this.defaultQueryString) {\n var hash = rgxExtractUrlHash.exec(result)[0];\n result = result.slice(0, result.length - hash.length);\n if (result.indexOf('?') !== -1) {\n result += \"&\" + this.defaultQueryString;\n }\n else {\n result += \"?\" + this.defaultQueryString;\n }\n result += hash;\n }\n return result;\n };\n /**\n * Loads a single resource.\n * @param resource - The resource to load.\n * @param dequeue - The function to call when we need to dequeue this item.\n */\n Loader.prototype._loadResource = function (resource, dequeue) {\n var _this = this;\n resource._dequeue = dequeue;\n // run before middleware\n AsyncQueue.eachSeries(this._beforeMiddleware, function (fn, next) {\n fn.call(_this, resource, function () {\n // if the before middleware marks the resource as complete,\n // break and don't process any more before middleware\n next(resource.isComplete ? {} : null);\n });\n }, function () {\n if (resource.isComplete) {\n _this._onLoad(resource);\n }\n else {\n resource._onLoadBinding = resource.onComplete.once(_this._onLoad, _this);\n resource.load();\n }\n }, true);\n };\n /** Called once loading has started. */\n Loader.prototype._onStart = function () {\n this.progress = 0;\n this.loading = true;\n this.onStart.dispatch(this);\n };\n /** Called once each resource has loaded. */\n Loader.prototype._onComplete = function () {\n this.progress = MAX_PROGRESS;\n this.loading = false;\n this.onComplete.dispatch(this, this.resources);\n };\n /**\n * Called each time a resources is loaded.\n * @param resource - The resource that was loaded\n */\n Loader.prototype._onLoad = function (resource) {\n var _this = this;\n resource._onLoadBinding = null;\n // remove this resource from the async queue, and add it to our list of resources that are being parsed\n this._resourcesParsing.push(resource);\n resource._dequeue();\n // run all the after middleware for this resource\n AsyncQueue.eachSeries(this._afterMiddleware, function (fn, next) {\n fn.call(_this, resource, next);\n }, function () {\n resource.onAfterMiddleware.dispatch(resource);\n _this.progress = Math.min(MAX_PROGRESS, _this.progress + resource.progressChunk);\n _this.onProgress.dispatch(_this, resource);\n if (resource.error) {\n _this.onError.dispatch(resource.error, _this, resource);\n }\n else {\n _this.onLoad.dispatch(_this, resource);\n }\n _this._resourcesParsing.splice(_this._resourcesParsing.indexOf(resource), 1);\n // do completion check\n if (_this._queue.idle() && _this._resourcesParsing.length === 0) {\n _this._onComplete();\n }\n }, true);\n };\n /** Destroy the loader, removes references. */\n Loader.prototype.destroy = function () {\n if (!this._protected) {\n this.reset();\n }\n };\n Object.defineProperty(Loader, \"shared\", {\n /** A premade instance of the loader that can be used to load resources. */\n get: function () {\n var shared = Loader._shared;\n if (!shared) {\n shared = new Loader();\n shared._protected = true;\n Loader._shared = shared;\n }\n return shared;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Use the {@link PIXI.extensions.add} API to register plugins.\n * @deprecated since 6.5.0\n * @param plugin - The plugin to add\n * @returns Reference to PIXI.Loader for chaining\n */\n Loader.registerPlugin = function (plugin) {\n deprecation('6.5.0', 'Loader.registerPlugin() is deprecated, use extensions.add() instead.');\n extensions.add({\n type: ExtensionType.Loader,\n ref: plugin,\n });\n return Loader;\n };\n Loader._plugins = [];\n return Loader;\n}());\nextensions.handleByList(ExtensionType.Loader, Loader._plugins);\nLoader.prototype.add = function add(name, url, options, callback) {\n // special case of an array of objects or urls\n if (Array.isArray(name)) {\n for (var i = 0; i < name.length; ++i) {\n this.add(name[i]);\n }\n return this;\n }\n // if an object is passed instead of params\n if (typeof name === 'object') {\n options = name;\n callback = url || options.callback || options.onComplete;\n url = options.url;\n name = options.name || options.key || options.url;\n }\n // case where no name is passed shift all args over by one.\n if (typeof url !== 'string') {\n callback = options;\n options = url;\n url = name;\n }\n // now that we shifted make sure we have a proper url.\n if (typeof url !== 'string') {\n throw new Error('No url passed to add resource to loader.');\n }\n // options are optional so people might pass a function and no options\n if (typeof options === 'function') {\n callback = options;\n options = null;\n }\n return this._add(name, url, options, callback);\n};\n\n/**\n * Application plugin for supporting loader option. Installing the LoaderPlugin\n * is not necessary if using **pixi.js** or **pixi.js-legacy**.\n * @example\n * import {AppLoaderPlugin} from '@pixi/loaders';\n * import {extensions} from '@pixi/core';\n * extensions.add(AppLoaderPlugin);\n * @memberof PIXI\n */\nvar AppLoaderPlugin = /** @class */ (function () {\n function AppLoaderPlugin() {\n }\n /**\n * Called on application constructor\n * @param options\n * @private\n */\n AppLoaderPlugin.init = function (options) {\n options = Object.assign({\n sharedLoader: false,\n }, options);\n this.loader = options.sharedLoader ? Loader.shared : new Loader();\n };\n /**\n * Called when application destroyed\n * @private\n */\n AppLoaderPlugin.destroy = function () {\n if (this.loader) {\n this.loader.destroy();\n this.loader = null;\n }\n };\n /** @ignore */\n AppLoaderPlugin.extension = ExtensionType.Application;\n return AppLoaderPlugin;\n}());\n\n/**\n * Loader plugin for handling Texture resources.\n * @memberof PIXI\n */\nvar TextureLoader = /** @class */ (function () {\n function TextureLoader() {\n }\n /** Handle SVG elements a text, render with SVGResource. */\n TextureLoader.add = function () {\n LoaderResource.setExtensionLoadType('svg', LoaderResource.LOAD_TYPE.XHR);\n LoaderResource.setExtensionXhrType('svg', LoaderResource.XHR_RESPONSE_TYPE.TEXT);\n };\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param resource\n * @param {Function} next\n */\n TextureLoader.use = function (resource, next) {\n // create a new texture if the data is an Image object\n if (resource.data && (resource.type === LoaderResource.TYPE.IMAGE || resource.extension === 'svg')) {\n var data = resource.data, url = resource.url, name = resource.name, metadata = resource.metadata;\n Texture.fromLoader(data, url, name, metadata).then(function (texture) {\n resource.texture = texture;\n next();\n })\n // TODO: handle errors in Texture.fromLoader\n // so we can pass them to the Loader\n .catch(next);\n }\n else {\n next();\n }\n };\n /** @ignore */\n TextureLoader.extension = ExtensionType.Loader;\n return TextureLoader;\n}());\n\nvar _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=';\n/**\n * Encodes binary into base64.\n * @function encodeBinary\n * @param {string} input - The input data to encode.\n * @returns {string} The encoded base64 string\n */\nfunction encodeBinary(input) {\n var output = '';\n var inx = 0;\n while (inx < input.length) {\n // Fill byte buffer array\n var bytebuffer = [0, 0, 0];\n var encodedCharIndexes = [0, 0, 0, 0];\n for (var jnx = 0; jnx < bytebuffer.length; ++jnx) {\n if (inx < input.length) {\n // throw away high-order byte, as documented at:\n // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data\n bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff;\n }\n else {\n bytebuffer[jnx] = 0;\n }\n }\n // Get each encoded character, 6 bits at a time\n // index 1: first 6 bits\n encodedCharIndexes[0] = bytebuffer[0] >> 2;\n // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2)\n encodedCharIndexes[1] = ((bytebuffer[0] & 0x3) << 4) | (bytebuffer[1] >> 4);\n // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3)\n encodedCharIndexes[2] = ((bytebuffer[1] & 0x0f) << 2) | (bytebuffer[2] >> 6);\n // index 3: forth 6 bits (6 least significant bits from input byte 3)\n encodedCharIndexes[3] = bytebuffer[2] & 0x3f;\n // Determine whether padding happened, and adjust accordingly\n var paddingBytes = inx - (input.length - 1);\n switch (paddingBytes) {\n case 2:\n // Set last 2 characters to padding char\n encodedCharIndexes[3] = 64;\n encodedCharIndexes[2] = 64;\n break;\n case 1:\n // Set last character to padding char\n encodedCharIndexes[3] = 64;\n break;\n }\n // Now we will grab each appropriate character out of our keystring\n // based on our index array and append it to the output string\n for (var jnx = 0; jnx < encodedCharIndexes.length; ++jnx) {\n output += _keyStr.charAt(encodedCharIndexes[jnx]);\n }\n }\n return output;\n}\n\n/**\n * A middleware for transforming XHR loaded Blobs into more useful objects\n * @ignore\n * @function parsing\n * @example\n * import { Loader, middleware } from 'resource-loader';\n * const loader = new Loader();\n * loader.use(middleware.parsing);\n * @param resource - Current Resource\n * @param next - Callback when complete\n */\nfunction parsing(resource, next) {\n if (!resource.data) {\n next();\n return;\n }\n // if this was an XHR load of a blob\n if (resource.xhr && resource.xhrType === LoaderResource.XHR_RESPONSE_TYPE.BLOB) {\n // if there is no blob support we probably got a binary string back\n if (!self.Blob || typeof resource.data === 'string') {\n var type = resource.xhr.getResponseHeader('content-type');\n // this is an image, convert the binary string into a data url\n if (type && type.indexOf('image') === 0) {\n resource.data = new Image();\n resource.data.src = \"data:\" + type + \";base64,\" + encodeBinary(resource.xhr.responseText);\n resource.type = LoaderResource.TYPE.IMAGE;\n // wait until the image loads and then callback\n resource.data.onload = function () {\n resource.data.onload = null;\n next();\n };\n // next will be called on load\n return;\n }\n }\n // if content type says this is an image, then we should transform the blob into an Image object\n else if (resource.data.type.indexOf('image') === 0) {\n var Url_1 = globalThis.URL || globalThis.webkitURL;\n var src_1 = Url_1.createObjectURL(resource.data);\n resource.blob = resource.data;\n resource.data = new Image();\n resource.data.src = src_1;\n resource.type = LoaderResource.TYPE.IMAGE;\n // cleanup the no longer used blob after the image loads\n // TODO: Is this correct? Will the image be invalid after revoking?\n resource.data.onload = function () {\n Url_1.revokeObjectURL(src_1);\n resource.data.onload = null;\n next();\n };\n // next will be called on load.\n return;\n }\n }\n next();\n}\n\n/**\n * Parse any blob into more usable objects (e.g. Image).\n * @memberof PIXI\n */\nvar ParsingLoader = /** @class */ (function () {\n function ParsingLoader() {\n }\n /** @ignore */\n ParsingLoader.extension = ExtensionType.Loader;\n ParsingLoader.use = parsing;\n return ParsingLoader;\n}());\n\nextensions.add(TextureLoader, ParsingLoader);\n\nexport { AppLoaderPlugin, Loader, LoaderResource, TextureLoader };\n//# sourceMappingURL=loaders.mjs.map\n","/*!\n * @pixi/compressed-textures - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/compressed-textures is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { ViewableBuffer, BufferResource, ExtensionType, Texture, BaseTexture } from '@pixi/core';\nimport { LoaderResource } from '@pixi/loaders';\nimport { url } from '@pixi/utils';\nimport { MIPMAP_MODES, ALPHA_MODES, TYPES, FORMATS } from '@pixi/constants';\n\nvar _a$2;\n/**\n * WebGL internal formats, including compressed texture formats provided by extensions\n * @memberof PIXI\n * @static\n * @name INTERNAL_FORMATS\n * @enum {number}\n * @property {number} [COMPRESSED_RGB_S3TC_DXT1_EXT=0x83F0] -\n * @property {number} [COMPRESSED_RGBA_S3TC_DXT1_EXT=0x83F1] -\n * @property {number} [COMPRESSED_RGBA_S3TC_DXT3_EXT=0x83F2] -\n * @property {number} [COMPRESSED_RGBA_S3TC_DXT5_EXT=0x83F3] -\n * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT=35917] -\n * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT=35918] -\n * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT=35919] -\n * @property {number} [COMPRESSED_SRGB_S3TC_DXT1_EXT=35916] -\n * @property {number} [COMPRESSED_R11_EAC=0x9270] -\n * @property {number} [COMPRESSED_SIGNED_R11_EAC=0x9271] -\n * @property {number} [COMPRESSED_RG11_EAC=0x9272] -\n * @property {number} [COMPRESSED_SIGNED_RG11_EAC=0x9273] -\n * @property {number} [COMPRESSED_RGB8_ETC2=0x9274] -\n * @property {number} [COMPRESSED_RGBA8_ETC2_EAC=0x9278] -\n * @property {number} [COMPRESSED_SRGB8_ETC2=0x9275] -\n * @property {number} [COMPRESSED_SRGB8_ALPHA8_ETC2_EAC=0x9279] -\n * @property {number} [COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9276] -\n * @property {number} [COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9277] -\n * @property {number} [COMPRESSED_RGB_PVRTC_4BPPV1_IMG=0x8C00] -\n * @property {number} [COMPRESSED_RGBA_PVRTC_4BPPV1_IMG=0x8C02] -\n * @property {number} [COMPRESSED_RGB_PVRTC_2BPPV1_IMG=0x8C01] -\n * @property {number} [COMPRESSED_RGBA_PVRTC_2BPPV1_IMG=0x8C03] -\n * @property {number} [COMPRESSED_RGB_ETC1_WEBGL=0x8D64] -\n * @property {number} [COMPRESSED_RGB_ATC_WEBGL=0x8C92] -\n * @property {number} [COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL=0x8C92] -\n * @property {number} [COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL=0x87EE] -\n */\nvar INTERNAL_FORMATS;\n(function (INTERNAL_FORMATS) {\n // WEBGL_compressed_texture_s3tc\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_S3TC_DXT1_EXT\"] = 33776] = \"COMPRESSED_RGB_S3TC_DXT1_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_S3TC_DXT1_EXT\"] = 33777] = \"COMPRESSED_RGBA_S3TC_DXT1_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_S3TC_DXT3_EXT\"] = 33778] = \"COMPRESSED_RGBA_S3TC_DXT3_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_S3TC_DXT5_EXT\"] = 33779] = \"COMPRESSED_RGBA_S3TC_DXT5_EXT\";\n // WEBGL_compressed_texture_s3tc_srgb\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT\"] = 35917] = \"COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT\"] = 35918] = \"COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT\"] = 35919] = \"COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB_S3TC_DXT1_EXT\"] = 35916] = \"COMPRESSED_SRGB_S3TC_DXT1_EXT\";\n // WEBGL_compressed_texture_etc\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_R11_EAC\"] = 37488] = \"COMPRESSED_R11_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SIGNED_R11_EAC\"] = 37489] = \"COMPRESSED_SIGNED_R11_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RG11_EAC\"] = 37490] = \"COMPRESSED_RG11_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SIGNED_RG11_EAC\"] = 37491] = \"COMPRESSED_SIGNED_RG11_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB8_ETC2\"] = 37492] = \"COMPRESSED_RGB8_ETC2\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA8_ETC2_EAC\"] = 37496] = \"COMPRESSED_RGBA8_ETC2_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB8_ETC2\"] = 37493] = \"COMPRESSED_SRGB8_ETC2\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB8_ALPHA8_ETC2_EAC\"] = 37497] = \"COMPRESSED_SRGB8_ALPHA8_ETC2_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2\"] = 37494] = \"COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2\"] = 37495] = \"COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2\";\n // WEBGL_compressed_texture_pvrtc\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_PVRTC_4BPPV1_IMG\"] = 35840] = \"COMPRESSED_RGB_PVRTC_4BPPV1_IMG\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_PVRTC_4BPPV1_IMG\"] = 35842] = \"COMPRESSED_RGBA_PVRTC_4BPPV1_IMG\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_PVRTC_2BPPV1_IMG\"] = 35841] = \"COMPRESSED_RGB_PVRTC_2BPPV1_IMG\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_PVRTC_2BPPV1_IMG\"] = 35843] = \"COMPRESSED_RGBA_PVRTC_2BPPV1_IMG\";\n // WEBGL_compressed_texture_etc1\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_ETC1_WEBGL\"] = 36196] = \"COMPRESSED_RGB_ETC1_WEBGL\";\n // WEBGL_compressed_texture_atc\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_ATC_WEBGL\"] = 35986] = \"COMPRESSED_RGB_ATC_WEBGL\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL\"] = 35986] = \"COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL\"] = 34798] = \"COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL\";\n})(INTERNAL_FORMATS || (INTERNAL_FORMATS = {}));\n/**\n * Maps the compressed texture formats in {@link PIXI.INTERNAL_FORMATS} to the number of bytes taken by\n * each texel.\n * @memberof PIXI\n * @static\n * @ignore\n */\nvar INTERNAL_FORMAT_TO_BYTES_PER_PIXEL = (_a$2 = {},\n // WEBGL_compressed_texture_s3tc\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_S3TC_DXT1_EXT] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT] = 1,\n // WEBGL_compressed_texture_s3tc\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_S3TC_DXT1_EXT] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT] = 1,\n // WEBGL_compressed_texture_etc\n _a$2[INTERNAL_FORMATS.COMPRESSED_R11_EAC] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SIGNED_R11_EAC] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RG11_EAC] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SIGNED_RG11_EAC] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB8_ETC2] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA8_ETC2_EAC] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_ETC2] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5,\n // WEBGL_compressed_texture_pvrtc\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_4BPPV1_IMG] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_2BPPV1_IMG] = 0.25,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG] = 0.25,\n // WEBGL_compressed_texture_etc1\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_ETC1_WEBGL] = 0.5,\n // @see https://www.khronos.org/registry/OpenGL/extensions/AMD/AMD_compressed_ATC_texture.txt\n // WEBGL_compressed_texture_atc\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_ATC_WEBGL] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL] = 1,\n _a$2);\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nfunction __awaiter(thisArg, _arguments, P, generator) {\r\n function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\nfunction __generator(thisArg, body) {\r\n var _ = { label: 0, sent: function() { if (t[0] & 1) { throw t[1]; } return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n function verb(n) { return function (v) { return step([n, v]); }; }\r\n function step(op) {\r\n if (f) { throw new TypeError(\"Generator is already executing.\"); }\r\n while (_) { try {\r\n if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) { return t; }\r\n if (y = 0, t) { op = [op[0] & 2, t.value]; }\r\n switch (op[0]) {\r\n case 0: case 1: t = op; break;\r\n case 4: _.label++; return { value: op[1], done: false };\r\n case 5: _.label++; y = op[1]; op = [0]; continue;\r\n case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n default:\r\n if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n if (t[2]) { _.ops.pop(); }\r\n _.trys.pop(); continue;\r\n }\r\n op = body.call(thisArg, _);\r\n } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; } }\r\n if (op[0] & 5) { throw op[1]; } return { value: op[0] ? op[1] : void 0, done: true };\r\n }\r\n}\n\n/**\n * Resource that fetches texture data over the network and stores it in a buffer.\n * @class\n * @extends PIXI.Resource\n * @memberof PIXI\n */\nvar BlobResource = /** @class */ (function (_super) {\n __extends(BlobResource, _super);\n /**\n * @param {string} source - the URL of the texture file\n * @param {PIXI.IBlobOptions} options\n * @param {boolean}[options.autoLoad] - whether to fetch the data immediately;\n * you can fetch it later via {@link BlobResource#load}\n * @param {boolean}[options.width] - the width in pixels.\n * @param {boolean}[options.height] - the height in pixels.\n */\n function BlobResource(source, options) {\n if (options === void 0) { options = { width: 1, height: 1, autoLoad: true }; }\n var _this = this;\n var origin;\n var data;\n if (typeof source === 'string') {\n origin = source;\n data = new Uint8Array();\n }\n else {\n origin = null;\n data = source;\n }\n _this = _super.call(this, data, options) || this;\n /**\n * The URL of the texture file\n * @member {string}\n */\n _this.origin = origin;\n /**\n * The viewable buffer on the data\n * @member {ViewableBuffer}\n */\n // HINT: BlobResource allows \"null\" sources, assuming the child class provides an alternative\n _this.buffer = data ? new ViewableBuffer(data) : null;\n // Allow autoLoad = \"undefined\" still load the resource by default\n if (_this.origin && options.autoLoad !== false) {\n _this.load();\n }\n if (data && data.length) {\n _this.loaded = true;\n _this.onBlobLoaded(_this.buffer.rawBinaryData);\n }\n return _this;\n }\n BlobResource.prototype.onBlobLoaded = function (_data) {\n // TODO: Override this method\n };\n /** Loads the blob */\n BlobResource.prototype.load = function () {\n return __awaiter(this, void 0, Promise, function () {\n var response, blob, arrayBuffer;\n return __generator(this, function (_a) {\n switch (_a.label) {\n case 0: return [4 /*yield*/, fetch(this.origin)];\n case 1:\n response = _a.sent();\n return [4 /*yield*/, response.blob()];\n case 2:\n blob = _a.sent();\n return [4 /*yield*/, blob.arrayBuffer()];\n case 3:\n arrayBuffer = _a.sent();\n this.data = new Uint32Array(arrayBuffer);\n this.buffer = new ViewableBuffer(arrayBuffer);\n this.loaded = true;\n this.onBlobLoaded(arrayBuffer);\n this.update();\n return [2 /*return*/, this];\n }\n });\n });\n };\n return BlobResource;\n}(BufferResource));\n\n/**\n * Resource for compressed texture formats, as follows: S3TC/DXTn (& their sRGB formats), ATC, ASTC, ETC 1/2, PVRTC.\n *\n * Compressed textures improve performance when rendering is texture-bound. The texture data stays compressed in\n * graphics memory, increasing memory locality and speeding up texture fetches. These formats can also be used to store\n * more detail in the same amount of memory.\n *\n * For most developers, container file formats are a better abstraction instead of directly handling raw texture\n * data. PixiJS provides native support for the following texture file formats (via {@link PIXI.Loader}):\n *\n * **.dds** - the DirectDraw Surface file format stores DXTn (DXT-1,3,5) data. See {@link PIXI.DDSLoader}\n * **.ktx** - the Khronos Texture Container file format supports storing all the supported WebGL compression formats.\n * See {@link PIXI.KTXLoader}.\n * **.basis** - the BASIS supercompressed file format stores texture data in an internal format that is transcoded\n * to the compression format supported on the device at _runtime_. It also supports transcoding into a uncompressed\n * format as a fallback; you must install the `@pixi/basis-loader`, `@pixi/basis-transcoder` packages separately to\n * use these files. See {@link PIXI.BasisLoader}.\n *\n * The loaders for the aforementioned formats use `CompressedTextureResource` internally. It is strongly suggested that\n * they be used instead.\n *\n * ## Working directly with CompressedTextureResource\n *\n * Since `CompressedTextureResource` inherits `BlobResource`, you can provide it a URL pointing to a file containing\n * the raw texture data (with no file headers!):\n *\n * ```js\n * // The resource backing the texture data for your textures.\n * // NOTE: You can also provide a ArrayBufferView instead of a URL. This is used when loading data from a container file\n * // format such as KTX, DDS, or BASIS.\n * const compressedResource = new PIXI.CompressedTextureResource(\"bunny.dxt5\", {\n * format: PIXI.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n * width: 256,\n * height: 256\n * });\n *\n * // You can create a base-texture to the cache, so that future `Texture`s can be created using the `Texture.from` API.\n * const baseTexture = new PIXI.BaseTexture(compressedResource, { pmaMode: PIXI.ALPHA_MODES.NPM });\n *\n * // Create a Texture to add to the TextureCache\n * const texture = new PIXI.Texture(baseTexture);\n *\n * // Add baseTexture & texture to the global texture cache\n * PIXI.BaseTexture.addToCache(baseTexture, \"bunny.dxt5\");\n * PIXI.Texture.addToCache(texture, \"bunny.dxt5\");\n * ```\n * @memberof PIXI\n */\nvar CompressedTextureResource = /** @class */ (function (_super) {\n __extends(CompressedTextureResource, _super);\n /**\n * @param source - the buffer/URL holding the compressed texture data\n * @param options\n * @param {PIXI.INTERNAL_FORMATS} options.format - the compression format\n * @param {number} options.width - the image width in pixels.\n * @param {number} options.height - the image height in pixels.\n * @param {number} [options.level=1] - the mipmap levels stored in the compressed texture, including level 0.\n * @param {number} [options.levelBuffers] - the buffers for each mipmap level. `CompressedTextureResource` can allows you\n * to pass `null` for `source`, for cases where each level is stored in non-contiguous memory.\n */\n function CompressedTextureResource(source, options) {\n var _this = _super.call(this, source, options) || this;\n _this.format = options.format;\n _this.levels = options.levels || 1;\n _this._width = options.width;\n _this._height = options.height;\n _this._extension = CompressedTextureResource._formatToExtension(_this.format);\n if (options.levelBuffers || _this.buffer) {\n // ViewableBuffer doesn't support byteOffset :-( so allow source to be Uint8Array\n _this._levelBuffers = options.levelBuffers\n || CompressedTextureResource._createLevelBuffers(source instanceof Uint8Array ? source : _this.buffer.uint8View, _this.format, _this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode\n _this.width, _this.height);\n }\n return _this;\n }\n /**\n * @override\n * @param renderer - A reference to the current renderer\n * @param _texture - the texture\n * @param _glTexture - texture instance for this webgl context\n */\n CompressedTextureResource.prototype.upload = function (renderer, _texture, _glTexture) {\n var gl = renderer.gl;\n var extension = renderer.context.extensions[this._extension];\n if (!extension) {\n throw new Error(this._extension + \" textures are not supported on the current machine\");\n }\n if (!this._levelBuffers) {\n // Do not try to upload data before BlobResource loads, unless the levelBuffers were provided directly!\n return false;\n }\n for (var i = 0, j = this.levels; i < j; i++) {\n var _a = this._levelBuffers[i], levelID = _a.levelID, levelWidth = _a.levelWidth, levelHeight = _a.levelHeight, levelBuffer = _a.levelBuffer;\n gl.compressedTexImage2D(gl.TEXTURE_2D, levelID, this.format, levelWidth, levelHeight, 0, levelBuffer);\n }\n return true;\n };\n /** @protected */\n CompressedTextureResource.prototype.onBlobLoaded = function () {\n this._levelBuffers = CompressedTextureResource._createLevelBuffers(this.buffer.uint8View, this.format, this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode\n this.width, this.height);\n };\n /**\n * Returns the key (to ContextSystem#extensions) for the WebGL extension supporting the compression format\n * @private\n * @param format - the compression format to get the extension for.\n */\n CompressedTextureResource._formatToExtension = function (format) {\n if (format >= 0x83F0 && format <= 0x83F3) {\n return 's3tc';\n }\n else if (format >= 0x9270 && format <= 0x9279) {\n return 'etc';\n }\n else if (format >= 0x8C00 && format <= 0x8C03) {\n return 'pvrtc';\n }\n else if (format >= 0x8D64) {\n return 'etc1';\n }\n else if (format >= 0x8C92 && format <= 0x87EE) {\n return 'atc';\n }\n throw new Error('Invalid (compressed) texture format given!');\n };\n /**\n * Pre-creates buffer views for each mipmap level\n * @private\n * @param buffer -\n * @param format - compression formats\n * @param levels - mipmap levels\n * @param blockWidth -\n * @param blockHeight -\n * @param imageWidth - width of the image in pixels\n * @param imageHeight - height of the image in pixels\n */\n CompressedTextureResource._createLevelBuffers = function (buffer, format, levels, blockWidth, blockHeight, imageWidth, imageHeight) {\n // The byte-size of the first level buffer\n var buffers = new Array(levels);\n var offset = buffer.byteOffset;\n var levelWidth = imageWidth;\n var levelHeight = imageHeight;\n var alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1);\n var alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1);\n var levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format];\n for (var i = 0; i < levels; i++) {\n buffers[i] = {\n levelID: i,\n levelWidth: levels > 1 ? levelWidth : alignedLevelWidth,\n levelHeight: levels > 1 ? levelHeight : alignedLevelHeight,\n levelBuffer: new Uint8Array(buffer.buffer, offset, levelSize)\n };\n offset += levelSize;\n // Calculate levelBuffer dimensions for next iteration\n levelWidth = (levelWidth >> 1) || 1;\n levelHeight = (levelHeight >> 1) || 1;\n alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1);\n alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1);\n levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format];\n }\n return buffers;\n };\n return CompressedTextureResource;\n}(BlobResource));\n\n/* eslint-enable camelcase */\n/**\n * Loader plugin for handling compressed textures for all platforms.\n * @class\n * @memberof PIXI\n * @implements {PIXI.ILoaderPlugin}\n */\nvar CompressedTextureLoader = /** @class */ (function () {\n function CompressedTextureLoader() {\n }\n /**\n * Called after a compressed-textures manifest is loaded.\n *\n * This will then load the correct compression format for the device. Your manifest should adhere\n * to the following schema:\n *\n * ```js\n * import { INTERNAL_FORMATS } from '@pixi/constants';\n *\n * type CompressedTextureManifest = {\n * textures: Array<{ src: string, format?: keyof INTERNAL_FORMATS}>,\n * cacheID: string;\n * };\n * ```\n *\n * This is an example of a .json manifest file\n *\n * ```json\n * {\n * \"cacheID\":\"asset\",\n * \"textures\":[\n * { \"src\":\"asset.fallback.png\" },\n * { \"format\":\"COMPRESSED_RGBA_S3TC_DXT5_EXT\", \"src\":\"asset.s3tc.ktx\" },\n * { \"format\":\"COMPRESSED_RGBA8_ETC2_EAC\", \"src\":\"asset.etc.ktx\" },\n * { \"format\":\"RGBA_PVRTC_4BPPV1_IMG\", \"src\":\"asset.pvrtc.ktx\" }\n * ]\n * }\n * ```\n */\n CompressedTextureLoader.use = function (resource, next) {\n var data = resource.data;\n var loader = this;\n if (resource.type === LoaderResource.TYPE.JSON\n && data\n && data.cacheID\n && data.textures) {\n var textures = data.textures;\n var textureURL = void 0;\n var fallbackURL = void 0;\n // Search for an extension that holds one the formats\n for (var i = 0, j = textures.length; i < j; i++) {\n var texture = textures[i];\n var url_1 = texture.src;\n var format = texture.format;\n if (!format) {\n fallbackURL = url_1;\n }\n if (CompressedTextureLoader.textureFormats[format]) {\n textureURL = url_1;\n break;\n }\n }\n textureURL = textureURL || fallbackURL;\n // Make sure we have a URL\n if (!textureURL) {\n next(new Error(\"Cannot load compressed-textures in \" + resource.url + \", make sure you provide a fallback\"));\n return;\n }\n if (textureURL === resource.url) {\n // Prevent infinite loops\n next(new Error('URL of compressed texture cannot be the same as the manifest\\'s URL'));\n return;\n }\n var loadOptions = {\n crossOrigin: resource.crossOrigin,\n metadata: resource.metadata.imageMetadata,\n parentResource: resource\n };\n var resourcePath = url.resolve(resource.url.replace(loader.baseUrl, ''), textureURL);\n var resourceName = data.cacheID;\n // The appropriate loader should register the texture\n loader.add(resourceName, resourcePath, loadOptions, function (res) {\n if (res.error) {\n next(res.error);\n return;\n }\n var _a = res.texture, texture = _a === void 0 ? null : _a, _b = res.textures, textures = _b === void 0 ? {} : _b;\n // Make sure texture/textures is assigned to parent resource\n Object.assign(resource, { texture: texture, textures: textures });\n // Pass along any error\n next();\n });\n }\n else {\n next();\n }\n };\n Object.defineProperty(CompressedTextureLoader, \"textureExtensions\", {\n /** Map of available texture extensions. */\n get: function () {\n if (!CompressedTextureLoader._textureExtensions) {\n // Auto-detect WebGL compressed-texture extensions\n var canvas = document.createElement('canvas');\n var gl = canvas.getContext('webgl');\n if (!gl) {\n console.warn('WebGL not available for compressed textures. Silently failing.');\n return {};\n }\n var extensions = {\n s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'),\n s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'),\n etc: gl.getExtension('WEBGL_compressed_texture_etc'),\n etc1: gl.getExtension('WEBGL_compressed_texture_etc1'),\n pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc')\n || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'),\n atc: gl.getExtension('WEBGL_compressed_texture_atc'),\n astc: gl.getExtension('WEBGL_compressed_texture_astc')\n };\n CompressedTextureLoader._textureExtensions = extensions;\n }\n return CompressedTextureLoader._textureExtensions;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(CompressedTextureLoader, \"textureFormats\", {\n /** Map of available texture formats. */\n get: function () {\n if (!CompressedTextureLoader._textureFormats) {\n var extensions = CompressedTextureLoader.textureExtensions;\n CompressedTextureLoader._textureFormats = {};\n // Assign all available compressed-texture formats\n for (var extensionName in extensions) {\n var extension = extensions[extensionName];\n if (!extension) {\n continue;\n }\n Object.assign(CompressedTextureLoader._textureFormats, Object.getPrototypeOf(extension));\n }\n }\n return CompressedTextureLoader._textureFormats;\n },\n enumerable: false,\n configurable: true\n });\n /** @ignore */\n CompressedTextureLoader.extension = ExtensionType.Loader;\n return CompressedTextureLoader;\n}());\n\n/**\n * Creates base-textures and textures for each compressed-texture resource and adds them into the global\n * texture cache. The first texture has two IDs - `${url}`, `${url}-1`; while the rest have an ID of the\n * form `${url}-i`.\n * @param url - the original address of the resources\n * @param resources - the resources backing texture data\n * @ignore\n */\nfunction registerCompressedTextures(url, resources, metadata) {\n var result = {\n textures: {},\n texture: null,\n };\n if (!resources) {\n return result;\n }\n var textures = resources.map(function (resource) {\n return (new Texture(new BaseTexture(resource, Object.assign({\n mipmap: MIPMAP_MODES.OFF,\n alphaMode: ALPHA_MODES.NO_PREMULTIPLIED_ALPHA\n }, metadata))));\n });\n textures.forEach(function (texture, i) {\n var baseTexture = texture.baseTexture;\n var cacheID = url + \"-\" + (i + 1);\n BaseTexture.addToCache(baseTexture, cacheID);\n Texture.addToCache(texture, cacheID);\n if (i === 0) {\n BaseTexture.addToCache(baseTexture, url);\n Texture.addToCache(texture, url);\n result.texture = texture;\n }\n result.textures[cacheID] = texture;\n });\n return result;\n}\n\nvar _a$1, _b$1;\nvar DDS_MAGIC_SIZE = 4;\nvar DDS_HEADER_SIZE = 124;\nvar DDS_HEADER_PF_SIZE = 32;\nvar DDS_HEADER_DX10_SIZE = 20;\n// DDS file format magic word\nvar DDS_MAGIC = 0x20534444;\n/**\n * DWORD offsets of the DDS file header fields (relative to file start).\n * @ignore\n */\nvar DDS_FIELDS = {\n SIZE: 1,\n FLAGS: 2,\n HEIGHT: 3,\n WIDTH: 4,\n MIPMAP_COUNT: 7,\n PIXEL_FORMAT: 19,\n};\n/**\n * DWORD offsets of the DDS PIXEL_FORMAT fields.\n * @ignore\n */\nvar DDS_PF_FIELDS = {\n SIZE: 0,\n FLAGS: 1,\n FOURCC: 2,\n RGB_BITCOUNT: 3,\n R_BIT_MASK: 4,\n G_BIT_MASK: 5,\n B_BIT_MASK: 6,\n A_BIT_MASK: 7\n};\n/**\n * DWORD offsets of the DDS_HEADER_DX10 fields.\n * @ignore\n */\nvar DDS_DX10_FIELDS = {\n DXGI_FORMAT: 0,\n RESOURCE_DIMENSION: 1,\n MISC_FLAG: 2,\n ARRAY_SIZE: 3,\n MISC_FLAGS2: 4\n};\n/**\n * @see https://docs.microsoft.com/en-us/windows/win32/api/dxgiformat/ne-dxgiformat-dxgi_format\n * @ignore\n */\n// This is way over-blown for us! Lend us a hand, and remove the ones that aren't used (but set the remaining\n// ones to their correct value)\nvar DXGI_FORMAT;\n(function (DXGI_FORMAT) {\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_UNKNOWN\"] = 0] = \"DXGI_FORMAT_UNKNOWN\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32A32_TYPELESS\"] = 1] = \"DXGI_FORMAT_R32G32B32A32_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32A32_FLOAT\"] = 2] = \"DXGI_FORMAT_R32G32B32A32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32A32_UINT\"] = 3] = \"DXGI_FORMAT_R32G32B32A32_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32A32_SINT\"] = 4] = \"DXGI_FORMAT_R32G32B32A32_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32_TYPELESS\"] = 5] = \"DXGI_FORMAT_R32G32B32_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32_FLOAT\"] = 6] = \"DXGI_FORMAT_R32G32B32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32_UINT\"] = 7] = \"DXGI_FORMAT_R32G32B32_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32_SINT\"] = 8] = \"DXGI_FORMAT_R32G32B32_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_TYPELESS\"] = 9] = \"DXGI_FORMAT_R16G16B16A16_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_FLOAT\"] = 10] = \"DXGI_FORMAT_R16G16B16A16_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_UNORM\"] = 11] = \"DXGI_FORMAT_R16G16B16A16_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_UINT\"] = 12] = \"DXGI_FORMAT_R16G16B16A16_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_SNORM\"] = 13] = \"DXGI_FORMAT_R16G16B16A16_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_SINT\"] = 14] = \"DXGI_FORMAT_R16G16B16A16_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32_TYPELESS\"] = 15] = \"DXGI_FORMAT_R32G32_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32_FLOAT\"] = 16] = \"DXGI_FORMAT_R32G32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32_UINT\"] = 17] = \"DXGI_FORMAT_R32G32_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32_SINT\"] = 18] = \"DXGI_FORMAT_R32G32_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G8X24_TYPELESS\"] = 19] = \"DXGI_FORMAT_R32G8X24_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_D32_FLOAT_S8X24_UINT\"] = 20] = \"DXGI_FORMAT_D32_FLOAT_S8X24_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS\"] = 21] = \"DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_X32_TYPELESS_G8X24_UINT\"] = 22] = \"DXGI_FORMAT_X32_TYPELESS_G8X24_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R10G10B10A2_TYPELESS\"] = 23] = \"DXGI_FORMAT_R10G10B10A2_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R10G10B10A2_UNORM\"] = 24] = \"DXGI_FORMAT_R10G10B10A2_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R10G10B10A2_UINT\"] = 25] = \"DXGI_FORMAT_R10G10B10A2_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R11G11B10_FLOAT\"] = 26] = \"DXGI_FORMAT_R11G11B10_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_TYPELESS\"] = 27] = \"DXGI_FORMAT_R8G8B8A8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_UNORM\"] = 28] = \"DXGI_FORMAT_R8G8B8A8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_UNORM_SRGB\"] = 29] = \"DXGI_FORMAT_R8G8B8A8_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_UINT\"] = 30] = \"DXGI_FORMAT_R8G8B8A8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_SNORM\"] = 31] = \"DXGI_FORMAT_R8G8B8A8_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_SINT\"] = 32] = \"DXGI_FORMAT_R8G8B8A8_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_TYPELESS\"] = 33] = \"DXGI_FORMAT_R16G16_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_FLOAT\"] = 34] = \"DXGI_FORMAT_R16G16_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_UNORM\"] = 35] = \"DXGI_FORMAT_R16G16_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_UINT\"] = 36] = \"DXGI_FORMAT_R16G16_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_SNORM\"] = 37] = \"DXGI_FORMAT_R16G16_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_SINT\"] = 38] = \"DXGI_FORMAT_R16G16_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_TYPELESS\"] = 39] = \"DXGI_FORMAT_R32_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_D32_FLOAT\"] = 40] = \"DXGI_FORMAT_D32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_FLOAT\"] = 41] = \"DXGI_FORMAT_R32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_UINT\"] = 42] = \"DXGI_FORMAT_R32_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_SINT\"] = 43] = \"DXGI_FORMAT_R32_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R24G8_TYPELESS\"] = 44] = \"DXGI_FORMAT_R24G8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_D24_UNORM_S8_UINT\"] = 45] = \"DXGI_FORMAT_D24_UNORM_S8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R24_UNORM_X8_TYPELESS\"] = 46] = \"DXGI_FORMAT_R24_UNORM_X8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_X24_TYPELESS_G8_UINT\"] = 47] = \"DXGI_FORMAT_X24_TYPELESS_G8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_TYPELESS\"] = 48] = \"DXGI_FORMAT_R8G8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_UNORM\"] = 49] = \"DXGI_FORMAT_R8G8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_UINT\"] = 50] = \"DXGI_FORMAT_R8G8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_SNORM\"] = 51] = \"DXGI_FORMAT_R8G8_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_SINT\"] = 52] = \"DXGI_FORMAT_R8G8_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_TYPELESS\"] = 53] = \"DXGI_FORMAT_R16_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_FLOAT\"] = 54] = \"DXGI_FORMAT_R16_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_D16_UNORM\"] = 55] = \"DXGI_FORMAT_D16_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_UNORM\"] = 56] = \"DXGI_FORMAT_R16_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_UINT\"] = 57] = \"DXGI_FORMAT_R16_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_SNORM\"] = 58] = \"DXGI_FORMAT_R16_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_SINT\"] = 59] = \"DXGI_FORMAT_R16_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_TYPELESS\"] = 60] = \"DXGI_FORMAT_R8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_UNORM\"] = 61] = \"DXGI_FORMAT_R8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_UINT\"] = 62] = \"DXGI_FORMAT_R8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_SNORM\"] = 63] = \"DXGI_FORMAT_R8_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_SINT\"] = 64] = \"DXGI_FORMAT_R8_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_A8_UNORM\"] = 65] = \"DXGI_FORMAT_A8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R1_UNORM\"] = 66] = \"DXGI_FORMAT_R1_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R9G9B9E5_SHAREDEXP\"] = 67] = \"DXGI_FORMAT_R9G9B9E5_SHAREDEXP\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_B8G8_UNORM\"] = 68] = \"DXGI_FORMAT_R8G8_B8G8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_G8R8_G8B8_UNORM\"] = 69] = \"DXGI_FORMAT_G8R8_G8B8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC1_TYPELESS\"] = 70] = \"DXGI_FORMAT_BC1_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC1_UNORM\"] = 71] = \"DXGI_FORMAT_BC1_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC1_UNORM_SRGB\"] = 72] = \"DXGI_FORMAT_BC1_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC2_TYPELESS\"] = 73] = \"DXGI_FORMAT_BC2_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC2_UNORM\"] = 74] = \"DXGI_FORMAT_BC2_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC2_UNORM_SRGB\"] = 75] = \"DXGI_FORMAT_BC2_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC3_TYPELESS\"] = 76] = \"DXGI_FORMAT_BC3_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC3_UNORM\"] = 77] = \"DXGI_FORMAT_BC3_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC3_UNORM_SRGB\"] = 78] = \"DXGI_FORMAT_BC3_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC4_TYPELESS\"] = 79] = \"DXGI_FORMAT_BC4_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC4_UNORM\"] = 80] = \"DXGI_FORMAT_BC4_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC4_SNORM\"] = 81] = \"DXGI_FORMAT_BC4_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC5_TYPELESS\"] = 82] = \"DXGI_FORMAT_BC5_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC5_UNORM\"] = 83] = \"DXGI_FORMAT_BC5_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC5_SNORM\"] = 84] = \"DXGI_FORMAT_BC5_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B5G6R5_UNORM\"] = 85] = \"DXGI_FORMAT_B5G6R5_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B5G5R5A1_UNORM\"] = 86] = \"DXGI_FORMAT_B5G5R5A1_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8A8_UNORM\"] = 87] = \"DXGI_FORMAT_B8G8R8A8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8X8_UNORM\"] = 88] = \"DXGI_FORMAT_B8G8R8X8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM\"] = 89] = \"DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8A8_TYPELESS\"] = 90] = \"DXGI_FORMAT_B8G8R8A8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8A8_UNORM_SRGB\"] = 91] = \"DXGI_FORMAT_B8G8R8A8_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8X8_TYPELESS\"] = 92] = \"DXGI_FORMAT_B8G8R8X8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8X8_UNORM_SRGB\"] = 93] = \"DXGI_FORMAT_B8G8R8X8_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC6H_TYPELESS\"] = 94] = \"DXGI_FORMAT_BC6H_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC6H_UF16\"] = 95] = \"DXGI_FORMAT_BC6H_UF16\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC6H_SF16\"] = 96] = \"DXGI_FORMAT_BC6H_SF16\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC7_TYPELESS\"] = 97] = \"DXGI_FORMAT_BC7_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC7_UNORM\"] = 98] = \"DXGI_FORMAT_BC7_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC7_UNORM_SRGB\"] = 99] = \"DXGI_FORMAT_BC7_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_AYUV\"] = 100] = \"DXGI_FORMAT_AYUV\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_Y410\"] = 101] = \"DXGI_FORMAT_Y410\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_Y416\"] = 102] = \"DXGI_FORMAT_Y416\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_NV12\"] = 103] = \"DXGI_FORMAT_NV12\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_P010\"] = 104] = \"DXGI_FORMAT_P010\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_P016\"] = 105] = \"DXGI_FORMAT_P016\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_420_OPAQUE\"] = 106] = \"DXGI_FORMAT_420_OPAQUE\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_YUY2\"] = 107] = \"DXGI_FORMAT_YUY2\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_Y210\"] = 108] = \"DXGI_FORMAT_Y210\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_Y216\"] = 109] = \"DXGI_FORMAT_Y216\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_NV11\"] = 110] = \"DXGI_FORMAT_NV11\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_AI44\"] = 111] = \"DXGI_FORMAT_AI44\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_IA44\"] = 112] = \"DXGI_FORMAT_IA44\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_P8\"] = 113] = \"DXGI_FORMAT_P8\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_A8P8\"] = 114] = \"DXGI_FORMAT_A8P8\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B4G4R4A4_UNORM\"] = 115] = \"DXGI_FORMAT_B4G4R4A4_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_P208\"] = 116] = \"DXGI_FORMAT_P208\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_V208\"] = 117] = \"DXGI_FORMAT_V208\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_V408\"] = 118] = \"DXGI_FORMAT_V408\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE\"] = 119] = \"DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE\"] = 120] = \"DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_FORCE_UINT\"] = 121] = \"DXGI_FORMAT_FORCE_UINT\";\n})(DXGI_FORMAT || (DXGI_FORMAT = {}));\n/**\n * Possible values of the field {@link DDS_DX10_FIELDS.RESOURCE_DIMENSION}\n * @ignore\n */\nvar D3D10_RESOURCE_DIMENSION;\n(function (D3D10_RESOURCE_DIMENSION) {\n D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION[\"DDS_DIMENSION_TEXTURE1D\"] = 2] = \"DDS_DIMENSION_TEXTURE1D\";\n D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION[\"DDS_DIMENSION_TEXTURE2D\"] = 3] = \"DDS_DIMENSION_TEXTURE2D\";\n D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION[\"DDS_DIMENSION_TEXTURE3D\"] = 6] = \"DDS_DIMENSION_TEXTURE3D\";\n})(D3D10_RESOURCE_DIMENSION || (D3D10_RESOURCE_DIMENSION = {}));\nvar PF_FLAGS = 1;\n// PIXEL_FORMAT flags\nvar DDPF_ALPHA = 0x2;\nvar DDPF_FOURCC = 0x4;\nvar DDPF_RGB = 0x40;\nvar DDPF_YUV = 0x200;\nvar DDPF_LUMINANCE = 0x20000;\n// Four character codes for DXTn formats\nvar FOURCC_DXT1 = 0x31545844;\nvar FOURCC_DXT3 = 0x33545844;\nvar FOURCC_DXT5 = 0x35545844;\nvar FOURCC_DX10 = 0x30315844;\n// Cubemap texture flag (for DDS_DX10_FIELDS.MISC_FLAG)\nvar DDS_RESOURCE_MISC_TEXTURECUBE = 0x4;\n/**\n * Maps `FOURCC_*` formats to internal formats (see {@link PIXI.INTERNAL_FORMATS}).\n * @ignore\n */\nvar FOURCC_TO_FORMAT = (_a$1 = {},\n _a$1[FOURCC_DXT1] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT,\n _a$1[FOURCC_DXT3] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT,\n _a$1[FOURCC_DXT5] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n _a$1);\n/**\n * Maps {@link DXGI_FORMAT} to types/internal-formats (see {@link PIXI.TYPES}, {@link PIXI.INTERNAL_FORMATS})\n * @ignore\n */\nvar DXGI_TO_FORMAT = (_b$1 = {},\n // WEBGL_compressed_texture_s3tc\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n // WEBGL_compressed_texture_s3tc_srgb\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT,\n _b$1);\n/**\n * @class\n * @memberof PIXI\n * @implements {PIXI.ILoaderPlugin}\n * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide\n */\n/**\n * Parses the DDS file header, generates base-textures, and puts them into the texture cache.\n * @param arrayBuffer\n */\nfunction parseDDS(arrayBuffer) {\n var data = new Uint32Array(arrayBuffer);\n var magicWord = data[0];\n if (magicWord !== DDS_MAGIC) {\n throw new Error('Invalid DDS file magic word');\n }\n var header = new Uint32Array(arrayBuffer, 0, DDS_HEADER_SIZE / Uint32Array.BYTES_PER_ELEMENT);\n // DDS header fields\n var height = header[DDS_FIELDS.HEIGHT];\n var width = header[DDS_FIELDS.WIDTH];\n var mipmapCount = header[DDS_FIELDS.MIPMAP_COUNT];\n // PIXEL_FORMAT fields\n var pixelFormat = new Uint32Array(arrayBuffer, DDS_FIELDS.PIXEL_FORMAT * Uint32Array.BYTES_PER_ELEMENT, DDS_HEADER_PF_SIZE / Uint32Array.BYTES_PER_ELEMENT);\n var formatFlags = pixelFormat[PF_FLAGS];\n // File contains compressed texture(s)\n if (formatFlags & DDPF_FOURCC) {\n var fourCC = pixelFormat[DDS_PF_FIELDS.FOURCC];\n // File contains one DXTn compressed texture\n if (fourCC !== FOURCC_DX10) {\n var internalFormat_1 = FOURCC_TO_FORMAT[fourCC];\n var dataOffset_1 = DDS_MAGIC_SIZE + DDS_HEADER_SIZE;\n var texData = new Uint8Array(arrayBuffer, dataOffset_1);\n var resource = new CompressedTextureResource(texData, {\n format: internalFormat_1,\n width: width,\n height: height,\n levels: mipmapCount // CompressedTextureResource will separate the levelBuffers for us!\n });\n return [resource];\n }\n // FOURCC_DX10 indicates there is a 20-byte DDS_HEADER_DX10 after DDS_HEADER\n var dx10Offset = DDS_MAGIC_SIZE + DDS_HEADER_SIZE;\n var dx10Header = new Uint32Array(data.buffer, dx10Offset, DDS_HEADER_DX10_SIZE / Uint32Array.BYTES_PER_ELEMENT);\n var dxgiFormat = dx10Header[DDS_DX10_FIELDS.DXGI_FORMAT];\n var resourceDimension = dx10Header[DDS_DX10_FIELDS.RESOURCE_DIMENSION];\n var miscFlag = dx10Header[DDS_DX10_FIELDS.MISC_FLAG];\n var arraySize = dx10Header[DDS_DX10_FIELDS.ARRAY_SIZE];\n // Map dxgiFormat to PIXI.INTERNAL_FORMATS\n var internalFormat_2 = DXGI_TO_FORMAT[dxgiFormat];\n if (internalFormat_2 === undefined) {\n throw new Error(\"DDSParser cannot parse texture data with DXGI format \" + dxgiFormat);\n }\n if (miscFlag === DDS_RESOURCE_MISC_TEXTURECUBE) {\n // FIXME: Anybody excited about cubemap compressed textures?\n throw new Error('DDSParser does not support cubemap textures');\n }\n if (resourceDimension === D3D10_RESOURCE_DIMENSION.DDS_DIMENSION_TEXTURE3D) {\n // FIXME: Anybody excited about 3D compressed textures?\n throw new Error('DDSParser does not supported 3D texture data');\n }\n // Uint8Array buffers of image data, including all mipmap levels in each image\n var imageBuffers = new Array();\n var dataOffset = DDS_MAGIC_SIZE\n + DDS_HEADER_SIZE\n + DDS_HEADER_DX10_SIZE;\n if (arraySize === 1) {\n // No need bothering with the imageSize calculation!\n imageBuffers.push(new Uint8Array(arrayBuffer, dataOffset));\n }\n else {\n // Calculate imageSize for each texture, and then locate each image's texture data\n var pixelSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[internalFormat_2];\n var imageSize = 0;\n var levelWidth = width;\n var levelHeight = height;\n for (var i = 0; i < mipmapCount; i++) {\n var alignedLevelWidth = Math.max(1, (levelWidth + 3) & ~3);\n var alignedLevelHeight = Math.max(1, (levelHeight + 3) & ~3);\n var levelSize = alignedLevelWidth * alignedLevelHeight * pixelSize;\n imageSize += levelSize;\n levelWidth = levelWidth >>> 1;\n levelHeight = levelHeight >>> 1;\n }\n var imageOffset = dataOffset;\n // NOTE: Cubemaps have 6-images per texture (but they aren't supported so ^_^)\n for (var i = 0; i < arraySize; i++) {\n imageBuffers.push(new Uint8Array(arrayBuffer, imageOffset, imageSize));\n imageOffset += imageSize;\n }\n }\n // Uint8Array -> CompressedTextureResource, and we're done!\n return imageBuffers.map(function (buffer) { return new CompressedTextureResource(buffer, {\n format: internalFormat_2,\n width: width,\n height: height,\n levels: mipmapCount\n }); });\n }\n if (formatFlags & DDPF_RGB) {\n // FIXME: We might want to allow uncompressed *.dds files?\n throw new Error('DDSParser does not support uncompressed texture data.');\n }\n if (formatFlags & DDPF_YUV) {\n // FIXME: Does anybody need this feature?\n throw new Error('DDSParser does not supported YUV uncompressed texture data.');\n }\n if (formatFlags & DDPF_LUMINANCE) {\n // FIXME: Microsoft says older DDS filers use this feature! Probably not worth the effort!\n throw new Error('DDSParser does not support single-channel (lumninance) texture data!');\n }\n if (formatFlags & DDPF_ALPHA) {\n // FIXME: I'm tired! See above =)\n throw new Error('DDSParser does not support single-channel (alpha) texture data!');\n }\n throw new Error('DDSParser failed to load a texture file due to an unknown reason!');\n}\n\nvar _a, _b, _c;\n/**\n * The 12-byte KTX file identifier\n * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.1\n * @ignore\n */\nvar FILE_IDENTIFIER = [0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A];\n/**\n * The value stored in the \"endianness\" field.\n * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.2\n * @ignore\n */\nvar ENDIANNESS = 0x04030201;\n/**\n * Byte offsets of the KTX file header fields\n * @ignore\n */\nvar KTX_FIELDS = {\n FILE_IDENTIFIER: 0,\n ENDIANNESS: 12,\n GL_TYPE: 16,\n GL_TYPE_SIZE: 20,\n GL_FORMAT: 24,\n GL_INTERNAL_FORMAT: 28,\n GL_BASE_INTERNAL_FORMAT: 32,\n PIXEL_WIDTH: 36,\n PIXEL_HEIGHT: 40,\n PIXEL_DEPTH: 44,\n NUMBER_OF_ARRAY_ELEMENTS: 48,\n NUMBER_OF_FACES: 52,\n NUMBER_OF_MIPMAP_LEVELS: 56,\n BYTES_OF_KEY_VALUE_DATA: 60\n};\n/**\n * Byte size of the file header fields in {@code KTX_FIELDS}\n * @ignore\n */\nvar FILE_HEADER_SIZE = 64;\n/**\n * Maps {@link PIXI.TYPES} to the bytes taken per component, excluding those ones that are bit-fields.\n * @ignore\n */\nvar TYPES_TO_BYTES_PER_COMPONENT = (_a = {},\n _a[TYPES.UNSIGNED_BYTE] = 1,\n _a[TYPES.UNSIGNED_SHORT] = 2,\n _a[TYPES.INT] = 4,\n _a[TYPES.UNSIGNED_INT] = 4,\n _a[TYPES.FLOAT] = 4,\n _a[TYPES.HALF_FLOAT] = 8,\n _a);\n/**\n * Number of components in each {@link PIXI.FORMATS}\n * @ignore\n */\nvar FORMATS_TO_COMPONENTS = (_b = {},\n _b[FORMATS.RGBA] = 4,\n _b[FORMATS.RGB] = 3,\n _b[FORMATS.RG] = 2,\n _b[FORMATS.RED] = 1,\n _b[FORMATS.LUMINANCE] = 1,\n _b[FORMATS.LUMINANCE_ALPHA] = 2,\n _b[FORMATS.ALPHA] = 1,\n _b);\n/**\n * Number of bytes per pixel in bit-field types in {@link PIXI.TYPES}\n * @ignore\n */\nvar TYPES_TO_BYTES_PER_PIXEL = (_c = {},\n _c[TYPES.UNSIGNED_SHORT_4_4_4_4] = 2,\n _c[TYPES.UNSIGNED_SHORT_5_5_5_1] = 2,\n _c[TYPES.UNSIGNED_SHORT_5_6_5] = 2,\n _c);\nfunction parseKTX(url, arrayBuffer, loadKeyValueData) {\n if (loadKeyValueData === void 0) { loadKeyValueData = false; }\n var dataView = new DataView(arrayBuffer);\n if (!validate(url, dataView)) {\n return null;\n }\n var littleEndian = dataView.getUint32(KTX_FIELDS.ENDIANNESS, true) === ENDIANNESS;\n var glType = dataView.getUint32(KTX_FIELDS.GL_TYPE, littleEndian);\n // const glTypeSize = dataView.getUint32(KTX_FIELDS.GL_TYPE_SIZE, littleEndian);\n var glFormat = dataView.getUint32(KTX_FIELDS.GL_FORMAT, littleEndian);\n var glInternalFormat = dataView.getUint32(KTX_FIELDS.GL_INTERNAL_FORMAT, littleEndian);\n var pixelWidth = dataView.getUint32(KTX_FIELDS.PIXEL_WIDTH, littleEndian);\n var pixelHeight = dataView.getUint32(KTX_FIELDS.PIXEL_HEIGHT, littleEndian) || 1; // \"pixelHeight = 0\" -> \"1\"\n var pixelDepth = dataView.getUint32(KTX_FIELDS.PIXEL_DEPTH, littleEndian) || 1; // ^^\n var numberOfArrayElements = dataView.getUint32(KTX_FIELDS.NUMBER_OF_ARRAY_ELEMENTS, littleEndian) || 1; // ^^\n var numberOfFaces = dataView.getUint32(KTX_FIELDS.NUMBER_OF_FACES, littleEndian);\n var numberOfMipmapLevels = dataView.getUint32(KTX_FIELDS.NUMBER_OF_MIPMAP_LEVELS, littleEndian);\n var bytesOfKeyValueData = dataView.getUint32(KTX_FIELDS.BYTES_OF_KEY_VALUE_DATA, littleEndian);\n // Whether the platform architecture is little endian. If littleEndian !== platformLittleEndian, then the\n // file contents must be endian-converted!\n // TODO: Endianness conversion\n // const platformLittleEndian = new Uint8Array((new Uint32Array([ENDIANNESS])).buffer)[0] === 0x01;\n if (pixelHeight === 0 || pixelDepth !== 1) {\n throw new Error('Only 2D textures are supported');\n }\n if (numberOfFaces !== 1) {\n throw new Error('CubeTextures are not supported by KTXLoader yet!');\n }\n if (numberOfArrayElements !== 1) {\n // TODO: Support splitting array-textures into multiple BaseTextures\n throw new Error('WebGL does not support array textures');\n }\n // TODO: 8x4 blocks for 2bpp pvrtc\n var blockWidth = 4;\n var blockHeight = 4;\n var alignedWidth = (pixelWidth + 3) & ~3;\n var alignedHeight = (pixelHeight + 3) & ~3;\n var imageBuffers = new Array(numberOfArrayElements);\n var imagePixels = pixelWidth * pixelHeight;\n if (glType === 0) {\n // Align to 16 pixels (4x4 blocks)\n imagePixels = alignedWidth * alignedHeight;\n }\n var imagePixelByteSize;\n if (glType !== 0) {\n // Uncompressed texture format\n if (TYPES_TO_BYTES_PER_COMPONENT[glType]) {\n imagePixelByteSize = TYPES_TO_BYTES_PER_COMPONENT[glType] * FORMATS_TO_COMPONENTS[glFormat];\n }\n else {\n imagePixelByteSize = TYPES_TO_BYTES_PER_PIXEL[glType];\n }\n }\n else {\n imagePixelByteSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[glInternalFormat];\n }\n if (imagePixelByteSize === undefined) {\n throw new Error('Unable to resolve the pixel format stored in the *.ktx file!');\n }\n var kvData = loadKeyValueData\n ? parseKvData(dataView, bytesOfKeyValueData, littleEndian)\n : null;\n var imageByteSize = imagePixels * imagePixelByteSize;\n var mipByteSize = imageByteSize;\n var mipWidth = pixelWidth;\n var mipHeight = pixelHeight;\n var alignedMipWidth = alignedWidth;\n var alignedMipHeight = alignedHeight;\n var imageOffset = FILE_HEADER_SIZE + bytesOfKeyValueData;\n for (var mipmapLevel = 0; mipmapLevel < numberOfMipmapLevels; mipmapLevel++) {\n var imageSize = dataView.getUint32(imageOffset, littleEndian);\n var elementOffset = imageOffset + 4;\n for (var arrayElement = 0; arrayElement < numberOfArrayElements; arrayElement++) {\n // TODO: Maybe support 3D textures? :-)\n // for (let zSlice = 0; zSlice < pixelDepth; zSlice)\n var mips = imageBuffers[arrayElement];\n if (!mips) {\n mips = imageBuffers[arrayElement] = new Array(numberOfMipmapLevels);\n }\n mips[mipmapLevel] = {\n levelID: mipmapLevel,\n // don't align mipWidth when texture not compressed! (glType not zero)\n levelWidth: numberOfMipmapLevels > 1 || glType !== 0 ? mipWidth : alignedMipWidth,\n levelHeight: numberOfMipmapLevels > 1 || glType !== 0 ? mipHeight : alignedMipHeight,\n levelBuffer: new Uint8Array(arrayBuffer, elementOffset, mipByteSize)\n };\n elementOffset += mipByteSize;\n }\n // HINT: Aligns to 4-byte boundary after jumping imageSize (in lieu of mipPadding)\n imageOffset += imageSize + 4; // (+4 to jump the imageSize field itself)\n imageOffset = imageOffset % 4 !== 0 ? imageOffset + 4 - (imageOffset % 4) : imageOffset;\n // Calculate mipWidth, mipHeight for _next_ iteration\n mipWidth = (mipWidth >> 1) || 1;\n mipHeight = (mipHeight >> 1) || 1;\n alignedMipWidth = (mipWidth + blockWidth - 1) & ~(blockWidth - 1);\n alignedMipHeight = (mipHeight + blockHeight - 1) & ~(blockHeight - 1);\n // Each mipmap level is 4-times smaller?\n mipByteSize = alignedMipWidth * alignedMipHeight * imagePixelByteSize;\n }\n // We use the levelBuffers feature of CompressedTextureResource b/c texture data is image-major, not level-major.\n if (glType !== 0) {\n return {\n uncompressed: imageBuffers.map(function (levelBuffers) {\n var buffer = levelBuffers[0].levelBuffer;\n var convertToInt = false;\n if (glType === TYPES.FLOAT) {\n buffer = new Float32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4);\n }\n else if (glType === TYPES.UNSIGNED_INT) {\n convertToInt = true;\n buffer = new Uint32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4);\n }\n else if (glType === TYPES.INT) {\n convertToInt = true;\n buffer = new Int32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4);\n }\n return {\n resource: new BufferResource(buffer, {\n width: levelBuffers[0].levelWidth,\n height: levelBuffers[0].levelHeight,\n }),\n type: glType,\n format: convertToInt ? convertFormatToInteger(glFormat) : glFormat,\n };\n }),\n kvData: kvData\n };\n }\n return {\n compressed: imageBuffers.map(function (levelBuffers) { return new CompressedTextureResource(null, {\n format: glInternalFormat,\n width: pixelWidth,\n height: pixelHeight,\n levels: numberOfMipmapLevels,\n levelBuffers: levelBuffers,\n }); }),\n kvData: kvData\n };\n}\n/**\n * Checks whether the arrayBuffer contains a valid *.ktx file.\n * @param url\n * @param dataView\n */\nfunction validate(url, dataView) {\n // NOTE: Do not optimize this into 3 32-bit integer comparison because the endianness\n // of the data is not specified.\n for (var i = 0; i < FILE_IDENTIFIER.length; i++) {\n if (dataView.getUint8(i) !== FILE_IDENTIFIER[i]) {\n console.error(url + \" is not a valid *.ktx file!\");\n return false;\n }\n }\n return true;\n}\nfunction convertFormatToInteger(format) {\n switch (format) {\n case FORMATS.RGBA: return FORMATS.RGBA_INTEGER;\n case FORMATS.RGB: return FORMATS.RGB_INTEGER;\n case FORMATS.RG: return FORMATS.RG_INTEGER;\n case FORMATS.RED: return FORMATS.RED_INTEGER;\n default: return format;\n }\n}\nfunction parseKvData(dataView, bytesOfKeyValueData, littleEndian) {\n var kvData = new Map();\n var bytesIntoKeyValueData = 0;\n while (bytesIntoKeyValueData < bytesOfKeyValueData) {\n var keyAndValueByteSize = dataView.getUint32(FILE_HEADER_SIZE + bytesIntoKeyValueData, littleEndian);\n var keyAndValueByteOffset = FILE_HEADER_SIZE + bytesIntoKeyValueData + 4;\n var valuePadding = 3 - ((keyAndValueByteSize + 3) % 4);\n // Bounds check\n if (keyAndValueByteSize === 0 || keyAndValueByteSize > bytesOfKeyValueData - bytesIntoKeyValueData) {\n console.error('KTXLoader: keyAndValueByteSize out of bounds');\n break;\n }\n // Note: keyNulByte can't be 0 otherwise the key is an empty string.\n var keyNulByte = 0;\n for (; keyNulByte < keyAndValueByteSize; keyNulByte++) {\n if (dataView.getUint8(keyAndValueByteOffset + keyNulByte) === 0x00) {\n break;\n }\n }\n if (keyNulByte === -1) {\n console.error('KTXLoader: Failed to find null byte terminating kvData key');\n break;\n }\n var key = new TextDecoder().decode(new Uint8Array(dataView.buffer, keyAndValueByteOffset, keyNulByte));\n var value = new DataView(dataView.buffer, keyAndValueByteOffset + keyNulByte + 1, keyAndValueByteSize - keyNulByte - 1);\n kvData.set(key, value);\n // 4 = the keyAndValueByteSize field itself\n // keyAndValueByteSize = the bytes taken by the key and value\n // valuePadding = extra padding to align with 4 bytes\n bytesIntoKeyValueData += 4 + keyAndValueByteSize + valuePadding;\n }\n return kvData;\n}\n\n// Set DDS files to be loaded as an ArrayBuffer\nLoaderResource.setExtensionXhrType('dds', LoaderResource.XHR_RESPONSE_TYPE.BUFFER);\n/**\n * @class\n * @memberof PIXI\n * @implements {PIXI.ILoaderPlugin}\n * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide\n */\nvar DDSLoader = /** @class */ (function () {\n function DDSLoader() {\n }\n /**\n * Registers a DDS compressed texture\n * @see PIXI.Loader.loaderMiddleware\n * @param resource - loader resource that is checked to see if it is a DDS file\n * @param next - callback Function to call when done\n */\n DDSLoader.use = function (resource, next) {\n if (resource.extension === 'dds' && resource.data) {\n try {\n Object.assign(resource, registerCompressedTextures(resource.name || resource.url, parseDDS(resource.data), resource.metadata));\n }\n catch (err) {\n next(err);\n return;\n }\n }\n next();\n };\n /** @ignore */\n DDSLoader.extension = ExtensionType.Loader;\n return DDSLoader;\n}());\n\n// Set KTX files to be loaded as an ArrayBuffer\nLoaderResource.setExtensionXhrType('ktx', LoaderResource.XHR_RESPONSE_TYPE.BUFFER);\n/**\n * Loader plugin for handling KTX texture container files.\n *\n * This KTX loader does not currently support the following features:\n * * cube textures\n * * 3D textures\n * * endianness conversion for big-endian machines\n * * embedded *.basis files\n *\n * It does supports the following features:\n * * multiple textures per file\n * * mipmapping (only for compressed formats)\n * * vendor-specific key/value data parsing (enable {@link PIXI.KTXLoader.loadKeyValueData})\n * @class\n * @memberof PIXI\n * @implements {PIXI.ILoaderPlugin}\n */\nvar KTXLoader = /** @class */ (function () {\n function KTXLoader() {\n }\n /**\n * Called after a KTX file is loaded.\n *\n * This will parse the KTX file header and add a {@code BaseTexture} to the texture\n * cache.\n * @see PIXI.Loader.loaderMiddleware\n * @param resource - loader resource that is checked to see if it is a KTX file\n * @param next - callback Function to call when done\n */\n KTXLoader.use = function (resource, next) {\n if (resource.extension === 'ktx' && resource.data) {\n try {\n var url_1 = resource.name || resource.url;\n var _a = parseKTX(url_1, resource.data, this.loadKeyValueData), compressed = _a.compressed, uncompressed = _a.uncompressed, kvData_1 = _a.kvData;\n if (compressed) {\n var result = registerCompressedTextures(url_1, compressed, resource.metadata);\n if (kvData_1 && result.textures) {\n for (var textureId in result.textures) {\n result.textures[textureId].baseTexture.ktxKeyValueData = kvData_1;\n }\n }\n Object.assign(resource, result);\n }\n else if (uncompressed) {\n var textures_1 = {};\n uncompressed.forEach(function (image, i) {\n var texture = new Texture(new BaseTexture(image.resource, {\n mipmap: MIPMAP_MODES.OFF,\n alphaMode: ALPHA_MODES.NO_PREMULTIPLIED_ALPHA,\n type: image.type,\n format: image.format,\n }));\n var cacheID = url_1 + \"-\" + (i + 1);\n if (kvData_1)\n { texture.baseTexture.ktxKeyValueData = kvData_1; }\n BaseTexture.addToCache(texture.baseTexture, cacheID);\n Texture.addToCache(texture, cacheID);\n if (i === 0) {\n textures_1[url_1] = texture;\n BaseTexture.addToCache(texture.baseTexture, url_1);\n Texture.addToCache(texture, url_1);\n }\n textures_1[cacheID] = texture;\n });\n Object.assign(resource, { textures: textures_1 });\n }\n }\n catch (err) {\n next(err);\n return;\n }\n }\n next();\n };\n /** @ignore */\n KTXLoader.extension = ExtensionType.Loader;\n /**\n * If set to `true`, {@link PIXI.KTXLoader} will parse key-value data in KTX textures. This feature relies\n * on the [Encoding Standard]{@link https://encoding.spec.whatwg.org}.\n *\n * The key-value data will be available on the base-textures as {@code PIXI.BaseTexture.ktxKeyValueData}. They\n * will hold a reference to the texture data buffer, so make sure to delete key-value data once you are done\n * using it.\n */\n KTXLoader.loadKeyValueData = false;\n return KTXLoader;\n}());\n\nexport { BlobResource, CompressedTextureLoader, CompressedTextureResource, DDSLoader, FORMATS_TO_COMPONENTS, INTERNAL_FORMATS, INTERNAL_FORMAT_TO_BYTES_PER_PIXEL, KTXLoader, TYPES_TO_BYTES_PER_COMPONENT, TYPES_TO_BYTES_PER_PIXEL, parseDDS, parseKTX };\n//# sourceMappingURL=compressed-textures.mjs.map\n","/*!\n * @pixi/particle-container - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/particle-container is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { BLEND_MODES, TYPES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { hex2rgb, createIndicesForQuads, correctBlendMode, premultiplyRgba, premultiplyTint } from '@pixi/utils';\nimport { Geometry, Buffer, ExtensionType, ObjectRenderer, Shader, State } from '@pixi/core';\nimport { Matrix } from '@pixi/math';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * The ParticleContainer class is a really fast version of the Container built solely for speed,\n * so use when you need a lot of sprites or particles.\n *\n * The tradeoff of the ParticleContainer is that most advanced functionality will not work.\n * ParticleContainer implements the basic object transform (position, scale, rotation)\n * and some advanced functionality like tint (as of v4.5.6).\n *\n * Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch.\n *\n * It's extremely easy to use:\n * ```js\n * let container = new ParticleContainer();\n *\n * for (let i = 0; i < 100; ++i)\n * {\n * let sprite = PIXI.Sprite.from(\"myImage.png\");\n * container.addChild(sprite);\n * }\n * ```\n *\n * And here you have a hundred sprites that will be rendered at the speed of light.\n * @memberof PIXI\n */\nvar ParticleContainer = /** @class */ (function (_super) {\n __extends(ParticleContainer, _super);\n /**\n * @param maxSize - The maximum number of particles that can be rendered by the container.\n * Affects size of allocated buffers.\n * @param properties - The properties of children that should be uploaded to the gpu and applied.\n * @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied.\n * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`.\n * @param {boolean} [properties.position=true] - When true, position be uploaded and applied.\n * @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied.\n * @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied.\n * @param {boolean} [properties.tint=false] - When true, alpha and tint be uploaded and applied.\n * @param {number} [batchSize=16384] - Number of particles per batch. If less than maxSize, it uses maxSize instead.\n * @param {boolean} [autoResize=false] - If true, container allocates more batches in case\n * there are more than `maxSize` particles.\n */\n function ParticleContainer(maxSize, properties, batchSize, autoResize) {\n if (maxSize === void 0) { maxSize = 1500; }\n if (batchSize === void 0) { batchSize = 16384; }\n if (autoResize === void 0) { autoResize = false; }\n var _this = _super.call(this) || this;\n // Making sure the batch size is valid\n // 65535 is max vertex index in the index buffer (see ParticleRenderer)\n // so max number of particles is 65536 / 4 = 16384\n var maxBatchSize = 16384;\n if (batchSize > maxBatchSize) {\n batchSize = maxBatchSize;\n }\n _this._properties = [false, true, false, false, false];\n _this._maxSize = maxSize;\n _this._batchSize = batchSize;\n _this._buffers = null;\n _this._bufferUpdateIDs = [];\n _this._updateID = 0;\n _this.interactiveChildren = false;\n _this.blendMode = BLEND_MODES.NORMAL;\n _this.autoResize = autoResize;\n _this.roundPixels = true;\n _this.baseTexture = null;\n _this.setProperties(properties);\n _this._tint = 0;\n _this.tintRgb = new Float32Array(4);\n _this.tint = 0xFFFFFF;\n return _this;\n }\n /**\n * Sets the private properties array to dynamic / static based on the passed properties object\n * @param properties - The properties to be uploaded\n */\n ParticleContainer.prototype.setProperties = function (properties) {\n if (properties) {\n this._properties[0] = 'vertices' in properties || 'scale' in properties\n ? !!properties.vertices || !!properties.scale : this._properties[0];\n this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1];\n this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2];\n this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3];\n this._properties[4] = 'tint' in properties || 'alpha' in properties\n ? !!properties.tint || !!properties.alpha : this._properties[4];\n }\n };\n ParticleContainer.prototype.updateTransform = function () {\n // TODO don't need to!\n this.displayObjectUpdateTransform();\n };\n Object.defineProperty(ParticleContainer.prototype, \"tint\", {\n /**\n * The tint applied to the container. This is a hex value.\n * A value of 0xFFFFFF will remove any tint effect.\n * IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.\n * @default 0xFFFFFF\n */\n get: function () {\n return this._tint;\n },\n set: function (value) {\n this._tint = value;\n hex2rgb(value, this.tintRgb);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Renders the container using the WebGL renderer.\n * @param renderer - The WebGL renderer.\n */\n ParticleContainer.prototype.render = function (renderer) {\n var _this = this;\n if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) {\n return;\n }\n if (!this.baseTexture) {\n this.baseTexture = this.children[0]._texture.baseTexture;\n if (!this.baseTexture.valid) {\n this.baseTexture.once('update', function () { return _this.onChildrenChange(0); });\n }\n }\n renderer.batch.setObjectRenderer(renderer.plugins.particle);\n renderer.plugins.particle.render(this);\n };\n /**\n * Set the flag that static data should be updated to true\n * @param smallestChildIndex - The smallest child index.\n */\n ParticleContainer.prototype.onChildrenChange = function (smallestChildIndex) {\n var bufferIndex = Math.floor(smallestChildIndex / this._batchSize);\n while (this._bufferUpdateIDs.length < bufferIndex) {\n this._bufferUpdateIDs.push(0);\n }\n this._bufferUpdateIDs[bufferIndex] = ++this._updateID;\n };\n ParticleContainer.prototype.dispose = function () {\n if (this._buffers) {\n for (var i = 0; i < this._buffers.length; ++i) {\n this._buffers[i].destroy();\n }\n this._buffers = null;\n }\n };\n /**\n * Destroys the container\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their\n * destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n ParticleContainer.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this, options);\n this.dispose();\n this._properties = null;\n this._buffers = null;\n this._bufferUpdateIDs = null;\n };\n return ParticleContainer;\n}(Container));\n\n/*\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that\n * they now share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's ParticleBuffer:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java\n */\n/**\n * The particle buffer manages the static and dynamic buffers for a particle container.\n * @private\n * @memberof PIXI\n */\nvar ParticleBuffer = /** @class */ (function () {\n /**\n * @param {object} properties - The properties to upload.\n * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic.\n * @param {number} size - The size of the batch.\n */\n function ParticleBuffer(properties, dynamicPropertyFlags, size) {\n this.geometry = new Geometry();\n this.indexBuffer = null;\n this.size = size;\n this.dynamicProperties = [];\n this.staticProperties = [];\n for (var i = 0; i < properties.length; ++i) {\n var property = properties[i];\n // Make copy of properties object so that when we edit the offset it doesn't\n // change all other instances of the object literal\n property = {\n attributeName: property.attributeName,\n size: property.size,\n uploadFunction: property.uploadFunction,\n type: property.type || TYPES.FLOAT,\n offset: property.offset,\n };\n if (dynamicPropertyFlags[i]) {\n this.dynamicProperties.push(property);\n }\n else {\n this.staticProperties.push(property);\n }\n }\n this.staticStride = 0;\n this.staticBuffer = null;\n this.staticData = null;\n this.staticDataUint32 = null;\n this.dynamicStride = 0;\n this.dynamicBuffer = null;\n this.dynamicData = null;\n this.dynamicDataUint32 = null;\n this._updateID = 0;\n this.initBuffers();\n }\n /** Sets up the renderer context and necessary buffers. */\n ParticleBuffer.prototype.initBuffers = function () {\n var geometry = this.geometry;\n var dynamicOffset = 0;\n this.indexBuffer = new Buffer(createIndicesForQuads(this.size), true, true);\n geometry.addIndex(this.indexBuffer);\n this.dynamicStride = 0;\n for (var i = 0; i < this.dynamicProperties.length; ++i) {\n var property = this.dynamicProperties[i];\n property.offset = dynamicOffset;\n dynamicOffset += property.size;\n this.dynamicStride += property.size;\n }\n var dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4);\n this.dynamicData = new Float32Array(dynBuffer);\n this.dynamicDataUint32 = new Uint32Array(dynBuffer);\n this.dynamicBuffer = new Buffer(this.dynamicData, false, false);\n // static //\n var staticOffset = 0;\n this.staticStride = 0;\n for (var i = 0; i < this.staticProperties.length; ++i) {\n var property = this.staticProperties[i];\n property.offset = staticOffset;\n staticOffset += property.size;\n this.staticStride += property.size;\n }\n var statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4);\n this.staticData = new Float32Array(statBuffer);\n this.staticDataUint32 = new Uint32Array(statBuffer);\n this.staticBuffer = new Buffer(this.staticData, true, false);\n for (var i = 0; i < this.dynamicProperties.length; ++i) {\n var property = this.dynamicProperties[i];\n geometry.addAttribute(property.attributeName, this.dynamicBuffer, 0, property.type === TYPES.UNSIGNED_BYTE, property.type, this.dynamicStride * 4, property.offset * 4);\n }\n for (var i = 0; i < this.staticProperties.length; ++i) {\n var property = this.staticProperties[i];\n geometry.addAttribute(property.attributeName, this.staticBuffer, 0, property.type === TYPES.UNSIGNED_BYTE, property.type, this.staticStride * 4, property.offset * 4);\n }\n };\n /**\n * Uploads the dynamic properties.\n * @param children - The children to upload.\n * @param startIndex - The index to start at.\n * @param amount - The number to upload.\n */\n ParticleBuffer.prototype.uploadDynamic = function (children, startIndex, amount) {\n for (var i = 0; i < this.dynamicProperties.length; i++) {\n var property = this.dynamicProperties[i];\n property.uploadFunction(children, startIndex, amount, property.type === TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData, this.dynamicStride, property.offset);\n }\n this.dynamicBuffer._updateID++;\n };\n /**\n * Uploads the static properties.\n * @param children - The children to upload.\n * @param startIndex - The index to start at.\n * @param amount - The number to upload.\n */\n ParticleBuffer.prototype.uploadStatic = function (children, startIndex, amount) {\n for (var i = 0; i < this.staticProperties.length; i++) {\n var property = this.staticProperties[i];\n property.uploadFunction(children, startIndex, amount, property.type === TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData, this.staticStride, property.offset);\n }\n this.staticBuffer._updateID++;\n };\n /** Destroys the ParticleBuffer. */\n ParticleBuffer.prototype.destroy = function () {\n this.indexBuffer = null;\n this.dynamicProperties = null;\n this.dynamicBuffer = null;\n this.dynamicData = null;\n this.dynamicDataUint32 = null;\n this.staticProperties = null;\n this.staticBuffer = null;\n this.staticData = null;\n this.staticDataUint32 = null;\n // all buffers are destroyed inside geometry\n this.geometry.destroy();\n };\n return ParticleBuffer;\n}());\n\nvar fragment = \"varying vec2 vTextureCoord;\\nvarying vec4 vColor;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n vec4 color = texture2D(uSampler, vTextureCoord) * vColor;\\n gl_FragColor = color;\\n}\";\n\nvar vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\nattribute vec4 aColor;\\n\\nattribute vec2 aPositionCoord;\\nattribute float aRotation;\\n\\nuniform mat3 translationMatrix;\\nuniform vec4 uColor;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\n\\nvoid main(void){\\n float x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);\\n float y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);\\n\\n vec2 v = vec2(x, y);\\n v = v + aPositionCoord;\\n\\n gl_Position = vec4((translationMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vColor = aColor * uColor;\\n}\\n\";\n\n/*\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now\n * share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's ParticleRenderer:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java\n */\n/**\n * Renderer for Particles that is designer for speed over feature set.\n * @memberof PIXI\n */\nvar ParticleRenderer = /** @class */ (function (_super) {\n __extends(ParticleRenderer, _super);\n /**\n * @param renderer - The renderer this sprite batch works for.\n */\n function ParticleRenderer(renderer) {\n var _this = _super.call(this, renderer) || this;\n // 65535 is max vertex index in the index buffer (see ParticleRenderer)\n // so max number of particles is 65536 / 4 = 16384\n // and max number of element in the index buffer is 16384 * 6 = 98304\n // Creating a full index buffer, overhead is 98304 * 2 = 196Ko\n // let numIndices = 98304;\n _this.shader = null;\n _this.properties = null;\n _this.tempMatrix = new Matrix();\n _this.properties = [\n // verticesData\n {\n attributeName: 'aVertexPosition',\n size: 2,\n uploadFunction: _this.uploadVertices,\n offset: 0,\n },\n // positionData\n {\n attributeName: 'aPositionCoord',\n size: 2,\n uploadFunction: _this.uploadPosition,\n offset: 0,\n },\n // rotationData\n {\n attributeName: 'aRotation',\n size: 1,\n uploadFunction: _this.uploadRotation,\n offset: 0,\n },\n // uvsData\n {\n attributeName: 'aTextureCoord',\n size: 2,\n uploadFunction: _this.uploadUvs,\n offset: 0,\n },\n // tintData\n {\n attributeName: 'aColor',\n size: 1,\n type: TYPES.UNSIGNED_BYTE,\n uploadFunction: _this.uploadTint,\n offset: 0,\n } ];\n _this.shader = Shader.from(vertex, fragment, {});\n _this.state = State.for2d();\n return _this;\n }\n /**\n * Renders the particle container object.\n * @param container - The container to render using this ParticleRenderer.\n */\n ParticleRenderer.prototype.render = function (container) {\n var children = container.children;\n var maxSize = container._maxSize;\n var batchSize = container._batchSize;\n var renderer = this.renderer;\n var totalChildren = children.length;\n if (totalChildren === 0) {\n return;\n }\n else if (totalChildren > maxSize && !container.autoResize) {\n totalChildren = maxSize;\n }\n var buffers = container._buffers;\n if (!buffers) {\n buffers = container._buffers = this.generateBuffers(container);\n }\n var baseTexture = children[0]._texture.baseTexture;\n var premultiplied = baseTexture.alphaMode > 0;\n // if the uvs have not updated then no point rendering just yet!\n this.state.blendMode = correctBlendMode(container.blendMode, premultiplied);\n renderer.state.set(this.state);\n var gl = renderer.gl;\n var m = container.worldTransform.copyTo(this.tempMatrix);\n m.prepend(renderer.globalUniforms.uniforms.projectionMatrix);\n this.shader.uniforms.translationMatrix = m.toArray(true);\n this.shader.uniforms.uColor = premultiplyRgba(container.tintRgb, container.worldAlpha, this.shader.uniforms.uColor, premultiplied);\n this.shader.uniforms.uSampler = baseTexture;\n this.renderer.shader.bind(this.shader);\n var updateStatic = false;\n // now lets upload and render the buffers..\n for (var i = 0, j = 0; i < totalChildren; i += batchSize, j += 1) {\n var amount = (totalChildren - i);\n if (amount > batchSize) {\n amount = batchSize;\n }\n if (j >= buffers.length) {\n buffers.push(this._generateOneMoreBuffer(container));\n }\n var buffer = buffers[j];\n // we always upload the dynamic\n buffer.uploadDynamic(children, i, amount);\n var bid = container._bufferUpdateIDs[j] || 0;\n updateStatic = updateStatic || (buffer._updateID < bid);\n // we only upload the static content when we have to!\n if (updateStatic) {\n buffer._updateID = container._updateID;\n buffer.uploadStatic(children, i, amount);\n }\n // bind the buffer\n renderer.geometry.bind(buffer.geometry);\n gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0);\n }\n };\n /**\n * Creates one particle buffer for each child in the container we want to render and updates internal properties.\n * @param container - The container to render using this ParticleRenderer\n * @returns - The buffers\n */\n ParticleRenderer.prototype.generateBuffers = function (container) {\n var buffers = [];\n var size = container._maxSize;\n var batchSize = container._batchSize;\n var dynamicPropertyFlags = container._properties;\n for (var i = 0; i < size; i += batchSize) {\n buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize));\n }\n return buffers;\n };\n /**\n * Creates one more particle buffer, because container has autoResize feature.\n * @param container - The container to render using this ParticleRenderer\n * @returns - The generated buffer\n */\n ParticleRenderer.prototype._generateOneMoreBuffer = function (container) {\n var batchSize = container._batchSize;\n var dynamicPropertyFlags = container._properties;\n return new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize);\n };\n /**\n * Uploads the vertices.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their vertices uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadVertices = function (children, startIndex, amount, array, stride, offset) {\n var w0 = 0;\n var w1 = 0;\n var h0 = 0;\n var h1 = 0;\n for (var i = 0; i < amount; ++i) {\n var sprite = children[startIndex + i];\n var texture = sprite._texture;\n var sx = sprite.scale.x;\n var sy = sprite.scale.y;\n var trim = texture.trim;\n var orig = texture.orig;\n if (trim) {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the\n // extra space before transforming the sprite coords..\n w1 = trim.x - (sprite.anchor.x * orig.width);\n w0 = w1 + trim.width;\n h1 = trim.y - (sprite.anchor.y * orig.height);\n h0 = h1 + trim.height;\n }\n else {\n w0 = (orig.width) * (1 - sprite.anchor.x);\n w1 = (orig.width) * -sprite.anchor.x;\n h0 = orig.height * (1 - sprite.anchor.y);\n h1 = orig.height * -sprite.anchor.y;\n }\n array[offset] = w1 * sx;\n array[offset + 1] = h1 * sy;\n array[offset + stride] = w0 * sx;\n array[offset + stride + 1] = h1 * sy;\n array[offset + (stride * 2)] = w0 * sx;\n array[offset + (stride * 2) + 1] = h0 * sy;\n array[offset + (stride * 3)] = w1 * sx;\n array[offset + (stride * 3) + 1] = h0 * sy;\n offset += stride * 4;\n }\n };\n /**\n * Uploads the position.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their positions uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadPosition = function (children, startIndex, amount, array, stride, offset) {\n for (var i = 0; i < amount; i++) {\n var spritePosition = children[startIndex + i].position;\n array[offset] = spritePosition.x;\n array[offset + 1] = spritePosition.y;\n array[offset + stride] = spritePosition.x;\n array[offset + stride + 1] = spritePosition.y;\n array[offset + (stride * 2)] = spritePosition.x;\n array[offset + (stride * 2) + 1] = spritePosition.y;\n array[offset + (stride * 3)] = spritePosition.x;\n array[offset + (stride * 3) + 1] = spritePosition.y;\n offset += stride * 4;\n }\n };\n /**\n * Uploads the rotation.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their rotation uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadRotation = function (children, startIndex, amount, array, stride, offset) {\n for (var i = 0; i < amount; i++) {\n var spriteRotation = children[startIndex + i].rotation;\n array[offset] = spriteRotation;\n array[offset + stride] = spriteRotation;\n array[offset + (stride * 2)] = spriteRotation;\n array[offset + (stride * 3)] = spriteRotation;\n offset += stride * 4;\n }\n };\n /**\n * Uploads the UVs.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their rotation uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadUvs = function (children, startIndex, amount, array, stride, offset) {\n for (var i = 0; i < amount; ++i) {\n var textureUvs = children[startIndex + i]._texture._uvs;\n if (textureUvs) {\n array[offset] = textureUvs.x0;\n array[offset + 1] = textureUvs.y0;\n array[offset + stride] = textureUvs.x1;\n array[offset + stride + 1] = textureUvs.y1;\n array[offset + (stride * 2)] = textureUvs.x2;\n array[offset + (stride * 2) + 1] = textureUvs.y2;\n array[offset + (stride * 3)] = textureUvs.x3;\n array[offset + (stride * 3) + 1] = textureUvs.y3;\n offset += stride * 4;\n }\n else {\n // TODO you know this can be easier!\n array[offset] = 0;\n array[offset + 1] = 0;\n array[offset + stride] = 0;\n array[offset + stride + 1] = 0;\n array[offset + (stride * 2)] = 0;\n array[offset + (stride * 2) + 1] = 0;\n array[offset + (stride * 3)] = 0;\n array[offset + (stride * 3) + 1] = 0;\n offset += stride * 4;\n }\n }\n };\n /**\n * Uploads the tint.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their rotation uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadTint = function (children, startIndex, amount, array, stride, offset) {\n for (var i = 0; i < amount; ++i) {\n var sprite = children[startIndex + i];\n var premultiplied = sprite._texture.baseTexture.alphaMode > 0;\n var alpha = sprite.alpha;\n // we dont call extra function if alpha is 1.0, that's faster\n var argb = alpha < 1.0 && premultiplied\n ? premultiplyTint(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24);\n array[offset] = argb;\n array[offset + stride] = argb;\n array[offset + (stride * 2)] = argb;\n array[offset + (stride * 3)] = argb;\n offset += stride * 4;\n }\n };\n /** Destroys the ParticleRenderer. */\n ParticleRenderer.prototype.destroy = function () {\n _super.prototype.destroy.call(this);\n if (this.shader) {\n this.shader.destroy();\n this.shader = null;\n }\n this.tempMatrix = null;\n };\n /** @ignore */\n ParticleRenderer.extension = {\n name: 'particle',\n type: ExtensionType.RendererPlugin,\n };\n return ParticleRenderer;\n}(ObjectRenderer));\n\nexport { ParticleContainer, ParticleRenderer };\n//# sourceMappingURL=particle-container.mjs.map\n","/*!\n * @pixi/graphics - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/graphics is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Texture, BaseTexture, BatchDrawCall, BatchTextureArray, BatchGeometry, UniformGroup, Shader, State } from '@pixi/core';\nimport { SHAPES, Point, PI_2, Polygon, Rectangle, RoundedRectangle, Circle, Ellipse, Matrix } from '@pixi/math';\nimport { earcut, premultiplyTint, hex2rgb } from '@pixi/utils';\nimport { WRAP_MODES, DRAW_MODES, BLEND_MODES } from '@pixi/constants';\nimport { Bounds, Container } from '@pixi/display';\n\n/**\n * Supported line joints in `PIXI.LineStyle` for graphics.\n * @see PIXI.Graphics#lineStyle\n * @see https://graphicdesign.stackexchange.com/questions/59018/what-is-a-bevel-join-of-two-lines-exactly-illustrator\n * @name LINE_JOIN\n * @memberof PIXI\n * @static\n * @enum {string}\n * @property {string} MITER - 'miter': make a sharp corner where outer part of lines meet\n * @property {string} BEVEL - 'bevel': add a square butt at each end of line segment and fill the triangle at turn\n * @property {string} ROUND - 'round': add an arc at the joint\n */\nvar LINE_JOIN;\n(function (LINE_JOIN) {\n LINE_JOIN[\"MITER\"] = \"miter\";\n LINE_JOIN[\"BEVEL\"] = \"bevel\";\n LINE_JOIN[\"ROUND\"] = \"round\";\n})(LINE_JOIN || (LINE_JOIN = {}));\n/**\n * Support line caps in `PIXI.LineStyle` for graphics.\n * @see PIXI.Graphics#lineStyle\n * @name LINE_CAP\n * @memberof PIXI\n * @static\n * @enum {string}\n * @property {string} BUTT - 'butt': don't add any cap at line ends (leaves orthogonal edges)\n * @property {string} ROUND - 'round': add semicircle at ends\n * @property {string} SQUARE - 'square': add square at end (like `BUTT` except more length at end)\n */\nvar LINE_CAP;\n(function (LINE_CAP) {\n LINE_CAP[\"BUTT\"] = \"butt\";\n LINE_CAP[\"ROUND\"] = \"round\";\n LINE_CAP[\"SQUARE\"] = \"square\";\n})(LINE_CAP || (LINE_CAP = {}));\n/**\n * Graphics curves resolution settings. If `adaptive` flag is set to `true`,\n * the resolution is calculated based on the curve's length to ensure better visual quality.\n * Adaptive draw works with `bezierCurveTo` and `quadraticCurveTo`.\n * @static\n * @constant\n * @memberof PIXI\n * @name GRAPHICS_CURVES\n * @type {object}\n * @property {boolean} [adaptive=true] - flag indicating if the resolution should be adaptive\n * @property {number} [maxLength=10] - maximal length of a single segment of the curve (if adaptive = false, ignored)\n * @property {number} [minSegments=8] - minimal number of segments in the curve (if adaptive = false, ignored)\n * @property {number} [maxSegments=2048] - maximal number of segments in the curve (if adaptive = false, ignored)\n */\nvar GRAPHICS_CURVES = {\n adaptive: true,\n maxLength: 10,\n minSegments: 8,\n maxSegments: 2048,\n epsilon: 0.0001,\n _segmentsCount: function (length, defaultSegments) {\n if (defaultSegments === void 0) { defaultSegments = 20; }\n if (!this.adaptive || !length || isNaN(length)) {\n return defaultSegments;\n }\n var result = Math.ceil(length / this.maxLength);\n if (result < this.minSegments) {\n result = this.minSegments;\n }\n else if (result > this.maxSegments) {\n result = this.maxSegments;\n }\n return result;\n },\n};\n\n/**\n * Fill style object for Graphics.\n * @memberof PIXI\n */\nvar FillStyle = /** @class */ (function () {\n function FillStyle() {\n /**\n * The hex color value used when coloring the Graphics object.\n * @default 0xFFFFFF\n */\n this.color = 0xFFFFFF;\n /** The alpha value used when filling the Graphics object. */\n this.alpha = 1.0;\n /**\n * The texture to be used for the fill.\n * @default 0\n */\n this.texture = Texture.WHITE;\n /**\n * The transform applied to the texture.\n * @default null\n */\n this.matrix = null;\n /** If the current fill is visible. */\n this.visible = false;\n this.reset();\n }\n /** Clones the object */\n FillStyle.prototype.clone = function () {\n var obj = new FillStyle();\n obj.color = this.color;\n obj.alpha = this.alpha;\n obj.texture = this.texture;\n obj.matrix = this.matrix;\n obj.visible = this.visible;\n return obj;\n };\n /** Reset */\n FillStyle.prototype.reset = function () {\n this.color = 0xFFFFFF;\n this.alpha = 1;\n this.texture = Texture.WHITE;\n this.matrix = null;\n this.visible = false;\n };\n /** Destroy and don't use after this. */\n FillStyle.prototype.destroy = function () {\n this.texture = null;\n this.matrix = null;\n };\n return FillStyle;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nfunction fixOrientation(points, hole) {\n var _a, _b;\n if (hole === void 0) { hole = false; }\n var m = points.length;\n if (m < 6) {\n return;\n }\n var area = 0;\n for (var i = 0, x1 = points[m - 2], y1 = points[m - 1]; i < m; i += 2) {\n var x2 = points[i];\n var y2 = points[i + 1];\n area += (x2 - x1) * (y2 + y1);\n x1 = x2;\n y1 = y2;\n }\n if ((!hole && area > 0) || (hole && area <= 0)) {\n var n = m / 2;\n for (var i = n + (n % 2); i < m; i += 2) {\n var i1 = m - i - 2;\n var i2 = m - i - 1;\n var i3 = i;\n var i4 = i + 1;\n _a = [points[i3], points[i1]], points[i1] = _a[0], points[i3] = _a[1];\n _b = [points[i4], points[i2]], points[i2] = _b[0], points[i4] = _b[1];\n }\n }\n}\n/**\n * Builds a polygon to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildPoly = {\n build: function (graphicsData) {\n graphicsData.points = graphicsData.shape.points.slice();\n },\n triangulate: function (graphicsData, graphicsGeometry) {\n var points = graphicsData.points;\n var holes = graphicsData.holes;\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n if (points.length >= 6) {\n fixOrientation(points, false);\n var holeArray = [];\n // Process holes..\n for (var i = 0; i < holes.length; i++) {\n var hole = holes[i];\n fixOrientation(hole.points, true);\n holeArray.push(points.length / 2);\n points = points.concat(hole.points);\n }\n // sort color\n var triangles = earcut(points, holeArray, 2);\n if (!triangles) {\n return;\n }\n var vertPos = verts.length / 2;\n for (var i = 0; i < triangles.length; i += 3) {\n indices.push(triangles[i] + vertPos);\n indices.push(triangles[i + 1] + vertPos);\n indices.push(triangles[i + 2] + vertPos);\n }\n for (var i = 0; i < points.length; i++) {\n verts.push(points[i]);\n }\n }\n },\n};\n\n// for type only\n/**\n * Builds a circle to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object to draw\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildCircle = {\n build: function (graphicsData) {\n // need to convert points to a nice regular data\n var points = graphicsData.points;\n var x;\n var y;\n var dx;\n var dy;\n var rx;\n var ry;\n if (graphicsData.type === SHAPES.CIRC) {\n var circle = graphicsData.shape;\n x = circle.x;\n y = circle.y;\n rx = ry = circle.radius;\n dx = dy = 0;\n }\n else if (graphicsData.type === SHAPES.ELIP) {\n var ellipse = graphicsData.shape;\n x = ellipse.x;\n y = ellipse.y;\n rx = ellipse.width;\n ry = ellipse.height;\n dx = dy = 0;\n }\n else {\n var roundedRect = graphicsData.shape;\n var halfWidth = roundedRect.width / 2;\n var halfHeight = roundedRect.height / 2;\n x = roundedRect.x + halfWidth;\n y = roundedRect.y + halfHeight;\n rx = ry = Math.max(0, Math.min(roundedRect.radius, Math.min(halfWidth, halfHeight)));\n dx = halfWidth - rx;\n dy = halfHeight - ry;\n }\n if (!(rx >= 0 && ry >= 0 && dx >= 0 && dy >= 0)) {\n points.length = 0;\n return;\n }\n // Choose a number of segments such that the maximum absolute deviation from the circle is approximately 0.029\n var n = Math.ceil(2.3 * Math.sqrt(rx + ry));\n var m = (n * 8) + (dx ? 4 : 0) + (dy ? 4 : 0);\n points.length = m;\n if (m === 0) {\n return;\n }\n if (n === 0) {\n points.length = 8;\n points[0] = points[6] = x + dx;\n points[1] = points[3] = y + dy;\n points[2] = points[4] = x - dx;\n points[5] = points[7] = y - dy;\n return;\n }\n var j1 = 0;\n var j2 = (n * 4) + (dx ? 2 : 0) + 2;\n var j3 = j2;\n var j4 = m;\n {\n var x0 = dx + rx;\n var y0 = dy;\n var x1 = x + x0;\n var x2 = x - x0;\n var y1 = y + y0;\n points[j1++] = x1;\n points[j1++] = y1;\n points[--j2] = y1;\n points[--j2] = x2;\n if (dy) {\n var y2 = y - y0;\n points[j3++] = x2;\n points[j3++] = y2;\n points[--j4] = y2;\n points[--j4] = x1;\n }\n }\n for (var i = 1; i < n; i++) {\n var a = Math.PI / 2 * (i / n);\n var x0 = dx + (Math.cos(a) * rx);\n var y0 = dy + (Math.sin(a) * ry);\n var x1 = x + x0;\n var x2 = x - x0;\n var y1 = y + y0;\n var y2 = y - y0;\n points[j1++] = x1;\n points[j1++] = y1;\n points[--j2] = y1;\n points[--j2] = x2;\n points[j3++] = x2;\n points[j3++] = y2;\n points[--j4] = y2;\n points[--j4] = x1;\n }\n {\n var x0 = dx;\n var y0 = dy + ry;\n var x1 = x + x0;\n var x2 = x - x0;\n var y1 = y + y0;\n var y2 = y - y0;\n points[j1++] = x1;\n points[j1++] = y1;\n points[--j4] = y2;\n points[--j4] = x1;\n if (dx) {\n points[j1++] = x2;\n points[j1++] = y1;\n points[--j4] = y2;\n points[--j4] = x2;\n }\n }\n },\n triangulate: function (graphicsData, graphicsGeometry) {\n var points = graphicsData.points;\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n if (points.length === 0) {\n return;\n }\n var vertPos = verts.length / 2;\n var center = vertPos;\n var x;\n var y;\n if (graphicsData.type !== SHAPES.RREC) {\n var circle = graphicsData.shape;\n x = circle.x;\n y = circle.y;\n }\n else {\n var roundedRect = graphicsData.shape;\n x = roundedRect.x + (roundedRect.width / 2);\n y = roundedRect.y + (roundedRect.height / 2);\n }\n var matrix = graphicsData.matrix;\n // Push center (special point)\n verts.push(graphicsData.matrix ? (matrix.a * x) + (matrix.c * y) + matrix.tx : x, graphicsData.matrix ? (matrix.b * x) + (matrix.d * y) + matrix.ty : y);\n vertPos++;\n verts.push(points[0], points[1]);\n for (var i = 2; i < points.length; i += 2) {\n verts.push(points[i], points[i + 1]);\n // add some uvs\n indices.push(vertPos++, center, vertPos);\n }\n indices.push(center + 1, center, vertPos);\n },\n};\n\n/**\n * Builds a rectangle to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildRectangle = {\n build: function (graphicsData) {\n // --- //\n // need to convert points to a nice regular data\n //\n var rectData = graphicsData.shape;\n var x = rectData.x;\n var y = rectData.y;\n var width = rectData.width;\n var height = rectData.height;\n var points = graphicsData.points;\n points.length = 0;\n points.push(x, y, x + width, y, x + width, y + height, x, y + height);\n },\n triangulate: function (graphicsData, graphicsGeometry) {\n var points = graphicsData.points;\n var verts = graphicsGeometry.points;\n var vertPos = verts.length / 2;\n verts.push(points[0], points[1], points[2], points[3], points[6], points[7], points[4], points[5]);\n graphicsGeometry.indices.push(vertPos, vertPos + 1, vertPos + 2, vertPos + 1, vertPos + 2, vertPos + 3);\n },\n};\n\n/**\n * Calculate a single point for a quadratic bezier curve.\n * Utility function used by quadraticBezierCurve.\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {number} n1 - first number\n * @param {number} n2 - second number\n * @param {number} perc - percentage\n * @returns {number} the result\n */\nfunction getPt(n1, n2, perc) {\n var diff = n2 - n1;\n return n1 + (diff * perc);\n}\n/**\n * Calculate the points for a quadratic bezier curve. (helper function..)\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {number} fromX - Origin point x\n * @param {number} fromY - Origin point x\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @param {number[]} [out=[]] - The output array to add points into. If not passed, a new array is created.\n * @returns {number[]} an array of points\n */\nfunction quadraticBezierCurve(fromX, fromY, cpX, cpY, toX, toY, out) {\n if (out === void 0) { out = []; }\n var n = 20;\n var points = out;\n var xa = 0;\n var ya = 0;\n var xb = 0;\n var yb = 0;\n var x = 0;\n var y = 0;\n for (var i = 0, j = 0; i <= n; ++i) {\n j = i / n;\n // The Green Line\n xa = getPt(fromX, cpX, j);\n ya = getPt(fromY, cpY, j);\n xb = getPt(cpX, toX, j);\n yb = getPt(cpY, toY, j);\n // The Black Dot\n x = getPt(xa, xb, j);\n y = getPt(ya, yb, j);\n // Handle case when first curve points overlaps and earcut fails to triangulate\n if (i === 0 && points[points.length - 2] === x && points[points.length - 1] === y) {\n continue;\n }\n points.push(x, y);\n }\n return points;\n}\n/**\n * Builds a rounded rectangle to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildRoundedRectangle = {\n build: function (graphicsData) {\n if (Graphics.nextRoundedRectBehavior) {\n buildCircle.build(graphicsData);\n return;\n }\n var rrectData = graphicsData.shape;\n var points = graphicsData.points;\n var x = rrectData.x;\n var y = rrectData.y;\n var width = rrectData.width;\n var height = rrectData.height;\n // Don't allow negative radius or greater than half the smallest width\n var radius = Math.max(0, Math.min(rrectData.radius, Math.min(width, height) / 2));\n points.length = 0;\n // No radius, do a simple rectangle\n if (!radius) {\n points.push(x, y, x + width, y, x + width, y + height, x, y + height);\n }\n else {\n quadraticBezierCurve(x, y + radius, x, y, x + radius, y, points);\n quadraticBezierCurve(x + width - radius, y, x + width, y, x + width, y + radius, points);\n quadraticBezierCurve(x + width, y + height - radius, x + width, y + height, x + width - radius, y + height, points);\n quadraticBezierCurve(x + radius, y + height, x, y + height, x, y + height - radius, points);\n }\n },\n triangulate: function (graphicsData, graphicsGeometry) {\n if (Graphics.nextRoundedRectBehavior) {\n buildCircle.triangulate(graphicsData, graphicsGeometry);\n return;\n }\n var points = graphicsData.points;\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n var vecPos = verts.length / 2;\n var triangles = earcut(points, null, 2);\n for (var i = 0, j = triangles.length; i < j; i += 3) {\n indices.push(triangles[i] + vecPos);\n // indices.push(triangles[i] + vecPos);\n indices.push(triangles[i + 1] + vecPos);\n // indices.push(triangles[i + 2] + vecPos);\n indices.push(triangles[i + 2] + vecPos);\n }\n for (var i = 0, j = points.length; i < j; i++) {\n verts.push(points[i], points[++i]);\n }\n },\n};\n\n/**\n * Buffers vertices to draw a square cap.\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {number} x - X-coord of end point\n * @param {number} y - Y-coord of end point\n * @param {number} nx - X-coord of line normal pointing inside\n * @param {number} ny - Y-coord of line normal pointing inside\n * @param {number} innerWeight - Weight of inner points\n * @param {number} outerWeight - Weight of outer points\n * @param {boolean} clockwise - Whether the cap is drawn clockwise\n * @param {Array} verts - vertex buffer\n * @returns {number} - no. of vertices pushed\n */\nfunction square(x, y, nx, ny, innerWeight, outerWeight, clockwise, /* rotation for square (true at left end, false at right end) */ verts) {\n var ix = x - (nx * innerWeight);\n var iy = y - (ny * innerWeight);\n var ox = x + (nx * outerWeight);\n var oy = y + (ny * outerWeight);\n /* Rotate nx,ny for extension vector */\n var exx;\n var eyy;\n if (clockwise) {\n exx = ny;\n eyy = -nx;\n }\n else {\n exx = -ny;\n eyy = nx;\n }\n /* [i|0]x,y extended at cap */\n var eix = ix + exx;\n var eiy = iy + eyy;\n var eox = ox + exx;\n var eoy = oy + eyy;\n /* Square itself must be inserted clockwise*/\n verts.push(eix, eiy);\n verts.push(eox, eoy);\n return 2;\n}\n/**\n * Buffers vertices to draw an arc at the line joint or cap.\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {number} cx - X-coord of center\n * @param {number} cy - Y-coord of center\n * @param {number} sx - X-coord of arc start\n * @param {number} sy - Y-coord of arc start\n * @param {number} ex - X-coord of arc end\n * @param {number} ey - Y-coord of arc end\n * @param {Array} verts - buffer of vertices\n * @param {boolean} clockwise - orientation of vertices\n * @returns {number} - no. of vertices pushed\n */\nfunction round(cx, cy, sx, sy, ex, ey, verts, clockwise) {\n var cx2p0x = sx - cx;\n var cy2p0y = sy - cy;\n var angle0 = Math.atan2(cx2p0x, cy2p0y);\n var angle1 = Math.atan2(ex - cx, ey - cy);\n if (clockwise && angle0 < angle1) {\n angle0 += Math.PI * 2;\n }\n else if (!clockwise && angle0 > angle1) {\n angle1 += Math.PI * 2;\n }\n var startAngle = angle0;\n var angleDiff = angle1 - angle0;\n var absAngleDiff = Math.abs(angleDiff);\n /* if (absAngleDiff >= PI_LBOUND && absAngleDiff <= PI_UBOUND)\n {\n const r1x = cx - nxtPx;\n const r1y = cy - nxtPy;\n\n if (r1x === 0)\n {\n if (r1y > 0)\n {\n angleDiff = -angleDiff;\n }\n }\n else if (r1x >= -GRAPHICS_CURVES.epsilon)\n {\n angleDiff = -angleDiff;\n }\n }*/\n var radius = Math.sqrt((cx2p0x * cx2p0x) + (cy2p0y * cy2p0y));\n var segCount = ((15 * absAngleDiff * Math.sqrt(radius) / Math.PI) >> 0) + 1;\n var angleInc = angleDiff / segCount;\n startAngle += angleInc;\n if (clockwise) {\n verts.push(cx, cy);\n verts.push(sx, sy);\n for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) {\n verts.push(cx, cy);\n verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius)));\n }\n verts.push(cx, cy);\n verts.push(ex, ey);\n }\n else {\n verts.push(sx, sy);\n verts.push(cx, cy);\n for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) {\n verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius)));\n verts.push(cx, cy);\n }\n verts.push(ex, ey);\n verts.push(cx, cy);\n }\n return segCount * 2;\n}\n/**\n * Builds a line to draw using the polygon method.\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildNonNativeLine(graphicsData, graphicsGeometry) {\n var shape = graphicsData.shape;\n var points = graphicsData.points || shape.points.slice();\n var eps = graphicsGeometry.closePointEps;\n if (points.length === 0) {\n return;\n }\n // if the line width is an odd number add 0.5 to align to a whole pixel\n // commenting this out fixes #711 and #1620\n // if (graphicsData.lineWidth%2)\n // {\n // for (i = 0; i < points.length; i++)\n // {\n // points[i] += 0.5;\n // }\n // }\n var style = graphicsData.lineStyle;\n // get first and last point.. figure out the middle!\n var firstPoint = new Point(points[0], points[1]);\n var lastPoint = new Point(points[points.length - 2], points[points.length - 1]);\n var closedShape = shape.type !== SHAPES.POLY || shape.closeStroke;\n var closedPath = Math.abs(firstPoint.x - lastPoint.x) < eps\n && Math.abs(firstPoint.y - lastPoint.y) < eps;\n // if the first point is the last point - gonna have issues :)\n if (closedShape) {\n // need to clone as we are going to slightly modify the shape..\n points = points.slice();\n if (closedPath) {\n points.pop();\n points.pop();\n lastPoint.set(points[points.length - 2], points[points.length - 1]);\n }\n var midPointX = (firstPoint.x + lastPoint.x) * 0.5;\n var midPointY = (lastPoint.y + firstPoint.y) * 0.5;\n points.unshift(midPointX, midPointY);\n points.push(midPointX, midPointY);\n }\n var verts = graphicsGeometry.points;\n var length = points.length / 2;\n var indexCount = points.length;\n var indexStart = verts.length / 2;\n // Max. inner and outer width\n var width = style.width / 2;\n var widthSquared = width * width;\n var miterLimitSquared = style.miterLimit * style.miterLimit;\n /* Line segments of interest where (x1,y1) forms the corner. */\n var x0 = points[0];\n var y0 = points[1];\n var x1 = points[2];\n var y1 = points[3];\n var x2 = 0;\n var y2 = 0;\n /* perp[?](x|y) = the line normal with magnitude lineWidth. */\n var perpx = -(y0 - y1);\n var perpy = x0 - x1;\n var perp1x = 0;\n var perp1y = 0;\n var dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n var ratio = style.alignment; // 0.5;\n var innerWeight = (1 - ratio) * 2;\n var outerWeight = ratio * 2;\n if (!closedShape) {\n if (style.cap === LINE_CAP.ROUND) {\n indexCount += round(x0 - (perpx * (innerWeight - outerWeight) * 0.5), y0 - (perpy * (innerWeight - outerWeight) * 0.5), x0 - (perpx * innerWeight), y0 - (perpy * innerWeight), x0 + (perpx * outerWeight), y0 + (perpy * outerWeight), verts, true) + 2;\n }\n else if (style.cap === LINE_CAP.SQUARE) {\n indexCount += square(x0, y0, perpx, perpy, innerWeight, outerWeight, true, verts);\n }\n }\n // Push first point (below & above vertices)\n verts.push(x0 - (perpx * innerWeight), y0 - (perpy * innerWeight));\n verts.push(x0 + (perpx * outerWeight), y0 + (perpy * outerWeight));\n for (var i = 1; i < length - 1; ++i) {\n x0 = points[(i - 1) * 2];\n y0 = points[((i - 1) * 2) + 1];\n x1 = points[i * 2];\n y1 = points[(i * 2) + 1];\n x2 = points[(i + 1) * 2];\n y2 = points[((i + 1) * 2) + 1];\n perpx = -(y0 - y1);\n perpy = x0 - x1;\n dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n perp1x = -(y1 - y2);\n perp1y = x1 - x2;\n dist = Math.sqrt((perp1x * perp1x) + (perp1y * perp1y));\n perp1x /= dist;\n perp1y /= dist;\n perp1x *= width;\n perp1y *= width;\n /* d[x|y](0|1) = the component displacement between points p(0,1|1,2) */\n var dx0 = x1 - x0;\n var dy0 = y0 - y1;\n var dx1 = x1 - x2;\n var dy1 = y2 - y1;\n /* +ve if internal angle counterclockwise, -ve if internal angle clockwise. */\n var cross = (dy0 * dx1) - (dy1 * dx0);\n var clockwise = (cross < 0);\n /* Going nearly straight? */\n if (Math.abs(cross) < 0.1) {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));\n continue;\n }\n /* p[x|y] is the miter point. pdist is the distance between miter point and p1. */\n var c1 = ((-perpx + x0) * (-perpy + y1)) - ((-perpx + x1) * (-perpy + y0));\n var c2 = ((-perp1x + x2) * (-perp1y + y1)) - ((-perp1x + x1) * (-perp1y + y2));\n var px = ((dx0 * c2) - (dx1 * c1)) / cross;\n var py = ((dy1 * c1) - (dy0 * c2)) / cross;\n var pdist = ((px - x1) * (px - x1)) + ((py - y1) * (py - y1));\n /* Inner miter point */\n var imx = x1 + ((px - x1) * innerWeight);\n var imy = y1 + ((py - y1) * innerWeight);\n /* Outer miter point */\n var omx = x1 - ((px - x1) * outerWeight);\n var omy = y1 - ((py - y1) * outerWeight);\n /* Is the inside miter point too far away, creating a spike? */\n var smallerInsideSegmentSq = Math.min((dx0 * dx0) + (dy0 * dy0), (dx1 * dx1) + (dy1 * dy1));\n var insideWeight = clockwise ? innerWeight : outerWeight;\n var smallerInsideDiagonalSq = smallerInsideSegmentSq + (insideWeight * insideWeight * widthSquared);\n var insideMiterOk = pdist <= smallerInsideDiagonalSq;\n if (insideMiterOk) {\n if (style.join === LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared) {\n if (clockwise) /* rotating at inner angle */ {\n verts.push(imx, imy); // inner miter point\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex\n verts.push(imx, imy); // inner miter point\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex\n }\n else /* rotating at outer angle */ {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex\n verts.push(omx, omy); // outer miter point\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's outer vertex\n verts.push(omx, omy); // outer miter point\n }\n indexCount += 2;\n }\n else if (style.join === LINE_JOIN.ROUND) {\n if (clockwise) /* arc is outside */ {\n verts.push(imx, imy);\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));\n indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 4;\n verts.push(imx, imy);\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight));\n }\n else /* arc is inside */ {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));\n verts.push(omx, omy);\n indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 4;\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight));\n verts.push(omx, omy);\n }\n }\n else {\n verts.push(imx, imy);\n verts.push(omx, omy);\n }\n }\n else // inside miter is NOT ok\n {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex\n if (style.join === LINE_JOIN.ROUND) {\n if (clockwise) /* arc is outside */ {\n indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 2;\n }\n else /* arc is inside */ {\n indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 2;\n }\n }\n else if (style.join === LINE_JOIN.MITER && pdist / widthSquared <= miterLimitSquared) {\n if (clockwise) {\n verts.push(omx, omy); // inner miter point\n verts.push(omx, omy); // inner miter point\n }\n else {\n verts.push(imx, imy); // outer miter point\n verts.push(imx, imy); // outer miter point\n }\n indexCount += 2;\n }\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's inner vertex\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex\n indexCount += 2;\n }\n }\n x0 = points[(length - 2) * 2];\n y0 = points[((length - 2) * 2) + 1];\n x1 = points[(length - 1) * 2];\n y1 = points[((length - 1) * 2) + 1];\n perpx = -(y0 - y1);\n perpy = x0 - x1;\n dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));\n if (!closedShape) {\n if (style.cap === LINE_CAP.ROUND) {\n indexCount += round(x1 - (perpx * (innerWeight - outerWeight) * 0.5), y1 - (perpy * (innerWeight - outerWeight) * 0.5), x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), verts, false) + 2;\n }\n else if (style.cap === LINE_CAP.SQUARE) {\n indexCount += square(x1, y1, perpx, perpy, innerWeight, outerWeight, false, verts);\n }\n }\n var indices = graphicsGeometry.indices;\n var eps2 = GRAPHICS_CURVES.epsilon * GRAPHICS_CURVES.epsilon;\n // indices.push(indexStart);\n for (var i = indexStart; i < indexCount + indexStart - 2; ++i) {\n x0 = verts[(i * 2)];\n y0 = verts[(i * 2) + 1];\n x1 = verts[(i + 1) * 2];\n y1 = verts[((i + 1) * 2) + 1];\n x2 = verts[(i + 2) * 2];\n y2 = verts[((i + 2) * 2) + 1];\n /* Skip zero area triangles */\n if (Math.abs((x0 * (y1 - y2)) + (x1 * (y2 - y0)) + (x2 * (y0 - y1))) < eps2) {\n continue;\n }\n indices.push(i, i + 1, i + 2);\n }\n}\n/**\n * Builds a line to draw using the gl.drawArrays(gl.LINES) method\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildNativeLine(graphicsData, graphicsGeometry) {\n var i = 0;\n var shape = graphicsData.shape;\n var points = graphicsData.points || shape.points;\n var closedShape = shape.type !== SHAPES.POLY || shape.closeStroke;\n if (points.length === 0)\n { return; }\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n var length = points.length / 2;\n var startIndex = verts.length / 2;\n var currentIndex = startIndex;\n verts.push(points[0], points[1]);\n for (i = 1; i < length; i++) {\n verts.push(points[i * 2], points[(i * 2) + 1]);\n indices.push(currentIndex, currentIndex + 1);\n currentIndex++;\n }\n if (closedShape) {\n indices.push(currentIndex, startIndex);\n }\n}\n/**\n * Builds a line to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildLine(graphicsData, graphicsGeometry) {\n if (graphicsData.lineStyle.native) {\n buildNativeLine(graphicsData, graphicsGeometry);\n }\n else {\n buildNonNativeLine(graphicsData, graphicsGeometry);\n }\n}\n\n/**\n * Utilities for arc curves.\n * @private\n */\nvar ArcUtils = /** @class */ (function () {\n function ArcUtils() {\n }\n /**\n * The arcTo() method creates an arc/curve between two tangents on the canvas.\n *\n * \"borrowed\" from https://code.google.com/p/fxcanvas/ - thanks google!\n * @private\n * @param x1 - The x-coordinate of the beginning of the arc\n * @param y1 - The y-coordinate of the beginning of the arc\n * @param x2 - The x-coordinate of the end of the arc\n * @param y2 - The y-coordinate of the end of the arc\n * @param radius - The radius of the arc\n * @param points -\n * @returns - If the arc length is valid, return center of circle, radius and other info otherwise `null`.\n */\n ArcUtils.curveTo = function (x1, y1, x2, y2, radius, points) {\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n var a1 = fromY - y1;\n var b1 = fromX - x1;\n var a2 = y2 - y1;\n var b2 = x2 - x1;\n var mm = Math.abs((a1 * b2) - (b1 * a2));\n if (mm < 1.0e-8 || radius === 0) {\n if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1) {\n points.push(x1, y1);\n }\n return null;\n }\n var dd = (a1 * a1) + (b1 * b1);\n var cc = (a2 * a2) + (b2 * b2);\n var tt = (a1 * a2) + (b1 * b2);\n var k1 = radius * Math.sqrt(dd) / mm;\n var k2 = radius * Math.sqrt(cc) / mm;\n var j1 = k1 * tt / dd;\n var j2 = k2 * tt / cc;\n var cx = (k1 * b2) + (k2 * b1);\n var cy = (k1 * a2) + (k2 * a1);\n var px = b1 * (k2 + j1);\n var py = a1 * (k2 + j1);\n var qx = b2 * (k1 + j2);\n var qy = a2 * (k1 + j2);\n var startAngle = Math.atan2(py - cy, px - cx);\n var endAngle = Math.atan2(qy - cy, qx - cx);\n return {\n cx: (cx + x1),\n cy: (cy + y1),\n radius: radius,\n startAngle: startAngle,\n endAngle: endAngle,\n anticlockwise: (b1 * a2 > b2 * a1),\n };\n };\n /* eslint-disable max-len */\n /**\n * The arc method creates an arc/curve (used to create circles, or parts of circles).\n * @private\n * @param _startX - Start x location of arc\n * @param _startY - Start y location of arc\n * @param cx - The x-coordinate of the center of the circle\n * @param cy - The y-coordinate of the center of the circle\n * @param radius - The radius of the circle\n * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position\n * of the arc's circle)\n * @param endAngle - The ending angle, in radians\n * @param _anticlockwise - Specifies whether the drawing should be\n * counter-clockwise or clockwise. False is default, and indicates clockwise, while true\n * indicates counter-clockwise.\n * @param points - Collection of points to add to\n */\n ArcUtils.arc = function (_startX, _startY, cx, cy, radius, startAngle, endAngle, _anticlockwise, points) {\n var sweep = endAngle - startAngle;\n var n = GRAPHICS_CURVES._segmentsCount(Math.abs(sweep) * radius, Math.ceil(Math.abs(sweep) / PI_2) * 40);\n var theta = (sweep) / (n * 2);\n var theta2 = theta * 2;\n var cTheta = Math.cos(theta);\n var sTheta = Math.sin(theta);\n var segMinus = n - 1;\n var remainder = (segMinus % 1) / segMinus;\n for (var i = 0; i <= segMinus; ++i) {\n var real = i + (remainder * i);\n var angle = ((theta) + startAngle + (theta2 * real));\n var c = Math.cos(angle);\n var s = -Math.sin(angle);\n points.push((((cTheta * c) + (sTheta * s)) * radius) + cx, (((cTheta * -s) + (sTheta * c)) * radius) + cy);\n }\n };\n return ArcUtils;\n}());\n\n/**\n * Utilities for bezier curves\n * @private\n */\nvar BezierUtils = /** @class */ (function () {\n function BezierUtils() {\n }\n /**\n * Calculate length of bezier curve.\n * Analytical solution is impossible, since it involves an integral that does not integrate in general.\n * Therefore numerical solution is used.\n * @private\n * @param fromX - Starting point x\n * @param fromY - Starting point y\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param cpX2 - Second Control point x\n * @param cpY2 - Second Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @returns - Length of bezier curve\n */\n BezierUtils.curveLength = function (fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY) {\n var n = 10;\n var result = 0.0;\n var t = 0.0;\n var t2 = 0.0;\n var t3 = 0.0;\n var nt = 0.0;\n var nt2 = 0.0;\n var nt3 = 0.0;\n var x = 0.0;\n var y = 0.0;\n var dx = 0.0;\n var dy = 0.0;\n var prevX = fromX;\n var prevY = fromY;\n for (var i = 1; i <= n; ++i) {\n t = i / n;\n t2 = t * t;\n t3 = t2 * t;\n nt = (1.0 - t);\n nt2 = nt * nt;\n nt3 = nt2 * nt;\n x = (nt3 * fromX) + (3.0 * nt2 * t * cpX) + (3.0 * nt * t2 * cpX2) + (t3 * toX);\n y = (nt3 * fromY) + (3.0 * nt2 * t * cpY) + (3 * nt * t2 * cpY2) + (t3 * toY);\n dx = prevX - x;\n dy = prevY - y;\n prevX = x;\n prevY = y;\n result += Math.sqrt((dx * dx) + (dy * dy));\n }\n return result;\n };\n /**\n * Calculate the points for a bezier curve and then draws it.\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param cpX2 - Second Control point x\n * @param cpY2 - Second Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @param points - Path array to push points into\n */\n BezierUtils.curveTo = function (cpX, cpY, cpX2, cpY2, toX, toY, points) {\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n points.length -= 2;\n var n = GRAPHICS_CURVES._segmentsCount(BezierUtils.curveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY));\n var dt = 0;\n var dt2 = 0;\n var dt3 = 0;\n var t2 = 0;\n var t3 = 0;\n points.push(fromX, fromY);\n for (var i = 1, j = 0; i <= n; ++i) {\n j = i / n;\n dt = (1 - j);\n dt2 = dt * dt;\n dt3 = dt2 * dt;\n t2 = j * j;\n t3 = t2 * j;\n points.push((dt3 * fromX) + (3 * dt2 * j * cpX) + (3 * dt * t2 * cpX2) + (t3 * toX), (dt3 * fromY) + (3 * dt2 * j * cpY) + (3 * dt * t2 * cpY2) + (t3 * toY));\n }\n };\n return BezierUtils;\n}());\n\n/**\n * Utilities for quadratic curves.\n * @private\n */\nvar QuadraticUtils = /** @class */ (function () {\n function QuadraticUtils() {\n }\n /**\n * Calculate length of quadratic curve\n * @see {@link http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/}\n * for the detailed explanation of math behind this.\n * @private\n * @param fromX - x-coordinate of curve start point\n * @param fromY - y-coordinate of curve start point\n * @param cpX - x-coordinate of curve control point\n * @param cpY - y-coordinate of curve control point\n * @param toX - x-coordinate of curve end point\n * @param toY - y-coordinate of curve end point\n * @returns - Length of quadratic curve\n */\n QuadraticUtils.curveLength = function (fromX, fromY, cpX, cpY, toX, toY) {\n var ax = fromX - (2.0 * cpX) + toX;\n var ay = fromY - (2.0 * cpY) + toY;\n var bx = (2.0 * cpX) - (2.0 * fromX);\n var by = (2.0 * cpY) - (2.0 * fromY);\n var a = 4.0 * ((ax * ax) + (ay * ay));\n var b = 4.0 * ((ax * bx) + (ay * by));\n var c = (bx * bx) + (by * by);\n var s = 2.0 * Math.sqrt(a + b + c);\n var a2 = Math.sqrt(a);\n var a32 = 2.0 * a * a2;\n var c2 = 2.0 * Math.sqrt(c);\n var ba = b / a2;\n return ((a32 * s)\n + (a2 * b * (s - c2))\n + (((4.0 * c * a) - (b * b))\n * Math.log(((2.0 * a2) + ba + s) / (ba + c2)))) / (4.0 * a32);\n };\n /**\n * Calculate the points for a quadratic bezier curve and then draws it.\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n * @private\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @param points - Points to add segments to.\n */\n QuadraticUtils.curveTo = function (cpX, cpY, toX, toY, points) {\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n var n = GRAPHICS_CURVES._segmentsCount(QuadraticUtils.curveLength(fromX, fromY, cpX, cpY, toX, toY));\n var xa = 0;\n var ya = 0;\n for (var i = 1; i <= n; ++i) {\n var j = i / n;\n xa = fromX + ((cpX - fromX) * j);\n ya = fromY + ((cpY - fromY) * j);\n points.push(xa + (((cpX + ((toX - cpX) * j)) - xa) * j), ya + (((cpY + ((toY - cpY) * j)) - ya) * j));\n }\n };\n return QuadraticUtils;\n}());\n\n/**\n * A structure to hold interim batch objects for Graphics.\n * @memberof PIXI.graphicsUtils\n */\nvar BatchPart = /** @class */ (function () {\n function BatchPart() {\n this.reset();\n }\n /**\n * Begin batch part.\n * @param style\n * @param startIndex\n * @param attribStart\n */\n BatchPart.prototype.begin = function (style, startIndex, attribStart) {\n this.reset();\n this.style = style;\n this.start = startIndex;\n this.attribStart = attribStart;\n };\n /**\n * End batch part.\n * @param endIndex\n * @param endAttrib\n */\n BatchPart.prototype.end = function (endIndex, endAttrib) {\n this.attribSize = endAttrib - this.attribStart;\n this.size = endIndex - this.start;\n };\n BatchPart.prototype.reset = function () {\n this.style = null;\n this.size = 0;\n this.start = 0;\n this.attribStart = 0;\n this.attribSize = 0;\n };\n return BatchPart;\n}());\n\n/**\n * Generalized convenience utilities for Graphics.\n * @namespace graphicsUtils\n * @memberof PIXI\n */\nvar _a;\n/**\n * Map of fill commands for each shape type.\n * @memberof PIXI.graphicsUtils\n * @member {object} FILL_COMMANDS\n */\nvar FILL_COMMANDS = (_a = {},\n _a[SHAPES.POLY] = buildPoly,\n _a[SHAPES.CIRC] = buildCircle,\n _a[SHAPES.ELIP] = buildCircle,\n _a[SHAPES.RECT] = buildRectangle,\n _a[SHAPES.RREC] = buildRoundedRectangle,\n _a);\n/**\n * Batch pool, stores unused batches for preventing allocations.\n * @memberof PIXI.graphicsUtils\n * @member {Array} BATCH_POOL\n */\nvar BATCH_POOL = [];\n/**\n * Draw call pool, stores unused draw calls for preventing allocations.\n * @memberof PIXI.graphicsUtils\n * @member {Array} DRAW_CALL_POOL\n */\nvar DRAW_CALL_POOL = [];\n\n/**\n * A class to contain data useful for Graphics objects\n * @memberof PIXI\n */\nvar GraphicsData = /** @class */ (function () {\n /**\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param fillStyle - the width of the line to draw\n * @param lineStyle - the color of the line to draw\n * @param matrix - Transform matrix\n */\n function GraphicsData(shape, fillStyle, lineStyle, matrix) {\n if (fillStyle === void 0) { fillStyle = null; }\n if (lineStyle === void 0) { lineStyle = null; }\n if (matrix === void 0) { matrix = null; }\n /** The collection of points. */\n this.points = [];\n /** The collection of holes. */\n this.holes = [];\n this.shape = shape;\n this.lineStyle = lineStyle;\n this.fillStyle = fillStyle;\n this.matrix = matrix;\n this.type = shape.type;\n }\n /**\n * Creates a new GraphicsData object with the same values as this one.\n * @returns - Cloned GraphicsData object\n */\n GraphicsData.prototype.clone = function () {\n return new GraphicsData(this.shape, this.fillStyle, this.lineStyle, this.matrix);\n };\n /** Destroys the Graphics data. */\n GraphicsData.prototype.destroy = function () {\n this.shape = null;\n this.holes.length = 0;\n this.holes = null;\n this.points.length = 0;\n this.points = null;\n this.lineStyle = null;\n this.fillStyle = null;\n };\n return GraphicsData;\n}());\n\nvar tmpPoint = new Point();\n/**\n * The Graphics class contains methods used to draw primitive shapes such as lines, circles and\n * rectangles to the display, and to color and fill them.\n *\n * GraphicsGeometry is designed to not be continually updating the geometry since it's expensive\n * to re-tesselate using **earcut**. Consider using {@link PIXI.Mesh} for this use-case, it's much faster.\n * @memberof PIXI\n */\nvar GraphicsGeometry = /** @class */ (function (_super) {\n __extends(GraphicsGeometry, _super);\n // eslint-disable-next-line @typescript-eslint/no-useless-constructor\n function GraphicsGeometry() {\n var _this = _super.call(this) || this;\n /** Minimal distance between points that are considered different. Affects line tesselation. */\n _this.closePointEps = 1e-4;\n /** Padding to add to the bounds. */\n _this.boundsPadding = 0;\n _this.uvsFloat32 = null;\n _this.indicesUint16 = null;\n _this.batchable = false;\n /** An array of points to draw, 2 numbers per point */\n _this.points = [];\n /** The collection of colors */\n _this.colors = [];\n /** The UVs collection */\n _this.uvs = [];\n /** The indices of the vertices */\n _this.indices = [];\n /** Reference to the texture IDs. */\n _this.textureIds = [];\n /**\n * The collection of drawn shapes.\n * @member {PIXI.GraphicsData[]}\n */\n _this.graphicsData = [];\n /**\n * List of current draw calls drived from the batches.\n * @member {PIXI.BatchDrawCall[]}\n */\n _this.drawCalls = [];\n /** Batches need to regenerated if the geometry is updated. */\n _this.batchDirty = -1;\n /**\n * Intermediate abstract format sent to batch system.\n * Can be converted to drawCalls or to batchable objects.\n * @member {PIXI.graphicsUtils.BatchPart[]}\n */\n _this.batches = [];\n /** Used to detect if the graphics object has changed. */\n _this.dirty = 0;\n /** Used to check if the cache is dirty. */\n _this.cacheDirty = -1;\n /** Used to detect if we cleared the graphicsData. */\n _this.clearDirty = 0;\n /** Index of the last batched shape in the stack of calls. */\n _this.shapeIndex = 0;\n /** Cached bounds. */\n _this._bounds = new Bounds();\n /** The bounds dirty flag. */\n _this.boundsDirty = -1;\n return _this;\n }\n Object.defineProperty(GraphicsGeometry.prototype, \"bounds\", {\n /**\n * Get the current bounds of the graphic geometry.\n * @readonly\n */\n get: function () {\n this.updateBatches();\n if (this.boundsDirty !== this.dirty) {\n this.boundsDirty = this.dirty;\n this.calculateBounds();\n }\n return this._bounds;\n },\n enumerable: false,\n configurable: true\n });\n /** Call if you changed graphicsData manually. Empties all batch buffers. */\n GraphicsGeometry.prototype.invalidate = function () {\n this.boundsDirty = -1;\n this.dirty++;\n this.batchDirty++;\n this.shapeIndex = 0;\n this.points.length = 0;\n this.colors.length = 0;\n this.uvs.length = 0;\n this.indices.length = 0;\n this.textureIds.length = 0;\n for (var i = 0; i < this.drawCalls.length; i++) {\n this.drawCalls[i].texArray.clear();\n DRAW_CALL_POOL.push(this.drawCalls[i]);\n }\n this.drawCalls.length = 0;\n for (var i = 0; i < this.batches.length; i++) {\n var batchPart = this.batches[i];\n batchPart.reset();\n BATCH_POOL.push(batchPart);\n }\n this.batches.length = 0;\n };\n /**\n * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.\n * @returns - This GraphicsGeometry object. Good for chaining method calls\n */\n GraphicsGeometry.prototype.clear = function () {\n if (this.graphicsData.length > 0) {\n this.invalidate();\n this.clearDirty++;\n this.graphicsData.length = 0;\n }\n return this;\n };\n /**\n * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param fillStyle - Defines style of the fill.\n * @param lineStyle - Defines style of the lines.\n * @param matrix - Transform applied to the points of the shape.\n * @returns - Returns geometry for chaining.\n */\n GraphicsGeometry.prototype.drawShape = function (shape, fillStyle, lineStyle, matrix) {\n if (fillStyle === void 0) { fillStyle = null; }\n if (lineStyle === void 0) { lineStyle = null; }\n if (matrix === void 0) { matrix = null; }\n var data = new GraphicsData(shape, fillStyle, lineStyle, matrix);\n this.graphicsData.push(data);\n this.dirty++;\n return this;\n };\n /**\n * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param matrix - Transform applied to the points of the shape.\n * @returns - Returns geometry for chaining.\n */\n GraphicsGeometry.prototype.drawHole = function (shape, matrix) {\n if (matrix === void 0) { matrix = null; }\n if (!this.graphicsData.length) {\n return null;\n }\n var data = new GraphicsData(shape, null, null, matrix);\n var lastShape = this.graphicsData[this.graphicsData.length - 1];\n data.lineStyle = lastShape.lineStyle;\n lastShape.holes.push(data);\n this.dirty++;\n return this;\n };\n /** Destroys the GraphicsGeometry object. */\n GraphicsGeometry.prototype.destroy = function () {\n _super.prototype.destroy.call(this);\n // destroy each of the GraphicsData objects\n for (var i = 0; i < this.graphicsData.length; ++i) {\n this.graphicsData[i].destroy();\n }\n this.points.length = 0;\n this.points = null;\n this.colors.length = 0;\n this.colors = null;\n this.uvs.length = 0;\n this.uvs = null;\n this.indices.length = 0;\n this.indices = null;\n this.indexBuffer.destroy();\n this.indexBuffer = null;\n this.graphicsData.length = 0;\n this.graphicsData = null;\n this.drawCalls.length = 0;\n this.drawCalls = null;\n this.batches.length = 0;\n this.batches = null;\n this._bounds = null;\n };\n /**\n * Check to see if a point is contained within this geometry.\n * @param point - Point to check if it's contained.\n * @returns {boolean} `true` if the point is contained within geometry.\n */\n GraphicsGeometry.prototype.containsPoint = function (point) {\n var graphicsData = this.graphicsData;\n for (var i = 0; i < graphicsData.length; ++i) {\n var data = graphicsData[i];\n if (!data.fillStyle.visible) {\n continue;\n }\n // only deal with fills..\n if (data.shape) {\n if (data.matrix) {\n data.matrix.applyInverse(point, tmpPoint);\n }\n else {\n tmpPoint.copyFrom(point);\n }\n if (data.shape.contains(tmpPoint.x, tmpPoint.y)) {\n var hitHole = false;\n if (data.holes) {\n for (var i_1 = 0; i_1 < data.holes.length; i_1++) {\n var hole = data.holes[i_1];\n if (hole.shape.contains(tmpPoint.x, tmpPoint.y)) {\n hitHole = true;\n break;\n }\n }\n }\n if (!hitHole) {\n return true;\n }\n }\n }\n }\n return false;\n };\n /**\n * Generates intermediate batch data. Either gets converted to drawCalls\n * or used to convert to batch objects directly by the Graphics object.\n */\n GraphicsGeometry.prototype.updateBatches = function () {\n if (!this.graphicsData.length) {\n this.batchable = true;\n return;\n }\n if (!this.validateBatching()) {\n return;\n }\n this.cacheDirty = this.dirty;\n var uvs = this.uvs;\n var graphicsData = this.graphicsData;\n var batchPart = null;\n var currentStyle = null;\n if (this.batches.length > 0) {\n batchPart = this.batches[this.batches.length - 1];\n currentStyle = batchPart.style;\n }\n for (var i = this.shapeIndex; i < graphicsData.length; i++) {\n this.shapeIndex++;\n var data = graphicsData[i];\n var fillStyle = data.fillStyle;\n var lineStyle = data.lineStyle;\n var command = FILL_COMMANDS[data.type];\n // build out the shapes points..\n command.build(data);\n if (data.matrix) {\n this.transformPoints(data.points, data.matrix);\n }\n if (fillStyle.visible || lineStyle.visible) {\n this.processHoles(data.holes);\n }\n for (var j = 0; j < 2; j++) {\n var style = (j === 0) ? fillStyle : lineStyle;\n if (!style.visible)\n { continue; }\n var nextTexture = style.texture.baseTexture;\n var index_1 = this.indices.length;\n var attribIndex = this.points.length / 2;\n nextTexture.wrapMode = WRAP_MODES.REPEAT;\n if (j === 0) {\n this.processFill(data);\n }\n else {\n this.processLine(data);\n }\n var size = (this.points.length / 2) - attribIndex;\n if (size === 0)\n { continue; }\n // close batch if style is different\n if (batchPart && !this._compareStyles(currentStyle, style)) {\n batchPart.end(index_1, attribIndex);\n batchPart = null;\n }\n // spawn new batch if its first batch or previous was closed\n if (!batchPart) {\n batchPart = BATCH_POOL.pop() || new BatchPart();\n batchPart.begin(style, index_1, attribIndex);\n this.batches.push(batchPart);\n currentStyle = style;\n }\n this.addUvs(this.points, uvs, style.texture, attribIndex, size, style.matrix);\n }\n }\n var index = this.indices.length;\n var attrib = this.points.length / 2;\n if (batchPart) {\n batchPart.end(index, attrib);\n }\n if (this.batches.length === 0) {\n // there are no visible styles in GraphicsData\n // its possible that someone wants Graphics just for the bounds\n this.batchable = true;\n return;\n }\n var need32 = attrib > 0xffff;\n // prevent allocation when length is same as buffer\n if (this.indicesUint16 && this.indices.length === this.indicesUint16.length\n && need32 === (this.indicesUint16.BYTES_PER_ELEMENT > 2)) {\n this.indicesUint16.set(this.indices);\n }\n else {\n this.indicesUint16 = need32 ? new Uint32Array(this.indices) : new Uint16Array(this.indices);\n }\n // TODO make this a const..\n this.batchable = this.isBatchable();\n if (this.batchable) {\n this.packBatches();\n }\n else {\n this.buildDrawCalls();\n }\n };\n /**\n * Affinity check\n * @param styleA\n * @param styleB\n */\n GraphicsGeometry.prototype._compareStyles = function (styleA, styleB) {\n if (!styleA || !styleB) {\n return false;\n }\n if (styleA.texture.baseTexture !== styleB.texture.baseTexture) {\n return false;\n }\n if (styleA.color + styleA.alpha !== styleB.color + styleB.alpha) {\n return false;\n }\n if (!!styleA.native !== !!styleB.native) {\n return false;\n }\n return true;\n };\n /** Test geometry for batching process. */\n GraphicsGeometry.prototype.validateBatching = function () {\n if (this.dirty === this.cacheDirty || !this.graphicsData.length) {\n return false;\n }\n for (var i = 0, l = this.graphicsData.length; i < l; i++) {\n var data = this.graphicsData[i];\n var fill = data.fillStyle;\n var line = data.lineStyle;\n if (fill && !fill.texture.baseTexture.valid)\n { return false; }\n if (line && !line.texture.baseTexture.valid)\n { return false; }\n }\n return true;\n };\n /** Offset the indices so that it works with the batcher. */\n GraphicsGeometry.prototype.packBatches = function () {\n this.batchDirty++;\n this.uvsFloat32 = new Float32Array(this.uvs);\n var batches = this.batches;\n for (var i = 0, l = batches.length; i < l; i++) {\n var batch = batches[i];\n for (var j = 0; j < batch.size; j++) {\n var index = batch.start + j;\n this.indicesUint16[index] = this.indicesUint16[index] - batch.attribStart;\n }\n }\n };\n /**\n * Checks to see if this graphics geometry can be batched.\n * Currently it needs to be small enough and not contain any native lines.\n */\n GraphicsGeometry.prototype.isBatchable = function () {\n // prevent heavy mesh batching\n if (this.points.length > 0xffff * 2) {\n return false;\n }\n var batches = this.batches;\n for (var i = 0; i < batches.length; i++) {\n if (batches[i].style.native) {\n return false;\n }\n }\n return (this.points.length < GraphicsGeometry.BATCHABLE_SIZE * 2);\n };\n /** Converts intermediate batches data to drawCalls. */\n GraphicsGeometry.prototype.buildDrawCalls = function () {\n var TICK = ++BaseTexture._globalBatch;\n for (var i = 0; i < this.drawCalls.length; i++) {\n this.drawCalls[i].texArray.clear();\n DRAW_CALL_POOL.push(this.drawCalls[i]);\n }\n this.drawCalls.length = 0;\n var colors = this.colors;\n var textureIds = this.textureIds;\n var currentGroup = DRAW_CALL_POOL.pop();\n if (!currentGroup) {\n currentGroup = new BatchDrawCall();\n currentGroup.texArray = new BatchTextureArray();\n }\n currentGroup.texArray.count = 0;\n currentGroup.start = 0;\n currentGroup.size = 0;\n currentGroup.type = DRAW_MODES.TRIANGLES;\n var textureCount = 0;\n var currentTexture = null;\n var textureId = 0;\n var native = false;\n var drawMode = DRAW_MODES.TRIANGLES;\n var index = 0;\n this.drawCalls.push(currentGroup);\n // TODO - this can be simplified\n for (var i = 0; i < this.batches.length; i++) {\n var data = this.batches[i];\n // TODO add some full on MAX_TEXTURE CODE..\n var MAX_TEXTURES = 8;\n // Forced cast for checking `native` without errors\n var style = data.style;\n var nextTexture = style.texture.baseTexture;\n if (native !== !!style.native) {\n native = !!style.native;\n drawMode = native ? DRAW_MODES.LINES : DRAW_MODES.TRIANGLES;\n // force the batch to break!\n currentTexture = null;\n textureCount = MAX_TEXTURES;\n TICK++;\n }\n if (currentTexture !== nextTexture) {\n currentTexture = nextTexture;\n if (nextTexture._batchEnabled !== TICK) {\n if (textureCount === MAX_TEXTURES) {\n TICK++;\n textureCount = 0;\n if (currentGroup.size > 0) {\n currentGroup = DRAW_CALL_POOL.pop();\n if (!currentGroup) {\n currentGroup = new BatchDrawCall();\n currentGroup.texArray = new BatchTextureArray();\n }\n this.drawCalls.push(currentGroup);\n }\n currentGroup.start = index;\n currentGroup.size = 0;\n currentGroup.texArray.count = 0;\n currentGroup.type = drawMode;\n }\n // TODO add this to the render part..\n // Hack! Because texture has protected `touched`\n nextTexture.touched = 1; // touch;\n nextTexture._batchEnabled = TICK;\n nextTexture._batchLocation = textureCount;\n nextTexture.wrapMode = WRAP_MODES.REPEAT;\n currentGroup.texArray.elements[currentGroup.texArray.count++] = nextTexture;\n textureCount++;\n }\n }\n currentGroup.size += data.size;\n index += data.size;\n textureId = nextTexture._batchLocation;\n this.addColors(colors, style.color, style.alpha, data.attribSize, data.attribStart);\n this.addTextureIds(textureIds, textureId, data.attribSize, data.attribStart);\n }\n BaseTexture._globalBatch = TICK;\n // upload..\n // merge for now!\n this.packAttributes();\n };\n /** Packs attributes to single buffer. */\n GraphicsGeometry.prototype.packAttributes = function () {\n var verts = this.points;\n var uvs = this.uvs;\n var colors = this.colors;\n var textureIds = this.textureIds;\n // verts are 2 positions.. so we * by 3 as there are 6 properties.. then 4 cos its bytes\n var glPoints = new ArrayBuffer(verts.length * 3 * 4);\n var f32 = new Float32Array(glPoints);\n var u32 = new Uint32Array(glPoints);\n var p = 0;\n for (var i = 0; i < verts.length / 2; i++) {\n f32[p++] = verts[i * 2];\n f32[p++] = verts[(i * 2) + 1];\n f32[p++] = uvs[i * 2];\n f32[p++] = uvs[(i * 2) + 1];\n u32[p++] = colors[i];\n f32[p++] = textureIds[i];\n }\n this._buffer.update(glPoints);\n this._indexBuffer.update(this.indicesUint16);\n };\n /**\n * Process fill part of Graphics.\n * @param data\n */\n GraphicsGeometry.prototype.processFill = function (data) {\n if (data.holes.length) {\n buildPoly.triangulate(data, this);\n }\n else {\n var command = FILL_COMMANDS[data.type];\n command.triangulate(data, this);\n }\n };\n /**\n * Process line part of Graphics.\n * @param data\n */\n GraphicsGeometry.prototype.processLine = function (data) {\n buildLine(data, this);\n for (var i = 0; i < data.holes.length; i++) {\n buildLine(data.holes[i], this);\n }\n };\n /**\n * Process the holes data.\n * @param holes\n */\n GraphicsGeometry.prototype.processHoles = function (holes) {\n for (var i = 0; i < holes.length; i++) {\n var hole = holes[i];\n var command = FILL_COMMANDS[hole.type];\n command.build(hole);\n if (hole.matrix) {\n this.transformPoints(hole.points, hole.matrix);\n }\n }\n };\n /** Update the local bounds of the object. Expensive to use performance-wise. */\n GraphicsGeometry.prototype.calculateBounds = function () {\n var bounds = this._bounds;\n bounds.clear();\n bounds.addVertexData(this.points, 0, this.points.length);\n bounds.pad(this.boundsPadding, this.boundsPadding);\n };\n /**\n * Transform points using matrix.\n * @param points - Points to transform\n * @param matrix - Transform matrix\n */\n GraphicsGeometry.prototype.transformPoints = function (points, matrix) {\n for (var i = 0; i < points.length / 2; i++) {\n var x = points[(i * 2)];\n var y = points[(i * 2) + 1];\n points[(i * 2)] = (matrix.a * x) + (matrix.c * y) + matrix.tx;\n points[(i * 2) + 1] = (matrix.b * x) + (matrix.d * y) + matrix.ty;\n }\n };\n /**\n * Add colors.\n * @param colors - List of colors to add to\n * @param color - Color to add\n * @param alpha - Alpha to use\n * @param size - Number of colors to add\n * @param offset\n */\n GraphicsGeometry.prototype.addColors = function (colors, color, alpha, size, offset) {\n if (offset === void 0) { offset = 0; }\n // TODO use the premultiply bits Ivan added\n var rgb = (color >> 16) + (color & 0xff00) + ((color & 0xff) << 16);\n var rgba = premultiplyTint(rgb, alpha);\n colors.length = Math.max(colors.length, offset + size);\n for (var i = 0; i < size; i++) {\n colors[offset + i] = rgba;\n }\n };\n /**\n * Add texture id that the shader/fragment wants to use.\n * @param textureIds\n * @param id\n * @param size\n * @param offset\n */\n GraphicsGeometry.prototype.addTextureIds = function (textureIds, id, size, offset) {\n if (offset === void 0) { offset = 0; }\n textureIds.length = Math.max(textureIds.length, offset + size);\n for (var i = 0; i < size; i++) {\n textureIds[offset + i] = id;\n }\n };\n /**\n * Generates the UVs for a shape.\n * @param verts - Vertices\n * @param uvs - UVs\n * @param texture - Reference to Texture\n * @param start - Index buffer start index.\n * @param size - The size/length for index buffer.\n * @param matrix - Optional transform for all points.\n */\n GraphicsGeometry.prototype.addUvs = function (verts, uvs, texture, start, size, matrix) {\n if (matrix === void 0) { matrix = null; }\n var index = 0;\n var uvsStart = uvs.length;\n var frame = texture.frame;\n while (index < size) {\n var x = verts[(start + index) * 2];\n var y = verts[((start + index) * 2) + 1];\n if (matrix) {\n var nx = (matrix.a * x) + (matrix.c * y) + matrix.tx;\n y = (matrix.b * x) + (matrix.d * y) + matrix.ty;\n x = nx;\n }\n index++;\n uvs.push(x / frame.width, y / frame.height);\n }\n var baseTexture = texture.baseTexture;\n if (frame.width < baseTexture.width\n || frame.height < baseTexture.height) {\n this.adjustUvs(uvs, texture, uvsStart, size);\n }\n };\n /**\n * Modify uvs array according to position of texture region\n * Does not work with rotated or trimmed textures\n * @param uvs - array\n * @param texture - region\n * @param start - starting index for uvs\n * @param size - how many points to adjust\n */\n GraphicsGeometry.prototype.adjustUvs = function (uvs, texture, start, size) {\n var baseTexture = texture.baseTexture;\n var eps = 1e-6;\n var finish = start + (size * 2);\n var frame = texture.frame;\n var scaleX = frame.width / baseTexture.width;\n var scaleY = frame.height / baseTexture.height;\n var offsetX = frame.x / frame.width;\n var offsetY = frame.y / frame.height;\n var minX = Math.floor(uvs[start] + eps);\n var minY = Math.floor(uvs[start + 1] + eps);\n for (var i = start + 2; i < finish; i += 2) {\n minX = Math.min(minX, Math.floor(uvs[i] + eps));\n minY = Math.min(minY, Math.floor(uvs[i + 1] + eps));\n }\n offsetX -= minX;\n offsetY -= minY;\n for (var i = start; i < finish; i += 2) {\n uvs[i] = (uvs[i] + offsetX) * scaleX;\n uvs[i + 1] = (uvs[i + 1] + offsetY) * scaleY;\n }\n };\n /**\n * The maximum number of points to consider an object \"batchable\",\n * able to be batched by the renderer's batch system.\n\\\n */\n GraphicsGeometry.BATCHABLE_SIZE = 100;\n return GraphicsGeometry;\n}(BatchGeometry));\n\n/**\n * Represents the line style for Graphics.\n * @memberof PIXI\n */\nvar LineStyle = /** @class */ (function (_super) {\n __extends(LineStyle, _super);\n function LineStyle() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n /** The width (thickness) of any lines drawn. */\n _this.width = 0;\n /** The alignment of any lines drawn (0.5 = middle, 1 = outer, 0 = inner). WebGL only. */\n _this.alignment = 0.5;\n /** If true the lines will be draw using LINES instead of TRIANGLE_STRIP. */\n _this.native = false;\n /**\n * Line cap style.\n * @member {PIXI.LINE_CAP}\n * @default PIXI.LINE_CAP.BUTT\n */\n _this.cap = LINE_CAP.BUTT;\n /**\n * Line join style.\n * @member {PIXI.LINE_JOIN}\n * @default PIXI.LINE_JOIN.MITER\n */\n _this.join = LINE_JOIN.MITER;\n /** Miter limit. */\n _this.miterLimit = 10;\n return _this;\n }\n /** Clones the object. */\n LineStyle.prototype.clone = function () {\n var obj = new LineStyle();\n obj.color = this.color;\n obj.alpha = this.alpha;\n obj.texture = this.texture;\n obj.matrix = this.matrix;\n obj.visible = this.visible;\n obj.width = this.width;\n obj.alignment = this.alignment;\n obj.native = this.native;\n obj.cap = this.cap;\n obj.join = this.join;\n obj.miterLimit = this.miterLimit;\n return obj;\n };\n /** Reset the line style to default. */\n LineStyle.prototype.reset = function () {\n _super.prototype.reset.call(this);\n // Override default line style color\n this.color = 0x0;\n this.alignment = 0.5;\n this.width = 0;\n this.native = false;\n };\n return LineStyle;\n}(FillStyle));\n\nvar temp = new Float32Array(3);\n// a default shaders map used by graphics..\nvar DEFAULT_SHADERS = {};\n/**\n * The Graphics class is primarily used to render primitive shapes such as lines, circles and\n * rectangles to the display, and to color and fill them. However, you can also use a Graphics\n * object to build a list of primitives to use as a mask, or as a complex hitArea.\n *\n * Please note that due to legacy naming conventions, the behavior of some functions in this class\n * can be confusing. Each call to `drawRect()`, `drawPolygon()`, etc. actually stores that primitive\n * in the Geometry class's GraphicsGeometry object for later use in rendering or hit testing - the\n * functions do not directly draw anything to the screen. Similarly, the `clear()` function doesn't\n * change the screen, it simply resets the list of primitives, which can be useful if you want to\n * rebuild the contents of an existing Graphics object.\n *\n * Once a GraphicsGeometry list is built, you can re-use it in other Geometry objects as\n * an optimization, by passing it into a new Geometry object's constructor. Because of this\n * ability, it's important to call `destroy()` on Geometry objects once you are done with them, to\n * properly dereference each GraphicsGeometry and prevent memory leaks.\n * @memberof PIXI\n */\nvar Graphics = /** @class */ (function (_super) {\n __extends(Graphics, _super);\n /**\n * @param geometry - Geometry to use, if omitted will create a new GraphicsGeometry instance.\n */\n function Graphics(geometry) {\n if (geometry === void 0) { geometry = null; }\n var _this = _super.call(this) || this;\n /**\n * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU.\n * Can be shared between multiple Graphics objects.\n */\n _this.shader = null;\n /** Renderer plugin for batching */\n _this.pluginName = 'batch';\n /**\n * Current path\n * @readonly\n */\n _this.currentPath = null;\n /** A collections of batches! These can be drawn by the renderer batch system. */\n _this.batches = [];\n /** Update dirty for limiting calculating tints for batches. */\n _this.batchTint = -1;\n /** Update dirty for limiting calculating batches.*/\n _this.batchDirty = -1;\n /** Copy of the object vertex data. */\n _this.vertexData = null;\n /** Current fill style. */\n _this._fillStyle = new FillStyle();\n /** Current line style. */\n _this._lineStyle = new LineStyle();\n /** Current shape transform matrix. */\n _this._matrix = null;\n /** Current hole mode is enabled. */\n _this._holeMode = false;\n /**\n * Represents the WebGL state the Graphics required to render, excludes shader and geometry. E.g.,\n * blend mode, culling, depth testing, direction of rendering triangles, backface, etc.\n */\n _this.state = State.for2d();\n _this._geometry = geometry || new GraphicsGeometry();\n _this._geometry.refCount++;\n /**\n * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite.\n * This is useful if your graphics element does not change often, as it will speed up the rendering\n * of the object in exchange for taking up texture memory. It is also useful if you need the graphics\n * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if\n * you are constantly redrawing the graphics element.\n * @name cacheAsBitmap\n * @member {boolean}\n * @memberof PIXI.Graphics#\n * @default false\n */\n _this._transformID = -1;\n // Set default\n _this.tint = 0xFFFFFF;\n _this.blendMode = BLEND_MODES.NORMAL;\n return _this;\n }\n Object.defineProperty(Graphics.prototype, \"geometry\", {\n /**\n * Includes vertex positions, face indices, normals, colors, UVs, and\n * custom attributes within buffers, reducing the cost of passing all\n * this data to the GPU. Can be shared between multiple Mesh or Graphics objects.\n * @readonly\n */\n get: function () {\n return this._geometry;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates a new Graphics object with the same values as this one.\n * Note that only the geometry of the object is cloned, not its transform (position,scale,etc)\n * @returns - A clone of the graphics object\n */\n Graphics.prototype.clone = function () {\n this.finishPoly();\n return new Graphics(this._geometry);\n };\n Object.defineProperty(Graphics.prototype, \"blendMode\", {\n get: function () {\n return this.state.blendMode;\n },\n /**\n * The blend mode to be applied to the graphic shape. Apply a value of\n * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. Note that, since each\n * primitive in the GraphicsGeometry list is rendered sequentially, modes\n * such as `PIXI.BLEND_MODES.ADD` and `PIXI.BLEND_MODES.MULTIPLY` will\n * be applied per-primitive.\n * @default PIXI.BLEND_MODES.NORMAL\n */\n set: function (value) {\n this.state.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Graphics.prototype, \"tint\", {\n /**\n * The tint applied to each graphic shape. This is a hex value. A value of\n * 0xFFFFFF will remove any tint effect.\n * @default 0xFFFFFF\n */\n get: function () {\n return this._tint;\n },\n set: function (value) {\n this._tint = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Graphics.prototype, \"fill\", {\n /**\n * The current fill style.\n * @readonly\n */\n get: function () {\n return this._fillStyle;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Graphics.prototype, \"line\", {\n /**\n * The current line style.\n * @readonly\n */\n get: function () {\n return this._lineStyle;\n },\n enumerable: false,\n configurable: true\n });\n Graphics.prototype.lineStyle = function (options, color, alpha, alignment, native) {\n if (options === void 0) { options = null; }\n if (color === void 0) { color = 0x0; }\n if (alpha === void 0) { alpha = 1; }\n if (alignment === void 0) { alignment = 0.5; }\n if (native === void 0) { native = false; }\n // Support non-object params: (width, color, alpha, alignment, native)\n if (typeof options === 'number') {\n options = { width: options, color: color, alpha: alpha, alignment: alignment, native: native };\n }\n return this.lineTextureStyle(options);\n };\n /**\n * Like line style but support texture for line fill.\n * @param [options] - Collection of options for setting line style.\n * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style\n * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to use\n * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style.\n * Default 0xFFFFFF if texture present.\n * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style\n * @param {PIXI.Matrix} [options.matrix=null] - Texture matrix to transform texture\n * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outer).\n * WebGL only.\n * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style\n * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style\n * @param {number}[options.miterLimit=10] - miter limit ratio\n * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.lineTextureStyle = function (options) {\n // Apply defaults\n options = Object.assign({\n width: 0,\n texture: Texture.WHITE,\n color: (options && options.texture) ? 0xFFFFFF : 0x0,\n alpha: 1,\n matrix: null,\n alignment: 0.5,\n native: false,\n cap: LINE_CAP.BUTT,\n join: LINE_JOIN.MITER,\n miterLimit: 10,\n }, options);\n if (this.currentPath) {\n this.startPoly();\n }\n var visible = options.width > 0 && options.alpha > 0;\n if (!visible) {\n this._lineStyle.reset();\n }\n else {\n if (options.matrix) {\n options.matrix = options.matrix.clone();\n options.matrix.invert();\n }\n Object.assign(this._lineStyle, { visible: visible }, options);\n }\n return this;\n };\n /**\n * Start a polygon object internally.\n * @protected\n */\n Graphics.prototype.startPoly = function () {\n if (this.currentPath) {\n var points = this.currentPath.points;\n var len = this.currentPath.points.length;\n if (len > 2) {\n this.drawShape(this.currentPath);\n this.currentPath = new Polygon();\n this.currentPath.closeStroke = false;\n this.currentPath.points.push(points[len - 2], points[len - 1]);\n }\n }\n else {\n this.currentPath = new Polygon();\n this.currentPath.closeStroke = false;\n }\n };\n /**\n * Finish the polygon object.\n * @protected\n */\n Graphics.prototype.finishPoly = function () {\n if (this.currentPath) {\n if (this.currentPath.points.length > 2) {\n this.drawShape(this.currentPath);\n this.currentPath = null;\n }\n else {\n this.currentPath.points.length = 0;\n }\n }\n };\n /**\n * Moves the current drawing position to x, y.\n * @param x - the X coordinate to move to\n * @param y - the Y coordinate to move to\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.moveTo = function (x, y) {\n this.startPoly();\n this.currentPath.points[0] = x;\n this.currentPath.points[1] = y;\n return this;\n };\n /**\n * Draws a line using the current line style from the current drawing position to (x, y);\n * The current drawing position is then set to (x, y).\n * @param x - the X coordinate to draw to\n * @param y - the Y coordinate to draw to\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.lineTo = function (x, y) {\n if (!this.currentPath) {\n this.moveTo(0, 0);\n }\n // remove duplicates..\n var points = this.currentPath.points;\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n if (fromX !== x || fromY !== y) {\n points.push(x, y);\n }\n return this;\n };\n /**\n * Initialize the curve\n * @param x\n * @param y\n */\n Graphics.prototype._initCurve = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (this.currentPath) {\n if (this.currentPath.points.length === 0) {\n this.currentPath.points = [x, y];\n }\n }\n else {\n this.moveTo(x, y);\n }\n };\n /**\n * Calculate the points for a quadratic bezier curve and then draws it.\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.quadraticCurveTo = function (cpX, cpY, toX, toY) {\n this._initCurve();\n var points = this.currentPath.points;\n if (points.length === 0) {\n this.moveTo(0, 0);\n }\n QuadraticUtils.curveTo(cpX, cpY, toX, toY, points);\n return this;\n };\n /**\n * Calculate the points for a bezier curve and then draws it.\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param cpX2 - Second Control point x\n * @param cpY2 - Second Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @returns This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.bezierCurveTo = function (cpX, cpY, cpX2, cpY2, toX, toY) {\n this._initCurve();\n BezierUtils.curveTo(cpX, cpY, cpX2, cpY2, toX, toY, this.currentPath.points);\n return this;\n };\n /**\n * The arcTo() method creates an arc/curve between two tangents on the canvas.\n *\n * \"borrowed\" from https://code.google.com/p/fxcanvas/ - thanks google!\n * @param x1 - The x-coordinate of the first tangent point of the arc\n * @param y1 - The y-coordinate of the first tangent point of the arc\n * @param x2 - The x-coordinate of the end of the arc\n * @param y2 - The y-coordinate of the end of the arc\n * @param radius - The radius of the arc\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.arcTo = function (x1, y1, x2, y2, radius) {\n this._initCurve(x1, y1);\n var points = this.currentPath.points;\n var result = ArcUtils.curveTo(x1, y1, x2, y2, radius, points);\n if (result) {\n var cx = result.cx, cy = result.cy, radius_1 = result.radius, startAngle = result.startAngle, endAngle = result.endAngle, anticlockwise = result.anticlockwise;\n this.arc(cx, cy, radius_1, startAngle, endAngle, anticlockwise);\n }\n return this;\n };\n /**\n * The arc method creates an arc/curve (used to create circles, or parts of circles).\n * @param cx - The x-coordinate of the center of the circle\n * @param cy - The y-coordinate of the center of the circle\n * @param radius - The radius of the circle\n * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position\n * of the arc's circle)\n * @param endAngle - The ending angle, in radians\n * @param anticlockwise - Specifies whether the drawing should be\n * counter-clockwise or clockwise. False is default, and indicates clockwise, while true\n * indicates counter-clockwise.\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.arc = function (cx, cy, radius, startAngle, endAngle, anticlockwise) {\n if (anticlockwise === void 0) { anticlockwise = false; }\n if (startAngle === endAngle) {\n return this;\n }\n if (!anticlockwise && endAngle <= startAngle) {\n endAngle += PI_2;\n }\n else if (anticlockwise && startAngle <= endAngle) {\n startAngle += PI_2;\n }\n var sweep = endAngle - startAngle;\n if (sweep === 0) {\n return this;\n }\n var startX = cx + (Math.cos(startAngle) * radius);\n var startY = cy + (Math.sin(startAngle) * radius);\n var eps = this._geometry.closePointEps;\n // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path.\n var points = this.currentPath ? this.currentPath.points : null;\n if (points) {\n // TODO: make a better fix.\n // We check how far our start is from the last existing point\n var xDiff = Math.abs(points[points.length - 2] - startX);\n var yDiff = Math.abs(points[points.length - 1] - startY);\n if (xDiff < eps && yDiff < eps) ;\n else {\n points.push(startX, startY);\n }\n }\n else {\n this.moveTo(startX, startY);\n points = this.currentPath.points;\n }\n ArcUtils.arc(startX, startY, cx, cy, radius, startAngle, endAngle, anticlockwise, points);\n return this;\n };\n /**\n * Specifies a simple one-color fill that subsequent calls to other Graphics methods\n * (such as lineTo() or drawCircle()) use when drawing.\n * @param color - the color of the fill\n * @param alpha - the alpha of the fill\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.beginFill = function (color, alpha) {\n if (color === void 0) { color = 0; }\n if (alpha === void 0) { alpha = 1; }\n return this.beginTextureFill({ texture: Texture.WHITE, color: color, alpha: alpha });\n };\n /**\n * Begin the texture fill\n * @param options - Object object.\n * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to fill\n * @param {number} [options.color=0xffffff] - Background to fill behind texture\n * @param {number} [options.alpha=1] - Alpha of fill\n * @param {PIXI.Matrix} [options.matrix=null] - Transform matrix\n * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.beginTextureFill = function (options) {\n // Apply defaults\n options = Object.assign({\n texture: Texture.WHITE,\n color: 0xFFFFFF,\n alpha: 1,\n matrix: null,\n }, options);\n if (this.currentPath) {\n this.startPoly();\n }\n var visible = options.alpha > 0;\n if (!visible) {\n this._fillStyle.reset();\n }\n else {\n if (options.matrix) {\n options.matrix = options.matrix.clone();\n options.matrix.invert();\n }\n Object.assign(this._fillStyle, { visible: visible }, options);\n }\n return this;\n };\n /**\n * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.endFill = function () {\n this.finishPoly();\n this._fillStyle.reset();\n return this;\n };\n /**\n * Draws a rectangle shape.\n * @param x - The X coord of the top-left of the rectangle\n * @param y - The Y coord of the top-left of the rectangle\n * @param width - The width of the rectangle\n * @param height - The height of the rectangle\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawRect = function (x, y, width, height) {\n return this.drawShape(new Rectangle(x, y, width, height));\n };\n /**\n * Draw a rectangle shape with rounded/beveled corners.\n * @param x - The X coord of the top-left of the rectangle\n * @param y - The Y coord of the top-left of the rectangle\n * @param width - The width of the rectangle\n * @param height - The height of the rectangle\n * @param radius - Radius of the rectangle corners\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawRoundedRect = function (x, y, width, height, radius) {\n return this.drawShape(new RoundedRectangle(x, y, width, height, radius));\n };\n /**\n * Draws a circle.\n * @param x - The X coordinate of the center of the circle\n * @param y - The Y coordinate of the center of the circle\n * @param radius - The radius of the circle\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawCircle = function (x, y, radius) {\n return this.drawShape(new Circle(x, y, radius));\n };\n /**\n * Draws an ellipse.\n * @param x - The X coordinate of the center of the ellipse\n * @param y - The Y coordinate of the center of the ellipse\n * @param width - The half width of the ellipse\n * @param height - The half height of the ellipse\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawEllipse = function (x, y, width, height) {\n return this.drawShape(new Ellipse(x, y, width, height));\n };\n /**\n * Draws a polygon using the given path.\n * @param {number[]|PIXI.Point[]|PIXI.Polygon} path - The path data used to construct the polygon.\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawPolygon = function () {\n var arguments$1 = arguments;\n\n var path = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n path[_i] = arguments$1[_i];\n }\n var points;\n var closeStroke = true; // !!this._fillStyle;\n var poly = path[0];\n // check if data has points..\n if (poly.points) {\n closeStroke = poly.closeStroke;\n points = poly.points;\n }\n else if (Array.isArray(path[0])) {\n points = path[0];\n }\n else {\n points = path;\n }\n var shape = new Polygon(points);\n shape.closeStroke = closeStroke;\n this.drawShape(shape);\n return this;\n };\n /**\n * Draw any shape.\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - Shape to draw\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawShape = function (shape) {\n if (!this._holeMode) {\n this._geometry.drawShape(shape, this._fillStyle.clone(), this._lineStyle.clone(), this._matrix);\n }\n else {\n this._geometry.drawHole(shape, this._matrix);\n }\n return this;\n };\n /**\n * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.clear = function () {\n this._geometry.clear();\n this._lineStyle.reset();\n this._fillStyle.reset();\n this._boundsID++;\n this._matrix = null;\n this._holeMode = false;\n this.currentPath = null;\n return this;\n };\n /**\n * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and\n * masked with gl.scissor.\n * @returns - True if only 1 rect.\n */\n Graphics.prototype.isFastRect = function () {\n var data = this._geometry.graphicsData;\n return data.length === 1\n && data[0].shape.type === SHAPES.RECT\n && !data[0].matrix\n && !data[0].holes.length\n && !(data[0].lineStyle.visible && data[0].lineStyle.width);\n };\n /**\n * Renders the object using the WebGL renderer\n * @param renderer - The renderer\n */\n Graphics.prototype._render = function (renderer) {\n this.finishPoly();\n var geometry = this._geometry;\n // batch part..\n // batch it!\n geometry.updateBatches();\n if (geometry.batchable) {\n if (this.batchDirty !== geometry.batchDirty) {\n this._populateBatches();\n }\n this._renderBatched(renderer);\n }\n else {\n // no batching...\n renderer.batch.flush();\n this._renderDirect(renderer);\n }\n };\n /** Populating batches for rendering. */\n Graphics.prototype._populateBatches = function () {\n var geometry = this._geometry;\n var blendMode = this.blendMode;\n var len = geometry.batches.length;\n this.batchTint = -1;\n this._transformID = -1;\n this.batchDirty = geometry.batchDirty;\n this.batches.length = len;\n this.vertexData = new Float32Array(geometry.points);\n for (var i = 0; i < len; i++) {\n var gI = geometry.batches[i];\n var color = gI.style.color;\n var vertexData = new Float32Array(this.vertexData.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2);\n var uvs = new Float32Array(geometry.uvsFloat32.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2);\n var indices = new Uint16Array(geometry.indicesUint16.buffer, gI.start * 2, gI.size);\n var batch = {\n vertexData: vertexData,\n blendMode: blendMode,\n indices: indices,\n uvs: uvs,\n _batchRGB: hex2rgb(color),\n _tintRGB: color,\n _texture: gI.style.texture,\n alpha: gI.style.alpha,\n worldAlpha: 1\n };\n this.batches[i] = batch;\n }\n };\n /**\n * Renders the batches using the BathedRenderer plugin\n * @param renderer - The renderer\n */\n Graphics.prototype._renderBatched = function (renderer) {\n if (!this.batches.length) {\n return;\n }\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n this.calculateVertices();\n this.calculateTints();\n for (var i = 0, l = this.batches.length; i < l; i++) {\n var batch = this.batches[i];\n batch.worldAlpha = this.worldAlpha * batch.alpha;\n renderer.plugins[this.pluginName].render(batch);\n }\n };\n /**\n * Renders the graphics direct\n * @param renderer - The renderer\n */\n Graphics.prototype._renderDirect = function (renderer) {\n var shader = this._resolveDirectShader(renderer);\n var geometry = this._geometry;\n var tint = this.tint;\n var worldAlpha = this.worldAlpha;\n var uniforms = shader.uniforms;\n var drawCalls = geometry.drawCalls;\n // lets set the transfomr\n uniforms.translationMatrix = this.transform.worldTransform;\n // and then lets set the tint..\n uniforms.tint[0] = (((tint >> 16) & 0xFF) / 255) * worldAlpha;\n uniforms.tint[1] = (((tint >> 8) & 0xFF) / 255) * worldAlpha;\n uniforms.tint[2] = ((tint & 0xFF) / 255) * worldAlpha;\n uniforms.tint[3] = worldAlpha;\n // the first draw call, we can set the uniforms of the shader directly here.\n // this means that we can tack advantage of the sync function of pixi!\n // bind and sync uniforms..\n // there is a way to optimise this..\n renderer.shader.bind(shader);\n renderer.geometry.bind(geometry, shader);\n // set state..\n renderer.state.set(this.state);\n // then render the rest of them...\n for (var i = 0, l = drawCalls.length; i < l; i++) {\n this._renderDrawCallDirect(renderer, geometry.drawCalls[i]);\n }\n };\n /**\n * Renders specific DrawCall\n * @param renderer\n * @param drawCall\n */\n Graphics.prototype._renderDrawCallDirect = function (renderer, drawCall) {\n var texArray = drawCall.texArray, type = drawCall.type, size = drawCall.size, start = drawCall.start;\n var groupTextureCount = texArray.count;\n for (var j = 0; j < groupTextureCount; j++) {\n renderer.texture.bind(texArray.elements[j], j);\n }\n renderer.geometry.draw(type, size, start);\n };\n /**\n * Resolves shader for direct rendering\n * @param renderer - The renderer\n */\n Graphics.prototype._resolveDirectShader = function (renderer) {\n var shader = this.shader;\n var pluginName = this.pluginName;\n if (!shader) {\n // if there is no shader here, we can use the default shader.\n // and that only gets created if we actually need it..\n // but may be more than one plugins for graphics\n if (!DEFAULT_SHADERS[pluginName]) {\n var MAX_TEXTURES = renderer.plugins[pluginName].MAX_TEXTURES;\n var sampleValues = new Int32Array(MAX_TEXTURES);\n for (var i = 0; i < MAX_TEXTURES; i++) {\n sampleValues[i] = i;\n }\n var uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: UniformGroup.from({ uSamplers: sampleValues }, true),\n };\n var program = renderer.plugins[pluginName]._shader.program;\n DEFAULT_SHADERS[pluginName] = new Shader(program, uniforms);\n }\n shader = DEFAULT_SHADERS[pluginName];\n }\n return shader;\n };\n /** Retrieves the bounds of the graphic shape as a rectangle object. */\n Graphics.prototype._calculateBounds = function () {\n this.finishPoly();\n var geometry = this._geometry;\n // skipping when graphics is empty, like a container\n if (!geometry.graphicsData.length) {\n return;\n }\n var _a = geometry.bounds, minX = _a.minX, minY = _a.minY, maxX = _a.maxX, maxY = _a.maxY;\n this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);\n };\n /**\n * Tests if a point is inside this graphics object\n * @param point - the point to test\n * @returns - the result of the test\n */\n Graphics.prototype.containsPoint = function (point) {\n this.worldTransform.applyInverse(point, Graphics._TEMP_POINT);\n return this._geometry.containsPoint(Graphics._TEMP_POINT);\n };\n /** Recalculate the tint by applying tint to batches using Graphics tint. */\n Graphics.prototype.calculateTints = function () {\n if (this.batchTint !== this.tint) {\n this.batchTint = this.tint;\n var tintRGB = hex2rgb(this.tint, temp);\n for (var i = 0; i < this.batches.length; i++) {\n var batch = this.batches[i];\n var batchTint = batch._batchRGB;\n var r = (tintRGB[0] * batchTint[0]) * 255;\n var g = (tintRGB[1] * batchTint[1]) * 255;\n var b = (tintRGB[2] * batchTint[2]) * 255;\n // TODO Ivan, can this be done in one go?\n var color = (r << 16) + (g << 8) + (b | 0);\n batch._tintRGB = (color >> 16)\n + (color & 0xff00)\n + ((color & 0xff) << 16);\n }\n }\n };\n /** If there's a transform update or a change to the shape of the geometry, recalculate the vertices. */\n Graphics.prototype.calculateVertices = function () {\n var wtID = this.transform._worldID;\n if (this._transformID === wtID) {\n return;\n }\n this._transformID = wtID;\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var data = this._geometry.points; // batch.vertexDataOriginal;\n var vertexData = this.vertexData;\n var count = 0;\n for (var i = 0; i < data.length; i += 2) {\n var x = data[i];\n var y = data[i + 1];\n vertexData[count++] = (a * x) + (c * y) + tx;\n vertexData[count++] = (d * y) + (b * x) + ty;\n }\n };\n /**\n * Closes the current path.\n * @returns - Returns itself.\n */\n Graphics.prototype.closePath = function () {\n var currentPath = this.currentPath;\n if (currentPath) {\n // we don't need to add extra point in the end because buildLine will take care of that\n currentPath.closeStroke = true;\n // ensure that the polygon is completed, and is available for hit detection\n // (even if the graphics is not rendered yet)\n this.finishPoly();\n }\n return this;\n };\n /**\n * Apply a matrix to the positional data.\n * @param matrix - Matrix to use for transform current shape.\n * @returns - Returns itself.\n */\n Graphics.prototype.setMatrix = function (matrix) {\n this._matrix = matrix;\n return this;\n };\n /**\n * Begin adding holes to the last draw shape\n * IMPORTANT: holes must be fully inside a shape to work\n * Also weirdness ensues if holes overlap!\n * Ellipses, Circles, Rectangles and Rounded Rectangles cannot be holes or host for holes in CanvasRenderer,\n * please use `moveTo` `lineTo`, `quadraticCurveTo` if you rely on pixi-legacy bundle.\n * @returns - Returns itself.\n */\n Graphics.prototype.beginHole = function () {\n this.finishPoly();\n this._holeMode = true;\n return this;\n };\n /**\n * End adding holes to the last draw shape.\n * @returns - Returns itself.\n */\n Graphics.prototype.endHole = function () {\n this.finishPoly();\n this._holeMode = false;\n return this;\n };\n /**\n * Destroys the Graphics object.\n * @param options - Options parameter. A boolean will act as if all\n * options have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have\n * their destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n Graphics.prototype.destroy = function (options) {\n this._geometry.refCount--;\n if (this._geometry.refCount === 0) {\n this._geometry.dispose();\n }\n this._matrix = null;\n this.currentPath = null;\n this._lineStyle.destroy();\n this._lineStyle = null;\n this._fillStyle.destroy();\n this._fillStyle = null;\n this._geometry = null;\n this.shader = null;\n this.vertexData = null;\n this.batches.length = 0;\n this.batches = null;\n _super.prototype.destroy.call(this, options);\n };\n /**\n * New rendering behavior for rounded rectangles: circular arcs instead of quadratic bezier curves.\n * In the next major release, we'll enable this by default.\n */\n Graphics.nextRoundedRectBehavior = false;\n /**\n * Temporary point to use for containsPoint.\n * @private\n */\n Graphics._TEMP_POINT = new Point();\n return Graphics;\n}(Container));\n\nvar graphicsUtils = {\n buildPoly: buildPoly,\n buildCircle: buildCircle,\n buildRectangle: buildRectangle,\n buildRoundedRectangle: buildRoundedRectangle,\n buildLine: buildLine,\n ArcUtils: ArcUtils,\n BezierUtils: BezierUtils,\n QuadraticUtils: QuadraticUtils,\n BatchPart: BatchPart,\n FILL_COMMANDS: FILL_COMMANDS,\n BATCH_POOL: BATCH_POOL,\n DRAW_CALL_POOL: DRAW_CALL_POOL\n};\n\nexport { FillStyle, GRAPHICS_CURVES, Graphics, GraphicsData, GraphicsGeometry, LINE_CAP, LINE_JOIN, LineStyle, graphicsUtils };\n//# sourceMappingURL=graphics.mjs.map\n","/*!\n * @pixi/sprite - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/sprite is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { BLEND_MODES } from '@pixi/constants';\nimport { Texture } from '@pixi/core';\nimport { Bounds, Container } from '@pixi/display';\nimport { Point, Rectangle, ObservablePoint } from '@pixi/math';\nimport { settings } from '@pixi/settings';\nimport { sign } from '@pixi/utils';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar tempPoint = new Point();\nvar indices = new Uint16Array([0, 1, 2, 0, 2, 3]);\n/**\n * The Sprite object is the base for all textured objects that are rendered to the screen\n *\n * A sprite can be created directly from an image like this:\n *\n * ```js\n * let sprite = PIXI.Sprite.from('assets/image.png');\n * ```\n *\n * The more efficient way to create sprites is using a {@link PIXI.Spritesheet},\n * as swapping base textures when rendering to the screen is inefficient.\n *\n * ```js\n * PIXI.Loader.shared.add(\"assets/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"assets/spritesheet.json\"].spritesheet;\n * let sprite = new PIXI.Sprite(sheet.textures[\"image.png\"]);\n * ...\n * }\n * ```\n * @memberof PIXI\n */\nvar Sprite = /** @class */ (function (_super) {\n __extends(Sprite, _super);\n /** @param texture - The texture for this sprite. */\n function Sprite(texture) {\n var _this = _super.call(this) || this;\n _this._anchor = new ObservablePoint(_this._onAnchorUpdate, _this, (texture ? texture.defaultAnchor.x : 0), (texture ? texture.defaultAnchor.y : 0));\n _this._texture = null;\n _this._width = 0;\n _this._height = 0;\n _this._tint = null;\n _this._tintRGB = null;\n _this.tint = 0xFFFFFF;\n _this.blendMode = BLEND_MODES.NORMAL;\n _this._cachedTint = 0xFFFFFF;\n _this.uvs = null;\n // call texture setter\n _this.texture = texture || Texture.EMPTY;\n _this.vertexData = new Float32Array(8);\n _this.vertexTrimmedData = null;\n _this._transformID = -1;\n _this._textureID = -1;\n _this._transformTrimmedID = -1;\n _this._textureTrimmedID = -1;\n // Batchable stuff..\n // TODO could make this a mixin?\n _this.indices = indices;\n _this.pluginName = 'batch';\n /**\n * Used to fast check if a sprite is.. a sprite!\n * @member {boolean}\n */\n _this.isSprite = true;\n _this._roundPixels = settings.ROUND_PIXELS;\n return _this;\n }\n /** When the texture is updated, this event will fire to update the scale and frame. */\n Sprite.prototype._onTextureUpdate = function () {\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this._cachedTint = 0xFFFFFF;\n // so if _width is 0 then width was not set..\n if (this._width) {\n this.scale.x = sign(this.scale.x) * this._width / this._texture.orig.width;\n }\n if (this._height) {\n this.scale.y = sign(this.scale.y) * this._height / this._texture.orig.height;\n }\n };\n /** Called when the anchor position updates. */\n Sprite.prototype._onAnchorUpdate = function () {\n this._transformID = -1;\n this._transformTrimmedID = -1;\n };\n /** Calculates worldTransform * vertices, store it in vertexData. */\n Sprite.prototype.calculateVertices = function () {\n var texture = this._texture;\n if (this._transformID === this.transform._worldID && this._textureID === texture._updateID) {\n return;\n }\n // update texture UV here, because base texture can be changed without calling `_onTextureUpdate`\n if (this._textureID !== texture._updateID) {\n this.uvs = this._texture._uvs.uvsFloat32;\n }\n this._transformID = this.transform._worldID;\n this._textureID = texture._updateID;\n // set the vertex data\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var vertexData = this.vertexData;\n var trim = texture.trim;\n var orig = texture.orig;\n var anchor = this._anchor;\n var w0 = 0;\n var w1 = 0;\n var h0 = 0;\n var h1 = 0;\n if (trim) {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the extra\n // space before transforming the sprite coords.\n w1 = trim.x - (anchor._x * orig.width);\n w0 = w1 + trim.width;\n h1 = trim.y - (anchor._y * orig.height);\n h0 = h1 + trim.height;\n }\n else {\n w1 = -anchor._x * orig.width;\n w0 = w1 + orig.width;\n h1 = -anchor._y * orig.height;\n h0 = h1 + orig.height;\n }\n // xy\n vertexData[0] = (a * w1) + (c * h1) + tx;\n vertexData[1] = (d * h1) + (b * w1) + ty;\n // xy\n vertexData[2] = (a * w0) + (c * h1) + tx;\n vertexData[3] = (d * h1) + (b * w0) + ty;\n // xy\n vertexData[4] = (a * w0) + (c * h0) + tx;\n vertexData[5] = (d * h0) + (b * w0) + ty;\n // xy\n vertexData[6] = (a * w1) + (c * h0) + tx;\n vertexData[7] = (d * h0) + (b * w1) + ty;\n if (this._roundPixels) {\n var resolution = settings.RESOLUTION;\n for (var i = 0; i < vertexData.length; ++i) {\n vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution);\n }\n }\n };\n /**\n * Calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData.\n *\n * This is used to ensure that the true width and height of a trimmed texture is respected.\n */\n Sprite.prototype.calculateTrimmedVertices = function () {\n if (!this.vertexTrimmedData) {\n this.vertexTrimmedData = new Float32Array(8);\n }\n else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) {\n return;\n }\n this._transformTrimmedID = this.transform._worldID;\n this._textureTrimmedID = this._texture._updateID;\n // lets do some special trim code!\n var texture = this._texture;\n var vertexData = this.vertexTrimmedData;\n var orig = texture.orig;\n var anchor = this._anchor;\n // lets calculate the new untrimmed bounds..\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var w1 = -anchor._x * orig.width;\n var w0 = w1 + orig.width;\n var h1 = -anchor._y * orig.height;\n var h0 = h1 + orig.height;\n // xy\n vertexData[0] = (a * w1) + (c * h1) + tx;\n vertexData[1] = (d * h1) + (b * w1) + ty;\n // xy\n vertexData[2] = (a * w0) + (c * h1) + tx;\n vertexData[3] = (d * h1) + (b * w0) + ty;\n // xy\n vertexData[4] = (a * w0) + (c * h0) + tx;\n vertexData[5] = (d * h0) + (b * w0) + ty;\n // xy\n vertexData[6] = (a * w1) + (c * h0) + tx;\n vertexData[7] = (d * h0) + (b * w1) + ty;\n };\n /**\n *\n * Renders the object using the WebGL renderer\n * @param renderer - The webgl renderer to use.\n */\n Sprite.prototype._render = function (renderer) {\n this.calculateVertices();\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n };\n /** Updates the bounds of the sprite. */\n Sprite.prototype._calculateBounds = function () {\n var trim = this._texture.trim;\n var orig = this._texture.orig;\n // First lets check to see if the current texture has a trim..\n if (!trim || (trim.width === orig.width && trim.height === orig.height)) {\n // no trim! lets use the usual calculations..\n this.calculateVertices();\n this._bounds.addQuad(this.vertexData);\n }\n else {\n // lets calculate a special trimmed bounds...\n this.calculateTrimmedVertices();\n this._bounds.addQuad(this.vertexTrimmedData);\n }\n };\n /**\n * Gets the local bounds of the sprite object.\n * @param rect - Optional output rectangle.\n * @returns The bounds.\n */\n Sprite.prototype.getLocalBounds = function (rect) {\n // we can do a fast local bounds if the sprite has no children!\n if (this.children.length === 0) {\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n this._localBounds.minX = this._texture.orig.width * -this._anchor._x;\n this._localBounds.minY = this._texture.orig.height * -this._anchor._y;\n this._localBounds.maxX = this._texture.orig.width * (1 - this._anchor._x);\n this._localBounds.maxY = this._texture.orig.height * (1 - this._anchor._y);\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n return this._localBounds.getRectangle(rect);\n }\n return _super.prototype.getLocalBounds.call(this, rect);\n };\n /**\n * Tests if a point is inside this sprite\n * @param point - the point to test\n * @returns The result of the test\n */\n Sprite.prototype.containsPoint = function (point) {\n this.worldTransform.applyInverse(point, tempPoint);\n var width = this._texture.orig.width;\n var height = this._texture.orig.height;\n var x1 = -width * this.anchor.x;\n var y1 = 0;\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width) {\n y1 = -height * this.anchor.y;\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Destroys this sprite and optionally its texture and children.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param [options.texture=false] - Should it destroy the current texture of the sprite as well\n * @param [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n */\n Sprite.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this, options);\n this._texture.off('update', this._onTextureUpdate, this);\n this._anchor = null;\n var destroyTexture = typeof options === 'boolean' ? options : options && options.texture;\n if (destroyTexture) {\n var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture;\n this._texture.destroy(!!destroyBaseTexture);\n }\n this._texture = null;\n };\n // some helper functions..\n /**\n * Helper function that creates a new sprite based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from\n * @param {object} [options] - See {@link PIXI.BaseTexture}'s constructor for options.\n * @returns The newly created sprite\n */\n Sprite.from = function (source, options) {\n var texture = (source instanceof Texture)\n ? source\n : Texture.from(source, options);\n return new Sprite(texture);\n };\n Object.defineProperty(Sprite.prototype, \"roundPixels\", {\n get: function () {\n return this._roundPixels;\n },\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n *\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n *\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}.\n * @default false\n */\n set: function (value) {\n if (this._roundPixels !== value) {\n this._transformID = -1;\n }\n this._roundPixels = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"width\", {\n /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return Math.abs(this.scale.x) * this._texture.orig.width;\n },\n set: function (value) {\n var s = sign(this.scale.x) || 1;\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"height\", {\n /** The height of the sprite, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return Math.abs(this.scale.y) * this._texture.orig.height;\n },\n set: function (value) {\n var s = sign(this.scale.y) || 1;\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"anchor\", {\n /**\n * The anchor sets the origin point of the sprite. The default value is taken from the {@link PIXI.Texture|Texture}\n * and passed to the constructor.\n *\n * The default is `(0,0)`, this means the sprite's origin is the top left.\n *\n * Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered.\n *\n * Setting the anchor to `(1,1)` would mean the sprite's origin point will be the bottom right corner.\n *\n * If you pass only single parameter, it will set both x and y to the same value as shown in the example below.\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5).\n */\n get: function () {\n return this._anchor;\n },\n set: function (value) {\n this._anchor.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"tint\", {\n /**\n * The tint applied to the sprite. This is a hex value.\n *\n * A value of 0xFFFFFF will remove any tint effect.\n * @default 0xFFFFFF\n */\n get: function () {\n return this._tint;\n },\n set: function (value) {\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"texture\", {\n /** The texture that the sprite is using. */\n get: function () {\n return this._texture;\n },\n set: function (value) {\n if (this._texture === value) {\n return;\n }\n if (this._texture) {\n this._texture.off('update', this._onTextureUpdate, this);\n }\n this._texture = value || Texture.EMPTY;\n this._cachedTint = 0xFFFFFF;\n this._textureID = -1;\n this._textureTrimmedID = -1;\n if (value) {\n // wait for the texture to load\n if (value.baseTexture.valid) {\n this._onTextureUpdate();\n }\n else {\n value.once('update', this._onTextureUpdate, this);\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return Sprite;\n}(Container));\n\nexport { Sprite };\n//# sourceMappingURL=sprite.mjs.map\n","/*!\n * @pixi/text - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/text is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Sprite } from '@pixi/sprite';\nimport { Texture } from '@pixi/core';\nimport { settings } from '@pixi/settings';\nimport { Rectangle } from '@pixi/math';\nimport { hex2string, hex2rgb, string2hex, trimCanvas, sign } from '@pixi/utils';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * Constants that define the type of gradient on text.\n * @static\n * @constant\n * @name TEXT_GRADIENT\n * @memberof PIXI\n * @type {object}\n * @property {number} LINEAR_VERTICAL Vertical gradient\n * @property {number} LINEAR_HORIZONTAL Linear gradient\n */\nvar TEXT_GRADIENT;\n(function (TEXT_GRADIENT) {\n TEXT_GRADIENT[TEXT_GRADIENT[\"LINEAR_VERTICAL\"] = 0] = \"LINEAR_VERTICAL\";\n TEXT_GRADIENT[TEXT_GRADIENT[\"LINEAR_HORIZONTAL\"] = 1] = \"LINEAR_HORIZONTAL\";\n})(TEXT_GRADIENT || (TEXT_GRADIENT = {}));\n\n// disabling eslint for now, going to rewrite this in v5\nvar defaultStyle = {\n align: 'left',\n breakWords: false,\n dropShadow: false,\n dropShadowAlpha: 1,\n dropShadowAngle: Math.PI / 6,\n dropShadowBlur: 0,\n dropShadowColor: 'black',\n dropShadowDistance: 5,\n fill: 'black',\n fillGradientType: TEXT_GRADIENT.LINEAR_VERTICAL,\n fillGradientStops: [],\n fontFamily: 'Arial',\n fontSize: 26,\n fontStyle: 'normal',\n fontVariant: 'normal',\n fontWeight: 'normal',\n letterSpacing: 0,\n lineHeight: 0,\n lineJoin: 'miter',\n miterLimit: 10,\n padding: 0,\n stroke: 'black',\n strokeThickness: 0,\n textBaseline: 'alphabetic',\n trim: false,\n whiteSpace: 'pre',\n wordWrap: false,\n wordWrapWidth: 100,\n leading: 0,\n};\nvar genericFontFamilies = [\n 'serif',\n 'sans-serif',\n 'monospace',\n 'cursive',\n 'fantasy',\n 'system-ui' ];\n/**\n * A TextStyle Object contains information to decorate a Text objects.\n *\n * An instance can be shared between multiple Text objects; then changing the style will update all text objects using it.\n *\n * A tool can be used to generate a text style [here](https://pixijs.io/pixi-text-style).\n *\n * @memberof PIXI\n */\nvar TextStyle = /** @class */ (function () {\n /**\n * @param {object} [style] - The style parameters\n * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'),\n * does not affect single line text\n * @param {boolean} [style.breakWords=false] - Indicates if lines can be wrapped within words, it\n * needs wordWrap to be set to true\n * @param {boolean} [style.dropShadow=false] - Set a drop shadow for the text\n * @param {number} [style.dropShadowAlpha=1] - Set alpha for the drop shadow\n * @param {number} [style.dropShadowAngle=Math.PI/6] - Set a angle of the drop shadow\n * @param {number} [style.dropShadowBlur=0] - Set a shadow blur radius\n * @param {string|number} [style.dropShadowColor='black'] - A fill style to be used on the dropshadow e.g 'red', '#00FF00'\n * @param {number} [style.dropShadowDistance=5] - Set a distance of the drop shadow\n * @param {string|string[]|number|number[]|CanvasGradient|CanvasPattern} [style.fill='black'] - A canvas\n * fillstyle that will be used on the text e.g 'red', '#00FF00'. Can be an array to create a gradient\n * eg ['#000000','#FFFFFF']\n * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN}\n * @param {number} [style.fillGradientType=PIXI.TEXT_GRADIENT.LINEAR_VERTICAL] - If fill is an array of colours\n * to create a gradient, this can change the type/direction of the gradient. See {@link PIXI.TEXT_GRADIENT}\n * @param {number[]} [style.fillGradientStops] - If fill is an array of colours to create a gradient, this array can set\n * the stop points (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them.\n * @param {string|string[]} [style.fontFamily='Arial'] - The font family\n * @param {number|string} [style.fontSize=26] - The font size (as a number it converts to px, but as a string,\n * equivalents are '26px','20pt','160%' or '1.6em')\n * @param {string} [style.fontStyle='normal'] - The font style ('normal', 'italic' or 'oblique')\n * @param {string} [style.fontVariant='normal'] - The font variant ('normal' or 'small-caps')\n * @param {string} [style.fontWeight='normal'] - The font weight ('normal', 'bold', 'bolder', 'lighter' and '100',\n * '200', '300', '400', '500', '600', '700', '800' or '900')\n * @param {number} [style.leading=0] - The space between lines\n * @param {number} [style.letterSpacing=0] - The amount of spacing between letters, default is 0\n * @param {number} [style.lineHeight] - The line height, a number that represents the vertical space that a letter uses\n * @param {string} [style.lineJoin='miter'] - The lineJoin property sets the type of corner created, it can resolve\n * spiked text issues. Possible values \"miter\" (creates a sharp corner), \"round\" (creates a round corner) or \"bevel\"\n * (creates a squared corner).\n * @param {number} [style.miterLimit=10] - The miter limit to use when using the 'miter' lineJoin mode. This can reduce\n * or increase the spikiness of rendered text.\n * @param {number} [style.padding=0] - Occasionally some fonts are cropped. Adding some padding will prevent this from\n * happening by adding padding to all sides of the text.\n * @param {string|number} [style.stroke='black'] - A canvas fillstyle that will be used on the text stroke\n * e.g 'blue', '#FCFF00'\n * @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke.\n * Default is 0 (no stroke)\n * @param {boolean} [style.trim=false] - Trim transparent borders\n * @param {string} [style.textBaseline='alphabetic'] - The baseline of the text that is rendered.\n * @param {string} [style.whiteSpace='pre'] - Determines whether newlines & spaces are collapsed or preserved \"normal\"\n * (collapse, collapse), \"pre\" (preserve, preserve) | \"pre-line\" (preserve, collapse). It needs wordWrap to be set to true\n * @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used\n * @param {number} [style.wordWrapWidth=100] - The width at which text will wrap, it needs wordWrap to be set to true\n */\n function TextStyle(style) {\n this.styleID = 0;\n this.reset();\n deepCopyProperties(this, style, style);\n }\n /**\n * Creates a new TextStyle object with the same values as this one.\n * Note that the only the properties of the object are cloned.\n *\n * @return New cloned TextStyle object\n */\n TextStyle.prototype.clone = function () {\n var clonedProperties = {};\n deepCopyProperties(clonedProperties, this, defaultStyle);\n return new TextStyle(clonedProperties);\n };\n /** Resets all properties to the defaults specified in TextStyle.prototype._default */\n TextStyle.prototype.reset = function () {\n deepCopyProperties(this, defaultStyle, defaultStyle);\n };\n Object.defineProperty(TextStyle.prototype, \"align\", {\n /**\n * Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text\n *\n * @member {string}\n */\n get: function () {\n return this._align;\n },\n set: function (align) {\n if (this._align !== align) {\n this._align = align;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"breakWords\", {\n /** Indicates if lines can be wrapped within words, it needs wordWrap to be set to true. */\n get: function () {\n return this._breakWords;\n },\n set: function (breakWords) {\n if (this._breakWords !== breakWords) {\n this._breakWords = breakWords;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadow\", {\n /** Set a drop shadow for the text. */\n get: function () {\n return this._dropShadow;\n },\n set: function (dropShadow) {\n if (this._dropShadow !== dropShadow) {\n this._dropShadow = dropShadow;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowAlpha\", {\n /** Set alpha for the drop shadow. */\n get: function () {\n return this._dropShadowAlpha;\n },\n set: function (dropShadowAlpha) {\n if (this._dropShadowAlpha !== dropShadowAlpha) {\n this._dropShadowAlpha = dropShadowAlpha;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowAngle\", {\n /** Set a angle of the drop shadow. */\n get: function () {\n return this._dropShadowAngle;\n },\n set: function (dropShadowAngle) {\n if (this._dropShadowAngle !== dropShadowAngle) {\n this._dropShadowAngle = dropShadowAngle;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowBlur\", {\n /** Set a shadow blur radius. */\n get: function () {\n return this._dropShadowBlur;\n },\n set: function (dropShadowBlur) {\n if (this._dropShadowBlur !== dropShadowBlur) {\n this._dropShadowBlur = dropShadowBlur;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowColor\", {\n /** A fill style to be used on the dropshadow e.g 'red', '#00FF00'. */\n get: function () {\n return this._dropShadowColor;\n },\n set: function (dropShadowColor) {\n var outputColor = getColor(dropShadowColor);\n if (this._dropShadowColor !== outputColor) {\n this._dropShadowColor = outputColor;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowDistance\", {\n /** Set a distance of the drop shadow. */\n get: function () {\n return this._dropShadowDistance;\n },\n set: function (dropShadowDistance) {\n if (this._dropShadowDistance !== dropShadowDistance) {\n this._dropShadowDistance = dropShadowDistance;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fill\", {\n /**\n * A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'.\n *\n * Can be an array to create a gradient eg ['#000000','#FFFFFF']\n * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN}\n *\n * @member {string|string[]|number|number[]|CanvasGradient|CanvasPattern}\n */\n get: function () {\n return this._fill;\n },\n set: function (fill) {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n // TODO: Not sure if getColor works properly with CanvasGradient and/or CanvasPattern, can't pass in\n // without casting here.\n var outputColor = getColor(fill);\n if (this._fill !== outputColor) {\n this._fill = outputColor;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fillGradientType\", {\n /**\n * If fill is an array of colours to create a gradient, this can change the type/direction of the gradient.\n *\n * @see PIXI.TEXT_GRADIENT\n */\n get: function () {\n return this._fillGradientType;\n },\n set: function (fillGradientType) {\n if (this._fillGradientType !== fillGradientType) {\n this._fillGradientType = fillGradientType;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fillGradientStops\", {\n /**\n * If fill is an array of colours to create a gradient, this array can set the stop points\n * (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them.\n */\n get: function () {\n return this._fillGradientStops;\n },\n set: function (fillGradientStops) {\n if (!areArraysEqual(this._fillGradientStops, fillGradientStops)) {\n this._fillGradientStops = fillGradientStops;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontFamily\", {\n /** The font family. */\n get: function () {\n return this._fontFamily;\n },\n set: function (fontFamily) {\n if (this.fontFamily !== fontFamily) {\n this._fontFamily = fontFamily;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontSize\", {\n /**\n * The font size\n * (as a number it converts to px, but as a string, equivalents are '26px','20pt','160%' or '1.6em')\n */\n get: function () {\n return this._fontSize;\n },\n set: function (fontSize) {\n if (this._fontSize !== fontSize) {\n this._fontSize = fontSize;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontStyle\", {\n /**\n * The font style\n * ('normal', 'italic' or 'oblique')\n *\n * @member {string}\n */\n get: function () {\n return this._fontStyle;\n },\n set: function (fontStyle) {\n if (this._fontStyle !== fontStyle) {\n this._fontStyle = fontStyle;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontVariant\", {\n /**\n * The font variant\n * ('normal' or 'small-caps')\n *\n * @member {string}\n */\n get: function () {\n return this._fontVariant;\n },\n set: function (fontVariant) {\n if (this._fontVariant !== fontVariant) {\n this._fontVariant = fontVariant;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontWeight\", {\n /**\n * The font weight\n * ('normal', 'bold', 'bolder', 'lighter' and '100', '200', '300', '400', '500', '600', '700', 800' or '900')\n *\n * @member {string}\n */\n get: function () {\n return this._fontWeight;\n },\n set: function (fontWeight) {\n if (this._fontWeight !== fontWeight) {\n this._fontWeight = fontWeight;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"letterSpacing\", {\n /** The amount of spacing between letters, default is 0. */\n get: function () {\n return this._letterSpacing;\n },\n set: function (letterSpacing) {\n if (this._letterSpacing !== letterSpacing) {\n this._letterSpacing = letterSpacing;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"lineHeight\", {\n /** The line height, a number that represents the vertical space that a letter uses. */\n get: function () {\n return this._lineHeight;\n },\n set: function (lineHeight) {\n if (this._lineHeight !== lineHeight) {\n this._lineHeight = lineHeight;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"leading\", {\n /** The space between lines. */\n get: function () {\n return this._leading;\n },\n set: function (leading) {\n if (this._leading !== leading) {\n this._leading = leading;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"lineJoin\", {\n /**\n * The lineJoin property sets the type of corner created, it can resolve spiked text issues.\n * Default is 'miter' (creates a sharp corner).\n *\n * @member {string}\n */\n get: function () {\n return this._lineJoin;\n },\n set: function (lineJoin) {\n if (this._lineJoin !== lineJoin) {\n this._lineJoin = lineJoin;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"miterLimit\", {\n /**\n * The miter limit to use when using the 'miter' lineJoin mode.\n *\n * This can reduce or increase the spikiness of rendered text.\n */\n get: function () {\n return this._miterLimit;\n },\n set: function (miterLimit) {\n if (this._miterLimit !== miterLimit) {\n this._miterLimit = miterLimit;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"padding\", {\n /**\n * Occasionally some fonts are cropped. Adding some padding will prevent this from happening\n * by adding padding to all sides of the text.\n */\n get: function () {\n return this._padding;\n },\n set: function (padding) {\n if (this._padding !== padding) {\n this._padding = padding;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"stroke\", {\n /**\n * A canvas fillstyle that will be used on the text stroke\n * e.g 'blue', '#FCFF00'\n */\n get: function () {\n return this._stroke;\n },\n set: function (stroke) {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n var outputColor = getColor(stroke);\n if (this._stroke !== outputColor) {\n this._stroke = outputColor;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"strokeThickness\", {\n /**\n * A number that represents the thickness of the stroke.\n *\n * @default 0\n */\n get: function () {\n return this._strokeThickness;\n },\n set: function (strokeThickness) {\n if (this._strokeThickness !== strokeThickness) {\n this._strokeThickness = strokeThickness;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"textBaseline\", {\n /**\n * The baseline of the text that is rendered.\n *\n * @member {string}\n */\n get: function () {\n return this._textBaseline;\n },\n set: function (textBaseline) {\n if (this._textBaseline !== textBaseline) {\n this._textBaseline = textBaseline;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"trim\", {\n /** Trim transparent borders. */\n get: function () {\n return this._trim;\n },\n set: function (trim) {\n if (this._trim !== trim) {\n this._trim = trim;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"whiteSpace\", {\n /**\n * How newlines and spaces should be handled.\n * Default is 'pre' (preserve, preserve).\n *\n * value | New lines | Spaces\n * --- | --- | ---\n * 'normal' | Collapse | Collapse\n * 'pre' | Preserve | Preserve\n * 'pre-line' | Preserve | Collapse\n *\n * @member {string}\n */\n get: function () {\n return this._whiteSpace;\n },\n set: function (whiteSpace) {\n if (this._whiteSpace !== whiteSpace) {\n this._whiteSpace = whiteSpace;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"wordWrap\", {\n /** Indicates if word wrap should be used. */\n get: function () {\n return this._wordWrap;\n },\n set: function (wordWrap) {\n if (this._wordWrap !== wordWrap) {\n this._wordWrap = wordWrap;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"wordWrapWidth\", {\n /** The width at which text will wrap, it needs wordWrap to be set to true. */\n get: function () {\n return this._wordWrapWidth;\n },\n set: function (wordWrapWidth) {\n if (this._wordWrapWidth !== wordWrapWidth) {\n this._wordWrapWidth = wordWrapWidth;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Generates a font style string to use for `TextMetrics.measureFont()`.\n *\n * @return Font style string, for passing to `TextMetrics.measureFont()`\n */\n TextStyle.prototype.toFontString = function () {\n // build canvas api font setting from individual components. Convert a numeric this.fontSize to px\n var fontSizeString = (typeof this.fontSize === 'number') ? this.fontSize + \"px\" : this.fontSize;\n // Clean-up fontFamily property by quoting each font name\n // this will support font names with spaces\n var fontFamilies = this.fontFamily;\n if (!Array.isArray(this.fontFamily)) {\n fontFamilies = this.fontFamily.split(',');\n }\n for (var i = fontFamilies.length - 1; i >= 0; i--) {\n // Trim any extra white-space\n var fontFamily = fontFamilies[i].trim();\n // Check if font already contains strings\n if (!(/([\\\"\\'])[^\\'\\\"]+\\1/).test(fontFamily) && genericFontFamilies.indexOf(fontFamily) < 0) {\n fontFamily = \"\\\"\" + fontFamily + \"\\\"\";\n }\n fontFamilies[i] = fontFamily;\n }\n return this.fontStyle + \" \" + this.fontVariant + \" \" + this.fontWeight + \" \" + fontSizeString + \" \" + fontFamilies.join(',');\n };\n return TextStyle;\n}());\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * @private\n * @param color\n * @return The color as a string.\n */\nfunction getSingleColor(color) {\n if (typeof color === 'number') {\n return hex2string(color);\n }\n else if (typeof color === 'string') {\n if (color.indexOf('0x') === 0) {\n color = color.replace('0x', '#');\n }\n }\n return color;\n}\nfunction getColor(color) {\n if (!Array.isArray(color)) {\n return getSingleColor(color);\n }\n else {\n for (var i = 0; i < color.length; ++i) {\n color[i] = getSingleColor(color[i]);\n }\n return color;\n }\n}\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * This version can also convert array of colors\n * @private\n * @param array1 - First array to compare\n * @param array2 - Second array to compare\n * @return Do the arrays contain the same values in the same order\n */\nfunction areArraysEqual(array1, array2) {\n if (!Array.isArray(array1) || !Array.isArray(array2)) {\n return false;\n }\n if (array1.length !== array2.length) {\n return false;\n }\n for (var i = 0; i < array1.length; ++i) {\n if (array1[i] !== array2[i]) {\n return false;\n }\n }\n return true;\n}\n/**\n * Utility function to ensure that object properties are copied by value, and not by reference\n * @private\n * @param target - Target object to copy properties into\n * @param source - Source object for the properties to copy\n * @param propertyObj - Object containing properties names we want to loop over\n */\nfunction deepCopyProperties(target, source, propertyObj) {\n for (var prop in propertyObj) {\n if (Array.isArray(source[prop])) {\n target[prop] = source[prop].slice();\n }\n else {\n target[prop] = source[prop];\n }\n }\n}\n\n/**\n * The TextMetrics object represents the measurement of a block of text with a specified style.\n *\n * ```js\n * let style = new PIXI.TextStyle({fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'})\n * let textMetrics = PIXI.TextMetrics.measureText('Your text', style)\n * ```\n * @memberof PIXI\n */\nvar TextMetrics = /** @class */ (function () {\n /**\n * @param text - the text that was measured\n * @param style - the style that was measured\n * @param width - the measured width of the text\n * @param height - the measured height of the text\n * @param lines - an array of the lines of text broken by new lines and wrapping if specified in style\n * @param lineWidths - an array of the line widths for each line matched to `lines`\n * @param lineHeight - the measured line height for this style\n * @param maxLineWidth - the maximum line width for all measured lines\n * @param {PIXI.IFontMetrics} fontProperties - the font properties object from TextMetrics.measureFont\n */\n function TextMetrics(text, style, width, height, lines, lineWidths, lineHeight, maxLineWidth, fontProperties) {\n this.text = text;\n this.style = style;\n this.width = width;\n this.height = height;\n this.lines = lines;\n this.lineWidths = lineWidths;\n this.lineHeight = lineHeight;\n this.maxLineWidth = maxLineWidth;\n this.fontProperties = fontProperties;\n }\n /**\n * Measures the supplied string of text and returns a Rectangle.\n * @param text - The text to measure.\n * @param style - The text style to use for measuring\n * @param wordWrap - Override for if word-wrap should be applied to the text.\n * @param canvas - optional specification of the canvas to use for measuring.\n * @returns Measured width and height of the text.\n */\n TextMetrics.measureText = function (text, style, wordWrap, canvas) {\n if (canvas === void 0) { canvas = TextMetrics._canvas; }\n wordWrap = (wordWrap === undefined || wordWrap === null) ? style.wordWrap : wordWrap;\n var font = style.toFontString();\n var fontProperties = TextMetrics.measureFont(font);\n // fallback in case UA disallow canvas data extraction\n // (toDataURI, getImageData functions)\n if (fontProperties.fontSize === 0) {\n fontProperties.fontSize = style.fontSize;\n fontProperties.ascent = style.fontSize;\n }\n var context = canvas.getContext('2d');\n context.font = font;\n var outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text;\n var lines = outputText.split(/(?:\\r\\n|\\r|\\n)/);\n var lineWidths = new Array(lines.length);\n var maxLineWidth = 0;\n for (var i = 0; i < lines.length; i++) {\n var lineWidth = context.measureText(lines[i]).width + ((lines[i].length - 1) * style.letterSpacing);\n lineWidths[i] = lineWidth;\n maxLineWidth = Math.max(maxLineWidth, lineWidth);\n }\n var width = maxLineWidth + style.strokeThickness;\n if (style.dropShadow) {\n width += style.dropShadowDistance;\n }\n var lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness;\n var height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness)\n + ((lines.length - 1) * (lineHeight + style.leading));\n if (style.dropShadow) {\n height += style.dropShadowDistance;\n }\n return new TextMetrics(text, style, width, height, lines, lineWidths, lineHeight + style.leading, maxLineWidth, fontProperties);\n };\n /**\n * Applies newlines to a string to have it optimally fit into the horizontal\n * bounds set by the Text object's wordWrapWidth property.\n * @param text - String to apply word wrapping to\n * @param style - the style to use when wrapping\n * @param canvas - optional specification of the canvas to use for measuring.\n * @returns New string with new lines applied where required\n */\n TextMetrics.wordWrap = function (text, style, canvas) {\n if (canvas === void 0) { canvas = TextMetrics._canvas; }\n var context = canvas.getContext('2d');\n var width = 0;\n var line = '';\n var lines = '';\n var cache = Object.create(null);\n var letterSpacing = style.letterSpacing, whiteSpace = style.whiteSpace;\n // How to handle whitespaces\n var collapseSpaces = TextMetrics.collapseSpaces(whiteSpace);\n var collapseNewlines = TextMetrics.collapseNewlines(whiteSpace);\n // whether or not spaces may be added to the beginning of lines\n var canPrependSpaces = !collapseSpaces;\n // There is letterSpacing after every char except the last one\n // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!\n // so for convenience the above needs to be compared to width + 1 extra letterSpace\n // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!_\n // ________________________________________________\n // And then the final space is simply no appended to each line\n var wordWrapWidth = style.wordWrapWidth + letterSpacing;\n // break text into words, spaces and newline chars\n var tokens = TextMetrics.tokenize(text);\n for (var i = 0; i < tokens.length; i++) {\n // get the word, space or newlineChar\n var token = tokens[i];\n // if word is a new line\n if (TextMetrics.isNewline(token)) {\n // keep the new line\n if (!collapseNewlines) {\n lines += TextMetrics.addLine(line);\n canPrependSpaces = !collapseSpaces;\n line = '';\n width = 0;\n continue;\n }\n // if we should collapse new lines\n // we simply convert it into a space\n token = ' ';\n }\n // if we should collapse repeated whitespaces\n if (collapseSpaces) {\n // check both this and the last tokens for spaces\n var currIsBreakingSpace = TextMetrics.isBreakingSpace(token);\n var lastIsBreakingSpace = TextMetrics.isBreakingSpace(line[line.length - 1]);\n if (currIsBreakingSpace && lastIsBreakingSpace) {\n continue;\n }\n }\n // get word width from cache if possible\n var tokenWidth = TextMetrics.getFromCache(token, letterSpacing, cache, context);\n // word is longer than desired bounds\n if (tokenWidth > wordWrapWidth) {\n // if we are not already at the beginning of a line\n if (line !== '') {\n // start newlines for overflow words\n lines += TextMetrics.addLine(line);\n line = '';\n width = 0;\n }\n // break large word over multiple lines\n if (TextMetrics.canBreakWords(token, style.breakWords)) {\n // break word into characters\n var characters = TextMetrics.wordWrapSplit(token);\n // loop the characters\n for (var j = 0; j < characters.length; j++) {\n var char = characters[j];\n var k = 1;\n // we are not at the end of the token\n while (characters[j + k]) {\n var nextChar = characters[j + k];\n var lastChar = char[char.length - 1];\n // should not split chars\n if (!TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords)) {\n // combine chars & move forward one\n char += nextChar;\n }\n else {\n break;\n }\n k++;\n }\n j += char.length - 1;\n var characterWidth = TextMetrics.getFromCache(char, letterSpacing, cache, context);\n if (characterWidth + width > wordWrapWidth) {\n lines += TextMetrics.addLine(line);\n canPrependSpaces = false;\n line = '';\n width = 0;\n }\n line += char;\n width += characterWidth;\n }\n }\n // run word out of the bounds\n else {\n // if there are words in this line already\n // finish that line and start a new one\n if (line.length > 0) {\n lines += TextMetrics.addLine(line);\n line = '';\n width = 0;\n }\n var isLastToken = i === tokens.length - 1;\n // give it its own line if it's not the end\n lines += TextMetrics.addLine(token, !isLastToken);\n canPrependSpaces = false;\n line = '';\n width = 0;\n }\n }\n // word could fit\n else {\n // word won't fit because of existing words\n // start a new line\n if (tokenWidth + width > wordWrapWidth) {\n // if its a space we don't want it\n canPrependSpaces = false;\n // add a new line\n lines += TextMetrics.addLine(line);\n // start a new line\n line = '';\n width = 0;\n }\n // don't add spaces to the beginning of lines\n if (line.length > 0 || !TextMetrics.isBreakingSpace(token) || canPrependSpaces) {\n // add the word to the current line\n line += token;\n // update width counter\n width += tokenWidth;\n }\n }\n }\n lines += TextMetrics.addLine(line, false);\n return lines;\n };\n /**\n * Convienience function for logging each line added during the wordWrap method.\n * @param line - The line of text to add\n * @param newLine - Add new line character to end\n * @returns A formatted line\n */\n TextMetrics.addLine = function (line, newLine) {\n if (newLine === void 0) { newLine = true; }\n line = TextMetrics.trimRight(line);\n line = (newLine) ? line + \"\\n\" : line;\n return line;\n };\n /**\n * Gets & sets the widths of calculated characters in a cache object\n * @param key - The key\n * @param letterSpacing - The letter spacing\n * @param cache - The cache\n * @param context - The canvas context\n * @returns The from cache.\n */\n TextMetrics.getFromCache = function (key, letterSpacing, cache, context) {\n var width = cache[key];\n if (typeof width !== 'number') {\n var spacing = ((key.length) * letterSpacing);\n width = context.measureText(key).width + spacing;\n cache[key] = width;\n }\n return width;\n };\n /**\n * Determines whether we should collapse breaking spaces.\n * @param whiteSpace - The TextStyle property whiteSpace\n * @returns Should collapse\n */\n TextMetrics.collapseSpaces = function (whiteSpace) {\n return (whiteSpace === 'normal' || whiteSpace === 'pre-line');\n };\n /**\n * Determines whether we should collapse newLine chars.\n * @param whiteSpace - The white space\n * @returns should collapse\n */\n TextMetrics.collapseNewlines = function (whiteSpace) {\n return (whiteSpace === 'normal');\n };\n /**\n * Trims breaking whitespaces from string.\n * @param text - The text\n * @returns Trimmed string\n */\n TextMetrics.trimRight = function (text) {\n if (typeof text !== 'string') {\n return '';\n }\n for (var i = text.length - 1; i >= 0; i--) {\n var char = text[i];\n if (!TextMetrics.isBreakingSpace(char)) {\n break;\n }\n text = text.slice(0, -1);\n }\n return text;\n };\n /**\n * Determines if char is a newline.\n * @param char - The character\n * @returns True if newline, False otherwise.\n */\n TextMetrics.isNewline = function (char) {\n if (typeof char !== 'string') {\n return false;\n }\n return (TextMetrics._newlines.indexOf(char.charCodeAt(0)) >= 0);\n };\n /**\n * Determines if char is a breaking whitespace.\n *\n * It allows one to determine whether char should be a breaking whitespace\n * For example certain characters in CJK langs or numbers.\n * It must return a boolean.\n * @param char - The character\n * @param [_nextChar] - The next character\n * @returns True if whitespace, False otherwise.\n */\n TextMetrics.isBreakingSpace = function (char, _nextChar) {\n if (typeof char !== 'string') {\n return false;\n }\n return (TextMetrics._breakingSpaces.indexOf(char.charCodeAt(0)) >= 0);\n };\n /**\n * Splits a string into words, breaking-spaces and newLine characters\n * @param text - The text\n * @returns A tokenized array\n */\n TextMetrics.tokenize = function (text) {\n var tokens = [];\n var token = '';\n if (typeof text !== 'string') {\n return tokens;\n }\n for (var i = 0; i < text.length; i++) {\n var char = text[i];\n var nextChar = text[i + 1];\n if (TextMetrics.isBreakingSpace(char, nextChar) || TextMetrics.isNewline(char)) {\n if (token !== '') {\n tokens.push(token);\n token = '';\n }\n tokens.push(char);\n continue;\n }\n token += char;\n }\n if (token !== '') {\n tokens.push(token);\n }\n return tokens;\n };\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It allows one to customise which words should break\n * Examples are if the token is CJK or numbers.\n * It must return a boolean.\n * @param _token - The token\n * @param breakWords - The style attr break words\n * @returns Whether to break word or not\n */\n TextMetrics.canBreakWords = function (_token, breakWords) {\n return breakWords;\n };\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It allows one to determine whether a pair of characters\n * should be broken by newlines\n * For example certain characters in CJK langs or numbers.\n * It must return a boolean.\n * @param _char - The character\n * @param _nextChar - The next character\n * @param _token - The token/word the characters are from\n * @param _index - The index in the token of the char\n * @param _breakWords - The style attr break words\n * @returns whether to break word or not\n */\n TextMetrics.canBreakChars = function (_char, _nextChar, _token, _index, _breakWords) {\n return true;\n };\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It is called when a token (usually a word) has to be split into separate pieces\n * in order to determine the point to break a word.\n * It must return an array of characters.\n * @example\n * // Correctly splits emojis, eg \"🤪🤪\" will result in two element array, each with one emoji.\n * TextMetrics.wordWrapSplit = (token) => [...token];\n * @param token - The token to split\n * @returns The characters of the token\n */\n TextMetrics.wordWrapSplit = function (token) {\n return token.split('');\n };\n /**\n * Calculates the ascent, descent and fontSize of a given font-style\n * @param font - String representing the style of the font\n * @returns Font properties object\n */\n TextMetrics.measureFont = function (font) {\n // as this method is used for preparing assets, don't recalculate things if we don't need to\n if (TextMetrics._fonts[font]) {\n return TextMetrics._fonts[font];\n }\n var properties = {\n ascent: 0,\n descent: 0,\n fontSize: 0,\n };\n var canvas = TextMetrics._canvas;\n var context = TextMetrics._context;\n context.font = font;\n var metricsString = TextMetrics.METRICS_STRING + TextMetrics.BASELINE_SYMBOL;\n var width = Math.ceil(context.measureText(metricsString).width);\n var baseline = Math.ceil(context.measureText(TextMetrics.BASELINE_SYMBOL).width);\n var height = Math.ceil(TextMetrics.HEIGHT_MULTIPLIER * baseline);\n baseline = baseline * TextMetrics.BASELINE_MULTIPLIER | 0;\n canvas.width = width;\n canvas.height = height;\n context.fillStyle = '#f00';\n context.fillRect(0, 0, width, height);\n context.font = font;\n context.textBaseline = 'alphabetic';\n context.fillStyle = '#000';\n context.fillText(metricsString, 0, baseline);\n var imagedata = context.getImageData(0, 0, width, height).data;\n var pixels = imagedata.length;\n var line = width * 4;\n var i = 0;\n var idx = 0;\n var stop = false;\n // ascent. scan from top to bottom until we find a non red pixel\n for (i = 0; i < baseline; ++i) {\n for (var j = 0; j < line; j += 4) {\n if (imagedata[idx + j] !== 255) {\n stop = true;\n break;\n }\n }\n if (!stop) {\n idx += line;\n }\n else {\n break;\n }\n }\n properties.ascent = baseline - i;\n idx = pixels - line;\n stop = false;\n // descent. scan from bottom to top until we find a non red pixel\n for (i = height; i > baseline; --i) {\n for (var j = 0; j < line; j += 4) {\n if (imagedata[idx + j] !== 255) {\n stop = true;\n break;\n }\n }\n if (!stop) {\n idx -= line;\n }\n else {\n break;\n }\n }\n properties.descent = i - baseline;\n properties.fontSize = properties.ascent + properties.descent;\n TextMetrics._fonts[font] = properties;\n return properties;\n };\n /**\n * Clear font metrics in metrics cache.\n * @param {string} [font] - font name. If font name not set then clear cache for all fonts.\n */\n TextMetrics.clearMetrics = function (font) {\n if (font === void 0) { font = ''; }\n if (font) {\n delete TextMetrics._fonts[font];\n }\n else {\n TextMetrics._fonts = {};\n }\n };\n Object.defineProperty(TextMetrics, \"_canvas\", {\n /**\n * Cached canvas element for measuring text\n * TODO: this should be private, but isn't because of backward compat, will fix later.\n * @ignore\n */\n get: function () {\n if (!TextMetrics.__canvas) {\n var canvas = void 0;\n try {\n // OffscreenCanvas2D measureText can be up to 40% faster.\n var c = new OffscreenCanvas(0, 0);\n var context = c.getContext('2d');\n if (context && context.measureText) {\n TextMetrics.__canvas = c;\n return c;\n }\n canvas = settings.ADAPTER.createCanvas();\n }\n catch (ex) {\n canvas = settings.ADAPTER.createCanvas();\n }\n canvas.width = canvas.height = 10;\n TextMetrics.__canvas = canvas;\n }\n return TextMetrics.__canvas;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextMetrics, \"_context\", {\n /**\n * TODO: this should be private, but isn't because of backward compat, will fix later.\n * @ignore\n */\n get: function () {\n if (!TextMetrics.__context) {\n TextMetrics.__context = TextMetrics._canvas.getContext('2d');\n }\n return TextMetrics.__context;\n },\n enumerable: false,\n configurable: true\n });\n return TextMetrics;\n}());\n/**\n * Internal return object for {@link PIXI.TextMetrics.measureFont `TextMetrics.measureFont`}.\n * @typedef {object} FontMetrics\n * @property {number} ascent - The ascent distance\n * @property {number} descent - The descent distance\n * @property {number} fontSize - Font size from ascent to descent\n * @memberof PIXI.TextMetrics\n * @private\n */\n/**\n * Cache of {@see PIXI.TextMetrics.FontMetrics} objects.\n * @memberof PIXI.TextMetrics\n * @type {object}\n * @private\n */\nTextMetrics._fonts = {};\n/**\n * String used for calculate font metrics.\n * These characters are all tall to help calculate the height required for text.\n * @static\n * @memberof PIXI.TextMetrics\n * @name METRICS_STRING\n * @type {string}\n * @default |ÉqÅ\n */\nTextMetrics.METRICS_STRING = '|ÉqÅ';\n/**\n * Baseline symbol for calculate font metrics.\n * @static\n * @memberof PIXI.TextMetrics\n * @name BASELINE_SYMBOL\n * @type {string}\n * @default M\n */\nTextMetrics.BASELINE_SYMBOL = 'M';\n/**\n * Baseline multiplier for calculate font metrics.\n * @static\n * @memberof PIXI.TextMetrics\n * @name BASELINE_MULTIPLIER\n * @type {number}\n * @default 1.4\n */\nTextMetrics.BASELINE_MULTIPLIER = 1.4;\n/**\n * Height multiplier for setting height of canvas to calculate font metrics.\n * @static\n * @memberof PIXI.TextMetrics\n * @name HEIGHT_MULTIPLIER\n * @type {number}\n * @default 2.00\n */\nTextMetrics.HEIGHT_MULTIPLIER = 2.0;\n/**\n * Cache of new line chars.\n * @memberof PIXI.TextMetrics\n * @type {number[]}\n * @private\n */\nTextMetrics._newlines = [\n 0x000A,\n 0x000D ];\n/**\n * Cache of breaking spaces.\n * @memberof PIXI.TextMetrics\n * @type {number[]}\n * @private\n */\nTextMetrics._breakingSpaces = [\n 0x0009,\n 0x0020,\n 0x2000,\n 0x2001,\n 0x2002,\n 0x2003,\n 0x2004,\n 0x2005,\n 0x2006,\n 0x2008,\n 0x2009,\n 0x200A,\n 0x205F,\n 0x3000 ];\n/**\n * A number, or a string containing a number.\n * @memberof PIXI\n * @typedef {object} IFontMetrics\n * @property {number} ascent - Font ascent\n * @property {number} descent - Font descent\n * @property {number} fontSize - Font size\n */\n\nvar defaultDestroyOptions = {\n texture: true,\n children: false,\n baseTexture: true,\n};\n/**\n * A Text Object will create a line or multiple lines of text.\n *\n * The text is created using the [Canvas API](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API).\n *\n * The primary advantage of this class over BitmapText is that you have great control over the style of the text,\n * which you can change at runtime.\n *\n * The primary disadvantages is that each piece of text has it's own texture, which can use more memory.\n * When text changes, this texture has to be re-generated and re-uploaded to the GPU, taking up time.\n *\n * To split a line you can use '\\n' in your text string, or, on the `style` object,\n * change its `wordWrap` property to true and and give the `wordWrapWidth` property a value.\n *\n * A Text can be created directly from a string and a style object,\n * which can be generated [here](https://pixijs.io/pixi-text-style).\n *\n * ```js\n * let text = new PIXI.Text('This is a PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'});\n * ```\n * @memberof PIXI\n */\nvar Text = /** @class */ (function (_super) {\n __extends(Text, _super);\n /**\n * @param text - The string that you would like the text to display\n * @param {object|PIXI.TextStyle} [style] - The style parameters\n * @param canvas - The canvas element for drawing text\n */\n function Text(text, style, canvas) {\n var _this = this;\n var ownCanvas = false;\n if (!canvas) {\n canvas = settings.ADAPTER.createCanvas();\n ownCanvas = true;\n }\n canvas.width = 3;\n canvas.height = 3;\n var texture = Texture.from(canvas);\n texture.orig = new Rectangle();\n texture.trim = new Rectangle();\n _this = _super.call(this, texture) || this;\n _this._ownCanvas = ownCanvas;\n _this.canvas = canvas;\n _this.context = canvas.getContext('2d');\n _this._resolution = settings.RESOLUTION;\n _this._autoResolution = true;\n _this._text = null;\n _this._style = null;\n _this._styleListener = null;\n _this._font = '';\n _this.text = text;\n _this.style = style;\n _this.localStyleID = -1;\n return _this;\n }\n /**\n * Renders text to its canvas, and updates its texture.\n *\n * By default this is used internally to ensure the texture is correct before rendering,\n * but it can be used called externally, for example from this class to 'pre-generate' the texture from a piece of text,\n * and then shared across multiple Sprites.\n * @param respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called.\n */\n Text.prototype.updateText = function (respectDirty) {\n var style = this._style;\n // check if style has changed..\n if (this.localStyleID !== style.styleID) {\n this.dirty = true;\n this.localStyleID = style.styleID;\n }\n if (!this.dirty && respectDirty) {\n return;\n }\n this._font = this._style.toFontString();\n var context = this.context;\n var measured = TextMetrics.measureText(this._text || ' ', this._style, this._style.wordWrap, this.canvas);\n var width = measured.width;\n var height = measured.height;\n var lines = measured.lines;\n var lineHeight = measured.lineHeight;\n var lineWidths = measured.lineWidths;\n var maxLineWidth = measured.maxLineWidth;\n var fontProperties = measured.fontProperties;\n this.canvas.width = Math.ceil(Math.ceil((Math.max(1, width) + (style.padding * 2))) * this._resolution);\n this.canvas.height = Math.ceil(Math.ceil((Math.max(1, height) + (style.padding * 2))) * this._resolution);\n context.scale(this._resolution, this._resolution);\n context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n context.font = this._font;\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n var linePositionX;\n var linePositionY;\n // require 2 passes if a shadow; the first to draw the drop shadow, the second to draw the text\n var passesCount = style.dropShadow ? 2 : 1;\n // For v4, we drew text at the colours of the drop shadow underneath the normal text. This gave the correct zIndex,\n // but features such as alpha and shadowblur did not look right at all, since we were using actual text as a shadow.\n //\n // For v5.0.0, we moved over to just use the canvas API for drop shadows, which made them look much nicer and more\n // visually please, but now because the stroke is drawn and then the fill, drop shadows would appear on both the fill\n // and the stroke; and fill drop shadows would appear over the top of the stroke.\n //\n // For v5.1.1, the new route is to revert to v4 style of drawing text first to get the drop shadows underneath normal\n // text, but instead drawing text in the correct location, we'll draw it off screen (-paddingY), and then adjust the\n // drop shadow so only that appears on screen (+paddingY). Now we'll have the correct draw order of the shadow\n // beneath the text, whilst also having the proper text shadow styling.\n for (var i = 0; i < passesCount; ++i) {\n var isShadowPass = style.dropShadow && i === 0;\n // we only want the drop shadow, so put text way off-screen\n var dsOffsetText = isShadowPass ? Math.ceil(Math.max(1, height) + (style.padding * 2)) : 0;\n var dsOffsetShadow = dsOffsetText * this._resolution;\n if (isShadowPass) {\n // On Safari, text with gradient and drop shadows together do not position correctly\n // if the scale of the canvas is not 1: https://bugs.webkit.org/show_bug.cgi?id=197689\n // Therefore we'll set the styles to be a plain black whilst generating this drop shadow\n context.fillStyle = 'black';\n context.strokeStyle = 'black';\n var dropShadowColor = style.dropShadowColor;\n var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor));\n var dropShadowBlur = style.dropShadowBlur * this._resolution;\n var dropShadowDistance = style.dropShadowDistance * this._resolution;\n context.shadowColor = \"rgba(\" + rgb[0] * 255 + \",\" + rgb[1] * 255 + \",\" + rgb[2] * 255 + \",\" + style.dropShadowAlpha + \")\";\n context.shadowBlur = dropShadowBlur;\n context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance;\n context.shadowOffsetY = (Math.sin(style.dropShadowAngle) * dropShadowDistance) + dsOffsetShadow;\n }\n else {\n // set canvas text styles\n context.fillStyle = this._generateFillStyle(style, lines, measured);\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n context.strokeStyle = style.stroke;\n context.shadowColor = 'black';\n context.shadowBlur = 0;\n context.shadowOffsetX = 0;\n context.shadowOffsetY = 0;\n }\n var linePositionYShift = (lineHeight - fontProperties.fontSize) / 2;\n if (!Text.nextLineHeightBehavior || lineHeight - fontProperties.fontSize < 0) {\n linePositionYShift = 0;\n }\n // draw lines line by line\n for (var i_1 = 0; i_1 < lines.length; i_1++) {\n linePositionX = style.strokeThickness / 2;\n linePositionY = ((style.strokeThickness / 2) + (i_1 * lineHeight)) + fontProperties.ascent\n + linePositionYShift;\n if (style.align === 'right') {\n linePositionX += maxLineWidth - lineWidths[i_1];\n }\n else if (style.align === 'center') {\n linePositionX += (maxLineWidth - lineWidths[i_1]) / 2;\n }\n if (style.stroke && style.strokeThickness) {\n this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText, true);\n }\n if (style.fill) {\n this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText);\n }\n }\n }\n this.updateTexture();\n };\n /**\n * Render the text with letter-spacing.\n * @param text - The text to draw\n * @param x - Horizontal position to draw the text\n * @param y - Vertical position to draw the text\n * @param isStroke - Is this drawing for the outside stroke of the\n * text? If not, it's for the inside fill\n */\n Text.prototype.drawLetterSpacing = function (text, x, y, isStroke) {\n if (isStroke === void 0) { isStroke = false; }\n var style = this._style;\n // letterSpacing of 0 means normal\n var letterSpacing = style.letterSpacing;\n // Checking that we can use moddern canvas2D api\n // https://developer.chrome.com/origintrials/#/view_trial/3585991203293757441\n // note: this is unstable API, Chrome less 94 use a `textLetterSpacing`, newest use a letterSpacing\n // eslint-disable-next-line max-len\n var supportLetterSpacing = Text.experimentalLetterSpacing\n && ('letterSpacing' in CanvasRenderingContext2D.prototype\n || 'textLetterSpacing' in CanvasRenderingContext2D.prototype);\n if (letterSpacing === 0 || supportLetterSpacing) {\n if (supportLetterSpacing) {\n this.context.letterSpacing = letterSpacing;\n this.context.textLetterSpacing = letterSpacing;\n }\n if (isStroke) {\n this.context.strokeText(text, x, y);\n }\n else {\n this.context.fillText(text, x, y);\n }\n return;\n }\n var currentPosition = x;\n // Using Array.from correctly splits characters whilst keeping emoji together.\n // This is not supported on IE as it requires ES6, so regular text splitting occurs.\n // This also doesn't account for emoji that are multiple emoji put together to make something else.\n // Handling all of this would require a big library itself.\n // https://medium.com/@giltayar/iterating-over-emoji-characters-the-es6-way-f06e4589516\n // https://github.com/orling/grapheme-splitter\n var stringArray = Array.from ? Array.from(text) : text.split('');\n var previousWidth = this.context.measureText(text).width;\n var currentWidth = 0;\n for (var i = 0; i < stringArray.length; ++i) {\n var currentChar = stringArray[i];\n if (isStroke) {\n this.context.strokeText(currentChar, currentPosition, y);\n }\n else {\n this.context.fillText(currentChar, currentPosition, y);\n }\n var textStr = '';\n for (var j = i + 1; j < stringArray.length; ++j) {\n textStr += stringArray[j];\n }\n currentWidth = this.context.measureText(textStr).width;\n currentPosition += previousWidth - currentWidth + letterSpacing;\n previousWidth = currentWidth;\n }\n };\n /** Updates texture size based on canvas size. */\n Text.prototype.updateTexture = function () {\n var canvas = this.canvas;\n if (this._style.trim) {\n var trimmed = trimCanvas(canvas);\n if (trimmed.data) {\n canvas.width = trimmed.width;\n canvas.height = trimmed.height;\n this.context.putImageData(trimmed.data, 0, 0);\n }\n }\n var texture = this._texture;\n var style = this._style;\n var padding = style.trim ? 0 : style.padding;\n var baseTexture = texture.baseTexture;\n texture.trim.width = texture._frame.width = canvas.width / this._resolution;\n texture.trim.height = texture._frame.height = canvas.height / this._resolution;\n texture.trim.x = -padding;\n texture.trim.y = -padding;\n texture.orig.width = texture._frame.width - (padding * 2);\n texture.orig.height = texture._frame.height - (padding * 2);\n // call sprite onTextureUpdate to update scale if _width or _height were set\n this._onTextureUpdate();\n baseTexture.setRealSize(canvas.width, canvas.height, this._resolution);\n texture.updateUvs();\n this.dirty = false;\n };\n /**\n * Renders the object using the WebGL renderer\n * @param renderer - The renderer\n */\n Text.prototype._render = function (renderer) {\n if (this._autoResolution && this._resolution !== renderer.resolution) {\n this._resolution = renderer.resolution;\n this.dirty = true;\n }\n this.updateText(true);\n _super.prototype._render.call(this, renderer);\n };\n /** Updates the transform on all children of this container for rendering. */\n Text.prototype.updateTransform = function () {\n this.updateText(true);\n _super.prototype.updateTransform.call(this);\n };\n Text.prototype.getBounds = function (skipUpdate, rect) {\n this.updateText(true);\n if (this._textureID === -1) {\n // texture was updated: recalculate transforms\n skipUpdate = false;\n }\n return _super.prototype.getBounds.call(this, skipUpdate, rect);\n };\n /**\n * Gets the local bounds of the text object.\n * @param rect - The output rectangle.\n * @returns The bounds.\n */\n Text.prototype.getLocalBounds = function (rect) {\n this.updateText(true);\n return _super.prototype.getLocalBounds.call(this, rect);\n };\n /** Calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account. */\n Text.prototype._calculateBounds = function () {\n this.calculateVertices();\n // if we have already done this on THIS frame.\n this._bounds.addQuad(this.vertexData);\n };\n /**\n * Generates the fill style. Can automatically generate a gradient based on the fill style being an array\n * @param style - The style.\n * @param lines - The lines of text.\n * @param metrics\n * @returns The fill style\n */\n Text.prototype._generateFillStyle = function (style, lines, metrics) {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n var fillStyle = style.fill;\n if (!Array.isArray(fillStyle)) {\n return fillStyle;\n }\n else if (fillStyle.length === 1) {\n return fillStyle[0];\n }\n // the gradient will be evenly spaced out according to how large the array is.\n // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75\n var gradient;\n // a dropshadow will enlarge the canvas and result in the gradient being\n // generated with the incorrect dimensions\n var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0;\n // should also take padding into account, padding can offset the gradient\n var padding = style.padding || 0;\n var width = (this.canvas.width / this._resolution) - dropShadowCorrection - (padding * 2);\n var height = (this.canvas.height / this._resolution) - dropShadowCorrection - (padding * 2);\n // make a copy of the style settings, so we can manipulate them later\n var fill = fillStyle.slice();\n var fillGradientStops = style.fillGradientStops.slice();\n // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75\n if (!fillGradientStops.length) {\n var lengthPlus1 = fill.length + 1;\n for (var i = 1; i < lengthPlus1; ++i) {\n fillGradientStops.push(i / lengthPlus1);\n }\n }\n // stop the bleeding of the last gradient on the line above to the top gradient of the this line\n // by hard defining the first gradient colour at point 0, and last gradient colour at point 1\n fill.unshift(fillStyle[0]);\n fillGradientStops.unshift(0);\n fill.push(fillStyle[fillStyle.length - 1]);\n fillGradientStops.push(1);\n if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) {\n // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas\n gradient = this.context.createLinearGradient(width / 2, padding, width / 2, height + padding);\n // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect\n // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875\n // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc\n var textHeight = metrics.fontProperties.fontSize + style.strokeThickness;\n for (var i = 0; i < lines.length; i++) {\n var lastLineBottom = (metrics.lineHeight * (i - 1)) + textHeight;\n var thisLineTop = metrics.lineHeight * i;\n var thisLineGradientStart = thisLineTop;\n // Handle case where last & this line overlap\n if (i > 0 && lastLineBottom > thisLineTop) {\n thisLineGradientStart = (thisLineTop + lastLineBottom) / 2;\n }\n var thisLineBottom = thisLineTop + textHeight;\n var nextLineTop = metrics.lineHeight * (i + 1);\n var thisLineGradientEnd = thisLineBottom;\n // Handle case where this & next line overlap\n if (i + 1 < lines.length && nextLineTop < thisLineBottom) {\n thisLineGradientEnd = (thisLineBottom + nextLineTop) / 2;\n }\n // textHeight, but as a 0-1 size in global gradient stop space\n var gradStopLineHeight = (thisLineGradientEnd - thisLineGradientStart) / height;\n for (var j = 0; j < fill.length; j++) {\n // 0-1 stop point for the current line, multiplied to global space afterwards\n var lineStop = 0;\n if (typeof fillGradientStops[j] === 'number') {\n lineStop = fillGradientStops[j];\n }\n else {\n lineStop = j / fill.length;\n }\n var globalStop = Math.min(1, Math.max(0, (thisLineGradientStart / height) + (lineStop * gradStopLineHeight)));\n // There's potential for floating point precision issues at the seams between gradient repeats.\n globalStop = Number(globalStop.toFixed(5));\n gradient.addColorStop(globalStop, fill[j]);\n }\n }\n }\n else {\n // start the gradient at the center left of the canvas, and end at the center right of the canvas\n gradient = this.context.createLinearGradient(padding, height / 2, width + padding, height / 2);\n // can just evenly space out the gradients in this case, as multiple lines makes no difference\n // to an even left to right gradient\n var totalIterations = fill.length + 1;\n var currentIteration = 1;\n for (var i = 0; i < fill.length; i++) {\n var stop = void 0;\n if (typeof fillGradientStops[i] === 'number') {\n stop = fillGradientStops[i];\n }\n else {\n stop = currentIteration / totalIterations;\n }\n gradient.addColorStop(stop, fill[i]);\n currentIteration++;\n }\n }\n return gradient;\n };\n /**\n * Destroys this text object.\n *\n * Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as\n * the majority of the time the texture will not be shared with any other Sprites.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their\n * destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well\n */\n Text.prototype.destroy = function (options) {\n if (typeof options === 'boolean') {\n options = { children: options };\n }\n options = Object.assign({}, defaultDestroyOptions, options);\n _super.prototype.destroy.call(this, options);\n // set canvas width and height to 0 to workaround memory leak in Safari < 13\n // https://stackoverflow.com/questions/52532614/total-canvas-memory-use-exceeds-the-maximum-limit-safari-12\n if (this._ownCanvas) {\n this.canvas.height = this.canvas.width = 0;\n }\n // make sure to reset the context and canvas.. dont want this hanging around in memory!\n this.context = null;\n this.canvas = null;\n this._style = null;\n };\n Object.defineProperty(Text.prototype, \"width\", {\n /** The width of the Text, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n this.updateText(true);\n return Math.abs(this.scale.x) * this._texture.orig.width;\n },\n set: function (value) {\n this.updateText(true);\n var s = sign(this.scale.x) || 1;\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Text.prototype, \"height\", {\n /** The height of the Text, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n this.updateText(true);\n return Math.abs(this.scale.y) * this._texture.orig.height;\n },\n set: function (value) {\n this.updateText(true);\n var s = sign(this.scale.y) || 1;\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Text.prototype, \"style\", {\n /**\n * Set the style of the text.\n *\n * Set up an event listener to listen for changes on the style object and mark the text as dirty.\n */\n get: function () {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the ITextStyle\n // since the setter creates the TextStyle. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n return this._style;\n },\n set: function (style) {\n style = style || {};\n if (style instanceof TextStyle) {\n this._style = style;\n }\n else {\n this._style = new TextStyle(style);\n }\n this.localStyleID = -1;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Text.prototype, \"text\", {\n /** Set the copy for the text object. To split a line you can use '\\n'. */\n get: function () {\n return this._text;\n },\n set: function (text) {\n text = String(text === null || text === undefined ? '' : text);\n if (this._text === text) {\n return;\n }\n this._text = text;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Text.prototype, \"resolution\", {\n /**\n * The resolution / device pixel ratio of the canvas.\n *\n * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually.\n * @default 1\n */\n get: function () {\n return this._resolution;\n },\n set: function (value) {\n this._autoResolution = false;\n if (this._resolution === value) {\n return;\n }\n this._resolution = value;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * New behavior for `lineHeight` that's meant to mimic HTML text. A value of `true` will\n * make sure the first baseline is offset by the `lineHeight` value if it is greater than `fontSize`.\n * A value of `false` will use the legacy behavior and not change the baseline of the first line.\n * In the next major release, we'll enable this by default.\n */\n Text.nextLineHeightBehavior = false;\n /**\n * New rendering behavior for letter-spacing which uses Chrome's new native API. This will\n * lead to more accurate letter-spacing results because it does not try to manually draw\n * each character. However, this Chrome API is experimental and may not serve all cases yet.\n */\n Text.experimentalLetterSpacing = false;\n return Text;\n}(Sprite));\n\nexport { TEXT_GRADIENT, Text, TextMetrics, TextStyle };\n//# sourceMappingURL=text.mjs.map\n","/*!\n * @pixi/prepare - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/prepare is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { Texture, BaseTexture, ExtensionType } from '@pixi/core';\nimport { Graphics } from '@pixi/graphics';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\nimport { Container } from '@pixi/display';\nimport { Text, TextStyle, TextMetrics } from '@pixi/text';\nimport { deprecation } from '@pixi/utils';\n\n/**\n * Default number of uploads per frame using prepare plugin.\n * @static\n * @memberof PIXI.settings\n * @name UPLOADS_PER_FRAME\n * @type {number}\n * @default 4\n */\nsettings.UPLOADS_PER_FRAME = 4;\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * CountLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified\n * number of items per frame.\n * @memberof PIXI\n */\nvar CountLimiter = /** @class */ (function () {\n /**\n * @param maxItemsPerFrame - The maximum number of items that can be prepared each frame.\n */\n function CountLimiter(maxItemsPerFrame) {\n this.maxItemsPerFrame = maxItemsPerFrame;\n this.itemsLeft = 0;\n }\n /** Resets any counting properties to start fresh on a new frame. */\n CountLimiter.prototype.beginFrame = function () {\n this.itemsLeft = this.maxItemsPerFrame;\n };\n /**\n * Checks to see if another item can be uploaded. This should only be called once per item.\n * @returns If the item is allowed to be uploaded.\n */\n CountLimiter.prototype.allowedToUpload = function () {\n return this.itemsLeft-- > 0;\n };\n return CountLimiter;\n}());\n\n/**\n * Built-in hook to find multiple textures from objects like AnimatedSprites.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns If a PIXI.Texture object was found.\n */\nfunction findMultipleBaseTextures(item, queue) {\n var result = false;\n // Objects with multiple textures\n if (item && item._textures && item._textures.length) {\n for (var i = 0; i < item._textures.length; i++) {\n if (item._textures[i] instanceof Texture) {\n var baseTexture = item._textures[i].baseTexture;\n if (queue.indexOf(baseTexture) === -1) {\n queue.push(baseTexture);\n result = true;\n }\n }\n }\n }\n return result;\n}\n/**\n * Built-in hook to find BaseTextures from Texture.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns If a PIXI.Texture object was found.\n */\nfunction findBaseTexture(item, queue) {\n if (item.baseTexture instanceof BaseTexture) {\n var texture = item.baseTexture;\n if (queue.indexOf(texture) === -1) {\n queue.push(texture);\n }\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to find textures from objects.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns If a PIXI.Texture object was found.\n */\nfunction findTexture(item, queue) {\n if (item._texture && item._texture instanceof Texture) {\n var texture = item._texture.baseTexture;\n if (queue.indexOf(texture) === -1) {\n queue.push(texture);\n }\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to draw PIXI.Text to its texture.\n * @private\n * @param _helper - Not used by this upload handler\n * @param item - Item to check\n * @returns If item was uploaded.\n */\nfunction drawText(_helper, item) {\n if (item instanceof Text) {\n // updating text will return early if it is not dirty\n item.updateText(true);\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to calculate a text style for a PIXI.Text object.\n * @private\n * @param _helper - Not used by this upload handler\n * @param item - Item to check\n * @returns If item was uploaded.\n */\nfunction calculateTextStyle(_helper, item) {\n if (item instanceof TextStyle) {\n var font = item.toFontString();\n TextMetrics.measureFont(font);\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to find Text objects.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns if a PIXI.Text object was found.\n */\nfunction findText(item, queue) {\n if (item instanceof Text) {\n // push the text style to prepare it - this can be really expensive\n if (queue.indexOf(item.style) === -1) {\n queue.push(item.style);\n }\n // also push the text object so that we can render it (to canvas/texture) if needed\n if (queue.indexOf(item) === -1) {\n queue.push(item);\n }\n // also push the Text's texture for upload to GPU\n var texture = item._texture.baseTexture;\n if (queue.indexOf(texture) === -1) {\n queue.push(texture);\n }\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to find TextStyle objects.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns If a PIXI.TextStyle object was found.\n */\nfunction findTextStyle(item, queue) {\n if (item instanceof TextStyle) {\n if (queue.indexOf(item) === -1) {\n queue.push(item);\n }\n return true;\n }\n return false;\n}\n/**\n * The prepare manager provides functionality to upload content to the GPU.\n *\n * BasePrepare handles basic queuing functionality and is extended by\n * {@link PIXI.Prepare} and {@link PIXI.CanvasPrepare}\n * to provide preparation capabilities specific to their respective renderers.\n * @example\n * // Create a sprite\n * const sprite = PIXI.Sprite.from('something.png');\n *\n * // Load object into GPU\n * app.renderer.plugins.prepare.upload(sprite, () => {\n *\n * //Texture(s) has been uploaded to GPU\n * app.stage.addChild(sprite);\n *\n * })\n * @abstract\n * @memberof PIXI\n */\nvar BasePrepare = /** @class */ (function () {\n /**\n * @param {PIXI.AbstractRenderer} renderer - A reference to the current renderer\n */\n function BasePrepare(renderer) {\n var _this = this;\n this.limiter = new CountLimiter(settings.UPLOADS_PER_FRAME);\n this.renderer = renderer;\n this.uploadHookHelper = null;\n this.queue = [];\n this.addHooks = [];\n this.uploadHooks = [];\n this.completes = [];\n this.ticking = false;\n this.delayedTick = function () {\n // unlikely, but in case we were destroyed between tick() and delayedTick()\n if (!_this.queue) {\n return;\n }\n _this.prepareItems();\n };\n // hooks to find the correct texture\n this.registerFindHook(findText);\n this.registerFindHook(findTextStyle);\n this.registerFindHook(findMultipleBaseTextures);\n this.registerFindHook(findBaseTexture);\n this.registerFindHook(findTexture);\n // upload hooks\n this.registerUploadHook(drawText);\n this.registerUploadHook(calculateTextStyle);\n }\n /** @ignore */\n BasePrepare.prototype.upload = function (item, done) {\n var _this = this;\n if (typeof item === 'function') {\n done = item;\n item = null;\n }\n if (done) {\n deprecation('6.5.0', 'BasePrepare.upload callback is deprecated, use the return Promise instead.');\n }\n return new Promise(function (resolve) {\n // If a display object, search for items\n // that we could upload\n if (item) {\n _this.add(item);\n }\n // TODO: remove done callback and just use resolve\n var complete = function () {\n done === null || done === void 0 ? void 0 : done();\n resolve();\n };\n // Get the items for upload from the display\n if (_this.queue.length) {\n _this.completes.push(complete);\n if (!_this.ticking) {\n _this.ticking = true;\n Ticker.system.addOnce(_this.tick, _this, UPDATE_PRIORITY.UTILITY);\n }\n }\n else {\n complete();\n }\n });\n };\n /**\n * Handle tick update\n * @private\n */\n BasePrepare.prototype.tick = function () {\n setTimeout(this.delayedTick, 0);\n };\n /**\n * Actually prepare items. This is handled outside of the tick because it will take a while\n * and we do NOT want to block the current animation frame from rendering.\n * @private\n */\n BasePrepare.prototype.prepareItems = function () {\n this.limiter.beginFrame();\n // Upload the graphics\n while (this.queue.length && this.limiter.allowedToUpload()) {\n var item = this.queue[0];\n var uploaded = false;\n if (item && !item._destroyed) {\n for (var i = 0, len = this.uploadHooks.length; i < len; i++) {\n if (this.uploadHooks[i](this.uploadHookHelper, item)) {\n this.queue.shift();\n uploaded = true;\n break;\n }\n }\n }\n if (!uploaded) {\n this.queue.shift();\n }\n }\n // We're finished\n if (!this.queue.length) {\n this.ticking = false;\n var completes = this.completes.slice(0);\n this.completes.length = 0;\n for (var i = 0, len = completes.length; i < len; i++) {\n completes[i]();\n }\n }\n else {\n // if we are not finished, on the next rAF do this again\n Ticker.system.addOnce(this.tick, this, UPDATE_PRIORITY.UTILITY);\n }\n };\n /**\n * Adds hooks for finding items.\n * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array`\n * function must return `true` if it was able to add item to the queue.\n * @returns Instance of plugin for chaining.\n */\n BasePrepare.prototype.registerFindHook = function (addHook) {\n if (addHook) {\n this.addHooks.push(addHook);\n }\n return this;\n };\n /**\n * Adds hooks for uploading items.\n * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and\n * function must return `true` if it was able to handle upload of item.\n * @returns Instance of plugin for chaining.\n */\n BasePrepare.prototype.registerUploadHook = function (uploadHook) {\n if (uploadHook) {\n this.uploadHooks.push(uploadHook);\n }\n return this;\n };\n /**\n * Manually add an item to the uploading queue.\n * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to\n * add to the queue\n * @returns Instance of plugin for chaining.\n */\n BasePrepare.prototype.add = function (item) {\n // Add additional hooks for finding elements on special\n // types of objects that\n for (var i = 0, len = this.addHooks.length; i < len; i++) {\n if (this.addHooks[i](item, this.queue)) {\n break;\n }\n }\n // Get children recursively\n if (item instanceof Container) {\n for (var i = item.children.length - 1; i >= 0; i--) {\n this.add(item.children[i]);\n }\n }\n return this;\n };\n /** Destroys the plugin, don't use after this. */\n BasePrepare.prototype.destroy = function () {\n if (this.ticking) {\n Ticker.system.remove(this.tick, this);\n }\n this.ticking = false;\n this.addHooks = null;\n this.uploadHooks = null;\n this.renderer = null;\n this.completes = null;\n this.queue = null;\n this.limiter = null;\n this.uploadHookHelper = null;\n };\n return BasePrepare;\n}());\n\n/**\n * Built-in hook to upload PIXI.Texture objects to the GPU.\n * @private\n * @param renderer - instance of the webgl renderer\n * @param item - Item to check\n * @returns If item was uploaded.\n */\nfunction uploadBaseTextures(renderer, item) {\n if (item instanceof BaseTexture) {\n // if the texture already has a GL texture, then the texture has been prepared or rendered\n // before now. If the texture changed, then the changer should be calling texture.update() which\n // reuploads the texture without need for preparing it again\n if (!item._glTextures[renderer.CONTEXT_UID]) {\n renderer.texture.bind(item);\n }\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to upload PIXI.Graphics to the GPU.\n * @private\n * @param renderer - instance of the webgl renderer\n * @param item - Item to check\n * @returns If item was uploaded.\n */\nfunction uploadGraphics(renderer, item) {\n if (!(item instanceof Graphics)) {\n return false;\n }\n var geometry = item.geometry;\n // update dirty graphics to get batches\n item.finishPoly();\n geometry.updateBatches();\n var batches = geometry.batches;\n // upload all textures found in styles\n for (var i = 0; i < batches.length; i++) {\n var texture = batches[i].style.texture;\n if (texture) {\n uploadBaseTextures(renderer, texture.baseTexture);\n }\n }\n // if its not batchable - update vao for particular shader\n if (!geometry.batchable) {\n renderer.geometry.bind(geometry, item._resolveDirectShader(renderer));\n }\n return true;\n}\n/**\n * Built-in hook to find graphics.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns if a PIXI.Graphics object was found.\n */\nfunction findGraphics(item, queue) {\n if (item instanceof Graphics) {\n queue.push(item);\n return true;\n }\n return false;\n}\n/**\n * The prepare plugin provides renderer-specific plugins for pre-rendering DisplayObjects. These plugins are useful for\n * asynchronously preparing and uploading to the GPU assets, textures, graphics waiting to be displayed.\n *\n * Do not instantiate this plugin directly. It is available from the `renderer.plugins` property.\n * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}.\n * @example\n * // Create a new application\n * const app = new PIXI.Application();\n * document.body.appendChild(app.view);\n *\n * // Don't start rendering right away\n * app.stop();\n *\n * // create a display object\n * const rect = new PIXI.Graphics()\n * .beginFill(0x00ff00)\n * .drawRect(40, 40, 200, 200);\n *\n * // Add to the stage\n * app.stage.addChild(rect);\n *\n * // Don't start rendering until the graphic is uploaded to the GPU\n * app.renderer.plugins.prepare.upload(app.stage, () => {\n * app.start();\n * });\n * @memberof PIXI\n */\nvar Prepare = /** @class */ (function (_super) {\n __extends(Prepare, _super);\n /**\n * @param {PIXI.Renderer} renderer - A reference to the current renderer\n */\n function Prepare(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.uploadHookHelper = _this.renderer;\n // Add textures and graphics to upload\n _this.registerFindHook(findGraphics);\n _this.registerUploadHook(uploadBaseTextures);\n _this.registerUploadHook(uploadGraphics);\n return _this;\n }\n /** @ignore */\n Prepare.extension = {\n name: 'prepare',\n type: ExtensionType.RendererPlugin,\n };\n return Prepare;\n}(BasePrepare));\n\n/**\n * TimeLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified\n * number of milliseconds per frame.\n * @memberof PIXI\n */\nvar TimeLimiter = /** @class */ (function () {\n /** @param maxMilliseconds - The maximum milliseconds that can be spent preparing items each frame. */\n function TimeLimiter(maxMilliseconds) {\n this.maxMilliseconds = maxMilliseconds;\n this.frameStart = 0;\n }\n /** Resets any counting properties to start fresh on a new frame. */\n TimeLimiter.prototype.beginFrame = function () {\n this.frameStart = Date.now();\n };\n /**\n * Checks to see if another item can be uploaded. This should only be called once per item.\n * @returns - If the item is allowed to be uploaded.\n */\n TimeLimiter.prototype.allowedToUpload = function () {\n return Date.now() - this.frameStart < this.maxMilliseconds;\n };\n return TimeLimiter;\n}());\n\nexport { BasePrepare, CountLimiter, Prepare, TimeLimiter };\n//# sourceMappingURL=prepare.mjs.map\n","/*!\n * @pixi/spritesheet - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/spritesheet is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Rectangle } from '@pixi/math';\nimport { Texture, BaseTexture, ExtensionType } from '@pixi/core';\nimport { getResolutionOfUrl, deprecation, url } from '@pixi/utils';\nimport { LoaderResource } from '@pixi/loaders';\n\n/**\n * Utility class for maintaining reference to a collection\n * of Textures on a single Spritesheet.\n *\n * To access a sprite sheet from your code you may pass its JSON data file to Pixi's loader:\n *\n * ```js\n * PIXI.Loader.shared.add(\"images/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"images/spritesheet.json\"].spritesheet;\n * ...\n * }\n * ```\n *\n * Alternately, you may circumvent the loader by instantiating the Spritesheet directly:\n * ```js\n * const sheet = new PIXI.Spritesheet(texture, spritesheetData);\n * await sheet.parse();\n * console.log('Spritesheet ready to use!');\n * ```\n *\n * With the `sheet.textures` you can create Sprite objects,`sheet.animations` can be used to create an AnimatedSprite.\n *\n * Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker},\n * {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}.\n * Default anchor points (see {@link PIXI.Texture#defaultAnchor}) and grouping of animation sprites are currently only\n * supported by TexturePacker.\n * @memberof PIXI\n */\nvar Spritesheet = /** @class */ (function () {\n /**\n * @param texture - Reference to the source BaseTexture object.\n * @param {object} data - Spritesheet image data.\n * @param resolutionFilename - The filename to consider when determining\n * the resolution of the spritesheet. If not provided, the imageUrl will\n * be used on the BaseTexture.\n */\n function Spritesheet(texture, data, resolutionFilename) {\n if (resolutionFilename === void 0) { resolutionFilename = null; }\n /** For multi-packed spritesheets, this contains a reference to all the other spritesheets it depends on. */\n this.linkedSheets = [];\n this._texture = texture instanceof Texture ? texture : null;\n this.baseTexture = texture instanceof BaseTexture ? texture : this._texture.baseTexture;\n this.textures = {};\n this.animations = {};\n this.data = data;\n var resource = this.baseTexture.resource;\n this.resolution = this._updateResolution(resolutionFilename || (resource ? resource.url : null));\n this._frames = this.data.frames;\n this._frameKeys = Object.keys(this._frames);\n this._batchIndex = 0;\n this._callback = null;\n }\n /**\n * Generate the resolution from the filename or fallback\n * to the meta.scale field of the JSON data.\n * @param resolutionFilename - The filename to use for resolving\n * the default resolution.\n * @returns Resolution to use for spritesheet.\n */\n Spritesheet.prototype._updateResolution = function (resolutionFilename) {\n if (resolutionFilename === void 0) { resolutionFilename = null; }\n var scale = this.data.meta.scale;\n // Use a defaultValue of `null` to check if a url-based resolution is set\n var resolution = getResolutionOfUrl(resolutionFilename, null);\n // No resolution found via URL\n if (resolution === null) {\n // Use the scale value or default to 1\n resolution = scale !== undefined ? parseFloat(scale) : 1;\n }\n // For non-1 resolutions, update baseTexture\n if (resolution !== 1) {\n this.baseTexture.setResolution(resolution);\n }\n return resolution;\n };\n /** @ignore */\n Spritesheet.prototype.parse = function (callback) {\n var _this = this;\n if (callback) {\n deprecation('6.5.0', 'Spritesheet.parse callback is deprecated, use the return Promise instead.');\n }\n return new Promise(function (resolve) {\n _this._callback = function (textures) {\n callback === null || callback === void 0 ? void 0 : callback(textures);\n resolve(textures);\n };\n _this._batchIndex = 0;\n if (_this._frameKeys.length <= Spritesheet.BATCH_SIZE) {\n _this._processFrames(0);\n _this._processAnimations();\n _this._parseComplete();\n }\n else {\n _this._nextBatch();\n }\n });\n };\n /**\n * Process a batch of frames\n * @param initialFrameIndex - The index of frame to start.\n */\n Spritesheet.prototype._processFrames = function (initialFrameIndex) {\n var frameIndex = initialFrameIndex;\n var maxFrames = Spritesheet.BATCH_SIZE;\n while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length) {\n var i = this._frameKeys[frameIndex];\n var data = this._frames[i];\n var rect = data.frame;\n if (rect) {\n var frame = null;\n var trim = null;\n var sourceSize = data.trimmed !== false && data.sourceSize\n ? data.sourceSize : data.frame;\n var orig = new Rectangle(0, 0, Math.floor(sourceSize.w) / this.resolution, Math.floor(sourceSize.h) / this.resolution);\n if (data.rotated) {\n frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.h) / this.resolution, Math.floor(rect.w) / this.resolution);\n }\n else {\n frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution);\n }\n // Check to see if the sprite is trimmed\n if (data.trimmed !== false && data.spriteSourceSize) {\n trim = new Rectangle(Math.floor(data.spriteSourceSize.x) / this.resolution, Math.floor(data.spriteSourceSize.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution);\n }\n this.textures[i] = new Texture(this.baseTexture, frame, orig, trim, data.rotated ? 2 : 0, data.anchor);\n // lets also add the frame to pixi's global cache for 'from' and 'fromLoader' functions\n Texture.addToCache(this.textures[i], i);\n }\n frameIndex++;\n }\n };\n /** Parse animations config. */\n Spritesheet.prototype._processAnimations = function () {\n var animations = this.data.animations || {};\n for (var animName in animations) {\n this.animations[animName] = [];\n for (var i = 0; i < animations[animName].length; i++) {\n var frameName = animations[animName][i];\n this.animations[animName].push(this.textures[frameName]);\n }\n }\n };\n /** The parse has completed. */\n Spritesheet.prototype._parseComplete = function () {\n var callback = this._callback;\n this._callback = null;\n this._batchIndex = 0;\n callback.call(this, this.textures);\n };\n /** Begin the next batch of textures. */\n Spritesheet.prototype._nextBatch = function () {\n var _this = this;\n this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE);\n this._batchIndex++;\n setTimeout(function () {\n if (_this._batchIndex * Spritesheet.BATCH_SIZE < _this._frameKeys.length) {\n _this._nextBatch();\n }\n else {\n _this._processAnimations();\n _this._parseComplete();\n }\n }, 0);\n };\n /**\n * Destroy Spritesheet and don't use after this.\n * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well\n */\n Spritesheet.prototype.destroy = function (destroyBase) {\n var _a;\n if (destroyBase === void 0) { destroyBase = false; }\n for (var i in this.textures) {\n this.textures[i].destroy();\n }\n this._frames = null;\n this._frameKeys = null;\n this.data = null;\n this.textures = null;\n if (destroyBase) {\n (_a = this._texture) === null || _a === void 0 ? void 0 : _a.destroy();\n this.baseTexture.destroy();\n }\n this._texture = null;\n this.baseTexture = null;\n this.linkedSheets = [];\n };\n /** The maximum number of Textures to build per process. */\n Spritesheet.BATCH_SIZE = 1000;\n return Spritesheet;\n}());\n/**\n * Reference to Spritesheet object created.\n * @member {PIXI.Spritesheet} spritesheet\n * @memberof PIXI.LoaderResource\n * @instance\n */\n/**\n * Dictionary of textures from Spritesheet.\n * @member {Object} textures\n * @memberof PIXI.LoaderResource\n * @instance\n */\n\n/**\n * {@link PIXI.Loader} middleware for loading texture atlases that have been created with\n * TexturePacker or similar JSON-based spritesheet.\n *\n * This middleware automatically generates Texture resources.\n *\n * If you're using Webpack or other bundlers and plan on bundling the atlas' JSON,\n * use the {@link PIXI.Spritesheet} class to directly parse the JSON.\n *\n * The Loader's image Resource name is automatically appended with `\"_image\"`.\n * If a Resource with this name is already loaded, the Loader will skip parsing the\n * Spritesheet. The code below will generate an internal Loader Resource called `\"myatlas_image\"`.\n * @example\n * loader.add('myatlas', 'path/to/myatlas.json');\n * loader.load(() => {\n * loader.resources.myatlas; // atlas JSON resource\n * loader.resources.myatlas_image; // atlas Image resource\n * });\n * @memberof PIXI\n */\nvar SpritesheetLoader = /** @class */ (function () {\n function SpritesheetLoader() {\n }\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param resource\n * @param next\n */\n SpritesheetLoader.use = function (resource, next) {\n var _a, _b;\n // because this is middleware, it execute in loader context. `this` = loader\n var loader = this;\n var imageResourceName = resource.name + \"_image\";\n // skip if no data, its not json, it isn't spritesheet data, or the image resource already exists\n if (!resource.data\n || resource.type !== LoaderResource.TYPE.JSON\n || !resource.data.frames\n || loader.resources[imageResourceName]) {\n next();\n return;\n }\n // Check and add the multi atlas\n // Heavily influenced and based on https://github.com/rocket-ua/pixi-tps-loader/blob/master/src/ResourceLoader.js\n // eslint-disable-next-line camelcase\n var multiPacks = (_b = (_a = resource.data) === null || _a === void 0 ? void 0 : _a.meta) === null || _b === void 0 ? void 0 : _b.related_multi_packs;\n if (Array.isArray(multiPacks)) {\n var _loop_1 = function (item) {\n if (typeof item !== 'string') {\n return \"continue\";\n }\n var itemName = item.replace('.json', '');\n var itemUrl = url.resolve(resource.url.replace(loader.baseUrl, ''), item);\n // Check if the file wasn't already added as multipacks are redundant\n if (loader.resources[itemName]\n || Object.values(loader.resources).some(function (r) { return url.format(url.parse(r.url)) === itemUrl; })) {\n return \"continue\";\n }\n var options = {\n crossOrigin: resource.crossOrigin,\n loadType: LoaderResource.LOAD_TYPE.XHR,\n xhrType: LoaderResource.XHR_RESPONSE_TYPE.JSON,\n parentResource: resource,\n metadata: resource.metadata\n };\n loader.add(itemName, itemUrl, options);\n };\n for (var _i = 0, multiPacks_1 = multiPacks; _i < multiPacks_1.length; _i++) {\n var item = multiPacks_1[_i];\n _loop_1(item);\n }\n }\n var loadOptions = {\n crossOrigin: resource.crossOrigin,\n metadata: resource.metadata.imageMetadata,\n parentResource: resource,\n };\n var resourcePath = SpritesheetLoader.getResourcePath(resource, loader.baseUrl);\n // load the image for this sheet\n loader.add(imageResourceName, resourcePath, loadOptions, function onImageLoad(res) {\n if (res.error) {\n next(res.error);\n return;\n }\n var spritesheet = new Spritesheet(res.texture, resource.data, resource.url);\n spritesheet.parse().then(function () {\n resource.spritesheet = spritesheet;\n resource.textures = spritesheet.textures;\n next();\n });\n });\n };\n /**\n * Get the spritesheets root path\n * @param resource - Resource to check path\n * @param baseUrl - Base root url\n */\n SpritesheetLoader.getResourcePath = function (resource, baseUrl) {\n // Prepend url path unless the resource image is a data url\n if (resource.isDataUrl) {\n return resource.data.meta.image;\n }\n return url.resolve(resource.url.replace(baseUrl, ''), resource.data.meta.image);\n };\n /** @ignore */\n SpritesheetLoader.extension = ExtensionType.Loader;\n return SpritesheetLoader;\n}());\n\nexport { Spritesheet, SpritesheetLoader };\n//# sourceMappingURL=spritesheet.mjs.map\n","/*!\n * @pixi/sprite-tiling - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/sprite-tiling is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Texture, TextureMatrix, Shader, ExtensionType, QuadUv, State, ObjectRenderer } from '@pixi/core';\nimport { Point, Rectangle, Transform, Matrix } from '@pixi/math';\nimport { Sprite } from '@pixi/sprite';\nimport { WRAP_MODES } from '@pixi/constants';\nimport { premultiplyTintToRgba, correctBlendMode } from '@pixi/utils';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar tempPoint = new Point();\n/**\n * A tiling sprite is a fast way of rendering a tiling image.\n * @memberof PIXI\n */\nvar TilingSprite = /** @class */ (function (_super) {\n __extends(TilingSprite, _super);\n /**\n * @param texture - The texture of the tiling sprite.\n * @param width - The width of the tiling sprite.\n * @param height - The height of the tiling sprite.\n */\n function TilingSprite(texture, width, height) {\n if (width === void 0) { width = 100; }\n if (height === void 0) { height = 100; }\n var _this = _super.call(this, texture) || this;\n _this.tileTransform = new Transform();\n // The width of the tiling sprite\n _this._width = width;\n // The height of the tiling sprite\n _this._height = height;\n _this.uvMatrix = _this.texture.uvMatrix || new TextureMatrix(texture);\n /**\n * Plugin that is responsible for rendering this element.\n * Allows to customize the rendering process without overriding '_render' method.\n * @default 'tilingSprite'\n */\n _this.pluginName = 'tilingSprite';\n _this.uvRespectAnchor = false;\n return _this;\n }\n Object.defineProperty(TilingSprite.prototype, \"clampMargin\", {\n /**\n * Changes frame clamping in corresponding textureTransform, shortcut\n * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas\n * @default 0.5\n * @member {number}\n */\n get: function () {\n return this.uvMatrix.clampMargin;\n },\n set: function (value) {\n this.uvMatrix.clampMargin = value;\n this.uvMatrix.update(true);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TilingSprite.prototype, \"tileScale\", {\n /** The scaling of the image that is being tiled. */\n get: function () {\n return this.tileTransform.scale;\n },\n set: function (value) {\n this.tileTransform.scale.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TilingSprite.prototype, \"tilePosition\", {\n /** The offset of the image that is being tiled. */\n get: function () {\n return this.tileTransform.position;\n },\n set: function (value) {\n this.tileTransform.position.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * @protected\n */\n TilingSprite.prototype._onTextureUpdate = function () {\n if (this.uvMatrix) {\n this.uvMatrix.texture = this._texture;\n }\n this._cachedTint = 0xFFFFFF;\n };\n /**\n * Renders the object using the WebGL renderer\n * @param renderer - The renderer\n */\n TilingSprite.prototype._render = function (renderer) {\n // tweak our texture temporarily..\n var texture = this._texture;\n if (!texture || !texture.valid) {\n return;\n }\n this.tileTransform.updateLocalTransform();\n this.uvMatrix.update();\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n };\n /** Updates the bounds of the tiling sprite. */\n TilingSprite.prototype._calculateBounds = function () {\n var minX = this._width * -this._anchor._x;\n var minY = this._height * -this._anchor._y;\n var maxX = this._width * (1 - this._anchor._x);\n var maxY = this._height * (1 - this._anchor._y);\n this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);\n };\n /**\n * Gets the local bounds of the sprite object.\n * @param rect - Optional output rectangle.\n * @returns The bounds.\n */\n TilingSprite.prototype.getLocalBounds = function (rect) {\n // we can do a fast local bounds if the sprite has no children!\n if (this.children.length === 0) {\n this._bounds.minX = this._width * -this._anchor._x;\n this._bounds.minY = this._height * -this._anchor._y;\n this._bounds.maxX = this._width * (1 - this._anchor._x);\n this._bounds.maxY = this._height * (1 - this._anchor._y);\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n return this._bounds.getRectangle(rect);\n }\n return _super.prototype.getLocalBounds.call(this, rect);\n };\n /**\n * Checks if a point is inside this tiling sprite.\n * @param point - The point to check.\n * @returns Whether or not the sprite contains the point.\n */\n TilingSprite.prototype.containsPoint = function (point) {\n this.worldTransform.applyInverse(point, tempPoint);\n var width = this._width;\n var height = this._height;\n var x1 = -width * this.anchor._x;\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width) {\n var y1 = -height * this.anchor._y;\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Destroys this sprite and optionally its texture and children\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n */\n TilingSprite.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this, options);\n this.tileTransform = null;\n this.uvMatrix = null;\n };\n /**\n * Helper function that creates a new tiling sprite based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n * @static\n * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from\n * @param {object} options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {number} options.width - required width of the tiling sprite\n * @param {number} options.height - required height of the tiling sprite\n * @returns {PIXI.TilingSprite} The newly created texture\n */\n TilingSprite.from = function (source, options) {\n var texture = (source instanceof Texture)\n ? source\n : Texture.from(source, options);\n return new TilingSprite(texture, options.width, options.height);\n };\n Object.defineProperty(TilingSprite.prototype, \"width\", {\n /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this._width;\n },\n set: function (value) {\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TilingSprite.prototype, \"height\", {\n /** The height of the TilingSprite, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this._height;\n },\n set: function (value) {\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n return TilingSprite;\n}(Sprite));\n\nvar fragmentSimpleSrc = \"#version 100\\n#define SHADER_NAME Tiling-Sprite-Simple-100\\n\\nprecision lowp float;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform vec4 uColor;\\n\\nvoid main(void)\\n{\\n vec4 texSample = texture2D(uSampler, vTextureCoord);\\n gl_FragColor = texSample * uColor;\\n}\\n\";\n\nvar gl1VertexSrc = \"#version 100\\n#define SHADER_NAME Tiling-Sprite-100\\n\\nprecision lowp float;\\n\\nattribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform mat3 uTransform;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\\n}\\n\";\n\nvar gl1FragmentSrc = \"#version 100\\n#ifdef GL_EXT_shader_texture_lod\\n #extension GL_EXT_shader_texture_lod : enable\\n#endif\\n#define SHADER_NAME Tiling-Sprite-100\\n\\nprecision lowp float;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform vec4 uColor;\\nuniform mat3 uMapCoord;\\nuniform vec4 uClampFrame;\\nuniform vec2 uClampOffset;\\n\\nvoid main(void)\\n{\\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\\n vec2 unclamped = coord;\\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\\n\\n #ifdef GL_EXT_shader_texture_lod\\n vec4 texSample = unclamped == coord\\n ? texture2D(uSampler, coord) \\n : texture2DLodEXT(uSampler, coord, 0);\\n #else\\n vec4 texSample = texture2D(uSampler, coord);\\n #endif\\n\\n gl_FragColor = texSample * uColor;\\n}\\n\";\n\nvar gl2VertexSrc = \"#version 300 es\\n#define SHADER_NAME Tiling-Sprite-300\\n\\nprecision lowp float;\\n\\nin vec2 aVertexPosition;\\nin vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform mat3 uTransform;\\n\\nout vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\\n}\\n\";\n\nvar gl2FragmentSrc = \"#version 300 es\\n#define SHADER_NAME Tiling-Sprite-100\\n\\nprecision lowp float;\\n\\nin vec2 vTextureCoord;\\n\\nout vec4 fragmentColor;\\n\\nuniform sampler2D uSampler;\\nuniform vec4 uColor;\\nuniform mat3 uMapCoord;\\nuniform vec4 uClampFrame;\\nuniform vec2 uClampOffset;\\n\\nvoid main(void)\\n{\\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\\n vec2 unclamped = coord;\\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\\n\\n vec4 texSample = texture(uSampler, coord, unclamped == coord ? 0.0f : -32.0f);// lod-bias very negative to force lod 0\\n\\n fragmentColor = texSample * uColor;\\n}\\n\";\n\nvar tempMat = new Matrix();\n/**\n * WebGL renderer plugin for tiling sprites\n * @class\n * @memberof PIXI\n * @extends PIXI.ObjectRenderer\n */\nvar TilingSpriteRenderer = /** @class */ (function (_super) {\n __extends(TilingSpriteRenderer, _super);\n /**\n * constructor for renderer\n * @param {PIXI.Renderer} renderer - The renderer this tiling awesomeness works for.\n */\n function TilingSpriteRenderer(renderer) {\n var _this = _super.call(this, renderer) || this;\n // WebGL version is not available during initialization!\n renderer.runners.contextChange.add(_this);\n _this.quad = new QuadUv();\n /**\n * The WebGL state in which this renderer will work.\n * @member {PIXI.State}\n * @readonly\n */\n _this.state = State.for2d();\n return _this;\n }\n /** Creates shaders when context is initialized. */\n TilingSpriteRenderer.prototype.contextChange = function () {\n var renderer = this.renderer;\n var uniforms = { globals: renderer.globalUniforms };\n this.simpleShader = Shader.from(gl1VertexSrc, fragmentSimpleSrc, uniforms);\n this.shader = renderer.context.webGLVersion > 1\n ? Shader.from(gl2VertexSrc, gl2FragmentSrc, uniforms)\n : Shader.from(gl1VertexSrc, gl1FragmentSrc, uniforms);\n };\n /**\n * @param {PIXI.TilingSprite} ts - tilingSprite to be rendered\n */\n TilingSpriteRenderer.prototype.render = function (ts) {\n var renderer = this.renderer;\n var quad = this.quad;\n var vertices = quad.vertices;\n vertices[0] = vertices[6] = (ts._width) * -ts.anchor.x;\n vertices[1] = vertices[3] = ts._height * -ts.anchor.y;\n vertices[2] = vertices[4] = (ts._width) * (1.0 - ts.anchor.x);\n vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y);\n var anchorX = ts.uvRespectAnchor ? ts.anchor.x : 0;\n var anchorY = ts.uvRespectAnchor ? ts.anchor.y : 0;\n vertices = quad.uvs;\n vertices[0] = vertices[6] = -anchorX;\n vertices[1] = vertices[3] = -anchorY;\n vertices[2] = vertices[4] = 1.0 - anchorX;\n vertices[5] = vertices[7] = 1.0 - anchorY;\n quad.invalidate();\n var tex = ts._texture;\n var baseTex = tex.baseTexture;\n var premultiplied = baseTex.alphaMode > 0;\n var lt = ts.tileTransform.localTransform;\n var uv = ts.uvMatrix;\n var isSimple = baseTex.isPowerOfTwo\n && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height;\n // auto, force repeat wrapMode for big tiling textures\n if (isSimple) {\n if (!baseTex._glTextures[renderer.CONTEXT_UID]) {\n if (baseTex.wrapMode === WRAP_MODES.CLAMP) {\n baseTex.wrapMode = WRAP_MODES.REPEAT;\n }\n }\n else {\n isSimple = baseTex.wrapMode !== WRAP_MODES.CLAMP;\n }\n }\n var shader = isSimple ? this.simpleShader : this.shader;\n var w = tex.width;\n var h = tex.height;\n var W = ts._width;\n var H = ts._height;\n tempMat.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H);\n // that part is the same as above:\n // tempMat.identity();\n // tempMat.scale(tex.width, tex.height);\n // tempMat.prepend(lt);\n // tempMat.scale(1.0 / ts._width, 1.0 / ts._height);\n tempMat.invert();\n if (isSimple) {\n tempMat.prepend(uv.mapCoord);\n }\n else {\n shader.uniforms.uMapCoord = uv.mapCoord.toArray(true);\n shader.uniforms.uClampFrame = uv.uClampFrame;\n shader.uniforms.uClampOffset = uv.uClampOffset;\n }\n shader.uniforms.uTransform = tempMat.toArray(true);\n shader.uniforms.uColor = premultiplyTintToRgba(ts.tint, ts.worldAlpha, shader.uniforms.uColor, premultiplied);\n shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true);\n shader.uniforms.uSampler = tex;\n renderer.shader.bind(shader);\n renderer.geometry.bind(quad);\n this.state.blendMode = correctBlendMode(ts.blendMode, premultiplied);\n renderer.state.set(this.state);\n renderer.geometry.draw(this.renderer.gl.TRIANGLES, 6, 0);\n };\n /** @ignore */\n TilingSpriteRenderer.extension = {\n name: 'tilingSprite',\n type: ExtensionType.RendererPlugin,\n };\n return TilingSpriteRenderer;\n}(ObjectRenderer));\n\nexport { TilingSprite, TilingSpriteRenderer };\n//# sourceMappingURL=sprite-tiling.mjs.map\n","/*!\n * @pixi/mesh - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/mesh is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { State, Program, TextureMatrix, Shader, Buffer, Geometry } from '@pixi/core';\nimport { Point, Polygon, Matrix } from '@pixi/math';\nimport { DRAW_MODES, TYPES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { settings } from '@pixi/settings';\nimport { premultiplyTintToRgba } from '@pixi/utils';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * Class controls cache for UV mapping from Texture normal space to BaseTexture normal space.\n * @memberof PIXI\n */\nvar MeshBatchUvs = /** @class */ (function () {\n /**\n * @param uvBuffer - Buffer with normalized uv's\n * @param uvMatrix - Material UV matrix\n */\n function MeshBatchUvs(uvBuffer, uvMatrix) {\n this.uvBuffer = uvBuffer;\n this.uvMatrix = uvMatrix;\n this.data = null;\n this._bufferUpdateId = -1;\n this._textureUpdateId = -1;\n this._updateID = 0;\n }\n /**\n * Updates\n * @param forceUpdate - force the update\n */\n MeshBatchUvs.prototype.update = function (forceUpdate) {\n if (!forceUpdate\n && this._bufferUpdateId === this.uvBuffer._updateID\n && this._textureUpdateId === this.uvMatrix._updateID) {\n return;\n }\n this._bufferUpdateId = this.uvBuffer._updateID;\n this._textureUpdateId = this.uvMatrix._updateID;\n var data = this.uvBuffer.data;\n if (!this.data || this.data.length !== data.length) {\n this.data = new Float32Array(data.length);\n }\n this.uvMatrix.multiplyUvs(data, this.data);\n this._updateID++;\n };\n return MeshBatchUvs;\n}());\n\nvar tempPoint = new Point();\nvar tempPolygon = new Polygon();\n/**\n * Base mesh class.\n *\n * This class empowers you to have maximum flexibility to render any kind of WebGL visuals you can think of.\n * This class assumes a certain level of WebGL knowledge.\n * If you know a bit this should abstract enough away to make your life easier!\n *\n * Pretty much ALL WebGL can be broken down into the following:\n * - Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc..\n * - Shader - This is the shader that PixiJS will render the geometry with (attributes in the shader must match the geometry)\n * - State - This is the state of WebGL required to render the mesh.\n *\n * Through a combination of the above elements you can render anything you want, 2D or 3D!\n * @memberof PIXI\n */\nvar Mesh = /** @class */ (function (_super) {\n __extends(Mesh, _super);\n /**\n * @param geometry - The geometry the mesh will use.\n * @param {PIXI.MeshMaterial} shader - The shader the mesh will use.\n * @param state - The state that the WebGL context is required to be in to render the mesh\n * if no state is provided, uses {@link PIXI.State.for2d} to create a 2D state for PixiJS.\n * @param drawMode - The drawMode, can be any of the {@link PIXI.DRAW_MODES} constants.\n */\n function Mesh(geometry, shader, state, drawMode) {\n if (drawMode === void 0) { drawMode = DRAW_MODES.TRIANGLES; }\n var _this = _super.call(this) || this;\n _this.geometry = geometry;\n _this.shader = shader;\n _this.state = state || State.for2d();\n _this.drawMode = drawMode;\n _this.start = 0;\n _this.size = 0;\n _this.uvs = null;\n _this.indices = null;\n _this.vertexData = new Float32Array(1);\n _this.vertexDirty = -1;\n _this._transformID = -1;\n _this._roundPixels = settings.ROUND_PIXELS;\n _this.batchUvs = null;\n return _this;\n }\n Object.defineProperty(Mesh.prototype, \"geometry\", {\n /**\n * Includes vertex positions, face indices, normals, colors, UVs, and\n * custom attributes within buffers, reducing the cost of passing all\n * this data to the GPU. Can be shared between multiple Mesh objects.\n */\n get: function () {\n return this._geometry;\n },\n set: function (value) {\n if (this._geometry === value) {\n return;\n }\n if (this._geometry) {\n this._geometry.refCount--;\n if (this._geometry.refCount === 0) {\n this._geometry.dispose();\n }\n }\n this._geometry = value;\n if (this._geometry) {\n this._geometry.refCount++;\n }\n this.vertexDirty = -1;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"uvBuffer\", {\n /**\n * To change mesh uv's, change its uvBuffer data and increment its _updateID.\n * @readonly\n */\n get: function () {\n return this.geometry.buffers[1];\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"verticesBuffer\", {\n /**\n * To change mesh vertices, change its uvBuffer data and increment its _updateID.\n * Incrementing _updateID is optional because most of Mesh objects do it anyway.\n * @readonly\n */\n get: function () {\n return this.geometry.buffers[0];\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"material\", {\n get: function () {\n return this.shader;\n },\n /** Alias for {@link PIXI.Mesh#shader}. */\n set: function (value) {\n this.shader = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"blendMode\", {\n get: function () {\n return this.state.blendMode;\n },\n /**\n * The blend mode to be applied to the Mesh. Apply a value of\n * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n * @default PIXI.BLEND_MODES.NORMAL;\n */\n set: function (value) {\n this.state.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"roundPixels\", {\n get: function () {\n return this._roundPixels;\n },\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n * @default false\n */\n set: function (value) {\n if (this._roundPixels !== value) {\n this._transformID = -1;\n }\n this._roundPixels = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"tint\", {\n /**\n * The multiply tint applied to the Mesh. This is a hex value. A value of\n * `0xFFFFFF` will remove any tint effect.\n *\n * Null for non-MeshMaterial shaders\n * @default 0xFFFFFF\n */\n get: function () {\n return 'tint' in this.shader ? this.shader.tint : null;\n },\n set: function (value) {\n this.shader.tint = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"texture\", {\n /** The texture that the Mesh uses. Null for non-MeshMaterial shaders */\n get: function () {\n return 'texture' in this.shader ? this.shader.texture : null;\n },\n set: function (value) {\n this.shader.texture = value;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Standard renderer draw.\n * @param renderer - Instance to renderer.\n */\n Mesh.prototype._render = function (renderer) {\n // set properties for batching..\n // TODO could use a different way to grab verts?\n var vertices = this.geometry.buffers[0].data;\n var shader = this.shader;\n // TODO benchmark check for attribute size..\n if (shader.batchable\n && this.drawMode === DRAW_MODES.TRIANGLES\n && vertices.length < Mesh.BATCHABLE_SIZE * 2) {\n this._renderToBatch(renderer);\n }\n else {\n this._renderDefault(renderer);\n }\n };\n /**\n * Standard non-batching way of rendering.\n * @param renderer - Instance to renderer.\n */\n Mesh.prototype._renderDefault = function (renderer) {\n var shader = this.shader;\n shader.alpha = this.worldAlpha;\n if (shader.update) {\n shader.update();\n }\n renderer.batch.flush();\n // bind and sync uniforms..\n shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true);\n renderer.shader.bind(shader);\n // set state..\n renderer.state.set(this.state);\n // bind the geometry...\n renderer.geometry.bind(this.geometry, shader);\n // then render it\n renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount);\n };\n /**\n * Rendering by using the Batch system.\n * @param renderer - Instance to renderer.\n */\n Mesh.prototype._renderToBatch = function (renderer) {\n var geometry = this.geometry;\n var shader = this.shader;\n if (shader.uvMatrix) {\n shader.uvMatrix.update();\n this.calculateUvs();\n }\n // set properties for batching..\n this.calculateVertices();\n this.indices = geometry.indexBuffer.data;\n this._tintRGB = shader._tintRGB;\n this._texture = shader.texture;\n var pluginName = this.material.pluginName;\n renderer.batch.setObjectRenderer(renderer.plugins[pluginName]);\n renderer.plugins[pluginName].render(this);\n };\n /** Updates vertexData field based on transform and vertices. */\n Mesh.prototype.calculateVertices = function () {\n var geometry = this.geometry;\n var verticesBuffer = geometry.buffers[0];\n var vertices = verticesBuffer.data;\n var vertexDirtyId = verticesBuffer._updateID;\n if (vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID) {\n return;\n }\n this._transformID = this.transform._worldID;\n if (this.vertexData.length !== vertices.length) {\n this.vertexData = new Float32Array(vertices.length);\n }\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var vertexData = this.vertexData;\n for (var i = 0; i < vertexData.length / 2; i++) {\n var x = vertices[(i * 2)];\n var y = vertices[(i * 2) + 1];\n vertexData[(i * 2)] = (a * x) + (c * y) + tx;\n vertexData[(i * 2) + 1] = (b * x) + (d * y) + ty;\n }\n if (this._roundPixels) {\n var resolution = settings.RESOLUTION;\n for (var i = 0; i < vertexData.length; ++i) {\n vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution);\n }\n }\n this.vertexDirty = vertexDirtyId;\n };\n /** Updates uv field based on from geometry uv's or batchUvs. */\n Mesh.prototype.calculateUvs = function () {\n var geomUvs = this.geometry.buffers[1];\n var shader = this.shader;\n if (!shader.uvMatrix.isSimple) {\n if (!this.batchUvs) {\n this.batchUvs = new MeshBatchUvs(geomUvs, shader.uvMatrix);\n }\n this.batchUvs.update();\n this.uvs = this.batchUvs.data;\n }\n else {\n this.uvs = geomUvs.data;\n }\n };\n /**\n * Updates the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.\n * there must be a aVertexPosition attribute present in the geometry for bounds to be calculated correctly.\n */\n Mesh.prototype._calculateBounds = function () {\n this.calculateVertices();\n this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length);\n };\n /**\n * Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES.\n * @param point - The point to test.\n * @returns - The result of the test.\n */\n Mesh.prototype.containsPoint = function (point) {\n if (!this.getBounds().contains(point.x, point.y)) {\n return false;\n }\n this.worldTransform.applyInverse(point, tempPoint);\n var vertices = this.geometry.getBuffer('aVertexPosition').data;\n var points = tempPolygon.points;\n var indices = this.geometry.getIndex().data;\n var len = indices.length;\n var step = this.drawMode === 4 ? 3 : 1;\n for (var i = 0; i + 2 < len; i += step) {\n var ind0 = indices[i] * 2;\n var ind1 = indices[i + 1] * 2;\n var ind2 = indices[i + 2] * 2;\n points[0] = vertices[ind0];\n points[1] = vertices[ind0 + 1];\n points[2] = vertices[ind1];\n points[3] = vertices[ind1 + 1];\n points[4] = vertices[ind2];\n points[5] = vertices[ind2 + 1];\n if (tempPolygon.contains(tempPoint.x, tempPoint.y)) {\n return true;\n }\n }\n return false;\n };\n Mesh.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this, options);\n if (this._cachedTexture) {\n this._cachedTexture.destroy();\n this._cachedTexture = null;\n }\n this.geometry = null;\n this.shader = null;\n this.state = null;\n this.uvs = null;\n this.indices = null;\n this.vertexData = null;\n };\n /** The maximum number of vertices to consider batchable. Generally, the complexity of the geometry. */\n Mesh.BATCHABLE_SIZE = 100;\n return Mesh;\n}(Container));\n\nvar fragment = \"varying vec2 vTextureCoord;\\nuniform vec4 uColor;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void)\\n{\\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;\\n}\\n\";\n\nvar vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform mat3 uTextureMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\\n}\\n\";\n\n/**\n * Slightly opinionated default shader for PixiJS 2D objects.\n * @memberof PIXI\n */\nvar MeshMaterial = /** @class */ (function (_super) {\n __extends(MeshMaterial, _super);\n /**\n * @param uSampler - Texture that material uses to render.\n * @param options - Additional options\n * @param {number} [options.alpha=1] - Default alpha.\n * @param {number} [options.tint=0xFFFFFF] - Default tint.\n * @param {string} [options.pluginName='batch'] - Renderer plugin for batching.\n * @param {PIXI.Program} [options.program=0xFFFFFF] - Custom program.\n * @param {object} [options.uniforms] - Custom uniforms.\n */\n function MeshMaterial(uSampler, options) {\n var _this = this;\n var uniforms = {\n uSampler: uSampler,\n alpha: 1,\n uTextureMatrix: Matrix.IDENTITY,\n uColor: new Float32Array([1, 1, 1, 1]),\n };\n // Set defaults\n options = Object.assign({\n tint: 0xFFFFFF,\n alpha: 1,\n pluginName: 'batch',\n }, options);\n if (options.uniforms) {\n Object.assign(uniforms, options.uniforms);\n }\n _this = _super.call(this, options.program || Program.from(vertex, fragment), uniforms) || this;\n _this._colorDirty = false;\n _this.uvMatrix = new TextureMatrix(uSampler);\n _this.batchable = options.program === undefined;\n _this.pluginName = options.pluginName;\n _this.tint = options.tint;\n _this.alpha = options.alpha;\n return _this;\n }\n Object.defineProperty(MeshMaterial.prototype, \"texture\", {\n /** Reference to the texture being rendered. */\n get: function () {\n return this.uniforms.uSampler;\n },\n set: function (value) {\n if (this.uniforms.uSampler !== value) {\n if (!this.uniforms.uSampler.baseTexture.alphaMode !== !value.baseTexture.alphaMode) {\n this._colorDirty = true;\n }\n this.uniforms.uSampler = value;\n this.uvMatrix.texture = value;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(MeshMaterial.prototype, \"alpha\", {\n get: function () {\n return this._alpha;\n },\n /**\n * This gets automatically set by the object using this.\n * @default 1\n */\n set: function (value) {\n if (value === this._alpha)\n { return; }\n this._alpha = value;\n this._colorDirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(MeshMaterial.prototype, \"tint\", {\n get: function () {\n return this._tint;\n },\n /**\n * Multiply tint for the material.\n * @default 0xFFFFFF\n */\n set: function (value) {\n if (value === this._tint)\n { return; }\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);\n this._colorDirty = true;\n },\n enumerable: false,\n configurable: true\n });\n /** Gets called automatically by the Mesh. Intended to be overridden for custom {@link MeshMaterial} objects. */\n MeshMaterial.prototype.update = function () {\n if (this._colorDirty) {\n this._colorDirty = false;\n var baseTexture = this.texture.baseTexture;\n premultiplyTintToRgba(this._tint, this._alpha, this.uniforms.uColor, baseTexture.alphaMode);\n }\n if (this.uvMatrix.update()) {\n this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord;\n }\n };\n return MeshMaterial;\n}(Shader));\n\n/**\n * Standard 2D geometry used in PixiJS.\n *\n * Geometry can be defined without passing in a style or data if required.\n *\n * ```js\n * const geometry = new PIXI.Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1], 2);\n * geometry.addIndex([0,1,2,1,3,2]);\n *\n * ```\n * @memberof PIXI\n */\nvar MeshGeometry = /** @class */ (function (_super) {\n __extends(MeshGeometry, _super);\n /**\n * @param {Float32Array|number[]} [vertices] - Positional data on geometry.\n * @param {Float32Array|number[]} [uvs] - Texture UVs.\n * @param {Uint16Array|number[]} [index] - IndexBuffer\n */\n function MeshGeometry(vertices, uvs, index) {\n var _this = _super.call(this) || this;\n var verticesBuffer = new Buffer(vertices);\n var uvsBuffer = new Buffer(uvs, true);\n var indexBuffer = new Buffer(index, true, true);\n _this.addAttribute('aVertexPosition', verticesBuffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', uvsBuffer, 2, false, TYPES.FLOAT)\n .addIndex(indexBuffer);\n _this._updateId = -1;\n return _this;\n }\n Object.defineProperty(MeshGeometry.prototype, \"vertexDirtyId\", {\n /**\n * If the vertex position is updated.\n * @readonly\n * @private\n */\n get: function () {\n return this.buffers[0]._updateID;\n },\n enumerable: false,\n configurable: true\n });\n return MeshGeometry;\n}(Geometry));\n\nexport { Mesh, MeshBatchUvs, MeshGeometry, MeshMaterial };\n//# sourceMappingURL=mesh.mjs.map\n","/*!\n * @pixi/text-bitmap - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/text-bitmap is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Rectangle, Point, ObservablePoint } from '@pixi/math';\nimport { settings } from '@pixi/settings';\nimport { MeshGeometry, MeshMaterial, Mesh } from '@pixi/mesh';\nimport { hex2rgb, string2hex, getResolutionOfUrl, removeItems } from '@pixi/utils';\nimport { BaseTexture, Texture, Program, ExtensionType } from '@pixi/core';\nimport { TEXT_GRADIENT, TextStyle, TextMetrics } from '@pixi/text';\nimport { ALPHA_MODES, BLEND_MODES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { LoaderResource } from '@pixi/loaders';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/* eslint-disable max-len */\n/**\n * Normalized parsed data from .fnt files.\n * @memberof PIXI\n */\nvar BitmapFontData = /** @class */ (function () {\n function BitmapFontData() {\n this.info = [];\n this.common = [];\n this.page = [];\n this.char = [];\n this.kerning = [];\n this.distanceField = [];\n }\n return BitmapFontData;\n}());\n\n/**\n * BitmapFont format that's Text-based.\n * @private\n */\nvar TextFormat = /** @class */ (function () {\n function TextFormat() {\n }\n /**\n * Check if resource refers to txt font data.\n * @param data\n * @returns - True if resource could be treated as font data, false otherwise.\n */\n TextFormat.test = function (data) {\n return typeof data === 'string' && data.indexOf('info face=') === 0;\n };\n /**\n * Convert text font data to a javascript object.\n * @param txt - Raw string data to be converted\n * @returns - Parsed font data\n */\n TextFormat.parse = function (txt) {\n // Retrieve data item\n var items = txt.match(/^[a-z]+\\s+.+$/gm);\n var rawData = {\n info: [],\n common: [],\n page: [],\n char: [],\n chars: [],\n kerning: [],\n kernings: [],\n distanceField: [],\n };\n for (var i in items) {\n // Extract item name\n var name = items[i].match(/^[a-z]+/gm)[0];\n // Extract item attribute list as string ex.: \"width=10\"\n var attributeList = items[i].match(/[a-zA-Z]+=([^\\s\"']+|\"([^\"]*)\")/gm);\n // Convert attribute list into an object\n var itemData = {};\n for (var i_1 in attributeList) {\n // Split key-value pairs\n var split = attributeList[i_1].split('=');\n var key = split[0];\n // Remove eventual quotes from value\n var strValue = split[1].replace(/\"/gm, '');\n // Try to convert value into float\n var floatValue = parseFloat(strValue);\n // Use string value case float value is NaN\n var value = isNaN(floatValue) ? strValue : floatValue;\n itemData[key] = value;\n }\n // Push current item to the resulting data\n rawData[name].push(itemData);\n }\n var font = new BitmapFontData();\n rawData.info.forEach(function (info) { return font.info.push({\n face: info.face,\n size: parseInt(info.size, 10),\n }); });\n rawData.common.forEach(function (common) { return font.common.push({\n lineHeight: parseInt(common.lineHeight, 10),\n }); });\n rawData.page.forEach(function (page) { return font.page.push({\n id: parseInt(page.id, 10),\n file: page.file,\n }); });\n rawData.char.forEach(function (char) { return font.char.push({\n id: parseInt(char.id, 10),\n page: parseInt(char.page, 10),\n x: parseInt(char.x, 10),\n y: parseInt(char.y, 10),\n width: parseInt(char.width, 10),\n height: parseInt(char.height, 10),\n xoffset: parseInt(char.xoffset, 10),\n yoffset: parseInt(char.yoffset, 10),\n xadvance: parseInt(char.xadvance, 10),\n }); });\n rawData.kerning.forEach(function (kerning) { return font.kerning.push({\n first: parseInt(kerning.first, 10),\n second: parseInt(kerning.second, 10),\n amount: parseInt(kerning.amount, 10),\n }); });\n rawData.distanceField.forEach(function (df) { return font.distanceField.push({\n distanceRange: parseInt(df.distanceRange, 10),\n fieldType: df.fieldType,\n }); });\n return font;\n };\n return TextFormat;\n}());\n\n/**\n * BitmapFont format that's XML-based.\n * @private\n */\nvar XMLFormat = /** @class */ (function () {\n function XMLFormat() {\n }\n /**\n * Check if resource refers to xml font data.\n * @param data\n * @returns - True if resource could be treated as font data, false otherwise.\n */\n XMLFormat.test = function (data) {\n return data instanceof XMLDocument\n && data.getElementsByTagName('page').length\n && data.getElementsByTagName('info')[0].getAttribute('face') !== null;\n };\n /**\n * Convert the XML into BitmapFontData that we can use.\n * @param xml\n * @returns - Data to use for BitmapFont\n */\n XMLFormat.parse = function (xml) {\n var data = new BitmapFontData();\n var info = xml.getElementsByTagName('info');\n var common = xml.getElementsByTagName('common');\n var page = xml.getElementsByTagName('page');\n var char = xml.getElementsByTagName('char');\n var kerning = xml.getElementsByTagName('kerning');\n var distanceField = xml.getElementsByTagName('distanceField');\n for (var i = 0; i < info.length; i++) {\n data.info.push({\n face: info[i].getAttribute('face'),\n size: parseInt(info[i].getAttribute('size'), 10),\n });\n }\n for (var i = 0; i < common.length; i++) {\n data.common.push({\n lineHeight: parseInt(common[i].getAttribute('lineHeight'), 10),\n });\n }\n for (var i = 0; i < page.length; i++) {\n data.page.push({\n id: parseInt(page[i].getAttribute('id'), 10) || 0,\n file: page[i].getAttribute('file'),\n });\n }\n for (var i = 0; i < char.length; i++) {\n var letter = char[i];\n data.char.push({\n id: parseInt(letter.getAttribute('id'), 10),\n page: parseInt(letter.getAttribute('page'), 10) || 0,\n x: parseInt(letter.getAttribute('x'), 10),\n y: parseInt(letter.getAttribute('y'), 10),\n width: parseInt(letter.getAttribute('width'), 10),\n height: parseInt(letter.getAttribute('height'), 10),\n xoffset: parseInt(letter.getAttribute('xoffset'), 10),\n yoffset: parseInt(letter.getAttribute('yoffset'), 10),\n xadvance: parseInt(letter.getAttribute('xadvance'), 10),\n });\n }\n for (var i = 0; i < kerning.length; i++) {\n data.kerning.push({\n first: parseInt(kerning[i].getAttribute('first'), 10),\n second: parseInt(kerning[i].getAttribute('second'), 10),\n amount: parseInt(kerning[i].getAttribute('amount'), 10),\n });\n }\n for (var i = 0; i < distanceField.length; i++) {\n data.distanceField.push({\n fieldType: distanceField[i].getAttribute('fieldType'),\n distanceRange: parseInt(distanceField[i].getAttribute('distanceRange'), 10),\n });\n }\n return data;\n };\n return XMLFormat;\n}());\n\n/**\n * BitmapFont format that's XML-based.\n * @private\n */\nvar XMLStringFormat = /** @class */ (function () {\n function XMLStringFormat() {\n }\n /**\n * Check if resource refers to text xml font data.\n * @param data\n * @returns - True if resource could be treated as font data, false otherwise.\n */\n XMLStringFormat.test = function (data) {\n if (typeof data === 'string' && data.indexOf('') > -1) {\n var xml = new globalThis.DOMParser().parseFromString(data, 'text/xml');\n return XMLFormat.test(xml);\n }\n return false;\n };\n /**\n * Convert the text XML into BitmapFontData that we can use.\n * @param xmlTxt\n * @returns - Data to use for BitmapFont\n */\n XMLStringFormat.parse = function (xmlTxt) {\n var xml = new globalThis.DOMParser().parseFromString(xmlTxt, 'text/xml');\n return XMLFormat.parse(xml);\n };\n return XMLStringFormat;\n}());\n\n// Registered formats, maybe make this extensible in the future?\nvar formats = [\n TextFormat,\n XMLFormat,\n XMLStringFormat ];\n/**\n * Auto-detect BitmapFont parsing format based on data.\n * @private\n * @param {any} data - Data to detect format\n * @returns {any} Format or null\n */\nfunction autoDetectFormat(data) {\n for (var i = 0; i < formats.length; i++) {\n if (formats[i].test(data)) {\n return formats[i];\n }\n }\n return null;\n}\n\n// TODO: Prevent code duplication b/w generateFillStyle & Text#generateFillStyle\n/**\n * Generates the fill style. Can automatically generate a gradient based on the fill style being an array\n * @private\n * @param canvas\n * @param context\n * @param {object} style - The style.\n * @param resolution\n * @param {string[]} lines - The lines of text.\n * @param metrics\n * @returns {string|number|CanvasGradient} The fill style\n */\nfunction generateFillStyle(canvas, context, style, resolution, lines, metrics) {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n var fillStyle = style.fill;\n if (!Array.isArray(fillStyle)) {\n return fillStyle;\n }\n else if (fillStyle.length === 1) {\n return fillStyle[0];\n }\n // the gradient will be evenly spaced out according to how large the array is.\n // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75\n var gradient;\n // a dropshadow will enlarge the canvas and result in the gradient being\n // generated with the incorrect dimensions\n var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0;\n // should also take padding into account, padding can offset the gradient\n var padding = style.padding || 0;\n var width = (canvas.width / resolution) - dropShadowCorrection - (padding * 2);\n var height = (canvas.height / resolution) - dropShadowCorrection - (padding * 2);\n // make a copy of the style settings, so we can manipulate them later\n var fill = fillStyle.slice();\n var fillGradientStops = style.fillGradientStops.slice();\n // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75\n if (!fillGradientStops.length) {\n var lengthPlus1 = fill.length + 1;\n for (var i = 1; i < lengthPlus1; ++i) {\n fillGradientStops.push(i / lengthPlus1);\n }\n }\n // stop the bleeding of the last gradient on the line above to the top gradient of the this line\n // by hard defining the first gradient colour at point 0, and last gradient colour at point 1\n fill.unshift(fillStyle[0]);\n fillGradientStops.unshift(0);\n fill.push(fillStyle[fillStyle.length - 1]);\n fillGradientStops.push(1);\n if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) {\n // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas\n gradient = context.createLinearGradient(width / 2, padding, width / 2, height + padding);\n // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect\n // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875\n // There's potential for floating point precision issues at the seams between gradient repeats.\n // The loop below generates the stops in order, so track the last generated one to prevent\n // floating point precision from making us go the teeniest bit backwards, resulting in\n // the first and last colors getting swapped.\n var lastIterationStop = 0;\n // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc\n var textHeight = metrics.fontProperties.fontSize + style.strokeThickness;\n // textHeight, but as a 0-1 size in global gradient stop space\n var gradStopLineHeight = textHeight / height;\n for (var i = 0; i < lines.length; i++) {\n var thisLineTop = metrics.lineHeight * i;\n for (var j = 0; j < fill.length; j++) {\n // 0-1 stop point for the current line, multiplied to global space afterwards\n var lineStop = 0;\n if (typeof fillGradientStops[j] === 'number') {\n lineStop = fillGradientStops[j];\n }\n else {\n lineStop = j / fill.length;\n }\n var globalStop = (thisLineTop / height) + (lineStop * gradStopLineHeight);\n // Prevent color stop generation going backwards from floating point imprecision\n var clampedStop = Math.max(lastIterationStop, globalStop);\n clampedStop = Math.min(clampedStop, 1); // Cap at 1 as well for safety's sake to avoid a possible throw.\n gradient.addColorStop(clampedStop, fill[j]);\n lastIterationStop = clampedStop;\n }\n }\n }\n else {\n // start the gradient at the center left of the canvas, and end at the center right of the canvas\n gradient = context.createLinearGradient(padding, height / 2, width + padding, height / 2);\n // can just evenly space out the gradients in this case, as multiple lines makes no difference\n // to an even left to right gradient\n var totalIterations = fill.length + 1;\n var currentIteration = 1;\n for (var i = 0; i < fill.length; i++) {\n var stop = void 0;\n if (typeof fillGradientStops[i] === 'number') {\n stop = fillGradientStops[i];\n }\n else {\n stop = currentIteration / totalIterations;\n }\n gradient.addColorStop(stop, fill[i]);\n currentIteration++;\n }\n }\n return gradient;\n}\n\n// TODO: Prevent code duplication b/w drawGlyph & Text#updateText\n/**\n * Draws the glyph `metrics.text` on the given canvas.\n *\n * Ignored because not directly exposed.\n * @ignore\n * @param {HTMLCanvasElement} canvas\n * @param {CanvasRenderingContext2D} context\n * @param {TextMetrics} metrics\n * @param {number} x\n * @param {number} y\n * @param {number} resolution\n * @param {TextStyle} style\n */\nfunction drawGlyph(canvas, context, metrics, x, y, resolution, style) {\n var char = metrics.text;\n var fontProperties = metrics.fontProperties;\n context.translate(x, y);\n context.scale(resolution, resolution);\n var tx = style.strokeThickness / 2;\n var ty = -(style.strokeThickness / 2);\n context.font = style.toFontString();\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n // set canvas text styles\n context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics);\n context.strokeStyle = style.stroke;\n if (style.dropShadow) {\n var dropShadowColor = style.dropShadowColor;\n var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor));\n var dropShadowBlur = style.dropShadowBlur * resolution;\n var dropShadowDistance = style.dropShadowDistance * resolution;\n context.shadowColor = \"rgba(\" + rgb[0] * 255 + \",\" + rgb[1] * 255 + \",\" + rgb[2] * 255 + \",\" + style.dropShadowAlpha + \")\";\n context.shadowBlur = dropShadowBlur;\n context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance;\n context.shadowOffsetY = Math.sin(style.dropShadowAngle) * dropShadowDistance;\n }\n else {\n context.shadowColor = 'black';\n context.shadowBlur = 0;\n context.shadowOffsetX = 0;\n context.shadowOffsetY = 0;\n }\n if (style.stroke && style.strokeThickness) {\n context.strokeText(char, tx, ty + metrics.lineHeight - fontProperties.descent);\n }\n if (style.fill) {\n context.fillText(char, tx, ty + metrics.lineHeight - fontProperties.descent);\n }\n context.setTransform(1, 0, 0, 1, 0, 0); // defaults needed for older browsers (e.g. Opera 29)\n context.fillStyle = 'rgba(0, 0, 0, 0)';\n}\n\n/**\n * Ponyfill for IE because it doesn't support `Array.from`\n * @param text\n * @private\n */\nfunction splitTextToCharacters(text) {\n return Array.from ? Array.from(text) : text.split('');\n}\n\n/**\n * Processes the passed character set data and returns a flattened array of all the characters.\n *\n * Ignored because not directly exposed.\n * @ignore\n * @param {string | string[] | string[][] } chars\n * @returns {string[]} the flattened array of characters\n */\nfunction resolveCharacters(chars) {\n // Split the chars string into individual characters\n if (typeof chars === 'string') {\n chars = [chars];\n }\n // Handle an array of characters+ranges\n var result = [];\n for (var i = 0, j = chars.length; i < j; i++) {\n var item = chars[i];\n // Handle range delimited by start/end chars\n if (Array.isArray(item)) {\n if (item.length !== 2) {\n throw new Error(\"[BitmapFont]: Invalid character range length, expecting 2 got \" + item.length + \".\");\n }\n var startCode = item[0].charCodeAt(0);\n var endCode = item[1].charCodeAt(0);\n if (endCode < startCode) {\n throw new Error('[BitmapFont]: Invalid character range.');\n }\n for (var i_1 = startCode, j_1 = endCode; i_1 <= j_1; i_1++) {\n result.push(String.fromCharCode(i_1));\n }\n }\n // Handle a character set string\n else {\n result.push.apply(result, splitTextToCharacters(item));\n }\n }\n if (result.length === 0) {\n throw new Error('[BitmapFont]: Empty set when resolving characters.');\n }\n return result;\n}\n\n/**\n * Ponyfill for IE because it doesn't support `codePointAt`\n * @param str\n * @private\n */\nfunction extractCharCode(str) {\n return str.codePointAt ? str.codePointAt(0) : str.charCodeAt(0);\n}\n\n/**\n * BitmapFont represents a typeface available for use with the BitmapText class. Use the `install`\n * method for adding a font to be used.\n * @memberof PIXI\n */\nvar BitmapFont = /** @class */ (function () {\n /**\n * @param data\n * @param textures\n * @param ownsTextures - Setting to `true` will destroy page textures\n * when the font is uninstalled.\n */\n function BitmapFont(data, textures, ownsTextures) {\n var _a, _b;\n var info = data.info[0];\n var common = data.common[0];\n var page = data.page[0];\n var distanceField = data.distanceField[0];\n var res = getResolutionOfUrl(page.file);\n var pageTextures = {};\n this._ownsTextures = ownsTextures;\n this.font = info.face;\n this.size = info.size;\n this.lineHeight = common.lineHeight / res;\n this.chars = {};\n this.pageTextures = pageTextures;\n // Convert the input Texture, Textures or object\n // into a page Texture lookup by \"id\"\n for (var i = 0; i < data.page.length; i++) {\n var _c = data.page[i], id = _c.id, file = _c.file;\n pageTextures[id] = textures instanceof Array\n ? textures[i] : textures[file];\n // only MSDF and SDF fonts need no-premultiplied-alpha\n if ((distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) && distanceField.fieldType !== 'none') {\n pageTextures[id].baseTexture.alphaMode = ALPHA_MODES.NO_PREMULTIPLIED_ALPHA;\n }\n }\n // parse letters\n for (var i = 0; i < data.char.length; i++) {\n var _d = data.char[i], id = _d.id, page_1 = _d.page;\n var _e = data.char[i], x = _e.x, y = _e.y, width = _e.width, height = _e.height, xoffset = _e.xoffset, yoffset = _e.yoffset, xadvance = _e.xadvance;\n x /= res;\n y /= res;\n width /= res;\n height /= res;\n xoffset /= res;\n yoffset /= res;\n xadvance /= res;\n var rect = new Rectangle(x + (pageTextures[page_1].frame.x / res), y + (pageTextures[page_1].frame.y / res), width, height);\n this.chars[id] = {\n xOffset: xoffset,\n yOffset: yoffset,\n xAdvance: xadvance,\n kerning: {},\n texture: new Texture(pageTextures[page_1].baseTexture, rect),\n page: page_1,\n };\n }\n // parse kernings\n for (var i = 0; i < data.kerning.length; i++) {\n var _f = data.kerning[i], first = _f.first, second = _f.second, amount = _f.amount;\n first /= res;\n second /= res;\n amount /= res;\n if (this.chars[second]) {\n this.chars[second].kerning[first] = amount;\n }\n }\n // Store distance field information\n this.distanceFieldRange = distanceField === null || distanceField === void 0 ? void 0 : distanceField.distanceRange;\n this.distanceFieldType = (_b = (_a = distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) === null || _a === void 0 ? void 0 : _a.toLowerCase()) !== null && _b !== void 0 ? _b : 'none';\n }\n /** Remove references to created glyph textures. */\n BitmapFont.prototype.destroy = function () {\n for (var id in this.chars) {\n this.chars[id].texture.destroy();\n this.chars[id].texture = null;\n }\n for (var id in this.pageTextures) {\n if (this._ownsTextures) {\n this.pageTextures[id].destroy(true);\n }\n this.pageTextures[id] = null;\n }\n // Set readonly null.\n this.chars = null;\n this.pageTextures = null;\n };\n /**\n * Register a new bitmap font.\n * @param data - The\n * characters map that could be provided as xml or raw string.\n * @param textures - List of textures for each page.\n * @param ownsTextures - Set to `true` to destroy page textures\n * when the font is uninstalled. By default fonts created with\n * `BitmapFont.from` or from the `BitmapFontLoader` are `true`.\n * @returns {PIXI.BitmapFont} Result font object with font, size, lineHeight\n * and char fields.\n */\n BitmapFont.install = function (data, textures, ownsTextures) {\n var fontData;\n if (data instanceof BitmapFontData) {\n fontData = data;\n }\n else {\n var format = autoDetectFormat(data);\n if (!format) {\n throw new Error('Unrecognized data format for font.');\n }\n fontData = format.parse(data);\n }\n // Single texture, convert to list\n if (textures instanceof Texture) {\n textures = [textures];\n }\n var font = new BitmapFont(fontData, textures, ownsTextures);\n BitmapFont.available[font.font] = font;\n return font;\n };\n /**\n * Remove bitmap font by name.\n * @param name - Name of the font to uninstall.\n */\n BitmapFont.uninstall = function (name) {\n var font = BitmapFont.available[name];\n if (!font) {\n throw new Error(\"No font found named '\" + name + \"'\");\n }\n font.destroy();\n delete BitmapFont.available[name];\n };\n /**\n * Generates a bitmap-font for the given style and character set. This does not support\n * kernings yet. With `style` properties, only the following non-layout properties are used:\n *\n * - {@link PIXI.TextStyle#dropShadow|dropShadow}\n * - {@link PIXI.TextStyle#dropShadowDistance|dropShadowDistance}\n * - {@link PIXI.TextStyle#dropShadowColor|dropShadowColor}\n * - {@link PIXI.TextStyle#dropShadowBlur|dropShadowBlur}\n * - {@link PIXI.TextStyle#dropShadowAngle|dropShadowAngle}\n * - {@link PIXI.TextStyle#fill|fill}\n * - {@link PIXI.TextStyle#fillGradientStops|fillGradientStops}\n * - {@link PIXI.TextStyle#fillGradientType|fillGradientType}\n * - {@link PIXI.TextStyle#fontFamily|fontFamily}\n * - {@link PIXI.TextStyle#fontSize|fontSize}\n * - {@link PIXI.TextStyle#fontVariant|fontVariant}\n * - {@link PIXI.TextStyle#fontWeight|fontWeight}\n * - {@link PIXI.TextStyle#lineJoin|lineJoin}\n * - {@link PIXI.TextStyle#miterLimit|miterLimit}\n * - {@link PIXI.TextStyle#stroke|stroke}\n * - {@link PIXI.TextStyle#strokeThickness|strokeThickness}\n * - {@link PIXI.TextStyle#textBaseline|textBaseline}\n * @param name - The name of the custom font to use with BitmapText.\n * @param textStyle - Style options to render with BitmapFont.\n * @param options - Setup options for font or name of the font.\n * @param {string|string[]|string[][]} [options.chars=PIXI.BitmapFont.ALPHANUMERIC] - characters included\n * in the font set. You can also use ranges. For example, `[['a', 'z'], ['A', 'Z'], \"!@#$%^&*()~{}[] \"]`.\n * Don't forget to include spaces ' ' in your character set!\n * @param {number} [options.resolution=1] - Render resolution for glyphs.\n * @param {number} [options.textureWidth=512] - Optional width of atlas, smaller values to reduce memory.\n * @param {number} [options.textureHeight=512] - Optional height of atlas, smaller values to reduce memory.\n * @param {number} [options.padding=4] - Padding between glyphs on texture atlas.\n * @returns Font generated by style options.\n * @example\n * PIXI.BitmapFont.from(\"TitleFont\", {\n * fontFamily: \"Arial\",\n * fontSize: 12,\n * strokeThickness: 2,\n * fill: \"purple\"\n * });\n *\n * const title = new PIXI.BitmapText(\"This is the title\", { fontName: \"TitleFont\" });\n */\n BitmapFont.from = function (name, textStyle, options) {\n if (!name) {\n throw new Error('[BitmapFont] Property `name` is required.');\n }\n var _a = Object.assign({}, BitmapFont.defaultOptions, options), chars = _a.chars, padding = _a.padding, resolution = _a.resolution, textureWidth = _a.textureWidth, textureHeight = _a.textureHeight;\n var charsList = resolveCharacters(chars);\n var style = textStyle instanceof TextStyle ? textStyle : new TextStyle(textStyle);\n var lineWidth = textureWidth;\n var fontData = new BitmapFontData();\n fontData.info[0] = {\n face: style.fontFamily,\n size: style.fontSize,\n };\n fontData.common[0] = {\n lineHeight: style.fontSize,\n };\n var positionX = 0;\n var positionY = 0;\n var canvas;\n var context;\n var baseTexture;\n var maxCharHeight = 0;\n var textures = [];\n for (var i = 0; i < charsList.length; i++) {\n if (!canvas) {\n canvas = settings.ADAPTER.createCanvas();\n canvas.width = textureWidth;\n canvas.height = textureHeight;\n context = canvas.getContext('2d');\n baseTexture = new BaseTexture(canvas, { resolution: resolution });\n textures.push(new Texture(baseTexture));\n fontData.page.push({\n id: textures.length - 1,\n file: '',\n });\n }\n // Measure glyph dimensions\n var metrics = TextMetrics.measureText(charsList[i], style, false, canvas);\n var width = metrics.width;\n var height = Math.ceil(metrics.height);\n // This is ugly - but italics are given more space so they don't overlap\n var textureGlyphWidth = Math.ceil((style.fontStyle === 'italic' ? 2 : 1) * width);\n // Can't fit char anymore: next canvas please!\n if (positionY >= textureHeight - (height * resolution)) {\n if (positionY === 0) {\n // We don't want user debugging an infinite loop (or do we? :)\n throw new Error(\"[BitmapFont] textureHeight \" + textureHeight + \"px is \"\n + (\"too small for \" + style.fontSize + \"px fonts\"));\n }\n --i;\n // Create new atlas once current has filled up\n canvas = null;\n context = null;\n baseTexture = null;\n positionY = 0;\n positionX = 0;\n maxCharHeight = 0;\n continue;\n }\n maxCharHeight = Math.max(height + metrics.fontProperties.descent, maxCharHeight);\n // Wrap line once full row has been rendered\n if ((textureGlyphWidth * resolution) + positionX >= lineWidth) {\n --i;\n positionY += maxCharHeight * resolution;\n positionY = Math.ceil(positionY);\n positionX = 0;\n maxCharHeight = 0;\n continue;\n }\n drawGlyph(canvas, context, metrics, positionX, positionY, resolution, style);\n // Unique (numeric) ID mapping to this glyph\n var id = extractCharCode(metrics.text);\n // Create a texture holding just the glyph\n fontData.char.push({\n id: id,\n page: textures.length - 1,\n x: positionX / resolution,\n y: positionY / resolution,\n width: textureGlyphWidth,\n height: height,\n xoffset: 0,\n yoffset: 0,\n xadvance: Math.ceil(width\n - (style.dropShadow ? style.dropShadowDistance : 0)\n - (style.stroke ? style.strokeThickness : 0)),\n });\n positionX += (textureGlyphWidth + (2 * padding)) * resolution;\n positionX = Math.ceil(positionX);\n }\n // Brute-force kerning info, this can be expensive b/c it's an O(n²),\n // but we're using measureText which is native and fast.\n for (var i = 0, len = charsList.length; i < len; i++) {\n var first = charsList[i];\n for (var j = 0; j < len; j++) {\n var second = charsList[j];\n var c1 = context.measureText(first).width;\n var c2 = context.measureText(second).width;\n var total = context.measureText(first + second).width;\n var amount = total - (c1 + c2);\n if (amount) {\n fontData.kerning.push({\n first: extractCharCode(first),\n second: extractCharCode(second),\n amount: amount,\n });\n }\n }\n }\n var font = new BitmapFont(fontData, textures, true);\n // Make it easier to replace a font\n if (BitmapFont.available[name] !== undefined) {\n BitmapFont.uninstall(name);\n }\n BitmapFont.available[name] = font;\n return font;\n };\n /**\n * This character set includes all the letters in the alphabet (both lower- and upper- case).\n * @type {string[][]}\n * @example\n * BitmapFont.from(\"ExampleFont\", style, { chars: BitmapFont.ALPHA })\n */\n BitmapFont.ALPHA = [['a', 'z'], ['A', 'Z'], ' '];\n /**\n * This character set includes all decimal digits (from 0 to 9).\n * @type {string[][]}\n * @example\n * BitmapFont.from(\"ExampleFont\", style, { chars: BitmapFont.NUMERIC })\n */\n BitmapFont.NUMERIC = [['0', '9']];\n /**\n * This character set is the union of `BitmapFont.ALPHA` and `BitmapFont.NUMERIC`.\n * @type {string[][]}\n */\n BitmapFont.ALPHANUMERIC = [['a', 'z'], ['A', 'Z'], ['0', '9'], ' '];\n /**\n * This character set consists of all the ASCII table.\n * @member {string[][]}\n * @see http://www.asciitable.com/\n */\n BitmapFont.ASCII = [[' ', '~']];\n /**\n * Collection of default options when using `BitmapFont.from`.\n * @property {number} [resolution=1] -\n * @property {number} [textureWidth=512] -\n * @property {number} [textureHeight=512] -\n * @property {number} [padding=4] -\n * @property {string|string[]|string[][]} chars = PIXI.BitmapFont.ALPHANUMERIC\n */\n BitmapFont.defaultOptions = {\n resolution: 1,\n textureWidth: 512,\n textureHeight: 512,\n padding: 4,\n chars: BitmapFont.ALPHANUMERIC,\n };\n /** Collection of available/installed fonts. */\n BitmapFont.available = {};\n return BitmapFont;\n}());\n\nvar msdfFrag = \"// Pixi texture info\\r\\nvarying vec2 vTextureCoord;\\r\\nuniform sampler2D uSampler;\\r\\n\\r\\n// Tint\\r\\nuniform vec4 uColor;\\r\\n\\r\\n// on 2D applications fwidth is screenScale / glyphAtlasScale * distanceFieldRange\\r\\nuniform float uFWidth;\\r\\n\\r\\nvoid main(void) {\\r\\n\\r\\n // To stack MSDF and SDF we need a non-pre-multiplied-alpha texture.\\r\\n vec4 texColor = texture2D(uSampler, vTextureCoord);\\r\\n\\r\\n // MSDF\\r\\n float median = texColor.r + texColor.g + texColor.b -\\r\\n min(texColor.r, min(texColor.g, texColor.b)) -\\r\\n max(texColor.r, max(texColor.g, texColor.b));\\r\\n // SDF\\r\\n median = min(median, texColor.a);\\r\\n\\r\\n float screenPxDistance = uFWidth * (median - 0.5);\\r\\n float alpha = clamp(screenPxDistance + 0.5, 0.0, 1.0);\\r\\n\\r\\n // NPM Textures, NPM outputs\\r\\n gl_FragColor = vec4(uColor.rgb, uColor.a * alpha);\\r\\n\\r\\n}\\r\\n\";\n\nvar msdfVert = \"// Mesh material default fragment\\r\\nattribute vec2 aVertexPosition;\\r\\nattribute vec2 aTextureCoord;\\r\\n\\r\\nuniform mat3 projectionMatrix;\\r\\nuniform mat3 translationMatrix;\\r\\nuniform mat3 uTextureMatrix;\\r\\n\\r\\nvarying vec2 vTextureCoord;\\r\\n\\r\\nvoid main(void)\\r\\n{\\r\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\r\\n\\r\\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\\r\\n}\\r\\n\";\n\n// If we ever need more than two pools, please make a Dict or something better.\nvar pageMeshDataDefaultPageMeshData = [];\nvar pageMeshDataMSDFPageMeshData = [];\nvar charRenderDataPool = [];\n/**\n * A BitmapText object will create a line or multiple lines of text using bitmap font.\n *\n * The primary advantage of this class over Text is that all of your textures are pre-generated and loading,\n * meaning that rendering is fast, and changing text has no performance implications.\n *\n * Supporting character sets other than latin, such as CJK languages, may be impractical due to the number of characters.\n *\n * To split a line you can use '\\n', '\\r' or '\\r\\n' in your string.\n *\n * PixiJS can auto-generate fonts on-the-fly using BitmapFont or use fnt files provided by:\n * http://www.angelcode.com/products/bmfont/ for Windows or\n * http://www.bmglyph.com/ for Mac.\n *\n * You can also use SDF, MSDF and MTSDF BitmapFonts for vector-like scaling appearance provided by:\n * https://github.com/soimy/msdf-bmfont-xml for SDF and MSDF fnt files or\n * https://github.com/Chlumsky/msdf-atlas-gen for SDF, MSDF and MTSDF json files\n *\n * A BitmapText can only be created when the font is loaded.\n *\n * ```js\n * // in this case the font is in a file called 'desyrel.fnt'\n * let bitmapText = new PIXI.BitmapText(\"text using a fancy font!\", {\n * fontName: \"Desyrel\",\n * fontSize: 35,\n * align: \"right\"\n * });\n * ```\n * @memberof PIXI\n */\nvar BitmapText = /** @class */ (function (_super) {\n __extends(BitmapText, _super);\n /**\n * @param text - A string that you would like the text to display.\n * @param style - The style parameters.\n * @param {string} style.fontName - The installed BitmapFont name.\n * @param {number} [style.fontSize] - The size of the font in pixels, e.g. 24. If undefined,\n *. this will default to the BitmapFont size.\n * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center', 'right' or 'justify'),\n * does not affect single line text.\n * @param {number} [style.tint=0xFFFFFF] - The tint color.\n * @param {number} [style.letterSpacing=0] - The amount of spacing between letters.\n * @param {number} [style.maxWidth=0] - The max width of the text before line wrapping.\n */\n function BitmapText(text, style) {\n if (style === void 0) { style = {}; }\n var _this = _super.call(this) || this;\n /**\n * Private tracker for the current tint.\n * @private\n */\n _this._tint = 0xFFFFFF;\n // Apply the defaults\n var _a = Object.assign({}, BitmapText.styleDefaults, style), align = _a.align, tint = _a.tint, maxWidth = _a.maxWidth, letterSpacing = _a.letterSpacing, fontName = _a.fontName, fontSize = _a.fontSize;\n if (!BitmapFont.available[fontName]) {\n throw new Error(\"Missing BitmapFont \\\"\" + fontName + \"\\\"\");\n }\n _this._activePagesMeshData = [];\n _this._textWidth = 0;\n _this._textHeight = 0;\n _this._align = align;\n _this._tint = tint;\n _this._fontName = fontName;\n _this._fontSize = fontSize || BitmapFont.available[fontName].size;\n _this.text = text;\n _this._maxWidth = maxWidth;\n _this._maxLineHeight = 0;\n _this._letterSpacing = letterSpacing;\n _this._anchor = new ObservablePoint(function () { _this.dirty = true; }, _this, 0, 0);\n _this._roundPixels = settings.ROUND_PIXELS;\n _this.dirty = true;\n _this._resolution = settings.RESOLUTION;\n _this._autoResolution = true;\n _this._textureCache = {};\n return _this;\n }\n /** Renders text and updates it when needed. This should only be called if the BitmapFont is regenerated. */\n BitmapText.prototype.updateText = function () {\n var _a;\n var data = BitmapFont.available[this._fontName];\n var scale = this._fontSize / data.size;\n var pos = new Point();\n var chars = [];\n var lineWidths = [];\n var lineSpaces = [];\n var text = this._text.replace(/(?:\\r\\n|\\r)/g, '\\n') || ' ';\n var charsInput = splitTextToCharacters(text);\n var maxWidth = this._maxWidth * data.size / this._fontSize;\n var pageMeshDataPool = data.distanceFieldType === 'none'\n ? pageMeshDataDefaultPageMeshData : pageMeshDataMSDFPageMeshData;\n var prevCharCode = null;\n var lastLineWidth = 0;\n var maxLineWidth = 0;\n var line = 0;\n var lastBreakPos = -1;\n var lastBreakWidth = 0;\n var spacesRemoved = 0;\n var maxLineHeight = 0;\n var spaceCount = 0;\n for (var i = 0; i < charsInput.length; i++) {\n var char = charsInput[i];\n var charCode = extractCharCode(char);\n if ((/(?:\\s)/).test(char)) {\n lastBreakPos = i;\n lastBreakWidth = lastLineWidth;\n spaceCount++;\n }\n if (char === '\\r' || char === '\\n') {\n lineWidths.push(lastLineWidth);\n lineSpaces.push(-1);\n maxLineWidth = Math.max(maxLineWidth, lastLineWidth);\n ++line;\n ++spacesRemoved;\n pos.x = 0;\n pos.y += data.lineHeight;\n prevCharCode = null;\n spaceCount = 0;\n continue;\n }\n var charData = data.chars[charCode];\n if (!charData) {\n continue;\n }\n if (prevCharCode && charData.kerning[prevCharCode]) {\n pos.x += charData.kerning[prevCharCode];\n }\n var charRenderData = charRenderDataPool.pop() || {\n texture: Texture.EMPTY,\n line: 0,\n charCode: 0,\n prevSpaces: 0,\n position: new Point(),\n };\n charRenderData.texture = charData.texture;\n charRenderData.line = line;\n charRenderData.charCode = charCode;\n charRenderData.position.x = pos.x + charData.xOffset + (this._letterSpacing / 2);\n charRenderData.position.y = pos.y + charData.yOffset;\n charRenderData.prevSpaces = spaceCount;\n chars.push(charRenderData);\n lastLineWidth = charRenderData.position.x + Math.max(charData.xAdvance, charData.texture.orig.width);\n pos.x += charData.xAdvance + this._letterSpacing;\n maxLineHeight = Math.max(maxLineHeight, (charData.yOffset + charData.texture.height));\n prevCharCode = charCode;\n if (lastBreakPos !== -1 && maxWidth > 0 && pos.x > maxWidth) {\n ++spacesRemoved;\n removeItems(chars, 1 + lastBreakPos - spacesRemoved, 1 + i - lastBreakPos);\n i = lastBreakPos;\n lastBreakPos = -1;\n lineWidths.push(lastBreakWidth);\n lineSpaces.push(chars.length > 0 ? chars[chars.length - 1].prevSpaces : 0);\n maxLineWidth = Math.max(maxLineWidth, lastBreakWidth);\n line++;\n pos.x = 0;\n pos.y += data.lineHeight;\n prevCharCode = null;\n spaceCount = 0;\n }\n }\n var lastChar = charsInput[charsInput.length - 1];\n if (lastChar !== '\\r' && lastChar !== '\\n') {\n if ((/(?:\\s)/).test(lastChar)) {\n lastLineWidth = lastBreakWidth;\n }\n lineWidths.push(lastLineWidth);\n maxLineWidth = Math.max(maxLineWidth, lastLineWidth);\n lineSpaces.push(-1);\n }\n var lineAlignOffsets = [];\n for (var i = 0; i <= line; i++) {\n var alignOffset = 0;\n if (this._align === 'right') {\n alignOffset = maxLineWidth - lineWidths[i];\n }\n else if (this._align === 'center') {\n alignOffset = (maxLineWidth - lineWidths[i]) / 2;\n }\n else if (this._align === 'justify') {\n alignOffset = lineSpaces[i] < 0 ? 0 : (maxLineWidth - lineWidths[i]) / lineSpaces[i];\n }\n lineAlignOffsets.push(alignOffset);\n }\n var lenChars = chars.length;\n var pagesMeshData = {};\n var newPagesMeshData = [];\n var activePagesMeshData = this._activePagesMeshData;\n for (var i = 0; i < activePagesMeshData.length; i++) {\n pageMeshDataPool.push(activePagesMeshData[i]);\n }\n for (var i = 0; i < lenChars; i++) {\n var texture = chars[i].texture;\n var baseTextureUid = texture.baseTexture.uid;\n if (!pagesMeshData[baseTextureUid]) {\n var pageMeshData = pageMeshDataPool.pop();\n if (!pageMeshData) {\n var geometry = new MeshGeometry();\n var material = void 0;\n var meshBlendMode = void 0;\n if (data.distanceFieldType === 'none') {\n material = new MeshMaterial(Texture.EMPTY);\n meshBlendMode = BLEND_MODES.NORMAL;\n }\n else {\n material = new MeshMaterial(Texture.EMPTY, { program: Program.from(msdfVert, msdfFrag), uniforms: { uFWidth: 0 } });\n meshBlendMode = BLEND_MODES.NORMAL_NPM;\n }\n var mesh = new Mesh(geometry, material);\n mesh.blendMode = meshBlendMode;\n pageMeshData = {\n index: 0,\n indexCount: 0,\n vertexCount: 0,\n uvsCount: 0,\n total: 0,\n mesh: mesh,\n vertices: null,\n uvs: null,\n indices: null,\n };\n }\n // reset data..\n pageMeshData.index = 0;\n pageMeshData.indexCount = 0;\n pageMeshData.vertexCount = 0;\n pageMeshData.uvsCount = 0;\n pageMeshData.total = 0;\n // TODO need to get page texture here somehow..\n var _textureCache = this._textureCache;\n _textureCache[baseTextureUid] = _textureCache[baseTextureUid] || new Texture(texture.baseTexture);\n pageMeshData.mesh.texture = _textureCache[baseTextureUid];\n pageMeshData.mesh.tint = this._tint;\n newPagesMeshData.push(pageMeshData);\n pagesMeshData[baseTextureUid] = pageMeshData;\n }\n pagesMeshData[baseTextureUid].total++;\n }\n // lets find any previously active pageMeshDatas that are no longer required for\n // the updated text (if any), removed and return them to the pool.\n for (var i = 0; i < activePagesMeshData.length; i++) {\n if (newPagesMeshData.indexOf(activePagesMeshData[i]) === -1) {\n this.removeChild(activePagesMeshData[i].mesh);\n }\n }\n // next lets add any new meshes, that have not yet been added to this BitmapText\n // we only add if its not already a child of this BitmapObject\n for (var i = 0; i < newPagesMeshData.length; i++) {\n if (newPagesMeshData[i].mesh.parent !== this) {\n this.addChild(newPagesMeshData[i].mesh);\n }\n }\n // active page mesh datas are set to be the new pages added.\n this._activePagesMeshData = newPagesMeshData;\n for (var i in pagesMeshData) {\n var pageMeshData = pagesMeshData[i];\n var total = pageMeshData.total;\n // lets only allocate new buffers if we can fit the new text in the current ones..\n // unless that is, we will be batching. Currently batching dose not respect the size property of mesh\n if (!(((_a = pageMeshData.indices) === null || _a === void 0 ? void 0 : _a.length) > 6 * total) || pageMeshData.vertices.length < Mesh.BATCHABLE_SIZE * 2) {\n pageMeshData.vertices = new Float32Array(4 * 2 * total);\n pageMeshData.uvs = new Float32Array(4 * 2 * total);\n pageMeshData.indices = new Uint16Array(6 * total);\n }\n else {\n var total_1 = pageMeshData.total;\n var vertices = pageMeshData.vertices;\n // Clear the garbage at the end of the vertices buffer. This will prevent the bounds miscalculation.\n for (var i_1 = total_1 * 4 * 2; i_1 < vertices.length; i_1++) {\n vertices[i_1] = 0;\n }\n }\n // as a buffer maybe bigger than the current word, we set the size of the meshMaterial\n // to match the number of letters needed\n pageMeshData.mesh.size = 6 * total;\n }\n for (var i = 0; i < lenChars; i++) {\n var char = chars[i];\n var offset = char.position.x + (lineAlignOffsets[char.line] * (this._align === 'justify' ? char.prevSpaces : 1));\n if (this._roundPixels) {\n offset = Math.round(offset);\n }\n var xPos = offset * scale;\n var yPos = char.position.y * scale;\n var texture = char.texture;\n var pageMesh = pagesMeshData[texture.baseTexture.uid];\n var textureFrame = texture.frame;\n var textureUvs = texture._uvs;\n var index = pageMesh.index++;\n pageMesh.indices[(index * 6) + 0] = 0 + (index * 4);\n pageMesh.indices[(index * 6) + 1] = 1 + (index * 4);\n pageMesh.indices[(index * 6) + 2] = 2 + (index * 4);\n pageMesh.indices[(index * 6) + 3] = 0 + (index * 4);\n pageMesh.indices[(index * 6) + 4] = 2 + (index * 4);\n pageMesh.indices[(index * 6) + 5] = 3 + (index * 4);\n pageMesh.vertices[(index * 8) + 0] = xPos;\n pageMesh.vertices[(index * 8) + 1] = yPos;\n pageMesh.vertices[(index * 8) + 2] = xPos + (textureFrame.width * scale);\n pageMesh.vertices[(index * 8) + 3] = yPos;\n pageMesh.vertices[(index * 8) + 4] = xPos + (textureFrame.width * scale);\n pageMesh.vertices[(index * 8) + 5] = yPos + (textureFrame.height * scale);\n pageMesh.vertices[(index * 8) + 6] = xPos;\n pageMesh.vertices[(index * 8) + 7] = yPos + (textureFrame.height * scale);\n pageMesh.uvs[(index * 8) + 0] = textureUvs.x0;\n pageMesh.uvs[(index * 8) + 1] = textureUvs.y0;\n pageMesh.uvs[(index * 8) + 2] = textureUvs.x1;\n pageMesh.uvs[(index * 8) + 3] = textureUvs.y1;\n pageMesh.uvs[(index * 8) + 4] = textureUvs.x2;\n pageMesh.uvs[(index * 8) + 5] = textureUvs.y2;\n pageMesh.uvs[(index * 8) + 6] = textureUvs.x3;\n pageMesh.uvs[(index * 8) + 7] = textureUvs.y3;\n }\n this._textWidth = maxLineWidth * scale;\n this._textHeight = (pos.y + data.lineHeight) * scale;\n for (var i in pagesMeshData) {\n var pageMeshData = pagesMeshData[i];\n // apply anchor\n if (this.anchor.x !== 0 || this.anchor.y !== 0) {\n var vertexCount = 0;\n var anchorOffsetX = this._textWidth * this.anchor.x;\n var anchorOffsetY = this._textHeight * this.anchor.y;\n for (var i_2 = 0; i_2 < pageMeshData.total; i_2++) {\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n }\n }\n this._maxLineHeight = maxLineHeight * scale;\n var vertexBuffer = pageMeshData.mesh.geometry.getBuffer('aVertexPosition');\n var textureBuffer = pageMeshData.mesh.geometry.getBuffer('aTextureCoord');\n var indexBuffer = pageMeshData.mesh.geometry.getIndex();\n vertexBuffer.data = pageMeshData.vertices;\n textureBuffer.data = pageMeshData.uvs;\n indexBuffer.data = pageMeshData.indices;\n vertexBuffer.update();\n textureBuffer.update();\n indexBuffer.update();\n }\n for (var i = 0; i < chars.length; i++) {\n charRenderDataPool.push(chars[i]);\n }\n };\n BitmapText.prototype.updateTransform = function () {\n this.validate();\n this.containerUpdateTransform();\n };\n BitmapText.prototype._render = function (renderer) {\n if (this._autoResolution && this._resolution !== renderer.resolution) {\n this._resolution = renderer.resolution;\n this.dirty = true;\n }\n // Update the uniform\n var _a = BitmapFont.available[this._fontName], distanceFieldRange = _a.distanceFieldRange, distanceFieldType = _a.distanceFieldType, size = _a.size;\n if (distanceFieldType !== 'none') {\n // Inject the shader code with the correct value\n var _b = this.worldTransform, a = _b.a, b = _b.b, c = _b.c, d = _b.d;\n var dx = Math.sqrt((a * a) + (b * b));\n var dy = Math.sqrt((c * c) + (d * d));\n var worldScale = (Math.abs(dx) + Math.abs(dy)) / 2;\n var fontScale = this._fontSize / size;\n for (var _i = 0, _c = this._activePagesMeshData; _i < _c.length; _i++) {\n var mesh = _c[_i];\n mesh.mesh.shader.uniforms.uFWidth = worldScale * distanceFieldRange * fontScale * this._resolution;\n }\n }\n _super.prototype._render.call(this, renderer);\n };\n /**\n * Validates text before calling parent's getLocalBounds\n * @returns - The rectangular bounding area\n */\n BitmapText.prototype.getLocalBounds = function () {\n this.validate();\n return _super.prototype.getLocalBounds.call(this);\n };\n /**\n * Updates text when needed\n * @private\n */\n BitmapText.prototype.validate = function () {\n if (this.dirty) {\n this.updateText();\n this.dirty = false;\n }\n };\n Object.defineProperty(BitmapText.prototype, \"tint\", {\n /**\n * The tint of the BitmapText object.\n * @default 0xffffff\n */\n get: function () {\n return this._tint;\n },\n set: function (value) {\n if (this._tint === value)\n { return; }\n this._tint = value;\n for (var i = 0; i < this._activePagesMeshData.length; i++) {\n this._activePagesMeshData[i].mesh.tint = value;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"align\", {\n /**\n * The alignment of the BitmapText object.\n * @member {string}\n * @default 'left'\n */\n get: function () {\n return this._align;\n },\n set: function (value) {\n if (this._align !== value) {\n this._align = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"fontName\", {\n /** The name of the BitmapFont. */\n get: function () {\n return this._fontName;\n },\n set: function (value) {\n if (!BitmapFont.available[value]) {\n throw new Error(\"Missing BitmapFont \\\"\" + value + \"\\\"\");\n }\n if (this._fontName !== value) {\n this._fontName = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"fontSize\", {\n /** The size of the font to display. */\n get: function () {\n return this._fontSize;\n },\n set: function (value) {\n if (this._fontSize !== value) {\n this._fontSize = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"anchor\", {\n /**\n * The anchor sets the origin point of the text.\n *\n * The default is `(0,0)`, this means the text's origin is the top left.\n *\n * Setting the anchor to `(0.5,0.5)` means the text's origin is centered.\n *\n * Setting the anchor to `(1,1)` would mean the text's origin point will be the bottom right corner.\n */\n get: function () {\n return this._anchor;\n },\n set: function (value) {\n if (typeof value === 'number') {\n this._anchor.set(value);\n }\n else {\n this._anchor.copyFrom(value);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"text\", {\n /** The text of the BitmapText object. */\n get: function () {\n return this._text;\n },\n set: function (text) {\n text = String(text === null || text === undefined ? '' : text);\n if (this._text === text) {\n return;\n }\n this._text = text;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"maxWidth\", {\n /**\n * The max width of this bitmap text in pixels. If the text provided is longer than the\n * value provided, line breaks will be automatically inserted in the last whitespace.\n * Disable by setting the value to 0.\n */\n get: function () {\n return this._maxWidth;\n },\n set: function (value) {\n if (this._maxWidth === value) {\n return;\n }\n this._maxWidth = value;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"maxLineHeight\", {\n /**\n * The max line height. This is useful when trying to use the total height of the Text,\n * i.e. when trying to vertically align.\n * @readonly\n */\n get: function () {\n this.validate();\n return this._maxLineHeight;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"textWidth\", {\n /**\n * The width of the overall text, different from fontSize,\n * which is defined in the style object.\n * @readonly\n */\n get: function () {\n this.validate();\n return this._textWidth;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"letterSpacing\", {\n /** Additional space between characters. */\n get: function () {\n return this._letterSpacing;\n },\n set: function (value) {\n if (this._letterSpacing !== value) {\n this._letterSpacing = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"roundPixels\", {\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n * @default PIXI.settings.ROUND_PIXELS\n */\n get: function () {\n return this._roundPixels;\n },\n set: function (value) {\n if (value !== this._roundPixels) {\n this._roundPixels = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"textHeight\", {\n /**\n * The height of the overall text, different from fontSize,\n * which is defined in the style object.\n * @readonly\n */\n get: function () {\n this.validate();\n return this._textHeight;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"resolution\", {\n /**\n * The resolution / device pixel ratio of the canvas.\n *\n * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually.\n * @default 1\n */\n get: function () {\n return this._resolution;\n },\n set: function (value) {\n this._autoResolution = false;\n if (this._resolution === value) {\n return;\n }\n this._resolution = value;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n BitmapText.prototype.destroy = function (options) {\n var _textureCache = this._textureCache;\n for (var id in _textureCache) {\n var texture = _textureCache[id];\n texture.destroy();\n delete _textureCache[id];\n }\n this._textureCache = null;\n _super.prototype.destroy.call(this, options);\n };\n BitmapText.styleDefaults = {\n align: 'left',\n tint: 0xFFFFFF,\n maxWidth: 0,\n letterSpacing: 0,\n };\n return BitmapText;\n}(Container));\n\n/**\n * {@link PIXI.Loader Loader} middleware for loading\n * bitmap-based fonts suitable for using with {@link PIXI.BitmapText}.\n * @memberof PIXI\n */\nvar BitmapFontLoader = /** @class */ (function () {\n function BitmapFontLoader() {\n }\n /**\n * Called when the plugin is installed.\n * @see PIXI.extensions.add\n */\n BitmapFontLoader.add = function () {\n LoaderResource.setExtensionXhrType('fnt', LoaderResource.XHR_RESPONSE_TYPE.TEXT);\n };\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param this\n * @param {PIXI.LoaderResource} resource\n * @param {Function} next\n */\n BitmapFontLoader.use = function (resource, next) {\n var format = autoDetectFormat(resource.data);\n // Resource was not recognised as any of the expected font data format\n if (!format) {\n next();\n return;\n }\n var baseUrl = BitmapFontLoader.getBaseUrl(this, resource);\n var data = format.parse(resource.data);\n var textures = {};\n // Handle completed, when the number of textures\n // load is the same number as references in the fnt file\n var completed = function (page) {\n textures[page.metadata.pageFile] = page.texture;\n if (Object.keys(textures).length === data.page.length) {\n resource.bitmapFont = BitmapFont.install(data, textures, true);\n next();\n }\n };\n for (var i = 0; i < data.page.length; ++i) {\n var pageFile = data.page[i].file;\n var url = baseUrl + pageFile;\n var exists = false;\n // incase the image is loaded outside\n // using the same loader, resource will be available\n for (var name in this.resources) {\n var bitmapResource = this.resources[name];\n if (bitmapResource.url === url) {\n bitmapResource.metadata.pageFile = pageFile;\n if (bitmapResource.texture) {\n completed(bitmapResource);\n }\n else {\n bitmapResource.onAfterMiddleware.add(completed);\n }\n exists = true;\n break;\n }\n }\n // texture is not loaded, we'll attempt to add\n // it to the load and add the texture to the list\n if (!exists) {\n // Standard loading options for images\n var options = {\n crossOrigin: resource.crossOrigin,\n loadType: LoaderResource.LOAD_TYPE.IMAGE,\n metadata: Object.assign({ pageFile: pageFile }, resource.metadata.imageMetadata),\n parentResource: resource,\n };\n this.add(url, options, completed);\n }\n }\n };\n /**\n * Get folder path from a resource.\n * @param loader\n * @param resource\n */\n BitmapFontLoader.getBaseUrl = function (loader, resource) {\n var resUrl = !resource.isDataUrl ? BitmapFontLoader.dirname(resource.url) : '';\n if (resource.isDataUrl) {\n if (resUrl === '.') {\n resUrl = '';\n }\n if (loader.baseUrl && resUrl) {\n // if baseurl has a trailing slash then add one to resUrl so the replace works below\n if (loader.baseUrl.charAt(loader.baseUrl.length - 1) === '/') {\n resUrl += '/';\n }\n }\n }\n // remove baseUrl from resUrl\n resUrl = resUrl.replace(loader.baseUrl, '');\n // if there is an resUrl now, it needs a trailing slash. Ensure that it does if the string isn't empty.\n if (resUrl && resUrl.charAt(resUrl.length - 1) !== '/') {\n resUrl += '/';\n }\n return resUrl;\n };\n /**\n * Replacement for NodeJS's path.dirname\n * @param {string} url - Path to get directory for\n */\n BitmapFontLoader.dirname = function (url) {\n var dir = url\n .replace(/\\\\/g, '/') // convert windows notation to UNIX notation, URL-safe because it's a forbidden character\n .replace(/\\/$/, '') // replace trailing slash\n .replace(/\\/[^\\/]*$/, ''); // remove everything after the last\n // File request is relative, use current directory\n if (dir === url) {\n return '.';\n }\n // Started with a slash\n else if (dir === '') {\n return '/';\n }\n return dir;\n };\n /** @ignore */\n BitmapFontLoader.extension = ExtensionType.Loader;\n return BitmapFontLoader;\n}());\n\nexport { BitmapFont, BitmapFontData, BitmapFontLoader, BitmapText, TextFormat, XMLFormat, XMLStringFormat, autoDetectFormat };\n//# sourceMappingURL=text-bitmap.mjs.map\n","/*!\n * @pixi/filter-alpha - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/filter-alpha is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { defaultVertex, Filter } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar fragment = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform float uAlpha;\\n\\nvoid main(void)\\n{\\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uAlpha;\\n}\\n\";\n\n/**\n * Simplest filter - applies alpha.\n *\n * Use this instead of Container's alpha property to avoid visual layering of individual elements.\n * AlphaFilter applies alpha evenly across the entire display object and any opaque elements it contains.\n * If elements are not opaque, they will blend with each other anyway.\n *\n * Very handy if you want to use common features of all filters:\n *\n * 1. Assign a blendMode to this filter, blend all elements inside display object with background.\n *\n * 2. To use clipping in display coordinates, assign a filterArea to the same container that has this filter.\n * @memberof PIXI.filters\n */\nvar AlphaFilter = /** @class */ (function (_super) {\n __extends(AlphaFilter, _super);\n /**\n * @param alpha - Amount of alpha from 0 to 1, where 0 is transparent\n */\n function AlphaFilter(alpha) {\n if (alpha === void 0) { alpha = 1.0; }\n var _this = _super.call(this, defaultVertex, fragment, { uAlpha: 1 }) || this;\n _this.alpha = alpha;\n return _this;\n }\n Object.defineProperty(AlphaFilter.prototype, \"alpha\", {\n /**\n * Coefficient for alpha multiplication\n * @default 1\n */\n get: function () {\n return this.uniforms.uAlpha;\n },\n set: function (value) {\n this.uniforms.uAlpha = value;\n },\n enumerable: false,\n configurable: true\n });\n return AlphaFilter;\n}(Filter));\n\nexport { AlphaFilter };\n//# sourceMappingURL=filter-alpha.mjs.map\n","/*!\n * @pixi/filter-blur - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/filter-blur is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Filter } from '@pixi/core';\nimport { settings } from '@pixi/settings';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar vertTemplate = \"\\n attribute vec2 aVertexPosition;\\n\\n uniform mat3 projectionMatrix;\\n\\n uniform float strength;\\n\\n varying vec2 vBlurTexCoords[%size%];\\n\\n uniform vec4 inputSize;\\n uniform vec4 outputFrame;\\n\\n vec4 filterVertexPosition( void )\\n {\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n }\\n\\n vec2 filterTextureCoord( void )\\n {\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n }\\n\\n void main(void)\\n {\\n gl_Position = filterVertexPosition();\\n\\n vec2 textureCoord = filterTextureCoord();\\n %blur%\\n }\";\nfunction generateBlurVertSource(kernelSize, x) {\n var halfLength = Math.ceil(kernelSize / 2);\n var vertSource = vertTemplate;\n var blurLoop = '';\n var template;\n if (x) {\n template = 'vBlurTexCoords[%index%] = textureCoord + vec2(%sampleIndex% * strength, 0.0);';\n }\n else {\n template = 'vBlurTexCoords[%index%] = textureCoord + vec2(0.0, %sampleIndex% * strength);';\n }\n for (var i = 0; i < kernelSize; i++) {\n var blur = template.replace('%index%', i.toString());\n blur = blur.replace('%sampleIndex%', i - (halfLength - 1) + \".0\");\n blurLoop += blur;\n blurLoop += '\\n';\n }\n vertSource = vertSource.replace('%blur%', blurLoop);\n vertSource = vertSource.replace('%size%', kernelSize.toString());\n return vertSource;\n}\n\nvar GAUSSIAN_VALUES = {\n 5: [0.153388, 0.221461, 0.250301],\n 7: [0.071303, 0.131514, 0.189879, 0.214607],\n 9: [0.028532, 0.067234, 0.124009, 0.179044, 0.20236],\n 11: [0.0093, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596],\n 13: [0.002406, 0.009255, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641],\n 15: [0.000489, 0.002403, 0.009246, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448],\n};\nvar fragTemplate = [\n 'varying vec2 vBlurTexCoords[%size%];',\n 'uniform sampler2D uSampler;',\n 'void main(void)',\n '{',\n ' gl_FragColor = vec4(0.0);',\n ' %blur%',\n '}' ].join('\\n');\nfunction generateBlurFragSource(kernelSize) {\n var kernel = GAUSSIAN_VALUES[kernelSize];\n var halfLength = kernel.length;\n var fragSource = fragTemplate;\n var blurLoop = '';\n var template = 'gl_FragColor += texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;';\n var value;\n for (var i = 0; i < kernelSize; i++) {\n var blur = template.replace('%index%', i.toString());\n value = i;\n if (i >= halfLength) {\n value = kernelSize - i - 1;\n }\n blur = blur.replace('%value%', kernel[value].toString());\n blurLoop += blur;\n blurLoop += '\\n';\n }\n fragSource = fragSource.replace('%blur%', blurLoop);\n fragSource = fragSource.replace('%size%', kernelSize.toString());\n return fragSource;\n}\n\n/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\n/**\n * The BlurFilterPass applies a horizontal or vertical Gaussian blur to an object.\n * @memberof PIXI.filters\n */\nvar BlurFilterPass = /** @class */ (function (_super) {\n __extends(BlurFilterPass, _super);\n /**\n * @param horizontal - Do pass along the x-axis (`true`) or y-axis (`false`).\n * @param strength - The strength of the blur filter.\n * @param quality - The quality of the blur filter.\n * @param resolution - The resolution of the blur filter.\n * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15.\n */\n function BlurFilterPass(horizontal, strength, quality, resolution, kernelSize) {\n if (strength === void 0) { strength = 8; }\n if (quality === void 0) { quality = 4; }\n if (resolution === void 0) { resolution = settings.FILTER_RESOLUTION; }\n if (kernelSize === void 0) { kernelSize = 5; }\n var _this = this;\n var vertSrc = generateBlurVertSource(kernelSize, horizontal);\n var fragSrc = generateBlurFragSource(kernelSize);\n _this = _super.call(this, \n // vertex shader\n vertSrc, \n // fragment shader\n fragSrc) || this;\n _this.horizontal = horizontal;\n _this.resolution = resolution;\n _this._quality = 0;\n _this.quality = quality;\n _this.blur = strength;\n return _this;\n }\n /**\n * Applies the filter.\n * @param filterManager - The manager.\n * @param input - The input target.\n * @param output - The output target.\n * @param clearMode - How to clear\n */\n BlurFilterPass.prototype.apply = function (filterManager, input, output, clearMode) {\n if (output) {\n if (this.horizontal) {\n this.uniforms.strength = (1 / output.width) * (output.width / input.width);\n }\n else {\n this.uniforms.strength = (1 / output.height) * (output.height / input.height);\n }\n }\n else {\n if (this.horizontal) // eslint-disable-line\n {\n this.uniforms.strength = (1 / filterManager.renderer.width) * (filterManager.renderer.width / input.width);\n }\n else {\n this.uniforms.strength = (1 / filterManager.renderer.height) * (filterManager.renderer.height / input.height); // eslint-disable-line\n }\n }\n // screen space!\n this.uniforms.strength *= this.strength;\n this.uniforms.strength /= this.passes;\n if (this.passes === 1) {\n filterManager.applyFilter(this, input, output, clearMode);\n }\n else {\n var renderTarget = filterManager.getFilterTexture();\n var renderer = filterManager.renderer;\n var flip = input;\n var flop = renderTarget;\n this.state.blend = false;\n filterManager.applyFilter(this, flip, flop, CLEAR_MODES.CLEAR);\n for (var i = 1; i < this.passes - 1; i++) {\n filterManager.bindAndClear(flip, CLEAR_MODES.BLIT);\n this.uniforms.uSampler = flop;\n var temp = flop;\n flop = flip;\n flip = temp;\n renderer.shader.bind(this);\n renderer.geometry.draw(5);\n }\n this.state.blend = true;\n filterManager.applyFilter(this, flop, output, clearMode);\n filterManager.returnFilterTexture(renderTarget);\n }\n };\n Object.defineProperty(BlurFilterPass.prototype, \"blur\", {\n /**\n * Sets the strength of both the blur.\n * @default 16\n */\n get: function () {\n return this.strength;\n },\n set: function (value) {\n this.padding = 1 + (Math.abs(value) * 2);\n this.strength = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilterPass.prototype, \"quality\", {\n /**\n * Sets the quality of the blur by modifying the number of passes. More passes means higher\n * quality bluring but the lower the performance.\n * @default 4\n */\n get: function () {\n return this._quality;\n },\n set: function (value) {\n this._quality = value;\n this.passes = value;\n },\n enumerable: false,\n configurable: true\n });\n return BlurFilterPass;\n}(Filter));\n\n/**\n * The BlurFilter applies a Gaussian blur to an object.\n *\n * The strength of the blur can be set for the x-axis and y-axis separately.\n * @memberof PIXI.filters\n */\nvar BlurFilter = /** @class */ (function (_super) {\n __extends(BlurFilter, _super);\n /**\n * @param strength - The strength of the blur filter.\n * @param quality - The quality of the blur filter.\n * @param [resolution=PIXI.settings.FILTER_RESOLUTION] - The resolution of the blur filter.\n * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15.\n */\n function BlurFilter(strength, quality, resolution, kernelSize) {\n if (strength === void 0) { strength = 8; }\n if (quality === void 0) { quality = 4; }\n if (resolution === void 0) { resolution = settings.FILTER_RESOLUTION; }\n if (kernelSize === void 0) { kernelSize = 5; }\n var _this = _super.call(this) || this;\n _this.blurXFilter = new BlurFilterPass(true, strength, quality, resolution, kernelSize);\n _this.blurYFilter = new BlurFilterPass(false, strength, quality, resolution, kernelSize);\n _this.resolution = resolution;\n _this.quality = quality;\n _this.blur = strength;\n _this.repeatEdgePixels = false;\n return _this;\n }\n /**\n * Applies the filter.\n * @param filterManager - The manager.\n * @param input - The input target.\n * @param output - The output target.\n * @param clearMode - How to clear\n */\n BlurFilter.prototype.apply = function (filterManager, input, output, clearMode) {\n var xStrength = Math.abs(this.blurXFilter.strength);\n var yStrength = Math.abs(this.blurYFilter.strength);\n if (xStrength && yStrength) {\n var renderTarget = filterManager.getFilterTexture();\n this.blurXFilter.apply(filterManager, input, renderTarget, CLEAR_MODES.CLEAR);\n this.blurYFilter.apply(filterManager, renderTarget, output, clearMode);\n filterManager.returnFilterTexture(renderTarget);\n }\n else if (yStrength) {\n this.blurYFilter.apply(filterManager, input, output, clearMode);\n }\n else {\n this.blurXFilter.apply(filterManager, input, output, clearMode);\n }\n };\n BlurFilter.prototype.updatePadding = function () {\n if (this._repeatEdgePixels) {\n this.padding = 0;\n }\n else {\n this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2;\n }\n };\n Object.defineProperty(BlurFilter.prototype, \"blur\", {\n /**\n * Sets the strength of both the blurX and blurY properties simultaneously\n * @default 2\n */\n get: function () {\n return this.blurXFilter.blur;\n },\n set: function (value) {\n this.blurXFilter.blur = this.blurYFilter.blur = value;\n this.updatePadding();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"quality\", {\n /**\n * Sets the number of passes for blur. More passes means higher quality bluring.\n * @default 1\n */\n get: function () {\n return this.blurXFilter.quality;\n },\n set: function (value) {\n this.blurXFilter.quality = this.blurYFilter.quality = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"blurX\", {\n /**\n * Sets the strength of the blurX property\n * @default 2\n */\n get: function () {\n return this.blurXFilter.blur;\n },\n set: function (value) {\n this.blurXFilter.blur = value;\n this.updatePadding();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"blurY\", {\n /**\n * Sets the strength of the blurY property\n * @default 2\n */\n get: function () {\n return this.blurYFilter.blur;\n },\n set: function (value) {\n this.blurYFilter.blur = value;\n this.updatePadding();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"blendMode\", {\n /**\n * Sets the blendmode of the filter\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get: function () {\n return this.blurYFilter.blendMode;\n },\n set: function (value) {\n this.blurYFilter.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"repeatEdgePixels\", {\n /**\n * If set to true the edge of the target will be clamped\n * @default false\n */\n get: function () {\n return this._repeatEdgePixels;\n },\n set: function (value) {\n this._repeatEdgePixels = value;\n this.updatePadding();\n },\n enumerable: false,\n configurable: true\n });\n return BlurFilter;\n}(Filter));\n\nexport { BlurFilter, BlurFilterPass };\n//# sourceMappingURL=filter-blur.mjs.map\n","/*!\n * @pixi/filter-color-matrix - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/filter-color-matrix is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { defaultFilterVertex, Filter } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar fragment = \"varying vec2 vTextureCoord;\\nuniform sampler2D uSampler;\\nuniform float m[20];\\nuniform float uAlpha;\\n\\nvoid main(void)\\n{\\n vec4 c = texture2D(uSampler, vTextureCoord);\\n\\n if (uAlpha == 0.0) {\\n gl_FragColor = c;\\n return;\\n }\\n\\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\\n if (c.a > 0.0) {\\n c.rgb /= c.a;\\n }\\n\\n vec4 result;\\n\\n result.r = (m[0] * c.r);\\n result.r += (m[1] * c.g);\\n result.r += (m[2] * c.b);\\n result.r += (m[3] * c.a);\\n result.r += m[4];\\n\\n result.g = (m[5] * c.r);\\n result.g += (m[6] * c.g);\\n result.g += (m[7] * c.b);\\n result.g += (m[8] * c.a);\\n result.g += m[9];\\n\\n result.b = (m[10] * c.r);\\n result.b += (m[11] * c.g);\\n result.b += (m[12] * c.b);\\n result.b += (m[13] * c.a);\\n result.b += m[14];\\n\\n result.a = (m[15] * c.r);\\n result.a += (m[16] * c.g);\\n result.a += (m[17] * c.b);\\n result.a += (m[18] * c.a);\\n result.a += m[19];\\n\\n vec3 rgb = mix(c.rgb, result.rgb, uAlpha);\\n\\n // Premultiply alpha again.\\n rgb *= result.a;\\n\\n gl_FragColor = vec4(rgb, result.a);\\n}\\n\";\n\n/**\n * The ColorMatrixFilter class lets you apply a 5x4 matrix transformation on the RGBA\n * color and alpha values of every pixel on your displayObject to produce a result\n * with a new set of RGBA color and alpha values. It's pretty powerful!\n *\n * ```js\n * let colorMatrix = new PIXI.filters.ColorMatrixFilter();\n * container.filters = [colorMatrix];\n * colorMatrix.contrast(2);\n * ```\n * @author Clément Chenebault \n * @memberof PIXI.filters\n */\nvar ColorMatrixFilter = /** @class */ (function (_super) {\n __extends(ColorMatrixFilter, _super);\n function ColorMatrixFilter() {\n var _this = this;\n var uniforms = {\n m: new Float32Array([1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0]),\n uAlpha: 1,\n };\n _this = _super.call(this, defaultFilterVertex, fragment, uniforms) || this;\n _this.alpha = 1;\n return _this;\n }\n /**\n * Transforms current matrix and set the new one\n * @param {number[]} matrix - 5x4 matrix\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype._loadMatrix = function (matrix, multiply) {\n if (multiply === void 0) { multiply = false; }\n var newMatrix = matrix;\n if (multiply) {\n this._multiply(newMatrix, this.uniforms.m, matrix);\n newMatrix = this._colorMatrix(newMatrix);\n }\n // set the new matrix\n this.uniforms.m = newMatrix;\n };\n /**\n * Multiplies two mat5's\n * @private\n * @param out - 5x4 matrix the receiving matrix\n * @param a - 5x4 matrix the first operand\n * @param b - 5x4 matrix the second operand\n * @returns {number[]} 5x4 matrix\n */\n ColorMatrixFilter.prototype._multiply = function (out, a, b) {\n // Red Channel\n out[0] = (a[0] * b[0]) + (a[1] * b[5]) + (a[2] * b[10]) + (a[3] * b[15]);\n out[1] = (a[0] * b[1]) + (a[1] * b[6]) + (a[2] * b[11]) + (a[3] * b[16]);\n out[2] = (a[0] * b[2]) + (a[1] * b[7]) + (a[2] * b[12]) + (a[3] * b[17]);\n out[3] = (a[0] * b[3]) + (a[1] * b[8]) + (a[2] * b[13]) + (a[3] * b[18]);\n out[4] = (a[0] * b[4]) + (a[1] * b[9]) + (a[2] * b[14]) + (a[3] * b[19]) + a[4];\n // Green Channel\n out[5] = (a[5] * b[0]) + (a[6] * b[5]) + (a[7] * b[10]) + (a[8] * b[15]);\n out[6] = (a[5] * b[1]) + (a[6] * b[6]) + (a[7] * b[11]) + (a[8] * b[16]);\n out[7] = (a[5] * b[2]) + (a[6] * b[7]) + (a[7] * b[12]) + (a[8] * b[17]);\n out[8] = (a[5] * b[3]) + (a[6] * b[8]) + (a[7] * b[13]) + (a[8] * b[18]);\n out[9] = (a[5] * b[4]) + (a[6] * b[9]) + (a[7] * b[14]) + (a[8] * b[19]) + a[9];\n // Blue Channel\n out[10] = (a[10] * b[0]) + (a[11] * b[5]) + (a[12] * b[10]) + (a[13] * b[15]);\n out[11] = (a[10] * b[1]) + (a[11] * b[6]) + (a[12] * b[11]) + (a[13] * b[16]);\n out[12] = (a[10] * b[2]) + (a[11] * b[7]) + (a[12] * b[12]) + (a[13] * b[17]);\n out[13] = (a[10] * b[3]) + (a[11] * b[8]) + (a[12] * b[13]) + (a[13] * b[18]);\n out[14] = (a[10] * b[4]) + (a[11] * b[9]) + (a[12] * b[14]) + (a[13] * b[19]) + a[14];\n // Alpha Channel\n out[15] = (a[15] * b[0]) + (a[16] * b[5]) + (a[17] * b[10]) + (a[18] * b[15]);\n out[16] = (a[15] * b[1]) + (a[16] * b[6]) + (a[17] * b[11]) + (a[18] * b[16]);\n out[17] = (a[15] * b[2]) + (a[16] * b[7]) + (a[17] * b[12]) + (a[18] * b[17]);\n out[18] = (a[15] * b[3]) + (a[16] * b[8]) + (a[17] * b[13]) + (a[18] * b[18]);\n out[19] = (a[15] * b[4]) + (a[16] * b[9]) + (a[17] * b[14]) + (a[18] * b[19]) + a[19];\n return out;\n };\n /**\n * Create a Float32 Array and normalize the offset component to 0-1\n * @param {number[]} matrix - 5x4 matrix\n * @returns {number[]} 5x4 matrix with all values between 0-1\n */\n ColorMatrixFilter.prototype._colorMatrix = function (matrix) {\n // Create a Float32 Array and normalize the offset component to 0-1\n var m = new Float32Array(matrix);\n m[4] /= 255;\n m[9] /= 255;\n m[14] /= 255;\n m[19] /= 255;\n return m;\n };\n /**\n * Adjusts brightness\n * @param b - value of the brigthness (0-1, where 0 is black)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.brightness = function (b, multiply) {\n var matrix = [\n b, 0, 0, 0, 0,\n 0, b, 0, 0, 0,\n 0, 0, b, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Sets each channel on the diagonal of the color matrix.\n * This can be used to achieve a tinting effect on Containers similar to the tint field of some\n * display objects like Sprite, Text, Graphics, and Mesh.\n * @param color - Color of the tint. This is a hex value.\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.tint = function (color, multiply) {\n var r = (color >> 16) & 0xff;\n var g = (color >> 8) & 0xff;\n var b = color & 0xff;\n var matrix = [\n r / 255, 0, 0, 0, 0,\n 0, g / 255, 0, 0, 0,\n 0, 0, b / 255, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the matrices in grey scales\n * @param scale - value of the grey (0-1, where 0 is black)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.greyscale = function (scale, multiply) {\n var matrix = [\n scale, scale, scale, 0, 0,\n scale, scale, scale, 0, 0,\n scale, scale, scale, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the black and white matrice.\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.blackAndWhite = function (multiply) {\n var matrix = [\n 0.3, 0.6, 0.1, 0, 0,\n 0.3, 0.6, 0.1, 0, 0,\n 0.3, 0.6, 0.1, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the hue property of the color\n * @param rotation - in degrees\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.hue = function (rotation, multiply) {\n rotation = (rotation || 0) / 180 * Math.PI;\n var cosR = Math.cos(rotation);\n var sinR = Math.sin(rotation);\n var sqrt = Math.sqrt;\n /* a good approximation for hue rotation\n This matrix is far better than the versions with magic luminance constants\n formerly used here, but also used in the starling framework (flash) and known from this\n old part of the internet: quasimondo.com/archives/000565.php\n\n This new matrix is based on rgb cube rotation in space. Look here for a more descriptive\n implementation as a shader not a general matrix:\n https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js\n\n This is the source for the code:\n see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751\n */\n var w = 1 / 3;\n var sqrW = sqrt(w); // weight is\n var a00 = cosR + ((1.0 - cosR) * w);\n var a01 = (w * (1.0 - cosR)) - (sqrW * sinR);\n var a02 = (w * (1.0 - cosR)) + (sqrW * sinR);\n var a10 = (w * (1.0 - cosR)) + (sqrW * sinR);\n var a11 = cosR + (w * (1.0 - cosR));\n var a12 = (w * (1.0 - cosR)) - (sqrW * sinR);\n var a20 = (w * (1.0 - cosR)) - (sqrW * sinR);\n var a21 = (w * (1.0 - cosR)) + (sqrW * sinR);\n var a22 = cosR + (w * (1.0 - cosR));\n var matrix = [\n a00, a01, a02, 0, 0,\n a10, a11, a12, 0, 0,\n a20, a21, a22, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the contrast matrix, increase the separation between dark and bright\n * Increase contrast : shadows darker and highlights brighter\n * Decrease contrast : bring the shadows up and the highlights down\n * @param amount - value of the contrast (0-1)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.contrast = function (amount, multiply) {\n var v = (amount || 0) + 1;\n var o = -0.5 * (v - 1);\n var matrix = [\n v, 0, 0, 0, o,\n 0, v, 0, 0, o,\n 0, 0, v, 0, o,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the saturation matrix, increase the separation between colors\n * Increase saturation : increase contrast, brightness, and sharpness\n * @param amount - The saturation amount (0-1)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.saturate = function (amount, multiply) {\n if (amount === void 0) { amount = 0; }\n var x = (amount * 2 / 3) + 1;\n var y = ((x - 1) * -0.5);\n var matrix = [\n x, y, y, 0, 0,\n y, x, y, 0, 0,\n y, y, x, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /** Desaturate image (remove color) Call the saturate function */\n ColorMatrixFilter.prototype.desaturate = function () {\n this.saturate(-1);\n };\n /**\n * Negative image (inverse of classic rgb matrix)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.negative = function (multiply) {\n var matrix = [\n -1, 0, 0, 1, 0,\n 0, -1, 0, 1, 0,\n 0, 0, -1, 1, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Sepia image\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.sepia = function (multiply) {\n var matrix = [\n 0.393, 0.7689999, 0.18899999, 0, 0,\n 0.349, 0.6859999, 0.16799999, 0, 0,\n 0.272, 0.5339999, 0.13099999, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Color motion picture process invented in 1916 (thanks Dominic Szablewski)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.technicolor = function (multiply) {\n var matrix = [\n 1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337,\n -0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398,\n -0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Polaroid filter\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.polaroid = function (multiply) {\n var matrix = [\n 1.438, -0.062, -0.062, 0, 0,\n -0.122, 1.378, -0.122, 0, 0,\n -0.016, -0.016, 1.483, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Filter who transforms : Red -> Blue and Blue -> Red\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.toBGR = function (multiply) {\n var matrix = [\n 0, 0, 1, 0, 0,\n 0, 1, 0, 0, 0,\n 1, 0, 0, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.kodachrome = function (multiply) {\n var matrix = [\n 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502,\n -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203,\n -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Brown delicious browni filter (thanks Dominic Szablewski)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.browni = function (multiply) {\n var matrix = [\n 0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873,\n -0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127,\n 0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Vintage filter (thanks Dominic Szablewski)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.vintage = function (multiply) {\n var matrix = [\n 0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123,\n 0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591,\n 0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * We don't know exactly what it does, kind of gradient map, but funny to play with!\n * @param desaturation - Tone values.\n * @param toned - Tone values.\n * @param lightColor - Tone values, example: `0xFFE580`\n * @param darkColor - Tone values, example: `0xFFE580`\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.colorTone = function (desaturation, toned, lightColor, darkColor, multiply) {\n desaturation = desaturation || 0.2;\n toned = toned || 0.15;\n lightColor = lightColor || 0xFFE580;\n darkColor = darkColor || 0x338000;\n var lR = ((lightColor >> 16) & 0xFF) / 255;\n var lG = ((lightColor >> 8) & 0xFF) / 255;\n var lB = (lightColor & 0xFF) / 255;\n var dR = ((darkColor >> 16) & 0xFF) / 255;\n var dG = ((darkColor >> 8) & 0xFF) / 255;\n var dB = (darkColor & 0xFF) / 255;\n var matrix = [\n 0.3, 0.59, 0.11, 0, 0,\n lR, lG, lB, desaturation, 0,\n dR, dG, dB, toned, 0,\n lR - dR, lG - dG, lB - dB, 0, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Night effect\n * @param intensity - The intensity of the night effect.\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.night = function (intensity, multiply) {\n intensity = intensity || 0.1;\n var matrix = [\n intensity * (-2.0), -intensity, 0, 0, 0,\n -intensity, 0, intensity, 0, 0,\n 0, intensity, intensity * 2.0, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Predator effect\n *\n * Erase the current matrix by setting a new indepent one\n * @param amount - how much the predator feels his future victim\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.predator = function (amount, multiply) {\n var matrix = [\n // row 1\n 11.224130630493164 * amount,\n -4.794486999511719 * amount,\n -2.8746118545532227 * amount,\n 0 * amount,\n 0.40342438220977783 * amount,\n // row 2\n -3.6330697536468506 * amount,\n 9.193157196044922 * amount,\n -2.951810836791992 * amount,\n 0 * amount,\n -1.316135048866272 * amount,\n // row 3\n -3.2184197902679443 * amount,\n -4.2375030517578125 * amount,\n 7.476448059082031 * amount,\n 0 * amount,\n 0.8044459223747253 * amount,\n // row 4\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * LSD effect\n *\n * Multiply the current matrix\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.lsd = function (multiply) {\n var matrix = [\n 2, -0.4, 0.5, 0, 0,\n -0.5, 2, -0.4, 0, 0,\n -0.4, -0.5, 3, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /** Erase the current matrix by setting the default one. */\n ColorMatrixFilter.prototype.reset = function () {\n var matrix = [\n 1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, false);\n };\n Object.defineProperty(ColorMatrixFilter.prototype, \"matrix\", {\n /**\n * The matrix of the color matrix filter\n * @member {number[]}\n * @default [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0]\n */\n get: function () {\n return this.uniforms.m;\n },\n set: function (value) {\n this.uniforms.m = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ColorMatrixFilter.prototype, \"alpha\", {\n /**\n * The opacity value to use when mixing the original and resultant colors.\n *\n * When the value is 0, the original color is used without modification.\n * When the value is 1, the result color is used.\n * When in the range (0, 1) the color is interpolated between the original and result by this amount.\n * @default 1\n */\n get: function () {\n return this.uniforms.uAlpha;\n },\n set: function (value) {\n this.uniforms.uAlpha = value;\n },\n enumerable: false,\n configurable: true\n });\n return ColorMatrixFilter;\n}(Filter));\n// Americanized alias\nColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale;\n\nexport { ColorMatrixFilter };\n//# sourceMappingURL=filter-color-matrix.mjs.map\n","/*!\n * @pixi/filter-displacement - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/filter-displacement is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Filter } from '@pixi/core';\nimport { Matrix, Point } from '@pixi/math';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar fragment = \"varying vec2 vFilterCoord;\\nvarying vec2 vTextureCoord;\\n\\nuniform vec2 scale;\\nuniform mat2 rotation;\\nuniform sampler2D uSampler;\\nuniform sampler2D mapSampler;\\n\\nuniform highp vec4 inputSize;\\nuniform vec4 inputClamp;\\n\\nvoid main(void)\\n{\\n vec4 map = texture2D(mapSampler, vFilterCoord);\\n\\n map -= 0.5;\\n map.xy = scale * inputSize.zw * (rotation * map.xy);\\n\\n gl_FragColor = texture2D(uSampler, clamp(vec2(vTextureCoord.x + map.x, vTextureCoord.y + map.y), inputClamp.xy, inputClamp.zw));\\n}\\n\";\n\nvar vertex = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 filterMatrix;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec2 vFilterCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n\\tgl_Position = filterVertexPosition();\\n\\tvTextureCoord = filterTextureCoord();\\n\\tvFilterCoord = ( filterMatrix * vec3( vTextureCoord, 1.0) ).xy;\\n}\\n\";\n\n/**\n * The DisplacementFilter class uses the pixel values from the specified texture\n * (called the displacement map) to perform a displacement of an object.\n *\n * You can use this filter to apply all manor of crazy warping effects.\n * Currently the `r` property of the texture is used to offset the `x`\n * and the `g` property of the texture is used to offset the `y`.\n *\n * The way it works is it uses the values of the displacement map to look up the\n * correct pixels to output. This means it's not technically moving the original.\n * Instead, it's starting at the output and asking \"which pixel from the original goes here\".\n * For example, if a displacement map pixel has `red = 1` and the filter scale is `20`,\n * this filter will output the pixel approximately 20 pixels to the right of the original.\n * @memberof PIXI.filters\n */\nvar DisplacementFilter = /** @class */ (function (_super) {\n __extends(DisplacementFilter, _super);\n /**\n * @param {PIXI.Sprite} sprite - The sprite used for the displacement map. (make sure its added to the scene!)\n * @param scale - The scale of the displacement\n */\n function DisplacementFilter(sprite, scale) {\n var _this = this;\n var maskMatrix = new Matrix();\n sprite.renderable = false;\n _this = _super.call(this, vertex, fragment, {\n mapSampler: sprite._texture,\n filterMatrix: maskMatrix,\n scale: { x: 1, y: 1 },\n rotation: new Float32Array([1, 0, 0, 1]),\n }) || this;\n _this.maskSprite = sprite;\n _this.maskMatrix = maskMatrix;\n if (scale === null || scale === undefined) {\n scale = 20;\n }\n /**\n * scaleX, scaleY for displacements\n * @member {PIXI.Point}\n */\n _this.scale = new Point(scale, scale);\n return _this;\n }\n /**\n * Applies the filter.\n * @param filterManager - The manager.\n * @param input - The input target.\n * @param output - The output target.\n * @param clearMode - clearMode.\n */\n DisplacementFilter.prototype.apply = function (filterManager, input, output, clearMode) {\n // fill maskMatrix with _normalized sprite texture coords_\n this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, this.maskSprite);\n this.uniforms.scale.x = this.scale.x;\n this.uniforms.scale.y = this.scale.y;\n // Extract rotation from world transform\n var wt = this.maskSprite.worldTransform;\n var lenX = Math.sqrt((wt.a * wt.a) + (wt.b * wt.b));\n var lenY = Math.sqrt((wt.c * wt.c) + (wt.d * wt.d));\n if (lenX !== 0 && lenY !== 0) {\n this.uniforms.rotation[0] = wt.a / lenX;\n this.uniforms.rotation[1] = wt.b / lenX;\n this.uniforms.rotation[2] = wt.c / lenY;\n this.uniforms.rotation[3] = wt.d / lenY;\n }\n // draw the filter...\n filterManager.applyFilter(this, input, output, clearMode);\n };\n Object.defineProperty(DisplacementFilter.prototype, \"map\", {\n /** The texture used for the displacement map. Must be power of 2 sized texture. */\n get: function () {\n return this.uniforms.mapSampler;\n },\n set: function (value) {\n this.uniforms.mapSampler = value;\n },\n enumerable: false,\n configurable: true\n });\n return DisplacementFilter;\n}(Filter));\n\nexport { DisplacementFilter };\n//# sourceMappingURL=filter-displacement.mjs.map\n","/*!\n * @pixi/filter-fxaa - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/filter-fxaa is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Filter } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar vertex = \"\\nattribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 v_rgbNW;\\nvarying vec2 v_rgbNE;\\nvarying vec2 v_rgbSW;\\nvarying vec2 v_rgbSE;\\nvarying vec2 v_rgbM;\\n\\nvarying vec2 vFragCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvoid texcoords(vec2 fragCoord, vec2 inverseVP,\\n out vec2 v_rgbNW, out vec2 v_rgbNE,\\n out vec2 v_rgbSW, out vec2 v_rgbSE,\\n out vec2 v_rgbM) {\\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\\n v_rgbM = vec2(fragCoord * inverseVP);\\n}\\n\\nvoid main(void) {\\n\\n gl_Position = filterVertexPosition();\\n\\n vFragCoord = aVertexPosition * outputFrame.zw;\\n\\n texcoords(vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\\n}\\n\";\n\nvar fragment = \"varying vec2 v_rgbNW;\\nvarying vec2 v_rgbNE;\\nvarying vec2 v_rgbSW;\\nvarying vec2 v_rgbSE;\\nvarying vec2 v_rgbM;\\n\\nvarying vec2 vFragCoord;\\nuniform sampler2D uSampler;\\nuniform highp vec4 inputSize;\\n\\n\\n/**\\n Basic FXAA implementation based on the code on geeks3d.com with the\\n modification that the texture2DLod stuff was removed since it's\\n unsupported by WebGL.\\n\\n --\\n\\n From:\\n https://github.com/mitsuhiko/webgl-meincraft\\n\\n Copyright (c) 2011 by Armin Ronacher.\\n\\n Some rights reserved.\\n\\n Redistribution and use in source and binary forms, with or without\\n modification, are permitted provided that the following conditions are\\n met:\\n\\n * Redistributions of source code must retain the above copyright\\n notice, this list of conditions and the following disclaimer.\\n\\n * Redistributions in binary form must reproduce the above\\n copyright notice, this list of conditions and the following\\n disclaimer in the documentation and/or other materials provided\\n with the distribution.\\n\\n * The names of the contributors may not be used to endorse or\\n promote products derived from this software without specific\\n prior written permission.\\n\\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\\n \\\"AS IS\\\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\\n LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\\n A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\\n OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\\n SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\\n LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\\n DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\\n THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\\n (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\\n */\\n\\n#ifndef FXAA_REDUCE_MIN\\n#define FXAA_REDUCE_MIN (1.0/ 128.0)\\n#endif\\n#ifndef FXAA_REDUCE_MUL\\n#define FXAA_REDUCE_MUL (1.0 / 8.0)\\n#endif\\n#ifndef FXAA_SPAN_MAX\\n#define FXAA_SPAN_MAX 8.0\\n#endif\\n\\n//optimized version for mobile, where dependent\\n//texture reads can be a bottleneck\\nvec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,\\n vec2 v_rgbNW, vec2 v_rgbNE,\\n vec2 v_rgbSW, vec2 v_rgbSE,\\n vec2 v_rgbM) {\\n vec4 color;\\n vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\\n vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\\n vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\\n vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\\n vec4 texColor = texture2D(tex, v_rgbM);\\n vec3 rgbM = texColor.xyz;\\n vec3 luma = vec3(0.299, 0.587, 0.114);\\n float lumaNW = dot(rgbNW, luma);\\n float lumaNE = dot(rgbNE, luma);\\n float lumaSW = dot(rgbSW, luma);\\n float lumaSE = dot(rgbSE, luma);\\n float lumaM = dot(rgbM, luma);\\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\\n\\n mediump vec2 dir;\\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\\n\\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\\n (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\\n\\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\\n dir * rcpDirMin)) * inverseVP;\\n\\n vec3 rgbA = 0.5 * (\\n texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\\n texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\\n texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\\n texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\\n\\n float lumaB = dot(rgbB, luma);\\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\\n color = vec4(rgbA, texColor.a);\\n else\\n color = vec4(rgbB, texColor.a);\\n return color;\\n}\\n\\nvoid main() {\\n\\n vec4 color;\\n\\n color = fxaa(uSampler, vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\\n\\n gl_FragColor = color;\\n}\\n\";\n\n/**\n * Basic FXAA (Fast Approximate Anti-Aliasing) implementation based on the code on geeks3d.com\n * with the modification that the texture2DLod stuff was removed since it is unsupported by WebGL.\n * @see https://github.com/mitsuhiko/webgl-meincraft\n * @memberof PIXI.filters\n */\nvar FXAAFilter = /** @class */ (function (_super) {\n __extends(FXAAFilter, _super);\n function FXAAFilter() {\n // TODO - needs work\n return _super.call(this, vertex, fragment) || this;\n }\n return FXAAFilter;\n}(Filter));\n\nexport { FXAAFilter };\n//# sourceMappingURL=filter-fxaa.mjs.map\n","/*!\n * @pixi/filter-noise - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/filter-noise is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { defaultFilterVertex, Filter } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar fragment = \"precision highp float;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\n\\nuniform float uNoise;\\nuniform float uSeed;\\nuniform sampler2D uSampler;\\n\\nfloat rand(vec2 co)\\n{\\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\\n}\\n\\nvoid main()\\n{\\n vec4 color = texture2D(uSampler, vTextureCoord);\\n float randomValue = rand(gl_FragCoord.xy * uSeed);\\n float diff = (randomValue - 0.5) * uNoise;\\n\\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\\n if (color.a > 0.0) {\\n color.rgb /= color.a;\\n }\\n\\n color.r += diff;\\n color.g += diff;\\n color.b += diff;\\n\\n // Premultiply alpha again.\\n color.rgb *= color.a;\\n\\n gl_FragColor = color;\\n}\\n\";\n\n/**\n * A Noise effect filter.\n *\n * original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/noise.js\n * @memberof PIXI.filters\n * @author Vico @vicocotea\n */\nvar NoiseFilter = /** @class */ (function (_super) {\n __extends(NoiseFilter, _super);\n /**\n * @param {number} [noise=0.5] - The noise intensity, should be a normalized value in the range [0, 1].\n * @param {number} [seed] - A random seed for the noise generation. Default is `Math.random()`.\n */\n function NoiseFilter(noise, seed) {\n if (noise === void 0) { noise = 0.5; }\n if (seed === void 0) { seed = Math.random(); }\n var _this = _super.call(this, defaultFilterVertex, fragment, {\n uNoise: 0,\n uSeed: 0,\n }) || this;\n _this.noise = noise;\n _this.seed = seed;\n return _this;\n }\n Object.defineProperty(NoiseFilter.prototype, \"noise\", {\n /**\n * The amount of noise to apply, this value should be in the range (0, 1].\n * @default 0.5\n */\n get: function () {\n return this.uniforms.uNoise;\n },\n set: function (value) {\n this.uniforms.uNoise = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NoiseFilter.prototype, \"seed\", {\n /** A seed value to apply to the random noise generation. `Math.random()` is a good value to use. */\n get: function () {\n return this.uniforms.uSeed;\n },\n set: function (value) {\n this.uniforms.uSeed = value;\n },\n enumerable: false,\n configurable: true\n });\n return NoiseFilter;\n}(Filter));\n\nexport { NoiseFilter };\n//# sourceMappingURL=filter-noise.mjs.map\n","/*!\n * @pixi/mixin-cache-as-bitmap - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/mixin-cache-as-bitmap is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { RenderTexture, BaseTexture, Texture } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\nimport { DisplayObject } from '@pixi/display';\nimport { Matrix } from '@pixi/math';\nimport { uid } from '@pixi/utils';\nimport { settings } from '@pixi/settings';\n\n/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\nvar _tempMatrix = new Matrix();\nDisplayObject.prototype._cacheAsBitmap = false;\nDisplayObject.prototype._cacheData = null;\nDisplayObject.prototype._cacheAsBitmapResolution = null;\nDisplayObject.prototype._cacheAsBitmapMultisample = MSAA_QUALITY.NONE;\n// figured there's no point adding ALL the extra variables to prototype.\n// this model can hold the information needed. This can also be generated on demand as\n// most objects are not cached as bitmaps.\n/**\n * @class\n * @ignore\n * @private\n */\nvar CacheData = /** @class */ (function () {\n function CacheData() {\n this.textureCacheId = null;\n this.originalRender = null;\n this.originalRenderCanvas = null;\n this.originalCalculateBounds = null;\n this.originalGetLocalBounds = null;\n this.originalUpdateTransform = null;\n this.originalDestroy = null;\n this.originalMask = null;\n this.originalFilterArea = null;\n this.originalContainsPoint = null;\n this.sprite = null;\n }\n return CacheData;\n}());\nObject.defineProperties(DisplayObject.prototype, {\n /**\n * The resolution to use for cacheAsBitmap. By default this will use the renderer's resolution\n * but can be overriden for performance. Lower values will reduce memory usage at the expense\n * of render quality. A falsey value of `null` or `0` will default to the renderer's resolution.\n * If `cacheAsBitmap` is set to `true`, this will re-render with the new resolution.\n * @member {number} cacheAsBitmapResolution\n * @memberof PIXI.DisplayObject#\n * @default null\n */\n cacheAsBitmapResolution: {\n get: function () {\n return this._cacheAsBitmapResolution;\n },\n set: function (resolution) {\n if (resolution === this._cacheAsBitmapResolution) {\n return;\n }\n this._cacheAsBitmapResolution = resolution;\n if (this.cacheAsBitmap) {\n // Toggle to re-render at the new resolution\n this.cacheAsBitmap = false;\n this.cacheAsBitmap = true;\n }\n },\n },\n /**\n * The number of samples to use for cacheAsBitmap. If set to `null`, the renderer's\n * sample count is used.\n * If `cacheAsBitmap` is set to `true`, this will re-render with the new number of samples.\n * @member {number} cacheAsBitmapMultisample\n * @memberof PIXI.DisplayObject#\n * @default PIXI.MSAA_QUALITY.NONE\n */\n cacheAsBitmapMultisample: {\n get: function () {\n return this._cacheAsBitmapMultisample;\n },\n set: function (multisample) {\n if (multisample === this._cacheAsBitmapMultisample) {\n return;\n }\n this._cacheAsBitmapMultisample = multisample;\n if (this.cacheAsBitmap) {\n // Toggle to re-render with new multisample\n this.cacheAsBitmap = false;\n this.cacheAsBitmap = true;\n }\n },\n },\n /**\n * Set this to true if you want this display object to be cached as a bitmap.\n * This basically takes a snap shot of the display object as it is at that moment. It can\n * provide a performance benefit for complex static displayObjects.\n * To remove simply set this property to `false`\n *\n * IMPORTANT GOTCHA - Make sure that all your textures are preloaded BEFORE setting this property to true\n * as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear.\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n cacheAsBitmap: {\n get: function () {\n return this._cacheAsBitmap;\n },\n set: function (value) {\n if (this._cacheAsBitmap === value) {\n return;\n }\n this._cacheAsBitmap = value;\n var data;\n if (value) {\n if (!this._cacheData) {\n this._cacheData = new CacheData();\n }\n data = this._cacheData;\n data.originalRender = this.render;\n data.originalRenderCanvas = this.renderCanvas;\n data.originalUpdateTransform = this.updateTransform;\n data.originalCalculateBounds = this.calculateBounds;\n data.originalGetLocalBounds = this.getLocalBounds;\n data.originalDestroy = this.destroy;\n data.originalContainsPoint = this.containsPoint;\n data.originalMask = this._mask;\n data.originalFilterArea = this.filterArea;\n this.render = this._renderCached;\n this.renderCanvas = this._renderCachedCanvas;\n this.destroy = this._cacheAsBitmapDestroy;\n }\n else {\n data = this._cacheData;\n if (data.sprite) {\n this._destroyCachedDisplayObject();\n }\n this.render = data.originalRender;\n this.renderCanvas = data.originalRenderCanvas;\n this.calculateBounds = data.originalCalculateBounds;\n this.getLocalBounds = data.originalGetLocalBounds;\n this.destroy = data.originalDestroy;\n this.updateTransform = data.originalUpdateTransform;\n this.containsPoint = data.originalContainsPoint;\n this._mask = data.originalMask;\n this.filterArea = data.originalFilterArea;\n }\n },\n },\n});\n/**\n * Renders a cached version of the sprite with WebGL\n * @private\n * @method _renderCached\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Renderer} renderer - the WebGL renderer\n */\nDisplayObject.prototype._renderCached = function _renderCached(renderer) {\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n this._initCachedDisplayObject(renderer);\n this._cacheData.sprite.transform._worldID = this.transform._worldID;\n this._cacheData.sprite.worldAlpha = this.worldAlpha;\n this._cacheData.sprite._render(renderer);\n};\n/**\n * Prepares the WebGL renderer to cache the sprite\n * @private\n * @method _initCachedDisplayObject\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Renderer} renderer - the WebGL renderer\n */\nDisplayObject.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer) {\n var _a;\n if (this._cacheData && this._cacheData.sprite) {\n return;\n }\n // make sure alpha is set to 1 otherwise it will get rendered as invisible!\n var cacheAlpha = this.alpha;\n this.alpha = 1;\n // first we flush anything left in the renderer (otherwise it would get rendered to the cached texture)\n renderer.batch.flush();\n // this.filters= [];\n // next we find the dimensions of the untransformed object\n // this function also calls updatetransform on all its children as part of the measuring.\n // This means we don't need to update the transform again in this function\n // TODO pass an object to clone too? saves having to create a new one each time!\n var bounds = this.getLocalBounds(null, true).clone();\n // add some padding!\n if (this.filters && this.filters.length) {\n var padding = this.filters[0].padding;\n bounds.pad(padding);\n }\n bounds.ceil(settings.RESOLUTION);\n // for now we cache the current renderTarget that the WebGL renderer is currently using.\n // this could be more elegant..\n var cachedRenderTexture = renderer.renderTexture.current;\n var cachedSourceFrame = renderer.renderTexture.sourceFrame.clone();\n var cachedDestinationFrame = renderer.renderTexture.destinationFrame.clone();\n var cachedProjectionTransform = renderer.projection.transform;\n // We also store the filter stack - I will definitely look to change how this works a little later down the line.\n // const stack = renderer.filterManager.filterStack;\n // this renderTexture will be used to store the cached DisplayObject\n var renderTexture = RenderTexture.create({\n width: bounds.width,\n height: bounds.height,\n resolution: this.cacheAsBitmapResolution || renderer.resolution,\n multisample: (_a = this.cacheAsBitmapMultisample) !== null && _a !== void 0 ? _a : renderer.multisample,\n });\n var textureCacheId = \"cacheAsBitmap_\" + uid();\n this._cacheData.textureCacheId = textureCacheId;\n BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);\n Texture.addToCache(renderTexture, textureCacheId);\n // need to set //\n var m = this.transform.localTransform.copyTo(_tempMatrix).invert().translate(-bounds.x, -bounds.y);\n // set all properties to there original so we can render to a texture\n this.render = this._cacheData.originalRender;\n renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false });\n renderer.framebuffer.blit();\n // now restore the state be setting the new properties\n renderer.projection.transform = cachedProjectionTransform;\n renderer.renderTexture.bind(cachedRenderTexture, cachedSourceFrame, cachedDestinationFrame);\n // renderer.filterManager.filterStack = stack;\n this.render = this._renderCached;\n // the rest is the same as for Canvas\n this.updateTransform = this.displayObjectUpdateTransform;\n this.calculateBounds = this._calculateCachedBounds;\n this.getLocalBounds = this._getCachedLocalBounds;\n this._mask = null;\n this.filterArea = null;\n this.alpha = cacheAlpha;\n // create our cached sprite\n var cachedSprite = new Sprite(renderTexture);\n cachedSprite.transform.worldTransform = this.transform.worldTransform;\n cachedSprite.anchor.x = -(bounds.x / bounds.width);\n cachedSprite.anchor.y = -(bounds.y / bounds.height);\n cachedSprite.alpha = cacheAlpha;\n cachedSprite._bounds = this._bounds;\n this._cacheData.sprite = cachedSprite;\n this.transform._parentID = -1;\n // restore the transform of the cached sprite to avoid the nasty flicker..\n if (!this.parent) {\n this.enableTempParent();\n this.updateTransform();\n this.disableTempParent(null);\n }\n else {\n this.updateTransform();\n }\n // map the hit test..\n this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite);\n};\n/**\n * Renders a cached version of the sprite with canvas\n * @private\n * @method _renderCachedCanvas\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer\n */\nDisplayObject.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer) {\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n this._initCachedDisplayObjectCanvas(renderer);\n this._cacheData.sprite.worldAlpha = this.worldAlpha;\n this._cacheData.sprite._renderCanvas(renderer);\n};\n// TODO this can be the same as the WebGL version.. will need to do a little tweaking first though..\n/**\n * Prepares the Canvas renderer to cache the sprite\n * @private\n * @method _initCachedDisplayObjectCanvas\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer\n */\nDisplayObject.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(renderer) {\n if (this._cacheData && this._cacheData.sprite) {\n return;\n }\n // get bounds actually transforms the object for us already!\n var bounds = this.getLocalBounds(null, true);\n var cacheAlpha = this.alpha;\n this.alpha = 1;\n var cachedRenderTarget = renderer.context;\n var cachedProjectionTransform = renderer._projTransform;\n bounds.ceil(settings.RESOLUTION);\n var renderTexture = RenderTexture.create({ width: bounds.width, height: bounds.height });\n var textureCacheId = \"cacheAsBitmap_\" + uid();\n this._cacheData.textureCacheId = textureCacheId;\n BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);\n Texture.addToCache(renderTexture, textureCacheId);\n // need to set //\n var m = _tempMatrix;\n this.transform.localTransform.copyTo(m);\n m.invert();\n m.tx -= bounds.x;\n m.ty -= bounds.y;\n // m.append(this.transform.worldTransform.)\n // set all properties to there original so we can render to a texture\n this.renderCanvas = this._cacheData.originalRenderCanvas;\n renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false });\n // now restore the state be setting the new properties\n renderer.context = cachedRenderTarget;\n renderer._projTransform = cachedProjectionTransform;\n this.renderCanvas = this._renderCachedCanvas;\n // the rest is the same as for WebGL\n this.updateTransform = this.displayObjectUpdateTransform;\n this.calculateBounds = this._calculateCachedBounds;\n this.getLocalBounds = this._getCachedLocalBounds;\n this._mask = null;\n this.filterArea = null;\n this.alpha = cacheAlpha;\n // create our cached sprite\n var cachedSprite = new Sprite(renderTexture);\n cachedSprite.transform.worldTransform = this.transform.worldTransform;\n cachedSprite.anchor.x = -(bounds.x / bounds.width);\n cachedSprite.anchor.y = -(bounds.y / bounds.height);\n cachedSprite.alpha = cacheAlpha;\n cachedSprite._bounds = this._bounds;\n this._cacheData.sprite = cachedSprite;\n this.transform._parentID = -1;\n // restore the transform of the cached sprite to avoid the nasty flicker..\n if (!this.parent) {\n this.parent = renderer._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else {\n this.updateTransform();\n }\n // map the hit test..\n this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite);\n};\n/**\n * Calculates the bounds of the cached sprite\n * @private\n * @method\n */\nDisplayObject.prototype._calculateCachedBounds = function _calculateCachedBounds() {\n this._bounds.clear();\n this._cacheData.sprite.transform._worldID = this.transform._worldID;\n this._cacheData.sprite._calculateBounds();\n this._bounds.updateID = this._boundsID;\n};\n/**\n * Gets the bounds of the cached sprite.\n * @private\n * @method\n * @returns {Rectangle} The local bounds.\n */\nDisplayObject.prototype._getCachedLocalBounds = function _getCachedLocalBounds() {\n return this._cacheData.sprite.getLocalBounds(null);\n};\n/**\n * Destroys the cached sprite.\n * @private\n * @method\n */\nDisplayObject.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject() {\n this._cacheData.sprite._texture.destroy(true);\n this._cacheData.sprite = null;\n BaseTexture.removeFromCache(this._cacheData.textureCacheId);\n Texture.removeFromCache(this._cacheData.textureCacheId);\n this._cacheData.textureCacheId = null;\n};\n/**\n * Destroys the cached object.\n * @private\n * @method\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value.\n * Used when destroying containers, see the Container.destroy method.\n */\nDisplayObject.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options) {\n this.cacheAsBitmap = false;\n this.destroy(options);\n};\n\nexport { CacheData };\n//# sourceMappingURL=mixin-cache-as-bitmap.mjs.map\n","/*!\n * @pixi/mixin-get-child-by-name - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/mixin-get-child-by-name is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { DisplayObject, Container } from '@pixi/display';\n\n/**\n * The instance name of the object.\n * @memberof PIXI.DisplayObject#\n * @member {string} name\n */\nDisplayObject.prototype.name = null;\n/**\n * Returns the display object in the container.\n *\n * Recursive searches are done in a preorder traversal.\n * @method getChildByName\n * @memberof PIXI.Container#\n * @param {string} name - Instance name.\n * @param {boolean}[deep=false] - Whether to search recursively\n * @returns {PIXI.DisplayObject} The child with the specified name.\n */\nContainer.prototype.getChildByName = function getChildByName(name, deep) {\n for (var i = 0, j = this.children.length; i < j; i++) {\n if (this.children[i].name === name) {\n return this.children[i];\n }\n }\n if (deep) {\n for (var i = 0, j = this.children.length; i < j; i++) {\n var child = this.children[i];\n if (!child.getChildByName) {\n continue;\n }\n var target = child.getChildByName(name, true);\n if (target) {\n return target;\n }\n }\n }\n return null;\n};\n//# sourceMappingURL=mixin-get-child-by-name.mjs.map\n","/*!\n * @pixi/mixin-get-global-position - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/mixin-get-global-position is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { DisplayObject } from '@pixi/display';\nimport { Point } from '@pixi/math';\n\n/**\n * Returns the global position of the displayObject. Does not depend on object scale, rotation and pivot.\n * @method getGlobalPosition\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Point} [point=new PIXI.Point()] - The point to write the global value to.\n * @param {boolean} [skipUpdate=false] - Setting to true will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @returns {PIXI.Point} The updated point.\n */\nDisplayObject.prototype.getGlobalPosition = function getGlobalPosition(point, skipUpdate) {\n if (point === void 0) { point = new Point(); }\n if (skipUpdate === void 0) { skipUpdate = false; }\n if (this.parent) {\n this.parent.toGlobal(this.position, point, skipUpdate);\n }\n else {\n point.x = this.position.x;\n point.y = this.position.y;\n }\n return point;\n};\n//# sourceMappingURL=mixin-get-global-position.mjs.map\n","/*!\n * @pixi/math - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/math is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Two Pi.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar PI_2 = Math.PI * 2;\n/**\n * Conversion factor for converting radians to degrees.\n * @static\n * @member {number} RAD_TO_DEG\n * @memberof PIXI\n */\nvar RAD_TO_DEG = 180 / Math.PI;\n/**\n * Conversion factor for converting degrees to radians.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar DEG_TO_RAD = Math.PI / 180;\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n * @static\n * @memberof PIXI\n * @enum {number}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n */\nvar SHAPES;\n(function (SHAPES) {\n SHAPES[SHAPES[\"POLY\"] = 0] = \"POLY\";\n SHAPES[SHAPES[\"RECT\"] = 1] = \"RECT\";\n SHAPES[SHAPES[\"CIRC\"] = 2] = \"CIRC\";\n SHAPES[SHAPES[\"ELIP\"] = 3] = \"ELIP\";\n SHAPES[SHAPES[\"RREC\"] = 4] = \"RREC\";\n})(SHAPES || (SHAPES = {}));\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis\n * @class\n * @memberof PIXI\n * @implements {IPoint}\n */\nvar Point = /** @class */ (function () {\n /**\n * Creates a new `Point`\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function Point(x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n /** Position of the point on the x axis */\n this.x = 0;\n /** Position of the point on the y axis */\n this.y = 0;\n this.x = x;\n this.y = y;\n }\n /**\n * Creates a clone of this point\n * @returns A clone of this point\n */\n Point.prototype.clone = function () {\n return new Point(this.x, this.y);\n };\n /**\n * Copies `x` and `y` from the given point into this point\n * @param p - The point to copy from\n * @returns The point instance itself\n */\n Point.prototype.copyFrom = function (p) {\n this.set(p.x, p.y);\n return this;\n };\n /**\n * Copies this point's x and y into the given point (`p`).\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n Point.prototype.copyTo = function (p) {\n p.set(this.x, this.y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n Point.prototype.equals = function (p) {\n return (p.x === this.x) && (p.y === this.y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the `x` axis\n * @param {number} [y=x] - position of the point on the `y` axis\n * @returns The point instance itself\n */\n Point.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n this.x = x;\n this.y = y;\n return this;\n };\n Point.prototype.toString = function () {\n return \"[@pixi/math:Point x=\" + this.x + \" y=\" + this.y + \"]\";\n };\n return Point;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\n/**\n * Size object, contains width and height\n * @memberof PIXI\n * @typedef {object} ISize\n * @property {number} width - Width component\n * @property {number} height - Height component\n */\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n * @memberof PIXI\n */\nvar Rectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rectangle\n * @param y - The Y coordinate of the upper-left corner of the rectangle\n * @param width - The overall width of the rectangle\n * @param height - The overall height of the rectangle\n */\n function Rectangle(x, y, width, height) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this.x = Number(x);\n this.y = Number(y);\n this.width = Number(width);\n this.height = Number(height);\n this.type = SHAPES.RECT;\n }\n Object.defineProperty(Rectangle.prototype, \"left\", {\n /** Returns the left edge of the rectangle. */\n get: function () {\n return this.x;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"right\", {\n /** Returns the right edge of the rectangle. */\n get: function () {\n return this.x + this.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"top\", {\n /** Returns the top edge of the rectangle. */\n get: function () {\n return this.y;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"bottom\", {\n /** Returns the bottom edge of the rectangle. */\n get: function () {\n return this.y + this.height;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle, \"EMPTY\", {\n /** A constant empty rectangle. */\n get: function () {\n return new Rectangle(0, 0, 0, 0);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates a clone of this Rectangle\n * @returns a copy of the rectangle\n */\n Rectangle.prototype.clone = function () {\n return new Rectangle(this.x, this.y, this.width, this.height);\n };\n /**\n * Copies another rectangle to this one.\n * @param rectangle - The rectangle to copy from.\n * @returns Returns itself.\n */\n Rectangle.prototype.copyFrom = function (rectangle) {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n return this;\n };\n /**\n * Copies this rectangle to another one.\n * @param rectangle - The rectangle to copy to.\n * @returns Returns given parameter.\n */\n Rectangle.prototype.copyTo = function (rectangle) {\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n return rectangle;\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Rectangle\n */\n Rectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x < this.x + this.width) {\n if (y >= this.y && y < this.y + this.height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object.\n * Returns true only if the area of the intersection is >0, this means that Rectangles\n * sharing a side are not overlapping. Another side effect is that an arealess rectangle\n * (width or height equal to zero) can't intersect any other rectangle.\n * @param {Rectangle} other - The Rectangle to intersect with `this`.\n * @param {Matrix} transform - The transformation matrix of `other`.\n * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`.\n */\n Rectangle.prototype.intersects = function (other, transform) {\n if (!transform) {\n var x0_1 = this.x < other.x ? other.x : this.x;\n var x1_1 = this.right > other.right ? other.right : this.right;\n if (x1_1 <= x0_1) {\n return false;\n }\n var y0_1 = this.y < other.y ? other.y : this.y;\n var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom;\n return y1_1 > y0_1;\n }\n var x0 = this.left;\n var x1 = this.right;\n var y0 = this.top;\n var y1 = this.bottom;\n if (x1 <= x0 || y1 <= y0) {\n return false;\n }\n var lt = tempPoints[0].set(other.left, other.top);\n var lb = tempPoints[1].set(other.left, other.bottom);\n var rt = tempPoints[2].set(other.right, other.top);\n var rb = tempPoints[3].set(other.right, other.bottom);\n if (rt.x <= lt.x || lb.y <= lt.y) {\n return false;\n }\n var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c));\n if (s === 0) {\n return false;\n }\n transform.apply(lt, lt);\n transform.apply(lb, lb);\n transform.apply(rt, rt);\n transform.apply(rb, rb);\n if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0\n || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1\n || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0\n || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) {\n return false;\n }\n var nx = s * (lb.y - lt.y);\n var ny = s * (lt.x - lb.x);\n var n00 = (nx * x0) + (ny * y0);\n var n10 = (nx * x1) + (ny * y0);\n var n01 = (nx * x0) + (ny * y1);\n var n11 = (nx * x1) + (ny * y1);\n if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y)\n || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) {\n return false;\n }\n var mx = s * (lt.y - rt.y);\n var my = s * (rt.x - lt.x);\n var m00 = (mx * x0) + (my * y0);\n var m10 = (mx * x1) + (my * y0);\n var m01 = (mx * x0) + (my * y1);\n var m11 = (mx * x1) + (my * y1);\n if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y)\n || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) {\n return false;\n }\n return true;\n };\n /**\n * Pads the rectangle making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n * @returns Returns itself.\n */\n Rectangle.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n this.x -= paddingX;\n this.y -= paddingY;\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n return this;\n };\n /**\n * Fits this rectangle around the passed one.\n * @param rectangle - The rectangle to fit.\n * @returns Returns itself.\n */\n Rectangle.prototype.fit = function (rectangle) {\n var x1 = Math.max(this.x, rectangle.x);\n var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.max(this.y, rectangle.y);\n var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = Math.max(x2 - x1, 0);\n this.y = y1;\n this.height = Math.max(y2 - y1, 0);\n return this;\n };\n /**\n * Enlarges rectangle that way its corners lie on grid\n * @param resolution - resolution\n * @param eps - precision\n * @returns Returns itself.\n */\n Rectangle.prototype.ceil = function (resolution, eps) {\n if (resolution === void 0) { resolution = 1; }\n if (eps === void 0) { eps = 0.001; }\n var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n return this;\n };\n /**\n * Enlarges this rectangle to include the passed rectangle.\n * @param rectangle - The rectangle to include.\n * @returns Returns itself.\n */\n Rectangle.prototype.enlarge = function (rectangle) {\n var x1 = Math.min(this.x, rectangle.x);\n var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.min(this.y, rectangle.y);\n var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n return this;\n };\n Rectangle.prototype.toString = function () {\n return \"[@pixi/math:Rectangle x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Rectangle;\n}());\n\n/**\n * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Circle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this circle\n * @param y - The Y coordinate of the center of this circle\n * @param radius - The radius of the circle\n */\n function Circle(x, y, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (radius === void 0) { radius = 0; }\n this.x = x;\n this.y = y;\n this.radius = radius;\n this.type = SHAPES.CIRC;\n }\n /**\n * Creates a clone of this Circle instance\n * @returns A copy of the Circle\n */\n Circle.prototype.clone = function () {\n return new Circle(this.x, this.y, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this circle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Circle\n */\n Circle.prototype.contains = function (x, y) {\n if (this.radius <= 0) {\n return false;\n }\n var r2 = this.radius * this.radius;\n var dx = (this.x - x);\n var dy = (this.y - y);\n dx *= dx;\n dy *= dy;\n return (dx + dy <= r2);\n };\n /**\n * Returns the framing rectangle of the circle as a Rectangle object\n * @returns The framing rectangle\n */\n Circle.prototype.getBounds = function () {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n };\n Circle.prototype.toString = function () {\n return \"[@pixi/math:Circle x=\" + this.x + \" y=\" + this.y + \" radius=\" + this.radius + \"]\";\n };\n return Circle;\n}());\n\n/**\n * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Ellipse = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this ellipse\n * @param y - The Y coordinate of the center of this ellipse\n * @param halfWidth - The half width of this ellipse\n * @param halfHeight - The half height of this ellipse\n */\n function Ellipse(x, y, halfWidth, halfHeight) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (halfWidth === void 0) { halfWidth = 0; }\n if (halfHeight === void 0) { halfHeight = 0; }\n this.x = x;\n this.y = y;\n this.width = halfWidth;\n this.height = halfHeight;\n this.type = SHAPES.ELIP;\n }\n /**\n * Creates a clone of this Ellipse instance\n * @returns {PIXI.Ellipse} A copy of the ellipse\n */\n Ellipse.prototype.clone = function () {\n return new Ellipse(this.x, this.y, this.width, this.height);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this ellipse\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coords are within this ellipse\n */\n Ellipse.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n // normalize the coords to an ellipse with center 0,0\n var normx = ((x - this.x) / this.width);\n var normy = ((y - this.y) / this.height);\n normx *= normx;\n normy *= normy;\n return (normx + normy <= 1);\n };\n /**\n * Returns the framing rectangle of the ellipse as a Rectangle object\n * @returns The framing rectangle\n */\n Ellipse.prototype.getBounds = function () {\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n };\n Ellipse.prototype.toString = function () {\n return \"[@pixi/math:Ellipse x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Ellipse;\n}());\n\n/**\n * A class to define a shape via user defined coordinates.\n * @memberof PIXI\n */\nvar Polygon = /** @class */ (function () {\n /**\n * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points\n * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or\n * the arguments passed can be all the points of the polygon e.g.\n * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat\n * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.\n */\n function Polygon() {\n var arguments$1 = arguments;\n\n var points = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n points[_i] = arguments$1[_i];\n }\n var flat = Array.isArray(points[0]) ? points[0] : points;\n // if this is an array of points, convert it to a flat array of numbers\n if (typeof flat[0] !== 'number') {\n var p = [];\n for (var i = 0, il = flat.length; i < il; i++) {\n p.push(flat[i].x, flat[i].y);\n }\n flat = p;\n }\n this.points = flat;\n this.type = SHAPES.POLY;\n this.closeStroke = true;\n }\n /**\n * Creates a clone of this polygon.\n * @returns - A copy of the polygon.\n */\n Polygon.prototype.clone = function () {\n var points = this.points.slice();\n var polygon = new Polygon(points);\n polygon.closeStroke = this.closeStroke;\n return polygon;\n };\n /**\n * Checks whether the x and y coordinates passed to this function are contained within this polygon.\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this polygon.\n */\n Polygon.prototype.contains = function (x, y) {\n var inside = false;\n // use some raycasting to test hits\n // https://github.com/substack/point-in-polygon/blob/master/index.js\n var length = this.points.length / 2;\n for (var i = 0, j = length - 1; i < length; j = i++) {\n var xi = this.points[i * 2];\n var yi = this.points[(i * 2) + 1];\n var xj = this.points[j * 2];\n var yj = this.points[(j * 2) + 1];\n var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);\n if (intersect) {\n inside = !inside;\n }\n }\n return inside;\n };\n Polygon.prototype.toString = function () {\n return \"[@pixi/math:Polygon\"\n + (\"closeStroke=\" + this.closeStroke)\n + (\"points=\" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + \", \" + currentPoint; }, '') + \"]\");\n };\n return Polygon;\n}());\n\n/**\n * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its\n * top-left corner point (x, y) and by its width and its height and its radius.\n * @memberof PIXI\n */\nvar RoundedRectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rounded rectangle\n * @param y - The Y coordinate of the upper-left corner of the rounded rectangle\n * @param width - The overall width of this rounded rectangle\n * @param height - The overall height of this rounded rectangle\n * @param radius - Controls the radius of the rounded corners\n */\n function RoundedRectangle(x, y, width, height, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n if (radius === void 0) { radius = 20; }\n this.x = x;\n this.y = y;\n this.width = width;\n this.height = height;\n this.radius = radius;\n this.type = SHAPES.RREC;\n }\n /**\n * Creates a clone of this Rounded Rectangle.\n * @returns - A copy of the rounded rectangle.\n */\n RoundedRectangle.prototype.clone = function () {\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rounded Rectangle\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this Rounded Rectangle.\n */\n RoundedRectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width) {\n if (y >= this.y && y <= this.y + this.height) {\n var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2));\n if ((y >= this.y + radius && y <= this.y + this.height - radius)\n || (x >= this.x + radius && x <= this.x + this.width - radius)) {\n return true;\n }\n var dx = x - (this.x + radius);\n var dy = y - (this.y + radius);\n var radius2 = radius * radius;\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + this.width - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dy = y - (this.y + this.height - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n }\n }\n return false;\n };\n RoundedRectangle.prototype.toString = function () {\n return \"[@pixi/math:RoundedRectangle x=\" + this.x + \" y=\" + this.y\n + (\"width=\" + this.width + \" height=\" + this.height + \" radius=\" + this.radius + \"]\");\n };\n return RoundedRectangle;\n}());\n\n/**\n * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis.\n *\n * An `ObservablePoint` is a point that triggers a callback when the point's position is changed.\n * @memberof PIXI\n */\nvar ObservablePoint = /** @class */ (function () {\n /**\n * Creates a new `ObservablePoint`\n * @param cb - callback function triggered when `x` and/or `y` are changed\n * @param scope - owner of callback\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function ObservablePoint(cb, scope, x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n this._x = x;\n this._y = y;\n this.cb = cb;\n this.scope = scope;\n }\n /**\n * Creates a clone of this point.\n * The callback and scope params can be overridden otherwise they will default\n * to the clone object's values.\n * @override\n * @param cb - The callback function triggered when `x` and/or `y` are changed\n * @param scope - The owner of the callback\n * @returns a copy of this observable point\n */\n ObservablePoint.prototype.clone = function (cb, scope) {\n if (cb === void 0) { cb = this.cb; }\n if (scope === void 0) { scope = this.scope; }\n return new ObservablePoint(cb, scope, this._x, this._y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n if (this._x !== x || this._y !== y) {\n this._x = x;\n this._y = y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies x and y from the given point (`p`)\n * @param p - The point to copy from. Can be any of type that is or extends `IPointData`\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.copyFrom = function (p) {\n if (this._x !== p.x || this._y !== p.y) {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies this point's x and y into that of the given point (`p`)\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n ObservablePoint.prototype.copyTo = function (p) {\n p.set(this._x, this._y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n ObservablePoint.prototype.equals = function (p) {\n return (p.x === this._x) && (p.y === this._y);\n };\n ObservablePoint.prototype.toString = function () {\n return \"[@pixi/math:ObservablePoint x=\" + 0 + \" y=\" + 0 + \" scope=\" + this.scope + \"]\";\n };\n Object.defineProperty(ObservablePoint.prototype, \"x\", {\n /** Position of the observable point on the x axis. */\n get: function () {\n return this._x;\n },\n set: function (value) {\n if (this._x !== value) {\n this._x = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ObservablePoint.prototype, \"y\", {\n /** Position of the observable point on the y axis. */\n get: function () {\n return this._y;\n },\n set: function (value) {\n if (this._y !== value) {\n this._y = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n return ObservablePoint;\n}());\n\n/**\n * The PixiJS Matrix as a class makes it a lot faster.\n *\n * Here is a representation of it:\n * ```js\n * | a | c | tx|\n * | b | d | ty|\n * | 0 | 0 | 1 |\n * ```\n * @memberof PIXI\n */\nvar Matrix = /** @class */ (function () {\n /**\n * @param a - x scale\n * @param b - y skew\n * @param c - x skew\n * @param d - y scale\n * @param tx - x translation\n * @param ty - y translation\n */\n function Matrix(a, b, c, d, tx, ty) {\n if (a === void 0) { a = 1; }\n if (b === void 0) { b = 0; }\n if (c === void 0) { c = 0; }\n if (d === void 0) { d = 1; }\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n this.array = null;\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n }\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n * @param array - The array that the matrix will be populated from.\n */\n Matrix.prototype.fromArray = function (array) {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n };\n /**\n * Sets the matrix properties.\n * @param a - Matrix component\n * @param b - Matrix component\n * @param c - Matrix component\n * @param d - Matrix component\n * @param tx - Matrix component\n * @param ty - Matrix component\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.set = function (a, b, c, d, tx, ty) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n return this;\n };\n /**\n * Creates an array from the current Matrix object.\n * @param transpose - Whether we need to transpose the matrix or not\n * @param [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @returns The newly created array which contains the matrix\n */\n Matrix.prototype.toArray = function (transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n var array = out || this.array;\n if (transpose) {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n }\n else {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n return array;\n };\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, transformed through this matrix\n */\n Matrix.prototype.apply = function (pos, newPos) {\n newPos = (newPos || new Point());\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.a * x) + (this.c * y) + this.tx;\n newPos.y = (this.b * x) + (this.d * y) + this.ty;\n return newPos;\n };\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n Matrix.prototype.applyInverse = function (pos, newPos) {\n newPos = (newPos || new Point());\n var id = 1 / ((this.a * this.d) + (this.c * -this.b));\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);\n newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);\n return newPos;\n };\n /**\n * Translates the matrix on the x and y.\n * @param x - How much to translate x by\n * @param y - How much to translate y by\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.translate = function (x, y) {\n this.tx += x;\n this.ty += y;\n return this;\n };\n /**\n * Applies a scale transformation to the matrix.\n * @param x - The amount to scale horizontally\n * @param y - The amount to scale vertically\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.scale = function (x, y) {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n return this;\n };\n /**\n * Applies a rotation transformation to the matrix.\n * @param angle - The angle in radians.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.rotate = function (angle) {\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n var a1 = this.a;\n var c1 = this.c;\n var tx1 = this.tx;\n this.a = (a1 * cos) - (this.b * sin);\n this.b = (a1 * sin) + (this.b * cos);\n this.c = (c1 * cos) - (this.d * sin);\n this.d = (c1 * sin) + (this.d * cos);\n this.tx = (tx1 * cos) - (this.ty * sin);\n this.ty = (tx1 * sin) + (this.ty * cos);\n return this;\n };\n /**\n * Appends the given Matrix to this Matrix.\n * @param matrix - The matrix to append.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.append = function (matrix) {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n this.a = (matrix.a * a1) + (matrix.b * c1);\n this.b = (matrix.a * b1) + (matrix.b * d1);\n this.c = (matrix.c * a1) + (matrix.d * c1);\n this.d = (matrix.c * b1) + (matrix.d * d1);\n this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;\n this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;\n return this;\n };\n /**\n * Sets the matrix based on all the available properties\n * @param x - Position on the x axis\n * @param y - Position on the y axis\n * @param pivotX - Pivot on the x axis\n * @param pivotY - Pivot on the y axis\n * @param scaleX - Scale on the x axis\n * @param scaleY - Scale on the y axis\n * @param rotation - Rotation in radians\n * @param skewX - Skew on the x axis\n * @param skewY - Skew on the y axis\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n this.a = Math.cos(rotation + skewY) * scaleX;\n this.b = Math.sin(rotation + skewY) * scaleX;\n this.c = -Math.sin(rotation - skewX) * scaleY;\n this.d = Math.cos(rotation - skewX) * scaleY;\n this.tx = x - ((pivotX * this.a) + (pivotY * this.c));\n this.ty = y - ((pivotX * this.b) + (pivotY * this.d));\n return this;\n };\n /**\n * Prepends the given Matrix to this Matrix.\n * @param matrix - The matrix to prepend\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.prepend = function (matrix) {\n var tx1 = this.tx;\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n var a1 = this.a;\n var c1 = this.c;\n this.a = (a1 * matrix.a) + (this.b * matrix.c);\n this.b = (a1 * matrix.b) + (this.b * matrix.d);\n this.c = (c1 * matrix.a) + (this.d * matrix.c);\n this.d = (c1 * matrix.b) + (this.d * matrix.d);\n }\n this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;\n this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;\n return this;\n };\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n * @param transform - The transform to apply the properties to.\n * @returns The transform with the newly applied properties\n */\n Matrix.prototype.decompose = function (transform) {\n // sort out rotation / skew..\n var a = this.a;\n var b = this.b;\n var c = this.c;\n var d = this.d;\n var pivot = transform.pivot;\n var skewX = -Math.atan2(-c, d);\n var skewY = Math.atan2(b, a);\n var delta = Math.abs(skewX + skewY);\n if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n }\n else {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n // next set scale\n transform.scale.x = Math.sqrt((a * a) + (b * b));\n transform.scale.y = Math.sqrt((c * c) + (d * d));\n // next set position\n transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c));\n transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d));\n return transform;\n };\n /**\n * Inverts this matrix\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.invert = function () {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n var tx1 = this.tx;\n var n = (a1 * d1) - (b1 * c1);\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;\n this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;\n return this;\n };\n /**\n * Resets this Matrix to an identity (default) matrix.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.identity = function () {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n return this;\n };\n /**\n * Creates a new Matrix object with the same values as this one.\n * @returns A copy of this matrix. Good for chaining method calls.\n */\n Matrix.prototype.clone = function () {\n var matrix = new Matrix();\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n * @param matrix - The matrix to copy to.\n * @returns The matrix given in parameter with its values updated.\n */\n Matrix.prototype.copyTo = function (matrix) {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the matrix to be the same as the ones in given matrix\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @returns {PIXI.Matrix} this\n */\n Matrix.prototype.copyFrom = function (matrix) {\n this.a = matrix.a;\n this.b = matrix.b;\n this.c = matrix.c;\n this.d = matrix.d;\n this.tx = matrix.tx;\n this.ty = matrix.ty;\n return this;\n };\n Matrix.prototype.toString = function () {\n return \"[@pixi/math:Matrix a=\" + this.a + \" b=\" + this.b + \" c=\" + this.c + \" d=\" + this.d + \" tx=\" + this.tx + \" ty=\" + this.ty + \"]\";\n };\n Object.defineProperty(Matrix, \"IDENTITY\", {\n /**\n * A default (identity) matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Matrix, \"TEMP_MATRIX\", {\n /**\n * A temp matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n return Matrix;\n}());\n\n// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group\n/*\n * Transform matrix for operation n is:\n * | ux | vx |\n * | uy | vy |\n */\nvar ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nvar uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\n/**\n * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * for the composition of each rotation in the dihederal group D8.\n * @type {number[][]}\n * @private\n */\nvar rotationCayley = [];\n/**\n * Matrices for each `GD8Symmetry` rotation.\n * @type {PIXI.Matrix[]}\n * @private\n */\nvar rotationMatrices = [];\n/*\n * Alias for {@code Math.sign}.\n */\nvar signum = Math.sign;\n/*\n * Initializes `rotationCayley` and `rotationMatrices`. It is called\n * only once below.\n */\nfunction init() {\n for (var i = 0; i < 16; i++) {\n var row = [];\n rotationCayley.push(row);\n for (var j = 0; j < 16; j++) {\n /* Multiplies rotation matrices i and j. */\n var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));\n var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));\n var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));\n var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));\n /* Finds rotation matrix matching the product and pushes it. */\n for (var k = 0; k < 16; k++) {\n if (ux[k] === _ux && uy[k] === _uy\n && vx[k] === _vx && vy[k] === _vy) {\n row.push(k);\n break;\n }\n }\n }\n }\n for (var i = 0; i < 16; i++) {\n var mat = new Matrix();\n mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);\n rotationMatrices.push(mat);\n }\n}\ninit();\n/**\n * @memberof PIXI\n * @typedef {number} GD8Symmetry\n * @see PIXI.groupD8\n */\n/**\n * Implements the dihedral group D8, which is similar to\n * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};\n * D8 is the same but with diagonals, and it is used for texture\n * rotations.\n *\n * The directions the U- and V- axes after rotation\n * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`\n * and `(vX(a), vY(a))`. These aren't necessarily unit vectors.\n *\n * **Origin:**
\n * This is the small part of gameofbombs.com portal system. It works.\n * @see PIXI.groupD8.E\n * @see PIXI.groupD8.SE\n * @see PIXI.groupD8.S\n * @see PIXI.groupD8.SW\n * @see PIXI.groupD8.W\n * @see PIXI.groupD8.NW\n * @see PIXI.groupD8.N\n * @see PIXI.groupD8.NE\n * @author Ivan @ivanpopelyshev\n * @namespace PIXI.groupD8\n * @memberof PIXI\n */\nvar groupD8 = {\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 0° | East |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n E: 0,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 45°↻ | Southeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SE: 1,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 90°↻ | South |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n S: 2,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 135°↻ | Southwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SW: 3,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 180° | West |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n W: 4,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -135°/225°↻ | Northwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NW: 5,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -90°/270°↻ | North |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n N: 6,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -45°/315°↻ | Northeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NE: 7,\n /**\n * Reflection about Y-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_VERTICAL: 8,\n /**\n * Reflection about the main diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MAIN_DIAGONAL: 10,\n /**\n * Reflection about X-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_HORIZONTAL: 12,\n /**\n * Reflection about reverse diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n REVERSE_DIAGONAL: 14,\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the U-axis\n * after rotating the axes.\n */\n uX: function (ind) { return ux[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis\n * after rotating the axes.\n */\n uY: function (ind) { return uy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the V-axis\n * after rotating the axes.\n */\n vX: function (ind) { return vx[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis\n * after rotating the axes.\n */\n vY: function (ind) { return vy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite\n * is needed. Only rotations have opposite symmetries while\n * reflections don't.\n * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation`\n */\n inv: function (rotation) {\n if (rotation & 8) // true only if between 8 & 15 (reflections)\n {\n return rotation & 15; // or rotation % 16\n }\n return (-rotation) & 7; // or (8 - rotation) % 8\n },\n /**\n * Composes the two D8 operations.\n *\n * Taking `^` as reflection:\n *\n * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |\n * |-------|-----|-----|-----|-----|------|-------|-------|-------|\n * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |\n * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |\n * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |\n * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |\n * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |\n * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |\n * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |\n * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |\n *\n * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which\n * is the row in the above cayley table.\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which\n * is the column in the above cayley table.\n * @returns {PIXI.GD8Symmetry} Composed operation\n */\n add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); },\n /**\n * Reverse of `add`.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation\n * @returns {PIXI.GD8Symmetry} Result\n */\n sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); },\n /**\n * Adds 180 degrees to rotation, which is a commutative\n * operation.\n * @memberof PIXI.groupD8\n * @param {number} rotation - The number to rotate.\n * @returns {number} Rotated number\n */\n rotate180: function (rotation) { return rotation ^ 4; },\n /**\n * Checks if the rotation angle is vertical, i.e. south\n * or north. It doesn't work for reflections.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - The number to check.\n * @returns {boolean} Whether or not the direction is vertical\n */\n isVertical: function (rotation) { return (rotation & 3) === 2; },\n /**\n * Approximates the vector `V(dx,dy)` into one of the\n * eight directions provided by `groupD8`.\n * @memberof PIXI.groupD8\n * @param {number} dx - X-component of the vector\n * @param {number} dy - Y-component of the vector\n * @returns {PIXI.GD8Symmetry} Approximation of the vector into\n * one of the eight symmetries.\n */\n byDirection: function (dx, dy) {\n if (Math.abs(dx) * 2 <= Math.abs(dy)) {\n if (dy >= 0) {\n return groupD8.S;\n }\n return groupD8.N;\n }\n else if (Math.abs(dy) * 2 <= Math.abs(dx)) {\n if (dx > 0) {\n return groupD8.E;\n }\n return groupD8.W;\n }\n else if (dy > 0) {\n if (dx > 0) {\n return groupD8.SE;\n }\n return groupD8.SW;\n }\n else if (dx > 0) {\n return groupD8.NE;\n }\n return groupD8.NW;\n },\n /**\n * Helps sprite to compensate texture packer rotation.\n * @memberof PIXI.groupD8\n * @param {PIXI.Matrix} matrix - sprite world matrix\n * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.\n * @param {number} tx - sprite anchoring\n * @param {number} ty - sprite anchoring\n */\n matrixAppendRotationInv: function (matrix, rotation, tx, ty) {\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n // Packer used \"rotation\", we use \"inv(rotation)\"\n var mat = rotationMatrices[groupD8.inv(rotation)];\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n },\n};\n\n/**\n * Transform that takes care about its versions.\n * @memberof PIXI\n */\nvar Transform = /** @class */ (function () {\n function Transform() {\n this.worldTransform = new Matrix();\n this.localTransform = new Matrix();\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n this._rotation = 0;\n this._cx = 1;\n this._sx = 0;\n this._cy = 0;\n this._sy = 1;\n this._localID = 0;\n this._currentLocalID = 0;\n this._worldID = 0;\n this._parentID = 0;\n }\n /** Called when a value changes. */\n Transform.prototype.onChange = function () {\n this._localID++;\n };\n /** Called when the skew or the rotation changes. */\n Transform.prototype.updateSkew = function () {\n this._cx = Math.cos(this._rotation + this.skew.y);\n this._sx = Math.sin(this._rotation + this.skew.y);\n this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2\n this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2\n this._localID++;\n };\n Transform.prototype.toString = function () {\n return \"[@pixi/math:Transform \"\n + (\"position=(\" + this.position.x + \", \" + this.position.y + \") \")\n + (\"rotation=\" + this.rotation + \" \")\n + (\"scale=(\" + this.scale.x + \", \" + this.scale.y + \") \")\n + (\"skew=(\" + this.skew.x + \", \" + this.skew.y + \") \")\n + \"]\";\n };\n /** Updates the local transformation matrix. */\n Transform.prototype.updateLocalTransform = function () {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n };\n /**\n * Updates the local and the world transformation matrices.\n * @param parentTransform - The parent transform\n */\n Transform.prototype.updateTransform = function (parentTransform) {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n if (this._parentID !== parentTransform._worldID) {\n // concat the parent matrix with the objects transform.\n var pt = parentTransform.worldTransform;\n var wt = this.worldTransform;\n wt.a = (lt.a * pt.a) + (lt.b * pt.c);\n wt.b = (lt.a * pt.b) + (lt.b * pt.d);\n wt.c = (lt.c * pt.a) + (lt.d * pt.c);\n wt.d = (lt.c * pt.b) + (lt.d * pt.d);\n wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;\n wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;\n this._parentID = parentTransform._worldID;\n // update the id of the transform..\n this._worldID++;\n }\n };\n /**\n * Decomposes a matrix and sets the transforms properties based on it.\n * @param matrix - The matrix to decompose\n */\n Transform.prototype.setFromMatrix = function (matrix) {\n matrix.decompose(this);\n this._localID++;\n };\n Object.defineProperty(Transform.prototype, \"rotation\", {\n /** The rotation of the object in radians. */\n get: function () {\n return this._rotation;\n },\n set: function (value) {\n if (this._rotation !== value) {\n this._rotation = value;\n this.updateSkew();\n }\n },\n enumerable: false,\n configurable: true\n });\n /** A default (identity) transform. */\n Transform.IDENTITY = new Transform();\n return Transform;\n}());\n\nexport { Circle, DEG_TO_RAD, Ellipse, Matrix, ObservablePoint, PI_2, Point, Polygon, RAD_TO_DEG, Rectangle, RoundedRectangle, SHAPES, Transform, groupD8 };\n//# sourceMappingURL=math.mjs.map\n","/*!\n * @pixi/display - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/display is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { Rectangle, RAD_TO_DEG, DEG_TO_RAD, Transform } from '@pixi/math';\nimport { EventEmitter, removeItems } from '@pixi/utils';\n\n/**\n * Sets the default value for the container property 'sortableChildren'.\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n * @static\n * @constant\n * @name SORTABLE_CHILDREN\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.SORTABLE_CHILDREN = false;\n\n/**\n * 'Builder' pattern for bounds rectangles.\n *\n * This could be called an Axis-Aligned Bounding Box.\n * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems.\n * @memberof PIXI\n */\nvar Bounds = /** @class */ (function () {\n function Bounds() {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n this.rect = null;\n this.updateID = -1;\n }\n /**\n * Checks if bounds are empty.\n * @returns - True if empty.\n */\n Bounds.prototype.isEmpty = function () {\n return this.minX > this.maxX || this.minY > this.maxY;\n };\n /** Clears the bounds and resets. */\n Bounds.prototype.clear = function () {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n };\n /**\n * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n * It is not guaranteed that it will return tempRect\n * @param rect - Temporary object will be used if AABB is not empty\n * @returns - A rectangle of the bounds\n */\n Bounds.prototype.getRectangle = function (rect) {\n if (this.minX > this.maxX || this.minY > this.maxY) {\n return Rectangle.EMPTY;\n }\n rect = rect || new Rectangle(0, 0, 1, 1);\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n return rect;\n };\n /**\n * This function should be inlined when its possible.\n * @param point - The point to add.\n */\n Bounds.prototype.addPoint = function (point) {\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n };\n /**\n * Adds a point, after transformed. This should be inlined when its possible.\n * @param matrix\n * @param point\n */\n Bounds.prototype.addPointMatrix = function (matrix, point) {\n var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty;\n var x = (a * point.x) + (c * point.y) + tx;\n var y = (b * point.x) + (d * point.y) + ty;\n this.minX = Math.min(this.minX, x);\n this.maxX = Math.max(this.maxX, x);\n this.minY = Math.min(this.minY, y);\n this.maxY = Math.max(this.maxY, y);\n };\n /**\n * Adds a quad, not transformed\n * @param vertices - The verts to add.\n */\n Bounds.prototype.addQuad = function (vertices) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = vertices[0];\n var y = vertices[1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds sprite frame, transformed.\n * @param transform - transform to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) {\n this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1);\n };\n /**\n * Adds sprite frame, multiplied by matrix\n * @param matrix - matrix to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) {\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = (a * x0) + (c * y0) + tx;\n var y = (b * x0) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y0) + tx;\n y = (b * x1) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x0) + (c * y1) + tx;\n y = (b * x0) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y1) + tx;\n y = (b * x1) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds screen vertices from array\n * @param vertexData - calculated vertices\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var x = vertexData[i];\n var y = vertexData[i + 1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Add an array of mesh vertices\n * @param transform - mesh transform\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) {\n this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset);\n };\n /**\n * Add an array of mesh vertices.\n * @param matrix - mesh matrix\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n * @param padX - x padding\n * @param padY - y padding\n */\n Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) {\n if (padX === void 0) { padX = 0; }\n if (padY === void 0) { padY = padX; }\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var rawX = vertices[i];\n var rawY = vertices[i + 1];\n var x = (a * rawX) + (c * rawY) + tx;\n var y = (d * rawY) + (b * rawX) + ty;\n minX = Math.min(minX, x - padX);\n maxX = Math.max(maxX, x + padX);\n minY = Math.min(minY, y - padY);\n maxY = Math.max(maxY, y + padY);\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds other {@link Bounds}.\n * @param bounds - The Bounds to be added\n */\n Bounds.prototype.addBounds = function (bounds) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = bounds.minX < minX ? bounds.minX : minX;\n this.minY = bounds.minY < minY ? bounds.minY : minY;\n this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX;\n this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY;\n };\n /**\n * Adds other Bounds, masked with Bounds.\n * @param bounds - The Bounds to be added.\n * @param mask - TODO\n */\n Bounds.prototype.addBoundsMask = function (bounds, mask) {\n var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX;\n var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY;\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty.\n * @param bounds - other bounds\n * @param matrix - multiplicator\n */\n Bounds.prototype.addBoundsMatrix = function (bounds, matrix) {\n this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY);\n };\n /**\n * Adds other Bounds, masked with Rectangle.\n * @param bounds - TODO\n * @param area - TODO\n */\n Bounds.prototype.addBoundsArea = function (bounds, area) {\n var _minX = bounds.minX > area.x ? bounds.minX : area.x;\n var _minY = bounds.minY > area.y ? bounds.minY : area.y;\n var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width);\n var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height);\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Pads bounds object, making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n */\n Bounds.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n if (!this.isEmpty()) {\n this.minX -= paddingX;\n this.maxX += paddingX;\n this.minY -= paddingY;\n this.maxY += paddingY;\n }\n };\n /**\n * Adds padded frame. (x0, y0) should be strictly less than (x1, y1)\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n * @param padX - padding X\n * @param padY - padding Y\n */\n Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) {\n x0 -= padX;\n y0 -= padY;\n x1 += padX;\n y1 += padY;\n this.minX = this.minX < x0 ? this.minX : x0;\n this.maxX = this.maxX > x1 ? this.maxX : x1;\n this.minY = this.minY < y0 ? this.minY : y0;\n this.maxY = this.maxY > y1 ? this.maxY : y1;\n };\n return Bounds;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * The base class for all objects that are rendered on the screen.\n *\n * This is an abstract class and can not be used on its own; rather it should be extended.\n *\n * ## Display objects implemented in PixiJS\n *\n * | Display Object | Description |\n * | ------------------------------- | --------------------------------------------------------------------- |\n * | {@link PIXI.Container} | Adds support for `children` to DisplayObject |\n * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API |\n * | {@link PIXI.Sprite} | Draws textures (i.e. images) |\n * | {@link PIXI.Text} | Draws text using the Canvas API internally |\n * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures |\n * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion |\n * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images |\n * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data |\n * | {@link PIXI.NineSlicePlane} | Mesh-related |\n * | {@link PIXI.SimpleMesh} | v4-compatible mesh |\n * | {@link PIXI.SimplePlane} | Mesh-related |\n * | {@link PIXI.SimpleRope} | Mesh-related |\n *\n * ## Transforms\n *\n * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its\n * local coordinate space to its parent's local coordinate space. The following properties are derived\n * from the transform:\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n *
PropertyDescription
[pivot]{@link PIXI.DisplayObject#pivot}\n * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot\n * is equal to position, regardless of the other three transformations. In other words, It is the center of\n * rotation, scaling, and skewing.\n *
[position]{@link PIXI.DisplayObject#position}\n * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local\n * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object\n * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space.\n *
[scale]{@link PIXI.DisplayObject#scale}\n * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the\n * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center\n * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}.\n *
[rotation]{@link PIXI.DisplayObject#rotation}\n * Rotation. This will rotate the display object's projection by this angle (in radians).\n *
[skew]{@link PIXI.DisplayObject#skew}\n *

Skewing. This can be used to deform a rectangular display object into a parallelogram.

\n *

\n * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be\n * thought of the net rotation applied to the coordinate axes (separately). For example, if \"skew.x\" is\n * ⍺ and \"skew.y\" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be\n * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will\n * be rotated by an angle between ⍺ and β.\n *

\n *

\n * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying\n * a rotation. Indeed, if \"skew.x\" = -ϴ and \"skew.y\" = ϴ, it will produce an equivalent of \"rotation\" = ϴ.\n *

\n *

\n * Another quite interesting observation is that \"skew.x\", \"skew.y\", rotation are communtative operations. Indeed,\n * because rotation is essentially a careful combination of the two.\n *

\n *
angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
xTranslation. This is an alias for position.x!
yTranslation. This is an alias for position.y!
width\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing\n * the \"requested\" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there\n * is no concept of user-defined width.\n *
height\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing\n * the \"requested\" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there\n * is no concept of user-defined height.\n *
\n *\n * ## Bounds\n *\n * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit\n * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the\n * `worldTransform` to calculate in world space).\n *\n * There are a few additional types of bounding boxes:\n *\n * | Bounds | Description |\n * | --------------------- | ---------------------------------------------------------------------------------------- |\n * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. |\n * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. |\n * | Render Bounds | The bounds, but including extra rendering effects like filter padding. |\n * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. |\n * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. |\n * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)|\n * | Content Bounds | The natural bounds when excluding all children of a `Container`. |\n *\n * ### calculateBounds\n *\n * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children.\n *\n * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and\n * `getLocalBounds` to work. This method must write the bounds into `this._bounds`.\n *\n * Generally, the following technique works for most simple cases: take the list of points\n * forming the \"hull\" of the object (i.e. outline of the object's shape), and then add them\n * using {@link PIXI.Bounds#addPointMatrix}.\n *\n * ```js\n * calculateBounds(): void\n * {\n * const points = [...];\n *\n * for (let i = 0, j = points.length; i < j; i++)\n * {\n * this._bounds.addPointMatrix(this.worldTransform, points[i]);\n * }\n * }\n * ```\n *\n * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them\n * in one array together.\n *\n * ## Alpha\n *\n * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display\n * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not\n * applied on any ancestor further up the chain).\n *\n * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}.\n *\n * ## Renderable vs Visible\n *\n * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the\n * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display\n * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not\n * be calculated.\n *\n * It is recommended that applications use the `renderable` property for culling. See\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details.\n *\n * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This\n * one is also better in terms of performance.\n * @memberof PIXI\n */\nvar DisplayObject = /** @class */ (function (_super) {\n __extends(DisplayObject, _super);\n function DisplayObject() {\n var _this = _super.call(this) || this;\n _this.tempDisplayObjectParent = null;\n // TODO: need to create Transform from factory\n _this.transform = new Transform();\n _this.alpha = 1;\n _this.visible = true;\n _this.renderable = true;\n _this.cullable = false;\n _this.cullArea = null;\n _this.parent = null;\n _this.worldAlpha = 1;\n _this._lastSortedIndex = 0;\n _this._zIndex = 0;\n _this.filterArea = null;\n _this.filters = null;\n _this._enabledFilters = null;\n _this._bounds = new Bounds();\n _this._localBounds = null;\n _this._boundsID = 0;\n _this._boundsRect = null;\n _this._localBoundsRect = null;\n _this._mask = null;\n _this._maskRefCount = 0;\n _this._destroyed = false;\n _this.isSprite = false;\n _this.isMask = false;\n return _this;\n }\n /**\n * Mixes all enumerable properties and methods from a source object to DisplayObject.\n * @param source - The source of properties and methods to mix in.\n */\n DisplayObject.mixin = function (source) {\n // in ES8/ES2017, this would be really easy:\n // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source));\n // get all the enumerable property keys\n var keys = Object.keys(source);\n // loop through properties\n for (var i = 0; i < keys.length; ++i) {\n var propertyName = keys[i];\n // Set the property using the property descriptor - this works for accessors and normal value properties\n Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName));\n }\n };\n Object.defineProperty(DisplayObject.prototype, \"destroyed\", {\n /**\n * Fired when this DisplayObject is added to a Container.\n * @instance\n * @event added\n * @param {PIXI.Container} container - The container added to.\n */\n /**\n * Fired when this DisplayObject is removed from a Container.\n * @instance\n * @event removed\n * @param {PIXI.Container} container - The container removed from.\n */\n /**\n * Fired when this DisplayObject is destroyed. This event is emitted once\n * destroy is finished.\n * @instance\n * @event destroyed\n */\n /** Readonly flag for destroyed display objects. */\n get: function () {\n return this._destroyed;\n },\n enumerable: false,\n configurable: true\n });\n /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */\n DisplayObject.prototype._recursivePostUpdateTransform = function () {\n if (this.parent) {\n this.parent._recursivePostUpdateTransform();\n this.transform.updateTransform(this.parent.transform);\n }\n else {\n this.transform.updateTransform(this._tempDisplayObjectParent.transform);\n }\n };\n /** Updates the object transform for rendering. TODO - Optimization pass! */\n DisplayObject.prototype.updateTransform = function () {\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // multiply the alphas..\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n };\n /**\n * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}.\n *\n * This method is expensive on containers with a large subtree (like the stage). This is because the bounds\n * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to\n * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update\n * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using\n * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise,\n * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as\n * its height increases.\n *\n * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated.\n * The world bounds of all display objects in a container's **subtree** will also be recalculated.\n *\n * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds\n * calculation if needed.\n *\n * ```js\n * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect);\n * ```\n *\n * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This\n * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more\n * details.\n *\n * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms\n * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain\n * cases.\n * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The minimum axis-aligned rectangle in world space that fits around this object.\n */\n DisplayObject.prototype.getBounds = function (skipUpdate, rect) {\n if (!skipUpdate) {\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else {\n this._recursivePostUpdateTransform();\n this.updateTransform();\n }\n }\n if (this._bounds.updateID !== this._boundsID) {\n this.calculateBounds();\n this._bounds.updateID = this._boundsID;\n }\n if (!rect) {\n if (!this._boundsRect) {\n this._boundsRect = new Rectangle();\n }\n rect = this._boundsRect;\n }\n return this._bounds.getRectangle(rect);\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The rectangular bounding area.\n */\n DisplayObject.prototype.getLocalBounds = function (rect) {\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n var transformRef = this.transform;\n var parentRef = this.parent;\n this.parent = null;\n this.transform = this._tempDisplayObjectParent.transform;\n var worldBounds = this._bounds;\n var worldBoundsID = this._boundsID;\n this._bounds = this._localBounds;\n var bounds = this.getBounds(false, rect);\n this.parent = parentRef;\n this.transform = transformRef;\n this._bounds = worldBounds;\n this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects\n return bounds;\n };\n /**\n * Calculates the global position of the display object.\n * @param position - The world origin to calculate from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform.\n * @returns - A point object representing the position of this object.\n */\n DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) {\n if (skipUpdate === void 0) { skipUpdate = false; }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // don't need to update the lot\n return this.worldTransform.apply(position, point);\n };\n /**\n * Calculates the local position of the display object relative to another point.\n * @param position - The world origin to calculate from.\n * @param from - The DisplayObject to calculate the global position from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform\n * @returns - A point object representing the position of this object\n */\n DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) {\n if (from) {\n position = from.toGlobal(position, point, skipUpdate);\n }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // simply apply the matrix..\n return this.worldTransform.applyInverse(position, point);\n };\n /**\n * Set the parent Container of this DisplayObject.\n * @param container - The Container to add this DisplayObject to.\n * @returns - The Container that this DisplayObject was added to.\n */\n DisplayObject.prototype.setParent = function (container) {\n if (!container || !container.addChild) {\n throw new Error('setParent: Argument must be a Container');\n }\n container.addChild(this);\n return container;\n };\n /**\n * Convenience function to set the position, scale, skew and pivot at once.\n * @param x - The X position\n * @param y - The Y position\n * @param scaleX - The X scale value\n * @param scaleY - The Y scale value\n * @param rotation - The rotation\n * @param skewX - The X skew value\n * @param skewY - The Y skew value\n * @param pivotX - The X pivot value\n * @param pivotY - The Y pivot value\n * @returns - The DisplayObject instance\n */\n DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (scaleX === void 0) { scaleX = 1; }\n if (scaleY === void 0) { scaleY = 1; }\n if (rotation === void 0) { rotation = 0; }\n if (skewX === void 0) { skewX = 0; }\n if (skewY === void 0) { skewY = 0; }\n if (pivotX === void 0) { pivotX = 0; }\n if (pivotY === void 0) { pivotY = 0; }\n this.position.x = x;\n this.position.y = y;\n this.scale.x = !scaleX ? 1 : scaleX;\n this.scale.y = !scaleY ? 1 : scaleY;\n this.rotation = rotation;\n this.skew.x = skewX;\n this.skew.y = skewY;\n this.pivot.x = pivotX;\n this.pivot.y = pivotY;\n return this;\n };\n /**\n * Base destroy method for generic display objects. This will automatically\n * remove the display object from its parent Container as well as remove\n * all current event listeners and internal references. Do not use a DisplayObject\n * after calling `destroy()`.\n * @param _options\n */\n DisplayObject.prototype.destroy = function (_options) {\n if (this.parent) {\n this.parent.removeChild(this);\n }\n this._destroyed = true;\n this.transform = null;\n this.parent = null;\n this._bounds = null;\n this.mask = null;\n this.cullArea = null;\n this.filters = null;\n this.filterArea = null;\n this.hitArea = null;\n this.interactive = false;\n this.interactiveChildren = false;\n this.emit('destroyed');\n this.removeAllListeners();\n };\n Object.defineProperty(DisplayObject.prototype, \"_tempDisplayObjectParent\", {\n /**\n * @protected\n * @member {PIXI.Container}\n */\n get: function () {\n if (this.tempDisplayObjectParent === null) {\n // eslint-disable-next-line @typescript-eslint/no-use-before-define\n this.tempDisplayObjectParent = new TemporaryDisplayObject();\n }\n return this.tempDisplayObjectParent;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root\n *\n * ```\n * const cacheParent = elem.enableTempParent();\n * elem.updateTransform();\n * elem.disableTempParent(cacheParent);\n * ```\n * @returns - current parent\n */\n DisplayObject.prototype.enableTempParent = function () {\n var myParent = this.parent;\n this.parent = this._tempDisplayObjectParent;\n return myParent;\n };\n /**\n * Pair method for `enableTempParent`\n * @param cacheParent - Actual parent of element\n */\n DisplayObject.prototype.disableTempParent = function (cacheParent) {\n this.parent = cacheParent;\n };\n Object.defineProperty(DisplayObject.prototype, \"x\", {\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n * An alias to position.x\n */\n get: function () {\n return this.position.x;\n },\n set: function (value) {\n this.transform.position.x = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"y\", {\n /**\n * The position of the displayObject on the y axis relative to the local coordinates of the parent.\n * An alias to position.y\n */\n get: function () {\n return this.position.y;\n },\n set: function (value) {\n this.transform.position.y = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldTransform\", {\n /**\n * Current transform of the object based on world (parent) factors.\n * @readonly\n */\n get: function () {\n return this.transform.worldTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"localTransform\", {\n /**\n * Current transform of the object based on local factors: position, scale, other stuff.\n * @readonly\n */\n get: function () {\n return this.transform.localTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"position\", {\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.position;\n },\n set: function (value) {\n this.transform.position.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"scale\", {\n /**\n * The scale factors of this object along the local coordinate axes.\n *\n * The default scale is (1, 1).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.scale;\n },\n set: function (value) {\n this.transform.scale.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"pivot\", {\n /**\n * The center of rotation, scaling, and skewing for this display object in its local space. The `position`\n * is the projection of `pivot` in the parent's local space.\n *\n * By default, the pivot is the origin (0, 0).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.pivot;\n },\n set: function (value) {\n this.transform.pivot.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"skew\", {\n /**\n * The skew factor for the object in radians.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.skew;\n },\n set: function (value) {\n this.transform.skew.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"rotation\", {\n /**\n * The rotation of the object in radians.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation;\n },\n set: function (value) {\n this.transform.rotation = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"angle\", {\n /**\n * The angle of the object in degrees.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation * RAD_TO_DEG;\n },\n set: function (value) {\n this.transform.rotation = value * DEG_TO_RAD;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"zIndex\", {\n /**\n * The zIndex of the displayObject.\n *\n * If a container has the sortableChildren property set to true, children will be automatically\n * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array,\n * and thus rendered on top of other display objects within the same container.\n * @see PIXI.Container#sortableChildren\n */\n get: function () {\n return this._zIndex;\n },\n set: function (value) {\n this._zIndex = value;\n if (this.parent) {\n this.parent.sortDirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldVisible\", {\n /**\n * Indicates if the object is globally visible.\n * @readonly\n */\n get: function () {\n var item = this;\n do {\n if (!item.visible) {\n return false;\n }\n item = item.parent;\n } while (item);\n return true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"mask\", {\n /**\n * Sets a mask for the displayObject. A mask is an object that limits the visibility of an\n * object to the shape of the mask applied to it. In PixiJS a regular mask must be a\n * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it\n * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent.\n * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong.\n * To remove a mask, set this property to `null`.\n *\n * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.\n * @example\n * const graphics = new PIXI.Graphics();\n * graphics.beginFill(0xFF3300);\n * graphics.drawRect(50, 250, 100, 100);\n * graphics.endFill();\n *\n * const sprite = new PIXI.Sprite(texture);\n * sprite.mask = graphics;\n * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.\n */\n get: function () {\n return this._mask;\n },\n set: function (value) {\n if (this._mask === value) {\n return;\n }\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n maskObject._maskRefCount--;\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = true;\n maskObject.isMask = false;\n }\n }\n }\n this._mask = value;\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = false;\n maskObject.isMask = true;\n }\n maskObject._maskRefCount++;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return DisplayObject;\n}(EventEmitter));\n/**\n * @private\n */\nvar TemporaryDisplayObject = /** @class */ (function (_super) {\n __extends(TemporaryDisplayObject, _super);\n function TemporaryDisplayObject() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n _this.sortDirty = null;\n return _this;\n }\n return TemporaryDisplayObject;\n}(DisplayObject));\n/**\n * DisplayObject default updateTransform, does not update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.DisplayObject#\n * @method displayObjectUpdateTransform\n */\nDisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;\n\n/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\nfunction sortChildren(a, b) {\n if (a.zIndex === b.zIndex) {\n return a._lastSortedIndex - b._lastSortedIndex;\n }\n return a.zIndex - b.zIndex;\n}\n/**\n * Container is a general-purpose display object that holds children. It also adds built-in support for advanced\n * rendering features like masking and filtering.\n *\n * It is the base class of all display objects that act as a container for other objects, including Graphics\n * and Sprite.\n *\n * ```js\n * import { BlurFilter } from '@pixi/filter-blur';\n * import { Container } from '@pixi/display';\n * import { Graphics } from '@pixi/graphics';\n * import { Sprite } from '@pixi/sprite';\n *\n * let container = new Container();\n * let sprite = Sprite.from(\"https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png\");\n *\n * sprite.width = 512;\n * sprite.height = 512;\n *\n * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container\n * // is rendered.\n * container.addChild(sprite);\n *\n * // Blurs whatever is rendered by the container\n * container.filters = [new BlurFilter()];\n *\n * // Only the contents within a circle at the center should be rendered onto the screen.\n * container.mask = new Graphics()\n * .beginFill(0xffffff)\n * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2)\n * .endFill();\n * ```\n * @memberof PIXI\n */\nvar Container = /** @class */ (function (_super) {\n __extends(Container, _super);\n function Container() {\n var _this = _super.call(this) || this;\n _this.children = [];\n _this.sortableChildren = settings.SORTABLE_CHILDREN;\n _this.sortDirty = false;\n return _this;\n /**\n * Fired when a DisplayObject is added to this Container.\n * @event PIXI.Container#childAdded\n * @param {PIXI.DisplayObject} child - The child added to the Container.\n * @param {PIXI.Container} container - The container that added the child.\n * @param {number} index - The children's index of the added child.\n */\n /**\n * Fired when a DisplayObject is removed from this Container.\n * @event PIXI.DisplayObject#removedFrom\n * @param {PIXI.DisplayObject} child - The child removed from the Container.\n * @param {PIXI.Container} container - The container that removed removed the child.\n * @param {number} index - The former children's index of the removed child\n */\n }\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified.\n * @param _length\n */\n Container.prototype.onChildrenChange = function (_length) {\n /* empty */\n };\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container\n * @returns {PIXI.DisplayObject} - The first child that was added.\n */\n Container.prototype.addChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the array and add all children\n for (var i = 0; i < children.length; i++) {\n // eslint-disable-next-line prefer-rest-params\n this.addChild(children[i]);\n }\n }\n else {\n var child = children[0];\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.push(child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n this.emit('childAdded', child, this, this.children.length - 1);\n child.emit('added', this);\n }\n return children[0];\n };\n /**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n * @param {PIXI.DisplayObject} child - The child to add\n * @param {number} index - The index to place the child in\n * @returns {PIXI.DisplayObject} The child that was added.\n */\n Container.prototype.addChildAt = function (child, index) {\n if (index < 0 || index > this.children.length) {\n throw new Error(child + \"addChildAt: The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.splice(index, 0, child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('added', this);\n this.emit('childAdded', child, this, index);\n return child;\n };\n /**\n * Swaps the position of 2 Display Objects within this container.\n * @param child - First display object to swap\n * @param child2 - Second display object to swap\n */\n Container.prototype.swapChildren = function (child, child2) {\n if (child === child2) {\n return;\n }\n var index1 = this.getChildIndex(child);\n var index2 = this.getChildIndex(child2);\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n };\n /**\n * Returns the index position of a child DisplayObject instance\n * @param child - The DisplayObject instance to identify\n * @returns - The index position of the child display object to identify\n */\n Container.prototype.getChildIndex = function (child) {\n var index = this.children.indexOf(child);\n if (index === -1) {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n return index;\n };\n /**\n * Changes the position of an existing child in the display object container\n * @param child - The child DisplayObject instance for which you want to change the index number\n * @param index - The resulting index number for the child display object\n */\n Container.prototype.setChildIndex = function (child, index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n var currentIndex = this.getChildIndex(child);\n removeItems(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n this.onChildrenChange(index);\n };\n /**\n * Returns the child at the specified index\n * @param index - The index to get the child at\n * @returns - The child at the given index, if any.\n */\n Container.prototype.getChildAt = function (index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"getChildAt: Index (\" + index + \") does not exist.\");\n }\n return this.children[index];\n };\n /**\n * Removes one or more children from the container.\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove\n * @returns {PIXI.DisplayObject} The first child that was removed.\n */\n Container.prototype.removeChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the arguments property and remove all children\n for (var i = 0; i < children.length; i++) {\n this.removeChild(children[i]);\n }\n }\n else {\n var child = children[0];\n var index = this.children.indexOf(child);\n if (index === -1)\n { return null; }\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n }\n return children[0];\n };\n /**\n * Removes a child from the specified index position.\n * @param index - The index to get the child from\n * @returns The child that was removed.\n */\n Container.prototype.removeChildAt = function (index) {\n var child = this.getChildAt(index);\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n return child;\n };\n /**\n * Removes all children from this container that are within the begin and end indexes.\n * @param beginIndex - The beginning position.\n * @param endIndex - The ending position. Default value is size of the container.\n * @returns - List of removed children\n */\n Container.prototype.removeChildren = function (beginIndex, endIndex) {\n if (beginIndex === void 0) { beginIndex = 0; }\n if (endIndex === void 0) { endIndex = this.children.length; }\n var begin = beginIndex;\n var end = endIndex;\n var range = end - begin;\n var removed;\n if (range > 0 && range <= end) {\n removed = this.children.splice(begin, range);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].parent = null;\n if (removed[i].transform) {\n removed[i].transform._parentID = -1;\n }\n }\n this._boundsID++;\n this.onChildrenChange(beginIndex);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].emit('removed', this);\n this.emit('childRemoved', removed[i], this, i);\n }\n return removed;\n }\n else if (range === 0 && this.children.length === 0) {\n return [];\n }\n throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n };\n /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */\n Container.prototype.sortChildren = function () {\n var sortRequired = false;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n child._lastSortedIndex = i;\n if (!sortRequired && child.zIndex !== 0) {\n sortRequired = true;\n }\n }\n if (sortRequired && this.children.length > 1) {\n this.children.sort(sortChildren);\n }\n this.sortDirty = false;\n };\n /** Updates the transform on all children of this container for rendering. */\n Container.prototype.updateTransform = function () {\n if (this.sortableChildren && this.sortDirty) {\n this.sortChildren();\n }\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // TODO: check render flags, how to process stuff here\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n };\n /**\n * Recalculates the bounds of the container.\n *\n * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds\n * is limited to its mask's bounds or filterArea, if any is applied.\n */\n Container.prototype.calculateBounds = function () {\n this._bounds.clear();\n this._calculateBounds();\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n if (!child.visible || !child.renderable) {\n continue;\n }\n child.calculateBounds();\n // TODO: filter+mask, need to mask both somehow\n if (child._mask) {\n var maskObject = (child._mask.isMaskData\n ? child._mask.maskObject : child._mask);\n if (maskObject) {\n maskObject.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, maskObject._bounds);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n else if (child.filterArea) {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n this._bounds.updateID = this._boundsID;\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n *\n * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render()\n * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms,\n * it was default behaviour of pixi 4.0-5.2 and caused many problems to users.\n * @returns - The rectangular bounding area.\n */\n Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) {\n if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; }\n var result = _super.prototype.getLocalBounds.call(this, rect);\n if (!skipChildrenUpdate) {\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n }\n return result;\n };\n /**\n * Recalculates the content bounds of this object. This should be overriden to\n * calculate the bounds of this specific object (not including children).\n * @protected\n */\n Container.prototype._calculateBounds = function () {\n // FILL IN//\n };\n /**\n * Renders this object and its children with culling.\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n Container.prototype._renderWithCulling = function (renderer) {\n var sourceFrame = renderer.renderTexture.sourceFrame;\n // If the source frame is empty, stop rendering.\n if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) {\n return;\n }\n // Render the content of the container only if its bounds intersect with the source frame.\n // All filters are on the stack at this point, and the filter source frame is bound:\n // therefore, even if the bounds to non intersect the filter frame, the filter\n // is still applied and any filter padding that is in the frame is rendered correctly.\n var bounds;\n var transform;\n // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea\n // rectangle must completely contain the container and its children including filter padding.\n if (this.cullArea) {\n bounds = this.cullArea;\n transform = this.worldTransform;\n }\n // If the container doesn't override _render, we can skip the bounds calculation and intersection test.\n else if (this._render !== Container.prototype._render) {\n bounds = this.getBounds(true);\n }\n // Render the container if the source frame intersects the bounds.\n if (bounds && sourceFrame.intersects(bounds, transform)) {\n this._render(renderer);\n }\n // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering.\n else if (this.cullArea) {\n return;\n }\n // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect\n // the source frame, because the children might have filters with nonzero padding, which may intersect\n // with the source frame while the bounds do not: filter padding is not included in the bounds.\n // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered\n // if they are out of frame; otherwise, render the children normally.\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n var childCullable = child.cullable;\n child.cullable = childCullable || !this.cullArea;\n child.render(renderer);\n child.cullable = childCullable;\n }\n };\n /**\n * Renders the object using the WebGL renderer.\n *\n * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the\n * container itself. This `render` method will invoke it, and also invoke the `render` methods of all\n * children afterward.\n *\n * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and\n * the bounds of this object are out of frame, this implementation will entirely skip rendering.\n * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally,\n * setting alpha to zero is not recommended for purely skipping rendering.\n *\n * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is\n * advised to employ **culling** to automatically skip rendering objects outside of the current screen.\n * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}.\n * Other culling methods might be better suited for a large number static objects; see\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}.\n *\n * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or\n * filtering is applied on a container. This does, however, break batching and can affect performance when\n * masking and filtering is applied extensively throughout the scene graph.\n * @param renderer - The renderer\n */\n Container.prototype.render = function (renderer) {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || (this.filters && this.filters.length)) {\n this.renderAdvanced(renderer);\n }\n else if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n };\n /**\n * Render the object using the WebGL renderer and advanced features.\n * @param renderer - The renderer\n */\n Container.prototype.renderAdvanced = function (renderer) {\n var filters = this.filters;\n var mask = this._mask;\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters) {\n if (!this._enabledFilters) {\n this._enabledFilters = [];\n }\n this._enabledFilters.length = 0;\n for (var i = 0; i < filters.length; i++) {\n if (filters[i].enabled) {\n this._enabledFilters.push(filters[i]);\n }\n }\n }\n var flush = (filters && this._enabledFilters && this._enabledFilters.length)\n || (mask && (!mask.isMaskData\n || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE))));\n if (flush) {\n renderer.batch.flush();\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.push(this, this._enabledFilters);\n }\n if (mask) {\n renderer.mask.push(this, this._mask);\n }\n if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n if (flush) {\n renderer.batch.flush();\n }\n if (mask) {\n renderer.mask.pop(this);\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.pop();\n }\n };\n /**\n * To be overridden by the subclasses.\n * @param _renderer - The renderer\n */\n Container.prototype._render = function (_renderer) {\n // this is where content itself gets rendered...\n };\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n Container.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this);\n this.sortDirty = false;\n var destroyChildren = typeof options === 'boolean' ? options : options && options.children;\n var oldChildren = this.removeChildren(0, this.children.length);\n if (destroyChildren) {\n for (var i = 0; i < oldChildren.length; ++i) {\n oldChildren[i].destroy(options);\n }\n }\n };\n Object.defineProperty(Container.prototype, \"width\", {\n /** The width of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.x * this.getLocalBounds().width;\n },\n set: function (value) {\n var width = this.getLocalBounds().width;\n if (width !== 0) {\n this.scale.x = value / width;\n }\n else {\n this.scale.x = 1;\n }\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Container.prototype, \"height\", {\n /** The height of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.y * this.getLocalBounds().height;\n },\n set: function (value) {\n var height = this.getLocalBounds().height;\n if (height !== 0) {\n this.scale.y = value / height;\n }\n else {\n this.scale.y = 1;\n }\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n return Container;\n}(DisplayObject));\n/**\n * Container default updateTransform, does update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.Container#\n * @method containerUpdateTransform\n */\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n\nexport { Bounds, Container, DisplayObject, TemporaryDisplayObject };\n//# sourceMappingURL=display.mjs.map\n","/*!\n * @pixi/app - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/app is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { ExtensionType, extensions, autoDetectRenderer } from '@pixi/core';\nimport { Container } from '@pixi/display';\n\n/**\n * Middleware for for Application's resize functionality\n * @private\n * @class\n */\nvar ResizePlugin = /** @class */ (function () {\n function ResizePlugin() {\n }\n /**\n * Initialize the plugin with scope of application instance\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n ResizePlugin.init = function (options) {\n var _this = this;\n Object.defineProperty(this, 'resizeTo', \n /**\n * The HTML element or window to automatically resize the\n * renderer's view element to match width and height.\n * @member {Window|HTMLElement}\n * @name resizeTo\n * @memberof PIXI.Application#\n */\n {\n set: function (dom) {\n globalThis.removeEventListener('resize', this.queueResize);\n this._resizeTo = dom;\n if (dom) {\n globalThis.addEventListener('resize', this.queueResize);\n this.resize();\n }\n },\n get: function () {\n return this._resizeTo;\n },\n });\n /**\n * Resize is throttled, so it's safe to call this multiple times per frame and it'll\n * only be called once.\n * @memberof PIXI.Application#\n * @method queueResize\n * @private\n */\n this.queueResize = function () {\n if (!_this._resizeTo) {\n return;\n }\n _this.cancelResize();\n // // Throttle resize events per raf\n _this._resizeId = requestAnimationFrame(function () { return _this.resize(); });\n };\n /**\n * Cancel the resize queue.\n * @memberof PIXI.Application#\n * @method cancelResize\n * @private\n */\n this.cancelResize = function () {\n if (_this._resizeId) {\n cancelAnimationFrame(_this._resizeId);\n _this._resizeId = null;\n }\n };\n /**\n * Execute an immediate resize on the renderer, this is not\n * throttled and can be expensive to call many times in a row.\n * Will resize only if `resizeTo` property is set.\n * @memberof PIXI.Application#\n * @method resize\n */\n this.resize = function () {\n if (!_this._resizeTo) {\n return;\n }\n // clear queue resize\n _this.cancelResize();\n var width;\n var height;\n // Resize to the window\n if (_this._resizeTo === globalThis.window) {\n width = globalThis.innerWidth;\n height = globalThis.innerHeight;\n }\n // Resize to other HTML entities\n else {\n var _a = _this._resizeTo, clientWidth = _a.clientWidth, clientHeight = _a.clientHeight;\n width = clientWidth;\n height = clientHeight;\n }\n _this.renderer.resize(width, height);\n };\n // On resize\n this._resizeId = null;\n this._resizeTo = null;\n this.resizeTo = options.resizeTo || null;\n };\n /**\n * Clean up the ticker, scoped to application\n * @static\n * @private\n */\n ResizePlugin.destroy = function () {\n globalThis.removeEventListener('resize', this.queueResize);\n this.cancelResize();\n this.cancelResize = null;\n this.queueResize = null;\n this.resizeTo = null;\n this.resize = null;\n };\n /** @ignore */\n ResizePlugin.extension = ExtensionType.Application;\n return ResizePlugin;\n}());\n\n/*!\n * @pixi/settings - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/settings is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV$1;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV$1 || (ENV$1 = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE$1;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE$1 || (RENDERER_TYPE$1 = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS$1;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS$1 || (BUFFER_BITS$1 = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES$1;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES$1 || (BLEND_MODES$1 = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES$1;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES$1 || (DRAW_MODES$1 = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS$1;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS$1 || (FORMATS$1 = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS$1;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS$1 || (TARGETS$1 = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES$1;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES$1 || (TYPES$1 = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES$1;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES$1 || (SAMPLER_TYPES$1 = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES$1;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES$1 || (SCALE_MODES$1 = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES$1;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES$1 || (WRAP_MODES$1 = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES$1;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES$1 || (MIPMAP_MODES$1 = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES$1;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES$1 || (ALPHA_MODES$1 = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES$1;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES$1 || (CLEAR_MODES$1 = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES$1;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES$1 || (GC_MODES$1 = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION$1;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION$1 || (PRECISION$1 = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES$1;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES$1 || (MASK_TYPES$1 = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS$1;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS$1 || (COLOR_MASK_BITS$1 = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY$1;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY$1 || (MSAA_QUALITY$1 = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE$1;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE$1 || (BUFFER_TYPE$1 = {}));\n\nvar BrowserAdapter = {\n /**\n * Creates a canvas element of the given size.\n * This canvas is created using the browser's native canvas element.\n * @param width - width of the canvas\n * @param height - height of the canvas\n */\n createCanvas: function (width, height) {\n var canvas = document.createElement('canvas');\n canvas.width = width;\n canvas.height = height;\n return canvas;\n },\n getWebGLRenderingContext: function () { return WebGLRenderingContext; },\n getNavigator: function () { return navigator; },\n getBaseUrl: function () { var _a; return (_a = document.baseURI) !== null && _a !== void 0 ? _a : window.location.href; },\n fetch: function (url, options) { return fetch(url, options); },\n};\n\nvar appleIphone = /iPhone/i;\nvar appleIpod = /iPod/i;\nvar appleTablet = /iPad/i;\nvar appleUniversal = /\\biOS-universal(?:.+)Mac\\b/i;\nvar androidPhone = /\\bAndroid(?:.+)Mobile\\b/i;\nvar androidTablet = /Android/i;\nvar amazonPhone = /(?:SD4930UR|\\bSilk(?:.+)Mobile\\b)/i;\nvar amazonTablet = /Silk/i;\nvar windowsPhone = /Windows Phone/i;\nvar windowsTablet = /\\bWindows(?:.+)ARM\\b/i;\nvar otherBlackBerry = /BlackBerry/i;\nvar otherBlackBerry10 = /BB10/i;\nvar otherOpera = /Opera Mini/i;\nvar otherChrome = /\\b(CriOS|Chrome)(?:.+)Mobile/i;\nvar otherFirefox = /Mobile(?:.+)Firefox\\b/i;\nvar isAppleTabletOnIos13 = function (navigator) {\n return (typeof navigator !== 'undefined' &&\n navigator.platform === 'MacIntel' &&\n typeof navigator.maxTouchPoints === 'number' &&\n navigator.maxTouchPoints > 1 &&\n typeof MSStream === 'undefined');\n};\nfunction createMatch(userAgent) {\n return function (regex) { return regex.test(userAgent); };\n}\nfunction isMobile$1(param) {\n var nav = {\n userAgent: '',\n platform: '',\n maxTouchPoints: 0\n };\n if (!param && typeof navigator !== 'undefined') {\n nav = {\n userAgent: navigator.userAgent,\n platform: navigator.platform,\n maxTouchPoints: navigator.maxTouchPoints || 0\n };\n }\n else if (typeof param === 'string') {\n nav.userAgent = param;\n }\n else if (param && param.userAgent) {\n nav = {\n userAgent: param.userAgent,\n platform: param.platform,\n maxTouchPoints: param.maxTouchPoints || 0\n };\n }\n var userAgent = nav.userAgent;\n var tmp = userAgent.split('[FBAN');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n tmp = userAgent.split('Twitter');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n var match = createMatch(userAgent);\n var result = {\n apple: {\n phone: match(appleIphone) && !match(windowsPhone),\n ipod: match(appleIpod),\n tablet: !match(appleIphone) &&\n (match(appleTablet) || isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone),\n universal: match(appleUniversal),\n device: (match(appleIphone) ||\n match(appleIpod) ||\n match(appleTablet) ||\n match(appleUniversal) ||\n isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone)\n },\n amazon: {\n phone: match(amazonPhone),\n tablet: !match(amazonPhone) && match(amazonTablet),\n device: match(amazonPhone) || match(amazonTablet)\n },\n android: {\n phone: (!match(windowsPhone) && match(amazonPhone)) ||\n (!match(windowsPhone) && match(androidPhone)),\n tablet: !match(windowsPhone) &&\n !match(amazonPhone) &&\n !match(androidPhone) &&\n (match(amazonTablet) || match(androidTablet)),\n device: (!match(windowsPhone) &&\n (match(amazonPhone) ||\n match(amazonTablet) ||\n match(androidPhone) ||\n match(androidTablet))) ||\n match(/\\bokhttp\\b/i)\n },\n windows: {\n phone: match(windowsPhone),\n tablet: match(windowsTablet),\n device: match(windowsPhone) || match(windowsTablet)\n },\n other: {\n blackberry: match(otherBlackBerry),\n blackberry10: match(otherBlackBerry10),\n opera: match(otherOpera),\n firefox: match(otherFirefox),\n chrome: match(otherChrome),\n device: match(otherBlackBerry) ||\n match(otherBlackBerry10) ||\n match(otherOpera) ||\n match(otherFirefox) ||\n match(otherChrome)\n },\n any: false,\n phone: false,\n tablet: false\n };\n result.any =\n result.apple.device ||\n result.android.device ||\n result.windows.device ||\n result.other.device;\n result.phone =\n result.apple.phone || result.android.phone || result.windows.phone;\n result.tablet =\n result.apple.tablet || result.android.tablet || result.windows.tablet;\n return result;\n}\n\nvar isMobile = isMobile$1(globalThis.navigator);\n\n/**\n * Uploading the same buffer multiple times in a single frame can cause performance issues.\n * Apparent on iOS so only check for that at the moment\n * This check may become more complex if this issue pops up elsewhere.\n * @private\n * @returns {boolean} `true` if the same buffer may be uploaded more than once.\n */\nfunction canUploadSameBuffer() {\n return !isMobile.apple.device;\n}\n\n/**\n * The maximum recommended texture units to use.\n * In theory the bigger the better, and for desktop we'll use as many as we can.\n * But some mobile devices slow down if there is to many branches in the shader.\n * So in practice there seems to be a sweet spot size that varies depending on the device.\n *\n * In v4, all mobile devices were limited to 4 texture units because for this.\n * In v5, we allow all texture units to be used on modern Apple or Android devices.\n * @private\n * @param {number} max\n * @returns {number} The maximum recommended texture units to use.\n */\nfunction maxRecommendedTextures(max) {\n var allowMax = true;\n if (isMobile.tablet || isMobile.phone) {\n if (isMobile.apple.device) {\n var match = (navigator.userAgent).match(/OS (\\d+)_(\\d+)?/);\n if (match) {\n var majorVersion = parseInt(match[1], 10);\n // Limit texture units on devices below iOS 11, which will be older hardware\n if (majorVersion < 11) {\n allowMax = false;\n }\n }\n }\n if (isMobile.android.device) {\n var match = (navigator.userAgent).match(/Android\\s([0-9.]*)/);\n if (match) {\n var majorVersion = parseInt(match[1], 10);\n // Limit texture units on devices below Android 7 (Nougat), which will be older hardware\n if (majorVersion < 7) {\n allowMax = false;\n }\n }\n }\n }\n return allowMax ? max : 4;\n}\n\n/**\n * User's customizable globals for overriding the default PIXI settings, such\n * as a renderer's default resolution, framerate, float precision, etc.\n * @example\n * // Use the native window resolution as the default resolution\n * // will support high-density displays when rendering\n * PIXI.settings.RESOLUTION = window.devicePixelRatio;\n *\n * // Disable interpolation when scaling, will make texture be pixelated\n * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST;\n * @namespace PIXI.settings\n */\nvar settings = {\n /**\n * This adapter is used to call methods that are platform dependent.\n * For example `document.createElement` only runs on the web but fails in node environments.\n * This allows us to support more platforms by abstracting away specific implementations per platform.\n *\n * By default the adapter is set to work in the browser. However you can create your own\n * by implementing the `IAdapter` interface. See `IAdapter` for more information.\n * @name ADAPTER\n * @memberof PIXI.settings\n * @type {PIXI.IAdapter}\n * @default PIXI.BrowserAdapter\n */\n ADAPTER: BrowserAdapter,\n /**\n * If set to true WebGL will attempt make textures mimpaped by default.\n * Mipmapping will only succeed if the base texture uploaded has power of two dimensions.\n * @static\n * @name MIPMAP_TEXTURES\n * @memberof PIXI.settings\n * @type {PIXI.MIPMAP_MODES}\n * @default PIXI.MIPMAP_MODES.POW2\n */\n MIPMAP_TEXTURES: MIPMAP_MODES$1.POW2,\n /**\n * Default anisotropic filtering level of textures.\n * Usually from 0 to 16\n * @static\n * @name ANISOTROPIC_LEVEL\n * @memberof PIXI.settings\n * @type {number}\n * @default 0\n */\n ANISOTROPIC_LEVEL: 0,\n /**\n * Default resolution / device pixel ratio of the renderer.\n * @static\n * @name RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n RESOLUTION: 1,\n /**\n * Default filter resolution.\n * @static\n * @name FILTER_RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n FILTER_RESOLUTION: 1,\n /**\n * Default filter samples.\n * @static\n * @name FILTER_MULTISAMPLE\n * @memberof PIXI.settings\n * @type {PIXI.MSAA_QUALITY}\n * @default PIXI.MSAA_QUALITY.NONE\n */\n FILTER_MULTISAMPLE: MSAA_QUALITY$1.NONE,\n /**\n * The maximum textures that this device supports.\n * @static\n * @name SPRITE_MAX_TEXTURES\n * @memberof PIXI.settings\n * @type {number}\n * @default 32\n */\n SPRITE_MAX_TEXTURES: maxRecommendedTextures(32),\n // TODO: maybe change to SPRITE.BATCH_SIZE: 2000\n // TODO: maybe add PARTICLE.BATCH_SIZE: 15000\n /**\n * The default sprite batch size.\n *\n * The default aims to balance desktop and mobile devices.\n * @static\n * @name SPRITE_BATCH_SIZE\n * @memberof PIXI.settings\n * @type {number}\n * @default 4096\n */\n SPRITE_BATCH_SIZE: 4096,\n /**\n * The default render options if none are supplied to {@link PIXI.Renderer}\n * or {@link PIXI.CanvasRenderer}.\n * @static\n * @name RENDER_OPTIONS\n * @memberof PIXI.settings\n * @type {object}\n * @property {HTMLCanvasElement} [view=null] -\n * @property {boolean} [antialias=false] -\n * @property {boolean} [autoDensity=false] -\n * @property {boolean} [useContextAlpha=true] -\n * @property {number} [backgroundColor=0x000000] -\n * @property {number} [backgroundAlpha=1] -\n * @property {boolean} [clearBeforeRender=true] -\n * @property {boolean} [preserveDrawingBuffer=false] -\n * @property {number} [width=800] -\n * @property {number} [height=600] -\n * @property {boolean} [legacy=false] -\n */\n RENDER_OPTIONS: {\n view: null,\n antialias: false,\n autoDensity: false,\n backgroundColor: 0x000000,\n backgroundAlpha: 1,\n useContextAlpha: true,\n clearBeforeRender: true,\n preserveDrawingBuffer: false,\n width: 800,\n height: 600,\n legacy: false,\n },\n /**\n * Default Garbage Collection mode.\n * @static\n * @name GC_MODE\n * @memberof PIXI.settings\n * @type {PIXI.GC_MODES}\n * @default PIXI.GC_MODES.AUTO\n */\n GC_MODE: GC_MODES$1.AUTO,\n /**\n * Default Garbage Collection max idle.\n * @static\n * @name GC_MAX_IDLE\n * @memberof PIXI.settings\n * @type {number}\n * @default 3600\n */\n GC_MAX_IDLE: 60 * 60,\n /**\n * Default Garbage Collection maximum check count.\n * @static\n * @name GC_MAX_CHECK_COUNT\n * @memberof PIXI.settings\n * @type {number}\n * @default 600\n */\n GC_MAX_CHECK_COUNT: 60 * 10,\n /**\n * Default wrap modes that are supported by pixi.\n * @static\n * @name WRAP_MODE\n * @memberof PIXI.settings\n * @type {PIXI.WRAP_MODES}\n * @default PIXI.WRAP_MODES.CLAMP\n */\n WRAP_MODE: WRAP_MODES$1.CLAMP,\n /**\n * Default scale mode for textures.\n * @static\n * @name SCALE_MODE\n * @memberof PIXI.settings\n * @type {PIXI.SCALE_MODES}\n * @default PIXI.SCALE_MODES.LINEAR\n */\n SCALE_MODE: SCALE_MODES$1.LINEAR,\n /**\n * Default specify float precision in vertex shader.\n * @static\n * @name PRECISION_VERTEX\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.HIGH\n */\n PRECISION_VERTEX: PRECISION$1.HIGH,\n /**\n * Default specify float precision in fragment shader.\n * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742\n * @static\n * @name PRECISION_FRAGMENT\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.MEDIUM\n */\n PRECISION_FRAGMENT: isMobile.apple.device ? PRECISION$1.HIGH : PRECISION$1.MEDIUM,\n /**\n * Can we upload the same buffer in a single frame?\n * @static\n * @name CAN_UPLOAD_SAME_BUFFER\n * @memberof PIXI.settings\n * @type {boolean}\n */\n CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(),\n /**\n * Enables bitmap creation before image load. This feature is experimental.\n * @static\n * @name CREATE_IMAGE_BITMAP\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n CREATE_IMAGE_BITMAP: false,\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * @static\n * @constant\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n ROUND_PIXELS: false,\n};\n\nvar commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {};\n\nfunction createCommonjsModule(fn, basedir, module) {\n\treturn module = {\n\t\tpath: basedir,\n\t\texports: {},\n\t\trequire: function (path, base) {\n\t\t\treturn commonjsRequire(path, (base === undefined || base === null) ? module.path : base);\n\t\t}\n\t}, fn(module, module.exports), module.exports;\n}\n\nfunction commonjsRequire () {\n\tthrow new Error('Dynamic requires are not currently supported by @rollup/plugin-commonjs');\n}\n\ncreateCommonjsModule(function (module) {\n\nvar has = Object.prototype.hasOwnProperty\n , prefix = '~';\n\n/**\n * Constructor to create a storage for our `EE` objects.\n * An `Events` instance is a plain object whose properties are event names.\n *\n * @constructor\n * @private\n */\nfunction Events() {}\n\n//\n// We try to not inherit from `Object.prototype`. In some engines creating an\n// instance in this way is faster than calling `Object.create(null)` directly.\n// If `Object.create(null)` is not supported we prefix the event names with a\n// character to make sure that the built-in object properties are not\n// overridden or used as an attack vector.\n//\nif (Object.create) {\n Events.prototype = Object.create(null);\n\n //\n // This hack is needed because the `__proto__` property is still inherited in\n // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.\n //\n if (!new Events().__proto__) { prefix = false; }\n}\n\n/**\n * Representation of a single event listener.\n *\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} [once=false] Specify if the listener is a one-time listener.\n * @constructor\n * @private\n */\nfunction EE(fn, context, once) {\n this.fn = fn;\n this.context = context;\n this.once = once || false;\n}\n\n/**\n * Add a listener for a given event.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} once Specify if the listener is a one-time listener.\n * @returns {EventEmitter}\n * @private\n */\nfunction addListener(emitter, event, fn, context, once) {\n if (typeof fn !== 'function') {\n throw new TypeError('The listener must be a function');\n }\n\n var listener = new EE(fn, context || emitter, once)\n , evt = prefix ? prefix + event : event;\n\n if (!emitter._events[evt]) { emitter._events[evt] = listener, emitter._eventsCount++; }\n else if (!emitter._events[evt].fn) { emitter._events[evt].push(listener); }\n else { emitter._events[evt] = [emitter._events[evt], listener]; }\n\n return emitter;\n}\n\n/**\n * Clear event by name.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} evt The Event name.\n * @private\n */\nfunction clearEvent(emitter, evt) {\n if (--emitter._eventsCount === 0) { emitter._events = new Events(); }\n else { delete emitter._events[evt]; }\n}\n\n/**\n * Minimal `EventEmitter` interface that is molded against the Node.js\n * `EventEmitter` interface.\n *\n * @constructor\n * @public\n */\nfunction EventEmitter() {\n this._events = new Events();\n this._eventsCount = 0;\n}\n\n/**\n * Return an array listing the events for which the emitter has registered\n * listeners.\n *\n * @returns {Array}\n * @public\n */\nEventEmitter.prototype.eventNames = function eventNames() {\n var names = []\n , events\n , name;\n\n if (this._eventsCount === 0) { return names; }\n\n for (name in (events = this._events)) {\n if (has.call(events, name)) { names.push(prefix ? name.slice(1) : name); }\n }\n\n if (Object.getOwnPropertySymbols) {\n return names.concat(Object.getOwnPropertySymbols(events));\n }\n\n return names;\n};\n\n/**\n * Return the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Array} The registered listeners.\n * @public\n */\nEventEmitter.prototype.listeners = function listeners(event) {\n var evt = prefix ? prefix + event : event\n , handlers = this._events[evt];\n\n if (!handlers) { return []; }\n if (handlers.fn) { return [handlers.fn]; }\n\n for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) {\n ee[i] = handlers[i].fn;\n }\n\n return ee;\n};\n\n/**\n * Return the number of listeners listening to a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Number} The number of listeners.\n * @public\n */\nEventEmitter.prototype.listenerCount = function listenerCount(event) {\n var evt = prefix ? prefix + event : event\n , listeners = this._events[evt];\n\n if (!listeners) { return 0; }\n if (listeners.fn) { return 1; }\n return listeners.length;\n};\n\n/**\n * Calls each of the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Boolean} `true` if the event had listeners, else `false`.\n * @public\n */\nEventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {\n var arguments$1 = arguments;\n\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) { return false; }\n\n var listeners = this._events[evt]\n , len = arguments.length\n , args\n , i;\n\n if (listeners.fn) {\n if (listeners.once) { this.removeListener(event, listeners.fn, undefined, true); }\n\n switch (len) {\n case 1: return listeners.fn.call(listeners.context), true;\n case 2: return listeners.fn.call(listeners.context, a1), true;\n case 3: return listeners.fn.call(listeners.context, a1, a2), true;\n case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;\n case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;\n case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;\n }\n\n for (i = 1, args = new Array(len -1); i < len; i++) {\n args[i - 1] = arguments$1[i];\n }\n\n listeners.fn.apply(listeners.context, args);\n } else {\n var length = listeners.length\n , j;\n\n for (i = 0; i < length; i++) {\n if (listeners[i].once) { this.removeListener(event, listeners[i].fn, undefined, true); }\n\n switch (len) {\n case 1: listeners[i].fn.call(listeners[i].context); break;\n case 2: listeners[i].fn.call(listeners[i].context, a1); break;\n case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;\n case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;\n default:\n if (!args) { for (j = 1, args = new Array(len -1); j < len; j++) {\n args[j - 1] = arguments$1[j];\n } }\n\n listeners[i].fn.apply(listeners[i].context, args);\n }\n }\n }\n\n return true;\n};\n\n/**\n * Add a listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.on = function on(event, fn, context) {\n return addListener(this, event, fn, context, false);\n};\n\n/**\n * Add a one-time listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.once = function once(event, fn, context) {\n return addListener(this, event, fn, context, true);\n};\n\n/**\n * Remove the listeners of a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn Only remove the listeners that match this function.\n * @param {*} context Only remove the listeners that have this context.\n * @param {Boolean} once Only remove one-time listeners.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) { return this; }\n if (!fn) {\n clearEvent(this, evt);\n return this;\n }\n\n var listeners = this._events[evt];\n\n if (listeners.fn) {\n if (\n listeners.fn === fn &&\n (!once || listeners.once) &&\n (!context || listeners.context === context)\n ) {\n clearEvent(this, evt);\n }\n } else {\n for (var i = 0, events = [], length = listeners.length; i < length; i++) {\n if (\n listeners[i].fn !== fn ||\n (once && !listeners[i].once) ||\n (context && listeners[i].context !== context)\n ) {\n events.push(listeners[i]);\n }\n }\n\n //\n // Reset the array, or remove it completely if we have no more listeners.\n //\n if (events.length) { this._events[evt] = events.length === 1 ? events[0] : events; }\n else { clearEvent(this, evt); }\n }\n\n return this;\n};\n\n/**\n * Remove all listeners, or those of the specified event.\n *\n * @param {(String|Symbol)} [event] The event name.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {\n var evt;\n\n if (event) {\n evt = prefix ? prefix + event : event;\n if (this._events[evt]) { clearEvent(this, evt); }\n } else {\n this._events = new Events();\n this._eventsCount = 0;\n }\n\n return this;\n};\n\n//\n// Alias methods names because people roll like that.\n//\nEventEmitter.prototype.off = EventEmitter.prototype.removeListener;\nEventEmitter.prototype.addListener = EventEmitter.prototype.on;\n\n//\n// Expose the prefix.\n//\nEventEmitter.prefixed = prefix;\n\n//\n// Allow `EventEmitter` to be imported as module namespace.\n//\nEventEmitter.EventEmitter = EventEmitter;\n\n//\n// Expose the module.\n//\n{\n module.exports = EventEmitter;\n}\n});\n\ncreateCommonjsModule(function (module, exports) {\n(function(root) {\n\n\t/** Detect free variables */\n\tvar freeExports = exports &&\n\t\t!exports.nodeType && exports;\n\tvar freeModule = module &&\n\t\t!module.nodeType && module;\n\tvar freeGlobal = typeof commonjsGlobal == 'object' && commonjsGlobal;\n\tif (\n\t\tfreeGlobal.global === freeGlobal ||\n\t\tfreeGlobal.window === freeGlobal ||\n\t\tfreeGlobal.self === freeGlobal\n\t) {\n\t\troot = freeGlobal;\n\t}\n\n\t/**\n\t * The `punycode` object.\n\t * @name punycode\n\t * @type Object\n\t */\n\tvar punycode,\n\n\t/** Highest positive signed 32-bit float value */\n\tmaxInt = 2147483647, // aka. 0x7FFFFFFF or 2^31-1\n\n\t/** Bootstring parameters */\n\tbase = 36,\n\ttMin = 1,\n\ttMax = 26,\n\tskew = 38,\n\tdamp = 700,\n\tinitialBias = 72,\n\tinitialN = 128, // 0x80\n\tdelimiter = '-', // '\\x2D'\n\n\t/** Regular expressions */\n\tregexPunycode = /^xn--/,\n\tregexNonASCII = /[^\\x20-\\x7E]/, // unprintable ASCII chars + non-ASCII chars\n\tregexSeparators = /[\\x2E\\u3002\\uFF0E\\uFF61]/g, // RFC 3490 separators\n\n\t/** Error messages */\n\terrors = {\n\t\t'overflow': 'Overflow: input needs wider integers to process',\n\t\t'not-basic': 'Illegal input >= 0x80 (not a basic code point)',\n\t\t'invalid-input': 'Invalid input'\n\t},\n\n\t/** Convenience shortcuts */\n\tbaseMinusTMin = base - tMin,\n\tfloor = Math.floor,\n\tstringFromCharCode = String.fromCharCode,\n\n\t/** Temporary variable */\n\tkey;\n\n\t/*--------------------------------------------------------------------------*/\n\n\t/**\n\t * A generic error utility function.\n\t * @private\n\t * @param {String} type The error type.\n\t * @returns {Error} Throws a `RangeError` with the applicable error message.\n\t */\n\tfunction error(type) {\n\t\tthrow RangeError(errors[type]);\n\t}\n\n\t/**\n\t * A generic `Array#map` utility function.\n\t * @private\n\t * @param {Array} array The array to iterate over.\n\t * @param {Function} callback The function that gets called for every array\n\t * item.\n\t * @returns {Array} A new array of values returned by the callback function.\n\t */\n\tfunction map(array, fn) {\n\t\tvar length = array.length;\n\t\tvar result = [];\n\t\twhile (length--) {\n\t\t\tresult[length] = fn(array[length]);\n\t\t}\n\t\treturn result;\n\t}\n\n\t/**\n\t * A simple `Array#map`-like wrapper to work with domain name strings or email\n\t * addresses.\n\t * @private\n\t * @param {String} domain The domain name or email address.\n\t * @param {Function} callback The function that gets called for every\n\t * character.\n\t * @returns {Array} A new string of characters returned by the callback\n\t * function.\n\t */\n\tfunction mapDomain(string, fn) {\n\t\tvar parts = string.split('@');\n\t\tvar result = '';\n\t\tif (parts.length > 1) {\n\t\t\t// In email addresses, only the domain name should be punycoded. Leave\n\t\t\t// the local part (i.e. everything up to `@`) intact.\n\t\t\tresult = parts[0] + '@';\n\t\t\tstring = parts[1];\n\t\t}\n\t\t// Avoid `split(regex)` for IE8 compatibility. See #17.\n\t\tstring = string.replace(regexSeparators, '\\x2E');\n\t\tvar labels = string.split('.');\n\t\tvar encoded = map(labels, fn).join('.');\n\t\treturn result + encoded;\n\t}\n\n\t/**\n\t * Creates an array containing the numeric code points of each Unicode\n\t * character in the string. While JavaScript uses UCS-2 internally,\n\t * this function will convert a pair of surrogate halves (each of which\n\t * UCS-2 exposes as separate characters) into a single code point,\n\t * matching UTF-16.\n\t * @see `punycode.ucs2.encode`\n\t * @see \n\t * @memberOf punycode.ucs2\n\t * @name decode\n\t * @param {String} string The Unicode input string (UCS-2).\n\t * @returns {Array} The new array of code points.\n\t */\n\tfunction ucs2decode(string) {\n\t\tvar output = [],\n\t\t counter = 0,\n\t\t length = string.length,\n\t\t value,\n\t\t extra;\n\t\twhile (counter < length) {\n\t\t\tvalue = string.charCodeAt(counter++);\n\t\t\tif (value >= 0xD800 && value <= 0xDBFF && counter < length) {\n\t\t\t\t// high surrogate, and there is a next character\n\t\t\t\textra = string.charCodeAt(counter++);\n\t\t\t\tif ((extra & 0xFC00) == 0xDC00) { // low surrogate\n\t\t\t\t\toutput.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000);\n\t\t\t\t} else {\n\t\t\t\t\t// unmatched surrogate; only append this code unit, in case the next\n\t\t\t\t\t// code unit is the high surrogate of a surrogate pair\n\t\t\t\t\toutput.push(value);\n\t\t\t\t\tcounter--;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\toutput.push(value);\n\t\t\t}\n\t\t}\n\t\treturn output;\n\t}\n\n\t/**\n\t * Creates a string based on an array of numeric code points.\n\t * @see `punycode.ucs2.decode`\n\t * @memberOf punycode.ucs2\n\t * @name encode\n\t * @param {Array} codePoints The array of numeric code points.\n\t * @returns {String} The new Unicode string (UCS-2).\n\t */\n\tfunction ucs2encode(array) {\n\t\treturn map(array, function(value) {\n\t\t\tvar output = '';\n\t\t\tif (value > 0xFFFF) {\n\t\t\t\tvalue -= 0x10000;\n\t\t\t\toutput += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800);\n\t\t\t\tvalue = 0xDC00 | value & 0x3FF;\n\t\t\t}\n\t\t\toutput += stringFromCharCode(value);\n\t\t\treturn output;\n\t\t}).join('');\n\t}\n\n\t/**\n\t * Converts a basic code point into a digit/integer.\n\t * @see `digitToBasic()`\n\t * @private\n\t * @param {Number} codePoint The basic numeric code point value.\n\t * @returns {Number} The numeric value of a basic code point (for use in\n\t * representing integers) in the range `0` to `base - 1`, or `base` if\n\t * the code point does not represent a value.\n\t */\n\tfunction basicToDigit(codePoint) {\n\t\tif (codePoint - 48 < 10) {\n\t\t\treturn codePoint - 22;\n\t\t}\n\t\tif (codePoint - 65 < 26) {\n\t\t\treturn codePoint - 65;\n\t\t}\n\t\tif (codePoint - 97 < 26) {\n\t\t\treturn codePoint - 97;\n\t\t}\n\t\treturn base;\n\t}\n\n\t/**\n\t * Converts a digit/integer into a basic code point.\n\t * @see `basicToDigit()`\n\t * @private\n\t * @param {Number} digit The numeric value of a basic code point.\n\t * @returns {Number} The basic code point whose value (when used for\n\t * representing integers) is `digit`, which needs to be in the range\n\t * `0` to `base - 1`. If `flag` is non-zero, the uppercase form is\n\t * used; else, the lowercase form is used. The behavior is undefined\n\t * if `flag` is non-zero and `digit` has no uppercase form.\n\t */\n\tfunction digitToBasic(digit, flag) {\n\t\t// 0..25 map to ASCII a..z or A..Z\n\t\t// 26..35 map to ASCII 0..9\n\t\treturn digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5);\n\t}\n\n\t/**\n\t * Bias adaptation function as per section 3.4 of RFC 3492.\n\t * http://tools.ietf.org/html/rfc3492#section-3.4\n\t * @private\n\t */\n\tfunction adapt(delta, numPoints, firstTime) {\n\t\tvar k = 0;\n\t\tdelta = firstTime ? floor(delta / damp) : delta >> 1;\n\t\tdelta += floor(delta / numPoints);\n\t\tfor (/* no initialization */; delta > baseMinusTMin * tMax >> 1; k += base) {\n\t\t\tdelta = floor(delta / baseMinusTMin);\n\t\t}\n\t\treturn floor(k + (baseMinusTMin + 1) * delta / (delta + skew));\n\t}\n\n\t/**\n\t * Converts a Punycode string of ASCII-only symbols to a string of Unicode\n\t * symbols.\n\t * @memberOf punycode\n\t * @param {String} input The Punycode string of ASCII-only symbols.\n\t * @returns {String} The resulting string of Unicode symbols.\n\t */\n\tfunction decode(input) {\n\t\t// Don't use UCS-2\n\t\tvar output = [],\n\t\t inputLength = input.length,\n\t\t out,\n\t\t i = 0,\n\t\t n = initialN,\n\t\t bias = initialBias,\n\t\t basic,\n\t\t j,\n\t\t index,\n\t\t oldi,\n\t\t w,\n\t\t k,\n\t\t digit,\n\t\t t,\n\t\t /** Cached calculation results */\n\t\t baseMinusT;\n\n\t\t// Handle the basic code points: let `basic` be the number of input code\n\t\t// points before the last delimiter, or `0` if there is none, then copy\n\t\t// the first basic code points to the output.\n\n\t\tbasic = input.lastIndexOf(delimiter);\n\t\tif (basic < 0) {\n\t\t\tbasic = 0;\n\t\t}\n\n\t\tfor (j = 0; j < basic; ++j) {\n\t\t\t// if it's not a basic code point\n\t\t\tif (input.charCodeAt(j) >= 0x80) {\n\t\t\t\terror('not-basic');\n\t\t\t}\n\t\t\toutput.push(input.charCodeAt(j));\n\t\t}\n\n\t\t// Main decoding loop: start just after the last delimiter if any basic code\n\t\t// points were copied; start at the beginning otherwise.\n\n\t\tfor (index = basic > 0 ? basic + 1 : 0; index < inputLength; /* no final expression */) {\n\n\t\t\t// `index` is the index of the next character to be consumed.\n\t\t\t// Decode a generalized variable-length integer into `delta`,\n\t\t\t// which gets added to `i`. The overflow checking is easier\n\t\t\t// if we increase `i` as we go, then subtract off its starting\n\t\t\t// value at the end to obtain `delta`.\n\t\t\tfor (oldi = i, w = 1, k = base; /* no condition */; k += base) {\n\n\t\t\t\tif (index >= inputLength) {\n\t\t\t\t\terror('invalid-input');\n\t\t\t\t}\n\n\t\t\t\tdigit = basicToDigit(input.charCodeAt(index++));\n\n\t\t\t\tif (digit >= base || digit > floor((maxInt - i) / w)) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\ti += digit * w;\n\t\t\t\tt = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n\n\t\t\t\tif (digit < t) {\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\n\t\t\t\tbaseMinusT = base - t;\n\t\t\t\tif (w > floor(maxInt / baseMinusT)) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\tw *= baseMinusT;\n\n\t\t\t}\n\n\t\t\tout = output.length + 1;\n\t\t\tbias = adapt(i - oldi, out, oldi == 0);\n\n\t\t\t// `i` was supposed to wrap around from `out` to `0`,\n\t\t\t// incrementing `n` each time, so we'll fix that now:\n\t\t\tif (floor(i / out) > maxInt - n) {\n\t\t\t\terror('overflow');\n\t\t\t}\n\n\t\t\tn += floor(i / out);\n\t\t\ti %= out;\n\n\t\t\t// Insert `n` at position `i` of the output\n\t\t\toutput.splice(i++, 0, n);\n\n\t\t}\n\n\t\treturn ucs2encode(output);\n\t}\n\n\t/**\n\t * Converts a string of Unicode symbols (e.g. a domain name label) to a\n\t * Punycode string of ASCII-only symbols.\n\t * @memberOf punycode\n\t * @param {String} input The string of Unicode symbols.\n\t * @returns {String} The resulting Punycode string of ASCII-only symbols.\n\t */\n\tfunction encode(input) {\n\t\tvar n,\n\t\t delta,\n\t\t handledCPCount,\n\t\t basicLength,\n\t\t bias,\n\t\t j,\n\t\t m,\n\t\t q,\n\t\t k,\n\t\t t,\n\t\t currentValue,\n\t\t output = [],\n\t\t /** `inputLength` will hold the number of code points in `input`. */\n\t\t inputLength,\n\t\t /** Cached calculation results */\n\t\t handledCPCountPlusOne,\n\t\t baseMinusT,\n\t\t qMinusT;\n\n\t\t// Convert the input in UCS-2 to Unicode\n\t\tinput = ucs2decode(input);\n\n\t\t// Cache the length\n\t\tinputLength = input.length;\n\n\t\t// Initialize the state\n\t\tn = initialN;\n\t\tdelta = 0;\n\t\tbias = initialBias;\n\n\t\t// Handle the basic code points\n\t\tfor (j = 0; j < inputLength; ++j) {\n\t\t\tcurrentValue = input[j];\n\t\t\tif (currentValue < 0x80) {\n\t\t\t\toutput.push(stringFromCharCode(currentValue));\n\t\t\t}\n\t\t}\n\n\t\thandledCPCount = basicLength = output.length;\n\n\t\t// `handledCPCount` is the number of code points that have been handled;\n\t\t// `basicLength` is the number of basic code points.\n\n\t\t// Finish the basic string - if it is not empty - with a delimiter\n\t\tif (basicLength) {\n\t\t\toutput.push(delimiter);\n\t\t}\n\n\t\t// Main encoding loop:\n\t\twhile (handledCPCount < inputLength) {\n\n\t\t\t// All non-basic code points < n have been handled already. Find the next\n\t\t\t// larger one:\n\t\t\tfor (m = maxInt, j = 0; j < inputLength; ++j) {\n\t\t\t\tcurrentValue = input[j];\n\t\t\t\tif (currentValue >= n && currentValue < m) {\n\t\t\t\t\tm = currentValue;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Increase `delta` enough to advance the decoder's state to ,\n\t\t\t// but guard against overflow\n\t\t\thandledCPCountPlusOne = handledCPCount + 1;\n\t\t\tif (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) {\n\t\t\t\terror('overflow');\n\t\t\t}\n\n\t\t\tdelta += (m - n) * handledCPCountPlusOne;\n\t\t\tn = m;\n\n\t\t\tfor (j = 0; j < inputLength; ++j) {\n\t\t\t\tcurrentValue = input[j];\n\n\t\t\t\tif (currentValue < n && ++delta > maxInt) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\tif (currentValue == n) {\n\t\t\t\t\t// Represent delta as a generalized variable-length integer\n\t\t\t\t\tfor (q = delta, k = base; /* no condition */; k += base) {\n\t\t\t\t\t\tt = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n\t\t\t\t\t\tif (q < t) {\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tqMinusT = q - t;\n\t\t\t\t\t\tbaseMinusT = base - t;\n\t\t\t\t\t\toutput.push(\n\t\t\t\t\t\t\tstringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0))\n\t\t\t\t\t\t);\n\t\t\t\t\t\tq = floor(qMinusT / baseMinusT);\n\t\t\t\t\t}\n\n\t\t\t\t\toutput.push(stringFromCharCode(digitToBasic(q, 0)));\n\t\t\t\t\tbias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength);\n\t\t\t\t\tdelta = 0;\n\t\t\t\t\t++handledCPCount;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t++delta;\n\t\t\t++n;\n\n\t\t}\n\t\treturn output.join('');\n\t}\n\n\t/**\n\t * Converts a Punycode string representing a domain name or an email address\n\t * to Unicode. Only the Punycoded parts of the input will be converted, i.e.\n\t * it doesn't matter if you call it on a string that has already been\n\t * converted to Unicode.\n\t * @memberOf punycode\n\t * @param {String} input The Punycoded domain name or email address to\n\t * convert to Unicode.\n\t * @returns {String} The Unicode representation of the given Punycode\n\t * string.\n\t */\n\tfunction toUnicode(input) {\n\t\treturn mapDomain(input, function(string) {\n\t\t\treturn regexPunycode.test(string)\n\t\t\t\t? decode(string.slice(4).toLowerCase())\n\t\t\t\t: string;\n\t\t});\n\t}\n\n\t/**\n\t * Converts a Unicode string representing a domain name or an email address to\n\t * Punycode. Only the non-ASCII parts of the domain name will be converted,\n\t * i.e. it doesn't matter if you call it with a domain that's already in\n\t * ASCII.\n\t * @memberOf punycode\n\t * @param {String} input The domain name or email address to convert, as a\n\t * Unicode string.\n\t * @returns {String} The Punycode representation of the given domain name or\n\t * email address.\n\t */\n\tfunction toASCII(input) {\n\t\treturn mapDomain(input, function(string) {\n\t\t\treturn regexNonASCII.test(string)\n\t\t\t\t? 'xn--' + encode(string)\n\t\t\t\t: string;\n\t\t});\n\t}\n\n\t/*--------------------------------------------------------------------------*/\n\n\t/** Define the public API */\n\tpunycode = {\n\t\t/**\n\t\t * A string representing the current Punycode.js version number.\n\t\t * @memberOf punycode\n\t\t * @type String\n\t\t */\n\t\t'version': '1.3.2',\n\t\t/**\n\t\t * An object of methods to convert from JavaScript's internal character\n\t\t * representation (UCS-2) to Unicode code points, and back.\n\t\t * @see \n\t\t * @memberOf punycode\n\t\t * @type Object\n\t\t */\n\t\t'ucs2': {\n\t\t\t'decode': ucs2decode,\n\t\t\t'encode': ucs2encode\n\t\t},\n\t\t'decode': decode,\n\t\t'encode': encode,\n\t\t'toASCII': toASCII,\n\t\t'toUnicode': toUnicode\n\t};\n\n\t/** Expose `punycode` */\n\t// Some AMD build optimizers, like r.js, check for specific condition patterns\n\t// like the following:\n\tif (freeExports && freeModule) {\n\t\tif (module.exports == freeExports) { // in Node.js or RingoJS v0.8.0+\n\t\t\tfreeModule.exports = punycode;\n\t\t} else { // in Narwhal or RingoJS v0.7.0-\n\t\t\tfor (key in punycode) {\n\t\t\t\tpunycode.hasOwnProperty(key) && (freeExports[key] = punycode[key]);\n\t\t\t}\n\t\t}\n\t} else { // in Rhino or a web browser\n\t\troot.punycode = punycode;\n\t}\n\n}(commonjsGlobal));\n});\n\n// Copyright Joyent, Inc. and other Node contributors.\n\n// If obj.hasOwnProperty has been overridden, then calling\n// obj.hasOwnProperty(prop) will break.\n// See: https://github.com/joyent/node/issues/1707\nfunction hasOwnProperty(obj, prop) {\n return Object.prototype.hasOwnProperty.call(obj, prop);\n}\n\nvar decode = function(qs, sep, eq, options) {\n sep = sep || '&';\n eq = eq || '=';\n var obj = {};\n\n if (typeof qs !== 'string' || qs.length === 0) {\n return obj;\n }\n\n var regexp = /\\+/g;\n qs = qs.split(sep);\n\n var maxKeys = 1000;\n if (options && typeof options.maxKeys === 'number') {\n maxKeys = options.maxKeys;\n }\n\n var len = qs.length;\n // maxKeys <= 0 means that we should not limit keys count\n if (maxKeys > 0 && len > maxKeys) {\n len = maxKeys;\n }\n\n for (var i = 0; i < len; ++i) {\n var x = qs[i].replace(regexp, '%20'),\n idx = x.indexOf(eq),\n kstr, vstr, k, v;\n\n if (idx >= 0) {\n kstr = x.substr(0, idx);\n vstr = x.substr(idx + 1);\n } else {\n kstr = x;\n vstr = '';\n }\n\n k = decodeURIComponent(kstr);\n v = decodeURIComponent(vstr);\n\n if (!hasOwnProperty(obj, k)) {\n obj[k] = v;\n } else if (Array.isArray(obj[k])) {\n obj[k].push(v);\n } else {\n obj[k] = [obj[k], v];\n }\n }\n\n return obj;\n};\n\n// Copyright Joyent, Inc. and other Node contributors.\n\nvar stringifyPrimitive = function(v) {\n switch (typeof v) {\n case 'string':\n return v;\n\n case 'boolean':\n return v ? 'true' : 'false';\n\n case 'number':\n return isFinite(v) ? v : '';\n\n default:\n return '';\n }\n};\n\nvar encode = function(obj, sep, eq, name) {\n sep = sep || '&';\n eq = eq || '=';\n if (obj === null) {\n obj = undefined;\n }\n\n if (typeof obj === 'object') {\n return Object.keys(obj).map(function(k) {\n var ks = encodeURIComponent(stringifyPrimitive(k)) + eq;\n if (Array.isArray(obj[k])) {\n return obj[k].map(function(v) {\n return ks + encodeURIComponent(stringifyPrimitive(v));\n }).join(sep);\n } else {\n return ks + encodeURIComponent(stringifyPrimitive(obj[k]));\n }\n }).join(sep);\n\n }\n\n if (!name) { return ''; }\n return encodeURIComponent(stringifyPrimitive(name)) + eq +\n encodeURIComponent(stringifyPrimitive(obj));\n};\n\ncreateCommonjsModule(function (module, exports) {\n\nexports.decode = exports.parse = decode;\nexports.encode = exports.stringify = encode;\n});\n\n/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\n/*!\n * @pixi/utils - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/utils is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n\n/**\n * The prefix that denotes a URL is for a retina asset.\n * @static\n * @name RETINA_PREFIX\n * @memberof PIXI.settings\n * @type {RegExp}\n * @default /@([0-9\\.]+)x/\n * @example `@2x`\n */\nsettings.RETINA_PREFIX = /@([0-9\\.]+)x/;\n/**\n * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function.\n * If set to true, a WebGL renderer can fail to be created if the browser thinks there could be performance issues when\n * using WebGL.\n *\n * In PixiJS v6 this has changed from true to false by default, to allow WebGL to work in as many scenarios as possible.\n * However, some users may have a poor experience, for example, if a user has a gpu or driver version blacklisted by the\n * browser.\n *\n * If your application requires high performance rendering, you may wish to set this to false.\n * We recommend one of two options if you decide to set this flag to false:\n *\n * 1: Use the `pixi.js-legacy` package, which includes a Canvas renderer as a fallback in case high performance WebGL is\n * not supported.\n *\n * 2: Call `isWebGLSupported` (which if found in the PIXI.utils package) in your code before attempting to create a PixiJS\n * renderer, and show an error message to the user if the function returns false, explaining that their device & browser\n * combination does not support high performance WebGL.\n * This is a much better strategy than trying to create a PixiJS renderer and finding it then fails.\n * @static\n * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false;\n\n/**\n * Corrects PixiJS blend, takes premultiplied alpha into account\n * @memberof PIXI.utils\n * @function mapPremultipliedBlendModes\n * @private\n * @returns {Array} Mapped modes.\n */\nfunction mapPremultipliedBlendModes() {\n var pm = [];\n var npm = [];\n for (var i = 0; i < 32; i++) {\n pm[i] = i;\n npm[i] = i;\n }\n pm[BLEND_MODES.NORMAL_NPM] = BLEND_MODES.NORMAL;\n pm[BLEND_MODES.ADD_NPM] = BLEND_MODES.ADD;\n pm[BLEND_MODES.SCREEN_NPM] = BLEND_MODES.SCREEN;\n npm[BLEND_MODES.NORMAL] = BLEND_MODES.NORMAL_NPM;\n npm[BLEND_MODES.ADD] = BLEND_MODES.ADD_NPM;\n npm[BLEND_MODES.SCREEN] = BLEND_MODES.SCREEN_NPM;\n var array = [];\n array.push(npm);\n array.push(pm);\n return array;\n}\n/**\n * maps premultiply flag and blendMode to adjusted blendMode\n * @memberof PIXI.utils\n * @constant premultiplyBlendMode\n * @type {Array}\n */\nmapPremultipliedBlendModes();\n\n// A map of warning messages already fired\nvar warnings = {};\n/**\n * Helper for warning developers about deprecated features & settings.\n * A stack track for warnings is given; useful for tracking-down where\n * deprecated methods/properties/classes are being used within the code.\n * @memberof PIXI.utils\n * @function deprecation\n * @param {string} version - The version where the feature became deprecated\n * @param {string} message - Message should include what is deprecated, where, and the new solution\n * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack\n * this is mostly to ignore internal deprecation calls.\n */\nfunction deprecation(version, message, ignoreDepth) {\n if (ignoreDepth === void 0) { ignoreDepth = 3; }\n // Ignore duplicat\n if (warnings[message]) {\n return;\n }\n /* eslint-disable no-console */\n var stack = new Error().stack;\n // Handle IE < 10 and Safari < 6\n if (typeof stack === 'undefined') {\n console.warn('PixiJS Deprecation Warning: ', message + \"\\nDeprecated since v\" + version);\n }\n else {\n // chop off the stack trace which includes PixiJS internal calls\n stack = stack.split('\\n').splice(ignoreDepth).join('\\n');\n if (console.groupCollapsed) {\n console.groupCollapsed('%cPixiJS Deprecation Warning: %c%s', 'color:#614108;background:#fffbe6', 'font-weight:normal;color:#614108;background:#fffbe6', message + \"\\nDeprecated since v\" + version);\n console.warn(stack);\n console.groupEnd();\n }\n else {\n console.warn('PixiJS Deprecation Warning: ', message + \"\\nDeprecated since v\" + version);\n console.warn(stack);\n }\n }\n /* eslint-enable no-console */\n warnings[message] = true;\n}\n\n/**\n * Creates a Canvas element of the given size to be used as a target for rendering to.\n * @class\n * @memberof PIXI.utils\n */\n/** @class */ ((function () {\n /**\n * @param width - the width for the newly created canvas\n * @param height - the height for the newly created canvas\n * @param {number} [resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the canvas\n */\n function CanvasRenderTarget(width, height, resolution) {\n this.canvas = settings.ADAPTER.createCanvas();\n this.context = this.canvas.getContext('2d');\n this.resolution = resolution || settings.RESOLUTION;\n this.resize(width, height);\n }\n /**\n * Clears the canvas that was created by the CanvasRenderTarget class.\n * @private\n */\n CanvasRenderTarget.prototype.clear = function () {\n this.context.setTransform(1, 0, 0, 1, 0, 0);\n this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n };\n /**\n * Resizes the canvas to the specified width and height.\n * @param desiredWidth - the desired width of the canvas\n * @param desiredHeight - the desired height of the canvas\n */\n CanvasRenderTarget.prototype.resize = function (desiredWidth, desiredHeight) {\n this.canvas.width = Math.round(desiredWidth * this.resolution);\n this.canvas.height = Math.round(desiredHeight * this.resolution);\n };\n /** Destroys this canvas. */\n CanvasRenderTarget.prototype.destroy = function () {\n this.context = null;\n this.canvas = null;\n };\n Object.defineProperty(CanvasRenderTarget.prototype, \"width\", {\n /**\n * The width of the canvas buffer in pixels.\n * @member {number}\n */\n get: function () {\n return this.canvas.width;\n },\n set: function (val) {\n this.canvas.width = Math.round(val);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(CanvasRenderTarget.prototype, \"height\", {\n /**\n * The height of the canvas buffer in pixels.\n * @member {number}\n */\n get: function () {\n return this.canvas.height;\n },\n set: function (val) {\n this.canvas.height = Math.round(val);\n },\n enumerable: false,\n configurable: true\n });\n return CanvasRenderTarget;\n})());\n\n/**\n * Convenience class to create a new PIXI application.\n *\n * This class automatically creates the renderer, ticker and root container.\n * @example\n * // Create the application\n * const app = new PIXI.Application();\n *\n * // Add the view to the DOM\n * document.body.appendChild(app.view);\n *\n * // ex, add display objects\n * app.stage.addChild(PIXI.Sprite.from('something.png'));\n * @class\n * @memberof PIXI\n */\nvar Application = /** @class */ (function () {\n /**\n * @param {object} [options] - The optional renderer parameters.\n * @param {boolean} [options.autoStart=true] - Automatically starts the rendering after the construction.\n * **Note**: Setting this parameter to false does NOT stop the shared ticker even if you set\n * options.sharedTicker to true in case that it is already started. Stop it by your own.\n * @param {number} [options.width=800] - The width of the renderers view.\n * @param {number} [options.height=600] - The height of the renderers view.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, enable this if you\n * need to call toDataUrl on the WebGL context.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this\n * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise\n * it is ignored.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card. **(WebGL only)**.\n * @param {boolean} [options.sharedTicker=false] - `true` to use PIXI.Ticker.shared, `false` to create new ticker.\n * If set to false, you cannot register a handler to occur before anything that runs on the shared ticker.\n * The system ticker will always run before both the shared ticker and the app ticker.\n * @param {boolean} [options.sharedLoader=false] - `true` to use PIXI.Loader.shared, `false` to create new Loader.\n * @param {Window|HTMLElement} [options.resizeTo] - Element to automatically resize stage to.\n */\n function Application(options) {\n var _this = this;\n /**\n * The root display container that's rendered.\n * @member {PIXI.Container}\n */\n this.stage = new Container();\n // The default options\n options = Object.assign({\n forceCanvas: false,\n }, options);\n this.renderer = autoDetectRenderer(options);\n // install plugins here\n Application._plugins.forEach(function (plugin) {\n plugin.init.call(_this, options);\n });\n }\n /**\n * Use the {@link PIXI.extensions.add} API to register plugins.\n * @deprecated since 6.5.0\n * @static\n * @param {PIXI.IApplicationPlugin} plugin - Plugin being installed\n */\n Application.registerPlugin = function (plugin) {\n deprecation('6.5.0', 'Application.registerPlugin() is deprecated, use extensions.add()');\n extensions.add({\n type: ExtensionType.Application,\n ref: plugin,\n });\n };\n /** Render the current stage. */\n Application.prototype.render = function () {\n this.renderer.render(this.stage);\n };\n Object.defineProperty(Application.prototype, \"view\", {\n /**\n * Reference to the renderer's canvas element.\n * @member {HTMLCanvasElement}\n * @readonly\n */\n get: function () {\n return this.renderer.view;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Application.prototype, \"screen\", {\n /**\n * Reference to the renderer's screen rectangle. Its safe to use as `filterArea` or `hitArea` for the whole screen.\n * @member {PIXI.Rectangle}\n * @readonly\n */\n get: function () {\n return this.renderer.screen;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Destroy and don't use after this.\n * @param {boolean} [removeView=false] - Automatically remove canvas from DOM.\n * @param {object|boolean} [stageOptions] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [stageOptions.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'stageOptions' will be passed on to those calls.\n * @param {boolean} [stageOptions.texture=false] - Only used for child Sprites if stageOptions.children is set\n * to true. Should it destroy the texture of the child sprite\n * @param {boolean} [stageOptions.baseTexture=false] - Only used for child Sprites if stageOptions.children is set\n * to true. Should it destroy the base texture of the child sprite\n */\n Application.prototype.destroy = function (removeView, stageOptions) {\n var _this = this;\n // Destroy plugins in the opposite order\n // which they were constructed\n var plugins = Application._plugins.slice(0);\n plugins.reverse();\n plugins.forEach(function (plugin) {\n plugin.destroy.call(_this);\n });\n this.stage.destroy(stageOptions);\n this.stage = null;\n this.renderer.destroy(removeView);\n this.renderer = null;\n };\n /** Collection of installed plugins. */\n Application._plugins = [];\n return Application;\n}());\nextensions.handleByList(ExtensionType.Application, Application._plugins);\n\nextensions.add(ResizePlugin);\n\nexport { Application, ResizePlugin };\n//# sourceMappingURL=app.mjs.map\n","/*!\n * @pixi/mesh-extras - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/mesh-extras is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { MeshGeometry, Mesh, MeshMaterial } from '@pixi/mesh';\nimport { WRAP_MODES } from '@pixi/constants';\nimport { Texture } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * @memberof PIXI\n */\nvar PlaneGeometry = /** @class */ (function (_super) {\n __extends(PlaneGeometry, _super);\n /**\n * @param width - The width of the plane.\n * @param height - The height of the plane.\n * @param segWidth - Number of horizontal segments.\n * @param segHeight - Number of vertical segments.\n */\n function PlaneGeometry(width, height, segWidth, segHeight) {\n if (width === void 0) { width = 100; }\n if (height === void 0) { height = 100; }\n if (segWidth === void 0) { segWidth = 10; }\n if (segHeight === void 0) { segHeight = 10; }\n var _this = _super.call(this) || this;\n _this.segWidth = segWidth;\n _this.segHeight = segHeight;\n _this.width = width;\n _this.height = height;\n _this.build();\n return _this;\n }\n /**\n * Refreshes plane coordinates\n * @private\n */\n PlaneGeometry.prototype.build = function () {\n var total = this.segWidth * this.segHeight;\n var verts = [];\n var uvs = [];\n var indices = [];\n var segmentsX = this.segWidth - 1;\n var segmentsY = this.segHeight - 1;\n var sizeX = (this.width) / segmentsX;\n var sizeY = (this.height) / segmentsY;\n for (var i = 0; i < total; i++) {\n var x = (i % this.segWidth);\n var y = ((i / this.segWidth) | 0);\n verts.push(x * sizeX, y * sizeY);\n uvs.push(x / segmentsX, y / segmentsY);\n }\n var totalSub = segmentsX * segmentsY;\n for (var i = 0; i < totalSub; i++) {\n var xpos = i % segmentsX;\n var ypos = (i / segmentsX) | 0;\n var value = (ypos * this.segWidth) + xpos;\n var value2 = (ypos * this.segWidth) + xpos + 1;\n var value3 = ((ypos + 1) * this.segWidth) + xpos;\n var value4 = ((ypos + 1) * this.segWidth) + xpos + 1;\n indices.push(value, value2, value3, value2, value4, value3);\n }\n this.buffers[0].data = new Float32Array(verts);\n this.buffers[1].data = new Float32Array(uvs);\n this.indexBuffer.data = new Uint16Array(indices);\n // ensure that the changes are uploaded\n this.buffers[0].update();\n this.buffers[1].update();\n this.indexBuffer.update();\n };\n return PlaneGeometry;\n}(MeshGeometry));\n\n/**\n * RopeGeometry allows you to draw a geometry across several points and then manipulate these points.\n *\n * ```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * const rope = new PIXI.RopeGeometry(100, points);\n * ```\n * @memberof PIXI\n */\nvar RopeGeometry = /** @class */ (function (_super) {\n __extends(RopeGeometry, _super);\n /**\n * @param width - The width (i.e., thickness) of the rope.\n * @param points - An array of {@link PIXI.Point} objects to construct this rope.\n * @param textureScale - By default the rope texture will be stretched to match\n * rope length. If textureScale is positive this value will be treated as a scaling\n * factor and the texture will preserve its aspect ratio instead. To create a tiling rope\n * set baseTexture.wrapMode to {@link PIXI.WRAP_MODES.REPEAT} and use a power of two texture,\n * then set textureScale=1 to keep the original texture pixel size.\n * In order to reduce alpha channel artifacts provide a larger texture and downsample -\n * i.e. set textureScale=0.5 to scale it down twice.\n */\n function RopeGeometry(width, points, textureScale) {\n if (width === void 0) { width = 200; }\n if (textureScale === void 0) { textureScale = 0; }\n var _this = _super.call(this, new Float32Array(points.length * 4), new Float32Array(points.length * 4), new Uint16Array((points.length - 1) * 6)) || this;\n _this.points = points;\n _this._width = width;\n _this.textureScale = textureScale;\n _this.build();\n return _this;\n }\n Object.defineProperty(RopeGeometry.prototype, \"width\", {\n /**\n * The width (i.e., thickness) of the rope.\n * @readonly\n */\n get: function () {\n return this._width;\n },\n enumerable: false,\n configurable: true\n });\n /** Refreshes Rope indices and uvs */\n RopeGeometry.prototype.build = function () {\n var points = this.points;\n if (!points)\n { return; }\n var vertexBuffer = this.getBuffer('aVertexPosition');\n var uvBuffer = this.getBuffer('aTextureCoord');\n var indexBuffer = this.getIndex();\n // if too little points, or texture hasn't got UVs set yet just move on.\n if (points.length < 1) {\n return;\n }\n // if the number of points has changed we will need to recreate the arraybuffers\n if (vertexBuffer.data.length / 4 !== points.length) {\n vertexBuffer.data = new Float32Array(points.length * 4);\n uvBuffer.data = new Float32Array(points.length * 4);\n indexBuffer.data = new Uint16Array((points.length - 1) * 6);\n }\n var uvs = uvBuffer.data;\n var indices = indexBuffer.data;\n uvs[0] = 0;\n uvs[1] = 0;\n uvs[2] = 0;\n uvs[3] = 1;\n var amount = 0;\n var prev = points[0];\n var textureWidth = this._width * this.textureScale;\n var total = points.length; // - 1;\n for (var i = 0; i < total; i++) {\n // time to do some smart drawing!\n var index = i * 4;\n if (this.textureScale > 0) {\n // calculate pixel distance from previous point\n var dx = prev.x - points[i].x;\n var dy = prev.y - points[i].y;\n var distance = Math.sqrt((dx * dx) + (dy * dy));\n prev = points[i];\n amount += distance / textureWidth;\n }\n else {\n // stretch texture\n amount = i / (total - 1);\n }\n uvs[index] = amount;\n uvs[index + 1] = 0;\n uvs[index + 2] = amount;\n uvs[index + 3] = 1;\n }\n var indexCount = 0;\n for (var i = 0; i < total - 1; i++) {\n var index = i * 2;\n indices[indexCount++] = index;\n indices[indexCount++] = index + 1;\n indices[indexCount++] = index + 2;\n indices[indexCount++] = index + 2;\n indices[indexCount++] = index + 1;\n indices[indexCount++] = index + 3;\n }\n // ensure that the changes are uploaded\n uvBuffer.update();\n indexBuffer.update();\n this.updateVertices();\n };\n /** refreshes vertices of Rope mesh */\n RopeGeometry.prototype.updateVertices = function () {\n var points = this.points;\n if (points.length < 1) {\n return;\n }\n var lastPoint = points[0];\n var nextPoint;\n var perpX = 0;\n var perpY = 0;\n var vertices = this.buffers[0].data;\n var total = points.length;\n for (var i = 0; i < total; i++) {\n var point = points[i];\n var index = i * 4;\n if (i < points.length - 1) {\n nextPoint = points[i + 1];\n }\n else {\n nextPoint = point;\n }\n perpY = -(nextPoint.x - lastPoint.x);\n perpX = nextPoint.y - lastPoint.y;\n var perpLength = Math.sqrt((perpX * perpX) + (perpY * perpY));\n var num = this.textureScale > 0 ? this.textureScale * this._width / 2 : this._width / 2;\n perpX /= perpLength;\n perpY /= perpLength;\n perpX *= num;\n perpY *= num;\n vertices[index] = point.x + perpX;\n vertices[index + 1] = point.y + perpY;\n vertices[index + 2] = point.x - perpX;\n vertices[index + 3] = point.y - perpY;\n lastPoint = point;\n }\n this.buffers[0].update();\n };\n RopeGeometry.prototype.update = function () {\n if (this.textureScale > 0) {\n this.build(); // we need to update UVs\n }\n else {\n this.updateVertices();\n }\n };\n return RopeGeometry;\n}(MeshGeometry));\n\n/**\n * The rope allows you to draw a texture across several points and then manipulate these points\n *\n *```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * let rope = new PIXI.SimpleRope(PIXI.Texture.from(\"snake.png\"), points);\n * ```\n * @memberof PIXI\n */\nvar SimpleRope = /** @class */ (function (_super) {\n __extends(SimpleRope, _super);\n /**\n * @param texture - The texture to use on the rope.\n * @param points - An array of {@link PIXI.Point} objects to construct this rope.\n * @param {number} textureScale - Optional. Positive values scale rope texture\n * keeping its aspect ratio. You can reduce alpha channel artifacts by providing a larger texture\n * and downsampling here. If set to zero, texture will be stretched instead.\n */\n function SimpleRope(texture, points, textureScale) {\n if (textureScale === void 0) { textureScale = 0; }\n var _this = this;\n var ropeGeometry = new RopeGeometry(texture.height, points, textureScale);\n var meshMaterial = new MeshMaterial(texture);\n if (textureScale > 0) {\n // attempt to set UV wrapping, will fail on non-power of two textures\n texture.baseTexture.wrapMode = WRAP_MODES.REPEAT;\n }\n _this = _super.call(this, ropeGeometry, meshMaterial) || this;\n /**\n * re-calculate vertices by rope points each frame\n * @member {boolean}\n */\n _this.autoUpdate = true;\n return _this;\n }\n SimpleRope.prototype._render = function (renderer) {\n var geometry = this.geometry;\n if (this.autoUpdate || geometry._width !== this.shader.texture.height) {\n geometry._width = this.shader.texture.height;\n geometry.update();\n }\n _super.prototype._render.call(this, renderer);\n };\n return SimpleRope;\n}(Mesh));\n\n/**\n * The SimplePlane allows you to draw a texture across several points and then manipulate these points\n *\n *```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * let SimplePlane = new PIXI.SimplePlane(PIXI.Texture.from(\"snake.png\"), points);\n * ```\n * @memberof PIXI\n */\nvar SimplePlane = /** @class */ (function (_super) {\n __extends(SimplePlane, _super);\n /**\n * @param texture - The texture to use on the SimplePlane.\n * @param verticesX - The number of vertices in the x-axis\n * @param verticesY - The number of vertices in the y-axis\n */\n function SimplePlane(texture, verticesX, verticesY) {\n var _this = this;\n var planeGeometry = new PlaneGeometry(texture.width, texture.height, verticesX, verticesY);\n var meshMaterial = new MeshMaterial(Texture.WHITE);\n _this = _super.call(this, planeGeometry, meshMaterial) || this;\n // lets call the setter to ensure all necessary updates are performed\n _this.texture = texture;\n _this.autoResize = true;\n return _this;\n }\n /**\n * Method used for overrides, to do something in case texture frame was changed.\n * Meshes based on plane can override it and change more details based on texture.\n */\n SimplePlane.prototype.textureUpdated = function () {\n this._textureID = this.shader.texture._updateID;\n var geometry = this.geometry;\n var _a = this.shader.texture, width = _a.width, height = _a.height;\n if (this.autoResize && (geometry.width !== width || geometry.height !== height)) {\n geometry.width = this.shader.texture.width;\n geometry.height = this.shader.texture.height;\n geometry.build();\n }\n };\n Object.defineProperty(SimplePlane.prototype, \"texture\", {\n get: function () {\n return this.shader.texture;\n },\n set: function (value) {\n // Track texture same way sprite does.\n // For generated meshes like NineSlicePlane it can change the geometry.\n // Unfortunately, this method might not work if you directly change texture in material.\n if (this.shader.texture === value) {\n return;\n }\n this.shader.texture = value;\n this._textureID = -1;\n if (value.baseTexture.valid) {\n this.textureUpdated();\n }\n else {\n value.once('update', this.textureUpdated, this);\n }\n },\n enumerable: false,\n configurable: true\n });\n SimplePlane.prototype._render = function (renderer) {\n if (this._textureID !== this.shader.texture._updateID) {\n this.textureUpdated();\n }\n _super.prototype._render.call(this, renderer);\n };\n SimplePlane.prototype.destroy = function (options) {\n this.shader.texture.off('update', this.textureUpdated, this);\n _super.prototype.destroy.call(this, options);\n };\n return SimplePlane;\n}(Mesh));\n\n/**\n * The Simple Mesh class mimics Mesh in PixiJS v4, providing easy-to-use constructor arguments.\n * For more robust customization, use {@link PIXI.Mesh}.\n * @memberof PIXI\n */\nvar SimpleMesh = /** @class */ (function (_super) {\n __extends(SimpleMesh, _super);\n /**\n * @param texture - The texture to use\n * @param {Float32Array} [vertices] - if you want to specify the vertices\n * @param {Float32Array} [uvs] - if you want to specify the uvs\n * @param {Uint16Array} [indices] - if you want to specify the indices\n * @param drawMode - the drawMode, can be any of the Mesh.DRAW_MODES consts\n */\n function SimpleMesh(texture, vertices, uvs, indices, drawMode) {\n if (texture === void 0) { texture = Texture.EMPTY; }\n var _this = this;\n var geometry = new MeshGeometry(vertices, uvs, indices);\n geometry.getBuffer('aVertexPosition').static = false;\n var meshMaterial = new MeshMaterial(texture);\n _this = _super.call(this, geometry, meshMaterial, null, drawMode) || this;\n _this.autoUpdate = true;\n return _this;\n }\n Object.defineProperty(SimpleMesh.prototype, \"vertices\", {\n /**\n * Collection of vertices data.\n * @type {Float32Array}\n */\n get: function () {\n return this.geometry.getBuffer('aVertexPosition').data;\n },\n set: function (value) {\n this.geometry.getBuffer('aVertexPosition').data = value;\n },\n enumerable: false,\n configurable: true\n });\n SimpleMesh.prototype._render = function (renderer) {\n if (this.autoUpdate) {\n this.geometry.getBuffer('aVertexPosition').update();\n }\n _super.prototype._render.call(this, renderer);\n };\n return SimpleMesh;\n}(Mesh));\n\nvar DEFAULT_BORDER_SIZE = 10;\n/**\n * The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful\n * for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically\n *\n *```js\n * let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.from('BoxWithRoundedCorners.png'), 15, 15, 15, 15);\n * ```\n *
\n *      A                          B\n *    +---+----------------------+---+\n *  C | 1 |          2           | 3 |\n *    +---+----------------------+---+\n *    |   |                      |   |\n *    | 4 |          5           | 6 |\n *    |   |                      |   |\n *    +---+----------------------+---+\n *  D | 7 |          8           | 9 |\n *    +---+----------------------+---+\n *  When changing this objects width and/or height:\n *     areas 1 3 7 and 9 will remain unscaled.\n *     areas 2 and 8 will be stretched horizontally\n *     areas 4 and 6 will be stretched vertically\n *     area 5 will be stretched both horizontally and vertically\n * 
\n * @memberof PIXI\n */\nvar NineSlicePlane = /** @class */ (function (_super) {\n __extends(NineSlicePlane, _super);\n /**\n * @param texture - The texture to use on the NineSlicePlane.\n * @param {number} [leftWidth=10] - size of the left vertical bar (A)\n * @param {number} [topHeight=10] - size of the top horizontal bar (C)\n * @param {number} [rightWidth=10] - size of the right vertical bar (B)\n * @param {number} [bottomHeight=10] - size of the bottom horizontal bar (D)\n */\n function NineSlicePlane(texture, leftWidth, topHeight, rightWidth, bottomHeight) {\n if (leftWidth === void 0) { leftWidth = DEFAULT_BORDER_SIZE; }\n if (topHeight === void 0) { topHeight = DEFAULT_BORDER_SIZE; }\n if (rightWidth === void 0) { rightWidth = DEFAULT_BORDER_SIZE; }\n if (bottomHeight === void 0) { bottomHeight = DEFAULT_BORDER_SIZE; }\n var _this = _super.call(this, Texture.WHITE, 4, 4) || this;\n _this._origWidth = texture.orig.width;\n _this._origHeight = texture.orig.height;\n /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */\n _this._width = _this._origWidth;\n /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */\n _this._height = _this._origHeight;\n _this._leftWidth = leftWidth;\n _this._rightWidth = rightWidth;\n _this._topHeight = topHeight;\n _this._bottomHeight = bottomHeight;\n // lets call the setter to ensure all necessary updates are performed\n _this.texture = texture;\n return _this;\n }\n NineSlicePlane.prototype.textureUpdated = function () {\n this._textureID = this.shader.texture._updateID;\n this._refresh();\n };\n Object.defineProperty(NineSlicePlane.prototype, \"vertices\", {\n get: function () {\n return this.geometry.getBuffer('aVertexPosition').data;\n },\n set: function (value) {\n this.geometry.getBuffer('aVertexPosition').data = value;\n },\n enumerable: false,\n configurable: true\n });\n /** Updates the horizontal vertices. */\n NineSlicePlane.prototype.updateHorizontalVertices = function () {\n var vertices = this.vertices;\n var scale = this._getMinScale();\n vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight * scale;\n vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - (this._bottomHeight * scale);\n vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height;\n };\n /** Updates the vertical vertices. */\n NineSlicePlane.prototype.updateVerticalVertices = function () {\n var vertices = this.vertices;\n var scale = this._getMinScale();\n vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth * scale;\n vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - (this._rightWidth * scale);\n vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width;\n };\n /**\n * Returns the smaller of a set of vertical and horizontal scale of nine slice corners.\n * @returns Smaller number of vertical and horizontal scale.\n */\n NineSlicePlane.prototype._getMinScale = function () {\n var w = this._leftWidth + this._rightWidth;\n var scaleW = this._width > w ? 1.0 : this._width / w;\n var h = this._topHeight + this._bottomHeight;\n var scaleH = this._height > h ? 1.0 : this._height / h;\n var scale = Math.min(scaleW, scaleH);\n return scale;\n };\n Object.defineProperty(NineSlicePlane.prototype, \"width\", {\n /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */\n get: function () {\n return this._width;\n },\n set: function (value) {\n this._width = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"height\", {\n /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */\n get: function () {\n return this._height;\n },\n set: function (value) {\n this._height = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"leftWidth\", {\n /** The width of the left column. */\n get: function () {\n return this._leftWidth;\n },\n set: function (value) {\n this._leftWidth = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"rightWidth\", {\n /** The width of the right column. */\n get: function () {\n return this._rightWidth;\n },\n set: function (value) {\n this._rightWidth = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"topHeight\", {\n /** The height of the top row. */\n get: function () {\n return this._topHeight;\n },\n set: function (value) {\n this._topHeight = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"bottomHeight\", {\n /** The height of the bottom row. */\n get: function () {\n return this._bottomHeight;\n },\n set: function (value) {\n this._bottomHeight = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n /** Refreshes NineSlicePlane coords. All of them. */\n NineSlicePlane.prototype._refresh = function () {\n var texture = this.texture;\n var uvs = this.geometry.buffers[1].data;\n this._origWidth = texture.orig.width;\n this._origHeight = texture.orig.height;\n var _uvw = 1.0 / this._origWidth;\n var _uvh = 1.0 / this._origHeight;\n uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0;\n uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0;\n uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1;\n uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1;\n uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth;\n uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - (_uvw * this._rightWidth);\n uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight;\n uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - (_uvh * this._bottomHeight);\n this.updateHorizontalVertices();\n this.updateVerticalVertices();\n this.geometry.buffers[0].update();\n this.geometry.buffers[1].update();\n };\n return NineSlicePlane;\n}(SimplePlane));\n\nexport { NineSlicePlane, PlaneGeometry, RopeGeometry, SimpleMesh, SimplePlane, SimpleRope };\n//# sourceMappingURL=mesh-extras.mjs.map\n","/*!\n * @pixi/sprite-animated - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/sprite-animated is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Texture } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * An AnimatedSprite is a simple way to display an animation depicted by a list of textures.\n *\n * ```js\n * let alienImages = [\"image_sequence_01.png\",\"image_sequence_02.png\",\"image_sequence_03.png\",\"image_sequence_04.png\"];\n * let textureArray = [];\n *\n * for (let i=0; i < 4; i++)\n * {\n * let texture = PIXI.Texture.from(alienImages[i]);\n * textureArray.push(texture);\n * };\n *\n * let animatedSprite = new PIXI.AnimatedSprite(textureArray);\n * ```\n *\n * The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet}\n * containing the animation definitions:\n *\n * ```js\n * PIXI.Loader.shared.add(\"assets/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"assets/spritesheet.json\"].spritesheet;\n * animatedSprite = new PIXI.AnimatedSprite(sheet.animations[\"image_sequence\"]);\n * ...\n * }\n * ```\n * @memberof PIXI\n */\nvar AnimatedSprite = /** @class */ (function (_super) {\n __extends(AnimatedSprite, _super);\n /**\n * @param textures - An array of {@link PIXI.Texture} or frame\n * objects that make up the animation.\n * @param {boolean} [autoUpdate=true] - Whether to use PIXI.Ticker.shared to auto update animation time.\n */\n function AnimatedSprite(textures, autoUpdate) {\n if (autoUpdate === void 0) { autoUpdate = true; }\n var _this = _super.call(this, textures[0] instanceof Texture ? textures[0] : textures[0].texture) || this;\n _this._textures = null;\n _this._durations = null;\n _this._autoUpdate = autoUpdate;\n _this._isConnectedToTicker = false;\n _this.animationSpeed = 1;\n _this.loop = true;\n _this.updateAnchor = false;\n _this.onComplete = null;\n _this.onFrameChange = null;\n _this.onLoop = null;\n _this._currentTime = 0;\n _this._playing = false;\n _this._previousFrame = null;\n _this.textures = textures;\n return _this;\n }\n /** Stops the AnimatedSprite. */\n AnimatedSprite.prototype.stop = function () {\n if (!this._playing) {\n return;\n }\n this._playing = false;\n if (this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n };\n /** Plays the AnimatedSprite. */\n AnimatedSprite.prototype.play = function () {\n if (this._playing) {\n return;\n }\n this._playing = true;\n if (this._autoUpdate && !this._isConnectedToTicker) {\n Ticker.shared.add(this.update, this, UPDATE_PRIORITY.HIGH);\n this._isConnectedToTicker = true;\n }\n };\n /**\n * Stops the AnimatedSprite and goes to a specific frame.\n * @param frameNumber - Frame index to stop at.\n */\n AnimatedSprite.prototype.gotoAndStop = function (frameNumber) {\n this.stop();\n var previousFrame = this.currentFrame;\n this._currentTime = frameNumber;\n if (previousFrame !== this.currentFrame) {\n this.updateTexture();\n }\n };\n /**\n * Goes to a specific frame and begins playing the AnimatedSprite.\n * @param frameNumber - Frame index to start at.\n */\n AnimatedSprite.prototype.gotoAndPlay = function (frameNumber) {\n var previousFrame = this.currentFrame;\n this._currentTime = frameNumber;\n if (previousFrame !== this.currentFrame) {\n this.updateTexture();\n }\n this.play();\n };\n /**\n * Updates the object transform for rendering.\n * @param deltaTime - Time since last tick.\n */\n AnimatedSprite.prototype.update = function (deltaTime) {\n if (!this._playing) {\n return;\n }\n var elapsed = this.animationSpeed * deltaTime;\n var previousFrame = this.currentFrame;\n if (this._durations !== null) {\n var lag = this._currentTime % 1 * this._durations[this.currentFrame];\n lag += elapsed / 60 * 1000;\n while (lag < 0) {\n this._currentTime--;\n lag += this._durations[this.currentFrame];\n }\n var sign = Math.sign(this.animationSpeed * deltaTime);\n this._currentTime = Math.floor(this._currentTime);\n while (lag >= this._durations[this.currentFrame]) {\n lag -= this._durations[this.currentFrame] * sign;\n this._currentTime += sign;\n }\n this._currentTime += lag / this._durations[this.currentFrame];\n }\n else {\n this._currentTime += elapsed;\n }\n if (this._currentTime < 0 && !this.loop) {\n this.gotoAndStop(0);\n if (this.onComplete) {\n this.onComplete();\n }\n }\n else if (this._currentTime >= this._textures.length && !this.loop) {\n this.gotoAndStop(this._textures.length - 1);\n if (this.onComplete) {\n this.onComplete();\n }\n }\n else if (previousFrame !== this.currentFrame) {\n if (this.loop && this.onLoop) {\n if (this.animationSpeed > 0 && this.currentFrame < previousFrame) {\n this.onLoop();\n }\n else if (this.animationSpeed < 0 && this.currentFrame > previousFrame) {\n this.onLoop();\n }\n }\n this.updateTexture();\n }\n };\n /** Updates the displayed texture to match the current frame index. */\n AnimatedSprite.prototype.updateTexture = function () {\n var currentFrame = this.currentFrame;\n if (this._previousFrame === currentFrame) {\n return;\n }\n this._previousFrame = currentFrame;\n this._texture = this._textures[currentFrame];\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this._cachedTint = 0xFFFFFF;\n this.uvs = this._texture._uvs.uvsFloat32;\n if (this.updateAnchor) {\n this._anchor.copyFrom(this._texture.defaultAnchor);\n }\n if (this.onFrameChange) {\n this.onFrameChange(this.currentFrame);\n }\n };\n /**\n * Stops the AnimatedSprite and destroys it.\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value.\n * @param {boolean} [options.children=false] - If set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well.\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well.\n */\n AnimatedSprite.prototype.destroy = function (options) {\n this.stop();\n _super.prototype.destroy.call(this, options);\n this.onComplete = null;\n this.onFrameChange = null;\n this.onLoop = null;\n };\n /**\n * A short hand way of creating an AnimatedSprite from an array of frame ids.\n * @param frames - The array of frames ids the AnimatedSprite will use as its texture frames.\n * @returns - The new animated sprite with the specified frames.\n */\n AnimatedSprite.fromFrames = function (frames) {\n var textures = [];\n for (var i = 0; i < frames.length; ++i) {\n textures.push(Texture.from(frames[i]));\n }\n return new AnimatedSprite(textures);\n };\n /**\n * A short hand way of creating an AnimatedSprite from an array of image ids.\n * @param images - The array of image urls the AnimatedSprite will use as its texture frames.\n * @returns The new animate sprite with the specified images as frames.\n */\n AnimatedSprite.fromImages = function (images) {\n var textures = [];\n for (var i = 0; i < images.length; ++i) {\n textures.push(Texture.from(images[i]));\n }\n return new AnimatedSprite(textures);\n };\n Object.defineProperty(AnimatedSprite.prototype, \"totalFrames\", {\n /**\n * The total number of frames in the AnimatedSprite. This is the same as number of textures\n * assigned to the AnimatedSprite.\n * @readonly\n * @default 0\n */\n get: function () {\n return this._textures.length;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AnimatedSprite.prototype, \"textures\", {\n /** The array of textures used for this AnimatedSprite. */\n get: function () {\n return this._textures;\n },\n set: function (value) {\n if (value[0] instanceof Texture) {\n this._textures = value;\n this._durations = null;\n }\n else {\n this._textures = [];\n this._durations = [];\n for (var i = 0; i < value.length; i++) {\n this._textures.push(value[i].texture);\n this._durations.push(value[i].time);\n }\n }\n this._previousFrame = null;\n this.gotoAndStop(0);\n this.updateTexture();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AnimatedSprite.prototype, \"currentFrame\", {\n /**\n * The AnimatedSprites current frame index.\n * @readonly\n */\n get: function () {\n var currentFrame = Math.floor(this._currentTime) % this._textures.length;\n if (currentFrame < 0) {\n currentFrame += this._textures.length;\n }\n return currentFrame;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AnimatedSprite.prototype, \"playing\", {\n /**\n * Indicates if the AnimatedSprite is currently playing.\n * @readonly\n */\n get: function () {\n return this._playing;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AnimatedSprite.prototype, \"autoUpdate\", {\n /** Whether to use PIXI.Ticker.shared to auto update animation time. */\n get: function () {\n return this._autoUpdate;\n },\n set: function (value) {\n if (value !== this._autoUpdate) {\n this._autoUpdate = value;\n if (!this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n else if (this._autoUpdate && !this._isConnectedToTicker && this._playing) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return AnimatedSprite;\n}(Sprite));\n\nexport { AnimatedSprite };\n//# sourceMappingURL=sprite-animated.mjs.map\n","/*!\n * pixi.js - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * pixi.js is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport '@pixi/polyfill';\nimport * as utils from '@pixi/utils';\nexport { utils };\nimport { AccessibilityManager } from '@pixi/accessibility';\nexport * from '@pixi/accessibility';\nimport { InteractionManager } from '@pixi/interaction';\nexport * from '@pixi/interaction';\nimport { extensions, BatchRenderer } from '@pixi/core';\nexport * from '@pixi/core';\nimport { Extract } from '@pixi/extract';\nexport * from '@pixi/extract';\nimport { AppLoaderPlugin } from '@pixi/loaders';\nexport * from '@pixi/loaders';\nimport { CompressedTextureLoader, DDSLoader, KTXLoader } from '@pixi/compressed-textures';\nexport * from '@pixi/compressed-textures';\nimport { ParticleRenderer } from '@pixi/particle-container';\nexport * from '@pixi/particle-container';\nimport { Prepare } from '@pixi/prepare';\nexport * from '@pixi/prepare';\nimport { SpritesheetLoader } from '@pixi/spritesheet';\nexport * from '@pixi/spritesheet';\nimport { TilingSpriteRenderer } from '@pixi/sprite-tiling';\nexport * from '@pixi/sprite-tiling';\nimport { BitmapFontLoader } from '@pixi/text-bitmap';\nexport * from '@pixi/text-bitmap';\nimport { TickerPlugin } from '@pixi/ticker';\nexport * from '@pixi/ticker';\nimport { AlphaFilter } from '@pixi/filter-alpha';\nimport { BlurFilter, BlurFilterPass } from '@pixi/filter-blur';\nimport { ColorMatrixFilter } from '@pixi/filter-color-matrix';\nimport { DisplacementFilter } from '@pixi/filter-displacement';\nimport { FXAAFilter } from '@pixi/filter-fxaa';\nimport { NoiseFilter } from '@pixi/filter-noise';\nimport '@pixi/mixin-cache-as-bitmap';\nimport '@pixi/mixin-get-child-by-name';\nimport '@pixi/mixin-get-global-position';\nexport * from '@pixi/app';\nexport * from '@pixi/constants';\nexport * from '@pixi/display';\nexport * from '@pixi/graphics';\nexport * from '@pixi/math';\nexport * from '@pixi/mesh';\nexport * from '@pixi/mesh-extras';\nexport * from '@pixi/runner';\nexport * from '@pixi/sprite';\nexport * from '@pixi/sprite-animated';\nexport * from '@pixi/text';\nexport * from '@pixi/settings';\n\nextensions.add(\n// Install renderer plugins\nAccessibilityManager, Extract, InteractionManager, ParticleRenderer, Prepare, BatchRenderer, TilingSpriteRenderer, \n// Install loader plugins\nBitmapFontLoader, CompressedTextureLoader, DDSLoader, KTXLoader, SpritesheetLoader, \n// Install application plugins\nTickerPlugin, AppLoaderPlugin);\n/**\n * This namespace contains WebGL-only display filters that can be applied\n * to DisplayObjects using the {@link PIXI.DisplayObject#filters filters} property.\n *\n * Since PixiJS only had a handful of built-in filters, additional filters\n * can be downloaded {@link https://github.com/pixijs/pixi-filters here} from the\n * PixiJS Filters repository.\n *\n * All filters must extend {@link PIXI.Filter}.\n * @example\n * // Create a new application\n * const app = new PIXI.Application();\n *\n * // Draw a green rectangle\n * const rect = new PIXI.Graphics()\n * .beginFill(0x00ff00)\n * .drawRect(40, 40, 200, 200);\n *\n * // Add a blur filter\n * rect.filters = [new PIXI.filters.BlurFilter()];\n *\n * // Display rectangle\n * app.stage.addChild(rect);\n * document.body.appendChild(app.view);\n * @namespace PIXI.filters\n */\nvar filters = {\n AlphaFilter: AlphaFilter,\n BlurFilter: BlurFilter,\n BlurFilterPass: BlurFilterPass,\n ColorMatrixFilter: ColorMatrixFilter,\n DisplacementFilter: DisplacementFilter,\n FXAAFilter: FXAAFilter,\n NoiseFilter: NoiseFilter,\n};\n\nexport { filters };\n//# sourceMappingURL=pixi.mjs.map\n","/*!\n * @pixi/math - v6.5.7\n * Compiled Thu, 20 Oct 2022 15:13:33 UTC\n *\n * @pixi/math is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Two Pi.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar PI_2 = Math.PI * 2;\n/**\n * Conversion factor for converting radians to degrees.\n * @static\n * @member {number} RAD_TO_DEG\n * @memberof PIXI\n */\nvar RAD_TO_DEG = 180 / Math.PI;\n/**\n * Conversion factor for converting degrees to radians.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar DEG_TO_RAD = Math.PI / 180;\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n * @static\n * @memberof PIXI\n * @enum {number}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n */\nvar SHAPES;\n(function (SHAPES) {\n SHAPES[SHAPES[\"POLY\"] = 0] = \"POLY\";\n SHAPES[SHAPES[\"RECT\"] = 1] = \"RECT\";\n SHAPES[SHAPES[\"CIRC\"] = 2] = \"CIRC\";\n SHAPES[SHAPES[\"ELIP\"] = 3] = \"ELIP\";\n SHAPES[SHAPES[\"RREC\"] = 4] = \"RREC\";\n})(SHAPES || (SHAPES = {}));\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis\n * @class\n * @memberof PIXI\n * @implements {IPoint}\n */\nvar Point = /** @class */ (function () {\n /**\n * Creates a new `Point`\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function Point(x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n /** Position of the point on the x axis */\n this.x = 0;\n /** Position of the point on the y axis */\n this.y = 0;\n this.x = x;\n this.y = y;\n }\n /**\n * Creates a clone of this point\n * @returns A clone of this point\n */\n Point.prototype.clone = function () {\n return new Point(this.x, this.y);\n };\n /**\n * Copies `x` and `y` from the given point into this point\n * @param p - The point to copy from\n * @returns The point instance itself\n */\n Point.prototype.copyFrom = function (p) {\n this.set(p.x, p.y);\n return this;\n };\n /**\n * Copies this point's x and y into the given point (`p`).\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n Point.prototype.copyTo = function (p) {\n p.set(this.x, this.y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n Point.prototype.equals = function (p) {\n return (p.x === this.x) && (p.y === this.y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the `x` axis\n * @param {number} [y=x] - position of the point on the `y` axis\n * @returns The point instance itself\n */\n Point.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n this.x = x;\n this.y = y;\n return this;\n };\n Point.prototype.toString = function () {\n return \"[@pixi/math:Point x=\" + this.x + \" y=\" + this.y + \"]\";\n };\n return Point;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\n/**\n * Size object, contains width and height\n * @memberof PIXI\n * @typedef {object} ISize\n * @property {number} width - Width component\n * @property {number} height - Height component\n */\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n * @memberof PIXI\n */\nvar Rectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rectangle\n * @param y - The Y coordinate of the upper-left corner of the rectangle\n * @param width - The overall width of the rectangle\n * @param height - The overall height of the rectangle\n */\n function Rectangle(x, y, width, height) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this.x = Number(x);\n this.y = Number(y);\n this.width = Number(width);\n this.height = Number(height);\n this.type = SHAPES.RECT;\n }\n Object.defineProperty(Rectangle.prototype, \"left\", {\n /** Returns the left edge of the rectangle. */\n get: function () {\n return this.x;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"right\", {\n /** Returns the right edge of the rectangle. */\n get: function () {\n return this.x + this.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"top\", {\n /** Returns the top edge of the rectangle. */\n get: function () {\n return this.y;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"bottom\", {\n /** Returns the bottom edge of the rectangle. */\n get: function () {\n return this.y + this.height;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle, \"EMPTY\", {\n /** A constant empty rectangle. */\n get: function () {\n return new Rectangle(0, 0, 0, 0);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates a clone of this Rectangle\n * @returns a copy of the rectangle\n */\n Rectangle.prototype.clone = function () {\n return new Rectangle(this.x, this.y, this.width, this.height);\n };\n /**\n * Copies another rectangle to this one.\n * @param rectangle - The rectangle to copy from.\n * @returns Returns itself.\n */\n Rectangle.prototype.copyFrom = function (rectangle) {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n return this;\n };\n /**\n * Copies this rectangle to another one.\n * @param rectangle - The rectangle to copy to.\n * @returns Returns given parameter.\n */\n Rectangle.prototype.copyTo = function (rectangle) {\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n return rectangle;\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Rectangle\n */\n Rectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x < this.x + this.width) {\n if (y >= this.y && y < this.y + this.height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object.\n * Returns true only if the area of the intersection is >0, this means that Rectangles\n * sharing a side are not overlapping. Another side effect is that an arealess rectangle\n * (width or height equal to zero) can't intersect any other rectangle.\n * @param {Rectangle} other - The Rectangle to intersect with `this`.\n * @param {Matrix} transform - The transformation matrix of `other`.\n * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`.\n */\n Rectangle.prototype.intersects = function (other, transform) {\n if (!transform) {\n var x0_1 = this.x < other.x ? other.x : this.x;\n var x1_1 = this.right > other.right ? other.right : this.right;\n if (x1_1 <= x0_1) {\n return false;\n }\n var y0_1 = this.y < other.y ? other.y : this.y;\n var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom;\n return y1_1 > y0_1;\n }\n var x0 = this.left;\n var x1 = this.right;\n var y0 = this.top;\n var y1 = this.bottom;\n if (x1 <= x0 || y1 <= y0) {\n return false;\n }\n var lt = tempPoints[0].set(other.left, other.top);\n var lb = tempPoints[1].set(other.left, other.bottom);\n var rt = tempPoints[2].set(other.right, other.top);\n var rb = tempPoints[3].set(other.right, other.bottom);\n if (rt.x <= lt.x || lb.y <= lt.y) {\n return false;\n }\n var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c));\n if (s === 0) {\n return false;\n }\n transform.apply(lt, lt);\n transform.apply(lb, lb);\n transform.apply(rt, rt);\n transform.apply(rb, rb);\n if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0\n || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1\n || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0\n || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) {\n return false;\n }\n var nx = s * (lb.y - lt.y);\n var ny = s * (lt.x - lb.x);\n var n00 = (nx * x0) + (ny * y0);\n var n10 = (nx * x1) + (ny * y0);\n var n01 = (nx * x0) + (ny * y1);\n var n11 = (nx * x1) + (ny * y1);\n if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y)\n || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) {\n return false;\n }\n var mx = s * (lt.y - rt.y);\n var my = s * (rt.x - lt.x);\n var m00 = (mx * x0) + (my * y0);\n var m10 = (mx * x1) + (my * y0);\n var m01 = (mx * x0) + (my * y1);\n var m11 = (mx * x1) + (my * y1);\n if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y)\n || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) {\n return false;\n }\n return true;\n };\n /**\n * Pads the rectangle making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n * @returns Returns itself.\n */\n Rectangle.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n this.x -= paddingX;\n this.y -= paddingY;\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n return this;\n };\n /**\n * Fits this rectangle around the passed one.\n * @param rectangle - The rectangle to fit.\n * @returns Returns itself.\n */\n Rectangle.prototype.fit = function (rectangle) {\n var x1 = Math.max(this.x, rectangle.x);\n var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.max(this.y, rectangle.y);\n var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = Math.max(x2 - x1, 0);\n this.y = y1;\n this.height = Math.max(y2 - y1, 0);\n return this;\n };\n /**\n * Enlarges rectangle that way its corners lie on grid\n * @param resolution - resolution\n * @param eps - precision\n * @returns Returns itself.\n */\n Rectangle.prototype.ceil = function (resolution, eps) {\n if (resolution === void 0) { resolution = 1; }\n if (eps === void 0) { eps = 0.001; }\n var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n return this;\n };\n /**\n * Enlarges this rectangle to include the passed rectangle.\n * @param rectangle - The rectangle to include.\n * @returns Returns itself.\n */\n Rectangle.prototype.enlarge = function (rectangle) {\n var x1 = Math.min(this.x, rectangle.x);\n var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.min(this.y, rectangle.y);\n var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n return this;\n };\n Rectangle.prototype.toString = function () {\n return \"[@pixi/math:Rectangle x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Rectangle;\n}());\n\n/**\n * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Circle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this circle\n * @param y - The Y coordinate of the center of this circle\n * @param radius - The radius of the circle\n */\n function Circle(x, y, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (radius === void 0) { radius = 0; }\n this.x = x;\n this.y = y;\n this.radius = radius;\n this.type = SHAPES.CIRC;\n }\n /**\n * Creates a clone of this Circle instance\n * @returns A copy of the Circle\n */\n Circle.prototype.clone = function () {\n return new Circle(this.x, this.y, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this circle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Circle\n */\n Circle.prototype.contains = function (x, y) {\n if (this.radius <= 0) {\n return false;\n }\n var r2 = this.radius * this.radius;\n var dx = (this.x - x);\n var dy = (this.y - y);\n dx *= dx;\n dy *= dy;\n return (dx + dy <= r2);\n };\n /**\n * Returns the framing rectangle of the circle as a Rectangle object\n * @returns The framing rectangle\n */\n Circle.prototype.getBounds = function () {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n };\n Circle.prototype.toString = function () {\n return \"[@pixi/math:Circle x=\" + this.x + \" y=\" + this.y + \" radius=\" + this.radius + \"]\";\n };\n return Circle;\n}());\n\n/**\n * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Ellipse = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this ellipse\n * @param y - The Y coordinate of the center of this ellipse\n * @param halfWidth - The half width of this ellipse\n * @param halfHeight - The half height of this ellipse\n */\n function Ellipse(x, y, halfWidth, halfHeight) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (halfWidth === void 0) { halfWidth = 0; }\n if (halfHeight === void 0) { halfHeight = 0; }\n this.x = x;\n this.y = y;\n this.width = halfWidth;\n this.height = halfHeight;\n this.type = SHAPES.ELIP;\n }\n /**\n * Creates a clone of this Ellipse instance\n * @returns {PIXI.Ellipse} A copy of the ellipse\n */\n Ellipse.prototype.clone = function () {\n return new Ellipse(this.x, this.y, this.width, this.height);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this ellipse\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coords are within this ellipse\n */\n Ellipse.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n // normalize the coords to an ellipse with center 0,0\n var normx = ((x - this.x) / this.width);\n var normy = ((y - this.y) / this.height);\n normx *= normx;\n normy *= normy;\n return (normx + normy <= 1);\n };\n /**\n * Returns the framing rectangle of the ellipse as a Rectangle object\n * @returns The framing rectangle\n */\n Ellipse.prototype.getBounds = function () {\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n };\n Ellipse.prototype.toString = function () {\n return \"[@pixi/math:Ellipse x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Ellipse;\n}());\n\n/**\n * A class to define a shape via user defined coordinates.\n * @memberof PIXI\n */\nvar Polygon = /** @class */ (function () {\n /**\n * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points\n * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or\n * the arguments passed can be all the points of the polygon e.g.\n * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat\n * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.\n */\n function Polygon() {\n var arguments$1 = arguments;\n\n var points = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n points[_i] = arguments$1[_i];\n }\n var flat = Array.isArray(points[0]) ? points[0] : points;\n // if this is an array of points, convert it to a flat array of numbers\n if (typeof flat[0] !== 'number') {\n var p = [];\n for (var i = 0, il = flat.length; i < il; i++) {\n p.push(flat[i].x, flat[i].y);\n }\n flat = p;\n }\n this.points = flat;\n this.type = SHAPES.POLY;\n this.closeStroke = true;\n }\n /**\n * Creates a clone of this polygon.\n * @returns - A copy of the polygon.\n */\n Polygon.prototype.clone = function () {\n var points = this.points.slice();\n var polygon = new Polygon(points);\n polygon.closeStroke = this.closeStroke;\n return polygon;\n };\n /**\n * Checks whether the x and y coordinates passed to this function are contained within this polygon.\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this polygon.\n */\n Polygon.prototype.contains = function (x, y) {\n var inside = false;\n // use some raycasting to test hits\n // https://github.com/substack/point-in-polygon/blob/master/index.js\n var length = this.points.length / 2;\n for (var i = 0, j = length - 1; i < length; j = i++) {\n var xi = this.points[i * 2];\n var yi = this.points[(i * 2) + 1];\n var xj = this.points[j * 2];\n var yj = this.points[(j * 2) + 1];\n var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);\n if (intersect) {\n inside = !inside;\n }\n }\n return inside;\n };\n Polygon.prototype.toString = function () {\n return \"[@pixi/math:Polygon\"\n + (\"closeStroke=\" + this.closeStroke)\n + (\"points=\" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + \", \" + currentPoint; }, '') + \"]\");\n };\n return Polygon;\n}());\n\n/**\n * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its\n * top-left corner point (x, y) and by its width and its height and its radius.\n * @memberof PIXI\n */\nvar RoundedRectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rounded rectangle\n * @param y - The Y coordinate of the upper-left corner of the rounded rectangle\n * @param width - The overall width of this rounded rectangle\n * @param height - The overall height of this rounded rectangle\n * @param radius - Controls the radius of the rounded corners\n */\n function RoundedRectangle(x, y, width, height, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n if (radius === void 0) { radius = 20; }\n this.x = x;\n this.y = y;\n this.width = width;\n this.height = height;\n this.radius = radius;\n this.type = SHAPES.RREC;\n }\n /**\n * Creates a clone of this Rounded Rectangle.\n * @returns - A copy of the rounded rectangle.\n */\n RoundedRectangle.prototype.clone = function () {\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rounded Rectangle\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this Rounded Rectangle.\n */\n RoundedRectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width) {\n if (y >= this.y && y <= this.y + this.height) {\n var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2));\n if ((y >= this.y + radius && y <= this.y + this.height - radius)\n || (x >= this.x + radius && x <= this.x + this.width - radius)) {\n return true;\n }\n var dx = x - (this.x + radius);\n var dy = y - (this.y + radius);\n var radius2 = radius * radius;\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + this.width - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dy = y - (this.y + this.height - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n }\n }\n return false;\n };\n RoundedRectangle.prototype.toString = function () {\n return \"[@pixi/math:RoundedRectangle x=\" + this.x + \" y=\" + this.y\n + (\"width=\" + this.width + \" height=\" + this.height + \" radius=\" + this.radius + \"]\");\n };\n return RoundedRectangle;\n}());\n\n/**\n * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis.\n *\n * An `ObservablePoint` is a point that triggers a callback when the point's position is changed.\n * @memberof PIXI\n */\nvar ObservablePoint = /** @class */ (function () {\n /**\n * Creates a new `ObservablePoint`\n * @param cb - callback function triggered when `x` and/or `y` are changed\n * @param scope - owner of callback\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function ObservablePoint(cb, scope, x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n this._x = x;\n this._y = y;\n this.cb = cb;\n this.scope = scope;\n }\n /**\n * Creates a clone of this point.\n * The callback and scope params can be overridden otherwise they will default\n * to the clone object's values.\n * @override\n * @param cb - The callback function triggered when `x` and/or `y` are changed\n * @param scope - The owner of the callback\n * @returns a copy of this observable point\n */\n ObservablePoint.prototype.clone = function (cb, scope) {\n if (cb === void 0) { cb = this.cb; }\n if (scope === void 0) { scope = this.scope; }\n return new ObservablePoint(cb, scope, this._x, this._y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n if (this._x !== x || this._y !== y) {\n this._x = x;\n this._y = y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies x and y from the given point (`p`)\n * @param p - The point to copy from. Can be any of type that is or extends `IPointData`\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.copyFrom = function (p) {\n if (this._x !== p.x || this._y !== p.y) {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies this point's x and y into that of the given point (`p`)\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n ObservablePoint.prototype.copyTo = function (p) {\n p.set(this._x, this._y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n ObservablePoint.prototype.equals = function (p) {\n return (p.x === this._x) && (p.y === this._y);\n };\n ObservablePoint.prototype.toString = function () {\n return \"[@pixi/math:ObservablePoint x=\" + 0 + \" y=\" + 0 + \" scope=\" + this.scope + \"]\";\n };\n Object.defineProperty(ObservablePoint.prototype, \"x\", {\n /** Position of the observable point on the x axis. */\n get: function () {\n return this._x;\n },\n set: function (value) {\n if (this._x !== value) {\n this._x = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ObservablePoint.prototype, \"y\", {\n /** Position of the observable point on the y axis. */\n get: function () {\n return this._y;\n },\n set: function (value) {\n if (this._y !== value) {\n this._y = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n return ObservablePoint;\n}());\n\n/**\n * The PixiJS Matrix as a class makes it a lot faster.\n *\n * Here is a representation of it:\n * ```js\n * | a | c | tx|\n * | b | d | ty|\n * | 0 | 0 | 1 |\n * ```\n * @memberof PIXI\n */\nvar Matrix = /** @class */ (function () {\n /**\n * @param a - x scale\n * @param b - y skew\n * @param c - x skew\n * @param d - y scale\n * @param tx - x translation\n * @param ty - y translation\n */\n function Matrix(a, b, c, d, tx, ty) {\n if (a === void 0) { a = 1; }\n if (b === void 0) { b = 0; }\n if (c === void 0) { c = 0; }\n if (d === void 0) { d = 1; }\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n this.array = null;\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n }\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n * @param array - The array that the matrix will be populated from.\n */\n Matrix.prototype.fromArray = function (array) {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n };\n /**\n * Sets the matrix properties.\n * @param a - Matrix component\n * @param b - Matrix component\n * @param c - Matrix component\n * @param d - Matrix component\n * @param tx - Matrix component\n * @param ty - Matrix component\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.set = function (a, b, c, d, tx, ty) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n return this;\n };\n /**\n * Creates an array from the current Matrix object.\n * @param transpose - Whether we need to transpose the matrix or not\n * @param [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @returns The newly created array which contains the matrix\n */\n Matrix.prototype.toArray = function (transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n var array = out || this.array;\n if (transpose) {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n }\n else {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n return array;\n };\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, transformed through this matrix\n */\n Matrix.prototype.apply = function (pos, newPos) {\n newPos = (newPos || new Point());\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.a * x) + (this.c * y) + this.tx;\n newPos.y = (this.b * x) + (this.d * y) + this.ty;\n return newPos;\n };\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n Matrix.prototype.applyInverse = function (pos, newPos) {\n newPos = (newPos || new Point());\n var id = 1 / ((this.a * this.d) + (this.c * -this.b));\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);\n newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);\n return newPos;\n };\n /**\n * Translates the matrix on the x and y.\n * @param x - How much to translate x by\n * @param y - How much to translate y by\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.translate = function (x, y) {\n this.tx += x;\n this.ty += y;\n return this;\n };\n /**\n * Applies a scale transformation to the matrix.\n * @param x - The amount to scale horizontally\n * @param y - The amount to scale vertically\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.scale = function (x, y) {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n return this;\n };\n /**\n * Applies a rotation transformation to the matrix.\n * @param angle - The angle in radians.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.rotate = function (angle) {\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n var a1 = this.a;\n var c1 = this.c;\n var tx1 = this.tx;\n this.a = (a1 * cos) - (this.b * sin);\n this.b = (a1 * sin) + (this.b * cos);\n this.c = (c1 * cos) - (this.d * sin);\n this.d = (c1 * sin) + (this.d * cos);\n this.tx = (tx1 * cos) - (this.ty * sin);\n this.ty = (tx1 * sin) + (this.ty * cos);\n return this;\n };\n /**\n * Appends the given Matrix to this Matrix.\n * @param matrix - The matrix to append.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.append = function (matrix) {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n this.a = (matrix.a * a1) + (matrix.b * c1);\n this.b = (matrix.a * b1) + (matrix.b * d1);\n this.c = (matrix.c * a1) + (matrix.d * c1);\n this.d = (matrix.c * b1) + (matrix.d * d1);\n this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;\n this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;\n return this;\n };\n /**\n * Sets the matrix based on all the available properties\n * @param x - Position on the x axis\n * @param y - Position on the y axis\n * @param pivotX - Pivot on the x axis\n * @param pivotY - Pivot on the y axis\n * @param scaleX - Scale on the x axis\n * @param scaleY - Scale on the y axis\n * @param rotation - Rotation in radians\n * @param skewX - Skew on the x axis\n * @param skewY - Skew on the y axis\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n this.a = Math.cos(rotation + skewY) * scaleX;\n this.b = Math.sin(rotation + skewY) * scaleX;\n this.c = -Math.sin(rotation - skewX) * scaleY;\n this.d = Math.cos(rotation - skewX) * scaleY;\n this.tx = x - ((pivotX * this.a) + (pivotY * this.c));\n this.ty = y - ((pivotX * this.b) + (pivotY * this.d));\n return this;\n };\n /**\n * Prepends the given Matrix to this Matrix.\n * @param matrix - The matrix to prepend\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.prepend = function (matrix) {\n var tx1 = this.tx;\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n var a1 = this.a;\n var c1 = this.c;\n this.a = (a1 * matrix.a) + (this.b * matrix.c);\n this.b = (a1 * matrix.b) + (this.b * matrix.d);\n this.c = (c1 * matrix.a) + (this.d * matrix.c);\n this.d = (c1 * matrix.b) + (this.d * matrix.d);\n }\n this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;\n this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;\n return this;\n };\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n * @param transform - The transform to apply the properties to.\n * @returns The transform with the newly applied properties\n */\n Matrix.prototype.decompose = function (transform) {\n // sort out rotation / skew..\n var a = this.a;\n var b = this.b;\n var c = this.c;\n var d = this.d;\n var pivot = transform.pivot;\n var skewX = -Math.atan2(-c, d);\n var skewY = Math.atan2(b, a);\n var delta = Math.abs(skewX + skewY);\n if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n }\n else {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n // next set scale\n transform.scale.x = Math.sqrt((a * a) + (b * b));\n transform.scale.y = Math.sqrt((c * c) + (d * d));\n // next set position\n transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c));\n transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d));\n return transform;\n };\n /**\n * Inverts this matrix\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.invert = function () {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n var tx1 = this.tx;\n var n = (a1 * d1) - (b1 * c1);\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;\n this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;\n return this;\n };\n /**\n * Resets this Matrix to an identity (default) matrix.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.identity = function () {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n return this;\n };\n /**\n * Creates a new Matrix object with the same values as this one.\n * @returns A copy of this matrix. Good for chaining method calls.\n */\n Matrix.prototype.clone = function () {\n var matrix = new Matrix();\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n * @param matrix - The matrix to copy to.\n * @returns The matrix given in parameter with its values updated.\n */\n Matrix.prototype.copyTo = function (matrix) {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the matrix to be the same as the ones in given matrix\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @returns {PIXI.Matrix} this\n */\n Matrix.prototype.copyFrom = function (matrix) {\n this.a = matrix.a;\n this.b = matrix.b;\n this.c = matrix.c;\n this.d = matrix.d;\n this.tx = matrix.tx;\n this.ty = matrix.ty;\n return this;\n };\n Matrix.prototype.toString = function () {\n return \"[@pixi/math:Matrix a=\" + this.a + \" b=\" + this.b + \" c=\" + this.c + \" d=\" + this.d + \" tx=\" + this.tx + \" ty=\" + this.ty + \"]\";\n };\n Object.defineProperty(Matrix, \"IDENTITY\", {\n /**\n * A default (identity) matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Matrix, \"TEMP_MATRIX\", {\n /**\n * A temp matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n return Matrix;\n}());\n\n// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group\n/*\n * Transform matrix for operation n is:\n * | ux | vx |\n * | uy | vy |\n */\nvar ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nvar uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\n/**\n * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * for the composition of each rotation in the dihederal group D8.\n * @type {number[][]}\n * @private\n */\nvar rotationCayley = [];\n/**\n * Matrices for each `GD8Symmetry` rotation.\n * @type {PIXI.Matrix[]}\n * @private\n */\nvar rotationMatrices = [];\n/*\n * Alias for {@code Math.sign}.\n */\nvar signum = Math.sign;\n/*\n * Initializes `rotationCayley` and `rotationMatrices`. It is called\n * only once below.\n */\nfunction init() {\n for (var i = 0; i < 16; i++) {\n var row = [];\n rotationCayley.push(row);\n for (var j = 0; j < 16; j++) {\n /* Multiplies rotation matrices i and j. */\n var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));\n var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));\n var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));\n var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));\n /* Finds rotation matrix matching the product and pushes it. */\n for (var k = 0; k < 16; k++) {\n if (ux[k] === _ux && uy[k] === _uy\n && vx[k] === _vx && vy[k] === _vy) {\n row.push(k);\n break;\n }\n }\n }\n }\n for (var i = 0; i < 16; i++) {\n var mat = new Matrix();\n mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);\n rotationMatrices.push(mat);\n }\n}\ninit();\n/**\n * @memberof PIXI\n * @typedef {number} GD8Symmetry\n * @see PIXI.groupD8\n */\n/**\n * Implements the dihedral group D8, which is similar to\n * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};\n * D8 is the same but with diagonals, and it is used for texture\n * rotations.\n *\n * The directions the U- and V- axes after rotation\n * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`\n * and `(vX(a), vY(a))`. These aren't necessarily unit vectors.\n *\n * **Origin:**
\n * This is the small part of gameofbombs.com portal system. It works.\n * @see PIXI.groupD8.E\n * @see PIXI.groupD8.SE\n * @see PIXI.groupD8.S\n * @see PIXI.groupD8.SW\n * @see PIXI.groupD8.W\n * @see PIXI.groupD8.NW\n * @see PIXI.groupD8.N\n * @see PIXI.groupD8.NE\n * @author Ivan @ivanpopelyshev\n * @namespace PIXI.groupD8\n * @memberof PIXI\n */\nvar groupD8 = {\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 0° | East |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n E: 0,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 45°↻ | Southeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SE: 1,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 90°↻ | South |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n S: 2,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 135°↻ | Southwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SW: 3,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 180° | West |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n W: 4,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -135°/225°↻ | Northwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NW: 5,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -90°/270°↻ | North |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n N: 6,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -45°/315°↻ | Northeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NE: 7,\n /**\n * Reflection about Y-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_VERTICAL: 8,\n /**\n * Reflection about the main diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MAIN_DIAGONAL: 10,\n /**\n * Reflection about X-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_HORIZONTAL: 12,\n /**\n * Reflection about reverse diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n REVERSE_DIAGONAL: 14,\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the U-axis\n * after rotating the axes.\n */\n uX: function (ind) { return ux[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis\n * after rotating the axes.\n */\n uY: function (ind) { return uy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the V-axis\n * after rotating the axes.\n */\n vX: function (ind) { return vx[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis\n * after rotating the axes.\n */\n vY: function (ind) { return vy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite\n * is needed. Only rotations have opposite symmetries while\n * reflections don't.\n * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation`\n */\n inv: function (rotation) {\n if (rotation & 8) // true only if between 8 & 15 (reflections)\n {\n return rotation & 15; // or rotation % 16\n }\n return (-rotation) & 7; // or (8 - rotation) % 8\n },\n /**\n * Composes the two D8 operations.\n *\n * Taking `^` as reflection:\n *\n * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |\n * |-------|-----|-----|-----|-----|------|-------|-------|-------|\n * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |\n * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |\n * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |\n * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |\n * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |\n * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |\n * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |\n * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |\n *\n * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which\n * is the row in the above cayley table.\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which\n * is the column in the above cayley table.\n * @returns {PIXI.GD8Symmetry} Composed operation\n */\n add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); },\n /**\n * Reverse of `add`.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation\n * @returns {PIXI.GD8Symmetry} Result\n */\n sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); },\n /**\n * Adds 180 degrees to rotation, which is a commutative\n * operation.\n * @memberof PIXI.groupD8\n * @param {number} rotation - The number to rotate.\n * @returns {number} Rotated number\n */\n rotate180: function (rotation) { return rotation ^ 4; },\n /**\n * Checks if the rotation angle is vertical, i.e. south\n * or north. It doesn't work for reflections.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - The number to check.\n * @returns {boolean} Whether or not the direction is vertical\n */\n isVertical: function (rotation) { return (rotation & 3) === 2; },\n /**\n * Approximates the vector `V(dx,dy)` into one of the\n * eight directions provided by `groupD8`.\n * @memberof PIXI.groupD8\n * @param {number} dx - X-component of the vector\n * @param {number} dy - Y-component of the vector\n * @returns {PIXI.GD8Symmetry} Approximation of the vector into\n * one of the eight symmetries.\n */\n byDirection: function (dx, dy) {\n if (Math.abs(dx) * 2 <= Math.abs(dy)) {\n if (dy >= 0) {\n return groupD8.S;\n }\n return groupD8.N;\n }\n else if (Math.abs(dy) * 2 <= Math.abs(dx)) {\n if (dx > 0) {\n return groupD8.E;\n }\n return groupD8.W;\n }\n else if (dy > 0) {\n if (dx > 0) {\n return groupD8.SE;\n }\n return groupD8.SW;\n }\n else if (dx > 0) {\n return groupD8.NE;\n }\n return groupD8.NW;\n },\n /**\n * Helps sprite to compensate texture packer rotation.\n * @memberof PIXI.groupD8\n * @param {PIXI.Matrix} matrix - sprite world matrix\n * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.\n * @param {number} tx - sprite anchoring\n * @param {number} ty - sprite anchoring\n */\n matrixAppendRotationInv: function (matrix, rotation, tx, ty) {\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n // Packer used \"rotation\", we use \"inv(rotation)\"\n var mat = rotationMatrices[groupD8.inv(rotation)];\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n },\n};\n\n/**\n * Transform that takes care about its versions.\n * @memberof PIXI\n */\nvar Transform = /** @class */ (function () {\n function Transform() {\n this.worldTransform = new Matrix();\n this.localTransform = new Matrix();\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n this._rotation = 0;\n this._cx = 1;\n this._sx = 0;\n this._cy = 0;\n this._sy = 1;\n this._localID = 0;\n this._currentLocalID = 0;\n this._worldID = 0;\n this._parentID = 0;\n }\n /** Called when a value changes. */\n Transform.prototype.onChange = function () {\n this._localID++;\n };\n /** Called when the skew or the rotation changes. */\n Transform.prototype.updateSkew = function () {\n this._cx = Math.cos(this._rotation + this.skew.y);\n this._sx = Math.sin(this._rotation + this.skew.y);\n this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2\n this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2\n this._localID++;\n };\n Transform.prototype.toString = function () {\n return \"[@pixi/math:Transform \"\n + (\"position=(\" + this.position.x + \", \" + this.position.y + \") \")\n + (\"rotation=\" + this.rotation + \" \")\n + (\"scale=(\" + this.scale.x + \", \" + this.scale.y + \") \")\n + (\"skew=(\" + this.skew.x + \", \" + this.skew.y + \") \")\n + \"]\";\n };\n /** Updates the local transformation matrix. */\n Transform.prototype.updateLocalTransform = function () {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n };\n /**\n * Updates the local and the world transformation matrices.\n * @param parentTransform - The parent transform\n */\n Transform.prototype.updateTransform = function (parentTransform) {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n if (this._parentID !== parentTransform._worldID) {\n // concat the parent matrix with the objects transform.\n var pt = parentTransform.worldTransform;\n var wt = this.worldTransform;\n wt.a = (lt.a * pt.a) + (lt.b * pt.c);\n wt.b = (lt.a * pt.b) + (lt.b * pt.d);\n wt.c = (lt.c * pt.a) + (lt.d * pt.c);\n wt.d = (lt.c * pt.b) + (lt.d * pt.d);\n wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;\n wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;\n this._parentID = parentTransform._worldID;\n // update the id of the transform..\n this._worldID++;\n }\n };\n /**\n * Decomposes a matrix and sets the transforms properties based on it.\n * @param matrix - The matrix to decompose\n */\n Transform.prototype.setFromMatrix = function (matrix) {\n matrix.decompose(this);\n this._localID++;\n };\n Object.defineProperty(Transform.prototype, \"rotation\", {\n /** The rotation of the object in radians. */\n get: function () {\n return this._rotation;\n },\n set: function (value) {\n if (this._rotation !== value) {\n this._rotation = value;\n this.updateSkew();\n }\n },\n enumerable: false,\n configurable: true\n });\n /** A default (identity) transform. */\n Transform.IDENTITY = new Transform();\n return Transform;\n}());\n\nexport { Circle, DEG_TO_RAD, Ellipse, Matrix, ObservablePoint, PI_2, Point, Polygon, RAD_TO_DEG, Rectangle, RoundedRectangle, SHAPES, Transform, groupD8 };\n//# sourceMappingURL=math.mjs.map\n","/*!\n * @pixi/display - v6.5.7\n * Compiled Thu, 20 Oct 2022 15:13:33 UTC\n *\n * @pixi/display is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { Rectangle, RAD_TO_DEG, DEG_TO_RAD, Transform } from '@pixi/math';\nimport { EventEmitter, removeItems } from '@pixi/utils';\n\n/**\n * Sets the default value for the container property 'sortableChildren'.\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n * @static\n * @constant\n * @name SORTABLE_CHILDREN\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.SORTABLE_CHILDREN = false;\n\n/**\n * 'Builder' pattern for bounds rectangles.\n *\n * This could be called an Axis-Aligned Bounding Box.\n * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems.\n * @memberof PIXI\n */\nvar Bounds = /** @class */ (function () {\n function Bounds() {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n this.rect = null;\n this.updateID = -1;\n }\n /**\n * Checks if bounds are empty.\n * @returns - True if empty.\n */\n Bounds.prototype.isEmpty = function () {\n return this.minX > this.maxX || this.minY > this.maxY;\n };\n /** Clears the bounds and resets. */\n Bounds.prototype.clear = function () {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n };\n /**\n * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n * It is not guaranteed that it will return tempRect\n * @param rect - Temporary object will be used if AABB is not empty\n * @returns - A rectangle of the bounds\n */\n Bounds.prototype.getRectangle = function (rect) {\n if (this.minX > this.maxX || this.minY > this.maxY) {\n return Rectangle.EMPTY;\n }\n rect = rect || new Rectangle(0, 0, 1, 1);\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n return rect;\n };\n /**\n * This function should be inlined when its possible.\n * @param point - The point to add.\n */\n Bounds.prototype.addPoint = function (point) {\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n };\n /**\n * Adds a point, after transformed. This should be inlined when its possible.\n * @param matrix\n * @param point\n */\n Bounds.prototype.addPointMatrix = function (matrix, point) {\n var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty;\n var x = (a * point.x) + (c * point.y) + tx;\n var y = (b * point.x) + (d * point.y) + ty;\n this.minX = Math.min(this.minX, x);\n this.maxX = Math.max(this.maxX, x);\n this.minY = Math.min(this.minY, y);\n this.maxY = Math.max(this.maxY, y);\n };\n /**\n * Adds a quad, not transformed\n * @param vertices - The verts to add.\n */\n Bounds.prototype.addQuad = function (vertices) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = vertices[0];\n var y = vertices[1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds sprite frame, transformed.\n * @param transform - transform to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) {\n this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1);\n };\n /**\n * Adds sprite frame, multiplied by matrix\n * @param matrix - matrix to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) {\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = (a * x0) + (c * y0) + tx;\n var y = (b * x0) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y0) + tx;\n y = (b * x1) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x0) + (c * y1) + tx;\n y = (b * x0) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y1) + tx;\n y = (b * x1) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds screen vertices from array\n * @param vertexData - calculated vertices\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var x = vertexData[i];\n var y = vertexData[i + 1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Add an array of mesh vertices\n * @param transform - mesh transform\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) {\n this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset);\n };\n /**\n * Add an array of mesh vertices.\n * @param matrix - mesh matrix\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n * @param padX - x padding\n * @param padY - y padding\n */\n Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) {\n if (padX === void 0) { padX = 0; }\n if (padY === void 0) { padY = padX; }\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var rawX = vertices[i];\n var rawY = vertices[i + 1];\n var x = (a * rawX) + (c * rawY) + tx;\n var y = (d * rawY) + (b * rawX) + ty;\n minX = Math.min(minX, x - padX);\n maxX = Math.max(maxX, x + padX);\n minY = Math.min(minY, y - padY);\n maxY = Math.max(maxY, y + padY);\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds other {@link Bounds}.\n * @param bounds - The Bounds to be added\n */\n Bounds.prototype.addBounds = function (bounds) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = bounds.minX < minX ? bounds.minX : minX;\n this.minY = bounds.minY < minY ? bounds.minY : minY;\n this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX;\n this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY;\n };\n /**\n * Adds other Bounds, masked with Bounds.\n * @param bounds - The Bounds to be added.\n * @param mask - TODO\n */\n Bounds.prototype.addBoundsMask = function (bounds, mask) {\n var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX;\n var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY;\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty.\n * @param bounds - other bounds\n * @param matrix - multiplicator\n */\n Bounds.prototype.addBoundsMatrix = function (bounds, matrix) {\n this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY);\n };\n /**\n * Adds other Bounds, masked with Rectangle.\n * @param bounds - TODO\n * @param area - TODO\n */\n Bounds.prototype.addBoundsArea = function (bounds, area) {\n var _minX = bounds.minX > area.x ? bounds.minX : area.x;\n var _minY = bounds.minY > area.y ? bounds.minY : area.y;\n var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width);\n var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height);\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Pads bounds object, making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n */\n Bounds.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n if (!this.isEmpty()) {\n this.minX -= paddingX;\n this.maxX += paddingX;\n this.minY -= paddingY;\n this.maxY += paddingY;\n }\n };\n /**\n * Adds padded frame. (x0, y0) should be strictly less than (x1, y1)\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n * @param padX - padding X\n * @param padY - padding Y\n */\n Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) {\n x0 -= padX;\n y0 -= padY;\n x1 += padX;\n y1 += padY;\n this.minX = this.minX < x0 ? this.minX : x0;\n this.maxX = this.maxX > x1 ? this.maxX : x1;\n this.minY = this.minY < y0 ? this.minY : y0;\n this.maxY = this.maxY > y1 ? this.maxY : y1;\n };\n return Bounds;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * The base class for all objects that are rendered on the screen.\n *\n * This is an abstract class and can not be used on its own; rather it should be extended.\n *\n * ## Display objects implemented in PixiJS\n *\n * | Display Object | Description |\n * | ------------------------------- | --------------------------------------------------------------------- |\n * | {@link PIXI.Container} | Adds support for `children` to DisplayObject |\n * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API |\n * | {@link PIXI.Sprite} | Draws textures (i.e. images) |\n * | {@link PIXI.Text} | Draws text using the Canvas API internally |\n * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures |\n * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion |\n * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images |\n * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data |\n * | {@link PIXI.NineSlicePlane} | Mesh-related |\n * | {@link PIXI.SimpleMesh} | v4-compatible mesh |\n * | {@link PIXI.SimplePlane} | Mesh-related |\n * | {@link PIXI.SimpleRope} | Mesh-related |\n *\n * ## Transforms\n *\n * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its\n * local coordinate space to its parent's local coordinate space. The following properties are derived\n * from the transform:\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n *
PropertyDescription
[pivot]{@link PIXI.DisplayObject#pivot}\n * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot\n * is equal to position, regardless of the other three transformations. In other words, It is the center of\n * rotation, scaling, and skewing.\n *
[position]{@link PIXI.DisplayObject#position}\n * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local\n * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object\n * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space.\n *
[scale]{@link PIXI.DisplayObject#scale}\n * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the\n * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center\n * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}.\n *
[rotation]{@link PIXI.DisplayObject#rotation}\n * Rotation. This will rotate the display object's projection by this angle (in radians).\n *
[skew]{@link PIXI.DisplayObject#skew}\n *

Skewing. This can be used to deform a rectangular display object into a parallelogram.

\n *

\n * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be\n * thought of the net rotation applied to the coordinate axes (separately). For example, if \"skew.x\" is\n * ⍺ and \"skew.y\" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be\n * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will\n * be rotated by an angle between ⍺ and β.\n *

\n *

\n * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying\n * a rotation. Indeed, if \"skew.x\" = -ϴ and \"skew.y\" = ϴ, it will produce an equivalent of \"rotation\" = ϴ.\n *

\n *

\n * Another quite interesting observation is that \"skew.x\", \"skew.y\", rotation are communtative operations. Indeed,\n * because rotation is essentially a careful combination of the two.\n *

\n *
angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
xTranslation. This is an alias for position.x!
yTranslation. This is an alias for position.y!
width\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing\n * the \"requested\" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there\n * is no concept of user-defined width.\n *
height\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing\n * the \"requested\" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there\n * is no concept of user-defined height.\n *
\n *\n * ## Bounds\n *\n * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit\n * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the\n * `worldTransform` to calculate in world space).\n *\n * There are a few additional types of bounding boxes:\n *\n * | Bounds | Description |\n * | --------------------- | ---------------------------------------------------------------------------------------- |\n * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. |\n * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. |\n * | Render Bounds | The bounds, but including extra rendering effects like filter padding. |\n * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. |\n * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. |\n * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)|\n * | Content Bounds | The natural bounds when excluding all children of a `Container`. |\n *\n * ### calculateBounds\n *\n * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children.\n *\n * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and\n * `getLocalBounds` to work. This method must write the bounds into `this._bounds`.\n *\n * Generally, the following technique works for most simple cases: take the list of points\n * forming the \"hull\" of the object (i.e. outline of the object's shape), and then add them\n * using {@link PIXI.Bounds#addPointMatrix}.\n *\n * ```js\n * calculateBounds(): void\n * {\n * const points = [...];\n *\n * for (let i = 0, j = points.length; i < j; i++)\n * {\n * this._bounds.addPointMatrix(this.worldTransform, points[i]);\n * }\n * }\n * ```\n *\n * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them\n * in one array together.\n *\n * ## Alpha\n *\n * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display\n * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not\n * applied on any ancestor further up the chain).\n *\n * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}.\n *\n * ## Renderable vs Visible\n *\n * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the\n * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display\n * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not\n * be calculated.\n *\n * It is recommended that applications use the `renderable` property for culling. See\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details.\n *\n * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This\n * one is also better in terms of performance.\n * @memberof PIXI\n */\nvar DisplayObject = /** @class */ (function (_super) {\n __extends(DisplayObject, _super);\n function DisplayObject() {\n var _this = _super.call(this) || this;\n _this.tempDisplayObjectParent = null;\n // TODO: need to create Transform from factory\n _this.transform = new Transform();\n _this.alpha = 1;\n _this.visible = true;\n _this.renderable = true;\n _this.cullable = false;\n _this.cullArea = null;\n _this.parent = null;\n _this.worldAlpha = 1;\n _this._lastSortedIndex = 0;\n _this._zIndex = 0;\n _this.filterArea = null;\n _this.filters = null;\n _this._enabledFilters = null;\n _this._bounds = new Bounds();\n _this._localBounds = null;\n _this._boundsID = 0;\n _this._boundsRect = null;\n _this._localBoundsRect = null;\n _this._mask = null;\n _this._maskRefCount = 0;\n _this._destroyed = false;\n _this.isSprite = false;\n _this.isMask = false;\n return _this;\n }\n /**\n * Mixes all enumerable properties and methods from a source object to DisplayObject.\n * @param source - The source of properties and methods to mix in.\n */\n DisplayObject.mixin = function (source) {\n // in ES8/ES2017, this would be really easy:\n // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source));\n // get all the enumerable property keys\n var keys = Object.keys(source);\n // loop through properties\n for (var i = 0; i < keys.length; ++i) {\n var propertyName = keys[i];\n // Set the property using the property descriptor - this works for accessors and normal value properties\n Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName));\n }\n };\n Object.defineProperty(DisplayObject.prototype, \"destroyed\", {\n /**\n * Fired when this DisplayObject is added to a Container.\n * @instance\n * @event added\n * @param {PIXI.Container} container - The container added to.\n */\n /**\n * Fired when this DisplayObject is removed from a Container.\n * @instance\n * @event removed\n * @param {PIXI.Container} container - The container removed from.\n */\n /**\n * Fired when this DisplayObject is destroyed. This event is emitted once\n * destroy is finished.\n * @instance\n * @event destroyed\n */\n /** Readonly flag for destroyed display objects. */\n get: function () {\n return this._destroyed;\n },\n enumerable: false,\n configurable: true\n });\n /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */\n DisplayObject.prototype._recursivePostUpdateTransform = function () {\n if (this.parent) {\n this.parent._recursivePostUpdateTransform();\n this.transform.updateTransform(this.parent.transform);\n }\n else {\n this.transform.updateTransform(this._tempDisplayObjectParent.transform);\n }\n };\n /** Updates the object transform for rendering. TODO - Optimization pass! */\n DisplayObject.prototype.updateTransform = function () {\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // multiply the alphas..\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n };\n /**\n * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}.\n *\n * This method is expensive on containers with a large subtree (like the stage). This is because the bounds\n * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to\n * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update\n * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using\n * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise,\n * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as\n * its height increases.\n *\n * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated.\n * The world bounds of all display objects in a container's **subtree** will also be recalculated.\n *\n * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds\n * calculation if needed.\n *\n * ```js\n * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect);\n * ```\n *\n * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This\n * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more\n * details.\n *\n * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms\n * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain\n * cases.\n * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The minimum axis-aligned rectangle in world space that fits around this object.\n */\n DisplayObject.prototype.getBounds = function (skipUpdate, rect) {\n if (!skipUpdate) {\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else {\n this._recursivePostUpdateTransform();\n this.updateTransform();\n }\n }\n if (this._bounds.updateID !== this._boundsID) {\n this.calculateBounds();\n this._bounds.updateID = this._boundsID;\n }\n if (!rect) {\n if (!this._boundsRect) {\n this._boundsRect = new Rectangle();\n }\n rect = this._boundsRect;\n }\n return this._bounds.getRectangle(rect);\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The rectangular bounding area.\n */\n DisplayObject.prototype.getLocalBounds = function (rect) {\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n var transformRef = this.transform;\n var parentRef = this.parent;\n this.parent = null;\n this.transform = this._tempDisplayObjectParent.transform;\n var worldBounds = this._bounds;\n var worldBoundsID = this._boundsID;\n this._bounds = this._localBounds;\n var bounds = this.getBounds(false, rect);\n this.parent = parentRef;\n this.transform = transformRef;\n this._bounds = worldBounds;\n this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects\n return bounds;\n };\n /**\n * Calculates the global position of the display object.\n * @param position - The world origin to calculate from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform.\n * @returns - A point object representing the position of this object.\n */\n DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) {\n if (skipUpdate === void 0) { skipUpdate = false; }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // don't need to update the lot\n return this.worldTransform.apply(position, point);\n };\n /**\n * Calculates the local position of the display object relative to another point.\n * @param position - The world origin to calculate from.\n * @param from - The DisplayObject to calculate the global position from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform\n * @returns - A point object representing the position of this object\n */\n DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) {\n if (from) {\n position = from.toGlobal(position, point, skipUpdate);\n }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // simply apply the matrix..\n return this.worldTransform.applyInverse(position, point);\n };\n /**\n * Set the parent Container of this DisplayObject.\n * @param container - The Container to add this DisplayObject to.\n * @returns - The Container that this DisplayObject was added to.\n */\n DisplayObject.prototype.setParent = function (container) {\n if (!container || !container.addChild) {\n throw new Error('setParent: Argument must be a Container');\n }\n container.addChild(this);\n return container;\n };\n /**\n * Convenience function to set the position, scale, skew and pivot at once.\n * @param x - The X position\n * @param y - The Y position\n * @param scaleX - The X scale value\n * @param scaleY - The Y scale value\n * @param rotation - The rotation\n * @param skewX - The X skew value\n * @param skewY - The Y skew value\n * @param pivotX - The X pivot value\n * @param pivotY - The Y pivot value\n * @returns - The DisplayObject instance\n */\n DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (scaleX === void 0) { scaleX = 1; }\n if (scaleY === void 0) { scaleY = 1; }\n if (rotation === void 0) { rotation = 0; }\n if (skewX === void 0) { skewX = 0; }\n if (skewY === void 0) { skewY = 0; }\n if (pivotX === void 0) { pivotX = 0; }\n if (pivotY === void 0) { pivotY = 0; }\n this.position.x = x;\n this.position.y = y;\n this.scale.x = !scaleX ? 1 : scaleX;\n this.scale.y = !scaleY ? 1 : scaleY;\n this.rotation = rotation;\n this.skew.x = skewX;\n this.skew.y = skewY;\n this.pivot.x = pivotX;\n this.pivot.y = pivotY;\n return this;\n };\n /**\n * Base destroy method for generic display objects. This will automatically\n * remove the display object from its parent Container as well as remove\n * all current event listeners and internal references. Do not use a DisplayObject\n * after calling `destroy()`.\n * @param _options\n */\n DisplayObject.prototype.destroy = function (_options) {\n if (this.parent) {\n this.parent.removeChild(this);\n }\n this._destroyed = true;\n this.transform = null;\n this.parent = null;\n this._bounds = null;\n this.mask = null;\n this.cullArea = null;\n this.filters = null;\n this.filterArea = null;\n this.hitArea = null;\n this.interactive = false;\n this.interactiveChildren = false;\n this.emit('destroyed');\n this.removeAllListeners();\n };\n Object.defineProperty(DisplayObject.prototype, \"_tempDisplayObjectParent\", {\n /**\n * @protected\n * @member {PIXI.Container}\n */\n get: function () {\n if (this.tempDisplayObjectParent === null) {\n // eslint-disable-next-line @typescript-eslint/no-use-before-define\n this.tempDisplayObjectParent = new TemporaryDisplayObject();\n }\n return this.tempDisplayObjectParent;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root\n *\n * ```\n * const cacheParent = elem.enableTempParent();\n * elem.updateTransform();\n * elem.disableTempParent(cacheParent);\n * ```\n * @returns - current parent\n */\n DisplayObject.prototype.enableTempParent = function () {\n var myParent = this.parent;\n this.parent = this._tempDisplayObjectParent;\n return myParent;\n };\n /**\n * Pair method for `enableTempParent`\n * @param cacheParent - Actual parent of element\n */\n DisplayObject.prototype.disableTempParent = function (cacheParent) {\n this.parent = cacheParent;\n };\n Object.defineProperty(DisplayObject.prototype, \"x\", {\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n * An alias to position.x\n */\n get: function () {\n return this.position.x;\n },\n set: function (value) {\n this.transform.position.x = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"y\", {\n /**\n * The position of the displayObject on the y axis relative to the local coordinates of the parent.\n * An alias to position.y\n */\n get: function () {\n return this.position.y;\n },\n set: function (value) {\n this.transform.position.y = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldTransform\", {\n /**\n * Current transform of the object based on world (parent) factors.\n * @readonly\n */\n get: function () {\n return this.transform.worldTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"localTransform\", {\n /**\n * Current transform of the object based on local factors: position, scale, other stuff.\n * @readonly\n */\n get: function () {\n return this.transform.localTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"position\", {\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.position;\n },\n set: function (value) {\n this.transform.position.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"scale\", {\n /**\n * The scale factors of this object along the local coordinate axes.\n *\n * The default scale is (1, 1).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.scale;\n },\n set: function (value) {\n this.transform.scale.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"pivot\", {\n /**\n * The center of rotation, scaling, and skewing for this display object in its local space. The `position`\n * is the projection of `pivot` in the parent's local space.\n *\n * By default, the pivot is the origin (0, 0).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.pivot;\n },\n set: function (value) {\n this.transform.pivot.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"skew\", {\n /**\n * The skew factor for the object in radians.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.skew;\n },\n set: function (value) {\n this.transform.skew.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"rotation\", {\n /**\n * The rotation of the object in radians.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation;\n },\n set: function (value) {\n this.transform.rotation = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"angle\", {\n /**\n * The angle of the object in degrees.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation * RAD_TO_DEG;\n },\n set: function (value) {\n this.transform.rotation = value * DEG_TO_RAD;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"zIndex\", {\n /**\n * The zIndex of the displayObject.\n *\n * If a container has the sortableChildren property set to true, children will be automatically\n * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array,\n * and thus rendered on top of other display objects within the same container.\n * @see PIXI.Container#sortableChildren\n */\n get: function () {\n return this._zIndex;\n },\n set: function (value) {\n this._zIndex = value;\n if (this.parent) {\n this.parent.sortDirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldVisible\", {\n /**\n * Indicates if the object is globally visible.\n * @readonly\n */\n get: function () {\n var item = this;\n do {\n if (!item.visible) {\n return false;\n }\n item = item.parent;\n } while (item);\n return true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"mask\", {\n /**\n * Sets a mask for the displayObject. A mask is an object that limits the visibility of an\n * object to the shape of the mask applied to it. In PixiJS a regular mask must be a\n * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it\n * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent.\n * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong.\n * To remove a mask, set this property to `null`.\n *\n * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.\n * @example\n * const graphics = new PIXI.Graphics();\n * graphics.beginFill(0xFF3300);\n * graphics.drawRect(50, 250, 100, 100);\n * graphics.endFill();\n *\n * const sprite = new PIXI.Sprite(texture);\n * sprite.mask = graphics;\n * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.\n */\n get: function () {\n return this._mask;\n },\n set: function (value) {\n if (this._mask === value) {\n return;\n }\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n maskObject._maskRefCount--;\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = true;\n maskObject.isMask = false;\n }\n }\n }\n this._mask = value;\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = false;\n maskObject.isMask = true;\n }\n maskObject._maskRefCount++;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return DisplayObject;\n}(EventEmitter));\n/**\n * @private\n */\nvar TemporaryDisplayObject = /** @class */ (function (_super) {\n __extends(TemporaryDisplayObject, _super);\n function TemporaryDisplayObject() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n _this.sortDirty = null;\n return _this;\n }\n return TemporaryDisplayObject;\n}(DisplayObject));\n/**\n * DisplayObject default updateTransform, does not update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.DisplayObject#\n * @method displayObjectUpdateTransform\n */\nDisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;\n\n/*!\n * @pixi/constants - v6.5.7\n * Compiled Thu, 20 Oct 2022 15:13:33 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\nfunction sortChildren(a, b) {\n if (a.zIndex === b.zIndex) {\n return a._lastSortedIndex - b._lastSortedIndex;\n }\n return a.zIndex - b.zIndex;\n}\n/**\n * Container is a general-purpose display object that holds children. It also adds built-in support for advanced\n * rendering features like masking and filtering.\n *\n * It is the base class of all display objects that act as a container for other objects, including Graphics\n * and Sprite.\n *\n * ```js\n * import { BlurFilter } from '@pixi/filter-blur';\n * import { Container } from '@pixi/display';\n * import { Graphics } from '@pixi/graphics';\n * import { Sprite } from '@pixi/sprite';\n *\n * let container = new Container();\n * let sprite = Sprite.from(\"https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png\");\n *\n * sprite.width = 512;\n * sprite.height = 512;\n *\n * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container\n * // is rendered.\n * container.addChild(sprite);\n *\n * // Blurs whatever is rendered by the container\n * container.filters = [new BlurFilter()];\n *\n * // Only the contents within a circle at the center should be rendered onto the screen.\n * container.mask = new Graphics()\n * .beginFill(0xffffff)\n * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2)\n * .endFill();\n * ```\n * @memberof PIXI\n */\nvar Container = /** @class */ (function (_super) {\n __extends(Container, _super);\n function Container() {\n var _this = _super.call(this) || this;\n _this.children = [];\n _this.sortableChildren = settings.SORTABLE_CHILDREN;\n _this.sortDirty = false;\n return _this;\n /**\n * Fired when a DisplayObject is added to this Container.\n * @event PIXI.Container#childAdded\n * @param {PIXI.DisplayObject} child - The child added to the Container.\n * @param {PIXI.Container} container - The container that added the child.\n * @param {number} index - The children's index of the added child.\n */\n /**\n * Fired when a DisplayObject is removed from this Container.\n * @event PIXI.DisplayObject#childRemoved\n * @param {PIXI.DisplayObject} child - The child removed from the Container.\n * @param {PIXI.Container} container - The container that removed the child.\n * @param {number} index - The former children's index of the removed child\n */\n }\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified.\n * @param _length\n */\n Container.prototype.onChildrenChange = function (_length) {\n /* empty */\n };\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container\n * @returns {PIXI.DisplayObject} - The first child that was added.\n */\n Container.prototype.addChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the array and add all children\n for (var i = 0; i < children.length; i++) {\n // eslint-disable-next-line prefer-rest-params\n this.addChild(children[i]);\n }\n }\n else {\n var child = children[0];\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.push(child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n this.emit('childAdded', child, this, this.children.length - 1);\n child.emit('added', this);\n }\n return children[0];\n };\n /**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n * @param {PIXI.DisplayObject} child - The child to add\n * @param {number} index - The index to place the child in\n * @returns {PIXI.DisplayObject} The child that was added.\n */\n Container.prototype.addChildAt = function (child, index) {\n if (index < 0 || index > this.children.length) {\n throw new Error(child + \"addChildAt: The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.splice(index, 0, child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('added', this);\n this.emit('childAdded', child, this, index);\n return child;\n };\n /**\n * Swaps the position of 2 Display Objects within this container.\n * @param child - First display object to swap\n * @param child2 - Second display object to swap\n */\n Container.prototype.swapChildren = function (child, child2) {\n if (child === child2) {\n return;\n }\n var index1 = this.getChildIndex(child);\n var index2 = this.getChildIndex(child2);\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n };\n /**\n * Returns the index position of a child DisplayObject instance\n * @param child - The DisplayObject instance to identify\n * @returns - The index position of the child display object to identify\n */\n Container.prototype.getChildIndex = function (child) {\n var index = this.children.indexOf(child);\n if (index === -1) {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n return index;\n };\n /**\n * Changes the position of an existing child in the display object container\n * @param child - The child DisplayObject instance for which you want to change the index number\n * @param index - The resulting index number for the child display object\n */\n Container.prototype.setChildIndex = function (child, index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n var currentIndex = this.getChildIndex(child);\n removeItems(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n this.onChildrenChange(index);\n };\n /**\n * Returns the child at the specified index\n * @param index - The index to get the child at\n * @returns - The child at the given index, if any.\n */\n Container.prototype.getChildAt = function (index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"getChildAt: Index (\" + index + \") does not exist.\");\n }\n return this.children[index];\n };\n /**\n * Removes one or more children from the container.\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove\n * @returns {PIXI.DisplayObject} The first child that was removed.\n */\n Container.prototype.removeChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the arguments property and remove all children\n for (var i = 0; i < children.length; i++) {\n this.removeChild(children[i]);\n }\n }\n else {\n var child = children[0];\n var index = this.children.indexOf(child);\n if (index === -1)\n { return null; }\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n }\n return children[0];\n };\n /**\n * Removes a child from the specified index position.\n * @param index - The index to get the child from\n * @returns The child that was removed.\n */\n Container.prototype.removeChildAt = function (index) {\n var child = this.getChildAt(index);\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n return child;\n };\n /**\n * Removes all children from this container that are within the begin and end indexes.\n * @param beginIndex - The beginning position.\n * @param endIndex - The ending position. Default value is size of the container.\n * @returns - List of removed children\n */\n Container.prototype.removeChildren = function (beginIndex, endIndex) {\n if (beginIndex === void 0) { beginIndex = 0; }\n if (endIndex === void 0) { endIndex = this.children.length; }\n var begin = beginIndex;\n var end = endIndex;\n var range = end - begin;\n var removed;\n if (range > 0 && range <= end) {\n removed = this.children.splice(begin, range);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].parent = null;\n if (removed[i].transform) {\n removed[i].transform._parentID = -1;\n }\n }\n this._boundsID++;\n this.onChildrenChange(beginIndex);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].emit('removed', this);\n this.emit('childRemoved', removed[i], this, i);\n }\n return removed;\n }\n else if (range === 0 && this.children.length === 0) {\n return [];\n }\n throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n };\n /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */\n Container.prototype.sortChildren = function () {\n var sortRequired = false;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n child._lastSortedIndex = i;\n if (!sortRequired && child.zIndex !== 0) {\n sortRequired = true;\n }\n }\n if (sortRequired && this.children.length > 1) {\n this.children.sort(sortChildren);\n }\n this.sortDirty = false;\n };\n /** Updates the transform on all children of this container for rendering. */\n Container.prototype.updateTransform = function () {\n if (this.sortableChildren && this.sortDirty) {\n this.sortChildren();\n }\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // TODO: check render flags, how to process stuff here\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n };\n /**\n * Recalculates the bounds of the container.\n *\n * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds\n * is limited to its mask's bounds or filterArea, if any is applied.\n */\n Container.prototype.calculateBounds = function () {\n this._bounds.clear();\n this._calculateBounds();\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n if (!child.visible || !child.renderable) {\n continue;\n }\n child.calculateBounds();\n // TODO: filter+mask, need to mask both somehow\n if (child._mask) {\n var maskObject = (child._mask.isMaskData\n ? child._mask.maskObject : child._mask);\n if (maskObject) {\n maskObject.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, maskObject._bounds);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n else if (child.filterArea) {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n this._bounds.updateID = this._boundsID;\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n *\n * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render()\n * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms,\n * it was default behaviour of pixi 4.0-5.2 and caused many problems to users.\n * @returns - The rectangular bounding area.\n */\n Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) {\n if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; }\n var result = _super.prototype.getLocalBounds.call(this, rect);\n if (!skipChildrenUpdate) {\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n }\n return result;\n };\n /**\n * Recalculates the content bounds of this object. This should be overriden to\n * calculate the bounds of this specific object (not including children).\n * @protected\n */\n Container.prototype._calculateBounds = function () {\n // FILL IN//\n };\n /**\n * Renders this object and its children with culling.\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n Container.prototype._renderWithCulling = function (renderer) {\n var sourceFrame = renderer.renderTexture.sourceFrame;\n // If the source frame is empty, stop rendering.\n if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) {\n return;\n }\n // Render the content of the container only if its bounds intersect with the source frame.\n // All filters are on the stack at this point, and the filter source frame is bound:\n // therefore, even if the bounds to non intersect the filter frame, the filter\n // is still applied and any filter padding that is in the frame is rendered correctly.\n var bounds;\n var transform;\n // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea\n // rectangle must completely contain the container and its children including filter padding.\n if (this.cullArea) {\n bounds = this.cullArea;\n transform = this.worldTransform;\n }\n // If the container doesn't override _render, we can skip the bounds calculation and intersection test.\n else if (this._render !== Container.prototype._render) {\n bounds = this.getBounds(true);\n }\n // Render the container if the source frame intersects the bounds.\n if (bounds && sourceFrame.intersects(bounds, transform)) {\n this._render(renderer);\n }\n // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering.\n else if (this.cullArea) {\n return;\n }\n // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect\n // the source frame, because the children might have filters with nonzero padding, which may intersect\n // with the source frame while the bounds do not: filter padding is not included in the bounds.\n // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered\n // if they are out of frame; otherwise, render the children normally.\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n var childCullable = child.cullable;\n child.cullable = childCullable || !this.cullArea;\n child.render(renderer);\n child.cullable = childCullable;\n }\n };\n /**\n * Renders the object using the WebGL renderer.\n *\n * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the\n * container itself. This `render` method will invoke it, and also invoke the `render` methods of all\n * children afterward.\n *\n * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and\n * the bounds of this object are out of frame, this implementation will entirely skip rendering.\n * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally,\n * setting alpha to zero is not recommended for purely skipping rendering.\n *\n * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is\n * advised to employ **culling** to automatically skip rendering objects outside of the current screen.\n * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}.\n * Other culling methods might be better suited for a large number static objects; see\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}.\n *\n * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or\n * filtering is applied on a container. This does, however, break batching and can affect performance when\n * masking and filtering is applied extensively throughout the scene graph.\n * @param renderer - The renderer\n */\n Container.prototype.render = function (renderer) {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || (this.filters && this.filters.length)) {\n this.renderAdvanced(renderer);\n }\n else if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n };\n /**\n * Render the object using the WebGL renderer and advanced features.\n * @param renderer - The renderer\n */\n Container.prototype.renderAdvanced = function (renderer) {\n var filters = this.filters;\n var mask = this._mask;\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters) {\n if (!this._enabledFilters) {\n this._enabledFilters = [];\n }\n this._enabledFilters.length = 0;\n for (var i = 0; i < filters.length; i++) {\n if (filters[i].enabled) {\n this._enabledFilters.push(filters[i]);\n }\n }\n }\n var flush = (filters && this._enabledFilters && this._enabledFilters.length)\n || (mask && (!mask.isMaskData\n || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE))));\n if (flush) {\n renderer.batch.flush();\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.push(this, this._enabledFilters);\n }\n if (mask) {\n renderer.mask.push(this, this._mask);\n }\n if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n if (flush) {\n renderer.batch.flush();\n }\n if (mask) {\n renderer.mask.pop(this);\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.pop();\n }\n };\n /**\n * To be overridden by the subclasses.\n * @param _renderer - The renderer\n */\n Container.prototype._render = function (_renderer) {\n // this is where content itself gets rendered...\n };\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n Container.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this);\n this.sortDirty = false;\n var destroyChildren = typeof options === 'boolean' ? options : options && options.children;\n var oldChildren = this.removeChildren(0, this.children.length);\n if (destroyChildren) {\n for (var i = 0; i < oldChildren.length; ++i) {\n oldChildren[i].destroy(options);\n }\n }\n };\n Object.defineProperty(Container.prototype, \"width\", {\n /** The width of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.x * this.getLocalBounds().width;\n },\n set: function (value) {\n var width = this.getLocalBounds().width;\n if (width !== 0) {\n this.scale.x = value / width;\n }\n else {\n this.scale.x = 1;\n }\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Container.prototype, \"height\", {\n /** The height of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.y * this.getLocalBounds().height;\n },\n set: function (value) {\n var height = this.getLocalBounds().height;\n if (height !== 0) {\n this.scale.y = value / height;\n }\n else {\n this.scale.y = 1;\n }\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n return Container;\n}(DisplayObject));\n/**\n * Container default updateTransform, does update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.Container#\n * @method containerUpdateTransform\n */\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n\nexport { Bounds, Container, DisplayObject, TemporaryDisplayObject };\n//# sourceMappingURL=display.mjs.map\n","/*!\n * @pixi/ticker - v6.5.7\n * Compiled Thu, 20 Oct 2022 15:13:33 UTC\n *\n * @pixi/ticker is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { ExtensionType } from '@pixi/extensions';\n\n/**\n * Target frames per millisecond.\n * @static\n * @name TARGET_FPMS\n * @memberof PIXI.settings\n * @type {number}\n * @default 0.06\n */\nsettings.TARGET_FPMS = 0.06;\n\n/**\n * Represents the update priorities used by internal PIXI classes when registered with\n * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower\n * priority items, such as render, should go later.\n * @static\n * @constant\n * @name UPDATE_PRIORITY\n * @memberof PIXI\n * @enum {number}\n * @property {number} [INTERACTION=50] Highest priority, used for {@link PIXI.InteractionManager}\n * @property {number} [HIGH=25] High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite}\n * @property {number} [NORMAL=0] Default priority for ticker events, see {@link PIXI.Ticker#add}.\n * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering.\n * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility.\n */\nvar UPDATE_PRIORITY;\n(function (UPDATE_PRIORITY) {\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"INTERACTION\"] = 50] = \"INTERACTION\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"HIGH\"] = 25] = \"HIGH\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"NORMAL\"] = 0] = \"NORMAL\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"LOW\"] = -25] = \"LOW\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"UTILITY\"] = -50] = \"UTILITY\";\n})(UPDATE_PRIORITY || (UPDATE_PRIORITY = {}));\n\n/**\n * Internal class for handling the priority sorting of ticker handlers.\n * @private\n * @class\n * @memberof PIXI\n */\nvar TickerListener = /** @class */ (function () {\n /**\n * Constructor\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param priority - The priority for emitting\n * @param once - If the handler should fire once\n */\n function TickerListener(fn, context, priority, once) {\n if (context === void 0) { context = null; }\n if (priority === void 0) { priority = 0; }\n if (once === void 0) { once = false; }\n /** The next item in chain. */\n this.next = null;\n /** The previous item in chain. */\n this.previous = null;\n /** `true` if this listener has been destroyed already. */\n this._destroyed = false;\n this.fn = fn;\n this.context = context;\n this.priority = priority;\n this.once = once;\n }\n /**\n * Simple compare function to figure out if a function and context match.\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @returns `true` if the listener match the arguments\n */\n TickerListener.prototype.match = function (fn, context) {\n if (context === void 0) { context = null; }\n return this.fn === fn && this.context === context;\n };\n /**\n * Emit by calling the current function.\n * @private\n * @param deltaTime - time since the last emit.\n * @returns Next ticker\n */\n TickerListener.prototype.emit = function (deltaTime) {\n if (this.fn) {\n if (this.context) {\n this.fn.call(this.context, deltaTime);\n }\n else {\n this.fn(deltaTime);\n }\n }\n var redirect = this.next;\n if (this.once) {\n this.destroy(true);\n }\n // Soft-destroying should remove\n // the next reference\n if (this._destroyed) {\n this.next = null;\n }\n return redirect;\n };\n /**\n * Connect to the list.\n * @private\n * @param previous - Input node, previous listener\n */\n TickerListener.prototype.connect = function (previous) {\n this.previous = previous;\n if (previous.next) {\n previous.next.previous = this;\n }\n this.next = previous.next;\n previous.next = this;\n };\n /**\n * Destroy and don't use after this.\n * @private\n * @param hard - `true` to remove the `next` reference, this\n * is considered a hard destroy. Soft destroy maintains the next reference.\n * @returns The listener to redirect while emitting or removing.\n */\n TickerListener.prototype.destroy = function (hard) {\n if (hard === void 0) { hard = false; }\n this._destroyed = true;\n this.fn = null;\n this.context = null;\n // Disconnect, hook up next and previous\n if (this.previous) {\n this.previous.next = this.next;\n }\n if (this.next) {\n this.next.previous = this.previous;\n }\n // Redirect to the next item\n var redirect = this.next;\n // Remove references\n this.next = hard ? null : redirect;\n this.previous = null;\n return redirect;\n };\n return TickerListener;\n}());\n\n/**\n * A Ticker class that runs an update loop that other objects listen to.\n *\n * This class is composed around listeners meant for execution on the next requested animation frame.\n * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners.\n * @class\n * @memberof PIXI\n */\nvar Ticker = /** @class */ (function () {\n function Ticker() {\n var _this = this;\n /**\n * Whether or not this ticker should invoke the method\n * {@link PIXI.Ticker#start} automatically\n * when a listener is added.\n */\n this.autoStart = false;\n /**\n * Scalar time value from last frame to this frame.\n * This value is capped by setting {@link PIXI.Ticker#minFPS}\n * and is scaled with {@link PIXI.Ticker#speed}.\n * **Note:** The cap may be exceeded by scaling.\n */\n this.deltaTime = 1;\n /**\n * The last time {@link PIXI.Ticker#update} was invoked.\n * This value is also reset internally outside of invoking\n * update, but only when a new animation frame is requested.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n */\n this.lastTime = -1;\n /**\n * Factor of current {@link PIXI.Ticker#deltaTime}.\n * @example\n * // Scales ticker.deltaTime to what would be\n * // the equivalent of approximately 120 FPS\n * ticker.speed = 2;\n */\n this.speed = 1;\n /**\n * Whether or not this ticker has been started.\n * `true` if {@link PIXI.Ticker#start} has been called.\n * `false` if {@link PIXI.Ticker#stop} has been called.\n * While `false`, this value may change to `true` in the\n * event of {@link PIXI.Ticker#autoStart} being `true`\n * and a listener is added.\n */\n this.started = false;\n /** Internal current frame request ID */\n this._requestId = null;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the maximum allowed milliseconds between updates.\n */\n this._maxElapsedMS = 100;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the minimum allowed milliseconds between updates.\n */\n this._minElapsedMS = 0;\n /** If enabled, deleting is disabled.*/\n this._protected = false;\n /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */\n this._lastFrame = -1;\n this._head = new TickerListener(null, null, Infinity);\n this.deltaMS = 1 / settings.TARGET_FPMS;\n this.elapsedMS = 1 / settings.TARGET_FPMS;\n this._tick = function (time) {\n _this._requestId = null;\n if (_this.started) {\n // Invoke listeners now\n _this.update(time);\n // Listener side effects may have modified ticker state.\n if (_this.started && _this._requestId === null && _this._head.next) {\n _this._requestId = requestAnimationFrame(_this._tick);\n }\n }\n };\n }\n /**\n * Conditionally requests a new animation frame.\n * If a frame has not already been requested, and if the internal\n * emitter has listeners, a new frame is requested.\n * @private\n */\n Ticker.prototype._requestIfNeeded = function () {\n if (this._requestId === null && this._head.next) {\n // ensure callbacks get correct delta\n this.lastTime = performance.now();\n this._lastFrame = this.lastTime;\n this._requestId = requestAnimationFrame(this._tick);\n }\n };\n /**\n * Conditionally cancels a pending animation frame.\n * @private\n */\n Ticker.prototype._cancelIfNeeded = function () {\n if (this._requestId !== null) {\n cancelAnimationFrame(this._requestId);\n this._requestId = null;\n }\n };\n /**\n * Conditionally requests a new animation frame.\n * If the ticker has been started it checks if a frame has not already\n * been requested, and if the internal emitter has listeners. If these\n * conditions are met, a new frame is requested. If the ticker has not\n * been started, but autoStart is `true`, then the ticker starts now,\n * and continues with the previous conditions to request a new frame.\n * @private\n */\n Ticker.prototype._startIfPossible = function () {\n if (this.started) {\n this._requestIfNeeded();\n }\n else if (this.autoStart) {\n this.start();\n }\n };\n /**\n * Register a handler for tick events. Calls continuously unless\n * it is removed or the ticker is stopped.\n * @param fn - The listener function to be added for updates\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.add = function (fn, context, priority) {\n if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority));\n };\n /**\n * Add a handler for the tick event which is only execute once.\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.addOnce = function (fn, context, priority) {\n if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority, true));\n };\n /**\n * Internally adds the event handler so that it can be sorted by priority.\n * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run\n * before the rendering.\n * @private\n * @param listener - Current listener being added.\n * @returns This instance of a ticker\n */\n Ticker.prototype._addListener = function (listener) {\n // For attaching to head\n var current = this._head.next;\n var previous = this._head;\n // Add the first item\n if (!current) {\n listener.connect(previous);\n }\n else {\n // Go from highest to lowest priority\n while (current) {\n if (listener.priority > current.priority) {\n listener.connect(previous);\n break;\n }\n previous = current;\n current = current.next;\n }\n // Not yet connected\n if (!listener.previous) {\n listener.connect(previous);\n }\n }\n this._startIfPossible();\n return this;\n };\n /**\n * Removes any handlers matching the function and context parameters.\n * If no handlers are left after removing, then it cancels the animation frame.\n * @param fn - The listener function to be removed\n * @param context - The listener context to be removed\n * @returns This instance of a ticker\n */\n Ticker.prototype.remove = function (fn, context) {\n var listener = this._head.next;\n while (listener) {\n // We found a match, lets remove it\n // no break to delete all possible matches\n // incase a listener was added 2+ times\n if (listener.match(fn, context)) {\n listener = listener.destroy();\n }\n else {\n listener = listener.next;\n }\n }\n if (!this._head.next) {\n this._cancelIfNeeded();\n }\n return this;\n };\n Object.defineProperty(Ticker.prototype, \"count\", {\n /**\n * The number of listeners on this ticker, calculated by walking through linked list\n * @readonly\n * @member {number}\n */\n get: function () {\n if (!this._head) {\n return 0;\n }\n var count = 0;\n var current = this._head;\n while ((current = current.next)) {\n count++;\n }\n return count;\n },\n enumerable: false,\n configurable: true\n });\n /** Starts the ticker. If the ticker has listeners a new animation frame is requested at this point. */\n Ticker.prototype.start = function () {\n if (!this.started) {\n this.started = true;\n this._requestIfNeeded();\n }\n };\n /** Stops the ticker. If the ticker has requested an animation frame it is canceled at this point. */\n Ticker.prototype.stop = function () {\n if (this.started) {\n this.started = false;\n this._cancelIfNeeded();\n }\n };\n /** Destroy the ticker and don't use after this. Calling this method removes all references to internal events. */\n Ticker.prototype.destroy = function () {\n if (!this._protected) {\n this.stop();\n var listener = this._head.next;\n while (listener) {\n listener = listener.destroy(true);\n }\n this._head.destroy();\n this._head = null;\n }\n };\n /**\n * Triggers an update. An update entails setting the\n * current {@link PIXI.Ticker#elapsedMS},\n * the current {@link PIXI.Ticker#deltaTime},\n * invoking all listeners with current deltaTime,\n * and then finally setting {@link PIXI.Ticker#lastTime}\n * with the value of currentTime that was provided.\n * This method will be called automatically by animation\n * frame callbacks if the ticker instance has been started\n * and listeners are added.\n * @param {number} [currentTime=performance.now()] - the current time of execution\n */\n Ticker.prototype.update = function (currentTime) {\n if (currentTime === void 0) { currentTime = performance.now(); }\n var elapsedMS;\n // If the difference in time is zero or negative, we ignore most of the work done here.\n // If there is no valid difference, then should be no reason to let anyone know about it.\n // A zero delta, is exactly that, nothing should update.\n //\n // The difference in time can be negative, and no this does not mean time traveling.\n // This can be the result of a race condition between when an animation frame is requested\n // on the current JavaScript engine event loop, and when the ticker's start method is invoked\n // (which invokes the internal _requestIfNeeded method). If a frame is requested before\n // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests,\n // can receive a time argument that can be less than the lastTime value that was set within\n // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems.\n //\n // This check covers this browser engine timing issue, as well as if consumers pass an invalid\n // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves.\n if (currentTime > this.lastTime) {\n // Save uncapped elapsedMS for measurement\n elapsedMS = this.elapsedMS = currentTime - this.lastTime;\n // cap the milliseconds elapsed used for deltaTime\n if (elapsedMS > this._maxElapsedMS) {\n elapsedMS = this._maxElapsedMS;\n }\n elapsedMS *= this.speed;\n // If not enough time has passed, exit the function.\n // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS\n // adjustment to ensure a relatively stable interval.\n if (this._minElapsedMS) {\n var delta = currentTime - this._lastFrame | 0;\n if (delta < this._minElapsedMS) {\n return;\n }\n this._lastFrame = currentTime - (delta % this._minElapsedMS);\n }\n this.deltaMS = elapsedMS;\n this.deltaTime = this.deltaMS * settings.TARGET_FPMS;\n // Cache a local reference, in-case ticker is destroyed\n // during the emit, we can still check for head.next\n var head = this._head;\n // Invoke listeners added to internal emitter\n var listener = head.next;\n while (listener) {\n listener = listener.emit(this.deltaTime);\n }\n if (!head.next) {\n this._cancelIfNeeded();\n }\n }\n else {\n this.deltaTime = this.deltaMS = this.elapsedMS = 0;\n }\n this.lastTime = currentTime;\n };\n Object.defineProperty(Ticker.prototype, \"FPS\", {\n /**\n * The frames per second at which this ticker is running.\n * The default is approximately 60 in most modern browsers.\n * **Note:** This does not factor in the value of\n * {@link PIXI.Ticker#speed}, which is specific\n * to scaling {@link PIXI.Ticker#deltaTime}.\n * @member {number}\n * @readonly\n */\n get: function () {\n return 1000 / this.elapsedMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"minFPS\", {\n /**\n * Manages the maximum amount of milliseconds allowed to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This value is used to cap {@link PIXI.Ticker#deltaTime},\n * but does not effect the measured value of {@link PIXI.Ticker#FPS}.\n * When setting this property it is clamped to a value between\n * `0` and `PIXI.settings.TARGET_FPMS * 1000`.\n * @member {number}\n * @default 10\n */\n get: function () {\n return 1000 / this._maxElapsedMS;\n },\n set: function (fps) {\n // Minimum must be below the maxFPS\n var minFPS = Math.min(this.maxFPS, fps);\n // Must be at least 0, but below 1 / settings.TARGET_FPMS\n var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.TARGET_FPMS);\n this._maxElapsedMS = 1 / minFPMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"maxFPS\", {\n /**\n * Manages the minimum amount of milliseconds required to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This will effect the measured value of {@link PIXI.Ticker#FPS}.\n * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can.\n * Otherwise it will be at least `minFPS`\n * @member {number}\n * @default 0\n */\n get: function () {\n if (this._minElapsedMS) {\n return Math.round(1000 / this._minElapsedMS);\n }\n return 0;\n },\n set: function (fps) {\n if (fps === 0) {\n this._minElapsedMS = 0;\n }\n else {\n // Max must be at least the minFPS\n var maxFPS = Math.max(this.minFPS, fps);\n this._minElapsedMS = 1 / (maxFPS / 1000);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"shared\", {\n /**\n * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by\n * {@link PIXI.VideoResource} to update animation frames / video textures.\n *\n * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker.\n * @example\n * let ticker = PIXI.Ticker.shared;\n * // Set this to prevent starting this ticker when listeners are added.\n * // By default this is true only for the PIXI.Ticker.shared instance.\n * ticker.autoStart = false;\n * // FYI, call this to ensure the ticker is stopped. It should be stopped\n * // if you have not attempted to render anything yet.\n * ticker.stop();\n * // Call this when you are ready for a running shared ticker.\n * ticker.start();\n * @example\n * // You may use the shared ticker to render...\n * let renderer = PIXI.autoDetectRenderer();\n * let stage = new PIXI.Container();\n * document.body.appendChild(renderer.view);\n * ticker.add(function (time) {\n * renderer.render(stage);\n * });\n * @example\n * // Or you can just update it manually.\n * ticker.autoStart = false;\n * ticker.stop();\n * function animate(time) {\n * ticker.update(time);\n * renderer.render(stage);\n * requestAnimationFrame(animate);\n * }\n * animate(performance.now());\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._shared) {\n var shared = Ticker._shared = new Ticker();\n shared.autoStart = true;\n shared._protected = true;\n }\n return Ticker._shared;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"system\", {\n /**\n * The system ticker instance used by {@link PIXI.InteractionManager} and by\n * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused,\n * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._system) {\n var system = Ticker._system = new Ticker();\n system.autoStart = true;\n system._protected = true;\n }\n return Ticker._system;\n },\n enumerable: false,\n configurable: true\n });\n return Ticker;\n}());\n\n/**\n * Middleware for for Application Ticker.\n * @example\n * import {TickerPlugin} from '@pixi/ticker';\n * import {Application} from '@pixi/app';\n * import {extensions} from '@pixi/extensions';\n * extensions.add(TickerPlugin);\n * @class\n * @memberof PIXI\n */\nvar TickerPlugin = /** @class */ (function () {\n function TickerPlugin() {\n }\n /**\n * Initialize the plugin with scope of application instance\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n TickerPlugin.init = function (options) {\n var _this = this;\n // Set default\n options = Object.assign({\n autoStart: true,\n sharedTicker: false,\n }, options);\n // Create ticker setter\n Object.defineProperty(this, 'ticker', {\n set: function (ticker) {\n if (this._ticker) {\n this._ticker.remove(this.render, this);\n }\n this._ticker = ticker;\n if (ticker) {\n ticker.add(this.render, this, UPDATE_PRIORITY.LOW);\n }\n },\n get: function () {\n return this._ticker;\n },\n });\n /**\n * Convenience method for stopping the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.stop = function () {\n _this._ticker.stop();\n };\n /**\n * Convenience method for starting the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.start = function () {\n _this._ticker.start();\n };\n /**\n * Internal reference to the ticker.\n * @type {PIXI.Ticker}\n * @name _ticker\n * @memberof PIXI.Application#\n * @private\n */\n this._ticker = null;\n /**\n * Ticker for doing render updates.\n * @type {PIXI.Ticker}\n * @name ticker\n * @memberof PIXI.Application#\n * @default PIXI.Ticker.shared\n */\n this.ticker = options.sharedTicker ? Ticker.shared : new Ticker();\n // Start the rendering\n if (options.autoStart) {\n this.start();\n }\n };\n /**\n * Clean up the ticker, scoped to application.\n * @static\n * @private\n */\n TickerPlugin.destroy = function () {\n if (this._ticker) {\n var oldTicker = this._ticker;\n this.ticker = null;\n oldTicker.destroy();\n }\n };\n /** @ignore */\n TickerPlugin.extension = ExtensionType.Application;\n return TickerPlugin;\n}());\n\nexport { Ticker, TickerPlugin, UPDATE_PRIORITY };\n//# sourceMappingURL=ticker.mjs.map\n","/* eslint-disable */\n \n/*!\n * pixi-viewport - v4.37.0\n * Compiled Sun, 23 Oct 2022 14:02:15 UTC\n *\n * pixi-viewport is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n * \n * Copyright 2019-2020, David Figatner, All Rights Reserved\n */\nimport { Point, Rectangle } from '@pixi/math';\nimport { Container } from '@pixi/display';\nimport { Ticker } from '@pixi/ticker';\n\n/**\n * Derive this class to create user-defined plugins\n *\n * @public\n */\nclass Plugin\n{\n /** The viewport to which this plugin is attached. */\n \n\n /**\n * Flags whether this plugin has been \"paused\".\n *\n * @see Plugin#pause\n * @see Plugin#resume\n */\n \n\n /** @param {Viewport} parent */\n constructor(parent)\n {\n this.parent = parent;\n this.paused = false;\n }\n\n /** Called when plugin is removed */\n destroy()\n {\n // Override for implementation\n }\n\n /** Handler for pointerdown PIXI event */\n down(_e)\n {\n return false;\n }\n\n /** Handler for pointermove PIXI event */\n move(_e)\n {\n return false;\n }\n\n /** Handler for pointerup PIXI event */\n up(_e)\n {\n return false;\n }\n\n /** Handler for wheel event on div */\n wheel(_e)\n {\n return false;\n }\n\n /**\n * Called on each tick\n * @param {number} elapsed time in millisecond since last update\n */\n update(_delta)\n {\n // Override for implementation\n }\n\n /** Called when the viewport is resized */\n resize()\n {\n // Override for implementation\n }\n\n /** Called when the viewport is manually moved */\n reset()\n {\n // Override for implementation\n }\n\n /** Pause the plugin */\n pause()\n {\n this.paused = true;\n }\n\n /** Un-pause the plugin */\n resume()\n {\n this.paused = false;\n }\n}\n\nvar commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {};\n\nfunction createCommonjsModule(fn, basedir, module) {\n\treturn module = {\n\t path: basedir,\n\t exports: {},\n\t require: function (path, base) {\n return commonjsRequire(path, (base === undefined || base === null) ? module.path : base);\n }\n\t}, fn(module, module.exports), module.exports;\n}\n\nfunction commonjsRequire () {\n\tthrow new Error('Dynamic requires are not currently supported by @rollup/plugin-commonjs');\n}\n\nvar penner = createCommonjsModule(function (module, exports) {\n/*\n\tCopyright © 2001 Robert Penner\n\tAll rights reserved.\n\n\tRedistribution and use in source and binary forms, with or without modification, \n\tare permitted provided that the following conditions are met:\n\n\tRedistributions of source code must retain the above copyright notice, this list of \n\tconditions and the following disclaimer.\n\tRedistributions in binary form must reproduce the above copyright notice, this list \n\tof conditions and the following disclaimer in the documentation and/or other materials \n\tprovided with the distribution.\n\n\tNeither the name of the author nor the names of contributors may be used to endorse \n\tor promote products derived from this software without specific prior written permission.\n\n\tTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY \n\tEXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n\tMERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n\tCOPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n\tEXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n\tGOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED \n\tAND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n\tNEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED \n\tOF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n(function() {\n var penner, umd;\n\n umd = function(factory) {\n {\n return module.exports = factory;\n }\n };\n\n penner = {\n linear: function(t, b, c, d) {\n return c * t / d + b;\n },\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n easeInOutQuad: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t + b;\n } else {\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n }\n },\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n easeOutCubic: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n },\n easeInOutCubic: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n },\n easeInQuart: function(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n },\n easeOutQuart: function(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n },\n easeInOutQuart: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t + b;\n } else {\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n },\n easeInQuint: function(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n },\n easeOutQuint: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n },\n easeInOutQuint: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n },\n easeInSine: function(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n },\n easeOutSine: function(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n },\n easeInOutSine: function(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n },\n easeInExpo: function(t, b, c, d) {\n if (t === 0) {\n return b;\n } else {\n return c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n },\n easeOutExpo: function(t, b, c, d) {\n if (t === d) {\n return b + c;\n } else {\n return c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n },\n easeInOutExpo: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n } else {\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n },\n easeInCirc: function(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n },\n easeOutCirc: function(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n },\n easeInOutCirc: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n } else {\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n },\n easeInElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) ; else if ((t /= d) === 1) ;\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n },\n easeOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) ; else if ((t /= d) === 1) ;\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b;\n },\n easeInOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) ; else if ((t /= d / 2) === 2) ;\n if (!p) {\n p = d * (.3 * 1.5);\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n if (t < 1) {\n return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n } else {\n return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;\n }\n },\n easeInBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n },\n easeOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n },\n easeInOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b;\n } else {\n return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b;\n }\n },\n easeInBounce: function(t, b, c, d) {\n var v;\n v = penner.easeOutBounce(d - t, 0, c, d);\n return c - v + b;\n },\n easeOutBounce: function(t, b, c, d) {\n if ((t /= d) < 1 / 2.75) {\n return c * (7.5625 * t * t) + b;\n } else if (t < 2 / 2.75) {\n return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b;\n } else if (t < 2.5 / 2.75) {\n return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b;\n } else {\n return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b;\n }\n },\n easeInOutBounce: function(t, b, c, d) {\n var v;\n if (t < d / 2) {\n v = penner.easeInBounce(t * 2, 0, c, d);\n return v * .5 + b;\n } else {\n v = penner.easeOutBounce(t * 2 - d, 0, c, d);\n return v * .5 + c * .5 + b;\n }\n }\n };\n\n umd(penner);\n\n}).call(commonjsGlobal);\n});\n\n// eslint-disable-next-line\n\n/**\n * Returns correct Penner equation using string or Function.\n *\n * @internal\n * @ignore\n * @param {(function|string)} [ease]\n * @param {defaults} default penner equation to use if none is provided\n */\nfunction ease(ease, defaults)\n{\n if (!ease)\n {\n return penner[defaults]\n }\n else if (typeof ease === 'function')\n {\n return ease\n }\n else if (typeof ease === 'string')\n {\n return penner[ease]\n }\n}\n\n/** Options for {@link Animate}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_ANIMATE_OPTIONS = {\n removeOnInterrupt: false,\n ease: 'linear',\n time: 1000,\n};\n\n/**\n * Animation plugin.\n *\n * @see Viewport#animate\n * @fires animate-end\n */\nclass Animate extends Plugin\n{\n \n\n /** The starting x-coordinate of the viewport. */\n \n\n /** The starting y-coordinate of the viewport. */\n \n\n /** The change in the x-coordinate of the viewport through the animation.*/\n \n\n /** The change in the y-coordinate of the viewport through the animation. */\n \n\n /** Marks whether the center of the viewport is preserved in the animation. */\n \n\n /** The starting viewport width. */\n __init() {this.startWidth = null;}\n\n /** The starting viewport height. */\n __init2() {this.startHeight = null;}\n\n /** The change in the viewport's width through the animation. */\n __init3() {this.deltaWidth = null;}\n\n /** The change in the viewport's height through the animation. */\n __init4() {this.deltaHeight = null;}\n\n /** The viewport's width post-animation. */\n __init5() {this.width = null;}\n\n /** The viewport's height post-animation. */\n __init6() {this.height = null;}\n\n /** The time since the animation started. */\n __init7() {this.time = 0;}\n\n /**\n * This is called by {@link Viewport.animate}.\n *\n * @param parent\n * @param options\n */\n constructor(parent, options = {})\n {\n super(parent);Animate.prototype.__init.call(this);Animate.prototype.__init2.call(this);Animate.prototype.__init3.call(this);Animate.prototype.__init4.call(this);Animate.prototype.__init5.call(this);Animate.prototype.__init6.call(this);Animate.prototype.__init7.call(this);\n this.options = Object.assign({}, DEFAULT_ANIMATE_OPTIONS, options);\n this.options.ease = ease(this.options.ease);\n\n this.setupPosition();\n this.setupZoom();\n\n this.time = 0;\n }\n\n /**\n * Setup `startX`, `startY`, `deltaX`, `deltaY`, `keepCenter`.\n *\n * This is called during construction.\n */\n setupPosition()\n {\n if (typeof this.options.position !== 'undefined')\n {\n this.startX = this.parent.center.x;\n this.startY = this.parent.center.y;\n this.deltaX = this.options.position.x - this.parent.center.x;\n this.deltaY = this.options.position.y - this.parent.center.y;\n this.keepCenter = false;\n }\n else\n {\n this.keepCenter = true;\n }\n }\n\n /**\n * Setup `startWidth, `startHeight`, `deltaWidth, `deltaHeight, `width`, `height`.\n *\n * This is called during construction.\n */\n setupZoom()\n {\n this.width = null;\n this.height = null;\n\n if (typeof this.options.scale !== 'undefined')\n {\n this.width = this.parent.screenWidth / this.options.scale;\n }\n else if (typeof this.options.scaleX !== 'undefined' || typeof this.options.scaleY !== 'undefined')\n {\n if (typeof this.options.scaleX !== 'undefined')\n {\n // screenSizeInWorldPixels = screenWidth / scale\n this.width = this.parent.screenWidth / this.options.scaleX;\n }\n if (typeof this.options.scaleY !== 'undefined')\n {\n this.height = this.parent.screenHeight / this.options.scaleY;\n }\n }\n else\n {\n if (typeof this.options.width !== 'undefined')\n {\n this.width = this.options.width;\n }\n if (typeof this.options.height !== 'undefined')\n {\n this.height = this.options.height;\n }\n }\n\n if (this.width !== null)\n {\n this.startWidth = this.parent.screenWidthInWorldPixels;\n this.deltaWidth = this.width - this.startWidth;\n }\n if (this.height !== null)\n {\n this.startHeight = this.parent.screenHeightInWorldPixels;\n this.deltaHeight = this.height - this.startHeight;\n }\n }\n\n down()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('animate');\n }\n\n return false;\n }\n\n complete()\n {\n this.parent.plugins.remove('animate');\n if (this.width !== null)\n {\n this.parent.fitWidth(this.width, this.keepCenter, this.height === null);\n }\n if (this.height !== null)\n {\n this.parent.fitHeight(this.height, this.keepCenter, this.width === null);\n }\n if (!this.keepCenter)\n {\n this.parent.moveCenter(this.options.position);\n }\n\n this.parent.emit('animate-end', this.parent);\n\n if (this.options.callbackOnComplete)\n {\n this.options.callbackOnComplete(this.parent);\n }\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n this.time += elapsed;\n\n const originalZoom = new Point(this.parent.scale.x, this.parent.scale.y);\n\n if (this.time >= this.options.time)\n {\n const originalWidth = this.parent.width;\n const originalHeight = this.parent.height;\n\n this.complete();\n if (originalWidth !== this.parent.width || originalHeight !== this.parent.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n else\n {\n const percent = this.options.ease(this.time, 0, 1, this.options.time);\n\n if (this.width !== null)\n {\n const startWidth = this.startWidth ;\n const deltaWidth = this.deltaWidth ;\n\n this.parent.fitWidth(\n startWidth + (deltaWidth * percent),\n this.keepCenter,\n this.height === null);\n }\n if (this.height !== null)\n {\n const startHeight = this.startHeight ;\n const deltaHeight = this.deltaHeight ;\n\n this.parent.fitHeight(\n startHeight + (deltaHeight * percent),\n this.keepCenter,\n this.width === null);\n }\n if (this.width === null)\n {\n this.parent.scale.x = this.parent.scale.y;\n }\n else if (this.height === null)\n {\n this.parent.scale.y = this.parent.scale.x;\n }\n if (!this.keepCenter)\n {\n const startX = this.startX ;\n const startY = this.startY ;\n const deltaX = this.deltaX ;\n const deltaY = this.deltaY ;\n const original = new Point(this.parent.x, this.parent.y);\n\n this.parent.moveCenter(startX + (deltaX * percent), startY + (deltaY * percent));\n this.parent.emit('moved', { viewport: this.parent, original, type: 'animate' });\n }\n if (this.width || this.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n }\n}\n\nfunction _optionalChain$1(ops) { let lastAccessLHS = undefined; let value = ops[0]; let i = 1; while (i < ops.length) { const op = ops[i]; const fn = ops[i + 1]; i += 2; if ((op === 'optionalAccess' || op === 'optionalCall') && value == null) { return undefined; } if (op === 'access' || op === 'optionalAccess') { lastAccessLHS = value; value = fn(value); } else if (op === 'call' || op === 'optionalCall') { value = fn((...args) => value.call(lastAccessLHS, ...args)); lastAccessLHS = undefined; } } return value; }\n\n\n\n\n\n/** Options for {@link Bounce}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_BOUNCE_OPTIONS = {\n sides: 'all',\n friction: 0.5,\n time: 150,\n ease: 'easeInOutSine',\n underflow: 'center',\n bounceBox: null\n};\n\n/**\n * @fires bounce-start-x\n * @fires bounce.end-x\n * @fires bounce-start-y\n * @fires bounce-end-y\n * @public\n */\nclass Bounce extends Plugin\n{\n /** The options passed to initialize this plugin, cannot be modified again. */\n \n\n /** Holds whether to bounce from left side. */\n \n\n /** Holds whether to bounce from top side. */\n \n\n /** Holds whether to bounce from right side. */\n \n\n /** Holds whether to bounce from bottom side. */\n \n\n /** Direction of underflow along x-axis. */\n \n\n /** Direction of underflow along y-axis. */\n \n\n /** Easing */\n \n\n /** Bounce state along x-axis */\n \n\n /** Bounce state along y-axis */\n \n\n /**\n * This is called by {@link Viewport.bounce}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_BOUNCE_OPTIONS, options);\n this.ease = ease(this.options.ease, 'easeInOutSine');\n\n if (this.options.sides)\n {\n if (this.options.sides === 'all')\n {\n this.top = this.bottom = this.left = this.right = true;\n }\n else if (this.options.sides === 'horizontal')\n {\n this.right = this.left = true;\n this.top = this.bottom = false;\n }\n else if (this.options.sides === 'vertical')\n {\n this.left = this.right = false;\n this.top = this.bottom = true;\n }\n else\n {\n this.top = this.options.sides.indexOf('top') !== -1;\n this.bottom = this.options.sides.indexOf('bottom') !== -1;\n this.left = this.options.sides.indexOf('left') !== -1;\n this.right = this.options.sides.indexOf('right') !== -1;\n }\n } else {\n this.left = this.top = this.right = this.bottom = false;\n }\n\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n }\n\n this.reset();\n }\n\n isActive()\n {\n return this.toX !== null || this.toY !== null;\n }\n\n down()\n {\n this.toX = this.toY = null;\n\n return false;\n }\n\n up()\n {\n this.bounce();\n\n return false;\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n\n this.bounce();\n\n if (this.toX)\n {\n const toX = this.toX;\n\n toX.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-x' });\n\n if (toX.time >= this.options.time)\n {\n this.parent.x = toX.end;\n this.toX = null;\n this.parent.emit('bounce-x-end', this.parent);\n }\n else\n {\n this.parent.x = this.ease(toX.time, toX.start, toX.delta, this.options.time);\n }\n }\n\n if (this.toY)\n {\n const toY = this.toY;\n\n toY.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-y' });\n\n if (toY.time >= this.options.time)\n {\n this.parent.y = toY.end;\n this.toY = null;\n this.parent.emit('bounce-y-end', this.parent);\n }\n else\n {\n this.parent.y = this.ease(toY.time, toY.start, toY.delta, this.options.time);\n }\n }\n }\n\n /** @internal */\n calcUnderflowX()\n {\n let x;\n\n switch (this.underflowX)\n {\n case -1:\n x = 0;\n break;\n case 1:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n\n return x;\n }\n\n /** @internal */\n calcUnderflowY()\n {\n let y;\n\n switch (this.underflowY)\n {\n case -1:\n y = 0;\n break;\n case 1:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n\n return y;\n }\n\n oob()\n {\n const box = this.options.bounceBox;\n\n if (box)\n {\n const x1 = typeof box.x === 'undefined' ? 0 : box.x;\n const y1 = typeof box.y === 'undefined' ? 0 : box.y;\n const width = typeof box.width === 'undefined' ? this.parent.worldWidth : box.width;\n const height = typeof box.height === 'undefined' ? this.parent.worldHeight : box.height;\n\n return {\n left: this.parent.left < x1,\n right: this.parent.right > width,\n top: this.parent.top < y1,\n bottom: this.parent.bottom > height,\n topLeft: new Point(\n x1 * this.parent.scale.x,\n y1 * this.parent.scale.y\n ),\n bottomRight: new Point(\n width * this.parent.scale.x - this.parent.screenWidth,\n height * this.parent.scale.y - this.parent.screenHeight\n )\n };\n }\n\n return {\n left: this.parent.left < 0,\n right: this.parent.right > this.parent.worldWidth,\n top: this.parent.top < 0,\n bottom: this.parent.bottom > this.parent.worldHeight,\n topLeft: new Point(0, 0),\n bottomRight: new Point(\n this.parent.worldWidth * this.parent.scale.x - this.parent.screenWidth,\n this.parent.worldHeight * this.parent.scale.y - this.parent.screenHeight\n )\n };\n }\n\n bounce()\n {\n if (this.paused)\n {\n return;\n }\n\n let oob;\n let decelerate\n\n\n\n\n\n = this.parent.plugins.get('decelerate', true) ;\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n if ((decelerate.x && decelerate.percentChangeX === _optionalChain$1([decelerate, 'access', _ => _.options, 'optionalAccess', _2 => _2.friction])) || (decelerate.y && decelerate.percentChangeY === _optionalChain$1([decelerate, 'access', _3 => _3.options, 'optionalAccess', _4 => _4.friction])))\n {\n oob = this.oob();\n if ((oob.left && this.left) || (oob.right && this.right))\n {\n decelerate.percentChangeX = this.options.friction;\n }\n if ((oob.top && this.top) || (oob.bottom && this.bottom))\n {\n decelerate.percentChangeY = this.options.friction;\n }\n }\n }\n const drag = this.parent.plugins.get('drag', true) || {};\n const pinch = this.parent.plugins.get('pinch', true) || {};\n\n decelerate = decelerate || {};\n\n if (!_optionalChain$1([drag, 'optionalAccess', _5 => _5.active]) && !_optionalChain$1([pinch, 'optionalAccess', _6 => _6.active]) && ((!this.toX || !this.toY) && (!decelerate.x || !decelerate.y)))\n {\n oob = oob || this.oob();\n const topLeft = oob.topLeft;\n const bottomRight = oob.bottomRight;\n\n if (!this.toX && !decelerate.x)\n {\n let x = null;\n\n if (oob.left && this.left)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -topLeft.x;\n }\n else if (oob.right && this.right)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -bottomRight.x;\n }\n if (x !== null && this.parent.x !== x)\n {\n this.toX = { time: 0, start: this.parent.x, delta: x - this.parent.x, end: x };\n this.parent.emit('bounce-x-start', this.parent);\n }\n }\n if (!this.toY && !decelerate.y)\n {\n let y = null;\n\n if (oob.top && this.top)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -topLeft.y;\n }\n else if (oob.bottom && this.bottom)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -bottomRight.y;\n }\n if (y !== null && this.parent.y !== y)\n {\n this.toY = { time: 0, start: this.parent.y, delta: y - this.parent.y, end: y };\n this.parent.emit('bounce-y-start', this.parent);\n }\n }\n }\n }\n\n reset()\n {\n this.toX = this.toY = null;\n this.bounce();\n }\n}\n\n/**\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of the world offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight]\n * eg: to allow the world to be completely dragged offscreen, set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the appropriate boundaries\n *\n */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_CLAMP_OPTIONS = {\n left: false,\n right: false,\n top: false,\n bottom: false,\n direction: null,\n underflow: 'center'\n};\n\n/**\n * Plugin to clamp the viewport to a specific world bounding box.\n *\n * @public\n */\nclass Clamp extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n \n\n /** Last state of viewport */\n \n\n\n\n\n\n\n \n \n \n\n /**\n * This is called by {@link Viewport.clamp}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_OPTIONS, options);\n\n if (this.options.direction)\n {\n this.options.left = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.right = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.top = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n this.options.bottom = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n }\n\n this.parseUnderflow();\n this.last = { x: null, y: null, scaleX: null, scaleY: null };\n this.update();\n }\n\n parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'none')\n {\n this.noUnderflow = true;\n }\n else if (clamp === 'center')\n {\n this.underflowX = this.underflowY = 0;\n this.noUnderflow = false;\n }\n else\n {\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n this.noUnderflow = false;\n }\n }\n\n move()\n {\n this.update();\n\n return false;\n }\n\n update()\n {\n if (this.paused)\n {\n return;\n }\n\n // only clamp on change\n if (this.parent.x === this.last.x\n && this.parent.y === this.last.y\n && this.parent.scale.x === this.last.scaleX\n && this.parent.scale.y === this.last.scaleY)\n {\n return;\n }\n const original = { x: this.parent.x, y: this.parent.y };\n // TODO: Fix\n const decelerate = (this.parent.plugins ).decelerate || {};\n\n if (this.options.left !== null || this.options.right !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n if (this.parent.x !== 0)\n {\n this.parent.x = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.x !== this.parent.screenWidth - this.parent.screenWorldWidth)\n {\n this.parent.x = this.parent.screenWidth - this.parent.screenWorldWidth;\n moved = true;\n }\n break;\n default:\n if (this.parent.x !== (this.parent.screenWidth - this.parent.screenWorldWidth) / 2)\n {\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.left !== null)\n {\n if (this.parent.left < (this.options.left === true ? 0 : this.options.left))\n {\n this.parent.x = -(this.options.left === true ? 0 : this.options.left) * this.parent.scale.x;\n decelerate.x = 0;\n moved = true;\n }\n }\n if (this.options.right !== null)\n {\n if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right))\n {\n this.parent.x = -(this.options.right === true ? this.parent.worldWidth : this.options.right) * this.parent.scale.x + this.parent.screenWidth;\n decelerate.x = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-x' });\n }\n }\n if (this.options.top !== null || this.options.bottom !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n if (this.parent.y !== 0)\n {\n this.parent.y = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.y !== this.parent.screenHeight - this.parent.screenWorldHeight)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n moved = true;\n }\n break;\n default:\n if (this.parent.y !== (this.parent.screenHeight - this.parent.screenWorldHeight) / 2)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.top !== null)\n {\n if (this.parent.top < (this.options.top === true ? 0 : this.options.top))\n {\n this.parent.y = -(this.options.top === true ? 0 : this.options.top)\n * this.parent.scale.y;\n decelerate.y = 0;\n moved = true;\n }\n }\n if (this.options.bottom !== null)\n {\n if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom))\n {\n this.parent.y = -(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)\n * this.parent.scale.y + this.parent.screenHeight;\n decelerate.y = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-y' });\n }\n }\n this.last.x = this.parent.x;\n this.last.y = this.parent.y;\n this.last.scaleX = this.parent.scale.x;\n this.last.scaleY = this.parent.scale.y;\n }\n\n reset()\n {\n this.update();\n }\n}\n\n/**\n * Options for {@link ClampZoom}.\n *\n * Use either minimum width/height or minimum scale\n */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_CLAMP_ZOOM_OPTIONS = {\n minWidth: null,\n minHeight: null,\n maxWidth: null,\n maxHeight: null,\n minScale: null,\n maxScale: null\n};\n\n/**\n * Plugin to clamp the viewport's zoom to a specific range.\n *\n * @public\n */\nclass ClampZoom extends Plugin\n{\n \n\n /**\n * This is called by {@link Viewport.clampZoom}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_ZOOM_OPTIONS, options);\n\n this.clamp();\n }\n\n resize()\n {\n this.clamp();\n }\n\n /** Clamp the viewport scale zoom) */\n clamp()\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.options.minWidth || this.options.minHeight || this.options.maxWidth || this.options.maxHeight)\n {\n let width = this.parent.worldScreenWidth;\n let height = this.parent.worldScreenHeight;\n\n if (this.options.minWidth !== null && width < this.options.minWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.minWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxWidth !== null && width > this.options.maxWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.maxWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.minHeight !== null && height < this.options.minHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.minHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxHeight !== null && height > this.options.maxHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.maxHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n else\n if (this.options.minScale || this.options.maxScale)\n {\n const minScale = { x: null, y: null };\n const maxScale = { x: null, y: null };\n\n if (typeof this.options.minScale === 'number')\n {\n minScale.x = this.options.minScale;\n minScale.y = this.options.minScale;\n }\n else if (this.options.minScale !== null)\n {\n const optsMinScale = this.options.minScale ;\n\n minScale.x = typeof optsMinScale.x === 'undefined' ? null : optsMinScale.x;\n minScale.y = typeof optsMinScale.y === 'undefined' ? null : optsMinScale.y;\n }\n\n if (typeof this.options.maxScale === 'number')\n {\n maxScale.x = this.options.maxScale;\n maxScale.y = this.options.maxScale;\n }\n else if (this.options.maxScale !== null)\n {\n const optsMaxScale = this.options.maxScale ;\n\n maxScale.x = typeof optsMaxScale.x === 'undefined' ? null : optsMaxScale.x;\n maxScale.y = typeof optsMaxScale.y === 'undefined' ? null : optsMaxScale.y;\n }\n\n let scaleX = this.parent.scale.x;\n let scaleY = this.parent.scale.y;\n\n if (minScale.x !== null && scaleX < minScale.x)\n {\n scaleX = minScale.x;\n }\n if (maxScale.x !== null && scaleX > maxScale.x)\n {\n scaleX = maxScale.x;\n }\n if (minScale.y !== null && scaleY < minScale.y)\n {\n scaleY = minScale.y;\n }\n if (maxScale.y !== null && scaleY > maxScale.y)\n {\n scaleY = maxScale.y;\n }\n if (scaleX !== this.parent.scale.x || scaleY !== this.parent.scale.y)\n {\n this.parent.scale.set(scaleX, scaleY);\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n }\n\n reset()\n {\n this.clamp();\n }\n}\n\n/** This allows independent x and y values for min/maxScale */\n\nconst DEFAULT_DECELERATE_OPTIONS = {\n friction: 0.98,\n bounce: 0.8,\n minSpeed: 0.01\n};\n\n/**\n * Time period of decay (1 frame)\n *\n * @internal\n * @ignore\n */\nconst TP = 16;\n\n/**\n * Plugin to decelerate viewport velocity smoothly after panning ends.\n *\n * @public\n */\nclass Decelerate extends Plugin\n{\n /** Options used to initialize this plugin. */\n \n\n /**\n * x-component of the velocity of viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n \n\n /**\n * y-component of the velocity of the viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n \n\n /**\n * The decay factor for the x-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n \n\n /**\n * The decay factor for the y-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n \n\n /** Saved list of recent viewport position snapshots, to estimate velocity. */\n \n\n /** The time since the user released panning of the viewport. */\n \n\n /**\n * This is called by {@link Viewport.decelerate}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DECELERATE_OPTIONS, options);\n this.saved = [];\n this.timeSinceRelease = 0;\n\n this.reset();\n this.parent.on('moved', (data) => this.moved(data));\n }\n\n down()\n {\n this.saved = [];\n this.x = this.y = null;\n\n return false;\n }\n\n isActive()\n {\n return !!(this.x || this.y);\n }\n\n move()\n {\n if (this.paused)\n {\n return false;\n }\n\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n this.saved.push({ x: this.parent.x, y: this.parent.y, time: performance.now() });\n\n if (this.saved.length > 60)\n {\n this.saved.splice(0, 30);\n }\n }\n\n // Silently recording viewport positions\n return false;\n }\n\n /** Listener to viewport's \"moved\" event. */\n moved(data)\n {\n if (this.saved.length)\n {\n const last = this.saved[this.saved.length - 1];\n\n if (data.type === 'clamp-x')\n {\n if (last.x === data.original.x)\n {\n last.x = this.parent.x;\n }\n }\n else if (data.type === 'clamp-y')\n {\n if (last.y === data.original.y)\n {\n last.y = this.parent.y;\n }\n }\n }\n }\n\n up()\n {\n if (this.parent.input.count() === 0 && this.saved.length)\n {\n const now = performance.now();\n\n for (const save of this.saved)\n {\n if (save.time >= now - 100)\n {\n const time = now - save.time;\n\n this.x = (this.parent.x - save.x) / time;\n this.y = (this.parent.y - save.y) / time;\n this.percentChangeX = this.percentChangeY = this.options.friction;\n this.timeSinceRelease = 0;\n break;\n }\n }\n }\n\n return false;\n }\n\n /**\n * Manually activate deceleration, starting from the (x, y) velocity components passed in the options.\n *\n * @param {object} options\n * @param {number} [options.x] - Specify x-component of initial velocity.\n * @param {number} [options.y] - Specify y-component of initial velocity.\n */\n activate(options)\n {\n options = options || {};\n\n if (typeof options.x !== 'undefined')\n {\n this.x = options.x;\n this.percentChangeX = this.options.friction;\n }\n if (typeof options.y !== 'undefined')\n {\n this.y = options.y;\n this.percentChangeY = this.options.friction;\n }\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n\n /*\n * See https://github.com/davidfig/pixi-viewport/issues/271 for math.\n *\n * The viewport velocity (this.x, this.y) decays exponentially by the the decay factor\n * (this.percentChangeX, this.percentChangeY) each frame. This velocity function is integrated\n * to calculate the displacement.\n */\n\n const moved = this.x || this.y;\n\n const ti = this.timeSinceRelease;\n const tf = this.timeSinceRelease + elapsed;\n\n if (this.x)\n {\n const k = this.percentChangeX;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport x-coordinate.\n this.parent.x += ((this.x * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on x-component of velocity\n this.x *= Math.pow(this.percentChangeX, elapsed / TP);\n }\n if (this.y)\n {\n const k = this.percentChangeY;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport y-coordinate.\n this.parent.y += ((this.y * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on y-component of velocity\n this.y *= Math.pow(this.percentChangeY, elapsed / TP);\n }\n\n this.timeSinceRelease += elapsed;\n\n // End decelerate velocity once it goes under a certain amount of precision.\n if (this.x && this.y) {\n if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) {\n this.x = 0;\n this.y = 0;\n }\n } else {\n if (Math.abs(this.x || 0) < this.options.minSpeed) {\n this.x = 0;\n }\n if (Math.abs(this.y || 0) < this.options.minSpeed) {\n this.y = 0;\n }\n }\n\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, type: 'decelerate' });\n }\n }\n\n reset()\n {\n this.x = this.y = null;\n }\n}\n\n/** Options for {@link Drag}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_DRAG_OPTIONS = {\n direction: 'all',\n pressDrag: true,\n wheel: true,\n wheelScroll: 1,\n reverse: false,\n clampWheel: false,\n underflow: 'center',\n factor: 1,\n mouseButtons: 'all',\n keyToPress: null,\n ignoreKeyToPressOnTouch: false,\n lineHeight: 20,\n wheelSwapAxes: false,\n};\n\n/**\n * Plugin to enable panning/dragging of the viewport to move around.\n *\n * @public\n */\nclass Drag extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n \n\n /** Flags when viewport is moving. */\n \n\n /** Factor to apply from {@link IDecelerateOptions}'s reverse. */\n \n\n /** Holds whether dragging is enabled along the x-axis. */\n \n\n /** Holds whether dragging is enabled along the y-axis. */\n \n\n /** Flags whether the keys required to drag are pressed currently. */\n \n\n /** Holds whether the left, center, and right buttons are required to pan. */\n \n\n /** Underflow factor along x-axis */\n \n\n /** Underflow factor along y-axis */\n \n\n /** Last pointer position while panning. */\n \n\n /** The ID of the pointer currently panning the viewport. */\n \n\n /**\n * This is called by {@link Viewport.drag}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options);\n this.moved = false;\n this.reverse = this.options.reverse ? 1 : -1;\n this.xDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'x';\n this.yDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'y';\n this.keyIsPressed = false;\n\n this.parseUnderflow();\n this.mouseButtons(this.options.mouseButtons);\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger drag event\n */\n handleKeyPresses(codes)\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n { this.keyIsPressed = true; }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n { this.keyIsPressed = false; }\n });\n }\n\n /**\n * initialize mousebuttons array\n * @param {string} buttons\n */\n mouseButtons(buttons)\n {\n if (!buttons || buttons === 'all')\n {\n this.mouse = [true, true, true];\n }\n else\n {\n this.mouse = [\n buttons.indexOf('left') !== -1,\n buttons.indexOf('middle') !== -1,\n buttons.indexOf('right') !== -1\n ];\n }\n }\n\n parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n if (clamp.includes('left'))\n {\n this.underflowX = -1;\n }\n else if (clamp.includes('right'))\n {\n this.underflowX = 1;\n }\n else\n {\n this.underflowX = 0;\n }\n if (clamp.includes('top'))\n {\n this.underflowY = -1;\n }\n else if (clamp.includes('bottom'))\n {\n this.underflowY = 1;\n }\n else\n {\n this.underflowY = 0;\n }\n }\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n checkButtons(event)\n {\n const isMouse = event.data.pointerType === 'mouse';\n const count = this.parent.input.count();\n\n if ((count === 1) || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n if (!isMouse || this.mouse[event.data.button])\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n checkKeyPress(event)\n {\n return (!this.options.keyToPress\n || this.keyIsPressed\n || (this.options.ignoreKeyToPressOnTouch && event.data.pointerType === 'touch'));\n }\n\n down(event)\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.checkButtons(event) && this.checkKeyPress(event))\n {\n this.last = { x: event.data.global.x, y: event.data.global.y };\n this.current = event.data.pointerId;\n\n return true;\n }\n this.last = null;\n\n return false;\n }\n\n get active()\n {\n return this.moved;\n }\n\n move(event)\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.last && this.current === event.data.pointerId)\n {\n const x = event.data.global.x;\n const y = event.data.global.y;\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n const distX = x - this.last.x;\n const distY = y - this.last.y;\n\n if (this.moved\n || ((this.xDirection && this.parent.input.checkThreshold(distX))\n || (this.yDirection && this.parent.input.checkThreshold(distY))))\n {\n const newPoint = { x, y };\n\n if (this.xDirection)\n {\n this.parent.x += (newPoint.x - this.last.x) * this.options.factor;\n }\n if (this.yDirection)\n {\n this.parent.y += (newPoint.y - this.last.y) * this.options.factor;\n }\n this.last = newPoint;\n if (!this.moved)\n {\n this.parent.emit('drag-start', {\n event,\n screen: new Point(this.last.x, this.last.y),\n world: this.parent.toWorld(new Point(this.last.x, this.last.y)),\n viewport: this.parent\n });\n }\n this.moved = true;\n this.parent.emit('moved', { viewport: this.parent, type: 'drag' });\n\n return true;\n }\n }\n else\n {\n this.moved = false;\n }\n }\n\n return false;\n }\n\n up(event)\n {\n if (this.paused)\n {\n return false;\n }\n\n const touches = this.parent.input.touches;\n\n if (touches.length === 1)\n {\n const pointer = touches[0];\n\n if (pointer.last)\n {\n this.last = { x: pointer.last.x, y: pointer.last.y };\n this.current = pointer.id;\n }\n this.moved = false;\n\n return true;\n }\n else if (this.last)\n {\n if (this.moved)\n {\n const screen = new Point(this.last.x, this.last.y);\n\n this.parent.emit('drag-end', {\n event, screen,\n world: this.parent.toWorld(screen),\n viewport: this.parent,\n });\n this.last = null;\n this.moved = false;\n\n return true;\n }\n }\n\n return false;\n }\n\n wheel(event)\n {\n if (this.paused)\n {\n return false;\n }\n\n if (this.options.wheel)\n {\n const wheel = this.parent.plugins.get('wheel', true);\n\n if (!wheel || (!wheel.options.wheelZoom && !event.ctrlKey))\n {\n const step = event.deltaMode ? this.options.lineHeight : 1;\n\n const deltas = [event.deltaX, event.deltaY];\n const [deltaX, deltaY] = this.options.wheelSwapAxes ? deltas.reverse() : deltas;\n\n if (this.xDirection)\n {\n this.parent.x += deltaX * step * this.options.wheelScroll * this.reverse;\n }\n if (this.yDirection)\n {\n this.parent.y += deltaY * step * this.options.wheelScroll * this.reverse;\n }\n if (this.options.clampWheel)\n {\n this.clamp();\n }\n this.parent.emit('wheel-scroll', this.parent);\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n if (!this.parent.options.passiveWheel)\n {\n event.preventDefault();\n }\n if (this.parent.options.stopPropagation)\n {\n event.stopPropagation();\n }\n\n return true;\n }\n }\n\n return false;\n }\n\n resume()\n {\n this.last = null;\n this.paused = false;\n }\n\n clamp()\n {\n const decelerate = this.parent.plugins.get('decelerate', true) || {};\n\n if (this.options.clampWheel !== 'y')\n {\n if (this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n this.parent.x = 0;\n break;\n case 1:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n }\n else\n if (this.parent.left < 0)\n {\n this.parent.x = 0;\n decelerate.x = 0;\n }\n else if (this.parent.right > this.parent.worldWidth)\n {\n this.parent.x = (-this.parent.worldWidth * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n }\n }\n if (this.options.clampWheel !== 'x')\n {\n if (this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n this.parent.y = 0;\n break;\n case 1:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n }\n else\n {\n if (this.parent.top < 0)\n {\n this.parent.y = 0;\n decelerate.y = 0;\n }\n if (this.parent.bottom > this.parent.worldHeight)\n {\n this.parent.y = (-this.parent.worldHeight * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n }\n }\n }\n }\n}\n\n/** Options for {@link Follow}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_FOLLOW_OPTIONS = {\n speed: 0,\n acceleration: null,\n radius: null\n};\n\n/**\n * Plugin to follow a display-object.\n *\n * @see Viewport.follow\n * @public\n */\nclass Follow extends Plugin\n{\n /** The options used to initialize this plugin. */\n \n\n /** The target this plugin will make the viewport follow. */\n \n\n /** The velocity provided the viewport by following, at the current time. */\n \n\n /**\n * This is called by {@link Viewport.follow}.\n *\n * @param parent\n * @param target - target to follow\n * @param options\n */\n constructor(parent, target, options = {})\n {\n super(parent);\n\n this.target = target;\n this.options = Object.assign({}, DEFAULT_FOLLOW_OPTIONS, options);\n this.velocity = { x: 0, y: 0 };\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n\n const center = this.parent.center;\n let toX = this.target.x;\n let toY = this.target.y;\n\n if (this.options.radius)\n {\n const distance = Math.sqrt(Math.pow(this.target.y - center.y, 2) + Math.pow(this.target.x - center.x, 2));\n\n if (distance > this.options.radius)\n {\n const angle = Math.atan2(this.target.y - center.y, this.target.x - center.x);\n\n toX = this.target.x - (Math.cos(angle) * this.options.radius);\n toY = this.target.y - (Math.sin(angle) * this.options.radius);\n }\n else\n {\n return;\n }\n }\n\n const deltaX = toX - center.x;\n const deltaY = toY - center.y;\n\n if (deltaX || deltaY)\n {\n if (this.options.speed)\n {\n if (this.options.acceleration)\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const distance = Math.sqrt(Math.pow(deltaX, 2) + Math.pow(deltaY, 2));\n\n if (distance)\n {\n const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) / (2 * this.options.acceleration);\n\n if (distance > decelerationDistance)\n {\n this.velocity = {\n x: Math.min(this.velocity.x + this.options.acceleration * elapsed, this.options.speed),\n y: Math.min(this.velocity.y + this.options.acceleration * elapsed, this.options.speed)\n };\n }\n else\n {\n this.velocity = {\n x: Math.max(this.velocity.x - this.options.acceleration * this.options.speed, 0),\n y: Math.max(this.velocity.y - this.options.acceleration * this.options.speed, 0)\n };\n }\n const changeX = Math.cos(angle) * this.velocity.x;\n const changeY = Math.sin(angle) * this.velocity.y;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const changeX = Math.cos(angle) * this.options.speed;\n const changeY = Math.sin(angle) * this.options.speed;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n this.parent.moveCenter(toX, toY);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n }\n}\n\n/** Insets for mouse edges scrolling regions */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst MOUSE_EDGES_OPTIONS = {\n radius: null,\n distance: null,\n top: null,\n bottom: null,\n left: null,\n right: null,\n speed: 8,\n reverse: false,\n noDecelerate: false,\n linear: false,\n allowButtons: false,\n};\n\n/**\n * Scroll viewport when mouse hovers near one of the edges.\n *\n * @event mouse-edge-start(Viewport) emitted when mouse-edge starts\n * @event mouse-edge-end(Viewport) emitted when mouse-edge ends\n */\nclass MouseEdges extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n \n\n /** Factor from reverse option. */\n \n\n /** Radius squared */\n \n\n /** Scroll region size on the left side. */\n \n\n /** Scroll region size on the top size. */\n \n\n /** Scroll region size on the right side. */\n \n\n /** Scroll region size on the bottom side. */\n \n\n \n\n \n\n /**\n * This is called by {@link Viewport.mouseEdges}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, MOUSE_EDGES_OPTIONS, options);\n this.reverse = this.options.reverse ? 1 : -1;\n this.radiusSquared = typeof this.options.radius === 'number' ? Math.pow(this.options.radius, 2) : null;\n\n this.resize();\n }\n\n resize()\n {\n const distance = this.options.distance;\n\n if (distance !== null)\n {\n this.left = distance;\n this.top = distance;\n this.right = this.parent.screenWidth - distance;\n this.bottom = this.parent.screenHeight - distance;\n }\n else if (!this.options.radius)\n {\n this.left = this.options.left;\n this.top = this.options.top;\n this.right = this.options.right === null ? null : this.parent.screenWidth - this.options.right;\n this.bottom = this.options.bottom === null ? null : this.parent.screenHeight - this.options.bottom;\n }\n }\n\n down()\n {\n if (this.paused)\n {\n return false;\n }\n if (!this.options.allowButtons)\n {\n this.horizontal = this.vertical = null;\n }\n\n return false;\n }\n\n move(event)\n {\n if (this.paused)\n {\n return false;\n }\n if ((event.data.pointerType !== 'mouse' && event.data.identifier !== 1)\n || (!this.options.allowButtons && event.data.buttons !== 0))\n {\n return false;\n }\n\n const x = event.data.global.x;\n const y = event.data.global.y;\n\n if (this.radiusSquared)\n {\n const center = this.parent.toScreen(this.parent.center);\n const distance = Math.pow(center.x - x, 2) + Math.pow(center.y - y, 2);\n\n if (distance >= this.radiusSquared)\n {\n const angle = Math.atan2(center.y - y, center.x - x);\n\n if (this.options.linear)\n {\n this.horizontal = Math.round(Math.cos(angle)) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.round(Math.sin(angle)) * this.options.speed * this.reverse * (60 / 1000);\n }\n else\n {\n this.horizontal = Math.cos(angle) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.sin(angle) * this.options.speed * this.reverse * (60 / 1000);\n }\n }\n else\n {\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n\n this.horizontal = this.vertical = 0;\n }\n }\n else\n {\n if (this.left !== null && x < this.left)\n {\n this.horizontal = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.right !== null && x > this.right)\n {\n this.horizontal = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateHorizontal();\n this.horizontal = 0;\n }\n if (this.top !== null && y < this.top)\n {\n this.vertical = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.bottom !== null && y > this.bottom)\n {\n this.vertical = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateVertical();\n this.vertical = 0;\n }\n }\n\n return false;\n }\n\n decelerateHorizontal()\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.horizontal && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ x: (this.horizontal * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n decelerateVertical()\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.vertical && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ y: (this.vertical * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n up()\n {\n if (this.paused)\n {\n return false;\n }\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n this.horizontal = this.vertical = null;\n\n return false;\n }\n\n update()\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.horizontal || this.vertical)\n {\n const center = this.parent.center;\n\n if (this.horizontal)\n {\n center.x += this.horizontal * this.options.speed;\n }\n if (this.vertical)\n {\n center.y += this.vertical * this.options.speed;\n }\n\n this.parent.moveCenter(center);\n this.parent.emit('moved', { viewport: this.parent, type: 'mouse-edges' });\n }\n }\n}\n\n/** Options for {@link Pinch}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_PINCH_OPTIONS = {\n noDrag: false,\n percent: 1,\n center: null,\n factor: 1,\n axis: 'all',\n};\n\n/**\n * Plugin for enabling two-finger pinching (or dragging).\n *\n * @public\n */\nclass Pinch extends Plugin\n{\n /** Options used to initialize this plugin. */\n \n\n /** Flags whether this plugin is active, i.e. a pointer is down on the viewport. */\n __init() {this.active = false;}\n\n /** Flags whether the viewport is being pinched. */\n __init2() {this.pinching = false;}\n\n __init3() {this.moved = false;}\n \n\n /**\n * This is called by {@link Viewport.pinch}.\n */\n constructor(parent, options = {})\n {\n super(parent);Pinch.prototype.__init.call(this);Pinch.prototype.__init2.call(this);Pinch.prototype.__init3.call(this); this.options = Object.assign({}, DEFAULT_PINCH_OPTIONS, options);\n }\n\n down()\n {\n if (this.parent.input.count() >= 2)\n {\n this.active = true;\n\n return true;\n }\n\n return false;\n }\n\n isAxisX()\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n isAxisY()\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n move(e)\n {\n if (this.paused || !this.active)\n {\n return false;\n }\n\n const x = e.data.global.x;\n const y = e.data.global.y;\n\n const pointers = this.parent.input.touches;\n\n if (pointers.length >= 2)\n {\n const first = pointers[0] ;\n const second = pointers[1] ;\n const last = (first.last && second.last)\n ? Math.sqrt(Math.pow(second.last.x - first.last.x, 2) + Math.pow(second.last.y - first.last.y, 2))\n : null;\n\n if (first.id === e.data.pointerId)\n {\n first.last = { x, y, data: e.data } ;\n }\n else if (second.id === e.data.pointerId)\n {\n second.last = { x, y, data: e.data } ;\n }\n if (last)\n {\n let oldPoint;\n\n const point = {\n x: (first.last ).x\n + ((second.last ).x - (first.last ).x) / 2,\n y: (first.last ).y\n + ((second.last ).y - (first.last ).y) / 2,\n };\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n let dist = Math.sqrt(Math.pow(\n (second.last ).x - (first.last ).x, 2)\n + Math.pow((second.last ).y - (first.last ).y, 2));\n\n dist = dist === 0 ? dist = 0.0000000001 : dist;\n\n const change = (1 - last / dist) * this.options.percent\n * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y);\n\n if (this.isAxisX())\n {\n this.parent.scale.x += change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'pinch', center: point });\n\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += (point.x - newPoint.x) * this.options.factor;\n this.parent.y += (point.y - newPoint.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n if (!this.options.noDrag && this.lastCenter)\n {\n this.parent.x += (point.x - this.lastCenter.x) * this.options.factor;\n this.parent.y += (point.y - this.lastCenter.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n\n this.lastCenter = point;\n this.moved = true;\n }\n else if (!this.pinching)\n {\n this.parent.emit('pinch-start', this.parent);\n this.pinching = true;\n }\n\n return true;\n }\n\n return false;\n }\n\n up()\n {\n if (this.pinching)\n {\n if (this.parent.input.touches.length <= 1)\n {\n this.active = false;\n this.lastCenter = null;\n this.pinching = false;\n this.moved = false;\n this.parent.emit('pinch-end', this.parent);\n\n return true;\n }\n }\n\n return false;\n }\n}\n\nconst DEFAULT_SNAP_OPTIONS = {\n topLeft: false,\n friction: 0.8,\n time: 1000,\n ease: 'easeInOutSine',\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false\n};\n\n/**\n * @event snap-start(Viewport) emitted each time a snap animation starts\n * @event snap-restart(Viewport) emitted each time a snap resets because of a change in viewport size\n * @event snap-end(Viewport) emitted each time snap reaches its target\n * @event snap-remove(Viewport) emitted if snap plugin is removed\n */\nclass Snap extends Plugin\n{\n \n \n \n \n\n \n \n \n \n \n \n\n /**\n * This is called by {@link Viewport.snap}.\n */\n constructor(parent, x, y, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_SNAP_OPTIONS, options);\n this.ease = ease(options.ease, 'easeInOutSine');\n this.x = x;\n this.y = y;\n\n if (this.options.forceStart)\n {\n this.snapStart();\n }\n }\n\n snapStart()\n {\n this.percent = 0;\n this.snapping = { time: 0 };\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n this.deltaX = this.x - current.x;\n this.deltaY = this.y - current.y;\n this.startX = current.x;\n this.startY = current.y;\n this.parent.emit('snap-start', this.parent);\n }\n\n wheel()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n\n return false;\n }\n\n down()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n up()\n {\n if (this.parent.input.count() === 0)\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n decelerate.percentChangeX = decelerate.percentChangeY = this.options.friction;\n }\n }\n\n return false;\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n if (!this.snapping)\n {\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n if (current.x !== this.x || current.y !== this.y)\n {\n this.snapStart();\n }\n }\n else\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n let finished;\n let x;\n let y;\n\n const startX = this.startX ;\n const startY = this.startY ;\n const deltaX = this.deltaX ;\n const deltaY = this.deltaY ;\n\n if (snapping.time > this.options.time)\n {\n finished = true;\n x = startX + deltaX;\n y = startY + deltaY;\n }\n else\n {\n const percent = this.ease(snapping.time, 0, 1, this.options.time);\n\n x = startX + (deltaX * percent);\n y = startY + (deltaY * percent);\n }\n if (this.options.topLeft)\n {\n this.parent.moveCorner(x, y);\n }\n else\n {\n this.parent.moveCenter(x, y);\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'snap' });\n\n if (finished)\n {\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap');\n }\n this.parent.emit('snap-end', this.parent);\n this.snapping = null;\n }\n }\n }\n}\n\n/** Options for {@link SnapZoom}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_SNAP_ZOOM_OPTIONS = {\n width: 0,\n height: 0,\n time: 1000,\n ease: 'easeInOutSine',\n center: null,\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false,\n noMove: false\n};\n\n/**\n * @event snap-zoom-start(Viewport) emitted each time a fit animation starts\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n */\nclass SnapZoom extends Plugin\n{\n \n\n \n \n \n \n \n \n\n\n\n\n\n\n\n /**\n * This is called by {@link Viewport.snapZoom}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_SNAP_ZOOM_OPTIONS, options);\n this.ease = ease(this.options.ease);\n\n // Assign defaults for typescript.\n this.xIndependent = false;\n this.yIndependent = false;\n this.xScale = 0;\n this.yScale = 0;\n\n if (this.options.width > 0)\n {\n this.xScale = parent.screenWidth / this.options.width;\n this.xIndependent = true;\n }\n if (this.options.height > 0)\n {\n this.yScale = parent.screenHeight / this.options.height;\n this.yIndependent = true;\n }\n\n this.xScale = this.xIndependent ? (this.xScale ) : (this.yScale );\n this.yScale = this.yIndependent ? (this.yScale ) : this.xScale;\n\n if (this.options.time === 0)\n {\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.x = this.xScale;\n\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.y = this.yScale;\n\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n }\n else if (options.forceStart)\n {\n this.createSnapping();\n }\n }\n\n createSnapping()\n {\n const startWorldScreenWidth = this.parent.worldScreenWidth;\n const startWorldScreenHeight = this.parent.worldScreenHeight;\n const endWorldScreenWidth = this.parent.screenWidth / this.xScale;\n const endWorldScreenHeight = this.parent.screenHeight / this.yScale;\n\n this.snapping = {\n time: 0,\n startX: startWorldScreenWidth,\n startY: startWorldScreenHeight,\n deltaX: endWorldScreenWidth - startWorldScreenWidth,\n deltaY: endWorldScreenHeight - startWorldScreenHeight\n };\n\n this.parent.emit('snap-zoom-start', this.parent);\n }\n\n resize()\n {\n this.snapping = null;\n\n if (this.options.width > 0)\n {\n this.xScale = this.parent.screenWidth / this.options.width;\n }\n if (this.options.height > 0)\n {\n this.yScale = this.parent.screenHeight / this.options.height;\n }\n this.xScale = this.xIndependent ? this.xScale : this.yScale;\n this.yScale = this.yIndependent ? this.yScale : this.xScale;\n }\n\n wheel()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n\n return false;\n }\n\n down()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n\n let oldCenter;\n\n if (!this.options.center && !this.options.noMove)\n {\n oldCenter = this.parent.center;\n }\n if (!this.snapping)\n {\n if (this.parent.scale.x !== this.xScale || this.parent.scale.y !== this.yScale)\n {\n this.createSnapping();\n }\n }\n else if (this.snapping)\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n\n if (snapping.time >= this.options.time)\n {\n this.parent.scale.set(this.xScale, this.yScale);\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n this.parent.emit('snap-zoom-end', this.parent);\n this.snapping = null;\n }\n else\n {\n const snapping = this.snapping;\n const worldScreenWidth = this.ease(snapping.time, snapping.startX, snapping.deltaX, this.options.time);\n const worldScreenHeight = this.ease(snapping.time, snapping.startY, snapping.deltaY, this.options.time);\n\n this.parent.scale.x = this.parent.screenWidth / worldScreenWidth;\n this.parent.scale.y = this.parent.screenHeight / worldScreenHeight;\n }\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (!this.options.noMove)\n {\n if (!this.options.center)\n {\n this.parent.moveCenter(oldCenter );\n }\n else\n {\n this.parent.moveCenter(this.options.center);\n }\n }\n }\n }\n\n resume()\n {\n this.snapping = null;\n super.resume();\n }\n}\n\n/** Options for {@link Wheel}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_WHEEL_OPTIONS = {\n percent: 0.1,\n smooth: false,\n interrupt: true,\n reverse: false,\n center: null,\n lineHeight: 20,\n axis: 'all',\n keyToPress: null,\n trackpadPinch: false,\n wheelZoom: true,\n};\n\n/**\n * Plugin for handling wheel scrolling for viewport zoom.\n *\n * @event wheel({wheel: {dx, dy, dz}, event, viewport})\n */\nclass Wheel extends Plugin\n{\n \n\n \n \n \n\n /** Flags whether the keys required to zoom are pressed currently. */\n \n\n /**\n * This is called by {@link Viewport.wheel}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_WHEEL_OPTIONS, options);\n this.keyIsPressed = false;\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger zoom event\n */\n handleKeyPresses(codes)\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = true;\n }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = false;\n }\n });\n }\n\n checkKeyPress()\n {\n return !this.options.keyToPress || this.keyIsPressed;\n }\n\n down()\n {\n if (this.options.interrupt)\n {\n this.smoothing = null;\n }\n\n return false;\n }\n\n isAxisX()\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n isAxisY()\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n update()\n {\n if (this.smoothing)\n {\n const point = this.smoothingCenter;\n const change = this.smoothing;\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point );\n }\n if (this.isAxisX())\n {\n this.parent.scale.x += change.x;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change.y;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += (point ).x - newPoint.x;\n this.parent.y += (point ).y - newPoint.y;\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n (this.smoothingCount )++;\n\n if ((this.smoothingCount ) >= this.options.smooth)\n {\n this.smoothing = null;\n }\n }\n }\n\n pinch(e)\n {\n if (this.paused)\n {\n return;\n }\n\n const point = this.parent.input.getPointerPosition(e);\n const step = -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 200;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n wheel(e)\n {\n if (this.paused)\n {\n return false;\n }\n\n if (!this.checkKeyPress())\n {\n return false;\n }\n\n if (e.ctrlKey && this.options.trackpadPinch)\n {\n this.pinch(e);\n }\n else if (this.options.wheelZoom)\n {\n const point = this.parent.input.getPointerPosition(e);\n const sign = this.options.reverse ? -1 : 1;\n const step = sign * -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 500;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n if (this.options.smooth)\n {\n const original = {\n x: this.smoothing ? this.smoothing.x * (this.options.smooth - (this.smoothingCount )) : 0,\n y: this.smoothing ? this.smoothing.y * (this.options.smooth - (this.smoothingCount )) : 0\n };\n\n this.smoothing = {\n x: ((this.parent.scale.x + original.x) * change - this.parent.scale.x) / this.options.smooth,\n y: ((this.parent.scale.y + original.y) * change - this.parent.scale.y) / this.options.smooth,\n };\n this.smoothingCount = 0;\n this.smoothingCenter = point;\n }\n else\n {\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n return !this.parent.options.passiveWheel;\n }\n}\n\n/**\n * Handles all input for Viewport\n *\n * @internal\n * @ignore\n * @private\n */\nclass InputManager\n{\n \n\n \n \n \n \n /** List of active touches on viewport */\n \n\n constructor(viewport)\n {\n this.viewport = viewport;\n this.touches = [];\n\n this.addListeners();\n }\n\n /** Add input listeners */\n addListeners()\n {\n this.viewport.interactive = true;\n if (!this.viewport.forceHitArea)\n {\n this.viewport.hitArea = new Rectangle(0, 0, this.viewport.worldWidth, this.viewport.worldHeight);\n }\n this.viewport.on('pointerdown', this.down, this);\n this.viewport.on('pointermove', this.move, this);\n this.viewport.on('pointerup', this.up, this);\n this.viewport.on('pointerupoutside', this.up, this);\n this.viewport.on('pointercancel', this.up, this);\n this.viewport.on('pointerout', this.up, this);\n this.wheelFunction = (e) => this.handleWheel(e);\n this.viewport.options.divWheel.addEventListener(\n 'wheel',\n this.wheelFunction ,\n { passive: this.viewport.options.passiveWheel });\n this.isMouseDown = false;\n }\n\n /**\n * Removes all event listeners from viewport\n * (useful for cleanup of wheel when removing viewport)\n */\n destroy()\n {\n this.viewport.options.divWheel.removeEventListener('wheel', this.wheelFunction );\n }\n\n /**\n * handle down events for viewport\n *\n * @param {PIXI.InteractionEvent} event\n */\n down(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = true;\n }\n else if (!this.get(event.data.pointerId))\n {\n this.touches.push({ id: event.data.pointerId, last: null });\n }\n if (this.count() === 1)\n {\n this.last = event.data.global.clone();\n\n // clicked event does not fire if viewport is decelerating or bouncing\n const decelerate = this.viewport.plugins.get('decelerate', true);\n const bounce = this.viewport.plugins.get('bounce', true);\n\n if ((!decelerate || !decelerate.isActive()) && (!bounce || !bounce.isActive()))\n {\n this.clickedAvailable = true;\n }\n else\n {\n this.clickedAvailable = false;\n }\n }\n else\n {\n this.clickedAvailable = false;\n }\n\n const stop = this.viewport.plugins.down(event);\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Clears all pointer events */\n clear()\n {\n this.isMouseDown = false;\n this.touches = [];\n this.last = null;\n }\n\n /**\n * @param {number} change\n * @returns whether change exceeds threshold\n */\n checkThreshold(change)\n {\n if (Math.abs(change) >= this.viewport.threshold)\n {\n return true;\n }\n\n return false;\n }\n\n /** Handle move events for viewport */\n move(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n const stop = this.viewport.plugins.move(event);\n\n if (this.clickedAvailable && this.last)\n {\n const distX = event.data.global.x - this.last.x;\n const distY = event.data.global.y - this.last.y;\n\n if (this.checkThreshold(distX) || this.checkThreshold(distY))\n {\n this.clickedAvailable = false;\n }\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Handle up events for viewport */\n up(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = false;\n }\n\n if (event.data.pointerType !== 'mouse')\n {\n this.remove(event.data.pointerId);\n }\n\n const stop = this.viewport.plugins.up(event);\n\n if (this.clickedAvailable && this.count() === 0 && this.last)\n {\n this.viewport.emit('clicked', {\n event,\n screen: this.last,\n world: this.viewport.toWorld(this.last),\n viewport: this\n });\n this.clickedAvailable = false;\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Gets pointer position if this.interaction is set */\n getPointerPosition(event)\n {\n const point = new Point();\n\n if (this.viewport.options.interaction)\n {\n this.viewport.options.interaction.mapPositionToPoint(point, event.clientX, event.clientY);\n }\n else if (this.viewport.options.useDivWheelForInputManager && this.viewport.options.divWheel)\n {\n const rect = this.viewport.options.divWheel.getBoundingClientRect();\n\n point.x = event.clientX - rect.left;\n point.y = event.clientY - rect.top;\n }\n else\n {\n point.x = event.clientX;\n point.y = event.clientY;\n }\n\n return point;\n }\n\n /** Handle wheel events */\n handleWheel(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n // do not handle events coming from other elements\n if (this.viewport.options.interaction\n && (this.viewport.options.interaction ).interactionDOMElement !== event.target)\n {\n return;\n }\n\n // only handle wheel events where the mouse is over the viewport\n const point = this.viewport.toLocal(this.getPointerPosition(event));\n\n if (this.viewport.left <= point.x\n && point.x <= this.viewport.right\n && this.viewport.top <= point.y\n && point.y <= this.viewport.bottom)\n {\n const stop = this.viewport.plugins.wheel(event);\n\n if (stop && !this.viewport.options.passiveWheel)\n {\n event.preventDefault();\n }\n }\n }\n\n pause()\n {\n this.touches = [];\n this.isMouseDown = false;\n }\n\n /** Get touch by id */\n get(id)\n {\n for (const touch of this.touches)\n {\n if (touch.id === id)\n {\n return touch;\n }\n }\n\n return null;\n }\n\n /** Remove touch by number */\n remove(id)\n {\n for (let i = 0; i < this.touches.length; i++)\n {\n if (this.touches[i].id === id)\n {\n this.touches.splice(i, 1);\n\n return;\n }\n }\n }\n\n /**\n * @returns {number} count of mouse/touch pointers that are down on the viewport\n */\n count()\n {\n return (this.isMouseDown ? 1 : 0) + this.touches.length;\n }\n}\n\nfunction _optionalChain(ops) { let lastAccessLHS = undefined; let value = ops[0]; let i = 1; while (i < ops.length) { const op = ops[i]; const fn = ops[i + 1]; i += 2; if ((op === 'optionalAccess' || op === 'optionalCall') && value == null) { return undefined; } if (op === 'access' || op === 'optionalAccess') { lastAccessLHS = value; value = fn(value); } else if (op === 'call' || op === 'optionalCall') { value = fn((...args) => value.call(lastAccessLHS, ...args)); lastAccessLHS = undefined; } } return value; }\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst PLUGIN_ORDER = [\n 'drag',\n 'pinch',\n 'wheel',\n 'follow',\n 'mouse-edges',\n 'decelerate',\n 'animate',\n 'bounce',\n 'snap-zoom',\n 'clamp-zoom',\n 'snap',\n 'clamp',\n];\n\n/**\n * Use this to access current plugins or add user-defined plugins\n *\n * @public\n */\nclass PluginManager\n{\n /** Maps mounted plugins by their type */\n \n\n /**\n * List of plugins mounted\n *\n * This list is kept sorted by the internal priority of plugins (hard-coded).\n */\n \n\n /** The viewport using the plugins managed by `this`. */\n \n\n /** This is called by {@link Viewport} to initialize the {@link Viewport.plugins plugins}. */\n constructor(viewport)\n {\n this.viewport = viewport;\n this.list = [];\n this.plugins = {};\n }\n\n /**\n * Inserts a named plugin or a user plugin into the viewport\n * default plugin order: 'drag', 'pinch', 'wheel', 'follow', 'mouse-edges', 'decelerate', 'bounce',\n * 'snap-zoom', 'clamp-zoom', 'snap', 'clamp'\n *\n * @param {string} name of plugin\n * @param {Plugin} plugin - instantiated Plugin class\n * @param {number} index to insert userPlugin (otherwise inserts it at the end)\n */\n add(name, plugin, index = PLUGIN_ORDER.length)\n {\n this.plugins[name] = plugin;\n\n const current = PLUGIN_ORDER.indexOf(name);\n\n if (current !== -1)\n {\n PLUGIN_ORDER.splice(current, 1);\n }\n\n PLUGIN_ORDER.splice(index, 0, name);\n this.sort();\n }\n\n \n\n\n\n\n\n\n\n\n\n\n\n\n\n /**\n * Get plugin\n *\n * @param {string} name of plugin\n * @param {boolean} [ignorePaused] return null if plugin is paused\n */\n get(name, ignorePaused)\n {\n if (ignorePaused)\n {\n if (_optionalChain([this, 'access', _ => _.plugins, 'access', _2 => _2[name], 'optionalAccess', _3 => _3.paused]))\n {\n return null;\n }\n }\n\n return this.plugins[name] ;\n }\n\n /**\n * Update all active plugins\n *\n * @internal\n * @ignore\n * @param {number} elapsed type in milliseconds since last update\n */\n update(elapsed)\n {\n for (const plugin of this.list)\n {\n plugin.update(elapsed);\n }\n }\n\n /**\n * Resize all active plugins\n *\n * @internal\n * @ignore\n */\n resize()\n {\n for (const plugin of this.list)\n {\n plugin.resize();\n }\n }\n\n /** Clamps and resets bounce and decelerate (as needed) after manually moving viewport */\n reset()\n {\n for (const plugin of this.list)\n {\n plugin.reset();\n }\n }\n\n /** removes all installed plugins */\n removeAll()\n {\n this.plugins = {};\n this.sort();\n }\n\n /**\n * Removes installed plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n remove(name)\n {\n if (this.plugins[name])\n {\n delete this.plugins[name];\n this.viewport.emit(`${name}-remove`);\n this.sort();\n }\n }\n\n /**\n * Pause plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n pause(name)\n {\n _optionalChain([this, 'access', _4 => _4.plugins, 'access', _5 => _5[name], 'optionalAccess', _6 => _6.pause, 'call', _7 => _7()]);\n }\n\n /**\n * Resume plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n resume(name)\n {\n _optionalChain([this, 'access', _8 => _8.plugins, 'access', _9 => _9[name], 'optionalAccess', _10 => _10.resume, 'call', _11 => _11()]);\n }\n\n /**\n * Sort plugins according to PLUGIN_ORDER\n *\n * @internal\n * @ignore\n */\n sort()\n {\n this.list = [];\n\n for (const plugin of PLUGIN_ORDER)\n {\n if (this.plugins[plugin])\n {\n this.list.push(this.plugins[plugin] );\n }\n }\n }\n\n /**\n * Handle down for all plugins\n *\n * @internal\n * @ignore\n */\n down(event)\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.down(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle move for all plugins\n *\n * @internal\n * @ignore\n */\n move(event)\n {\n let stop = false;\n\n for (const plugin of this.viewport.plugins.list)\n {\n if (plugin.move(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle up for all plugins\n *\n * @internal\n * @ignore\n */\n up(event)\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.up(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle wheel event for all plugins\n *\n * @internal\n * @ignore\n */\n wheel(e)\n {\n let result = false;\n\n for (const plugin of this.list)\n {\n if (plugin.wheel(e))\n {\n result = true;\n }\n }\n\n return result;\n }\n}\n\n/** Options for {@link Viewport}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_VIEWPORT_OPTIONS = {\n screenWidth: window.innerWidth,\n screenHeight: window.innerHeight,\n worldWidth: null,\n worldHeight: null,\n threshold: 5,\n passiveWheel: true,\n stopPropagation: false,\n forceHitArea: null,\n noTicker: false,\n interaction: null,\n disableOnContextMenu: false,\n ticker: Ticker.shared,\n};\n\n/**\n * Main class to use when creating a Viewport\n *\n * @public\n * @fires clicked\n * @fires drag-start\n * @fires drag-end\n * @fires drag-remove\n * @fires pinch-start\n * @fires pinch-end\n * @fires pinch-remove\n * @fires snap-start\n * @fires snap-end\n * @fires snap-remove\n * @fires snap-zoom-start\n * @fires snap-zoom-end\n * @fires snap-zoom-remove\n * @fires bounce-x-start\n * @fires bounce-x-end\n * @fires bounce-y-start\n * @fires bounce-y-end\n * @fires bounce-remove\n * @fires wheel\n * @fires wheel-remove\n * @fires wheel-scroll\n * @fires wheel-scroll-remove\n * @fires mouse-edge-start\n * @fires mouse-edge-end\n * @fires mouse-edge-remove\n * @fires moved\n * @fires moved-end\n * @fires zoomed\n * @fires zoomed-end\n * @fires frame-end\n */\nclass Viewport extends Container\n{\n /** Flags whether the viewport is being panned */\n \n\n \n \n\n /** Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event */\n \n\n \n\n /** Use this to add user plugins or access existing plugins (e.g., to pause, resume, or remove them) */\n \n\n /** Flags whether the viewport zoom is being changed. */\n \n\n \n\n /** The options passed when creating this viewport, merged with the default values */\n \n\n \n \n \n \n \n \n \n __init() {this._disableOnContextMenu = (e) => e.preventDefault();}\n\n /**\n * @param {IViewportOptions} ViewportOptions\n * @param {number} [options.screenWidth=window.innerWidth]\n * @param {number} [options.screenHeight=window.innerHeight]\n * @param {number} [options.worldWidth=this.width]\n * @param {number} [options.worldHeight=this.height]\n * @param {number} [options.threshold=5] number of pixels to move to trigger an input event (e.g., drag, pinch)\n * or disable a clicked event\n * @param {boolean} [options.passiveWheel=true] whether the 'wheel' event is set to passive (note: if false,\n * e.preventDefault() will be called when wheel is used over the viewport)\n * @param {boolean} [options.stopPropagation=false] whether to stopPropagation of events that impact the viewport\n * (except wheel events, see options.passiveWheel)\n * @param {HitArea} [options.forceHitArea] change the default hitArea from world size to a new value\n * @param {boolean} [options.noTicker] set this if you want to manually call update() function on each frame\n * @param {PIXI.Ticker} [options.ticker=PIXI.Ticker.shared] use this PIXI.ticker for updates\n * @param {PIXI.InteractionManager} [options.interaction=null] InteractionManager, available from instantiated\n * WebGLRenderer/CanvasRenderer.plugins.interaction - used to calculate pointer position relative to canvas\n * location on screen\n * @param {HTMLElement} [options.divWheel=document.body] div to attach the wheel event\n * @param {boolean} [options.disableOnContextMenu] remove oncontextmenu=() => {} from the divWheel element\n */\n constructor(options = {})\n {\n super();Viewport.prototype.__init.call(this); this.options = Object.assign(\n {},\n { divWheel: document.body },\n DEFAULT_VIEWPORT_OPTIONS,\n options\n );\n\n this.screenWidth = this.options.screenWidth;\n this.screenHeight = this.options.screenHeight;\n\n this._worldWidth = this.options.worldWidth;\n this._worldHeight = this.options.worldHeight;\n this.forceHitArea = this.options.forceHitArea;\n this.threshold = this.options.threshold;\n\n this.options.divWheel = this.options.divWheel || document.body;\n\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.addEventListener('contextmenu', this._disableOnContextMenu);\n }\n if (!this.options.noTicker)\n {\n this.tickerFunction = () => this.update(this.options.ticker.elapsedMS);\n this.options.ticker.add(this.tickerFunction);\n }\n\n this.input = new InputManager(this);\n this.plugins = new PluginManager(this);\n }\n\n /** Overrides PIXI.Container's destroy to also remove the 'wheel' and PIXI.Ticker listeners */\n destroy(options)\n {\n if (!this.options.noTicker && this.tickerFunction)\n {\n this.options.ticker.remove(this.tickerFunction);\n }\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.removeEventListener('contextmenu', this._disableOnContextMenu);\n }\n\n this.input.destroy();\n super.destroy(options);\n }\n\n /**\n * Update viewport on each frame.\n *\n * By default, you do not need to call this unless you set `options.noTicker=true`.\n *\n * @param {number} elapsed time in milliseconds since last update\n */\n update(elapsed)\n {\n if (!this.pause)\n {\n this.plugins.update(elapsed);\n\n if (this.lastViewport)\n {\n // Check for moved-end event\n if (this.lastViewport.x !== this.x || this.lastViewport.y !== this.y)\n {\n this.moving = true;\n }\n else if (this.moving)\n {\n this.emit('moved-end', this);\n this.moving = false;\n }\n\n // Check for zoomed-end event\n if (this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y)\n {\n this.zooming = true;\n }\n else if (this.zooming)\n {\n this.emit('zoomed-end', this);\n this.zooming = false;\n }\n }\n\n if (!this.forceHitArea)\n {\n this._hitAreaDefault = new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n this.hitArea = this._hitAreaDefault;\n }\n\n this._dirty = this._dirty || !this.lastViewport\n || this.lastViewport.x !== this.x || this.lastViewport.y !== this.y\n || this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y;\n\n this.lastViewport = {\n x: this.x,\n y: this.y,\n scaleX: this.scale.x,\n scaleY: this.scale.y\n };\n this.emit('frame-end', this);\n }\n }\n\n /**\n * Use this to set screen and world sizes, needed for pinch/wheel/clamp/bounce.\n * @param {number} screenWidth=window.innerWidth\n * @param {number} screenHeight=window.innerHeight\n * @param {number} [worldWidth]\n * @param {number} [worldHeight]\n */\n resize(\n screenWidth = window.innerWidth,\n screenHeight = window.innerHeight,\n worldWidth,\n worldHeight\n )\n {\n this.screenWidth = screenWidth;\n this.screenHeight = screenHeight;\n\n if (typeof worldWidth !== 'undefined')\n {\n this._worldWidth = worldWidth;\n }\n if (typeof worldHeight !== 'undefined')\n {\n this._worldHeight = worldHeight;\n }\n\n this.plugins.resize();\n this.dirty = true;\n }\n\n /** World width, in pixels */\n get worldWidth()\n {\n if (this._worldWidth)\n {\n return this._worldWidth;\n }\n\n return this.width / this.scale.x;\n }\n set worldWidth(value)\n {\n this._worldWidth = value;\n this.plugins.resize();\n }\n\n /** World height, in pixels */\n get worldHeight()\n {\n if (this._worldHeight)\n {\n return this._worldHeight;\n }\n\n return this.height / this.scale.y;\n }\n set worldHeight(value)\n {\n this._worldHeight = value;\n this.plugins.resize();\n }\n\n /** Get visible world bounds of viewport */\n getVisibleBounds()\n {\n return new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n }\n\n /** Change coordinates from screen to world */\n \n\n\n\n /**\n * Changes coordinate from screen to world\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n toWorld(x, y)\n {\n if (arguments.length === 2)\n {\n return this.toLocal(new Point(x , y));\n }\n\n return this.toLocal(x );\n }\n\n /** Change coordinates from world to screen */\n \n\n\n\n /**\n * Changes coordinate from world to screen\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n toScreen(x, y)\n {\n if (arguments.length === 2)\n {\n return this.toGlobal(new Point(x , y));\n }\n\n return this.toGlobal(x );\n }\n\n /** Screen width in world coordinates */\n get worldScreenWidth()\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Screen height in world coordinates */\n get worldScreenHeight()\n {\n return this.screenHeight / this.scale.y;\n }\n\n /** World width in screen coordinates */\n get screenWorldWidth()\n {\n return this.worldWidth * this.scale.x;\n }\n\n /** World height in screen coordinates */\n get screenWorldHeight()\n {\n return this.worldHeight * this.scale.y;\n }\n\n /** Center of screen in world coordinates */\n get center()\n {\n return new Point(\n (this.worldScreenWidth / 2) - (this.x / this.scale.x),\n (this.worldScreenHeight / 2) - (this.y / this.scale.y),\n );\n }\n set center(value)\n {\n this.moveCenter(value);\n }\n\n \n\n\n\n\n /**\n * Move center of viewport to (x, y)\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @return {Viewport}\n */\n moveCenter(...args)\n {\n let x;\n let y;\n\n if (typeof args[0] === 'number')\n {\n x = args[0];\n y = args[1] ;\n }\n else\n {\n x = args[0].x;\n y = args[0].y;\n }\n\n const newX = ((this.worldScreenWidth / 2) - x) * this.scale.x;\n const newY = ((this.worldScreenHeight / 2) - y) * this.scale.y;\n\n if (this.x !== newX || this.y !== newY)\n {\n this.position.set(newX, newY);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Top-left corner of Viewport */\n get corner()\n {\n return new Point(-this.x / this.scale.x, -this.y / this.scale.y);\n }\n set corner(value)\n {\n this.moveCorner(value);\n }\n\n /** Move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n \n\n\n\n\n /**\n * MoveCorner\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @returns {Viewport}\n */\n moveCorner(...args)\n {\n let x;\n let y;\n\n if (args.length === 1)\n {\n x = -args[0].x * this.scale.x;\n y = -args[0].y * this.scale.y;\n }\n else\n {\n x = -args[0] * this.scale.x;\n y = -args[1] * this.scale.y;\n }\n\n if (x !== this.x || y !== this.y)\n {\n this.position.set(x, y);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Get how many world pixels fit in screen's width */\n get screenWidthInWorldPixels()\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Get how many world pixels fit on screen's height */\n get screenHeightInWorldPixels()\n {\n return this.screenHeight / this.scale.y;\n }\n\n /**\n * Find the scale value that fits a world width on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param width - Width in world pixels\n * @return - scale\n */\n findFitWidth(width)\n {\n return this.screenWidth / width;\n }\n\n /**\n * Finds the scale value that fits a world height on the screens\n * does not change the viewport (use fit... to change)\n *\n * @param height - Height in world pixels\n * @return - scale\n */\n findFitHeight(height)\n {\n return this.screenHeight / height;\n }\n\n /**\n * Finds the scale value that fits the smaller of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findFit(width, height)\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.min(scaleX, scaleY);\n }\n\n /**\n * Finds the scale value that fits the larger of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findCover(width, height)\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.max(scaleX, scaleY);\n }\n\n /**\n * Change zoom so the width fits in the viewport\n *\n * @param width - width in world coordinates\n * @param center - maintain the same center\n * @param scaleY - whether to set scaleY=scaleX\n * @param noClamp - whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitWidth(width = this.worldWidth, center, scaleY = true, noClamp)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.x = this.screenWidth / width;\n\n if (scaleY)\n {\n this.scale.y = this.scale.x;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so the height fits in the viewport\n *\n * @param {number} [height=this.worldHeight] in world coordinates\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {boolean} [scaleX=true] whether to set scaleX = scaleY\n * @param {boolean} [noClamp] whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitHeight(height = this.worldHeight, center, scaleX = true, noClamp)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.y = this.screenHeight / height;\n\n if (scaleX)\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the entire world in the viewport\n *\n * @param {boolean} center maintain the same center of the screen after zoom\n * @returns {Viewport} this\n */\n fitWorld(center)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / this.worldWidth;\n this.scale.y = this.screenHeight / this.worldHeight;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the size or the entire world in the viewport\n *\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {number} [width=this.worldWidth] desired width\n * @param {number} [height=this.worldHeight] desired height\n * @returns {Viewport} this\n */\n fit(center, width = this.worldWidth, height = this.worldHeight)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / width;\n this.scale.y = this.screenHeight / height;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport to specific value.\n *\n * @param {number} scale value (e.g., 1 would be 100%, 0.25 would be 25%)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n setZoom(scale, center)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.set(scale);\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport by a certain percent (in both x and y direction).\n *\n * @param {number} percent change (e.g., 0.25 would increase a starting scale of 1.0 to 1.25)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoomPercent(percent, center)\n {\n return this.setZoom(this.scale.x + (this.scale.x * percent), center);\n }\n\n /**\n * Zoom viewport by increasing/decreasing width by a certain number of pixels.\n *\n * @param {number} change in pixels\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoom(change, center)\n {\n this.fitWidth(change + this.worldScreenWidth, center);\n\n return this;\n }\n\n /** Changes scale of viewport and maintains center of viewport */\n get scaled()\n {\n return this.scale.x;\n }\n set scaled(scale)\n {\n this.setZoom(scale, true);\n }\n\n /**\n * Returns zoom to the desired scale\n *\n * @param {ISnapZoomOptions} options\n * @param {number} [options.width=0] - the desired width to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.height=0] - the desired height to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.time=1000] - time for snapping in ms\n * @param {(string|function)} [options.ease=easeInOutSine] ease function or name (see http://easings.net/\n * for supported names)\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of the viewport\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at the\n * desired zoom\n * @param {boolean} [options.noMove] - zoom but do not move\n */\n snapZoom(options)\n {\n this.plugins.add('snap-zoom', new SnapZoom(this, options));\n\n return this;\n }\n\n /** Is container out of world bounds */\n OOB()\n\n\n\n\n\n\n {\n return {\n left: this.left < 0,\n right: this.right > this.worldWidth,\n top: this.top < 0,\n bottom: this.bottom > this.worldHeight,\n cornerPoint: new Point(\n (this.worldWidth * this.scale.x) - this.screenWidth,\n (this.worldHeight * this.scale.y) - this.screenHeight\n )\n };\n }\n\n /** World coordinates of the right edge of the screen */\n get right()\n {\n return (-this.x / this.scale.x) + this.worldScreenWidth;\n }\n set right(value)\n {\n this.x = (-value * this.scale.x) + this.screenWidth;\n this.plugins.reset();\n }\n\n /** World coordinates of the left edge of the screen */\n get left()\n {\n return -this.x / this.scale.x;\n }\n set left(value)\n {\n this.x = -value * this.scale.x;\n this.plugins.reset();\n }\n\n /** World coordinates of the top edge of the screen */\n get top()\n {\n return -this.y / this.scale.y;\n }\n set top(value)\n {\n this.y = -value * this.scale.y;\n this.plugins.reset();\n }\n\n /** World coordinates of the bottom edge of the screen */\n get bottom()\n {\n return (-this.y / this.scale.y) + this.worldScreenHeight;\n }\n set bottom(value)\n {\n this.y = (-value * this.scale.y) + this.screenHeight;\n this.plugins.reset();\n }\n\n /**\n * Determines whether the viewport is dirty (i.e., needs to be rendered to the screen because of a change)\n */\n get dirty()\n {\n return !!this._dirty;\n }\n set dirty(value)\n {\n this._dirty = value;\n }\n\n /**\n * Permanently changes the Viewport's hitArea\n *\n * NOTE: if not set then hitArea = PIXI.Rectangle(Viewport.left, Viewport.top, Viewport.worldScreenWidth,\n * Viewport.worldScreenHeight)\n */\n get forceHitArea()\n {\n return this._forceHitArea;\n }\n set forceHitArea(value)\n {\n if (value)\n {\n this._forceHitArea = value;\n this.hitArea = value;\n }\n else\n {\n this._forceHitArea = null;\n this.hitArea = new Rectangle(0, 0, this.worldWidth, this.worldHeight);\n }\n }\n\n /**\n * Enable one-finger touch to drag\n *\n * NOTE: if you expect users to use right-click dragging, you should enable `viewport.options.disableOnContextMenu`\n * to avoid the context menu popping up on each right-click drag.\n *\n * @param {IDragOptions} [options]\n * @param {string} [options.direction=all] direction to drag\n * @param {boolean} [options.pressDrag=true] whether click to drag is active\n * @param {boolean} [options.wheel=true] use wheel to scroll in direction (unless wheel plugin is active)\n * @param {number} [options.wheelScroll=1] number of pixels to scroll with each wheel spin\n * @param {boolean} [options.reverse] reverse the direction of the wheel scroll\n * @param {(boolean|string)} [options.clampWheel=false] clamp wheel(to avoid weird bounce with mouse wheel)\n * @param {string} [options.underflow=center] where to place world if too small for screen\n * @param {number} [options.factor=1] factor to multiply drag to increase the speed of movement\n * @param {string} [options.mouseButtons=all] changes which mouse buttons trigger drag, use: 'all', 'left',\n * 'right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * viewport.options.disableOnContextMenu if you want to use right-click dragging\n * @param {string[]} [options.keyToPress=null] - array containing\n * {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of keys that can be\n * pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n * @param {boolean} [options.ignoreKeyToPressOnTouch=false] - ignore keyToPress for touch events\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @returns {Viewport} this\n */\n drag(options)\n {\n this.plugins.add('drag', new Drag(this, options));\n\n return this;\n }\n\n /**\n * Clamp to world boundaries or other provided boundaries\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary\n * [0, viewport.worldWidth/viewport.worldHeight], eg: to allow the world to be completely dragged offscreen,\n * set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the\n * appropriate boundaries\n *\n * NOTES:\n * clamp is disabled if called with no options; use { direction: 'all' } for all edge clamping\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n *\n * @param {object} [options]\n * @param {(number|boolean)} [options.left=false] - clamp left; true = 0\n * @param {(number|boolean)} [options.right=false] - clamp right; true = viewport.worldWidth\n * @param {(number|boolean)} [options.top=false] - clamp top; true = 0\n * @param {(number|boolean)} [options.bottom=false] - clamp bottom; true = viewport.worldHeight\n * @param {string} [direction] - (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight];\n * replaces left/right/top/bottom if set\n * @param {string} [underflow=center] - where to place world if too small for screen (e.g., top-right, center,\n * none, bottomLeft) * @returns {Viewport} this\n */\n clamp(options)\n {\n this.plugins.add('clamp', new Clamp(this, options));\n\n return this;\n }\n\n /**\n * Decelerate after a move\n *\n * NOTE: this fires 'moved' event during deceleration\n *\n * @param {IDecelerateOptions} [options]\n * @param {number} [options.friction=0.95] - percent to decelerate after movement\n * @param {number} [options.bounce=0.8] - percent to decelerate when past boundaries (only applicable when\n * viewport.bounce() is active)\n * @param {number} [options.minSpeed=0.01] - minimum velocity before stopping/reversing acceleration\n * @return {Viewport} this\n */\n decelerate(options)\n {\n this.plugins.add('decelerate', new Decelerate(this, options));\n\n return this;\n }\n\n /**\n * Bounce on borders\n * NOTES:\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n * fires 'moved', 'bounce-x-start', 'bounce-y-start', 'bounce-x-end', and 'bounce-y-end' events\n * @param {object} [options]\n * @param {string} [options.sides=all] - all, horizontal, vertical, or combination of top, bottom, right, left\n * (e.g., 'top-bottom-right')\n * @param {number} [options.friction=0.5] - friction to apply to decelerate if active\n * @param {number} [options.time=150] - time in ms to finish bounce\n * @param {object} [options.bounceBox] - use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight)\n * @param {number} [options.bounceBox.x=0]\n * @param {number} [options.bounceBox.y=0]\n * @param {number} [options.bounceBox.width=viewport.worldWidth]\n * @param {number} [options.bounceBox.height=viewport.worldHeight]\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name\n * (see http://easings.net/ for supported names)\n * @param {string} [options.underflow=center] - (top/bottom/center and left/right/center, or center)\n * where to place world if too small for screen\n * @return {Viewport} this\n */\n bounce(options)\n {\n this.plugins.add('bounce', new Bounce(this, options));\n\n return this;\n }\n\n /**\n * Enable pinch to zoom and two-finger touch to drag\n *\n * @param {PinchOptions} [options]\n * @param {boolean} [options.noDrag] - disable two-finger dragging\n * @param {number} [options.percent=1] - percent to modify pinch speed\n * @param {number} [options.factor=1] - factor to multiply two-finger drag to increase the speed of movement\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of two fingers\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n pinch(options)\n {\n this.plugins.add('pinch', new Pinch(this, options));\n\n return this;\n }\n\n /**\n * Snap to a point\n *\n * @param {number} x\n * @param {number} y\n * @param {ISnapOptions} [options]\n * @param {boolean} [options.topLeft] - snap to the top-left of viewport instead of center\n * @param {number} [options.friction=0.8] - friction/frame to apply if decelerate is active\n * @param {number} [options.time=1000] - time in ms to snap\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name (see http://easings.net/\n * for supported names)\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at\n * the desired location\n * @return {Viewport} this\n */\n snap(x, y, options)\n {\n this.plugins.add('snap', new Snap(this, x, y, options));\n\n return this;\n }\n\n /**\n * Follow a target\n *\n * NOTES:\n * uses the (x, y) as the center to follow; for PIXI.Sprite to work properly, use sprite.anchor.set(0.5)\n * options.acceleration is not perfect as it doesn't know the velocity of the target. It adds acceleration\n * to the start of movement and deceleration to the end of movement when the target is stopped.\n * To cancel the follow, use: `viewport.plugins.remove('follow')`\n *\n * @fires 'moved' event\n *\n * @param {PIXI.DisplayObject} target to follow\n * @param {IFollowOptions} [options]\n * @param {number} [options.speed=0] - to follow in pixels/frame (0=teleport to location)\n * @param {number} [options.acceleration] - set acceleration to accelerate and decelerate at this rate; speed\n * cannot be 0 to use acceleration\n * @param {number} [options.radius] - radius (in world coordinates) of center circle where movement is allowed\n * without moving the viewport * @returns {Viewport} this\n * @returns {Viewport} this\n */\n follow(target, options)\n {\n this.plugins.add('follow', new Follow(this, target, options));\n\n return this;\n }\n\n /**\n * Zoom using mouse wheel\n *\n * NOTE: the default event listener for 'wheel' event is document.body. Use `Viewport.options.divWheel` to\n * change this default\n *\n * @param {IWheelOptions} [options]\n * @param {number} [options.percent=0.1] - percent to scroll with each spin\n * @param {number} [options.smooth] - smooth the zooming by providing the number of frames to zoom between wheel spins\n * @param {boolean} [options.interrupt=true] - stop smoothing with any user input on the viewport\n * @param {boolean} [options.reverse] - reverse the direction of the scroll\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of current mouse position\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n wheel(options)\n {\n this.plugins.add('wheel', new Wheel(this, options));\n\n return this;\n }\n\n /**\n * Animate the position and/or scale of the viewport\n * To set the zoom level, use: (1) scale, (2) scaleX and scaleY, or (3) width and/or height\n * @param {object} options\n * @param {number} [options.time=1000] - time to animate\n * @param {PIXI.Point} [options.position=viewport.center] - position to move viewport\n * @param {number} [options.width] - desired viewport width in world pixels (use instead of scale;\n * aspect ratio is maintained if height is not provided)\n * @param {number} [options.height] - desired viewport height in world pixels (use instead of scale;\n * aspect ratio is maintained if width is not provided)\n * @param {number} [options.scale] - scale to change zoom (scale.x = scale.y)\n * @param {number} [options.scaleX] - independently change zoom in x-direction\n * @param {number} [options.scaleY] - independently change zoom in y-direction\n * @param {(function|string)} [options.ease=linear] - easing function to use\n * @param {function} [options.callbackOnComplete]\n * @param {boolean} [options.removeOnInterrupt] removes this plugin if interrupted by any user input\n * @returns {Viewport} this\n */\n animate(options)\n {\n this.plugins.add('animate', new Animate(this, options));\n\n return this;\n }\n\n /**\n * Enable clamping of zoom to constraints\n *\n * The minWidth/Height settings are how small the world can get (as it would appear on the screen)\n * before clamping. The maxWidth/maxHeight is how larger the world can scale (as it would appear on\n * the screen) before clamping.\n *\n * For example, if you have a world size of 1000 x 1000 and a screen size of 100 x 100, if you set\n * minWidth/Height = 100 then the world will not be able to zoom smaller than the screen size (ie,\n * zooming out so it appears smaller than the screen). Similarly, if you set maxWidth/Height = 100\n * the world will not be able to zoom larger than the screen size (ie, zooming in so it appears\n * larger than the screen).\n *\n * @param {object} [options]\n * @param {number} [options.minWidth] - minimum width\n * @param {number} [options.minHeight] - minimum height\n * @param {number} [options.maxWidth] - maximum width\n * @param {number} [options.maxHeight] - maximum height\n * @param {number} [options.minScale] - minimum scale\n * @param {number} [options.maxScale] - minimum scale\n * @return {Viewport} this\n */\n clampZoom(options)\n {\n this.plugins.add('clamp-zoom', new ClampZoom(this, options));\n\n return this;\n }\n\n /**\n * Scroll viewport when mouse hovers near one of the edges or radius-distance from center of screen.\n *\n * NOTES: fires 'moved' event; there's a known bug where the mouseEdges does not work properly with \"windowed\" viewports\n *\n * @param {IMouseEdgesOptions} [options]\n * @param {number} [options.radius] - distance from center of screen in screen pixels\n * @param {number} [options.distance] - distance from all sides in screen pixels\n * @param {number} [options.top] - alternatively, set top distance (leave unset for no top scroll)\n * @param {number} [options.bottom] - alternatively, set bottom distance (leave unset for no top scroll)\n * @param {number} [options.left] - alternatively, set left distance (leave unset for no top scroll)\n * @param {number} [options.right] - alternatively, set right distance (leave unset for no top scroll)\n * @param {number} [options.speed=8] - speed in pixels/frame to scroll viewport\n * @param {boolean} [options.reverse] - reverse direction of scroll\n * @param {boolean} [options.noDecelerate] - don't use decelerate plugin even if it's installed\n * @param {boolean} [options.linear] - if using radius, use linear movement (+/- 1, +/- 1) instead of angled\n * movement (Math.cos(angle from center), Math.sin(angle from center))\n * @param {boolean} [options.allowButtons] allows plugin to continue working even when there's a mousedown event\n */\n mouseEdges(options)\n {\n this.plugins.add('mouse-edges', new MouseEdges(this, options));\n\n return this;\n }\n\n /** Pause viewport (including animation updates such as decelerate) */\n get pause()\n {\n return !!this._pause;\n }\n set pause(value)\n {\n this._pause = value;\n\n this.lastViewport = null;\n this.moving = false;\n this.zooming = false;\n\n if (value)\n {\n this.input.pause();\n }\n }\n\n /**\n * Move the viewport so the bounding box is visible\n *\n * @param x - left\n * @param y - top\n * @param width\n * @param height\n * @param resizeToFit - Resize the viewport so the box fits within the viewport\n */\n ensureVisible(x, y, width, height, resizeToFit)\n {\n if (resizeToFit && (width > this.worldScreenWidth || height > this.worldScreenHeight))\n {\n this.fit(true, width, height);\n this.emit('zoomed', { viewport: this, type: 'ensureVisible' });\n }\n let moved = false;\n\n if (x < this.left)\n {\n this.left = x;\n moved = true;\n }\n else if (x + width > this.right)\n {\n this.right = x + width;\n moved = true;\n }\n if (y < this.top)\n {\n this.top = y;\n moved = true;\n }\n else if (y + height > this.bottom)\n {\n this.bottom = y + height;\n moved = true;\n }\n if (moved)\n {\n this.emit('moved', { viewport: this, type: 'ensureVisible' });\n }\n }\n}\n\n/**\n * Fires after a mouse or touch click\n * @event Viewport#clicked\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag starts\n * @event Viewport#drag-start\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag ends\n * @event Viewport#drag-end\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a pinch starts\n * @event Viewport#pinch-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a pinch end\n * @event Viewport#pinch-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap starts\n * @event Viewport#snap-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap ends\n * @event Viewport#snap-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom starts\n * @event Viewport#snap-zoom-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom ends\n * @event Viewport#snap-zoom-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the x direction\n * @event Viewport#bounce-x-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the x direction\n * @event Viewport#bounce-x-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the y direction\n * @event Viewport#bounce-y-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the y direction\n * @event Viewport#bounce-y-end\n * @type {Viewport}\n */\n\n/**\n * Fires when for a mouse wheel event\n * @event Viewport#wheel\n * @type {object}\n * @property {object} wheel\n * @property {number} wheel.dx\n * @property {number} wheel.dy\n * @property {number} wheel.dz\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a wheel-scroll occurs\n * @event Viewport#wheel-scroll\n * @type {Viewport}\n */\n\n/**\n * Fires when a mouse-edge starts to scroll\n * @event Viewport#mouse-edge-start\n * @type {Viewport}\n */\n\n/**\n * Fires when the mouse-edge scrolling ends\n * @event Viewport#mouse-edge-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#moved\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type - (drag, snap, pinch, follow, bounce-x, bounce-y,\n * clamp-x, clamp-y, decelerate, mouse-edges, wheel, ensureVisible)\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#zoomed\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type (drag-zoom, pinch, wheel, clamp-zoom, ensureVisible)\n */\n\n/**\n * Fires when viewport stops moving\n * @event Viewport#moved-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport stops zooming\n * @event Viewport#zoomed-end\n * @type {Viewport}\n */\n\n/**\n* Fires at the end of an update frame\n* @event Viewport#frame-end\n* @type {Viewport}\n*/\n\nexport { Animate, Bounce, Clamp, ClampZoom, Decelerate, Drag, Follow, InputManager, MouseEdges, Pinch, Plugin, PluginManager, Snap, SnapZoom, Viewport, Wheel };\n//# sourceMappingURL=viewport.es.js.map\n","import * as PIXI from 'pixi.js'\r\nimport { Viewport } from '../../../'\r\n\r\nwindow.onload = () =>\r\n{\r\n function rand(n)\r\n {\r\n return Math.round(Math.random() * n)\r\n }\r\n\r\n const app = new PIXI.Application({ autoresize: true })\r\n app.view.style.textAlign = 'center'\r\n document.body.appendChild(app.view)\r\n const div = document.createElement('div')\r\n div.innerHTML = '
Rollup pixi-viewport: viewport.drag().pinch().decelerate()
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=== 'function') {\n then.call(\n val,\n function(val) {\n res(i, val);\n },\n function(e) {\n args[i] = { status: 'rejected', reason: e };\n if (--remaining === 0) {\n resolve(args);\n }\n }\n );\n return;\n }\n }\n args[i] = { status: 'fulfilled', value: val };\n if (--remaining === 0) {\n resolve(args);\n }\n }\n\n for (var i = 0; i < args.length; i++) {\n res(i, args[i]);\n }\n });\n}\n\nexport default allSettled;\n","import promiseFinally from './finally';\nimport allSettled from './allSettled';\n\n// Store setTimeout reference so promise-polyfill will be unaffected by\n// other code modifying setTimeout (like sinon.useFakeTimers())\nvar setTimeoutFunc = setTimeout;\n\nfunction isArray(x) {\n return Boolean(x && typeof x.length !== 'undefined');\n}\n\nfunction noop() {}\n\n// Polyfill for Function.prototype.bind\nfunction bind(fn, thisArg) {\n return function() {\n fn.apply(thisArg, arguments);\n };\n}\n\n/**\n * @constructor\n * @param {Function} fn\n */\nfunction Promise(fn) {\n if (!(this instanceof Promise))\n throw new TypeError('Promises must be constructed via new');\n if (typeof fn !== 'function') throw new TypeError('not a function');\n /** @type {!number} */\n this._state = 0;\n /** @type {!boolean} */\n this._handled = false;\n /** @type {Promise|undefined} */\n this._value = undefined;\n /** @type {!Array} */\n this._deferreds = [];\n\n doResolve(fn, this);\n}\n\nfunction handle(self, deferred) {\n while (self._state === 3) {\n self = self._value;\n }\n if (self._state === 0) {\n self._deferreds.push(deferred);\n return;\n }\n self._handled = true;\n Promise._immediateFn(function() {\n var cb = self._state === 1 ? deferred.onFulfilled : deferred.onRejected;\n if (cb === null) {\n (self._state === 1 ? resolve : reject)(deferred.promise, self._value);\n return;\n }\n var ret;\n try {\n ret = cb(self._value);\n } catch (e) {\n reject(deferred.promise, e);\n return;\n }\n resolve(deferred.promise, ret);\n });\n}\n\nfunction resolve(self, newValue) {\n try {\n // Promise Resolution Procedure: https://github.com/promises-aplus/promises-spec#the-promise-resolution-procedure\n if (newValue === self)\n throw new TypeError('A promise cannot be resolved with itself.');\n if (\n newValue &&\n (typeof newValue === 'object' || typeof newValue === 'function')\n ) {\n var then = newValue.then;\n if (newValue instanceof Promise) {\n self._state = 3;\n self._value = newValue;\n finale(self);\n return;\n } else if (typeof then === 'function') {\n doResolve(bind(then, newValue), self);\n return;\n }\n }\n self._state = 1;\n self._value = newValue;\n finale(self);\n } catch (e) {\n reject(self, e);\n }\n}\n\nfunction reject(self, newValue) {\n self._state = 2;\n self._value = newValue;\n finale(self);\n}\n\nfunction finale(self) {\n if (self._state === 2 && self._deferreds.length === 0) {\n Promise._immediateFn(function() {\n if (!self._handled) {\n Promise._unhandledRejectionFn(self._value);\n }\n });\n }\n\n for (var i = 0, len = self._deferreds.length; i < len; i++) {\n handle(self, self._deferreds[i]);\n }\n self._deferreds = null;\n}\n\n/**\n * @constructor\n */\nfunction Handler(onFulfilled, onRejected, promise) {\n this.onFulfilled = typeof onFulfilled === 'function' ? onFulfilled : null;\n this.onRejected = typeof onRejected === 'function' ? onRejected : null;\n this.promise = promise;\n}\n\n/**\n * Take a potentially misbehaving resolver function and make sure\n * onFulfilled and onRejected are only called once.\n *\n * Makes no guarantees about asynchrony.\n */\nfunction doResolve(fn, self) {\n var done = false;\n try {\n fn(\n function(value) {\n if (done) return;\n done = true;\n resolve(self, value);\n },\n function(reason) {\n if (done) return;\n done = true;\n reject(self, reason);\n }\n );\n } catch (ex) {\n if (done) return;\n done = true;\n reject(self, ex);\n }\n}\n\nPromise.prototype['catch'] = function(onRejected) {\n return this.then(null, onRejected);\n};\n\nPromise.prototype.then = function(onFulfilled, onRejected) {\n // @ts-ignore\n var prom = new this.constructor(noop);\n\n handle(this, new Handler(onFulfilled, onRejected, prom));\n return prom;\n};\n\nPromise.prototype['finally'] = promiseFinally;\n\nPromise.all = function(arr) {\n return new Promise(function(resolve, reject) {\n if (!isArray(arr)) {\n return reject(new TypeError('Promise.all accepts an array'));\n }\n\n var args = Array.prototype.slice.call(arr);\n if (args.length === 0) return resolve([]);\n var remaining = args.length;\n\n function res(i, val) {\n try {\n if (val && (typeof val === 'object' || typeof val === 'function')) {\n var then = val.then;\n if (typeof then === 'function') {\n then.call(\n val,\n function(val) {\n res(i, val);\n },\n reject\n );\n return;\n }\n }\n args[i] = val;\n if (--remaining === 0) {\n resolve(args);\n }\n } catch (ex) {\n reject(ex);\n }\n }\n\n for (var i = 0; i < args.length; i++) {\n res(i, args[i]);\n }\n });\n};\n\nPromise.allSettled = allSettled;\n\nPromise.resolve = function(value) {\n if (value && typeof value === 'object' && value.constructor === Promise) {\n return value;\n }\n\n return new Promise(function(resolve) {\n resolve(value);\n });\n};\n\nPromise.reject = function(value) {\n return new Promise(function(resolve, reject) {\n reject(value);\n });\n};\n\nPromise.race = function(arr) {\n return new Promise(function(resolve, reject) {\n if (!isArray(arr)) {\n return reject(new TypeError('Promise.race accepts an array'));\n }\n\n for (var i = 0, len = arr.length; i < len; i++) {\n Promise.resolve(arr[i]).then(resolve, reject);\n }\n });\n};\n\n// Use polyfill for setImmediate for performance gains\nPromise._immediateFn =\n // @ts-ignore\n (typeof setImmediate === 'function' &&\n function(fn) {\n // @ts-ignore\n setImmediate(fn);\n }) ||\n function(fn) {\n setTimeoutFunc(fn, 0);\n };\n\nPromise._unhandledRejectionFn = function _unhandledRejectionFn(err) {\n if (typeof console !== 'undefined' && console) {\n console.warn('Possible Unhandled Promise Rejection:', err); // eslint-disable-line no-console\n }\n};\n\nexport default Promise;\n","/*\nobject-assign\n(c) Sindre Sorhus\n@license MIT\n*/\n\n'use strict';\n/* eslint-disable no-unused-vars */\nvar getOwnPropertySymbols = Object.getOwnPropertySymbols;\nvar hasOwnProperty = Object.prototype.hasOwnProperty;\nvar propIsEnumerable = Object.prototype.propertyIsEnumerable;\n\nfunction toObject(val) {\n\tif (val === null || val === undefined) {\n\t\tthrow new TypeError('Object.assign cannot be called with null or undefined');\n\t}\n\n\treturn Object(val);\n}\n\nfunction shouldUseNative() {\n\ttry {\n\t\tif (!Object.assign) {\n\t\t\treturn false;\n\t\t}\n\n\t\t// Detect buggy property enumeration order in older V8 versions.\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=4118\n\t\tvar test1 = new String('abc'); // eslint-disable-line no-new-wrappers\n\t\ttest1[5] = 'de';\n\t\tif (Object.getOwnPropertyNames(test1)[0] === '5') {\n\t\t\treturn false;\n\t\t}\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=3056\n\t\tvar test2 = {};\n\t\tfor (var i = 0; i < 10; i++) {\n\t\t\ttest2['_' + String.fromCharCode(i)] = i;\n\t\t}\n\t\tvar order2 = Object.getOwnPropertyNames(test2).map(function (n) {\n\t\t\treturn test2[n];\n\t\t});\n\t\tif (order2.join('') !== '0123456789') {\n\t\t\treturn false;\n\t\t}\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=3056\n\t\tvar test3 = {};\n\t\t'abcdefghijklmnopqrst'.split('').forEach(function (letter) {\n\t\t\ttest3[letter] = letter;\n\t\t});\n\t\tif (Object.keys(Object.assign({}, test3)).join('') !==\n\t\t\t\t'abcdefghijklmnopqrst') {\n\t\t\treturn false;\n\t\t}\n\n\t\treturn true;\n\t} catch (err) {\n\t\t// We don't expect any of the above to throw, but better to be safe.\n\t\treturn false;\n\t}\n}\n\nmodule.exports = shouldUseNative() ? Object.assign : function (target, source) {\n\tvar from;\n\tvar to = toObject(target);\n\tvar symbols;\n\n\tfor (var s = 1; s < arguments.length; s++) {\n\t\tfrom = Object(arguments[s]);\n\n\t\tfor (var key in from) {\n\t\t\tif (hasOwnProperty.call(from, key)) {\n\t\t\t\tto[key] = from[key];\n\t\t\t}\n\t\t}\n\n\t\tif (getOwnPropertySymbols) {\n\t\t\tsymbols = getOwnPropertySymbols(from);\n\t\t\tfor (var i = 0; i < symbols.length; i++) {\n\t\t\t\tif (propIsEnumerable.call(from, symbols[i])) {\n\t\t\t\t\tto[symbols[i]] = from[symbols[i]];\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\treturn to;\n};\n","/*!\n * @pixi/polyfill - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/polyfill is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport Polyfill from 'promise-polyfill';\nimport objectAssign from 'object-assign';\n\nif (typeof globalThis === 'undefined') {\n if (typeof self !== 'undefined') {\n // covers browsers\n // @ts-expect-error not-writable ts(2540) error only on node\n self.globalThis = self;\n }\n else if (typeof global !== 'undefined') {\n // covers versions of Node < 12\n // @ts-expect-error not-writable ts(2540) error only on node\n global.globalThis = global;\n }\n}\n\n// Support for IE 9 - 11 which does not include Promises\nif (!globalThis.Promise) {\n globalThis.Promise = Polyfill;\n}\n\n// References:\nif (!Object.assign) {\n Object.assign = objectAssign;\n}\n\n// References:\n// http://paulirish.com/2011/requestanimationframe-for-smart-animating/\n// https://gist.github.com/1579671\n// http://updates.html5rocks.com/2012/05/requestAnimationFrame-API-now-with-sub-millisecond-precision\n// https://gist.github.com/timhall/4078614\n// https://github.com/Financial-Times/polyfill-service/tree/master/polyfills/requestAnimationFrame\n// Expected to be used with Browserfiy\n// Browserify automatically detects the use of `global` and passes the\n// correct reference of `global`, `globalThis`, and finally `window`\nvar ONE_FRAME_TIME = 16;\n// Date.now\nif (!(Date.now && Date.prototype.getTime)) {\n Date.now = function now() {\n return new Date().getTime();\n };\n}\n// performance.now\nif (!(globalThis.performance && globalThis.performance.now)) {\n var startTime_1 = Date.now();\n if (!globalThis.performance) {\n globalThis.performance = {};\n }\n globalThis.performance.now = function () { return Date.now() - startTime_1; };\n}\n// requestAnimationFrame\nvar lastTime = Date.now();\nvar vendors = ['ms', 'moz', 'webkit', 'o'];\nfor (var x = 0; x < vendors.length && !globalThis.requestAnimationFrame; ++x) {\n var p = vendors[x];\n globalThis.requestAnimationFrame = globalThis[p + \"RequestAnimationFrame\"];\n globalThis.cancelAnimationFrame = globalThis[p + \"CancelAnimationFrame\"]\n || globalThis[p + \"CancelRequestAnimationFrame\"];\n}\nif (!globalThis.requestAnimationFrame) {\n globalThis.requestAnimationFrame = function (callback) {\n if (typeof callback !== 'function') {\n throw new TypeError(callback + \"is not a function\");\n }\n var currentTime = Date.now();\n var delay = ONE_FRAME_TIME + lastTime - currentTime;\n if (delay < 0) {\n delay = 0;\n }\n lastTime = currentTime;\n return globalThis.self.setTimeout(function () {\n lastTime = Date.now();\n callback(performance.now());\n }, delay);\n };\n}\nif (!globalThis.cancelAnimationFrame) {\n globalThis.cancelAnimationFrame = function (id) { return clearTimeout(id); };\n}\n\n// References:\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign\nif (!Math.sign) {\n Math.sign = function mathSign(x) {\n x = Number(x);\n if (x === 0 || isNaN(x)) {\n return x;\n }\n return x > 0 ? 1 : -1;\n };\n}\n\n// References:\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger\nif (!Number.isInteger) {\n Number.isInteger = function numberIsInteger(value) {\n return typeof value === 'number' && isFinite(value) && Math.floor(value) === value;\n };\n}\n\nif (!globalThis.ArrayBuffer) {\n globalThis.ArrayBuffer = Array;\n}\nif (!globalThis.Float32Array) {\n globalThis.Float32Array = Array;\n}\nif (!globalThis.Uint32Array) {\n globalThis.Uint32Array = Array;\n}\nif (!globalThis.Uint16Array) {\n globalThis.Uint16Array = Array;\n}\nif (!globalThis.Uint8Array) {\n globalThis.Uint8Array = Array;\n}\nif (!globalThis.Int32Array) {\n globalThis.Int32Array = Array;\n}\n//# sourceMappingURL=polyfill.mjs.map\n","/*!\n * @pixi/constants - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\nexport { ALPHA_MODES, BLEND_MODES, BUFFER_BITS, BUFFER_TYPE, CLEAR_MODES, COLOR_MASK_BITS, DRAW_MODES, ENV, FORMATS, GC_MODES, MASK_TYPES, MIPMAP_MODES, MSAA_QUALITY, PRECISION, RENDERER_TYPE, SAMPLER_TYPES, SCALE_MODES, TARGETS, TYPES, WRAP_MODES };\n//# sourceMappingURL=constants.mjs.map\n","/*!\n * @pixi/settings - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/settings is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { MIPMAP_MODES, MSAA_QUALITY, GC_MODES, WRAP_MODES, SCALE_MODES, PRECISION } from '@pixi/constants';\n\nvar BrowserAdapter = {\n /**\n * Creates a canvas element of the given size.\n * This canvas is created using the browser's native canvas element.\n * @param width - width of the canvas\n * @param height - height of the canvas\n */\n createCanvas: function (width, height) {\n var canvas = document.createElement('canvas');\n canvas.width = width;\n canvas.height = height;\n return canvas;\n },\n getWebGLRenderingContext: function () { return WebGLRenderingContext; },\n getNavigator: function () { return navigator; },\n getBaseUrl: function () { var _a; return ((_a = document.baseURI) !== null && _a !== void 0 ? _a : window.location.href); },\n fetch: function (url, options) { return fetch(url, options); },\n};\n\nvar appleIphone = /iPhone/i;\nvar appleIpod = /iPod/i;\nvar appleTablet = /iPad/i;\nvar appleUniversal = /\\biOS-universal(?:.+)Mac\\b/i;\nvar androidPhone = /\\bAndroid(?:.+)Mobile\\b/i;\nvar androidTablet = /Android/i;\nvar amazonPhone = /(?:SD4930UR|\\bSilk(?:.+)Mobile\\b)/i;\nvar amazonTablet = /Silk/i;\nvar windowsPhone = /Windows Phone/i;\nvar windowsTablet = /\\bWindows(?:.+)ARM\\b/i;\nvar otherBlackBerry = /BlackBerry/i;\nvar otherBlackBerry10 = /BB10/i;\nvar otherOpera = /Opera Mini/i;\nvar otherChrome = /\\b(CriOS|Chrome)(?:.+)Mobile/i;\nvar otherFirefox = /Mobile(?:.+)Firefox\\b/i;\nvar isAppleTabletOnIos13 = function (navigator) {\n return (typeof navigator !== 'undefined' &&\n navigator.platform === 'MacIntel' &&\n typeof navigator.maxTouchPoints === 'number' &&\n navigator.maxTouchPoints > 1 &&\n typeof MSStream === 'undefined');\n};\nfunction createMatch(userAgent) {\n return function (regex) { return regex.test(userAgent); };\n}\nfunction isMobile$1(param) {\n var nav = {\n userAgent: '',\n platform: '',\n maxTouchPoints: 0\n };\n if (!param && typeof navigator !== 'undefined') {\n nav = {\n userAgent: navigator.userAgent,\n platform: navigator.platform,\n maxTouchPoints: navigator.maxTouchPoints || 0\n };\n }\n else if (typeof param === 'string') {\n nav.userAgent = param;\n }\n else if (param && param.userAgent) {\n nav = {\n userAgent: param.userAgent,\n platform: param.platform,\n maxTouchPoints: param.maxTouchPoints || 0\n };\n }\n var userAgent = nav.userAgent;\n var tmp = userAgent.split('[FBAN');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n tmp = userAgent.split('Twitter');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n var match = createMatch(userAgent);\n var result = {\n apple: {\n phone: match(appleIphone) && !match(windowsPhone),\n ipod: match(appleIpod),\n tablet: !match(appleIphone) &&\n (match(appleTablet) || isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone),\n universal: match(appleUniversal),\n device: (match(appleIphone) ||\n match(appleIpod) ||\n match(appleTablet) ||\n match(appleUniversal) ||\n isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone)\n },\n amazon: {\n phone: match(amazonPhone),\n tablet: !match(amazonPhone) && match(amazonTablet),\n device: match(amazonPhone) || match(amazonTablet)\n },\n android: {\n phone: (!match(windowsPhone) && match(amazonPhone)) ||\n (!match(windowsPhone) && match(androidPhone)),\n tablet: !match(windowsPhone) &&\n !match(amazonPhone) &&\n !match(androidPhone) &&\n (match(amazonTablet) || match(androidTablet)),\n device: (!match(windowsPhone) &&\n (match(amazonPhone) ||\n match(amazonTablet) ||\n match(androidPhone) ||\n match(androidTablet))) ||\n match(/\\bokhttp\\b/i)\n },\n windows: {\n phone: match(windowsPhone),\n tablet: match(windowsTablet),\n device: match(windowsPhone) || match(windowsTablet)\n },\n other: {\n blackberry: match(otherBlackBerry),\n blackberry10: match(otherBlackBerry10),\n opera: match(otherOpera),\n firefox: match(otherFirefox),\n chrome: match(otherChrome),\n device: match(otherBlackBerry) ||\n match(otherBlackBerry10) ||\n match(otherOpera) ||\n match(otherFirefox) ||\n match(otherChrome)\n },\n any: false,\n phone: false,\n tablet: false\n };\n result.any =\n result.apple.device ||\n result.android.device ||\n result.windows.device ||\n result.other.device;\n result.phone =\n result.apple.phone || result.android.phone || result.windows.phone;\n result.tablet =\n result.apple.tablet || result.android.tablet || result.windows.tablet;\n return result;\n}\n\nvar isMobile = isMobile$1(globalThis.navigator);\n\n/**\n * Uploading the same buffer multiple times in a single frame can cause performance issues.\n * Apparent on iOS so only check for that at the moment\n * This check may become more complex if this issue pops up elsewhere.\n * @private\n * @returns {boolean} `true` if the same buffer may be uploaded more than once.\n */\nfunction canUploadSameBuffer() {\n return !isMobile.apple.device;\n}\n\n/**\n * The maximum recommended texture units to use.\n * In theory the bigger the better, and for desktop we'll use as many as we can.\n * But some mobile devices slow down if there is to many branches in the shader.\n * So in practice there seems to be a sweet spot size that varies depending on the device.\n *\n * In v4, all mobile devices were limited to 4 texture units because for this.\n * In v5, we allow all texture units to be used on modern Apple or Android devices.\n * @private\n * @param {number} max\n * @returns {number} The maximum recommended texture units to use.\n */\nfunction maxRecommendedTextures(max) {\n var allowMax = true;\n if (isMobile.tablet || isMobile.phone) {\n if (isMobile.apple.device) {\n var match = (navigator.userAgent).match(/OS (\\d+)_(\\d+)?/);\n if (match) {\n var majorVersion = parseInt(match[1], 10);\n // Limit texture units on devices below iOS 11, which will be older hardware\n if (majorVersion < 11) {\n allowMax = false;\n }\n }\n }\n if (isMobile.android.device) {\n var match = (navigator.userAgent).match(/Android\\s([0-9.]*)/);\n if (match) {\n var majorVersion = parseInt(match[1], 10);\n // Limit texture units on devices below Android 7 (Nougat), which will be older hardware\n if (majorVersion < 7) {\n allowMax = false;\n }\n }\n }\n }\n return allowMax ? max : 4;\n}\n\n/**\n * User's customizable globals for overriding the default PIXI settings, such\n * as a renderer's default resolution, framerate, float precision, etc.\n * @example\n * // Use the native window resolution as the default resolution\n * // will support high-density displays when rendering\n * PIXI.settings.RESOLUTION = window.devicePixelRatio;\n *\n * // Disable interpolation when scaling, will make texture be pixelated\n * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST;\n * @namespace PIXI.settings\n */\nvar settings = {\n /**\n * This adapter is used to call methods that are platform dependent.\n * For example `document.createElement` only runs on the web but fails in node environments.\n * This allows us to support more platforms by abstracting away specific implementations per platform.\n *\n * By default the adapter is set to work in the browser. However you can create your own\n * by implementing the `IAdapter` interface. See `IAdapter` for more information.\n * @name ADAPTER\n * @memberof PIXI.settings\n * @type {PIXI.IAdapter}\n * @default PIXI.BrowserAdapter\n */\n ADAPTER: BrowserAdapter,\n /**\n * If set to true WebGL will attempt make textures mimpaped by default.\n * Mipmapping will only succeed if the base texture uploaded has power of two dimensions.\n * @static\n * @name MIPMAP_TEXTURES\n * @memberof PIXI.settings\n * @type {PIXI.MIPMAP_MODES}\n * @default PIXI.MIPMAP_MODES.POW2\n */\n MIPMAP_TEXTURES: MIPMAP_MODES.POW2,\n /**\n * Default anisotropic filtering level of textures.\n * Usually from 0 to 16\n * @static\n * @name ANISOTROPIC_LEVEL\n * @memberof PIXI.settings\n * @type {number}\n * @default 0\n */\n ANISOTROPIC_LEVEL: 0,\n /**\n * Default resolution / device pixel ratio of the renderer.\n * @static\n * @name RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n RESOLUTION: 1,\n /**\n * Default filter resolution.\n * @static\n * @name FILTER_RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n FILTER_RESOLUTION: 1,\n /**\n * Default filter samples.\n * @static\n * @name FILTER_MULTISAMPLE\n * @memberof PIXI.settings\n * @type {PIXI.MSAA_QUALITY}\n * @default PIXI.MSAA_QUALITY.NONE\n */\n FILTER_MULTISAMPLE: MSAA_QUALITY.NONE,\n /**\n * The maximum textures that this device supports.\n * @static\n * @name SPRITE_MAX_TEXTURES\n * @memberof PIXI.settings\n * @type {number}\n * @default 32\n */\n SPRITE_MAX_TEXTURES: maxRecommendedTextures(32),\n // TODO: maybe change to SPRITE.BATCH_SIZE: 2000\n // TODO: maybe add PARTICLE.BATCH_SIZE: 15000\n /**\n * The default sprite batch size.\n *\n * The default aims to balance desktop and mobile devices.\n * @static\n * @name SPRITE_BATCH_SIZE\n * @memberof PIXI.settings\n * @type {number}\n * @default 4096\n */\n SPRITE_BATCH_SIZE: 4096,\n /**\n * The default render options if none are supplied to {@link PIXI.Renderer}\n * or {@link PIXI.CanvasRenderer}.\n * @static\n * @name RENDER_OPTIONS\n * @memberof PIXI.settings\n * @type {object}\n * @property {HTMLCanvasElement} [view=null] -\n * @property {boolean} [antialias=false] -\n * @property {boolean} [autoDensity=false] -\n * @property {boolean} [useContextAlpha=true] -\n * @property {number} [backgroundColor=0x000000] -\n * @property {number} [backgroundAlpha=1] -\n * @property {boolean} [clearBeforeRender=true] -\n * @property {boolean} [preserveDrawingBuffer=false] -\n * @property {number} [width=800] -\n * @property {number} [height=600] -\n * @property {boolean} [legacy=false] -\n */\n RENDER_OPTIONS: {\n view: null,\n antialias: false,\n autoDensity: false,\n backgroundColor: 0x000000,\n backgroundAlpha: 1,\n useContextAlpha: true,\n clearBeforeRender: true,\n preserveDrawingBuffer: false,\n width: 800,\n height: 600,\n legacy: false,\n },\n /**\n * Default Garbage Collection mode.\n * @static\n * @name GC_MODE\n * @memberof PIXI.settings\n * @type {PIXI.GC_MODES}\n * @default PIXI.GC_MODES.AUTO\n */\n GC_MODE: GC_MODES.AUTO,\n /**\n * Default Garbage Collection max idle.\n * @static\n * @name GC_MAX_IDLE\n * @memberof PIXI.settings\n * @type {number}\n * @default 3600\n */\n GC_MAX_IDLE: 60 * 60,\n /**\n * Default Garbage Collection maximum check count.\n * @static\n * @name GC_MAX_CHECK_COUNT\n * @memberof PIXI.settings\n * @type {number}\n * @default 600\n */\n GC_MAX_CHECK_COUNT: 60 * 10,\n /**\n * Default wrap modes that are supported by pixi.\n * @static\n * @name WRAP_MODE\n * @memberof PIXI.settings\n * @type {PIXI.WRAP_MODES}\n * @default PIXI.WRAP_MODES.CLAMP\n */\n WRAP_MODE: WRAP_MODES.CLAMP,\n /**\n * Default scale mode for textures.\n * @static\n * @name SCALE_MODE\n * @memberof PIXI.settings\n * @type {PIXI.SCALE_MODES}\n * @default PIXI.SCALE_MODES.LINEAR\n */\n SCALE_MODE: SCALE_MODES.LINEAR,\n /**\n * Default specify float precision in vertex shader.\n * @static\n * @name PRECISION_VERTEX\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.HIGH\n */\n PRECISION_VERTEX: PRECISION.HIGH,\n /**\n * Default specify float precision in fragment shader.\n * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742\n * @static\n * @name PRECISION_FRAGMENT\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.MEDIUM\n */\n PRECISION_FRAGMENT: isMobile.apple.device ? PRECISION.HIGH : PRECISION.MEDIUM,\n /**\n * Can we upload the same buffer in a single frame?\n * @static\n * @name CAN_UPLOAD_SAME_BUFFER\n * @memberof PIXI.settings\n * @type {boolean}\n */\n CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(),\n /**\n * Enables bitmap creation before image load. This feature is experimental.\n * @static\n * @name CREATE_IMAGE_BITMAP\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n CREATE_IMAGE_BITMAP: false,\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * @static\n * @constant\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n ROUND_PIXELS: false,\n};\n\nexport { BrowserAdapter, isMobile, settings };\n//# sourceMappingURL=settings.mjs.map\n","'use strict';\n\nvar has = Object.prototype.hasOwnProperty\n , prefix = '~';\n\n/**\n * Constructor to create a storage for our `EE` objects.\n * An `Events` instance is a plain object whose properties are event names.\n *\n * @constructor\n * @private\n */\nfunction Events() {}\n\n//\n// We try to not inherit from `Object.prototype`. In some engines creating an\n// instance in this way is faster than calling `Object.create(null)` directly.\n// If `Object.create(null)` is not supported we prefix the event names with a\n// character to make sure that the built-in object properties are not\n// overridden or used as an attack vector.\n//\nif (Object.create) {\n Events.prototype = Object.create(null);\n\n //\n // This hack is needed because the `__proto__` property is still inherited in\n // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.\n //\n if (!new Events().__proto__) prefix = false;\n}\n\n/**\n * Representation of a single event listener.\n *\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} [once=false] Specify if the listener is a one-time listener.\n * @constructor\n * @private\n */\nfunction EE(fn, context, once) {\n this.fn = fn;\n this.context = context;\n this.once = once || false;\n}\n\n/**\n * Add a listener for a given event.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} once Specify if the listener is a one-time listener.\n * @returns {EventEmitter}\n * @private\n */\nfunction addListener(emitter, event, fn, context, once) {\n if (typeof fn !== 'function') {\n throw new TypeError('The listener must be a function');\n }\n\n var listener = new EE(fn, context || emitter, once)\n , evt = prefix ? prefix + event : event;\n\n if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++;\n else if (!emitter._events[evt].fn) emitter._events[evt].push(listener);\n else emitter._events[evt] = [emitter._events[evt], listener];\n\n return emitter;\n}\n\n/**\n * Clear event by name.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} evt The Event name.\n * @private\n */\nfunction clearEvent(emitter, evt) {\n if (--emitter._eventsCount === 0) emitter._events = new Events();\n else delete emitter._events[evt];\n}\n\n/**\n * Minimal `EventEmitter` interface that is molded against the Node.js\n * `EventEmitter` interface.\n *\n * @constructor\n * @public\n */\nfunction EventEmitter() {\n this._events = new Events();\n this._eventsCount = 0;\n}\n\n/**\n * Return an array listing the events for which the emitter has registered\n * listeners.\n *\n * @returns {Array}\n * @public\n */\nEventEmitter.prototype.eventNames = function eventNames() {\n var names = []\n , events\n , name;\n\n if (this._eventsCount === 0) return names;\n\n for (name in (events = this._events)) {\n if (has.call(events, name)) names.push(prefix ? name.slice(1) : name);\n }\n\n if (Object.getOwnPropertySymbols) {\n return names.concat(Object.getOwnPropertySymbols(events));\n }\n\n return names;\n};\n\n/**\n * Return the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Array} The registered listeners.\n * @public\n */\nEventEmitter.prototype.listeners = function listeners(event) {\n var evt = prefix ? prefix + event : event\n , handlers = this._events[evt];\n\n if (!handlers) return [];\n if (handlers.fn) return [handlers.fn];\n\n for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) {\n ee[i] = handlers[i].fn;\n }\n\n return ee;\n};\n\n/**\n * Return the number of listeners listening to a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Number} The number of listeners.\n * @public\n */\nEventEmitter.prototype.listenerCount = function listenerCount(event) {\n var evt = prefix ? prefix + event : event\n , listeners = this._events[evt];\n\n if (!listeners) return 0;\n if (listeners.fn) return 1;\n return listeners.length;\n};\n\n/**\n * Calls each of the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Boolean} `true` if the event had listeners, else `false`.\n * @public\n */\nEventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return false;\n\n var listeners = this._events[evt]\n , len = arguments.length\n , args\n , i;\n\n if (listeners.fn) {\n if (listeners.once) this.removeListener(event, listeners.fn, undefined, true);\n\n switch (len) {\n case 1: return listeners.fn.call(listeners.context), true;\n case 2: return listeners.fn.call(listeners.context, a1), true;\n case 3: return listeners.fn.call(listeners.context, a1, a2), true;\n case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;\n case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;\n case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;\n }\n\n for (i = 1, args = new Array(len -1); i < len; i++) {\n args[i - 1] = arguments[i];\n }\n\n listeners.fn.apply(listeners.context, args);\n } else {\n var length = listeners.length\n , j;\n\n for (i = 0; i < length; i++) {\n if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true);\n\n switch (len) {\n case 1: listeners[i].fn.call(listeners[i].context); break;\n case 2: listeners[i].fn.call(listeners[i].context, a1); break;\n case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;\n case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;\n default:\n if (!args) for (j = 1, args = new Array(len -1); j < len; j++) {\n args[j - 1] = arguments[j];\n }\n\n listeners[i].fn.apply(listeners[i].context, args);\n }\n }\n }\n\n return true;\n};\n\n/**\n * Add a listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.on = function on(event, fn, context) {\n return addListener(this, event, fn, context, false);\n};\n\n/**\n * Add a one-time listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.once = function once(event, fn, context) {\n return addListener(this, event, fn, context, true);\n};\n\n/**\n * Remove the listeners of a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn Only remove the listeners that match this function.\n * @param {*} context Only remove the listeners that have this context.\n * @param {Boolean} once Only remove one-time listeners.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return this;\n if (!fn) {\n clearEvent(this, evt);\n return this;\n }\n\n var listeners = this._events[evt];\n\n if (listeners.fn) {\n if (\n listeners.fn === fn &&\n (!once || listeners.once) &&\n (!context || listeners.context === context)\n ) {\n clearEvent(this, evt);\n }\n } else {\n for (var i = 0, events = [], length = listeners.length; i < length; i++) {\n if (\n listeners[i].fn !== fn ||\n (once && !listeners[i].once) ||\n (context && listeners[i].context !== context)\n ) {\n events.push(listeners[i]);\n }\n }\n\n //\n // Reset the array, or remove it completely if we have no more listeners.\n //\n if (events.length) this._events[evt] = events.length === 1 ? events[0] : events;\n else clearEvent(this, evt);\n }\n\n return this;\n};\n\n/**\n * Remove all listeners, or those of the specified event.\n *\n * @param {(String|Symbol)} [event] The event name.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {\n var evt;\n\n if (event) {\n evt = prefix ? prefix + event : event;\n if (this._events[evt]) clearEvent(this, evt);\n } else {\n this._events = new Events();\n this._eventsCount = 0;\n }\n\n return this;\n};\n\n//\n// Alias methods names because people roll like that.\n//\nEventEmitter.prototype.off = EventEmitter.prototype.removeListener;\nEventEmitter.prototype.addListener = EventEmitter.prototype.on;\n\n//\n// Expose the prefix.\n//\nEventEmitter.prefixed = prefix;\n\n//\n// Allow `EventEmitter` to be imported as module namespace.\n//\nEventEmitter.EventEmitter = EventEmitter;\n\n//\n// Expose the module.\n//\nif ('undefined' !== typeof module) {\n module.exports = EventEmitter;\n}\n","'use strict';\n\nmodule.exports = earcut;\nmodule.exports.default = earcut;\n\nfunction earcut(data, holeIndices, dim) {\n\n dim = dim || 2;\n\n var hasHoles = holeIndices && holeIndices.length,\n outerLen = hasHoles ? holeIndices[0] * dim : data.length,\n outerNode = linkedList(data, 0, outerLen, dim, true),\n triangles = [];\n\n if (!outerNode || outerNode.next === outerNode.prev) return triangles;\n\n var minX, minY, maxX, maxY, x, y, invSize;\n\n if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);\n\n // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n if (data.length > 80 * dim) {\n minX = maxX = data[0];\n minY = maxY = data[1];\n\n for (var i = dim; i < outerLen; i += dim) {\n x = data[i];\n y = data[i + 1];\n if (x < minX) minX = x;\n if (y < minY) minY = y;\n if (x > maxX) maxX = x;\n if (y > maxY) maxY = y;\n }\n\n // minX, minY and invSize are later used to transform coords into integers for z-order calculation\n invSize = Math.max(maxX - minX, maxY - minY);\n invSize = invSize !== 0 ? 32767 / invSize : 0;\n }\n\n earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);\n\n return triangles;\n}\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList(data, start, end, dim, clockwise) {\n var i, last;\n\n if (clockwise === (signedArea(data, start, end, dim) > 0)) {\n for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);\n } else {\n for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);\n }\n\n if (last && equals(last, last.next)) {\n removeNode(last);\n last = last.next;\n }\n\n return last;\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints(start, end) {\n if (!start) return start;\n if (!end) end = start;\n\n var p = start,\n again;\n do {\n again = false;\n\n if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {\n removeNode(p);\n p = end = p.prev;\n if (p === p.next) break;\n again = true;\n\n } else {\n p = p.next;\n }\n } while (again || p !== end);\n\n return end;\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {\n if (!ear) return;\n\n // interlink polygon nodes in z-order\n if (!pass && invSize) indexCurve(ear, minX, minY, invSize);\n\n var stop = ear,\n prev, next;\n\n // iterate through ears, slicing them one by one\n while (ear.prev !== ear.next) {\n prev = ear.prev;\n next = ear.next;\n\n if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {\n // cut off the triangle\n triangles.push(prev.i / dim | 0);\n triangles.push(ear.i / dim | 0);\n triangles.push(next.i / dim | 0);\n\n removeNode(ear);\n\n // skipping the next vertex leads to less sliver triangles\n ear = next.next;\n stop = next.next;\n\n continue;\n }\n\n ear = next;\n\n // if we looped through the whole remaining polygon and can't find any more ears\n if (ear === stop) {\n // try filtering points and slicing again\n if (!pass) {\n earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);\n\n // if this didn't work, try curing all small self-intersections locally\n } else if (pass === 1) {\n ear = cureLocalIntersections(filterPoints(ear), triangles, dim);\n earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);\n\n // as a last resort, try splitting the remaining polygon into two\n } else if (pass === 2) {\n splitEarcut(ear, triangles, dim, minX, minY, invSize);\n }\n\n break;\n }\n }\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar(ear) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n // now make sure we don't have other points inside the potential ear\n var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n // triangle bbox; min & max are calculated like this for speed\n var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx),\n y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy),\n x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx),\n y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy);\n\n var p = c.next;\n while (p !== a) {\n if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&\n pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.next;\n }\n\n return true;\n}\n\nfunction isEarHashed(ear, minX, minY, invSize) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n // triangle bbox; min & max are calculated like this for speed\n var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx),\n y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy),\n x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx),\n y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy);\n\n // z-order range for the current triangle bbox;\n var minZ = zOrder(x0, y0, minX, minY, invSize),\n maxZ = zOrder(x1, y1, minX, minY, invSize);\n\n var p = ear.prevZ,\n n = ear.nextZ;\n\n // look for points inside the triangle in both directions\n while (p && p.z >= minZ && n && n.z <= maxZ) {\n if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n\n if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;\n n = n.nextZ;\n }\n\n // look for remaining points in decreasing z-order\n while (p && p.z >= minZ) {\n if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n }\n\n // look for remaining points in increasing z-order\n while (n && n.z <= maxZ) {\n if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;\n n = n.nextZ;\n }\n\n return true;\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections(start, triangles, dim) {\n var p = start;\n do {\n var a = p.prev,\n b = p.next.next;\n\n if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {\n\n triangles.push(a.i / dim | 0);\n triangles.push(p.i / dim | 0);\n triangles.push(b.i / dim | 0);\n\n // remove two nodes involved\n removeNode(p);\n removeNode(p.next);\n\n p = start = b;\n }\n p = p.next;\n } while (p !== start);\n\n return filterPoints(p);\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut(start, triangles, dim, minX, minY, invSize) {\n // look for a valid diagonal that divides the polygon into two\n var a = start;\n do {\n var b = a.next.next;\n while (b !== a.prev) {\n if (a.i !== b.i && isValidDiagonal(a, b)) {\n // split the polygon in two by the diagonal\n var c = splitPolygon(a, b);\n\n // filter colinear points around the cuts\n a = filterPoints(a, a.next);\n c = filterPoints(c, c.next);\n\n // run earcut on each half\n earcutLinked(a, triangles, dim, minX, minY, invSize, 0);\n earcutLinked(c, triangles, dim, minX, minY, invSize, 0);\n return;\n }\n b = b.next;\n }\n a = a.next;\n } while (a !== start);\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles(data, holeIndices, outerNode, dim) {\n var queue = [],\n i, len, start, end, list;\n\n for (i = 0, len = holeIndices.length; i < len; i++) {\n start = holeIndices[i] * dim;\n end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n list = linkedList(data, start, end, dim, false);\n if (list === list.next) list.steiner = true;\n queue.push(getLeftmost(list));\n }\n\n queue.sort(compareX);\n\n // process holes from left to right\n for (i = 0; i < queue.length; i++) {\n outerNode = eliminateHole(queue[i], outerNode);\n }\n\n return outerNode;\n}\n\nfunction compareX(a, b) {\n return a.x - b.x;\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole(hole, outerNode) {\n var bridge = findHoleBridge(hole, outerNode);\n if (!bridge) {\n return outerNode;\n }\n\n var bridgeReverse = splitPolygon(bridge, hole);\n\n // filter collinear points around the cuts\n filterPoints(bridgeReverse, bridgeReverse.next);\n return filterPoints(bridge, bridge.next);\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge(hole, outerNode) {\n var p = outerNode,\n hx = hole.x,\n hy = hole.y,\n qx = -Infinity,\n m;\n\n // find a segment intersected by a ray from the hole's leftmost point to the left;\n // segment's endpoint with lesser x will be potential connection point\n do {\n if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {\n var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);\n if (x <= hx && x > qx) {\n qx = x;\n m = p.x < p.next.x ? p : p.next;\n if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint\n }\n }\n p = p.next;\n } while (p !== outerNode);\n\n if (!m) return null;\n\n // look for points inside the triangle of hole point, segment intersection and endpoint;\n // if there are no points found, we have a valid connection;\n // otherwise choose the point of the minimum angle with the ray as connection point\n\n var stop = m,\n mx = m.x,\n my = m.y,\n tanMin = Infinity,\n tan;\n\n p = m;\n\n do {\n if (hx >= p.x && p.x >= mx && hx !== p.x &&\n pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {\n\n tan = Math.abs(hy - p.y) / (hx - p.x); // tangential\n\n if (locallyInside(p, hole) &&\n (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {\n m = p;\n tanMin = tan;\n }\n }\n\n p = p.next;\n } while (p !== stop);\n\n return m;\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector(m, p) {\n return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve(start, minX, minY, invSize) {\n var p = start;\n do {\n if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);\n p.prevZ = p.prev;\n p.nextZ = p.next;\n p = p.next;\n } while (p !== start);\n\n p.prevZ.nextZ = null;\n p.prevZ = null;\n\n sortLinked(p);\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked(list) {\n var i, p, q, e, tail, numMerges, pSize, qSize,\n inSize = 1;\n\n do {\n p = list;\n list = null;\n tail = null;\n numMerges = 0;\n\n while (p) {\n numMerges++;\n q = p;\n pSize = 0;\n for (i = 0; i < inSize; i++) {\n pSize++;\n q = q.nextZ;\n if (!q) break;\n }\n qSize = inSize;\n\n while (pSize > 0 || (qSize > 0 && q)) {\n\n if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {\n e = p;\n p = p.nextZ;\n pSize--;\n } else {\n e = q;\n q = q.nextZ;\n qSize--;\n }\n\n if (tail) tail.nextZ = e;\n else list = e;\n\n e.prevZ = tail;\n tail = e;\n }\n\n p = q;\n }\n\n tail.nextZ = null;\n inSize *= 2;\n\n } while (numMerges > 1);\n\n return list;\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder(x, y, minX, minY, invSize) {\n // coords are transformed into non-negative 15-bit integer range\n x = (x - minX) * invSize | 0;\n y = (y - minY) * invSize | 0;\n\n x = (x | (x << 8)) & 0x00FF00FF;\n x = (x | (x << 4)) & 0x0F0F0F0F;\n x = (x | (x << 2)) & 0x33333333;\n x = (x | (x << 1)) & 0x55555555;\n\n y = (y | (y << 8)) & 0x00FF00FF;\n y = (y | (y << 4)) & 0x0F0F0F0F;\n y = (y | (y << 2)) & 0x33333333;\n y = (y | (y << 1)) & 0x55555555;\n\n return x | (y << 1);\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost(start) {\n var p = start,\n leftmost = start;\n do {\n if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;\n p = p.next;\n } while (p !== start);\n\n return leftmost;\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {\n return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&\n (ax - px) * (by - py) >= (bx - px) * (ay - py) &&\n (bx - px) * (cy - py) >= (cx - px) * (by - py);\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal(a, b) {\n return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges\n (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible\n (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors\n equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case\n}\n\n// signed area of a triangle\nfunction area(p, q, r) {\n return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);\n}\n\n// check if two points are equal\nfunction equals(p1, p2) {\n return p1.x === p2.x && p1.y === p2.y;\n}\n\n// check if two segments intersect\nfunction intersects(p1, q1, p2, q2) {\n var o1 = sign(area(p1, q1, p2));\n var o2 = sign(area(p1, q1, q2));\n var o3 = sign(area(p2, q2, p1));\n var o4 = sign(area(p2, q2, q1));\n\n if (o1 !== o2 && o3 !== o4) return true; // general case\n\n if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n return false;\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment(p, q, r) {\n return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);\n}\n\nfunction sign(num) {\n return num > 0 ? 1 : num < 0 ? -1 : 0;\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon(a, b) {\n var p = a;\n do {\n if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n intersects(p, p.next, a, b)) return true;\n p = p.next;\n } while (p !== a);\n\n return false;\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside(a, b) {\n return area(a.prev, a, a.next) < 0 ?\n area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :\n area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside(a, b) {\n var p = a,\n inside = false,\n px = (a.x + b.x) / 2,\n py = (a.y + b.y) / 2;\n do {\n if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&\n (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))\n inside = !inside;\n p = p.next;\n } while (p !== a);\n\n return inside;\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon(a, b) {\n var a2 = new Node(a.i, a.x, a.y),\n b2 = new Node(b.i, b.x, b.y),\n an = a.next,\n bp = b.prev;\n\n a.next = b;\n b.prev = a;\n\n a2.next = an;\n an.prev = a2;\n\n b2.next = a2;\n a2.prev = b2;\n\n bp.next = b2;\n b2.prev = bp;\n\n return b2;\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode(i, x, y, last) {\n var p = new Node(i, x, y);\n\n if (!last) {\n p.prev = p;\n p.next = p;\n\n } else {\n p.next = last.next;\n p.prev = last;\n last.next.prev = p;\n last.next = p;\n }\n return p;\n}\n\nfunction removeNode(p) {\n p.next.prev = p.prev;\n p.prev.next = p.next;\n\n if (p.prevZ) p.prevZ.nextZ = p.nextZ;\n if (p.nextZ) p.nextZ.prevZ = p.prevZ;\n}\n\nfunction Node(i, x, y) {\n // vertex index in coordinates array\n this.i = i;\n\n // vertex coordinates\n this.x = x;\n this.y = y;\n\n // previous and next vertex nodes in a polygon ring\n this.prev = null;\n this.next = null;\n\n // z-order curve value\n this.z = 0;\n\n // previous and next nodes in z-order\n this.prevZ = null;\n this.nextZ = null;\n\n // indicates whether this is a steiner point\n this.steiner = false;\n}\n\n// return a percentage difference between the polygon area and its triangulation area;\n// used to verify correctness of triangulation\nearcut.deviation = function (data, holeIndices, dim, triangles) {\n var hasHoles = holeIndices && holeIndices.length;\n var outerLen = hasHoles ? holeIndices[0] * dim : data.length;\n\n var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));\n if (hasHoles) {\n for (var i = 0, len = holeIndices.length; i < len; i++) {\n var start = holeIndices[i] * dim;\n var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n polygonArea -= Math.abs(signedArea(data, start, end, dim));\n }\n }\n\n var trianglesArea = 0;\n for (i = 0; i < triangles.length; i += 3) {\n var a = triangles[i] * dim;\n var b = triangles[i + 1] * dim;\n var c = triangles[i + 2] * dim;\n trianglesArea += Math.abs(\n (data[a] - data[c]) * (data[b + 1] - data[a + 1]) -\n (data[a] - data[b]) * (data[c + 1] - data[a + 1]));\n }\n\n return polygonArea === 0 && trianglesArea === 0 ? 0 :\n Math.abs((trianglesArea - polygonArea) / polygonArea);\n};\n\nfunction signedArea(data, start, end, dim) {\n var sum = 0;\n for (var i = start, j = end - dim; i < end; i += dim) {\n sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);\n j = i;\n }\n return sum;\n}\n\n// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts\nearcut.flatten = function (data) {\n var dim = data[0][0].length,\n result = {vertices: [], holes: [], dimensions: dim},\n holeIndex = 0;\n\n for (var i = 0; i < data.length; i++) {\n for (var j = 0; j < data[i].length; j++) {\n for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]);\n }\n if (i > 0) {\n holeIndex += data[i - 1].length;\n result.holes.push(holeIndex);\n }\n }\n return result;\n};\n","/*! https://mths.be/punycode v1.4.1 by @mathias */\n\n\n/** Highest positive signed 32-bit float value */\nvar maxInt = 2147483647; // aka. 0x7FFFFFFF or 2^31-1\n\n/** Bootstring parameters */\nvar base = 36;\nvar tMin = 1;\nvar tMax = 26;\nvar skew = 38;\nvar damp = 700;\nvar initialBias = 72;\nvar initialN = 128; // 0x80\nvar delimiter = '-'; // '\\x2D'\n\n/** Regular expressions */\nvar regexPunycode = /^xn--/;\nvar regexNonASCII = /[^\\x20-\\x7E]/; // unprintable ASCII chars + non-ASCII chars\nvar regexSeparators = /[\\x2E\\u3002\\uFF0E\\uFF61]/g; // RFC 3490 separators\n\n/** Error messages */\nvar errors = {\n 'overflow': 'Overflow: input needs wider integers to process',\n 'not-basic': 'Illegal input >= 0x80 (not a basic code point)',\n 'invalid-input': 'Invalid input'\n};\n\n/** Convenience shortcuts */\nvar baseMinusTMin = base - tMin;\nvar floor = Math.floor;\nvar stringFromCharCode = String.fromCharCode;\n\n/*--------------------------------------------------------------------------*/\n\n/**\n * A generic error utility function.\n * @private\n * @param {String} type The error type.\n * @returns {Error} Throws a `RangeError` with the applicable error message.\n */\nfunction error(type) {\n throw new RangeError(errors[type]);\n}\n\n/**\n * A generic `Array#map` utility function.\n * @private\n * @param {Array} array The array to iterate over.\n * @param {Function} callback The function that gets called for every array\n * item.\n * @returns {Array} A new array of values returned by the callback function.\n */\nfunction map(array, fn) {\n var length = array.length;\n var result = [];\n while (length--) {\n result[length] = fn(array[length]);\n }\n return result;\n}\n\n/**\n * A simple `Array#map`-like wrapper to work with domain name strings or email\n * addresses.\n * @private\n * @param {String} domain The domain name or email address.\n * @param {Function} callback The function that gets called for every\n * character.\n * @returns {Array} A new string of characters returned by the callback\n * function.\n */\nfunction mapDomain(string, fn) {\n var parts = string.split('@');\n var result = '';\n if (parts.length > 1) {\n // In email addresses, only the domain name should be punycoded. Leave\n // the local part (i.e. everything up to `@`) intact.\n result = parts[0] + '@';\n string = parts[1];\n }\n // Avoid `split(regex)` for IE8 compatibility. See #17.\n string = string.replace(regexSeparators, '\\x2E');\n var labels = string.split('.');\n var encoded = map(labels, fn).join('.');\n return result + encoded;\n}\n\n/**\n * Creates an array containing the numeric code points of each Unicode\n * character in the string. While JavaScript uses UCS-2 internally,\n * this function will convert a pair of surrogate halves (each of which\n * UCS-2 exposes as separate characters) into a single code point,\n * matching UTF-16.\n * @see `punycode.ucs2.encode`\n * @see \n * @memberOf punycode.ucs2\n * @name decode\n * @param {String} string The Unicode input string (UCS-2).\n * @returns {Array} The new array of code points.\n */\nfunction ucs2decode(string) {\n var output = [],\n counter = 0,\n length = string.length,\n value,\n extra;\n while (counter < length) {\n value = string.charCodeAt(counter++);\n if (value >= 0xD800 && value <= 0xDBFF && counter < length) {\n // high surrogate, and there is a next character\n extra = string.charCodeAt(counter++);\n if ((extra & 0xFC00) == 0xDC00) { // low surrogate\n output.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000);\n } else {\n // unmatched surrogate; only append this code unit, in case the next\n // code unit is the high surrogate of a surrogate pair\n output.push(value);\n counter--;\n }\n } else {\n output.push(value);\n }\n }\n return output;\n}\n\n/**\n * Creates a string based on an array of numeric code points.\n * @see `punycode.ucs2.decode`\n * @memberOf punycode.ucs2\n * @name encode\n * @param {Array} codePoints The array of numeric code points.\n * @returns {String} The new Unicode string (UCS-2).\n */\nfunction ucs2encode(array) {\n return map(array, function(value) {\n var output = '';\n if (value > 0xFFFF) {\n value -= 0x10000;\n output += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800);\n value = 0xDC00 | value & 0x3FF;\n }\n output += stringFromCharCode(value);\n return output;\n }).join('');\n}\n\n/**\n * Converts a basic code point into a digit/integer.\n * @see `digitToBasic()`\n * @private\n * @param {Number} codePoint The basic numeric code point value.\n * @returns {Number} The numeric value of a basic code point (for use in\n * representing integers) in the range `0` to `base - 1`, or `base` if\n * the code point does not represent a value.\n */\nfunction basicToDigit(codePoint) {\n if (codePoint - 48 < 10) {\n return codePoint - 22;\n }\n if (codePoint - 65 < 26) {\n return codePoint - 65;\n }\n if (codePoint - 97 < 26) {\n return codePoint - 97;\n }\n return base;\n}\n\n/**\n * Converts a digit/integer into a basic code point.\n * @see `basicToDigit()`\n * @private\n * @param {Number} digit The numeric value of a basic code point.\n * @returns {Number} The basic code point whose value (when used for\n * representing integers) is `digit`, which needs to be in the range\n * `0` to `base - 1`. If `flag` is non-zero, the uppercase form is\n * used; else, the lowercase form is used. The behavior is undefined\n * if `flag` is non-zero and `digit` has no uppercase form.\n */\nfunction digitToBasic(digit, flag) {\n // 0..25 map to ASCII a..z or A..Z\n // 26..35 map to ASCII 0..9\n return digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5);\n}\n\n/**\n * Bias adaptation function as per section 3.4 of RFC 3492.\n * https://tools.ietf.org/html/rfc3492#section-3.4\n * @private\n */\nfunction adapt(delta, numPoints, firstTime) {\n var k = 0;\n delta = firstTime ? floor(delta / damp) : delta >> 1;\n delta += floor(delta / numPoints);\n for ( /* no initialization */ ; delta > baseMinusTMin * tMax >> 1; k += base) {\n delta = floor(delta / baseMinusTMin);\n }\n return floor(k + (baseMinusTMin + 1) * delta / (delta + skew));\n}\n\n/**\n * Converts a Punycode string of ASCII-only symbols to a string of Unicode\n * symbols.\n * @memberOf punycode\n * @param {String} input The Punycode string of ASCII-only symbols.\n * @returns {String} The resulting string of Unicode symbols.\n */\nexport function decode(input) {\n // Don't use UCS-2\n var output = [],\n inputLength = input.length,\n out,\n i = 0,\n n = initialN,\n bias = initialBias,\n basic,\n j,\n index,\n oldi,\n w,\n k,\n digit,\n t,\n /** Cached calculation results */\n baseMinusT;\n\n // Handle the basic code points: let `basic` be the number of input code\n // points before the last delimiter, or `0` if there is none, then copy\n // the first basic code points to the output.\n\n basic = input.lastIndexOf(delimiter);\n if (basic < 0) {\n basic = 0;\n }\n\n for (j = 0; j < basic; ++j) {\n // if it's not a basic code point\n if (input.charCodeAt(j) >= 0x80) {\n error('not-basic');\n }\n output.push(input.charCodeAt(j));\n }\n\n // Main decoding loop: start just after the last delimiter if any basic code\n // points were copied; start at the beginning otherwise.\n\n for (index = basic > 0 ? basic + 1 : 0; index < inputLength; /* no final expression */ ) {\n\n // `index` is the index of the next character to be consumed.\n // Decode a generalized variable-length integer into `delta`,\n // which gets added to `i`. The overflow checking is easier\n // if we increase `i` as we go, then subtract off its starting\n // value at the end to obtain `delta`.\n for (oldi = i, w = 1, k = base; /* no condition */ ; k += base) {\n\n if (index >= inputLength) {\n error('invalid-input');\n }\n\n digit = basicToDigit(input.charCodeAt(index++));\n\n if (digit >= base || digit > floor((maxInt - i) / w)) {\n error('overflow');\n }\n\n i += digit * w;\n t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n\n if (digit < t) {\n break;\n }\n\n baseMinusT = base - t;\n if (w > floor(maxInt / baseMinusT)) {\n error('overflow');\n }\n\n w *= baseMinusT;\n\n }\n\n out = output.length + 1;\n bias = adapt(i - oldi, out, oldi == 0);\n\n // `i` was supposed to wrap around from `out` to `0`,\n // incrementing `n` each time, so we'll fix that now:\n if (floor(i / out) > maxInt - n) {\n error('overflow');\n }\n\n n += floor(i / out);\n i %= out;\n\n // Insert `n` at position `i` of the output\n output.splice(i++, 0, n);\n\n }\n\n return ucs2encode(output);\n}\n\n/**\n * Converts a string of Unicode symbols (e.g. a domain name label) to a\n * Punycode string of ASCII-only symbols.\n * @memberOf punycode\n * @param {String} input The string of Unicode symbols.\n * @returns {String} The resulting Punycode string of ASCII-only symbols.\n */\nexport function encode(input) {\n var n,\n delta,\n handledCPCount,\n basicLength,\n bias,\n j,\n m,\n q,\n k,\n t,\n currentValue,\n output = [],\n /** `inputLength` will hold the number of code points in `input`. */\n inputLength,\n /** Cached calculation results */\n handledCPCountPlusOne,\n baseMinusT,\n qMinusT;\n\n // Convert the input in UCS-2 to Unicode\n input = ucs2decode(input);\n\n // Cache the length\n inputLength = input.length;\n\n // Initialize the state\n n = initialN;\n delta = 0;\n bias = initialBias;\n\n // Handle the basic code points\n for (j = 0; j < inputLength; ++j) {\n currentValue = input[j];\n if (currentValue < 0x80) {\n output.push(stringFromCharCode(currentValue));\n }\n }\n\n handledCPCount = basicLength = output.length;\n\n // `handledCPCount` is the number of code points that have been handled;\n // `basicLength` is the number of basic code points.\n\n // Finish the basic string - if it is not empty - with a delimiter\n if (basicLength) {\n output.push(delimiter);\n }\n\n // Main encoding loop:\n while (handledCPCount < inputLength) {\n\n // All non-basic code points < n have been handled already. Find the next\n // larger one:\n for (m = maxInt, j = 0; j < inputLength; ++j) {\n currentValue = input[j];\n if (currentValue >= n && currentValue < m) {\n m = currentValue;\n }\n }\n\n // Increase `delta` enough to advance the decoder's state to ,\n // but guard against overflow\n handledCPCountPlusOne = handledCPCount + 1;\n if (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) {\n error('overflow');\n }\n\n delta += (m - n) * handledCPCountPlusOne;\n n = m;\n\n for (j = 0; j < inputLength; ++j) {\n currentValue = input[j];\n\n if (currentValue < n && ++delta > maxInt) {\n error('overflow');\n }\n\n if (currentValue == n) {\n // Represent delta as a generalized variable-length integer\n for (q = delta, k = base; /* no condition */ ; k += base) {\n t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n if (q < t) {\n break;\n }\n qMinusT = q - t;\n baseMinusT = base - t;\n output.push(\n stringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0))\n );\n q = floor(qMinusT / baseMinusT);\n }\n\n output.push(stringFromCharCode(digitToBasic(q, 0)));\n bias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength);\n delta = 0;\n ++handledCPCount;\n }\n }\n\n ++delta;\n ++n;\n\n }\n return output.join('');\n}\n\n/**\n * Converts a Punycode string representing a domain name or an email address\n * to Unicode. Only the Punycoded parts of the input will be converted, i.e.\n * it doesn't matter if you call it on a string that has already been\n * converted to Unicode.\n * @memberOf punycode\n * @param {String} input The Punycoded domain name or email address to\n * convert to Unicode.\n * @returns {String} The Unicode representation of the given Punycode\n * string.\n */\nexport function toUnicode(input) {\n return mapDomain(input, function(string) {\n return regexPunycode.test(string) ?\n decode(string.slice(4).toLowerCase()) :\n string;\n });\n}\n\n/**\n * Converts a Unicode string representing a domain name or an email address to\n * Punycode. Only the non-ASCII parts of the domain name will be converted,\n * i.e. it doesn't matter if you call it with a domain that's already in\n * ASCII.\n * @memberOf punycode\n * @param {String} input The domain name or email address to convert, as a\n * Unicode string.\n * @returns {String} The Punycode representation of the given domain name or\n * email address.\n */\nexport function toASCII(input) {\n return mapDomain(input, function(string) {\n return regexNonASCII.test(string) ?\n 'xn--' + encode(string) :\n string;\n });\n}\nexport var version = '1.4.1';\n/**\n * An object of methods to convert from JavaScript's internal character\n * representation (UCS-2) to Unicode code points, and back.\n * @see \n * @memberOf punycode\n * @type Object\n */\n\nexport var ucs2 = {\n decode: ucs2decode,\n encode: ucs2encode\n};\nexport default {\n version: version,\n ucs2: ucs2,\n toASCII: toASCII,\n toUnicode: toUnicode,\n encode: encode,\n decode: decode\n}\n","export default (typeof global !== \"undefined\" ? global :\n typeof self !== \"undefined\" ? self :\n typeof window !== \"undefined\" ? window : {});\n","\nvar lookup = []\nvar revLookup = []\nvar Arr = typeof Uint8Array !== 'undefined' ? Uint8Array : Array\nvar inited = false;\nfunction init () {\n inited = true;\n var code = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'\n for (var i = 0, len = code.length; i < len; ++i) {\n lookup[i] = code[i]\n revLookup[code.charCodeAt(i)] = i\n }\n\n revLookup['-'.charCodeAt(0)] = 62\n revLookup['_'.charCodeAt(0)] = 63\n}\n\nexport function toByteArray (b64) {\n if (!inited) {\n init();\n }\n var i, j, l, tmp, placeHolders, arr\n var len = b64.length\n\n if (len % 4 > 0) {\n throw new Error('Invalid string. Length must be a multiple of 4')\n }\n\n // the number of equal signs (place holders)\n // if there are two placeholders, than the two characters before it\n // represent one byte\n // if there is only one, then the three characters before it represent 2 bytes\n // this is just a cheap hack to not do indexOf twice\n placeHolders = b64[len - 2] === '=' ? 2 : b64[len - 1] === '=' ? 1 : 0\n\n // base64 is 4/3 + up to two characters of the original data\n arr = new Arr(len * 3 / 4 - placeHolders)\n\n // if there are placeholders, only get up to the last complete 4 chars\n l = placeHolders > 0 ? len - 4 : len\n\n var L = 0\n\n for (i = 0, j = 0; i < l; i += 4, j += 3) {\n tmp = (revLookup[b64.charCodeAt(i)] << 18) | (revLookup[b64.charCodeAt(i + 1)] << 12) | (revLookup[b64.charCodeAt(i + 2)] << 6) | revLookup[b64.charCodeAt(i + 3)]\n arr[L++] = (tmp >> 16) & 0xFF\n arr[L++] = (tmp >> 8) & 0xFF\n arr[L++] = tmp & 0xFF\n }\n\n if (placeHolders === 2) {\n tmp = (revLookup[b64.charCodeAt(i)] << 2) | (revLookup[b64.charCodeAt(i + 1)] >> 4)\n arr[L++] = tmp & 0xFF\n } else if (placeHolders === 1) {\n tmp = (revLookup[b64.charCodeAt(i)] << 10) | (revLookup[b64.charCodeAt(i + 1)] << 4) | (revLookup[b64.charCodeAt(i + 2)] >> 2)\n arr[L++] = (tmp >> 8) & 0xFF\n arr[L++] = tmp & 0xFF\n }\n\n return arr\n}\n\nfunction tripletToBase64 (num) {\n return lookup[num >> 18 & 0x3F] + lookup[num >> 12 & 0x3F] + lookup[num >> 6 & 0x3F] + lookup[num & 0x3F]\n}\n\nfunction encodeChunk (uint8, start, end) {\n var tmp\n var output = []\n for (var i = start; i < end; i += 3) {\n tmp = (uint8[i] << 16) + (uint8[i + 1] << 8) + (uint8[i + 2])\n output.push(tripletToBase64(tmp))\n }\n return output.join('')\n}\n\nexport function fromByteArray (uint8) {\n if (!inited) {\n init();\n }\n var tmp\n var len = uint8.length\n var extraBytes = len % 3 // if we have 1 byte left, pad 2 bytes\n var output = ''\n var parts = []\n var maxChunkLength = 16383 // must be multiple of 3\n\n // go through the array every three bytes, we'll deal with trailing stuff later\n for (var i = 0, len2 = len - extraBytes; i < len2; i += maxChunkLength) {\n parts.push(encodeChunk(uint8, i, (i + maxChunkLength) > len2 ? len2 : (i + maxChunkLength)))\n }\n\n // pad the end with zeros, but make sure to not forget the extra bytes\n if (extraBytes === 1) {\n tmp = uint8[len - 1]\n output += lookup[tmp >> 2]\n output += lookup[(tmp << 4) & 0x3F]\n output += '=='\n } else if (extraBytes === 2) {\n tmp = (uint8[len - 2] << 8) + (uint8[len - 1])\n output += lookup[tmp >> 10]\n output += lookup[(tmp >> 4) & 0x3F]\n output += lookup[(tmp << 2) & 0x3F]\n output += '='\n }\n\n parts.push(output)\n\n return parts.join('')\n}\n","\nexport function read (buffer, offset, isLE, mLen, nBytes) {\n var e, m\n var eLen = nBytes * 8 - mLen - 1\n var eMax = (1 << eLen) - 1\n var eBias = eMax >> 1\n var nBits = -7\n var i = isLE ? (nBytes - 1) : 0\n var d = isLE ? -1 : 1\n var s = buffer[offset + i]\n\n i += d\n\n e = s & ((1 << (-nBits)) - 1)\n s >>= (-nBits)\n nBits += eLen\n for (; nBits > 0; e = e * 256 + buffer[offset + i], i += d, nBits -= 8) {}\n\n m = e & ((1 << (-nBits)) - 1)\n e >>= (-nBits)\n nBits += mLen\n for (; nBits > 0; m = m * 256 + buffer[offset + i], i += d, nBits -= 8) {}\n\n if (e === 0) {\n e = 1 - eBias\n } else if (e === eMax) {\n return m ? NaN : ((s ? -1 : 1) * Infinity)\n } else {\n m = m + Math.pow(2, mLen)\n e = e - eBias\n }\n return (s ? -1 : 1) * m * Math.pow(2, e - mLen)\n}\n\nexport function write (buffer, value, offset, isLE, mLen, nBytes) {\n var e, m, c\n var eLen = nBytes * 8 - mLen - 1\n var eMax = (1 << eLen) - 1\n var eBias = eMax >> 1\n var rt = (mLen === 23 ? Math.pow(2, -24) - Math.pow(2, -77) : 0)\n var i = isLE ? 0 : (nBytes - 1)\n var d = isLE ? 1 : -1\n var s = value < 0 || (value === 0 && 1 / value < 0) ? 1 : 0\n\n value = Math.abs(value)\n\n if (isNaN(value) || value === Infinity) {\n m = isNaN(value) ? 1 : 0\n e = eMax\n } else {\n e = Math.floor(Math.log(value) / Math.LN2)\n if (value * (c = Math.pow(2, -e)) < 1) {\n e--\n c *= 2\n }\n if (e + eBias >= 1) {\n value += rt / c\n } else {\n value += rt * Math.pow(2, 1 - eBias)\n }\n if (value * c >= 2) {\n e++\n c /= 2\n }\n\n if (e + eBias >= eMax) {\n m = 0\n e = eMax\n } else if (e + eBias >= 1) {\n m = (value * c - 1) * Math.pow(2, mLen)\n e = e + eBias\n } else {\n m = value * Math.pow(2, eBias - 1) * Math.pow(2, mLen)\n e = 0\n }\n }\n\n for (; mLen >= 8; buffer[offset + i] = m & 0xff, i += d, m /= 256, mLen -= 8) {}\n\n e = (e << mLen) | m\n eLen += mLen\n for (; eLen > 0; buffer[offset + i] = e & 0xff, i += d, e /= 256, eLen -= 8) {}\n\n buffer[offset + i - d] |= s * 128\n}\n","var toString = {}.toString;\n\nexport default Array.isArray || function (arr) {\n return toString.call(arr) == '[object Array]';\n};\n","/*!\n * The buffer module from node.js, for the browser.\n *\n * @author Feross Aboukhadijeh \n * @license MIT\n */\n/* eslint-disable no-proto */\n\n\nimport * as base64 from './base64'\nimport * as ieee754 from './ieee754'\nimport isArray from './isArray'\n\nexport var INSPECT_MAX_BYTES = 50\n\n/**\n * If `Buffer.TYPED_ARRAY_SUPPORT`:\n * === true Use Uint8Array implementation (fastest)\n * === false Use Object implementation (most compatible, even IE6)\n *\n * Browsers that support typed arrays are IE 10+, Firefox 4+, Chrome 7+, Safari 5.1+,\n * Opera 11.6+, iOS 4.2+.\n *\n * Due to various browser bugs, sometimes the Object implementation will be used even\n * when the browser supports typed arrays.\n *\n * Note:\n *\n * - Firefox 4-29 lacks support for adding new properties to `Uint8Array` instances,\n * See: https://bugzilla.mozilla.org/show_bug.cgi?id=695438.\n *\n * - Chrome 9-10 is missing the `TypedArray.prototype.subarray` function.\n *\n * - IE10 has a broken `TypedArray.prototype.subarray` function which returns arrays of\n * incorrect length in some situations.\n\n * We detect these buggy browsers and set `Buffer.TYPED_ARRAY_SUPPORT` to `false` so they\n * get the Object implementation, which is slower but behaves correctly.\n */\nBuffer.TYPED_ARRAY_SUPPORT = global.TYPED_ARRAY_SUPPORT !== undefined\n ? global.TYPED_ARRAY_SUPPORT\n : true\n\n/*\n * Export kMaxLength after typed array support is determined.\n */\nvar _kMaxLength = kMaxLength()\nexport {_kMaxLength as kMaxLength};\nfunction typedArraySupport () {\n return true;\n // rollup issues\n // try {\n // var arr = new Uint8Array(1)\n // arr.__proto__ = {\n // __proto__: Uint8Array.prototype,\n // foo: function () { return 42 }\n // }\n // return arr.foo() === 42 && // typed array instances can be augmented\n // typeof arr.subarray === 'function' && // chrome 9-10 lack `subarray`\n // arr.subarray(1, 1).byteLength === 0 // ie10 has broken `subarray`\n // } catch (e) {\n // return false\n // }\n}\n\nfunction kMaxLength () {\n return Buffer.TYPED_ARRAY_SUPPORT\n ? 0x7fffffff\n : 0x3fffffff\n}\n\nfunction createBuffer (that, length) {\n if (kMaxLength() < length) {\n throw new RangeError('Invalid typed array length')\n }\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n // Return an augmented `Uint8Array` instance, for best performance\n that = new Uint8Array(length)\n that.__proto__ = Buffer.prototype\n } else {\n // Fallback: Return an object instance of the Buffer class\n if (that === null) {\n that = new Buffer(length)\n }\n that.length = length\n }\n\n return that\n}\n\n/**\n * The Buffer constructor returns instances of `Uint8Array` that have their\n * prototype changed to `Buffer.prototype`. Furthermore, `Buffer` is a subclass of\n * `Uint8Array`, so the returned instances will have all the node `Buffer` methods\n * and the `Uint8Array` methods. Square bracket notation works as expected -- it\n * returns a single octet.\n *\n * The `Uint8Array` prototype remains unmodified.\n */\n\nexport function Buffer (arg, encodingOrOffset, length) {\n if (!Buffer.TYPED_ARRAY_SUPPORT && !(this instanceof Buffer)) {\n return new Buffer(arg, encodingOrOffset, length)\n }\n\n // Common case.\n if (typeof arg === 'number') {\n if (typeof encodingOrOffset === 'string') {\n throw new Error(\n 'If encoding is specified then the first argument must be a string'\n )\n }\n return allocUnsafe(this, arg)\n }\n return from(this, arg, encodingOrOffset, length)\n}\n\nBuffer.poolSize = 8192 // not used by this implementation\n\n// TODO: Legacy, not needed anymore. Remove in next major version.\nBuffer._augment = function (arr) {\n arr.__proto__ = Buffer.prototype\n return arr\n}\n\nfunction from (that, value, encodingOrOffset, length) {\n if (typeof value === 'number') {\n throw new TypeError('\"value\" argument must not be a number')\n }\n\n if (typeof ArrayBuffer !== 'undefined' && value instanceof ArrayBuffer) {\n return fromArrayBuffer(that, value, encodingOrOffset, length)\n }\n\n if (typeof value === 'string') {\n return fromString(that, value, encodingOrOffset)\n }\n\n return fromObject(that, value)\n}\n\n/**\n * Functionally equivalent to Buffer(arg, encoding) but throws a TypeError\n * if value is a number.\n * Buffer.from(str[, encoding])\n * Buffer.from(array)\n * Buffer.from(buffer)\n * Buffer.from(arrayBuffer[, byteOffset[, length]])\n **/\nBuffer.from = function (value, encodingOrOffset, length) {\n return from(null, value, encodingOrOffset, length)\n}\n\nif (Buffer.TYPED_ARRAY_SUPPORT) {\n Buffer.prototype.__proto__ = Uint8Array.prototype\n Buffer.__proto__ = Uint8Array\n if (typeof Symbol !== 'undefined' && Symbol.species &&\n Buffer[Symbol.species] === Buffer) {\n // Fix subarray() in ES2016. See: https://github.com/feross/buffer/pull/97\n // Object.defineProperty(Buffer, Symbol.species, {\n // value: null,\n // configurable: true\n // })\n }\n}\n\nfunction assertSize (size) {\n if (typeof size !== 'number') {\n throw new TypeError('\"size\" argument must be a number')\n } else if (size < 0) {\n throw new RangeError('\"size\" argument must not be negative')\n }\n}\n\nfunction alloc (that, size, fill, encoding) {\n assertSize(size)\n if (size <= 0) {\n return createBuffer(that, size)\n }\n if (fill !== undefined) {\n // Only pay attention to encoding if it's a string. This\n // prevents accidentally sending in a number that would\n // be interpretted as a start offset.\n return typeof encoding === 'string'\n ? createBuffer(that, size).fill(fill, encoding)\n : createBuffer(that, size).fill(fill)\n }\n return createBuffer(that, size)\n}\n\n/**\n * Creates a new filled Buffer instance.\n * alloc(size[, fill[, encoding]])\n **/\nBuffer.alloc = function (size, fill, encoding) {\n return alloc(null, size, fill, encoding)\n}\n\nfunction allocUnsafe (that, size) {\n assertSize(size)\n that = createBuffer(that, size < 0 ? 0 : checked(size) | 0)\n if (!Buffer.TYPED_ARRAY_SUPPORT) {\n for (var i = 0; i < size; ++i) {\n that[i] = 0\n }\n }\n return that\n}\n\n/**\n * Equivalent to Buffer(num), by default creates a non-zero-filled Buffer instance.\n * */\nBuffer.allocUnsafe = function (size) {\n return allocUnsafe(null, size)\n}\n/**\n * Equivalent to SlowBuffer(num), by default creates a non-zero-filled Buffer instance.\n */\nBuffer.allocUnsafeSlow = function (size) {\n return allocUnsafe(null, size)\n}\n\nfunction fromString (that, string, encoding) {\n if (typeof encoding !== 'string' || encoding === '') {\n encoding = 'utf8'\n }\n\n if (!Buffer.isEncoding(encoding)) {\n throw new TypeError('\"encoding\" must be a valid string encoding')\n }\n\n var length = byteLength(string, encoding) | 0\n that = createBuffer(that, length)\n\n var actual = that.write(string, encoding)\n\n if (actual !== length) {\n // Writing a hex string, for example, that contains invalid characters will\n // cause everything after the first invalid character to be ignored. (e.g.\n // 'abxxcd' will be treated as 'ab')\n that = that.slice(0, actual)\n }\n\n return that\n}\n\nfunction fromArrayLike (that, array) {\n var length = array.length < 0 ? 0 : checked(array.length) | 0\n that = createBuffer(that, length)\n for (var i = 0; i < length; i += 1) {\n that[i] = array[i] & 255\n }\n return that\n}\n\nfunction fromArrayBuffer (that, array, byteOffset, length) {\n array.byteLength // this throws if `array` is not a valid ArrayBuffer\n\n if (byteOffset < 0 || array.byteLength < byteOffset) {\n throw new RangeError('\\'offset\\' is out of bounds')\n }\n\n if (array.byteLength < byteOffset + (length || 0)) {\n throw new RangeError('\\'length\\' is out of bounds')\n }\n\n if (byteOffset === undefined && length === undefined) {\n array = new Uint8Array(array)\n } else if (length === undefined) {\n array = new Uint8Array(array, byteOffset)\n } else {\n array = new Uint8Array(array, byteOffset, length)\n }\n\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n // Return an augmented `Uint8Array` instance, for best performance\n that = array\n that.__proto__ = Buffer.prototype\n } else {\n // Fallback: Return an object instance of the Buffer class\n that = fromArrayLike(that, array)\n }\n return that\n}\n\nfunction fromObject (that, obj) {\n if (internalIsBuffer(obj)) {\n var len = checked(obj.length) | 0\n that = createBuffer(that, len)\n\n if (that.length === 0) {\n return that\n }\n\n obj.copy(that, 0, 0, len)\n return that\n }\n\n if (obj) {\n if ((typeof ArrayBuffer !== 'undefined' &&\n obj.buffer instanceof ArrayBuffer) || 'length' in obj) {\n if (typeof obj.length !== 'number' || isnan(obj.length)) {\n return createBuffer(that, 0)\n }\n return fromArrayLike(that, obj)\n }\n\n if (obj.type === 'Buffer' && isArray(obj.data)) {\n return fromArrayLike(that, obj.data)\n }\n }\n\n throw new TypeError('First argument must be a string, Buffer, ArrayBuffer, Array, or array-like object.')\n}\n\nfunction checked (length) {\n // Note: cannot use `length < kMaxLength()` here because that fails when\n // length is NaN (which is otherwise coerced to zero.)\n if (length >= kMaxLength()) {\n throw new RangeError('Attempt to allocate Buffer larger than maximum ' +\n 'size: 0x' + kMaxLength().toString(16) + ' bytes')\n }\n return length | 0\n}\n\nexport function SlowBuffer (length) {\n if (+length != length) { // eslint-disable-line eqeqeq\n length = 0\n }\n return Buffer.alloc(+length)\n}\nBuffer.isBuffer = isBuffer;\nfunction internalIsBuffer (b) {\n return !!(b != null && b._isBuffer)\n}\n\nBuffer.compare = function compare (a, b) {\n if (!internalIsBuffer(a) || !internalIsBuffer(b)) {\n throw new TypeError('Arguments must be Buffers')\n }\n\n if (a === b) return 0\n\n var x = a.length\n var y = b.length\n\n for (var i = 0, len = Math.min(x, y); i < len; ++i) {\n if (a[i] !== b[i]) {\n x = a[i]\n y = b[i]\n break\n }\n }\n\n if (x < y) return -1\n if (y < x) return 1\n return 0\n}\n\nBuffer.isEncoding = function isEncoding (encoding) {\n switch (String(encoding).toLowerCase()) {\n case 'hex':\n case 'utf8':\n case 'utf-8':\n case 'ascii':\n case 'latin1':\n case 'binary':\n case 'base64':\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return true\n default:\n return false\n }\n}\n\nBuffer.concat = function concat (list, length) {\n if (!isArray(list)) {\n throw new TypeError('\"list\" argument must be an Array of Buffers')\n }\n\n if (list.length === 0) {\n return Buffer.alloc(0)\n }\n\n var i\n if (length === undefined) {\n length = 0\n for (i = 0; i < list.length; ++i) {\n length += list[i].length\n }\n }\n\n var buffer = Buffer.allocUnsafe(length)\n var pos = 0\n for (i = 0; i < list.length; ++i) {\n var buf = list[i]\n if (!internalIsBuffer(buf)) {\n throw new TypeError('\"list\" argument must be an Array of Buffers')\n }\n buf.copy(buffer, pos)\n pos += buf.length\n }\n return buffer\n}\n\nfunction byteLength (string, encoding) {\n if (internalIsBuffer(string)) {\n return string.length\n }\n if (typeof ArrayBuffer !== 'undefined' && typeof ArrayBuffer.isView === 'function' &&\n (ArrayBuffer.isView(string) || string instanceof ArrayBuffer)) {\n return string.byteLength\n }\n if (typeof string !== 'string') {\n string = '' + string\n }\n\n var len = string.length\n if (len === 0) return 0\n\n // Use a for loop to avoid recursion\n var loweredCase = false\n for (;;) {\n switch (encoding) {\n case 'ascii':\n case 'latin1':\n case 'binary':\n return len\n case 'utf8':\n case 'utf-8':\n case undefined:\n return utf8ToBytes(string).length\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return len * 2\n case 'hex':\n return len >>> 1\n case 'base64':\n return base64ToBytes(string).length\n default:\n if (loweredCase) return utf8ToBytes(string).length // assume utf8\n encoding = ('' + encoding).toLowerCase()\n loweredCase = true\n }\n }\n}\nBuffer.byteLength = byteLength\n\nfunction slowToString (encoding, start, end) {\n var loweredCase = false\n\n // No need to verify that \"this.length <= MAX_UINT32\" since it's a read-only\n // property of a typed array.\n\n // This behaves neither like String nor Uint8Array in that we set start/end\n // to their upper/lower bounds if the value passed is out of range.\n // undefined is handled specially as per ECMA-262 6th Edition,\n // Section 13.3.3.7 Runtime Semantics: KeyedBindingInitialization.\n if (start === undefined || start < 0) {\n start = 0\n }\n // Return early if start > this.length. Done here to prevent potential uint32\n // coercion fail below.\n if (start > this.length) {\n return ''\n }\n\n if (end === undefined || end > this.length) {\n end = this.length\n }\n\n if (end <= 0) {\n return ''\n }\n\n // Force coersion to uint32. This will also coerce falsey/NaN values to 0.\n end >>>= 0\n start >>>= 0\n\n if (end <= start) {\n return ''\n }\n\n if (!encoding) encoding = 'utf8'\n\n while (true) {\n switch (encoding) {\n case 'hex':\n return hexSlice(this, start, end)\n\n case 'utf8':\n case 'utf-8':\n return utf8Slice(this, start, end)\n\n case 'ascii':\n return asciiSlice(this, start, end)\n\n case 'latin1':\n case 'binary':\n return latin1Slice(this, start, end)\n\n case 'base64':\n return base64Slice(this, start, end)\n\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return utf16leSlice(this, start, end)\n\n default:\n if (loweredCase) throw new TypeError('Unknown encoding: ' + encoding)\n encoding = (encoding + '').toLowerCase()\n loweredCase = true\n }\n }\n}\n\n// The property is used by `Buffer.isBuffer` and `is-buffer` (in Safari 5-7) to detect\n// Buffer instances.\nBuffer.prototype._isBuffer = true\n\nfunction swap (b, n, m) {\n var i = b[n]\n b[n] = b[m]\n b[m] = i\n}\n\nBuffer.prototype.swap16 = function swap16 () {\n var len = this.length\n if (len % 2 !== 0) {\n throw new RangeError('Buffer size must be a multiple of 16-bits')\n }\n for (var i = 0; i < len; i += 2) {\n swap(this, i, i + 1)\n }\n return this\n}\n\nBuffer.prototype.swap32 = function swap32 () {\n var len = this.length\n if (len % 4 !== 0) {\n throw new RangeError('Buffer size must be a multiple of 32-bits')\n }\n for (var i = 0; i < len; i += 4) {\n swap(this, i, i + 3)\n swap(this, i + 1, i + 2)\n }\n return this\n}\n\nBuffer.prototype.swap64 = function swap64 () {\n var len = this.length\n if (len % 8 !== 0) {\n throw new RangeError('Buffer size must be a multiple of 64-bits')\n }\n for (var i = 0; i < len; i += 8) {\n swap(this, i, i + 7)\n swap(this, i + 1, i + 6)\n swap(this, i + 2, i + 5)\n swap(this, i + 3, i + 4)\n }\n return this\n}\n\nBuffer.prototype.toString = function toString () {\n var length = this.length | 0\n if (length === 0) return ''\n if (arguments.length === 0) return utf8Slice(this, 0, length)\n return slowToString.apply(this, arguments)\n}\n\nBuffer.prototype.equals = function equals (b) {\n if (!internalIsBuffer(b)) throw new TypeError('Argument must be a Buffer')\n if (this === b) return true\n return Buffer.compare(this, b) === 0\n}\n\nBuffer.prototype.inspect = function inspect () {\n var str = ''\n var max = INSPECT_MAX_BYTES\n if (this.length > 0) {\n str = this.toString('hex', 0, max).match(/.{2}/g).join(' ')\n if (this.length > max) str += ' ... '\n }\n return ''\n}\n\nBuffer.prototype.compare = function compare (target, start, end, thisStart, thisEnd) {\n if (!internalIsBuffer(target)) {\n throw new TypeError('Argument must be a Buffer')\n }\n\n if (start === undefined) {\n start = 0\n }\n if (end === undefined) {\n end = target ? target.length : 0\n }\n if (thisStart === undefined) {\n thisStart = 0\n }\n if (thisEnd === undefined) {\n thisEnd = this.length\n }\n\n if (start < 0 || end > target.length || thisStart < 0 || thisEnd > this.length) {\n throw new RangeError('out of range index')\n }\n\n if (thisStart >= thisEnd && start >= end) {\n return 0\n }\n if (thisStart >= thisEnd) {\n return -1\n }\n if (start >= end) {\n return 1\n }\n\n start >>>= 0\n end >>>= 0\n thisStart >>>= 0\n thisEnd >>>= 0\n\n if (this === target) return 0\n\n var x = thisEnd - thisStart\n var y = end - start\n var len = Math.min(x, y)\n\n var thisCopy = this.slice(thisStart, thisEnd)\n var targetCopy = target.slice(start, end)\n\n for (var i = 0; i < len; ++i) {\n if (thisCopy[i] !== targetCopy[i]) {\n x = thisCopy[i]\n y = targetCopy[i]\n break\n }\n }\n\n if (x < y) return -1\n if (y < x) return 1\n return 0\n}\n\n// Finds either the first index of `val` in `buffer` at offset >= `byteOffset`,\n// OR the last index of `val` in `buffer` at offset <= `byteOffset`.\n//\n// Arguments:\n// - buffer - a Buffer to search\n// - val - a string, Buffer, or number\n// - byteOffset - an index into `buffer`; will be clamped to an int32\n// - encoding - an optional encoding, relevant is val is a string\n// - dir - true for indexOf, false for lastIndexOf\nfunction bidirectionalIndexOf (buffer, val, byteOffset, encoding, dir) {\n // Empty buffer means no match\n if (buffer.length === 0) return -1\n\n // Normalize byteOffset\n if (typeof byteOffset === 'string') {\n encoding = byteOffset\n byteOffset = 0\n } else if (byteOffset > 0x7fffffff) {\n byteOffset = 0x7fffffff\n } else if (byteOffset < -0x80000000) {\n byteOffset = -0x80000000\n }\n byteOffset = +byteOffset // Coerce to Number.\n if (isNaN(byteOffset)) {\n // byteOffset: it it's undefined, null, NaN, \"foo\", etc, search whole buffer\n byteOffset = dir ? 0 : (buffer.length - 1)\n }\n\n // Normalize byteOffset: negative offsets start from the end of the buffer\n if (byteOffset < 0) byteOffset = buffer.length + byteOffset\n if (byteOffset >= buffer.length) {\n if (dir) return -1\n else byteOffset = buffer.length - 1\n } else if (byteOffset < 0) {\n if (dir) byteOffset = 0\n else return -1\n }\n\n // Normalize val\n if (typeof val === 'string') {\n val = Buffer.from(val, encoding)\n }\n\n // Finally, search either indexOf (if dir is true) or lastIndexOf\n if (internalIsBuffer(val)) {\n // Special case: looking for empty string/buffer always fails\n if (val.length === 0) {\n return -1\n }\n return arrayIndexOf(buffer, val, byteOffset, encoding, dir)\n } else if (typeof val === 'number') {\n val = val & 0xFF // Search for a byte value [0-255]\n if (Buffer.TYPED_ARRAY_SUPPORT &&\n typeof Uint8Array.prototype.indexOf === 'function') {\n if (dir) {\n return Uint8Array.prototype.indexOf.call(buffer, val, byteOffset)\n } else {\n return Uint8Array.prototype.lastIndexOf.call(buffer, val, byteOffset)\n }\n }\n return arrayIndexOf(buffer, [ val ], byteOffset, encoding, dir)\n }\n\n throw new TypeError('val must be string, number or Buffer')\n}\n\nfunction arrayIndexOf (arr, val, byteOffset, encoding, dir) {\n var indexSize = 1\n var arrLength = arr.length\n var valLength = val.length\n\n if (encoding !== undefined) {\n encoding = String(encoding).toLowerCase()\n if (encoding === 'ucs2' || encoding === 'ucs-2' ||\n encoding === 'utf16le' || encoding === 'utf-16le') {\n if (arr.length < 2 || val.length < 2) {\n return -1\n }\n indexSize = 2\n arrLength /= 2\n valLength /= 2\n byteOffset /= 2\n }\n }\n\n function read (buf, i) {\n if (indexSize === 1) {\n return buf[i]\n } else {\n return buf.readUInt16BE(i * indexSize)\n }\n }\n\n var i\n if (dir) {\n var foundIndex = -1\n for (i = byteOffset; i < arrLength; i++) {\n if (read(arr, i) === read(val, foundIndex === -1 ? 0 : i - foundIndex)) {\n if (foundIndex === -1) foundIndex = i\n if (i - foundIndex + 1 === valLength) return foundIndex * indexSize\n } else {\n if (foundIndex !== -1) i -= i - foundIndex\n foundIndex = -1\n }\n }\n } else {\n if (byteOffset + valLength > arrLength) byteOffset = arrLength - valLength\n for (i = byteOffset; i >= 0; i--) {\n var found = true\n for (var j = 0; j < valLength; j++) {\n if (read(arr, i + j) !== read(val, j)) {\n found = false\n break\n }\n }\n if (found) return i\n }\n }\n\n return -1\n}\n\nBuffer.prototype.includes = function includes (val, byteOffset, encoding) {\n return this.indexOf(val, byteOffset, encoding) !== -1\n}\n\nBuffer.prototype.indexOf = function indexOf (val, byteOffset, encoding) {\n return bidirectionalIndexOf(this, val, byteOffset, encoding, true)\n}\n\nBuffer.prototype.lastIndexOf = function lastIndexOf (val, byteOffset, encoding) {\n return bidirectionalIndexOf(this, val, byteOffset, encoding, false)\n}\n\nfunction hexWrite (buf, string, offset, length) {\n offset = Number(offset) || 0\n var remaining = buf.length - offset\n if (!length) {\n length = remaining\n } else {\n length = Number(length)\n if (length > remaining) {\n length = remaining\n }\n }\n\n // must be an even number of digits\n var strLen = string.length\n if (strLen % 2 !== 0) throw new TypeError('Invalid hex string')\n\n if (length > strLen / 2) {\n length = strLen / 2\n }\n for (var i = 0; i < length; ++i) {\n var parsed = parseInt(string.substr(i * 2, 2), 16)\n if (isNaN(parsed)) return i\n buf[offset + i] = parsed\n }\n return i\n}\n\nfunction utf8Write (buf, string, offset, length) {\n return blitBuffer(utf8ToBytes(string, buf.length - offset), buf, offset, length)\n}\n\nfunction asciiWrite (buf, string, offset, length) {\n return blitBuffer(asciiToBytes(string), buf, offset, length)\n}\n\nfunction latin1Write (buf, string, offset, length) {\n return asciiWrite(buf, string, offset, length)\n}\n\nfunction base64Write (buf, string, offset, length) {\n return blitBuffer(base64ToBytes(string), buf, offset, length)\n}\n\nfunction ucs2Write (buf, string, offset, length) {\n return blitBuffer(utf16leToBytes(string, buf.length - offset), buf, offset, length)\n}\n\nBuffer.prototype.write = function write (string, offset, length, encoding) {\n // Buffer#write(string)\n if (offset === undefined) {\n encoding = 'utf8'\n length = this.length\n offset = 0\n // Buffer#write(string, encoding)\n } else if (length === undefined && typeof offset === 'string') {\n encoding = offset\n length = this.length\n offset = 0\n // Buffer#write(string, offset[, length][, encoding])\n } else if (isFinite(offset)) {\n offset = offset | 0\n if (isFinite(length)) {\n length = length | 0\n if (encoding === undefined) encoding = 'utf8'\n } else {\n encoding = length\n length = undefined\n }\n // legacy write(string, encoding, offset, length) - remove in v0.13\n } else {\n throw new Error(\n 'Buffer.write(string, encoding, offset[, length]) is no longer supported'\n )\n }\n\n var remaining = this.length - offset\n if (length === undefined || length > remaining) length = remaining\n\n if ((string.length > 0 && (length < 0 || offset < 0)) || offset > this.length) {\n throw new RangeError('Attempt to write outside buffer bounds')\n }\n\n if (!encoding) encoding = 'utf8'\n\n var loweredCase = false\n for (;;) {\n switch (encoding) {\n case 'hex':\n return hexWrite(this, string, offset, length)\n\n case 'utf8':\n case 'utf-8':\n return utf8Write(this, string, offset, length)\n\n case 'ascii':\n return asciiWrite(this, string, offset, length)\n\n case 'latin1':\n case 'binary':\n return latin1Write(this, string, offset, length)\n\n case 'base64':\n // Warning: maxLength not taken into account in base64Write\n return base64Write(this, string, offset, length)\n\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return ucs2Write(this, string, offset, length)\n\n default:\n if (loweredCase) throw new TypeError('Unknown encoding: ' + encoding)\n encoding = ('' + encoding).toLowerCase()\n loweredCase = true\n }\n }\n}\n\nBuffer.prototype.toJSON = function toJSON () {\n return {\n type: 'Buffer',\n data: Array.prototype.slice.call(this._arr || this, 0)\n }\n}\n\nfunction base64Slice (buf, start, end) {\n if (start === 0 && end === buf.length) {\n return base64.fromByteArray(buf)\n } else {\n return base64.fromByteArray(buf.slice(start, end))\n }\n}\n\nfunction utf8Slice (buf, start, end) {\n end = Math.min(buf.length, end)\n var res = []\n\n var i = start\n while (i < end) {\n var firstByte = buf[i]\n var codePoint = null\n var bytesPerSequence = (firstByte > 0xEF) ? 4\n : (firstByte > 0xDF) ? 3\n : (firstByte > 0xBF) ? 2\n : 1\n\n if (i + bytesPerSequence <= end) {\n var secondByte, thirdByte, fourthByte, tempCodePoint\n\n switch (bytesPerSequence) {\n case 1:\n if (firstByte < 0x80) {\n codePoint = firstByte\n }\n break\n case 2:\n secondByte = buf[i + 1]\n if ((secondByte & 0xC0) === 0x80) {\n tempCodePoint = (firstByte & 0x1F) << 0x6 | (secondByte & 0x3F)\n if (tempCodePoint > 0x7F) {\n codePoint = tempCodePoint\n }\n }\n break\n case 3:\n secondByte = buf[i + 1]\n thirdByte = buf[i + 2]\n if ((secondByte & 0xC0) === 0x80 && (thirdByte & 0xC0) === 0x80) {\n tempCodePoint = (firstByte & 0xF) << 0xC | (secondByte & 0x3F) << 0x6 | (thirdByte & 0x3F)\n if (tempCodePoint > 0x7FF && (tempCodePoint < 0xD800 || tempCodePoint > 0xDFFF)) {\n codePoint = tempCodePoint\n }\n }\n break\n case 4:\n secondByte = buf[i + 1]\n thirdByte = buf[i + 2]\n fourthByte = buf[i + 3]\n if ((secondByte & 0xC0) === 0x80 && (thirdByte & 0xC0) === 0x80 && (fourthByte & 0xC0) === 0x80) {\n tempCodePoint = (firstByte & 0xF) << 0x12 | (secondByte & 0x3F) << 0xC | (thirdByte & 0x3F) << 0x6 | (fourthByte & 0x3F)\n if (tempCodePoint > 0xFFFF && tempCodePoint < 0x110000) {\n codePoint = tempCodePoint\n }\n }\n }\n }\n\n if (codePoint === null) {\n // we did not generate a valid codePoint so insert a\n // replacement char (U+FFFD) and advance only 1 byte\n codePoint = 0xFFFD\n bytesPerSequence = 1\n } else if (codePoint > 0xFFFF) {\n // encode to utf16 (surrogate pair dance)\n codePoint -= 0x10000\n res.push(codePoint >>> 10 & 0x3FF | 0xD800)\n codePoint = 0xDC00 | codePoint & 0x3FF\n }\n\n res.push(codePoint)\n i += bytesPerSequence\n }\n\n return decodeCodePointsArray(res)\n}\n\n// Based on http://stackoverflow.com/a/22747272/680742, the browser with\n// the lowest limit is Chrome, with 0x10000 args.\n// We go 1 magnitude less, for safety\nvar MAX_ARGUMENTS_LENGTH = 0x1000\n\nfunction decodeCodePointsArray (codePoints) {\n var len = codePoints.length\n if (len <= MAX_ARGUMENTS_LENGTH) {\n return String.fromCharCode.apply(String, codePoints) // avoid extra slice()\n }\n\n // Decode in chunks to avoid \"call stack size exceeded\".\n var res = ''\n var i = 0\n while (i < len) {\n res += String.fromCharCode.apply(\n String,\n codePoints.slice(i, i += MAX_ARGUMENTS_LENGTH)\n )\n }\n return res\n}\n\nfunction asciiSlice (buf, start, end) {\n var ret = ''\n end = Math.min(buf.length, end)\n\n for (var i = start; i < end; ++i) {\n ret += String.fromCharCode(buf[i] & 0x7F)\n }\n return ret\n}\n\nfunction latin1Slice (buf, start, end) {\n var ret = ''\n end = Math.min(buf.length, end)\n\n for (var i = start; i < end; ++i) {\n ret += String.fromCharCode(buf[i])\n }\n return ret\n}\n\nfunction hexSlice (buf, start, end) {\n var len = buf.length\n\n if (!start || start < 0) start = 0\n if (!end || end < 0 || end > len) end = len\n\n var out = ''\n for (var i = start; i < end; ++i) {\n out += toHex(buf[i])\n }\n return out\n}\n\nfunction utf16leSlice (buf, start, end) {\n var bytes = buf.slice(start, end)\n var res = ''\n for (var i = 0; i < bytes.length; i += 2) {\n res += String.fromCharCode(bytes[i] + bytes[i + 1] * 256)\n }\n return res\n}\n\nBuffer.prototype.slice = function slice (start, end) {\n var len = this.length\n start = ~~start\n end = end === undefined ? len : ~~end\n\n if (start < 0) {\n start += len\n if (start < 0) start = 0\n } else if (start > len) {\n start = len\n }\n\n if (end < 0) {\n end += len\n if (end < 0) end = 0\n } else if (end > len) {\n end = len\n }\n\n if (end < start) end = start\n\n var newBuf\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n newBuf = this.subarray(start, end)\n newBuf.__proto__ = Buffer.prototype\n } else {\n var sliceLen = end - start\n newBuf = new Buffer(sliceLen, undefined)\n for (var i = 0; i < sliceLen; ++i) {\n newBuf[i] = this[i + start]\n }\n }\n\n return newBuf\n}\n\n/*\n * Need to make sure that buffer isn't trying to write out of bounds.\n */\nfunction checkOffset (offset, ext, length) {\n if ((offset % 1) !== 0 || offset < 0) throw new RangeError('offset is not uint')\n if (offset + ext > length) throw new RangeError('Trying to access beyond buffer length')\n}\n\nBuffer.prototype.readUIntLE = function readUIntLE (offset, byteLength, noAssert) {\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) checkOffset(offset, byteLength, this.length)\n\n var val = this[offset]\n var mul = 1\n var i = 0\n while (++i < byteLength && (mul *= 0x100)) {\n val += this[offset + i] * mul\n }\n\n return val\n}\n\nBuffer.prototype.readUIntBE = function readUIntBE (offset, byteLength, noAssert) {\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) {\n checkOffset(offset, byteLength, this.length)\n }\n\n var val = this[offset + --byteLength]\n var mul = 1\n while (byteLength > 0 && (mul *= 0x100)) {\n val += this[offset + --byteLength] * mul\n }\n\n return val\n}\n\nBuffer.prototype.readUInt8 = function readUInt8 (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 1, this.length)\n return this[offset]\n}\n\nBuffer.prototype.readUInt16LE = function readUInt16LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length)\n return this[offset] | (this[offset + 1] << 8)\n}\n\nBuffer.prototype.readUInt16BE = function readUInt16BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length)\n return (this[offset] << 8) | this[offset + 1]\n}\n\nBuffer.prototype.readUInt32LE = function readUInt32LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n\n return ((this[offset]) |\n (this[offset + 1] << 8) |\n (this[offset + 2] << 16)) +\n (this[offset + 3] * 0x1000000)\n}\n\nBuffer.prototype.readUInt32BE = function readUInt32BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n\n return (this[offset] * 0x1000000) +\n ((this[offset + 1] << 16) |\n (this[offset + 2] << 8) |\n this[offset + 3])\n}\n\nBuffer.prototype.readIntLE = function readIntLE (offset, byteLength, noAssert) {\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) checkOffset(offset, byteLength, this.length)\n\n var val = this[offset]\n var mul = 1\n var i = 0\n while (++i < byteLength && (mul *= 0x100)) {\n val += this[offset + i] * mul\n }\n mul *= 0x80\n\n if (val >= mul) val -= Math.pow(2, 8 * byteLength)\n\n return val\n}\n\nBuffer.prototype.readIntBE = function readIntBE (offset, byteLength, noAssert) {\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) checkOffset(offset, byteLength, this.length)\n\n var i = byteLength\n var mul = 1\n var val = this[offset + --i]\n while (i > 0 && (mul *= 0x100)) {\n val += this[offset + --i] * mul\n }\n mul *= 0x80\n\n if (val >= mul) val -= Math.pow(2, 8 * byteLength)\n\n return val\n}\n\nBuffer.prototype.readInt8 = function readInt8 (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 1, this.length)\n if (!(this[offset] & 0x80)) return (this[offset])\n return ((0xff - this[offset] + 1) * -1)\n}\n\nBuffer.prototype.readInt16LE = function readInt16LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length)\n var val = this[offset] | (this[offset + 1] << 8)\n return (val & 0x8000) ? val | 0xFFFF0000 : val\n}\n\nBuffer.prototype.readInt16BE = function readInt16BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length)\n var val = this[offset + 1] | (this[offset] << 8)\n return (val & 0x8000) ? val | 0xFFFF0000 : val\n}\n\nBuffer.prototype.readInt32LE = function readInt32LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n\n return (this[offset]) |\n (this[offset + 1] << 8) |\n (this[offset + 2] << 16) |\n (this[offset + 3] << 24)\n}\n\nBuffer.prototype.readInt32BE = function readInt32BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n\n return (this[offset] << 24) |\n (this[offset + 1] << 16) |\n (this[offset + 2] << 8) |\n (this[offset + 3])\n}\n\nBuffer.prototype.readFloatLE = function readFloatLE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n return ieee754.read(this, offset, true, 23, 4)\n}\n\nBuffer.prototype.readFloatBE = function readFloatBE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n return ieee754.read(this, offset, false, 23, 4)\n}\n\nBuffer.prototype.readDoubleLE = function readDoubleLE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 8, this.length)\n return ieee754.read(this, offset, true, 52, 8)\n}\n\nBuffer.prototype.readDoubleBE = function readDoubleBE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 8, this.length)\n return ieee754.read(this, offset, false, 52, 8)\n}\n\nfunction checkInt (buf, value, offset, ext, max, min) {\n if (!internalIsBuffer(buf)) throw new TypeError('\"buffer\" argument must be a Buffer instance')\n if (value > max || value < min) throw new RangeError('\"value\" argument is out of bounds')\n if (offset + ext > buf.length) throw new RangeError('Index out of range')\n}\n\nBuffer.prototype.writeUIntLE = function writeUIntLE (value, offset, byteLength, noAssert) {\n value = +value\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) {\n var maxBytes = Math.pow(2, 8 * byteLength) - 1\n checkInt(this, value, offset, byteLength, maxBytes, 0)\n }\n\n var mul = 1\n var i = 0\n this[offset] = value & 0xFF\n while (++i < byteLength && (mul *= 0x100)) {\n this[offset + i] = (value / mul) & 0xFF\n }\n\n return offset + byteLength\n}\n\nBuffer.prototype.writeUIntBE = function writeUIntBE (value, offset, byteLength, noAssert) {\n value = +value\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) {\n var maxBytes = Math.pow(2, 8 * byteLength) - 1\n checkInt(this, value, offset, byteLength, maxBytes, 0)\n }\n\n var i = byteLength - 1\n var mul = 1\n this[offset + i] = value & 0xFF\n while (--i >= 0 && (mul *= 0x100)) {\n this[offset + i] = (value / mul) & 0xFF\n }\n\n return offset + byteLength\n}\n\nBuffer.prototype.writeUInt8 = function writeUInt8 (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 1, 0xff, 0)\n if (!Buffer.TYPED_ARRAY_SUPPORT) value = Math.floor(value)\n this[offset] = (value & 0xff)\n return offset + 1\n}\n\nfunction objectWriteUInt16 (buf, value, offset, littleEndian) {\n if (value < 0) value = 0xffff + value + 1\n for (var i = 0, j = Math.min(buf.length - offset, 2); i < j; ++i) {\n buf[offset + i] = (value & (0xff << (8 * (littleEndian ? i : 1 - i)))) >>>\n (littleEndian ? i : 1 - i) * 8\n }\n}\n\nBuffer.prototype.writeUInt16LE = function writeUInt16LE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value & 0xff)\n this[offset + 1] = (value >>> 8)\n } else {\n objectWriteUInt16(this, value, offset, true)\n }\n return offset + 2\n}\n\nBuffer.prototype.writeUInt16BE = function writeUInt16BE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 8)\n this[offset + 1] = (value & 0xff)\n } else {\n objectWriteUInt16(this, value, offset, false)\n }\n return offset + 2\n}\n\nfunction objectWriteUInt32 (buf, value, offset, littleEndian) {\n if (value < 0) value = 0xffffffff + value + 1\n for (var i = 0, j = Math.min(buf.length - offset, 4); i < j; ++i) {\n buf[offset + i] = (value >>> (littleEndian ? i : 3 - i) * 8) & 0xff\n }\n}\n\nBuffer.prototype.writeUInt32LE = function writeUInt32LE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset + 3] = (value >>> 24)\n this[offset + 2] = (value >>> 16)\n this[offset + 1] = (value >>> 8)\n this[offset] = (value & 0xff)\n } else {\n objectWriteUInt32(this, value, offset, true)\n }\n return offset + 4\n}\n\nBuffer.prototype.writeUInt32BE = function writeUInt32BE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 24)\n this[offset + 1] = (value >>> 16)\n this[offset + 2] = (value >>> 8)\n this[offset + 3] = (value & 0xff)\n } else {\n objectWriteUInt32(this, value, offset, false)\n }\n return offset + 4\n}\n\nBuffer.prototype.writeIntLE = function writeIntLE (value, offset, byteLength, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) {\n var limit = Math.pow(2, 8 * byteLength - 1)\n\n checkInt(this, value, offset, byteLength, limit - 1, -limit)\n }\n\n var i = 0\n var mul = 1\n var sub = 0\n this[offset] = value & 0xFF\n while (++i < byteLength && (mul *= 0x100)) {\n if (value < 0 && sub === 0 && this[offset + i - 1] !== 0) {\n sub = 1\n }\n this[offset + i] = ((value / mul) >> 0) - sub & 0xFF\n }\n\n return offset + byteLength\n}\n\nBuffer.prototype.writeIntBE = function writeIntBE (value, offset, byteLength, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) {\n var limit = Math.pow(2, 8 * byteLength - 1)\n\n checkInt(this, value, offset, byteLength, limit - 1, -limit)\n }\n\n var i = byteLength - 1\n var mul = 1\n var sub = 0\n this[offset + i] = value & 0xFF\n while (--i >= 0 && (mul *= 0x100)) {\n if (value < 0 && sub === 0 && this[offset + i + 1] !== 0) {\n sub = 1\n }\n this[offset + i] = ((value / mul) >> 0) - sub & 0xFF\n }\n\n return offset + byteLength\n}\n\nBuffer.prototype.writeInt8 = function writeInt8 (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 1, 0x7f, -0x80)\n if (!Buffer.TYPED_ARRAY_SUPPORT) value = Math.floor(value)\n if (value < 0) value = 0xff + value + 1\n this[offset] = (value & 0xff)\n return offset + 1\n}\n\nBuffer.prototype.writeInt16LE = function writeInt16LE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value & 0xff)\n this[offset + 1] = (value >>> 8)\n } else {\n objectWriteUInt16(this, value, offset, true)\n }\n return offset + 2\n}\n\nBuffer.prototype.writeInt16BE = function writeInt16BE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 8)\n this[offset + 1] = (value & 0xff)\n } else {\n objectWriteUInt16(this, value, offset, false)\n }\n return offset + 2\n}\n\nBuffer.prototype.writeInt32LE = function writeInt32LE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value & 0xff)\n this[offset + 1] = (value >>> 8)\n this[offset + 2] = (value >>> 16)\n this[offset + 3] = (value >>> 24)\n } else {\n objectWriteUInt32(this, value, offset, true)\n }\n return offset + 4\n}\n\nBuffer.prototype.writeInt32BE = function writeInt32BE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000)\n if (value < 0) value = 0xffffffff + value + 1\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 24)\n this[offset + 1] = (value >>> 16)\n this[offset + 2] = (value >>> 8)\n this[offset + 3] = (value & 0xff)\n } else {\n objectWriteUInt32(this, value, offset, false)\n }\n return offset + 4\n}\n\nfunction checkIEEE754 (buf, value, offset, ext, max, min) {\n if (offset + ext > buf.length) throw new RangeError('Index out of range')\n if (offset < 0) throw new RangeError('Index out of range')\n}\n\nfunction writeFloat (buf, value, offset, littleEndian, noAssert) {\n if (!noAssert) {\n checkIEEE754(buf, value, offset, 4, 3.4028234663852886e+38, -3.4028234663852886e+38)\n }\n ieee754.write(buf, value, offset, littleEndian, 23, 4)\n return offset + 4\n}\n\nBuffer.prototype.writeFloatLE = function writeFloatLE (value, offset, noAssert) {\n return writeFloat(this, value, offset, true, noAssert)\n}\n\nBuffer.prototype.writeFloatBE = function writeFloatBE (value, offset, noAssert) {\n return writeFloat(this, value, offset, false, noAssert)\n}\n\nfunction writeDouble (buf, value, offset, littleEndian, noAssert) {\n if (!noAssert) {\n checkIEEE754(buf, value, offset, 8, 1.7976931348623157E+308, -1.7976931348623157E+308)\n }\n ieee754.write(buf, value, offset, littleEndian, 52, 8)\n return offset + 8\n}\n\nBuffer.prototype.writeDoubleLE = function writeDoubleLE (value, offset, noAssert) {\n return writeDouble(this, value, offset, true, noAssert)\n}\n\nBuffer.prototype.writeDoubleBE = function writeDoubleBE (value, offset, noAssert) {\n return writeDouble(this, value, offset, false, noAssert)\n}\n\n// copy(targetBuffer, targetStart=0, sourceStart=0, sourceEnd=buffer.length)\nBuffer.prototype.copy = function copy (target, targetStart, start, end) {\n if (!start) start = 0\n if (!end && end !== 0) end = this.length\n if (targetStart >= target.length) targetStart = target.length\n if (!targetStart) targetStart = 0\n if (end > 0 && end < start) end = start\n\n // Copy 0 bytes; we're done\n if (end === start) return 0\n if (target.length === 0 || this.length === 0) return 0\n\n // Fatal error conditions\n if (targetStart < 0) {\n throw new RangeError('targetStart out of bounds')\n }\n if (start < 0 || start >= this.length) throw new RangeError('sourceStart out of bounds')\n if (end < 0) throw new RangeError('sourceEnd out of bounds')\n\n // Are we oob?\n if (end > this.length) end = this.length\n if (target.length - targetStart < end - start) {\n end = target.length - targetStart + start\n }\n\n var len = end - start\n var i\n\n if (this === target && start < targetStart && targetStart < end) {\n // descending copy from end\n for (i = len - 1; i >= 0; --i) {\n target[i + targetStart] = this[i + start]\n }\n } else if (len < 1000 || !Buffer.TYPED_ARRAY_SUPPORT) {\n // ascending copy from start\n for (i = 0; i < len; ++i) {\n target[i + targetStart] = this[i + start]\n }\n } else {\n Uint8Array.prototype.set.call(\n target,\n this.subarray(start, start + len),\n targetStart\n )\n }\n\n return len\n}\n\n// Usage:\n// buffer.fill(number[, offset[, end]])\n// buffer.fill(buffer[, offset[, end]])\n// buffer.fill(string[, offset[, end]][, encoding])\nBuffer.prototype.fill = function fill (val, start, end, encoding) {\n // Handle string cases:\n if (typeof val === 'string') {\n if (typeof start === 'string') {\n encoding = start\n start = 0\n end = this.length\n } else if (typeof end === 'string') {\n encoding = end\n end = this.length\n }\n if (val.length === 1) {\n var code = val.charCodeAt(0)\n if (code < 256) {\n val = code\n }\n }\n if (encoding !== undefined && typeof encoding !== 'string') {\n throw new TypeError('encoding must be a string')\n }\n if (typeof encoding === 'string' && !Buffer.isEncoding(encoding)) {\n throw new TypeError('Unknown encoding: ' + encoding)\n }\n } else if (typeof val === 'number') {\n val = val & 255\n }\n\n // Invalid ranges are not set to a default, so can range check early.\n if (start < 0 || this.length < start || this.length < end) {\n throw new RangeError('Out of range index')\n }\n\n if (end <= start) {\n return this\n }\n\n start = start >>> 0\n end = end === undefined ? this.length : end >>> 0\n\n if (!val) val = 0\n\n var i\n if (typeof val === 'number') {\n for (i = start; i < end; ++i) {\n this[i] = val\n }\n } else {\n var bytes = internalIsBuffer(val)\n ? val\n : utf8ToBytes(new Buffer(val, encoding).toString())\n var len = bytes.length\n for (i = 0; i < end - start; ++i) {\n this[i + start] = bytes[i % len]\n }\n }\n\n return this\n}\n\n// HELPER FUNCTIONS\n// ================\n\nvar INVALID_BASE64_RE = /[^+\\/0-9A-Za-z-_]/g\n\nfunction base64clean (str) {\n // Node strips out invalid characters like \\n and \\t from the string, base64-js does not\n str = stringtrim(str).replace(INVALID_BASE64_RE, '')\n // Node converts strings with length < 2 to ''\n if (str.length < 2) return ''\n // Node allows for non-padded base64 strings (missing trailing ===), base64-js does not\n while (str.length % 4 !== 0) {\n str = str + '='\n }\n return str\n}\n\nfunction stringtrim (str) {\n if (str.trim) return str.trim()\n return str.replace(/^\\s+|\\s+$/g, '')\n}\n\nfunction toHex (n) {\n if (n < 16) return '0' + n.toString(16)\n return n.toString(16)\n}\n\nfunction utf8ToBytes (string, units) {\n units = units || Infinity\n var codePoint\n var length = string.length\n var leadSurrogate = null\n var bytes = []\n\n for (var i = 0; i < length; ++i) {\n codePoint = string.charCodeAt(i)\n\n // is surrogate component\n if (codePoint > 0xD7FF && codePoint < 0xE000) {\n // last char was a lead\n if (!leadSurrogate) {\n // no lead yet\n if (codePoint > 0xDBFF) {\n // unexpected trail\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)\n continue\n } else if (i + 1 === length) {\n // unpaired lead\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)\n continue\n }\n\n // valid lead\n leadSurrogate = codePoint\n\n continue\n }\n\n // 2 leads in a row\n if (codePoint < 0xDC00) {\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)\n leadSurrogate = codePoint\n continue\n }\n\n // valid surrogate pair\n codePoint = (leadSurrogate - 0xD800 << 10 | codePoint - 0xDC00) + 0x10000\n } else if (leadSurrogate) {\n // valid bmp char, but last char was a lead\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)\n }\n\n leadSurrogate = null\n\n // encode utf8\n if (codePoint < 0x80) {\n if ((units -= 1) < 0) break\n bytes.push(codePoint)\n } else if (codePoint < 0x800) {\n if ((units -= 2) < 0) break\n bytes.push(\n codePoint >> 0x6 | 0xC0,\n codePoint & 0x3F | 0x80\n )\n } else if (codePoint < 0x10000) {\n if ((units -= 3) < 0) break\n bytes.push(\n codePoint >> 0xC | 0xE0,\n codePoint >> 0x6 & 0x3F | 0x80,\n codePoint & 0x3F | 0x80\n )\n } else if (codePoint < 0x110000) {\n if ((units -= 4) < 0) break\n bytes.push(\n codePoint >> 0x12 | 0xF0,\n codePoint >> 0xC & 0x3F | 0x80,\n codePoint >> 0x6 & 0x3F | 0x80,\n codePoint & 0x3F | 0x80\n )\n } else {\n throw new Error('Invalid code point')\n }\n }\n\n return bytes\n}\n\nfunction asciiToBytes (str) {\n var byteArray = []\n for (var i = 0; i < str.length; ++i) {\n // Node's code seems to be doing this and not & 0x7F..\n byteArray.push(str.charCodeAt(i) & 0xFF)\n }\n return byteArray\n}\n\nfunction utf16leToBytes (str, units) {\n var c, hi, lo\n var byteArray = []\n for (var i = 0; i < str.length; ++i) {\n if ((units -= 2) < 0) break\n\n c = str.charCodeAt(i)\n hi = c >> 8\n lo = c % 256\n byteArray.push(lo)\n byteArray.push(hi)\n }\n\n return byteArray\n}\n\n\nfunction base64ToBytes (str) {\n return base64.toByteArray(base64clean(str))\n}\n\nfunction blitBuffer (src, dst, offset, length) {\n for (var i = 0; i < length; ++i) {\n if ((i + offset >= dst.length) || (i >= src.length)) break\n dst[i + offset] = src[i]\n }\n return i\n}\n\nfunction isnan (val) {\n return val !== val // eslint-disable-line no-self-compare\n}\n\n\n// the following is from is-buffer, also by Feross Aboukhadijeh and with same lisence\n// The _isBuffer check is for Safari 5-7 support, because it's missing\n// Object.prototype.constructor. Remove this eventually\nexport function isBuffer(obj) {\n return obj != null && (!!obj._isBuffer || isFastBuffer(obj) || isSlowBuffer(obj))\n}\n\nfunction isFastBuffer (obj) {\n return !!obj.constructor && typeof obj.constructor.isBuffer === 'function' && obj.constructor.isBuffer(obj)\n}\n\n// For Node v0.10 support. Remove this eventually.\nfunction isSlowBuffer (obj) {\n return typeof obj.readFloatLE === 'function' && typeof obj.slice === 'function' && isFastBuffer(obj.slice(0, 0))\n}\n","// shim for using process in browser\n// based off https://github.com/defunctzombie/node-process/blob/master/browser.js\n\nfunction defaultSetTimout() {\n throw new Error('setTimeout has not been defined');\n}\nfunction defaultClearTimeout () {\n throw new Error('clearTimeout has not been defined');\n}\nvar cachedSetTimeout = defaultSetTimout;\nvar cachedClearTimeout = defaultClearTimeout;\nif (typeof global.setTimeout === 'function') {\n cachedSetTimeout = setTimeout;\n}\nif (typeof global.clearTimeout === 'function') {\n cachedClearTimeout = clearTimeout;\n}\n\nfunction runTimeout(fun) {\n if (cachedSetTimeout === setTimeout) {\n //normal enviroments in sane situations\n return setTimeout(fun, 0);\n }\n // if setTimeout wasn't available but was latter defined\n if ((cachedSetTimeout === defaultSetTimout || !cachedSetTimeout) && setTimeout) {\n cachedSetTimeout = setTimeout;\n return setTimeout(fun, 0);\n }\n try {\n // when when somebody has screwed with setTimeout but no I.E. maddness\n return cachedSetTimeout(fun, 0);\n } catch(e){\n try {\n // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally\n return cachedSetTimeout.call(null, fun, 0);\n } catch(e){\n // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error\n return cachedSetTimeout.call(this, fun, 0);\n }\n }\n\n\n}\nfunction runClearTimeout(marker) {\n if (cachedClearTimeout === clearTimeout) {\n //normal enviroments in sane situations\n return clearTimeout(marker);\n }\n // if clearTimeout wasn't available but was latter defined\n if ((cachedClearTimeout === defaultClearTimeout || !cachedClearTimeout) && clearTimeout) {\n cachedClearTimeout = clearTimeout;\n return clearTimeout(marker);\n }\n try {\n // when when somebody has screwed with setTimeout but no I.E. maddness\n return cachedClearTimeout(marker);\n } catch (e){\n try {\n // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally\n return cachedClearTimeout.call(null, marker);\n } catch (e){\n // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error.\n // Some versions of I.E. have different rules for clearTimeout vs setTimeout\n return cachedClearTimeout.call(this, marker);\n }\n }\n\n\n\n}\nvar queue = [];\nvar draining = false;\nvar currentQueue;\nvar queueIndex = -1;\n\nfunction cleanUpNextTick() {\n if (!draining || !currentQueue) {\n return;\n }\n draining = false;\n if (currentQueue.length) {\n queue = currentQueue.concat(queue);\n } else {\n queueIndex = -1;\n }\n if (queue.length) {\n drainQueue();\n }\n}\n\nfunction drainQueue() {\n if (draining) {\n return;\n }\n var timeout = runTimeout(cleanUpNextTick);\n draining = true;\n\n var len = queue.length;\n while(len) {\n currentQueue = queue;\n queue = [];\n while (++queueIndex < len) {\n if (currentQueue) {\n currentQueue[queueIndex].run();\n }\n }\n queueIndex = -1;\n len = queue.length;\n }\n currentQueue = null;\n draining = false;\n runClearTimeout(timeout);\n}\nexport function nextTick(fun) {\n var args = new Array(arguments.length - 1);\n if (arguments.length > 1) {\n for (var i = 1; i < arguments.length; i++) {\n args[i - 1] = arguments[i];\n }\n }\n queue.push(new Item(fun, args));\n if (queue.length === 1 && !draining) {\n runTimeout(drainQueue);\n }\n}\n// v8 likes predictible objects\nfunction Item(fun, array) {\n this.fun = fun;\n this.array = array;\n}\nItem.prototype.run = function () {\n this.fun.apply(null, this.array);\n};\nexport var title = 'browser';\nexport var platform = 'browser';\nexport var browser = true;\nexport var env = {};\nexport var argv = [];\nexport var version = ''; // empty string to avoid regexp issues\nexport var versions = {};\nexport var release = {};\nexport var config = {};\n\nfunction noop() {}\n\nexport var on = noop;\nexport var addListener = noop;\nexport var once = noop;\nexport var off = noop;\nexport var removeListener = noop;\nexport var removeAllListeners = noop;\nexport var emit = noop;\n\nexport function binding(name) {\n throw new Error('process.binding is not supported');\n}\n\nexport function cwd () { return '/' }\nexport function chdir (dir) {\n throw new Error('process.chdir is not supported');\n};\nexport function umask() { return 0; }\n\n// from https://github.com/kumavis/browser-process-hrtime/blob/master/index.js\nvar performance = global.performance || {}\nvar performanceNow =\n performance.now ||\n performance.mozNow ||\n performance.msNow ||\n performance.oNow ||\n performance.webkitNow ||\n function(){ return (new Date()).getTime() }\n\n// generate timestamp or delta\n// see http://nodejs.org/api/process.html#process_process_hrtime\nexport function hrtime(previousTimestamp){\n var clocktime = performanceNow.call(performance)*1e-3\n var seconds = Math.floor(clocktime)\n var nanoseconds = Math.floor((clocktime%1)*1e9)\n if (previousTimestamp) {\n seconds = seconds - previousTimestamp[0]\n nanoseconds = nanoseconds - previousTimestamp[1]\n if (nanoseconds<0) {\n seconds--\n nanoseconds += 1e9\n }\n }\n return [seconds,nanoseconds]\n}\n\nvar startTime = new Date();\nexport function uptime() {\n var currentTime = new Date();\n var dif = currentTime - startTime;\n return dif / 1000;\n}\n\nexport default {\n nextTick: nextTick,\n title: title,\n browser: browser,\n env: env,\n argv: argv,\n version: version,\n versions: versions,\n on: on,\n addListener: addListener,\n once: once,\n off: off,\n removeListener: removeListener,\n removeAllListeners: removeAllListeners,\n emit: emit,\n binding: binding,\n cwd: cwd,\n chdir: chdir,\n umask: umask,\n hrtime: hrtime,\n platform: platform,\n release: release,\n config: config,\n uptime: uptime\n};\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\nimport process from 'process';\nvar formatRegExp = /%[sdj%]/g;\nexport function format(f) {\n if (!isString(f)) {\n var objects = [];\n for (var i = 0; i < arguments.length; i++) {\n objects.push(inspect(arguments[i]));\n }\n return objects.join(' ');\n }\n\n var i = 1;\n var args = arguments;\n var len = args.length;\n var str = String(f).replace(formatRegExp, function(x) {\n if (x === '%%') return '%';\n if (i >= len) return x;\n switch (x) {\n case '%s': return String(args[i++]);\n case '%d': return Number(args[i++]);\n case '%j':\n try {\n return JSON.stringify(args[i++]);\n } catch (_) {\n return '[Circular]';\n }\n default:\n return x;\n }\n });\n for (var x = args[i]; i < len; x = args[++i]) {\n if (isNull(x) || !isObject(x)) {\n str += ' ' + x;\n } else {\n str += ' ' + inspect(x);\n }\n }\n return str;\n};\n\n\n// Mark that a method should not be used.\n// Returns a modified function which warns once by default.\n// If --no-deprecation is set, then it is a no-op.\nexport function deprecate(fn, msg) {\n // Allow for deprecating things in the process of starting up.\n if (isUndefined(global.process)) {\n return function() {\n return deprecate(fn, msg).apply(this, arguments);\n };\n }\n\n if (process.noDeprecation === true) {\n return fn;\n }\n\n var warned = false;\n function deprecated() {\n if (!warned) {\n if (process.throwDeprecation) {\n throw new Error(msg);\n } else if (process.traceDeprecation) {\n console.trace(msg);\n } else {\n console.error(msg);\n }\n warned = true;\n }\n return fn.apply(this, arguments);\n }\n\n return deprecated;\n};\n\n\nvar debugs = {};\nvar debugEnviron;\nexport function debuglog(set) {\n if (isUndefined(debugEnviron))\n debugEnviron = process.env.NODE_DEBUG || '';\n set = set.toUpperCase();\n if (!debugs[set]) {\n if (new RegExp('\\\\b' + set + '\\\\b', 'i').test(debugEnviron)) {\n var pid = 0;\n debugs[set] = function() {\n var msg = format.apply(null, arguments);\n console.error('%s %d: %s', set, pid, msg);\n };\n } else {\n debugs[set] = function() {};\n }\n }\n return debugs[set];\n};\n\n\n/**\n * Echos the value of a value. Trys to print the value out\n * in the best way possible given the different types.\n *\n * @param {Object} obj The object to print out.\n * @param {Object} opts Optional options object that alters the output.\n */\n/* legacy: obj, showHidden, depth, colors*/\nexport function inspect(obj, opts) {\n // default options\n var ctx = {\n seen: [],\n stylize: stylizeNoColor\n };\n // legacy...\n if (arguments.length >= 3) ctx.depth = arguments[2];\n if (arguments.length >= 4) ctx.colors = arguments[3];\n if (isBoolean(opts)) {\n // legacy...\n ctx.showHidden = opts;\n } else if (opts) {\n // got an \"options\" object\n _extend(ctx, opts);\n }\n // set default options\n if (isUndefined(ctx.showHidden)) ctx.showHidden = false;\n if (isUndefined(ctx.depth)) ctx.depth = 2;\n if (isUndefined(ctx.colors)) ctx.colors = false;\n if (isUndefined(ctx.customInspect)) ctx.customInspect = true;\n if (ctx.colors) ctx.stylize = stylizeWithColor;\n return formatValue(ctx, obj, ctx.depth);\n}\n\n// http://en.wikipedia.org/wiki/ANSI_escape_code#graphics\ninspect.colors = {\n 'bold' : [1, 22],\n 'italic' : [3, 23],\n 'underline' : [4, 24],\n 'inverse' : [7, 27],\n 'white' : [37, 39],\n 'grey' : [90, 39],\n 'black' : [30, 39],\n 'blue' : [34, 39],\n 'cyan' : [36, 39],\n 'green' : [32, 39],\n 'magenta' : [35, 39],\n 'red' : [31, 39],\n 'yellow' : [33, 39]\n};\n\n// Don't use 'blue' not visible on cmd.exe\ninspect.styles = {\n 'special': 'cyan',\n 'number': 'yellow',\n 'boolean': 'yellow',\n 'undefined': 'grey',\n 'null': 'bold',\n 'string': 'green',\n 'date': 'magenta',\n // \"name\": intentionally not styling\n 'regexp': 'red'\n};\n\n\nfunction stylizeWithColor(str, styleType) {\n var style = inspect.styles[styleType];\n\n if (style) {\n return '\\u001b[' + inspect.colors[style][0] + 'm' + str +\n '\\u001b[' + inspect.colors[style][1] + 'm';\n } else {\n return str;\n }\n}\n\n\nfunction stylizeNoColor(str, styleType) {\n return str;\n}\n\n\nfunction arrayToHash(array) {\n var hash = {};\n\n array.forEach(function(val, idx) {\n hash[val] = true;\n });\n\n return hash;\n}\n\n\nfunction formatValue(ctx, value, recurseTimes) {\n // Provide a hook for user-specified inspect functions.\n // Check that value is an object with an inspect function on it\n if (ctx.customInspect &&\n value &&\n isFunction(value.inspect) &&\n // Filter out the util module, it's inspect function is special\n value.inspect !== inspect &&\n // Also filter out any prototype objects using the circular check.\n !(value.constructor && value.constructor.prototype === value)) {\n var ret = value.inspect(recurseTimes, ctx);\n if (!isString(ret)) {\n ret = formatValue(ctx, ret, recurseTimes);\n }\n return ret;\n }\n\n // Primitive types cannot have properties\n var primitive = formatPrimitive(ctx, value);\n if (primitive) {\n return primitive;\n }\n\n // Look up the keys of the object.\n var keys = Object.keys(value);\n var visibleKeys = arrayToHash(keys);\n\n if (ctx.showHidden) {\n keys = Object.getOwnPropertyNames(value);\n }\n\n // IE doesn't make error fields non-enumerable\n // http://msdn.microsoft.com/en-us/library/ie/dww52sbt(v=vs.94).aspx\n if (isError(value)\n && (keys.indexOf('message') >= 0 || keys.indexOf('description') >= 0)) {\n return formatError(value);\n }\n\n // Some type of object without properties can be shortcutted.\n if (keys.length === 0) {\n if (isFunction(value)) {\n var name = value.name ? ': ' + value.name : '';\n return ctx.stylize('[Function' + name + ']', 'special');\n }\n if (isRegExp(value)) {\n return ctx.stylize(RegExp.prototype.toString.call(value), 'regexp');\n }\n if (isDate(value)) {\n return ctx.stylize(Date.prototype.toString.call(value), 'date');\n }\n if (isError(value)) {\n return formatError(value);\n }\n }\n\n var base = '', array = false, braces = ['{', '}'];\n\n // Make Array say that they are Array\n if (isArray(value)) {\n array = true;\n braces = ['[', ']'];\n }\n\n // Make functions say that they are functions\n if (isFunction(value)) {\n var n = value.name ? ': ' + value.name : '';\n base = ' [Function' + n + ']';\n }\n\n // Make RegExps say that they are RegExps\n if (isRegExp(value)) {\n base = ' ' + RegExp.prototype.toString.call(value);\n }\n\n // Make dates with properties first say the date\n if (isDate(value)) {\n base = ' ' + Date.prototype.toUTCString.call(value);\n }\n\n // Make error with message first say the error\n if (isError(value)) {\n base = ' ' + formatError(value);\n }\n\n if (keys.length === 0 && (!array || value.length == 0)) {\n return braces[0] + base + braces[1];\n }\n\n if (recurseTimes < 0) {\n if (isRegExp(value)) {\n return ctx.stylize(RegExp.prototype.toString.call(value), 'regexp');\n } else {\n return ctx.stylize('[Object]', 'special');\n }\n }\n\n ctx.seen.push(value);\n\n var output;\n if (array) {\n output = formatArray(ctx, value, recurseTimes, visibleKeys, keys);\n } else {\n output = keys.map(function(key) {\n return formatProperty(ctx, value, recurseTimes, visibleKeys, key, array);\n });\n }\n\n ctx.seen.pop();\n\n return reduceToSingleString(output, base, braces);\n}\n\n\nfunction formatPrimitive(ctx, value) {\n if (isUndefined(value))\n return ctx.stylize('undefined', 'undefined');\n if (isString(value)) {\n var simple = '\\'' + JSON.stringify(value).replace(/^\"|\"$/g, '')\n .replace(/'/g, \"\\\\'\")\n .replace(/\\\\\"/g, '\"') + '\\'';\n return ctx.stylize(simple, 'string');\n }\n if (isNumber(value))\n return ctx.stylize('' + value, 'number');\n if (isBoolean(value))\n return ctx.stylize('' + value, 'boolean');\n // For some reason typeof null is \"object\", so special case here.\n if (isNull(value))\n return ctx.stylize('null', 'null');\n}\n\n\nfunction formatError(value) {\n return '[' + Error.prototype.toString.call(value) + ']';\n}\n\n\nfunction formatArray(ctx, value, recurseTimes, visibleKeys, keys) {\n var output = [];\n for (var i = 0, l = value.length; i < l; ++i) {\n if (hasOwnProperty(value, String(i))) {\n output.push(formatProperty(ctx, value, recurseTimes, visibleKeys,\n String(i), true));\n } else {\n output.push('');\n }\n }\n keys.forEach(function(key) {\n if (!key.match(/^\\d+$/)) {\n output.push(formatProperty(ctx, value, recurseTimes, visibleKeys,\n key, true));\n }\n });\n return output;\n}\n\n\nfunction formatProperty(ctx, value, recurseTimes, visibleKeys, key, array) {\n var name, str, desc;\n desc = Object.getOwnPropertyDescriptor(value, key) || { value: value[key] };\n if (desc.get) {\n if (desc.set) {\n str = ctx.stylize('[Getter/Setter]', 'special');\n } else {\n str = ctx.stylize('[Getter]', 'special');\n }\n } else {\n if (desc.set) {\n str = ctx.stylize('[Setter]', 'special');\n }\n }\n if (!hasOwnProperty(visibleKeys, key)) {\n name = '[' + key + ']';\n }\n if (!str) {\n if (ctx.seen.indexOf(desc.value) < 0) {\n if (isNull(recurseTimes)) {\n str = formatValue(ctx, desc.value, null);\n } else {\n str = formatValue(ctx, desc.value, recurseTimes - 1);\n }\n if (str.indexOf('\\n') > -1) {\n if (array) {\n str = str.split('\\n').map(function(line) {\n return ' ' + line;\n }).join('\\n').substr(2);\n } else {\n str = '\\n' + str.split('\\n').map(function(line) {\n return ' ' + line;\n }).join('\\n');\n }\n }\n } else {\n str = ctx.stylize('[Circular]', 'special');\n }\n }\n if (isUndefined(name)) {\n if (array && key.match(/^\\d+$/)) {\n return str;\n }\n name = JSON.stringify('' + key);\n if (name.match(/^\"([a-zA-Z_][a-zA-Z_0-9]*)\"$/)) {\n name = name.substr(1, name.length - 2);\n name = ctx.stylize(name, 'name');\n } else {\n name = name.replace(/'/g, \"\\\\'\")\n .replace(/\\\\\"/g, '\"')\n .replace(/(^\"|\"$)/g, \"'\");\n name = ctx.stylize(name, 'string');\n }\n }\n\n return name + ': ' + str;\n}\n\n\nfunction reduceToSingleString(output, base, braces) {\n var numLinesEst = 0;\n var length = output.reduce(function(prev, cur) {\n numLinesEst++;\n if (cur.indexOf('\\n') >= 0) numLinesEst++;\n return prev + cur.replace(/\\u001b\\[\\d\\d?m/g, '').length + 1;\n }, 0);\n\n if (length > 60) {\n return braces[0] +\n (base === '' ? '' : base + '\\n ') +\n ' ' +\n output.join(',\\n ') +\n ' ' +\n braces[1];\n }\n\n return braces[0] + base + ' ' + output.join(', ') + ' ' + braces[1];\n}\n\n\n// NOTE: These type checking functions intentionally don't use `instanceof`\n// because it is fragile and can be easily faked with `Object.create()`.\nexport function isArray(ar) {\n return Array.isArray(ar);\n}\n\nexport function isBoolean(arg) {\n return typeof arg === 'boolean';\n}\n\nexport function isNull(arg) {\n return arg === null;\n}\n\nexport function isNullOrUndefined(arg) {\n return arg == null;\n}\n\nexport function isNumber(arg) {\n return typeof arg === 'number';\n}\n\nexport function isString(arg) {\n return typeof arg === 'string';\n}\n\nexport function isSymbol(arg) {\n return typeof arg === 'symbol';\n}\n\nexport function isUndefined(arg) {\n return arg === void 0;\n}\n\nexport function isRegExp(re) {\n return isObject(re) && objectToString(re) === '[object RegExp]';\n}\n\nexport function isObject(arg) {\n return typeof arg === 'object' && arg !== null;\n}\n\nexport function isDate(d) {\n return isObject(d) && objectToString(d) === '[object Date]';\n}\n\nexport function isError(e) {\n return isObject(e) &&\n (objectToString(e) === '[object Error]' || e instanceof Error);\n}\n\nexport function isFunction(arg) {\n return typeof arg === 'function';\n}\n\nexport function isPrimitive(arg) {\n return arg === null ||\n typeof arg === 'boolean' ||\n typeof arg === 'number' ||\n typeof arg === 'string' ||\n typeof arg === 'symbol' || // ES6 symbol\n typeof arg === 'undefined';\n}\n\nexport function isBuffer(maybeBuf) {\n return Buffer.isBuffer(maybeBuf);\n}\n\nfunction objectToString(o) {\n return Object.prototype.toString.call(o);\n}\n\n\nfunction pad(n) {\n return n < 10 ? '0' + n.toString(10) : n.toString(10);\n}\n\n\nvar months = ['Jan', 'Feb', 'Mar', 'Apr', 'May', 'Jun', 'Jul', 'Aug', 'Sep',\n 'Oct', 'Nov', 'Dec'];\n\n// 26 Feb 16:19:34\nfunction timestamp() {\n var d = new Date();\n var time = [pad(d.getHours()),\n pad(d.getMinutes()),\n pad(d.getSeconds())].join(':');\n return [d.getDate(), months[d.getMonth()], time].join(' ');\n}\n\n\n// log is just a thin wrapper to console.log that prepends a timestamp\nexport function log() {\n console.log('%s - %s', timestamp(), format.apply(null, arguments));\n}\n\n\n/**\n * Inherit the prototype methods from one constructor into another.\n *\n * The Function.prototype.inherits from lang.js rewritten as a standalone\n * function (not on Function.prototype). NOTE: If this file is to be loaded\n * during bootstrapping this function needs to be rewritten using some native\n * functions as prototype setup using normal JavaScript does not work as\n * expected during bootstrapping (see mirror.js in r114903).\n *\n * @param {function} ctor Constructor function which needs to inherit the\n * prototype.\n * @param {function} superCtor Constructor function to inherit prototype from.\n */\nimport inherits from './inherits';\nexport {inherits}\n\nexport function _extend(origin, add) {\n // Don't do anything if add isn't an object\n if (!add || !isObject(add)) return origin;\n\n var keys = Object.keys(add);\n var i = keys.length;\n while (i--) {\n origin[keys[i]] = add[keys[i]];\n }\n return origin;\n};\n\nfunction hasOwnProperty(obj, prop) {\n return Object.prototype.hasOwnProperty.call(obj, prop);\n}\n\nexport default {\n inherits: inherits,\n _extend: _extend,\n log: log,\n isBuffer: isBuffer,\n isPrimitive: isPrimitive,\n isFunction: isFunction,\n isError: isError,\n isDate: isDate,\n isObject: isObject,\n isRegExp: isRegExp,\n isUndefined: isUndefined,\n isSymbol: isSymbol,\n isString: isString,\n isNumber: isNumber,\n isNullOrUndefined: isNullOrUndefined,\n isNull: isNull,\n isBoolean: isBoolean,\n isArray: isArray,\n inspect: inspect,\n deprecate: deprecate,\n format: format,\n debuglog: debuglog\n}\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n\n// If obj.hasOwnProperty has been overridden, then calling\n// obj.hasOwnProperty(prop) will break.\n// See: https://github.com/joyent/node/issues/1707\nfunction hasOwnProperty(obj, prop) {\n return Object.prototype.hasOwnProperty.call(obj, prop);\n}\nvar isArray = Array.isArray || function (xs) {\n return Object.prototype.toString.call(xs) === '[object Array]';\n};\nfunction stringifyPrimitive(v) {\n switch (typeof v) {\n case 'string':\n return v;\n\n case 'boolean':\n return v ? 'true' : 'false';\n\n case 'number':\n return isFinite(v) ? v : '';\n\n default:\n return '';\n }\n}\n\nexport function stringify (obj, sep, eq, name) {\n sep = sep || '&';\n eq = eq || '=';\n if (obj === null) {\n obj = undefined;\n }\n\n if (typeof obj === 'object') {\n return map(objectKeys(obj), function(k) {\n var ks = encodeURIComponent(stringifyPrimitive(k)) + eq;\n if (isArray(obj[k])) {\n return map(obj[k], function(v) {\n return ks + encodeURIComponent(stringifyPrimitive(v));\n }).join(sep);\n } else {\n return ks + encodeURIComponent(stringifyPrimitive(obj[k]));\n }\n }).join(sep);\n\n }\n\n if (!name) return '';\n return encodeURIComponent(stringifyPrimitive(name)) + eq +\n encodeURIComponent(stringifyPrimitive(obj));\n};\n\nfunction map (xs, f) {\n if (xs.map) return xs.map(f);\n var res = [];\n for (var i = 0; i < xs.length; i++) {\n res.push(f(xs[i], i));\n }\n return res;\n}\n\nvar objectKeys = Object.keys || function (obj) {\n var res = [];\n for (var key in obj) {\n if (Object.prototype.hasOwnProperty.call(obj, key)) res.push(key);\n }\n return res;\n};\n\nexport function parse(qs, sep, eq, options) {\n sep = sep || '&';\n eq = eq || '=';\n var obj = {};\n\n if (typeof qs !== 'string' || qs.length === 0) {\n return obj;\n }\n\n var regexp = /\\+/g;\n qs = qs.split(sep);\n\n var maxKeys = 1000;\n if (options && typeof options.maxKeys === 'number') {\n maxKeys = options.maxKeys;\n }\n\n var len = qs.length;\n // maxKeys <= 0 means that we should not limit keys count\n if (maxKeys > 0 && len > maxKeys) {\n len = maxKeys;\n }\n\n for (var i = 0; i < len; ++i) {\n var x = qs[i].replace(regexp, '%20'),\n idx = x.indexOf(eq),\n kstr, vstr, k, v;\n\n if (idx >= 0) {\n kstr = x.substr(0, idx);\n vstr = x.substr(idx + 1);\n } else {\n kstr = x;\n vstr = '';\n }\n\n k = decodeURIComponent(kstr);\n v = decodeURIComponent(vstr);\n\n if (!hasOwnProperty(obj, k)) {\n obj[k] = v;\n } else if (isArray(obj[k])) {\n obj[k].push(v);\n } else {\n obj[k] = [obj[k], v];\n }\n }\n\n return obj;\n};\nexport default {\n encode: stringify,\n stringify: stringify,\n decode: parse,\n parse: parse\n}\nexport {stringify as encode, parse as decode};\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n\nimport {toASCII} from 'punycode';\nimport {isObject,isString,isNullOrUndefined,isNull} from 'util';\nimport {parse as qsParse,stringify as qsStringify} from 'querystring';\nexport {\n urlParse as parse,\n urlResolve as resolve,\n urlResolveObject as resolveObject,\n urlFormat as format\n};\nexport default {\n parse: urlParse,\n resolve: urlResolve,\n resolveObject: urlResolveObject,\n format: urlFormat,\n Url: Url\n}\nexport function Url() {\n this.protocol = null;\n this.slashes = null;\n this.auth = null;\n this.host = null;\n this.port = null;\n this.hostname = null;\n this.hash = null;\n this.search = null;\n this.query = null;\n this.pathname = null;\n this.path = null;\n this.href = null;\n}\n\n// Reference: RFC 3986, RFC 1808, RFC 2396\n\n// define these here so at least they only have to be\n// compiled once on the first module load.\nvar protocolPattern = /^([a-z0-9.+-]+:)/i,\n portPattern = /:[0-9]*$/,\n\n // Special case for a simple path URL\n simplePathPattern = /^(\\/\\/?(?!\\/)[^\\?\\s]*)(\\?[^\\s]*)?$/,\n\n // RFC 2396: characters reserved for delimiting URLs.\n // We actually just auto-escape these.\n delims = ['<', '>', '\"', '`', ' ', '\\r', '\\n', '\\t'],\n\n // RFC 2396: characters not allowed for various reasons.\n unwise = ['{', '}', '|', '\\\\', '^', '`'].concat(delims),\n\n // Allowed by RFCs, but cause of XSS attacks. Always escape these.\n autoEscape = ['\\''].concat(unwise),\n // Characters that are never ever allowed in a hostname.\n // Note that any invalid chars are also handled, but these\n // are the ones that are *expected* to be seen, so we fast-path\n // them.\n nonHostChars = ['%', '/', '?', ';', '#'].concat(autoEscape),\n hostEndingChars = ['/', '?', '#'],\n hostnameMaxLen = 255,\n hostnamePartPattern = /^[+a-z0-9A-Z_-]{0,63}$/,\n hostnamePartStart = /^([+a-z0-9A-Z_-]{0,63})(.*)$/,\n // protocols that can allow \"unsafe\" and \"unwise\" chars.\n unsafeProtocol = {\n 'javascript': true,\n 'javascript:': true\n },\n // protocols that never have a hostname.\n hostlessProtocol = {\n 'javascript': true,\n 'javascript:': true\n },\n // protocols that always contain a // bit.\n slashedProtocol = {\n 'http': true,\n 'https': true,\n 'ftp': true,\n 'gopher': true,\n 'file': true,\n 'http:': true,\n 'https:': true,\n 'ftp:': true,\n 'gopher:': true,\n 'file:': true\n };\n\nfunction urlParse(url, parseQueryString, slashesDenoteHost) {\n if (url && isObject(url) && url instanceof Url) return url;\n\n var u = new Url;\n u.parse(url, parseQueryString, slashesDenoteHost);\n return u;\n}\nUrl.prototype.parse = function(url, parseQueryString, slashesDenoteHost) {\n return parse(this, url, parseQueryString, slashesDenoteHost);\n}\n\nfunction parse(self, url, parseQueryString, slashesDenoteHost) {\n if (!isString(url)) {\n throw new TypeError('Parameter \\'url\\' must be a string, not ' + typeof url);\n }\n\n // Copy chrome, IE, opera backslash-handling behavior.\n // Back slashes before the query string get converted to forward slashes\n // See: https://code.google.com/p/chromium/issues/detail?id=25916\n var queryIndex = url.indexOf('?'),\n splitter =\n (queryIndex !== -1 && queryIndex < url.indexOf('#')) ? '?' : '#',\n uSplit = url.split(splitter),\n slashRegex = /\\\\/g;\n uSplit[0] = uSplit[0].replace(slashRegex, '/');\n url = uSplit.join(splitter);\n\n var rest = url;\n\n // trim before proceeding.\n // This is to support parse stuff like \" http://foo.com \\n\"\n rest = rest.trim();\n\n if (!slashesDenoteHost && url.split('#').length === 1) {\n // Try fast path regexp\n var simplePath = simplePathPattern.exec(rest);\n if (simplePath) {\n self.path = rest;\n self.href = rest;\n self.pathname = simplePath[1];\n if (simplePath[2]) {\n self.search = simplePath[2];\n if (parseQueryString) {\n self.query = qsParse(self.search.substr(1));\n } else {\n self.query = self.search.substr(1);\n }\n } else if (parseQueryString) {\n self.search = '';\n self.query = {};\n }\n return self;\n }\n }\n\n var proto = protocolPattern.exec(rest);\n if (proto) {\n proto = proto[0];\n var lowerProto = proto.toLowerCase();\n self.protocol = lowerProto;\n rest = rest.substr(proto.length);\n }\n\n // figure out if it's got a host\n // user@server is *always* interpreted as a hostname, and url\n // resolution will treat //foo/bar as host=foo,path=bar because that's\n // how the browser resolves relative URLs.\n if (slashesDenoteHost || proto || rest.match(/^\\/\\/[^@\\/]+@[^@\\/]+/)) {\n var slashes = rest.substr(0, 2) === '//';\n if (slashes && !(proto && hostlessProtocol[proto])) {\n rest = rest.substr(2);\n self.slashes = true;\n }\n }\n var i, hec, l, p;\n if (!hostlessProtocol[proto] &&\n (slashes || (proto && !slashedProtocol[proto]))) {\n\n // there's a hostname.\n // the first instance of /, ?, ;, or # ends the host.\n //\n // If there is an @ in the hostname, then non-host chars *are* allowed\n // to the left of the last @ sign, unless some host-ending character\n // comes *before* the @-sign.\n // URLs are obnoxious.\n //\n // ex:\n // http://a@b@c/ => user:a@b host:c\n // http://a@b?@c => user:a host:c path:/?@c\n\n // v0.12 TODO(isaacs): This is not quite how Chrome does things.\n // Review our test case against browsers more comprehensively.\n\n // find the first instance of any hostEndingChars\n var hostEnd = -1;\n for (i = 0; i < hostEndingChars.length; i++) {\n hec = rest.indexOf(hostEndingChars[i]);\n if (hec !== -1 && (hostEnd === -1 || hec < hostEnd))\n hostEnd = hec;\n }\n\n // at this point, either we have an explicit point where the\n // auth portion cannot go past, or the last @ char is the decider.\n var auth, atSign;\n if (hostEnd === -1) {\n // atSign can be anywhere.\n atSign = rest.lastIndexOf('@');\n } else {\n // atSign must be in auth portion.\n // http://a@b/c@d => host:b auth:a path:/c@d\n atSign = rest.lastIndexOf('@', hostEnd);\n }\n\n // Now we have a portion which is definitely the auth.\n // Pull that off.\n if (atSign !== -1) {\n auth = rest.slice(0, atSign);\n rest = rest.slice(atSign + 1);\n self.auth = decodeURIComponent(auth);\n }\n\n // the host is the remaining to the left of the first non-host char\n hostEnd = -1;\n for (i = 0; i < nonHostChars.length; i++) {\n hec = rest.indexOf(nonHostChars[i]);\n if (hec !== -1 && (hostEnd === -1 || hec < hostEnd))\n hostEnd = hec;\n }\n // if we still have not hit it, then the entire thing is a host.\n if (hostEnd === -1)\n hostEnd = rest.length;\n\n self.host = rest.slice(0, hostEnd);\n rest = rest.slice(hostEnd);\n\n // pull out port.\n parseHost(self);\n\n // we've indicated that there is a hostname,\n // so even if it's empty, it has to be present.\n self.hostname = self.hostname || '';\n\n // if hostname begins with [ and ends with ]\n // assume that it's an IPv6 address.\n var ipv6Hostname = self.hostname[0] === '[' &&\n self.hostname[self.hostname.length - 1] === ']';\n\n // validate a little.\n if (!ipv6Hostname) {\n var hostparts = self.hostname.split(/\\./);\n for (i = 0, l = hostparts.length; i < l; i++) {\n var part = hostparts[i];\n if (!part) continue;\n if (!part.match(hostnamePartPattern)) {\n var newpart = '';\n for (var j = 0, k = part.length; j < k; j++) {\n if (part.charCodeAt(j) > 127) {\n // we replace non-ASCII char with a temporary placeholder\n // we need this to make sure size of hostname is not\n // broken by replacing non-ASCII by nothing\n newpart += 'x';\n } else {\n newpart += part[j];\n }\n }\n // we test again with ASCII char only\n if (!newpart.match(hostnamePartPattern)) {\n var validParts = hostparts.slice(0, i);\n var notHost = hostparts.slice(i + 1);\n var bit = part.match(hostnamePartStart);\n if (bit) {\n validParts.push(bit[1]);\n notHost.unshift(bit[2]);\n }\n if (notHost.length) {\n rest = '/' + notHost.join('.') + rest;\n }\n self.hostname = validParts.join('.');\n break;\n }\n }\n }\n }\n\n if (self.hostname.length > hostnameMaxLen) {\n self.hostname = '';\n } else {\n // hostnames are always lower case.\n self.hostname = self.hostname.toLowerCase();\n }\n\n if (!ipv6Hostname) {\n // IDNA Support: Returns a punycoded representation of \"domain\".\n // It only converts parts of the domain name that\n // have non-ASCII characters, i.e. it doesn't matter if\n // you call it with a domain that already is ASCII-only.\n self.hostname = toASCII(self.hostname);\n }\n\n p = self.port ? ':' + self.port : '';\n var h = self.hostname || '';\n self.host = h + p;\n self.href += self.host;\n\n // strip [ and ] from the hostname\n // the host field still retains them, though\n if (ipv6Hostname) {\n self.hostname = self.hostname.substr(1, self.hostname.length - 2);\n if (rest[0] !== '/') {\n rest = '/' + rest;\n }\n }\n }\n\n // now rest is set to the post-host stuff.\n // chop off any delim chars.\n if (!unsafeProtocol[lowerProto]) {\n\n // First, make 100% sure that any \"autoEscape\" chars get\n // escaped, even if encodeURIComponent doesn't think they\n // need to be.\n for (i = 0, l = autoEscape.length; i < l; i++) {\n var ae = autoEscape[i];\n if (rest.indexOf(ae) === -1)\n continue;\n var esc = encodeURIComponent(ae);\n if (esc === ae) {\n esc = escape(ae);\n }\n rest = rest.split(ae).join(esc);\n }\n }\n\n\n // chop off from the tail first.\n var hash = rest.indexOf('#');\n if (hash !== -1) {\n // got a fragment string.\n self.hash = rest.substr(hash);\n rest = rest.slice(0, hash);\n }\n var qm = rest.indexOf('?');\n if (qm !== -1) {\n self.search = rest.substr(qm);\n self.query = rest.substr(qm + 1);\n if (parseQueryString) {\n self.query = qsParse(self.query);\n }\n rest = rest.slice(0, qm);\n } else if (parseQueryString) {\n // no query string, but parseQueryString still requested\n self.search = '';\n self.query = {};\n }\n if (rest) self.pathname = rest;\n if (slashedProtocol[lowerProto] &&\n self.hostname && !self.pathname) {\n self.pathname = '/';\n }\n\n //to support http.request\n if (self.pathname || self.search) {\n p = self.pathname || '';\n var s = self.search || '';\n self.path = p + s;\n }\n\n // finally, reconstruct the href based on what has been validated.\n self.href = format(self);\n return self;\n}\n\n// format a parsed object into a url string\nfunction urlFormat(obj) {\n // ensure it's an object, and not a string url.\n // If it's an obj, this is a no-op.\n // this way, you can call url_format() on strings\n // to clean up potentially wonky urls.\n if (isString(obj)) obj = parse({}, obj);\n return format(obj);\n}\n\nfunction format(self) {\n var auth = self.auth || '';\n if (auth) {\n auth = encodeURIComponent(auth);\n auth = auth.replace(/%3A/i, ':');\n auth += '@';\n }\n\n var protocol = self.protocol || '',\n pathname = self.pathname || '',\n hash = self.hash || '',\n host = false,\n query = '';\n\n if (self.host) {\n host = auth + self.host;\n } else if (self.hostname) {\n host = auth + (self.hostname.indexOf(':') === -1 ?\n self.hostname :\n '[' + this.hostname + ']');\n if (self.port) {\n host += ':' + self.port;\n }\n }\n\n if (self.query &&\n isObject(self.query) &&\n Object.keys(self.query).length) {\n query = qsStringify(self.query);\n }\n\n var search = self.search || (query && ('?' + query)) || '';\n\n if (protocol && protocol.substr(-1) !== ':') protocol += ':';\n\n // only the slashedProtocols get the //. Not mailto:, xmpp:, etc.\n // unless they had them to begin with.\n if (self.slashes ||\n (!protocol || slashedProtocol[protocol]) && host !== false) {\n host = '//' + (host || '');\n if (pathname && pathname.charAt(0) !== '/') pathname = '/' + pathname;\n } else if (!host) {\n host = '';\n }\n\n if (hash && hash.charAt(0) !== '#') hash = '#' + hash;\n if (search && search.charAt(0) !== '?') search = '?' + search;\n\n pathname = pathname.replace(/[?#]/g, function(match) {\n return encodeURIComponent(match);\n });\n search = search.replace('#', '%23');\n\n return protocol + host + pathname + search + hash;\n}\n\nUrl.prototype.format = function() {\n return format(this);\n}\n\nfunction urlResolve(source, relative) {\n return urlParse(source, false, true).resolve(relative);\n}\n\nUrl.prototype.resolve = function(relative) {\n return this.resolveObject(urlParse(relative, false, true)).format();\n};\n\nfunction urlResolveObject(source, relative) {\n if (!source) return relative;\n return urlParse(source, false, true).resolveObject(relative);\n}\n\nUrl.prototype.resolveObject = function(relative) {\n if (isString(relative)) {\n var rel = new Url();\n rel.parse(relative, false, true);\n relative = rel;\n }\n\n var result = new Url();\n var tkeys = Object.keys(this);\n for (var tk = 0; tk < tkeys.length; tk++) {\n var tkey = tkeys[tk];\n result[tkey] = this[tkey];\n }\n\n // hash is always overridden, no matter what.\n // even href=\"\" will remove it.\n result.hash = relative.hash;\n\n // if the relative url is empty, then there's nothing left to do here.\n if (relative.href === '') {\n result.href = result.format();\n return result;\n }\n\n // hrefs like //foo/bar always cut to the protocol.\n if (relative.slashes && !relative.protocol) {\n // take everything except the protocol from relative\n var rkeys = Object.keys(relative);\n for (var rk = 0; rk < rkeys.length; rk++) {\n var rkey = rkeys[rk];\n if (rkey !== 'protocol')\n result[rkey] = relative[rkey];\n }\n\n //urlParse appends trailing / to urls like http://www.example.com\n if (slashedProtocol[result.protocol] &&\n result.hostname && !result.pathname) {\n result.path = result.pathname = '/';\n }\n\n result.href = result.format();\n return result;\n }\n var relPath;\n if (relative.protocol && relative.protocol !== result.protocol) {\n // if it's a known url protocol, then changing\n // the protocol does weird things\n // first, if it's not file:, then we MUST have a host,\n // and if there was a path\n // to begin with, then we MUST have a path.\n // if it is file:, then the host is dropped,\n // because that's known to be hostless.\n // anything else is assumed to be absolute.\n if (!slashedProtocol[relative.protocol]) {\n var keys = Object.keys(relative);\n for (var v = 0; v < keys.length; v++) {\n var k = keys[v];\n result[k] = relative[k];\n }\n result.href = result.format();\n return result;\n }\n\n result.protocol = relative.protocol;\n if (!relative.host && !hostlessProtocol[relative.protocol]) {\n relPath = (relative.pathname || '').split('/');\n while (relPath.length && !(relative.host = relPath.shift()));\n if (!relative.host) relative.host = '';\n if (!relative.hostname) relative.hostname = '';\n if (relPath[0] !== '') relPath.unshift('');\n if (relPath.length < 2) relPath.unshift('');\n result.pathname = relPath.join('/');\n } else {\n result.pathname = relative.pathname;\n }\n result.search = relative.search;\n result.query = relative.query;\n result.host = relative.host || '';\n result.auth = relative.auth;\n result.hostname = relative.hostname || relative.host;\n result.port = relative.port;\n // to support http.request\n if (result.pathname || result.search) {\n var p = result.pathname || '';\n var s = result.search || '';\n result.path = p + s;\n }\n result.slashes = result.slashes || relative.slashes;\n result.href = result.format();\n return result;\n }\n\n var isSourceAbs = (result.pathname && result.pathname.charAt(0) === '/'),\n isRelAbs = (\n relative.host ||\n relative.pathname && relative.pathname.charAt(0) === '/'\n ),\n mustEndAbs = (isRelAbs || isSourceAbs ||\n (result.host && relative.pathname)),\n removeAllDots = mustEndAbs,\n srcPath = result.pathname && result.pathname.split('/') || [],\n psychotic = result.protocol && !slashedProtocol[result.protocol];\n relPath = relative.pathname && relative.pathname.split('/') || [];\n // if the url is a non-slashed url, then relative\n // links like ../.. should be able\n // to crawl up to the hostname, as well. This is strange.\n // result.protocol has already been set by now.\n // Later on, put the first path part into the host field.\n if (psychotic) {\n result.hostname = '';\n result.port = null;\n if (result.host) {\n if (srcPath[0] === '') srcPath[0] = result.host;\n else srcPath.unshift(result.host);\n }\n result.host = '';\n if (relative.protocol) {\n relative.hostname = null;\n relative.port = null;\n if (relative.host) {\n if (relPath[0] === '') relPath[0] = relative.host;\n else relPath.unshift(relative.host);\n }\n relative.host = null;\n }\n mustEndAbs = mustEndAbs && (relPath[0] === '' || srcPath[0] === '');\n }\n var authInHost;\n if (isRelAbs) {\n // it's absolute.\n result.host = (relative.host || relative.host === '') ?\n relative.host : result.host;\n result.hostname = (relative.hostname || relative.hostname === '') ?\n relative.hostname : result.hostname;\n result.search = relative.search;\n result.query = relative.query;\n srcPath = relPath;\n // fall through to the dot-handling below.\n } else if (relPath.length) {\n // it's relative\n // throw away the existing file, and take the new path instead.\n if (!srcPath) srcPath = [];\n srcPath.pop();\n srcPath = srcPath.concat(relPath);\n result.search = relative.search;\n result.query = relative.query;\n } else if (!isNullOrUndefined(relative.search)) {\n // just pull out the search.\n // like href='?foo'.\n // Put this after the other two cases because it simplifies the booleans\n if (psychotic) {\n result.hostname = result.host = srcPath.shift();\n //occationaly the auth can get stuck only in host\n //this especially happens in cases like\n //url.resolveObject('mailto:local1@domain1', 'local2@domain2')\n authInHost = result.host && result.host.indexOf('@') > 0 ?\n result.host.split('@') : false;\n if (authInHost) {\n result.auth = authInHost.shift();\n result.host = result.hostname = authInHost.shift();\n }\n }\n result.search = relative.search;\n result.query = relative.query;\n //to support http.request\n if (!isNull(result.pathname) || !isNull(result.search)) {\n result.path = (result.pathname ? result.pathname : '') +\n (result.search ? result.search : '');\n }\n result.href = result.format();\n return result;\n }\n\n if (!srcPath.length) {\n // no path at all. easy.\n // we've already handled the other stuff above.\n result.pathname = null;\n //to support http.request\n if (result.search) {\n result.path = '/' + result.search;\n } else {\n result.path = null;\n }\n result.href = result.format();\n return result;\n }\n\n // if a url ENDs in . or .., then it must get a trailing slash.\n // however, if it ends in anything else non-slashy,\n // then it must NOT get a trailing slash.\n var last = srcPath.slice(-1)[0];\n var hasTrailingSlash = (\n (result.host || relative.host || srcPath.length > 1) &&\n (last === '.' || last === '..') || last === '');\n\n // strip single dots, resolve double dots to parent dir\n // if the path tries to go above the root, `up` ends up > 0\n var up = 0;\n for (var i = srcPath.length; i >= 0; i--) {\n last = srcPath[i];\n if (last === '.') {\n srcPath.splice(i, 1);\n } else if (last === '..') {\n srcPath.splice(i, 1);\n up++;\n } else if (up) {\n srcPath.splice(i, 1);\n up--;\n }\n }\n\n // if the path is allowed to go above the root, restore leading ..s\n if (!mustEndAbs && !removeAllDots) {\n for (; up--; up) {\n srcPath.unshift('..');\n }\n }\n\n if (mustEndAbs && srcPath[0] !== '' &&\n (!srcPath[0] || srcPath[0].charAt(0) !== '/')) {\n srcPath.unshift('');\n }\n\n if (hasTrailingSlash && (srcPath.join('/').substr(-1) !== '/')) {\n srcPath.push('');\n }\n\n var isAbsolute = srcPath[0] === '' ||\n (srcPath[0] && srcPath[0].charAt(0) === '/');\n\n // put the host back\n if (psychotic) {\n result.hostname = result.host = isAbsolute ? '' :\n srcPath.length ? srcPath.shift() : '';\n //occationaly the auth can get stuck only in host\n //this especially happens in cases like\n //url.resolveObject('mailto:local1@domain1', 'local2@domain2')\n authInHost = result.host && result.host.indexOf('@') > 0 ?\n result.host.split('@') : false;\n if (authInHost) {\n result.auth = authInHost.shift();\n result.host = result.hostname = authInHost.shift();\n }\n }\n\n mustEndAbs = mustEndAbs || (result.host && srcPath.length);\n\n if (mustEndAbs && !isAbsolute) {\n srcPath.unshift('');\n }\n\n if (!srcPath.length) {\n result.pathname = null;\n result.path = null;\n } else {\n result.pathname = srcPath.join('/');\n }\n\n //to support request.http\n if (!isNull(result.pathname) || !isNull(result.search)) {\n result.path = (result.pathname ? result.pathname : '') +\n (result.search ? result.search : '');\n }\n result.auth = relative.auth || result.auth;\n result.slashes = result.slashes || relative.slashes;\n result.href = result.format();\n return result;\n};\n\nUrl.prototype.parseHost = function() {\n return parseHost(this);\n};\n\nfunction parseHost(self) {\n var host = self.host;\n var port = portPattern.exec(host);\n if (port) {\n port = port[0];\n if (port !== ':') {\n self.port = port.substr(1);\n }\n host = host.substr(0, host.length - port.length);\n }\n if (host) self.hostname = host;\n}\n","/*!\n * @pixi/utils - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/utils is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nexport { isMobile } from '@pixi/settings';\nexport { default as EventEmitter } from 'eventemitter3';\nexport { default as earcut } from 'earcut';\nimport { parse, format, resolve } from 'url';\nimport { BLEND_MODES } from '@pixi/constants';\n\n/**\n * This file contains redeclared types for Node `url` and `querystring` modules. These modules\n * don't provide their own typings but instead are a part of the full Node typings. The purpose of\n * this file is to redeclare the required types to avoid having the whole Node types as a\n * dependency.\n */\nvar url = {\n parse: parse,\n format: format,\n resolve: resolve,\n};\n\nfunction assertPath(path) {\n if (typeof path !== 'string') {\n throw new TypeError(\"Path must be a string. Received \" + JSON.stringify(path));\n }\n}\nfunction removeUrlParams(url) {\n var re = url.split('?')[0];\n return re.split('#')[0];\n}\nfunction escapeRegExp(string) {\n return string.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\$&'); // $& means the whole matched string\n}\nfunction replaceAll(str, find, replace) {\n return str.replace(new RegExp(escapeRegExp(find), 'g'), replace);\n}\n// Resolves . and .. elements in a path with directory names\nfunction normalizeStringPosix(path, allowAboveRoot) {\n var res = '';\n var lastSegmentLength = 0;\n var lastSlash = -1;\n var dots = 0;\n var code;\n for (var i = 0; i <= path.length; ++i) {\n if (i < path.length) {\n code = path.charCodeAt(i);\n }\n else if (code === 47) {\n break;\n }\n else {\n code = 47;\n }\n if (code === 47) {\n if (lastSlash === i - 1 || dots === 1) ;\n else if (lastSlash !== i - 1 && dots === 2) {\n if (res.length < 2\n || lastSegmentLength !== 2\n || res.charCodeAt(res.length - 1) !== 46\n || res.charCodeAt(res.length - 2) !== 46) {\n if (res.length > 2) {\n var lastSlashIndex = res.lastIndexOf('/');\n if (lastSlashIndex !== res.length - 1) {\n if (lastSlashIndex === -1) {\n res = '';\n lastSegmentLength = 0;\n }\n else {\n res = res.slice(0, lastSlashIndex);\n lastSegmentLength = res.length - 1 - res.lastIndexOf('/');\n }\n lastSlash = i;\n dots = 0;\n continue;\n }\n }\n else if (res.length === 2 || res.length === 1) {\n res = '';\n lastSegmentLength = 0;\n lastSlash = i;\n dots = 0;\n continue;\n }\n }\n if (allowAboveRoot) {\n if (res.length > 0) {\n res += '/..';\n }\n else {\n res = '..';\n }\n lastSegmentLength = 2;\n }\n }\n else {\n if (res.length > 0) {\n res += \"/\" + path.slice(lastSlash + 1, i);\n }\n else {\n res = path.slice(lastSlash + 1, i);\n }\n lastSegmentLength = i - lastSlash - 1;\n }\n lastSlash = i;\n dots = 0;\n }\n else if (code === 46 && dots !== -1) {\n ++dots;\n }\n else {\n dots = -1;\n }\n }\n return res;\n}\nvar path = {\n /**\n * Converts a path to posix format.\n * @param path - The path to convert to posix\n */\n toPosix: function (path) { return replaceAll(path, '\\\\', '/'); },\n /**\n * Checks if the path is a URL\n * @param path - The path to check\n */\n isUrl: function (path) { return (/^https?:/).test(this.toPosix(path)); },\n /**\n * Checks if the path is a data URL\n * @param path - The path to check\n */\n isDataUrl: function (path) {\n // eslint-disable-next-line max-len\n return (/^data:([a-z]+\\/[a-z0-9-+.]+(;[a-z0-9-.!#$%*+.{}|~`]+=[a-z0-9-.!#$%*+.{}()_|~`]+)*)?(;base64)?,([a-z0-9!$&',()*+;=\\-._~:@\\/?%\\s<>]*?)$/i)\n .test(path);\n },\n /**\n * Checks if the path has a protocol e.g. http://\n * This will return true for windows file paths\n * @param path - The path to check\n */\n hasProtocol: function (path) { return (/^[^/:]+:\\//).test(this.toPosix(path)); },\n /**\n * Returns the protocol of the path e.g. http://, C:/, file:///\n * @param path - The path to get the protocol from\n */\n getProtocol: function (path) {\n assertPath(path);\n path = this.toPosix(path);\n var protocol = '';\n var isFile = (/^file:\\/\\/\\//).exec(path);\n var isHttp = (/^[^/:]+:\\/\\//).exec(path);\n var isWindows = (/^[^/:]+:\\//).exec(path);\n if (isFile || isHttp || isWindows) {\n var arr = (isFile === null || isFile === void 0 ? void 0 : isFile[0]) || (isHttp === null || isHttp === void 0 ? void 0 : isHttp[0]) || (isWindows === null || isWindows === void 0 ? void 0 : isWindows[0]);\n protocol = arr;\n path = path.slice(arr.length);\n }\n return protocol;\n },\n /**\n * Converts URL to an absolute path.\n * When loading from a Web Worker, we must use absolute paths.\n * If the URL is already absolute we return it as is\n * If it's not, we convert it\n * @param url - The URL to test\n * @param customBaseUrl - The base URL to use\n * @param customRootUrl - The root URL to use\n */\n toAbsolute: function (url, customBaseUrl, customRootUrl) {\n if (this.isDataUrl(url))\n { return url; }\n var baseUrl = removeUrlParams(this.toPosix(customBaseUrl !== null && customBaseUrl !== void 0 ? customBaseUrl : settings.ADAPTER.getBaseUrl()));\n var rootUrl = removeUrlParams(this.toPosix(customRootUrl !== null && customRootUrl !== void 0 ? customRootUrl : this.rootname(baseUrl)));\n assertPath(url);\n url = this.toPosix(url);\n // root relative url\n if (url.startsWith('/')) {\n return path.join(rootUrl, url.slice(1));\n }\n var absolutePath = this.isAbsolute(url) ? url : this.join(baseUrl, url);\n return absolutePath;\n },\n /**\n * Normalizes the given path, resolving '..' and '.' segments\n * @param path - The path to normalize\n */\n normalize: function (path) {\n path = this.toPosix(path);\n assertPath(path);\n if (path.length === 0)\n { return '.'; }\n var protocol = '';\n var isAbsolute = path.startsWith('/');\n if (this.hasProtocol(path)) {\n protocol = this.rootname(path);\n path = path.slice(protocol.length);\n }\n var trailingSeparator = path.endsWith('/');\n // Normalize the path\n path = normalizeStringPosix(path, false);\n if (path.length > 0 && trailingSeparator)\n { path += '/'; }\n if (isAbsolute)\n { return \"/\" + path; }\n return protocol + path;\n },\n /**\n * Determines if path is an absolute path.\n * Absolute paths can be urls, data urls, or paths on disk\n * @param path - The path to test\n */\n isAbsolute: function (path) {\n assertPath(path);\n path = this.toPosix(path);\n if (this.hasProtocol(path))\n { return true; }\n return path.startsWith('/');\n },\n /**\n * Joins all given path segments together using the platform-specific separator as a delimiter,\n * then normalizes the resulting path\n * @param segments - The segments of the path to join\n */\n join: function () {\n var arguments$1 = arguments;\n\n var _a;\n var segments = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n segments[_i] = arguments$1[_i];\n }\n if (segments.length === 0) {\n return '.';\n }\n var joined;\n for (var i = 0; i < segments.length; ++i) {\n var arg = segments[i];\n assertPath(arg);\n if (arg.length > 0) {\n if (joined === undefined)\n { joined = arg; }\n else {\n var prevArg = (_a = segments[i - 1]) !== null && _a !== void 0 ? _a : '';\n if (this.extname(prevArg)) {\n joined += \"/../\" + arg;\n }\n else {\n joined += \"/\" + arg;\n }\n }\n }\n }\n if (joined === undefined) {\n return '.';\n }\n return this.normalize(joined);\n },\n /**\n * Returns the directory name of a path\n * @param path - The path to parse\n */\n dirname: function (path) {\n assertPath(path);\n if (path.length === 0)\n { return '.'; }\n path = this.toPosix(path);\n var code = path.charCodeAt(0);\n var hasRoot = code === 47;\n var end = -1;\n var matchedSlash = true;\n var proto = this.getProtocol(path);\n var origpath = path;\n path = path.slice(proto.length);\n for (var i = path.length - 1; i >= 1; --i) {\n code = path.charCodeAt(i);\n if (code === 47) {\n if (!matchedSlash) {\n end = i;\n break;\n }\n }\n else {\n // We saw the first non-path separator\n matchedSlash = false;\n }\n }\n // if end is -1 and its a url then we need to add the path back\n // eslint-disable-next-line no-nested-ternary\n if (end === -1)\n { return hasRoot ? '/' : this.isUrl(origpath) ? proto + path : proto; }\n if (hasRoot && end === 1)\n { return '//'; }\n return proto + path.slice(0, end);\n },\n /**\n * Returns the root of the path e.g. /, C:/, file:///, http://domain.com/\n * @param path - The path to parse\n */\n rootname: function (path) {\n assertPath(path);\n path = this.toPosix(path);\n var root = '';\n if (path.startsWith('/'))\n { root = '/'; }\n else {\n root = this.getProtocol(path);\n }\n if (this.isUrl(path)) {\n // need to find the first path separator\n var index = path.indexOf('/', root.length);\n if (index !== -1) {\n root = path.slice(0, index);\n }\n else\n { root = path; }\n if (!root.endsWith('/'))\n { root += '/'; }\n }\n return root;\n },\n /**\n * Returns the last portion of a path\n * @param path - The path to test\n * @param ext - Optional extension to remove\n */\n basename: function (path, ext) {\n assertPath(path);\n if (ext)\n { assertPath(ext); }\n path = this.toPosix(path);\n var start = 0;\n var end = -1;\n var matchedSlash = true;\n var i;\n if (ext !== undefined && ext.length > 0 && ext.length <= path.length) {\n if (ext.length === path.length && ext === path)\n { return ''; }\n var extIdx = ext.length - 1;\n var firstNonSlashEnd = -1;\n for (i = path.length - 1; i >= 0; --i) {\n var code = path.charCodeAt(i);\n if (code === 47) {\n // If we reached a path separator that was not part of a set of path\n // separators at the end of the string, stop now\n if (!matchedSlash) {\n start = i + 1;\n break;\n }\n }\n else {\n if (firstNonSlashEnd === -1) {\n // We saw the first non-path separator, remember this index in case\n // we need it if the extension ends up not matching\n matchedSlash = false;\n firstNonSlashEnd = i + 1;\n }\n if (extIdx >= 0) {\n // Try to match the explicit extension\n if (code === ext.charCodeAt(extIdx)) {\n if (--extIdx === -1) {\n // We matched the extension, so mark this as the end of our path\n // component\n end = i;\n }\n }\n else {\n // Extension does not match, so our result is the entire path\n // component\n extIdx = -1;\n end = firstNonSlashEnd;\n }\n }\n }\n }\n if (start === end)\n { end = firstNonSlashEnd; }\n else if (end === -1)\n { end = path.length; }\n return path.slice(start, end);\n }\n for (i = path.length - 1; i >= 0; --i) {\n if (path.charCodeAt(i) === 47) {\n // If we reached a path separator that was not part of a set of path\n // separators at the end of the string, stop now\n if (!matchedSlash) {\n start = i + 1;\n break;\n }\n }\n else if (end === -1) {\n // We saw the first non-path separator, mark this as the end of our\n // path component\n matchedSlash = false;\n end = i + 1;\n }\n }\n if (end === -1)\n { return ''; }\n return path.slice(start, end);\n },\n /**\n * Returns the extension of the path, from the last occurrence of the . (period) character to end of string in the last\n * portion of the path. If there is no . in the last portion of the path, or if there are no . characters other than\n * the first character of the basename of path, an empty string is returned.\n * @param path - The path to parse\n */\n extname: function (path) {\n assertPath(path);\n path = this.toPosix(path);\n var startDot = -1;\n var startPart = 0;\n var end = -1;\n var matchedSlash = true;\n // Track the state of characters (if any) we see before our first dot and\n // after any path separator we find\n var preDotState = 0;\n for (var i = path.length - 1; i >= 0; --i) {\n var code = path.charCodeAt(i);\n if (code === 47) {\n // If we reached a path separator that was not part of a set of path\n // separators at the end of the string, stop now\n if (!matchedSlash) {\n startPart = i + 1;\n break;\n }\n continue;\n }\n if (end === -1) {\n // We saw the first non-path separator, mark this as the end of our\n // extension\n matchedSlash = false;\n end = i + 1;\n }\n if (code === 46) {\n // If this is our first dot, mark it as the start of our extension\n if (startDot === -1)\n { startDot = i; }\n else if (preDotState !== 1)\n { preDotState = 1; }\n }\n else if (startDot !== -1) {\n // We saw a non-dot and non-path separator before our dot, so we should\n // have a good chance at having a non-empty extension\n preDotState = -1;\n }\n }\n if (startDot === -1 || end === -1\n // We saw a non-dot character immediately before the dot\n || preDotState === 0\n // The (right-most) trimmed path component is exactly '..'\n // eslint-disable-next-line no-mixed-operators\n || preDotState === 1 && startDot === end - 1 && startDot === startPart + 1) {\n return '';\n }\n return path.slice(startDot, end);\n },\n /**\n * Parses a path into an object containing the 'root', `dir`, `base`, `ext`, and `name` properties.\n * @param path - The path to parse\n */\n parse: function (path) {\n assertPath(path);\n var ret = { root: '', dir: '', base: '', ext: '', name: '' };\n if (path.length === 0)\n { return ret; }\n path = this.toPosix(path);\n var code = path.charCodeAt(0);\n var isAbsolute = this.isAbsolute(path);\n var start;\n ret.root = this.rootname(path);\n if (isAbsolute || this.hasProtocol(path)) {\n start = 1;\n }\n else {\n start = 0;\n }\n var startDot = -1;\n var startPart = 0;\n var end = -1;\n var matchedSlash = true;\n var i = path.length - 1;\n // Track the state of characters (if any) we see before our first dot and\n // after any path separator we find\n var preDotState = 0;\n // Get non-dir info\n for (; i >= start; --i) {\n code = path.charCodeAt(i);\n if (code === 47) {\n // If we reached a path separator that was not part of a set of path\n // separators at the end of the string, stop now\n if (!matchedSlash) {\n startPart = i + 1;\n break;\n }\n continue;\n }\n if (end === -1) {\n // We saw the first non-path separator, mark this as the end of our\n // extension\n matchedSlash = false;\n end = i + 1;\n }\n if (code === 46) {\n // If this is our first dot, mark it as the start of our extension\n if (startDot === -1)\n { startDot = i; }\n else if (preDotState !== 1)\n { preDotState = 1; }\n }\n else if (startDot !== -1) {\n // We saw a non-dot and non-path separator before our dot, so we should\n // have a good chance at having a non-empty extension\n preDotState = -1;\n }\n }\n if (startDot === -1 || end === -1\n // We saw a non-dot character immediately before the dot\n || preDotState === 0\n // The (right-most) trimmed path component is exactly '..'\n // eslint-disable-next-line no-mixed-operators\n || preDotState === 1 && startDot === end - 1 && startDot === startPart + 1) {\n if (end !== -1) {\n if (startPart === 0 && isAbsolute)\n { ret.base = ret.name = path.slice(1, end); }\n else\n { ret.base = ret.name = path.slice(startPart, end); }\n }\n }\n else {\n if (startPart === 0 && isAbsolute) {\n ret.name = path.slice(1, startDot);\n ret.base = path.slice(1, end);\n }\n else {\n ret.name = path.slice(startPart, startDot);\n ret.base = path.slice(startPart, end);\n }\n ret.ext = path.slice(startDot, end);\n }\n ret.dir = this.dirname(path);\n return ret;\n },\n sep: '/',\n delimiter: ':'\n};\n\n/**\n * The prefix that denotes a URL is for a retina asset.\n * @static\n * @name RETINA_PREFIX\n * @memberof PIXI.settings\n * @type {RegExp}\n * @default /@([0-9\\.]+)x/\n * @example `@2x`\n */\nsettings.RETINA_PREFIX = /@([0-9\\.]+)x/;\n/**\n * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function.\n * If set to true, a WebGL renderer can fail to be created if the browser thinks there could be performance issues when\n * using WebGL.\n *\n * In PixiJS v6 this has changed from true to false by default, to allow WebGL to work in as many scenarios as possible.\n * However, some users may have a poor experience, for example, if a user has a gpu or driver version blacklisted by the\n * browser.\n *\n * If your application requires high performance rendering, you may wish to set this to false.\n * We recommend one of two options if you decide to set this flag to false:\n *\n * 1: Use the `pixi.js-legacy` package, which includes a Canvas renderer as a fallback in case high performance WebGL is\n * not supported.\n *\n * 2: Call `isWebGLSupported` (which if found in the PIXI.utils package) in your code before attempting to create a PixiJS\n * renderer, and show an error message to the user if the function returns false, explaining that their device & browser\n * combination does not support high performance WebGL.\n * This is a much better strategy than trying to create a PixiJS renderer and finding it then fails.\n * @static\n * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false;\n\nvar saidHello = false;\nvar VERSION = '6.5.8';\n/**\n * Skips the hello message of renderers that are created after this is run.\n * @function skipHello\n * @memberof PIXI.utils\n */\nfunction skipHello() {\n saidHello = true;\n}\n/**\n * Logs out the version and renderer information for this running instance of PIXI.\n * If you don't want to see this message you can run `PIXI.utils.skipHello()` before\n * creating your renderer. Keep in mind that doing that will forever make you a jerk face.\n * @static\n * @function sayHello\n * @memberof PIXI.utils\n * @param {string} type - The string renderer type to log.\n */\nfunction sayHello(type) {\n var _a;\n if (saidHello) {\n return;\n }\n if (settings.ADAPTER.getNavigator().userAgent.toLowerCase().indexOf('chrome') > -1) {\n var args = [\n \"\\n %c %c %c PixiJS \" + VERSION + \" - \\u2730 \" + type + \" \\u2730 %c %c http://www.pixijs.com/ %c %c \\u2665%c\\u2665%c\\u2665 \\n\\n\",\n 'background: #ff66a5; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'color: #ff66a5; background: #030307; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'background: #ffc3dc; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;' ];\n (_a = globalThis.console).log.apply(_a, args);\n }\n else if (globalThis.console) {\n globalThis.console.log(\"PixiJS \" + VERSION + \" - \" + type + \" - http://www.pixijs.com/\");\n }\n saidHello = true;\n}\n\nvar supported;\n/**\n * Helper for checking for WebGL support.\n * @memberof PIXI.utils\n * @function isWebGLSupported\n * @returns {boolean} Is WebGL supported.\n */\nfunction isWebGLSupported() {\n if (typeof supported === 'undefined') {\n supported = (function supported() {\n var contextOptions = {\n stencil: true,\n failIfMajorPerformanceCaveat: settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT,\n };\n try {\n if (!settings.ADAPTER.getWebGLRenderingContext()) {\n return false;\n }\n var canvas = settings.ADAPTER.createCanvas();\n var gl = (canvas.getContext('webgl', contextOptions)\n || canvas.getContext('experimental-webgl', contextOptions));\n var success = !!(gl && gl.getContextAttributes().stencil);\n if (gl) {\n var loseContext = gl.getExtension('WEBGL_lose_context');\n if (loseContext) {\n loseContext.loseContext();\n }\n }\n gl = null;\n return success;\n }\n catch (e) {\n return false;\n }\n })();\n }\n return supported;\n}\n\nvar aliceblue = \"#f0f8ff\";\nvar antiquewhite = \"#faebd7\";\nvar aqua = \"#00ffff\";\nvar aquamarine = \"#7fffd4\";\nvar azure = \"#f0ffff\";\nvar beige = \"#f5f5dc\";\nvar bisque = \"#ffe4c4\";\nvar black = \"#000000\";\nvar blanchedalmond = \"#ffebcd\";\nvar blue = \"#0000ff\";\nvar blueviolet = \"#8a2be2\";\nvar brown = \"#a52a2a\";\nvar burlywood = \"#deb887\";\nvar cadetblue = \"#5f9ea0\";\nvar chartreuse = \"#7fff00\";\nvar chocolate = \"#d2691e\";\nvar coral = \"#ff7f50\";\nvar cornflowerblue = \"#6495ed\";\nvar cornsilk = \"#fff8dc\";\nvar crimson = \"#dc143c\";\nvar cyan = \"#00ffff\";\nvar darkblue = \"#00008b\";\nvar darkcyan = \"#008b8b\";\nvar darkgoldenrod = \"#b8860b\";\nvar darkgray = \"#a9a9a9\";\nvar darkgreen = \"#006400\";\nvar darkgrey = \"#a9a9a9\";\nvar darkkhaki = \"#bdb76b\";\nvar darkmagenta = \"#8b008b\";\nvar darkolivegreen = \"#556b2f\";\nvar darkorange = \"#ff8c00\";\nvar darkorchid = \"#9932cc\";\nvar darkred = \"#8b0000\";\nvar darksalmon = \"#e9967a\";\nvar darkseagreen = \"#8fbc8f\";\nvar darkslateblue = \"#483d8b\";\nvar darkslategray = \"#2f4f4f\";\nvar darkslategrey = \"#2f4f4f\";\nvar darkturquoise = \"#00ced1\";\nvar darkviolet = \"#9400d3\";\nvar deeppink = \"#ff1493\";\nvar deepskyblue = \"#00bfff\";\nvar dimgray = \"#696969\";\nvar dimgrey = \"#696969\";\nvar dodgerblue = \"#1e90ff\";\nvar firebrick = \"#b22222\";\nvar floralwhite = \"#fffaf0\";\nvar forestgreen = \"#228b22\";\nvar fuchsia = \"#ff00ff\";\nvar gainsboro = \"#dcdcdc\";\nvar ghostwhite = \"#f8f8ff\";\nvar goldenrod = \"#daa520\";\nvar gold = \"#ffd700\";\nvar gray = \"#808080\";\nvar green = \"#008000\";\nvar greenyellow = \"#adff2f\";\nvar grey = \"#808080\";\nvar honeydew = \"#f0fff0\";\nvar hotpink = \"#ff69b4\";\nvar indianred = \"#cd5c5c\";\nvar indigo = \"#4b0082\";\nvar ivory = \"#fffff0\";\nvar khaki = \"#f0e68c\";\nvar lavenderblush = \"#fff0f5\";\nvar lavender = \"#e6e6fa\";\nvar lawngreen = \"#7cfc00\";\nvar lemonchiffon = \"#fffacd\";\nvar lightblue = \"#add8e6\";\nvar lightcoral = \"#f08080\";\nvar lightcyan = \"#e0ffff\";\nvar lightgoldenrodyellow = \"#fafad2\";\nvar lightgray = \"#d3d3d3\";\nvar lightgreen = \"#90ee90\";\nvar lightgrey = \"#d3d3d3\";\nvar lightpink = \"#ffb6c1\";\nvar lightsalmon = \"#ffa07a\";\nvar lightseagreen = \"#20b2aa\";\nvar lightskyblue = \"#87cefa\";\nvar lightslategray = \"#778899\";\nvar lightslategrey = \"#778899\";\nvar lightsteelblue = \"#b0c4de\";\nvar lightyellow = \"#ffffe0\";\nvar lime = \"#00ff00\";\nvar limegreen = \"#32cd32\";\nvar linen = \"#faf0e6\";\nvar magenta = \"#ff00ff\";\nvar maroon = \"#800000\";\nvar mediumaquamarine = \"#66cdaa\";\nvar mediumblue = \"#0000cd\";\nvar mediumorchid = \"#ba55d3\";\nvar mediumpurple = \"#9370db\";\nvar mediumseagreen = \"#3cb371\";\nvar mediumslateblue = \"#7b68ee\";\nvar mediumspringgreen = \"#00fa9a\";\nvar mediumturquoise = \"#48d1cc\";\nvar mediumvioletred = \"#c71585\";\nvar midnightblue = \"#191970\";\nvar mintcream = \"#f5fffa\";\nvar mistyrose = \"#ffe4e1\";\nvar moccasin = \"#ffe4b5\";\nvar navajowhite = \"#ffdead\";\nvar navy = \"#000080\";\nvar oldlace = \"#fdf5e6\";\nvar olive = \"#808000\";\nvar olivedrab = \"#6b8e23\";\nvar orange = \"#ffa500\";\nvar orangered = \"#ff4500\";\nvar orchid = \"#da70d6\";\nvar palegoldenrod = \"#eee8aa\";\nvar palegreen = \"#98fb98\";\nvar paleturquoise = \"#afeeee\";\nvar palevioletred = \"#db7093\";\nvar papayawhip = \"#ffefd5\";\nvar peachpuff = \"#ffdab9\";\nvar peru = \"#cd853f\";\nvar pink = \"#ffc0cb\";\nvar plum = \"#dda0dd\";\nvar powderblue = \"#b0e0e6\";\nvar purple = \"#800080\";\nvar rebeccapurple = \"#663399\";\nvar red = \"#ff0000\";\nvar rosybrown = \"#bc8f8f\";\nvar royalblue = \"#4169e1\";\nvar saddlebrown = \"#8b4513\";\nvar salmon = \"#fa8072\";\nvar sandybrown = \"#f4a460\";\nvar seagreen = \"#2e8b57\";\nvar seashell = \"#fff5ee\";\nvar sienna = \"#a0522d\";\nvar silver = \"#c0c0c0\";\nvar skyblue = \"#87ceeb\";\nvar slateblue = \"#6a5acd\";\nvar slategray = \"#708090\";\nvar slategrey = \"#708090\";\nvar snow = \"#fffafa\";\nvar springgreen = \"#00ff7f\";\nvar steelblue = \"#4682b4\";\nvar tan = \"#d2b48c\";\nvar teal = \"#008080\";\nvar thistle = \"#d8bfd8\";\nvar tomato = \"#ff6347\";\nvar turquoise = \"#40e0d0\";\nvar violet = \"#ee82ee\";\nvar wheat = \"#f5deb3\";\nvar white = \"#ffffff\";\nvar whitesmoke = \"#f5f5f5\";\nvar yellow = \"#ffff00\";\nvar yellowgreen = \"#9acd32\";\nvar cssColorNames = {\n\taliceblue: aliceblue,\n\tantiquewhite: antiquewhite,\n\taqua: aqua,\n\taquamarine: aquamarine,\n\tazure: azure,\n\tbeige: beige,\n\tbisque: bisque,\n\tblack: black,\n\tblanchedalmond: blanchedalmond,\n\tblue: blue,\n\tblueviolet: blueviolet,\n\tbrown: brown,\n\tburlywood: burlywood,\n\tcadetblue: cadetblue,\n\tchartreuse: chartreuse,\n\tchocolate: chocolate,\n\tcoral: coral,\n\tcornflowerblue: cornflowerblue,\n\tcornsilk: cornsilk,\n\tcrimson: crimson,\n\tcyan: cyan,\n\tdarkblue: darkblue,\n\tdarkcyan: darkcyan,\n\tdarkgoldenrod: darkgoldenrod,\n\tdarkgray: darkgray,\n\tdarkgreen: darkgreen,\n\tdarkgrey: darkgrey,\n\tdarkkhaki: darkkhaki,\n\tdarkmagenta: darkmagenta,\n\tdarkolivegreen: darkolivegreen,\n\tdarkorange: darkorange,\n\tdarkorchid: darkorchid,\n\tdarkred: darkred,\n\tdarksalmon: darksalmon,\n\tdarkseagreen: darkseagreen,\n\tdarkslateblue: darkslateblue,\n\tdarkslategray: darkslategray,\n\tdarkslategrey: darkslategrey,\n\tdarkturquoise: darkturquoise,\n\tdarkviolet: darkviolet,\n\tdeeppink: deeppink,\n\tdeepskyblue: deepskyblue,\n\tdimgray: dimgray,\n\tdimgrey: dimgrey,\n\tdodgerblue: dodgerblue,\n\tfirebrick: firebrick,\n\tfloralwhite: floralwhite,\n\tforestgreen: forestgreen,\n\tfuchsia: fuchsia,\n\tgainsboro: gainsboro,\n\tghostwhite: ghostwhite,\n\tgoldenrod: goldenrod,\n\tgold: gold,\n\tgray: gray,\n\tgreen: green,\n\tgreenyellow: greenyellow,\n\tgrey: grey,\n\thoneydew: honeydew,\n\thotpink: hotpink,\n\tindianred: indianred,\n\tindigo: indigo,\n\tivory: ivory,\n\tkhaki: khaki,\n\tlavenderblush: lavenderblush,\n\tlavender: lavender,\n\tlawngreen: lawngreen,\n\tlemonchiffon: lemonchiffon,\n\tlightblue: lightblue,\n\tlightcoral: lightcoral,\n\tlightcyan: lightcyan,\n\tlightgoldenrodyellow: lightgoldenrodyellow,\n\tlightgray: lightgray,\n\tlightgreen: lightgreen,\n\tlightgrey: lightgrey,\n\tlightpink: lightpink,\n\tlightsalmon: lightsalmon,\n\tlightseagreen: lightseagreen,\n\tlightskyblue: lightskyblue,\n\tlightslategray: lightslategray,\n\tlightslategrey: lightslategrey,\n\tlightsteelblue: lightsteelblue,\n\tlightyellow: lightyellow,\n\tlime: lime,\n\tlimegreen: limegreen,\n\tlinen: linen,\n\tmagenta: magenta,\n\tmaroon: maroon,\n\tmediumaquamarine: mediumaquamarine,\n\tmediumblue: mediumblue,\n\tmediumorchid: mediumorchid,\n\tmediumpurple: mediumpurple,\n\tmediumseagreen: mediumseagreen,\n\tmediumslateblue: mediumslateblue,\n\tmediumspringgreen: mediumspringgreen,\n\tmediumturquoise: mediumturquoise,\n\tmediumvioletred: mediumvioletred,\n\tmidnightblue: midnightblue,\n\tmintcream: mintcream,\n\tmistyrose: mistyrose,\n\tmoccasin: moccasin,\n\tnavajowhite: navajowhite,\n\tnavy: navy,\n\toldlace: oldlace,\n\tolive: olive,\n\tolivedrab: olivedrab,\n\torange: orange,\n\torangered: orangered,\n\torchid: orchid,\n\tpalegoldenrod: palegoldenrod,\n\tpalegreen: palegreen,\n\tpaleturquoise: paleturquoise,\n\tpalevioletred: palevioletred,\n\tpapayawhip: papayawhip,\n\tpeachpuff: peachpuff,\n\tperu: peru,\n\tpink: pink,\n\tplum: plum,\n\tpowderblue: powderblue,\n\tpurple: purple,\n\trebeccapurple: rebeccapurple,\n\tred: red,\n\trosybrown: rosybrown,\n\troyalblue: royalblue,\n\tsaddlebrown: saddlebrown,\n\tsalmon: salmon,\n\tsandybrown: sandybrown,\n\tseagreen: seagreen,\n\tseashell: seashell,\n\tsienna: sienna,\n\tsilver: silver,\n\tskyblue: skyblue,\n\tslateblue: slateblue,\n\tslategray: slategray,\n\tslategrey: slategrey,\n\tsnow: snow,\n\tspringgreen: springgreen,\n\tsteelblue: steelblue,\n\ttan: tan,\n\tteal: teal,\n\tthistle: thistle,\n\ttomato: tomato,\n\tturquoise: turquoise,\n\tviolet: violet,\n\twheat: wheat,\n\twhite: white,\n\twhitesmoke: whitesmoke,\n\tyellow: yellow,\n\tyellowgreen: yellowgreen\n};\n\n/**\n * Converts a hexadecimal color number to an [R, G, B] array of normalized floats (numbers from 0.0 to 1.0).\n * @example\n * PIXI.utils.hex2rgb(0xffffff); // returns [1, 1, 1]\n * @memberof PIXI.utils\n * @function hex2rgb\n * @param {number} hex - The hexadecimal number to convert\n * @param {number[]} [out=[]] - If supplied, this array will be used rather than returning a new one\n * @returns {number[]} An array representing the [R, G, B] of the color where all values are floats.\n */\nfunction hex2rgb(hex, out) {\n if (out === void 0) { out = []; }\n out[0] = ((hex >> 16) & 0xFF) / 255;\n out[1] = ((hex >> 8) & 0xFF) / 255;\n out[2] = (hex & 0xFF) / 255;\n return out;\n}\n/**\n * Converts a hexadecimal color number to a string.\n * @example\n * PIXI.utils.hex2string(0xffffff); // returns \"#ffffff\"\n * @memberof PIXI.utils\n * @function hex2string\n * @param {number} hex - Number in hex (e.g., `0xffffff`)\n * @returns {string} The string color (e.g., `\"#ffffff\"`).\n */\nfunction hex2string(hex) {\n var hexString = hex.toString(16);\n hexString = '000000'.substring(0, 6 - hexString.length) + hexString;\n return \"#\" + hexString;\n}\n/**\n * Converts a string to a hexadecimal color number.\n * It can handle:\n * hex strings starting with #: \"#ffffff\"\n * hex strings starting with 0x: \"0xffffff\"\n * hex strings without prefix: \"ffffff\"\n * css colors: \"black\"\n * @example\n * PIXI.utils.string2hex(\"#ffffff\"); // returns 0xffffff, which is 16777215 as an integer\n * @memberof PIXI.utils\n * @function string2hex\n * @param {string} string - The string color (e.g., `\"#ffffff\"`)\n * @returns {number} Number in hexadecimal.\n */\nfunction string2hex(string) {\n if (typeof string === 'string') {\n string = cssColorNames[string.toLowerCase()] || string;\n if (string[0] === '#') {\n string = string.slice(1);\n }\n }\n return parseInt(string, 16);\n}\n/**\n * Converts a color as an [R, G, B] array of normalized floats to a hexadecimal number.\n * @example\n * PIXI.utils.rgb2hex([1, 1, 1]); // returns 0xffffff, which is 16777215 as an integer\n * @memberof PIXI.utils\n * @function rgb2hex\n * @param {number[]} rgb - Array of numbers where all values are normalized floats from 0.0 to 1.0.\n * @returns {number} Number in hexadecimal.\n */\nfunction rgb2hex(rgb) {\n return (((rgb[0] * 255) << 16) + ((rgb[1] * 255) << 8) + (rgb[2] * 255 | 0));\n}\n\n/**\n * Corrects PixiJS blend, takes premultiplied alpha into account\n * @memberof PIXI.utils\n * @function mapPremultipliedBlendModes\n * @private\n * @returns {Array} Mapped modes.\n */\nfunction mapPremultipliedBlendModes() {\n var pm = [];\n var npm = [];\n for (var i = 0; i < 32; i++) {\n pm[i] = i;\n npm[i] = i;\n }\n pm[BLEND_MODES.NORMAL_NPM] = BLEND_MODES.NORMAL;\n pm[BLEND_MODES.ADD_NPM] = BLEND_MODES.ADD;\n pm[BLEND_MODES.SCREEN_NPM] = BLEND_MODES.SCREEN;\n npm[BLEND_MODES.NORMAL] = BLEND_MODES.NORMAL_NPM;\n npm[BLEND_MODES.ADD] = BLEND_MODES.ADD_NPM;\n npm[BLEND_MODES.SCREEN] = BLEND_MODES.SCREEN_NPM;\n var array = [];\n array.push(npm);\n array.push(pm);\n return array;\n}\n/**\n * maps premultiply flag and blendMode to adjusted blendMode\n * @memberof PIXI.utils\n * @constant premultiplyBlendMode\n * @type {Array}\n */\nvar premultiplyBlendMode = mapPremultipliedBlendModes();\n/**\n * changes blendMode according to texture format\n * @memberof PIXI.utils\n * @function correctBlendMode\n * @param {number} blendMode - supposed blend mode\n * @param {boolean} premultiplied - whether source is premultiplied\n * @returns {number} true blend mode for this texture\n */\nfunction correctBlendMode(blendMode, premultiplied) {\n return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode];\n}\n/**\n * combines rgb and alpha to out array\n * @memberof PIXI.utils\n * @function premultiplyRgba\n * @param {Float32Array|number[]} rgb - input rgb\n * @param {number} alpha - alpha param\n * @param {Float32Array} [out] - output\n * @param {boolean} [premultiply=true] - do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nfunction premultiplyRgba(rgb, alpha, out, premultiply) {\n out = out || new Float32Array(4);\n if (premultiply || premultiply === undefined) {\n out[0] = rgb[0] * alpha;\n out[1] = rgb[1] * alpha;\n out[2] = rgb[2] * alpha;\n }\n else {\n out[0] = rgb[0];\n out[1] = rgb[1];\n out[2] = rgb[2];\n }\n out[3] = alpha;\n return out;\n}\n/**\n * premultiplies tint\n * @memberof PIXI.utils\n * @function premultiplyTint\n * @param {number} tint - integer RGB\n * @param {number} alpha - floating point alpha (0.0-1.0)\n * @returns {number} tint multiplied by alpha\n */\nfunction premultiplyTint(tint, alpha) {\n if (alpha === 1.0) {\n return (alpha * 255 << 24) + tint;\n }\n if (alpha === 0.0) {\n return 0;\n }\n var R = ((tint >> 16) & 0xFF);\n var G = ((tint >> 8) & 0xFF);\n var B = (tint & 0xFF);\n R = ((R * alpha) + 0.5) | 0;\n G = ((G * alpha) + 0.5) | 0;\n B = ((B * alpha) + 0.5) | 0;\n return (alpha * 255 << 24) + (R << 16) + (G << 8) + B;\n}\n/**\n * converts integer tint and float alpha to vec4 form, premultiplies by default\n * @memberof PIXI.utils\n * @function premultiplyTintToRgba\n * @param {number} tint - input tint\n * @param {number} alpha - alpha param\n * @param {Float32Array} [out] - output\n * @param {boolean} [premultiply=true] - do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nfunction premultiplyTintToRgba(tint, alpha, out, premultiply) {\n out = out || new Float32Array(4);\n out[0] = ((tint >> 16) & 0xFF) / 255.0;\n out[1] = ((tint >> 8) & 0xFF) / 255.0;\n out[2] = (tint & 0xFF) / 255.0;\n if (premultiply || premultiply === undefined) {\n out[0] *= alpha;\n out[1] *= alpha;\n out[2] *= alpha;\n }\n out[3] = alpha;\n return out;\n}\n\n/**\n * Generic Mask Stack data structure\n * @memberof PIXI.utils\n * @function createIndicesForQuads\n * @param {number} size - Number of quads\n * @param {Uint16Array|Uint32Array} [outBuffer] - Buffer for output, length has to be `6 * size`\n * @returns {Uint16Array|Uint32Array} - Resulting index buffer\n */\nfunction createIndicesForQuads(size, outBuffer) {\n if (outBuffer === void 0) { outBuffer = null; }\n // the total number of indices in our array, there are 6 points per quad.\n var totalIndices = size * 6;\n outBuffer = outBuffer || new Uint16Array(totalIndices);\n if (outBuffer.length !== totalIndices) {\n throw new Error(\"Out buffer length is incorrect, got \" + outBuffer.length + \" and expected \" + totalIndices);\n }\n // fill the indices with the quads to draw\n for (var i = 0, j = 0; i < totalIndices; i += 6, j += 4) {\n outBuffer[i + 0] = j + 0;\n outBuffer[i + 1] = j + 1;\n outBuffer[i + 2] = j + 2;\n outBuffer[i + 3] = j + 0;\n outBuffer[i + 4] = j + 2;\n outBuffer[i + 5] = j + 3;\n }\n return outBuffer;\n}\n\nfunction getBufferType(array) {\n if (array.BYTES_PER_ELEMENT === 4) {\n if (array instanceof Float32Array) {\n return 'Float32Array';\n }\n else if (array instanceof Uint32Array) {\n return 'Uint32Array';\n }\n return 'Int32Array';\n }\n else if (array.BYTES_PER_ELEMENT === 2) {\n if (array instanceof Uint16Array) {\n return 'Uint16Array';\n }\n }\n else if (array.BYTES_PER_ELEMENT === 1) {\n if (array instanceof Uint8Array) {\n return 'Uint8Array';\n }\n }\n // TODO map out the rest of the array elements!\n return null;\n}\n\n/* eslint-disable object-shorthand */\nvar map = { Float32Array: Float32Array, Uint32Array: Uint32Array, Int32Array: Int32Array, Uint8Array: Uint8Array };\nfunction interleaveTypedArrays(arrays, sizes) {\n var outSize = 0;\n var stride = 0;\n var views = {};\n for (var i = 0; i < arrays.length; i++) {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n var buffer = new ArrayBuffer(outSize * 4);\n var out = null;\n var littleOffset = 0;\n for (var i = 0; i < arrays.length; i++) {\n var size = sizes[i];\n var array = arrays[i];\n /*\n @todo This is unsafe casting but consistent with how the code worked previously. Should it stay this way\n or should and `getBufferTypeUnsafe` function be exposed that throws an Error if unsupported type is passed?\n */\n var type = getBufferType(array);\n if (!views[type]) {\n views[type] = new map[type](buffer);\n }\n out = views[type];\n for (var j = 0; j < array.length; j++) {\n var indexStart = ((j / size | 0) * stride) + littleOffset;\n var index = j % size;\n out[indexStart + index] = array[j];\n }\n littleOffset += size;\n }\n return new Float32Array(buffer);\n}\n\n// Taken from the bit-twiddle package\n/**\n * Rounds to next power of two.\n * @function nextPow2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @returns {number} - next rounded power of two\n */\nfunction nextPow2(v) {\n v += v === 0 ? 1 : 0;\n --v;\n v |= v >>> 1;\n v |= v >>> 2;\n v |= v >>> 4;\n v |= v >>> 8;\n v |= v >>> 16;\n return v + 1;\n}\n/**\n * Checks if a number is a power of two.\n * @function isPow2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @returns {boolean} `true` if value is power of two\n */\nfunction isPow2(v) {\n return !(v & (v - 1)) && (!!v);\n}\n/**\n * Computes ceil of log base 2\n * @function log2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @returns {number} logarithm base 2\n */\nfunction log2(v) {\n var r = (v > 0xFFFF ? 1 : 0) << 4;\n v >>>= r;\n var shift = (v > 0xFF ? 1 : 0) << 3;\n v >>>= shift;\n r |= shift;\n shift = (v > 0xF ? 1 : 0) << 2;\n v >>>= shift;\n r |= shift;\n shift = (v > 0x3 ? 1 : 0) << 1;\n v >>>= shift;\n r |= shift;\n return r | (v >> 1);\n}\n\n/**\n * Remove items from a javascript array without generating garbage\n * @function removeItems\n * @memberof PIXI.utils\n * @param {Array} arr - Array to remove elements from\n * @param {number} startIdx - starting index\n * @param {number} removeCount - how many to remove\n */\nfunction removeItems(arr, startIdx, removeCount) {\n var length = arr.length;\n var i;\n if (startIdx >= length || removeCount === 0) {\n return;\n }\n removeCount = (startIdx + removeCount > length ? length - startIdx : removeCount);\n var len = length - removeCount;\n for (i = startIdx; i < len; ++i) {\n arr[i] = arr[i + removeCount];\n }\n arr.length = len;\n}\n\n/**\n * Returns sign of number\n * @memberof PIXI.utils\n * @function sign\n * @param {number} n - the number to check the sign of\n * @returns {number} 0 if `n` is 0, -1 if `n` is negative, 1 if `n` is positive\n */\nfunction sign(n) {\n if (n === 0)\n { return 0; }\n return n < 0 ? -1 : 1;\n}\n\nvar nextUid = 0;\n/**\n * Gets the next unique identifier\n * @memberof PIXI.utils\n * @function uid\n * @returns {number} The next unique identifier to use.\n */\nfunction uid() {\n return ++nextUid;\n}\n\n// A map of warning messages already fired\nvar warnings = {};\n/**\n * Helper for warning developers about deprecated features & settings.\n * A stack track for warnings is given; useful for tracking-down where\n * deprecated methods/properties/classes are being used within the code.\n * @memberof PIXI.utils\n * @function deprecation\n * @param {string} version - The version where the feature became deprecated\n * @param {string} message - Message should include what is deprecated, where, and the new solution\n * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack\n * this is mostly to ignore internal deprecation calls.\n */\nfunction deprecation(version, message, ignoreDepth) {\n if (ignoreDepth === void 0) { ignoreDepth = 3; }\n // Ignore duplicat\n if (warnings[message]) {\n return;\n }\n /* eslint-disable no-console */\n var stack = new Error().stack;\n // Handle IE < 10 and Safari < 6\n if (typeof stack === 'undefined') {\n console.warn('PixiJS Deprecation Warning: ', message + \"\\nDeprecated since v\" + version);\n }\n else {\n // chop off the stack trace which includes PixiJS internal calls\n stack = stack.split('\\n').splice(ignoreDepth).join('\\n');\n if (console.groupCollapsed) {\n console.groupCollapsed('%cPixiJS Deprecation Warning: %c%s', 'color:#614108;background:#fffbe6', 'font-weight:normal;color:#614108;background:#fffbe6', message + \"\\nDeprecated since v\" + version);\n console.warn(stack);\n console.groupEnd();\n }\n else {\n console.warn('PixiJS Deprecation Warning: ', message + \"\\nDeprecated since v\" + version);\n console.warn(stack);\n }\n }\n /* eslint-enable no-console */\n warnings[message] = true;\n}\n\n/**\n * @todo Describe property usage\n * @static\n * @name ProgramCache\n * @memberof PIXI.utils\n * @type {object}\n */\nvar ProgramCache = {};\n/**\n * @todo Describe property usage\n * @static\n * @name TextureCache\n * @memberof PIXI.utils\n * @type {object}\n */\nvar TextureCache = Object.create(null);\n/**\n * @todo Describe property usage\n * @static\n * @name BaseTextureCache\n * @memberof PIXI.utils\n * @type {object}\n */\nvar BaseTextureCache = Object.create(null);\n/**\n * Destroys all texture in the cache\n * @memberof PIXI.utils\n * @function destroyTextureCache\n */\nfunction destroyTextureCache() {\n var key;\n for (key in TextureCache) {\n TextureCache[key].destroy();\n }\n for (key in BaseTextureCache) {\n BaseTextureCache[key].destroy();\n }\n}\n/**\n * Removes all textures from cache, but does not destroy them\n * @memberof PIXI.utils\n * @function clearTextureCache\n */\nfunction clearTextureCache() {\n var key;\n for (key in TextureCache) {\n delete TextureCache[key];\n }\n for (key in BaseTextureCache) {\n delete BaseTextureCache[key];\n }\n}\n\n/**\n * Creates a Canvas element of the given size to be used as a target for rendering to.\n * @class\n * @memberof PIXI.utils\n */\nvar CanvasRenderTarget = /** @class */ (function () {\n /**\n * @param width - the width for the newly created canvas\n * @param height - the height for the newly created canvas\n * @param {number} [resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the canvas\n */\n function CanvasRenderTarget(width, height, resolution) {\n this.canvas = settings.ADAPTER.createCanvas();\n this.context = this.canvas.getContext('2d');\n this.resolution = resolution || settings.RESOLUTION;\n this.resize(width, height);\n }\n /**\n * Clears the canvas that was created by the CanvasRenderTarget class.\n * @private\n */\n CanvasRenderTarget.prototype.clear = function () {\n this.context.setTransform(1, 0, 0, 1, 0, 0);\n this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n };\n /**\n * Resizes the canvas to the specified width and height.\n * @param desiredWidth - the desired width of the canvas\n * @param desiredHeight - the desired height of the canvas\n */\n CanvasRenderTarget.prototype.resize = function (desiredWidth, desiredHeight) {\n this.canvas.width = Math.round(desiredWidth * this.resolution);\n this.canvas.height = Math.round(desiredHeight * this.resolution);\n };\n /** Destroys this canvas. */\n CanvasRenderTarget.prototype.destroy = function () {\n this.context = null;\n this.canvas = null;\n };\n Object.defineProperty(CanvasRenderTarget.prototype, \"width\", {\n /**\n * The width of the canvas buffer in pixels.\n * @member {number}\n */\n get: function () {\n return this.canvas.width;\n },\n set: function (val) {\n this.canvas.width = Math.round(val);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(CanvasRenderTarget.prototype, \"height\", {\n /**\n * The height of the canvas buffer in pixels.\n * @member {number}\n */\n get: function () {\n return this.canvas.height;\n },\n set: function (val) {\n this.canvas.height = Math.round(val);\n },\n enumerable: false,\n configurable: true\n });\n return CanvasRenderTarget;\n}());\n\n/**\n * Trim transparent borders from a canvas\n * @memberof PIXI.utils\n * @function trimCanvas\n * @param {HTMLCanvasElement} canvas - the canvas to trim\n * @returns {object} Trim data\n */\nfunction trimCanvas(canvas) {\n // https://gist.github.com/remy/784508\n var width = canvas.width;\n var height = canvas.height;\n var context = canvas.getContext('2d', {\n willReadFrequently: true,\n });\n var imageData = context.getImageData(0, 0, width, height);\n var pixels = imageData.data;\n var len = pixels.length;\n var bound = {\n top: null,\n left: null,\n right: null,\n bottom: null,\n };\n var data = null;\n var i;\n var x;\n var y;\n for (i = 0; i < len; i += 4) {\n if (pixels[i + 3] !== 0) {\n x = (i / 4) % width;\n y = ~~((i / 4) / width);\n if (bound.top === null) {\n bound.top = y;\n }\n if (bound.left === null) {\n bound.left = x;\n }\n else if (x < bound.left) {\n bound.left = x;\n }\n if (bound.right === null) {\n bound.right = x + 1;\n }\n else if (bound.right < x) {\n bound.right = x + 1;\n }\n if (bound.bottom === null) {\n bound.bottom = y;\n }\n else if (bound.bottom < y) {\n bound.bottom = y;\n }\n }\n }\n if (bound.top !== null) {\n width = bound.right - bound.left;\n height = bound.bottom - bound.top + 1;\n data = context.getImageData(bound.left, bound.top, width, height);\n }\n return {\n height: height,\n width: width,\n data: data,\n };\n}\n\n/**\n * Regexp for data URI.\n * Based on: {@link https://github.com/ragingwind/data-uri-regex}\n * @static\n * @constant {RegExp|string} DATA_URI\n * @memberof PIXI\n * @example data:image/png;base64\n */\nvar DATA_URI = /^\\s*data:(?:([\\w-]+)\\/([\\w+.-]+))?(?:;charset=([\\w-]+))?(?:;(base64))?,(.*)/i;\n\n/**\n * @memberof PIXI.utils\n * @interface DecomposedDataUri\n */\n/**\n * type, eg. `image`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} mediaType\n */\n/**\n * Sub type, eg. `png`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} subType\n */\n/**\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} charset\n */\n/**\n * Data encoding, eg. `base64`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} encoding\n */\n/**\n * The actual data\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} data\n */\n/**\n * Split a data URI into components. Returns undefined if\n * parameter `dataUri` is not a valid data URI.\n * @memberof PIXI.utils\n * @function decomposeDataUri\n * @param {string} dataUri - the data URI to check\n * @returns {PIXI.utils.DecomposedDataUri|undefined} The decomposed data uri or undefined\n */\nfunction decomposeDataUri(dataUri) {\n var dataUriMatch = DATA_URI.exec(dataUri);\n if (dataUriMatch) {\n return {\n mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : undefined,\n subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : undefined,\n charset: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : undefined,\n encoding: dataUriMatch[4] ? dataUriMatch[4].toLowerCase() : undefined,\n data: dataUriMatch[5],\n };\n }\n return undefined;\n}\n\nvar tempAnchor;\n/**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n * Nipped from the resource loader!\n * @ignore\n * @param {string} url - The url to test.\n * @param {object} [loc=window.location] - The location object to test against.\n * @returns {string} The crossOrigin value to use (or empty string for none).\n */\nfunction determineCrossOrigin(url$1, loc) {\n if (loc === void 0) { loc = globalThis.location; }\n // data: and javascript: urls are considered same-origin\n if (url$1.indexOf('data:') === 0) {\n return '';\n }\n // default is window.location\n loc = loc || globalThis.location;\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url$1;\n var parsedUrl = url.parse(tempAnchor.href);\n var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port);\n // if cross origin\n if (parsedUrl.hostname !== loc.hostname || !samePort || parsedUrl.protocol !== loc.protocol) {\n return 'anonymous';\n }\n return '';\n}\n\n/**\n * get the resolution / device pixel ratio of an asset by looking for the prefix\n * used by spritesheets and image urls\n * @memberof PIXI.utils\n * @function getResolutionOfUrl\n * @param {string} url - the image path\n * @param {number} [defaultValue=1] - the defaultValue if no filename prefix is set.\n * @returns {number} resolution / device pixel ratio of an asset\n */\nfunction getResolutionOfUrl(url, defaultValue) {\n var resolution = settings.RETINA_PREFIX.exec(url);\n if (resolution) {\n return parseFloat(resolution[1]);\n }\n return defaultValue !== undefined ? defaultValue : 1;\n}\n\nexport { BaseTextureCache, CanvasRenderTarget, DATA_URI, ProgramCache, TextureCache, clearTextureCache, correctBlendMode, createIndicesForQuads, decomposeDataUri, deprecation, destroyTextureCache, determineCrossOrigin, getBufferType, getResolutionOfUrl, hex2rgb, hex2string, interleaveTypedArrays, isPow2, isWebGLSupported, log2, nextPow2, path, premultiplyBlendMode, premultiplyRgba, premultiplyTint, premultiplyTintToRgba, removeItems, rgb2hex, sayHello, sign, skipHello, string2hex, trimCanvas, uid, url };\n//# sourceMappingURL=utils.mjs.map\n","/*!\n * @pixi/math - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/math is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Two Pi.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar PI_2 = Math.PI * 2;\n/**\n * Conversion factor for converting radians to degrees.\n * @static\n * @member {number} RAD_TO_DEG\n * @memberof PIXI\n */\nvar RAD_TO_DEG = 180 / Math.PI;\n/**\n * Conversion factor for converting degrees to radians.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar DEG_TO_RAD = Math.PI / 180;\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n * @static\n * @memberof PIXI\n * @enum {number}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n */\nvar SHAPES;\n(function (SHAPES) {\n SHAPES[SHAPES[\"POLY\"] = 0] = \"POLY\";\n SHAPES[SHAPES[\"RECT\"] = 1] = \"RECT\";\n SHAPES[SHAPES[\"CIRC\"] = 2] = \"CIRC\";\n SHAPES[SHAPES[\"ELIP\"] = 3] = \"ELIP\";\n SHAPES[SHAPES[\"RREC\"] = 4] = \"RREC\";\n})(SHAPES || (SHAPES = {}));\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis\n * @class\n * @memberof PIXI\n * @implements {IPoint}\n */\nvar Point = /** @class */ (function () {\n /**\n * Creates a new `Point`\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function Point(x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n /** Position of the point on the x axis */\n this.x = 0;\n /** Position of the point on the y axis */\n this.y = 0;\n this.x = x;\n this.y = y;\n }\n /**\n * Creates a clone of this point\n * @returns A clone of this point\n */\n Point.prototype.clone = function () {\n return new Point(this.x, this.y);\n };\n /**\n * Copies `x` and `y` from the given point into this point\n * @param p - The point to copy from\n * @returns The point instance itself\n */\n Point.prototype.copyFrom = function (p) {\n this.set(p.x, p.y);\n return this;\n };\n /**\n * Copies this point's x and y into the given point (`p`).\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n Point.prototype.copyTo = function (p) {\n p.set(this.x, this.y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n Point.prototype.equals = function (p) {\n return (p.x === this.x) && (p.y === this.y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the `x` axis\n * @param {number} [y=x] - position of the point on the `y` axis\n * @returns The point instance itself\n */\n Point.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n this.x = x;\n this.y = y;\n return this;\n };\n Point.prototype.toString = function () {\n return \"[@pixi/math:Point x=\" + this.x + \" y=\" + this.y + \"]\";\n };\n return Point;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\n/**\n * Size object, contains width and height\n * @memberof PIXI\n * @typedef {object} ISize\n * @property {number} width - Width component\n * @property {number} height - Height component\n */\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n * @memberof PIXI\n */\nvar Rectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rectangle\n * @param y - The Y coordinate of the upper-left corner of the rectangle\n * @param width - The overall width of the rectangle\n * @param height - The overall height of the rectangle\n */\n function Rectangle(x, y, width, height) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this.x = Number(x);\n this.y = Number(y);\n this.width = Number(width);\n this.height = Number(height);\n this.type = SHAPES.RECT;\n }\n Object.defineProperty(Rectangle.prototype, \"left\", {\n /** Returns the left edge of the rectangle. */\n get: function () {\n return this.x;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"right\", {\n /** Returns the right edge of the rectangle. */\n get: function () {\n return this.x + this.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"top\", {\n /** Returns the top edge of the rectangle. */\n get: function () {\n return this.y;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"bottom\", {\n /** Returns the bottom edge of the rectangle. */\n get: function () {\n return this.y + this.height;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle, \"EMPTY\", {\n /** A constant empty rectangle. */\n get: function () {\n return new Rectangle(0, 0, 0, 0);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates a clone of this Rectangle\n * @returns a copy of the rectangle\n */\n Rectangle.prototype.clone = function () {\n return new Rectangle(this.x, this.y, this.width, this.height);\n };\n /**\n * Copies another rectangle to this one.\n * @param rectangle - The rectangle to copy from.\n * @returns Returns itself.\n */\n Rectangle.prototype.copyFrom = function (rectangle) {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n return this;\n };\n /**\n * Copies this rectangle to another one.\n * @param rectangle - The rectangle to copy to.\n * @returns Returns given parameter.\n */\n Rectangle.prototype.copyTo = function (rectangle) {\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n return rectangle;\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Rectangle\n */\n Rectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x < this.x + this.width) {\n if (y >= this.y && y < this.y + this.height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object.\n * Returns true only if the area of the intersection is >0, this means that Rectangles\n * sharing a side are not overlapping. Another side effect is that an arealess rectangle\n * (width or height equal to zero) can't intersect any other rectangle.\n * @param {Rectangle} other - The Rectangle to intersect with `this`.\n * @param {Matrix} transform - The transformation matrix of `other`.\n * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`.\n */\n Rectangle.prototype.intersects = function (other, transform) {\n if (!transform) {\n var x0_1 = this.x < other.x ? other.x : this.x;\n var x1_1 = this.right > other.right ? other.right : this.right;\n if (x1_1 <= x0_1) {\n return false;\n }\n var y0_1 = this.y < other.y ? other.y : this.y;\n var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom;\n return y1_1 > y0_1;\n }\n var x0 = this.left;\n var x1 = this.right;\n var y0 = this.top;\n var y1 = this.bottom;\n if (x1 <= x0 || y1 <= y0) {\n return false;\n }\n var lt = tempPoints[0].set(other.left, other.top);\n var lb = tempPoints[1].set(other.left, other.bottom);\n var rt = tempPoints[2].set(other.right, other.top);\n var rb = tempPoints[3].set(other.right, other.bottom);\n if (rt.x <= lt.x || lb.y <= lt.y) {\n return false;\n }\n var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c));\n if (s === 0) {\n return false;\n }\n transform.apply(lt, lt);\n transform.apply(lb, lb);\n transform.apply(rt, rt);\n transform.apply(rb, rb);\n if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0\n || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1\n || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0\n || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) {\n return false;\n }\n var nx = s * (lb.y - lt.y);\n var ny = s * (lt.x - lb.x);\n var n00 = (nx * x0) + (ny * y0);\n var n10 = (nx * x1) + (ny * y0);\n var n01 = (nx * x0) + (ny * y1);\n var n11 = (nx * x1) + (ny * y1);\n if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y)\n || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) {\n return false;\n }\n var mx = s * (lt.y - rt.y);\n var my = s * (rt.x - lt.x);\n var m00 = (mx * x0) + (my * y0);\n var m10 = (mx * x1) + (my * y0);\n var m01 = (mx * x0) + (my * y1);\n var m11 = (mx * x1) + (my * y1);\n if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y)\n || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) {\n return false;\n }\n return true;\n };\n /**\n * Pads the rectangle making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n * @returns Returns itself.\n */\n Rectangle.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n this.x -= paddingX;\n this.y -= paddingY;\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n return this;\n };\n /**\n * Fits this rectangle around the passed one.\n * @param rectangle - The rectangle to fit.\n * @returns Returns itself.\n */\n Rectangle.prototype.fit = function (rectangle) {\n var x1 = Math.max(this.x, rectangle.x);\n var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.max(this.y, rectangle.y);\n var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = Math.max(x2 - x1, 0);\n this.y = y1;\n this.height = Math.max(y2 - y1, 0);\n return this;\n };\n /**\n * Enlarges rectangle that way its corners lie on grid\n * @param resolution - resolution\n * @param eps - precision\n * @returns Returns itself.\n */\n Rectangle.prototype.ceil = function (resolution, eps) {\n if (resolution === void 0) { resolution = 1; }\n if (eps === void 0) { eps = 0.001; }\n var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n return this;\n };\n /**\n * Enlarges this rectangle to include the passed rectangle.\n * @param rectangle - The rectangle to include.\n * @returns Returns itself.\n */\n Rectangle.prototype.enlarge = function (rectangle) {\n var x1 = Math.min(this.x, rectangle.x);\n var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.min(this.y, rectangle.y);\n var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n return this;\n };\n Rectangle.prototype.toString = function () {\n return \"[@pixi/math:Rectangle x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Rectangle;\n}());\n\n/**\n * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Circle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this circle\n * @param y - The Y coordinate of the center of this circle\n * @param radius - The radius of the circle\n */\n function Circle(x, y, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (radius === void 0) { radius = 0; }\n this.x = x;\n this.y = y;\n this.radius = radius;\n this.type = SHAPES.CIRC;\n }\n /**\n * Creates a clone of this Circle instance\n * @returns A copy of the Circle\n */\n Circle.prototype.clone = function () {\n return new Circle(this.x, this.y, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this circle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Circle\n */\n Circle.prototype.contains = function (x, y) {\n if (this.radius <= 0) {\n return false;\n }\n var r2 = this.radius * this.radius;\n var dx = (this.x - x);\n var dy = (this.y - y);\n dx *= dx;\n dy *= dy;\n return (dx + dy <= r2);\n };\n /**\n * Returns the framing rectangle of the circle as a Rectangle object\n * @returns The framing rectangle\n */\n Circle.prototype.getBounds = function () {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n };\n Circle.prototype.toString = function () {\n return \"[@pixi/math:Circle x=\" + this.x + \" y=\" + this.y + \" radius=\" + this.radius + \"]\";\n };\n return Circle;\n}());\n\n/**\n * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Ellipse = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this ellipse\n * @param y - The Y coordinate of the center of this ellipse\n * @param halfWidth - The half width of this ellipse\n * @param halfHeight - The half height of this ellipse\n */\n function Ellipse(x, y, halfWidth, halfHeight) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (halfWidth === void 0) { halfWidth = 0; }\n if (halfHeight === void 0) { halfHeight = 0; }\n this.x = x;\n this.y = y;\n this.width = halfWidth;\n this.height = halfHeight;\n this.type = SHAPES.ELIP;\n }\n /**\n * Creates a clone of this Ellipse instance\n * @returns {PIXI.Ellipse} A copy of the ellipse\n */\n Ellipse.prototype.clone = function () {\n return new Ellipse(this.x, this.y, this.width, this.height);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this ellipse\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coords are within this ellipse\n */\n Ellipse.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n // normalize the coords to an ellipse with center 0,0\n var normx = ((x - this.x) / this.width);\n var normy = ((y - this.y) / this.height);\n normx *= normx;\n normy *= normy;\n return (normx + normy <= 1);\n };\n /**\n * Returns the framing rectangle of the ellipse as a Rectangle object\n * @returns The framing rectangle\n */\n Ellipse.prototype.getBounds = function () {\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n };\n Ellipse.prototype.toString = function () {\n return \"[@pixi/math:Ellipse x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Ellipse;\n}());\n\n/**\n * A class to define a shape via user defined coordinates.\n * @memberof PIXI\n */\nvar Polygon = /** @class */ (function () {\n /**\n * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points\n * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or\n * the arguments passed can be all the points of the polygon e.g.\n * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat\n * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.\n */\n function Polygon() {\n var arguments$1 = arguments;\n\n var points = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n points[_i] = arguments$1[_i];\n }\n var flat = Array.isArray(points[0]) ? points[0] : points;\n // if this is an array of points, convert it to a flat array of numbers\n if (typeof flat[0] !== 'number') {\n var p = [];\n for (var i = 0, il = flat.length; i < il; i++) {\n p.push(flat[i].x, flat[i].y);\n }\n flat = p;\n }\n this.points = flat;\n this.type = SHAPES.POLY;\n this.closeStroke = true;\n }\n /**\n * Creates a clone of this polygon.\n * @returns - A copy of the polygon.\n */\n Polygon.prototype.clone = function () {\n var points = this.points.slice();\n var polygon = new Polygon(points);\n polygon.closeStroke = this.closeStroke;\n return polygon;\n };\n /**\n * Checks whether the x and y coordinates passed to this function are contained within this polygon.\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this polygon.\n */\n Polygon.prototype.contains = function (x, y) {\n var inside = false;\n // use some raycasting to test hits\n // https://github.com/substack/point-in-polygon/blob/master/index.js\n var length = this.points.length / 2;\n for (var i = 0, j = length - 1; i < length; j = i++) {\n var xi = this.points[i * 2];\n var yi = this.points[(i * 2) + 1];\n var xj = this.points[j * 2];\n var yj = this.points[(j * 2) + 1];\n var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);\n if (intersect) {\n inside = !inside;\n }\n }\n return inside;\n };\n Polygon.prototype.toString = function () {\n return \"[@pixi/math:Polygon\"\n + (\"closeStroke=\" + this.closeStroke)\n + (\"points=\" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + \", \" + currentPoint; }, '') + \"]\");\n };\n return Polygon;\n}());\n\n/**\n * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its\n * top-left corner point (x, y) and by its width and its height and its radius.\n * @memberof PIXI\n */\nvar RoundedRectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rounded rectangle\n * @param y - The Y coordinate of the upper-left corner of the rounded rectangle\n * @param width - The overall width of this rounded rectangle\n * @param height - The overall height of this rounded rectangle\n * @param radius - Controls the radius of the rounded corners\n */\n function RoundedRectangle(x, y, width, height, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n if (radius === void 0) { radius = 20; }\n this.x = x;\n this.y = y;\n this.width = width;\n this.height = height;\n this.radius = radius;\n this.type = SHAPES.RREC;\n }\n /**\n * Creates a clone of this Rounded Rectangle.\n * @returns - A copy of the rounded rectangle.\n */\n RoundedRectangle.prototype.clone = function () {\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rounded Rectangle\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this Rounded Rectangle.\n */\n RoundedRectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width) {\n if (y >= this.y && y <= this.y + this.height) {\n var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2));\n if ((y >= this.y + radius && y <= this.y + this.height - radius)\n || (x >= this.x + radius && x <= this.x + this.width - radius)) {\n return true;\n }\n var dx = x - (this.x + radius);\n var dy = y - (this.y + radius);\n var radius2 = radius * radius;\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + this.width - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dy = y - (this.y + this.height - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n }\n }\n return false;\n };\n RoundedRectangle.prototype.toString = function () {\n return \"[@pixi/math:RoundedRectangle x=\" + this.x + \" y=\" + this.y\n + (\"width=\" + this.width + \" height=\" + this.height + \" radius=\" + this.radius + \"]\");\n };\n return RoundedRectangle;\n}());\n\n/**\n * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis.\n *\n * An `ObservablePoint` is a point that triggers a callback when the point's position is changed.\n * @memberof PIXI\n */\nvar ObservablePoint = /** @class */ (function () {\n /**\n * Creates a new `ObservablePoint`\n * @param cb - callback function triggered when `x` and/or `y` are changed\n * @param scope - owner of callback\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function ObservablePoint(cb, scope, x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n this._x = x;\n this._y = y;\n this.cb = cb;\n this.scope = scope;\n }\n /**\n * Creates a clone of this point.\n * The callback and scope params can be overridden otherwise they will default\n * to the clone object's values.\n * @override\n * @param cb - The callback function triggered when `x` and/or `y` are changed\n * @param scope - The owner of the callback\n * @returns a copy of this observable point\n */\n ObservablePoint.prototype.clone = function (cb, scope) {\n if (cb === void 0) { cb = this.cb; }\n if (scope === void 0) { scope = this.scope; }\n return new ObservablePoint(cb, scope, this._x, this._y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n if (this._x !== x || this._y !== y) {\n this._x = x;\n this._y = y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies x and y from the given point (`p`)\n * @param p - The point to copy from. Can be any of type that is or extends `IPointData`\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.copyFrom = function (p) {\n if (this._x !== p.x || this._y !== p.y) {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies this point's x and y into that of the given point (`p`)\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n ObservablePoint.prototype.copyTo = function (p) {\n p.set(this._x, this._y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n ObservablePoint.prototype.equals = function (p) {\n return (p.x === this._x) && (p.y === this._y);\n };\n ObservablePoint.prototype.toString = function () {\n return \"[@pixi/math:ObservablePoint x=\" + 0 + \" y=\" + 0 + \" scope=\" + this.scope + \"]\";\n };\n Object.defineProperty(ObservablePoint.prototype, \"x\", {\n /** Position of the observable point on the x axis. */\n get: function () {\n return this._x;\n },\n set: function (value) {\n if (this._x !== value) {\n this._x = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ObservablePoint.prototype, \"y\", {\n /** Position of the observable point on the y axis. */\n get: function () {\n return this._y;\n },\n set: function (value) {\n if (this._y !== value) {\n this._y = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n return ObservablePoint;\n}());\n\n/**\n * The PixiJS Matrix as a class makes it a lot faster.\n *\n * Here is a representation of it:\n * ```js\n * | a | c | tx|\n * | b | d | ty|\n * | 0 | 0 | 1 |\n * ```\n * @memberof PIXI\n */\nvar Matrix = /** @class */ (function () {\n /**\n * @param a - x scale\n * @param b - y skew\n * @param c - x skew\n * @param d - y scale\n * @param tx - x translation\n * @param ty - y translation\n */\n function Matrix(a, b, c, d, tx, ty) {\n if (a === void 0) { a = 1; }\n if (b === void 0) { b = 0; }\n if (c === void 0) { c = 0; }\n if (d === void 0) { d = 1; }\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n this.array = null;\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n }\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n * @param array - The array that the matrix will be populated from.\n */\n Matrix.prototype.fromArray = function (array) {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n };\n /**\n * Sets the matrix properties.\n * @param a - Matrix component\n * @param b - Matrix component\n * @param c - Matrix component\n * @param d - Matrix component\n * @param tx - Matrix component\n * @param ty - Matrix component\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.set = function (a, b, c, d, tx, ty) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n return this;\n };\n /**\n * Creates an array from the current Matrix object.\n * @param transpose - Whether we need to transpose the matrix or not\n * @param [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @returns The newly created array which contains the matrix\n */\n Matrix.prototype.toArray = function (transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n var array = out || this.array;\n if (transpose) {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n }\n else {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n return array;\n };\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, transformed through this matrix\n */\n Matrix.prototype.apply = function (pos, newPos) {\n newPos = (newPos || new Point());\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.a * x) + (this.c * y) + this.tx;\n newPos.y = (this.b * x) + (this.d * y) + this.ty;\n return newPos;\n };\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n Matrix.prototype.applyInverse = function (pos, newPos) {\n newPos = (newPos || new Point());\n var id = 1 / ((this.a * this.d) + (this.c * -this.b));\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);\n newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);\n return newPos;\n };\n /**\n * Translates the matrix on the x and y.\n * @param x - How much to translate x by\n * @param y - How much to translate y by\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.translate = function (x, y) {\n this.tx += x;\n this.ty += y;\n return this;\n };\n /**\n * Applies a scale transformation to the matrix.\n * @param x - The amount to scale horizontally\n * @param y - The amount to scale vertically\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.scale = function (x, y) {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n return this;\n };\n /**\n * Applies a rotation transformation to the matrix.\n * @param angle - The angle in radians.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.rotate = function (angle) {\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n var a1 = this.a;\n var c1 = this.c;\n var tx1 = this.tx;\n this.a = (a1 * cos) - (this.b * sin);\n this.b = (a1 * sin) + (this.b * cos);\n this.c = (c1 * cos) - (this.d * sin);\n this.d = (c1 * sin) + (this.d * cos);\n this.tx = (tx1 * cos) - (this.ty * sin);\n this.ty = (tx1 * sin) + (this.ty * cos);\n return this;\n };\n /**\n * Appends the given Matrix to this Matrix.\n * @param matrix - The matrix to append.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.append = function (matrix) {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n this.a = (matrix.a * a1) + (matrix.b * c1);\n this.b = (matrix.a * b1) + (matrix.b * d1);\n this.c = (matrix.c * a1) + (matrix.d * c1);\n this.d = (matrix.c * b1) + (matrix.d * d1);\n this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;\n this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;\n return this;\n };\n /**\n * Sets the matrix based on all the available properties\n * @param x - Position on the x axis\n * @param y - Position on the y axis\n * @param pivotX - Pivot on the x axis\n * @param pivotY - Pivot on the y axis\n * @param scaleX - Scale on the x axis\n * @param scaleY - Scale on the y axis\n * @param rotation - Rotation in radians\n * @param skewX - Skew on the x axis\n * @param skewY - Skew on the y axis\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n this.a = Math.cos(rotation + skewY) * scaleX;\n this.b = Math.sin(rotation + skewY) * scaleX;\n this.c = -Math.sin(rotation - skewX) * scaleY;\n this.d = Math.cos(rotation - skewX) * scaleY;\n this.tx = x - ((pivotX * this.a) + (pivotY * this.c));\n this.ty = y - ((pivotX * this.b) + (pivotY * this.d));\n return this;\n };\n /**\n * Prepends the given Matrix to this Matrix.\n * @param matrix - The matrix to prepend\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.prepend = function (matrix) {\n var tx1 = this.tx;\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n var a1 = this.a;\n var c1 = this.c;\n this.a = (a1 * matrix.a) + (this.b * matrix.c);\n this.b = (a1 * matrix.b) + (this.b * matrix.d);\n this.c = (c1 * matrix.a) + (this.d * matrix.c);\n this.d = (c1 * matrix.b) + (this.d * matrix.d);\n }\n this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;\n this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;\n return this;\n };\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n * @param transform - The transform to apply the properties to.\n * @returns The transform with the newly applied properties\n */\n Matrix.prototype.decompose = function (transform) {\n // sort out rotation / skew..\n var a = this.a;\n var b = this.b;\n var c = this.c;\n var d = this.d;\n var pivot = transform.pivot;\n var skewX = -Math.atan2(-c, d);\n var skewY = Math.atan2(b, a);\n var delta = Math.abs(skewX + skewY);\n if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n }\n else {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n // next set scale\n transform.scale.x = Math.sqrt((a * a) + (b * b));\n transform.scale.y = Math.sqrt((c * c) + (d * d));\n // next set position\n transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c));\n transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d));\n return transform;\n };\n /**\n * Inverts this matrix\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.invert = function () {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n var tx1 = this.tx;\n var n = (a1 * d1) - (b1 * c1);\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;\n this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;\n return this;\n };\n /**\n * Resets this Matrix to an identity (default) matrix.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.identity = function () {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n return this;\n };\n /**\n * Creates a new Matrix object with the same values as this one.\n * @returns A copy of this matrix. Good for chaining method calls.\n */\n Matrix.prototype.clone = function () {\n var matrix = new Matrix();\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n * @param matrix - The matrix to copy to.\n * @returns The matrix given in parameter with its values updated.\n */\n Matrix.prototype.copyTo = function (matrix) {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the matrix to be the same as the ones in given matrix\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @returns {PIXI.Matrix} this\n */\n Matrix.prototype.copyFrom = function (matrix) {\n this.a = matrix.a;\n this.b = matrix.b;\n this.c = matrix.c;\n this.d = matrix.d;\n this.tx = matrix.tx;\n this.ty = matrix.ty;\n return this;\n };\n Matrix.prototype.toString = function () {\n return \"[@pixi/math:Matrix a=\" + this.a + \" b=\" + this.b + \" c=\" + this.c + \" d=\" + this.d + \" tx=\" + this.tx + \" ty=\" + this.ty + \"]\";\n };\n Object.defineProperty(Matrix, \"IDENTITY\", {\n /**\n * A default (identity) matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Matrix, \"TEMP_MATRIX\", {\n /**\n * A temp matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n return Matrix;\n}());\n\n// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group\n/*\n * Transform matrix for operation n is:\n * | ux | vx |\n * | uy | vy |\n */\nvar ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nvar uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\n/**\n * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * for the composition of each rotation in the dihederal group D8.\n * @type {number[][]}\n * @private\n */\nvar rotationCayley = [];\n/**\n * Matrices for each `GD8Symmetry` rotation.\n * @type {PIXI.Matrix[]}\n * @private\n */\nvar rotationMatrices = [];\n/*\n * Alias for {@code Math.sign}.\n */\nvar signum = Math.sign;\n/*\n * Initializes `rotationCayley` and `rotationMatrices`. It is called\n * only once below.\n */\nfunction init() {\n for (var i = 0; i < 16; i++) {\n var row = [];\n rotationCayley.push(row);\n for (var j = 0; j < 16; j++) {\n /* Multiplies rotation matrices i and j. */\n var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));\n var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));\n var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));\n var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));\n /* Finds rotation matrix matching the product and pushes it. */\n for (var k = 0; k < 16; k++) {\n if (ux[k] === _ux && uy[k] === _uy\n && vx[k] === _vx && vy[k] === _vy) {\n row.push(k);\n break;\n }\n }\n }\n }\n for (var i = 0; i < 16; i++) {\n var mat = new Matrix();\n mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);\n rotationMatrices.push(mat);\n }\n}\ninit();\n/**\n * @memberof PIXI\n * @typedef {number} GD8Symmetry\n * @see PIXI.groupD8\n */\n/**\n * Implements the dihedral group D8, which is similar to\n * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};\n * D8 is the same but with diagonals, and it is used for texture\n * rotations.\n *\n * The directions the U- and V- axes after rotation\n * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`\n * and `(vX(a), vY(a))`. These aren't necessarily unit vectors.\n *\n * **Origin:**
\n * This is the small part of gameofbombs.com portal system. It works.\n * @see PIXI.groupD8.E\n * @see PIXI.groupD8.SE\n * @see PIXI.groupD8.S\n * @see PIXI.groupD8.SW\n * @see PIXI.groupD8.W\n * @see PIXI.groupD8.NW\n * @see PIXI.groupD8.N\n * @see PIXI.groupD8.NE\n * @author Ivan @ivanpopelyshev\n * @namespace PIXI.groupD8\n * @memberof PIXI\n */\nvar groupD8 = {\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 0° | East |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n E: 0,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 45°↻ | Southeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SE: 1,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 90°↻ | South |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n S: 2,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 135°↻ | Southwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SW: 3,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 180° | West |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n W: 4,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -135°/225°↻ | Northwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NW: 5,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -90°/270°↻ | North |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n N: 6,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -45°/315°↻ | Northeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NE: 7,\n /**\n * Reflection about Y-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_VERTICAL: 8,\n /**\n * Reflection about the main diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MAIN_DIAGONAL: 10,\n /**\n * Reflection about X-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_HORIZONTAL: 12,\n /**\n * Reflection about reverse diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n REVERSE_DIAGONAL: 14,\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the U-axis\n * after rotating the axes.\n */\n uX: function (ind) { return ux[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis\n * after rotating the axes.\n */\n uY: function (ind) { return uy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the V-axis\n * after rotating the axes.\n */\n vX: function (ind) { return vx[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis\n * after rotating the axes.\n */\n vY: function (ind) { return vy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite\n * is needed. Only rotations have opposite symmetries while\n * reflections don't.\n * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation`\n */\n inv: function (rotation) {\n if (rotation & 8) // true only if between 8 & 15 (reflections)\n {\n return rotation & 15; // or rotation % 16\n }\n return (-rotation) & 7; // or (8 - rotation) % 8\n },\n /**\n * Composes the two D8 operations.\n *\n * Taking `^` as reflection:\n *\n * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |\n * |-------|-----|-----|-----|-----|------|-------|-------|-------|\n * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |\n * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |\n * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |\n * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |\n * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |\n * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |\n * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |\n * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |\n *\n * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which\n * is the row in the above cayley table.\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which\n * is the column in the above cayley table.\n * @returns {PIXI.GD8Symmetry} Composed operation\n */\n add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); },\n /**\n * Reverse of `add`.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation\n * @returns {PIXI.GD8Symmetry} Result\n */\n sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); },\n /**\n * Adds 180 degrees to rotation, which is a commutative\n * operation.\n * @memberof PIXI.groupD8\n * @param {number} rotation - The number to rotate.\n * @returns {number} Rotated number\n */\n rotate180: function (rotation) { return rotation ^ 4; },\n /**\n * Checks if the rotation angle is vertical, i.e. south\n * or north. It doesn't work for reflections.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - The number to check.\n * @returns {boolean} Whether or not the direction is vertical\n */\n isVertical: function (rotation) { return (rotation & 3) === 2; },\n /**\n * Approximates the vector `V(dx,dy)` into one of the\n * eight directions provided by `groupD8`.\n * @memberof PIXI.groupD8\n * @param {number} dx - X-component of the vector\n * @param {number} dy - Y-component of the vector\n * @returns {PIXI.GD8Symmetry} Approximation of the vector into\n * one of the eight symmetries.\n */\n byDirection: function (dx, dy) {\n if (Math.abs(dx) * 2 <= Math.abs(dy)) {\n if (dy >= 0) {\n return groupD8.S;\n }\n return groupD8.N;\n }\n else if (Math.abs(dy) * 2 <= Math.abs(dx)) {\n if (dx > 0) {\n return groupD8.E;\n }\n return groupD8.W;\n }\n else if (dy > 0) {\n if (dx > 0) {\n return groupD8.SE;\n }\n return groupD8.SW;\n }\n else if (dx > 0) {\n return groupD8.NE;\n }\n return groupD8.NW;\n },\n /**\n * Helps sprite to compensate texture packer rotation.\n * @memberof PIXI.groupD8\n * @param {PIXI.Matrix} matrix - sprite world matrix\n * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.\n * @param {number} tx - sprite anchoring\n * @param {number} ty - sprite anchoring\n */\n matrixAppendRotationInv: function (matrix, rotation, tx, ty) {\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n // Packer used \"rotation\", we use \"inv(rotation)\"\n var mat = rotationMatrices[groupD8.inv(rotation)];\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n },\n};\n\n/**\n * Transform that takes care about its versions.\n * @memberof PIXI\n */\nvar Transform = /** @class */ (function () {\n function Transform() {\n this.worldTransform = new Matrix();\n this.localTransform = new Matrix();\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n this._rotation = 0;\n this._cx = 1;\n this._sx = 0;\n this._cy = 0;\n this._sy = 1;\n this._localID = 0;\n this._currentLocalID = 0;\n this._worldID = 0;\n this._parentID = 0;\n }\n /** Called when a value changes. */\n Transform.prototype.onChange = function () {\n this._localID++;\n };\n /** Called when the skew or the rotation changes. */\n Transform.prototype.updateSkew = function () {\n this._cx = Math.cos(this._rotation + this.skew.y);\n this._sx = Math.sin(this._rotation + this.skew.y);\n this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2\n this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2\n this._localID++;\n };\n Transform.prototype.toString = function () {\n return \"[@pixi/math:Transform \"\n + (\"position=(\" + this.position.x + \", \" + this.position.y + \") \")\n + (\"rotation=\" + this.rotation + \" \")\n + (\"scale=(\" + this.scale.x + \", \" + this.scale.y + \") \")\n + (\"skew=(\" + this.skew.x + \", \" + this.skew.y + \") \")\n + \"]\";\n };\n /** Updates the local transformation matrix. */\n Transform.prototype.updateLocalTransform = function () {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n };\n /**\n * Updates the local and the world transformation matrices.\n * @param parentTransform - The parent transform\n */\n Transform.prototype.updateTransform = function (parentTransform) {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n if (this._parentID !== parentTransform._worldID) {\n // concat the parent matrix with the objects transform.\n var pt = parentTransform.worldTransform;\n var wt = this.worldTransform;\n wt.a = (lt.a * pt.a) + (lt.b * pt.c);\n wt.b = (lt.a * pt.b) + (lt.b * pt.d);\n wt.c = (lt.c * pt.a) + (lt.d * pt.c);\n wt.d = (lt.c * pt.b) + (lt.d * pt.d);\n wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;\n wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;\n this._parentID = parentTransform._worldID;\n // update the id of the transform..\n this._worldID++;\n }\n };\n /**\n * Decomposes a matrix and sets the transforms properties based on it.\n * @param matrix - The matrix to decompose\n */\n Transform.prototype.setFromMatrix = function (matrix) {\n matrix.decompose(this);\n this._localID++;\n };\n Object.defineProperty(Transform.prototype, \"rotation\", {\n /** The rotation of the object in radians. */\n get: function () {\n return this._rotation;\n },\n set: function (value) {\n if (this._rotation !== value) {\n this._rotation = value;\n this.updateSkew();\n }\n },\n enumerable: false,\n configurable: true\n });\n /** A default (identity) transform. */\n Transform.IDENTITY = new Transform();\n return Transform;\n}());\n\nexport { Circle, DEG_TO_RAD, Ellipse, Matrix, ObservablePoint, PI_2, Point, Polygon, RAD_TO_DEG, Rectangle, RoundedRectangle, SHAPES, Transform, groupD8 };\n//# sourceMappingURL=math.mjs.map\n","/*!\n * @pixi/display - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/display is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { Rectangle, RAD_TO_DEG, DEG_TO_RAD, Transform } from '@pixi/math';\nimport { EventEmitter, removeItems } from '@pixi/utils';\nimport { MASK_TYPES } from '@pixi/constants';\n\n/**\n * Sets the default value for the container property 'sortableChildren'.\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n * @static\n * @constant\n * @name SORTABLE_CHILDREN\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.SORTABLE_CHILDREN = false;\n\n/**\n * 'Builder' pattern for bounds rectangles.\n *\n * This could be called an Axis-Aligned Bounding Box.\n * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems.\n * @memberof PIXI\n */\nvar Bounds = /** @class */ (function () {\n function Bounds() {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n this.rect = null;\n this.updateID = -1;\n }\n /**\n * Checks if bounds are empty.\n * @returns - True if empty.\n */\n Bounds.prototype.isEmpty = function () {\n return this.minX > this.maxX || this.minY > this.maxY;\n };\n /** Clears the bounds and resets. */\n Bounds.prototype.clear = function () {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n };\n /**\n * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n * It is not guaranteed that it will return tempRect\n * @param rect - Temporary object will be used if AABB is not empty\n * @returns - A rectangle of the bounds\n */\n Bounds.prototype.getRectangle = function (rect) {\n if (this.minX > this.maxX || this.minY > this.maxY) {\n return Rectangle.EMPTY;\n }\n rect = rect || new Rectangle(0, 0, 1, 1);\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n return rect;\n };\n /**\n * This function should be inlined when its possible.\n * @param point - The point to add.\n */\n Bounds.prototype.addPoint = function (point) {\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n };\n /**\n * Adds a point, after transformed. This should be inlined when its possible.\n * @param matrix\n * @param point\n */\n Bounds.prototype.addPointMatrix = function (matrix, point) {\n var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty;\n var x = (a * point.x) + (c * point.y) + tx;\n var y = (b * point.x) + (d * point.y) + ty;\n this.minX = Math.min(this.minX, x);\n this.maxX = Math.max(this.maxX, x);\n this.minY = Math.min(this.minY, y);\n this.maxY = Math.max(this.maxY, y);\n };\n /**\n * Adds a quad, not transformed\n * @param vertices - The verts to add.\n */\n Bounds.prototype.addQuad = function (vertices) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = vertices[0];\n var y = vertices[1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds sprite frame, transformed.\n * @param transform - transform to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) {\n this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1);\n };\n /**\n * Adds sprite frame, multiplied by matrix\n * @param matrix - matrix to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) {\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = (a * x0) + (c * y0) + tx;\n var y = (b * x0) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y0) + tx;\n y = (b * x1) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x0) + (c * y1) + tx;\n y = (b * x0) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y1) + tx;\n y = (b * x1) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds screen vertices from array\n * @param vertexData - calculated vertices\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var x = vertexData[i];\n var y = vertexData[i + 1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Add an array of mesh vertices\n * @param transform - mesh transform\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) {\n this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset);\n };\n /**\n * Add an array of mesh vertices.\n * @param matrix - mesh matrix\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n * @param padX - x padding\n * @param padY - y padding\n */\n Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) {\n if (padX === void 0) { padX = 0; }\n if (padY === void 0) { padY = padX; }\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var rawX = vertices[i];\n var rawY = vertices[i + 1];\n var x = (a * rawX) + (c * rawY) + tx;\n var y = (d * rawY) + (b * rawX) + ty;\n minX = Math.min(minX, x - padX);\n maxX = Math.max(maxX, x + padX);\n minY = Math.min(minY, y - padY);\n maxY = Math.max(maxY, y + padY);\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds other {@link Bounds}.\n * @param bounds - The Bounds to be added\n */\n Bounds.prototype.addBounds = function (bounds) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = bounds.minX < minX ? bounds.minX : minX;\n this.minY = bounds.minY < minY ? bounds.minY : minY;\n this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX;\n this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY;\n };\n /**\n * Adds other Bounds, masked with Bounds.\n * @param bounds - The Bounds to be added.\n * @param mask - TODO\n */\n Bounds.prototype.addBoundsMask = function (bounds, mask) {\n var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX;\n var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY;\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty.\n * @param bounds - other bounds\n * @param matrix - multiplicator\n */\n Bounds.prototype.addBoundsMatrix = function (bounds, matrix) {\n this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY);\n };\n /**\n * Adds other Bounds, masked with Rectangle.\n * @param bounds - TODO\n * @param area - TODO\n */\n Bounds.prototype.addBoundsArea = function (bounds, area) {\n var _minX = bounds.minX > area.x ? bounds.minX : area.x;\n var _minY = bounds.minY > area.y ? bounds.minY : area.y;\n var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width);\n var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height);\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Pads bounds object, making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n */\n Bounds.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n if (!this.isEmpty()) {\n this.minX -= paddingX;\n this.maxX += paddingX;\n this.minY -= paddingY;\n this.maxY += paddingY;\n }\n };\n /**\n * Adds padded frame. (x0, y0) should be strictly less than (x1, y1)\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n * @param padX - padding X\n * @param padY - padding Y\n */\n Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) {\n x0 -= padX;\n y0 -= padY;\n x1 += padX;\n y1 += padY;\n this.minX = this.minX < x0 ? this.minX : x0;\n this.maxX = this.maxX > x1 ? this.maxX : x1;\n this.minY = this.minY < y0 ? this.minY : y0;\n this.maxY = this.maxY > y1 ? this.maxY : y1;\n };\n return Bounds;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * The base class for all objects that are rendered on the screen.\n *\n * This is an abstract class and can not be used on its own; rather it should be extended.\n *\n * ## Display objects implemented in PixiJS\n *\n * | Display Object | Description |\n * | ------------------------------- | --------------------------------------------------------------------- |\n * | {@link PIXI.Container} | Adds support for `children` to DisplayObject |\n * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API |\n * | {@link PIXI.Sprite} | Draws textures (i.e. images) |\n * | {@link PIXI.Text} | Draws text using the Canvas API internally |\n * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures |\n * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion |\n * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images |\n * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data |\n * | {@link PIXI.NineSlicePlane} | Mesh-related |\n * | {@link PIXI.SimpleMesh} | v4-compatible mesh |\n * | {@link PIXI.SimplePlane} | Mesh-related |\n * | {@link PIXI.SimpleRope} | Mesh-related |\n *\n * ## Transforms\n *\n * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its\n * local coordinate space to its parent's local coordinate space. The following properties are derived\n * from the transform:\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n *
PropertyDescription
[pivot]{@link PIXI.DisplayObject#pivot}\n * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot\n * is equal to position, regardless of the other three transformations. In other words, It is the center of\n * rotation, scaling, and skewing.\n *
[position]{@link PIXI.DisplayObject#position}\n * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local\n * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object\n * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space.\n *
[scale]{@link PIXI.DisplayObject#scale}\n * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the\n * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center\n * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}.\n *
[rotation]{@link PIXI.DisplayObject#rotation}\n * Rotation. This will rotate the display object's projection by this angle (in radians).\n *
[skew]{@link PIXI.DisplayObject#skew}\n *

Skewing. This can be used to deform a rectangular display object into a parallelogram.

\n *

\n * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be\n * thought of the net rotation applied to the coordinate axes (separately). For example, if \"skew.x\" is\n * ⍺ and \"skew.y\" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be\n * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will\n * be rotated by an angle between ⍺ and β.\n *

\n *

\n * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying\n * a rotation. Indeed, if \"skew.x\" = -ϴ and \"skew.y\" = ϴ, it will produce an equivalent of \"rotation\" = ϴ.\n *

\n *

\n * Another quite interesting observation is that \"skew.x\", \"skew.y\", rotation are communtative operations. Indeed,\n * because rotation is essentially a careful combination of the two.\n *

\n *
angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
xTranslation. This is an alias for position.x!
yTranslation. This is an alias for position.y!
width\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing\n * the \"requested\" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there\n * is no concept of user-defined width.\n *
height\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing\n * the \"requested\" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there\n * is no concept of user-defined height.\n *
\n *\n * ## Bounds\n *\n * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit\n * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the\n * `worldTransform` to calculate in world space).\n *\n * There are a few additional types of bounding boxes:\n *\n * | Bounds | Description |\n * | --------------------- | ---------------------------------------------------------------------------------------- |\n * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. |\n * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. |\n * | Render Bounds | The bounds, but including extra rendering effects like filter padding. |\n * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. |\n * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. |\n * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)|\n * | Content Bounds | The natural bounds when excluding all children of a `Container`. |\n *\n * ### calculateBounds\n *\n * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children.\n *\n * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and\n * `getLocalBounds` to work. This method must write the bounds into `this._bounds`.\n *\n * Generally, the following technique works for most simple cases: take the list of points\n * forming the \"hull\" of the object (i.e. outline of the object's shape), and then add them\n * using {@link PIXI.Bounds#addPointMatrix}.\n *\n * ```js\n * calculateBounds(): void\n * {\n * const points = [...];\n *\n * for (let i = 0, j = points.length; i < j; i++)\n * {\n * this._bounds.addPointMatrix(this.worldTransform, points[i]);\n * }\n * }\n * ```\n *\n * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them\n * in one array together.\n *\n * ## Alpha\n *\n * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display\n * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not\n * applied on any ancestor further up the chain).\n *\n * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}.\n *\n * ## Renderable vs Visible\n *\n * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the\n * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display\n * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not\n * be calculated.\n *\n * It is recommended that applications use the `renderable` property for culling. See\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details.\n *\n * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This\n * one is also better in terms of performance.\n * @memberof PIXI\n */\nvar DisplayObject = /** @class */ (function (_super) {\n __extends(DisplayObject, _super);\n function DisplayObject() {\n var _this = _super.call(this) || this;\n _this.tempDisplayObjectParent = null;\n // TODO: need to create Transform from factory\n _this.transform = new Transform();\n _this.alpha = 1;\n _this.visible = true;\n _this.renderable = true;\n _this.cullable = false;\n _this.cullArea = null;\n _this.parent = null;\n _this.worldAlpha = 1;\n _this._lastSortedIndex = 0;\n _this._zIndex = 0;\n _this.filterArea = null;\n _this.filters = null;\n _this._enabledFilters = null;\n _this._bounds = new Bounds();\n _this._localBounds = null;\n _this._boundsID = 0;\n _this._boundsRect = null;\n _this._localBoundsRect = null;\n _this._mask = null;\n _this._maskRefCount = 0;\n _this._destroyed = false;\n _this.isSprite = false;\n _this.isMask = false;\n return _this;\n }\n /**\n * Mixes all enumerable properties and methods from a source object to DisplayObject.\n * @param source - The source of properties and methods to mix in.\n */\n DisplayObject.mixin = function (source) {\n // in ES8/ES2017, this would be really easy:\n // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source));\n // get all the enumerable property keys\n var keys = Object.keys(source);\n // loop through properties\n for (var i = 0; i < keys.length; ++i) {\n var propertyName = keys[i];\n // Set the property using the property descriptor - this works for accessors and normal value properties\n Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName));\n }\n };\n Object.defineProperty(DisplayObject.prototype, \"destroyed\", {\n /**\n * Fired when this DisplayObject is added to a Container.\n * @instance\n * @event added\n * @param {PIXI.Container} container - The container added to.\n */\n /**\n * Fired when this DisplayObject is removed from a Container.\n * @instance\n * @event removed\n * @param {PIXI.Container} container - The container removed from.\n */\n /**\n * Fired when this DisplayObject is destroyed. This event is emitted once\n * destroy is finished.\n * @instance\n * @event destroyed\n */\n /** Readonly flag for destroyed display objects. */\n get: function () {\n return this._destroyed;\n },\n enumerable: false,\n configurable: true\n });\n /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */\n DisplayObject.prototype._recursivePostUpdateTransform = function () {\n if (this.parent) {\n this.parent._recursivePostUpdateTransform();\n this.transform.updateTransform(this.parent.transform);\n }\n else {\n this.transform.updateTransform(this._tempDisplayObjectParent.transform);\n }\n };\n /** Updates the object transform for rendering. TODO - Optimization pass! */\n DisplayObject.prototype.updateTransform = function () {\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // multiply the alphas..\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n };\n /**\n * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}.\n *\n * This method is expensive on containers with a large subtree (like the stage). This is because the bounds\n * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to\n * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update\n * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using\n * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise,\n * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as\n * its height increases.\n *\n * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated.\n * The world bounds of all display objects in a container's **subtree** will also be recalculated.\n *\n * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds\n * calculation if needed.\n *\n * ```js\n * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect);\n * ```\n *\n * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This\n * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more\n * details.\n *\n * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms\n * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain\n * cases.\n * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The minimum axis-aligned rectangle in world space that fits around this object.\n */\n DisplayObject.prototype.getBounds = function (skipUpdate, rect) {\n if (!skipUpdate) {\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else {\n this._recursivePostUpdateTransform();\n this.updateTransform();\n }\n }\n if (this._bounds.updateID !== this._boundsID) {\n this.calculateBounds();\n this._bounds.updateID = this._boundsID;\n }\n if (!rect) {\n if (!this._boundsRect) {\n this._boundsRect = new Rectangle();\n }\n rect = this._boundsRect;\n }\n return this._bounds.getRectangle(rect);\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The rectangular bounding area.\n */\n DisplayObject.prototype.getLocalBounds = function (rect) {\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n var transformRef = this.transform;\n var parentRef = this.parent;\n this.parent = null;\n this.transform = this._tempDisplayObjectParent.transform;\n var worldBounds = this._bounds;\n var worldBoundsID = this._boundsID;\n this._bounds = this._localBounds;\n var bounds = this.getBounds(false, rect);\n this.parent = parentRef;\n this.transform = transformRef;\n this._bounds = worldBounds;\n this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects\n return bounds;\n };\n /**\n * Calculates the global position of the display object.\n * @param position - The world origin to calculate from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform.\n * @returns - A point object representing the position of this object.\n */\n DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) {\n if (skipUpdate === void 0) { skipUpdate = false; }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // don't need to update the lot\n return this.worldTransform.apply(position, point);\n };\n /**\n * Calculates the local position of the display object relative to another point.\n * @param position - The world origin to calculate from.\n * @param from - The DisplayObject to calculate the global position from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform\n * @returns - A point object representing the position of this object\n */\n DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) {\n if (from) {\n position = from.toGlobal(position, point, skipUpdate);\n }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // simply apply the matrix..\n return this.worldTransform.applyInverse(position, point);\n };\n /**\n * Set the parent Container of this DisplayObject.\n * @param container - The Container to add this DisplayObject to.\n * @returns - The Container that this DisplayObject was added to.\n */\n DisplayObject.prototype.setParent = function (container) {\n if (!container || !container.addChild) {\n throw new Error('setParent: Argument must be a Container');\n }\n container.addChild(this);\n return container;\n };\n /**\n * Convenience function to set the position, scale, skew and pivot at once.\n * @param x - The X position\n * @param y - The Y position\n * @param scaleX - The X scale value\n * @param scaleY - The Y scale value\n * @param rotation - The rotation\n * @param skewX - The X skew value\n * @param skewY - The Y skew value\n * @param pivotX - The X pivot value\n * @param pivotY - The Y pivot value\n * @returns - The DisplayObject instance\n */\n DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (scaleX === void 0) { scaleX = 1; }\n if (scaleY === void 0) { scaleY = 1; }\n if (rotation === void 0) { rotation = 0; }\n if (skewX === void 0) { skewX = 0; }\n if (skewY === void 0) { skewY = 0; }\n if (pivotX === void 0) { pivotX = 0; }\n if (pivotY === void 0) { pivotY = 0; }\n this.position.x = x;\n this.position.y = y;\n this.scale.x = !scaleX ? 1 : scaleX;\n this.scale.y = !scaleY ? 1 : scaleY;\n this.rotation = rotation;\n this.skew.x = skewX;\n this.skew.y = skewY;\n this.pivot.x = pivotX;\n this.pivot.y = pivotY;\n return this;\n };\n /**\n * Base destroy method for generic display objects. This will automatically\n * remove the display object from its parent Container as well as remove\n * all current event listeners and internal references. Do not use a DisplayObject\n * after calling `destroy()`.\n * @param _options\n */\n DisplayObject.prototype.destroy = function (_options) {\n if (this.parent) {\n this.parent.removeChild(this);\n }\n this._destroyed = true;\n this.transform = null;\n this.parent = null;\n this._bounds = null;\n this.mask = null;\n this.cullArea = null;\n this.filters = null;\n this.filterArea = null;\n this.hitArea = null;\n this.interactive = false;\n this.interactiveChildren = false;\n this.emit('destroyed');\n this.removeAllListeners();\n };\n Object.defineProperty(DisplayObject.prototype, \"_tempDisplayObjectParent\", {\n /**\n * @protected\n * @member {PIXI.Container}\n */\n get: function () {\n if (this.tempDisplayObjectParent === null) {\n // eslint-disable-next-line @typescript-eslint/no-use-before-define\n this.tempDisplayObjectParent = new TemporaryDisplayObject();\n }\n return this.tempDisplayObjectParent;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root\n *\n * ```\n * const cacheParent = elem.enableTempParent();\n * elem.updateTransform();\n * elem.disableTempParent(cacheParent);\n * ```\n * @returns - current parent\n */\n DisplayObject.prototype.enableTempParent = function () {\n var myParent = this.parent;\n this.parent = this._tempDisplayObjectParent;\n return myParent;\n };\n /**\n * Pair method for `enableTempParent`\n * @param cacheParent - Actual parent of element\n */\n DisplayObject.prototype.disableTempParent = function (cacheParent) {\n this.parent = cacheParent;\n };\n Object.defineProperty(DisplayObject.prototype, \"x\", {\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n * An alias to position.x\n */\n get: function () {\n return this.position.x;\n },\n set: function (value) {\n this.transform.position.x = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"y\", {\n /**\n * The position of the displayObject on the y axis relative to the local coordinates of the parent.\n * An alias to position.y\n */\n get: function () {\n return this.position.y;\n },\n set: function (value) {\n this.transform.position.y = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldTransform\", {\n /**\n * Current transform of the object based on world (parent) factors.\n * @readonly\n */\n get: function () {\n return this.transform.worldTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"localTransform\", {\n /**\n * Current transform of the object based on local factors: position, scale, other stuff.\n * @readonly\n */\n get: function () {\n return this.transform.localTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"position\", {\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.position;\n },\n set: function (value) {\n this.transform.position.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"scale\", {\n /**\n * The scale factors of this object along the local coordinate axes.\n *\n * The default scale is (1, 1).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.scale;\n },\n set: function (value) {\n this.transform.scale.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"pivot\", {\n /**\n * The center of rotation, scaling, and skewing for this display object in its local space. The `position`\n * is the projection of `pivot` in the parent's local space.\n *\n * By default, the pivot is the origin (0, 0).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.pivot;\n },\n set: function (value) {\n this.transform.pivot.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"skew\", {\n /**\n * The skew factor for the object in radians.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.skew;\n },\n set: function (value) {\n this.transform.skew.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"rotation\", {\n /**\n * The rotation of the object in radians.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation;\n },\n set: function (value) {\n this.transform.rotation = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"angle\", {\n /**\n * The angle of the object in degrees.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation * RAD_TO_DEG;\n },\n set: function (value) {\n this.transform.rotation = value * DEG_TO_RAD;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"zIndex\", {\n /**\n * The zIndex of the displayObject.\n *\n * If a container has the sortableChildren property set to true, children will be automatically\n * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array,\n * and thus rendered on top of other display objects within the same container.\n * @see PIXI.Container#sortableChildren\n */\n get: function () {\n return this._zIndex;\n },\n set: function (value) {\n this._zIndex = value;\n if (this.parent) {\n this.parent.sortDirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldVisible\", {\n /**\n * Indicates if the object is globally visible.\n * @readonly\n */\n get: function () {\n var item = this;\n do {\n if (!item.visible) {\n return false;\n }\n item = item.parent;\n } while (item);\n return true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"mask\", {\n /**\n * Sets a mask for the displayObject. A mask is an object that limits the visibility of an\n * object to the shape of the mask applied to it. In PixiJS a regular mask must be a\n * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it\n * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent.\n * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong.\n * To remove a mask, set this property to `null`.\n *\n * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.\n * @example\n * const graphics = new PIXI.Graphics();\n * graphics.beginFill(0xFF3300);\n * graphics.drawRect(50, 250, 100, 100);\n * graphics.endFill();\n *\n * const sprite = new PIXI.Sprite(texture);\n * sprite.mask = graphics;\n * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.\n */\n get: function () {\n return this._mask;\n },\n set: function (value) {\n if (this._mask === value) {\n return;\n }\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n maskObject._maskRefCount--;\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = true;\n maskObject.isMask = false;\n }\n }\n }\n this._mask = value;\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = false;\n maskObject.isMask = true;\n }\n maskObject._maskRefCount++;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return DisplayObject;\n}(EventEmitter));\n/**\n * @private\n */\nvar TemporaryDisplayObject = /** @class */ (function (_super) {\n __extends(TemporaryDisplayObject, _super);\n function TemporaryDisplayObject() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n _this.sortDirty = null;\n return _this;\n }\n return TemporaryDisplayObject;\n}(DisplayObject));\n/**\n * DisplayObject default updateTransform, does not update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.DisplayObject#\n * @method displayObjectUpdateTransform\n */\nDisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;\n\nfunction sortChildren(a, b) {\n if (a.zIndex === b.zIndex) {\n return a._lastSortedIndex - b._lastSortedIndex;\n }\n return a.zIndex - b.zIndex;\n}\n/**\n * Container is a general-purpose display object that holds children. It also adds built-in support for advanced\n * rendering features like masking and filtering.\n *\n * It is the base class of all display objects that act as a container for other objects, including Graphics\n * and Sprite.\n *\n * ```js\n * import { BlurFilter } from '@pixi/filter-blur';\n * import { Container } from '@pixi/display';\n * import { Graphics } from '@pixi/graphics';\n * import { Sprite } from '@pixi/sprite';\n *\n * let container = new Container();\n * let sprite = Sprite.from(\"https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png\");\n *\n * sprite.width = 512;\n * sprite.height = 512;\n *\n * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container\n * // is rendered.\n * container.addChild(sprite);\n *\n * // Blurs whatever is rendered by the container\n * container.filters = [new BlurFilter()];\n *\n * // Only the contents within a circle at the center should be rendered onto the screen.\n * container.mask = new Graphics()\n * .beginFill(0xffffff)\n * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2)\n * .endFill();\n * ```\n * @memberof PIXI\n */\nvar Container = /** @class */ (function (_super) {\n __extends(Container, _super);\n function Container() {\n var _this = _super.call(this) || this;\n _this.children = [];\n _this.sortableChildren = settings.SORTABLE_CHILDREN;\n _this.sortDirty = false;\n return _this;\n /**\n * Fired when a DisplayObject is added to this Container.\n * @event PIXI.Container#childAdded\n * @param {PIXI.DisplayObject} child - The child added to the Container.\n * @param {PIXI.Container} container - The container that added the child.\n * @param {number} index - The children's index of the added child.\n */\n /**\n * Fired when a DisplayObject is removed from this Container.\n * @event PIXI.DisplayObject#childRemoved\n * @param {PIXI.DisplayObject} child - The child removed from the Container.\n * @param {PIXI.Container} container - The container that removed the child.\n * @param {number} index - The former children's index of the removed child\n */\n }\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified.\n * @param _length\n */\n Container.prototype.onChildrenChange = function (_length) {\n /* empty */\n };\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container\n * @returns {PIXI.DisplayObject} - The first child that was added.\n */\n Container.prototype.addChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the array and add all children\n for (var i = 0; i < children.length; i++) {\n // eslint-disable-next-line prefer-rest-params\n this.addChild(children[i]);\n }\n }\n else {\n var child = children[0];\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.push(child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n this.emit('childAdded', child, this, this.children.length - 1);\n child.emit('added', this);\n }\n return children[0];\n };\n /**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n * @param {PIXI.DisplayObject} child - The child to add\n * @param {number} index - The index to place the child in\n * @returns {PIXI.DisplayObject} The child that was added.\n */\n Container.prototype.addChildAt = function (child, index) {\n if (index < 0 || index > this.children.length) {\n throw new Error(child + \"addChildAt: The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.splice(index, 0, child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('added', this);\n this.emit('childAdded', child, this, index);\n return child;\n };\n /**\n * Swaps the position of 2 Display Objects within this container.\n * @param child - First display object to swap\n * @param child2 - Second display object to swap\n */\n Container.prototype.swapChildren = function (child, child2) {\n if (child === child2) {\n return;\n }\n var index1 = this.getChildIndex(child);\n var index2 = this.getChildIndex(child2);\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n };\n /**\n * Returns the index position of a child DisplayObject instance\n * @param child - The DisplayObject instance to identify\n * @returns - The index position of the child display object to identify\n */\n Container.prototype.getChildIndex = function (child) {\n var index = this.children.indexOf(child);\n if (index === -1) {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n return index;\n };\n /**\n * Changes the position of an existing child in the display object container\n * @param child - The child DisplayObject instance for which you want to change the index number\n * @param index - The resulting index number for the child display object\n */\n Container.prototype.setChildIndex = function (child, index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n var currentIndex = this.getChildIndex(child);\n removeItems(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n this.onChildrenChange(index);\n };\n /**\n * Returns the child at the specified index\n * @param index - The index to get the child at\n * @returns - The child at the given index, if any.\n */\n Container.prototype.getChildAt = function (index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"getChildAt: Index (\" + index + \") does not exist.\");\n }\n return this.children[index];\n };\n /**\n * Removes one or more children from the container.\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove\n * @returns {PIXI.DisplayObject} The first child that was removed.\n */\n Container.prototype.removeChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the arguments property and remove all children\n for (var i = 0; i < children.length; i++) {\n this.removeChild(children[i]);\n }\n }\n else {\n var child = children[0];\n var index = this.children.indexOf(child);\n if (index === -1)\n { return null; }\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n }\n return children[0];\n };\n /**\n * Removes a child from the specified index position.\n * @param index - The index to get the child from\n * @returns The child that was removed.\n */\n Container.prototype.removeChildAt = function (index) {\n var child = this.getChildAt(index);\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n return child;\n };\n /**\n * Removes all children from this container that are within the begin and end indexes.\n * @param beginIndex - The beginning position.\n * @param endIndex - The ending position. Default value is size of the container.\n * @returns - List of removed children\n */\n Container.prototype.removeChildren = function (beginIndex, endIndex) {\n if (beginIndex === void 0) { beginIndex = 0; }\n if (endIndex === void 0) { endIndex = this.children.length; }\n var begin = beginIndex;\n var end = endIndex;\n var range = end - begin;\n var removed;\n if (range > 0 && range <= end) {\n removed = this.children.splice(begin, range);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].parent = null;\n if (removed[i].transform) {\n removed[i].transform._parentID = -1;\n }\n }\n this._boundsID++;\n this.onChildrenChange(beginIndex);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].emit('removed', this);\n this.emit('childRemoved', removed[i], this, i);\n }\n return removed;\n }\n else if (range === 0 && this.children.length === 0) {\n return [];\n }\n throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n };\n /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */\n Container.prototype.sortChildren = function () {\n var sortRequired = false;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n child._lastSortedIndex = i;\n if (!sortRequired && child.zIndex !== 0) {\n sortRequired = true;\n }\n }\n if (sortRequired && this.children.length > 1) {\n this.children.sort(sortChildren);\n }\n this.sortDirty = false;\n };\n /** Updates the transform on all children of this container for rendering. */\n Container.prototype.updateTransform = function () {\n if (this.sortableChildren && this.sortDirty) {\n this.sortChildren();\n }\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // TODO: check render flags, how to process stuff here\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n };\n /**\n * Recalculates the bounds of the container.\n *\n * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds\n * is limited to its mask's bounds or filterArea, if any is applied.\n */\n Container.prototype.calculateBounds = function () {\n this._bounds.clear();\n this._calculateBounds();\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n if (!child.visible || !child.renderable) {\n continue;\n }\n child.calculateBounds();\n // TODO: filter+mask, need to mask both somehow\n if (child._mask) {\n var maskObject = (child._mask.isMaskData\n ? child._mask.maskObject : child._mask);\n if (maskObject) {\n maskObject.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, maskObject._bounds);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n else if (child.filterArea) {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n this._bounds.updateID = this._boundsID;\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n *\n * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render()\n * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms,\n * it was default behaviour of pixi 4.0-5.2 and caused many problems to users.\n * @returns - The rectangular bounding area.\n */\n Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) {\n if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; }\n var result = _super.prototype.getLocalBounds.call(this, rect);\n if (!skipChildrenUpdate) {\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n }\n return result;\n };\n /**\n * Recalculates the content bounds of this object. This should be overriden to\n * calculate the bounds of this specific object (not including children).\n * @protected\n */\n Container.prototype._calculateBounds = function () {\n // FILL IN//\n };\n /**\n * Renders this object and its children with culling.\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n Container.prototype._renderWithCulling = function (renderer) {\n var sourceFrame = renderer.renderTexture.sourceFrame;\n // If the source frame is empty, stop rendering.\n if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) {\n return;\n }\n // Render the content of the container only if its bounds intersect with the source frame.\n // All filters are on the stack at this point, and the filter source frame is bound:\n // therefore, even if the bounds to non intersect the filter frame, the filter\n // is still applied and any filter padding that is in the frame is rendered correctly.\n var bounds;\n var transform;\n // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea\n // rectangle must completely contain the container and its children including filter padding.\n if (this.cullArea) {\n bounds = this.cullArea;\n transform = this.worldTransform;\n }\n // If the container doesn't override _render, we can skip the bounds calculation and intersection test.\n else if (this._render !== Container.prototype._render) {\n bounds = this.getBounds(true);\n }\n // Render the container if the source frame intersects the bounds.\n if (bounds && sourceFrame.intersects(bounds, transform)) {\n this._render(renderer);\n }\n // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering.\n else if (this.cullArea) {\n return;\n }\n // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect\n // the source frame, because the children might have filters with nonzero padding, which may intersect\n // with the source frame while the bounds do not: filter padding is not included in the bounds.\n // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered\n // if they are out of frame; otherwise, render the children normally.\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n var childCullable = child.cullable;\n child.cullable = childCullable || !this.cullArea;\n child.render(renderer);\n child.cullable = childCullable;\n }\n };\n /**\n * Renders the object using the WebGL renderer.\n *\n * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the\n * container itself. This `render` method will invoke it, and also invoke the `render` methods of all\n * children afterward.\n *\n * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and\n * the bounds of this object are out of frame, this implementation will entirely skip rendering.\n * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally,\n * setting alpha to zero is not recommended for purely skipping rendering.\n *\n * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is\n * advised to employ **culling** to automatically skip rendering objects outside of the current screen.\n * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}.\n * Other culling methods might be better suited for a large number static objects; see\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}.\n *\n * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or\n * filtering is applied on a container. This does, however, break batching and can affect performance when\n * masking and filtering is applied extensively throughout the scene graph.\n * @param renderer - The renderer\n */\n Container.prototype.render = function (renderer) {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || (this.filters && this.filters.length)) {\n this.renderAdvanced(renderer);\n }\n else if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n };\n /**\n * Render the object using the WebGL renderer and advanced features.\n * @param renderer - The renderer\n */\n Container.prototype.renderAdvanced = function (renderer) {\n var filters = this.filters;\n var mask = this._mask;\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters) {\n if (!this._enabledFilters) {\n this._enabledFilters = [];\n }\n this._enabledFilters.length = 0;\n for (var i = 0; i < filters.length; i++) {\n if (filters[i].enabled) {\n this._enabledFilters.push(filters[i]);\n }\n }\n }\n var flush = (filters && this._enabledFilters && this._enabledFilters.length)\n || (mask && (!mask.isMaskData\n || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE))));\n if (flush) {\n renderer.batch.flush();\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.push(this, this._enabledFilters);\n }\n if (mask) {\n renderer.mask.push(this, this._mask);\n }\n if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n if (flush) {\n renderer.batch.flush();\n }\n if (mask) {\n renderer.mask.pop(this);\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.pop();\n }\n };\n /**\n * To be overridden by the subclasses.\n * @param _renderer - The renderer\n */\n Container.prototype._render = function (_renderer) {\n // this is where content itself gets rendered...\n };\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n Container.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this);\n this.sortDirty = false;\n var destroyChildren = typeof options === 'boolean' ? options : options && options.children;\n var oldChildren = this.removeChildren(0, this.children.length);\n if (destroyChildren) {\n for (var i = 0; i < oldChildren.length; ++i) {\n oldChildren[i].destroy(options);\n }\n }\n };\n Object.defineProperty(Container.prototype, \"width\", {\n /** The width of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.x * this.getLocalBounds().width;\n },\n set: function (value) {\n var width = this.getLocalBounds().width;\n if (width !== 0) {\n this.scale.x = value / width;\n }\n else {\n this.scale.x = 1;\n }\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Container.prototype, \"height\", {\n /** The height of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.y * this.getLocalBounds().height;\n },\n set: function (value) {\n var height = this.getLocalBounds().height;\n if (height !== 0) {\n this.scale.y = value / height;\n }\n else {\n this.scale.y = 1;\n }\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n return Container;\n}(DisplayObject));\n/**\n * Container default updateTransform, does update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.Container#\n * @method containerUpdateTransform\n */\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n\nexport { Bounds, Container, DisplayObject, TemporaryDisplayObject };\n//# sourceMappingURL=display.mjs.map\n","/*!\n * @pixi/extensions - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/extensions is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n\r\nvar __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\n var arguments$1 = arguments;\n\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments$1[i];\r\n for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } }\r\n }\r\n return t;\r\n };\r\n return __assign.apply(this, arguments);\r\n};\n\n/**\n * Collection of valid extension types.\n * @memberof PIXI\n * @property {string} Application - Application plugins\n * @property {string} RendererPlugin - Plugins for Renderer\n * @property {string} CanvasRendererPlugin - Plugins for CanvasRenderer\n * @property {string} Loader - Plugins to use with Loader\n * @property {string} LoadParser - Parsers for Assets loader.\n * @property {string} ResolveParser - Parsers for Assets resolvers.\n * @property {string} CacheParser - Parsers for Assets cache.\n */\nvar ExtensionType;\n(function (ExtensionType) {\n ExtensionType[\"Application\"] = \"application\";\n ExtensionType[\"RendererPlugin\"] = \"renderer-webgl-plugin\";\n ExtensionType[\"CanvasRendererPlugin\"] = \"renderer-canvas-plugin\";\n ExtensionType[\"Loader\"] = \"loader\";\n ExtensionType[\"LoadParser\"] = \"load-parser\";\n ExtensionType[\"ResolveParser\"] = \"resolve-parser\";\n ExtensionType[\"CacheParser\"] = \"cache-parser\";\n ExtensionType[\"DetectionParser\"] = \"detection-parser\";\n})(ExtensionType || (ExtensionType = {}));\n/**\n * Convert input into extension format data.\n * @ignore\n */\nvar normalizeExtension = function (ext) {\n // Class/Object submission, use extension object\n if (typeof ext === 'function' || (typeof ext === 'object' && ext.extension)) {\n if (!ext.extension) {\n throw new Error('Extension class must have an extension object');\n }\n var metadata = (typeof ext.extension !== 'object')\n ? { type: ext.extension }\n : ext.extension;\n ext = __assign(__assign({}, metadata), { ref: ext });\n }\n if (typeof ext === 'object') {\n ext = __assign({}, ext);\n }\n else {\n throw new Error('Invalid extension type');\n }\n if (typeof ext.type === 'string') {\n ext.type = [ext.type];\n }\n return ext;\n};\n/**\n * Global registration of all PixiJS extensions. One-stop-shop for extensibility.\n * @memberof PIXI\n * @namespace extensions\n */\nvar extensions = {\n /** @ignore */\n _addHandlers: null,\n /** @ignore */\n _removeHandlers: null,\n /** @ignore */\n _queue: {},\n /**\n * Remove extensions from PixiJS.\n * @param extensions - Extensions to be removed.\n * @returns {PIXI.extensions} For chaining.\n */\n remove: function () {\n var arguments$1 = arguments;\n\n var _this = this;\n var extensions = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n extensions[_i] = arguments$1[_i];\n }\n extensions.map(normalizeExtension).forEach(function (ext) {\n ext.type.forEach(function (type) { var _a, _b; return (_b = (_a = _this._removeHandlers)[type]) === null || _b === void 0 ? void 0 : _b.call(_a, ext); });\n });\n return this;\n },\n /**\n * Register new extensions with PixiJS.\n * @param extensions - The spread of extensions to add to PixiJS.\n * @returns {PIXI.extensions} For chaining.\n */\n add: function () {\n var arguments$1 = arguments;\n\n var _this = this;\n var extensions = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n extensions[_i] = arguments$1[_i];\n }\n // Handle any extensions either passed as class w/ data or as data\n extensions.map(normalizeExtension).forEach(function (ext) {\n ext.type.forEach(function (type) {\n var handlers = _this._addHandlers;\n var queue = _this._queue;\n if (!handlers[type]) {\n queue[type] = queue[type] || [];\n queue[type].push(ext);\n }\n else {\n handlers[type](ext);\n }\n });\n });\n return this;\n },\n /**\n * Internal method to handle extensions by name.\n * @param type - The extension type.\n * @param onAdd - Function for handling when extensions are added/registered passes {@link PIXI.ExtensionFormat}.\n * @param onRemove - Function for handling when extensions are removed/unregistered passes {@link PIXI.ExtensionFormat}.\n * @returns {PIXI.extensions} For chaining.\n */\n handle: function (type, onAdd, onRemove) {\n var addHandlers = this._addHandlers = this._addHandlers || {};\n var removeHandlers = this._removeHandlers = this._removeHandlers || {};\n if (addHandlers[type] || removeHandlers[type]) {\n throw new Error(\"Extension type \" + type + \" already has a handler\");\n }\n addHandlers[type] = onAdd;\n removeHandlers[type] = onRemove;\n // Process the queue\n var queue = this._queue;\n // Process any plugins that have been registered before the handler\n if (queue[type]) {\n queue[type].forEach(function (ext) { return onAdd(ext); });\n delete queue[type];\n }\n return this;\n },\n /**\n * Handle a type, but using a map by `name` property.\n * @param type - Type of extension to handle.\n * @param map - The object map of named extensions.\n * @returns {PIXI.extensions} For chaining.\n */\n handleByMap: function (type, map) {\n return this.handle(type, function (extension) {\n map[extension.name] = extension.ref;\n }, function (extension) {\n delete map[extension.name];\n });\n },\n /**\n * Handle a type, but using a list of extensions.\n * @param type - Type of extension to handle.\n * @param list - The list of extensions.\n * @returns {PIXI.extensions} For chaining.\n */\n handleByList: function (type, list) {\n return this.handle(type, function (extension) {\n var _a, _b;\n list.push(extension.ref);\n // TODO: remove me later, only added for @pixi/loaders\n if (type === ExtensionType.Loader) {\n (_b = (_a = extension.ref).add) === null || _b === void 0 ? void 0 : _b.call(_a);\n }\n }, function (extension) {\n var index = list.indexOf(extension.ref);\n if (index !== -1) {\n list.splice(index, 1);\n }\n });\n },\n};\n\nexport { ExtensionType, extensions };\n//# sourceMappingURL=extensions.mjs.map\n","/*!\n * @pixi/runner - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/runner is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * A Runner is a highly performant and simple alternative to signals. Best used in situations\n * where events are dispatched to many objects at high frequency (say every frame!)\n *\n *\n * like a signal..\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const myObject = {\n * loaded: new Runner('loaded')\n * }\n *\n * const listener = {\n * loaded: function(){\n * // thin\n * }\n * }\n *\n * myObject.loaded.add(listener);\n *\n * myObject.loaded.emit();\n * ```\n *\n * Or for handling calling the same function on many items\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const myGame = {\n * update: new Runner('update')\n * }\n *\n * const gameObject = {\n * update: function(time){\n * // update my gamey state\n * }\n * }\n *\n * myGame.update.add(gameObject);\n *\n * myGame.update.emit(time);\n * ```\n * @memberof PIXI\n */\nvar Runner = /** @class */ (function () {\n /**\n * @param name - The function name that will be executed on the listeners added to this Runner.\n */\n function Runner(name) {\n this.items = [];\n this._name = name;\n this._aliasCount = 0;\n }\n /* eslint-disable jsdoc/require-param, jsdoc/check-param-names */\n /**\n * Dispatch/Broadcast Runner to all listeners added to the queue.\n * @param {...any} params - (optional) parameters to pass to each listener\n */\n /* eslint-enable jsdoc/require-param, jsdoc/check-param-names */\n Runner.prototype.emit = function (a0, a1, a2, a3, a4, a5, a6, a7) {\n if (arguments.length > 8) {\n throw new Error('max arguments reached');\n }\n var _a = this, name = _a.name, items = _a.items;\n this._aliasCount++;\n for (var i = 0, len = items.length; i < len; i++) {\n items[i][name](a0, a1, a2, a3, a4, a5, a6, a7);\n }\n if (items === this.items) {\n this._aliasCount--;\n }\n return this;\n };\n Runner.prototype.ensureNonAliasedItems = function () {\n if (this._aliasCount > 0 && this.items.length > 1) {\n this._aliasCount = 0;\n this.items = this.items.slice(0);\n }\n };\n /**\n * Add a listener to the Runner\n *\n * Runners do not need to have scope or functions passed to them.\n * All that is required is to pass the listening object and ensure that it has contains a function that has the same name\n * as the name provided to the Runner when it was created.\n *\n * Eg A listener passed to this Runner will require a 'complete' function.\n *\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const complete = new Runner('complete');\n * ```\n *\n * The scope used will be the object itself.\n * @param {any} item - The object that will be listening.\n */\n Runner.prototype.add = function (item) {\n if (item[this._name]) {\n this.ensureNonAliasedItems();\n this.remove(item);\n this.items.push(item);\n }\n return this;\n };\n /**\n * Remove a single listener from the dispatch queue.\n * @param {any} item - The listener that you would like to remove.\n */\n Runner.prototype.remove = function (item) {\n var index = this.items.indexOf(item);\n if (index !== -1) {\n this.ensureNonAliasedItems();\n this.items.splice(index, 1);\n }\n return this;\n };\n /**\n * Check to see if the listener is already in the Runner\n * @param {any} item - The listener that you would like to check.\n */\n Runner.prototype.contains = function (item) {\n return this.items.indexOf(item) !== -1;\n };\n /** Remove all listeners from the Runner */\n Runner.prototype.removeAll = function () {\n this.ensureNonAliasedItems();\n this.items.length = 0;\n return this;\n };\n /** Remove all references, don't use after this. */\n Runner.prototype.destroy = function () {\n this.removeAll();\n this.items = null;\n this._name = null;\n };\n Object.defineProperty(Runner.prototype, \"empty\", {\n /**\n * `true` if there are no this Runner contains no listeners\n * @readonly\n */\n get: function () {\n return this.items.length === 0;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Runner.prototype, \"name\", {\n /**\n * The name of the runner.\n * @readonly\n */\n get: function () {\n return this._name;\n },\n enumerable: false,\n configurable: true\n });\n return Runner;\n}());\nObject.defineProperties(Runner.prototype, {\n /**\n * Alias for `emit`\n * @memberof PIXI.Runner#\n * @method dispatch\n * @see PIXI.Runner#emit\n */\n dispatch: { value: Runner.prototype.emit },\n /**\n * Alias for `emit`\n * @memberof PIXI.Runner#\n * @method run\n * @see PIXI.Runner#emit\n */\n run: { value: Runner.prototype.emit },\n});\n\nexport { Runner };\n//# sourceMappingURL=runner.mjs.map\n","/*!\n * @pixi/ticker - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/ticker is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { ExtensionType } from '@pixi/extensions';\n\n/**\n * Target frames per millisecond.\n * @static\n * @name TARGET_FPMS\n * @memberof PIXI.settings\n * @type {number}\n * @default 0.06\n */\nsettings.TARGET_FPMS = 0.06;\n\n/**\n * Represents the update priorities used by internal PIXI classes when registered with\n * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower\n * priority items, such as render, should go later.\n * @static\n * @constant\n * @name UPDATE_PRIORITY\n * @memberof PIXI\n * @enum {number}\n * @property {number} [INTERACTION=50] Highest priority, used for {@link PIXI.InteractionManager}\n * @property {number} [HIGH=25] High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite}\n * @property {number} [NORMAL=0] Default priority for ticker events, see {@link PIXI.Ticker#add}.\n * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering.\n * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility.\n */\nvar UPDATE_PRIORITY;\n(function (UPDATE_PRIORITY) {\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"INTERACTION\"] = 50] = \"INTERACTION\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"HIGH\"] = 25] = \"HIGH\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"NORMAL\"] = 0] = \"NORMAL\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"LOW\"] = -25] = \"LOW\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"UTILITY\"] = -50] = \"UTILITY\";\n})(UPDATE_PRIORITY || (UPDATE_PRIORITY = {}));\n\n/**\n * Internal class for handling the priority sorting of ticker handlers.\n * @private\n * @class\n * @memberof PIXI\n */\nvar TickerListener = /** @class */ (function () {\n /**\n * Constructor\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param priority - The priority for emitting\n * @param once - If the handler should fire once\n */\n function TickerListener(fn, context, priority, once) {\n if (context === void 0) { context = null; }\n if (priority === void 0) { priority = 0; }\n if (once === void 0) { once = false; }\n /** The next item in chain. */\n this.next = null;\n /** The previous item in chain. */\n this.previous = null;\n /** `true` if this listener has been destroyed already. */\n this._destroyed = false;\n this.fn = fn;\n this.context = context;\n this.priority = priority;\n this.once = once;\n }\n /**\n * Simple compare function to figure out if a function and context match.\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @returns `true` if the listener match the arguments\n */\n TickerListener.prototype.match = function (fn, context) {\n if (context === void 0) { context = null; }\n return this.fn === fn && this.context === context;\n };\n /**\n * Emit by calling the current function.\n * @private\n * @param deltaTime - time since the last emit.\n * @returns Next ticker\n */\n TickerListener.prototype.emit = function (deltaTime) {\n if (this.fn) {\n if (this.context) {\n this.fn.call(this.context, deltaTime);\n }\n else {\n this.fn(deltaTime);\n }\n }\n var redirect = this.next;\n if (this.once) {\n this.destroy(true);\n }\n // Soft-destroying should remove\n // the next reference\n if (this._destroyed) {\n this.next = null;\n }\n return redirect;\n };\n /**\n * Connect to the list.\n * @private\n * @param previous - Input node, previous listener\n */\n TickerListener.prototype.connect = function (previous) {\n this.previous = previous;\n if (previous.next) {\n previous.next.previous = this;\n }\n this.next = previous.next;\n previous.next = this;\n };\n /**\n * Destroy and don't use after this.\n * @private\n * @param hard - `true` to remove the `next` reference, this\n * is considered a hard destroy. Soft destroy maintains the next reference.\n * @returns The listener to redirect while emitting or removing.\n */\n TickerListener.prototype.destroy = function (hard) {\n if (hard === void 0) { hard = false; }\n this._destroyed = true;\n this.fn = null;\n this.context = null;\n // Disconnect, hook up next and previous\n if (this.previous) {\n this.previous.next = this.next;\n }\n if (this.next) {\n this.next.previous = this.previous;\n }\n // Redirect to the next item\n var redirect = this.next;\n // Remove references\n this.next = hard ? null : redirect;\n this.previous = null;\n return redirect;\n };\n return TickerListener;\n}());\n\n/**\n * A Ticker class that runs an update loop that other objects listen to.\n *\n * This class is composed around listeners meant for execution on the next requested animation frame.\n * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners.\n * @class\n * @memberof PIXI\n */\nvar Ticker = /** @class */ (function () {\n function Ticker() {\n var _this = this;\n /**\n * Whether or not this ticker should invoke the method\n * {@link PIXI.Ticker#start} automatically\n * when a listener is added.\n */\n this.autoStart = false;\n /**\n * Scalar time value from last frame to this frame.\n * This value is capped by setting {@link PIXI.Ticker#minFPS}\n * and is scaled with {@link PIXI.Ticker#speed}.\n * **Note:** The cap may be exceeded by scaling.\n */\n this.deltaTime = 1;\n /**\n * The last time {@link PIXI.Ticker#update} was invoked.\n * This value is also reset internally outside of invoking\n * update, but only when a new animation frame is requested.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n */\n this.lastTime = -1;\n /**\n * Factor of current {@link PIXI.Ticker#deltaTime}.\n * @example\n * // Scales ticker.deltaTime to what would be\n * // the equivalent of approximately 120 FPS\n * ticker.speed = 2;\n */\n this.speed = 1;\n /**\n * Whether or not this ticker has been started.\n * `true` if {@link PIXI.Ticker#start} has been called.\n * `false` if {@link PIXI.Ticker#stop} has been called.\n * While `false`, this value may change to `true` in the\n * event of {@link PIXI.Ticker#autoStart} being `true`\n * and a listener is added.\n */\n this.started = false;\n /** Internal current frame request ID */\n this._requestId = null;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the maximum allowed milliseconds between updates.\n */\n this._maxElapsedMS = 100;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the minimum allowed milliseconds between updates.\n */\n this._minElapsedMS = 0;\n /** If enabled, deleting is disabled.*/\n this._protected = false;\n /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */\n this._lastFrame = -1;\n this._head = new TickerListener(null, null, Infinity);\n this.deltaMS = 1 / settings.TARGET_FPMS;\n this.elapsedMS = 1 / settings.TARGET_FPMS;\n this._tick = function (time) {\n _this._requestId = null;\n if (_this.started) {\n // Invoke listeners now\n _this.update(time);\n // Listener side effects may have modified ticker state.\n if (_this.started && _this._requestId === null && _this._head.next) {\n _this._requestId = requestAnimationFrame(_this._tick);\n }\n }\n };\n }\n /**\n * Conditionally requests a new animation frame.\n * If a frame has not already been requested, and if the internal\n * emitter has listeners, a new frame is requested.\n * @private\n */\n Ticker.prototype._requestIfNeeded = function () {\n if (this._requestId === null && this._head.next) {\n // ensure callbacks get correct delta\n this.lastTime = performance.now();\n this._lastFrame = this.lastTime;\n this._requestId = requestAnimationFrame(this._tick);\n }\n };\n /**\n * Conditionally cancels a pending animation frame.\n * @private\n */\n Ticker.prototype._cancelIfNeeded = function () {\n if (this._requestId !== null) {\n cancelAnimationFrame(this._requestId);\n this._requestId = null;\n }\n };\n /**\n * Conditionally requests a new animation frame.\n * If the ticker has been started it checks if a frame has not already\n * been requested, and if the internal emitter has listeners. If these\n * conditions are met, a new frame is requested. If the ticker has not\n * been started, but autoStart is `true`, then the ticker starts now,\n * and continues with the previous conditions to request a new frame.\n * @private\n */\n Ticker.prototype._startIfPossible = function () {\n if (this.started) {\n this._requestIfNeeded();\n }\n else if (this.autoStart) {\n this.start();\n }\n };\n /**\n * Register a handler for tick events. Calls continuously unless\n * it is removed or the ticker is stopped.\n * @param fn - The listener function to be added for updates\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.add = function (fn, context, priority) {\n if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority));\n };\n /**\n * Add a handler for the tick event which is only execute once.\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.addOnce = function (fn, context, priority) {\n if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority, true));\n };\n /**\n * Internally adds the event handler so that it can be sorted by priority.\n * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run\n * before the rendering.\n * @private\n * @param listener - Current listener being added.\n * @returns This instance of a ticker\n */\n Ticker.prototype._addListener = function (listener) {\n // For attaching to head\n var current = this._head.next;\n var previous = this._head;\n // Add the first item\n if (!current) {\n listener.connect(previous);\n }\n else {\n // Go from highest to lowest priority\n while (current) {\n if (listener.priority > current.priority) {\n listener.connect(previous);\n break;\n }\n previous = current;\n current = current.next;\n }\n // Not yet connected\n if (!listener.previous) {\n listener.connect(previous);\n }\n }\n this._startIfPossible();\n return this;\n };\n /**\n * Removes any handlers matching the function and context parameters.\n * If no handlers are left after removing, then it cancels the animation frame.\n * @param fn - The listener function to be removed\n * @param context - The listener context to be removed\n * @returns This instance of a ticker\n */\n Ticker.prototype.remove = function (fn, context) {\n var listener = this._head.next;\n while (listener) {\n // We found a match, lets remove it\n // no break to delete all possible matches\n // incase a listener was added 2+ times\n if (listener.match(fn, context)) {\n listener = listener.destroy();\n }\n else {\n listener = listener.next;\n }\n }\n if (!this._head.next) {\n this._cancelIfNeeded();\n }\n return this;\n };\n Object.defineProperty(Ticker.prototype, \"count\", {\n /**\n * The number of listeners on this ticker, calculated by walking through linked list\n * @readonly\n * @member {number}\n */\n get: function () {\n if (!this._head) {\n return 0;\n }\n var count = 0;\n var current = this._head;\n while ((current = current.next)) {\n count++;\n }\n return count;\n },\n enumerable: false,\n configurable: true\n });\n /** Starts the ticker. If the ticker has listeners a new animation frame is requested at this point. */\n Ticker.prototype.start = function () {\n if (!this.started) {\n this.started = true;\n this._requestIfNeeded();\n }\n };\n /** Stops the ticker. If the ticker has requested an animation frame it is canceled at this point. */\n Ticker.prototype.stop = function () {\n if (this.started) {\n this.started = false;\n this._cancelIfNeeded();\n }\n };\n /** Destroy the ticker and don't use after this. Calling this method removes all references to internal events. */\n Ticker.prototype.destroy = function () {\n if (!this._protected) {\n this.stop();\n var listener = this._head.next;\n while (listener) {\n listener = listener.destroy(true);\n }\n this._head.destroy();\n this._head = null;\n }\n };\n /**\n * Triggers an update. An update entails setting the\n * current {@link PIXI.Ticker#elapsedMS},\n * the current {@link PIXI.Ticker#deltaTime},\n * invoking all listeners with current deltaTime,\n * and then finally setting {@link PIXI.Ticker#lastTime}\n * with the value of currentTime that was provided.\n * This method will be called automatically by animation\n * frame callbacks if the ticker instance has been started\n * and listeners are added.\n * @param {number} [currentTime=performance.now()] - the current time of execution\n */\n Ticker.prototype.update = function (currentTime) {\n if (currentTime === void 0) { currentTime = performance.now(); }\n var elapsedMS;\n // If the difference in time is zero or negative, we ignore most of the work done here.\n // If there is no valid difference, then should be no reason to let anyone know about it.\n // A zero delta, is exactly that, nothing should update.\n //\n // The difference in time can be negative, and no this does not mean time traveling.\n // This can be the result of a race condition between when an animation frame is requested\n // on the current JavaScript engine event loop, and when the ticker's start method is invoked\n // (which invokes the internal _requestIfNeeded method). If a frame is requested before\n // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests,\n // can receive a time argument that can be less than the lastTime value that was set within\n // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems.\n //\n // This check covers this browser engine timing issue, as well as if consumers pass an invalid\n // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves.\n if (currentTime > this.lastTime) {\n // Save uncapped elapsedMS for measurement\n elapsedMS = this.elapsedMS = currentTime - this.lastTime;\n // cap the milliseconds elapsed used for deltaTime\n if (elapsedMS > this._maxElapsedMS) {\n elapsedMS = this._maxElapsedMS;\n }\n elapsedMS *= this.speed;\n // If not enough time has passed, exit the function.\n // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS\n // adjustment to ensure a relatively stable interval.\n if (this._minElapsedMS) {\n var delta = currentTime - this._lastFrame | 0;\n if (delta < this._minElapsedMS) {\n return;\n }\n this._lastFrame = currentTime - (delta % this._minElapsedMS);\n }\n this.deltaMS = elapsedMS;\n this.deltaTime = this.deltaMS * settings.TARGET_FPMS;\n // Cache a local reference, in-case ticker is destroyed\n // during the emit, we can still check for head.next\n var head = this._head;\n // Invoke listeners added to internal emitter\n var listener = head.next;\n while (listener) {\n listener = listener.emit(this.deltaTime);\n }\n if (!head.next) {\n this._cancelIfNeeded();\n }\n }\n else {\n this.deltaTime = this.deltaMS = this.elapsedMS = 0;\n }\n this.lastTime = currentTime;\n };\n Object.defineProperty(Ticker.prototype, \"FPS\", {\n /**\n * The frames per second at which this ticker is running.\n * The default is approximately 60 in most modern browsers.\n * **Note:** This does not factor in the value of\n * {@link PIXI.Ticker#speed}, which is specific\n * to scaling {@link PIXI.Ticker#deltaTime}.\n * @member {number}\n * @readonly\n */\n get: function () {\n return 1000 / this.elapsedMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"minFPS\", {\n /**\n * Manages the maximum amount of milliseconds allowed to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This value is used to cap {@link PIXI.Ticker#deltaTime},\n * but does not effect the measured value of {@link PIXI.Ticker#FPS}.\n * When setting this property it is clamped to a value between\n * `0` and `PIXI.settings.TARGET_FPMS * 1000`.\n * @member {number}\n * @default 10\n */\n get: function () {\n return 1000 / this._maxElapsedMS;\n },\n set: function (fps) {\n // Minimum must be below the maxFPS\n var minFPS = Math.min(this.maxFPS, fps);\n // Must be at least 0, but below 1 / settings.TARGET_FPMS\n var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.TARGET_FPMS);\n this._maxElapsedMS = 1 / minFPMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"maxFPS\", {\n /**\n * Manages the minimum amount of milliseconds required to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This will effect the measured value of {@link PIXI.Ticker#FPS}.\n * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can.\n * Otherwise it will be at least `minFPS`\n * @member {number}\n * @default 0\n */\n get: function () {\n if (this._minElapsedMS) {\n return Math.round(1000 / this._minElapsedMS);\n }\n return 0;\n },\n set: function (fps) {\n if (fps === 0) {\n this._minElapsedMS = 0;\n }\n else {\n // Max must be at least the minFPS\n var maxFPS = Math.max(this.minFPS, fps);\n this._minElapsedMS = 1 / (maxFPS / 1000);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"shared\", {\n /**\n * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by\n * {@link PIXI.VideoResource} to update animation frames / video textures.\n *\n * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker.\n * @example\n * let ticker = PIXI.Ticker.shared;\n * // Set this to prevent starting this ticker when listeners are added.\n * // By default this is true only for the PIXI.Ticker.shared instance.\n * ticker.autoStart = false;\n * // FYI, call this to ensure the ticker is stopped. It should be stopped\n * // if you have not attempted to render anything yet.\n * ticker.stop();\n * // Call this when you are ready for a running shared ticker.\n * ticker.start();\n * @example\n * // You may use the shared ticker to render...\n * let renderer = PIXI.autoDetectRenderer();\n * let stage = new PIXI.Container();\n * document.body.appendChild(renderer.view);\n * ticker.add(function (time) {\n * renderer.render(stage);\n * });\n * @example\n * // Or you can just update it manually.\n * ticker.autoStart = false;\n * ticker.stop();\n * function animate(time) {\n * ticker.update(time);\n * renderer.render(stage);\n * requestAnimationFrame(animate);\n * }\n * animate(performance.now());\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._shared) {\n var shared = Ticker._shared = new Ticker();\n shared.autoStart = true;\n shared._protected = true;\n }\n return Ticker._shared;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"system\", {\n /**\n * The system ticker instance used by {@link PIXI.InteractionManager} and by\n * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused,\n * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._system) {\n var system = Ticker._system = new Ticker();\n system.autoStart = true;\n system._protected = true;\n }\n return Ticker._system;\n },\n enumerable: false,\n configurable: true\n });\n return Ticker;\n}());\n\n/**\n * Middleware for for Application Ticker.\n * @example\n * import {TickerPlugin} from '@pixi/ticker';\n * import {Application} from '@pixi/app';\n * import {extensions} from '@pixi/extensions';\n * extensions.add(TickerPlugin);\n * @class\n * @memberof PIXI\n */\nvar TickerPlugin = /** @class */ (function () {\n function TickerPlugin() {\n }\n /**\n * Initialize the plugin with scope of application instance\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n TickerPlugin.init = function (options) {\n var _this = this;\n // Set default\n options = Object.assign({\n autoStart: true,\n sharedTicker: false,\n }, options);\n // Create ticker setter\n Object.defineProperty(this, 'ticker', {\n set: function (ticker) {\n if (this._ticker) {\n this._ticker.remove(this.render, this);\n }\n this._ticker = ticker;\n if (ticker) {\n ticker.add(this.render, this, UPDATE_PRIORITY.LOW);\n }\n },\n get: function () {\n return this._ticker;\n },\n });\n /**\n * Convenience method for stopping the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.stop = function () {\n _this._ticker.stop();\n };\n /**\n * Convenience method for starting the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.start = function () {\n _this._ticker.start();\n };\n /**\n * Internal reference to the ticker.\n * @type {PIXI.Ticker}\n * @name _ticker\n * @memberof PIXI.Application#\n * @private\n */\n this._ticker = null;\n /**\n * Ticker for doing render updates.\n * @type {PIXI.Ticker}\n * @name ticker\n * @memberof PIXI.Application#\n * @default PIXI.Ticker.shared\n */\n this.ticker = options.sharedTicker ? Ticker.shared : new Ticker();\n // Start the rendering\n if (options.autoStart) {\n this.start();\n }\n };\n /**\n * Clean up the ticker, scoped to application.\n * @static\n * @private\n */\n TickerPlugin.destroy = function () {\n if (this._ticker) {\n var oldTicker = this._ticker;\n this.ticker = null;\n oldTicker.destroy();\n }\n };\n /** @ignore */\n TickerPlugin.extension = ExtensionType.Application;\n return TickerPlugin;\n}());\n\nexport { Ticker, TickerPlugin, UPDATE_PRIORITY };\n//# sourceMappingURL=ticker.mjs.map\n","/*!\n * @pixi/core - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/core is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { ENV, ALPHA_MODES, SCALE_MODES, FORMATS, TYPES, TARGETS, MIPMAP_MODES, MSAA_QUALITY, BUFFER_TYPE, CLEAR_MODES, DRAW_MODES, BUFFER_BITS, MASK_TYPES, PRECISION, BLEND_MODES, GC_MODES, SAMPLER_TYPES, WRAP_MODES, RENDERER_TYPE } from '@pixi/constants';\nimport { isMobile, isPow2, BaseTextureCache, TextureCache, uid, EventEmitter, determineCrossOrigin, getResolutionOfUrl, deprecation, nextPow2, getBufferType, ProgramCache, removeItems, hex2string, hex2rgb, sayHello, isWebGLSupported, premultiplyBlendMode, log2, premultiplyTint } from '@pixi/utils';\nimport { extensions as extensions$1, ExtensionType } from '@pixi/extensions';\nexport * from '@pixi/extensions';\nimport { Runner } from '@pixi/runner';\nimport { Ticker } from '@pixi/ticker';\nimport { groupD8, Rectangle, Point, Matrix } from '@pixi/math';\n\n/**\n * The maximum support for using WebGL. If a device does not\n * support WebGL version, for instance WebGL 2, it will still\n * attempt to fallback support to WebGL 1. If you want to\n * explicitly remove feature support to target a more stable\n * baseline, prefer a lower environment.\n *\n * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium}\n * we disable webgl2 by default for all non-apple mobile devices.\n * @static\n * @name PREFER_ENV\n * @memberof PIXI.settings\n * @type {number}\n * @default PIXI.ENV.WEBGL2\n */\nsettings.PREFER_ENV = isMobile.any ? ENV.WEBGL : ENV.WEBGL2;\n/**\n * If set to `true`, *only* Textures and BaseTexture objects stored\n * in the caches ({@link PIXI.utils.TextureCache TextureCache} and\n * {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can be\n * used when calling {@link PIXI.Texture.from Texture.from} or\n * {@link PIXI.BaseTexture.from BaseTexture.from}.\n * Otherwise, these `from` calls throw an exception. Using this property\n * can be useful if you want to enforce preloading all assets with\n * {@link PIXI.Loader Loader}.\n * @static\n * @name STRICT_TEXTURE_CACHE\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.STRICT_TEXTURE_CACHE = false;\n\n/**\n * Collection of installed resource types, class must extend {@link PIXI.Resource}.\n * @example\n * class CustomResource extends PIXI.Resource {\n * // MUST have source, options constructor signature\n * // for auto-detected resources to be created.\n * constructor(source, options) {\n * super();\n * }\n * upload(renderer, baseTexture, glTexture) {\n * // upload with GL\n * return true;\n * }\n * // used to auto-detect resource\n * static test(source, extension) {\n * return extension === 'xyz'|| source instanceof SomeClass;\n * }\n * }\n * // Install the new resource type\n * PIXI.INSTALLED.push(CustomResource);\n * @memberof PIXI\n * @type {Array}\n * @static\n * @readonly\n */\nvar INSTALLED = [];\n/**\n * Create a resource element from a single source element. This\n * auto-detects which type of resource to create. All resources that\n * are auto-detectable must have a static `test` method and a constructor\n * with the arguments `(source, options?)`. Currently, the supported\n * resources for auto-detection include:\n * - {@link PIXI.ImageResource}\n * - {@link PIXI.CanvasResource}\n * - {@link PIXI.VideoResource}\n * - {@link PIXI.SVGResource}\n * - {@link PIXI.BufferResource}\n * @static\n * @memberof PIXI\n * @function autoDetectResource\n * @param {string|*} source - Resource source, this can be the URL to the resource,\n * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri\n * or any other resource that can be auto-detected. If not resource is\n * detected, it's assumed to be an ImageResource.\n * @param {object} [options] - Pass-through options to use for Resource\n * @param {number} [options.width] - Width of BufferResource or SVG rasterization\n * @param {number} [options.height] - Height of BufferResource or SVG rasterization\n * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading\n * @param {number} [options.scale=1] - SVG source scale. Overridden by width, height\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object\n * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin\n * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately\n * @param {number} [options.updateFPS=0] - Video option to update how many times a second the\n * texture should be updated from the video. Leave at 0 to update at every render\n * @returns {PIXI.Resource} The created resource.\n */\nfunction autoDetectResource(source, options) {\n if (!source) {\n return null;\n }\n var extension = '';\n if (typeof source === 'string') {\n // search for file extension: period, 3-4 chars, then ?, # or EOL\n var result = (/\\.(\\w{3,4})(?:$|\\?|#)/i).exec(source);\n if (result) {\n extension = result[1].toLowerCase();\n }\n }\n for (var i = INSTALLED.length - 1; i >= 0; --i) {\n var ResourcePlugin = INSTALLED[i];\n if (ResourcePlugin.test && ResourcePlugin.test(source, extension)) {\n return new ResourcePlugin(source, options);\n }\n }\n throw new Error('Unrecognized source type to auto-detect Resource');\n}\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nvar __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\n var arguments$1 = arguments;\n\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments$1[i];\r\n for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } }\r\n }\r\n return t;\r\n };\r\n return __assign.apply(this, arguments);\r\n};\r\n\r\nfunction __rest(s, e) {\r\n var t = {};\r\n for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n { t[p] = s[p]; } }\r\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n { for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\r\n if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\r\n { t[p[i]] = s[p[i]]; }\r\n } }\r\n return t;\r\n}\n\n/**\n * Base resource class for textures that manages validation and uploading, depending on its type.\n *\n * Uploading of a base texture to the GPU is required.\n * @memberof PIXI\n */\nvar Resource = /** @class */ (function () {\n /**\n * @param width - Width of the resource\n * @param height - Height of the resource\n */\n function Resource(width, height) {\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this._width = width;\n this._height = height;\n this.destroyed = false;\n this.internal = false;\n this.onResize = new Runner('setRealSize');\n this.onUpdate = new Runner('update');\n this.onError = new Runner('onError');\n }\n /**\n * Bind to a parent BaseTexture\n * @param baseTexture - Parent texture\n */\n Resource.prototype.bind = function (baseTexture) {\n this.onResize.add(baseTexture);\n this.onUpdate.add(baseTexture);\n this.onError.add(baseTexture);\n // Call a resize immediate if we already\n // have the width and height of the resource\n if (this._width || this._height) {\n this.onResize.emit(this._width, this._height);\n }\n };\n /**\n * Unbind to a parent BaseTexture\n * @param baseTexture - Parent texture\n */\n Resource.prototype.unbind = function (baseTexture) {\n this.onResize.remove(baseTexture);\n this.onUpdate.remove(baseTexture);\n this.onError.remove(baseTexture);\n };\n /**\n * Trigger a resize event\n * @param width - X dimension\n * @param height - Y dimension\n */\n Resource.prototype.resize = function (width, height) {\n if (width !== this._width || height !== this._height) {\n this._width = width;\n this._height = height;\n this.onResize.emit(width, height);\n }\n };\n Object.defineProperty(Resource.prototype, \"valid\", {\n /**\n * Has been validated\n * @readonly\n */\n get: function () {\n return !!this._width && !!this._height;\n },\n enumerable: false,\n configurable: true\n });\n /** Has been updated trigger event. */\n Resource.prototype.update = function () {\n if (!this.destroyed) {\n this.onUpdate.emit();\n }\n };\n /**\n * This can be overridden to start preloading a resource\n * or do any other prepare step.\n * @protected\n * @returns Handle the validate event\n */\n Resource.prototype.load = function () {\n return Promise.resolve(this);\n };\n Object.defineProperty(Resource.prototype, \"width\", {\n /**\n * The width of the resource.\n * @readonly\n */\n get: function () {\n return this._width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Resource.prototype, \"height\", {\n /**\n * The height of the resource.\n * @readonly\n */\n get: function () {\n return this._height;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Set the style, optional to override\n * @param _renderer - yeah, renderer!\n * @param _baseTexture - the texture\n * @param _glTexture - texture instance for this webgl context\n * @returns - `true` is success\n */\n Resource.prototype.style = function (_renderer, _baseTexture, _glTexture) {\n return false;\n };\n /** Clean up anything, this happens when destroying is ready. */\n Resource.prototype.dispose = function () {\n // override\n };\n /**\n * Call when destroying resource, unbind any BaseTexture object\n * before calling this method, as reference counts are maintained\n * internally.\n */\n Resource.prototype.destroy = function () {\n if (!this.destroyed) {\n this.destroyed = true;\n this.dispose();\n this.onError.removeAll();\n this.onError = null;\n this.onResize.removeAll();\n this.onResize = null;\n this.onUpdate.removeAll();\n this.onUpdate = null;\n }\n };\n /**\n * Abstract, used to auto-detect resource type.\n * @param {*} _source - The source object\n * @param {string} _extension - The extension of source, if set\n */\n Resource.test = function (_source, _extension) {\n return false;\n };\n return Resource;\n}());\n\n/**\n * @interface SharedArrayBuffer\n */\n/**\n * Buffer resource with data of typed array.\n * @memberof PIXI\n */\nvar BufferResource = /** @class */ (function (_super) {\n __extends(BufferResource, _super);\n /**\n * @param source - Source buffer\n * @param options - Options\n * @param {number} options.width - Width of the texture\n * @param {number} options.height - Height of the texture\n */\n function BufferResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n if (!width || !height) {\n throw new Error('BufferResource width or height invalid');\n }\n _this = _super.call(this, width, height) || this;\n _this.data = source;\n return _this;\n }\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture - glTexture\n * @returns - true is success\n */\n BufferResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n var gl = renderer.gl;\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n if (glTexture.width === width && glTexture.height === height) {\n gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data);\n }\n return true;\n };\n /** Destroy and don't use after this. */\n BufferResource.prototype.dispose = function () {\n this.data = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if \n */\n BufferResource.test = function (source) {\n return source instanceof Float32Array\n || source instanceof Uint8Array\n || source instanceof Uint32Array;\n };\n return BufferResource;\n}(Resource));\n\nvar defaultBufferOptions = {\n scaleMode: SCALE_MODES.NEAREST,\n format: FORMATS.RGBA,\n alphaMode: ALPHA_MODES.NPM,\n};\n/**\n * A Texture stores the information that represents an image.\n * All textures have a base texture, which contains information about the source.\n * Therefore you can have many textures all using a single BaseTexture\n * @memberof PIXI\n * @typeParam R - The BaseTexture's Resource type.\n * @typeParam RO - The options for constructing resource.\n */\nvar BaseTexture = /** @class */ (function (_super) {\n __extends(BaseTexture, _super);\n /**\n * @param {PIXI.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null] -\n * The current resource to use, for things that aren't Resource objects, will be converted\n * into a Resource.\n * @param options - Collection of options\n * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture\n * @param {number} [options.anisotropicLevel=PIXI.settings.ANISOTROPIC_LEVEL] - Anisotropic filtering level of texture\n * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest\n * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type\n * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type\n * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Pre multiply the image alpha\n * @param {number} [options.width=0] - Width of the texture\n * @param {number} [options.height=0] - Height of the texture\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - Resolution of the base texture\n * @param {object} [options.resourceOptions] - Optional resource options,\n * see {@link PIXI.autoDetectResource autoDetectResource}\n */\n function BaseTexture(resource, options) {\n if (resource === void 0) { resource = null; }\n if (options === void 0) { options = null; }\n var _this = _super.call(this) || this;\n options = options || {};\n var alphaMode = options.alphaMode, mipmap = options.mipmap, anisotropicLevel = options.anisotropicLevel, scaleMode = options.scaleMode, width = options.width, height = options.height, wrapMode = options.wrapMode, format = options.format, type = options.type, target = options.target, resolution = options.resolution, resourceOptions = options.resourceOptions;\n // Convert the resource to a Resource object\n if (resource && !(resource instanceof Resource)) {\n resource = autoDetectResource(resource, resourceOptions);\n resource.internal = true;\n }\n _this.resolution = resolution || settings.RESOLUTION;\n _this.width = Math.round((width || 0) * _this.resolution) / _this.resolution;\n _this.height = Math.round((height || 0) * _this.resolution) / _this.resolution;\n _this._mipmap = mipmap !== undefined ? mipmap : settings.MIPMAP_TEXTURES;\n _this.anisotropicLevel = anisotropicLevel !== undefined ? anisotropicLevel : settings.ANISOTROPIC_LEVEL;\n _this._wrapMode = wrapMode || settings.WRAP_MODE;\n _this._scaleMode = scaleMode !== undefined ? scaleMode : settings.SCALE_MODE;\n _this.format = format || FORMATS.RGBA;\n _this.type = type || TYPES.UNSIGNED_BYTE;\n _this.target = target || TARGETS.TEXTURE_2D;\n _this.alphaMode = alphaMode !== undefined ? alphaMode : ALPHA_MODES.UNPACK;\n _this.uid = uid();\n _this.touched = 0;\n _this.isPowerOfTwo = false;\n _this._refreshPOT();\n _this._glTextures = {};\n _this.dirtyId = 0;\n _this.dirtyStyleId = 0;\n _this.cacheId = null;\n _this.valid = width > 0 && height > 0;\n _this.textureCacheIds = [];\n _this.destroyed = false;\n _this.resource = null;\n _this._batchEnabled = 0;\n _this._batchLocation = 0;\n _this.parentTextureArray = null;\n /**\n * Fired when a not-immediately-available source finishes loading.\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n /**\n * Fired when a not-immediately-available source fails to load.\n * @protected\n * @event PIXI.BaseTexture#error\n * @param {PIXI.BaseTexture} baseTexture - Resource errored.\n * @param {ErrorEvent} event - Load error event.\n */\n /**\n * Fired when BaseTexture is updated.\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n /**\n * Fired when BaseTexture is updated.\n * @protected\n * @event PIXI.BaseTexture#update\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated.\n */\n /**\n * Fired when BaseTexture is destroyed.\n * @protected\n * @event PIXI.BaseTexture#dispose\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed.\n */\n // Set the resource\n _this.setResource(resource);\n return _this;\n }\n Object.defineProperty(BaseTexture.prototype, \"realWidth\", {\n /**\n * Pixel width of the source of this texture\n * @readonly\n */\n get: function () {\n return Math.round(this.width * this.resolution);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"realHeight\", {\n /**\n * Pixel height of the source of this texture\n * @readonly\n */\n get: function () {\n return Math.round(this.height * this.resolution);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"mipmap\", {\n /**\n * Mipmap mode of the texture, affects downscaled images\n * @default PIXI.settings.MIPMAP_TEXTURES\n */\n get: function () {\n return this._mipmap;\n },\n set: function (value) {\n if (this._mipmap !== value) {\n this._mipmap = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"scaleMode\", {\n /**\n * The scale mode to apply when scaling this texture\n * @default PIXI.settings.SCALE_MODE\n */\n get: function () {\n return this._scaleMode;\n },\n set: function (value) {\n if (this._scaleMode !== value) {\n this._scaleMode = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"wrapMode\", {\n /**\n * How the texture wraps\n * @default PIXI.settings.WRAP_MODE\n */\n get: function () {\n return this._wrapMode;\n },\n set: function (value) {\n if (this._wrapMode !== value) {\n this._wrapMode = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Changes style options of BaseTexture\n * @param scaleMode - Pixi scalemode\n * @param mipmap - enable mipmaps\n * @returns - this\n */\n BaseTexture.prototype.setStyle = function (scaleMode, mipmap) {\n var dirty;\n if (scaleMode !== undefined && scaleMode !== this.scaleMode) {\n this.scaleMode = scaleMode;\n dirty = true;\n }\n if (mipmap !== undefined && mipmap !== this.mipmap) {\n this.mipmap = mipmap;\n dirty = true;\n }\n if (dirty) {\n this.dirtyStyleId++;\n }\n return this;\n };\n /**\n * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero.\n * @param desiredWidth - Desired visual width\n * @param desiredHeight - Desired visual height\n * @param resolution - Optionally set resolution\n * @returns - this\n */\n BaseTexture.prototype.setSize = function (desiredWidth, desiredHeight, resolution) {\n resolution = resolution || this.resolution;\n return this.setRealSize(desiredWidth * resolution, desiredHeight * resolution, resolution);\n };\n /**\n * Sets real size of baseTexture, preserves current resolution.\n * @param realWidth - Full rendered width\n * @param realHeight - Full rendered height\n * @param resolution - Optionally set resolution\n * @returns - this\n */\n BaseTexture.prototype.setRealSize = function (realWidth, realHeight, resolution) {\n this.resolution = resolution || this.resolution;\n this.width = Math.round(realWidth) / this.resolution;\n this.height = Math.round(realHeight) / this.resolution;\n this._refreshPOT();\n this.update();\n return this;\n };\n /**\n * Refresh check for isPowerOfTwo texture based on size\n * @private\n */\n BaseTexture.prototype._refreshPOT = function () {\n this.isPowerOfTwo = isPow2(this.realWidth) && isPow2(this.realHeight);\n };\n /**\n * Changes resolution\n * @param resolution - res\n * @returns - this\n */\n BaseTexture.prototype.setResolution = function (resolution) {\n var oldResolution = this.resolution;\n if (oldResolution === resolution) {\n return this;\n }\n this.resolution = resolution;\n if (this.valid) {\n this.width = Math.round(this.width * oldResolution) / resolution;\n this.height = Math.round(this.height * oldResolution) / resolution;\n this.emit('update', this);\n }\n this._refreshPOT();\n return this;\n };\n /**\n * Sets the resource if it wasn't set. Throws error if resource already present\n * @param resource - that is managing this BaseTexture\n * @returns - this\n */\n BaseTexture.prototype.setResource = function (resource) {\n if (this.resource === resource) {\n return this;\n }\n if (this.resource) {\n throw new Error('Resource can be set only once');\n }\n resource.bind(this);\n this.resource = resource;\n return this;\n };\n /** Invalidates the object. Texture becomes valid if width and height are greater than zero. */\n BaseTexture.prototype.update = function () {\n if (!this.valid) {\n if (this.width > 0 && this.height > 0) {\n this.valid = true;\n this.emit('loaded', this);\n this.emit('update', this);\n }\n }\n else {\n this.dirtyId++;\n this.dirtyStyleId++;\n this.emit('update', this);\n }\n };\n /**\n * Handle errors with resources.\n * @private\n * @param event - Error event emitted.\n */\n BaseTexture.prototype.onError = function (event) {\n this.emit('error', this, event);\n };\n /**\n * Destroys this base texture.\n * The method stops if resource doesn't want this texture to be destroyed.\n * Removes texture from all caches.\n */\n BaseTexture.prototype.destroy = function () {\n // remove and destroy the resource\n if (this.resource) {\n this.resource.unbind(this);\n // only destroy resourced created internally\n if (this.resource.internal) {\n this.resource.destroy();\n }\n this.resource = null;\n }\n if (this.cacheId) {\n delete BaseTextureCache[this.cacheId];\n delete TextureCache[this.cacheId];\n this.cacheId = null;\n }\n // finally let the WebGL renderer know..\n this.dispose();\n BaseTexture.removeFromCache(this);\n this.textureCacheIds = null;\n this.destroyed = true;\n };\n /**\n * Frees the texture from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n * @fires PIXI.BaseTexture#dispose\n */\n BaseTexture.prototype.dispose = function () {\n this.emit('dispose', this);\n };\n /** Utility function for BaseTexture|Texture cast. */\n BaseTexture.prototype.castToBaseTexture = function () {\n return this;\n };\n /**\n * Helper function that creates a base texture based on the source you provide.\n * The source can be - image url, image element, canvas element. If the\n * source is an image url or an image element and not in the base texture\n * cache, it will be created and loaded.\n * @static\n * @param {string|string[]|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The\n * source to create base texture from.\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id\n * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}.\n * @returns {PIXI.BaseTexture} The new base texture.\n */\n BaseTexture.from = function (source, options, strict) {\n if (strict === void 0) { strict = settings.STRICT_TEXTURE_CACHE; }\n var isFrame = typeof source === 'string';\n var cacheId = null;\n if (isFrame) {\n cacheId = source;\n }\n else {\n if (!source._pixiId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source._pixiId = prefix + \"_\" + uid();\n }\n cacheId = source._pixiId;\n }\n var baseTexture = BaseTextureCache[cacheId];\n // Strict-mode rejects invalid cacheIds\n if (isFrame && strict && !baseTexture) {\n throw new Error(\"The cacheId \\\"\" + cacheId + \"\\\" does not exist in BaseTextureCache.\");\n }\n if (!baseTexture) {\n baseTexture = new BaseTexture(source, options);\n baseTexture.cacheId = cacheId;\n BaseTexture.addToCache(baseTexture, cacheId);\n }\n return baseTexture;\n };\n /**\n * Create a new BaseTexture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param width - Width of the resource\n * @param height - Height of the resource\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * Default properties are different from the constructor's defaults.\n * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.NPM] - Image alpha, not premultiplied by default\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.SCALE_MODES.NEAREST] - Scale mode, pixelating by default\n * @returns - The resulting new BaseTexture\n */\n BaseTexture.fromBuffer = function (buffer, width, height, options) {\n buffer = buffer || new Float32Array(width * height * 4);\n var resource = new BufferResource(buffer, { width: width, height: height });\n var type = buffer instanceof Float32Array ? TYPES.FLOAT : TYPES.UNSIGNED_BYTE;\n return new BaseTexture(resource, Object.assign({}, defaultBufferOptions, options || { width: width, height: height, type: type }));\n };\n /**\n * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object.\n * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache.\n * @param {string} id - The id that the BaseTexture will be stored against.\n */\n BaseTexture.addToCache = function (baseTexture, id) {\n if (id) {\n if (baseTexture.textureCacheIds.indexOf(id) === -1) {\n baseTexture.textureCacheIds.push(id);\n }\n if (BaseTextureCache[id]) {\n // eslint-disable-next-line no-console\n console.warn(\"BaseTexture added to the cache with an id [\" + id + \"] that already had an entry\");\n }\n BaseTextureCache[id] = baseTexture;\n }\n };\n /**\n * Remove a BaseTexture from the global BaseTextureCache.\n * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself.\n * @returns {PIXI.BaseTexture|null} The BaseTexture that was removed.\n */\n BaseTexture.removeFromCache = function (baseTexture) {\n if (typeof baseTexture === 'string') {\n var baseTextureFromCache = BaseTextureCache[baseTexture];\n if (baseTextureFromCache) {\n var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture);\n if (index > -1) {\n baseTextureFromCache.textureCacheIds.splice(index, 1);\n }\n delete BaseTextureCache[baseTexture];\n return baseTextureFromCache;\n }\n }\n else if (baseTexture && baseTexture.textureCacheIds) {\n for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) {\n delete BaseTextureCache[baseTexture.textureCacheIds[i]];\n }\n baseTexture.textureCacheIds.length = 0;\n return baseTexture;\n }\n return null;\n };\n /** Global number of the texture batch, used by multi-texture renderers. */\n BaseTexture._globalBatch = 0;\n return BaseTexture;\n}(EventEmitter));\n\n/**\n * Resource that can manage several resource (items) inside.\n * All resources need to have the same pixel size.\n * Parent class for CubeResource and ArrayResource\n * @memberof PIXI\n */\nvar AbstractMultiResource = /** @class */ (function (_super) {\n __extends(AbstractMultiResource, _super);\n /**\n * @param length\n * @param options - Options to for Resource constructor\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\n function AbstractMultiResource(length, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n _this = _super.call(this, width, height) || this;\n _this.items = [];\n _this.itemDirtyIds = [];\n for (var i = 0; i < length; i++) {\n var partTexture = new BaseTexture();\n _this.items.push(partTexture);\n // -2 - first run of texture array upload\n // -1 - texture item was allocated\n // >=0 - texture item uploaded , in sync with items[i].dirtyId\n _this.itemDirtyIds.push(-2);\n }\n _this.length = length;\n _this._load = null;\n _this.baseTexture = null;\n return _this;\n }\n /**\n * Used from ArrayResource and CubeResource constructors.\n * @param resources - Can be resources, image elements, canvas, etc. ,\n * length should be same as constructor length\n * @param options - Detect options for resources\n */\n AbstractMultiResource.prototype.initFromArray = function (resources, options) {\n for (var i = 0; i < this.length; i++) {\n if (!resources[i]) {\n continue;\n }\n if (resources[i].castToBaseTexture) {\n this.addBaseTextureAt(resources[i].castToBaseTexture(), i);\n }\n else if (resources[i] instanceof Resource) {\n this.addResourceAt(resources[i], i);\n }\n else {\n this.addResourceAt(autoDetectResource(resources[i], options), i);\n }\n }\n };\n /** Destroy this BaseImageResource. */\n AbstractMultiResource.prototype.dispose = function () {\n for (var i = 0, len = this.length; i < len; i++) {\n this.items[i].destroy();\n }\n this.items = null;\n this.itemDirtyIds = null;\n this._load = null;\n };\n /**\n * Set a resource by ID\n * @param resource\n * @param index - Zero-based index of resource to set\n * @returns - Instance for chaining\n */\n AbstractMultiResource.prototype.addResourceAt = function (resource, index) {\n if (!this.items[index]) {\n throw new Error(\"Index \" + index + \" is out of bounds\");\n }\n // Inherit the first resource dimensions\n if (resource.valid && !this.valid) {\n this.resize(resource.width, resource.height);\n }\n this.items[index].setResource(resource);\n return this;\n };\n /**\n * Set the parent base texture.\n * @param baseTexture\n */\n AbstractMultiResource.prototype.bind = function (baseTexture) {\n if (this.baseTexture !== null) {\n throw new Error('Only one base texture per TextureArray is allowed');\n }\n _super.prototype.bind.call(this, baseTexture);\n for (var i = 0; i < this.length; i++) {\n this.items[i].parentTextureArray = baseTexture;\n this.items[i].on('update', baseTexture.update, baseTexture);\n }\n };\n /**\n * Unset the parent base texture.\n * @param baseTexture\n */\n AbstractMultiResource.prototype.unbind = function (baseTexture) {\n _super.prototype.unbind.call(this, baseTexture);\n for (var i = 0; i < this.length; i++) {\n this.items[i].parentTextureArray = null;\n this.items[i].off('update', baseTexture.update, baseTexture);\n }\n };\n /**\n * Load all the resources simultaneously\n * @returns - When load is resolved\n */\n AbstractMultiResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n var resources = this.items.map(function (item) { return item.resource; }).filter(function (item) { return item; });\n // TODO: also implement load part-by-part strategy\n var promises = resources.map(function (item) { return item.load(); });\n this._load = Promise.all(promises)\n .then(function () {\n var _a = _this.items[0], realWidth = _a.realWidth, realHeight = _a.realHeight;\n _this.resize(realWidth, realHeight);\n return Promise.resolve(_this);\n });\n return this._load;\n };\n return AbstractMultiResource;\n}(Resource));\n\n/**\n * A resource that contains a number of sources.\n * @memberof PIXI\n */\nvar ArrayResource = /** @class */ (function (_super) {\n __extends(ArrayResource, _super);\n /**\n * @param source - Number of items in array or the collection\n * of image URLs to use. Can also be resources, image elements, canvas, etc.\n * @param options - Options to apply to {@link PIXI.autoDetectResource}\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\n function ArrayResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n var urls;\n var length;\n if (Array.isArray(source)) {\n urls = source;\n length = source.length;\n }\n else {\n length = source;\n }\n _this = _super.call(this, length, { width: width, height: height }) || this;\n if (urls) {\n _this.initFromArray(urls, options);\n }\n return _this;\n }\n /**\n * Set a baseTexture by ID,\n * ArrayResource just takes resource from it, nothing more\n * @param baseTexture\n * @param index - Zero-based index of resource to set\n * @returns - Instance for chaining\n */\n ArrayResource.prototype.addBaseTextureAt = function (baseTexture, index) {\n if (baseTexture.resource) {\n this.addResourceAt(baseTexture.resource, index);\n }\n else {\n throw new Error('ArrayResource does not support RenderTexture');\n }\n return this;\n };\n /**\n * Add binding\n * @param baseTexture\n */\n ArrayResource.prototype.bind = function (baseTexture) {\n _super.prototype.bind.call(this, baseTexture);\n baseTexture.target = TARGETS.TEXTURE_2D_ARRAY;\n };\n /**\n * Upload the resources to the GPU.\n * @param renderer\n * @param texture\n * @param glTexture\n * @returns - whether texture was uploaded\n */\n ArrayResource.prototype.upload = function (renderer, texture, glTexture) {\n var _a = this, length = _a.length, itemDirtyIds = _a.itemDirtyIds, items = _a.items;\n var gl = renderer.gl;\n if (glTexture.dirtyId < 0) {\n gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, glTexture.internalFormat, this._width, this._height, length, 0, texture.format, glTexture.type, null);\n }\n for (var i = 0; i < length; i++) {\n var item = items[i];\n if (itemDirtyIds[i] < item.dirtyId) {\n itemDirtyIds[i] = item.dirtyId;\n if (item.valid) {\n gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, // xoffset\n 0, // yoffset\n i, // zoffset\n item.resource.width, item.resource.height, 1, texture.format, glTexture.type, item.resource.source);\n }\n }\n }\n return true;\n };\n return ArrayResource;\n}(AbstractMultiResource));\n\n/**\n * Base for all the image/canvas resources.\n * @memberof PIXI\n */\nvar BaseImageResource = /** @class */ (function (_super) {\n __extends(BaseImageResource, _super);\n /**\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} source\n */\n function BaseImageResource(source) {\n var _this = this;\n var sourceAny = source;\n var width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width;\n var height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height;\n _this = _super.call(this, width, height) || this;\n _this.source = source;\n _this.noSubImage = false;\n return _this;\n }\n /**\n * Set cross origin based detecting the url and the crossorigin\n * @param element - Element to apply crossOrigin\n * @param url - URL to check\n * @param crossorigin - Cross origin value to use\n */\n BaseImageResource.crossOrigin = function (element, url, crossorigin) {\n if (crossorigin === undefined && url.indexOf('data:') !== 0) {\n element.crossOrigin = determineCrossOrigin(url);\n }\n else if (crossorigin !== false) {\n element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous';\n }\n };\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] - (optional)\n * @returns - true is success\n */\n BaseImageResource.prototype.upload = function (renderer, baseTexture, glTexture, source) {\n var gl = renderer.gl;\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n source = source || this.source;\n if (source instanceof HTMLImageElement) {\n if (!source.complete || source.naturalWidth === 0) {\n return false;\n }\n }\n else if (source instanceof HTMLVideoElement) {\n if (source.readyState <= 1) {\n return false;\n }\n }\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n if (!this.noSubImage\n && baseTexture.target === gl.TEXTURE_2D\n && glTexture.width === width\n && glTexture.height === height) {\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, glTexture.type, source);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, baseTexture.format, glTexture.type, source);\n }\n return true;\n };\n /**\n * Checks if source width/height was changed, resize can cause extra baseTexture update.\n * Triggers one update in any case.\n */\n BaseImageResource.prototype.update = function () {\n if (this.destroyed) {\n return;\n }\n var source = this.source;\n var width = source.naturalWidth || source.videoWidth || source.width;\n var height = source.naturalHeight || source.videoHeight || source.height;\n this.resize(width, height);\n _super.prototype.update.call(this);\n };\n /** Destroy this {@link BaseImageResource} */\n BaseImageResource.prototype.dispose = function () {\n this.source = null;\n };\n return BaseImageResource;\n}(Resource));\n\n/**\n * @interface OffscreenCanvas\n */\n/**\n * Resource type for HTMLCanvasElement.\n * @memberof PIXI\n */\nvar CanvasResource = /** @class */ (function (_super) {\n __extends(CanvasResource, _super);\n /**\n * @param source - Canvas element to use\n */\n // eslint-disable-next-line @typescript-eslint/no-useless-constructor\n function CanvasResource(source) {\n return _super.call(this, source) || this;\n }\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is HTMLCanvasElement or OffscreenCanvas\n */\n CanvasResource.test = function (source) {\n var OffscreenCanvas = globalThis.OffscreenCanvas;\n // Check for browsers that don't yet support OffscreenCanvas\n if (OffscreenCanvas && source instanceof OffscreenCanvas) {\n return true;\n }\n return globalThis.HTMLCanvasElement && source instanceof HTMLCanvasElement;\n };\n return CanvasResource;\n}(BaseImageResource));\n\n/**\n * Resource for a CubeTexture which contains six resources.\n * @memberof PIXI\n */\nvar CubeResource = /** @class */ (function (_super) {\n __extends(CubeResource, _super);\n /**\n * @param {Array} [source] - Collection of URLs or resources\n * to use as the sides of the cube.\n * @param options - ImageResource options\n * @param {number} [options.width] - Width of resource\n * @param {number} [options.height] - Height of resource\n * @param {number} [options.autoLoad=true] - Whether to auto-load resources\n * @param {number} [options.linkBaseTexture=true] - In case BaseTextures are supplied,\n * whether to copy them or use\n */\n function CubeResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height, autoLoad = _a.autoLoad, linkBaseTexture = _a.linkBaseTexture;\n if (source && source.length !== CubeResource.SIDES) {\n throw new Error(\"Invalid length. Got \" + source.length + \", expected 6\");\n }\n _this = _super.call(this, 6, { width: width, height: height }) || this;\n for (var i = 0; i < CubeResource.SIDES; i++) {\n _this.items[i].target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + i;\n }\n _this.linkBaseTexture = linkBaseTexture !== false;\n if (source) {\n _this.initFromArray(source, options);\n }\n if (autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Add binding.\n * @param baseTexture - parent base texture\n */\n CubeResource.prototype.bind = function (baseTexture) {\n _super.prototype.bind.call(this, baseTexture);\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP;\n };\n CubeResource.prototype.addBaseTextureAt = function (baseTexture, index, linkBaseTexture) {\n if (!this.items[index]) {\n throw new Error(\"Index \" + index + \" is out of bounds\");\n }\n if (!this.linkBaseTexture\n || baseTexture.parentTextureArray\n || Object.keys(baseTexture._glTextures).length > 0) {\n // copy mode\n if (baseTexture.resource) {\n this.addResourceAt(baseTexture.resource, index);\n }\n else {\n throw new Error(\"CubeResource does not support copying of renderTexture.\");\n }\n }\n else {\n // link mode, the difficult one!\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + index;\n baseTexture.parentTextureArray = this.baseTexture;\n this.items[index] = baseTexture;\n }\n if (baseTexture.valid && !this.valid) {\n this.resize(baseTexture.realWidth, baseTexture.realHeight);\n }\n this.items[index] = baseTexture;\n return this;\n };\n /**\n * Upload the resource\n * @param renderer\n * @param _baseTexture\n * @param glTexture\n * @returns {boolean} true is success\n */\n CubeResource.prototype.upload = function (renderer, _baseTexture, glTexture) {\n var dirty = this.itemDirtyIds;\n for (var i = 0; i < CubeResource.SIDES; i++) {\n var side = this.items[i];\n if (dirty[i] < side.dirtyId || glTexture.dirtyId < _baseTexture.dirtyId) {\n if (side.valid && side.resource) {\n side.resource.upload(renderer, side, glTexture);\n dirty[i] = side.dirtyId;\n }\n else if (dirty[i] < -1) {\n // either item is not valid yet, either its a renderTexture\n // allocate the memory\n renderer.gl.texImage2D(side.target, 0, glTexture.internalFormat, _baseTexture.realWidth, _baseTexture.realHeight, 0, _baseTexture.format, glTexture.type, null);\n dirty[i] = -1;\n }\n }\n }\n return true;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is an array of 6 elements\n */\n CubeResource.test = function (source) {\n return Array.isArray(source) && source.length === CubeResource.SIDES;\n };\n /** Number of texture sides to store for CubeResources. */\n CubeResource.SIDES = 6;\n return CubeResource;\n}(AbstractMultiResource));\n\n/**\n * Resource type for HTMLImageElement.\n * @memberof PIXI\n */\nvar ImageResource = /** @class */ (function (_super) {\n __extends(ImageResource, _super);\n /**\n * @param source - image source or URL\n * @param options\n * @param {boolean} [options.autoLoad=true] - start loading process\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - whether its required to create\n * a bitmap before upload\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Premultiply image alpha in bitmap\n */\n function ImageResource(source, options) {\n var _this = this;\n options = options || {};\n if (!(source instanceof HTMLImageElement)) {\n var imageElement = new Image();\n BaseImageResource.crossOrigin(imageElement, source, options.crossorigin);\n imageElement.src = source;\n source = imageElement;\n }\n _this = _super.call(this, source) || this;\n // FireFox 68, and possibly other versions, seems like setting the HTMLImageElement#width and #height\n // to non-zero values before its loading completes if images are in a cache.\n // Because of this, need to set the `_width` and the `_height` to zero to avoid uploading incomplete images.\n // Please refer to the issue #5968 (https://github.com/pixijs/pixi.js/issues/5968).\n if (!source.complete && !!_this._width && !!_this._height) {\n _this._width = 0;\n _this._height = 0;\n }\n _this.url = source.src;\n _this._process = null;\n _this.preserveBitmap = false;\n _this.createBitmap = (options.createBitmap !== undefined\n ? options.createBitmap : settings.CREATE_IMAGE_BITMAP) && !!globalThis.createImageBitmap;\n _this.alphaMode = typeof options.alphaMode === 'number' ? options.alphaMode : null;\n _this.bitmap = null;\n _this._load = null;\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Returns a promise when image will be loaded and processed.\n * @param createBitmap - whether process image into bitmap\n */\n ImageResource.prototype.load = function (createBitmap) {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n if (createBitmap !== undefined) {\n this.createBitmap = createBitmap;\n }\n this._load = new Promise(function (resolve, reject) {\n var source = _this.source;\n _this.url = source.src;\n var completed = function () {\n if (_this.destroyed) {\n return;\n }\n source.onload = null;\n source.onerror = null;\n _this.resize(source.width, source.height);\n _this._load = null;\n if (_this.createBitmap) {\n resolve(_this.process());\n }\n else {\n resolve(_this);\n }\n };\n if (source.complete && source.src) {\n completed();\n }\n else {\n source.onload = completed;\n source.onerror = function (event) {\n // Avoids Promise freezing when resource broken\n reject(event);\n _this.onError.emit(event);\n };\n }\n });\n return this._load;\n };\n /**\n * Called when we need to convert image into BitmapImage.\n * Can be called multiple times, real promise is cached inside.\n * @returns - Cached promise to fill that bitmap\n */\n ImageResource.prototype.process = function () {\n var _this = this;\n var source = this.source;\n if (this._process !== null) {\n return this._process;\n }\n if (this.bitmap !== null || !globalThis.createImageBitmap) {\n return Promise.resolve(this);\n }\n var createImageBitmap = globalThis.createImageBitmap;\n var cors = !source.crossOrigin || source.crossOrigin === 'anonymous';\n this._process = fetch(source.src, {\n mode: cors ? 'cors' : 'no-cors'\n })\n .then(function (r) { return r.blob(); })\n .then(function (blob) { return createImageBitmap(blob, 0, 0, source.width, source.height, {\n premultiplyAlpha: _this.alphaMode === null || _this.alphaMode === ALPHA_MODES.UNPACK\n ? 'premultiply' : 'none',\n }); })\n .then(function (bitmap) {\n if (_this.destroyed) {\n return Promise.reject();\n }\n _this.bitmap = bitmap;\n _this.update();\n _this._process = null;\n return Promise.resolve(_this);\n });\n return this._process;\n };\n /**\n * Upload the image resource to GPU.\n * @param renderer - Renderer to upload to\n * @param baseTexture - BaseTexture for this resource\n * @param glTexture - GLTexture to use\n * @returns {boolean} true is success\n */\n ImageResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n if (typeof this.alphaMode === 'number') {\n // bitmap stores unpack premultiply flag, we dont have to notify texImage2D about it\n baseTexture.alphaMode = this.alphaMode;\n }\n if (!this.createBitmap) {\n return _super.prototype.upload.call(this, renderer, baseTexture, glTexture);\n }\n if (!this.bitmap) {\n // yeah, ignore the output\n this.process();\n if (!this.bitmap) {\n return false;\n }\n }\n _super.prototype.upload.call(this, renderer, baseTexture, glTexture, this.bitmap);\n if (!this.preserveBitmap) {\n // checks if there are other renderers that possibly need this bitmap\n var flag = true;\n var glTextures = baseTexture._glTextures;\n for (var key in glTextures) {\n var otherTex = glTextures[key];\n if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId) {\n flag = false;\n break;\n }\n }\n if (flag) {\n if (this.bitmap.close) {\n this.bitmap.close();\n }\n this.bitmap = null;\n }\n }\n return true;\n };\n /** Destroys this resource. */\n ImageResource.prototype.dispose = function () {\n this.source.onload = null;\n this.source.onerror = null;\n _super.prototype.dispose.call(this);\n if (this.bitmap) {\n this.bitmap.close();\n this.bitmap = null;\n }\n this._process = null;\n this._load = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is string or HTMLImageElement\n */\n ImageResource.test = function (source) {\n return typeof source === 'string' || source instanceof HTMLImageElement;\n };\n return ImageResource;\n}(BaseImageResource));\n\n/**\n * Resource type for SVG elements and graphics.\n * @memberof PIXI\n */\nvar SVGResource = /** @class */ (function (_super) {\n __extends(SVGResource, _super);\n /**\n * @param sourceBase64 - Base64 encoded SVG element or URL for SVG file.\n * @param {object} [options] - Options to use\n * @param {number} [options.scale=1] - Scale to apply to SVG. Overridden by...\n * @param {number} [options.width] - Rasterize SVG this wide. Aspect ratio preserved if height not specified.\n * @param {number} [options.height] - Rasterize SVG this high. Aspect ratio preserved if width not specified.\n * @param {boolean} [options.autoLoad=true] - Start loading right away.\n */\n function SVGResource(sourceBase64, options) {\n var _this = this;\n options = options || {};\n _this = _super.call(this, settings.ADAPTER.createCanvas()) || this;\n _this._width = 0;\n _this._height = 0;\n _this.svg = sourceBase64;\n _this.scale = options.scale || 1;\n _this._overrideWidth = options.width;\n _this._overrideHeight = options.height;\n _this._resolve = null;\n _this._crossorigin = options.crossorigin;\n _this._load = null;\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n SVGResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n this._load = new Promise(function (resolve) {\n // Save this until after load is finished\n _this._resolve = function () {\n _this.resize(_this.source.width, _this.source.height);\n resolve(_this);\n };\n // Convert SVG inline string to data-uri\n if (SVGResource.SVG_XML.test(_this.svg.trim())) {\n if (!btoa) {\n throw new Error('Your browser doesn\\'t support base64 conversions.');\n }\n _this.svg = \"data:image/svg+xml;base64,\" + btoa(unescape(encodeURIComponent(_this.svg)));\n }\n _this._loadSvg();\n });\n return this._load;\n };\n /** Loads an SVG image from `imageUrl` or `data URL`. */\n SVGResource.prototype._loadSvg = function () {\n var _this = this;\n var tempImage = new Image();\n BaseImageResource.crossOrigin(tempImage, this.svg, this._crossorigin);\n tempImage.src = this.svg;\n tempImage.onerror = function (event) {\n if (!_this._resolve) {\n return;\n }\n tempImage.onerror = null;\n _this.onError.emit(event);\n };\n tempImage.onload = function () {\n if (!_this._resolve) {\n return;\n }\n var svgWidth = tempImage.width;\n var svgHeight = tempImage.height;\n if (!svgWidth || !svgHeight) {\n throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.');\n }\n // Set render size\n var width = svgWidth * _this.scale;\n var height = svgHeight * _this.scale;\n if (_this._overrideWidth || _this._overrideHeight) {\n width = _this._overrideWidth || _this._overrideHeight / svgHeight * svgWidth;\n height = _this._overrideHeight || _this._overrideWidth / svgWidth * svgHeight;\n }\n width = Math.round(width);\n height = Math.round(height);\n // Create a canvas element\n var canvas = _this.source;\n canvas.width = width;\n canvas.height = height;\n canvas._pixiId = \"canvas_\" + uid();\n // Draw the Svg to the canvas\n canvas\n .getContext('2d')\n .drawImage(tempImage, 0, 0, svgWidth, svgHeight, 0, 0, width, height);\n _this._resolve();\n _this._resolve = null;\n };\n };\n /**\n * Get size from an svg string using a regular expression.\n * @param svgString - a serialized svg element\n * @returns - image extension\n */\n SVGResource.getSize = function (svgString) {\n var sizeMatch = SVGResource.SVG_SIZE.exec(svgString);\n var size = {};\n if (sizeMatch) {\n size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3]));\n size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7]));\n }\n return size;\n };\n /** Destroys this texture. */\n SVGResource.prototype.dispose = function () {\n _super.prototype.dispose.call(this);\n this._resolve = null;\n this._crossorigin = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n * @returns {boolean} - If the source is a SVG source or data file\n */\n SVGResource.test = function (source, extension) {\n // url file extension is SVG\n return extension === 'svg'\n // source is SVG data-uri\n || (typeof source === 'string' && source.startsWith('data:image/svg+xml'))\n // source is SVG inline\n || (typeof source === 'string' && SVGResource.SVG_XML.test(source));\n };\n /**\n * Regular expression for SVG XML document.\n * @example <?xml version=\"1.0\" encoding=\"utf-8\" ?><!-- image/svg --><svg\n * @readonly\n */\n SVGResource.SVG_XML = /^(<\\?xml[^?]+\\?>)?\\s*()]*-->)?\\s*\\]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*>/i; // eslint-disable-line max-len\n return SVGResource;\n}(BaseImageResource));\n\n/**\n * Resource type for {@code HTMLVideoElement}.\n * @memberof PIXI\n */\nvar VideoResource = /** @class */ (function (_super) {\n __extends(VideoResource, _super);\n /**\n * @param {HTMLVideoElement|object|string|Array} source - Video element to use.\n * @param {object} [options] - Options to use\n * @param {boolean} [options.autoLoad=true] - Start loading the video immediately\n * @param {boolean} [options.autoPlay=true] - Start playing video immediately\n * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video.\n * Leave at 0 to update at every render.\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n */\n function VideoResource(source, options) {\n var _this = this;\n options = options || {};\n if (!(source instanceof HTMLVideoElement)) {\n var videoElement = document.createElement('video');\n // workaround for https://github.com/pixijs/pixi.js/issues/5996\n videoElement.setAttribute('preload', 'auto');\n videoElement.setAttribute('webkit-playsinline', '');\n videoElement.setAttribute('playsinline', '');\n if (typeof source === 'string') {\n source = [source];\n }\n var firstSrc = source[0].src || source[0];\n BaseImageResource.crossOrigin(videoElement, firstSrc, options.crossorigin);\n // array of objects or strings\n for (var i = 0; i < source.length; ++i) {\n var sourceElement = document.createElement('source');\n var _a = source[i], src = _a.src, mime = _a.mime;\n src = src || source[i];\n var baseSrc = src.split('?').shift().toLowerCase();\n var ext = baseSrc.slice(baseSrc.lastIndexOf('.') + 1);\n mime = mime || VideoResource.MIME_TYPES[ext] || \"video/\" + ext;\n sourceElement.src = src;\n sourceElement.type = mime;\n videoElement.appendChild(sourceElement);\n }\n // Override the source\n source = videoElement;\n }\n _this = _super.call(this, source) || this;\n _this.noSubImage = true;\n _this._autoUpdate = true;\n _this._isConnectedToTicker = false;\n _this._updateFPS = options.updateFPS || 0;\n _this._msToNextUpdate = 0;\n _this.autoPlay = options.autoPlay !== false;\n _this._load = null;\n _this._resolve = null;\n // Bind for listeners\n _this._onCanPlay = _this._onCanPlay.bind(_this);\n _this._onError = _this._onError.bind(_this);\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Trigger updating of the texture.\n * @param _deltaTime - time delta since last tick\n */\n VideoResource.prototype.update = function (_deltaTime) {\n if (!this.destroyed) {\n // account for if video has had its playbackRate changed\n var elapsedMS = Ticker.shared.elapsedMS * this.source.playbackRate;\n this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS);\n if (!this._updateFPS || this._msToNextUpdate <= 0) {\n _super.prototype.update.call(this);\n this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0;\n }\n }\n };\n /**\n * Start preloading the video resource.\n * @returns {Promise} Handle the validate event\n */\n VideoResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n var source = this.source;\n if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA)\n && source.width && source.height) {\n source.complete = true;\n }\n source.addEventListener('play', this._onPlayStart.bind(this));\n source.addEventListener('pause', this._onPlayStop.bind(this));\n if (!this._isSourceReady()) {\n source.addEventListener('canplay', this._onCanPlay);\n source.addEventListener('canplaythrough', this._onCanPlay);\n source.addEventListener('error', this._onError, true);\n }\n else {\n this._onCanPlay();\n }\n this._load = new Promise(function (resolve) {\n if (_this.valid) {\n resolve(_this);\n }\n else {\n _this._resolve = resolve;\n source.load();\n }\n });\n return this._load;\n };\n /**\n * Handle video error events.\n * @param event\n */\n VideoResource.prototype._onError = function (event) {\n this.source.removeEventListener('error', this._onError, true);\n this.onError.emit(event);\n };\n /**\n * Returns true if the underlying source is playing.\n * @returns - True if playing.\n */\n VideoResource.prototype._isSourcePlaying = function () {\n var source = this.source;\n return (!source.paused && !source.ended && this._isSourceReady());\n };\n /**\n * Returns true if the underlying source is ready for playing.\n * @returns - True if ready.\n */\n VideoResource.prototype._isSourceReady = function () {\n var source = this.source;\n return source.readyState > 2;\n };\n /** Runs the update loop when the video is ready to play. */\n VideoResource.prototype._onPlayStart = function () {\n // Just in case the video has not received its can play even yet..\n if (!this.valid) {\n this._onCanPlay();\n }\n if (this.autoUpdate && !this._isConnectedToTicker) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n };\n /** Fired when a pause event is triggered, stops the update loop. */\n VideoResource.prototype._onPlayStop = function () {\n if (this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n };\n /** Fired when the video is loaded and ready to play. */\n VideoResource.prototype._onCanPlay = function () {\n var source = this.source;\n source.removeEventListener('canplay', this._onCanPlay);\n source.removeEventListener('canplaythrough', this._onCanPlay);\n var valid = this.valid;\n this.resize(source.videoWidth, source.videoHeight);\n // prevent multiple loaded dispatches..\n if (!valid && this._resolve) {\n this._resolve(this);\n this._resolve = null;\n }\n if (this._isSourcePlaying()) {\n this._onPlayStart();\n }\n else if (this.autoPlay) {\n source.play();\n }\n };\n /** Destroys this texture. */\n VideoResource.prototype.dispose = function () {\n if (this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n var source = this.source;\n if (source) {\n source.removeEventListener('error', this._onError, true);\n source.pause();\n source.src = '';\n source.load();\n }\n _super.prototype.dispose.call(this);\n };\n Object.defineProperty(VideoResource.prototype, \"autoUpdate\", {\n /** Should the base texture automatically update itself, set to true by default. */\n get: function () {\n return this._autoUpdate;\n },\n set: function (value) {\n if (value !== this._autoUpdate) {\n this._autoUpdate = value;\n if (!this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying()) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(VideoResource.prototype, \"updateFPS\", {\n /**\n * How many times a second to update the texture from the video. Leave at 0 to update at every render.\n * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient.\n */\n get: function () {\n return this._updateFPS;\n },\n set: function (value) {\n if (value !== this._updateFPS) {\n this._updateFPS = value;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n * @returns {boolean} `true` if video source\n */\n VideoResource.test = function (source, extension) {\n return (globalThis.HTMLVideoElement && source instanceof HTMLVideoElement)\n || VideoResource.TYPES.indexOf(extension) > -1;\n };\n /**\n * List of common video file extensions supported by VideoResource.\n * @readonly\n */\n VideoResource.TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov'];\n /**\n * Map of video MIME types that can't be directly derived from file extensions.\n * @readonly\n */\n VideoResource.MIME_TYPES = {\n ogv: 'video/ogg',\n mov: 'video/quicktime',\n m4v: 'video/mp4',\n };\n return VideoResource;\n}(BaseImageResource));\n\n/**\n * Resource type for ImageBitmap.\n * @memberof PIXI\n */\nvar ImageBitmapResource = /** @class */ (function (_super) {\n __extends(ImageBitmapResource, _super);\n /**\n * @param source - Image element to use\n */\n // eslint-disable-next-line @typescript-eslint/no-useless-constructor\n function ImageBitmapResource(source) {\n return _super.call(this, source) || this;\n }\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is an ImageBitmap\n */\n ImageBitmapResource.test = function (source) {\n return !!globalThis.createImageBitmap && typeof ImageBitmap !== 'undefined' && source instanceof ImageBitmap;\n };\n return ImageBitmapResource;\n}(BaseImageResource));\n\nINSTALLED.push(ImageResource, ImageBitmapResource, CanvasResource, VideoResource, SVGResource, BufferResource, CubeResource, ArrayResource);\n\nvar _resources = {\n __proto__: null,\n Resource: Resource,\n BaseImageResource: BaseImageResource,\n INSTALLED: INSTALLED,\n autoDetectResource: autoDetectResource,\n AbstractMultiResource: AbstractMultiResource,\n ArrayResource: ArrayResource,\n BufferResource: BufferResource,\n CanvasResource: CanvasResource,\n CubeResource: CubeResource,\n ImageResource: ImageResource,\n SVGResource: SVGResource,\n VideoResource: VideoResource,\n ImageBitmapResource: ImageBitmapResource\n};\n\n/**\n * Resource type for DepthTexture.\n * @memberof PIXI\n */\nvar DepthResource = /** @class */ (function (_super) {\n __extends(DepthResource, _super);\n function DepthResource() {\n return _super !== null && _super.apply(this, arguments) || this;\n }\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture - glTexture\n * @returns - true is success\n */\n DepthResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n var gl = renderer.gl;\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n if (glTexture.width === width && glTexture.height === height) {\n gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data);\n }\n return true;\n };\n return DepthResource;\n}(BufferResource));\n\n/**\n * A framebuffer can be used to render contents off of the screen. {@link PIXI.BaseRenderTexture} uses\n * one internally to render into itself. You can attach a depth or stencil buffer to a framebuffer.\n *\n * On WebGL 2 machines, shaders can output to multiple textures simultaneously with GLSL 300 ES.\n * @memberof PIXI\n */\nvar Framebuffer = /** @class */ (function () {\n /**\n * @param width - Width of the frame buffer\n * @param height - Height of the frame buffer\n */\n function Framebuffer(width, height) {\n this.width = Math.round(width || 100);\n this.height = Math.round(height || 100);\n this.stencil = false;\n this.depth = false;\n this.dirtyId = 0;\n this.dirtyFormat = 0;\n this.dirtySize = 0;\n this.depthTexture = null;\n this.colorTextures = [];\n this.glFramebuffers = {};\n this.disposeRunner = new Runner('disposeFramebuffer');\n this.multisample = MSAA_QUALITY.NONE;\n }\n Object.defineProperty(Framebuffer.prototype, \"colorTexture\", {\n /**\n * Reference to the colorTexture.\n * @readonly\n */\n get: function () {\n return this.colorTextures[0];\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Add texture to the colorTexture array.\n * @param index - Index of the array to add the texture to\n * @param texture - Texture to add to the array\n */\n Framebuffer.prototype.addColorTexture = function (index, texture) {\n if (index === void 0) { index = 0; }\n // TODO add some validation to the texture - same width / height etc?\n this.colorTextures[index] = texture || new BaseTexture(null, {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n mipmap: MIPMAP_MODES.OFF,\n width: this.width,\n height: this.height,\n });\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /**\n * Add a depth texture to the frame buffer.\n * @param texture - Texture to add.\n */\n Framebuffer.prototype.addDepthTexture = function (texture) {\n /* eslint-disable max-len */\n this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n width: this.width,\n height: this.height,\n mipmap: MIPMAP_MODES.OFF,\n format: FORMATS.DEPTH_COMPONENT,\n type: TYPES.UNSIGNED_SHORT,\n });\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /** Enable depth on the frame buffer. */\n Framebuffer.prototype.enableDepth = function () {\n this.depth = true;\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /** Enable stencil on the frame buffer. */\n Framebuffer.prototype.enableStencil = function () {\n this.stencil = true;\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /**\n * Resize the frame buffer\n * @param width - Width of the frame buffer to resize to\n * @param height - Height of the frame buffer to resize to\n */\n Framebuffer.prototype.resize = function (width, height) {\n width = Math.round(width);\n height = Math.round(height);\n if (width === this.width && height === this.height)\n { return; }\n this.width = width;\n this.height = height;\n this.dirtyId++;\n this.dirtySize++;\n for (var i = 0; i < this.colorTextures.length; i++) {\n var texture = this.colorTextures[i];\n var resolution = texture.resolution;\n // take into account the fact the texture may have a different resolution..\n texture.setSize(width / resolution, height / resolution);\n }\n if (this.depthTexture) {\n var resolution = this.depthTexture.resolution;\n this.depthTexture.setSize(width / resolution, height / resolution);\n }\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Framebuffer.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys and removes the depth texture added to this framebuffer. */\n Framebuffer.prototype.destroyDepthTexture = function () {\n if (this.depthTexture) {\n this.depthTexture.destroy();\n this.depthTexture = null;\n ++this.dirtyId;\n ++this.dirtyFormat;\n }\n };\n return Framebuffer;\n}());\n\n/**\n * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position\n * and rotation of the given Display Objects is ignored. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, {renderTexture});\n * ```\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n *\n * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture\n * ```\n * @memberof PIXI\n */\nvar BaseRenderTexture = /** @class */ (function (_super) {\n __extends(BaseRenderTexture, _super);\n /**\n * @param options\n * @param {number} [options.width=100] - The width of the base render texture.\n * @param {number} [options.height=100] - The height of the base render texture.\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES}\n * for possible values.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio\n * of the texture being generated.\n * @param {PIXI.MSAA_QUALITY} [options.multisample=PIXI.MSAA_QUALITY.NONE] - The number of samples of the frame buffer.\n */\n function BaseRenderTexture(options) {\n if (options === void 0) { options = {}; }\n var _this = this;\n if (typeof options === 'number') {\n /* eslint-disable prefer-rest-params */\n // Backward compatibility of signature\n var width = arguments[0];\n var height = arguments[1];\n var scaleMode = arguments[2];\n var resolution = arguments[3];\n options = { width: width, height: height, scaleMode: scaleMode, resolution: resolution };\n /* eslint-enable prefer-rest-params */\n }\n options.width = options.width || 100;\n options.height = options.height || 100;\n options.multisample = options.multisample !== undefined ? options.multisample : MSAA_QUALITY.NONE;\n _this = _super.call(this, null, options) || this;\n // Set defaults\n _this.mipmap = MIPMAP_MODES.OFF;\n _this.valid = true;\n _this.clearColor = [0, 0, 0, 0];\n _this.framebuffer = new Framebuffer(_this.realWidth, _this.realHeight)\n .addColorTexture(0, _this);\n _this.framebuffer.multisample = options.multisample;\n // TODO - could this be added the systems?\n _this.maskStack = [];\n _this.filterStack = [{}];\n return _this;\n }\n /**\n * Resizes the BaseRenderTexture.\n * @param desiredWidth - The desired width to resize to.\n * @param desiredHeight - The desired height to resize to.\n */\n BaseRenderTexture.prototype.resize = function (desiredWidth, desiredHeight) {\n this.framebuffer.resize(desiredWidth * this.resolution, desiredHeight * this.resolution);\n this.setRealSize(this.framebuffer.width, this.framebuffer.height);\n };\n /**\n * Frees the texture and framebuffer from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n * @fires PIXI.BaseTexture#dispose\n */\n BaseRenderTexture.prototype.dispose = function () {\n this.framebuffer.dispose();\n _super.prototype.dispose.call(this);\n };\n /** Destroys this texture. */\n BaseRenderTexture.prototype.destroy = function () {\n _super.prototype.destroy.call(this);\n this.framebuffer.destroyDepthTexture();\n this.framebuffer = null;\n };\n return BaseRenderTexture;\n}(BaseTexture));\n\n/**\n * Stores a texture's frame in UV coordinates, in\n * which everything lies in the rectangle `[(0,0), (1,0),\n * (1,1), (0,1)]`.\n *\n * | Corner | Coordinates |\n * |--------------|-------------|\n * | Top-Left | `(x0,y0)` |\n * | Top-Right | `(x1,y1)` |\n * | Bottom-Right | `(x2,y2)` |\n * | Bottom-Left | `(x3,y3)` |\n * @protected\n * @memberof PIXI\n */\nvar TextureUvs = /** @class */ (function () {\n function TextureUvs() {\n this.x0 = 0;\n this.y0 = 0;\n this.x1 = 1;\n this.y1 = 0;\n this.x2 = 1;\n this.y2 = 1;\n this.x3 = 0;\n this.y3 = 1;\n this.uvsFloat32 = new Float32Array(8);\n }\n /**\n * Sets the texture Uvs based on the given frame information.\n * @protected\n * @param frame - The frame of the texture\n * @param baseFrame - The base frame of the texture\n * @param rotate - Rotation of frame, see {@link PIXI.groupD8}\n */\n TextureUvs.prototype.set = function (frame, baseFrame, rotate) {\n var tw = baseFrame.width;\n var th = baseFrame.height;\n if (rotate) {\n // width and height div 2 div baseFrame size\n var w2 = frame.width / 2 / tw;\n var h2 = frame.height / 2 / th;\n // coordinates of center\n var cX = (frame.x / tw) + w2;\n var cY = (frame.y / th) + h2;\n rotate = groupD8.add(rotate, groupD8.NW); // NW is top-left corner\n this.x0 = cX + (w2 * groupD8.uX(rotate));\n this.y0 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2); // rotate 90 degrees clockwise\n this.x1 = cX + (w2 * groupD8.uX(rotate));\n this.y1 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2);\n this.x2 = cX + (w2 * groupD8.uX(rotate));\n this.y2 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2);\n this.x3 = cX + (w2 * groupD8.uX(rotate));\n this.y3 = cY + (h2 * groupD8.uY(rotate));\n }\n else {\n this.x0 = frame.x / tw;\n this.y0 = frame.y / th;\n this.x1 = (frame.x + frame.width) / tw;\n this.y1 = frame.y / th;\n this.x2 = (frame.x + frame.width) / tw;\n this.y2 = (frame.y + frame.height) / th;\n this.x3 = frame.x / tw;\n this.y3 = (frame.y + frame.height) / th;\n }\n this.uvsFloat32[0] = this.x0;\n this.uvsFloat32[1] = this.y0;\n this.uvsFloat32[2] = this.x1;\n this.uvsFloat32[3] = this.y1;\n this.uvsFloat32[4] = this.x2;\n this.uvsFloat32[5] = this.y2;\n this.uvsFloat32[6] = this.x3;\n this.uvsFloat32[7] = this.y3;\n };\n TextureUvs.prototype.toString = function () {\n return \"[@pixi/core:TextureUvs \"\n + (\"x0=\" + this.x0 + \" y0=\" + this.y0 + \" \")\n + (\"x1=\" + this.x1 + \" y1=\" + this.y1 + \" x2=\" + this.x2 + \" \")\n + (\"y2=\" + this.y2 + \" x3=\" + this.x3 + \" y3=\" + this.y3)\n + \"]\";\n };\n return TextureUvs;\n}());\n\nvar DEFAULT_UVS = new TextureUvs();\n/**\n * Used to remove listeners from WHITE and EMPTY Textures\n * @ignore\n */\nfunction removeAllHandlers(tex) {\n tex.destroy = function _emptyDestroy() { };\n tex.on = function _emptyOn() { };\n tex.once = function _emptyOnce() { };\n tex.emit = function _emptyEmit() { };\n}\n/**\n * A texture stores the information that represents an image or part of an image.\n *\n * It cannot be added to the display list directly; instead use it as the texture for a Sprite.\n * If no frame is provided for a texture, then the whole image is used.\n *\n * You can directly create a texture from an image and then reuse it multiple times like this :\n *\n * ```js\n * let texture = PIXI.Texture.from('assets/image.png');\n * let sprite1 = new PIXI.Sprite(texture);\n * let sprite2 = new PIXI.Sprite(texture);\n * ```\n *\n * If you didnt pass the texture frame to constructor, it enables `noFrame` mode:\n * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture.\n *\n * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing.\n * You can check for this by checking the sprite's _textureID property.\n * ```js\n * var texture = PIXI.Texture.from('assets/image.svg');\n * var sprite1 = new PIXI.Sprite(texture);\n * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file\n * ```\n * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068.\n * @memberof PIXI\n * @typeParam R - The BaseTexture's Resource type.\n */\nvar Texture = /** @class */ (function (_super) {\n __extends(Texture, _super);\n /**\n * @param baseTexture - The base texture source to create the texture from\n * @param frame - The rectangle frame of the texture to show\n * @param orig - The area of original texture\n * @param trim - Trimmed rectangle of original texture\n * @param rotate - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8}\n * @param anchor - Default anchor point used for sprite placement / rotation\n */\n function Texture(baseTexture, frame, orig, trim, rotate, anchor) {\n var _this = _super.call(this) || this;\n _this.noFrame = false;\n if (!frame) {\n _this.noFrame = true;\n frame = new Rectangle(0, 0, 1, 1);\n }\n if (baseTexture instanceof Texture) {\n baseTexture = baseTexture.baseTexture;\n }\n _this.baseTexture = baseTexture;\n _this._frame = frame;\n _this.trim = trim;\n _this.valid = false;\n _this._uvs = DEFAULT_UVS;\n _this.uvMatrix = null;\n _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1);\n _this._rotate = Number(rotate || 0);\n if (rotate === true) {\n // this is old texturepacker legacy, some games/libraries are passing \"true\" for rotated textures\n _this._rotate = 2;\n }\n else if (_this._rotate % 2 !== 0) {\n throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually');\n }\n _this.defaultAnchor = anchor ? new Point(anchor.x, anchor.y) : new Point(0, 0);\n _this._updateID = 0;\n _this.textureCacheIds = [];\n if (!baseTexture.valid) {\n baseTexture.once('loaded', _this.onBaseTextureUpdated, _this);\n }\n else if (_this.noFrame) {\n // if there is no frame we should monitor for any base texture changes..\n if (baseTexture.valid) {\n _this.onBaseTextureUpdated(baseTexture);\n }\n }\n else {\n _this.frame = frame;\n }\n if (_this.noFrame) {\n baseTexture.on('update', _this.onBaseTextureUpdated, _this);\n }\n return _this;\n }\n /**\n * Updates this texture on the gpu.\n *\n * Calls the TextureResource update.\n *\n * If you adjusted `frame` manually, please call `updateUvs()` instead.\n */\n Texture.prototype.update = function () {\n if (this.baseTexture.resource) {\n this.baseTexture.resource.update();\n }\n };\n /**\n * Called when the base texture is updated\n * @protected\n * @param baseTexture - The base texture.\n */\n Texture.prototype.onBaseTextureUpdated = function (baseTexture) {\n if (this.noFrame) {\n if (!this.baseTexture.valid) {\n return;\n }\n this._frame.width = baseTexture.width;\n this._frame.height = baseTexture.height;\n this.valid = true;\n this.updateUvs();\n }\n else {\n // TODO this code looks confusing.. boo to abusing getters and setters!\n // if user gave us frame that has bigger size than resized texture it can be a problem\n this.frame = this._frame;\n }\n this.emit('update', this);\n };\n /**\n * Destroys this texture\n * @param [destroyBase=false] - Whether to destroy the base texture as well\n */\n Texture.prototype.destroy = function (destroyBase) {\n if (this.baseTexture) {\n if (destroyBase) {\n var resource = this.baseTexture.resource;\n // delete the texture if it exists in the texture cache..\n // this only needs to be removed if the base texture is actually destroyed too..\n if (resource && resource.url && TextureCache[resource.url]) {\n Texture.removeFromCache(resource.url);\n }\n this.baseTexture.destroy();\n }\n this.baseTexture.off('loaded', this.onBaseTextureUpdated, this);\n this.baseTexture.off('update', this.onBaseTextureUpdated, this);\n this.baseTexture = null;\n }\n this._frame = null;\n this._uvs = null;\n this.trim = null;\n this.orig = null;\n this.valid = false;\n Texture.removeFromCache(this);\n this.textureCacheIds = null;\n };\n /**\n * Creates a new texture object that acts the same as this one.\n * @returns - The new texture\n */\n Texture.prototype.clone = function () {\n var clonedFrame = this._frame.clone();\n var clonedOrig = this._frame === this.orig ? clonedFrame : this.orig.clone();\n var clonedTexture = new Texture(this.baseTexture, !this.noFrame && clonedFrame, clonedOrig, this.trim && this.trim.clone(), this.rotate, this.defaultAnchor);\n if (this.noFrame) {\n clonedTexture._frame = clonedFrame;\n }\n return clonedTexture;\n };\n /**\n * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture.\n * Call it after changing the frame\n */\n Texture.prototype.updateUvs = function () {\n if (this._uvs === DEFAULT_UVS) {\n this._uvs = new TextureUvs();\n }\n this._uvs.set(this._frame, this.baseTexture, this.rotate);\n this._updateID++;\n };\n /**\n * Helper function that creates a new Texture based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n * @param {string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source -\n * Source or array of sources to create texture from\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id\n * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}.\n * @returns {PIXI.Texture} The newly created texture\n */\n Texture.from = function (source, options, strict) {\n if (options === void 0) { options = {}; }\n if (strict === void 0) { strict = settings.STRICT_TEXTURE_CACHE; }\n var isFrame = typeof source === 'string';\n var cacheId = null;\n if (isFrame) {\n cacheId = source;\n }\n else if (source instanceof BaseTexture) {\n if (!source.cacheId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source.cacheId = prefix + \"-\" + uid();\n BaseTexture.addToCache(source, source.cacheId);\n }\n cacheId = source.cacheId;\n }\n else {\n if (!source._pixiId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source._pixiId = prefix + \"_\" + uid();\n }\n cacheId = source._pixiId;\n }\n var texture = TextureCache[cacheId];\n // Strict-mode rejects invalid cacheIds\n if (isFrame && strict && !texture) {\n throw new Error(\"The cacheId \\\"\" + cacheId + \"\\\" does not exist in TextureCache.\");\n }\n if (!texture && !(source instanceof BaseTexture)) {\n if (!options.resolution) {\n options.resolution = getResolutionOfUrl(source);\n }\n texture = new Texture(new BaseTexture(source, options));\n texture.baseTexture.cacheId = cacheId;\n BaseTexture.addToCache(texture.baseTexture, cacheId);\n Texture.addToCache(texture, cacheId);\n }\n else if (!texture && (source instanceof BaseTexture)) {\n texture = new Texture(source);\n Texture.addToCache(texture, cacheId);\n }\n // lets assume its a base texture!\n return texture;\n };\n /**\n * Useful for loading textures via URLs. Use instead of `Texture.from` because\n * it does a better job of handling failed URLs more effectively. This also ignores\n * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images.\n * @param url - The remote URL or array of URLs to load.\n * @param options - Optional options to include\n * @returns - A Promise that resolves to a Texture.\n */\n Texture.fromURL = function (url, options) {\n var resourceOptions = Object.assign({ autoLoad: false }, options === null || options === void 0 ? void 0 : options.resourceOptions);\n var texture = Texture.from(url, Object.assign({ resourceOptions: resourceOptions }, options), false);\n var resource = texture.baseTexture.resource;\n // The texture was already loaded\n if (texture.baseTexture.valid) {\n return Promise.resolve(texture);\n }\n // Manually load the texture, this should allow users to handle load errors\n return resource.load().then(function () { return Promise.resolve(texture); });\n };\n /**\n * Create a new Texture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param width - Width of the resource\n * @param height - Height of the resource\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @returns - The resulting new BaseTexture\n */\n Texture.fromBuffer = function (buffer, width, height, options) {\n return new Texture(BaseTexture.fromBuffer(buffer, width, height, options));\n };\n /**\n * Create a texture from a source and add to the cache.\n * @param {HTMLImageElement|HTMLCanvasElement|string} source - The input source.\n * @param imageUrl - File name of texture, for cache and resolving resolution.\n * @param name - Human readable name for the texture cache. If no name is\n * specified, only `imageUrl` will be used as the cache ID.\n * @param options\n * @returns - Output texture\n */\n Texture.fromLoader = function (source, imageUrl, name, options) {\n var baseTexture = new BaseTexture(source, Object.assign({\n scaleMode: settings.SCALE_MODE,\n resolution: getResolutionOfUrl(imageUrl),\n }, options));\n var resource = baseTexture.resource;\n if (resource instanceof ImageResource) {\n resource.url = imageUrl;\n }\n var texture = new Texture(baseTexture);\n // No name, use imageUrl instead\n if (!name) {\n name = imageUrl;\n }\n // lets also add the frame to pixi's global cache for 'fromLoader' function\n BaseTexture.addToCache(texture.baseTexture, name);\n Texture.addToCache(texture, name);\n // also add references by url if they are different.\n if (name !== imageUrl) {\n BaseTexture.addToCache(texture.baseTexture, imageUrl);\n Texture.addToCache(texture, imageUrl);\n }\n // Generally images are valid right away\n if (texture.baseTexture.valid) {\n return Promise.resolve(texture);\n }\n // SVG assets need to be parsed async, let's wait\n return new Promise(function (resolve) {\n texture.baseTexture.once('loaded', function () { return resolve(texture); });\n });\n };\n /**\n * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object.\n * @param texture - The Texture to add to the cache.\n * @param id - The id that the Texture will be stored against.\n */\n Texture.addToCache = function (texture, id) {\n if (id) {\n if (texture.textureCacheIds.indexOf(id) === -1) {\n texture.textureCacheIds.push(id);\n }\n if (TextureCache[id]) {\n // eslint-disable-next-line no-console\n console.warn(\"Texture added to the cache with an id [\" + id + \"] that already had an entry\");\n }\n TextureCache[id] = texture;\n }\n };\n /**\n * Remove a Texture from the global TextureCache.\n * @param texture - id of a Texture to be removed, or a Texture instance itself\n * @returns - The Texture that was removed\n */\n Texture.removeFromCache = function (texture) {\n if (typeof texture === 'string') {\n var textureFromCache = TextureCache[texture];\n if (textureFromCache) {\n var index = textureFromCache.textureCacheIds.indexOf(texture);\n if (index > -1) {\n textureFromCache.textureCacheIds.splice(index, 1);\n }\n delete TextureCache[texture];\n return textureFromCache;\n }\n }\n else if (texture && texture.textureCacheIds) {\n for (var i = 0; i < texture.textureCacheIds.length; ++i) {\n // Check that texture matches the one being passed in before deleting it from the cache.\n if (TextureCache[texture.textureCacheIds[i]] === texture) {\n delete TextureCache[texture.textureCacheIds[i]];\n }\n }\n texture.textureCacheIds.length = 0;\n return texture;\n }\n return null;\n };\n Object.defineProperty(Texture.prototype, \"resolution\", {\n /**\n * Returns resolution of baseTexture\n * @readonly\n */\n get: function () {\n return this.baseTexture.resolution;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"frame\", {\n /**\n * The frame specifies the region of the base texture that this texture uses.\n * Please call `updateUvs()` after you change coordinates of `frame` manually.\n */\n get: function () {\n return this._frame;\n },\n set: function (frame) {\n this._frame = frame;\n this.noFrame = false;\n var x = frame.x, y = frame.y, width = frame.width, height = frame.height;\n var xNotFit = x + width > this.baseTexture.width;\n var yNotFit = y + height > this.baseTexture.height;\n if (xNotFit || yNotFit) {\n var relationship = xNotFit && yNotFit ? 'and' : 'or';\n var errorX = \"X: \" + x + \" + \" + width + \" = \" + (x + width) + \" > \" + this.baseTexture.width;\n var errorY = \"Y: \" + y + \" + \" + height + \" = \" + (y + height) + \" > \" + this.baseTexture.height;\n throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: '\n + (errorX + \" \" + relationship + \" \" + errorY));\n }\n this.valid = width && height && this.baseTexture.valid;\n if (!this.trim && !this.rotate) {\n this.orig = frame;\n }\n if (this.valid) {\n this.updateUvs();\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"rotate\", {\n /**\n * Indicates whether the texture is rotated inside the atlas\n * set to 2 to compensate for texture packer rotation\n * set to 6 to compensate for spine packer rotation\n * can be used to rotate or mirror sprites\n * See {@link PIXI.groupD8} for explanation\n */\n get: function () {\n return this._rotate;\n },\n set: function (rotate) {\n this._rotate = rotate;\n if (this.valid) {\n this.updateUvs();\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"width\", {\n /** The width of the Texture in pixels. */\n get: function () {\n return this.orig.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"height\", {\n /** The height of the Texture in pixels. */\n get: function () {\n return this.orig.height;\n },\n enumerable: false,\n configurable: true\n });\n /** Utility function for BaseTexture|Texture cast. */\n Texture.prototype.castToBaseTexture = function () {\n return this.baseTexture;\n };\n Object.defineProperty(Texture, \"EMPTY\", {\n /** An empty texture, used often to not have to create multiple empty textures. Can not be destroyed. */\n get: function () {\n if (!Texture._EMPTY) {\n Texture._EMPTY = new Texture(new BaseTexture());\n removeAllHandlers(Texture._EMPTY);\n removeAllHandlers(Texture._EMPTY.baseTexture);\n }\n return Texture._EMPTY;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture, \"WHITE\", {\n /** A white texture of 16x16 size, used for graphics and other things Can not be destroyed. */\n get: function () {\n if (!Texture._WHITE) {\n var canvas = settings.ADAPTER.createCanvas(16, 16);\n var context = canvas.getContext('2d');\n canvas.width = 16;\n canvas.height = 16;\n context.fillStyle = 'white';\n context.fillRect(0, 0, 16, 16);\n Texture._WHITE = new Texture(BaseTexture.from(canvas));\n removeAllHandlers(Texture._WHITE);\n removeAllHandlers(Texture._WHITE.baseTexture);\n }\n return Texture._WHITE;\n },\n enumerable: false,\n configurable: true\n });\n return Texture;\n}(EventEmitter));\n\n/**\n * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * __Hint-2__: The actual memory allocation will happen on first render.\n * You shouldn't create renderTextures each frame just to delete them after, try to reuse them.\n *\n * A RenderTexture takes a snapshot of any Display Object given to its render method. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let renderTexture = PIXI.RenderTexture.create({ width: 800, height: 600 });\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, {renderTexture});\n * ```\n * Note that you should not create a new renderer, but reuse the same one as the rest of the application.\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let renderTexture = new PIXI.RenderTexture.create({ width: 100, height: 100 });\n *\n * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture\n * ```\n * @memberof PIXI\n */\nvar RenderTexture = /** @class */ (function (_super) {\n __extends(RenderTexture, _super);\n /**\n * @param baseRenderTexture - The base texture object that this texture uses.\n * @param frame - The rectangle frame of the texture to show.\n */\n function RenderTexture(baseRenderTexture, frame) {\n var _this = _super.call(this, baseRenderTexture, frame) || this;\n _this.valid = true;\n _this.filterFrame = null;\n _this.filterPoolKey = null;\n _this.updateUvs();\n return _this;\n }\n Object.defineProperty(RenderTexture.prototype, \"framebuffer\", {\n /**\n * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast.\n * @readonly\n */\n get: function () {\n return this.baseTexture.framebuffer;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(RenderTexture.prototype, \"multisample\", {\n /**\n * Shortcut to `this.framebuffer.multisample`.\n * @default PIXI.MSAA_QUALITY.NONE\n */\n get: function () {\n return this.framebuffer.multisample;\n },\n set: function (value) {\n this.framebuffer.multisample = value;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Resizes the RenderTexture.\n * @param desiredWidth - The desired width to resize to.\n * @param desiredHeight - The desired height to resize to.\n * @param resizeBaseTexture - Should the baseTexture.width and height values be resized as well?\n */\n RenderTexture.prototype.resize = function (desiredWidth, desiredHeight, resizeBaseTexture) {\n if (resizeBaseTexture === void 0) { resizeBaseTexture = true; }\n var resolution = this.baseTexture.resolution;\n var width = Math.round(desiredWidth * resolution) / resolution;\n var height = Math.round(desiredHeight * resolution) / resolution;\n // TODO - could be not required..\n this.valid = (width > 0 && height > 0);\n this._frame.width = this.orig.width = width;\n this._frame.height = this.orig.height = height;\n if (resizeBaseTexture) {\n this.baseTexture.resize(width, height);\n }\n this.updateUvs();\n };\n /**\n * Changes the resolution of baseTexture, but does not change framebuffer size.\n * @param resolution - The new resolution to apply to RenderTexture\n */\n RenderTexture.prototype.setResolution = function (resolution) {\n var baseTexture = this.baseTexture;\n if (baseTexture.resolution === resolution) {\n return;\n }\n baseTexture.setResolution(resolution);\n this.resize(baseTexture.width, baseTexture.height, false);\n };\n RenderTexture.create = function (options) {\n var arguments$1 = arguments;\n\n var rest = [];\n for (var _i = 1; _i < arguments.length; _i++) {\n rest[_i - 1] = arguments$1[_i];\n }\n // @deprecated fallback, old-style: create(width, height, scaleMode, resolution)\n if (typeof options === 'number') {\n deprecation('6.0.0', 'Arguments (width, height, scaleMode, resolution) have been deprecated.');\n /* eslint-disable prefer-rest-params */\n options = {\n width: options,\n height: rest[0],\n scaleMode: rest[1],\n resolution: rest[2],\n };\n /* eslint-enable prefer-rest-params */\n }\n return new RenderTexture(new BaseRenderTexture(options));\n };\n return RenderTexture;\n}(Texture));\n\n/**\n * Texture pool, used by FilterSystem and plugins.\n *\n * Stores collection of temporary pow2 or screen-sized renderTextures\n *\n * If you use custom RenderTexturePool for your filters, you can use methods\n * `getFilterTexture` and `returnFilterTexture` same as in\n * @memberof PIXI\n */\nvar RenderTexturePool = /** @class */ (function () {\n /**\n * @param textureOptions - options that will be passed to BaseRenderTexture constructor\n * @param {PIXI.SCALE_MODES} [textureOptions.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values.\n */\n function RenderTexturePool(textureOptions) {\n this.texturePool = {};\n this.textureOptions = textureOptions || {};\n this.enableFullScreen = false;\n this._pixelsWidth = 0;\n this._pixelsHeight = 0;\n }\n /**\n * Creates texture with params that were specified in pool constructor.\n * @param realWidth - Width of texture in pixels.\n * @param realHeight - Height of texture in pixels.\n * @param multisample - Number of samples of the framebuffer.\n */\n RenderTexturePool.prototype.createTexture = function (realWidth, realHeight, multisample) {\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n var baseRenderTexture = new BaseRenderTexture(Object.assign({\n width: realWidth,\n height: realHeight,\n resolution: 1,\n multisample: multisample,\n }, this.textureOptions));\n return new RenderTexture(baseRenderTexture);\n };\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n * @param minWidth - The minimum width of the render texture.\n * @param minHeight - The minimum height of the render texture.\n * @param resolution - The resolution of the render texture.\n * @param multisample - Number of samples of the render texture.\n * @returns The new render texture.\n */\n RenderTexturePool.prototype.getOptimalTexture = function (minWidth, minHeight, resolution, multisample) {\n if (resolution === void 0) { resolution = 1; }\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n var key;\n minWidth = Math.ceil((minWidth * resolution) - 1e-6);\n minHeight = Math.ceil((minHeight * resolution) - 1e-6);\n if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight) {\n minWidth = nextPow2(minWidth);\n minHeight = nextPow2(minHeight);\n key = (((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF)) >>> 0;\n if (multisample > 1) {\n key += multisample * 0x100000000;\n }\n }\n else {\n key = multisample > 1 ? -multisample : -1;\n }\n if (!this.texturePool[key]) {\n this.texturePool[key] = [];\n }\n var renderTexture = this.texturePool[key].pop();\n if (!renderTexture) {\n renderTexture = this.createTexture(minWidth, minHeight, multisample);\n }\n renderTexture.filterPoolKey = key;\n renderTexture.setResolution(resolution);\n return renderTexture;\n };\n /**\n * Gets extra texture of the same size as input renderTexture\n *\n * `getFilterTexture(input, 0.5)` or `getFilterTexture(0.5, input)`\n * @param input - renderTexture from which size and resolution will be copied\n * @param resolution - override resolution of the renderTexture\n * It overrides, it does not multiply\n * @param multisample - number of samples of the renderTexture\n */\n RenderTexturePool.prototype.getFilterTexture = function (input, resolution, multisample) {\n var filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE);\n filterTexture.filterFrame = input.filterFrame;\n return filterTexture;\n };\n /**\n * Place a render texture back into the pool.\n * @param renderTexture - The renderTexture to free\n */\n RenderTexturePool.prototype.returnTexture = function (renderTexture) {\n var key = renderTexture.filterPoolKey;\n renderTexture.filterFrame = null;\n this.texturePool[key].push(renderTexture);\n };\n /**\n * Alias for returnTexture, to be compliant with FilterSystem interface.\n * @param renderTexture - The renderTexture to free\n */\n RenderTexturePool.prototype.returnFilterTexture = function (renderTexture) {\n this.returnTexture(renderTexture);\n };\n /**\n * Clears the pool.\n * @param destroyTextures - Destroy all stored textures.\n */\n RenderTexturePool.prototype.clear = function (destroyTextures) {\n destroyTextures = destroyTextures !== false;\n if (destroyTextures) {\n for (var i in this.texturePool) {\n var textures = this.texturePool[i];\n if (textures) {\n for (var j = 0; j < textures.length; j++) {\n textures[j].destroy(true);\n }\n }\n }\n }\n this.texturePool = {};\n };\n /**\n * If screen size was changed, drops all screen-sized textures,\n * sets new screen size, sets `enableFullScreen` to true\n *\n * Size is measured in pixels, `renderer.view` can be passed here, not `renderer.screen`\n * @param size - Initial size of screen.\n */\n RenderTexturePool.prototype.setScreenSize = function (size) {\n if (size.width === this._pixelsWidth\n && size.height === this._pixelsHeight) {\n return;\n }\n this.enableFullScreen = size.width > 0 && size.height > 0;\n for (var i in this.texturePool) {\n if (!(Number(i) < 0)) {\n continue;\n }\n var textures = this.texturePool[i];\n if (textures) {\n for (var j = 0; j < textures.length; j++) {\n textures[j].destroy(true);\n }\n }\n this.texturePool[i] = [];\n }\n this._pixelsWidth = size.width;\n this._pixelsHeight = size.height;\n };\n /**\n * Key that is used to store fullscreen renderTextures in a pool\n * @constant\n */\n RenderTexturePool.SCREEN_KEY = -1;\n return RenderTexturePool;\n}());\n\n/* eslint-disable max-len */\n/**\n * Holds the information for a single attribute structure required to render geometry.\n *\n * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer}\n * This can include anything from positions, uvs, normals, colors etc.\n * @memberof PIXI\n */\nvar Attribute = /** @class */ (function () {\n /**\n * @param buffer - the id of the buffer that this attribute will look for\n * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2.\n * @param normalized - should the data be normalized.\n * @param {PIXI.TYPES} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @param [start=0] - How far into the array to start reading values (used for interleaving data)\n * @param [instance=false] - Whether the geometry is instanced.\n */\n function Attribute(buffer, size, normalized, type, stride, start, instance) {\n if (size === void 0) { size = 0; }\n if (normalized === void 0) { normalized = false; }\n if (type === void 0) { type = TYPES.FLOAT; }\n this.buffer = buffer;\n this.size = size;\n this.normalized = normalized;\n this.type = type;\n this.stride = stride;\n this.start = start;\n this.instance = instance;\n }\n /** Destroys the Attribute. */\n Attribute.prototype.destroy = function () {\n this.buffer = null;\n };\n /**\n * Helper function that creates an Attribute based on the information provided\n * @param buffer - the id of the buffer that this attribute will look for\n * @param [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param [normalized=false] - should the data be normalized.\n * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @returns - A new {@link PIXI.Attribute} based on the information provided\n */\n Attribute.from = function (buffer, size, normalized, type, stride) {\n return new Attribute(buffer, size, normalized, type, stride);\n };\n return Attribute;\n}());\n\nvar UID$4 = 0;\n/**\n * A wrapper for data so that it can be used and uploaded by WebGL\n * @memberof PIXI\n */\nvar Buffer = /** @class */ (function () {\n /**\n * @param {PIXI.IArrayBuffer} data - the data to store in the buffer.\n * @param _static - `true` for static buffer\n * @param index - `true` for index buffer\n */\n function Buffer(data, _static, index) {\n if (_static === void 0) { _static = true; }\n if (index === void 0) { index = false; }\n this.data = (data || new Float32Array(1));\n this._glBuffers = {};\n this._updateID = 0;\n this.index = index;\n this.static = _static;\n this.id = UID$4++;\n this.disposeRunner = new Runner('disposeBuffer');\n }\n // TODO could explore flagging only a partial upload?\n /**\n * Flags this buffer as requiring an upload to the GPU.\n * @param {PIXI.IArrayBuffer|number[]} [data] - the data to update in the buffer.\n */\n Buffer.prototype.update = function (data) {\n if (data instanceof Array) {\n data = new Float32Array(data);\n }\n this.data = data || this.data;\n this._updateID++;\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Buffer.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys the buffer. */\n Buffer.prototype.destroy = function () {\n this.dispose();\n this.data = null;\n };\n Object.defineProperty(Buffer.prototype, \"index\", {\n get: function () {\n return this.type === BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n },\n /**\n * Flags whether this is an index buffer.\n *\n * Index buffers are of type `ELEMENT_ARRAY_BUFFER`. Note that setting this property to false will make\n * the buffer of type `ARRAY_BUFFER`.\n *\n * For backwards compatibility.\n */\n set: function (value) {\n this.type = value ? BUFFER_TYPE.ELEMENT_ARRAY_BUFFER : BUFFER_TYPE.ARRAY_BUFFER;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Helper function that creates a buffer based on an array or TypedArray\n * @param {ArrayBufferView | number[]} data - the TypedArray that the buffer will store. If this is a regular Array it will be converted to a Float32Array.\n * @returns - A new Buffer based on the data provided.\n */\n Buffer.from = function (data) {\n if (data instanceof Array) {\n data = new Float32Array(data);\n }\n return new Buffer(data);\n };\n return Buffer;\n}());\n\n/* eslint-disable object-shorthand */\nvar map$1 = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n};\nfunction interleaveTypedArrays(arrays, sizes) {\n var outSize = 0;\n var stride = 0;\n var views = {};\n for (var i = 0; i < arrays.length; i++) {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n var buffer = new ArrayBuffer(outSize * 4);\n var out = null;\n var littleOffset = 0;\n for (var i = 0; i < arrays.length; i++) {\n var size = sizes[i];\n var array = arrays[i];\n var type = getBufferType(array);\n if (!views[type]) {\n views[type] = new map$1[type](buffer);\n }\n out = views[type];\n for (var j = 0; j < array.length; j++) {\n var indexStart = ((j / size | 0) * stride) + littleOffset;\n var index = j % size;\n out[indexStart + index] = array[j];\n }\n littleOffset += size;\n }\n return new Float32Array(buffer);\n}\n\nvar byteSizeMap$1 = { 5126: 4, 5123: 2, 5121: 1 };\nvar UID$3 = 0;\n/* eslint-disable object-shorthand */\nvar map = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n Uint16Array: Uint16Array,\n};\n/* eslint-disable max-len */\n/**\n * The Geometry represents a model. It consists of two components:\n * - GeometryStyle - The structure of the model such as the attributes layout\n * - GeometryData - the data of the model - this consists of buffers.\n * This can include anything from positions, uvs, normals, colors etc.\n *\n * Geometry can be defined without passing in a style or data if required (thats how I prefer!)\n *\n * ```js\n * let geometry = new PIXI.Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1],2)\n * geometry.addIndex([0,1,2,1,3,2])\n * ```\n * @memberof PIXI\n */\nvar Geometry = /** @class */ (function () {\n /**\n * @param buffers - An array of buffers. optional.\n * @param attributes - Of the geometry, optional structure of the attributes layout\n */\n function Geometry(buffers, attributes) {\n if (buffers === void 0) { buffers = []; }\n if (attributes === void 0) { attributes = {}; }\n this.buffers = buffers;\n this.indexBuffer = null;\n this.attributes = attributes;\n this.glVertexArrayObjects = {};\n this.id = UID$3++;\n this.instanced = false;\n this.instanceCount = 1;\n this.disposeRunner = new Runner('disposeGeometry');\n this.refCount = 0;\n }\n /**\n *\n * Adds an attribute to the geometry\n * Note: `stride` and `start` should be `undefined` if you dont know them, not 0!\n * @param id - the name of the attribute (matching up to a shader)\n * @param {PIXI.Buffer|number[]} buffer - the buffer that holds the data of the attribute . You can also provide an Array and a buffer will be created from it.\n * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param normalized - should the data be normalized.\n * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @param [start=0] - How far into the array to start reading values (used for interleaving data)\n * @param instance - Instancing flag\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.addAttribute = function (id, buffer, size, normalized, type, stride, start, instance) {\n if (size === void 0) { size = 0; }\n if (normalized === void 0) { normalized = false; }\n if (instance === void 0) { instance = false; }\n if (!buffer) {\n throw new Error('You must pass a buffer when creating an attribute');\n }\n // check if this is a buffer!\n if (!(buffer instanceof Buffer)) {\n // its an array!\n if (buffer instanceof Array) {\n buffer = new Float32Array(buffer);\n }\n buffer = new Buffer(buffer);\n }\n var ids = id.split('|');\n if (ids.length > 1) {\n for (var i = 0; i < ids.length; i++) {\n this.addAttribute(ids[i], buffer, size, normalized, type);\n }\n return this;\n }\n var bufferIndex = this.buffers.indexOf(buffer);\n if (bufferIndex === -1) {\n this.buffers.push(buffer);\n bufferIndex = this.buffers.length - 1;\n }\n this.attributes[id] = new Attribute(bufferIndex, size, normalized, type, stride, start, instance);\n // assuming that if there is instanced data then this will be drawn with instancing!\n this.instanced = this.instanced || instance;\n return this;\n };\n /**\n * Returns the requested attribute.\n * @param id - The name of the attribute required\n * @returns - The attribute requested.\n */\n Geometry.prototype.getAttribute = function (id) {\n return this.attributes[id];\n };\n /**\n * Returns the requested buffer.\n * @param id - The name of the buffer required.\n * @returns - The buffer requested.\n */\n Geometry.prototype.getBuffer = function (id) {\n return this.buffers[this.getAttribute(id).buffer];\n };\n /**\n *\n * Adds an index buffer to the geometry\n * The index buffer contains integers, three for each triangle in the geometry, which reference the various attribute buffers (position, colour, UV coordinates, other UV coordinates, normal, …). There is only ONE index buffer.\n * @param {PIXI.Buffer|number[]} [buffer] - The buffer that holds the data of the index buffer. You can also provide an Array and a buffer will be created from it.\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.addIndex = function (buffer) {\n if (!(buffer instanceof Buffer)) {\n // its an array!\n if (buffer instanceof Array) {\n buffer = new Uint16Array(buffer);\n }\n buffer = new Buffer(buffer);\n }\n buffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n this.indexBuffer = buffer;\n if (this.buffers.indexOf(buffer) === -1) {\n this.buffers.push(buffer);\n }\n return this;\n };\n /**\n * Returns the index buffer\n * @returns - The index buffer.\n */\n Geometry.prototype.getIndex = function () {\n return this.indexBuffer;\n };\n /**\n * This function modifies the structure so that all current attributes become interleaved into a single buffer\n * This can be useful if your model remains static as it offers a little performance boost\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.interleave = function () {\n // a simple check to see if buffers are already interleaved..\n if (this.buffers.length === 1 || (this.buffers.length === 2 && this.indexBuffer))\n { return this; }\n // assume already that no buffers are interleaved\n var arrays = [];\n var sizes = [];\n var interleavedBuffer = new Buffer();\n var i;\n for (i in this.attributes) {\n var attribute = this.attributes[i];\n var buffer = this.buffers[attribute.buffer];\n arrays.push(buffer.data);\n sizes.push((attribute.size * byteSizeMap$1[attribute.type]) / 4);\n attribute.buffer = 0;\n }\n interleavedBuffer.data = interleaveTypedArrays(arrays, sizes);\n for (i = 0; i < this.buffers.length; i++) {\n if (this.buffers[i] !== this.indexBuffer) {\n this.buffers[i].destroy();\n }\n }\n this.buffers = [interleavedBuffer];\n if (this.indexBuffer) {\n this.buffers.push(this.indexBuffer);\n }\n return this;\n };\n /** Get the size of the geometries, in vertices. */\n Geometry.prototype.getSize = function () {\n for (var i in this.attributes) {\n var attribute = this.attributes[i];\n var buffer = this.buffers[attribute.buffer];\n return buffer.data.length / ((attribute.stride / 4) || attribute.size);\n }\n return 0;\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Geometry.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys the geometry. */\n Geometry.prototype.destroy = function () {\n this.dispose();\n this.buffers = null;\n this.indexBuffer = null;\n this.attributes = null;\n };\n /**\n * Returns a clone of the geometry.\n * @returns - A new clone of this geometry.\n */\n Geometry.prototype.clone = function () {\n var geometry = new Geometry();\n for (var i = 0; i < this.buffers.length; i++) {\n geometry.buffers[i] = new Buffer(this.buffers[i].data.slice(0));\n }\n for (var i in this.attributes) {\n var attrib = this.attributes[i];\n geometry.attributes[i] = new Attribute(attrib.buffer, attrib.size, attrib.normalized, attrib.type, attrib.stride, attrib.start, attrib.instance);\n }\n if (this.indexBuffer) {\n geometry.indexBuffer = geometry.buffers[this.buffers.indexOf(this.indexBuffer)];\n geometry.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n }\n return geometry;\n };\n /**\n * Merges an array of geometries into a new single one.\n *\n * Geometry attribute styles must match for this operation to work.\n * @param geometries - array of geometries to merge\n * @returns - Shiny new geometry!\n */\n Geometry.merge = function (geometries) {\n // todo add a geometry check!\n // also a size check.. cant be too big!]\n var geometryOut = new Geometry();\n var arrays = [];\n var sizes = [];\n var offsets = [];\n var geometry;\n // pass one.. get sizes..\n for (var i = 0; i < geometries.length; i++) {\n geometry = geometries[i];\n for (var j = 0; j < geometry.buffers.length; j++) {\n sizes[j] = sizes[j] || 0;\n sizes[j] += geometry.buffers[j].data.length;\n offsets[j] = 0;\n }\n }\n // build the correct size arrays..\n for (var i = 0; i < geometry.buffers.length; i++) {\n // TODO types!\n arrays[i] = new map[getBufferType(geometry.buffers[i].data)](sizes[i]);\n geometryOut.buffers[i] = new Buffer(arrays[i]);\n }\n // pass to set data..\n for (var i = 0; i < geometries.length; i++) {\n geometry = geometries[i];\n for (var j = 0; j < geometry.buffers.length; j++) {\n arrays[j].set(geometry.buffers[j].data, offsets[j]);\n offsets[j] += geometry.buffers[j].data.length;\n }\n }\n geometryOut.attributes = geometry.attributes;\n if (geometry.indexBuffer) {\n geometryOut.indexBuffer = geometryOut.buffers[geometry.buffers.indexOf(geometry.indexBuffer)];\n geometryOut.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n var offset = 0;\n var stride = 0;\n var offset2 = 0;\n var bufferIndexToCount = 0;\n // get a buffer\n for (var i = 0; i < geometry.buffers.length; i++) {\n if (geometry.buffers[i] !== geometry.indexBuffer) {\n bufferIndexToCount = i;\n break;\n }\n }\n // figure out the stride of one buffer..\n for (var i in geometry.attributes) {\n var attribute = geometry.attributes[i];\n if ((attribute.buffer | 0) === bufferIndexToCount) {\n stride += ((attribute.size * byteSizeMap$1[attribute.type]) / 4);\n }\n }\n // time to off set all indexes..\n for (var i = 0; i < geometries.length; i++) {\n var indexBufferData = geometries[i].indexBuffer.data;\n for (var j = 0; j < indexBufferData.length; j++) {\n geometryOut.indexBuffer.data[j + offset2] += offset;\n }\n offset += geometries[i].buffers[bufferIndexToCount].data.length / (stride);\n offset2 += indexBufferData.length;\n }\n }\n return geometryOut;\n };\n return Geometry;\n}());\n\n/**\n * Helper class to create a quad\n * @memberof PIXI\n */\nvar Quad = /** @class */ (function (_super) {\n __extends(Quad, _super);\n function Quad() {\n var _this = _super.call(this) || this;\n _this.addAttribute('aVertexPosition', new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1 ]))\n .addIndex([0, 1, 3, 2]);\n return _this;\n }\n return Quad;\n}(Geometry));\n\n/**\n * Helper class to create a quad with uvs like in v4\n * @memberof PIXI\n */\nvar QuadUv = /** @class */ (function (_super) {\n __extends(QuadUv, _super);\n function QuadUv() {\n var _this = _super.call(this) || this;\n _this.vertices = new Float32Array([\n -1, -1,\n 1, -1,\n 1, 1,\n -1, 1 ]);\n _this.uvs = new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1 ]);\n _this.vertexBuffer = new Buffer(_this.vertices);\n _this.uvBuffer = new Buffer(_this.uvs);\n _this.addAttribute('aVertexPosition', _this.vertexBuffer)\n .addAttribute('aTextureCoord', _this.uvBuffer)\n .addIndex([0, 1, 2, 0, 2, 3]);\n return _this;\n }\n /**\n * Maps two Rectangle to the quad.\n * @param targetTextureFrame - The first rectangle\n * @param destinationFrame - The second rectangle\n * @returns - Returns itself.\n */\n QuadUv.prototype.map = function (targetTextureFrame, destinationFrame) {\n var x = 0; // destinationFrame.x / targetTextureFrame.width;\n var y = 0; // destinationFrame.y / targetTextureFrame.height;\n this.uvs[0] = x;\n this.uvs[1] = y;\n this.uvs[2] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[3] = y;\n this.uvs[4] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[5] = y + (destinationFrame.height / targetTextureFrame.height);\n this.uvs[6] = x;\n this.uvs[7] = y + (destinationFrame.height / targetTextureFrame.height);\n x = destinationFrame.x;\n y = destinationFrame.y;\n this.vertices[0] = x;\n this.vertices[1] = y;\n this.vertices[2] = x + destinationFrame.width;\n this.vertices[3] = y;\n this.vertices[4] = x + destinationFrame.width;\n this.vertices[5] = y + destinationFrame.height;\n this.vertices[6] = x;\n this.vertices[7] = y + destinationFrame.height;\n this.invalidate();\n return this;\n };\n /**\n * Legacy upload method, just marks buffers dirty.\n * @returns - Returns itself.\n */\n QuadUv.prototype.invalidate = function () {\n this.vertexBuffer._updateID++;\n this.uvBuffer._updateID++;\n return this;\n };\n return QuadUv;\n}(Geometry));\n\nvar UID$2 = 0;\n/**\n * Uniform group holds uniform map and some ID's for work\n *\n * `UniformGroup` has two modes:\n *\n * 1: Normal mode\n * Normal mode will upload the uniforms with individual function calls as required\n *\n * 2: Uniform buffer mode\n * This mode will treat the uniforms as a uniform buffer. You can pass in either a buffer that you manually handle, or\n * or a generic object that PixiJS will automatically map to a buffer for you.\n * For maximum benefits, make Ubo UniformGroups static, and only update them each frame.\n *\n * Rules of UBOs:\n * - UBOs only work with WebGL2, so make sure you have a fallback!\n * - Only floats are supported (including vec[2,3,4], mat[2,3,4])\n * - Samplers cannot be used in ubo's (a GPU limitation)\n * - You must ensure that the object you pass in exactly matches in the shader ubo structure.\n * Otherwise, weirdness will ensue!\n * - The name of the ubo object added to the group must match exactly the name of the ubo in the shader.\n *\n * ```\n * // ubo in shader:\n * uniform myCoolData { // declaring a ubo..\n * mat4 uCoolMatrix;\n * float uFloatyMcFloatFace\n *\n *\n * // a new uniform buffer object..\n * const myCoolData = new UniformBufferGroup({\n * uCoolMatrix: new Matrix(),\n * uFloatyMcFloatFace: 23,\n * }}\n *\n * // build a shader...\n * const shader = Shader.from(srcVert, srcFrag, {\n * myCoolData // name matches the ubo name in the shader. will be processed accordingly.\n * })\n *\n * ```\n * @memberof PIXI\n */\nvar UniformGroup = /** @class */ (function () {\n /**\n * @param {object | Buffer} [uniforms] - Custom uniforms to use to augment the built-in ones. Or a pixi buffer.\n * @param isStatic - Uniforms wont be changed after creation.\n * @param isUbo - If true, will treat this uniform group as a uniform buffer object.\n */\n function UniformGroup(uniforms, isStatic, isUbo) {\n this.group = true;\n // lets generate this when the shader ?\n this.syncUniforms = {};\n this.dirtyId = 0;\n this.id = UID$2++;\n this.static = !!isStatic;\n this.ubo = !!isUbo;\n if (uniforms instanceof Buffer) {\n this.buffer = uniforms;\n this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER;\n this.autoManage = false;\n this.ubo = true;\n }\n else {\n this.uniforms = uniforms;\n if (this.ubo) {\n this.buffer = new Buffer(new Float32Array(1));\n this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER;\n this.autoManage = true;\n }\n }\n }\n UniformGroup.prototype.update = function () {\n this.dirtyId++;\n if (!this.autoManage && this.buffer) {\n this.buffer.update();\n }\n };\n UniformGroup.prototype.add = function (name, uniforms, _static) {\n if (!this.ubo) {\n this.uniforms[name] = new UniformGroup(uniforms, _static);\n }\n else {\n // eslint-disable-next-line max-len\n throw new Error('[UniformGroup] uniform groups in ubo mode cannot be modified, or have uniform groups nested in them');\n }\n };\n UniformGroup.from = function (uniforms, _static, _ubo) {\n return new UniformGroup(uniforms, _static, _ubo);\n };\n /**\n * A short hand function for creating a static UBO UniformGroup.\n * @param uniforms - the ubo item\n * @param _static - should this be updated each time it is used? defaults to true here!\n */\n UniformGroup.uboFrom = function (uniforms, _static) {\n return new UniformGroup(uniforms, _static !== null && _static !== void 0 ? _static : true, true);\n };\n return UniformGroup;\n}());\n\n/**\n * System plugin to the renderer to manage filter states.\n * @ignore\n */\nvar FilterState = /** @class */ (function () {\n function FilterState() {\n this.renderTexture = null;\n this.target = null;\n this.legacy = false;\n this.resolution = 1;\n this.multisample = MSAA_QUALITY.NONE;\n // next three fields are created only for root\n // re-assigned for everything else\n this.sourceFrame = new Rectangle();\n this.destinationFrame = new Rectangle();\n this.bindingSourceFrame = new Rectangle();\n this.bindingDestinationFrame = new Rectangle();\n this.filters = [];\n this.transform = null;\n }\n /** Clears the state */\n FilterState.prototype.clear = function () {\n this.target = null;\n this.filters = null;\n this.renderTexture = null;\n };\n return FilterState;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\nvar tempMatrix$2 = new Matrix();\n/**\n * System plugin to the renderer to manage filters.\n *\n * ## Pipeline\n *\n * The FilterSystem executes the filtering pipeline by rendering the display-object into a texture, applying its\n * [filters]{@link PIXI.Filter} in series, and the last filter outputs into the final render-target.\n *\n * The filter-frame is the rectangle in world space being filtered, and those contents are mapped into\n * `(0, 0, filterFrame.width, filterFrame.height)` into the filter render-texture. The filter-frame is also called\n * the source-frame, as it is used to bind the filter render-textures. The last filter outputs to the `filterFrame`\n * in the final render-target.\n *\n * ## Usage\n *\n * {@link PIXI.Container#renderAdvanced} is an example of how to use the filter system. It is a 3 step process:\n *\n * **push**: Use {@link PIXI.FilterSystem#push} to push the set of filters to be applied on a filter-target.\n * **render**: Render the contents to be filtered using the renderer. The filter-system will only capture the contents\n * inside the bounds of the filter-target. NOTE: Using {@link PIXI.Renderer#render} is\n * illegal during an existing render cycle, and it may reset the filter system.\n * **pop**: Use {@link PIXI.FilterSystem#pop} to pop & execute the filters you initially pushed. It will apply them\n * serially and output to the bounds of the filter-target.\n * @memberof PIXI\n */\nvar FilterSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function FilterSystem(renderer) {\n this.renderer = renderer;\n this.defaultFilterStack = [{}];\n this.texturePool = new RenderTexturePool();\n this.texturePool.setScreenSize(renderer.view);\n this.statePool = [];\n this.quad = new Quad();\n this.quadUv = new QuadUv();\n this.tempRect = new Rectangle();\n this.activeState = {};\n this.globalUniforms = new UniformGroup({\n outputFrame: new Rectangle(),\n inputSize: new Float32Array(4),\n inputPixel: new Float32Array(4),\n inputClamp: new Float32Array(4),\n resolution: 1,\n // legacy variables\n filterArea: new Float32Array(4),\n filterClamp: new Float32Array(4),\n }, true);\n this.forceClear = false;\n this.useMaxPadding = false;\n }\n /**\n * Pushes a set of filters to be applied later to the system. This will redirect further rendering into an\n * input render-texture for the rest of the filtering pipeline.\n * @param {PIXI.DisplayObject} target - The target of the filter to render.\n * @param filters - The filters to apply.\n */\n FilterSystem.prototype.push = function (target, filters) {\n var _a, _b;\n var renderer = this.renderer;\n var filterStack = this.defaultFilterStack;\n var state = this.statePool.pop() || new FilterState();\n var renderTextureSystem = this.renderer.renderTexture;\n var resolution = filters[0].resolution;\n var multisample = filters[0].multisample;\n var padding = filters[0].padding;\n var autoFit = filters[0].autoFit;\n // We don't know whether it's a legacy filter until it was bound for the first time,\n // therefore we have to assume that it is if legacy is undefined.\n var legacy = (_a = filters[0].legacy) !== null && _a !== void 0 ? _a : true;\n for (var i = 1; i < filters.length; i++) {\n var filter = filters[i];\n // let's use the lowest resolution\n resolution = Math.min(resolution, filter.resolution);\n // let's use the lowest number of samples\n multisample = Math.min(multisample, filter.multisample);\n // figure out the padding required for filters\n padding = this.useMaxPadding\n // old behavior: use largest amount of padding!\n ? Math.max(padding, filter.padding)\n // new behavior: sum the padding\n : padding + filter.padding;\n // only auto fit if all filters are autofit\n autoFit = autoFit && filter.autoFit;\n legacy = legacy || ((_b = filter.legacy) !== null && _b !== void 0 ? _b : true);\n }\n if (filterStack.length === 1) {\n this.defaultFilterStack[0].renderTexture = renderTextureSystem.current;\n }\n filterStack.push(state);\n state.resolution = resolution;\n state.multisample = multisample;\n state.legacy = legacy;\n state.target = target;\n state.sourceFrame.copyFrom(target.filterArea || target.getBounds(true));\n state.sourceFrame.pad(padding);\n var sourceFrameProjected = this.tempRect.copyFrom(renderTextureSystem.sourceFrame);\n // Project source frame into world space (if projection is applied)\n if (renderer.projection.transform) {\n this.transformAABB(tempMatrix$2.copyFrom(renderer.projection.transform).invert(), sourceFrameProjected);\n }\n if (autoFit) {\n state.sourceFrame.fit(sourceFrameProjected);\n if (state.sourceFrame.width <= 0 || state.sourceFrame.height <= 0) {\n state.sourceFrame.width = 0;\n state.sourceFrame.height = 0;\n }\n }\n else if (!state.sourceFrame.intersects(sourceFrameProjected)) {\n state.sourceFrame.width = 0;\n state.sourceFrame.height = 0;\n }\n // Round sourceFrame in screen space based on render-texture.\n this.roundFrame(state.sourceFrame, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform);\n state.renderTexture = this.getOptimalFilterTexture(state.sourceFrame.width, state.sourceFrame.height, resolution, multisample);\n state.filters = filters;\n state.destinationFrame.width = state.renderTexture.width;\n state.destinationFrame.height = state.renderTexture.height;\n var destinationFrame = this.tempRect;\n destinationFrame.x = 0;\n destinationFrame.y = 0;\n destinationFrame.width = state.sourceFrame.width;\n destinationFrame.height = state.sourceFrame.height;\n state.renderTexture.filterFrame = state.sourceFrame;\n state.bindingSourceFrame.copyFrom(renderTextureSystem.sourceFrame);\n state.bindingDestinationFrame.copyFrom(renderTextureSystem.destinationFrame);\n state.transform = renderer.projection.transform;\n renderer.projection.transform = null;\n renderTextureSystem.bind(state.renderTexture, state.sourceFrame, destinationFrame);\n renderer.framebuffer.clear(0, 0, 0, 0);\n };\n /** Pops off the filter and applies it. */\n FilterSystem.prototype.pop = function () {\n var filterStack = this.defaultFilterStack;\n var state = filterStack.pop();\n var filters = state.filters;\n this.activeState = state;\n var globalUniforms = this.globalUniforms.uniforms;\n globalUniforms.outputFrame = state.sourceFrame;\n globalUniforms.resolution = state.resolution;\n var inputSize = globalUniforms.inputSize;\n var inputPixel = globalUniforms.inputPixel;\n var inputClamp = globalUniforms.inputClamp;\n inputSize[0] = state.destinationFrame.width;\n inputSize[1] = state.destinationFrame.height;\n inputSize[2] = 1.0 / inputSize[0];\n inputSize[3] = 1.0 / inputSize[1];\n inputPixel[0] = Math.round(inputSize[0] * state.resolution);\n inputPixel[1] = Math.round(inputSize[1] * state.resolution);\n inputPixel[2] = 1.0 / inputPixel[0];\n inputPixel[3] = 1.0 / inputPixel[1];\n inputClamp[0] = 0.5 * inputPixel[2];\n inputClamp[1] = 0.5 * inputPixel[3];\n inputClamp[2] = (state.sourceFrame.width * inputSize[2]) - (0.5 * inputPixel[2]);\n inputClamp[3] = (state.sourceFrame.height * inputSize[3]) - (0.5 * inputPixel[3]);\n // only update the rect if its legacy..\n if (state.legacy) {\n var filterArea = globalUniforms.filterArea;\n filterArea[0] = state.destinationFrame.width;\n filterArea[1] = state.destinationFrame.height;\n filterArea[2] = state.sourceFrame.x;\n filterArea[3] = state.sourceFrame.y;\n globalUniforms.filterClamp = globalUniforms.inputClamp;\n }\n this.globalUniforms.update();\n var lastState = filterStack[filterStack.length - 1];\n this.renderer.framebuffer.blit();\n if (filters.length === 1) {\n filters[0].apply(this, state.renderTexture, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n this.returnFilterTexture(state.renderTexture);\n }\n else {\n var flip = state.renderTexture;\n var flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution);\n flop.filterFrame = flip.filterFrame;\n var i = 0;\n for (i = 0; i < filters.length - 1; ++i) {\n if (i === 1 && state.multisample > 1) {\n flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution);\n flop.filterFrame = flip.filterFrame;\n }\n filters[i].apply(this, flip, flop, CLEAR_MODES.CLEAR, state);\n var t = flip;\n flip = flop;\n flop = t;\n }\n filters[i].apply(this, flip, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n if (i > 1 && state.multisample > 1) {\n this.returnFilterTexture(state.renderTexture);\n }\n this.returnFilterTexture(flip);\n this.returnFilterTexture(flop);\n }\n // lastState.renderTexture is blitted when lastState is popped\n state.clear();\n this.statePool.push(state);\n };\n /**\n * Binds a renderTexture with corresponding `filterFrame`, clears it if mode corresponds.\n * @param filterTexture - renderTexture to bind, should belong to filter pool or filter stack\n * @param clearMode - clearMode, by default its CLEAR/YES. See {@link PIXI.CLEAR_MODES}\n */\n FilterSystem.prototype.bindAndClear = function (filterTexture, clearMode) {\n if (clearMode === void 0) { clearMode = CLEAR_MODES.CLEAR; }\n var _a = this.renderer, renderTextureSystem = _a.renderTexture, stateSystem = _a.state;\n if (filterTexture === this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) {\n // Restore projection transform if rendering into the output render-target.\n this.renderer.projection.transform = this.activeState.transform;\n }\n else {\n // Prevent projection within filtering pipeline.\n this.renderer.projection.transform = null;\n }\n if (filterTexture && filterTexture.filterFrame) {\n var destinationFrame = this.tempRect;\n destinationFrame.x = 0;\n destinationFrame.y = 0;\n destinationFrame.width = filterTexture.filterFrame.width;\n destinationFrame.height = filterTexture.filterFrame.height;\n renderTextureSystem.bind(filterTexture, filterTexture.filterFrame, destinationFrame);\n }\n else if (filterTexture !== this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) {\n renderTextureSystem.bind(filterTexture);\n }\n else {\n // Restore binding for output render-target.\n this.renderer.renderTexture.bind(filterTexture, this.activeState.bindingSourceFrame, this.activeState.bindingDestinationFrame);\n }\n // Clear the texture in BLIT mode if blending is disabled or the forceClear flag is set. The blending\n // is stored in the 0th bit of the state.\n var autoClear = (stateSystem.stateId & 1) || this.forceClear;\n if (clearMode === CLEAR_MODES.CLEAR\n || (clearMode === CLEAR_MODES.BLIT && autoClear)) {\n // Use framebuffer.clear because we want to clear the whole filter texture, not just the filtering\n // area over which the shaders are run. This is because filters may sampling outside of it (e.g. blur)\n // instead of clamping their arithmetic.\n this.renderer.framebuffer.clear(0, 0, 0, 0);\n }\n };\n /**\n * Draws a filter using the default rendering process.\n *\n * This should be called only by {@link Filter#apply}.\n * @param filter - The filter to draw.\n * @param input - The input render target.\n * @param output - The target to output to.\n * @param clearMode - Should the output be cleared before rendering to it\n */\n FilterSystem.prototype.applyFilter = function (filter, input, output, clearMode) {\n var renderer = this.renderer;\n // Set state before binding, so bindAndClear gets the blend mode.\n renderer.state.set(filter.state);\n this.bindAndClear(output, clearMode);\n // set the uniforms..\n filter.uniforms.uSampler = input;\n filter.uniforms.filterGlobals = this.globalUniforms;\n // TODO make it so that the order of this does not matter..\n // because it does at the moment cos of global uniforms.\n // they need to get resynced\n renderer.shader.bind(filter);\n // check to see if the filter is a legacy one..\n filter.legacy = !!filter.program.attributeData.aTextureCoord;\n if (filter.legacy) {\n this.quadUv.map(input._frame, input.filterFrame);\n renderer.geometry.bind(this.quadUv);\n renderer.geometry.draw(DRAW_MODES.TRIANGLES);\n }\n else {\n renderer.geometry.bind(this.quad);\n renderer.geometry.draw(DRAW_MODES.TRIANGLE_STRIP);\n }\n };\n /**\n * Multiply _input normalized coordinates_ to this matrix to get _sprite texture normalized coordinates_.\n *\n * Use `outputMatrix * vTextureCoord` in the shader.\n * @param outputMatrix - The matrix to output to.\n * @param {PIXI.Sprite} sprite - The sprite to map to.\n * @returns The mapped matrix.\n */\n FilterSystem.prototype.calculateSpriteMatrix = function (outputMatrix, sprite) {\n var _a = this.activeState, sourceFrame = _a.sourceFrame, destinationFrame = _a.destinationFrame;\n var orig = sprite._texture.orig;\n var mappedMatrix = outputMatrix.set(destinationFrame.width, 0, 0, destinationFrame.height, sourceFrame.x, sourceFrame.y);\n var worldTransform = sprite.worldTransform.copyTo(Matrix.TEMP_MATRIX);\n worldTransform.invert();\n mappedMatrix.prepend(worldTransform);\n mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height);\n mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y);\n return mappedMatrix;\n };\n /** Destroys this Filter System. */\n FilterSystem.prototype.destroy = function () {\n this.renderer = null;\n // Those textures has to be destroyed by RenderTextureSystem or FramebufferSystem\n this.texturePool.clear(false);\n };\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n * @param minWidth - The minimum width of the render texture in real pixels.\n * @param minHeight - The minimum height of the render texture in real pixels.\n * @param resolution - The resolution of the render texture.\n * @param multisample - Number of samples of the render texture.\n * @returns - The new render texture.\n */\n FilterSystem.prototype.getOptimalFilterTexture = function (minWidth, minHeight, resolution, multisample) {\n if (resolution === void 0) { resolution = 1; }\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n return this.texturePool.getOptimalTexture(minWidth, minHeight, resolution, multisample);\n };\n /**\n * Gets extra render texture to use inside current filter\n * To be compliant with older filters, you can use params in any order\n * @param input - renderTexture from which size and resolution will be copied\n * @param resolution - override resolution of the renderTexture\n * @param multisample - number of samples of the renderTexture\n */\n FilterSystem.prototype.getFilterTexture = function (input, resolution, multisample) {\n if (typeof input === 'number') {\n var swap = input;\n input = resolution;\n resolution = swap;\n }\n input = input || this.activeState.renderTexture;\n var filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE);\n filterTexture.filterFrame = input.filterFrame;\n return filterTexture;\n };\n /**\n * Frees a render texture back into the pool.\n * @param renderTexture - The renderTarget to free\n */\n FilterSystem.prototype.returnFilterTexture = function (renderTexture) {\n this.texturePool.returnTexture(renderTexture);\n };\n /** Empties the texture pool. */\n FilterSystem.prototype.emptyPool = function () {\n this.texturePool.clear(true);\n };\n /** Calls `texturePool.resize()`, affects fullScreen renderTextures. */\n FilterSystem.prototype.resize = function () {\n this.texturePool.setScreenSize(this.renderer.view);\n };\n /**\n * @param matrix - first param\n * @param rect - second param\n */\n FilterSystem.prototype.transformAABB = function (matrix, rect) {\n var lt = tempPoints[0];\n var lb = tempPoints[1];\n var rt = tempPoints[2];\n var rb = tempPoints[3];\n lt.set(rect.left, rect.top);\n lb.set(rect.left, rect.bottom);\n rt.set(rect.right, rect.top);\n rb.set(rect.right, rect.bottom);\n matrix.apply(lt, lt);\n matrix.apply(lb, lb);\n matrix.apply(rt, rt);\n matrix.apply(rb, rb);\n var x0 = Math.min(lt.x, lb.x, rt.x, rb.x);\n var y0 = Math.min(lt.y, lb.y, rt.y, rb.y);\n var x1 = Math.max(lt.x, lb.x, rt.x, rb.x);\n var y1 = Math.max(lt.y, lb.y, rt.y, rb.y);\n rect.x = x0;\n rect.y = y0;\n rect.width = x1 - x0;\n rect.height = y1 - y0;\n };\n FilterSystem.prototype.roundFrame = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) {\n if (frame.width <= 0 || frame.height <= 0 || bindingSourceFrame.width <= 0 || bindingSourceFrame.height <= 0) {\n return;\n }\n if (transform) {\n var a = transform.a, b = transform.b, c = transform.c, d = transform.d;\n // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation\n // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0).\n if ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4)\n && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4)) {\n return;\n }\n }\n transform = transform ? tempMatrix$2.copyFrom(transform) : tempMatrix$2.identity();\n // Get forward transform from world space to screen space\n transform\n .translate(-bindingSourceFrame.x, -bindingSourceFrame.y)\n .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height)\n .translate(bindingDestinationFrame.x, bindingDestinationFrame.y);\n // Convert frame to screen space\n this.transformAABB(transform, frame);\n // Round frame in screen space\n frame.ceil(resolution);\n // Project back into world space.\n this.transformAABB(transform.invert(), frame);\n };\n return FilterSystem;\n}());\n\n/**\n * Base for a common object renderer that can be used as a\n * system renderer plugin.\n * @memberof PIXI\n */\nvar ObjectRenderer = /** @class */ (function () {\n /**\n * @param renderer - The renderer this manager works for.\n */\n function ObjectRenderer(renderer) {\n this.renderer = renderer;\n }\n /** Stub method that should be used to empty the current batch by rendering objects now. */\n ObjectRenderer.prototype.flush = function () {\n // flush!\n };\n /** Generic destruction method that frees all resources. This should be called by subclasses. */\n ObjectRenderer.prototype.destroy = function () {\n this.renderer = null;\n };\n /**\n * Stub method that initializes any state required before\n * rendering starts. It is different from the `prerender`\n * signal, which occurs every frame, in that it is called\n * whenever an object requests _this_ renderer specifically.\n */\n ObjectRenderer.prototype.start = function () {\n // set the shader..\n };\n /** Stops the renderer. It should free up any state and become dormant. */\n ObjectRenderer.prototype.stop = function () {\n this.flush();\n };\n /**\n * Keeps the object to render. It doesn't have to be\n * rendered immediately.\n * @param {PIXI.DisplayObject} _object - The object to render.\n */\n ObjectRenderer.prototype.render = function (_object) {\n // render the object\n };\n return ObjectRenderer;\n}());\n\n/**\n * System plugin to the renderer to manage batching.\n * @memberof PIXI\n */\nvar BatchSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function BatchSystem(renderer) {\n this.renderer = renderer;\n this.emptyRenderer = new ObjectRenderer(renderer);\n this.currentRenderer = this.emptyRenderer;\n }\n /**\n * Changes the current renderer to the one given in parameter\n * @param objectRenderer - The object renderer to use.\n */\n BatchSystem.prototype.setObjectRenderer = function (objectRenderer) {\n if (this.currentRenderer === objectRenderer) {\n return;\n }\n this.currentRenderer.stop();\n this.currentRenderer = objectRenderer;\n this.currentRenderer.start();\n };\n /**\n * This should be called if you wish to do some custom rendering\n * It will basically render anything that may be batched up such as sprites\n */\n BatchSystem.prototype.flush = function () {\n this.setObjectRenderer(this.emptyRenderer);\n };\n /** Reset the system to an empty renderer */\n BatchSystem.prototype.reset = function () {\n this.setObjectRenderer(this.emptyRenderer);\n };\n /**\n * Handy function for batch renderers: copies bound textures in first maxTextures locations to array\n * sets actual _batchLocation for them\n * @param arr - arr copy destination\n * @param maxTextures - number of copied elements\n */\n BatchSystem.prototype.copyBoundTextures = function (arr, maxTextures) {\n var boundTextures = this.renderer.texture.boundTextures;\n for (var i = maxTextures - 1; i >= 0; --i) {\n arr[i] = boundTextures[i] || null;\n if (arr[i]) {\n arr[i]._batchLocation = i;\n }\n }\n };\n /**\n * Assigns batch locations to textures in array based on boundTextures state.\n * All textures in texArray should have `_batchEnabled = _batchId`,\n * and their count should be less than `maxTextures`.\n * @param texArray - textures to bound\n * @param boundTextures - current state of bound textures\n * @param batchId - marker for _batchEnabled param of textures in texArray\n * @param maxTextures - number of texture locations to manipulate\n */\n BatchSystem.prototype.boundArray = function (texArray, boundTextures, batchId, maxTextures) {\n var elements = texArray.elements, ids = texArray.ids, count = texArray.count;\n var j = 0;\n for (var i = 0; i < count; i++) {\n var tex = elements[i];\n var loc = tex._batchLocation;\n if (loc >= 0 && loc < maxTextures\n && boundTextures[loc] === tex) {\n ids[i] = loc;\n continue;\n }\n while (j < maxTextures) {\n var bound = boundTextures[j];\n if (bound && bound._batchEnabled === batchId\n && bound._batchLocation === j) {\n j++;\n continue;\n }\n ids[i] = j;\n tex._batchLocation = j;\n boundTextures[j] = tex;\n break;\n }\n }\n };\n /**\n * @ignore\n */\n BatchSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return BatchSystem;\n}());\n\nvar CONTEXT_UID_COUNTER = 0;\n/**\n * System plugin to the renderer to manage the context.\n * @memberof PIXI\n */\nvar ContextSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ContextSystem(renderer) {\n this.renderer = renderer;\n this.webGLVersion = 1;\n this.extensions = {};\n this.supports = {\n uint32Indices: false,\n };\n // Bind functions\n this.handleContextLost = this.handleContextLost.bind(this);\n this.handleContextRestored = this.handleContextRestored.bind(this);\n renderer.view.addEventListener('webglcontextlost', this.handleContextLost, false);\n renderer.view.addEventListener('webglcontextrestored', this.handleContextRestored, false);\n }\n Object.defineProperty(ContextSystem.prototype, \"isLost\", {\n /**\n * `true` if the context is lost\n * @readonly\n */\n get: function () {\n return (!this.gl || this.gl.isContextLost());\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Handles the context change event.\n * @param {WebGLRenderingContext} gl - New WebGL context.\n */\n ContextSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n // restore a context if it was previously lost\n if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) {\n gl.getExtension('WEBGL_lose_context').restoreContext();\n }\n };\n /**\n * Initializes the context.\n * @protected\n * @param {WebGLRenderingContext} gl - WebGL context\n */\n ContextSystem.prototype.initFromContext = function (gl) {\n this.gl = gl;\n this.validateContext(gl);\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n this.renderer.runners.contextChange.emit(gl);\n };\n /**\n * Initialize from context options\n * @protected\n * @see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext\n * @param {object} options - context attributes\n */\n ContextSystem.prototype.initFromOptions = function (options) {\n var gl = this.createContext(this.renderer.view, options);\n this.initFromContext(gl);\n };\n /**\n * Helper class to create a WebGL Context\n * @param canvas - the canvas element that we will get the context from\n * @param options - An options object that gets passed in to the canvas element containing the\n * context attributes\n * @see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext\n * @returns {WebGLRenderingContext} the WebGL context\n */\n ContextSystem.prototype.createContext = function (canvas, options) {\n var gl;\n if (settings.PREFER_ENV >= ENV.WEBGL2) {\n gl = canvas.getContext('webgl2', options);\n }\n if (gl) {\n this.webGLVersion = 2;\n }\n else {\n this.webGLVersion = 1;\n gl = canvas.getContext('webgl', options) || canvas.getContext('experimental-webgl', options);\n if (!gl) {\n // fail, not able to get a context\n throw new Error('This browser does not support WebGL. Try using the canvas renderer');\n }\n }\n this.gl = gl;\n this.getExtensions();\n return this.gl;\n };\n /** Auto-populate the {@link PIXI.ContextSystem.extensions extensions}. */\n ContextSystem.prototype.getExtensions = function () {\n // time to set up default extensions that Pixi uses.\n var gl = this.gl;\n var common = {\n anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'),\n floatTextureLinear: gl.getExtension('OES_texture_float_linear'),\n s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'),\n s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'),\n etc: gl.getExtension('WEBGL_compressed_texture_etc'),\n etc1: gl.getExtension('WEBGL_compressed_texture_etc1'),\n pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc')\n || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'),\n atc: gl.getExtension('WEBGL_compressed_texture_atc'),\n astc: gl.getExtension('WEBGL_compressed_texture_astc')\n };\n if (this.webGLVersion === 1) {\n Object.assign(this.extensions, common, {\n drawBuffers: gl.getExtension('WEBGL_draw_buffers'),\n depthTexture: gl.getExtension('WEBGL_depth_texture'),\n loseContext: gl.getExtension('WEBGL_lose_context'),\n vertexArrayObject: gl.getExtension('OES_vertex_array_object')\n || gl.getExtension('MOZ_OES_vertex_array_object')\n || gl.getExtension('WEBKIT_OES_vertex_array_object'),\n uint32ElementIndex: gl.getExtension('OES_element_index_uint'),\n // Floats and half-floats\n floatTexture: gl.getExtension('OES_texture_float'),\n floatTextureLinear: gl.getExtension('OES_texture_float_linear'),\n textureHalfFloat: gl.getExtension('OES_texture_half_float'),\n textureHalfFloatLinear: gl.getExtension('OES_texture_half_float_linear'),\n });\n }\n else if (this.webGLVersion === 2) {\n Object.assign(this.extensions, common, {\n // Floats and half-floats\n colorBufferFloat: gl.getExtension('EXT_color_buffer_float')\n });\n }\n };\n /**\n * Handles a lost webgl context\n * @param {WebGLContextEvent} event - The context lost event.\n */\n ContextSystem.prototype.handleContextLost = function (event) {\n event.preventDefault();\n };\n /** Handles a restored webgl context. */\n ContextSystem.prototype.handleContextRestored = function () {\n this.renderer.runners.contextChange.emit(this.gl);\n };\n ContextSystem.prototype.destroy = function () {\n var view = this.renderer.view;\n this.renderer = null;\n // remove listeners\n view.removeEventListener('webglcontextlost', this.handleContextLost);\n view.removeEventListener('webglcontextrestored', this.handleContextRestored);\n this.gl.useProgram(null);\n if (this.extensions.loseContext) {\n this.extensions.loseContext.loseContext();\n }\n };\n /** Handle the post-render runner event. */\n ContextSystem.prototype.postrender = function () {\n if (this.renderer.renderingToScreen) {\n this.gl.flush();\n }\n };\n /**\n * Validate context.\n * @param {WebGLRenderingContext} gl - Render context.\n */\n ContextSystem.prototype.validateContext = function (gl) {\n var attributes = gl.getContextAttributes();\n var isWebGl2 = 'WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext;\n if (isWebGl2) {\n this.webGLVersion = 2;\n }\n // this is going to be fairly simple for now.. but at least we have room to grow!\n if (attributes && !attributes.stencil) {\n /* eslint-disable max-len, no-console */\n console.warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly');\n /* eslint-enable max-len, no-console */\n }\n var hasuint32 = isWebGl2 || !!gl.getExtension('OES_element_index_uint');\n this.supports.uint32Indices = hasuint32;\n if (!hasuint32) {\n /* eslint-disable max-len, no-console */\n console.warn('Provided WebGL context does not support 32 index buffer, complex graphics may not render correctly');\n /* eslint-enable max-len, no-console */\n }\n };\n return ContextSystem;\n}());\n\n/**\n * Internal framebuffer for WebGL context.\n * @memberof PIXI\n */\nvar GLFramebuffer = /** @class */ (function () {\n function GLFramebuffer(framebuffer) {\n this.framebuffer = framebuffer;\n this.stencil = null;\n this.dirtyId = -1;\n this.dirtyFormat = -1;\n this.dirtySize = -1;\n this.multisample = MSAA_QUALITY.NONE;\n this.msaaBuffer = null;\n this.blitFramebuffer = null;\n this.mipLevel = 0;\n }\n return GLFramebuffer;\n}());\n\nvar tempRectangle = new Rectangle();\n/**\n * System plugin to the renderer to manage framebuffers.\n * @memberof PIXI\n */\nvar FramebufferSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function FramebufferSystem(renderer) {\n this.renderer = renderer;\n this.managedFramebuffers = [];\n this.unknownFramebuffer = new Framebuffer(10, 10);\n this.msaaSamples = null;\n }\n /** Sets up the renderer context and necessary buffers. */\n FramebufferSystem.prototype.contextChange = function () {\n var gl = this.gl = this.renderer.gl;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n this.hasMRT = true;\n this.writeDepthTexture = true;\n this.disposeAll(true);\n // webgl2\n if (this.renderer.context.webGLVersion === 1) {\n // webgl 1!\n var nativeDrawBuffersExtension_1 = this.renderer.context.extensions.drawBuffers;\n var nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n nativeDrawBuffersExtension_1 = null;\n nativeDepthTextureExtension = null;\n }\n if (nativeDrawBuffersExtension_1) {\n gl.drawBuffers = function (activeTextures) {\n return nativeDrawBuffersExtension_1.drawBuffersWEBGL(activeTextures);\n };\n }\n else {\n this.hasMRT = false;\n gl.drawBuffers = function () {\n // empty\n };\n }\n if (!nativeDepthTextureExtension) {\n this.writeDepthTexture = false;\n }\n }\n else {\n // WebGL2\n // cache possible MSAA samples\n this.msaaSamples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES);\n }\n };\n /**\n * Bind a framebuffer.\n * @param framebuffer\n * @param frame - frame, default is framebuffer size\n * @param mipLevel - optional mip level to set on the framebuffer - defaults to 0\n */\n FramebufferSystem.prototype.bind = function (framebuffer, frame, mipLevel) {\n if (mipLevel === void 0) { mipLevel = 0; }\n var gl = this.gl;\n if (framebuffer) {\n // TODO caching layer!\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID] || this.initFramebuffer(framebuffer);\n if (this.current !== framebuffer) {\n this.current = framebuffer;\n gl.bindFramebuffer(gl.FRAMEBUFFER, fbo.framebuffer);\n }\n // make sure all textures are unbound..\n if (fbo.mipLevel !== mipLevel) {\n framebuffer.dirtyId++;\n framebuffer.dirtyFormat++;\n fbo.mipLevel = mipLevel;\n }\n // now check for updates...\n if (fbo.dirtyId !== framebuffer.dirtyId) {\n fbo.dirtyId = framebuffer.dirtyId;\n if (fbo.dirtyFormat !== framebuffer.dirtyFormat) {\n fbo.dirtyFormat = framebuffer.dirtyFormat;\n fbo.dirtySize = framebuffer.dirtySize;\n this.updateFramebuffer(framebuffer, mipLevel);\n }\n else if (fbo.dirtySize !== framebuffer.dirtySize) {\n fbo.dirtySize = framebuffer.dirtySize;\n this.resizeFramebuffer(framebuffer);\n }\n }\n for (var i = 0; i < framebuffer.colorTextures.length; i++) {\n var tex = framebuffer.colorTextures[i];\n this.renderer.texture.unbind(tex.parentTextureArray || tex);\n }\n if (framebuffer.depthTexture) {\n this.renderer.texture.unbind(framebuffer.depthTexture);\n }\n if (frame) {\n var mipWidth = (frame.width >> mipLevel);\n var mipHeight = (frame.height >> mipLevel);\n var scale = mipWidth / frame.width;\n this.setViewport(frame.x * scale, frame.y * scale, mipWidth, mipHeight);\n }\n else {\n var mipWidth = (framebuffer.width >> mipLevel);\n var mipHeight = (framebuffer.height >> mipLevel);\n this.setViewport(0, 0, mipWidth, mipHeight);\n }\n }\n else {\n if (this.current) {\n this.current = null;\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n }\n if (frame) {\n this.setViewport(frame.x, frame.y, frame.width, frame.height);\n }\n else {\n this.setViewport(0, 0, this.renderer.width, this.renderer.height);\n }\n }\n };\n /**\n * Set the WebGLRenderingContext's viewport.\n * @param x - X position of viewport\n * @param y - Y position of viewport\n * @param width - Width of viewport\n * @param height - Height of viewport\n */\n FramebufferSystem.prototype.setViewport = function (x, y, width, height) {\n var v = this.viewport;\n x = Math.round(x);\n y = Math.round(y);\n width = Math.round(width);\n height = Math.round(height);\n if (v.width !== width || v.height !== height || v.x !== x || v.y !== y) {\n v.x = x;\n v.y = y;\n v.width = width;\n v.height = height;\n this.gl.viewport(x, y, width, height);\n }\n };\n Object.defineProperty(FramebufferSystem.prototype, \"size\", {\n /**\n * Get the size of the current width and height. Returns object with `width` and `height` values.\n * @readonly\n */\n get: function () {\n if (this.current) {\n // TODO store temp\n return { x: 0, y: 0, width: this.current.width, height: this.current.height };\n }\n return { x: 0, y: 0, width: this.renderer.width, height: this.renderer.height };\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Clear the color of the context\n * @param r - Red value from 0 to 1\n * @param g - Green value from 0 to 1\n * @param b - Blue value from 0 to 1\n * @param a - Alpha value from 0 to 1\n * @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks\n * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.\n */\n FramebufferSystem.prototype.clear = function (r, g, b, a, mask) {\n if (mask === void 0) { mask = BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH; }\n var gl = this.gl;\n // TODO clear color can be set only one right?\n gl.clearColor(r, g, b, a);\n gl.clear(mask);\n };\n /**\n * Initialize framebuffer for this context\n * @protected\n * @param framebuffer\n * @returns - created GLFramebuffer\n */\n FramebufferSystem.prototype.initFramebuffer = function (framebuffer) {\n var gl = this.gl;\n var fbo = new GLFramebuffer(gl.createFramebuffer());\n fbo.multisample = this.detectSamples(framebuffer.multisample);\n framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo;\n this.managedFramebuffers.push(framebuffer);\n framebuffer.disposeRunner.add(this);\n return fbo;\n };\n /**\n * Resize the framebuffer\n * @param framebuffer\n * @protected\n */\n FramebufferSystem.prototype.resizeFramebuffer = function (framebuffer) {\n var gl = this.gl;\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n if (fbo.msaaBuffer) {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height);\n }\n if (fbo.stencil) {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n }\n var colorTextures = framebuffer.colorTextures;\n var count = colorTextures.length;\n if (!gl.drawBuffers) {\n count = Math.min(count, 1);\n }\n for (var i = 0; i < count; i++) {\n var texture = colorTextures[i];\n var parentTexture = texture.parentTextureArray || texture;\n this.renderer.texture.bind(parentTexture, 0);\n }\n if (framebuffer.depthTexture && this.writeDepthTexture) {\n this.renderer.texture.bind(framebuffer.depthTexture, 0);\n }\n };\n /**\n * Update the framebuffer\n * @param framebuffer\n * @param mipLevel\n * @protected\n */\n FramebufferSystem.prototype.updateFramebuffer = function (framebuffer, mipLevel) {\n var gl = this.gl;\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n // bind the color texture\n var colorTextures = framebuffer.colorTextures;\n var count = colorTextures.length;\n if (!gl.drawBuffers) {\n count = Math.min(count, 1);\n }\n if (fbo.multisample > 1 && this.canMultisampleFramebuffer(framebuffer)) {\n fbo.msaaBuffer = fbo.msaaBuffer || gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height);\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, fbo.msaaBuffer);\n }\n else if (fbo.msaaBuffer) {\n gl.deleteRenderbuffer(fbo.msaaBuffer);\n fbo.msaaBuffer = null;\n if (fbo.blitFramebuffer) {\n fbo.blitFramebuffer.dispose();\n fbo.blitFramebuffer = null;\n }\n }\n var activeTextures = [];\n for (var i = 0; i < count; i++) {\n var texture = colorTextures[i];\n var parentTexture = texture.parentTextureArray || texture;\n this.renderer.texture.bind(parentTexture, 0);\n if (i === 0 && fbo.msaaBuffer) {\n continue;\n }\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, texture.target, parentTexture._glTextures[this.CONTEXT_UID].texture, mipLevel);\n activeTextures.push(gl.COLOR_ATTACHMENT0 + i);\n }\n if (activeTextures.length > 1) {\n gl.drawBuffers(activeTextures);\n }\n if (framebuffer.depthTexture) {\n var writeDepthTexture = this.writeDepthTexture;\n if (writeDepthTexture) {\n var depthTexture = framebuffer.depthTexture;\n this.renderer.texture.bind(depthTexture, 0);\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._glTextures[this.CONTEXT_UID].texture, mipLevel);\n }\n }\n if ((framebuffer.stencil || framebuffer.depth) && !(framebuffer.depthTexture && this.writeDepthTexture)) {\n fbo.stencil = fbo.stencil || gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, fbo.stencil);\n }\n else if (fbo.stencil) {\n gl.deleteRenderbuffer(fbo.stencil);\n fbo.stencil = null;\n }\n };\n /**\n * Returns true if the frame buffer can be multisampled.\n * @param framebuffer\n */\n FramebufferSystem.prototype.canMultisampleFramebuffer = function (framebuffer) {\n return this.renderer.context.webGLVersion !== 1\n && framebuffer.colorTextures.length <= 1 && !framebuffer.depthTexture;\n };\n /**\n * Detects number of samples that is not more than a param but as close to it as possible\n * @param samples - number of samples\n * @returns - recommended number of samples\n */\n FramebufferSystem.prototype.detectSamples = function (samples) {\n var msaaSamples = this.msaaSamples;\n var res = MSAA_QUALITY.NONE;\n if (samples <= 1 || msaaSamples === null) {\n return res;\n }\n for (var i = 0; i < msaaSamples.length; i++) {\n if (msaaSamples[i] <= samples) {\n res = msaaSamples[i];\n break;\n }\n }\n if (res === 1) {\n res = MSAA_QUALITY.NONE;\n }\n return res;\n };\n /**\n * Only works with WebGL2\n *\n * blits framebuffer to another of the same or bigger size\n * after that target framebuffer is bound\n *\n * Fails with WebGL warning if blits multisample framebuffer to different size\n * @param framebuffer - by default it blits \"into itself\", from renderBuffer to texture.\n * @param sourcePixels - source rectangle in pixels\n * @param destPixels - dest rectangle in pixels, assumed to be the same as sourcePixels\n */\n FramebufferSystem.prototype.blit = function (framebuffer, sourcePixels, destPixels) {\n var _a = this, current = _a.current, renderer = _a.renderer, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n if (renderer.context.webGLVersion !== 2) {\n return;\n }\n if (!current) {\n return;\n }\n var fbo = current.glFramebuffers[CONTEXT_UID];\n if (!fbo) {\n return;\n }\n if (!framebuffer) {\n if (!fbo.msaaBuffer) {\n return;\n }\n var colorTexture = current.colorTextures[0];\n if (!colorTexture) {\n return;\n }\n if (!fbo.blitFramebuffer) {\n fbo.blitFramebuffer = new Framebuffer(current.width, current.height);\n fbo.blitFramebuffer.addColorTexture(0, colorTexture);\n }\n framebuffer = fbo.blitFramebuffer;\n if (framebuffer.colorTextures[0] !== colorTexture) {\n framebuffer.colorTextures[0] = colorTexture;\n framebuffer.dirtyId++;\n framebuffer.dirtyFormat++;\n }\n if (framebuffer.width !== current.width || framebuffer.height !== current.height) {\n framebuffer.width = current.width;\n framebuffer.height = current.height;\n framebuffer.dirtyId++;\n framebuffer.dirtySize++;\n }\n }\n if (!sourcePixels) {\n sourcePixels = tempRectangle;\n sourcePixels.width = current.width;\n sourcePixels.height = current.height;\n }\n if (!destPixels) {\n destPixels = sourcePixels;\n }\n var sameSize = sourcePixels.width === destPixels.width && sourcePixels.height === destPixels.height;\n this.bind(framebuffer);\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo.framebuffer);\n gl.blitFramebuffer(sourcePixels.left, sourcePixels.top, sourcePixels.right, sourcePixels.bottom, destPixels.left, destPixels.top, destPixels.right, destPixels.bottom, gl.COLOR_BUFFER_BIT, sameSize ? gl.NEAREST : gl.LINEAR);\n };\n /**\n * Disposes framebuffer.\n * @param framebuffer - framebuffer that has to be disposed of\n * @param contextLost - If context was lost, we suppress all delete function calls\n */\n FramebufferSystem.prototype.disposeFramebuffer = function (framebuffer, contextLost) {\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n var gl = this.gl;\n if (!fbo) {\n return;\n }\n delete framebuffer.glFramebuffers[this.CONTEXT_UID];\n var index = this.managedFramebuffers.indexOf(framebuffer);\n if (index >= 0) {\n this.managedFramebuffers.splice(index, 1);\n }\n framebuffer.disposeRunner.remove(this);\n if (!contextLost) {\n gl.deleteFramebuffer(fbo.framebuffer);\n if (fbo.msaaBuffer) {\n gl.deleteRenderbuffer(fbo.msaaBuffer);\n }\n if (fbo.stencil) {\n gl.deleteRenderbuffer(fbo.stencil);\n }\n }\n if (fbo.blitFramebuffer) {\n fbo.blitFramebuffer.dispose();\n }\n };\n /**\n * Disposes all framebuffers, but not textures bound to them.\n * @param [contextLost=false] - If context was lost, we suppress all delete function calls\n */\n FramebufferSystem.prototype.disposeAll = function (contextLost) {\n var list = this.managedFramebuffers;\n this.managedFramebuffers = [];\n for (var i = 0; i < list.length; i++) {\n this.disposeFramebuffer(list[i], contextLost);\n }\n };\n /**\n * Forcing creation of stencil buffer for current framebuffer, if it wasn't done before.\n * Used by MaskSystem, when its time to use stencil mask for Graphics element.\n *\n * Its an alternative for public lazy `framebuffer.enableStencil`, in case we need stencil without rebind.\n * @private\n */\n FramebufferSystem.prototype.forceStencil = function () {\n var framebuffer = this.current;\n if (!framebuffer) {\n return;\n }\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n if (!fbo || fbo.stencil) {\n return;\n }\n framebuffer.stencil = true;\n var w = framebuffer.width;\n var h = framebuffer.height;\n var gl = this.gl;\n var stencil = gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, w, h);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, w, h);\n }\n fbo.stencil = stencil;\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencil);\n };\n /** Resets framebuffer stored state, binds screen framebuffer. Should be called before renderTexture reset(). */\n FramebufferSystem.prototype.reset = function () {\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n };\n FramebufferSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return FramebufferSystem;\n}());\n\nvar byteSizeMap = { 5126: 4, 5123: 2, 5121: 1 };\n/**\n * System plugin to the renderer to manage geometry.\n * @memberof PIXI\n */\nvar GeometrySystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function GeometrySystem(renderer) {\n this.renderer = renderer;\n this._activeGeometry = null;\n this._activeVao = null;\n this.hasVao = true;\n this.hasInstance = true;\n this.canUseUInt32ElementIndex = false;\n this.managedGeometries = {};\n }\n /** Sets up the renderer context and necessary buffers. */\n GeometrySystem.prototype.contextChange = function () {\n this.disposeAll(true);\n var gl = this.gl = this.renderer.gl;\n var context = this.renderer.context;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n // webgl2\n if (context.webGLVersion !== 2) {\n // webgl 1!\n var nativeVaoExtension_1 = this.renderer.context.extensions.vertexArrayObject;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n nativeVaoExtension_1 = null;\n }\n if (nativeVaoExtension_1) {\n gl.createVertexArray = function () {\n return nativeVaoExtension_1.createVertexArrayOES();\n };\n gl.bindVertexArray = function (vao) {\n return nativeVaoExtension_1.bindVertexArrayOES(vao);\n };\n gl.deleteVertexArray = function (vao) {\n return nativeVaoExtension_1.deleteVertexArrayOES(vao);\n };\n }\n else {\n this.hasVao = false;\n gl.createVertexArray = function () {\n return null;\n };\n gl.bindVertexArray = function () {\n return null;\n };\n gl.deleteVertexArray = function () {\n return null;\n };\n }\n }\n if (context.webGLVersion !== 2) {\n var instanceExt_1 = gl.getExtension('ANGLE_instanced_arrays');\n if (instanceExt_1) {\n gl.vertexAttribDivisor = function (a, b) {\n return instanceExt_1.vertexAttribDivisorANGLE(a, b);\n };\n gl.drawElementsInstanced = function (a, b, c, d, e) {\n return instanceExt_1.drawElementsInstancedANGLE(a, b, c, d, e);\n };\n gl.drawArraysInstanced = function (a, b, c, d) {\n return instanceExt_1.drawArraysInstancedANGLE(a, b, c, d);\n };\n }\n else {\n this.hasInstance = false;\n }\n }\n this.canUseUInt32ElementIndex = context.webGLVersion === 2 || !!context.extensions.uint32ElementIndex;\n };\n /**\n * Binds geometry so that is can be drawn. Creating a Vao if required\n * @param geometry - Instance of geometry to bind.\n * @param shader - Instance of shader to use vao for.\n */\n GeometrySystem.prototype.bind = function (geometry, shader) {\n shader = shader || this.renderer.shader.shader;\n var gl = this.gl;\n // not sure the best way to address this..\n // currently different shaders require different VAOs for the same geometry\n // Still mulling over the best way to solve this one..\n // will likely need to modify the shader attribute locations at run time!\n var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var incRefCount = false;\n if (!vaos) {\n this.managedGeometries[geometry.id] = geometry;\n geometry.disposeRunner.add(this);\n geometry.glVertexArrayObjects[this.CONTEXT_UID] = vaos = {};\n incRefCount = true;\n }\n var vao = vaos[shader.program.id] || this.initGeometryVao(geometry, shader, incRefCount);\n this._activeGeometry = geometry;\n if (this._activeVao !== vao) {\n this._activeVao = vao;\n if (this.hasVao) {\n gl.bindVertexArray(vao);\n }\n else {\n this.activateVao(geometry, shader.program);\n }\n }\n // TODO - optimise later!\n // don't need to loop through if nothing changed!\n // maybe look to add an 'autoupdate' to geometry?\n this.updateBuffers();\n };\n /** Reset and unbind any active VAO and geometry. */\n GeometrySystem.prototype.reset = function () {\n this.unbind();\n };\n /** Update buffers of the currently bound geometry. */\n GeometrySystem.prototype.updateBuffers = function () {\n var geometry = this._activeGeometry;\n var bufferSystem = this.renderer.buffer;\n for (var i = 0; i < geometry.buffers.length; i++) {\n var buffer = geometry.buffers[i];\n bufferSystem.update(buffer);\n }\n };\n /**\n * Check compatibility between a geometry and a program\n * @param geometry - Geometry instance.\n * @param program - Program instance.\n */\n GeometrySystem.prototype.checkCompatibility = function (geometry, program) {\n // geometry must have at least all the attributes that the shader requires.\n var geometryAttributes = geometry.attributes;\n var shaderAttributes = program.attributeData;\n for (var j in shaderAttributes) {\n if (!geometryAttributes[j]) {\n throw new Error(\"shader and geometry incompatible, geometry missing the \\\"\" + j + \"\\\" attribute\");\n }\n }\n };\n /**\n * Takes a geometry and program and generates a unique signature for them.\n * @param geometry - To get signature from.\n * @param program - To test geometry against.\n * @returns - Unique signature of the geometry and program\n */\n GeometrySystem.prototype.getSignature = function (geometry, program) {\n var attribs = geometry.attributes;\n var shaderAttributes = program.attributeData;\n var strings = ['g', geometry.id];\n for (var i in attribs) {\n if (shaderAttributes[i]) {\n strings.push(i, shaderAttributes[i].location);\n }\n }\n return strings.join('-');\n };\n /**\n * Creates or gets Vao with the same structure as the geometry and stores it on the geometry.\n * If vao is created, it is bound automatically. We use a shader to infer what and how to set up the\n * attribute locations.\n * @param geometry - Instance of geometry to to generate Vao for.\n * @param shader - Instance of the shader.\n * @param incRefCount - Increment refCount of all geometry buffers.\n */\n GeometrySystem.prototype.initGeometryVao = function (geometry, shader, incRefCount) {\n if (incRefCount === void 0) { incRefCount = true; }\n var gl = this.gl;\n var CONTEXT_UID = this.CONTEXT_UID;\n var bufferSystem = this.renderer.buffer;\n var program = shader.program;\n if (!program.glPrograms[CONTEXT_UID]) {\n this.renderer.shader.generateProgram(shader);\n }\n this.checkCompatibility(geometry, program);\n var signature = this.getSignature(geometry, program);\n var vaoObjectHash = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var vao = vaoObjectHash[signature];\n if (vao) {\n // this will give us easy access to the vao\n vaoObjectHash[program.id] = vao;\n return vao;\n }\n var buffers = geometry.buffers;\n var attributes = geometry.attributes;\n var tempStride = {};\n var tempStart = {};\n for (var j in buffers) {\n tempStride[j] = 0;\n tempStart[j] = 0;\n }\n for (var j in attributes) {\n if (!attributes[j].size && program.attributeData[j]) {\n attributes[j].size = program.attributeData[j].size;\n }\n else if (!attributes[j].size) {\n console.warn(\"PIXI Geometry attribute '\" + j + \"' size cannot be determined (likely the bound shader does not have the attribute)\"); // eslint-disable-line\n }\n tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap[attributes[j].type];\n }\n for (var j in attributes) {\n var attribute = attributes[j];\n var attribSize = attribute.size;\n if (attribute.stride === undefined) {\n if (tempStride[attribute.buffer] === attribSize * byteSizeMap[attribute.type]) {\n attribute.stride = 0;\n }\n else {\n attribute.stride = tempStride[attribute.buffer];\n }\n }\n if (attribute.start === undefined) {\n attribute.start = tempStart[attribute.buffer];\n tempStart[attribute.buffer] += attribSize * byteSizeMap[attribute.type];\n }\n }\n vao = gl.createVertexArray();\n gl.bindVertexArray(vao);\n // first update - and create the buffers!\n // only create a gl buffer if it actually gets\n for (var i = 0; i < buffers.length; i++) {\n var buffer = buffers[i];\n bufferSystem.bind(buffer);\n if (incRefCount) {\n buffer._glBuffers[CONTEXT_UID].refCount++;\n }\n }\n // TODO - maybe make this a data object?\n // lets wait to see if we need to first!\n this.activateVao(geometry, program);\n this._activeVao = vao;\n // add it to the cache!\n vaoObjectHash[program.id] = vao;\n vaoObjectHash[signature] = vao;\n return vao;\n };\n /**\n * Disposes geometry.\n * @param geometry - Geometry with buffers. Only VAO will be disposed\n * @param [contextLost=false] - If context was lost, we suppress deleteVertexArray\n */\n GeometrySystem.prototype.disposeGeometry = function (geometry, contextLost) {\n var _a;\n if (!this.managedGeometries[geometry.id]) {\n return;\n }\n delete this.managedGeometries[geometry.id];\n var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var gl = this.gl;\n var buffers = geometry.buffers;\n var bufferSystem = (_a = this.renderer) === null || _a === void 0 ? void 0 : _a.buffer;\n geometry.disposeRunner.remove(this);\n if (!vaos) {\n return;\n }\n // bufferSystem may have already been destroyed..\n // if this is the case, there is no need to destroy the geometry buffers...\n // they already have been!\n if (bufferSystem) {\n for (var i = 0; i < buffers.length; i++) {\n var buf = buffers[i]._glBuffers[this.CONTEXT_UID];\n // my be null as context may have changed right before the dispose is called\n if (buf) {\n buf.refCount--;\n if (buf.refCount === 0 && !contextLost) {\n bufferSystem.dispose(buffers[i], contextLost);\n }\n }\n }\n }\n if (!contextLost) {\n for (var vaoId in vaos) {\n // delete only signatures, everything else are copies\n if (vaoId[0] === 'g') {\n var vao = vaos[vaoId];\n if (this._activeVao === vao) {\n this.unbind();\n }\n gl.deleteVertexArray(vao);\n }\n }\n }\n delete geometry.glVertexArrayObjects[this.CONTEXT_UID];\n };\n /**\n * Dispose all WebGL resources of all managed geometries.\n * @param [contextLost=false] - If context was lost, we suppress `gl.delete` calls\n */\n GeometrySystem.prototype.disposeAll = function (contextLost) {\n var all = Object.keys(this.managedGeometries);\n for (var i = 0; i < all.length; i++) {\n this.disposeGeometry(this.managedGeometries[all[i]], contextLost);\n }\n };\n /**\n * Activate vertex array object.\n * @param geometry - Geometry instance.\n * @param program - Shader program instance.\n */\n GeometrySystem.prototype.activateVao = function (geometry, program) {\n var gl = this.gl;\n var CONTEXT_UID = this.CONTEXT_UID;\n var bufferSystem = this.renderer.buffer;\n var buffers = geometry.buffers;\n var attributes = geometry.attributes;\n if (geometry.indexBuffer) {\n // first update the index buffer if we have one..\n bufferSystem.bind(geometry.indexBuffer);\n }\n var lastBuffer = null;\n // add a new one!\n for (var j in attributes) {\n var attribute = attributes[j];\n var buffer = buffers[attribute.buffer];\n var glBuffer = buffer._glBuffers[CONTEXT_UID];\n if (program.attributeData[j]) {\n if (lastBuffer !== glBuffer) {\n bufferSystem.bind(buffer);\n lastBuffer = glBuffer;\n }\n var location = program.attributeData[j].location;\n // TODO introduce state again\n // we can optimise this for older devices that have no VAOs\n gl.enableVertexAttribArray(location);\n gl.vertexAttribPointer(location, attribute.size, attribute.type || gl.FLOAT, attribute.normalized, attribute.stride, attribute.start);\n if (attribute.instance) {\n // TODO calculate instance count based of this...\n if (this.hasInstance) {\n gl.vertexAttribDivisor(location, 1);\n }\n else {\n throw new Error('geometry error, GPU Instancing is not supported on this device');\n }\n }\n }\n }\n };\n /**\n * Draws the currently bound geometry.\n * @param type - The type primitive to render.\n * @param size - The number of elements to be rendered. If not specified, all vertices after the\n * starting vertex will be drawn.\n * @param start - The starting vertex in the geometry to start drawing from. If not specified,\n * drawing will start from the first vertex.\n * @param instanceCount - The number of instances of the set of elements to execute. If not specified,\n * all instances will be drawn.\n */\n GeometrySystem.prototype.draw = function (type, size, start, instanceCount) {\n var gl = this.gl;\n var geometry = this._activeGeometry;\n // TODO.. this should not change so maybe cache the function?\n if (geometry.indexBuffer) {\n var byteSize = geometry.indexBuffer.data.BYTES_PER_ELEMENT;\n var glType = byteSize === 2 ? gl.UNSIGNED_SHORT : gl.UNSIGNED_INT;\n if (byteSize === 2 || (byteSize === 4 && this.canUseUInt32ElementIndex)) {\n if (geometry.instanced) {\n /* eslint-disable max-len */\n gl.drawElementsInstanced(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize, instanceCount || 1);\n /* eslint-enable max-len */\n }\n else {\n /* eslint-disable max-len */\n gl.drawElements(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize);\n /* eslint-enable max-len */\n }\n }\n else {\n console.warn('unsupported index buffer type: uint32');\n }\n }\n else if (geometry.instanced) {\n // TODO need a better way to calculate size..\n gl.drawArraysInstanced(type, start, size || geometry.getSize(), instanceCount || 1);\n }\n else {\n gl.drawArrays(type, start, size || geometry.getSize());\n }\n return this;\n };\n /** Unbind/reset everything. */\n GeometrySystem.prototype.unbind = function () {\n this.gl.bindVertexArray(null);\n this._activeVao = null;\n this._activeGeometry = null;\n };\n GeometrySystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return GeometrySystem;\n}());\n\n/**\n * Component for masked elements.\n *\n * Holds mask mode and temporary data about current mask.\n * @memberof PIXI\n */\nvar MaskData = /** @class */ (function () {\n /**\n * Create MaskData\n * @param {PIXI.DisplayObject} [maskObject=null] - object that describes the mask\n */\n function MaskData(maskObject) {\n if (maskObject === void 0) { maskObject = null; }\n this.type = MASK_TYPES.NONE;\n this.autoDetect = true;\n this.maskObject = maskObject || null;\n this.pooled = false;\n this.isMaskData = true;\n this.resolution = null;\n this.multisample = settings.FILTER_MULTISAMPLE;\n this.enabled = true;\n this.colorMask = 0xf;\n this._filters = null;\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n this._scissorRectLocal = null;\n this._colorMask = 0xf;\n this._target = null;\n }\n Object.defineProperty(MaskData.prototype, \"filter\", {\n /**\n * The sprite mask filter.\n * If set to `null`, the default sprite mask filter is used.\n * @default null\n */\n get: function () {\n return this._filters ? this._filters[0] : null;\n },\n set: function (value) {\n if (value) {\n if (this._filters) {\n this._filters[0] = value;\n }\n else {\n this._filters = [value];\n }\n }\n else {\n this._filters = null;\n }\n },\n enumerable: false,\n configurable: true\n });\n /** Resets the mask data after popMask(). */\n MaskData.prototype.reset = function () {\n if (this.pooled) {\n this.maskObject = null;\n this.type = MASK_TYPES.NONE;\n this.autoDetect = true;\n }\n this._target = null;\n this._scissorRectLocal = null;\n };\n /**\n * Copies counters from maskData above, called from pushMask().\n * @param maskAbove\n */\n MaskData.prototype.copyCountersOrReset = function (maskAbove) {\n if (maskAbove) {\n this._stencilCounter = maskAbove._stencilCounter;\n this._scissorCounter = maskAbove._scissorCounter;\n this._scissorRect = maskAbove._scissorRect;\n }\n else {\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n }\n };\n return MaskData;\n}());\n\n/**\n * @private\n * @param {WebGLRenderingContext} gl - The current WebGL context {WebGLProgram}\n * @param {number} type - the type, can be either VERTEX_SHADER or FRAGMENT_SHADER\n * @param {string} src - The vertex shader source as an array of strings.\n * @returns {WebGLShader} the shader\n */\nfunction compileShader(gl, type, src) {\n var shader = gl.createShader(type);\n gl.shaderSource(shader, src);\n gl.compileShader(shader);\n return shader;\n}\n\n/**\n * will log a shader error highlighting the lines with the error\n * also will add numbers along the side.\n * @param gl - the WebGLContext\n * @param shader - the shader to log errors for\n */\nfunction logPrettyShaderError(gl, shader) {\n var shaderSrc = gl.getShaderSource(shader)\n .split('\\n')\n .map(function (line, index) { return index + \": \" + line; });\n var shaderLog = gl.getShaderInfoLog(shader);\n var splitShader = shaderLog.split('\\n');\n var dedupe = {};\n var lineNumbers = splitShader.map(function (line) { return parseFloat(line.replace(/^ERROR\\: 0\\:([\\d]+)\\:.*$/, '$1')); })\n .filter(function (n) {\n if (n && !dedupe[n]) {\n dedupe[n] = true;\n return true;\n }\n return false;\n });\n var logArgs = [''];\n lineNumbers.forEach(function (number) {\n shaderSrc[number - 1] = \"%c\" + shaderSrc[number - 1] + \"%c\";\n logArgs.push('background: #FF0000; color:#FFFFFF; font-size: 10px', 'font-size: 10px');\n });\n var fragmentSourceToLog = shaderSrc\n .join('\\n');\n logArgs[0] = fragmentSourceToLog;\n console.error(shaderLog);\n // eslint-disable-next-line no-console\n console.groupCollapsed('click to view full shader code');\n console.warn.apply(console, logArgs);\n // eslint-disable-next-line no-console\n console.groupEnd();\n}\n/**\n *\n * logs out any program errors\n * @param gl - The current WebGL context\n * @param program - the WebGL program to display errors for\n * @param vertexShader - the fragment WebGL shader program\n * @param fragmentShader - the vertex WebGL shader program\n */\nfunction logProgramError(gl, program, vertexShader, fragmentShader) {\n // if linking fails, then log and cleanup\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {\n logPrettyShaderError(gl, vertexShader);\n }\n if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {\n logPrettyShaderError(gl, fragmentShader);\n }\n console.error('PixiJS Error: Could not initialize shader.');\n // if there is a program info log, log it\n if (gl.getProgramInfoLog(program) !== '') {\n console.warn('PixiJS Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program));\n }\n }\n}\n\nfunction booleanArray(size) {\n var array = new Array(size);\n for (var i = 0; i < array.length; i++) {\n array[i] = false;\n }\n return array;\n}\n/**\n * @method defaultValue\n * @memberof PIXI.glCore.shader\n * @param {string} type - Type of value\n * @param {number} size\n * @private\n */\nfunction defaultValue(type, size) {\n switch (type) {\n case 'float':\n return 0;\n case 'vec2':\n return new Float32Array(2 * size);\n case 'vec3':\n return new Float32Array(3 * size);\n case 'vec4':\n return new Float32Array(4 * size);\n case 'int':\n case 'uint':\n case 'sampler2D':\n case 'sampler2DArray':\n return 0;\n case 'ivec2':\n return new Int32Array(2 * size);\n case 'ivec3':\n return new Int32Array(3 * size);\n case 'ivec4':\n return new Int32Array(4 * size);\n case 'uvec2':\n return new Uint32Array(2 * size);\n case 'uvec3':\n return new Uint32Array(3 * size);\n case 'uvec4':\n return new Uint32Array(4 * size);\n case 'bool':\n return false;\n case 'bvec2':\n return booleanArray(2 * size);\n case 'bvec3':\n return booleanArray(3 * size);\n case 'bvec4':\n return booleanArray(4 * size);\n case 'mat2':\n return new Float32Array([1, 0,\n 0, 1]);\n case 'mat3':\n return new Float32Array([1, 0, 0,\n 0, 1, 0,\n 0, 0, 1]);\n case 'mat4':\n return new Float32Array([1, 0, 0, 0,\n 0, 1, 0, 0,\n 0, 0, 1, 0,\n 0, 0, 0, 1]);\n }\n return null;\n}\n\nvar unknownContext = {};\nvar context = unknownContext;\n/**\n * returns a little WebGL context to use for program inspection.\n * @static\n * @private\n * @returns {WebGLRenderingContext} a gl context to test with\n */\nfunction getTestContext() {\n if (context === unknownContext || (context && context.isContextLost())) {\n var canvas = settings.ADAPTER.createCanvas();\n var gl = void 0;\n if (settings.PREFER_ENV >= ENV.WEBGL2) {\n gl = canvas.getContext('webgl2', {});\n }\n if (!gl) {\n gl = (canvas.getContext('webgl', {})\n || canvas.getContext('experimental-webgl', {}));\n if (!gl) {\n // fail, not able to get a context\n gl = null;\n }\n else {\n // for shader testing..\n gl.getExtension('WEBGL_draw_buffers');\n }\n }\n context = gl;\n }\n return context;\n}\n\nvar maxFragmentPrecision;\nfunction getMaxFragmentPrecision() {\n if (!maxFragmentPrecision) {\n maxFragmentPrecision = PRECISION.MEDIUM;\n var gl = getTestContext();\n if (gl) {\n if (gl.getShaderPrecisionFormat) {\n var shaderFragment = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);\n maxFragmentPrecision = shaderFragment.precision ? PRECISION.HIGH : PRECISION.MEDIUM;\n }\n }\n }\n return maxFragmentPrecision;\n}\n\n/**\n * Sets the float precision on the shader, ensuring the device supports the request precision.\n * If the precision is already present, it just ensures that the device is able to handle it.\n * @private\n * @param {string} src - The shader source\n * @param {PIXI.PRECISION} requestedPrecision - The request float precision of the shader.\n * @param {PIXI.PRECISION} maxSupportedPrecision - The maximum precision the shader supports.\n * @returns {string} modified shader source\n */\nfunction setPrecision(src, requestedPrecision, maxSupportedPrecision) {\n if (src.substring(0, 9) !== 'precision') {\n // no precision supplied, so PixiJS will add the requested level.\n var precision = requestedPrecision;\n // If highp is requested but not supported, downgrade precision to a level all devices support.\n if (requestedPrecision === PRECISION.HIGH && maxSupportedPrecision !== PRECISION.HIGH) {\n precision = PRECISION.MEDIUM;\n }\n return \"precision \" + precision + \" float;\\n\" + src;\n }\n else if (maxSupportedPrecision !== PRECISION.HIGH && src.substring(0, 15) === 'precision highp') {\n // precision was supplied, but at a level this device does not support, so downgrading to mediump.\n return src.replace('precision highp', 'precision mediump');\n }\n return src;\n}\n\nvar GLSL_TO_SIZE = {\n float: 1,\n vec2: 2,\n vec3: 3,\n vec4: 4,\n int: 1,\n ivec2: 2,\n ivec3: 3,\n ivec4: 4,\n uint: 1,\n uvec2: 2,\n uvec3: 3,\n uvec4: 4,\n bool: 1,\n bvec2: 2,\n bvec3: 3,\n bvec4: 4,\n mat2: 4,\n mat3: 9,\n mat4: 16,\n sampler2D: 1,\n};\n/**\n * @private\n * @method mapSize\n * @memberof PIXI.glCore.shader\n * @param {string} type\n */\nfunction mapSize(type) {\n return GLSL_TO_SIZE[type];\n}\n\nvar GL_TABLE = null;\nvar GL_TO_GLSL_TYPES = {\n FLOAT: 'float',\n FLOAT_VEC2: 'vec2',\n FLOAT_VEC3: 'vec3',\n FLOAT_VEC4: 'vec4',\n INT: 'int',\n INT_VEC2: 'ivec2',\n INT_VEC3: 'ivec3',\n INT_VEC4: 'ivec4',\n UNSIGNED_INT: 'uint',\n UNSIGNED_INT_VEC2: 'uvec2',\n UNSIGNED_INT_VEC3: 'uvec3',\n UNSIGNED_INT_VEC4: 'uvec4',\n BOOL: 'bool',\n BOOL_VEC2: 'bvec2',\n BOOL_VEC3: 'bvec3',\n BOOL_VEC4: 'bvec4',\n FLOAT_MAT2: 'mat2',\n FLOAT_MAT3: 'mat3',\n FLOAT_MAT4: 'mat4',\n SAMPLER_2D: 'sampler2D',\n INT_SAMPLER_2D: 'sampler2D',\n UNSIGNED_INT_SAMPLER_2D: 'sampler2D',\n SAMPLER_CUBE: 'samplerCube',\n INT_SAMPLER_CUBE: 'samplerCube',\n UNSIGNED_INT_SAMPLER_CUBE: 'samplerCube',\n SAMPLER_2D_ARRAY: 'sampler2DArray',\n INT_SAMPLER_2D_ARRAY: 'sampler2DArray',\n UNSIGNED_INT_SAMPLER_2D_ARRAY: 'sampler2DArray',\n};\n// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\nfunction mapType(gl, type) {\n if (!GL_TABLE) {\n var typeNames = Object.keys(GL_TO_GLSL_TYPES);\n GL_TABLE = {};\n for (var i = 0; i < typeNames.length; ++i) {\n var tn = typeNames[i];\n GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn];\n }\n }\n return GL_TABLE[type];\n}\n\n/* eslint-disable @typescript-eslint/explicit-module-boundary-types */\n// Parsers, each one of these will take a look at the type of shader property and uniform.\n// if they pass the test function then the code function is called that returns a the shader upload code for that uniform.\n// Shader upload code is automagically generated with these parsers.\n// If no parser is valid then the default upload functions are used.\n// exposing Parsers means that custom upload logic can be added to pixi's shaders.\n// A good example would be a pixi rectangle can be directly set on a uniform.\n// If the shader sees it it knows how to upload the rectangle structure as a vec4\n// format is as follows:\n//\n// {\n// test: (data, uniform) => {} <--- test is this code should be used for this uniform\n// code: (name, uniform) => {} <--- returns the string of the piece of code that uploads the uniform\n// codeUbo: (name, uniform) => {} <--- returns the string of the piece of code that uploads the\n// uniform to a uniform buffer\n// }\nvar uniformParsers = [\n // a float cache layer\n {\n test: function (data) {\n return data.type === 'float' && data.size === 1 && !data.isArray;\n },\n code: function (name) {\n return \"\\n if(uv[\\\"\" + name + \"\\\"] !== ud[\\\"\" + name + \"\\\"].value)\\n {\\n ud[\\\"\" + name + \"\\\"].value = uv[\\\"\" + name + \"\\\"]\\n gl.uniform1f(ud[\\\"\" + name + \"\\\"].location, uv[\\\"\" + name + \"\\\"])\\n }\\n \";\n },\n },\n // handling samplers\n {\n test: function (data, uniform) {\n // eslint-disable-next-line max-len,no-eq-null,eqeqeq\n return (data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray && (uniform == null || uniform.castToBaseTexture !== undefined);\n },\n code: function (name) { return \"t = syncData.textureCount++;\\n\\n renderer.texture.bind(uv[\\\"\" + name + \"\\\"], t);\\n\\n if(ud[\\\"\" + name + \"\\\"].value !== t)\\n {\\n ud[\\\"\" + name + \"\\\"].value = t;\\n gl.uniform1i(ud[\\\"\" + name + \"\\\"].location, t);\\n; // eslint-disable-line max-len\\n }\"; },\n },\n // uploading pixi matrix object to mat3\n {\n test: function (data, uniform) {\n return data.type === 'mat3' && data.size === 1 && !data.isArray && uniform.a !== undefined;\n },\n code: function (name) {\n // TODO and some smart caching dirty ids here!\n return \"\\n gl.uniformMatrix3fv(ud[\\\"\" + name + \"\\\"].location, false, uv[\\\"\" + name + \"\\\"].toArray(true));\\n \";\n },\n codeUbo: function (name) {\n return \"\\n var \" + name + \"_matrix = uv.\" + name + \".toArray(true);\\n\\n data[offset] = \" + name + \"_matrix[0];\\n data[offset+1] = \" + name + \"_matrix[1];\\n data[offset+2] = \" + name + \"_matrix[2];\\n \\n data[offset + 4] = \" + name + \"_matrix[3];\\n data[offset + 5] = \" + name + \"_matrix[4];\\n data[offset + 6] = \" + name + \"_matrix[5];\\n \\n data[offset + 8] = \" + name + \"_matrix[6];\\n data[offset + 9] = \" + name + \"_matrix[7];\\n data[offset + 10] = \" + name + \"_matrix[8];\\n \";\n },\n },\n // uploading a pixi point as a vec2 with caching layer\n {\n test: function (data, uniform) {\n return data.type === 'vec2' && data.size === 1 && !data.isArray && uniform.x !== undefined;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v.x || cv[1] !== v.y)\\n {\\n cv[0] = v.x;\\n cv[1] = v.y;\\n gl.uniform2f(ud[\\\"\" + name + \"\\\"].location, v.x, v.y);\\n }\";\n },\n codeUbo: function (name) {\n return \"\\n v = uv.\" + name + \";\\n\\n data[offset] = v.x;\\n data[offset+1] = v.y;\\n \";\n }\n },\n // caching layer for a vec2\n {\n test: function (data) {\n return data.type === 'vec2' && data.size === 1 && !data.isArray;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n gl.uniform2f(ud[\\\"\" + name + \"\\\"].location, v[0], v[1]);\\n }\\n \";\n },\n },\n // upload a pixi rectangle as a vec4 with caching layer\n {\n test: function (data, uniform) {\n return data.type === 'vec4' && data.size === 1 && !data.isArray && uniform.width !== undefined;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height)\\n {\\n cv[0] = v.x;\\n cv[1] = v.y;\\n cv[2] = v.width;\\n cv[3] = v.height;\\n gl.uniform4f(ud[\\\"\" + name + \"\\\"].location, v.x, v.y, v.width, v.height)\\n }\";\n },\n codeUbo: function (name) {\n return \"\\n v = uv.\" + name + \";\\n\\n data[offset] = v.x;\\n data[offset+1] = v.y;\\n data[offset+2] = v.width;\\n data[offset+3] = v.height;\\n \";\n }\n },\n // a caching layer for vec4 uploading\n {\n test: function (data) {\n return data.type === 'vec4' && data.size === 1 && !data.isArray;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4f(ud[\\\"\" + name + \"\\\"].location, v[0], v[1], v[2], v[3])\\n }\";\n },\n } ];\n\n// cu = Cached value's uniform data field\n// cv = Cached value\n// v = value to upload\n// ud = uniformData\n// uv = uniformValue\n// l = location\nvar GLSL_TO_SINGLE_SETTERS_CACHED = {\n float: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n gl.uniform1f(location, v);\\n }\",\n vec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2f(location, v[0], v[1])\\n }\",\n vec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3f(location, v[0], v[1], v[2])\\n }\",\n vec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4f(location, v[0], v[1], v[2], v[3]);\\n }\",\n int: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1i(location, v);\\n }\",\n ivec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2i(location, v[0], v[1]);\\n }\",\n ivec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3i(location, v[0], v[1], v[2]);\\n }\",\n ivec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\\n }\",\n uint: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1ui(location, v);\\n }\",\n uvec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2ui(location, v[0], v[1]);\\n }\",\n uvec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3ui(location, v[0], v[1], v[2]);\\n }\",\n uvec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4ui(location, v[0], v[1], v[2], v[3]);\\n }\",\n bool: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n gl.uniform1i(location, v);\\n }\",\n bvec2: \"\\n if (cv[0] != v[0] || cv[1] != v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2i(location, v[0], v[1]);\\n }\",\n bvec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3i(location, v[0], v[1], v[2]);\\n }\",\n bvec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\\n }\",\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n sampler2D: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1i(location, v);\\n }\",\n samplerCube: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1i(location, v);\\n }\",\n sampler2DArray: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1i(location, v);\\n }\",\n};\nvar GLSL_TO_ARRAY_SETTERS = {\n float: \"gl.uniform1fv(location, v)\",\n vec2: \"gl.uniform2fv(location, v)\",\n vec3: \"gl.uniform3fv(location, v)\",\n vec4: 'gl.uniform4fv(location, v)',\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n int: 'gl.uniform1iv(location, v)',\n ivec2: 'gl.uniform2iv(location, v)',\n ivec3: 'gl.uniform3iv(location, v)',\n ivec4: 'gl.uniform4iv(location, v)',\n uint: 'gl.uniform1uiv(location, v)',\n uvec2: 'gl.uniform2uiv(location, v)',\n uvec3: 'gl.uniform3uiv(location, v)',\n uvec4: 'gl.uniform4uiv(location, v)',\n bool: 'gl.uniform1iv(location, v)',\n bvec2: 'gl.uniform2iv(location, v)',\n bvec3: 'gl.uniform3iv(location, v)',\n bvec4: 'gl.uniform4iv(location, v)',\n sampler2D: 'gl.uniform1iv(location, v)',\n samplerCube: 'gl.uniform1iv(location, v)',\n sampler2DArray: 'gl.uniform1iv(location, v)',\n};\nfunction generateUniformsSync(group, uniformData) {\n var _a;\n var funcFragments = [\"\\n var v = null;\\n var cv = null;\\n var cu = null;\\n var t = 0;\\n var gl = renderer.gl;\\n \"];\n for (var i in group.uniforms) {\n var data = uniformData[i];\n if (!data) {\n if ((_a = group.uniforms[i]) === null || _a === void 0 ? void 0 : _a.group) {\n if (group.uniforms[i].ubo) {\n funcFragments.push(\"\\n renderer.shader.syncUniformBufferGroup(uv.\" + i + \", '\" + i + \"');\\n \");\n }\n else {\n funcFragments.push(\"\\n renderer.shader.syncUniformGroup(uv.\" + i + \", syncData);\\n \");\n }\n }\n continue;\n }\n var uniform = group.uniforms[i];\n var parsed = false;\n for (var j = 0; j < uniformParsers.length; j++) {\n if (uniformParsers[j].test(data, uniform)) {\n funcFragments.push(uniformParsers[j].code(i, uniform));\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n var templateType = data.size === 1 && !data.isArray ? GLSL_TO_SINGLE_SETTERS_CACHED : GLSL_TO_ARRAY_SETTERS;\n var template = templateType[data.type].replace('location', \"ud[\\\"\" + i + \"\\\"].location\");\n funcFragments.push(\"\\n cu = ud[\\\"\" + i + \"\\\"];\\n cv = cu.value;\\n v = uv[\\\"\" + i + \"\\\"];\\n \" + template + \";\");\n }\n }\n /*\n * the introduction of syncData is to solve an issue where textures in uniform groups are not set correctly\n * the texture count was always starting from 0 in each group. This needs to increment each time a texture is used\n * no matter which group is being used\n *\n */\n // eslint-disable-next-line no-new-func\n return new Function('ud', 'uv', 'renderer', 'syncData', funcFragments.join('\\n'));\n}\n\nvar fragTemplate = [\n 'precision mediump float;',\n 'void main(void){',\n 'float test = 0.1;',\n '%forloop%',\n 'gl_FragColor = vec4(0.0);',\n '}' ].join('\\n');\nfunction generateIfTestSrc(maxIfs) {\n var src = '';\n for (var i = 0; i < maxIfs; ++i) {\n if (i > 0) {\n src += '\\nelse ';\n }\n if (i < maxIfs - 1) {\n src += \"if(test == \" + i + \".0){}\";\n }\n }\n return src;\n}\nfunction checkMaxIfStatementsInShader(maxIfs, gl) {\n if (maxIfs === 0) {\n throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`');\n }\n var shader = gl.createShader(gl.FRAGMENT_SHADER);\n while (true) // eslint-disable-line no-constant-condition\n {\n var fragmentSrc = fragTemplate.replace(/%forloop%/gi, generateIfTestSrc(maxIfs));\n gl.shaderSource(shader, fragmentSrc);\n gl.compileShader(shader);\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n maxIfs = (maxIfs / 2) | 0;\n }\n else {\n // valid!\n break;\n }\n }\n return maxIfs;\n}\n\n// Cache the result to prevent running this over and over\nvar unsafeEval;\n/**\n * Not all platforms allow to generate function code (e.g., `new Function`).\n * this provides the platform-level detection.\n * @private\n * @returns {boolean} `true` if `new Function` is supported.\n */\nfunction unsafeEvalSupported() {\n if (typeof unsafeEval === 'boolean') {\n return unsafeEval;\n }\n try {\n /* eslint-disable no-new-func */\n var func = new Function('param1', 'param2', 'param3', 'return param1[param2] === param3;');\n /* eslint-enable no-new-func */\n unsafeEval = func({ a: 'b' }, 'a', 'b') === true;\n }\n catch (e) {\n unsafeEval = false;\n }\n return unsafeEval;\n}\n\nvar defaultFragment$2 = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n gl_FragColor *= texture2D(uSampler, vTextureCoord);\\n}\";\n\nvar defaultVertex$3 = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void){\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n vTextureCoord = aTextureCoord;\\n}\\n\";\n\nvar UID$1 = 0;\nvar nameCache = {};\n/**\n * Helper class to create a shader program.\n * @memberof PIXI\n */\nvar Program = /** @class */ (function () {\n /**\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param name - Name for shader\n */\n function Program(vertexSrc, fragmentSrc, name) {\n if (name === void 0) { name = 'pixi-shader'; }\n this.id = UID$1++;\n this.vertexSrc = vertexSrc || Program.defaultVertexSrc;\n this.fragmentSrc = fragmentSrc || Program.defaultFragmentSrc;\n this.vertexSrc = this.vertexSrc.trim();\n this.fragmentSrc = this.fragmentSrc.trim();\n if (this.vertexSrc.substring(0, 8) !== '#version') {\n name = name.replace(/\\s+/g, '-');\n if (nameCache[name]) {\n nameCache[name]++;\n name += \"-\" + nameCache[name];\n }\n else {\n nameCache[name] = 1;\n }\n this.vertexSrc = \"#define SHADER_NAME \" + name + \"\\n\" + this.vertexSrc;\n this.fragmentSrc = \"#define SHADER_NAME \" + name + \"\\n\" + this.fragmentSrc;\n this.vertexSrc = setPrecision(this.vertexSrc, settings.PRECISION_VERTEX, PRECISION.HIGH);\n this.fragmentSrc = setPrecision(this.fragmentSrc, settings.PRECISION_FRAGMENT, getMaxFragmentPrecision());\n }\n // currently this does not extract structs only default types\n // this is where we store shader references..\n this.glPrograms = {};\n this.syncUniforms = null;\n }\n Object.defineProperty(Program, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source.\n * @constant\n */\n get: function () {\n return defaultVertex$3;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Program, \"defaultFragmentSrc\", {\n /**\n * The default fragment shader source.\n * @constant\n */\n get: function () {\n return defaultFragment$2;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * A short hand function to create a program based of a vertex and fragment shader.\n *\n * This method will also check to see if there is a cached program.\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param name - Name for shader\n * @returns A shiny new PixiJS shader program!\n */\n Program.from = function (vertexSrc, fragmentSrc, name) {\n var key = vertexSrc + fragmentSrc;\n var program = ProgramCache[key];\n if (!program) {\n ProgramCache[key] = program = new Program(vertexSrc, fragmentSrc, name);\n }\n return program;\n };\n return Program;\n}());\n\n/**\n * A helper class for shaders.\n * @memberof PIXI\n */\nvar Shader = /** @class */ (function () {\n /**\n * @param program - The program the shader will use.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n */\n function Shader(program, uniforms) {\n /**\n * Used internally to bind uniform buffer objects.\n * @ignore\n */\n this.uniformBindCount = 0;\n this.program = program;\n // lets see whats been passed in\n // uniforms should be converted to a uniform group\n if (uniforms) {\n if (uniforms instanceof UniformGroup) {\n this.uniformGroup = uniforms;\n }\n else {\n this.uniformGroup = new UniformGroup(uniforms);\n }\n }\n else {\n this.uniformGroup = new UniformGroup({});\n }\n this.disposeRunner = new Runner('disposeShader');\n }\n // TODO move to shader system..\n Shader.prototype.checkUniformExists = function (name, group) {\n if (group.uniforms[name]) {\n return true;\n }\n for (var i in group.uniforms) {\n var uniform = group.uniforms[i];\n if (uniform.group) {\n if (this.checkUniformExists(name, uniform)) {\n return true;\n }\n }\n }\n return false;\n };\n Shader.prototype.destroy = function () {\n // usage count on programs?\n // remove if not used!\n this.uniformGroup = null;\n this.disposeRunner.emit(this);\n this.disposeRunner.destroy();\n };\n Object.defineProperty(Shader.prototype, \"uniforms\", {\n /**\n * Shader uniform values, shortcut for `uniformGroup.uniforms`.\n * @readonly\n */\n get: function () {\n return this.uniformGroup.uniforms;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * A short hand function to create a shader based of a vertex and fragment shader.\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n * @returns A shiny new PixiJS shader!\n */\n Shader.from = function (vertexSrc, fragmentSrc, uniforms) {\n var program = Program.from(vertexSrc, fragmentSrc);\n return new Shader(program, uniforms);\n };\n return Shader;\n}());\n\n/* eslint-disable max-len */\nvar BLEND$1 = 0;\nvar OFFSET$1 = 1;\nvar CULLING$1 = 2;\nvar DEPTH_TEST$1 = 3;\nvar WINDING$1 = 4;\nvar DEPTH_MASK$1 = 5;\n/**\n * This is a WebGL state, and is is passed to {@link PIXI.StateSystem}.\n *\n * Each mesh rendered may require WebGL to be in a different state.\n * For example you may want different blend mode or to enable polygon offsets\n * @memberof PIXI\n */\nvar State = /** @class */ (function () {\n function State() {\n this.data = 0;\n this.blendMode = BLEND_MODES.NORMAL;\n this.polygonOffset = 0;\n this.blend = true;\n this.depthMask = true;\n // this.depthTest = true;\n }\n Object.defineProperty(State.prototype, \"blend\", {\n /**\n * Activates blending of the computed fragment color values.\n * @default true\n */\n get: function () {\n return !!(this.data & (1 << BLEND$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << BLEND$1)) !== value) {\n this.data ^= (1 << BLEND$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"offsets\", {\n /**\n * Activates adding an offset to depth values of polygon's fragments\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << OFFSET$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << OFFSET$1)) !== value) {\n this.data ^= (1 << OFFSET$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"culling\", {\n /**\n * Activates culling of polygons.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << CULLING$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << CULLING$1)) !== value) {\n this.data ^= (1 << CULLING$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"depthTest\", {\n /**\n * Activates depth comparisons and updates to the depth buffer.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << DEPTH_TEST$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << DEPTH_TEST$1)) !== value) {\n this.data ^= (1 << DEPTH_TEST$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"depthMask\", {\n /**\n * Enables or disables writing to the depth buffer.\n * @default true\n */\n get: function () {\n return !!(this.data & (1 << DEPTH_MASK$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << DEPTH_MASK$1)) !== value) {\n this.data ^= (1 << DEPTH_MASK$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"clockwiseFrontFace\", {\n /**\n * Specifies whether or not front or back-facing polygons can be culled.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << WINDING$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << WINDING$1)) !== value) {\n this.data ^= (1 << WINDING$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"blendMode\", {\n /**\n * The blend mode to be applied when this state is set. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n * Setting this mode to anything other than NO_BLEND will automatically switch blending on.\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get: function () {\n return this._blendMode;\n },\n set: function (value) {\n this.blend = (value !== BLEND_MODES.NONE);\n this._blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"polygonOffset\", {\n /**\n * The polygon offset. Setting this property to anything other than 0 will automatically enable polygon offset fill.\n * @default 0\n */\n get: function () {\n return this._polygonOffset;\n },\n set: function (value) {\n this.offsets = !!value;\n this._polygonOffset = value;\n },\n enumerable: false,\n configurable: true\n });\n State.prototype.toString = function () {\n return \"[@pixi/core:State \"\n + (\"blendMode=\" + this.blendMode + \" \")\n + (\"clockwiseFrontFace=\" + this.clockwiseFrontFace + \" \")\n + (\"culling=\" + this.culling + \" \")\n + (\"depthMask=\" + this.depthMask + \" \")\n + (\"polygonOffset=\" + this.polygonOffset)\n + \"]\";\n };\n State.for2d = function () {\n var state = new State();\n state.depthTest = false;\n state.blend = true;\n return state;\n };\n return State;\n}());\n\nvar defaultFragment$1 = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n gl_FragColor = texture2D(uSampler, vTextureCoord);\\n}\\n\";\n\nvar defaultVertex$2 = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n gl_Position = filterVertexPosition();\\n vTextureCoord = filterTextureCoord();\\n}\\n\";\n\n/**\n * A filter is a special shader that applies post-processing effects to an input texture and writes into an output\n * render-target.\n *\n * {@link http://pixijs.io/examples/#/filters/blur-filter.js Example} of the\n * {@link PIXI.filters.BlurFilter BlurFilter}.\n *\n * ### Usage\n * Filters can be applied to any DisplayObject or Container.\n * PixiJS' `FilterSystem` renders the container into temporary Framebuffer,\n * then filter renders it to the screen.\n * Multiple filters can be added to the `filters` array property and stacked on each other.\n *\n * ```\n * const filter = new PIXI.Filter(myShaderVert, myShaderFrag, { myUniform: 0.5 });\n * const container = new PIXI.Container();\n * container.filters = [filter];\n * ```\n *\n * ### Previous Version Differences\n *\n * In PixiJS **v3**, a filter was always applied to _whole screen_.\n *\n * In PixiJS **v4**, a filter can be applied _only part of the screen_.\n * Developers had to create a set of uniforms to deal with coordinates.\n *\n * In PixiJS **v5** combines _both approaches_.\n * Developers can use normal coordinates of v3 and then allow filter to use partial Framebuffers,\n * bringing those extra uniforms into account.\n *\n * Also be aware that we have changed default vertex shader, please consult\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * ### Frames\n *\n * The following table summarizes the coordinate spaces used in the filtering pipeline:\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n *
Coordinate SpaceDescription
Texture Coordinates\n * The texture (or UV) coordinates in the input base-texture's space. These are normalized into the (0,1) range along\n * both axes.\n *
World Space\n * A point in the same space as the world bounds of any display-object (i.e. in the scene graph's space).\n *
Physical Pixels\n * This is base-texture's space with the origin on the top-left. You can calculate these by multiplying the texture\n * coordinates by the dimensions of the texture.\n *
\n *\n * ### Built-in Uniforms\n *\n * PixiJS viewport uses screen (CSS) coordinates, `(0, 0, renderer.screen.width, renderer.screen.height)`,\n * and `projectionMatrix` uniform maps it to the gl viewport.\n *\n * **uSampler**\n *\n * The most important uniform is the input texture that container was rendered into.\n * _Important note: as with all Framebuffers in PixiJS, both input and output are\n * premultiplied by alpha._\n *\n * By default, input normalized coordinates are passed to fragment shader with `vTextureCoord`.\n * Use it to sample the input.\n *\n * ```\n * const fragment = `\n * varying vec2 vTextureCoord;\n * uniform sampler2D uSampler;\n * void main(void)\n * {\n * gl_FragColor = texture2D(uSampler, vTextureCoord);\n * }\n * `;\n *\n * const myFilter = new PIXI.Filter(null, fragment);\n * ```\n *\n * This filter is just one uniform less than {@link PIXI.filters.AlphaFilter AlphaFilter}.\n *\n * **outputFrame**\n *\n * The `outputFrame` holds the rectangle where filter is applied in screen (CSS) coordinates.\n * It's the same as `renderer.screen` for a fullscreen filter.\n * Only a part of `outputFrame.zw` size of temporary Framebuffer is used,\n * `(0, 0, outputFrame.width, outputFrame.height)`,\n *\n * Filters uses this quad to normalized (0-1) space, its passed into `aVertexPosition` attribute.\n * To calculate vertex position in screen space using normalized (0-1) space:\n *\n * ```\n * vec4 filterVertexPosition( void )\n * {\n * vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n * return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n * }\n * ```\n *\n * **inputSize**\n *\n * Temporary framebuffer is different, it can be either the size of screen, either power-of-two.\n * The `inputSize.xy` are size of temporary framebuffer that holds input.\n * The `inputSize.zw` is inverted, it's a shortcut to evade division inside the shader.\n *\n * Set `inputSize.xy = outputFrame.zw` for a fullscreen filter.\n *\n * To calculate input normalized coordinate, you have to map it to filter normalized space.\n * Multiply by `outputFrame.zw` to get input coordinate.\n * Divide by `inputSize.xy` to get input normalized coordinate.\n *\n * ```\n * vec2 filterTextureCoord( void )\n * {\n * return aVertexPosition * (outputFrame.zw * inputSize.zw); // same as /inputSize.xy\n * }\n * ```\n * **resolution**\n *\n * The `resolution` is the ratio of screen (CSS) pixels to real pixels.\n *\n * **inputPixel**\n *\n * `inputPixel.xy` is the size of framebuffer in real pixels, same as `inputSize.xy * resolution`\n * `inputPixel.zw` is inverted `inputPixel.xy`.\n *\n * It's handy for filters that use neighbour pixels, like {@link PIXI.filters.FXAAFilter FXAAFilter}.\n *\n * **inputClamp**\n *\n * If you try to get info from outside of used part of Framebuffer - you'll get undefined behaviour.\n * For displacements, coordinates has to be clamped.\n *\n * The `inputClamp.xy` is left-top pixel center, you may ignore it, because we use left-top part of Framebuffer\n * `inputClamp.zw` is bottom-right pixel center.\n *\n * ```\n * vec4 color = texture2D(uSampler, clamp(modifiedTextureCoord, inputClamp.xy, inputClamp.zw))\n * ```\n * OR\n * ```\n * vec4 color = texture2D(uSampler, min(modifigedTextureCoord, inputClamp.zw))\n * ```\n *\n * ### Additional Information\n *\n * Complete documentation on Filter usage is located in the\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * Since PixiJS only had a handful of built-in filters, additional filters can be downloaded\n * {@link https://github.com/pixijs/pixi-filters here} from the PixiJS Filters repository.\n * @memberof PIXI\n */\nvar Filter = /** @class */ (function (_super) {\n __extends(Filter, _super);\n /**\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n */\n function Filter(vertexSrc, fragmentSrc, uniforms) {\n var _this = this;\n var program = Program.from(vertexSrc || Filter.defaultVertexSrc, fragmentSrc || Filter.defaultFragmentSrc);\n _this = _super.call(this, program, uniforms) || this;\n _this.padding = 0;\n _this.resolution = settings.FILTER_RESOLUTION;\n _this.multisample = settings.FILTER_MULTISAMPLE;\n _this.enabled = true;\n _this.autoFit = true;\n _this.state = new State();\n return _this;\n }\n /**\n * Applies the filter\n * @param {PIXI.FilterSystem} filterManager - The renderer to retrieve the filter from\n * @param {PIXI.RenderTexture} input - The input render target.\n * @param {PIXI.RenderTexture} output - The target to output to.\n * @param {PIXI.CLEAR_MODES} [clearMode] - Should the output be cleared before rendering to it.\n * @param {object} [_currentState] - It's current state of filter.\n * There are some useful properties in the currentState :\n * target, filters, sourceFrame, destinationFrame, renderTarget, resolution\n */\n Filter.prototype.apply = function (filterManager, input, output, clearMode, _currentState) {\n // do as you please!\n filterManager.applyFilter(this, input, output, clearMode);\n // or just do a regular render..\n };\n Object.defineProperty(Filter.prototype, \"blendMode\", {\n /**\n * Sets the blend mode of the filter.\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get: function () {\n return this.state.blendMode;\n },\n set: function (value) {\n this.state.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter.prototype, \"resolution\", {\n /**\n * The resolution of the filter. Setting this to be lower will lower the quality but\n * increase the performance of the filter.\n */\n get: function () {\n return this._resolution;\n },\n set: function (value) {\n this._resolution = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source\n * @constant\n */\n get: function () {\n return defaultVertex$2;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter, \"defaultFragmentSrc\", {\n /**\n * The default fragment shader source\n * @constant\n */\n get: function () {\n return defaultFragment$1;\n },\n enumerable: false,\n configurable: true\n });\n return Filter;\n}(Shader));\n\nvar vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 otherMatrix;\\n\\nvarying vec2 vMaskCoord;\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\\n}\\n\";\n\nvar fragment = \"varying vec2 vMaskCoord;\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform sampler2D mask;\\nuniform float alpha;\\nuniform float npmAlpha;\\nuniform vec4 maskClamp;\\n\\nvoid main(void)\\n{\\n float clip = step(3.5,\\n step(maskClamp.x, vMaskCoord.x) +\\n step(maskClamp.y, vMaskCoord.y) +\\n step(vMaskCoord.x, maskClamp.z) +\\n step(vMaskCoord.y, maskClamp.w));\\n\\n vec4 original = texture2D(uSampler, vTextureCoord);\\n vec4 masky = texture2D(mask, vMaskCoord);\\n float alphaMul = 1.0 - npmAlpha * (1.0 - masky.a);\\n\\n original *= (alphaMul * masky.r * alpha * clip);\\n\\n gl_FragColor = original;\\n}\\n\";\n\nvar tempMat = new Matrix();\n/**\n * Class controls uv mapping from Texture normal space to BaseTexture normal space.\n *\n * Takes `trim` and `rotate` into account. May contain clamp settings for Meshes and TilingSprite.\n *\n * Can be used in Texture `uvMatrix` field, or separately, you can use different clamp settings on the same texture.\n * If you want to add support for texture region of certain feature or filter, that's what you're looking for.\n *\n * Takes track of Texture changes through `_lastTextureID` private field.\n * Use `update()` method call to track it from outside.\n * @see PIXI.Texture\n * @see PIXI.Mesh\n * @see PIXI.TilingSprite\n * @memberof PIXI\n */\nvar TextureMatrix = /** @class */ (function () {\n /**\n * @param texture - observed texture\n * @param clampMargin - Changes frame clamping, 0.5 by default. Use -0.5 for extra border.\n */\n function TextureMatrix(texture, clampMargin) {\n this._texture = texture;\n this.mapCoord = new Matrix();\n this.uClampFrame = new Float32Array(4);\n this.uClampOffset = new Float32Array(2);\n this._textureID = -1;\n this._updateID = 0;\n this.clampOffset = 0;\n this.clampMargin = (typeof clampMargin === 'undefined') ? 0.5 : clampMargin;\n this.isSimple = false;\n }\n Object.defineProperty(TextureMatrix.prototype, \"texture\", {\n /** Texture property. */\n get: function () {\n return this._texture;\n },\n set: function (value) {\n this._texture = value;\n this._textureID = -1;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Multiplies uvs array to transform\n * @param uvs - mesh uvs\n * @param [out=uvs] - output\n * @returns - output\n */\n TextureMatrix.prototype.multiplyUvs = function (uvs, out) {\n if (out === undefined) {\n out = uvs;\n }\n var mat = this.mapCoord;\n for (var i = 0; i < uvs.length; i += 2) {\n var x = uvs[i];\n var y = uvs[i + 1];\n out[i] = (x * mat.a) + (y * mat.c) + mat.tx;\n out[i + 1] = (x * mat.b) + (y * mat.d) + mat.ty;\n }\n return out;\n };\n /**\n * Updates matrices if texture was changed.\n * @param [forceUpdate=false] - if true, matrices will be updated any case\n * @returns - Whether or not it was updated\n */\n TextureMatrix.prototype.update = function (forceUpdate) {\n var tex = this._texture;\n if (!tex || !tex.valid) {\n return false;\n }\n if (!forceUpdate\n && this._textureID === tex._updateID) {\n return false;\n }\n this._textureID = tex._updateID;\n this._updateID++;\n var uvs = tex._uvs;\n this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0);\n var orig = tex.orig;\n var trim = tex.trim;\n if (trim) {\n tempMat.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height);\n this.mapCoord.append(tempMat);\n }\n var texBase = tex.baseTexture;\n var frame = this.uClampFrame;\n var margin = this.clampMargin / texBase.resolution;\n var offset = this.clampOffset;\n frame[0] = (tex._frame.x + margin + offset) / texBase.width;\n frame[1] = (tex._frame.y + margin + offset) / texBase.height;\n frame[2] = (tex._frame.x + tex._frame.width - margin + offset) / texBase.width;\n frame[3] = (tex._frame.y + tex._frame.height - margin + offset) / texBase.height;\n this.uClampOffset[0] = offset / texBase.realWidth;\n this.uClampOffset[1] = offset / texBase.realHeight;\n this.isSimple = tex._frame.width === texBase.width\n && tex._frame.height === texBase.height\n && tex.rotate === 0;\n return true;\n };\n return TextureMatrix;\n}());\n\n/**\n * This handles a Sprite acting as a mask, as opposed to a Graphic.\n *\n * WebGL only.\n * @memberof PIXI\n */\nvar SpriteMaskFilter = /** @class */ (function (_super) {\n __extends(SpriteMaskFilter, _super);\n /** @ignore */\n function SpriteMaskFilter(vertexSrc, fragmentSrc, uniforms) {\n var _this = this;\n var sprite = null;\n if (typeof vertexSrc !== 'string' && fragmentSrc === undefined && uniforms === undefined) {\n sprite = vertexSrc;\n vertexSrc = undefined;\n fragmentSrc = undefined;\n uniforms = undefined;\n }\n _this = _super.call(this, vertexSrc || vertex, fragmentSrc || fragment, uniforms) || this;\n _this.maskSprite = sprite;\n _this.maskMatrix = new Matrix();\n return _this;\n }\n Object.defineProperty(SpriteMaskFilter.prototype, \"maskSprite\", {\n /**\n * Sprite mask\n * @type {PIXI.DisplayObject}\n */\n get: function () {\n return this._maskSprite;\n },\n set: function (value) {\n this._maskSprite = value;\n if (this._maskSprite) {\n this._maskSprite.renderable = false;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Applies the filter\n * @param filterManager - The renderer to retrieve the filter from\n * @param input - The input render target.\n * @param output - The target to output to.\n * @param clearMode - Should the output be cleared before rendering to it.\n */\n SpriteMaskFilter.prototype.apply = function (filterManager, input, output, clearMode) {\n var maskSprite = this._maskSprite;\n var tex = maskSprite._texture;\n if (!tex.valid) {\n return;\n }\n if (!tex.uvMatrix) {\n // margin = 0.0, let it bleed a bit, shader code becomes easier\n // assuming that atlas textures were made with 1-pixel padding\n tex.uvMatrix = new TextureMatrix(tex, 0.0);\n }\n tex.uvMatrix.update();\n this.uniforms.npmAlpha = tex.baseTexture.alphaMode ? 0.0 : 1.0;\n this.uniforms.mask = tex;\n // get _normalized sprite texture coords_ and convert them to _normalized atlas texture coords_ with `prepend`\n this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite)\n .prepend(tex.uvMatrix.mapCoord);\n this.uniforms.alpha = maskSprite.worldAlpha;\n this.uniforms.maskClamp = tex.uvMatrix.uClampFrame;\n filterManager.applyFilter(this, input, output, clearMode);\n };\n return SpriteMaskFilter;\n}(Filter));\n\n/**\n * System plugin to the renderer to manage masks.\n *\n * There are three built-in types of masking:\n * **Scissor Masking**: Scissor masking discards pixels that are outside of a rectangle called the scissor box. It is\n * the most performant as the scissor test is inexpensive. However, it can only be used when the mask is rectangular.\n * **Stencil Masking**: Stencil masking discards pixels that don't overlap with the pixels rendered into the stencil\n * buffer. It is the next fastest option as it does not require rendering into a separate framebuffer. However, it does\n * cause the mask to be rendered **twice** for each masking operation; hence, minimize the rendering cost of your masks.\n * **Sprite Mask Filtering**: Sprite mask filtering discards pixels based on the red channel of the sprite-mask's\n * texture. (Generally, the masking texture is grayscale). Using advanced techniques, you might be able to embed this\n * type of masking in a custom shader - and hence, bypassing the masking system fully for performance wins.\n *\n * The best type of masking is auto-detected when you `push` one. To use scissor masking, you must pass in a `Graphics`\n * object with just a rectangle drawn.\n *\n * ## Mask Stacks\n *\n * In the scene graph, masks can be applied recursively, i.e. a mask can be applied during a masking operation. The mask\n * stack stores the currently applied masks in order. Each {@link PIXI.BaseRenderTexture} holds its own mask stack, i.e.\n * when you switch render-textures, the old masks only applied when you switch back to rendering to the old render-target.\n * @memberof PIXI\n */\nvar MaskSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function MaskSystem(renderer) {\n this.renderer = renderer;\n this.enableScissor = true;\n this.alphaMaskPool = [];\n this.maskDataPool = [];\n this.maskStack = [];\n this.alphaMaskIndex = 0;\n }\n /**\n * Changes the mask stack that is used by this System.\n * @param maskStack - The mask stack\n */\n MaskSystem.prototype.setMaskStack = function (maskStack) {\n this.maskStack = maskStack;\n this.renderer.scissor.setMaskStack(maskStack);\n this.renderer.stencil.setMaskStack(maskStack);\n };\n /**\n * Enables the mask and appends it to the current mask stack.\n *\n * NOTE: The batch renderer should be flushed beforehand to prevent pending renders from being masked.\n * @param {PIXI.DisplayObject} target - Display Object to push the mask to\n * @param {PIXI.MaskData|PIXI.Sprite|PIXI.Graphics|PIXI.DisplayObject} maskDataOrTarget - The masking data.\n */\n MaskSystem.prototype.push = function (target, maskDataOrTarget) {\n var maskData = maskDataOrTarget;\n if (!maskData.isMaskData) {\n var d = this.maskDataPool.pop() || new MaskData();\n d.pooled = true;\n d.maskObject = maskDataOrTarget;\n maskData = d;\n }\n var maskAbove = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null;\n maskData.copyCountersOrReset(maskAbove);\n maskData._colorMask = maskAbove ? maskAbove._colorMask : 0xf;\n if (maskData.autoDetect) {\n this.detect(maskData);\n }\n maskData._target = target;\n if (maskData.type !== MASK_TYPES.SPRITE) {\n this.maskStack.push(maskData);\n }\n if (maskData.enabled) {\n switch (maskData.type) {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.push(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.push(maskData);\n break;\n case MASK_TYPES.SPRITE:\n maskData.copyCountersOrReset(null);\n this.pushSpriteMask(maskData);\n break;\n case MASK_TYPES.COLOR:\n this.pushColorMask(maskData);\n break;\n }\n }\n if (maskData.type === MASK_TYPES.SPRITE) {\n this.maskStack.push(maskData);\n }\n };\n /**\n * Removes the last mask from the mask stack and doesn't return it.\n *\n * NOTE: The batch renderer should be flushed beforehand to render the masked contents before the mask is removed.\n * @param {PIXI.IMaskTarget} target - Display Object to pop the mask from\n */\n MaskSystem.prototype.pop = function (target) {\n var maskData = this.maskStack.pop();\n if (!maskData || maskData._target !== target) {\n // TODO: add an assert when we have it\n return;\n }\n if (maskData.enabled) {\n switch (maskData.type) {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.pop(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.pop(maskData.maskObject);\n break;\n case MASK_TYPES.SPRITE:\n this.popSpriteMask(maskData);\n break;\n case MASK_TYPES.COLOR:\n this.popColorMask(maskData);\n break;\n }\n }\n maskData.reset();\n if (maskData.pooled) {\n this.maskDataPool.push(maskData);\n }\n if (this.maskStack.length !== 0) {\n var maskCurrent = this.maskStack[this.maskStack.length - 1];\n if (maskCurrent.type === MASK_TYPES.SPRITE && maskCurrent._filters) {\n maskCurrent._filters[0].maskSprite = maskCurrent.maskObject;\n }\n }\n };\n /**\n * Sets type of MaskData based on its maskObject.\n * @param maskData\n */\n MaskSystem.prototype.detect = function (maskData) {\n var maskObject = maskData.maskObject;\n if (!maskObject) {\n maskData.type = MASK_TYPES.COLOR;\n }\n else if (maskObject.isSprite) {\n maskData.type = MASK_TYPES.SPRITE;\n }\n else if (this.enableScissor && this.renderer.scissor.testScissor(maskData)) {\n maskData.type = MASK_TYPES.SCISSOR;\n }\n else {\n maskData.type = MASK_TYPES.STENCIL;\n }\n };\n /**\n * Applies the Mask and adds it to the current filter stack.\n * @param maskData - Sprite to be used as the mask.\n */\n MaskSystem.prototype.pushSpriteMask = function (maskData) {\n var _a, _b;\n var maskObject = maskData.maskObject;\n var target = maskData._target;\n var alphaMaskFilter = maskData._filters;\n if (!alphaMaskFilter) {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex];\n if (!alphaMaskFilter) {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter()];\n }\n }\n var renderer = this.renderer;\n var renderTextureSystem = renderer.renderTexture;\n var resolution;\n var multisample;\n if (renderTextureSystem.current) {\n var renderTexture = renderTextureSystem.current;\n resolution = maskData.resolution || renderTexture.resolution;\n multisample = (_a = maskData.multisample) !== null && _a !== void 0 ? _a : renderTexture.multisample;\n }\n else {\n resolution = maskData.resolution || renderer.resolution;\n multisample = (_b = maskData.multisample) !== null && _b !== void 0 ? _b : renderer.multisample;\n }\n alphaMaskFilter[0].resolution = resolution;\n alphaMaskFilter[0].multisample = multisample;\n alphaMaskFilter[0].maskSprite = maskObject;\n var stashFilterArea = target.filterArea;\n target.filterArea = maskObject.getBounds(true);\n renderer.filter.push(target, alphaMaskFilter);\n target.filterArea = stashFilterArea;\n if (!maskData._filters) {\n this.alphaMaskIndex++;\n }\n };\n /**\n * Removes the last filter from the filter stack and doesn't return it.\n * @param maskData - Sprite to be used as the mask.\n */\n MaskSystem.prototype.popSpriteMask = function (maskData) {\n this.renderer.filter.pop();\n if (maskData._filters) {\n maskData._filters[0].maskSprite = null;\n }\n else {\n this.alphaMaskIndex--;\n this.alphaMaskPool[this.alphaMaskIndex][0].maskSprite = null;\n }\n };\n /**\n * Pushes the color mask.\n * @param maskData - The mask data\n */\n MaskSystem.prototype.pushColorMask = function (maskData) {\n var currColorMask = maskData._colorMask;\n var nextColorMask = maskData._colorMask = currColorMask & maskData.colorMask;\n if (nextColorMask !== currColorMask) {\n this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0);\n }\n };\n /**\n * Pops the color mask.\n * @param maskData - The mask data\n */\n MaskSystem.prototype.popColorMask = function (maskData) {\n var currColorMask = maskData._colorMask;\n var nextColorMask = this.maskStack.length > 0\n ? this.maskStack[this.maskStack.length - 1]._colorMask : 0xf;\n if (nextColorMask !== currColorMask) {\n this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0);\n }\n };\n MaskSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return MaskSystem;\n}());\n\n/**\n * System plugin to the renderer to manage specific types of masking operations.\n * @memberof PIXI\n */\nvar AbstractMaskSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function AbstractMaskSystem(renderer) {\n this.renderer = renderer;\n this.maskStack = [];\n this.glConst = 0;\n }\n /** Gets count of masks of certain type. */\n AbstractMaskSystem.prototype.getStackLength = function () {\n return this.maskStack.length;\n };\n /**\n * Changes the mask stack that is used by this System.\n * @param {PIXI.MaskData[]} maskStack - The mask stack\n */\n AbstractMaskSystem.prototype.setMaskStack = function (maskStack) {\n var gl = this.renderer.gl;\n var curStackLen = this.getStackLength();\n this.maskStack = maskStack;\n var newStackLen = this.getStackLength();\n if (newStackLen !== curStackLen) {\n if (newStackLen === 0) {\n gl.disable(this.glConst);\n }\n else {\n gl.enable(this.glConst);\n this._useCurrent();\n }\n }\n };\n /**\n * Setup renderer to use the current mask data.\n * @private\n */\n AbstractMaskSystem.prototype._useCurrent = function () {\n // OVERWRITE;\n };\n /** Destroys the mask stack. */\n AbstractMaskSystem.prototype.destroy = function () {\n this.renderer = null;\n this.maskStack = null;\n };\n return AbstractMaskSystem;\n}());\n\nvar tempMatrix$1 = new Matrix();\nvar rectPool = [];\n/**\n * System plugin to the renderer to manage scissor masking.\n *\n * Scissor masking discards pixels outside of a rectangle called the scissor box. The scissor box is in the framebuffer\n * viewport's space; however, the mask's rectangle is projected from world-space to viewport space automatically\n * by this system.\n * @memberof PIXI\n */\nvar ScissorSystem = /** @class */ (function (_super) {\n __extends(ScissorSystem, _super);\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n function ScissorSystem(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.glConst = settings.ADAPTER.getWebGLRenderingContext().SCISSOR_TEST;\n return _this;\n }\n ScissorSystem.prototype.getStackLength = function () {\n var maskData = this.maskStack[this.maskStack.length - 1];\n if (maskData) {\n return maskData._scissorCounter;\n }\n return 0;\n };\n /**\n * evaluates _boundsTransformed, _scissorRect for MaskData\n * @param maskData\n */\n ScissorSystem.prototype.calcScissorRect = function (maskData) {\n var _a;\n if (maskData._scissorRectLocal) {\n return;\n }\n var prevData = maskData._scissorRect;\n var maskObject = maskData.maskObject;\n var renderer = this.renderer;\n var renderTextureSystem = renderer.renderTexture;\n var rect = maskObject.getBounds(true, (_a = rectPool.pop()) !== null && _a !== void 0 ? _a : new Rectangle());\n this.roundFrameToPixels(rect, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform);\n if (prevData) {\n rect.fit(prevData);\n }\n maskData._scissorRectLocal = rect;\n };\n ScissorSystem.isMatrixRotated = function (matrix) {\n if (!matrix) {\n return false;\n }\n var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d;\n // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation\n // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0).\n return ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4)\n && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4));\n };\n /**\n * Test, whether the object can be scissor mask with current renderer projection.\n * Calls \"calcScissorRect()\" if its true.\n * @param maskData - mask data\n * @returns whether Whether the object can be scissor mask\n */\n ScissorSystem.prototype.testScissor = function (maskData) {\n var maskObject = maskData.maskObject;\n if (!maskObject.isFastRect || !maskObject.isFastRect()) {\n return false;\n }\n if (ScissorSystem.isMatrixRotated(maskObject.worldTransform)) {\n return false;\n }\n if (ScissorSystem.isMatrixRotated(this.renderer.projection.transform)) {\n return false;\n }\n this.calcScissorRect(maskData);\n var rect = maskData._scissorRectLocal;\n return rect.width > 0 && rect.height > 0;\n };\n ScissorSystem.prototype.roundFrameToPixels = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) {\n if (ScissorSystem.isMatrixRotated(transform)) {\n return;\n }\n transform = transform ? tempMatrix$1.copyFrom(transform) : tempMatrix$1.identity();\n // Get forward transform from world space to screen space\n transform\n .translate(-bindingSourceFrame.x, -bindingSourceFrame.y)\n .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height)\n .translate(bindingDestinationFrame.x, bindingDestinationFrame.y);\n // Convert frame to screen space\n this.renderer.filter.transformAABB(transform, frame);\n frame.fit(bindingDestinationFrame);\n frame.x = Math.round(frame.x * resolution);\n frame.y = Math.round(frame.y * resolution);\n frame.width = Math.round(frame.width * resolution);\n frame.height = Math.round(frame.height * resolution);\n };\n /**\n * Applies the Mask and adds it to the current stencil stack.\n * @author alvin\n * @param maskData - The mask data.\n */\n ScissorSystem.prototype.push = function (maskData) {\n if (!maskData._scissorRectLocal) {\n this.calcScissorRect(maskData);\n }\n var gl = this.renderer.gl;\n if (!maskData._scissorRect) {\n gl.enable(gl.SCISSOR_TEST);\n }\n maskData._scissorCounter++;\n maskData._scissorRect = maskData._scissorRectLocal;\n this._useCurrent();\n };\n /**\n * This should be called after a mask is popped off the mask stack. It will rebind the scissor box to be latest with the\n * last mask in the stack.\n *\n * This can also be called when you directly modify the scissor box and want to restore PixiJS state.\n * @param maskData - The mask data.\n */\n ScissorSystem.prototype.pop = function (maskData) {\n var gl = this.renderer.gl;\n if (maskData) {\n rectPool.push(maskData._scissorRectLocal);\n }\n if (this.getStackLength() > 0) {\n this._useCurrent();\n }\n else {\n gl.disable(gl.SCISSOR_TEST);\n }\n };\n /**\n * Setup renderer to use the current scissor data.\n * @private\n */\n ScissorSystem.prototype._useCurrent = function () {\n var rect = this.maskStack[this.maskStack.length - 1]._scissorRect;\n var y;\n if (this.renderer.renderTexture.current) {\n y = rect.y;\n }\n else {\n // flipY. In future we'll have it over renderTextures as an option\n y = this.renderer.height - rect.height - rect.y;\n }\n this.renderer.gl.scissor(rect.x, y, rect.width, rect.height);\n };\n return ScissorSystem;\n}(AbstractMaskSystem));\n\n/**\n * System plugin to the renderer to manage stencils (used for masks).\n * @memberof PIXI\n */\nvar StencilSystem = /** @class */ (function (_super) {\n __extends(StencilSystem, _super);\n /**\n * @param renderer - The renderer this System works for.\n */\n function StencilSystem(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.glConst = settings.ADAPTER.getWebGLRenderingContext().STENCIL_TEST;\n return _this;\n }\n StencilSystem.prototype.getStackLength = function () {\n var maskData = this.maskStack[this.maskStack.length - 1];\n if (maskData) {\n return maskData._stencilCounter;\n }\n return 0;\n };\n /**\n * Applies the Mask and adds it to the current stencil stack.\n * @param maskData - The mask data\n */\n StencilSystem.prototype.push = function (maskData) {\n var maskObject = maskData.maskObject;\n var gl = this.renderer.gl;\n var prevMaskCount = maskData._stencilCounter;\n if (prevMaskCount === 0) {\n // force use stencil texture in current framebuffer\n this.renderer.framebuffer.forceStencil();\n gl.clearStencil(0);\n gl.clear(gl.STENCIL_BUFFER_BIT);\n gl.enable(gl.STENCIL_TEST);\n }\n maskData._stencilCounter++;\n var colorMask = maskData._colorMask;\n if (colorMask !== 0) {\n maskData._colorMask = 0;\n gl.colorMask(false, false, false, false);\n }\n // Increment the reference stencil value where the new mask overlaps with the old ones.\n gl.stencilFunc(gl.EQUAL, prevMaskCount, 0xFFFFFFFF);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR);\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n if (colorMask !== 0) {\n maskData._colorMask = colorMask;\n gl.colorMask((colorMask & 1) !== 0, (colorMask & 2) !== 0, (colorMask & 4) !== 0, (colorMask & 8) !== 0);\n }\n this._useCurrent();\n };\n /**\n * Pops stencil mask. MaskData is already removed from stack\n * @param {PIXI.DisplayObject} maskObject - object of popped mask data\n */\n StencilSystem.prototype.pop = function (maskObject) {\n var gl = this.renderer.gl;\n if (this.getStackLength() === 0) {\n // the stack is empty!\n gl.disable(gl.STENCIL_TEST);\n }\n else {\n var maskData = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null;\n var colorMask = maskData ? maskData._colorMask : 0xf;\n if (colorMask !== 0) {\n maskData._colorMask = 0;\n gl.colorMask(false, false, false, false);\n }\n // Decrement the reference stencil value where the popped mask overlaps with the other ones\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR);\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n if (colorMask !== 0) {\n maskData._colorMask = colorMask;\n gl.colorMask((colorMask & 0x1) !== 0, (colorMask & 0x2) !== 0, (colorMask & 0x4) !== 0, (colorMask & 0x8) !== 0);\n }\n this._useCurrent();\n }\n };\n /**\n * Setup renderer to use the current stencil data.\n * @private\n */\n StencilSystem.prototype._useCurrent = function () {\n var gl = this.renderer.gl;\n gl.stencilFunc(gl.EQUAL, this.getStackLength(), 0xFFFFFFFF);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);\n };\n return StencilSystem;\n}(AbstractMaskSystem));\n\n/**\n * System plugin to the renderer to manage the projection matrix.\n *\n * The `projectionMatrix` is a global uniform provided to all shaders. It is used to transform points in world space to\n * normalized device coordinates.\n * @memberof PIXI\n */\nvar ProjectionSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ProjectionSystem(renderer) {\n this.renderer = renderer;\n this.destinationFrame = null;\n this.sourceFrame = null;\n this.defaultFrame = null;\n this.projectionMatrix = new Matrix();\n this.transform = null;\n }\n /**\n * Updates the projection-matrix based on the sourceFrame → destinationFrame mapping provided.\n *\n * NOTE: It is expected you call `renderer.framebuffer.setViewport(destinationFrame)` after this. This is because\n * the framebuffer viewport converts shader vertex output in normalized device coordinates to window coordinates.\n *\n * NOTE-2: {@link RenderTextureSystem#bind} updates the projection-matrix when you bind a render-texture. It is expected\n * that you dirty the current bindings when calling this manually.\n * @param destinationFrame - The rectangle in the render-target to render the contents into. If rendering to the canvas,\n * the origin is on the top-left; if rendering to a render-texture, the origin is on the bottom-left.\n * @param sourceFrame - The rectangle in world space that contains the contents being rendered.\n * @param resolution - The resolution of the render-target, which is the ratio of\n * world-space (or CSS) pixels to physical pixels.\n * @param root - Whether the render-target is the screen. This is required because rendering to textures\n * is y-flipped (i.e. upside down relative to the screen).\n */\n ProjectionSystem.prototype.update = function (destinationFrame, sourceFrame, resolution, root) {\n this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame;\n this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame;\n // Calculate object-space to clip-space projection\n this.calculateProjection(this.destinationFrame, this.sourceFrame, resolution, root);\n if (this.transform) {\n this.projectionMatrix.append(this.transform);\n }\n var renderer = this.renderer;\n renderer.globalUniforms.uniforms.projectionMatrix = this.projectionMatrix;\n renderer.globalUniforms.update();\n // this will work for now\n // but would be sweet to stick and even on the global uniforms..\n if (renderer.shader.shader) {\n renderer.shader.syncUniformGroup(renderer.shader.shader.uniforms.globals);\n }\n };\n /**\n * Calculates the `projectionMatrix` to map points inside `sourceFrame` to inside `destinationFrame`.\n * @param _destinationFrame - The destination frame in the render-target.\n * @param sourceFrame - The source frame in world space.\n * @param _resolution - The render-target's resolution, i.e. ratio of CSS to physical pixels.\n * @param root - Whether rendering into the screen. Otherwise, if rendering to a framebuffer, the projection\n * is y-flipped.\n */\n ProjectionSystem.prototype.calculateProjection = function (_destinationFrame, sourceFrame, _resolution, root) {\n var pm = this.projectionMatrix;\n var sign = !root ? 1 : -1;\n pm.identity();\n pm.a = (1 / sourceFrame.width * 2);\n pm.d = sign * (1 / sourceFrame.height * 2);\n pm.tx = -1 - (sourceFrame.x * pm.a);\n pm.ty = -sign - (sourceFrame.y * pm.d);\n };\n /**\n * Sets the transform of the active render target to the given matrix.\n * @param _matrix - The transformation matrix\n */\n ProjectionSystem.prototype.setTransform = function (_matrix) {\n // this._activeRenderTarget.transform = matrix;\n };\n ProjectionSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return ProjectionSystem;\n}());\n\n// Temporary rectangle for assigned sourceFrame or destinationFrame\nvar tempRect = new Rectangle();\n// Temporary rectangle for renderTexture destinationFrame\nvar tempRect2 = new Rectangle();\n/* eslint-disable max-len */\n/**\n * System plugin to the renderer to manage render textures.\n *\n * Should be added after FramebufferSystem\n *\n * ### Frames\n *\n * The `RenderTextureSystem` holds a sourceFrame → destinationFrame projection. The following table explains the different\n * coordinate spaces used:\n *\n * | Frame | Description | Coordinate System |\n * | ---------------------- | ---------------------------------------------------------------- | ------------------------------------------------------- |\n * | sourceFrame | The rectangle inside of which display-objects are being rendered | **World Space**: The origin on the top-left |\n * | destinationFrame | The rectangle in the render-target (canvas or texture) into which contents should be rendered | If rendering to the canvas, this is in screen space and the origin is on the top-left. If rendering to a render-texture, this is in its base-texture's space with the origin on the bottom-left. |\n * | viewportFrame | The framebuffer viewport corresponding to the destination-frame | **Window Coordinates**: The origin is always on the bottom-left. |\n * @memberof PIXI\n */\nvar RenderTextureSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function RenderTextureSystem(renderer) {\n this.renderer = renderer;\n this.clearColor = renderer._backgroundColorRgba;\n this.defaultMaskStack = [];\n this.current = null;\n this.sourceFrame = new Rectangle();\n this.destinationFrame = new Rectangle();\n this.viewportFrame = new Rectangle();\n }\n /**\n * Bind the current render texture.\n * @param renderTexture - RenderTexture to bind, by default its `null` - the screen.\n * @param sourceFrame - Part of world that is mapped to the renderTexture.\n * @param destinationFrame - Part of renderTexture, by default it has the same size as sourceFrame.\n */\n RenderTextureSystem.prototype.bind = function (renderTexture, sourceFrame, destinationFrame) {\n if (renderTexture === void 0) { renderTexture = null; }\n var renderer = this.renderer;\n this.current = renderTexture;\n var baseTexture;\n var framebuffer;\n var resolution;\n if (renderTexture) {\n baseTexture = renderTexture.baseTexture;\n resolution = baseTexture.resolution;\n if (!sourceFrame) {\n tempRect.width = renderTexture.frame.width;\n tempRect.height = renderTexture.frame.height;\n sourceFrame = tempRect;\n }\n if (!destinationFrame) {\n tempRect2.x = renderTexture.frame.x;\n tempRect2.y = renderTexture.frame.y;\n tempRect2.width = sourceFrame.width;\n tempRect2.height = sourceFrame.height;\n destinationFrame = tempRect2;\n }\n framebuffer = baseTexture.framebuffer;\n }\n else {\n resolution = renderer.resolution;\n if (!sourceFrame) {\n tempRect.width = renderer.screen.width;\n tempRect.height = renderer.screen.height;\n sourceFrame = tempRect;\n }\n if (!destinationFrame) {\n destinationFrame = tempRect;\n destinationFrame.width = sourceFrame.width;\n destinationFrame.height = sourceFrame.height;\n }\n }\n var viewportFrame = this.viewportFrame;\n viewportFrame.x = destinationFrame.x * resolution;\n viewportFrame.y = destinationFrame.y * resolution;\n viewportFrame.width = destinationFrame.width * resolution;\n viewportFrame.height = destinationFrame.height * resolution;\n if (!renderTexture) {\n viewportFrame.y = renderer.view.height - (viewportFrame.y + viewportFrame.height);\n }\n viewportFrame.ceil();\n this.renderer.framebuffer.bind(framebuffer, viewportFrame);\n this.renderer.projection.update(destinationFrame, sourceFrame, resolution, !framebuffer);\n if (renderTexture) {\n this.renderer.mask.setMaskStack(baseTexture.maskStack);\n }\n else {\n this.renderer.mask.setMaskStack(this.defaultMaskStack);\n }\n this.sourceFrame.copyFrom(sourceFrame);\n this.destinationFrame.copyFrom(destinationFrame);\n };\n /**\n * Erases the render texture and fills the drawing area with a colour.\n * @param clearColor - The color as rgba, default to use the renderer backgroundColor\n * @param [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks\n * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.\n */\n RenderTextureSystem.prototype.clear = function (clearColor, mask) {\n if (this.current) {\n clearColor = clearColor || this.current.baseTexture.clearColor;\n }\n else {\n clearColor = clearColor || this.clearColor;\n }\n var destinationFrame = this.destinationFrame;\n var baseFrame = this.current ? this.current.baseTexture : this.renderer.screen;\n var clearMask = destinationFrame.width !== baseFrame.width || destinationFrame.height !== baseFrame.height;\n if (clearMask) {\n var _a = this.viewportFrame, x = _a.x, y = _a.y, width = _a.width, height = _a.height;\n x = Math.round(x);\n y = Math.round(y);\n width = Math.round(width);\n height = Math.round(height);\n // TODO: ScissorSystem should cache whether the scissor test is enabled or not.\n this.renderer.gl.enable(this.renderer.gl.SCISSOR_TEST);\n this.renderer.gl.scissor(x, y, width, height);\n }\n this.renderer.framebuffer.clear(clearColor[0], clearColor[1], clearColor[2], clearColor[3], mask);\n if (clearMask) {\n // Restore the scissor box\n this.renderer.scissor.pop();\n }\n };\n RenderTextureSystem.prototype.resize = function () {\n // resize the root only!\n this.bind(null);\n };\n /** Resets render-texture state. */\n RenderTextureSystem.prototype.reset = function () {\n this.bind(null);\n };\n RenderTextureSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return RenderTextureSystem;\n}());\n\nfunction uboUpdate(_ud, _uv, _renderer, _syncData, buffer) {\n _renderer.buffer.update(buffer);\n}\n// cv = CachedValue\n// v = value\n// ud = uniformData\n// uv = uniformValue\n// l = location\nvar UBO_TO_SINGLE_SETTERS = {\n float: \"\\n data[offset] = v;\\n \",\n vec2: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n \",\n vec3: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n\\n \",\n vec4: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n data[offset+3] = v[3];\\n \",\n mat2: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n\\n data[offset+4] = v[2];\\n data[offset+5] = v[3];\\n \",\n mat3: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n\\n data[offset + 4] = v[3];\\n data[offset + 5] = v[4];\\n data[offset + 6] = v[5];\\n\\n data[offset + 8] = v[6];\\n data[offset + 9] = v[7];\\n data[offset + 10] = v[8];\\n \",\n mat4: \"\\n for(var i = 0; i < 16; i++)\\n {\\n data[offset + i] = v[i];\\n }\\n \"\n};\nvar GLSL_TO_STD40_SIZE = {\n float: 4,\n vec2: 8,\n vec3: 12,\n vec4: 16,\n int: 4,\n ivec2: 8,\n ivec3: 12,\n ivec4: 16,\n uint: 4,\n uvec2: 8,\n uvec3: 12,\n uvec4: 16,\n bool: 4,\n bvec2: 8,\n bvec3: 12,\n bvec4: 16,\n mat2: 16 * 2,\n mat3: 16 * 3,\n mat4: 16 * 4,\n};\n/**\n * logic originally from here: https://github.com/sketchpunk/FunWithWebGL2/blob/master/lesson_022/Shaders.js\n * rewrote it, but this was a great starting point to get a solid understanding of whats going on :)\n * @ignore\n * @param uniformData\n */\nfunction createUBOElements(uniformData) {\n var uboElements = uniformData.map(function (data) {\n return ({\n data: data,\n offset: 0,\n dataLen: 0,\n dirty: 0\n });\n });\n var size = 0;\n var chunkSize = 0;\n var offset = 0;\n for (var i = 0; i < uboElements.length; i++) {\n var uboElement = uboElements[i];\n size = GLSL_TO_STD40_SIZE[uboElement.data.type];\n if (uboElement.data.size > 1) {\n size = Math.max(size, 16) * uboElement.data.size;\n }\n uboElement.dataLen = size;\n // add some size offset..\n // must align to the nearest 16 bytes or internally nearest round size\n if (chunkSize % size !== 0 && chunkSize < 16) {\n // diff required to line up..\n var lineUpValue = (chunkSize % size) % 16;\n chunkSize += lineUpValue;\n offset += lineUpValue;\n }\n if ((chunkSize + size) > 16) {\n offset = Math.ceil(offset / 16) * 16;\n uboElement.offset = offset;\n offset += size;\n chunkSize = size;\n }\n else {\n uboElement.offset = offset;\n chunkSize += size;\n offset += size;\n }\n }\n offset = Math.ceil(offset / 16) * 16;\n return { uboElements: uboElements, size: offset };\n}\nfunction getUBOData(uniforms, uniformData) {\n var usedUniformDatas = [];\n // build..\n for (var i in uniforms) {\n if (uniformData[i]) {\n usedUniformDatas.push(uniformData[i]);\n }\n }\n // sort them out by index!\n usedUniformDatas.sort(function (a, b) { return a.index - b.index; });\n return usedUniformDatas;\n}\nfunction generateUniformBufferSync(group, uniformData) {\n if (!group.autoManage) {\n // if the group is nott automatically managed, we don't need to generate a special function for it...\n return { size: 0, syncFunc: uboUpdate };\n }\n var usedUniformDatas = getUBOData(group.uniforms, uniformData);\n var _a = createUBOElements(usedUniformDatas), uboElements = _a.uboElements, size = _a.size;\n var funcFragments = [\"\\n var v = null;\\n var v2 = null;\\n var cv = null;\\n var t = 0;\\n var gl = renderer.gl\\n var index = 0;\\n var data = buffer.data;\\n \"];\n for (var i = 0; i < uboElements.length; i++) {\n var uboElement = uboElements[i];\n var uniform = group.uniforms[uboElement.data.name];\n var name = uboElement.data.name;\n var parsed = false;\n for (var j = 0; j < uniformParsers.length; j++) {\n var uniformParser = uniformParsers[j];\n if (uniformParser.codeUbo && uniformParser.test(uboElement.data, uniform)) {\n funcFragments.push(\"offset = \" + uboElement.offset / 4 + \";\", uniformParsers[j].codeUbo(uboElement.data.name, uniform));\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n if (uboElement.data.size > 1) {\n var size_1 = mapSize(uboElement.data.type);\n var rowSize = Math.max(GLSL_TO_STD40_SIZE[uboElement.data.type] / 16, 1);\n var elementSize = size_1 / rowSize;\n var remainder = (4 - (elementSize % 4)) % 4;\n funcFragments.push(\"\\n cv = ud.\" + name + \".value;\\n v = uv.\" + name + \";\\n offset = \" + uboElement.offset / 4 + \";\\n\\n t = 0;\\n\\n for(var i=0; i < \" + uboElement.data.size * rowSize + \"; i++)\\n {\\n for(var j = 0; j < \" + elementSize + \"; j++)\\n {\\n data[offset++] = v[t++];\\n }\\n offset += \" + remainder + \";\\n }\\n\\n \");\n }\n else {\n var template = UBO_TO_SINGLE_SETTERS[uboElement.data.type];\n funcFragments.push(\"\\n cv = ud.\" + name + \".value;\\n v = uv.\" + name + \";\\n offset = \" + uboElement.offset / 4 + \";\\n \" + template + \";\\n \");\n }\n }\n }\n funcFragments.push(\"\\n renderer.buffer.update(buffer);\\n \");\n return {\n size: size,\n // eslint-disable-next-line no-new-func\n syncFunc: new Function('ud', 'uv', 'renderer', 'syncData', 'buffer', funcFragments.join('\\n'))\n };\n}\n\n/**\n * @private\n */\nvar IGLUniformData = /** @class */ (function () {\n function IGLUniformData() {\n }\n return IGLUniformData;\n}());\n/**\n * Helper class to create a WebGL Program\n * @memberof PIXI\n */\nvar GLProgram = /** @class */ (function () {\n /**\n * Makes a new Pixi program.\n * @param program - webgl program\n * @param uniformData - uniforms\n */\n function GLProgram(program, uniformData) {\n this.program = program;\n this.uniformData = uniformData;\n this.uniformGroups = {};\n this.uniformDirtyGroups = {};\n this.uniformBufferBindings = {};\n }\n /** Destroys this program. */\n GLProgram.prototype.destroy = function () {\n this.uniformData = null;\n this.uniformGroups = null;\n this.uniformDirtyGroups = null;\n this.uniformBufferBindings = null;\n this.program = null;\n };\n return GLProgram;\n}());\n\n/**\n * returns the attribute data from the program\n * @private\n * @param {WebGLProgram} [program] - the WebGL program\n * @param {WebGLRenderingContext} [gl] - the WebGL context\n * @returns {object} the attribute data for this program\n */\nfunction getAttributeData(program, gl) {\n var attributes = {};\n var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);\n for (var i = 0; i < totalAttributes; i++) {\n var attribData = gl.getActiveAttrib(program, i);\n if (attribData.name.indexOf('gl_') === 0) {\n continue;\n }\n var type = mapType(gl, attribData.type);\n var data = {\n type: type,\n name: attribData.name,\n size: mapSize(type),\n location: gl.getAttribLocation(program, attribData.name),\n };\n attributes[attribData.name] = data;\n }\n return attributes;\n}\n\n/**\n * returns the uniform data from the program\n * @private\n * @param program - the webgl program\n * @param gl - the WebGL context\n * @returns {object} the uniform data for this program\n */\nfunction getUniformData(program, gl) {\n var uniforms = {};\n var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);\n for (var i = 0; i < totalUniforms; i++) {\n var uniformData = gl.getActiveUniform(program, i);\n var name = uniformData.name.replace(/\\[.*?\\]$/, '');\n var isArray = !!(uniformData.name.match(/\\[.*?\\]$/));\n var type = mapType(gl, uniformData.type);\n uniforms[name] = {\n name: name,\n index: i,\n type: type,\n size: uniformData.size,\n isArray: isArray,\n value: defaultValue(type, uniformData.size),\n };\n }\n return uniforms;\n}\n\n/**\n * generates a WebGL Program object from a high level Pixi Program.\n * @param gl - a rendering context on which to generate the program\n * @param program - the high level Pixi Program.\n */\nfunction generateProgram(gl, program) {\n var glVertShader = compileShader(gl, gl.VERTEX_SHADER, program.vertexSrc);\n var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, program.fragmentSrc);\n var webGLProgram = gl.createProgram();\n gl.attachShader(webGLProgram, glVertShader);\n gl.attachShader(webGLProgram, glFragShader);\n gl.linkProgram(webGLProgram);\n if (!gl.getProgramParameter(webGLProgram, gl.LINK_STATUS)) {\n logProgramError(gl, webGLProgram, glVertShader, glFragShader);\n }\n program.attributeData = getAttributeData(webGLProgram, gl);\n program.uniformData = getUniformData(webGLProgram, gl);\n // GLSL 1.00: bind attributes sorted by name in ascending order\n // GLSL 3.00: don't change the attribute locations that where chosen by the compiler\n // or assigned by the layout specifier in the shader source code\n if (!(/^[ \\t]*#[ \\t]*version[ \\t]+300[ \\t]+es[ \\t]*$/m).test(program.vertexSrc)) {\n var keys = Object.keys(program.attributeData);\n keys.sort(function (a, b) { return (a > b) ? 1 : -1; }); // eslint-disable-line no-confusing-arrow\n for (var i = 0; i < keys.length; i++) {\n program.attributeData[keys[i]].location = i;\n gl.bindAttribLocation(webGLProgram, i, keys[i]);\n }\n gl.linkProgram(webGLProgram);\n }\n gl.deleteShader(glVertShader);\n gl.deleteShader(glFragShader);\n var uniformData = {};\n for (var i in program.uniformData) {\n var data = program.uniformData[i];\n uniformData[i] = {\n location: gl.getUniformLocation(webGLProgram, i),\n value: defaultValue(data.type, data.size),\n };\n }\n var glProgram = new GLProgram(webGLProgram, uniformData);\n return glProgram;\n}\n\nvar UID = 0;\n// default sync data so we don't create a new one each time!\nvar defaultSyncData = { textureCount: 0, uboCount: 0 };\n/**\n * System plugin to the renderer to manage shaders.\n * @memberof PIXI\n */\nvar ShaderSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ShaderSystem(renderer) {\n this.destroyed = false;\n this.renderer = renderer;\n // Validation check that this environment support `new Function`\n this.systemCheck();\n this.gl = null;\n this.shader = null;\n this.program = null;\n this.cache = {};\n this._uboCache = {};\n this.id = UID++;\n }\n /**\n * Overrideable function by `@pixi/unsafe-eval` to silence\n * throwing an error if platform doesn't support unsafe-evals.\n * @private\n */\n ShaderSystem.prototype.systemCheck = function () {\n if (!unsafeEvalSupported()) {\n throw new Error('Current environment does not allow unsafe-eval, '\n + 'please use @pixi/unsafe-eval module to enable support.');\n }\n };\n ShaderSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.reset();\n };\n /**\n * Changes the current shader to the one given in parameter.\n * @param shader - the new shader\n * @param dontSync - false if the shader should automatically sync its uniforms.\n * @returns the glProgram that belongs to the shader.\n */\n ShaderSystem.prototype.bind = function (shader, dontSync) {\n shader.disposeRunner.add(this);\n shader.uniforms.globals = this.renderer.globalUniforms;\n var program = shader.program;\n var glProgram = program.glPrograms[this.renderer.CONTEXT_UID] || this.generateProgram(shader);\n this.shader = shader;\n // TODO - some current Pixi plugins bypass this.. so it not safe to use yet..\n if (this.program !== program) {\n this.program = program;\n this.gl.useProgram(glProgram.program);\n }\n if (!dontSync) {\n defaultSyncData.textureCount = 0;\n defaultSyncData.uboCount = 0;\n this.syncUniformGroup(shader.uniformGroup, defaultSyncData);\n }\n return glProgram;\n };\n /**\n * Uploads the uniforms values to the currently bound shader.\n * @param uniforms - the uniforms values that be applied to the current shader\n */\n ShaderSystem.prototype.setUniforms = function (uniforms) {\n var shader = this.shader.program;\n var glProgram = shader.glPrograms[this.renderer.CONTEXT_UID];\n shader.syncUniforms(glProgram.uniformData, uniforms, this.renderer);\n };\n /* eslint-disable @typescript-eslint/explicit-module-boundary-types */\n /**\n * Syncs uniforms on the group\n * @param group - the uniform group to sync\n * @param syncData - this is data that is passed to the sync function and any nested sync functions\n */\n ShaderSystem.prototype.syncUniformGroup = function (group, syncData) {\n var glProgram = this.getGlProgram();\n if (!group.static || group.dirtyId !== glProgram.uniformDirtyGroups[group.id]) {\n glProgram.uniformDirtyGroups[group.id] = group.dirtyId;\n this.syncUniforms(group, glProgram, syncData);\n }\n };\n /**\n * Overrideable by the @pixi/unsafe-eval package to use static syncUniforms instead.\n * @param group\n * @param glProgram\n * @param syncData\n */\n ShaderSystem.prototype.syncUniforms = function (group, glProgram, syncData) {\n var syncFunc = group.syncUniforms[this.shader.program.id] || this.createSyncGroups(group);\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer, syncData);\n };\n ShaderSystem.prototype.createSyncGroups = function (group) {\n var id = this.getSignature(group, this.shader.program.uniformData, 'u');\n if (!this.cache[id]) {\n this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData);\n }\n group.syncUniforms[this.shader.program.id] = this.cache[id];\n return group.syncUniforms[this.shader.program.id];\n };\n /**\n * Syncs uniform buffers\n * @param group - the uniform buffer group to sync\n * @param name - the name of the uniform buffer\n */\n ShaderSystem.prototype.syncUniformBufferGroup = function (group, name) {\n var glProgram = this.getGlProgram();\n if (!group.static || group.dirtyId !== 0 || !glProgram.uniformGroups[group.id]) {\n group.dirtyId = 0;\n var syncFunc = glProgram.uniformGroups[group.id]\n || this.createSyncBufferGroup(group, glProgram, name);\n // TODO wrap update in a cache??\n group.buffer.update();\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer, defaultSyncData, group.buffer);\n }\n this.renderer.buffer.bindBufferBase(group.buffer, glProgram.uniformBufferBindings[name]);\n };\n /**\n * Will create a function that uploads a uniform buffer using the STD140 standard.\n * The upload function will then be cached for future calls\n * If a group is manually managed, then a simple upload function is generated\n * @param group - the uniform buffer group to sync\n * @param glProgram - the gl program to attach the uniform bindings to\n * @param name - the name of the uniform buffer (must exist on the shader)\n */\n ShaderSystem.prototype.createSyncBufferGroup = function (group, glProgram, name) {\n var gl = this.renderer.gl;\n this.renderer.buffer.bind(group.buffer);\n // bind them...\n var uniformBlockIndex = this.gl.getUniformBlockIndex(glProgram.program, name);\n glProgram.uniformBufferBindings[name] = this.shader.uniformBindCount;\n gl.uniformBlockBinding(glProgram.program, uniformBlockIndex, this.shader.uniformBindCount);\n this.shader.uniformBindCount++;\n var id = this.getSignature(group, this.shader.program.uniformData, 'ubo');\n var uboData = this._uboCache[id];\n if (!uboData) {\n uboData = this._uboCache[id] = generateUniformBufferSync(group, this.shader.program.uniformData);\n }\n if (group.autoManage) {\n var data = new Float32Array(uboData.size / 4);\n group.buffer.update(data);\n }\n glProgram.uniformGroups[group.id] = uboData.syncFunc;\n return glProgram.uniformGroups[group.id];\n };\n /**\n * Takes a uniform group and data and generates a unique signature for them.\n * @param group - The uniform group to get signature of\n * @param group.uniforms\n * @param uniformData - Uniform information generated by the shader\n * @param preFix\n * @returns Unique signature of the uniform group\n */\n ShaderSystem.prototype.getSignature = function (group, uniformData, preFix) {\n var uniforms = group.uniforms;\n var strings = [preFix + \"-\"];\n for (var i in uniforms) {\n strings.push(i);\n if (uniformData[i]) {\n strings.push(uniformData[i].type);\n }\n }\n return strings.join('-');\n };\n /**\n * Returns the underlying GLShade rof the currently bound shader.\n *\n * This can be handy for when you to have a little more control over the setting of your uniforms.\n * @returns The glProgram for the currently bound Shader for this context\n */\n ShaderSystem.prototype.getGlProgram = function () {\n if (this.shader) {\n return this.shader.program.glPrograms[this.renderer.CONTEXT_UID];\n }\n return null;\n };\n /**\n * Generates a glProgram version of the Shader provided.\n * @param shader - The shader that the glProgram will be based on.\n * @returns A shiny new glProgram!\n */\n ShaderSystem.prototype.generateProgram = function (shader) {\n var gl = this.gl;\n var program = shader.program;\n var glProgram = generateProgram(gl, program);\n program.glPrograms[this.renderer.CONTEXT_UID] = glProgram;\n return glProgram;\n };\n /** Resets ShaderSystem state, does not affect WebGL state. */\n ShaderSystem.prototype.reset = function () {\n this.program = null;\n this.shader = null;\n };\n /**\n * Disposes shader.\n * If disposing one equals with current shader, set current as null.\n * @param shader - Shader object\n */\n ShaderSystem.prototype.disposeShader = function (shader) {\n if (this.shader === shader) {\n this.shader = null;\n }\n };\n /** Destroys this System and removes all its textures. */\n ShaderSystem.prototype.destroy = function () {\n this.renderer = null;\n // TODO implement destroy method for ShaderSystem\n this.destroyed = true;\n };\n return ShaderSystem;\n}());\n\n/**\n * Maps gl blend combinations to WebGL.\n * @memberof PIXI\n * @function mapWebGLBlendModesToPixi\n * @private\n * @param {WebGLRenderingContext} gl - The rendering context.\n * @param {number[][]} [array=[]] - The array to output into.\n * @returns {number[][]} Mapped modes.\n */\nfunction mapWebGLBlendModesToPixi(gl, array) {\n if (array === void 0) { array = []; }\n // TODO - premultiply alpha would be different.\n // add a boolean for that!\n array[BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD] = [gl.ONE, gl.ONE];\n array[BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.NONE] = [0, 0];\n // not-premultiplied blend modes\n array[BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE];\n array[BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n // composite operations\n array[BLEND_MODES.SRC_IN] = [gl.DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE];\n array[BLEND_MODES.DST_IN] = [gl.ZERO, gl.SRC_ALPHA];\n array[BLEND_MODES.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA];\n array[BLEND_MODES.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n // SUBTRACT from flash\n array[BLEND_MODES.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD];\n return array;\n}\n\nvar BLEND = 0;\nvar OFFSET = 1;\nvar CULLING = 2;\nvar DEPTH_TEST = 3;\nvar WINDING = 4;\nvar DEPTH_MASK = 5;\n/**\n * System plugin to the renderer to manage WebGL state machines.\n * @memberof PIXI\n */\nvar StateSystem = /** @class */ (function () {\n function StateSystem() {\n this.gl = null;\n this.stateId = 0;\n this.polygonOffset = 0;\n this.blendMode = BLEND_MODES.NONE;\n this._blendEq = false;\n // map functions for when we set state..\n this.map = [];\n this.map[BLEND] = this.setBlend;\n this.map[OFFSET] = this.setOffset;\n this.map[CULLING] = this.setCullFace;\n this.map[DEPTH_TEST] = this.setDepthTest;\n this.map[WINDING] = this.setFrontFace;\n this.map[DEPTH_MASK] = this.setDepthMask;\n this.checks = [];\n this.defaultState = new State();\n this.defaultState.blend = true;\n }\n StateSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.blendModes = mapWebGLBlendModesToPixi(gl);\n this.set(this.defaultState);\n this.reset();\n };\n /**\n * Sets the current state\n * @param {*} state - The state to set.\n */\n StateSystem.prototype.set = function (state) {\n state = state || this.defaultState;\n // TODO maybe to an object check? ( this.state === state )?\n if (this.stateId !== state.data) {\n var diff = this.stateId ^ state.data;\n var i = 0;\n // order from least to most common\n while (diff) {\n if (diff & 1) {\n // state change!\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n diff = diff >> 1;\n i++;\n }\n this.stateId = state.data;\n }\n // based on the above settings we check for specific modes..\n // for example if blend is active we check and set the blend modes\n // or of polygon offset is active we check the poly depth.\n for (var i = 0; i < this.checks.length; i++) {\n this.checks[i](this, state);\n }\n };\n /**\n * Sets the state, when previous state is unknown.\n * @param {*} state - The state to set\n */\n StateSystem.prototype.forceState = function (state) {\n state = state || this.defaultState;\n for (var i = 0; i < this.map.length; i++) {\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n for (var i = 0; i < this.checks.length; i++) {\n this.checks[i](this, state);\n }\n this.stateId = state.data;\n };\n /**\n * Sets whether to enable or disable blending.\n * @param value - Turn on or off WebGl blending.\n */\n StateSystem.prototype.setBlend = function (value) {\n this.updateCheck(StateSystem.checkBlendMode, value);\n this.gl[value ? 'enable' : 'disable'](this.gl.BLEND);\n };\n /**\n * Sets whether to enable or disable polygon offset fill.\n * @param value - Turn on or off webgl polygon offset testing.\n */\n StateSystem.prototype.setOffset = function (value) {\n this.updateCheck(StateSystem.checkPolygonOffset, value);\n this.gl[value ? 'enable' : 'disable'](this.gl.POLYGON_OFFSET_FILL);\n };\n /**\n * Sets whether to enable or disable depth test.\n * @param value - Turn on or off webgl depth testing.\n */\n StateSystem.prototype.setDepthTest = function (value) {\n this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST);\n };\n /**\n * Sets whether to enable or disable depth mask.\n * @param value - Turn on or off webgl depth mask.\n */\n StateSystem.prototype.setDepthMask = function (value) {\n this.gl.depthMask(value);\n };\n /**\n * Sets whether to enable or disable cull face.\n * @param {boolean} value - Turn on or off webgl cull face.\n */\n StateSystem.prototype.setCullFace = function (value) {\n this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE);\n };\n /**\n * Sets the gl front face.\n * @param {boolean} value - true is clockwise and false is counter-clockwise\n */\n StateSystem.prototype.setFrontFace = function (value) {\n this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']);\n };\n /**\n * Sets the blend mode.\n * @param {number} value - The blend mode to set to.\n */\n StateSystem.prototype.setBlendMode = function (value) {\n if (value === this.blendMode) {\n return;\n }\n this.blendMode = value;\n var mode = this.blendModes[value];\n var gl = this.gl;\n if (mode.length === 2) {\n gl.blendFunc(mode[0], mode[1]);\n }\n else {\n gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]);\n }\n if (mode.length === 6) {\n this._blendEq = true;\n gl.blendEquationSeparate(mode[4], mode[5]);\n }\n else if (this._blendEq) {\n this._blendEq = false;\n gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);\n }\n };\n /**\n * Sets the polygon offset.\n * @param {number} value - the polygon offset\n * @param {number} scale - the polygon offset scale\n */\n StateSystem.prototype.setPolygonOffset = function (value, scale) {\n this.gl.polygonOffset(value, scale);\n };\n // used\n /** Resets all the logic and disables the VAOs. */\n StateSystem.prototype.reset = function () {\n this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false);\n this.forceState(this.defaultState);\n this._blendEq = true;\n this.blendMode = -1;\n this.setBlendMode(0);\n };\n /**\n * Checks to see which updates should be checked based on which settings have been activated.\n *\n * For example, if blend is enabled then we should check the blend modes each time the state is changed\n * or if polygon fill is activated then we need to check if the polygon offset changes.\n * The idea is that we only check what we have too.\n * @param func - the checking function to add or remove\n * @param value - should the check function be added or removed.\n */\n StateSystem.prototype.updateCheck = function (func, value) {\n var index = this.checks.indexOf(func);\n if (value && index === -1) {\n this.checks.push(func);\n }\n else if (!value && index !== -1) {\n this.checks.splice(index, 1);\n }\n };\n /**\n * A private little wrapper function that we call to check the blend mode.\n * @param system - the System to perform the state check on\n * @param state - the state that the blendMode will pulled from\n */\n StateSystem.checkBlendMode = function (system, state) {\n system.setBlendMode(state.blendMode);\n };\n /**\n * A private little wrapper function that we call to check the polygon offset.\n * @param system - the System to perform the state check on\n * @param state - the state that the blendMode will pulled from\n */\n StateSystem.checkPolygonOffset = function (system, state) {\n system.setPolygonOffset(1, state.polygonOffset);\n };\n /**\n * @ignore\n */\n StateSystem.prototype.destroy = function () {\n this.gl = null;\n };\n return StateSystem;\n}());\n\n/**\n * System plugin to the renderer to manage texture garbage collection on the GPU,\n * ensuring that it does not get clogged up with textures that are no longer being used.\n * @memberof PIXI\n */\nvar TextureGCSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function TextureGCSystem(renderer) {\n this.renderer = renderer;\n this.count = 0;\n this.checkCount = 0;\n this.maxIdle = settings.GC_MAX_IDLE;\n this.checkCountMax = settings.GC_MAX_CHECK_COUNT;\n this.mode = settings.GC_MODE;\n }\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n TextureGCSystem.prototype.postrender = function () {\n if (!this.renderer.renderingToScreen) {\n return;\n }\n this.count++;\n if (this.mode === GC_MODES.MANUAL) {\n return;\n }\n this.checkCount++;\n if (this.checkCount > this.checkCountMax) {\n this.checkCount = 0;\n this.run();\n }\n };\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n TextureGCSystem.prototype.run = function () {\n var tm = this.renderer.texture;\n var managedTextures = tm.managedTextures;\n var wasRemoved = false;\n for (var i = 0; i < managedTextures.length; i++) {\n var texture = managedTextures[i];\n // only supports non generated textures at the moment!\n if (!texture.framebuffer && this.count - texture.touched > this.maxIdle) {\n tm.destroyTexture(texture, true);\n managedTextures[i] = null;\n wasRemoved = true;\n }\n }\n if (wasRemoved) {\n var j = 0;\n for (var i = 0; i < managedTextures.length; i++) {\n if (managedTextures[i] !== null) {\n managedTextures[j++] = managedTextures[i];\n }\n }\n managedTextures.length = j;\n }\n };\n /**\n * Removes all the textures within the specified displayObject and its children from the GPU\n * @param {PIXI.DisplayObject} displayObject - the displayObject to remove the textures from.\n */\n TextureGCSystem.prototype.unload = function (displayObject) {\n var tm = this.renderer.texture;\n var texture = displayObject._texture;\n // only destroy non generated textures\n if (texture && !texture.framebuffer) {\n tm.destroyTexture(texture);\n }\n for (var i = displayObject.children.length - 1; i >= 0; i--) {\n this.unload(displayObject.children[i]);\n }\n };\n TextureGCSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return TextureGCSystem;\n}());\n\n/**\n * Returns a lookup table that maps each type-format pair to a compatible internal format.\n * @memberof PIXI\n * @function mapTypeAndFormatToInternalFormat\n * @private\n * @param {WebGLRenderingContext} gl - The rendering context.\n * @returns Lookup table.\n */\nfunction mapTypeAndFormatToInternalFormat(gl) {\n var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s, _t, _u, _v, _w, _x;\n var table;\n if ('WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext) {\n table = (_a = {},\n _a[TYPES.UNSIGNED_BYTE] = (_b = {},\n _b[FORMATS.RGBA] = gl.RGBA8,\n _b[FORMATS.RGB] = gl.RGB8,\n _b[FORMATS.RG] = gl.RG8,\n _b[FORMATS.RED] = gl.R8,\n _b[FORMATS.RGBA_INTEGER] = gl.RGBA8UI,\n _b[FORMATS.RGB_INTEGER] = gl.RGB8UI,\n _b[FORMATS.RG_INTEGER] = gl.RG8UI,\n _b[FORMATS.RED_INTEGER] = gl.R8UI,\n _b[FORMATS.ALPHA] = gl.ALPHA,\n _b[FORMATS.LUMINANCE] = gl.LUMINANCE,\n _b[FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA,\n _b),\n _a[TYPES.BYTE] = (_c = {},\n _c[FORMATS.RGBA] = gl.RGBA8_SNORM,\n _c[FORMATS.RGB] = gl.RGB8_SNORM,\n _c[FORMATS.RG] = gl.RG8_SNORM,\n _c[FORMATS.RED] = gl.R8_SNORM,\n _c[FORMATS.RGBA_INTEGER] = gl.RGBA8I,\n _c[FORMATS.RGB_INTEGER] = gl.RGB8I,\n _c[FORMATS.RG_INTEGER] = gl.RG8I,\n _c[FORMATS.RED_INTEGER] = gl.R8I,\n _c),\n _a[TYPES.UNSIGNED_SHORT] = (_d = {},\n _d[FORMATS.RGBA_INTEGER] = gl.RGBA16UI,\n _d[FORMATS.RGB_INTEGER] = gl.RGB16UI,\n _d[FORMATS.RG_INTEGER] = gl.RG16UI,\n _d[FORMATS.RED_INTEGER] = gl.R16UI,\n _d[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT16,\n _d),\n _a[TYPES.SHORT] = (_e = {},\n _e[FORMATS.RGBA_INTEGER] = gl.RGBA16I,\n _e[FORMATS.RGB_INTEGER] = gl.RGB16I,\n _e[FORMATS.RG_INTEGER] = gl.RG16I,\n _e[FORMATS.RED_INTEGER] = gl.R16I,\n _e),\n _a[TYPES.UNSIGNED_INT] = (_f = {},\n _f[FORMATS.RGBA_INTEGER] = gl.RGBA32UI,\n _f[FORMATS.RGB_INTEGER] = gl.RGB32UI,\n _f[FORMATS.RG_INTEGER] = gl.RG32UI,\n _f[FORMATS.RED_INTEGER] = gl.R32UI,\n _f[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT24,\n _f),\n _a[TYPES.INT] = (_g = {},\n _g[FORMATS.RGBA_INTEGER] = gl.RGBA32I,\n _g[FORMATS.RGB_INTEGER] = gl.RGB32I,\n _g[FORMATS.RG_INTEGER] = gl.RG32I,\n _g[FORMATS.RED_INTEGER] = gl.R32I,\n _g),\n _a[TYPES.FLOAT] = (_h = {},\n _h[FORMATS.RGBA] = gl.RGBA32F,\n _h[FORMATS.RGB] = gl.RGB32F,\n _h[FORMATS.RG] = gl.RG32F,\n _h[FORMATS.RED] = gl.R32F,\n _h[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT32F,\n _h),\n _a[TYPES.HALF_FLOAT] = (_j = {},\n _j[FORMATS.RGBA] = gl.RGBA16F,\n _j[FORMATS.RGB] = gl.RGB16F,\n _j[FORMATS.RG] = gl.RG16F,\n _j[FORMATS.RED] = gl.R16F,\n _j),\n _a[TYPES.UNSIGNED_SHORT_5_6_5] = (_k = {},\n _k[FORMATS.RGB] = gl.RGB565,\n _k),\n _a[TYPES.UNSIGNED_SHORT_4_4_4_4] = (_l = {},\n _l[FORMATS.RGBA] = gl.RGBA4,\n _l),\n _a[TYPES.UNSIGNED_SHORT_5_5_5_1] = (_m = {},\n _m[FORMATS.RGBA] = gl.RGB5_A1,\n _m),\n _a[TYPES.UNSIGNED_INT_2_10_10_10_REV] = (_o = {},\n _o[FORMATS.RGBA] = gl.RGB10_A2,\n _o[FORMATS.RGBA_INTEGER] = gl.RGB10_A2UI,\n _o),\n _a[TYPES.UNSIGNED_INT_10F_11F_11F_REV] = (_p = {},\n _p[FORMATS.RGB] = gl.R11F_G11F_B10F,\n _p),\n _a[TYPES.UNSIGNED_INT_5_9_9_9_REV] = (_q = {},\n _q[FORMATS.RGB] = gl.RGB9_E5,\n _q),\n _a[TYPES.UNSIGNED_INT_24_8] = (_r = {},\n _r[FORMATS.DEPTH_STENCIL] = gl.DEPTH24_STENCIL8,\n _r),\n _a[TYPES.FLOAT_32_UNSIGNED_INT_24_8_REV] = (_s = {},\n _s[FORMATS.DEPTH_STENCIL] = gl.DEPTH32F_STENCIL8,\n _s),\n _a);\n }\n else {\n table = (_t = {},\n _t[TYPES.UNSIGNED_BYTE] = (_u = {},\n _u[FORMATS.RGBA] = gl.RGBA,\n _u[FORMATS.RGB] = gl.RGB,\n _u[FORMATS.ALPHA] = gl.ALPHA,\n _u[FORMATS.LUMINANCE] = gl.LUMINANCE,\n _u[FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA,\n _u),\n _t[TYPES.UNSIGNED_SHORT_5_6_5] = (_v = {},\n _v[FORMATS.RGB] = gl.RGB,\n _v),\n _t[TYPES.UNSIGNED_SHORT_4_4_4_4] = (_w = {},\n _w[FORMATS.RGBA] = gl.RGBA,\n _w),\n _t[TYPES.UNSIGNED_SHORT_5_5_5_1] = (_x = {},\n _x[FORMATS.RGBA] = gl.RGBA,\n _x),\n _t);\n }\n return table;\n}\n\n/**\n * Internal texture for WebGL context.\n * @memberof PIXI\n */\nvar GLTexture = /** @class */ (function () {\n function GLTexture(texture) {\n this.texture = texture;\n this.width = -1;\n this.height = -1;\n this.dirtyId = -1;\n this.dirtyStyleId = -1;\n this.mipmap = false;\n this.wrapMode = 33071;\n this.type = TYPES.UNSIGNED_BYTE;\n this.internalFormat = FORMATS.RGBA;\n this.samplerType = 0;\n }\n return GLTexture;\n}());\n\n/**\n * System plugin to the renderer to manage textures.\n * @memberof PIXI\n */\nvar TextureSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this system works for.\n */\n function TextureSystem(renderer) {\n this.renderer = renderer;\n // TODO set to max textures...\n this.boundTextures = [];\n this.currentLocation = -1;\n this.managedTextures = [];\n this._unknownBoundTextures = false;\n this.unknownTexture = new BaseTexture();\n this.hasIntegerTextures = false;\n }\n /** Sets up the renderer context and necessary buffers. */\n TextureSystem.prototype.contextChange = function () {\n var gl = this.gl = this.renderer.gl;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n this.webGLVersion = this.renderer.context.webGLVersion;\n this.internalFormats = mapTypeAndFormatToInternalFormat(gl);\n var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);\n this.boundTextures.length = maxTextures;\n for (var i = 0; i < maxTextures; i++) {\n this.boundTextures[i] = null;\n }\n // TODO move this.. to a nice make empty textures class..\n this.emptyTextures = {};\n var emptyTexture2D = new GLTexture(gl.createTexture());\n gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4));\n this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D;\n this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(gl.createTexture());\n gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture);\n for (var i = 0; i < 6; i++) {\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n }\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\n for (var i = 0; i < this.boundTextures.length; i++) {\n this.bind(null, i);\n }\n };\n /**\n * Bind a texture to a specific location\n *\n * If you want to unbind something, please use `unbind(texture)` instead of `bind(null, textureLocation)`\n * @param texture - Texture to bind\n * @param [location=0] - Location to bind at\n */\n TextureSystem.prototype.bind = function (texture, location) {\n if (location === void 0) { location = 0; }\n var gl = this.gl;\n texture = texture === null || texture === void 0 ? void 0 : texture.castToBaseTexture();\n // cannot bind partial texture\n // TODO: report a warning\n if (texture && texture.valid && !texture.parentTextureArray) {\n texture.touched = this.renderer.textureGC.count;\n var glTexture = texture._glTextures[this.CONTEXT_UID] || this.initTexture(texture);\n if (this.boundTextures[location] !== texture) {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n gl.bindTexture(texture.target, glTexture.texture);\n }\n if (glTexture.dirtyId !== texture.dirtyId) {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n this.updateTexture(texture);\n }\n else if (glTexture.dirtyStyleId !== texture.dirtyStyleId) {\n this.updateTextureStyle(texture);\n }\n this.boundTextures[location] = texture;\n }\n else {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[gl.TEXTURE_2D].texture);\n this.boundTextures[location] = null;\n }\n };\n /** Resets texture location and bound textures Actual `bind(null, i)` calls will be performed at next `unbind()` call */\n TextureSystem.prototype.reset = function () {\n this._unknownBoundTextures = true;\n this.hasIntegerTextures = false;\n this.currentLocation = -1;\n for (var i = 0; i < this.boundTextures.length; i++) {\n this.boundTextures[i] = this.unknownTexture;\n }\n };\n /**\n * Unbind a texture.\n * @param texture - Texture to bind\n */\n TextureSystem.prototype.unbind = function (texture) {\n var _a = this, gl = _a.gl, boundTextures = _a.boundTextures;\n if (this._unknownBoundTextures) {\n this._unknownBoundTextures = false;\n // someone changed webGL state,\n // we have to be sure that our texture does not appear in multi-texture renderer samplers\n for (var i = 0; i < boundTextures.length; i++) {\n if (boundTextures[i] === this.unknownTexture) {\n this.bind(null, i);\n }\n }\n }\n for (var i = 0; i < boundTextures.length; i++) {\n if (boundTextures[i] === texture) {\n if (this.currentLocation !== i) {\n gl.activeTexture(gl.TEXTURE0 + i);\n this.currentLocation = i;\n }\n gl.bindTexture(texture.target, this.emptyTextures[texture.target].texture);\n boundTextures[i] = null;\n }\n }\n };\n /**\n * Ensures that current boundTextures all have FLOAT sampler type,\n * see {@link PIXI.SAMPLER_TYPES} for explanation.\n * @param maxTextures - number of locations to check\n */\n TextureSystem.prototype.ensureSamplerType = function (maxTextures) {\n var _a = this, boundTextures = _a.boundTextures, hasIntegerTextures = _a.hasIntegerTextures, CONTEXT_UID = _a.CONTEXT_UID;\n if (!hasIntegerTextures) {\n return;\n }\n for (var i = maxTextures - 1; i >= 0; --i) {\n var tex = boundTextures[i];\n if (tex) {\n var glTexture = tex._glTextures[CONTEXT_UID];\n if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) {\n this.renderer.texture.unbind(tex);\n }\n }\n }\n };\n /**\n * Initialize a texture\n * @private\n * @param texture - Texture to initialize\n */\n TextureSystem.prototype.initTexture = function (texture) {\n var glTexture = new GLTexture(this.gl.createTexture());\n // guarantee an update..\n glTexture.dirtyId = -1;\n texture._glTextures[this.CONTEXT_UID] = glTexture;\n this.managedTextures.push(texture);\n texture.on('dispose', this.destroyTexture, this);\n return glTexture;\n };\n TextureSystem.prototype.initTextureType = function (texture, glTexture) {\n var _a, _b;\n glTexture.internalFormat = (_b = (_a = this.internalFormats[texture.type]) === null || _a === void 0 ? void 0 : _a[texture.format]) !== null && _b !== void 0 ? _b : texture.format;\n if (this.webGLVersion === 2 && texture.type === TYPES.HALF_FLOAT) {\n // TYPES.HALF_FLOAT is WebGL1 HALF_FLOAT_OES\n // we have to convert it to WebGL HALF_FLOAT\n glTexture.type = this.gl.HALF_FLOAT;\n }\n else {\n glTexture.type = texture.type;\n }\n };\n /**\n * Update a texture\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to initialize\n */\n TextureSystem.prototype.updateTexture = function (texture) {\n var glTexture = texture._glTextures[this.CONTEXT_UID];\n if (!glTexture) {\n return;\n }\n var renderer = this.renderer;\n this.initTextureType(texture, glTexture);\n if (texture.resource && texture.resource.upload(renderer, texture, glTexture)) {\n // texture is uploaded, dont do anything!\n if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) {\n this.hasIntegerTextures = true;\n }\n }\n else {\n // default, renderTexture-like logic\n var width = texture.realWidth;\n var height = texture.realHeight;\n var gl = renderer.gl;\n if (glTexture.width !== width\n || glTexture.height !== height\n || glTexture.dirtyId < 0) {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(texture.target, 0, glTexture.internalFormat, width, height, 0, texture.format, glTexture.type, null);\n }\n }\n // lets only update what changes..\n if (texture.dirtyStyleId !== glTexture.dirtyStyleId) {\n this.updateTextureStyle(texture);\n }\n glTexture.dirtyId = texture.dirtyId;\n };\n /**\n * Deletes the texture from WebGL\n * @private\n * @param texture - the texture to destroy\n * @param [skipRemove=false] - Whether to skip removing the texture from the TextureManager.\n */\n TextureSystem.prototype.destroyTexture = function (texture, skipRemove) {\n var gl = this.gl;\n texture = texture.castToBaseTexture();\n if (texture._glTextures[this.CONTEXT_UID]) {\n this.unbind(texture);\n gl.deleteTexture(texture._glTextures[this.CONTEXT_UID].texture);\n texture.off('dispose', this.destroyTexture, this);\n delete texture._glTextures[this.CONTEXT_UID];\n if (!skipRemove) {\n var i = this.managedTextures.indexOf(texture);\n if (i !== -1) {\n removeItems(this.managedTextures, i, 1);\n }\n }\n }\n };\n /**\n * Update texture style such as mipmap flag\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to update\n */\n TextureSystem.prototype.updateTextureStyle = function (texture) {\n var glTexture = texture._glTextures[this.CONTEXT_UID];\n if (!glTexture) {\n return;\n }\n if ((texture.mipmap === MIPMAP_MODES.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo) {\n glTexture.mipmap = false;\n }\n else {\n glTexture.mipmap = texture.mipmap >= 1;\n }\n if (this.webGLVersion !== 2 && !texture.isPowerOfTwo) {\n glTexture.wrapMode = WRAP_MODES.CLAMP;\n }\n else {\n glTexture.wrapMode = texture.wrapMode;\n }\n if (texture.resource && texture.resource.style(this.renderer, texture, glTexture)) ;\n else {\n this.setStyle(texture, glTexture);\n }\n glTexture.dirtyStyleId = texture.dirtyStyleId;\n };\n /**\n * Set style for texture\n * @private\n * @param texture - Texture to update\n * @param glTexture\n */\n TextureSystem.prototype.setStyle = function (texture, glTexture) {\n var gl = this.gl;\n if (glTexture.mipmap && texture.mipmap !== MIPMAP_MODES.ON_MANUAL) {\n gl.generateMipmap(texture.target);\n }\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode);\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode);\n if (glTexture.mipmap) {\n /* eslint-disable max-len */\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);\n /* eslint-disable max-len */\n var anisotropicExt = this.renderer.context.extensions.anisotropicFiltering;\n if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === SCALE_MODES.LINEAR) {\n var level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT));\n gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level);\n }\n }\n else {\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n }\n gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n };\n TextureSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return TextureSystem;\n}());\n\nvar _systems = {\n __proto__: null,\n FilterSystem: FilterSystem,\n BatchSystem: BatchSystem,\n ContextSystem: ContextSystem,\n FramebufferSystem: FramebufferSystem,\n GeometrySystem: GeometrySystem,\n MaskSystem: MaskSystem,\n ScissorSystem: ScissorSystem,\n StencilSystem: StencilSystem,\n ProjectionSystem: ProjectionSystem,\n RenderTextureSystem: RenderTextureSystem,\n ShaderSystem: ShaderSystem,\n StateSystem: StateSystem,\n TextureGCSystem: TextureGCSystem,\n TextureSystem: TextureSystem\n};\n\nvar tempMatrix = new Matrix();\n/**\n * The AbstractRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer}\n * and {@link PIXI.Renderer} which can be used for rendering a PixiJS scene.\n * @abstract\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nvar AbstractRenderer = /** @class */ (function (_super) {\n __extends(AbstractRenderer, _super);\n /**\n * @param type - The renderer type.\n * @param [options] - The optional renderer parameters.\n * @param {number} [options.width=800] - The width of the screen.\n * @param {number} [options.height=600] - The height of the screen.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the WebGL context.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n */\n function AbstractRenderer(type, options) {\n if (type === void 0) { type = RENDERER_TYPE.UNKNOWN; }\n var _this = _super.call(this) || this;\n // Add the default render options\n options = Object.assign({}, settings.RENDER_OPTIONS, options);\n /**\n * The supplied constructor options.\n * @member {object}\n * @readonly\n */\n _this.options = options;\n /**\n * The type of the renderer.\n * @member {number}\n * @default PIXI.RENDERER_TYPE.UNKNOWN\n * @see PIXI.RENDERER_TYPE\n */\n _this.type = type;\n /**\n * Measurements of the screen. (0, 0, screenWidth, screenHeight).\n *\n * Its safe to use as filterArea or hitArea for the whole stage.\n * @member {PIXI.Rectangle}\n */\n _this.screen = new Rectangle(0, 0, options.width, options.height);\n /**\n * The canvas element that everything is drawn to.\n * @member {HTMLCanvasElement}\n */\n _this.view = options.view || settings.ADAPTER.createCanvas();\n /**\n * The resolution / device pixel ratio of the renderer.\n * @member {number}\n * @default PIXI.settings.RESOLUTION\n */\n _this.resolution = options.resolution || settings.RESOLUTION;\n /**\n * Pass-thru setting for the canvas' context `alpha` property. This is typically\n * not something you need to fiddle with. If you want transparency, use `backgroundAlpha`.\n * @member {boolean}\n */\n _this.useContextAlpha = options.useContextAlpha;\n /**\n * Whether CSS dimensions of canvas view should be resized to screen dimensions automatically.\n * @member {boolean}\n */\n _this.autoDensity = !!options.autoDensity;\n /**\n * The value of the preserveDrawingBuffer flag affects whether or not the contents of\n * the stencil buffer is retained after rendering.\n * @member {boolean}\n */\n _this.preserveDrawingBuffer = options.preserveDrawingBuffer;\n /**\n * This sets if the CanvasRenderer will clear the canvas or not before the new render pass.\n * If the scene is NOT transparent PixiJS will use a canvas sized fillRect operation every\n * frame to set the canvas background color. If the scene is transparent PixiJS will use clearRect\n * to clear the canvas every frame. Disable this by setting this to false. For example, if\n * your game has a canvas filling background image you often don't need this set.\n * @member {boolean}\n * @default\n */\n _this.clearBeforeRender = options.clearBeforeRender;\n /**\n * The background color as a number.\n * @member {number}\n * @protected\n */\n _this._backgroundColor = 0x000000;\n /**\n * The background color as an [R, G, B, A] array.\n * @member {number[]}\n * @protected\n */\n _this._backgroundColorRgba = [0, 0, 0, 1];\n /**\n * The background color as a string.\n * @member {string}\n * @protected\n */\n _this._backgroundColorString = '#000000';\n _this.backgroundColor = options.backgroundColor || _this._backgroundColor; // run bg color setter\n _this.backgroundAlpha = options.backgroundAlpha;\n // @deprecated\n if (options.transparent !== undefined) {\n deprecation('6.0.0', 'Option transparent is deprecated, please use backgroundAlpha instead.');\n _this.useContextAlpha = options.transparent;\n _this.backgroundAlpha = options.transparent ? 0 : 1;\n }\n /**\n * The last root object that the renderer tried to render.\n * @member {PIXI.DisplayObject}\n * @protected\n */\n _this._lastObjectRendered = null;\n /**\n * Collection of plugins.\n * @readonly\n * @member {object}\n */\n _this.plugins = {};\n return _this;\n }\n /**\n * Initialize the plugins.\n * @protected\n * @param {object} staticMap - The dictionary of statically saved plugins.\n */\n AbstractRenderer.prototype.initPlugins = function (staticMap) {\n for (var o in staticMap) {\n this.plugins[o] = new (staticMap[o])(this);\n }\n };\n Object.defineProperty(AbstractRenderer.prototype, \"width\", {\n /**\n * Same as view.width, actual number of pixels in the canvas by horizontal.\n * @member {number}\n * @readonly\n * @default 800\n */\n get: function () {\n return this.view.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AbstractRenderer.prototype, \"height\", {\n /**\n * Same as view.height, actual number of pixels in the canvas by vertical.\n * @member {number}\n * @readonly\n * @default 600\n */\n get: function () {\n return this.view.height;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Resizes the screen and canvas as close as possible to the specified width and height.\n * Canvas dimensions are multiplied by resolution and rounded to the nearest integers.\n * The new canvas dimensions divided by the resolution become the new screen dimensions.\n * @param desiredScreenWidth - The desired width of the screen.\n * @param desiredScreenHeight - The desired height of the screen.\n */\n AbstractRenderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) {\n this.view.width = Math.round(desiredScreenWidth * this.resolution);\n this.view.height = Math.round(desiredScreenHeight * this.resolution);\n var screenWidth = this.view.width / this.resolution;\n var screenHeight = this.view.height / this.resolution;\n this.screen.width = screenWidth;\n this.screen.height = screenHeight;\n if (this.autoDensity) {\n this.view.style.width = screenWidth + \"px\";\n this.view.style.height = screenHeight + \"px\";\n }\n /**\n * Fired after view has been resized.\n * @event PIXI.Renderer#resize\n * @param {number} screenWidth - The new width of the screen.\n * @param {number} screenHeight - The new height of the screen.\n */\n this.emit('resize', screenWidth, screenHeight);\n };\n /**\n * @ignore\n */\n AbstractRenderer.prototype.generateTexture = function (displayObject, options, resolution, region) {\n if (options === void 0) { options = {}; }\n // @deprecated parameters spread, use options instead\n if (typeof options === 'number') {\n deprecation('6.1.0', 'generateTexture options (scaleMode, resolution, region) are now object options.');\n options = { scaleMode: options, resolution: resolution, region: region };\n }\n var manualRegion = options.region, textureOptions = __rest(options, [\"region\"]);\n region = manualRegion || displayObject.getLocalBounds(null, true);\n // minimum texture size is 1x1, 0x0 will throw an error\n if (region.width === 0)\n { region.width = 1; }\n if (region.height === 0)\n { region.height = 1; }\n var renderTexture = RenderTexture.create(__assign({ width: region.width, height: region.height }, textureOptions));\n tempMatrix.tx = -region.x;\n tempMatrix.ty = -region.y;\n this.render(displayObject, {\n renderTexture: renderTexture,\n clear: false,\n transform: tempMatrix,\n skipUpdateTransform: !!displayObject.parent\n });\n return renderTexture;\n };\n /**\n * Removes everything from the renderer and optionally removes the Canvas DOM element.\n * @param [removeView=false] - Removes the Canvas element from the DOM.\n */\n AbstractRenderer.prototype.destroy = function (removeView) {\n for (var o in this.plugins) {\n this.plugins[o].destroy();\n this.plugins[o] = null;\n }\n if (removeView && this.view.parentNode) {\n this.view.parentNode.removeChild(this.view);\n }\n var thisAny = this;\n // null-ing all objects, that's a tradition!\n thisAny.plugins = null;\n thisAny.type = RENDERER_TYPE.UNKNOWN;\n thisAny.view = null;\n thisAny.screen = null;\n thisAny._tempDisplayObjectParent = null;\n thisAny.options = null;\n this._backgroundColorRgba = null;\n this._backgroundColorString = null;\n this._lastObjectRendered = null;\n };\n Object.defineProperty(AbstractRenderer.prototype, \"backgroundColor\", {\n /**\n * The background color to fill if not transparent\n * @member {number}\n */\n get: function () {\n return this._backgroundColor;\n },\n set: function (value) {\n this._backgroundColor = value;\n this._backgroundColorString = hex2string(value);\n hex2rgb(value, this._backgroundColorRgba);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AbstractRenderer.prototype, \"backgroundAlpha\", {\n /**\n * The background color alpha. Setting this to 0 will make the canvas transparent.\n * @member {number}\n */\n get: function () {\n return this._backgroundColorRgba[3];\n },\n set: function (value) {\n this._backgroundColorRgba[3] = value;\n },\n enumerable: false,\n configurable: true\n });\n return AbstractRenderer;\n}(EventEmitter));\n\nvar GLBuffer = /** @class */ (function () {\n function GLBuffer(buffer) {\n this.buffer = buffer || null;\n this.updateID = -1;\n this.byteLength = -1;\n this.refCount = 0;\n }\n return GLBuffer;\n}());\n\n/**\n * System plugin to the renderer to manage buffers.\n *\n * WebGL uses Buffers as a way to store objects to the GPU.\n * This system makes working with them a lot easier.\n *\n * Buffers are used in three main places in WebGL\n * - geometry information\n * - Uniform information (via uniform buffer objects - a WebGL 2 only feature)\n * - Transform feedback information. (WebGL 2 only feature)\n *\n * This system will handle the binding of buffers to the GPU as well as uploading\n * them. With this system, you never need to work directly with GPU buffers, but instead work with\n * the PIXI.Buffer class.\n * @class\n * @memberof PIXI\n */\nvar BufferSystem = /** @class */ (function () {\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n function BufferSystem(renderer) {\n this.renderer = renderer;\n this.managedBuffers = {};\n this.boundBufferBases = {};\n }\n /**\n * @ignore\n */\n BufferSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n /** Sets up the renderer context and necessary buffers. */\n BufferSystem.prototype.contextChange = function () {\n this.disposeAll(true);\n this.gl = this.renderer.gl;\n // TODO fill out...\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n };\n /**\n * This binds specified buffer. On first run, it will create the webGL buffers for the context too\n * @param buffer - the buffer to bind to the renderer\n */\n BufferSystem.prototype.bind = function (buffer) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n gl.bindBuffer(buffer.type, glBuffer.buffer);\n };\n /**\n * Binds an uniform buffer to at the given index.\n *\n * A cache is used so a buffer will not be bound again if already bound.\n * @param buffer - the buffer to bind\n * @param index - the base index to bind it to.\n */\n BufferSystem.prototype.bindBufferBase = function (buffer, index) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n if (this.boundBufferBases[index] !== buffer) {\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n this.boundBufferBases[index] = buffer;\n gl.bindBufferBase(gl.UNIFORM_BUFFER, index, glBuffer.buffer);\n }\n };\n /**\n * Binds a buffer whilst also binding its range.\n * This will make the buffer start from the offset supplied rather than 0 when it is read.\n * @param buffer - the buffer to bind\n * @param index - the base index to bind at, defaults to 0\n * @param offset - the offset to bind at (this is blocks of 256). 0 = 0, 1 = 256, 2 = 512 etc\n */\n BufferSystem.prototype.bindBufferRange = function (buffer, index, offset) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n offset = offset || 0;\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n gl.bindBufferRange(gl.UNIFORM_BUFFER, index || 0, glBuffer.buffer, offset * 256, 256);\n };\n /**\n * Will ensure the data in the buffer is uploaded to the GPU.\n * @param {PIXI.Buffer} buffer - the buffer to update\n */\n BufferSystem.prototype.update = function (buffer) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n var glBuffer = buffer._glBuffers[CONTEXT_UID];\n if (buffer._updateID === glBuffer.updateID) {\n return;\n }\n glBuffer.updateID = buffer._updateID;\n gl.bindBuffer(buffer.type, glBuffer.buffer);\n if (glBuffer.byteLength >= buffer.data.byteLength) {\n // offset is always zero for now!\n gl.bufferSubData(buffer.type, 0, buffer.data);\n }\n else {\n var drawType = buffer.static ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW;\n glBuffer.byteLength = buffer.data.byteLength;\n gl.bufferData(buffer.type, buffer.data, drawType);\n }\n };\n /**\n * Disposes buffer\n * @param {PIXI.Buffer} buffer - buffer with data\n * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray\n */\n BufferSystem.prototype.dispose = function (buffer, contextLost) {\n if (!this.managedBuffers[buffer.id]) {\n return;\n }\n delete this.managedBuffers[buffer.id];\n var glBuffer = buffer._glBuffers[this.CONTEXT_UID];\n var gl = this.gl;\n buffer.disposeRunner.remove(this);\n if (!glBuffer) {\n return;\n }\n if (!contextLost) {\n gl.deleteBuffer(glBuffer.buffer);\n }\n delete buffer._glBuffers[this.CONTEXT_UID];\n };\n /**\n * dispose all WebGL resources of all managed buffers\n * @param {boolean} [contextLost=false] - If context was lost, we suppress `gl.delete` calls\n */\n BufferSystem.prototype.disposeAll = function (contextLost) {\n var all = Object.keys(this.managedBuffers);\n for (var i = 0; i < all.length; i++) {\n this.dispose(this.managedBuffers[all[i]], contextLost);\n }\n };\n /**\n * creates and attaches a GLBuffer object tied to the current context.\n * @param buffer\n * @protected\n */\n BufferSystem.prototype.createGLBuffer = function (buffer) {\n var _a = this, CONTEXT_UID = _a.CONTEXT_UID, gl = _a.gl;\n buffer._glBuffers[CONTEXT_UID] = new GLBuffer(gl.createBuffer());\n this.managedBuffers[buffer.id] = buffer;\n buffer.disposeRunner.add(this);\n return buffer._glBuffers[CONTEXT_UID];\n };\n return BufferSystem;\n}());\n\n/**\n * The Renderer draws the scene and all its content onto a WebGL enabled canvas.\n *\n * This renderer should be used for browsers that support WebGL.\n *\n * This renderer works by automatically managing WebGLBatchesm, so no need for Sprite Batches or Sprite Clouds.\n * Don't forget to add the view to your DOM or you will not see anything!\n *\n * Renderer is composed of systems that manage specific tasks. The following systems are added by default\n * whenever you create a renderer:\n *\n * | System | Description |\n * | ------------------------------------ | ----------------------------------------------------------------------------- |\n * | {@link PIXI.BatchSystem} | This manages object renderers that defer rendering until a flush. |\n * | {@link PIXI.ContextSystem} | This manages the WebGL context and extensions. |\n * | {@link PIXI.EventSystem} | This manages UI events. |\n * | {@link PIXI.FilterSystem} | This manages the filtering pipeline for post-processing effects. |\n * | {@link PIXI.FramebufferSystem} | This manages framebuffers, which are used for offscreen rendering. |\n * | {@link PIXI.GeometrySystem} | This manages geometries & buffers, which are used to draw object meshes. |\n * | {@link PIXI.MaskSystem} | This manages masking operations. |\n * | {@link PIXI.ProjectionSystem} | This manages the `projectionMatrix`, used by shaders to get NDC coordinates. |\n * | {@link PIXI.RenderTextureSystem} | This manages render-textures, which are an abstraction over framebuffers. |\n * | {@link PIXI.ScissorSystem} | This handles scissor masking, and is used internally by {@link MaskSystem} |\n * | {@link PIXI.ShaderSystem} | This manages shaders, programs that run on the GPU to calculate 'em pixels. |\n * | {@link PIXI.StateSystem} | This manages the WebGL state variables like blend mode, depth testing, etc. |\n * | {@link PIXI.StencilSystem} | This handles stencil masking, and is used internally by {@link MaskSystem} |\n * | {@link PIXI.TextureSystem} | This manages textures and their resources on the GPU. |\n * | {@link PIXI.TextureGCSystem} | This will automatically remove textures from the GPU if they are not used. |\n *\n * The breadth of the API surface provided by the renderer is contained within these systems.\n * @memberof PIXI\n */\nvar Renderer = /** @class */ (function (_super) {\n __extends(Renderer, _super);\n /**\n * @param [options] - The optional renderer parameters.\n * @param {number} [options.width=800] - The width of the screen.\n * @param {number} [options.height=600] - The height of the screen.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias. If not available natively then FXAA\n * antialiasing is used.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear\n * the canvas or not before the new render pass. If you wish to set this to false, you *must* set\n * preserveDrawingBuffer to `true`.\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the WebGL context.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n * @param {string} [options.powerPreference] - Parameter passed to WebGL context, set to \"high-performance\"\n * for devices with dual graphics card.\n * @param {object} [options.context] - If WebGL context already exists, all parameters must be taken from it.\n */\n function Renderer(options) {\n var _this = _super.call(this, RENDERER_TYPE.WEBGL, options) || this;\n // the options will have been modified here in the super constructor with pixi's default settings..\n options = _this.options;\n _this.gl = null;\n _this.CONTEXT_UID = 0;\n _this.runners = {\n destroy: new Runner('destroy'),\n contextChange: new Runner('contextChange'),\n reset: new Runner('reset'),\n update: new Runner('update'),\n postrender: new Runner('postrender'),\n prerender: new Runner('prerender'),\n resize: new Runner('resize'),\n };\n _this.runners.contextChange.add(_this);\n _this.globalUniforms = new UniformGroup({\n projectionMatrix: new Matrix(),\n }, true);\n _this.addSystem(MaskSystem, 'mask')\n .addSystem(ContextSystem, 'context')\n .addSystem(StateSystem, 'state')\n .addSystem(ShaderSystem, 'shader')\n .addSystem(TextureSystem, 'texture')\n .addSystem(BufferSystem, 'buffer')\n .addSystem(GeometrySystem, 'geometry')\n .addSystem(FramebufferSystem, 'framebuffer')\n .addSystem(ScissorSystem, 'scissor')\n .addSystem(StencilSystem, 'stencil')\n .addSystem(ProjectionSystem, 'projection')\n .addSystem(TextureGCSystem, 'textureGC')\n .addSystem(FilterSystem, 'filter')\n .addSystem(RenderTextureSystem, 'renderTexture')\n .addSystem(BatchSystem, 'batch');\n _this.initPlugins(Renderer.__plugins);\n _this.multisample = undefined;\n /*\n * The options passed in to create a new WebGL context.\n */\n if (options.context) {\n _this.context.initFromContext(options.context);\n }\n else {\n _this.context.initFromOptions({\n alpha: !!_this.useContextAlpha,\n antialias: options.antialias,\n premultipliedAlpha: _this.useContextAlpha && _this.useContextAlpha !== 'notMultiplied',\n stencil: true,\n preserveDrawingBuffer: options.preserveDrawingBuffer,\n powerPreference: _this.options.powerPreference,\n });\n }\n _this.renderingToScreen = true;\n sayHello(_this.context.webGLVersion === 2 ? 'WebGL 2' : 'WebGL 1');\n _this.resize(_this.options.width, _this.options.height);\n return _this;\n }\n /**\n * Create renderer if WebGL is available. Overrideable\n * by the **@pixi/canvas-renderer** package to allow fallback.\n * throws error if WebGL is not available.\n * @param options\n * @private\n */\n Renderer.create = function (options) {\n if (isWebGLSupported()) {\n return new Renderer(options);\n }\n throw new Error('WebGL unsupported in this browser, use \"pixi.js-legacy\" for fallback canvas2d support.');\n };\n Renderer.prototype.contextChange = function () {\n var gl = this.gl;\n var samples;\n if (this.context.webGLVersion === 1) {\n var framebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING);\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n samples = gl.getParameter(gl.SAMPLES);\n gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);\n }\n else {\n var framebuffer = gl.getParameter(gl.DRAW_FRAMEBUFFER_BINDING);\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);\n samples = gl.getParameter(gl.SAMPLES);\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, framebuffer);\n }\n if (samples >= MSAA_QUALITY.HIGH) {\n this.multisample = MSAA_QUALITY.HIGH;\n }\n else if (samples >= MSAA_QUALITY.MEDIUM) {\n this.multisample = MSAA_QUALITY.MEDIUM;\n }\n else if (samples >= MSAA_QUALITY.LOW) {\n this.multisample = MSAA_QUALITY.LOW;\n }\n else {\n this.multisample = MSAA_QUALITY.NONE;\n }\n };\n /**\n * Add a new system to the renderer.\n * @param ClassRef - Class reference\n * @param name - Property name for system, if not specified\n * will use a static `name` property on the class itself. This\n * name will be assigned as s property on the Renderer so make\n * sure it doesn't collide with properties on Renderer.\n * @returns Return instance of renderer\n */\n Renderer.prototype.addSystem = function (ClassRef, name) {\n var system = new ClassRef(this);\n if (this[name]) {\n throw new Error(\"Whoops! The name \\\"\" + name + \"\\\" is already in use\");\n }\n this[name] = system;\n for (var i in this.runners) {\n this.runners[i].add(system);\n }\n /**\n * Fired after rendering finishes.\n * @event PIXI.Renderer#postrender\n */\n /**\n * Fired before rendering starts.\n * @event PIXI.Renderer#prerender\n */\n /**\n * Fired when the WebGL context is set.\n * @event PIXI.Renderer#context\n * @param {WebGLRenderingContext} gl - WebGL context.\n */\n return this;\n };\n /**\n * @ignore\n */\n Renderer.prototype.render = function (displayObject, options) {\n var renderTexture;\n var clear;\n var transform;\n var skipUpdateTransform;\n if (options) {\n if (options instanceof RenderTexture) {\n deprecation('6.0.0', 'Renderer#render arguments changed, use options instead.');\n /* eslint-disable prefer-rest-params */\n renderTexture = options;\n clear = arguments[2];\n transform = arguments[3];\n skipUpdateTransform = arguments[4];\n /* eslint-enable prefer-rest-params */\n }\n else {\n renderTexture = options.renderTexture;\n clear = options.clear;\n transform = options.transform;\n skipUpdateTransform = options.skipUpdateTransform;\n }\n }\n // can be handy to know!\n this.renderingToScreen = !renderTexture;\n this.runners.prerender.emit();\n this.emit('prerender');\n // apply a transform at a GPU level\n this.projection.transform = transform;\n // no point rendering if our context has been blown up!\n if (this.context.isLost) {\n return;\n }\n if (!renderTexture) {\n this._lastObjectRendered = displayObject;\n }\n if (!skipUpdateTransform) {\n // update the scene graph\n var cacheParent = displayObject.enableTempParent();\n displayObject.updateTransform();\n displayObject.disableTempParent(cacheParent);\n // displayObject.hitArea = //TODO add a temp hit area\n }\n this.renderTexture.bind(renderTexture);\n this.batch.currentRenderer.start();\n if (clear !== undefined ? clear : this.clearBeforeRender) {\n this.renderTexture.clear();\n }\n displayObject.render(this);\n // apply transform..\n this.batch.currentRenderer.flush();\n if (renderTexture) {\n renderTexture.baseTexture.update();\n }\n this.runners.postrender.emit();\n // reset transform after render\n this.projection.transform = null;\n this.emit('postrender');\n };\n /**\n * @override\n * @ignore\n */\n Renderer.prototype.generateTexture = function (displayObject, options, resolution, region) {\n if (options === void 0) { options = {}; }\n var renderTexture = _super.prototype.generateTexture.call(this, displayObject, options, resolution, region);\n this.framebuffer.blit();\n return renderTexture;\n };\n /**\n * Resizes the WebGL view to the specified width and height.\n * @param desiredScreenWidth - The desired width of the screen.\n * @param desiredScreenHeight - The desired height of the screen.\n */\n Renderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) {\n _super.prototype.resize.call(this, desiredScreenWidth, desiredScreenHeight);\n this.runners.resize.emit(this.screen.height, this.screen.width);\n };\n /**\n * Resets the WebGL state so you can render things however you fancy!\n * @returns Returns itself.\n */\n Renderer.prototype.reset = function () {\n this.runners.reset.emit();\n return this;\n };\n /** Clear the frame buffer. */\n Renderer.prototype.clear = function () {\n this.renderTexture.bind();\n this.renderTexture.clear();\n };\n /**\n * Removes everything from the renderer (event listeners, spritebatch, etc...)\n * @param [removeView=false] - Removes the Canvas element from the DOM.\n * See: https://github.com/pixijs/pixi.js/issues/2233\n */\n Renderer.prototype.destroy = function (removeView) {\n this.runners.destroy.emit();\n for (var r in this.runners) {\n this.runners[r].destroy();\n }\n // call base destroy\n _super.prototype.destroy.call(this, removeView);\n // TODO nullify all the managers..\n this.gl = null;\n };\n Object.defineProperty(Renderer.prototype, \"extract\", {\n /**\n * Please use `plugins.extract` instead.\n * @member {PIXI.Extract} extract\n * @deprecated since 6.0.0\n * @readonly\n */\n get: function () {\n deprecation('6.0.0', 'Renderer#extract has been deprecated, please use Renderer#plugins.extract instead.');\n return this.plugins.extract;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Use the {@link PIXI.extensions.add} API to register plugins.\n * @deprecated since 6.5.0\n * @param pluginName - The name of the plugin.\n * @param ctor - The constructor function or class for the plugin.\n */\n Renderer.registerPlugin = function (pluginName, ctor) {\n deprecation('6.5.0', 'Renderer.registerPlugin() has been deprecated, please use extensions.add() instead.');\n extensions$1.add({\n name: pluginName,\n type: ExtensionType.RendererPlugin,\n ref: ctor,\n });\n };\n /**\n * Collection of installed plugins. These are included by default in PIXI, but can be excluded\n * by creating a custom build. Consult the README for more information about creating custom\n * builds and excluding plugins.\n * @readonly\n * @property {PIXI.AccessibilityManager} accessibility Support tabbing interactive elements.\n * @property {PIXI.Extract} extract Extract image data from renderer.\n * @property {PIXI.InteractionManager} interaction Handles mouse, touch and pointer events.\n * @property {PIXI.ParticleRenderer} particle Renderer for ParticleContainer objects.\n * @property {PIXI.Prepare} prepare Pre-render display objects.\n * @property {PIXI.BatchRenderer} batch Batching of Sprite, Graphics and Mesh objects.\n * @property {PIXI.TilingSpriteRenderer} tilingSprite Renderer for TilingSprite objects.\n */\n Renderer.__plugins = {};\n return Renderer;\n}(AbstractRenderer));\n// Handle registration of extensions\nextensions$1.handleByMap(ExtensionType.RendererPlugin, Renderer.__plugins);\n\n/**\n * This helper function will automatically detect which renderer you should be using.\n * WebGL is the preferred renderer as it is a lot faster. If WebGL is not supported by\n * the browser then this function will return a canvas renderer\n * @memberof PIXI\n * @function autoDetectRenderer\n * @param {object} [options] - The optional renderer parameters\n * @param {number} [options.width=800] - the width of the renderers view\n * @param {number} [options.height=600] - the height of the renderers view\n * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1\n * @param {boolean} [options.antialias=false] - sets antialias\n * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, enable this if you\n * need to call toDataUrl on the webgl context\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this\n * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise\n * it is ignored.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card **webgl only**\n * @returns {PIXI.Renderer|PIXI.CanvasRenderer} Returns WebGL renderer if available, otherwise CanvasRenderer\n */\nfunction autoDetectRenderer(options) {\n return Renderer.create(options);\n}\n\nvar $defaultVertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n vTextureCoord = aTextureCoord;\\n}\";\n\nvar $defaultFilterVertex = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n gl_Position = filterVertexPosition();\\n vTextureCoord = filterTextureCoord();\\n}\\n\";\n\n/**\n * Default vertex shader\n * @memberof PIXI\n * @member {string} defaultVertex\n */\n/**\n * Default filter vertex shader\n * @memberof PIXI\n * @member {string} defaultFilterVertex\n */\n// NOTE: This black magic is so that @microsoft/api-extractor does not complain! This explicitly specifies the types\n// of defaultVertex, defaultFilterVertex.\nvar defaultVertex$1 = $defaultVertex;\nvar defaultFilterVertex = $defaultFilterVertex;\n\n/**\n * Use the ISystem interface instead.\n * @deprecated since 6.1.0\n * @memberof PIXI\n */\nvar System = /** @class */ (function () {\n /**\n * @param renderer - Reference to Renderer\n */\n function System(renderer) {\n deprecation('6.1.0', 'System class is deprecated, implemement ISystem interface instead.');\n this.renderer = renderer;\n }\n /** Destroy and don't use after this. */\n System.prototype.destroy = function () {\n this.renderer = null;\n };\n return System;\n}());\n\n/**\n * Used by the batcher to draw batches.\n * Each one of these contains all information required to draw a bound geometry.\n * @memberof PIXI\n */\nvar BatchDrawCall = /** @class */ (function () {\n function BatchDrawCall() {\n this.texArray = null;\n this.blend = 0;\n this.type = DRAW_MODES.TRIANGLES;\n this.start = 0;\n this.size = 0;\n this.data = null;\n }\n return BatchDrawCall;\n}());\n\n/**\n * Used by the batcher to build texture batches.\n * Holds list of textures and their respective locations.\n * @memberof PIXI\n */\nvar BatchTextureArray = /** @class */ (function () {\n function BatchTextureArray() {\n this.elements = [];\n this.ids = [];\n this.count = 0;\n }\n BatchTextureArray.prototype.clear = function () {\n for (var i = 0; i < this.count; i++) {\n this.elements[i] = null;\n }\n this.count = 0;\n };\n return BatchTextureArray;\n}());\n\n/**\n * Flexible wrapper around `ArrayBuffer` that also provides typed array views on demand.\n * @memberof PIXI\n */\nvar ViewableBuffer = /** @class */ (function () {\n function ViewableBuffer(sizeOrBuffer) {\n if (typeof sizeOrBuffer === 'number') {\n this.rawBinaryData = new ArrayBuffer(sizeOrBuffer);\n }\n else if (sizeOrBuffer instanceof Uint8Array) {\n this.rawBinaryData = sizeOrBuffer.buffer;\n }\n else {\n this.rawBinaryData = sizeOrBuffer;\n }\n this.uint32View = new Uint32Array(this.rawBinaryData);\n this.float32View = new Float32Array(this.rawBinaryData);\n }\n Object.defineProperty(ViewableBuffer.prototype, \"int8View\", {\n /** View on the raw binary data as a `Int8Array`. */\n get: function () {\n if (!this._int8View) {\n this._int8View = new Int8Array(this.rawBinaryData);\n }\n return this._int8View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"uint8View\", {\n /** View on the raw binary data as a `Uint8Array`. */\n get: function () {\n if (!this._uint8View) {\n this._uint8View = new Uint8Array(this.rawBinaryData);\n }\n return this._uint8View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"int16View\", {\n /** View on the raw binary data as a `Int16Array`. */\n get: function () {\n if (!this._int16View) {\n this._int16View = new Int16Array(this.rawBinaryData);\n }\n return this._int16View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"uint16View\", {\n /** View on the raw binary data as a `Uint16Array`. */\n get: function () {\n if (!this._uint16View) {\n this._uint16View = new Uint16Array(this.rawBinaryData);\n }\n return this._uint16View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"int32View\", {\n /** View on the raw binary data as a `Int32Array`. */\n get: function () {\n if (!this._int32View) {\n this._int32View = new Int32Array(this.rawBinaryData);\n }\n return this._int32View;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Returns the view of the given type.\n * @param type - One of `int8`, `uint8`, `int16`,\n * `uint16`, `int32`, `uint32`, and `float32`.\n * @returns - typed array of given type\n */\n ViewableBuffer.prototype.view = function (type) {\n return this[type + \"View\"];\n };\n /** Destroys all buffer references. Do not use after calling this. */\n ViewableBuffer.prototype.destroy = function () {\n this.rawBinaryData = null;\n this._int8View = null;\n this._uint8View = null;\n this._int16View = null;\n this._uint16View = null;\n this._int32View = null;\n this.uint32View = null;\n this.float32View = null;\n };\n ViewableBuffer.sizeOf = function (type) {\n switch (type) {\n case 'int8':\n case 'uint8':\n return 1;\n case 'int16':\n case 'uint16':\n return 2;\n case 'int32':\n case 'uint32':\n case 'float32':\n return 4;\n default:\n throw new Error(type + \" isn't a valid view type\");\n }\n };\n return ViewableBuffer;\n}());\n\n/**\n * Renderer dedicated to drawing and batching sprites.\n *\n * This is the default batch renderer. It buffers objects\n * with texture-based geometries and renders them in\n * batches. It uploads multiple textures to the GPU to\n * reduce to the number of draw calls.\n * @memberof PIXI\n */\nvar AbstractBatchRenderer = /** @class */ (function (_super) {\n __extends(AbstractBatchRenderer, _super);\n /**\n * This will hook onto the renderer's `contextChange`\n * and `prerender` signals.\n * @param {PIXI.Renderer} renderer - The renderer this works for.\n */\n function AbstractBatchRenderer(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.shaderGenerator = null;\n _this.geometryClass = null;\n _this.vertexSize = null;\n _this.state = State.for2d();\n _this.size = settings.SPRITE_BATCH_SIZE * 4;\n _this._vertexCount = 0;\n _this._indexCount = 0;\n _this._bufferedElements = [];\n _this._bufferedTextures = [];\n _this._bufferSize = 0;\n _this._shader = null;\n _this._packedGeometries = [];\n _this._packedGeometryPoolSize = 2;\n _this._flushId = 0;\n _this._aBuffers = {};\n _this._iBuffers = {};\n _this.MAX_TEXTURES = 1;\n _this.renderer.on('prerender', _this.onPrerender, _this);\n renderer.runners.contextChange.add(_this);\n _this._dcIndex = 0;\n _this._aIndex = 0;\n _this._iIndex = 0;\n _this._attributeBuffer = null;\n _this._indexBuffer = null;\n _this._tempBoundTextures = [];\n return _this;\n }\n /**\n * Handles the `contextChange` signal.\n *\n * It calculates `this.MAX_TEXTURES` and allocating the packed-geometry object pool.\n */\n AbstractBatchRenderer.prototype.contextChange = function () {\n var gl = this.renderer.gl;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n this.MAX_TEXTURES = 1;\n }\n else {\n // step 1: first check max textures the GPU can handle.\n this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), settings.SPRITE_MAX_TEXTURES);\n // step 2: check the maximum number of if statements the shader can have too..\n this.MAX_TEXTURES = checkMaxIfStatementsInShader(this.MAX_TEXTURES, gl);\n }\n this._shader = this.shaderGenerator.generateShader(this.MAX_TEXTURES);\n // we use the second shader as the first one depending on your browser\n // may omit aTextureId as it is not used by the shader so is optimized out.\n for (var i = 0; i < this._packedGeometryPoolSize; i++) {\n /* eslint-disable max-len */\n this._packedGeometries[i] = new (this.geometryClass)();\n }\n this.initFlushBuffers();\n };\n /** Makes sure that static and dynamic flush pooled objects have correct dimensions. */\n AbstractBatchRenderer.prototype.initFlushBuffers = function () {\n var _drawCallPool = AbstractBatchRenderer._drawCallPool, _textureArrayPool = AbstractBatchRenderer._textureArrayPool;\n // max draw calls\n var MAX_SPRITES = this.size / 4;\n // max texture arrays\n var MAX_TA = Math.floor(MAX_SPRITES / this.MAX_TEXTURES) + 1;\n while (_drawCallPool.length < MAX_SPRITES) {\n _drawCallPool.push(new BatchDrawCall());\n }\n while (_textureArrayPool.length < MAX_TA) {\n _textureArrayPool.push(new BatchTextureArray());\n }\n for (var i = 0; i < this.MAX_TEXTURES; i++) {\n this._tempBoundTextures[i] = null;\n }\n };\n /** Handles the `prerender` signal. It ensures that flushes start from the first geometry object again. */\n AbstractBatchRenderer.prototype.onPrerender = function () {\n this._flushId = 0;\n };\n /**\n * Buffers the \"batchable\" object. It need not be rendered immediately.\n * @param {PIXI.DisplayObject} element - the element to render when\n * using this renderer\n */\n AbstractBatchRenderer.prototype.render = function (element) {\n if (!element._texture.valid) {\n return;\n }\n if (this._vertexCount + (element.vertexData.length / 2) > this.size) {\n this.flush();\n }\n this._vertexCount += element.vertexData.length / 2;\n this._indexCount += element.indices.length;\n this._bufferedTextures[this._bufferSize] = element._texture.baseTexture;\n this._bufferedElements[this._bufferSize++] = element;\n };\n AbstractBatchRenderer.prototype.buildTexturesAndDrawCalls = function () {\n var _a = this, textures = _a._bufferedTextures, MAX_TEXTURES = _a.MAX_TEXTURES;\n var textureArrays = AbstractBatchRenderer._textureArrayPool;\n var batch = this.renderer.batch;\n var boundTextures = this._tempBoundTextures;\n var touch = this.renderer.textureGC.count;\n var TICK = ++BaseTexture._globalBatch;\n var countTexArrays = 0;\n var texArray = textureArrays[0];\n var start = 0;\n batch.copyBoundTextures(boundTextures, MAX_TEXTURES);\n for (var i = 0; i < this._bufferSize; ++i) {\n var tex = textures[i];\n textures[i] = null;\n if (tex._batchEnabled === TICK) {\n continue;\n }\n if (texArray.count >= MAX_TEXTURES) {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, i);\n start = i;\n texArray = textureArrays[++countTexArrays];\n ++TICK;\n }\n tex._batchEnabled = TICK;\n tex.touched = touch;\n texArray.elements[texArray.count++] = tex;\n }\n if (texArray.count > 0) {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, this._bufferSize);\n ++countTexArrays;\n ++TICK;\n }\n // Clean-up\n for (var i = 0; i < boundTextures.length; i++) {\n boundTextures[i] = null;\n }\n BaseTexture._globalBatch = TICK;\n };\n /**\n * Populating drawcalls for rendering\n * @param texArray\n * @param start\n * @param finish\n */\n AbstractBatchRenderer.prototype.buildDrawCalls = function (texArray, start, finish) {\n var _a = this, elements = _a._bufferedElements, _attributeBuffer = _a._attributeBuffer, _indexBuffer = _a._indexBuffer, vertexSize = _a.vertexSize;\n var drawCalls = AbstractBatchRenderer._drawCallPool;\n var dcIndex = this._dcIndex;\n var aIndex = this._aIndex;\n var iIndex = this._iIndex;\n var drawCall = drawCalls[dcIndex];\n drawCall.start = this._iIndex;\n drawCall.texArray = texArray;\n for (var i = start; i < finish; ++i) {\n var sprite = elements[i];\n var tex = sprite._texture.baseTexture;\n var spriteBlendMode = premultiplyBlendMode[tex.alphaMode ? 1 : 0][sprite.blendMode];\n elements[i] = null;\n if (start < i && drawCall.blend !== spriteBlendMode) {\n drawCall.size = iIndex - drawCall.start;\n start = i;\n drawCall = drawCalls[++dcIndex];\n drawCall.texArray = texArray;\n drawCall.start = iIndex;\n }\n this.packInterleavedGeometry(sprite, _attributeBuffer, _indexBuffer, aIndex, iIndex);\n aIndex += sprite.vertexData.length / 2 * vertexSize;\n iIndex += sprite.indices.length;\n drawCall.blend = spriteBlendMode;\n }\n if (start < finish) {\n drawCall.size = iIndex - drawCall.start;\n ++dcIndex;\n }\n this._dcIndex = dcIndex;\n this._aIndex = aIndex;\n this._iIndex = iIndex;\n };\n /**\n * Bind textures for current rendering\n * @param texArray\n */\n AbstractBatchRenderer.prototype.bindAndClearTexArray = function (texArray) {\n var textureSystem = this.renderer.texture;\n for (var j = 0; j < texArray.count; j++) {\n textureSystem.bind(texArray.elements[j], texArray.ids[j]);\n texArray.elements[j] = null;\n }\n texArray.count = 0;\n };\n AbstractBatchRenderer.prototype.updateGeometry = function () {\n var _a = this, packedGeometries = _a._packedGeometries, attributeBuffer = _a._attributeBuffer, indexBuffer = _a._indexBuffer;\n if (!settings.CAN_UPLOAD_SAME_BUFFER) { /* Usually on iOS devices, where the browser doesn't\n like uploads to the same buffer in a single frame. */\n if (this._packedGeometryPoolSize <= this._flushId) {\n this._packedGeometryPoolSize++;\n packedGeometries[this._flushId] = new (this.geometryClass)();\n }\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n this.renderer.geometry.bind(packedGeometries[this._flushId]);\n this.renderer.geometry.updateBuffers();\n this._flushId++;\n }\n else {\n // lets use the faster option, always use buffer number 0\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n this.renderer.geometry.updateBuffers();\n }\n };\n AbstractBatchRenderer.prototype.drawBatches = function () {\n var dcCount = this._dcIndex;\n var _a = this.renderer, gl = _a.gl, stateSystem = _a.state;\n var drawCalls = AbstractBatchRenderer._drawCallPool;\n var curTexArray = null;\n // Upload textures and do the draw calls\n for (var i = 0; i < dcCount; i++) {\n var _b = drawCalls[i], texArray = _b.texArray, type = _b.type, size = _b.size, start = _b.start, blend = _b.blend;\n if (curTexArray !== texArray) {\n curTexArray = texArray;\n this.bindAndClearTexArray(texArray);\n }\n this.state.blendMode = blend;\n stateSystem.set(this.state);\n gl.drawElements(type, size, gl.UNSIGNED_SHORT, start * 2);\n }\n };\n /** Renders the content _now_ and empties the current batch. */\n AbstractBatchRenderer.prototype.flush = function () {\n if (this._vertexCount === 0) {\n return;\n }\n this._attributeBuffer = this.getAttributeBuffer(this._vertexCount);\n this._indexBuffer = this.getIndexBuffer(this._indexCount);\n this._aIndex = 0;\n this._iIndex = 0;\n this._dcIndex = 0;\n this.buildTexturesAndDrawCalls();\n this.updateGeometry();\n this.drawBatches();\n // reset elements buffer for the next flush\n this._bufferSize = 0;\n this._vertexCount = 0;\n this._indexCount = 0;\n };\n /** Starts a new sprite batch. */\n AbstractBatchRenderer.prototype.start = function () {\n this.renderer.state.set(this.state);\n this.renderer.texture.ensureSamplerType(this.MAX_TEXTURES);\n this.renderer.shader.bind(this._shader);\n if (settings.CAN_UPLOAD_SAME_BUFFER) {\n // bind buffer #0, we don't need others\n this.renderer.geometry.bind(this._packedGeometries[this._flushId]);\n }\n };\n /** Stops and flushes the current batch. */\n AbstractBatchRenderer.prototype.stop = function () {\n this.flush();\n };\n /** Destroys this `AbstractBatchRenderer`. It cannot be used again. */\n AbstractBatchRenderer.prototype.destroy = function () {\n for (var i = 0; i < this._packedGeometryPoolSize; i++) {\n if (this._packedGeometries[i]) {\n this._packedGeometries[i].destroy();\n }\n }\n this.renderer.off('prerender', this.onPrerender, this);\n this._aBuffers = null;\n this._iBuffers = null;\n this._packedGeometries = null;\n this._attributeBuffer = null;\n this._indexBuffer = null;\n if (this._shader) {\n this._shader.destroy();\n this._shader = null;\n }\n _super.prototype.destroy.call(this);\n };\n /**\n * Fetches an attribute buffer from `this._aBuffers` that can hold atleast `size` floats.\n * @param size - minimum capacity required\n * @returns - buffer than can hold atleast `size` floats\n */\n AbstractBatchRenderer.prototype.getAttributeBuffer = function (size) {\n // 8 vertices is enough for 2 quads\n var roundedP2 = nextPow2(Math.ceil(size / 8));\n var roundedSizeIndex = log2(roundedP2);\n var roundedSize = roundedP2 * 8;\n if (this._aBuffers.length <= roundedSizeIndex) {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n var buffer = this._aBuffers[roundedSize];\n if (!buffer) {\n this._aBuffers[roundedSize] = buffer = new ViewableBuffer(roundedSize * this.vertexSize * 4);\n }\n return buffer;\n };\n /**\n * Fetches an index buffer from `this._iBuffers` that can\n * have at least `size` capacity.\n * @param size - minimum required capacity\n * @returns - buffer that can fit `size` indices.\n */\n AbstractBatchRenderer.prototype.getIndexBuffer = function (size) {\n // 12 indices is enough for 2 quads\n var roundedP2 = nextPow2(Math.ceil(size / 12));\n var roundedSizeIndex = log2(roundedP2);\n var roundedSize = roundedP2 * 12;\n if (this._iBuffers.length <= roundedSizeIndex) {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n var buffer = this._iBuffers[roundedSizeIndex];\n if (!buffer) {\n this._iBuffers[roundedSizeIndex] = buffer = new Uint16Array(roundedSize);\n }\n return buffer;\n };\n /**\n * Takes the four batching parameters of `element`, interleaves\n * and pushes them into the batching attribute/index buffers given.\n *\n * It uses these properties: `vertexData` `uvs`, `textureId` and\n * `indicies`. It also uses the \"tint\" of the base-texture, if\n * present.\n * @param {PIXI.DisplayObject} element - element being rendered\n * @param attributeBuffer - attribute buffer.\n * @param indexBuffer - index buffer\n * @param aIndex - number of floats already in the attribute buffer\n * @param iIndex - number of indices already in `indexBuffer`\n */\n AbstractBatchRenderer.prototype.packInterleavedGeometry = function (element, attributeBuffer, indexBuffer, aIndex, iIndex) {\n var uint32View = attributeBuffer.uint32View, float32View = attributeBuffer.float32View;\n var packedVertices = aIndex / this.vertexSize;\n var uvs = element.uvs;\n var indicies = element.indices;\n var vertexData = element.vertexData;\n var textureId = element._texture.baseTexture._batchLocation;\n var alpha = Math.min(element.worldAlpha, 1.0);\n var argb = (alpha < 1.0\n && element._texture.baseTexture.alphaMode)\n ? premultiplyTint(element._tintRGB, alpha)\n : element._tintRGB + (alpha * 255 << 24);\n // lets not worry about tint! for now..\n for (var i = 0; i < vertexData.length; i += 2) {\n float32View[aIndex++] = vertexData[i];\n float32View[aIndex++] = vertexData[i + 1];\n float32View[aIndex++] = uvs[i];\n float32View[aIndex++] = uvs[i + 1];\n uint32View[aIndex++] = argb;\n float32View[aIndex++] = textureId;\n }\n for (var i = 0; i < indicies.length; i++) {\n indexBuffer[iIndex++] = packedVertices + indicies[i];\n }\n };\n /**\n * Pool of `BatchDrawCall` objects that `flush` used\n * to create \"batches\" of the objects being rendered.\n *\n * These are never re-allocated again.\n * Shared between all batch renderers because it can be only one \"flush\" working at the moment.\n * @member {PIXI.BatchDrawCall[]}\n */\n AbstractBatchRenderer._drawCallPool = [];\n /**\n * Pool of `BatchDrawCall` objects that `flush` used\n * to create \"batches\" of the objects being rendered.\n *\n * These are never re-allocated again.\n * Shared between all batch renderers because it can be only one \"flush\" working at the moment.\n * @member {PIXI.BatchTextureArray[]}\n */\n AbstractBatchRenderer._textureArrayPool = [];\n return AbstractBatchRenderer;\n}(ObjectRenderer));\n\n/**\n * Helper that generates batching multi-texture shader. Use it with your new BatchRenderer\n * @memberof PIXI\n */\nvar BatchShaderGenerator = /** @class */ (function () {\n /**\n * @param vertexSrc - Vertex shader\n * @param fragTemplate - Fragment shader template\n */\n function BatchShaderGenerator(vertexSrc, fragTemplate) {\n this.vertexSrc = vertexSrc;\n this.fragTemplate = fragTemplate;\n this.programCache = {};\n this.defaultGroupCache = {};\n if (fragTemplate.indexOf('%count%') < 0) {\n throw new Error('Fragment template must contain \"%count%\".');\n }\n if (fragTemplate.indexOf('%forloop%') < 0) {\n throw new Error('Fragment template must contain \"%forloop%\".');\n }\n }\n BatchShaderGenerator.prototype.generateShader = function (maxTextures) {\n if (!this.programCache[maxTextures]) {\n var sampleValues = new Int32Array(maxTextures);\n for (var i = 0; i < maxTextures; i++) {\n sampleValues[i] = i;\n }\n this.defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true);\n var fragmentSrc = this.fragTemplate;\n fragmentSrc = fragmentSrc.replace(/%count%/gi, \"\" + maxTextures);\n fragmentSrc = fragmentSrc.replace(/%forloop%/gi, this.generateSampleSrc(maxTextures));\n this.programCache[maxTextures] = new Program(this.vertexSrc, fragmentSrc);\n }\n var uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: this.defaultGroupCache[maxTextures],\n };\n return new Shader(this.programCache[maxTextures], uniforms);\n };\n BatchShaderGenerator.prototype.generateSampleSrc = function (maxTextures) {\n var src = '';\n src += '\\n';\n src += '\\n';\n for (var i = 0; i < maxTextures; i++) {\n if (i > 0) {\n src += '\\nelse ';\n }\n if (i < maxTextures - 1) {\n src += \"if(vTextureId < \" + i + \".5)\";\n }\n src += '\\n{';\n src += \"\\n\\tcolor = texture2D(uSamplers[\" + i + \"], vTextureCoord);\";\n src += '\\n}';\n }\n src += '\\n';\n src += '\\n';\n return src;\n };\n return BatchShaderGenerator;\n}());\n\n/**\n * Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects).\n * @memberof PIXI\n */\nvar BatchGeometry = /** @class */ (function (_super) {\n __extends(BatchGeometry, _super);\n /**\n * @param {boolean} [_static=false] - Optimization flag, where `false`\n * is updated every frame, `true` doesn't change frame-to-frame.\n */\n function BatchGeometry(_static) {\n if (_static === void 0) { _static = false; }\n var _this = _super.call(this) || this;\n _this._buffer = new Buffer(null, _static, false);\n _this._indexBuffer = new Buffer(null, _static, true);\n _this.addAttribute('aVertexPosition', _this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', _this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aColor', _this._buffer, 4, true, TYPES.UNSIGNED_BYTE)\n .addAttribute('aTextureId', _this._buffer, 1, true, TYPES.FLOAT)\n .addIndex(_this._indexBuffer);\n return _this;\n }\n return BatchGeometry;\n}(Geometry));\n\nvar defaultVertex = \"precision highp float;\\nattribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\nattribute vec4 aColor;\\nattribute float aTextureId;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform vec4 tint;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\nvarying float vTextureId;\\n\\nvoid main(void){\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vTextureId = aTextureId;\\n vColor = aColor * tint;\\n}\\n\";\n\nvar defaultFragment = \"varying vec2 vTextureCoord;\\nvarying vec4 vColor;\\nvarying float vTextureId;\\nuniform sampler2D uSamplers[%count%];\\n\\nvoid main(void){\\n vec4 color;\\n %forloop%\\n gl_FragColor = color * vColor;\\n}\\n\";\n\n/** @memberof PIXI */\nvar BatchPluginFactory = /** @class */ (function () {\n function BatchPluginFactory() {\n }\n /**\n * Create a new BatchRenderer plugin for Renderer. this convenience can provide an easy way\n * to extend BatchRenderer with all the necessary pieces.\n * @example\n * const fragment = `\n * varying vec2 vTextureCoord;\n * varying vec4 vColor;\n * varying float vTextureId;\n * uniform sampler2D uSamplers[%count%];\n *\n * void main(void){\n * vec4 color;\n * %forloop%\n * gl_FragColor = vColor * vec4(color.a - color.rgb, color.a);\n * }\n * `;\n * const InvertBatchRenderer = PIXI.BatchPluginFactory.create({ fragment });\n * PIXI.extensions.add({\n * name: 'invert',\n * ref: InvertBatchRenderer,\n * type: PIXI.ExtensionType.RendererPlugin,\n * });\n * const sprite = new PIXI.Sprite();\n * sprite.pluginName = 'invert';\n * @param {object} [options]\n * @param {string} [options.vertex=PIXI.BatchPluginFactory.defaultVertexSrc] - Vertex shader source\n * @param {string} [options.fragment=PIXI.BatchPluginFactory.defaultFragmentTemplate] - Fragment shader template\n * @param {number} [options.vertexSize=6] - Vertex size\n * @param {object} [options.geometryClass=PIXI.BatchGeometry]\n * @returns {*} New batch renderer plugin\n */\n BatchPluginFactory.create = function (options) {\n var _a = Object.assign({\n vertex: defaultVertex,\n fragment: defaultFragment,\n geometryClass: BatchGeometry,\n vertexSize: 6,\n }, options), vertex = _a.vertex, fragment = _a.fragment, vertexSize = _a.vertexSize, geometryClass = _a.geometryClass;\n return /** @class */ (function (_super) {\n __extends(BatchPlugin, _super);\n function BatchPlugin(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.shaderGenerator = new BatchShaderGenerator(vertex, fragment);\n _this.geometryClass = geometryClass;\n _this.vertexSize = vertexSize;\n return _this;\n }\n return BatchPlugin;\n }(AbstractBatchRenderer));\n };\n Object.defineProperty(BatchPluginFactory, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source\n * @readonly\n */\n get: function () {\n return defaultVertex;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BatchPluginFactory, \"defaultFragmentTemplate\", {\n /**\n * The default fragment shader source\n * @readonly\n */\n get: function () {\n return defaultFragment;\n },\n enumerable: false,\n configurable: true\n });\n return BatchPluginFactory;\n}());\n// Setup the default BatchRenderer plugin, this is what\n// we'll actually export at the root level\nvar BatchRenderer = BatchPluginFactory.create();\nObject.assign(BatchRenderer, {\n extension: {\n name: 'batch',\n type: ExtensionType.RendererPlugin,\n },\n});\n\n/**\n * @memberof PIXI\n * @namespace resources\n * @see PIXI\n * @deprecated since 6.0.0\n */\nvar resources = {};\nvar _loop_1 = function (name) {\n Object.defineProperty(resources, name, {\n get: function () {\n deprecation('6.0.0', \"PIXI.systems.\" + name + \" has moved to PIXI.\" + name);\n return _resources[name];\n },\n });\n};\nfor (var name in _resources) {\n _loop_1(name);\n}\n/**\n * @memberof PIXI\n * @namespace systems\n * @see PIXI\n * @deprecated since 6.0.0\n */\nvar systems = {};\nvar _loop_2 = function (name) {\n Object.defineProperty(systems, name, {\n get: function () {\n deprecation('6.0.0', \"PIXI.resources.\" + name + \" has moved to PIXI.\" + name);\n return _systems[name];\n },\n });\n};\nfor (var name in _systems) {\n _loop_2(name);\n}\n\n/**\n * @namespace PIXI\n */\n/**\n * String of the current PIXI version.\n * @memberof PIXI\n */\nvar VERSION = '6.5.8';\n\nexport { AbstractBatchRenderer, AbstractMultiResource, AbstractRenderer, ArrayResource, Attribute, BaseImageResource, BaseRenderTexture, BaseTexture, BatchDrawCall, BatchGeometry, BatchPluginFactory, BatchRenderer, BatchShaderGenerator, BatchSystem, BatchTextureArray, Buffer, BufferResource, CanvasResource, ContextSystem, CubeResource, Filter, FilterState, FilterSystem, Framebuffer, FramebufferSystem, GLFramebuffer, GLProgram, GLTexture, Geometry, GeometrySystem, IGLUniformData, INSTALLED, ImageBitmapResource, ImageResource, MaskData, MaskSystem, ObjectRenderer, Program, ProjectionSystem, Quad, QuadUv, RenderTexture, RenderTexturePool, RenderTextureSystem, Renderer, Resource, SVGResource, ScissorSystem, Shader, ShaderSystem, SpriteMaskFilter, State, StateSystem, StencilSystem, System, Texture, TextureGCSystem, TextureMatrix, TextureSystem, TextureUvs, UniformGroup, VERSION, VideoResource, ViewableBuffer, autoDetectRenderer, autoDetectResource, checkMaxIfStatementsInShader, createUBOElements, defaultFilterVertex, defaultVertex$1 as defaultVertex, generateProgram, generateUniformBufferSync, getTestContext, getUBOData, resources, systems, uniformParsers };\n//# sourceMappingURL=core.mjs.map\n","/*!\n * @pixi/accessibility - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/accessibility is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { DisplayObject } from '@pixi/display';\nimport { isMobile, removeItems } from '@pixi/utils';\nimport { ExtensionType } from '@pixi/core';\n\n/**\n * Default property values of accessible objects\n * used by {@link PIXI.AccessibilityManager}.\n * @private\n * @function accessibleTarget\n * @memberof PIXI\n * @type {object}\n * @example\n * function MyObject() {}\n *\n * Object.assign(\n * MyObject.prototype,\n * PIXI.accessibleTarget\n * );\n */\nvar accessibleTarget = {\n /**\n * Flag for if the object is accessible. If true AccessibilityManager will overlay a\n * shadow div with attributes set\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n accessible: false,\n /**\n * Sets the title attribute of the shadow div\n * If accessibleTitle AND accessibleHint has not been this will default to 'displayObject [tabIndex]'\n * @member {?string}\n * @memberof PIXI.DisplayObject#\n */\n accessibleTitle: null,\n /**\n * Sets the aria-label attribute of the shadow div\n * @member {string}\n * @memberof PIXI.DisplayObject#\n */\n accessibleHint: null,\n /**\n * @member {number}\n * @memberof PIXI.DisplayObject#\n * @private\n * @todo Needs docs.\n */\n tabIndex: 0,\n /**\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @todo Needs docs.\n */\n _accessibleActive: false,\n /**\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @todo Needs docs.\n */\n _accessibleDiv: null,\n /**\n * Specify the type of div the accessible layer is. Screen readers treat the element differently\n * depending on this type. Defaults to button.\n * @member {string}\n * @memberof PIXI.DisplayObject#\n * @default 'button'\n */\n accessibleType: 'button',\n /**\n * Specify the pointer-events the accessible div will use\n * Defaults to auto.\n * @member {string}\n * @memberof PIXI.DisplayObject#\n * @default 'auto'\n */\n accessiblePointerEvents: 'auto',\n /**\n * Setting to false will prevent any children inside this container to\n * be accessible. Defaults to true.\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @default true\n */\n accessibleChildren: true,\n renderId: -1,\n};\n\n// add some extra variables to the container..\nDisplayObject.mixin(accessibleTarget);\nvar KEY_CODE_TAB = 9;\nvar DIV_TOUCH_SIZE = 100;\nvar DIV_TOUCH_POS_X = 0;\nvar DIV_TOUCH_POS_Y = 0;\nvar DIV_TOUCH_ZINDEX = 2;\nvar DIV_HOOK_SIZE = 1;\nvar DIV_HOOK_POS_X = -1000;\nvar DIV_HOOK_POS_Y = -1000;\nvar DIV_HOOK_ZINDEX = 2;\n/**\n * The Accessibility manager recreates the ability to tab and have content read by screen readers.\n * This is very important as it can possibly help people with disabilities access PixiJS content.\n *\n * A DisplayObject can be made accessible just like it can be made interactive. This manager will map the\n * events as if the mouse was being used, minimizing the effort required to implement.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.accessibility`\n * @class\n * @memberof PIXI\n */\nvar AccessibilityManager = /** @class */ (function () {\n /**\n * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer\n */\n function AccessibilityManager(renderer) {\n /** Setting this to true will visually show the divs. */\n this.debug = false;\n /** Internal variable, see isActive getter. */\n this._isActive = false;\n /** Internal variable, see isMobileAccessibility getter. */\n this._isMobileAccessibility = false;\n /** A simple pool for storing divs. */\n this.pool = [];\n /** This is a tick used to check if an object is no longer being rendered. */\n this.renderId = 0;\n /** The array of currently active accessible items. */\n this.children = [];\n /** Count to throttle div updates on android devices. */\n this.androidUpdateCount = 0;\n /** The frequency to update the div elements. */\n this.androidUpdateFrequency = 500; // 2fps\n this._hookDiv = null;\n if (isMobile.tablet || isMobile.phone) {\n this.createTouchHook();\n }\n // first we create a div that will sit over the PixiJS element. This is where the div overlays will go.\n var div = document.createElement('div');\n div.style.width = DIV_TOUCH_SIZE + \"px\";\n div.style.height = DIV_TOUCH_SIZE + \"px\";\n div.style.position = 'absolute';\n div.style.top = DIV_TOUCH_POS_X + \"px\";\n div.style.left = DIV_TOUCH_POS_Y + \"px\";\n div.style.zIndex = DIV_TOUCH_ZINDEX.toString();\n this.div = div;\n this.renderer = renderer;\n /**\n * pre-bind the functions\n * @type {Function}\n * @private\n */\n this._onKeyDown = this._onKeyDown.bind(this);\n /**\n * pre-bind the functions\n * @type {Function}\n * @private\n */\n this._onMouseMove = this._onMouseMove.bind(this);\n // let listen for tab.. once pressed we can fire up and show the accessibility layer\n globalThis.addEventListener('keydown', this._onKeyDown, false);\n }\n Object.defineProperty(AccessibilityManager.prototype, \"isActive\", {\n /**\n * Value of `true` if accessibility is currently active and accessibility layers are showing.\n * @member {boolean}\n * @readonly\n */\n get: function () {\n return this._isActive;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AccessibilityManager.prototype, \"isMobileAccessibility\", {\n /**\n * Value of `true` if accessibility is enabled for touch devices.\n * @member {boolean}\n * @readonly\n */\n get: function () {\n return this._isMobileAccessibility;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates the touch hooks.\n * @private\n */\n AccessibilityManager.prototype.createTouchHook = function () {\n var _this = this;\n var hookDiv = document.createElement('button');\n hookDiv.style.width = DIV_HOOK_SIZE + \"px\";\n hookDiv.style.height = DIV_HOOK_SIZE + \"px\";\n hookDiv.style.position = 'absolute';\n hookDiv.style.top = DIV_HOOK_POS_X + \"px\";\n hookDiv.style.left = DIV_HOOK_POS_Y + \"px\";\n hookDiv.style.zIndex = DIV_HOOK_ZINDEX.toString();\n hookDiv.style.backgroundColor = '#FF0000';\n hookDiv.title = 'select to enable accessibility for this content';\n hookDiv.addEventListener('focus', function () {\n _this._isMobileAccessibility = true;\n _this.activate();\n _this.destroyTouchHook();\n });\n document.body.appendChild(hookDiv);\n this._hookDiv = hookDiv;\n };\n /**\n * Destroys the touch hooks.\n * @private\n */\n AccessibilityManager.prototype.destroyTouchHook = function () {\n if (!this._hookDiv) {\n return;\n }\n document.body.removeChild(this._hookDiv);\n this._hookDiv = null;\n };\n /**\n * Activating will cause the Accessibility layer to be shown.\n * This is called when a user presses the tab key.\n * @private\n */\n AccessibilityManager.prototype.activate = function () {\n var _a;\n if (this._isActive) {\n return;\n }\n this._isActive = true;\n globalThis.document.addEventListener('mousemove', this._onMouseMove, true);\n globalThis.removeEventListener('keydown', this._onKeyDown, false);\n this.renderer.on('postrender', this.update, this);\n (_a = this.renderer.view.parentNode) === null || _a === void 0 ? void 0 : _a.appendChild(this.div);\n };\n /**\n * Deactivating will cause the Accessibility layer to be hidden.\n * This is called when a user moves the mouse.\n * @private\n */\n AccessibilityManager.prototype.deactivate = function () {\n var _a;\n if (!this._isActive || this._isMobileAccessibility) {\n return;\n }\n this._isActive = false;\n globalThis.document.removeEventListener('mousemove', this._onMouseMove, true);\n globalThis.addEventListener('keydown', this._onKeyDown, false);\n this.renderer.off('postrender', this.update);\n (_a = this.div.parentNode) === null || _a === void 0 ? void 0 : _a.removeChild(this.div);\n };\n /**\n * This recursive function will run through the scene graph and add any new accessible objects to the DOM layer.\n * @private\n * @param {PIXI.Container} displayObject - The DisplayObject to check.\n */\n AccessibilityManager.prototype.updateAccessibleObjects = function (displayObject) {\n if (!displayObject.visible || !displayObject.accessibleChildren) {\n return;\n }\n if (displayObject.accessible && displayObject.interactive) {\n if (!displayObject._accessibleActive) {\n this.addChild(displayObject);\n }\n displayObject.renderId = this.renderId;\n }\n var children = displayObject.children;\n if (children) {\n for (var i = 0; i < children.length; i++) {\n this.updateAccessibleObjects(children[i]);\n }\n }\n };\n /**\n * Before each render this function will ensure that all divs are mapped correctly to their DisplayObjects.\n * @private\n */\n AccessibilityManager.prototype.update = function () {\n /* On Android default web browser, tab order seems to be calculated by position rather than tabIndex,\n * moving buttons can cause focus to flicker between two buttons making it hard/impossible to navigate,\n * so I am just running update every half a second, seems to fix it.\n */\n var now = performance.now();\n if (isMobile.android.device && now < this.androidUpdateCount) {\n return;\n }\n this.androidUpdateCount = now + this.androidUpdateFrequency;\n if (!this.renderer.renderingToScreen) {\n return;\n }\n // update children...\n if (this.renderer._lastObjectRendered) {\n this.updateAccessibleObjects(this.renderer._lastObjectRendered);\n }\n var _a = this.renderer.view.getBoundingClientRect(), left = _a.left, top = _a.top, width = _a.width, height = _a.height;\n var _b = this.renderer, viewWidth = _b.width, viewHeight = _b.height, resolution = _b.resolution;\n var sx = (width / viewWidth) * resolution;\n var sy = (height / viewHeight) * resolution;\n var div = this.div;\n div.style.left = left + \"px\";\n div.style.top = top + \"px\";\n div.style.width = viewWidth + \"px\";\n div.style.height = viewHeight + \"px\";\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n if (child.renderId !== this.renderId) {\n child._accessibleActive = false;\n removeItems(this.children, i, 1);\n this.div.removeChild(child._accessibleDiv);\n this.pool.push(child._accessibleDiv);\n child._accessibleDiv = null;\n i--;\n }\n else {\n // map div to display..\n div = child._accessibleDiv;\n var hitArea = child.hitArea;\n var wt = child.worldTransform;\n if (child.hitArea) {\n div.style.left = (wt.tx + (hitArea.x * wt.a)) * sx + \"px\";\n div.style.top = (wt.ty + (hitArea.y * wt.d)) * sy + \"px\";\n div.style.width = hitArea.width * wt.a * sx + \"px\";\n div.style.height = hitArea.height * wt.d * sy + \"px\";\n }\n else {\n hitArea = child.getBounds();\n this.capHitArea(hitArea);\n div.style.left = hitArea.x * sx + \"px\";\n div.style.top = hitArea.y * sy + \"px\";\n div.style.width = hitArea.width * sx + \"px\";\n div.style.height = hitArea.height * sy + \"px\";\n // update button titles and hints if they exist and they've changed\n if (div.title !== child.accessibleTitle && child.accessibleTitle !== null) {\n div.title = child.accessibleTitle;\n }\n if (div.getAttribute('aria-label') !== child.accessibleHint\n && child.accessibleHint !== null) {\n div.setAttribute('aria-label', child.accessibleHint);\n }\n }\n // the title or index may have changed, if so lets update it!\n if (child.accessibleTitle !== div.title || child.tabIndex !== div.tabIndex) {\n div.title = child.accessibleTitle;\n div.tabIndex = child.tabIndex;\n if (this.debug)\n { this.updateDebugHTML(div); }\n }\n }\n }\n // increment the render id..\n this.renderId++;\n };\n /**\n * private function that will visually add the information to the\n * accessability div\n * @param {HTMLElement} div -\n */\n AccessibilityManager.prototype.updateDebugHTML = function (div) {\n div.innerHTML = \"type: \" + div.type + \"
title : \" + div.title + \"
tabIndex: \" + div.tabIndex;\n };\n /**\n * Adjust the hit area based on the bounds of a display object\n * @param {PIXI.Rectangle} hitArea - Bounds of the child\n */\n AccessibilityManager.prototype.capHitArea = function (hitArea) {\n if (hitArea.x < 0) {\n hitArea.width += hitArea.x;\n hitArea.x = 0;\n }\n if (hitArea.y < 0) {\n hitArea.height += hitArea.y;\n hitArea.y = 0;\n }\n var _a = this.renderer, viewWidth = _a.width, viewHeight = _a.height;\n if (hitArea.x + hitArea.width > viewWidth) {\n hitArea.width = viewWidth - hitArea.x;\n }\n if (hitArea.y + hitArea.height > viewHeight) {\n hitArea.height = viewHeight - hitArea.y;\n }\n };\n /**\n * Adds a DisplayObject to the accessibility manager\n * @private\n * @param {PIXI.DisplayObject} displayObject - The child to make accessible.\n */\n AccessibilityManager.prototype.addChild = function (displayObject) {\n // this.activate();\n var div = this.pool.pop();\n if (!div) {\n div = document.createElement('button');\n div.style.width = DIV_TOUCH_SIZE + \"px\";\n div.style.height = DIV_TOUCH_SIZE + \"px\";\n div.style.backgroundColor = this.debug ? 'rgba(255,255,255,0.5)' : 'transparent';\n div.style.position = 'absolute';\n div.style.zIndex = DIV_TOUCH_ZINDEX.toString();\n div.style.borderStyle = 'none';\n // ARIA attributes ensure that button title and hint updates are announced properly\n if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) {\n // Chrome doesn't need aria-live to work as intended; in fact it just gets more confused.\n div.setAttribute('aria-live', 'off');\n }\n else {\n div.setAttribute('aria-live', 'polite');\n }\n if (navigator.userAgent.match(/rv:.*Gecko\\//)) {\n // FireFox needs this to announce only the new button name\n div.setAttribute('aria-relevant', 'additions');\n }\n else {\n // required by IE, other browsers don't much care\n div.setAttribute('aria-relevant', 'text');\n }\n div.addEventListener('click', this._onClick.bind(this));\n div.addEventListener('focus', this._onFocus.bind(this));\n div.addEventListener('focusout', this._onFocusOut.bind(this));\n }\n // set pointer events\n div.style.pointerEvents = displayObject.accessiblePointerEvents;\n // set the type, this defaults to button!\n div.type = displayObject.accessibleType;\n if (displayObject.accessibleTitle && displayObject.accessibleTitle !== null) {\n div.title = displayObject.accessibleTitle;\n }\n else if (!displayObject.accessibleHint\n || displayObject.accessibleHint === null) {\n div.title = \"displayObject \" + displayObject.tabIndex;\n }\n if (displayObject.accessibleHint\n && displayObject.accessibleHint !== null) {\n div.setAttribute('aria-label', displayObject.accessibleHint);\n }\n if (this.debug)\n { this.updateDebugHTML(div); }\n displayObject._accessibleActive = true;\n displayObject._accessibleDiv = div;\n div.displayObject = displayObject;\n this.children.push(displayObject);\n this.div.appendChild(displayObject._accessibleDiv);\n displayObject._accessibleDiv.tabIndex = displayObject.tabIndex;\n };\n /**\n * Maps the div button press to pixi's InteractionManager (click)\n * @private\n * @param {MouseEvent} e - The click event.\n */\n AccessibilityManager.prototype._onClick = function (e) {\n var interactionManager = this.renderer.plugins.interaction;\n var displayObject = e.target.displayObject;\n var eventData = interactionManager.eventData;\n interactionManager.dispatchEvent(displayObject, 'click', eventData);\n interactionManager.dispatchEvent(displayObject, 'pointertap', eventData);\n interactionManager.dispatchEvent(displayObject, 'tap', eventData);\n };\n /**\n * Maps the div focus events to pixi's InteractionManager (mouseover)\n * @private\n * @param {FocusEvent} e - The focus event.\n */\n AccessibilityManager.prototype._onFocus = function (e) {\n if (!e.target.getAttribute('aria-live')) {\n e.target.setAttribute('aria-live', 'assertive');\n }\n var interactionManager = this.renderer.plugins.interaction;\n var displayObject = e.target.displayObject;\n var eventData = interactionManager.eventData;\n interactionManager.dispatchEvent(displayObject, 'mouseover', eventData);\n };\n /**\n * Maps the div focus events to pixi's InteractionManager (mouseout)\n * @private\n * @param {FocusEvent} e - The focusout event.\n */\n AccessibilityManager.prototype._onFocusOut = function (e) {\n if (!e.target.getAttribute('aria-live')) {\n e.target.setAttribute('aria-live', 'polite');\n }\n var interactionManager = this.renderer.plugins.interaction;\n var displayObject = e.target.displayObject;\n var eventData = interactionManager.eventData;\n interactionManager.dispatchEvent(displayObject, 'mouseout', eventData);\n };\n /**\n * Is called when a key is pressed\n * @private\n * @param {KeyboardEvent} e - The keydown event.\n */\n AccessibilityManager.prototype._onKeyDown = function (e) {\n if (e.keyCode !== KEY_CODE_TAB) {\n return;\n }\n this.activate();\n };\n /**\n * Is called when the mouse moves across the renderer element\n * @private\n * @param {MouseEvent} e - The mouse event.\n */\n AccessibilityManager.prototype._onMouseMove = function (e) {\n if (e.movementX === 0 && e.movementY === 0) {\n return;\n }\n this.deactivate();\n };\n /** Destroys the accessibility manager */\n AccessibilityManager.prototype.destroy = function () {\n this.destroyTouchHook();\n this.div = null;\n globalThis.document.removeEventListener('mousemove', this._onMouseMove, true);\n globalThis.removeEventListener('keydown', this._onKeyDown);\n this.pool = null;\n this.children = null;\n this.renderer = null;\n };\n /** @ignore */\n AccessibilityManager.extension = {\n name: 'accessibility',\n type: [\n ExtensionType.RendererPlugin,\n ExtensionType.CanvasRendererPlugin ],\n };\n return AccessibilityManager;\n}());\n\nexport { AccessibilityManager, accessibleTarget };\n//# sourceMappingURL=accessibility.mjs.map\n","/*!\n * @pixi/interaction - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/interaction is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Point } from '@pixi/math';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\nimport { DisplayObject, TemporaryDisplayObject } from '@pixi/display';\nimport { EventEmitter } from '@pixi/utils';\nimport { ExtensionType } from '@pixi/core';\n\n/**\n * Holds all information related to an Interaction event\n * @memberof PIXI\n */\nvar InteractionData = /** @class */ (function () {\n function InteractionData() {\n /**\n * Pressure applied by the pointing device during the event. A Touch's force property\n * will be represented by this value.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pressure\n */\n this.pressure = 0;\n /**\n * From TouchEvents (not PointerEvents triggered by touches), the rotationAngle of the Touch.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/Touch/rotationAngle\n */\n this.rotationAngle = 0;\n /**\n * Twist of a stylus pointer.\n * @see https://w3c.github.io/pointerevents/#pointerevent-interface\n */\n this.twist = 0;\n /**\n * Barrel pressure on a stylus pointer.\n * @see https://w3c.github.io/pointerevents/#pointerevent-interface\n */\n this.tangentialPressure = 0;\n this.global = new Point();\n this.target = null;\n this.originalEvent = null;\n this.identifier = null;\n this.isPrimary = false;\n this.button = 0;\n this.buttons = 0;\n this.width = 0;\n this.height = 0;\n this.tiltX = 0;\n this.tiltY = 0;\n this.pointerType = null;\n this.pressure = 0;\n this.rotationAngle = 0;\n this.twist = 0;\n this.tangentialPressure = 0;\n }\n Object.defineProperty(InteractionData.prototype, \"pointerId\", {\n /**\n * The unique identifier of the pointer. It will be the same as `identifier`.\n * @readonly\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerId\n */\n get: function () {\n return this.identifier;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * This will return the local coordinates of the specified displayObject for this InteractionData\n * @param displayObject - The DisplayObject that you would like the local\n * coords off\n * @param point - A Point object in which to store the value, optional (otherwise\n * will create a new point)\n * @param globalPos - A Point object containing your custom global coords, optional\n * (otherwise will use the current global coords)\n * @returns - A point containing the coordinates of the InteractionData position relative\n * to the DisplayObject\n */\n InteractionData.prototype.getLocalPosition = function (displayObject, point, globalPos) {\n return displayObject.worldTransform.applyInverse(globalPos || this.global, point);\n };\n /**\n * Copies properties from normalized event data.\n * @param {Touch|MouseEvent|PointerEvent} event - The normalized event data\n */\n InteractionData.prototype.copyEvent = function (event) {\n // isPrimary should only change on touchstart/pointerdown, so we don't want to overwrite\n // it with \"false\" on later events when our shim for it on touch events might not be\n // accurate\n if ('isPrimary' in event && event.isPrimary) {\n this.isPrimary = true;\n }\n this.button = 'button' in event && event.button;\n // event.buttons is not available in all browsers (ie. Safari), but it does have a non-standard\n // event.which property instead, which conveys the same information.\n var buttons = 'buttons' in event && event.buttons;\n this.buttons = Number.isInteger(buttons) ? buttons : 'which' in event && event.which;\n this.width = 'width' in event && event.width;\n this.height = 'height' in event && event.height;\n this.tiltX = 'tiltX' in event && event.tiltX;\n this.tiltY = 'tiltY' in event && event.tiltY;\n this.pointerType = 'pointerType' in event && event.pointerType;\n this.pressure = 'pressure' in event && event.pressure;\n this.rotationAngle = 'rotationAngle' in event && event.rotationAngle;\n this.twist = ('twist' in event && event.twist) || 0;\n this.tangentialPressure = ('tangentialPressure' in event && event.tangentialPressure) || 0;\n };\n /** Resets the data for pooling. */\n InteractionData.prototype.reset = function () {\n // isPrimary is the only property that we really need to reset - everything else is\n // guaranteed to be overwritten\n this.isPrimary = false;\n };\n return InteractionData;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * Event class that mimics native DOM events.\n * @memberof PIXI\n */\nvar InteractionEvent = /** @class */ (function () {\n function InteractionEvent() {\n this.stopped = false;\n this.stopsPropagatingAt = null;\n this.stopPropagationHint = false;\n this.target = null;\n this.currentTarget = null;\n this.type = null;\n this.data = null;\n }\n /** Prevents event from reaching any objects other than the current object. */\n InteractionEvent.prototype.stopPropagation = function () {\n this.stopped = true;\n this.stopPropagationHint = true;\n this.stopsPropagatingAt = this.currentTarget;\n };\n /** Resets the event. */\n InteractionEvent.prototype.reset = function () {\n this.stopped = false;\n this.stopsPropagatingAt = null;\n this.stopPropagationHint = false;\n this.currentTarget = null;\n this.target = null;\n };\n return InteractionEvent;\n}());\n\n/**\n * DisplayObjects with the {@link PIXI.interactiveTarget} mixin use this class to track interactions\n * @class\n * @private\n * @memberof PIXI\n */\nvar InteractionTrackingData = /** @class */ (function () {\n /**\n * @param {number} pointerId - Unique pointer id of the event\n * @private\n */\n function InteractionTrackingData(pointerId) {\n this._pointerId = pointerId;\n this._flags = InteractionTrackingData.FLAGS.NONE;\n }\n /**\n *\n * @private\n * @param {number} flag - The interaction flag to set\n * @param {boolean} yn - Should the flag be set or unset\n */\n InteractionTrackingData.prototype._doSet = function (flag, yn) {\n if (yn) {\n this._flags = this._flags | flag;\n }\n else {\n this._flags = this._flags & (~flag);\n }\n };\n Object.defineProperty(InteractionTrackingData.prototype, \"pointerId\", {\n /**\n * Unique pointer id of the event\n * @readonly\n * @private\n * @member {number}\n */\n get: function () {\n return this._pointerId;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"flags\", {\n /**\n * State of the tracking data, expressed as bit flags\n * @private\n * @member {number}\n */\n get: function () {\n return this._flags;\n },\n set: function (flags) {\n this._flags = flags;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"none\", {\n /**\n * Is the tracked event inactive (not over or down)?\n * @private\n * @member {number}\n */\n get: function () {\n return this._flags === InteractionTrackingData.FLAGS.NONE;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"over\", {\n /**\n * Is the tracked event over the DisplayObject?\n * @private\n * @member {boolean}\n */\n get: function () {\n return (this._flags & InteractionTrackingData.FLAGS.OVER) !== 0;\n },\n set: function (yn) {\n this._doSet(InteractionTrackingData.FLAGS.OVER, yn);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"rightDown\", {\n /**\n * Did the right mouse button come down in the DisplayObject?\n * @private\n * @member {boolean}\n */\n get: function () {\n return (this._flags & InteractionTrackingData.FLAGS.RIGHT_DOWN) !== 0;\n },\n set: function (yn) {\n this._doSet(InteractionTrackingData.FLAGS.RIGHT_DOWN, yn);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"leftDown\", {\n /**\n * Did the left mouse button come down in the DisplayObject?\n * @private\n * @member {boolean}\n */\n get: function () {\n return (this._flags & InteractionTrackingData.FLAGS.LEFT_DOWN) !== 0;\n },\n set: function (yn) {\n this._doSet(InteractionTrackingData.FLAGS.LEFT_DOWN, yn);\n },\n enumerable: false,\n configurable: true\n });\n InteractionTrackingData.FLAGS = Object.freeze({\n NONE: 0,\n OVER: 1 << 0,\n LEFT_DOWN: 1 << 1,\n RIGHT_DOWN: 1 << 2,\n });\n return InteractionTrackingData;\n}());\n\n/**\n * Strategy how to search through stage tree for interactive objects\n * @memberof PIXI\n */\nvar TreeSearch = /** @class */ (function () {\n function TreeSearch() {\n this._tempPoint = new Point();\n }\n /**\n * Recursive implementation for findHit\n * @private\n * @param interactionEvent - event containing the point that\n * is tested for collision\n * @param displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param func - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param hitTest - this indicates if the objects inside should be hit test against the point\n * @param interactive - Whether the displayObject is interactive\n * @returns - Returns true if the displayObject hit the point\n */\n TreeSearch.prototype.recursiveFindHit = function (interactionEvent, displayObject, func, hitTest, interactive) {\n var _a;\n if (!displayObject || !displayObject.visible) {\n return false;\n }\n var point = interactionEvent.data.global;\n // Took a little while to rework this function correctly! But now it is done and nice and optimized! ^_^\n //\n // This function will now loop through all objects and then only hit test the objects it HAS\n // to, not all of them. MUCH faster..\n // An object will be hit test if the following is true:\n //\n // 1: It is interactive.\n // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit.\n //\n // As another little optimization once an interactive object has been hit we can carry on\n // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests\n // A final optimization is that an object is not hit test directly if a child has already been hit.\n interactive = displayObject.interactive || interactive;\n var hit = false;\n var interactiveParent = interactive;\n // Flag here can set to false if the event is outside the parents hitArea or mask\n var hitTestChildren = true;\n // If there is a hitArea, no need to test against anything else if the pointer is not within the hitArea\n // There is also no longer a need to hitTest children.\n if (displayObject.hitArea) {\n if (hitTest) {\n displayObject.worldTransform.applyInverse(point, this._tempPoint);\n if (!displayObject.hitArea.contains(this._tempPoint.x, this._tempPoint.y)) {\n hitTest = false;\n hitTestChildren = false;\n }\n else {\n hit = true;\n }\n }\n interactiveParent = false;\n }\n // If there is a mask, no need to hitTest against anything else if the pointer is not within the mask.\n // We still want to hitTestChildren, however, to ensure a mouseout can still be generated.\n // https://github.com/pixijs/pixi.js/issues/5135\n else if (displayObject._mask) {\n if (hitTest) {\n var maskObject = (displayObject._mask.isMaskData\n ? displayObject._mask.maskObject : displayObject._mask);\n if (maskObject && !((_a = maskObject.containsPoint) === null || _a === void 0 ? void 0 : _a.call(maskObject, point))) {\n hitTest = false;\n }\n }\n }\n // ** FREE TIP **! If an object is not interactive or has no buttons in it\n // (such as a game scene!) set interactiveChildren to false for that displayObject.\n // This will allow PixiJS to completely ignore and bypass checking the displayObjects children.\n if (hitTestChildren && displayObject.interactiveChildren && displayObject.children) {\n var children = displayObject.children;\n for (var i = children.length - 1; i >= 0; i--) {\n var child = children[i];\n // time to get recursive.. if this function will return if something is hit..\n var childHit = this.recursiveFindHit(interactionEvent, child, func, hitTest, interactiveParent);\n if (childHit) {\n // its a good idea to check if a child has lost its parent.\n // this means it has been removed whilst looping so its best\n if (!child.parent) {\n continue;\n }\n // we no longer need to hit test any more objects in this container as we we\n // now know the parent has been hit\n interactiveParent = false;\n // If the child is interactive , that means that the object hit was actually\n // interactive and not just the child of an interactive object.\n // This means we no longer need to hit test anything else. We still need to run\n // through all objects, but we don't need to perform any hit tests.\n if (childHit) {\n if (interactionEvent.target) {\n hitTest = false;\n }\n hit = true;\n }\n }\n }\n }\n // no point running this if the item is not interactive or does not have an interactive parent.\n if (interactive) {\n // if we are hit testing (as in we have no hit any objects yet)\n // We also don't need to worry about hit testing if once of the displayObjects children\n // has already been hit - but only if it was interactive, otherwise we need to keep\n // looking for an interactive child, just in case we hit one\n if (hitTest && !interactionEvent.target) {\n // already tested against hitArea if it is defined\n if (!displayObject.hitArea && displayObject.containsPoint) {\n if (displayObject.containsPoint(point)) {\n hit = true;\n }\n }\n }\n if (displayObject.interactive) {\n if (hit && !interactionEvent.target) {\n interactionEvent.target = displayObject;\n }\n if (func) {\n func(interactionEvent, displayObject, !!hit);\n }\n }\n }\n return hit;\n };\n /**\n * This function is provides a neat way of crawling through the scene graph and running a\n * specified function on all interactive objects it finds. It will also take care of hit\n * testing the interactive objects and passes the hit across in the function.\n * @private\n * @param interactionEvent - event containing the point that\n * is tested for collision\n * @param displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param func - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param hitTest - this indicates if the objects inside should be hit test against the point\n * @returns - Returns true if the displayObject hit the point\n */\n TreeSearch.prototype.findHit = function (interactionEvent, displayObject, func, hitTest) {\n this.recursiveFindHit(interactionEvent, displayObject, func, hitTest, false);\n };\n return TreeSearch;\n}());\n\n/**\n * Interface for classes that represent a hit area.\n *\n * It is implemented by the following classes:\n * - {@link PIXI.Circle}\n * - {@link PIXI.Ellipse}\n * - {@link PIXI.Polygon}\n * - {@link PIXI.RoundedRectangle}\n * @interface IHitArea\n * @memberof PIXI\n */\n/**\n * Checks whether the x and y coordinates given are contained within this area\n * @method\n * @name contains\n * @memberof PIXI.IHitArea#\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @returns {boolean} Whether the x/y coordinates are within this area\n */\n/**\n * Default property values of interactive objects\n * Used by {@link PIXI.InteractionManager} to automatically give all DisplayObjects these properties\n * @private\n * @name interactiveTarget\n * @type {object}\n * @memberof PIXI\n * @example\n * function MyObject() {}\n *\n * Object.assign(\n * DisplayObject.prototype,\n * PIXI.interactiveTarget\n * );\n */\nvar interactiveTarget = {\n interactive: false,\n interactiveChildren: true,\n hitArea: null,\n /**\n * If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive\n * Setting this changes the 'cursor' property to `'pointer'`.\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.buttonMode = true;\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n get buttonMode() {\n return this.cursor === 'pointer';\n },\n set buttonMode(value) {\n if (value) {\n this.cursor = 'pointer';\n }\n else if (this.cursor === 'pointer') {\n this.cursor = null;\n }\n },\n /**\n * This defines what cursor mode is used when the mouse cursor\n * is hovered over the displayObject.\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.cursor = 'wait';\n * @see https://developer.mozilla.org/en/docs/Web/CSS/cursor\n * @member {string}\n * @memberof PIXI.DisplayObject#\n */\n cursor: null,\n /**\n * Internal set of all active pointers, by identifier\n * @member {Map}\n * @memberof PIXI.DisplayObject#\n * @private\n */\n get trackedPointers() {\n if (this._trackedPointers === undefined)\n { this._trackedPointers = {}; }\n return this._trackedPointers;\n },\n /**\n * Map of all tracked pointers, by identifier. Use trackedPointers to access.\n * @private\n * @type {Map}\n */\n _trackedPointers: undefined,\n};\n\n// Mix interactiveTarget into DisplayObject.prototype\nDisplayObject.mixin(interactiveTarget);\nvar MOUSE_POINTER_ID = 1;\n// helpers for hitTest() - only used inside hitTest()\nvar hitTestEvent = {\n target: null,\n data: {\n global: null,\n },\n};\n/**\n * The interaction manager deals with mouse, touch and pointer events.\n *\n * Any DisplayObject can be interactive if its `interactive` property is set to true.\n *\n * This manager also supports multitouch.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.interaction`\n * @memberof PIXI\n */\nvar InteractionManager = /** @class */ (function (_super) {\n __extends(InteractionManager, _super);\n /**\n * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer\n * @param options - The options for the manager.\n * @param {boolean} [options.autoPreventDefault=true] - Should the manager automatically prevent default browser actions.\n * @param {number} [options.interactionFrequency=10] - Maximum frequency (ms) at pointer over/out states will be checked.\n * @param {number} [options.useSystemTicker=true] - Whether to add {@link tickerUpdate} to {@link PIXI.Ticker.system}.\n */\n function InteractionManager(renderer, options) {\n var _this = _super.call(this) || this;\n options = options || {};\n _this.renderer = renderer;\n _this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true;\n _this.interactionFrequency = options.interactionFrequency || 10;\n _this.mouse = new InteractionData();\n _this.mouse.identifier = MOUSE_POINTER_ID;\n // setting the mouse to start off far off screen will mean that mouse over does\n // not get called before we even move the mouse.\n _this.mouse.global.set(-999999);\n _this.activeInteractionData = {};\n _this.activeInteractionData[MOUSE_POINTER_ID] = _this.mouse;\n _this.interactionDataPool = [];\n _this.eventData = new InteractionEvent();\n _this.interactionDOMElement = null;\n _this.moveWhenInside = false;\n _this.eventsAdded = false;\n _this.tickerAdded = false;\n _this.mouseOverRenderer = !('PointerEvent' in globalThis);\n _this.supportsTouchEvents = 'ontouchstart' in globalThis;\n _this.supportsPointerEvents = !!globalThis.PointerEvent;\n // this will make it so that you don't have to call bind all the time\n _this.onPointerUp = _this.onPointerUp.bind(_this);\n _this.processPointerUp = _this.processPointerUp.bind(_this);\n _this.onPointerCancel = _this.onPointerCancel.bind(_this);\n _this.processPointerCancel = _this.processPointerCancel.bind(_this);\n _this.onPointerDown = _this.onPointerDown.bind(_this);\n _this.processPointerDown = _this.processPointerDown.bind(_this);\n _this.onPointerMove = _this.onPointerMove.bind(_this);\n _this.processPointerMove = _this.processPointerMove.bind(_this);\n _this.onPointerOut = _this.onPointerOut.bind(_this);\n _this.processPointerOverOut = _this.processPointerOverOut.bind(_this);\n _this.onPointerOver = _this.onPointerOver.bind(_this);\n _this.cursorStyles = {\n default: 'inherit',\n pointer: 'pointer',\n };\n _this.currentCursorMode = null;\n _this.cursor = null;\n _this.resolution = 1;\n _this.delayedEvents = [];\n _this.search = new TreeSearch();\n _this._tempDisplayObject = new TemporaryDisplayObject();\n _this._eventListenerOptions = { capture: true, passive: false };\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed on the display\n * object.\n * @event PIXI.InteractionManager#mousedown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * on the display object.\n * @event PIXI.InteractionManager#rightdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released over the display\n * object.\n * @event PIXI.InteractionManager#mouseup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * over the display object.\n * @event PIXI.InteractionManager#rightup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed and released on\n * the display object.\n * @event PIXI.InteractionManager#click\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * and released on the display object.\n * @event PIXI.InteractionManager#rightclick\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released outside the\n * display object that initially registered a\n * [mousedown]{@link PIXI.InteractionManager#event:mousedown}.\n * @event PIXI.InteractionManager#mouseupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * outside the display object that initially registered a\n * [rightdown]{@link PIXI.InteractionManager#event:rightdown}.\n * @event PIXI.InteractionManager#rightupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved while over the display object\n * @event PIXI.InteractionManager#mousemove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved onto the display object\n * @event PIXI.InteractionManager#mouseover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved off the display object\n * @event PIXI.InteractionManager#mouseout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is pressed on the display object.\n * @event PIXI.InteractionManager#pointerdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is released over the display object.\n * Not always fired when some buttons are held down while others are released. In those cases,\n * use [mousedown]{@link PIXI.InteractionManager#event:mousedown} and\n * [mouseup]{@link PIXI.InteractionManager#event:mouseup} instead.\n * @event PIXI.InteractionManager#pointerup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when the operating system cancels a pointer event\n * @event PIXI.InteractionManager#pointercancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is pressed and released on the display object.\n * @event PIXI.InteractionManager#pointertap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is released outside the display object that initially\n * registered a [pointerdown]{@link PIXI.InteractionManager#event:pointerdown}.\n * @event PIXI.InteractionManager#pointerupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved while over the display object\n * @event PIXI.InteractionManager#pointermove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved onto the display object\n * @event PIXI.InteractionManager#pointerover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved off the display object\n * @event PIXI.InteractionManager#pointerout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is placed on the display object.\n * @event PIXI.InteractionManager#touchstart\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is removed from the display object.\n * @event PIXI.InteractionManager#touchend\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when the operating system cancels a touch\n * @event PIXI.InteractionManager#touchcancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is placed and removed from the display object.\n * @event PIXI.InteractionManager#tap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is removed outside of the display object that initially\n * registered a [touchstart]{@link PIXI.InteractionManager#event:touchstart}.\n * @event PIXI.InteractionManager#touchendoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is moved along the display object.\n * @event PIXI.InteractionManager#touchmove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed on the display.\n * object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mousedown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#rightdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released over the display\n * object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mouseup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#rightup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed and released on\n * the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#click\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#rightclick\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released outside the\n * display object that initially registered a\n * [mousedown]{@link PIXI.DisplayObject#event:mousedown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mouseupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * outside the display object that initially registered a\n * [rightdown]{@link PIXI.DisplayObject#event:rightdown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#rightupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved while over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mousemove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved onto the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mouseover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved off the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mouseout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is pressed on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is released over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when the operating system cancels a pointer event.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointercancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is pressed and released on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointertap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is released outside the display object that initially\n * registered a [pointerdown]{@link PIXI.DisplayObject#event:pointerdown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved while over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointermove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved onto the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved off the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is placed on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchstart\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is removed from the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchend\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when the operating system cancels a touch.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchcancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is placed and removed from the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#tap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is removed outside of the display object that initially\n * registered a [touchstart]{@link PIXI.DisplayObject#event:touchstart}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchendoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is moved along the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchmove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n _this._useSystemTicker = options.useSystemTicker !== undefined ? options.useSystemTicker : true;\n _this.setTargetElement(_this.renderer.view, _this.renderer.resolution);\n return _this;\n }\n Object.defineProperty(InteractionManager.prototype, \"useSystemTicker\", {\n /**\n * Should the InteractionManager automatically add {@link tickerUpdate} to {@link PIXI.Ticker.system}.\n * @default true\n */\n get: function () {\n return this._useSystemTicker;\n },\n set: function (useSystemTicker) {\n this._useSystemTicker = useSystemTicker;\n if (useSystemTicker) {\n this.addTickerListener();\n }\n else {\n this.removeTickerListener();\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionManager.prototype, \"lastObjectRendered\", {\n /**\n * Last rendered object or temp object.\n * @readonly\n * @protected\n */\n get: function () {\n return this.renderer._lastObjectRendered || this._tempDisplayObject;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Hit tests a point against the display tree, returning the first interactive object that is hit.\n * @param globalPoint - A point to hit test with, in global space.\n * @param root - The root display object to start from. If omitted, defaults\n * to the last rendered root of the associated renderer.\n * @returns - The hit display object, if any.\n */\n InteractionManager.prototype.hitTest = function (globalPoint, root) {\n // clear the target for our hit test\n hitTestEvent.target = null;\n // assign the global point\n hitTestEvent.data.global = globalPoint;\n // ensure safety of the root\n if (!root) {\n root = this.lastObjectRendered;\n }\n // run the hit test\n this.processInteractive(hitTestEvent, root, null, true);\n // return our found object - it'll be null if we didn't hit anything\n return hitTestEvent.target;\n };\n /**\n * Sets the DOM element which will receive mouse/touch events. This is useful for when you have\n * other DOM elements on top of the renderers Canvas element. With this you'll be bale to delegate\n * another DOM element to receive those events.\n * @param element - the DOM element which will receive mouse and touch events.\n * @param resolution - The resolution / device pixel ratio of the new element (relative to the canvas).\n */\n InteractionManager.prototype.setTargetElement = function (element, resolution) {\n if (resolution === void 0) { resolution = 1; }\n this.removeTickerListener();\n this.removeEvents();\n this.interactionDOMElement = element;\n this.resolution = resolution;\n this.addEvents();\n this.addTickerListener();\n };\n /** Adds the ticker listener. */\n InteractionManager.prototype.addTickerListener = function () {\n if (this.tickerAdded || !this.interactionDOMElement || !this._useSystemTicker) {\n return;\n }\n Ticker.system.add(this.tickerUpdate, this, UPDATE_PRIORITY.INTERACTION);\n this.tickerAdded = true;\n };\n /** Removes the ticker listener. */\n InteractionManager.prototype.removeTickerListener = function () {\n if (!this.tickerAdded) {\n return;\n }\n Ticker.system.remove(this.tickerUpdate, this);\n this.tickerAdded = false;\n };\n /** Registers all the DOM events. */\n InteractionManager.prototype.addEvents = function () {\n if (this.eventsAdded || !this.interactionDOMElement) {\n return;\n }\n var style = this.interactionDOMElement.style;\n if (globalThis.navigator.msPointerEnabled) {\n style.msContentZooming = 'none';\n style.msTouchAction = 'none';\n }\n else if (this.supportsPointerEvents) {\n style.touchAction = 'none';\n }\n /*\n * These events are added first, so that if pointer events are normalized, they are fired\n * in the same order as non-normalized events. ie. pointer event 1st, mouse / touch 2nd\n */\n if (this.supportsPointerEvents) {\n globalThis.document.addEventListener('pointermove', this.onPointerMove, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions);\n // pointerout is fired in addition to pointerup (for touch events) and pointercancel\n // we already handle those, so for the purposes of what we do in onPointerOut, we only\n // care about the pointerleave event\n this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, this._eventListenerOptions);\n globalThis.addEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions);\n globalThis.addEventListener('pointerup', this.onPointerUp, this._eventListenerOptions);\n }\n else {\n globalThis.document.addEventListener('mousemove', this.onPointerMove, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, this._eventListenerOptions);\n globalThis.addEventListener('mouseup', this.onPointerUp, this._eventListenerOptions);\n }\n // always look directly for touch events so that we can provide original data\n // In a future version we should change this to being just a fallback and rely solely on\n // PointerEvents whenever available\n if (this.supportsTouchEvents) {\n this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, this._eventListenerOptions);\n }\n this.eventsAdded = true;\n };\n /** Removes all the DOM events that were previously registered. */\n InteractionManager.prototype.removeEvents = function () {\n if (!this.eventsAdded || !this.interactionDOMElement) {\n return;\n }\n var style = this.interactionDOMElement.style;\n if (globalThis.navigator.msPointerEnabled) {\n style.msContentZooming = '';\n style.msTouchAction = '';\n }\n else if (this.supportsPointerEvents) {\n style.touchAction = '';\n }\n if (this.supportsPointerEvents) {\n globalThis.document.removeEventListener('pointermove', this.onPointerMove, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, this._eventListenerOptions);\n globalThis.removeEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions);\n globalThis.removeEventListener('pointerup', this.onPointerUp, this._eventListenerOptions);\n }\n else {\n globalThis.document.removeEventListener('mousemove', this.onPointerMove, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, this._eventListenerOptions);\n globalThis.removeEventListener('mouseup', this.onPointerUp, this._eventListenerOptions);\n }\n if (this.supportsTouchEvents) {\n this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, this._eventListenerOptions);\n }\n this.interactionDOMElement = null;\n this.eventsAdded = false;\n };\n /**\n * Updates the state of interactive objects if at least {@link interactionFrequency}\n * milliseconds have passed since the last invocation.\n *\n * Invoked by a throttled ticker update from {@link PIXI.Ticker.system}.\n * @param deltaTime - time delta since the last call\n */\n InteractionManager.prototype.tickerUpdate = function (deltaTime) {\n this._deltaTime += deltaTime;\n if (this._deltaTime < this.interactionFrequency) {\n return;\n }\n this._deltaTime = 0;\n this.update();\n };\n /** Updates the state of interactive objects. */\n InteractionManager.prototype.update = function () {\n if (!this.interactionDOMElement) {\n return;\n }\n // if the user move the mouse this check has already been done using the mouse move!\n if (this._didMove) {\n this._didMove = false;\n return;\n }\n this.cursor = null;\n // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind,\n // but there was a scenario of a display object moving under a static mouse cursor.\n // In this case, mouseover and mouseevents would not pass the flag test in dispatchEvent function\n for (var k in this.activeInteractionData) {\n // eslint-disable-next-line no-prototype-builtins\n if (this.activeInteractionData.hasOwnProperty(k)) {\n var interactionData = this.activeInteractionData[k];\n if (interactionData.originalEvent && interactionData.pointerType !== 'touch') {\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, interactionData.originalEvent, interactionData);\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, true);\n }\n }\n }\n this.setCursorMode(this.cursor);\n };\n /**\n * Sets the current cursor mode, handling any callbacks or CSS style changes.\n * @param mode - cursor mode, a key from the cursorStyles dictionary\n */\n InteractionManager.prototype.setCursorMode = function (mode) {\n mode = mode || 'default';\n var applyStyles = true;\n // offscreen canvas does not support setting styles, but cursor modes can be functions,\n // in order to handle pixi rendered cursors, so we can't bail\n if (globalThis.OffscreenCanvas && this.interactionDOMElement instanceof OffscreenCanvas) {\n applyStyles = false;\n }\n // if the mode didn't actually change, bail early\n if (this.currentCursorMode === mode) {\n return;\n }\n this.currentCursorMode = mode;\n var style = this.cursorStyles[mode];\n // only do things if there is a cursor style for it\n if (style) {\n switch (typeof style) {\n case 'string':\n // string styles are handled as cursor CSS\n if (applyStyles) {\n this.interactionDOMElement.style.cursor = style;\n }\n break;\n case 'function':\n // functions are just called, and passed the cursor mode\n style(mode);\n break;\n case 'object':\n // if it is an object, assume that it is a dictionary of CSS styles,\n // apply it to the interactionDOMElement\n if (applyStyles) {\n Object.assign(this.interactionDOMElement.style, style);\n }\n break;\n }\n }\n else if (applyStyles && typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode)) {\n // if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry\n // for the mode, then assume that the dev wants it to be CSS for the cursor.\n this.interactionDOMElement.style.cursor = mode;\n }\n };\n /**\n * Dispatches an event on the display object that was interacted with.\n * @param displayObject - the display object in question\n * @param eventString - the name of the event (e.g, mousedown)\n * @param eventData - the event data object\n */\n InteractionManager.prototype.dispatchEvent = function (displayObject, eventString, eventData) {\n // Even if the event was stopped, at least dispatch any remaining events\n // for the same display object.\n if (!eventData.stopPropagationHint || displayObject === eventData.stopsPropagatingAt) {\n eventData.currentTarget = displayObject;\n eventData.type = eventString;\n displayObject.emit(eventString, eventData);\n if (displayObject[eventString]) {\n displayObject[eventString](eventData);\n }\n }\n };\n /**\n * Puts a event on a queue to be dispatched later. This is used to guarantee correct\n * ordering of over/out events.\n * @param displayObject - the display object in question\n * @param eventString - the name of the event (e.g, mousedown)\n * @param eventData - the event data object\n */\n InteractionManager.prototype.delayDispatchEvent = function (displayObject, eventString, eventData) {\n this.delayedEvents.push({ displayObject: displayObject, eventString: eventString, eventData: eventData });\n };\n /**\n * Maps x and y coords from a DOM object and maps them correctly to the PixiJS view. The\n * resulting value is stored in the point. This takes into account the fact that the DOM\n * element could be scaled and positioned anywhere on the screen.\n * @param point - the point that the result will be stored in\n * @param x - the x coord of the position to map\n * @param y - the y coord of the position to map\n */\n InteractionManager.prototype.mapPositionToPoint = function (point, x, y) {\n var rect;\n // IE 11 fix\n if (!this.interactionDOMElement.parentElement) {\n rect = {\n x: 0,\n y: 0,\n width: this.interactionDOMElement.width,\n height: this.interactionDOMElement.height,\n left: 0,\n top: 0\n };\n }\n else {\n rect = this.interactionDOMElement.getBoundingClientRect();\n }\n var resolutionMultiplier = 1.0 / this.resolution;\n point.x = ((x - rect.left) * (this.interactionDOMElement.width / rect.width)) * resolutionMultiplier;\n point.y = ((y - rect.top) * (this.interactionDOMElement.height / rect.height)) * resolutionMultiplier;\n };\n /**\n * This function is provides a neat way of crawling through the scene graph and running a\n * specified function on all interactive objects it finds. It will also take care of hit\n * testing the interactive objects and passes the hit across in the function.\n * @protected\n * @param interactionEvent - event containing the point that\n * is tested for collision\n * @param displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param func - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param hitTest - indicates whether we want to calculate hits\n * or just iterate through all interactive objects\n */\n InteractionManager.prototype.processInteractive = function (interactionEvent, displayObject, func, hitTest) {\n var hit = this.search.findHit(interactionEvent, displayObject, func, hitTest);\n var delayedEvents = this.delayedEvents;\n if (!delayedEvents.length) {\n return hit;\n }\n // Reset the propagation hint, because we start deeper in the tree again.\n interactionEvent.stopPropagationHint = false;\n var delayedLen = delayedEvents.length;\n this.delayedEvents = [];\n for (var i = 0; i < delayedLen; i++) {\n var _a = delayedEvents[i], displayObject_1 = _a.displayObject, eventString = _a.eventString, eventData = _a.eventData;\n // When we reach the object we wanted to stop propagating at,\n // set the propagation hint.\n if (eventData.stopsPropagatingAt === displayObject_1) {\n eventData.stopPropagationHint = true;\n }\n this.dispatchEvent(displayObject_1, eventString, eventData);\n }\n return hit;\n };\n /**\n * Is called when the pointer button is pressed down on the renderer element\n * @param originalEvent - The DOM event of a pointer button being pressed down\n */\n InteractionManager.prototype.onPointerDown = function (originalEvent) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && originalEvent.pointerType === 'touch')\n { return; }\n var events = this.normalizeToPointerData(originalEvent);\n /*\n * No need to prevent default on natural pointer events, as there are no side effects\n * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser,\n * so still need to be prevented.\n */\n // Guaranteed that there will be at least one event in events, and all events must have the same pointer type\n if (this.autoPreventDefault && events[0].isNormalized) {\n var cancelable = originalEvent.cancelable || !('cancelable' in originalEvent);\n if (cancelable) {\n originalEvent.preventDefault();\n }\n }\n var eventLen = events.length;\n for (var i = 0; i < eventLen; i++) {\n var event = events[i];\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = originalEvent;\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerDown, true);\n this.emit('pointerdown', interactionEvent);\n if (event.pointerType === 'touch') {\n this.emit('touchstart', interactionEvent);\n }\n // emit a mouse event for \"pen\" pointers, the way a browser would emit a fallback event\n else if (event.pointerType === 'mouse' || event.pointerType === 'pen') {\n var isRightButton = event.button === 2;\n this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData);\n }\n }\n };\n /**\n * Processes the result of the pointer down check and dispatches the event if need be\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n * @param hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerDown = function (interactionEvent, displayObject, hit) {\n var data = interactionEvent.data;\n var id = interactionEvent.data.identifier;\n if (hit) {\n if (!displayObject.trackedPointers[id]) {\n displayObject.trackedPointers[id] = new InteractionTrackingData(id);\n }\n this.dispatchEvent(displayObject, 'pointerdown', interactionEvent);\n if (data.pointerType === 'touch') {\n this.dispatchEvent(displayObject, 'touchstart', interactionEvent);\n }\n else if (data.pointerType === 'mouse' || data.pointerType === 'pen') {\n var isRightButton = data.button === 2;\n if (isRightButton) {\n displayObject.trackedPointers[id].rightDown = true;\n }\n else {\n displayObject.trackedPointers[id].leftDown = true;\n }\n this.dispatchEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent);\n }\n }\n };\n /**\n * Is called when the pointer button is released on the renderer element\n * @param originalEvent - The DOM event of a pointer button being released\n * @param cancelled - true if the pointer is cancelled\n * @param func - Function passed to {@link processInteractive}\n */\n InteractionManager.prototype.onPointerComplete = function (originalEvent, cancelled, func) {\n var events = this.normalizeToPointerData(originalEvent);\n var eventLen = events.length;\n // if the event wasn't targeting our canvas, then consider it to be pointerupoutside\n // in all cases (unless it was a pointercancel)\n var target = originalEvent.target;\n // if in shadow DOM use composedPath to access target\n if (originalEvent.composedPath && originalEvent.composedPath().length > 0) {\n target = originalEvent.composedPath()[0];\n }\n var eventAppend = target !== this.interactionDOMElement ? 'outside' : '';\n for (var i = 0; i < eventLen; i++) {\n var event = events[i];\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = originalEvent;\n // perform hit testing for events targeting our canvas or cancel events\n this.processInteractive(interactionEvent, this.lastObjectRendered, func, cancelled || !eventAppend);\n this.emit(cancelled ? 'pointercancel' : \"pointerup\" + eventAppend, interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen') {\n var isRightButton = event.button === 2;\n this.emit(isRightButton ? \"rightup\" + eventAppend : \"mouseup\" + eventAppend, interactionEvent);\n }\n else if (event.pointerType === 'touch') {\n this.emit(cancelled ? 'touchcancel' : \"touchend\" + eventAppend, interactionEvent);\n this.releaseInteractionDataForPointerId(event.pointerId);\n }\n }\n };\n /**\n * Is called when the pointer button is cancelled\n * @param event - The DOM event of a pointer button being released\n */\n InteractionManager.prototype.onPointerCancel = function (event) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && event.pointerType === 'touch')\n { return; }\n this.onPointerComplete(event, true, this.processPointerCancel);\n };\n /**\n * Processes the result of the pointer cancel check and dispatches the event if need be\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n */\n InteractionManager.prototype.processPointerCancel = function (interactionEvent, displayObject) {\n var data = interactionEvent.data;\n var id = interactionEvent.data.identifier;\n if (displayObject.trackedPointers[id] !== undefined) {\n delete displayObject.trackedPointers[id];\n this.dispatchEvent(displayObject, 'pointercancel', interactionEvent);\n if (data.pointerType === 'touch') {\n this.dispatchEvent(displayObject, 'touchcancel', interactionEvent);\n }\n }\n };\n /**\n * Is called when the pointer button is released on the renderer element\n * @param event - The DOM event of a pointer button being released\n */\n InteractionManager.prototype.onPointerUp = function (event) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && event.pointerType === 'touch')\n { return; }\n this.onPointerComplete(event, false, this.processPointerUp);\n };\n /**\n * Processes the result of the pointer up check and dispatches the event if need be\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n * @param hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerUp = function (interactionEvent, displayObject, hit) {\n var data = interactionEvent.data;\n var id = interactionEvent.data.identifier;\n var trackingData = displayObject.trackedPointers[id];\n var isTouch = data.pointerType === 'touch';\n var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n // need to track mouse down status in the mouse block so that we can emit\n // event in a later block\n var isMouseTap = false;\n // Mouse only\n if (isMouse) {\n var isRightButton = data.button === 2;\n var flags = InteractionTrackingData.FLAGS;\n var test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN;\n var isDown = trackingData !== undefined && (trackingData.flags & test);\n if (hit) {\n this.dispatchEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent);\n if (isDown) {\n this.dispatchEvent(displayObject, isRightButton ? 'rightclick' : 'click', interactionEvent);\n // because we can confirm that the mousedown happened on this object, flag for later emit of pointertap\n isMouseTap = true;\n }\n }\n else if (isDown) {\n this.dispatchEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent);\n }\n // update the down state of the tracking data\n if (trackingData) {\n if (isRightButton) {\n trackingData.rightDown = false;\n }\n else {\n trackingData.leftDown = false;\n }\n }\n }\n // Pointers and Touches, and Mouse\n if (hit) {\n this.dispatchEvent(displayObject, 'pointerup', interactionEvent);\n if (isTouch)\n { this.dispatchEvent(displayObject, 'touchend', interactionEvent); }\n if (trackingData) {\n // emit pointertap if not a mouse, or if the mouse block decided it was a tap\n if (!isMouse || isMouseTap) {\n this.dispatchEvent(displayObject, 'pointertap', interactionEvent);\n }\n if (isTouch) {\n this.dispatchEvent(displayObject, 'tap', interactionEvent);\n // touches are no longer over (if they ever were) when we get the touchend\n // so we should ensure that we don't keep pretending that they are\n trackingData.over = false;\n }\n }\n }\n else if (trackingData) {\n this.dispatchEvent(displayObject, 'pointerupoutside', interactionEvent);\n if (isTouch)\n { this.dispatchEvent(displayObject, 'touchendoutside', interactionEvent); }\n }\n // Only remove the tracking data if there is no over/down state still associated with it\n if (trackingData && trackingData.none) {\n delete displayObject.trackedPointers[id];\n }\n };\n /**\n * Is called when the pointer moves across the renderer element\n * @param originalEvent - The DOM event of a pointer moving\n */\n InteractionManager.prototype.onPointerMove = function (originalEvent) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && originalEvent.pointerType === 'touch')\n { return; }\n var events = this.normalizeToPointerData(originalEvent);\n if (events[0].pointerType === 'mouse' || events[0].pointerType === 'pen') {\n this._didMove = true;\n this.cursor = null;\n }\n var eventLen = events.length;\n for (var i = 0; i < eventLen; i++) {\n var event = events[i];\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = originalEvent;\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerMove, true);\n this.emit('pointermove', interactionEvent);\n if (event.pointerType === 'touch')\n { this.emit('touchmove', interactionEvent); }\n if (event.pointerType === 'mouse' || event.pointerType === 'pen')\n { this.emit('mousemove', interactionEvent); }\n }\n if (events[0].pointerType === 'mouse') {\n this.setCursorMode(this.cursor);\n // TODO BUG for parents interactive object (border order issue)\n }\n };\n /**\n * Processes the result of the pointer move check and dispatches the event if need be\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n * @param hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerMove = function (interactionEvent, displayObject, hit) {\n var data = interactionEvent.data;\n var isTouch = data.pointerType === 'touch';\n var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n if (isMouse) {\n this.processPointerOverOut(interactionEvent, displayObject, hit);\n }\n if (!this.moveWhenInside || hit) {\n this.dispatchEvent(displayObject, 'pointermove', interactionEvent);\n if (isTouch)\n { this.dispatchEvent(displayObject, 'touchmove', interactionEvent); }\n if (isMouse)\n { this.dispatchEvent(displayObject, 'mousemove', interactionEvent); }\n }\n };\n /**\n * Is called when the pointer is moved out of the renderer element\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out\n */\n InteractionManager.prototype.onPointerOut = function (originalEvent) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && originalEvent.pointerType === 'touch')\n { return; }\n var events = this.normalizeToPointerData(originalEvent);\n // Only mouse and pointer can call onPointerOut, so events will always be length 1\n var event = events[0];\n if (event.pointerType === 'mouse') {\n this.mouseOverRenderer = false;\n this.setCursorMode(null);\n }\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = event;\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, false);\n this.emit('pointerout', interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen') {\n this.emit('mouseout', interactionEvent);\n }\n else {\n // we can get touchleave events after touchend, so we want to make sure we don't\n // introduce memory leaks\n this.releaseInteractionDataForPointerId(interactionData.identifier);\n }\n };\n /**\n * Processes the result of the pointer over/out check and dispatches the event if need be.\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n * @param hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerOverOut = function (interactionEvent, displayObject, hit) {\n var data = interactionEvent.data;\n var id = interactionEvent.data.identifier;\n var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n var trackingData = displayObject.trackedPointers[id];\n // if we just moused over the display object, then we need to track that state\n if (hit && !trackingData) {\n trackingData = displayObject.trackedPointers[id] = new InteractionTrackingData(id);\n }\n if (trackingData === undefined)\n { return; }\n if (hit && this.mouseOverRenderer) {\n if (!trackingData.over) {\n trackingData.over = true;\n this.delayDispatchEvent(displayObject, 'pointerover', interactionEvent);\n if (isMouse) {\n this.delayDispatchEvent(displayObject, 'mouseover', interactionEvent);\n }\n }\n // only change the cursor if it has not already been changed (by something deeper in the\n // display tree)\n if (isMouse && this.cursor === null) {\n this.cursor = displayObject.cursor;\n }\n }\n else if (trackingData.over) {\n trackingData.over = false;\n this.dispatchEvent(displayObject, 'pointerout', this.eventData);\n if (isMouse) {\n this.dispatchEvent(displayObject, 'mouseout', interactionEvent);\n }\n // if there is no mouse down information for the pointer, then it is safe to delete\n if (trackingData.none) {\n delete displayObject.trackedPointers[id];\n }\n }\n };\n /**\n * Is called when the pointer is moved into the renderer element.\n * @param originalEvent - The DOM event of a pointer button being moved into the renderer view.\n */\n InteractionManager.prototype.onPointerOver = function (originalEvent) {\n if (this.supportsTouchEvents && originalEvent.pointerType === 'touch')\n { return; }\n var events = this.normalizeToPointerData(originalEvent);\n // Only mouse and pointer can call onPointerOver, so events will always be length 1\n var event = events[0];\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = event;\n if (event.pointerType === 'mouse') {\n this.mouseOverRenderer = true;\n }\n this.emit('pointerover', interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen') {\n this.emit('mouseover', interactionEvent);\n }\n };\n /**\n * Get InteractionData for a given pointerId. Store that data as well.\n * @param event - Normalized pointer event, output from normalizeToPointerData.\n * @returns - Interaction data for the given pointer identifier.\n */\n InteractionManager.prototype.getInteractionDataForPointerId = function (event) {\n var pointerId = event.pointerId;\n var interactionData;\n if (pointerId === MOUSE_POINTER_ID || event.pointerType === 'mouse') {\n interactionData = this.mouse;\n }\n else if (this.activeInteractionData[pointerId]) {\n interactionData = this.activeInteractionData[pointerId];\n }\n else {\n interactionData = this.interactionDataPool.pop() || new InteractionData();\n interactionData.identifier = pointerId;\n this.activeInteractionData[pointerId] = interactionData;\n }\n // copy properties from the event, so that we can make sure that touch/pointer specific\n // data is available\n interactionData.copyEvent(event);\n return interactionData;\n };\n /**\n * Return unused InteractionData to the pool, for a given pointerId\n * @param pointerId - Identifier from a pointer event\n */\n InteractionManager.prototype.releaseInteractionDataForPointerId = function (pointerId) {\n var interactionData = this.activeInteractionData[pointerId];\n if (interactionData) {\n delete this.activeInteractionData[pointerId];\n interactionData.reset();\n this.interactionDataPool.push(interactionData);\n }\n };\n /**\n * Configure an InteractionEvent to wrap a DOM PointerEvent and InteractionData\n * @param interactionEvent - The event to be configured\n * @param pointerEvent - The DOM event that will be paired with the InteractionEvent\n * @param interactionData - The InteractionData that will be paired\n * with the InteractionEvent\n * @returns - the interaction event that was passed in\n */\n InteractionManager.prototype.configureInteractionEventForDOMEvent = function (interactionEvent, pointerEvent, interactionData) {\n interactionEvent.data = interactionData;\n this.mapPositionToPoint(interactionData.global, pointerEvent.clientX, pointerEvent.clientY);\n // Not really sure why this is happening, but it's how a previous version handled things\n if (pointerEvent.pointerType === 'touch') {\n pointerEvent.globalX = interactionData.global.x;\n pointerEvent.globalY = interactionData.global.y;\n }\n interactionData.originalEvent = pointerEvent;\n interactionEvent.reset();\n return interactionEvent;\n };\n /**\n * Ensures that the original event object contains all data that a regular pointer event would have\n * @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event\n * @returns - An array containing a single normalized pointer event, in the case of a pointer\n * or mouse event, or a multiple normalized pointer events if there are multiple changed touches\n */\n InteractionManager.prototype.normalizeToPointerData = function (event) {\n var normalizedEvents = [];\n if (this.supportsTouchEvents && event instanceof TouchEvent) {\n for (var i = 0, li = event.changedTouches.length; i < li; i++) {\n var touch = event.changedTouches[i];\n if (typeof touch.button === 'undefined')\n { touch.button = event.touches.length ? 1 : 0; }\n if (typeof touch.buttons === 'undefined')\n { touch.buttons = event.touches.length ? 1 : 0; }\n if (typeof touch.isPrimary === 'undefined') {\n touch.isPrimary = event.touches.length === 1 && event.type === 'touchstart';\n }\n if (typeof touch.width === 'undefined')\n { touch.width = touch.radiusX || 1; }\n if (typeof touch.height === 'undefined')\n { touch.height = touch.radiusY || 1; }\n if (typeof touch.tiltX === 'undefined')\n { touch.tiltX = 0; }\n if (typeof touch.tiltY === 'undefined')\n { touch.tiltY = 0; }\n if (typeof touch.pointerType === 'undefined')\n { touch.pointerType = 'touch'; }\n if (typeof touch.pointerId === 'undefined')\n { touch.pointerId = touch.identifier || 0; }\n if (typeof touch.pressure === 'undefined')\n { touch.pressure = touch.force || 0.5; }\n if (typeof touch.twist === 'undefined')\n { touch.twist = 0; }\n if (typeof touch.tangentialPressure === 'undefined')\n { touch.tangentialPressure = 0; }\n // TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven\n // support, and the fill ins are not quite the same\n // offsetX/Y might be okay, but is not the same as clientX/Y when the canvas's top\n // left is not 0,0 on the page\n if (typeof touch.layerX === 'undefined')\n { touch.layerX = touch.offsetX = touch.clientX; }\n if (typeof touch.layerY === 'undefined')\n { touch.layerY = touch.offsetY = touch.clientY; }\n // mark the touch as normalized, just so that we know we did it\n touch.isNormalized = true;\n normalizedEvents.push(touch);\n }\n }\n // apparently PointerEvent subclasses MouseEvent, so yay\n else if (!globalThis.MouseEvent\n || (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof globalThis.PointerEvent)))) {\n var tempEvent = event;\n if (typeof tempEvent.isPrimary === 'undefined')\n { tempEvent.isPrimary = true; }\n if (typeof tempEvent.width === 'undefined')\n { tempEvent.width = 1; }\n if (typeof tempEvent.height === 'undefined')\n { tempEvent.height = 1; }\n if (typeof tempEvent.tiltX === 'undefined')\n { tempEvent.tiltX = 0; }\n if (typeof tempEvent.tiltY === 'undefined')\n { tempEvent.tiltY = 0; }\n if (typeof tempEvent.pointerType === 'undefined')\n { tempEvent.pointerType = 'mouse'; }\n if (typeof tempEvent.pointerId === 'undefined')\n { tempEvent.pointerId = MOUSE_POINTER_ID; }\n if (typeof tempEvent.pressure === 'undefined')\n { tempEvent.pressure = 0.5; }\n if (typeof tempEvent.twist === 'undefined')\n { tempEvent.twist = 0; }\n if (typeof tempEvent.tangentialPressure === 'undefined')\n { tempEvent.tangentialPressure = 0; }\n // mark the mouse event as normalized, just so that we know we did it\n tempEvent.isNormalized = true;\n normalizedEvents.push(tempEvent);\n }\n else {\n normalizedEvents.push(event);\n }\n return normalizedEvents;\n };\n /** Destroys the interaction manager. */\n InteractionManager.prototype.destroy = function () {\n this.removeEvents();\n this.removeTickerListener();\n this.removeAllListeners();\n this.renderer = null;\n this.mouse = null;\n this.eventData = null;\n this.interactionDOMElement = null;\n this.onPointerDown = null;\n this.processPointerDown = null;\n this.onPointerUp = null;\n this.processPointerUp = null;\n this.onPointerCancel = null;\n this.processPointerCancel = null;\n this.onPointerMove = null;\n this.processPointerMove = null;\n this.onPointerOut = null;\n this.processPointerOverOut = null;\n this.onPointerOver = null;\n this.search = null;\n };\n /** @ignore */\n InteractionManager.extension = {\n name: 'interaction',\n type: [\n ExtensionType.RendererPlugin,\n ExtensionType.CanvasRendererPlugin ],\n };\n return InteractionManager;\n}(EventEmitter));\n\nexport { InteractionData, InteractionEvent, InteractionManager, InteractionTrackingData, interactiveTarget };\n//# sourceMappingURL=interaction.mjs.map\n","/*!\n * @pixi/extract - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/extract is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { CanvasRenderTarget } from '@pixi/utils';\nimport { Rectangle } from '@pixi/math';\nimport { ExtensionType, RenderTexture } from '@pixi/core';\n\nvar TEMP_RECT = new Rectangle();\nvar BYTES_PER_PIXEL = 4;\n/**\n * This class provides renderer-specific plugins for exporting content from a renderer.\n * For instance, these plugins can be used for saving an Image, Canvas element or for exporting the raw image data (pixels).\n *\n * Do not instantiate these plugins directly. It is available from the `renderer.plugins` property.\n * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}.\n * @example\n * // Create a new app (will auto-add extract plugin to renderer)\n * const app = new PIXI.Application();\n *\n * // Draw a red circle\n * const graphics = new PIXI.Graphics()\n * .beginFill(0xFF0000)\n * .drawCircle(0, 0, 50);\n *\n * // Render the graphics as an HTMLImageElement\n * const image = app.renderer.plugins.extract.image(graphics);\n * document.body.appendChild(image);\n * @memberof PIXI\n */\nvar Extract = /** @class */ (function () {\n /**\n * @param renderer - A reference to the current renderer\n */\n function Extract(renderer) {\n this.renderer = renderer;\n }\n /**\n * Will return a HTML Image of the target\n * @param target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param format - Image format, e.g. \"image/jpeg\" or \"image/webp\".\n * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92.\n * @returns - HTML Image of the target\n */\n Extract.prototype.image = function (target, format, quality) {\n var image = new Image();\n image.src = this.base64(target, format, quality);\n return image;\n };\n /**\n * Will return a base64 encoded string of this target. It works by calling\n * `Extract.getCanvas` and then running toDataURL on that.\n * @param target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param format - Image format, e.g. \"image/jpeg\" or \"image/webp\".\n * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92.\n * @returns - A base64 encoded string of the texture.\n */\n Extract.prototype.base64 = function (target, format, quality) {\n return this.canvas(target).toDataURL(format, quality);\n };\n /**\n * Creates a Canvas element, renders this target to it and then returns it.\n * @param target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param frame - The frame the extraction is restricted to.\n * @returns - A Canvas element with the texture rendered on.\n */\n Extract.prototype.canvas = function (target, frame) {\n var renderer = this.renderer;\n var resolution;\n var flipY = false;\n var renderTexture;\n var generated = false;\n if (target) {\n if (target instanceof RenderTexture) {\n renderTexture = target;\n }\n else {\n renderTexture = this.renderer.generateTexture(target);\n generated = true;\n }\n }\n if (renderTexture) {\n resolution = renderTexture.baseTexture.resolution;\n frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame;\n flipY = false;\n renderer.renderTexture.bind(renderTexture);\n }\n else {\n resolution = renderer.resolution;\n if (!frame) {\n frame = TEMP_RECT;\n frame.width = renderer.width;\n frame.height = renderer.height;\n }\n flipY = true;\n renderer.renderTexture.bind(null);\n }\n var width = Math.round(frame.width * resolution);\n var height = Math.round(frame.height * resolution);\n var canvasBuffer = new CanvasRenderTarget(width, height, 1);\n var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height);\n // read pixels to the array\n var gl = renderer.gl;\n gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels);\n // add the pixels to the canvas\n var canvasData = canvasBuffer.context.getImageData(0, 0, width, height);\n Extract.arrayPostDivide(webglPixels, canvasData.data);\n canvasBuffer.context.putImageData(canvasData, 0, 0);\n // pulling pixels\n if (flipY) {\n var target_1 = new CanvasRenderTarget(canvasBuffer.width, canvasBuffer.height, 1);\n target_1.context.scale(1, -1);\n // we can't render to itself because we should be empty before render.\n target_1.context.drawImage(canvasBuffer.canvas, 0, -height);\n canvasBuffer.destroy();\n canvasBuffer = target_1;\n }\n if (generated) {\n renderTexture.destroy(true);\n }\n // send the canvas back..\n return canvasBuffer.canvas;\n };\n /**\n * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA\n * order, with integer values between 0 and 255 (included).\n * @param target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param frame - The frame the extraction is restricted to.\n * @returns - One-dimensional array containing the pixel data of the entire texture\n */\n Extract.prototype.pixels = function (target, frame) {\n var renderer = this.renderer;\n var resolution;\n var renderTexture;\n var generated = false;\n if (target) {\n if (target instanceof RenderTexture) {\n renderTexture = target;\n }\n else {\n renderTexture = this.renderer.generateTexture(target);\n generated = true;\n }\n }\n if (renderTexture) {\n resolution = renderTexture.baseTexture.resolution;\n frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame;\n renderer.renderTexture.bind(renderTexture);\n }\n else {\n resolution = renderer.resolution;\n if (!frame) {\n frame = TEMP_RECT;\n frame.width = renderer.width;\n frame.height = renderer.height;\n }\n renderer.renderTexture.bind(null);\n }\n var width = Math.round(frame.width * resolution);\n var height = Math.round(frame.height * resolution);\n var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height);\n // read pixels to the array\n var gl = renderer.gl;\n gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels);\n if (generated) {\n renderTexture.destroy(true);\n }\n Extract.arrayPostDivide(webglPixels, webglPixels);\n return webglPixels;\n };\n /** Destroys the extract. */\n Extract.prototype.destroy = function () {\n this.renderer = null;\n };\n /**\n * Takes premultiplied pixel data and produces regular pixel data\n * @private\n * @param pixels - array of pixel data\n * @param out - output array\n */\n Extract.arrayPostDivide = function (pixels, out) {\n for (var i = 0; i < pixels.length; i += 4) {\n var alpha = out[i + 3] = pixels[i + 3];\n if (alpha !== 0) {\n out[i] = Math.round(Math.min(pixels[i] * 255.0 / alpha, 255.0));\n out[i + 1] = Math.round(Math.min(pixels[i + 1] * 255.0 / alpha, 255.0));\n out[i + 2] = Math.round(Math.min(pixels[i + 2] * 255.0 / alpha, 255.0));\n }\n else {\n out[i] = pixels[i];\n out[i + 1] = pixels[i + 1];\n out[i + 2] = pixels[i + 2];\n }\n }\n };\n /** @ignore */\n Extract.extension = {\n name: 'extract',\n type: ExtensionType.RendererPlugin,\n };\n return Extract;\n}());\n\nexport { Extract };\n//# sourceMappingURL=extract.mjs.map\n","/*!\n * @pixi/loaders - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/loaders is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { extensions, ExtensionType, Texture } from '@pixi/core';\nimport { deprecation } from '@pixi/utils';\n\n/* jshint -W097 */\n/**\n * @memberof PIXI\n */\nvar SignalBinding = /** @class */ (function () {\n /**\n * SignalBinding constructor.\n * @constructs SignalBinding\n * @param {Function} fn - Event handler to be called.\n * @param {boolean} [once=false] - Should this listener be removed after dispatch\n * @param {object} [thisArg] - The context of the callback function.\n * @api private\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n function SignalBinding(fn, once, thisArg) {\n if (once === void 0) { once = false; }\n this._fn = fn;\n this._once = once;\n this._thisArg = thisArg;\n this._next = this._prev = this._owner = null;\n }\n SignalBinding.prototype.detach = function () {\n if (this._owner === null)\n { return false; }\n this._owner.detach(this);\n return true;\n };\n return SignalBinding;\n}());\n/**\n * @param self\n * @param node\n * @private\n */\nfunction _addSignalBinding(self, node) {\n if (!self._head) {\n self._head = node;\n self._tail = node;\n }\n else {\n self._tail._next = node;\n node._prev = self._tail;\n self._tail = node;\n }\n node._owner = self;\n return node;\n}\n/**\n * @memberof PIXI\n */\nvar Signal = /** @class */ (function () {\n /**\n * MiniSignal constructor.\n * @example\n * let mySignal = new Signal();\n * let binding = mySignal.add(onSignal);\n * mySignal.dispatch('foo', 'bar');\n * mySignal.detach(binding);\n */\n function Signal() {\n this._head = this._tail = undefined;\n }\n /**\n * Return an array of attached SignalBinding.\n * @param {boolean} [exists=false] - We only need to know if there are handlers.\n * @returns {PIXI.SignalBinding[] | boolean} Array of attached SignalBinding or Boolean if called with exists = true\n * @api public\n */\n Signal.prototype.handlers = function (exists) {\n if (exists === void 0) { exists = false; }\n var node = this._head;\n if (exists)\n { return !!node; }\n var ee = [];\n while (node) {\n ee.push(node);\n node = node._next;\n }\n return ee;\n };\n /**\n * Return true if node is a SignalBinding attached to this MiniSignal\n * @param {PIXI.SignalBinding} node - Node to check.\n * @returns {boolean} True if node is attache to mini-signal\n */\n Signal.prototype.has = function (node) {\n if (!(node instanceof SignalBinding)) {\n throw new Error('MiniSignal#has(): First arg must be a SignalBinding object.');\n }\n return node._owner === this;\n };\n /**\n * Dispaches a signal to all registered listeners.\n * @param {...any} args\n * @returns {boolean} Indication if we've emitted an event.\n */\n Signal.prototype.dispatch = function () {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n var node = this._head;\n if (!node)\n { return false; }\n while (node) {\n if (node._once)\n { this.detach(node); }\n node._fn.apply(node._thisArg, args);\n node = node._next;\n }\n return true;\n };\n /**\n * Register a new listener.\n * @param {Function} fn - Callback function.\n * @param {object} [thisArg] - The context of the callback function.\n * @returns {PIXI.SignalBinding} The SignalBinding node that was added.\n */\n Signal.prototype.add = function (fn, thisArg) {\n if (thisArg === void 0) { thisArg = null; }\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#add(): First arg must be a Function.');\n }\n return _addSignalBinding(this, new SignalBinding(fn, false, thisArg));\n };\n /**\n * Register a new listener that will be executed only once.\n * @param {Function} fn - Callback function.\n * @param {object} [thisArg] - The context of the callback function.\n * @returns {PIXI.SignalBinding} The SignalBinding node that was added.\n */\n Signal.prototype.once = function (fn, thisArg) {\n if (thisArg === void 0) { thisArg = null; }\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#once(): First arg must be a Function.');\n }\n return _addSignalBinding(this, new SignalBinding(fn, true, thisArg));\n };\n /**\n * Remove binding object.\n * @param {PIXI.SignalBinding} node - The binding node that will be removed.\n * @returns {Signal} The instance on which this method was called.\n @api public */\n Signal.prototype.detach = function (node) {\n if (!(node instanceof SignalBinding)) {\n throw new Error('MiniSignal#detach(): First arg must be a SignalBinding object.');\n }\n if (node._owner !== this)\n { return this; } // todo: or error?\n if (node._prev)\n { node._prev._next = node._next; }\n if (node._next)\n { node._next._prev = node._prev; }\n if (node === this._head) { // first node\n this._head = node._next;\n if (node._next === null) {\n this._tail = null;\n }\n }\n else if (node === this._tail) { // last node\n this._tail = node._prev;\n this._tail._next = null;\n }\n node._owner = null;\n return this;\n };\n /**\n * Detach all listeners.\n * @returns {Signal} The instance on which this method was called.\n */\n Signal.prototype.detachAll = function () {\n var node = this._head;\n if (!node)\n { return this; }\n this._head = this._tail = null;\n while (node) {\n node._owner = null;\n node = node._next;\n }\n return this;\n };\n return Signal;\n}());\n\n/**\n * function from npm package `parseUri`, converted to TS to avoid leftpad incident\n * @param {string} str\n * @param [opts] - options\n * @param {boolean} [opts.strictMode] - type of parser\n */\nfunction parseUri(str, opts) {\n opts = opts || {};\n var o = {\n // eslint-disable-next-line max-len\n key: ['source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host', 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'],\n q: {\n name: 'queryKey',\n parser: /(?:^|&)([^&=]*)=?([^&]*)/g\n },\n parser: {\n // eslint-disable-next-line max-len\n strict: /^(?:([^:\\/?#]+):)?(?:\\/\\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?))?((((?:[^?#\\/]*\\/)*)([^?#]*))(?:\\?([^#]*))?(?:#(.*))?)/,\n // eslint-disable-next-line max-len\n loose: /^(?:(?![^:@]+:[^:@\\/]*@)([^:\\/?#.]+):)?(?:\\/\\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?)(((\\/(?:[^?#](?![^?#\\/]*\\.[^?#\\/.]+(?:[?#]|$)))*\\/?)?([^?#\\/]*))(?:\\?([^#]*))?(?:#(.*))?)/\n }\n };\n var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str);\n var uri = {};\n var i = 14;\n while (i--)\n { uri[o.key[i]] = m[i] || ''; }\n uri[o.q.name] = {};\n uri[o.key[12]].replace(o.q.parser, function (_t0, t1, t2) {\n if (t1)\n { uri[o.q.name][t1] = t2; }\n });\n return uri;\n}\n\n// tests if CORS is supported in XHR, if not we need to use XDR\nvar useXdr;\nvar tempAnchor = null;\n// some status constants\nvar STATUS_NONE = 0;\nvar STATUS_OK = 200;\nvar STATUS_EMPTY = 204;\nvar STATUS_IE_BUG_EMPTY = 1223;\nvar STATUS_TYPE_OK = 2;\n// noop\nfunction _noop$1() { }\n/**\n * Quick helper to set a value on one of the extension maps. Ensures there is no\n * dot at the start of the extension.\n * @ignore\n * @param map - The map to set on.\n * @param extname - The extension (or key) to set.\n * @param val - The value to set.\n */\nfunction setExtMap(map, extname, val) {\n if (extname && extname.indexOf('.') === 0) {\n extname = extname.substring(1);\n }\n if (!extname) {\n return;\n }\n map[extname] = val;\n}\n/**\n * Quick helper to get string xhr type.\n * @ignore\n * @param xhr - The request to check.\n * @returns The type.\n */\nfunction reqType(xhr) {\n return xhr.toString().replace('object ', '');\n}\n/**\n * Manages the state and loading of a resource and all child resources.\n *\n * Can be extended in `GlobalMixins.LoaderResource`.\n * @memberof PIXI\n */\nvar LoaderResource = /** @class */ (function () {\n /**\n * @param {string} name - The name of the resource to load.\n * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass\n * an array of sources.\n * @param {object} [options] - The options for the load.\n * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to\n * determine automatically.\n * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes\n * longer than this time it is cancelled and the load is considered a failure. If this value is\n * set to `0` then there is no explicit timeout.\n * @param {PIXI.LoaderResource.LOAD_TYPE} [options.loadType=LOAD_TYPE.XHR] - How should this resource\n * be loaded?\n * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} [options.xhrType=XHR_RESPONSE_TYPE.DEFAULT] - How\n * should the data being loaded be interpreted when using XHR?\n * @param {PIXI.LoaderResource.IMetadata} [options.metadata] - Extra configuration for middleware\n * and the Resource object.\n */\n function LoaderResource(name, url, options) {\n /**\n * The `dequeue` method that will be used a storage place for the async queue dequeue method\n * used privately by the loader.\n * @private\n * @member {Function}\n */\n this._dequeue = _noop$1;\n /**\n * Used a storage place for the on load binding used privately by the loader.\n * @private\n * @member {Function}\n */\n this._onLoadBinding = null;\n /**\n * The timer for element loads to check if they timeout.\n * @private\n */\n this._elementTimer = 0;\n /**\n * The `complete` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundComplete = null;\n /**\n * The `_onError` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnError = null;\n /**\n * The `_onProgress` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnProgress = null;\n /**\n * The `_onTimeout` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnTimeout = null;\n this._boundXhrOnError = null;\n this._boundXhrOnTimeout = null;\n this._boundXhrOnAbort = null;\n this._boundXhrOnLoad = null;\n if (typeof name !== 'string' || typeof url !== 'string') {\n throw new Error('Both name and url are required for constructing a resource.');\n }\n options = options || {};\n this._flags = 0;\n // set data url flag, needs to be set early for some _determineX checks to work.\n this._setFlag(LoaderResource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0);\n this.name = name;\n this.url = url;\n this.extension = this._getExtension();\n this.data = null;\n this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin;\n this.timeout = options.timeout || 0;\n this.loadType = options.loadType || this._determineLoadType();\n // The type used to load the resource via XHR. If unset, determined automatically.\n this.xhrType = options.xhrType;\n // Extra info for middleware, and controlling specifics about how the resource loads.\n // Note that if you pass in a `loadElement`, the Resource class takes ownership of it.\n // Meaning it will modify it as it sees fit.\n this.metadata = options.metadata || {};\n // The error that occurred while loading (if any).\n this.error = null;\n // The XHR object that was used to load this resource. This is only set\n // when `loadType` is `LoaderResource.LOAD_TYPE.XHR`.\n this.xhr = null;\n // The child resources this resource owns.\n this.children = [];\n // The resource type.\n this.type = LoaderResource.TYPE.UNKNOWN;\n // The progress chunk owned by this resource.\n this.progressChunk = 0;\n // The `dequeue` method that will be used a storage place for the async queue dequeue method\n // used privately by the loader.\n this._dequeue = _noop$1;\n // Used a storage place for the on load binding used privately by the loader.\n this._onLoadBinding = null;\n // The timer for element loads to check if they timeout.\n this._elementTimer = 0;\n this._boundComplete = this.complete.bind(this);\n this._boundOnError = this._onError.bind(this);\n this._boundOnProgress = this._onProgress.bind(this);\n this._boundOnTimeout = this._onTimeout.bind(this);\n // xhr callbacks\n this._boundXhrOnError = this._xhrOnError.bind(this);\n this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this);\n this._boundXhrOnAbort = this._xhrOnAbort.bind(this);\n this._boundXhrOnLoad = this._xhrOnLoad.bind(this);\n // Dispatched when the resource beings to load.\n this.onStart = new Signal();\n // Dispatched each time progress of this resource load updates.\n // Not all resources types and loader systems can support this event\n // so sometimes it may not be available. If the resource\n // is being loaded on a modern browser, using XHR, and the remote server\n // properly sets Content-Length headers, then this will be available.\n this.onProgress = new Signal();\n // Dispatched once this resource has loaded, if there was an error it will\n // be in the `error` property.\n this.onComplete = new Signal();\n // Dispatched after this resource has had all the *after* middleware run on it.\n this.onAfterMiddleware = new Signal();\n }\n /**\n * Sets the load type to be used for a specific extension.\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {PIXI.LoaderResource.LOAD_TYPE} loadType - The load type to set it to.\n */\n LoaderResource.setExtensionLoadType = function (extname, loadType) {\n setExtMap(LoaderResource._loadTypeMap, extname, loadType);\n };\n /**\n * Sets the load type to be used for a specific extension.\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to.\n */\n LoaderResource.setExtensionXhrType = function (extname, xhrType) {\n setExtMap(LoaderResource._xhrTypeMap, extname, xhrType);\n };\n Object.defineProperty(LoaderResource.prototype, \"isDataUrl\", {\n /**\n * When the resource starts to load.\n * @memberof PIXI.LoaderResource\n * @callback OnStartSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n */\n /**\n * When the resource reports loading progress.\n * @memberof PIXI.LoaderResource\n * @callback OnProgressSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n * @param {number} percentage - The progress of the load in the range [0, 1].\n */\n /**\n * When the resource finishes loading.\n * @memberof PIXI.LoaderResource\n * @callback OnCompleteSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n */\n /**\n * @memberof PIXI.LoaderResource\n * @typedef {object} IMetadata\n * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The\n * element to use for loading, instead of creating one.\n * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This\n * is useful if you want to pass in a `loadElement` that you already added load sources to.\n * @property {string|string[]} [mimeType] - The mime type to use for the source element\n * of a video/audio elment. If the urls are an array, you can pass this as an array as well\n * where each index is the mime type to use for the corresponding url index.\n */\n /**\n * Stores whether or not this url is a data url.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.DATA_URL);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(LoaderResource.prototype, \"isComplete\", {\n /**\n * Describes if this resource has finished loading. Is true when the resource has completely\n * loaded.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.COMPLETE);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(LoaderResource.prototype, \"isLoading\", {\n /**\n * Describes if this resource is currently loading. Is true when the resource starts loading,\n * and is false again when complete.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.LOADING);\n },\n enumerable: false,\n configurable: true\n });\n /** Marks the resource as complete. */\n LoaderResource.prototype.complete = function () {\n this._clearEvents();\n this._finish();\n };\n /**\n * Aborts the loading of this resource, with an optional message.\n * @param {string} message - The message to use for the error\n */\n LoaderResource.prototype.abort = function (message) {\n // abort can be called multiple times, ignore subsequent calls.\n if (this.error) {\n return;\n }\n // store error\n this.error = new Error(message);\n // clear events before calling aborts\n this._clearEvents();\n // abort the actual loading\n if (this.xhr) {\n this.xhr.abort();\n }\n else if (this.xdr) {\n this.xdr.abort();\n }\n else if (this.data) {\n // single source\n if (this.data.src) {\n this.data.src = LoaderResource.EMPTY_GIF;\n }\n // multi-source\n else {\n while (this.data.firstChild) {\n this.data.removeChild(this.data.firstChild);\n }\n }\n }\n // done now.\n this._finish();\n };\n /**\n * Kicks off loading of this resource. This method is asynchronous.\n * @param {PIXI.LoaderResource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded.\n */\n LoaderResource.prototype.load = function (cb) {\n var _this = this;\n if (this.isLoading) {\n return;\n }\n if (this.isComplete) {\n if (cb) {\n setTimeout(function () { return cb(_this); }, 1);\n }\n return;\n }\n else if (cb) {\n this.onComplete.once(cb);\n }\n this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, true);\n this.onStart.dispatch(this);\n // if unset, determine the value\n if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') {\n this.crossOrigin = this._determineCrossOrigin(this.url);\n }\n switch (this.loadType) {\n case LoaderResource.LOAD_TYPE.IMAGE:\n this.type = LoaderResource.TYPE.IMAGE;\n this._loadElement('image');\n break;\n case LoaderResource.LOAD_TYPE.AUDIO:\n this.type = LoaderResource.TYPE.AUDIO;\n this._loadSourceElement('audio');\n break;\n case LoaderResource.LOAD_TYPE.VIDEO:\n this.type = LoaderResource.TYPE.VIDEO;\n this._loadSourceElement('video');\n break;\n case LoaderResource.LOAD_TYPE.XHR:\n /* falls through */\n default:\n if (typeof useXdr === 'undefined') {\n useXdr = !!(globalThis.XDomainRequest && !('withCredentials' in (new XMLHttpRequest())));\n }\n if (useXdr && this.crossOrigin) {\n this._loadXdr();\n }\n else {\n this._loadXhr();\n }\n break;\n }\n };\n /**\n * Checks if the flag is set.\n * @param flag - The flag to check.\n * @returns True if the flag is set.\n */\n LoaderResource.prototype._hasFlag = function (flag) {\n return (this._flags & flag) !== 0;\n };\n /**\n * (Un)Sets the flag.\n * @param flag - The flag to (un)set.\n * @param value - Whether to set or (un)set the flag.\n */\n LoaderResource.prototype._setFlag = function (flag, value) {\n this._flags = value ? (this._flags | flag) : (this._flags & ~flag);\n };\n /** Clears all the events from the underlying loading source. */\n LoaderResource.prototype._clearEvents = function () {\n clearTimeout(this._elementTimer);\n if (this.data && this.data.removeEventListener) {\n this.data.removeEventListener('error', this._boundOnError, false);\n this.data.removeEventListener('load', this._boundComplete, false);\n this.data.removeEventListener('progress', this._boundOnProgress, false);\n this.data.removeEventListener('canplaythrough', this._boundComplete, false);\n }\n if (this.xhr) {\n if (this.xhr.removeEventListener) {\n this.xhr.removeEventListener('error', this._boundXhrOnError, false);\n this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false);\n this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false);\n this.xhr.removeEventListener('progress', this._boundOnProgress, false);\n this.xhr.removeEventListener('load', this._boundXhrOnLoad, false);\n }\n else {\n this.xhr.onerror = null;\n this.xhr.ontimeout = null;\n this.xhr.onprogress = null;\n this.xhr.onload = null;\n }\n }\n };\n /** Finalizes the load. */\n LoaderResource.prototype._finish = function () {\n if (this.isComplete) {\n throw new Error('Complete called again for an already completed resource.');\n }\n this._setFlag(LoaderResource.STATUS_FLAGS.COMPLETE, true);\n this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, false);\n this.onComplete.dispatch(this);\n };\n /**\n * Loads this resources using an element that has a single source,\n * like an HTMLImageElement.\n * @private\n * @param type - The type of element to use.\n */\n LoaderResource.prototype._loadElement = function (type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n }\n else if (type === 'image' && typeof globalThis.Image !== 'undefined') {\n this.data = new Image();\n }\n else {\n this.data = document.createElement(type);\n }\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n if (!this.metadata.skipSource) {\n this.data.src = this.url;\n }\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n };\n /**\n * Loads this resources using an element that has multiple sources,\n * like an HTMLAudioElement or HTMLVideoElement.\n * @param type - The type of element to use.\n */\n LoaderResource.prototype._loadSourceElement = function (type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n }\n else if (type === 'audio' && typeof globalThis.Audio !== 'undefined') {\n this.data = new Audio();\n }\n else {\n this.data = document.createElement(type);\n }\n if (this.data === null) {\n this.abort(\"Unsupported element: \" + type);\n return;\n }\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n if (!this.metadata.skipSource) {\n // support for CocoonJS Canvas+ runtime, lacks document.createElement('source')\n if (navigator.isCocoonJS) {\n this.data.src = Array.isArray(this.url) ? this.url[0] : this.url;\n }\n else if (Array.isArray(this.url)) {\n var mimeTypes = this.metadata.mimeType;\n for (var i = 0; i < this.url.length; ++i) {\n this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes));\n }\n }\n else {\n var mimeTypes = this.metadata.mimeType;\n this.data.appendChild(this._createSource(type, this.url, Array.isArray(mimeTypes) ? mimeTypes[0] : mimeTypes));\n }\n }\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n this.data.addEventListener('canplaythrough', this._boundComplete, false);\n this.data.load();\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n };\n /** Loads this resources using an XMLHttpRequest. */\n LoaderResource.prototype._loadXhr = function () {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n var xhr = this.xhr = new XMLHttpRequest();\n // send credentials when crossOrigin with credentials requested\n if (this.crossOrigin === 'use-credentials') {\n xhr.withCredentials = true;\n }\n // set the request type and url\n xhr.open('GET', this.url, true);\n xhr.timeout = this.timeout;\n // load json as text and parse it ourselves. We do this because some browsers\n // *cough* safari *cough* can't deal with it.\n if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON\n || this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) {\n xhr.responseType = LoaderResource.XHR_RESPONSE_TYPE.TEXT;\n }\n else {\n xhr.responseType = this.xhrType;\n }\n xhr.addEventListener('error', this._boundXhrOnError, false);\n xhr.addEventListener('timeout', this._boundXhrOnTimeout, false);\n xhr.addEventListener('abort', this._boundXhrOnAbort, false);\n xhr.addEventListener('progress', this._boundOnProgress, false);\n xhr.addEventListener('load', this._boundXhrOnLoad, false);\n xhr.send();\n };\n /** Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross). */\n LoaderResource.prototype._loadXdr = function () {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n var xdr = this.xhr = new globalThis.XDomainRequest(); // eslint-disable-line no-undef\n // XDomainRequest has a few quirks. Occasionally it will abort requests\n // A way to avoid this is to make sure ALL callbacks are set even if not used\n // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9\n xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9\n xdr.onerror = this._boundXhrOnError;\n xdr.ontimeout = this._boundXhrOnTimeout;\n xdr.onprogress = this._boundOnProgress;\n xdr.onload = this._boundXhrOnLoad;\n xdr.open('GET', this.url, true);\n // Note: The xdr.send() call is wrapped in a timeout to prevent an\n // issue with the interface where some requests are lost if multiple\n // XDomainRequests are being sent at the same time.\n // Some info here: https://github.com/photonstorm/phaser/issues/1248\n setTimeout(function () { return xdr.send(); }, 1);\n };\n /**\n * Creates a source used in loading via an element.\n * @param type - The element type (video or audio).\n * @param url - The source URL to load from.\n * @param [mime] - The mime type of the video\n * @returns The source element.\n */\n LoaderResource.prototype._createSource = function (type, url, mime) {\n if (!mime) {\n mime = type + \"/\" + this._getExtension(url);\n }\n var source = document.createElement('source');\n source.src = url;\n source.type = mime;\n return source;\n };\n /**\n * Called if a load errors out.\n * @param event - The error event from the element that emits it.\n */\n LoaderResource.prototype._onError = function (event) {\n this.abort(\"Failed to load element using: \" + event.target.nodeName);\n };\n /**\n * Called if a load progress event fires for an element or xhr/xdr.\n * @param event - Progress event.\n */\n LoaderResource.prototype._onProgress = function (event) {\n if (event && event.lengthComputable) {\n this.onProgress.dispatch(this, event.loaded / event.total);\n }\n };\n /** Called if a timeout event fires for an element. */\n LoaderResource.prototype._onTimeout = function () {\n this.abort(\"Load timed out.\");\n };\n /** Called if an error event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnError = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request failed. Status: \" + xhr.status + \", text: \\\"\" + xhr.statusText + \"\\\"\");\n };\n /** Called if an error event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnTimeout = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request timed out.\");\n };\n /** Called if an abort event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnAbort = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request was aborted by the user.\");\n };\n /** Called when data successfully loads from an xhr/xdr request. */\n LoaderResource.prototype._xhrOnLoad = function () {\n var xhr = this.xhr;\n var text = '';\n var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200.\n // responseText is accessible only if responseType is '' or 'text' and on older browsers\n if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') {\n text = xhr.responseText;\n }\n // status can be 0 when using the `file://` protocol so we also check if a response is set.\n // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request.\n if (status === STATUS_NONE && (text.length > 0 || xhr.responseType === LoaderResource.XHR_RESPONSE_TYPE.BUFFER)) {\n status = STATUS_OK;\n }\n // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request\n else if (status === STATUS_IE_BUG_EMPTY) {\n status = STATUS_EMPTY;\n }\n var statusType = (status / 100) | 0;\n if (statusType === STATUS_TYPE_OK) {\n // if text, just return it\n if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.TEXT) {\n this.data = text;\n this.type = LoaderResource.TYPE.TEXT;\n }\n // if json, parse into json object\n else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON) {\n try {\n this.data = JSON.parse(text);\n this.type = LoaderResource.TYPE.JSON;\n }\n catch (e) {\n this.abort(\"Error trying to parse loaded json: \" + e);\n return;\n }\n }\n // if xml, parse into an xml document or div element\n else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) {\n try {\n if (globalThis.DOMParser) {\n var domparser = new DOMParser();\n this.data = domparser.parseFromString(text, 'text/xml');\n }\n else {\n var div = document.createElement('div');\n div.innerHTML = text;\n this.data = div;\n }\n this.type = LoaderResource.TYPE.XML;\n }\n catch (e$1) {\n this.abort(\"Error trying to parse loaded xml: \" + e$1);\n return;\n }\n }\n // other types just return the response\n else {\n this.data = xhr.response || text;\n }\n }\n else {\n this.abort(\"[\" + xhr.status + \"] \" + xhr.statusText + \": \" + xhr.responseURL);\n return;\n }\n this.complete();\n };\n /**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n * @private\n * @param url - The url to test.\n * @param [loc=globalThis.location] - The location object to test against.\n * @returns The crossOrigin value to use (or empty string for none).\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n LoaderResource.prototype._determineCrossOrigin = function (url, loc) {\n // data: and javascript: urls are considered same-origin\n if (url.indexOf('data:') === 0) {\n return '';\n }\n // A sandboxed iframe without the 'allow-same-origin' attribute will have a special\n // origin designed not to match globalThis.location.origin, and will always require\n // crossOrigin requests regardless of whether the location matches.\n if (globalThis.origin !== globalThis.location.origin) {\n return 'anonymous';\n }\n // default is globalThis.location\n loc = loc || globalThis.location;\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url;\n var parsedUrl = parseUri(tempAnchor.href, { strictMode: true });\n var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port);\n var protocol = parsedUrl.protocol ? parsedUrl.protocol + \":\" : '';\n // if cross origin\n if (parsedUrl.host !== loc.hostname || !samePort || protocol !== loc.protocol) {\n return 'anonymous';\n }\n return '';\n };\n /**\n * Determines the responseType of an XHR request based on the extension of the\n * resource being loaded.\n * @private\n * @returns {PIXI.LoaderResource.XHR_RESPONSE_TYPE} The responseType to use.\n */\n LoaderResource.prototype._determineXhrType = function () {\n return LoaderResource._xhrTypeMap[this.extension] || LoaderResource.XHR_RESPONSE_TYPE.TEXT;\n };\n /**\n * Determines the loadType of a resource based on the extension of the\n * resource being loaded.\n * @private\n * @returns {PIXI.LoaderResource.LOAD_TYPE} The loadType to use.\n */\n LoaderResource.prototype._determineLoadType = function () {\n return LoaderResource._loadTypeMap[this.extension] || LoaderResource.LOAD_TYPE.XHR;\n };\n /**\n * Extracts the extension (sans '.') of the file being loaded by the resource.\n * @param [url] - url to parse, `this.url` by default.\n * @returns The extension.\n */\n LoaderResource.prototype._getExtension = function (url) {\n if (url === void 0) { url = this.url; }\n var ext = '';\n if (this.isDataUrl) {\n var slashIndex = url.indexOf('/');\n ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex));\n }\n else {\n var queryStart = url.indexOf('?');\n var hashStart = url.indexOf('#');\n var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length);\n url = url.substring(0, index);\n ext = url.substring(url.lastIndexOf('.') + 1);\n }\n return ext.toLowerCase();\n };\n /**\n * Determines the mime type of an XHR request based on the responseType of\n * resource being loaded.\n * @param type - The type to get a mime type for.\n * @private\n * @returns The mime type to use.\n */\n LoaderResource.prototype._getMimeFromXhrType = function (type) {\n switch (type) {\n case LoaderResource.XHR_RESPONSE_TYPE.BUFFER:\n return 'application/octet-binary';\n case LoaderResource.XHR_RESPONSE_TYPE.BLOB:\n return 'application/blob';\n case LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT:\n return 'application/xml';\n case LoaderResource.XHR_RESPONSE_TYPE.JSON:\n return 'application/json';\n case LoaderResource.XHR_RESPONSE_TYPE.DEFAULT:\n case LoaderResource.XHR_RESPONSE_TYPE.TEXT:\n /* falls through */\n default:\n return 'text/plain';\n }\n };\n return LoaderResource;\n}());\n// eslint-disable-next-line @typescript-eslint/no-namespace\n(function (LoaderResource) {\n (function (STATUS_FLAGS) {\n /** None */\n STATUS_FLAGS[STATUS_FLAGS[\"NONE\"] = 0] = \"NONE\";\n /** Data URL */\n STATUS_FLAGS[STATUS_FLAGS[\"DATA_URL\"] = 1] = \"DATA_URL\";\n /** Complete */\n STATUS_FLAGS[STATUS_FLAGS[\"COMPLETE\"] = 2] = \"COMPLETE\";\n /** Loading */\n STATUS_FLAGS[STATUS_FLAGS[\"LOADING\"] = 4] = \"LOADING\";\n })(LoaderResource.STATUS_FLAGS || (LoaderResource.STATUS_FLAGS = {}));\n (function (TYPE) {\n /** Unknown */\n TYPE[TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n /** JSON */\n TYPE[TYPE[\"JSON\"] = 1] = \"JSON\";\n /** XML */\n TYPE[TYPE[\"XML\"] = 2] = \"XML\";\n /** Image */\n TYPE[TYPE[\"IMAGE\"] = 3] = \"IMAGE\";\n /** Audio */\n TYPE[TYPE[\"AUDIO\"] = 4] = \"AUDIO\";\n /** Video */\n TYPE[TYPE[\"VIDEO\"] = 5] = \"VIDEO\";\n /** Plain text */\n TYPE[TYPE[\"TEXT\"] = 6] = \"TEXT\";\n })(LoaderResource.TYPE || (LoaderResource.TYPE = {}));\n (function (LOAD_TYPE) {\n /** Uses XMLHttpRequest to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"XHR\"] = 1] = \"XHR\";\n /** Uses an `Image` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"IMAGE\"] = 2] = \"IMAGE\";\n /** Uses an `Audio` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"AUDIO\"] = 3] = \"AUDIO\";\n /** Uses a `Video` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"VIDEO\"] = 4] = \"VIDEO\";\n })(LoaderResource.LOAD_TYPE || (LoaderResource.LOAD_TYPE = {}));\n (function (XHR_RESPONSE_TYPE) {\n /** string */\n XHR_RESPONSE_TYPE[\"DEFAULT\"] = \"text\";\n /** ArrayBuffer */\n XHR_RESPONSE_TYPE[\"BUFFER\"] = \"arraybuffer\";\n /** Blob */\n XHR_RESPONSE_TYPE[\"BLOB\"] = \"blob\";\n /** Document */\n XHR_RESPONSE_TYPE[\"DOCUMENT\"] = \"document\";\n /** Object */\n XHR_RESPONSE_TYPE[\"JSON\"] = \"json\";\n /** String */\n XHR_RESPONSE_TYPE[\"TEXT\"] = \"text\";\n })(LoaderResource.XHR_RESPONSE_TYPE || (LoaderResource.XHR_RESPONSE_TYPE = {}));\n LoaderResource._loadTypeMap = {\n // images\n gif: LoaderResource.LOAD_TYPE.IMAGE,\n png: LoaderResource.LOAD_TYPE.IMAGE,\n bmp: LoaderResource.LOAD_TYPE.IMAGE,\n jpg: LoaderResource.LOAD_TYPE.IMAGE,\n jpeg: LoaderResource.LOAD_TYPE.IMAGE,\n tif: LoaderResource.LOAD_TYPE.IMAGE,\n tiff: LoaderResource.LOAD_TYPE.IMAGE,\n webp: LoaderResource.LOAD_TYPE.IMAGE,\n tga: LoaderResource.LOAD_TYPE.IMAGE,\n avif: LoaderResource.LOAD_TYPE.IMAGE,\n svg: LoaderResource.LOAD_TYPE.IMAGE,\n 'svg+xml': LoaderResource.LOAD_TYPE.IMAGE,\n // audio\n mp3: LoaderResource.LOAD_TYPE.AUDIO,\n ogg: LoaderResource.LOAD_TYPE.AUDIO,\n wav: LoaderResource.LOAD_TYPE.AUDIO,\n // videos\n mp4: LoaderResource.LOAD_TYPE.VIDEO,\n webm: LoaderResource.LOAD_TYPE.VIDEO,\n };\n LoaderResource._xhrTypeMap = {\n // xml\n xhtml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n html: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n htm: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n xml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n tmx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n svg: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component.\n // Since it is way less likely for people to be loading TypeScript files instead of Tiled files,\n // this should probably be fine.\n tsx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n // images\n gif: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n png: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n bmp: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n jpg: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n jpeg: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tif: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tiff: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n webp: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tga: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n avif: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n // json\n json: LoaderResource.XHR_RESPONSE_TYPE.JSON,\n // text\n text: LoaderResource.XHR_RESPONSE_TYPE.TEXT,\n txt: LoaderResource.XHR_RESPONSE_TYPE.TEXT,\n // fonts\n ttf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER,\n otf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER,\n };\n // We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif\n LoaderResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw==';\n})(LoaderResource || (LoaderResource = {}));\n\n/**\n * Smaller version of the async library constructs.\n * @ignore\n */\nfunction _noop() {\n}\n/**\n * Ensures a function is only called once.\n * @ignore\n * @param {Function} fn - The function to wrap.\n * @returns {Function} The wrapping function.\n */\nfunction onlyOnce(fn) {\n return function onceWrapper() {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n if (fn === null) {\n throw new Error('Callback was already called.');\n }\n var callFn = fn;\n fn = null;\n callFn.apply(this, args);\n };\n}\n/**\n * @private\n * @memberof PIXI\n */\nvar AsyncQueueItem = /** @class */ (function () {\n /**\n * @param data\n * @param callback\n * @private\n */\n function AsyncQueueItem(data, callback) {\n this.data = data;\n this.callback = callback;\n }\n return AsyncQueueItem;\n}());\n/**\n * @private\n * @memberof PIXI\n */\nvar AsyncQueue = /** @class */ (function () {\n /**\n * @param worker\n * @param concurrency\n * @private\n */\n function AsyncQueue(worker, concurrency) {\n var _this = this;\n if (concurrency === void 0) { concurrency = 1; }\n this.workers = 0;\n this.saturated = _noop;\n this.unsaturated = _noop;\n this.empty = _noop;\n this.drain = _noop;\n this.error = _noop;\n this.started = false;\n this.paused = false;\n this._tasks = [];\n this._insert = function (data, insertAtFront, callback) {\n if (callback && typeof callback !== 'function') {\n throw new Error('task callback must be a function');\n }\n _this.started = true;\n // eslint-disable-next-line no-eq-null,eqeqeq\n if (data == null && _this.idle()) {\n // call drain immediately if there are no tasks\n setTimeout(function () { return _this.drain(); }, 1);\n return;\n }\n var item = new AsyncQueueItem(data, typeof callback === 'function' ? callback : _noop);\n if (insertAtFront) {\n _this._tasks.unshift(item);\n }\n else {\n _this._tasks.push(item);\n }\n setTimeout(_this.process, 1);\n };\n this.process = function () {\n while (!_this.paused && _this.workers < _this.concurrency && _this._tasks.length) {\n var task = _this._tasks.shift();\n if (_this._tasks.length === 0) {\n _this.empty();\n }\n _this.workers += 1;\n if (_this.workers === _this.concurrency) {\n _this.saturated();\n }\n _this._worker(task.data, onlyOnce(_this._next(task)));\n }\n };\n this._worker = worker;\n if (concurrency === 0) {\n throw new Error('Concurrency must not be zero');\n }\n this.concurrency = concurrency;\n this.buffer = concurrency / 4.0;\n }\n /**\n * @param task\n * @private\n */\n AsyncQueue.prototype._next = function (task) {\n var _this = this;\n return function () {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n _this.workers -= 1;\n task.callback.apply(task, args);\n // eslint-disable-next-line no-eq-null,eqeqeq\n if (args[0] != null) {\n _this.error(args[0], task.data);\n }\n if (_this.workers <= (_this.concurrency - _this.buffer)) {\n _this.unsaturated();\n }\n if (_this.idle()) {\n _this.drain();\n }\n _this.process();\n };\n };\n // That was in object\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n AsyncQueue.prototype.push = function (data, callback) {\n this._insert(data, false, callback);\n };\n AsyncQueue.prototype.kill = function () {\n this.workers = 0;\n this.drain = _noop;\n this.started = false;\n this._tasks = [];\n };\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n AsyncQueue.prototype.unshift = function (data, callback) {\n this._insert(data, true, callback);\n };\n AsyncQueue.prototype.length = function () {\n return this._tasks.length;\n };\n AsyncQueue.prototype.running = function () {\n return this.workers;\n };\n AsyncQueue.prototype.idle = function () {\n return this._tasks.length + this.workers === 0;\n };\n AsyncQueue.prototype.pause = function () {\n if (this.paused === true) {\n return;\n }\n this.paused = true;\n };\n AsyncQueue.prototype.resume = function () {\n if (this.paused === false) {\n return;\n }\n this.paused = false;\n // Need to call this.process once per concurrent\n // worker to preserve full concurrency after pause\n for (var w = 1; w <= this.concurrency; w++) {\n this.process();\n }\n };\n /**\n * Iterates an array in series.\n * @param {Array.<*>} array - Array to iterate.\n * @param {Function} iterator - Function to call for each element.\n * @param {Function} callback - Function to call when done, or on error.\n * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1.\n */\n AsyncQueue.eachSeries = function (array, iterator, callback, deferNext) {\n var i = 0;\n var len = array.length;\n function next(err) {\n if (err || i === len) {\n if (callback) {\n callback(err);\n }\n return;\n }\n if (deferNext) {\n setTimeout(function () {\n iterator(array[i++], next);\n }, 1);\n }\n else {\n iterator(array[i++], next);\n }\n }\n next();\n };\n /**\n * Async queue implementation,\n * @param {Function} worker - The worker function to call for each task.\n * @param {number} concurrency - How many workers to run in parrallel.\n * @returns {*} The async queue object.\n */\n AsyncQueue.queue = function (worker, concurrency) {\n return new AsyncQueue(worker, concurrency);\n };\n return AsyncQueue;\n}());\n\n// some constants\nvar MAX_PROGRESS = 100;\nvar rgxExtractUrlHash = /(#[\\w-]+)?$/;\n/**\n * The new loader, forked from Resource Loader by Chad Engler: https://github.com/englercj/resource-loader\n *\n * ```js\n * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use.\n * // or\n * const loader = new PIXI.Loader(); // You can also create your own if you want\n *\n * const sprites = {};\n *\n * // Chainable `add` to enqueue a resource\n * loader.add('bunny', 'data/bunny.png')\n * .add('spaceship', 'assets/spritesheet.json');\n * loader.add('scoreFont', 'assets/score.fnt');\n *\n * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource.\n * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc).\n * loader.pre(cachingMiddleware);\n *\n * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource.\n * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc).\n * loader.use(parsingMiddleware);\n *\n * // The `load` method loads the queue of resources, and calls the passed in callback called once all\n * // resources have loaded.\n * loader.load((loader, resources) => {\n * // resources is an object where the key is the name of the resource loaded and the value is the resource object.\n * // They have a couple default properties:\n * // - `url`: The URL that the resource was loaded from\n * // - `error`: The error that happened when trying to load (if any)\n * // - `data`: The raw data that was loaded\n * // also may contain other properties based on the middleware that runs.\n * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture);\n * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture);\n * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture);\n * });\n *\n * // throughout the process multiple signals can be dispatched.\n * loader.onProgress.add(() => {}); // called once per loaded/errored file\n * loader.onError.add(() => {}); // called once per errored file\n * loader.onLoad.add(() => {}); // called once per loaded file\n * loader.onComplete.add(() => {}); // called once when the queued resources all load.\n * ```\n * @memberof PIXI\n */\nvar Loader = /** @class */ (function () {\n /**\n * @param baseUrl - The base url for all resources loaded by this loader.\n * @param concurrency - The number of resources to load concurrently.\n */\n function Loader(baseUrl, concurrency) {\n var _this = this;\n if (baseUrl === void 0) { baseUrl = ''; }\n if (concurrency === void 0) { concurrency = 10; }\n /** The progress percent of the loader going through the queue. */\n this.progress = 0;\n /** Loading state of the loader, true if it is currently loading resources. */\n this.loading = false;\n /**\n * A querystring to append to every URL added to the loader.\n *\n * This should be a valid query string *without* the question-mark (`?`). The loader will\n * also *not* escape values for you. Make sure to escape your parameters with\n * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property.\n * @example\n * const loader = new Loader();\n *\n * loader.defaultQueryString = 'user=me&password=secret';\n *\n * // This will request 'image.png?user=me&password=secret'\n * loader.add('image.png').load();\n *\n * loader.reset();\n *\n * // This will request 'image.png?v=1&user=me&password=secret'\n * loader.add('iamge.png?v=1').load();\n */\n this.defaultQueryString = '';\n /** The middleware to run before loading each resource. */\n this._beforeMiddleware = [];\n /** The middleware to run after loading each resource. */\n this._afterMiddleware = [];\n /** The tracks the resources we are currently completing parsing for. */\n this._resourcesParsing = [];\n /**\n * The `_loadResource` function bound with this object context.\n * @param r - The resource to load\n * @param d - The dequeue function\n */\n this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); };\n /** All the resources for this loader keyed by name. */\n this.resources = {};\n this.baseUrl = baseUrl;\n this._beforeMiddleware = [];\n this._afterMiddleware = [];\n this._resourcesParsing = [];\n this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); };\n this._queue = AsyncQueue.queue(this._boundLoadResource, concurrency);\n this._queue.pause();\n this.resources = {};\n this.onProgress = new Signal();\n this.onError = new Signal();\n this.onLoad = new Signal();\n this.onStart = new Signal();\n this.onComplete = new Signal();\n for (var i = 0; i < Loader._plugins.length; ++i) {\n var plugin = Loader._plugins[i];\n var pre = plugin.pre, use = plugin.use;\n if (pre) {\n this.pre(pre);\n }\n if (use) {\n this.use(use);\n }\n }\n this._protected = false;\n }\n /**\n * Same as add, params have strict order\n * @private\n * @param name - The name of the resource to load.\n * @param url - The url for this resource, relative to the baseUrl of this loader.\n * @param options - The options for the load.\n * @param callback - Function to call when this specific resource completes loading.\n * @returns The loader itself.\n */\n Loader.prototype._add = function (name, url, options, callback) {\n // if loading already you can only add resources that have a parent.\n if (this.loading && (!options || !options.parentResource)) {\n throw new Error('Cannot add resources while the loader is running.');\n }\n // check if resource already exists.\n if (this.resources[name]) {\n throw new Error(\"Resource named \\\"\" + name + \"\\\" already exists.\");\n }\n // add base url if this isn't an absolute url\n url = this._prepareUrl(url);\n // create the store the resource\n this.resources[name] = new LoaderResource(name, url, options);\n if (typeof callback === 'function') {\n this.resources[name].onAfterMiddleware.once(callback);\n }\n // if actively loading, make sure to adjust progress chunks for that parent and its children\n if (this.loading) {\n var parent = options.parentResource;\n var incompleteChildren = [];\n for (var i = 0; i < parent.children.length; ++i) {\n if (!parent.children[i].isComplete) {\n incompleteChildren.push(parent.children[i]);\n }\n }\n var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent\n var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child\n parent.children.push(this.resources[name]);\n parent.progressChunk = eachChunk;\n for (var i = 0; i < incompleteChildren.length; ++i) {\n incompleteChildren[i].progressChunk = eachChunk;\n }\n this.resources[name].progressChunk = eachChunk;\n }\n // add the resource to the queue\n this._queue.push(this.resources[name]);\n return this;\n };\n /* eslint-enable require-jsdoc,valid-jsdoc */\n /**\n * Sets up a middleware function that will run *before* the\n * resource is loaded.\n * @param fn - The middleware function to register.\n * @returns The loader itself.\n */\n Loader.prototype.pre = function (fn) {\n this._beforeMiddleware.push(fn);\n return this;\n };\n /**\n * Sets up a middleware function that will run *after* the\n * resource is loaded.\n * @param fn - The middleware function to register.\n * @returns The loader itself.\n */\n Loader.prototype.use = function (fn) {\n this._afterMiddleware.push(fn);\n return this;\n };\n /**\n * Resets the queue of the loader to prepare for a new load.\n * @returns The loader itself.\n */\n Loader.prototype.reset = function () {\n this.progress = 0;\n this.loading = false;\n this._queue.kill();\n this._queue.pause();\n // abort all resource loads\n for (var k in this.resources) {\n var res = this.resources[k];\n if (res._onLoadBinding) {\n res._onLoadBinding.detach();\n }\n if (res.isLoading) {\n res.abort('loader reset');\n }\n }\n this.resources = {};\n return this;\n };\n /**\n * Starts loading the queued resources.\n * @param cb - Optional callback that will be bound to the `complete` event.\n * @returns The loader itself.\n */\n Loader.prototype.load = function (cb) {\n deprecation('6.5.0', '@pixi/loaders is being replaced with @pixi/assets in the next major release.');\n // register complete callback if they pass one\n if (typeof cb === 'function') {\n this.onComplete.once(cb);\n }\n // if the queue has already started we are done here\n if (this.loading) {\n return this;\n }\n if (this._queue.idle()) {\n this._onStart();\n this._onComplete();\n }\n else {\n // distribute progress chunks\n var numTasks = this._queue._tasks.length;\n var chunk = MAX_PROGRESS / numTasks;\n for (var i = 0; i < this._queue._tasks.length; ++i) {\n this._queue._tasks[i].data.progressChunk = chunk;\n }\n // notify we are starting\n this._onStart();\n // start loading\n this._queue.resume();\n }\n return this;\n };\n Object.defineProperty(Loader.prototype, \"concurrency\", {\n /**\n * The number of resources to load concurrently.\n * @default 10\n */\n get: function () {\n return this._queue.concurrency;\n },\n set: function (concurrency) {\n this._queue.concurrency = concurrency;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Prepares a url for usage based on the configuration of this object\n * @param url - The url to prepare.\n * @returns The prepared url.\n */\n Loader.prototype._prepareUrl = function (url) {\n var parsedUrl = parseUri(url, { strictMode: true });\n var result;\n // absolute url, just use it as is.\n if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) {\n result = url;\n }\n // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween\n else if (this.baseUrl.length\n && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1\n && url.charAt(0) !== '/') {\n result = this.baseUrl + \"/\" + url;\n }\n else {\n result = this.baseUrl + url;\n }\n // if we need to add a default querystring, there is a bit more work\n if (this.defaultQueryString) {\n var hash = rgxExtractUrlHash.exec(result)[0];\n result = result.slice(0, result.length - hash.length);\n if (result.indexOf('?') !== -1) {\n result += \"&\" + this.defaultQueryString;\n }\n else {\n result += \"?\" + this.defaultQueryString;\n }\n result += hash;\n }\n return result;\n };\n /**\n * Loads a single resource.\n * @param resource - The resource to load.\n * @param dequeue - The function to call when we need to dequeue this item.\n */\n Loader.prototype._loadResource = function (resource, dequeue) {\n var _this = this;\n resource._dequeue = dequeue;\n // run before middleware\n AsyncQueue.eachSeries(this._beforeMiddleware, function (fn, next) {\n fn.call(_this, resource, function () {\n // if the before middleware marks the resource as complete,\n // break and don't process any more before middleware\n next(resource.isComplete ? {} : null);\n });\n }, function () {\n if (resource.isComplete) {\n _this._onLoad(resource);\n }\n else {\n resource._onLoadBinding = resource.onComplete.once(_this._onLoad, _this);\n resource.load();\n }\n }, true);\n };\n /** Called once loading has started. */\n Loader.prototype._onStart = function () {\n this.progress = 0;\n this.loading = true;\n this.onStart.dispatch(this);\n };\n /** Called once each resource has loaded. */\n Loader.prototype._onComplete = function () {\n this.progress = MAX_PROGRESS;\n this.loading = false;\n this.onComplete.dispatch(this, this.resources);\n };\n /**\n * Called each time a resources is loaded.\n * @param resource - The resource that was loaded\n */\n Loader.prototype._onLoad = function (resource) {\n var _this = this;\n resource._onLoadBinding = null;\n // remove this resource from the async queue, and add it to our list of resources that are being parsed\n this._resourcesParsing.push(resource);\n resource._dequeue();\n // run all the after middleware for this resource\n AsyncQueue.eachSeries(this._afterMiddleware, function (fn, next) {\n fn.call(_this, resource, next);\n }, function () {\n resource.onAfterMiddleware.dispatch(resource);\n _this.progress = Math.min(MAX_PROGRESS, _this.progress + resource.progressChunk);\n _this.onProgress.dispatch(_this, resource);\n if (resource.error) {\n _this.onError.dispatch(resource.error, _this, resource);\n }\n else {\n _this.onLoad.dispatch(_this, resource);\n }\n _this._resourcesParsing.splice(_this._resourcesParsing.indexOf(resource), 1);\n // do completion check\n if (_this._queue.idle() && _this._resourcesParsing.length === 0) {\n _this._onComplete();\n }\n }, true);\n };\n /** Destroy the loader, removes references. */\n Loader.prototype.destroy = function () {\n if (!this._protected) {\n this.reset();\n }\n };\n Object.defineProperty(Loader, \"shared\", {\n /** A premade instance of the loader that can be used to load resources. */\n get: function () {\n var shared = Loader._shared;\n if (!shared) {\n shared = new Loader();\n shared._protected = true;\n Loader._shared = shared;\n }\n return shared;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Use the {@link PIXI.extensions.add} API to register plugins.\n * @deprecated since 6.5.0\n * @param plugin - The plugin to add\n * @returns Reference to PIXI.Loader for chaining\n */\n Loader.registerPlugin = function (plugin) {\n deprecation('6.5.0', 'Loader.registerPlugin() is deprecated, use extensions.add() instead.');\n extensions.add({\n type: ExtensionType.Loader,\n ref: plugin,\n });\n return Loader;\n };\n Loader._plugins = [];\n return Loader;\n}());\nextensions.handleByList(ExtensionType.Loader, Loader._plugins);\nLoader.prototype.add = function add(name, url, options, callback) {\n // special case of an array of objects or urls\n if (Array.isArray(name)) {\n for (var i = 0; i < name.length; ++i) {\n this.add(name[i]);\n }\n return this;\n }\n // if an object is passed instead of params\n if (typeof name === 'object') {\n options = name;\n callback = url || options.callback || options.onComplete;\n url = options.url;\n name = options.name || options.key || options.url;\n }\n // case where no name is passed shift all args over by one.\n if (typeof url !== 'string') {\n callback = options;\n options = url;\n url = name;\n }\n // now that we shifted make sure we have a proper url.\n if (typeof url !== 'string') {\n throw new Error('No url passed to add resource to loader.');\n }\n // options are optional so people might pass a function and no options\n if (typeof options === 'function') {\n callback = options;\n options = null;\n }\n return this._add(name, url, options, callback);\n};\n\n/**\n * Application plugin for supporting loader option. Installing the LoaderPlugin\n * is not necessary if using **pixi.js** or **pixi.js-legacy**.\n * @example\n * import {AppLoaderPlugin} from '@pixi/loaders';\n * import {extensions} from '@pixi/core';\n * extensions.add(AppLoaderPlugin);\n * @memberof PIXI\n */\nvar AppLoaderPlugin = /** @class */ (function () {\n function AppLoaderPlugin() {\n }\n /**\n * Called on application constructor\n * @param options\n * @private\n */\n AppLoaderPlugin.init = function (options) {\n options = Object.assign({\n sharedLoader: false,\n }, options);\n this.loader = options.sharedLoader ? Loader.shared : new Loader();\n };\n /**\n * Called when application destroyed\n * @private\n */\n AppLoaderPlugin.destroy = function () {\n if (this.loader) {\n this.loader.destroy();\n this.loader = null;\n }\n };\n /** @ignore */\n AppLoaderPlugin.extension = ExtensionType.Application;\n return AppLoaderPlugin;\n}());\n\n/**\n * Loader plugin for handling Texture resources.\n * @memberof PIXI\n */\nvar TextureLoader = /** @class */ (function () {\n function TextureLoader() {\n }\n /** Handle SVG elements a text, render with SVGResource. */\n TextureLoader.add = function () {\n LoaderResource.setExtensionLoadType('svg', LoaderResource.LOAD_TYPE.XHR);\n LoaderResource.setExtensionXhrType('svg', LoaderResource.XHR_RESPONSE_TYPE.TEXT);\n };\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param resource\n * @param {Function} next\n */\n TextureLoader.use = function (resource, next) {\n // create a new texture if the data is an Image object\n if (resource.data && (resource.type === LoaderResource.TYPE.IMAGE || resource.extension === 'svg')) {\n var data = resource.data, url = resource.url, name = resource.name, metadata = resource.metadata;\n Texture.fromLoader(data, url, name, metadata).then(function (texture) {\n resource.texture = texture;\n next();\n })\n // TODO: handle errors in Texture.fromLoader\n // so we can pass them to the Loader\n .catch(next);\n }\n else {\n next();\n }\n };\n /** @ignore */\n TextureLoader.extension = ExtensionType.Loader;\n return TextureLoader;\n}());\n\nvar _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=';\n/**\n * Encodes binary into base64.\n * @function encodeBinary\n * @param {string} input - The input data to encode.\n * @returns {string} The encoded base64 string\n */\nfunction encodeBinary(input) {\n var output = '';\n var inx = 0;\n while (inx < input.length) {\n // Fill byte buffer array\n var bytebuffer = [0, 0, 0];\n var encodedCharIndexes = [0, 0, 0, 0];\n for (var jnx = 0; jnx < bytebuffer.length; ++jnx) {\n if (inx < input.length) {\n // throw away high-order byte, as documented at:\n // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data\n bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff;\n }\n else {\n bytebuffer[jnx] = 0;\n }\n }\n // Get each encoded character, 6 bits at a time\n // index 1: first 6 bits\n encodedCharIndexes[0] = bytebuffer[0] >> 2;\n // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2)\n encodedCharIndexes[1] = ((bytebuffer[0] & 0x3) << 4) | (bytebuffer[1] >> 4);\n // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3)\n encodedCharIndexes[2] = ((bytebuffer[1] & 0x0f) << 2) | (bytebuffer[2] >> 6);\n // index 3: forth 6 bits (6 least significant bits from input byte 3)\n encodedCharIndexes[3] = bytebuffer[2] & 0x3f;\n // Determine whether padding happened, and adjust accordingly\n var paddingBytes = inx - (input.length - 1);\n switch (paddingBytes) {\n case 2:\n // Set last 2 characters to padding char\n encodedCharIndexes[3] = 64;\n encodedCharIndexes[2] = 64;\n break;\n case 1:\n // Set last character to padding char\n encodedCharIndexes[3] = 64;\n break;\n }\n // Now we will grab each appropriate character out of our keystring\n // based on our index array and append it to the output string\n for (var jnx = 0; jnx < encodedCharIndexes.length; ++jnx) {\n output += _keyStr.charAt(encodedCharIndexes[jnx]);\n }\n }\n return output;\n}\n\n/**\n * A middleware for transforming XHR loaded Blobs into more useful objects\n * @ignore\n * @function parsing\n * @example\n * import { Loader, middleware } from 'resource-loader';\n * const loader = new Loader();\n * loader.use(middleware.parsing);\n * @param resource - Current Resource\n * @param next - Callback when complete\n */\nfunction parsing(resource, next) {\n if (!resource.data) {\n next();\n return;\n }\n // if this was an XHR load of a blob\n if (resource.xhr && resource.xhrType === LoaderResource.XHR_RESPONSE_TYPE.BLOB) {\n // if there is no blob support we probably got a binary string back\n if (!self.Blob || typeof resource.data === 'string') {\n var type = resource.xhr.getResponseHeader('content-type');\n // this is an image, convert the binary string into a data url\n if (type && type.indexOf('image') === 0) {\n resource.data = new Image();\n resource.data.src = \"data:\" + type + \";base64,\" + encodeBinary(resource.xhr.responseText);\n resource.type = LoaderResource.TYPE.IMAGE;\n // wait until the image loads and then callback\n resource.data.onload = function () {\n resource.data.onload = null;\n next();\n };\n // next will be called on load\n return;\n }\n }\n // if content type says this is an image, then we should transform the blob into an Image object\n else if (resource.data.type.indexOf('image') === 0) {\n var Url_1 = globalThis.URL || globalThis.webkitURL;\n var src_1 = Url_1.createObjectURL(resource.data);\n resource.blob = resource.data;\n resource.data = new Image();\n resource.data.src = src_1;\n resource.type = LoaderResource.TYPE.IMAGE;\n // cleanup the no longer used blob after the image loads\n // TODO: Is this correct? Will the image be invalid after revoking?\n resource.data.onload = function () {\n Url_1.revokeObjectURL(src_1);\n resource.data.onload = null;\n next();\n };\n // next will be called on load.\n return;\n }\n }\n next();\n}\n\n/**\n * Parse any blob into more usable objects (e.g. Image).\n * @memberof PIXI\n */\nvar ParsingLoader = /** @class */ (function () {\n function ParsingLoader() {\n }\n /** @ignore */\n ParsingLoader.extension = ExtensionType.Loader;\n ParsingLoader.use = parsing;\n return ParsingLoader;\n}());\n\nextensions.add(TextureLoader, ParsingLoader);\n\nexport { AppLoaderPlugin, Loader, LoaderResource, TextureLoader };\n//# sourceMappingURL=loaders.mjs.map\n","/*!\n * @pixi/compressed-textures - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/compressed-textures is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { ViewableBuffer, BufferResource, ExtensionType, Texture, BaseTexture } from '@pixi/core';\nimport { LoaderResource } from '@pixi/loaders';\nimport { url } from '@pixi/utils';\nimport { settings } from '@pixi/settings';\nimport { MIPMAP_MODES, ALPHA_MODES, TYPES, FORMATS } from '@pixi/constants';\n\nvar _a$2;\n/**\n * WebGL internal formats, including compressed texture formats provided by extensions\n * @memberof PIXI\n * @static\n * @name INTERNAL_FORMATS\n * @enum {number}\n * @property {number} [COMPRESSED_RGB_S3TC_DXT1_EXT=0x83F0] -\n * @property {number} [COMPRESSED_RGBA_S3TC_DXT1_EXT=0x83F1] -\n * @property {number} [COMPRESSED_RGBA_S3TC_DXT3_EXT=0x83F2] -\n * @property {number} [COMPRESSED_RGBA_S3TC_DXT5_EXT=0x83F3] -\n * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT=35917] -\n * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT=35918] -\n * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT=35919] -\n * @property {number} [COMPRESSED_SRGB_S3TC_DXT1_EXT=35916] -\n * @property {number} [COMPRESSED_R11_EAC=0x9270] -\n * @property {number} [COMPRESSED_SIGNED_R11_EAC=0x9271] -\n * @property {number} [COMPRESSED_RG11_EAC=0x9272] -\n * @property {number} [COMPRESSED_SIGNED_RG11_EAC=0x9273] -\n * @property {number} [COMPRESSED_RGB8_ETC2=0x9274] -\n * @property {number} [COMPRESSED_RGBA8_ETC2_EAC=0x9278] -\n * @property {number} [COMPRESSED_SRGB8_ETC2=0x9275] -\n * @property {number} [COMPRESSED_SRGB8_ALPHA8_ETC2_EAC=0x9279] -\n * @property {number} [COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9276] -\n * @property {number} [COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9277] -\n * @property {number} [COMPRESSED_RGB_PVRTC_4BPPV1_IMG=0x8C00] -\n * @property {number} [COMPRESSED_RGBA_PVRTC_4BPPV1_IMG=0x8C02] -\n * @property {number} [COMPRESSED_RGB_PVRTC_2BPPV1_IMG=0x8C01] -\n * @property {number} [COMPRESSED_RGBA_PVRTC_2BPPV1_IMG=0x8C03] -\n * @property {number} [COMPRESSED_RGB_ETC1_WEBGL=0x8D64] -\n * @property {number} [COMPRESSED_RGB_ATC_WEBGL=0x8C92] -\n * @property {number} [COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL=0x8C92] -\n * @property {number} [COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL=0x87EE] -\n * @property {number} [COMPRESSED_RGBA_ASTC_4x4_KHR=0x93B0] -\n */\nvar INTERNAL_FORMATS;\n(function (INTERNAL_FORMATS) {\n // WEBGL_compressed_texture_s3tc\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_S3TC_DXT1_EXT\"] = 33776] = \"COMPRESSED_RGB_S3TC_DXT1_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_S3TC_DXT1_EXT\"] = 33777] = \"COMPRESSED_RGBA_S3TC_DXT1_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_S3TC_DXT3_EXT\"] = 33778] = \"COMPRESSED_RGBA_S3TC_DXT3_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_S3TC_DXT5_EXT\"] = 33779] = \"COMPRESSED_RGBA_S3TC_DXT5_EXT\";\n // WEBGL_compressed_texture_s3tc_srgb\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT\"] = 35917] = \"COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT\"] = 35918] = \"COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT\"] = 35919] = \"COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB_S3TC_DXT1_EXT\"] = 35916] = \"COMPRESSED_SRGB_S3TC_DXT1_EXT\";\n // WEBGL_compressed_texture_etc\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_R11_EAC\"] = 37488] = \"COMPRESSED_R11_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SIGNED_R11_EAC\"] = 37489] = \"COMPRESSED_SIGNED_R11_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RG11_EAC\"] = 37490] = \"COMPRESSED_RG11_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SIGNED_RG11_EAC\"] = 37491] = \"COMPRESSED_SIGNED_RG11_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB8_ETC2\"] = 37492] = \"COMPRESSED_RGB8_ETC2\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA8_ETC2_EAC\"] = 37496] = \"COMPRESSED_RGBA8_ETC2_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB8_ETC2\"] = 37493] = \"COMPRESSED_SRGB8_ETC2\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB8_ALPHA8_ETC2_EAC\"] = 37497] = \"COMPRESSED_SRGB8_ALPHA8_ETC2_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2\"] = 37494] = \"COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2\"] = 37495] = \"COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2\";\n // WEBGL_compressed_texture_pvrtc\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_PVRTC_4BPPV1_IMG\"] = 35840] = \"COMPRESSED_RGB_PVRTC_4BPPV1_IMG\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_PVRTC_4BPPV1_IMG\"] = 35842] = \"COMPRESSED_RGBA_PVRTC_4BPPV1_IMG\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_PVRTC_2BPPV1_IMG\"] = 35841] = \"COMPRESSED_RGB_PVRTC_2BPPV1_IMG\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_PVRTC_2BPPV1_IMG\"] = 35843] = \"COMPRESSED_RGBA_PVRTC_2BPPV1_IMG\";\n // WEBGL_compressed_texture_etc1\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_ETC1_WEBGL\"] = 36196] = \"COMPRESSED_RGB_ETC1_WEBGL\";\n // WEBGL_compressed_texture_atc\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_ATC_WEBGL\"] = 35986] = \"COMPRESSED_RGB_ATC_WEBGL\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL\"] = 35986] = \"COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL\"] = 34798] = \"COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL\";\n // WEBGL_compressed_texture_astc\n /* eslint-disable-next-line camelcase */\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_ASTC_4x4_KHR\"] = 37808] = \"COMPRESSED_RGBA_ASTC_4x4_KHR\";\n})(INTERNAL_FORMATS || (INTERNAL_FORMATS = {}));\n/**\n * Maps the compressed texture formats in {@link PIXI.INTERNAL_FORMATS} to the number of bytes taken by\n * each texel.\n * @memberof PIXI\n * @static\n * @ignore\n */\nvar INTERNAL_FORMAT_TO_BYTES_PER_PIXEL = (_a$2 = {},\n // WEBGL_compressed_texture_s3tc\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_S3TC_DXT1_EXT] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT] = 1,\n // WEBGL_compressed_texture_s3tc\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_S3TC_DXT1_EXT] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT] = 1,\n // WEBGL_compressed_texture_etc\n _a$2[INTERNAL_FORMATS.COMPRESSED_R11_EAC] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SIGNED_R11_EAC] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RG11_EAC] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SIGNED_RG11_EAC] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB8_ETC2] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA8_ETC2_EAC] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_ETC2] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5,\n // WEBGL_compressed_texture_pvrtc\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_4BPPV1_IMG] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_2BPPV1_IMG] = 0.25,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG] = 0.25,\n // WEBGL_compressed_texture_etc1\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_ETC1_WEBGL] = 0.5,\n // @see https://www.khronos.org/registry/OpenGL/extensions/AMD/AMD_compressed_ATC_texture.txt\n // WEBGL_compressed_texture_atc\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_ATC_WEBGL] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL] = 1,\n // @see https://registry.khronos.org/OpenGL/extensions/KHR/KHR_texture_compression_astc_hdr.txt\n // WEBGL_compressed_texture_astc\n /* eslint-disable-next-line camelcase */\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ASTC_4x4_KHR] = 1,\n _a$2);\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nfunction __awaiter(thisArg, _arguments, P, generator) {\r\n function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\nfunction __generator(thisArg, body) {\r\n var _ = { label: 0, sent: function() { if (t[0] & 1) { throw t[1]; } return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n function verb(n) { return function (v) { return step([n, v]); }; }\r\n function step(op) {\r\n if (f) { throw new TypeError(\"Generator is already executing.\"); }\r\n while (_) { try {\r\n if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) { return t; }\r\n if (y = 0, t) { op = [op[0] & 2, t.value]; }\r\n switch (op[0]) {\r\n case 0: case 1: t = op; break;\r\n case 4: _.label++; return { value: op[1], done: false };\r\n case 5: _.label++; y = op[1]; op = [0]; continue;\r\n case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n default:\r\n if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n if (t[2]) { _.ops.pop(); }\r\n _.trys.pop(); continue;\r\n }\r\n op = body.call(thisArg, _);\r\n } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; } }\r\n if (op[0] & 5) { throw op[1]; } return { value: op[0] ? op[1] : void 0, done: true };\r\n }\r\n}\n\n/**\n * Resource that fetches texture data over the network and stores it in a buffer.\n * @class\n * @extends PIXI.Resource\n * @memberof PIXI\n */\nvar BlobResource = /** @class */ (function (_super) {\n __extends(BlobResource, _super);\n /**\n * @param {string} source - the URL of the texture file\n * @param {PIXI.IBlobOptions} options\n * @param {boolean}[options.autoLoad] - whether to fetch the data immediately;\n * you can fetch it later via {@link BlobResource#load}\n * @param {boolean}[options.width] - the width in pixels.\n * @param {boolean}[options.height] - the height in pixels.\n */\n function BlobResource(source, options) {\n if (options === void 0) { options = { width: 1, height: 1, autoLoad: true }; }\n var _this = this;\n var origin;\n var data;\n if (typeof source === 'string') {\n origin = source;\n data = new Uint8Array();\n }\n else {\n origin = null;\n data = source;\n }\n _this = _super.call(this, data, options) || this;\n /**\n * The URL of the texture file\n * @member {string}\n */\n _this.origin = origin;\n /**\n * The viewable buffer on the data\n * @member {ViewableBuffer}\n */\n // HINT: BlobResource allows \"null\" sources, assuming the child class provides an alternative\n _this.buffer = data ? new ViewableBuffer(data) : null;\n // Allow autoLoad = \"undefined\" still load the resource by default\n if (_this.origin && options.autoLoad !== false) {\n _this.load();\n }\n if (data && data.length) {\n _this.loaded = true;\n _this.onBlobLoaded(_this.buffer.rawBinaryData);\n }\n return _this;\n }\n BlobResource.prototype.onBlobLoaded = function (_data) {\n // TODO: Override this method\n };\n /** Loads the blob */\n BlobResource.prototype.load = function () {\n return __awaiter(this, void 0, Promise, function () {\n var response, blob, arrayBuffer;\n return __generator(this, function (_a) {\n switch (_a.label) {\n case 0: return [4 /*yield*/, fetch(this.origin)];\n case 1:\n response = _a.sent();\n return [4 /*yield*/, response.blob()];\n case 2:\n blob = _a.sent();\n return [4 /*yield*/, blob.arrayBuffer()];\n case 3:\n arrayBuffer = _a.sent();\n this.data = new Uint32Array(arrayBuffer);\n this.buffer = new ViewableBuffer(arrayBuffer);\n this.loaded = true;\n this.onBlobLoaded(arrayBuffer);\n this.update();\n return [2 /*return*/, this];\n }\n });\n });\n };\n return BlobResource;\n}(BufferResource));\n\n/**\n * Resource for compressed texture formats, as follows: S3TC/DXTn (& their sRGB formats), ATC, ASTC, ETC 1/2, PVRTC.\n *\n * Compressed textures improve performance when rendering is texture-bound. The texture data stays compressed in\n * graphics memory, increasing memory locality and speeding up texture fetches. These formats can also be used to store\n * more detail in the same amount of memory.\n *\n * For most developers, container file formats are a better abstraction instead of directly handling raw texture\n * data. PixiJS provides native support for the following texture file formats (via {@link PIXI.Loader}):\n *\n * **.dds** - the DirectDraw Surface file format stores DXTn (DXT-1,3,5) data. See {@link PIXI.DDSLoader}\n * **.ktx** - the Khronos Texture Container file format supports storing all the supported WebGL compression formats.\n * See {@link PIXI.KTXLoader}.\n * **.basis** - the BASIS supercompressed file format stores texture data in an internal format that is transcoded\n * to the compression format supported on the device at _runtime_. It also supports transcoding into a uncompressed\n * format as a fallback; you must install the `@pixi/basis-loader`, `@pixi/basis-transcoder` packages separately to\n * use these files. See {@link PIXI.BasisLoader}.\n *\n * The loaders for the aforementioned formats use `CompressedTextureResource` internally. It is strongly suggested that\n * they be used instead.\n *\n * ## Working directly with CompressedTextureResource\n *\n * Since `CompressedTextureResource` inherits `BlobResource`, you can provide it a URL pointing to a file containing\n * the raw texture data (with no file headers!):\n *\n * ```js\n * // The resource backing the texture data for your textures.\n * // NOTE: You can also provide a ArrayBufferView instead of a URL. This is used when loading data from a container file\n * // format such as KTX, DDS, or BASIS.\n * const compressedResource = new PIXI.CompressedTextureResource(\"bunny.dxt5\", {\n * format: PIXI.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n * width: 256,\n * height: 256\n * });\n *\n * // You can create a base-texture to the cache, so that future `Texture`s can be created using the `Texture.from` API.\n * const baseTexture = new PIXI.BaseTexture(compressedResource, { pmaMode: PIXI.ALPHA_MODES.NPM });\n *\n * // Create a Texture to add to the TextureCache\n * const texture = new PIXI.Texture(baseTexture);\n *\n * // Add baseTexture & texture to the global texture cache\n * PIXI.BaseTexture.addToCache(baseTexture, \"bunny.dxt5\");\n * PIXI.Texture.addToCache(texture, \"bunny.dxt5\");\n * ```\n * @memberof PIXI\n */\nvar CompressedTextureResource = /** @class */ (function (_super) {\n __extends(CompressedTextureResource, _super);\n /**\n * @param source - the buffer/URL holding the compressed texture data\n * @param options\n * @param {PIXI.INTERNAL_FORMATS} options.format - the compression format\n * @param {number} options.width - the image width in pixels.\n * @param {number} options.height - the image height in pixels.\n * @param {number} [options.level=1] - the mipmap levels stored in the compressed texture, including level 0.\n * @param {number} [options.levelBuffers] - the buffers for each mipmap level. `CompressedTextureResource` can allows you\n * to pass `null` for `source`, for cases where each level is stored in non-contiguous memory.\n */\n function CompressedTextureResource(source, options) {\n var _this = _super.call(this, source, options) || this;\n _this.format = options.format;\n _this.levels = options.levels || 1;\n _this._width = options.width;\n _this._height = options.height;\n _this._extension = CompressedTextureResource._formatToExtension(_this.format);\n if (options.levelBuffers || _this.buffer) {\n // ViewableBuffer doesn't support byteOffset :-( so allow source to be Uint8Array\n _this._levelBuffers = options.levelBuffers\n || CompressedTextureResource._createLevelBuffers(source instanceof Uint8Array ? source : _this.buffer.uint8View, _this.format, _this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode\n _this.width, _this.height);\n }\n return _this;\n }\n /**\n * @override\n * @param renderer - A reference to the current renderer\n * @param _texture - the texture\n * @param _glTexture - texture instance for this webgl context\n */\n CompressedTextureResource.prototype.upload = function (renderer, _texture, _glTexture) {\n var gl = renderer.gl;\n var extension = renderer.context.extensions[this._extension];\n if (!extension) {\n throw new Error(this._extension + \" textures are not supported on the current machine\");\n }\n if (!this._levelBuffers) {\n // Do not try to upload data before BlobResource loads, unless the levelBuffers were provided directly!\n return false;\n }\n for (var i = 0, j = this.levels; i < j; i++) {\n var _a = this._levelBuffers[i], levelID = _a.levelID, levelWidth = _a.levelWidth, levelHeight = _a.levelHeight, levelBuffer = _a.levelBuffer;\n gl.compressedTexImage2D(gl.TEXTURE_2D, levelID, this.format, levelWidth, levelHeight, 0, levelBuffer);\n }\n return true;\n };\n /** @protected */\n CompressedTextureResource.prototype.onBlobLoaded = function () {\n this._levelBuffers = CompressedTextureResource._createLevelBuffers(this.buffer.uint8View, this.format, this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode\n this.width, this.height);\n };\n /**\n * Returns the key (to ContextSystem#extensions) for the WebGL extension supporting the compression format\n * @private\n * @param format - the compression format to get the extension for.\n */\n CompressedTextureResource._formatToExtension = function (format) {\n if (format >= 0x83F0 && format <= 0x83F3) {\n return 's3tc';\n }\n else if (format >= 0x9270 && format <= 0x9279) {\n return 'etc';\n }\n else if (format >= 0x8C00 && format <= 0x8C03) {\n return 'pvrtc';\n }\n else if (format >= 0x8D64) {\n return 'etc1';\n }\n else if (format >= 0x8C92 && format <= 0x87EE) {\n return 'atc';\n }\n throw new Error('Invalid (compressed) texture format given!');\n };\n /**\n * Pre-creates buffer views for each mipmap level\n * @private\n * @param buffer -\n * @param format - compression formats\n * @param levels - mipmap levels\n * @param blockWidth -\n * @param blockHeight -\n * @param imageWidth - width of the image in pixels\n * @param imageHeight - height of the image in pixels\n */\n CompressedTextureResource._createLevelBuffers = function (buffer, format, levels, blockWidth, blockHeight, imageWidth, imageHeight) {\n // The byte-size of the first level buffer\n var buffers = new Array(levels);\n var offset = buffer.byteOffset;\n var levelWidth = imageWidth;\n var levelHeight = imageHeight;\n var alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1);\n var alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1);\n var levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format];\n for (var i = 0; i < levels; i++) {\n buffers[i] = {\n levelID: i,\n levelWidth: levels > 1 ? levelWidth : alignedLevelWidth,\n levelHeight: levels > 1 ? levelHeight : alignedLevelHeight,\n levelBuffer: new Uint8Array(buffer.buffer, offset, levelSize)\n };\n offset += levelSize;\n // Calculate levelBuffer dimensions for next iteration\n levelWidth = (levelWidth >> 1) || 1;\n levelHeight = (levelHeight >> 1) || 1;\n alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1);\n alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1);\n levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format];\n }\n return buffers;\n };\n return CompressedTextureResource;\n}(BlobResource));\n\n/* eslint-enable camelcase */\n/**\n * Loader plugin for handling compressed textures for all platforms.\n * @class\n * @memberof PIXI\n * @implements {PIXI.ILoaderPlugin}\n */\nvar CompressedTextureLoader = /** @class */ (function () {\n function CompressedTextureLoader() {\n }\n /**\n * Called after a compressed-textures manifest is loaded.\n *\n * This will then load the correct compression format for the device. Your manifest should adhere\n * to the following schema:\n *\n * ```js\n * import { INTERNAL_FORMATS } from '@pixi/constants';\n *\n * type CompressedTextureManifest = {\n * textures: Array<{ src: string, format?: keyof INTERNAL_FORMATS}>,\n * cacheID: string;\n * };\n * ```\n *\n * This is an example of a .json manifest file\n *\n * ```json\n * {\n * \"cacheID\":\"asset\",\n * \"textures\":[\n * { \"src\":\"asset.fallback.png\" },\n * { \"format\":\"COMPRESSED_RGBA_S3TC_DXT5_EXT\", \"src\":\"asset.s3tc.ktx\" },\n * { \"format\":\"COMPRESSED_RGBA8_ETC2_EAC\", \"src\":\"asset.etc.ktx\" },\n * { \"format\":\"RGBA_PVRTC_4BPPV1_IMG\", \"src\":\"asset.pvrtc.ktx\" }\n * ]\n * }\n * ```\n */\n CompressedTextureLoader.use = function (resource, next) {\n var data = resource.data;\n var loader = this;\n if (resource.type === LoaderResource.TYPE.JSON\n && data\n && data.cacheID\n && data.textures) {\n var textures = data.textures;\n var textureURL = void 0;\n var fallbackURL = void 0;\n // Search for an extension that holds one the formats\n for (var i = 0, j = textures.length; i < j; i++) {\n var texture = textures[i];\n var url_1 = texture.src;\n var format = texture.format;\n if (!format) {\n fallbackURL = url_1;\n }\n if (CompressedTextureLoader.textureFormats[format]) {\n textureURL = url_1;\n break;\n }\n }\n textureURL = textureURL || fallbackURL;\n // Make sure we have a URL\n if (!textureURL) {\n next(new Error(\"Cannot load compressed-textures in \" + resource.url + \", make sure you provide a fallback\"));\n return;\n }\n if (textureURL === resource.url) {\n // Prevent infinite loops\n next(new Error('URL of compressed texture cannot be the same as the manifest\\'s URL'));\n return;\n }\n var loadOptions = {\n crossOrigin: resource.crossOrigin,\n metadata: resource.metadata.imageMetadata,\n parentResource: resource\n };\n var resourcePath = url.resolve(resource.url.replace(loader.baseUrl, ''), textureURL);\n var resourceName = data.cacheID;\n // The appropriate loader should register the texture\n loader.add(resourceName, resourcePath, loadOptions, function (res) {\n if (res.error) {\n next(res.error);\n return;\n }\n var _a = res.texture, texture = _a === void 0 ? null : _a, _b = res.textures, textures = _b === void 0 ? {} : _b;\n // Make sure texture/textures is assigned to parent resource\n Object.assign(resource, { texture: texture, textures: textures });\n // Pass along any error\n next();\n });\n }\n else {\n next();\n }\n };\n Object.defineProperty(CompressedTextureLoader, \"textureExtensions\", {\n /** Map of available texture extensions. */\n get: function () {\n if (!CompressedTextureLoader._textureExtensions) {\n // Auto-detect WebGL compressed-texture extensions\n var canvas = settings.ADAPTER.createCanvas();\n var gl = canvas.getContext('webgl');\n if (!gl) {\n console.warn('WebGL not available for compressed textures. Silently failing.');\n return {};\n }\n var extensions = {\n s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'),\n s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'),\n etc: gl.getExtension('WEBGL_compressed_texture_etc'),\n etc1: gl.getExtension('WEBGL_compressed_texture_etc1'),\n pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc')\n || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'),\n atc: gl.getExtension('WEBGL_compressed_texture_atc'),\n astc: gl.getExtension('WEBGL_compressed_texture_astc')\n };\n CompressedTextureLoader._textureExtensions = extensions;\n }\n return CompressedTextureLoader._textureExtensions;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(CompressedTextureLoader, \"textureFormats\", {\n /** Map of available texture formats. */\n get: function () {\n if (!CompressedTextureLoader._textureFormats) {\n var extensions = CompressedTextureLoader.textureExtensions;\n CompressedTextureLoader._textureFormats = {};\n // Assign all available compressed-texture formats\n for (var extensionName in extensions) {\n var extension = extensions[extensionName];\n if (!extension) {\n continue;\n }\n Object.assign(CompressedTextureLoader._textureFormats, Object.getPrototypeOf(extension));\n }\n }\n return CompressedTextureLoader._textureFormats;\n },\n enumerable: false,\n configurable: true\n });\n /** @ignore */\n CompressedTextureLoader.extension = ExtensionType.Loader;\n return CompressedTextureLoader;\n}());\n\n/**\n * Creates base-textures and textures for each compressed-texture resource and adds them into the global\n * texture cache. The first texture has two IDs - `${url}`, `${url}-1`; while the rest have an ID of the\n * form `${url}-i`.\n * @param url - the original address of the resources\n * @param resources - the resources backing texture data\n * @ignore\n */\nfunction registerCompressedTextures(url, resources, metadata) {\n var result = {\n textures: {},\n texture: null,\n };\n if (!resources) {\n return result;\n }\n var textures = resources.map(function (resource) {\n return (new Texture(new BaseTexture(resource, Object.assign({\n mipmap: MIPMAP_MODES.OFF,\n alphaMode: ALPHA_MODES.NO_PREMULTIPLIED_ALPHA\n }, metadata))));\n });\n textures.forEach(function (texture, i) {\n var baseTexture = texture.baseTexture;\n var cacheID = url + \"-\" + (i + 1);\n BaseTexture.addToCache(baseTexture, cacheID);\n Texture.addToCache(texture, cacheID);\n if (i === 0) {\n BaseTexture.addToCache(baseTexture, url);\n Texture.addToCache(texture, url);\n result.texture = texture;\n }\n result.textures[cacheID] = texture;\n });\n return result;\n}\n\nvar _a$1, _b$1;\nvar DDS_MAGIC_SIZE = 4;\nvar DDS_HEADER_SIZE = 124;\nvar DDS_HEADER_PF_SIZE = 32;\nvar DDS_HEADER_DX10_SIZE = 20;\n// DDS file format magic word\nvar DDS_MAGIC = 0x20534444;\n/**\n * DWORD offsets of the DDS file header fields (relative to file start).\n * @ignore\n */\nvar DDS_FIELDS = {\n SIZE: 1,\n FLAGS: 2,\n HEIGHT: 3,\n WIDTH: 4,\n MIPMAP_COUNT: 7,\n PIXEL_FORMAT: 19,\n};\n/**\n * DWORD offsets of the DDS PIXEL_FORMAT fields.\n * @ignore\n */\nvar DDS_PF_FIELDS = {\n SIZE: 0,\n FLAGS: 1,\n FOURCC: 2,\n RGB_BITCOUNT: 3,\n R_BIT_MASK: 4,\n G_BIT_MASK: 5,\n B_BIT_MASK: 6,\n A_BIT_MASK: 7\n};\n/**\n * DWORD offsets of the DDS_HEADER_DX10 fields.\n * @ignore\n */\nvar DDS_DX10_FIELDS = {\n DXGI_FORMAT: 0,\n RESOURCE_DIMENSION: 1,\n MISC_FLAG: 2,\n ARRAY_SIZE: 3,\n MISC_FLAGS2: 4\n};\n/**\n * @see https://docs.microsoft.com/en-us/windows/win32/api/dxgiformat/ne-dxgiformat-dxgi_format\n * @ignore\n */\n// This is way over-blown for us! Lend us a hand, and remove the ones that aren't used (but set the remaining\n// ones to their correct value)\nvar DXGI_FORMAT;\n(function (DXGI_FORMAT) {\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_UNKNOWN\"] = 0] = \"DXGI_FORMAT_UNKNOWN\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32A32_TYPELESS\"] = 1] = \"DXGI_FORMAT_R32G32B32A32_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32A32_FLOAT\"] = 2] = \"DXGI_FORMAT_R32G32B32A32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32A32_UINT\"] = 3] = \"DXGI_FORMAT_R32G32B32A32_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32A32_SINT\"] = 4] = \"DXGI_FORMAT_R32G32B32A32_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32_TYPELESS\"] = 5] = \"DXGI_FORMAT_R32G32B32_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32_FLOAT\"] = 6] = \"DXGI_FORMAT_R32G32B32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32_UINT\"] = 7] = \"DXGI_FORMAT_R32G32B32_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32_SINT\"] = 8] = \"DXGI_FORMAT_R32G32B32_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_TYPELESS\"] = 9] = \"DXGI_FORMAT_R16G16B16A16_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_FLOAT\"] = 10] = \"DXGI_FORMAT_R16G16B16A16_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_UNORM\"] = 11] = \"DXGI_FORMAT_R16G16B16A16_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_UINT\"] = 12] = \"DXGI_FORMAT_R16G16B16A16_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_SNORM\"] = 13] = \"DXGI_FORMAT_R16G16B16A16_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_SINT\"] = 14] = \"DXGI_FORMAT_R16G16B16A16_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32_TYPELESS\"] = 15] = \"DXGI_FORMAT_R32G32_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32_FLOAT\"] = 16] = \"DXGI_FORMAT_R32G32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32_UINT\"] = 17] = \"DXGI_FORMAT_R32G32_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32_SINT\"] = 18] = \"DXGI_FORMAT_R32G32_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G8X24_TYPELESS\"] = 19] = \"DXGI_FORMAT_R32G8X24_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_D32_FLOAT_S8X24_UINT\"] = 20] = \"DXGI_FORMAT_D32_FLOAT_S8X24_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS\"] = 21] = \"DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_X32_TYPELESS_G8X24_UINT\"] = 22] = \"DXGI_FORMAT_X32_TYPELESS_G8X24_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R10G10B10A2_TYPELESS\"] = 23] = \"DXGI_FORMAT_R10G10B10A2_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R10G10B10A2_UNORM\"] = 24] = \"DXGI_FORMAT_R10G10B10A2_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R10G10B10A2_UINT\"] = 25] = \"DXGI_FORMAT_R10G10B10A2_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R11G11B10_FLOAT\"] = 26] = \"DXGI_FORMAT_R11G11B10_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_TYPELESS\"] = 27] = \"DXGI_FORMAT_R8G8B8A8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_UNORM\"] = 28] = \"DXGI_FORMAT_R8G8B8A8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_UNORM_SRGB\"] = 29] = \"DXGI_FORMAT_R8G8B8A8_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_UINT\"] = 30] = \"DXGI_FORMAT_R8G8B8A8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_SNORM\"] = 31] = \"DXGI_FORMAT_R8G8B8A8_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_SINT\"] = 32] = \"DXGI_FORMAT_R8G8B8A8_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_TYPELESS\"] = 33] = \"DXGI_FORMAT_R16G16_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_FLOAT\"] = 34] = \"DXGI_FORMAT_R16G16_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_UNORM\"] = 35] = \"DXGI_FORMAT_R16G16_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_UINT\"] = 36] = \"DXGI_FORMAT_R16G16_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_SNORM\"] = 37] = \"DXGI_FORMAT_R16G16_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_SINT\"] = 38] = \"DXGI_FORMAT_R16G16_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_TYPELESS\"] = 39] = \"DXGI_FORMAT_R32_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_D32_FLOAT\"] = 40] = \"DXGI_FORMAT_D32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_FLOAT\"] = 41] = \"DXGI_FORMAT_R32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_UINT\"] = 42] = \"DXGI_FORMAT_R32_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_SINT\"] = 43] = \"DXGI_FORMAT_R32_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R24G8_TYPELESS\"] = 44] = \"DXGI_FORMAT_R24G8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_D24_UNORM_S8_UINT\"] = 45] = \"DXGI_FORMAT_D24_UNORM_S8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R24_UNORM_X8_TYPELESS\"] = 46] = \"DXGI_FORMAT_R24_UNORM_X8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_X24_TYPELESS_G8_UINT\"] = 47] = \"DXGI_FORMAT_X24_TYPELESS_G8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_TYPELESS\"] = 48] = \"DXGI_FORMAT_R8G8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_UNORM\"] = 49] = \"DXGI_FORMAT_R8G8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_UINT\"] = 50] = \"DXGI_FORMAT_R8G8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_SNORM\"] = 51] = \"DXGI_FORMAT_R8G8_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_SINT\"] = 52] = \"DXGI_FORMAT_R8G8_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_TYPELESS\"] = 53] = \"DXGI_FORMAT_R16_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_FLOAT\"] = 54] = \"DXGI_FORMAT_R16_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_D16_UNORM\"] = 55] = \"DXGI_FORMAT_D16_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_UNORM\"] = 56] = \"DXGI_FORMAT_R16_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_UINT\"] = 57] = \"DXGI_FORMAT_R16_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_SNORM\"] = 58] = \"DXGI_FORMAT_R16_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_SINT\"] = 59] = \"DXGI_FORMAT_R16_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_TYPELESS\"] = 60] = \"DXGI_FORMAT_R8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_UNORM\"] = 61] = \"DXGI_FORMAT_R8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_UINT\"] = 62] = \"DXGI_FORMAT_R8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_SNORM\"] = 63] = \"DXGI_FORMAT_R8_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_SINT\"] = 64] = \"DXGI_FORMAT_R8_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_A8_UNORM\"] = 65] = \"DXGI_FORMAT_A8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R1_UNORM\"] = 66] = \"DXGI_FORMAT_R1_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R9G9B9E5_SHAREDEXP\"] = 67] = \"DXGI_FORMAT_R9G9B9E5_SHAREDEXP\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_B8G8_UNORM\"] = 68] = \"DXGI_FORMAT_R8G8_B8G8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_G8R8_G8B8_UNORM\"] = 69] = \"DXGI_FORMAT_G8R8_G8B8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC1_TYPELESS\"] = 70] = \"DXGI_FORMAT_BC1_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC1_UNORM\"] = 71] = \"DXGI_FORMAT_BC1_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC1_UNORM_SRGB\"] = 72] = \"DXGI_FORMAT_BC1_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC2_TYPELESS\"] = 73] = \"DXGI_FORMAT_BC2_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC2_UNORM\"] = 74] = \"DXGI_FORMAT_BC2_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC2_UNORM_SRGB\"] = 75] = \"DXGI_FORMAT_BC2_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC3_TYPELESS\"] = 76] = \"DXGI_FORMAT_BC3_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC3_UNORM\"] = 77] = \"DXGI_FORMAT_BC3_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC3_UNORM_SRGB\"] = 78] = \"DXGI_FORMAT_BC3_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC4_TYPELESS\"] = 79] = \"DXGI_FORMAT_BC4_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC4_UNORM\"] = 80] = \"DXGI_FORMAT_BC4_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC4_SNORM\"] = 81] = \"DXGI_FORMAT_BC4_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC5_TYPELESS\"] = 82] = \"DXGI_FORMAT_BC5_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC5_UNORM\"] = 83] = \"DXGI_FORMAT_BC5_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC5_SNORM\"] = 84] = \"DXGI_FORMAT_BC5_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B5G6R5_UNORM\"] = 85] = \"DXGI_FORMAT_B5G6R5_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B5G5R5A1_UNORM\"] = 86] = \"DXGI_FORMAT_B5G5R5A1_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8A8_UNORM\"] = 87] = \"DXGI_FORMAT_B8G8R8A8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8X8_UNORM\"] = 88] = \"DXGI_FORMAT_B8G8R8X8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM\"] = 89] = \"DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8A8_TYPELESS\"] = 90] = \"DXGI_FORMAT_B8G8R8A8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8A8_UNORM_SRGB\"] = 91] = \"DXGI_FORMAT_B8G8R8A8_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8X8_TYPELESS\"] = 92] = \"DXGI_FORMAT_B8G8R8X8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8X8_UNORM_SRGB\"] = 93] = \"DXGI_FORMAT_B8G8R8X8_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC6H_TYPELESS\"] = 94] = \"DXGI_FORMAT_BC6H_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC6H_UF16\"] = 95] = \"DXGI_FORMAT_BC6H_UF16\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC6H_SF16\"] = 96] = \"DXGI_FORMAT_BC6H_SF16\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC7_TYPELESS\"] = 97] = \"DXGI_FORMAT_BC7_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC7_UNORM\"] = 98] = \"DXGI_FORMAT_BC7_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC7_UNORM_SRGB\"] = 99] = \"DXGI_FORMAT_BC7_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_AYUV\"] = 100] = \"DXGI_FORMAT_AYUV\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_Y410\"] = 101] = \"DXGI_FORMAT_Y410\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_Y416\"] = 102] = \"DXGI_FORMAT_Y416\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_NV12\"] = 103] = \"DXGI_FORMAT_NV12\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_P010\"] = 104] = \"DXGI_FORMAT_P010\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_P016\"] = 105] = \"DXGI_FORMAT_P016\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_420_OPAQUE\"] = 106] = \"DXGI_FORMAT_420_OPAQUE\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_YUY2\"] = 107] = \"DXGI_FORMAT_YUY2\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_Y210\"] = 108] = \"DXGI_FORMAT_Y210\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_Y216\"] = 109] = \"DXGI_FORMAT_Y216\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_NV11\"] = 110] = \"DXGI_FORMAT_NV11\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_AI44\"] = 111] = \"DXGI_FORMAT_AI44\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_IA44\"] = 112] = \"DXGI_FORMAT_IA44\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_P8\"] = 113] = \"DXGI_FORMAT_P8\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_A8P8\"] = 114] = \"DXGI_FORMAT_A8P8\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B4G4R4A4_UNORM\"] = 115] = \"DXGI_FORMAT_B4G4R4A4_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_P208\"] = 116] = \"DXGI_FORMAT_P208\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_V208\"] = 117] = \"DXGI_FORMAT_V208\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_V408\"] = 118] = \"DXGI_FORMAT_V408\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE\"] = 119] = \"DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE\"] = 120] = \"DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_FORCE_UINT\"] = 121] = \"DXGI_FORMAT_FORCE_UINT\";\n})(DXGI_FORMAT || (DXGI_FORMAT = {}));\n/**\n * Possible values of the field {@link DDS_DX10_FIELDS.RESOURCE_DIMENSION}\n * @ignore\n */\nvar D3D10_RESOURCE_DIMENSION;\n(function (D3D10_RESOURCE_DIMENSION) {\n D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION[\"DDS_DIMENSION_TEXTURE1D\"] = 2] = \"DDS_DIMENSION_TEXTURE1D\";\n D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION[\"DDS_DIMENSION_TEXTURE2D\"] = 3] = \"DDS_DIMENSION_TEXTURE2D\";\n D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION[\"DDS_DIMENSION_TEXTURE3D\"] = 6] = \"DDS_DIMENSION_TEXTURE3D\";\n})(D3D10_RESOURCE_DIMENSION || (D3D10_RESOURCE_DIMENSION = {}));\nvar PF_FLAGS = 1;\n// PIXEL_FORMAT flags\nvar DDPF_ALPHA = 0x2;\nvar DDPF_FOURCC = 0x4;\nvar DDPF_RGB = 0x40;\nvar DDPF_YUV = 0x200;\nvar DDPF_LUMINANCE = 0x20000;\n// Four character codes for DXTn formats\nvar FOURCC_DXT1 = 0x31545844;\nvar FOURCC_DXT3 = 0x33545844;\nvar FOURCC_DXT5 = 0x35545844;\nvar FOURCC_DX10 = 0x30315844;\n// Cubemap texture flag (for DDS_DX10_FIELDS.MISC_FLAG)\nvar DDS_RESOURCE_MISC_TEXTURECUBE = 0x4;\n/**\n * Maps `FOURCC_*` formats to internal formats (see {@link PIXI.INTERNAL_FORMATS}).\n * @ignore\n */\nvar FOURCC_TO_FORMAT = (_a$1 = {},\n _a$1[FOURCC_DXT1] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT,\n _a$1[FOURCC_DXT3] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT,\n _a$1[FOURCC_DXT5] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n _a$1);\n/**\n * Maps {@link DXGI_FORMAT} to types/internal-formats (see {@link PIXI.TYPES}, {@link PIXI.INTERNAL_FORMATS})\n * @ignore\n */\nvar DXGI_TO_FORMAT = (_b$1 = {},\n // WEBGL_compressed_texture_s3tc\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n // WEBGL_compressed_texture_s3tc_srgb\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT,\n _b$1);\n/**\n * @class\n * @memberof PIXI\n * @implements {PIXI.ILoaderPlugin}\n * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide\n */\n/**\n * Parses the DDS file header, generates base-textures, and puts them into the texture cache.\n * @param arrayBuffer\n */\nfunction parseDDS(arrayBuffer) {\n var data = new Uint32Array(arrayBuffer);\n var magicWord = data[0];\n if (magicWord !== DDS_MAGIC) {\n throw new Error('Invalid DDS file magic word');\n }\n var header = new Uint32Array(arrayBuffer, 0, DDS_HEADER_SIZE / Uint32Array.BYTES_PER_ELEMENT);\n // DDS header fields\n var height = header[DDS_FIELDS.HEIGHT];\n var width = header[DDS_FIELDS.WIDTH];\n var mipmapCount = header[DDS_FIELDS.MIPMAP_COUNT];\n // PIXEL_FORMAT fields\n var pixelFormat = new Uint32Array(arrayBuffer, DDS_FIELDS.PIXEL_FORMAT * Uint32Array.BYTES_PER_ELEMENT, DDS_HEADER_PF_SIZE / Uint32Array.BYTES_PER_ELEMENT);\n var formatFlags = pixelFormat[PF_FLAGS];\n // File contains compressed texture(s)\n if (formatFlags & DDPF_FOURCC) {\n var fourCC = pixelFormat[DDS_PF_FIELDS.FOURCC];\n // File contains one DXTn compressed texture\n if (fourCC !== FOURCC_DX10) {\n var internalFormat_1 = FOURCC_TO_FORMAT[fourCC];\n var dataOffset_1 = DDS_MAGIC_SIZE + DDS_HEADER_SIZE;\n var texData = new Uint8Array(arrayBuffer, dataOffset_1);\n var resource = new CompressedTextureResource(texData, {\n format: internalFormat_1,\n width: width,\n height: height,\n levels: mipmapCount // CompressedTextureResource will separate the levelBuffers for us!\n });\n return [resource];\n }\n // FOURCC_DX10 indicates there is a 20-byte DDS_HEADER_DX10 after DDS_HEADER\n var dx10Offset = DDS_MAGIC_SIZE + DDS_HEADER_SIZE;\n var dx10Header = new Uint32Array(data.buffer, dx10Offset, DDS_HEADER_DX10_SIZE / Uint32Array.BYTES_PER_ELEMENT);\n var dxgiFormat = dx10Header[DDS_DX10_FIELDS.DXGI_FORMAT];\n var resourceDimension = dx10Header[DDS_DX10_FIELDS.RESOURCE_DIMENSION];\n var miscFlag = dx10Header[DDS_DX10_FIELDS.MISC_FLAG];\n var arraySize = dx10Header[DDS_DX10_FIELDS.ARRAY_SIZE];\n // Map dxgiFormat to PIXI.INTERNAL_FORMATS\n var internalFormat_2 = DXGI_TO_FORMAT[dxgiFormat];\n if (internalFormat_2 === undefined) {\n throw new Error(\"DDSParser cannot parse texture data with DXGI format \" + dxgiFormat);\n }\n if (miscFlag === DDS_RESOURCE_MISC_TEXTURECUBE) {\n // FIXME: Anybody excited about cubemap compressed textures?\n throw new Error('DDSParser does not support cubemap textures');\n }\n if (resourceDimension === D3D10_RESOURCE_DIMENSION.DDS_DIMENSION_TEXTURE3D) {\n // FIXME: Anybody excited about 3D compressed textures?\n throw new Error('DDSParser does not supported 3D texture data');\n }\n // Uint8Array buffers of image data, including all mipmap levels in each image\n var imageBuffers = new Array();\n var dataOffset = DDS_MAGIC_SIZE\n + DDS_HEADER_SIZE\n + DDS_HEADER_DX10_SIZE;\n if (arraySize === 1) {\n // No need bothering with the imageSize calculation!\n imageBuffers.push(new Uint8Array(arrayBuffer, dataOffset));\n }\n else {\n // Calculate imageSize for each texture, and then locate each image's texture data\n var pixelSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[internalFormat_2];\n var imageSize = 0;\n var levelWidth = width;\n var levelHeight = height;\n for (var i = 0; i < mipmapCount; i++) {\n var alignedLevelWidth = Math.max(1, (levelWidth + 3) & ~3);\n var alignedLevelHeight = Math.max(1, (levelHeight + 3) & ~3);\n var levelSize = alignedLevelWidth * alignedLevelHeight * pixelSize;\n imageSize += levelSize;\n levelWidth = levelWidth >>> 1;\n levelHeight = levelHeight >>> 1;\n }\n var imageOffset = dataOffset;\n // NOTE: Cubemaps have 6-images per texture (but they aren't supported so ^_^)\n for (var i = 0; i < arraySize; i++) {\n imageBuffers.push(new Uint8Array(arrayBuffer, imageOffset, imageSize));\n imageOffset += imageSize;\n }\n }\n // Uint8Array -> CompressedTextureResource, and we're done!\n return imageBuffers.map(function (buffer) { return new CompressedTextureResource(buffer, {\n format: internalFormat_2,\n width: width,\n height: height,\n levels: mipmapCount\n }); });\n }\n if (formatFlags & DDPF_RGB) {\n // FIXME: We might want to allow uncompressed *.dds files?\n throw new Error('DDSParser does not support uncompressed texture data.');\n }\n if (formatFlags & DDPF_YUV) {\n // FIXME: Does anybody need this feature?\n throw new Error('DDSParser does not supported YUV uncompressed texture data.');\n }\n if (formatFlags & DDPF_LUMINANCE) {\n // FIXME: Microsoft says older DDS filers use this feature! Probably not worth the effort!\n throw new Error('DDSParser does not support single-channel (lumninance) texture data!');\n }\n if (formatFlags & DDPF_ALPHA) {\n // FIXME: I'm tired! See above =)\n throw new Error('DDSParser does not support single-channel (alpha) texture data!');\n }\n throw new Error('DDSParser failed to load a texture file due to an unknown reason!');\n}\n\nvar _a, _b, _c;\n/**\n * The 12-byte KTX file identifier\n * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.1\n * @ignore\n */\nvar FILE_IDENTIFIER = [0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A];\n/**\n * The value stored in the \"endianness\" field.\n * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.2\n * @ignore\n */\nvar ENDIANNESS = 0x04030201;\n/**\n * Byte offsets of the KTX file header fields\n * @ignore\n */\nvar KTX_FIELDS = {\n FILE_IDENTIFIER: 0,\n ENDIANNESS: 12,\n GL_TYPE: 16,\n GL_TYPE_SIZE: 20,\n GL_FORMAT: 24,\n GL_INTERNAL_FORMAT: 28,\n GL_BASE_INTERNAL_FORMAT: 32,\n PIXEL_WIDTH: 36,\n PIXEL_HEIGHT: 40,\n PIXEL_DEPTH: 44,\n NUMBER_OF_ARRAY_ELEMENTS: 48,\n NUMBER_OF_FACES: 52,\n NUMBER_OF_MIPMAP_LEVELS: 56,\n BYTES_OF_KEY_VALUE_DATA: 60\n};\n/**\n * Byte size of the file header fields in {@code KTX_FIELDS}\n * @ignore\n */\nvar FILE_HEADER_SIZE = 64;\n/**\n * Maps {@link PIXI.TYPES} to the bytes taken per component, excluding those ones that are bit-fields.\n * @ignore\n */\nvar TYPES_TO_BYTES_PER_COMPONENT = (_a = {},\n _a[TYPES.UNSIGNED_BYTE] = 1,\n _a[TYPES.UNSIGNED_SHORT] = 2,\n _a[TYPES.INT] = 4,\n _a[TYPES.UNSIGNED_INT] = 4,\n _a[TYPES.FLOAT] = 4,\n _a[TYPES.HALF_FLOAT] = 8,\n _a);\n/**\n * Number of components in each {@link PIXI.FORMATS}\n * @ignore\n */\nvar FORMATS_TO_COMPONENTS = (_b = {},\n _b[FORMATS.RGBA] = 4,\n _b[FORMATS.RGB] = 3,\n _b[FORMATS.RG] = 2,\n _b[FORMATS.RED] = 1,\n _b[FORMATS.LUMINANCE] = 1,\n _b[FORMATS.LUMINANCE_ALPHA] = 2,\n _b[FORMATS.ALPHA] = 1,\n _b);\n/**\n * Number of bytes per pixel in bit-field types in {@link PIXI.TYPES}\n * @ignore\n */\nvar TYPES_TO_BYTES_PER_PIXEL = (_c = {},\n _c[TYPES.UNSIGNED_SHORT_4_4_4_4] = 2,\n _c[TYPES.UNSIGNED_SHORT_5_5_5_1] = 2,\n _c[TYPES.UNSIGNED_SHORT_5_6_5] = 2,\n _c);\nfunction parseKTX(url, arrayBuffer, loadKeyValueData) {\n if (loadKeyValueData === void 0) { loadKeyValueData = false; }\n var dataView = new DataView(arrayBuffer);\n if (!validate(url, dataView)) {\n return null;\n }\n var littleEndian = dataView.getUint32(KTX_FIELDS.ENDIANNESS, true) === ENDIANNESS;\n var glType = dataView.getUint32(KTX_FIELDS.GL_TYPE, littleEndian);\n // const glTypeSize = dataView.getUint32(KTX_FIELDS.GL_TYPE_SIZE, littleEndian);\n var glFormat = dataView.getUint32(KTX_FIELDS.GL_FORMAT, littleEndian);\n var glInternalFormat = dataView.getUint32(KTX_FIELDS.GL_INTERNAL_FORMAT, littleEndian);\n var pixelWidth = dataView.getUint32(KTX_FIELDS.PIXEL_WIDTH, littleEndian);\n var pixelHeight = dataView.getUint32(KTX_FIELDS.PIXEL_HEIGHT, littleEndian) || 1; // \"pixelHeight = 0\" -> \"1\"\n var pixelDepth = dataView.getUint32(KTX_FIELDS.PIXEL_DEPTH, littleEndian) || 1; // ^^\n var numberOfArrayElements = dataView.getUint32(KTX_FIELDS.NUMBER_OF_ARRAY_ELEMENTS, littleEndian) || 1; // ^^\n var numberOfFaces = dataView.getUint32(KTX_FIELDS.NUMBER_OF_FACES, littleEndian);\n var numberOfMipmapLevels = dataView.getUint32(KTX_FIELDS.NUMBER_OF_MIPMAP_LEVELS, littleEndian);\n var bytesOfKeyValueData = dataView.getUint32(KTX_FIELDS.BYTES_OF_KEY_VALUE_DATA, littleEndian);\n // Whether the platform architecture is little endian. If littleEndian !== platformLittleEndian, then the\n // file contents must be endian-converted!\n // TODO: Endianness conversion\n // const platformLittleEndian = new Uint8Array((new Uint32Array([ENDIANNESS])).buffer)[0] === 0x01;\n if (pixelHeight === 0 || pixelDepth !== 1) {\n throw new Error('Only 2D textures are supported');\n }\n if (numberOfFaces !== 1) {\n throw new Error('CubeTextures are not supported by KTXLoader yet!');\n }\n if (numberOfArrayElements !== 1) {\n // TODO: Support splitting array-textures into multiple BaseTextures\n throw new Error('WebGL does not support array textures');\n }\n // TODO: 8x4 blocks for 2bpp pvrtc\n var blockWidth = 4;\n var blockHeight = 4;\n var alignedWidth = (pixelWidth + 3) & ~3;\n var alignedHeight = (pixelHeight + 3) & ~3;\n var imageBuffers = new Array(numberOfArrayElements);\n var imagePixels = pixelWidth * pixelHeight;\n if (glType === 0) {\n // Align to 16 pixels (4x4 blocks)\n imagePixels = alignedWidth * alignedHeight;\n }\n var imagePixelByteSize;\n if (glType !== 0) {\n // Uncompressed texture format\n if (TYPES_TO_BYTES_PER_COMPONENT[glType]) {\n imagePixelByteSize = TYPES_TO_BYTES_PER_COMPONENT[glType] * FORMATS_TO_COMPONENTS[glFormat];\n }\n else {\n imagePixelByteSize = TYPES_TO_BYTES_PER_PIXEL[glType];\n }\n }\n else {\n imagePixelByteSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[glInternalFormat];\n }\n if (imagePixelByteSize === undefined) {\n throw new Error('Unable to resolve the pixel format stored in the *.ktx file!');\n }\n var kvData = loadKeyValueData\n ? parseKvData(dataView, bytesOfKeyValueData, littleEndian)\n : null;\n var imageByteSize = imagePixels * imagePixelByteSize;\n var mipByteSize = imageByteSize;\n var mipWidth = pixelWidth;\n var mipHeight = pixelHeight;\n var alignedMipWidth = alignedWidth;\n var alignedMipHeight = alignedHeight;\n var imageOffset = FILE_HEADER_SIZE + bytesOfKeyValueData;\n for (var mipmapLevel = 0; mipmapLevel < numberOfMipmapLevels; mipmapLevel++) {\n var imageSize = dataView.getUint32(imageOffset, littleEndian);\n var elementOffset = imageOffset + 4;\n for (var arrayElement = 0; arrayElement < numberOfArrayElements; arrayElement++) {\n // TODO: Maybe support 3D textures? :-)\n // for (let zSlice = 0; zSlice < pixelDepth; zSlice)\n var mips = imageBuffers[arrayElement];\n if (!mips) {\n mips = imageBuffers[arrayElement] = new Array(numberOfMipmapLevels);\n }\n mips[mipmapLevel] = {\n levelID: mipmapLevel,\n // don't align mipWidth when texture not compressed! (glType not zero)\n levelWidth: numberOfMipmapLevels > 1 || glType !== 0 ? mipWidth : alignedMipWidth,\n levelHeight: numberOfMipmapLevels > 1 || glType !== 0 ? mipHeight : alignedMipHeight,\n levelBuffer: new Uint8Array(arrayBuffer, elementOffset, mipByteSize)\n };\n elementOffset += mipByteSize;\n }\n // HINT: Aligns to 4-byte boundary after jumping imageSize (in lieu of mipPadding)\n imageOffset += imageSize + 4; // (+4 to jump the imageSize field itself)\n imageOffset = imageOffset % 4 !== 0 ? imageOffset + 4 - (imageOffset % 4) : imageOffset;\n // Calculate mipWidth, mipHeight for _next_ iteration\n mipWidth = (mipWidth >> 1) || 1;\n mipHeight = (mipHeight >> 1) || 1;\n alignedMipWidth = (mipWidth + blockWidth - 1) & ~(blockWidth - 1);\n alignedMipHeight = (mipHeight + blockHeight - 1) & ~(blockHeight - 1);\n // Each mipmap level is 4-times smaller?\n mipByteSize = alignedMipWidth * alignedMipHeight * imagePixelByteSize;\n }\n // We use the levelBuffers feature of CompressedTextureResource b/c texture data is image-major, not level-major.\n if (glType !== 0) {\n return {\n uncompressed: imageBuffers.map(function (levelBuffers) {\n var buffer = levelBuffers[0].levelBuffer;\n var convertToInt = false;\n if (glType === TYPES.FLOAT) {\n buffer = new Float32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4);\n }\n else if (glType === TYPES.UNSIGNED_INT) {\n convertToInt = true;\n buffer = new Uint32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4);\n }\n else if (glType === TYPES.INT) {\n convertToInt = true;\n buffer = new Int32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4);\n }\n return {\n resource: new BufferResource(buffer, {\n width: levelBuffers[0].levelWidth,\n height: levelBuffers[0].levelHeight,\n }),\n type: glType,\n format: convertToInt ? convertFormatToInteger(glFormat) : glFormat,\n };\n }),\n kvData: kvData\n };\n }\n return {\n compressed: imageBuffers.map(function (levelBuffers) { return new CompressedTextureResource(null, {\n format: glInternalFormat,\n width: pixelWidth,\n height: pixelHeight,\n levels: numberOfMipmapLevels,\n levelBuffers: levelBuffers,\n }); }),\n kvData: kvData\n };\n}\n/**\n * Checks whether the arrayBuffer contains a valid *.ktx file.\n * @param url\n * @param dataView\n */\nfunction validate(url, dataView) {\n // NOTE: Do not optimize this into 3 32-bit integer comparison because the endianness\n // of the data is not specified.\n for (var i = 0; i < FILE_IDENTIFIER.length; i++) {\n if (dataView.getUint8(i) !== FILE_IDENTIFIER[i]) {\n console.error(url + \" is not a valid *.ktx file!\");\n return false;\n }\n }\n return true;\n}\nfunction convertFormatToInteger(format) {\n switch (format) {\n case FORMATS.RGBA: return FORMATS.RGBA_INTEGER;\n case FORMATS.RGB: return FORMATS.RGB_INTEGER;\n case FORMATS.RG: return FORMATS.RG_INTEGER;\n case FORMATS.RED: return FORMATS.RED_INTEGER;\n default: return format;\n }\n}\nfunction parseKvData(dataView, bytesOfKeyValueData, littleEndian) {\n var kvData = new Map();\n var bytesIntoKeyValueData = 0;\n while (bytesIntoKeyValueData < bytesOfKeyValueData) {\n var keyAndValueByteSize = dataView.getUint32(FILE_HEADER_SIZE + bytesIntoKeyValueData, littleEndian);\n var keyAndValueByteOffset = FILE_HEADER_SIZE + bytesIntoKeyValueData + 4;\n var valuePadding = 3 - ((keyAndValueByteSize + 3) % 4);\n // Bounds check\n if (keyAndValueByteSize === 0 || keyAndValueByteSize > bytesOfKeyValueData - bytesIntoKeyValueData) {\n console.error('KTXLoader: keyAndValueByteSize out of bounds');\n break;\n }\n // Note: keyNulByte can't be 0 otherwise the key is an empty string.\n var keyNulByte = 0;\n for (; keyNulByte < keyAndValueByteSize; keyNulByte++) {\n if (dataView.getUint8(keyAndValueByteOffset + keyNulByte) === 0x00) {\n break;\n }\n }\n if (keyNulByte === -1) {\n console.error('KTXLoader: Failed to find null byte terminating kvData key');\n break;\n }\n var key = new TextDecoder().decode(new Uint8Array(dataView.buffer, keyAndValueByteOffset, keyNulByte));\n var value = new DataView(dataView.buffer, keyAndValueByteOffset + keyNulByte + 1, keyAndValueByteSize - keyNulByte - 1);\n kvData.set(key, value);\n // 4 = the keyAndValueByteSize field itself\n // keyAndValueByteSize = the bytes taken by the key and value\n // valuePadding = extra padding to align with 4 bytes\n bytesIntoKeyValueData += 4 + keyAndValueByteSize + valuePadding;\n }\n return kvData;\n}\n\n// Set DDS files to be loaded as an ArrayBuffer\nLoaderResource.setExtensionXhrType('dds', LoaderResource.XHR_RESPONSE_TYPE.BUFFER);\n/**\n * @class\n * @memberof PIXI\n * @implements {PIXI.ILoaderPlugin}\n * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide\n */\nvar DDSLoader = /** @class */ (function () {\n function DDSLoader() {\n }\n /**\n * Registers a DDS compressed texture\n * @see PIXI.Loader.loaderMiddleware\n * @param resource - loader resource that is checked to see if it is a DDS file\n * @param next - callback Function to call when done\n */\n DDSLoader.use = function (resource, next) {\n if (resource.extension === 'dds' && resource.data) {\n try {\n Object.assign(resource, registerCompressedTextures(resource.name || resource.url, parseDDS(resource.data), resource.metadata));\n }\n catch (err) {\n next(err);\n return;\n }\n }\n next();\n };\n /** @ignore */\n DDSLoader.extension = ExtensionType.Loader;\n return DDSLoader;\n}());\n\n// Set KTX files to be loaded as an ArrayBuffer\nLoaderResource.setExtensionXhrType('ktx', LoaderResource.XHR_RESPONSE_TYPE.BUFFER);\n/**\n * Loader plugin for handling KTX texture container files.\n *\n * This KTX loader does not currently support the following features:\n * * cube textures\n * * 3D textures\n * * endianness conversion for big-endian machines\n * * embedded *.basis files\n *\n * It does supports the following features:\n * * multiple textures per file\n * * mipmapping (only for compressed formats)\n * * vendor-specific key/value data parsing (enable {@link PIXI.KTXLoader.loadKeyValueData})\n * @class\n * @memberof PIXI\n * @implements {PIXI.ILoaderPlugin}\n */\nvar KTXLoader = /** @class */ (function () {\n function KTXLoader() {\n }\n /**\n * Called after a KTX file is loaded.\n *\n * This will parse the KTX file header and add a {@code BaseTexture} to the texture\n * cache.\n * @see PIXI.Loader.loaderMiddleware\n * @param resource - loader resource that is checked to see if it is a KTX file\n * @param next - callback Function to call when done\n */\n KTXLoader.use = function (resource, next) {\n if (resource.extension === 'ktx' && resource.data) {\n try {\n var url_1 = resource.name || resource.url;\n var _a = parseKTX(url_1, resource.data, this.loadKeyValueData), compressed = _a.compressed, uncompressed = _a.uncompressed, kvData_1 = _a.kvData;\n if (compressed) {\n var result = registerCompressedTextures(url_1, compressed, resource.metadata);\n if (kvData_1 && result.textures) {\n for (var textureId in result.textures) {\n result.textures[textureId].baseTexture.ktxKeyValueData = kvData_1;\n }\n }\n Object.assign(resource, result);\n }\n else if (uncompressed) {\n var textures_1 = {};\n uncompressed.forEach(function (image, i) {\n var texture = new Texture(new BaseTexture(image.resource, {\n mipmap: MIPMAP_MODES.OFF,\n alphaMode: ALPHA_MODES.NO_PREMULTIPLIED_ALPHA,\n type: image.type,\n format: image.format,\n }));\n var cacheID = url_1 + \"-\" + (i + 1);\n if (kvData_1)\n { texture.baseTexture.ktxKeyValueData = kvData_1; }\n BaseTexture.addToCache(texture.baseTexture, cacheID);\n Texture.addToCache(texture, cacheID);\n if (i === 0) {\n textures_1[url_1] = texture;\n BaseTexture.addToCache(texture.baseTexture, url_1);\n Texture.addToCache(texture, url_1);\n }\n textures_1[cacheID] = texture;\n });\n Object.assign(resource, { textures: textures_1 });\n }\n }\n catch (err) {\n next(err);\n return;\n }\n }\n next();\n };\n /** @ignore */\n KTXLoader.extension = ExtensionType.Loader;\n /**\n * If set to `true`, {@link PIXI.KTXLoader} will parse key-value data in KTX textures. This feature relies\n * on the [Encoding Standard]{@link https://encoding.spec.whatwg.org}.\n *\n * The key-value data will be available on the base-textures as {@code PIXI.BaseTexture.ktxKeyValueData}. They\n * will hold a reference to the texture data buffer, so make sure to delete key-value data once you are done\n * using it.\n */\n KTXLoader.loadKeyValueData = false;\n return KTXLoader;\n}());\n\nexport { BlobResource, CompressedTextureLoader, CompressedTextureResource, DDSLoader, FORMATS_TO_COMPONENTS, INTERNAL_FORMATS, INTERNAL_FORMAT_TO_BYTES_PER_PIXEL, KTXLoader, TYPES_TO_BYTES_PER_COMPONENT, TYPES_TO_BYTES_PER_PIXEL, parseDDS, parseKTX };\n//# sourceMappingURL=compressed-textures.mjs.map\n","/*!\n * @pixi/particle-container - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/particle-container is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { BLEND_MODES, TYPES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { hex2rgb, createIndicesForQuads, correctBlendMode, premultiplyRgba, premultiplyTint } from '@pixi/utils';\nimport { Geometry, Buffer, ExtensionType, ObjectRenderer, Shader, State } from '@pixi/core';\nimport { Matrix } from '@pixi/math';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * The ParticleContainer class is a really fast version of the Container built solely for speed,\n * so use when you need a lot of sprites or particles.\n *\n * The tradeoff of the ParticleContainer is that most advanced functionality will not work.\n * ParticleContainer implements the basic object transform (position, scale, rotation)\n * and some advanced functionality like tint (as of v4.5.6).\n *\n * Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch.\n *\n * It's extremely easy to use:\n * ```js\n * let container = new ParticleContainer();\n *\n * for (let i = 0; i < 100; ++i)\n * {\n * let sprite = PIXI.Sprite.from(\"myImage.png\");\n * container.addChild(sprite);\n * }\n * ```\n *\n * And here you have a hundred sprites that will be rendered at the speed of light.\n * @memberof PIXI\n */\nvar ParticleContainer = /** @class */ (function (_super) {\n __extends(ParticleContainer, _super);\n /**\n * @param maxSize - The maximum number of particles that can be rendered by the container.\n * Affects size of allocated buffers.\n * @param properties - The properties of children that should be uploaded to the gpu and applied.\n * @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied.\n * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`.\n * @param {boolean} [properties.position=true] - When true, position be uploaded and applied.\n * @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied.\n * @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied.\n * @param {boolean} [properties.tint=false] - When true, alpha and tint be uploaded and applied.\n * @param {number} [batchSize=16384] - Number of particles per batch. If less than maxSize, it uses maxSize instead.\n * @param {boolean} [autoResize=false] - If true, container allocates more batches in case\n * there are more than `maxSize` particles.\n */\n function ParticleContainer(maxSize, properties, batchSize, autoResize) {\n if (maxSize === void 0) { maxSize = 1500; }\n if (batchSize === void 0) { batchSize = 16384; }\n if (autoResize === void 0) { autoResize = false; }\n var _this = _super.call(this) || this;\n // Making sure the batch size is valid\n // 65535 is max vertex index in the index buffer (see ParticleRenderer)\n // so max number of particles is 65536 / 4 = 16384\n var maxBatchSize = 16384;\n if (batchSize > maxBatchSize) {\n batchSize = maxBatchSize;\n }\n _this._properties = [false, true, false, false, false];\n _this._maxSize = maxSize;\n _this._batchSize = batchSize;\n _this._buffers = null;\n _this._bufferUpdateIDs = [];\n _this._updateID = 0;\n _this.interactiveChildren = false;\n _this.blendMode = BLEND_MODES.NORMAL;\n _this.autoResize = autoResize;\n _this.roundPixels = true;\n _this.baseTexture = null;\n _this.setProperties(properties);\n _this._tint = 0;\n _this.tintRgb = new Float32Array(4);\n _this.tint = 0xFFFFFF;\n return _this;\n }\n /**\n * Sets the private properties array to dynamic / static based on the passed properties object\n * @param properties - The properties to be uploaded\n */\n ParticleContainer.prototype.setProperties = function (properties) {\n if (properties) {\n this._properties[0] = 'vertices' in properties || 'scale' in properties\n ? !!properties.vertices || !!properties.scale : this._properties[0];\n this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1];\n this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2];\n this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3];\n this._properties[4] = 'tint' in properties || 'alpha' in properties\n ? !!properties.tint || !!properties.alpha : this._properties[4];\n }\n };\n ParticleContainer.prototype.updateTransform = function () {\n // TODO don't need to!\n this.displayObjectUpdateTransform();\n };\n Object.defineProperty(ParticleContainer.prototype, \"tint\", {\n /**\n * The tint applied to the container. This is a hex value.\n * A value of 0xFFFFFF will remove any tint effect.\n * IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.\n * @default 0xFFFFFF\n */\n get: function () {\n return this._tint;\n },\n set: function (value) {\n this._tint = value;\n hex2rgb(value, this.tintRgb);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Renders the container using the WebGL renderer.\n * @param renderer - The WebGL renderer.\n */\n ParticleContainer.prototype.render = function (renderer) {\n var _this = this;\n if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) {\n return;\n }\n if (!this.baseTexture) {\n this.baseTexture = this.children[0]._texture.baseTexture;\n if (!this.baseTexture.valid) {\n this.baseTexture.once('update', function () { return _this.onChildrenChange(0); });\n }\n }\n renderer.batch.setObjectRenderer(renderer.plugins.particle);\n renderer.plugins.particle.render(this);\n };\n /**\n * Set the flag that static data should be updated to true\n * @param smallestChildIndex - The smallest child index.\n */\n ParticleContainer.prototype.onChildrenChange = function (smallestChildIndex) {\n var bufferIndex = Math.floor(smallestChildIndex / this._batchSize);\n while (this._bufferUpdateIDs.length < bufferIndex) {\n this._bufferUpdateIDs.push(0);\n }\n this._bufferUpdateIDs[bufferIndex] = ++this._updateID;\n };\n ParticleContainer.prototype.dispose = function () {\n if (this._buffers) {\n for (var i = 0; i < this._buffers.length; ++i) {\n this._buffers[i].destroy();\n }\n this._buffers = null;\n }\n };\n /**\n * Destroys the container\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their\n * destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n ParticleContainer.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this, options);\n this.dispose();\n this._properties = null;\n this._buffers = null;\n this._bufferUpdateIDs = null;\n };\n return ParticleContainer;\n}(Container));\n\n/*\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that\n * they now share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's ParticleBuffer:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java\n */\n/**\n * The particle buffer manages the static and dynamic buffers for a particle container.\n * @private\n * @memberof PIXI\n */\nvar ParticleBuffer = /** @class */ (function () {\n /**\n * @param {object} properties - The properties to upload.\n * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic.\n * @param {number} size - The size of the batch.\n */\n function ParticleBuffer(properties, dynamicPropertyFlags, size) {\n this.geometry = new Geometry();\n this.indexBuffer = null;\n this.size = size;\n this.dynamicProperties = [];\n this.staticProperties = [];\n for (var i = 0; i < properties.length; ++i) {\n var property = properties[i];\n // Make copy of properties object so that when we edit the offset it doesn't\n // change all other instances of the object literal\n property = {\n attributeName: property.attributeName,\n size: property.size,\n uploadFunction: property.uploadFunction,\n type: property.type || TYPES.FLOAT,\n offset: property.offset,\n };\n if (dynamicPropertyFlags[i]) {\n this.dynamicProperties.push(property);\n }\n else {\n this.staticProperties.push(property);\n }\n }\n this.staticStride = 0;\n this.staticBuffer = null;\n this.staticData = null;\n this.staticDataUint32 = null;\n this.dynamicStride = 0;\n this.dynamicBuffer = null;\n this.dynamicData = null;\n this.dynamicDataUint32 = null;\n this._updateID = 0;\n this.initBuffers();\n }\n /** Sets up the renderer context and necessary buffers. */\n ParticleBuffer.prototype.initBuffers = function () {\n var geometry = this.geometry;\n var dynamicOffset = 0;\n this.indexBuffer = new Buffer(createIndicesForQuads(this.size), true, true);\n geometry.addIndex(this.indexBuffer);\n this.dynamicStride = 0;\n for (var i = 0; i < this.dynamicProperties.length; ++i) {\n var property = this.dynamicProperties[i];\n property.offset = dynamicOffset;\n dynamicOffset += property.size;\n this.dynamicStride += property.size;\n }\n var dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4);\n this.dynamicData = new Float32Array(dynBuffer);\n this.dynamicDataUint32 = new Uint32Array(dynBuffer);\n this.dynamicBuffer = new Buffer(this.dynamicData, false, false);\n // static //\n var staticOffset = 0;\n this.staticStride = 0;\n for (var i = 0; i < this.staticProperties.length; ++i) {\n var property = this.staticProperties[i];\n property.offset = staticOffset;\n staticOffset += property.size;\n this.staticStride += property.size;\n }\n var statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4);\n this.staticData = new Float32Array(statBuffer);\n this.staticDataUint32 = new Uint32Array(statBuffer);\n this.staticBuffer = new Buffer(this.staticData, true, false);\n for (var i = 0; i < this.dynamicProperties.length; ++i) {\n var property = this.dynamicProperties[i];\n geometry.addAttribute(property.attributeName, this.dynamicBuffer, 0, property.type === TYPES.UNSIGNED_BYTE, property.type, this.dynamicStride * 4, property.offset * 4);\n }\n for (var i = 0; i < this.staticProperties.length; ++i) {\n var property = this.staticProperties[i];\n geometry.addAttribute(property.attributeName, this.staticBuffer, 0, property.type === TYPES.UNSIGNED_BYTE, property.type, this.staticStride * 4, property.offset * 4);\n }\n };\n /**\n * Uploads the dynamic properties.\n * @param children - The children to upload.\n * @param startIndex - The index to start at.\n * @param amount - The number to upload.\n */\n ParticleBuffer.prototype.uploadDynamic = function (children, startIndex, amount) {\n for (var i = 0; i < this.dynamicProperties.length; i++) {\n var property = this.dynamicProperties[i];\n property.uploadFunction(children, startIndex, amount, property.type === TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData, this.dynamicStride, property.offset);\n }\n this.dynamicBuffer._updateID++;\n };\n /**\n * Uploads the static properties.\n * @param children - The children to upload.\n * @param startIndex - The index to start at.\n * @param amount - The number to upload.\n */\n ParticleBuffer.prototype.uploadStatic = function (children, startIndex, amount) {\n for (var i = 0; i < this.staticProperties.length; i++) {\n var property = this.staticProperties[i];\n property.uploadFunction(children, startIndex, amount, property.type === TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData, this.staticStride, property.offset);\n }\n this.staticBuffer._updateID++;\n };\n /** Destroys the ParticleBuffer. */\n ParticleBuffer.prototype.destroy = function () {\n this.indexBuffer = null;\n this.dynamicProperties = null;\n this.dynamicBuffer = null;\n this.dynamicData = null;\n this.dynamicDataUint32 = null;\n this.staticProperties = null;\n this.staticBuffer = null;\n this.staticData = null;\n this.staticDataUint32 = null;\n // all buffers are destroyed inside geometry\n this.geometry.destroy();\n };\n return ParticleBuffer;\n}());\n\nvar fragment = \"varying vec2 vTextureCoord;\\nvarying vec4 vColor;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n vec4 color = texture2D(uSampler, vTextureCoord) * vColor;\\n gl_FragColor = color;\\n}\";\n\nvar vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\nattribute vec4 aColor;\\n\\nattribute vec2 aPositionCoord;\\nattribute float aRotation;\\n\\nuniform mat3 translationMatrix;\\nuniform vec4 uColor;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\n\\nvoid main(void){\\n float x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);\\n float y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);\\n\\n vec2 v = vec2(x, y);\\n v = v + aPositionCoord;\\n\\n gl_Position = vec4((translationMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vColor = aColor * uColor;\\n}\\n\";\n\n/*\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now\n * share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's ParticleRenderer:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java\n */\n/**\n * Renderer for Particles that is designer for speed over feature set.\n * @memberof PIXI\n */\nvar ParticleRenderer = /** @class */ (function (_super) {\n __extends(ParticleRenderer, _super);\n /**\n * @param renderer - The renderer this sprite batch works for.\n */\n function ParticleRenderer(renderer) {\n var _this = _super.call(this, renderer) || this;\n // 65535 is max vertex index in the index buffer (see ParticleRenderer)\n // so max number of particles is 65536 / 4 = 16384\n // and max number of element in the index buffer is 16384 * 6 = 98304\n // Creating a full index buffer, overhead is 98304 * 2 = 196Ko\n // let numIndices = 98304;\n _this.shader = null;\n _this.properties = null;\n _this.tempMatrix = new Matrix();\n _this.properties = [\n // verticesData\n {\n attributeName: 'aVertexPosition',\n size: 2,\n uploadFunction: _this.uploadVertices,\n offset: 0,\n },\n // positionData\n {\n attributeName: 'aPositionCoord',\n size: 2,\n uploadFunction: _this.uploadPosition,\n offset: 0,\n },\n // rotationData\n {\n attributeName: 'aRotation',\n size: 1,\n uploadFunction: _this.uploadRotation,\n offset: 0,\n },\n // uvsData\n {\n attributeName: 'aTextureCoord',\n size: 2,\n uploadFunction: _this.uploadUvs,\n offset: 0,\n },\n // tintData\n {\n attributeName: 'aColor',\n size: 1,\n type: TYPES.UNSIGNED_BYTE,\n uploadFunction: _this.uploadTint,\n offset: 0,\n } ];\n _this.shader = Shader.from(vertex, fragment, {});\n _this.state = State.for2d();\n return _this;\n }\n /**\n * Renders the particle container object.\n * @param container - The container to render using this ParticleRenderer.\n */\n ParticleRenderer.prototype.render = function (container) {\n var children = container.children;\n var maxSize = container._maxSize;\n var batchSize = container._batchSize;\n var renderer = this.renderer;\n var totalChildren = children.length;\n if (totalChildren === 0) {\n return;\n }\n else if (totalChildren > maxSize && !container.autoResize) {\n totalChildren = maxSize;\n }\n var buffers = container._buffers;\n if (!buffers) {\n buffers = container._buffers = this.generateBuffers(container);\n }\n var baseTexture = children[0]._texture.baseTexture;\n var premultiplied = baseTexture.alphaMode > 0;\n // if the uvs have not updated then no point rendering just yet!\n this.state.blendMode = correctBlendMode(container.blendMode, premultiplied);\n renderer.state.set(this.state);\n var gl = renderer.gl;\n var m = container.worldTransform.copyTo(this.tempMatrix);\n m.prepend(renderer.globalUniforms.uniforms.projectionMatrix);\n this.shader.uniforms.translationMatrix = m.toArray(true);\n this.shader.uniforms.uColor = premultiplyRgba(container.tintRgb, container.worldAlpha, this.shader.uniforms.uColor, premultiplied);\n this.shader.uniforms.uSampler = baseTexture;\n this.renderer.shader.bind(this.shader);\n var updateStatic = false;\n // now lets upload and render the buffers..\n for (var i = 0, j = 0; i < totalChildren; i += batchSize, j += 1) {\n var amount = (totalChildren - i);\n if (amount > batchSize) {\n amount = batchSize;\n }\n if (j >= buffers.length) {\n buffers.push(this._generateOneMoreBuffer(container));\n }\n var buffer = buffers[j];\n // we always upload the dynamic\n buffer.uploadDynamic(children, i, amount);\n var bid = container._bufferUpdateIDs[j] || 0;\n updateStatic = updateStatic || (buffer._updateID < bid);\n // we only upload the static content when we have to!\n if (updateStatic) {\n buffer._updateID = container._updateID;\n buffer.uploadStatic(children, i, amount);\n }\n // bind the buffer\n renderer.geometry.bind(buffer.geometry);\n gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0);\n }\n };\n /**\n * Creates one particle buffer for each child in the container we want to render and updates internal properties.\n * @param container - The container to render using this ParticleRenderer\n * @returns - The buffers\n */\n ParticleRenderer.prototype.generateBuffers = function (container) {\n var buffers = [];\n var size = container._maxSize;\n var batchSize = container._batchSize;\n var dynamicPropertyFlags = container._properties;\n for (var i = 0; i < size; i += batchSize) {\n buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize));\n }\n return buffers;\n };\n /**\n * Creates one more particle buffer, because container has autoResize feature.\n * @param container - The container to render using this ParticleRenderer\n * @returns - The generated buffer\n */\n ParticleRenderer.prototype._generateOneMoreBuffer = function (container) {\n var batchSize = container._batchSize;\n var dynamicPropertyFlags = container._properties;\n return new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize);\n };\n /**\n * Uploads the vertices.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their vertices uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadVertices = function (children, startIndex, amount, array, stride, offset) {\n var w0 = 0;\n var w1 = 0;\n var h0 = 0;\n var h1 = 0;\n for (var i = 0; i < amount; ++i) {\n var sprite = children[startIndex + i];\n var texture = sprite._texture;\n var sx = sprite.scale.x;\n var sy = sprite.scale.y;\n var trim = texture.trim;\n var orig = texture.orig;\n if (trim) {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the\n // extra space before transforming the sprite coords..\n w1 = trim.x - (sprite.anchor.x * orig.width);\n w0 = w1 + trim.width;\n h1 = trim.y - (sprite.anchor.y * orig.height);\n h0 = h1 + trim.height;\n }\n else {\n w0 = (orig.width) * (1 - sprite.anchor.x);\n w1 = (orig.width) * -sprite.anchor.x;\n h0 = orig.height * (1 - sprite.anchor.y);\n h1 = orig.height * -sprite.anchor.y;\n }\n array[offset] = w1 * sx;\n array[offset + 1] = h1 * sy;\n array[offset + stride] = w0 * sx;\n array[offset + stride + 1] = h1 * sy;\n array[offset + (stride * 2)] = w0 * sx;\n array[offset + (stride * 2) + 1] = h0 * sy;\n array[offset + (stride * 3)] = w1 * sx;\n array[offset + (stride * 3) + 1] = h0 * sy;\n offset += stride * 4;\n }\n };\n /**\n * Uploads the position.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their positions uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadPosition = function (children, startIndex, amount, array, stride, offset) {\n for (var i = 0; i < amount; i++) {\n var spritePosition = children[startIndex + i].position;\n array[offset] = spritePosition.x;\n array[offset + 1] = spritePosition.y;\n array[offset + stride] = spritePosition.x;\n array[offset + stride + 1] = spritePosition.y;\n array[offset + (stride * 2)] = spritePosition.x;\n array[offset + (stride * 2) + 1] = spritePosition.y;\n array[offset + (stride * 3)] = spritePosition.x;\n array[offset + (stride * 3) + 1] = spritePosition.y;\n offset += stride * 4;\n }\n };\n /**\n * Uploads the rotation.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their rotation uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadRotation = function (children, startIndex, amount, array, stride, offset) {\n for (var i = 0; i < amount; i++) {\n var spriteRotation = children[startIndex + i].rotation;\n array[offset] = spriteRotation;\n array[offset + stride] = spriteRotation;\n array[offset + (stride * 2)] = spriteRotation;\n array[offset + (stride * 3)] = spriteRotation;\n offset += stride * 4;\n }\n };\n /**\n * Uploads the UVs.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their rotation uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadUvs = function (children, startIndex, amount, array, stride, offset) {\n for (var i = 0; i < amount; ++i) {\n var textureUvs = children[startIndex + i]._texture._uvs;\n if (textureUvs) {\n array[offset] = textureUvs.x0;\n array[offset + 1] = textureUvs.y0;\n array[offset + stride] = textureUvs.x1;\n array[offset + stride + 1] = textureUvs.y1;\n array[offset + (stride * 2)] = textureUvs.x2;\n array[offset + (stride * 2) + 1] = textureUvs.y2;\n array[offset + (stride * 3)] = textureUvs.x3;\n array[offset + (stride * 3) + 1] = textureUvs.y3;\n offset += stride * 4;\n }\n else {\n // TODO you know this can be easier!\n array[offset] = 0;\n array[offset + 1] = 0;\n array[offset + stride] = 0;\n array[offset + stride + 1] = 0;\n array[offset + (stride * 2)] = 0;\n array[offset + (stride * 2) + 1] = 0;\n array[offset + (stride * 3)] = 0;\n array[offset + (stride * 3) + 1] = 0;\n offset += stride * 4;\n }\n }\n };\n /**\n * Uploads the tint.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their rotation uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadTint = function (children, startIndex, amount, array, stride, offset) {\n for (var i = 0; i < amount; ++i) {\n var sprite = children[startIndex + i];\n var premultiplied = sprite._texture.baseTexture.alphaMode > 0;\n var alpha = sprite.alpha;\n // we dont call extra function if alpha is 1.0, that's faster\n var argb = alpha < 1.0 && premultiplied\n ? premultiplyTint(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24);\n array[offset] = argb;\n array[offset + stride] = argb;\n array[offset + (stride * 2)] = argb;\n array[offset + (stride * 3)] = argb;\n offset += stride * 4;\n }\n };\n /** Destroys the ParticleRenderer. */\n ParticleRenderer.prototype.destroy = function () {\n _super.prototype.destroy.call(this);\n if (this.shader) {\n this.shader.destroy();\n this.shader = null;\n }\n this.tempMatrix = null;\n };\n /** @ignore */\n ParticleRenderer.extension = {\n name: 'particle',\n type: ExtensionType.RendererPlugin,\n };\n return ParticleRenderer;\n}(ObjectRenderer));\n\nexport { ParticleContainer, ParticleRenderer };\n//# sourceMappingURL=particle-container.mjs.map\n","/*!\n * @pixi/graphics - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/graphics is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Texture, BaseTexture, BatchDrawCall, BatchTextureArray, BatchGeometry, UniformGroup, Shader, State } from '@pixi/core';\nimport { SHAPES, Point, PI_2, Polygon, Rectangle, RoundedRectangle, Circle, Ellipse, Matrix } from '@pixi/math';\nimport { earcut, premultiplyTint, hex2rgb } from '@pixi/utils';\nimport { WRAP_MODES, DRAW_MODES, BLEND_MODES } from '@pixi/constants';\nimport { Bounds, Container } from '@pixi/display';\n\n/**\n * Supported line joints in `PIXI.LineStyle` for graphics.\n * @see PIXI.Graphics#lineStyle\n * @see https://graphicdesign.stackexchange.com/questions/59018/what-is-a-bevel-join-of-two-lines-exactly-illustrator\n * @name LINE_JOIN\n * @memberof PIXI\n * @static\n * @enum {string}\n * @property {string} MITER - 'miter': make a sharp corner where outer part of lines meet\n * @property {string} BEVEL - 'bevel': add a square butt at each end of line segment and fill the triangle at turn\n * @property {string} ROUND - 'round': add an arc at the joint\n */\nvar LINE_JOIN;\n(function (LINE_JOIN) {\n LINE_JOIN[\"MITER\"] = \"miter\";\n LINE_JOIN[\"BEVEL\"] = \"bevel\";\n LINE_JOIN[\"ROUND\"] = \"round\";\n})(LINE_JOIN || (LINE_JOIN = {}));\n/**\n * Support line caps in `PIXI.LineStyle` for graphics.\n * @see PIXI.Graphics#lineStyle\n * @name LINE_CAP\n * @memberof PIXI\n * @static\n * @enum {string}\n * @property {string} BUTT - 'butt': don't add any cap at line ends (leaves orthogonal edges)\n * @property {string} ROUND - 'round': add semicircle at ends\n * @property {string} SQUARE - 'square': add square at end (like `BUTT` except more length at end)\n */\nvar LINE_CAP;\n(function (LINE_CAP) {\n LINE_CAP[\"BUTT\"] = \"butt\";\n LINE_CAP[\"ROUND\"] = \"round\";\n LINE_CAP[\"SQUARE\"] = \"square\";\n})(LINE_CAP || (LINE_CAP = {}));\n/**\n * Graphics curves resolution settings. If `adaptive` flag is set to `true`,\n * the resolution is calculated based on the curve's length to ensure better visual quality.\n * Adaptive draw works with `bezierCurveTo` and `quadraticCurveTo`.\n * @static\n * @constant\n * @memberof PIXI\n * @name GRAPHICS_CURVES\n * @type {object}\n * @property {boolean} [adaptive=true] - flag indicating if the resolution should be adaptive\n * @property {number} [maxLength=10] - maximal length of a single segment of the curve (if adaptive = false, ignored)\n * @property {number} [minSegments=8] - minimal number of segments in the curve (if adaptive = false, ignored)\n * @property {number} [maxSegments=2048] - maximal number of segments in the curve (if adaptive = false, ignored)\n */\nvar GRAPHICS_CURVES = {\n adaptive: true,\n maxLength: 10,\n minSegments: 8,\n maxSegments: 2048,\n epsilon: 0.0001,\n _segmentsCount: function (length, defaultSegments) {\n if (defaultSegments === void 0) { defaultSegments = 20; }\n if (!this.adaptive || !length || isNaN(length)) {\n return defaultSegments;\n }\n var result = Math.ceil(length / this.maxLength);\n if (result < this.minSegments) {\n result = this.minSegments;\n }\n else if (result > this.maxSegments) {\n result = this.maxSegments;\n }\n return result;\n },\n};\n\n/**\n * Fill style object for Graphics.\n * @memberof PIXI\n */\nvar FillStyle = /** @class */ (function () {\n function FillStyle() {\n /**\n * The hex color value used when coloring the Graphics object.\n * @default 0xFFFFFF\n */\n this.color = 0xFFFFFF;\n /** The alpha value used when filling the Graphics object. */\n this.alpha = 1.0;\n /**\n * The texture to be used for the fill.\n * @default 0\n */\n this.texture = Texture.WHITE;\n /**\n * The transform applied to the texture.\n * @default null\n */\n this.matrix = null;\n /** If the current fill is visible. */\n this.visible = false;\n this.reset();\n }\n /** Clones the object */\n FillStyle.prototype.clone = function () {\n var obj = new FillStyle();\n obj.color = this.color;\n obj.alpha = this.alpha;\n obj.texture = this.texture;\n obj.matrix = this.matrix;\n obj.visible = this.visible;\n return obj;\n };\n /** Reset */\n FillStyle.prototype.reset = function () {\n this.color = 0xFFFFFF;\n this.alpha = 1;\n this.texture = Texture.WHITE;\n this.matrix = null;\n this.visible = false;\n };\n /** Destroy and don't use after this. */\n FillStyle.prototype.destroy = function () {\n this.texture = null;\n this.matrix = null;\n };\n return FillStyle;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nfunction fixOrientation(points, hole) {\n var _a, _b;\n if (hole === void 0) { hole = false; }\n var m = points.length;\n if (m < 6) {\n return;\n }\n var area = 0;\n for (var i = 0, x1 = points[m - 2], y1 = points[m - 1]; i < m; i += 2) {\n var x2 = points[i];\n var y2 = points[i + 1];\n area += (x2 - x1) * (y2 + y1);\n x1 = x2;\n y1 = y2;\n }\n if ((!hole && area > 0) || (hole && area <= 0)) {\n var n = m / 2;\n for (var i = n + (n % 2); i < m; i += 2) {\n var i1 = m - i - 2;\n var i2 = m - i - 1;\n var i3 = i;\n var i4 = i + 1;\n _a = [points[i3], points[i1]], points[i1] = _a[0], points[i3] = _a[1];\n _b = [points[i4], points[i2]], points[i2] = _b[0], points[i4] = _b[1];\n }\n }\n}\n/**\n * Builds a polygon to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildPoly = {\n build: function (graphicsData) {\n graphicsData.points = graphicsData.shape.points.slice();\n },\n triangulate: function (graphicsData, graphicsGeometry) {\n var points = graphicsData.points;\n var holes = graphicsData.holes;\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n if (points.length >= 6) {\n fixOrientation(points, false);\n var holeArray = [];\n // Process holes..\n for (var i = 0; i < holes.length; i++) {\n var hole = holes[i];\n fixOrientation(hole.points, true);\n holeArray.push(points.length / 2);\n points = points.concat(hole.points);\n }\n // sort color\n var triangles = earcut(points, holeArray, 2);\n if (!triangles) {\n return;\n }\n var vertPos = verts.length / 2;\n for (var i = 0; i < triangles.length; i += 3) {\n indices.push(triangles[i] + vertPos);\n indices.push(triangles[i + 1] + vertPos);\n indices.push(triangles[i + 2] + vertPos);\n }\n for (var i = 0; i < points.length; i++) {\n verts.push(points[i]);\n }\n }\n },\n};\n\n// for type only\n/**\n * Builds a circle to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object to draw\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildCircle = {\n build: function (graphicsData) {\n // need to convert points to a nice regular data\n var points = graphicsData.points;\n var x;\n var y;\n var dx;\n var dy;\n var rx;\n var ry;\n if (graphicsData.type === SHAPES.CIRC) {\n var circle = graphicsData.shape;\n x = circle.x;\n y = circle.y;\n rx = ry = circle.radius;\n dx = dy = 0;\n }\n else if (graphicsData.type === SHAPES.ELIP) {\n var ellipse = graphicsData.shape;\n x = ellipse.x;\n y = ellipse.y;\n rx = ellipse.width;\n ry = ellipse.height;\n dx = dy = 0;\n }\n else {\n var roundedRect = graphicsData.shape;\n var halfWidth = roundedRect.width / 2;\n var halfHeight = roundedRect.height / 2;\n x = roundedRect.x + halfWidth;\n y = roundedRect.y + halfHeight;\n rx = ry = Math.max(0, Math.min(roundedRect.radius, Math.min(halfWidth, halfHeight)));\n dx = halfWidth - rx;\n dy = halfHeight - ry;\n }\n if (!(rx >= 0 && ry >= 0 && dx >= 0 && dy >= 0)) {\n points.length = 0;\n return;\n }\n // Choose a number of segments such that the maximum absolute deviation from the circle is approximately 0.029\n var n = Math.ceil(2.3 * Math.sqrt(rx + ry));\n var m = (n * 8) + (dx ? 4 : 0) + (dy ? 4 : 0);\n points.length = m;\n if (m === 0) {\n return;\n }\n if (n === 0) {\n points.length = 8;\n points[0] = points[6] = x + dx;\n points[1] = points[3] = y + dy;\n points[2] = points[4] = x - dx;\n points[5] = points[7] = y - dy;\n return;\n }\n var j1 = 0;\n var j2 = (n * 4) + (dx ? 2 : 0) + 2;\n var j3 = j2;\n var j4 = m;\n {\n var x0 = dx + rx;\n var y0 = dy;\n var x1 = x + x0;\n var x2 = x - x0;\n var y1 = y + y0;\n points[j1++] = x1;\n points[j1++] = y1;\n points[--j2] = y1;\n points[--j2] = x2;\n if (dy) {\n var y2 = y - y0;\n points[j3++] = x2;\n points[j3++] = y2;\n points[--j4] = y2;\n points[--j4] = x1;\n }\n }\n for (var i = 1; i < n; i++) {\n var a = Math.PI / 2 * (i / n);\n var x0 = dx + (Math.cos(a) * rx);\n var y0 = dy + (Math.sin(a) * ry);\n var x1 = x + x0;\n var x2 = x - x0;\n var y1 = y + y0;\n var y2 = y - y0;\n points[j1++] = x1;\n points[j1++] = y1;\n points[--j2] = y1;\n points[--j2] = x2;\n points[j3++] = x2;\n points[j3++] = y2;\n points[--j4] = y2;\n points[--j4] = x1;\n }\n {\n var x0 = dx;\n var y0 = dy + ry;\n var x1 = x + x0;\n var x2 = x - x0;\n var y1 = y + y0;\n var y2 = y - y0;\n points[j1++] = x1;\n points[j1++] = y1;\n points[--j4] = y2;\n points[--j4] = x1;\n if (dx) {\n points[j1++] = x2;\n points[j1++] = y1;\n points[--j4] = y2;\n points[--j4] = x2;\n }\n }\n },\n triangulate: function (graphicsData, graphicsGeometry) {\n var points = graphicsData.points;\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n if (points.length === 0) {\n return;\n }\n var vertPos = verts.length / 2;\n var center = vertPos;\n var x;\n var y;\n if (graphicsData.type !== SHAPES.RREC) {\n var circle = graphicsData.shape;\n x = circle.x;\n y = circle.y;\n }\n else {\n var roundedRect = graphicsData.shape;\n x = roundedRect.x + (roundedRect.width / 2);\n y = roundedRect.y + (roundedRect.height / 2);\n }\n var matrix = graphicsData.matrix;\n // Push center (special point)\n verts.push(graphicsData.matrix ? (matrix.a * x) + (matrix.c * y) + matrix.tx : x, graphicsData.matrix ? (matrix.b * x) + (matrix.d * y) + matrix.ty : y);\n vertPos++;\n verts.push(points[0], points[1]);\n for (var i = 2; i < points.length; i += 2) {\n verts.push(points[i], points[i + 1]);\n // add some uvs\n indices.push(vertPos++, center, vertPos);\n }\n indices.push(center + 1, center, vertPos);\n },\n};\n\n/**\n * Builds a rectangle to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildRectangle = {\n build: function (graphicsData) {\n // --- //\n // need to convert points to a nice regular data\n //\n var rectData = graphicsData.shape;\n var x = rectData.x;\n var y = rectData.y;\n var width = rectData.width;\n var height = rectData.height;\n var points = graphicsData.points;\n points.length = 0;\n points.push(x, y, x + width, y, x + width, y + height, x, y + height);\n },\n triangulate: function (graphicsData, graphicsGeometry) {\n var points = graphicsData.points;\n var verts = graphicsGeometry.points;\n var vertPos = verts.length / 2;\n verts.push(points[0], points[1], points[2], points[3], points[6], points[7], points[4], points[5]);\n graphicsGeometry.indices.push(vertPos, vertPos + 1, vertPos + 2, vertPos + 1, vertPos + 2, vertPos + 3);\n },\n};\n\n/**\n * Calculate a single point for a quadratic bezier curve.\n * Utility function used by quadraticBezierCurve.\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {number} n1 - first number\n * @param {number} n2 - second number\n * @param {number} perc - percentage\n * @returns {number} the result\n */\nfunction getPt(n1, n2, perc) {\n var diff = n2 - n1;\n return n1 + (diff * perc);\n}\n/**\n * Calculate the points for a quadratic bezier curve. (helper function..)\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {number} fromX - Origin point x\n * @param {number} fromY - Origin point x\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @param {number[]} [out=[]] - The output array to add points into. If not passed, a new array is created.\n * @returns {number[]} an array of points\n */\nfunction quadraticBezierCurve(fromX, fromY, cpX, cpY, toX, toY, out) {\n if (out === void 0) { out = []; }\n var n = 20;\n var points = out;\n var xa = 0;\n var ya = 0;\n var xb = 0;\n var yb = 0;\n var x = 0;\n var y = 0;\n for (var i = 0, j = 0; i <= n; ++i) {\n j = i / n;\n // The Green Line\n xa = getPt(fromX, cpX, j);\n ya = getPt(fromY, cpY, j);\n xb = getPt(cpX, toX, j);\n yb = getPt(cpY, toY, j);\n // The Black Dot\n x = getPt(xa, xb, j);\n y = getPt(ya, yb, j);\n // Handle case when first curve points overlaps and earcut fails to triangulate\n if (i === 0 && points[points.length - 2] === x && points[points.length - 1] === y) {\n continue;\n }\n points.push(x, y);\n }\n return points;\n}\n/**\n * Builds a rounded rectangle to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildRoundedRectangle = {\n build: function (graphicsData) {\n if (Graphics.nextRoundedRectBehavior) {\n buildCircle.build(graphicsData);\n return;\n }\n var rrectData = graphicsData.shape;\n var points = graphicsData.points;\n var x = rrectData.x;\n var y = rrectData.y;\n var width = rrectData.width;\n var height = rrectData.height;\n // Don't allow negative radius or greater than half the smallest width\n var radius = Math.max(0, Math.min(rrectData.radius, Math.min(width, height) / 2));\n points.length = 0;\n // No radius, do a simple rectangle\n if (!radius) {\n points.push(x, y, x + width, y, x + width, y + height, x, y + height);\n }\n else {\n quadraticBezierCurve(x, y + radius, x, y, x + radius, y, points);\n quadraticBezierCurve(x + width - radius, y, x + width, y, x + width, y + radius, points);\n quadraticBezierCurve(x + width, y + height - radius, x + width, y + height, x + width - radius, y + height, points);\n quadraticBezierCurve(x + radius, y + height, x, y + height, x, y + height - radius, points);\n }\n },\n triangulate: function (graphicsData, graphicsGeometry) {\n if (Graphics.nextRoundedRectBehavior) {\n buildCircle.triangulate(graphicsData, graphicsGeometry);\n return;\n }\n var points = graphicsData.points;\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n var vecPos = verts.length / 2;\n var triangles = earcut(points, null, 2);\n for (var i = 0, j = triangles.length; i < j; i += 3) {\n indices.push(triangles[i] + vecPos);\n // indices.push(triangles[i] + vecPos);\n indices.push(triangles[i + 1] + vecPos);\n // indices.push(triangles[i + 2] + vecPos);\n indices.push(triangles[i + 2] + vecPos);\n }\n for (var i = 0, j = points.length; i < j; i++) {\n verts.push(points[i], points[++i]);\n }\n },\n};\n\n/**\n * Buffers vertices to draw a square cap.\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {number} x - X-coord of end point\n * @param {number} y - Y-coord of end point\n * @param {number} nx - X-coord of line normal pointing inside\n * @param {number} ny - Y-coord of line normal pointing inside\n * @param {number} innerWeight - Weight of inner points\n * @param {number} outerWeight - Weight of outer points\n * @param {boolean} clockwise - Whether the cap is drawn clockwise\n * @param {Array} verts - vertex buffer\n * @returns {number} - no. of vertices pushed\n */\nfunction square(x, y, nx, ny, innerWeight, outerWeight, clockwise, /* rotation for square (true at left end, false at right end) */ verts) {\n var ix = x - (nx * innerWeight);\n var iy = y - (ny * innerWeight);\n var ox = x + (nx * outerWeight);\n var oy = y + (ny * outerWeight);\n /* Rotate nx,ny for extension vector */\n var exx;\n var eyy;\n if (clockwise) {\n exx = ny;\n eyy = -nx;\n }\n else {\n exx = -ny;\n eyy = nx;\n }\n /* [i|0]x,y extended at cap */\n var eix = ix + exx;\n var eiy = iy + eyy;\n var eox = ox + exx;\n var eoy = oy + eyy;\n /* Square itself must be inserted clockwise*/\n verts.push(eix, eiy);\n verts.push(eox, eoy);\n return 2;\n}\n/**\n * Buffers vertices to draw an arc at the line joint or cap.\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {number} cx - X-coord of center\n * @param {number} cy - Y-coord of center\n * @param {number} sx - X-coord of arc start\n * @param {number} sy - Y-coord of arc start\n * @param {number} ex - X-coord of arc end\n * @param {number} ey - Y-coord of arc end\n * @param {Array} verts - buffer of vertices\n * @param {boolean} clockwise - orientation of vertices\n * @returns {number} - no. of vertices pushed\n */\nfunction round(cx, cy, sx, sy, ex, ey, verts, clockwise) {\n var cx2p0x = sx - cx;\n var cy2p0y = sy - cy;\n var angle0 = Math.atan2(cx2p0x, cy2p0y);\n var angle1 = Math.atan2(ex - cx, ey - cy);\n if (clockwise && angle0 < angle1) {\n angle0 += Math.PI * 2;\n }\n else if (!clockwise && angle0 > angle1) {\n angle1 += Math.PI * 2;\n }\n var startAngle = angle0;\n var angleDiff = angle1 - angle0;\n var absAngleDiff = Math.abs(angleDiff);\n /* if (absAngleDiff >= PI_LBOUND && absAngleDiff <= PI_UBOUND)\n {\n const r1x = cx - nxtPx;\n const r1y = cy - nxtPy;\n\n if (r1x === 0)\n {\n if (r1y > 0)\n {\n angleDiff = -angleDiff;\n }\n }\n else if (r1x >= -GRAPHICS_CURVES.epsilon)\n {\n angleDiff = -angleDiff;\n }\n }*/\n var radius = Math.sqrt((cx2p0x * cx2p0x) + (cy2p0y * cy2p0y));\n var segCount = ((15 * absAngleDiff * Math.sqrt(radius) / Math.PI) >> 0) + 1;\n var angleInc = angleDiff / segCount;\n startAngle += angleInc;\n if (clockwise) {\n verts.push(cx, cy);\n verts.push(sx, sy);\n for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) {\n verts.push(cx, cy);\n verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius)));\n }\n verts.push(cx, cy);\n verts.push(ex, ey);\n }\n else {\n verts.push(sx, sy);\n verts.push(cx, cy);\n for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) {\n verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius)));\n verts.push(cx, cy);\n }\n verts.push(ex, ey);\n verts.push(cx, cy);\n }\n return segCount * 2;\n}\n/**\n * Builds a line to draw using the polygon method.\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildNonNativeLine(graphicsData, graphicsGeometry) {\n var shape = graphicsData.shape;\n var points = graphicsData.points || shape.points.slice();\n var eps = graphicsGeometry.closePointEps;\n if (points.length === 0) {\n return;\n }\n // if the line width is an odd number add 0.5 to align to a whole pixel\n // commenting this out fixes #711 and #1620\n // if (graphicsData.lineWidth%2)\n // {\n // for (i = 0; i < points.length; i++)\n // {\n // points[i] += 0.5;\n // }\n // }\n var style = graphicsData.lineStyle;\n // get first and last point.. figure out the middle!\n var firstPoint = new Point(points[0], points[1]);\n var lastPoint = new Point(points[points.length - 2], points[points.length - 1]);\n var closedShape = shape.type !== SHAPES.POLY || shape.closeStroke;\n var closedPath = Math.abs(firstPoint.x - lastPoint.x) < eps\n && Math.abs(firstPoint.y - lastPoint.y) < eps;\n // if the first point is the last point - gonna have issues :)\n if (closedShape) {\n // need to clone as we are going to slightly modify the shape..\n points = points.slice();\n if (closedPath) {\n points.pop();\n points.pop();\n lastPoint.set(points[points.length - 2], points[points.length - 1]);\n }\n var midPointX = (firstPoint.x + lastPoint.x) * 0.5;\n var midPointY = (lastPoint.y + firstPoint.y) * 0.5;\n points.unshift(midPointX, midPointY);\n points.push(midPointX, midPointY);\n }\n var verts = graphicsGeometry.points;\n var length = points.length / 2;\n var indexCount = points.length;\n var indexStart = verts.length / 2;\n // Max. inner and outer width\n var width = style.width / 2;\n var widthSquared = width * width;\n var miterLimitSquared = style.miterLimit * style.miterLimit;\n /* Line segments of interest where (x1,y1) forms the corner. */\n var x0 = points[0];\n var y0 = points[1];\n var x1 = points[2];\n var y1 = points[3];\n var x2 = 0;\n var y2 = 0;\n /* perp[?](x|y) = the line normal with magnitude lineWidth. */\n var perpx = -(y0 - y1);\n var perpy = x0 - x1;\n var perp1x = 0;\n var perp1y = 0;\n var dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n var ratio = style.alignment; // 0.5;\n var innerWeight = (1 - ratio) * 2;\n var outerWeight = ratio * 2;\n if (!closedShape) {\n if (style.cap === LINE_CAP.ROUND) {\n indexCount += round(x0 - (perpx * (innerWeight - outerWeight) * 0.5), y0 - (perpy * (innerWeight - outerWeight) * 0.5), x0 - (perpx * innerWeight), y0 - (perpy * innerWeight), x0 + (perpx * outerWeight), y0 + (perpy * outerWeight), verts, true) + 2;\n }\n else if (style.cap === LINE_CAP.SQUARE) {\n indexCount += square(x0, y0, perpx, perpy, innerWeight, outerWeight, true, verts);\n }\n }\n // Push first point (below & above vertices)\n verts.push(x0 - (perpx * innerWeight), y0 - (perpy * innerWeight));\n verts.push(x0 + (perpx * outerWeight), y0 + (perpy * outerWeight));\n for (var i = 1; i < length - 1; ++i) {\n x0 = points[(i - 1) * 2];\n y0 = points[((i - 1) * 2) + 1];\n x1 = points[i * 2];\n y1 = points[(i * 2) + 1];\n x2 = points[(i + 1) * 2];\n y2 = points[((i + 1) * 2) + 1];\n perpx = -(y0 - y1);\n perpy = x0 - x1;\n dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n perp1x = -(y1 - y2);\n perp1y = x1 - x2;\n dist = Math.sqrt((perp1x * perp1x) + (perp1y * perp1y));\n perp1x /= dist;\n perp1y /= dist;\n perp1x *= width;\n perp1y *= width;\n /* d[x|y](0|1) = the component displacement between points p(0,1|1,2) */\n var dx0 = x1 - x0;\n var dy0 = y0 - y1;\n var dx1 = x1 - x2;\n var dy1 = y2 - y1;\n /* +ve if internal angle < 90 degree, -ve if internal angle > 90 degree. */\n var dot = (dx0 * dx1) + (dy0 * dy1);\n /* +ve if internal angle counterclockwise, -ve if internal angle clockwise. */\n var cross = (dy0 * dx1) - (dy1 * dx0);\n var clockwise = (cross < 0);\n /* Going nearly parallel? */\n /* atan(0.001) ~= 0.001 rad ~= 0.057 degree */\n if (Math.abs(cross) < 0.001 * Math.abs(dot)) {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));\n /* 180 degree corner? */\n if (dot >= 0) {\n if (style.join === LINE_JOIN.ROUND) {\n indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 4;\n }\n else {\n indexCount += 2;\n }\n verts.push(x1 - (perp1x * outerWeight), y1 - (perp1y * outerWeight));\n verts.push(x1 + (perp1x * innerWeight), y1 + (perp1y * innerWeight));\n }\n continue;\n }\n /* p[x|y] is the miter point. pdist is the distance between miter point and p1. */\n var c1 = ((-perpx + x0) * (-perpy + y1)) - ((-perpx + x1) * (-perpy + y0));\n var c2 = ((-perp1x + x2) * (-perp1y + y1)) - ((-perp1x + x1) * (-perp1y + y2));\n var px = ((dx0 * c2) - (dx1 * c1)) / cross;\n var py = ((dy1 * c1) - (dy0 * c2)) / cross;\n var pdist = ((px - x1) * (px - x1)) + ((py - y1) * (py - y1));\n /* Inner miter point */\n var imx = x1 + ((px - x1) * innerWeight);\n var imy = y1 + ((py - y1) * innerWeight);\n /* Outer miter point */\n var omx = x1 - ((px - x1) * outerWeight);\n var omy = y1 - ((py - y1) * outerWeight);\n /* Is the inside miter point too far away, creating a spike? */\n var smallerInsideSegmentSq = Math.min((dx0 * dx0) + (dy0 * dy0), (dx1 * dx1) + (dy1 * dy1));\n var insideWeight = clockwise ? innerWeight : outerWeight;\n var smallerInsideDiagonalSq = smallerInsideSegmentSq + (insideWeight * insideWeight * widthSquared);\n var insideMiterOk = pdist <= smallerInsideDiagonalSq;\n if (insideMiterOk) {\n if (style.join === LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared) {\n if (clockwise) /* rotating at inner angle */ {\n verts.push(imx, imy); // inner miter point\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex\n verts.push(imx, imy); // inner miter point\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex\n }\n else /* rotating at outer angle */ {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex\n verts.push(omx, omy); // outer miter point\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's outer vertex\n verts.push(omx, omy); // outer miter point\n }\n indexCount += 2;\n }\n else if (style.join === LINE_JOIN.ROUND) {\n if (clockwise) /* arc is outside */ {\n verts.push(imx, imy);\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));\n indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 4;\n verts.push(imx, imy);\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight));\n }\n else /* arc is inside */ {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));\n verts.push(omx, omy);\n indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 4;\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight));\n verts.push(omx, omy);\n }\n }\n else {\n verts.push(imx, imy);\n verts.push(omx, omy);\n }\n }\n else // inside miter is NOT ok\n {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex\n if (style.join === LINE_JOIN.ROUND) {\n if (clockwise) /* arc is outside */ {\n indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 2;\n }\n else /* arc is inside */ {\n indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 2;\n }\n }\n else if (style.join === LINE_JOIN.MITER && pdist / widthSquared <= miterLimitSquared) {\n if (clockwise) {\n verts.push(omx, omy); // inner miter point\n verts.push(omx, omy); // inner miter point\n }\n else {\n verts.push(imx, imy); // outer miter point\n verts.push(imx, imy); // outer miter point\n }\n indexCount += 2;\n }\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's inner vertex\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex\n indexCount += 2;\n }\n }\n x0 = points[(length - 2) * 2];\n y0 = points[((length - 2) * 2) + 1];\n x1 = points[(length - 1) * 2];\n y1 = points[((length - 1) * 2) + 1];\n perpx = -(y0 - y1);\n perpy = x0 - x1;\n dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));\n if (!closedShape) {\n if (style.cap === LINE_CAP.ROUND) {\n indexCount += round(x1 - (perpx * (innerWeight - outerWeight) * 0.5), y1 - (perpy * (innerWeight - outerWeight) * 0.5), x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), verts, false) + 2;\n }\n else if (style.cap === LINE_CAP.SQUARE) {\n indexCount += square(x1, y1, perpx, perpy, innerWeight, outerWeight, false, verts);\n }\n }\n var indices = graphicsGeometry.indices;\n var eps2 = GRAPHICS_CURVES.epsilon * GRAPHICS_CURVES.epsilon;\n // indices.push(indexStart);\n for (var i = indexStart; i < indexCount + indexStart - 2; ++i) {\n x0 = verts[(i * 2)];\n y0 = verts[(i * 2) + 1];\n x1 = verts[(i + 1) * 2];\n y1 = verts[((i + 1) * 2) + 1];\n x2 = verts[(i + 2) * 2];\n y2 = verts[((i + 2) * 2) + 1];\n /* Skip zero area triangles */\n if (Math.abs((x0 * (y1 - y2)) + (x1 * (y2 - y0)) + (x2 * (y0 - y1))) < eps2) {\n continue;\n }\n indices.push(i, i + 1, i + 2);\n }\n}\n/**\n * Builds a line to draw using the gl.drawArrays(gl.LINES) method\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildNativeLine(graphicsData, graphicsGeometry) {\n var i = 0;\n var shape = graphicsData.shape;\n var points = graphicsData.points || shape.points;\n var closedShape = shape.type !== SHAPES.POLY || shape.closeStroke;\n if (points.length === 0)\n { return; }\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n var length = points.length / 2;\n var startIndex = verts.length / 2;\n var currentIndex = startIndex;\n verts.push(points[0], points[1]);\n for (i = 1; i < length; i++) {\n verts.push(points[i * 2], points[(i * 2) + 1]);\n indices.push(currentIndex, currentIndex + 1);\n currentIndex++;\n }\n if (closedShape) {\n indices.push(currentIndex, startIndex);\n }\n}\n/**\n * Builds a line to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildLine(graphicsData, graphicsGeometry) {\n if (graphicsData.lineStyle.native) {\n buildNativeLine(graphicsData, graphicsGeometry);\n }\n else {\n buildNonNativeLine(graphicsData, graphicsGeometry);\n }\n}\n\n/**\n * Utilities for arc curves.\n * @private\n */\nvar ArcUtils = /** @class */ (function () {\n function ArcUtils() {\n }\n /**\n * The arcTo() method creates an arc/curve between two tangents on the canvas.\n *\n * \"borrowed\" from https://code.google.com/p/fxcanvas/ - thanks google!\n * @private\n * @param x1 - The x-coordinate of the beginning of the arc\n * @param y1 - The y-coordinate of the beginning of the arc\n * @param x2 - The x-coordinate of the end of the arc\n * @param y2 - The y-coordinate of the end of the arc\n * @param radius - The radius of the arc\n * @param points -\n * @returns - If the arc length is valid, return center of circle, radius and other info otherwise `null`.\n */\n ArcUtils.curveTo = function (x1, y1, x2, y2, radius, points) {\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n var a1 = fromY - y1;\n var b1 = fromX - x1;\n var a2 = y2 - y1;\n var b2 = x2 - x1;\n var mm = Math.abs((a1 * b2) - (b1 * a2));\n if (mm < 1.0e-8 || radius === 0) {\n if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1) {\n points.push(x1, y1);\n }\n return null;\n }\n var dd = (a1 * a1) + (b1 * b1);\n var cc = (a2 * a2) + (b2 * b2);\n var tt = (a1 * a2) + (b1 * b2);\n var k1 = radius * Math.sqrt(dd) / mm;\n var k2 = radius * Math.sqrt(cc) / mm;\n var j1 = k1 * tt / dd;\n var j2 = k2 * tt / cc;\n var cx = (k1 * b2) + (k2 * b1);\n var cy = (k1 * a2) + (k2 * a1);\n var px = b1 * (k2 + j1);\n var py = a1 * (k2 + j1);\n var qx = b2 * (k1 + j2);\n var qy = a2 * (k1 + j2);\n var startAngle = Math.atan2(py - cy, px - cx);\n var endAngle = Math.atan2(qy - cy, qx - cx);\n return {\n cx: (cx + x1),\n cy: (cy + y1),\n radius: radius,\n startAngle: startAngle,\n endAngle: endAngle,\n anticlockwise: (b1 * a2 > b2 * a1),\n };\n };\n /* eslint-disable max-len */\n /**\n * The arc method creates an arc/curve (used to create circles, or parts of circles).\n * @private\n * @param _startX - Start x location of arc\n * @param _startY - Start y location of arc\n * @param cx - The x-coordinate of the center of the circle\n * @param cy - The y-coordinate of the center of the circle\n * @param radius - The radius of the circle\n * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position\n * of the arc's circle)\n * @param endAngle - The ending angle, in radians\n * @param _anticlockwise - Specifies whether the drawing should be\n * counter-clockwise or clockwise. False is default, and indicates clockwise, while true\n * indicates counter-clockwise.\n * @param points - Collection of points to add to\n */\n ArcUtils.arc = function (_startX, _startY, cx, cy, radius, startAngle, endAngle, _anticlockwise, points) {\n var sweep = endAngle - startAngle;\n var n = GRAPHICS_CURVES._segmentsCount(Math.abs(sweep) * radius, Math.ceil(Math.abs(sweep) / PI_2) * 40);\n var theta = (sweep) / (n * 2);\n var theta2 = theta * 2;\n var cTheta = Math.cos(theta);\n var sTheta = Math.sin(theta);\n var segMinus = n - 1;\n var remainder = (segMinus % 1) / segMinus;\n for (var i = 0; i <= segMinus; ++i) {\n var real = i + (remainder * i);\n var angle = ((theta) + startAngle + (theta2 * real));\n var c = Math.cos(angle);\n var s = -Math.sin(angle);\n points.push((((cTheta * c) + (sTheta * s)) * radius) + cx, (((cTheta * -s) + (sTheta * c)) * radius) + cy);\n }\n };\n return ArcUtils;\n}());\n\n/**\n * Utilities for bezier curves\n * @private\n */\nvar BezierUtils = /** @class */ (function () {\n function BezierUtils() {\n }\n /**\n * Calculate length of bezier curve.\n * Analytical solution is impossible, since it involves an integral that does not integrate in general.\n * Therefore numerical solution is used.\n * @private\n * @param fromX - Starting point x\n * @param fromY - Starting point y\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param cpX2 - Second Control point x\n * @param cpY2 - Second Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @returns - Length of bezier curve\n */\n BezierUtils.curveLength = function (fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY) {\n var n = 10;\n var result = 0.0;\n var t = 0.0;\n var t2 = 0.0;\n var t3 = 0.0;\n var nt = 0.0;\n var nt2 = 0.0;\n var nt3 = 0.0;\n var x = 0.0;\n var y = 0.0;\n var dx = 0.0;\n var dy = 0.0;\n var prevX = fromX;\n var prevY = fromY;\n for (var i = 1; i <= n; ++i) {\n t = i / n;\n t2 = t * t;\n t3 = t2 * t;\n nt = (1.0 - t);\n nt2 = nt * nt;\n nt3 = nt2 * nt;\n x = (nt3 * fromX) + (3.0 * nt2 * t * cpX) + (3.0 * nt * t2 * cpX2) + (t3 * toX);\n y = (nt3 * fromY) + (3.0 * nt2 * t * cpY) + (3 * nt * t2 * cpY2) + (t3 * toY);\n dx = prevX - x;\n dy = prevY - y;\n prevX = x;\n prevY = y;\n result += Math.sqrt((dx * dx) + (dy * dy));\n }\n return result;\n };\n /**\n * Calculate the points for a bezier curve and then draws it.\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param cpX2 - Second Control point x\n * @param cpY2 - Second Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @param points - Path array to push points into\n */\n BezierUtils.curveTo = function (cpX, cpY, cpX2, cpY2, toX, toY, points) {\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n points.length -= 2;\n var n = GRAPHICS_CURVES._segmentsCount(BezierUtils.curveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY));\n var dt = 0;\n var dt2 = 0;\n var dt3 = 0;\n var t2 = 0;\n var t3 = 0;\n points.push(fromX, fromY);\n for (var i = 1, j = 0; i <= n; ++i) {\n j = i / n;\n dt = (1 - j);\n dt2 = dt * dt;\n dt3 = dt2 * dt;\n t2 = j * j;\n t3 = t2 * j;\n points.push((dt3 * fromX) + (3 * dt2 * j * cpX) + (3 * dt * t2 * cpX2) + (t3 * toX), (dt3 * fromY) + (3 * dt2 * j * cpY) + (3 * dt * t2 * cpY2) + (t3 * toY));\n }\n };\n return BezierUtils;\n}());\n\n/**\n * Utilities for quadratic curves.\n * @private\n */\nvar QuadraticUtils = /** @class */ (function () {\n function QuadraticUtils() {\n }\n /**\n * Calculate length of quadratic curve\n * @see {@link http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/}\n * for the detailed explanation of math behind this.\n * @private\n * @param fromX - x-coordinate of curve start point\n * @param fromY - y-coordinate of curve start point\n * @param cpX - x-coordinate of curve control point\n * @param cpY - y-coordinate of curve control point\n * @param toX - x-coordinate of curve end point\n * @param toY - y-coordinate of curve end point\n * @returns - Length of quadratic curve\n */\n QuadraticUtils.curveLength = function (fromX, fromY, cpX, cpY, toX, toY) {\n var ax = fromX - (2.0 * cpX) + toX;\n var ay = fromY - (2.0 * cpY) + toY;\n var bx = (2.0 * cpX) - (2.0 * fromX);\n var by = (2.0 * cpY) - (2.0 * fromY);\n var a = 4.0 * ((ax * ax) + (ay * ay));\n var b = 4.0 * ((ax * bx) + (ay * by));\n var c = (bx * bx) + (by * by);\n var s = 2.0 * Math.sqrt(a + b + c);\n var a2 = Math.sqrt(a);\n var a32 = 2.0 * a * a2;\n var c2 = 2.0 * Math.sqrt(c);\n var ba = b / a2;\n return ((a32 * s)\n + (a2 * b * (s - c2))\n + (((4.0 * c * a) - (b * b))\n * Math.log(((2.0 * a2) + ba + s) / (ba + c2)))) / (4.0 * a32);\n };\n /**\n * Calculate the points for a quadratic bezier curve and then draws it.\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n * @private\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @param points - Points to add segments to.\n */\n QuadraticUtils.curveTo = function (cpX, cpY, toX, toY, points) {\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n var n = GRAPHICS_CURVES._segmentsCount(QuadraticUtils.curveLength(fromX, fromY, cpX, cpY, toX, toY));\n var xa = 0;\n var ya = 0;\n for (var i = 1; i <= n; ++i) {\n var j = i / n;\n xa = fromX + ((cpX - fromX) * j);\n ya = fromY + ((cpY - fromY) * j);\n points.push(xa + (((cpX + ((toX - cpX) * j)) - xa) * j), ya + (((cpY + ((toY - cpY) * j)) - ya) * j));\n }\n };\n return QuadraticUtils;\n}());\n\n/**\n * A structure to hold interim batch objects for Graphics.\n * @memberof PIXI.graphicsUtils\n */\nvar BatchPart = /** @class */ (function () {\n function BatchPart() {\n this.reset();\n }\n /**\n * Begin batch part.\n * @param style\n * @param startIndex\n * @param attribStart\n */\n BatchPart.prototype.begin = function (style, startIndex, attribStart) {\n this.reset();\n this.style = style;\n this.start = startIndex;\n this.attribStart = attribStart;\n };\n /**\n * End batch part.\n * @param endIndex\n * @param endAttrib\n */\n BatchPart.prototype.end = function (endIndex, endAttrib) {\n this.attribSize = endAttrib - this.attribStart;\n this.size = endIndex - this.start;\n };\n BatchPart.prototype.reset = function () {\n this.style = null;\n this.size = 0;\n this.start = 0;\n this.attribStart = 0;\n this.attribSize = 0;\n };\n return BatchPart;\n}());\n\n/**\n * Generalized convenience utilities for Graphics.\n * @namespace graphicsUtils\n * @memberof PIXI\n */\nvar _a;\n/**\n * Map of fill commands for each shape type.\n * @memberof PIXI.graphicsUtils\n * @member {object} FILL_COMMANDS\n */\nvar FILL_COMMANDS = (_a = {},\n _a[SHAPES.POLY] = buildPoly,\n _a[SHAPES.CIRC] = buildCircle,\n _a[SHAPES.ELIP] = buildCircle,\n _a[SHAPES.RECT] = buildRectangle,\n _a[SHAPES.RREC] = buildRoundedRectangle,\n _a);\n/**\n * Batch pool, stores unused batches for preventing allocations.\n * @memberof PIXI.graphicsUtils\n * @member {Array} BATCH_POOL\n */\nvar BATCH_POOL = [];\n/**\n * Draw call pool, stores unused draw calls for preventing allocations.\n * @memberof PIXI.graphicsUtils\n * @member {Array} DRAW_CALL_POOL\n */\nvar DRAW_CALL_POOL = [];\n\n/**\n * A class to contain data useful for Graphics objects\n * @memberof PIXI\n */\nvar GraphicsData = /** @class */ (function () {\n /**\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param fillStyle - the width of the line to draw\n * @param lineStyle - the color of the line to draw\n * @param matrix - Transform matrix\n */\n function GraphicsData(shape, fillStyle, lineStyle, matrix) {\n if (fillStyle === void 0) { fillStyle = null; }\n if (lineStyle === void 0) { lineStyle = null; }\n if (matrix === void 0) { matrix = null; }\n /** The collection of points. */\n this.points = [];\n /** The collection of holes. */\n this.holes = [];\n this.shape = shape;\n this.lineStyle = lineStyle;\n this.fillStyle = fillStyle;\n this.matrix = matrix;\n this.type = shape.type;\n }\n /**\n * Creates a new GraphicsData object with the same values as this one.\n * @returns - Cloned GraphicsData object\n */\n GraphicsData.prototype.clone = function () {\n return new GraphicsData(this.shape, this.fillStyle, this.lineStyle, this.matrix);\n };\n /** Destroys the Graphics data. */\n GraphicsData.prototype.destroy = function () {\n this.shape = null;\n this.holes.length = 0;\n this.holes = null;\n this.points.length = 0;\n this.points = null;\n this.lineStyle = null;\n this.fillStyle = null;\n };\n return GraphicsData;\n}());\n\nvar tmpPoint = new Point();\n/**\n * The Graphics class contains methods used to draw primitive shapes such as lines, circles and\n * rectangles to the display, and to color and fill them.\n *\n * GraphicsGeometry is designed to not be continually updating the geometry since it's expensive\n * to re-tesselate using **earcut**. Consider using {@link PIXI.Mesh} for this use-case, it's much faster.\n * @memberof PIXI\n */\nvar GraphicsGeometry = /** @class */ (function (_super) {\n __extends(GraphicsGeometry, _super);\n // eslint-disable-next-line @typescript-eslint/no-useless-constructor\n function GraphicsGeometry() {\n var _this = _super.call(this) || this;\n /** Minimal distance between points that are considered different. Affects line tesselation. */\n _this.closePointEps = 1e-4;\n /** Padding to add to the bounds. */\n _this.boundsPadding = 0;\n _this.uvsFloat32 = null;\n _this.indicesUint16 = null;\n _this.batchable = false;\n /** An array of points to draw, 2 numbers per point */\n _this.points = [];\n /** The collection of colors */\n _this.colors = [];\n /** The UVs collection */\n _this.uvs = [];\n /** The indices of the vertices */\n _this.indices = [];\n /** Reference to the texture IDs. */\n _this.textureIds = [];\n /**\n * The collection of drawn shapes.\n * @member {PIXI.GraphicsData[]}\n */\n _this.graphicsData = [];\n /**\n * List of current draw calls drived from the batches.\n * @member {PIXI.BatchDrawCall[]}\n */\n _this.drawCalls = [];\n /** Batches need to regenerated if the geometry is updated. */\n _this.batchDirty = -1;\n /**\n * Intermediate abstract format sent to batch system.\n * Can be converted to drawCalls or to batchable objects.\n * @member {PIXI.graphicsUtils.BatchPart[]}\n */\n _this.batches = [];\n /** Used to detect if the graphics object has changed. */\n _this.dirty = 0;\n /** Used to check if the cache is dirty. */\n _this.cacheDirty = -1;\n /** Used to detect if we cleared the graphicsData. */\n _this.clearDirty = 0;\n /** Index of the last batched shape in the stack of calls. */\n _this.shapeIndex = 0;\n /** Cached bounds. */\n _this._bounds = new Bounds();\n /** The bounds dirty flag. */\n _this.boundsDirty = -1;\n return _this;\n }\n Object.defineProperty(GraphicsGeometry.prototype, \"bounds\", {\n /**\n * Get the current bounds of the graphic geometry.\n * @readonly\n */\n get: function () {\n this.updateBatches();\n if (this.boundsDirty !== this.dirty) {\n this.boundsDirty = this.dirty;\n this.calculateBounds();\n }\n return this._bounds;\n },\n enumerable: false,\n configurable: true\n });\n /** Call if you changed graphicsData manually. Empties all batch buffers. */\n GraphicsGeometry.prototype.invalidate = function () {\n this.boundsDirty = -1;\n this.dirty++;\n this.batchDirty++;\n this.shapeIndex = 0;\n this.points.length = 0;\n this.colors.length = 0;\n this.uvs.length = 0;\n this.indices.length = 0;\n this.textureIds.length = 0;\n for (var i = 0; i < this.drawCalls.length; i++) {\n this.drawCalls[i].texArray.clear();\n DRAW_CALL_POOL.push(this.drawCalls[i]);\n }\n this.drawCalls.length = 0;\n for (var i = 0; i < this.batches.length; i++) {\n var batchPart = this.batches[i];\n batchPart.reset();\n BATCH_POOL.push(batchPart);\n }\n this.batches.length = 0;\n };\n /**\n * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.\n * @returns - This GraphicsGeometry object. Good for chaining method calls\n */\n GraphicsGeometry.prototype.clear = function () {\n if (this.graphicsData.length > 0) {\n this.invalidate();\n this.clearDirty++;\n this.graphicsData.length = 0;\n }\n return this;\n };\n /**\n * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param fillStyle - Defines style of the fill.\n * @param lineStyle - Defines style of the lines.\n * @param matrix - Transform applied to the points of the shape.\n * @returns - Returns geometry for chaining.\n */\n GraphicsGeometry.prototype.drawShape = function (shape, fillStyle, lineStyle, matrix) {\n if (fillStyle === void 0) { fillStyle = null; }\n if (lineStyle === void 0) { lineStyle = null; }\n if (matrix === void 0) { matrix = null; }\n var data = new GraphicsData(shape, fillStyle, lineStyle, matrix);\n this.graphicsData.push(data);\n this.dirty++;\n return this;\n };\n /**\n * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param matrix - Transform applied to the points of the shape.\n * @returns - Returns geometry for chaining.\n */\n GraphicsGeometry.prototype.drawHole = function (shape, matrix) {\n if (matrix === void 0) { matrix = null; }\n if (!this.graphicsData.length) {\n return null;\n }\n var data = new GraphicsData(shape, null, null, matrix);\n var lastShape = this.graphicsData[this.graphicsData.length - 1];\n data.lineStyle = lastShape.lineStyle;\n lastShape.holes.push(data);\n this.dirty++;\n return this;\n };\n /** Destroys the GraphicsGeometry object. */\n GraphicsGeometry.prototype.destroy = function () {\n _super.prototype.destroy.call(this);\n // destroy each of the GraphicsData objects\n for (var i = 0; i < this.graphicsData.length; ++i) {\n this.graphicsData[i].destroy();\n }\n this.points.length = 0;\n this.points = null;\n this.colors.length = 0;\n this.colors = null;\n this.uvs.length = 0;\n this.uvs = null;\n this.indices.length = 0;\n this.indices = null;\n this.indexBuffer.destroy();\n this.indexBuffer = null;\n this.graphicsData.length = 0;\n this.graphicsData = null;\n this.drawCalls.length = 0;\n this.drawCalls = null;\n this.batches.length = 0;\n this.batches = null;\n this._bounds = null;\n };\n /**\n * Check to see if a point is contained within this geometry.\n * @param point - Point to check if it's contained.\n * @returns {boolean} `true` if the point is contained within geometry.\n */\n GraphicsGeometry.prototype.containsPoint = function (point) {\n var graphicsData = this.graphicsData;\n for (var i = 0; i < graphicsData.length; ++i) {\n var data = graphicsData[i];\n if (!data.fillStyle.visible) {\n continue;\n }\n // only deal with fills..\n if (data.shape) {\n if (data.matrix) {\n data.matrix.applyInverse(point, tmpPoint);\n }\n else {\n tmpPoint.copyFrom(point);\n }\n if (data.shape.contains(tmpPoint.x, tmpPoint.y)) {\n var hitHole = false;\n if (data.holes) {\n for (var i_1 = 0; i_1 < data.holes.length; i_1++) {\n var hole = data.holes[i_1];\n if (hole.shape.contains(tmpPoint.x, tmpPoint.y)) {\n hitHole = true;\n break;\n }\n }\n }\n if (!hitHole) {\n return true;\n }\n }\n }\n }\n return false;\n };\n /**\n * Generates intermediate batch data. Either gets converted to drawCalls\n * or used to convert to batch objects directly by the Graphics object.\n */\n GraphicsGeometry.prototype.updateBatches = function () {\n if (!this.graphicsData.length) {\n this.batchable = true;\n return;\n }\n if (!this.validateBatching()) {\n return;\n }\n this.cacheDirty = this.dirty;\n var uvs = this.uvs;\n var graphicsData = this.graphicsData;\n var batchPart = null;\n var currentStyle = null;\n if (this.batches.length > 0) {\n batchPart = this.batches[this.batches.length - 1];\n currentStyle = batchPart.style;\n }\n for (var i = this.shapeIndex; i < graphicsData.length; i++) {\n this.shapeIndex++;\n var data = graphicsData[i];\n var fillStyle = data.fillStyle;\n var lineStyle = data.lineStyle;\n var command = FILL_COMMANDS[data.type];\n // build out the shapes points..\n command.build(data);\n if (data.matrix) {\n this.transformPoints(data.points, data.matrix);\n }\n if (fillStyle.visible || lineStyle.visible) {\n this.processHoles(data.holes);\n }\n for (var j = 0; j < 2; j++) {\n var style = (j === 0) ? fillStyle : lineStyle;\n if (!style.visible)\n { continue; }\n var nextTexture = style.texture.baseTexture;\n var index_1 = this.indices.length;\n var attribIndex = this.points.length / 2;\n nextTexture.wrapMode = WRAP_MODES.REPEAT;\n if (j === 0) {\n this.processFill(data);\n }\n else {\n this.processLine(data);\n }\n var size = (this.points.length / 2) - attribIndex;\n if (size === 0)\n { continue; }\n // close batch if style is different\n if (batchPart && !this._compareStyles(currentStyle, style)) {\n batchPart.end(index_1, attribIndex);\n batchPart = null;\n }\n // spawn new batch if its first batch or previous was closed\n if (!batchPart) {\n batchPart = BATCH_POOL.pop() || new BatchPart();\n batchPart.begin(style, index_1, attribIndex);\n this.batches.push(batchPart);\n currentStyle = style;\n }\n this.addUvs(this.points, uvs, style.texture, attribIndex, size, style.matrix);\n }\n }\n var index = this.indices.length;\n var attrib = this.points.length / 2;\n if (batchPart) {\n batchPart.end(index, attrib);\n }\n if (this.batches.length === 0) {\n // there are no visible styles in GraphicsData\n // its possible that someone wants Graphics just for the bounds\n this.batchable = true;\n return;\n }\n var need32 = attrib > 0xffff;\n // prevent allocation when length is same as buffer\n if (this.indicesUint16 && this.indices.length === this.indicesUint16.length\n && need32 === (this.indicesUint16.BYTES_PER_ELEMENT > 2)) {\n this.indicesUint16.set(this.indices);\n }\n else {\n this.indicesUint16 = need32 ? new Uint32Array(this.indices) : new Uint16Array(this.indices);\n }\n // TODO make this a const..\n this.batchable = this.isBatchable();\n if (this.batchable) {\n this.packBatches();\n }\n else {\n this.buildDrawCalls();\n }\n };\n /**\n * Affinity check\n * @param styleA\n * @param styleB\n */\n GraphicsGeometry.prototype._compareStyles = function (styleA, styleB) {\n if (!styleA || !styleB) {\n return false;\n }\n if (styleA.texture.baseTexture !== styleB.texture.baseTexture) {\n return false;\n }\n if (styleA.color + styleA.alpha !== styleB.color + styleB.alpha) {\n return false;\n }\n if (!!styleA.native !== !!styleB.native) {\n return false;\n }\n return true;\n };\n /** Test geometry for batching process. */\n GraphicsGeometry.prototype.validateBatching = function () {\n if (this.dirty === this.cacheDirty || !this.graphicsData.length) {\n return false;\n }\n for (var i = 0, l = this.graphicsData.length; i < l; i++) {\n var data = this.graphicsData[i];\n var fill = data.fillStyle;\n var line = data.lineStyle;\n if (fill && !fill.texture.baseTexture.valid)\n { return false; }\n if (line && !line.texture.baseTexture.valid)\n { return false; }\n }\n return true;\n };\n /** Offset the indices so that it works with the batcher. */\n GraphicsGeometry.prototype.packBatches = function () {\n this.batchDirty++;\n this.uvsFloat32 = new Float32Array(this.uvs);\n var batches = this.batches;\n for (var i = 0, l = batches.length; i < l; i++) {\n var batch = batches[i];\n for (var j = 0; j < batch.size; j++) {\n var index = batch.start + j;\n this.indicesUint16[index] = this.indicesUint16[index] - batch.attribStart;\n }\n }\n };\n /**\n * Checks to see if this graphics geometry can be batched.\n * Currently it needs to be small enough and not contain any native lines.\n */\n GraphicsGeometry.prototype.isBatchable = function () {\n // prevent heavy mesh batching\n if (this.points.length > 0xffff * 2) {\n return false;\n }\n var batches = this.batches;\n for (var i = 0; i < batches.length; i++) {\n if (batches[i].style.native) {\n return false;\n }\n }\n return (this.points.length < GraphicsGeometry.BATCHABLE_SIZE * 2);\n };\n /** Converts intermediate batches data to drawCalls. */\n GraphicsGeometry.prototype.buildDrawCalls = function () {\n var TICK = ++BaseTexture._globalBatch;\n for (var i = 0; i < this.drawCalls.length; i++) {\n this.drawCalls[i].texArray.clear();\n DRAW_CALL_POOL.push(this.drawCalls[i]);\n }\n this.drawCalls.length = 0;\n var colors = this.colors;\n var textureIds = this.textureIds;\n var currentGroup = DRAW_CALL_POOL.pop();\n if (!currentGroup) {\n currentGroup = new BatchDrawCall();\n currentGroup.texArray = new BatchTextureArray();\n }\n currentGroup.texArray.count = 0;\n currentGroup.start = 0;\n currentGroup.size = 0;\n currentGroup.type = DRAW_MODES.TRIANGLES;\n var textureCount = 0;\n var currentTexture = null;\n var textureId = 0;\n var native = false;\n var drawMode = DRAW_MODES.TRIANGLES;\n var index = 0;\n this.drawCalls.push(currentGroup);\n // TODO - this can be simplified\n for (var i = 0; i < this.batches.length; i++) {\n var data = this.batches[i];\n // TODO add some full on MAX_TEXTURE CODE..\n var MAX_TEXTURES = 8;\n // Forced cast for checking `native` without errors\n var style = data.style;\n var nextTexture = style.texture.baseTexture;\n if (native !== !!style.native) {\n native = !!style.native;\n drawMode = native ? DRAW_MODES.LINES : DRAW_MODES.TRIANGLES;\n // force the batch to break!\n currentTexture = null;\n textureCount = MAX_TEXTURES;\n TICK++;\n }\n if (currentTexture !== nextTexture) {\n currentTexture = nextTexture;\n if (nextTexture._batchEnabled !== TICK) {\n if (textureCount === MAX_TEXTURES) {\n TICK++;\n textureCount = 0;\n if (currentGroup.size > 0) {\n currentGroup = DRAW_CALL_POOL.pop();\n if (!currentGroup) {\n currentGroup = new BatchDrawCall();\n currentGroup.texArray = new BatchTextureArray();\n }\n this.drawCalls.push(currentGroup);\n }\n currentGroup.start = index;\n currentGroup.size = 0;\n currentGroup.texArray.count = 0;\n currentGroup.type = drawMode;\n }\n // TODO add this to the render part..\n // Hack! Because texture has protected `touched`\n nextTexture.touched = 1; // touch;\n nextTexture._batchEnabled = TICK;\n nextTexture._batchLocation = textureCount;\n nextTexture.wrapMode = WRAP_MODES.REPEAT;\n currentGroup.texArray.elements[currentGroup.texArray.count++] = nextTexture;\n textureCount++;\n }\n }\n currentGroup.size += data.size;\n index += data.size;\n textureId = nextTexture._batchLocation;\n this.addColors(colors, style.color, style.alpha, data.attribSize, data.attribStart);\n this.addTextureIds(textureIds, textureId, data.attribSize, data.attribStart);\n }\n BaseTexture._globalBatch = TICK;\n // upload..\n // merge for now!\n this.packAttributes();\n };\n /** Packs attributes to single buffer. */\n GraphicsGeometry.prototype.packAttributes = function () {\n var verts = this.points;\n var uvs = this.uvs;\n var colors = this.colors;\n var textureIds = this.textureIds;\n // verts are 2 positions.. so we * by 3 as there are 6 properties.. then 4 cos its bytes\n var glPoints = new ArrayBuffer(verts.length * 3 * 4);\n var f32 = new Float32Array(glPoints);\n var u32 = new Uint32Array(glPoints);\n var p = 0;\n for (var i = 0; i < verts.length / 2; i++) {\n f32[p++] = verts[i * 2];\n f32[p++] = verts[(i * 2) + 1];\n f32[p++] = uvs[i * 2];\n f32[p++] = uvs[(i * 2) + 1];\n u32[p++] = colors[i];\n f32[p++] = textureIds[i];\n }\n this._buffer.update(glPoints);\n this._indexBuffer.update(this.indicesUint16);\n };\n /**\n * Process fill part of Graphics.\n * @param data\n */\n GraphicsGeometry.prototype.processFill = function (data) {\n if (data.holes.length) {\n buildPoly.triangulate(data, this);\n }\n else {\n var command = FILL_COMMANDS[data.type];\n command.triangulate(data, this);\n }\n };\n /**\n * Process line part of Graphics.\n * @param data\n */\n GraphicsGeometry.prototype.processLine = function (data) {\n buildLine(data, this);\n for (var i = 0; i < data.holes.length; i++) {\n buildLine(data.holes[i], this);\n }\n };\n /**\n * Process the holes data.\n * @param holes\n */\n GraphicsGeometry.prototype.processHoles = function (holes) {\n for (var i = 0; i < holes.length; i++) {\n var hole = holes[i];\n var command = FILL_COMMANDS[hole.type];\n command.build(hole);\n if (hole.matrix) {\n this.transformPoints(hole.points, hole.matrix);\n }\n }\n };\n /** Update the local bounds of the object. Expensive to use performance-wise. */\n GraphicsGeometry.prototype.calculateBounds = function () {\n var bounds = this._bounds;\n bounds.clear();\n bounds.addVertexData(this.points, 0, this.points.length);\n bounds.pad(this.boundsPadding, this.boundsPadding);\n };\n /**\n * Transform points using matrix.\n * @param points - Points to transform\n * @param matrix - Transform matrix\n */\n GraphicsGeometry.prototype.transformPoints = function (points, matrix) {\n for (var i = 0; i < points.length / 2; i++) {\n var x = points[(i * 2)];\n var y = points[(i * 2) + 1];\n points[(i * 2)] = (matrix.a * x) + (matrix.c * y) + matrix.tx;\n points[(i * 2) + 1] = (matrix.b * x) + (matrix.d * y) + matrix.ty;\n }\n };\n /**\n * Add colors.\n * @param colors - List of colors to add to\n * @param color - Color to add\n * @param alpha - Alpha to use\n * @param size - Number of colors to add\n * @param offset\n */\n GraphicsGeometry.prototype.addColors = function (colors, color, alpha, size, offset) {\n if (offset === void 0) { offset = 0; }\n // TODO use the premultiply bits Ivan added\n var rgb = (color >> 16) + (color & 0xff00) + ((color & 0xff) << 16);\n var rgba = premultiplyTint(rgb, alpha);\n colors.length = Math.max(colors.length, offset + size);\n for (var i = 0; i < size; i++) {\n colors[offset + i] = rgba;\n }\n };\n /**\n * Add texture id that the shader/fragment wants to use.\n * @param textureIds\n * @param id\n * @param size\n * @param offset\n */\n GraphicsGeometry.prototype.addTextureIds = function (textureIds, id, size, offset) {\n if (offset === void 0) { offset = 0; }\n textureIds.length = Math.max(textureIds.length, offset + size);\n for (var i = 0; i < size; i++) {\n textureIds[offset + i] = id;\n }\n };\n /**\n * Generates the UVs for a shape.\n * @param verts - Vertices\n * @param uvs - UVs\n * @param texture - Reference to Texture\n * @param start - Index buffer start index.\n * @param size - The size/length for index buffer.\n * @param matrix - Optional transform for all points.\n */\n GraphicsGeometry.prototype.addUvs = function (verts, uvs, texture, start, size, matrix) {\n if (matrix === void 0) { matrix = null; }\n var index = 0;\n var uvsStart = uvs.length;\n var frame = texture.frame;\n while (index < size) {\n var x = verts[(start + index) * 2];\n var y = verts[((start + index) * 2) + 1];\n if (matrix) {\n var nx = (matrix.a * x) + (matrix.c * y) + matrix.tx;\n y = (matrix.b * x) + (matrix.d * y) + matrix.ty;\n x = nx;\n }\n index++;\n uvs.push(x / frame.width, y / frame.height);\n }\n var baseTexture = texture.baseTexture;\n if (frame.width < baseTexture.width\n || frame.height < baseTexture.height) {\n this.adjustUvs(uvs, texture, uvsStart, size);\n }\n };\n /**\n * Modify uvs array according to position of texture region\n * Does not work with rotated or trimmed textures\n * @param uvs - array\n * @param texture - region\n * @param start - starting index for uvs\n * @param size - how many points to adjust\n */\n GraphicsGeometry.prototype.adjustUvs = function (uvs, texture, start, size) {\n var baseTexture = texture.baseTexture;\n var eps = 1e-6;\n var finish = start + (size * 2);\n var frame = texture.frame;\n var scaleX = frame.width / baseTexture.width;\n var scaleY = frame.height / baseTexture.height;\n var offsetX = frame.x / frame.width;\n var offsetY = frame.y / frame.height;\n var minX = Math.floor(uvs[start] + eps);\n var minY = Math.floor(uvs[start + 1] + eps);\n for (var i = start + 2; i < finish; i += 2) {\n minX = Math.min(minX, Math.floor(uvs[i] + eps));\n minY = Math.min(minY, Math.floor(uvs[i + 1] + eps));\n }\n offsetX -= minX;\n offsetY -= minY;\n for (var i = start; i < finish; i += 2) {\n uvs[i] = (uvs[i] + offsetX) * scaleX;\n uvs[i + 1] = (uvs[i + 1] + offsetY) * scaleY;\n }\n };\n /**\n * The maximum number of points to consider an object \"batchable\",\n * able to be batched by the renderer's batch system.\n\\\n */\n GraphicsGeometry.BATCHABLE_SIZE = 100;\n return GraphicsGeometry;\n}(BatchGeometry));\n\n/**\n * Represents the line style for Graphics.\n * @memberof PIXI\n */\nvar LineStyle = /** @class */ (function (_super) {\n __extends(LineStyle, _super);\n function LineStyle() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n /** The width (thickness) of any lines drawn. */\n _this.width = 0;\n /** The alignment of any lines drawn (0.5 = middle, 1 = outer, 0 = inner). WebGL only. */\n _this.alignment = 0.5;\n /** If true the lines will be draw using LINES instead of TRIANGLE_STRIP. */\n _this.native = false;\n /**\n * Line cap style.\n * @member {PIXI.LINE_CAP}\n * @default PIXI.LINE_CAP.BUTT\n */\n _this.cap = LINE_CAP.BUTT;\n /**\n * Line join style.\n * @member {PIXI.LINE_JOIN}\n * @default PIXI.LINE_JOIN.MITER\n */\n _this.join = LINE_JOIN.MITER;\n /** Miter limit. */\n _this.miterLimit = 10;\n return _this;\n }\n /** Clones the object. */\n LineStyle.prototype.clone = function () {\n var obj = new LineStyle();\n obj.color = this.color;\n obj.alpha = this.alpha;\n obj.texture = this.texture;\n obj.matrix = this.matrix;\n obj.visible = this.visible;\n obj.width = this.width;\n obj.alignment = this.alignment;\n obj.native = this.native;\n obj.cap = this.cap;\n obj.join = this.join;\n obj.miterLimit = this.miterLimit;\n return obj;\n };\n /** Reset the line style to default. */\n LineStyle.prototype.reset = function () {\n _super.prototype.reset.call(this);\n // Override default line style color\n this.color = 0x0;\n this.alignment = 0.5;\n this.width = 0;\n this.native = false;\n };\n return LineStyle;\n}(FillStyle));\n\nvar temp = new Float32Array(3);\n// a default shaders map used by graphics..\nvar DEFAULT_SHADERS = {};\n/**\n * The Graphics class is primarily used to render primitive shapes such as lines, circles and\n * rectangles to the display, and to color and fill them. However, you can also use a Graphics\n * object to build a list of primitives to use as a mask, or as a complex hitArea.\n *\n * Please note that due to legacy naming conventions, the behavior of some functions in this class\n * can be confusing. Each call to `drawRect()`, `drawPolygon()`, etc. actually stores that primitive\n * in the Geometry class's GraphicsGeometry object for later use in rendering or hit testing - the\n * functions do not directly draw anything to the screen. Similarly, the `clear()` function doesn't\n * change the screen, it simply resets the list of primitives, which can be useful if you want to\n * rebuild the contents of an existing Graphics object.\n *\n * Once a GraphicsGeometry list is built, you can re-use it in other Geometry objects as\n * an optimization, by passing it into a new Geometry object's constructor. Because of this\n * ability, it's important to call `destroy()` on Geometry objects once you are done with them, to\n * properly dereference each GraphicsGeometry and prevent memory leaks.\n * @memberof PIXI\n */\nvar Graphics = /** @class */ (function (_super) {\n __extends(Graphics, _super);\n /**\n * @param geometry - Geometry to use, if omitted will create a new GraphicsGeometry instance.\n */\n function Graphics(geometry) {\n if (geometry === void 0) { geometry = null; }\n var _this = _super.call(this) || this;\n /**\n * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU.\n * Can be shared between multiple Graphics objects.\n */\n _this.shader = null;\n /** Renderer plugin for batching */\n _this.pluginName = 'batch';\n /**\n * Current path\n * @readonly\n */\n _this.currentPath = null;\n /** A collections of batches! These can be drawn by the renderer batch system. */\n _this.batches = [];\n /** Update dirty for limiting calculating tints for batches. */\n _this.batchTint = -1;\n /** Update dirty for limiting calculating batches.*/\n _this.batchDirty = -1;\n /** Copy of the object vertex data. */\n _this.vertexData = null;\n /** Current fill style. */\n _this._fillStyle = new FillStyle();\n /** Current line style. */\n _this._lineStyle = new LineStyle();\n /** Current shape transform matrix. */\n _this._matrix = null;\n /** Current hole mode is enabled. */\n _this._holeMode = false;\n /**\n * Represents the WebGL state the Graphics required to render, excludes shader and geometry. E.g.,\n * blend mode, culling, depth testing, direction of rendering triangles, backface, etc.\n */\n _this.state = State.for2d();\n _this._geometry = geometry || new GraphicsGeometry();\n _this._geometry.refCount++;\n /**\n * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite.\n * This is useful if your graphics element does not change often, as it will speed up the rendering\n * of the object in exchange for taking up texture memory. It is also useful if you need the graphics\n * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if\n * you are constantly redrawing the graphics element.\n * @name cacheAsBitmap\n * @member {boolean}\n * @memberof PIXI.Graphics#\n * @default false\n */\n _this._transformID = -1;\n // Set default\n _this.tint = 0xFFFFFF;\n _this.blendMode = BLEND_MODES.NORMAL;\n return _this;\n }\n Object.defineProperty(Graphics.prototype, \"geometry\", {\n /**\n * Includes vertex positions, face indices, normals, colors, UVs, and\n * custom attributes within buffers, reducing the cost of passing all\n * this data to the GPU. Can be shared between multiple Mesh or Graphics objects.\n * @readonly\n */\n get: function () {\n return this._geometry;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates a new Graphics object with the same values as this one.\n * Note that only the geometry of the object is cloned, not its transform (position,scale,etc)\n * @returns - A clone of the graphics object\n */\n Graphics.prototype.clone = function () {\n this.finishPoly();\n return new Graphics(this._geometry);\n };\n Object.defineProperty(Graphics.prototype, \"blendMode\", {\n get: function () {\n return this.state.blendMode;\n },\n /**\n * The blend mode to be applied to the graphic shape. Apply a value of\n * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. Note that, since each\n * primitive in the GraphicsGeometry list is rendered sequentially, modes\n * such as `PIXI.BLEND_MODES.ADD` and `PIXI.BLEND_MODES.MULTIPLY` will\n * be applied per-primitive.\n * @default PIXI.BLEND_MODES.NORMAL\n */\n set: function (value) {\n this.state.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Graphics.prototype, \"tint\", {\n /**\n * The tint applied to each graphic shape. This is a hex value. A value of\n * 0xFFFFFF will remove any tint effect.\n * @default 0xFFFFFF\n */\n get: function () {\n return this._tint;\n },\n set: function (value) {\n this._tint = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Graphics.prototype, \"fill\", {\n /**\n * The current fill style.\n * @readonly\n */\n get: function () {\n return this._fillStyle;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Graphics.prototype, \"line\", {\n /**\n * The current line style.\n * @readonly\n */\n get: function () {\n return this._lineStyle;\n },\n enumerable: false,\n configurable: true\n });\n Graphics.prototype.lineStyle = function (options, color, alpha, alignment, native) {\n if (options === void 0) { options = null; }\n if (color === void 0) { color = 0x0; }\n if (alpha === void 0) { alpha = 1; }\n if (alignment === void 0) { alignment = 0.5; }\n if (native === void 0) { native = false; }\n // Support non-object params: (width, color, alpha, alignment, native)\n if (typeof options === 'number') {\n options = { width: options, color: color, alpha: alpha, alignment: alignment, native: native };\n }\n return this.lineTextureStyle(options);\n };\n /**\n * Like line style but support texture for line fill.\n * @param [options] - Collection of options for setting line style.\n * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style\n * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to use\n * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style.\n * Default 0xFFFFFF if texture present.\n * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style\n * @param {PIXI.Matrix} [options.matrix=null] - Texture matrix to transform texture\n * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outer).\n * WebGL only.\n * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style\n * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style\n * @param {number}[options.miterLimit=10] - miter limit ratio\n * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.lineTextureStyle = function (options) {\n // Apply defaults\n options = Object.assign({\n width: 0,\n texture: Texture.WHITE,\n color: (options && options.texture) ? 0xFFFFFF : 0x0,\n alpha: 1,\n matrix: null,\n alignment: 0.5,\n native: false,\n cap: LINE_CAP.BUTT,\n join: LINE_JOIN.MITER,\n miterLimit: 10,\n }, options);\n if (this.currentPath) {\n this.startPoly();\n }\n var visible = options.width > 0 && options.alpha > 0;\n if (!visible) {\n this._lineStyle.reset();\n }\n else {\n if (options.matrix) {\n options.matrix = options.matrix.clone();\n options.matrix.invert();\n }\n Object.assign(this._lineStyle, { visible: visible }, options);\n }\n return this;\n };\n /**\n * Start a polygon object internally.\n * @protected\n */\n Graphics.prototype.startPoly = function () {\n if (this.currentPath) {\n var points = this.currentPath.points;\n var len = this.currentPath.points.length;\n if (len > 2) {\n this.drawShape(this.currentPath);\n this.currentPath = new Polygon();\n this.currentPath.closeStroke = false;\n this.currentPath.points.push(points[len - 2], points[len - 1]);\n }\n }\n else {\n this.currentPath = new Polygon();\n this.currentPath.closeStroke = false;\n }\n };\n /**\n * Finish the polygon object.\n * @protected\n */\n Graphics.prototype.finishPoly = function () {\n if (this.currentPath) {\n if (this.currentPath.points.length > 2) {\n this.drawShape(this.currentPath);\n this.currentPath = null;\n }\n else {\n this.currentPath.points.length = 0;\n }\n }\n };\n /**\n * Moves the current drawing position to x, y.\n * @param x - the X coordinate to move to\n * @param y - the Y coordinate to move to\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.moveTo = function (x, y) {\n this.startPoly();\n this.currentPath.points[0] = x;\n this.currentPath.points[1] = y;\n return this;\n };\n /**\n * Draws a line using the current line style from the current drawing position to (x, y);\n * The current drawing position is then set to (x, y).\n * @param x - the X coordinate to draw to\n * @param y - the Y coordinate to draw to\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.lineTo = function (x, y) {\n if (!this.currentPath) {\n this.moveTo(0, 0);\n }\n // remove duplicates..\n var points = this.currentPath.points;\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n if (fromX !== x || fromY !== y) {\n points.push(x, y);\n }\n return this;\n };\n /**\n * Initialize the curve\n * @param x\n * @param y\n */\n Graphics.prototype._initCurve = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (this.currentPath) {\n if (this.currentPath.points.length === 0) {\n this.currentPath.points = [x, y];\n }\n }\n else {\n this.moveTo(x, y);\n }\n };\n /**\n * Calculate the points for a quadratic bezier curve and then draws it.\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.quadraticCurveTo = function (cpX, cpY, toX, toY) {\n this._initCurve();\n var points = this.currentPath.points;\n if (points.length === 0) {\n this.moveTo(0, 0);\n }\n QuadraticUtils.curveTo(cpX, cpY, toX, toY, points);\n return this;\n };\n /**\n * Calculate the points for a bezier curve and then draws it.\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param cpX2 - Second Control point x\n * @param cpY2 - Second Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @returns This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.bezierCurveTo = function (cpX, cpY, cpX2, cpY2, toX, toY) {\n this._initCurve();\n BezierUtils.curveTo(cpX, cpY, cpX2, cpY2, toX, toY, this.currentPath.points);\n return this;\n };\n /**\n * The arcTo() method creates an arc/curve between two tangents on the canvas.\n *\n * \"borrowed\" from https://code.google.com/p/fxcanvas/ - thanks google!\n * @param x1 - The x-coordinate of the first tangent point of the arc\n * @param y1 - The y-coordinate of the first tangent point of the arc\n * @param x2 - The x-coordinate of the end of the arc\n * @param y2 - The y-coordinate of the end of the arc\n * @param radius - The radius of the arc\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.arcTo = function (x1, y1, x2, y2, radius) {\n this._initCurve(x1, y1);\n var points = this.currentPath.points;\n var result = ArcUtils.curveTo(x1, y1, x2, y2, radius, points);\n if (result) {\n var cx = result.cx, cy = result.cy, radius_1 = result.radius, startAngle = result.startAngle, endAngle = result.endAngle, anticlockwise = result.anticlockwise;\n this.arc(cx, cy, radius_1, startAngle, endAngle, anticlockwise);\n }\n return this;\n };\n /**\n * The arc method creates an arc/curve (used to create circles, or parts of circles).\n * @param cx - The x-coordinate of the center of the circle\n * @param cy - The y-coordinate of the center of the circle\n * @param radius - The radius of the circle\n * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position\n * of the arc's circle)\n * @param endAngle - The ending angle, in radians\n * @param anticlockwise - Specifies whether the drawing should be\n * counter-clockwise or clockwise. False is default, and indicates clockwise, while true\n * indicates counter-clockwise.\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.arc = function (cx, cy, radius, startAngle, endAngle, anticlockwise) {\n if (anticlockwise === void 0) { anticlockwise = false; }\n if (startAngle === endAngle) {\n return this;\n }\n if (!anticlockwise && endAngle <= startAngle) {\n endAngle += PI_2;\n }\n else if (anticlockwise && startAngle <= endAngle) {\n startAngle += PI_2;\n }\n var sweep = endAngle - startAngle;\n if (sweep === 0) {\n return this;\n }\n var startX = cx + (Math.cos(startAngle) * radius);\n var startY = cy + (Math.sin(startAngle) * radius);\n var eps = this._geometry.closePointEps;\n // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path.\n var points = this.currentPath ? this.currentPath.points : null;\n if (points) {\n // TODO: make a better fix.\n // We check how far our start is from the last existing point\n var xDiff = Math.abs(points[points.length - 2] - startX);\n var yDiff = Math.abs(points[points.length - 1] - startY);\n if (xDiff < eps && yDiff < eps) ;\n else {\n points.push(startX, startY);\n }\n }\n else {\n this.moveTo(startX, startY);\n points = this.currentPath.points;\n }\n ArcUtils.arc(startX, startY, cx, cy, radius, startAngle, endAngle, anticlockwise, points);\n return this;\n };\n /**\n * Specifies a simple one-color fill that subsequent calls to other Graphics methods\n * (such as lineTo() or drawCircle()) use when drawing.\n * @param color - the color of the fill\n * @param alpha - the alpha of the fill\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.beginFill = function (color, alpha) {\n if (color === void 0) { color = 0; }\n if (alpha === void 0) { alpha = 1; }\n return this.beginTextureFill({ texture: Texture.WHITE, color: color, alpha: alpha });\n };\n /**\n * Begin the texture fill\n * @param options - Object object.\n * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to fill\n * @param {number} [options.color=0xffffff] - Background to fill behind texture\n * @param {number} [options.alpha=1] - Alpha of fill\n * @param {PIXI.Matrix} [options.matrix=null] - Transform matrix\n * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.beginTextureFill = function (options) {\n // Apply defaults\n options = Object.assign({\n texture: Texture.WHITE,\n color: 0xFFFFFF,\n alpha: 1,\n matrix: null,\n }, options);\n if (this.currentPath) {\n this.startPoly();\n }\n var visible = options.alpha > 0;\n if (!visible) {\n this._fillStyle.reset();\n }\n else {\n if (options.matrix) {\n options.matrix = options.matrix.clone();\n options.matrix.invert();\n }\n Object.assign(this._fillStyle, { visible: visible }, options);\n }\n return this;\n };\n /**\n * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.endFill = function () {\n this.finishPoly();\n this._fillStyle.reset();\n return this;\n };\n /**\n * Draws a rectangle shape.\n * @param x - The X coord of the top-left of the rectangle\n * @param y - The Y coord of the top-left of the rectangle\n * @param width - The width of the rectangle\n * @param height - The height of the rectangle\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawRect = function (x, y, width, height) {\n return this.drawShape(new Rectangle(x, y, width, height));\n };\n /**\n * Draw a rectangle shape with rounded/beveled corners.\n * @param x - The X coord of the top-left of the rectangle\n * @param y - The Y coord of the top-left of the rectangle\n * @param width - The width of the rectangle\n * @param height - The height of the rectangle\n * @param radius - Radius of the rectangle corners\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawRoundedRect = function (x, y, width, height, radius) {\n return this.drawShape(new RoundedRectangle(x, y, width, height, radius));\n };\n /**\n * Draws a circle.\n * @param x - The X coordinate of the center of the circle\n * @param y - The Y coordinate of the center of the circle\n * @param radius - The radius of the circle\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawCircle = function (x, y, radius) {\n return this.drawShape(new Circle(x, y, radius));\n };\n /**\n * Draws an ellipse.\n * @param x - The X coordinate of the center of the ellipse\n * @param y - The Y coordinate of the center of the ellipse\n * @param width - The half width of the ellipse\n * @param height - The half height of the ellipse\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawEllipse = function (x, y, width, height) {\n return this.drawShape(new Ellipse(x, y, width, height));\n };\n /**\n * Draws a polygon using the given path.\n * @param {number[]|PIXI.IPointData[]|PIXI.Polygon} path - The path data used to construct the polygon.\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawPolygon = function () {\n var arguments$1 = arguments;\n\n var path = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n path[_i] = arguments$1[_i];\n }\n var points;\n var closeStroke = true; // !!this._fillStyle;\n var poly = path[0];\n // check if data has points..\n if (poly.points) {\n closeStroke = poly.closeStroke;\n points = poly.points;\n }\n else if (Array.isArray(path[0])) {\n points = path[0];\n }\n else {\n points = path;\n }\n var shape = new Polygon(points);\n shape.closeStroke = closeStroke;\n this.drawShape(shape);\n return this;\n };\n /**\n * Draw any shape.\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - Shape to draw\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawShape = function (shape) {\n if (!this._holeMode) {\n this._geometry.drawShape(shape, this._fillStyle.clone(), this._lineStyle.clone(), this._matrix);\n }\n else {\n this._geometry.drawHole(shape, this._matrix);\n }\n return this;\n };\n /**\n * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.clear = function () {\n this._geometry.clear();\n this._lineStyle.reset();\n this._fillStyle.reset();\n this._boundsID++;\n this._matrix = null;\n this._holeMode = false;\n this.currentPath = null;\n return this;\n };\n /**\n * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and\n * masked with gl.scissor.\n * @returns - True if only 1 rect.\n */\n Graphics.prototype.isFastRect = function () {\n var data = this._geometry.graphicsData;\n return data.length === 1\n && data[0].shape.type === SHAPES.RECT\n && !data[0].matrix\n && !data[0].holes.length\n && !(data[0].lineStyle.visible && data[0].lineStyle.width);\n };\n /**\n * Renders the object using the WebGL renderer\n * @param renderer - The renderer\n */\n Graphics.prototype._render = function (renderer) {\n this.finishPoly();\n var geometry = this._geometry;\n // batch part..\n // batch it!\n geometry.updateBatches();\n if (geometry.batchable) {\n if (this.batchDirty !== geometry.batchDirty) {\n this._populateBatches();\n }\n this._renderBatched(renderer);\n }\n else {\n // no batching...\n renderer.batch.flush();\n this._renderDirect(renderer);\n }\n };\n /** Populating batches for rendering. */\n Graphics.prototype._populateBatches = function () {\n var geometry = this._geometry;\n var blendMode = this.blendMode;\n var len = geometry.batches.length;\n this.batchTint = -1;\n this._transformID = -1;\n this.batchDirty = geometry.batchDirty;\n this.batches.length = len;\n this.vertexData = new Float32Array(geometry.points);\n for (var i = 0; i < len; i++) {\n var gI = geometry.batches[i];\n var color = gI.style.color;\n var vertexData = new Float32Array(this.vertexData.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2);\n var uvs = new Float32Array(geometry.uvsFloat32.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2);\n var indices = new Uint16Array(geometry.indicesUint16.buffer, gI.start * 2, gI.size);\n var batch = {\n vertexData: vertexData,\n blendMode: blendMode,\n indices: indices,\n uvs: uvs,\n _batchRGB: hex2rgb(color),\n _tintRGB: color,\n _texture: gI.style.texture,\n alpha: gI.style.alpha,\n worldAlpha: 1\n };\n this.batches[i] = batch;\n }\n };\n /**\n * Renders the batches using the BathedRenderer plugin\n * @param renderer - The renderer\n */\n Graphics.prototype._renderBatched = function (renderer) {\n if (!this.batches.length) {\n return;\n }\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n this.calculateVertices();\n this.calculateTints();\n for (var i = 0, l = this.batches.length; i < l; i++) {\n var batch = this.batches[i];\n batch.worldAlpha = this.worldAlpha * batch.alpha;\n renderer.plugins[this.pluginName].render(batch);\n }\n };\n /**\n * Renders the graphics direct\n * @param renderer - The renderer\n */\n Graphics.prototype._renderDirect = function (renderer) {\n var shader = this._resolveDirectShader(renderer);\n var geometry = this._geometry;\n var tint = this.tint;\n var worldAlpha = this.worldAlpha;\n var uniforms = shader.uniforms;\n var drawCalls = geometry.drawCalls;\n // lets set the transfomr\n uniforms.translationMatrix = this.transform.worldTransform;\n // and then lets set the tint..\n uniforms.tint[0] = (((tint >> 16) & 0xFF) / 255) * worldAlpha;\n uniforms.tint[1] = (((tint >> 8) & 0xFF) / 255) * worldAlpha;\n uniforms.tint[2] = ((tint & 0xFF) / 255) * worldAlpha;\n uniforms.tint[3] = worldAlpha;\n // the first draw call, we can set the uniforms of the shader directly here.\n // this means that we can tack advantage of the sync function of pixi!\n // bind and sync uniforms..\n // there is a way to optimise this..\n renderer.shader.bind(shader);\n renderer.geometry.bind(geometry, shader);\n // set state..\n renderer.state.set(this.state);\n // then render the rest of them...\n for (var i = 0, l = drawCalls.length; i < l; i++) {\n this._renderDrawCallDirect(renderer, geometry.drawCalls[i]);\n }\n };\n /**\n * Renders specific DrawCall\n * @param renderer\n * @param drawCall\n */\n Graphics.prototype._renderDrawCallDirect = function (renderer, drawCall) {\n var texArray = drawCall.texArray, type = drawCall.type, size = drawCall.size, start = drawCall.start;\n var groupTextureCount = texArray.count;\n for (var j = 0; j < groupTextureCount; j++) {\n renderer.texture.bind(texArray.elements[j], j);\n }\n renderer.geometry.draw(type, size, start);\n };\n /**\n * Resolves shader for direct rendering\n * @param renderer - The renderer\n */\n Graphics.prototype._resolveDirectShader = function (renderer) {\n var shader = this.shader;\n var pluginName = this.pluginName;\n if (!shader) {\n // if there is no shader here, we can use the default shader.\n // and that only gets created if we actually need it..\n // but may be more than one plugins for graphics\n if (!DEFAULT_SHADERS[pluginName]) {\n var MAX_TEXTURES = renderer.plugins[pluginName].MAX_TEXTURES;\n var sampleValues = new Int32Array(MAX_TEXTURES);\n for (var i = 0; i < MAX_TEXTURES; i++) {\n sampleValues[i] = i;\n }\n var uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: UniformGroup.from({ uSamplers: sampleValues }, true),\n };\n var program = renderer.plugins[pluginName]._shader.program;\n DEFAULT_SHADERS[pluginName] = new Shader(program, uniforms);\n }\n shader = DEFAULT_SHADERS[pluginName];\n }\n return shader;\n };\n /** Retrieves the bounds of the graphic shape as a rectangle object. */\n Graphics.prototype._calculateBounds = function () {\n this.finishPoly();\n var geometry = this._geometry;\n // skipping when graphics is empty, like a container\n if (!geometry.graphicsData.length) {\n return;\n }\n var _a = geometry.bounds, minX = _a.minX, minY = _a.minY, maxX = _a.maxX, maxY = _a.maxY;\n this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);\n };\n /**\n * Tests if a point is inside this graphics object\n * @param point - the point to test\n * @returns - the result of the test\n */\n Graphics.prototype.containsPoint = function (point) {\n this.worldTransform.applyInverse(point, Graphics._TEMP_POINT);\n return this._geometry.containsPoint(Graphics._TEMP_POINT);\n };\n /** Recalculate the tint by applying tint to batches using Graphics tint. */\n Graphics.prototype.calculateTints = function () {\n if (this.batchTint !== this.tint) {\n this.batchTint = this.tint;\n var tintRGB = hex2rgb(this.tint, temp);\n for (var i = 0; i < this.batches.length; i++) {\n var batch = this.batches[i];\n var batchTint = batch._batchRGB;\n var r = (tintRGB[0] * batchTint[0]) * 255;\n var g = (tintRGB[1] * batchTint[1]) * 255;\n var b = (tintRGB[2] * batchTint[2]) * 255;\n // TODO Ivan, can this be done in one go?\n var color = (r << 16) + (g << 8) + (b | 0);\n batch._tintRGB = (color >> 16)\n + (color & 0xff00)\n + ((color & 0xff) << 16);\n }\n }\n };\n /** If there's a transform update or a change to the shape of the geometry, recalculate the vertices. */\n Graphics.prototype.calculateVertices = function () {\n var wtID = this.transform._worldID;\n if (this._transformID === wtID) {\n return;\n }\n this._transformID = wtID;\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var data = this._geometry.points; // batch.vertexDataOriginal;\n var vertexData = this.vertexData;\n var count = 0;\n for (var i = 0; i < data.length; i += 2) {\n var x = data[i];\n var y = data[i + 1];\n vertexData[count++] = (a * x) + (c * y) + tx;\n vertexData[count++] = (d * y) + (b * x) + ty;\n }\n };\n /**\n * Closes the current path.\n * @returns - Returns itself.\n */\n Graphics.prototype.closePath = function () {\n var currentPath = this.currentPath;\n if (currentPath) {\n // we don't need to add extra point in the end because buildLine will take care of that\n currentPath.closeStroke = true;\n // ensure that the polygon is completed, and is available for hit detection\n // (even if the graphics is not rendered yet)\n this.finishPoly();\n }\n return this;\n };\n /**\n * Apply a matrix to the positional data.\n * @param matrix - Matrix to use for transform current shape.\n * @returns - Returns itself.\n */\n Graphics.prototype.setMatrix = function (matrix) {\n this._matrix = matrix;\n return this;\n };\n /**\n * Begin adding holes to the last draw shape\n * IMPORTANT: holes must be fully inside a shape to work\n * Also weirdness ensues if holes overlap!\n * Ellipses, Circles, Rectangles and Rounded Rectangles cannot be holes or host for holes in CanvasRenderer,\n * please use `moveTo` `lineTo`, `quadraticCurveTo` if you rely on pixi-legacy bundle.\n * @returns - Returns itself.\n */\n Graphics.prototype.beginHole = function () {\n this.finishPoly();\n this._holeMode = true;\n return this;\n };\n /**\n * End adding holes to the last draw shape.\n * @returns - Returns itself.\n */\n Graphics.prototype.endHole = function () {\n this.finishPoly();\n this._holeMode = false;\n return this;\n };\n /**\n * Destroys the Graphics object.\n * @param options - Options parameter. A boolean will act as if all\n * options have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have\n * their destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n Graphics.prototype.destroy = function (options) {\n this._geometry.refCount--;\n if (this._geometry.refCount === 0) {\n this._geometry.dispose();\n }\n this._matrix = null;\n this.currentPath = null;\n this._lineStyle.destroy();\n this._lineStyle = null;\n this._fillStyle.destroy();\n this._fillStyle = null;\n this._geometry = null;\n this.shader = null;\n this.vertexData = null;\n this.batches.length = 0;\n this.batches = null;\n _super.prototype.destroy.call(this, options);\n };\n /**\n * New rendering behavior for rounded rectangles: circular arcs instead of quadratic bezier curves.\n * In the next major release, we'll enable this by default.\n */\n Graphics.nextRoundedRectBehavior = false;\n /**\n * Temporary point to use for containsPoint.\n * @private\n */\n Graphics._TEMP_POINT = new Point();\n return Graphics;\n}(Container));\n\nvar graphicsUtils = {\n buildPoly: buildPoly,\n buildCircle: buildCircle,\n buildRectangle: buildRectangle,\n buildRoundedRectangle: buildRoundedRectangle,\n buildLine: buildLine,\n ArcUtils: ArcUtils,\n BezierUtils: BezierUtils,\n QuadraticUtils: QuadraticUtils,\n BatchPart: BatchPart,\n FILL_COMMANDS: FILL_COMMANDS,\n BATCH_POOL: BATCH_POOL,\n DRAW_CALL_POOL: DRAW_CALL_POOL\n};\n\nexport { FillStyle, GRAPHICS_CURVES, Graphics, GraphicsData, GraphicsGeometry, LINE_CAP, LINE_JOIN, LineStyle, graphicsUtils };\n//# sourceMappingURL=graphics.mjs.map\n","/*!\n * @pixi/sprite - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/sprite is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { BLEND_MODES } from '@pixi/constants';\nimport { Texture } from '@pixi/core';\nimport { Bounds, Container } from '@pixi/display';\nimport { Point, Rectangle, ObservablePoint } from '@pixi/math';\nimport { settings } from '@pixi/settings';\nimport { sign } from '@pixi/utils';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar tempPoint = new Point();\nvar indices = new Uint16Array([0, 1, 2, 0, 2, 3]);\n/**\n * The Sprite object is the base for all textured objects that are rendered to the screen\n *\n * A sprite can be created directly from an image like this:\n *\n * ```js\n * let sprite = PIXI.Sprite.from('assets/image.png');\n * ```\n *\n * The more efficient way to create sprites is using a {@link PIXI.Spritesheet},\n * as swapping base textures when rendering to the screen is inefficient.\n *\n * ```js\n * PIXI.Loader.shared.add(\"assets/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"assets/spritesheet.json\"].spritesheet;\n * let sprite = new PIXI.Sprite(sheet.textures[\"image.png\"]);\n * ...\n * }\n * ```\n * @memberof PIXI\n */\nvar Sprite = /** @class */ (function (_super) {\n __extends(Sprite, _super);\n /** @param texture - The texture for this sprite. */\n function Sprite(texture) {\n var _this = _super.call(this) || this;\n _this._anchor = new ObservablePoint(_this._onAnchorUpdate, _this, (texture ? texture.defaultAnchor.x : 0), (texture ? texture.defaultAnchor.y : 0));\n _this._texture = null;\n _this._width = 0;\n _this._height = 0;\n _this._tint = null;\n _this._tintRGB = null;\n _this.tint = 0xFFFFFF;\n _this.blendMode = BLEND_MODES.NORMAL;\n _this._cachedTint = 0xFFFFFF;\n _this.uvs = null;\n // call texture setter\n _this.texture = texture || Texture.EMPTY;\n _this.vertexData = new Float32Array(8);\n _this.vertexTrimmedData = null;\n _this._transformID = -1;\n _this._textureID = -1;\n _this._transformTrimmedID = -1;\n _this._textureTrimmedID = -1;\n // Batchable stuff..\n // TODO could make this a mixin?\n _this.indices = indices;\n _this.pluginName = 'batch';\n /**\n * Used to fast check if a sprite is.. a sprite!\n * @member {boolean}\n */\n _this.isSprite = true;\n _this._roundPixels = settings.ROUND_PIXELS;\n return _this;\n }\n /** When the texture is updated, this event will fire to update the scale and frame. */\n Sprite.prototype._onTextureUpdate = function () {\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this._cachedTint = 0xFFFFFF;\n // so if _width is 0 then width was not set..\n if (this._width) {\n this.scale.x = sign(this.scale.x) * this._width / this._texture.orig.width;\n }\n if (this._height) {\n this.scale.y = sign(this.scale.y) * this._height / this._texture.orig.height;\n }\n };\n /** Called when the anchor position updates. */\n Sprite.prototype._onAnchorUpdate = function () {\n this._transformID = -1;\n this._transformTrimmedID = -1;\n };\n /** Calculates worldTransform * vertices, store it in vertexData. */\n Sprite.prototype.calculateVertices = function () {\n var texture = this._texture;\n if (this._transformID === this.transform._worldID && this._textureID === texture._updateID) {\n return;\n }\n // update texture UV here, because base texture can be changed without calling `_onTextureUpdate`\n if (this._textureID !== texture._updateID) {\n this.uvs = this._texture._uvs.uvsFloat32;\n }\n this._transformID = this.transform._worldID;\n this._textureID = texture._updateID;\n // set the vertex data\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var vertexData = this.vertexData;\n var trim = texture.trim;\n var orig = texture.orig;\n var anchor = this._anchor;\n var w0 = 0;\n var w1 = 0;\n var h0 = 0;\n var h1 = 0;\n if (trim) {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the extra\n // space before transforming the sprite coords.\n w1 = trim.x - (anchor._x * orig.width);\n w0 = w1 + trim.width;\n h1 = trim.y - (anchor._y * orig.height);\n h0 = h1 + trim.height;\n }\n else {\n w1 = -anchor._x * orig.width;\n w0 = w1 + orig.width;\n h1 = -anchor._y * orig.height;\n h0 = h1 + orig.height;\n }\n // xy\n vertexData[0] = (a * w1) + (c * h1) + tx;\n vertexData[1] = (d * h1) + (b * w1) + ty;\n // xy\n vertexData[2] = (a * w0) + (c * h1) + tx;\n vertexData[3] = (d * h1) + (b * w0) + ty;\n // xy\n vertexData[4] = (a * w0) + (c * h0) + tx;\n vertexData[5] = (d * h0) + (b * w0) + ty;\n // xy\n vertexData[6] = (a * w1) + (c * h0) + tx;\n vertexData[7] = (d * h0) + (b * w1) + ty;\n if (this._roundPixels) {\n var resolution = settings.RESOLUTION;\n for (var i = 0; i < vertexData.length; ++i) {\n vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution);\n }\n }\n };\n /**\n * Calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData.\n *\n * This is used to ensure that the true width and height of a trimmed texture is respected.\n */\n Sprite.prototype.calculateTrimmedVertices = function () {\n if (!this.vertexTrimmedData) {\n this.vertexTrimmedData = new Float32Array(8);\n }\n else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) {\n return;\n }\n this._transformTrimmedID = this.transform._worldID;\n this._textureTrimmedID = this._texture._updateID;\n // lets do some special trim code!\n var texture = this._texture;\n var vertexData = this.vertexTrimmedData;\n var orig = texture.orig;\n var anchor = this._anchor;\n // lets calculate the new untrimmed bounds..\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var w1 = -anchor._x * orig.width;\n var w0 = w1 + orig.width;\n var h1 = -anchor._y * orig.height;\n var h0 = h1 + orig.height;\n // xy\n vertexData[0] = (a * w1) + (c * h1) + tx;\n vertexData[1] = (d * h1) + (b * w1) + ty;\n // xy\n vertexData[2] = (a * w0) + (c * h1) + tx;\n vertexData[3] = (d * h1) + (b * w0) + ty;\n // xy\n vertexData[4] = (a * w0) + (c * h0) + tx;\n vertexData[5] = (d * h0) + (b * w0) + ty;\n // xy\n vertexData[6] = (a * w1) + (c * h0) + tx;\n vertexData[7] = (d * h0) + (b * w1) + ty;\n };\n /**\n *\n * Renders the object using the WebGL renderer\n * @param renderer - The webgl renderer to use.\n */\n Sprite.prototype._render = function (renderer) {\n this.calculateVertices();\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n };\n /** Updates the bounds of the sprite. */\n Sprite.prototype._calculateBounds = function () {\n var trim = this._texture.trim;\n var orig = this._texture.orig;\n // First lets check to see if the current texture has a trim..\n if (!trim || (trim.width === orig.width && trim.height === orig.height)) {\n // no trim! lets use the usual calculations..\n this.calculateVertices();\n this._bounds.addQuad(this.vertexData);\n }\n else {\n // lets calculate a special trimmed bounds...\n this.calculateTrimmedVertices();\n this._bounds.addQuad(this.vertexTrimmedData);\n }\n };\n /**\n * Gets the local bounds of the sprite object.\n * @param rect - Optional output rectangle.\n * @returns The bounds.\n */\n Sprite.prototype.getLocalBounds = function (rect) {\n // we can do a fast local bounds if the sprite has no children!\n if (this.children.length === 0) {\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n this._localBounds.minX = this._texture.orig.width * -this._anchor._x;\n this._localBounds.minY = this._texture.orig.height * -this._anchor._y;\n this._localBounds.maxX = this._texture.orig.width * (1 - this._anchor._x);\n this._localBounds.maxY = this._texture.orig.height * (1 - this._anchor._y);\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n return this._localBounds.getRectangle(rect);\n }\n return _super.prototype.getLocalBounds.call(this, rect);\n };\n /**\n * Tests if a point is inside this sprite\n * @param point - the point to test\n * @returns The result of the test\n */\n Sprite.prototype.containsPoint = function (point) {\n this.worldTransform.applyInverse(point, tempPoint);\n var width = this._texture.orig.width;\n var height = this._texture.orig.height;\n var x1 = -width * this.anchor.x;\n var y1 = 0;\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width) {\n y1 = -height * this.anchor.y;\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Destroys this sprite and optionally its texture and children.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param [options.texture=false] - Should it destroy the current texture of the sprite as well\n * @param [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n */\n Sprite.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this, options);\n this._texture.off('update', this._onTextureUpdate, this);\n this._anchor = null;\n var destroyTexture = typeof options === 'boolean' ? options : options && options.texture;\n if (destroyTexture) {\n var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture;\n this._texture.destroy(!!destroyBaseTexture);\n }\n this._texture = null;\n };\n // some helper functions..\n /**\n * Helper function that creates a new sprite based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from\n * @param {object} [options] - See {@link PIXI.BaseTexture}'s constructor for options.\n * @returns The newly created sprite\n */\n Sprite.from = function (source, options) {\n var texture = (source instanceof Texture)\n ? source\n : Texture.from(source, options);\n return new Sprite(texture);\n };\n Object.defineProperty(Sprite.prototype, \"roundPixels\", {\n get: function () {\n return this._roundPixels;\n },\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n *\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n *\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}.\n * @default false\n */\n set: function (value) {\n if (this._roundPixels !== value) {\n this._transformID = -1;\n }\n this._roundPixels = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"width\", {\n /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return Math.abs(this.scale.x) * this._texture.orig.width;\n },\n set: function (value) {\n var s = sign(this.scale.x) || 1;\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"height\", {\n /** The height of the sprite, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return Math.abs(this.scale.y) * this._texture.orig.height;\n },\n set: function (value) {\n var s = sign(this.scale.y) || 1;\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"anchor\", {\n /**\n * The anchor sets the origin point of the sprite. The default value is taken from the {@link PIXI.Texture|Texture}\n * and passed to the constructor.\n *\n * The default is `(0,0)`, this means the sprite's origin is the top left.\n *\n * Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered.\n *\n * Setting the anchor to `(1,1)` would mean the sprite's origin point will be the bottom right corner.\n *\n * If you pass only single parameter, it will set both x and y to the same value as shown in the example below.\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5).\n */\n get: function () {\n return this._anchor;\n },\n set: function (value) {\n this._anchor.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"tint\", {\n /**\n * The tint applied to the sprite. This is a hex value.\n *\n * A value of 0xFFFFFF will remove any tint effect.\n * @default 0xFFFFFF\n */\n get: function () {\n return this._tint;\n },\n set: function (value) {\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"texture\", {\n /** The texture that the sprite is using. */\n get: function () {\n return this._texture;\n },\n set: function (value) {\n if (this._texture === value) {\n return;\n }\n if (this._texture) {\n this._texture.off('update', this._onTextureUpdate, this);\n }\n this._texture = value || Texture.EMPTY;\n this._cachedTint = 0xFFFFFF;\n this._textureID = -1;\n this._textureTrimmedID = -1;\n if (value) {\n // wait for the texture to load\n if (value.baseTexture.valid) {\n this._onTextureUpdate();\n }\n else {\n value.once('update', this._onTextureUpdate, this);\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return Sprite;\n}(Container));\n\nexport { Sprite };\n//# sourceMappingURL=sprite.mjs.map\n","/*!\n * @pixi/text - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/text is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Sprite } from '@pixi/sprite';\nimport { Texture } from '@pixi/core';\nimport { settings } from '@pixi/settings';\nimport { Rectangle } from '@pixi/math';\nimport { hex2string, hex2rgb, string2hex, trimCanvas, sign } from '@pixi/utils';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * Constants that define the type of gradient on text.\n * @static\n * @constant\n * @name TEXT_GRADIENT\n * @memberof PIXI\n * @type {object}\n * @property {number} LINEAR_VERTICAL Vertical gradient\n * @property {number} LINEAR_HORIZONTAL Linear gradient\n */\nvar TEXT_GRADIENT;\n(function (TEXT_GRADIENT) {\n TEXT_GRADIENT[TEXT_GRADIENT[\"LINEAR_VERTICAL\"] = 0] = \"LINEAR_VERTICAL\";\n TEXT_GRADIENT[TEXT_GRADIENT[\"LINEAR_HORIZONTAL\"] = 1] = \"LINEAR_HORIZONTAL\";\n})(TEXT_GRADIENT || (TEXT_GRADIENT = {}));\n\n// disabling eslint for now, going to rewrite this in v5\nvar defaultStyle = {\n align: 'left',\n breakWords: false,\n dropShadow: false,\n dropShadowAlpha: 1,\n dropShadowAngle: Math.PI / 6,\n dropShadowBlur: 0,\n dropShadowColor: 'black',\n dropShadowDistance: 5,\n fill: 'black',\n fillGradientType: TEXT_GRADIENT.LINEAR_VERTICAL,\n fillGradientStops: [],\n fontFamily: 'Arial',\n fontSize: 26,\n fontStyle: 'normal',\n fontVariant: 'normal',\n fontWeight: 'normal',\n letterSpacing: 0,\n lineHeight: 0,\n lineJoin: 'miter',\n miterLimit: 10,\n padding: 0,\n stroke: 'black',\n strokeThickness: 0,\n textBaseline: 'alphabetic',\n trim: false,\n whiteSpace: 'pre',\n wordWrap: false,\n wordWrapWidth: 100,\n leading: 0,\n};\nvar genericFontFamilies = [\n 'serif',\n 'sans-serif',\n 'monospace',\n 'cursive',\n 'fantasy',\n 'system-ui' ];\n/**\n * A TextStyle Object contains information to decorate a Text objects.\n *\n * An instance can be shared between multiple Text objects; then changing the style will update all text objects using it.\n *\n * A tool can be used to generate a text style [here](https://pixijs.io/pixi-text-style).\n *\n * @memberof PIXI\n */\nvar TextStyle = /** @class */ (function () {\n /**\n * @param {object} [style] - The style parameters\n * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'),\n * does not affect single line text\n * @param {boolean} [style.breakWords=false] - Indicates if lines can be wrapped within words, it\n * needs wordWrap to be set to true\n * @param {boolean} [style.dropShadow=false] - Set a drop shadow for the text\n * @param {number} [style.dropShadowAlpha=1] - Set alpha for the drop shadow\n * @param {number} [style.dropShadowAngle=Math.PI/6] - Set a angle of the drop shadow\n * @param {number} [style.dropShadowBlur=0] - Set a shadow blur radius\n * @param {string|number} [style.dropShadowColor='black'] - A fill style to be used on the dropshadow e.g 'red', '#00FF00'\n * @param {number} [style.dropShadowDistance=5] - Set a distance of the drop shadow\n * @param {string|string[]|number|number[]|CanvasGradient|CanvasPattern} [style.fill='black'] - A canvas\n * fillstyle that will be used on the text e.g 'red', '#00FF00'. Can be an array to create a gradient\n * eg ['#000000','#FFFFFF']\n * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN}\n * @param {number} [style.fillGradientType=PIXI.TEXT_GRADIENT.LINEAR_VERTICAL] - If fill is an array of colours\n * to create a gradient, this can change the type/direction of the gradient. See {@link PIXI.TEXT_GRADIENT}\n * @param {number[]} [style.fillGradientStops] - If fill is an array of colours to create a gradient, this array can set\n * the stop points (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them.\n * @param {string|string[]} [style.fontFamily='Arial'] - The font family\n * @param {number|string} [style.fontSize=26] - The font size (as a number it converts to px, but as a string,\n * equivalents are '26px','20pt','160%' or '1.6em')\n * @param {string} [style.fontStyle='normal'] - The font style ('normal', 'italic' or 'oblique')\n * @param {string} [style.fontVariant='normal'] - The font variant ('normal' or 'small-caps')\n * @param {string} [style.fontWeight='normal'] - The font weight ('normal', 'bold', 'bolder', 'lighter' and '100',\n * '200', '300', '400', '500', '600', '700', '800' or '900')\n * @param {number} [style.leading=0] - The space between lines\n * @param {number} [style.letterSpacing=0] - The amount of spacing between letters, default is 0\n * @param {number} [style.lineHeight] - The line height, a number that represents the vertical space that a letter uses\n * @param {string} [style.lineJoin='miter'] - The lineJoin property sets the type of corner created, it can resolve\n * spiked text issues. Possible values \"miter\" (creates a sharp corner), \"round\" (creates a round corner) or \"bevel\"\n * (creates a squared corner).\n * @param {number} [style.miterLimit=10] - The miter limit to use when using the 'miter' lineJoin mode. This can reduce\n * or increase the spikiness of rendered text.\n * @param {number} [style.padding=0] - Occasionally some fonts are cropped. Adding some padding will prevent this from\n * happening by adding padding to all sides of the text.\n * @param {string|number} [style.stroke='black'] - A canvas fillstyle that will be used on the text stroke\n * e.g 'blue', '#FCFF00'\n * @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke.\n * Default is 0 (no stroke)\n * @param {boolean} [style.trim=false] - Trim transparent borders\n * @param {string} [style.textBaseline='alphabetic'] - The baseline of the text that is rendered.\n * @param {string} [style.whiteSpace='pre'] - Determines whether newlines & spaces are collapsed or preserved \"normal\"\n * (collapse, collapse), \"pre\" (preserve, preserve) | \"pre-line\" (preserve, collapse). It needs wordWrap to be set to true\n * @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used\n * @param {number} [style.wordWrapWidth=100] - The width at which text will wrap, it needs wordWrap to be set to true\n */\n function TextStyle(style) {\n this.styleID = 0;\n this.reset();\n deepCopyProperties(this, style, style);\n }\n /**\n * Creates a new TextStyle object with the same values as this one.\n * Note that the only the properties of the object are cloned.\n *\n * @return New cloned TextStyle object\n */\n TextStyle.prototype.clone = function () {\n var clonedProperties = {};\n deepCopyProperties(clonedProperties, this, defaultStyle);\n return new TextStyle(clonedProperties);\n };\n /** Resets all properties to the defaults specified in TextStyle.prototype._default */\n TextStyle.prototype.reset = function () {\n deepCopyProperties(this, defaultStyle, defaultStyle);\n };\n Object.defineProperty(TextStyle.prototype, \"align\", {\n /**\n * Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text\n *\n * @member {string}\n */\n get: function () {\n return this._align;\n },\n set: function (align) {\n if (this._align !== align) {\n this._align = align;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"breakWords\", {\n /** Indicates if lines can be wrapped within words, it needs wordWrap to be set to true. */\n get: function () {\n return this._breakWords;\n },\n set: function (breakWords) {\n if (this._breakWords !== breakWords) {\n this._breakWords = breakWords;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadow\", {\n /** Set a drop shadow for the text. */\n get: function () {\n return this._dropShadow;\n },\n set: function (dropShadow) {\n if (this._dropShadow !== dropShadow) {\n this._dropShadow = dropShadow;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowAlpha\", {\n /** Set alpha for the drop shadow. */\n get: function () {\n return this._dropShadowAlpha;\n },\n set: function (dropShadowAlpha) {\n if (this._dropShadowAlpha !== dropShadowAlpha) {\n this._dropShadowAlpha = dropShadowAlpha;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowAngle\", {\n /** Set a angle of the drop shadow. */\n get: function () {\n return this._dropShadowAngle;\n },\n set: function (dropShadowAngle) {\n if (this._dropShadowAngle !== dropShadowAngle) {\n this._dropShadowAngle = dropShadowAngle;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowBlur\", {\n /** Set a shadow blur radius. */\n get: function () {\n return this._dropShadowBlur;\n },\n set: function (dropShadowBlur) {\n if (this._dropShadowBlur !== dropShadowBlur) {\n this._dropShadowBlur = dropShadowBlur;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowColor\", {\n /** A fill style to be used on the dropshadow e.g 'red', '#00FF00'. */\n get: function () {\n return this._dropShadowColor;\n },\n set: function (dropShadowColor) {\n var outputColor = getColor(dropShadowColor);\n if (this._dropShadowColor !== outputColor) {\n this._dropShadowColor = outputColor;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowDistance\", {\n /** Set a distance of the drop shadow. */\n get: function () {\n return this._dropShadowDistance;\n },\n set: function (dropShadowDistance) {\n if (this._dropShadowDistance !== dropShadowDistance) {\n this._dropShadowDistance = dropShadowDistance;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fill\", {\n /**\n * A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'.\n *\n * Can be an array to create a gradient eg ['#000000','#FFFFFF']\n * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN}\n *\n * @member {string|string[]|number|number[]|CanvasGradient|CanvasPattern}\n */\n get: function () {\n return this._fill;\n },\n set: function (fill) {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n // TODO: Not sure if getColor works properly with CanvasGradient and/or CanvasPattern, can't pass in\n // without casting here.\n var outputColor = getColor(fill);\n if (this._fill !== outputColor) {\n this._fill = outputColor;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fillGradientType\", {\n /**\n * If fill is an array of colours to create a gradient, this can change the type/direction of the gradient.\n *\n * @see PIXI.TEXT_GRADIENT\n */\n get: function () {\n return this._fillGradientType;\n },\n set: function (fillGradientType) {\n if (this._fillGradientType !== fillGradientType) {\n this._fillGradientType = fillGradientType;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fillGradientStops\", {\n /**\n * If fill is an array of colours to create a gradient, this array can set the stop points\n * (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them.\n */\n get: function () {\n return this._fillGradientStops;\n },\n set: function (fillGradientStops) {\n if (!areArraysEqual(this._fillGradientStops, fillGradientStops)) {\n this._fillGradientStops = fillGradientStops;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontFamily\", {\n /** The font family. */\n get: function () {\n return this._fontFamily;\n },\n set: function (fontFamily) {\n if (this.fontFamily !== fontFamily) {\n this._fontFamily = fontFamily;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontSize\", {\n /**\n * The font size\n * (as a number it converts to px, but as a string, equivalents are '26px','20pt','160%' or '1.6em')\n */\n get: function () {\n return this._fontSize;\n },\n set: function (fontSize) {\n if (this._fontSize !== fontSize) {\n this._fontSize = fontSize;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontStyle\", {\n /**\n * The font style\n * ('normal', 'italic' or 'oblique')\n *\n * @member {string}\n */\n get: function () {\n return this._fontStyle;\n },\n set: function (fontStyle) {\n if (this._fontStyle !== fontStyle) {\n this._fontStyle = fontStyle;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontVariant\", {\n /**\n * The font variant\n * ('normal' or 'small-caps')\n *\n * @member {string}\n */\n get: function () {\n return this._fontVariant;\n },\n set: function (fontVariant) {\n if (this._fontVariant !== fontVariant) {\n this._fontVariant = fontVariant;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontWeight\", {\n /**\n * The font weight\n * ('normal', 'bold', 'bolder', 'lighter' and '100', '200', '300', '400', '500', '600', '700', 800' or '900')\n *\n * @member {string}\n */\n get: function () {\n return this._fontWeight;\n },\n set: function (fontWeight) {\n if (this._fontWeight !== fontWeight) {\n this._fontWeight = fontWeight;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"letterSpacing\", {\n /** The amount of spacing between letters, default is 0. */\n get: function () {\n return this._letterSpacing;\n },\n set: function (letterSpacing) {\n if (this._letterSpacing !== letterSpacing) {\n this._letterSpacing = letterSpacing;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"lineHeight\", {\n /** The line height, a number that represents the vertical space that a letter uses. */\n get: function () {\n return this._lineHeight;\n },\n set: function (lineHeight) {\n if (this._lineHeight !== lineHeight) {\n this._lineHeight = lineHeight;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"leading\", {\n /** The space between lines. */\n get: function () {\n return this._leading;\n },\n set: function (leading) {\n if (this._leading !== leading) {\n this._leading = leading;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"lineJoin\", {\n /**\n * The lineJoin property sets the type of corner created, it can resolve spiked text issues.\n * Default is 'miter' (creates a sharp corner).\n *\n * @member {string}\n */\n get: function () {\n return this._lineJoin;\n },\n set: function (lineJoin) {\n if (this._lineJoin !== lineJoin) {\n this._lineJoin = lineJoin;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"miterLimit\", {\n /**\n * The miter limit to use when using the 'miter' lineJoin mode.\n *\n * This can reduce or increase the spikiness of rendered text.\n */\n get: function () {\n return this._miterLimit;\n },\n set: function (miterLimit) {\n if (this._miterLimit !== miterLimit) {\n this._miterLimit = miterLimit;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"padding\", {\n /**\n * Occasionally some fonts are cropped. Adding some padding will prevent this from happening\n * by adding padding to all sides of the text.\n */\n get: function () {\n return this._padding;\n },\n set: function (padding) {\n if (this._padding !== padding) {\n this._padding = padding;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"stroke\", {\n /**\n * A canvas fillstyle that will be used on the text stroke\n * e.g 'blue', '#FCFF00'\n */\n get: function () {\n return this._stroke;\n },\n set: function (stroke) {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n var outputColor = getColor(stroke);\n if (this._stroke !== outputColor) {\n this._stroke = outputColor;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"strokeThickness\", {\n /**\n * A number that represents the thickness of the stroke.\n *\n * @default 0\n */\n get: function () {\n return this._strokeThickness;\n },\n set: function (strokeThickness) {\n if (this._strokeThickness !== strokeThickness) {\n this._strokeThickness = strokeThickness;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"textBaseline\", {\n /**\n * The baseline of the text that is rendered.\n *\n * @member {string}\n */\n get: function () {\n return this._textBaseline;\n },\n set: function (textBaseline) {\n if (this._textBaseline !== textBaseline) {\n this._textBaseline = textBaseline;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"trim\", {\n /** Trim transparent borders. */\n get: function () {\n return this._trim;\n },\n set: function (trim) {\n if (this._trim !== trim) {\n this._trim = trim;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"whiteSpace\", {\n /**\n * How newlines and spaces should be handled.\n * Default is 'pre' (preserve, preserve).\n *\n * value | New lines | Spaces\n * --- | --- | ---\n * 'normal' | Collapse | Collapse\n * 'pre' | Preserve | Preserve\n * 'pre-line' | Preserve | Collapse\n *\n * @member {string}\n */\n get: function () {\n return this._whiteSpace;\n },\n set: function (whiteSpace) {\n if (this._whiteSpace !== whiteSpace) {\n this._whiteSpace = whiteSpace;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"wordWrap\", {\n /** Indicates if word wrap should be used. */\n get: function () {\n return this._wordWrap;\n },\n set: function (wordWrap) {\n if (this._wordWrap !== wordWrap) {\n this._wordWrap = wordWrap;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"wordWrapWidth\", {\n /** The width at which text will wrap, it needs wordWrap to be set to true. */\n get: function () {\n return this._wordWrapWidth;\n },\n set: function (wordWrapWidth) {\n if (this._wordWrapWidth !== wordWrapWidth) {\n this._wordWrapWidth = wordWrapWidth;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Generates a font style string to use for `TextMetrics.measureFont()`.\n *\n * @return Font style string, for passing to `TextMetrics.measureFont()`\n */\n TextStyle.prototype.toFontString = function () {\n // build canvas api font setting from individual components. Convert a numeric this.fontSize to px\n var fontSizeString = (typeof this.fontSize === 'number') ? this.fontSize + \"px\" : this.fontSize;\n // Clean-up fontFamily property by quoting each font name\n // this will support font names with spaces\n var fontFamilies = this.fontFamily;\n if (!Array.isArray(this.fontFamily)) {\n fontFamilies = this.fontFamily.split(',');\n }\n for (var i = fontFamilies.length - 1; i >= 0; i--) {\n // Trim any extra white-space\n var fontFamily = fontFamilies[i].trim();\n // Check if font already contains strings\n if (!(/([\\\"\\'])[^\\'\\\"]+\\1/).test(fontFamily) && genericFontFamilies.indexOf(fontFamily) < 0) {\n fontFamily = \"\\\"\" + fontFamily + \"\\\"\";\n }\n fontFamilies[i] = fontFamily;\n }\n return this.fontStyle + \" \" + this.fontVariant + \" \" + this.fontWeight + \" \" + fontSizeString + \" \" + fontFamilies.join(',');\n };\n return TextStyle;\n}());\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * @private\n * @param color\n * @return The color as a string.\n */\nfunction getSingleColor(color) {\n if (typeof color === 'number') {\n return hex2string(color);\n }\n else if (typeof color === 'string') {\n if (color.indexOf('0x') === 0) {\n color = color.replace('0x', '#');\n }\n }\n return color;\n}\nfunction getColor(color) {\n if (!Array.isArray(color)) {\n return getSingleColor(color);\n }\n else {\n for (var i = 0; i < color.length; ++i) {\n color[i] = getSingleColor(color[i]);\n }\n return color;\n }\n}\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * This version can also convert array of colors\n * @private\n * @param array1 - First array to compare\n * @param array2 - Second array to compare\n * @return Do the arrays contain the same values in the same order\n */\nfunction areArraysEqual(array1, array2) {\n if (!Array.isArray(array1) || !Array.isArray(array2)) {\n return false;\n }\n if (array1.length !== array2.length) {\n return false;\n }\n for (var i = 0; i < array1.length; ++i) {\n if (array1[i] !== array2[i]) {\n return false;\n }\n }\n return true;\n}\n/**\n * Utility function to ensure that object properties are copied by value, and not by reference\n * @private\n * @param target - Target object to copy properties into\n * @param source - Source object for the properties to copy\n * @param propertyObj - Object containing properties names we want to loop over\n */\nfunction deepCopyProperties(target, source, propertyObj) {\n for (var prop in propertyObj) {\n if (Array.isArray(source[prop])) {\n target[prop] = source[prop].slice();\n }\n else {\n target[prop] = source[prop];\n }\n }\n}\n\n// Default settings used for all getContext calls\nvar contextSettings = {\n // TextMetrics requires getImageData readback for measuring fonts.\n willReadFrequently: true,\n};\n/**\n * The TextMetrics object represents the measurement of a block of text with a specified style.\n *\n * ```js\n * let style = new PIXI.TextStyle({fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'})\n * let textMetrics = PIXI.TextMetrics.measureText('Your text', style)\n * ```\n * @memberof PIXI\n */\nvar TextMetrics = /** @class */ (function () {\n /**\n * @param text - the text that was measured\n * @param style - the style that was measured\n * @param width - the measured width of the text\n * @param height - the measured height of the text\n * @param lines - an array of the lines of text broken by new lines and wrapping if specified in style\n * @param lineWidths - an array of the line widths for each line matched to `lines`\n * @param lineHeight - the measured line height for this style\n * @param maxLineWidth - the maximum line width for all measured lines\n * @param {PIXI.IFontMetrics} fontProperties - the font properties object from TextMetrics.measureFont\n */\n function TextMetrics(text, style, width, height, lines, lineWidths, lineHeight, maxLineWidth, fontProperties) {\n this.text = text;\n this.style = style;\n this.width = width;\n this.height = height;\n this.lines = lines;\n this.lineWidths = lineWidths;\n this.lineHeight = lineHeight;\n this.maxLineWidth = maxLineWidth;\n this.fontProperties = fontProperties;\n }\n /**\n * Measures the supplied string of text and returns a Rectangle.\n * @param text - The text to measure.\n * @param style - The text style to use for measuring\n * @param wordWrap - Override for if word-wrap should be applied to the text.\n * @param canvas - optional specification of the canvas to use for measuring.\n * @returns Measured width and height of the text.\n */\n TextMetrics.measureText = function (text, style, wordWrap, canvas) {\n if (canvas === void 0) { canvas = TextMetrics._canvas; }\n wordWrap = (wordWrap === undefined || wordWrap === null) ? style.wordWrap : wordWrap;\n var font = style.toFontString();\n var fontProperties = TextMetrics.measureFont(font);\n // fallback in case UA disallow canvas data extraction\n // (toDataURI, getImageData functions)\n if (fontProperties.fontSize === 0) {\n fontProperties.fontSize = style.fontSize;\n fontProperties.ascent = style.fontSize;\n }\n var context = canvas.getContext('2d', contextSettings);\n context.font = font;\n var outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text;\n var lines = outputText.split(/(?:\\r\\n|\\r|\\n)/);\n var lineWidths = new Array(lines.length);\n var maxLineWidth = 0;\n for (var i = 0; i < lines.length; i++) {\n var lineWidth = context.measureText(lines[i]).width + ((lines[i].length - 1) * style.letterSpacing);\n lineWidths[i] = lineWidth;\n maxLineWidth = Math.max(maxLineWidth, lineWidth);\n }\n var width = maxLineWidth + style.strokeThickness;\n if (style.dropShadow) {\n width += style.dropShadowDistance;\n }\n var lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness;\n var height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness)\n + ((lines.length - 1) * (lineHeight + style.leading));\n if (style.dropShadow) {\n height += style.dropShadowDistance;\n }\n return new TextMetrics(text, style, width, height, lines, lineWidths, lineHeight + style.leading, maxLineWidth, fontProperties);\n };\n /**\n * Applies newlines to a string to have it optimally fit into the horizontal\n * bounds set by the Text object's wordWrapWidth property.\n * @param text - String to apply word wrapping to\n * @param style - the style to use when wrapping\n * @param canvas - optional specification of the canvas to use for measuring.\n * @returns New string with new lines applied where required\n */\n TextMetrics.wordWrap = function (text, style, canvas) {\n if (canvas === void 0) { canvas = TextMetrics._canvas; }\n var context = canvas.getContext('2d', contextSettings);\n var width = 0;\n var line = '';\n var lines = '';\n var cache = Object.create(null);\n var letterSpacing = style.letterSpacing, whiteSpace = style.whiteSpace;\n // How to handle whitespaces\n var collapseSpaces = TextMetrics.collapseSpaces(whiteSpace);\n var collapseNewlines = TextMetrics.collapseNewlines(whiteSpace);\n // whether or not spaces may be added to the beginning of lines\n var canPrependSpaces = !collapseSpaces;\n // There is letterSpacing after every char except the last one\n // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!\n // so for convenience the above needs to be compared to width + 1 extra letterSpace\n // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!_\n // ________________________________________________\n // And then the final space is simply no appended to each line\n var wordWrapWidth = style.wordWrapWidth + letterSpacing;\n // break text into words, spaces and newline chars\n var tokens = TextMetrics.tokenize(text);\n for (var i = 0; i < tokens.length; i++) {\n // get the word, space or newlineChar\n var token = tokens[i];\n // if word is a new line\n if (TextMetrics.isNewline(token)) {\n // keep the new line\n if (!collapseNewlines) {\n lines += TextMetrics.addLine(line);\n canPrependSpaces = !collapseSpaces;\n line = '';\n width = 0;\n continue;\n }\n // if we should collapse new lines\n // we simply convert it into a space\n token = ' ';\n }\n // if we should collapse repeated whitespaces\n if (collapseSpaces) {\n // check both this and the last tokens for spaces\n var currIsBreakingSpace = TextMetrics.isBreakingSpace(token);\n var lastIsBreakingSpace = TextMetrics.isBreakingSpace(line[line.length - 1]);\n if (currIsBreakingSpace && lastIsBreakingSpace) {\n continue;\n }\n }\n // get word width from cache if possible\n var tokenWidth = TextMetrics.getFromCache(token, letterSpacing, cache, context);\n // word is longer than desired bounds\n if (tokenWidth > wordWrapWidth) {\n // if we are not already at the beginning of a line\n if (line !== '') {\n // start newlines for overflow words\n lines += TextMetrics.addLine(line);\n line = '';\n width = 0;\n }\n // break large word over multiple lines\n if (TextMetrics.canBreakWords(token, style.breakWords)) {\n // break word into characters\n var characters = TextMetrics.wordWrapSplit(token);\n // loop the characters\n for (var j = 0; j < characters.length; j++) {\n var char = characters[j];\n var k = 1;\n // we are not at the end of the token\n while (characters[j + k]) {\n var nextChar = characters[j + k];\n var lastChar = char[char.length - 1];\n // should not split chars\n if (!TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords)) {\n // combine chars & move forward one\n char += nextChar;\n }\n else {\n break;\n }\n k++;\n }\n j += char.length - 1;\n var characterWidth = TextMetrics.getFromCache(char, letterSpacing, cache, context);\n if (characterWidth + width > wordWrapWidth) {\n lines += TextMetrics.addLine(line);\n canPrependSpaces = false;\n line = '';\n width = 0;\n }\n line += char;\n width += characterWidth;\n }\n }\n // run word out of the bounds\n else {\n // if there are words in this line already\n // finish that line and start a new one\n if (line.length > 0) {\n lines += TextMetrics.addLine(line);\n line = '';\n width = 0;\n }\n var isLastToken = i === tokens.length - 1;\n // give it its own line if it's not the end\n lines += TextMetrics.addLine(token, !isLastToken);\n canPrependSpaces = false;\n line = '';\n width = 0;\n }\n }\n // word could fit\n else {\n // word won't fit because of existing words\n // start a new line\n if (tokenWidth + width > wordWrapWidth) {\n // if its a space we don't want it\n canPrependSpaces = false;\n // add a new line\n lines += TextMetrics.addLine(line);\n // start a new line\n line = '';\n width = 0;\n }\n // don't add spaces to the beginning of lines\n if (line.length > 0 || !TextMetrics.isBreakingSpace(token) || canPrependSpaces) {\n // add the word to the current line\n line += token;\n // update width counter\n width += tokenWidth;\n }\n }\n }\n lines += TextMetrics.addLine(line, false);\n return lines;\n };\n /**\n * Convienience function for logging each line added during the wordWrap method.\n * @param line - The line of text to add\n * @param newLine - Add new line character to end\n * @returns A formatted line\n */\n TextMetrics.addLine = function (line, newLine) {\n if (newLine === void 0) { newLine = true; }\n line = TextMetrics.trimRight(line);\n line = (newLine) ? line + \"\\n\" : line;\n return line;\n };\n /**\n * Gets & sets the widths of calculated characters in a cache object\n * @param key - The key\n * @param letterSpacing - The letter spacing\n * @param cache - The cache\n * @param context - The canvas context\n * @returns The from cache.\n */\n TextMetrics.getFromCache = function (key, letterSpacing, cache, context) {\n var width = cache[key];\n if (typeof width !== 'number') {\n var spacing = ((key.length) * letterSpacing);\n width = context.measureText(key).width + spacing;\n cache[key] = width;\n }\n return width;\n };\n /**\n * Determines whether we should collapse breaking spaces.\n * @param whiteSpace - The TextStyle property whiteSpace\n * @returns Should collapse\n */\n TextMetrics.collapseSpaces = function (whiteSpace) {\n return (whiteSpace === 'normal' || whiteSpace === 'pre-line');\n };\n /**\n * Determines whether we should collapse newLine chars.\n * @param whiteSpace - The white space\n * @returns should collapse\n */\n TextMetrics.collapseNewlines = function (whiteSpace) {\n return (whiteSpace === 'normal');\n };\n /**\n * Trims breaking whitespaces from string.\n * @param text - The text\n * @returns Trimmed string\n */\n TextMetrics.trimRight = function (text) {\n if (typeof text !== 'string') {\n return '';\n }\n for (var i = text.length - 1; i >= 0; i--) {\n var char = text[i];\n if (!TextMetrics.isBreakingSpace(char)) {\n break;\n }\n text = text.slice(0, -1);\n }\n return text;\n };\n /**\n * Determines if char is a newline.\n * @param char - The character\n * @returns True if newline, False otherwise.\n */\n TextMetrics.isNewline = function (char) {\n if (typeof char !== 'string') {\n return false;\n }\n return (TextMetrics._newlines.indexOf(char.charCodeAt(0)) >= 0);\n };\n /**\n * Determines if char is a breaking whitespace.\n *\n * It allows one to determine whether char should be a breaking whitespace\n * For example certain characters in CJK langs or numbers.\n * It must return a boolean.\n * @param char - The character\n * @param [_nextChar] - The next character\n * @returns True if whitespace, False otherwise.\n */\n TextMetrics.isBreakingSpace = function (char, _nextChar) {\n if (typeof char !== 'string') {\n return false;\n }\n return (TextMetrics._breakingSpaces.indexOf(char.charCodeAt(0)) >= 0);\n };\n /**\n * Splits a string into words, breaking-spaces and newLine characters\n * @param text - The text\n * @returns A tokenized array\n */\n TextMetrics.tokenize = function (text) {\n var tokens = [];\n var token = '';\n if (typeof text !== 'string') {\n return tokens;\n }\n for (var i = 0; i < text.length; i++) {\n var char = text[i];\n var nextChar = text[i + 1];\n if (TextMetrics.isBreakingSpace(char, nextChar) || TextMetrics.isNewline(char)) {\n if (token !== '') {\n tokens.push(token);\n token = '';\n }\n tokens.push(char);\n continue;\n }\n token += char;\n }\n if (token !== '') {\n tokens.push(token);\n }\n return tokens;\n };\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It allows one to customise which words should break\n * Examples are if the token is CJK or numbers.\n * It must return a boolean.\n * @param _token - The token\n * @param breakWords - The style attr break words\n * @returns Whether to break word or not\n */\n TextMetrics.canBreakWords = function (_token, breakWords) {\n return breakWords;\n };\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It allows one to determine whether a pair of characters\n * should be broken by newlines\n * For example certain characters in CJK langs or numbers.\n * It must return a boolean.\n * @param _char - The character\n * @param _nextChar - The next character\n * @param _token - The token/word the characters are from\n * @param _index - The index in the token of the char\n * @param _breakWords - The style attr break words\n * @returns whether to break word or not\n */\n TextMetrics.canBreakChars = function (_char, _nextChar, _token, _index, _breakWords) {\n return true;\n };\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It is called when a token (usually a word) has to be split into separate pieces\n * in order to determine the point to break a word.\n * It must return an array of characters.\n * @example\n * // Correctly splits emojis, eg \"🤪🤪\" will result in two element array, each with one emoji.\n * TextMetrics.wordWrapSplit = (token) => [...token];\n * @param token - The token to split\n * @returns The characters of the token\n */\n TextMetrics.wordWrapSplit = function (token) {\n return token.split('');\n };\n /**\n * Calculates the ascent, descent and fontSize of a given font-style\n * @param font - String representing the style of the font\n * @returns Font properties object\n */\n TextMetrics.measureFont = function (font) {\n // as this method is used for preparing assets, don't recalculate things if we don't need to\n if (TextMetrics._fonts[font]) {\n return TextMetrics._fonts[font];\n }\n var properties = {\n ascent: 0,\n descent: 0,\n fontSize: 0,\n };\n var canvas = TextMetrics._canvas;\n var context = TextMetrics._context;\n context.font = font;\n var metricsString = TextMetrics.METRICS_STRING + TextMetrics.BASELINE_SYMBOL;\n var width = Math.ceil(context.measureText(metricsString).width);\n var baseline = Math.ceil(context.measureText(TextMetrics.BASELINE_SYMBOL).width);\n var height = Math.ceil(TextMetrics.HEIGHT_MULTIPLIER * baseline);\n baseline = baseline * TextMetrics.BASELINE_MULTIPLIER | 0;\n canvas.width = width;\n canvas.height = height;\n context.fillStyle = '#f00';\n context.fillRect(0, 0, width, height);\n context.font = font;\n context.textBaseline = 'alphabetic';\n context.fillStyle = '#000';\n context.fillText(metricsString, 0, baseline);\n var imagedata = context.getImageData(0, 0, width, height).data;\n var pixels = imagedata.length;\n var line = width * 4;\n var i = 0;\n var idx = 0;\n var stop = false;\n // ascent. scan from top to bottom until we find a non red pixel\n for (i = 0; i < baseline; ++i) {\n for (var j = 0; j < line; j += 4) {\n if (imagedata[idx + j] !== 255) {\n stop = true;\n break;\n }\n }\n if (!stop) {\n idx += line;\n }\n else {\n break;\n }\n }\n properties.ascent = baseline - i;\n idx = pixels - line;\n stop = false;\n // descent. scan from bottom to top until we find a non red pixel\n for (i = height; i > baseline; --i) {\n for (var j = 0; j < line; j += 4) {\n if (imagedata[idx + j] !== 255) {\n stop = true;\n break;\n }\n }\n if (!stop) {\n idx -= line;\n }\n else {\n break;\n }\n }\n properties.descent = i - baseline;\n properties.fontSize = properties.ascent + properties.descent;\n TextMetrics._fonts[font] = properties;\n return properties;\n };\n /**\n * Clear font metrics in metrics cache.\n * @param {string} [font] - font name. If font name not set then clear cache for all fonts.\n */\n TextMetrics.clearMetrics = function (font) {\n if (font === void 0) { font = ''; }\n if (font) {\n delete TextMetrics._fonts[font];\n }\n else {\n TextMetrics._fonts = {};\n }\n };\n Object.defineProperty(TextMetrics, \"_canvas\", {\n /**\n * Cached canvas element for measuring text\n * TODO: this should be private, but isn't because of backward compat, will fix later.\n * @ignore\n */\n get: function () {\n if (!TextMetrics.__canvas) {\n var canvas = void 0;\n try {\n // OffscreenCanvas2D measureText can be up to 40% faster.\n var c = new OffscreenCanvas(0, 0);\n var context = c.getContext('2d', contextSettings);\n if (context && context.measureText) {\n TextMetrics.__canvas = c;\n return c;\n }\n canvas = settings.ADAPTER.createCanvas();\n }\n catch (ex) {\n canvas = settings.ADAPTER.createCanvas();\n }\n canvas.width = canvas.height = 10;\n TextMetrics.__canvas = canvas;\n }\n return TextMetrics.__canvas;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextMetrics, \"_context\", {\n /**\n * TODO: this should be private, but isn't because of backward compat, will fix later.\n * @ignore\n */\n get: function () {\n if (!TextMetrics.__context) {\n TextMetrics.__context = TextMetrics._canvas.getContext('2d', contextSettings);\n }\n return TextMetrics.__context;\n },\n enumerable: false,\n configurable: true\n });\n return TextMetrics;\n}());\n/**\n * Internal return object for {@link PIXI.TextMetrics.measureFont `TextMetrics.measureFont`}.\n * @typedef {object} FontMetrics\n * @property {number} ascent - The ascent distance\n * @property {number} descent - The descent distance\n * @property {number} fontSize - Font size from ascent to descent\n * @memberof PIXI.TextMetrics\n * @private\n */\n/**\n * Cache of {@see PIXI.TextMetrics.FontMetrics} objects.\n * @memberof PIXI.TextMetrics\n * @type {object}\n * @private\n */\nTextMetrics._fonts = {};\n/**\n * String used for calculate font metrics.\n * These characters are all tall to help calculate the height required for text.\n * @static\n * @memberof PIXI.TextMetrics\n * @name METRICS_STRING\n * @type {string}\n * @default |ÉqÅ\n */\nTextMetrics.METRICS_STRING = '|ÉqÅ';\n/**\n * Baseline symbol for calculate font metrics.\n * @static\n * @memberof PIXI.TextMetrics\n * @name BASELINE_SYMBOL\n * @type {string}\n * @default M\n */\nTextMetrics.BASELINE_SYMBOL = 'M';\n/**\n * Baseline multiplier for calculate font metrics.\n * @static\n * @memberof PIXI.TextMetrics\n * @name BASELINE_MULTIPLIER\n * @type {number}\n * @default 1.4\n */\nTextMetrics.BASELINE_MULTIPLIER = 1.4;\n/**\n * Height multiplier for setting height of canvas to calculate font metrics.\n * @static\n * @memberof PIXI.TextMetrics\n * @name HEIGHT_MULTIPLIER\n * @type {number}\n * @default 2.00\n */\nTextMetrics.HEIGHT_MULTIPLIER = 2.0;\n/**\n * Cache of new line chars.\n * @memberof PIXI.TextMetrics\n * @type {number[]}\n * @private\n */\nTextMetrics._newlines = [\n 0x000A,\n 0x000D ];\n/**\n * Cache of breaking spaces.\n * @memberof PIXI.TextMetrics\n * @type {number[]}\n * @private\n */\nTextMetrics._breakingSpaces = [\n 0x0009,\n 0x0020,\n 0x2000,\n 0x2001,\n 0x2002,\n 0x2003,\n 0x2004,\n 0x2005,\n 0x2006,\n 0x2008,\n 0x2009,\n 0x200A,\n 0x205F,\n 0x3000 ];\n/**\n * A number, or a string containing a number.\n * @memberof PIXI\n * @typedef {object} IFontMetrics\n * @property {number} ascent - Font ascent\n * @property {number} descent - Font descent\n * @property {number} fontSize - Font size\n */\n\nvar defaultDestroyOptions = {\n texture: true,\n children: false,\n baseTexture: true,\n};\n/**\n * A Text Object will create a line or multiple lines of text.\n *\n * The text is created using the [Canvas API](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API).\n *\n * The primary advantage of this class over BitmapText is that you have great control over the style of the text,\n * which you can change at runtime.\n *\n * The primary disadvantages is that each piece of text has it's own texture, which can use more memory.\n * When text changes, this texture has to be re-generated and re-uploaded to the GPU, taking up time.\n *\n * To split a line you can use '\\n' in your text string, or, on the `style` object,\n * change its `wordWrap` property to true and and give the `wordWrapWidth` property a value.\n *\n * A Text can be created directly from a string and a style object,\n * which can be generated [here](https://pixijs.io/pixi-text-style).\n *\n * ```js\n * let text = new PIXI.Text('This is a PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'});\n * ```\n * @memberof PIXI\n */\nvar Text = /** @class */ (function (_super) {\n __extends(Text, _super);\n /**\n * @param text - The string that you would like the text to display\n * @param {object|PIXI.TextStyle} [style] - The style parameters\n * @param canvas - The canvas element for drawing text\n */\n function Text(text, style, canvas) {\n var _this = this;\n var ownCanvas = false;\n if (!canvas) {\n canvas = settings.ADAPTER.createCanvas();\n ownCanvas = true;\n }\n canvas.width = 3;\n canvas.height = 3;\n var texture = Texture.from(canvas);\n texture.orig = new Rectangle();\n texture.trim = new Rectangle();\n _this = _super.call(this, texture) || this;\n _this._ownCanvas = ownCanvas;\n _this.canvas = canvas;\n _this.context = canvas.getContext('2d', {\n // required for trimming to work without warnings\n willReadFrequently: true,\n });\n _this._resolution = settings.RESOLUTION;\n _this._autoResolution = true;\n _this._text = null;\n _this._style = null;\n _this._styleListener = null;\n _this._font = '';\n _this.text = text;\n _this.style = style;\n _this.localStyleID = -1;\n return _this;\n }\n /**\n * Renders text to its canvas, and updates its texture.\n *\n * By default this is used internally to ensure the texture is correct before rendering,\n * but it can be used called externally, for example from this class to 'pre-generate' the texture from a piece of text,\n * and then shared across multiple Sprites.\n * @param respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called.\n */\n Text.prototype.updateText = function (respectDirty) {\n var style = this._style;\n // check if style has changed..\n if (this.localStyleID !== style.styleID) {\n this.dirty = true;\n this.localStyleID = style.styleID;\n }\n if (!this.dirty && respectDirty) {\n return;\n }\n this._font = this._style.toFontString();\n var context = this.context;\n var measured = TextMetrics.measureText(this._text || ' ', this._style, this._style.wordWrap, this.canvas);\n var width = measured.width;\n var height = measured.height;\n var lines = measured.lines;\n var lineHeight = measured.lineHeight;\n var lineWidths = measured.lineWidths;\n var maxLineWidth = measured.maxLineWidth;\n var fontProperties = measured.fontProperties;\n this.canvas.width = Math.ceil(Math.ceil((Math.max(1, width) + (style.padding * 2))) * this._resolution);\n this.canvas.height = Math.ceil(Math.ceil((Math.max(1, height) + (style.padding * 2))) * this._resolution);\n context.scale(this._resolution, this._resolution);\n context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n context.font = this._font;\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n var linePositionX;\n var linePositionY;\n // require 2 passes if a shadow; the first to draw the drop shadow, the second to draw the text\n var passesCount = style.dropShadow ? 2 : 1;\n // For v4, we drew text at the colours of the drop shadow underneath the normal text. This gave the correct zIndex,\n // but features such as alpha and shadowblur did not look right at all, since we were using actual text as a shadow.\n //\n // For v5.0.0, we moved over to just use the canvas API for drop shadows, which made them look much nicer and more\n // visually please, but now because the stroke is drawn and then the fill, drop shadows would appear on both the fill\n // and the stroke; and fill drop shadows would appear over the top of the stroke.\n //\n // For v5.1.1, the new route is to revert to v4 style of drawing text first to get the drop shadows underneath normal\n // text, but instead drawing text in the correct location, we'll draw it off screen (-paddingY), and then adjust the\n // drop shadow so only that appears on screen (+paddingY). Now we'll have the correct draw order of the shadow\n // beneath the text, whilst also having the proper text shadow styling.\n for (var i = 0; i < passesCount; ++i) {\n var isShadowPass = style.dropShadow && i === 0;\n // we only want the drop shadow, so put text way off-screen\n var dsOffsetText = isShadowPass ? Math.ceil(Math.max(1, height) + (style.padding * 2)) : 0;\n var dsOffsetShadow = dsOffsetText * this._resolution;\n if (isShadowPass) {\n // On Safari, text with gradient and drop shadows together do not position correctly\n // if the scale of the canvas is not 1: https://bugs.webkit.org/show_bug.cgi?id=197689\n // Therefore we'll set the styles to be a plain black whilst generating this drop shadow\n context.fillStyle = 'black';\n context.strokeStyle = 'black';\n var dropShadowColor = style.dropShadowColor;\n var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor));\n var dropShadowBlur = style.dropShadowBlur * this._resolution;\n var dropShadowDistance = style.dropShadowDistance * this._resolution;\n context.shadowColor = \"rgba(\" + rgb[0] * 255 + \",\" + rgb[1] * 255 + \",\" + rgb[2] * 255 + \",\" + style.dropShadowAlpha + \")\";\n context.shadowBlur = dropShadowBlur;\n context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance;\n context.shadowOffsetY = (Math.sin(style.dropShadowAngle) * dropShadowDistance) + dsOffsetShadow;\n }\n else {\n // set canvas text styles\n context.fillStyle = this._generateFillStyle(style, lines, measured);\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n context.strokeStyle = style.stroke;\n context.shadowColor = 'black';\n context.shadowBlur = 0;\n context.shadowOffsetX = 0;\n context.shadowOffsetY = 0;\n }\n var linePositionYShift = (lineHeight - fontProperties.fontSize) / 2;\n if (!Text.nextLineHeightBehavior || lineHeight - fontProperties.fontSize < 0) {\n linePositionYShift = 0;\n }\n // draw lines line by line\n for (var i_1 = 0; i_1 < lines.length; i_1++) {\n linePositionX = style.strokeThickness / 2;\n linePositionY = ((style.strokeThickness / 2) + (i_1 * lineHeight)) + fontProperties.ascent\n + linePositionYShift;\n if (style.align === 'right') {\n linePositionX += maxLineWidth - lineWidths[i_1];\n }\n else if (style.align === 'center') {\n linePositionX += (maxLineWidth - lineWidths[i_1]) / 2;\n }\n if (style.stroke && style.strokeThickness) {\n this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText, true);\n }\n if (style.fill) {\n this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText);\n }\n }\n }\n this.updateTexture();\n };\n /**\n * Render the text with letter-spacing.\n * @param text - The text to draw\n * @param x - Horizontal position to draw the text\n * @param y - Vertical position to draw the text\n * @param isStroke - Is this drawing for the outside stroke of the\n * text? If not, it's for the inside fill\n */\n Text.prototype.drawLetterSpacing = function (text, x, y, isStroke) {\n if (isStroke === void 0) { isStroke = false; }\n var style = this._style;\n // letterSpacing of 0 means normal\n var letterSpacing = style.letterSpacing;\n // Checking that we can use moddern canvas2D api\n // https://developer.chrome.com/origintrials/#/view_trial/3585991203293757441\n // note: this is unstable API, Chrome less 94 use a `textLetterSpacing`, newest use a letterSpacing\n // eslint-disable-next-line max-len\n var supportLetterSpacing = Text.experimentalLetterSpacing\n && ('letterSpacing' in CanvasRenderingContext2D.prototype\n || 'textLetterSpacing' in CanvasRenderingContext2D.prototype);\n if (letterSpacing === 0 || supportLetterSpacing) {\n if (supportLetterSpacing) {\n this.context.letterSpacing = letterSpacing;\n this.context.textLetterSpacing = letterSpacing;\n }\n if (isStroke) {\n this.context.strokeText(text, x, y);\n }\n else {\n this.context.fillText(text, x, y);\n }\n return;\n }\n var currentPosition = x;\n // Using Array.from correctly splits characters whilst keeping emoji together.\n // This is not supported on IE as it requires ES6, so regular text splitting occurs.\n // This also doesn't account for emoji that are multiple emoji put together to make something else.\n // Handling all of this would require a big library itself.\n // https://medium.com/@giltayar/iterating-over-emoji-characters-the-es6-way-f06e4589516\n // https://github.com/orling/grapheme-splitter\n var stringArray = Array.from ? Array.from(text) : text.split('');\n var previousWidth = this.context.measureText(text).width;\n var currentWidth = 0;\n for (var i = 0; i < stringArray.length; ++i) {\n var currentChar = stringArray[i];\n if (isStroke) {\n this.context.strokeText(currentChar, currentPosition, y);\n }\n else {\n this.context.fillText(currentChar, currentPosition, y);\n }\n var textStr = '';\n for (var j = i + 1; j < stringArray.length; ++j) {\n textStr += stringArray[j];\n }\n currentWidth = this.context.measureText(textStr).width;\n currentPosition += previousWidth - currentWidth + letterSpacing;\n previousWidth = currentWidth;\n }\n };\n /** Updates texture size based on canvas size. */\n Text.prototype.updateTexture = function () {\n var canvas = this.canvas;\n if (this._style.trim) {\n var trimmed = trimCanvas(canvas);\n if (trimmed.data) {\n canvas.width = trimmed.width;\n canvas.height = trimmed.height;\n this.context.putImageData(trimmed.data, 0, 0);\n }\n }\n var texture = this._texture;\n var style = this._style;\n var padding = style.trim ? 0 : style.padding;\n var baseTexture = texture.baseTexture;\n texture.trim.width = texture._frame.width = canvas.width / this._resolution;\n texture.trim.height = texture._frame.height = canvas.height / this._resolution;\n texture.trim.x = -padding;\n texture.trim.y = -padding;\n texture.orig.width = texture._frame.width - (padding * 2);\n texture.orig.height = texture._frame.height - (padding * 2);\n // call sprite onTextureUpdate to update scale if _width or _height were set\n this._onTextureUpdate();\n baseTexture.setRealSize(canvas.width, canvas.height, this._resolution);\n texture.updateUvs();\n this.dirty = false;\n };\n /**\n * Renders the object using the WebGL renderer\n * @param renderer - The renderer\n */\n Text.prototype._render = function (renderer) {\n if (this._autoResolution && this._resolution !== renderer.resolution) {\n this._resolution = renderer.resolution;\n this.dirty = true;\n }\n this.updateText(true);\n _super.prototype._render.call(this, renderer);\n };\n /** Updates the transform on all children of this container for rendering. */\n Text.prototype.updateTransform = function () {\n this.updateText(true);\n _super.prototype.updateTransform.call(this);\n };\n Text.prototype.getBounds = function (skipUpdate, rect) {\n this.updateText(true);\n if (this._textureID === -1) {\n // texture was updated: recalculate transforms\n skipUpdate = false;\n }\n return _super.prototype.getBounds.call(this, skipUpdate, rect);\n };\n /**\n * Gets the local bounds of the text object.\n * @param rect - The output rectangle.\n * @returns The bounds.\n */\n Text.prototype.getLocalBounds = function (rect) {\n this.updateText(true);\n return _super.prototype.getLocalBounds.call(this, rect);\n };\n /** Calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account. */\n Text.prototype._calculateBounds = function () {\n this.calculateVertices();\n // if we have already done this on THIS frame.\n this._bounds.addQuad(this.vertexData);\n };\n /**\n * Generates the fill style. Can automatically generate a gradient based on the fill style being an array\n * @param style - The style.\n * @param lines - The lines of text.\n * @param metrics\n * @returns The fill style\n */\n Text.prototype._generateFillStyle = function (style, lines, metrics) {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n var fillStyle = style.fill;\n if (!Array.isArray(fillStyle)) {\n return fillStyle;\n }\n else if (fillStyle.length === 1) {\n return fillStyle[0];\n }\n // the gradient will be evenly spaced out according to how large the array is.\n // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75\n var gradient;\n // a dropshadow will enlarge the canvas and result in the gradient being\n // generated with the incorrect dimensions\n var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0;\n // should also take padding into account, padding can offset the gradient\n var padding = style.padding || 0;\n var width = (this.canvas.width / this._resolution) - dropShadowCorrection - (padding * 2);\n var height = (this.canvas.height / this._resolution) - dropShadowCorrection - (padding * 2);\n // make a copy of the style settings, so we can manipulate them later\n var fill = fillStyle.slice();\n var fillGradientStops = style.fillGradientStops.slice();\n // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75\n if (!fillGradientStops.length) {\n var lengthPlus1 = fill.length + 1;\n for (var i = 1; i < lengthPlus1; ++i) {\n fillGradientStops.push(i / lengthPlus1);\n }\n }\n // stop the bleeding of the last gradient on the line above to the top gradient of the this line\n // by hard defining the first gradient colour at point 0, and last gradient colour at point 1\n fill.unshift(fillStyle[0]);\n fillGradientStops.unshift(0);\n fill.push(fillStyle[fillStyle.length - 1]);\n fillGradientStops.push(1);\n if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) {\n // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas\n gradient = this.context.createLinearGradient(width / 2, padding, width / 2, height + padding);\n // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect\n // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875\n // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc\n var textHeight = metrics.fontProperties.fontSize + style.strokeThickness;\n for (var i = 0; i < lines.length; i++) {\n var lastLineBottom = (metrics.lineHeight * (i - 1)) + textHeight;\n var thisLineTop = metrics.lineHeight * i;\n var thisLineGradientStart = thisLineTop;\n // Handle case where last & this line overlap\n if (i > 0 && lastLineBottom > thisLineTop) {\n thisLineGradientStart = (thisLineTop + lastLineBottom) / 2;\n }\n var thisLineBottom = thisLineTop + textHeight;\n var nextLineTop = metrics.lineHeight * (i + 1);\n var thisLineGradientEnd = thisLineBottom;\n // Handle case where this & next line overlap\n if (i + 1 < lines.length && nextLineTop < thisLineBottom) {\n thisLineGradientEnd = (thisLineBottom + nextLineTop) / 2;\n }\n // textHeight, but as a 0-1 size in global gradient stop space\n var gradStopLineHeight = (thisLineGradientEnd - thisLineGradientStart) / height;\n for (var j = 0; j < fill.length; j++) {\n // 0-1 stop point for the current line, multiplied to global space afterwards\n var lineStop = 0;\n if (typeof fillGradientStops[j] === 'number') {\n lineStop = fillGradientStops[j];\n }\n else {\n lineStop = j / fill.length;\n }\n var globalStop = Math.min(1, Math.max(0, (thisLineGradientStart / height) + (lineStop * gradStopLineHeight)));\n // There's potential for floating point precision issues at the seams between gradient repeats.\n globalStop = Number(globalStop.toFixed(5));\n gradient.addColorStop(globalStop, fill[j]);\n }\n }\n }\n else {\n // start the gradient at the center left of the canvas, and end at the center right of the canvas\n gradient = this.context.createLinearGradient(padding, height / 2, width + padding, height / 2);\n // can just evenly space out the gradients in this case, as multiple lines makes no difference\n // to an even left to right gradient\n var totalIterations = fill.length + 1;\n var currentIteration = 1;\n for (var i = 0; i < fill.length; i++) {\n var stop = void 0;\n if (typeof fillGradientStops[i] === 'number') {\n stop = fillGradientStops[i];\n }\n else {\n stop = currentIteration / totalIterations;\n }\n gradient.addColorStop(stop, fill[i]);\n currentIteration++;\n }\n }\n return gradient;\n };\n /**\n * Destroys this text object.\n *\n * Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as\n * the majority of the time the texture will not be shared with any other Sprites.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their\n * destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well\n */\n Text.prototype.destroy = function (options) {\n if (typeof options === 'boolean') {\n options = { children: options };\n }\n options = Object.assign({}, defaultDestroyOptions, options);\n _super.prototype.destroy.call(this, options);\n // set canvas width and height to 0 to workaround memory leak in Safari < 13\n // https://stackoverflow.com/questions/52532614/total-canvas-memory-use-exceeds-the-maximum-limit-safari-12\n if (this._ownCanvas) {\n this.canvas.height = this.canvas.width = 0;\n }\n // make sure to reset the context and canvas.. dont want this hanging around in memory!\n this.context = null;\n this.canvas = null;\n this._style = null;\n };\n Object.defineProperty(Text.prototype, \"width\", {\n /** The width of the Text, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n this.updateText(true);\n return Math.abs(this.scale.x) * this._texture.orig.width;\n },\n set: function (value) {\n this.updateText(true);\n var s = sign(this.scale.x) || 1;\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Text.prototype, \"height\", {\n /** The height of the Text, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n this.updateText(true);\n return Math.abs(this.scale.y) * this._texture.orig.height;\n },\n set: function (value) {\n this.updateText(true);\n var s = sign(this.scale.y) || 1;\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Text.prototype, \"style\", {\n /**\n * Set the style of the text.\n *\n * Set up an event listener to listen for changes on the style object and mark the text as dirty.\n */\n get: function () {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the ITextStyle\n // since the setter creates the TextStyle. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n return this._style;\n },\n set: function (style) {\n style = style || {};\n if (style instanceof TextStyle) {\n this._style = style;\n }\n else {\n this._style = new TextStyle(style);\n }\n this.localStyleID = -1;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Text.prototype, \"text\", {\n /** Set the copy for the text object. To split a line you can use '\\n'. */\n get: function () {\n return this._text;\n },\n set: function (text) {\n text = String(text === null || text === undefined ? '' : text);\n if (this._text === text) {\n return;\n }\n this._text = text;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Text.prototype, \"resolution\", {\n /**\n * The resolution / device pixel ratio of the canvas.\n *\n * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually.\n * @default 1\n */\n get: function () {\n return this._resolution;\n },\n set: function (value) {\n this._autoResolution = false;\n if (this._resolution === value) {\n return;\n }\n this._resolution = value;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * New behavior for `lineHeight` that's meant to mimic HTML text. A value of `true` will\n * make sure the first baseline is offset by the `lineHeight` value if it is greater than `fontSize`.\n * A value of `false` will use the legacy behavior and not change the baseline of the first line.\n * In the next major release, we'll enable this by default.\n */\n Text.nextLineHeightBehavior = false;\n /**\n * New rendering behavior for letter-spacing which uses Chrome's new native API. This will\n * lead to more accurate letter-spacing results because it does not try to manually draw\n * each character. However, this Chrome API is experimental and may not serve all cases yet.\n */\n Text.experimentalLetterSpacing = false;\n return Text;\n}(Sprite));\n\nexport { TEXT_GRADIENT, Text, TextMetrics, TextStyle };\n//# sourceMappingURL=text.mjs.map\n","/*!\n * @pixi/prepare - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/prepare is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { Texture, BaseTexture, ExtensionType } from '@pixi/core';\nimport { Graphics } from '@pixi/graphics';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\nimport { Container } from '@pixi/display';\nimport { Text, TextStyle, TextMetrics } from '@pixi/text';\nimport { deprecation } from '@pixi/utils';\n\n/**\n * Default number of uploads per frame using prepare plugin.\n * @static\n * @memberof PIXI.settings\n * @name UPLOADS_PER_FRAME\n * @type {number}\n * @default 4\n */\nsettings.UPLOADS_PER_FRAME = 4;\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * CountLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified\n * number of items per frame.\n * @memberof PIXI\n */\nvar CountLimiter = /** @class */ (function () {\n /**\n * @param maxItemsPerFrame - The maximum number of items that can be prepared each frame.\n */\n function CountLimiter(maxItemsPerFrame) {\n this.maxItemsPerFrame = maxItemsPerFrame;\n this.itemsLeft = 0;\n }\n /** Resets any counting properties to start fresh on a new frame. */\n CountLimiter.prototype.beginFrame = function () {\n this.itemsLeft = this.maxItemsPerFrame;\n };\n /**\n * Checks to see if another item can be uploaded. This should only be called once per item.\n * @returns If the item is allowed to be uploaded.\n */\n CountLimiter.prototype.allowedToUpload = function () {\n return this.itemsLeft-- > 0;\n };\n return CountLimiter;\n}());\n\n/**\n * Built-in hook to find multiple textures from objects like AnimatedSprites.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns If a PIXI.Texture object was found.\n */\nfunction findMultipleBaseTextures(item, queue) {\n var result = false;\n // Objects with multiple textures\n if (item && item._textures && item._textures.length) {\n for (var i = 0; i < item._textures.length; i++) {\n if (item._textures[i] instanceof Texture) {\n var baseTexture = item._textures[i].baseTexture;\n if (queue.indexOf(baseTexture) === -1) {\n queue.push(baseTexture);\n result = true;\n }\n }\n }\n }\n return result;\n}\n/**\n * Built-in hook to find BaseTextures from Texture.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns If a PIXI.Texture object was found.\n */\nfunction findBaseTexture(item, queue) {\n if (item.baseTexture instanceof BaseTexture) {\n var texture = item.baseTexture;\n if (queue.indexOf(texture) === -1) {\n queue.push(texture);\n }\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to find textures from objects.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns If a PIXI.Texture object was found.\n */\nfunction findTexture(item, queue) {\n if (item._texture && item._texture instanceof Texture) {\n var texture = item._texture.baseTexture;\n if (queue.indexOf(texture) === -1) {\n queue.push(texture);\n }\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to draw PIXI.Text to its texture.\n * @private\n * @param _helper - Not used by this upload handler\n * @param item - Item to check\n * @returns If item was uploaded.\n */\nfunction drawText(_helper, item) {\n if (item instanceof Text) {\n // updating text will return early if it is not dirty\n item.updateText(true);\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to calculate a text style for a PIXI.Text object.\n * @private\n * @param _helper - Not used by this upload handler\n * @param item - Item to check\n * @returns If item was uploaded.\n */\nfunction calculateTextStyle(_helper, item) {\n if (item instanceof TextStyle) {\n var font = item.toFontString();\n TextMetrics.measureFont(font);\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to find Text objects.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns if a PIXI.Text object was found.\n */\nfunction findText(item, queue) {\n if (item instanceof Text) {\n // push the text style to prepare it - this can be really expensive\n if (queue.indexOf(item.style) === -1) {\n queue.push(item.style);\n }\n // also push the text object so that we can render it (to canvas/texture) if needed\n if (queue.indexOf(item) === -1) {\n queue.push(item);\n }\n // also push the Text's texture for upload to GPU\n var texture = item._texture.baseTexture;\n if (queue.indexOf(texture) === -1) {\n queue.push(texture);\n }\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to find TextStyle objects.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns If a PIXI.TextStyle object was found.\n */\nfunction findTextStyle(item, queue) {\n if (item instanceof TextStyle) {\n if (queue.indexOf(item) === -1) {\n queue.push(item);\n }\n return true;\n }\n return false;\n}\n/**\n * The prepare manager provides functionality to upload content to the GPU.\n *\n * BasePrepare handles basic queuing functionality and is extended by\n * {@link PIXI.Prepare} and {@link PIXI.CanvasPrepare}\n * to provide preparation capabilities specific to their respective renderers.\n * @example\n * // Create a sprite\n * const sprite = PIXI.Sprite.from('something.png');\n *\n * // Load object into GPU\n * app.renderer.plugins.prepare.upload(sprite, () => {\n *\n * //Texture(s) has been uploaded to GPU\n * app.stage.addChild(sprite);\n *\n * })\n * @abstract\n * @memberof PIXI\n */\nvar BasePrepare = /** @class */ (function () {\n /**\n * @param {PIXI.AbstractRenderer} renderer - A reference to the current renderer\n */\n function BasePrepare(renderer) {\n var _this = this;\n this.limiter = new CountLimiter(settings.UPLOADS_PER_FRAME);\n this.renderer = renderer;\n this.uploadHookHelper = null;\n this.queue = [];\n this.addHooks = [];\n this.uploadHooks = [];\n this.completes = [];\n this.ticking = false;\n this.delayedTick = function () {\n // unlikely, but in case we were destroyed between tick() and delayedTick()\n if (!_this.queue) {\n return;\n }\n _this.prepareItems();\n };\n // hooks to find the correct texture\n this.registerFindHook(findText);\n this.registerFindHook(findTextStyle);\n this.registerFindHook(findMultipleBaseTextures);\n this.registerFindHook(findBaseTexture);\n this.registerFindHook(findTexture);\n // upload hooks\n this.registerUploadHook(drawText);\n this.registerUploadHook(calculateTextStyle);\n }\n /** @ignore */\n BasePrepare.prototype.upload = function (item, done) {\n var _this = this;\n if (typeof item === 'function') {\n done = item;\n item = null;\n }\n if (done) {\n deprecation('6.5.0', 'BasePrepare.upload callback is deprecated, use the return Promise instead.');\n }\n return new Promise(function (resolve) {\n // If a display object, search for items\n // that we could upload\n if (item) {\n _this.add(item);\n }\n // TODO: remove done callback and just use resolve\n var complete = function () {\n done === null || done === void 0 ? void 0 : done();\n resolve();\n };\n // Get the items for upload from the display\n if (_this.queue.length) {\n _this.completes.push(complete);\n if (!_this.ticking) {\n _this.ticking = true;\n Ticker.system.addOnce(_this.tick, _this, UPDATE_PRIORITY.UTILITY);\n }\n }\n else {\n complete();\n }\n });\n };\n /**\n * Handle tick update\n * @private\n */\n BasePrepare.prototype.tick = function () {\n setTimeout(this.delayedTick, 0);\n };\n /**\n * Actually prepare items. This is handled outside of the tick because it will take a while\n * and we do NOT want to block the current animation frame from rendering.\n * @private\n */\n BasePrepare.prototype.prepareItems = function () {\n this.limiter.beginFrame();\n // Upload the graphics\n while (this.queue.length && this.limiter.allowedToUpload()) {\n var item = this.queue[0];\n var uploaded = false;\n if (item && !item._destroyed) {\n for (var i = 0, len = this.uploadHooks.length; i < len; i++) {\n if (this.uploadHooks[i](this.uploadHookHelper, item)) {\n this.queue.shift();\n uploaded = true;\n break;\n }\n }\n }\n if (!uploaded) {\n this.queue.shift();\n }\n }\n // We're finished\n if (!this.queue.length) {\n this.ticking = false;\n var completes = this.completes.slice(0);\n this.completes.length = 0;\n for (var i = 0, len = completes.length; i < len; i++) {\n completes[i]();\n }\n }\n else {\n // if we are not finished, on the next rAF do this again\n Ticker.system.addOnce(this.tick, this, UPDATE_PRIORITY.UTILITY);\n }\n };\n /**\n * Adds hooks for finding items.\n * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array`\n * function must return `true` if it was able to add item to the queue.\n * @returns Instance of plugin for chaining.\n */\n BasePrepare.prototype.registerFindHook = function (addHook) {\n if (addHook) {\n this.addHooks.push(addHook);\n }\n return this;\n };\n /**\n * Adds hooks for uploading items.\n * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and\n * function must return `true` if it was able to handle upload of item.\n * @returns Instance of plugin for chaining.\n */\n BasePrepare.prototype.registerUploadHook = function (uploadHook) {\n if (uploadHook) {\n this.uploadHooks.push(uploadHook);\n }\n return this;\n };\n /**\n * Manually add an item to the uploading queue.\n * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to\n * add to the queue\n * @returns Instance of plugin for chaining.\n */\n BasePrepare.prototype.add = function (item) {\n // Add additional hooks for finding elements on special\n // types of objects that\n for (var i = 0, len = this.addHooks.length; i < len; i++) {\n if (this.addHooks[i](item, this.queue)) {\n break;\n }\n }\n // Get children recursively\n if (item instanceof Container) {\n for (var i = item.children.length - 1; i >= 0; i--) {\n this.add(item.children[i]);\n }\n }\n return this;\n };\n /** Destroys the plugin, don't use after this. */\n BasePrepare.prototype.destroy = function () {\n if (this.ticking) {\n Ticker.system.remove(this.tick, this);\n }\n this.ticking = false;\n this.addHooks = null;\n this.uploadHooks = null;\n this.renderer = null;\n this.completes = null;\n this.queue = null;\n this.limiter = null;\n this.uploadHookHelper = null;\n };\n return BasePrepare;\n}());\n\n/**\n * Built-in hook to upload PIXI.Texture objects to the GPU.\n * @private\n * @param renderer - instance of the webgl renderer\n * @param item - Item to check\n * @returns If item was uploaded.\n */\nfunction uploadBaseTextures(renderer, item) {\n if (item instanceof BaseTexture) {\n // if the texture already has a GL texture, then the texture has been prepared or rendered\n // before now. If the texture changed, then the changer should be calling texture.update() which\n // reuploads the texture without need for preparing it again\n if (!item._glTextures[renderer.CONTEXT_UID]) {\n renderer.texture.bind(item);\n }\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to upload PIXI.Graphics to the GPU.\n * @private\n * @param renderer - instance of the webgl renderer\n * @param item - Item to check\n * @returns If item was uploaded.\n */\nfunction uploadGraphics(renderer, item) {\n if (!(item instanceof Graphics)) {\n return false;\n }\n var geometry = item.geometry;\n // update dirty graphics to get batches\n item.finishPoly();\n geometry.updateBatches();\n var batches = geometry.batches;\n // upload all textures found in styles\n for (var i = 0; i < batches.length; i++) {\n var texture = batches[i].style.texture;\n if (texture) {\n uploadBaseTextures(renderer, texture.baseTexture);\n }\n }\n // if its not batchable - update vao for particular shader\n if (!geometry.batchable) {\n renderer.geometry.bind(geometry, item._resolveDirectShader(renderer));\n }\n return true;\n}\n/**\n * Built-in hook to find graphics.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns if a PIXI.Graphics object was found.\n */\nfunction findGraphics(item, queue) {\n if (item instanceof Graphics) {\n queue.push(item);\n return true;\n }\n return false;\n}\n/**\n * The prepare plugin provides renderer-specific plugins for pre-rendering DisplayObjects. These plugins are useful for\n * asynchronously preparing and uploading to the GPU assets, textures, graphics waiting to be displayed.\n *\n * Do not instantiate this plugin directly. It is available from the `renderer.plugins` property.\n * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}.\n * @example\n * // Create a new application\n * const app = new PIXI.Application();\n * document.body.appendChild(app.view);\n *\n * // Don't start rendering right away\n * app.stop();\n *\n * // create a display object\n * const rect = new PIXI.Graphics()\n * .beginFill(0x00ff00)\n * .drawRect(40, 40, 200, 200);\n *\n * // Add to the stage\n * app.stage.addChild(rect);\n *\n * // Don't start rendering until the graphic is uploaded to the GPU\n * app.renderer.plugins.prepare.upload(app.stage, () => {\n * app.start();\n * });\n * @memberof PIXI\n */\nvar Prepare = /** @class */ (function (_super) {\n __extends(Prepare, _super);\n /**\n * @param {PIXI.Renderer} renderer - A reference to the current renderer\n */\n function Prepare(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.uploadHookHelper = _this.renderer;\n // Add textures and graphics to upload\n _this.registerFindHook(findGraphics);\n _this.registerUploadHook(uploadBaseTextures);\n _this.registerUploadHook(uploadGraphics);\n return _this;\n }\n /** @ignore */\n Prepare.extension = {\n name: 'prepare',\n type: ExtensionType.RendererPlugin,\n };\n return Prepare;\n}(BasePrepare));\n\n/**\n * TimeLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified\n * number of milliseconds per frame.\n * @memberof PIXI\n */\nvar TimeLimiter = /** @class */ (function () {\n /** @param maxMilliseconds - The maximum milliseconds that can be spent preparing items each frame. */\n function TimeLimiter(maxMilliseconds) {\n this.maxMilliseconds = maxMilliseconds;\n this.frameStart = 0;\n }\n /** Resets any counting properties to start fresh on a new frame. */\n TimeLimiter.prototype.beginFrame = function () {\n this.frameStart = Date.now();\n };\n /**\n * Checks to see if another item can be uploaded. This should only be called once per item.\n * @returns - If the item is allowed to be uploaded.\n */\n TimeLimiter.prototype.allowedToUpload = function () {\n return Date.now() - this.frameStart < this.maxMilliseconds;\n };\n return TimeLimiter;\n}());\n\nexport { BasePrepare, CountLimiter, Prepare, TimeLimiter };\n//# sourceMappingURL=prepare.mjs.map\n","/*!\n * @pixi/spritesheet - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/spritesheet is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Rectangle } from '@pixi/math';\nimport { Texture, BaseTexture, ExtensionType } from '@pixi/core';\nimport { getResolutionOfUrl, deprecation, url } from '@pixi/utils';\nimport { LoaderResource } from '@pixi/loaders';\n\n/**\n * Utility class for maintaining reference to a collection\n * of Textures on a single Spritesheet.\n *\n * To access a sprite sheet from your code you may pass its JSON data file to Pixi's loader:\n *\n * ```js\n * PIXI.Loader.shared.add(\"images/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"images/spritesheet.json\"].spritesheet;\n * ...\n * }\n * ```\n *\n * Alternately, you may circumvent the loader by instantiating the Spritesheet directly:\n * ```js\n * const sheet = new PIXI.Spritesheet(texture, spritesheetData);\n * await sheet.parse();\n * console.log('Spritesheet ready to use!');\n * ```\n *\n * With the `sheet.textures` you can create Sprite objects,`sheet.animations` can be used to create an AnimatedSprite.\n *\n * Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker},\n * {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}.\n * Default anchor points (see {@link PIXI.Texture#defaultAnchor}) and grouping of animation sprites are currently only\n * supported by TexturePacker.\n * @memberof PIXI\n */\nvar Spritesheet = /** @class */ (function () {\n /**\n * @param texture - Reference to the source BaseTexture object.\n * @param {object} data - Spritesheet image data.\n * @param resolutionFilename - The filename to consider when determining\n * the resolution of the spritesheet. If not provided, the imageUrl will\n * be used on the BaseTexture.\n */\n function Spritesheet(texture, data, resolutionFilename) {\n if (resolutionFilename === void 0) { resolutionFilename = null; }\n /** For multi-packed spritesheets, this contains a reference to all the other spritesheets it depends on. */\n this.linkedSheets = [];\n this._texture = texture instanceof Texture ? texture : null;\n this.baseTexture = texture instanceof BaseTexture ? texture : this._texture.baseTexture;\n this.textures = {};\n this.animations = {};\n this.data = data;\n var resource = this.baseTexture.resource;\n this.resolution = this._updateResolution(resolutionFilename || (resource ? resource.url : null));\n this._frames = this.data.frames;\n this._frameKeys = Object.keys(this._frames);\n this._batchIndex = 0;\n this._callback = null;\n }\n /**\n * Generate the resolution from the filename or fallback\n * to the meta.scale field of the JSON data.\n * @param resolutionFilename - The filename to use for resolving\n * the default resolution.\n * @returns Resolution to use for spritesheet.\n */\n Spritesheet.prototype._updateResolution = function (resolutionFilename) {\n if (resolutionFilename === void 0) { resolutionFilename = null; }\n var scale = this.data.meta.scale;\n // Use a defaultValue of `null` to check if a url-based resolution is set\n var resolution = getResolutionOfUrl(resolutionFilename, null);\n // No resolution found via URL\n if (resolution === null) {\n // Use the scale value or default to 1\n resolution = scale !== undefined ? parseFloat(scale) : 1;\n }\n // For non-1 resolutions, update baseTexture\n if (resolution !== 1) {\n this.baseTexture.setResolution(resolution);\n }\n return resolution;\n };\n /** @ignore */\n Spritesheet.prototype.parse = function (callback) {\n var _this = this;\n if (callback) {\n deprecation('6.5.0', 'Spritesheet.parse callback is deprecated, use the return Promise instead.');\n }\n return new Promise(function (resolve) {\n _this._callback = function (textures) {\n callback === null || callback === void 0 ? void 0 : callback(textures);\n resolve(textures);\n };\n _this._batchIndex = 0;\n if (_this._frameKeys.length <= Spritesheet.BATCH_SIZE) {\n _this._processFrames(0);\n _this._processAnimations();\n _this._parseComplete();\n }\n else {\n _this._nextBatch();\n }\n });\n };\n /**\n * Process a batch of frames\n * @param initialFrameIndex - The index of frame to start.\n */\n Spritesheet.prototype._processFrames = function (initialFrameIndex) {\n var frameIndex = initialFrameIndex;\n var maxFrames = Spritesheet.BATCH_SIZE;\n while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length) {\n var i = this._frameKeys[frameIndex];\n var data = this._frames[i];\n var rect = data.frame;\n if (rect) {\n var frame = null;\n var trim = null;\n var sourceSize = data.trimmed !== false && data.sourceSize\n ? data.sourceSize : data.frame;\n var orig = new Rectangle(0, 0, Math.floor(sourceSize.w) / this.resolution, Math.floor(sourceSize.h) / this.resolution);\n if (data.rotated) {\n frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.h) / this.resolution, Math.floor(rect.w) / this.resolution);\n }\n else {\n frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution);\n }\n // Check to see if the sprite is trimmed\n if (data.trimmed !== false && data.spriteSourceSize) {\n trim = new Rectangle(Math.floor(data.spriteSourceSize.x) / this.resolution, Math.floor(data.spriteSourceSize.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution);\n }\n this.textures[i] = new Texture(this.baseTexture, frame, orig, trim, data.rotated ? 2 : 0, data.anchor);\n // lets also add the frame to pixi's global cache for 'from' and 'fromLoader' functions\n Texture.addToCache(this.textures[i], i);\n }\n frameIndex++;\n }\n };\n /** Parse animations config. */\n Spritesheet.prototype._processAnimations = function () {\n var animations = this.data.animations || {};\n for (var animName in animations) {\n this.animations[animName] = [];\n for (var i = 0; i < animations[animName].length; i++) {\n var frameName = animations[animName][i];\n this.animations[animName].push(this.textures[frameName]);\n }\n }\n };\n /** The parse has completed. */\n Spritesheet.prototype._parseComplete = function () {\n var callback = this._callback;\n this._callback = null;\n this._batchIndex = 0;\n callback.call(this, this.textures);\n };\n /** Begin the next batch of textures. */\n Spritesheet.prototype._nextBatch = function () {\n var _this = this;\n this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE);\n this._batchIndex++;\n setTimeout(function () {\n if (_this._batchIndex * Spritesheet.BATCH_SIZE < _this._frameKeys.length) {\n _this._nextBatch();\n }\n else {\n _this._processAnimations();\n _this._parseComplete();\n }\n }, 0);\n };\n /**\n * Destroy Spritesheet and don't use after this.\n * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well\n */\n Spritesheet.prototype.destroy = function (destroyBase) {\n var _a;\n if (destroyBase === void 0) { destroyBase = false; }\n for (var i in this.textures) {\n this.textures[i].destroy();\n }\n this._frames = null;\n this._frameKeys = null;\n this.data = null;\n this.textures = null;\n if (destroyBase) {\n (_a = this._texture) === null || _a === void 0 ? void 0 : _a.destroy();\n this.baseTexture.destroy();\n }\n this._texture = null;\n this.baseTexture = null;\n this.linkedSheets = [];\n };\n /** The maximum number of Textures to build per process. */\n Spritesheet.BATCH_SIZE = 1000;\n return Spritesheet;\n}());\n/**\n * Reference to Spritesheet object created.\n * @member {PIXI.Spritesheet} spritesheet\n * @memberof PIXI.LoaderResource\n * @instance\n */\n/**\n * Dictionary of textures from Spritesheet.\n * @member {Object} textures\n * @memberof PIXI.LoaderResource\n * @instance\n */\n\n/**\n * {@link PIXI.Loader} middleware for loading texture atlases that have been created with\n * TexturePacker or similar JSON-based spritesheet.\n *\n * This middleware automatically generates Texture resources.\n *\n * If you're using Webpack or other bundlers and plan on bundling the atlas' JSON,\n * use the {@link PIXI.Spritesheet} class to directly parse the JSON.\n *\n * The Loader's image Resource name is automatically appended with `\"_image\"`.\n * If a Resource with this name is already loaded, the Loader will skip parsing the\n * Spritesheet. The code below will generate an internal Loader Resource called `\"myatlas_image\"`.\n * @example\n * loader.add('myatlas', 'path/to/myatlas.json');\n * loader.load(() => {\n * loader.resources.myatlas; // atlas JSON resource\n * loader.resources.myatlas_image; // atlas Image resource\n * });\n * @memberof PIXI\n */\nvar SpritesheetLoader = /** @class */ (function () {\n function SpritesheetLoader() {\n }\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param resource\n * @param next\n */\n SpritesheetLoader.use = function (resource, next) {\n var _a, _b;\n // because this is middleware, it execute in loader context. `this` = loader\n var loader = this;\n var imageResourceName = resource.name + \"_image\";\n // skip if no data, its not json, it isn't spritesheet data, or the image resource already exists\n if (!resource.data\n || resource.type !== LoaderResource.TYPE.JSON\n || !resource.data.frames\n || loader.resources[imageResourceName]) {\n next();\n return;\n }\n // Check and add the multi atlas\n // Heavily influenced and based on https://github.com/rocket-ua/pixi-tps-loader/blob/master/src/ResourceLoader.js\n // eslint-disable-next-line camelcase\n var multiPacks = (_b = (_a = resource.data) === null || _a === void 0 ? void 0 : _a.meta) === null || _b === void 0 ? void 0 : _b.related_multi_packs;\n if (Array.isArray(multiPacks)) {\n var _loop_1 = function (item) {\n if (typeof item !== 'string') {\n return \"continue\";\n }\n var itemName = item.replace('.json', '');\n var itemUrl = url.resolve(resource.url.replace(loader.baseUrl, ''), item);\n // Check if the file wasn't already added as multipacks are redundant\n if (loader.resources[itemName]\n || Object.values(loader.resources).some(function (r) { return url.format(url.parse(r.url)) === itemUrl; })) {\n return \"continue\";\n }\n var options = {\n crossOrigin: resource.crossOrigin,\n loadType: LoaderResource.LOAD_TYPE.XHR,\n xhrType: LoaderResource.XHR_RESPONSE_TYPE.JSON,\n parentResource: resource,\n metadata: resource.metadata\n };\n loader.add(itemName, itemUrl, options);\n };\n for (var _i = 0, multiPacks_1 = multiPacks; _i < multiPacks_1.length; _i++) {\n var item = multiPacks_1[_i];\n _loop_1(item);\n }\n }\n var loadOptions = {\n crossOrigin: resource.crossOrigin,\n metadata: resource.metadata.imageMetadata,\n parentResource: resource,\n };\n var resourcePath = SpritesheetLoader.getResourcePath(resource, loader.baseUrl);\n // load the image for this sheet\n loader.add(imageResourceName, resourcePath, loadOptions, function onImageLoad(res) {\n if (res.error) {\n next(res.error);\n return;\n }\n var spritesheet = new Spritesheet(res.texture, resource.data, resource.url);\n spritesheet.parse().then(function () {\n resource.spritesheet = spritesheet;\n resource.textures = spritesheet.textures;\n next();\n });\n });\n };\n /**\n * Get the spritesheets root path\n * @param resource - Resource to check path\n * @param baseUrl - Base root url\n */\n SpritesheetLoader.getResourcePath = function (resource, baseUrl) {\n // Prepend url path unless the resource image is a data url\n if (resource.isDataUrl) {\n return resource.data.meta.image;\n }\n return url.resolve(resource.url.replace(baseUrl, ''), resource.data.meta.image);\n };\n /** @ignore */\n SpritesheetLoader.extension = ExtensionType.Loader;\n return SpritesheetLoader;\n}());\n\nexport { Spritesheet, SpritesheetLoader };\n//# sourceMappingURL=spritesheet.mjs.map\n","/*!\n * @pixi/sprite-tiling - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/sprite-tiling is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Texture, TextureMatrix, Shader, ExtensionType, QuadUv, State, ObjectRenderer } from '@pixi/core';\nimport { Point, Rectangle, Transform, Matrix } from '@pixi/math';\nimport { Sprite } from '@pixi/sprite';\nimport { WRAP_MODES } from '@pixi/constants';\nimport { premultiplyTintToRgba, correctBlendMode } from '@pixi/utils';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar tempPoint = new Point();\n/**\n * A tiling sprite is a fast way of rendering a tiling image.\n * @memberof PIXI\n */\nvar TilingSprite = /** @class */ (function (_super) {\n __extends(TilingSprite, _super);\n /**\n * @param texture - The texture of the tiling sprite.\n * @param width - The width of the tiling sprite.\n * @param height - The height of the tiling sprite.\n */\n function TilingSprite(texture, width, height) {\n if (width === void 0) { width = 100; }\n if (height === void 0) { height = 100; }\n var _this = _super.call(this, texture) || this;\n _this.tileTransform = new Transform();\n // The width of the tiling sprite\n _this._width = width;\n // The height of the tiling sprite\n _this._height = height;\n _this.uvMatrix = _this.texture.uvMatrix || new TextureMatrix(texture);\n /**\n * Plugin that is responsible for rendering this element.\n * Allows to customize the rendering process without overriding '_render' method.\n * @default 'tilingSprite'\n */\n _this.pluginName = 'tilingSprite';\n _this.uvRespectAnchor = false;\n return _this;\n }\n Object.defineProperty(TilingSprite.prototype, \"clampMargin\", {\n /**\n * Changes frame clamping in corresponding textureTransform, shortcut\n * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas\n * @default 0.5\n * @member {number}\n */\n get: function () {\n return this.uvMatrix.clampMargin;\n },\n set: function (value) {\n this.uvMatrix.clampMargin = value;\n this.uvMatrix.update(true);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TilingSprite.prototype, \"tileScale\", {\n /** The scaling of the image that is being tiled. */\n get: function () {\n return this.tileTransform.scale;\n },\n set: function (value) {\n this.tileTransform.scale.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TilingSprite.prototype, \"tilePosition\", {\n /** The offset of the image that is being tiled. */\n get: function () {\n return this.tileTransform.position;\n },\n set: function (value) {\n this.tileTransform.position.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * @protected\n */\n TilingSprite.prototype._onTextureUpdate = function () {\n if (this.uvMatrix) {\n this.uvMatrix.texture = this._texture;\n }\n this._cachedTint = 0xFFFFFF;\n };\n /**\n * Renders the object using the WebGL renderer\n * @param renderer - The renderer\n */\n TilingSprite.prototype._render = function (renderer) {\n // tweak our texture temporarily..\n var texture = this._texture;\n if (!texture || !texture.valid) {\n return;\n }\n this.tileTransform.updateLocalTransform();\n this.uvMatrix.update();\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n };\n /** Updates the bounds of the tiling sprite. */\n TilingSprite.prototype._calculateBounds = function () {\n var minX = this._width * -this._anchor._x;\n var minY = this._height * -this._anchor._y;\n var maxX = this._width * (1 - this._anchor._x);\n var maxY = this._height * (1 - this._anchor._y);\n this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);\n };\n /**\n * Gets the local bounds of the sprite object.\n * @param rect - Optional output rectangle.\n * @returns The bounds.\n */\n TilingSprite.prototype.getLocalBounds = function (rect) {\n // we can do a fast local bounds if the sprite has no children!\n if (this.children.length === 0) {\n this._bounds.minX = this._width * -this._anchor._x;\n this._bounds.minY = this._height * -this._anchor._y;\n this._bounds.maxX = this._width * (1 - this._anchor._x);\n this._bounds.maxY = this._height * (1 - this._anchor._y);\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n return this._bounds.getRectangle(rect);\n }\n return _super.prototype.getLocalBounds.call(this, rect);\n };\n /**\n * Checks if a point is inside this tiling sprite.\n * @param point - The point to check.\n * @returns Whether or not the sprite contains the point.\n */\n TilingSprite.prototype.containsPoint = function (point) {\n this.worldTransform.applyInverse(point, tempPoint);\n var width = this._width;\n var height = this._height;\n var x1 = -width * this.anchor._x;\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width) {\n var y1 = -height * this.anchor._y;\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Destroys this sprite and optionally its texture and children\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n */\n TilingSprite.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this, options);\n this.tileTransform = null;\n this.uvMatrix = null;\n };\n /**\n * Helper function that creates a new tiling sprite based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n * @static\n * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from\n * @param {object} options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {number} options.width - required width of the tiling sprite\n * @param {number} options.height - required height of the tiling sprite\n * @returns {PIXI.TilingSprite} The newly created texture\n */\n TilingSprite.from = function (source, options) {\n var texture = (source instanceof Texture)\n ? source\n : Texture.from(source, options);\n return new TilingSprite(texture, options.width, options.height);\n };\n Object.defineProperty(TilingSprite.prototype, \"width\", {\n /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this._width;\n },\n set: function (value) {\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TilingSprite.prototype, \"height\", {\n /** The height of the TilingSprite, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this._height;\n },\n set: function (value) {\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n return TilingSprite;\n}(Sprite));\n\nvar fragmentSimpleSrc = \"#version 100\\n#define SHADER_NAME Tiling-Sprite-Simple-100\\n\\nprecision lowp float;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform vec4 uColor;\\n\\nvoid main(void)\\n{\\n vec4 texSample = texture2D(uSampler, vTextureCoord);\\n gl_FragColor = texSample * uColor;\\n}\\n\";\n\nvar gl1VertexSrc = \"#version 100\\n#define SHADER_NAME Tiling-Sprite-100\\n\\nprecision lowp float;\\n\\nattribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform mat3 uTransform;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\\n}\\n\";\n\nvar gl1FragmentSrc = \"#version 100\\n#ifdef GL_EXT_shader_texture_lod\\n #extension GL_EXT_shader_texture_lod : enable\\n#endif\\n#define SHADER_NAME Tiling-Sprite-100\\n\\nprecision lowp float;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform vec4 uColor;\\nuniform mat3 uMapCoord;\\nuniform vec4 uClampFrame;\\nuniform vec2 uClampOffset;\\n\\nvoid main(void)\\n{\\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\\n vec2 unclamped = coord;\\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\\n\\n #ifdef GL_EXT_shader_texture_lod\\n vec4 texSample = unclamped == coord\\n ? texture2D(uSampler, coord) \\n : texture2DLodEXT(uSampler, coord, 0);\\n #else\\n vec4 texSample = texture2D(uSampler, coord);\\n #endif\\n\\n gl_FragColor = texSample * uColor;\\n}\\n\";\n\nvar gl2VertexSrc = \"#version 300 es\\n#define SHADER_NAME Tiling-Sprite-300\\n\\nprecision lowp float;\\n\\nin vec2 aVertexPosition;\\nin vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform mat3 uTransform;\\n\\nout vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\\n}\\n\";\n\nvar gl2FragmentSrc = \"#version 300 es\\n#define SHADER_NAME Tiling-Sprite-100\\n\\nprecision lowp float;\\n\\nin vec2 vTextureCoord;\\n\\nout vec4 fragmentColor;\\n\\nuniform sampler2D uSampler;\\nuniform vec4 uColor;\\nuniform mat3 uMapCoord;\\nuniform vec4 uClampFrame;\\nuniform vec2 uClampOffset;\\n\\nvoid main(void)\\n{\\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\\n vec2 unclamped = coord;\\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\\n\\n vec4 texSample = texture(uSampler, coord, unclamped == coord ? 0.0f : -32.0f);// lod-bias very negative to force lod 0\\n\\n fragmentColor = texSample * uColor;\\n}\\n\";\n\nvar tempMat = new Matrix();\n/**\n * WebGL renderer plugin for tiling sprites\n * @class\n * @memberof PIXI\n * @extends PIXI.ObjectRenderer\n */\nvar TilingSpriteRenderer = /** @class */ (function (_super) {\n __extends(TilingSpriteRenderer, _super);\n /**\n * constructor for renderer\n * @param {PIXI.Renderer} renderer - The renderer this tiling awesomeness works for.\n */\n function TilingSpriteRenderer(renderer) {\n var _this = _super.call(this, renderer) || this;\n // WebGL version is not available during initialization!\n renderer.runners.contextChange.add(_this);\n _this.quad = new QuadUv();\n /**\n * The WebGL state in which this renderer will work.\n * @member {PIXI.State}\n * @readonly\n */\n _this.state = State.for2d();\n return _this;\n }\n /** Creates shaders when context is initialized. */\n TilingSpriteRenderer.prototype.contextChange = function () {\n var renderer = this.renderer;\n var uniforms = { globals: renderer.globalUniforms };\n this.simpleShader = Shader.from(gl1VertexSrc, fragmentSimpleSrc, uniforms);\n this.shader = renderer.context.webGLVersion > 1\n ? Shader.from(gl2VertexSrc, gl2FragmentSrc, uniforms)\n : Shader.from(gl1VertexSrc, gl1FragmentSrc, uniforms);\n };\n /**\n * @param {PIXI.TilingSprite} ts - tilingSprite to be rendered\n */\n TilingSpriteRenderer.prototype.render = function (ts) {\n var renderer = this.renderer;\n var quad = this.quad;\n var vertices = quad.vertices;\n vertices[0] = vertices[6] = (ts._width) * -ts.anchor.x;\n vertices[1] = vertices[3] = ts._height * -ts.anchor.y;\n vertices[2] = vertices[4] = (ts._width) * (1.0 - ts.anchor.x);\n vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y);\n var anchorX = ts.uvRespectAnchor ? ts.anchor.x : 0;\n var anchorY = ts.uvRespectAnchor ? ts.anchor.y : 0;\n vertices = quad.uvs;\n vertices[0] = vertices[6] = -anchorX;\n vertices[1] = vertices[3] = -anchorY;\n vertices[2] = vertices[4] = 1.0 - anchorX;\n vertices[5] = vertices[7] = 1.0 - anchorY;\n quad.invalidate();\n var tex = ts._texture;\n var baseTex = tex.baseTexture;\n var premultiplied = baseTex.alphaMode > 0;\n var lt = ts.tileTransform.localTransform;\n var uv = ts.uvMatrix;\n var isSimple = baseTex.isPowerOfTwo\n && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height;\n // auto, force repeat wrapMode for big tiling textures\n if (isSimple) {\n if (!baseTex._glTextures[renderer.CONTEXT_UID]) {\n if (baseTex.wrapMode === WRAP_MODES.CLAMP) {\n baseTex.wrapMode = WRAP_MODES.REPEAT;\n }\n }\n else {\n isSimple = baseTex.wrapMode !== WRAP_MODES.CLAMP;\n }\n }\n var shader = isSimple ? this.simpleShader : this.shader;\n var w = tex.width;\n var h = tex.height;\n var W = ts._width;\n var H = ts._height;\n tempMat.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H);\n // that part is the same as above:\n // tempMat.identity();\n // tempMat.scale(tex.width, tex.height);\n // tempMat.prepend(lt);\n // tempMat.scale(1.0 / ts._width, 1.0 / ts._height);\n tempMat.invert();\n if (isSimple) {\n tempMat.prepend(uv.mapCoord);\n }\n else {\n shader.uniforms.uMapCoord = uv.mapCoord.toArray(true);\n shader.uniforms.uClampFrame = uv.uClampFrame;\n shader.uniforms.uClampOffset = uv.uClampOffset;\n }\n shader.uniforms.uTransform = tempMat.toArray(true);\n shader.uniforms.uColor = premultiplyTintToRgba(ts.tint, ts.worldAlpha, shader.uniforms.uColor, premultiplied);\n shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true);\n shader.uniforms.uSampler = tex;\n renderer.shader.bind(shader);\n renderer.geometry.bind(quad);\n this.state.blendMode = correctBlendMode(ts.blendMode, premultiplied);\n renderer.state.set(this.state);\n renderer.geometry.draw(this.renderer.gl.TRIANGLES, 6, 0);\n };\n /** @ignore */\n TilingSpriteRenderer.extension = {\n name: 'tilingSprite',\n type: ExtensionType.RendererPlugin,\n };\n return TilingSpriteRenderer;\n}(ObjectRenderer));\n\nexport { TilingSprite, TilingSpriteRenderer };\n//# sourceMappingURL=sprite-tiling.mjs.map\n","/*!\n * @pixi/mesh - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/mesh is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { State, Program, TextureMatrix, Shader, Buffer, Geometry } from '@pixi/core';\nimport { Point, Polygon, Matrix } from '@pixi/math';\nimport { DRAW_MODES, TYPES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { settings } from '@pixi/settings';\nimport { premultiplyTintToRgba } from '@pixi/utils';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * Class controls cache for UV mapping from Texture normal space to BaseTexture normal space.\n * @memberof PIXI\n */\nvar MeshBatchUvs = /** @class */ (function () {\n /**\n * @param uvBuffer - Buffer with normalized uv's\n * @param uvMatrix - Material UV matrix\n */\n function MeshBatchUvs(uvBuffer, uvMatrix) {\n this.uvBuffer = uvBuffer;\n this.uvMatrix = uvMatrix;\n this.data = null;\n this._bufferUpdateId = -1;\n this._textureUpdateId = -1;\n this._updateID = 0;\n }\n /**\n * Updates\n * @param forceUpdate - force the update\n */\n MeshBatchUvs.prototype.update = function (forceUpdate) {\n if (!forceUpdate\n && this._bufferUpdateId === this.uvBuffer._updateID\n && this._textureUpdateId === this.uvMatrix._updateID) {\n return;\n }\n this._bufferUpdateId = this.uvBuffer._updateID;\n this._textureUpdateId = this.uvMatrix._updateID;\n var data = this.uvBuffer.data;\n if (!this.data || this.data.length !== data.length) {\n this.data = new Float32Array(data.length);\n }\n this.uvMatrix.multiplyUvs(data, this.data);\n this._updateID++;\n };\n return MeshBatchUvs;\n}());\n\nvar tempPoint = new Point();\nvar tempPolygon = new Polygon();\n/**\n * Base mesh class.\n *\n * This class empowers you to have maximum flexibility to render any kind of WebGL visuals you can think of.\n * This class assumes a certain level of WebGL knowledge.\n * If you know a bit this should abstract enough away to make your life easier!\n *\n * Pretty much ALL WebGL can be broken down into the following:\n * - Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc..\n * - Shader - This is the shader that PixiJS will render the geometry with (attributes in the shader must match the geometry)\n * - State - This is the state of WebGL required to render the mesh.\n *\n * Through a combination of the above elements you can render anything you want, 2D or 3D!\n * @memberof PIXI\n */\nvar Mesh = /** @class */ (function (_super) {\n __extends(Mesh, _super);\n /**\n * @param geometry - The geometry the mesh will use.\n * @param {PIXI.MeshMaterial} shader - The shader the mesh will use.\n * @param state - The state that the WebGL context is required to be in to render the mesh\n * if no state is provided, uses {@link PIXI.State.for2d} to create a 2D state for PixiJS.\n * @param drawMode - The drawMode, can be any of the {@link PIXI.DRAW_MODES} constants.\n */\n function Mesh(geometry, shader, state, drawMode) {\n if (drawMode === void 0) { drawMode = DRAW_MODES.TRIANGLES; }\n var _this = _super.call(this) || this;\n _this.geometry = geometry;\n _this.shader = shader;\n _this.state = state || State.for2d();\n _this.drawMode = drawMode;\n _this.start = 0;\n _this.size = 0;\n _this.uvs = null;\n _this.indices = null;\n _this.vertexData = new Float32Array(1);\n _this.vertexDirty = -1;\n _this._transformID = -1;\n _this._roundPixels = settings.ROUND_PIXELS;\n _this.batchUvs = null;\n return _this;\n }\n Object.defineProperty(Mesh.prototype, \"geometry\", {\n /**\n * Includes vertex positions, face indices, normals, colors, UVs, and\n * custom attributes within buffers, reducing the cost of passing all\n * this data to the GPU. Can be shared between multiple Mesh objects.\n */\n get: function () {\n return this._geometry;\n },\n set: function (value) {\n if (this._geometry === value) {\n return;\n }\n if (this._geometry) {\n this._geometry.refCount--;\n if (this._geometry.refCount === 0) {\n this._geometry.dispose();\n }\n }\n this._geometry = value;\n if (this._geometry) {\n this._geometry.refCount++;\n }\n this.vertexDirty = -1;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"uvBuffer\", {\n /**\n * To change mesh uv's, change its uvBuffer data and increment its _updateID.\n * @readonly\n */\n get: function () {\n return this.geometry.buffers[1];\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"verticesBuffer\", {\n /**\n * To change mesh vertices, change its uvBuffer data and increment its _updateID.\n * Incrementing _updateID is optional because most of Mesh objects do it anyway.\n * @readonly\n */\n get: function () {\n return this.geometry.buffers[0];\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"material\", {\n get: function () {\n return this.shader;\n },\n /** Alias for {@link PIXI.Mesh#shader}. */\n set: function (value) {\n this.shader = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"blendMode\", {\n get: function () {\n return this.state.blendMode;\n },\n /**\n * The blend mode to be applied to the Mesh. Apply a value of\n * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n * @default PIXI.BLEND_MODES.NORMAL;\n */\n set: function (value) {\n this.state.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"roundPixels\", {\n get: function () {\n return this._roundPixels;\n },\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n * @default false\n */\n set: function (value) {\n if (this._roundPixels !== value) {\n this._transformID = -1;\n }\n this._roundPixels = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"tint\", {\n /**\n * The multiply tint applied to the Mesh. This is a hex value. A value of\n * `0xFFFFFF` will remove any tint effect.\n *\n * Null for non-MeshMaterial shaders\n * @default 0xFFFFFF\n */\n get: function () {\n return 'tint' in this.shader ? this.shader.tint : null;\n },\n set: function (value) {\n this.shader.tint = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"texture\", {\n /** The texture that the Mesh uses. Null for non-MeshMaterial shaders */\n get: function () {\n return 'texture' in this.shader ? this.shader.texture : null;\n },\n set: function (value) {\n this.shader.texture = value;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Standard renderer draw.\n * @param renderer - Instance to renderer.\n */\n Mesh.prototype._render = function (renderer) {\n // set properties for batching..\n // TODO could use a different way to grab verts?\n var vertices = this.geometry.buffers[0].data;\n var shader = this.shader;\n // TODO benchmark check for attribute size..\n if (shader.batchable\n && this.drawMode === DRAW_MODES.TRIANGLES\n && vertices.length < Mesh.BATCHABLE_SIZE * 2) {\n this._renderToBatch(renderer);\n }\n else {\n this._renderDefault(renderer);\n }\n };\n /**\n * Standard non-batching way of rendering.\n * @param renderer - Instance to renderer.\n */\n Mesh.prototype._renderDefault = function (renderer) {\n var shader = this.shader;\n shader.alpha = this.worldAlpha;\n if (shader.update) {\n shader.update();\n }\n renderer.batch.flush();\n // bind and sync uniforms..\n shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true);\n renderer.shader.bind(shader);\n // set state..\n renderer.state.set(this.state);\n // bind the geometry...\n renderer.geometry.bind(this.geometry, shader);\n // then render it\n renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount);\n };\n /**\n * Rendering by using the Batch system.\n * @param renderer - Instance to renderer.\n */\n Mesh.prototype._renderToBatch = function (renderer) {\n var geometry = this.geometry;\n var shader = this.shader;\n if (shader.uvMatrix) {\n shader.uvMatrix.update();\n this.calculateUvs();\n }\n // set properties for batching..\n this.calculateVertices();\n this.indices = geometry.indexBuffer.data;\n this._tintRGB = shader._tintRGB;\n this._texture = shader.texture;\n var pluginName = this.material.pluginName;\n renderer.batch.setObjectRenderer(renderer.plugins[pluginName]);\n renderer.plugins[pluginName].render(this);\n };\n /** Updates vertexData field based on transform and vertices. */\n Mesh.prototype.calculateVertices = function () {\n var geometry = this.geometry;\n var verticesBuffer = geometry.buffers[0];\n var vertices = verticesBuffer.data;\n var vertexDirtyId = verticesBuffer._updateID;\n if (vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID) {\n return;\n }\n this._transformID = this.transform._worldID;\n if (this.vertexData.length !== vertices.length) {\n this.vertexData = new Float32Array(vertices.length);\n }\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var vertexData = this.vertexData;\n for (var i = 0; i < vertexData.length / 2; i++) {\n var x = vertices[(i * 2)];\n var y = vertices[(i * 2) + 1];\n vertexData[(i * 2)] = (a * x) + (c * y) + tx;\n vertexData[(i * 2) + 1] = (b * x) + (d * y) + ty;\n }\n if (this._roundPixels) {\n var resolution = settings.RESOLUTION;\n for (var i = 0; i < vertexData.length; ++i) {\n vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution);\n }\n }\n this.vertexDirty = vertexDirtyId;\n };\n /** Updates uv field based on from geometry uv's or batchUvs. */\n Mesh.prototype.calculateUvs = function () {\n var geomUvs = this.geometry.buffers[1];\n var shader = this.shader;\n if (!shader.uvMatrix.isSimple) {\n if (!this.batchUvs) {\n this.batchUvs = new MeshBatchUvs(geomUvs, shader.uvMatrix);\n }\n this.batchUvs.update();\n this.uvs = this.batchUvs.data;\n }\n else {\n this.uvs = geomUvs.data;\n }\n };\n /**\n * Updates the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.\n * there must be a aVertexPosition attribute present in the geometry for bounds to be calculated correctly.\n */\n Mesh.prototype._calculateBounds = function () {\n this.calculateVertices();\n this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length);\n };\n /**\n * Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES.\n * @param point - The point to test.\n * @returns - The result of the test.\n */\n Mesh.prototype.containsPoint = function (point) {\n if (!this.getBounds().contains(point.x, point.y)) {\n return false;\n }\n this.worldTransform.applyInverse(point, tempPoint);\n var vertices = this.geometry.getBuffer('aVertexPosition').data;\n var points = tempPolygon.points;\n var indices = this.geometry.getIndex().data;\n var len = indices.length;\n var step = this.drawMode === 4 ? 3 : 1;\n for (var i = 0; i + 2 < len; i += step) {\n var ind0 = indices[i] * 2;\n var ind1 = indices[i + 1] * 2;\n var ind2 = indices[i + 2] * 2;\n points[0] = vertices[ind0];\n points[1] = vertices[ind0 + 1];\n points[2] = vertices[ind1];\n points[3] = vertices[ind1 + 1];\n points[4] = vertices[ind2];\n points[5] = vertices[ind2 + 1];\n if (tempPolygon.contains(tempPoint.x, tempPoint.y)) {\n return true;\n }\n }\n return false;\n };\n Mesh.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this, options);\n if (this._cachedTexture) {\n this._cachedTexture.destroy();\n this._cachedTexture = null;\n }\n this.geometry = null;\n this.shader = null;\n this.state = null;\n this.uvs = null;\n this.indices = null;\n this.vertexData = null;\n };\n /** The maximum number of vertices to consider batchable. Generally, the complexity of the geometry. */\n Mesh.BATCHABLE_SIZE = 100;\n return Mesh;\n}(Container));\n\nvar fragment = \"varying vec2 vTextureCoord;\\nuniform vec4 uColor;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void)\\n{\\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;\\n}\\n\";\n\nvar vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform mat3 uTextureMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\\n}\\n\";\n\n/**\n * Slightly opinionated default shader for PixiJS 2D objects.\n * @memberof PIXI\n */\nvar MeshMaterial = /** @class */ (function (_super) {\n __extends(MeshMaterial, _super);\n /**\n * @param uSampler - Texture that material uses to render.\n * @param options - Additional options\n * @param {number} [options.alpha=1] - Default alpha.\n * @param {number} [options.tint=0xFFFFFF] - Default tint.\n * @param {string} [options.pluginName='batch'] - Renderer plugin for batching.\n * @param {PIXI.Program} [options.program=0xFFFFFF] - Custom program.\n * @param {object} [options.uniforms] - Custom uniforms.\n */\n function MeshMaterial(uSampler, options) {\n var _this = this;\n var uniforms = {\n uSampler: uSampler,\n alpha: 1,\n uTextureMatrix: Matrix.IDENTITY,\n uColor: new Float32Array([1, 1, 1, 1]),\n };\n // Set defaults\n options = Object.assign({\n tint: 0xFFFFFF,\n alpha: 1,\n pluginName: 'batch',\n }, options);\n if (options.uniforms) {\n Object.assign(uniforms, options.uniforms);\n }\n _this = _super.call(this, options.program || Program.from(vertex, fragment), uniforms) || this;\n _this._colorDirty = false;\n _this.uvMatrix = new TextureMatrix(uSampler);\n _this.batchable = options.program === undefined;\n _this.pluginName = options.pluginName;\n _this.tint = options.tint;\n _this.alpha = options.alpha;\n return _this;\n }\n Object.defineProperty(MeshMaterial.prototype, \"texture\", {\n /** Reference to the texture being rendered. */\n get: function () {\n return this.uniforms.uSampler;\n },\n set: function (value) {\n if (this.uniforms.uSampler !== value) {\n if (!this.uniforms.uSampler.baseTexture.alphaMode !== !value.baseTexture.alphaMode) {\n this._colorDirty = true;\n }\n this.uniforms.uSampler = value;\n this.uvMatrix.texture = value;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(MeshMaterial.prototype, \"alpha\", {\n get: function () {\n return this._alpha;\n },\n /**\n * This gets automatically set by the object using this.\n * @default 1\n */\n set: function (value) {\n if (value === this._alpha)\n { return; }\n this._alpha = value;\n this._colorDirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(MeshMaterial.prototype, \"tint\", {\n get: function () {\n return this._tint;\n },\n /**\n * Multiply tint for the material.\n * @default 0xFFFFFF\n */\n set: function (value) {\n if (value === this._tint)\n { return; }\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);\n this._colorDirty = true;\n },\n enumerable: false,\n configurable: true\n });\n /** Gets called automatically by the Mesh. Intended to be overridden for custom {@link MeshMaterial} objects. */\n MeshMaterial.prototype.update = function () {\n if (this._colorDirty) {\n this._colorDirty = false;\n var baseTexture = this.texture.baseTexture;\n premultiplyTintToRgba(this._tint, this._alpha, this.uniforms.uColor, baseTexture.alphaMode);\n }\n if (this.uvMatrix.update()) {\n this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord;\n }\n };\n return MeshMaterial;\n}(Shader));\n\n/**\n * Standard 2D geometry used in PixiJS.\n *\n * Geometry can be defined without passing in a style or data if required.\n *\n * ```js\n * const geometry = new PIXI.Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1], 2);\n * geometry.addIndex([0,1,2,1,3,2]);\n *\n * ```\n * @memberof PIXI\n */\nvar MeshGeometry = /** @class */ (function (_super) {\n __extends(MeshGeometry, _super);\n /**\n * @param {Float32Array|number[]} [vertices] - Positional data on geometry.\n * @param {Float32Array|number[]} [uvs] - Texture UVs.\n * @param {Uint16Array|number[]} [index] - IndexBuffer\n */\n function MeshGeometry(vertices, uvs, index) {\n var _this = _super.call(this) || this;\n var verticesBuffer = new Buffer(vertices);\n var uvsBuffer = new Buffer(uvs, true);\n var indexBuffer = new Buffer(index, true, true);\n _this.addAttribute('aVertexPosition', verticesBuffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', uvsBuffer, 2, false, TYPES.FLOAT)\n .addIndex(indexBuffer);\n _this._updateId = -1;\n return _this;\n }\n Object.defineProperty(MeshGeometry.prototype, \"vertexDirtyId\", {\n /**\n * If the vertex position is updated.\n * @readonly\n * @private\n */\n get: function () {\n return this.buffers[0]._updateID;\n },\n enumerable: false,\n configurable: true\n });\n return MeshGeometry;\n}(Geometry));\n\nexport { Mesh, MeshBatchUvs, MeshGeometry, MeshMaterial };\n//# sourceMappingURL=mesh.mjs.map\n","/*!\n * @pixi/text-bitmap - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/text-bitmap is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Rectangle, Point, ObservablePoint } from '@pixi/math';\nimport { settings } from '@pixi/settings';\nimport { MeshGeometry, MeshMaterial, Mesh } from '@pixi/mesh';\nimport { hex2rgb, string2hex, getResolutionOfUrl, removeItems } from '@pixi/utils';\nimport { BaseTexture, Texture, Program, ExtensionType } from '@pixi/core';\nimport { TEXT_GRADIENT, TextStyle, TextMetrics } from '@pixi/text';\nimport { ALPHA_MODES, MIPMAP_MODES, BLEND_MODES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { LoaderResource } from '@pixi/loaders';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/* eslint-disable max-len */\n/**\n * Normalized parsed data from .fnt files.\n * @memberof PIXI\n */\nvar BitmapFontData = /** @class */ (function () {\n function BitmapFontData() {\n this.info = [];\n this.common = [];\n this.page = [];\n this.char = [];\n this.kerning = [];\n this.distanceField = [];\n }\n return BitmapFontData;\n}());\n\n/**\n * BitmapFont format that's Text-based.\n * @private\n */\nvar TextFormat = /** @class */ (function () {\n function TextFormat() {\n }\n /**\n * Check if resource refers to txt font data.\n * @param data\n * @returns - True if resource could be treated as font data, false otherwise.\n */\n TextFormat.test = function (data) {\n return typeof data === 'string' && data.indexOf('info face=') === 0;\n };\n /**\n * Convert text font data to a javascript object.\n * @param txt - Raw string data to be converted\n * @returns - Parsed font data\n */\n TextFormat.parse = function (txt) {\n // Retrieve data item\n var items = txt.match(/^[a-z]+\\s+.+$/gm);\n var rawData = {\n info: [],\n common: [],\n page: [],\n char: [],\n chars: [],\n kerning: [],\n kernings: [],\n distanceField: [],\n };\n for (var i in items) {\n // Extract item name\n var name = items[i].match(/^[a-z]+/gm)[0];\n // Extract item attribute list as string ex.: \"width=10\"\n var attributeList = items[i].match(/[a-zA-Z]+=([^\\s\"']+|\"([^\"]*)\")/gm);\n // Convert attribute list into an object\n var itemData = {};\n for (var i_1 in attributeList) {\n // Split key-value pairs\n var split = attributeList[i_1].split('=');\n var key = split[0];\n // Remove eventual quotes from value\n var strValue = split[1].replace(/\"/gm, '');\n // Try to convert value into float\n var floatValue = parseFloat(strValue);\n // Use string value case float value is NaN\n var value = isNaN(floatValue) ? strValue : floatValue;\n itemData[key] = value;\n }\n // Push current item to the resulting data\n rawData[name].push(itemData);\n }\n var font = new BitmapFontData();\n rawData.info.forEach(function (info) { return font.info.push({\n face: info.face,\n size: parseInt(info.size, 10),\n }); });\n rawData.common.forEach(function (common) { return font.common.push({\n lineHeight: parseInt(common.lineHeight, 10),\n }); });\n rawData.page.forEach(function (page) { return font.page.push({\n id: parseInt(page.id, 10),\n file: page.file,\n }); });\n rawData.char.forEach(function (char) { return font.char.push({\n id: parseInt(char.id, 10),\n page: parseInt(char.page, 10),\n x: parseInt(char.x, 10),\n y: parseInt(char.y, 10),\n width: parseInt(char.width, 10),\n height: parseInt(char.height, 10),\n xoffset: parseInt(char.xoffset, 10),\n yoffset: parseInt(char.yoffset, 10),\n xadvance: parseInt(char.xadvance, 10),\n }); });\n rawData.kerning.forEach(function (kerning) { return font.kerning.push({\n first: parseInt(kerning.first, 10),\n second: parseInt(kerning.second, 10),\n amount: parseInt(kerning.amount, 10),\n }); });\n rawData.distanceField.forEach(function (df) { return font.distanceField.push({\n distanceRange: parseInt(df.distanceRange, 10),\n fieldType: df.fieldType,\n }); });\n return font;\n };\n return TextFormat;\n}());\n\n/**\n * BitmapFont format that's XML-based.\n * @private\n */\nvar XMLFormat = /** @class */ (function () {\n function XMLFormat() {\n }\n /**\n * Check if resource refers to xml font data.\n * @param data\n * @returns - True if resource could be treated as font data, false otherwise.\n */\n XMLFormat.test = function (data) {\n return data instanceof XMLDocument\n && data.getElementsByTagName('page').length\n && data.getElementsByTagName('info')[0].getAttribute('face') !== null;\n };\n /**\n * Convert the XML into BitmapFontData that we can use.\n * @param xml\n * @returns - Data to use for BitmapFont\n */\n XMLFormat.parse = function (xml) {\n var data = new BitmapFontData();\n var info = xml.getElementsByTagName('info');\n var common = xml.getElementsByTagName('common');\n var page = xml.getElementsByTagName('page');\n var char = xml.getElementsByTagName('char');\n var kerning = xml.getElementsByTagName('kerning');\n var distanceField = xml.getElementsByTagName('distanceField');\n for (var i = 0; i < info.length; i++) {\n data.info.push({\n face: info[i].getAttribute('face'),\n size: parseInt(info[i].getAttribute('size'), 10),\n });\n }\n for (var i = 0; i < common.length; i++) {\n data.common.push({\n lineHeight: parseInt(common[i].getAttribute('lineHeight'), 10),\n });\n }\n for (var i = 0; i < page.length; i++) {\n data.page.push({\n id: parseInt(page[i].getAttribute('id'), 10) || 0,\n file: page[i].getAttribute('file'),\n });\n }\n for (var i = 0; i < char.length; i++) {\n var letter = char[i];\n data.char.push({\n id: parseInt(letter.getAttribute('id'), 10),\n page: parseInt(letter.getAttribute('page'), 10) || 0,\n x: parseInt(letter.getAttribute('x'), 10),\n y: parseInt(letter.getAttribute('y'), 10),\n width: parseInt(letter.getAttribute('width'), 10),\n height: parseInt(letter.getAttribute('height'), 10),\n xoffset: parseInt(letter.getAttribute('xoffset'), 10),\n yoffset: parseInt(letter.getAttribute('yoffset'), 10),\n xadvance: parseInt(letter.getAttribute('xadvance'), 10),\n });\n }\n for (var i = 0; i < kerning.length; i++) {\n data.kerning.push({\n first: parseInt(kerning[i].getAttribute('first'), 10),\n second: parseInt(kerning[i].getAttribute('second'), 10),\n amount: parseInt(kerning[i].getAttribute('amount'), 10),\n });\n }\n for (var i = 0; i < distanceField.length; i++) {\n data.distanceField.push({\n fieldType: distanceField[i].getAttribute('fieldType'),\n distanceRange: parseInt(distanceField[i].getAttribute('distanceRange'), 10),\n });\n }\n return data;\n };\n return XMLFormat;\n}());\n\n/**\n * BitmapFont format that's XML-based.\n * @private\n */\nvar XMLStringFormat = /** @class */ (function () {\n function XMLStringFormat() {\n }\n /**\n * Check if resource refers to text xml font data.\n * @param data\n * @returns - True if resource could be treated as font data, false otherwise.\n */\n XMLStringFormat.test = function (data) {\n if (typeof data === 'string' && data.indexOf('') > -1) {\n var xml = new globalThis.DOMParser().parseFromString(data, 'text/xml');\n return XMLFormat.test(xml);\n }\n return false;\n };\n /**\n * Convert the text XML into BitmapFontData that we can use.\n * @param xmlTxt\n * @returns - Data to use for BitmapFont\n */\n XMLStringFormat.parse = function (xmlTxt) {\n var xml = new globalThis.DOMParser().parseFromString(xmlTxt, 'text/xml');\n return XMLFormat.parse(xml);\n };\n return XMLStringFormat;\n}());\n\n// Registered formats, maybe make this extensible in the future?\nvar formats = [\n TextFormat,\n XMLFormat,\n XMLStringFormat ];\n/**\n * Auto-detect BitmapFont parsing format based on data.\n * @private\n * @param {any} data - Data to detect format\n * @returns {any} Format or null\n */\nfunction autoDetectFormat(data) {\n for (var i = 0; i < formats.length; i++) {\n if (formats[i].test(data)) {\n return formats[i];\n }\n }\n return null;\n}\n\n// TODO: Prevent code duplication b/w generateFillStyle & Text#generateFillStyle\n/**\n * Generates the fill style. Can automatically generate a gradient based on the fill style being an array\n * @private\n * @param canvas\n * @param context\n * @param {object} style - The style.\n * @param resolution\n * @param {string[]} lines - The lines of text.\n * @param metrics\n * @returns {string|number|CanvasGradient} The fill style\n */\nfunction generateFillStyle(canvas, context, style, resolution, lines, metrics) {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n var fillStyle = style.fill;\n if (!Array.isArray(fillStyle)) {\n return fillStyle;\n }\n else if (fillStyle.length === 1) {\n return fillStyle[0];\n }\n // the gradient will be evenly spaced out according to how large the array is.\n // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75\n var gradient;\n // a dropshadow will enlarge the canvas and result in the gradient being\n // generated with the incorrect dimensions\n var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0;\n // should also take padding into account, padding can offset the gradient\n var padding = style.padding || 0;\n var width = (canvas.width / resolution) - dropShadowCorrection - (padding * 2);\n var height = (canvas.height / resolution) - dropShadowCorrection - (padding * 2);\n // make a copy of the style settings, so we can manipulate them later\n var fill = fillStyle.slice();\n var fillGradientStops = style.fillGradientStops.slice();\n // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75\n if (!fillGradientStops.length) {\n var lengthPlus1 = fill.length + 1;\n for (var i = 1; i < lengthPlus1; ++i) {\n fillGradientStops.push(i / lengthPlus1);\n }\n }\n // stop the bleeding of the last gradient on the line above to the top gradient of the this line\n // by hard defining the first gradient colour at point 0, and last gradient colour at point 1\n fill.unshift(fillStyle[0]);\n fillGradientStops.unshift(0);\n fill.push(fillStyle[fillStyle.length - 1]);\n fillGradientStops.push(1);\n if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) {\n // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas\n gradient = context.createLinearGradient(width / 2, padding, width / 2, height + padding);\n // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect\n // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875\n // There's potential for floating point precision issues at the seams between gradient repeats.\n // The loop below generates the stops in order, so track the last generated one to prevent\n // floating point precision from making us go the teeniest bit backwards, resulting in\n // the first and last colors getting swapped.\n var lastIterationStop = 0;\n // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc\n var textHeight = metrics.fontProperties.fontSize + style.strokeThickness;\n // textHeight, but as a 0-1 size in global gradient stop space\n var gradStopLineHeight = textHeight / height;\n for (var i = 0; i < lines.length; i++) {\n var thisLineTop = metrics.lineHeight * i;\n for (var j = 0; j < fill.length; j++) {\n // 0-1 stop point for the current line, multiplied to global space afterwards\n var lineStop = 0;\n if (typeof fillGradientStops[j] === 'number') {\n lineStop = fillGradientStops[j];\n }\n else {\n lineStop = j / fill.length;\n }\n var globalStop = (thisLineTop / height) + (lineStop * gradStopLineHeight);\n // Prevent color stop generation going backwards from floating point imprecision\n var clampedStop = Math.max(lastIterationStop, globalStop);\n clampedStop = Math.min(clampedStop, 1); // Cap at 1 as well for safety's sake to avoid a possible throw.\n gradient.addColorStop(clampedStop, fill[j]);\n lastIterationStop = clampedStop;\n }\n }\n }\n else {\n // start the gradient at the center left of the canvas, and end at the center right of the canvas\n gradient = context.createLinearGradient(padding, height / 2, width + padding, height / 2);\n // can just evenly space out the gradients in this case, as multiple lines makes no difference\n // to an even left to right gradient\n var totalIterations = fill.length + 1;\n var currentIteration = 1;\n for (var i = 0; i < fill.length; i++) {\n var stop = void 0;\n if (typeof fillGradientStops[i] === 'number') {\n stop = fillGradientStops[i];\n }\n else {\n stop = currentIteration / totalIterations;\n }\n gradient.addColorStop(stop, fill[i]);\n currentIteration++;\n }\n }\n return gradient;\n}\n\n// TODO: Prevent code duplication b/w drawGlyph & Text#updateText\n/**\n * Draws the glyph `metrics.text` on the given canvas.\n *\n * Ignored because not directly exposed.\n * @ignore\n * @param {HTMLCanvasElement} canvas\n * @param {CanvasRenderingContext2D} context\n * @param {TextMetrics} metrics\n * @param {number} x\n * @param {number} y\n * @param {number} resolution\n * @param {TextStyle} style\n */\nfunction drawGlyph(canvas, context, metrics, x, y, resolution, style) {\n var char = metrics.text;\n var fontProperties = metrics.fontProperties;\n context.translate(x, y);\n context.scale(resolution, resolution);\n var tx = style.strokeThickness / 2;\n var ty = -(style.strokeThickness / 2);\n context.font = style.toFontString();\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n // set canvas text styles\n context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics);\n context.strokeStyle = style.stroke;\n if (style.dropShadow) {\n var dropShadowColor = style.dropShadowColor;\n var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor));\n var dropShadowBlur = style.dropShadowBlur * resolution;\n var dropShadowDistance = style.dropShadowDistance * resolution;\n context.shadowColor = \"rgba(\" + rgb[0] * 255 + \",\" + rgb[1] * 255 + \",\" + rgb[2] * 255 + \",\" + style.dropShadowAlpha + \")\";\n context.shadowBlur = dropShadowBlur;\n context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance;\n context.shadowOffsetY = Math.sin(style.dropShadowAngle) * dropShadowDistance;\n }\n else {\n context.shadowColor = 'black';\n context.shadowBlur = 0;\n context.shadowOffsetX = 0;\n context.shadowOffsetY = 0;\n }\n if (style.stroke && style.strokeThickness) {\n context.strokeText(char, tx, ty + metrics.lineHeight - fontProperties.descent);\n }\n if (style.fill) {\n context.fillText(char, tx, ty + metrics.lineHeight - fontProperties.descent);\n }\n context.setTransform(1, 0, 0, 1, 0, 0); // defaults needed for older browsers (e.g. Opera 29)\n context.fillStyle = 'rgba(0, 0, 0, 0)';\n}\n\n/**\n * Ponyfill for IE because it doesn't support `Array.from`\n * @param text\n * @private\n */\nfunction splitTextToCharacters(text) {\n return Array.from ? Array.from(text) : text.split('');\n}\n\n/**\n * Processes the passed character set data and returns a flattened array of all the characters.\n *\n * Ignored because not directly exposed.\n * @ignore\n * @param {string | string[] | string[][] } chars\n * @returns {string[]} the flattened array of characters\n */\nfunction resolveCharacters(chars) {\n // Split the chars string into individual characters\n if (typeof chars === 'string') {\n chars = [chars];\n }\n // Handle an array of characters+ranges\n var result = [];\n for (var i = 0, j = chars.length; i < j; i++) {\n var item = chars[i];\n // Handle range delimited by start/end chars\n if (Array.isArray(item)) {\n if (item.length !== 2) {\n throw new Error(\"[BitmapFont]: Invalid character range length, expecting 2 got \" + item.length + \".\");\n }\n var startCode = item[0].charCodeAt(0);\n var endCode = item[1].charCodeAt(0);\n if (endCode < startCode) {\n throw new Error('[BitmapFont]: Invalid character range.');\n }\n for (var i_1 = startCode, j_1 = endCode; i_1 <= j_1; i_1++) {\n result.push(String.fromCharCode(i_1));\n }\n }\n // Handle a character set string\n else {\n result.push.apply(result, splitTextToCharacters(item));\n }\n }\n if (result.length === 0) {\n throw new Error('[BitmapFont]: Empty set when resolving characters.');\n }\n return result;\n}\n\n/**\n * Ponyfill for IE because it doesn't support `codePointAt`\n * @param str\n * @private\n */\nfunction extractCharCode(str) {\n return str.codePointAt ? str.codePointAt(0) : str.charCodeAt(0);\n}\n\n/**\n * BitmapFont represents a typeface available for use with the BitmapText class. Use the `install`\n * method for adding a font to be used.\n * @memberof PIXI\n */\nvar BitmapFont = /** @class */ (function () {\n /**\n * @param data\n * @param textures\n * @param ownsTextures - Setting to `true` will destroy page textures\n * when the font is uninstalled.\n */\n function BitmapFont(data, textures, ownsTextures) {\n var _a, _b;\n var info = data.info[0];\n var common = data.common[0];\n var page = data.page[0];\n var distanceField = data.distanceField[0];\n var res = getResolutionOfUrl(page.file);\n var pageTextures = {};\n this._ownsTextures = ownsTextures;\n this.font = info.face;\n this.size = info.size;\n this.lineHeight = common.lineHeight / res;\n this.chars = {};\n this.pageTextures = pageTextures;\n // Convert the input Texture, Textures or object\n // into a page Texture lookup by \"id\"\n for (var i = 0; i < data.page.length; i++) {\n var _c = data.page[i], id = _c.id, file = _c.file;\n pageTextures[id] = textures instanceof Array\n ? textures[i] : textures[file];\n // only MSDF and SDF fonts need no-premultiplied-alpha\n if ((distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) && distanceField.fieldType !== 'none') {\n pageTextures[id].baseTexture.alphaMode = ALPHA_MODES.NO_PREMULTIPLIED_ALPHA;\n pageTextures[id].baseTexture.mipmap = MIPMAP_MODES.OFF;\n }\n }\n // parse letters\n for (var i = 0; i < data.char.length; i++) {\n var _d = data.char[i], id = _d.id, page_1 = _d.page;\n var _e = data.char[i], x = _e.x, y = _e.y, width = _e.width, height = _e.height, xoffset = _e.xoffset, yoffset = _e.yoffset, xadvance = _e.xadvance;\n x /= res;\n y /= res;\n width /= res;\n height /= res;\n xoffset /= res;\n yoffset /= res;\n xadvance /= res;\n var rect = new Rectangle(x + (pageTextures[page_1].frame.x / res), y + (pageTextures[page_1].frame.y / res), width, height);\n this.chars[id] = {\n xOffset: xoffset,\n yOffset: yoffset,\n xAdvance: xadvance,\n kerning: {},\n texture: new Texture(pageTextures[page_1].baseTexture, rect),\n page: page_1,\n };\n }\n // parse kernings\n for (var i = 0; i < data.kerning.length; i++) {\n var _f = data.kerning[i], first = _f.first, second = _f.second, amount = _f.amount;\n first /= res;\n second /= res;\n amount /= res;\n if (this.chars[second]) {\n this.chars[second].kerning[first] = amount;\n }\n }\n // Store distance field information\n this.distanceFieldRange = distanceField === null || distanceField === void 0 ? void 0 : distanceField.distanceRange;\n this.distanceFieldType = (_b = (_a = distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) === null || _a === void 0 ? void 0 : _a.toLowerCase()) !== null && _b !== void 0 ? _b : 'none';\n }\n /** Remove references to created glyph textures. */\n BitmapFont.prototype.destroy = function () {\n for (var id in this.chars) {\n this.chars[id].texture.destroy();\n this.chars[id].texture = null;\n }\n for (var id in this.pageTextures) {\n if (this._ownsTextures) {\n this.pageTextures[id].destroy(true);\n }\n this.pageTextures[id] = null;\n }\n // Set readonly null.\n this.chars = null;\n this.pageTextures = null;\n };\n /**\n * Register a new bitmap font.\n * @param data - The\n * characters map that could be provided as xml or raw string.\n * @param textures - List of textures for each page.\n * @param ownsTextures - Set to `true` to destroy page textures\n * when the font is uninstalled. By default fonts created with\n * `BitmapFont.from` or from the `BitmapFontLoader` are `true`.\n * @returns {PIXI.BitmapFont} Result font object with font, size, lineHeight\n * and char fields.\n */\n BitmapFont.install = function (data, textures, ownsTextures) {\n var fontData;\n if (data instanceof BitmapFontData) {\n fontData = data;\n }\n else {\n var format = autoDetectFormat(data);\n if (!format) {\n throw new Error('Unrecognized data format for font.');\n }\n fontData = format.parse(data);\n }\n // Single texture, convert to list\n if (textures instanceof Texture) {\n textures = [textures];\n }\n var font = new BitmapFont(fontData, textures, ownsTextures);\n BitmapFont.available[font.font] = font;\n return font;\n };\n /**\n * Remove bitmap font by name.\n * @param name - Name of the font to uninstall.\n */\n BitmapFont.uninstall = function (name) {\n var font = BitmapFont.available[name];\n if (!font) {\n throw new Error(\"No font found named '\" + name + \"'\");\n }\n font.destroy();\n delete BitmapFont.available[name];\n };\n /**\n * Generates a bitmap-font for the given style and character set. This does not support\n * kernings yet. With `style` properties, only the following non-layout properties are used:\n *\n * - {@link PIXI.TextStyle#dropShadow|dropShadow}\n * - {@link PIXI.TextStyle#dropShadowDistance|dropShadowDistance}\n * - {@link PIXI.TextStyle#dropShadowColor|dropShadowColor}\n * - {@link PIXI.TextStyle#dropShadowBlur|dropShadowBlur}\n * - {@link PIXI.TextStyle#dropShadowAngle|dropShadowAngle}\n * - {@link PIXI.TextStyle#fill|fill}\n * - {@link PIXI.TextStyle#fillGradientStops|fillGradientStops}\n * - {@link PIXI.TextStyle#fillGradientType|fillGradientType}\n * - {@link PIXI.TextStyle#fontFamily|fontFamily}\n * - {@link PIXI.TextStyle#fontSize|fontSize}\n * - {@link PIXI.TextStyle#fontVariant|fontVariant}\n * - {@link PIXI.TextStyle#fontWeight|fontWeight}\n * - {@link PIXI.TextStyle#lineJoin|lineJoin}\n * - {@link PIXI.TextStyle#miterLimit|miterLimit}\n * - {@link PIXI.TextStyle#stroke|stroke}\n * - {@link PIXI.TextStyle#strokeThickness|strokeThickness}\n * - {@link PIXI.TextStyle#textBaseline|textBaseline}\n * @param name - The name of the custom font to use with BitmapText.\n * @param textStyle - Style options to render with BitmapFont.\n * @param options - Setup options for font or name of the font.\n * @param {string|string[]|string[][]} [options.chars=PIXI.BitmapFont.ALPHANUMERIC] - characters included\n * in the font set. You can also use ranges. For example, `[['a', 'z'], ['A', 'Z'], \"!@#$%^&*()~{}[] \"]`.\n * Don't forget to include spaces ' ' in your character set!\n * @param {number} [options.resolution=1] - Render resolution for glyphs.\n * @param {number} [options.textureWidth=512] - Optional width of atlas, smaller values to reduce memory.\n * @param {number} [options.textureHeight=512] - Optional height of atlas, smaller values to reduce memory.\n * @param {number} [options.padding=4] - Padding between glyphs on texture atlas.\n * @returns Font generated by style options.\n * @example\n * PIXI.BitmapFont.from(\"TitleFont\", {\n * fontFamily: \"Arial\",\n * fontSize: 12,\n * strokeThickness: 2,\n * fill: \"purple\"\n * });\n *\n * const title = new PIXI.BitmapText(\"This is the title\", { fontName: \"TitleFont\" });\n */\n BitmapFont.from = function (name, textStyle, options) {\n if (!name) {\n throw new Error('[BitmapFont] Property `name` is required.');\n }\n var _a = Object.assign({}, BitmapFont.defaultOptions, options), chars = _a.chars, padding = _a.padding, resolution = _a.resolution, textureWidth = _a.textureWidth, textureHeight = _a.textureHeight;\n var charsList = resolveCharacters(chars);\n var style = textStyle instanceof TextStyle ? textStyle : new TextStyle(textStyle);\n var lineWidth = textureWidth;\n var fontData = new BitmapFontData();\n fontData.info[0] = {\n face: style.fontFamily,\n size: style.fontSize,\n };\n fontData.common[0] = {\n lineHeight: style.fontSize,\n };\n var positionX = 0;\n var positionY = 0;\n var canvas;\n var context;\n var baseTexture;\n var maxCharHeight = 0;\n var textures = [];\n for (var i = 0; i < charsList.length; i++) {\n if (!canvas) {\n canvas = settings.ADAPTER.createCanvas();\n canvas.width = textureWidth;\n canvas.height = textureHeight;\n context = canvas.getContext('2d');\n baseTexture = new BaseTexture(canvas, { resolution: resolution });\n textures.push(new Texture(baseTexture));\n fontData.page.push({\n id: textures.length - 1,\n file: '',\n });\n }\n // Measure glyph dimensions\n var character = charsList[i];\n var metrics = TextMetrics.measureText(character, style, false, canvas);\n var width = metrics.width;\n var height = Math.ceil(metrics.height);\n // This is ugly - but italics are given more space so they don't overlap\n var textureGlyphWidth = Math.ceil((style.fontStyle === 'italic' ? 2 : 1) * width);\n // Can't fit char anymore: next canvas please!\n if (positionY >= textureHeight - (height * resolution)) {\n if (positionY === 0) {\n // We don't want user debugging an infinite loop (or do we? :)\n throw new Error(\"[BitmapFont] textureHeight \" + textureHeight + \"px is too small \"\n + (\"(fontFamily: '\" + style.fontFamily + \"', fontSize: \" + style.fontSize + \"px, char: '\" + character + \"')\"));\n }\n --i;\n // Create new atlas once current has filled up\n canvas = null;\n context = null;\n baseTexture = null;\n positionY = 0;\n positionX = 0;\n maxCharHeight = 0;\n continue;\n }\n maxCharHeight = Math.max(height + metrics.fontProperties.descent, maxCharHeight);\n // Wrap line once full row has been rendered\n if ((textureGlyphWidth * resolution) + positionX >= lineWidth) {\n if (positionX === 0) {\n // Avoid infinite loop (There can be some very wide char like '\\uFDFD'!)\n throw new Error(\"[BitmapFont] textureWidth \" + textureWidth + \"px is too small \"\n + (\"(fontFamily: '\" + style.fontFamily + \"', fontSize: \" + style.fontSize + \"px, char: '\" + character + \"')\"));\n }\n --i;\n positionY += maxCharHeight * resolution;\n positionY = Math.ceil(positionY);\n positionX = 0;\n maxCharHeight = 0;\n continue;\n }\n drawGlyph(canvas, context, metrics, positionX, positionY, resolution, style);\n // Unique (numeric) ID mapping to this glyph\n var id = extractCharCode(metrics.text);\n // Create a texture holding just the glyph\n fontData.char.push({\n id: id,\n page: textures.length - 1,\n x: positionX / resolution,\n y: positionY / resolution,\n width: textureGlyphWidth,\n height: height,\n xoffset: 0,\n yoffset: 0,\n xadvance: Math.ceil(width\n - (style.dropShadow ? style.dropShadowDistance : 0)\n - (style.stroke ? style.strokeThickness : 0)),\n });\n positionX += (textureGlyphWidth + (2 * padding)) * resolution;\n positionX = Math.ceil(positionX);\n }\n // Brute-force kerning info, this can be expensive b/c it's an O(n²),\n // but we're using measureText which is native and fast.\n for (var i = 0, len = charsList.length; i < len; i++) {\n var first = charsList[i];\n for (var j = 0; j < len; j++) {\n var second = charsList[j];\n var c1 = context.measureText(first).width;\n var c2 = context.measureText(second).width;\n var total = context.measureText(first + second).width;\n var amount = total - (c1 + c2);\n if (amount) {\n fontData.kerning.push({\n first: extractCharCode(first),\n second: extractCharCode(second),\n amount: amount,\n });\n }\n }\n }\n var font = new BitmapFont(fontData, textures, true);\n // Make it easier to replace a font\n if (BitmapFont.available[name] !== undefined) {\n BitmapFont.uninstall(name);\n }\n BitmapFont.available[name] = font;\n return font;\n };\n /**\n * This character set includes all the letters in the alphabet (both lower- and upper- case).\n * @type {string[][]}\n * @example\n * BitmapFont.from(\"ExampleFont\", style, { chars: BitmapFont.ALPHA })\n */\n BitmapFont.ALPHA = [['a', 'z'], ['A', 'Z'], ' '];\n /**\n * This character set includes all decimal digits (from 0 to 9).\n * @type {string[][]}\n * @example\n * BitmapFont.from(\"ExampleFont\", style, { chars: BitmapFont.NUMERIC })\n */\n BitmapFont.NUMERIC = [['0', '9']];\n /**\n * This character set is the union of `BitmapFont.ALPHA` and `BitmapFont.NUMERIC`.\n * @type {string[][]}\n */\n BitmapFont.ALPHANUMERIC = [['a', 'z'], ['A', 'Z'], ['0', '9'], ' '];\n /**\n * This character set consists of all the ASCII table.\n * @member {string[][]}\n * @see http://www.asciitable.com/\n */\n BitmapFont.ASCII = [[' ', '~']];\n /**\n * Collection of default options when using `BitmapFont.from`.\n * @property {number} [resolution=1] -\n * @property {number} [textureWidth=512] -\n * @property {number} [textureHeight=512] -\n * @property {number} [padding=4] -\n * @property {string|string[]|string[][]} chars = PIXI.BitmapFont.ALPHANUMERIC\n */\n BitmapFont.defaultOptions = {\n resolution: 1,\n textureWidth: 512,\n textureHeight: 512,\n padding: 4,\n chars: BitmapFont.ALPHANUMERIC,\n };\n /** Collection of available/installed fonts. */\n BitmapFont.available = {};\n return BitmapFont;\n}());\n\nvar msdfFrag = \"// Pixi texture info\\r\\nvarying vec2 vTextureCoord;\\r\\nuniform sampler2D uSampler;\\r\\n\\r\\n// Tint\\r\\nuniform vec4 uColor;\\r\\n\\r\\n// on 2D applications fwidth is screenScale / glyphAtlasScale * distanceFieldRange\\r\\nuniform float uFWidth;\\r\\n\\r\\nvoid main(void) {\\r\\n\\r\\n // To stack MSDF and SDF we need a non-pre-multiplied-alpha texture.\\r\\n vec4 texColor = texture2D(uSampler, vTextureCoord);\\r\\n\\r\\n // MSDF\\r\\n float median = texColor.r + texColor.g + texColor.b -\\r\\n min(texColor.r, min(texColor.g, texColor.b)) -\\r\\n max(texColor.r, max(texColor.g, texColor.b));\\r\\n // SDF\\r\\n median = min(median, texColor.a);\\r\\n\\r\\n float screenPxDistance = uFWidth * (median - 0.5);\\r\\n float alpha = clamp(screenPxDistance + 0.5, 0.0, 1.0);\\r\\n if (median < 0.01) {\\r\\n alpha = 0.0;\\r\\n } else if (median > 0.99) {\\r\\n alpha = 1.0;\\r\\n }\\r\\n\\r\\n // NPM Textures, NPM outputs\\r\\n gl_FragColor = vec4(uColor.rgb, uColor.a * alpha);\\r\\n\\r\\n}\\r\\n\";\n\nvar msdfVert = \"// Mesh material default fragment\\r\\nattribute vec2 aVertexPosition;\\r\\nattribute vec2 aTextureCoord;\\r\\n\\r\\nuniform mat3 projectionMatrix;\\r\\nuniform mat3 translationMatrix;\\r\\nuniform mat3 uTextureMatrix;\\r\\n\\r\\nvarying vec2 vTextureCoord;\\r\\n\\r\\nvoid main(void)\\r\\n{\\r\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\r\\n\\r\\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\\r\\n}\\r\\n\";\n\n// If we ever need more than two pools, please make a Dict or something better.\nvar pageMeshDataDefaultPageMeshData = [];\nvar pageMeshDataMSDFPageMeshData = [];\nvar charRenderDataPool = [];\n/**\n * A BitmapText object will create a line or multiple lines of text using bitmap font.\n *\n * The primary advantage of this class over Text is that all of your textures are pre-generated and loading,\n * meaning that rendering is fast, and changing text has no performance implications.\n *\n * Supporting character sets other than latin, such as CJK languages, may be impractical due to the number of characters.\n *\n * To split a line you can use '\\n', '\\r' or '\\r\\n' in your string.\n *\n * PixiJS can auto-generate fonts on-the-fly using BitmapFont or use fnt files provided by:\n * http://www.angelcode.com/products/bmfont/ for Windows or\n * http://www.bmglyph.com/ for Mac.\n *\n * You can also use SDF, MSDF and MTSDF BitmapFonts for vector-like scaling appearance provided by:\n * https://github.com/soimy/msdf-bmfont-xml for SDF and MSDF fnt files or\n * https://github.com/Chlumsky/msdf-atlas-gen for SDF, MSDF and MTSDF json files\n *\n * A BitmapText can only be created when the font is loaded.\n *\n * ```js\n * // in this case the font is in a file called 'desyrel.fnt'\n * let bitmapText = new PIXI.BitmapText(\"text using a fancy font!\", {\n * fontName: \"Desyrel\",\n * fontSize: 35,\n * align: \"right\"\n * });\n * ```\n * @memberof PIXI\n */\nvar BitmapText = /** @class */ (function (_super) {\n __extends(BitmapText, _super);\n /**\n * @param text - A string that you would like the text to display.\n * @param style - The style parameters.\n * @param {string} style.fontName - The installed BitmapFont name.\n * @param {number} [style.fontSize] - The size of the font in pixels, e.g. 24. If undefined,\n *. this will default to the BitmapFont size.\n * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center', 'right' or 'justify'),\n * does not affect single line text.\n * @param {number} [style.tint=0xFFFFFF] - The tint color.\n * @param {number} [style.letterSpacing=0] - The amount of spacing between letters.\n * @param {number} [style.maxWidth=0] - The max width of the text before line wrapping.\n */\n function BitmapText(text, style) {\n if (style === void 0) { style = {}; }\n var _this = _super.call(this) || this;\n /**\n * Private tracker for the current tint.\n * @private\n */\n _this._tint = 0xFFFFFF;\n // Apply the defaults\n var _a = Object.assign({}, BitmapText.styleDefaults, style), align = _a.align, tint = _a.tint, maxWidth = _a.maxWidth, letterSpacing = _a.letterSpacing, fontName = _a.fontName, fontSize = _a.fontSize;\n if (!BitmapFont.available[fontName]) {\n throw new Error(\"Missing BitmapFont \\\"\" + fontName + \"\\\"\");\n }\n _this._activePagesMeshData = [];\n _this._textWidth = 0;\n _this._textHeight = 0;\n _this._align = align;\n _this._tint = tint;\n _this._font = undefined;\n _this._fontName = fontName;\n _this._fontSize = fontSize;\n _this.text = text;\n _this._maxWidth = maxWidth;\n _this._maxLineHeight = 0;\n _this._letterSpacing = letterSpacing;\n _this._anchor = new ObservablePoint(function () { _this.dirty = true; }, _this, 0, 0);\n _this._roundPixels = settings.ROUND_PIXELS;\n _this.dirty = true;\n _this._resolution = settings.RESOLUTION;\n _this._autoResolution = true;\n _this._textureCache = {};\n return _this;\n }\n /** Renders text and updates it when needed. This should only be called if the BitmapFont is regenerated. */\n BitmapText.prototype.updateText = function () {\n var _a;\n var data = BitmapFont.available[this._fontName];\n var fontSize = this.fontSize;\n var scale = fontSize / data.size;\n var pos = new Point();\n var chars = [];\n var lineWidths = [];\n var lineSpaces = [];\n var text = this._text.replace(/(?:\\r\\n|\\r)/g, '\\n') || ' ';\n var charsInput = splitTextToCharacters(text);\n var maxWidth = this._maxWidth * data.size / fontSize;\n var pageMeshDataPool = data.distanceFieldType === 'none'\n ? pageMeshDataDefaultPageMeshData : pageMeshDataMSDFPageMeshData;\n var prevCharCode = null;\n var lastLineWidth = 0;\n var maxLineWidth = 0;\n var line = 0;\n var lastBreakPos = -1;\n var lastBreakWidth = 0;\n var spacesRemoved = 0;\n var maxLineHeight = 0;\n var spaceCount = 0;\n for (var i = 0; i < charsInput.length; i++) {\n var char = charsInput[i];\n var charCode = extractCharCode(char);\n if ((/(?:\\s)/).test(char)) {\n lastBreakPos = i;\n lastBreakWidth = lastLineWidth;\n spaceCount++;\n }\n if (char === '\\r' || char === '\\n') {\n lineWidths.push(lastLineWidth);\n lineSpaces.push(-1);\n maxLineWidth = Math.max(maxLineWidth, lastLineWidth);\n ++line;\n ++spacesRemoved;\n pos.x = 0;\n pos.y += data.lineHeight;\n prevCharCode = null;\n spaceCount = 0;\n continue;\n }\n var charData = data.chars[charCode];\n if (!charData) {\n continue;\n }\n if (prevCharCode && charData.kerning[prevCharCode]) {\n pos.x += charData.kerning[prevCharCode];\n }\n var charRenderData = charRenderDataPool.pop() || {\n texture: Texture.EMPTY,\n line: 0,\n charCode: 0,\n prevSpaces: 0,\n position: new Point(),\n };\n charRenderData.texture = charData.texture;\n charRenderData.line = line;\n charRenderData.charCode = charCode;\n charRenderData.position.x = pos.x + charData.xOffset + (this._letterSpacing / 2);\n charRenderData.position.y = pos.y + charData.yOffset;\n charRenderData.prevSpaces = spaceCount;\n chars.push(charRenderData);\n lastLineWidth = charRenderData.position.x\n + Math.max(charData.xAdvance - charData.xOffset, charData.texture.orig.width);\n pos.x += charData.xAdvance + this._letterSpacing;\n maxLineHeight = Math.max(maxLineHeight, (charData.yOffset + charData.texture.height));\n prevCharCode = charCode;\n if (lastBreakPos !== -1 && maxWidth > 0 && pos.x > maxWidth) {\n ++spacesRemoved;\n removeItems(chars, 1 + lastBreakPos - spacesRemoved, 1 + i - lastBreakPos);\n i = lastBreakPos;\n lastBreakPos = -1;\n lineWidths.push(lastBreakWidth);\n lineSpaces.push(chars.length > 0 ? chars[chars.length - 1].prevSpaces : 0);\n maxLineWidth = Math.max(maxLineWidth, lastBreakWidth);\n line++;\n pos.x = 0;\n pos.y += data.lineHeight;\n prevCharCode = null;\n spaceCount = 0;\n }\n }\n var lastChar = charsInput[charsInput.length - 1];\n if (lastChar !== '\\r' && lastChar !== '\\n') {\n if ((/(?:\\s)/).test(lastChar)) {\n lastLineWidth = lastBreakWidth;\n }\n lineWidths.push(lastLineWidth);\n maxLineWidth = Math.max(maxLineWidth, lastLineWidth);\n lineSpaces.push(-1);\n }\n var lineAlignOffsets = [];\n for (var i = 0; i <= line; i++) {\n var alignOffset = 0;\n if (this._align === 'right') {\n alignOffset = maxLineWidth - lineWidths[i];\n }\n else if (this._align === 'center') {\n alignOffset = (maxLineWidth - lineWidths[i]) / 2;\n }\n else if (this._align === 'justify') {\n alignOffset = lineSpaces[i] < 0 ? 0 : (maxLineWidth - lineWidths[i]) / lineSpaces[i];\n }\n lineAlignOffsets.push(alignOffset);\n }\n var lenChars = chars.length;\n var pagesMeshData = {};\n var newPagesMeshData = [];\n var activePagesMeshData = this._activePagesMeshData;\n pageMeshDataPool.push.apply(pageMeshDataPool, activePagesMeshData);\n for (var i = 0; i < lenChars; i++) {\n var texture = chars[i].texture;\n var baseTextureUid = texture.baseTexture.uid;\n if (!pagesMeshData[baseTextureUid]) {\n var pageMeshData = pageMeshDataPool.pop();\n if (!pageMeshData) {\n var geometry = new MeshGeometry();\n var material = void 0;\n var meshBlendMode = void 0;\n if (data.distanceFieldType === 'none') {\n material = new MeshMaterial(Texture.EMPTY);\n meshBlendMode = BLEND_MODES.NORMAL;\n }\n else {\n material = new MeshMaterial(Texture.EMPTY, { program: Program.from(msdfVert, msdfFrag), uniforms: { uFWidth: 0 } });\n meshBlendMode = BLEND_MODES.NORMAL_NPM;\n }\n var mesh = new Mesh(geometry, material);\n mesh.blendMode = meshBlendMode;\n pageMeshData = {\n index: 0,\n indexCount: 0,\n vertexCount: 0,\n uvsCount: 0,\n total: 0,\n mesh: mesh,\n vertices: null,\n uvs: null,\n indices: null,\n };\n }\n // reset data..\n pageMeshData.index = 0;\n pageMeshData.indexCount = 0;\n pageMeshData.vertexCount = 0;\n pageMeshData.uvsCount = 0;\n pageMeshData.total = 0;\n // TODO need to get page texture here somehow..\n var _textureCache = this._textureCache;\n _textureCache[baseTextureUid] = _textureCache[baseTextureUid] || new Texture(texture.baseTexture);\n pageMeshData.mesh.texture = _textureCache[baseTextureUid];\n pageMeshData.mesh.tint = this._tint;\n newPagesMeshData.push(pageMeshData);\n pagesMeshData[baseTextureUid] = pageMeshData;\n }\n pagesMeshData[baseTextureUid].total++;\n }\n // lets find any previously active pageMeshDatas that are no longer required for\n // the updated text (if any), removed and return them to the pool.\n for (var i = 0; i < activePagesMeshData.length; i++) {\n if (newPagesMeshData.indexOf(activePagesMeshData[i]) === -1) {\n this.removeChild(activePagesMeshData[i].mesh);\n }\n }\n // next lets add any new meshes, that have not yet been added to this BitmapText\n // we only add if its not already a child of this BitmapObject\n for (var i = 0; i < newPagesMeshData.length; i++) {\n if (newPagesMeshData[i].mesh.parent !== this) {\n this.addChild(newPagesMeshData[i].mesh);\n }\n }\n // active page mesh datas are set to be the new pages added.\n this._activePagesMeshData = newPagesMeshData;\n for (var i in pagesMeshData) {\n var pageMeshData = pagesMeshData[i];\n var total = pageMeshData.total;\n // lets only allocate new buffers if we can fit the new text in the current ones..\n // unless that is, we will be batching. Currently batching dose not respect the size property of mesh\n if (!(((_a = pageMeshData.indices) === null || _a === void 0 ? void 0 : _a.length) > 6 * total) || pageMeshData.vertices.length < Mesh.BATCHABLE_SIZE * 2) {\n pageMeshData.vertices = new Float32Array(4 * 2 * total);\n pageMeshData.uvs = new Float32Array(4 * 2 * total);\n pageMeshData.indices = new Uint16Array(6 * total);\n }\n else {\n var total_1 = pageMeshData.total;\n var vertices = pageMeshData.vertices;\n // Clear the garbage at the end of the vertices buffer. This will prevent the bounds miscalculation.\n for (var i_1 = total_1 * 4 * 2; i_1 < vertices.length; i_1++) {\n vertices[i_1] = 0;\n }\n }\n // as a buffer maybe bigger than the current word, we set the size of the meshMaterial\n // to match the number of letters needed\n pageMeshData.mesh.size = 6 * total;\n }\n for (var i = 0; i < lenChars; i++) {\n var char = chars[i];\n var offset = char.position.x + (lineAlignOffsets[char.line] * (this._align === 'justify' ? char.prevSpaces : 1));\n if (this._roundPixels) {\n offset = Math.round(offset);\n }\n var xPos = offset * scale;\n var yPos = char.position.y * scale;\n var texture = char.texture;\n var pageMesh = pagesMeshData[texture.baseTexture.uid];\n var textureFrame = texture.frame;\n var textureUvs = texture._uvs;\n var index = pageMesh.index++;\n pageMesh.indices[(index * 6) + 0] = 0 + (index * 4);\n pageMesh.indices[(index * 6) + 1] = 1 + (index * 4);\n pageMesh.indices[(index * 6) + 2] = 2 + (index * 4);\n pageMesh.indices[(index * 6) + 3] = 0 + (index * 4);\n pageMesh.indices[(index * 6) + 4] = 2 + (index * 4);\n pageMesh.indices[(index * 6) + 5] = 3 + (index * 4);\n pageMesh.vertices[(index * 8) + 0] = xPos;\n pageMesh.vertices[(index * 8) + 1] = yPos;\n pageMesh.vertices[(index * 8) + 2] = xPos + (textureFrame.width * scale);\n pageMesh.vertices[(index * 8) + 3] = yPos;\n pageMesh.vertices[(index * 8) + 4] = xPos + (textureFrame.width * scale);\n pageMesh.vertices[(index * 8) + 5] = yPos + (textureFrame.height * scale);\n pageMesh.vertices[(index * 8) + 6] = xPos;\n pageMesh.vertices[(index * 8) + 7] = yPos + (textureFrame.height * scale);\n pageMesh.uvs[(index * 8) + 0] = textureUvs.x0;\n pageMesh.uvs[(index * 8) + 1] = textureUvs.y0;\n pageMesh.uvs[(index * 8) + 2] = textureUvs.x1;\n pageMesh.uvs[(index * 8) + 3] = textureUvs.y1;\n pageMesh.uvs[(index * 8) + 4] = textureUvs.x2;\n pageMesh.uvs[(index * 8) + 5] = textureUvs.y2;\n pageMesh.uvs[(index * 8) + 6] = textureUvs.x3;\n pageMesh.uvs[(index * 8) + 7] = textureUvs.y3;\n }\n this._textWidth = maxLineWidth * scale;\n this._textHeight = (pos.y + data.lineHeight) * scale;\n for (var i in pagesMeshData) {\n var pageMeshData = pagesMeshData[i];\n // apply anchor\n if (this.anchor.x !== 0 || this.anchor.y !== 0) {\n var vertexCount = 0;\n var anchorOffsetX = this._textWidth * this.anchor.x;\n var anchorOffsetY = this._textHeight * this.anchor.y;\n for (var i_2 = 0; i_2 < pageMeshData.total; i_2++) {\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n }\n }\n this._maxLineHeight = maxLineHeight * scale;\n var vertexBuffer = pageMeshData.mesh.geometry.getBuffer('aVertexPosition');\n var textureBuffer = pageMeshData.mesh.geometry.getBuffer('aTextureCoord');\n var indexBuffer = pageMeshData.mesh.geometry.getIndex();\n vertexBuffer.data = pageMeshData.vertices;\n textureBuffer.data = pageMeshData.uvs;\n indexBuffer.data = pageMeshData.indices;\n vertexBuffer.update();\n textureBuffer.update();\n indexBuffer.update();\n }\n for (var i = 0; i < chars.length; i++) {\n charRenderDataPool.push(chars[i]);\n }\n this._font = data;\n this.dirty = false;\n };\n BitmapText.prototype.updateTransform = function () {\n this.validate();\n this.containerUpdateTransform();\n };\n BitmapText.prototype._render = function (renderer) {\n if (this._autoResolution && this._resolution !== renderer.resolution) {\n this._resolution = renderer.resolution;\n this.dirty = true;\n }\n // Update the uniform\n var _a = BitmapFont.available[this._fontName], distanceFieldRange = _a.distanceFieldRange, distanceFieldType = _a.distanceFieldType, size = _a.size;\n if (distanceFieldType !== 'none') {\n // Inject the shader code with the correct value\n var _b = this.worldTransform, a = _b.a, b = _b.b, c = _b.c, d = _b.d;\n var dx = Math.sqrt((a * a) + (b * b));\n var dy = Math.sqrt((c * c) + (d * d));\n var worldScale = (Math.abs(dx) + Math.abs(dy)) / 2;\n var fontScale = this.fontSize / size;\n for (var _i = 0, _c = this._activePagesMeshData; _i < _c.length; _i++) {\n var mesh = _c[_i];\n mesh.mesh.shader.uniforms.uFWidth = worldScale * distanceFieldRange * fontScale * this._resolution;\n }\n }\n _super.prototype._render.call(this, renderer);\n };\n /**\n * Validates text before calling parent's getLocalBounds\n * @returns - The rectangular bounding area\n */\n BitmapText.prototype.getLocalBounds = function () {\n this.validate();\n return _super.prototype.getLocalBounds.call(this);\n };\n /**\n * Updates text when needed\n * @private\n */\n BitmapText.prototype.validate = function () {\n var font = BitmapFont.available[this._fontName];\n if (!font) {\n throw new Error(\"Missing BitmapFont \\\"\" + this._fontName + \"\\\"\");\n }\n if (this._font !== font) {\n this.dirty = true;\n }\n if (this.dirty) {\n this.updateText();\n }\n };\n Object.defineProperty(BitmapText.prototype, \"tint\", {\n /**\n * The tint of the BitmapText object.\n * @default 0xffffff\n */\n get: function () {\n return this._tint;\n },\n set: function (value) {\n if (this._tint === value)\n { return; }\n this._tint = value;\n for (var i = 0; i < this._activePagesMeshData.length; i++) {\n this._activePagesMeshData[i].mesh.tint = value;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"align\", {\n /**\n * The alignment of the BitmapText object.\n * @member {string}\n * @default 'left'\n */\n get: function () {\n return this._align;\n },\n set: function (value) {\n if (this._align !== value) {\n this._align = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"fontName\", {\n /** The name of the BitmapFont. */\n get: function () {\n return this._fontName;\n },\n set: function (value) {\n if (!BitmapFont.available[value]) {\n throw new Error(\"Missing BitmapFont \\\"\" + value + \"\\\"\");\n }\n if (this._fontName !== value) {\n this._fontName = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"fontSize\", {\n /** The size of the font to display. */\n get: function () {\n var _a;\n return (_a = this._fontSize) !== null && _a !== void 0 ? _a : BitmapFont.available[this._fontName].size;\n },\n set: function (value) {\n if (this._fontSize !== value) {\n this._fontSize = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"anchor\", {\n /**\n * The anchor sets the origin point of the text.\n *\n * The default is `(0,0)`, this means the text's origin is the top left.\n *\n * Setting the anchor to `(0.5,0.5)` means the text's origin is centered.\n *\n * Setting the anchor to `(1,1)` would mean the text's origin point will be the bottom right corner.\n */\n get: function () {\n return this._anchor;\n },\n set: function (value) {\n if (typeof value === 'number') {\n this._anchor.set(value);\n }\n else {\n this._anchor.copyFrom(value);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"text\", {\n /** The text of the BitmapText object. */\n get: function () {\n return this._text;\n },\n set: function (text) {\n text = String(text === null || text === undefined ? '' : text);\n if (this._text === text) {\n return;\n }\n this._text = text;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"maxWidth\", {\n /**\n * The max width of this bitmap text in pixels. If the text provided is longer than the\n * value provided, line breaks will be automatically inserted in the last whitespace.\n * Disable by setting the value to 0.\n */\n get: function () {\n return this._maxWidth;\n },\n set: function (value) {\n if (this._maxWidth === value) {\n return;\n }\n this._maxWidth = value;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"maxLineHeight\", {\n /**\n * The max line height. This is useful when trying to use the total height of the Text,\n * i.e. when trying to vertically align.\n * @readonly\n */\n get: function () {\n this.validate();\n return this._maxLineHeight;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"textWidth\", {\n /**\n * The width of the overall text, different from fontSize,\n * which is defined in the style object.\n * @readonly\n */\n get: function () {\n this.validate();\n return this._textWidth;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"letterSpacing\", {\n /** Additional space between characters. */\n get: function () {\n return this._letterSpacing;\n },\n set: function (value) {\n if (this._letterSpacing !== value) {\n this._letterSpacing = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"roundPixels\", {\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n * @default PIXI.settings.ROUND_PIXELS\n */\n get: function () {\n return this._roundPixels;\n },\n set: function (value) {\n if (value !== this._roundPixels) {\n this._roundPixels = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"textHeight\", {\n /**\n * The height of the overall text, different from fontSize,\n * which is defined in the style object.\n * @readonly\n */\n get: function () {\n this.validate();\n return this._textHeight;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"resolution\", {\n /**\n * The resolution / device pixel ratio of the canvas.\n *\n * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually.\n * @default 1\n */\n get: function () {\n return this._resolution;\n },\n set: function (value) {\n this._autoResolution = false;\n if (this._resolution === value) {\n return;\n }\n this._resolution = value;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n BitmapText.prototype.destroy = function (options) {\n var _textureCache = this._textureCache;\n var data = BitmapFont.available[this._fontName];\n var pageMeshDataPool = data.distanceFieldType === 'none'\n ? pageMeshDataDefaultPageMeshData : pageMeshDataMSDFPageMeshData;\n pageMeshDataPool.push.apply(pageMeshDataPool, this._activePagesMeshData);\n for (var _i = 0, _a = this._activePagesMeshData; _i < _a.length; _i++) {\n var pageMeshData = _a[_i];\n this.removeChild(pageMeshData.mesh);\n }\n this._activePagesMeshData = [];\n // Release references to any cached textures in page pool\n pageMeshDataPool\n .filter(function (page) { return _textureCache[page.mesh.texture.baseTexture.uid]; })\n .forEach(function (page) {\n page.mesh.texture = Texture.EMPTY;\n });\n for (var id in _textureCache) {\n var texture = _textureCache[id];\n texture.destroy();\n delete _textureCache[id];\n }\n this._font = null;\n this._textureCache = null;\n _super.prototype.destroy.call(this, options);\n };\n BitmapText.styleDefaults = {\n align: 'left',\n tint: 0xFFFFFF,\n maxWidth: 0,\n letterSpacing: 0,\n };\n return BitmapText;\n}(Container));\n\n/**\n * {@link PIXI.Loader Loader} middleware for loading\n * bitmap-based fonts suitable for using with {@link PIXI.BitmapText}.\n * @memberof PIXI\n */\nvar BitmapFontLoader = /** @class */ (function () {\n function BitmapFontLoader() {\n }\n /**\n * Called when the plugin is installed.\n * @see PIXI.extensions.add\n */\n BitmapFontLoader.add = function () {\n LoaderResource.setExtensionXhrType('fnt', LoaderResource.XHR_RESPONSE_TYPE.TEXT);\n };\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param this\n * @param {PIXI.LoaderResource} resource\n * @param {Function} next\n */\n BitmapFontLoader.use = function (resource, next) {\n var format = autoDetectFormat(resource.data);\n // Resource was not recognised as any of the expected font data format\n if (!format) {\n next();\n return;\n }\n var baseUrl = BitmapFontLoader.getBaseUrl(this, resource);\n var data = format.parse(resource.data);\n var textures = {};\n // Handle completed, when the number of textures\n // load is the same number as references in the fnt file\n var completed = function (page) {\n textures[page.metadata.pageFile] = page.texture;\n if (Object.keys(textures).length === data.page.length) {\n resource.bitmapFont = BitmapFont.install(data, textures, true);\n next();\n }\n };\n for (var i = 0; i < data.page.length; ++i) {\n var pageFile = data.page[i].file;\n var url = baseUrl + pageFile;\n var exists = false;\n // incase the image is loaded outside\n // using the same loader, resource will be available\n for (var name in this.resources) {\n var bitmapResource = this.resources[name];\n if (bitmapResource.url === url) {\n bitmapResource.metadata.pageFile = pageFile;\n if (bitmapResource.texture) {\n completed(bitmapResource);\n }\n else {\n bitmapResource.onAfterMiddleware.add(completed);\n }\n exists = true;\n break;\n }\n }\n // texture is not loaded, we'll attempt to add\n // it to the load and add the texture to the list\n if (!exists) {\n // Standard loading options for images\n var options = {\n crossOrigin: resource.crossOrigin,\n loadType: LoaderResource.LOAD_TYPE.IMAGE,\n metadata: Object.assign({ pageFile: pageFile }, resource.metadata.imageMetadata),\n parentResource: resource,\n };\n this.add(url, options, completed);\n }\n }\n };\n /**\n * Get folder path from a resource.\n * @param loader\n * @param resource\n */\n BitmapFontLoader.getBaseUrl = function (loader, resource) {\n var resUrl = !resource.isDataUrl ? BitmapFontLoader.dirname(resource.url) : '';\n if (resource.isDataUrl) {\n if (resUrl === '.') {\n resUrl = '';\n }\n if (loader.baseUrl && resUrl) {\n // if baseurl has a trailing slash then add one to resUrl so the replace works below\n if (loader.baseUrl.charAt(loader.baseUrl.length - 1) === '/') {\n resUrl += '/';\n }\n }\n }\n // remove baseUrl from resUrl\n resUrl = resUrl.replace(loader.baseUrl, '');\n // if there is an resUrl now, it needs a trailing slash. Ensure that it does if the string isn't empty.\n if (resUrl && resUrl.charAt(resUrl.length - 1) !== '/') {\n resUrl += '/';\n }\n return resUrl;\n };\n /**\n * Replacement for NodeJS's path.dirname\n * @param {string} url - Path to get directory for\n */\n BitmapFontLoader.dirname = function (url) {\n var dir = url\n .replace(/\\\\/g, '/') // convert windows notation to UNIX notation, URL-safe because it's a forbidden character\n .replace(/\\/$/, '') // replace trailing slash\n .replace(/\\/[^\\/]*$/, ''); // remove everything after the last\n // File request is relative, use current directory\n if (dir === url) {\n return '.';\n }\n // Started with a slash\n else if (dir === '') {\n return '/';\n }\n return dir;\n };\n /** @ignore */\n BitmapFontLoader.extension = ExtensionType.Loader;\n return BitmapFontLoader;\n}());\n\nexport { BitmapFont, BitmapFontData, BitmapFontLoader, BitmapText, TextFormat, XMLFormat, XMLStringFormat, autoDetectFormat };\n//# sourceMappingURL=text-bitmap.mjs.map\n","/*!\n * @pixi/filter-alpha - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/filter-alpha is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { defaultVertex, Filter } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar fragment = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform float uAlpha;\\n\\nvoid main(void)\\n{\\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uAlpha;\\n}\\n\";\n\n/**\n * Simplest filter - applies alpha.\n *\n * Use this instead of Container's alpha property to avoid visual layering of individual elements.\n * AlphaFilter applies alpha evenly across the entire display object and any opaque elements it contains.\n * If elements are not opaque, they will blend with each other anyway.\n *\n * Very handy if you want to use common features of all filters:\n *\n * 1. Assign a blendMode to this filter, blend all elements inside display object with background.\n *\n * 2. To use clipping in display coordinates, assign a filterArea to the same container that has this filter.\n * @memberof PIXI.filters\n */\nvar AlphaFilter = /** @class */ (function (_super) {\n __extends(AlphaFilter, _super);\n /**\n * @param alpha - Amount of alpha from 0 to 1, where 0 is transparent\n */\n function AlphaFilter(alpha) {\n if (alpha === void 0) { alpha = 1.0; }\n var _this = _super.call(this, defaultVertex, fragment, { uAlpha: 1 }) || this;\n _this.alpha = alpha;\n return _this;\n }\n Object.defineProperty(AlphaFilter.prototype, \"alpha\", {\n /**\n * Coefficient for alpha multiplication\n * @default 1\n */\n get: function () {\n return this.uniforms.uAlpha;\n },\n set: function (value) {\n this.uniforms.uAlpha = value;\n },\n enumerable: false,\n configurable: true\n });\n return AlphaFilter;\n}(Filter));\n\nexport { AlphaFilter };\n//# sourceMappingURL=filter-alpha.mjs.map\n","/*!\n * @pixi/filter-blur - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/filter-blur is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Filter } from '@pixi/core';\nimport { settings } from '@pixi/settings';\nimport { CLEAR_MODES } from '@pixi/constants';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar vertTemplate = \"\\n attribute vec2 aVertexPosition;\\n\\n uniform mat3 projectionMatrix;\\n\\n uniform float strength;\\n\\n varying vec2 vBlurTexCoords[%size%];\\n\\n uniform vec4 inputSize;\\n uniform vec4 outputFrame;\\n\\n vec4 filterVertexPosition( void )\\n {\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n }\\n\\n vec2 filterTextureCoord( void )\\n {\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n }\\n\\n void main(void)\\n {\\n gl_Position = filterVertexPosition();\\n\\n vec2 textureCoord = filterTextureCoord();\\n %blur%\\n }\";\nfunction generateBlurVertSource(kernelSize, x) {\n var halfLength = Math.ceil(kernelSize / 2);\n var vertSource = vertTemplate;\n var blurLoop = '';\n var template;\n if (x) {\n template = 'vBlurTexCoords[%index%] = textureCoord + vec2(%sampleIndex% * strength, 0.0);';\n }\n else {\n template = 'vBlurTexCoords[%index%] = textureCoord + vec2(0.0, %sampleIndex% * strength);';\n }\n for (var i = 0; i < kernelSize; i++) {\n var blur = template.replace('%index%', i.toString());\n blur = blur.replace('%sampleIndex%', i - (halfLength - 1) + \".0\");\n blurLoop += blur;\n blurLoop += '\\n';\n }\n vertSource = vertSource.replace('%blur%', blurLoop);\n vertSource = vertSource.replace('%size%', kernelSize.toString());\n return vertSource;\n}\n\nvar GAUSSIAN_VALUES = {\n 5: [0.153388, 0.221461, 0.250301],\n 7: [0.071303, 0.131514, 0.189879, 0.214607],\n 9: [0.028532, 0.067234, 0.124009, 0.179044, 0.20236],\n 11: [0.0093, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596],\n 13: [0.002406, 0.009255, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641],\n 15: [0.000489, 0.002403, 0.009246, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448],\n};\nvar fragTemplate = [\n 'varying vec2 vBlurTexCoords[%size%];',\n 'uniform sampler2D uSampler;',\n 'void main(void)',\n '{',\n ' gl_FragColor = vec4(0.0);',\n ' %blur%',\n '}' ].join('\\n');\nfunction generateBlurFragSource(kernelSize) {\n var kernel = GAUSSIAN_VALUES[kernelSize];\n var halfLength = kernel.length;\n var fragSource = fragTemplate;\n var blurLoop = '';\n var template = 'gl_FragColor += texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;';\n var value;\n for (var i = 0; i < kernelSize; i++) {\n var blur = template.replace('%index%', i.toString());\n value = i;\n if (i >= halfLength) {\n value = kernelSize - i - 1;\n }\n blur = blur.replace('%value%', kernel[value].toString());\n blurLoop += blur;\n blurLoop += '\\n';\n }\n fragSource = fragSource.replace('%blur%', blurLoop);\n fragSource = fragSource.replace('%size%', kernelSize.toString());\n return fragSource;\n}\n\n/**\n * The BlurFilterPass applies a horizontal or vertical Gaussian blur to an object.\n * @memberof PIXI.filters\n */\nvar BlurFilterPass = /** @class */ (function (_super) {\n __extends(BlurFilterPass, _super);\n /**\n * @param horizontal - Do pass along the x-axis (`true`) or y-axis (`false`).\n * @param strength - The strength of the blur filter.\n * @param quality - The quality of the blur filter.\n * @param resolution - The resolution of the blur filter.\n * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15.\n */\n function BlurFilterPass(horizontal, strength, quality, resolution, kernelSize) {\n if (strength === void 0) { strength = 8; }\n if (quality === void 0) { quality = 4; }\n if (resolution === void 0) { resolution = settings.FILTER_RESOLUTION; }\n if (kernelSize === void 0) { kernelSize = 5; }\n var _this = this;\n var vertSrc = generateBlurVertSource(kernelSize, horizontal);\n var fragSrc = generateBlurFragSource(kernelSize);\n _this = _super.call(this, \n // vertex shader\n vertSrc, \n // fragment shader\n fragSrc) || this;\n _this.horizontal = horizontal;\n _this.resolution = resolution;\n _this._quality = 0;\n _this.quality = quality;\n _this.blur = strength;\n return _this;\n }\n /**\n * Applies the filter.\n * @param filterManager - The manager.\n * @param input - The input target.\n * @param output - The output target.\n * @param clearMode - How to clear\n */\n BlurFilterPass.prototype.apply = function (filterManager, input, output, clearMode) {\n if (output) {\n if (this.horizontal) {\n this.uniforms.strength = (1 / output.width) * (output.width / input.width);\n }\n else {\n this.uniforms.strength = (1 / output.height) * (output.height / input.height);\n }\n }\n else {\n if (this.horizontal) // eslint-disable-line\n {\n this.uniforms.strength = (1 / filterManager.renderer.width) * (filterManager.renderer.width / input.width);\n }\n else {\n this.uniforms.strength = (1 / filterManager.renderer.height) * (filterManager.renderer.height / input.height); // eslint-disable-line\n }\n }\n // screen space!\n this.uniforms.strength *= this.strength;\n this.uniforms.strength /= this.passes;\n if (this.passes === 1) {\n filterManager.applyFilter(this, input, output, clearMode);\n }\n else {\n var renderTarget = filterManager.getFilterTexture();\n var renderer = filterManager.renderer;\n var flip = input;\n var flop = renderTarget;\n this.state.blend = false;\n filterManager.applyFilter(this, flip, flop, CLEAR_MODES.CLEAR);\n for (var i = 1; i < this.passes - 1; i++) {\n filterManager.bindAndClear(flip, CLEAR_MODES.BLIT);\n this.uniforms.uSampler = flop;\n var temp = flop;\n flop = flip;\n flip = temp;\n renderer.shader.bind(this);\n renderer.geometry.draw(5);\n }\n this.state.blend = true;\n filterManager.applyFilter(this, flop, output, clearMode);\n filterManager.returnFilterTexture(renderTarget);\n }\n };\n Object.defineProperty(BlurFilterPass.prototype, \"blur\", {\n /**\n * Sets the strength of both the blur.\n * @default 16\n */\n get: function () {\n return this.strength;\n },\n set: function (value) {\n this.padding = 1 + (Math.abs(value) * 2);\n this.strength = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilterPass.prototype, \"quality\", {\n /**\n * Sets the quality of the blur by modifying the number of passes. More passes means higher\n * quality bluring but the lower the performance.\n * @default 4\n */\n get: function () {\n return this._quality;\n },\n set: function (value) {\n this._quality = value;\n this.passes = value;\n },\n enumerable: false,\n configurable: true\n });\n return BlurFilterPass;\n}(Filter));\n\n/**\n * The BlurFilter applies a Gaussian blur to an object.\n *\n * The strength of the blur can be set for the x-axis and y-axis separately.\n * @memberof PIXI.filters\n */\nvar BlurFilter = /** @class */ (function (_super) {\n __extends(BlurFilter, _super);\n /**\n * @param strength - The strength of the blur filter.\n * @param quality - The quality of the blur filter.\n * @param [resolution=PIXI.settings.FILTER_RESOLUTION] - The resolution of the blur filter.\n * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15.\n */\n function BlurFilter(strength, quality, resolution, kernelSize) {\n if (strength === void 0) { strength = 8; }\n if (quality === void 0) { quality = 4; }\n if (resolution === void 0) { resolution = settings.FILTER_RESOLUTION; }\n if (kernelSize === void 0) { kernelSize = 5; }\n var _this = _super.call(this) || this;\n _this.blurXFilter = new BlurFilterPass(true, strength, quality, resolution, kernelSize);\n _this.blurYFilter = new BlurFilterPass(false, strength, quality, resolution, kernelSize);\n _this.resolution = resolution;\n _this.quality = quality;\n _this.blur = strength;\n _this.repeatEdgePixels = false;\n return _this;\n }\n /**\n * Applies the filter.\n * @param filterManager - The manager.\n * @param input - The input target.\n * @param output - The output target.\n * @param clearMode - How to clear\n */\n BlurFilter.prototype.apply = function (filterManager, input, output, clearMode) {\n var xStrength = Math.abs(this.blurXFilter.strength);\n var yStrength = Math.abs(this.blurYFilter.strength);\n if (xStrength && yStrength) {\n var renderTarget = filterManager.getFilterTexture();\n this.blurXFilter.apply(filterManager, input, renderTarget, CLEAR_MODES.CLEAR);\n this.blurYFilter.apply(filterManager, renderTarget, output, clearMode);\n filterManager.returnFilterTexture(renderTarget);\n }\n else if (yStrength) {\n this.blurYFilter.apply(filterManager, input, output, clearMode);\n }\n else {\n this.blurXFilter.apply(filterManager, input, output, clearMode);\n }\n };\n BlurFilter.prototype.updatePadding = function () {\n if (this._repeatEdgePixels) {\n this.padding = 0;\n }\n else {\n this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2;\n }\n };\n Object.defineProperty(BlurFilter.prototype, \"blur\", {\n /**\n * Sets the strength of both the blurX and blurY properties simultaneously\n * @default 2\n */\n get: function () {\n return this.blurXFilter.blur;\n },\n set: function (value) {\n this.blurXFilter.blur = this.blurYFilter.blur = value;\n this.updatePadding();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"quality\", {\n /**\n * Sets the number of passes for blur. More passes means higher quality bluring.\n * @default 1\n */\n get: function () {\n return this.blurXFilter.quality;\n },\n set: function (value) {\n this.blurXFilter.quality = this.blurYFilter.quality = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"blurX\", {\n /**\n * Sets the strength of the blurX property\n * @default 2\n */\n get: function () {\n return this.blurXFilter.blur;\n },\n set: function (value) {\n this.blurXFilter.blur = value;\n this.updatePadding();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"blurY\", {\n /**\n * Sets the strength of the blurY property\n * @default 2\n */\n get: function () {\n return this.blurYFilter.blur;\n },\n set: function (value) {\n this.blurYFilter.blur = value;\n this.updatePadding();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"blendMode\", {\n /**\n * Sets the blendmode of the filter\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get: function () {\n return this.blurYFilter.blendMode;\n },\n set: function (value) {\n this.blurYFilter.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"repeatEdgePixels\", {\n /**\n * If set to true the edge of the target will be clamped\n * @default false\n */\n get: function () {\n return this._repeatEdgePixels;\n },\n set: function (value) {\n this._repeatEdgePixels = value;\n this.updatePadding();\n },\n enumerable: false,\n configurable: true\n });\n return BlurFilter;\n}(Filter));\n\nexport { BlurFilter, BlurFilterPass };\n//# sourceMappingURL=filter-blur.mjs.map\n","/*!\n * @pixi/filter-color-matrix - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/filter-color-matrix is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { defaultFilterVertex, Filter } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar fragment = \"varying vec2 vTextureCoord;\\nuniform sampler2D uSampler;\\nuniform float m[20];\\nuniform float uAlpha;\\n\\nvoid main(void)\\n{\\n vec4 c = texture2D(uSampler, vTextureCoord);\\n\\n if (uAlpha == 0.0) {\\n gl_FragColor = c;\\n return;\\n }\\n\\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\\n if (c.a > 0.0) {\\n c.rgb /= c.a;\\n }\\n\\n vec4 result;\\n\\n result.r = (m[0] * c.r);\\n result.r += (m[1] * c.g);\\n result.r += (m[2] * c.b);\\n result.r += (m[3] * c.a);\\n result.r += m[4];\\n\\n result.g = (m[5] * c.r);\\n result.g += (m[6] * c.g);\\n result.g += (m[7] * c.b);\\n result.g += (m[8] * c.a);\\n result.g += m[9];\\n\\n result.b = (m[10] * c.r);\\n result.b += (m[11] * c.g);\\n result.b += (m[12] * c.b);\\n result.b += (m[13] * c.a);\\n result.b += m[14];\\n\\n result.a = (m[15] * c.r);\\n result.a += (m[16] * c.g);\\n result.a += (m[17] * c.b);\\n result.a += (m[18] * c.a);\\n result.a += m[19];\\n\\n vec3 rgb = mix(c.rgb, result.rgb, uAlpha);\\n\\n // Premultiply alpha again.\\n rgb *= result.a;\\n\\n gl_FragColor = vec4(rgb, result.a);\\n}\\n\";\n\n/**\n * The ColorMatrixFilter class lets you apply a 5x4 matrix transformation on the RGBA\n * color and alpha values of every pixel on your displayObject to produce a result\n * with a new set of RGBA color and alpha values. It's pretty powerful!\n *\n * ```js\n * let colorMatrix = new PIXI.filters.ColorMatrixFilter();\n * container.filters = [colorMatrix];\n * colorMatrix.contrast(2);\n * ```\n * @author Clément Chenebault \n * @memberof PIXI.filters\n */\nvar ColorMatrixFilter = /** @class */ (function (_super) {\n __extends(ColorMatrixFilter, _super);\n function ColorMatrixFilter() {\n var _this = this;\n var uniforms = {\n m: new Float32Array([1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0]),\n uAlpha: 1,\n };\n _this = _super.call(this, defaultFilterVertex, fragment, uniforms) || this;\n _this.alpha = 1;\n return _this;\n }\n /**\n * Transforms current matrix and set the new one\n * @param {number[]} matrix - 5x4 matrix\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype._loadMatrix = function (matrix, multiply) {\n if (multiply === void 0) { multiply = false; }\n var newMatrix = matrix;\n if (multiply) {\n this._multiply(newMatrix, this.uniforms.m, matrix);\n newMatrix = this._colorMatrix(newMatrix);\n }\n // set the new matrix\n this.uniforms.m = newMatrix;\n };\n /**\n * Multiplies two mat5's\n * @private\n * @param out - 5x4 matrix the receiving matrix\n * @param a - 5x4 matrix the first operand\n * @param b - 5x4 matrix the second operand\n * @returns {number[]} 5x4 matrix\n */\n ColorMatrixFilter.prototype._multiply = function (out, a, b) {\n // Red Channel\n out[0] = (a[0] * b[0]) + (a[1] * b[5]) + (a[2] * b[10]) + (a[3] * b[15]);\n out[1] = (a[0] * b[1]) + (a[1] * b[6]) + (a[2] * b[11]) + (a[3] * b[16]);\n out[2] = (a[0] * b[2]) + (a[1] * b[7]) + (a[2] * b[12]) + (a[3] * b[17]);\n out[3] = (a[0] * b[3]) + (a[1] * b[8]) + (a[2] * b[13]) + (a[3] * b[18]);\n out[4] = (a[0] * b[4]) + (a[1] * b[9]) + (a[2] * b[14]) + (a[3] * b[19]) + a[4];\n // Green Channel\n out[5] = (a[5] * b[0]) + (a[6] * b[5]) + (a[7] * b[10]) + (a[8] * b[15]);\n out[6] = (a[5] * b[1]) + (a[6] * b[6]) + (a[7] * b[11]) + (a[8] * b[16]);\n out[7] = (a[5] * b[2]) + (a[6] * b[7]) + (a[7] * b[12]) + (a[8] * b[17]);\n out[8] = (a[5] * b[3]) + (a[6] * b[8]) + (a[7] * b[13]) + (a[8] * b[18]);\n out[9] = (a[5] * b[4]) + (a[6] * b[9]) + (a[7] * b[14]) + (a[8] * b[19]) + a[9];\n // Blue Channel\n out[10] = (a[10] * b[0]) + (a[11] * b[5]) + (a[12] * b[10]) + (a[13] * b[15]);\n out[11] = (a[10] * b[1]) + (a[11] * b[6]) + (a[12] * b[11]) + (a[13] * b[16]);\n out[12] = (a[10] * b[2]) + (a[11] * b[7]) + (a[12] * b[12]) + (a[13] * b[17]);\n out[13] = (a[10] * b[3]) + (a[11] * b[8]) + (a[12] * b[13]) + (a[13] * b[18]);\n out[14] = (a[10] * b[4]) + (a[11] * b[9]) + (a[12] * b[14]) + (a[13] * b[19]) + a[14];\n // Alpha Channel\n out[15] = (a[15] * b[0]) + (a[16] * b[5]) + (a[17] * b[10]) + (a[18] * b[15]);\n out[16] = (a[15] * b[1]) + (a[16] * b[6]) + (a[17] * b[11]) + (a[18] * b[16]);\n out[17] = (a[15] * b[2]) + (a[16] * b[7]) + (a[17] * b[12]) + (a[18] * b[17]);\n out[18] = (a[15] * b[3]) + (a[16] * b[8]) + (a[17] * b[13]) + (a[18] * b[18]);\n out[19] = (a[15] * b[4]) + (a[16] * b[9]) + (a[17] * b[14]) + (a[18] * b[19]) + a[19];\n return out;\n };\n /**\n * Create a Float32 Array and normalize the offset component to 0-1\n * @param {number[]} matrix - 5x4 matrix\n * @returns {number[]} 5x4 matrix with all values between 0-1\n */\n ColorMatrixFilter.prototype._colorMatrix = function (matrix) {\n // Create a Float32 Array and normalize the offset component to 0-1\n var m = new Float32Array(matrix);\n m[4] /= 255;\n m[9] /= 255;\n m[14] /= 255;\n m[19] /= 255;\n return m;\n };\n /**\n * Adjusts brightness\n * @param b - value of the brigthness (0-1, where 0 is black)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.brightness = function (b, multiply) {\n var matrix = [\n b, 0, 0, 0, 0,\n 0, b, 0, 0, 0,\n 0, 0, b, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Sets each channel on the diagonal of the color matrix.\n * This can be used to achieve a tinting effect on Containers similar to the tint field of some\n * display objects like Sprite, Text, Graphics, and Mesh.\n * @param color - Color of the tint. This is a hex value.\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.tint = function (color, multiply) {\n var r = (color >> 16) & 0xff;\n var g = (color >> 8) & 0xff;\n var b = color & 0xff;\n var matrix = [\n r / 255, 0, 0, 0, 0,\n 0, g / 255, 0, 0, 0,\n 0, 0, b / 255, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the matrices in grey scales\n * @param scale - value of the grey (0-1, where 0 is black)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.greyscale = function (scale, multiply) {\n var matrix = [\n scale, scale, scale, 0, 0,\n scale, scale, scale, 0, 0,\n scale, scale, scale, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the black and white matrice.\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.blackAndWhite = function (multiply) {\n var matrix = [\n 0.3, 0.6, 0.1, 0, 0,\n 0.3, 0.6, 0.1, 0, 0,\n 0.3, 0.6, 0.1, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the hue property of the color\n * @param rotation - in degrees\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.hue = function (rotation, multiply) {\n rotation = (rotation || 0) / 180 * Math.PI;\n var cosR = Math.cos(rotation);\n var sinR = Math.sin(rotation);\n var sqrt = Math.sqrt;\n /* a good approximation for hue rotation\n This matrix is far better than the versions with magic luminance constants\n formerly used here, but also used in the starling framework (flash) and known from this\n old part of the internet: quasimondo.com/archives/000565.php\n\n This new matrix is based on rgb cube rotation in space. Look here for a more descriptive\n implementation as a shader not a general matrix:\n https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js\n\n This is the source for the code:\n see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751\n */\n var w = 1 / 3;\n var sqrW = sqrt(w); // weight is\n var a00 = cosR + ((1.0 - cosR) * w);\n var a01 = (w * (1.0 - cosR)) - (sqrW * sinR);\n var a02 = (w * (1.0 - cosR)) + (sqrW * sinR);\n var a10 = (w * (1.0 - cosR)) + (sqrW * sinR);\n var a11 = cosR + (w * (1.0 - cosR));\n var a12 = (w * (1.0 - cosR)) - (sqrW * sinR);\n var a20 = (w * (1.0 - cosR)) - (sqrW * sinR);\n var a21 = (w * (1.0 - cosR)) + (sqrW * sinR);\n var a22 = cosR + (w * (1.0 - cosR));\n var matrix = [\n a00, a01, a02, 0, 0,\n a10, a11, a12, 0, 0,\n a20, a21, a22, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the contrast matrix, increase the separation between dark and bright\n * Increase contrast : shadows darker and highlights brighter\n * Decrease contrast : bring the shadows up and the highlights down\n * @param amount - value of the contrast (0-1)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.contrast = function (amount, multiply) {\n var v = (amount || 0) + 1;\n var o = -0.5 * (v - 1);\n var matrix = [\n v, 0, 0, 0, o,\n 0, v, 0, 0, o,\n 0, 0, v, 0, o,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the saturation matrix, increase the separation between colors\n * Increase saturation : increase contrast, brightness, and sharpness\n * @param amount - The saturation amount (0-1)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.saturate = function (amount, multiply) {\n if (amount === void 0) { amount = 0; }\n var x = (amount * 2 / 3) + 1;\n var y = ((x - 1) * -0.5);\n var matrix = [\n x, y, y, 0, 0,\n y, x, y, 0, 0,\n y, y, x, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /** Desaturate image (remove color) Call the saturate function */\n ColorMatrixFilter.prototype.desaturate = function () {\n this.saturate(-1);\n };\n /**\n * Negative image (inverse of classic rgb matrix)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.negative = function (multiply) {\n var matrix = [\n -1, 0, 0, 1, 0,\n 0, -1, 0, 1, 0,\n 0, 0, -1, 1, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Sepia image\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.sepia = function (multiply) {\n var matrix = [\n 0.393, 0.7689999, 0.18899999, 0, 0,\n 0.349, 0.6859999, 0.16799999, 0, 0,\n 0.272, 0.5339999, 0.13099999, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Color motion picture process invented in 1916 (thanks Dominic Szablewski)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.technicolor = function (multiply) {\n var matrix = [\n 1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337,\n -0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398,\n -0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Polaroid filter\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.polaroid = function (multiply) {\n var matrix = [\n 1.438, -0.062, -0.062, 0, 0,\n -0.122, 1.378, -0.122, 0, 0,\n -0.016, -0.016, 1.483, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Filter who transforms : Red -> Blue and Blue -> Red\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.toBGR = function (multiply) {\n var matrix = [\n 0, 0, 1, 0, 0,\n 0, 1, 0, 0, 0,\n 1, 0, 0, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.kodachrome = function (multiply) {\n var matrix = [\n 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502,\n -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203,\n -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Brown delicious browni filter (thanks Dominic Szablewski)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.browni = function (multiply) {\n var matrix = [\n 0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873,\n -0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127,\n 0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Vintage filter (thanks Dominic Szablewski)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.vintage = function (multiply) {\n var matrix = [\n 0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123,\n 0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591,\n 0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * We don't know exactly what it does, kind of gradient map, but funny to play with!\n * @param desaturation - Tone values.\n * @param toned - Tone values.\n * @param lightColor - Tone values, example: `0xFFE580`\n * @param darkColor - Tone values, example: `0xFFE580`\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.colorTone = function (desaturation, toned, lightColor, darkColor, multiply) {\n desaturation = desaturation || 0.2;\n toned = toned || 0.15;\n lightColor = lightColor || 0xFFE580;\n darkColor = darkColor || 0x338000;\n var lR = ((lightColor >> 16) & 0xFF) / 255;\n var lG = ((lightColor >> 8) & 0xFF) / 255;\n var lB = (lightColor & 0xFF) / 255;\n var dR = ((darkColor >> 16) & 0xFF) / 255;\n var dG = ((darkColor >> 8) & 0xFF) / 255;\n var dB = (darkColor & 0xFF) / 255;\n var matrix = [\n 0.3, 0.59, 0.11, 0, 0,\n lR, lG, lB, desaturation, 0,\n dR, dG, dB, toned, 0,\n lR - dR, lG - dG, lB - dB, 0, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Night effect\n * @param intensity - The intensity of the night effect.\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.night = function (intensity, multiply) {\n intensity = intensity || 0.1;\n var matrix = [\n intensity * (-2.0), -intensity, 0, 0, 0,\n -intensity, 0, intensity, 0, 0,\n 0, intensity, intensity * 2.0, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Predator effect\n *\n * Erase the current matrix by setting a new indepent one\n * @param amount - how much the predator feels his future victim\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.predator = function (amount, multiply) {\n var matrix = [\n // row 1\n 11.224130630493164 * amount,\n -4.794486999511719 * amount,\n -2.8746118545532227 * amount,\n 0 * amount,\n 0.40342438220977783 * amount,\n // row 2\n -3.6330697536468506 * amount,\n 9.193157196044922 * amount,\n -2.951810836791992 * amount,\n 0 * amount,\n -1.316135048866272 * amount,\n // row 3\n -3.2184197902679443 * amount,\n -4.2375030517578125 * amount,\n 7.476448059082031 * amount,\n 0 * amount,\n 0.8044459223747253 * amount,\n // row 4\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * LSD effect\n *\n * Multiply the current matrix\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.lsd = function (multiply) {\n var matrix = [\n 2, -0.4, 0.5, 0, 0,\n -0.5, 2, -0.4, 0, 0,\n -0.4, -0.5, 3, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /** Erase the current matrix by setting the default one. */\n ColorMatrixFilter.prototype.reset = function () {\n var matrix = [\n 1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, false);\n };\n Object.defineProperty(ColorMatrixFilter.prototype, \"matrix\", {\n /**\n * The matrix of the color matrix filter\n * @member {number[]}\n * @default [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0]\n */\n get: function () {\n return this.uniforms.m;\n },\n set: function (value) {\n this.uniforms.m = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ColorMatrixFilter.prototype, \"alpha\", {\n /**\n * The opacity value to use when mixing the original and resultant colors.\n *\n * When the value is 0, the original color is used without modification.\n * When the value is 1, the result color is used.\n * When in the range (0, 1) the color is interpolated between the original and result by this amount.\n * @default 1\n */\n get: function () {\n return this.uniforms.uAlpha;\n },\n set: function (value) {\n this.uniforms.uAlpha = value;\n },\n enumerable: false,\n configurable: true\n });\n return ColorMatrixFilter;\n}(Filter));\n// Americanized alias\nColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale;\n\nexport { ColorMatrixFilter };\n//# sourceMappingURL=filter-color-matrix.mjs.map\n","/*!\n * @pixi/filter-displacement - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/filter-displacement is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Filter } from '@pixi/core';\nimport { Matrix, Point } from '@pixi/math';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar fragment = \"varying vec2 vFilterCoord;\\nvarying vec2 vTextureCoord;\\n\\nuniform vec2 scale;\\nuniform mat2 rotation;\\nuniform sampler2D uSampler;\\nuniform sampler2D mapSampler;\\n\\nuniform highp vec4 inputSize;\\nuniform vec4 inputClamp;\\n\\nvoid main(void)\\n{\\n vec4 map = texture2D(mapSampler, vFilterCoord);\\n\\n map -= 0.5;\\n map.xy = scale * inputSize.zw * (rotation * map.xy);\\n\\n gl_FragColor = texture2D(uSampler, clamp(vec2(vTextureCoord.x + map.x, vTextureCoord.y + map.y), inputClamp.xy, inputClamp.zw));\\n}\\n\";\n\nvar vertex = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 filterMatrix;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec2 vFilterCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n\\tgl_Position = filterVertexPosition();\\n\\tvTextureCoord = filterTextureCoord();\\n\\tvFilterCoord = ( filterMatrix * vec3( vTextureCoord, 1.0) ).xy;\\n}\\n\";\n\n/**\n * The DisplacementFilter class uses the pixel values from the specified texture\n * (called the displacement map) to perform a displacement of an object.\n *\n * You can use this filter to apply all manor of crazy warping effects.\n * Currently the `r` property of the texture is used to offset the `x`\n * and the `g` property of the texture is used to offset the `y`.\n *\n * The way it works is it uses the values of the displacement map to look up the\n * correct pixels to output. This means it's not technically moving the original.\n * Instead, it's starting at the output and asking \"which pixel from the original goes here\".\n * For example, if a displacement map pixel has `red = 1` and the filter scale is `20`,\n * this filter will output the pixel approximately 20 pixels to the right of the original.\n * @memberof PIXI.filters\n */\nvar DisplacementFilter = /** @class */ (function (_super) {\n __extends(DisplacementFilter, _super);\n /**\n * @param {PIXI.Sprite} sprite - The sprite used for the displacement map. (make sure its added to the scene!)\n * @param scale - The scale of the displacement\n */\n function DisplacementFilter(sprite, scale) {\n var _this = this;\n var maskMatrix = new Matrix();\n sprite.renderable = false;\n _this = _super.call(this, vertex, fragment, {\n mapSampler: sprite._texture,\n filterMatrix: maskMatrix,\n scale: { x: 1, y: 1 },\n rotation: new Float32Array([1, 0, 0, 1]),\n }) || this;\n _this.maskSprite = sprite;\n _this.maskMatrix = maskMatrix;\n if (scale === null || scale === undefined) {\n scale = 20;\n }\n /**\n * scaleX, scaleY for displacements\n * @member {PIXI.Point}\n */\n _this.scale = new Point(scale, scale);\n return _this;\n }\n /**\n * Applies the filter.\n * @param filterManager - The manager.\n * @param input - The input target.\n * @param output - The output target.\n * @param clearMode - clearMode.\n */\n DisplacementFilter.prototype.apply = function (filterManager, input, output, clearMode) {\n // fill maskMatrix with _normalized sprite texture coords_\n this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, this.maskSprite);\n this.uniforms.scale.x = this.scale.x;\n this.uniforms.scale.y = this.scale.y;\n // Extract rotation from world transform\n var wt = this.maskSprite.worldTransform;\n var lenX = Math.sqrt((wt.a * wt.a) + (wt.b * wt.b));\n var lenY = Math.sqrt((wt.c * wt.c) + (wt.d * wt.d));\n if (lenX !== 0 && lenY !== 0) {\n this.uniforms.rotation[0] = wt.a / lenX;\n this.uniforms.rotation[1] = wt.b / lenX;\n this.uniforms.rotation[2] = wt.c / lenY;\n this.uniforms.rotation[3] = wt.d / lenY;\n }\n // draw the filter...\n filterManager.applyFilter(this, input, output, clearMode);\n };\n Object.defineProperty(DisplacementFilter.prototype, \"map\", {\n /** The texture used for the displacement map. Must be power of 2 sized texture. */\n get: function () {\n return this.uniforms.mapSampler;\n },\n set: function (value) {\n this.uniforms.mapSampler = value;\n },\n enumerable: false,\n configurable: true\n });\n return DisplacementFilter;\n}(Filter));\n\nexport { DisplacementFilter };\n//# sourceMappingURL=filter-displacement.mjs.map\n","/*!\n * @pixi/filter-fxaa - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/filter-fxaa is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Filter } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar vertex = \"\\nattribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 v_rgbNW;\\nvarying vec2 v_rgbNE;\\nvarying vec2 v_rgbSW;\\nvarying vec2 v_rgbSE;\\nvarying vec2 v_rgbM;\\n\\nvarying vec2 vFragCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvoid texcoords(vec2 fragCoord, vec2 inverseVP,\\n out vec2 v_rgbNW, out vec2 v_rgbNE,\\n out vec2 v_rgbSW, out vec2 v_rgbSE,\\n out vec2 v_rgbM) {\\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\\n v_rgbM = vec2(fragCoord * inverseVP);\\n}\\n\\nvoid main(void) {\\n\\n gl_Position = filterVertexPosition();\\n\\n vFragCoord = aVertexPosition * outputFrame.zw;\\n\\n texcoords(vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\\n}\\n\";\n\nvar fragment = \"varying vec2 v_rgbNW;\\nvarying vec2 v_rgbNE;\\nvarying vec2 v_rgbSW;\\nvarying vec2 v_rgbSE;\\nvarying vec2 v_rgbM;\\n\\nvarying vec2 vFragCoord;\\nuniform sampler2D uSampler;\\nuniform highp vec4 inputSize;\\n\\n\\n/**\\n Basic FXAA implementation based on the code on geeks3d.com with the\\n modification that the texture2DLod stuff was removed since it's\\n unsupported by WebGL.\\n\\n --\\n\\n From:\\n https://github.com/mitsuhiko/webgl-meincraft\\n\\n Copyright (c) 2011 by Armin Ronacher.\\n\\n Some rights reserved.\\n\\n Redistribution and use in source and binary forms, with or without\\n modification, are permitted provided that the following conditions are\\n met:\\n\\n * Redistributions of source code must retain the above copyright\\n notice, this list of conditions and the following disclaimer.\\n\\n * Redistributions in binary form must reproduce the above\\n copyright notice, this list of conditions and the following\\n disclaimer in the documentation and/or other materials provided\\n with the distribution.\\n\\n * The names of the contributors may not be used to endorse or\\n promote products derived from this software without specific\\n prior written permission.\\n\\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\\n \\\"AS IS\\\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\\n LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\\n A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\\n OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\\n SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\\n LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\\n DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\\n THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\\n (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\\n */\\n\\n#ifndef FXAA_REDUCE_MIN\\n#define FXAA_REDUCE_MIN (1.0/ 128.0)\\n#endif\\n#ifndef FXAA_REDUCE_MUL\\n#define FXAA_REDUCE_MUL (1.0 / 8.0)\\n#endif\\n#ifndef FXAA_SPAN_MAX\\n#define FXAA_SPAN_MAX 8.0\\n#endif\\n\\n//optimized version for mobile, where dependent\\n//texture reads can be a bottleneck\\nvec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,\\n vec2 v_rgbNW, vec2 v_rgbNE,\\n vec2 v_rgbSW, vec2 v_rgbSE,\\n vec2 v_rgbM) {\\n vec4 color;\\n vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\\n vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\\n vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\\n vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\\n vec4 texColor = texture2D(tex, v_rgbM);\\n vec3 rgbM = texColor.xyz;\\n vec3 luma = vec3(0.299, 0.587, 0.114);\\n float lumaNW = dot(rgbNW, luma);\\n float lumaNE = dot(rgbNE, luma);\\n float lumaSW = dot(rgbSW, luma);\\n float lumaSE = dot(rgbSE, luma);\\n float lumaM = dot(rgbM, luma);\\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\\n\\n mediump vec2 dir;\\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\\n\\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\\n (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\\n\\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\\n dir * rcpDirMin)) * inverseVP;\\n\\n vec3 rgbA = 0.5 * (\\n texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\\n texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\\n texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\\n texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\\n\\n float lumaB = dot(rgbB, luma);\\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\\n color = vec4(rgbA, texColor.a);\\n else\\n color = vec4(rgbB, texColor.a);\\n return color;\\n}\\n\\nvoid main() {\\n\\n vec4 color;\\n\\n color = fxaa(uSampler, vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\\n\\n gl_FragColor = color;\\n}\\n\";\n\n/**\n * Basic FXAA (Fast Approximate Anti-Aliasing) implementation based on the code on geeks3d.com\n * with the modification that the texture2DLod stuff was removed since it is unsupported by WebGL.\n * @see https://github.com/mitsuhiko/webgl-meincraft\n * @memberof PIXI.filters\n */\nvar FXAAFilter = /** @class */ (function (_super) {\n __extends(FXAAFilter, _super);\n function FXAAFilter() {\n // TODO - needs work\n return _super.call(this, vertex, fragment) || this;\n }\n return FXAAFilter;\n}(Filter));\n\nexport { FXAAFilter };\n//# sourceMappingURL=filter-fxaa.mjs.map\n","/*!\n * @pixi/filter-noise - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/filter-noise is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { defaultFilterVertex, Filter } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar fragment = \"precision highp float;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\n\\nuniform float uNoise;\\nuniform float uSeed;\\nuniform sampler2D uSampler;\\n\\nfloat rand(vec2 co)\\n{\\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\\n}\\n\\nvoid main()\\n{\\n vec4 color = texture2D(uSampler, vTextureCoord);\\n float randomValue = rand(gl_FragCoord.xy * uSeed);\\n float diff = (randomValue - 0.5) * uNoise;\\n\\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\\n if (color.a > 0.0) {\\n color.rgb /= color.a;\\n }\\n\\n color.r += diff;\\n color.g += diff;\\n color.b += diff;\\n\\n // Premultiply alpha again.\\n color.rgb *= color.a;\\n\\n gl_FragColor = color;\\n}\\n\";\n\n/**\n * A Noise effect filter.\n *\n * original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/noise.js\n * @memberof PIXI.filters\n * @author Vico @vicocotea\n */\nvar NoiseFilter = /** @class */ (function (_super) {\n __extends(NoiseFilter, _super);\n /**\n * @param {number} [noise=0.5] - The noise intensity, should be a normalized value in the range [0, 1].\n * @param {number} [seed] - A random seed for the noise generation. Default is `Math.random()`.\n */\n function NoiseFilter(noise, seed) {\n if (noise === void 0) { noise = 0.5; }\n if (seed === void 0) { seed = Math.random(); }\n var _this = _super.call(this, defaultFilterVertex, fragment, {\n uNoise: 0,\n uSeed: 0,\n }) || this;\n _this.noise = noise;\n _this.seed = seed;\n return _this;\n }\n Object.defineProperty(NoiseFilter.prototype, \"noise\", {\n /**\n * The amount of noise to apply, this value should be in the range (0, 1].\n * @default 0.5\n */\n get: function () {\n return this.uniforms.uNoise;\n },\n set: function (value) {\n this.uniforms.uNoise = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NoiseFilter.prototype, \"seed\", {\n /** A seed value to apply to the random noise generation. `Math.random()` is a good value to use. */\n get: function () {\n return this.uniforms.uSeed;\n },\n set: function (value) {\n this.uniforms.uSeed = value;\n },\n enumerable: false,\n configurable: true\n });\n return NoiseFilter;\n}(Filter));\n\nexport { NoiseFilter };\n//# sourceMappingURL=filter-noise.mjs.map\n","/*!\n * @pixi/mixin-cache-as-bitmap - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/mixin-cache-as-bitmap is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { RenderTexture, BaseTexture, Texture } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\nimport { DisplayObject } from '@pixi/display';\nimport { Matrix } from '@pixi/math';\nimport { uid } from '@pixi/utils';\nimport { settings } from '@pixi/settings';\nimport { MSAA_QUALITY } from '@pixi/constants';\n\nvar _tempMatrix = new Matrix();\nDisplayObject.prototype._cacheAsBitmap = false;\nDisplayObject.prototype._cacheData = null;\nDisplayObject.prototype._cacheAsBitmapResolution = null;\nDisplayObject.prototype._cacheAsBitmapMultisample = MSAA_QUALITY.NONE;\n// figured there's no point adding ALL the extra variables to prototype.\n// this model can hold the information needed. This can also be generated on demand as\n// most objects are not cached as bitmaps.\n/**\n * @class\n * @ignore\n * @private\n */\nvar CacheData = /** @class */ (function () {\n function CacheData() {\n this.textureCacheId = null;\n this.originalRender = null;\n this.originalRenderCanvas = null;\n this.originalCalculateBounds = null;\n this.originalGetLocalBounds = null;\n this.originalUpdateTransform = null;\n this.originalDestroy = null;\n this.originalMask = null;\n this.originalFilterArea = null;\n this.originalContainsPoint = null;\n this.sprite = null;\n }\n return CacheData;\n}());\nObject.defineProperties(DisplayObject.prototype, {\n /**\n * The resolution to use for cacheAsBitmap. By default this will use the renderer's resolution\n * but can be overriden for performance. Lower values will reduce memory usage at the expense\n * of render quality. A falsey value of `null` or `0` will default to the renderer's resolution.\n * If `cacheAsBitmap` is set to `true`, this will re-render with the new resolution.\n * @member {number} cacheAsBitmapResolution\n * @memberof PIXI.DisplayObject#\n * @default null\n */\n cacheAsBitmapResolution: {\n get: function () {\n return this._cacheAsBitmapResolution;\n },\n set: function (resolution) {\n if (resolution === this._cacheAsBitmapResolution) {\n return;\n }\n this._cacheAsBitmapResolution = resolution;\n if (this.cacheAsBitmap) {\n // Toggle to re-render at the new resolution\n this.cacheAsBitmap = false;\n this.cacheAsBitmap = true;\n }\n },\n },\n /**\n * The number of samples to use for cacheAsBitmap. If set to `null`, the renderer's\n * sample count is used.\n * If `cacheAsBitmap` is set to `true`, this will re-render with the new number of samples.\n * @member {number} cacheAsBitmapMultisample\n * @memberof PIXI.DisplayObject#\n * @default PIXI.MSAA_QUALITY.NONE\n */\n cacheAsBitmapMultisample: {\n get: function () {\n return this._cacheAsBitmapMultisample;\n },\n set: function (multisample) {\n if (multisample === this._cacheAsBitmapMultisample) {\n return;\n }\n this._cacheAsBitmapMultisample = multisample;\n if (this.cacheAsBitmap) {\n // Toggle to re-render with new multisample\n this.cacheAsBitmap = false;\n this.cacheAsBitmap = true;\n }\n },\n },\n /**\n * Set this to true if you want this display object to be cached as a bitmap.\n * This basically takes a snap shot of the display object as it is at that moment. It can\n * provide a performance benefit for complex static displayObjects.\n * To remove simply set this property to `false`\n *\n * IMPORTANT GOTCHA - Make sure that all your textures are preloaded BEFORE setting this property to true\n * as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear.\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n cacheAsBitmap: {\n get: function () {\n return this._cacheAsBitmap;\n },\n set: function (value) {\n if (this._cacheAsBitmap === value) {\n return;\n }\n this._cacheAsBitmap = value;\n var data;\n if (value) {\n if (!this._cacheData) {\n this._cacheData = new CacheData();\n }\n data = this._cacheData;\n data.originalRender = this.render;\n data.originalRenderCanvas = this.renderCanvas;\n data.originalUpdateTransform = this.updateTransform;\n data.originalCalculateBounds = this.calculateBounds;\n data.originalGetLocalBounds = this.getLocalBounds;\n data.originalDestroy = this.destroy;\n data.originalContainsPoint = this.containsPoint;\n data.originalMask = this._mask;\n data.originalFilterArea = this.filterArea;\n this.render = this._renderCached;\n this.renderCanvas = this._renderCachedCanvas;\n this.destroy = this._cacheAsBitmapDestroy;\n }\n else {\n data = this._cacheData;\n if (data.sprite) {\n this._destroyCachedDisplayObject();\n }\n this.render = data.originalRender;\n this.renderCanvas = data.originalRenderCanvas;\n this.calculateBounds = data.originalCalculateBounds;\n this.getLocalBounds = data.originalGetLocalBounds;\n this.destroy = data.originalDestroy;\n this.updateTransform = data.originalUpdateTransform;\n this.containsPoint = data.originalContainsPoint;\n this._mask = data.originalMask;\n this.filterArea = data.originalFilterArea;\n }\n },\n },\n});\n/**\n * Renders a cached version of the sprite with WebGL\n * @private\n * @method _renderCached\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Renderer} renderer - the WebGL renderer\n */\nDisplayObject.prototype._renderCached = function _renderCached(renderer) {\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n this._initCachedDisplayObject(renderer);\n this._cacheData.sprite.transform._worldID = this.transform._worldID;\n this._cacheData.sprite.worldAlpha = this.worldAlpha;\n this._cacheData.sprite._render(renderer);\n};\n/**\n * Prepares the WebGL renderer to cache the sprite\n * @private\n * @method _initCachedDisplayObject\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Renderer} renderer - the WebGL renderer\n */\nDisplayObject.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer) {\n var _a;\n if (this._cacheData && this._cacheData.sprite) {\n return;\n }\n // make sure alpha is set to 1 otherwise it will get rendered as invisible!\n var cacheAlpha = this.alpha;\n this.alpha = 1;\n // first we flush anything left in the renderer (otherwise it would get rendered to the cached texture)\n renderer.batch.flush();\n // this.filters= [];\n // next we find the dimensions of the untransformed object\n // this function also calls updatetransform on all its children as part of the measuring.\n // This means we don't need to update the transform again in this function\n // TODO pass an object to clone too? saves having to create a new one each time!\n var bounds = this.getLocalBounds(null, true).clone();\n // add some padding!\n if (this.filters && this.filters.length) {\n var padding = this.filters[0].padding;\n bounds.pad(padding);\n }\n bounds.ceil(settings.RESOLUTION);\n // for now we cache the current renderTarget that the WebGL renderer is currently using.\n // this could be more elegant..\n var cachedRenderTexture = renderer.renderTexture.current;\n var cachedSourceFrame = renderer.renderTexture.sourceFrame.clone();\n var cachedDestinationFrame = renderer.renderTexture.destinationFrame.clone();\n var cachedProjectionTransform = renderer.projection.transform;\n // We also store the filter stack - I will definitely look to change how this works a little later down the line.\n // const stack = renderer.filterManager.filterStack;\n // this renderTexture will be used to store the cached DisplayObject\n var renderTexture = RenderTexture.create({\n width: bounds.width,\n height: bounds.height,\n resolution: this.cacheAsBitmapResolution || renderer.resolution,\n multisample: (_a = this.cacheAsBitmapMultisample) !== null && _a !== void 0 ? _a : renderer.multisample,\n });\n var textureCacheId = \"cacheAsBitmap_\" + uid();\n this._cacheData.textureCacheId = textureCacheId;\n BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);\n Texture.addToCache(renderTexture, textureCacheId);\n // need to set //\n var m = this.transform.localTransform.copyTo(_tempMatrix).invert().translate(-bounds.x, -bounds.y);\n // set all properties to there original so we can render to a texture\n this.render = this._cacheData.originalRender;\n renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false });\n renderer.framebuffer.blit();\n // now restore the state be setting the new properties\n renderer.projection.transform = cachedProjectionTransform;\n renderer.renderTexture.bind(cachedRenderTexture, cachedSourceFrame, cachedDestinationFrame);\n // renderer.filterManager.filterStack = stack;\n this.render = this._renderCached;\n // the rest is the same as for Canvas\n this.updateTransform = this.displayObjectUpdateTransform;\n this.calculateBounds = this._calculateCachedBounds;\n this.getLocalBounds = this._getCachedLocalBounds;\n this._mask = null;\n this.filterArea = null;\n this.alpha = cacheAlpha;\n // create our cached sprite\n var cachedSprite = new Sprite(renderTexture);\n cachedSprite.transform.worldTransform = this.transform.worldTransform;\n cachedSprite.anchor.x = -(bounds.x / bounds.width);\n cachedSprite.anchor.y = -(bounds.y / bounds.height);\n cachedSprite.alpha = cacheAlpha;\n cachedSprite._bounds = this._bounds;\n this._cacheData.sprite = cachedSprite;\n this.transform._parentID = -1;\n // restore the transform of the cached sprite to avoid the nasty flicker..\n if (!this.parent) {\n this.enableTempParent();\n this.updateTransform();\n this.disableTempParent(null);\n }\n else {\n this.updateTransform();\n }\n // map the hit test..\n this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite);\n};\n/**\n * Renders a cached version of the sprite with canvas\n * @private\n * @method _renderCachedCanvas\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer\n */\nDisplayObject.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer) {\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n this._initCachedDisplayObjectCanvas(renderer);\n this._cacheData.sprite.worldAlpha = this.worldAlpha;\n this._cacheData.sprite._renderCanvas(renderer);\n};\n// TODO this can be the same as the WebGL version.. will need to do a little tweaking first though..\n/**\n * Prepares the Canvas renderer to cache the sprite\n * @private\n * @method _initCachedDisplayObjectCanvas\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer\n */\nDisplayObject.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(renderer) {\n if (this._cacheData && this._cacheData.sprite) {\n return;\n }\n // get bounds actually transforms the object for us already!\n var bounds = this.getLocalBounds(null, true);\n var cacheAlpha = this.alpha;\n this.alpha = 1;\n var cachedRenderTarget = renderer.context;\n var cachedProjectionTransform = renderer._projTransform;\n bounds.ceil(settings.RESOLUTION);\n var renderTexture = RenderTexture.create({ width: bounds.width, height: bounds.height });\n var textureCacheId = \"cacheAsBitmap_\" + uid();\n this._cacheData.textureCacheId = textureCacheId;\n BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);\n Texture.addToCache(renderTexture, textureCacheId);\n // need to set //\n var m = _tempMatrix;\n this.transform.localTransform.copyTo(m);\n m.invert();\n m.tx -= bounds.x;\n m.ty -= bounds.y;\n // m.append(this.transform.worldTransform.)\n // set all properties to there original so we can render to a texture\n this.renderCanvas = this._cacheData.originalRenderCanvas;\n renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false });\n // now restore the state be setting the new properties\n renderer.context = cachedRenderTarget;\n renderer._projTransform = cachedProjectionTransform;\n this.renderCanvas = this._renderCachedCanvas;\n // the rest is the same as for WebGL\n this.updateTransform = this.displayObjectUpdateTransform;\n this.calculateBounds = this._calculateCachedBounds;\n this.getLocalBounds = this._getCachedLocalBounds;\n this._mask = null;\n this.filterArea = null;\n this.alpha = cacheAlpha;\n // create our cached sprite\n var cachedSprite = new Sprite(renderTexture);\n cachedSprite.transform.worldTransform = this.transform.worldTransform;\n cachedSprite.anchor.x = -(bounds.x / bounds.width);\n cachedSprite.anchor.y = -(bounds.y / bounds.height);\n cachedSprite.alpha = cacheAlpha;\n cachedSprite._bounds = this._bounds;\n this._cacheData.sprite = cachedSprite;\n this.transform._parentID = -1;\n // restore the transform of the cached sprite to avoid the nasty flicker..\n if (!this.parent) {\n this.parent = renderer._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else {\n this.updateTransform();\n }\n // map the hit test..\n this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite);\n};\n/**\n * Calculates the bounds of the cached sprite\n * @private\n * @method\n */\nDisplayObject.prototype._calculateCachedBounds = function _calculateCachedBounds() {\n this._bounds.clear();\n this._cacheData.sprite.transform._worldID = this.transform._worldID;\n this._cacheData.sprite._calculateBounds();\n this._bounds.updateID = this._boundsID;\n};\n/**\n * Gets the bounds of the cached sprite.\n * @private\n * @method\n * @returns {Rectangle} The local bounds.\n */\nDisplayObject.prototype._getCachedLocalBounds = function _getCachedLocalBounds() {\n return this._cacheData.sprite.getLocalBounds(null);\n};\n/**\n * Destroys the cached sprite.\n * @private\n * @method\n */\nDisplayObject.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject() {\n this._cacheData.sprite._texture.destroy(true);\n this._cacheData.sprite = null;\n BaseTexture.removeFromCache(this._cacheData.textureCacheId);\n Texture.removeFromCache(this._cacheData.textureCacheId);\n this._cacheData.textureCacheId = null;\n};\n/**\n * Destroys the cached object.\n * @private\n * @method\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value.\n * Used when destroying containers, see the Container.destroy method.\n */\nDisplayObject.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options) {\n this.cacheAsBitmap = false;\n this.destroy(options);\n};\n\nexport { CacheData };\n//# sourceMappingURL=mixin-cache-as-bitmap.mjs.map\n","/*!\n * @pixi/mixin-get-child-by-name - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/mixin-get-child-by-name is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { DisplayObject, Container } from '@pixi/display';\n\n/**\n * The instance name of the object.\n * @memberof PIXI.DisplayObject#\n * @member {string} name\n */\nDisplayObject.prototype.name = null;\n/**\n * Returns the display object in the container.\n *\n * Recursive searches are done in a preorder traversal.\n * @method getChildByName\n * @memberof PIXI.Container#\n * @param {string} name - Instance name.\n * @param {boolean}[deep=false] - Whether to search recursively\n * @returns {PIXI.DisplayObject} The child with the specified name.\n */\nContainer.prototype.getChildByName = function getChildByName(name, deep) {\n for (var i = 0, j = this.children.length; i < j; i++) {\n if (this.children[i].name === name) {\n return this.children[i];\n }\n }\n if (deep) {\n for (var i = 0, j = this.children.length; i < j; i++) {\n var child = this.children[i];\n if (!child.getChildByName) {\n continue;\n }\n var target = child.getChildByName(name, true);\n if (target) {\n return target;\n }\n }\n }\n return null;\n};\n//# sourceMappingURL=mixin-get-child-by-name.mjs.map\n","/*!\n * @pixi/mixin-get-global-position - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/mixin-get-global-position is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { DisplayObject } from '@pixi/display';\nimport { Point } from '@pixi/math';\n\n/**\n * Returns the global position of the displayObject. Does not depend on object scale, rotation and pivot.\n * @method getGlobalPosition\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Point} [point=new PIXI.Point()] - The point to write the global value to.\n * @param {boolean} [skipUpdate=false] - Setting to true will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @returns {PIXI.Point} The updated point.\n */\nDisplayObject.prototype.getGlobalPosition = function getGlobalPosition(point, skipUpdate) {\n if (point === void 0) { point = new Point(); }\n if (skipUpdate === void 0) { skipUpdate = false; }\n if (this.parent) {\n this.parent.toGlobal(this.position, point, skipUpdate);\n }\n else {\n point.x = this.position.x;\n point.y = this.position.y;\n }\n return point;\n};\n//# sourceMappingURL=mixin-get-global-position.mjs.map\n","/*!\n * @pixi/app - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/app is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { ExtensionType, extensions, autoDetectRenderer } from '@pixi/core';\nimport { Container } from '@pixi/display';\nimport { deprecation } from '@pixi/utils';\n\n/**\n * Middleware for for Application's resize functionality\n * @private\n * @class\n */\nvar ResizePlugin = /** @class */ (function () {\n function ResizePlugin() {\n }\n /**\n * Initialize the plugin with scope of application instance\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n ResizePlugin.init = function (options) {\n var _this = this;\n Object.defineProperty(this, 'resizeTo', \n /**\n * The HTML element or window to automatically resize the\n * renderer's view element to match width and height.\n * @member {Window|HTMLElement}\n * @name resizeTo\n * @memberof PIXI.Application#\n */\n {\n set: function (dom) {\n globalThis.removeEventListener('resize', this.queueResize);\n this._resizeTo = dom;\n if (dom) {\n globalThis.addEventListener('resize', this.queueResize);\n this.resize();\n }\n },\n get: function () {\n return this._resizeTo;\n },\n });\n /**\n * Resize is throttled, so it's safe to call this multiple times per frame and it'll\n * only be called once.\n * @memberof PIXI.Application#\n * @method queueResize\n * @private\n */\n this.queueResize = function () {\n if (!_this._resizeTo) {\n return;\n }\n _this.cancelResize();\n // // Throttle resize events per raf\n _this._resizeId = requestAnimationFrame(function () { return _this.resize(); });\n };\n /**\n * Cancel the resize queue.\n * @memberof PIXI.Application#\n * @method cancelResize\n * @private\n */\n this.cancelResize = function () {\n if (_this._resizeId) {\n cancelAnimationFrame(_this._resizeId);\n _this._resizeId = null;\n }\n };\n /**\n * Execute an immediate resize on the renderer, this is not\n * throttled and can be expensive to call many times in a row.\n * Will resize only if `resizeTo` property is set.\n * @memberof PIXI.Application#\n * @method resize\n */\n this.resize = function () {\n if (!_this._resizeTo) {\n return;\n }\n // clear queue resize\n _this.cancelResize();\n var width;\n var height;\n // Resize to the window\n if (_this._resizeTo === globalThis.window) {\n width = globalThis.innerWidth;\n height = globalThis.innerHeight;\n }\n // Resize to other HTML entities\n else {\n var _a = _this._resizeTo, clientWidth = _a.clientWidth, clientHeight = _a.clientHeight;\n width = clientWidth;\n height = clientHeight;\n }\n _this.renderer.resize(width, height);\n };\n // On resize\n this._resizeId = null;\n this._resizeTo = null;\n this.resizeTo = options.resizeTo || null;\n };\n /**\n * Clean up the ticker, scoped to application\n * @static\n * @private\n */\n ResizePlugin.destroy = function () {\n globalThis.removeEventListener('resize', this.queueResize);\n this.cancelResize();\n this.cancelResize = null;\n this.queueResize = null;\n this.resizeTo = null;\n this.resize = null;\n };\n /** @ignore */\n ResizePlugin.extension = ExtensionType.Application;\n return ResizePlugin;\n}());\n\n/**\n * Convenience class to create a new PIXI application.\n *\n * This class automatically creates the renderer, ticker and root container.\n * @example\n * // Create the application\n * const app = new PIXI.Application();\n *\n * // Add the view to the DOM\n * document.body.appendChild(app.view);\n *\n * // ex, add display objects\n * app.stage.addChild(PIXI.Sprite.from('something.png'));\n * @class\n * @memberof PIXI\n */\nvar Application = /** @class */ (function () {\n /**\n * @param {object} [options] - The optional renderer parameters.\n * @param {boolean} [options.autoStart=true] - Automatically starts the rendering after the construction.\n * **Note**: Setting this parameter to false does NOT stop the shared ticker even if you set\n * options.sharedTicker to true in case that it is already started. Stop it by your own.\n * @param {number} [options.width=800] - The width of the renderers view.\n * @param {number} [options.height=600] - The height of the renderers view.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, enable this if you\n * need to call toDataUrl on the WebGL context.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this\n * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise\n * it is ignored.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card. **(WebGL only)**.\n * @param {boolean} [options.sharedTicker=false] - `true` to use PIXI.Ticker.shared, `false` to create new ticker.\n * If set to false, you cannot register a handler to occur before anything that runs on the shared ticker.\n * The system ticker will always run before both the shared ticker and the app ticker.\n * @param {boolean} [options.sharedLoader=false] - `true` to use PIXI.Loader.shared, `false` to create new Loader.\n * @param {Window|HTMLElement} [options.resizeTo] - Element to automatically resize stage to.\n */\n function Application(options) {\n var _this = this;\n /**\n * The root display container that's rendered.\n * @member {PIXI.Container}\n */\n this.stage = new Container();\n // The default options\n options = Object.assign({\n forceCanvas: false,\n }, options);\n this.renderer = autoDetectRenderer(options);\n // install plugins here\n Application._plugins.forEach(function (plugin) {\n plugin.init.call(_this, options);\n });\n }\n /**\n * Use the {@link PIXI.extensions.add} API to register plugins.\n * @deprecated since 6.5.0\n * @static\n * @param {PIXI.IApplicationPlugin} plugin - Plugin being installed\n */\n Application.registerPlugin = function (plugin) {\n deprecation('6.5.0', 'Application.registerPlugin() is deprecated, use extensions.add()');\n extensions.add({\n type: ExtensionType.Application,\n ref: plugin,\n });\n };\n /** Render the current stage. */\n Application.prototype.render = function () {\n this.renderer.render(this.stage);\n };\n Object.defineProperty(Application.prototype, \"view\", {\n /**\n * Reference to the renderer's canvas element.\n * @member {HTMLCanvasElement}\n * @readonly\n */\n get: function () {\n return this.renderer.view;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Application.prototype, \"screen\", {\n /**\n * Reference to the renderer's screen rectangle. Its safe to use as `filterArea` or `hitArea` for the whole screen.\n * @member {PIXI.Rectangle}\n * @readonly\n */\n get: function () {\n return this.renderer.screen;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Destroy and don't use after this.\n * @param {boolean} [removeView=false] - Automatically remove canvas from DOM.\n * @param {object|boolean} [stageOptions] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [stageOptions.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'stageOptions' will be passed on to those calls.\n * @param {boolean} [stageOptions.texture=false] - Only used for child Sprites if stageOptions.children is set\n * to true. Should it destroy the texture of the child sprite\n * @param {boolean} [stageOptions.baseTexture=false] - Only used for child Sprites if stageOptions.children is set\n * to true. Should it destroy the base texture of the child sprite\n */\n Application.prototype.destroy = function (removeView, stageOptions) {\n var _this = this;\n // Destroy plugins in the opposite order\n // which they were constructed\n var plugins = Application._plugins.slice(0);\n plugins.reverse();\n plugins.forEach(function (plugin) {\n plugin.destroy.call(_this);\n });\n this.stage.destroy(stageOptions);\n this.stage = null;\n this.renderer.destroy(removeView);\n this.renderer = null;\n };\n /** Collection of installed plugins. */\n Application._plugins = [];\n return Application;\n}());\nextensions.handleByList(ExtensionType.Application, Application._plugins);\n\nextensions.add(ResizePlugin);\n\nexport { Application, ResizePlugin };\n//# sourceMappingURL=app.mjs.map\n","/*!\n * @pixi/mesh-extras - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/mesh-extras is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { MeshGeometry, Mesh, MeshMaterial } from '@pixi/mesh';\nimport { WRAP_MODES } from '@pixi/constants';\nimport { Texture } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * @memberof PIXI\n */\nvar PlaneGeometry = /** @class */ (function (_super) {\n __extends(PlaneGeometry, _super);\n /**\n * @param width - The width of the plane.\n * @param height - The height of the plane.\n * @param segWidth - Number of horizontal segments.\n * @param segHeight - Number of vertical segments.\n */\n function PlaneGeometry(width, height, segWidth, segHeight) {\n if (width === void 0) { width = 100; }\n if (height === void 0) { height = 100; }\n if (segWidth === void 0) { segWidth = 10; }\n if (segHeight === void 0) { segHeight = 10; }\n var _this = _super.call(this) || this;\n _this.segWidth = segWidth;\n _this.segHeight = segHeight;\n _this.width = width;\n _this.height = height;\n _this.build();\n return _this;\n }\n /**\n * Refreshes plane coordinates\n * @private\n */\n PlaneGeometry.prototype.build = function () {\n var total = this.segWidth * this.segHeight;\n var verts = [];\n var uvs = [];\n var indices = [];\n var segmentsX = this.segWidth - 1;\n var segmentsY = this.segHeight - 1;\n var sizeX = (this.width) / segmentsX;\n var sizeY = (this.height) / segmentsY;\n for (var i = 0; i < total; i++) {\n var x = (i % this.segWidth);\n var y = ((i / this.segWidth) | 0);\n verts.push(x * sizeX, y * sizeY);\n uvs.push(x / segmentsX, y / segmentsY);\n }\n var totalSub = segmentsX * segmentsY;\n for (var i = 0; i < totalSub; i++) {\n var xpos = i % segmentsX;\n var ypos = (i / segmentsX) | 0;\n var value = (ypos * this.segWidth) + xpos;\n var value2 = (ypos * this.segWidth) + xpos + 1;\n var value3 = ((ypos + 1) * this.segWidth) + xpos;\n var value4 = ((ypos + 1) * this.segWidth) + xpos + 1;\n indices.push(value, value2, value3, value2, value4, value3);\n }\n this.buffers[0].data = new Float32Array(verts);\n this.buffers[1].data = new Float32Array(uvs);\n this.indexBuffer.data = new Uint16Array(indices);\n // ensure that the changes are uploaded\n this.buffers[0].update();\n this.buffers[1].update();\n this.indexBuffer.update();\n };\n return PlaneGeometry;\n}(MeshGeometry));\n\n/**\n * RopeGeometry allows you to draw a geometry across several points and then manipulate these points.\n *\n * ```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * const rope = new PIXI.RopeGeometry(100, points);\n * ```\n * @memberof PIXI\n */\nvar RopeGeometry = /** @class */ (function (_super) {\n __extends(RopeGeometry, _super);\n /**\n * @param width - The width (i.e., thickness) of the rope.\n * @param points - An array of {@link PIXI.Point} objects to construct this rope.\n * @param textureScale - By default the rope texture will be stretched to match\n * rope length. If textureScale is positive this value will be treated as a scaling\n * factor and the texture will preserve its aspect ratio instead. To create a tiling rope\n * set baseTexture.wrapMode to {@link PIXI.WRAP_MODES.REPEAT} and use a power of two texture,\n * then set textureScale=1 to keep the original texture pixel size.\n * In order to reduce alpha channel artifacts provide a larger texture and downsample -\n * i.e. set textureScale=0.5 to scale it down twice.\n */\n function RopeGeometry(width, points, textureScale) {\n if (width === void 0) { width = 200; }\n if (textureScale === void 0) { textureScale = 0; }\n var _this = _super.call(this, new Float32Array(points.length * 4), new Float32Array(points.length * 4), new Uint16Array((points.length - 1) * 6)) || this;\n _this.points = points;\n _this._width = width;\n _this.textureScale = textureScale;\n _this.build();\n return _this;\n }\n Object.defineProperty(RopeGeometry.prototype, \"width\", {\n /**\n * The width (i.e., thickness) of the rope.\n * @readonly\n */\n get: function () {\n return this._width;\n },\n enumerable: false,\n configurable: true\n });\n /** Refreshes Rope indices and uvs */\n RopeGeometry.prototype.build = function () {\n var points = this.points;\n if (!points)\n { return; }\n var vertexBuffer = this.getBuffer('aVertexPosition');\n var uvBuffer = this.getBuffer('aTextureCoord');\n var indexBuffer = this.getIndex();\n // if too little points, or texture hasn't got UVs set yet just move on.\n if (points.length < 1) {\n return;\n }\n // if the number of points has changed we will need to recreate the arraybuffers\n if (vertexBuffer.data.length / 4 !== points.length) {\n vertexBuffer.data = new Float32Array(points.length * 4);\n uvBuffer.data = new Float32Array(points.length * 4);\n indexBuffer.data = new Uint16Array((points.length - 1) * 6);\n }\n var uvs = uvBuffer.data;\n var indices = indexBuffer.data;\n uvs[0] = 0;\n uvs[1] = 0;\n uvs[2] = 0;\n uvs[3] = 1;\n var amount = 0;\n var prev = points[0];\n var textureWidth = this._width * this.textureScale;\n var total = points.length; // - 1;\n for (var i = 0; i < total; i++) {\n // time to do some smart drawing!\n var index = i * 4;\n if (this.textureScale > 0) {\n // calculate pixel distance from previous point\n var dx = prev.x - points[i].x;\n var dy = prev.y - points[i].y;\n var distance = Math.sqrt((dx * dx) + (dy * dy));\n prev = points[i];\n amount += distance / textureWidth;\n }\n else {\n // stretch texture\n amount = i / (total - 1);\n }\n uvs[index] = amount;\n uvs[index + 1] = 0;\n uvs[index + 2] = amount;\n uvs[index + 3] = 1;\n }\n var indexCount = 0;\n for (var i = 0; i < total - 1; i++) {\n var index = i * 2;\n indices[indexCount++] = index;\n indices[indexCount++] = index + 1;\n indices[indexCount++] = index + 2;\n indices[indexCount++] = index + 2;\n indices[indexCount++] = index + 1;\n indices[indexCount++] = index + 3;\n }\n // ensure that the changes are uploaded\n uvBuffer.update();\n indexBuffer.update();\n this.updateVertices();\n };\n /** refreshes vertices of Rope mesh */\n RopeGeometry.prototype.updateVertices = function () {\n var points = this.points;\n if (points.length < 1) {\n return;\n }\n var lastPoint = points[0];\n var nextPoint;\n var perpX = 0;\n var perpY = 0;\n var vertices = this.buffers[0].data;\n var total = points.length;\n for (var i = 0; i < total; i++) {\n var point = points[i];\n var index = i * 4;\n if (i < points.length - 1) {\n nextPoint = points[i + 1];\n }\n else {\n nextPoint = point;\n }\n perpY = -(nextPoint.x - lastPoint.x);\n perpX = nextPoint.y - lastPoint.y;\n var perpLength = Math.sqrt((perpX * perpX) + (perpY * perpY));\n var num = this.textureScale > 0 ? this.textureScale * this._width / 2 : this._width / 2;\n perpX /= perpLength;\n perpY /= perpLength;\n perpX *= num;\n perpY *= num;\n vertices[index] = point.x + perpX;\n vertices[index + 1] = point.y + perpY;\n vertices[index + 2] = point.x - perpX;\n vertices[index + 3] = point.y - perpY;\n lastPoint = point;\n }\n this.buffers[0].update();\n };\n RopeGeometry.prototype.update = function () {\n if (this.textureScale > 0) {\n this.build(); // we need to update UVs\n }\n else {\n this.updateVertices();\n }\n };\n return RopeGeometry;\n}(MeshGeometry));\n\n/**\n * The rope allows you to draw a texture across several points and then manipulate these points\n *\n *```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * let rope = new PIXI.SimpleRope(PIXI.Texture.from(\"snake.png\"), points);\n * ```\n * @memberof PIXI\n */\nvar SimpleRope = /** @class */ (function (_super) {\n __extends(SimpleRope, _super);\n /**\n * @param texture - The texture to use on the rope.\n * @param points - An array of {@link PIXI.Point} objects to construct this rope.\n * @param {number} textureScale - Optional. Positive values scale rope texture\n * keeping its aspect ratio. You can reduce alpha channel artifacts by providing a larger texture\n * and downsampling here. If set to zero, texture will be stretched instead.\n */\n function SimpleRope(texture, points, textureScale) {\n if (textureScale === void 0) { textureScale = 0; }\n var _this = this;\n var ropeGeometry = new RopeGeometry(texture.height, points, textureScale);\n var meshMaterial = new MeshMaterial(texture);\n if (textureScale > 0) {\n // attempt to set UV wrapping, will fail on non-power of two textures\n texture.baseTexture.wrapMode = WRAP_MODES.REPEAT;\n }\n _this = _super.call(this, ropeGeometry, meshMaterial) || this;\n /**\n * re-calculate vertices by rope points each frame\n * @member {boolean}\n */\n _this.autoUpdate = true;\n return _this;\n }\n SimpleRope.prototype._render = function (renderer) {\n var geometry = this.geometry;\n if (this.autoUpdate || geometry._width !== this.shader.texture.height) {\n geometry._width = this.shader.texture.height;\n geometry.update();\n }\n _super.prototype._render.call(this, renderer);\n };\n return SimpleRope;\n}(Mesh));\n\n/**\n * The SimplePlane allows you to draw a texture across several points and then manipulate these points\n *\n *```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * let SimplePlane = new PIXI.SimplePlane(PIXI.Texture.from(\"snake.png\"), points);\n * ```\n * @memberof PIXI\n */\nvar SimplePlane = /** @class */ (function (_super) {\n __extends(SimplePlane, _super);\n /**\n * @param texture - The texture to use on the SimplePlane.\n * @param verticesX - The number of vertices in the x-axis\n * @param verticesY - The number of vertices in the y-axis\n */\n function SimplePlane(texture, verticesX, verticesY) {\n var _this = this;\n var planeGeometry = new PlaneGeometry(texture.width, texture.height, verticesX, verticesY);\n var meshMaterial = new MeshMaterial(Texture.WHITE);\n _this = _super.call(this, planeGeometry, meshMaterial) || this;\n // lets call the setter to ensure all necessary updates are performed\n _this.texture = texture;\n _this.autoResize = true;\n return _this;\n }\n /**\n * Method used for overrides, to do something in case texture frame was changed.\n * Meshes based on plane can override it and change more details based on texture.\n */\n SimplePlane.prototype.textureUpdated = function () {\n this._textureID = this.shader.texture._updateID;\n var geometry = this.geometry;\n var _a = this.shader.texture, width = _a.width, height = _a.height;\n if (this.autoResize && (geometry.width !== width || geometry.height !== height)) {\n geometry.width = this.shader.texture.width;\n geometry.height = this.shader.texture.height;\n geometry.build();\n }\n };\n Object.defineProperty(SimplePlane.prototype, \"texture\", {\n get: function () {\n return this.shader.texture;\n },\n set: function (value) {\n // Track texture same way sprite does.\n // For generated meshes like NineSlicePlane it can change the geometry.\n // Unfortunately, this method might not work if you directly change texture in material.\n if (this.shader.texture === value) {\n return;\n }\n this.shader.texture = value;\n this._textureID = -1;\n if (value.baseTexture.valid) {\n this.textureUpdated();\n }\n else {\n value.once('update', this.textureUpdated, this);\n }\n },\n enumerable: false,\n configurable: true\n });\n SimplePlane.prototype._render = function (renderer) {\n if (this._textureID !== this.shader.texture._updateID) {\n this.textureUpdated();\n }\n _super.prototype._render.call(this, renderer);\n };\n SimplePlane.prototype.destroy = function (options) {\n this.shader.texture.off('update', this.textureUpdated, this);\n _super.prototype.destroy.call(this, options);\n };\n return SimplePlane;\n}(Mesh));\n\n/**\n * The Simple Mesh class mimics Mesh in PixiJS v4, providing easy-to-use constructor arguments.\n * For more robust customization, use {@link PIXI.Mesh}.\n * @memberof PIXI\n */\nvar SimpleMesh = /** @class */ (function (_super) {\n __extends(SimpleMesh, _super);\n /**\n * @param texture - The texture to use\n * @param {Float32Array} [vertices] - if you want to specify the vertices\n * @param {Float32Array} [uvs] - if you want to specify the uvs\n * @param {Uint16Array} [indices] - if you want to specify the indices\n * @param drawMode - the drawMode, can be any of the Mesh.DRAW_MODES consts\n */\n function SimpleMesh(texture, vertices, uvs, indices, drawMode) {\n if (texture === void 0) { texture = Texture.EMPTY; }\n var _this = this;\n var geometry = new MeshGeometry(vertices, uvs, indices);\n geometry.getBuffer('aVertexPosition').static = false;\n var meshMaterial = new MeshMaterial(texture);\n _this = _super.call(this, geometry, meshMaterial, null, drawMode) || this;\n _this.autoUpdate = true;\n return _this;\n }\n Object.defineProperty(SimpleMesh.prototype, \"vertices\", {\n /**\n * Collection of vertices data.\n * @type {Float32Array}\n */\n get: function () {\n return this.geometry.getBuffer('aVertexPosition').data;\n },\n set: function (value) {\n this.geometry.getBuffer('aVertexPosition').data = value;\n },\n enumerable: false,\n configurable: true\n });\n SimpleMesh.prototype._render = function (renderer) {\n if (this.autoUpdate) {\n this.geometry.getBuffer('aVertexPosition').update();\n }\n _super.prototype._render.call(this, renderer);\n };\n return SimpleMesh;\n}(Mesh));\n\nvar DEFAULT_BORDER_SIZE = 10;\n/**\n * The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful\n * for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically\n *\n *```js\n * let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.from('BoxWithRoundedCorners.png'), 15, 15, 15, 15);\n * ```\n *
\n *      A                          B\n *    +---+----------------------+---+\n *  C | 1 |          2           | 3 |\n *    +---+----------------------+---+\n *    |   |                      |   |\n *    | 4 |          5           | 6 |\n *    |   |                      |   |\n *    +---+----------------------+---+\n *  D | 7 |          8           | 9 |\n *    +---+----------------------+---+\n *  When changing this objects width and/or height:\n *     areas 1 3 7 and 9 will remain unscaled.\n *     areas 2 and 8 will be stretched horizontally\n *     areas 4 and 6 will be stretched vertically\n *     area 5 will be stretched both horizontally and vertically\n * 
\n * @memberof PIXI\n */\nvar NineSlicePlane = /** @class */ (function (_super) {\n __extends(NineSlicePlane, _super);\n /**\n * @param texture - The texture to use on the NineSlicePlane.\n * @param {number} [leftWidth=10] - size of the left vertical bar (A)\n * @param {number} [topHeight=10] - size of the top horizontal bar (C)\n * @param {number} [rightWidth=10] - size of the right vertical bar (B)\n * @param {number} [bottomHeight=10] - size of the bottom horizontal bar (D)\n */\n function NineSlicePlane(texture, leftWidth, topHeight, rightWidth, bottomHeight) {\n if (leftWidth === void 0) { leftWidth = DEFAULT_BORDER_SIZE; }\n if (topHeight === void 0) { topHeight = DEFAULT_BORDER_SIZE; }\n if (rightWidth === void 0) { rightWidth = DEFAULT_BORDER_SIZE; }\n if (bottomHeight === void 0) { bottomHeight = DEFAULT_BORDER_SIZE; }\n var _this = _super.call(this, Texture.WHITE, 4, 4) || this;\n _this._origWidth = texture.orig.width;\n _this._origHeight = texture.orig.height;\n /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */\n _this._width = _this._origWidth;\n /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */\n _this._height = _this._origHeight;\n _this._leftWidth = leftWidth;\n _this._rightWidth = rightWidth;\n _this._topHeight = topHeight;\n _this._bottomHeight = bottomHeight;\n // lets call the setter to ensure all necessary updates are performed\n _this.texture = texture;\n return _this;\n }\n NineSlicePlane.prototype.textureUpdated = function () {\n this._textureID = this.shader.texture._updateID;\n this._refresh();\n };\n Object.defineProperty(NineSlicePlane.prototype, \"vertices\", {\n get: function () {\n return this.geometry.getBuffer('aVertexPosition').data;\n },\n set: function (value) {\n this.geometry.getBuffer('aVertexPosition').data = value;\n },\n enumerable: false,\n configurable: true\n });\n /** Updates the horizontal vertices. */\n NineSlicePlane.prototype.updateHorizontalVertices = function () {\n var vertices = this.vertices;\n var scale = this._getMinScale();\n vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight * scale;\n vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - (this._bottomHeight * scale);\n vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height;\n };\n /** Updates the vertical vertices. */\n NineSlicePlane.prototype.updateVerticalVertices = function () {\n var vertices = this.vertices;\n var scale = this._getMinScale();\n vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth * scale;\n vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - (this._rightWidth * scale);\n vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width;\n };\n /**\n * Returns the smaller of a set of vertical and horizontal scale of nine slice corners.\n * @returns Smaller number of vertical and horizontal scale.\n */\n NineSlicePlane.prototype._getMinScale = function () {\n var w = this._leftWidth + this._rightWidth;\n var scaleW = this._width > w ? 1.0 : this._width / w;\n var h = this._topHeight + this._bottomHeight;\n var scaleH = this._height > h ? 1.0 : this._height / h;\n var scale = Math.min(scaleW, scaleH);\n return scale;\n };\n Object.defineProperty(NineSlicePlane.prototype, \"width\", {\n /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */\n get: function () {\n return this._width;\n },\n set: function (value) {\n this._width = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"height\", {\n /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */\n get: function () {\n return this._height;\n },\n set: function (value) {\n this._height = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"leftWidth\", {\n /** The width of the left column. */\n get: function () {\n return this._leftWidth;\n },\n set: function (value) {\n this._leftWidth = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"rightWidth\", {\n /** The width of the right column. */\n get: function () {\n return this._rightWidth;\n },\n set: function (value) {\n this._rightWidth = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"topHeight\", {\n /** The height of the top row. */\n get: function () {\n return this._topHeight;\n },\n set: function (value) {\n this._topHeight = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"bottomHeight\", {\n /** The height of the bottom row. */\n get: function () {\n return this._bottomHeight;\n },\n set: function (value) {\n this._bottomHeight = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n /** Refreshes NineSlicePlane coords. All of them. */\n NineSlicePlane.prototype._refresh = function () {\n var texture = this.texture;\n var uvs = this.geometry.buffers[1].data;\n this._origWidth = texture.orig.width;\n this._origHeight = texture.orig.height;\n var _uvw = 1.0 / this._origWidth;\n var _uvh = 1.0 / this._origHeight;\n uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0;\n uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0;\n uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1;\n uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1;\n uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth;\n uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - (_uvw * this._rightWidth);\n uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight;\n uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - (_uvh * this._bottomHeight);\n this.updateHorizontalVertices();\n this.updateVerticalVertices();\n this.geometry.buffers[0].update();\n this.geometry.buffers[1].update();\n };\n return NineSlicePlane;\n}(SimplePlane));\n\nexport { NineSlicePlane, PlaneGeometry, RopeGeometry, SimpleMesh, SimplePlane, SimpleRope };\n//# sourceMappingURL=mesh-extras.mjs.map\n","/*!\n * @pixi/sprite-animated - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/sprite-animated is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Texture } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * An AnimatedSprite is a simple way to display an animation depicted by a list of textures.\n *\n * ```js\n * let alienImages = [\"image_sequence_01.png\",\"image_sequence_02.png\",\"image_sequence_03.png\",\"image_sequence_04.png\"];\n * let textureArray = [];\n *\n * for (let i=0; i < 4; i++)\n * {\n * let texture = PIXI.Texture.from(alienImages[i]);\n * textureArray.push(texture);\n * };\n *\n * let animatedSprite = new PIXI.AnimatedSprite(textureArray);\n * ```\n *\n * The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet}\n * containing the animation definitions:\n *\n * ```js\n * PIXI.Loader.shared.add(\"assets/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"assets/spritesheet.json\"].spritesheet;\n * animatedSprite = new PIXI.AnimatedSprite(sheet.animations[\"image_sequence\"]);\n * ...\n * }\n * ```\n * @memberof PIXI\n */\nvar AnimatedSprite = /** @class */ (function (_super) {\n __extends(AnimatedSprite, _super);\n /**\n * @param textures - An array of {@link PIXI.Texture} or frame\n * objects that make up the animation.\n * @param {boolean} [autoUpdate=true] - Whether to use PIXI.Ticker.shared to auto update animation time.\n */\n function AnimatedSprite(textures, autoUpdate) {\n if (autoUpdate === void 0) { autoUpdate = true; }\n var _this = _super.call(this, textures[0] instanceof Texture ? textures[0] : textures[0].texture) || this;\n _this._textures = null;\n _this._durations = null;\n _this._autoUpdate = autoUpdate;\n _this._isConnectedToTicker = false;\n _this.animationSpeed = 1;\n _this.loop = true;\n _this.updateAnchor = false;\n _this.onComplete = null;\n _this.onFrameChange = null;\n _this.onLoop = null;\n _this._currentTime = 0;\n _this._playing = false;\n _this._previousFrame = null;\n _this.textures = textures;\n return _this;\n }\n /** Stops the AnimatedSprite. */\n AnimatedSprite.prototype.stop = function () {\n if (!this._playing) {\n return;\n }\n this._playing = false;\n if (this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n };\n /** Plays the AnimatedSprite. */\n AnimatedSprite.prototype.play = function () {\n if (this._playing) {\n return;\n }\n this._playing = true;\n if (this._autoUpdate && !this._isConnectedToTicker) {\n Ticker.shared.add(this.update, this, UPDATE_PRIORITY.HIGH);\n this._isConnectedToTicker = true;\n }\n };\n /**\n * Stops the AnimatedSprite and goes to a specific frame.\n * @param frameNumber - Frame index to stop at.\n */\n AnimatedSprite.prototype.gotoAndStop = function (frameNumber) {\n this.stop();\n var previousFrame = this.currentFrame;\n this._currentTime = frameNumber;\n if (previousFrame !== this.currentFrame) {\n this.updateTexture();\n }\n };\n /**\n * Goes to a specific frame and begins playing the AnimatedSprite.\n * @param frameNumber - Frame index to start at.\n */\n AnimatedSprite.prototype.gotoAndPlay = function (frameNumber) {\n var previousFrame = this.currentFrame;\n this._currentTime = frameNumber;\n if (previousFrame !== this.currentFrame) {\n this.updateTexture();\n }\n this.play();\n };\n /**\n * Updates the object transform for rendering.\n * @param deltaTime - Time since last tick.\n */\n AnimatedSprite.prototype.update = function (deltaTime) {\n if (!this._playing) {\n return;\n }\n var elapsed = this.animationSpeed * deltaTime;\n var previousFrame = this.currentFrame;\n if (this._durations !== null) {\n var lag = this._currentTime % 1 * this._durations[this.currentFrame];\n lag += elapsed / 60 * 1000;\n while (lag < 0) {\n this._currentTime--;\n lag += this._durations[this.currentFrame];\n }\n var sign = Math.sign(this.animationSpeed * deltaTime);\n this._currentTime = Math.floor(this._currentTime);\n while (lag >= this._durations[this.currentFrame]) {\n lag -= this._durations[this.currentFrame] * sign;\n this._currentTime += sign;\n }\n this._currentTime += lag / this._durations[this.currentFrame];\n }\n else {\n this._currentTime += elapsed;\n }\n if (this._currentTime < 0 && !this.loop) {\n this.gotoAndStop(0);\n if (this.onComplete) {\n this.onComplete();\n }\n }\n else if (this._currentTime >= this._textures.length && !this.loop) {\n this.gotoAndStop(this._textures.length - 1);\n if (this.onComplete) {\n this.onComplete();\n }\n }\n else if (previousFrame !== this.currentFrame) {\n if (this.loop && this.onLoop) {\n if (this.animationSpeed > 0 && this.currentFrame < previousFrame) {\n this.onLoop();\n }\n else if (this.animationSpeed < 0 && this.currentFrame > previousFrame) {\n this.onLoop();\n }\n }\n this.updateTexture();\n }\n };\n /** Updates the displayed texture to match the current frame index. */\n AnimatedSprite.prototype.updateTexture = function () {\n var currentFrame = this.currentFrame;\n if (this._previousFrame === currentFrame) {\n return;\n }\n this._previousFrame = currentFrame;\n this._texture = this._textures[currentFrame];\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this._cachedTint = 0xFFFFFF;\n this.uvs = this._texture._uvs.uvsFloat32;\n if (this.updateAnchor) {\n this._anchor.copyFrom(this._texture.defaultAnchor);\n }\n if (this.onFrameChange) {\n this.onFrameChange(this.currentFrame);\n }\n };\n /**\n * Stops the AnimatedSprite and destroys it.\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value.\n * @param {boolean} [options.children=false] - If set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well.\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well.\n */\n AnimatedSprite.prototype.destroy = function (options) {\n this.stop();\n _super.prototype.destroy.call(this, options);\n this.onComplete = null;\n this.onFrameChange = null;\n this.onLoop = null;\n };\n /**\n * A short hand way of creating an AnimatedSprite from an array of frame ids.\n * @param frames - The array of frames ids the AnimatedSprite will use as its texture frames.\n * @returns - The new animated sprite with the specified frames.\n */\n AnimatedSprite.fromFrames = function (frames) {\n var textures = [];\n for (var i = 0; i < frames.length; ++i) {\n textures.push(Texture.from(frames[i]));\n }\n return new AnimatedSprite(textures);\n };\n /**\n * A short hand way of creating an AnimatedSprite from an array of image ids.\n * @param images - The array of image urls the AnimatedSprite will use as its texture frames.\n * @returns The new animate sprite with the specified images as frames.\n */\n AnimatedSprite.fromImages = function (images) {\n var textures = [];\n for (var i = 0; i < images.length; ++i) {\n textures.push(Texture.from(images[i]));\n }\n return new AnimatedSprite(textures);\n };\n Object.defineProperty(AnimatedSprite.prototype, \"totalFrames\", {\n /**\n * The total number of frames in the AnimatedSprite. This is the same as number of textures\n * assigned to the AnimatedSprite.\n * @readonly\n * @default 0\n */\n get: function () {\n return this._textures.length;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AnimatedSprite.prototype, \"textures\", {\n /** The array of textures used for this AnimatedSprite. */\n get: function () {\n return this._textures;\n },\n set: function (value) {\n if (value[0] instanceof Texture) {\n this._textures = value;\n this._durations = null;\n }\n else {\n this._textures = [];\n this._durations = [];\n for (var i = 0; i < value.length; i++) {\n this._textures.push(value[i].texture);\n this._durations.push(value[i].time);\n }\n }\n this._previousFrame = null;\n this.gotoAndStop(0);\n this.updateTexture();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AnimatedSprite.prototype, \"currentFrame\", {\n /**\n * The AnimatedSprites current frame index.\n * @readonly\n */\n get: function () {\n var currentFrame = Math.floor(this._currentTime) % this._textures.length;\n if (currentFrame < 0) {\n currentFrame += this._textures.length;\n }\n return currentFrame;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AnimatedSprite.prototype, \"playing\", {\n /**\n * Indicates if the AnimatedSprite is currently playing.\n * @readonly\n */\n get: function () {\n return this._playing;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AnimatedSprite.prototype, \"autoUpdate\", {\n /** Whether to use PIXI.Ticker.shared to auto update animation time. */\n get: function () {\n return this._autoUpdate;\n },\n set: function (value) {\n if (value !== this._autoUpdate) {\n this._autoUpdate = value;\n if (!this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n else if (this._autoUpdate && !this._isConnectedToTicker && this._playing) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return AnimatedSprite;\n}(Sprite));\n\nexport { AnimatedSprite };\n//# sourceMappingURL=sprite-animated.mjs.map\n","/*!\n * pixi.js - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * pixi.js is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport '@pixi/polyfill';\nimport * as utils from '@pixi/utils';\nexport { utils };\nimport { AccessibilityManager } from '@pixi/accessibility';\nexport * from '@pixi/accessibility';\nimport { InteractionManager } from '@pixi/interaction';\nexport * from '@pixi/interaction';\nimport { extensions, BatchRenderer } from '@pixi/core';\nexport * from '@pixi/core';\nimport { Extract } from '@pixi/extract';\nexport * from '@pixi/extract';\nimport { AppLoaderPlugin } from '@pixi/loaders';\nexport * from '@pixi/loaders';\nimport { CompressedTextureLoader, DDSLoader, KTXLoader } from '@pixi/compressed-textures';\nexport * from '@pixi/compressed-textures';\nimport { ParticleRenderer } from '@pixi/particle-container';\nexport * from '@pixi/particle-container';\nimport { Prepare } from '@pixi/prepare';\nexport * from '@pixi/prepare';\nimport { SpritesheetLoader } from '@pixi/spritesheet';\nexport * from '@pixi/spritesheet';\nimport { TilingSpriteRenderer } from '@pixi/sprite-tiling';\nexport * from '@pixi/sprite-tiling';\nimport { BitmapFontLoader } from '@pixi/text-bitmap';\nexport * from '@pixi/text-bitmap';\nimport { TickerPlugin } from '@pixi/ticker';\nexport * from '@pixi/ticker';\nimport { AlphaFilter } from '@pixi/filter-alpha';\nimport { BlurFilter, BlurFilterPass } from '@pixi/filter-blur';\nimport { ColorMatrixFilter } from '@pixi/filter-color-matrix';\nimport { DisplacementFilter } from '@pixi/filter-displacement';\nimport { FXAAFilter } from '@pixi/filter-fxaa';\nimport { NoiseFilter } from '@pixi/filter-noise';\nimport '@pixi/mixin-cache-as-bitmap';\nimport '@pixi/mixin-get-child-by-name';\nimport '@pixi/mixin-get-global-position';\nexport * from '@pixi/app';\nexport * from '@pixi/constants';\nexport * from '@pixi/display';\nexport * from '@pixi/graphics';\nexport * from '@pixi/math';\nexport * from '@pixi/mesh';\nexport * from '@pixi/mesh-extras';\nexport * from '@pixi/runner';\nexport * from '@pixi/sprite';\nexport * from '@pixi/sprite-animated';\nexport * from '@pixi/text';\nexport * from '@pixi/settings';\n\nextensions.add(\n// Install renderer plugins\nAccessibilityManager, Extract, InteractionManager, ParticleRenderer, Prepare, BatchRenderer, TilingSpriteRenderer, \n// Install loader plugins\nBitmapFontLoader, CompressedTextureLoader, DDSLoader, KTXLoader, SpritesheetLoader, \n// Install application plugins\nTickerPlugin, AppLoaderPlugin);\n/**\n * This namespace contains WebGL-only display filters that can be applied\n * to DisplayObjects using the {@link PIXI.DisplayObject#filters filters} property.\n *\n * Since PixiJS only had a handful of built-in filters, additional filters\n * can be downloaded {@link https://github.com/pixijs/pixi-filters here} from the\n * PixiJS Filters repository.\n *\n * All filters must extend {@link PIXI.Filter}.\n * @example\n * // Create a new application\n * const app = new PIXI.Application();\n *\n * // Draw a green rectangle\n * const rect = new PIXI.Graphics()\n * .beginFill(0x00ff00)\n * .drawRect(40, 40, 200, 200);\n *\n * // Add a blur filter\n * rect.filters = [new PIXI.filters.BlurFilter()];\n *\n * // Display rectangle\n * app.stage.addChild(rect);\n * document.body.appendChild(app.view);\n * @namespace PIXI.filters\n */\nvar filters = {\n AlphaFilter: AlphaFilter,\n BlurFilter: BlurFilter,\n BlurFilterPass: BlurFilterPass,\n ColorMatrixFilter: ColorMatrixFilter,\n DisplacementFilter: DisplacementFilter,\n FXAAFilter: FXAAFilter,\n NoiseFilter: NoiseFilter,\n};\n\nexport { filters };\n//# sourceMappingURL=pixi.mjs.map\n","/* eslint-disable */\n \n/*!\n * pixi-viewport - v4.38.0\n * Compiled Sun, 27 Nov 2022 13:43:58 UTC\n *\n * pixi-viewport is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n * \n * Copyright 2019-2020, David Figatner, All Rights Reserved\n */\nimport { Point, Rectangle } from '@pixi/math';\nimport { Container } from '@pixi/display';\nimport { Ticker } from '@pixi/ticker';\n\n/**\n * Derive this class to create user-defined plugins\n *\n * @public\n */\nclass Plugin\n{\n /** The viewport to which this plugin is attached. */\n \n\n /**\n * Flags whether this plugin has been \"paused\".\n *\n * @see Plugin#pause\n * @see Plugin#resume\n */\n \n\n /** @param {Viewport} parent */\n constructor(parent)\n {\n this.parent = parent;\n this.paused = false;\n }\n\n /** Called when plugin is removed */\n destroy()\n {\n // Override for implementation\n }\n\n /** Handler for pointerdown PIXI event */\n down(_e)\n {\n return false;\n }\n\n /** Handler for pointermove PIXI event */\n move(_e)\n {\n return false;\n }\n\n /** Handler for pointerup PIXI event */\n up(_e)\n {\n return false;\n }\n\n /** Handler for wheel event on div */\n wheel(_e)\n {\n return false;\n }\n\n /**\n * Called on each tick\n * @param {number} elapsed time in millisecond since last update\n */\n update(_delta)\n {\n // Override for implementation\n }\n\n /** Called when the viewport is resized */\n resize()\n {\n // Override for implementation\n }\n\n /** Called when the viewport is manually moved */\n reset()\n {\n // Override for implementation\n }\n\n /** Pause the plugin */\n pause()\n {\n this.paused = true;\n }\n\n /** Un-pause the plugin */\n resume()\n {\n this.paused = false;\n }\n}\n\nvar commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {};\n\nfunction createCommonjsModule(fn, basedir, module) {\n\treturn module = {\n\t path: basedir,\n\t exports: {},\n\t require: function (path, base) {\n return commonjsRequire(path, (base === undefined || base === null) ? module.path : base);\n }\n\t}, fn(module, module.exports), module.exports;\n}\n\nfunction commonjsRequire () {\n\tthrow new Error('Dynamic requires are not currently supported by @rollup/plugin-commonjs');\n}\n\nvar penner = createCommonjsModule(function (module, exports) {\n/*\n\tCopyright © 2001 Robert Penner\n\tAll rights reserved.\n\n\tRedistribution and use in source and binary forms, with or without modification, \n\tare permitted provided that the following conditions are met:\n\n\tRedistributions of source code must retain the above copyright notice, this list of \n\tconditions and the following disclaimer.\n\tRedistributions in binary form must reproduce the above copyright notice, this list \n\tof conditions and the following disclaimer in the documentation and/or other materials \n\tprovided with the distribution.\n\n\tNeither the name of the author nor the names of contributors may be used to endorse \n\tor promote products derived from this software without specific prior written permission.\n\n\tTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY \n\tEXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n\tMERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n\tCOPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n\tEXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n\tGOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED \n\tAND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n\tNEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED \n\tOF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n(function() {\n var penner, umd;\n\n umd = function(factory) {\n {\n return module.exports = factory;\n }\n };\n\n penner = {\n linear: function(t, b, c, d) {\n return c * t / d + b;\n },\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n easeInOutQuad: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t + b;\n } else {\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n }\n },\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n easeOutCubic: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n },\n easeInOutCubic: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n },\n easeInQuart: function(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n },\n easeOutQuart: function(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n },\n easeInOutQuart: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t + b;\n } else {\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n },\n easeInQuint: function(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n },\n easeOutQuint: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n },\n easeInOutQuint: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n },\n easeInSine: function(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n },\n easeOutSine: function(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n },\n easeInOutSine: function(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n },\n easeInExpo: function(t, b, c, d) {\n if (t === 0) {\n return b;\n } else {\n return c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n },\n easeOutExpo: function(t, b, c, d) {\n if (t === d) {\n return b + c;\n } else {\n return c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n },\n easeInOutExpo: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n } else {\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n },\n easeInCirc: function(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n },\n easeOutCirc: function(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n },\n easeInOutCirc: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n } else {\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n },\n easeInElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) ; else if ((t /= d) === 1) ;\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n },\n easeOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) ; else if ((t /= d) === 1) ;\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b;\n },\n easeInOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) ; else if ((t /= d / 2) === 2) ;\n if (!p) {\n p = d * (.3 * 1.5);\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n if (t < 1) {\n return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n } else {\n return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;\n }\n },\n easeInBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n },\n easeOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n },\n easeInOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b;\n } else {\n return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b;\n }\n },\n easeInBounce: function(t, b, c, d) {\n var v;\n v = penner.easeOutBounce(d - t, 0, c, d);\n return c - v + b;\n },\n easeOutBounce: function(t, b, c, d) {\n if ((t /= d) < 1 / 2.75) {\n return c * (7.5625 * t * t) + b;\n } else if (t < 2 / 2.75) {\n return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b;\n } else if (t < 2.5 / 2.75) {\n return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b;\n } else {\n return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b;\n }\n },\n easeInOutBounce: function(t, b, c, d) {\n var v;\n if (t < d / 2) {\n v = penner.easeInBounce(t * 2, 0, c, d);\n return v * .5 + b;\n } else {\n v = penner.easeOutBounce(t * 2 - d, 0, c, d);\n return v * .5 + c * .5 + b;\n }\n }\n };\n\n umd(penner);\n\n}).call(commonjsGlobal);\n});\n\n// eslint-disable-next-line\n\n/**\n * Returns correct Penner equation using string or Function.\n *\n * @internal\n * @ignore\n * @param {(function|string)} [ease]\n * @param {defaults} default penner equation to use if none is provided\n */\n// eslint-disable-next-line consistent-return\nfunction ease(ease, defaults)\n{\n if (!ease)\n {\n return penner[defaults];\n }\n else if (typeof ease === 'function')\n {\n return ease;\n }\n else if (typeof ease === 'string')\n {\n return penner[ease];\n }\n}\n\n/** Options for {@link Animate}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_ANIMATE_OPTIONS = {\n removeOnInterrupt: false,\n ease: 'linear',\n time: 1000,\n};\n\n/**\n * Animation plugin.\n *\n * @see Viewport#animate\n * @fires animate-end\n */\nclass Animate extends Plugin\n{\n \n\n /** The starting x-coordinate of the viewport. */\n \n\n /** The starting y-coordinate of the viewport. */\n \n\n /** The change in the x-coordinate of the viewport through the animation.*/\n \n\n /** The change in the y-coordinate of the viewport through the animation. */\n \n\n /** Marks whether the center of the viewport is preserved in the animation. */\n \n\n /** The starting viewport width. */\n __init() {this.startWidth = null;}\n\n /** The starting viewport height. */\n __init2() {this.startHeight = null;}\n\n /** The change in the viewport's width through the animation. */\n __init3() {this.deltaWidth = null;}\n\n /** The change in the viewport's height through the animation. */\n __init4() {this.deltaHeight = null;}\n\n /** The viewport's width post-animation. */\n __init5() {this.width = null;}\n\n /** The viewport's height post-animation. */\n __init6() {this.height = null;}\n\n /** The time since the animation started. */\n __init7() {this.time = 0;}\n\n /**\n * This is called by {@link Viewport.animate}.\n *\n * @param parent\n * @param options\n */\n constructor(parent, options = {})\n {\n super(parent);Animate.prototype.__init.call(this);Animate.prototype.__init2.call(this);Animate.prototype.__init3.call(this);Animate.prototype.__init4.call(this);Animate.prototype.__init5.call(this);Animate.prototype.__init6.call(this);Animate.prototype.__init7.call(this);\n this.options = Object.assign({}, DEFAULT_ANIMATE_OPTIONS, options);\n this.options.ease = ease(this.options.ease);\n\n this.setupPosition();\n this.setupZoom();\n\n this.time = 0;\n }\n\n /**\n * Setup `startX`, `startY`, `deltaX`, `deltaY`, `keepCenter`.\n *\n * This is called during construction.\n */\n setupPosition()\n {\n if (typeof this.options.position !== 'undefined')\n {\n this.startX = this.parent.center.x;\n this.startY = this.parent.center.y;\n this.deltaX = this.options.position.x - this.parent.center.x;\n this.deltaY = this.options.position.y - this.parent.center.y;\n this.keepCenter = false;\n }\n else\n {\n this.keepCenter = true;\n }\n }\n\n /**\n * Setup `startWidth, `startHeight`, `deltaWidth, `deltaHeight, `width`, `height`.\n *\n * This is called during construction.\n */\n setupZoom()\n {\n this.width = null;\n this.height = null;\n\n if (typeof this.options.scale !== 'undefined')\n {\n this.width = this.parent.screenWidth / this.options.scale;\n }\n else if (typeof this.options.scaleX !== 'undefined' || typeof this.options.scaleY !== 'undefined')\n {\n if (typeof this.options.scaleX !== 'undefined')\n {\n // screenSizeInWorldPixels = screenWidth / scale\n this.width = this.parent.screenWidth / this.options.scaleX;\n }\n if (typeof this.options.scaleY !== 'undefined')\n {\n this.height = this.parent.screenHeight / this.options.scaleY;\n }\n }\n else\n {\n if (typeof this.options.width !== 'undefined')\n {\n this.width = this.options.width;\n }\n if (typeof this.options.height !== 'undefined')\n {\n this.height = this.options.height;\n }\n }\n\n if (this.width !== null)\n {\n this.startWidth = this.parent.screenWidthInWorldPixels;\n this.deltaWidth = this.width - this.startWidth;\n }\n if (this.height !== null)\n {\n this.startHeight = this.parent.screenHeightInWorldPixels;\n this.deltaHeight = this.height - this.startHeight;\n }\n }\n\n down()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('animate');\n }\n\n return false;\n }\n\n complete()\n {\n this.parent.plugins.remove('animate');\n if (this.width !== null)\n {\n this.parent.fitWidth(this.width, this.keepCenter, this.height === null);\n }\n if (this.height !== null)\n {\n this.parent.fitHeight(this.height, this.keepCenter, this.width === null);\n }\n if (!this.keepCenter && this.options.position)\n {\n this.parent.moveCenter(this.options.position);\n }\n\n this.parent.emit('animate-end', this.parent);\n\n if (this.options.callbackOnComplete)\n {\n this.options.callbackOnComplete(this.parent);\n }\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n this.time += elapsed;\n\n const originalZoom = new Point(this.parent.scale.x, this.parent.scale.y);\n\n if (this.time >= this.options.time)\n {\n const originalWidth = this.parent.width;\n const originalHeight = this.parent.height;\n\n this.complete();\n if (originalWidth !== this.parent.width || originalHeight !== this.parent.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n else\n {\n const percent = this.options.ease(this.time, 0, 1, this.options.time);\n\n if (this.width !== null)\n {\n const startWidth = this.startWidth ;\n const deltaWidth = this.deltaWidth ;\n\n this.parent.fitWidth(\n startWidth + (deltaWidth * percent),\n this.keepCenter,\n this.height === null);\n }\n if (this.height !== null)\n {\n const startHeight = this.startHeight ;\n const deltaHeight = this.deltaHeight ;\n\n this.parent.fitHeight(\n startHeight + (deltaHeight * percent),\n this.keepCenter,\n this.width === null);\n }\n if (this.width === null)\n {\n this.parent.scale.x = this.parent.scale.y;\n }\n else if (this.height === null)\n {\n this.parent.scale.y = this.parent.scale.x;\n }\n if (!this.keepCenter)\n {\n const startX = this.startX ;\n const startY = this.startY ;\n const deltaX = this.deltaX ;\n const deltaY = this.deltaY ;\n const original = new Point(this.parent.x, this.parent.y);\n\n this.parent.moveCenter(startX + (deltaX * percent), startY + (deltaY * percent));\n this.parent.emit('moved', { viewport: this.parent, original, type: 'animate' });\n }\n if (this.width || this.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n }\n}\n\nfunction _optionalChain$1(ops) { let lastAccessLHS = undefined; let value = ops[0]; let i = 1; while (i < ops.length) { const op = ops[i]; const fn = ops[i + 1]; i += 2; if ((op === 'optionalAccess' || op === 'optionalCall') && value == null) { return undefined; } if (op === 'access' || op === 'optionalAccess') { lastAccessLHS = value; value = fn(value); } else if (op === 'call' || op === 'optionalCall') { value = fn((...args) => value.call(lastAccessLHS, ...args)); lastAccessLHS = undefined; } } return value; }\n\n\n\n\n\n/** Options for {@link Bounce}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_BOUNCE_OPTIONS = {\n sides: 'all',\n friction: 0.5,\n time: 150,\n ease: 'easeInOutSine',\n underflow: 'center',\n bounceBox: null\n};\n\n/**\n * @fires bounce-start-x\n * @fires bounce.end-x\n * @fires bounce-start-y\n * @fires bounce-end-y\n * @public\n */\nclass Bounce extends Plugin\n{\n /** The options passed to initialize this plugin, cannot be modified again. */\n \n\n /** Holds whether to bounce from left side. */\n \n\n /** Holds whether to bounce from top side. */\n \n\n /** Holds whether to bounce from right side. */\n \n\n /** Holds whether to bounce from bottom side. */\n \n\n /** Direction of underflow along x-axis. */\n \n\n /** Direction of underflow along y-axis. */\n \n\n /** Easing */\n \n\n /** Bounce state along x-axis */\n \n\n /** Bounce state along y-axis */\n \n\n /**\n * This is called by {@link Viewport.bounce}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_BOUNCE_OPTIONS, options);\n this.ease = ease(this.options.ease, 'easeInOutSine');\n\n if (this.options.sides)\n {\n if (this.options.sides === 'all')\n {\n this.top = this.bottom = this.left = this.right = true;\n }\n else if (this.options.sides === 'horizontal')\n {\n this.right = this.left = true;\n this.top = this.bottom = false;\n }\n else if (this.options.sides === 'vertical')\n {\n this.left = this.right = false;\n this.top = this.bottom = true;\n }\n else\n {\n this.top = this.options.sides.indexOf('top') !== -1;\n this.bottom = this.options.sides.indexOf('bottom') !== -1;\n this.left = this.options.sides.indexOf('left') !== -1;\n this.right = this.options.sides.indexOf('right') !== -1;\n }\n }\n else\n {\n this.left = this.top = this.right = this.bottom = false;\n }\n\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n // eslint-disable-next-line no-nested-ternary\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n // eslint-disable-next-line no-nested-ternary\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n }\n\n this.reset();\n }\n\n isActive()\n {\n return this.toX !== null || this.toY !== null;\n }\n\n down()\n {\n this.toX = this.toY = null;\n\n return false;\n }\n\n up()\n {\n this.bounce();\n\n return false;\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n\n this.bounce();\n\n if (this.toX)\n {\n const toX = this.toX;\n\n toX.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-x' });\n\n if (toX.time >= this.options.time)\n {\n this.parent.x = toX.end;\n this.toX = null;\n this.parent.emit('bounce-x-end', this.parent);\n }\n else\n {\n this.parent.x = this.ease(toX.time, toX.start, toX.delta, this.options.time);\n }\n }\n\n if (this.toY)\n {\n const toY = this.toY;\n\n toY.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-y' });\n\n if (toY.time >= this.options.time)\n {\n this.parent.y = toY.end;\n this.toY = null;\n this.parent.emit('bounce-y-end', this.parent);\n }\n else\n {\n this.parent.y = this.ease(toY.time, toY.start, toY.delta, this.options.time);\n }\n }\n }\n\n /** @internal */\n calcUnderflowX()\n {\n let x;\n\n switch (this.underflowX)\n {\n case -1:\n x = 0;\n break;\n case 1:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n\n return x;\n }\n\n /** @internal */\n calcUnderflowY()\n {\n let y;\n\n switch (this.underflowY)\n {\n case -1:\n y = 0;\n break;\n case 1:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n\n return y;\n }\n\n oob()\n {\n const box = this.options.bounceBox;\n\n if (box)\n {\n const x1 = typeof box.x === 'undefined' ? 0 : box.x;\n const y1 = typeof box.y === 'undefined' ? 0 : box.y;\n const width = typeof box.width === 'undefined' ? this.parent.worldWidth : box.width;\n const height = typeof box.height === 'undefined' ? this.parent.worldHeight : box.height;\n\n return {\n left: this.parent.left < x1,\n right: this.parent.right > width,\n top: this.parent.top < y1,\n bottom: this.parent.bottom > height,\n topLeft: new Point(\n x1 * this.parent.scale.x,\n y1 * this.parent.scale.y\n ),\n bottomRight: new Point(\n (width * this.parent.scale.x) - this.parent.screenWidth,\n (height * this.parent.scale.y) - this.parent.screenHeight\n )\n };\n }\n\n return {\n left: this.parent.left < 0,\n right: this.parent.right > this.parent.worldWidth,\n top: this.parent.top < 0,\n bottom: this.parent.bottom > this.parent.worldHeight,\n topLeft: new Point(0, 0),\n bottomRight: new Point(\n (this.parent.worldWidth * this.parent.scale.x) - this.parent.screenWidth,\n (this.parent.worldHeight * this.parent.scale.y) - this.parent.screenHeight\n )\n };\n }\n\n bounce()\n {\n if (this.paused)\n {\n return;\n }\n\n let oob;\n let decelerate\n\n\n\n\n\n = this.parent.plugins.get('decelerate', true) ;\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n if ((decelerate.x && decelerate.percentChangeX === _optionalChain$1([decelerate, 'access', _ => _.options, 'optionalAccess', _2 => _2.friction]))\n || (decelerate.y && decelerate.percentChangeY === _optionalChain$1([decelerate, 'access', _3 => _3.options, 'optionalAccess', _4 => _4.friction])))\n {\n oob = this.oob();\n if ((oob.left && this.left) || (oob.right && this.right))\n {\n decelerate.percentChangeX = this.options.friction;\n }\n if ((oob.top && this.top) || (oob.bottom && this.bottom))\n {\n decelerate.percentChangeY = this.options.friction;\n }\n }\n }\n const drag = this.parent.plugins.get('drag', true) || {};\n const pinch = this.parent.plugins.get('pinch', true) || {};\n\n decelerate = decelerate || {};\n\n if (!_optionalChain$1([drag, 'optionalAccess', _5 => _5.active]) && !_optionalChain$1([pinch, 'optionalAccess', _6 => _6.active]) && ((!this.toX || !this.toY) && (!decelerate.x || !decelerate.y)))\n {\n oob = oob || this.oob();\n const topLeft = oob.topLeft;\n const bottomRight = oob.bottomRight;\n\n if (!this.toX && !decelerate.x)\n {\n let x = null;\n\n if (oob.left && this.left)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -topLeft.x;\n }\n else if (oob.right && this.right)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -bottomRight.x;\n }\n if (x !== null && this.parent.x !== x)\n {\n this.toX = { time: 0, start: this.parent.x, delta: x - this.parent.x, end: x };\n this.parent.emit('bounce-x-start', this.parent);\n }\n }\n if (!this.toY && !decelerate.y)\n {\n let y = null;\n\n if (oob.top && this.top)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -topLeft.y;\n }\n else if (oob.bottom && this.bottom)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -bottomRight.y;\n }\n if (y !== null && this.parent.y !== y)\n {\n this.toY = { time: 0, start: this.parent.y, delta: y - this.parent.y, end: y };\n this.parent.emit('bounce-y-start', this.parent);\n }\n }\n }\n }\n\n reset()\n {\n this.toX = this.toY = null;\n this.bounce();\n }\n}\n\n/**\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of the world offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight]\n * eg: to allow the world to be completely dragged offscreen, set\n * [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) =\n * the world is stuck to the appropriate boundaries\n *\n */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_CLAMP_OPTIONS = {\n left: false,\n right: false,\n top: false,\n bottom: false,\n direction: null,\n underflow: 'center'\n};\n\n/**\n * Plugin to clamp the viewport to a specific world bounding box.\n *\n * @public\n */\nclass Clamp extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n \n\n /** Last state of viewport */\n \n\n\n\n\n\n\n \n \n \n\n /**\n * This is called by {@link Viewport.clamp}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_OPTIONS, options);\n\n if (this.options.direction)\n {\n this.options.left = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.right = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.top = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n this.options.bottom = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n }\n\n this.parseUnderflow();\n this.last = { x: null, y: null, scaleX: null, scaleY: null };\n this.update();\n }\n\n parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'none')\n {\n this.noUnderflow = true;\n }\n else if (clamp === 'center')\n {\n this.underflowX = this.underflowY = 0;\n this.noUnderflow = false;\n }\n else\n {\n // eslint-disable-next-line no-nested-ternary\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n // eslint-disable-next-line no-nested-ternary\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n this.noUnderflow = false;\n }\n }\n\n move()\n {\n this.update();\n\n return false;\n }\n\n update()\n {\n if (this.paused)\n {\n return;\n }\n\n // only clamp on change\n if (this.parent.x === this.last.x\n && this.parent.y === this.last.y\n && this.parent.scale.x === this.last.scaleX\n && this.parent.scale.y === this.last.scaleY)\n {\n return;\n }\n const original = { x: this.parent.x, y: this.parent.y };\n // TODO: Fix\n const decelerate = (this.parent.plugins ).decelerate || {};\n\n if (this.options.left !== null || this.options.right !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n if (this.parent.x !== 0)\n {\n this.parent.x = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.x !== this.parent.screenWidth - this.parent.screenWorldWidth)\n {\n this.parent.x = this.parent.screenWidth - this.parent.screenWorldWidth;\n moved = true;\n }\n break;\n default:\n if (this.parent.x !== (this.parent.screenWidth - this.parent.screenWorldWidth) / 2)\n {\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.left !== null)\n {\n if (this.parent.left < (this.options.left === true ? 0 : this.options.left))\n {\n this.parent.x = -(this.options.left === true ? 0 : this.options.left) * this.parent.scale.x;\n decelerate.x = 0;\n moved = true;\n }\n }\n if (this.options.right !== null)\n {\n if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right))\n {\n this.parent.x = (-(this.options.right === true ? this.parent.worldWidth : this.options.right)\n * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-x' });\n }\n }\n if (this.options.top !== null || this.options.bottom !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n if (this.parent.y !== 0)\n {\n this.parent.y = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.y !== this.parent.screenHeight - this.parent.screenWorldHeight)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n moved = true;\n }\n break;\n default:\n if (this.parent.y !== (this.parent.screenHeight - this.parent.screenWorldHeight) / 2)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.top !== null)\n {\n if (this.parent.top < (this.options.top === true ? 0 : this.options.top))\n {\n this.parent.y = -(this.options.top === true ? 0 : this.options.top)\n * this.parent.scale.y;\n decelerate.y = 0;\n moved = true;\n }\n }\n if (this.options.bottom !== null)\n {\n if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom))\n {\n this.parent.y = (-(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)\n * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-y' });\n }\n }\n this.last.x = this.parent.x;\n this.last.y = this.parent.y;\n this.last.scaleX = this.parent.scale.x;\n this.last.scaleY = this.parent.scale.y;\n }\n\n reset()\n {\n this.update();\n }\n}\n\n/**\n * Options for {@link ClampZoom}.\n *\n * Use either minimum width/height or minimum scale\n */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_CLAMP_ZOOM_OPTIONS = {\n minWidth: null,\n minHeight: null,\n maxWidth: null,\n maxHeight: null,\n minScale: null,\n maxScale: null\n};\n\n/**\n * Plugin to clamp the viewport's zoom to a specific range.\n *\n * @public\n */\nclass ClampZoom extends Plugin\n{\n \n\n /**\n * This is called by {@link Viewport.clampZoom}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_ZOOM_OPTIONS, options);\n\n this.clamp();\n }\n\n resize()\n {\n this.clamp();\n }\n\n /** Clamp the viewport scale zoom) */\n clamp()\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.options.minWidth || this.options.minHeight || this.options.maxWidth || this.options.maxHeight)\n {\n let width = this.parent.worldScreenWidth;\n let height = this.parent.worldScreenHeight;\n\n if (this.options.minWidth !== null && width < this.options.minWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.minWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxWidth !== null && width > this.options.maxWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.maxWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.minHeight !== null && height < this.options.minHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.minHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxHeight !== null && height > this.options.maxHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.maxHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n else\n if (this.options.minScale || this.options.maxScale)\n {\n const minScale = { x: null, y: null };\n const maxScale = { x: null, y: null };\n\n if (typeof this.options.minScale === 'number')\n {\n minScale.x = this.options.minScale;\n minScale.y = this.options.minScale;\n }\n else if (this.options.minScale !== null)\n {\n const optsMinScale = this.options.minScale ;\n\n minScale.x = typeof optsMinScale.x === 'undefined' ? null : optsMinScale.x;\n minScale.y = typeof optsMinScale.y === 'undefined' ? null : optsMinScale.y;\n }\n\n if (typeof this.options.maxScale === 'number')\n {\n maxScale.x = this.options.maxScale;\n maxScale.y = this.options.maxScale;\n }\n else if (this.options.maxScale !== null)\n {\n const optsMaxScale = this.options.maxScale ;\n\n maxScale.x = typeof optsMaxScale.x === 'undefined' ? null : optsMaxScale.x;\n maxScale.y = typeof optsMaxScale.y === 'undefined' ? null : optsMaxScale.y;\n }\n\n let scaleX = this.parent.scale.x;\n let scaleY = this.parent.scale.y;\n\n if (minScale.x !== null && scaleX < minScale.x)\n {\n scaleX = minScale.x;\n }\n if (maxScale.x !== null && scaleX > maxScale.x)\n {\n scaleX = maxScale.x;\n }\n if (minScale.y !== null && scaleY < minScale.y)\n {\n scaleY = minScale.y;\n }\n if (maxScale.y !== null && scaleY > maxScale.y)\n {\n scaleY = maxScale.y;\n }\n if (scaleX !== this.parent.scale.x || scaleY !== this.parent.scale.y)\n {\n this.parent.scale.set(scaleX, scaleY);\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n }\n\n reset()\n {\n this.clamp();\n }\n}\n\n/** This allows independent x and y values for min/maxScale */\n\nconst DEFAULT_DECELERATE_OPTIONS = {\n friction: 0.98,\n bounce: 0.8,\n minSpeed: 0.01\n};\n\n/**\n * Time period of decay (1 frame)\n *\n * @internal\n * @ignore\n */\nconst TP = 16;\n\n/**\n * Plugin to decelerate viewport velocity smoothly after panning ends.\n *\n * @public\n */\nclass Decelerate extends Plugin\n{\n /** Options used to initialize this plugin. */\n \n\n /**\n * x-component of the velocity of viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n \n\n /**\n * y-component of the velocity of the viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n \n\n /**\n * The decay factor for the x-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n \n\n /**\n * The decay factor for the y-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n \n\n /** Saved list of recent viewport position snapshots, to estimate velocity. */\n \n\n /** The time since the user released panning of the viewport. */\n \n\n /**\n * This is called by {@link Viewport.decelerate}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DECELERATE_OPTIONS, options);\n this.saved = [];\n this.timeSinceRelease = 0;\n\n this.reset();\n this.parent.on('moved', (data) => this.moved(data));\n }\n\n down()\n {\n this.saved = [];\n this.x = this.y = null;\n\n return false;\n }\n\n isActive()\n {\n return !!(this.x || this.y);\n }\n\n move()\n {\n if (this.paused)\n {\n return false;\n }\n\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n this.saved.push({ x: this.parent.x, y: this.parent.y, time: performance.now() });\n\n if (this.saved.length > 60)\n {\n this.saved.splice(0, 30);\n }\n }\n\n // Silently recording viewport positions\n return false;\n }\n\n /** Listener to viewport's \"moved\" event. */\n moved(data)\n {\n if (this.saved.length)\n {\n const last = this.saved[this.saved.length - 1];\n\n if (data.type === 'clamp-x')\n {\n if (last.x === data.original.x)\n {\n last.x = this.parent.x;\n }\n }\n else if (data.type === 'clamp-y')\n {\n if (last.y === data.original.y)\n {\n last.y = this.parent.y;\n }\n }\n }\n }\n\n up()\n {\n if (this.parent.input.count() === 0 && this.saved.length)\n {\n const now = performance.now();\n\n for (const save of this.saved)\n {\n if (save.time >= now - 100)\n {\n const time = now - save.time;\n\n this.x = (this.parent.x - save.x) / time;\n this.y = (this.parent.y - save.y) / time;\n this.percentChangeX = this.percentChangeY = this.options.friction;\n this.timeSinceRelease = 0;\n break;\n }\n }\n }\n\n return false;\n }\n\n /**\n * Manually activate deceleration, starting from the (x, y) velocity components passed in the options.\n *\n * @param {object} options\n * @param {number} [options.x] - Specify x-component of initial velocity.\n * @param {number} [options.y] - Specify y-component of initial velocity.\n */\n activate(options)\n {\n options = options || {};\n\n if (typeof options.x !== 'undefined')\n {\n this.x = options.x;\n this.percentChangeX = this.options.friction;\n }\n if (typeof options.y !== 'undefined')\n {\n this.y = options.y;\n this.percentChangeY = this.options.friction;\n }\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n\n /*\n * See https://github.com/davidfig/pixi-viewport/issues/271 for math.\n *\n * The viewport velocity (this.x, this.y) decays exponentially by the the decay factor\n * (this.percentChangeX, this.percentChangeY) each frame. This velocity function is integrated\n * to calculate the displacement.\n */\n\n const moved = this.x || this.y;\n\n const ti = this.timeSinceRelease;\n const tf = this.timeSinceRelease + elapsed;\n\n if (this.x)\n {\n const k = this.percentChangeX;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport x-coordinate.\n this.parent.x += ((this.x * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on x-component of velocity\n this.x *= Math.pow(this.percentChangeX, elapsed / TP);\n }\n if (this.y)\n {\n const k = this.percentChangeY;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport y-coordinate.\n this.parent.y += ((this.y * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on y-component of velocity\n this.y *= Math.pow(this.percentChangeY, elapsed / TP);\n }\n\n this.timeSinceRelease += elapsed;\n\n // End decelerate velocity once it goes under a certain amount of precision.\n if (this.x && this.y)\n {\n if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed)\n {\n this.x = 0;\n this.y = 0;\n }\n }\n else\n {\n if (Math.abs(this.x || 0) < this.options.minSpeed)\n {\n this.x = 0;\n }\n if (Math.abs(this.y || 0) < this.options.minSpeed)\n {\n this.y = 0;\n }\n }\n\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, type: 'decelerate' });\n }\n }\n\n reset()\n {\n this.x = this.y = null;\n }\n}\n\n/** Options for {@link Drag}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_DRAG_OPTIONS = {\n direction: 'all',\n pressDrag: true,\n wheel: true,\n wheelScroll: 1,\n reverse: false,\n clampWheel: false,\n underflow: 'center',\n factor: 1,\n mouseButtons: 'all',\n keyToPress: null,\n ignoreKeyToPressOnTouch: false,\n lineHeight: 20,\n wheelSwapAxes: false,\n};\n\n/**\n * Plugin to enable panning/dragging of the viewport to move around.\n *\n * @public\n */\nclass Drag extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n \n\n /** Flags when viewport is moving. */\n \n\n /** Factor to apply from {@link IDecelerateOptions}'s reverse. */\n \n\n /** Holds whether dragging is enabled along the x-axis. */\n \n\n /** Holds whether dragging is enabled along the y-axis. */\n \n\n /** Flags whether the keys required to drag are pressed currently. */\n \n\n /** Holds whether the left, center, and right buttons are required to pan. */\n \n\n /** Underflow factor along x-axis */\n \n\n /** Underflow factor along y-axis */\n \n\n /** Last pointer position while panning. */\n \n\n /** The ID of the pointer currently panning the viewport. */\n \n\n /** Array of event-handlers for window */\n __init() {this.windowEventHandlers = new Array();}\n\n /**\n * This is called by {@link Viewport.drag}.\n */\n constructor(parent, options = {})\n {\n super(parent);Drag.prototype.__init.call(this);\n this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options);\n this.moved = false;\n this.reverse = this.options.reverse ? 1 : -1;\n this.xDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'x';\n this.yDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'y';\n this.keyIsPressed = false;\n\n this.parseUnderflow();\n this.mouseButtons(this.options.mouseButtons);\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger drag event\n */\n handleKeyPresses(codes)\n {\n const keydownHandler = (e) => {\n if (codes.includes(e.code))\n { this.keyIsPressed = true; }\n };\n\n const keyupHandler = (e) => {\n if (codes.includes(e.code))\n { this.keyIsPressed = false; }\n };\n\n this.addWindowEventHandler(\"keyup\", keyupHandler);\n this.addWindowEventHandler(\"keydown\", keydownHandler);\n }\n\n addWindowEventHandler(event, handler)\n {\n window.addEventListener(event, handler);\n this.windowEventHandlers.push({event, handler});\n }\n\n destroy()\n {\n this.windowEventHandlers.forEach(({event, handler}) => {\n window.removeEventListener(event, handler);\n });\n }\n\n /**\n * initialize mousebuttons array\n * @param {string} buttons\n */\n mouseButtons(buttons)\n {\n if (!buttons || buttons === 'all')\n {\n this.mouse = [true, true, true];\n }\n else\n {\n this.mouse = [\n buttons.indexOf('left') !== -1,\n buttons.indexOf('middle') !== -1,\n buttons.indexOf('right') !== -1\n ];\n }\n }\n\n parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n if (clamp.includes('left'))\n {\n this.underflowX = -1;\n }\n else if (clamp.includes('right'))\n {\n this.underflowX = 1;\n }\n else\n {\n this.underflowX = 0;\n }\n if (clamp.includes('top'))\n {\n this.underflowY = -1;\n }\n else if (clamp.includes('bottom'))\n {\n this.underflowY = 1;\n }\n else\n {\n this.underflowY = 0;\n }\n }\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n checkButtons(event)\n {\n const isMouse = event.data.pointerType === 'mouse';\n const count = this.parent.input.count();\n\n if ((count === 1) || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n if (!isMouse || this.mouse[event.data.button])\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n checkKeyPress(event)\n {\n return (!this.options.keyToPress\n || this.keyIsPressed\n || (this.options.ignoreKeyToPressOnTouch && event.data.pointerType === 'touch'));\n }\n\n down(event)\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.checkButtons(event) && this.checkKeyPress(event))\n {\n this.last = { x: event.data.global.x, y: event.data.global.y };\n this.current = event.data.pointerId;\n\n return true;\n }\n this.last = null;\n\n return false;\n }\n\n get active()\n {\n return this.moved;\n }\n\n move(event)\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.last && this.current === event.data.pointerId)\n {\n const x = event.data.global.x;\n const y = event.data.global.y;\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n const distX = x - this.last.x;\n const distY = y - this.last.y;\n\n if (this.moved\n || ((this.xDirection && this.parent.input.checkThreshold(distX))\n || (this.yDirection && this.parent.input.checkThreshold(distY))))\n {\n const newPoint = { x, y };\n\n if (this.xDirection)\n {\n this.parent.x += (newPoint.x - this.last.x) * this.options.factor;\n }\n if (this.yDirection)\n {\n this.parent.y += (newPoint.y - this.last.y) * this.options.factor;\n }\n this.last = newPoint;\n if (!this.moved)\n {\n this.parent.emit('drag-start', {\n event,\n screen: new Point(this.last.x, this.last.y),\n world: this.parent.toWorld(new Point(this.last.x, this.last.y)),\n viewport: this.parent\n });\n }\n this.moved = true;\n this.parent.emit('moved', { viewport: this.parent, type: 'drag' });\n\n return true;\n }\n }\n else\n {\n this.moved = false;\n }\n }\n\n return false;\n }\n\n up(event)\n {\n if (this.paused)\n {\n return false;\n }\n\n const touches = this.parent.input.touches;\n\n if (touches.length === 1)\n {\n const pointer = touches[0];\n\n if (pointer.last)\n {\n this.last = { x: pointer.last.x, y: pointer.last.y };\n this.current = pointer.id;\n }\n this.moved = false;\n\n return true;\n }\n else if (this.last)\n {\n if (this.moved)\n {\n const screen = new Point(this.last.x, this.last.y);\n\n this.parent.emit('drag-end', {\n event, screen,\n world: this.parent.toWorld(screen),\n viewport: this.parent,\n });\n this.last = null;\n this.moved = false;\n\n return true;\n }\n }\n\n return false;\n }\n\n wheel(event)\n {\n if (this.paused)\n {\n return false;\n }\n\n if (this.options.wheel)\n {\n const wheel = this.parent.plugins.get('wheel', true);\n\n if (!wheel || (!wheel.options.wheelZoom && !event.ctrlKey))\n {\n const step = event.deltaMode ? this.options.lineHeight : 1;\n\n const deltas = [event.deltaX, event.deltaY];\n const [deltaX, deltaY] = this.options.wheelSwapAxes ? deltas.reverse() : deltas;\n\n if (this.xDirection)\n {\n this.parent.x += deltaX * step * this.options.wheelScroll * this.reverse;\n }\n if (this.yDirection)\n {\n this.parent.y += deltaY * step * this.options.wheelScroll * this.reverse;\n }\n if (this.options.clampWheel)\n {\n this.clamp();\n }\n this.parent.emit('wheel-scroll', this.parent);\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n if (!this.parent.options.passiveWheel)\n {\n event.preventDefault();\n }\n if (this.parent.options.stopPropagation)\n {\n event.stopPropagation();\n }\n\n return true;\n }\n }\n\n return false;\n }\n\n resume()\n {\n this.last = null;\n this.paused = false;\n }\n\n clamp()\n {\n const decelerate = this.parent.plugins.get('decelerate', true) || {};\n\n if (this.options.clampWheel !== 'y')\n {\n if (this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n this.parent.x = 0;\n break;\n case 1:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n }\n else\n if (this.parent.left < 0)\n {\n this.parent.x = 0;\n decelerate.x = 0;\n }\n else if (this.parent.right > this.parent.worldWidth)\n {\n this.parent.x = (-this.parent.worldWidth * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n }\n }\n if (this.options.clampWheel !== 'x')\n {\n if (this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n this.parent.y = 0;\n break;\n case 1:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n }\n else\n {\n if (this.parent.top < 0)\n {\n this.parent.y = 0;\n decelerate.y = 0;\n }\n if (this.parent.bottom > this.parent.worldHeight)\n {\n this.parent.y = (-this.parent.worldHeight * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n }\n }\n }\n }\n}\n\n/** Options for {@link Follow}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_FOLLOW_OPTIONS = {\n speed: 0,\n acceleration: null,\n radius: null\n};\n\n/**\n * Plugin to follow a display-object.\n *\n * @see Viewport.follow\n * @public\n */\nclass Follow extends Plugin\n{\n /** The options used to initialize this plugin. */\n \n\n /** The target this plugin will make the viewport follow. */\n \n\n /** The velocity provided the viewport by following, at the current time. */\n \n\n /**\n * This is called by {@link Viewport.follow}.\n *\n * @param parent\n * @param target - target to follow\n * @param options\n */\n constructor(parent, target, options = {})\n {\n super(parent);\n\n this.target = target;\n this.options = Object.assign({}, DEFAULT_FOLLOW_OPTIONS, options);\n this.velocity = { x: 0, y: 0 };\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n\n const center = this.parent.center;\n let toX = this.target.x;\n let toY = this.target.y;\n\n if (this.options.radius)\n {\n const distance = Math.sqrt(Math.pow(this.target.y - center.y, 2) + Math.pow(this.target.x - center.x, 2));\n\n if (distance > this.options.radius)\n {\n const angle = Math.atan2(this.target.y - center.y, this.target.x - center.x);\n\n toX = this.target.x - (Math.cos(angle) * this.options.radius);\n toY = this.target.y - (Math.sin(angle) * this.options.radius);\n }\n else\n {\n return;\n }\n }\n\n const deltaX = toX - center.x;\n const deltaY = toY - center.y;\n\n if (deltaX || deltaY)\n {\n if (this.options.speed)\n {\n if (this.options.acceleration)\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const distance = Math.sqrt(Math.pow(deltaX, 2) + Math.pow(deltaY, 2));\n\n if (distance)\n {\n const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2))\n / (2 * this.options.acceleration);\n\n if (distance > decelerationDistance)\n {\n this.velocity = {\n x: Math.min(this.velocity.x + (this.options.acceleration * elapsed, this.options.speed)),\n y: Math.min(this.velocity.y + (this.options.acceleration * elapsed, this.options.speed))\n };\n }\n else\n {\n this.velocity = {\n x: Math.max(this.velocity.x - (this.options.acceleration * this.options.speed), 0),\n y: Math.max(this.velocity.y - (this.options.acceleration * this.options.speed), 0)\n };\n }\n const changeX = Math.cos(angle) * this.velocity.x;\n const changeY = Math.sin(angle) * this.velocity.y;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const changeX = Math.cos(angle) * this.options.speed;\n const changeY = Math.sin(angle) * this.options.speed;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n this.parent.moveCenter(toX, toY);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n }\n}\n\n/** Insets for mouse edges scrolling regions */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst MOUSE_EDGES_OPTIONS = {\n radius: null,\n distance: null,\n top: null,\n bottom: null,\n left: null,\n right: null,\n speed: 8,\n reverse: false,\n noDecelerate: false,\n linear: false,\n allowButtons: false,\n};\n\n/**\n * Scroll viewport when mouse hovers near one of the edges.\n *\n * @event mouse-edge-start(Viewport) emitted when mouse-edge starts\n * @event mouse-edge-end(Viewport) emitted when mouse-edge ends\n */\nclass MouseEdges extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n \n\n /** Factor from reverse option. */\n \n\n /** Radius squared */\n \n\n /** Scroll region size on the left side. */\n \n\n /** Scroll region size on the top size. */\n \n\n /** Scroll region size on the right side. */\n \n\n /** Scroll region size on the bottom side. */\n \n\n \n\n \n\n /**\n * This is called by {@link Viewport.mouseEdges}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, MOUSE_EDGES_OPTIONS, options);\n this.reverse = this.options.reverse ? 1 : -1;\n this.radiusSquared = typeof this.options.radius === 'number' ? Math.pow(this.options.radius, 2) : null;\n\n this.resize();\n }\n\n resize()\n {\n const distance = this.options.distance;\n\n if (distance !== null)\n {\n this.left = distance;\n this.top = distance;\n this.right = this.parent.screenWidth - distance;\n this.bottom = this.parent.screenHeight - distance;\n }\n else if (!this.options.radius)\n {\n this.left = this.options.left;\n this.top = this.options.top;\n this.right = this.options.right === null ? null : this.parent.screenWidth - this.options.right;\n this.bottom = this.options.bottom === null ? null : this.parent.screenHeight - this.options.bottom;\n }\n }\n\n down()\n {\n if (this.paused)\n {\n return false;\n }\n if (!this.options.allowButtons)\n {\n this.horizontal = this.vertical = null;\n }\n\n return false;\n }\n\n move(event)\n {\n if (this.paused)\n {\n return false;\n }\n if ((event.data.pointerType !== 'mouse' && event.data.identifier !== 1)\n || (!this.options.allowButtons && event.data.buttons !== 0))\n {\n return false;\n }\n\n const x = event.data.global.x;\n const y = event.data.global.y;\n\n if (this.radiusSquared)\n {\n const center = this.parent.toScreen(this.parent.center);\n const distance = Math.pow(center.x - x, 2) + Math.pow(center.y - y, 2);\n\n if (distance >= this.radiusSquared)\n {\n const angle = Math.atan2(center.y - y, center.x - x);\n\n if (this.options.linear)\n {\n this.horizontal = Math.round(Math.cos(angle)) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.round(Math.sin(angle)) * this.options.speed * this.reverse * (60 / 1000);\n }\n else\n {\n this.horizontal = Math.cos(angle) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.sin(angle) * this.options.speed * this.reverse * (60 / 1000);\n }\n }\n else\n {\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n\n this.horizontal = this.vertical = 0;\n }\n }\n else\n {\n if (this.left !== null && x < this.left)\n {\n this.horizontal = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.right !== null && x > this.right)\n {\n this.horizontal = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateHorizontal();\n this.horizontal = 0;\n }\n if (this.top !== null && y < this.top)\n {\n this.vertical = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.bottom !== null && y > this.bottom)\n {\n this.vertical = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateVertical();\n this.vertical = 0;\n }\n }\n\n return false;\n }\n\n decelerateHorizontal()\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.horizontal && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ x: (this.horizontal * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n decelerateVertical()\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.vertical && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ y: (this.vertical * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n up()\n {\n if (this.paused)\n {\n return false;\n }\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n this.horizontal = this.vertical = null;\n\n return false;\n }\n\n update()\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.horizontal || this.vertical)\n {\n const center = this.parent.center;\n\n if (this.horizontal)\n {\n center.x += this.horizontal * this.options.speed;\n }\n if (this.vertical)\n {\n center.y += this.vertical * this.options.speed;\n }\n\n this.parent.moveCenter(center);\n this.parent.emit('moved', { viewport: this.parent, type: 'mouse-edges' });\n }\n }\n}\n\n/** Options for {@link Pinch}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_PINCH_OPTIONS = {\n noDrag: false,\n percent: 1,\n center: null,\n factor: 1,\n axis: 'all',\n};\n\n/**\n * Plugin for enabling two-finger pinching (or dragging).\n *\n * @public\n */\nclass Pinch extends Plugin\n{\n /** Options used to initialize this plugin. */\n \n\n /** Flags whether this plugin is active, i.e. a pointer is down on the viewport. */\n __init() {this.active = false;}\n\n /** Flags whether the viewport is being pinched. */\n __init2() {this.pinching = false;}\n\n __init3() {this.moved = false;}\n \n\n /**\n * This is called by {@link Viewport.pinch}.\n */\n constructor(parent, options = {})\n {\n super(parent);Pinch.prototype.__init.call(this);Pinch.prototype.__init2.call(this);Pinch.prototype.__init3.call(this); this.options = Object.assign({}, DEFAULT_PINCH_OPTIONS, options);\n }\n\n down()\n {\n if (this.parent.input.count() >= 2)\n {\n this.active = true;\n\n return true;\n }\n\n return false;\n }\n\n isAxisX()\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n isAxisY()\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n move(e)\n {\n if (this.paused || !this.active)\n {\n return false;\n }\n\n const x = e.data.global.x;\n const y = e.data.global.y;\n\n const pointers = this.parent.input.touches;\n\n if (pointers.length >= 2)\n {\n const first = pointers[0] ;\n const second = pointers[1] ;\n const last = (first.last && second.last)\n ? Math.sqrt(Math.pow(second.last.x - first.last.x, 2) + Math.pow(second.last.y - first.last.y, 2))\n : null;\n\n if (first.id === e.data.pointerId)\n {\n first.last = { x, y, data: e.data } ;\n }\n else if (second.id === e.data.pointerId)\n {\n second.last = { x, y, data: e.data } ;\n }\n if (last)\n {\n let oldPoint;\n\n const point = {\n x: (first.last ).x\n + (((second.last ).x - (first.last ).x) / 2),\n y: (first.last ).y\n + (((second.last ).y - (first.last ).y) / 2),\n };\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n let dist = Math.sqrt(Math.pow(\n (second.last ).x - (first.last ).x, 2)\n + Math.pow((second.last ).y - (first.last ).y, 2));\n\n dist = dist === 0 ? dist = 0.0000000001 : dist;\n\n const change = (1 - (last / dist)) * this.options.percent\n * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y);\n\n if (this.isAxisX())\n {\n this.parent.scale.x += change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'pinch', center: point });\n\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += (point.x - newPoint.x) * this.options.factor;\n this.parent.y += (point.y - newPoint.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n if (!this.options.noDrag && this.lastCenter)\n {\n this.parent.x += (point.x - this.lastCenter.x) * this.options.factor;\n this.parent.y += (point.y - this.lastCenter.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n\n this.lastCenter = point;\n this.moved = true;\n }\n else if (!this.pinching)\n {\n this.parent.emit('pinch-start', this.parent);\n this.pinching = true;\n }\n\n return true;\n }\n\n return false;\n }\n\n up()\n {\n if (this.pinching)\n {\n if (this.parent.input.touches.length <= 1)\n {\n this.active = false;\n this.lastCenter = null;\n this.pinching = false;\n this.moved = false;\n this.parent.emit('pinch-end', this.parent);\n\n return true;\n }\n }\n\n return false;\n }\n}\n\nconst DEFAULT_SNAP_OPTIONS = {\n topLeft: false,\n friction: 0.8,\n time: 1000,\n ease: 'easeInOutSine',\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false\n};\n\n/**\n * @event snap-start(Viewport) emitted each time a snap animation starts\n * @event snap-restart(Viewport) emitted each time a snap resets because of a change in viewport size\n * @event snap-end(Viewport) emitted each time snap reaches its target\n * @event snap-remove(Viewport) emitted if snap plugin is removed\n */\nclass Snap extends Plugin\n{\n \n \n \n \n\n \n \n \n \n \n \n\n /**\n * This is called by {@link Viewport.snap}.\n */\n constructor(parent, x, y, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_SNAP_OPTIONS, options);\n this.ease = ease(options.ease, 'easeInOutSine');\n this.x = x;\n this.y = y;\n\n if (this.options.forceStart)\n {\n this.snapStart();\n }\n }\n\n snapStart()\n {\n this.percent = 0;\n this.snapping = { time: 0 };\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n this.deltaX = this.x - current.x;\n this.deltaY = this.y - current.y;\n this.startX = current.x;\n this.startY = current.y;\n this.parent.emit('snap-start', this.parent);\n }\n\n wheel()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n\n return false;\n }\n\n down()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n up()\n {\n if (this.parent.input.count() === 0)\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n decelerate.percentChangeX = decelerate.percentChangeY = this.options.friction;\n }\n }\n\n return false;\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n if (!this.snapping)\n {\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n if (current.x !== this.x || current.y !== this.y)\n {\n this.snapStart();\n }\n }\n else\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n let finished;\n let x;\n let y;\n\n const startX = this.startX ;\n const startY = this.startY ;\n const deltaX = this.deltaX ;\n const deltaY = this.deltaY ;\n\n if (snapping.time > this.options.time)\n {\n finished = true;\n x = startX + deltaX;\n y = startY + deltaY;\n }\n else\n {\n const percent = this.ease(snapping.time, 0, 1, this.options.time);\n\n x = startX + (deltaX * percent);\n y = startY + (deltaY * percent);\n }\n if (this.options.topLeft)\n {\n this.parent.moveCorner(x, y);\n }\n else\n {\n this.parent.moveCenter(x, y);\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'snap' });\n\n if (finished)\n {\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap');\n }\n this.parent.emit('snap-end', this.parent);\n this.snapping = null;\n }\n }\n }\n}\n\n/** Options for {@link SnapZoom}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_SNAP_ZOOM_OPTIONS = {\n width: 0,\n height: 0,\n time: 1000,\n ease: 'easeInOutSine',\n center: null,\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false,\n noMove: false\n};\n\n/**\n * @event snap-zoom-start(Viewport) emitted each time a fit animation starts\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n */\nclass SnapZoom extends Plugin\n{\n \n\n \n \n \n \n \n \n\n\n\n\n\n\n\n /**\n * This is called by {@link Viewport.snapZoom}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_SNAP_ZOOM_OPTIONS, options);\n this.ease = ease(this.options.ease);\n\n // Assign defaults for typescript.\n this.xIndependent = false;\n this.yIndependent = false;\n this.xScale = 0;\n this.yScale = 0;\n\n if (this.options.width > 0)\n {\n this.xScale = parent.screenWidth / this.options.width;\n this.xIndependent = true;\n }\n if (this.options.height > 0)\n {\n this.yScale = parent.screenHeight / this.options.height;\n this.yIndependent = true;\n }\n\n this.xScale = this.xIndependent ? (this.xScale ) : (this.yScale );\n this.yScale = this.yIndependent ? (this.yScale ) : this.xScale;\n\n if (this.options.time === 0)\n {\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.x = this.xScale;\n\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.y = this.yScale;\n\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n }\n else if (options.forceStart)\n {\n this.createSnapping();\n }\n }\n\n createSnapping()\n {\n const startWorldScreenWidth = this.parent.worldScreenWidth;\n const startWorldScreenHeight = this.parent.worldScreenHeight;\n const endWorldScreenWidth = this.parent.screenWidth / this.xScale;\n const endWorldScreenHeight = this.parent.screenHeight / this.yScale;\n\n this.snapping = {\n time: 0,\n startX: startWorldScreenWidth,\n startY: startWorldScreenHeight,\n deltaX: endWorldScreenWidth - startWorldScreenWidth,\n deltaY: endWorldScreenHeight - startWorldScreenHeight\n };\n\n this.parent.emit('snap-zoom-start', this.parent);\n }\n\n resize()\n {\n this.snapping = null;\n\n if (this.options.width > 0)\n {\n this.xScale = this.parent.screenWidth / this.options.width;\n }\n if (this.options.height > 0)\n {\n this.yScale = this.parent.screenHeight / this.options.height;\n }\n this.xScale = this.xIndependent ? this.xScale : this.yScale;\n this.yScale = this.yIndependent ? this.yScale : this.xScale;\n }\n\n wheel()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n\n return false;\n }\n\n down()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n\n let oldCenter;\n\n if (!this.options.center && !this.options.noMove)\n {\n oldCenter = this.parent.center;\n }\n if (!this.snapping)\n {\n if (this.parent.scale.x !== this.xScale || this.parent.scale.y !== this.yScale)\n {\n this.createSnapping();\n }\n }\n else if (this.snapping)\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n\n if (snapping.time >= this.options.time)\n {\n this.parent.scale.set(this.xScale, this.yScale);\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n this.parent.emit('snap-zoom-end', this.parent);\n this.snapping = null;\n }\n else\n {\n const snapping = this.snapping;\n const worldScreenWidth = this.ease(snapping.time, snapping.startX, snapping.deltaX, this.options.time);\n const worldScreenHeight = this.ease(snapping.time, snapping.startY, snapping.deltaY, this.options.time);\n\n this.parent.scale.x = this.parent.screenWidth / worldScreenWidth;\n this.parent.scale.y = this.parent.screenHeight / worldScreenHeight;\n }\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (!this.options.noMove)\n {\n if (!this.options.center)\n {\n this.parent.moveCenter(oldCenter );\n }\n else\n {\n this.parent.moveCenter(this.options.center);\n }\n }\n }\n }\n\n resume()\n {\n this.snapping = null;\n super.resume();\n }\n}\n\n/** Options for {@link Wheel}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_WHEEL_OPTIONS = {\n percent: 0.1,\n smooth: false,\n interrupt: true,\n reverse: false,\n center: null,\n lineHeight: 20,\n axis: 'all',\n keyToPress: null,\n trackpadPinch: false,\n wheelZoom: true,\n};\n\n/**\n * Plugin for handling wheel scrolling for viewport zoom.\n *\n * @event wheel({wheel: {dx, dy, dz}, event, viewport})\n */\nclass Wheel extends Plugin\n{\n \n\n \n \n \n\n /** Flags whether the keys required to zoom are pressed currently. */\n \n\n /**\n * This is called by {@link Viewport.wheel}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_WHEEL_OPTIONS, options);\n this.keyIsPressed = false;\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger zoom event\n */\n handleKeyPresses(codes)\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = true;\n }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = false;\n }\n });\n }\n\n checkKeyPress()\n {\n return !this.options.keyToPress || this.keyIsPressed;\n }\n\n down()\n {\n if (this.options.interrupt)\n {\n this.smoothing = null;\n }\n\n return false;\n }\n\n isAxisX()\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n isAxisY()\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n update()\n {\n if (this.smoothing)\n {\n const point = this.smoothingCenter;\n const change = this.smoothing;\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point );\n }\n if (this.isAxisX())\n {\n this.parent.scale.x += change.x;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change.y;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += (point ).x - newPoint.x;\n this.parent.y += (point ).y - newPoint.y;\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n (this.smoothingCount )++;\n\n if ((this.smoothingCount ) >= this.options.smooth)\n {\n this.smoothing = null;\n }\n }\n }\n\n pinch(e)\n {\n if (this.paused)\n {\n return;\n }\n\n const point = this.parent.input.getPointerPosition(e);\n const step = -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 200;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n wheel(e)\n {\n if (this.paused)\n {\n return false;\n }\n\n if (!this.checkKeyPress())\n {\n return false;\n }\n\n if (e.ctrlKey && this.options.trackpadPinch)\n {\n this.pinch(e);\n }\n else if (this.options.wheelZoom)\n {\n const point = this.parent.input.getPointerPosition(e);\n const sign = this.options.reverse ? -1 : 1;\n const step = sign * -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 500;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n if (this.options.smooth)\n {\n const original = {\n x: this.smoothing ? this.smoothing.x * (this.options.smooth - (this.smoothingCount )) : 0,\n y: this.smoothing ? this.smoothing.y * (this.options.smooth - (this.smoothingCount )) : 0\n };\n\n this.smoothing = {\n x: (((this.parent.scale.x + original.x) * change) - this.parent.scale.x) / this.options.smooth,\n y: (((this.parent.scale.y + original.y) * change) - this.parent.scale.y) / this.options.smooth,\n };\n this.smoothingCount = 0;\n this.smoothingCenter = point;\n }\n else\n {\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n return !this.parent.options.passiveWheel;\n }\n}\n\n/**\n * Handles all input for Viewport\n *\n * @internal\n * @ignore\n * @private\n */\nclass InputManager\n{\n \n\n \n \n \n \n /** List of active touches on viewport */\n \n\n constructor(viewport)\n {\n this.viewport = viewport;\n this.touches = [];\n\n this.addListeners();\n }\n\n /** Add input listeners */\n addListeners()\n {\n this.viewport.interactive = true;\n if (!this.viewport.forceHitArea)\n {\n this.viewport.hitArea = new Rectangle(0, 0, this.viewport.worldWidth, this.viewport.worldHeight);\n }\n this.viewport.on('pointerdown', this.down, this);\n this.viewport.on('pointermove', this.move, this);\n this.viewport.on('pointerup', this.up, this);\n this.viewport.on('pointerupoutside', this.up, this);\n this.viewport.on('pointercancel', this.up, this);\n this.viewport.on('pointerout', this.up, this);\n this.wheelFunction = (e) => this.handleWheel(e);\n this.viewport.options.divWheel.addEventListener(\n 'wheel',\n this.wheelFunction ,\n { passive: this.viewport.options.passiveWheel });\n this.isMouseDown = false;\n }\n\n /**\n * Removes all event listeners from viewport\n * (useful for cleanup of wheel when removing viewport)\n */\n destroy()\n {\n this.viewport.options.divWheel.removeEventListener('wheel', this.wheelFunction );\n }\n\n /**\n * handle down events for viewport\n *\n * @param {PIXI.InteractionEvent} event\n */\n down(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = true;\n }\n else if (!this.get(event.data.pointerId))\n {\n this.touches.push({ id: event.data.pointerId, last: null });\n }\n if (this.count() === 1)\n {\n this.last = event.data.global.clone();\n\n // clicked event does not fire if viewport is decelerating or bouncing\n const decelerate = this.viewport.plugins.get('decelerate', true);\n const bounce = this.viewport.plugins.get('bounce', true);\n\n if ((!decelerate || !decelerate.isActive()) && (!bounce || !bounce.isActive()))\n {\n this.clickedAvailable = true;\n }\n else\n {\n this.clickedAvailable = false;\n }\n }\n else\n {\n this.clickedAvailable = false;\n }\n\n const stop = this.viewport.plugins.down(event);\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Clears all pointer events */\n clear()\n {\n this.isMouseDown = false;\n this.touches = [];\n this.last = null;\n }\n\n /**\n * @param {number} change\n * @returns whether change exceeds threshold\n */\n checkThreshold(change)\n {\n if (Math.abs(change) >= this.viewport.threshold)\n {\n return true;\n }\n\n return false;\n }\n\n /** Handle move events for viewport */\n move(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n const stop = this.viewport.plugins.move(event);\n\n if (this.clickedAvailable && this.last)\n {\n const distX = event.data.global.x - this.last.x;\n const distY = event.data.global.y - this.last.y;\n\n if (this.checkThreshold(distX) || this.checkThreshold(distY))\n {\n this.clickedAvailable = false;\n }\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Handle up events for viewport */\n up(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = false;\n }\n\n if (event.data.pointerType !== 'mouse')\n {\n this.remove(event.data.pointerId);\n }\n\n const stop = this.viewport.plugins.up(event);\n\n if (this.clickedAvailable && this.count() === 0 && this.last)\n {\n this.viewport.emit('clicked', {\n event,\n screen: this.last,\n world: this.viewport.toWorld(this.last),\n viewport: this\n });\n this.clickedAvailable = false;\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Gets pointer position if this.interaction is set */\n getPointerPosition(event)\n {\n const point = new Point();\n\n if (this.viewport.options.interaction)\n {\n this.viewport.options.interaction.mapPositionToPoint(point, event.clientX, event.clientY);\n }\n else if (this.viewport.options.useDivWheelForInputManager && this.viewport.options.divWheel)\n {\n const rect = this.viewport.options.divWheel.getBoundingClientRect();\n\n point.x = event.clientX - rect.left;\n point.y = event.clientY - rect.top;\n }\n else\n {\n point.x = event.clientX;\n point.y = event.clientY;\n }\n\n return point;\n }\n\n /** Handle wheel events */\n handleWheel(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n // do not handle events coming from other elements\n if (this.viewport.options.interaction\n && (this.viewport.options.interaction ).interactionDOMElement !== event.target)\n {\n return;\n }\n\n // only handle wheel events where the mouse is over the viewport\n const point = this.viewport.toLocal(this.getPointerPosition(event));\n\n if (this.viewport.left <= point.x\n && point.x <= this.viewport.right\n && this.viewport.top <= point.y\n && point.y <= this.viewport.bottom)\n {\n const stop = this.viewport.plugins.wheel(event);\n\n if (stop && !this.viewport.options.passiveWheel)\n {\n event.preventDefault();\n }\n }\n }\n\n pause()\n {\n this.touches = [];\n this.isMouseDown = false;\n }\n\n /** Get touch by id */\n get(id)\n {\n for (const touch of this.touches)\n {\n if (touch.id === id)\n {\n return touch;\n }\n }\n\n return null;\n }\n\n /** Remove touch by number */\n remove(id)\n {\n for (let i = 0; i < this.touches.length; i++)\n {\n if (this.touches[i].id === id)\n {\n this.touches.splice(i, 1);\n\n return;\n }\n }\n }\n\n /**\n * @returns {number} count of mouse/touch pointers that are down on the viewport\n */\n count()\n {\n return (this.isMouseDown ? 1 : 0) + this.touches.length;\n }\n}\n\nfunction _optionalChain(ops) { let lastAccessLHS = undefined; let value = ops[0]; let i = 1; while (i < ops.length) { const op = ops[i]; const fn = ops[i + 1]; i += 2; if ((op === 'optionalAccess' || op === 'optionalCall') && value == null) { return undefined; } if (op === 'access' || op === 'optionalAccess') { lastAccessLHS = value; value = fn(value); } else if (op === 'call' || op === 'optionalCall') { value = fn((...args) => value.call(lastAccessLHS, ...args)); lastAccessLHS = undefined; } } return value; }\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst PLUGIN_ORDER = [\n 'drag',\n 'pinch',\n 'wheel',\n 'follow',\n 'mouse-edges',\n 'decelerate',\n 'animate',\n 'bounce',\n 'snap-zoom',\n 'clamp-zoom',\n 'snap',\n 'clamp',\n];\n\n/**\n * Use this to access current plugins or add user-defined plugins\n *\n * @public\n */\nclass PluginManager\n{\n /** Maps mounted plugins by their type */\n \n\n /**\n * List of plugins mounted\n *\n * This list is kept sorted by the internal priority of plugins (hard-coded).\n */\n \n\n /** The viewport using the plugins managed by `this`. */\n \n\n /** This is called by {@link Viewport} to initialize the {@link Viewport.plugins plugins}. */\n constructor(viewport)\n {\n this.viewport = viewport;\n this.list = [];\n this.plugins = {};\n }\n\n /**\n * Inserts a named plugin or a user plugin into the viewport\n * default plugin order: 'drag', 'pinch', 'wheel', 'follow', 'mouse-edges', 'decelerate', 'bounce',\n * 'snap-zoom', 'clamp-zoom', 'snap', 'clamp'\n *\n * @param {string} name of plugin\n * @param {Plugin} plugin - instantiated Plugin class\n * @param {number} index to insert userPlugin (otherwise inserts it at the end)\n */\n add(name, plugin, index = PLUGIN_ORDER.length)\n {\n\n const oldPlugin = this.plugins[name];\n\n if (oldPlugin)\n {\n oldPlugin.destroy();\n }\n\n this.plugins[name] = plugin;\n\n const current = PLUGIN_ORDER.indexOf(name);\n\n if (current !== -1)\n {\n PLUGIN_ORDER.splice(current, 1);\n }\n\n PLUGIN_ORDER.splice(index, 0, name);\n this.sort();\n }\n\n \n\n\n\n\n\n\n\n\n\n\n\n\n\n /**\n * Get plugin\n *\n * @param {string} name of plugin\n * @param {boolean} [ignorePaused] return null if plugin is paused\n */\n get(name, ignorePaused)\n {\n if (ignorePaused)\n {\n if (_optionalChain([this, 'access', _ => _.plugins, 'access', _2 => _2[name], 'optionalAccess', _3 => _3.paused]))\n {\n return null;\n }\n }\n\n return this.plugins[name] ;\n }\n\n /**\n * Update all active plugins\n *\n * @internal\n * @ignore\n * @param {number} elapsed type in milliseconds since last update\n */\n update(elapsed)\n {\n for (const plugin of this.list)\n {\n plugin.update(elapsed);\n }\n }\n\n /**\n * Resize all active plugins\n *\n * @internal\n * @ignore\n */\n resize()\n {\n for (const plugin of this.list)\n {\n plugin.resize();\n }\n }\n\n /** Clamps and resets bounce and decelerate (as needed) after manually moving viewport */\n reset()\n {\n for (const plugin of this.list)\n {\n plugin.reset();\n }\n }\n\n /** removes all installed plugins */\n removeAll()\n {\n this.list.forEach((plugin) => {\n plugin.destroy();\n });\n this.plugins = {};\n this.sort();\n }\n\n /**\n * Removes installed plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n remove(name)\n {\n if (this.plugins[name])\n {\n _optionalChain([this, 'access', _4 => _4.plugins, 'access', _5 => _5[name], 'optionalAccess', _6 => _6.destroy, 'call', _7 => _7()]);\n delete this.plugins[name];\n this.viewport.emit(`${name}-remove`);\n this.sort();\n }\n }\n\n /**\n * Pause plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n pause(name)\n {\n _optionalChain([this, 'access', _8 => _8.plugins, 'access', _9 => _9[name], 'optionalAccess', _10 => _10.pause, 'call', _11 => _11()]);\n }\n\n /**\n * Resume plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n resume(name)\n {\n _optionalChain([this, 'access', _12 => _12.plugins, 'access', _13 => _13[name], 'optionalAccess', _14 => _14.resume, 'call', _15 => _15()]);\n }\n\n /**\n * Sort plugins according to PLUGIN_ORDER\n *\n * @internal\n * @ignore\n */\n sort()\n {\n this.list = [];\n\n for (const plugin of PLUGIN_ORDER)\n {\n if (this.plugins[plugin])\n {\n this.list.push(this.plugins[plugin] );\n }\n }\n }\n\n /**\n * Handle down for all plugins\n *\n * @internal\n * @ignore\n */\n down(event)\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.down(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle move for all plugins\n *\n * @internal\n * @ignore\n */\n move(event)\n {\n let stop = false;\n\n for (const plugin of this.viewport.plugins.list)\n {\n if (plugin.move(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle up for all plugins\n *\n * @internal\n * @ignore\n */\n up(event)\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.up(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle wheel event for all plugins\n *\n * @internal\n * @ignore\n */\n wheel(e)\n {\n let result = false;\n\n for (const plugin of this.list)\n {\n if (plugin.wheel(e))\n {\n result = true;\n }\n }\n\n return result;\n }\n}\n\n/** Options for {@link Viewport}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_VIEWPORT_OPTIONS = {\n screenWidth: window.innerWidth,\n screenHeight: window.innerHeight,\n worldWidth: null,\n worldHeight: null,\n threshold: 5,\n passiveWheel: true,\n stopPropagation: false,\n forceHitArea: null,\n noTicker: false,\n interaction: null,\n disableOnContextMenu: false,\n ticker: Ticker.shared,\n};\n\n/**\n * Main class to use when creating a Viewport\n *\n * @public\n * @fires clicked\n * @fires drag-start\n * @fires drag-end\n * @fires drag-remove\n * @fires pinch-start\n * @fires pinch-end\n * @fires pinch-remove\n * @fires snap-start\n * @fires snap-end\n * @fires snap-remove\n * @fires snap-zoom-start\n * @fires snap-zoom-end\n * @fires snap-zoom-remove\n * @fires bounce-x-start\n * @fires bounce-x-end\n * @fires bounce-y-start\n * @fires bounce-y-end\n * @fires bounce-remove\n * @fires wheel\n * @fires wheel-remove\n * @fires wheel-scroll\n * @fires wheel-scroll-remove\n * @fires mouse-edge-start\n * @fires mouse-edge-end\n * @fires mouse-edge-remove\n * @fires moved\n * @fires moved-end\n * @fires zoomed\n * @fires zoomed-end\n * @fires frame-end\n */\nclass Viewport extends Container\n{\n /** Flags whether the viewport is being panned */\n \n\n \n \n\n /** Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event */\n \n\n \n\n /** Use this to add user plugins or access existing plugins (e.g., to pause, resume, or remove them) */\n \n\n /** Flags whether the viewport zoom is being changed. */\n \n\n \n\n /** The options passed when creating this viewport, merged with the default values */\n \n\n \n \n \n \n \n \n \n __init() {this._disableOnContextMenu = (e) => e.preventDefault();}\n\n /**\n * @param {IViewportOptions} ViewportOptions\n * @param {number} [options.screenWidth=window.innerWidth]\n * @param {number} [options.screenHeight=window.innerHeight]\n * @param {number} [options.worldWidth=this.width]\n * @param {number} [options.worldHeight=this.height]\n * @param {number} [options.threshold=5] number of pixels to move to trigger an input event (e.g., drag, pinch)\n * or disable a clicked event\n * @param {boolean} [options.passiveWheel=true] whether the 'wheel' event is set to passive (note: if false,\n * e.preventDefault() will be called when wheel is used over the viewport)\n * @param {boolean} [options.stopPropagation=false] whether to stopPropagation of events that impact the viewport\n * (except wheel events, see options.passiveWheel)\n * @param {HitArea} [options.forceHitArea] change the default hitArea from world size to a new value\n * @param {boolean} [options.noTicker] set this if you want to manually call update() function on each frame\n * @param {PIXI.Ticker} [options.ticker=PIXI.Ticker.shared] use this PIXI.ticker for updates\n * @param {PIXI.InteractionManager} [options.interaction=null] InteractionManager, available from instantiated\n * WebGLRenderer/CanvasRenderer.plugins.interaction - used to calculate pointer position relative to canvas\n * location on screen\n * @param {HTMLElement} [options.divWheel=document.body] div to attach the wheel event\n * @param {boolean} [options.disableOnContextMenu] remove oncontextmenu=() => {} from the divWheel element\n */\n constructor(options = {})\n {\n super();Viewport.prototype.__init.call(this); this.options = Object.assign(\n {},\n { divWheel: document.body },\n DEFAULT_VIEWPORT_OPTIONS,\n options\n );\n\n this.screenWidth = this.options.screenWidth;\n this.screenHeight = this.options.screenHeight;\n\n this._worldWidth = this.options.worldWidth;\n this._worldHeight = this.options.worldHeight;\n this.forceHitArea = this.options.forceHitArea;\n this.threshold = this.options.threshold;\n\n this.options.divWheel = this.options.divWheel || document.body;\n\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.addEventListener('contextmenu', this._disableOnContextMenu);\n }\n if (!this.options.noTicker)\n {\n this.tickerFunction = () => this.update(this.options.ticker.elapsedMS);\n this.options.ticker.add(this.tickerFunction);\n }\n\n this.input = new InputManager(this);\n this.plugins = new PluginManager(this);\n }\n\n /** Overrides PIXI.Container's destroy to also remove the 'wheel' and PIXI.Ticker listeners */\n destroy(options)\n {\n if (!this.options.noTicker && this.tickerFunction)\n {\n this.options.ticker.remove(this.tickerFunction);\n }\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.removeEventListener('contextmenu', this._disableOnContextMenu);\n }\n\n this.input.destroy();\n super.destroy(options);\n }\n\n /**\n * Update viewport on each frame.\n *\n * By default, you do not need to call this unless you set `options.noTicker=true`.\n *\n * @param {number} elapsed time in milliseconds since last update\n */\n update(elapsed)\n {\n if (!this.pause)\n {\n this.plugins.update(elapsed);\n\n if (this.lastViewport)\n {\n // Check for moved-end event\n if (this.lastViewport.x !== this.x || this.lastViewport.y !== this.y)\n {\n this.moving = true;\n }\n else if (this.moving)\n {\n this.emit('moved-end', this);\n this.moving = false;\n }\n\n // Check for zoomed-end event\n if (this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y)\n {\n this.zooming = true;\n }\n else if (this.zooming)\n {\n this.emit('zoomed-end', this);\n this.zooming = false;\n }\n }\n\n if (!this.forceHitArea)\n {\n this._hitAreaDefault = new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n this.hitArea = this._hitAreaDefault;\n }\n\n this._dirty = this._dirty || !this.lastViewport\n || this.lastViewport.x !== this.x || this.lastViewport.y !== this.y\n || this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y;\n\n this.lastViewport = {\n x: this.x,\n y: this.y,\n scaleX: this.scale.x,\n scaleY: this.scale.y\n };\n this.emit('frame-end', this);\n }\n }\n\n /**\n * Use this to set screen and world sizes, needed for pinch/wheel/clamp/bounce.\n * @param {number} screenWidth=window.innerWidth\n * @param {number} screenHeight=window.innerHeight\n * @param {number} [worldWidth]\n * @param {number} [worldHeight]\n */\n resize(\n screenWidth = window.innerWidth,\n screenHeight = window.innerHeight,\n worldWidth,\n worldHeight\n )\n {\n this.screenWidth = screenWidth;\n this.screenHeight = screenHeight;\n\n if (typeof worldWidth !== 'undefined')\n {\n this._worldWidth = worldWidth;\n }\n if (typeof worldHeight !== 'undefined')\n {\n this._worldHeight = worldHeight;\n }\n\n this.plugins.resize();\n this.dirty = true;\n }\n\n /** World width, in pixels */\n get worldWidth()\n {\n if (this._worldWidth)\n {\n return this._worldWidth;\n }\n\n return this.width / this.scale.x;\n }\n set worldWidth(value)\n {\n this._worldWidth = value;\n this.plugins.resize();\n }\n\n /** World height, in pixels */\n get worldHeight()\n {\n if (this._worldHeight)\n {\n return this._worldHeight;\n }\n\n return this.height / this.scale.y;\n }\n set worldHeight(value)\n {\n this._worldHeight = value;\n this.plugins.resize();\n }\n\n /** Get visible world bounds of viewport */\n getVisibleBounds()\n {\n return new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n }\n\n /** Change coordinates from screen to world */\n \n\n\n\n /**\n * Changes coordinate from screen to world\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n toWorld(x, y)\n {\n if (arguments.length === 2)\n {\n return this.toLocal(new Point(x , y));\n }\n\n return this.toLocal(x );\n }\n\n /** Change coordinates from world to screen */\n \n\n\n\n /**\n * Changes coordinate from world to screen\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n toScreen(x, y)\n {\n if (arguments.length === 2)\n {\n return this.toGlobal(new Point(x , y));\n }\n\n return this.toGlobal(x );\n }\n\n /** Screen width in world coordinates */\n get worldScreenWidth()\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Screen height in world coordinates */\n get worldScreenHeight()\n {\n return this.screenHeight / this.scale.y;\n }\n\n /** World width in screen coordinates */\n get screenWorldWidth()\n {\n return this.worldWidth * this.scale.x;\n }\n\n /** World height in screen coordinates */\n get screenWorldHeight()\n {\n return this.worldHeight * this.scale.y;\n }\n\n /** Center of screen in world coordinates */\n get center()\n {\n return new Point(\n (this.worldScreenWidth / 2) - (this.x / this.scale.x),\n (this.worldScreenHeight / 2) - (this.y / this.scale.y),\n );\n }\n set center(value)\n {\n this.moveCenter(value);\n }\n\n \n\n\n\n\n /**\n * Move center of viewport to (x, y)\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @return {Viewport}\n */\n moveCenter(...args)\n {\n let x;\n let y;\n\n if (typeof args[0] === 'number')\n {\n x = args[0];\n y = args[1] ;\n }\n else\n {\n x = args[0].x;\n y = args[0].y;\n }\n\n const newX = ((this.worldScreenWidth / 2) - x) * this.scale.x;\n const newY = ((this.worldScreenHeight / 2) - y) * this.scale.y;\n\n if (this.x !== newX || this.y !== newY)\n {\n this.position.set(newX, newY);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Top-left corner of Viewport */\n get corner()\n {\n return new Point(-this.x / this.scale.x, -this.y / this.scale.y);\n }\n set corner(value)\n {\n this.moveCorner(value);\n }\n\n /** Move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n \n\n\n\n\n /**\n * MoveCorner\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @returns {Viewport}\n */\n moveCorner(...args)\n {\n let x;\n let y;\n\n if (args.length === 1)\n {\n x = -args[0].x * this.scale.x;\n y = -args[0].y * this.scale.y;\n }\n else\n {\n x = -args[0] * this.scale.x;\n y = -args[1] * this.scale.y;\n }\n\n if (x !== this.x || y !== this.y)\n {\n this.position.set(x, y);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Get how many world pixels fit in screen's width */\n get screenWidthInWorldPixels()\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Get how many world pixels fit on screen's height */\n get screenHeightInWorldPixels()\n {\n return this.screenHeight / this.scale.y;\n }\n\n /**\n * Find the scale value that fits a world width on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param width - Width in world pixels\n * @return - scale\n */\n findFitWidth(width)\n {\n return this.screenWidth / width;\n }\n\n /**\n * Finds the scale value that fits a world height on the screens\n * does not change the viewport (use fit... to change)\n *\n * @param height - Height in world pixels\n * @return - scale\n */\n findFitHeight(height)\n {\n return this.screenHeight / height;\n }\n\n /**\n * Finds the scale value that fits the smaller of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findFit(width, height)\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.min(scaleX, scaleY);\n }\n\n /**\n * Finds the scale value that fits the larger of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findCover(width, height)\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.max(scaleX, scaleY);\n }\n\n /**\n * Change zoom so the width fits in the viewport\n *\n * @param width - width in world coordinates\n * @param center - maintain the same center\n * @param scaleY - whether to set scaleY=scaleX\n * @param noClamp - whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitWidth(width = this.worldWidth, center, scaleY = true, noClamp)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.x = this.screenWidth / width;\n\n if (scaleY)\n {\n this.scale.y = this.scale.x;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so the height fits in the viewport\n *\n * @param {number} [height=this.worldHeight] in world coordinates\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {boolean} [scaleX=true] whether to set scaleX = scaleY\n * @param {boolean} [noClamp] whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitHeight(height = this.worldHeight, center, scaleX = true, noClamp)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.y = this.screenHeight / height;\n\n if (scaleX)\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the entire world in the viewport\n *\n * @param {boolean} center maintain the same center of the screen after zoom\n * @returns {Viewport} this\n */\n fitWorld(center)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / this.worldWidth;\n this.scale.y = this.screenHeight / this.worldHeight;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the size or the entire world in the viewport\n *\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {number} [width=this.worldWidth] desired width\n * @param {number} [height=this.worldHeight] desired height\n * @returns {Viewport} this\n */\n fit(center, width = this.worldWidth, height = this.worldHeight)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / width;\n this.scale.y = this.screenHeight / height;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport to specific value.\n *\n * @param {number} scale value (e.g., 1 would be 100%, 0.25 would be 25%)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n setZoom(scale, center)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.set(scale);\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport by a certain percent (in both x and y direction).\n *\n * @param {number} percent change (e.g., 0.25 would increase a starting scale of 1.0 to 1.25)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoomPercent(percent, center)\n {\n return this.setZoom(this.scale.x + (this.scale.x * percent), center);\n }\n\n /**\n * Zoom viewport by increasing/decreasing width by a certain number of pixels.\n *\n * @param {number} change in pixels\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoom(change, center)\n {\n this.fitWidth(change + this.worldScreenWidth, center);\n\n return this;\n }\n\n /** Changes scale of viewport and maintains center of viewport */\n get scaled()\n {\n return this.scale.x;\n }\n set scaled(scale)\n {\n this.setZoom(scale, true);\n }\n\n /**\n * Returns zoom to the desired scale\n *\n * @param {ISnapZoomOptions} options\n * @param {number} [options.width=0] - the desired width to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.height=0] - the desired height to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.time=1000] - time for snapping in ms\n * @param {(string|function)} [options.ease=easeInOutSine] ease function or name (see http://easings.net/\n * for supported names)\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of the viewport\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at the\n * desired zoom\n * @param {boolean} [options.noMove] - zoom but do not move\n */\n snapZoom(options)\n {\n this.plugins.add('snap-zoom', new SnapZoom(this, options));\n\n return this;\n }\n\n /** Is container out of world bounds */\n OOB()\n\n\n\n\n\n\n {\n return {\n left: this.left < 0,\n right: this.right > this.worldWidth,\n top: this.top < 0,\n bottom: this.bottom > this.worldHeight,\n cornerPoint: new Point(\n (this.worldWidth * this.scale.x) - this.screenWidth,\n (this.worldHeight * this.scale.y) - this.screenHeight\n )\n };\n }\n\n /** World coordinates of the right edge of the screen */\n get right()\n {\n return (-this.x / this.scale.x) + this.worldScreenWidth;\n }\n set right(value)\n {\n this.x = (-value * this.scale.x) + this.screenWidth;\n this.plugins.reset();\n }\n\n /** World coordinates of the left edge of the screen */\n get left()\n {\n return -this.x / this.scale.x;\n }\n set left(value)\n {\n this.x = -value * this.scale.x;\n this.plugins.reset();\n }\n\n /** World coordinates of the top edge of the screen */\n get top()\n {\n return -this.y / this.scale.y;\n }\n set top(value)\n {\n this.y = -value * this.scale.y;\n this.plugins.reset();\n }\n\n /** World coordinates of the bottom edge of the screen */\n get bottom()\n {\n return (-this.y / this.scale.y) + this.worldScreenHeight;\n }\n set bottom(value)\n {\n this.y = (-value * this.scale.y) + this.screenHeight;\n this.plugins.reset();\n }\n\n /**\n * Determines whether the viewport is dirty (i.e., needs to be rendered to the screen because of a change)\n */\n get dirty()\n {\n return !!this._dirty;\n }\n set dirty(value)\n {\n this._dirty = value;\n }\n\n /**\n * Permanently changes the Viewport's hitArea\n *\n * NOTE: if not set then hitArea = PIXI.Rectangle(Viewport.left, Viewport.top, Viewport.worldScreenWidth,\n * Viewport.worldScreenHeight)\n */\n get forceHitArea()\n {\n return this._forceHitArea;\n }\n set forceHitArea(value)\n {\n if (value)\n {\n this._forceHitArea = value;\n this.hitArea = value;\n }\n else\n {\n this._forceHitArea = null;\n this.hitArea = new Rectangle(0, 0, this.worldWidth, this.worldHeight);\n }\n }\n\n /**\n * Enable one-finger touch to drag\n *\n * NOTE: if you expect users to use right-click dragging, you should enable `viewport.options.disableOnContextMenu`\n * to avoid the context menu popping up on each right-click drag.\n *\n * @param {IDragOptions} [options]\n * @param {string} [options.direction=all] direction to drag\n * @param {boolean} [options.pressDrag=true] whether click to drag is active\n * @param {boolean} [options.wheel=true] use wheel to scroll in direction (unless wheel plugin is active)\n * @param {number} [options.wheelScroll=1] number of pixels to scroll with each wheel spin\n * @param {boolean} [options.reverse] reverse the direction of the wheel scroll\n * @param {(boolean|string)} [options.clampWheel=false] clamp wheel(to avoid weird bounce with mouse wheel)\n * @param {string} [options.underflow=center] where to place world if too small for screen\n * @param {number} [options.factor=1] factor to multiply drag to increase the speed of movement\n * @param {string} [options.mouseButtons=all] changes which mouse buttons trigger drag, use: 'all', 'left',\n * 'right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * viewport.options.disableOnContextMenu if you want to use right-click dragging\n * @param {string[]} [options.keyToPress=null] - array containing\n * {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of keys that can be\n * pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n * @param {boolean} [options.ignoreKeyToPressOnTouch=false] - ignore keyToPress for touch events\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @returns {Viewport} this\n */\n drag(options)\n {\n this.plugins.add('drag', new Drag(this, options));\n\n return this;\n }\n\n /**\n * Clamp to world boundaries or other provided boundaries\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary\n * [0, viewport.worldWidth/viewport.worldHeight], eg: to allow the world to be completely dragged offscreen,\n * set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the\n * appropriate boundaries\n *\n * NOTES:\n * clamp is disabled if called with no options; use { direction: 'all' } for all edge clamping\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n *\n * @param {object} [options]\n * @param {(number|boolean)} [options.left=false] - clamp left; true = 0\n * @param {(number|boolean)} [options.right=false] - clamp right; true = viewport.worldWidth\n * @param {(number|boolean)} [options.top=false] - clamp top; true = 0\n * @param {(number|boolean)} [options.bottom=false] - clamp bottom; true = viewport.worldHeight\n * @param {string} [direction] - (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight];\n * replaces left/right/top/bottom if set\n * @param {string} [underflow=center] - where to place world if too small for screen (e.g., top-right, center,\n * none, bottomLeft) * @returns {Viewport} this\n */\n clamp(options)\n {\n this.plugins.add('clamp', new Clamp(this, options));\n\n return this;\n }\n\n /**\n * Decelerate after a move\n *\n * NOTE: this fires 'moved' event during deceleration\n *\n * @param {IDecelerateOptions} [options]\n * @param {number} [options.friction=0.95] - percent to decelerate after movement\n * @param {number} [options.bounce=0.8] - percent to decelerate when past boundaries (only applicable when\n * viewport.bounce() is active)\n * @param {number} [options.minSpeed=0.01] - minimum velocity before stopping/reversing acceleration\n * @return {Viewport} this\n */\n decelerate(options)\n {\n this.plugins.add('decelerate', new Decelerate(this, options));\n\n return this;\n }\n\n /**\n * Bounce on borders\n * NOTES:\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n * fires 'moved', 'bounce-x-start', 'bounce-y-start', 'bounce-x-end', and 'bounce-y-end' events\n * @param {object} [options]\n * @param {string} [options.sides=all] - all, horizontal, vertical, or combination of top, bottom, right, left\n * (e.g., 'top-bottom-right')\n * @param {number} [options.friction=0.5] - friction to apply to decelerate if active\n * @param {number} [options.time=150] - time in ms to finish bounce\n * @param {object} [options.bounceBox] - use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight)\n * @param {number} [options.bounceBox.x=0]\n * @param {number} [options.bounceBox.y=0]\n * @param {number} [options.bounceBox.width=viewport.worldWidth]\n * @param {number} [options.bounceBox.height=viewport.worldHeight]\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name\n * (see http://easings.net/ for supported names)\n * @param {string} [options.underflow=center] - (top/bottom/center and left/right/center, or center)\n * where to place world if too small for screen\n * @return {Viewport} this\n */\n bounce(options)\n {\n this.plugins.add('bounce', new Bounce(this, options));\n\n return this;\n }\n\n /**\n * Enable pinch to zoom and two-finger touch to drag\n *\n * @param {PinchOptions} [options]\n * @param {boolean} [options.noDrag] - disable two-finger dragging\n * @param {number} [options.percent=1] - percent to modify pinch speed\n * @param {number} [options.factor=1] - factor to multiply two-finger drag to increase the speed of movement\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of two fingers\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n pinch(options)\n {\n this.plugins.add('pinch', new Pinch(this, options));\n\n return this;\n }\n\n /**\n * Snap to a point\n *\n * @param {number} x\n * @param {number} y\n * @param {ISnapOptions} [options]\n * @param {boolean} [options.topLeft] - snap to the top-left of viewport instead of center\n * @param {number} [options.friction=0.8] - friction/frame to apply if decelerate is active\n * @param {number} [options.time=1000] - time in ms to snap\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name (see http://easings.net/\n * for supported names)\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at\n * the desired location\n * @return {Viewport} this\n */\n snap(x, y, options)\n {\n this.plugins.add('snap', new Snap(this, x, y, options));\n\n return this;\n }\n\n /**\n * Follow a target\n *\n * NOTES:\n * uses the (x, y) as the center to follow; for PIXI.Sprite to work properly, use sprite.anchor.set(0.5)\n * options.acceleration is not perfect as it doesn't know the velocity of the target. It adds acceleration\n * to the start of movement and deceleration to the end of movement when the target is stopped.\n * To cancel the follow, use: `viewport.plugins.remove('follow')`\n *\n * @fires 'moved' event\n *\n * @param {PIXI.DisplayObject} target to follow\n * @param {IFollowOptions} [options]\n * @param {number} [options.speed=0] - to follow in pixels/frame (0=teleport to location)\n * @param {number} [options.acceleration] - set acceleration to accelerate and decelerate at this rate; speed\n * cannot be 0 to use acceleration\n * @param {number} [options.radius] - radius (in world coordinates) of center circle where movement is allowed\n * without moving the viewport * @returns {Viewport} this\n * @returns {Viewport} this\n */\n follow(target, options)\n {\n this.plugins.add('follow', new Follow(this, target, options));\n\n return this;\n }\n\n /**\n * Zoom using mouse wheel\n *\n * NOTE: the default event listener for 'wheel' event is document.body. Use `Viewport.options.divWheel` to\n * change this default\n *\n * @param {IWheelOptions} [options]\n * @param {number} [options.percent=0.1] - percent to scroll with each spin\n * @param {number} [options.smooth] - smooth the zooming by providing the number of frames to zoom between wheel spins\n * @param {boolean} [options.interrupt=true] - stop smoothing with any user input on the viewport\n * @param {boolean} [options.reverse] - reverse the direction of the scroll\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of current mouse position\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n wheel(options)\n {\n this.plugins.add('wheel', new Wheel(this, options));\n\n return this;\n }\n\n /**\n * Animate the position and/or scale of the viewport\n * To set the zoom level, use: (1) scale, (2) scaleX and scaleY, or (3) width and/or height\n * @param {object} options\n * @param {number} [options.time=1000] - time to animate\n * @param {PIXI.Point} [options.position=viewport.center] - position to move viewport\n * @param {number} [options.width] - desired viewport width in world pixels (use instead of scale;\n * aspect ratio is maintained if height is not provided)\n * @param {number} [options.height] - desired viewport height in world pixels (use instead of scale;\n * aspect ratio is maintained if width is not provided)\n * @param {number} [options.scale] - scale to change zoom (scale.x = scale.y)\n * @param {number} [options.scaleX] - independently change zoom in x-direction\n * @param {number} [options.scaleY] - independently change zoom in y-direction\n * @param {(function|string)} [options.ease=linear] - easing function to use\n * @param {function} [options.callbackOnComplete]\n * @param {boolean} [options.removeOnInterrupt] removes this plugin if interrupted by any user input\n * @returns {Viewport} this\n */\n animate(options)\n {\n this.plugins.add('animate', new Animate(this, options));\n\n return this;\n }\n\n /**\n * Enable clamping of zoom to constraints\n *\n * The minWidth/Height settings are how small the world can get (as it would appear on the screen)\n * before clamping. The maxWidth/maxHeight is how larger the world can scale (as it would appear on\n * the screen) before clamping.\n *\n * For example, if you have a world size of 1000 x 1000 and a screen size of 100 x 100, if you set\n * minWidth/Height = 100 then the world will not be able to zoom smaller than the screen size (ie,\n * zooming out so it appears smaller than the screen). Similarly, if you set maxWidth/Height = 100\n * the world will not be able to zoom larger than the screen size (ie, zooming in so it appears\n * larger than the screen).\n *\n * @param {object} [options]\n * @param {number} [options.minWidth] - minimum width\n * @param {number} [options.minHeight] - minimum height\n * @param {number} [options.maxWidth] - maximum width\n * @param {number} [options.maxHeight] - maximum height\n * @param {number} [options.minScale] - minimum scale\n * @param {number} [options.maxScale] - minimum scale\n * @return {Viewport} this\n */\n clampZoom(options)\n {\n this.plugins.add('clamp-zoom', new ClampZoom(this, options));\n\n return this;\n }\n\n /**\n * Scroll viewport when mouse hovers near one of the edges or radius-distance from center of screen.\n *\n * NOTES: fires 'moved' event; there's a known bug where the mouseEdges does not work properly with \"windowed\" viewports\n *\n * @param {IMouseEdgesOptions} [options]\n * @param {number} [options.radius] - distance from center of screen in screen pixels\n * @param {number} [options.distance] - distance from all sides in screen pixels\n * @param {number} [options.top] - alternatively, set top distance (leave unset for no top scroll)\n * @param {number} [options.bottom] - alternatively, set bottom distance (leave unset for no top scroll)\n * @param {number} [options.left] - alternatively, set left distance (leave unset for no top scroll)\n * @param {number} [options.right] - alternatively, set right distance (leave unset for no top scroll)\n * @param {number} [options.speed=8] - speed in pixels/frame to scroll viewport\n * @param {boolean} [options.reverse] - reverse direction of scroll\n * @param {boolean} [options.noDecelerate] - don't use decelerate plugin even if it's installed\n * @param {boolean} [options.linear] - if using radius, use linear movement (+/- 1, +/- 1) instead of angled\n * movement (Math.cos(angle from center), Math.sin(angle from center))\n * @param {boolean} [options.allowButtons] allows plugin to continue working even when there's a mousedown event\n */\n mouseEdges(options)\n {\n this.plugins.add('mouse-edges', new MouseEdges(this, options));\n\n return this;\n }\n\n /** Pause viewport (including animation updates such as decelerate) */\n get pause()\n {\n return !!this._pause;\n }\n set pause(value)\n {\n this._pause = value;\n\n this.lastViewport = null;\n this.moving = false;\n this.zooming = false;\n\n if (value)\n {\n this.input.pause();\n }\n }\n\n /**\n * Move the viewport so the bounding box is visible\n *\n * @param x - left\n * @param y - top\n * @param width\n * @param height\n * @param resizeToFit - Resize the viewport so the box fits within the viewport\n */\n ensureVisible(x, y, width, height, resizeToFit)\n {\n if (resizeToFit && (width > this.worldScreenWidth || height > this.worldScreenHeight))\n {\n this.fit(true, width, height);\n this.emit('zoomed', { viewport: this, type: 'ensureVisible' });\n }\n let moved = false;\n\n if (x < this.left)\n {\n this.left = x;\n moved = true;\n }\n else if (x + width > this.right)\n {\n this.right = x + width;\n moved = true;\n }\n if (y < this.top)\n {\n this.top = y;\n moved = true;\n }\n else if (y + height > this.bottom)\n {\n this.bottom = y + height;\n moved = true;\n }\n if (moved)\n {\n this.emit('moved', { viewport: this, type: 'ensureVisible' });\n }\n }\n}\n\n/**\n * Fires after a mouse or touch click\n * @event Viewport#clicked\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag starts\n * @event Viewport#drag-start\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag ends\n * @event Viewport#drag-end\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a pinch starts\n * @event Viewport#pinch-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a pinch end\n * @event Viewport#pinch-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap starts\n * @event Viewport#snap-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap ends\n * @event Viewport#snap-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom starts\n * @event Viewport#snap-zoom-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom ends\n * @event Viewport#snap-zoom-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the x direction\n * @event Viewport#bounce-x-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the x direction\n * @event Viewport#bounce-x-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the y direction\n * @event Viewport#bounce-y-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the y direction\n * @event Viewport#bounce-y-end\n * @type {Viewport}\n */\n\n/**\n * Fires when for a mouse wheel event\n * @event Viewport#wheel\n * @type {object}\n * @property {object} wheel\n * @property {number} wheel.dx\n * @property {number} wheel.dy\n * @property {number} wheel.dz\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a wheel-scroll occurs\n * @event Viewport#wheel-scroll\n * @type {Viewport}\n */\n\n/**\n * Fires when a mouse-edge starts to scroll\n * @event Viewport#mouse-edge-start\n * @type {Viewport}\n */\n\n/**\n * Fires when the mouse-edge scrolling ends\n * @event Viewport#mouse-edge-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#moved\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type - (drag, snap, pinch, follow, bounce-x, bounce-y,\n * clamp-x, clamp-y, decelerate, mouse-edges, wheel, ensureVisible)\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#zoomed\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type (drag-zoom, pinch, wheel, clamp-zoom, ensureVisible)\n */\n\n/**\n * Fires when viewport stops moving\n * @event Viewport#moved-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport stops zooming\n * @event Viewport#zoomed-end\n * @type {Viewport}\n */\n\n/**\n* Fires at the end of an update frame\n* @event Viewport#frame-end\n* @type {Viewport}\n*/\n\nexport { Animate, Bounce, Clamp, ClampZoom, Decelerate, Drag, Follow, InputManager, MouseEdges, Pinch, Plugin, PluginManager, Snap, SnapZoom, Viewport, Wheel };\n//# sourceMappingURL=viewport.es.js.map\n","import * as PIXI from 'pixi.js'\r\nimport { Viewport } from '../../../'\r\n\r\nwindow.onload = () =>\r\n{\r\n function rand(n)\r\n {\r\n return Math.round(Math.random() * n)\r\n }\r\n\r\n const app = new PIXI.Application({ autoresize: true })\r\n app.view.style.textAlign = 'center'\r\n document.body.appendChild(app.view)\r\n const div = document.createElement('div')\r\n div.innerHTML = '
Rollup pixi-viewport: viewport.drag().pinch().decelerate()
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\ No newline at end of file diff --git a/docs/builds/ts/index.js b/docs/builds/ts/index.js index c502b9b6..d90040eb 100644 --- a/docs/builds/ts/index.js +++ b/docs/builds/ts/index.js @@ -329,7 +329,7 @@ */ /* eslint-disable no-unused-vars */ var getOwnPropertySymbols = Object.getOwnPropertySymbols; - var hasOwnProperty$2 = Object.prototype.hasOwnProperty; + var hasOwnProperty$1 = Object.prototype.hasOwnProperty; var propIsEnumerable = Object.prototype.propertyIsEnumerable; function toObject(val) { @@ -393,7 +393,7 @@ from = Object(arguments[s]); for (var key in from) { - if (hasOwnProperty$2.call(from, key)) { + if (hasOwnProperty$1.call(from, key)) { to[key] = from[key]; } } @@ -412,8 +412,8 @@ }; /*! - * @pixi/polyfill - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/polyfill - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * * @pixi/polyfill is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -536,15 +536,8 @@ } /*! - * @pixi/settings - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/settings is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/constants - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * * @pixi/constants is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -560,12 +553,12 @@ * @property {number} WEBGL - Version 1 of WebGL * @property {number} WEBGL2 - Version 2 of WebGL */ - var ENV$9; + var ENV; (function (ENV) { ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; ENV[ENV["WEBGL"] = 1] = "WEBGL"; ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$9 || (ENV$9 = {})); + })(ENV || (ENV = {})); /** * Constant to identify the Renderer Type. * @static @@ -576,12 +569,12 @@ * @property {number} WEBGL - WebGL render type. * @property {number} CANVAS - Canvas render type. */ - var RENDERER_TYPE$9; + var RENDERER_TYPE; (function (RENDERER_TYPE) { RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$9 || (RENDERER_TYPE$9 = {})); + })(RENDERER_TYPE || (RENDERER_TYPE = {})); /** * Bitwise OR of masks that indicate the buffers to be cleared. * @static @@ -592,12 +585,12 @@ * @property {number} DEPTH - Indicates the depth buffer. * @property {number} STENCIL - Indicates the stencil buffer. */ - var BUFFER_BITS$9; + var BUFFER_BITS; (function (BUFFER_BITS) { BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$9 || (BUFFER_BITS$9 = {})); + })(BUFFER_BITS || (BUFFER_BITS = {})); /** * Various blend modes supported by PIXI. * @@ -639,7 +632,7 @@ * @property {number} ERASE - * @property {number} XOR - */ - var BLEND_MODES$9; + var BLEND_MODES; (function (BLEND_MODES) { BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; @@ -673,7 +666,7 @@ BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$9 || (BLEND_MODES$9 = {})); + })(BLEND_MODES || (BLEND_MODES = {})); /** * Various webgl draw modes. These can be used to specify which GL drawMode to use * under certain situations and renderers. @@ -689,7 +682,7 @@ * @property {number} TRIANGLE_STRIP - * @property {number} TRIANGLE_FAN - */ - var DRAW_MODES$9; + var DRAW_MODES; (function (DRAW_MODES) { DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; @@ -698,7 +691,7 @@ DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$9 || (DRAW_MODES$9 = {})); + })(DRAW_MODES || (DRAW_MODES = {})); /** * Various GL texture/resources formats. * @memberof PIXI @@ -719,7 +712,7 @@ * @property {number} [DEPTH_COMPONENT=6402] - * @property {number} [DEPTH_STENCIL=34041] - */ - var FORMATS$9; + var FORMATS; (function (FORMATS) { FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; FORMATS[FORMATS["RGB"] = 6407] = "RGB"; @@ -734,7 +727,7 @@ FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$9 || (FORMATS$9 = {})); + })(FORMATS || (FORMATS = {})); /** * Various GL target types. * @memberof PIXI @@ -751,7 +744,7 @@ * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - */ - var TARGETS$9; + var TARGETS; (function (TARGETS) { TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; @@ -762,7 +755,7 @@ TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$9 || (TARGETS$9 = {})); + })(TARGETS || (TARGETS = {})); /** * Various GL data format types. * @memberof PIXI @@ -786,7 +779,7 @@ * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - * @property {number} [HALF_FLOAT=36193] - */ - var TYPES$9; + var TYPES; (function (TYPES) { TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; @@ -804,7 +797,7 @@ TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$9 || (TYPES$9 = {})); + })(TYPES || (TYPES = {})); /** * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. * WebGL1 works only with FLOAT. @@ -816,12 +809,12 @@ * @property {number} [INT=1] - * @property {number} [UINT=2] - */ - var SAMPLER_TYPES$9; + var SAMPLER_TYPES; (function (SAMPLER_TYPES) { SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$9 || (SAMPLER_TYPES$9 = {})); + })(SAMPLER_TYPES || (SAMPLER_TYPES = {})); /** * The scale modes that are supported by pixi. * @@ -834,11 +827,11 @@ * @property {number} LINEAR Smooth scaling * @property {number} NEAREST Pixelating scaling */ - var SCALE_MODES$9; + var SCALE_MODES; (function (SCALE_MODES) { SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$9 || (SCALE_MODES$9 = {})); + })(SCALE_MODES || (SCALE_MODES = {})); /** * The wrap modes that are supported by pixi. * @@ -856,12 +849,12 @@ * @property {number} REPEAT - The texture uvs tile and repeat * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring */ - var WRAP_MODES$9; + var WRAP_MODES; (function (WRAP_MODES) { WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$9 || (WRAP_MODES$9 = {})); + })(WRAP_MODES || (WRAP_MODES = {})); /** * Mipmap filtering modes that are supported by pixi. * @@ -881,13 +874,13 @@ * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource * that supports buffering each level-of-detail. */ - var MIPMAP_MODES$9; + var MIPMAP_MODES; (function (MIPMAP_MODES) { MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$9 || (MIPMAP_MODES$9 = {})); + })(MIPMAP_MODES || (MIPMAP_MODES = {})); /** * How to treat textures with premultiplied alpha * @name ALPHA_MODES @@ -904,7 +897,7 @@ * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. */ - var ALPHA_MODES$9; + var ALPHA_MODES; (function (ALPHA_MODES) { ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; @@ -913,7 +906,7 @@ ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$9 || (ALPHA_MODES$9 = {})); + })(ALPHA_MODES || (ALPHA_MODES = {})); /** * Configure whether filter textures are cleared after binding. * @@ -930,7 +923,7 @@ * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions * @property {number} AUTO - Alias for BLIT */ - var CLEAR_MODES$9; + var CLEAR_MODES; (function (CLEAR_MODES) { CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; @@ -938,7 +931,7 @@ CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$9 || (CLEAR_MODES$9 = {})); + })(CLEAR_MODES || (CLEAR_MODES = {})); /** * The gc modes that are supported by pixi. * @@ -957,11 +950,11 @@ * @property {number} AUTO - Garbage collection will happen periodically automatically * @property {number} MANUAL - Garbage collection will need to be called manually */ - var GC_MODES$9; + var GC_MODES; (function (GC_MODES) { GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$9 || (GC_MODES$9 = {})); + })(GC_MODES || (GC_MODES = {})); /** * Constants that specify float precision in shaders. * @name PRECISION @@ -973,12 +966,12 @@ * @property {string} [MEDIUM='mediump'] - * @property {string} [HIGH='highp'] - */ - var PRECISION$9; + var PRECISION; (function (PRECISION) { PRECISION["LOW"] = "lowp"; PRECISION["MEDIUM"] = "mediump"; PRECISION["HIGH"] = "highp"; - })(PRECISION$9 || (PRECISION$9 = {})); + })(PRECISION || (PRECISION = {})); /** * Constants for mask implementations. * We use `type` suffix because it leads to very different behaviours @@ -992,14 +985,14 @@ * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture * @property {number} COLOR - Color mask (RGBA) */ - var MASK_TYPES$9; + var MASK_TYPES; (function (MASK_TYPES) { MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$9 || (MASK_TYPES$9 = {})); + })(MASK_TYPES || (MASK_TYPES = {})); /** * Bitwise OR of masks that indicate the color channels that are rendered to. * @static @@ -1011,13 +1004,13 @@ * @property {number} BLUE - Blue channel. * @property {number} ALPHA - Alpha channel. */ - var COLOR_MASK_BITS$9; + var COLOR_MASK_BITS; (function (COLOR_MASK_BITS) { COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$9 || (COLOR_MASK_BITS$9 = {})); + })(COLOR_MASK_BITS || (COLOR_MASK_BITS = {})); /** * Constants for multi-sampling antialiasing. * @see PIXI.Framebuffer#multisample @@ -1030,13 +1023,13 @@ * @property {number} MEDIUM - Try 4 samples * @property {number} HIGH - Try 8 samples */ - var MSAA_QUALITY$9; + var MSAA_QUALITY; (function (MSAA_QUALITY) { MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$9 || (MSAA_QUALITY$9 = {})); + })(MSAA_QUALITY || (MSAA_QUALITY = {})); /** * Constants for various buffer types in Pixi * @see PIXI.BUFFER_TYPE @@ -1048,15 +1041,23 @@ * @property {number} ARRAY_BUFFER - buffer type for using attribute data * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects */ - var BUFFER_TYPE$9; + var BUFFER_TYPE; (function (BUFFER_TYPE) { BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; // NOT YET SUPPORTED BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$9 || (BUFFER_TYPE$9 = {})); + })(BUFFER_TYPE || (BUFFER_TYPE = {})); + + /*! + * @pixi/settings - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/settings is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ - var BrowserAdapter$1 = { + var BrowserAdapter = { /** * Creates a canvas element of the given size. * This canvas is created using the browser's native canvas element. @@ -1071,36 +1072,36 @@ }, getWebGLRenderingContext: function () { return WebGLRenderingContext; }, getNavigator: function () { return navigator; }, - getBaseUrl: function () { var _a; return (_a = document.baseURI) !== null && _a !== void 0 ? _a : window.location.href; }, + getBaseUrl: function () { var _a; return ((_a = document.baseURI) !== null && _a !== void 0 ? _a : window.location.href); }, fetch: function (url, options) { return fetch(url, options); }, }; - var appleIphone$1 = /iPhone/i; - var appleIpod$1 = /iPod/i; - var appleTablet$1 = /iPad/i; - var appleUniversal$1 = /\biOS-universal(?:.+)Mac\b/i; - var androidPhone$1 = /\bAndroid(?:.+)Mobile\b/i; - var androidTablet$1 = /Android/i; - var amazonPhone$1 = /(?:SD4930UR|\bSilk(?:.+)Mobile\b)/i; - var amazonTablet$1 = /Silk/i; - var windowsPhone$1 = /Windows Phone/i; - var windowsTablet$1 = /\bWindows(?:.+)ARM\b/i; - var otherBlackBerry$1 = /BlackBerry/i; - var otherBlackBerry10$1 = /BB10/i; - var otherOpera$1 = /Opera Mini/i; - var otherChrome$1 = /\b(CriOS|Chrome)(?:.+)Mobile/i; - var otherFirefox$1 = /Mobile(?:.+)Firefox\b/i; - var isAppleTabletOnIos13$1 = function (navigator) { + var appleIphone = /iPhone/i; + var appleIpod = /iPod/i; + var appleTablet = /iPad/i; + var appleUniversal = /\biOS-universal(?:.+)Mac\b/i; + var androidPhone = /\bAndroid(?:.+)Mobile\b/i; + var androidTablet = /Android/i; + var amazonPhone = /(?:SD4930UR|\bSilk(?:.+)Mobile\b)/i; + var amazonTablet = /Silk/i; + var windowsPhone = /Windows Phone/i; + var windowsTablet = /\bWindows(?:.+)ARM\b/i; + var otherBlackBerry = /BlackBerry/i; + var otherBlackBerry10 = /BB10/i; + var otherOpera = /Opera Mini/i; + var otherChrome = /\b(CriOS|Chrome)(?:.+)Mobile/i; + var otherFirefox = /Mobile(?:.+)Firefox\b/i; + var isAppleTabletOnIos13 = function (navigator) { return (typeof navigator !== 'undefined' && navigator.platform === 'MacIntel' && typeof navigator.maxTouchPoints === 'number' && navigator.maxTouchPoints > 1 && typeof MSStream === 'undefined'); }; - function createMatch$1(userAgent) { + function createMatch(userAgent) { return function (regex) { return regex.test(userAgent); }; } - function isMobile$1$1(param) { + function isMobile$1(param) { var nav = { userAgent: '', platform: '', @@ -1132,57 +1133,57 @@ if (typeof tmp[1] !== 'undefined') { userAgent = tmp[0]; } - var match = createMatch$1(userAgent); + var match = createMatch(userAgent); var result = { apple: { - phone: match(appleIphone$1) && !match(windowsPhone$1), - ipod: match(appleIpod$1), - tablet: !match(appleIphone$1) && - (match(appleTablet$1) || isAppleTabletOnIos13$1(nav)) && - !match(windowsPhone$1), - universal: match(appleUniversal$1), - device: (match(appleIphone$1) || - match(appleIpod$1) || - match(appleTablet$1) || - match(appleUniversal$1) || - isAppleTabletOnIos13$1(nav)) && - !match(windowsPhone$1) + phone: match(appleIphone) && !match(windowsPhone), + ipod: match(appleIpod), + tablet: !match(appleIphone) && + (match(appleTablet) || isAppleTabletOnIos13(nav)) && + !match(windowsPhone), + universal: match(appleUniversal), + device: (match(appleIphone) || + match(appleIpod) || + match(appleTablet) || + match(appleUniversal) || + isAppleTabletOnIos13(nav)) && + !match(windowsPhone) }, amazon: { - phone: match(amazonPhone$1), - tablet: !match(amazonPhone$1) && match(amazonTablet$1), - device: match(amazonPhone$1) || match(amazonTablet$1) + phone: match(amazonPhone), + tablet: !match(amazonPhone) && match(amazonTablet), + device: match(amazonPhone) || match(amazonTablet) }, android: { - phone: (!match(windowsPhone$1) && match(amazonPhone$1)) || - (!match(windowsPhone$1) && match(androidPhone$1)), - tablet: !match(windowsPhone$1) && - !match(amazonPhone$1) && - !match(androidPhone$1) && - (match(amazonTablet$1) || match(androidTablet$1)), - device: (!match(windowsPhone$1) && - (match(amazonPhone$1) || - match(amazonTablet$1) || - match(androidPhone$1) || - match(androidTablet$1))) || + phone: (!match(windowsPhone) && match(amazonPhone)) || + (!match(windowsPhone) && match(androidPhone)), + tablet: !match(windowsPhone) && + !match(amazonPhone) && + !match(androidPhone) && + (match(amazonTablet) || match(androidTablet)), + device: (!match(windowsPhone) && + (match(amazonPhone) || + match(amazonTablet) || + match(androidPhone) || + match(androidTablet))) || match(/\bokhttp\b/i) }, windows: { - phone: match(windowsPhone$1), - tablet: match(windowsTablet$1), - device: match(windowsPhone$1) || match(windowsTablet$1) + phone: match(windowsPhone), + tablet: match(windowsTablet), + device: match(windowsPhone) || match(windowsTablet) }, other: { - blackberry: match(otherBlackBerry$1), - blackberry10: match(otherBlackBerry10$1), - opera: match(otherOpera$1), - firefox: match(otherFirefox$1), - chrome: match(otherChrome$1), - device: match(otherBlackBerry$1) || - match(otherBlackBerry10$1) || - match(otherOpera$1) || - match(otherFirefox$1) || - match(otherChrome$1) + blackberry: match(otherBlackBerry), + blackberry10: match(otherBlackBerry10), + opera: match(otherOpera), + firefox: match(otherFirefox), + chrome: match(otherChrome), + device: match(otherBlackBerry) || + match(otherBlackBerry10) || + match(otherOpera) || + match(otherFirefox) || + match(otherChrome) }, any: false, phone: false, @@ -1200,7 +1201,7 @@ return result; } - var isMobile$2 = isMobile$1$1(globalThis.navigator); + var isMobile = isMobile$1(globalThis.navigator); /** * Uploading the same buffer multiple times in a single frame can cause performance issues. @@ -1209,8 +1210,8 @@ * @private * @returns {boolean} `true` if the same buffer may be uploaded more than once. */ - function canUploadSameBuffer$1() { - return !isMobile$2.apple.device; + function canUploadSameBuffer() { + return !isMobile.apple.device; } /** @@ -1225,10 +1226,10 @@ * @param {number} max * @returns {number} The maximum recommended texture units to use. */ - function maxRecommendedTextures$1(max) { + function maxRecommendedTextures(max) { var allowMax = true; - if (isMobile$2.tablet || isMobile$2.phone) { - if (isMobile$2.apple.device) { + if (isMobile.tablet || isMobile.phone) { + if (isMobile.apple.device) { var match = (navigator.userAgent).match(/OS (\d+)_(\d+)?/); if (match) { var majorVersion = parseInt(match[1], 10); @@ -1238,7 +1239,7 @@ } } } - if (isMobile$2.android.device) { + if (isMobile.android.device) { var match = (navigator.userAgent).match(/Android\s([0-9.]*)/); if (match) { var majorVersion = parseInt(match[1], 10); @@ -1264,7 +1265,7 @@ * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST; * @namespace PIXI.settings */ - var settings$1 = { + var settings = { /** * This adapter is used to call methods that are platform dependent. * For example `document.createElement` only runs on the web but fails in node environments. @@ -1277,7 +1278,7 @@ * @type {PIXI.IAdapter} * @default PIXI.BrowserAdapter */ - ADAPTER: BrowserAdapter$1, + ADAPTER: BrowserAdapter, /** * If set to true WebGL will attempt make textures mimpaped by default. * Mipmapping will only succeed if the base texture uploaded has power of two dimensions. @@ -1287,7 +1288,7 @@ * @type {PIXI.MIPMAP_MODES} * @default PIXI.MIPMAP_MODES.POW2 */ - MIPMAP_TEXTURES: MIPMAP_MODES$9.POW2, + MIPMAP_TEXTURES: MIPMAP_MODES.POW2, /** * Default anisotropic filtering level of textures. * Usually from 0 to 16 @@ -1324,7 +1325,7 @@ * @type {PIXI.MSAA_QUALITY} * @default PIXI.MSAA_QUALITY.NONE */ - FILTER_MULTISAMPLE: MSAA_QUALITY$9.NONE, + FILTER_MULTISAMPLE: MSAA_QUALITY.NONE, /** * The maximum textures that this device supports. * @static @@ -1333,7 +1334,7 @@ * @type {number} * @default 32 */ - SPRITE_MAX_TEXTURES: maxRecommendedTextures$1(32), + SPRITE_MAX_TEXTURES: maxRecommendedTextures(32), // TODO: maybe change to SPRITE.BATCH_SIZE: 2000 // TODO: maybe add PARTICLE.BATCH_SIZE: 15000 /** @@ -1387,7 +1388,7 @@ * @type {PIXI.GC_MODES} * @default PIXI.GC_MODES.AUTO */ - GC_MODE: GC_MODES$9.AUTO, + GC_MODE: GC_MODES.AUTO, /** * Default Garbage Collection max idle. * @static @@ -1414,7 +1415,7 @@ * @type {PIXI.WRAP_MODES} * @default PIXI.WRAP_MODES.CLAMP */ - WRAP_MODE: WRAP_MODES$9.CLAMP, + WRAP_MODE: WRAP_MODES.CLAMP, /** * Default scale mode for textures. * @static @@ -1423,7 +1424,7 @@ * @type {PIXI.SCALE_MODES} * @default PIXI.SCALE_MODES.LINEAR */ - SCALE_MODE: SCALE_MODES$9.LINEAR, + SCALE_MODE: SCALE_MODES.LINEAR, /** * Default specify float precision in vertex shader. * @static @@ -1432,7 +1433,7 @@ * @type {PIXI.PRECISION} * @default PIXI.PRECISION.HIGH */ - PRECISION_VERTEX: PRECISION$9.HIGH, + PRECISION_VERTEX: PRECISION.HIGH, /** * Default specify float precision in fragment shader. * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742 @@ -1442,7 +1443,7 @@ * @type {PIXI.PRECISION} * @default PIXI.PRECISION.MEDIUM */ - PRECISION_FRAGMENT: isMobile$2.apple.device ? PRECISION$9.HIGH : PRECISION$9.MEDIUM, + PRECISION_FRAGMENT: isMobile.apple.device ? PRECISION.HIGH : PRECISION.MEDIUM, /** * Can we upload the same buffer in a single frame? * @static @@ -1450,7 +1451,7 @@ * @memberof PIXI.settings * @type {boolean} */ - CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer$1(), + CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(), /** * Enables bitmap creation before image load. This feature is experimental. * @static @@ -2547,7 +2548,7 @@ * item. * @returns {Array} A new array of values returned by the callback function. */ - function map$4(array, fn) { + function map$3(array, fn) { var length = array.length; var result = []; while (length--) { @@ -2578,7 +2579,7 @@ // Avoid `split(regex)` for IE8 compatibility. See #17. string = string.replace(regexSeparators, '\x2E'); var labels = string.split('.'); - var encoded = map$4(labels, fn).join('.'); + var encoded = map$3(labels, fn).join('.'); return result + encoded; } @@ -2660,7 +2661,7 @@ * @param {String} input The string of Unicode symbols. * @returns {String} The resulting Punycode string of ASCII-only symbols. */ - function encode$1(input) { + function encode(input) { var n, delta, handledCPCount, @@ -2781,7 +2782,7 @@ function toASCII(input) { return mapDomain(input, function(string) { return regexNonASCII.test(string) ? - 'xn--' + encode$1(string) : + 'xn--' + encode(string) : string; }); } @@ -2794,7 +2795,7 @@ var revLookup = []; var Arr = typeof Uint8Array !== 'undefined' ? Uint8Array : Array; var inited = false; - function init$5 () { + function init$1 () { inited = true; var code = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'; for (var i = 0, len = code.length; i < len; ++i) { @@ -2808,7 +2809,7 @@ function toByteArray (b64) { if (!inited) { - init$5(); + init$1(); } var i, j, l, tmp, placeHolders, arr; var len = b64.length; @@ -2867,7 +2868,7 @@ function fromByteArray (uint8) { if (!inited) { - init$5(); + init$1(); } var tmp; var len = uint8.length; @@ -3017,7 +3018,7 @@ * We detect these buggy browsers and set `Buffer.TYPED_ARRAY_SUPPORT` to `false` so they * get the Object implementation, which is slower but behaves correctly. */ - Buffer$2.TYPED_ARRAY_SUPPORT = global$1.TYPED_ARRAY_SUPPORT !== undefined + Buffer$1.TYPED_ARRAY_SUPPORT = global$1.TYPED_ARRAY_SUPPORT !== undefined ? global$1.TYPED_ARRAY_SUPPORT : true; @@ -3027,7 +3028,7 @@ kMaxLength(); function kMaxLength () { - return Buffer$2.TYPED_ARRAY_SUPPORT + return Buffer$1.TYPED_ARRAY_SUPPORT ? 0x7fffffff : 0x3fffffff } @@ -3036,14 +3037,14 @@ if (kMaxLength() < length) { throw new RangeError('Invalid typed array length') } - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { // Return an augmented `Uint8Array` instance, for best performance that = new Uint8Array(length); - that.__proto__ = Buffer$2.prototype; + that.__proto__ = Buffer$1.prototype; } else { // Fallback: Return an object instance of the Buffer class if (that === null) { - that = new Buffer$2(length); + that = new Buffer$1(length); } that.length = length; } @@ -3061,9 +3062,9 @@ * The `Uint8Array` prototype remains unmodified. */ - function Buffer$2 (arg, encodingOrOffset, length) { - if (!Buffer$2.TYPED_ARRAY_SUPPORT && !(this instanceof Buffer$2)) { - return new Buffer$2(arg, encodingOrOffset, length) + function Buffer$1 (arg, encodingOrOffset, length) { + if (!Buffer$1.TYPED_ARRAY_SUPPORT && !(this instanceof Buffer$1)) { + return new Buffer$1(arg, encodingOrOffset, length) } // Common case. @@ -3078,11 +3079,11 @@ return from(this, arg, encodingOrOffset, length) } - Buffer$2.poolSize = 8192; // not used by this implementation + Buffer$1.poolSize = 8192; // not used by this implementation // TODO: Legacy, not needed anymore. Remove in next major version. - Buffer$2._augment = function (arr) { - arr.__proto__ = Buffer$2.prototype; + Buffer$1._augment = function (arr) { + arr.__proto__ = Buffer$1.prototype; return arr }; @@ -3110,15 +3111,15 @@ * Buffer.from(buffer) * Buffer.from(arrayBuffer[, byteOffset[, length]]) **/ - Buffer$2.from = function (value, encodingOrOffset, length) { + Buffer$1.from = function (value, encodingOrOffset, length) { return from(null, value, encodingOrOffset, length) }; - if (Buffer$2.TYPED_ARRAY_SUPPORT) { - Buffer$2.prototype.__proto__ = Uint8Array.prototype; - Buffer$2.__proto__ = Uint8Array; + if (Buffer$1.TYPED_ARRAY_SUPPORT) { + Buffer$1.prototype.__proto__ = Uint8Array.prototype; + Buffer$1.__proto__ = Uint8Array; if (typeof Symbol !== 'undefined' && Symbol.species && - Buffer$2[Symbol.species] === Buffer$2) ; + Buffer$1[Symbol.species] === Buffer$1) ; } function assertSize (size) { @@ -3149,14 +3150,14 @@ * Creates a new filled Buffer instance. * alloc(size[, fill[, encoding]]) **/ - Buffer$2.alloc = function (size, fill, encoding) { + Buffer$1.alloc = function (size, fill, encoding) { return alloc(null, size, fill, encoding) }; function allocUnsafe (that, size) { assertSize(size); that = createBuffer(that, size < 0 ? 0 : checked(size) | 0); - if (!Buffer$2.TYPED_ARRAY_SUPPORT) { + if (!Buffer$1.TYPED_ARRAY_SUPPORT) { for (var i = 0; i < size; ++i) { that[i] = 0; } @@ -3167,13 +3168,13 @@ /** * Equivalent to Buffer(num), by default creates a non-zero-filled Buffer instance. * */ - Buffer$2.allocUnsafe = function (size) { + Buffer$1.allocUnsafe = function (size) { return allocUnsafe(null, size) }; /** * Equivalent to SlowBuffer(num), by default creates a non-zero-filled Buffer instance. */ - Buffer$2.allocUnsafeSlow = function (size) { + Buffer$1.allocUnsafeSlow = function (size) { return allocUnsafe(null, size) }; @@ -3182,7 +3183,7 @@ encoding = 'utf8'; } - if (!Buffer$2.isEncoding(encoding)) { + if (!Buffer$1.isEncoding(encoding)) { throw new TypeError('"encoding" must be a valid string encoding') } @@ -3229,10 +3230,10 @@ array = new Uint8Array(array, byteOffset, length); } - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { // Return an augmented `Uint8Array` instance, for best performance that = array; - that.__proto__ = Buffer$2.prototype; + that.__proto__ = Buffer$1.prototype; } else { // Fallback: Return an object instance of the Buffer class that = fromArrayLike(that, array); @@ -3279,12 +3280,12 @@ } return length | 0 } - Buffer$2.isBuffer = isBuffer; + Buffer$1.isBuffer = isBuffer; function internalIsBuffer (b) { return !!(b != null && b._isBuffer) } - Buffer$2.compare = function compare (a, b) { + Buffer$1.compare = function compare (a, b) { if (!internalIsBuffer(a) || !internalIsBuffer(b)) { throw new TypeError('Arguments must be Buffers') } @@ -3307,7 +3308,7 @@ return 0 }; - Buffer$2.isEncoding = function isEncoding (encoding) { + Buffer$1.isEncoding = function isEncoding (encoding) { switch (String(encoding).toLowerCase()) { case 'hex': case 'utf8': @@ -3326,13 +3327,13 @@ } }; - Buffer$2.concat = function concat (list, length) { + Buffer$1.concat = function concat (list, length) { if (!isArray$1(list)) { throw new TypeError('"list" argument must be an Array of Buffers') } if (list.length === 0) { - return Buffer$2.alloc(0) + return Buffer$1.alloc(0) } var i; @@ -3343,7 +3344,7 @@ } } - var buffer = Buffer$2.allocUnsafe(length); + var buffer = Buffer$1.allocUnsafe(length); var pos = 0; for (i = 0; i < list.length; ++i) { var buf = list[i]; @@ -3399,7 +3400,7 @@ } } } - Buffer$2.byteLength = byteLength; + Buffer$1.byteLength = byteLength; function slowToString (encoding, start, end) { var loweredCase = false; @@ -3473,7 +3474,7 @@ // The property is used by `Buffer.isBuffer` and `is-buffer` (in Safari 5-7) to detect // Buffer instances. - Buffer$2.prototype._isBuffer = true; + Buffer$1.prototype._isBuffer = true; function swap (b, n, m) { var i = b[n]; @@ -3481,7 +3482,7 @@ b[m] = i; } - Buffer$2.prototype.swap16 = function swap16 () { + Buffer$1.prototype.swap16 = function swap16 () { var len = this.length; if (len % 2 !== 0) { throw new RangeError('Buffer size must be a multiple of 16-bits') @@ -3492,7 +3493,7 @@ return this }; - Buffer$2.prototype.swap32 = function swap32 () { + Buffer$1.prototype.swap32 = function swap32 () { var len = this.length; if (len % 4 !== 0) { throw new RangeError('Buffer size must be a multiple of 32-bits') @@ -3504,7 +3505,7 @@ return this }; - Buffer$2.prototype.swap64 = function swap64 () { + Buffer$1.prototype.swap64 = function swap64 () { var len = this.length; if (len % 8 !== 0) { throw new RangeError('Buffer size must be a multiple of 64-bits') @@ -3518,20 +3519,20 @@ return this }; - Buffer$2.prototype.toString = function toString () { + Buffer$1.prototype.toString = function toString () { var length = this.length | 0; if (length === 0) return '' if (arguments.length === 0) return utf8Slice(this, 0, length) return slowToString.apply(this, arguments) }; - Buffer$2.prototype.equals = function equals (b) { + Buffer$1.prototype.equals = function equals (b) { if (!internalIsBuffer(b)) throw new TypeError('Argument must be a Buffer') if (this === b) return true - return Buffer$2.compare(this, b) === 0 + return Buffer$1.compare(this, b) === 0 }; - Buffer$2.prototype.inspect = function inspect () { + Buffer$1.prototype.inspect = function inspect () { var str = ''; var max = INSPECT_MAX_BYTES; if (this.length > 0) { @@ -3541,7 +3542,7 @@ return '' }; - Buffer$2.prototype.compare = function compare (target, start, end, thisStart, thisEnd) { + Buffer$1.prototype.compare = function compare (target, start, end, thisStart, thisEnd) { if (!internalIsBuffer(target)) { throw new TypeError('Argument must be a Buffer') } @@ -3640,7 +3641,7 @@ // Normalize val if (typeof val === 'string') { - val = Buffer$2.from(val, encoding); + val = Buffer$1.from(val, encoding); } // Finally, search either indexOf (if dir is true) or lastIndexOf @@ -3652,7 +3653,7 @@ return arrayIndexOf(buffer, val, byteOffset, encoding, dir) } else if (typeof val === 'number') { val = val & 0xFF; // Search for a byte value [0-255] - if (Buffer$2.TYPED_ARRAY_SUPPORT && + if (Buffer$1.TYPED_ARRAY_SUPPORT && typeof Uint8Array.prototype.indexOf === 'function') { if (dir) { return Uint8Array.prototype.indexOf.call(buffer, val, byteOffset) @@ -3722,15 +3723,15 @@ return -1 } - Buffer$2.prototype.includes = function includes (val, byteOffset, encoding) { + Buffer$1.prototype.includes = function includes (val, byteOffset, encoding) { return this.indexOf(val, byteOffset, encoding) !== -1 }; - Buffer$2.prototype.indexOf = function indexOf (val, byteOffset, encoding) { + Buffer$1.prototype.indexOf = function indexOf (val, byteOffset, encoding) { return bidirectionalIndexOf(this, val, byteOffset, encoding, true) }; - Buffer$2.prototype.lastIndexOf = function lastIndexOf (val, byteOffset, encoding) { + Buffer$1.prototype.lastIndexOf = function lastIndexOf (val, byteOffset, encoding) { return bidirectionalIndexOf(this, val, byteOffset, encoding, false) }; @@ -3781,7 +3782,7 @@ return blitBuffer(utf16leToBytes(string, buf.length - offset), buf, offset, length) } - Buffer$2.prototype.write = function write (string, offset, length, encoding) { + Buffer$1.prototype.write = function write (string, offset, length, encoding) { // Buffer#write(string) if (offset === undefined) { encoding = 'utf8'; @@ -3853,7 +3854,7 @@ } }; - Buffer$2.prototype.toJSON = function toJSON () { + Buffer$1.prototype.toJSON = function toJSON () { return { type: 'Buffer', data: Array.prototype.slice.call(this._arr || this, 0) @@ -4006,7 +4007,7 @@ return res } - Buffer$2.prototype.slice = function slice (start, end) { + Buffer$1.prototype.slice = function slice (start, end) { var len = this.length; start = ~~start; end = end === undefined ? len : ~~end; @@ -4028,12 +4029,12 @@ if (end < start) end = start; var newBuf; - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { newBuf = this.subarray(start, end); - newBuf.__proto__ = Buffer$2.prototype; + newBuf.__proto__ = Buffer$1.prototype; } else { var sliceLen = end - start; - newBuf = new Buffer$2(sliceLen, undefined); + newBuf = new Buffer$1(sliceLen, undefined); for (var i = 0; i < sliceLen; ++i) { newBuf[i] = this[i + start]; } @@ -4050,7 +4051,7 @@ if (offset + ext > length) throw new RangeError('Trying to access beyond buffer length') } - Buffer$2.prototype.readUIntLE = function readUIntLE (offset, byteLength, noAssert) { + Buffer$1.prototype.readUIntLE = function readUIntLE (offset, byteLength, noAssert) { offset = offset | 0; byteLength = byteLength | 0; if (!noAssert) checkOffset(offset, byteLength, this.length); @@ -4065,7 +4066,7 @@ return val }; - Buffer$2.prototype.readUIntBE = function readUIntBE (offset, byteLength, noAssert) { + Buffer$1.prototype.readUIntBE = function readUIntBE (offset, byteLength, noAssert) { offset = offset | 0; byteLength = byteLength | 0; if (!noAssert) { @@ -4081,22 +4082,22 @@ return val }; - Buffer$2.prototype.readUInt8 = function readUInt8 (offset, noAssert) { + Buffer$1.prototype.readUInt8 = function readUInt8 (offset, noAssert) { if (!noAssert) checkOffset(offset, 1, this.length); return this[offset] }; - Buffer$2.prototype.readUInt16LE = function readUInt16LE (offset, noAssert) { + Buffer$1.prototype.readUInt16LE = function readUInt16LE (offset, noAssert) { if (!noAssert) checkOffset(offset, 2, this.length); return this[offset] | (this[offset + 1] << 8) }; - Buffer$2.prototype.readUInt16BE = function readUInt16BE (offset, noAssert) { + Buffer$1.prototype.readUInt16BE = function readUInt16BE (offset, noAssert) { if (!noAssert) checkOffset(offset, 2, this.length); return (this[offset] << 8) | this[offset + 1] }; - Buffer$2.prototype.readUInt32LE = function readUInt32LE (offset, noAssert) { + Buffer$1.prototype.readUInt32LE = function readUInt32LE (offset, noAssert) { if (!noAssert) checkOffset(offset, 4, this.length); return ((this[offset]) | @@ -4105,7 +4106,7 @@ (this[offset + 3] * 0x1000000) }; - Buffer$2.prototype.readUInt32BE = function readUInt32BE (offset, noAssert) { + Buffer$1.prototype.readUInt32BE = function readUInt32BE (offset, noAssert) { if (!noAssert) checkOffset(offset, 4, this.length); return (this[offset] * 0x1000000) + @@ -4114,7 +4115,7 @@ this[offset + 3]) }; - Buffer$2.prototype.readIntLE = function readIntLE (offset, byteLength, noAssert) { + Buffer$1.prototype.readIntLE = function readIntLE (offset, byteLength, noAssert) { offset = offset | 0; byteLength = byteLength | 0; if (!noAssert) checkOffset(offset, byteLength, this.length); @@ -4132,7 +4133,7 @@ return val }; - Buffer$2.prototype.readIntBE = function readIntBE (offset, byteLength, noAssert) { + Buffer$1.prototype.readIntBE = function readIntBE (offset, byteLength, noAssert) { offset = offset | 0; byteLength = byteLength | 0; if (!noAssert) checkOffset(offset, byteLength, this.length); @@ -4150,25 +4151,25 @@ return val }; - Buffer$2.prototype.readInt8 = function readInt8 (offset, noAssert) { + Buffer$1.prototype.readInt8 = function readInt8 (offset, noAssert) { if (!noAssert) checkOffset(offset, 1, this.length); if (!(this[offset] & 0x80)) return (this[offset]) return ((0xff - this[offset] + 1) * -1) }; - Buffer$2.prototype.readInt16LE = function readInt16LE (offset, noAssert) { + Buffer$1.prototype.readInt16LE = function readInt16LE (offset, noAssert) { if (!noAssert) checkOffset(offset, 2, this.length); var val = this[offset] | (this[offset + 1] << 8); return (val & 0x8000) ? val | 0xFFFF0000 : val }; - Buffer$2.prototype.readInt16BE = function readInt16BE (offset, noAssert) { + Buffer$1.prototype.readInt16BE = function readInt16BE (offset, noAssert) { if (!noAssert) checkOffset(offset, 2, this.length); var val = this[offset + 1] | (this[offset] << 8); return (val & 0x8000) ? val | 0xFFFF0000 : val }; - Buffer$2.prototype.readInt32LE = function readInt32LE (offset, noAssert) { + Buffer$1.prototype.readInt32LE = function readInt32LE (offset, noAssert) { if (!noAssert) checkOffset(offset, 4, this.length); return (this[offset]) | @@ -4177,7 +4178,7 @@ (this[offset + 3] << 24) }; - Buffer$2.prototype.readInt32BE = function readInt32BE (offset, noAssert) { + Buffer$1.prototype.readInt32BE = function readInt32BE (offset, noAssert) { if (!noAssert) checkOffset(offset, 4, this.length); return (this[offset] << 24) | @@ -4186,22 +4187,22 @@ (this[offset + 3]) }; - Buffer$2.prototype.readFloatLE = function readFloatLE (offset, noAssert) { + Buffer$1.prototype.readFloatLE = function readFloatLE (offset, noAssert) { if (!noAssert) checkOffset(offset, 4, this.length); return read(this, offset, true, 23, 4) }; - Buffer$2.prototype.readFloatBE = function readFloatBE (offset, noAssert) { + Buffer$1.prototype.readFloatBE = function readFloatBE (offset, noAssert) { if (!noAssert) checkOffset(offset, 4, this.length); return read(this, offset, false, 23, 4) }; - Buffer$2.prototype.readDoubleLE = function readDoubleLE (offset, noAssert) { + Buffer$1.prototype.readDoubleLE = function readDoubleLE (offset, noAssert) { if (!noAssert) checkOffset(offset, 8, this.length); return read(this, offset, true, 52, 8) }; - Buffer$2.prototype.readDoubleBE = function readDoubleBE (offset, noAssert) { + Buffer$1.prototype.readDoubleBE = function readDoubleBE (offset, noAssert) { if (!noAssert) checkOffset(offset, 8, this.length); return read(this, offset, false, 52, 8) }; @@ -4212,7 +4213,7 @@ if (offset + ext > buf.length) throw new RangeError('Index out of range') } - Buffer$2.prototype.writeUIntLE = function writeUIntLE (value, offset, byteLength, noAssert) { + Buffer$1.prototype.writeUIntLE = function writeUIntLE (value, offset, byteLength, noAssert) { value = +value; offset = offset | 0; byteLength = byteLength | 0; @@ -4231,7 +4232,7 @@ return offset + byteLength }; - Buffer$2.prototype.writeUIntBE = function writeUIntBE (value, offset, byteLength, noAssert) { + Buffer$1.prototype.writeUIntBE = function writeUIntBE (value, offset, byteLength, noAssert) { value = +value; offset = offset | 0; byteLength = byteLength | 0; @@ -4250,11 +4251,11 @@ return offset + byteLength }; - Buffer$2.prototype.writeUInt8 = function writeUInt8 (value, offset, noAssert) { + Buffer$1.prototype.writeUInt8 = function writeUInt8 (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 1, 0xff, 0); - if (!Buffer$2.TYPED_ARRAY_SUPPORT) value = Math.floor(value); + if (!Buffer$1.TYPED_ARRAY_SUPPORT) value = Math.floor(value); this[offset] = (value & 0xff); return offset + 1 }; @@ -4267,11 +4268,11 @@ } } - Buffer$2.prototype.writeUInt16LE = function writeUInt16LE (value, offset, noAssert) { + Buffer$1.prototype.writeUInt16LE = function writeUInt16LE (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0); - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { this[offset] = (value & 0xff); this[offset + 1] = (value >>> 8); } else { @@ -4280,11 +4281,11 @@ return offset + 2 }; - Buffer$2.prototype.writeUInt16BE = function writeUInt16BE (value, offset, noAssert) { + Buffer$1.prototype.writeUInt16BE = function writeUInt16BE (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0); - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { this[offset] = (value >>> 8); this[offset + 1] = (value & 0xff); } else { @@ -4300,11 +4301,11 @@ } } - Buffer$2.prototype.writeUInt32LE = function writeUInt32LE (value, offset, noAssert) { + Buffer$1.prototype.writeUInt32LE = function writeUInt32LE (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0); - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { this[offset + 3] = (value >>> 24); this[offset + 2] = (value >>> 16); this[offset + 1] = (value >>> 8); @@ -4315,11 +4316,11 @@ return offset + 4 }; - Buffer$2.prototype.writeUInt32BE = function writeUInt32BE (value, offset, noAssert) { + Buffer$1.prototype.writeUInt32BE = function writeUInt32BE (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0); - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { this[offset] = (value >>> 24); this[offset + 1] = (value >>> 16); this[offset + 2] = (value >>> 8); @@ -4330,7 +4331,7 @@ return offset + 4 }; - Buffer$2.prototype.writeIntLE = function writeIntLE (value, offset, byteLength, noAssert) { + Buffer$1.prototype.writeIntLE = function writeIntLE (value, offset, byteLength, noAssert) { value = +value; offset = offset | 0; if (!noAssert) { @@ -4353,7 +4354,7 @@ return offset + byteLength }; - Buffer$2.prototype.writeIntBE = function writeIntBE (value, offset, byteLength, noAssert) { + Buffer$1.prototype.writeIntBE = function writeIntBE (value, offset, byteLength, noAssert) { value = +value; offset = offset | 0; if (!noAssert) { @@ -4376,21 +4377,21 @@ return offset + byteLength }; - Buffer$2.prototype.writeInt8 = function writeInt8 (value, offset, noAssert) { + Buffer$1.prototype.writeInt8 = function writeInt8 (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 1, 0x7f, -0x80); - if (!Buffer$2.TYPED_ARRAY_SUPPORT) value = Math.floor(value); + if (!Buffer$1.TYPED_ARRAY_SUPPORT) value = Math.floor(value); if (value < 0) value = 0xff + value + 1; this[offset] = (value & 0xff); return offset + 1 }; - Buffer$2.prototype.writeInt16LE = function writeInt16LE (value, offset, noAssert) { + Buffer$1.prototype.writeInt16LE = function writeInt16LE (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000); - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { this[offset] = (value & 0xff); this[offset + 1] = (value >>> 8); } else { @@ -4399,11 +4400,11 @@ return offset + 2 }; - Buffer$2.prototype.writeInt16BE = function writeInt16BE (value, offset, noAssert) { + Buffer$1.prototype.writeInt16BE = function writeInt16BE (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000); - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { this[offset] = (value >>> 8); this[offset + 1] = (value & 0xff); } else { @@ -4412,11 +4413,11 @@ return offset + 2 }; - Buffer$2.prototype.writeInt32LE = function writeInt32LE (value, offset, noAssert) { + Buffer$1.prototype.writeInt32LE = function writeInt32LE (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000); - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { this[offset] = (value & 0xff); this[offset + 1] = (value >>> 8); this[offset + 2] = (value >>> 16); @@ -4427,12 +4428,12 @@ return offset + 4 }; - Buffer$2.prototype.writeInt32BE = function writeInt32BE (value, offset, noAssert) { + Buffer$1.prototype.writeInt32BE = function writeInt32BE (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000); if (value < 0) value = 0xffffffff + value + 1; - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { this[offset] = (value >>> 24); this[offset + 1] = (value >>> 16); this[offset + 2] = (value >>> 8); @@ -4456,11 +4457,11 @@ return offset + 4 } - Buffer$2.prototype.writeFloatLE = function writeFloatLE (value, offset, noAssert) { + Buffer$1.prototype.writeFloatLE = function writeFloatLE (value, offset, noAssert) { return writeFloat(this, value, offset, true, noAssert) }; - Buffer$2.prototype.writeFloatBE = function writeFloatBE (value, offset, noAssert) { + Buffer$1.prototype.writeFloatBE = function writeFloatBE (value, offset, noAssert) { return writeFloat(this, value, offset, false, noAssert) }; @@ -4472,16 +4473,16 @@ return offset + 8 } - Buffer$2.prototype.writeDoubleLE = function writeDoubleLE (value, offset, noAssert) { + Buffer$1.prototype.writeDoubleLE = function writeDoubleLE (value, offset, noAssert) { return writeDouble(this, value, offset, true, noAssert) }; - Buffer$2.prototype.writeDoubleBE = function writeDoubleBE (value, offset, noAssert) { + Buffer$1.prototype.writeDoubleBE = function writeDoubleBE (value, offset, noAssert) { return writeDouble(this, value, offset, false, noAssert) }; // copy(targetBuffer, targetStart=0, sourceStart=0, sourceEnd=buffer.length) - Buffer$2.prototype.copy = function copy (target, targetStart, start, end) { + Buffer$1.prototype.copy = function copy (target, targetStart, start, end) { if (!start) start = 0; if (!end && end !== 0) end = this.length; if (targetStart >= target.length) targetStart = target.length; @@ -4513,7 +4514,7 @@ for (i = len - 1; i >= 0; --i) { target[i + targetStart] = this[i + start]; } - } else if (len < 1000 || !Buffer$2.TYPED_ARRAY_SUPPORT) { + } else if (len < 1000 || !Buffer$1.TYPED_ARRAY_SUPPORT) { // ascending copy from start for (i = 0; i < len; ++i) { target[i + targetStart] = this[i + start]; @@ -4533,7 +4534,7 @@ // buffer.fill(number[, offset[, end]]) // buffer.fill(buffer[, offset[, end]]) // buffer.fill(string[, offset[, end]][, encoding]) - Buffer$2.prototype.fill = function fill (val, start, end, encoding) { + Buffer$1.prototype.fill = function fill (val, start, end, encoding) { // Handle string cases: if (typeof val === 'string') { if (typeof start === 'string') { @@ -4553,7 +4554,7 @@ if (encoding !== undefined && typeof encoding !== 'string') { throw new TypeError('encoding must be a string') } - if (typeof encoding === 'string' && !Buffer$2.isEncoding(encoding)) { + if (typeof encoding === 'string' && !Buffer$1.isEncoding(encoding)) { throw new TypeError('Unknown encoding: ' + encoding) } } else if (typeof val === 'number') { @@ -4582,7 +4583,7 @@ } else { var bytes = internalIsBuffer(val) ? val - : utf8ToBytes(new Buffer$2(val, encoding).toString()); + : utf8ToBytes(new Buffer$1(val, encoding).toString()); var len = bytes.length; for (i = 0; i < end - start; ++i) { this[i + start] = bytes[i % len]; @@ -4811,13 +4812,13 @@ // If obj.hasOwnProperty has been overridden, then calling // obj.hasOwnProperty(prop) will break. // See: https://github.com/joyent/node/issues/1707 - function hasOwnProperty$1(obj, prop) { + function hasOwnProperty(obj, prop) { return Object.prototype.hasOwnProperty.call(obj, prop); } var isArray = Array.isArray || function (xs) { return Object.prototype.toString.call(xs) === '[object Array]'; }; - function stringifyPrimitive$1(v) { + function stringifyPrimitive(v) { switch (typeof v) { case 'string': return v; @@ -4841,24 +4842,24 @@ } if (typeof obj === 'object') { - return map$3(objectKeys(obj), function(k) { - var ks = encodeURIComponent(stringifyPrimitive$1(k)) + eq; + return map$2(objectKeys(obj), function(k) { + var ks = encodeURIComponent(stringifyPrimitive(k)) + eq; if (isArray(obj[k])) { - return map$3(obj[k], function(v) { - return ks + encodeURIComponent(stringifyPrimitive$1(v)); + return map$2(obj[k], function(v) { + return ks + encodeURIComponent(stringifyPrimitive(v)); }).join(sep); } else { - return ks + encodeURIComponent(stringifyPrimitive$1(obj[k])); + return ks + encodeURIComponent(stringifyPrimitive(obj[k])); } }).join(sep); } if (!name) return ''; - return encodeURIComponent(stringifyPrimitive$1(name)) + eq + - encodeURIComponent(stringifyPrimitive$1(obj)); + return encodeURIComponent(stringifyPrimitive(name)) + eq + + encodeURIComponent(stringifyPrimitive(obj)); } - function map$3 (xs, f) { + function map$2 (xs, f) { if (xs.map) return xs.map(f); var res = []; for (var i = 0; i < xs.length; i++) { @@ -4914,7 +4915,7 @@ k = decodeURIComponent(kstr); v = decodeURIComponent(vstr); - if (!hasOwnProperty$1(obj, k)) { + if (!hasOwnProperty(obj, k)) { obj[k] = v; } else if (isArray(obj[k])) { obj[k].push(v); @@ -5631,613 +5632,99 @@ } /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/utils - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/constants is licensed under the MIT License. + * @pixi/utils is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ + /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV$8; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$8 || (ENV$8 = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. + * This file contains redeclared types for Node `url` and `querystring` modules. These modules + * don't provide their own typings but instead are a part of the full Node typings. The purpose of + * this file is to redeclare the required types to avoid having the whole Node types as a + * dependency. */ - var RENDERER_TYPE$8; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$8 || (RENDERER_TYPE$8 = {})); + var url = { + parse: urlParse, + format: urlFormat, + resolve: urlResolve, + }; + /** - * Bitwise OR of masks that indicate the buffers to be cleared. + * The prefix that denotes a URL is for a retina asset. * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. + * @name RETINA_PREFIX + * @memberof PIXI.settings + * @type {RegExp} + * @default /@([0-9\.]+)x/ + * @example `@2x` */ - var BUFFER_BITS$8; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$8 || (BUFFER_BITS$8 = {})); + settings.RETINA_PREFIX = /@([0-9\.]+)x/; /** - * Various blend modes supported by PIXI. + * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function. + * If set to true, a WebGL renderer can fail to be created if the browser thinks there could be performance issues when + * using WebGL. * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES$8; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$8 || (BLEND_MODES$8 = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES$8; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$8 || (DRAW_MODES$8 = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS$8; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$8 || (FORMATS$8 = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS$8; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$8 || (TARGETS$8 = {})); - /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ - var TYPES$8; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$8 || (TYPES$8 = {})); - /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ - var SAMPLER_TYPES$8; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$8 || (SAMPLER_TYPES$8 = {})); - /** - * The scale modes that are supported by pixi. + * In PixiJS v6 this has changed from true to false by default, to allow WebGL to work in as many scenarios as possible. + * However, some users may have a poor experience, for example, if a user has a gpu or driver version blacklisted by the + * browser. * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ - var SCALE_MODES$8; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$8 || (SCALE_MODES$8 = {})); - /** - * The wrap modes that are supported by pixi. + * If your application requires high performance rendering, you may wish to set this to false. + * We recommend one of two options if you decide to set this flag to false: * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. + * 1: Use the `pixi.js-legacy` package, which includes a Canvas renderer as a fallback in case high performance WebGL is + * not supported. * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI + * 2: Call `isWebGLSupported` (which if found in the PIXI.utils package) in your code before attempting to create a PixiJS + * renderer, and show an error message to the user if the function returns false, explaining that their device & browser + * combination does not support high performance WebGL. + * This is a much better strategy than trying to create a PixiJS renderer and finding it then fails. * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring + * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT + * @memberof PIXI.settings + * @type {boolean} + * @default false */ - var WRAP_MODES$8; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$8 || (WRAP_MODES$8 = {})); + settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false; + + var saidHello = false; + var VERSION = '6.5.8'; /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI + * Logs out the version and renderer information for this running instance of PIXI. + * If you don't want to see this message you can run `PIXI.utils.skipHello()` before + * creating your renderer. Keep in mind that doing that will forever make you a jerk face. * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. + * @function sayHello + * @memberof PIXI.utils + * @param {string} type - The string renderer type to log. */ - var MIPMAP_MODES$8; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$8 || (MIPMAP_MODES$8 = {})); - /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ - var ALPHA_MODES$8; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$8 || (ALPHA_MODES$8 = {})); - /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ - var CLEAR_MODES$8; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$8 || (CLEAR_MODES$8 = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES$8; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$8 || (GC_MODES$8 = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION$8; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION$8 || (PRECISION$8 = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES$8; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$8 || (MASK_TYPES$8 = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ - var COLOR_MASK_BITS$8; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$8 || (COLOR_MASK_BITS$8 = {})); - /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ - var MSAA_QUALITY$8; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$8 || (MSAA_QUALITY$8 = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ - var BUFFER_TYPE$8; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$8 || (BUFFER_TYPE$8 = {})); - - /*! - * @pixi/utils - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/utils is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * This file contains redeclared types for Node `url` and `querystring` modules. These modules - * don't provide their own typings but instead are a part of the full Node typings. The purpose of - * this file is to redeclare the required types to avoid having the whole Node types as a - * dependency. - */ - var url = { - parse: urlParse, - format: urlFormat, - resolve: urlResolve, - }; - - /** - * The prefix that denotes a URL is for a retina asset. - * @static - * @name RETINA_PREFIX - * @memberof PIXI.settings - * @type {RegExp} - * @default /@([0-9\.]+)x/ - * @example `@2x` - */ - settings$1.RETINA_PREFIX = /@([0-9\.]+)x/; - /** - * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function. - * If set to true, a WebGL renderer can fail to be created if the browser thinks there could be performance issues when - * using WebGL. - * - * In PixiJS v6 this has changed from true to false by default, to allow WebGL to work in as many scenarios as possible. - * However, some users may have a poor experience, for example, if a user has a gpu or driver version blacklisted by the - * browser. - * - * If your application requires high performance rendering, you may wish to set this to false. - * We recommend one of two options if you decide to set this flag to false: - * - * 1: Use the `pixi.js-legacy` package, which includes a Canvas renderer as a fallback in case high performance WebGL is - * not supported. - * - * 2: Call `isWebGLSupported` (which if found in the PIXI.utils package) in your code before attempting to create a PixiJS - * renderer, and show an error message to the user if the function returns false, explaining that their device & browser - * combination does not support high performance WebGL. - * This is a much better strategy than trying to create a PixiJS renderer and finding it then fails. - * @static - * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ - settings$1.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false; - - var saidHello = false; - var VERSION = '6.5.1'; - /** - * Logs out the version and renderer information for this running instance of PIXI. - * If you don't want to see this message you can run `PIXI.utils.skipHello()` before - * creating your renderer. Keep in mind that doing that will forever make you a jerk face. - * @static - * @function sayHello - * @memberof PIXI.utils - * @param {string} type - The string renderer type to log. - */ - function sayHello(type) { - var _a; - if (saidHello) { - return; - } - if (settings$1.ADAPTER.getNavigator().userAgent.toLowerCase().indexOf('chrome') > -1) { - var args = [ - "\n %c %c %c PixiJS " + VERSION + " - \u2730 " + type + " \u2730 %c %c http://www.pixijs.com/ %c %c \u2665%c\u2665%c\u2665 \n\n", - 'background: #ff66a5; padding:5px 0;', - 'background: #ff66a5; padding:5px 0;', - 'color: #ff66a5; background: #030307; padding:5px 0;', - 'background: #ff66a5; padding:5px 0;', - 'background: #ffc3dc; padding:5px 0;', - 'background: #ff66a5; padding:5px 0;', - 'color: #ff2424; background: #fff; padding:5px 0;', - 'color: #ff2424; background: #fff; padding:5px 0;', - 'color: #ff2424; background: #fff; padding:5px 0;' ]; - (_a = globalThis.console).log.apply(_a, args); - } - else if (globalThis.console) { - globalThis.console.log("PixiJS " + VERSION + " - " + type + " - http://www.pixijs.com/"); - } - saidHello = true; - } - - var supported; + function sayHello(type) { + var _a; + if (saidHello) { + return; + } + if (settings.ADAPTER.getNavigator().userAgent.toLowerCase().indexOf('chrome') > -1) { + var args = [ + "\n %c %c %c PixiJS " + VERSION + " - \u2730 " + type + " \u2730 %c %c http://www.pixijs.com/ %c %c \u2665%c\u2665%c\u2665 \n\n", + 'background: #ff66a5; padding:5px 0;', + 'background: #ff66a5; padding:5px 0;', + 'color: #ff66a5; background: #030307; padding:5px 0;', + 'background: #ff66a5; padding:5px 0;', + 'background: #ffc3dc; padding:5px 0;', + 'background: #ff66a5; padding:5px 0;', + 'color: #ff2424; background: #fff; padding:5px 0;', + 'color: #ff2424; background: #fff; padding:5px 0;', + 'color: #ff2424; background: #fff; padding:5px 0;' ]; + (_a = globalThis.console).log.apply(_a, args); + } + else if (globalThis.console) { + globalThis.console.log("PixiJS " + VERSION + " - " + type + " - http://www.pixijs.com/"); + } + saidHello = true; + } + + var supported; /** * Helper for checking for WebGL support. * @memberof PIXI.utils @@ -6249,13 +5736,13 @@ supported = (function supported() { var contextOptions = { stencil: true, - failIfMajorPerformanceCaveat: settings$1.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT, + failIfMajorPerformanceCaveat: settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT, }; try { - if (!settings$1.ADAPTER.getWebGLRenderingContext()) { + if (!settings.ADAPTER.getWebGLRenderingContext()) { return false; } - var canvas = settings$1.ADAPTER.createCanvas(); + var canvas = settings.ADAPTER.createCanvas(); var gl = (canvas.getContext('webgl', contextOptions) || canvas.getContext('experimental-webgl', contextOptions)); var success = !!(gl && gl.getContextAttributes().stencil); @@ -6614,7 +6101,7 @@ * hex strings without prefix: "ffffff" * css colors: "black" * @example - * PIXI.utils.string2hex("#ffffff"); // returns 0xffffff + * PIXI.utils.string2hex("#ffffff"); // returns 0xffffff, which is 16777215 as an integer * @memberof PIXI.utils * @function string2hex * @param {string} string - The string color (e.g., `"#ffffff"`) @@ -6637,19 +6124,19 @@ * @private * @returns {Array} Mapped modes. */ - function mapPremultipliedBlendModes$1() { + function mapPremultipliedBlendModes() { var pm = []; var npm = []; for (var i = 0; i < 32; i++) { pm[i] = i; npm[i] = i; } - pm[BLEND_MODES$8.NORMAL_NPM] = BLEND_MODES$8.NORMAL; - pm[BLEND_MODES$8.ADD_NPM] = BLEND_MODES$8.ADD; - pm[BLEND_MODES$8.SCREEN_NPM] = BLEND_MODES$8.SCREEN; - npm[BLEND_MODES$8.NORMAL] = BLEND_MODES$8.NORMAL_NPM; - npm[BLEND_MODES$8.ADD] = BLEND_MODES$8.ADD_NPM; - npm[BLEND_MODES$8.SCREEN] = BLEND_MODES$8.SCREEN_NPM; + pm[BLEND_MODES.NORMAL_NPM] = BLEND_MODES.NORMAL; + pm[BLEND_MODES.ADD_NPM] = BLEND_MODES.ADD; + pm[BLEND_MODES.SCREEN_NPM] = BLEND_MODES.SCREEN; + npm[BLEND_MODES.NORMAL] = BLEND_MODES.NORMAL_NPM; + npm[BLEND_MODES.ADD] = BLEND_MODES.ADD_NPM; + npm[BLEND_MODES.SCREEN] = BLEND_MODES.SCREEN_NPM; var array = []; array.push(npm); array.push(pm); @@ -6661,7 +6148,7 @@ * @constant premultiplyBlendMode * @type {Array} */ - var premultiplyBlendMode = mapPremultipliedBlendModes$1(); + var premultiplyBlendMode = mapPremultipliedBlendModes(); /** * changes blendMode according to texture format * @memberof PIXI.utils @@ -6894,7 +6381,7 @@ } // A map of warning messages already fired - var warnings$1 = {}; + var warnings = {}; /** * Helper for warning developers about deprecated features & settings. * A stack track for warnings is given; useful for tracking-down where @@ -6906,10 +6393,10 @@ * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack * this is mostly to ignore internal deprecation calls. */ - function deprecation$1(version, message, ignoreDepth) { + function deprecation(version, message, ignoreDepth) { if (ignoreDepth === void 0) { ignoreDepth = 3; } // Ignore duplicat - if (warnings$1[message]) { + if (warnings[message]) { return; } /* eslint-disable no-console */ @@ -6932,7 +6419,7 @@ } } /* eslint-enable no-console */ - warnings$1[message] = true; + warnings[message] = true; } /** @@ -6972,9 +6459,9 @@ * @param {number} [resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the canvas */ function CanvasRenderTarget(width, height, resolution) { - this.canvas = settings$1.ADAPTER.createCanvas(); + this.canvas = settings.ADAPTER.createCanvas(); this.context = this.canvas.getContext('2d'); - this.resolution = resolution || settings$1.RESOLUTION; + this.resolution = resolution || settings.RESOLUTION; this.resize(width, height); } /** @@ -7041,7 +6528,9 @@ // https://gist.github.com/remy/784508 var width = canvas.width; var height = canvas.height; - var context = canvas.getContext('2d'); + var context = canvas.getContext('2d', { + willReadFrequently: true, + }); var imageData = context.getImageData(0, 0, width, height); var pixels = imageData.data; var len = pixels.length; @@ -7094,7 +6583,7 @@ }; } - var tempAnchor$2; + var tempAnchor$1; /** * Sets the `crossOrigin` property for this resource based on if the url * for this resource is cross-origin. If crossOrigin was manually set, this @@ -7113,14 +6602,14 @@ } // default is window.location loc = loc || globalThis.location; - if (!tempAnchor$2) { - tempAnchor$2 = document.createElement('a'); + if (!tempAnchor$1) { + tempAnchor$1 = document.createElement('a'); } // let the browser determine the full href for the url of this resource and then // parse with the node url lib, we can't use the properties of the anchor element // because they don't work in IE9 :( - tempAnchor$2.href = url$1; - var parsedUrl = url.parse(tempAnchor$2.href); + tempAnchor$1.href = url$1; + var parsedUrl = url.parse(tempAnchor$1.href); var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port); // if cross origin if (parsedUrl.hostname !== loc.hostname || !samePort || parsedUrl.protocol !== loc.protocol) { @@ -7139,7 +6628,7 @@ * @returns {number} resolution / device pixel ratio of an asset */ function getResolutionOfUrl(url, defaultValue) { - var resolution = settings$1.RETINA_PREFIX.exec(url); + var resolution = settings.RETINA_PREFIX.exec(url); if (resolution) { return parseFloat(resolution[1]); } @@ -7147,8 +6636,8 @@ } /*! - * @pixi/math - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/math - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * * @pixi/math is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -7159,21 +6648,21 @@ * @member {number} * @memberof PIXI */ - var PI_2$4 = Math.PI * 2; + var PI_2 = Math.PI * 2; /** * Conversion factor for converting radians to degrees. * @static * @member {number} RAD_TO_DEG * @memberof PIXI */ - var RAD_TO_DEG$3 = 180 / Math.PI; + var RAD_TO_DEG = 180 / Math.PI; /** * Conversion factor for converting degrees to radians. * @static * @member {number} * @memberof PIXI */ - var DEG_TO_RAD$3 = Math.PI / 180; + var DEG_TO_RAD = Math.PI / 180; /** * Constants that identify shapes, mainly to prevent `instanceof` calls. * @static @@ -7185,14 +6674,14 @@ * @property {number} ELIP Ellipse * @property {number} RREC Rounded Rectangle */ - var SHAPES$4; + var SHAPES; (function (SHAPES) { SHAPES[SHAPES["POLY"] = 0] = "POLY"; SHAPES[SHAPES["RECT"] = 1] = "RECT"; SHAPES[SHAPES["CIRC"] = 2] = "CIRC"; SHAPES[SHAPES["ELIP"] = 3] = "ELIP"; SHAPES[SHAPES["RREC"] = 4] = "RREC"; - })(SHAPES$4 || (SHAPES$4 = {})); + })(SHAPES || (SHAPES = {})); /** * The Point object represents a location in a two-dimensional coordinate system, where `x` represents @@ -7201,7 +6690,7 @@ * @memberof PIXI * @implements {IPoint} */ - var Point$4 = /** @class */ (function () { + var Point = /** @class */ (function () { /** * Creates a new `Point` * @param {number} [x=0] - position of the point on the x axis @@ -7270,7 +6759,7 @@ return Point; }()); - var tempPoints$6 = [new Point$4(), new Point$4(), new Point$4(), new Point$4()]; + var tempPoints$1 = [new Point(), new Point(), new Point(), new Point()]; /** * Size object, contains width and height * @memberof PIXI @@ -7283,7 +6772,7 @@ * point (x, y) and by its width and its height. * @memberof PIXI */ - var Rectangle$4 = /** @class */ (function () { + var Rectangle = /** @class */ (function () { /** * @param x - The X coordinate of the upper-left corner of the rectangle * @param y - The Y coordinate of the upper-left corner of the rectangle @@ -7299,7 +6788,7 @@ this.y = Number(y); this.width = Number(width); this.height = Number(height); - this.type = SHAPES$4.RECT; + this.type = SHAPES.RECT; } Object.defineProperty(Rectangle.prototype, "left", { /** Returns the left edge of the rectangle. */ @@ -7416,10 +6905,10 @@ if (x1 <= x0 || y1 <= y0) { return false; } - var lt = tempPoints$6[0].set(other.left, other.top); - var lb = tempPoints$6[1].set(other.left, other.bottom); - var rt = tempPoints$6[2].set(other.right, other.top); - var rb = tempPoints$6[3].set(other.right, other.bottom); + var lt = tempPoints$1[0].set(other.left, other.top); + var lb = tempPoints$1[1].set(other.left, other.bottom); + var rt = tempPoints$1[2].set(other.right, other.top); + var rb = tempPoints$1[3].set(other.right, other.bottom); if (rt.x <= lt.x || lb.y <= lt.y) { return false; } @@ -7530,6 +7019,273 @@ return Rectangle; }()); + /** + * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects. + * @memberof PIXI + */ + var Circle = /** @class */ (function () { + /** + * @param x - The X coordinate of the center of this circle + * @param y - The Y coordinate of the center of this circle + * @param radius - The radius of the circle + */ + function Circle(x, y, radius) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (radius === void 0) { radius = 0; } + this.x = x; + this.y = y; + this.radius = radius; + this.type = SHAPES.CIRC; + } + /** + * Creates a clone of this Circle instance + * @returns A copy of the Circle + */ + Circle.prototype.clone = function () { + return new Circle(this.x, this.y, this.radius); + }; + /** + * Checks whether the x and y coordinates given are contained within this circle + * @param x - The X coordinate of the point to test + * @param y - The Y coordinate of the point to test + * @returns Whether the x/y coordinates are within this Circle + */ + Circle.prototype.contains = function (x, y) { + if (this.radius <= 0) { + return false; + } + var r2 = this.radius * this.radius; + var dx = (this.x - x); + var dy = (this.y - y); + dx *= dx; + dy *= dy; + return (dx + dy <= r2); + }; + /** + * Returns the framing rectangle of the circle as a Rectangle object + * @returns The framing rectangle + */ + Circle.prototype.getBounds = function () { + return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2); + }; + Circle.prototype.toString = function () { + return "[@pixi/math:Circle x=" + this.x + " y=" + this.y + " radius=" + this.radius + "]"; + }; + return Circle; + }()); + + /** + * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects. + * @memberof PIXI + */ + var Ellipse = /** @class */ (function () { + /** + * @param x - The X coordinate of the center of this ellipse + * @param y - The Y coordinate of the center of this ellipse + * @param halfWidth - The half width of this ellipse + * @param halfHeight - The half height of this ellipse + */ + function Ellipse(x, y, halfWidth, halfHeight) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (halfWidth === void 0) { halfWidth = 0; } + if (halfHeight === void 0) { halfHeight = 0; } + this.x = x; + this.y = y; + this.width = halfWidth; + this.height = halfHeight; + this.type = SHAPES.ELIP; + } + /** + * Creates a clone of this Ellipse instance + * @returns {PIXI.Ellipse} A copy of the ellipse + */ + Ellipse.prototype.clone = function () { + return new Ellipse(this.x, this.y, this.width, this.height); + }; + /** + * Checks whether the x and y coordinates given are contained within this ellipse + * @param x - The X coordinate of the point to test + * @param y - The Y coordinate of the point to test + * @returns Whether the x/y coords are within this ellipse + */ + Ellipse.prototype.contains = function (x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; + } + // normalize the coords to an ellipse with center 0,0 + var normx = ((x - this.x) / this.width); + var normy = ((y - this.y) / this.height); + normx *= normx; + normy *= normy; + return (normx + normy <= 1); + }; + /** + * Returns the framing rectangle of the ellipse as a Rectangle object + * @returns The framing rectangle + */ + Ellipse.prototype.getBounds = function () { + return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height); + }; + Ellipse.prototype.toString = function () { + return "[@pixi/math:Ellipse x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; + }; + return Ellipse; + }()); + + /** + * A class to define a shape via user defined coordinates. + * @memberof PIXI + */ + var Polygon = /** @class */ (function () { + /** + * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points + * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or + * the arguments passed can be all the points of the polygon e.g. + * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat + * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers. + */ + function Polygon() { + var arguments$1 = arguments; + + var points = []; + for (var _i = 0; _i < arguments.length; _i++) { + points[_i] = arguments$1[_i]; + } + var flat = Array.isArray(points[0]) ? points[0] : points; + // if this is an array of points, convert it to a flat array of numbers + if (typeof flat[0] !== 'number') { + var p = []; + for (var i = 0, il = flat.length; i < il; i++) { + p.push(flat[i].x, flat[i].y); + } + flat = p; + } + this.points = flat; + this.type = SHAPES.POLY; + this.closeStroke = true; + } + /** + * Creates a clone of this polygon. + * @returns - A copy of the polygon. + */ + Polygon.prototype.clone = function () { + var points = this.points.slice(); + var polygon = new Polygon(points); + polygon.closeStroke = this.closeStroke; + return polygon; + }; + /** + * Checks whether the x and y coordinates passed to this function are contained within this polygon. + * @param x - The X coordinate of the point to test. + * @param y - The Y coordinate of the point to test. + * @returns - Whether the x/y coordinates are within this polygon. + */ + Polygon.prototype.contains = function (x, y) { + var inside = false; + // use some raycasting to test hits + // https://github.com/substack/point-in-polygon/blob/master/index.js + var length = this.points.length / 2; + for (var i = 0, j = length - 1; i < length; j = i++) { + var xi = this.points[i * 2]; + var yi = this.points[(i * 2) + 1]; + var xj = this.points[j * 2]; + var yj = this.points[(j * 2) + 1]; + var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi); + if (intersect) { + inside = !inside; + } + } + return inside; + }; + Polygon.prototype.toString = function () { + return "[@pixi/math:Polygon" + + ("closeStroke=" + this.closeStroke) + + ("points=" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + ", " + currentPoint; }, '') + "]"); + }; + return Polygon; + }()); + + /** + * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its + * top-left corner point (x, y) and by its width and its height and its radius. + * @memberof PIXI + */ + var RoundedRectangle = /** @class */ (function () { + /** + * @param x - The X coordinate of the upper-left corner of the rounded rectangle + * @param y - The Y coordinate of the upper-left corner of the rounded rectangle + * @param width - The overall width of this rounded rectangle + * @param height - The overall height of this rounded rectangle + * @param radius - Controls the radius of the rounded corners + */ + function RoundedRectangle(x, y, width, height, radius) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (width === void 0) { width = 0; } + if (height === void 0) { height = 0; } + if (radius === void 0) { radius = 20; } + this.x = x; + this.y = y; + this.width = width; + this.height = height; + this.radius = radius; + this.type = SHAPES.RREC; + } + /** + * Creates a clone of this Rounded Rectangle. + * @returns - A copy of the rounded rectangle. + */ + RoundedRectangle.prototype.clone = function () { + return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius); + }; + /** + * Checks whether the x and y coordinates given are contained within this Rounded Rectangle + * @param x - The X coordinate of the point to test. + * @param y - The Y coordinate of the point to test. + * @returns - Whether the x/y coordinates are within this Rounded Rectangle. + */ + RoundedRectangle.prototype.contains = function (x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; + } + if (x >= this.x && x <= this.x + this.width) { + if (y >= this.y && y <= this.y + this.height) { + var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2)); + if ((y >= this.y + radius && y <= this.y + this.height - radius) + || (x >= this.x + radius && x <= this.x + this.width - radius)) { + return true; + } + var dx = x - (this.x + radius); + var dy = y - (this.y + radius); + var radius2 = radius * radius; + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + dx = x - (this.x + this.width - radius); + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + dy = y - (this.y + this.height - radius); + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + dx = x - (this.x + radius); + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + } + } + return false; + }; + RoundedRectangle.prototype.toString = function () { + return "[@pixi/math:RoundedRectangle x=" + this.x + " y=" + this.y + + ("width=" + this.width + " height=" + this.height + " radius=" + this.radius + "]"); + }; + return RoundedRectangle; + }()); + /** * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents * the position on the horizontal axis and `y` represents the position on the vertical axis. @@ -7537,7 +7293,7 @@ * An `ObservablePoint` is a point that triggers a callback when the point's position is changed. * @memberof PIXI */ - var ObservablePoint$4 = /** @class */ (function () { + var ObservablePoint = /** @class */ (function () { /** * Creates a new `ObservablePoint` * @param cb - callback function triggered when `x` and/or `y` are changed @@ -7659,7 +7415,7 @@ * ``` * @memberof PIXI */ - var Matrix$4 = /** @class */ (function () { + var Matrix = /** @class */ (function () { /** * @param a - x scale * @param b - y skew @@ -7764,7 +7520,7 @@ * @returns {PIXI.Point} The new point, transformed through this matrix */ Matrix.prototype.apply = function (pos, newPos) { - newPos = (newPos || new Point$4()); + newPos = (newPos || new Point()); var x = pos.x; var y = pos.y; newPos.x = (this.a * x) + (this.c * y) + this.tx; @@ -7779,7 +7535,7 @@ * @returns {PIXI.Point} The new point, inverse-transformed through this matrix */ Matrix.prototype.applyInverse = function (pos, newPos) { - newPos = (newPos || new Point$4()); + newPos = (newPos || new Point()); var id = 1 / ((this.a * this.d) + (this.c * -this.b)); var x = pos.x; var y = pos.y; @@ -7906,7 +7662,7 @@ var skewX = -Math.atan2(-c, d); var skewY = Math.atan2(b, a); var delta = Math.abs(skewX + skewY); - if (delta < 0.00001 || Math.abs(PI_2$4 - delta) < 0.00001) { + if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) { transform.rotation = skewY; transform.skew.x = transform.skew.y = 0; } @@ -8031,31 +7787,45 @@ * | ux | vx | * | uy | vy | */ - var ux$4 = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; - var uy$4 = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vx$4 = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vy$4 = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; + var ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; + var uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; + var vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; + var vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; + /** + * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table} + * for the composition of each rotation in the dihederal group D8. + * @type {number[][]} + * @private + */ + var rotationCayley = []; + /** + * Matrices for each `GD8Symmetry` rotation. + * @type {PIXI.Matrix[]} + * @private + */ + var rotationMatrices = []; /* * Alias for {@code Math.sign}. */ - var signum$4 = Math.sign; + var signum = Math.sign; /* * Initializes `rotationCayley` and `rotationMatrices`. It is called * only once below. */ - function init$4() { + function init() { for (var i = 0; i < 16; i++) { var row = []; + rotationCayley.push(row); for (var j = 0; j < 16; j++) { /* Multiplies rotation matrices i and j. */ - var _ux = signum$4((ux$4[i] * ux$4[j]) + (vx$4[i] * uy$4[j])); - var _uy = signum$4((uy$4[i] * ux$4[j]) + (vy$4[i] * uy$4[j])); - var _vx = signum$4((ux$4[i] * vx$4[j]) + (vx$4[i] * vy$4[j])); - var _vy = signum$4((uy$4[i] * vx$4[j]) + (vy$4[i] * vy$4[j])); + var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j])); + var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j])); + var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j])); + var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j])); /* Finds rotation matrix matching the product and pushes it. */ for (var k = 0; k < 16; k++) { - if (ux$4[k] === _ux && uy$4[k] === _uy - && vx$4[k] === _vx && vy$4[k] === _vy) { + if (ux[k] === _ux && uy[k] === _uy + && vx[k] === _vx && vy[k] === _vy) { row.push(k); break; } @@ -8063,24 +7833,285 @@ } } for (var i = 0; i < 16; i++) { - var mat = new Matrix$4(); - mat.set(ux$4[i], uy$4[i], vx$4[i], vy$4[i], 0, 0); + var mat = new Matrix(); + mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0); + rotationMatrices.push(mat); } } - init$4(); + init(); + /** + * @memberof PIXI + * @typedef {number} GD8Symmetry + * @see PIXI.groupD8 + */ + /** + * Implements the dihedral group D8, which is similar to + * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html}; + * D8 is the same but with diagonals, and it is used for texture + * rotations. + * + * The directions the U- and V- axes after rotation + * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))` + * and `(vX(a), vY(a))`. These aren't necessarily unit vectors. + * + * **Origin:**
+ * This is the small part of gameofbombs.com portal system. It works. + * @see PIXI.groupD8.E + * @see PIXI.groupD8.SE + * @see PIXI.groupD8.S + * @see PIXI.groupD8.SW + * @see PIXI.groupD8.W + * @see PIXI.groupD8.NW + * @see PIXI.groupD8.N + * @see PIXI.groupD8.NE + * @author Ivan @ivanpopelyshev + * @namespace PIXI.groupD8 + * @memberof PIXI + */ + var groupD8 = { + /** + * | Rotation | Direction | + * |----------|-----------| + * | 0° | East | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + E: 0, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 45°↻ | Southeast | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + SE: 1, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 90°↻ | South | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + S: 2, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 135°↻ | Southwest | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + SW: 3, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 180° | West | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + W: 4, + /** + * | Rotation | Direction | + * |-------------|--------------| + * | -135°/225°↻ | Northwest | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + NW: 5, + /** + * | Rotation | Direction | + * |-------------|--------------| + * | -90°/270°↻ | North | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + N: 6, + /** + * | Rotation | Direction | + * |-------------|--------------| + * | -45°/315°↻ | Northeast | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + NE: 7, + /** + * Reflection about Y-axis. + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + MIRROR_VERTICAL: 8, + /** + * Reflection about the main diagonal. + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + MAIN_DIAGONAL: 10, + /** + * Reflection about X-axis. + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + MIRROR_HORIZONTAL: 12, + /** + * Reflection about reverse diagonal. + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + REVERSE_DIAGONAL: 14, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @returns {PIXI.GD8Symmetry} The X-component of the U-axis + * after rotating the axes. + */ + uX: function (ind) { return ux[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis + * after rotating the axes. + */ + uY: function (ind) { return uy[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @returns {PIXI.GD8Symmetry} The X-component of the V-axis + * after rotating the axes. + */ + vX: function (ind) { return vx[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis + * after rotating the axes. + */ + vY: function (ind) { return vy[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite + * is needed. Only rotations have opposite symmetries while + * reflections don't. + * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation` + */ + inv: function (rotation) { + if (rotation & 8) // true only if between 8 & 15 (reflections) + { + return rotation & 15; // or rotation % 16 + } + return (-rotation) & 7; // or (8 - rotation) % 8 + }, + /** + * Composes the two D8 operations. + * + * Taking `^` as reflection: + * + * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 | + * |-------|-----|-----|-----|-----|------|-------|-------|-------| + * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ | + * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ | + * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ | + * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ | + * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S | + * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W | + * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N | + * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E | + * + * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table} + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which + * is the row in the above cayley table. + * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which + * is the column in the above cayley table. + * @returns {PIXI.GD8Symmetry} Composed operation + */ + add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); }, + /** + * Reverse of `add`. + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotationSecond - Second operation + * @param {PIXI.GD8Symmetry} rotationFirst - First operation + * @returns {PIXI.GD8Symmetry} Result + */ + sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); }, + /** + * Adds 180 degrees to rotation, which is a commutative + * operation. + * @memberof PIXI.groupD8 + * @param {number} rotation - The number to rotate. + * @returns {number} Rotated number + */ + rotate180: function (rotation) { return rotation ^ 4; }, + /** + * Checks if the rotation angle is vertical, i.e. south + * or north. It doesn't work for reflections. + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotation - The number to check. + * @returns {boolean} Whether or not the direction is vertical + */ + isVertical: function (rotation) { return (rotation & 3) === 2; }, + /** + * Approximates the vector `V(dx,dy)` into one of the + * eight directions provided by `groupD8`. + * @memberof PIXI.groupD8 + * @param {number} dx - X-component of the vector + * @param {number} dy - Y-component of the vector + * @returns {PIXI.GD8Symmetry} Approximation of the vector into + * one of the eight symmetries. + */ + byDirection: function (dx, dy) { + if (Math.abs(dx) * 2 <= Math.abs(dy)) { + if (dy >= 0) { + return groupD8.S; + } + return groupD8.N; + } + else if (Math.abs(dy) * 2 <= Math.abs(dx)) { + if (dx > 0) { + return groupD8.E; + } + return groupD8.W; + } + else if (dy > 0) { + if (dx > 0) { + return groupD8.SE; + } + return groupD8.SW; + } + else if (dx > 0) { + return groupD8.NE; + } + return groupD8.NW; + }, + /** + * Helps sprite to compensate texture packer rotation. + * @memberof PIXI.groupD8 + * @param {PIXI.Matrix} matrix - sprite world matrix + * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use. + * @param {number} tx - sprite anchoring + * @param {number} ty - sprite anchoring + */ + matrixAppendRotationInv: function (matrix, rotation, tx, ty) { + if (tx === void 0) { tx = 0; } + if (ty === void 0) { ty = 0; } + // Packer used "rotation", we use "inv(rotation)" + var mat = rotationMatrices[groupD8.inv(rotation)]; + mat.tx = tx; + mat.ty = ty; + matrix.append(mat); + }, + }; /** * Transform that takes care about its versions. * @memberof PIXI */ - var Transform$3 = /** @class */ (function () { + var Transform = /** @class */ (function () { function Transform() { - this.worldTransform = new Matrix$4(); - this.localTransform = new Matrix$4(); - this.position = new ObservablePoint$4(this.onChange, this, 0, 0); - this.scale = new ObservablePoint$4(this.onChange, this, 1, 1); - this.pivot = new ObservablePoint$4(this.onChange, this, 0, 0); - this.skew = new ObservablePoint$4(this.updateSkew, this, 0, 0); + this.worldTransform = new Matrix(); + this.localTransform = new Matrix(); + this.position = new ObservablePoint(this.onChange, this, 0, 0); + this.scale = new ObservablePoint(this.onChange, this, 1, 1); + this.pivot = new ObservablePoint(this.onChange, this, 0, 0); + this.skew = new ObservablePoint(this.updateSkew, this, 0, 0); this._rotation = 0; this._cx = 1; this._sx = 0; @@ -8188,8 +8219,8 @@ }()); /*! - * @pixi/display - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/display - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * * @pixi/display is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -8213,7 +8244,7 @@ * @type {boolean} * @default false */ - settings$1.SORTABLE_CHILDREN = false; + settings.SORTABLE_CHILDREN = false; /** * 'Builder' pattern for bounds rectangles. @@ -8222,7 +8253,7 @@ * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems. * @memberof PIXI */ - var Bounds$3 = /** @class */ (function () { + var Bounds = /** @class */ (function () { function Bounds() { this.minX = Infinity; this.minY = Infinity; @@ -8253,9 +8284,9 @@ */ Bounds.prototype.getRectangle = function (rect) { if (this.minX > this.maxX || this.minY > this.maxY) { - return Rectangle$4.EMPTY; + return Rectangle.EMPTY; } - rect = rect || new Rectangle$4(0, 0, 1, 1); + rect = rect || new Rectangle(0, 0, 1, 1); rect.x = this.minX; rect.y = this.minY; rect.width = this.maxX - this.minX; @@ -8572,15 +8603,15 @@ ***************************************************************************** */ /* global Reflect, Promise */ - var extendStatics$n = function(d, b) { - extendStatics$n = Object.setPrototypeOf || + var extendStatics$j = function(d, b) { + extendStatics$j = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$n(d, b); + return extendStatics$j(d, b); }; - function __extends$n(d, b) { - extendStatics$n(d, b); + function __extends$j(d, b) { + extendStatics$j(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); } @@ -8770,13 +8801,13 @@ * one is also better in terms of performance. * @memberof PIXI */ - var DisplayObject$3 = /** @class */ (function (_super) { - __extends$n(DisplayObject, _super); + var DisplayObject = /** @class */ (function (_super) { + __extends$j(DisplayObject, _super); function DisplayObject() { var _this = _super.call(this) || this; _this.tempDisplayObjectParent = null; // TODO: need to create Transform from factory - _this.transform = new Transform$3(); + _this.transform = new Transform(); _this.alpha = 1; _this.visible = true; _this.renderable = true; @@ -8789,7 +8820,7 @@ _this.filterArea = null; _this.filters = null; _this._enabledFilters = null; - _this._bounds = new Bounds$3(); + _this._bounds = new Bounds(); _this._localBounds = null; _this._boundsID = 0; _this._boundsRect = null; @@ -8912,7 +8943,7 @@ } if (!rect) { if (!this._boundsRect) { - this._boundsRect = new Rectangle$4(); + this._boundsRect = new Rectangle(); } rect = this._boundsRect; } @@ -8926,12 +8957,12 @@ DisplayObject.prototype.getLocalBounds = function (rect) { if (!rect) { if (!this._localBoundsRect) { - this._localBoundsRect = new Rectangle$4(); + this._localBoundsRect = new Rectangle(); } rect = this._localBoundsRect; } if (!this._localBounds) { - this._localBounds = new Bounds$3(); + this._localBounds = new Bounds(); } var transformRef = this.transform; var parentRef = this.parent; @@ -9083,7 +9114,7 @@ get: function () { if (this.tempDisplayObjectParent === null) { // eslint-disable-next-line @typescript-eslint/no-use-before-define - this.tempDisplayObjectParent = new TemporaryDisplayObject$3(); + this.tempDisplayObjectParent = new TemporaryDisplayObject(); } return this.tempDisplayObjectParent; }, @@ -9243,10 +9274,10 @@ * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. */ get: function () { - return this.transform.rotation * RAD_TO_DEG$3; + return this.transform.rotation * RAD_TO_DEG; }, set: function (value) { - this.transform.rotation = value * DEG_TO_RAD$3; + this.transform.rotation = value * DEG_TO_RAD; }, enumerable: false, configurable: true @@ -9349,538 +9380,24 @@ /** * @private */ - var TemporaryDisplayObject$3 = /** @class */ (function (_super) { - __extends$n(TemporaryDisplayObject, _super); + var TemporaryDisplayObject = /** @class */ (function (_super) { + __extends$j(TemporaryDisplayObject, _super); function TemporaryDisplayObject() { var _this = _super !== null && _super.apply(this, arguments) || this; _this.sortDirty = null; return _this; } return TemporaryDisplayObject; - }(DisplayObject$3)); + }(DisplayObject)); /** * DisplayObject default updateTransform, does not update children of container. * Will crash if there's no parent element. * @memberof PIXI.DisplayObject# * @method displayObjectUpdateTransform */ - DisplayObject$3.prototype.displayObjectUpdateTransform = DisplayObject$3.prototype.updateTransform; - - /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV$7; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$7 || (ENV$7 = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE$7; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$7 || (RENDERER_TYPE$7 = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ - var BUFFER_BITS$7; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$7 || (BUFFER_BITS$7 = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES$7; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$7 || (BLEND_MODES$7 = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES$7; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$7 || (DRAW_MODES$7 = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS$7; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$7 || (FORMATS$7 = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS$7; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$7 || (TARGETS$7 = {})); - /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ - var TYPES$7; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$7 || (TYPES$7 = {})); - /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ - var SAMPLER_TYPES$7; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$7 || (SAMPLER_TYPES$7 = {})); - /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ - var SCALE_MODES$7; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$7 || (SCALE_MODES$7 = {})); - /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ - var WRAP_MODES$7; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$7 || (WRAP_MODES$7 = {})); - /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. - */ - var MIPMAP_MODES$7; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$7 || (MIPMAP_MODES$7 = {})); - /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ - var ALPHA_MODES$7; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$7 || (ALPHA_MODES$7 = {})); - /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ - var CLEAR_MODES$7; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$7 || (CLEAR_MODES$7 = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES$7; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$7 || (GC_MODES$7 = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION$7; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION$7 || (PRECISION$7 = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES$7; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$7 || (MASK_TYPES$7 = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ - var COLOR_MASK_BITS$7; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$7 || (COLOR_MASK_BITS$7 = {})); - /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ - var MSAA_QUALITY$7; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$7 || (MSAA_QUALITY$7 = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ - var BUFFER_TYPE$7; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$7 || (BUFFER_TYPE$7 = {})); + DisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform; - function sortChildren$3(a, b) { + function sortChildren(a, b) { if (a.zIndex === b.zIndex) { return a._lastSortedIndex - b._lastSortedIndex; } @@ -9920,12 +9437,12 @@ * ``` * @memberof PIXI */ - var Container$3 = /** @class */ (function (_super) { - __extends$n(Container, _super); + var Container = /** @class */ (function (_super) { + __extends$j(Container, _super); function Container() { var _this = _super.call(this) || this; _this.children = []; - _this.sortableChildren = settings$1.SORTABLE_CHILDREN; + _this.sortableChildren = settings.SORTABLE_CHILDREN; _this.sortDirty = false; return _this; /** @@ -9937,9 +9454,9 @@ */ /** * Fired when a DisplayObject is removed from this Container. - * @event PIXI.DisplayObject#removedFrom + * @event PIXI.DisplayObject#childRemoved * @param {PIXI.DisplayObject} child - The child removed from the Container. - * @param {PIXI.Container} container - The container that removed removed the child. + * @param {PIXI.Container} container - The container that removed the child. * @param {number} index - The former children's index of the removed child */ } @@ -10171,7 +9688,7 @@ } } if (sortRequired && this.children.length > 1) { - this.children.sort(sortChildren$3); + this.children.sort(sortChildren); } this.sortDirty = false; }; @@ -10370,7 +9887,7 @@ } var flush = (filters && this._enabledFilters && this._enabledFilters.length) || (mask && (!mask.isMaskData - || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES$7.NONE)))); + || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE)))); if (flush) { renderer.batch.flush(); } @@ -10466,18 +9983,18 @@ configurable: true }); return Container; - }(DisplayObject$3)); + }(DisplayObject)); /** * Container default updateTransform, does update children of container. * Will crash if there's no parent element. * @memberof PIXI.Container# * @method containerUpdateTransform */ - Container$3.prototype.containerUpdateTransform = Container$3.prototype.updateTransform; + Container.prototype.containerUpdateTransform = Container.prototype.updateTransform; /*! - * @pixi/extensions - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/extensions - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * * @pixi/extensions is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -10497,8 +10014,8 @@ PERFORMANCE OF THIS SOFTWARE. ***************************************************************************** */ - var __assign$2 = function() { - __assign$2 = Object.assign || function __assign(t) { + var __assign$1 = function() { + __assign$1 = Object.assign || function __assign(t) { var arguments$1 = arguments; for (var s, i = 1, n = arguments.length; i < n; i++) { @@ -10507,7 +10024,7 @@ } return t; }; - return __assign$2.apply(this, arguments); + return __assign$1.apply(this, arguments); }; /** @@ -10545,10 +10062,10 @@ var metadata = (typeof ext.extension !== 'object') ? { type: ext.extension } : ext.extension; - ext = __assign$2(__assign$2({}, metadata), { ref: ext }); + ext = __assign$1(__assign$1({}, metadata), { ref: ext }); } if (typeof ext === 'object') { - ext = __assign$2({}, ext); + ext = __assign$1({}, ext); } else { throw new Error('Invalid extension type'); @@ -10678,8 +10195,8 @@ }; /*! - * @pixi/runner - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/runner - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * * @pixi/runner is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -10862,8 +10379,8 @@ }); /*! - * @pixi/ticker - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/ticker - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * * @pixi/ticker is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -10877,7 +10394,7 @@ * @type {number} * @default 0.06 */ - settings$1.TARGET_FPMS = 0.06; + settings.TARGET_FPMS = 0.06; /** * Represents the update priorities used by internal PIXI classes when registered with @@ -10894,14 +10411,14 @@ * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering. * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility. */ - var UPDATE_PRIORITY$2; + var UPDATE_PRIORITY; (function (UPDATE_PRIORITY) { UPDATE_PRIORITY[UPDATE_PRIORITY["INTERACTION"] = 50] = "INTERACTION"; UPDATE_PRIORITY[UPDATE_PRIORITY["HIGH"] = 25] = "HIGH"; UPDATE_PRIORITY[UPDATE_PRIORITY["NORMAL"] = 0] = "NORMAL"; UPDATE_PRIORITY[UPDATE_PRIORITY["LOW"] = -25] = "LOW"; UPDATE_PRIORITY[UPDATE_PRIORITY["UTILITY"] = -50] = "UTILITY"; - })(UPDATE_PRIORITY$2 || (UPDATE_PRIORITY$2 = {})); + })(UPDATE_PRIORITY || (UPDATE_PRIORITY = {})); /** * Internal class for handling the priority sorting of ticker handlers. @@ -10909,7 +10426,7 @@ * @class * @memberof PIXI */ - var TickerListener$2 = /** @class */ (function () { + var TickerListener = /** @class */ (function () { /** * Constructor * @private @@ -11020,7 +10537,7 @@ * @class * @memberof PIXI */ - var Ticker$2 = /** @class */ (function () { + var Ticker = /** @class */ (function () { function Ticker() { var _this = this; /** @@ -11077,9 +10594,9 @@ this._protected = false; /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */ this._lastFrame = -1; - this._head = new TickerListener$2(null, null, Infinity); - this.deltaMS = 1 / settings$1.TARGET_FPMS; - this.elapsedMS = 1 / settings$1.TARGET_FPMS; + this._head = new TickerListener(null, null, Infinity); + this.deltaMS = 1 / settings.TARGET_FPMS; + this.elapsedMS = 1 / settings.TARGET_FPMS; this._tick = function (time) { _this._requestId = null; if (_this.started) { @@ -11142,8 +10659,8 @@ * @returns This instance of a ticker */ Ticker.prototype.add = function (fn, context, priority) { - if (priority === void 0) { priority = UPDATE_PRIORITY$2.NORMAL; } - return this._addListener(new TickerListener$2(fn, context, priority)); + if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; } + return this._addListener(new TickerListener(fn, context, priority)); }; /** * Add a handler for the tick event which is only execute once. @@ -11153,8 +10670,8 @@ * @returns This instance of a ticker */ Ticker.prototype.addOnce = function (fn, context, priority) { - if (priority === void 0) { priority = UPDATE_PRIORITY$2.NORMAL; } - return this._addListener(new TickerListener$2(fn, context, priority, true)); + if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; } + return this._addListener(new TickerListener(fn, context, priority, true)); }; /** * Internally adds the event handler so that it can be sorted by priority. @@ -11309,7 +10826,7 @@ this._lastFrame = currentTime - (delta % this._minElapsedMS); } this.deltaMS = elapsedMS; - this.deltaTime = this.deltaMS * settings$1.TARGET_FPMS; + this.deltaTime = this.deltaMS * settings.TARGET_FPMS; // Cache a local reference, in-case ticker is destroyed // during the emit, we can still check for head.next var head = this._head; @@ -11361,7 +10878,7 @@ // Minimum must be below the maxFPS var minFPS = Math.min(this.maxFPS, fps); // Must be at least 0, but below 1 / settings.TARGET_FPMS - var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings$1.TARGET_FPMS); + var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.TARGET_FPMS); this._maxElapsedMS = 1 / minFPMS; }, enumerable: false, @@ -11481,7 +10998,7 @@ * @class * @memberof PIXI */ - /** @class */ ((function () { + var TickerPlugin = /** @class */ (function () { function TickerPlugin() { } /** @@ -11505,7 +11022,7 @@ } this._ticker = ticker; if (ticker) { - ticker.add(this.render, this, UPDATE_PRIORITY$2.LOW); + ticker.add(this.render, this, UPDATE_PRIORITY.LOW); } }, get: function () { @@ -11545,7 +11062,7 @@ * @memberof PIXI.Application# * @default PIXI.Ticker.shared */ - this.ticker = options.sharedTicker ? Ticker$2.shared : new Ticker$2(); + this.ticker = options.sharedTicker ? Ticker.shared : new Ticker(); // Start the rendering if (options.autoStart) { this.start(); @@ -11566,3367 +11083,2727 @@ /** @ignore */ TickerPlugin.extension = ExtensionType.Application; return TickerPlugin; - })()); + }()); /*! - * @pixi/math - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/core - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/math is licensed under the MIT License. + * @pixi/core is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ + /** - * Two Pi. + * The maximum support for using WebGL. If a device does not + * support WebGL version, for instance WebGL 2, it will still + * attempt to fallback support to WebGL 1. If you want to + * explicitly remove feature support to target a more stable + * baseline, prefer a lower environment. + * + * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium} + * we disable webgl2 by default for all non-apple mobile devices. * @static - * @member {number} + * @name PREFER_ENV + * @memberof PIXI.settings + * @type {number} + * @default PIXI.ENV.WEBGL2 + */ + settings.PREFER_ENV = isMobile.any ? ENV.WEBGL : ENV.WEBGL2; + /** + * If set to `true`, *only* Textures and BaseTexture objects stored + * in the caches ({@link PIXI.utils.TextureCache TextureCache} and + * {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can be + * used when calling {@link PIXI.Texture.from Texture.from} or + * {@link PIXI.BaseTexture.from BaseTexture.from}. + * Otherwise, these `from` calls throw an exception. Using this property + * can be useful if you want to enforce preloading all assets with + * {@link PIXI.Loader Loader}. + * @static + * @name STRICT_TEXTURE_CACHE + * @memberof PIXI.settings + * @type {boolean} + * @default false + */ + settings.STRICT_TEXTURE_CACHE = false; + + /** + * Collection of installed resource types, class must extend {@link PIXI.Resource}. + * @example + * class CustomResource extends PIXI.Resource { + * // MUST have source, options constructor signature + * // for auto-detected resources to be created. + * constructor(source, options) { + * super(); + * } + * upload(renderer, baseTexture, glTexture) { + * // upload with GL + * return true; + * } + * // used to auto-detect resource + * static test(source, extension) { + * return extension === 'xyz'|| source instanceof SomeClass; + * } + * } + * // Install the new resource type + * PIXI.INSTALLED.push(CustomResource); * @memberof PIXI + * @type {Array} + * @static + * @readonly */ - var PI_2$3 = Math.PI * 2; + var INSTALLED = []; /** - * Constants that identify shapes, mainly to prevent `instanceof` calls. + * Create a resource element from a single source element. This + * auto-detects which type of resource to create. All resources that + * are auto-detectable must have a static `test` method and a constructor + * with the arguments `(source, options?)`. Currently, the supported + * resources for auto-detection include: + * - {@link PIXI.ImageResource} + * - {@link PIXI.CanvasResource} + * - {@link PIXI.VideoResource} + * - {@link PIXI.SVGResource} + * - {@link PIXI.BufferResource} * @static * @memberof PIXI - * @enum {number} - * @property {number} POLY Polygon - * @property {number} RECT Rectangle - * @property {number} CIRC Circle - * @property {number} ELIP Ellipse - * @property {number} RREC Rounded Rectangle + * @function autoDetectResource + * @param {string|*} source - Resource source, this can be the URL to the resource, + * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri + * or any other resource that can be auto-detected. If not resource is + * detected, it's assumed to be an ImageResource. + * @param {object} [options] - Pass-through options to use for Resource + * @param {number} [options.width] - Width of BufferResource or SVG rasterization + * @param {number} [options.height] - Height of BufferResource or SVG rasterization + * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading + * @param {number} [options.scale=1] - SVG source scale. Overridden by width, height + * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object + * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin + * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately + * @param {number} [options.updateFPS=0] - Video option to update how many times a second the + * texture should be updated from the video. Leave at 0 to update at every render + * @returns {PIXI.Resource} The created resource. */ - var SHAPES$3; - (function (SHAPES) { - SHAPES[SHAPES["POLY"] = 0] = "POLY"; - SHAPES[SHAPES["RECT"] = 1] = "RECT"; - SHAPES[SHAPES["CIRC"] = 2] = "CIRC"; - SHAPES[SHAPES["ELIP"] = 3] = "ELIP"; - SHAPES[SHAPES["RREC"] = 4] = "RREC"; - })(SHAPES$3 || (SHAPES$3 = {})); + function autoDetectResource(source, options) { + if (!source) { + return null; + } + var extension = ''; + if (typeof source === 'string') { + // search for file extension: period, 3-4 chars, then ?, # or EOL + var result = (/\.(\w{3,4})(?:$|\?|#)/i).exec(source); + if (result) { + extension = result[1].toLowerCase(); + } + } + for (var i = INSTALLED.length - 1; i >= 0; --i) { + var ResourcePlugin = INSTALLED[i]; + if (ResourcePlugin.test && ResourcePlugin.test(source, extension)) { + return new ResourcePlugin(source, options); + } + } + throw new Error('Unrecognized source type to auto-detect Resource'); + } + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$i = function(d, b) { + extendStatics$i = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$i(d, b); + }; + + function __extends$i(d, b) { + extendStatics$i(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var __assign = function() { + __assign = Object.assign || function __assign(t) { + var arguments$1 = arguments; + + for (var s, i = 1, n = arguments.length; i < n; i++) { + s = arguments$1[i]; + for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } } + } + return t; + }; + return __assign.apply(this, arguments); + }; + + function __rest(s, e) { + var t = {}; + for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0) + { t[p] = s[p]; } } + if (s != null && typeof Object.getOwnPropertySymbols === "function") + { for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) { + if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i])) + { t[p[i]] = s[p[i]]; } + } } + return t; + } /** - * The Point object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis - * @class + * Base resource class for textures that manages validation and uploading, depending on its type. + * + * Uploading of a base texture to the GPU is required. * @memberof PIXI - * @implements {IPoint} */ - var Point$3 = /** @class */ (function () { + var Resource = /** @class */ (function () { /** - * Creates a new `Point` - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis + * @param width - Width of the resource + * @param height - Height of the resource */ - function Point(x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - /** Position of the point on the x axis */ - this.x = 0; - /** Position of the point on the y axis */ - this.y = 0; - this.x = x; - this.y = y; + function Resource(width, height) { + if (width === void 0) { width = 0; } + if (height === void 0) { height = 0; } + this._width = width; + this._height = height; + this.destroyed = false; + this.internal = false; + this.onResize = new Runner('setRealSize'); + this.onUpdate = new Runner('update'); + this.onError = new Runner('onError'); } /** - * Creates a clone of this point - * @returns A clone of this point - */ - Point.prototype.clone = function () { - return new Point(this.x, this.y); - }; - /** - * Copies `x` and `y` from the given point into this point - * @param p - The point to copy from - * @returns The point instance itself - */ - Point.prototype.copyFrom = function (p) { - this.set(p.x, p.y); - return this; - }; - /** - * Copies this point's x and y into the given point (`p`). - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated + * Bind to a parent BaseTexture + * @param baseTexture - Parent texture */ - Point.prototype.copyTo = function (p) { - p.set(this.x, this.y); - return p; + Resource.prototype.bind = function (baseTexture) { + this.onResize.add(baseTexture); + this.onUpdate.add(baseTexture); + this.onError.add(baseTexture); + // Call a resize immediate if we already + // have the width and height of the resource + if (this._width || this._height) { + this.onResize.emit(this._width, this._height); + } }; /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal + * Unbind to a parent BaseTexture + * @param baseTexture - Parent texture */ - Point.prototype.equals = function (p) { - return (p.x === this.x) && (p.y === this.y); + Resource.prototype.unbind = function (baseTexture) { + this.onResize.remove(baseTexture); + this.onUpdate.remove(baseTexture); + this.onError.remove(baseTexture); }; /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the `x` axis - * @param {number} [y=x] - position of the point on the `y` axis - * @returns The point instance itself + * Trigger a resize event + * @param width - X dimension + * @param height - Y dimension */ - Point.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - this.x = x; - this.y = y; - return this; - }; - Point.prototype.toString = function () { - return "[@pixi/math:Point x=" + this.x + " y=" + this.y + "]"; + Resource.prototype.resize = function (width, height) { + if (width !== this._width || height !== this._height) { + this._width = width; + this._height = height; + this.onResize.emit(width, height); + } }; - return Point; - }()); - - var tempPoints$5 = [new Point$3(), new Point$3(), new Point$3(), new Point$3()]; - /** - * Size object, contains width and height - * @memberof PIXI - * @typedef {object} ISize - * @property {number} width - Width component - * @property {number} height - Height component - */ - /** - * Rectangle object is an area defined by its position, as indicated by its top-left corner - * point (x, y) and by its width and its height. - * @memberof PIXI - */ - var Rectangle$3 = /** @class */ (function () { - /** - * @param x - The X coordinate of the upper-left corner of the rectangle - * @param y - The Y coordinate of the upper-left corner of the rectangle - * @param width - The overall width of the rectangle - * @param height - The overall height of the rectangle - */ - function Rectangle(x, y, width, height) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - this.x = Number(x); - this.y = Number(y); - this.width = Number(width); - this.height = Number(height); - this.type = SHAPES$3.RECT; - } - Object.defineProperty(Rectangle.prototype, "left", { - /** Returns the left edge of the rectangle. */ - get: function () { - return this.x; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "right", { - /** Returns the right edge of the rectangle. */ - get: function () { - return this.x + this.width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "top", { - /** Returns the top edge of the rectangle. */ + Object.defineProperty(Resource.prototype, "valid", { + /** + * Has been validated + * @readonly + */ get: function () { - return this.y; + return !!this._width && !!this._height; }, enumerable: false, configurable: true }); - Object.defineProperty(Rectangle.prototype, "bottom", { - /** Returns the bottom edge of the rectangle. */ + /** Has been updated trigger event. */ + Resource.prototype.update = function () { + if (!this.destroyed) { + this.onUpdate.emit(); + } + }; + /** + * This can be overridden to start preloading a resource + * or do any other prepare step. + * @protected + * @returns Handle the validate event + */ + Resource.prototype.load = function () { + return Promise.resolve(this); + }; + Object.defineProperty(Resource.prototype, "width", { + /** + * The width of the resource. + * @readonly + */ get: function () { - return this.y + this.height; + return this._width; }, enumerable: false, configurable: true }); - Object.defineProperty(Rectangle, "EMPTY", { - /** A constant empty rectangle. */ + Object.defineProperty(Resource.prototype, "height", { + /** + * The height of the resource. + * @readonly + */ get: function () { - return new Rectangle(0, 0, 0, 0); + return this._height; }, enumerable: false, configurable: true }); /** - * Creates a clone of this Rectangle - * @returns a copy of the rectangle + * Set the style, optional to override + * @param _renderer - yeah, renderer! + * @param _baseTexture - the texture + * @param _glTexture - texture instance for this webgl context + * @returns - `true` is success */ - Rectangle.prototype.clone = function () { - return new Rectangle(this.x, this.y, this.width, this.height); + Resource.prototype.style = function (_renderer, _baseTexture, _glTexture) { + return false; }; - /** - * Copies another rectangle to this one. - * @param rectangle - The rectangle to copy from. - * @returns Returns itself. - */ - Rectangle.prototype.copyFrom = function (rectangle) { - this.x = rectangle.x; - this.y = rectangle.y; - this.width = rectangle.width; - this.height = rectangle.height; - return this; + /** Clean up anything, this happens when destroying is ready. */ + Resource.prototype.dispose = function () { + // override }; /** - * Copies this rectangle to another one. - * @param rectangle - The rectangle to copy to. - * @returns Returns given parameter. + * Call when destroying resource, unbind any BaseTexture object + * before calling this method, as reference counts are maintained + * internally. */ - Rectangle.prototype.copyTo = function (rectangle) { - rectangle.x = this.x; - rectangle.y = this.y; - rectangle.width = this.width; - rectangle.height = this.height; - return rectangle; + Resource.prototype.destroy = function () { + if (!this.destroyed) { + this.destroyed = true; + this.dispose(); + this.onError.removeAll(); + this.onError = null; + this.onResize.removeAll(); + this.onResize = null; + this.onUpdate.removeAll(); + this.onUpdate = null; + } }; /** - * Checks whether the x and y coordinates given are contained within this Rectangle - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coordinates are within this Rectangle + * Abstract, used to auto-detect resource type. + * @param {*} _source - The source object + * @param {string} _extension - The extension of source, if set */ - Rectangle.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { - return false; - } - if (x >= this.x && x < this.x + this.width) { - if (y >= this.y && y < this.y + this.height) { - return true; - } - } + Resource.test = function (_source, _extension) { return false; }; + return Resource; + }()); + + /** + * @interface SharedArrayBuffer + */ + /** + * Buffer resource with data of typed array. + * @memberof PIXI + */ + var BufferResource = /** @class */ (function (_super) { + __extends$i(BufferResource, _super); /** - * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object. - * Returns true only if the area of the intersection is >0, this means that Rectangles - * sharing a side are not overlapping. Another side effect is that an arealess rectangle - * (width or height equal to zero) can't intersect any other rectangle. - * @param {Rectangle} other - The Rectangle to intersect with `this`. - * @param {Matrix} transform - The transformation matrix of `other`. - * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`. + * @param source - Source buffer + * @param options - Options + * @param {number} options.width - Width of the texture + * @param {number} options.height - Height of the texture */ - Rectangle.prototype.intersects = function (other, transform) { - if (!transform) { - var x0_1 = this.x < other.x ? other.x : this.x; - var x1_1 = this.right > other.right ? other.right : this.right; - if (x1_1 <= x0_1) { - return false; - } - var y0_1 = this.y < other.y ? other.y : this.y; - var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom; - return y1_1 > y0_1; + function BufferResource(source, options) { + var _this = this; + var _a = options || {}, width = _a.width, height = _a.height; + if (!width || !height) { + throw new Error('BufferResource width or height invalid'); } - var x0 = this.left; - var x1 = this.right; - var y0 = this.top; - var y1 = this.bottom; - if (x1 <= x0 || y1 <= y0) { - return false; + _this = _super.call(this, width, height) || this; + _this.data = source; + return _this; + } + /** + * Upload the texture to the GPU. + * @param renderer - Upload to the renderer + * @param baseTexture - Reference to parent texture + * @param glTexture - glTexture + * @returns - true is success + */ + BufferResource.prototype.upload = function (renderer, baseTexture, glTexture) { + var gl = renderer.gl; + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK); + var width = baseTexture.realWidth; + var height = baseTexture.realHeight; + if (glTexture.width === width && glTexture.height === height) { + gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data); } - var lt = tempPoints$5[0].set(other.left, other.top); - var lb = tempPoints$5[1].set(other.left, other.bottom); - var rt = tempPoints$5[2].set(other.right, other.top); - var rb = tempPoints$5[3].set(other.right, other.bottom); - if (rt.x <= lt.x || lb.y <= lt.y) { - return false; - } - var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c)); - if (s === 0) { - return false; - } - transform.apply(lt, lt); - transform.apply(lb, lb); - transform.apply(rt, rt); - transform.apply(rb, rb); - if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0 - || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1 - || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0 - || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) { - return false; - } - var nx = s * (lb.y - lt.y); - var ny = s * (lt.x - lb.x); - var n00 = (nx * x0) + (ny * y0); - var n10 = (nx * x1) + (ny * y0); - var n01 = (nx * x0) + (ny * y1); - var n11 = (nx * x1) + (ny * y1); - if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y) - || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) { - return false; - } - var mx = s * (lt.y - rt.y); - var my = s * (rt.x - lt.x); - var m00 = (mx * x0) + (my * y0); - var m10 = (mx * x1) + (my * y0); - var m01 = (mx * x0) + (my * y1); - var m11 = (mx * x1) + (my * y1); - if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y) - || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) { - return false; + else { + glTexture.width = width; + glTexture.height = height; + gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data); } return true; }; - /** - * Pads the rectangle making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. - * @returns Returns itself. - */ - Rectangle.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - this.x -= paddingX; - this.y -= paddingY; - this.width += paddingX * 2; - this.height += paddingY * 2; - return this; - }; - /** - * Fits this rectangle around the passed one. - * @param rectangle - The rectangle to fit. - * @returns Returns itself. - */ - Rectangle.prototype.fit = function (rectangle) { - var x1 = Math.max(this.x, rectangle.x); - var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.max(this.y, rectangle.y); - var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = Math.max(x2 - x1, 0); - this.y = y1; - this.height = Math.max(y2 - y1, 0); - return this; - }; - /** - * Enlarges rectangle that way its corners lie on grid - * @param resolution - resolution - * @param eps - precision - * @returns Returns itself. - */ - Rectangle.prototype.ceil = function (resolution, eps) { - if (resolution === void 0) { resolution = 1; } - if (eps === void 0) { eps = 0.001; } - var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution; - var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution; - this.x = Math.floor((this.x + eps) * resolution) / resolution; - this.y = Math.floor((this.y + eps) * resolution) / resolution; - this.width = x2 - this.x; - this.height = y2 - this.y; - return this; + /** Destroy and don't use after this. */ + BufferResource.prototype.dispose = function () { + this.data = null; }; /** - * Enlarges this rectangle to include the passed rectangle. - * @param rectangle - The rectangle to include. - * @returns Returns itself. + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @returns {boolean} `true` if */ - Rectangle.prototype.enlarge = function (rectangle) { - var x1 = Math.min(this.x, rectangle.x); - var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.min(this.y, rectangle.y); - var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = x2 - x1; - this.y = y1; - this.height = y2 - y1; - return this; - }; - Rectangle.prototype.toString = function () { - return "[@pixi/math:Rectangle x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; + BufferResource.test = function (source) { + return source instanceof Float32Array + || source instanceof Uint8Array + || source instanceof Uint32Array; }; - return Rectangle; - }()); + return BufferResource; + }(Resource)); + var defaultBufferOptions = { + scaleMode: SCALE_MODES.NEAREST, + format: FORMATS.RGBA, + alphaMode: ALPHA_MODES.NPM, + }; /** - * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis. - * - * An `ObservablePoint` is a point that triggers a callback when the point's position is changed. + * A Texture stores the information that represents an image. + * All textures have a base texture, which contains information about the source. + * Therefore you can have many textures all using a single BaseTexture * @memberof PIXI + * @typeParam R - The BaseTexture's Resource type. + * @typeParam RO - The options for constructing resource. */ - var ObservablePoint$3 = /** @class */ (function () { - /** - * Creates a new `ObservablePoint` - * @param cb - callback function triggered when `x` and/or `y` are changed - * @param scope - owner of callback - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis - */ - function ObservablePoint(cb, scope, x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - this._x = x; - this._y = y; - this.cb = cb; - this.scope = scope; - } - /** - * Creates a clone of this point. - * The callback and scope params can be overridden otherwise they will default - * to the clone object's values. - * @override - * @param cb - The callback function triggered when `x` and/or `y` are changed - * @param scope - The owner of the callback - * @returns a copy of this observable point - */ - ObservablePoint.prototype.clone = function (cb, scope) { - if (cb === void 0) { cb = this.cb; } - if (scope === void 0) { scope = this.scope; } - return new ObservablePoint(cb, scope, this._x, this._y); - }; - /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=x] - position of the point on the y axis - * @returns The observable point instance itself - */ - ObservablePoint.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - if (this._x !== x || this._y !== y) { - this._x = x; - this._y = y; - this.cb.call(this.scope); - } - return this; - }; + var BaseTexture = /** @class */ (function (_super) { + __extends$i(BaseTexture, _super); /** - * Copies x and y from the given point (`p`) - * @param p - The point to copy from. Can be any of type that is or extends `IPointData` - * @returns The observable point instance itself + * @param {PIXI.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null] - + * The current resource to use, for things that aren't Resource objects, will be converted + * into a Resource. + * @param options - Collection of options + * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture + * @param {number} [options.anisotropicLevel=PIXI.settings.ANISOTROPIC_LEVEL] - Anisotropic filtering level of texture + * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures + * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest + * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type + * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type + * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target + * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Pre multiply the image alpha + * @param {number} [options.width=0] - Width of the texture + * @param {number} [options.height=0] - Height of the texture + * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - Resolution of the base texture + * @param {object} [options.resourceOptions] - Optional resource options, + * see {@link PIXI.autoDetectResource autoDetectResource} */ - ObservablePoint.prototype.copyFrom = function (p) { - if (this._x !== p.x || this._y !== p.y) { - this._x = p.x; - this._y = p.y; - this.cb.call(this.scope); + function BaseTexture(resource, options) { + if (resource === void 0) { resource = null; } + if (options === void 0) { options = null; } + var _this = _super.call(this) || this; + options = options || {}; + var alphaMode = options.alphaMode, mipmap = options.mipmap, anisotropicLevel = options.anisotropicLevel, scaleMode = options.scaleMode, width = options.width, height = options.height, wrapMode = options.wrapMode, format = options.format, type = options.type, target = options.target, resolution = options.resolution, resourceOptions = options.resourceOptions; + // Convert the resource to a Resource object + if (resource && !(resource instanceof Resource)) { + resource = autoDetectResource(resource, resourceOptions); + resource.internal = true; } - return this; - }; - /** - * Copies this point's x and y into that of the given point (`p`) - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated - */ - ObservablePoint.prototype.copyTo = function (p) { - p.set(this._x, this._y); - return p; - }; - /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal - */ - ObservablePoint.prototype.equals = function (p) { - return (p.x === this._x) && (p.y === this._y); - }; - ObservablePoint.prototype.toString = function () { - return "[@pixi/math:ObservablePoint x=" + 0 + " y=" + 0 + " scope=" + this.scope + "]"; - }; - Object.defineProperty(ObservablePoint.prototype, "x", { - /** Position of the observable point on the x axis. */ + _this.resolution = resolution || settings.RESOLUTION; + _this.width = Math.round((width || 0) * _this.resolution) / _this.resolution; + _this.height = Math.round((height || 0) * _this.resolution) / _this.resolution; + _this._mipmap = mipmap !== undefined ? mipmap : settings.MIPMAP_TEXTURES; + _this.anisotropicLevel = anisotropicLevel !== undefined ? anisotropicLevel : settings.ANISOTROPIC_LEVEL; + _this._wrapMode = wrapMode || settings.WRAP_MODE; + _this._scaleMode = scaleMode !== undefined ? scaleMode : settings.SCALE_MODE; + _this.format = format || FORMATS.RGBA; + _this.type = type || TYPES.UNSIGNED_BYTE; + _this.target = target || TARGETS.TEXTURE_2D; + _this.alphaMode = alphaMode !== undefined ? alphaMode : ALPHA_MODES.UNPACK; + _this.uid = uid(); + _this.touched = 0; + _this.isPowerOfTwo = false; + _this._refreshPOT(); + _this._glTextures = {}; + _this.dirtyId = 0; + _this.dirtyStyleId = 0; + _this.cacheId = null; + _this.valid = width > 0 && height > 0; + _this.textureCacheIds = []; + _this.destroyed = false; + _this.resource = null; + _this._batchEnabled = 0; + _this._batchLocation = 0; + _this.parentTextureArray = null; + /** + * Fired when a not-immediately-available source finishes loading. + * @protected + * @event PIXI.BaseTexture#loaded + * @param {PIXI.BaseTexture} baseTexture - Resource loaded. + */ + /** + * Fired when a not-immediately-available source fails to load. + * @protected + * @event PIXI.BaseTexture#error + * @param {PIXI.BaseTexture} baseTexture - Resource errored. + * @param {ErrorEvent} event - Load error event. + */ + /** + * Fired when BaseTexture is updated. + * @protected + * @event PIXI.BaseTexture#loaded + * @param {PIXI.BaseTexture} baseTexture - Resource loaded. + */ + /** + * Fired when BaseTexture is updated. + * @protected + * @event PIXI.BaseTexture#update + * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated. + */ + /** + * Fired when BaseTexture is destroyed. + * @protected + * @event PIXI.BaseTexture#dispose + * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed. + */ + // Set the resource + _this.setResource(resource); + return _this; + } + Object.defineProperty(BaseTexture.prototype, "realWidth", { + /** + * Pixel width of the source of this texture + * @readonly + */ get: function () { - return this._x; + return Math.round(this.width * this.resolution); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BaseTexture.prototype, "realHeight", { + /** + * Pixel height of the source of this texture + * @readonly + */ + get: function () { + return Math.round(this.height * this.resolution); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BaseTexture.prototype, "mipmap", { + /** + * Mipmap mode of the texture, affects downscaled images + * @default PIXI.settings.MIPMAP_TEXTURES + */ + get: function () { + return this._mipmap; }, set: function (value) { - if (this._x !== value) { - this._x = value; - this.cb.call(this.scope); + if (this._mipmap !== value) { + this._mipmap = value; + this.dirtyStyleId++; } }, enumerable: false, configurable: true }); - Object.defineProperty(ObservablePoint.prototype, "y", { - /** Position of the observable point on the y axis. */ + Object.defineProperty(BaseTexture.prototype, "scaleMode", { + /** + * The scale mode to apply when scaling this texture + * @default PIXI.settings.SCALE_MODE + */ get: function () { - return this._y; + return this._scaleMode; }, set: function (value) { - if (this._y !== value) { - this._y = value; - this.cb.call(this.scope); + if (this._scaleMode !== value) { + this._scaleMode = value; + this.dirtyStyleId++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BaseTexture.prototype, "wrapMode", { + /** + * How the texture wraps + * @default PIXI.settings.WRAP_MODE + */ + get: function () { + return this._wrapMode; + }, + set: function (value) { + if (this._wrapMode !== value) { + this._wrapMode = value; + this.dirtyStyleId++; } }, enumerable: false, configurable: true }); - return ObservablePoint; - }()); - - /** - * The PixiJS Matrix as a class makes it a lot faster. - * - * Here is a representation of it: - * ```js - * | a | c | tx| - * | b | d | ty| - * | 0 | 0 | 1 | - * ``` - * @memberof PIXI - */ - var Matrix$3 = /** @class */ (function () { /** - * @param a - x scale - * @param b - y skew - * @param c - x skew - * @param d - y scale - * @param tx - x translation - * @param ty - y translation + * Changes style options of BaseTexture + * @param scaleMode - Pixi scalemode + * @param mipmap - enable mipmaps + * @returns - this */ - function Matrix(a, b, c, d, tx, ty) { - if (a === void 0) { a = 1; } - if (b === void 0) { b = 0; } - if (c === void 0) { c = 0; } - if (d === void 0) { d = 1; } - if (tx === void 0) { tx = 0; } - if (ty === void 0) { ty = 0; } - this.array = null; - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - } + BaseTexture.prototype.setStyle = function (scaleMode, mipmap) { + var dirty; + if (scaleMode !== undefined && scaleMode !== this.scaleMode) { + this.scaleMode = scaleMode; + dirty = true; + } + if (mipmap !== undefined && mipmap !== this.mipmap) { + this.mipmap = mipmap; + dirty = true; + } + if (dirty) { + this.dirtyStyleId++; + } + return this; + }; /** - * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: - * - * a = array[0] - * b = array[1] - * c = array[3] - * d = array[4] - * tx = array[2] - * ty = array[5] - * @param array - The array that the matrix will be populated from. + * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero. + * @param desiredWidth - Desired visual width + * @param desiredHeight - Desired visual height + * @param resolution - Optionally set resolution + * @returns - this */ - Matrix.prototype.fromArray = function (array) { - this.a = array[0]; - this.b = array[1]; - this.c = array[3]; - this.d = array[4]; - this.tx = array[2]; - this.ty = array[5]; + BaseTexture.prototype.setSize = function (desiredWidth, desiredHeight, resolution) { + resolution = resolution || this.resolution; + return this.setRealSize(desiredWidth * resolution, desiredHeight * resolution, resolution); }; /** - * Sets the matrix properties. - * @param a - Matrix component - * @param b - Matrix component - * @param c - Matrix component - * @param d - Matrix component - * @param tx - Matrix component - * @param ty - Matrix component - * @returns This matrix. Good for chaining method calls. + * Sets real size of baseTexture, preserves current resolution. + * @param realWidth - Full rendered width + * @param realHeight - Full rendered height + * @param resolution - Optionally set resolution + * @returns - this */ - Matrix.prototype.set = function (a, b, c, d, tx, ty) { - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; + BaseTexture.prototype.setRealSize = function (realWidth, realHeight, resolution) { + this.resolution = resolution || this.resolution; + this.width = Math.round(realWidth) / this.resolution; + this.height = Math.round(realHeight) / this.resolution; + this._refreshPOT(); + this.update(); return this; }; /** - * Creates an array from the current Matrix object. - * @param transpose - Whether we need to transpose the matrix or not - * @param [out=new Float32Array(9)] - If provided the array will be assigned to out - * @returns The newly created array which contains the matrix + * Refresh check for isPowerOfTwo texture based on size + * @private */ - Matrix.prototype.toArray = function (transpose, out) { - if (!this.array) { - this.array = new Float32Array(9); - } - var array = out || this.array; - if (transpose) { - array[0] = this.a; - array[1] = this.b; - array[2] = 0; - array[3] = this.c; - array[4] = this.d; - array[5] = 0; - array[6] = this.tx; - array[7] = this.ty; - array[8] = 1; + BaseTexture.prototype._refreshPOT = function () { + this.isPowerOfTwo = isPow2(this.realWidth) && isPow2(this.realHeight); + }; + /** + * Changes resolution + * @param resolution - res + * @returns - this + */ + BaseTexture.prototype.setResolution = function (resolution) { + var oldResolution = this.resolution; + if (oldResolution === resolution) { + return this; } - else { - array[0] = this.a; - array[1] = this.c; - array[2] = this.tx; - array[3] = this.b; - array[4] = this.d; - array[5] = this.ty; - array[6] = 0; - array[7] = 0; - array[8] = 1; + this.resolution = resolution; + if (this.valid) { + this.width = Math.round(this.width * oldResolution) / resolution; + this.height = Math.round(this.height * oldResolution) / resolution; + this.emit('update', this); } - return array; + this._refreshPOT(); + return this; }; /** - * Get a new position with the current transformation applied. - * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, transformed through this matrix + * Sets the resource if it wasn't set. Throws error if resource already present + * @param resource - that is managing this BaseTexture + * @returns - this */ - Matrix.prototype.apply = function (pos, newPos) { - newPos = (newPos || new Point$3()); - var x = pos.x; - var y = pos.y; - newPos.x = (this.a * x) + (this.c * y) + this.tx; - newPos.y = (this.b * x) + (this.d * y) + this.ty; - return newPos; + BaseTexture.prototype.setResource = function (resource) { + if (this.resource === resource) { + return this; + } + if (this.resource) { + throw new Error('Resource can be set only once'); + } + resource.bind(this); + this.resource = resource; + return this; + }; + /** Invalidates the object. Texture becomes valid if width and height are greater than zero. */ + BaseTexture.prototype.update = function () { + if (!this.valid) { + if (this.width > 0 && this.height > 0) { + this.valid = true; + this.emit('loaded', this); + this.emit('update', this); + } + } + else { + this.dirtyId++; + this.dirtyStyleId++; + this.emit('update', this); + } }; /** - * Get a new position with the inverse of the current transformation applied. - * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, inverse-transformed through this matrix + * Handle errors with resources. + * @private + * @param event - Error event emitted. */ - Matrix.prototype.applyInverse = function (pos, newPos) { - newPos = (newPos || new Point$3()); - var id = 1 / ((this.a * this.d) + (this.c * -this.b)); - var x = pos.x; - var y = pos.y; - newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id); - newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id); - return newPos; + BaseTexture.prototype.onError = function (event) { + this.emit('error', this, event); }; /** - * Translates the matrix on the x and y. - * @param x - How much to translate x by - * @param y - How much to translate y by - * @returns This matrix. Good for chaining method calls. + * Destroys this base texture. + * The method stops if resource doesn't want this texture to be destroyed. + * Removes texture from all caches. */ - Matrix.prototype.translate = function (x, y) { - this.tx += x; - this.ty += y; - return this; + BaseTexture.prototype.destroy = function () { + // remove and destroy the resource + if (this.resource) { + this.resource.unbind(this); + // only destroy resourced created internally + if (this.resource.internal) { + this.resource.destroy(); + } + this.resource = null; + } + if (this.cacheId) { + delete BaseTextureCache[this.cacheId]; + delete TextureCache[this.cacheId]; + this.cacheId = null; + } + // finally let the WebGL renderer know.. + this.dispose(); + BaseTexture.removeFromCache(this); + this.textureCacheIds = null; + this.destroyed = true; }; /** - * Applies a scale transformation to the matrix. - * @param x - The amount to scale horizontally - * @param y - The amount to scale vertically - * @returns This matrix. Good for chaining method calls. + * Frees the texture from WebGL memory without destroying this texture object. + * This means you can still use the texture later which will upload it to GPU + * memory again. + * @fires PIXI.BaseTexture#dispose */ - Matrix.prototype.scale = function (x, y) { - this.a *= x; - this.d *= y; - this.c *= x; - this.b *= y; - this.tx *= x; - this.ty *= y; + BaseTexture.prototype.dispose = function () { + this.emit('dispose', this); + }; + /** Utility function for BaseTexture|Texture cast. */ + BaseTexture.prototype.castToBaseTexture = function () { return this; }; /** - * Applies a rotation transformation to the matrix. - * @param angle - The angle in radians. - * @returns This matrix. Good for chaining method calls. + * Helper function that creates a base texture based on the source you provide. + * The source can be - image url, image element, canvas element. If the + * source is an image url or an image element and not in the base texture + * cache, it will be created and loaded. + * @static + * @param {string|string[]|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The + * source to create base texture from. + * @param options - See {@link PIXI.BaseTexture}'s constructor for options. + * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id + * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. + * @returns {PIXI.BaseTexture} The new base texture. */ - Matrix.prototype.rotate = function (angle) { - var cos = Math.cos(angle); - var sin = Math.sin(angle); - var a1 = this.a; - var c1 = this.c; - var tx1 = this.tx; - this.a = (a1 * cos) - (this.b * sin); - this.b = (a1 * sin) + (this.b * cos); - this.c = (c1 * cos) - (this.d * sin); - this.d = (c1 * sin) + (this.d * cos); - this.tx = (tx1 * cos) - (this.ty * sin); - this.ty = (tx1 * sin) + (this.ty * cos); - return this; + BaseTexture.from = function (source, options, strict) { + if (strict === void 0) { strict = settings.STRICT_TEXTURE_CACHE; } + var isFrame = typeof source === 'string'; + var cacheId = null; + if (isFrame) { + cacheId = source; + } + else { + if (!source._pixiId) { + var prefix = (options && options.pixiIdPrefix) || 'pixiid'; + source._pixiId = prefix + "_" + uid(); + } + cacheId = source._pixiId; + } + var baseTexture = BaseTextureCache[cacheId]; + // Strict-mode rejects invalid cacheIds + if (isFrame && strict && !baseTexture) { + throw new Error("The cacheId \"" + cacheId + "\" does not exist in BaseTextureCache."); + } + if (!baseTexture) { + baseTexture = new BaseTexture(source, options); + baseTexture.cacheId = cacheId; + BaseTexture.addToCache(baseTexture, cacheId); + } + return baseTexture; }; /** - * Appends the given Matrix to this Matrix. - * @param matrix - The matrix to append. - * @returns This matrix. Good for chaining method calls. + * Create a new BaseTexture with a BufferResource from a Float32Array. + * RGBA values are floats from 0 to 1. + * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data + * is provided, a new Float32Array is created. + * @param width - Width of the resource + * @param height - Height of the resource + * @param options - See {@link PIXI.BaseTexture}'s constructor for options. + * Default properties are different from the constructor's defaults. + * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type + * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.NPM] - Image alpha, not premultiplied by default + * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.SCALE_MODES.NEAREST] - Scale mode, pixelating by default + * @returns - The resulting new BaseTexture */ - Matrix.prototype.append = function (matrix) { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - this.a = (matrix.a * a1) + (matrix.b * c1); - this.b = (matrix.a * b1) + (matrix.b * d1); - this.c = (matrix.c * a1) + (matrix.d * c1); - this.d = (matrix.c * b1) + (matrix.d * d1); - this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx; - this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty; - return this; + BaseTexture.fromBuffer = function (buffer, width, height, options) { + buffer = buffer || new Float32Array(width * height * 4); + var resource = new BufferResource(buffer, { width: width, height: height }); + var type = buffer instanceof Float32Array ? TYPES.FLOAT : TYPES.UNSIGNED_BYTE; + return new BaseTexture(resource, Object.assign({}, defaultBufferOptions, options || { width: width, height: height, type: type })); }; /** - * Sets the matrix based on all the available properties - * @param x - Position on the x axis - * @param y - Position on the y axis - * @param pivotX - Pivot on the x axis - * @param pivotY - Pivot on the y axis - * @param scaleX - Scale on the x axis - * @param scaleY - Scale on the y axis - * @param rotation - Rotation in radians - * @param skewX - Skew on the x axis - * @param skewY - Skew on the y axis - * @returns This matrix. Good for chaining method calls. + * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object. + * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache. + * @param {string} id - The id that the BaseTexture will be stored against. */ - Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) { - this.a = Math.cos(rotation + skewY) * scaleX; - this.b = Math.sin(rotation + skewY) * scaleX; - this.c = -Math.sin(rotation - skewX) * scaleY; - this.d = Math.cos(rotation - skewX) * scaleY; - this.tx = x - ((pivotX * this.a) + (pivotY * this.c)); - this.ty = y - ((pivotX * this.b) + (pivotY * this.d)); - return this; + BaseTexture.addToCache = function (baseTexture, id) { + if (id) { + if (baseTexture.textureCacheIds.indexOf(id) === -1) { + baseTexture.textureCacheIds.push(id); + } + if (BaseTextureCache[id]) { + // eslint-disable-next-line no-console + console.warn("BaseTexture added to the cache with an id [" + id + "] that already had an entry"); + } + BaseTextureCache[id] = baseTexture; + } }; /** - * Prepends the given Matrix to this Matrix. - * @param matrix - The matrix to prepend - * @returns This matrix. Good for chaining method calls. + * Remove a BaseTexture from the global BaseTextureCache. + * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself. + * @returns {PIXI.BaseTexture|null} The BaseTexture that was removed. */ - Matrix.prototype.prepend = function (matrix) { - var tx1 = this.tx; - if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) { - var a1 = this.a; - var c1 = this.c; - this.a = (a1 * matrix.a) + (this.b * matrix.c); - this.b = (a1 * matrix.b) + (this.b * matrix.d); - this.c = (c1 * matrix.a) + (this.d * matrix.c); - this.d = (c1 * matrix.b) + (this.d * matrix.d); + BaseTexture.removeFromCache = function (baseTexture) { + if (typeof baseTexture === 'string') { + var baseTextureFromCache = BaseTextureCache[baseTexture]; + if (baseTextureFromCache) { + var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture); + if (index > -1) { + baseTextureFromCache.textureCacheIds.splice(index, 1); + } + delete BaseTextureCache[baseTexture]; + return baseTextureFromCache; + } } - this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx; - this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty; - return this; + else if (baseTexture && baseTexture.textureCacheIds) { + for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) { + delete BaseTextureCache[baseTexture.textureCacheIds[i]]; + } + baseTexture.textureCacheIds.length = 0; + return baseTexture; + } + return null; }; + /** Global number of the texture batch, used by multi-texture renderers. */ + BaseTexture._globalBatch = 0; + return BaseTexture; + }(EventEmitter)); + + /** + * Resource that can manage several resource (items) inside. + * All resources need to have the same pixel size. + * Parent class for CubeResource and ArrayResource + * @memberof PIXI + */ + var AbstractMultiResource = /** @class */ (function (_super) { + __extends$i(AbstractMultiResource, _super); /** - * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. - * @param transform - The transform to apply the properties to. - * @returns The transform with the newly applied properties + * @param length + * @param options - Options to for Resource constructor + * @param {number} [options.width] - Width of the resource + * @param {number} [options.height] - Height of the resource */ - Matrix.prototype.decompose = function (transform) { - // sort out rotation / skew.. - var a = this.a; - var b = this.b; - var c = this.c; - var d = this.d; - var pivot = transform.pivot; - var skewX = -Math.atan2(-c, d); - var skewY = Math.atan2(b, a); - var delta = Math.abs(skewX + skewY); - if (delta < 0.00001 || Math.abs(PI_2$3 - delta) < 0.00001) { - transform.rotation = skewY; - transform.skew.x = transform.skew.y = 0; + function AbstractMultiResource(length, options) { + var _this = this; + var _a = options || {}, width = _a.width, height = _a.height; + _this = _super.call(this, width, height) || this; + _this.items = []; + _this.itemDirtyIds = []; + for (var i = 0; i < length; i++) { + var partTexture = new BaseTexture(); + _this.items.push(partTexture); + // -2 - first run of texture array upload + // -1 - texture item was allocated + // >=0 - texture item uploaded , in sync with items[i].dirtyId + _this.itemDirtyIds.push(-2); } - else { - transform.rotation = 0; - transform.skew.x = skewX; - transform.skew.y = skewY; + _this.length = length; + _this._load = null; + _this.baseTexture = null; + return _this; + } + /** + * Used from ArrayResource and CubeResource constructors. + * @param resources - Can be resources, image elements, canvas, etc. , + * length should be same as constructor length + * @param options - Detect options for resources + */ + AbstractMultiResource.prototype.initFromArray = function (resources, options) { + for (var i = 0; i < this.length; i++) { + if (!resources[i]) { + continue; + } + if (resources[i].castToBaseTexture) { + this.addBaseTextureAt(resources[i].castToBaseTexture(), i); + } + else if (resources[i] instanceof Resource) { + this.addResourceAt(resources[i], i); + } + else { + this.addResourceAt(autoDetectResource(resources[i], options), i); + } } - // next set scale - transform.scale.x = Math.sqrt((a * a) + (b * b)); - transform.scale.y = Math.sqrt((c * c) + (d * d)); - // next set position - transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c)); - transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d)); - return transform; + }; + /** Destroy this BaseImageResource. */ + AbstractMultiResource.prototype.dispose = function () { + for (var i = 0, len = this.length; i < len; i++) { + this.items[i].destroy(); + } + this.items = null; + this.itemDirtyIds = null; + this._load = null; }; /** - * Inverts this matrix - * @returns This matrix. Good for chaining method calls. + * Set a resource by ID + * @param resource + * @param index - Zero-based index of resource to set + * @returns - Instance for chaining */ - Matrix.prototype.invert = function () { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - var tx1 = this.tx; - var n = (a1 * d1) - (b1 * c1); - this.a = d1 / n; - this.b = -b1 / n; - this.c = -c1 / n; - this.d = a1 / n; - this.tx = ((c1 * this.ty) - (d1 * tx1)) / n; - this.ty = -((a1 * this.ty) - (b1 * tx1)) / n; + AbstractMultiResource.prototype.addResourceAt = function (resource, index) { + if (!this.items[index]) { + throw new Error("Index " + index + " is out of bounds"); + } + // Inherit the first resource dimensions + if (resource.valid && !this.valid) { + this.resize(resource.width, resource.height); + } + this.items[index].setResource(resource); return this; }; /** - * Resets this Matrix to an identity (default) matrix. - * @returns This matrix. Good for chaining method calls. + * Set the parent base texture. + * @param baseTexture */ - Matrix.prototype.identity = function () { - this.a = 1; - this.b = 0; - this.c = 0; - this.d = 1; - this.tx = 0; - this.ty = 0; - return this; + AbstractMultiResource.prototype.bind = function (baseTexture) { + if (this.baseTexture !== null) { + throw new Error('Only one base texture per TextureArray is allowed'); + } + _super.prototype.bind.call(this, baseTexture); + for (var i = 0; i < this.length; i++) { + this.items[i].parentTextureArray = baseTexture; + this.items[i].on('update', baseTexture.update, baseTexture); + } }; /** - * Creates a new Matrix object with the same values as this one. - * @returns A copy of this matrix. Good for chaining method calls. + * Unset the parent base texture. + * @param baseTexture */ - Matrix.prototype.clone = function () { - var matrix = new Matrix(); - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; + AbstractMultiResource.prototype.unbind = function (baseTexture) { + _super.prototype.unbind.call(this, baseTexture); + for (var i = 0; i < this.length; i++) { + this.items[i].parentTextureArray = null; + this.items[i].off('update', baseTexture.update, baseTexture); + } }; /** - * Changes the values of the given matrix to be the same as the ones in this matrix - * @param matrix - The matrix to copy to. - * @returns The matrix given in parameter with its values updated. + * Load all the resources simultaneously + * @returns - When load is resolved */ - Matrix.prototype.copyTo = function (matrix) { - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; + AbstractMultiResource.prototype.load = function () { + var _this = this; + if (this._load) { + return this._load; + } + var resources = this.items.map(function (item) { return item.resource; }).filter(function (item) { return item; }); + // TODO: also implement load part-by-part strategy + var promises = resources.map(function (item) { return item.load(); }); + this._load = Promise.all(promises) + .then(function () { + var _a = _this.items[0], realWidth = _a.realWidth, realHeight = _a.realHeight; + _this.resize(realWidth, realHeight); + return Promise.resolve(_this); + }); + return this._load; }; + return AbstractMultiResource; + }(Resource)); + + /** + * A resource that contains a number of sources. + * @memberof PIXI + */ + var ArrayResource = /** @class */ (function (_super) { + __extends$i(ArrayResource, _super); /** - * Changes the values of the matrix to be the same as the ones in given matrix - * @param {PIXI.Matrix} matrix - The matrix to copy from. - * @returns {PIXI.Matrix} this + * @param source - Number of items in array or the collection + * of image URLs to use. Can also be resources, image elements, canvas, etc. + * @param options - Options to apply to {@link PIXI.autoDetectResource} + * @param {number} [options.width] - Width of the resource + * @param {number} [options.height] - Height of the resource */ - Matrix.prototype.copyFrom = function (matrix) { - this.a = matrix.a; - this.b = matrix.b; - this.c = matrix.c; - this.d = matrix.d; - this.tx = matrix.tx; - this.ty = matrix.ty; + function ArrayResource(source, options) { + var _this = this; + var _a = options || {}, width = _a.width, height = _a.height; + var urls; + var length; + if (Array.isArray(source)) { + urls = source; + length = source.length; + } + else { + length = source; + } + _this = _super.call(this, length, { width: width, height: height }) || this; + if (urls) { + _this.initFromArray(urls, options); + } + return _this; + } + /** + * Set a baseTexture by ID, + * ArrayResource just takes resource from it, nothing more + * @param baseTexture + * @param index - Zero-based index of resource to set + * @returns - Instance for chaining + */ + ArrayResource.prototype.addBaseTextureAt = function (baseTexture, index) { + if (baseTexture.resource) { + this.addResourceAt(baseTexture.resource, index); + } + else { + throw new Error('ArrayResource does not support RenderTexture'); + } return this; }; - Matrix.prototype.toString = function () { - return "[@pixi/math:Matrix a=" + this.a + " b=" + this.b + " c=" + this.c + " d=" + this.d + " tx=" + this.tx + " ty=" + this.ty + "]"; + /** + * Add binding + * @param baseTexture + */ + ArrayResource.prototype.bind = function (baseTexture) { + _super.prototype.bind.call(this, baseTexture); + baseTexture.target = TARGETS.TEXTURE_2D_ARRAY; }; - Object.defineProperty(Matrix, "IDENTITY", { - /** - * A default (identity) matrix - * @readonly - */ - get: function () { - return new Matrix(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Matrix, "TEMP_MATRIX", { - /** - * A temp matrix - * @readonly - */ - get: function () { - return new Matrix(); - }, - enumerable: false, - configurable: true - }); - return Matrix; - }()); - - // Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group - /* - * Transform matrix for operation n is: - * | ux | vx | - * | uy | vy | - */ - var ux$3 = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; - var uy$3 = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vx$3 = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vy$3 = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; - /** - * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table} - * for the composition of each rotation in the dihederal group D8. - * @type {number[][]} - * @private - */ - var rotationCayley$1 = []; - /** - * Matrices for each `GD8Symmetry` rotation. - * @type {PIXI.Matrix[]} - * @private - */ - var rotationMatrices$1 = []; - /* - * Alias for {@code Math.sign}. - */ - var signum$3 = Math.sign; - /* - * Initializes `rotationCayley` and `rotationMatrices`. It is called - * only once below. - */ - function init$3() { - for (var i = 0; i < 16; i++) { - var row = []; - rotationCayley$1.push(row); - for (var j = 0; j < 16; j++) { - /* Multiplies rotation matrices i and j. */ - var _ux = signum$3((ux$3[i] * ux$3[j]) + (vx$3[i] * uy$3[j])); - var _uy = signum$3((uy$3[i] * ux$3[j]) + (vy$3[i] * uy$3[j])); - var _vx = signum$3((ux$3[i] * vx$3[j]) + (vx$3[i] * vy$3[j])); - var _vy = signum$3((uy$3[i] * vx$3[j]) + (vy$3[i] * vy$3[j])); - /* Finds rotation matrix matching the product and pushes it. */ - for (var k = 0; k < 16; k++) { - if (ux$3[k] === _ux && uy$3[k] === _uy - && vx$3[k] === _vx && vy$3[k] === _vy) { - row.push(k); - break; + /** + * Upload the resources to the GPU. + * @param renderer + * @param texture + * @param glTexture + * @returns - whether texture was uploaded + */ + ArrayResource.prototype.upload = function (renderer, texture, glTexture) { + var _a = this, length = _a.length, itemDirtyIds = _a.itemDirtyIds, items = _a.items; + var gl = renderer.gl; + if (glTexture.dirtyId < 0) { + gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, glTexture.internalFormat, this._width, this._height, length, 0, texture.format, glTexture.type, null); + } + for (var i = 0; i < length; i++) { + var item = items[i]; + if (itemDirtyIds[i] < item.dirtyId) { + itemDirtyIds[i] = item.dirtyId; + if (item.valid) { + gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, // xoffset + 0, // yoffset + i, // zoffset + item.resource.width, item.resource.height, 1, texture.format, glTexture.type, item.resource.source); } } } - } - for (var i = 0; i < 16; i++) { - var mat = new Matrix$3(); - mat.set(ux$3[i], uy$3[i], vx$3[i], vy$3[i], 0, 0); - rotationMatrices$1.push(mat); - } - } - init$3(); - /** - * @memberof PIXI - * @typedef {number} GD8Symmetry - * @see PIXI.groupD8 - */ + return true; + }; + return ArrayResource; + }(AbstractMultiResource)); + /** - * Implements the dihedral group D8, which is similar to - * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html}; - * D8 is the same but with diagonals, and it is used for texture - * rotations. - * - * The directions the U- and V- axes after rotation - * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))` - * and `(vX(a), vY(a))`. These aren't necessarily unit vectors. - * - * **Origin:**
- * This is the small part of gameofbombs.com portal system. It works. - * @see PIXI.groupD8.E - * @see PIXI.groupD8.SE - * @see PIXI.groupD8.S - * @see PIXI.groupD8.SW - * @see PIXI.groupD8.W - * @see PIXI.groupD8.NW - * @see PIXI.groupD8.N - * @see PIXI.groupD8.NE - * @author Ivan @ivanpopelyshev - * @namespace PIXI.groupD8 + * Base for all the image/canvas resources. * @memberof PIXI */ - var groupD8$1 = { - /** - * | Rotation | Direction | - * |----------|-----------| - * | 0° | East | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - E: 0, - /** - * | Rotation | Direction | - * |----------|-----------| - * | 45°↻ | Southeast | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - SE: 1, - /** - * | Rotation | Direction | - * |----------|-----------| - * | 90°↻ | South | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - S: 2, - /** - * | Rotation | Direction | - * |----------|-----------| - * | 135°↻ | Southwest | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - SW: 3, - /** - * | Rotation | Direction | - * |----------|-----------| - * | 180° | West | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - W: 4, - /** - * | Rotation | Direction | - * |-------------|--------------| - * | -135°/225°↻ | Northwest | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - NW: 5, - /** - * | Rotation | Direction | - * |-------------|--------------| - * | -90°/270°↻ | North | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - N: 6, - /** - * | Rotation | Direction | - * |-------------|--------------| - * | -45°/315°↻ | Northeast | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - NE: 7, - /** - * Reflection about Y-axis. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - MIRROR_VERTICAL: 8, - /** - * Reflection about the main diagonal. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - MAIN_DIAGONAL: 10, - /** - * Reflection about X-axis. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - MIRROR_HORIZONTAL: 12, - /** - * Reflection about reverse diagonal. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - REVERSE_DIAGONAL: 14, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The X-component of the U-axis - * after rotating the axes. - */ - uX: function (ind) { return ux$3[ind]; }, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis - * after rotating the axes. - */ - uY: function (ind) { return uy$3[ind]; }, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The X-component of the V-axis - * after rotating the axes. - */ - vX: function (ind) { return vx$3[ind]; }, + var BaseImageResource = /** @class */ (function (_super) { + __extends$i(BaseImageResource, _super); /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis - * after rotating the axes. + * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} source */ - vY: function (ind) { return vy$3[ind]; }, + function BaseImageResource(source) { + var _this = this; + var sourceAny = source; + var width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width; + var height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height; + _this = _super.call(this, width, height) || this; + _this.source = source; + _this.noSubImage = false; + return _this; + } /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite - * is needed. Only rotations have opposite symmetries while - * reflections don't. - * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation` + * Set cross origin based detecting the url and the crossorigin + * @param element - Element to apply crossOrigin + * @param url - URL to check + * @param crossorigin - Cross origin value to use */ - inv: function (rotation) { - if (rotation & 8) // true only if between 8 & 15 (reflections) - { - return rotation & 15; // or rotation % 16 + BaseImageResource.crossOrigin = function (element, url, crossorigin) { + if (crossorigin === undefined && url.indexOf('data:') !== 0) { + element.crossOrigin = determineCrossOrigin(url); } - return (-rotation) & 7; // or (8 - rotation) % 8 - }, - /** - * Composes the two D8 operations. - * - * Taking `^` as reflection: - * - * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 | - * |-------|-----|-----|-----|-----|------|-------|-------|-------| - * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ | - * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ | - * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ | - * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ | - * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S | - * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W | - * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N | - * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E | - * - * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table} - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which - * is the row in the above cayley table. - * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which - * is the column in the above cayley table. - * @returns {PIXI.GD8Symmetry} Composed operation - */ - add: function (rotationSecond, rotationFirst) { return (rotationCayley$1[rotationSecond][rotationFirst]); }, - /** - * Reverse of `add`. - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotationSecond - Second operation - * @param {PIXI.GD8Symmetry} rotationFirst - First operation - * @returns {PIXI.GD8Symmetry} Result - */ - sub: function (rotationSecond, rotationFirst) { return (rotationCayley$1[rotationSecond][groupD8$1.inv(rotationFirst)]); }, - /** - * Adds 180 degrees to rotation, which is a commutative - * operation. - * @memberof PIXI.groupD8 - * @param {number} rotation - The number to rotate. - * @returns {number} Rotated number - */ - rotate180: function (rotation) { return rotation ^ 4; }, - /** - * Checks if the rotation angle is vertical, i.e. south - * or north. It doesn't work for reflections. - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotation - The number to check. - * @returns {boolean} Whether or not the direction is vertical - */ - isVertical: function (rotation) { return (rotation & 3) === 2; }, + else if (crossorigin !== false) { + element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous'; + } + }; /** - * Approximates the vector `V(dx,dy)` into one of the - * eight directions provided by `groupD8`. - * @memberof PIXI.groupD8 - * @param {number} dx - X-component of the vector - * @param {number} dy - Y-component of the vector - * @returns {PIXI.GD8Symmetry} Approximation of the vector into - * one of the eight symmetries. + * Upload the texture to the GPU. + * @param renderer - Upload to the renderer + * @param baseTexture - Reference to parent texture + * @param glTexture + * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] - (optional) + * @returns - true is success */ - byDirection: function (dx, dy) { - if (Math.abs(dx) * 2 <= Math.abs(dy)) { - if (dy >= 0) { - return groupD8$1.S; + BaseImageResource.prototype.upload = function (renderer, baseTexture, glTexture, source) { + var gl = renderer.gl; + var width = baseTexture.realWidth; + var height = baseTexture.realHeight; + source = source || this.source; + if (source instanceof HTMLImageElement) { + if (!source.complete || source.naturalWidth === 0) { + return false; } - return groupD8$1.N; } - else if (Math.abs(dy) * 2 <= Math.abs(dx)) { - if (dx > 0) { - return groupD8$1.E; + else if (source instanceof HTMLVideoElement) { + if (source.readyState <= 1) { + return false; } - return groupD8$1.W; } - else if (dy > 0) { - if (dx > 0) { - return groupD8$1.SE; - } - return groupD8$1.SW; + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK); + if (!this.noSubImage + && baseTexture.target === gl.TEXTURE_2D + && glTexture.width === width + && glTexture.height === height) { + gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, glTexture.type, source); } - else if (dx > 0) { - return groupD8$1.NE; + else { + glTexture.width = width; + glTexture.height = height; + gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, baseTexture.format, glTexture.type, source); } - return groupD8$1.NW; - }, + return true; + }; /** - * Helps sprite to compensate texture packer rotation. - * @memberof PIXI.groupD8 - * @param {PIXI.Matrix} matrix - sprite world matrix - * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use. - * @param {number} tx - sprite anchoring - * @param {number} ty - sprite anchoring + * Checks if source width/height was changed, resize can cause extra baseTexture update. + * Triggers one update in any case. */ - matrixAppendRotationInv: function (matrix, rotation, tx, ty) { - if (tx === void 0) { tx = 0; } - if (ty === void 0) { ty = 0; } - // Packer used "rotation", we use "inv(rotation)" - var mat = rotationMatrices$1[groupD8$1.inv(rotation)]; - mat.tx = tx; - mat.ty = ty; - matrix.append(mat); - }, - }; + BaseImageResource.prototype.update = function () { + if (this.destroyed) { + return; + } + var source = this.source; + var width = source.naturalWidth || source.videoWidth || source.width; + var height = source.naturalHeight || source.videoHeight || source.height; + this.resize(width, height); + _super.prototype.update.call(this); + }; + /** Destroy this {@link BaseImageResource} */ + BaseImageResource.prototype.dispose = function () { + this.source = null; + }; + return BaseImageResource; + }(Resource)); /** - * Transform that takes care about its versions. + * @interface OffscreenCanvas + */ + /** + * Resource type for HTMLCanvasElement. * @memberof PIXI */ - /** @class */ ((function () { - function Transform() { - this.worldTransform = new Matrix$3(); - this.localTransform = new Matrix$3(); - this.position = new ObservablePoint$3(this.onChange, this, 0, 0); - this.scale = new ObservablePoint$3(this.onChange, this, 1, 1); - this.pivot = new ObservablePoint$3(this.onChange, this, 0, 0); - this.skew = new ObservablePoint$3(this.updateSkew, this, 0, 0); - this._rotation = 0; - this._cx = 1; - this._sx = 0; - this._cy = 0; - this._sy = 1; - this._localID = 0; - this._currentLocalID = 0; - this._worldID = 0; - this._parentID = 0; + var CanvasResource = /** @class */ (function (_super) { + __extends$i(CanvasResource, _super); + /** + * @param source - Canvas element to use + */ + // eslint-disable-next-line @typescript-eslint/no-useless-constructor + function CanvasResource(source) { + return _super.call(this, source) || this; } - /** Called when a value changes. */ - Transform.prototype.onChange = function () { - this._localID++; - }; - /** Called when the skew or the rotation changes. */ - Transform.prototype.updateSkew = function () { - this._cx = Math.cos(this._rotation + this.skew.y); - this._sx = Math.sin(this._rotation + this.skew.y); - this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2 - this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2 - this._localID++; - }; - Transform.prototype.toString = function () { - return "[@pixi/math:Transform " - + ("position=(" + this.position.x + ", " + this.position.y + ") ") - + ("rotation=" + this.rotation + " ") - + ("scale=(" + this.scale.x + ", " + this.scale.y + ") ") - + ("skew=(" + this.skew.x + ", " + this.skew.y + ") ") - + "]"; - }; - /** Updates the local transformation matrix. */ - Transform.prototype.updateLocalTransform = function () { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; + /** + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @returns {boolean} `true` if source is HTMLCanvasElement or OffscreenCanvas + */ + CanvasResource.test = function (source) { + var OffscreenCanvas = globalThis.OffscreenCanvas; + // Check for browsers that don't yet support OffscreenCanvas + if (OffscreenCanvas && source instanceof OffscreenCanvas) { + return true; } + return globalThis.HTMLCanvasElement && source instanceof HTMLCanvasElement; }; + return CanvasResource; + }(BaseImageResource)); + + /** + * Resource for a CubeTexture which contains six resources. + * @memberof PIXI + */ + var CubeResource = /** @class */ (function (_super) { + __extends$i(CubeResource, _super); /** - * Updates the local and the world transformation matrices. - * @param parentTransform - The parent transform + * @param {Array} [source] - Collection of URLs or resources + * to use as the sides of the cube. + * @param options - ImageResource options + * @param {number} [options.width] - Width of resource + * @param {number} [options.height] - Height of resource + * @param {number} [options.autoLoad=true] - Whether to auto-load resources + * @param {number} [options.linkBaseTexture=true] - In case BaseTextures are supplied, + * whether to copy them or use */ - Transform.prototype.updateTransform = function (parentTransform) { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; + function CubeResource(source, options) { + var _this = this; + var _a = options || {}, width = _a.width, height = _a.height, autoLoad = _a.autoLoad, linkBaseTexture = _a.linkBaseTexture; + if (source && source.length !== CubeResource.SIDES) { + throw new Error("Invalid length. Got " + source.length + ", expected 6"); } - if (this._parentID !== parentTransform._worldID) { - // concat the parent matrix with the objects transform. - var pt = parentTransform.worldTransform; - var wt = this.worldTransform; - wt.a = (lt.a * pt.a) + (lt.b * pt.c); - wt.b = (lt.a * pt.b) + (lt.b * pt.d); - wt.c = (lt.c * pt.a) + (lt.d * pt.c); - wt.d = (lt.c * pt.b) + (lt.d * pt.d); - wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx; - wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty; - this._parentID = parentTransform._worldID; - // update the id of the transform.. - this._worldID++; + _this = _super.call(this, 6, { width: width, height: height }) || this; + for (var i = 0; i < CubeResource.SIDES; i++) { + _this.items[i].target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + i; } - }; + _this.linkBaseTexture = linkBaseTexture !== false; + if (source) { + _this.initFromArray(source, options); + } + if (autoLoad !== false) { + _this.load(); + } + return _this; + } /** - * Decomposes a matrix and sets the transforms properties based on it. - * @param matrix - The matrix to decompose + * Add binding. + * @param baseTexture - parent base texture */ - Transform.prototype.setFromMatrix = function (matrix) { - matrix.decompose(this); - this._localID++; + CubeResource.prototype.bind = function (baseTexture) { + _super.prototype.bind.call(this, baseTexture); + baseTexture.target = TARGETS.TEXTURE_CUBE_MAP; }; - Object.defineProperty(Transform.prototype, "rotation", { - /** The rotation of the object in radians. */ - get: function () { - return this._rotation; - }, - set: function (value) { - if (this._rotation !== value) { - this._rotation = value; - this.updateSkew(); - } - }, - enumerable: false, - configurable: true - }); - /** A default (identity) transform. */ - Transform.IDENTITY = new Transform(); - return Transform; - })()); - - /*! - * @pixi/core - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/core is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * The maximum support for using WebGL. If a device does not - * support WebGL version, for instance WebGL 2, it will still - * attempt to fallback support to WebGL 1. If you want to - * explicitly remove feature support to target a more stable - * baseline, prefer a lower environment. - * - * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium} - * we disable webgl2 by default for all non-apple mobile devices. - * @static - * @name PREFER_ENV - * @memberof PIXI.settings - * @type {number} - * @default PIXI.ENV.WEBGL2 - */ - settings$1.PREFER_ENV = isMobile$2.any ? ENV$8.WEBGL : ENV$8.WEBGL2; - /** - * If set to `true`, *only* Textures and BaseTexture objects stored - * in the caches ({@link PIXI.utils.TextureCache TextureCache} and - * {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can be - * used when calling {@link PIXI.Texture.from Texture.from} or - * {@link PIXI.BaseTexture.from BaseTexture.from}. - * Otherwise, these `from` calls throw an exception. Using this property - * can be useful if you want to enforce preloading all assets with - * {@link PIXI.Loader Loader}. - * @static - * @name STRICT_TEXTURE_CACHE - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ - settings$1.STRICT_TEXTURE_CACHE = false; - - /** - * Collection of installed resource types, class must extend {@link PIXI.Resource}. - * @example - * class CustomResource extends PIXI.Resource { - * // MUST have source, options constructor signature - * // for auto-detected resources to be created. - * constructor(source, options) { - * super(); - * } - * upload(renderer, baseTexture, glTexture) { - * // upload with GL - * return true; - * } - * // used to auto-detect resource - * static test(source, extension) { - * return extension === 'xyz'|| source instanceof SomeClass; - * } - * } - * // Install the new resource type - * PIXI.INSTALLED.push(CustomResource); - * @memberof PIXI - * @type {Array} - * @static - * @readonly - */ - var INSTALLED$1 = []; - /** - * Create a resource element from a single source element. This - * auto-detects which type of resource to create. All resources that - * are auto-detectable must have a static `test` method and a constructor - * with the arguments `(source, options?)`. Currently, the supported - * resources for auto-detection include: - * - {@link PIXI.ImageResource} - * - {@link PIXI.CanvasResource} - * - {@link PIXI.VideoResource} - * - {@link PIXI.SVGResource} - * - {@link PIXI.BufferResource} - * @static - * @memberof PIXI - * @function autoDetectResource - * @param {string|*} source - Resource source, this can be the URL to the resource, - * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri - * or any other resource that can be auto-detected. If not resource is - * detected, it's assumed to be an ImageResource. - * @param {object} [options] - Pass-through options to use for Resource - * @param {number} [options.width] - Width of BufferResource or SVG rasterization - * @param {number} [options.height] - Height of BufferResource or SVG rasterization - * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading - * @param {number} [options.scale=1] - SVG source scale. Overridden by width, height - * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object - * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin - * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately - * @param {number} [options.updateFPS=0] - Video option to update how many times a second the - * texture should be updated from the video. Leave at 0 to update at every render - * @returns {PIXI.Resource} The created resource. - */ - function autoDetectResource$1(source, options) { - if (!source) { - return null; - } - var extension = ''; - if (typeof source === 'string') { - // search for file extension: period, 3-4 chars, then ?, # or EOL - var result = (/\.(\w{3,4})(?:$|\?|#)/i).exec(source); - if (result) { - extension = result[1].toLowerCase(); - } - } - for (var i = INSTALLED$1.length - 1; i >= 0; --i) { - var ResourcePlugin = INSTALLED$1[i]; - if (ResourcePlugin.test && ResourcePlugin.test(source, extension)) { - return new ResourcePlugin(source, options); + CubeResource.prototype.addBaseTextureAt = function (baseTexture, index, linkBaseTexture) { + if (!this.items[index]) { + throw new Error("Index " + index + " is out of bounds"); } - } - throw new Error('Unrecognized source type to auto-detect Resource'); - } - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$m = function(d, b) { - extendStatics$m = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$m(d, b); - }; - - function __extends$m(d, b) { - extendStatics$m(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var __assign$1 = function() { - __assign$1 = Object.assign || function __assign(t) { - var arguments$1 = arguments; - - for (var s, i = 1, n = arguments.length; i < n; i++) { - s = arguments$1[i]; - for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } } - } - return t; - }; - return __assign$1.apply(this, arguments); - }; - - function __rest$1(s, e) { - var t = {}; - for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0) - { t[p] = s[p]; } } - if (s != null && typeof Object.getOwnPropertySymbols === "function") - { for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) { - if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i])) - { t[p[i]] = s[p[i]]; } - } } - return t; - } - - /** - * Base resource class for textures that manages validation and uploading, depending on its type. - * - * Uploading of a base texture to the GPU is required. - * @memberof PIXI - */ - var Resource$1 = /** @class */ (function () { - /** - * @param width - Width of the resource - * @param height - Height of the resource - */ - function Resource(width, height) { - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - this._width = width; - this._height = height; - this.destroyed = false; - this.internal = false; - this.onResize = new Runner('setRealSize'); - this.onUpdate = new Runner('update'); - this.onError = new Runner('onError'); - } - /** - * Bind to a parent BaseTexture - * @param baseTexture - Parent texture - */ - Resource.prototype.bind = function (baseTexture) { - this.onResize.add(baseTexture); - this.onUpdate.add(baseTexture); - this.onError.add(baseTexture); - // Call a resize immediate if we already - // have the width and height of the resource - if (this._width || this._height) { - this.onResize.emit(this._width, this._height); + if (!this.linkBaseTexture + || baseTexture.parentTextureArray + || Object.keys(baseTexture._glTextures).length > 0) { + // copy mode + if (baseTexture.resource) { + this.addResourceAt(baseTexture.resource, index); + } + else { + throw new Error("CubeResource does not support copying of renderTexture."); + } } - }; - /** - * Unbind to a parent BaseTexture - * @param baseTexture - Parent texture - */ - Resource.prototype.unbind = function (baseTexture) { - this.onResize.remove(baseTexture); - this.onUpdate.remove(baseTexture); - this.onError.remove(baseTexture); - }; - /** - * Trigger a resize event - * @param width - X dimension - * @param height - Y dimension - */ - Resource.prototype.resize = function (width, height) { - if (width !== this._width || height !== this._height) { - this._width = width; - this._height = height; - this.onResize.emit(width, height); + else { + // link mode, the difficult one! + baseTexture.target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + index; + baseTexture.parentTextureArray = this.baseTexture; + this.items[index] = baseTexture; } - }; - Object.defineProperty(Resource.prototype, "valid", { - /** - * Has been validated - * @readonly - */ - get: function () { - return !!this._width && !!this._height; - }, - enumerable: false, - configurable: true - }); - /** Has been updated trigger event. */ - Resource.prototype.update = function () { - if (!this.destroyed) { - this.onUpdate.emit(); + if (baseTexture.valid && !this.valid) { + this.resize(baseTexture.realWidth, baseTexture.realHeight); } + this.items[index] = baseTexture; + return this; }; /** - * This can be overridden to start preloading a resource - * or do any other prepare step. - * @protected - * @returns Handle the validate event - */ - Resource.prototype.load = function () { - return Promise.resolve(this); - }; - Object.defineProperty(Resource.prototype, "width", { - /** - * The width of the resource. - * @readonly - */ - get: function () { - return this._width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Resource.prototype, "height", { - /** - * The height of the resource. - * @readonly - */ - get: function () { - return this._height; - }, - enumerable: false, - configurable: true - }); - /** - * Set the style, optional to override - * @param _renderer - yeah, renderer! - * @param _baseTexture - the texture - * @param _glTexture - texture instance for this webgl context - * @returns - `true` is success - */ - Resource.prototype.style = function (_renderer, _baseTexture, _glTexture) { - return false; - }; - /** Clean up anything, this happens when destroying is ready. */ - Resource.prototype.dispose = function () { - // override - }; - /** - * Call when destroying resource, unbind any BaseTexture object - * before calling this method, as reference counts are maintained - * internally. + * Upload the resource + * @param renderer + * @param _baseTexture + * @param glTexture + * @returns {boolean} true is success */ - Resource.prototype.destroy = function () { - if (!this.destroyed) { - this.destroyed = true; - this.dispose(); - this.onError.removeAll(); - this.onError = null; - this.onResize.removeAll(); - this.onResize = null; - this.onUpdate.removeAll(); - this.onUpdate = null; + CubeResource.prototype.upload = function (renderer, _baseTexture, glTexture) { + var dirty = this.itemDirtyIds; + for (var i = 0; i < CubeResource.SIDES; i++) { + var side = this.items[i]; + if (dirty[i] < side.dirtyId || glTexture.dirtyId < _baseTexture.dirtyId) { + if (side.valid && side.resource) { + side.resource.upload(renderer, side, glTexture); + dirty[i] = side.dirtyId; + } + else if (dirty[i] < -1) { + // either item is not valid yet, either its a renderTexture + // allocate the memory + renderer.gl.texImage2D(side.target, 0, glTexture.internalFormat, _baseTexture.realWidth, _baseTexture.realHeight, 0, _baseTexture.format, glTexture.type, null); + dirty[i] = -1; + } + } } + return true; }; /** - * Abstract, used to auto-detect resource type. - * @param {*} _source - The source object - * @param {string} _extension - The extension of source, if set + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @returns {boolean} `true` if source is an array of 6 elements */ - Resource.test = function (_source, _extension) { - return false; + CubeResource.test = function (source) { + return Array.isArray(source) && source.length === CubeResource.SIDES; }; - return Resource; - }()); + /** Number of texture sides to store for CubeResources. */ + CubeResource.SIDES = 6; + return CubeResource; + }(AbstractMultiResource)); /** - * @interface SharedArrayBuffer - */ - /** - * Buffer resource with data of typed array. + * Resource type for HTMLImageElement. * @memberof PIXI */ - var BufferResource$1 = /** @class */ (function (_super) { - __extends$m(BufferResource, _super); + var ImageResource = /** @class */ (function (_super) { + __extends$i(ImageResource, _super); /** - * @param source - Source buffer - * @param options - Options - * @param {number} options.width - Width of the texture - * @param {number} options.height - Height of the texture + * @param source - image source or URL + * @param options + * @param {boolean} [options.autoLoad=true] - start loading process + * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - whether its required to create + * a bitmap before upload + * @param {boolean} [options.crossorigin=true] - Load image using cross origin + * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Premultiply image alpha in bitmap */ - function BufferResource(source, options) { + function ImageResource(source, options) { var _this = this; - var _a = options || {}, width = _a.width, height = _a.height; - if (!width || !height) { - throw new Error('BufferResource width or height invalid'); + options = options || {}; + if (!(source instanceof HTMLImageElement)) { + var imageElement = new Image(); + BaseImageResource.crossOrigin(imageElement, source, options.crossorigin); + imageElement.src = source; + source = imageElement; + } + _this = _super.call(this, source) || this; + // FireFox 68, and possibly other versions, seems like setting the HTMLImageElement#width and #height + // to non-zero values before its loading completes if images are in a cache. + // Because of this, need to set the `_width` and the `_height` to zero to avoid uploading incomplete images. + // Please refer to the issue #5968 (https://github.com/pixijs/pixi.js/issues/5968). + if (!source.complete && !!_this._width && !!_this._height) { + _this._width = 0; + _this._height = 0; + } + _this.url = source.src; + _this._process = null; + _this.preserveBitmap = false; + _this.createBitmap = (options.createBitmap !== undefined + ? options.createBitmap : settings.CREATE_IMAGE_BITMAP) && !!globalThis.createImageBitmap; + _this.alphaMode = typeof options.alphaMode === 'number' ? options.alphaMode : null; + _this.bitmap = null; + _this._load = null; + if (options.autoLoad !== false) { + _this.load(); } - _this = _super.call(this, width, height) || this; - _this.data = source; return _this; } /** - * Upload the texture to the GPU. - * @param renderer - Upload to the renderer - * @param baseTexture - Reference to parent texture - * @param glTexture - glTexture - * @returns - true is success + * Returns a promise when image will be loaded and processed. + * @param createBitmap - whether process image into bitmap */ - BufferResource.prototype.upload = function (renderer, baseTexture, glTexture) { - var gl = renderer.gl; - gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES$8.UNPACK); - var width = baseTexture.realWidth; - var height = baseTexture.realHeight; - if (glTexture.width === width && glTexture.height === height) { - gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data); + ImageResource.prototype.load = function (createBitmap) { + var _this = this; + if (this._load) { + return this._load; } - else { - glTexture.width = width; - glTexture.height = height; - gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data); + if (createBitmap !== undefined) { + this.createBitmap = createBitmap; } - return true; - }; - /** Destroy and don't use after this. */ - BufferResource.prototype.dispose = function () { - this.data = null; + this._load = new Promise(function (resolve, reject) { + var source = _this.source; + _this.url = source.src; + var completed = function () { + if (_this.destroyed) { + return; + } + source.onload = null; + source.onerror = null; + _this.resize(source.width, source.height); + _this._load = null; + if (_this.createBitmap) { + resolve(_this.process()); + } + else { + resolve(_this); + } + }; + if (source.complete && source.src) { + completed(); + } + else { + source.onload = completed; + source.onerror = function (event) { + // Avoids Promise freezing when resource broken + reject(event); + _this.onError.emit(event); + }; + } + }); + return this._load; }; /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if + * Called when we need to convert image into BitmapImage. + * Can be called multiple times, real promise is cached inside. + * @returns - Cached promise to fill that bitmap */ - BufferResource.test = function (source) { - return source instanceof Float32Array - || source instanceof Uint8Array - || source instanceof Uint32Array; + ImageResource.prototype.process = function () { + var _this = this; + var source = this.source; + if (this._process !== null) { + return this._process; + } + if (this.bitmap !== null || !globalThis.createImageBitmap) { + return Promise.resolve(this); + } + var createImageBitmap = globalThis.createImageBitmap; + var cors = !source.crossOrigin || source.crossOrigin === 'anonymous'; + this._process = fetch(source.src, { + mode: cors ? 'cors' : 'no-cors' + }) + .then(function (r) { return r.blob(); }) + .then(function (blob) { return createImageBitmap(blob, 0, 0, source.width, source.height, { + premultiplyAlpha: _this.alphaMode === null || _this.alphaMode === ALPHA_MODES.UNPACK + ? 'premultiply' : 'none', + }); }) + .then(function (bitmap) { + if (_this.destroyed) { + return Promise.reject(); + } + _this.bitmap = bitmap; + _this.update(); + _this._process = null; + return Promise.resolve(_this); + }); + return this._process; }; - return BufferResource; - }(Resource$1)); - - var defaultBufferOptions$1 = { - scaleMode: SCALE_MODES$8.NEAREST, - format: FORMATS$8.RGBA, - alphaMode: ALPHA_MODES$8.NPM, - }; - /** - * A Texture stores the information that represents an image. - * All textures have a base texture, which contains information about the source. - * Therefore you can have many textures all using a single BaseTexture - * @memberof PIXI - * @typeParam R - The BaseTexture's Resource type. - * @typeParam RO - The options for constructing resource. - */ - var BaseTexture$1 = /** @class */ (function (_super) { - __extends$m(BaseTexture, _super); /** - * @param {PIXI.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null] - - * The current resource to use, for things that aren't Resource objects, will be converted - * into a Resource. - * @param options - Collection of options - * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture - * @param {number} [options.anisotropicLevel=PIXI.settings.ANISOTROPIC_LEVEL] - Anisotropic filtering level of texture - * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures - * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest - * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type - * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type - * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target - * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Pre multiply the image alpha - * @param {number} [options.width=0] - Width of the texture - * @param {number} [options.height=0] - Height of the texture - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - Resolution of the base texture - * @param {object} [options.resourceOptions] - Optional resource options, - * see {@link PIXI.autoDetectResource autoDetectResource} + * Upload the image resource to GPU. + * @param renderer - Renderer to upload to + * @param baseTexture - BaseTexture for this resource + * @param glTexture - GLTexture to use + * @returns {boolean} true is success */ - function BaseTexture(resource, options) { - if (resource === void 0) { resource = null; } - if (options === void 0) { options = null; } - var _this = _super.call(this) || this; + ImageResource.prototype.upload = function (renderer, baseTexture, glTexture) { + if (typeof this.alphaMode === 'number') { + // bitmap stores unpack premultiply flag, we dont have to notify texImage2D about it + baseTexture.alphaMode = this.alphaMode; + } + if (!this.createBitmap) { + return _super.prototype.upload.call(this, renderer, baseTexture, glTexture); + } + if (!this.bitmap) { + // yeah, ignore the output + this.process(); + if (!this.bitmap) { + return false; + } + } + _super.prototype.upload.call(this, renderer, baseTexture, glTexture, this.bitmap); + if (!this.preserveBitmap) { + // checks if there are other renderers that possibly need this bitmap + var flag = true; + var glTextures = baseTexture._glTextures; + for (var key in glTextures) { + var otherTex = glTextures[key]; + if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId) { + flag = false; + break; + } + } + if (flag) { + if (this.bitmap.close) { + this.bitmap.close(); + } + this.bitmap = null; + } + } + return true; + }; + /** Destroys this resource. */ + ImageResource.prototype.dispose = function () { + this.source.onload = null; + this.source.onerror = null; + _super.prototype.dispose.call(this); + if (this.bitmap) { + this.bitmap.close(); + this.bitmap = null; + } + this._process = null; + this._load = null; + }; + /** + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @returns {boolean} `true` if source is string or HTMLImageElement + */ + ImageResource.test = function (source) { + return typeof source === 'string' || source instanceof HTMLImageElement; + }; + return ImageResource; + }(BaseImageResource)); + + /** + * Resource type for SVG elements and graphics. + * @memberof PIXI + */ + var SVGResource = /** @class */ (function (_super) { + __extends$i(SVGResource, _super); + /** + * @param sourceBase64 - Base64 encoded SVG element or URL for SVG file. + * @param {object} [options] - Options to use + * @param {number} [options.scale=1] - Scale to apply to SVG. Overridden by... + * @param {number} [options.width] - Rasterize SVG this wide. Aspect ratio preserved if height not specified. + * @param {number} [options.height] - Rasterize SVG this high. Aspect ratio preserved if width not specified. + * @param {boolean} [options.autoLoad=true] - Start loading right away. + */ + function SVGResource(sourceBase64, options) { + var _this = this; options = options || {}; - var alphaMode = options.alphaMode, mipmap = options.mipmap, anisotropicLevel = options.anisotropicLevel, scaleMode = options.scaleMode, width = options.width, height = options.height, wrapMode = options.wrapMode, format = options.format, type = options.type, target = options.target, resolution = options.resolution, resourceOptions = options.resourceOptions; - // Convert the resource to a Resource object - if (resource && !(resource instanceof Resource$1)) { - resource = autoDetectResource$1(resource, resourceOptions); - resource.internal = true; + _this = _super.call(this, settings.ADAPTER.createCanvas()) || this; + _this._width = 0; + _this._height = 0; + _this.svg = sourceBase64; + _this.scale = options.scale || 1; + _this._overrideWidth = options.width; + _this._overrideHeight = options.height; + _this._resolve = null; + _this._crossorigin = options.crossorigin; + _this._load = null; + if (options.autoLoad !== false) { + _this.load(); } - _this.resolution = resolution || settings$1.RESOLUTION; - _this.width = Math.round((width || 0) * _this.resolution) / _this.resolution; - _this.height = Math.round((height || 0) * _this.resolution) / _this.resolution; - _this._mipmap = mipmap !== undefined ? mipmap : settings$1.MIPMAP_TEXTURES; - _this.anisotropicLevel = anisotropicLevel !== undefined ? anisotropicLevel : settings$1.ANISOTROPIC_LEVEL; - _this._wrapMode = wrapMode || settings$1.WRAP_MODE; - _this._scaleMode = scaleMode !== undefined ? scaleMode : settings$1.SCALE_MODE; - _this.format = format || FORMATS$8.RGBA; - _this.type = type || TYPES$8.UNSIGNED_BYTE; - _this.target = target || TARGETS$8.TEXTURE_2D; - _this.alphaMode = alphaMode !== undefined ? alphaMode : ALPHA_MODES$8.UNPACK; - _this.uid = uid(); - _this.touched = 0; - _this.isPowerOfTwo = false; - _this._refreshPOT(); - _this._glTextures = {}; - _this.dirtyId = 0; - _this.dirtyStyleId = 0; - _this.cacheId = null; - _this.valid = width > 0 && height > 0; - _this.textureCacheIds = []; - _this.destroyed = false; - _this.resource = null; - _this._batchEnabled = 0; - _this._batchLocation = 0; - _this.parentTextureArray = null; - /** - * Fired when a not-immediately-available source finishes loading. - * @protected - * @event PIXI.BaseTexture#loaded - * @param {PIXI.BaseTexture} baseTexture - Resource loaded. - */ - /** - * Fired when a not-immediately-available source fails to load. - * @protected - * @event PIXI.BaseTexture#error - * @param {PIXI.BaseTexture} baseTexture - Resource errored. - * @param {ErrorEvent} event - Load error event. - */ - /** - * Fired when BaseTexture is updated. - * @protected - * @event PIXI.BaseTexture#loaded - * @param {PIXI.BaseTexture} baseTexture - Resource loaded. - */ - /** - * Fired when BaseTexture is updated. - * @protected - * @event PIXI.BaseTexture#update - * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated. - */ - /** - * Fired when BaseTexture is destroyed. - * @protected - * @event PIXI.BaseTexture#dispose - * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed. - */ - // Set the resource - _this.setResource(resource); return _this; } - Object.defineProperty(BaseTexture.prototype, "realWidth", { - /** - * Pixel width of the source of this texture - * @readonly - */ - get: function () { - return Math.round(this.width * this.resolution); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BaseTexture.prototype, "realHeight", { - /** - * Pixel height of the source of this texture - * @readonly - */ - get: function () { - return Math.round(this.height * this.resolution); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BaseTexture.prototype, "mipmap", { - /** - * Mipmap mode of the texture, affects downscaled images - * @default PIXI.settings.MIPMAP_TEXTURES - */ - get: function () { - return this._mipmap; - }, - set: function (value) { - if (this._mipmap !== value) { - this._mipmap = value; - this.dirtyStyleId++; + SVGResource.prototype.load = function () { + var _this = this; + if (this._load) { + return this._load; + } + this._load = new Promise(function (resolve) { + // Save this until after load is finished + _this._resolve = function () { + _this.resize(_this.source.width, _this.source.height); + resolve(_this); + }; + // Convert SVG inline string to data-uri + if (SVGResource.SVG_XML.test(_this.svg.trim())) { + if (!btoa) { + throw new Error('Your browser doesn\'t support base64 conversions.'); + } + _this.svg = "data:image/svg+xml;base64," + btoa(unescape(encodeURIComponent(_this.svg))); } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BaseTexture.prototype, "scaleMode", { - /** - * The scale mode to apply when scaling this texture - * @default PIXI.settings.SCALE_MODE - */ - get: function () { - return this._scaleMode; - }, - set: function (value) { - if (this._scaleMode !== value) { - this._scaleMode = value; - this.dirtyStyleId++; + _this._loadSvg(); + }); + return this._load; + }; + /** Loads an SVG image from `imageUrl` or `data URL`. */ + SVGResource.prototype._loadSvg = function () { + var _this = this; + var tempImage = new Image(); + BaseImageResource.crossOrigin(tempImage, this.svg, this._crossorigin); + tempImage.src = this.svg; + tempImage.onerror = function (event) { + if (!_this._resolve) { + return; } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BaseTexture.prototype, "wrapMode", { - /** - * How the texture wraps - * @default PIXI.settings.WRAP_MODE - */ - get: function () { - return this._wrapMode; - }, - set: function (value) { - if (this._wrapMode !== value) { - this._wrapMode = value; - this.dirtyStyleId++; + tempImage.onerror = null; + _this.onError.emit(event); + }; + tempImage.onload = function () { + if (!_this._resolve) { + return; } - }, - enumerable: false, - configurable: true - }); + var svgWidth = tempImage.width; + var svgHeight = tempImage.height; + if (!svgWidth || !svgHeight) { + throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.'); + } + // Set render size + var width = svgWidth * _this.scale; + var height = svgHeight * _this.scale; + if (_this._overrideWidth || _this._overrideHeight) { + width = _this._overrideWidth || _this._overrideHeight / svgHeight * svgWidth; + height = _this._overrideHeight || _this._overrideWidth / svgWidth * svgHeight; + } + width = Math.round(width); + height = Math.round(height); + // Create a canvas element + var canvas = _this.source; + canvas.width = width; + canvas.height = height; + canvas._pixiId = "canvas_" + uid(); + // Draw the Svg to the canvas + canvas + .getContext('2d') + .drawImage(tempImage, 0, 0, svgWidth, svgHeight, 0, 0, width, height); + _this._resolve(); + _this._resolve = null; + }; + }; /** - * Changes style options of BaseTexture - * @param scaleMode - Pixi scalemode - * @param mipmap - enable mipmaps - * @returns - this + * Get size from an svg string using a regular expression. + * @param svgString - a serialized svg element + * @returns - image extension */ - BaseTexture.prototype.setStyle = function (scaleMode, mipmap) { - var dirty; - if (scaleMode !== undefined && scaleMode !== this.scaleMode) { - this.scaleMode = scaleMode; - dirty = true; - } - if (mipmap !== undefined && mipmap !== this.mipmap) { - this.mipmap = mipmap; - dirty = true; - } - if (dirty) { - this.dirtyStyleId++; + SVGResource.getSize = function (svgString) { + var sizeMatch = SVGResource.SVG_SIZE.exec(svgString); + var size = {}; + if (sizeMatch) { + size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3])); + size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7])); } - return this; + return size; + }; + /** Destroys this texture. */ + SVGResource.prototype.dispose = function () { + _super.prototype.dispose.call(this); + this._resolve = null; + this._crossorigin = null; }; /** - * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero. - * @param desiredWidth - Desired visual width - * @param desiredHeight - Desired visual height - * @param resolution - Optionally set resolution - * @returns - this + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @param {string} extension - The extension of source, if set + * @returns {boolean} - If the source is a SVG source or data file */ - BaseTexture.prototype.setSize = function (desiredWidth, desiredHeight, resolution) { - resolution = resolution || this.resolution; - return this.setRealSize(desiredWidth * resolution, desiredHeight * resolution, resolution); + SVGResource.test = function (source, extension) { + // url file extension is SVG + return extension === 'svg' + // source is SVG data-uri + || (typeof source === 'string' && source.startsWith('data:image/svg+xml')) + // source is SVG inline + || (typeof source === 'string' && SVGResource.SVG_XML.test(source)); }; /** - * Sets real size of baseTexture, preserves current resolution. - * @param realWidth - Full rendered width - * @param realHeight - Full rendered height - * @param resolution - Optionally set resolution - * @returns - this + * Regular expression for SVG XML document. + * @example <?xml version="1.0" encoding="utf-8" ?><!-- image/svg --><svg + * @readonly */ - BaseTexture.prototype.setRealSize = function (realWidth, realHeight, resolution) { - this.resolution = resolution || this.resolution; - this.width = Math.round(realWidth) / this.resolution; - this.height = Math.round(realHeight) / this.resolution; - this._refreshPOT(); - this.update(); - return this; - }; + SVGResource.SVG_XML = /^(<\?xml[^?]+\?>)?\s*()]*-->)?\s*\]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*>/i; // eslint-disable-line max-len + return SVGResource; + }(BaseImageResource)); + + /** + * Resource type for {@code HTMLVideoElement}. + * @memberof PIXI + */ + var VideoResource = /** @class */ (function (_super) { + __extends$i(VideoResource, _super); /** - * Changes resolution - * @param resolution - res - * @returns - this + * @param {HTMLVideoElement|object|string|Array} source - Video element to use. + * @param {object} [options] - Options to use + * @param {boolean} [options.autoLoad=true] - Start loading the video immediately + * @param {boolean} [options.autoPlay=true] - Start playing video immediately + * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video. + * Leave at 0 to update at every render. + * @param {boolean} [options.crossorigin=true] - Load image using cross origin */ - BaseTexture.prototype.setResolution = function (resolution) { - var oldResolution = this.resolution; - if (oldResolution === resolution) { - return this; + function VideoResource(source, options) { + var _this = this; + options = options || {}; + if (!(source instanceof HTMLVideoElement)) { + var videoElement = document.createElement('video'); + // workaround for https://github.com/pixijs/pixi.js/issues/5996 + videoElement.setAttribute('preload', 'auto'); + videoElement.setAttribute('webkit-playsinline', ''); + videoElement.setAttribute('playsinline', ''); + if (typeof source === 'string') { + source = [source]; + } + var firstSrc = source[0].src || source[0]; + BaseImageResource.crossOrigin(videoElement, firstSrc, options.crossorigin); + // array of objects or strings + for (var i = 0; i < source.length; ++i) { + var sourceElement = document.createElement('source'); + var _a = source[i], src = _a.src, mime = _a.mime; + src = src || source[i]; + var baseSrc = src.split('?').shift().toLowerCase(); + var ext = baseSrc.slice(baseSrc.lastIndexOf('.') + 1); + mime = mime || VideoResource.MIME_TYPES[ext] || "video/" + ext; + sourceElement.src = src; + sourceElement.type = mime; + videoElement.appendChild(sourceElement); + } + // Override the source + source = videoElement; } - this.resolution = resolution; - if (this.valid) { - this.width = Math.round(this.width * oldResolution) / resolution; - this.height = Math.round(this.height * oldResolution) / resolution; - this.emit('update', this); + _this = _super.call(this, source) || this; + _this.noSubImage = true; + _this._autoUpdate = true; + _this._isConnectedToTicker = false; + _this._updateFPS = options.updateFPS || 0; + _this._msToNextUpdate = 0; + _this.autoPlay = options.autoPlay !== false; + _this._load = null; + _this._resolve = null; + // Bind for listeners + _this._onCanPlay = _this._onCanPlay.bind(_this); + _this._onError = _this._onError.bind(_this); + if (options.autoLoad !== false) { + _this.load(); + } + return _this; + } + /** + * Trigger updating of the texture. + * @param _deltaTime - time delta since last tick + */ + VideoResource.prototype.update = function (_deltaTime) { + if (!this.destroyed) { + // account for if video has had its playbackRate changed + var elapsedMS = Ticker.shared.elapsedMS * this.source.playbackRate; + this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS); + if (!this._updateFPS || this._msToNextUpdate <= 0) { + _super.prototype.update.call(this); + this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0; + } } - this._refreshPOT(); - return this; }; /** - * Sets the resource if it wasn't set. Throws error if resource already present - * @param resource - that is managing this BaseTexture - * @returns - this + * Start preloading the video resource. + * @returns {Promise} Handle the validate event */ - BaseTexture.prototype.setResource = function (resource) { - if (this.resource === resource) { - return this; + VideoResource.prototype.load = function () { + var _this = this; + if (this._load) { + return this._load; } - if (this.resource) { - throw new Error('Resource can be set only once'); + var source = this.source; + if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA) + && source.width && source.height) { + source.complete = true; } - resource.bind(this); - this.resource = resource; - return this; - }; - /** Invalidates the object. Texture becomes valid if width and height are greater than zero. */ - BaseTexture.prototype.update = function () { - if (!this.valid) { - if (this.width > 0 && this.height > 0) { - this.valid = true; - this.emit('loaded', this); - this.emit('update', this); - } + source.addEventListener('play', this._onPlayStart.bind(this)); + source.addEventListener('pause', this._onPlayStop.bind(this)); + if (!this._isSourceReady()) { + source.addEventListener('canplay', this._onCanPlay); + source.addEventListener('canplaythrough', this._onCanPlay); + source.addEventListener('error', this._onError, true); } else { - this.dirtyId++; - this.dirtyStyleId++; - this.emit('update', this); + this._onCanPlay(); } + this._load = new Promise(function (resolve) { + if (_this.valid) { + resolve(_this); + } + else { + _this._resolve = resolve; + source.load(); + } + }); + return this._load; }; /** - * Handle errors with resources. - * @private - * @param event - Error event emitted. + * Handle video error events. + * @param event */ - BaseTexture.prototype.onError = function (event) { - this.emit('error', this, event); + VideoResource.prototype._onError = function (event) { + this.source.removeEventListener('error', this._onError, true); + this.onError.emit(event); }; /** - * Destroys this base texture. - * The method stops if resource doesn't want this texture to be destroyed. - * Removes texture from all caches. + * Returns true if the underlying source is playing. + * @returns - True if playing. */ - BaseTexture.prototype.destroy = function () { - // remove and destroy the resource - if (this.resource) { - this.resource.unbind(this); - // only destroy resourced created internally - if (this.resource.internal) { - this.resource.destroy(); - } - this.resource = null; - } - if (this.cacheId) { - delete BaseTextureCache[this.cacheId]; - delete TextureCache[this.cacheId]; - this.cacheId = null; - } - // finally let the WebGL renderer know.. - this.dispose(); - BaseTexture.removeFromCache(this); - this.textureCacheIds = null; - this.destroyed = true; + VideoResource.prototype._isSourcePlaying = function () { + var source = this.source; + return (!source.paused && !source.ended && this._isSourceReady()); }; /** - * Frees the texture from WebGL memory without destroying this texture object. - * This means you can still use the texture later which will upload it to GPU - * memory again. - * @fires PIXI.BaseTexture#dispose + * Returns true if the underlying source is ready for playing. + * @returns - True if ready. */ - BaseTexture.prototype.dispose = function () { - this.emit('dispose', this); - }; - /** Utility function for BaseTexture|Texture cast. */ - BaseTexture.prototype.castToBaseTexture = function () { - return this; + VideoResource.prototype._isSourceReady = function () { + var source = this.source; + return source.readyState > 2; }; - /** - * Helper function that creates a base texture based on the source you provide. - * The source can be - image url, image element, canvas element. If the - * source is an image url or an image element and not in the base texture - * cache, it will be created and loaded. - * @static - * @param {string|string[]|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The - * source to create base texture from. - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id - * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. - * @returns {PIXI.BaseTexture} The new base texture. - */ - BaseTexture.from = function (source, options, strict) { - if (strict === void 0) { strict = settings$1.STRICT_TEXTURE_CACHE; } - var isFrame = typeof source === 'string'; - var cacheId = null; - if (isFrame) { - cacheId = source; - } - else { - if (!source._pixiId) { - var prefix = (options && options.pixiIdPrefix) || 'pixiid'; - source._pixiId = prefix + "_" + uid(); - } - cacheId = source._pixiId; - } - var baseTexture = BaseTextureCache[cacheId]; - // Strict-mode rejects invalid cacheIds - if (isFrame && strict && !baseTexture) { - throw new Error("The cacheId \"" + cacheId + "\" does not exist in BaseTextureCache."); - } - if (!baseTexture) { - baseTexture = new BaseTexture(source, options); - baseTexture.cacheId = cacheId; - BaseTexture.addToCache(baseTexture, cacheId); + /** Runs the update loop when the video is ready to play. */ + VideoResource.prototype._onPlayStart = function () { + // Just in case the video has not received its can play even yet.. + if (!this.valid) { + this._onCanPlay(); } - return baseTexture; - }; - /** - * Create a new BaseTexture with a BufferResource from a Float32Array. - * RGBA values are floats from 0 to 1. - * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data - * is provided, a new Float32Array is created. - * @param width - Width of the resource - * @param height - Height of the resource - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * Default properties are different from the constructor's defaults. - * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type - * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.NPM] - Image alpha, not premultiplied by default - * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.SCALE_MODES.NEAREST] - Scale mode, pixelating by default - * @returns - The resulting new BaseTexture - */ - BaseTexture.fromBuffer = function (buffer, width, height, options) { - buffer = buffer || new Float32Array(width * height * 4); - var resource = new BufferResource$1(buffer, { width: width, height: height }); - var type = buffer instanceof Float32Array ? TYPES$8.FLOAT : TYPES$8.UNSIGNED_BYTE; - return new BaseTexture(resource, Object.assign(defaultBufferOptions$1, options || { width: width, height: height, type: type })); - }; - /** - * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object. - * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache. - * @param {string} id - The id that the BaseTexture will be stored against. - */ - BaseTexture.addToCache = function (baseTexture, id) { - if (id) { - if (baseTexture.textureCacheIds.indexOf(id) === -1) { - baseTexture.textureCacheIds.push(id); - } - if (BaseTextureCache[id]) { - // eslint-disable-next-line no-console - console.warn("BaseTexture added to the cache with an id [" + id + "] that already had an entry"); - } - BaseTextureCache[id] = baseTexture; + if (this.autoUpdate && !this._isConnectedToTicker) { + Ticker.shared.add(this.update, this); + this._isConnectedToTicker = true; } }; - /** - * Remove a BaseTexture from the global BaseTextureCache. - * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself. - * @returns {PIXI.BaseTexture|null} The BaseTexture that was removed. - */ - BaseTexture.removeFromCache = function (baseTexture) { - if (typeof baseTexture === 'string') { - var baseTextureFromCache = BaseTextureCache[baseTexture]; - if (baseTextureFromCache) { - var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture); - if (index > -1) { - baseTextureFromCache.textureCacheIds.splice(index, 1); - } - delete BaseTextureCache[baseTexture]; - return baseTextureFromCache; - } - } - else if (baseTexture && baseTexture.textureCacheIds) { - for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) { - delete BaseTextureCache[baseTexture.textureCacheIds[i]]; - } - baseTexture.textureCacheIds.length = 0; - return baseTexture; + /** Fired when a pause event is triggered, stops the update loop. */ + VideoResource.prototype._onPlayStop = function () { + if (this._isConnectedToTicker) { + Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; } - return null; }; - /** Global number of the texture batch, used by multi-texture renderers. */ - BaseTexture._globalBatch = 0; - return BaseTexture; - }(EventEmitter)); - - /** - * Resource that can manage several resource (items) inside. - * All resources need to have the same pixel size. - * Parent class for CubeResource and ArrayResource - * @memberof PIXI - */ - var AbstractMultiResource$1 = /** @class */ (function (_super) { - __extends$m(AbstractMultiResource, _super); - /** - * @param length - * @param options - Options to for Resource constructor - * @param {number} [options.width] - Width of the resource - * @param {number} [options.height] - Height of the resource - */ - function AbstractMultiResource(length, options) { - var _this = this; - var _a = options || {}, width = _a.width, height = _a.height; - _this = _super.call(this, width, height) || this; - _this.items = []; - _this.itemDirtyIds = []; - for (var i = 0; i < length; i++) { - var partTexture = new BaseTexture$1(); - _this.items.push(partTexture); - // -2 - first run of texture array upload - // -1 - texture item was allocated - // >=0 - texture item uploaded , in sync with items[i].dirtyId - _this.itemDirtyIds.push(-2); + /** Fired when the video is loaded and ready to play. */ + VideoResource.prototype._onCanPlay = function () { + var source = this.source; + source.removeEventListener('canplay', this._onCanPlay); + source.removeEventListener('canplaythrough', this._onCanPlay); + var valid = this.valid; + this.resize(source.videoWidth, source.videoHeight); + // prevent multiple loaded dispatches.. + if (!valid && this._resolve) { + this._resolve(this); + this._resolve = null; } - _this.length = length; - _this._load = null; - _this.baseTexture = null; - return _this; - } - /** - * Used from ArrayResource and CubeResource constructors. - * @param resources - Can be resources, image elements, canvas, etc. , - * length should be same as constructor length - * @param options - Detect options for resources - */ - AbstractMultiResource.prototype.initFromArray = function (resources, options) { - for (var i = 0; i < this.length; i++) { - if (!resources[i]) { - continue; - } - if (resources[i].castToBaseTexture) { - this.addBaseTextureAt(resources[i].castToBaseTexture(), i); - } - else if (resources[i] instanceof Resource$1) { - this.addResourceAt(resources[i], i); - } - else { - this.addResourceAt(autoDetectResource$1(resources[i], options), i); - } + if (this._isSourcePlaying()) { + this._onPlayStart(); } - }; - /** Destroy this BaseImageResource. */ - AbstractMultiResource.prototype.dispose = function () { - for (var i = 0, len = this.length; i < len; i++) { - this.items[i].destroy(); + else if (this.autoPlay) { + source.play(); } - this.items = null; - this.itemDirtyIds = null; - this._load = null; }; - /** - * Set a resource by ID - * @param resource - * @param index - Zero-based index of resource to set - * @returns - Instance for chaining - */ - AbstractMultiResource.prototype.addResourceAt = function (resource, index) { - if (!this.items[index]) { - throw new Error("Index " + index + " is out of bounds"); + /** Destroys this texture. */ + VideoResource.prototype.dispose = function () { + if (this._isConnectedToTicker) { + Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; } - // Inherit the first resource dimensions - if (resource.valid && !this.valid) { - this.resize(resource.width, resource.height); + var source = this.source; + if (source) { + source.removeEventListener('error', this._onError, true); + source.pause(); + source.src = ''; + source.load(); } - this.items[index].setResource(resource); - return this; + _super.prototype.dispose.call(this); }; + Object.defineProperty(VideoResource.prototype, "autoUpdate", { + /** Should the base texture automatically update itself, set to true by default. */ + get: function () { + return this._autoUpdate; + }, + set: function (value) { + if (value !== this._autoUpdate) { + this._autoUpdate = value; + if (!this._autoUpdate && this._isConnectedToTicker) { + Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; + } + else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying()) { + Ticker.shared.add(this.update, this); + this._isConnectedToTicker = true; + } + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(VideoResource.prototype, "updateFPS", { + /** + * How many times a second to update the texture from the video. Leave at 0 to update at every render. + * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient. + */ + get: function () { + return this._updateFPS; + }, + set: function (value) { + if (value !== this._updateFPS) { + this._updateFPS = value; + } + }, + enumerable: false, + configurable: true + }); /** - * Set the parent base texture. - * @param baseTexture + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @param {string} extension - The extension of source, if set + * @returns {boolean} `true` if video source */ - AbstractMultiResource.prototype.bind = function (baseTexture) { - if (this.baseTexture !== null) { - throw new Error('Only one base texture per TextureArray is allowed'); - } - _super.prototype.bind.call(this, baseTexture); - for (var i = 0; i < this.length; i++) { - this.items[i].parentTextureArray = baseTexture; - this.items[i].on('update', baseTexture.update, baseTexture); - } + VideoResource.test = function (source, extension) { + return (globalThis.HTMLVideoElement && source instanceof HTMLVideoElement) + || VideoResource.TYPES.indexOf(extension) > -1; }; /** - * Unset the parent base texture. - * @param baseTexture + * List of common video file extensions supported by VideoResource. + * @readonly */ - AbstractMultiResource.prototype.unbind = function (baseTexture) { - _super.prototype.unbind.call(this, baseTexture); - for (var i = 0; i < this.length; i++) { - this.items[i].parentTextureArray = null; - this.items[i].off('update', baseTexture.update, baseTexture); - } - }; + VideoResource.TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov']; /** - * Load all the resources simultaneously - * @returns - When load is resolved + * Map of video MIME types that can't be directly derived from file extensions. + * @readonly */ - AbstractMultiResource.prototype.load = function () { - var _this = this; - if (this._load) { - return this._load; - } - var resources = this.items.map(function (item) { return item.resource; }).filter(function (item) { return item; }); - // TODO: also implement load part-by-part strategy - var promises = resources.map(function (item) { return item.load(); }); - this._load = Promise.all(promises) - .then(function () { - var _a = _this.items[0], realWidth = _a.realWidth, realHeight = _a.realHeight; - _this.resize(realWidth, realHeight); - return Promise.resolve(_this); - }); - return this._load; + VideoResource.MIME_TYPES = { + ogv: 'video/ogg', + mov: 'video/quicktime', + m4v: 'video/mp4', }; - return AbstractMultiResource; - }(Resource$1)); + return VideoResource; + }(BaseImageResource)); /** - * A resource that contains a number of sources. + * Resource type for ImageBitmap. * @memberof PIXI */ - var ArrayResource$1 = /** @class */ (function (_super) { - __extends$m(ArrayResource, _super); + var ImageBitmapResource = /** @class */ (function (_super) { + __extends$i(ImageBitmapResource, _super); /** - * @param source - Number of items in array or the collection - * of image URLs to use. Can also be resources, image elements, canvas, etc. - * @param options - Options to apply to {@link PIXI.autoDetectResource} - * @param {number} [options.width] - Width of the resource - * @param {number} [options.height] - Height of the resource + * @param source - Image element to use */ - function ArrayResource(source, options) { - var _this = this; - var _a = options || {}, width = _a.width, height = _a.height; - var urls; - var length; - if (Array.isArray(source)) { - urls = source; - length = source.length; - } - else { - length = source; - } - _this = _super.call(this, length, { width: width, height: height }) || this; - if (urls) { - _this.initFromArray(urls, options); - } - return _this; + // eslint-disable-next-line @typescript-eslint/no-useless-constructor + function ImageBitmapResource(source) { + return _super.call(this, source) || this; } /** - * Set a baseTexture by ID, - * ArrayResource just takes resource from it, nothing more - * @param baseTexture - * @param index - Zero-based index of resource to set - * @returns - Instance for chaining - */ - ArrayResource.prototype.addBaseTextureAt = function (baseTexture, index) { - if (baseTexture.resource) { - this.addResourceAt(baseTexture.resource, index); - } - else { - throw new Error('ArrayResource does not support RenderTexture'); - } - return this; - }; - /** - * Add binding - * @param baseTexture - */ - ArrayResource.prototype.bind = function (baseTexture) { - _super.prototype.bind.call(this, baseTexture); - baseTexture.target = TARGETS$8.TEXTURE_2D_ARRAY; - }; - /** - * Upload the resources to the GPU. - * @param renderer - * @param texture - * @param glTexture - * @returns - whether texture was uploaded + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @returns {boolean} `true` if source is an ImageBitmap */ - ArrayResource.prototype.upload = function (renderer, texture, glTexture) { - var _a = this, length = _a.length, itemDirtyIds = _a.itemDirtyIds, items = _a.items; - var gl = renderer.gl; - if (glTexture.dirtyId < 0) { - gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, glTexture.internalFormat, this._width, this._height, length, 0, texture.format, glTexture.type, null); - } - for (var i = 0; i < length; i++) { - var item = items[i]; - if (itemDirtyIds[i] < item.dirtyId) { - itemDirtyIds[i] = item.dirtyId; - if (item.valid) { - gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, // xoffset - 0, // yoffset - i, // zoffset - item.resource.width, item.resource.height, 1, texture.format, glTexture.type, item.resource.source); - } - } - } - return true; + ImageBitmapResource.test = function (source) { + return !!globalThis.createImageBitmap && typeof ImageBitmap !== 'undefined' && source instanceof ImageBitmap; }; - return ArrayResource; - }(AbstractMultiResource$1)); + return ImageBitmapResource; + }(BaseImageResource)); + + INSTALLED.push(ImageResource, ImageBitmapResource, CanvasResource, VideoResource, SVGResource, BufferResource, CubeResource, ArrayResource); /** - * Base for all the image/canvas resources. + * Resource type for DepthTexture. * @memberof PIXI */ - var BaseImageResource$1 = /** @class */ (function (_super) { - __extends$m(BaseImageResource, _super); - /** - * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} source - */ - function BaseImageResource(source) { - var _this = this; - var sourceAny = source; - var width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width; - var height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height; - _this = _super.call(this, width, height) || this; - _this.source = source; - _this.noSubImage = false; - return _this; + var DepthResource = /** @class */ (function (_super) { + __extends$i(DepthResource, _super); + function DepthResource() { + return _super !== null && _super.apply(this, arguments) || this; } - /** - * Set cross origin based detecting the url and the crossorigin - * @param element - Element to apply crossOrigin - * @param url - URL to check - * @param crossorigin - Cross origin value to use - */ - BaseImageResource.crossOrigin = function (element, url, crossorigin) { - if (crossorigin === undefined && url.indexOf('data:') !== 0) { - element.crossOrigin = determineCrossOrigin(url); - } - else if (crossorigin !== false) { - element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous'; - } - }; /** * Upload the texture to the GPU. * @param renderer - Upload to the renderer * @param baseTexture - Reference to parent texture - * @param glTexture - * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] - (optional) + * @param glTexture - glTexture * @returns - true is success */ - BaseImageResource.prototype.upload = function (renderer, baseTexture, glTexture, source) { + DepthResource.prototype.upload = function (renderer, baseTexture, glTexture) { var gl = renderer.gl; + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK); var width = baseTexture.realWidth; var height = baseTexture.realHeight; - source = source || this.source; - if (source instanceof HTMLImageElement) { - if (!source.complete || source.naturalWidth === 0) { - return false; - } - } - else if (source instanceof HTMLVideoElement) { - if (source.readyState <= 1) { - return false; - } - } - gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES$8.UNPACK); - if (!this.noSubImage - && baseTexture.target === gl.TEXTURE_2D - && glTexture.width === width - && glTexture.height === height) { - gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, glTexture.type, source); + if (glTexture.width === width && glTexture.height === height) { + gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data); } else { glTexture.width = width; glTexture.height = height; - gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, baseTexture.format, glTexture.type, source); + gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data); } return true; }; - /** - * Checks if source width/height was changed, resize can cause extra baseTexture update. - * Triggers one update in any case. - */ - BaseImageResource.prototype.update = function () { - if (this.destroyed) { - return; - } - var source = this.source; - var width = source.naturalWidth || source.videoWidth || source.width; - var height = source.naturalHeight || source.videoHeight || source.height; - this.resize(width, height); - _super.prototype.update.call(this); - }; - /** Destroy this {@link BaseImageResource} */ - BaseImageResource.prototype.dispose = function () { - this.source = null; - }; - return BaseImageResource; - }(Resource$1)); + return DepthResource; + }(BufferResource)); /** - * @interface OffscreenCanvas - */ - /** - * Resource type for HTMLCanvasElement. + * A framebuffer can be used to render contents off of the screen. {@link PIXI.BaseRenderTexture} uses + * one internally to render into itself. You can attach a depth or stencil buffer to a framebuffer. + * + * On WebGL 2 machines, shaders can output to multiple textures simultaneously with GLSL 300 ES. * @memberof PIXI */ - var CanvasResource$1 = /** @class */ (function (_super) { - __extends$m(CanvasResource, _super); + var Framebuffer = /** @class */ (function () { /** - * @param source - Canvas element to use + * @param width - Width of the frame buffer + * @param height - Height of the frame buffer */ - // eslint-disable-next-line @typescript-eslint/no-useless-constructor - function CanvasResource(source) { - return _super.call(this, source) || this; + function Framebuffer(width, height) { + this.width = Math.round(width || 100); + this.height = Math.round(height || 100); + this.stencil = false; + this.depth = false; + this.dirtyId = 0; + this.dirtyFormat = 0; + this.dirtySize = 0; + this.depthTexture = null; + this.colorTextures = []; + this.glFramebuffers = {}; + this.disposeRunner = new Runner('disposeFramebuffer'); + this.multisample = MSAA_QUALITY.NONE; } + Object.defineProperty(Framebuffer.prototype, "colorTexture", { + /** + * Reference to the colorTexture. + * @readonly + */ + get: function () { + return this.colorTextures[0]; + }, + enumerable: false, + configurable: true + }); /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is HTMLCanvasElement or OffscreenCanvas + * Add texture to the colorTexture array. + * @param index - Index of the array to add the texture to + * @param texture - Texture to add to the array */ - CanvasResource.test = function (source) { - var OffscreenCanvas = globalThis.OffscreenCanvas; - // Check for browsers that don't yet support OffscreenCanvas - if (OffscreenCanvas && source instanceof OffscreenCanvas) { - return true; - } - return globalThis.HTMLCanvasElement && source instanceof HTMLCanvasElement; + Framebuffer.prototype.addColorTexture = function (index, texture) { + if (index === void 0) { index = 0; } + // TODO add some validation to the texture - same width / height etc? + this.colorTextures[index] = texture || new BaseTexture(null, { + scaleMode: SCALE_MODES.NEAREST, + resolution: 1, + mipmap: MIPMAP_MODES.OFF, + width: this.width, + height: this.height, + }); + this.dirtyId++; + this.dirtyFormat++; + return this; }; - return CanvasResource; - }(BaseImageResource$1)); - - /** - * Resource for a CubeTexture which contains six resources. - * @memberof PIXI - */ - var CubeResource$1 = /** @class */ (function (_super) { - __extends$m(CubeResource, _super); - /** - * @param {Array} [source] - Collection of URLs or resources - * to use as the sides of the cube. - * @param options - ImageResource options - * @param {number} [options.width] - Width of resource - * @param {number} [options.height] - Height of resource - * @param {number} [options.autoLoad=true] - Whether to auto-load resources - * @param {number} [options.linkBaseTexture=true] - In case BaseTextures are supplied, - * whether to copy them or use - */ - function CubeResource(source, options) { - var _this = this; - var _a = options || {}, width = _a.width, height = _a.height, autoLoad = _a.autoLoad, linkBaseTexture = _a.linkBaseTexture; - if (source && source.length !== CubeResource.SIDES) { - throw new Error("Invalid length. Got " + source.length + ", expected 6"); - } - _this = _super.call(this, 6, { width: width, height: height }) || this; - for (var i = 0; i < CubeResource.SIDES; i++) { - _this.items[i].target = TARGETS$8.TEXTURE_CUBE_MAP_POSITIVE_X + i; - } - _this.linkBaseTexture = linkBaseTexture !== false; - if (source) { - _this.initFromArray(source, options); - } - if (autoLoad !== false) { - _this.load(); - } - return _this; - } /** - * Add binding. - * @param baseTexture - parent base texture + * Add a depth texture to the frame buffer. + * @param texture - Texture to add. */ - CubeResource.prototype.bind = function (baseTexture) { - _super.prototype.bind.call(this, baseTexture); - baseTexture.target = TARGETS$8.TEXTURE_CUBE_MAP; + Framebuffer.prototype.addDepthTexture = function (texture) { + /* eslint-disable max-len */ + this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), { + scaleMode: SCALE_MODES.NEAREST, + resolution: 1, + width: this.width, + height: this.height, + mipmap: MIPMAP_MODES.OFF, + format: FORMATS.DEPTH_COMPONENT, + type: TYPES.UNSIGNED_SHORT, + }); + this.dirtyId++; + this.dirtyFormat++; + return this; }; - CubeResource.prototype.addBaseTextureAt = function (baseTexture, index, linkBaseTexture) { - if (!this.items[index]) { - throw new Error("Index " + index + " is out of bounds"); - } - if (!this.linkBaseTexture - || baseTexture.parentTextureArray - || Object.keys(baseTexture._glTextures).length > 0) { - // copy mode - if (baseTexture.resource) { - this.addResourceAt(baseTexture.resource, index); - } - else { - throw new Error("CubeResource does not support copying of renderTexture."); - } - } - else { - // link mode, the difficult one! - baseTexture.target = TARGETS$8.TEXTURE_CUBE_MAP_POSITIVE_X + index; - baseTexture.parentTextureArray = this.baseTexture; - this.items[index] = baseTexture; - } - if (baseTexture.valid && !this.valid) { - this.resize(baseTexture.realWidth, baseTexture.realHeight); - } - this.items[index] = baseTexture; + /** Enable depth on the frame buffer. */ + Framebuffer.prototype.enableDepth = function () { + this.depth = true; + this.dirtyId++; + this.dirtyFormat++; + return this; + }; + /** Enable stencil on the frame buffer. */ + Framebuffer.prototype.enableStencil = function () { + this.stencil = true; + this.dirtyId++; + this.dirtyFormat++; return this; }; /** - * Upload the resource - * @param renderer - * @param _baseTexture - * @param glTexture - * @returns {boolean} true is success + * Resize the frame buffer + * @param width - Width of the frame buffer to resize to + * @param height - Height of the frame buffer to resize to */ - CubeResource.prototype.upload = function (renderer, _baseTexture, glTexture) { - var dirty = this.itemDirtyIds; - for (var i = 0; i < CubeResource.SIDES; i++) { - var side = this.items[i]; - if (dirty[i] < side.dirtyId || glTexture.dirtyId < _baseTexture.dirtyId) { - if (side.valid && side.resource) { - side.resource.upload(renderer, side, glTexture); - dirty[i] = side.dirtyId; - } - else if (dirty[i] < -1) { - // either item is not valid yet, either its a renderTexture - // allocate the memory - renderer.gl.texImage2D(side.target, 0, glTexture.internalFormat, _baseTexture.realWidth, _baseTexture.realHeight, 0, _baseTexture.format, glTexture.type, null); - dirty[i] = -1; - } - } + Framebuffer.prototype.resize = function (width, height) { + width = Math.round(width); + height = Math.round(height); + if (width === this.width && height === this.height) + { return; } + this.width = width; + this.height = height; + this.dirtyId++; + this.dirtySize++; + for (var i = 0; i < this.colorTextures.length; i++) { + var texture = this.colorTextures[i]; + var resolution = texture.resolution; + // take into account the fact the texture may have a different resolution.. + texture.setSize(width / resolution, height / resolution); + } + if (this.depthTexture) { + var resolution = this.depthTexture.resolution; + this.depthTexture.setSize(width / resolution, height / resolution); } - return true; }; - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is an array of 6 elements - */ - CubeResource.test = function (source) { - return Array.isArray(source) && source.length === CubeResource.SIDES; + /** Disposes WebGL resources that are connected to this geometry. */ + Framebuffer.prototype.dispose = function () { + this.disposeRunner.emit(this, false); }; - /** Number of texture sides to store for CubeResources. */ - CubeResource.SIDES = 6; - return CubeResource; - }(AbstractMultiResource$1)); + /** Destroys and removes the depth texture added to this framebuffer. */ + Framebuffer.prototype.destroyDepthTexture = function () { + if (this.depthTexture) { + this.depthTexture.destroy(); + this.depthTexture = null; + ++this.dirtyId; + ++this.dirtyFormat; + } + }; + return Framebuffer; + }()); /** - * Resource type for HTMLImageElement. + * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it. + * + * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded + * otherwise black rectangles will be drawn instead. + * + * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position + * and rotation of the given Display Objects is ignored. For example: + * + * ```js + * let renderer = PIXI.autoDetectRenderer(); + * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 }); + * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); + * let sprite = PIXI.Sprite.from("spinObj_01.png"); + * + * sprite.position.x = 800/2; + * sprite.position.y = 600/2; + * sprite.anchor.x = 0.5; + * sprite.anchor.y = 0.5; + * + * renderer.render(sprite, {renderTexture}); + * ``` + * + * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 + * you can clear the transform + * + * ```js + * + * sprite.setTransform() + * + * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 }); + * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); + * + * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture + * ``` * @memberof PIXI */ - var ImageResource$1 = /** @class */ (function (_super) { - __extends$m(ImageResource, _super); + var BaseRenderTexture = /** @class */ (function (_super) { + __extends$i(BaseRenderTexture, _super); /** - * @param source - image source or URL * @param options - * @param {boolean} [options.autoLoad=true] - start loading process - * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - whether its required to create - * a bitmap before upload - * @param {boolean} [options.crossorigin=true] - Load image using cross origin - * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Premultiply image alpha in bitmap + * @param {number} [options.width=100] - The width of the base render texture. + * @param {number} [options.height=100] - The height of the base render texture. + * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} + * for possible values. + * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio + * of the texture being generated. + * @param {PIXI.MSAA_QUALITY} [options.multisample=PIXI.MSAA_QUALITY.NONE] - The number of samples of the frame buffer. */ - function ImageResource(source, options) { + function BaseRenderTexture(options) { + if (options === void 0) { options = {}; } var _this = this; - options = options || {}; - if (!(source instanceof HTMLImageElement)) { - var imageElement = new Image(); - BaseImageResource$1.crossOrigin(imageElement, source, options.crossorigin); - imageElement.src = source; - source = imageElement; - } - _this = _super.call(this, source) || this; - // FireFox 68, and possibly other versions, seems like setting the HTMLImageElement#width and #height - // to non-zero values before its loading completes if images are in a cache. - // Because of this, need to set the `_width` and the `_height` to zero to avoid uploading incomplete images. - // Please refer to the issue #5968 (https://github.com/pixijs/pixi.js/issues/5968). - if (!source.complete && !!_this._width && !!_this._height) { - _this._width = 0; - _this._height = 0; - } - _this.url = source.src; - _this._process = null; - _this.preserveBitmap = false; - _this.createBitmap = (options.createBitmap !== undefined - ? options.createBitmap : settings$1.CREATE_IMAGE_BITMAP) && !!globalThis.createImageBitmap; - _this.alphaMode = typeof options.alphaMode === 'number' ? options.alphaMode : null; - _this.bitmap = null; - _this._load = null; - if (options.autoLoad !== false) { - _this.load(); + if (typeof options === 'number') { + /* eslint-disable prefer-rest-params */ + // Backward compatibility of signature + var width = arguments[0]; + var height = arguments[1]; + var scaleMode = arguments[2]; + var resolution = arguments[3]; + options = { width: width, height: height, scaleMode: scaleMode, resolution: resolution }; + /* eslint-enable prefer-rest-params */ } + options.width = options.width || 100; + options.height = options.height || 100; + options.multisample = options.multisample !== undefined ? options.multisample : MSAA_QUALITY.NONE; + _this = _super.call(this, null, options) || this; + // Set defaults + _this.mipmap = MIPMAP_MODES.OFF; + _this.valid = true; + _this.clearColor = [0, 0, 0, 0]; + _this.framebuffer = new Framebuffer(_this.realWidth, _this.realHeight) + .addColorTexture(0, _this); + _this.framebuffer.multisample = options.multisample; + // TODO - could this be added the systems? + _this.maskStack = []; + _this.filterStack = [{}]; return _this; } /** - * Returns a promise when image will be loaded and processed. - * @param createBitmap - whether process image into bitmap - */ - ImageResource.prototype.load = function (createBitmap) { - var _this = this; - if (this._load) { - return this._load; - } - if (createBitmap !== undefined) { - this.createBitmap = createBitmap; - } - this._load = new Promise(function (resolve, reject) { - var source = _this.source; - _this.url = source.src; - var completed = function () { - if (_this.destroyed) { - return; - } - source.onload = null; - source.onerror = null; - _this.resize(source.width, source.height); - _this._load = null; - if (_this.createBitmap) { - resolve(_this.process()); - } - else { - resolve(_this); - } - }; - if (source.complete && source.src) { - completed(); - } - else { - source.onload = completed; - source.onerror = function (event) { - // Avoids Promise freezing when resource broken - reject(event); - _this.onError.emit(event); - }; - } - }); - return this._load; - }; - /** - * Called when we need to convert image into BitmapImage. - * Can be called multiple times, real promise is cached inside. - * @returns - Cached promise to fill that bitmap + * Resizes the BaseRenderTexture. + * @param desiredWidth - The desired width to resize to. + * @param desiredHeight - The desired height to resize to. */ - ImageResource.prototype.process = function () { - var _this = this; - var source = this.source; - if (this._process !== null) { - return this._process; - } - if (this.bitmap !== null || !globalThis.createImageBitmap) { - return Promise.resolve(this); - } - var createImageBitmap = globalThis.createImageBitmap; - var cors = !source.crossOrigin || source.crossOrigin === 'anonymous'; - this._process = fetch(source.src, { - mode: cors ? 'cors' : 'no-cors' - }) - .then(function (r) { return r.blob(); }) - .then(function (blob) { return createImageBitmap(blob, 0, 0, source.width, source.height, { - premultiplyAlpha: _this.alphaMode === ALPHA_MODES$8.UNPACK ? 'premultiply' : 'none', - }); }) - .then(function (bitmap) { - if (_this.destroyed) { - return Promise.reject(); - } - _this.bitmap = bitmap; - _this.update(); - _this._process = null; - return Promise.resolve(_this); - }); - return this._process; + BaseRenderTexture.prototype.resize = function (desiredWidth, desiredHeight) { + this.framebuffer.resize(desiredWidth * this.resolution, desiredHeight * this.resolution); + this.setRealSize(this.framebuffer.width, this.framebuffer.height); }; /** - * Upload the image resource to GPU. - * @param renderer - Renderer to upload to - * @param baseTexture - BaseTexture for this resource - * @param glTexture - GLTexture to use - * @returns {boolean} true is success + * Frees the texture and framebuffer from WebGL memory without destroying this texture object. + * This means you can still use the texture later which will upload it to GPU + * memory again. + * @fires PIXI.BaseTexture#dispose */ - ImageResource.prototype.upload = function (renderer, baseTexture, glTexture) { - if (typeof this.alphaMode === 'number') { - // bitmap stores unpack premultiply flag, we dont have to notify texImage2D about it - baseTexture.alphaMode = this.alphaMode; - } - if (!this.createBitmap) { - return _super.prototype.upload.call(this, renderer, baseTexture, glTexture); - } - if (!this.bitmap) { - // yeah, ignore the output - this.process(); - if (!this.bitmap) { - return false; - } - } - _super.prototype.upload.call(this, renderer, baseTexture, glTexture, this.bitmap); - if (!this.preserveBitmap) { - // checks if there are other renderers that possibly need this bitmap - var flag = true; - var glTextures = baseTexture._glTextures; - for (var key in glTextures) { - var otherTex = glTextures[key]; - if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId) { - flag = false; - break; - } - } - if (flag) { - if (this.bitmap.close) { - this.bitmap.close(); - } - this.bitmap = null; - } - } - return true; - }; - /** Destroys this resource. */ - ImageResource.prototype.dispose = function () { - this.source.onload = null; - this.source.onerror = null; + BaseRenderTexture.prototype.dispose = function () { + this.framebuffer.dispose(); _super.prototype.dispose.call(this); - if (this.bitmap) { - this.bitmap.close(); - this.bitmap = null; - } - this._process = null; - this._load = null; }; - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is string or HTMLImageElement - */ - ImageResource.test = function (source) { - return typeof source === 'string' || source instanceof HTMLImageElement; + /** Destroys this texture. */ + BaseRenderTexture.prototype.destroy = function () { + _super.prototype.destroy.call(this); + this.framebuffer.destroyDepthTexture(); + this.framebuffer = null; }; - return ImageResource; - }(BaseImageResource$1)); + return BaseRenderTexture; + }(BaseTexture)); /** - * Resource type for SVG elements and graphics. + * Stores a texture's frame in UV coordinates, in + * which everything lies in the rectangle `[(0,0), (1,0), + * (1,1), (0,1)]`. + * + * | Corner | Coordinates | + * |--------------|-------------| + * | Top-Left | `(x0,y0)` | + * | Top-Right | `(x1,y1)` | + * | Bottom-Right | `(x2,y2)` | + * | Bottom-Left | `(x3,y3)` | + * @protected * @memberof PIXI */ - var SVGResource$1 = /** @class */ (function (_super) { - __extends$m(SVGResource, _super); + var TextureUvs = /** @class */ (function () { + function TextureUvs() { + this.x0 = 0; + this.y0 = 0; + this.x1 = 1; + this.y1 = 0; + this.x2 = 1; + this.y2 = 1; + this.x3 = 0; + this.y3 = 1; + this.uvsFloat32 = new Float32Array(8); + } /** - * @param sourceBase64 - Base64 encoded SVG element or URL for SVG file. - * @param {object} [options] - Options to use - * @param {number} [options.scale=1] - Scale to apply to SVG. Overridden by... - * @param {number} [options.width] - Rasterize SVG this wide. Aspect ratio preserved if height not specified. - * @param {number} [options.height] - Rasterize SVG this high. Aspect ratio preserved if width not specified. - * @param {boolean} [options.autoLoad=true] - Start loading right away. + * Sets the texture Uvs based on the given frame information. + * @protected + * @param frame - The frame of the texture + * @param baseFrame - The base frame of the texture + * @param rotate - Rotation of frame, see {@link PIXI.groupD8} */ - function SVGResource(sourceBase64, options) { - var _this = this; - options = options || {}; - _this = _super.call(this, document.createElement('canvas')) || this; - _this._width = 0; - _this._height = 0; - _this.svg = sourceBase64; - _this.scale = options.scale || 1; - _this._overrideWidth = options.width; - _this._overrideHeight = options.height; - _this._resolve = null; - _this._crossorigin = options.crossorigin; - _this._load = null; - if (options.autoLoad !== false) { - _this.load(); - } - return _this; - } - SVGResource.prototype.load = function () { - var _this = this; - if (this._load) { - return this._load; + TextureUvs.prototype.set = function (frame, baseFrame, rotate) { + var tw = baseFrame.width; + var th = baseFrame.height; + if (rotate) { + // width and height div 2 div baseFrame size + var w2 = frame.width / 2 / tw; + var h2 = frame.height / 2 / th; + // coordinates of center + var cX = (frame.x / tw) + w2; + var cY = (frame.y / th) + h2; + rotate = groupD8.add(rotate, groupD8.NW); // NW is top-left corner + this.x0 = cX + (w2 * groupD8.uX(rotate)); + this.y0 = cY + (h2 * groupD8.uY(rotate)); + rotate = groupD8.add(rotate, 2); // rotate 90 degrees clockwise + this.x1 = cX + (w2 * groupD8.uX(rotate)); + this.y1 = cY + (h2 * groupD8.uY(rotate)); + rotate = groupD8.add(rotate, 2); + this.x2 = cX + (w2 * groupD8.uX(rotate)); + this.y2 = cY + (h2 * groupD8.uY(rotate)); + rotate = groupD8.add(rotate, 2); + this.x3 = cX + (w2 * groupD8.uX(rotate)); + this.y3 = cY + (h2 * groupD8.uY(rotate)); } - this._load = new Promise(function (resolve) { - // Save this until after load is finished - _this._resolve = function () { - _this.resize(_this.source.width, _this.source.height); - resolve(_this); - }; - // Convert SVG inline string to data-uri - if (SVGResource.SVG_XML.test(_this.svg.trim())) { - if (!btoa) { - throw new Error('Your browser doesn\'t support base64 conversions.'); - } - _this.svg = "data:image/svg+xml;base64," + btoa(unescape(encodeURIComponent(_this.svg))); - } - _this._loadSvg(); - }); - return this._load; - }; - /** Loads an SVG image from `imageUrl` or `data URL`. */ - SVGResource.prototype._loadSvg = function () { - var _this = this; - var tempImage = new Image(); - BaseImageResource$1.crossOrigin(tempImage, this.svg, this._crossorigin); - tempImage.src = this.svg; - tempImage.onerror = function (event) { - if (!_this._resolve) { - return; - } - tempImage.onerror = null; - _this.onError.emit(event); - }; - tempImage.onload = function () { - if (!_this._resolve) { - return; - } - var svgWidth = tempImage.width; - var svgHeight = tempImage.height; - if (!svgWidth || !svgHeight) { - throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.'); - } - // Set render size - var width = svgWidth * _this.scale; - var height = svgHeight * _this.scale; - if (_this._overrideWidth || _this._overrideHeight) { - width = _this._overrideWidth || _this._overrideHeight / svgHeight * svgWidth; - height = _this._overrideHeight || _this._overrideWidth / svgWidth * svgHeight; - } - width = Math.round(width); - height = Math.round(height); - // Create a canvas element - var canvas = _this.source; - canvas.width = width; - canvas.height = height; - canvas._pixiId = "canvas_" + uid(); - // Draw the Svg to the canvas - canvas - .getContext('2d') - .drawImage(tempImage, 0, 0, svgWidth, svgHeight, 0, 0, width, height); - _this._resolve(); - _this._resolve = null; - }; - }; - /** - * Get size from an svg string using a regular expression. - * @param svgString - a serialized svg element - * @returns - image extension - */ - SVGResource.getSize = function (svgString) { - var sizeMatch = SVGResource.SVG_SIZE.exec(svgString); - var size = {}; - if (sizeMatch) { - size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3])); - size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7])); + else { + this.x0 = frame.x / tw; + this.y0 = frame.y / th; + this.x1 = (frame.x + frame.width) / tw; + this.y1 = frame.y / th; + this.x2 = (frame.x + frame.width) / tw; + this.y2 = (frame.y + frame.height) / th; + this.x3 = frame.x / tw; + this.y3 = (frame.y + frame.height) / th; } - return size; - }; - /** Destroys this texture. */ - SVGResource.prototype.dispose = function () { - _super.prototype.dispose.call(this); - this._resolve = null; - this._crossorigin = null; + this.uvsFloat32[0] = this.x0; + this.uvsFloat32[1] = this.y0; + this.uvsFloat32[2] = this.x1; + this.uvsFloat32[3] = this.y1; + this.uvsFloat32[4] = this.x2; + this.uvsFloat32[5] = this.y2; + this.uvsFloat32[6] = this.x3; + this.uvsFloat32[7] = this.y3; }; - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @param {string} extension - The extension of source, if set - * @returns {boolean} - If the source is a SVG source or data file - */ - SVGResource.test = function (source, extension) { - // url file extension is SVG - return extension === 'svg' - // source is SVG data-uri - || (typeof source === 'string' && (/^data:image\/svg\+xml(;(charset=utf8|utf8))?;base64/).test(source)) - // source is SVG inline - || (typeof source === 'string' && SVGResource.SVG_XML.test(source)); + TextureUvs.prototype.toString = function () { + return "[@pixi/core:TextureUvs " + + ("x0=" + this.x0 + " y0=" + this.y0 + " ") + + ("x1=" + this.x1 + " y1=" + this.y1 + " x2=" + this.x2 + " ") + + ("y2=" + this.y2 + " x3=" + this.x3 + " y3=" + this.y3) + + "]"; }; - /** - * Regular expression for SVG XML document. - * @example <?xml version="1.0" encoding="utf-8" ?><!-- image/svg --><svg - * @readonly - */ - SVGResource.SVG_XML = /^(<\?xml[^?]+\?>)?\s*()]*-->)?\s*\]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*>/i; // eslint-disable-line max-len - return SVGResource; - }(BaseImageResource$1)); + return TextureUvs; + }()); + var DEFAULT_UVS = new TextureUvs(); /** - * Resource type for {@code HTMLVideoElement}. + * Used to remove listeners from WHITE and EMPTY Textures + * @ignore + */ + function removeAllHandlers(tex) { + tex.destroy = function _emptyDestroy() { }; + tex.on = function _emptyOn() { }; + tex.once = function _emptyOnce() { }; + tex.emit = function _emptyEmit() { }; + } + /** + * A texture stores the information that represents an image or part of an image. + * + * It cannot be added to the display list directly; instead use it as the texture for a Sprite. + * If no frame is provided for a texture, then the whole image is used. + * + * You can directly create a texture from an image and then reuse it multiple times like this : + * + * ```js + * let texture = PIXI.Texture.from('assets/image.png'); + * let sprite1 = new PIXI.Sprite(texture); + * let sprite2 = new PIXI.Sprite(texture); + * ``` + * + * If you didnt pass the texture frame to constructor, it enables `noFrame` mode: + * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture. + * + * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing. + * You can check for this by checking the sprite's _textureID property. + * ```js + * var texture = PIXI.Texture.from('assets/image.svg'); + * var sprite1 = new PIXI.Sprite(texture); + * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file + * ``` + * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068. * @memberof PIXI + * @typeParam R - The BaseTexture's Resource type. */ - var VideoResource$1 = /** @class */ (function (_super) { - __extends$m(VideoResource, _super); + var Texture = /** @class */ (function (_super) { + __extends$i(Texture, _super); /** - * @param {HTMLVideoElement|object|string|Array} source - Video element to use. - * @param {object} [options] - Options to use - * @param {boolean} [options.autoLoad=true] - Start loading the video immediately - * @param {boolean} [options.autoPlay=true] - Start playing video immediately - * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video. - * Leave at 0 to update at every render. - * @param {boolean} [options.crossorigin=true] - Load image using cross origin + * @param baseTexture - The base texture source to create the texture from + * @param frame - The rectangle frame of the texture to show + * @param orig - The area of original texture + * @param trim - Trimmed rectangle of original texture + * @param rotate - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8} + * @param anchor - Default anchor point used for sprite placement / rotation */ - function VideoResource(source, options) { - var _this = this; - options = options || {}; - if (!(source instanceof HTMLVideoElement)) { - var videoElement = document.createElement('video'); - // workaround for https://github.com/pixijs/pixi.js/issues/5996 - videoElement.setAttribute('preload', 'auto'); - videoElement.setAttribute('webkit-playsinline', ''); - videoElement.setAttribute('playsinline', ''); - if (typeof source === 'string') { - source = [source]; - } - var firstSrc = source[0].src || source[0]; - BaseImageResource$1.crossOrigin(videoElement, firstSrc, options.crossorigin); - // array of objects or strings - for (var i = 0; i < source.length; ++i) { - var sourceElement = document.createElement('source'); - var _a = source[i], src = _a.src, mime = _a.mime; - src = src || source[i]; - var baseSrc = src.split('?').shift().toLowerCase(); - var ext = baseSrc.slice(baseSrc.lastIndexOf('.') + 1); - mime = mime || VideoResource.MIME_TYPES[ext] || "video/" + ext; - sourceElement.src = src; - sourceElement.type = mime; - videoElement.appendChild(sourceElement); + function Texture(baseTexture, frame, orig, trim, rotate, anchor) { + var _this = _super.call(this) || this; + _this.noFrame = false; + if (!frame) { + _this.noFrame = true; + frame = new Rectangle(0, 0, 1, 1); + } + if (baseTexture instanceof Texture) { + baseTexture = baseTexture.baseTexture; + } + _this.baseTexture = baseTexture; + _this._frame = frame; + _this.trim = trim; + _this.valid = false; + _this._uvs = DEFAULT_UVS; + _this.uvMatrix = null; + _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1); + _this._rotate = Number(rotate || 0); + if (rotate === true) { + // this is old texturepacker legacy, some games/libraries are passing "true" for rotated textures + _this._rotate = 2; + } + else if (_this._rotate % 2 !== 0) { + throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually'); + } + _this.defaultAnchor = anchor ? new Point(anchor.x, anchor.y) : new Point(0, 0); + _this._updateID = 0; + _this.textureCacheIds = []; + if (!baseTexture.valid) { + baseTexture.once('loaded', _this.onBaseTextureUpdated, _this); + } + else if (_this.noFrame) { + // if there is no frame we should monitor for any base texture changes.. + if (baseTexture.valid) { + _this.onBaseTextureUpdated(baseTexture); } - // Override the source - source = videoElement; } - _this = _super.call(this, source) || this; - _this.noSubImage = true; - _this._autoUpdate = true; - _this._isConnectedToTicker = false; - _this._updateFPS = options.updateFPS || 0; - _this._msToNextUpdate = 0; - _this.autoPlay = options.autoPlay !== false; - _this._load = null; - _this._resolve = null; - // Bind for listeners - _this._onCanPlay = _this._onCanPlay.bind(_this); - _this._onError = _this._onError.bind(_this); - if (options.autoLoad !== false) { - _this.load(); + else { + _this.frame = frame; + } + if (_this.noFrame) { + baseTexture.on('update', _this.onBaseTextureUpdated, _this); } return _this; } /** - * Trigger updating of the texture. - * @param _deltaTime - time delta since last tick + * Updates this texture on the gpu. + * + * Calls the TextureResource update. + * + * If you adjusted `frame` manually, please call `updateUvs()` instead. */ - VideoResource.prototype.update = function (_deltaTime) { - if (!this.destroyed) { - // account for if video has had its playbackRate changed - var elapsedMS = Ticker$2.shared.elapsedMS * this.source.playbackRate; - this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS); - if (!this._updateFPS || this._msToNextUpdate <= 0) { - _super.prototype.update.call(this); - this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0; - } + Texture.prototype.update = function () { + if (this.baseTexture.resource) { + this.baseTexture.resource.update(); } }; /** - * Start preloading the video resource. - * @returns {Promise} Handle the validate event + * Called when the base texture is updated + * @protected + * @param baseTexture - The base texture. */ - VideoResource.prototype.load = function () { - var _this = this; - if (this._load) { - return this._load; - } - var source = this.source; - if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA) - && source.width && source.height) { - source.complete = true; - } - source.addEventListener('play', this._onPlayStart.bind(this)); - source.addEventListener('pause', this._onPlayStop.bind(this)); - if (!this._isSourceReady()) { - source.addEventListener('canplay', this._onCanPlay); - source.addEventListener('canplaythrough', this._onCanPlay); - source.addEventListener('error', this._onError, true); + Texture.prototype.onBaseTextureUpdated = function (baseTexture) { + if (this.noFrame) { + if (!this.baseTexture.valid) { + return; + } + this._frame.width = baseTexture.width; + this._frame.height = baseTexture.height; + this.valid = true; + this.updateUvs(); } else { - this._onCanPlay(); + // TODO this code looks confusing.. boo to abusing getters and setters! + // if user gave us frame that has bigger size than resized texture it can be a problem + this.frame = this._frame; } - this._load = new Promise(function (resolve) { - if (_this.valid) { - resolve(_this); - } - else { - _this._resolve = resolve; - source.load(); - } - }); - return this._load; + this.emit('update', this); }; /** - * Handle video error events. - * @param event + * Destroys this texture + * @param [destroyBase=false] - Whether to destroy the base texture as well */ - VideoResource.prototype._onError = function (event) { - this.source.removeEventListener('error', this._onError, true); - this.onError.emit(event); + Texture.prototype.destroy = function (destroyBase) { + if (this.baseTexture) { + if (destroyBase) { + var resource = this.baseTexture.resource; + // delete the texture if it exists in the texture cache.. + // this only needs to be removed if the base texture is actually destroyed too.. + if (resource && resource.url && TextureCache[resource.url]) { + Texture.removeFromCache(resource.url); + } + this.baseTexture.destroy(); + } + this.baseTexture.off('loaded', this.onBaseTextureUpdated, this); + this.baseTexture.off('update', this.onBaseTextureUpdated, this); + this.baseTexture = null; + } + this._frame = null; + this._uvs = null; + this.trim = null; + this.orig = null; + this.valid = false; + Texture.removeFromCache(this); + this.textureCacheIds = null; }; /** - * Returns true if the underlying source is playing. - * @returns - True if playing. + * Creates a new texture object that acts the same as this one. + * @returns - The new texture */ - VideoResource.prototype._isSourcePlaying = function () { - var source = this.source; - return (source.currentTime > 0 && source.paused === false && source.ended === false && source.readyState > 2); + Texture.prototype.clone = function () { + var clonedFrame = this._frame.clone(); + var clonedOrig = this._frame === this.orig ? clonedFrame : this.orig.clone(); + var clonedTexture = new Texture(this.baseTexture, !this.noFrame && clonedFrame, clonedOrig, this.trim && this.trim.clone(), this.rotate, this.defaultAnchor); + if (this.noFrame) { + clonedTexture._frame = clonedFrame; + } + return clonedTexture; }; /** - * Returns true if the underlying source is ready for playing. - * @returns - True if ready. + * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture. + * Call it after changing the frame */ - VideoResource.prototype._isSourceReady = function () { - var source = this.source; - return source.readyState === 3 || source.readyState === 4; + Texture.prototype.updateUvs = function () { + if (this._uvs === DEFAULT_UVS) { + this._uvs = new TextureUvs(); + } + this._uvs.set(this._frame, this.baseTexture, this.rotate); + this._updateID++; }; - /** Runs the update loop when the video is ready to play. */ - VideoResource.prototype._onPlayStart = function () { - // Just in case the video has not received its can play even yet.. - if (!this.valid) { - this._onCanPlay(); + /** + * Helper function that creates a new Texture based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * @param {string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source - + * Source or array of sources to create texture from + * @param options - See {@link PIXI.BaseTexture}'s constructor for options. + * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id + * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. + * @returns {PIXI.Texture} The newly created texture + */ + Texture.from = function (source, options, strict) { + if (options === void 0) { options = {}; } + if (strict === void 0) { strict = settings.STRICT_TEXTURE_CACHE; } + var isFrame = typeof source === 'string'; + var cacheId = null; + if (isFrame) { + cacheId = source; } - if (this.autoUpdate && !this._isConnectedToTicker) { - Ticker$2.shared.add(this.update, this); - this._isConnectedToTicker = true; + else if (source instanceof BaseTexture) { + if (!source.cacheId) { + var prefix = (options && options.pixiIdPrefix) || 'pixiid'; + source.cacheId = prefix + "-" + uid(); + BaseTexture.addToCache(source, source.cacheId); + } + cacheId = source.cacheId; } - }; - /** Fired when a pause event is triggered, stops the update loop. */ - VideoResource.prototype._onPlayStop = function () { - if (this._isConnectedToTicker) { - Ticker$2.shared.remove(this.update, this); - this._isConnectedToTicker = false; + else { + if (!source._pixiId) { + var prefix = (options && options.pixiIdPrefix) || 'pixiid'; + source._pixiId = prefix + "_" + uid(); + } + cacheId = source._pixiId; } - }; - /** Fired when the video is loaded and ready to play. */ - VideoResource.prototype._onCanPlay = function () { - var source = this.source; - source.removeEventListener('canplay', this._onCanPlay); - source.removeEventListener('canplaythrough', this._onCanPlay); - var valid = this.valid; - this.resize(source.videoWidth, source.videoHeight); - // prevent multiple loaded dispatches.. - if (!valid && this._resolve) { - this._resolve(this); - this._resolve = null; + var texture = TextureCache[cacheId]; + // Strict-mode rejects invalid cacheIds + if (isFrame && strict && !texture) { + throw new Error("The cacheId \"" + cacheId + "\" does not exist in TextureCache."); } - if (this._isSourcePlaying()) { - this._onPlayStart(); + if (!texture && !(source instanceof BaseTexture)) { + if (!options.resolution) { + options.resolution = getResolutionOfUrl(source); + } + texture = new Texture(new BaseTexture(source, options)); + texture.baseTexture.cacheId = cacheId; + BaseTexture.addToCache(texture.baseTexture, cacheId); + Texture.addToCache(texture, cacheId); } - else if (this.autoPlay) { - source.play(); + else if (!texture && (source instanceof BaseTexture)) { + texture = new Texture(source); + Texture.addToCache(texture, cacheId); } + // lets assume its a base texture! + return texture; }; - /** Destroys this texture. */ - VideoResource.prototype.dispose = function () { - if (this._isConnectedToTicker) { - Ticker$2.shared.remove(this.update, this); - this._isConnectedToTicker = false; - } - var source = this.source; - if (source) { - source.removeEventListener('error', this._onError, true); - source.pause(); - source.src = ''; - source.load(); + /** + * Useful for loading textures via URLs. Use instead of `Texture.from` because + * it does a better job of handling failed URLs more effectively. This also ignores + * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images. + * @param url - The remote URL or array of URLs to load. + * @param options - Optional options to include + * @returns - A Promise that resolves to a Texture. + */ + Texture.fromURL = function (url, options) { + var resourceOptions = Object.assign({ autoLoad: false }, options === null || options === void 0 ? void 0 : options.resourceOptions); + var texture = Texture.from(url, Object.assign({ resourceOptions: resourceOptions }, options), false); + var resource = texture.baseTexture.resource; + // The texture was already loaded + if (texture.baseTexture.valid) { + return Promise.resolve(texture); } - _super.prototype.dispose.call(this); + // Manually load the texture, this should allow users to handle load errors + return resource.load().then(function () { return Promise.resolve(texture); }); }; - Object.defineProperty(VideoResource.prototype, "autoUpdate", { - /** Should the base texture automatically update itself, set to true by default. */ - get: function () { - return this._autoUpdate; - }, - set: function (value) { - if (value !== this._autoUpdate) { - this._autoUpdate = value; - if (!this._autoUpdate && this._isConnectedToTicker) { - Ticker$2.shared.remove(this.update, this); - this._isConnectedToTicker = false; - } - else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying()) { - Ticker$2.shared.add(this.update, this); - this._isConnectedToTicker = true; - } - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(VideoResource.prototype, "updateFPS", { - /** - * How many times a second to update the texture from the video. Leave at 0 to update at every render. - * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient. - */ - get: function () { - return this._updateFPS; - }, - set: function (value) { - if (value !== this._updateFPS) { - this._updateFPS = value; - } - }, - enumerable: false, - configurable: true - }); /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @param {string} extension - The extension of source, if set - * @returns {boolean} `true` if video source + * Create a new Texture with a BufferResource from a Float32Array. + * RGBA values are floats from 0 to 1. + * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data + * is provided, a new Float32Array is created. + * @param width - Width of the resource + * @param height - Height of the resource + * @param options - See {@link PIXI.BaseTexture}'s constructor for options. + * @returns - The resulting new BaseTexture */ - VideoResource.test = function (source, extension) { - return (globalThis.HTMLVideoElement && source instanceof HTMLVideoElement) - || VideoResource.TYPES.indexOf(extension) > -1; + Texture.fromBuffer = function (buffer, width, height, options) { + return new Texture(BaseTexture.fromBuffer(buffer, width, height, options)); }; /** - * List of common video file extensions supported by VideoResource. - * @readonly - */ - VideoResource.TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov']; - /** - * Map of video MIME types that can't be directly derived from file extensions. - * @readonly + * Create a texture from a source and add to the cache. + * @param {HTMLImageElement|HTMLCanvasElement|string} source - The input source. + * @param imageUrl - File name of texture, for cache and resolving resolution. + * @param name - Human readable name for the texture cache. If no name is + * specified, only `imageUrl` will be used as the cache ID. + * @param options + * @returns - Output texture */ - VideoResource.MIME_TYPES = { - ogv: 'video/ogg', - mov: 'video/quicktime', - m4v: 'video/mp4', + Texture.fromLoader = function (source, imageUrl, name, options) { + var baseTexture = new BaseTexture(source, Object.assign({ + scaleMode: settings.SCALE_MODE, + resolution: getResolutionOfUrl(imageUrl), + }, options)); + var resource = baseTexture.resource; + if (resource instanceof ImageResource) { + resource.url = imageUrl; + } + var texture = new Texture(baseTexture); + // No name, use imageUrl instead + if (!name) { + name = imageUrl; + } + // lets also add the frame to pixi's global cache for 'fromLoader' function + BaseTexture.addToCache(texture.baseTexture, name); + Texture.addToCache(texture, name); + // also add references by url if they are different. + if (name !== imageUrl) { + BaseTexture.addToCache(texture.baseTexture, imageUrl); + Texture.addToCache(texture, imageUrl); + } + // Generally images are valid right away + if (texture.baseTexture.valid) { + return Promise.resolve(texture); + } + // SVG assets need to be parsed async, let's wait + return new Promise(function (resolve) { + texture.baseTexture.once('loaded', function () { return resolve(texture); }); + }); }; - return VideoResource; - }(BaseImageResource$1)); - - /** - * Resource type for ImageBitmap. - * @memberof PIXI - */ - var ImageBitmapResource$1 = /** @class */ (function (_super) { - __extends$m(ImageBitmapResource, _super); - /** - * @param source - Image element to use - */ - // eslint-disable-next-line @typescript-eslint/no-useless-constructor - function ImageBitmapResource(source) { - return _super.call(this, source) || this; - } /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is an ImageBitmap + * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object. + * @param texture - The Texture to add to the cache. + * @param id - The id that the Texture will be stored against. */ - ImageBitmapResource.test = function (source) { - return !!globalThis.createImageBitmap && typeof ImageBitmap !== 'undefined' && source instanceof ImageBitmap; + Texture.addToCache = function (texture, id) { + if (id) { + if (texture.textureCacheIds.indexOf(id) === -1) { + texture.textureCacheIds.push(id); + } + if (TextureCache[id]) { + // eslint-disable-next-line no-console + console.warn("Texture added to the cache with an id [" + id + "] that already had an entry"); + } + TextureCache[id] = texture; + } }; - return ImageBitmapResource; - }(BaseImageResource$1)); - - INSTALLED$1.push(ImageResource$1, ImageBitmapResource$1, CanvasResource$1, VideoResource$1, SVGResource$1, BufferResource$1, CubeResource$1, ArrayResource$1); - - /** - * Resource type for DepthTexture. - * @memberof PIXI - */ - var DepthResource$1 = /** @class */ (function (_super) { - __extends$m(DepthResource, _super); - function DepthResource() { - return _super !== null && _super.apply(this, arguments) || this; - } /** - * Upload the texture to the GPU. - * @param renderer - Upload to the renderer - * @param baseTexture - Reference to parent texture - * @param glTexture - glTexture - * @returns - true is success + * Remove a Texture from the global TextureCache. + * @param texture - id of a Texture to be removed, or a Texture instance itself + * @returns - The Texture that was removed */ - DepthResource.prototype.upload = function (renderer, baseTexture, glTexture) { - var gl = renderer.gl; - gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES$8.UNPACK); - var width = baseTexture.realWidth; - var height = baseTexture.realHeight; - if (glTexture.width === width && glTexture.height === height) { - gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data); + Texture.removeFromCache = function (texture) { + if (typeof texture === 'string') { + var textureFromCache = TextureCache[texture]; + if (textureFromCache) { + var index = textureFromCache.textureCacheIds.indexOf(texture); + if (index > -1) { + textureFromCache.textureCacheIds.splice(index, 1); + } + delete TextureCache[texture]; + return textureFromCache; + } } - else { - glTexture.width = width; - glTexture.height = height; - gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data); + else if (texture && texture.textureCacheIds) { + for (var i = 0; i < texture.textureCacheIds.length; ++i) { + // Check that texture matches the one being passed in before deleting it from the cache. + if (TextureCache[texture.textureCacheIds[i]] === texture) { + delete TextureCache[texture.textureCacheIds[i]]; + } + } + texture.textureCacheIds.length = 0; + return texture; } - return true; + return null; }; - return DepthResource; - }(BufferResource$1)); - - /** - * A framebuffer can be used to render contents off of the screen. {@link PIXI.BaseRenderTexture} uses - * one internally to render into itself. You can attach a depth or stencil buffer to a framebuffer. - * - * On WebGL 2 machines, shaders can output to multiple textures simultaneously with GLSL 300 ES. - * @memberof PIXI - */ - var Framebuffer$1 = /** @class */ (function () { - /** - * @param width - Width of the frame buffer - * @param height - Height of the frame buffer - */ - function Framebuffer(width, height) { - this.width = Math.round(width || 100); - this.height = Math.round(height || 100); - this.stencil = false; - this.depth = false; - this.dirtyId = 0; - this.dirtyFormat = 0; - this.dirtySize = 0; - this.depthTexture = null; - this.colorTextures = []; - this.glFramebuffers = {}; - this.disposeRunner = new Runner('disposeFramebuffer'); - this.multisample = MSAA_QUALITY$8.NONE; - } - Object.defineProperty(Framebuffer.prototype, "colorTexture", { + Object.defineProperty(Texture.prototype, "resolution", { /** - * Reference to the colorTexture. + * Returns resolution of baseTexture * @readonly */ get: function () { - return this.colorTextures[0]; + return this.baseTexture.resolution; }, enumerable: false, configurable: true }); - /** - * Add texture to the colorTexture array. - * @param index - Index of the array to add the texture to - * @param texture - Texture to add to the array - */ - Framebuffer.prototype.addColorTexture = function (index, texture) { - if (index === void 0) { index = 0; } - // TODO add some validation to the texture - same width / height etc? - this.colorTextures[index] = texture || new BaseTexture$1(null, { - scaleMode: SCALE_MODES$8.NEAREST, - resolution: 1, - mipmap: MIPMAP_MODES$8.OFF, - width: this.width, - height: this.height, - }); - this.dirtyId++; - this.dirtyFormat++; - return this; - }; - /** - * Add a depth texture to the frame buffer. - * @param texture - Texture to add. - */ - Framebuffer.prototype.addDepthTexture = function (texture) { - /* eslint-disable max-len */ - this.depthTexture = texture || new BaseTexture$1(new DepthResource$1(null, { width: this.width, height: this.height }), { - scaleMode: SCALE_MODES$8.NEAREST, - resolution: 1, - width: this.width, - height: this.height, - mipmap: MIPMAP_MODES$8.OFF, - format: FORMATS$8.DEPTH_COMPONENT, - type: TYPES$8.UNSIGNED_SHORT, - }); - this.dirtyId++; - this.dirtyFormat++; - return this; - }; - /** Enable depth on the frame buffer. */ - Framebuffer.prototype.enableDepth = function () { - this.depth = true; - this.dirtyId++; - this.dirtyFormat++; - return this; - }; - /** Enable stencil on the frame buffer. */ - Framebuffer.prototype.enableStencil = function () { - this.stencil = true; - this.dirtyId++; - this.dirtyFormat++; - return this; - }; - /** - * Resize the frame buffer - * @param width - Width of the frame buffer to resize to - * @param height - Height of the frame buffer to resize to - */ - Framebuffer.prototype.resize = function (width, height) { - width = Math.round(width); - height = Math.round(height); - if (width === this.width && height === this.height) - { return; } - this.width = width; - this.height = height; - this.dirtyId++; - this.dirtySize++; - for (var i = 0; i < this.colorTextures.length; i++) { - var texture = this.colorTextures[i]; - var resolution = texture.resolution; - // take into account the fact the texture may have a different resolution.. - texture.setSize(width / resolution, height / resolution); - } - if (this.depthTexture) { - var resolution = this.depthTexture.resolution; - this.depthTexture.setSize(width / resolution, height / resolution); - } - }; - /** Disposes WebGL resources that are connected to this geometry. */ - Framebuffer.prototype.dispose = function () { - this.disposeRunner.emit(this, false); - }; - /** Destroys and removes the depth texture added to this framebuffer. */ - Framebuffer.prototype.destroyDepthTexture = function () { - if (this.depthTexture) { - this.depthTexture.destroy(); - this.depthTexture = null; - ++this.dirtyId; - ++this.dirtyFormat; - } + Object.defineProperty(Texture.prototype, "frame", { + /** + * The frame specifies the region of the base texture that this texture uses. + * Please call `updateUvs()` after you change coordinates of `frame` manually. + */ + get: function () { + return this._frame; + }, + set: function (frame) { + this._frame = frame; + this.noFrame = false; + var x = frame.x, y = frame.y, width = frame.width, height = frame.height; + var xNotFit = x + width > this.baseTexture.width; + var yNotFit = y + height > this.baseTexture.height; + if (xNotFit || yNotFit) { + var relationship = xNotFit && yNotFit ? 'and' : 'or'; + var errorX = "X: " + x + " + " + width + " = " + (x + width) + " > " + this.baseTexture.width; + var errorY = "Y: " + y + " + " + height + " = " + (y + height) + " > " + this.baseTexture.height; + throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: ' + + (errorX + " " + relationship + " " + errorY)); + } + this.valid = width && height && this.baseTexture.valid; + if (!this.trim && !this.rotate) { + this.orig = frame; + } + if (this.valid) { + this.updateUvs(); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Texture.prototype, "rotate", { + /** + * Indicates whether the texture is rotated inside the atlas + * set to 2 to compensate for texture packer rotation + * set to 6 to compensate for spine packer rotation + * can be used to rotate or mirror sprites + * See {@link PIXI.groupD8} for explanation + */ + get: function () { + return this._rotate; + }, + set: function (rotate) { + this._rotate = rotate; + if (this.valid) { + this.updateUvs(); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Texture.prototype, "width", { + /** The width of the Texture in pixels. */ + get: function () { + return this.orig.width; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Texture.prototype, "height", { + /** The height of the Texture in pixels. */ + get: function () { + return this.orig.height; + }, + enumerable: false, + configurable: true + }); + /** Utility function for BaseTexture|Texture cast. */ + Texture.prototype.castToBaseTexture = function () { + return this.baseTexture; }; - return Framebuffer; - }()); + Object.defineProperty(Texture, "EMPTY", { + /** An empty texture, used often to not have to create multiple empty textures. Can not be destroyed. */ + get: function () { + if (!Texture._EMPTY) { + Texture._EMPTY = new Texture(new BaseTexture()); + removeAllHandlers(Texture._EMPTY); + removeAllHandlers(Texture._EMPTY.baseTexture); + } + return Texture._EMPTY; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Texture, "WHITE", { + /** A white texture of 16x16 size, used for graphics and other things Can not be destroyed. */ + get: function () { + if (!Texture._WHITE) { + var canvas = settings.ADAPTER.createCanvas(16, 16); + var context = canvas.getContext('2d'); + canvas.width = 16; + canvas.height = 16; + context.fillStyle = 'white'; + context.fillRect(0, 0, 16, 16); + Texture._WHITE = new Texture(BaseTexture.from(canvas)); + removeAllHandlers(Texture._WHITE); + removeAllHandlers(Texture._WHITE.baseTexture); + } + return Texture._WHITE; + }, + enumerable: false, + configurable: true + }); + return Texture; + }(EventEmitter)); /** - * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it. + * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it. * - * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded + * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded * otherwise black rectangles will be drawn instead. * - * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position - * and rotation of the given Display Objects is ignored. For example: + * __Hint-2__: The actual memory allocation will happen on first render. + * You shouldn't create renderTextures each frame just to delete them after, try to reuse them. + * + * A RenderTexture takes a snapshot of any Display Object given to its render method. For example: * * ```js * let renderer = PIXI.autoDetectRenderer(); - * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 }); - * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); + * let renderTexture = PIXI.RenderTexture.create({ width: 800, height: 600 }); * let sprite = PIXI.Sprite.from("spinObj_01.png"); * * sprite.position.x = 800/2; @@ -14936,6 +13813,7 @@ * * renderer.render(sprite, {renderTexture}); * ``` + * Note that you should not create a new renderer, but reuse the same one as the rest of the application. * * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 * you can clear the transform @@ -14944,981 +13822,319 @@ * * sprite.setTransform() * - * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 }); - * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); + * let renderTexture = new PIXI.RenderTexture.create({ width: 100, height: 100 }); * * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture * ``` * @memberof PIXI */ - var BaseRenderTexture$1 = /** @class */ (function (_super) { - __extends$m(BaseRenderTexture, _super); + var RenderTexture = /** @class */ (function (_super) { + __extends$i(RenderTexture, _super); /** - * @param options - * @param {number} [options.width=100] - The width of the base render texture. - * @param {number} [options.height=100] - The height of the base render texture. - * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} - * for possible values. - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio - * of the texture being generated. - * @param {PIXI.MSAA_QUALITY} [options.multisample=PIXI.MSAA_QUALITY.NONE] - The number of samples of the frame buffer. + * @param baseRenderTexture - The base texture object that this texture uses. + * @param frame - The rectangle frame of the texture to show. */ - function BaseRenderTexture(options) { - if (options === void 0) { options = {}; } - var _this = this; - if (typeof options === 'number') { - /* eslint-disable prefer-rest-params */ - // Backward compatibility of signature - var width = arguments[0]; - var height = arguments[1]; - var scaleMode = arguments[2]; - var resolution = arguments[3]; - options = { width: width, height: height, scaleMode: scaleMode, resolution: resolution }; - /* eslint-enable prefer-rest-params */ - } - options.width = options.width || 100; - options.height = options.height || 100; - options.multisample = options.multisample !== undefined ? options.multisample : MSAA_QUALITY$8.NONE; - _this = _super.call(this, null, options) || this; - // Set defaults - _this.mipmap = MIPMAP_MODES$8.OFF; + function RenderTexture(baseRenderTexture, frame) { + var _this = _super.call(this, baseRenderTexture, frame) || this; _this.valid = true; - _this.clearColor = [0, 0, 0, 0]; - _this.framebuffer = new Framebuffer$1(_this.realWidth, _this.realHeight) - .addColorTexture(0, _this); - _this.framebuffer.multisample = options.multisample; - // TODO - could this be added the systems? - _this.maskStack = []; - _this.filterStack = [{}]; + _this.filterFrame = null; + _this.filterPoolKey = null; + _this.updateUvs(); return _this; } + Object.defineProperty(RenderTexture.prototype, "framebuffer", { + /** + * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast. + * @readonly + */ + get: function () { + return this.baseTexture.framebuffer; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(RenderTexture.prototype, "multisample", { + /** + * Shortcut to `this.framebuffer.multisample`. + * @default PIXI.MSAA_QUALITY.NONE + */ + get: function () { + return this.framebuffer.multisample; + }, + set: function (value) { + this.framebuffer.multisample = value; + }, + enumerable: false, + configurable: true + }); /** - * Resizes the BaseRenderTexture. + * Resizes the RenderTexture. * @param desiredWidth - The desired width to resize to. * @param desiredHeight - The desired height to resize to. + * @param resizeBaseTexture - Should the baseTexture.width and height values be resized as well? */ - BaseRenderTexture.prototype.resize = function (desiredWidth, desiredHeight) { - this.framebuffer.resize(desiredWidth * this.resolution, desiredHeight * this.resolution); - this.setRealSize(this.framebuffer.width, this.framebuffer.height); + RenderTexture.prototype.resize = function (desiredWidth, desiredHeight, resizeBaseTexture) { + if (resizeBaseTexture === void 0) { resizeBaseTexture = true; } + var resolution = this.baseTexture.resolution; + var width = Math.round(desiredWidth * resolution) / resolution; + var height = Math.round(desiredHeight * resolution) / resolution; + // TODO - could be not required.. + this.valid = (width > 0 && height > 0); + this._frame.width = this.orig.width = width; + this._frame.height = this.orig.height = height; + if (resizeBaseTexture) { + this.baseTexture.resize(width, height); + } + this.updateUvs(); }; /** - * Frees the texture and framebuffer from WebGL memory without destroying this texture object. - * This means you can still use the texture later which will upload it to GPU - * memory again. - * @fires PIXI.BaseTexture#dispose + * Changes the resolution of baseTexture, but does not change framebuffer size. + * @param resolution - The new resolution to apply to RenderTexture */ - BaseRenderTexture.prototype.dispose = function () { - this.framebuffer.dispose(); - _super.prototype.dispose.call(this); - }; - /** Destroys this texture. */ - BaseRenderTexture.prototype.destroy = function () { - _super.prototype.destroy.call(this); - this.framebuffer.destroyDepthTexture(); - this.framebuffer = null; + RenderTexture.prototype.setResolution = function (resolution) { + var baseTexture = this.baseTexture; + if (baseTexture.resolution === resolution) { + return; + } + baseTexture.setResolution(resolution); + this.resize(baseTexture.width, baseTexture.height, false); }; - return BaseRenderTexture; - }(BaseTexture$1)); - - /** - * Stores a texture's frame in UV coordinates, in - * which everything lies in the rectangle `[(0,0), (1,0), - * (1,1), (0,1)]`. - * - * | Corner | Coordinates | - * |--------------|-------------| - * | Top-Left | `(x0,y0)` | - * | Top-Right | `(x1,y1)` | - * | Bottom-Right | `(x2,y2)` | - * | Bottom-Left | `(x3,y3)` | - * @protected - * @memberof PIXI - */ - var TextureUvs$1 = /** @class */ (function () { - function TextureUvs() { - this.x0 = 0; - this.y0 = 0; - this.x1 = 1; - this.y1 = 0; - this.x2 = 1; - this.y2 = 1; - this.x3 = 0; - this.y3 = 1; - this.uvsFloat32 = new Float32Array(8); - } - /** - * Sets the texture Uvs based on the given frame information. - * @protected - * @param frame - The frame of the texture - * @param baseFrame - The base frame of the texture - * @param rotate - Rotation of frame, see {@link PIXI.groupD8} - */ - TextureUvs.prototype.set = function (frame, baseFrame, rotate) { - var tw = baseFrame.width; - var th = baseFrame.height; - if (rotate) { - // width and height div 2 div baseFrame size - var w2 = frame.width / 2 / tw; - var h2 = frame.height / 2 / th; - // coordinates of center - var cX = (frame.x / tw) + w2; - var cY = (frame.y / th) + h2; - rotate = groupD8$1.add(rotate, groupD8$1.NW); // NW is top-left corner - this.x0 = cX + (w2 * groupD8$1.uX(rotate)); - this.y0 = cY + (h2 * groupD8$1.uY(rotate)); - rotate = groupD8$1.add(rotate, 2); // rotate 90 degrees clockwise - this.x1 = cX + (w2 * groupD8$1.uX(rotate)); - this.y1 = cY + (h2 * groupD8$1.uY(rotate)); - rotate = groupD8$1.add(rotate, 2); - this.x2 = cX + (w2 * groupD8$1.uX(rotate)); - this.y2 = cY + (h2 * groupD8$1.uY(rotate)); - rotate = groupD8$1.add(rotate, 2); - this.x3 = cX + (w2 * groupD8$1.uX(rotate)); - this.y3 = cY + (h2 * groupD8$1.uY(rotate)); + RenderTexture.create = function (options) { + var arguments$1 = arguments; + + var rest = []; + for (var _i = 1; _i < arguments.length; _i++) { + rest[_i - 1] = arguments$1[_i]; } - else { - this.x0 = frame.x / tw; - this.y0 = frame.y / th; - this.x1 = (frame.x + frame.width) / tw; - this.y1 = frame.y / th; - this.x2 = (frame.x + frame.width) / tw; - this.y2 = (frame.y + frame.height) / th; - this.x3 = frame.x / tw; - this.y3 = (frame.y + frame.height) / th; + // @deprecated fallback, old-style: create(width, height, scaleMode, resolution) + if (typeof options === 'number') { + deprecation('6.0.0', 'Arguments (width, height, scaleMode, resolution) have been deprecated.'); + /* eslint-disable prefer-rest-params */ + options = { + width: options, + height: rest[0], + scaleMode: rest[1], + resolution: rest[2], + }; + /* eslint-enable prefer-rest-params */ } - this.uvsFloat32[0] = this.x0; - this.uvsFloat32[1] = this.y0; - this.uvsFloat32[2] = this.x1; - this.uvsFloat32[3] = this.y1; - this.uvsFloat32[4] = this.x2; - this.uvsFloat32[5] = this.y2; - this.uvsFloat32[6] = this.x3; - this.uvsFloat32[7] = this.y3; - }; - TextureUvs.prototype.toString = function () { - return "[@pixi/core:TextureUvs " - + ("x0=" + this.x0 + " y0=" + this.y0 + " ") - + ("x1=" + this.x1 + " y1=" + this.y1 + " x2=" + this.x2 + " ") - + ("y2=" + this.y2 + " x3=" + this.x3 + " y3=" + this.y3) - + "]"; + return new RenderTexture(new BaseRenderTexture(options)); }; - return TextureUvs; - }()); + return RenderTexture; + }(Texture)); - var DEFAULT_UVS$1 = new TextureUvs$1(); - /** - * Used to remove listeners from WHITE and EMPTY Textures - * @ignore - */ - function removeAllHandlers$1(tex) { - tex.destroy = function _emptyDestroy() { }; - tex.on = function _emptyOn() { }; - tex.once = function _emptyOnce() { }; - tex.emit = function _emptyEmit() { }; - } /** - * A texture stores the information that represents an image or part of an image. - * - * It cannot be added to the display list directly; instead use it as the texture for a Sprite. - * If no frame is provided for a texture, then the whole image is used. - * - * You can directly create a texture from an image and then reuse it multiple times like this : - * - * ```js - * let texture = PIXI.Texture.from('assets/image.png'); - * let sprite1 = new PIXI.Sprite(texture); - * let sprite2 = new PIXI.Sprite(texture); - * ``` + * Texture pool, used by FilterSystem and plugins. * - * If you didnt pass the texture frame to constructor, it enables `noFrame` mode: - * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture. + * Stores collection of temporary pow2 or screen-sized renderTextures * - * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing. - * You can check for this by checking the sprite's _textureID property. - * ```js - * var texture = PIXI.Texture.from('assets/image.svg'); - * var sprite1 = new PIXI.Sprite(texture); - * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file - * ``` - * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068. + * If you use custom RenderTexturePool for your filters, you can use methods + * `getFilterTexture` and `returnFilterTexture` same as in * @memberof PIXI - * @typeParam R - The BaseTexture's Resource type. */ - var Texture$1 = /** @class */ (function (_super) { - __extends$m(Texture, _super); + var RenderTexturePool = /** @class */ (function () { /** - * @param baseTexture - The base texture source to create the texture from - * @param frame - The rectangle frame of the texture to show - * @param orig - The area of original texture - * @param trim - Trimmed rectangle of original texture - * @param rotate - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8} - * @param anchor - Default anchor point used for sprite placement / rotation + * @param textureOptions - options that will be passed to BaseRenderTexture constructor + * @param {PIXI.SCALE_MODES} [textureOptions.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values. */ - function Texture(baseTexture, frame, orig, trim, rotate, anchor) { - var _this = _super.call(this) || this; - _this.noFrame = false; - if (!frame) { - _this.noFrame = true; - frame = new Rectangle$3(0, 0, 1, 1); - } - if (baseTexture instanceof Texture) { - baseTexture = baseTexture.baseTexture; - } - _this.baseTexture = baseTexture; - _this._frame = frame; - _this.trim = trim; - _this.valid = false; - _this._uvs = DEFAULT_UVS$1; - _this.uvMatrix = null; - _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1); - _this._rotate = Number(rotate || 0); - if (rotate === true) { - // this is old texturepacker legacy, some games/libraries are passing "true" for rotated textures - _this._rotate = 2; - } - else if (_this._rotate % 2 !== 0) { - throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually'); - } - _this.defaultAnchor = anchor ? new Point$3(anchor.x, anchor.y) : new Point$3(0, 0); - _this._updateID = 0; - _this.textureCacheIds = []; - if (!baseTexture.valid) { - baseTexture.once('loaded', _this.onBaseTextureUpdated, _this); - } - else if (_this.noFrame) { - // if there is no frame we should monitor for any base texture changes.. - if (baseTexture.valid) { - _this.onBaseTextureUpdated(baseTexture); - } - } - else { - _this.frame = frame; - } - if (_this.noFrame) { - baseTexture.on('update', _this.onBaseTextureUpdated, _this); - } - return _this; + function RenderTexturePool(textureOptions) { + this.texturePool = {}; + this.textureOptions = textureOptions || {}; + this.enableFullScreen = false; + this._pixelsWidth = 0; + this._pixelsHeight = 0; } /** - * Updates this texture on the gpu. - * - * Calls the TextureResource update. - * - * If you adjusted `frame` manually, please call `updateUvs()` instead. + * Creates texture with params that were specified in pool constructor. + * @param realWidth - Width of texture in pixels. + * @param realHeight - Height of texture in pixels. + * @param multisample - Number of samples of the framebuffer. */ - Texture.prototype.update = function () { - if (this.baseTexture.resource) { - this.baseTexture.resource.update(); - } + RenderTexturePool.prototype.createTexture = function (realWidth, realHeight, multisample) { + if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; } + var baseRenderTexture = new BaseRenderTexture(Object.assign({ + width: realWidth, + height: realHeight, + resolution: 1, + multisample: multisample, + }, this.textureOptions)); + return new RenderTexture(baseRenderTexture); }; /** - * Called when the base texture is updated - * @protected - * @param baseTexture - The base texture. + * Gets a Power-of-Two render texture or fullScreen texture + * @param minWidth - The minimum width of the render texture. + * @param minHeight - The minimum height of the render texture. + * @param resolution - The resolution of the render texture. + * @param multisample - Number of samples of the render texture. + * @returns The new render texture. */ - Texture.prototype.onBaseTextureUpdated = function (baseTexture) { - if (this.noFrame) { - if (!this.baseTexture.valid) { - return; + RenderTexturePool.prototype.getOptimalTexture = function (minWidth, minHeight, resolution, multisample) { + if (resolution === void 0) { resolution = 1; } + if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; } + var key; + minWidth = Math.ceil((minWidth * resolution) - 1e-6); + minHeight = Math.ceil((minHeight * resolution) - 1e-6); + if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight) { + minWidth = nextPow2(minWidth); + minHeight = nextPow2(minHeight); + key = (((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF)) >>> 0; + if (multisample > 1) { + key += multisample * 0x100000000; } - this._frame.width = baseTexture.width; - this._frame.height = baseTexture.height; - this.valid = true; - this.updateUvs(); } else { - // TODO this code looks confusing.. boo to abusing getters and setters! - // if user gave us frame that has bigger size than resized texture it can be a problem - this.frame = this._frame; + key = multisample > 1 ? -multisample : -1; } - this.emit('update', this); + if (!this.texturePool[key]) { + this.texturePool[key] = []; + } + var renderTexture = this.texturePool[key].pop(); + if (!renderTexture) { + renderTexture = this.createTexture(minWidth, minHeight, multisample); + } + renderTexture.filterPoolKey = key; + renderTexture.setResolution(resolution); + return renderTexture; }; /** - * Destroys this texture - * @param [destroyBase=false] - Whether to destroy the base texture as well + * Gets extra texture of the same size as input renderTexture + * + * `getFilterTexture(input, 0.5)` or `getFilterTexture(0.5, input)` + * @param input - renderTexture from which size and resolution will be copied + * @param resolution - override resolution of the renderTexture + * It overrides, it does not multiply + * @param multisample - number of samples of the renderTexture */ - Texture.prototype.destroy = function (destroyBase) { - if (this.baseTexture) { - if (destroyBase) { - var resource = this.baseTexture.resource; - // delete the texture if it exists in the texture cache.. - // this only needs to be removed if the base texture is actually destroyed too.. - if (resource && resource.url && TextureCache[resource.url]) { - Texture.removeFromCache(resource.url); - } - this.baseTexture.destroy(); - } - this.baseTexture.off('loaded', this.onBaseTextureUpdated, this); - this.baseTexture.off('update', this.onBaseTextureUpdated, this); - this.baseTexture = null; - } - this._frame = null; - this._uvs = null; - this.trim = null; - this.orig = null; - this.valid = false; - Texture.removeFromCache(this); - this.textureCacheIds = null; + RenderTexturePool.prototype.getFilterTexture = function (input, resolution, multisample) { + var filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE); + filterTexture.filterFrame = input.filterFrame; + return filterTexture; }; /** - * Creates a new texture object that acts the same as this one. - * @returns - The new texture + * Place a render texture back into the pool. + * @param renderTexture - The renderTexture to free */ - Texture.prototype.clone = function () { - var clonedFrame = this._frame.clone(); - var clonedOrig = this._frame === this.orig ? clonedFrame : this.orig.clone(); - var clonedTexture = new Texture(this.baseTexture, !this.noFrame && clonedFrame, clonedOrig, this.trim && this.trim.clone(), this.rotate, this.defaultAnchor); - if (this.noFrame) { - clonedTexture._frame = clonedFrame; - } - return clonedTexture; + RenderTexturePool.prototype.returnTexture = function (renderTexture) { + var key = renderTexture.filterPoolKey; + renderTexture.filterFrame = null; + this.texturePool[key].push(renderTexture); }; /** - * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture. - * Call it after changing the frame + * Alias for returnTexture, to be compliant with FilterSystem interface. + * @param renderTexture - The renderTexture to free */ - Texture.prototype.updateUvs = function () { - if (this._uvs === DEFAULT_UVS$1) { - this._uvs = new TextureUvs$1(); - } - this._uvs.set(this._frame, this.baseTexture, this.rotate); - this._updateID++; + RenderTexturePool.prototype.returnFilterTexture = function (renderTexture) { + this.returnTexture(renderTexture); }; /** - * Helper function that creates a new Texture based on the source you provide. - * The source can be - frame id, image url, video url, canvas element, video element, base texture - * @param {string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source - - * Source or array of sources to create texture from - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id - * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. - * @returns {PIXI.Texture} The newly created texture + * Clears the pool. + * @param destroyTextures - Destroy all stored textures. */ - Texture.from = function (source, options, strict) { - if (options === void 0) { options = {}; } - if (strict === void 0) { strict = settings$1.STRICT_TEXTURE_CACHE; } - var isFrame = typeof source === 'string'; - var cacheId = null; - if (isFrame) { - cacheId = source; - } - else if (source instanceof BaseTexture$1) { - if (!source.cacheId) { - var prefix = (options && options.pixiIdPrefix) || 'pixiid'; - source.cacheId = prefix + "-" + uid(); - BaseTexture$1.addToCache(source, source.cacheId); - } - cacheId = source.cacheId; - } - else { - if (!source._pixiId) { - var prefix = (options && options.pixiIdPrefix) || 'pixiid'; - source._pixiId = prefix + "_" + uid(); - } - cacheId = source._pixiId; - } - var texture = TextureCache[cacheId]; - // Strict-mode rejects invalid cacheIds - if (isFrame && strict && !texture) { - throw new Error("The cacheId \"" + cacheId + "\" does not exist in TextureCache."); - } - if (!texture && !(source instanceof BaseTexture$1)) { - if (!options.resolution) { - options.resolution = getResolutionOfUrl(source); + RenderTexturePool.prototype.clear = function (destroyTextures) { + destroyTextures = destroyTextures !== false; + if (destroyTextures) { + for (var i in this.texturePool) { + var textures = this.texturePool[i]; + if (textures) { + for (var j = 0; j < textures.length; j++) { + textures[j].destroy(true); + } + } } - texture = new Texture(new BaseTexture$1(source, options)); - texture.baseTexture.cacheId = cacheId; - BaseTexture$1.addToCache(texture.baseTexture, cacheId); - Texture.addToCache(texture, cacheId); } - else if (!texture && (source instanceof BaseTexture$1)) { - texture = new Texture(source); - Texture.addToCache(texture, cacheId); - } - // lets assume its a base texture! - return texture; + this.texturePool = {}; }; /** - * Useful for loading textures via URLs. Use instead of `Texture.from` because - * it does a better job of handling failed URLs more effectively. This also ignores - * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images. - * @param url - The remote URL or array of URLs to load. - * @param options - Optional options to include - * @returns - A Promise that resolves to a Texture. + * If screen size was changed, drops all screen-sized textures, + * sets new screen size, sets `enableFullScreen` to true + * + * Size is measured in pixels, `renderer.view` can be passed here, not `renderer.screen` + * @param size - Initial size of screen. */ - Texture.fromURL = function (url, options) { - var resourceOptions = Object.assign({ autoLoad: false }, options === null || options === void 0 ? void 0 : options.resourceOptions); - var texture = Texture.from(url, Object.assign({ resourceOptions: resourceOptions }, options), false); - var resource = texture.baseTexture.resource; - // The texture was already loaded - if (texture.baseTexture.valid) { - return Promise.resolve(texture); + RenderTexturePool.prototype.setScreenSize = function (size) { + if (size.width === this._pixelsWidth + && size.height === this._pixelsHeight) { + return; } - // Manually load the texture, this should allow users to handle load errors - return resource.load().then(function () { return Promise.resolve(texture); }); + this.enableFullScreen = size.width > 0 && size.height > 0; + for (var i in this.texturePool) { + if (!(Number(i) < 0)) { + continue; + } + var textures = this.texturePool[i]; + if (textures) { + for (var j = 0; j < textures.length; j++) { + textures[j].destroy(true); + } + } + this.texturePool[i] = []; + } + this._pixelsWidth = size.width; + this._pixelsHeight = size.height; }; /** - * Create a new Texture with a BufferResource from a Float32Array. - * RGBA values are floats from 0 to 1. - * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data - * is provided, a new Float32Array is created. - * @param width - Width of the resource - * @param height - Height of the resource - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * @returns - The resulting new BaseTexture + * Key that is used to store fullscreen renderTextures in a pool + * @constant */ - Texture.fromBuffer = function (buffer, width, height, options) { - return new Texture(BaseTexture$1.fromBuffer(buffer, width, height, options)); - }; + RenderTexturePool.SCREEN_KEY = -1; + return RenderTexturePool; + }()); + + /* eslint-disable max-len */ + /** + * Holds the information for a single attribute structure required to render geometry. + * + * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer} + * This can include anything from positions, uvs, normals, colors etc. + * @memberof PIXI + */ + var Attribute = /** @class */ (function () { /** - * Create a texture from a source and add to the cache. - * @param {HTMLImageElement|HTMLCanvasElement|string} source - The input source. - * @param imageUrl - File name of texture, for cache and resolving resolution. - * @param name - Human readable name for the texture cache. If no name is - * specified, only `imageUrl` will be used as the cache ID. - * @param options - * @returns - Output texture + * @param buffer - the id of the buffer that this attribute will look for + * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2. + * @param normalized - should the data be normalized. + * @param {PIXI.TYPES} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available + * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) + * @param [start=0] - How far into the array to start reading values (used for interleaving data) + * @param [instance=false] - Whether the geometry is instanced. */ - Texture.fromLoader = function (source, imageUrl, name, options) { - var baseTexture = new BaseTexture$1(source, Object.assign({ - scaleMode: settings$1.SCALE_MODE, - resolution: getResolutionOfUrl(imageUrl), - }, options)); - var resource = baseTexture.resource; - if (resource instanceof ImageResource$1) { - resource.url = imageUrl; - } - var texture = new Texture(baseTexture); - // No name, use imageUrl instead - if (!name) { - name = imageUrl; - } - // lets also add the frame to pixi's global cache for 'fromLoader' function - BaseTexture$1.addToCache(texture.baseTexture, name); - Texture.addToCache(texture, name); - // also add references by url if they are different. - if (name !== imageUrl) { - BaseTexture$1.addToCache(texture.baseTexture, imageUrl); - Texture.addToCache(texture, imageUrl); - } - // Generally images are valid right away - if (texture.baseTexture.valid) { - return Promise.resolve(texture); - } - // SVG assets need to be parsed async, let's wait - return new Promise(function (resolve) { - texture.baseTexture.once('loaded', function () { return resolve(texture); }); - }); + function Attribute(buffer, size, normalized, type, stride, start, instance) { + if (size === void 0) { size = 0; } + if (normalized === void 0) { normalized = false; } + if (type === void 0) { type = TYPES.FLOAT; } + this.buffer = buffer; + this.size = size; + this.normalized = normalized; + this.type = type; + this.stride = stride; + this.start = start; + this.instance = instance; + } + /** Destroys the Attribute. */ + Attribute.prototype.destroy = function () { + this.buffer = null; }; /** - * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object. - * @param texture - The Texture to add to the cache. - * @param id - The id that the Texture will be stored against. + * Helper function that creates an Attribute based on the information provided + * @param buffer - the id of the buffer that this attribute will look for + * @param [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2 + * @param [normalized=false] - should the data be normalized. + * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available + * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) + * @returns - A new {@link PIXI.Attribute} based on the information provided */ - Texture.addToCache = function (texture, id) { - if (id) { - if (texture.textureCacheIds.indexOf(id) === -1) { - texture.textureCacheIds.push(id); - } - if (TextureCache[id]) { - // eslint-disable-next-line no-console - console.warn("Texture added to the cache with an id [" + id + "] that already had an entry"); - } - TextureCache[id] = texture; - } + Attribute.from = function (buffer, size, normalized, type, stride) { + return new Attribute(buffer, size, normalized, type, stride); }; - /** - * Remove a Texture from the global TextureCache. - * @param texture - id of a Texture to be removed, or a Texture instance itself - * @returns - The Texture that was removed - */ - Texture.removeFromCache = function (texture) { - if (typeof texture === 'string') { - var textureFromCache = TextureCache[texture]; - if (textureFromCache) { - var index = textureFromCache.textureCacheIds.indexOf(texture); - if (index > -1) { - textureFromCache.textureCacheIds.splice(index, 1); - } - delete TextureCache[texture]; - return textureFromCache; - } - } - else if (texture && texture.textureCacheIds) { - for (var i = 0; i < texture.textureCacheIds.length; ++i) { - // Check that texture matches the one being passed in before deleting it from the cache. - if (TextureCache[texture.textureCacheIds[i]] === texture) { - delete TextureCache[texture.textureCacheIds[i]]; - } - } - texture.textureCacheIds.length = 0; - return texture; - } - return null; - }; - Object.defineProperty(Texture.prototype, "resolution", { - /** - * Returns resolution of baseTexture - * @readonly - */ - get: function () { - return this.baseTexture.resolution; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "frame", { - /** - * The frame specifies the region of the base texture that this texture uses. - * Please call `updateUvs()` after you change coordinates of `frame` manually. - */ - get: function () { - return this._frame; - }, - set: function (frame) { - this._frame = frame; - this.noFrame = false; - var x = frame.x, y = frame.y, width = frame.width, height = frame.height; - var xNotFit = x + width > this.baseTexture.width; - var yNotFit = y + height > this.baseTexture.height; - if (xNotFit || yNotFit) { - var relationship = xNotFit && yNotFit ? 'and' : 'or'; - var errorX = "X: " + x + " + " + width + " = " + (x + width) + " > " + this.baseTexture.width; - var errorY = "Y: " + y + " + " + height + " = " + (y + height) + " > " + this.baseTexture.height; - throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: ' - + (errorX + " " + relationship + " " + errorY)); - } - this.valid = width && height && this.baseTexture.valid; - if (!this.trim && !this.rotate) { - this.orig = frame; - } - if (this.valid) { - this.updateUvs(); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "rotate", { - /** - * Indicates whether the texture is rotated inside the atlas - * set to 2 to compensate for texture packer rotation - * set to 6 to compensate for spine packer rotation - * can be used to rotate or mirror sprites - * See {@link PIXI.groupD8} for explanation - */ - get: function () { - return this._rotate; - }, - set: function (rotate) { - this._rotate = rotate; - if (this.valid) { - this.updateUvs(); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "width", { - /** The width of the Texture in pixels. */ - get: function () { - return this.orig.width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "height", { - /** The height of the Texture in pixels. */ - get: function () { - return this.orig.height; - }, - enumerable: false, - configurable: true - }); - /** Utility function for BaseTexture|Texture cast. */ - Texture.prototype.castToBaseTexture = function () { - return this.baseTexture; - }; - Object.defineProperty(Texture, "EMPTY", { - /** An empty texture, used often to not have to create multiple empty textures. Can not be destroyed. */ - get: function () { - if (!Texture._EMPTY) { - Texture._EMPTY = new Texture(new BaseTexture$1()); - removeAllHandlers$1(Texture._EMPTY); - removeAllHandlers$1(Texture._EMPTY.baseTexture); - } - return Texture._EMPTY; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture, "WHITE", { - /** A white texture of 16x16 size, used for graphics and other things Can not be destroyed. */ - get: function () { - if (!Texture._WHITE) { - var canvas = settings$1.ADAPTER.createCanvas(16, 16); - var context = canvas.getContext('2d'); - canvas.width = 16; - canvas.height = 16; - context.fillStyle = 'white'; - context.fillRect(0, 0, 16, 16); - Texture._WHITE = new Texture(BaseTexture$1.from(canvas)); - removeAllHandlers$1(Texture._WHITE); - removeAllHandlers$1(Texture._WHITE.baseTexture); - } - return Texture._WHITE; - }, - enumerable: false, - configurable: true - }); - return Texture; - }(EventEmitter)); - - /** - * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it. - * - * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded - * otherwise black rectangles will be drawn instead. - * - * __Hint-2__: The actual memory allocation will happen on first render. - * You shouldn't create renderTextures each frame just to delete them after, try to reuse them. - * - * A RenderTexture takes a snapshot of any Display Object given to its render method. For example: - * - * ```js - * let renderer = PIXI.autoDetectRenderer(); - * let renderTexture = PIXI.RenderTexture.create({ width: 800, height: 600 }); - * let sprite = PIXI.Sprite.from("spinObj_01.png"); - * - * sprite.position.x = 800/2; - * sprite.position.y = 600/2; - * sprite.anchor.x = 0.5; - * sprite.anchor.y = 0.5; - * - * renderer.render(sprite, {renderTexture}); - * ``` - * Note that you should not create a new renderer, but reuse the same one as the rest of the application. - * - * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 - * you can clear the transform - * - * ```js - * - * sprite.setTransform() - * - * let renderTexture = new PIXI.RenderTexture.create({ width: 100, height: 100 }); - * - * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture - * ``` - * @memberof PIXI - */ - var RenderTexture$1 = /** @class */ (function (_super) { - __extends$m(RenderTexture, _super); - /** - * @param baseRenderTexture - The base texture object that this texture uses. - * @param frame - The rectangle frame of the texture to show. - */ - function RenderTexture(baseRenderTexture, frame) { - var _this = _super.call(this, baseRenderTexture, frame) || this; - _this.valid = true; - _this.filterFrame = null; - _this.filterPoolKey = null; - _this.updateUvs(); - return _this; - } - Object.defineProperty(RenderTexture.prototype, "framebuffer", { - /** - * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast. - * @readonly - */ - get: function () { - return this.baseTexture.framebuffer; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(RenderTexture.prototype, "multisample", { - /** - * Shortcut to `this.framebuffer.multisample`. - * @default PIXI.MSAA_QUALITY.NONE - */ - get: function () { - return this.framebuffer.multisample; - }, - set: function (value) { - this.framebuffer.multisample = value; - }, - enumerable: false, - configurable: true - }); - /** - * Resizes the RenderTexture. - * @param desiredWidth - The desired width to resize to. - * @param desiredHeight - The desired height to resize to. - * @param resizeBaseTexture - Should the baseTexture.width and height values be resized as well? - */ - RenderTexture.prototype.resize = function (desiredWidth, desiredHeight, resizeBaseTexture) { - if (resizeBaseTexture === void 0) { resizeBaseTexture = true; } - var resolution = this.baseTexture.resolution; - var width = Math.round(desiredWidth * resolution) / resolution; - var height = Math.round(desiredHeight * resolution) / resolution; - // TODO - could be not required.. - this.valid = (width > 0 && height > 0); - this._frame.width = this.orig.width = width; - this._frame.height = this.orig.height = height; - if (resizeBaseTexture) { - this.baseTexture.resize(width, height); - } - this.updateUvs(); - }; - /** - * Changes the resolution of baseTexture, but does not change framebuffer size. - * @param resolution - The new resolution to apply to RenderTexture - */ - RenderTexture.prototype.setResolution = function (resolution) { - var baseTexture = this.baseTexture; - if (baseTexture.resolution === resolution) { - return; - } - baseTexture.setResolution(resolution); - this.resize(baseTexture.width, baseTexture.height, false); - }; - RenderTexture.create = function (options) { - var arguments$1 = arguments; - - var rest = []; - for (var _i = 1; _i < arguments.length; _i++) { - rest[_i - 1] = arguments$1[_i]; - } - // @deprecated fallback, old-style: create(width, height, scaleMode, resolution) - if (typeof options === 'number') { - deprecation$1('6.0.0', 'Arguments (width, height, scaleMode, resolution) have been deprecated.'); - /* eslint-disable prefer-rest-params */ - options = { - width: options, - height: rest[0], - scaleMode: rest[1], - resolution: rest[2], - }; - /* eslint-enable prefer-rest-params */ - } - return new RenderTexture(new BaseRenderTexture$1(options)); - }; - return RenderTexture; - }(Texture$1)); - - /** - * Texture pool, used by FilterSystem and plugins. - * - * Stores collection of temporary pow2 or screen-sized renderTextures - * - * If you use custom RenderTexturePool for your filters, you can use methods - * `getFilterTexture` and `returnFilterTexture` same as in - * @memberof PIXI - */ - var RenderTexturePool$1 = /** @class */ (function () { - /** - * @param textureOptions - options that will be passed to BaseRenderTexture constructor - * @param {PIXI.SCALE_MODES} [textureOptions.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values. - */ - function RenderTexturePool(textureOptions) { - this.texturePool = {}; - this.textureOptions = textureOptions || {}; - this.enableFullScreen = false; - this._pixelsWidth = 0; - this._pixelsHeight = 0; - } - /** - * Creates texture with params that were specified in pool constructor. - * @param realWidth - Width of texture in pixels. - * @param realHeight - Height of texture in pixels. - * @param multisample - Number of samples of the framebuffer. - */ - RenderTexturePool.prototype.createTexture = function (realWidth, realHeight, multisample) { - if (multisample === void 0) { multisample = MSAA_QUALITY$8.NONE; } - var baseRenderTexture = new BaseRenderTexture$1(Object.assign({ - width: realWidth, - height: realHeight, - resolution: 1, - multisample: multisample, - }, this.textureOptions)); - return new RenderTexture$1(baseRenderTexture); - }; - /** - * Gets a Power-of-Two render texture or fullScreen texture - * @param minWidth - The minimum width of the render texture. - * @param minHeight - The minimum height of the render texture. - * @param resolution - The resolution of the render texture. - * @param multisample - Number of samples of the render texture. - * @returns The new render texture. - */ - RenderTexturePool.prototype.getOptimalTexture = function (minWidth, minHeight, resolution, multisample) { - if (resolution === void 0) { resolution = 1; } - if (multisample === void 0) { multisample = MSAA_QUALITY$8.NONE; } - var key; - minWidth = Math.ceil((minWidth * resolution) - 1e-6); - minHeight = Math.ceil((minHeight * resolution) - 1e-6); - if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight) { - minWidth = nextPow2(minWidth); - minHeight = nextPow2(minHeight); - key = (((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF)) >>> 0; - if (multisample > 1) { - key += multisample * 0x100000000; - } - } - else { - key = multisample > 1 ? -multisample : -1; - } - if (!this.texturePool[key]) { - this.texturePool[key] = []; - } - var renderTexture = this.texturePool[key].pop(); - if (!renderTexture) { - renderTexture = this.createTexture(minWidth, minHeight, multisample); - } - renderTexture.filterPoolKey = key; - renderTexture.setResolution(resolution); - return renderTexture; - }; - /** - * Gets extra texture of the same size as input renderTexture - * - * `getFilterTexture(input, 0.5)` or `getFilterTexture(0.5, input)` - * @param input - renderTexture from which size and resolution will be copied - * @param resolution - override resolution of the renderTexture - * It overrides, it does not multiply - * @param multisample - number of samples of the renderTexture - */ - RenderTexturePool.prototype.getFilterTexture = function (input, resolution, multisample) { - var filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY$8.NONE); - filterTexture.filterFrame = input.filterFrame; - return filterTexture; - }; - /** - * Place a render texture back into the pool. - * @param renderTexture - The renderTexture to free - */ - RenderTexturePool.prototype.returnTexture = function (renderTexture) { - var key = renderTexture.filterPoolKey; - renderTexture.filterFrame = null; - this.texturePool[key].push(renderTexture); - }; - /** - * Alias for returnTexture, to be compliant with FilterSystem interface. - * @param renderTexture - The renderTexture to free - */ - RenderTexturePool.prototype.returnFilterTexture = function (renderTexture) { - this.returnTexture(renderTexture); - }; - /** - * Clears the pool. - * @param destroyTextures - Destroy all stored textures. - */ - RenderTexturePool.prototype.clear = function (destroyTextures) { - destroyTextures = destroyTextures !== false; - if (destroyTextures) { - for (var i in this.texturePool) { - var textures = this.texturePool[i]; - if (textures) { - for (var j = 0; j < textures.length; j++) { - textures[j].destroy(true); - } - } - } - } - this.texturePool = {}; - }; - /** - * If screen size was changed, drops all screen-sized textures, - * sets new screen size, sets `enableFullScreen` to true - * - * Size is measured in pixels, `renderer.view` can be passed here, not `renderer.screen` - * @param size - Initial size of screen. - */ - RenderTexturePool.prototype.setScreenSize = function (size) { - if (size.width === this._pixelsWidth - && size.height === this._pixelsHeight) { - return; - } - this.enableFullScreen = size.width > 0 && size.height > 0; - for (var i in this.texturePool) { - if (!(Number(i) < 0)) { - continue; - } - var textures = this.texturePool[i]; - if (textures) { - for (var j = 0; j < textures.length; j++) { - textures[j].destroy(true); - } - } - this.texturePool[i] = []; - } - this._pixelsWidth = size.width; - this._pixelsHeight = size.height; - }; - /** - * Key that is used to store fullscreen renderTextures in a pool - * @constant - */ - RenderTexturePool.SCREEN_KEY = -1; - return RenderTexturePool; - }()); - - /* eslint-disable max-len */ - /** - * Holds the information for a single attribute structure required to render geometry. - * - * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer} - * This can include anything from positions, uvs, normals, colors etc. - * @memberof PIXI - */ - var Attribute$1 = /** @class */ (function () { - /** - * @param buffer - the id of the buffer that this attribute will look for - * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2. - * @param normalized - should the data be normalized. - * @param {PIXI.TYPES} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available - * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) - * @param [start=0] - How far into the array to start reading values (used for interleaving data) - * @param [instance=false] - Whether the geometry is instanced. - */ - function Attribute(buffer, size, normalized, type, stride, start, instance) { - if (size === void 0) { size = 0; } - if (normalized === void 0) { normalized = false; } - if (type === void 0) { type = TYPES$8.FLOAT; } - this.buffer = buffer; - this.size = size; - this.normalized = normalized; - this.type = type; - this.stride = stride; - this.start = start; - this.instance = instance; - } - /** Destroys the Attribute. */ - Attribute.prototype.destroy = function () { - this.buffer = null; - }; - /** - * Helper function that creates an Attribute based on the information provided - * @param buffer - the id of the buffer that this attribute will look for - * @param [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2 - * @param [normalized=false] - should the data be normalized. - * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available - * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) - * @returns - A new {@link PIXI.Attribute} based on the information provided - */ - Attribute.from = function (buffer, size, normalized, type, stride) { - return new Attribute(buffer, size, normalized, type, stride); - }; - return Attribute; - }()); - - var UID$4$1 = 0; - /** - * A wrapper for data so that it can be used and uploaded by WebGL - * @memberof PIXI - */ - var Buffer$1 = /** @class */ (function () { + return Attribute; + }()); + + var UID$4 = 0; + /** + * A wrapper for data so that it can be used and uploaded by WebGL + * @memberof PIXI + */ + var Buffer = /** @class */ (function () { /** * @param {PIXI.IArrayBuffer} data - the data to store in the buffer. * @param _static - `true` for static buffer @@ -15932,7 +14148,7 @@ this._updateID = 0; this.index = index; this.static = _static; - this.id = UID$4$1++; + this.id = UID$4++; this.disposeRunner = new Runner('disposeBuffer'); } // TODO could explore flagging only a partial upload? @@ -15958,7 +14174,7 @@ }; Object.defineProperty(Buffer.prototype, "index", { get: function () { - return this.type === BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER; + return this.type === BUFFER_TYPE.ELEMENT_ARRAY_BUFFER; }, /** * Flags whether this is an index buffer. @@ -15969,7 +14185,7 @@ * For backwards compatibility. */ set: function (value) { - this.type = value ? BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER : BUFFER_TYPE$8.ARRAY_BUFFER; + this.type = value ? BUFFER_TYPE.ELEMENT_ARRAY_BUFFER : BUFFER_TYPE.ARRAY_BUFFER; }, enumerable: false, configurable: true @@ -15989,13 +14205,13 @@ }()); /* eslint-disable object-shorthand */ - var map$1$1 = { + var map$1 = { Float32Array: Float32Array, Uint32Array: Uint32Array, Int32Array: Int32Array, Uint8Array: Uint8Array, }; - function interleaveTypedArrays$1(arrays, sizes) { + function interleaveTypedArrays(arrays, sizes) { var outSize = 0; var stride = 0; var views = {}; @@ -16011,7 +14227,7 @@ var array = arrays[i]; var type = getBufferType(array); if (!views[type]) { - views[type] = new map$1$1[type](buffer); + views[type] = new map$1[type](buffer); } out = views[type]; for (var j = 0; j < array.length; j++) { @@ -16024,10 +14240,10 @@ return new Float32Array(buffer); } - var byteSizeMap$1$1 = { 5126: 4, 5123: 2, 5121: 1 }; - var UID$3$1 = 0; + var byteSizeMap$1 = { 5126: 4, 5123: 2, 5121: 1 }; + var UID$3 = 0; /* eslint-disable object-shorthand */ - var map$2 = { + var map = { Float32Array: Float32Array, Uint32Array: Uint32Array, Int32Array: Int32Array, @@ -16052,7 +14268,7 @@ * ``` * @memberof PIXI */ - var Geometry$1 = /** @class */ (function () { + var Geometry = /** @class */ (function () { /** * @param buffers - An array of buffers. optional. * @param attributes - Of the geometry, optional structure of the attributes layout @@ -16064,7 +14280,7 @@ this.indexBuffer = null; this.attributes = attributes; this.glVertexArrayObjects = {}; - this.id = UID$3$1++; + this.id = UID$3++; this.instanced = false; this.instanceCount = 1; this.disposeRunner = new Runner('disposeGeometry'); @@ -16092,12 +14308,12 @@ throw new Error('You must pass a buffer when creating an attribute'); } // check if this is a buffer! - if (!(buffer instanceof Buffer$1)) { + if (!(buffer instanceof Buffer)) { // its an array! if (buffer instanceof Array) { buffer = new Float32Array(buffer); } - buffer = new Buffer$1(buffer); + buffer = new Buffer(buffer); } var ids = id.split('|'); if (ids.length > 1) { @@ -16111,7 +14327,7 @@ this.buffers.push(buffer); bufferIndex = this.buffers.length - 1; } - this.attributes[id] = new Attribute$1(bufferIndex, size, normalized, type, stride, start, instance); + this.attributes[id] = new Attribute(bufferIndex, size, normalized, type, stride, start, instance); // assuming that if there is instanced data then this will be drawn with instancing! this.instanced = this.instanced || instance; return this; @@ -16140,14 +14356,14 @@ * @returns - Returns self, useful for chaining. */ Geometry.prototype.addIndex = function (buffer) { - if (!(buffer instanceof Buffer$1)) { + if (!(buffer instanceof Buffer)) { // its an array! if (buffer instanceof Array) { buffer = new Uint16Array(buffer); } - buffer = new Buffer$1(buffer); + buffer = new Buffer(buffer); } - buffer.type = BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER; + buffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER; this.indexBuffer = buffer; if (this.buffers.indexOf(buffer) === -1) { this.buffers.push(buffer); @@ -16173,16 +14389,16 @@ // assume already that no buffers are interleaved var arrays = []; var sizes = []; - var interleavedBuffer = new Buffer$1(); + var interleavedBuffer = new Buffer(); var i; for (i in this.attributes) { var attribute = this.attributes[i]; var buffer = this.buffers[attribute.buffer]; arrays.push(buffer.data); - sizes.push((attribute.size * byteSizeMap$1$1[attribute.type]) / 4); + sizes.push((attribute.size * byteSizeMap$1[attribute.type]) / 4); attribute.buffer = 0; } - interleavedBuffer.data = interleaveTypedArrays$1(arrays, sizes); + interleavedBuffer.data = interleaveTypedArrays(arrays, sizes); for (i = 0; i < this.buffers.length; i++) { if (this.buffers[i] !== this.indexBuffer) { this.buffers[i].destroy(); @@ -16221,15 +14437,15 @@ Geometry.prototype.clone = function () { var geometry = new Geometry(); for (var i = 0; i < this.buffers.length; i++) { - geometry.buffers[i] = new Buffer$1(this.buffers[i].data.slice(0)); + geometry.buffers[i] = new Buffer(this.buffers[i].data.slice(0)); } for (var i in this.attributes) { var attrib = this.attributes[i]; - geometry.attributes[i] = new Attribute$1(attrib.buffer, attrib.size, attrib.normalized, attrib.type, attrib.stride, attrib.start, attrib.instance); + geometry.attributes[i] = new Attribute(attrib.buffer, attrib.size, attrib.normalized, attrib.type, attrib.stride, attrib.start, attrib.instance); } if (this.indexBuffer) { geometry.indexBuffer = geometry.buffers[this.buffers.indexOf(this.indexBuffer)]; - geometry.indexBuffer.type = BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER; + geometry.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER; } return geometry; }; @@ -16260,8 +14476,8 @@ // build the correct size arrays.. for (var i = 0; i < geometry.buffers.length; i++) { // TODO types! - arrays[i] = new map$2[getBufferType(geometry.buffers[i].data)](sizes[i]); - geometryOut.buffers[i] = new Buffer$1(arrays[i]); + arrays[i] = new map[getBufferType(geometry.buffers[i].data)](sizes[i]); + geometryOut.buffers[i] = new Buffer(arrays[i]); } // pass to set data.. for (var i = 0; i < geometries.length; i++) { @@ -16274,7 +14490,7 @@ geometryOut.attributes = geometry.attributes; if (geometry.indexBuffer) { geometryOut.indexBuffer = geometryOut.buffers[geometry.buffers.indexOf(geometry.indexBuffer)]; - geometryOut.indexBuffer.type = BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER; + geometryOut.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER; var offset = 0; var stride = 0; var offset2 = 0; @@ -16290,7 +14506,7 @@ for (var i in geometry.attributes) { var attribute = geometry.attributes[i]; if ((attribute.buffer | 0) === bufferIndexToCount) { - stride += ((attribute.size * byteSizeMap$1$1[attribute.type]) / 4); + stride += ((attribute.size * byteSizeMap$1[attribute.type]) / 4); } } // time to off set all indexes.. @@ -16312,8 +14528,8 @@ * Helper class to create a quad * @memberof PIXI */ - var Quad$1 = /** @class */ (function (_super) { - __extends$m(Quad, _super); + var Quad = /** @class */ (function (_super) { + __extends$i(Quad, _super); function Quad() { var _this = _super.call(this) || this; _this.addAttribute('aVertexPosition', new Float32Array([ @@ -16325,14 +14541,14 @@ return _this; } return Quad; - }(Geometry$1)); + }(Geometry)); /** * Helper class to create a quad with uvs like in v4 * @memberof PIXI */ - var QuadUv$1 = /** @class */ (function (_super) { - __extends$m(QuadUv, _super); + var QuadUv = /** @class */ (function (_super) { + __extends$i(QuadUv, _super); function QuadUv() { var _this = _super.call(this) || this; _this.vertices = new Float32Array([ @@ -16345,8 +14561,8 @@ 1, 0, 1, 1, 0, 1 ]); - _this.vertexBuffer = new Buffer$1(_this.vertices); - _this.uvBuffer = new Buffer$1(_this.uvs); + _this.vertexBuffer = new Buffer(_this.vertices); + _this.uvBuffer = new Buffer(_this.uvs); _this.addAttribute('aVertexPosition', _this.vertexBuffer) .addAttribute('aTextureCoord', _this.uvBuffer) .addIndex([0, 1, 2, 0, 2, 3]); @@ -16392,9 +14608,9 @@ return this; }; return QuadUv; - }(Geometry$1)); + }(Geometry)); - var UID$2$1 = 0; + var UID$2 = 0; /** * Uniform group holds uniform map and some ID's for work * @@ -16437,7 +14653,7 @@ * ``` * @memberof PIXI */ - var UniformGroup$1 = /** @class */ (function () { + var UniformGroup = /** @class */ (function () { /** * @param {object | Buffer} [uniforms] - Custom uniforms to use to augment the built-in ones. Or a pixi buffer. * @param isStatic - Uniforms wont be changed after creation. @@ -16448,20 +14664,20 @@ // lets generate this when the shader ? this.syncUniforms = {}; this.dirtyId = 0; - this.id = UID$2$1++; + this.id = UID$2++; this.static = !!isStatic; this.ubo = !!isUbo; - if (uniforms instanceof Buffer$1) { + if (uniforms instanceof Buffer) { this.buffer = uniforms; - this.buffer.type = BUFFER_TYPE$8.UNIFORM_BUFFER; + this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER; this.autoManage = false; this.ubo = true; } else { this.uniforms = uniforms; if (this.ubo) { - this.buffer = new Buffer$1(new Float32Array(1)); - this.buffer.type = BUFFER_TYPE$8.UNIFORM_BUFFER; + this.buffer = new Buffer(new Float32Array(1)); + this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER; this.autoManage = true; } } @@ -16499,19 +14715,19 @@ * System plugin to the renderer to manage filter states. * @ignore */ - var FilterState$1 = /** @class */ (function () { + var FilterState = /** @class */ (function () { function FilterState() { this.renderTexture = null; this.target = null; this.legacy = false; this.resolution = 1; - this.multisample = MSAA_QUALITY$8.NONE; + this.multisample = MSAA_QUALITY.NONE; // next three fields are created only for root // re-assigned for everything else - this.sourceFrame = new Rectangle$3(); - this.destinationFrame = new Rectangle$3(); - this.bindingSourceFrame = new Rectangle$3(); - this.bindingDestinationFrame = new Rectangle$3(); + this.sourceFrame = new Rectangle(); + this.destinationFrame = new Rectangle(); + this.bindingSourceFrame = new Rectangle(); + this.bindingDestinationFrame = new Rectangle(); this.filters = []; this.transform = null; } @@ -16524,8 +14740,8 @@ return FilterState; }()); - var tempPoints$4 = [new Point$3(), new Point$3(), new Point$3(), new Point$3()]; - var tempMatrix$2$1 = new Matrix$3(); + var tempPoints = [new Point(), new Point(), new Point(), new Point()]; + var tempMatrix$2 = new Matrix(); /** * System plugin to the renderer to manage filters. * @@ -16551,22 +14767,22 @@ * serially and output to the bounds of the filter-target. * @memberof PIXI */ - var FilterSystem$1 = /** @class */ (function () { + var FilterSystem = /** @class */ (function () { /** * @param renderer - The renderer this System works for. */ function FilterSystem(renderer) { this.renderer = renderer; this.defaultFilterStack = [{}]; - this.texturePool = new RenderTexturePool$1(); + this.texturePool = new RenderTexturePool(); this.texturePool.setScreenSize(renderer.view); this.statePool = []; - this.quad = new Quad$1(); - this.quadUv = new QuadUv$1(); - this.tempRect = new Rectangle$3(); + this.quad = new Quad(); + this.quadUv = new QuadUv(); + this.tempRect = new Rectangle(); this.activeState = {}; - this.globalUniforms = new UniformGroup$1({ - outputFrame: new Rectangle$3(), + this.globalUniforms = new UniformGroup({ + outputFrame: new Rectangle(), inputSize: new Float32Array(4), inputPixel: new Float32Array(4), inputClamp: new Float32Array(4), @@ -16588,7 +14804,7 @@ var _a, _b; var renderer = this.renderer; var filterStack = this.defaultFilterStack; - var state = this.statePool.pop() || new FilterState$1(); + var state = this.statePool.pop() || new FilterState(); var renderTextureSystem = this.renderer.renderTexture; var resolution = filters[0].resolution; var multisample = filters[0].multisample; @@ -16626,7 +14842,7 @@ var sourceFrameProjected = this.tempRect.copyFrom(renderTextureSystem.sourceFrame); // Project source frame into world space (if projection is applied) if (renderer.projection.transform) { - this.transformAABB(tempMatrix$2$1.copyFrom(renderer.projection.transform).invert(), sourceFrameProjected); + this.transformAABB(tempMatrix$2.copyFrom(renderer.projection.transform).invert(), sourceFrameProjected); } if (autoFit) { state.sourceFrame.fit(sourceFrameProjected); @@ -16695,7 +14911,7 @@ var lastState = filterStack[filterStack.length - 1]; this.renderer.framebuffer.blit(); if (filters.length === 1) { - filters[0].apply(this, state.renderTexture, lastState.renderTexture, CLEAR_MODES$8.BLEND, state); + filters[0].apply(this, state.renderTexture, lastState.renderTexture, CLEAR_MODES.BLEND, state); this.returnFilterTexture(state.renderTexture); } else { @@ -16708,12 +14924,12 @@ flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution); flop.filterFrame = flip.filterFrame; } - filters[i].apply(this, flip, flop, CLEAR_MODES$8.CLEAR, state); + filters[i].apply(this, flip, flop, CLEAR_MODES.CLEAR, state); var t = flip; flip = flop; flop = t; } - filters[i].apply(this, flip, lastState.renderTexture, CLEAR_MODES$8.BLEND, state); + filters[i].apply(this, flip, lastState.renderTexture, CLEAR_MODES.BLEND, state); if (i > 1 && state.multisample > 1) { this.returnFilterTexture(state.renderTexture); } @@ -16730,7 +14946,7 @@ * @param clearMode - clearMode, by default its CLEAR/YES. See {@link PIXI.CLEAR_MODES} */ FilterSystem.prototype.bindAndClear = function (filterTexture, clearMode) { - if (clearMode === void 0) { clearMode = CLEAR_MODES$8.CLEAR; } + if (clearMode === void 0) { clearMode = CLEAR_MODES.CLEAR; } var _a = this.renderer, renderTextureSystem = _a.renderTexture, stateSystem = _a.state; if (filterTexture === this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) { // Restore projection transform if rendering into the output render-target. @@ -16758,8 +14974,8 @@ // Clear the texture in BLIT mode if blending is disabled or the forceClear flag is set. The blending // is stored in the 0th bit of the state. var autoClear = (stateSystem.stateId & 1) || this.forceClear; - if (clearMode === CLEAR_MODES$8.CLEAR - || (clearMode === CLEAR_MODES$8.BLIT && autoClear)) { + if (clearMode === CLEAR_MODES.CLEAR + || (clearMode === CLEAR_MODES.BLIT && autoClear)) { // Use framebuffer.clear because we want to clear the whole filter texture, not just the filtering // area over which the shaders are run. This is because filters may sampling outside of it (e.g. blur) // instead of clamping their arithmetic. @@ -16792,11 +15008,11 @@ if (filter.legacy) { this.quadUv.map(input._frame, input.filterFrame); renderer.geometry.bind(this.quadUv); - renderer.geometry.draw(DRAW_MODES$8.TRIANGLES); + renderer.geometry.draw(DRAW_MODES.TRIANGLES); } else { renderer.geometry.bind(this.quad); - renderer.geometry.draw(DRAW_MODES$8.TRIANGLE_STRIP); + renderer.geometry.draw(DRAW_MODES.TRIANGLE_STRIP); } }; /** @@ -16811,7 +15027,7 @@ var _a = this.activeState, sourceFrame = _a.sourceFrame, destinationFrame = _a.destinationFrame; var orig = sprite._texture.orig; var mappedMatrix = outputMatrix.set(destinationFrame.width, 0, 0, destinationFrame.height, sourceFrame.x, sourceFrame.y); - var worldTransform = sprite.worldTransform.copyTo(Matrix$3.TEMP_MATRIX); + var worldTransform = sprite.worldTransform.copyTo(Matrix.TEMP_MATRIX); worldTransform.invert(); mappedMatrix.prepend(worldTransform); mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height); @@ -16834,7 +15050,7 @@ */ FilterSystem.prototype.getOptimalFilterTexture = function (minWidth, minHeight, resolution, multisample) { if (resolution === void 0) { resolution = 1; } - if (multisample === void 0) { multisample = MSAA_QUALITY$8.NONE; } + if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; } return this.texturePool.getOptimalTexture(minWidth, minHeight, resolution, multisample); }; /** @@ -16851,7 +15067,7 @@ resolution = swap; } input = input || this.activeState.renderTexture; - var filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY$8.NONE); + var filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE); filterTexture.filterFrame = input.filterFrame; return filterTexture; }; @@ -16875,10 +15091,10 @@ * @param rect - second param */ FilterSystem.prototype.transformAABB = function (matrix, rect) { - var lt = tempPoints$4[0]; - var lb = tempPoints$4[1]; - var rt = tempPoints$4[2]; - var rb = tempPoints$4[3]; + var lt = tempPoints[0]; + var lb = tempPoints[1]; + var rt = tempPoints[2]; + var rb = tempPoints[3]; lt.set(rect.left, rect.top); lb.set(rect.left, rect.bottom); rt.set(rect.right, rect.top); @@ -16909,7 +15125,7 @@ return; } } - transform = transform ? tempMatrix$2$1.copyFrom(transform) : tempMatrix$2$1.identity(); + transform = transform ? tempMatrix$2.copyFrom(transform) : tempMatrix$2.identity(); // Get forward transform from world space to screen space transform .translate(-bindingSourceFrame.x, -bindingSourceFrame.y) @@ -16930,7 +15146,7 @@ * system renderer plugin. * @memberof PIXI */ - var ObjectRenderer$1 = /** @class */ (function () { + var ObjectRenderer = /** @class */ (function () { /** * @param renderer - The renderer this manager works for. */ @@ -16973,13 +15189,13 @@ * System plugin to the renderer to manage batching. * @memberof PIXI */ - var BatchSystem$1 = /** @class */ (function () { + var BatchSystem = /** @class */ (function () { /** * @param renderer - The renderer this System works for. */ function BatchSystem(renderer) { this.renderer = renderer; - this.emptyRenderer = new ObjectRenderer$1(renderer); + this.emptyRenderer = new ObjectRenderer(renderer); this.currentRenderer = this.emptyRenderer; } /** @@ -17063,12 +15279,12 @@ return BatchSystem; }()); - var CONTEXT_UID_COUNTER$1 = 0; + var CONTEXT_UID_COUNTER = 0; /** * System plugin to the renderer to manage the context. * @memberof PIXI */ - var ContextSystem$1 = /** @class */ (function () { + var ContextSystem = /** @class */ (function () { /** @param renderer - The renderer this System works for. */ function ContextSystem(renderer) { this.renderer = renderer; @@ -17101,7 +15317,7 @@ ContextSystem.prototype.contextChange = function (gl) { this.gl = gl; this.renderer.gl = gl; - this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER$1++; + this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++; // restore a context if it was previously lost if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) { gl.getExtension('WEBGL_lose_context').restoreContext(); @@ -17116,7 +15332,7 @@ this.gl = gl; this.validateContext(gl); this.renderer.gl = gl; - this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER$1++; + this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++; this.renderer.runners.contextChange.emit(gl); }; /** @@ -17139,7 +15355,7 @@ */ ContextSystem.prototype.createContext = function (canvas, options) { var gl; - if (settings$1.PREFER_ENV >= ENV$8.WEBGL2) { + if (settings.PREFER_ENV >= ENV.WEBGL2) { gl = canvas.getContext('webgl2', options); } if (gl) { @@ -17255,14 +15471,14 @@ * Internal framebuffer for WebGL context. * @memberof PIXI */ - var GLFramebuffer$1 = /** @class */ (function () { + var GLFramebuffer = /** @class */ (function () { function GLFramebuffer(framebuffer) { this.framebuffer = framebuffer; this.stencil = null; this.dirtyId = -1; this.dirtyFormat = -1; this.dirtySize = -1; - this.multisample = MSAA_QUALITY$8.NONE; + this.multisample = MSAA_QUALITY.NONE; this.msaaBuffer = null; this.blitFramebuffer = null; this.mipLevel = 0; @@ -17270,19 +15486,19 @@ return GLFramebuffer; }()); - var tempRectangle$1 = new Rectangle$3(); + var tempRectangle = new Rectangle(); /** * System plugin to the renderer to manage framebuffers. * @memberof PIXI */ - var FramebufferSystem$1 = /** @class */ (function () { + var FramebufferSystem = /** @class */ (function () { /** * @param renderer - The renderer this System works for. */ function FramebufferSystem(renderer) { this.renderer = renderer; this.managedFramebuffers = []; - this.unknownFramebuffer = new Framebuffer$1(10, 10); + this.unknownFramebuffer = new Framebuffer(10, 10); this.msaaSamples = null; } /** Sets up the renderer context and necessary buffers. */ @@ -17290,7 +15506,7 @@ var gl = this.gl = this.renderer.gl; this.CONTEXT_UID = this.renderer.CONTEXT_UID; this.current = this.unknownFramebuffer; - this.viewport = new Rectangle$3(); + this.viewport = new Rectangle(); this.hasMRT = true; this.writeDepthTexture = true; this.disposeAll(true); @@ -17299,7 +15515,7 @@ // webgl 1! var nativeDrawBuffersExtension_1 = this.renderer.context.extensions.drawBuffers; var nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture; - if (settings$1.PREFER_ENV === ENV$8.WEBGL_LEGACY) { + if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) { nativeDrawBuffersExtension_1 = null; nativeDepthTextureExtension = null; } @@ -17437,7 +15653,7 @@ * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers. */ FramebufferSystem.prototype.clear = function (r, g, b, a, mask) { - if (mask === void 0) { mask = BUFFER_BITS$8.COLOR | BUFFER_BITS$8.DEPTH; } + if (mask === void 0) { mask = BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH; } var gl = this.gl; // TODO clear color can be set only one right? gl.clearColor(r, g, b, a); @@ -17451,7 +15667,7 @@ */ FramebufferSystem.prototype.initFramebuffer = function (framebuffer) { var gl = this.gl; - var fbo = new GLFramebuffer$1(gl.createFramebuffer()); + var fbo = new GLFramebuffer(gl.createFramebuffer()); fbo.multisample = this.detectSamples(framebuffer.multisample); framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo; this.managedFramebuffers.push(framebuffer); @@ -17575,7 +15791,7 @@ */ FramebufferSystem.prototype.detectSamples = function (samples) { var msaaSamples = this.msaaSamples; - var res = MSAA_QUALITY$8.NONE; + var res = MSAA_QUALITY.NONE; if (samples <= 1 || msaaSamples === null) { return res; } @@ -17586,7 +15802,7 @@ } } if (res === 1) { - res = MSAA_QUALITY$8.NONE; + res = MSAA_QUALITY.NONE; } return res; }; @@ -17622,7 +15838,7 @@ return; } if (!fbo.blitFramebuffer) { - fbo.blitFramebuffer = new Framebuffer$1(current.width, current.height); + fbo.blitFramebuffer = new Framebuffer(current.width, current.height); fbo.blitFramebuffer.addColorTexture(0, colorTexture); } framebuffer = fbo.blitFramebuffer; @@ -17639,7 +15855,7 @@ } } if (!sourcePixels) { - sourcePixels = tempRectangle$1; + sourcePixels = tempRectangle; sourcePixels.width = current.width; sourcePixels.height = current.height; } @@ -17726,7 +15942,7 @@ /** Resets framebuffer stored state, binds screen framebuffer. Should be called before renderTexture reset(). */ FramebufferSystem.prototype.reset = function () { this.current = this.unknownFramebuffer; - this.viewport = new Rectangle$3(); + this.viewport = new Rectangle(); }; FramebufferSystem.prototype.destroy = function () { this.renderer = null; @@ -17734,12 +15950,12 @@ return FramebufferSystem; }()); - var byteSizeMap$2 = { 5126: 4, 5123: 2, 5121: 1 }; + var byteSizeMap = { 5126: 4, 5123: 2, 5121: 1 }; /** * System plugin to the renderer to manage geometry. * @memberof PIXI */ - var GeometrySystem$1 = /** @class */ (function () { + var GeometrySystem = /** @class */ (function () { /** @param renderer - The renderer this System works for. */ function GeometrySystem(renderer) { this.renderer = renderer; @@ -17760,7 +15976,7 @@ if (context.webGLVersion !== 2) { // webgl 1! var nativeVaoExtension_1 = this.renderer.context.extensions.vertexArrayObject; - if (settings$1.PREFER_ENV === ENV$8.WEBGL_LEGACY) { + if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) { nativeVaoExtension_1 = null; } if (nativeVaoExtension_1) { @@ -17928,13 +16144,13 @@ else if (!attributes[j].size) { console.warn("PIXI Geometry attribute '" + j + "' size cannot be determined (likely the bound shader does not have the attribute)"); // eslint-disable-line } - tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap$2[attributes[j].type]; + tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap[attributes[j].type]; } for (var j in attributes) { var attribute = attributes[j]; var attribSize = attribute.size; if (attribute.stride === undefined) { - if (tempStride[attribute.buffer] === attribSize * byteSizeMap$2[attribute.type]) { + if (tempStride[attribute.buffer] === attribSize * byteSizeMap[attribute.type]) { attribute.stride = 0; } else { @@ -17943,7 +16159,7 @@ } if (attribute.start === undefined) { attribute.start = tempStart[attribute.buffer]; - tempStart[attribute.buffer] += attribSize * byteSizeMap$2[attribute.type]; + tempStart[attribute.buffer] += attribSize * byteSizeMap[attribute.type]; } } vao = gl.createVertexArray(); @@ -18127,20 +16343,20 @@ * Holds mask mode and temporary data about current mask. * @memberof PIXI */ - var MaskData$1 = /** @class */ (function () { + var MaskData = /** @class */ (function () { /** * Create MaskData * @param {PIXI.DisplayObject} [maskObject=null] - object that describes the mask */ function MaskData(maskObject) { if (maskObject === void 0) { maskObject = null; } - this.type = MASK_TYPES$8.NONE; + this.type = MASK_TYPES.NONE; this.autoDetect = true; this.maskObject = maskObject || null; this.pooled = false; this.isMaskData = true; this.resolution = null; - this.multisample = settings$1.FILTER_MULTISAMPLE; + this.multisample = settings.FILTER_MULTISAMPLE; this.enabled = true; this.colorMask = 0xf; this._filters = null; @@ -18180,7 +16396,7 @@ MaskData.prototype.reset = function () { if (this.pooled) { this.maskObject = null; - this.type = MASK_TYPES$8.NONE; + this.type = MASK_TYPES.NONE; this.autoDetect = true; } this._target = null; @@ -18212,7 +16428,7 @@ * @param {string} src - The vertex shader source as an array of strings. * @returns {WebGLShader} the shader */ - function compileShader$1(gl, type, src) { + function compileShader(gl, type, src) { var shader = gl.createShader(type); gl.shaderSource(shader, src); gl.compileShader(shader); @@ -18225,7 +16441,7 @@ * @param gl - the WebGLContext * @param shader - the shader to log errors for */ - function logPrettyShaderError$1(gl, shader) { + function logPrettyShaderError(gl, shader) { var shaderSrc = gl.getShaderSource(shader) .split('\n') .map(function (line, index) { return index + ": " + line; }); @@ -18263,14 +16479,14 @@ * @param vertexShader - the fragment WebGL shader program * @param fragmentShader - the vertex WebGL shader program */ - function logProgramError$1(gl, program, vertexShader, fragmentShader) { + function logProgramError(gl, program, vertexShader, fragmentShader) { // if linking fails, then log and cleanup if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) { - logPrettyShaderError$1(gl, vertexShader); + logPrettyShaderError(gl, vertexShader); } if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) { - logPrettyShaderError$1(gl, fragmentShader); + logPrettyShaderError(gl, fragmentShader); } console.error('PixiJS Error: Could not initialize shader.'); // if there is a program info log, log it @@ -18280,7 +16496,7 @@ } } - function booleanArray$1(size) { + function booleanArray(size) { var array = new Array(size); for (var i = 0; i < array.length; i++) { array[i] = false; @@ -18294,7 +16510,7 @@ * @param {number} size * @private */ - function defaultValue$1(type, size) { + function defaultValue(type, size) { switch (type) { case 'float': return 0; @@ -18324,11 +16540,11 @@ case 'bool': return false; case 'bvec2': - return booleanArray$1(2 * size); + return booleanArray(2 * size); case 'bvec3': - return booleanArray$1(3 * size); + return booleanArray(3 * size); case 'bvec4': - return booleanArray$1(4 * size); + return booleanArray(4 * size); case 'mat2': return new Float32Array([1, 0, 0, 1]); @@ -18345,19 +16561,19 @@ return null; } - var unknownContext$1 = {}; - var context$1 = unknownContext$1; + var unknownContext = {}; + var context = unknownContext; /** * returns a little WebGL context to use for program inspection. * @static * @private * @returns {WebGLRenderingContext} a gl context to test with */ - function getTestContext$1() { - if (context$1 === unknownContext$1 || (context$1 && context$1.isContextLost())) { - var canvas = settings$1.ADAPTER.createCanvas(); + function getTestContext() { + if (context === unknownContext || (context && context.isContextLost())) { + var canvas = settings.ADAPTER.createCanvas(); var gl = void 0; - if (settings$1.PREFER_ENV >= ENV$8.WEBGL2) { + if (settings.PREFER_ENV >= ENV.WEBGL2) { gl = canvas.getContext('webgl2', {}); } if (!gl) { @@ -18372,24 +16588,24 @@ gl.getExtension('WEBGL_draw_buffers'); } } - context$1 = gl; + context = gl; } - return context$1; + return context; } - var maxFragmentPrecision$1; - function getMaxFragmentPrecision$1() { - if (!maxFragmentPrecision$1) { - maxFragmentPrecision$1 = PRECISION$8.MEDIUM; - var gl = getTestContext$1(); + var maxFragmentPrecision; + function getMaxFragmentPrecision() { + if (!maxFragmentPrecision) { + maxFragmentPrecision = PRECISION.MEDIUM; + var gl = getTestContext(); if (gl) { if (gl.getShaderPrecisionFormat) { var shaderFragment = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT); - maxFragmentPrecision$1 = shaderFragment.precision ? PRECISION$8.HIGH : PRECISION$8.MEDIUM; + maxFragmentPrecision = shaderFragment.precision ? PRECISION.HIGH : PRECISION.MEDIUM; } } } - return maxFragmentPrecision$1; + return maxFragmentPrecision; } /** @@ -18401,24 +16617,24 @@ * @param {PIXI.PRECISION} maxSupportedPrecision - The maximum precision the shader supports. * @returns {string} modified shader source */ - function setPrecision$1(src, requestedPrecision, maxSupportedPrecision) { + function setPrecision(src, requestedPrecision, maxSupportedPrecision) { if (src.substring(0, 9) !== 'precision') { // no precision supplied, so PixiJS will add the requested level. var precision = requestedPrecision; // If highp is requested but not supported, downgrade precision to a level all devices support. - if (requestedPrecision === PRECISION$8.HIGH && maxSupportedPrecision !== PRECISION$8.HIGH) { - precision = PRECISION$8.MEDIUM; + if (requestedPrecision === PRECISION.HIGH && maxSupportedPrecision !== PRECISION.HIGH) { + precision = PRECISION.MEDIUM; } return "precision " + precision + " float;\n" + src; } - else if (maxSupportedPrecision !== PRECISION$8.HIGH && src.substring(0, 15) === 'precision highp') { + else if (maxSupportedPrecision !== PRECISION.HIGH && src.substring(0, 15) === 'precision highp') { // precision was supplied, but at a level this device does not support, so downgrading to mediump. return src.replace('precision highp', 'precision mediump'); } return src; } - var GLSL_TO_SIZE$1 = { + var GLSL_TO_SIZE = { float: 1, vec2: 2, vec3: 3, @@ -18446,12 +16662,12 @@ * @memberof PIXI.glCore.shader * @param {string} type */ - function mapSize$1(type) { - return GLSL_TO_SIZE$1[type]; + function mapSize(type) { + return GLSL_TO_SIZE[type]; } - var GL_TABLE$1 = null; - var GL_TO_GLSL_TYPES$1 = { + var GL_TABLE = null; + var GL_TO_GLSL_TYPES = { FLOAT: 'float', FLOAT_VEC2: 'vec2', FLOAT_VEC3: 'vec3', @@ -18482,16 +16698,16 @@ UNSIGNED_INT_SAMPLER_2D_ARRAY: 'sampler2DArray', }; // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - function mapType$1(gl, type) { - if (!GL_TABLE$1) { - var typeNames = Object.keys(GL_TO_GLSL_TYPES$1); - GL_TABLE$1 = {}; + function mapType(gl, type) { + if (!GL_TABLE) { + var typeNames = Object.keys(GL_TO_GLSL_TYPES); + GL_TABLE = {}; for (var i = 0; i < typeNames.length; ++i) { var tn = typeNames[i]; - GL_TABLE$1[gl[tn]] = GL_TO_GLSL_TYPES$1[tn]; + GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn]; } } - return GL_TABLE$1[type]; + return GL_TABLE[type]; } /* eslint-disable @typescript-eslint/explicit-module-boundary-types */ @@ -18510,11 +16726,11 @@ // codeUbo: (name, uniform) => {} <--- returns the string of the piece of code that uploads the // uniform to a uniform buffer // } - var uniformParsers$1 = [ + var uniformParsers = [ // a float cache layer { test: function (data) { - return data.type === 'float' && data.size === 1; + return data.type === 'float' && data.size === 1 && !data.isArray; }, code: function (name) { return "\n if(uv[\"" + name + "\"] !== ud[\"" + name + "\"].value)\n {\n ud[\"" + name + "\"].value = uv[\"" + name + "\"]\n gl.uniform1f(ud[\"" + name + "\"].location, uv[\"" + name + "\"])\n }\n "; @@ -18522,16 +16738,16 @@ }, // handling samplers { - test: function (data) { - // eslint-disable-next-line max-len - return (data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray; + test: function (data, uniform) { + // eslint-disable-next-line max-len,no-eq-null,eqeqeq + return (data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray && (uniform == null || uniform.castToBaseTexture !== undefined); }, code: function (name) { return "t = syncData.textureCount++;\n\n renderer.texture.bind(uv[\"" + name + "\"], t);\n\n if(ud[\"" + name + "\"].value !== t)\n {\n ud[\"" + name + "\"].value = t;\n gl.uniform1i(ud[\"" + name + "\"].location, t);\n; // eslint-disable-line max-len\n }"; }, }, // uploading pixi matrix object to mat3 { test: function (data, uniform) { - return data.type === 'mat3' && data.size === 1 && uniform.a !== undefined; + return data.type === 'mat3' && data.size === 1 && !data.isArray && uniform.a !== undefined; }, code: function (name) { // TODO and some smart caching dirty ids here! @@ -18544,7 +16760,7 @@ // uploading a pixi point as a vec2 with caching layer { test: function (data, uniform) { - return data.type === 'vec2' && data.size === 1 && uniform.x !== undefined; + return data.type === 'vec2' && data.size === 1 && !data.isArray && uniform.x !== undefined; }, code: function (name) { return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n gl.uniform2f(ud[\"" + name + "\"].location, v.x, v.y);\n }"; @@ -18556,7 +16772,7 @@ // caching layer for a vec2 { test: function (data) { - return data.type === 'vec2' && data.size === 1; + return data.type === 'vec2' && data.size === 1 && !data.isArray; }, code: function (name) { return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n gl.uniform2f(ud[\"" + name + "\"].location, v[0], v[1]);\n }\n "; @@ -18565,7 +16781,7 @@ // upload a pixi rectangle as a vec4 with caching layer { test: function (data, uniform) { - return data.type === 'vec4' && data.size === 1 && uniform.width !== undefined; + return data.type === 'vec4' && data.size === 1 && !data.isArray && uniform.width !== undefined; }, code: function (name) { return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n cv[2] = v.width;\n cv[3] = v.height;\n gl.uniform4f(ud[\"" + name + "\"].location, v.x, v.y, v.width, v.height)\n }"; @@ -18577,7 +16793,7 @@ // a caching layer for vec4 uploading { test: function (data) { - return data.type === 'vec4' && data.size === 1; + return data.type === 'vec4' && data.size === 1 && !data.isArray; }, code: function (name) { return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4f(ud[\"" + name + "\"].location, v[0], v[1], v[2], v[3])\n }"; @@ -18590,7 +16806,7 @@ // ud = uniformData // uv = uniformValue // l = location - var GLSL_TO_SINGLE_SETTERS_CACHED$1 = { + var GLSL_TO_SINGLE_SETTERS_CACHED = { float: "\n if (cv !== v)\n {\n cu.value = v;\n gl.uniform1f(location, v);\n }", vec2: "\n if (cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2f(location, v[0], v[1])\n }", vec3: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3f(location, v[0], v[1], v[2])\n }", @@ -18610,11 +16826,11 @@ mat2: 'gl.uniformMatrix2fv(location, false, v)', mat3: 'gl.uniformMatrix3fv(location, false, v)', mat4: 'gl.uniformMatrix4fv(location, false, v)', - sampler2D: 'gl.uniform1i(location, v)', - samplerCube: 'gl.uniform1i(location, v)', - sampler2DArray: 'gl.uniform1i(location, v)', + sampler2D: "\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1i(location, v);\n }", + samplerCube: "\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1i(location, v);\n }", + sampler2DArray: "\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1i(location, v);\n }", }; - var GLSL_TO_ARRAY_SETTERS$1 = { + var GLSL_TO_ARRAY_SETTERS = { float: "gl.uniform1fv(location, v)", vec2: "gl.uniform2fv(location, v)", vec3: "gl.uniform3fv(location, v)", @@ -18638,7 +16854,7 @@ samplerCube: 'gl.uniform1iv(location, v)', sampler2DArray: 'gl.uniform1iv(location, v)', }; - function generateUniformsSync$1(group, uniformData) { + function generateUniformsSync(group, uniformData) { var _a; var funcFragments = ["\n var v = null;\n var cv = null;\n var cu = null;\n var t = 0;\n var gl = renderer.gl;\n "]; for (var i in group.uniforms) { @@ -18656,15 +16872,15 @@ } var uniform = group.uniforms[i]; var parsed = false; - for (var j = 0; j < uniformParsers$1.length; j++) { - if (uniformParsers$1[j].test(data, uniform)) { - funcFragments.push(uniformParsers$1[j].code(i, uniform)); + for (var j = 0; j < uniformParsers.length; j++) { + if (uniformParsers[j].test(data, uniform)) { + funcFragments.push(uniformParsers[j].code(i, uniform)); parsed = true; break; } } if (!parsed) { - var templateType = (data.size === 1) ? GLSL_TO_SINGLE_SETTERS_CACHED$1 : GLSL_TO_ARRAY_SETTERS$1; + var templateType = data.size === 1 && !data.isArray ? GLSL_TO_SINGLE_SETTERS_CACHED : GLSL_TO_ARRAY_SETTERS; var template = templateType[data.type].replace('location', "ud[\"" + i + "\"].location"); funcFragments.push("\n cu = ud[\"" + i + "\"];\n cv = cu.value;\n v = uv[\"" + i + "\"];\n " + template + ";"); } @@ -18679,14 +16895,14 @@ return new Function('ud', 'uv', 'renderer', 'syncData', funcFragments.join('\n')); } - var fragTemplate$2 = [ + var fragTemplate$1 = [ 'precision mediump float;', 'void main(void){', 'float test = 0.1;', '%forloop%', 'gl_FragColor = vec4(0.0);', '}' ].join('\n'); - function generateIfTestSrc$1(maxIfs) { + function generateIfTestSrc(maxIfs) { var src = ''; for (var i = 0; i < maxIfs; ++i) { if (i > 0) { @@ -18698,14 +16914,14 @@ } return src; } - function checkMaxIfStatementsInShader$1(maxIfs, gl) { + function checkMaxIfStatementsInShader(maxIfs, gl) { if (maxIfs === 0) { throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`'); } var shader = gl.createShader(gl.FRAGMENT_SHADER); while (true) // eslint-disable-line no-constant-condition { - var fragmentSrc = fragTemplate$2.replace(/%forloop%/gi, generateIfTestSrc$1(maxIfs)); + var fragmentSrc = fragTemplate$1.replace(/%forloop%/gi, generateIfTestSrc(maxIfs)); gl.shaderSource(shader, fragmentSrc); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { @@ -18720,40 +16936,40 @@ } // Cache the result to prevent running this over and over - var unsafeEval$1; + var unsafeEval; /** * Not all platforms allow to generate function code (e.g., `new Function`). * this provides the platform-level detection. * @private * @returns {boolean} `true` if `new Function` is supported. */ - function unsafeEvalSupported$1() { - if (typeof unsafeEval$1 === 'boolean') { - return unsafeEval$1; + function unsafeEvalSupported() { + if (typeof unsafeEval === 'boolean') { + return unsafeEval; } try { /* eslint-disable no-new-func */ var func = new Function('param1', 'param2', 'param3', 'return param1[param2] === param3;'); /* eslint-enable no-new-func */ - unsafeEval$1 = func({ a: 'b' }, 'a', 'b') === true; + unsafeEval = func({ a: 'b' }, 'a', 'b') === true; } catch (e) { - unsafeEval$1 = false; + unsafeEval = false; } - return unsafeEval$1; + return unsafeEval; } - var defaultFragment$2$1 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n gl_FragColor *= texture2D(uSampler, vTextureCoord);\n}"; + var defaultFragment$2 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n gl_FragColor *= texture2D(uSampler, vTextureCoord);\n}"; - var defaultVertex$3$1 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}\n"; + var defaultVertex$3 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}\n"; - var UID$1$1 = 0; - var nameCache$1 = {}; + var UID$1 = 0; + var nameCache = {}; /** * Helper class to create a shader program. * @memberof PIXI */ - var Program$1 = /** @class */ (function () { + var Program = /** @class */ (function () { /** * @param vertexSrc - The source of the vertex shader. * @param fragmentSrc - The source of the fragment shader. @@ -18761,24 +16977,24 @@ */ function Program(vertexSrc, fragmentSrc, name) { if (name === void 0) { name = 'pixi-shader'; } - this.id = UID$1$1++; + this.id = UID$1++; this.vertexSrc = vertexSrc || Program.defaultVertexSrc; this.fragmentSrc = fragmentSrc || Program.defaultFragmentSrc; this.vertexSrc = this.vertexSrc.trim(); this.fragmentSrc = this.fragmentSrc.trim(); if (this.vertexSrc.substring(0, 8) !== '#version') { name = name.replace(/\s+/g, '-'); - if (nameCache$1[name]) { - nameCache$1[name]++; - name += "-" + nameCache$1[name]; + if (nameCache[name]) { + nameCache[name]++; + name += "-" + nameCache[name]; } else { - nameCache$1[name] = 1; + nameCache[name] = 1; } this.vertexSrc = "#define SHADER_NAME " + name + "\n" + this.vertexSrc; this.fragmentSrc = "#define SHADER_NAME " + name + "\n" + this.fragmentSrc; - this.vertexSrc = setPrecision$1(this.vertexSrc, settings$1.PRECISION_VERTEX, PRECISION$8.HIGH); - this.fragmentSrc = setPrecision$1(this.fragmentSrc, settings$1.PRECISION_FRAGMENT, getMaxFragmentPrecision$1()); + this.vertexSrc = setPrecision(this.vertexSrc, settings.PRECISION_VERTEX, PRECISION.HIGH); + this.fragmentSrc = setPrecision(this.fragmentSrc, settings.PRECISION_FRAGMENT, getMaxFragmentPrecision()); } // currently this does not extract structs only default types // this is where we store shader references.. @@ -18791,7 +17007,7 @@ * @constant */ get: function () { - return defaultVertex$3$1; + return defaultVertex$3; }, enumerable: false, configurable: true @@ -18802,7 +17018,7 @@ * @constant */ get: function () { - return defaultFragment$2$1; + return defaultFragment$2; }, enumerable: false, configurable: true @@ -18831,7 +17047,7 @@ * A helper class for shaders. * @memberof PIXI */ - var Shader$1 = /** @class */ (function () { + var Shader = /** @class */ (function () { /** * @param program - The program the shader will use. * @param uniforms - Custom uniforms to use to augment the built-in ones. @@ -18846,16 +17062,17 @@ // lets see whats been passed in // uniforms should be converted to a uniform group if (uniforms) { - if (uniforms instanceof UniformGroup$1) { + if (uniforms instanceof UniformGroup) { this.uniformGroup = uniforms; } else { - this.uniformGroup = new UniformGroup$1(uniforms); + this.uniformGroup = new UniformGroup(uniforms); } } else { - this.uniformGroup = new UniformGroup$1({}); + this.uniformGroup = new UniformGroup({}); } + this.disposeRunner = new Runner('disposeShader'); } // TODO move to shader system.. Shader.prototype.checkUniformExists = function (name, group) { @@ -18876,6 +17093,8 @@ // usage count on programs? // remove if not used! this.uniformGroup = null; + this.disposeRunner.emit(this); + this.disposeRunner.destroy(); }; Object.defineProperty(Shader.prototype, "uniforms", { /** @@ -18896,19 +17115,19 @@ * @returns A shiny new PixiJS shader! */ Shader.from = function (vertexSrc, fragmentSrc, uniforms) { - var program = Program$1.from(vertexSrc, fragmentSrc); + var program = Program.from(vertexSrc, fragmentSrc); return new Shader(program, uniforms); }; return Shader; }()); /* eslint-disable max-len */ - var BLEND$1$1 = 0; - var OFFSET$1$1 = 1; - var CULLING$1$1 = 2; - var DEPTH_TEST$1$1 = 3; - var WINDING$1$1 = 4; - var DEPTH_MASK$1$1 = 5; + var BLEND$1 = 0; + var OFFSET$1 = 1; + var CULLING$1 = 2; + var DEPTH_TEST$1 = 3; + var WINDING$1 = 4; + var DEPTH_MASK$1 = 5; /** * This is a WebGL state, and is is passed to {@link PIXI.StateSystem}. * @@ -18916,10 +17135,10 @@ * For example you may want different blend mode or to enable polygon offsets * @memberof PIXI */ - var State$1 = /** @class */ (function () { + var State = /** @class */ (function () { function State() { this.data = 0; - this.blendMode = BLEND_MODES$8.NORMAL; + this.blendMode = BLEND_MODES.NORMAL; this.polygonOffset = 0; this.blend = true; this.depthMask = true; @@ -18931,11 +17150,11 @@ * @default true */ get: function () { - return !!(this.data & (1 << BLEND$1$1)); + return !!(this.data & (1 << BLEND$1)); }, set: function (value) { - if (!!(this.data & (1 << BLEND$1$1)) !== value) { - this.data ^= (1 << BLEND$1$1); + if (!!(this.data & (1 << BLEND$1)) !== value) { + this.data ^= (1 << BLEND$1); } }, enumerable: false, @@ -18947,11 +17166,11 @@ * @default false */ get: function () { - return !!(this.data & (1 << OFFSET$1$1)); + return !!(this.data & (1 << OFFSET$1)); }, set: function (value) { - if (!!(this.data & (1 << OFFSET$1$1)) !== value) { - this.data ^= (1 << OFFSET$1$1); + if (!!(this.data & (1 << OFFSET$1)) !== value) { + this.data ^= (1 << OFFSET$1); } }, enumerable: false, @@ -18963,11 +17182,11 @@ * @default false */ get: function () { - return !!(this.data & (1 << CULLING$1$1)); + return !!(this.data & (1 << CULLING$1)); }, set: function (value) { - if (!!(this.data & (1 << CULLING$1$1)) !== value) { - this.data ^= (1 << CULLING$1$1); + if (!!(this.data & (1 << CULLING$1)) !== value) { + this.data ^= (1 << CULLING$1); } }, enumerable: false, @@ -18979,11 +17198,11 @@ * @default false */ get: function () { - return !!(this.data & (1 << DEPTH_TEST$1$1)); + return !!(this.data & (1 << DEPTH_TEST$1)); }, set: function (value) { - if (!!(this.data & (1 << DEPTH_TEST$1$1)) !== value) { - this.data ^= (1 << DEPTH_TEST$1$1); + if (!!(this.data & (1 << DEPTH_TEST$1)) !== value) { + this.data ^= (1 << DEPTH_TEST$1); } }, enumerable: false, @@ -18995,11 +17214,11 @@ * @default true */ get: function () { - return !!(this.data & (1 << DEPTH_MASK$1$1)); + return !!(this.data & (1 << DEPTH_MASK$1)); }, set: function (value) { - if (!!(this.data & (1 << DEPTH_MASK$1$1)) !== value) { - this.data ^= (1 << DEPTH_MASK$1$1); + if (!!(this.data & (1 << DEPTH_MASK$1)) !== value) { + this.data ^= (1 << DEPTH_MASK$1); } }, enumerable: false, @@ -19011,11 +17230,11 @@ * @default false */ get: function () { - return !!(this.data & (1 << WINDING$1$1)); + return !!(this.data & (1 << WINDING$1)); }, set: function (value) { - if (!!(this.data & (1 << WINDING$1$1)) !== value) { - this.data ^= (1 << WINDING$1$1); + if (!!(this.data & (1 << WINDING$1)) !== value) { + this.data ^= (1 << WINDING$1); } }, enumerable: false, @@ -19031,7 +17250,7 @@ return this._blendMode; }, set: function (value) { - this.blend = (value !== BLEND_MODES$8.NONE); + this.blend = (value !== BLEND_MODES.NONE); this._blendMode = value; }, enumerable: false, @@ -19070,9 +17289,9 @@ return State; }()); - var defaultFragment$1$1 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n}\n"; + var defaultFragment$1 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n}\n"; - var defaultVertex$2$1 = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n gl_Position = filterVertexPosition();\n vTextureCoord = filterTextureCoord();\n}\n"; + var defaultVertex$2 = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n gl_Position = filterVertexPosition();\n vTextureCoord = filterTextureCoord();\n}\n"; /** * A filter is a special shader that applies post-processing effects to an input texture and writes into an output @@ -19243,8 +17462,8 @@ * {@link https://github.com/pixijs/pixi-filters here} from the PixiJS Filters repository. * @memberof PIXI */ - var Filter$1 = /** @class */ (function (_super) { - __extends$m(Filter, _super); + var Filter = /** @class */ (function (_super) { + __extends$i(Filter, _super); /** * @param vertexSrc - The source of the vertex shader. * @param fragmentSrc - The source of the fragment shader. @@ -19252,14 +17471,14 @@ */ function Filter(vertexSrc, fragmentSrc, uniforms) { var _this = this; - var program = Program$1.from(vertexSrc || Filter.defaultVertexSrc, fragmentSrc || Filter.defaultFragmentSrc); + var program = Program.from(vertexSrc || Filter.defaultVertexSrc, fragmentSrc || Filter.defaultFragmentSrc); _this = _super.call(this, program, uniforms) || this; _this.padding = 0; - _this.resolution = settings$1.FILTER_RESOLUTION; - _this.multisample = settings$1.FILTER_MULTISAMPLE; + _this.resolution = settings.FILTER_RESOLUTION; + _this.multisample = settings.FILTER_MULTISAMPLE; _this.enabled = true; _this.autoFit = true; - _this.state = new State$1(); + _this.state = new State(); return _this; } /** @@ -19311,7 +17530,7 @@ * @constant */ get: function () { - return defaultVertex$2$1; + return defaultVertex$2; }, enumerable: false, configurable: true @@ -19322,19 +17541,19 @@ * @constant */ get: function () { - return defaultFragment$1$1; + return defaultFragment$1; }, enumerable: false, configurable: true }); return Filter; - }(Shader$1)); + }(Shader)); - var vertex$5 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 otherMatrix;\n\nvarying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\n}\n"; + var vertex$4 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 otherMatrix;\n\nvarying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\n}\n"; - var fragment$8 = "varying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform sampler2D mask;\nuniform float alpha;\nuniform float npmAlpha;\nuniform vec4 maskClamp;\n\nvoid main(void)\n{\n float clip = step(3.5,\n step(maskClamp.x, vMaskCoord.x) +\n step(maskClamp.y, vMaskCoord.y) +\n step(vMaskCoord.x, maskClamp.z) +\n step(vMaskCoord.y, maskClamp.w));\n\n vec4 original = texture2D(uSampler, vTextureCoord);\n vec4 masky = texture2D(mask, vMaskCoord);\n float alphaMul = 1.0 - npmAlpha * (1.0 - masky.a);\n\n original *= (alphaMul * masky.r * alpha * clip);\n\n gl_FragColor = original;\n}\n"; + var fragment$7 = "varying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform sampler2D mask;\nuniform float alpha;\nuniform float npmAlpha;\nuniform vec4 maskClamp;\n\nvoid main(void)\n{\n float clip = step(3.5,\n step(maskClamp.x, vMaskCoord.x) +\n step(maskClamp.y, vMaskCoord.y) +\n step(vMaskCoord.x, maskClamp.z) +\n step(vMaskCoord.y, maskClamp.w));\n\n vec4 original = texture2D(uSampler, vTextureCoord);\n vec4 masky = texture2D(mask, vMaskCoord);\n float alphaMul = 1.0 - npmAlpha * (1.0 - masky.a);\n\n original *= (alphaMul * masky.r * alpha * clip);\n\n gl_FragColor = original;\n}\n"; - var tempMat$2 = new Matrix$3(); + var tempMat$1 = new Matrix(); /** * Class controls uv mapping from Texture normal space to BaseTexture normal space. * @@ -19350,14 +17569,14 @@ * @see PIXI.TilingSprite * @memberof PIXI */ - var TextureMatrix$1 = /** @class */ (function () { + var TextureMatrix = /** @class */ (function () { /** * @param texture - observed texture * @param clampMargin - Changes frame clamping, 0.5 by default. Use -0.5 for extra border. */ function TextureMatrix(texture, clampMargin) { this._texture = texture; - this.mapCoord = new Matrix$3(); + this.mapCoord = new Matrix(); this.uClampFrame = new Float32Array(4); this.uClampOffset = new Float32Array(2); this._textureID = -1; @@ -19418,8 +17637,8 @@ var orig = tex.orig; var trim = tex.trim; if (trim) { - tempMat$2.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height); - this.mapCoord.append(tempMat$2); + tempMat$1.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height); + this.mapCoord.append(tempMat$1); } var texBase = tex.baseTexture; var frame = this.uClampFrame; @@ -19445,8 +17664,8 @@ * WebGL only. * @memberof PIXI */ - var SpriteMaskFilter$1 = /** @class */ (function (_super) { - __extends$m(SpriteMaskFilter, _super); + var SpriteMaskFilter = /** @class */ (function (_super) { + __extends$i(SpriteMaskFilter, _super); /** @ignore */ function SpriteMaskFilter(vertexSrc, fragmentSrc, uniforms) { var _this = this; @@ -19457,9 +17676,9 @@ fragmentSrc = undefined; uniforms = undefined; } - _this = _super.call(this, vertexSrc || vertex$5, fragmentSrc || fragment$8, uniforms) || this; + _this = _super.call(this, vertexSrc || vertex$4, fragmentSrc || fragment$7, uniforms) || this; _this.maskSprite = sprite; - _this.maskMatrix = new Matrix$3(); + _this.maskMatrix = new Matrix(); return _this; } Object.defineProperty(SpriteMaskFilter.prototype, "maskSprite", { @@ -19495,7 +17714,7 @@ if (!tex.uvMatrix) { // margin = 0.0, let it bleed a bit, shader code becomes easier // assuming that atlas textures were made with 1-pixel padding - tex.uvMatrix = new TextureMatrix$1(tex, 0.0); + tex.uvMatrix = new TextureMatrix(tex, 0.0); } tex.uvMatrix.update(); this.uniforms.npmAlpha = tex.baseTexture.alphaMode ? 0.0 : 1.0; @@ -19508,7 +17727,7 @@ filterManager.applyFilter(this, input, output, clearMode); }; return SpriteMaskFilter; - }(Filter$1)); + }(Filter)); /** * System plugin to the renderer to manage masks. @@ -19533,7 +17752,7 @@ * when you switch render-textures, the old masks only applied when you switch back to rendering to the old render-target. * @memberof PIXI */ - var MaskSystem$1 = /** @class */ (function () { + var MaskSystem = /** @class */ (function () { /** * @param renderer - The renderer this System works for. */ @@ -19564,7 +17783,7 @@ MaskSystem.prototype.push = function (target, maskDataOrTarget) { var maskData = maskDataOrTarget; if (!maskData.isMaskData) { - var d = this.maskDataPool.pop() || new MaskData$1(); + var d = this.maskDataPool.pop() || new MaskData(); d.pooled = true; d.maskObject = maskDataOrTarget; maskData = d; @@ -19576,27 +17795,27 @@ this.detect(maskData); } maskData._target = target; - if (maskData.type !== MASK_TYPES$8.SPRITE) { + if (maskData.type !== MASK_TYPES.SPRITE) { this.maskStack.push(maskData); } if (maskData.enabled) { switch (maskData.type) { - case MASK_TYPES$8.SCISSOR: + case MASK_TYPES.SCISSOR: this.renderer.scissor.push(maskData); break; - case MASK_TYPES$8.STENCIL: + case MASK_TYPES.STENCIL: this.renderer.stencil.push(maskData); break; - case MASK_TYPES$8.SPRITE: + case MASK_TYPES.SPRITE: maskData.copyCountersOrReset(null); this.pushSpriteMask(maskData); break; - case MASK_TYPES$8.COLOR: + case MASK_TYPES.COLOR: this.pushColorMask(maskData); break; } } - if (maskData.type === MASK_TYPES$8.SPRITE) { + if (maskData.type === MASK_TYPES.SPRITE) { this.maskStack.push(maskData); } }; @@ -19614,16 +17833,16 @@ } if (maskData.enabled) { switch (maskData.type) { - case MASK_TYPES$8.SCISSOR: + case MASK_TYPES.SCISSOR: this.renderer.scissor.pop(maskData); break; - case MASK_TYPES$8.STENCIL: + case MASK_TYPES.STENCIL: this.renderer.stencil.pop(maskData.maskObject); break; - case MASK_TYPES$8.SPRITE: + case MASK_TYPES.SPRITE: this.popSpriteMask(maskData); break; - case MASK_TYPES$8.COLOR: + case MASK_TYPES.COLOR: this.popColorMask(maskData); break; } @@ -19634,7 +17853,7 @@ } if (this.maskStack.length !== 0) { var maskCurrent = this.maskStack[this.maskStack.length - 1]; - if (maskCurrent.type === MASK_TYPES$8.SPRITE && maskCurrent._filters) { + if (maskCurrent.type === MASK_TYPES.SPRITE && maskCurrent._filters) { maskCurrent._filters[0].maskSprite = maskCurrent.maskObject; } } @@ -19646,16 +17865,16 @@ MaskSystem.prototype.detect = function (maskData) { var maskObject = maskData.maskObject; if (!maskObject) { - maskData.type = MASK_TYPES$8.COLOR; + maskData.type = MASK_TYPES.COLOR; } else if (maskObject.isSprite) { - maskData.type = MASK_TYPES$8.SPRITE; + maskData.type = MASK_TYPES.SPRITE; } else if (this.enableScissor && this.renderer.scissor.testScissor(maskData)) { - maskData.type = MASK_TYPES$8.SCISSOR; + maskData.type = MASK_TYPES.SCISSOR; } else { - maskData.type = MASK_TYPES$8.STENCIL; + maskData.type = MASK_TYPES.STENCIL; } }; /** @@ -19670,7 +17889,7 @@ if (!alphaMaskFilter) { alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex]; if (!alphaMaskFilter) { - alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter$1()]; + alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter()]; } } var renderer = this.renderer; @@ -19744,7 +17963,7 @@ * System plugin to the renderer to manage specific types of masking operations. * @memberof PIXI */ - var AbstractMaskSystem$1 = /** @class */ (function () { + var AbstractMaskSystem = /** @class */ (function () { /** * @param renderer - The renderer this System works for. */ @@ -19791,8 +18010,8 @@ return AbstractMaskSystem; }()); - var tempMatrix$1$1 = new Matrix$3(); - var rectPool$1 = []; + var tempMatrix$1 = new Matrix(); + var rectPool = []; /** * System plugin to the renderer to manage scissor masking. * @@ -19801,14 +18020,14 @@ * by this system. * @memberof PIXI */ - var ScissorSystem$1 = /** @class */ (function (_super) { - __extends$m(ScissorSystem, _super); + var ScissorSystem = /** @class */ (function (_super) { + __extends$i(ScissorSystem, _super); /** * @param {PIXI.Renderer} renderer - The renderer this System works for. */ function ScissorSystem(renderer) { var _this = _super.call(this, renderer) || this; - _this.glConst = settings$1.ADAPTER.getWebGLRenderingContext().SCISSOR_TEST; + _this.glConst = settings.ADAPTER.getWebGLRenderingContext().SCISSOR_TEST; return _this; } ScissorSystem.prototype.getStackLength = function () { @@ -19831,7 +18050,7 @@ var maskObject = maskData.maskObject; var renderer = this.renderer; var renderTextureSystem = renderer.renderTexture; - var rect = maskObject.getBounds(true, (_a = rectPool$1.pop()) !== null && _a !== void 0 ? _a : new Rectangle$3()); + var rect = maskObject.getBounds(true, (_a = rectPool.pop()) !== null && _a !== void 0 ? _a : new Rectangle()); this.roundFrameToPixels(rect, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform); if (prevData) { rect.fit(prevData); @@ -19873,7 +18092,7 @@ if (ScissorSystem.isMatrixRotated(transform)) { return; } - transform = transform ? tempMatrix$1$1.copyFrom(transform) : tempMatrix$1$1.identity(); + transform = transform ? tempMatrix$1.copyFrom(transform) : tempMatrix$1.identity(); // Get forward transform from world space to screen space transform .translate(-bindingSourceFrame.x, -bindingSourceFrame.y) @@ -19914,7 +18133,7 @@ ScissorSystem.prototype.pop = function (maskData) { var gl = this.renderer.gl; if (maskData) { - rectPool$1.push(maskData._scissorRectLocal); + rectPool.push(maskData._scissorRectLocal); } if (this.getStackLength() > 0) { this._useCurrent(); @@ -19940,20 +18159,20 @@ this.renderer.gl.scissor(rect.x, y, rect.width, rect.height); }; return ScissorSystem; - }(AbstractMaskSystem$1)); + }(AbstractMaskSystem)); /** * System plugin to the renderer to manage stencils (used for masks). * @memberof PIXI */ - var StencilSystem$1 = /** @class */ (function (_super) { - __extends$m(StencilSystem, _super); + var StencilSystem = /** @class */ (function (_super) { + __extends$i(StencilSystem, _super); /** * @param renderer - The renderer this System works for. */ function StencilSystem(renderer) { var _this = _super.call(this, renderer) || this; - _this.glConst = settings$1.ADAPTER.getWebGLRenderingContext().STENCIL_TEST; + _this.glConst = settings.ADAPTER.getWebGLRenderingContext().STENCIL_TEST; return _this; } StencilSystem.prototype.getStackLength = function () { @@ -20037,7 +18256,7 @@ gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP); }; return StencilSystem; - }(AbstractMaskSystem$1)); + }(AbstractMaskSystem)); /** * System plugin to the renderer to manage the projection matrix. @@ -20046,14 +18265,14 @@ * normalized device coordinates. * @memberof PIXI */ - var ProjectionSystem$1 = /** @class */ (function () { + var ProjectionSystem = /** @class */ (function () { /** @param renderer - The renderer this System works for. */ function ProjectionSystem(renderer) { this.renderer = renderer; this.destinationFrame = null; this.sourceFrame = null; this.defaultFrame = null; - this.projectionMatrix = new Matrix$3(); + this.projectionMatrix = new Matrix(); this.transform = null; } /** @@ -20120,9 +18339,9 @@ }()); // Temporary rectangle for assigned sourceFrame or destinationFrame - var tempRect$1 = new Rectangle$3(); + var tempRect = new Rectangle(); // Temporary rectangle for renderTexture destinationFrame - var tempRect2$1 = new Rectangle$3(); + var tempRect2 = new Rectangle(); /* eslint-disable max-len */ /** * System plugin to the renderer to manage render textures. @@ -20141,7 +18360,7 @@ * | viewportFrame | The framebuffer viewport corresponding to the destination-frame | **Window Coordinates**: The origin is always on the bottom-left. | * @memberof PIXI */ - var RenderTextureSystem$1 = /** @class */ (function () { + var RenderTextureSystem = /** @class */ (function () { /** * @param renderer - The renderer this System works for. */ @@ -20150,9 +18369,9 @@ this.clearColor = renderer._backgroundColorRgba; this.defaultMaskStack = []; this.current = null; - this.sourceFrame = new Rectangle$3(); - this.destinationFrame = new Rectangle$3(); - this.viewportFrame = new Rectangle$3(); + this.sourceFrame = new Rectangle(); + this.destinationFrame = new Rectangle(); + this.viewportFrame = new Rectangle(); } /** * Bind the current render texture. @@ -20171,28 +18390,28 @@ baseTexture = renderTexture.baseTexture; resolution = baseTexture.resolution; if (!sourceFrame) { - tempRect$1.width = renderTexture.frame.width; - tempRect$1.height = renderTexture.frame.height; - sourceFrame = tempRect$1; + tempRect.width = renderTexture.frame.width; + tempRect.height = renderTexture.frame.height; + sourceFrame = tempRect; } if (!destinationFrame) { - tempRect2$1.x = renderTexture.frame.x; - tempRect2$1.y = renderTexture.frame.y; - tempRect2$1.width = sourceFrame.width; - tempRect2$1.height = sourceFrame.height; - destinationFrame = tempRect2$1; + tempRect2.x = renderTexture.frame.x; + tempRect2.y = renderTexture.frame.y; + tempRect2.width = sourceFrame.width; + tempRect2.height = sourceFrame.height; + destinationFrame = tempRect2; } framebuffer = baseTexture.framebuffer; } else { resolution = renderer.resolution; if (!sourceFrame) { - tempRect$1.width = renderer.screen.width; - tempRect$1.height = renderer.screen.height; - sourceFrame = tempRect$1; + tempRect.width = renderer.screen.width; + tempRect.height = renderer.screen.height; + sourceFrame = tempRect; } if (!destinationFrame) { - destinationFrame = tempRect$1; + destinationFrame = tempRect; destinationFrame.width = sourceFrame.width; destinationFrame.height = sourceFrame.height; } @@ -20263,7 +18482,7 @@ return RenderTextureSystem; }()); - function uboUpdate$1(_ud, _uv, _renderer, _syncData, buffer) { + function uboUpdate(_ud, _uv, _renderer, _syncData, buffer) { _renderer.buffer.update(buffer); } // cv = CachedValue @@ -20271,7 +18490,7 @@ // ud = uniformData // uv = uniformValue // l = location - var UBO_TO_SINGLE_SETTERS$1 = { + var UBO_TO_SINGLE_SETTERS = { float: "\n data[offset] = v;\n ", vec2: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n ", vec3: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n\n ", @@ -20280,7 +18499,7 @@ mat3: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n\n data[offset + 4] = v[3];\n data[offset + 5] = v[4];\n data[offset + 6] = v[5];\n\n data[offset + 8] = v[6];\n data[offset + 9] = v[7];\n data[offset + 10] = v[8];\n ", mat4: "\n for(var i = 0; i < 16; i++)\n {\n data[offset + i] = v[i];\n }\n " }; - var GLSL_TO_STD40_SIZE$1 = { + var GLSL_TO_STD40_SIZE = { float: 4, vec2: 8, vec3: 12, @@ -20307,7 +18526,7 @@ * @ignore * @param uniformData */ - function createUBOElements$1(uniformData) { + function createUBOElements(uniformData) { var uboElements = uniformData.map(function (data) { return ({ data: data, @@ -20321,7 +18540,7 @@ var offset = 0; for (var i = 0; i < uboElements.length; i++) { var uboElement = uboElements[i]; - size = GLSL_TO_STD40_SIZE$1[uboElement.data.type]; + size = GLSL_TO_STD40_SIZE[uboElement.data.type]; if (uboElement.data.size > 1) { size = Math.max(size, 16) * uboElement.data.size; } @@ -20349,7 +18568,7 @@ offset = Math.ceil(offset / 16) * 16; return { uboElements: uboElements, size: offset }; } - function getUBOData$1(uniforms, uniformData) { + function getUBOData(uniforms, uniformData) { var usedUniformDatas = []; // build.. for (var i in uniforms) { @@ -20361,37 +18580,37 @@ usedUniformDatas.sort(function (a, b) { return a.index - b.index; }); return usedUniformDatas; } - function generateUniformBufferSync$1(group, uniformData) { + function generateUniformBufferSync(group, uniformData) { if (!group.autoManage) { // if the group is nott automatically managed, we don't need to generate a special function for it... - return { size: 0, syncFunc: uboUpdate$1 }; + return { size: 0, syncFunc: uboUpdate }; } - var usedUniformDatas = getUBOData$1(group.uniforms, uniformData); - var _a = createUBOElements$1(usedUniformDatas), uboElements = _a.uboElements, size = _a.size; + var usedUniformDatas = getUBOData(group.uniforms, uniformData); + var _a = createUBOElements(usedUniformDatas), uboElements = _a.uboElements, size = _a.size; var funcFragments = ["\n var v = null;\n var v2 = null;\n var cv = null;\n var t = 0;\n var gl = renderer.gl\n var index = 0;\n var data = buffer.data;\n "]; for (var i = 0; i < uboElements.length; i++) { var uboElement = uboElements[i]; var uniform = group.uniforms[uboElement.data.name]; var name = uboElement.data.name; var parsed = false; - for (var j = 0; j < uniformParsers$1.length; j++) { - var uniformParser = uniformParsers$1[j]; + for (var j = 0; j < uniformParsers.length; j++) { + var uniformParser = uniformParsers[j]; if (uniformParser.codeUbo && uniformParser.test(uboElement.data, uniform)) { - funcFragments.push("offset = " + uboElement.offset / 4 + ";", uniformParsers$1[j].codeUbo(uboElement.data.name, uniform)); + funcFragments.push("offset = " + uboElement.offset / 4 + ";", uniformParsers[j].codeUbo(uboElement.data.name, uniform)); parsed = true; break; } } if (!parsed) { if (uboElement.data.size > 1) { - var size_1 = mapSize$1(uboElement.data.type); - var rowSize = Math.max(GLSL_TO_STD40_SIZE$1[uboElement.data.type] / 16, 1); + var size_1 = mapSize(uboElement.data.type); + var rowSize = Math.max(GLSL_TO_STD40_SIZE[uboElement.data.type] / 16, 1); var elementSize = size_1 / rowSize; var remainder = (4 - (elementSize % 4)) % 4; funcFragments.push("\n cv = ud." + name + ".value;\n v = uv." + name + ";\n offset = " + uboElement.offset / 4 + ";\n\n t = 0;\n\n for(var i=0; i < " + uboElement.data.size * rowSize + "; i++)\n {\n for(var j = 0; j < " + elementSize + "; j++)\n {\n data[offset++] = v[t++];\n }\n offset += " + remainder + ";\n }\n\n "); } else { - var template = UBO_TO_SINGLE_SETTERS$1[uboElement.data.type]; + var template = UBO_TO_SINGLE_SETTERS[uboElement.data.type]; funcFragments.push("\n cv = ud." + name + ".value;\n v = uv." + name + ";\n offset = " + uboElement.offset / 4 + ";\n " + template + ";\n "); } } @@ -20407,7 +18626,7 @@ * Helper class to create a WebGL Program * @memberof PIXI */ - var GLProgram$1 = /** @class */ (function () { + var GLProgram = /** @class */ (function () { /** * Makes a new Pixi program. * @param program - webgl program @@ -20438,7 +18657,7 @@ * @param {WebGLRenderingContext} [gl] - the WebGL context * @returns {object} the attribute data for this program */ - function getAttributeData$1(program, gl) { + function getAttributeData(program, gl) { var attributes = {}; var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES); for (var i = 0; i < totalAttributes; i++) { @@ -20446,11 +18665,11 @@ if (attribData.name.indexOf('gl_') === 0) { continue; } - var type = mapType$1(gl, attribData.type); + var type = mapType(gl, attribData.type); var data = { type: type, name: attribData.name, - size: mapSize$1(type), + size: mapSize(type), location: gl.getAttribLocation(program, attribData.name), }; attributes[attribData.name] = data; @@ -20465,21 +18684,21 @@ * @param gl - the WebGL context * @returns {object} the uniform data for this program */ - function getUniformData$1(program, gl) { + function getUniformData(program, gl) { var uniforms = {}; var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); for (var i = 0; i < totalUniforms; i++) { var uniformData = gl.getActiveUniform(program, i); var name = uniformData.name.replace(/\[.*?\]$/, ''); var isArray = !!(uniformData.name.match(/\[.*?\]$/)); - var type = mapType$1(gl, uniformData.type); + var type = mapType(gl, uniformData.type); uniforms[name] = { name: name, index: i, type: type, size: uniformData.size, isArray: isArray, - value: defaultValue$1(type, uniformData.size), + value: defaultValue(type, uniformData.size), }; } return uniforms; @@ -20490,18 +18709,18 @@ * @param gl - a rendering context on which to generate the program * @param program - the high level Pixi Program. */ - function generateProgram$1(gl, program) { - var glVertShader = compileShader$1(gl, gl.VERTEX_SHADER, program.vertexSrc); - var glFragShader = compileShader$1(gl, gl.FRAGMENT_SHADER, program.fragmentSrc); + function generateProgram(gl, program) { + var glVertShader = compileShader(gl, gl.VERTEX_SHADER, program.vertexSrc); + var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, program.fragmentSrc); var webGLProgram = gl.createProgram(); gl.attachShader(webGLProgram, glVertShader); gl.attachShader(webGLProgram, glFragShader); gl.linkProgram(webGLProgram); if (!gl.getProgramParameter(webGLProgram, gl.LINK_STATUS)) { - logProgramError$1(gl, webGLProgram, glVertShader, glFragShader); + logProgramError(gl, webGLProgram, glVertShader, glFragShader); } - program.attributeData = getAttributeData$1(webGLProgram, gl); - program.uniformData = getUniformData$1(webGLProgram, gl); + program.attributeData = getAttributeData(webGLProgram, gl); + program.uniformData = getUniformData(webGLProgram, gl); // GLSL 1.00: bind attributes sorted by name in ascending order // GLSL 3.00: don't change the attribute locations that where chosen by the compiler // or assigned by the layout specifier in the shader source code @@ -20521,21 +18740,21 @@ var data = program.uniformData[i]; uniformData[i] = { location: gl.getUniformLocation(webGLProgram, i), - value: defaultValue$1(data.type, data.size), + value: defaultValue(data.type, data.size), }; } - var glProgram = new GLProgram$1(webGLProgram, uniformData); + var glProgram = new GLProgram(webGLProgram, uniformData); return glProgram; } - var UID$5 = 0; + var UID = 0; // default sync data so we don't create a new one each time! - var defaultSyncData$1 = { textureCount: 0, uboCount: 0 }; + var defaultSyncData = { textureCount: 0, uboCount: 0 }; /** * System plugin to the renderer to manage shaders. * @memberof PIXI */ - var ShaderSystem$1 = /** @class */ (function () { + var ShaderSystem = /** @class */ (function () { /** @param renderer - The renderer this System works for. */ function ShaderSystem(renderer) { this.destroyed = false; @@ -20547,7 +18766,7 @@ this.program = null; this.cache = {}; this._uboCache = {}; - this.id = UID$5++; + this.id = UID++; } /** * Overrideable function by `@pixi/unsafe-eval` to silence @@ -20555,7 +18774,7 @@ * @private */ ShaderSystem.prototype.systemCheck = function () { - if (!unsafeEvalSupported$1()) { + if (!unsafeEvalSupported()) { throw new Error('Current environment does not allow unsafe-eval, ' + 'please use @pixi/unsafe-eval module to enable support.'); } @@ -20571,6 +18790,7 @@ * @returns the glProgram that belongs to the shader. */ ShaderSystem.prototype.bind = function (shader, dontSync) { + shader.disposeRunner.add(this); shader.uniforms.globals = this.renderer.globalUniforms; var program = shader.program; var glProgram = program.glPrograms[this.renderer.CONTEXT_UID] || this.generateProgram(shader); @@ -20581,9 +18801,9 @@ this.gl.useProgram(glProgram.program); } if (!dontSync) { - defaultSyncData$1.textureCount = 0; - defaultSyncData$1.uboCount = 0; - this.syncUniformGroup(shader.uniformGroup, defaultSyncData$1); + defaultSyncData.textureCount = 0; + defaultSyncData.uboCount = 0; + this.syncUniformGroup(shader.uniformGroup, defaultSyncData); } return glProgram; }; @@ -20622,7 +18842,7 @@ ShaderSystem.prototype.createSyncGroups = function (group) { var id = this.getSignature(group, this.shader.program.uniformData, 'u'); if (!this.cache[id]) { - this.cache[id] = generateUniformsSync$1(group, this.shader.program.uniformData); + this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData); } group.syncUniforms[this.shader.program.id] = this.cache[id]; return group.syncUniforms[this.shader.program.id]; @@ -20640,7 +18860,7 @@ || this.createSyncBufferGroup(group, glProgram, name); // TODO wrap update in a cache?? group.buffer.update(); - syncFunc(glProgram.uniformData, group.uniforms, this.renderer, defaultSyncData$1, group.buffer); + syncFunc(glProgram.uniformData, group.uniforms, this.renderer, defaultSyncData, group.buffer); } this.renderer.buffer.bindBufferBase(group.buffer, glProgram.uniformBufferBindings[name]); }; @@ -20663,7 +18883,7 @@ var id = this.getSignature(group, this.shader.program.uniformData, 'ubo'); var uboData = this._uboCache[id]; if (!uboData) { - uboData = this._uboCache[id] = generateUniformBufferSync$1(group, this.shader.program.uniformData); + uboData = this._uboCache[id] = generateUniformBufferSync(group, this.shader.program.uniformData); } if (group.autoManage) { var data = new Float32Array(uboData.size / 4); @@ -20711,7 +18931,7 @@ ShaderSystem.prototype.generateProgram = function (shader) { var gl = this.gl; var program = shader.program; - var glProgram = generateProgram$1(gl, program); + var glProgram = generateProgram(gl, program); program.glPrograms[this.renderer.CONTEXT_UID] = glProgram; return glProgram; }; @@ -20720,6 +18940,16 @@ this.program = null; this.shader = null; }; + /** + * Disposes shader. + * If disposing one equals with current shader, set current as null. + * @param shader - Shader object + */ + ShaderSystem.prototype.disposeShader = function (shader) { + if (this.shader === shader) { + this.shader = null; + } + }; /** Destroys this System and removes all its textures. */ ShaderSystem.prototype.destroy = function () { this.renderer = null; @@ -20738,78 +18968,78 @@ * @param {number[][]} [array=[]] - The array to output into. * @returns {number[][]} Mapped modes. */ - function mapWebGLBlendModesToPixi$1(gl, array) { + function mapWebGLBlendModesToPixi(gl, array) { if (array === void 0) { array = []; } // TODO - premultiply alpha would be different. // add a boolean for that! - array[BLEND_MODES$8.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.ADD] = [gl.ONE, gl.ONE]; - array[BLEND_MODES$8.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.NONE] = [0, 0]; + array[BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.ADD] = [gl.ONE, gl.ONE]; + array[BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.NONE] = [0, 0]; // not-premultiplied blend modes - array[BLEND_MODES$8.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE]; - array[BLEND_MODES$8.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE]; + array[BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; // composite operations - array[BLEND_MODES$8.SRC_IN] = [gl.DST_ALPHA, gl.ZERO]; - array[BLEND_MODES$8.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO]; - array[BLEND_MODES$8.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE]; - array[BLEND_MODES$8.DST_IN] = [gl.ZERO, gl.SRC_ALPHA]; - array[BLEND_MODES$8.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA]; - array[BLEND_MODES$8.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.SRC_IN] = [gl.DST_ALPHA, gl.ZERO]; + array[BLEND_MODES.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO]; + array[BLEND_MODES.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE]; + array[BLEND_MODES.DST_IN] = [gl.ZERO, gl.SRC_ALPHA]; + array[BLEND_MODES.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA]; + array[BLEND_MODES.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA]; // SUBTRACT from flash - array[BLEND_MODES$8.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD]; + array[BLEND_MODES.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD]; return array; } - var BLEND$2 = 0; - var OFFSET$2 = 1; - var CULLING$2 = 2; - var DEPTH_TEST$2 = 3; - var WINDING$2 = 4; - var DEPTH_MASK$2 = 5; + var BLEND = 0; + var OFFSET = 1; + var CULLING = 2; + var DEPTH_TEST = 3; + var WINDING = 4; + var DEPTH_MASK = 5; /** * System plugin to the renderer to manage WebGL state machines. * @memberof PIXI */ - var StateSystem$1 = /** @class */ (function () { + var StateSystem = /** @class */ (function () { function StateSystem() { this.gl = null; this.stateId = 0; this.polygonOffset = 0; - this.blendMode = BLEND_MODES$8.NONE; + this.blendMode = BLEND_MODES.NONE; this._blendEq = false; // map functions for when we set state.. this.map = []; - this.map[BLEND$2] = this.setBlend; - this.map[OFFSET$2] = this.setOffset; - this.map[CULLING$2] = this.setCullFace; - this.map[DEPTH_TEST$2] = this.setDepthTest; - this.map[WINDING$2] = this.setFrontFace; - this.map[DEPTH_MASK$2] = this.setDepthMask; + this.map[BLEND] = this.setBlend; + this.map[OFFSET] = this.setOffset; + this.map[CULLING] = this.setCullFace; + this.map[DEPTH_TEST] = this.setDepthTest; + this.map[WINDING] = this.setFrontFace; + this.map[DEPTH_MASK] = this.setDepthMask; this.checks = []; - this.defaultState = new State$1(); + this.defaultState = new State(); this.defaultState.blend = true; } StateSystem.prototype.contextChange = function (gl) { this.gl = gl; - this.blendModes = mapWebGLBlendModesToPixi$1(gl); + this.blendModes = mapWebGLBlendModesToPixi(gl); this.set(this.defaultState); this.reset(); }; @@ -20990,15 +19220,15 @@ * ensuring that it does not get clogged up with textures that are no longer being used. * @memberof PIXI */ - var TextureGCSystem$1 = /** @class */ (function () { + var TextureGCSystem = /** @class */ (function () { /** @param renderer - The renderer this System works for. */ function TextureGCSystem(renderer) { this.renderer = renderer; this.count = 0; this.checkCount = 0; - this.maxIdle = settings$1.GC_MAX_IDLE; - this.checkCountMax = settings$1.GC_MAX_CHECK_COUNT; - this.mode = settings$1.GC_MODE; + this.maxIdle = settings.GC_MAX_IDLE; + this.checkCountMax = settings.GC_MAX_CHECK_COUNT; + this.mode = settings.GC_MODE; } /** * Checks to see when the last time a texture was used @@ -21009,7 +19239,7 @@ return; } this.count++; - if (this.mode === GC_MODES$8.MANUAL) { + if (this.mode === GC_MODES.MANUAL) { return; } this.checkCount++; @@ -21074,117 +19304,117 @@ * @param {WebGLRenderingContext} gl - The rendering context. * @returns Lookup table. */ - function mapTypeAndFormatToInternalFormat$1(gl) { + function mapTypeAndFormatToInternalFormat(gl) { var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s, _t, _u, _v, _w, _x; var table; if ('WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext) { table = (_a = {}, - _a[TYPES$8.UNSIGNED_BYTE] = (_b = {}, - _b[FORMATS$8.RGBA] = gl.RGBA8, - _b[FORMATS$8.RGB] = gl.RGB8, - _b[FORMATS$8.RG] = gl.RG8, - _b[FORMATS$8.RED] = gl.R8, - _b[FORMATS$8.RGBA_INTEGER] = gl.RGBA8UI, - _b[FORMATS$8.RGB_INTEGER] = gl.RGB8UI, - _b[FORMATS$8.RG_INTEGER] = gl.RG8UI, - _b[FORMATS$8.RED_INTEGER] = gl.R8UI, - _b[FORMATS$8.ALPHA] = gl.ALPHA, - _b[FORMATS$8.LUMINANCE] = gl.LUMINANCE, - _b[FORMATS$8.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA, + _a[TYPES.UNSIGNED_BYTE] = (_b = {}, + _b[FORMATS.RGBA] = gl.RGBA8, + _b[FORMATS.RGB] = gl.RGB8, + _b[FORMATS.RG] = gl.RG8, + _b[FORMATS.RED] = gl.R8, + _b[FORMATS.RGBA_INTEGER] = gl.RGBA8UI, + _b[FORMATS.RGB_INTEGER] = gl.RGB8UI, + _b[FORMATS.RG_INTEGER] = gl.RG8UI, + _b[FORMATS.RED_INTEGER] = gl.R8UI, + _b[FORMATS.ALPHA] = gl.ALPHA, + _b[FORMATS.LUMINANCE] = gl.LUMINANCE, + _b[FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA, _b), - _a[TYPES$8.BYTE] = (_c = {}, - _c[FORMATS$8.RGBA] = gl.RGBA8_SNORM, - _c[FORMATS$8.RGB] = gl.RGB8_SNORM, - _c[FORMATS$8.RG] = gl.RG8_SNORM, - _c[FORMATS$8.RED] = gl.R8_SNORM, - _c[FORMATS$8.RGBA_INTEGER] = gl.RGBA8I, - _c[FORMATS$8.RGB_INTEGER] = gl.RGB8I, - _c[FORMATS$8.RG_INTEGER] = gl.RG8I, - _c[FORMATS$8.RED_INTEGER] = gl.R8I, + _a[TYPES.BYTE] = (_c = {}, + _c[FORMATS.RGBA] = gl.RGBA8_SNORM, + _c[FORMATS.RGB] = gl.RGB8_SNORM, + _c[FORMATS.RG] = gl.RG8_SNORM, + _c[FORMATS.RED] = gl.R8_SNORM, + _c[FORMATS.RGBA_INTEGER] = gl.RGBA8I, + _c[FORMATS.RGB_INTEGER] = gl.RGB8I, + _c[FORMATS.RG_INTEGER] = gl.RG8I, + _c[FORMATS.RED_INTEGER] = gl.R8I, _c), - _a[TYPES$8.UNSIGNED_SHORT] = (_d = {}, - _d[FORMATS$8.RGBA_INTEGER] = gl.RGBA16UI, - _d[FORMATS$8.RGB_INTEGER] = gl.RGB16UI, - _d[FORMATS$8.RG_INTEGER] = gl.RG16UI, - _d[FORMATS$8.RED_INTEGER] = gl.R16UI, - _d[FORMATS$8.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT16, + _a[TYPES.UNSIGNED_SHORT] = (_d = {}, + _d[FORMATS.RGBA_INTEGER] = gl.RGBA16UI, + _d[FORMATS.RGB_INTEGER] = gl.RGB16UI, + _d[FORMATS.RG_INTEGER] = gl.RG16UI, + _d[FORMATS.RED_INTEGER] = gl.R16UI, + _d[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT16, _d), - _a[TYPES$8.SHORT] = (_e = {}, - _e[FORMATS$8.RGBA_INTEGER] = gl.RGBA16I, - _e[FORMATS$8.RGB_INTEGER] = gl.RGB16I, - _e[FORMATS$8.RG_INTEGER] = gl.RG16I, - _e[FORMATS$8.RED_INTEGER] = gl.R16I, + _a[TYPES.SHORT] = (_e = {}, + _e[FORMATS.RGBA_INTEGER] = gl.RGBA16I, + _e[FORMATS.RGB_INTEGER] = gl.RGB16I, + _e[FORMATS.RG_INTEGER] = gl.RG16I, + _e[FORMATS.RED_INTEGER] = gl.R16I, _e), - _a[TYPES$8.UNSIGNED_INT] = (_f = {}, - _f[FORMATS$8.RGBA_INTEGER] = gl.RGBA32UI, - _f[FORMATS$8.RGB_INTEGER] = gl.RGB32UI, - _f[FORMATS$8.RG_INTEGER] = gl.RG32UI, - _f[FORMATS$8.RED_INTEGER] = gl.R32UI, - _f[FORMATS$8.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT24, + _a[TYPES.UNSIGNED_INT] = (_f = {}, + _f[FORMATS.RGBA_INTEGER] = gl.RGBA32UI, + _f[FORMATS.RGB_INTEGER] = gl.RGB32UI, + _f[FORMATS.RG_INTEGER] = gl.RG32UI, + _f[FORMATS.RED_INTEGER] = gl.R32UI, + _f[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT24, _f), - _a[TYPES$8.INT] = (_g = {}, - _g[FORMATS$8.RGBA_INTEGER] = gl.RGBA32I, - _g[FORMATS$8.RGB_INTEGER] = gl.RGB32I, - _g[FORMATS$8.RG_INTEGER] = gl.RG32I, - _g[FORMATS$8.RED_INTEGER] = gl.R32I, + _a[TYPES.INT] = (_g = {}, + _g[FORMATS.RGBA_INTEGER] = gl.RGBA32I, + _g[FORMATS.RGB_INTEGER] = gl.RGB32I, + _g[FORMATS.RG_INTEGER] = gl.RG32I, + _g[FORMATS.RED_INTEGER] = gl.R32I, _g), - _a[TYPES$8.FLOAT] = (_h = {}, - _h[FORMATS$8.RGBA] = gl.RGBA32F, - _h[FORMATS$8.RGB] = gl.RGB32F, - _h[FORMATS$8.RG] = gl.RG32F, - _h[FORMATS$8.RED] = gl.R32F, - _h[FORMATS$8.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT32F, + _a[TYPES.FLOAT] = (_h = {}, + _h[FORMATS.RGBA] = gl.RGBA32F, + _h[FORMATS.RGB] = gl.RGB32F, + _h[FORMATS.RG] = gl.RG32F, + _h[FORMATS.RED] = gl.R32F, + _h[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT32F, _h), - _a[TYPES$8.HALF_FLOAT] = (_j = {}, - _j[FORMATS$8.RGBA] = gl.RGBA16F, - _j[FORMATS$8.RGB] = gl.RGB16F, - _j[FORMATS$8.RG] = gl.RG16F, - _j[FORMATS$8.RED] = gl.R16F, + _a[TYPES.HALF_FLOAT] = (_j = {}, + _j[FORMATS.RGBA] = gl.RGBA16F, + _j[FORMATS.RGB] = gl.RGB16F, + _j[FORMATS.RG] = gl.RG16F, + _j[FORMATS.RED] = gl.R16F, _j), - _a[TYPES$8.UNSIGNED_SHORT_5_6_5] = (_k = {}, - _k[FORMATS$8.RGB] = gl.RGB565, + _a[TYPES.UNSIGNED_SHORT_5_6_5] = (_k = {}, + _k[FORMATS.RGB] = gl.RGB565, _k), - _a[TYPES$8.UNSIGNED_SHORT_4_4_4_4] = (_l = {}, - _l[FORMATS$8.RGBA] = gl.RGBA4, + _a[TYPES.UNSIGNED_SHORT_4_4_4_4] = (_l = {}, + _l[FORMATS.RGBA] = gl.RGBA4, _l), - _a[TYPES$8.UNSIGNED_SHORT_5_5_5_1] = (_m = {}, - _m[FORMATS$8.RGBA] = gl.RGB5_A1, + _a[TYPES.UNSIGNED_SHORT_5_5_5_1] = (_m = {}, + _m[FORMATS.RGBA] = gl.RGB5_A1, _m), - _a[TYPES$8.UNSIGNED_INT_2_10_10_10_REV] = (_o = {}, - _o[FORMATS$8.RGBA] = gl.RGB10_A2, - _o[FORMATS$8.RGBA_INTEGER] = gl.RGB10_A2UI, + _a[TYPES.UNSIGNED_INT_2_10_10_10_REV] = (_o = {}, + _o[FORMATS.RGBA] = gl.RGB10_A2, + _o[FORMATS.RGBA_INTEGER] = gl.RGB10_A2UI, _o), - _a[TYPES$8.UNSIGNED_INT_10F_11F_11F_REV] = (_p = {}, - _p[FORMATS$8.RGB] = gl.R11F_G11F_B10F, + _a[TYPES.UNSIGNED_INT_10F_11F_11F_REV] = (_p = {}, + _p[FORMATS.RGB] = gl.R11F_G11F_B10F, _p), - _a[TYPES$8.UNSIGNED_INT_5_9_9_9_REV] = (_q = {}, - _q[FORMATS$8.RGB] = gl.RGB9_E5, + _a[TYPES.UNSIGNED_INT_5_9_9_9_REV] = (_q = {}, + _q[FORMATS.RGB] = gl.RGB9_E5, _q), - _a[TYPES$8.UNSIGNED_INT_24_8] = (_r = {}, - _r[FORMATS$8.DEPTH_STENCIL] = gl.DEPTH24_STENCIL8, + _a[TYPES.UNSIGNED_INT_24_8] = (_r = {}, + _r[FORMATS.DEPTH_STENCIL] = gl.DEPTH24_STENCIL8, _r), - _a[TYPES$8.FLOAT_32_UNSIGNED_INT_24_8_REV] = (_s = {}, - _s[FORMATS$8.DEPTH_STENCIL] = gl.DEPTH32F_STENCIL8, + _a[TYPES.FLOAT_32_UNSIGNED_INT_24_8_REV] = (_s = {}, + _s[FORMATS.DEPTH_STENCIL] = gl.DEPTH32F_STENCIL8, _s), _a); } else { table = (_t = {}, - _t[TYPES$8.UNSIGNED_BYTE] = (_u = {}, - _u[FORMATS$8.RGBA] = gl.RGBA, - _u[FORMATS$8.RGB] = gl.RGB, - _u[FORMATS$8.ALPHA] = gl.ALPHA, - _u[FORMATS$8.LUMINANCE] = gl.LUMINANCE, - _u[FORMATS$8.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA, + _t[TYPES.UNSIGNED_BYTE] = (_u = {}, + _u[FORMATS.RGBA] = gl.RGBA, + _u[FORMATS.RGB] = gl.RGB, + _u[FORMATS.ALPHA] = gl.ALPHA, + _u[FORMATS.LUMINANCE] = gl.LUMINANCE, + _u[FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA, _u), - _t[TYPES$8.UNSIGNED_SHORT_5_6_5] = (_v = {}, - _v[FORMATS$8.RGB] = gl.RGB, + _t[TYPES.UNSIGNED_SHORT_5_6_5] = (_v = {}, + _v[FORMATS.RGB] = gl.RGB, _v), - _t[TYPES$8.UNSIGNED_SHORT_4_4_4_4] = (_w = {}, - _w[FORMATS$8.RGBA] = gl.RGBA, + _t[TYPES.UNSIGNED_SHORT_4_4_4_4] = (_w = {}, + _w[FORMATS.RGBA] = gl.RGBA, _w), - _t[TYPES$8.UNSIGNED_SHORT_5_5_5_1] = (_x = {}, - _x[FORMATS$8.RGBA] = gl.RGBA, + _t[TYPES.UNSIGNED_SHORT_5_5_5_1] = (_x = {}, + _x[FORMATS.RGBA] = gl.RGBA, _x), _t); } @@ -21195,7 +19425,7 @@ * Internal texture for WebGL context. * @memberof PIXI */ - var GLTexture$1 = /** @class */ (function () { + var GLTexture = /** @class */ (function () { function GLTexture(texture) { this.texture = texture; this.width = -1; @@ -21204,8 +19434,8 @@ this.dirtyStyleId = -1; this.mipmap = false; this.wrapMode = 33071; - this.type = TYPES$8.UNSIGNED_BYTE; - this.internalFormat = FORMATS$8.RGBA; + this.type = TYPES.UNSIGNED_BYTE; + this.internalFormat = FORMATS.RGBA; this.samplerType = 0; } return GLTexture; @@ -21215,7 +19445,7 @@ * System plugin to the renderer to manage textures. * @memberof PIXI */ - var TextureSystem$1 = /** @class */ (function () { + var TextureSystem = /** @class */ (function () { /** * @param renderer - The renderer this system works for. */ @@ -21226,7 +19456,7 @@ this.currentLocation = -1; this.managedTextures = []; this._unknownBoundTextures = false; - this.unknownTexture = new BaseTexture$1(); + this.unknownTexture = new BaseTexture(); this.hasIntegerTextures = false; } /** Sets up the renderer context and necessary buffers. */ @@ -21234,7 +19464,7 @@ var gl = this.gl = this.renderer.gl; this.CONTEXT_UID = this.renderer.CONTEXT_UID; this.webGLVersion = this.renderer.context.webGLVersion; - this.internalFormats = mapTypeAndFormatToInternalFormat$1(gl); + this.internalFormats = mapTypeAndFormatToInternalFormat(gl); var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); this.boundTextures.length = maxTextures; for (var i = 0; i < maxTextures; i++) { @@ -21242,11 +19472,11 @@ } // TODO move this.. to a nice make empty textures class.. this.emptyTextures = {}; - var emptyTexture2D = new GLTexture$1(gl.createTexture()); + var emptyTexture2D = new GLTexture(gl.createTexture()); gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4)); this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D; - this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture$1(gl.createTexture()); + this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(gl.createTexture()); gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture); for (var i = 0; i < 6; i++) { gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); @@ -21287,6 +19517,9 @@ } this.updateTexture(texture); } + else if (glTexture.dirtyStyleId !== texture.dirtyStyleId) { + this.updateTextureStyle(texture); + } this.boundTextures[location] = texture; } else { @@ -21348,7 +19581,7 @@ var tex = boundTextures[i]; if (tex) { var glTexture = tex._glTextures[CONTEXT_UID]; - if (glTexture.samplerType !== SAMPLER_TYPES$8.FLOAT) { + if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) { this.renderer.texture.unbind(tex); } } @@ -21360,7 +19593,7 @@ * @param texture - Texture to initialize */ TextureSystem.prototype.initTexture = function (texture) { - var glTexture = new GLTexture$1(this.gl.createTexture()); + var glTexture = new GLTexture(this.gl.createTexture()); // guarantee an update.. glTexture.dirtyId = -1; texture._glTextures[this.CONTEXT_UID] = glTexture; @@ -21371,7 +19604,7 @@ TextureSystem.prototype.initTextureType = function (texture, glTexture) { var _a, _b; glTexture.internalFormat = (_b = (_a = this.internalFormats[texture.type]) === null || _a === void 0 ? void 0 : _a[texture.format]) !== null && _b !== void 0 ? _b : texture.format; - if (this.webGLVersion === 2 && texture.type === TYPES$8.HALF_FLOAT) { + if (this.webGLVersion === 2 && texture.type === TYPES.HALF_FLOAT) { // TYPES.HALF_FLOAT is WebGL1 HALF_FLOAT_OES // we have to convert it to WebGL HALF_FLOAT glTexture.type = this.gl.HALF_FLOAT; @@ -21394,7 +19627,7 @@ this.initTextureType(texture, glTexture); if (texture.resource && texture.resource.upload(renderer, texture, glTexture)) { // texture is uploaded, dont do anything! - if (glTexture.samplerType !== SAMPLER_TYPES$8.FLOAT) { + if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) { this.hasIntegerTextures = true; } } @@ -21449,14 +19682,14 @@ if (!glTexture) { return; } - if ((texture.mipmap === MIPMAP_MODES$8.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo) { + if ((texture.mipmap === MIPMAP_MODES.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo) { glTexture.mipmap = false; } else { glTexture.mipmap = texture.mipmap >= 1; } if (this.webGLVersion !== 2 && !texture.isPowerOfTwo) { - glTexture.wrapMode = WRAP_MODES$8.CLAMP; + glTexture.wrapMode = WRAP_MODES.CLAMP; } else { glTexture.wrapMode = texture.wrapMode; @@ -21475,25 +19708,25 @@ */ TextureSystem.prototype.setStyle = function (texture, glTexture) { var gl = this.gl; - if (glTexture.mipmap && texture.mipmap !== MIPMAP_MODES$8.ON_MANUAL) { + if (glTexture.mipmap && texture.mipmap !== MIPMAP_MODES.ON_MANUAL) { gl.generateMipmap(texture.target); } gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode); gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode); if (glTexture.mipmap) { /* eslint-disable max-len */ - gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES$8.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST); + gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST); /* eslint-disable max-len */ var anisotropicExt = this.renderer.context.extensions.anisotropicFiltering; - if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === SCALE_MODES$8.LINEAR) { + if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === SCALE_MODES.LINEAR) { var level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT)); gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level); } } else { - gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES$8.LINEAR ? gl.LINEAR : gl.NEAREST); + gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST); } - gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === SCALE_MODES$8.LINEAR ? gl.LINEAR : gl.NEAREST); + gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST); }; TextureSystem.prototype.destroy = function () { this.renderer = null; @@ -21501,7 +19734,7 @@ return TextureSystem; }()); - var tempMatrix$3 = new Matrix$3(); + var tempMatrix = new Matrix(); /** * The AbstractRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer} * and {@link PIXI.Renderer} which can be used for rendering a PixiJS scene. @@ -21510,8 +19743,8 @@ * @extends PIXI.utils.EventEmitter * @memberof PIXI */ - var AbstractRenderer$1 = /** @class */ (function (_super) { - __extends$m(AbstractRenderer, _super); + var AbstractRenderer = /** @class */ (function (_super) { + __extends$i(AbstractRenderer, _super); /** * @param type - The renderer type. * @param [options] - The optional renderer parameters. @@ -21534,10 +19767,10 @@ * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque). */ function AbstractRenderer(type, options) { - if (type === void 0) { type = RENDERER_TYPE$8.UNKNOWN; } + if (type === void 0) { type = RENDERER_TYPE.UNKNOWN; } var _this = _super.call(this) || this; // Add the default render options - options = Object.assign({}, settings$1.RENDER_OPTIONS, options); + options = Object.assign({}, settings.RENDER_OPTIONS, options); /** * The supplied constructor options. * @member {object} @@ -21557,18 +19790,18 @@ * Its safe to use as filterArea or hitArea for the whole stage. * @member {PIXI.Rectangle} */ - _this.screen = new Rectangle$3(0, 0, options.width, options.height); + _this.screen = new Rectangle(0, 0, options.width, options.height); /** * The canvas element that everything is drawn to. * @member {HTMLCanvasElement} */ - _this.view = options.view || settings$1.ADAPTER.createCanvas(); + _this.view = options.view || settings.ADAPTER.createCanvas(); /** * The resolution / device pixel ratio of the renderer. * @member {number} * @default PIXI.settings.RESOLUTION */ - _this.resolution = options.resolution || settings$1.RESOLUTION; + _this.resolution = options.resolution || settings.RESOLUTION; /** * Pass-thru setting for the canvas' context `alpha` property. This is typically * not something you need to fiddle with. If you want transparency, use `backgroundAlpha`. @@ -21618,7 +19851,7 @@ _this.backgroundAlpha = options.backgroundAlpha; // @deprecated if (options.transparent !== undefined) { - deprecation$1('6.0.0', 'Option transparent is deprecated, please use backgroundAlpha instead.'); + deprecation('6.0.0', 'Option transparent is deprecated, please use backgroundAlpha instead.'); _this.useContextAlpha = options.transparent; _this.backgroundAlpha = options.transparent ? 0 : 1; } @@ -21705,23 +19938,23 @@ if (options === void 0) { options = {}; } // @deprecated parameters spread, use options instead if (typeof options === 'number') { - deprecation$1('6.1.0', 'generateTexture options (scaleMode, resolution, region) are now object options.'); + deprecation('6.1.0', 'generateTexture options (scaleMode, resolution, region) are now object options.'); options = { scaleMode: options, resolution: resolution, region: region }; } - var manualRegion = options.region, textureOptions = __rest$1(options, ["region"]); + var manualRegion = options.region, textureOptions = __rest(options, ["region"]); region = manualRegion || displayObject.getLocalBounds(null, true); // minimum texture size is 1x1, 0x0 will throw an error if (region.width === 0) { region.width = 1; } if (region.height === 0) { region.height = 1; } - var renderTexture = RenderTexture$1.create(__assign$1({ width: region.width, height: region.height }, textureOptions)); - tempMatrix$3.tx = -region.x; - tempMatrix$3.ty = -region.y; + var renderTexture = RenderTexture.create(__assign({ width: region.width, height: region.height }, textureOptions)); + tempMatrix.tx = -region.x; + tempMatrix.ty = -region.y; this.render(displayObject, { renderTexture: renderTexture, clear: false, - transform: tempMatrix$3, + transform: tempMatrix, skipUpdateTransform: !!displayObject.parent }); return renderTexture; @@ -21741,7 +19974,7 @@ var thisAny = this; // null-ing all objects, that's a tradition! thisAny.plugins = null; - thisAny.type = RENDERER_TYPE$8.UNKNOWN; + thisAny.type = RENDERER_TYPE.UNKNOWN; thisAny.view = null; thisAny.screen = null; thisAny._tempDisplayObjectParent = null; @@ -21783,7 +20016,7 @@ return AbstractRenderer; }(EventEmitter)); - var GLBuffer$1 = /** @class */ (function () { + var GLBuffer = /** @class */ (function () { function GLBuffer(buffer) { this.buffer = buffer || null; this.updateID = -1; @@ -21810,7 +20043,7 @@ * @class * @memberof PIXI */ - var BufferSystem$1 = /** @class */ (function () { + var BufferSystem = /** @class */ (function () { /** * @param {PIXI.Renderer} renderer - The renderer this System works for. */ @@ -21929,7 +20162,7 @@ */ BufferSystem.prototype.createGLBuffer = function (buffer) { var _a = this, CONTEXT_UID = _a.CONTEXT_UID, gl = _a.gl; - buffer._glBuffers[CONTEXT_UID] = new GLBuffer$1(gl.createBuffer()); + buffer._glBuffers[CONTEXT_UID] = new GLBuffer(gl.createBuffer()); this.managedBuffers[buffer.id] = buffer; buffer.disposeRunner.add(this); return buffer._glBuffers[CONTEXT_UID]; @@ -21969,8 +20202,8 @@ * The breadth of the API surface provided by the renderer is contained within these systems. * @memberof PIXI */ - var Renderer$1 = /** @class */ (function (_super) { - __extends$m(Renderer, _super); + var Renderer = /** @class */ (function (_super) { + __extends$i(Renderer, _super); /** * @param [options] - The optional renderer parameters. * @param {number} [options.width=800] - The width of the screen. @@ -21997,7 +20230,7 @@ * @param {object} [options.context] - If WebGL context already exists, all parameters must be taken from it. */ function Renderer(options) { - var _this = _super.call(this, RENDERER_TYPE$8.WEBGL, options) || this; + var _this = _super.call(this, RENDERER_TYPE.WEBGL, options) || this; // the options will have been modified here in the super constructor with pixi's default settings.. options = _this.options; _this.gl = null; @@ -22012,24 +20245,24 @@ resize: new Runner('resize'), }; _this.runners.contextChange.add(_this); - _this.globalUniforms = new UniformGroup$1({ - projectionMatrix: new Matrix$3(), + _this.globalUniforms = new UniformGroup({ + projectionMatrix: new Matrix(), }, true); - _this.addSystem(MaskSystem$1, 'mask') - .addSystem(ContextSystem$1, 'context') - .addSystem(StateSystem$1, 'state') - .addSystem(ShaderSystem$1, 'shader') - .addSystem(TextureSystem$1, 'texture') - .addSystem(BufferSystem$1, 'buffer') - .addSystem(GeometrySystem$1, 'geometry') - .addSystem(FramebufferSystem$1, 'framebuffer') - .addSystem(ScissorSystem$1, 'scissor') - .addSystem(StencilSystem$1, 'stencil') - .addSystem(ProjectionSystem$1, 'projection') - .addSystem(TextureGCSystem$1, 'textureGC') - .addSystem(FilterSystem$1, 'filter') - .addSystem(RenderTextureSystem$1, 'renderTexture') - .addSystem(BatchSystem$1, 'batch'); + _this.addSystem(MaskSystem, 'mask') + .addSystem(ContextSystem, 'context') + .addSystem(StateSystem, 'state') + .addSystem(ShaderSystem, 'shader') + .addSystem(TextureSystem, 'texture') + .addSystem(BufferSystem, 'buffer') + .addSystem(GeometrySystem, 'geometry') + .addSystem(FramebufferSystem, 'framebuffer') + .addSystem(ScissorSystem, 'scissor') + .addSystem(StencilSystem, 'stencil') + .addSystem(ProjectionSystem, 'projection') + .addSystem(TextureGCSystem, 'textureGC') + .addSystem(FilterSystem, 'filter') + .addSystem(RenderTextureSystem, 'renderTexture') + .addSystem(BatchSystem, 'batch'); _this.initPlugins(Renderer.__plugins); _this.multisample = undefined; /* @@ -22081,17 +20314,17 @@ samples = gl.getParameter(gl.SAMPLES); gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, framebuffer); } - if (samples >= MSAA_QUALITY$8.HIGH) { - this.multisample = MSAA_QUALITY$8.HIGH; + if (samples >= MSAA_QUALITY.HIGH) { + this.multisample = MSAA_QUALITY.HIGH; } - else if (samples >= MSAA_QUALITY$8.MEDIUM) { - this.multisample = MSAA_QUALITY$8.MEDIUM; + else if (samples >= MSAA_QUALITY.MEDIUM) { + this.multisample = MSAA_QUALITY.MEDIUM; } - else if (samples >= MSAA_QUALITY$8.LOW) { - this.multisample = MSAA_QUALITY$8.LOW; + else if (samples >= MSAA_QUALITY.LOW) { + this.multisample = MSAA_QUALITY.LOW; } else { - this.multisample = MSAA_QUALITY$8.NONE; + this.multisample = MSAA_QUALITY.NONE; } }; /** @@ -22136,8 +20369,8 @@ var transform; var skipUpdateTransform; if (options) { - if (options instanceof RenderTexture$1) { - deprecation$1('6.0.0', 'Renderer#render arguments changed, use options instead.'); + if (options instanceof RenderTexture) { + deprecation('6.0.0', 'Renderer#render arguments changed, use options instead.'); /* eslint-disable prefer-rest-params */ renderTexture = options; clear = arguments[2]; @@ -22243,7 +20476,7 @@ * @readonly */ get: function () { - deprecation$1('6.0.0', 'Renderer#extract has been deprecated, please use Renderer#plugins.extract instead.'); + deprecation('6.0.0', 'Renderer#extract has been deprecated, please use Renderer#plugins.extract instead.'); return this.plugins.extract; }, enumerable: false, @@ -22256,7 +20489,7 @@ * @param ctor - The constructor function or class for the plugin. */ Renderer.registerPlugin = function (pluginName, ctor) { - deprecation$1('6.5.0', 'Renderer.registerPlugin() has been deprecated, please use extensions.add() instead.'); + deprecation('6.5.0', 'Renderer.registerPlugin() has been deprecated, please use extensions.add() instead.'); extensions.add({ name: pluginName, type: ExtensionType.RendererPlugin, @@ -22278,9 +20511,9 @@ */ Renderer.__plugins = {}; return Renderer; - }(AbstractRenderer$1)); + }(AbstractRenderer)); // Handle registration of extensions - extensions.handleByMap(ExtensionType.RendererPlugin, Renderer$1.__plugins); + extensions.handleByMap(ExtensionType.RendererPlugin, Renderer.__plugins); /** * This helper function will automatically detect which renderer you should be using. @@ -22314,19 +20547,38 @@ * @returns {PIXI.Renderer|PIXI.CanvasRenderer} Returns WebGL renderer if available, otherwise CanvasRenderer */ function autoDetectRenderer(options) { - return Renderer$1.create(options); + return Renderer.create(options); } + var $defaultVertex = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}"; + + var $defaultFilterVertex = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n gl_Position = filterVertexPosition();\n vTextureCoord = filterTextureCoord();\n}\n"; + + /** + * Default vertex shader + * @memberof PIXI + * @member {string} defaultVertex + */ + /** + * Default filter vertex shader + * @memberof PIXI + * @member {string} defaultFilterVertex + */ + // NOTE: This black magic is so that @microsoft/api-extractor does not complain! This explicitly specifies the types + // of defaultVertex, defaultFilterVertex. + var defaultVertex$1 = $defaultVertex; + var defaultFilterVertex = $defaultFilterVertex; + /** * Used by the batcher to draw batches. * Each one of these contains all information required to draw a bound geometry. * @memberof PIXI */ - var BatchDrawCall$1 = /** @class */ (function () { + var BatchDrawCall = /** @class */ (function () { function BatchDrawCall() { this.texArray = null; this.blend = 0; - this.type = DRAW_MODES$8.TRIANGLES; + this.type = DRAW_MODES.TRIANGLES; this.start = 0; this.size = 0; this.data = null; @@ -22339,7 +20591,7 @@ * Holds list of textures and their respective locations. * @memberof PIXI */ - var BatchTextureArray$1 = /** @class */ (function () { + var BatchTextureArray = /** @class */ (function () { function BatchTextureArray() { this.elements = []; this.ids = []; @@ -22358,7 +20610,7 @@ * Flexible wrapper around `ArrayBuffer` that also provides typed array views on demand. * @memberof PIXI */ - var ViewableBuffer$1 = /** @class */ (function () { + var ViewableBuffer = /** @class */ (function () { function ViewableBuffer(sizeOrBuffer) { if (typeof sizeOrBuffer === 'number') { this.rawBinaryData = new ArrayBuffer(sizeOrBuffer); @@ -22475,8 +20727,8 @@ * reduce to the number of draw calls. * @memberof PIXI */ - var AbstractBatchRenderer$1 = /** @class */ (function (_super) { - __extends$m(AbstractBatchRenderer, _super); + var AbstractBatchRenderer = /** @class */ (function (_super) { + __extends$i(AbstractBatchRenderer, _super); /** * This will hook onto the renderer's `contextChange` * and `prerender` signals. @@ -22487,8 +20739,8 @@ _this.shaderGenerator = null; _this.geometryClass = null; _this.vertexSize = null; - _this.state = State$1.for2d(); - _this.size = settings$1.SPRITE_BATCH_SIZE * 4; + _this.state = State.for2d(); + _this.size = settings.SPRITE_BATCH_SIZE * 4; _this._vertexCount = 0; _this._indexCount = 0; _this._bufferedElements = []; @@ -22518,14 +20770,14 @@ */ AbstractBatchRenderer.prototype.contextChange = function () { var gl = this.renderer.gl; - if (settings$1.PREFER_ENV === ENV$8.WEBGL_LEGACY) { + if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) { this.MAX_TEXTURES = 1; } else { // step 1: first check max textures the GPU can handle. - this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), settings$1.SPRITE_MAX_TEXTURES); + this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), settings.SPRITE_MAX_TEXTURES); // step 2: check the maximum number of if statements the shader can have too.. - this.MAX_TEXTURES = checkMaxIfStatementsInShader$1(this.MAX_TEXTURES, gl); + this.MAX_TEXTURES = checkMaxIfStatementsInShader(this.MAX_TEXTURES, gl); } this._shader = this.shaderGenerator.generateShader(this.MAX_TEXTURES); // we use the second shader as the first one depending on your browser @@ -22544,10 +20796,10 @@ // max texture arrays var MAX_TA = Math.floor(MAX_SPRITES / this.MAX_TEXTURES) + 1; while (_drawCallPool.length < MAX_SPRITES) { - _drawCallPool.push(new BatchDrawCall$1()); + _drawCallPool.push(new BatchDrawCall()); } while (_textureArrayPool.length < MAX_TA) { - _textureArrayPool.push(new BatchTextureArray$1()); + _textureArrayPool.push(new BatchTextureArray()); } for (var i = 0; i < this.MAX_TEXTURES; i++) { this._tempBoundTextures[i] = null; @@ -22580,7 +20832,7 @@ var batch = this.renderer.batch; var boundTextures = this._tempBoundTextures; var touch = this.renderer.textureGC.count; - var TICK = ++BaseTexture$1._globalBatch; + var TICK = ++BaseTexture._globalBatch; var countTexArrays = 0; var texArray = textureArrays[0]; var start = 0; @@ -22612,7 +20864,7 @@ for (var i = 0; i < boundTextures.length; i++) { boundTextures[i] = null; } - BaseTexture$1._globalBatch = TICK; + BaseTexture._globalBatch = TICK; }; /** * Populating drawcalls for rendering @@ -22668,7 +20920,7 @@ }; AbstractBatchRenderer.prototype.updateGeometry = function () { var _a = this, packedGeometries = _a._packedGeometries, attributeBuffer = _a._attributeBuffer, indexBuffer = _a._indexBuffer; - if (!settings$1.CAN_UPLOAD_SAME_BUFFER) { /* Usually on iOS devices, where the browser doesn't + if (!settings.CAN_UPLOAD_SAME_BUFFER) { /* Usually on iOS devices, where the browser doesn't like uploads to the same buffer in a single frame. */ if (this._packedGeometryPoolSize <= this._flushId) { this._packedGeometryPoolSize++; @@ -22727,7 +20979,7 @@ this.renderer.state.set(this.state); this.renderer.texture.ensureSamplerType(this.MAX_TEXTURES); this.renderer.shader.bind(this._shader); - if (settings$1.CAN_UPLOAD_SAME_BUFFER) { + if (settings.CAN_UPLOAD_SAME_BUFFER) { // bind buffer #0, we don't need others this.renderer.geometry.bind(this._packedGeometries[this._flushId]); } @@ -22770,7 +21022,7 @@ } var buffer = this._aBuffers[roundedSize]; if (!buffer) { - this._aBuffers[roundedSize] = buffer = new ViewableBuffer$1(roundedSize * this.vertexSize * 4); + this._aBuffers[roundedSize] = buffer = new ViewableBuffer(roundedSize * this.vertexSize * 4); } return buffer; }; @@ -22851,13 +21103,13 @@ */ AbstractBatchRenderer._textureArrayPool = []; return AbstractBatchRenderer; - }(ObjectRenderer$1)); + }(ObjectRenderer)); /** * Helper that generates batching multi-texture shader. Use it with your new BatchRenderer * @memberof PIXI */ - var BatchShaderGenerator$1 = /** @class */ (function () { + var BatchShaderGenerator = /** @class */ (function () { /** * @param vertexSrc - Vertex shader * @param fragTemplate - Fragment shader template @@ -22880,18 +21132,18 @@ for (var i = 0; i < maxTextures; i++) { sampleValues[i] = i; } - this.defaultGroupCache[maxTextures] = UniformGroup$1.from({ uSamplers: sampleValues }, true); + this.defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true); var fragmentSrc = this.fragTemplate; fragmentSrc = fragmentSrc.replace(/%count%/gi, "" + maxTextures); fragmentSrc = fragmentSrc.replace(/%forloop%/gi, this.generateSampleSrc(maxTextures)); - this.programCache[maxTextures] = new Program$1(this.vertexSrc, fragmentSrc); + this.programCache[maxTextures] = new Program(this.vertexSrc, fragmentSrc); } var uniforms = { tint: new Float32Array([1, 1, 1, 1]), - translationMatrix: new Matrix$3(), + translationMatrix: new Matrix(), default: this.defaultGroupCache[maxTextures], }; - return new Shader$1(this.programCache[maxTextures], uniforms); + return new Shader(this.programCache[maxTextures], uniforms); }; BatchShaderGenerator.prototype.generateSampleSrc = function (maxTextures) { var src = ''; @@ -22919,8 +21171,8 @@ * Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects). * @memberof PIXI */ - var BatchGeometry$1 = /** @class */ (function (_super) { - __extends$m(BatchGeometry, _super); + var BatchGeometry = /** @class */ (function (_super) { + __extends$i(BatchGeometry, _super); /** * @param {boolean} [_static=false] - Optimization flag, where `false` * is updated every frame, `true` doesn't change frame-to-frame. @@ -22928,24 +21180,24 @@ function BatchGeometry(_static) { if (_static === void 0) { _static = false; } var _this = _super.call(this) || this; - _this._buffer = new Buffer$1(null, _static, false); - _this._indexBuffer = new Buffer$1(null, _static, true); - _this.addAttribute('aVertexPosition', _this._buffer, 2, false, TYPES$8.FLOAT) - .addAttribute('aTextureCoord', _this._buffer, 2, false, TYPES$8.FLOAT) - .addAttribute('aColor', _this._buffer, 4, true, TYPES$8.UNSIGNED_BYTE) - .addAttribute('aTextureId', _this._buffer, 1, true, TYPES$8.FLOAT) + _this._buffer = new Buffer(null, _static, false); + _this._indexBuffer = new Buffer(null, _static, true); + _this.addAttribute('aVertexPosition', _this._buffer, 2, false, TYPES.FLOAT) + .addAttribute('aTextureCoord', _this._buffer, 2, false, TYPES.FLOAT) + .addAttribute('aColor', _this._buffer, 4, true, TYPES.UNSIGNED_BYTE) + .addAttribute('aTextureId', _this._buffer, 1, true, TYPES.FLOAT) .addIndex(_this._indexBuffer); return _this; } return BatchGeometry; - }(Geometry$1)); + }(Geometry)); - var defaultVertex$4 = "precision highp float;\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\nattribute float aTextureId;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform vec4 tint;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vTextureId = aTextureId;\n vColor = aColor * tint;\n}\n"; + var defaultVertex = "precision highp float;\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\nattribute float aTextureId;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform vec4 tint;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vTextureId = aTextureId;\n vColor = aColor * tint;\n}\n"; - var defaultFragment$3 = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\nuniform sampler2D uSamplers[%count%];\n\nvoid main(void){\n vec4 color;\n %forloop%\n gl_FragColor = color * vColor;\n}\n"; + var defaultFragment = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\nuniform sampler2D uSamplers[%count%];\n\nvoid main(void){\n vec4 color;\n %forloop%\n gl_FragColor = color * vColor;\n}\n"; /** @memberof PIXI */ - var BatchPluginFactory$1 = /** @class */ (function () { + var BatchPluginFactory = /** @class */ (function () { function BatchPluginFactory() { } /** @@ -22981,22 +21233,22 @@ */ BatchPluginFactory.create = function (options) { var _a = Object.assign({ - vertex: defaultVertex$4, - fragment: defaultFragment$3, - geometryClass: BatchGeometry$1, + vertex: defaultVertex, + fragment: defaultFragment, + geometryClass: BatchGeometry, vertexSize: 6, }, options), vertex = _a.vertex, fragment = _a.fragment, vertexSize = _a.vertexSize, geometryClass = _a.geometryClass; return /** @class */ (function (_super) { - __extends$m(BatchPlugin, _super); + __extends$i(BatchPlugin, _super); function BatchPlugin(renderer) { var _this = _super.call(this, renderer) || this; - _this.shaderGenerator = new BatchShaderGenerator$1(vertex, fragment); + _this.shaderGenerator = new BatchShaderGenerator(vertex, fragment); _this.geometryClass = geometryClass; _this.vertexSize = vertexSize; return _this; } return BatchPlugin; - }(AbstractBatchRenderer$1)); + }(AbstractBatchRenderer)); }; Object.defineProperty(BatchPluginFactory, "defaultVertexSrc", { /** @@ -23004,7 +21256,7 @@ * @readonly */ get: function () { - return defaultVertex$4; + return defaultVertex; }, enumerable: false, configurable: true @@ -23015,7 +21267,7 @@ * @readonly */ get: function () { - return defaultFragment$3; + return defaultFragment; }, enumerable: false, configurable: true @@ -23024,8 +21276,8 @@ }()); // Setup the default BatchRenderer plugin, this is what // we'll actually export at the root level - var BatchRenderer$1 = BatchPluginFactory$1.create(); - Object.assign(BatchRenderer$1, { + var BatchRenderer = BatchPluginFactory.create(); + Object.assign(BatchRenderer, { extension: { name: 'batch', type: ExtensionType.RendererPlugin, @@ -23033,8 +21285,8 @@ }); /*! - * @pixi/accessibility - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/accessibility - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * * @pixi/accessibility is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -23123,7 +21375,7 @@ }; // add some extra variables to the container.. - DisplayObject$3.mixin(accessibleTarget); + DisplayObject.mixin(accessibleTarget); var KEY_CODE_TAB = 9; var DIV_TOUCH_SIZE = 100; var DIV_TOUCH_POS_X = 0; @@ -23166,7 +21418,7 @@ /** The frequency to update the div elements. */ this.androidUpdateFrequency = 500; // 2fps this._hookDiv = null; - if (isMobile$2.tablet || isMobile$2.phone) { + if (isMobile.tablet || isMobile.phone) { this.createTouchHook(); } // first we create a div that will sit over the PixiJS element. This is where the div overlays will go. @@ -23316,7 +21568,7 @@ * so I am just running update every half a second, seems to fix it. */ var now = performance.now(); - if (isMobile$2.android.device && now < this.androidUpdateCount) { + if (isMobile.android.device && now < this.androidUpdateCount) { return; } this.androidUpdateCount = now + this.androidUpdateFrequency; @@ -23558,40152 +21810,12080 @@ }()); /*! - * @pixi/math - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/interaction - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/math is licensed under the MIT License. + * @pixi/interaction is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ - /** - * Two Pi. - * @static - * @member {number} - * @memberof PIXI - */ - var PI_2$2 = Math.PI * 2; - /** - * Conversion factor for converting radians to degrees. - * @static - * @member {number} RAD_TO_DEG - * @memberof PIXI - */ - var RAD_TO_DEG$2 = 180 / Math.PI; - /** - * Conversion factor for converting degrees to radians. - * @static - * @member {number} - * @memberof PIXI - */ - var DEG_TO_RAD$2 = Math.PI / 180; - /** - * Constants that identify shapes, mainly to prevent `instanceof` calls. - * @static - * @memberof PIXI - * @enum {number} - * @property {number} POLY Polygon - * @property {number} RECT Rectangle - * @property {number} CIRC Circle - * @property {number} ELIP Ellipse - * @property {number} RREC Rounded Rectangle - */ - var SHAPES$2; - (function (SHAPES) { - SHAPES[SHAPES["POLY"] = 0] = "POLY"; - SHAPES[SHAPES["RECT"] = 1] = "RECT"; - SHAPES[SHAPES["CIRC"] = 2] = "CIRC"; - SHAPES[SHAPES["ELIP"] = 3] = "ELIP"; - SHAPES[SHAPES["RREC"] = 4] = "RREC"; - })(SHAPES$2 || (SHAPES$2 = {})); /** - * The Point object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis - * @class + * Holds all information related to an Interaction event * @memberof PIXI - * @implements {IPoint} */ - var Point$2 = /** @class */ (function () { - /** - * Creates a new `Point` - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis - */ - function Point(x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - /** Position of the point on the x axis */ - this.x = 0; - /** Position of the point on the y axis */ - this.y = 0; - this.x = x; - this.y = y; + var InteractionData = /** @class */ (function () { + function InteractionData() { + /** + * Pressure applied by the pointing device during the event. A Touch's force property + * will be represented by this value. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pressure + */ + this.pressure = 0; + /** + * From TouchEvents (not PointerEvents triggered by touches), the rotationAngle of the Touch. + * @see https://developer.mozilla.org/en-US/docs/Web/API/Touch/rotationAngle + */ + this.rotationAngle = 0; + /** + * Twist of a stylus pointer. + * @see https://w3c.github.io/pointerevents/#pointerevent-interface + */ + this.twist = 0; + /** + * Barrel pressure on a stylus pointer. + * @see https://w3c.github.io/pointerevents/#pointerevent-interface + */ + this.tangentialPressure = 0; + this.global = new Point(); + this.target = null; + this.originalEvent = null; + this.identifier = null; + this.isPrimary = false; + this.button = 0; + this.buttons = 0; + this.width = 0; + this.height = 0; + this.tiltX = 0; + this.tiltY = 0; + this.pointerType = null; + this.pressure = 0; + this.rotationAngle = 0; + this.twist = 0; + this.tangentialPressure = 0; } + Object.defineProperty(InteractionData.prototype, "pointerId", { + /** + * The unique identifier of the pointer. It will be the same as `identifier`. + * @readonly + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerId + */ + get: function () { + return this.identifier; + }, + enumerable: false, + configurable: true + }); /** - * Creates a clone of this point - * @returns A clone of this point - */ - Point.prototype.clone = function () { - return new Point(this.x, this.y); - }; - /** - * Copies `x` and `y` from the given point into this point - * @param p - The point to copy from - * @returns The point instance itself - */ - Point.prototype.copyFrom = function (p) { - this.set(p.x, p.y); - return this; - }; - /** - * Copies this point's x and y into the given point (`p`). - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated - */ - Point.prototype.copyTo = function (p) { - p.set(this.x, this.y); - return p; - }; - /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal + * This will return the local coordinates of the specified displayObject for this InteractionData + * @param displayObject - The DisplayObject that you would like the local + * coords off + * @param point - A Point object in which to store the value, optional (otherwise + * will create a new point) + * @param globalPos - A Point object containing your custom global coords, optional + * (otherwise will use the current global coords) + * @returns - A point containing the coordinates of the InteractionData position relative + * to the DisplayObject */ - Point.prototype.equals = function (p) { - return (p.x === this.x) && (p.y === this.y); + InteractionData.prototype.getLocalPosition = function (displayObject, point, globalPos) { + return displayObject.worldTransform.applyInverse(globalPos || this.global, point); }; /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the `x` axis - * @param {number} [y=x] - position of the point on the `y` axis - * @returns The point instance itself + * Copies properties from normalized event data. + * @param {Touch|MouseEvent|PointerEvent} event - The normalized event data */ - Point.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - this.x = x; - this.y = y; - return this; + InteractionData.prototype.copyEvent = function (event) { + // isPrimary should only change on touchstart/pointerdown, so we don't want to overwrite + // it with "false" on later events when our shim for it on touch events might not be + // accurate + if ('isPrimary' in event && event.isPrimary) { + this.isPrimary = true; + } + this.button = 'button' in event && event.button; + // event.buttons is not available in all browsers (ie. Safari), but it does have a non-standard + // event.which property instead, which conveys the same information. + var buttons = 'buttons' in event && event.buttons; + this.buttons = Number.isInteger(buttons) ? buttons : 'which' in event && event.which; + this.width = 'width' in event && event.width; + this.height = 'height' in event && event.height; + this.tiltX = 'tiltX' in event && event.tiltX; + this.tiltY = 'tiltY' in event && event.tiltY; + this.pointerType = 'pointerType' in event && event.pointerType; + this.pressure = 'pressure' in event && event.pressure; + this.rotationAngle = 'rotationAngle' in event && event.rotationAngle; + this.twist = ('twist' in event && event.twist) || 0; + this.tangentialPressure = ('tangentialPressure' in event && event.tangentialPressure) || 0; }; - Point.prototype.toString = function () { - return "[@pixi/math:Point x=" + this.x + " y=" + this.y + "]"; + /** Resets the data for pooling. */ + InteractionData.prototype.reset = function () { + // isPrimary is the only property that we really need to reset - everything else is + // guaranteed to be overwritten + this.isPrimary = false; }; - return Point; + return InteractionData; }()); - var tempPoints$3 = [new Point$2(), new Point$2(), new Point$2(), new Point$2()]; + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$h = function(d, b) { + extendStatics$h = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$h(d, b); + }; + + function __extends$h(d, b) { + extendStatics$h(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + /** - * Size object, contains width and height + * Event class that mimics native DOM events. * @memberof PIXI - * @typedef {object} ISize - * @property {number} width - Width component - * @property {number} height - Height component */ + var InteractionEvent = /** @class */ (function () { + function InteractionEvent() { + this.stopped = false; + this.stopsPropagatingAt = null; + this.stopPropagationHint = false; + this.target = null; + this.currentTarget = null; + this.type = null; + this.data = null; + } + /** Prevents event from reaching any objects other than the current object. */ + InteractionEvent.prototype.stopPropagation = function () { + this.stopped = true; + this.stopPropagationHint = true; + this.stopsPropagatingAt = this.currentTarget; + }; + /** Resets the event. */ + InteractionEvent.prototype.reset = function () { + this.stopped = false; + this.stopsPropagatingAt = null; + this.stopPropagationHint = false; + this.currentTarget = null; + this.target = null; + }; + return InteractionEvent; + }()); + /** - * Rectangle object is an area defined by its position, as indicated by its top-left corner - * point (x, y) and by its width and its height. + * DisplayObjects with the {@link PIXI.interactiveTarget} mixin use this class to track interactions + * @class + * @private * @memberof PIXI */ - var Rectangle$2 = /** @class */ (function () { + var InteractionTrackingData = /** @class */ (function () { /** - * @param x - The X coordinate of the upper-left corner of the rectangle - * @param y - The Y coordinate of the upper-left corner of the rectangle - * @param width - The overall width of the rectangle - * @param height - The overall height of the rectangle + * @param {number} pointerId - Unique pointer id of the event + * @private */ - function Rectangle(x, y, width, height) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - this.x = Number(x); - this.y = Number(y); - this.width = Number(width); - this.height = Number(height); - this.type = SHAPES$2.RECT; + function InteractionTrackingData(pointerId) { + this._pointerId = pointerId; + this._flags = InteractionTrackingData.FLAGS.NONE; } - Object.defineProperty(Rectangle.prototype, "left", { - /** Returns the left edge of the rectangle. */ + /** + * + * @private + * @param {number} flag - The interaction flag to set + * @param {boolean} yn - Should the flag be set or unset + */ + InteractionTrackingData.prototype._doSet = function (flag, yn) { + if (yn) { + this._flags = this._flags | flag; + } + else { + this._flags = this._flags & (~flag); + } + }; + Object.defineProperty(InteractionTrackingData.prototype, "pointerId", { + /** + * Unique pointer id of the event + * @readonly + * @private + * @member {number} + */ get: function () { - return this.x; + return this._pointerId; }, enumerable: false, configurable: true }); - Object.defineProperty(Rectangle.prototype, "right", { - /** Returns the right edge of the rectangle. */ + Object.defineProperty(InteractionTrackingData.prototype, "flags", { + /** + * State of the tracking data, expressed as bit flags + * @private + * @member {number} + */ get: function () { - return this.x + this.width; + return this._flags; + }, + set: function (flags) { + this._flags = flags; }, enumerable: false, configurable: true }); - Object.defineProperty(Rectangle.prototype, "top", { - /** Returns the top edge of the rectangle. */ + Object.defineProperty(InteractionTrackingData.prototype, "none", { + /** + * Is the tracked event inactive (not over or down)? + * @private + * @member {number} + */ get: function () { - return this.y; + return this._flags === InteractionTrackingData.FLAGS.NONE; }, enumerable: false, configurable: true }); - Object.defineProperty(Rectangle.prototype, "bottom", { - /** Returns the bottom edge of the rectangle. */ + Object.defineProperty(InteractionTrackingData.prototype, "over", { + /** + * Is the tracked event over the DisplayObject? + * @private + * @member {boolean} + */ get: function () { - return this.y + this.height; + return (this._flags & InteractionTrackingData.FLAGS.OVER) !== 0; + }, + set: function (yn) { + this._doSet(InteractionTrackingData.FLAGS.OVER, yn); }, enumerable: false, configurable: true }); - Object.defineProperty(Rectangle, "EMPTY", { - /** A constant empty rectangle. */ + Object.defineProperty(InteractionTrackingData.prototype, "rightDown", { + /** + * Did the right mouse button come down in the DisplayObject? + * @private + * @member {boolean} + */ get: function () { - return new Rectangle(0, 0, 0, 0); + return (this._flags & InteractionTrackingData.FLAGS.RIGHT_DOWN) !== 0; + }, + set: function (yn) { + this._doSet(InteractionTrackingData.FLAGS.RIGHT_DOWN, yn); }, enumerable: false, configurable: true }); + Object.defineProperty(InteractionTrackingData.prototype, "leftDown", { + /** + * Did the left mouse button come down in the DisplayObject? + * @private + * @member {boolean} + */ + get: function () { + return (this._flags & InteractionTrackingData.FLAGS.LEFT_DOWN) !== 0; + }, + set: function (yn) { + this._doSet(InteractionTrackingData.FLAGS.LEFT_DOWN, yn); + }, + enumerable: false, + configurable: true + }); + InteractionTrackingData.FLAGS = Object.freeze({ + NONE: 0, + OVER: 1 << 0, + LEFT_DOWN: 1 << 1, + RIGHT_DOWN: 1 << 2, + }); + return InteractionTrackingData; + }()); + + /** + * Strategy how to search through stage tree for interactive objects + * @memberof PIXI + */ + var TreeSearch = /** @class */ (function () { + function TreeSearch() { + this._tempPoint = new Point(); + } /** - * Creates a clone of this Rectangle - * @returns a copy of the rectangle - */ - Rectangle.prototype.clone = function () { - return new Rectangle(this.x, this.y, this.width, this.height); - }; - /** - * Copies another rectangle to this one. - * @param rectangle - The rectangle to copy from. - * @returns Returns itself. - */ - Rectangle.prototype.copyFrom = function (rectangle) { - this.x = rectangle.x; - this.y = rectangle.y; - this.width = rectangle.width; - this.height = rectangle.height; - return this; - }; - /** - * Copies this rectangle to another one. - * @param rectangle - The rectangle to copy to. - * @returns Returns given parameter. - */ - Rectangle.prototype.copyTo = function (rectangle) { - rectangle.x = this.x; - rectangle.y = this.y; - rectangle.width = this.width; - rectangle.height = this.height; - return rectangle; - }; - /** - * Checks whether the x and y coordinates given are contained within this Rectangle - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coordinates are within this Rectangle + * Recursive implementation for findHit + * @private + * @param interactionEvent - event containing the point that + * is tested for collision + * @param displayObject - the displayObject + * that will be hit test (recursively crawls its children) + * @param func - the function that will be called on each interactive object. The + * interactionEvent, displayObject and hit will be passed to the function + * @param hitTest - this indicates if the objects inside should be hit test against the point + * @param interactive - Whether the displayObject is interactive + * @returns - Returns true if the displayObject hit the point */ - Rectangle.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { + TreeSearch.prototype.recursiveFindHit = function (interactionEvent, displayObject, func, hitTest, interactive) { + var _a; + if (!displayObject || !displayObject.visible) { return false; } - if (x >= this.x && x < this.x + this.width) { - if (y >= this.y && y < this.y + this.height) { - return true; - } - } - return false; - }; - /** - * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object. - * Returns true only if the area of the intersection is >0, this means that Rectangles - * sharing a side are not overlapping. Another side effect is that an arealess rectangle - * (width or height equal to zero) can't intersect any other rectangle. - * @param {Rectangle} other - The Rectangle to intersect with `this`. - * @param {Matrix} transform - The transformation matrix of `other`. - * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`. - */ - Rectangle.prototype.intersects = function (other, transform) { - if (!transform) { - var x0_1 = this.x < other.x ? other.x : this.x; - var x1_1 = this.right > other.right ? other.right : this.right; - if (x1_1 <= x0_1) { - return false; - } - var y0_1 = this.y < other.y ? other.y : this.y; - var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom; - return y1_1 > y0_1; - } - var x0 = this.left; - var x1 = this.right; - var y0 = this.top; - var y1 = this.bottom; - if (x1 <= x0 || y1 <= y0) { - return false; - } - var lt = tempPoints$3[0].set(other.left, other.top); - var lb = tempPoints$3[1].set(other.left, other.bottom); - var rt = tempPoints$3[2].set(other.right, other.top); - var rb = tempPoints$3[3].set(other.right, other.bottom); - if (rt.x <= lt.x || lb.y <= lt.y) { - return false; - } - var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c)); - if (s === 0) { - return false; + var point = interactionEvent.data.global; + // Took a little while to rework this function correctly! But now it is done and nice and optimized! ^_^ + // + // This function will now loop through all objects and then only hit test the objects it HAS + // to, not all of them. MUCH faster.. + // An object will be hit test if the following is true: + // + // 1: It is interactive. + // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit. + // + // As another little optimization once an interactive object has been hit we can carry on + // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests + // A final optimization is that an object is not hit test directly if a child has already been hit. + interactive = displayObject.interactive || interactive; + var hit = false; + var interactiveParent = interactive; + // Flag here can set to false if the event is outside the parents hitArea or mask + var hitTestChildren = true; + // If there is a hitArea, no need to test against anything else if the pointer is not within the hitArea + // There is also no longer a need to hitTest children. + if (displayObject.hitArea) { + if (hitTest) { + displayObject.worldTransform.applyInverse(point, this._tempPoint); + if (!displayObject.hitArea.contains(this._tempPoint.x, this._tempPoint.y)) { + hitTest = false; + hitTestChildren = false; + } + else { + hit = true; + } + } + interactiveParent = false; } - transform.apply(lt, lt); - transform.apply(lb, lb); - transform.apply(rt, rt); - transform.apply(rb, rb); - if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0 - || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1 - || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0 - || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) { - return false; + // If there is a mask, no need to hitTest against anything else if the pointer is not within the mask. + // We still want to hitTestChildren, however, to ensure a mouseout can still be generated. + // https://github.com/pixijs/pixi.js/issues/5135 + else if (displayObject._mask) { + if (hitTest) { + var maskObject = (displayObject._mask.isMaskData + ? displayObject._mask.maskObject : displayObject._mask); + if (maskObject && !((_a = maskObject.containsPoint) === null || _a === void 0 ? void 0 : _a.call(maskObject, point))) { + hitTest = false; + } + } } - var nx = s * (lb.y - lt.y); - var ny = s * (lt.x - lb.x); - var n00 = (nx * x0) + (ny * y0); - var n10 = (nx * x1) + (ny * y0); - var n01 = (nx * x0) + (ny * y1); - var n11 = (nx * x1) + (ny * y1); - if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y) - || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) { - return false; + // ** FREE TIP **! If an object is not interactive or has no buttons in it + // (such as a game scene!) set interactiveChildren to false for that displayObject. + // This will allow PixiJS to completely ignore and bypass checking the displayObjects children. + if (hitTestChildren && displayObject.interactiveChildren && displayObject.children) { + var children = displayObject.children; + for (var i = children.length - 1; i >= 0; i--) { + var child = children[i]; + // time to get recursive.. if this function will return if something is hit.. + var childHit = this.recursiveFindHit(interactionEvent, child, func, hitTest, interactiveParent); + if (childHit) { + // its a good idea to check if a child has lost its parent. + // this means it has been removed whilst looping so its best + if (!child.parent) { + continue; + } + // we no longer need to hit test any more objects in this container as we we + // now know the parent has been hit + interactiveParent = false; + // If the child is interactive , that means that the object hit was actually + // interactive and not just the child of an interactive object. + // This means we no longer need to hit test anything else. We still need to run + // through all objects, but we don't need to perform any hit tests. + if (childHit) { + if (interactionEvent.target) { + hitTest = false; + } + hit = true; + } + } + } } - var mx = s * (lt.y - rt.y); - var my = s * (rt.x - lt.x); - var m00 = (mx * x0) + (my * y0); - var m10 = (mx * x1) + (my * y0); - var m01 = (mx * x0) + (my * y1); - var m11 = (mx * x1) + (my * y1); - if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y) - || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) { - return false; + // no point running this if the item is not interactive or does not have an interactive parent. + if (interactive) { + // if we are hit testing (as in we have no hit any objects yet) + // We also don't need to worry about hit testing if once of the displayObjects children + // has already been hit - but only if it was interactive, otherwise we need to keep + // looking for an interactive child, just in case we hit one + if (hitTest && !interactionEvent.target) { + // already tested against hitArea if it is defined + if (!displayObject.hitArea && displayObject.containsPoint) { + if (displayObject.containsPoint(point)) { + hit = true; + } + } + } + if (displayObject.interactive) { + if (hit && !interactionEvent.target) { + interactionEvent.target = displayObject; + } + if (func) { + func(interactionEvent, displayObject, !!hit); + } + } } - return true; - }; - /** - * Pads the rectangle making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. - * @returns Returns itself. - */ - Rectangle.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - this.x -= paddingX; - this.y -= paddingY; - this.width += paddingX * 2; - this.height += paddingY * 2; - return this; - }; - /** - * Fits this rectangle around the passed one. - * @param rectangle - The rectangle to fit. - * @returns Returns itself. - */ - Rectangle.prototype.fit = function (rectangle) { - var x1 = Math.max(this.x, rectangle.x); - var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.max(this.y, rectangle.y); - var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = Math.max(x2 - x1, 0); - this.y = y1; - this.height = Math.max(y2 - y1, 0); - return this; - }; - /** - * Enlarges rectangle that way its corners lie on grid - * @param resolution - resolution - * @param eps - precision - * @returns Returns itself. - */ - Rectangle.prototype.ceil = function (resolution, eps) { - if (resolution === void 0) { resolution = 1; } - if (eps === void 0) { eps = 0.001; } - var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution; - var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution; - this.x = Math.floor((this.x + eps) * resolution) / resolution; - this.y = Math.floor((this.y + eps) * resolution) / resolution; - this.width = x2 - this.x; - this.height = y2 - this.y; - return this; + return hit; }; /** - * Enlarges this rectangle to include the passed rectangle. - * @param rectangle - The rectangle to include. - * @returns Returns itself. + * This function is provides a neat way of crawling through the scene graph and running a + * specified function on all interactive objects it finds. It will also take care of hit + * testing the interactive objects and passes the hit across in the function. + * @private + * @param interactionEvent - event containing the point that + * is tested for collision + * @param displayObject - the displayObject + * that will be hit test (recursively crawls its children) + * @param func - the function that will be called on each interactive object. The + * interactionEvent, displayObject and hit will be passed to the function + * @param hitTest - this indicates if the objects inside should be hit test against the point + * @returns - Returns true if the displayObject hit the point */ - Rectangle.prototype.enlarge = function (rectangle) { - var x1 = Math.min(this.x, rectangle.x); - var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.min(this.y, rectangle.y); - var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = x2 - x1; - this.y = y1; - this.height = y2 - y1; - return this; - }; - Rectangle.prototype.toString = function () { - return "[@pixi/math:Rectangle x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; + TreeSearch.prototype.findHit = function (interactionEvent, displayObject, func, hitTest) { + this.recursiveFindHit(interactionEvent, displayObject, func, hitTest, false); }; - return Rectangle; + return TreeSearch; }()); /** - * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects. + * Interface for classes that represent a hit area. + * + * It is implemented by the following classes: + * - {@link PIXI.Circle} + * - {@link PIXI.Ellipse} + * - {@link PIXI.Polygon} + * - {@link PIXI.RoundedRectangle} + * @interface IHitArea * @memberof PIXI */ - var Circle = /** @class */ (function () { - /** - * @param x - The X coordinate of the center of this circle - * @param y - The Y coordinate of the center of this circle - * @param radius - The radius of the circle - */ - function Circle(x, y, radius) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (radius === void 0) { radius = 0; } - this.x = x; - this.y = y; - this.radius = radius; - this.type = SHAPES$2.CIRC; - } - /** - * Creates a clone of this Circle instance - * @returns A copy of the Circle - */ - Circle.prototype.clone = function () { - return new Circle(this.x, this.y, this.radius); - }; - /** - * Checks whether the x and y coordinates given are contained within this circle - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coordinates are within this Circle - */ - Circle.prototype.contains = function (x, y) { - if (this.radius <= 0) { - return false; - } - var r2 = this.radius * this.radius; - var dx = (this.x - x); - var dy = (this.y - y); - dx *= dx; - dy *= dy; - return (dx + dy <= r2); - }; - /** - * Returns the framing rectangle of the circle as a Rectangle object - * @returns The framing rectangle - */ - Circle.prototype.getBounds = function () { - return new Rectangle$2(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2); - }; - Circle.prototype.toString = function () { - return "[@pixi/math:Circle x=" + this.x + " y=" + this.y + " radius=" + this.radius + "]"; - }; - return Circle; - }()); - /** - * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects. - * @memberof PIXI + * Checks whether the x and y coordinates given are contained within this area + * @method + * @name contains + * @memberof PIXI.IHitArea# + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @returns {boolean} Whether the x/y coordinates are within this area */ - var Ellipse = /** @class */ (function () { - /** - * @param x - The X coordinate of the center of this ellipse - * @param y - The Y coordinate of the center of this ellipse - * @param halfWidth - The half width of this ellipse - * @param halfHeight - The half height of this ellipse - */ - function Ellipse(x, y, halfWidth, halfHeight) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (halfWidth === void 0) { halfWidth = 0; } - if (halfHeight === void 0) { halfHeight = 0; } - this.x = x; - this.y = y; - this.width = halfWidth; - this.height = halfHeight; - this.type = SHAPES$2.ELIP; - } - /** - * Creates a clone of this Ellipse instance - * @returns {PIXI.Ellipse} A copy of the ellipse - */ - Ellipse.prototype.clone = function () { - return new Ellipse(this.x, this.y, this.width, this.height); - }; - /** - * Checks whether the x and y coordinates given are contained within this ellipse - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coords are within this ellipse - */ - Ellipse.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { - return false; - } - // normalize the coords to an ellipse with center 0,0 - var normx = ((x - this.x) / this.width); - var normy = ((y - this.y) / this.height); - normx *= normx; - normy *= normy; - return (normx + normy <= 1); - }; - /** - * Returns the framing rectangle of the ellipse as a Rectangle object - * @returns The framing rectangle - */ - Ellipse.prototype.getBounds = function () { - return new Rectangle$2(this.x - this.width, this.y - this.height, this.width, this.height); - }; - Ellipse.prototype.toString = function () { - return "[@pixi/math:Ellipse x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; - }; - return Ellipse; - }()); - /** - * A class to define a shape via user defined coordinates. + * Default property values of interactive objects + * Used by {@link PIXI.InteractionManager} to automatically give all DisplayObjects these properties + * @private + * @name interactiveTarget + * @type {object} * @memberof PIXI + * @example + * function MyObject() {} + * + * Object.assign( + * DisplayObject.prototype, + * PIXI.interactiveTarget + * ); */ - var Polygon = /** @class */ (function () { + var interactiveTarget = { + interactive: false, + interactiveChildren: true, + hitArea: null, /** - * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points - * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or - * the arguments passed can be all the points of the polygon e.g. - * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat - * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers. + * If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive + * Setting this changes the 'cursor' property to `'pointer'`. + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.buttonMode = true; + * @member {boolean} + * @memberof PIXI.DisplayObject# */ - function Polygon() { - var arguments$1 = arguments; - - var points = []; - for (var _i = 0; _i < arguments.length; _i++) { - points[_i] = arguments$1[_i]; + get buttonMode() { + return this.cursor === 'pointer'; + }, + set buttonMode(value) { + if (value) { + this.cursor = 'pointer'; } - var flat = Array.isArray(points[0]) ? points[0] : points; - // if this is an array of points, convert it to a flat array of numbers - if (typeof flat[0] !== 'number') { - var p = []; - for (var i = 0, il = flat.length; i < il; i++) { - p.push(flat[i].x, flat[i].y); - } - flat = p; + else if (this.cursor === 'pointer') { + this.cursor = null; } - this.points = flat; - this.type = SHAPES$2.POLY; - this.closeStroke = true; - } + }, /** - * Creates a clone of this polygon. - * @returns - A copy of the polygon. + * This defines what cursor mode is used when the mouse cursor + * is hovered over the displayObject. + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.cursor = 'wait'; + * @see https://developer.mozilla.org/en/docs/Web/CSS/cursor + * @member {string} + * @memberof PIXI.DisplayObject# */ - Polygon.prototype.clone = function () { - var points = this.points.slice(); - var polygon = new Polygon(points); - polygon.closeStroke = this.closeStroke; - return polygon; - }; + cursor: null, /** - * Checks whether the x and y coordinates passed to this function are contained within this polygon. - * @param x - The X coordinate of the point to test. - * @param y - The Y coordinate of the point to test. - * @returns - Whether the x/y coordinates are within this polygon. + * Internal set of all active pointers, by identifier + * @member {Map} + * @memberof PIXI.DisplayObject# + * @private */ - Polygon.prototype.contains = function (x, y) { - var inside = false; - // use some raycasting to test hits - // https://github.com/substack/point-in-polygon/blob/master/index.js - var length = this.points.length / 2; - for (var i = 0, j = length - 1; i < length; j = i++) { - var xi = this.points[i * 2]; - var yi = this.points[(i * 2) + 1]; - var xj = this.points[j * 2]; - var yj = this.points[(j * 2) + 1]; - var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi); - if (intersect) { - inside = !inside; - } - } - return inside; - }; - Polygon.prototype.toString = function () { - return "[@pixi/math:Polygon" - + ("closeStroke=" + this.closeStroke) - + ("points=" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + ", " + currentPoint; }, '') + "]"); - }; - return Polygon; - }()); + get trackedPointers() { + if (this._trackedPointers === undefined) + { this._trackedPointers = {}; } + return this._trackedPointers; + }, + /** + * Map of all tracked pointers, by identifier. Use trackedPointers to access. + * @private + * @type {Map} + */ + _trackedPointers: undefined, + }; + // Mix interactiveTarget into DisplayObject.prototype + DisplayObject.mixin(interactiveTarget); + var MOUSE_POINTER_ID = 1; + // helpers for hitTest() - only used inside hitTest() + var hitTestEvent = { + target: null, + data: { + global: null, + }, + }; /** - * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its - * top-left corner point (x, y) and by its width and its height and its radius. + * The interaction manager deals with mouse, touch and pointer events. + * + * Any DisplayObject can be interactive if its `interactive` property is set to true. + * + * This manager also supports multitouch. + * + * An instance of this class is automatically created by default, and can be found at `renderer.plugins.interaction` * @memberof PIXI */ - var RoundedRectangle = /** @class */ (function () { - /** - * @param x - The X coordinate of the upper-left corner of the rounded rectangle - * @param y - The Y coordinate of the upper-left corner of the rounded rectangle - * @param width - The overall width of this rounded rectangle - * @param height - The overall height of this rounded rectangle - * @param radius - Controls the radius of the rounded corners - */ - function RoundedRectangle(x, y, width, height, radius) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - if (radius === void 0) { radius = 20; } - this.x = x; - this.y = y; - this.width = width; - this.height = height; - this.radius = radius; - this.type = SHAPES$2.RREC; - } - /** - * Creates a clone of this Rounded Rectangle. - * @returns - A copy of the rounded rectangle. - */ - RoundedRectangle.prototype.clone = function () { - return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius); - }; + var InteractionManager = /** @class */ (function (_super) { + __extends$h(InteractionManager, _super); /** - * Checks whether the x and y coordinates given are contained within this Rounded Rectangle - * @param x - The X coordinate of the point to test. - * @param y - The Y coordinate of the point to test. - * @returns - Whether the x/y coordinates are within this Rounded Rectangle. + * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer + * @param options - The options for the manager. + * @param {boolean} [options.autoPreventDefault=true] - Should the manager automatically prevent default browser actions. + * @param {number} [options.interactionFrequency=10] - Maximum frequency (ms) at pointer over/out states will be checked. + * @param {number} [options.useSystemTicker=true] - Whether to add {@link tickerUpdate} to {@link PIXI.Ticker.system}. */ - RoundedRectangle.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { - return false; - } - if (x >= this.x && x <= this.x + this.width) { - if (y >= this.y && y <= this.y + this.height) { - var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2)); - if ((y >= this.y + radius && y <= this.y + this.height - radius) - || (x >= this.x + radius && x <= this.x + this.width - radius)) { - return true; - } - var dx = x - (this.x + radius); - var dy = y - (this.y + radius); - var radius2 = radius * radius; - if ((dx * dx) + (dy * dy) <= radius2) { - return true; - } - dx = x - (this.x + this.width - radius); - if ((dx * dx) + (dy * dy) <= radius2) { - return true; - } - dy = y - (this.y + this.height - radius); - if ((dx * dx) + (dy * dy) <= radius2) { - return true; - } - dx = x - (this.x + radius); - if ((dx * dx) + (dy * dy) <= radius2) { - return true; - } + function InteractionManager(renderer, options) { + var _this = _super.call(this) || this; + options = options || {}; + _this.renderer = renderer; + _this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true; + _this.interactionFrequency = options.interactionFrequency || 10; + _this.mouse = new InteractionData(); + _this.mouse.identifier = MOUSE_POINTER_ID; + // setting the mouse to start off far off screen will mean that mouse over does + // not get called before we even move the mouse. + _this.mouse.global.set(-999999); + _this.activeInteractionData = {}; + _this.activeInteractionData[MOUSE_POINTER_ID] = _this.mouse; + _this.interactionDataPool = []; + _this.eventData = new InteractionEvent(); + _this.interactionDOMElement = null; + _this.moveWhenInside = false; + _this.eventsAdded = false; + _this.tickerAdded = false; + _this.mouseOverRenderer = !('PointerEvent' in globalThis); + _this.supportsTouchEvents = 'ontouchstart' in globalThis; + _this.supportsPointerEvents = !!globalThis.PointerEvent; + // this will make it so that you don't have to call bind all the time + _this.onPointerUp = _this.onPointerUp.bind(_this); + _this.processPointerUp = _this.processPointerUp.bind(_this); + _this.onPointerCancel = _this.onPointerCancel.bind(_this); + _this.processPointerCancel = _this.processPointerCancel.bind(_this); + _this.onPointerDown = _this.onPointerDown.bind(_this); + _this.processPointerDown = _this.processPointerDown.bind(_this); + _this.onPointerMove = _this.onPointerMove.bind(_this); + _this.processPointerMove = _this.processPointerMove.bind(_this); + _this.onPointerOut = _this.onPointerOut.bind(_this); + _this.processPointerOverOut = _this.processPointerOverOut.bind(_this); + _this.onPointerOver = _this.onPointerOver.bind(_this); + _this.cursorStyles = { + default: 'inherit', + pointer: 'pointer', + }; + _this.currentCursorMode = null; + _this.cursor = null; + _this.resolution = 1; + _this.delayedEvents = []; + _this.search = new TreeSearch(); + _this._tempDisplayObject = new TemporaryDisplayObject(); + _this._eventListenerOptions = { capture: true, passive: false }; + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed on the display + * object. + * @event PIXI.InteractionManager#mousedown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * on the display object. + * @event PIXI.InteractionManager#rightdown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is released over the display + * object. + * @event PIXI.InteractionManager#mouseup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * over the display object. + * @event PIXI.InteractionManager#rightup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed and released on + * the display object. + * @event PIXI.InteractionManager#click + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * and released on the display object. + * @event PIXI.InteractionManager#rightclick + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is released outside the + * display object that initially registered a + * [mousedown]{@link PIXI.InteractionManager#event:mousedown}. + * @event PIXI.InteractionManager#mouseupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * outside the display object that initially registered a + * [rightdown]{@link PIXI.InteractionManager#event:rightdown}. + * @event PIXI.InteractionManager#rightupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved while over the display object + * @event PIXI.InteractionManager#mousemove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved onto the display object + * @event PIXI.InteractionManager#mouseover + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved off the display object + * @event PIXI.InteractionManager#mouseout + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is pressed on the display object. + * @event PIXI.InteractionManager#pointerdown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is released over the display object. + * Not always fired when some buttons are held down while others are released. In those cases, + * use [mousedown]{@link PIXI.InteractionManager#event:mousedown} and + * [mouseup]{@link PIXI.InteractionManager#event:mouseup} instead. + * @event PIXI.InteractionManager#pointerup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when the operating system cancels a pointer event + * @event PIXI.InteractionManager#pointercancel + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is pressed and released on the display object. + * @event PIXI.InteractionManager#pointertap + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is released outside the display object that initially + * registered a [pointerdown]{@link PIXI.InteractionManager#event:pointerdown}. + * @event PIXI.InteractionManager#pointerupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved while over the display object + * @event PIXI.InteractionManager#pointermove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved onto the display object + * @event PIXI.InteractionManager#pointerover + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved off the display object + * @event PIXI.InteractionManager#pointerout + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is placed on the display object. + * @event PIXI.InteractionManager#touchstart + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is removed from the display object. + * @event PIXI.InteractionManager#touchend + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when the operating system cancels a touch + * @event PIXI.InteractionManager#touchcancel + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is placed and removed from the display object. + * @event PIXI.InteractionManager#tap + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is removed outside of the display object that initially + * registered a [touchstart]{@link PIXI.InteractionManager#event:touchstart}. + * @event PIXI.InteractionManager#touchendoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is moved along the display object. + * @event PIXI.InteractionManager#touchmove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed on the display. + * object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#mousedown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#rightdown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is released over the display + * object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#mouseup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#rightup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed and released on + * the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#click + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#rightclick + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is released outside the + * display object that initially registered a + * [mousedown]{@link PIXI.DisplayObject#event:mousedown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#mouseupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * outside the display object that initially registered a + * [rightdown]{@link PIXI.DisplayObject#event:rightdown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#rightupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved while over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#mousemove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved onto the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#mouseover + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved off the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#mouseout + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is pressed on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointerdown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is released over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointerup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when the operating system cancels a pointer event. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointercancel + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is pressed and released on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointertap + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is released outside the display object that initially + * registered a [pointerdown]{@link PIXI.DisplayObject#event:pointerdown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointerupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved while over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointermove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved onto the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointerover + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved off the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointerout + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is placed on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#touchstart + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is removed from the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#touchend + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when the operating system cancels a touch. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#touchcancel + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is placed and removed from the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#tap + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is removed outside of the display object that initially + * registered a [touchstart]{@link PIXI.DisplayObject#event:touchstart}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#touchendoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is moved along the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#touchmove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + _this._useSystemTicker = options.useSystemTicker !== undefined ? options.useSystemTicker : true; + _this.setTargetElement(_this.renderer.view, _this.renderer.resolution); + return _this; + } + Object.defineProperty(InteractionManager.prototype, "useSystemTicker", { + /** + * Should the InteractionManager automatically add {@link tickerUpdate} to {@link PIXI.Ticker.system}. + * @default true + */ + get: function () { + return this._useSystemTicker; + }, + set: function (useSystemTicker) { + this._useSystemTicker = useSystemTicker; + if (useSystemTicker) { + this.addTickerListener(); + } + else { + this.removeTickerListener(); } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(InteractionManager.prototype, "lastObjectRendered", { + /** + * Last rendered object or temp object. + * @readonly + * @protected + */ + get: function () { + return this.renderer._lastObjectRendered || this._tempDisplayObject; + }, + enumerable: false, + configurable: true + }); + /** + * Hit tests a point against the display tree, returning the first interactive object that is hit. + * @param globalPoint - A point to hit test with, in global space. + * @param root - The root display object to start from. If omitted, defaults + * to the last rendered root of the associated renderer. + * @returns - The hit display object, if any. + */ + InteractionManager.prototype.hitTest = function (globalPoint, root) { + // clear the target for our hit test + hitTestEvent.target = null; + // assign the global point + hitTestEvent.data.global = globalPoint; + // ensure safety of the root + if (!root) { + root = this.lastObjectRendered; } - return false; - }; - RoundedRectangle.prototype.toString = function () { - return "[@pixi/math:RoundedRectangle x=" + this.x + " y=" + this.y - + ("width=" + this.width + " height=" + this.height + " radius=" + this.radius + "]"); + // run the hit test + this.processInteractive(hitTestEvent, root, null, true); + // return our found object - it'll be null if we didn't hit anything + return hitTestEvent.target; }; - return RoundedRectangle; - }()); - - /** - * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis. - * - * An `ObservablePoint` is a point that triggers a callback when the point's position is changed. - * @memberof PIXI - */ - var ObservablePoint$2 = /** @class */ (function () { /** - * Creates a new `ObservablePoint` - * @param cb - callback function triggered when `x` and/or `y` are changed - * @param scope - owner of callback - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis + * Sets the DOM element which will receive mouse/touch events. This is useful for when you have + * other DOM elements on top of the renderers Canvas element. With this you'll be bale to delegate + * another DOM element to receive those events. + * @param element - the DOM element which will receive mouse and touch events. + * @param resolution - The resolution / device pixel ratio of the new element (relative to the canvas). */ - function ObservablePoint(cb, scope, x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - this._x = x; - this._y = y; - this.cb = cb; - this.scope = scope; - } - /** - * Creates a clone of this point. - * The callback and scope params can be overridden otherwise they will default - * to the clone object's values. - * @override - * @param cb - The callback function triggered when `x` and/or `y` are changed - * @param scope - The owner of the callback - * @returns a copy of this observable point - */ - ObservablePoint.prototype.clone = function (cb, scope) { - if (cb === void 0) { cb = this.cb; } - if (scope === void 0) { scope = this.scope; } - return new ObservablePoint(cb, scope, this._x, this._y); + InteractionManager.prototype.setTargetElement = function (element, resolution) { + if (resolution === void 0) { resolution = 1; } + this.removeTickerListener(); + this.removeEvents(); + this.interactionDOMElement = element; + this.resolution = resolution; + this.addEvents(); + this.addTickerListener(); }; - /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=x] - position of the point on the y axis - * @returns The observable point instance itself - */ - ObservablePoint.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - if (this._x !== x || this._y !== y) { - this._x = x; - this._y = y; - this.cb.call(this.scope); + /** Adds the ticker listener. */ + InteractionManager.prototype.addTickerListener = function () { + if (this.tickerAdded || !this.interactionDOMElement || !this._useSystemTicker) { + return; } - return this; + Ticker.system.add(this.tickerUpdate, this, UPDATE_PRIORITY.INTERACTION); + this.tickerAdded = true; }; - /** - * Copies x and y from the given point (`p`) - * @param p - The point to copy from. Can be any of type that is or extends `IPointData` - * @returns The observable point instance itself - */ - ObservablePoint.prototype.copyFrom = function (p) { - if (this._x !== p.x || this._y !== p.y) { - this._x = p.x; - this._y = p.y; - this.cb.call(this.scope); + /** Removes the ticker listener. */ + InteractionManager.prototype.removeTickerListener = function () { + if (!this.tickerAdded) { + return; } - return this; - }; - /** - * Copies this point's x and y into that of the given point (`p`) - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated - */ - ObservablePoint.prototype.copyTo = function (p) { - p.set(this._x, this._y); - return p; + Ticker.system.remove(this.tickerUpdate, this); + this.tickerAdded = false; }; - /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal - */ - ObservablePoint.prototype.equals = function (p) { - return (p.x === this._x) && (p.y === this._y); + /** Registers all the DOM events. */ + InteractionManager.prototype.addEvents = function () { + if (this.eventsAdded || !this.interactionDOMElement) { + return; + } + var style = this.interactionDOMElement.style; + if (globalThis.navigator.msPointerEnabled) { + style.msContentZooming = 'none'; + style.msTouchAction = 'none'; + } + else if (this.supportsPointerEvents) { + style.touchAction = 'none'; + } + /* + * These events are added first, so that if pointer events are normalized, they are fired + * in the same order as non-normalized events. ie. pointer event 1st, mouse / touch 2nd + */ + if (this.supportsPointerEvents) { + globalThis.document.addEventListener('pointermove', this.onPointerMove, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions); + // pointerout is fired in addition to pointerup (for touch events) and pointercancel + // we already handle those, so for the purposes of what we do in onPointerOut, we only + // care about the pointerleave event + this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, this._eventListenerOptions); + globalThis.addEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions); + globalThis.addEventListener('pointerup', this.onPointerUp, this._eventListenerOptions); + } + else { + globalThis.document.addEventListener('mousemove', this.onPointerMove, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, this._eventListenerOptions); + globalThis.addEventListener('mouseup', this.onPointerUp, this._eventListenerOptions); + } + // always look directly for touch events so that we can provide original data + // In a future version we should change this to being just a fallback and rely solely on + // PointerEvents whenever available + if (this.supportsTouchEvents) { + this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, this._eventListenerOptions); + } + this.eventsAdded = true; }; - ObservablePoint.prototype.toString = function () { - return "[@pixi/math:ObservablePoint x=" + 0 + " y=" + 0 + " scope=" + this.scope + "]"; + /** Removes all the DOM events that were previously registered. */ + InteractionManager.prototype.removeEvents = function () { + if (!this.eventsAdded || !this.interactionDOMElement) { + return; + } + var style = this.interactionDOMElement.style; + if (globalThis.navigator.msPointerEnabled) { + style.msContentZooming = ''; + style.msTouchAction = ''; + } + else if (this.supportsPointerEvents) { + style.touchAction = ''; + } + if (this.supportsPointerEvents) { + globalThis.document.removeEventListener('pointermove', this.onPointerMove, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, this._eventListenerOptions); + globalThis.removeEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions); + globalThis.removeEventListener('pointerup', this.onPointerUp, this._eventListenerOptions); + } + else { + globalThis.document.removeEventListener('mousemove', this.onPointerMove, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, this._eventListenerOptions); + globalThis.removeEventListener('mouseup', this.onPointerUp, this._eventListenerOptions); + } + if (this.supportsTouchEvents) { + this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, this._eventListenerOptions); + } + this.interactionDOMElement = null; + this.eventsAdded = false; }; - Object.defineProperty(ObservablePoint.prototype, "x", { - /** Position of the observable point on the x axis. */ - get: function () { - return this._x; - }, - set: function (value) { - if (this._x !== value) { - this._x = value; - this.cb.call(this.scope); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(ObservablePoint.prototype, "y", { - /** Position of the observable point on the y axis. */ - get: function () { - return this._y; - }, - set: function (value) { - if (this._y !== value) { - this._y = value; - this.cb.call(this.scope); - } - }, - enumerable: false, - configurable: true - }); - return ObservablePoint; - }()); - - /** - * The PixiJS Matrix as a class makes it a lot faster. - * - * Here is a representation of it: - * ```js - * | a | c | tx| - * | b | d | ty| - * | 0 | 0 | 1 | - * ``` - * @memberof PIXI - */ - var Matrix$2 = /** @class */ (function () { /** - * @param a - x scale - * @param b - y skew - * @param c - x skew - * @param d - y scale - * @param tx - x translation - * @param ty - y translation - */ - function Matrix(a, b, c, d, tx, ty) { - if (a === void 0) { a = 1; } - if (b === void 0) { b = 0; } - if (c === void 0) { c = 0; } - if (d === void 0) { d = 1; } - if (tx === void 0) { tx = 0; } - if (ty === void 0) { ty = 0; } - this.array = null; - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - } - /** - * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: + * Updates the state of interactive objects if at least {@link interactionFrequency} + * milliseconds have passed since the last invocation. * - * a = array[0] - * b = array[1] - * c = array[3] - * d = array[4] - * tx = array[2] - * ty = array[5] - * @param array - The array that the matrix will be populated from. - */ - Matrix.prototype.fromArray = function (array) { - this.a = array[0]; - this.b = array[1]; - this.c = array[3]; - this.d = array[4]; - this.tx = array[2]; - this.ty = array[5]; - }; - /** - * Sets the matrix properties. - * @param a - Matrix component - * @param b - Matrix component - * @param c - Matrix component - * @param d - Matrix component - * @param tx - Matrix component - * @param ty - Matrix component - * @returns This matrix. Good for chaining method calls. + * Invoked by a throttled ticker update from {@link PIXI.Ticker.system}. + * @param deltaTime - time delta since the last call */ - Matrix.prototype.set = function (a, b, c, d, tx, ty) { - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - return this; + InteractionManager.prototype.tickerUpdate = function (deltaTime) { + this._deltaTime += deltaTime; + if (this._deltaTime < this.interactionFrequency) { + return; + } + this._deltaTime = 0; + this.update(); }; - /** - * Creates an array from the current Matrix object. - * @param transpose - Whether we need to transpose the matrix or not - * @param [out=new Float32Array(9)] - If provided the array will be assigned to out - * @returns The newly created array which contains the matrix - */ - Matrix.prototype.toArray = function (transpose, out) { - if (!this.array) { - this.array = new Float32Array(9); + /** Updates the state of interactive objects. */ + InteractionManager.prototype.update = function () { + if (!this.interactionDOMElement) { + return; } - var array = out || this.array; - if (transpose) { - array[0] = this.a; - array[1] = this.b; - array[2] = 0; - array[3] = this.c; - array[4] = this.d; - array[5] = 0; - array[6] = this.tx; - array[7] = this.ty; - array[8] = 1; + // if the user move the mouse this check has already been done using the mouse move! + if (this._didMove) { + this._didMove = false; + return; } - else { - array[0] = this.a; - array[1] = this.c; - array[2] = this.tx; - array[3] = this.b; - array[4] = this.d; - array[5] = this.ty; - array[6] = 0; - array[7] = 0; - array[8] = 1; + this.cursor = null; + // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind, + // but there was a scenario of a display object moving under a static mouse cursor. + // In this case, mouseover and mouseevents would not pass the flag test in dispatchEvent function + for (var k in this.activeInteractionData) { + // eslint-disable-next-line no-prototype-builtins + if (this.activeInteractionData.hasOwnProperty(k)) { + var interactionData = this.activeInteractionData[k]; + if (interactionData.originalEvent && interactionData.pointerType !== 'touch') { + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, interactionData.originalEvent, interactionData); + this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, true); + } + } } - return array; + this.setCursorMode(this.cursor); }; /** - * Get a new position with the current transformation applied. - * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, transformed through this matrix + * Sets the current cursor mode, handling any callbacks or CSS style changes. + * @param mode - cursor mode, a key from the cursorStyles dictionary */ - Matrix.prototype.apply = function (pos, newPos) { - newPos = (newPos || new Point$2()); - var x = pos.x; - var y = pos.y; - newPos.x = (this.a * x) + (this.c * y) + this.tx; - newPos.y = (this.b * x) + (this.d * y) + this.ty; - return newPos; + InteractionManager.prototype.setCursorMode = function (mode) { + mode = mode || 'default'; + var applyStyles = true; + // offscreen canvas does not support setting styles, but cursor modes can be functions, + // in order to handle pixi rendered cursors, so we can't bail + if (globalThis.OffscreenCanvas && this.interactionDOMElement instanceof OffscreenCanvas) { + applyStyles = false; + } + // if the mode didn't actually change, bail early + if (this.currentCursorMode === mode) { + return; + } + this.currentCursorMode = mode; + var style = this.cursorStyles[mode]; + // only do things if there is a cursor style for it + if (style) { + switch (typeof style) { + case 'string': + // string styles are handled as cursor CSS + if (applyStyles) { + this.interactionDOMElement.style.cursor = style; + } + break; + case 'function': + // functions are just called, and passed the cursor mode + style(mode); + break; + case 'object': + // if it is an object, assume that it is a dictionary of CSS styles, + // apply it to the interactionDOMElement + if (applyStyles) { + Object.assign(this.interactionDOMElement.style, style); + } + break; + } + } + else if (applyStyles && typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode)) { + // if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry + // for the mode, then assume that the dev wants it to be CSS for the cursor. + this.interactionDOMElement.style.cursor = mode; + } }; /** - * Get a new position with the inverse of the current transformation applied. - * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, inverse-transformed through this matrix + * Dispatches an event on the display object that was interacted with. + * @param displayObject - the display object in question + * @param eventString - the name of the event (e.g, mousedown) + * @param eventData - the event data object */ - Matrix.prototype.applyInverse = function (pos, newPos) { - newPos = (newPos || new Point$2()); - var id = 1 / ((this.a * this.d) + (this.c * -this.b)); - var x = pos.x; - var y = pos.y; - newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id); - newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id); - return newPos; + InteractionManager.prototype.dispatchEvent = function (displayObject, eventString, eventData) { + // Even if the event was stopped, at least dispatch any remaining events + // for the same display object. + if (!eventData.stopPropagationHint || displayObject === eventData.stopsPropagatingAt) { + eventData.currentTarget = displayObject; + eventData.type = eventString; + displayObject.emit(eventString, eventData); + if (displayObject[eventString]) { + displayObject[eventString](eventData); + } + } }; /** - * Translates the matrix on the x and y. - * @param x - How much to translate x by - * @param y - How much to translate y by - * @returns This matrix. Good for chaining method calls. + * Puts a event on a queue to be dispatched later. This is used to guarantee correct + * ordering of over/out events. + * @param displayObject - the display object in question + * @param eventString - the name of the event (e.g, mousedown) + * @param eventData - the event data object */ - Matrix.prototype.translate = function (x, y) { - this.tx += x; - this.ty += y; - return this; + InteractionManager.prototype.delayDispatchEvent = function (displayObject, eventString, eventData) { + this.delayedEvents.push({ displayObject: displayObject, eventString: eventString, eventData: eventData }); }; /** - * Applies a scale transformation to the matrix. - * @param x - The amount to scale horizontally - * @param y - The amount to scale vertically - * @returns This matrix. Good for chaining method calls. + * Maps x and y coords from a DOM object and maps them correctly to the PixiJS view. The + * resulting value is stored in the point. This takes into account the fact that the DOM + * element could be scaled and positioned anywhere on the screen. + * @param point - the point that the result will be stored in + * @param x - the x coord of the position to map + * @param y - the y coord of the position to map */ - Matrix.prototype.scale = function (x, y) { - this.a *= x; - this.d *= y; - this.c *= x; - this.b *= y; - this.tx *= x; - this.ty *= y; - return this; + InteractionManager.prototype.mapPositionToPoint = function (point, x, y) { + var rect; + // IE 11 fix + if (!this.interactionDOMElement.parentElement) { + rect = { + x: 0, + y: 0, + width: this.interactionDOMElement.width, + height: this.interactionDOMElement.height, + left: 0, + top: 0 + }; + } + else { + rect = this.interactionDOMElement.getBoundingClientRect(); + } + var resolutionMultiplier = 1.0 / this.resolution; + point.x = ((x - rect.left) * (this.interactionDOMElement.width / rect.width)) * resolutionMultiplier; + point.y = ((y - rect.top) * (this.interactionDOMElement.height / rect.height)) * resolutionMultiplier; }; /** - * Applies a rotation transformation to the matrix. - * @param angle - The angle in radians. - * @returns This matrix. Good for chaining method calls. + * This function is provides a neat way of crawling through the scene graph and running a + * specified function on all interactive objects it finds. It will also take care of hit + * testing the interactive objects and passes the hit across in the function. + * @protected + * @param interactionEvent - event containing the point that + * is tested for collision + * @param displayObject - the displayObject + * that will be hit test (recursively crawls its children) + * @param func - the function that will be called on each interactive object. The + * interactionEvent, displayObject and hit will be passed to the function + * @param hitTest - indicates whether we want to calculate hits + * or just iterate through all interactive objects */ - Matrix.prototype.rotate = function (angle) { - var cos = Math.cos(angle); - var sin = Math.sin(angle); - var a1 = this.a; - var c1 = this.c; - var tx1 = this.tx; - this.a = (a1 * cos) - (this.b * sin); - this.b = (a1 * sin) + (this.b * cos); - this.c = (c1 * cos) - (this.d * sin); - this.d = (c1 * sin) + (this.d * cos); - this.tx = (tx1 * cos) - (this.ty * sin); - this.ty = (tx1 * sin) + (this.ty * cos); - return this; + InteractionManager.prototype.processInteractive = function (interactionEvent, displayObject, func, hitTest) { + var hit = this.search.findHit(interactionEvent, displayObject, func, hitTest); + var delayedEvents = this.delayedEvents; + if (!delayedEvents.length) { + return hit; + } + // Reset the propagation hint, because we start deeper in the tree again. + interactionEvent.stopPropagationHint = false; + var delayedLen = delayedEvents.length; + this.delayedEvents = []; + for (var i = 0; i < delayedLen; i++) { + var _a = delayedEvents[i], displayObject_1 = _a.displayObject, eventString = _a.eventString, eventData = _a.eventData; + // When we reach the object we wanted to stop propagating at, + // set the propagation hint. + if (eventData.stopsPropagatingAt === displayObject_1) { + eventData.stopPropagationHint = true; + } + this.dispatchEvent(displayObject_1, eventString, eventData); + } + return hit; }; /** - * Appends the given Matrix to this Matrix. - * @param matrix - The matrix to append. - * @returns This matrix. Good for chaining method calls. + * Is called when the pointer button is pressed down on the renderer element + * @param originalEvent - The DOM event of a pointer button being pressed down */ - Matrix.prototype.append = function (matrix) { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - this.a = (matrix.a * a1) + (matrix.b * c1); - this.b = (matrix.a * b1) + (matrix.b * d1); - this.c = (matrix.c * a1) + (matrix.d * c1); - this.d = (matrix.c * b1) + (matrix.d * d1); - this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx; - this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty; - return this; - }; - /** - * Sets the matrix based on all the available properties - * @param x - Position on the x axis - * @param y - Position on the y axis - * @param pivotX - Pivot on the x axis - * @param pivotY - Pivot on the y axis - * @param scaleX - Scale on the x axis - * @param scaleY - Scale on the y axis - * @param rotation - Rotation in radians - * @param skewX - Skew on the x axis - * @param skewY - Skew on the y axis - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) { - this.a = Math.cos(rotation + skewY) * scaleX; - this.b = Math.sin(rotation + skewY) * scaleX; - this.c = -Math.sin(rotation - skewX) * scaleY; - this.d = Math.cos(rotation - skewX) * scaleY; - this.tx = x - ((pivotX * this.a) + (pivotY * this.c)); - this.ty = y - ((pivotX * this.b) + (pivotY * this.d)); - return this; + InteractionManager.prototype.onPointerDown = function (originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') + { return; } + var events = this.normalizeToPointerData(originalEvent); + /* + * No need to prevent default on natural pointer events, as there are no side effects + * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser, + * so still need to be prevented. + */ + // Guaranteed that there will be at least one event in events, and all events must have the same pointer type + if (this.autoPreventDefault && events[0].isNormalized) { + var cancelable = originalEvent.cancelable || !('cancelable' in originalEvent); + if (cancelable) { + originalEvent.preventDefault(); + } + } + var eventLen = events.length; + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = originalEvent; + this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerDown, true); + this.emit('pointerdown', interactionEvent); + if (event.pointerType === 'touch') { + this.emit('touchstart', interactionEvent); + } + // emit a mouse event for "pen" pointers, the way a browser would emit a fallback event + else if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + var isRightButton = event.button === 2; + this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData); + } + } }; /** - * Prepends the given Matrix to this Matrix. - * @param matrix - The matrix to prepend - * @returns This matrix. Good for chaining method calls. + * Processes the result of the pointer down check and dispatches the event if need be + * @param interactionEvent - The interaction event wrapping the DOM event + * @param displayObject - The display object that was tested + * @param hit - the result of the hit test on the display object */ - Matrix.prototype.prepend = function (matrix) { - var tx1 = this.tx; - if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) { - var a1 = this.a; - var c1 = this.c; - this.a = (a1 * matrix.a) + (this.b * matrix.c); - this.b = (a1 * matrix.b) + (this.b * matrix.d); - this.c = (c1 * matrix.a) + (this.d * matrix.c); - this.d = (c1 * matrix.b) + (this.d * matrix.d); + InteractionManager.prototype.processPointerDown = function (interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + if (hit) { + if (!displayObject.trackedPointers[id]) { + displayObject.trackedPointers[id] = new InteractionTrackingData(id); + } + this.dispatchEvent(displayObject, 'pointerdown', interactionEvent); + if (data.pointerType === 'touch') { + this.dispatchEvent(displayObject, 'touchstart', interactionEvent); + } + else if (data.pointerType === 'mouse' || data.pointerType === 'pen') { + var isRightButton = data.button === 2; + if (isRightButton) { + displayObject.trackedPointers[id].rightDown = true; + } + else { + displayObject.trackedPointers[id].leftDown = true; + } + this.dispatchEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent); + } } - this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx; - this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty; - return this; }; /** - * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. - * @param transform - The transform to apply the properties to. - * @returns The transform with the newly applied properties + * Is called when the pointer button is released on the renderer element + * @param originalEvent - The DOM event of a pointer button being released + * @param cancelled - true if the pointer is cancelled + * @param func - Function passed to {@link processInteractive} */ - Matrix.prototype.decompose = function (transform) { - // sort out rotation / skew.. - var a = this.a; - var b = this.b; - var c = this.c; - var d = this.d; - var pivot = transform.pivot; - var skewX = -Math.atan2(-c, d); - var skewY = Math.atan2(b, a); - var delta = Math.abs(skewX + skewY); - if (delta < 0.00001 || Math.abs(PI_2$2 - delta) < 0.00001) { - transform.rotation = skewY; - transform.skew.x = transform.skew.y = 0; + InteractionManager.prototype.onPointerComplete = function (originalEvent, cancelled, func) { + var events = this.normalizeToPointerData(originalEvent); + var eventLen = events.length; + // if the event wasn't targeting our canvas, then consider it to be pointerupoutside + // in all cases (unless it was a pointercancel) + var target = originalEvent.target; + // if in shadow DOM use composedPath to access target + if (originalEvent.composedPath && originalEvent.composedPath().length > 0) { + target = originalEvent.composedPath()[0]; } - else { - transform.rotation = 0; - transform.skew.x = skewX; - transform.skew.y = skewY; + var eventAppend = target !== this.interactionDOMElement ? 'outside' : ''; + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = originalEvent; + // perform hit testing for events targeting our canvas or cancel events + this.processInteractive(interactionEvent, this.lastObjectRendered, func, cancelled || !eventAppend); + this.emit(cancelled ? 'pointercancel' : "pointerup" + eventAppend, interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + var isRightButton = event.button === 2; + this.emit(isRightButton ? "rightup" + eventAppend : "mouseup" + eventAppend, interactionEvent); + } + else if (event.pointerType === 'touch') { + this.emit(cancelled ? 'touchcancel' : "touchend" + eventAppend, interactionEvent); + this.releaseInteractionDataForPointerId(event.pointerId); + } } - // next set scale - transform.scale.x = Math.sqrt((a * a) + (b * b)); - transform.scale.y = Math.sqrt((c * c) + (d * d)); - // next set position - transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c)); - transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d)); - return transform; - }; - /** - * Inverts this matrix - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.invert = function () { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - var tx1 = this.tx; - var n = (a1 * d1) - (b1 * c1); - this.a = d1 / n; - this.b = -b1 / n; - this.c = -c1 / n; - this.d = a1 / n; - this.tx = ((c1 * this.ty) - (d1 * tx1)) / n; - this.ty = -((a1 * this.ty) - (b1 * tx1)) / n; - return this; }; /** - * Resets this Matrix to an identity (default) matrix. - * @returns This matrix. Good for chaining method calls. + * Is called when the pointer button is cancelled + * @param event - The DOM event of a pointer button being released */ - Matrix.prototype.identity = function () { - this.a = 1; - this.b = 0; - this.c = 0; - this.d = 1; - this.tx = 0; - this.ty = 0; - return this; + InteractionManager.prototype.onPointerCancel = function (event) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && event.pointerType === 'touch') + { return; } + this.onPointerComplete(event, true, this.processPointerCancel); }; /** - * Creates a new Matrix object with the same values as this one. - * @returns A copy of this matrix. Good for chaining method calls. + * Processes the result of the pointer cancel check and dispatches the event if need be + * @param interactionEvent - The interaction event wrapping the DOM event + * @param displayObject - The display object that was tested */ - Matrix.prototype.clone = function () { - var matrix = new Matrix(); - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; + InteractionManager.prototype.processPointerCancel = function (interactionEvent, displayObject) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + if (displayObject.trackedPointers[id] !== undefined) { + delete displayObject.trackedPointers[id]; + this.dispatchEvent(displayObject, 'pointercancel', interactionEvent); + if (data.pointerType === 'touch') { + this.dispatchEvent(displayObject, 'touchcancel', interactionEvent); + } + } }; /** - * Changes the values of the given matrix to be the same as the ones in this matrix - * @param matrix - The matrix to copy to. - * @returns The matrix given in parameter with its values updated. + * Is called when the pointer button is released on the renderer element + * @param event - The DOM event of a pointer button being released */ - Matrix.prototype.copyTo = function (matrix) { - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; + InteractionManager.prototype.onPointerUp = function (event) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && event.pointerType === 'touch') + { return; } + this.onPointerComplete(event, false, this.processPointerUp); }; /** - * Changes the values of the matrix to be the same as the ones in given matrix - * @param {PIXI.Matrix} matrix - The matrix to copy from. - * @returns {PIXI.Matrix} this + * Processes the result of the pointer up check and dispatches the event if need be + * @param interactionEvent - The interaction event wrapping the DOM event + * @param displayObject - The display object that was tested + * @param hit - the result of the hit test on the display object */ - Matrix.prototype.copyFrom = function (matrix) { - this.a = matrix.a; - this.b = matrix.b; - this.c = matrix.c; - this.d = matrix.d; - this.tx = matrix.tx; - this.ty = matrix.ty; - return this; - }; - Matrix.prototype.toString = function () { - return "[@pixi/math:Matrix a=" + this.a + " b=" + this.b + " c=" + this.c + " d=" + this.d + " tx=" + this.tx + " ty=" + this.ty + "]"; - }; - Object.defineProperty(Matrix, "IDENTITY", { - /** - * A default (identity) matrix - * @readonly - */ - get: function () { - return new Matrix(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Matrix, "TEMP_MATRIX", { - /** - * A temp matrix - * @readonly - */ - get: function () { - return new Matrix(); - }, - enumerable: false, - configurable: true - }); - return Matrix; - }()); - - // Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group - /* - * Transform matrix for operation n is: - * | ux | vx | - * | uy | vy | - */ - var ux$2 = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; - var uy$2 = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vx$2 = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vy$2 = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; - /** - * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table} - * for the composition of each rotation in the dihederal group D8. - * @type {number[][]} - * @private - */ - var rotationCayley = []; - /** - * Matrices for each `GD8Symmetry` rotation. - * @type {PIXI.Matrix[]} - * @private - */ - var rotationMatrices = []; - /* - * Alias for {@code Math.sign}. - */ - var signum$2 = Math.sign; - /* - * Initializes `rotationCayley` and `rotationMatrices`. It is called - * only once below. - */ - function init$2() { - for (var i = 0; i < 16; i++) { - var row = []; - rotationCayley.push(row); - for (var j = 0; j < 16; j++) { - /* Multiplies rotation matrices i and j. */ - var _ux = signum$2((ux$2[i] * ux$2[j]) + (vx$2[i] * uy$2[j])); - var _uy = signum$2((uy$2[i] * ux$2[j]) + (vy$2[i] * uy$2[j])); - var _vx = signum$2((ux$2[i] * vx$2[j]) + (vx$2[i] * vy$2[j])); - var _vy = signum$2((uy$2[i] * vx$2[j]) + (vy$2[i] * vy$2[j])); - /* Finds rotation matrix matching the product and pushes it. */ - for (var k = 0; k < 16; k++) { - if (ux$2[k] === _ux && uy$2[k] === _uy - && vx$2[k] === _vx && vy$2[k] === _vy) { - row.push(k); - break; + InteractionManager.prototype.processPointerUp = function (interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + var trackingData = displayObject.trackedPointers[id]; + var isTouch = data.pointerType === 'touch'; + var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); + // need to track mouse down status in the mouse block so that we can emit + // event in a later block + var isMouseTap = false; + // Mouse only + if (isMouse) { + var isRightButton = data.button === 2; + var flags = InteractionTrackingData.FLAGS; + var test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN; + var isDown = trackingData !== undefined && (trackingData.flags & test); + if (hit) { + this.dispatchEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent); + if (isDown) { + this.dispatchEvent(displayObject, isRightButton ? 'rightclick' : 'click', interactionEvent); + // because we can confirm that the mousedown happened on this object, flag for later emit of pointertap + isMouseTap = true; + } + } + else if (isDown) { + this.dispatchEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent); + } + // update the down state of the tracking data + if (trackingData) { + if (isRightButton) { + trackingData.rightDown = false; + } + else { + trackingData.leftDown = false; } } } - } - for (var i = 0; i < 16; i++) { - var mat = new Matrix$2(); - mat.set(ux$2[i], uy$2[i], vx$2[i], vy$2[i], 0, 0); - rotationMatrices.push(mat); - } - } - init$2(); - /** - * @memberof PIXI - * @typedef {number} GD8Symmetry - * @see PIXI.groupD8 - */ - /** - * Implements the dihedral group D8, which is similar to - * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html}; - * D8 is the same but with diagonals, and it is used for texture - * rotations. - * - * The directions the U- and V- axes after rotation - * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))` - * and `(vX(a), vY(a))`. These aren't necessarily unit vectors. - * - * **Origin:**
- * This is the small part of gameofbombs.com portal system. It works. - * @see PIXI.groupD8.E - * @see PIXI.groupD8.SE - * @see PIXI.groupD8.S - * @see PIXI.groupD8.SW - * @see PIXI.groupD8.W - * @see PIXI.groupD8.NW - * @see PIXI.groupD8.N - * @see PIXI.groupD8.NE - * @author Ivan @ivanpopelyshev - * @namespace PIXI.groupD8 - * @memberof PIXI - */ - var groupD8 = { + // Pointers and Touches, and Mouse + if (hit) { + this.dispatchEvent(displayObject, 'pointerup', interactionEvent); + if (isTouch) + { this.dispatchEvent(displayObject, 'touchend', interactionEvent); } + if (trackingData) { + // emit pointertap if not a mouse, or if the mouse block decided it was a tap + if (!isMouse || isMouseTap) { + this.dispatchEvent(displayObject, 'pointertap', interactionEvent); + } + if (isTouch) { + this.dispatchEvent(displayObject, 'tap', interactionEvent); + // touches are no longer over (if they ever were) when we get the touchend + // so we should ensure that we don't keep pretending that they are + trackingData.over = false; + } + } + } + else if (trackingData) { + this.dispatchEvent(displayObject, 'pointerupoutside', interactionEvent); + if (isTouch) + { this.dispatchEvent(displayObject, 'touchendoutside', interactionEvent); } + } + // Only remove the tracking data if there is no over/down state still associated with it + if (trackingData && trackingData.none) { + delete displayObject.trackedPointers[id]; + } + }; /** - * | Rotation | Direction | - * |----------|-----------| - * | 0° | East | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} + * Is called when the pointer moves across the renderer element + * @param originalEvent - The DOM event of a pointer moving */ - E: 0, + InteractionManager.prototype.onPointerMove = function (originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') + { return; } + var events = this.normalizeToPointerData(originalEvent); + if (events[0].pointerType === 'mouse' || events[0].pointerType === 'pen') { + this._didMove = true; + this.cursor = null; + } + var eventLen = events.length; + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = originalEvent; + this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerMove, true); + this.emit('pointermove', interactionEvent); + if (event.pointerType === 'touch') + { this.emit('touchmove', interactionEvent); } + if (event.pointerType === 'mouse' || event.pointerType === 'pen') + { this.emit('mousemove', interactionEvent); } + } + if (events[0].pointerType === 'mouse') { + this.setCursorMode(this.cursor); + // TODO BUG for parents interactive object (border order issue) + } + }; /** - * | Rotation | Direction | - * |----------|-----------| - * | 45°↻ | Southeast | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} + * Processes the result of the pointer move check and dispatches the event if need be + * @param interactionEvent - The interaction event wrapping the DOM event + * @param displayObject - The display object that was tested + * @param hit - the result of the hit test on the display object */ - SE: 1, + InteractionManager.prototype.processPointerMove = function (interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var isTouch = data.pointerType === 'touch'; + var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); + if (isMouse) { + this.processPointerOverOut(interactionEvent, displayObject, hit); + } + if (!this.moveWhenInside || hit) { + this.dispatchEvent(displayObject, 'pointermove', interactionEvent); + if (isTouch) + { this.dispatchEvent(displayObject, 'touchmove', interactionEvent); } + if (isMouse) + { this.dispatchEvent(displayObject, 'mousemove', interactionEvent); } + } + }; /** - * | Rotation | Direction | - * |----------|-----------| - * | 90°↻ | South | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} + * Is called when the pointer is moved out of the renderer element + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out */ - S: 2, + InteractionManager.prototype.onPointerOut = function (originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') + { return; } + var events = this.normalizeToPointerData(originalEvent); + // Only mouse and pointer can call onPointerOut, so events will always be length 1 + var event = events[0]; + if (event.pointerType === 'mouse') { + this.mouseOverRenderer = false; + this.setCursorMode(null); + } + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = event; + this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, false); + this.emit('pointerout', interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + this.emit('mouseout', interactionEvent); + } + else { + // we can get touchleave events after touchend, so we want to make sure we don't + // introduce memory leaks + this.releaseInteractionDataForPointerId(interactionData.identifier); + } + }; /** - * | Rotation | Direction | - * |----------|-----------| - * | 135°↻ | Southwest | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} + * Processes the result of the pointer over/out check and dispatches the event if need be. + * @param interactionEvent - The interaction event wrapping the DOM event + * @param displayObject - The display object that was tested + * @param hit - the result of the hit test on the display object */ - SW: 3, - /** - * | Rotation | Direction | - * |----------|-----------| - * | 180° | West | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - W: 4, - /** - * | Rotation | Direction | - * |-------------|--------------| - * | -135°/225°↻ | Northwest | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - NW: 5, - /** - * | Rotation | Direction | - * |-------------|--------------| - * | -90°/270°↻ | North | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - N: 6, - /** - * | Rotation | Direction | - * |-------------|--------------| - * | -45°/315°↻ | Northeast | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - NE: 7, - /** - * Reflection about Y-axis. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - MIRROR_VERTICAL: 8, - /** - * Reflection about the main diagonal. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - MAIN_DIAGONAL: 10, - /** - * Reflection about X-axis. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - MIRROR_HORIZONTAL: 12, - /** - * Reflection about reverse diagonal. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - REVERSE_DIAGONAL: 14, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The X-component of the U-axis - * after rotating the axes. - */ - uX: function (ind) { return ux$2[ind]; }, + InteractionManager.prototype.processPointerOverOut = function (interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); + var trackingData = displayObject.trackedPointers[id]; + // if we just moused over the display object, then we need to track that state + if (hit && !trackingData) { + trackingData = displayObject.trackedPointers[id] = new InteractionTrackingData(id); + } + if (trackingData === undefined) + { return; } + if (hit && this.mouseOverRenderer) { + if (!trackingData.over) { + trackingData.over = true; + this.delayDispatchEvent(displayObject, 'pointerover', interactionEvent); + if (isMouse) { + this.delayDispatchEvent(displayObject, 'mouseover', interactionEvent); + } + } + // only change the cursor if it has not already been changed (by something deeper in the + // display tree) + if (isMouse && this.cursor === null) { + this.cursor = displayObject.cursor; + } + } + else if (trackingData.over) { + trackingData.over = false; + this.dispatchEvent(displayObject, 'pointerout', this.eventData); + if (isMouse) { + this.dispatchEvent(displayObject, 'mouseout', interactionEvent); + } + // if there is no mouse down information for the pointer, then it is safe to delete + if (trackingData.none) { + delete displayObject.trackedPointers[id]; + } + } + }; /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis - * after rotating the axes. + * Is called when the pointer is moved into the renderer element. + * @param originalEvent - The DOM event of a pointer button being moved into the renderer view. */ - uY: function (ind) { return uy$2[ind]; }, + InteractionManager.prototype.onPointerOver = function (originalEvent) { + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') + { return; } + var events = this.normalizeToPointerData(originalEvent); + // Only mouse and pointer can call onPointerOver, so events will always be length 1 + var event = events[0]; + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = event; + if (event.pointerType === 'mouse') { + this.mouseOverRenderer = true; + } + this.emit('pointerover', interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + this.emit('mouseover', interactionEvent); + } + }; /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The X-component of the V-axis - * after rotating the axes. + * Get InteractionData for a given pointerId. Store that data as well. + * @param event - Normalized pointer event, output from normalizeToPointerData. + * @returns - Interaction data for the given pointer identifier. */ - vX: function (ind) { return vx$2[ind]; }, + InteractionManager.prototype.getInteractionDataForPointerId = function (event) { + var pointerId = event.pointerId; + var interactionData; + if (pointerId === MOUSE_POINTER_ID || event.pointerType === 'mouse') { + interactionData = this.mouse; + } + else if (this.activeInteractionData[pointerId]) { + interactionData = this.activeInteractionData[pointerId]; + } + else { + interactionData = this.interactionDataPool.pop() || new InteractionData(); + interactionData.identifier = pointerId; + this.activeInteractionData[pointerId] = interactionData; + } + // copy properties from the event, so that we can make sure that touch/pointer specific + // data is available + interactionData.copyEvent(event); + return interactionData; + }; /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis - * after rotating the axes. + * Return unused InteractionData to the pool, for a given pointerId + * @param pointerId - Identifier from a pointer event */ - vY: function (ind) { return vy$2[ind]; }, + InteractionManager.prototype.releaseInteractionDataForPointerId = function (pointerId) { + var interactionData = this.activeInteractionData[pointerId]; + if (interactionData) { + delete this.activeInteractionData[pointerId]; + interactionData.reset(); + this.interactionDataPool.push(interactionData); + } + }; /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite - * is needed. Only rotations have opposite symmetries while - * reflections don't. - * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation` + * Configure an InteractionEvent to wrap a DOM PointerEvent and InteractionData + * @param interactionEvent - The event to be configured + * @param pointerEvent - The DOM event that will be paired with the InteractionEvent + * @param interactionData - The InteractionData that will be paired + * with the InteractionEvent + * @returns - the interaction event that was passed in */ - inv: function (rotation) { - if (rotation & 8) // true only if between 8 & 15 (reflections) - { - return rotation & 15; // or rotation % 16 + InteractionManager.prototype.configureInteractionEventForDOMEvent = function (interactionEvent, pointerEvent, interactionData) { + interactionEvent.data = interactionData; + this.mapPositionToPoint(interactionData.global, pointerEvent.clientX, pointerEvent.clientY); + // Not really sure why this is happening, but it's how a previous version handled things + if (pointerEvent.pointerType === 'touch') { + pointerEvent.globalX = interactionData.global.x; + pointerEvent.globalY = interactionData.global.y; } - return (-rotation) & 7; // or (8 - rotation) % 8 - }, + interactionData.originalEvent = pointerEvent; + interactionEvent.reset(); + return interactionEvent; + }; /** - * Composes the two D8 operations. - * - * Taking `^` as reflection: - * - * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 | - * |-------|-----|-----|-----|-----|------|-------|-------|-------| - * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ | - * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ | - * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ | - * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ | - * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S | - * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W | - * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N | - * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E | - * - * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table} - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which - * is the row in the above cayley table. - * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which - * is the column in the above cayley table. - * @returns {PIXI.GD8Symmetry} Composed operation + * Ensures that the original event object contains all data that a regular pointer event would have + * @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event + * @returns - An array containing a single normalized pointer event, in the case of a pointer + * or mouse event, or a multiple normalized pointer events if there are multiple changed touches */ - add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); }, + InteractionManager.prototype.normalizeToPointerData = function (event) { + var normalizedEvents = []; + if (this.supportsTouchEvents && event instanceof TouchEvent) { + for (var i = 0, li = event.changedTouches.length; i < li; i++) { + var touch = event.changedTouches[i]; + if (typeof touch.button === 'undefined') + { touch.button = event.touches.length ? 1 : 0; } + if (typeof touch.buttons === 'undefined') + { touch.buttons = event.touches.length ? 1 : 0; } + if (typeof touch.isPrimary === 'undefined') { + touch.isPrimary = event.touches.length === 1 && event.type === 'touchstart'; + } + if (typeof touch.width === 'undefined') + { touch.width = touch.radiusX || 1; } + if (typeof touch.height === 'undefined') + { touch.height = touch.radiusY || 1; } + if (typeof touch.tiltX === 'undefined') + { touch.tiltX = 0; } + if (typeof touch.tiltY === 'undefined') + { touch.tiltY = 0; } + if (typeof touch.pointerType === 'undefined') + { touch.pointerType = 'touch'; } + if (typeof touch.pointerId === 'undefined') + { touch.pointerId = touch.identifier || 0; } + if (typeof touch.pressure === 'undefined') + { touch.pressure = touch.force || 0.5; } + if (typeof touch.twist === 'undefined') + { touch.twist = 0; } + if (typeof touch.tangentialPressure === 'undefined') + { touch.tangentialPressure = 0; } + // TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven + // support, and the fill ins are not quite the same + // offsetX/Y might be okay, but is not the same as clientX/Y when the canvas's top + // left is not 0,0 on the page + if (typeof touch.layerX === 'undefined') + { touch.layerX = touch.offsetX = touch.clientX; } + if (typeof touch.layerY === 'undefined') + { touch.layerY = touch.offsetY = touch.clientY; } + // mark the touch as normalized, just so that we know we did it + touch.isNormalized = true; + normalizedEvents.push(touch); + } + } + // apparently PointerEvent subclasses MouseEvent, so yay + else if (!globalThis.MouseEvent + || (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof globalThis.PointerEvent)))) { + var tempEvent = event; + if (typeof tempEvent.isPrimary === 'undefined') + { tempEvent.isPrimary = true; } + if (typeof tempEvent.width === 'undefined') + { tempEvent.width = 1; } + if (typeof tempEvent.height === 'undefined') + { tempEvent.height = 1; } + if (typeof tempEvent.tiltX === 'undefined') + { tempEvent.tiltX = 0; } + if (typeof tempEvent.tiltY === 'undefined') + { tempEvent.tiltY = 0; } + if (typeof tempEvent.pointerType === 'undefined') + { tempEvent.pointerType = 'mouse'; } + if (typeof tempEvent.pointerId === 'undefined') + { tempEvent.pointerId = MOUSE_POINTER_ID; } + if (typeof tempEvent.pressure === 'undefined') + { tempEvent.pressure = 0.5; } + if (typeof tempEvent.twist === 'undefined') + { tempEvent.twist = 0; } + if (typeof tempEvent.tangentialPressure === 'undefined') + { tempEvent.tangentialPressure = 0; } + // mark the mouse event as normalized, just so that we know we did it + tempEvent.isNormalized = true; + normalizedEvents.push(tempEvent); + } + else { + normalizedEvents.push(event); + } + return normalizedEvents; + }; + /** Destroys the interaction manager. */ + InteractionManager.prototype.destroy = function () { + this.removeEvents(); + this.removeTickerListener(); + this.removeAllListeners(); + this.renderer = null; + this.mouse = null; + this.eventData = null; + this.interactionDOMElement = null; + this.onPointerDown = null; + this.processPointerDown = null; + this.onPointerUp = null; + this.processPointerUp = null; + this.onPointerCancel = null; + this.processPointerCancel = null; + this.onPointerMove = null; + this.processPointerMove = null; + this.onPointerOut = null; + this.processPointerOverOut = null; + this.onPointerOver = null; + this.search = null; + }; + /** @ignore */ + InteractionManager.extension = { + name: 'interaction', + type: [ + ExtensionType.RendererPlugin, + ExtensionType.CanvasRendererPlugin ], + }; + return InteractionManager; + }(EventEmitter)); + + /*! + * @pixi/extract - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/extract is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + var TEMP_RECT = new Rectangle(); + var BYTES_PER_PIXEL = 4; + /** + * This class provides renderer-specific plugins for exporting content from a renderer. + * For instance, these plugins can be used for saving an Image, Canvas element or for exporting the raw image data (pixels). + * + * Do not instantiate these plugins directly. It is available from the `renderer.plugins` property. + * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}. + * @example + * // Create a new app (will auto-add extract plugin to renderer) + * const app = new PIXI.Application(); + * + * // Draw a red circle + * const graphics = new PIXI.Graphics() + * .beginFill(0xFF0000) + * .drawCircle(0, 0, 50); + * + * // Render the graphics as an HTMLImageElement + * const image = app.renderer.plugins.extract.image(graphics); + * document.body.appendChild(image); + * @memberof PIXI + */ + var Extract = /** @class */ (function () { /** - * Reverse of `add`. - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotationSecond - Second operation - * @param {PIXI.GD8Symmetry} rotationFirst - First operation - * @returns {PIXI.GD8Symmetry} Result + * @param renderer - A reference to the current renderer */ - sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); }, + function Extract(renderer) { + this.renderer = renderer; + } /** - * Adds 180 degrees to rotation, which is a commutative - * operation. - * @memberof PIXI.groupD8 - * @param {number} rotation - The number to rotate. - * @returns {number} Rotated number + * Will return a HTML Image of the target + * @param target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @param format - Image format, e.g. "image/jpeg" or "image/webp". + * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92. + * @returns - HTML Image of the target */ - rotate180: function (rotation) { return rotation ^ 4; }, + Extract.prototype.image = function (target, format, quality) { + var image = new Image(); + image.src = this.base64(target, format, quality); + return image; + }; /** - * Checks if the rotation angle is vertical, i.e. south - * or north. It doesn't work for reflections. - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotation - The number to check. - * @returns {boolean} Whether or not the direction is vertical + * Will return a base64 encoded string of this target. It works by calling + * `Extract.getCanvas` and then running toDataURL on that. + * @param target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @param format - Image format, e.g. "image/jpeg" or "image/webp". + * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92. + * @returns - A base64 encoded string of the texture. */ - isVertical: function (rotation) { return (rotation & 3) === 2; }, + Extract.prototype.base64 = function (target, format, quality) { + return this.canvas(target).toDataURL(format, quality); + }; /** - * Approximates the vector `V(dx,dy)` into one of the - * eight directions provided by `groupD8`. - * @memberof PIXI.groupD8 - * @param {number} dx - X-component of the vector - * @param {number} dy - Y-component of the vector - * @returns {PIXI.GD8Symmetry} Approximation of the vector into - * one of the eight symmetries. + * Creates a Canvas element, renders this target to it and then returns it. + * @param target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @param frame - The frame the extraction is restricted to. + * @returns - A Canvas element with the texture rendered on. */ - byDirection: function (dx, dy) { - if (Math.abs(dx) * 2 <= Math.abs(dy)) { - if (dy >= 0) { - return groupD8.S; + Extract.prototype.canvas = function (target, frame) { + var renderer = this.renderer; + var resolution; + var flipY = false; + var renderTexture; + var generated = false; + if (target) { + if (target instanceof RenderTexture) { + renderTexture = target; } - return groupD8.N; - } - else if (Math.abs(dy) * 2 <= Math.abs(dx)) { - if (dx > 0) { - return groupD8.E; + else { + renderTexture = this.renderer.generateTexture(target); + generated = true; } - return groupD8.W; } - else if (dy > 0) { - if (dx > 0) { - return groupD8.SE; + if (renderTexture) { + resolution = renderTexture.baseTexture.resolution; + frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame; + flipY = false; + renderer.renderTexture.bind(renderTexture); + } + else { + resolution = renderer.resolution; + if (!frame) { + frame = TEMP_RECT; + frame.width = renderer.width; + frame.height = renderer.height; } - return groupD8.SW; + flipY = true; + renderer.renderTexture.bind(null); } - else if (dx > 0) { - return groupD8.NE; + var width = Math.round(frame.width * resolution); + var height = Math.round(frame.height * resolution); + var canvasBuffer = new CanvasRenderTarget(width, height, 1); + var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height); + // read pixels to the array + var gl = renderer.gl; + gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels); + // add the pixels to the canvas + var canvasData = canvasBuffer.context.getImageData(0, 0, width, height); + Extract.arrayPostDivide(webglPixels, canvasData.data); + canvasBuffer.context.putImageData(canvasData, 0, 0); + // pulling pixels + if (flipY) { + var target_1 = new CanvasRenderTarget(canvasBuffer.width, canvasBuffer.height, 1); + target_1.context.scale(1, -1); + // we can't render to itself because we should be empty before render. + target_1.context.drawImage(canvasBuffer.canvas, 0, -height); + canvasBuffer.destroy(); + canvasBuffer = target_1; } - return groupD8.NW; - }, + if (generated) { + renderTexture.destroy(true); + } + // send the canvas back.. + return canvasBuffer.canvas; + }; /** - * Helps sprite to compensate texture packer rotation. - * @memberof PIXI.groupD8 - * @param {PIXI.Matrix} matrix - sprite world matrix - * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use. - * @param {number} tx - sprite anchoring - * @param {number} ty - sprite anchoring + * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA + * order, with integer values between 0 and 255 (included). + * @param target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @param frame - The frame the extraction is restricted to. + * @returns - One-dimensional array containing the pixel data of the entire texture */ - matrixAppendRotationInv: function (matrix, rotation, tx, ty) { - if (tx === void 0) { tx = 0; } - if (ty === void 0) { ty = 0; } - // Packer used "rotation", we use "inv(rotation)" - var mat = rotationMatrices[groupD8.inv(rotation)]; - mat.tx = tx; - mat.ty = ty; - matrix.append(mat); - }, - }; - - /** - * Transform that takes care about its versions. - * @memberof PIXI - */ - var Transform$2 = /** @class */ (function () { - function Transform() { - this.worldTransform = new Matrix$2(); - this.localTransform = new Matrix$2(); - this.position = new ObservablePoint$2(this.onChange, this, 0, 0); - this.scale = new ObservablePoint$2(this.onChange, this, 1, 1); - this.pivot = new ObservablePoint$2(this.onChange, this, 0, 0); - this.skew = new ObservablePoint$2(this.updateSkew, this, 0, 0); - this._rotation = 0; - this._cx = 1; - this._sx = 0; - this._cy = 0; - this._sy = 1; - this._localID = 0; - this._currentLocalID = 0; - this._worldID = 0; - this._parentID = 0; - } - /** Called when a value changes. */ - Transform.prototype.onChange = function () { - this._localID++; - }; - /** Called when the skew or the rotation changes. */ - Transform.prototype.updateSkew = function () { - this._cx = Math.cos(this._rotation + this.skew.y); - this._sx = Math.sin(this._rotation + this.skew.y); - this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2 - this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2 - this._localID++; - }; - Transform.prototype.toString = function () { - return "[@pixi/math:Transform " - + ("position=(" + this.position.x + ", " + this.position.y + ") ") - + ("rotation=" + this.rotation + " ") - + ("scale=(" + this.scale.x + ", " + this.scale.y + ") ") - + ("skew=(" + this.skew.x + ", " + this.skew.y + ") ") - + "]"; - }; - /** Updates the local transformation matrix. */ - Transform.prototype.updateLocalTransform = function () { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; + Extract.prototype.pixels = function (target, frame) { + var renderer = this.renderer; + var resolution; + var renderTexture; + var generated = false; + if (target) { + if (target instanceof RenderTexture) { + renderTexture = target; + } + else { + renderTexture = this.renderer.generateTexture(target); + generated = true; + } } - }; - /** - * Updates the local and the world transformation matrices. - * @param parentTransform - The parent transform - */ - Transform.prototype.updateTransform = function (parentTransform) { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; + if (renderTexture) { + resolution = renderTexture.baseTexture.resolution; + frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame; + renderer.renderTexture.bind(renderTexture); } - if (this._parentID !== parentTransform._worldID) { - // concat the parent matrix with the objects transform. - var pt = parentTransform.worldTransform; - var wt = this.worldTransform; - wt.a = (lt.a * pt.a) + (lt.b * pt.c); - wt.b = (lt.a * pt.b) + (lt.b * pt.d); - wt.c = (lt.c * pt.a) + (lt.d * pt.c); - wt.d = (lt.c * pt.b) + (lt.d * pt.d); - wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx; - wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty; - this._parentID = parentTransform._worldID; - // update the id of the transform.. - this._worldID++; + else { + resolution = renderer.resolution; + if (!frame) { + frame = TEMP_RECT; + frame.width = renderer.width; + frame.height = renderer.height; + } + renderer.renderTexture.bind(null); + } + var width = Math.round(frame.width * resolution); + var height = Math.round(frame.height * resolution); + var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height); + // read pixels to the array + var gl = renderer.gl; + gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels); + if (generated) { + renderTexture.destroy(true); } + Extract.arrayPostDivide(webglPixels, webglPixels); + return webglPixels; + }; + /** Destroys the extract. */ + Extract.prototype.destroy = function () { + this.renderer = null; }; /** - * Decomposes a matrix and sets the transforms properties based on it. - * @param matrix - The matrix to decompose + * Takes premultiplied pixel data and produces regular pixel data + * @private + * @param pixels - array of pixel data + * @param out - output array */ - Transform.prototype.setFromMatrix = function (matrix) { - matrix.decompose(this); - this._localID++; - }; - Object.defineProperty(Transform.prototype, "rotation", { - /** The rotation of the object in radians. */ - get: function () { - return this._rotation; - }, - set: function (value) { - if (this._rotation !== value) { - this._rotation = value; - this.updateSkew(); + Extract.arrayPostDivide = function (pixels, out) { + for (var i = 0; i < pixels.length; i += 4) { + var alpha = out[i + 3] = pixels[i + 3]; + if (alpha !== 0) { + out[i] = Math.round(Math.min(pixels[i] * 255.0 / alpha, 255.0)); + out[i + 1] = Math.round(Math.min(pixels[i + 1] * 255.0 / alpha, 255.0)); + out[i + 2] = Math.round(Math.min(pixels[i + 2] * 255.0 / alpha, 255.0)); } - }, - enumerable: false, - configurable: true - }); - /** A default (identity) transform. */ - Transform.IDENTITY = new Transform(); - return Transform; + else { + out[i] = pixels[i]; + out[i + 1] = pixels[i + 1]; + out[i + 2] = pixels[i + 2]; + } + } + }; + /** @ignore */ + Extract.extension = { + name: 'extract', + type: ExtensionType.RendererPlugin, + }; + return Extract; }()); /*! - * @pixi/ticker - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/loaders - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/ticker is licensed under the MIT License. + * @pixi/loaders is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ + /* jshint -W097 */ /** - * Target frames per millisecond. - * @static - * @name TARGET_FPMS - * @memberof PIXI.settings - * @type {number} - * @default 0.06 - */ - settings$1.TARGET_FPMS = 0.06; - - /** - * Represents the update priorities used by internal PIXI classes when registered with - * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower - * priority items, such as render, should go later. - * @static - * @constant - * @name UPDATE_PRIORITY * @memberof PIXI - * @enum {number} - * @property {number} [INTERACTION=50] Highest priority, used for {@link PIXI.InteractionManager} - * @property {number} [HIGH=25] High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite} - * @property {number} [NORMAL=0] Default priority for ticker events, see {@link PIXI.Ticker#add}. - * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering. - * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility. */ - var UPDATE_PRIORITY$1; - (function (UPDATE_PRIORITY) { - UPDATE_PRIORITY[UPDATE_PRIORITY["INTERACTION"] = 50] = "INTERACTION"; - UPDATE_PRIORITY[UPDATE_PRIORITY["HIGH"] = 25] = "HIGH"; - UPDATE_PRIORITY[UPDATE_PRIORITY["NORMAL"] = 0] = "NORMAL"; - UPDATE_PRIORITY[UPDATE_PRIORITY["LOW"] = -25] = "LOW"; - UPDATE_PRIORITY[UPDATE_PRIORITY["UTILITY"] = -50] = "UTILITY"; - })(UPDATE_PRIORITY$1 || (UPDATE_PRIORITY$1 = {})); - + var SignalBinding = /** @class */ (function () { + /** + * SignalBinding constructor. + * @constructs SignalBinding + * @param {Function} fn - Event handler to be called. + * @param {boolean} [once=false] - Should this listener be removed after dispatch + * @param {object} [thisArg] - The context of the callback function. + * @api private + */ + // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types + function SignalBinding(fn, once, thisArg) { + if (once === void 0) { once = false; } + this._fn = fn; + this._once = once; + this._thisArg = thisArg; + this._next = this._prev = this._owner = null; + } + SignalBinding.prototype.detach = function () { + if (this._owner === null) + { return false; } + this._owner.detach(this); + return true; + }; + return SignalBinding; + }()); /** - * Internal class for handling the priority sorting of ticker handlers. + * @param self + * @param node * @private - * @class + */ + function _addSignalBinding(self, node) { + if (!self._head) { + self._head = node; + self._tail = node; + } + else { + self._tail._next = node; + node._prev = self._tail; + self._tail = node; + } + node._owner = self; + return node; + } + /** * @memberof PIXI */ - var TickerListener$1 = /** @class */ (function () { + var Signal = /** @class */ (function () { /** - * Constructor - * @private - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @param priority - The priority for emitting - * @param once - If the handler should fire once + * MiniSignal constructor. + * @example + * let mySignal = new Signal(); + * let binding = mySignal.add(onSignal); + * mySignal.dispatch('foo', 'bar'); + * mySignal.detach(binding); */ - function TickerListener(fn, context, priority, once) { - if (context === void 0) { context = null; } - if (priority === void 0) { priority = 0; } - if (once === void 0) { once = false; } - /** The next item in chain. */ - this.next = null; - /** The previous item in chain. */ - this.previous = null; - /** `true` if this listener has been destroyed already. */ - this._destroyed = false; - this.fn = fn; - this.context = context; - this.priority = priority; - this.once = once; + function Signal() { + this._head = this._tail = undefined; } /** - * Simple compare function to figure out if a function and context match. - * @private - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @returns `true` if the listener match the arguments - */ - TickerListener.prototype.match = function (fn, context) { - if (context === void 0) { context = null; } - return this.fn === fn && this.context === context; - }; - /** - * Emit by calling the current function. - * @private - * @param deltaTime - time since the last emit. - * @returns Next ticker + * Return an array of attached SignalBinding. + * @param {boolean} [exists=false] - We only need to know if there are handlers. + * @returns {PIXI.SignalBinding[] | boolean} Array of attached SignalBinding or Boolean if called with exists = true + * @api public */ - TickerListener.prototype.emit = function (deltaTime) { - if (this.fn) { - if (this.context) { - this.fn.call(this.context, deltaTime); - } - else { - this.fn(deltaTime); - } - } - var redirect = this.next; - if (this.once) { - this.destroy(true); - } - // Soft-destroying should remove - // the next reference - if (this._destroyed) { - this.next = null; + Signal.prototype.handlers = function (exists) { + if (exists === void 0) { exists = false; } + var node = this._head; + if (exists) + { return !!node; } + var ee = []; + while (node) { + ee.push(node); + node = node._next; } - return redirect; + return ee; }; /** - * Connect to the list. - * @private - * @param previous - Input node, previous listener + * Return true if node is a SignalBinding attached to this MiniSignal + * @param {PIXI.SignalBinding} node - Node to check. + * @returns {boolean} True if node is attache to mini-signal */ - TickerListener.prototype.connect = function (previous) { - this.previous = previous; - if (previous.next) { - previous.next.previous = this; + Signal.prototype.has = function (node) { + if (!(node instanceof SignalBinding)) { + throw new Error('MiniSignal#has(): First arg must be a SignalBinding object.'); } - this.next = previous.next; - previous.next = this; + return node._owner === this; }; /** - * Destroy and don't use after this. - * @private - * @param hard - `true` to remove the `next` reference, this - * is considered a hard destroy. Soft destroy maintains the next reference. - * @returns The listener to redirect while emitting or removing. + * Dispaches a signal to all registered listeners. + * @param {...any} args + * @returns {boolean} Indication if we've emitted an event. */ - TickerListener.prototype.destroy = function (hard) { - if (hard === void 0) { hard = false; } - this._destroyed = true; - this.fn = null; - this.context = null; - // Disconnect, hook up next and previous - if (this.previous) { - this.previous.next = this.next; + Signal.prototype.dispatch = function () { + var arguments$1 = arguments; + + var args = []; + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments$1[_i]; } - if (this.next) { - this.next.previous = this.previous; + var node = this._head; + if (!node) + { return false; } + while (node) { + if (node._once) + { this.detach(node); } + node._fn.apply(node._thisArg, args); + node = node._next; } - // Redirect to the next item - var redirect = this.next; - // Remove references - this.next = hard ? null : redirect; - this.previous = null; - return redirect; + return true; }; - return TickerListener; - }()); - - /** - * A Ticker class that runs an update loop that other objects listen to. - * - * This class is composed around listeners meant for execution on the next requested animation frame. - * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners. - * @class - * @memberof PIXI - */ - var Ticker$1 = /** @class */ (function () { - function Ticker() { - var _this = this; - /** - * Whether or not this ticker should invoke the method - * {@link PIXI.Ticker#start} automatically - * when a listener is added. - */ - this.autoStart = false; - /** - * Scalar time value from last frame to this frame. - * This value is capped by setting {@link PIXI.Ticker#minFPS} - * and is scaled with {@link PIXI.Ticker#speed}. - * **Note:** The cap may be exceeded by scaling. - */ - this.deltaTime = 1; - /** - * The last time {@link PIXI.Ticker#update} was invoked. - * This value is also reset internally outside of invoking - * update, but only when a new animation frame is requested. - * If the platform supports DOMHighResTimeStamp, - * this value will have a precision of 1 µs. - */ - this.lastTime = -1; - /** - * Factor of current {@link PIXI.Ticker#deltaTime}. - * @example - * // Scales ticker.deltaTime to what would be - * // the equivalent of approximately 120 FPS - * ticker.speed = 2; - */ - this.speed = 1; - /** - * Whether or not this ticker has been started. - * `true` if {@link PIXI.Ticker#start} has been called. - * `false` if {@link PIXI.Ticker#stop} has been called. - * While `false`, this value may change to `true` in the - * event of {@link PIXI.Ticker#autoStart} being `true` - * and a listener is added. - */ - this.started = false; - /** Internal current frame request ID */ - this._requestId = null; - /** - * Internal value managed by minFPS property setter and getter. - * This is the maximum allowed milliseconds between updates. - */ - this._maxElapsedMS = 100; - /** - * Internal value managed by minFPS property setter and getter. - * This is the minimum allowed milliseconds between updates. - */ - this._minElapsedMS = 0; - /** If enabled, deleting is disabled.*/ - this._protected = false; - /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */ - this._lastFrame = -1; - this._head = new TickerListener$1(null, null, Infinity); - this.deltaMS = 1 / settings$1.TARGET_FPMS; - this.elapsedMS = 1 / settings$1.TARGET_FPMS; - this._tick = function (time) { - _this._requestId = null; - if (_this.started) { - // Invoke listeners now - _this.update(time); - // Listener side effects may have modified ticker state. - if (_this.started && _this._requestId === null && _this._head.next) { - _this._requestId = requestAnimationFrame(_this._tick); - } - } - }; - } /** - * Conditionally requests a new animation frame. - * If a frame has not already been requested, and if the internal - * emitter has listeners, a new frame is requested. - * @private + * Register a new listener. + * @param {Function} fn - Callback function. + * @param {object} [thisArg] - The context of the callback function. + * @returns {PIXI.SignalBinding} The SignalBinding node that was added. */ - Ticker.prototype._requestIfNeeded = function () { - if (this._requestId === null && this._head.next) { - // ensure callbacks get correct delta - this.lastTime = performance.now(); - this._lastFrame = this.lastTime; - this._requestId = requestAnimationFrame(this._tick); + Signal.prototype.add = function (fn, thisArg) { + if (thisArg === void 0) { thisArg = null; } + if (typeof fn !== 'function') { + throw new Error('MiniSignal#add(): First arg must be a Function.'); } + return _addSignalBinding(this, new SignalBinding(fn, false, thisArg)); }; /** - * Conditionally cancels a pending animation frame. - * @private + * Register a new listener that will be executed only once. + * @param {Function} fn - Callback function. + * @param {object} [thisArg] - The context of the callback function. + * @returns {PIXI.SignalBinding} The SignalBinding node that was added. */ - Ticker.prototype._cancelIfNeeded = function () { - if (this._requestId !== null) { - cancelAnimationFrame(this._requestId); - this._requestId = null; + Signal.prototype.once = function (fn, thisArg) { + if (thisArg === void 0) { thisArg = null; } + if (typeof fn !== 'function') { + throw new Error('MiniSignal#once(): First arg must be a Function.'); } + return _addSignalBinding(this, new SignalBinding(fn, true, thisArg)); }; /** - * Conditionally requests a new animation frame. - * If the ticker has been started it checks if a frame has not already - * been requested, and if the internal emitter has listeners. If these - * conditions are met, a new frame is requested. If the ticker has not - * been started, but autoStart is `true`, then the ticker starts now, - * and continues with the previous conditions to request a new frame. - * @private - */ - Ticker.prototype._startIfPossible = function () { - if (this.started) { - this._requestIfNeeded(); + * Remove binding object. + * @param {PIXI.SignalBinding} node - The binding node that will be removed. + * @returns {Signal} The instance on which this method was called. + @api public */ + Signal.prototype.detach = function (node) { + if (!(node instanceof SignalBinding)) { + throw new Error('MiniSignal#detach(): First arg must be a SignalBinding object.'); } - else if (this.autoStart) { - this.start(); + if (node._owner !== this) + { return this; } // todo: or error? + if (node._prev) + { node._prev._next = node._next; } + if (node._next) + { node._next._prev = node._prev; } + if (node === this._head) { // first node + this._head = node._next; + if (node._next === null) { + this._tail = null; + } + } + else if (node === this._tail) { // last node + this._tail = node._prev; + this._tail._next = null; } + node._owner = null; + return this; }; /** - * Register a handler for tick events. Calls continuously unless - * it is removed or the ticker is stopped. - * @param fn - The listener function to be added for updates - * @param context - The listener context - * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting - * @returns This instance of a ticker - */ - Ticker.prototype.add = function (fn, context, priority) { - if (priority === void 0) { priority = UPDATE_PRIORITY$1.NORMAL; } - return this._addListener(new TickerListener$1(fn, context, priority)); - }; - /** - * Add a handler for the tick event which is only execute once. - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting - * @returns This instance of a ticker - */ - Ticker.prototype.addOnce = function (fn, context, priority) { - if (priority === void 0) { priority = UPDATE_PRIORITY$1.NORMAL; } - return this._addListener(new TickerListener$1(fn, context, priority, true)); - }; - /** - * Internally adds the event handler so that it can be sorted by priority. - * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run - * before the rendering. - * @private - * @param listener - Current listener being added. - * @returns This instance of a ticker + * Detach all listeners. + * @returns {Signal} The instance on which this method was called. */ - Ticker.prototype._addListener = function (listener) { - // For attaching to head - var current = this._head.next; - var previous = this._head; - // Add the first item - if (!current) { - listener.connect(previous); - } - else { - // Go from highest to lowest priority - while (current) { - if (listener.priority > current.priority) { - listener.connect(previous); - break; - } - previous = current; - current = current.next; - } - // Not yet connected - if (!listener.previous) { - listener.connect(previous); - } + Signal.prototype.detachAll = function () { + var node = this._head; + if (!node) + { return this; } + this._head = this._tail = null; + while (node) { + node._owner = null; + node = node._next; } - this._startIfPossible(); return this; }; - /** - * Removes any handlers matching the function and context parameters. - * If no handlers are left after removing, then it cancels the animation frame. - * @param fn - The listener function to be removed - * @param context - The listener context to be removed - * @returns This instance of a ticker - */ - Ticker.prototype.remove = function (fn, context) { - var listener = this._head.next; - while (listener) { - // We found a match, lets remove it - // no break to delete all possible matches - // incase a listener was added 2+ times - if (listener.match(fn, context)) { - listener = listener.destroy(); - } - else { - listener = listener.next; - } - } - if (!this._head.next) { - this._cancelIfNeeded(); + return Signal; + }()); + + /** + * function from npm package `parseUri`, converted to TS to avoid leftpad incident + * @param {string} str + * @param [opts] - options + * @param {boolean} [opts.strictMode] - type of parser + */ + function parseUri(str, opts) { + opts = opts || {}; + var o = { + // eslint-disable-next-line max-len + key: ['source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host', 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'], + q: { + name: 'queryKey', + parser: /(?:^|&)([^&=]*)=?([^&]*)/g + }, + parser: { + // eslint-disable-next-line max-len + strict: /^(?:([^:\/?#]+):)?(?:\/\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?))?((((?:[^?#\/]*\/)*)([^?#]*))(?:\?([^#]*))?(?:#(.*))?)/, + // eslint-disable-next-line max-len + loose: /^(?:(?![^:@]+:[^:@\/]*@)([^:\/?#.]+):)?(?:\/\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?)(((\/(?:[^?#](?![^?#\/]*\.[^?#\/.]+(?:[?#]|$)))*\/?)?([^?#\/]*))(?:\?([^#]*))?(?:#(.*))?)/ } - return this; }; - Object.defineProperty(Ticker.prototype, "count", { + var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str); + var uri = {}; + var i = 14; + while (i--) + { uri[o.key[i]] = m[i] || ''; } + uri[o.q.name] = {}; + uri[o.key[12]].replace(o.q.parser, function (_t0, t1, t2) { + if (t1) + { uri[o.q.name][t1] = t2; } + }); + return uri; + } + + // tests if CORS is supported in XHR, if not we need to use XDR + var useXdr; + var tempAnchor = null; + // some status constants + var STATUS_NONE = 0; + var STATUS_OK = 200; + var STATUS_EMPTY = 204; + var STATUS_IE_BUG_EMPTY = 1223; + var STATUS_TYPE_OK = 2; + // noop + function _noop$1() { } + /** + * Quick helper to set a value on one of the extension maps. Ensures there is no + * dot at the start of the extension. + * @ignore + * @param map - The map to set on. + * @param extname - The extension (or key) to set. + * @param val - The value to set. + */ + function setExtMap(map, extname, val) { + if (extname && extname.indexOf('.') === 0) { + extname = extname.substring(1); + } + if (!extname) { + return; + } + map[extname] = val; + } + /** + * Quick helper to get string xhr type. + * @ignore + * @param xhr - The request to check. + * @returns The type. + */ + function reqType(xhr) { + return xhr.toString().replace('object ', ''); + } + /** + * Manages the state and loading of a resource and all child resources. + * + * Can be extended in `GlobalMixins.LoaderResource`. + * @memberof PIXI + */ + var LoaderResource = /** @class */ (function () { + /** + * @param {string} name - The name of the resource to load. + * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass + * an array of sources. + * @param {object} [options] - The options for the load. + * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to + * determine automatically. + * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes + * longer than this time it is cancelled and the load is considered a failure. If this value is + * set to `0` then there is no explicit timeout. + * @param {PIXI.LoaderResource.LOAD_TYPE} [options.loadType=LOAD_TYPE.XHR] - How should this resource + * be loaded? + * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} [options.xhrType=XHR_RESPONSE_TYPE.DEFAULT] - How + * should the data being loaded be interpreted when using XHR? + * @param {PIXI.LoaderResource.IMetadata} [options.metadata] - Extra configuration for middleware + * and the Resource object. + */ + function LoaderResource(name, url, options) { /** - * The number of listeners on this ticker, calculated by walking through linked list - * @readonly - * @member {number} + * The `dequeue` method that will be used a storage place for the async queue dequeue method + * used privately by the loader. + * @private + * @member {Function} */ - get: function () { - if (!this._head) { - return 0; - } - var count = 0; - var current = this._head; - while ((current = current.next)) { - count++; - } - return count; - }, - enumerable: false, - configurable: true - }); - /** Starts the ticker. If the ticker has listeners a new animation frame is requested at this point. */ - Ticker.prototype.start = function () { - if (!this.started) { - this.started = true; - this._requestIfNeeded(); - } - }; - /** Stops the ticker. If the ticker has requested an animation frame it is canceled at this point. */ - Ticker.prototype.stop = function () { - if (this.started) { - this.started = false; - this._cancelIfNeeded(); - } - }; - /** Destroy the ticker and don't use after this. Calling this method removes all references to internal events. */ - Ticker.prototype.destroy = function () { - if (!this._protected) { - this.stop(); - var listener = this._head.next; - while (listener) { - listener = listener.destroy(true); - } - this._head.destroy(); - this._head = null; + this._dequeue = _noop$1; + /** + * Used a storage place for the on load binding used privately by the loader. + * @private + * @member {Function} + */ + this._onLoadBinding = null; + /** + * The timer for element loads to check if they timeout. + * @private + */ + this._elementTimer = 0; + /** + * The `complete` function bound to this resource's context. + * @private + * @type {Function} + */ + this._boundComplete = null; + /** + * The `_onError` function bound to this resource's context. + * @private + * @type {Function} + */ + this._boundOnError = null; + /** + * The `_onProgress` function bound to this resource's context. + * @private + * @type {Function} + */ + this._boundOnProgress = null; + /** + * The `_onTimeout` function bound to this resource's context. + * @private + * @type {Function} + */ + this._boundOnTimeout = null; + this._boundXhrOnError = null; + this._boundXhrOnTimeout = null; + this._boundXhrOnAbort = null; + this._boundXhrOnLoad = null; + if (typeof name !== 'string' || typeof url !== 'string') { + throw new Error('Both name and url are required for constructing a resource.'); } + options = options || {}; + this._flags = 0; + // set data url flag, needs to be set early for some _determineX checks to work. + this._setFlag(LoaderResource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0); + this.name = name; + this.url = url; + this.extension = this._getExtension(); + this.data = null; + this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin; + this.timeout = options.timeout || 0; + this.loadType = options.loadType || this._determineLoadType(); + // The type used to load the resource via XHR. If unset, determined automatically. + this.xhrType = options.xhrType; + // Extra info for middleware, and controlling specifics about how the resource loads. + // Note that if you pass in a `loadElement`, the Resource class takes ownership of it. + // Meaning it will modify it as it sees fit. + this.metadata = options.metadata || {}; + // The error that occurred while loading (if any). + this.error = null; + // The XHR object that was used to load this resource. This is only set + // when `loadType` is `LoaderResource.LOAD_TYPE.XHR`. + this.xhr = null; + // The child resources this resource owns. + this.children = []; + // The resource type. + this.type = LoaderResource.TYPE.UNKNOWN; + // The progress chunk owned by this resource. + this.progressChunk = 0; + // The `dequeue` method that will be used a storage place for the async queue dequeue method + // used privately by the loader. + this._dequeue = _noop$1; + // Used a storage place for the on load binding used privately by the loader. + this._onLoadBinding = null; + // The timer for element loads to check if they timeout. + this._elementTimer = 0; + this._boundComplete = this.complete.bind(this); + this._boundOnError = this._onError.bind(this); + this._boundOnProgress = this._onProgress.bind(this); + this._boundOnTimeout = this._onTimeout.bind(this); + // xhr callbacks + this._boundXhrOnError = this._xhrOnError.bind(this); + this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this); + this._boundXhrOnAbort = this._xhrOnAbort.bind(this); + this._boundXhrOnLoad = this._xhrOnLoad.bind(this); + // Dispatched when the resource beings to load. + this.onStart = new Signal(); + // Dispatched each time progress of this resource load updates. + // Not all resources types and loader systems can support this event + // so sometimes it may not be available. If the resource + // is being loaded on a modern browser, using XHR, and the remote server + // properly sets Content-Length headers, then this will be available. + this.onProgress = new Signal(); + // Dispatched once this resource has loaded, if there was an error it will + // be in the `error` property. + this.onComplete = new Signal(); + // Dispatched after this resource has had all the *after* middleware run on it. + this.onAfterMiddleware = new Signal(); + } + /** + * Sets the load type to be used for a specific extension. + * @static + * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" + * @param {PIXI.LoaderResource.LOAD_TYPE} loadType - The load type to set it to. + */ + LoaderResource.setExtensionLoadType = function (extname, loadType) { + setExtMap(LoaderResource._loadTypeMap, extname, loadType); }; /** - * Triggers an update. An update entails setting the - * current {@link PIXI.Ticker#elapsedMS}, - * the current {@link PIXI.Ticker#deltaTime}, - * invoking all listeners with current deltaTime, - * and then finally setting {@link PIXI.Ticker#lastTime} - * with the value of currentTime that was provided. - * This method will be called automatically by animation - * frame callbacks if the ticker instance has been started - * and listeners are added. - * @param {number} [currentTime=performance.now()] - the current time of execution + * Sets the load type to be used for a specific extension. + * @static + * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" + * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to. */ - Ticker.prototype.update = function (currentTime) { - if (currentTime === void 0) { currentTime = performance.now(); } - var elapsedMS; - // If the difference in time is zero or negative, we ignore most of the work done here. - // If there is no valid difference, then should be no reason to let anyone know about it. - // A zero delta, is exactly that, nothing should update. - // - // The difference in time can be negative, and no this does not mean time traveling. - // This can be the result of a race condition between when an animation frame is requested - // on the current JavaScript engine event loop, and when the ticker's start method is invoked - // (which invokes the internal _requestIfNeeded method). If a frame is requested before - // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests, - // can receive a time argument that can be less than the lastTime value that was set within - // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems. - // - // This check covers this browser engine timing issue, as well as if consumers pass an invalid - // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves. - if (currentTime > this.lastTime) { - // Save uncapped elapsedMS for measurement - elapsedMS = this.elapsedMS = currentTime - this.lastTime; - // cap the milliseconds elapsed used for deltaTime - if (elapsedMS > this._maxElapsedMS) { - elapsedMS = this._maxElapsedMS; - } - elapsedMS *= this.speed; - // If not enough time has passed, exit the function. - // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS - // adjustment to ensure a relatively stable interval. - if (this._minElapsedMS) { - var delta = currentTime - this._lastFrame | 0; - if (delta < this._minElapsedMS) { - return; - } - this._lastFrame = currentTime - (delta % this._minElapsedMS); - } - this.deltaMS = elapsedMS; - this.deltaTime = this.deltaMS * settings$1.TARGET_FPMS; - // Cache a local reference, in-case ticker is destroyed - // during the emit, we can still check for head.next - var head = this._head; - // Invoke listeners added to internal emitter - var listener = head.next; - while (listener) { - listener = listener.emit(this.deltaTime); - } - if (!head.next) { - this._cancelIfNeeded(); - } - } - else { - this.deltaTime = this.deltaMS = this.elapsedMS = 0; - } - this.lastTime = currentTime; + LoaderResource.setExtensionXhrType = function (extname, xhrType) { + setExtMap(LoaderResource._xhrTypeMap, extname, xhrType); }; - Object.defineProperty(Ticker.prototype, "FPS", { + Object.defineProperty(LoaderResource.prototype, "isDataUrl", { /** - * The frames per second at which this ticker is running. - * The default is approximately 60 in most modern browsers. - * **Note:** This does not factor in the value of - * {@link PIXI.Ticker#speed}, which is specific - * to scaling {@link PIXI.Ticker#deltaTime}. - * @member {number} + * When the resource starts to load. + * @memberof PIXI.LoaderResource + * @callback OnStartSignal + * @param {PIXI.Resource} resource - The resource that the event happened on. + */ + /** + * When the resource reports loading progress. + * @memberof PIXI.LoaderResource + * @callback OnProgressSignal + * @param {PIXI.Resource} resource - The resource that the event happened on. + * @param {number} percentage - The progress of the load in the range [0, 1]. + */ + /** + * When the resource finishes loading. + * @memberof PIXI.LoaderResource + * @callback OnCompleteSignal + * @param {PIXI.Resource} resource - The resource that the event happened on. + */ + /** + * @memberof PIXI.LoaderResource + * @typedef {object} IMetadata + * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The + * element to use for loading, instead of creating one. + * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This + * is useful if you want to pass in a `loadElement` that you already added load sources to. + * @property {string|string[]} [mimeType] - The mime type to use for the source element + * of a video/audio elment. If the urls are an array, you can pass this as an array as well + * where each index is the mime type to use for the corresponding url index. + */ + /** + * Stores whether or not this url is a data url. * @readonly + * @member {boolean} */ get: function () { - return 1000 / this.elapsedMS; + return this._hasFlag(LoaderResource.STATUS_FLAGS.DATA_URL); }, enumerable: false, configurable: true }); - Object.defineProperty(Ticker.prototype, "minFPS", { + Object.defineProperty(LoaderResource.prototype, "isComplete", { /** - * Manages the maximum amount of milliseconds allowed to - * elapse between invoking {@link PIXI.Ticker#update}. - * This value is used to cap {@link PIXI.Ticker#deltaTime}, - * but does not effect the measured value of {@link PIXI.Ticker#FPS}. - * When setting this property it is clamped to a value between - * `0` and `PIXI.settings.TARGET_FPMS * 1000`. - * @member {number} - * @default 10 + * Describes if this resource has finished loading. Is true when the resource has completely + * loaded. + * @readonly + * @member {boolean} */ get: function () { - return 1000 / this._maxElapsedMS; - }, - set: function (fps) { - // Minimum must be below the maxFPS - var minFPS = Math.min(this.maxFPS, fps); - // Must be at least 0, but below 1 / settings.TARGET_FPMS - var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings$1.TARGET_FPMS); - this._maxElapsedMS = 1 / minFPMS; + return this._hasFlag(LoaderResource.STATUS_FLAGS.COMPLETE); }, enumerable: false, configurable: true }); - Object.defineProperty(Ticker.prototype, "maxFPS", { + Object.defineProperty(LoaderResource.prototype, "isLoading", { /** - * Manages the minimum amount of milliseconds required to - * elapse between invoking {@link PIXI.Ticker#update}. - * This will effect the measured value of {@link PIXI.Ticker#FPS}. - * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can. - * Otherwise it will be at least `minFPS` - * @member {number} - * @default 0 + * Describes if this resource is currently loading. Is true when the resource starts loading, + * and is false again when complete. + * @readonly + * @member {boolean} */ get: function () { - if (this._minElapsedMS) { - return Math.round(1000 / this._minElapsedMS); - } - return 0; - }, - set: function (fps) { - if (fps === 0) { - this._minElapsedMS = 0; - } - else { - // Max must be at least the minFPS - var maxFPS = Math.max(this.minFPS, fps); - this._minElapsedMS = 1 / (maxFPS / 1000); - } + return this._hasFlag(LoaderResource.STATUS_FLAGS.LOADING); }, enumerable: false, configurable: true }); - Object.defineProperty(Ticker, "shared", { - /** - * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by - * {@link PIXI.VideoResource} to update animation frames / video textures. - * - * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true. - * - * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance. - * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker. - * @example - * let ticker = PIXI.Ticker.shared; - * // Set this to prevent starting this ticker when listeners are added. - * // By default this is true only for the PIXI.Ticker.shared instance. - * ticker.autoStart = false; - * // FYI, call this to ensure the ticker is stopped. It should be stopped - * // if you have not attempted to render anything yet. - * ticker.stop(); - * // Call this when you are ready for a running shared ticker. - * ticker.start(); - * @example - * // You may use the shared ticker to render... - * let renderer = PIXI.autoDetectRenderer(); - * let stage = new PIXI.Container(); - * document.body.appendChild(renderer.view); - * ticker.add(function (time) { - * renderer.render(stage); - * }); - * @example - * // Or you can just update it manually. - * ticker.autoStart = false; - * ticker.stop(); - * function animate(time) { - * ticker.update(time); - * renderer.render(stage); - * requestAnimationFrame(animate); - * } - * animate(performance.now()); - * @member {PIXI.Ticker} - * @static - */ - get: function () { - if (!Ticker._shared) { - var shared = Ticker._shared = new Ticker(); - shared.autoStart = true; - shared._protected = true; + /** Marks the resource as complete. */ + LoaderResource.prototype.complete = function () { + this._clearEvents(); + this._finish(); + }; + /** + * Aborts the loading of this resource, with an optional message. + * @param {string} message - The message to use for the error + */ + LoaderResource.prototype.abort = function (message) { + // abort can be called multiple times, ignore subsequent calls. + if (this.error) { + return; + } + // store error + this.error = new Error(message); + // clear events before calling aborts + this._clearEvents(); + // abort the actual loading + if (this.xhr) { + this.xhr.abort(); + } + else if (this.xdr) { + this.xdr.abort(); + } + else if (this.data) { + // single source + if (this.data.src) { + this.data.src = LoaderResource.EMPTY_GIF; } - return Ticker._shared; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Ticker, "system", { - /** - * The system ticker instance used by {@link PIXI.InteractionManager} and by - * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused, - * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused. - * - * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance. - * @member {PIXI.Ticker} - * @static - */ - get: function () { - if (!Ticker._system) { - var system = Ticker._system = new Ticker(); - system.autoStart = true; - system._protected = true; + // multi-source + else { + while (this.data.firstChild) { + this.data.removeChild(this.data.firstChild); + } } - return Ticker._system; - }, - enumerable: false, - configurable: true - }); - return Ticker; - }()); - - /** - * Middleware for for Application Ticker. - * @example - * import {TickerPlugin} from '@pixi/ticker'; - * import {Application} from '@pixi/app'; - * import {extensions} from '@pixi/extensions'; - * extensions.add(TickerPlugin); - * @class - * @memberof PIXI - */ - var TickerPlugin = /** @class */ (function () { - function TickerPlugin() { - } + } + // done now. + this._finish(); + }; /** - * Initialize the plugin with scope of application instance - * @static - * @private - * @param {object} [options] - See application options + * Kicks off loading of this resource. This method is asynchronous. + * @param {PIXI.LoaderResource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded. */ - TickerPlugin.init = function (options) { + LoaderResource.prototype.load = function (cb) { var _this = this; - // Set default - options = Object.assign({ - autoStart: true, - sharedTicker: false, - }, options); - // Create ticker setter - Object.defineProperty(this, 'ticker', { - set: function (ticker) { - if (this._ticker) { - this._ticker.remove(this.render, this); + if (this.isLoading) { + return; + } + if (this.isComplete) { + if (cb) { + setTimeout(function () { return cb(_this); }, 1); + } + return; + } + else if (cb) { + this.onComplete.once(cb); + } + this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, true); + this.onStart.dispatch(this); + // if unset, determine the value + if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') { + this.crossOrigin = this._determineCrossOrigin(this.url); + } + switch (this.loadType) { + case LoaderResource.LOAD_TYPE.IMAGE: + this.type = LoaderResource.TYPE.IMAGE; + this._loadElement('image'); + break; + case LoaderResource.LOAD_TYPE.AUDIO: + this.type = LoaderResource.TYPE.AUDIO; + this._loadSourceElement('audio'); + break; + case LoaderResource.LOAD_TYPE.VIDEO: + this.type = LoaderResource.TYPE.VIDEO; + this._loadSourceElement('video'); + break; + case LoaderResource.LOAD_TYPE.XHR: + /* falls through */ + default: + if (typeof useXdr === 'undefined') { + useXdr = !!(globalThis.XDomainRequest && !('withCredentials' in (new XMLHttpRequest()))); } - this._ticker = ticker; - if (ticker) { - ticker.add(this.render, this, UPDATE_PRIORITY$1.LOW); + if (useXdr && this.crossOrigin) { + this._loadXdr(); } - }, - get: function () { - return this._ticker; - }, - }); - /** - * Convenience method for stopping the render. - * @method - * @memberof PIXI.Application - * @instance - */ - this.stop = function () { - _this._ticker.stop(); - }; - /** - * Convenience method for starting the render. - * @method - * @memberof PIXI.Application - * @instance - */ - this.start = function () { - _this._ticker.start(); - }; - /** - * Internal reference to the ticker. - * @type {PIXI.Ticker} - * @name _ticker - * @memberof PIXI.Application# - * @private - */ - this._ticker = null; - /** - * Ticker for doing render updates. - * @type {PIXI.Ticker} - * @name ticker - * @memberof PIXI.Application# - * @default PIXI.Ticker.shared - */ - this.ticker = options.sharedTicker ? Ticker$1.shared : new Ticker$1(); - // Start the rendering - if (options.autoStart) { - this.start(); + else { + this._loadXhr(); + } + break; } }; /** - * Clean up the ticker, scoped to application. - * @static - * @private + * Checks if the flag is set. + * @param flag - The flag to check. + * @returns True if the flag is set. */ - TickerPlugin.destroy = function () { - if (this._ticker) { - var oldTicker = this._ticker; - this.ticker = null; - oldTicker.destroy(); - } + LoaderResource.prototype._hasFlag = function (flag) { + return (this._flags & flag) !== 0; }; - /** @ignore */ - TickerPlugin.extension = ExtensionType.Application; - return TickerPlugin; - }()); - - /*! - * @pixi/display - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/display is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * Sets the default value for the container property 'sortableChildren'. - * If set to true, the container will sort its children by zIndex value - * when updateTransform() is called, or manually if sortChildren() is called. - * - * This actually changes the order of elements in the array, so should be treated - * as a basic solution that is not performant compared to other solutions, - * such as @link https://github.com/pixijs/pixi-display - * - * Also be aware of that this may not work nicely with the addChildAt() function, - * as the zIndex sorting may cause the child to automatically sorted to another position. - * @static - * @constant - * @name SORTABLE_CHILDREN - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ - settings$1.SORTABLE_CHILDREN = false; - - /** - * 'Builder' pattern for bounds rectangles. - * - * This could be called an Axis-Aligned Bounding Box. - * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems. - * @memberof PIXI - */ - var Bounds$2 = /** @class */ (function () { - function Bounds() { - this.minX = Infinity; - this.minY = Infinity; - this.maxX = -Infinity; - this.maxY = -Infinity; - this.rect = null; - this.updateID = -1; - } /** - * Checks if bounds are empty. - * @returns - True if empty. + * (Un)Sets the flag. + * @param flag - The flag to (un)set. + * @param value - Whether to set or (un)set the flag. */ - Bounds.prototype.isEmpty = function () { - return this.minX > this.maxX || this.minY > this.maxY; + LoaderResource.prototype._setFlag = function (flag, value) { + this._flags = value ? (this._flags | flag) : (this._flags & ~flag); }; - /** Clears the bounds and resets. */ - Bounds.prototype.clear = function () { - this.minX = Infinity; - this.minY = Infinity; - this.maxX = -Infinity; - this.maxY = -Infinity; + /** Clears all the events from the underlying loading source. */ + LoaderResource.prototype._clearEvents = function () { + clearTimeout(this._elementTimer); + if (this.data && this.data.removeEventListener) { + this.data.removeEventListener('error', this._boundOnError, false); + this.data.removeEventListener('load', this._boundComplete, false); + this.data.removeEventListener('progress', this._boundOnProgress, false); + this.data.removeEventListener('canplaythrough', this._boundComplete, false); + } + if (this.xhr) { + if (this.xhr.removeEventListener) { + this.xhr.removeEventListener('error', this._boundXhrOnError, false); + this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false); + this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false); + this.xhr.removeEventListener('progress', this._boundOnProgress, false); + this.xhr.removeEventListener('load', this._boundXhrOnLoad, false); + } + else { + this.xhr.onerror = null; + this.xhr.ontimeout = null; + this.xhr.onprogress = null; + this.xhr.onload = null; + } + } + }; + /** Finalizes the load. */ + LoaderResource.prototype._finish = function () { + if (this.isComplete) { + throw new Error('Complete called again for an already completed resource.'); + } + this._setFlag(LoaderResource.STATUS_FLAGS.COMPLETE, true); + this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, false); + this.onComplete.dispatch(this); }; /** - * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle - * It is not guaranteed that it will return tempRect - * @param rect - Temporary object will be used if AABB is not empty - * @returns - A rectangle of the bounds + * Loads this resources using an element that has a single source, + * like an HTMLImageElement. + * @private + * @param type - The type of element to use. */ - Bounds.prototype.getRectangle = function (rect) { - if (this.minX > this.maxX || this.minY > this.maxY) { - return Rectangle$2.EMPTY; + LoaderResource.prototype._loadElement = function (type) { + if (this.metadata.loadElement) { + this.data = this.metadata.loadElement; + } + else if (type === 'image' && typeof globalThis.Image !== 'undefined') { + this.data = new Image(); + } + else { + this.data = document.createElement(type); + } + if (this.crossOrigin) { + this.data.crossOrigin = this.crossOrigin; + } + if (!this.metadata.skipSource) { + this.data.src = this.url; + } + this.data.addEventListener('error', this._boundOnError, false); + this.data.addEventListener('load', this._boundComplete, false); + this.data.addEventListener('progress', this._boundOnProgress, false); + if (this.timeout) { + this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); } - rect = rect || new Rectangle$2(0, 0, 1, 1); - rect.x = this.minX; - rect.y = this.minY; - rect.width = this.maxX - this.minX; - rect.height = this.maxY - this.minY; - return rect; }; /** - * This function should be inlined when its possible. - * @param point - The point to add. + * Loads this resources using an element that has multiple sources, + * like an HTMLAudioElement or HTMLVideoElement. + * @param type - The type of element to use. */ - Bounds.prototype.addPoint = function (point) { - this.minX = Math.min(this.minX, point.x); - this.maxX = Math.max(this.maxX, point.x); - this.minY = Math.min(this.minY, point.y); - this.maxY = Math.max(this.maxY, point.y); + LoaderResource.prototype._loadSourceElement = function (type) { + if (this.metadata.loadElement) { + this.data = this.metadata.loadElement; + } + else if (type === 'audio' && typeof globalThis.Audio !== 'undefined') { + this.data = new Audio(); + } + else { + this.data = document.createElement(type); + } + if (this.data === null) { + this.abort("Unsupported element: " + type); + return; + } + if (this.crossOrigin) { + this.data.crossOrigin = this.crossOrigin; + } + if (!this.metadata.skipSource) { + // support for CocoonJS Canvas+ runtime, lacks document.createElement('source') + if (navigator.isCocoonJS) { + this.data.src = Array.isArray(this.url) ? this.url[0] : this.url; + } + else if (Array.isArray(this.url)) { + var mimeTypes = this.metadata.mimeType; + for (var i = 0; i < this.url.length; ++i) { + this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes)); + } + } + else { + var mimeTypes = this.metadata.mimeType; + this.data.appendChild(this._createSource(type, this.url, Array.isArray(mimeTypes) ? mimeTypes[0] : mimeTypes)); + } + } + this.data.addEventListener('error', this._boundOnError, false); + this.data.addEventListener('load', this._boundComplete, false); + this.data.addEventListener('progress', this._boundOnProgress, false); + this.data.addEventListener('canplaythrough', this._boundComplete, false); + this.data.load(); + if (this.timeout) { + this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); + } + }; + /** Loads this resources using an XMLHttpRequest. */ + LoaderResource.prototype._loadXhr = function () { + // if unset, determine the value + if (typeof this.xhrType !== 'string') { + this.xhrType = this._determineXhrType(); + } + var xhr = this.xhr = new XMLHttpRequest(); + // send credentials when crossOrigin with credentials requested + if (this.crossOrigin === 'use-credentials') { + xhr.withCredentials = true; + } + // set the request type and url + xhr.open('GET', this.url, true); + xhr.timeout = this.timeout; + // load json as text and parse it ourselves. We do this because some browsers + // *cough* safari *cough* can't deal with it. + if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON + || this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) { + xhr.responseType = LoaderResource.XHR_RESPONSE_TYPE.TEXT; + } + else { + xhr.responseType = this.xhrType; + } + xhr.addEventListener('error', this._boundXhrOnError, false); + xhr.addEventListener('timeout', this._boundXhrOnTimeout, false); + xhr.addEventListener('abort', this._boundXhrOnAbort, false); + xhr.addEventListener('progress', this._boundOnProgress, false); + xhr.addEventListener('load', this._boundXhrOnLoad, false); + xhr.send(); + }; + /** Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross). */ + LoaderResource.prototype._loadXdr = function () { + // if unset, determine the value + if (typeof this.xhrType !== 'string') { + this.xhrType = this._determineXhrType(); + } + var xdr = this.xhr = new globalThis.XDomainRequest(); // eslint-disable-line no-undef + // XDomainRequest has a few quirks. Occasionally it will abort requests + // A way to avoid this is to make sure ALL callbacks are set even if not used + // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9 + xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9 + xdr.onerror = this._boundXhrOnError; + xdr.ontimeout = this._boundXhrOnTimeout; + xdr.onprogress = this._boundOnProgress; + xdr.onload = this._boundXhrOnLoad; + xdr.open('GET', this.url, true); + // Note: The xdr.send() call is wrapped in a timeout to prevent an + // issue with the interface where some requests are lost if multiple + // XDomainRequests are being sent at the same time. + // Some info here: https://github.com/photonstorm/phaser/issues/1248 + setTimeout(function () { return xdr.send(); }, 1); }; /** - * Adds a point, after transformed. This should be inlined when its possible. - * @param matrix - * @param point + * Creates a source used in loading via an element. + * @param type - The element type (video or audio). + * @param url - The source URL to load from. + * @param [mime] - The mime type of the video + * @returns The source element. */ - Bounds.prototype.addPointMatrix = function (matrix, point) { - var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty; - var x = (a * point.x) + (c * point.y) + tx; - var y = (b * point.x) + (d * point.y) + ty; - this.minX = Math.min(this.minX, x); - this.maxX = Math.max(this.maxX, x); - this.minY = Math.min(this.minY, y); - this.maxY = Math.max(this.maxY, y); + LoaderResource.prototype._createSource = function (type, url, mime) { + if (!mime) { + mime = type + "/" + this._getExtension(url); + } + var source = document.createElement('source'); + source.src = url; + source.type = mime; + return source; }; /** - * Adds a quad, not transformed - * @param vertices - The verts to add. + * Called if a load errors out. + * @param event - The error event from the element that emits it. */ - Bounds.prototype.addQuad = function (vertices) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - var x = vertices[0]; - var y = vertices[1]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[2]; - y = vertices[3]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[4]; - y = vertices[5]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[6]; - y = vertices[7]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; + LoaderResource.prototype._onError = function (event) { + this.abort("Failed to load element using: " + event.target.nodeName); }; /** - * Adds sprite frame, transformed. - * @param transform - transform to apply - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame + * Called if a load progress event fires for an element or xhr/xdr. + * @param event - Progress event. */ - Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) { - this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1); + LoaderResource.prototype._onProgress = function (event) { + if (event && event.lengthComputable) { + this.onProgress.dispatch(this, event.loaded / event.total); + } }; - /** - * Adds sprite frame, multiplied by matrix - * @param matrix - matrix to apply - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - */ - Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) { - var a = matrix.a; - var b = matrix.b; - var c = matrix.c; - var d = matrix.d; - var tx = matrix.tx; - var ty = matrix.ty; - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - var x = (a * x0) + (c * y0) + tx; - var y = (b * x0) + (d * y0) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x1) + (c * y0) + tx; - y = (b * x1) + (d * y0) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x0) + (c * y1) + tx; - y = (b * x0) + (d * y1) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x1) + (c * y1) + tx; - y = (b * x1) + (d * y1) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; + /** Called if a timeout event fires for an element. */ + LoaderResource.prototype._onTimeout = function () { + this.abort("Load timed out."); }; - /** - * Adds screen vertices from array - * @param vertexData - calculated vertices - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - */ - Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - for (var i = beginOffset; i < endOffset; i += 2) { - var x = vertexData[i]; - var y = vertexData[i + 1]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - } - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; + /** Called if an error event fires for xhr/xdr. */ + LoaderResource.prototype._xhrOnError = function () { + var xhr = this.xhr; + this.abort(reqType(xhr) + " Request failed. Status: " + xhr.status + ", text: \"" + xhr.statusText + "\""); }; - /** - * Add an array of mesh vertices - * @param transform - mesh transform - * @param vertices - mesh coordinates in array - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - */ - Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) { - this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset); + /** Called if an error event fires for xhr/xdr. */ + LoaderResource.prototype._xhrOnTimeout = function () { + var xhr = this.xhr; + this.abort(reqType(xhr) + " Request timed out."); }; - /** - * Add an array of mesh vertices. - * @param matrix - mesh matrix - * @param vertices - mesh coordinates in array - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - * @param padX - x padding - * @param padY - y padding - */ - Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) { - if (padX === void 0) { padX = 0; } - if (padY === void 0) { padY = padX; } - var a = matrix.a; - var b = matrix.b; - var c = matrix.c; - var d = matrix.d; - var tx = matrix.tx; - var ty = matrix.ty; - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - for (var i = beginOffset; i < endOffset; i += 2) { - var rawX = vertices[i]; - var rawY = vertices[i + 1]; - var x = (a * rawX) + (c * rawY) + tx; - var y = (d * rawY) + (b * rawX) + ty; - minX = Math.min(minX, x - padX); - maxX = Math.max(maxX, x + padX); - minY = Math.min(minY, y - padY); - maxY = Math.max(maxY, y + padY); - } - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; + /** Called if an abort event fires for xhr/xdr. */ + LoaderResource.prototype._xhrOnAbort = function () { + var xhr = this.xhr; + this.abort(reqType(xhr) + " Request was aborted by the user."); }; - /** - * Adds other {@link Bounds}. - * @param bounds - The Bounds to be added - */ - Bounds.prototype.addBounds = function (bounds) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = bounds.minX < minX ? bounds.minX : minX; - this.minY = bounds.minY < minY ? bounds.minY : minY; - this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX; - this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY; + /** Called when data successfully loads from an xhr/xdr request. */ + LoaderResource.prototype._xhrOnLoad = function () { + var xhr = this.xhr; + var text = ''; + var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200. + // responseText is accessible only if responseType is '' or 'text' and on older browsers + if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') { + text = xhr.responseText; + } + // status can be 0 when using the `file://` protocol so we also check if a response is set. + // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request. + if (status === STATUS_NONE && (text.length > 0 || xhr.responseType === LoaderResource.XHR_RESPONSE_TYPE.BUFFER)) { + status = STATUS_OK; + } + // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request + else if (status === STATUS_IE_BUG_EMPTY) { + status = STATUS_EMPTY; + } + var statusType = (status / 100) | 0; + if (statusType === STATUS_TYPE_OK) { + // if text, just return it + if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.TEXT) { + this.data = text; + this.type = LoaderResource.TYPE.TEXT; + } + // if json, parse into json object + else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON) { + try { + this.data = JSON.parse(text); + this.type = LoaderResource.TYPE.JSON; + } + catch (e) { + this.abort("Error trying to parse loaded json: " + e); + return; + } + } + // if xml, parse into an xml document or div element + else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) { + try { + if (globalThis.DOMParser) { + var domparser = new DOMParser(); + this.data = domparser.parseFromString(text, 'text/xml'); + } + else { + var div = document.createElement('div'); + div.innerHTML = text; + this.data = div; + } + this.type = LoaderResource.TYPE.XML; + } + catch (e$1) { + this.abort("Error trying to parse loaded xml: " + e$1); + return; + } + } + // other types just return the response + else { + this.data = xhr.response || text; + } + } + else { + this.abort("[" + xhr.status + "] " + xhr.statusText + ": " + xhr.responseURL); + return; + } + this.complete(); }; /** - * Adds other Bounds, masked with Bounds. - * @param bounds - The Bounds to be added. - * @param mask - TODO + * Sets the `crossOrigin` property for this resource based on if the url + * for this resource is cross-origin. If crossOrigin was manually set, this + * function does nothing. + * @private + * @param url - The url to test. + * @param [loc=globalThis.location] - The location object to test against. + * @returns The crossOrigin value to use (or empty string for none). */ - Bounds.prototype.addBoundsMask = function (bounds, mask) { - var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX; - var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY; - var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX; - var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY; - if (_minX <= _maxX && _minY <= _maxY) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = _minX < minX ? _minX : minX; - this.minY = _minY < minY ? _minY : minY; - this.maxX = _maxX > maxX ? _maxX : maxX; - this.maxY = _maxY > maxY ? _maxY : maxY; + // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types + LoaderResource.prototype._determineCrossOrigin = function (url, loc) { + // data: and javascript: urls are considered same-origin + if (url.indexOf('data:') === 0) { + return ''; + } + // A sandboxed iframe without the 'allow-same-origin' attribute will have a special + // origin designed not to match globalThis.location.origin, and will always require + // crossOrigin requests regardless of whether the location matches. + if (globalThis.origin !== globalThis.location.origin) { + return 'anonymous'; } + // default is globalThis.location + loc = loc || globalThis.location; + if (!tempAnchor) { + tempAnchor = document.createElement('a'); + } + // let the browser determine the full href for the url of this resource and then + // parse with the node url lib, we can't use the properties of the anchor element + // because they don't work in IE9 :( + tempAnchor.href = url; + var parsedUrl = parseUri(tempAnchor.href, { strictMode: true }); + var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port); + var protocol = parsedUrl.protocol ? parsedUrl.protocol + ":" : ''; + // if cross origin + if (parsedUrl.host !== loc.hostname || !samePort || protocol !== loc.protocol) { + return 'anonymous'; + } + return ''; }; /** - * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty. - * @param bounds - other bounds - * @param matrix - multiplicator + * Determines the responseType of an XHR request based on the extension of the + * resource being loaded. + * @private + * @returns {PIXI.LoaderResource.XHR_RESPONSE_TYPE} The responseType to use. */ - Bounds.prototype.addBoundsMatrix = function (bounds, matrix) { - this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY); + LoaderResource.prototype._determineXhrType = function () { + return LoaderResource._xhrTypeMap[this.extension] || LoaderResource.XHR_RESPONSE_TYPE.TEXT; }; /** - * Adds other Bounds, masked with Rectangle. - * @param bounds - TODO - * @param area - TODO + * Determines the loadType of a resource based on the extension of the + * resource being loaded. + * @private + * @returns {PIXI.LoaderResource.LOAD_TYPE} The loadType to use. */ - Bounds.prototype.addBoundsArea = function (bounds, area) { - var _minX = bounds.minX > area.x ? bounds.minX : area.x; - var _minY = bounds.minY > area.y ? bounds.minY : area.y; - var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width); - var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height); - if (_minX <= _maxX && _minY <= _maxY) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = _minX < minX ? _minX : minX; - this.minY = _minY < minY ? _minY : minY; - this.maxX = _maxX > maxX ? _maxX : maxX; - this.maxY = _maxY > maxY ? _maxY : maxY; - } + LoaderResource.prototype._determineLoadType = function () { + return LoaderResource._loadTypeMap[this.extension] || LoaderResource.LOAD_TYPE.XHR; }; /** - * Pads bounds object, making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. + * Extracts the extension (sans '.') of the file being loaded by the resource. + * @param [url] - url to parse, `this.url` by default. + * @returns The extension. */ - Bounds.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - if (!this.isEmpty()) { - this.minX -= paddingX; - this.maxX += paddingX; - this.minY -= paddingY; - this.maxY += paddingY; + LoaderResource.prototype._getExtension = function (url) { + if (url === void 0) { url = this.url; } + var ext = ''; + if (this.isDataUrl) { + var slashIndex = url.indexOf('/'); + ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex)); + } + else { + var queryStart = url.indexOf('?'); + var hashStart = url.indexOf('#'); + var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length); + url = url.substring(0, index); + ext = url.substring(url.lastIndexOf('.') + 1); } + return ext.toLowerCase(); }; /** - * Adds padded frame. (x0, y0) should be strictly less than (x1, y1) - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - * @param padX - padding X - * @param padY - padding Y + * Determines the mime type of an XHR request based on the responseType of + * resource being loaded. + * @param type - The type to get a mime type for. + * @private + * @returns The mime type to use. */ - Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) { - x0 -= padX; - y0 -= padY; - x1 += padX; - y1 += padY; - this.minX = this.minX < x0 ? this.minX : x0; - this.maxX = this.maxX > x1 ? this.maxX : x1; - this.minY = this.minY < y0 ? this.minY : y0; - this.maxY = this.maxY > y1 ? this.maxY : y1; + LoaderResource.prototype._getMimeFromXhrType = function (type) { + switch (type) { + case LoaderResource.XHR_RESPONSE_TYPE.BUFFER: + return 'application/octet-binary'; + case LoaderResource.XHR_RESPONSE_TYPE.BLOB: + return 'application/blob'; + case LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT: + return 'application/xml'; + case LoaderResource.XHR_RESPONSE_TYPE.JSON: + return 'application/json'; + case LoaderResource.XHR_RESPONSE_TYPE.DEFAULT: + case LoaderResource.XHR_RESPONSE_TYPE.TEXT: + /* falls through */ + default: + return 'text/plain'; + } }; - return Bounds; + return LoaderResource; }()); + // eslint-disable-next-line @typescript-eslint/no-namespace + (function (LoaderResource) { + (function (STATUS_FLAGS) { + /** None */ + STATUS_FLAGS[STATUS_FLAGS["NONE"] = 0] = "NONE"; + /** Data URL */ + STATUS_FLAGS[STATUS_FLAGS["DATA_URL"] = 1] = "DATA_URL"; + /** Complete */ + STATUS_FLAGS[STATUS_FLAGS["COMPLETE"] = 2] = "COMPLETE"; + /** Loading */ + STATUS_FLAGS[STATUS_FLAGS["LOADING"] = 4] = "LOADING"; + })(LoaderResource.STATUS_FLAGS || (LoaderResource.STATUS_FLAGS = {})); + (function (TYPE) { + /** Unknown */ + TYPE[TYPE["UNKNOWN"] = 0] = "UNKNOWN"; + /** JSON */ + TYPE[TYPE["JSON"] = 1] = "JSON"; + /** XML */ + TYPE[TYPE["XML"] = 2] = "XML"; + /** Image */ + TYPE[TYPE["IMAGE"] = 3] = "IMAGE"; + /** Audio */ + TYPE[TYPE["AUDIO"] = 4] = "AUDIO"; + /** Video */ + TYPE[TYPE["VIDEO"] = 5] = "VIDEO"; + /** Plain text */ + TYPE[TYPE["TEXT"] = 6] = "TEXT"; + })(LoaderResource.TYPE || (LoaderResource.TYPE = {})); + (function (LOAD_TYPE) { + /** Uses XMLHttpRequest to load the resource. */ + LOAD_TYPE[LOAD_TYPE["XHR"] = 1] = "XHR"; + /** Uses an `Image` object to load the resource. */ + LOAD_TYPE[LOAD_TYPE["IMAGE"] = 2] = "IMAGE"; + /** Uses an `Audio` object to load the resource. */ + LOAD_TYPE[LOAD_TYPE["AUDIO"] = 3] = "AUDIO"; + /** Uses a `Video` object to load the resource. */ + LOAD_TYPE[LOAD_TYPE["VIDEO"] = 4] = "VIDEO"; + })(LoaderResource.LOAD_TYPE || (LoaderResource.LOAD_TYPE = {})); + (function (XHR_RESPONSE_TYPE) { + /** string */ + XHR_RESPONSE_TYPE["DEFAULT"] = "text"; + /** ArrayBuffer */ + XHR_RESPONSE_TYPE["BUFFER"] = "arraybuffer"; + /** Blob */ + XHR_RESPONSE_TYPE["BLOB"] = "blob"; + /** Document */ + XHR_RESPONSE_TYPE["DOCUMENT"] = "document"; + /** Object */ + XHR_RESPONSE_TYPE["JSON"] = "json"; + /** String */ + XHR_RESPONSE_TYPE["TEXT"] = "text"; + })(LoaderResource.XHR_RESPONSE_TYPE || (LoaderResource.XHR_RESPONSE_TYPE = {})); + LoaderResource._loadTypeMap = { + // images + gif: LoaderResource.LOAD_TYPE.IMAGE, + png: LoaderResource.LOAD_TYPE.IMAGE, + bmp: LoaderResource.LOAD_TYPE.IMAGE, + jpg: LoaderResource.LOAD_TYPE.IMAGE, + jpeg: LoaderResource.LOAD_TYPE.IMAGE, + tif: LoaderResource.LOAD_TYPE.IMAGE, + tiff: LoaderResource.LOAD_TYPE.IMAGE, + webp: LoaderResource.LOAD_TYPE.IMAGE, + tga: LoaderResource.LOAD_TYPE.IMAGE, + avif: LoaderResource.LOAD_TYPE.IMAGE, + svg: LoaderResource.LOAD_TYPE.IMAGE, + 'svg+xml': LoaderResource.LOAD_TYPE.IMAGE, + // audio + mp3: LoaderResource.LOAD_TYPE.AUDIO, + ogg: LoaderResource.LOAD_TYPE.AUDIO, + wav: LoaderResource.LOAD_TYPE.AUDIO, + // videos + mp4: LoaderResource.LOAD_TYPE.VIDEO, + webm: LoaderResource.LOAD_TYPE.VIDEO, + }; + LoaderResource._xhrTypeMap = { + // xml + xhtml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + html: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + htm: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + xml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + tmx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + svg: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component. + // Since it is way less likely for people to be loading TypeScript files instead of Tiled files, + // this should probably be fine. + tsx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + // images + gif: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + png: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + bmp: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + jpg: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + jpeg: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + tif: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + tiff: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + webp: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + tga: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + avif: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + // json + json: LoaderResource.XHR_RESPONSE_TYPE.JSON, + // text + text: LoaderResource.XHR_RESPONSE_TYPE.TEXT, + txt: LoaderResource.XHR_RESPONSE_TYPE.TEXT, + // fonts + ttf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER, + otf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER, + }; + // We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif + LoaderResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw=='; + })(LoaderResource || (LoaderResource = {})); - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$l = function(d, b) { - extendStatics$l = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$l(d, b); - }; - - function __extends$l(d, b) { - extendStatics$l(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + /** + * Smaller version of the async library constructs. + * @ignore + */ + function _noop() { } - /** - * The base class for all objects that are rendered on the screen. - * - * This is an abstract class and can not be used on its own; rather it should be extended. - * - * ## Display objects implemented in PixiJS - * - * | Display Object | Description | - * | ------------------------------- | --------------------------------------------------------------------- | - * | {@link PIXI.Container} | Adds support for `children` to DisplayObject | - * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API | - * | {@link PIXI.Sprite} | Draws textures (i.e. images) | - * | {@link PIXI.Text} | Draws text using the Canvas API internally | - * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures | - * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion | - * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images | - * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data | - * | {@link PIXI.NineSlicePlane} | Mesh-related | - * | {@link PIXI.SimpleMesh} | v4-compatible mesh | - * | {@link PIXI.SimplePlane} | Mesh-related | - * | {@link PIXI.SimpleRope} | Mesh-related | - * - * ## Transforms - * - * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its - * local coordinate space to its parent's local coordinate space. The following properties are derived - * from the transform: - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - *
PropertyDescription
[pivot]{@link PIXI.DisplayObject#pivot} - * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot - * is equal to position, regardless of the other three transformations. In other words, It is the center of - * rotation, scaling, and skewing. - *
[position]{@link PIXI.DisplayObject#position} - * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local - * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object - * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space. - *
[scale]{@link PIXI.DisplayObject#scale} - * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the - * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center - * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}. - *
[rotation]{@link PIXI.DisplayObject#rotation} - * Rotation. This will rotate the display object's projection by this angle (in radians). - *
[skew]{@link PIXI.DisplayObject#skew} - *

Skewing. This can be used to deform a rectangular display object into a parallelogram.

- *

- * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be - * thought of the net rotation applied to the coordinate axes (separately). For example, if "skew.x" is - * ⍺ and "skew.y" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be - * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will - * be rotated by an angle between ⍺ and β. - *

- *

- * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying - * a rotation. Indeed, if "skew.x" = -ϴ and "skew.y" = ϴ, it will produce an equivalent of "rotation" = ϴ. - *

- *

- * Another quite interesting observation is that "skew.x", "skew.y", rotation are communtative operations. Indeed, - * because rotation is essentially a careful combination of the two. - *

- *
angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
xTranslation. This is an alias for position.x!
yTranslation. This is an alias for position.y!
width - * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing - * the "requested" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there - * is no concept of user-defined width. - *
height - * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing - * the "requested" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there - * is no concept of user-defined height. - *
- * - * ## Bounds - * - * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit - * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the - * `worldTransform` to calculate in world space). - * - * There are a few additional types of bounding boxes: - * - * | Bounds | Description | - * | --------------------- | ---------------------------------------------------------------------------------------- | - * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. | - * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. | - * | Render Bounds | The bounds, but including extra rendering effects like filter padding. | - * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. | - * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. | - * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)| - * | Content Bounds | The natural bounds when excluding all children of a `Container`. | - * - * ### calculateBounds - * - * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children. - * - * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and - * `getLocalBounds` to work. This method must write the bounds into `this._bounds`. - * - * Generally, the following technique works for most simple cases: take the list of points - * forming the "hull" of the object (i.e. outline of the object's shape), and then add them - * using {@link PIXI.Bounds#addPointMatrix}. - * - * ```js - * calculateBounds(): void - * { - * const points = [...]; - * - * for (let i = 0, j = points.length; i < j; i++) - * { - * this._bounds.addPointMatrix(this.worldTransform, points[i]); - * } - * } - * ``` - * - * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them - * in one array together. - * - * ## Alpha - * - * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display - * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not - * applied on any ancestor further up the chain). - * - * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}. - * - * ## Renderable vs Visible - * - * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the - * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display - * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not - * be calculated. - * - * It is recommended that applications use the `renderable` property for culling. See - * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or - * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details. - * - * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This - * one is also better in terms of performance. + * Ensures a function is only called once. + * @ignore + * @param {Function} fn - The function to wrap. + * @returns {Function} The wrapping function. + */ + function onlyOnce(fn) { + return function onceWrapper() { + var arguments$1 = arguments; + + var args = []; + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments$1[_i]; + } + if (fn === null) { + throw new Error('Callback was already called.'); + } + var callFn = fn; + fn = null; + callFn.apply(this, args); + }; + } + /** + * @private * @memberof PIXI */ - var DisplayObject$2 = /** @class */ (function (_super) { - __extends$l(DisplayObject, _super); - function DisplayObject() { - var _this = _super.call(this) || this; - _this.tempDisplayObjectParent = null; - // TODO: need to create Transform from factory - _this.transform = new Transform$2(); - _this.alpha = 1; - _this.visible = true; - _this.renderable = true; - _this.cullable = false; - _this.cullArea = null; - _this.parent = null; - _this.worldAlpha = 1; - _this._lastSortedIndex = 0; - _this._zIndex = 0; - _this.filterArea = null; - _this.filters = null; - _this._enabledFilters = null; - _this._bounds = new Bounds$2(); - _this._localBounds = null; - _this._boundsID = 0; - _this._boundsRect = null; - _this._localBoundsRect = null; - _this._mask = null; - _this._maskRefCount = 0; - _this._destroyed = false; - _this.isSprite = false; - _this.isMask = false; - return _this; + var AsyncQueueItem = /** @class */ (function () { + /** + * @param data + * @param callback + * @private + */ + function AsyncQueueItem(data, callback) { + this.data = data; + this.callback = callback; } + return AsyncQueueItem; + }()); + /** + * @private + * @memberof PIXI + */ + var AsyncQueue = /** @class */ (function () { /** - * Mixes all enumerable properties and methods from a source object to DisplayObject. - * @param source - The source of properties and methods to mix in. + * @param worker + * @param concurrency + * @private */ - DisplayObject.mixin = function (source) { - // in ES8/ES2017, this would be really easy: - // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source)); - // get all the enumerable property keys - var keys = Object.keys(source); - // loop through properties - for (var i = 0; i < keys.length; ++i) { - var propertyName = keys[i]; - // Set the property using the property descriptor - this works for accessors and normal value properties - Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName)); - } - }; - Object.defineProperty(DisplayObject.prototype, "destroyed", { - /** - * Fired when this DisplayObject is added to a Container. - * @instance - * @event added - * @param {PIXI.Container} container - The container added to. - */ - /** - * Fired when this DisplayObject is removed from a Container. - * @instance - * @event removed - * @param {PIXI.Container} container - The container removed from. - */ - /** - * Fired when this DisplayObject is destroyed. This event is emitted once - * destroy is finished. - * @instance - * @event destroyed - */ - /** Readonly flag for destroyed display objects. */ - get: function () { - return this._destroyed; - }, - enumerable: false, - configurable: true - }); - /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */ - DisplayObject.prototype._recursivePostUpdateTransform = function () { - if (this.parent) { - this.parent._recursivePostUpdateTransform(); - this.transform.updateTransform(this.parent.transform); - } - else { - this.transform.updateTransform(this._tempDisplayObjectParent.transform); + function AsyncQueue(worker, concurrency) { + var _this = this; + if (concurrency === void 0) { concurrency = 1; } + this.workers = 0; + this.saturated = _noop; + this.unsaturated = _noop; + this.empty = _noop; + this.drain = _noop; + this.error = _noop; + this.started = false; + this.paused = false; + this._tasks = []; + this._insert = function (data, insertAtFront, callback) { + if (callback && typeof callback !== 'function') { + throw new Error('task callback must be a function'); + } + _this.started = true; + // eslint-disable-next-line no-eq-null,eqeqeq + if (data == null && _this.idle()) { + // call drain immediately if there are no tasks + setTimeout(function () { return _this.drain(); }, 1); + return; + } + var item = new AsyncQueueItem(data, typeof callback === 'function' ? callback : _noop); + if (insertAtFront) { + _this._tasks.unshift(item); + } + else { + _this._tasks.push(item); + } + setTimeout(_this.process, 1); + }; + this.process = function () { + while (!_this.paused && _this.workers < _this.concurrency && _this._tasks.length) { + var task = _this._tasks.shift(); + if (_this._tasks.length === 0) { + _this.empty(); + } + _this.workers += 1; + if (_this.workers === _this.concurrency) { + _this.saturated(); + } + _this._worker(task.data, onlyOnce(_this._next(task))); + } + }; + this._worker = worker; + if (concurrency === 0) { + throw new Error('Concurrency must not be zero'); } - }; - /** Updates the object transform for rendering. TODO - Optimization pass! */ - DisplayObject.prototype.updateTransform = function () { - this._boundsID++; - this.transform.updateTransform(this.parent.transform); - // multiply the alphas.. - this.worldAlpha = this.alpha * this.parent.worldAlpha; - }; + this.concurrency = concurrency; + this.buffer = concurrency / 4.0; + } /** - * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}. - * - * This method is expensive on containers with a large subtree (like the stage). This is because the bounds - * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to - * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update - * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using - * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise, - * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as - * its height increases. - * - * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated. - * The world bounds of all display objects in a container's **subtree** will also be recalculated. - * - * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds - * calculation if needed. - * - * ```js - * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect); - * ``` - * - * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This - * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more - * details. - * - * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms - * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain - * cases. - * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from - * being updated. This means the calculation returned MAY be out of date BUT will give you a - * nice performance boost. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @returns - The minimum axis-aligned rectangle in world space that fits around this object. + * @param task + * @private */ - DisplayObject.prototype.getBounds = function (skipUpdate, rect) { - if (!skipUpdate) { - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.updateTransform(); - this.parent = null; + AsyncQueue.prototype._next = function (task) { + var _this = this; + return function () { + var arguments$1 = arguments; + + var args = []; + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments$1[_i]; } - else { - this._recursivePostUpdateTransform(); - this.updateTransform(); + _this.workers -= 1; + task.callback.apply(task, args); + // eslint-disable-next-line no-eq-null,eqeqeq + if (args[0] != null) { + _this.error(args[0], task.data); + } + if (_this.workers <= (_this.concurrency - _this.buffer)) { + _this.unsaturated(); + } + if (_this.idle()) { + _this.drain(); } + _this.process(); + }; + }; + // That was in object + // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types + AsyncQueue.prototype.push = function (data, callback) { + this._insert(data, false, callback); + }; + AsyncQueue.prototype.kill = function () { + this.workers = 0; + this.drain = _noop; + this.started = false; + this._tasks = []; + }; + // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types + AsyncQueue.prototype.unshift = function (data, callback) { + this._insert(data, true, callback); + }; + AsyncQueue.prototype.length = function () { + return this._tasks.length; + }; + AsyncQueue.prototype.running = function () { + return this.workers; + }; + AsyncQueue.prototype.idle = function () { + return this._tasks.length + this.workers === 0; + }; + AsyncQueue.prototype.pause = function () { + if (this.paused === true) { + return; } - if (this._bounds.updateID !== this._boundsID) { - this.calculateBounds(); - this._bounds.updateID = this._boundsID; + this.paused = true; + }; + AsyncQueue.prototype.resume = function () { + if (this.paused === false) { + return; } - if (!rect) { - if (!this._boundsRect) { - this._boundsRect = new Rectangle$2(); - } - rect = this._boundsRect; + this.paused = false; + // Need to call this.process once per concurrent + // worker to preserve full concurrency after pause + for (var w = 1; w <= this.concurrency; w++) { + this.process(); } - return this._bounds.getRectangle(rect); }; /** - * Retrieves the local bounds of the displayObject as a rectangle object. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @returns - The rectangular bounding area. + * Iterates an array in series. + * @param {Array.<*>} array - Array to iterate. + * @param {Function} iterator - Function to call for each element. + * @param {Function} callback - Function to call when done, or on error. + * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1. */ - DisplayObject.prototype.getLocalBounds = function (rect) { - if (!rect) { - if (!this._localBoundsRect) { - this._localBoundsRect = new Rectangle$2(); + AsyncQueue.eachSeries = function (array, iterator, callback, deferNext) { + var i = 0; + var len = array.length; + function next(err) { + if (err || i === len) { + if (callback) { + callback(err); + } + return; + } + if (deferNext) { + setTimeout(function () { + iterator(array[i++], next); + }, 1); + } + else { + iterator(array[i++], next); } - rect = this._localBoundsRect; - } - if (!this._localBounds) { - this._localBounds = new Bounds$2(); } - var transformRef = this.transform; - var parentRef = this.parent; - this.parent = null; - this.transform = this._tempDisplayObjectParent.transform; - var worldBounds = this._bounds; - var worldBoundsID = this._boundsID; - this._bounds = this._localBounds; - var bounds = this.getBounds(false, rect); - this.parent = parentRef; - this.transform = transformRef; - this._bounds = worldBounds; - this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects - return bounds; + next(); }; /** - * Calculates the global position of the display object. - * @param position - The world origin to calculate from. - * @param point - A Point object in which to store the value, optional - * (otherwise will create a new Point). - * @param skipUpdate - Should we skip the update transform. - * @returns - A point object representing the position of this object. + * Async queue implementation, + * @param {Function} worker - The worker function to call for each task. + * @param {number} concurrency - How many workers to run in parrallel. + * @returns {*} The async queue object. */ - DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) { - if (skipUpdate === void 0) { skipUpdate = false; } - if (!skipUpdate) { - this._recursivePostUpdateTransform(); - // this parent check is for just in case the item is a root object. - // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly - // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.displayObjectUpdateTransform(); - this.parent = null; + AsyncQueue.queue = function (worker, concurrency) { + return new AsyncQueue(worker, concurrency); + }; + return AsyncQueue; + }()); + + // some constants + var MAX_PROGRESS = 100; + var rgxExtractUrlHash = /(#[\w-]+)?$/; + /** + * The new loader, forked from Resource Loader by Chad Engler: https://github.com/englercj/resource-loader + * + * ```js + * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use. + * // or + * const loader = new PIXI.Loader(); // You can also create your own if you want + * + * const sprites = {}; + * + * // Chainable `add` to enqueue a resource + * loader.add('bunny', 'data/bunny.png') + * .add('spaceship', 'assets/spritesheet.json'); + * loader.add('scoreFont', 'assets/score.fnt'); + * + * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource. + * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc). + * loader.pre(cachingMiddleware); + * + * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource. + * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc). + * loader.use(parsingMiddleware); + * + * // The `load` method loads the queue of resources, and calls the passed in callback called once all + * // resources have loaded. + * loader.load((loader, resources) => { + * // resources is an object where the key is the name of the resource loaded and the value is the resource object. + * // They have a couple default properties: + * // - `url`: The URL that the resource was loaded from + * // - `error`: The error that happened when trying to load (if any) + * // - `data`: The raw data that was loaded + * // also may contain other properties based on the middleware that runs. + * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture); + * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture); + * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture); + * }); + * + * // throughout the process multiple signals can be dispatched. + * loader.onProgress.add(() => {}); // called once per loaded/errored file + * loader.onError.add(() => {}); // called once per errored file + * loader.onLoad.add(() => {}); // called once per loaded file + * loader.onComplete.add(() => {}); // called once when the queued resources all load. + * ``` + * @memberof PIXI + */ + var Loader = /** @class */ (function () { + /** + * @param baseUrl - The base url for all resources loaded by this loader. + * @param concurrency - The number of resources to load concurrently. + */ + function Loader(baseUrl, concurrency) { + var _this = this; + if (baseUrl === void 0) { baseUrl = ''; } + if (concurrency === void 0) { concurrency = 10; } + /** The progress percent of the loader going through the queue. */ + this.progress = 0; + /** Loading state of the loader, true if it is currently loading resources. */ + this.loading = false; + /** + * A querystring to append to every URL added to the loader. + * + * This should be a valid query string *without* the question-mark (`?`). The loader will + * also *not* escape values for you. Make sure to escape your parameters with + * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property. + * @example + * const loader = new Loader(); + * + * loader.defaultQueryString = 'user=me&password=secret'; + * + * // This will request 'image.png?user=me&password=secret' + * loader.add('image.png').load(); + * + * loader.reset(); + * + * // This will request 'image.png?v=1&user=me&password=secret' + * loader.add('iamge.png?v=1').load(); + */ + this.defaultQueryString = ''; + /** The middleware to run before loading each resource. */ + this._beforeMiddleware = []; + /** The middleware to run after loading each resource. */ + this._afterMiddleware = []; + /** The tracks the resources we are currently completing parsing for. */ + this._resourcesParsing = []; + /** + * The `_loadResource` function bound with this object context. + * @param r - The resource to load + * @param d - The dequeue function + */ + this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); }; + /** All the resources for this loader keyed by name. */ + this.resources = {}; + this.baseUrl = baseUrl; + this._beforeMiddleware = []; + this._afterMiddleware = []; + this._resourcesParsing = []; + this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); }; + this._queue = AsyncQueue.queue(this._boundLoadResource, concurrency); + this._queue.pause(); + this.resources = {}; + this.onProgress = new Signal(); + this.onError = new Signal(); + this.onLoad = new Signal(); + this.onStart = new Signal(); + this.onComplete = new Signal(); + for (var i = 0; i < Loader._plugins.length; ++i) { + var plugin = Loader._plugins[i]; + var pre = plugin.pre, use = plugin.use; + if (pre) { + this.pre(pre); } - else { - this.displayObjectUpdateTransform(); + if (use) { + this.use(use); } } - // don't need to update the lot - return this.worldTransform.apply(position, point); - }; + this._protected = false; + } /** - * Calculates the local position of the display object relative to another point. - * @param position - The world origin to calculate from. - * @param from - The DisplayObject to calculate the global position from. - * @param point - A Point object in which to store the value, optional - * (otherwise will create a new Point). - * @param skipUpdate - Should we skip the update transform - * @returns - A point object representing the position of this object + * Same as add, params have strict order + * @private + * @param name - The name of the resource to load. + * @param url - The url for this resource, relative to the baseUrl of this loader. + * @param options - The options for the load. + * @param callback - Function to call when this specific resource completes loading. + * @returns The loader itself. */ - DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) { - if (from) { - position = from.toGlobal(position, point, skipUpdate); + Loader.prototype._add = function (name, url, options, callback) { + // if loading already you can only add resources that have a parent. + if (this.loading && (!options || !options.parentResource)) { + throw new Error('Cannot add resources while the loader is running.'); } - if (!skipUpdate) { - this._recursivePostUpdateTransform(); - // this parent check is for just in case the item is a root object. - // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly - // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.displayObjectUpdateTransform(); - this.parent = null; + // check if resource already exists. + if (this.resources[name]) { + throw new Error("Resource named \"" + name + "\" already exists."); + } + // add base url if this isn't an absolute url + url = this._prepareUrl(url); + // create the store the resource + this.resources[name] = new LoaderResource(name, url, options); + if (typeof callback === 'function') { + this.resources[name].onAfterMiddleware.once(callback); + } + // if actively loading, make sure to adjust progress chunks for that parent and its children + if (this.loading) { + var parent = options.parentResource; + var incompleteChildren = []; + for (var i = 0; i < parent.children.length; ++i) { + if (!parent.children[i].isComplete) { + incompleteChildren.push(parent.children[i]); + } } - else { - this.displayObjectUpdateTransform(); + var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent + var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child + parent.children.push(this.resources[name]); + parent.progressChunk = eachChunk; + for (var i = 0; i < incompleteChildren.length; ++i) { + incompleteChildren[i].progressChunk = eachChunk; } + this.resources[name].progressChunk = eachChunk; } - // simply apply the matrix.. - return this.worldTransform.applyInverse(position, point); + // add the resource to the queue + this._queue.push(this.resources[name]); + return this; }; + /* eslint-enable require-jsdoc,valid-jsdoc */ /** - * Set the parent Container of this DisplayObject. - * @param container - The Container to add this DisplayObject to. - * @returns - The Container that this DisplayObject was added to. + * Sets up a middleware function that will run *before* the + * resource is loaded. + * @param fn - The middleware function to register. + * @returns The loader itself. */ - DisplayObject.prototype.setParent = function (container) { - if (!container || !container.addChild) { - throw new Error('setParent: Argument must be a Container'); - } - container.addChild(this); - return container; + Loader.prototype.pre = function (fn) { + this._beforeMiddleware.push(fn); + return this; }; /** - * Convenience function to set the position, scale, skew and pivot at once. - * @param x - The X position - * @param y - The Y position - * @param scaleX - The X scale value - * @param scaleY - The Y scale value - * @param rotation - The rotation - * @param skewX - The X skew value - * @param skewY - The Y skew value - * @param pivotX - The X pivot value - * @param pivotY - The Y pivot value - * @returns - The DisplayObject instance + * Sets up a middleware function that will run *after* the + * resource is loaded. + * @param fn - The middleware function to register. + * @returns The loader itself. */ - DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (scaleX === void 0) { scaleX = 1; } - if (scaleY === void 0) { scaleY = 1; } - if (rotation === void 0) { rotation = 0; } - if (skewX === void 0) { skewX = 0; } - if (skewY === void 0) { skewY = 0; } - if (pivotX === void 0) { pivotX = 0; } - if (pivotY === void 0) { pivotY = 0; } - this.position.x = x; - this.position.y = y; - this.scale.x = !scaleX ? 1 : scaleX; - this.scale.y = !scaleY ? 1 : scaleY; - this.rotation = rotation; - this.skew.x = skewX; - this.skew.y = skewY; - this.pivot.x = pivotX; - this.pivot.y = pivotY; + Loader.prototype.use = function (fn) { + this._afterMiddleware.push(fn); return this; }; /** - * Base destroy method for generic display objects. This will automatically - * remove the display object from its parent Container as well as remove - * all current event listeners and internal references. Do not use a DisplayObject - * after calling `destroy()`. - * @param _options + * Resets the queue of the loader to prepare for a new load. + * @returns The loader itself. */ - DisplayObject.prototype.destroy = function (_options) { - if (this.parent) { - this.parent.removeChild(this); + Loader.prototype.reset = function () { + this.progress = 0; + this.loading = false; + this._queue.kill(); + this._queue.pause(); + // abort all resource loads + for (var k in this.resources) { + var res = this.resources[k]; + if (res._onLoadBinding) { + res._onLoadBinding.detach(); + } + if (res.isLoading) { + res.abort('loader reset'); + } } - this._destroyed = true; - this.transform = null; - this.parent = null; - this._bounds = null; - this.mask = null; - this.cullArea = null; - this.filters = null; - this.filterArea = null; - this.hitArea = null; - this.interactive = false; - this.interactiveChildren = false; - this.emit('destroyed'); - this.removeAllListeners(); + this.resources = {}; + return this; }; - Object.defineProperty(DisplayObject.prototype, "_tempDisplayObjectParent", { + /** + * Starts loading the queued resources. + * @param cb - Optional callback that will be bound to the `complete` event. + * @returns The loader itself. + */ + Loader.prototype.load = function (cb) { + deprecation('6.5.0', '@pixi/loaders is being replaced with @pixi/assets in the next major release.'); + // register complete callback if they pass one + if (typeof cb === 'function') { + this.onComplete.once(cb); + } + // if the queue has already started we are done here + if (this.loading) { + return this; + } + if (this._queue.idle()) { + this._onStart(); + this._onComplete(); + } + else { + // distribute progress chunks + var numTasks = this._queue._tasks.length; + var chunk = MAX_PROGRESS / numTasks; + for (var i = 0; i < this._queue._tasks.length; ++i) { + this._queue._tasks[i].data.progressChunk = chunk; + } + // notify we are starting + this._onStart(); + // start loading + this._queue.resume(); + } + return this; + }; + Object.defineProperty(Loader.prototype, "concurrency", { /** - * @protected - * @member {PIXI.Container} + * The number of resources to load concurrently. + * @default 10 */ get: function () { - if (this.tempDisplayObjectParent === null) { - // eslint-disable-next-line @typescript-eslint/no-use-before-define - this.tempDisplayObjectParent = new TemporaryDisplayObject$2(); - } - return this.tempDisplayObjectParent; + return this._queue.concurrency; + }, + set: function (concurrency) { + this._queue.concurrency = concurrency; }, enumerable: false, configurable: true }); /** - * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root - * - * ``` - * const cacheParent = elem.enableTempParent(); - * elem.updateTransform(); - * elem.disableTempParent(cacheParent); - * ``` - * @returns - current parent + * Prepares a url for usage based on the configuration of this object + * @param url - The url to prepare. + * @returns The prepared url. */ - DisplayObject.prototype.enableTempParent = function () { - var myParent = this.parent; - this.parent = this._tempDisplayObjectParent; - return myParent; + Loader.prototype._prepareUrl = function (url) { + var parsedUrl = parseUri(url, { strictMode: true }); + var result; + // absolute url, just use it as is. + if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) { + result = url; + } + // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween + else if (this.baseUrl.length + && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1 + && url.charAt(0) !== '/') { + result = this.baseUrl + "/" + url; + } + else { + result = this.baseUrl + url; + } + // if we need to add a default querystring, there is a bit more work + if (this.defaultQueryString) { + var hash = rgxExtractUrlHash.exec(result)[0]; + result = result.slice(0, result.length - hash.length); + if (result.indexOf('?') !== -1) { + result += "&" + this.defaultQueryString; + } + else { + result += "?" + this.defaultQueryString; + } + result += hash; + } + return result; }; /** - * Pair method for `enableTempParent` - * @param cacheParent - Actual parent of element + * Loads a single resource. + * @param resource - The resource to load. + * @param dequeue - The function to call when we need to dequeue this item. */ - DisplayObject.prototype.disableTempParent = function (cacheParent) { - this.parent = cacheParent; + Loader.prototype._loadResource = function (resource, dequeue) { + var _this = this; + resource._dequeue = dequeue; + // run before middleware + AsyncQueue.eachSeries(this._beforeMiddleware, function (fn, next) { + fn.call(_this, resource, function () { + // if the before middleware marks the resource as complete, + // break and don't process any more before middleware + next(resource.isComplete ? {} : null); + }); + }, function () { + if (resource.isComplete) { + _this._onLoad(resource); + } + else { + resource._onLoadBinding = resource.onComplete.once(_this._onLoad, _this); + resource.load(); + } + }, true); }; - Object.defineProperty(DisplayObject.prototype, "x", { - /** - * The position of the displayObject on the x axis relative to the local coordinates of the parent. - * An alias to position.x - */ - get: function () { - return this.position.x; - }, - set: function (value) { - this.transform.position.x = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "y", { - /** - * The position of the displayObject on the y axis relative to the local coordinates of the parent. - * An alias to position.y - */ - get: function () { - return this.position.y; - }, - set: function (value) { - this.transform.position.y = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "worldTransform", { - /** - * Current transform of the object based on world (parent) factors. - * @readonly - */ + /** Called once loading has started. */ + Loader.prototype._onStart = function () { + this.progress = 0; + this.loading = true; + this.onStart.dispatch(this); + }; + /** Called once each resource has loaded. */ + Loader.prototype._onComplete = function () { + this.progress = MAX_PROGRESS; + this.loading = false; + this.onComplete.dispatch(this, this.resources); + }; + /** + * Called each time a resources is loaded. + * @param resource - The resource that was loaded + */ + Loader.prototype._onLoad = function (resource) { + var _this = this; + resource._onLoadBinding = null; + // remove this resource from the async queue, and add it to our list of resources that are being parsed + this._resourcesParsing.push(resource); + resource._dequeue(); + // run all the after middleware for this resource + AsyncQueue.eachSeries(this._afterMiddleware, function (fn, next) { + fn.call(_this, resource, next); + }, function () { + resource.onAfterMiddleware.dispatch(resource); + _this.progress = Math.min(MAX_PROGRESS, _this.progress + resource.progressChunk); + _this.onProgress.dispatch(_this, resource); + if (resource.error) { + _this.onError.dispatch(resource.error, _this, resource); + } + else { + _this.onLoad.dispatch(_this, resource); + } + _this._resourcesParsing.splice(_this._resourcesParsing.indexOf(resource), 1); + // do completion check + if (_this._queue.idle() && _this._resourcesParsing.length === 0) { + _this._onComplete(); + } + }, true); + }; + /** Destroy the loader, removes references. */ + Loader.prototype.destroy = function () { + if (!this._protected) { + this.reset(); + } + }; + Object.defineProperty(Loader, "shared", { + /** A premade instance of the loader that can be used to load resources. */ get: function () { - return this.transform.worldTransform; + var shared = Loader._shared; + if (!shared) { + shared = new Loader(); + shared._protected = true; + Loader._shared = shared; + } + return shared; }, enumerable: false, configurable: true }); - Object.defineProperty(DisplayObject.prototype, "localTransform", { - /** - * Current transform of the object based on local factors: position, scale, other stuff. - * @readonly - */ - get: function () { - return this.transform.localTransform; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "position", { - /** - * The coordinate of the object relative to the local coordinates of the parent. - * @since 4.0.0 - */ - get: function () { - return this.transform.position; - }, - set: function (value) { - this.transform.position.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "scale", { - /** - * The scale factors of this object along the local coordinate axes. - * - * The default scale is (1, 1). - * @since 4.0.0 - */ - get: function () { - return this.transform.scale; - }, - set: function (value) { - this.transform.scale.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "pivot", { - /** - * The center of rotation, scaling, and skewing for this display object in its local space. The `position` - * is the projection of `pivot` in the parent's local space. - * - * By default, the pivot is the origin (0, 0). - * @since 4.0.0 - */ - get: function () { - return this.transform.pivot; - }, - set: function (value) { - this.transform.pivot.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "skew", { - /** - * The skew factor for the object in radians. - * @since 4.0.0 - */ - get: function () { - return this.transform.skew; - }, - set: function (value) { - this.transform.skew.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "rotation", { - /** - * The rotation of the object in radians. - * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. - */ - get: function () { - return this.transform.rotation; - }, - set: function (value) { - this.transform.rotation = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "angle", { - /** - * The angle of the object in degrees. - * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. - */ - get: function () { - return this.transform.rotation * RAD_TO_DEG$2; - }, - set: function (value) { - this.transform.rotation = value * DEG_TO_RAD$2; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "zIndex", { - /** - * The zIndex of the displayObject. - * - * If a container has the sortableChildren property set to true, children will be automatically - * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array, - * and thus rendered on top of other display objects within the same container. - * @see PIXI.Container#sortableChildren - */ - get: function () { - return this._zIndex; - }, - set: function (value) { - this._zIndex = value; - if (this.parent) { - this.parent.sortDirty = true; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "worldVisible", { - /** - * Indicates if the object is globally visible. - * @readonly - */ - get: function () { - var item = this; - do { - if (!item.visible) { - return false; - } - item = item.parent; - } while (item); - return true; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "mask", { - /** - * Sets a mask for the displayObject. A mask is an object that limits the visibility of an - * object to the shape of the mask applied to it. In PixiJS a regular mask must be a - * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it - * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent. - * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong. - * To remove a mask, set this property to `null`. - * - * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask. - * @example - * const graphics = new PIXI.Graphics(); - * graphics.beginFill(0xFF3300); - * graphics.drawRect(50, 250, 100, 100); - * graphics.endFill(); - * - * const sprite = new PIXI.Sprite(texture); - * sprite.mask = graphics; - * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask. - */ - get: function () { - return this._mask; - }, - set: function (value) { - if (this._mask === value) { - return; - } - if (this._mask) { - var maskObject = (this._mask.isMaskData - ? this._mask.maskObject : this._mask); - if (maskObject) { - maskObject._maskRefCount--; - if (maskObject._maskRefCount === 0) { - maskObject.renderable = true; - maskObject.isMask = false; - } - } + /** + * Use the {@link PIXI.extensions.add} API to register plugins. + * @deprecated since 6.5.0 + * @param plugin - The plugin to add + * @returns Reference to PIXI.Loader for chaining + */ + Loader.registerPlugin = function (plugin) { + deprecation('6.5.0', 'Loader.registerPlugin() is deprecated, use extensions.add() instead.'); + extensions.add({ + type: ExtensionType.Loader, + ref: plugin, + }); + return Loader; + }; + Loader._plugins = []; + return Loader; + }()); + extensions.handleByList(ExtensionType.Loader, Loader._plugins); + Loader.prototype.add = function add(name, url, options, callback) { + // special case of an array of objects or urls + if (Array.isArray(name)) { + for (var i = 0; i < name.length; ++i) { + this.add(name[i]); + } + return this; + } + // if an object is passed instead of params + if (typeof name === 'object') { + options = name; + callback = url || options.callback || options.onComplete; + url = options.url; + name = options.name || options.key || options.url; + } + // case where no name is passed shift all args over by one. + if (typeof url !== 'string') { + callback = options; + options = url; + url = name; + } + // now that we shifted make sure we have a proper url. + if (typeof url !== 'string') { + throw new Error('No url passed to add resource to loader.'); + } + // options are optional so people might pass a function and no options + if (typeof options === 'function') { + callback = options; + options = null; + } + return this._add(name, url, options, callback); + }; + + /** + * Application plugin for supporting loader option. Installing the LoaderPlugin + * is not necessary if using **pixi.js** or **pixi.js-legacy**. + * @example + * import {AppLoaderPlugin} from '@pixi/loaders'; + * import {extensions} from '@pixi/core'; + * extensions.add(AppLoaderPlugin); + * @memberof PIXI + */ + var AppLoaderPlugin = /** @class */ (function () { + function AppLoaderPlugin() { + } + /** + * Called on application constructor + * @param options + * @private + */ + AppLoaderPlugin.init = function (options) { + options = Object.assign({ + sharedLoader: false, + }, options); + this.loader = options.sharedLoader ? Loader.shared : new Loader(); + }; + /** + * Called when application destroyed + * @private + */ + AppLoaderPlugin.destroy = function () { + if (this.loader) { + this.loader.destroy(); + this.loader = null; + } + }; + /** @ignore */ + AppLoaderPlugin.extension = ExtensionType.Application; + return AppLoaderPlugin; + }()); + + /** + * Loader plugin for handling Texture resources. + * @memberof PIXI + */ + var TextureLoader = /** @class */ (function () { + function TextureLoader() { + } + /** Handle SVG elements a text, render with SVGResource. */ + TextureLoader.add = function () { + LoaderResource.setExtensionLoadType('svg', LoaderResource.LOAD_TYPE.XHR); + LoaderResource.setExtensionXhrType('svg', LoaderResource.XHR_RESPONSE_TYPE.TEXT); + }; + /** + * Called after a resource is loaded. + * @see PIXI.Loader.loaderMiddleware + * @param resource + * @param {Function} next + */ + TextureLoader.use = function (resource, next) { + // create a new texture if the data is an Image object + if (resource.data && (resource.type === LoaderResource.TYPE.IMAGE || resource.extension === 'svg')) { + var data = resource.data, url = resource.url, name = resource.name, metadata = resource.metadata; + Texture.fromLoader(data, url, name, metadata).then(function (texture) { + resource.texture = texture; + next(); + }) + // TODO: handle errors in Texture.fromLoader + // so we can pass them to the Loader + .catch(next); + } + else { + next(); + } + }; + /** @ignore */ + TextureLoader.extension = ExtensionType.Loader; + return TextureLoader; + }()); + + var _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/='; + /** + * Encodes binary into base64. + * @function encodeBinary + * @param {string} input - The input data to encode. + * @returns {string} The encoded base64 string + */ + function encodeBinary(input) { + var output = ''; + var inx = 0; + while (inx < input.length) { + // Fill byte buffer array + var bytebuffer = [0, 0, 0]; + var encodedCharIndexes = [0, 0, 0, 0]; + for (var jnx = 0; jnx < bytebuffer.length; ++jnx) { + if (inx < input.length) { + // throw away high-order byte, as documented at: + // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data + bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff; } - this._mask = value; - if (this._mask) { - var maskObject = (this._mask.isMaskData - ? this._mask.maskObject : this._mask); - if (maskObject) { - if (maskObject._maskRefCount === 0) { - maskObject.renderable = false; - maskObject.isMask = true; - } - maskObject._maskRefCount++; - } + else { + bytebuffer[jnx] = 0; } - }, - enumerable: false, - configurable: true - }); - return DisplayObject; - }(EventEmitter)); + } + // Get each encoded character, 6 bits at a time + // index 1: first 6 bits + encodedCharIndexes[0] = bytebuffer[0] >> 2; + // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2) + encodedCharIndexes[1] = ((bytebuffer[0] & 0x3) << 4) | (bytebuffer[1] >> 4); + // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3) + encodedCharIndexes[2] = ((bytebuffer[1] & 0x0f) << 2) | (bytebuffer[2] >> 6); + // index 3: forth 6 bits (6 least significant bits from input byte 3) + encodedCharIndexes[3] = bytebuffer[2] & 0x3f; + // Determine whether padding happened, and adjust accordingly + var paddingBytes = inx - (input.length - 1); + switch (paddingBytes) { + case 2: + // Set last 2 characters to padding char + encodedCharIndexes[3] = 64; + encodedCharIndexes[2] = 64; + break; + case 1: + // Set last character to padding char + encodedCharIndexes[3] = 64; + break; + } + // Now we will grab each appropriate character out of our keystring + // based on our index array and append it to the output string + for (var jnx = 0; jnx < encodedCharIndexes.length; ++jnx) { + output += _keyStr.charAt(encodedCharIndexes[jnx]); + } + } + return output; + } + /** - * @private + * A middleware for transforming XHR loaded Blobs into more useful objects + * @ignore + * @function parsing + * @example + * import { Loader, middleware } from 'resource-loader'; + * const loader = new Loader(); + * loader.use(middleware.parsing); + * @param resource - Current Resource + * @param next - Callback when complete */ - var TemporaryDisplayObject$2 = /** @class */ (function (_super) { - __extends$l(TemporaryDisplayObject, _super); - function TemporaryDisplayObject() { - var _this = _super !== null && _super.apply(this, arguments) || this; - _this.sortDirty = null; - return _this; + function parsing(resource, next) { + if (!resource.data) { + next(); + return; } - return TemporaryDisplayObject; - }(DisplayObject$2)); + // if this was an XHR load of a blob + if (resource.xhr && resource.xhrType === LoaderResource.XHR_RESPONSE_TYPE.BLOB) { + // if there is no blob support we probably got a binary string back + if (!self.Blob || typeof resource.data === 'string') { + var type = resource.xhr.getResponseHeader('content-type'); + // this is an image, convert the binary string into a data url + if (type && type.indexOf('image') === 0) { + resource.data = new Image(); + resource.data.src = "data:" + type + ";base64," + encodeBinary(resource.xhr.responseText); + resource.type = LoaderResource.TYPE.IMAGE; + // wait until the image loads and then callback + resource.data.onload = function () { + resource.data.onload = null; + next(); + }; + // next will be called on load + return; + } + } + // if content type says this is an image, then we should transform the blob into an Image object + else if (resource.data.type.indexOf('image') === 0) { + var Url_1 = globalThis.URL || globalThis.webkitURL; + var src_1 = Url_1.createObjectURL(resource.data); + resource.blob = resource.data; + resource.data = new Image(); + resource.data.src = src_1; + resource.type = LoaderResource.TYPE.IMAGE; + // cleanup the no longer used blob after the image loads + // TODO: Is this correct? Will the image be invalid after revoking? + resource.data.onload = function () { + Url_1.revokeObjectURL(src_1); + resource.data.onload = null; + next(); + }; + // next will be called on load. + return; + } + } + next(); + } + /** - * DisplayObject default updateTransform, does not update children of container. - * Will crash if there's no parent element. - * @memberof PIXI.DisplayObject# - * @method displayObjectUpdateTransform + * Parse any blob into more usable objects (e.g. Image). + * @memberof PIXI */ - DisplayObject$2.prototype.displayObjectUpdateTransform = DisplayObject$2.prototype.updateTransform; + var ParsingLoader = /** @class */ (function () { + function ParsingLoader() { + } + /** @ignore */ + ParsingLoader.extension = ExtensionType.Loader; + ParsingLoader.use = parsing; + return ParsingLoader; + }()); + + extensions.add(TextureLoader, ParsingLoader); /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/compressed-textures - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/constants is licensed under the MIT License. + * @pixi/compressed-textures is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ + + var _a$2; /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV$6; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$6 || (ENV$6 = {})); - /** - * Constant to identify the Renderer Type. - * @static + * WebGL internal formats, including compressed texture formats provided by extensions * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE$6; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$6 || (RENDERER_TYPE$6 = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. * @static - * @memberof PIXI - * @name BUFFER_BITS + * @name INTERNAL_FORMATS * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. + * @property {number} [COMPRESSED_RGB_S3TC_DXT1_EXT=0x83F0] - + * @property {number} [COMPRESSED_RGBA_S3TC_DXT1_EXT=0x83F1] - + * @property {number} [COMPRESSED_RGBA_S3TC_DXT3_EXT=0x83F2] - + * @property {number} [COMPRESSED_RGBA_S3TC_DXT5_EXT=0x83F3] - + * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT=35917] - + * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT=35918] - + * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT=35919] - + * @property {number} [COMPRESSED_SRGB_S3TC_DXT1_EXT=35916] - + * @property {number} [COMPRESSED_R11_EAC=0x9270] - + * @property {number} [COMPRESSED_SIGNED_R11_EAC=0x9271] - + * @property {number} [COMPRESSED_RG11_EAC=0x9272] - + * @property {number} [COMPRESSED_SIGNED_RG11_EAC=0x9273] - + * @property {number} [COMPRESSED_RGB8_ETC2=0x9274] - + * @property {number} [COMPRESSED_RGBA8_ETC2_EAC=0x9278] - + * @property {number} [COMPRESSED_SRGB8_ETC2=0x9275] - + * @property {number} [COMPRESSED_SRGB8_ALPHA8_ETC2_EAC=0x9279] - + * @property {number} [COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9276] - + * @property {number} [COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9277] - + * @property {number} [COMPRESSED_RGB_PVRTC_4BPPV1_IMG=0x8C00] - + * @property {number} [COMPRESSED_RGBA_PVRTC_4BPPV1_IMG=0x8C02] - + * @property {number} [COMPRESSED_RGB_PVRTC_2BPPV1_IMG=0x8C01] - + * @property {number} [COMPRESSED_RGBA_PVRTC_2BPPV1_IMG=0x8C03] - + * @property {number} [COMPRESSED_RGB_ETC1_WEBGL=0x8D64] - + * @property {number} [COMPRESSED_RGB_ATC_WEBGL=0x8C92] - + * @property {number} [COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL=0x8C92] - + * @property {number} [COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL=0x87EE] - + * @property {number} [COMPRESSED_RGBA_ASTC_4x4_KHR=0x93B0] - */ - var BUFFER_BITS$6; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$6 || (BUFFER_BITS$6 = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES$6; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$6 || (BLEND_MODES$6 = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES$6; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$6 || (DRAW_MODES$6 = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS$6; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$6 || (FORMATS$6 = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS$6; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$6 || (TARGETS$6 = {})); + var INTERNAL_FORMATS; + (function (INTERNAL_FORMATS) { + // WEBGL_compressed_texture_s3tc + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_S3TC_DXT1_EXT"] = 33776] = "COMPRESSED_RGB_S3TC_DXT1_EXT"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_S3TC_DXT1_EXT"] = 33777] = "COMPRESSED_RGBA_S3TC_DXT1_EXT"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_S3TC_DXT3_EXT"] = 33778] = "COMPRESSED_RGBA_S3TC_DXT3_EXT"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_S3TC_DXT5_EXT"] = 33779] = "COMPRESSED_RGBA_S3TC_DXT5_EXT"; + // WEBGL_compressed_texture_s3tc_srgb + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT"] = 35917] = "COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT"] = 35918] = "COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT"] = 35919] = "COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_S3TC_DXT1_EXT"] = 35916] = "COMPRESSED_SRGB_S3TC_DXT1_EXT"; + // WEBGL_compressed_texture_etc + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_R11_EAC"] = 37488] = "COMPRESSED_R11_EAC"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SIGNED_R11_EAC"] = 37489] = "COMPRESSED_SIGNED_R11_EAC"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RG11_EAC"] = 37490] = "COMPRESSED_RG11_EAC"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SIGNED_RG11_EAC"] = 37491] = "COMPRESSED_SIGNED_RG11_EAC"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB8_ETC2"] = 37492] = "COMPRESSED_RGB8_ETC2"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA8_ETC2_EAC"] = 37496] = "COMPRESSED_RGBA8_ETC2_EAC"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB8_ETC2"] = 37493] = "COMPRESSED_SRGB8_ETC2"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"] = 37497] = "COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"] = 37494] = "COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"] = 37495] = "COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; + // WEBGL_compressed_texture_pvrtc + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_PVRTC_4BPPV1_IMG"] = 35840] = "COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"] = 35842] = "COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_PVRTC_2BPPV1_IMG"] = 35841] = "COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"] = 35843] = "COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; + // WEBGL_compressed_texture_etc1 + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_ETC1_WEBGL"] = 36196] = "COMPRESSED_RGB_ETC1_WEBGL"; + // WEBGL_compressed_texture_atc + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_ATC_WEBGL"] = 35986] = "COMPRESSED_RGB_ATC_WEBGL"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL"] = 35986] = "COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL"] = 34798] = "COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL"; + // WEBGL_compressed_texture_astc + /* eslint-disable-next-line camelcase */ + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_ASTC_4x4_KHR"] = 37808] = "COMPRESSED_RGBA_ASTC_4x4_KHR"; + })(INTERNAL_FORMATS || (INTERNAL_FORMATS = {})); /** - * Various GL data format types. + * Maps the compressed texture formats in {@link PIXI.INTERNAL_FORMATS} to the number of bytes taken by + * each texel. * @memberof PIXI * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - + * @ignore */ - var TYPES$6; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$6 || (TYPES$6 = {})); + var INTERNAL_FORMAT_TO_BYTES_PER_PIXEL = (_a$2 = {}, + // WEBGL_compressed_texture_s3tc + _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_S3TC_DXT1_EXT] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT] = 1, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT] = 1, + // WEBGL_compressed_texture_s3tc + _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_S3TC_DXT1_EXT] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT] = 1, + _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT] = 1, + // WEBGL_compressed_texture_etc + _a$2[INTERNAL_FORMATS.COMPRESSED_R11_EAC] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_SIGNED_R11_EAC] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_RG11_EAC] = 1, + _a$2[INTERNAL_FORMATS.COMPRESSED_SIGNED_RG11_EAC] = 1, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGB8_ETC2] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA8_ETC2_EAC] = 1, + _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_ETC2] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC] = 1, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5, + // WEBGL_compressed_texture_pvrtc + _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_4BPPV1_IMG] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_2BPPV1_IMG] = 0.25, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG] = 0.25, + // WEBGL_compressed_texture_etc1 + _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_ETC1_WEBGL] = 0.5, + // @see https://www.khronos.org/registry/OpenGL/extensions/AMD/AMD_compressed_ATC_texture.txt + // WEBGL_compressed_texture_atc + _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_ATC_WEBGL] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL] = 1, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL] = 1, + // @see https://registry.khronos.org/OpenGL/extensions/KHR/KHR_texture_compression_astc_hdr.txt + // WEBGL_compressed_texture_astc + /* eslint-disable-next-line camelcase */ + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ASTC_4x4_KHR] = 1, + _a$2); + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$g = function(d, b) { + extendStatics$g = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$g(d, b); + }; + + function __extends$g(d, b) { + extendStatics$g(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + function __awaiter(thisArg, _arguments, P, generator) { + function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); } + return new (P || (P = Promise))(function (resolve, reject) { + function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } } + function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } } + function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); } + step((generator = generator.apply(thisArg, _arguments || [])).next()); + }); + } + + function __generator(thisArg, body) { + var _ = { label: 0, sent: function() { if (t[0] & 1) { throw t[1]; } return t[1]; }, trys: [], ops: [] }, f, y, t, g; + return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g; + function verb(n) { return function (v) { return step([n, v]); }; } + function step(op) { + if (f) { throw new TypeError("Generator is already executing."); } + while (_) { try { + if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) { return t; } + if (y = 0, t) { op = [op[0] & 2, t.value]; } + switch (op[0]) { + case 0: case 1: t = op; break; + case 4: _.label++; return { value: op[1], done: false }; + case 5: _.label++; y = op[1]; op = [0]; continue; + case 7: op = _.ops.pop(); _.trys.pop(); continue; + default: + if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; } + if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; } + if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; } + if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; } + if (t[2]) { _.ops.pop(); } + _.trys.pop(); continue; + } + op = body.call(thisArg, _); + } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; } } + if (op[0] & 5) { throw op[1]; } return { value: op[0] ? op[1] : void 0, done: true }; + } + } + /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. + * Resource that fetches texture data over the network and stores it in a buffer. + * @class + * @extends PIXI.Resource * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - */ - var SAMPLER_TYPES$6; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$6 || (SAMPLER_TYPES$6 = {})); + var BlobResource = /** @class */ (function (_super) { + __extends$g(BlobResource, _super); + /** + * @param {string} source - the URL of the texture file + * @param {PIXI.IBlobOptions} options + * @param {boolean}[options.autoLoad] - whether to fetch the data immediately; + * you can fetch it later via {@link BlobResource#load} + * @param {boolean}[options.width] - the width in pixels. + * @param {boolean}[options.height] - the height in pixels. + */ + function BlobResource(source, options) { + if (options === void 0) { options = { width: 1, height: 1, autoLoad: true }; } + var _this = this; + var origin; + var data; + if (typeof source === 'string') { + origin = source; + data = new Uint8Array(); + } + else { + origin = null; + data = source; + } + _this = _super.call(this, data, options) || this; + /** + * The URL of the texture file + * @member {string} + */ + _this.origin = origin; + /** + * The viewable buffer on the data + * @member {ViewableBuffer} + */ + // HINT: BlobResource allows "null" sources, assuming the child class provides an alternative + _this.buffer = data ? new ViewableBuffer(data) : null; + // Allow autoLoad = "undefined" still load the resource by default + if (_this.origin && options.autoLoad !== false) { + _this.load(); + } + if (data && data.length) { + _this.loaded = true; + _this.onBlobLoaded(_this.buffer.rawBinaryData); + } + return _this; + } + BlobResource.prototype.onBlobLoaded = function (_data) { + // TODO: Override this method + }; + /** Loads the blob */ + BlobResource.prototype.load = function () { + return __awaiter(this, void 0, Promise, function () { + var response, blob, arrayBuffer; + return __generator(this, function (_a) { + switch (_a.label) { + case 0: return [4 /*yield*/, fetch(this.origin)]; + case 1: + response = _a.sent(); + return [4 /*yield*/, response.blob()]; + case 2: + blob = _a.sent(); + return [4 /*yield*/, blob.arrayBuffer()]; + case 3: + arrayBuffer = _a.sent(); + this.data = new Uint32Array(arrayBuffer); + this.buffer = new ViewableBuffer(arrayBuffer); + this.loaded = true; + this.onBlobLoaded(arrayBuffer); + this.update(); + return [2 /*return*/, this]; + } + }); + }); + }; + return BlobResource; + }(BufferResource)); + /** - * The scale modes that are supported by pixi. + * Resource for compressed texture formats, as follows: S3TC/DXTn (& their sRGB formats), ATC, ASTC, ETC 1/2, PVRTC. * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ - var SCALE_MODES$6; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$6 || (SCALE_MODES$6 = {})); - /** - * The wrap modes that are supported by pixi. + * Compressed textures improve performance when rendering is texture-bound. The texture data stays compressed in + * graphics memory, increasing memory locality and speeding up texture fetches. These formats can also be used to store + * more detail in the same amount of memory. * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. + * For most developers, container file formats are a better abstraction instead of directly handling raw texture + * data. PixiJS provides native support for the following texture file formats (via {@link PIXI.Loader}): * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ - var WRAP_MODES$6; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$6 || (WRAP_MODES$6 = {})); - /** - * Mipmap filtering modes that are supported by pixi. + * **.dds** - the DirectDraw Surface file format stores DXTn (DXT-1,3,5) data. See {@link PIXI.DDSLoader} + * **.ktx** - the Khronos Texture Container file format supports storing all the supported WebGL compression formats. + * See {@link PIXI.KTXLoader}. + * **.basis** - the BASIS supercompressed file format stores texture data in an internal format that is transcoded + * to the compression format supported on the device at _runtime_. It also supports transcoding into a uncompressed + * format as a fallback; you must install the `@pixi/basis-loader`, `@pixi/basis-transcoder` packages separately to + * use these files. See {@link PIXI.BasisLoader}. * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. + * The loaders for the aforementioned formats use `CompressedTextureResource` internally. It is strongly suggested that + * they be used instead. * - * This property only affects WebGL. - * @name MIPMAP_MODES + * ## Working directly with CompressedTextureResource + * + * Since `CompressedTextureResource` inherits `BlobResource`, you can provide it a URL pointing to a file containing + * the raw texture data (with no file headers!): + * + * ```js + * // The resource backing the texture data for your textures. + * // NOTE: You can also provide a ArrayBufferView instead of a URL. This is used when loading data from a container file + * // format such as KTX, DDS, or BASIS. + * const compressedResource = new PIXI.CompressedTextureResource("bunny.dxt5", { + * format: PIXI.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, + * width: 256, + * height: 256 + * }); + * + * // You can create a base-texture to the cache, so that future `Texture`s can be created using the `Texture.from` API. + * const baseTexture = new PIXI.BaseTexture(compressedResource, { pmaMode: PIXI.ALPHA_MODES.NPM }); + * + * // Create a Texture to add to the TextureCache + * const texture = new PIXI.Texture(baseTexture); + * + * // Add baseTexture & texture to the global texture cache + * PIXI.BaseTexture.addToCache(baseTexture, "bunny.dxt5"); + * PIXI.Texture.addToCache(texture, "bunny.dxt5"); + * ``` * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. */ - var MIPMAP_MODES$6; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$6 || (MIPMAP_MODES$6 = {})); - /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ - var ALPHA_MODES$6; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$6 || (ALPHA_MODES$6 = {})); - /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ - var CLEAR_MODES$6; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$6 || (CLEAR_MODES$6 = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES$6; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$6 || (GC_MODES$6 = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION$6; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION$6 || (PRECISION$6 = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES$6; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$6 || (MASK_TYPES$6 = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ - var COLOR_MASK_BITS$6; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$6 || (COLOR_MASK_BITS$6 = {})); - /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ - var MSAA_QUALITY$6; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$6 || (MSAA_QUALITY$6 = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ - var BUFFER_TYPE$6; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$6 || (BUFFER_TYPE$6 = {})); - - function sortChildren$2(a, b) { - if (a.zIndex === b.zIndex) { - return a._lastSortedIndex - b._lastSortedIndex; - } - return a.zIndex - b.zIndex; - } - /** - * Container is a general-purpose display object that holds children. It also adds built-in support for advanced - * rendering features like masking and filtering. - * - * It is the base class of all display objects that act as a container for other objects, including Graphics - * and Sprite. - * - * ```js - * import { BlurFilter } from '@pixi/filter-blur'; - * import { Container } from '@pixi/display'; - * import { Graphics } from '@pixi/graphics'; - * import { Sprite } from '@pixi/sprite'; - * - * let container = new Container(); - * let sprite = Sprite.from("https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png"); - * - * sprite.width = 512; - * sprite.height = 512; - * - * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container - * // is rendered. - * container.addChild(sprite); - * - * // Blurs whatever is rendered by the container - * container.filters = [new BlurFilter()]; - * - * // Only the contents within a circle at the center should be rendered onto the screen. - * container.mask = new Graphics() - * .beginFill(0xffffff) - * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2) - * .endFill(); - * ``` - * @memberof PIXI - */ - var Container$2 = /** @class */ (function (_super) { - __extends$l(Container, _super); - function Container() { - var _this = _super.call(this) || this; - _this.children = []; - _this.sortableChildren = settings$1.SORTABLE_CHILDREN; - _this.sortDirty = false; - return _this; - /** - * Fired when a DisplayObject is added to this Container. - * @event PIXI.Container#childAdded - * @param {PIXI.DisplayObject} child - The child added to the Container. - * @param {PIXI.Container} container - The container that added the child. - * @param {number} index - The children's index of the added child. - */ - /** - * Fired when a DisplayObject is removed from this Container. - * @event PIXI.DisplayObject#removedFrom - * @param {PIXI.DisplayObject} child - The child removed from the Container. - * @param {PIXI.Container} container - The container that removed removed the child. - * @param {number} index - The former children's index of the removed child - */ - } - /** - * Overridable method that can be used by Container subclasses whenever the children array is modified. - * @param _length - */ - Container.prototype.onChildrenChange = function (_length) { - /* empty */ - }; + var CompressedTextureResource = /** @class */ (function (_super) { + __extends$g(CompressedTextureResource, _super); /** - * Adds one or more children to the container. - * - * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)` - * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container - * @returns {PIXI.DisplayObject} - The first child that was added. + * @param source - the buffer/URL holding the compressed texture data + * @param options + * @param {PIXI.INTERNAL_FORMATS} options.format - the compression format + * @param {number} options.width - the image width in pixels. + * @param {number} options.height - the image height in pixels. + * @param {number} [options.level=1] - the mipmap levels stored in the compressed texture, including level 0. + * @param {number} [options.levelBuffers] - the buffers for each mipmap level. `CompressedTextureResource` can allows you + * to pass `null` for `source`, for cases where each level is stored in non-contiguous memory. */ - Container.prototype.addChild = function () { - var arguments$1 = arguments; - - var children = []; - for (var _i = 0; _i < arguments.length; _i++) { - children[_i] = arguments$1[_i]; - } - // if there is only one argument we can bypass looping through the them - if (children.length > 1) { - // loop through the array and add all children - for (var i = 0; i < children.length; i++) { - // eslint-disable-next-line prefer-rest-params - this.addChild(children[i]); - } - } - else { - var child = children[0]; - // if the child has a parent then lets remove it as PixiJS objects can only exist in one place - if (child.parent) { - child.parent.removeChild(child); - } - child.parent = this; - this.sortDirty = true; - // ensure child transform will be recalculated - child.transform._parentID = -1; - this.children.push(child); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(this.children.length - 1); - this.emit('childAdded', child, this, this.children.length - 1); - child.emit('added', this); + function CompressedTextureResource(source, options) { + var _this = _super.call(this, source, options) || this; + _this.format = options.format; + _this.levels = options.levels || 1; + _this._width = options.width; + _this._height = options.height; + _this._extension = CompressedTextureResource._formatToExtension(_this.format); + if (options.levelBuffers || _this.buffer) { + // ViewableBuffer doesn't support byteOffset :-( so allow source to be Uint8Array + _this._levelBuffers = options.levelBuffers + || CompressedTextureResource._createLevelBuffers(source instanceof Uint8Array ? source : _this.buffer.uint8View, _this.format, _this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode + _this.width, _this.height); } - return children[0]; - }; + return _this; + } /** - * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown - * @param {PIXI.DisplayObject} child - The child to add - * @param {number} index - The index to place the child in - * @returns {PIXI.DisplayObject} The child that was added. + * @override + * @param renderer - A reference to the current renderer + * @param _texture - the texture + * @param _glTexture - texture instance for this webgl context */ - Container.prototype.addChildAt = function (child, index) { - if (index < 0 || index > this.children.length) { - throw new Error(child + "addChildAt: The index " + index + " supplied is out of bounds " + this.children.length); + CompressedTextureResource.prototype.upload = function (renderer, _texture, _glTexture) { + var gl = renderer.gl; + var extension = renderer.context.extensions[this._extension]; + if (!extension) { + throw new Error(this._extension + " textures are not supported on the current machine"); } - if (child.parent) { - child.parent.removeChild(child); + if (!this._levelBuffers) { + // Do not try to upload data before BlobResource loads, unless the levelBuffers were provided directly! + return false; } - child.parent = this; - this.sortDirty = true; - // ensure child transform will be recalculated - child.transform._parentID = -1; - this.children.splice(index, 0, child); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('added', this); - this.emit('childAdded', child, this, index); - return child; - }; - /** - * Swaps the position of 2 Display Objects within this container. - * @param child - First display object to swap - * @param child2 - Second display object to swap - */ - Container.prototype.swapChildren = function (child, child2) { - if (child === child2) { - return; + for (var i = 0, j = this.levels; i < j; i++) { + var _a = this._levelBuffers[i], levelID = _a.levelID, levelWidth = _a.levelWidth, levelHeight = _a.levelHeight, levelBuffer = _a.levelBuffer; + gl.compressedTexImage2D(gl.TEXTURE_2D, levelID, this.format, levelWidth, levelHeight, 0, levelBuffer); } - var index1 = this.getChildIndex(child); - var index2 = this.getChildIndex(child2); - this.children[index1] = child2; - this.children[index2] = child; - this.onChildrenChange(index1 < index2 ? index1 : index2); + return true; }; - /** - * Returns the index position of a child DisplayObject instance - * @param child - The DisplayObject instance to identify - * @returns - The index position of the child display object to identify - */ - Container.prototype.getChildIndex = function (child) { - var index = this.children.indexOf(child); - if (index === -1) { - throw new Error('The supplied DisplayObject must be a child of the caller'); - } - return index; + /** @protected */ + CompressedTextureResource.prototype.onBlobLoaded = function () { + this._levelBuffers = CompressedTextureResource._createLevelBuffers(this.buffer.uint8View, this.format, this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode + this.width, this.height); }; /** - * Changes the position of an existing child in the display object container - * @param child - The child DisplayObject instance for which you want to change the index number - * @param index - The resulting index number for the child display object + * Returns the key (to ContextSystem#extensions) for the WebGL extension supporting the compression format + * @private + * @param format - the compression format to get the extension for. */ - Container.prototype.setChildIndex = function (child, index) { - if (index < 0 || index >= this.children.length) { - throw new Error("The index " + index + " supplied is out of bounds " + this.children.length); + CompressedTextureResource._formatToExtension = function (format) { + if (format >= 0x83F0 && format <= 0x83F3) { + return 's3tc'; } - var currentIndex = this.getChildIndex(child); - removeItems(this.children, currentIndex, 1); // remove from old position - this.children.splice(index, 0, child); // add at new position - this.onChildrenChange(index); - }; - /** - * Returns the child at the specified index - * @param index - The index to get the child at - * @returns - The child at the given index, if any. - */ - Container.prototype.getChildAt = function (index) { - if (index < 0 || index >= this.children.length) { - throw new Error("getChildAt: Index (" + index + ") does not exist."); + else if (format >= 0x9270 && format <= 0x9279) { + return 'etc'; } - return this.children[index]; - }; - /** - * Removes one or more children from the container. - * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove - * @returns {PIXI.DisplayObject} The first child that was removed. - */ - Container.prototype.removeChild = function () { - var arguments$1 = arguments; - - var children = []; - for (var _i = 0; _i < arguments.length; _i++) { - children[_i] = arguments$1[_i]; + else if (format >= 0x8C00 && format <= 0x8C03) { + return 'pvrtc'; } - // if there is only one argument we can bypass looping through the them - if (children.length > 1) { - // loop through the arguments property and remove all children - for (var i = 0; i < children.length; i++) { - this.removeChild(children[i]); - } + else if (format >= 0x8D64) { + return 'etc1'; } - else { - var child = children[0]; - var index = this.children.indexOf(child); - if (index === -1) - { return null; } - child.parent = null; - // ensure child transform will be recalculated - child.transform._parentID = -1; - removeItems(this.children, index, 1); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('removed', this); - this.emit('childRemoved', child, this, index); + else if (format >= 0x8C92 && format <= 0x87EE) { + return 'atc'; } - return children[0]; + throw new Error('Invalid (compressed) texture format given!'); }; /** - * Removes a child from the specified index position. - * @param index - The index to get the child from - * @returns The child that was removed. + * Pre-creates buffer views for each mipmap level + * @private + * @param buffer - + * @param format - compression formats + * @param levels - mipmap levels + * @param blockWidth - + * @param blockHeight - + * @param imageWidth - width of the image in pixels + * @param imageHeight - height of the image in pixels */ - Container.prototype.removeChildAt = function (index) { - var child = this.getChildAt(index); - // ensure child transform will be recalculated.. - child.parent = null; - child.transform._parentID = -1; - removeItems(this.children, index, 1); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('removed', this); - this.emit('childRemoved', child, this, index); - return child; + CompressedTextureResource._createLevelBuffers = function (buffer, format, levels, blockWidth, blockHeight, imageWidth, imageHeight) { + // The byte-size of the first level buffer + var buffers = new Array(levels); + var offset = buffer.byteOffset; + var levelWidth = imageWidth; + var levelHeight = imageHeight; + var alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1); + var alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1); + var levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format]; + for (var i = 0; i < levels; i++) { + buffers[i] = { + levelID: i, + levelWidth: levels > 1 ? levelWidth : alignedLevelWidth, + levelHeight: levels > 1 ? levelHeight : alignedLevelHeight, + levelBuffer: new Uint8Array(buffer.buffer, offset, levelSize) + }; + offset += levelSize; + // Calculate levelBuffer dimensions for next iteration + levelWidth = (levelWidth >> 1) || 1; + levelHeight = (levelHeight >> 1) || 1; + alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1); + alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1); + levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format]; + } + return buffers; }; + return CompressedTextureResource; + }(BlobResource)); + + /* eslint-enable camelcase */ + /** + * Loader plugin for handling compressed textures for all platforms. + * @class + * @memberof PIXI + * @implements {PIXI.ILoaderPlugin} + */ + var CompressedTextureLoader = /** @class */ (function () { + function CompressedTextureLoader() { + } /** - * Removes all children from this container that are within the begin and end indexes. - * @param beginIndex - The beginning position. - * @param endIndex - The ending position. Default value is size of the container. - * @returns - List of removed children + * Called after a compressed-textures manifest is loaded. + * + * This will then load the correct compression format for the device. Your manifest should adhere + * to the following schema: + * + * ```js + * import { INTERNAL_FORMATS } from '@pixi/constants'; + * + * type CompressedTextureManifest = { + * textures: Array<{ src: string, format?: keyof INTERNAL_FORMATS}>, + * cacheID: string; + * }; + * ``` + * + * This is an example of a .json manifest file + * + * ```json + * { + * "cacheID":"asset", + * "textures":[ + * { "src":"asset.fallback.png" }, + * { "format":"COMPRESSED_RGBA_S3TC_DXT5_EXT", "src":"asset.s3tc.ktx" }, + * { "format":"COMPRESSED_RGBA8_ETC2_EAC", "src":"asset.etc.ktx" }, + * { "format":"RGBA_PVRTC_4BPPV1_IMG", "src":"asset.pvrtc.ktx" } + * ] + * } + * ``` */ - Container.prototype.removeChildren = function (beginIndex, endIndex) { - if (beginIndex === void 0) { beginIndex = 0; } - if (endIndex === void 0) { endIndex = this.children.length; } - var begin = beginIndex; - var end = endIndex; - var range = end - begin; - var removed; - if (range > 0 && range <= end) { - removed = this.children.splice(begin, range); - for (var i = 0; i < removed.length; ++i) { - removed[i].parent = null; - if (removed[i].transform) { - removed[i].transform._parentID = -1; - } - } - this._boundsID++; - this.onChildrenChange(beginIndex); - for (var i = 0; i < removed.length; ++i) { - removed[i].emit('removed', this); - this.emit('childRemoved', removed[i], this, i); - } - return removed; - } - else if (range === 0 && this.children.length === 0) { - return []; - } - throw new RangeError('removeChildren: numeric values are outside the acceptable range.'); - }; - /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */ - Container.prototype.sortChildren = function () { - var sortRequired = false; - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - child._lastSortedIndex = i; - if (!sortRequired && child.zIndex !== 0) { - sortRequired = true; - } - } - if (sortRequired && this.children.length > 1) { - this.children.sort(sortChildren$2); - } - this.sortDirty = false; - }; - /** Updates the transform on all children of this container for rendering. */ - Container.prototype.updateTransform = function () { - if (this.sortableChildren && this.sortDirty) { - this.sortChildren(); - } - this._boundsID++; - this.transform.updateTransform(this.parent.transform); - // TODO: check render flags, how to process stuff here - this.worldAlpha = this.alpha * this.parent.worldAlpha; - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - if (child.visible) { - child.updateTransform(); - } - } - }; - /** - * Recalculates the bounds of the container. - * - * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds - * is limited to its mask's bounds or filterArea, if any is applied. - */ - Container.prototype.calculateBounds = function () { - this._bounds.clear(); - this._calculateBounds(); - for (var i = 0; i < this.children.length; i++) { - var child = this.children[i]; - if (!child.visible || !child.renderable) { - continue; - } - child.calculateBounds(); - // TODO: filter+mask, need to mask both somehow - if (child._mask) { - var maskObject = (child._mask.isMaskData - ? child._mask.maskObject : child._mask); - if (maskObject) { - maskObject.calculateBounds(); - this._bounds.addBoundsMask(child._bounds, maskObject._bounds); - } - else { - this._bounds.addBounds(child._bounds); + CompressedTextureLoader.use = function (resource, next) { + var data = resource.data; + var loader = this; + if (resource.type === LoaderResource.TYPE.JSON + && data + && data.cacheID + && data.textures) { + var textures = data.textures; + var textureURL = void 0; + var fallbackURL = void 0; + // Search for an extension that holds one the formats + for (var i = 0, j = textures.length; i < j; i++) { + var texture = textures[i]; + var url_1 = texture.src; + var format = texture.format; + if (!format) { + fallbackURL = url_1; } - } - else if (child.filterArea) { - this._bounds.addBoundsArea(child._bounds, child.filterArea); - } - else { - this._bounds.addBounds(child._bounds); - } - } - this._bounds.updateID = this._boundsID; - }; - /** - * Retrieves the local bounds of the displayObject as a rectangle object. - * - * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render() - * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms, - * it was default behaviour of pixi 4.0-5.2 and caused many problems to users. - * @returns - The rectangular bounding area. - */ - Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) { - if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; } - var result = _super.prototype.getLocalBounds.call(this, rect); - if (!skipChildrenUpdate) { - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - if (child.visible) { - child.updateTransform(); + if (CompressedTextureLoader.textureFormats[format]) { + textureURL = url_1; + break; } } - } - return result; - }; - /** - * Recalculates the content bounds of this object. This should be overriden to - * calculate the bounds of this specific object (not including children). - * @protected - */ - Container.prototype._calculateBounds = function () { - // FILL IN// - }; - /** - * Renders this object and its children with culling. - * @protected - * @param {PIXI.Renderer} renderer - The renderer - */ - Container.prototype._renderWithCulling = function (renderer) { - var sourceFrame = renderer.renderTexture.sourceFrame; - // If the source frame is empty, stop rendering. - if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) { - return; - } - // Render the content of the container only if its bounds intersect with the source frame. - // All filters are on the stack at this point, and the filter source frame is bound: - // therefore, even if the bounds to non intersect the filter frame, the filter - // is still applied and any filter padding that is in the frame is rendered correctly. - var bounds; - var transform; - // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea - // rectangle must completely contain the container and its children including filter padding. - if (this.cullArea) { - bounds = this.cullArea; - transform = this.worldTransform; - } - // If the container doesn't override _render, we can skip the bounds calculation and intersection test. - else if (this._render !== Container.prototype._render) { - bounds = this.getBounds(true); - } - // Render the container if the source frame intersects the bounds. - if (bounds && sourceFrame.intersects(bounds, transform)) { - this._render(renderer); - } - // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering. - else if (this.cullArea) { - return; - } - // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect - // the source frame, because the children might have filters with nonzero padding, which may intersect - // with the source frame while the bounds do not: filter padding is not included in the bounds. - // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered - // if they are out of frame; otherwise, render the children normally. - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - var childCullable = child.cullable; - child.cullable = childCullable || !this.cullArea; - child.render(renderer); - child.cullable = childCullable; - } - }; - /** - * Renders the object using the WebGL renderer. - * - * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the - * container itself. This `render` method will invoke it, and also invoke the `render` methods of all - * children afterward. - * - * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and - * the bounds of this object are out of frame, this implementation will entirely skip rendering. - * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally, - * setting alpha to zero is not recommended for purely skipping rendering. - * - * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is - * advised to employ **culling** to automatically skip rendering objects outside of the current screen. - * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}. - * Other culling methods might be better suited for a large number static objects; see - * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and - * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}. - * - * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or - * filtering is applied on a container. This does, however, break batching and can affect performance when - * masking and filtering is applied extensively throughout the scene graph. - * @param renderer - The renderer - */ - Container.prototype.render = function (renderer) { - // if the object is not visible or the alpha is 0 then no need to render this element - if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { - return; - } - // do a quick check to see if this element has a mask or a filter. - if (this._mask || (this.filters && this.filters.length)) { - this.renderAdvanced(renderer); - } - else if (this.cullable) { - this._renderWithCulling(renderer); - } - else { - this._render(renderer); - for (var i = 0, j = this.children.length; i < j; ++i) { - this.children[i].render(renderer); + textureURL = textureURL || fallbackURL; + // Make sure we have a URL + if (!textureURL) { + next(new Error("Cannot load compressed-textures in " + resource.url + ", make sure you provide a fallback")); + return; } - } - }; - /** - * Render the object using the WebGL renderer and advanced features. - * @param renderer - The renderer - */ - Container.prototype.renderAdvanced = function (renderer) { - var filters = this.filters; - var mask = this._mask; - // push filter first as we need to ensure the stencil buffer is correct for any masking - if (filters) { - if (!this._enabledFilters) { - this._enabledFilters = []; + if (textureURL === resource.url) { + // Prevent infinite loops + next(new Error('URL of compressed texture cannot be the same as the manifest\'s URL')); + return; } - this._enabledFilters.length = 0; - for (var i = 0; i < filters.length; i++) { - if (filters[i].enabled) { - this._enabledFilters.push(filters[i]); + var loadOptions = { + crossOrigin: resource.crossOrigin, + metadata: resource.metadata.imageMetadata, + parentResource: resource + }; + var resourcePath = url.resolve(resource.url.replace(loader.baseUrl, ''), textureURL); + var resourceName = data.cacheID; + // The appropriate loader should register the texture + loader.add(resourceName, resourcePath, loadOptions, function (res) { + if (res.error) { + next(res.error); + return; } - } - } - var flush = (filters && this._enabledFilters && this._enabledFilters.length) - || (mask && (!mask.isMaskData - || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES$6.NONE)))); - if (flush) { - renderer.batch.flush(); - } - if (filters && this._enabledFilters && this._enabledFilters.length) { - renderer.filter.push(this, this._enabledFilters); - } - if (mask) { - renderer.mask.push(this, this._mask); - } - if (this.cullable) { - this._renderWithCulling(renderer); + var _a = res.texture, texture = _a === void 0 ? null : _a, _b = res.textures, textures = _b === void 0 ? {} : _b; + // Make sure texture/textures is assigned to parent resource + Object.assign(resource, { texture: texture, textures: textures }); + // Pass along any error + next(); + }); } else { - this._render(renderer); - for (var i = 0, j = this.children.length; i < j; ++i) { - this.children[i].render(renderer); - } - } - if (flush) { - renderer.batch.flush(); - } - if (mask) { - renderer.mask.pop(this); - } - if (filters && this._enabledFilters && this._enabledFilters.length) { - renderer.filter.pop(); - } - }; - /** - * To be overridden by the subclasses. - * @param _renderer - The renderer - */ - Container.prototype._render = function (_renderer) { - // this is where content itself gets rendered... - }; - /** - * Removes all internal references and listeners as well as removes children from the display list. - * Do not use a Container after calling `destroy`. - * @param options - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy - * method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the texture of the child sprite - * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the base texture of the child sprite - */ - Container.prototype.destroy = function (options) { - _super.prototype.destroy.call(this); - this.sortDirty = false; - var destroyChildren = typeof options === 'boolean' ? options : options && options.children; - var oldChildren = this.removeChildren(0, this.children.length); - if (destroyChildren) { - for (var i = 0; i < oldChildren.length; ++i) { - oldChildren[i].destroy(options); - } + next(); } }; - Object.defineProperty(Container.prototype, "width", { - /** The width of the Container, setting this will actually modify the scale to achieve the value set. */ + Object.defineProperty(CompressedTextureLoader, "textureExtensions", { + /** Map of available texture extensions. */ get: function () { - return this.scale.x * this.getLocalBounds().width; - }, - set: function (value) { - var width = this.getLocalBounds().width; - if (width !== 0) { - this.scale.x = value / width; - } - else { - this.scale.x = 1; + if (!CompressedTextureLoader._textureExtensions) { + // Auto-detect WebGL compressed-texture extensions + var canvas = settings.ADAPTER.createCanvas(); + var gl = canvas.getContext('webgl'); + if (!gl) { + console.warn('WebGL not available for compressed textures. Silently failing.'); + return {}; + } + var extensions = { + s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'), + s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'), + etc: gl.getExtension('WEBGL_compressed_texture_etc'), + etc1: gl.getExtension('WEBGL_compressed_texture_etc1'), + pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc') + || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'), + atc: gl.getExtension('WEBGL_compressed_texture_atc'), + astc: gl.getExtension('WEBGL_compressed_texture_astc') + }; + CompressedTextureLoader._textureExtensions = extensions; } - this._width = value; + return CompressedTextureLoader._textureExtensions; }, enumerable: false, configurable: true }); - Object.defineProperty(Container.prototype, "height", { - /** The height of the Container, setting this will actually modify the scale to achieve the value set. */ + Object.defineProperty(CompressedTextureLoader, "textureFormats", { + /** Map of available texture formats. */ get: function () { - return this.scale.y * this.getLocalBounds().height; - }, - set: function (value) { - var height = this.getLocalBounds().height; - if (height !== 0) { - this.scale.y = value / height; - } - else { - this.scale.y = 1; + if (!CompressedTextureLoader._textureFormats) { + var extensions = CompressedTextureLoader.textureExtensions; + CompressedTextureLoader._textureFormats = {}; + // Assign all available compressed-texture formats + for (var extensionName in extensions) { + var extension = extensions[extensionName]; + if (!extension) { + continue; + } + Object.assign(CompressedTextureLoader._textureFormats, Object.getPrototypeOf(extension)); + } } - this._height = value; + return CompressedTextureLoader._textureFormats; }, enumerable: false, configurable: true }); - return Container; - }(DisplayObject$2)); + /** @ignore */ + CompressedTextureLoader.extension = ExtensionType.Loader; + return CompressedTextureLoader; + }()); + /** - * Container default updateTransform, does update children of container. - * Will crash if there's no parent element. - * @memberof PIXI.Container# - * @method containerUpdateTransform + * Creates base-textures and textures for each compressed-texture resource and adds them into the global + * texture cache. The first texture has two IDs - `${url}`, `${url}-1`; while the rest have an ID of the + * form `${url}-i`. + * @param url - the original address of the resources + * @param resources - the resources backing texture data + * @ignore */ - Container$2.prototype.containerUpdateTransform = Container$2.prototype.updateTransform; + function registerCompressedTextures(url, resources, metadata) { + var result = { + textures: {}, + texture: null, + }; + if (!resources) { + return result; + } + var textures = resources.map(function (resource) { + return (new Texture(new BaseTexture(resource, Object.assign({ + mipmap: MIPMAP_MODES.OFF, + alphaMode: ALPHA_MODES.NO_PREMULTIPLIED_ALPHA + }, metadata)))); + }); + textures.forEach(function (texture, i) { + var baseTexture = texture.baseTexture; + var cacheID = url + "-" + (i + 1); + BaseTexture.addToCache(baseTexture, cacheID); + Texture.addToCache(texture, cacheID); + if (i === 0) { + BaseTexture.addToCache(baseTexture, url); + Texture.addToCache(texture, url); + result.texture = texture; + } + result.textures[cacheID] = texture; + }); + return result; + } - /*! - * @pixi/core - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/core is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license + var _a$1, _b$1; + var DDS_MAGIC_SIZE = 4; + var DDS_HEADER_SIZE = 124; + var DDS_HEADER_PF_SIZE = 32; + var DDS_HEADER_DX10_SIZE = 20; + // DDS file format magic word + var DDS_MAGIC = 0x20534444; + /** + * DWORD offsets of the DDS file header fields (relative to file start). + * @ignore */ - + var DDS_FIELDS = { + SIZE: 1, + FLAGS: 2, + HEIGHT: 3, + WIDTH: 4, + MIPMAP_COUNT: 7, + PIXEL_FORMAT: 19, + }; /** - * The maximum support for using WebGL. If a device does not - * support WebGL version, for instance WebGL 2, it will still - * attempt to fallback support to WebGL 1. If you want to - * explicitly remove feature support to target a more stable - * baseline, prefer a lower environment. - * - * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium} - * we disable webgl2 by default for all non-apple mobile devices. - * @static - * @name PREFER_ENV - * @memberof PIXI.settings - * @type {number} - * @default PIXI.ENV.WEBGL2 + * DWORD offsets of the DDS PIXEL_FORMAT fields. + * @ignore */ - settings$1.PREFER_ENV = isMobile$2.any ? ENV$8.WEBGL : ENV$8.WEBGL2; + var DDS_PF_FIELDS = { + SIZE: 0, + FLAGS: 1, + FOURCC: 2, + RGB_BITCOUNT: 3, + R_BIT_MASK: 4, + G_BIT_MASK: 5, + B_BIT_MASK: 6, + A_BIT_MASK: 7 + }; /** - * If set to `true`, *only* Textures and BaseTexture objects stored - * in the caches ({@link PIXI.utils.TextureCache TextureCache} and - * {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can be - * used when calling {@link PIXI.Texture.from Texture.from} or - * {@link PIXI.BaseTexture.from BaseTexture.from}. - * Otherwise, these `from` calls throw an exception. Using this property - * can be useful if you want to enforce preloading all assets with - * {@link PIXI.Loader Loader}. - * @static - * @name STRICT_TEXTURE_CACHE - * @memberof PIXI.settings - * @type {boolean} - * @default false + * DWORD offsets of the DDS_HEADER_DX10 fields. + * @ignore */ - settings$1.STRICT_TEXTURE_CACHE = false; - + var DDS_DX10_FIELDS = { + DXGI_FORMAT: 0, + RESOURCE_DIMENSION: 1, + MISC_FLAG: 2, + ARRAY_SIZE: 3, + MISC_FLAGS2: 4 + }; /** - * Collection of installed resource types, class must extend {@link PIXI.Resource}. - * @example - * class CustomResource extends PIXI.Resource { - * // MUST have source, options constructor signature - * // for auto-detected resources to be created. - * constructor(source, options) { - * super(); - * } - * upload(renderer, baseTexture, glTexture) { - * // upload with GL - * return true; - * } - * // used to auto-detect resource - * static test(source, extension) { - * return extension === 'xyz'|| source instanceof SomeClass; - * } - * } - * // Install the new resource type - * PIXI.INSTALLED.push(CustomResource); - * @memberof PIXI - * @type {Array} - * @static - * @readonly + * @see https://docs.microsoft.com/en-us/windows/win32/api/dxgiformat/ne-dxgiformat-dxgi_format + * @ignore */ - var INSTALLED = []; + // This is way over-blown for us! Lend us a hand, and remove the ones that aren't used (but set the remaining + // ones to their correct value) + var DXGI_FORMAT; + (function (DXGI_FORMAT) { + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_UNKNOWN"] = 0] = "DXGI_FORMAT_UNKNOWN"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_TYPELESS"] = 1] = "DXGI_FORMAT_R32G32B32A32_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_FLOAT"] = 2] = "DXGI_FORMAT_R32G32B32A32_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_UINT"] = 3] = "DXGI_FORMAT_R32G32B32A32_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_SINT"] = 4] = "DXGI_FORMAT_R32G32B32A32_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_TYPELESS"] = 5] = "DXGI_FORMAT_R32G32B32_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_FLOAT"] = 6] = "DXGI_FORMAT_R32G32B32_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_UINT"] = 7] = "DXGI_FORMAT_R32G32B32_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_SINT"] = 8] = "DXGI_FORMAT_R32G32B32_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_TYPELESS"] = 9] = "DXGI_FORMAT_R16G16B16A16_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_FLOAT"] = 10] = "DXGI_FORMAT_R16G16B16A16_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_UNORM"] = 11] = "DXGI_FORMAT_R16G16B16A16_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_UINT"] = 12] = "DXGI_FORMAT_R16G16B16A16_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_SNORM"] = 13] = "DXGI_FORMAT_R16G16B16A16_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_SINT"] = 14] = "DXGI_FORMAT_R16G16B16A16_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_TYPELESS"] = 15] = "DXGI_FORMAT_R32G32_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_FLOAT"] = 16] = "DXGI_FORMAT_R32G32_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_UINT"] = 17] = "DXGI_FORMAT_R32G32_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_SINT"] = 18] = "DXGI_FORMAT_R32G32_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G8X24_TYPELESS"] = 19] = "DXGI_FORMAT_R32G8X24_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D32_FLOAT_S8X24_UINT"] = 20] = "DXGI_FORMAT_D32_FLOAT_S8X24_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS"] = 21] = "DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_X32_TYPELESS_G8X24_UINT"] = 22] = "DXGI_FORMAT_X32_TYPELESS_G8X24_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10A2_TYPELESS"] = 23] = "DXGI_FORMAT_R10G10B10A2_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10A2_UNORM"] = 24] = "DXGI_FORMAT_R10G10B10A2_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10A2_UINT"] = 25] = "DXGI_FORMAT_R10G10B10A2_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R11G11B10_FLOAT"] = 26] = "DXGI_FORMAT_R11G11B10_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_TYPELESS"] = 27] = "DXGI_FORMAT_R8G8B8A8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_UNORM"] = 28] = "DXGI_FORMAT_R8G8B8A8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_UNORM_SRGB"] = 29] = "DXGI_FORMAT_R8G8B8A8_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_UINT"] = 30] = "DXGI_FORMAT_R8G8B8A8_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_SNORM"] = 31] = "DXGI_FORMAT_R8G8B8A8_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_SINT"] = 32] = "DXGI_FORMAT_R8G8B8A8_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_TYPELESS"] = 33] = "DXGI_FORMAT_R16G16_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_FLOAT"] = 34] = "DXGI_FORMAT_R16G16_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_UNORM"] = 35] = "DXGI_FORMAT_R16G16_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_UINT"] = 36] = "DXGI_FORMAT_R16G16_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_SNORM"] = 37] = "DXGI_FORMAT_R16G16_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_SINT"] = 38] = "DXGI_FORMAT_R16G16_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_TYPELESS"] = 39] = "DXGI_FORMAT_R32_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D32_FLOAT"] = 40] = "DXGI_FORMAT_D32_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_FLOAT"] = 41] = "DXGI_FORMAT_R32_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_UINT"] = 42] = "DXGI_FORMAT_R32_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_SINT"] = 43] = "DXGI_FORMAT_R32_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R24G8_TYPELESS"] = 44] = "DXGI_FORMAT_R24G8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D24_UNORM_S8_UINT"] = 45] = "DXGI_FORMAT_D24_UNORM_S8_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R24_UNORM_X8_TYPELESS"] = 46] = "DXGI_FORMAT_R24_UNORM_X8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_X24_TYPELESS_G8_UINT"] = 47] = "DXGI_FORMAT_X24_TYPELESS_G8_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_TYPELESS"] = 48] = "DXGI_FORMAT_R8G8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_UNORM"] = 49] = "DXGI_FORMAT_R8G8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_UINT"] = 50] = "DXGI_FORMAT_R8G8_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_SNORM"] = 51] = "DXGI_FORMAT_R8G8_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_SINT"] = 52] = "DXGI_FORMAT_R8G8_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_TYPELESS"] = 53] = "DXGI_FORMAT_R16_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_FLOAT"] = 54] = "DXGI_FORMAT_R16_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D16_UNORM"] = 55] = "DXGI_FORMAT_D16_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_UNORM"] = 56] = "DXGI_FORMAT_R16_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_UINT"] = 57] = "DXGI_FORMAT_R16_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_SNORM"] = 58] = "DXGI_FORMAT_R16_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_SINT"] = 59] = "DXGI_FORMAT_R16_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_TYPELESS"] = 60] = "DXGI_FORMAT_R8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_UNORM"] = 61] = "DXGI_FORMAT_R8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_UINT"] = 62] = "DXGI_FORMAT_R8_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_SNORM"] = 63] = "DXGI_FORMAT_R8_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_SINT"] = 64] = "DXGI_FORMAT_R8_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_A8_UNORM"] = 65] = "DXGI_FORMAT_A8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R1_UNORM"] = 66] = "DXGI_FORMAT_R1_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R9G9B9E5_SHAREDEXP"] = 67] = "DXGI_FORMAT_R9G9B9E5_SHAREDEXP"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_B8G8_UNORM"] = 68] = "DXGI_FORMAT_R8G8_B8G8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_G8R8_G8B8_UNORM"] = 69] = "DXGI_FORMAT_G8R8_G8B8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC1_TYPELESS"] = 70] = "DXGI_FORMAT_BC1_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC1_UNORM"] = 71] = "DXGI_FORMAT_BC1_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC1_UNORM_SRGB"] = 72] = "DXGI_FORMAT_BC1_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC2_TYPELESS"] = 73] = "DXGI_FORMAT_BC2_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC2_UNORM"] = 74] = "DXGI_FORMAT_BC2_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC2_UNORM_SRGB"] = 75] = "DXGI_FORMAT_BC2_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC3_TYPELESS"] = 76] = "DXGI_FORMAT_BC3_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC3_UNORM"] = 77] = "DXGI_FORMAT_BC3_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC3_UNORM_SRGB"] = 78] = "DXGI_FORMAT_BC3_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC4_TYPELESS"] = 79] = "DXGI_FORMAT_BC4_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC4_UNORM"] = 80] = "DXGI_FORMAT_BC4_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC4_SNORM"] = 81] = "DXGI_FORMAT_BC4_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC5_TYPELESS"] = 82] = "DXGI_FORMAT_BC5_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC5_UNORM"] = 83] = "DXGI_FORMAT_BC5_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC5_SNORM"] = 84] = "DXGI_FORMAT_BC5_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B5G6R5_UNORM"] = 85] = "DXGI_FORMAT_B5G6R5_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B5G5R5A1_UNORM"] = 86] = "DXGI_FORMAT_B5G5R5A1_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8A8_UNORM"] = 87] = "DXGI_FORMAT_B8G8R8A8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8X8_UNORM"] = 88] = "DXGI_FORMAT_B8G8R8X8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM"] = 89] = "DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8A8_TYPELESS"] = 90] = "DXGI_FORMAT_B8G8R8A8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8A8_UNORM_SRGB"] = 91] = "DXGI_FORMAT_B8G8R8A8_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8X8_TYPELESS"] = 92] = "DXGI_FORMAT_B8G8R8X8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8X8_UNORM_SRGB"] = 93] = "DXGI_FORMAT_B8G8R8X8_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC6H_TYPELESS"] = 94] = "DXGI_FORMAT_BC6H_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC6H_UF16"] = 95] = "DXGI_FORMAT_BC6H_UF16"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC6H_SF16"] = 96] = "DXGI_FORMAT_BC6H_SF16"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC7_TYPELESS"] = 97] = "DXGI_FORMAT_BC7_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC7_UNORM"] = 98] = "DXGI_FORMAT_BC7_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC7_UNORM_SRGB"] = 99] = "DXGI_FORMAT_BC7_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_AYUV"] = 100] = "DXGI_FORMAT_AYUV"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y410"] = 101] = "DXGI_FORMAT_Y410"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y416"] = 102] = "DXGI_FORMAT_Y416"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_NV12"] = 103] = "DXGI_FORMAT_NV12"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P010"] = 104] = "DXGI_FORMAT_P010"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P016"] = 105] = "DXGI_FORMAT_P016"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_420_OPAQUE"] = 106] = "DXGI_FORMAT_420_OPAQUE"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_YUY2"] = 107] = "DXGI_FORMAT_YUY2"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y210"] = 108] = "DXGI_FORMAT_Y210"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y216"] = 109] = "DXGI_FORMAT_Y216"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_NV11"] = 110] = "DXGI_FORMAT_NV11"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_AI44"] = 111] = "DXGI_FORMAT_AI44"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_IA44"] = 112] = "DXGI_FORMAT_IA44"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P8"] = 113] = "DXGI_FORMAT_P8"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_A8P8"] = 114] = "DXGI_FORMAT_A8P8"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B4G4R4A4_UNORM"] = 115] = "DXGI_FORMAT_B4G4R4A4_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P208"] = 116] = "DXGI_FORMAT_P208"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_V208"] = 117] = "DXGI_FORMAT_V208"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_V408"] = 118] = "DXGI_FORMAT_V408"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE"] = 119] = "DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE"] = 120] = "DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_FORCE_UINT"] = 121] = "DXGI_FORMAT_FORCE_UINT"; + })(DXGI_FORMAT || (DXGI_FORMAT = {})); /** - * Create a resource element from a single source element. This - * auto-detects which type of resource to create. All resources that - * are auto-detectable must have a static `test` method and a constructor - * with the arguments `(source, options?)`. Currently, the supported - * resources for auto-detection include: - * - {@link PIXI.ImageResource} - * - {@link PIXI.CanvasResource} - * - {@link PIXI.VideoResource} - * - {@link PIXI.SVGResource} - * - {@link PIXI.BufferResource} - * @static - * @memberof PIXI - * @function autoDetectResource - * @param {string|*} source - Resource source, this can be the URL to the resource, - * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri - * or any other resource that can be auto-detected. If not resource is - * detected, it's assumed to be an ImageResource. - * @param {object} [options] - Pass-through options to use for Resource - * @param {number} [options.width] - Width of BufferResource or SVG rasterization - * @param {number} [options.height] - Height of BufferResource or SVG rasterization - * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading - * @param {number} [options.scale=1] - SVG source scale. Overridden by width, height - * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object - * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin - * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately - * @param {number} [options.updateFPS=0] - Video option to update how many times a second the - * texture should be updated from the video. Leave at 0 to update at every render - * @returns {PIXI.Resource} The created resource. + * Possible values of the field {@link DDS_DX10_FIELDS.RESOURCE_DIMENSION} + * @ignore */ - function autoDetectResource(source, options) { - if (!source) { - return null; - } - var extension = ''; - if (typeof source === 'string') { - // search for file extension: period, 3-4 chars, then ?, # or EOL - var result = (/\.(\w{3,4})(?:$|\?|#)/i).exec(source); - if (result) { - extension = result[1].toLowerCase(); - } - } - for (var i = INSTALLED.length - 1; i >= 0; --i) { - var ResourcePlugin = INSTALLED[i]; - if (ResourcePlugin.test && ResourcePlugin.test(source, extension)) { - return new ResourcePlugin(source, options); - } - } - throw new Error('Unrecognized source type to auto-detect Resource'); - } - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$k = function(d, b) { - extendStatics$k = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$k(d, b); - }; - - function __extends$k(d, b) { - extendStatics$k(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var __assign = function() { - __assign = Object.assign || function __assign(t) { - var arguments$1 = arguments; - - for (var s, i = 1, n = arguments.length; i < n; i++) { - s = arguments$1[i]; - for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } } - } - return t; - }; - return __assign.apply(this, arguments); - }; - - function __rest(s, e) { - var t = {}; - for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0) - { t[p] = s[p]; } } - if (s != null && typeof Object.getOwnPropertySymbols === "function") - { for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) { - if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i])) - { t[p[i]] = s[p[i]]; } - } } - return t; - } - + var D3D10_RESOURCE_DIMENSION; + (function (D3D10_RESOURCE_DIMENSION) { + D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION["DDS_DIMENSION_TEXTURE1D"] = 2] = "DDS_DIMENSION_TEXTURE1D"; + D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION["DDS_DIMENSION_TEXTURE2D"] = 3] = "DDS_DIMENSION_TEXTURE2D"; + D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION["DDS_DIMENSION_TEXTURE3D"] = 6] = "DDS_DIMENSION_TEXTURE3D"; + })(D3D10_RESOURCE_DIMENSION || (D3D10_RESOURCE_DIMENSION = {})); + var PF_FLAGS = 1; + // PIXEL_FORMAT flags + var DDPF_ALPHA = 0x2; + var DDPF_FOURCC = 0x4; + var DDPF_RGB = 0x40; + var DDPF_YUV = 0x200; + var DDPF_LUMINANCE = 0x20000; + // Four character codes for DXTn formats + var FOURCC_DXT1 = 0x31545844; + var FOURCC_DXT3 = 0x33545844; + var FOURCC_DXT5 = 0x35545844; + var FOURCC_DX10 = 0x30315844; + // Cubemap texture flag (for DDS_DX10_FIELDS.MISC_FLAG) + var DDS_RESOURCE_MISC_TEXTURECUBE = 0x4; /** - * Base resource class for textures that manages validation and uploading, depending on its type. - * - * Uploading of a base texture to the GPU is required. - * @memberof PIXI + * Maps `FOURCC_*` formats to internal formats (see {@link PIXI.INTERNAL_FORMATS}). + * @ignore */ - var Resource = /** @class */ (function () { - /** - * @param width - Width of the resource - * @param height - Height of the resource - */ - function Resource(width, height) { - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - this._width = width; - this._height = height; - this.destroyed = false; - this.internal = false; - this.onResize = new Runner('setRealSize'); - this.onUpdate = new Runner('update'); - this.onError = new Runner('onError'); - } - /** - * Bind to a parent BaseTexture - * @param baseTexture - Parent texture - */ - Resource.prototype.bind = function (baseTexture) { - this.onResize.add(baseTexture); - this.onUpdate.add(baseTexture); - this.onError.add(baseTexture); - // Call a resize immediate if we already - // have the width and height of the resource - if (this._width || this._height) { - this.onResize.emit(this._width, this._height); - } - }; - /** - * Unbind to a parent BaseTexture - * @param baseTexture - Parent texture - */ - Resource.prototype.unbind = function (baseTexture) { - this.onResize.remove(baseTexture); - this.onUpdate.remove(baseTexture); - this.onError.remove(baseTexture); - }; - /** - * Trigger a resize event - * @param width - X dimension - * @param height - Y dimension - */ - Resource.prototype.resize = function (width, height) { - if (width !== this._width || height !== this._height) { - this._width = width; - this._height = height; - this.onResize.emit(width, height); - } - }; - Object.defineProperty(Resource.prototype, "valid", { - /** - * Has been validated - * @readonly - */ - get: function () { - return !!this._width && !!this._height; - }, - enumerable: false, - configurable: true - }); - /** Has been updated trigger event. */ - Resource.prototype.update = function () { - if (!this.destroyed) { - this.onUpdate.emit(); - } - }; - /** - * This can be overridden to start preloading a resource - * or do any other prepare step. - * @protected - * @returns Handle the validate event - */ - Resource.prototype.load = function () { - return Promise.resolve(this); - }; - Object.defineProperty(Resource.prototype, "width", { - /** - * The width of the resource. - * @readonly - */ - get: function () { - return this._width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Resource.prototype, "height", { - /** - * The height of the resource. - * @readonly - */ - get: function () { - return this._height; - }, - enumerable: false, - configurable: true - }); - /** - * Set the style, optional to override - * @param _renderer - yeah, renderer! - * @param _baseTexture - the texture - * @param _glTexture - texture instance for this webgl context - * @returns - `true` is success - */ - Resource.prototype.style = function (_renderer, _baseTexture, _glTexture) { - return false; - }; - /** Clean up anything, this happens when destroying is ready. */ - Resource.prototype.dispose = function () { - // override - }; - /** - * Call when destroying resource, unbind any BaseTexture object - * before calling this method, as reference counts are maintained - * internally. - */ - Resource.prototype.destroy = function () { - if (!this.destroyed) { - this.destroyed = true; - this.dispose(); - this.onError.removeAll(); - this.onError = null; - this.onResize.removeAll(); - this.onResize = null; - this.onUpdate.removeAll(); - this.onUpdate = null; - } - }; - /** - * Abstract, used to auto-detect resource type. - * @param {*} _source - The source object - * @param {string} _extension - The extension of source, if set - */ - Resource.test = function (_source, _extension) { - return false; - }; - return Resource; - }()); - + var FOURCC_TO_FORMAT = (_a$1 = {}, + _a$1[FOURCC_DXT1] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT, + _a$1[FOURCC_DXT3] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT, + _a$1[FOURCC_DXT5] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, + _a$1); /** - * @interface SharedArrayBuffer + * Maps {@link DXGI_FORMAT} to types/internal-formats (see {@link PIXI.TYPES}, {@link PIXI.INTERNAL_FORMATS}) + * @ignore */ + var DXGI_TO_FORMAT = (_b$1 = {}, + // WEBGL_compressed_texture_s3tc + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, + // WEBGL_compressed_texture_s3tc_srgb + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, + _b$1); /** - * Buffer resource with data of typed array. + * @class * @memberof PIXI + * @implements {PIXI.ILoaderPlugin} + * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide */ - var BufferResource = /** @class */ (function (_super) { - __extends$k(BufferResource, _super); - /** - * @param source - Source buffer - * @param options - Options - * @param {number} options.width - Width of the texture - * @param {number} options.height - Height of the texture - */ - function BufferResource(source, options) { - var _this = this; - var _a = options || {}, width = _a.width, height = _a.height; - if (!width || !height) { - throw new Error('BufferResource width or height invalid'); - } - _this = _super.call(this, width, height) || this; - _this.data = source; - return _this; + /** + * Parses the DDS file header, generates base-textures, and puts them into the texture cache. + * @param arrayBuffer + */ + function parseDDS(arrayBuffer) { + var data = new Uint32Array(arrayBuffer); + var magicWord = data[0]; + if (magicWord !== DDS_MAGIC) { + throw new Error('Invalid DDS file magic word'); } - /** - * Upload the texture to the GPU. - * @param renderer - Upload to the renderer - * @param baseTexture - Reference to parent texture - * @param glTexture - glTexture - * @returns - true is success - */ - BufferResource.prototype.upload = function (renderer, baseTexture, glTexture) { - var gl = renderer.gl; - gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES$8.UNPACK); - var width = baseTexture.realWidth; - var height = baseTexture.realHeight; - if (glTexture.width === width && glTexture.height === height) { - gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data); + var header = new Uint32Array(arrayBuffer, 0, DDS_HEADER_SIZE / Uint32Array.BYTES_PER_ELEMENT); + // DDS header fields + var height = header[DDS_FIELDS.HEIGHT]; + var width = header[DDS_FIELDS.WIDTH]; + var mipmapCount = header[DDS_FIELDS.MIPMAP_COUNT]; + // PIXEL_FORMAT fields + var pixelFormat = new Uint32Array(arrayBuffer, DDS_FIELDS.PIXEL_FORMAT * Uint32Array.BYTES_PER_ELEMENT, DDS_HEADER_PF_SIZE / Uint32Array.BYTES_PER_ELEMENT); + var formatFlags = pixelFormat[PF_FLAGS]; + // File contains compressed texture(s) + if (formatFlags & DDPF_FOURCC) { + var fourCC = pixelFormat[DDS_PF_FIELDS.FOURCC]; + // File contains one DXTn compressed texture + if (fourCC !== FOURCC_DX10) { + var internalFormat_1 = FOURCC_TO_FORMAT[fourCC]; + var dataOffset_1 = DDS_MAGIC_SIZE + DDS_HEADER_SIZE; + var texData = new Uint8Array(arrayBuffer, dataOffset_1); + var resource = new CompressedTextureResource(texData, { + format: internalFormat_1, + width: width, + height: height, + levels: mipmapCount // CompressedTextureResource will separate the levelBuffers for us! + }); + return [resource]; } - else { - glTexture.width = width; - glTexture.height = height; - gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data); + // FOURCC_DX10 indicates there is a 20-byte DDS_HEADER_DX10 after DDS_HEADER + var dx10Offset = DDS_MAGIC_SIZE + DDS_HEADER_SIZE; + var dx10Header = new Uint32Array(data.buffer, dx10Offset, DDS_HEADER_DX10_SIZE / Uint32Array.BYTES_PER_ELEMENT); + var dxgiFormat = dx10Header[DDS_DX10_FIELDS.DXGI_FORMAT]; + var resourceDimension = dx10Header[DDS_DX10_FIELDS.RESOURCE_DIMENSION]; + var miscFlag = dx10Header[DDS_DX10_FIELDS.MISC_FLAG]; + var arraySize = dx10Header[DDS_DX10_FIELDS.ARRAY_SIZE]; + // Map dxgiFormat to PIXI.INTERNAL_FORMATS + var internalFormat_2 = DXGI_TO_FORMAT[dxgiFormat]; + if (internalFormat_2 === undefined) { + throw new Error("DDSParser cannot parse texture data with DXGI format " + dxgiFormat); } - return true; - }; - /** Destroy and don't use after this. */ - BufferResource.prototype.dispose = function () { - this.data = null; - }; - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if - */ - BufferResource.test = function (source) { - return source instanceof Float32Array - || source instanceof Uint8Array - || source instanceof Uint32Array; - }; - return BufferResource; - }(Resource)); + if (miscFlag === DDS_RESOURCE_MISC_TEXTURECUBE) { + // FIXME: Anybody excited about cubemap compressed textures? + throw new Error('DDSParser does not support cubemap textures'); + } + if (resourceDimension === D3D10_RESOURCE_DIMENSION.DDS_DIMENSION_TEXTURE3D) { + // FIXME: Anybody excited about 3D compressed textures? + throw new Error('DDSParser does not supported 3D texture data'); + } + // Uint8Array buffers of image data, including all mipmap levels in each image + var imageBuffers = new Array(); + var dataOffset = DDS_MAGIC_SIZE + + DDS_HEADER_SIZE + + DDS_HEADER_DX10_SIZE; + if (arraySize === 1) { + // No need bothering with the imageSize calculation! + imageBuffers.push(new Uint8Array(arrayBuffer, dataOffset)); + } + else { + // Calculate imageSize for each texture, and then locate each image's texture data + var pixelSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[internalFormat_2]; + var imageSize = 0; + var levelWidth = width; + var levelHeight = height; + for (var i = 0; i < mipmapCount; i++) { + var alignedLevelWidth = Math.max(1, (levelWidth + 3) & ~3); + var alignedLevelHeight = Math.max(1, (levelHeight + 3) & ~3); + var levelSize = alignedLevelWidth * alignedLevelHeight * pixelSize; + imageSize += levelSize; + levelWidth = levelWidth >>> 1; + levelHeight = levelHeight >>> 1; + } + var imageOffset = dataOffset; + // NOTE: Cubemaps have 6-images per texture (but they aren't supported so ^_^) + for (var i = 0; i < arraySize; i++) { + imageBuffers.push(new Uint8Array(arrayBuffer, imageOffset, imageSize)); + imageOffset += imageSize; + } + } + // Uint8Array -> CompressedTextureResource, and we're done! + return imageBuffers.map(function (buffer) { return new CompressedTextureResource(buffer, { + format: internalFormat_2, + width: width, + height: height, + levels: mipmapCount + }); }); + } + if (formatFlags & DDPF_RGB) { + // FIXME: We might want to allow uncompressed *.dds files? + throw new Error('DDSParser does not support uncompressed texture data.'); + } + if (formatFlags & DDPF_YUV) { + // FIXME: Does anybody need this feature? + throw new Error('DDSParser does not supported YUV uncompressed texture data.'); + } + if (formatFlags & DDPF_LUMINANCE) { + // FIXME: Microsoft says older DDS filers use this feature! Probably not worth the effort! + throw new Error('DDSParser does not support single-channel (lumninance) texture data!'); + } + if (formatFlags & DDPF_ALPHA) { + // FIXME: I'm tired! See above =) + throw new Error('DDSParser does not support single-channel (alpha) texture data!'); + } + throw new Error('DDSParser failed to load a texture file due to an unknown reason!'); + } - var defaultBufferOptions = { - scaleMode: SCALE_MODES$8.NEAREST, - format: FORMATS$8.RGBA, - alphaMode: ALPHA_MODES$8.NPM, + var _a$3, _b, _c; + /** + * The 12-byte KTX file identifier + * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.1 + * @ignore + */ + var FILE_IDENTIFIER = [0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A]; + /** + * The value stored in the "endianness" field. + * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.2 + * @ignore + */ + var ENDIANNESS = 0x04030201; + /** + * Byte offsets of the KTX file header fields + * @ignore + */ + var KTX_FIELDS = { + FILE_IDENTIFIER: 0, + ENDIANNESS: 12, + GL_TYPE: 16, + GL_TYPE_SIZE: 20, + GL_FORMAT: 24, + GL_INTERNAL_FORMAT: 28, + GL_BASE_INTERNAL_FORMAT: 32, + PIXEL_WIDTH: 36, + PIXEL_HEIGHT: 40, + PIXEL_DEPTH: 44, + NUMBER_OF_ARRAY_ELEMENTS: 48, + NUMBER_OF_FACES: 52, + NUMBER_OF_MIPMAP_LEVELS: 56, + BYTES_OF_KEY_VALUE_DATA: 60 }; /** - * A Texture stores the information that represents an image. - * All textures have a base texture, which contains information about the source. - * Therefore you can have many textures all using a single BaseTexture - * @memberof PIXI - * @typeParam R - The BaseTexture's Resource type. - * @typeParam RO - The options for constructing resource. + * Byte size of the file header fields in {@code KTX_FIELDS} + * @ignore */ - var BaseTexture = /** @class */ (function (_super) { - __extends$k(BaseTexture, _super); - /** - * @param {PIXI.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null] - - * The current resource to use, for things that aren't Resource objects, will be converted - * into a Resource. - * @param options - Collection of options - * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture - * @param {number} [options.anisotropicLevel=PIXI.settings.ANISOTROPIC_LEVEL] - Anisotropic filtering level of texture - * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures - * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest - * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type - * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type - * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target - * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Pre multiply the image alpha - * @param {number} [options.width=0] - Width of the texture - * @param {number} [options.height=0] - Height of the texture - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - Resolution of the base texture - * @param {object} [options.resourceOptions] - Optional resource options, - * see {@link PIXI.autoDetectResource autoDetectResource} - */ - function BaseTexture(resource, options) { - if (resource === void 0) { resource = null; } - if (options === void 0) { options = null; } - var _this = _super.call(this) || this; - options = options || {}; - var alphaMode = options.alphaMode, mipmap = options.mipmap, anisotropicLevel = options.anisotropicLevel, scaleMode = options.scaleMode, width = options.width, height = options.height, wrapMode = options.wrapMode, format = options.format, type = options.type, target = options.target, resolution = options.resolution, resourceOptions = options.resourceOptions; - // Convert the resource to a Resource object - if (resource && !(resource instanceof Resource)) { - resource = autoDetectResource(resource, resourceOptions); - resource.internal = true; + var FILE_HEADER_SIZE = 64; + /** + * Maps {@link PIXI.TYPES} to the bytes taken per component, excluding those ones that are bit-fields. + * @ignore + */ + var TYPES_TO_BYTES_PER_COMPONENT = (_a$3 = {}, + _a$3[TYPES.UNSIGNED_BYTE] = 1, + _a$3[TYPES.UNSIGNED_SHORT] = 2, + _a$3[TYPES.INT] = 4, + _a$3[TYPES.UNSIGNED_INT] = 4, + _a$3[TYPES.FLOAT] = 4, + _a$3[TYPES.HALF_FLOAT] = 8, + _a$3); + /** + * Number of components in each {@link PIXI.FORMATS} + * @ignore + */ + var FORMATS_TO_COMPONENTS = (_b = {}, + _b[FORMATS.RGBA] = 4, + _b[FORMATS.RGB] = 3, + _b[FORMATS.RG] = 2, + _b[FORMATS.RED] = 1, + _b[FORMATS.LUMINANCE] = 1, + _b[FORMATS.LUMINANCE_ALPHA] = 2, + _b[FORMATS.ALPHA] = 1, + _b); + /** + * Number of bytes per pixel in bit-field types in {@link PIXI.TYPES} + * @ignore + */ + var TYPES_TO_BYTES_PER_PIXEL = (_c = {}, + _c[TYPES.UNSIGNED_SHORT_4_4_4_4] = 2, + _c[TYPES.UNSIGNED_SHORT_5_5_5_1] = 2, + _c[TYPES.UNSIGNED_SHORT_5_6_5] = 2, + _c); + function parseKTX(url, arrayBuffer, loadKeyValueData) { + if (loadKeyValueData === void 0) { loadKeyValueData = false; } + var dataView = new DataView(arrayBuffer); + if (!validate(url, dataView)) { + return null; + } + var littleEndian = dataView.getUint32(KTX_FIELDS.ENDIANNESS, true) === ENDIANNESS; + var glType = dataView.getUint32(KTX_FIELDS.GL_TYPE, littleEndian); + // const glTypeSize = dataView.getUint32(KTX_FIELDS.GL_TYPE_SIZE, littleEndian); + var glFormat = dataView.getUint32(KTX_FIELDS.GL_FORMAT, littleEndian); + var glInternalFormat = dataView.getUint32(KTX_FIELDS.GL_INTERNAL_FORMAT, littleEndian); + var pixelWidth = dataView.getUint32(KTX_FIELDS.PIXEL_WIDTH, littleEndian); + var pixelHeight = dataView.getUint32(KTX_FIELDS.PIXEL_HEIGHT, littleEndian) || 1; // "pixelHeight = 0" -> "1" + var pixelDepth = dataView.getUint32(KTX_FIELDS.PIXEL_DEPTH, littleEndian) || 1; // ^^ + var numberOfArrayElements = dataView.getUint32(KTX_FIELDS.NUMBER_OF_ARRAY_ELEMENTS, littleEndian) || 1; // ^^ + var numberOfFaces = dataView.getUint32(KTX_FIELDS.NUMBER_OF_FACES, littleEndian); + var numberOfMipmapLevels = dataView.getUint32(KTX_FIELDS.NUMBER_OF_MIPMAP_LEVELS, littleEndian); + var bytesOfKeyValueData = dataView.getUint32(KTX_FIELDS.BYTES_OF_KEY_VALUE_DATA, littleEndian); + // Whether the platform architecture is little endian. If littleEndian !== platformLittleEndian, then the + // file contents must be endian-converted! + // TODO: Endianness conversion + // const platformLittleEndian = new Uint8Array((new Uint32Array([ENDIANNESS])).buffer)[0] === 0x01; + if (pixelHeight === 0 || pixelDepth !== 1) { + throw new Error('Only 2D textures are supported'); + } + if (numberOfFaces !== 1) { + throw new Error('CubeTextures are not supported by KTXLoader yet!'); + } + if (numberOfArrayElements !== 1) { + // TODO: Support splitting array-textures into multiple BaseTextures + throw new Error('WebGL does not support array textures'); + } + // TODO: 8x4 blocks for 2bpp pvrtc + var blockWidth = 4; + var blockHeight = 4; + var alignedWidth = (pixelWidth + 3) & ~3; + var alignedHeight = (pixelHeight + 3) & ~3; + var imageBuffers = new Array(numberOfArrayElements); + var imagePixels = pixelWidth * pixelHeight; + if (glType === 0) { + // Align to 16 pixels (4x4 blocks) + imagePixels = alignedWidth * alignedHeight; + } + var imagePixelByteSize; + if (glType !== 0) { + // Uncompressed texture format + if (TYPES_TO_BYTES_PER_COMPONENT[glType]) { + imagePixelByteSize = TYPES_TO_BYTES_PER_COMPONENT[glType] * FORMATS_TO_COMPONENTS[glFormat]; + } + else { + imagePixelByteSize = TYPES_TO_BYTES_PER_PIXEL[glType]; } - _this.resolution = resolution || settings$1.RESOLUTION; - _this.width = Math.round((width || 0) * _this.resolution) / _this.resolution; - _this.height = Math.round((height || 0) * _this.resolution) / _this.resolution; - _this._mipmap = mipmap !== undefined ? mipmap : settings$1.MIPMAP_TEXTURES; - _this.anisotropicLevel = anisotropicLevel !== undefined ? anisotropicLevel : settings$1.ANISOTROPIC_LEVEL; - _this._wrapMode = wrapMode || settings$1.WRAP_MODE; - _this._scaleMode = scaleMode !== undefined ? scaleMode : settings$1.SCALE_MODE; - _this.format = format || FORMATS$8.RGBA; - _this.type = type || TYPES$8.UNSIGNED_BYTE; - _this.target = target || TARGETS$8.TEXTURE_2D; - _this.alphaMode = alphaMode !== undefined ? alphaMode : ALPHA_MODES$8.UNPACK; - _this.uid = uid(); - _this.touched = 0; - _this.isPowerOfTwo = false; - _this._refreshPOT(); - _this._glTextures = {}; - _this.dirtyId = 0; - _this.dirtyStyleId = 0; - _this.cacheId = null; - _this.valid = width > 0 && height > 0; - _this.textureCacheIds = []; - _this.destroyed = false; - _this.resource = null; - _this._batchEnabled = 0; - _this._batchLocation = 0; - _this.parentTextureArray = null; - /** - * Fired when a not-immediately-available source finishes loading. - * @protected - * @event PIXI.BaseTexture#loaded - * @param {PIXI.BaseTexture} baseTexture - Resource loaded. - */ - /** - * Fired when a not-immediately-available source fails to load. - * @protected - * @event PIXI.BaseTexture#error - * @param {PIXI.BaseTexture} baseTexture - Resource errored. - * @param {ErrorEvent} event - Load error event. - */ - /** - * Fired when BaseTexture is updated. - * @protected - * @event PIXI.BaseTexture#loaded - * @param {PIXI.BaseTexture} baseTexture - Resource loaded. - */ - /** - * Fired when BaseTexture is updated. - * @protected - * @event PIXI.BaseTexture#update - * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated. - */ - /** - * Fired when BaseTexture is destroyed. - * @protected - * @event PIXI.BaseTexture#dispose - * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed. - */ - // Set the resource - _this.setResource(resource); - return _this; } - Object.defineProperty(BaseTexture.prototype, "realWidth", { - /** - * Pixel width of the source of this texture - * @readonly - */ - get: function () { - return Math.round(this.width * this.resolution); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BaseTexture.prototype, "realHeight", { - /** - * Pixel height of the source of this texture - * @readonly - */ - get: function () { - return Math.round(this.height * this.resolution); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BaseTexture.prototype, "mipmap", { - /** - * Mipmap mode of the texture, affects downscaled images - * @default PIXI.settings.MIPMAP_TEXTURES - */ - get: function () { - return this._mipmap; - }, - set: function (value) { - if (this._mipmap !== value) { - this._mipmap = value; - this.dirtyStyleId++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BaseTexture.prototype, "scaleMode", { - /** - * The scale mode to apply when scaling this texture - * @default PIXI.settings.SCALE_MODE - */ - get: function () { - return this._scaleMode; - }, - set: function (value) { - if (this._scaleMode !== value) { - this._scaleMode = value; - this.dirtyStyleId++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BaseTexture.prototype, "wrapMode", { - /** - * How the texture wraps - * @default PIXI.settings.WRAP_MODE - */ - get: function () { - return this._wrapMode; - }, - set: function (value) { - if (this._wrapMode !== value) { - this._wrapMode = value; - this.dirtyStyleId++; + else { + imagePixelByteSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[glInternalFormat]; + } + if (imagePixelByteSize === undefined) { + throw new Error('Unable to resolve the pixel format stored in the *.ktx file!'); + } + var kvData = loadKeyValueData + ? parseKvData(dataView, bytesOfKeyValueData, littleEndian) + : null; + var imageByteSize = imagePixels * imagePixelByteSize; + var mipByteSize = imageByteSize; + var mipWidth = pixelWidth; + var mipHeight = pixelHeight; + var alignedMipWidth = alignedWidth; + var alignedMipHeight = alignedHeight; + var imageOffset = FILE_HEADER_SIZE + bytesOfKeyValueData; + for (var mipmapLevel = 0; mipmapLevel < numberOfMipmapLevels; mipmapLevel++) { + var imageSize = dataView.getUint32(imageOffset, littleEndian); + var elementOffset = imageOffset + 4; + for (var arrayElement = 0; arrayElement < numberOfArrayElements; arrayElement++) { + // TODO: Maybe support 3D textures? :-) + // for (let zSlice = 0; zSlice < pixelDepth; zSlice) + var mips = imageBuffers[arrayElement]; + if (!mips) { + mips = imageBuffers[arrayElement] = new Array(numberOfMipmapLevels); } - }, - enumerable: false, - configurable: true - }); - /** - * Changes style options of BaseTexture - * @param scaleMode - Pixi scalemode - * @param mipmap - enable mipmaps - * @returns - this - */ - BaseTexture.prototype.setStyle = function (scaleMode, mipmap) { - var dirty; - if (scaleMode !== undefined && scaleMode !== this.scaleMode) { - this.scaleMode = scaleMode; - dirty = true; + mips[mipmapLevel] = { + levelID: mipmapLevel, + // don't align mipWidth when texture not compressed! (glType not zero) + levelWidth: numberOfMipmapLevels > 1 || glType !== 0 ? mipWidth : alignedMipWidth, + levelHeight: numberOfMipmapLevels > 1 || glType !== 0 ? mipHeight : alignedMipHeight, + levelBuffer: new Uint8Array(arrayBuffer, elementOffset, mipByteSize) + }; + elementOffset += mipByteSize; } - if (mipmap !== undefined && mipmap !== this.mipmap) { - this.mipmap = mipmap; - dirty = true; + // HINT: Aligns to 4-byte boundary after jumping imageSize (in lieu of mipPadding) + imageOffset += imageSize + 4; // (+4 to jump the imageSize field itself) + imageOffset = imageOffset % 4 !== 0 ? imageOffset + 4 - (imageOffset % 4) : imageOffset; + // Calculate mipWidth, mipHeight for _next_ iteration + mipWidth = (mipWidth >> 1) || 1; + mipHeight = (mipHeight >> 1) || 1; + alignedMipWidth = (mipWidth + blockWidth - 1) & ~(blockWidth - 1); + alignedMipHeight = (mipHeight + blockHeight - 1) & ~(blockHeight - 1); + // Each mipmap level is 4-times smaller? + mipByteSize = alignedMipWidth * alignedMipHeight * imagePixelByteSize; + } + // We use the levelBuffers feature of CompressedTextureResource b/c texture data is image-major, not level-major. + if (glType !== 0) { + return { + uncompressed: imageBuffers.map(function (levelBuffers) { + var buffer = levelBuffers[0].levelBuffer; + var convertToInt = false; + if (glType === TYPES.FLOAT) { + buffer = new Float32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4); + } + else if (glType === TYPES.UNSIGNED_INT) { + convertToInt = true; + buffer = new Uint32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4); + } + else if (glType === TYPES.INT) { + convertToInt = true; + buffer = new Int32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4); + } + return { + resource: new BufferResource(buffer, { + width: levelBuffers[0].levelWidth, + height: levelBuffers[0].levelHeight, + }), + type: glType, + format: convertToInt ? convertFormatToInteger(glFormat) : glFormat, + }; + }), + kvData: kvData + }; + } + return { + compressed: imageBuffers.map(function (levelBuffers) { return new CompressedTextureResource(null, { + format: glInternalFormat, + width: pixelWidth, + height: pixelHeight, + levels: numberOfMipmapLevels, + levelBuffers: levelBuffers, + }); }), + kvData: kvData + }; + } + /** + * Checks whether the arrayBuffer contains a valid *.ktx file. + * @param url + * @param dataView + */ + function validate(url, dataView) { + // NOTE: Do not optimize this into 3 32-bit integer comparison because the endianness + // of the data is not specified. + for (var i = 0; i < FILE_IDENTIFIER.length; i++) { + if (dataView.getUint8(i) !== FILE_IDENTIFIER[i]) { + console.error(url + " is not a valid *.ktx file!"); + return false; } - if (dirty) { - this.dirtyStyleId++; + } + return true; + } + function convertFormatToInteger(format) { + switch (format) { + case FORMATS.RGBA: return FORMATS.RGBA_INTEGER; + case FORMATS.RGB: return FORMATS.RGB_INTEGER; + case FORMATS.RG: return FORMATS.RG_INTEGER; + case FORMATS.RED: return FORMATS.RED_INTEGER; + default: return format; + } + } + function parseKvData(dataView, bytesOfKeyValueData, littleEndian) { + var kvData = new Map(); + var bytesIntoKeyValueData = 0; + while (bytesIntoKeyValueData < bytesOfKeyValueData) { + var keyAndValueByteSize = dataView.getUint32(FILE_HEADER_SIZE + bytesIntoKeyValueData, littleEndian); + var keyAndValueByteOffset = FILE_HEADER_SIZE + bytesIntoKeyValueData + 4; + var valuePadding = 3 - ((keyAndValueByteSize + 3) % 4); + // Bounds check + if (keyAndValueByteSize === 0 || keyAndValueByteSize > bytesOfKeyValueData - bytesIntoKeyValueData) { + console.error('KTXLoader: keyAndValueByteSize out of bounds'); + break; } - return this; - }; + // Note: keyNulByte can't be 0 otherwise the key is an empty string. + var keyNulByte = 0; + for (; keyNulByte < keyAndValueByteSize; keyNulByte++) { + if (dataView.getUint8(keyAndValueByteOffset + keyNulByte) === 0x00) { + break; + } + } + if (keyNulByte === -1) { + console.error('KTXLoader: Failed to find null byte terminating kvData key'); + break; + } + var key = new TextDecoder().decode(new Uint8Array(dataView.buffer, keyAndValueByteOffset, keyNulByte)); + var value = new DataView(dataView.buffer, keyAndValueByteOffset + keyNulByte + 1, keyAndValueByteSize - keyNulByte - 1); + kvData.set(key, value); + // 4 = the keyAndValueByteSize field itself + // keyAndValueByteSize = the bytes taken by the key and value + // valuePadding = extra padding to align with 4 bytes + bytesIntoKeyValueData += 4 + keyAndValueByteSize + valuePadding; + } + return kvData; + } + + // Set DDS files to be loaded as an ArrayBuffer + LoaderResource.setExtensionXhrType('dds', LoaderResource.XHR_RESPONSE_TYPE.BUFFER); + /** + * @class + * @memberof PIXI + * @implements {PIXI.ILoaderPlugin} + * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide + */ + var DDSLoader = /** @class */ (function () { + function DDSLoader() { + } /** - * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero. - * @param desiredWidth - Desired visual width - * @param desiredHeight - Desired visual height - * @param resolution - Optionally set resolution - * @returns - this - */ - BaseTexture.prototype.setSize = function (desiredWidth, desiredHeight, resolution) { - resolution = resolution || this.resolution; - return this.setRealSize(desiredWidth * resolution, desiredHeight * resolution, resolution); - }; - /** - * Sets real size of baseTexture, preserves current resolution. - * @param realWidth - Full rendered width - * @param realHeight - Full rendered height - * @param resolution - Optionally set resolution - * @returns - this - */ - BaseTexture.prototype.setRealSize = function (realWidth, realHeight, resolution) { - this.resolution = resolution || this.resolution; - this.width = Math.round(realWidth) / this.resolution; - this.height = Math.round(realHeight) / this.resolution; - this._refreshPOT(); - this.update(); - return this; - }; - /** - * Refresh check for isPowerOfTwo texture based on size - * @private - */ - BaseTexture.prototype._refreshPOT = function () { - this.isPowerOfTwo = isPow2(this.realWidth) && isPow2(this.realHeight); - }; - /** - * Changes resolution - * @param resolution - res - * @returns - this + * Registers a DDS compressed texture + * @see PIXI.Loader.loaderMiddleware + * @param resource - loader resource that is checked to see if it is a DDS file + * @param next - callback Function to call when done */ - BaseTexture.prototype.setResolution = function (resolution) { - var oldResolution = this.resolution; - if (oldResolution === resolution) { - return this; - } - this.resolution = resolution; - if (this.valid) { - this.width = Math.round(this.width * oldResolution) / resolution; - this.height = Math.round(this.height * oldResolution) / resolution; - this.emit('update', this); + DDSLoader.use = function (resource, next) { + if (resource.extension === 'dds' && resource.data) { + try { + Object.assign(resource, registerCompressedTextures(resource.name || resource.url, parseDDS(resource.data), resource.metadata)); + } + catch (err) { + next(err); + return; + } } - this._refreshPOT(); - return this; + next(); }; + /** @ignore */ + DDSLoader.extension = ExtensionType.Loader; + return DDSLoader; + }()); + + // Set KTX files to be loaded as an ArrayBuffer + LoaderResource.setExtensionXhrType('ktx', LoaderResource.XHR_RESPONSE_TYPE.BUFFER); + /** + * Loader plugin for handling KTX texture container files. + * + * This KTX loader does not currently support the following features: + * * cube textures + * * 3D textures + * * endianness conversion for big-endian machines + * * embedded *.basis files + * + * It does supports the following features: + * * multiple textures per file + * * mipmapping (only for compressed formats) + * * vendor-specific key/value data parsing (enable {@link PIXI.KTXLoader.loadKeyValueData}) + * @class + * @memberof PIXI + * @implements {PIXI.ILoaderPlugin} + */ + var KTXLoader = /** @class */ (function () { + function KTXLoader() { + } /** - * Sets the resource if it wasn't set. Throws error if resource already present - * @param resource - that is managing this BaseTexture - * @returns - this + * Called after a KTX file is loaded. + * + * This will parse the KTX file header and add a {@code BaseTexture} to the texture + * cache. + * @see PIXI.Loader.loaderMiddleware + * @param resource - loader resource that is checked to see if it is a KTX file + * @param next - callback Function to call when done */ - BaseTexture.prototype.setResource = function (resource) { - if (this.resource === resource) { - return this; - } - if (this.resource) { - throw new Error('Resource can be set only once'); - } - resource.bind(this); - this.resource = resource; - return this; - }; - /** Invalidates the object. Texture becomes valid if width and height are greater than zero. */ - BaseTexture.prototype.update = function () { - if (!this.valid) { - if (this.width > 0 && this.height > 0) { - this.valid = true; - this.emit('loaded', this); - this.emit('update', this); + KTXLoader.use = function (resource, next) { + if (resource.extension === 'ktx' && resource.data) { + try { + var url_1 = resource.name || resource.url; + var _a = parseKTX(url_1, resource.data, this.loadKeyValueData), compressed = _a.compressed, uncompressed = _a.uncompressed, kvData_1 = _a.kvData; + if (compressed) { + var result = registerCompressedTextures(url_1, compressed, resource.metadata); + if (kvData_1 && result.textures) { + for (var textureId in result.textures) { + result.textures[textureId].baseTexture.ktxKeyValueData = kvData_1; + } + } + Object.assign(resource, result); + } + else if (uncompressed) { + var textures_1 = {}; + uncompressed.forEach(function (image, i) { + var texture = new Texture(new BaseTexture(image.resource, { + mipmap: MIPMAP_MODES.OFF, + alphaMode: ALPHA_MODES.NO_PREMULTIPLIED_ALPHA, + type: image.type, + format: image.format, + })); + var cacheID = url_1 + "-" + (i + 1); + if (kvData_1) + { texture.baseTexture.ktxKeyValueData = kvData_1; } + BaseTexture.addToCache(texture.baseTexture, cacheID); + Texture.addToCache(texture, cacheID); + if (i === 0) { + textures_1[url_1] = texture; + BaseTexture.addToCache(texture.baseTexture, url_1); + Texture.addToCache(texture, url_1); + } + textures_1[cacheID] = texture; + }); + Object.assign(resource, { textures: textures_1 }); + } + } + catch (err) { + next(err); + return; } } - else { - this.dirtyId++; - this.dirtyStyleId++; - this.emit('update', this); - } + next(); }; + /** @ignore */ + KTXLoader.extension = ExtensionType.Loader; /** - * Handle errors with resources. - * @private - * @param event - Error event emitted. + * If set to `true`, {@link PIXI.KTXLoader} will parse key-value data in KTX textures. This feature relies + * on the [Encoding Standard]{@link https://encoding.spec.whatwg.org}. + * + * The key-value data will be available on the base-textures as {@code PIXI.BaseTexture.ktxKeyValueData}. They + * will hold a reference to the texture data buffer, so make sure to delete key-value data once you are done + * using it. */ - BaseTexture.prototype.onError = function (event) { - this.emit('error', this, event); - }; + KTXLoader.loadKeyValueData = false; + return KTXLoader; + }()); + + /*! + * @pixi/particle-container - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/particle-container is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$f = function(d, b) { + extendStatics$f = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$f(d, b); + }; + + function __extends$f(d, b) { + extendStatics$f(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * The ParticleContainer class is a really fast version of the Container built solely for speed, + * so use when you need a lot of sprites or particles. + * + * The tradeoff of the ParticleContainer is that most advanced functionality will not work. + * ParticleContainer implements the basic object transform (position, scale, rotation) + * and some advanced functionality like tint (as of v4.5.6). + * + * Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch. + * + * It's extremely easy to use: + * ```js + * let container = new ParticleContainer(); + * + * for (let i = 0; i < 100; ++i) + * { + * let sprite = PIXI.Sprite.from("myImage.png"); + * container.addChild(sprite); + * } + * ``` + * + * And here you have a hundred sprites that will be rendered at the speed of light. + * @memberof PIXI + */ + /** @class */ ((function (_super) { + __extends$f(ParticleContainer, _super); /** - * Destroys this base texture. - * The method stops if resource doesn't want this texture to be destroyed. - * Removes texture from all caches. + * @param maxSize - The maximum number of particles that can be rendered by the container. + * Affects size of allocated buffers. + * @param properties - The properties of children that should be uploaded to the gpu and applied. + * @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied. + * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`. + * @param {boolean} [properties.position=true] - When true, position be uploaded and applied. + * @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied. + * @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied. + * @param {boolean} [properties.tint=false] - When true, alpha and tint be uploaded and applied. + * @param {number} [batchSize=16384] - Number of particles per batch. If less than maxSize, it uses maxSize instead. + * @param {boolean} [autoResize=false] - If true, container allocates more batches in case + * there are more than `maxSize` particles. */ - BaseTexture.prototype.destroy = function () { - // remove and destroy the resource - if (this.resource) { - this.resource.unbind(this); - // only destroy resourced created internally - if (this.resource.internal) { - this.resource.destroy(); - } - this.resource = null; - } - if (this.cacheId) { - delete BaseTextureCache[this.cacheId]; - delete TextureCache[this.cacheId]; - this.cacheId = null; + function ParticleContainer(maxSize, properties, batchSize, autoResize) { + if (maxSize === void 0) { maxSize = 1500; } + if (batchSize === void 0) { batchSize = 16384; } + if (autoResize === void 0) { autoResize = false; } + var _this = _super.call(this) || this; + // Making sure the batch size is valid + // 65535 is max vertex index in the index buffer (see ParticleRenderer) + // so max number of particles is 65536 / 4 = 16384 + var maxBatchSize = 16384; + if (batchSize > maxBatchSize) { + batchSize = maxBatchSize; } - // finally let the WebGL renderer know.. - this.dispose(); - BaseTexture.removeFromCache(this); - this.textureCacheIds = null; - this.destroyed = true; - }; + _this._properties = [false, true, false, false, false]; + _this._maxSize = maxSize; + _this._batchSize = batchSize; + _this._buffers = null; + _this._bufferUpdateIDs = []; + _this._updateID = 0; + _this.interactiveChildren = false; + _this.blendMode = BLEND_MODES.NORMAL; + _this.autoResize = autoResize; + _this.roundPixels = true; + _this.baseTexture = null; + _this.setProperties(properties); + _this._tint = 0; + _this.tintRgb = new Float32Array(4); + _this.tint = 0xFFFFFF; + return _this; + } /** - * Frees the texture from WebGL memory without destroying this texture object. - * This means you can still use the texture later which will upload it to GPU - * memory again. - * @fires PIXI.BaseTexture#dispose + * Sets the private properties array to dynamic / static based on the passed properties object + * @param properties - The properties to be uploaded */ - BaseTexture.prototype.dispose = function () { - this.emit('dispose', this); + ParticleContainer.prototype.setProperties = function (properties) { + if (properties) { + this._properties[0] = 'vertices' in properties || 'scale' in properties + ? !!properties.vertices || !!properties.scale : this._properties[0]; + this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1]; + this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2]; + this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3]; + this._properties[4] = 'tint' in properties || 'alpha' in properties + ? !!properties.tint || !!properties.alpha : this._properties[4]; + } }; - /** Utility function for BaseTexture|Texture cast. */ - BaseTexture.prototype.castToBaseTexture = function () { - return this; + ParticleContainer.prototype.updateTransform = function () { + // TODO don't need to! + this.displayObjectUpdateTransform(); }; + Object.defineProperty(ParticleContainer.prototype, "tint", { + /** + * The tint applied to the container. This is a hex value. + * A value of 0xFFFFFF will remove any tint effect. + * IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer. + * @default 0xFFFFFF + */ + get: function () { + return this._tint; + }, + set: function (value) { + this._tint = value; + hex2rgb(value, this.tintRgb); + }, + enumerable: false, + configurable: true + }); /** - * Helper function that creates a base texture based on the source you provide. - * The source can be - image url, image element, canvas element. If the - * source is an image url or an image element and not in the base texture - * cache, it will be created and loaded. - * @static - * @param {string|string[]|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The - * source to create base texture from. - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id - * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. - * @returns {PIXI.BaseTexture} The new base texture. + * Renders the container using the WebGL renderer. + * @param renderer - The WebGL renderer. */ - BaseTexture.from = function (source, options, strict) { - if (strict === void 0) { strict = settings$1.STRICT_TEXTURE_CACHE; } - var isFrame = typeof source === 'string'; - var cacheId = null; - if (isFrame) { - cacheId = source; + ParticleContainer.prototype.render = function (renderer) { + var _this = this; + if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { + return; } - else { - if (!source._pixiId) { - var prefix = (options && options.pixiIdPrefix) || 'pixiid'; - source._pixiId = prefix + "_" + uid(); + if (!this.baseTexture) { + this.baseTexture = this.children[0]._texture.baseTexture; + if (!this.baseTexture.valid) { + this.baseTexture.once('update', function () { return _this.onChildrenChange(0); }); } - cacheId = source._pixiId; - } - var baseTexture = BaseTextureCache[cacheId]; - // Strict-mode rejects invalid cacheIds - if (isFrame && strict && !baseTexture) { - throw new Error("The cacheId \"" + cacheId + "\" does not exist in BaseTextureCache."); - } - if (!baseTexture) { - baseTexture = new BaseTexture(source, options); - baseTexture.cacheId = cacheId; - BaseTexture.addToCache(baseTexture, cacheId); } - return baseTexture; + renderer.batch.setObjectRenderer(renderer.plugins.particle); + renderer.plugins.particle.render(this); }; /** - * Create a new BaseTexture with a BufferResource from a Float32Array. - * RGBA values are floats from 0 to 1. - * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data - * is provided, a new Float32Array is created. - * @param width - Width of the resource - * @param height - Height of the resource - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * Default properties are different from the constructor's defaults. - * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type - * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.NPM] - Image alpha, not premultiplied by default - * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.SCALE_MODES.NEAREST] - Scale mode, pixelating by default - * @returns - The resulting new BaseTexture + * Set the flag that static data should be updated to true + * @param smallestChildIndex - The smallest child index. */ - BaseTexture.fromBuffer = function (buffer, width, height, options) { - buffer = buffer || new Float32Array(width * height * 4); - var resource = new BufferResource(buffer, { width: width, height: height }); - var type = buffer instanceof Float32Array ? TYPES$8.FLOAT : TYPES$8.UNSIGNED_BYTE; - return new BaseTexture(resource, Object.assign(defaultBufferOptions, options || { width: width, height: height, type: type })); + ParticleContainer.prototype.onChildrenChange = function (smallestChildIndex) { + var bufferIndex = Math.floor(smallestChildIndex / this._batchSize); + while (this._bufferUpdateIDs.length < bufferIndex) { + this._bufferUpdateIDs.push(0); + } + this._bufferUpdateIDs[bufferIndex] = ++this._updateID; }; - /** - * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object. - * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache. - * @param {string} id - The id that the BaseTexture will be stored against. - */ - BaseTexture.addToCache = function (baseTexture, id) { - if (id) { - if (baseTexture.textureCacheIds.indexOf(id) === -1) { - baseTexture.textureCacheIds.push(id); - } - if (BaseTextureCache[id]) { - // eslint-disable-next-line no-console - console.warn("BaseTexture added to the cache with an id [" + id + "] that already had an entry"); + ParticleContainer.prototype.dispose = function () { + if (this._buffers) { + for (var i = 0; i < this._buffers.length; ++i) { + this._buffers[i].destroy(); } - BaseTextureCache[id] = baseTexture; + this._buffers = null; } }; /** - * Remove a BaseTexture from the global BaseTextureCache. - * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself. - * @returns {PIXI.BaseTexture|null} The BaseTexture that was removed. + * Destroys the container + * @param options - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their + * destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the texture of the child sprite + * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the base texture of the child sprite */ - BaseTexture.removeFromCache = function (baseTexture) { - if (typeof baseTexture === 'string') { - var baseTextureFromCache = BaseTextureCache[baseTexture]; - if (baseTextureFromCache) { - var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture); - if (index > -1) { - baseTextureFromCache.textureCacheIds.splice(index, 1); - } - delete BaseTextureCache[baseTexture]; - return baseTextureFromCache; - } - } - else if (baseTexture && baseTexture.textureCacheIds) { - for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) { - delete BaseTextureCache[baseTexture.textureCacheIds[i]]; - } - baseTexture.textureCacheIds.length = 0; - return baseTexture; - } - return null; + ParticleContainer.prototype.destroy = function (options) { + _super.prototype.destroy.call(this, options); + this.dispose(); + this._properties = null; + this._buffers = null; + this._bufferUpdateIDs = null; }; - /** Global number of the texture batch, used by multi-texture renderers. */ - BaseTexture._globalBatch = 0; - return BaseTexture; - }(EventEmitter)); + return ParticleContainer; + })(Container)); + /* + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original PixiJS version! + * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that + * they now share 4 bytes on the vertex buffer + * + * Heavily inspired by LibGDX's ParticleBuffer: + * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java + */ /** - * Resource that can manage several resource (items) inside. - * All resources need to have the same pixel size. - * Parent class for CubeResource and ArrayResource + * The particle buffer manages the static and dynamic buffers for a particle container. + * @private * @memberof PIXI */ - var AbstractMultiResource = /** @class */ (function (_super) { - __extends$k(AbstractMultiResource, _super); - /** - * @param length - * @param options - Options to for Resource constructor - * @param {number} [options.width] - Width of the resource - * @param {number} [options.height] - Height of the resource - */ - function AbstractMultiResource(length, options) { - var _this = this; - var _a = options || {}, width = _a.width, height = _a.height; - _this = _super.call(this, width, height) || this; - _this.items = []; - _this.itemDirtyIds = []; - for (var i = 0; i < length; i++) { - var partTexture = new BaseTexture(); - _this.items.push(partTexture); - // -2 - first run of texture array upload - // -1 - texture item was allocated - // >=0 - texture item uploaded , in sync with items[i].dirtyId - _this.itemDirtyIds.push(-2); - } - _this.length = length; - _this._load = null; - _this.baseTexture = null; - return _this; - } + var ParticleBuffer = /** @class */ (function () { /** - * Used from ArrayResource and CubeResource constructors. - * @param resources - Can be resources, image elements, canvas, etc. , - * length should be same as constructor length - * @param options - Detect options for resources + * @param {object} properties - The properties to upload. + * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic. + * @param {number} size - The size of the batch. */ - AbstractMultiResource.prototype.initFromArray = function (resources, options) { - for (var i = 0; i < this.length; i++) { - if (!resources[i]) { - continue; - } - if (resources[i].castToBaseTexture) { - this.addBaseTextureAt(resources[i].castToBaseTexture(), i); - } - else if (resources[i] instanceof Resource) { - this.addResourceAt(resources[i], i); + function ParticleBuffer(properties, dynamicPropertyFlags, size) { + this.geometry = new Geometry(); + this.indexBuffer = null; + this.size = size; + this.dynamicProperties = []; + this.staticProperties = []; + for (var i = 0; i < properties.length; ++i) { + var property = properties[i]; + // Make copy of properties object so that when we edit the offset it doesn't + // change all other instances of the object literal + property = { + attributeName: property.attributeName, + size: property.size, + uploadFunction: property.uploadFunction, + type: property.type || TYPES.FLOAT, + offset: property.offset, + }; + if (dynamicPropertyFlags[i]) { + this.dynamicProperties.push(property); } else { - this.addResourceAt(autoDetectResource(resources[i], options), i); + this.staticProperties.push(property); } } - }; - /** Destroy this BaseImageResource. */ - AbstractMultiResource.prototype.dispose = function () { - for (var i = 0, len = this.length; i < len; i++) { - this.items[i].destroy(); - } - this.items = null; - this.itemDirtyIds = null; - this._load = null; - }; - /** - * Set a resource by ID - * @param resource - * @param index - Zero-based index of resource to set - * @returns - Instance for chaining - */ - AbstractMultiResource.prototype.addResourceAt = function (resource, index) { - if (!this.items[index]) { - throw new Error("Index " + index + " is out of bounds"); + this.staticStride = 0; + this.staticBuffer = null; + this.staticData = null; + this.staticDataUint32 = null; + this.dynamicStride = 0; + this.dynamicBuffer = null; + this.dynamicData = null; + this.dynamicDataUint32 = null; + this._updateID = 0; + this.initBuffers(); + } + /** Sets up the renderer context and necessary buffers. */ + ParticleBuffer.prototype.initBuffers = function () { + var geometry = this.geometry; + var dynamicOffset = 0; + this.indexBuffer = new Buffer(createIndicesForQuads(this.size), true, true); + geometry.addIndex(this.indexBuffer); + this.dynamicStride = 0; + for (var i = 0; i < this.dynamicProperties.length; ++i) { + var property = this.dynamicProperties[i]; + property.offset = dynamicOffset; + dynamicOffset += property.size; + this.dynamicStride += property.size; } - // Inherit the first resource dimensions - if (resource.valid && !this.valid) { - this.resize(resource.width, resource.height); + var dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4); + this.dynamicData = new Float32Array(dynBuffer); + this.dynamicDataUint32 = new Uint32Array(dynBuffer); + this.dynamicBuffer = new Buffer(this.dynamicData, false, false); + // static // + var staticOffset = 0; + this.staticStride = 0; + for (var i = 0; i < this.staticProperties.length; ++i) { + var property = this.staticProperties[i]; + property.offset = staticOffset; + staticOffset += property.size; + this.staticStride += property.size; } - this.items[index].setResource(resource); - return this; - }; - /** - * Set the parent base texture. - * @param baseTexture - */ - AbstractMultiResource.prototype.bind = function (baseTexture) { - if (this.baseTexture !== null) { - throw new Error('Only one base texture per TextureArray is allowed'); + var statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4); + this.staticData = new Float32Array(statBuffer); + this.staticDataUint32 = new Uint32Array(statBuffer); + this.staticBuffer = new Buffer(this.staticData, true, false); + for (var i = 0; i < this.dynamicProperties.length; ++i) { + var property = this.dynamicProperties[i]; + geometry.addAttribute(property.attributeName, this.dynamicBuffer, 0, property.type === TYPES.UNSIGNED_BYTE, property.type, this.dynamicStride * 4, property.offset * 4); } - _super.prototype.bind.call(this, baseTexture); - for (var i = 0; i < this.length; i++) { - this.items[i].parentTextureArray = baseTexture; - this.items[i].on('update', baseTexture.update, baseTexture); + for (var i = 0; i < this.staticProperties.length; ++i) { + var property = this.staticProperties[i]; + geometry.addAttribute(property.attributeName, this.staticBuffer, 0, property.type === TYPES.UNSIGNED_BYTE, property.type, this.staticStride * 4, property.offset * 4); } }; /** - * Unset the parent base texture. - * @param baseTexture + * Uploads the dynamic properties. + * @param children - The children to upload. + * @param startIndex - The index to start at. + * @param amount - The number to upload. */ - AbstractMultiResource.prototype.unbind = function (baseTexture) { - _super.prototype.unbind.call(this, baseTexture); - for (var i = 0; i < this.length; i++) { - this.items[i].parentTextureArray = null; - this.items[i].off('update', baseTexture.update, baseTexture); + ParticleBuffer.prototype.uploadDynamic = function (children, startIndex, amount) { + for (var i = 0; i < this.dynamicProperties.length; i++) { + var property = this.dynamicProperties[i]; + property.uploadFunction(children, startIndex, amount, property.type === TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData, this.dynamicStride, property.offset); } + this.dynamicBuffer._updateID++; }; /** - * Load all the resources simultaneously - * @returns - When load is resolved + * Uploads the static properties. + * @param children - The children to upload. + * @param startIndex - The index to start at. + * @param amount - The number to upload. */ - AbstractMultiResource.prototype.load = function () { - var _this = this; - if (this._load) { - return this._load; + ParticleBuffer.prototype.uploadStatic = function (children, startIndex, amount) { + for (var i = 0; i < this.staticProperties.length; i++) { + var property = this.staticProperties[i]; + property.uploadFunction(children, startIndex, amount, property.type === TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData, this.staticStride, property.offset); } - var resources = this.items.map(function (item) { return item.resource; }).filter(function (item) { return item; }); - // TODO: also implement load part-by-part strategy - var promises = resources.map(function (item) { return item.load(); }); - this._load = Promise.all(promises) - .then(function () { - var _a = _this.items[0], realWidth = _a.realWidth, realHeight = _a.realHeight; - _this.resize(realWidth, realHeight); - return Promise.resolve(_this); - }); - return this._load; + this.staticBuffer._updateID++; }; - return AbstractMultiResource; - }(Resource)); + /** Destroys the ParticleBuffer. */ + ParticleBuffer.prototype.destroy = function () { + this.indexBuffer = null; + this.dynamicProperties = null; + this.dynamicBuffer = null; + this.dynamicData = null; + this.dynamicDataUint32 = null; + this.staticProperties = null; + this.staticBuffer = null; + this.staticData = null; + this.staticDataUint32 = null; + // all buffers are destroyed inside geometry + this.geometry.destroy(); + }; + return ParticleBuffer; + }()); + + var fragment$6 = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n vec4 color = texture2D(uSampler, vTextureCoord) * vColor;\n gl_FragColor = color;\n}"; + + var vertex$3 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\n\nattribute vec2 aPositionCoord;\nattribute float aRotation;\n\nuniform mat3 translationMatrix;\nuniform vec4 uColor;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nvoid main(void){\n float x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);\n float y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);\n\n vec2 v = vec2(x, y);\n v = v + aPositionCoord;\n\n gl_Position = vec4((translationMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vColor = aColor * uColor;\n}\n"; + /* + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original PixiJS version! + * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now + * share 4 bytes on the vertex buffer + * + * Heavily inspired by LibGDX's ParticleRenderer: + * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java + */ /** - * A resource that contains a number of sources. + * Renderer for Particles that is designer for speed over feature set. * @memberof PIXI */ - var ArrayResource = /** @class */ (function (_super) { - __extends$k(ArrayResource, _super); + var ParticleRenderer = /** @class */ (function (_super) { + __extends$f(ParticleRenderer, _super); /** - * @param source - Number of items in array or the collection - * of image URLs to use. Can also be resources, image elements, canvas, etc. - * @param options - Options to apply to {@link PIXI.autoDetectResource} - * @param {number} [options.width] - Width of the resource - * @param {number} [options.height] - Height of the resource + * @param renderer - The renderer this sprite batch works for. */ - function ArrayResource(source, options) { - var _this = this; - var _a = options || {}, width = _a.width, height = _a.height; - var urls; - var length; - if (Array.isArray(source)) { - urls = source; - length = source.length; - } - else { - length = source; - } - _this = _super.call(this, length, { width: width, height: height }) || this; - if (urls) { - _this.initFromArray(urls, options); - } + function ParticleRenderer(renderer) { + var _this = _super.call(this, renderer) || this; + // 65535 is max vertex index in the index buffer (see ParticleRenderer) + // so max number of particles is 65536 / 4 = 16384 + // and max number of element in the index buffer is 16384 * 6 = 98304 + // Creating a full index buffer, overhead is 98304 * 2 = 196Ko + // let numIndices = 98304; + _this.shader = null; + _this.properties = null; + _this.tempMatrix = new Matrix(); + _this.properties = [ + // verticesData + { + attributeName: 'aVertexPosition', + size: 2, + uploadFunction: _this.uploadVertices, + offset: 0, + }, + // positionData + { + attributeName: 'aPositionCoord', + size: 2, + uploadFunction: _this.uploadPosition, + offset: 0, + }, + // rotationData + { + attributeName: 'aRotation', + size: 1, + uploadFunction: _this.uploadRotation, + offset: 0, + }, + // uvsData + { + attributeName: 'aTextureCoord', + size: 2, + uploadFunction: _this.uploadUvs, + offset: 0, + }, + // tintData + { + attributeName: 'aColor', + size: 1, + type: TYPES.UNSIGNED_BYTE, + uploadFunction: _this.uploadTint, + offset: 0, + } ]; + _this.shader = Shader.from(vertex$3, fragment$6, {}); + _this.state = State.for2d(); return _this; } /** - * Set a baseTexture by ID, - * ArrayResource just takes resource from it, nothing more - * @param baseTexture - * @param index - Zero-based index of resource to set - * @returns - Instance for chaining + * Renders the particle container object. + * @param container - The container to render using this ParticleRenderer. */ - ArrayResource.prototype.addBaseTextureAt = function (baseTexture, index) { - if (baseTexture.resource) { - this.addResourceAt(baseTexture.resource, index); + ParticleRenderer.prototype.render = function (container) { + var children = container.children; + var maxSize = container._maxSize; + var batchSize = container._batchSize; + var renderer = this.renderer; + var totalChildren = children.length; + if (totalChildren === 0) { + return; } - else { - throw new Error('ArrayResource does not support RenderTexture'); + else if (totalChildren > maxSize && !container.autoResize) { + totalChildren = maxSize; } - return this; - }; - /** - * Add binding - * @param baseTexture - */ - ArrayResource.prototype.bind = function (baseTexture) { - _super.prototype.bind.call(this, baseTexture); - baseTexture.target = TARGETS$8.TEXTURE_2D_ARRAY; - }; - /** - * Upload the resources to the GPU. - * @param renderer - * @param texture - * @param glTexture - * @returns - whether texture was uploaded - */ - ArrayResource.prototype.upload = function (renderer, texture, glTexture) { - var _a = this, length = _a.length, itemDirtyIds = _a.itemDirtyIds, items = _a.items; - var gl = renderer.gl; - if (glTexture.dirtyId < 0) { - gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, glTexture.internalFormat, this._width, this._height, length, 0, texture.format, glTexture.type, null); + var buffers = container._buffers; + if (!buffers) { + buffers = container._buffers = this.generateBuffers(container); } - for (var i = 0; i < length; i++) { - var item = items[i]; - if (itemDirtyIds[i] < item.dirtyId) { - itemDirtyIds[i] = item.dirtyId; - if (item.valid) { - gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, // xoffset - 0, // yoffset - i, // zoffset - item.resource.width, item.resource.height, 1, texture.format, glTexture.type, item.resource.source); - } + var baseTexture = children[0]._texture.baseTexture; + var premultiplied = baseTexture.alphaMode > 0; + // if the uvs have not updated then no point rendering just yet! + this.state.blendMode = correctBlendMode(container.blendMode, premultiplied); + renderer.state.set(this.state); + var gl = renderer.gl; + var m = container.worldTransform.copyTo(this.tempMatrix); + m.prepend(renderer.globalUniforms.uniforms.projectionMatrix); + this.shader.uniforms.translationMatrix = m.toArray(true); + this.shader.uniforms.uColor = premultiplyRgba(container.tintRgb, container.worldAlpha, this.shader.uniforms.uColor, premultiplied); + this.shader.uniforms.uSampler = baseTexture; + this.renderer.shader.bind(this.shader); + var updateStatic = false; + // now lets upload and render the buffers.. + for (var i = 0, j = 0; i < totalChildren; i += batchSize, j += 1) { + var amount = (totalChildren - i); + if (amount > batchSize) { + amount = batchSize; + } + if (j >= buffers.length) { + buffers.push(this._generateOneMoreBuffer(container)); + } + var buffer = buffers[j]; + // we always upload the dynamic + buffer.uploadDynamic(children, i, amount); + var bid = container._bufferUpdateIDs[j] || 0; + updateStatic = updateStatic || (buffer._updateID < bid); + // we only upload the static content when we have to! + if (updateStatic) { + buffer._updateID = container._updateID; + buffer.uploadStatic(children, i, amount); } + // bind the buffer + renderer.geometry.bind(buffer.geometry); + gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0); } - return true; }; - return ArrayResource; - }(AbstractMultiResource)); - - /** - * Base for all the image/canvas resources. - * @memberof PIXI - */ - var BaseImageResource = /** @class */ (function (_super) { - __extends$k(BaseImageResource, _super); /** - * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} source + * Creates one particle buffer for each child in the container we want to render and updates internal properties. + * @param container - The container to render using this ParticleRenderer + * @returns - The buffers */ - function BaseImageResource(source) { - var _this = this; - var sourceAny = source; - var width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width; - var height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height; - _this = _super.call(this, width, height) || this; - _this.source = source; - _this.noSubImage = false; - return _this; - } + ParticleRenderer.prototype.generateBuffers = function (container) { + var buffers = []; + var size = container._maxSize; + var batchSize = container._batchSize; + var dynamicPropertyFlags = container._properties; + for (var i = 0; i < size; i += batchSize) { + buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize)); + } + return buffers; + }; /** - * Set cross origin based detecting the url and the crossorigin - * @param element - Element to apply crossOrigin - * @param url - URL to check - * @param crossorigin - Cross origin value to use + * Creates one more particle buffer, because container has autoResize feature. + * @param container - The container to render using this ParticleRenderer + * @returns - The generated buffer */ - BaseImageResource.crossOrigin = function (element, url, crossorigin) { - if (crossorigin === undefined && url.indexOf('data:') !== 0) { - element.crossOrigin = determineCrossOrigin(url); - } - else if (crossorigin !== false) { - element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous'; - } + ParticleRenderer.prototype._generateOneMoreBuffer = function (container) { + var batchSize = container._batchSize; + var dynamicPropertyFlags = container._properties; + return new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize); }; /** - * Upload the texture to the GPU. - * @param renderer - Upload to the renderer - * @param baseTexture - Reference to parent texture - * @param glTexture - * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] - (optional) - * @returns - true is success + * Uploads the vertices. + * @param children - the array of sprites to render + * @param startIndex - the index to start from in the children array + * @param amount - the amount of children that will have their vertices uploaded + * @param array - The vertices to upload. + * @param stride - Stride to use for iteration. + * @param offset - Offset to start at. */ - BaseImageResource.prototype.upload = function (renderer, baseTexture, glTexture, source) { - var gl = renderer.gl; - var width = baseTexture.realWidth; - var height = baseTexture.realHeight; - source = source || this.source; - if (source instanceof HTMLImageElement) { - if (!source.complete || source.naturalWidth === 0) { - return false; + ParticleRenderer.prototype.uploadVertices = function (children, startIndex, amount, array, stride, offset) { + var w0 = 0; + var w1 = 0; + var h0 = 0; + var h1 = 0; + for (var i = 0; i < amount; ++i) { + var sprite = children[startIndex + i]; + var texture = sprite._texture; + var sx = sprite.scale.x; + var sy = sprite.scale.y; + var trim = texture.trim; + var orig = texture.orig; + if (trim) { + // if the sprite is trimmed and is not a tilingsprite then we need to add the + // extra space before transforming the sprite coords.. + w1 = trim.x - (sprite.anchor.x * orig.width); + w0 = w1 + trim.width; + h1 = trim.y - (sprite.anchor.y * orig.height); + h0 = h1 + trim.height; } - } - else if (source instanceof HTMLVideoElement) { - if (source.readyState <= 1) { - return false; + else { + w0 = (orig.width) * (1 - sprite.anchor.x); + w1 = (orig.width) * -sprite.anchor.x; + h0 = orig.height * (1 - sprite.anchor.y); + h1 = orig.height * -sprite.anchor.y; } + array[offset] = w1 * sx; + array[offset + 1] = h1 * sy; + array[offset + stride] = w0 * sx; + array[offset + stride + 1] = h1 * sy; + array[offset + (stride * 2)] = w0 * sx; + array[offset + (stride * 2) + 1] = h0 * sy; + array[offset + (stride * 3)] = w1 * sx; + array[offset + (stride * 3) + 1] = h0 * sy; + offset += stride * 4; } - gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES$8.UNPACK); - if (!this.noSubImage - && baseTexture.target === gl.TEXTURE_2D - && glTexture.width === width - && glTexture.height === height) { - gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, glTexture.type, source); - } - else { - glTexture.width = width; - glTexture.height = height; - gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, baseTexture.format, glTexture.type, source); - } - return true; }; /** - * Checks if source width/height was changed, resize can cause extra baseTexture update. - * Triggers one update in any case. + * Uploads the position. + * @param children - the array of sprites to render + * @param startIndex - the index to start from in the children array + * @param amount - the amount of children that will have their positions uploaded + * @param array - The vertices to upload. + * @param stride - Stride to use for iteration. + * @param offset - Offset to start at. */ - BaseImageResource.prototype.update = function () { - if (this.destroyed) { - return; + ParticleRenderer.prototype.uploadPosition = function (children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; i++) { + var spritePosition = children[startIndex + i].position; + array[offset] = spritePosition.x; + array[offset + 1] = spritePosition.y; + array[offset + stride] = spritePosition.x; + array[offset + stride + 1] = spritePosition.y; + array[offset + (stride * 2)] = spritePosition.x; + array[offset + (stride * 2) + 1] = spritePosition.y; + array[offset + (stride * 3)] = spritePosition.x; + array[offset + (stride * 3) + 1] = spritePosition.y; + offset += stride * 4; } - var source = this.source; - var width = source.naturalWidth || source.videoWidth || source.width; - var height = source.naturalHeight || source.videoHeight || source.height; - this.resize(width, height); - _super.prototype.update.call(this); - }; - /** Destroy this {@link BaseImageResource} */ - BaseImageResource.prototype.dispose = function () { - this.source = null; }; - return BaseImageResource; - }(Resource)); - - /** - * @interface OffscreenCanvas - */ - /** - * Resource type for HTMLCanvasElement. - * @memberof PIXI - */ - var CanvasResource = /** @class */ (function (_super) { - __extends$k(CanvasResource, _super); /** - * @param source - Canvas element to use - */ - // eslint-disable-next-line @typescript-eslint/no-useless-constructor - function CanvasResource(source) { - return _super.call(this, source) || this; - } - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is HTMLCanvasElement or OffscreenCanvas + * Uploads the rotation. + * @param children - the array of sprites to render + * @param startIndex - the index to start from in the children array + * @param amount - the amount of children that will have their rotation uploaded + * @param array - The vertices to upload. + * @param stride - Stride to use for iteration. + * @param offset - Offset to start at. */ - CanvasResource.test = function (source) { - var OffscreenCanvas = globalThis.OffscreenCanvas; - // Check for browsers that don't yet support OffscreenCanvas - if (OffscreenCanvas && source instanceof OffscreenCanvas) { - return true; + ParticleRenderer.prototype.uploadRotation = function (children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; i++) { + var spriteRotation = children[startIndex + i].rotation; + array[offset] = spriteRotation; + array[offset + stride] = spriteRotation; + array[offset + (stride * 2)] = spriteRotation; + array[offset + (stride * 3)] = spriteRotation; + offset += stride * 4; } - return globalThis.HTMLCanvasElement && source instanceof HTMLCanvasElement; }; - return CanvasResource; - }(BaseImageResource)); - - /** - * Resource for a CubeTexture which contains six resources. - * @memberof PIXI - */ - var CubeResource = /** @class */ (function (_super) { - __extends$k(CubeResource, _super); - /** - * @param {Array} [source] - Collection of URLs or resources - * to use as the sides of the cube. - * @param options - ImageResource options - * @param {number} [options.width] - Width of resource - * @param {number} [options.height] - Height of resource - * @param {number} [options.autoLoad=true] - Whether to auto-load resources - * @param {number} [options.linkBaseTexture=true] - In case BaseTextures are supplied, - * whether to copy them or use - */ - function CubeResource(source, options) { - var _this = this; - var _a = options || {}, width = _a.width, height = _a.height, autoLoad = _a.autoLoad, linkBaseTexture = _a.linkBaseTexture; - if (source && source.length !== CubeResource.SIDES) { - throw new Error("Invalid length. Got " + source.length + ", expected 6"); - } - _this = _super.call(this, 6, { width: width, height: height }) || this; - for (var i = 0; i < CubeResource.SIDES; i++) { - _this.items[i].target = TARGETS$8.TEXTURE_CUBE_MAP_POSITIVE_X + i; - } - _this.linkBaseTexture = linkBaseTexture !== false; - if (source) { - _this.initFromArray(source, options); - } - if (autoLoad !== false) { - _this.load(); - } - return _this; - } /** - * Add binding. - * @param baseTexture - parent base texture + * Uploads the UVs. + * @param children - the array of sprites to render + * @param startIndex - the index to start from in the children array + * @param amount - the amount of children that will have their rotation uploaded + * @param array - The vertices to upload. + * @param stride - Stride to use for iteration. + * @param offset - Offset to start at. */ - CubeResource.prototype.bind = function (baseTexture) { - _super.prototype.bind.call(this, baseTexture); - baseTexture.target = TARGETS$8.TEXTURE_CUBE_MAP; - }; - CubeResource.prototype.addBaseTextureAt = function (baseTexture, index, linkBaseTexture) { - if (!this.items[index]) { - throw new Error("Index " + index + " is out of bounds"); - } - if (!this.linkBaseTexture - || baseTexture.parentTextureArray - || Object.keys(baseTexture._glTextures).length > 0) { - // copy mode - if (baseTexture.resource) { - this.addResourceAt(baseTexture.resource, index); + ParticleRenderer.prototype.uploadUvs = function (children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; ++i) { + var textureUvs = children[startIndex + i]._texture._uvs; + if (textureUvs) { + array[offset] = textureUvs.x0; + array[offset + 1] = textureUvs.y0; + array[offset + stride] = textureUvs.x1; + array[offset + stride + 1] = textureUvs.y1; + array[offset + (stride * 2)] = textureUvs.x2; + array[offset + (stride * 2) + 1] = textureUvs.y2; + array[offset + (stride * 3)] = textureUvs.x3; + array[offset + (stride * 3) + 1] = textureUvs.y3; + offset += stride * 4; } else { - throw new Error("CubeResource does not support copying of renderTexture."); + // TODO you know this can be easier! + array[offset] = 0; + array[offset + 1] = 0; + array[offset + stride] = 0; + array[offset + stride + 1] = 0; + array[offset + (stride * 2)] = 0; + array[offset + (stride * 2) + 1] = 0; + array[offset + (stride * 3)] = 0; + array[offset + (stride * 3) + 1] = 0; + offset += stride * 4; } } - else { - // link mode, the difficult one! - baseTexture.target = TARGETS$8.TEXTURE_CUBE_MAP_POSITIVE_X + index; - baseTexture.parentTextureArray = this.baseTexture; - this.items[index] = baseTexture; - } - if (baseTexture.valid && !this.valid) { - this.resize(baseTexture.realWidth, baseTexture.realHeight); - } - this.items[index] = baseTexture; - return this; }; /** - * Upload the resource - * @param renderer - * @param _baseTexture - * @param glTexture - * @returns {boolean} true is success + * Uploads the tint. + * @param children - the array of sprites to render + * @param startIndex - the index to start from in the children array + * @param amount - the amount of children that will have their rotation uploaded + * @param array - The vertices to upload. + * @param stride - Stride to use for iteration. + * @param offset - Offset to start at. */ - CubeResource.prototype.upload = function (renderer, _baseTexture, glTexture) { - var dirty = this.itemDirtyIds; - for (var i = 0; i < CubeResource.SIDES; i++) { - var side = this.items[i]; - if (dirty[i] < side.dirtyId || glTexture.dirtyId < _baseTexture.dirtyId) { - if (side.valid && side.resource) { - side.resource.upload(renderer, side, glTexture); - dirty[i] = side.dirtyId; - } - else if (dirty[i] < -1) { - // either item is not valid yet, either its a renderTexture - // allocate the memory - renderer.gl.texImage2D(side.target, 0, glTexture.internalFormat, _baseTexture.realWidth, _baseTexture.realHeight, 0, _baseTexture.format, glTexture.type, null); - dirty[i] = -1; - } - } + ParticleRenderer.prototype.uploadTint = function (children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; ++i) { + var sprite = children[startIndex + i]; + var premultiplied = sprite._texture.baseTexture.alphaMode > 0; + var alpha = sprite.alpha; + // we dont call extra function if alpha is 1.0, that's faster + var argb = alpha < 1.0 && premultiplied + ? premultiplyTint(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24); + array[offset] = argb; + array[offset + stride] = argb; + array[offset + (stride * 2)] = argb; + array[offset + (stride * 3)] = argb; + offset += stride * 4; } - return true; }; - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is an array of 6 elements - */ - CubeResource.test = function (source) { - return Array.isArray(source) && source.length === CubeResource.SIDES; + /** Destroys the ParticleRenderer. */ + ParticleRenderer.prototype.destroy = function () { + _super.prototype.destroy.call(this); + if (this.shader) { + this.shader.destroy(); + this.shader = null; + } + this.tempMatrix = null; }; - /** Number of texture sides to store for CubeResources. */ - CubeResource.SIDES = 6; - return CubeResource; - }(AbstractMultiResource)); + /** @ignore */ + ParticleRenderer.extension = { + name: 'particle', + type: ExtensionType.RendererPlugin, + }; + return ParticleRenderer; + }(ObjectRenderer)); + + /*! + * @pixi/graphics - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/graphics is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ /** - * Resource type for HTMLImageElement. + * Supported line joints in `PIXI.LineStyle` for graphics. + * @see PIXI.Graphics#lineStyle + * @see https://graphicdesign.stackexchange.com/questions/59018/what-is-a-bevel-join-of-two-lines-exactly-illustrator + * @name LINE_JOIN * @memberof PIXI + * @static + * @enum {string} + * @property {string} MITER - 'miter': make a sharp corner where outer part of lines meet + * @property {string} BEVEL - 'bevel': add a square butt at each end of line segment and fill the triangle at turn + * @property {string} ROUND - 'round': add an arc at the joint */ - var ImageResource = /** @class */ (function (_super) { - __extends$k(ImageResource, _super); - /** - * @param source - image source or URL - * @param options - * @param {boolean} [options.autoLoad=true] - start loading process - * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - whether its required to create - * a bitmap before upload - * @param {boolean} [options.crossorigin=true] - Load image using cross origin - * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Premultiply image alpha in bitmap - */ - function ImageResource(source, options) { - var _this = this; - options = options || {}; - if (!(source instanceof HTMLImageElement)) { - var imageElement = new Image(); - BaseImageResource.crossOrigin(imageElement, source, options.crossorigin); - imageElement.src = source; - source = imageElement; - } - _this = _super.call(this, source) || this; - // FireFox 68, and possibly other versions, seems like setting the HTMLImageElement#width and #height - // to non-zero values before its loading completes if images are in a cache. - // Because of this, need to set the `_width` and the `_height` to zero to avoid uploading incomplete images. - // Please refer to the issue #5968 (https://github.com/pixijs/pixi.js/issues/5968). - if (!source.complete && !!_this._width && !!_this._height) { - _this._width = 0; - _this._height = 0; - } - _this.url = source.src; - _this._process = null; - _this.preserveBitmap = false; - _this.createBitmap = (options.createBitmap !== undefined - ? options.createBitmap : settings$1.CREATE_IMAGE_BITMAP) && !!globalThis.createImageBitmap; - _this.alphaMode = typeof options.alphaMode === 'number' ? options.alphaMode : null; - _this.bitmap = null; - _this._load = null; - if (options.autoLoad !== false) { - _this.load(); - } - return _this; - } - /** - * Returns a promise when image will be loaded and processed. - * @param createBitmap - whether process image into bitmap - */ - ImageResource.prototype.load = function (createBitmap) { - var _this = this; - if (this._load) { - return this._load; - } - if (createBitmap !== undefined) { - this.createBitmap = createBitmap; - } - this._load = new Promise(function (resolve, reject) { - var source = _this.source; - _this.url = source.src; - var completed = function () { - if (_this.destroyed) { - return; - } - source.onload = null; - source.onerror = null; - _this.resize(source.width, source.height); - _this._load = null; - if (_this.createBitmap) { - resolve(_this.process()); - } - else { - resolve(_this); - } - }; - if (source.complete && source.src) { - completed(); - } - else { - source.onload = completed; - source.onerror = function (event) { - // Avoids Promise freezing when resource broken - reject(event); - _this.onError.emit(event); - }; - } - }); - return this._load; - }; - /** - * Called when we need to convert image into BitmapImage. - * Can be called multiple times, real promise is cached inside. - * @returns - Cached promise to fill that bitmap - */ - ImageResource.prototype.process = function () { - var _this = this; - var source = this.source; - if (this._process !== null) { - return this._process; - } - if (this.bitmap !== null || !globalThis.createImageBitmap) { - return Promise.resolve(this); - } - var createImageBitmap = globalThis.createImageBitmap; - var cors = !source.crossOrigin || source.crossOrigin === 'anonymous'; - this._process = fetch(source.src, { - mode: cors ? 'cors' : 'no-cors' - }) - .then(function (r) { return r.blob(); }) - .then(function (blob) { return createImageBitmap(blob, 0, 0, source.width, source.height, { - premultiplyAlpha: _this.alphaMode === ALPHA_MODES$8.UNPACK ? 'premultiply' : 'none', - }); }) - .then(function (bitmap) { - if (_this.destroyed) { - return Promise.reject(); - } - _this.bitmap = bitmap; - _this.update(); - _this._process = null; - return Promise.resolve(_this); - }); - return this._process; - }; - /** - * Upload the image resource to GPU. - * @param renderer - Renderer to upload to - * @param baseTexture - BaseTexture for this resource - * @param glTexture - GLTexture to use - * @returns {boolean} true is success - */ - ImageResource.prototype.upload = function (renderer, baseTexture, glTexture) { - if (typeof this.alphaMode === 'number') { - // bitmap stores unpack premultiply flag, we dont have to notify texImage2D about it - baseTexture.alphaMode = this.alphaMode; - } - if (!this.createBitmap) { - return _super.prototype.upload.call(this, renderer, baseTexture, glTexture); - } - if (!this.bitmap) { - // yeah, ignore the output - this.process(); - if (!this.bitmap) { - return false; - } + var LINE_JOIN; + (function (LINE_JOIN) { + LINE_JOIN["MITER"] = "miter"; + LINE_JOIN["BEVEL"] = "bevel"; + LINE_JOIN["ROUND"] = "round"; + })(LINE_JOIN || (LINE_JOIN = {})); + /** + * Support line caps in `PIXI.LineStyle` for graphics. + * @see PIXI.Graphics#lineStyle + * @name LINE_CAP + * @memberof PIXI + * @static + * @enum {string} + * @property {string} BUTT - 'butt': don't add any cap at line ends (leaves orthogonal edges) + * @property {string} ROUND - 'round': add semicircle at ends + * @property {string} SQUARE - 'square': add square at end (like `BUTT` except more length at end) + */ + var LINE_CAP; + (function (LINE_CAP) { + LINE_CAP["BUTT"] = "butt"; + LINE_CAP["ROUND"] = "round"; + LINE_CAP["SQUARE"] = "square"; + })(LINE_CAP || (LINE_CAP = {})); + /** + * Graphics curves resolution settings. If `adaptive` flag is set to `true`, + * the resolution is calculated based on the curve's length to ensure better visual quality. + * Adaptive draw works with `bezierCurveTo` and `quadraticCurveTo`. + * @static + * @constant + * @memberof PIXI + * @name GRAPHICS_CURVES + * @type {object} + * @property {boolean} [adaptive=true] - flag indicating if the resolution should be adaptive + * @property {number} [maxLength=10] - maximal length of a single segment of the curve (if adaptive = false, ignored) + * @property {number} [minSegments=8] - minimal number of segments in the curve (if adaptive = false, ignored) + * @property {number} [maxSegments=2048] - maximal number of segments in the curve (if adaptive = false, ignored) + */ + var GRAPHICS_CURVES = { + adaptive: true, + maxLength: 10, + minSegments: 8, + maxSegments: 2048, + epsilon: 0.0001, + _segmentsCount: function (length, defaultSegments) { + if (defaultSegments === void 0) { defaultSegments = 20; } + if (!this.adaptive || !length || isNaN(length)) { + return defaultSegments; } - _super.prototype.upload.call(this, renderer, baseTexture, glTexture, this.bitmap); - if (!this.preserveBitmap) { - // checks if there are other renderers that possibly need this bitmap - var flag = true; - var glTextures = baseTexture._glTextures; - for (var key in glTextures) { - var otherTex = glTextures[key]; - if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId) { - flag = false; - break; - } - } - if (flag) { - if (this.bitmap.close) { - this.bitmap.close(); - } - this.bitmap = null; - } + var result = Math.ceil(length / this.maxLength); + if (result < this.minSegments) { + result = this.minSegments; } - return true; - }; - /** Destroys this resource. */ - ImageResource.prototype.dispose = function () { - this.source.onload = null; - this.source.onerror = null; - _super.prototype.dispose.call(this); - if (this.bitmap) { - this.bitmap.close(); - this.bitmap = null; + else if (result > this.maxSegments) { + result = this.maxSegments; } - this._process = null; - this._load = null; - }; - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is string or HTMLImageElement - */ - ImageResource.test = function (source) { - return typeof source === 'string' || source instanceof HTMLImageElement; - }; - return ImageResource; - }(BaseImageResource)); + return result; + }, + }; /** - * Resource type for SVG elements and graphics. + * Fill style object for Graphics. * @memberof PIXI */ - var SVGResource = /** @class */ (function (_super) { - __extends$k(SVGResource, _super); - /** - * @param sourceBase64 - Base64 encoded SVG element or URL for SVG file. - * @param {object} [options] - Options to use - * @param {number} [options.scale=1] - Scale to apply to SVG. Overridden by... - * @param {number} [options.width] - Rasterize SVG this wide. Aspect ratio preserved if height not specified. - * @param {number} [options.height] - Rasterize SVG this high. Aspect ratio preserved if width not specified. - * @param {boolean} [options.autoLoad=true] - Start loading right away. - */ - function SVGResource(sourceBase64, options) { - var _this = this; - options = options || {}; - _this = _super.call(this, document.createElement('canvas')) || this; - _this._width = 0; - _this._height = 0; - _this.svg = sourceBase64; - _this.scale = options.scale || 1; - _this._overrideWidth = options.width; - _this._overrideHeight = options.height; - _this._resolve = null; - _this._crossorigin = options.crossorigin; - _this._load = null; - if (options.autoLoad !== false) { - _this.load(); - } - return _this; + var FillStyle = /** @class */ (function () { + function FillStyle() { + /** + * The hex color value used when coloring the Graphics object. + * @default 0xFFFFFF + */ + this.color = 0xFFFFFF; + /** The alpha value used when filling the Graphics object. */ + this.alpha = 1.0; + /** + * The texture to be used for the fill. + * @default 0 + */ + this.texture = Texture.WHITE; + /** + * The transform applied to the texture. + * @default null + */ + this.matrix = null; + /** If the current fill is visible. */ + this.visible = false; + this.reset(); } - SVGResource.prototype.load = function () { - var _this = this; - if (this._load) { - return this._load; - } - this._load = new Promise(function (resolve) { - // Save this until after load is finished - _this._resolve = function () { - _this.resize(_this.source.width, _this.source.height); - resolve(_this); - }; - // Convert SVG inline string to data-uri - if (SVGResource.SVG_XML.test(_this.svg.trim())) { - if (!btoa) { - throw new Error('Your browser doesn\'t support base64 conversions.'); - } - _this.svg = "data:image/svg+xml;base64," + btoa(unescape(encodeURIComponent(_this.svg))); - } - _this._loadSvg(); - }); - return this._load; - }; - /** Loads an SVG image from `imageUrl` or `data URL`. */ - SVGResource.prototype._loadSvg = function () { - var _this = this; - var tempImage = new Image(); - BaseImageResource.crossOrigin(tempImage, this.svg, this._crossorigin); - tempImage.src = this.svg; - tempImage.onerror = function (event) { - if (!_this._resolve) { - return; - } - tempImage.onerror = null; - _this.onError.emit(event); - }; - tempImage.onload = function () { - if (!_this._resolve) { - return; - } - var svgWidth = tempImage.width; - var svgHeight = tempImage.height; - if (!svgWidth || !svgHeight) { - throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.'); - } - // Set render size - var width = svgWidth * _this.scale; - var height = svgHeight * _this.scale; - if (_this._overrideWidth || _this._overrideHeight) { - width = _this._overrideWidth || _this._overrideHeight / svgHeight * svgWidth; - height = _this._overrideHeight || _this._overrideWidth / svgWidth * svgHeight; - } - width = Math.round(width); - height = Math.round(height); - // Create a canvas element - var canvas = _this.source; - canvas.width = width; - canvas.height = height; - canvas._pixiId = "canvas_" + uid(); - // Draw the Svg to the canvas - canvas - .getContext('2d') - .drawImage(tempImage, 0, 0, svgWidth, svgHeight, 0, 0, width, height); - _this._resolve(); - _this._resolve = null; - }; - }; - /** - * Get size from an svg string using a regular expression. - * @param svgString - a serialized svg element - * @returns - image extension - */ - SVGResource.getSize = function (svgString) { - var sizeMatch = SVGResource.SVG_SIZE.exec(svgString); - var size = {}; - if (sizeMatch) { - size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3])); - size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7])); - } - return size; + /** Clones the object */ + FillStyle.prototype.clone = function () { + var obj = new FillStyle(); + obj.color = this.color; + obj.alpha = this.alpha; + obj.texture = this.texture; + obj.matrix = this.matrix; + obj.visible = this.visible; + return obj; }; - /** Destroys this texture. */ - SVGResource.prototype.dispose = function () { - _super.prototype.dispose.call(this); - this._resolve = null; - this._crossorigin = null; + /** Reset */ + FillStyle.prototype.reset = function () { + this.color = 0xFFFFFF; + this.alpha = 1; + this.texture = Texture.WHITE; + this.matrix = null; + this.visible = false; }; - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @param {string} extension - The extension of source, if set - * @returns {boolean} - If the source is a SVG source or data file - */ - SVGResource.test = function (source, extension) { - // url file extension is SVG - return extension === 'svg' - // source is SVG data-uri - || (typeof source === 'string' && (/^data:image\/svg\+xml(;(charset=utf8|utf8))?;base64/).test(source)) - // source is SVG inline - || (typeof source === 'string' && SVGResource.SVG_XML.test(source)); + /** Destroy and don't use after this. */ + FillStyle.prototype.destroy = function () { + this.texture = null; + this.matrix = null; }; - /** - * Regular expression for SVG XML document. - * @example <?xml version="1.0" encoding="utf-8" ?><!-- image/svg --><svg - * @readonly - */ - SVGResource.SVG_XML = /^(<\?xml[^?]+\?>)?\s*()]*-->)?\s*\]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*>/i; // eslint-disable-line max-len - return SVGResource; - }(BaseImageResource)); + return FillStyle; + }()); + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$e = function(d, b) { + extendStatics$e = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$e(d, b); + }; + + function __extends$e(d, b) { + extendStatics$e(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + function fixOrientation(points, hole) { + var _a, _b; + if (hole === void 0) { hole = false; } + var m = points.length; + if (m < 6) { + return; + } + var area = 0; + for (var i = 0, x1 = points[m - 2], y1 = points[m - 1]; i < m; i += 2) { + var x2 = points[i]; + var y2 = points[i + 1]; + area += (x2 - x1) * (y2 + y1); + x1 = x2; + y1 = y2; + } + if ((!hole && area > 0) || (hole && area <= 0)) { + var n = m / 2; + for (var i = n + (n % 2); i < m; i += 2) { + var i1 = m - i - 2; + var i2 = m - i - 1; + var i3 = i; + var i4 = i + 1; + _a = [points[i3], points[i1]], points[i1] = _a[0], points[i3] = _a[1]; + _b = [points[i4], points[i2]], points[i2] = _b[0], points[i4] = _b[1]; + } + } + } /** - * Resource type for {@code HTMLVideoElement}. - * @memberof PIXI + * Builds a polygon to draw + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines */ - var VideoResource = /** @class */ (function (_super) { - __extends$k(VideoResource, _super); - /** - * @param {HTMLVideoElement|object|string|Array} source - Video element to use. - * @param {object} [options] - Options to use - * @param {boolean} [options.autoLoad=true] - Start loading the video immediately - * @param {boolean} [options.autoPlay=true] - Start playing video immediately - * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video. - * Leave at 0 to update at every render. - * @param {boolean} [options.crossorigin=true] - Load image using cross origin - */ - function VideoResource(source, options) { - var _this = this; - options = options || {}; - if (!(source instanceof HTMLVideoElement)) { - var videoElement = document.createElement('video'); - // workaround for https://github.com/pixijs/pixi.js/issues/5996 - videoElement.setAttribute('preload', 'auto'); - videoElement.setAttribute('webkit-playsinline', ''); - videoElement.setAttribute('playsinline', ''); - if (typeof source === 'string') { - source = [source]; + var buildPoly = { + build: function (graphicsData) { + graphicsData.points = graphicsData.shape.points.slice(); + }, + triangulate: function (graphicsData, graphicsGeometry) { + var points = graphicsData.points; + var holes = graphicsData.holes; + var verts = graphicsGeometry.points; + var indices = graphicsGeometry.indices; + if (points.length >= 6) { + fixOrientation(points, false); + var holeArray = []; + // Process holes.. + for (var i = 0; i < holes.length; i++) { + var hole = holes[i]; + fixOrientation(hole.points, true); + holeArray.push(points.length / 2); + points = points.concat(hole.points); } - var firstSrc = source[0].src || source[0]; - BaseImageResource.crossOrigin(videoElement, firstSrc, options.crossorigin); - // array of objects or strings - for (var i = 0; i < source.length; ++i) { - var sourceElement = document.createElement('source'); - var _a = source[i], src = _a.src, mime = _a.mime; - src = src || source[i]; - var baseSrc = src.split('?').shift().toLowerCase(); - var ext = baseSrc.slice(baseSrc.lastIndexOf('.') + 1); - mime = mime || VideoResource.MIME_TYPES[ext] || "video/" + ext; - sourceElement.src = src; - sourceElement.type = mime; - videoElement.appendChild(sourceElement); + // sort color + var triangles = earcut$1.exports(points, holeArray, 2); + if (!triangles) { + return; + } + var vertPos = verts.length / 2; + for (var i = 0; i < triangles.length; i += 3) { + indices.push(triangles[i] + vertPos); + indices.push(triangles[i + 1] + vertPos); + indices.push(triangles[i + 2] + vertPos); + } + for (var i = 0; i < points.length; i++) { + verts.push(points[i]); } - // Override the source - source = videoElement; } - _this = _super.call(this, source) || this; - _this.noSubImage = true; - _this._autoUpdate = true; - _this._isConnectedToTicker = false; - _this._updateFPS = options.updateFPS || 0; - _this._msToNextUpdate = 0; - _this.autoPlay = options.autoPlay !== false; - _this._load = null; - _this._resolve = null; - // Bind for listeners - _this._onCanPlay = _this._onCanPlay.bind(_this); - _this._onError = _this._onError.bind(_this); - if (options.autoLoad !== false) { - _this.load(); + }, + }; + + // for type only + /** + * Builds a circle to draw + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object to draw + * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines + */ + var buildCircle = { + build: function (graphicsData) { + // need to convert points to a nice regular data + var points = graphicsData.points; + var x; + var y; + var dx; + var dy; + var rx; + var ry; + if (graphicsData.type === SHAPES.CIRC) { + var circle = graphicsData.shape; + x = circle.x; + y = circle.y; + rx = ry = circle.radius; + dx = dy = 0; } - return _this; - } - /** - * Trigger updating of the texture. - * @param _deltaTime - time delta since last tick - */ - VideoResource.prototype.update = function (_deltaTime) { - if (!this.destroyed) { - // account for if video has had its playbackRate changed - var elapsedMS = Ticker$1.shared.elapsedMS * this.source.playbackRate; - this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS); - if (!this._updateFPS || this._msToNextUpdate <= 0) { - _super.prototype.update.call(this); - this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0; - } + else if (graphicsData.type === SHAPES.ELIP) { + var ellipse = graphicsData.shape; + x = ellipse.x; + y = ellipse.y; + rx = ellipse.width; + ry = ellipse.height; + dx = dy = 0; } - }; - /** - * Start preloading the video resource. - * @returns {Promise} Handle the validate event - */ - VideoResource.prototype.load = function () { - var _this = this; - if (this._load) { - return this._load; + else { + var roundedRect = graphicsData.shape; + var halfWidth = roundedRect.width / 2; + var halfHeight = roundedRect.height / 2; + x = roundedRect.x + halfWidth; + y = roundedRect.y + halfHeight; + rx = ry = Math.max(0, Math.min(roundedRect.radius, Math.min(halfWidth, halfHeight))); + dx = halfWidth - rx; + dy = halfHeight - ry; } - var source = this.source; - if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA) - && source.width && source.height) { - source.complete = true; + if (!(rx >= 0 && ry >= 0 && dx >= 0 && dy >= 0)) { + points.length = 0; + return; } - source.addEventListener('play', this._onPlayStart.bind(this)); - source.addEventListener('pause', this._onPlayStop.bind(this)); - if (!this._isSourceReady()) { - source.addEventListener('canplay', this._onCanPlay); - source.addEventListener('canplaythrough', this._onCanPlay); - source.addEventListener('error', this._onError, true); + // Choose a number of segments such that the maximum absolute deviation from the circle is approximately 0.029 + var n = Math.ceil(2.3 * Math.sqrt(rx + ry)); + var m = (n * 8) + (dx ? 4 : 0) + (dy ? 4 : 0); + points.length = m; + if (m === 0) { + return; } - else { - this._onCanPlay(); + if (n === 0) { + points.length = 8; + points[0] = points[6] = x + dx; + points[1] = points[3] = y + dy; + points[2] = points[4] = x - dx; + points[5] = points[7] = y - dy; + return; } - this._load = new Promise(function (resolve) { - if (_this.valid) { - resolve(_this); - } - else { - _this._resolve = resolve; - source.load(); + var j1 = 0; + var j2 = (n * 4) + (dx ? 2 : 0) + 2; + var j3 = j2; + var j4 = m; + { + var x0 = dx + rx; + var y0 = dy; + var x1 = x + x0; + var x2 = x - x0; + var y1 = y + y0; + points[j1++] = x1; + points[j1++] = y1; + points[--j2] = y1; + points[--j2] = x2; + if (dy) { + var y2 = y - y0; + points[j3++] = x2; + points[j3++] = y2; + points[--j4] = y2; + points[--j4] = x1; } - }); - return this._load; - }; - /** - * Handle video error events. - * @param event - */ - VideoResource.prototype._onError = function (event) { - this.source.removeEventListener('error', this._onError, true); - this.onError.emit(event); - }; - /** - * Returns true if the underlying source is playing. - * @returns - True if playing. - */ - VideoResource.prototype._isSourcePlaying = function () { - var source = this.source; - return (source.currentTime > 0 && source.paused === false && source.ended === false && source.readyState > 2); - }; - /** - * Returns true if the underlying source is ready for playing. - * @returns - True if ready. - */ - VideoResource.prototype._isSourceReady = function () { - var source = this.source; - return source.readyState === 3 || source.readyState === 4; - }; - /** Runs the update loop when the video is ready to play. */ - VideoResource.prototype._onPlayStart = function () { - // Just in case the video has not received its can play even yet.. - if (!this.valid) { - this._onCanPlay(); } - if (this.autoUpdate && !this._isConnectedToTicker) { - Ticker$1.shared.add(this.update, this); - this._isConnectedToTicker = true; - } - }; - /** Fired when a pause event is triggered, stops the update loop. */ - VideoResource.prototype._onPlayStop = function () { - if (this._isConnectedToTicker) { - Ticker$1.shared.remove(this.update, this); - this._isConnectedToTicker = false; + for (var i = 1; i < n; i++) { + var a = Math.PI / 2 * (i / n); + var x0 = dx + (Math.cos(a) * rx); + var y0 = dy + (Math.sin(a) * ry); + var x1 = x + x0; + var x2 = x - x0; + var y1 = y + y0; + var y2 = y - y0; + points[j1++] = x1; + points[j1++] = y1; + points[--j2] = y1; + points[--j2] = x2; + points[j3++] = x2; + points[j3++] = y2; + points[--j4] = y2; + points[--j4] = x1; } - }; - /** Fired when the video is loaded and ready to play. */ - VideoResource.prototype._onCanPlay = function () { - var source = this.source; - source.removeEventListener('canplay', this._onCanPlay); - source.removeEventListener('canplaythrough', this._onCanPlay); - var valid = this.valid; - this.resize(source.videoWidth, source.videoHeight); - // prevent multiple loaded dispatches.. - if (!valid && this._resolve) { - this._resolve(this); - this._resolve = null; + { + var x0 = dx; + var y0 = dy + ry; + var x1 = x + x0; + var x2 = x - x0; + var y1 = y + y0; + var y2 = y - y0; + points[j1++] = x1; + points[j1++] = y1; + points[--j4] = y2; + points[--j4] = x1; + if (dx) { + points[j1++] = x2; + points[j1++] = y1; + points[--j4] = y2; + points[--j4] = x2; + } } - if (this._isSourcePlaying()) { - this._onPlayStart(); + }, + triangulate: function (graphicsData, graphicsGeometry) { + var points = graphicsData.points; + var verts = graphicsGeometry.points; + var indices = graphicsGeometry.indices; + if (points.length === 0) { + return; } - else if (this.autoPlay) { - source.play(); + var vertPos = verts.length / 2; + var center = vertPos; + var x; + var y; + if (graphicsData.type !== SHAPES.RREC) { + var circle = graphicsData.shape; + x = circle.x; + y = circle.y; } - }; - /** Destroys this texture. */ - VideoResource.prototype.dispose = function () { - if (this._isConnectedToTicker) { - Ticker$1.shared.remove(this.update, this); - this._isConnectedToTicker = false; + else { + var roundedRect = graphicsData.shape; + x = roundedRect.x + (roundedRect.width / 2); + y = roundedRect.y + (roundedRect.height / 2); } - var source = this.source; - if (source) { - source.removeEventListener('error', this._onError, true); - source.pause(); - source.src = ''; - source.load(); + var matrix = graphicsData.matrix; + // Push center (special point) + verts.push(graphicsData.matrix ? (matrix.a * x) + (matrix.c * y) + matrix.tx : x, graphicsData.matrix ? (matrix.b * x) + (matrix.d * y) + matrix.ty : y); + vertPos++; + verts.push(points[0], points[1]); + for (var i = 2; i < points.length; i += 2) { + verts.push(points[i], points[i + 1]); + // add some uvs + indices.push(vertPos++, center, vertPos); } - _super.prototype.dispose.call(this); - }; - Object.defineProperty(VideoResource.prototype, "autoUpdate", { - /** Should the base texture automatically update itself, set to true by default. */ - get: function () { - return this._autoUpdate; - }, - set: function (value) { - if (value !== this._autoUpdate) { - this._autoUpdate = value; - if (!this._autoUpdate && this._isConnectedToTicker) { - Ticker$1.shared.remove(this.update, this); - this._isConnectedToTicker = false; - } - else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying()) { - Ticker$1.shared.add(this.update, this); - this._isConnectedToTicker = true; - } - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(VideoResource.prototype, "updateFPS", { - /** - * How many times a second to update the texture from the video. Leave at 0 to update at every render. - * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient. - */ - get: function () { - return this._updateFPS; - }, - set: function (value) { - if (value !== this._updateFPS) { - this._updateFPS = value; - } - }, - enumerable: false, - configurable: true - }); - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @param {string} extension - The extension of source, if set - * @returns {boolean} `true` if video source - */ - VideoResource.test = function (source, extension) { - return (globalThis.HTMLVideoElement && source instanceof HTMLVideoElement) - || VideoResource.TYPES.indexOf(extension) > -1; - }; - /** - * List of common video file extensions supported by VideoResource. - * @readonly - */ - VideoResource.TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov']; - /** - * Map of video MIME types that can't be directly derived from file extensions. - * @readonly - */ - VideoResource.MIME_TYPES = { - ogv: 'video/ogg', - mov: 'video/quicktime', - m4v: 'video/mp4', - }; - return VideoResource; - }(BaseImageResource)); + indices.push(center + 1, center, vertPos); + }, + }; /** - * Resource type for ImageBitmap. - * @memberof PIXI + * Builds a rectangle to draw + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines */ - var ImageBitmapResource = /** @class */ (function (_super) { - __extends$k(ImageBitmapResource, _super); - /** - * @param source - Image element to use - */ - // eslint-disable-next-line @typescript-eslint/no-useless-constructor - function ImageBitmapResource(source) { - return _super.call(this, source) || this; - } - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is an ImageBitmap - */ - ImageBitmapResource.test = function (source) { - return !!globalThis.createImageBitmap && typeof ImageBitmap !== 'undefined' && source instanceof ImageBitmap; - }; - return ImageBitmapResource; - }(BaseImageResource)); - - INSTALLED.push(ImageResource, ImageBitmapResource, CanvasResource, VideoResource, SVGResource, BufferResource, CubeResource, ArrayResource); + var buildRectangle = { + build: function (graphicsData) { + // --- // + // need to convert points to a nice regular data + // + var rectData = graphicsData.shape; + var x = rectData.x; + var y = rectData.y; + var width = rectData.width; + var height = rectData.height; + var points = graphicsData.points; + points.length = 0; + points.push(x, y, x + width, y, x + width, y + height, x, y + height); + }, + triangulate: function (graphicsData, graphicsGeometry) { + var points = graphicsData.points; + var verts = graphicsGeometry.points; + var vertPos = verts.length / 2; + verts.push(points[0], points[1], points[2], points[3], points[6], points[7], points[4], points[5]); + graphicsGeometry.indices.push(vertPos, vertPos + 1, vertPos + 2, vertPos + 1, vertPos + 2, vertPos + 3); + }, + }; /** - * Resource type for DepthTexture. - * @memberof PIXI + * Calculate a single point for a quadratic bezier curve. + * Utility function used by quadraticBezierCurve. + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {number} n1 - first number + * @param {number} n2 - second number + * @param {number} perc - percentage + * @returns {number} the result */ - var DepthResource = /** @class */ (function (_super) { - __extends$k(DepthResource, _super); - function DepthResource() { - return _super !== null && _super.apply(this, arguments) || this; + function getPt(n1, n2, perc) { + var diff = n2 - n1; + return n1 + (diff * perc); + } + /** + * Calculate the points for a quadratic bezier curve. (helper function..) + * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {number} fromX - Origin point x + * @param {number} fromY - Origin point x + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @param {number[]} [out=[]] - The output array to add points into. If not passed, a new array is created. + * @returns {number[]} an array of points + */ + function quadraticBezierCurve(fromX, fromY, cpX, cpY, toX, toY, out) { + if (out === void 0) { out = []; } + var n = 20; + var points = out; + var xa = 0; + var ya = 0; + var xb = 0; + var yb = 0; + var x = 0; + var y = 0; + for (var i = 0, j = 0; i <= n; ++i) { + j = i / n; + // The Green Line + xa = getPt(fromX, cpX, j); + ya = getPt(fromY, cpY, j); + xb = getPt(cpX, toX, j); + yb = getPt(cpY, toY, j); + // The Black Dot + x = getPt(xa, xb, j); + y = getPt(ya, yb, j); + // Handle case when first curve points overlaps and earcut fails to triangulate + if (i === 0 && points[points.length - 2] === x && points[points.length - 1] === y) { + continue; + } + points.push(x, y); } - /** - * Upload the texture to the GPU. - * @param renderer - Upload to the renderer - * @param baseTexture - Reference to parent texture - * @param glTexture - glTexture - * @returns - true is success - */ - DepthResource.prototype.upload = function (renderer, baseTexture, glTexture) { - var gl = renderer.gl; - gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES$8.UNPACK); - var width = baseTexture.realWidth; - var height = baseTexture.realHeight; - if (glTexture.width === width && glTexture.height === height) { - gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data); + return points; + } + /** + * Builds a rounded rectangle to draw + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines + */ + var buildRoundedRectangle = { + build: function (graphicsData) { + if (Graphics.nextRoundedRectBehavior) { + buildCircle.build(graphicsData); + return; + } + var rrectData = graphicsData.shape; + var points = graphicsData.points; + var x = rrectData.x; + var y = rrectData.y; + var width = rrectData.width; + var height = rrectData.height; + // Don't allow negative radius or greater than half the smallest width + var radius = Math.max(0, Math.min(rrectData.radius, Math.min(width, height) / 2)); + points.length = 0; + // No radius, do a simple rectangle + if (!radius) { + points.push(x, y, x + width, y, x + width, y + height, x, y + height); } else { - glTexture.width = width; - glTexture.height = height; - gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data); + quadraticBezierCurve(x, y + radius, x, y, x + radius, y, points); + quadraticBezierCurve(x + width - radius, y, x + width, y, x + width, y + radius, points); + quadraticBezierCurve(x + width, y + height - radius, x + width, y + height, x + width - radius, y + height, points); + quadraticBezierCurve(x + radius, y + height, x, y + height, x, y + height - radius, points); } - return true; - }; - return DepthResource; - }(BufferResource)); + }, + triangulate: function (graphicsData, graphicsGeometry) { + if (Graphics.nextRoundedRectBehavior) { + buildCircle.triangulate(graphicsData, graphicsGeometry); + return; + } + var points = graphicsData.points; + var verts = graphicsGeometry.points; + var indices = graphicsGeometry.indices; + var vecPos = verts.length / 2; + var triangles = earcut$1.exports(points, null, 2); + for (var i = 0, j = triangles.length; i < j; i += 3) { + indices.push(triangles[i] + vecPos); + // indices.push(triangles[i] + vecPos); + indices.push(triangles[i + 1] + vecPos); + // indices.push(triangles[i + 2] + vecPos); + indices.push(triangles[i + 2] + vecPos); + } + for (var i = 0, j = points.length; i < j; i++) { + verts.push(points[i], points[++i]); + } + }, + }; /** - * A framebuffer can be used to render contents off of the screen. {@link PIXI.BaseRenderTexture} uses - * one internally to render into itself. You can attach a depth or stencil buffer to a framebuffer. + * Buffers vertices to draw a square cap. * - * On WebGL 2 machines, shaders can output to multiple textures simultaneously with GLSL 300 ES. - * @memberof PIXI + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {number} x - X-coord of end point + * @param {number} y - Y-coord of end point + * @param {number} nx - X-coord of line normal pointing inside + * @param {number} ny - Y-coord of line normal pointing inside + * @param {number} innerWeight - Weight of inner points + * @param {number} outerWeight - Weight of outer points + * @param {boolean} clockwise - Whether the cap is drawn clockwise + * @param {Array} verts - vertex buffer + * @returns {number} - no. of vertices pushed */ - var Framebuffer = /** @class */ (function () { - /** - * @param width - Width of the frame buffer - * @param height - Height of the frame buffer - */ - function Framebuffer(width, height) { - this.width = Math.round(width || 100); - this.height = Math.round(height || 100); - this.stencil = false; - this.depth = false; - this.dirtyId = 0; - this.dirtyFormat = 0; - this.dirtySize = 0; - this.depthTexture = null; - this.colorTextures = []; - this.glFramebuffers = {}; - this.disposeRunner = new Runner('disposeFramebuffer'); - this.multisample = MSAA_QUALITY$8.NONE; + function square(x, y, nx, ny, innerWeight, outerWeight, clockwise, /* rotation for square (true at left end, false at right end) */ verts) { + var ix = x - (nx * innerWeight); + var iy = y - (ny * innerWeight); + var ox = x + (nx * outerWeight); + var oy = y + (ny * outerWeight); + /* Rotate nx,ny for extension vector */ + var exx; + var eyy; + if (clockwise) { + exx = ny; + eyy = -nx; } - Object.defineProperty(Framebuffer.prototype, "colorTexture", { - /** - * Reference to the colorTexture. - * @readonly - */ - get: function () { - return this.colorTextures[0]; - }, - enumerable: false, - configurable: true - }); - /** - * Add texture to the colorTexture array. - * @param index - Index of the array to add the texture to - * @param texture - Texture to add to the array - */ - Framebuffer.prototype.addColorTexture = function (index, texture) { - if (index === void 0) { index = 0; } - // TODO add some validation to the texture - same width / height etc? - this.colorTextures[index] = texture || new BaseTexture(null, { - scaleMode: SCALE_MODES$8.NEAREST, - resolution: 1, - mipmap: MIPMAP_MODES$8.OFF, - width: this.width, - height: this.height, - }); - this.dirtyId++; - this.dirtyFormat++; - return this; - }; - /** - * Add a depth texture to the frame buffer. - * @param texture - Texture to add. - */ - Framebuffer.prototype.addDepthTexture = function (texture) { - /* eslint-disable max-len */ - this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), { - scaleMode: SCALE_MODES$8.NEAREST, - resolution: 1, - width: this.width, - height: this.height, - mipmap: MIPMAP_MODES$8.OFF, - format: FORMATS$8.DEPTH_COMPONENT, - type: TYPES$8.UNSIGNED_SHORT, - }); - this.dirtyId++; - this.dirtyFormat++; - return this; - }; - /** Enable depth on the frame buffer. */ - Framebuffer.prototype.enableDepth = function () { - this.depth = true; - this.dirtyId++; - this.dirtyFormat++; - return this; - }; - /** Enable stencil on the frame buffer. */ - Framebuffer.prototype.enableStencil = function () { - this.stencil = true; - this.dirtyId++; - this.dirtyFormat++; - return this; - }; - /** - * Resize the frame buffer - * @param width - Width of the frame buffer to resize to - * @param height - Height of the frame buffer to resize to - */ - Framebuffer.prototype.resize = function (width, height) { - width = Math.round(width); - height = Math.round(height); - if (width === this.width && height === this.height) - { return; } - this.width = width; - this.height = height; - this.dirtyId++; - this.dirtySize++; - for (var i = 0; i < this.colorTextures.length; i++) { - var texture = this.colorTextures[i]; - var resolution = texture.resolution; - // take into account the fact the texture may have a different resolution.. - texture.setSize(width / resolution, height / resolution); + else { + exx = -ny; + eyy = nx; + } + /* [i|0]x,y extended at cap */ + var eix = ix + exx; + var eiy = iy + eyy; + var eox = ox + exx; + var eoy = oy + eyy; + /* Square itself must be inserted clockwise*/ + verts.push(eix, eiy); + verts.push(eox, eoy); + return 2; + } + /** + * Buffers vertices to draw an arc at the line joint or cap. + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {number} cx - X-coord of center + * @param {number} cy - Y-coord of center + * @param {number} sx - X-coord of arc start + * @param {number} sy - Y-coord of arc start + * @param {number} ex - X-coord of arc end + * @param {number} ey - Y-coord of arc end + * @param {Array} verts - buffer of vertices + * @param {boolean} clockwise - orientation of vertices + * @returns {number} - no. of vertices pushed + */ + function round(cx, cy, sx, sy, ex, ey, verts, clockwise) { + var cx2p0x = sx - cx; + var cy2p0y = sy - cy; + var angle0 = Math.atan2(cx2p0x, cy2p0y); + var angle1 = Math.atan2(ex - cx, ey - cy); + if (clockwise && angle0 < angle1) { + angle0 += Math.PI * 2; + } + else if (!clockwise && angle0 > angle1) { + angle1 += Math.PI * 2; + } + var startAngle = angle0; + var angleDiff = angle1 - angle0; + var absAngleDiff = Math.abs(angleDiff); + /* if (absAngleDiff >= PI_LBOUND && absAngleDiff <= PI_UBOUND) + { + const r1x = cx - nxtPx; + const r1y = cy - nxtPy; + + if (r1x === 0) + { + if (r1y > 0) + { + angleDiff = -angleDiff; + } } - if (this.depthTexture) { - var resolution = this.depthTexture.resolution; - this.depthTexture.setSize(width / resolution, height / resolution); + else if (r1x >= -GRAPHICS_CURVES.epsilon) + { + angleDiff = -angleDiff; } - }; - /** Disposes WebGL resources that are connected to this geometry. */ - Framebuffer.prototype.dispose = function () { - this.disposeRunner.emit(this, false); - }; - /** Destroys and removes the depth texture added to this framebuffer. */ - Framebuffer.prototype.destroyDepthTexture = function () { - if (this.depthTexture) { - this.depthTexture.destroy(); - this.depthTexture = null; - ++this.dirtyId; - ++this.dirtyFormat; + }*/ + var radius = Math.sqrt((cx2p0x * cx2p0x) + (cy2p0y * cy2p0y)); + var segCount = ((15 * absAngleDiff * Math.sqrt(radius) / Math.PI) >> 0) + 1; + var angleInc = angleDiff / segCount; + startAngle += angleInc; + if (clockwise) { + verts.push(cx, cy); + verts.push(sx, sy); + for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) { + verts.push(cx, cy); + verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius))); } - }; - return Framebuffer; - }()); - + verts.push(cx, cy); + verts.push(ex, ey); + } + else { + verts.push(sx, sy); + verts.push(cx, cy); + for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) { + verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius))); + verts.push(cx, cy); + } + verts.push(ex, ey); + verts.push(cx, cy); + } + return segCount * 2; + } /** - * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it. - * - * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded - * otherwise black rectangles will be drawn instead. - * - * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position - * and rotation of the given Display Objects is ignored. For example: - * - * ```js - * let renderer = PIXI.autoDetectRenderer(); - * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 }); - * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); - * let sprite = PIXI.Sprite.from("spinObj_01.png"); - * - * sprite.position.x = 800/2; - * sprite.position.y = 600/2; - * sprite.anchor.x = 0.5; - * sprite.anchor.y = 0.5; - * - * renderer.render(sprite, {renderTexture}); - * ``` - * - * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 - * you can clear the transform - * - * ```js - * - * sprite.setTransform() - * - * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 }); - * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); + * Builds a line to draw using the polygon method. * - * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture - * ``` - * @memberof PIXI + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output */ - var BaseRenderTexture = /** @class */ (function (_super) { - __extends$k(BaseRenderTexture, _super); - /** - * @param options - * @param {number} [options.width=100] - The width of the base render texture. - * @param {number} [options.height=100] - The height of the base render texture. - * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} - * for possible values. - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio - * of the texture being generated. - * @param {PIXI.MSAA_QUALITY} [options.multisample=PIXI.MSAA_QUALITY.NONE] - The number of samples of the frame buffer. - */ - function BaseRenderTexture(options) { - if (options === void 0) { options = {}; } - var _this = this; - if (typeof options === 'number') { - /* eslint-disable prefer-rest-params */ - // Backward compatibility of signature - var width = arguments[0]; - var height = arguments[1]; - var scaleMode = arguments[2]; - var resolution = arguments[3]; - options = { width: width, height: height, scaleMode: scaleMode, resolution: resolution }; - /* eslint-enable prefer-rest-params */ + function buildNonNativeLine(graphicsData, graphicsGeometry) { + var shape = graphicsData.shape; + var points = graphicsData.points || shape.points.slice(); + var eps = graphicsGeometry.closePointEps; + if (points.length === 0) { + return; + } + // if the line width is an odd number add 0.5 to align to a whole pixel + // commenting this out fixes #711 and #1620 + // if (graphicsData.lineWidth%2) + // { + // for (i = 0; i < points.length; i++) + // { + // points[i] += 0.5; + // } + // } + var style = graphicsData.lineStyle; + // get first and last point.. figure out the middle! + var firstPoint = new Point(points[0], points[1]); + var lastPoint = new Point(points[points.length - 2], points[points.length - 1]); + var closedShape = shape.type !== SHAPES.POLY || shape.closeStroke; + var closedPath = Math.abs(firstPoint.x - lastPoint.x) < eps + && Math.abs(firstPoint.y - lastPoint.y) < eps; + // if the first point is the last point - gonna have issues :) + if (closedShape) { + // need to clone as we are going to slightly modify the shape.. + points = points.slice(); + if (closedPath) { + points.pop(); + points.pop(); + lastPoint.set(points[points.length - 2], points[points.length - 1]); } - options.width = options.width || 100; - options.height = options.height || 100; - options.multisample = options.multisample !== undefined ? options.multisample : MSAA_QUALITY$8.NONE; - _this = _super.call(this, null, options) || this; - // Set defaults - _this.mipmap = MIPMAP_MODES$8.OFF; - _this.valid = true; - _this.clearColor = [0, 0, 0, 0]; - _this.framebuffer = new Framebuffer(_this.realWidth, _this.realHeight) - .addColorTexture(0, _this); - _this.framebuffer.multisample = options.multisample; - // TODO - could this be added the systems? - _this.maskStack = []; - _this.filterStack = [{}]; - return _this; + var midPointX = (firstPoint.x + lastPoint.x) * 0.5; + var midPointY = (lastPoint.y + firstPoint.y) * 0.5; + points.unshift(midPointX, midPointY); + points.push(midPointX, midPointY); } - /** - * Resizes the BaseRenderTexture. - * @param desiredWidth - The desired width to resize to. - * @param desiredHeight - The desired height to resize to. - */ - BaseRenderTexture.prototype.resize = function (desiredWidth, desiredHeight) { - this.framebuffer.resize(desiredWidth * this.resolution, desiredHeight * this.resolution); - this.setRealSize(this.framebuffer.width, this.framebuffer.height); - }; - /** - * Frees the texture and framebuffer from WebGL memory without destroying this texture object. - * This means you can still use the texture later which will upload it to GPU - * memory again. - * @fires PIXI.BaseTexture#dispose - */ - BaseRenderTexture.prototype.dispose = function () { - this.framebuffer.dispose(); - _super.prototype.dispose.call(this); - }; - /** Destroys this texture. */ - BaseRenderTexture.prototype.destroy = function () { - _super.prototype.destroy.call(this); - this.framebuffer.destroyDepthTexture(); - this.framebuffer = null; - }; - return BaseRenderTexture; - }(BaseTexture)); - - /** - * Stores a texture's frame in UV coordinates, in - * which everything lies in the rectangle `[(0,0), (1,0), - * (1,1), (0,1)]`. - * - * | Corner | Coordinates | - * |--------------|-------------| - * | Top-Left | `(x0,y0)` | - * | Top-Right | `(x1,y1)` | - * | Bottom-Right | `(x2,y2)` | - * | Bottom-Left | `(x3,y3)` | - * @protected - * @memberof PIXI - */ - var TextureUvs = /** @class */ (function () { - function TextureUvs() { - this.x0 = 0; - this.y0 = 0; - this.x1 = 1; - this.y1 = 0; - this.x2 = 1; - this.y2 = 1; - this.x3 = 0; - this.y3 = 1; - this.uvsFloat32 = new Float32Array(8); + var verts = graphicsGeometry.points; + var length = points.length / 2; + var indexCount = points.length; + var indexStart = verts.length / 2; + // Max. inner and outer width + var width = style.width / 2; + var widthSquared = width * width; + var miterLimitSquared = style.miterLimit * style.miterLimit; + /* Line segments of interest where (x1,y1) forms the corner. */ + var x0 = points[0]; + var y0 = points[1]; + var x1 = points[2]; + var y1 = points[3]; + var x2 = 0; + var y2 = 0; + /* perp[?](x|y) = the line normal with magnitude lineWidth. */ + var perpx = -(y0 - y1); + var perpy = x0 - x1; + var perp1x = 0; + var perp1y = 0; + var dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + var ratio = style.alignment; // 0.5; + var innerWeight = (1 - ratio) * 2; + var outerWeight = ratio * 2; + if (!closedShape) { + if (style.cap === LINE_CAP.ROUND) { + indexCount += round(x0 - (perpx * (innerWeight - outerWeight) * 0.5), y0 - (perpy * (innerWeight - outerWeight) * 0.5), x0 - (perpx * innerWeight), y0 - (perpy * innerWeight), x0 + (perpx * outerWeight), y0 + (perpy * outerWeight), verts, true) + 2; + } + else if (style.cap === LINE_CAP.SQUARE) { + indexCount += square(x0, y0, perpx, perpy, innerWeight, outerWeight, true, verts); + } } - /** - * Sets the texture Uvs based on the given frame information. - * @protected - * @param frame - The frame of the texture - * @param baseFrame - The base frame of the texture - * @param rotate - Rotation of frame, see {@link PIXI.groupD8} - */ - TextureUvs.prototype.set = function (frame, baseFrame, rotate) { - var tw = baseFrame.width; - var th = baseFrame.height; - if (rotate) { - // width and height div 2 div baseFrame size - var w2 = frame.width / 2 / tw; - var h2 = frame.height / 2 / th; - // coordinates of center - var cX = (frame.x / tw) + w2; - var cY = (frame.y / th) + h2; - rotate = groupD8.add(rotate, groupD8.NW); // NW is top-left corner - this.x0 = cX + (w2 * groupD8.uX(rotate)); - this.y0 = cY + (h2 * groupD8.uY(rotate)); - rotate = groupD8.add(rotate, 2); // rotate 90 degrees clockwise - this.x1 = cX + (w2 * groupD8.uX(rotate)); - this.y1 = cY + (h2 * groupD8.uY(rotate)); - rotate = groupD8.add(rotate, 2); - this.x2 = cX + (w2 * groupD8.uX(rotate)); - this.y2 = cY + (h2 * groupD8.uY(rotate)); - rotate = groupD8.add(rotate, 2); - this.x3 = cX + (w2 * groupD8.uX(rotate)); - this.y3 = cY + (h2 * groupD8.uY(rotate)); + // Push first point (below & above vertices) + verts.push(x0 - (perpx * innerWeight), y0 - (perpy * innerWeight)); + verts.push(x0 + (perpx * outerWeight), y0 + (perpy * outerWeight)); + for (var i = 1; i < length - 1; ++i) { + x0 = points[(i - 1) * 2]; + y0 = points[((i - 1) * 2) + 1]; + x1 = points[i * 2]; + y1 = points[(i * 2) + 1]; + x2 = points[(i + 1) * 2]; + y2 = points[((i + 1) * 2) + 1]; + perpx = -(y0 - y1); + perpy = x0 - x1; + dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + perp1x = -(y1 - y2); + perp1y = x1 - x2; + dist = Math.sqrt((perp1x * perp1x) + (perp1y * perp1y)); + perp1x /= dist; + perp1y /= dist; + perp1x *= width; + perp1y *= width; + /* d[x|y](0|1) = the component displacement between points p(0,1|1,2) */ + var dx0 = x1 - x0; + var dy0 = y0 - y1; + var dx1 = x1 - x2; + var dy1 = y2 - y1; + /* +ve if internal angle < 90 degree, -ve if internal angle > 90 degree. */ + var dot = (dx0 * dx1) + (dy0 * dy1); + /* +ve if internal angle counterclockwise, -ve if internal angle clockwise. */ + var cross = (dy0 * dx1) - (dy1 * dx0); + var clockwise = (cross < 0); + /* Going nearly parallel? */ + /* atan(0.001) ~= 0.001 rad ~= 0.057 degree */ + if (Math.abs(cross) < 0.001 * Math.abs(dot)) { + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); + /* 180 degree corner? */ + if (dot >= 0) { + if (style.join === LINE_JOIN.ROUND) { + indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 4; + } + else { + indexCount += 2; + } + verts.push(x1 - (perp1x * outerWeight), y1 - (perp1y * outerWeight)); + verts.push(x1 + (perp1x * innerWeight), y1 + (perp1y * innerWeight)); + } + continue; } - else { - this.x0 = frame.x / tw; - this.y0 = frame.y / th; - this.x1 = (frame.x + frame.width) / tw; - this.y1 = frame.y / th; - this.x2 = (frame.x + frame.width) / tw; - this.y2 = (frame.y + frame.height) / th; - this.x3 = frame.x / tw; - this.y3 = (frame.y + frame.height) / th; + /* p[x|y] is the miter point. pdist is the distance between miter point and p1. */ + var c1 = ((-perpx + x0) * (-perpy + y1)) - ((-perpx + x1) * (-perpy + y0)); + var c2 = ((-perp1x + x2) * (-perp1y + y1)) - ((-perp1x + x1) * (-perp1y + y2)); + var px = ((dx0 * c2) - (dx1 * c1)) / cross; + var py = ((dy1 * c1) - (dy0 * c2)) / cross; + var pdist = ((px - x1) * (px - x1)) + ((py - y1) * (py - y1)); + /* Inner miter point */ + var imx = x1 + ((px - x1) * innerWeight); + var imy = y1 + ((py - y1) * innerWeight); + /* Outer miter point */ + var omx = x1 - ((px - x1) * outerWeight); + var omy = y1 - ((py - y1) * outerWeight); + /* Is the inside miter point too far away, creating a spike? */ + var smallerInsideSegmentSq = Math.min((dx0 * dx0) + (dy0 * dy0), (dx1 * dx1) + (dy1 * dy1)); + var insideWeight = clockwise ? innerWeight : outerWeight; + var smallerInsideDiagonalSq = smallerInsideSegmentSq + (insideWeight * insideWeight * widthSquared); + var insideMiterOk = pdist <= smallerInsideDiagonalSq; + if (insideMiterOk) { + if (style.join === LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared) { + if (clockwise) /* rotating at inner angle */ { + verts.push(imx, imy); // inner miter point + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex + verts.push(imx, imy); // inner miter point + verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex + } + else /* rotating at outer angle */ { + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex + verts.push(omx, omy); // outer miter point + verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's outer vertex + verts.push(omx, omy); // outer miter point + } + indexCount += 2; + } + else if (style.join === LINE_JOIN.ROUND) { + if (clockwise) /* arc is outside */ { + verts.push(imx, imy); + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); + indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 4; + verts.push(imx, imy); + verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); + } + else /* arc is inside */ { + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); + verts.push(omx, omy); + indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 4; + verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); + verts.push(omx, omy); + } + } + else { + verts.push(imx, imy); + verts.push(omx, omy); + } } - this.uvsFloat32[0] = this.x0; - this.uvsFloat32[1] = this.y0; - this.uvsFloat32[2] = this.x1; - this.uvsFloat32[3] = this.y1; - this.uvsFloat32[4] = this.x2; - this.uvsFloat32[5] = this.y2; - this.uvsFloat32[6] = this.x3; - this.uvsFloat32[7] = this.y3; - }; - TextureUvs.prototype.toString = function () { - return "[@pixi/core:TextureUvs " - + ("x0=" + this.x0 + " y0=" + this.y0 + " ") - + ("x1=" + this.x1 + " y1=" + this.y1 + " x2=" + this.x2 + " ") - + ("y2=" + this.y2 + " x3=" + this.x3 + " y3=" + this.y3) - + "]"; - }; - return TextureUvs; - }()); - - var DEFAULT_UVS = new TextureUvs(); + else // inside miter is NOT ok + { + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex + if (style.join === LINE_JOIN.ROUND) { + if (clockwise) /* arc is outside */ { + indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 2; + } + else /* arc is inside */ { + indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 2; + } + } + else if (style.join === LINE_JOIN.MITER && pdist / widthSquared <= miterLimitSquared) { + if (clockwise) { + verts.push(omx, omy); // inner miter point + verts.push(omx, omy); // inner miter point + } + else { + verts.push(imx, imy); // outer miter point + verts.push(imx, imy); // outer miter point + } + indexCount += 2; + } + verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's inner vertex + verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex + indexCount += 2; + } + } + x0 = points[(length - 2) * 2]; + y0 = points[((length - 2) * 2) + 1]; + x1 = points[(length - 1) * 2]; + y1 = points[((length - 1) * 2) + 1]; + perpx = -(y0 - y1); + perpy = x0 - x1; + dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); + if (!closedShape) { + if (style.cap === LINE_CAP.ROUND) { + indexCount += round(x1 - (perpx * (innerWeight - outerWeight) * 0.5), y1 - (perpy * (innerWeight - outerWeight) * 0.5), x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), verts, false) + 2; + } + else if (style.cap === LINE_CAP.SQUARE) { + indexCount += square(x1, y1, perpx, perpy, innerWeight, outerWeight, false, verts); + } + } + var indices = graphicsGeometry.indices; + var eps2 = GRAPHICS_CURVES.epsilon * GRAPHICS_CURVES.epsilon; + // indices.push(indexStart); + for (var i = indexStart; i < indexCount + indexStart - 2; ++i) { + x0 = verts[(i * 2)]; + y0 = verts[(i * 2) + 1]; + x1 = verts[(i + 1) * 2]; + y1 = verts[((i + 1) * 2) + 1]; + x2 = verts[(i + 2) * 2]; + y2 = verts[((i + 2) * 2) + 1]; + /* Skip zero area triangles */ + if (Math.abs((x0 * (y1 - y2)) + (x1 * (y2 - y0)) + (x2 * (y0 - y1))) < eps2) { + continue; + } + indices.push(i, i + 1, i + 2); + } + } /** - * Used to remove listeners from WHITE and EMPTY Textures + * Builds a line to draw using the gl.drawArrays(gl.LINES) method + * + * Ignored from docs since it is not directly exposed. * @ignore + * @private + * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output */ - function removeAllHandlers(tex) { - tex.destroy = function _emptyDestroy() { }; - tex.on = function _emptyOn() { }; - tex.once = function _emptyOnce() { }; - tex.emit = function _emptyEmit() { }; + function buildNativeLine(graphicsData, graphicsGeometry) { + var i = 0; + var shape = graphicsData.shape; + var points = graphicsData.points || shape.points; + var closedShape = shape.type !== SHAPES.POLY || shape.closeStroke; + if (points.length === 0) + { return; } + var verts = graphicsGeometry.points; + var indices = graphicsGeometry.indices; + var length = points.length / 2; + var startIndex = verts.length / 2; + var currentIndex = startIndex; + verts.push(points[0], points[1]); + for (i = 1; i < length; i++) { + verts.push(points[i * 2], points[(i * 2) + 1]); + indices.push(currentIndex, currentIndex + 1); + currentIndex++; + } + if (closedShape) { + indices.push(currentIndex, startIndex); + } } /** - * A texture stores the information that represents an image or part of an image. - * - * It cannot be added to the display list directly; instead use it as the texture for a Sprite. - * If no frame is provided for a texture, then the whole image is used. - * - * You can directly create a texture from an image and then reuse it multiple times like this : - * - * ```js - * let texture = PIXI.Texture.from('assets/image.png'); - * let sprite1 = new PIXI.Sprite(texture); - * let sprite2 = new PIXI.Sprite(texture); - * ``` - * - * If you didnt pass the texture frame to constructor, it enables `noFrame` mode: - * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture. + * Builds a line to draw * - * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing. - * You can check for this by checking the sprite's _textureID property. - * ```js - * var texture = PIXI.Texture.from('assets/image.svg'); - * var sprite1 = new PIXI.Sprite(texture); - * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file - * ``` - * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068. - * @memberof PIXI - * @typeParam R - The BaseTexture's Resource type. + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output */ - var Texture = /** @class */ (function (_super) { - __extends$k(Texture, _super); - /** - * @param baseTexture - The base texture source to create the texture from - * @param frame - The rectangle frame of the texture to show - * @param orig - The area of original texture - * @param trim - Trimmed rectangle of original texture - * @param rotate - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8} - * @param anchor - Default anchor point used for sprite placement / rotation - */ - function Texture(baseTexture, frame, orig, trim, rotate, anchor) { - var _this = _super.call(this) || this; - _this.noFrame = false; - if (!frame) { - _this.noFrame = true; - frame = new Rectangle$2(0, 0, 1, 1); - } - if (baseTexture instanceof Texture) { - baseTexture = baseTexture.baseTexture; - } - _this.baseTexture = baseTexture; - _this._frame = frame; - _this.trim = trim; - _this.valid = false; - _this._uvs = DEFAULT_UVS; - _this.uvMatrix = null; - _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1); - _this._rotate = Number(rotate || 0); - if (rotate === true) { - // this is old texturepacker legacy, some games/libraries are passing "true" for rotated textures - _this._rotate = 2; - } - else if (_this._rotate % 2 !== 0) { - throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually'); - } - _this.defaultAnchor = anchor ? new Point$2(anchor.x, anchor.y) : new Point$2(0, 0); - _this._updateID = 0; - _this.textureCacheIds = []; - if (!baseTexture.valid) { - baseTexture.once('loaded', _this.onBaseTextureUpdated, _this); - } - else if (_this.noFrame) { - // if there is no frame we should monitor for any base texture changes.. - if (baseTexture.valid) { - _this.onBaseTextureUpdated(baseTexture); - } - } - else { - _this.frame = frame; - } - if (_this.noFrame) { - baseTexture.on('update', _this.onBaseTextureUpdated, _this); - } - return _this; + function buildLine(graphicsData, graphicsGeometry) { + if (graphicsData.lineStyle.native) { + buildNativeLine(graphicsData, graphicsGeometry); + } + else { + buildNonNativeLine(graphicsData, graphicsGeometry); + } + } + + /** + * Utilities for arc curves. + * @private + */ + var ArcUtils = /** @class */ (function () { + function ArcUtils() { } /** - * Updates this texture on the gpu. - * - * Calls the TextureResource update. + * The arcTo() method creates an arc/curve between two tangents on the canvas. * - * If you adjusted `frame` manually, please call `updateUvs()` instead. + * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google! + * @private + * @param x1 - The x-coordinate of the beginning of the arc + * @param y1 - The y-coordinate of the beginning of the arc + * @param x2 - The x-coordinate of the end of the arc + * @param y2 - The y-coordinate of the end of the arc + * @param radius - The radius of the arc + * @param points - + * @returns - If the arc length is valid, return center of circle, radius and other info otherwise `null`. */ - Texture.prototype.update = function () { - if (this.baseTexture.resource) { - this.baseTexture.resource.update(); - } - }; - /** - * Called when the base texture is updated - * @protected - * @param baseTexture - The base texture. - */ - Texture.prototype.onBaseTextureUpdated = function (baseTexture) { - if (this.noFrame) { - if (!this.baseTexture.valid) { - return; + ArcUtils.curveTo = function (x1, y1, x2, y2, radius, points) { + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + var a1 = fromY - y1; + var b1 = fromX - x1; + var a2 = y2 - y1; + var b2 = x2 - x1; + var mm = Math.abs((a1 * b2) - (b1 * a2)); + if (mm < 1.0e-8 || radius === 0) { + if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1) { + points.push(x1, y1); } - this._frame.width = baseTexture.width; - this._frame.height = baseTexture.height; - this.valid = true; - this.updateUvs(); - } - else { - // TODO this code looks confusing.. boo to abusing getters and setters! - // if user gave us frame that has bigger size than resized texture it can be a problem - this.frame = this._frame; + return null; } - this.emit('update', this); + var dd = (a1 * a1) + (b1 * b1); + var cc = (a2 * a2) + (b2 * b2); + var tt = (a1 * a2) + (b1 * b2); + var k1 = radius * Math.sqrt(dd) / mm; + var k2 = radius * Math.sqrt(cc) / mm; + var j1 = k1 * tt / dd; + var j2 = k2 * tt / cc; + var cx = (k1 * b2) + (k2 * b1); + var cy = (k1 * a2) + (k2 * a1); + var px = b1 * (k2 + j1); + var py = a1 * (k2 + j1); + var qx = b2 * (k1 + j2); + var qy = a2 * (k1 + j2); + var startAngle = Math.atan2(py - cy, px - cx); + var endAngle = Math.atan2(qy - cy, qx - cx); + return { + cx: (cx + x1), + cy: (cy + y1), + radius: radius, + startAngle: startAngle, + endAngle: endAngle, + anticlockwise: (b1 * a2 > b2 * a1), + }; }; + /* eslint-disable max-len */ /** - * Destroys this texture - * @param [destroyBase=false] - Whether to destroy the base texture as well + * The arc method creates an arc/curve (used to create circles, or parts of circles). + * @private + * @param _startX - Start x location of arc + * @param _startY - Start y location of arc + * @param cx - The x-coordinate of the center of the circle + * @param cy - The y-coordinate of the center of the circle + * @param radius - The radius of the circle + * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position + * of the arc's circle) + * @param endAngle - The ending angle, in radians + * @param _anticlockwise - Specifies whether the drawing should be + * counter-clockwise or clockwise. False is default, and indicates clockwise, while true + * indicates counter-clockwise. + * @param points - Collection of points to add to */ - Texture.prototype.destroy = function (destroyBase) { - if (this.baseTexture) { - if (destroyBase) { - var resource = this.baseTexture.resource; - // delete the texture if it exists in the texture cache.. - // this only needs to be removed if the base texture is actually destroyed too.. - if (resource && resource.url && TextureCache[resource.url]) { - Texture.removeFromCache(resource.url); - } - this.baseTexture.destroy(); - } - this.baseTexture.off('loaded', this.onBaseTextureUpdated, this); - this.baseTexture.off('update', this.onBaseTextureUpdated, this); - this.baseTexture = null; + ArcUtils.arc = function (_startX, _startY, cx, cy, radius, startAngle, endAngle, _anticlockwise, points) { + var sweep = endAngle - startAngle; + var n = GRAPHICS_CURVES._segmentsCount(Math.abs(sweep) * radius, Math.ceil(Math.abs(sweep) / PI_2) * 40); + var theta = (sweep) / (n * 2); + var theta2 = theta * 2; + var cTheta = Math.cos(theta); + var sTheta = Math.sin(theta); + var segMinus = n - 1; + var remainder = (segMinus % 1) / segMinus; + for (var i = 0; i <= segMinus; ++i) { + var real = i + (remainder * i); + var angle = ((theta) + startAngle + (theta2 * real)); + var c = Math.cos(angle); + var s = -Math.sin(angle); + points.push((((cTheta * c) + (sTheta * s)) * radius) + cx, (((cTheta * -s) + (sTheta * c)) * radius) + cy); } - this._frame = null; - this._uvs = null; - this.trim = null; - this.orig = null; - this.valid = false; - Texture.removeFromCache(this); - this.textureCacheIds = null; }; + return ArcUtils; + }()); + + /** + * Utilities for bezier curves + * @private + */ + var BezierUtils = /** @class */ (function () { + function BezierUtils() { + } /** - * Creates a new texture object that acts the same as this one. - * @returns - The new texture + * Calculate length of bezier curve. + * Analytical solution is impossible, since it involves an integral that does not integrate in general. + * Therefore numerical solution is used. + * @private + * @param fromX - Starting point x + * @param fromY - Starting point y + * @param cpX - Control point x + * @param cpY - Control point y + * @param cpX2 - Second Control point x + * @param cpY2 - Second Control point y + * @param toX - Destination point x + * @param toY - Destination point y + * @returns - Length of bezier curve */ - Texture.prototype.clone = function () { - var clonedFrame = this._frame.clone(); - var clonedOrig = this._frame === this.orig ? clonedFrame : this.orig.clone(); - var clonedTexture = new Texture(this.baseTexture, !this.noFrame && clonedFrame, clonedOrig, this.trim && this.trim.clone(), this.rotate, this.defaultAnchor); - if (this.noFrame) { - clonedTexture._frame = clonedFrame; + BezierUtils.curveLength = function (fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY) { + var n = 10; + var result = 0.0; + var t = 0.0; + var t2 = 0.0; + var t3 = 0.0; + var nt = 0.0; + var nt2 = 0.0; + var nt3 = 0.0; + var x = 0.0; + var y = 0.0; + var dx = 0.0; + var dy = 0.0; + var prevX = fromX; + var prevY = fromY; + for (var i = 1; i <= n; ++i) { + t = i / n; + t2 = t * t; + t3 = t2 * t; + nt = (1.0 - t); + nt2 = nt * nt; + nt3 = nt2 * nt; + x = (nt3 * fromX) + (3.0 * nt2 * t * cpX) + (3.0 * nt * t2 * cpX2) + (t3 * toX); + y = (nt3 * fromY) + (3.0 * nt2 * t * cpY) + (3 * nt * t2 * cpY2) + (t3 * toY); + dx = prevX - x; + dy = prevY - y; + prevX = x; + prevY = y; + result += Math.sqrt((dx * dx) + (dy * dy)); } - return clonedTexture; + return result; }; /** - * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture. - * Call it after changing the frame + * Calculate the points for a bezier curve and then draws it. + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @param cpX - Control point x + * @param cpY - Control point y + * @param cpX2 - Second Control point x + * @param cpY2 - Second Control point y + * @param toX - Destination point x + * @param toY - Destination point y + * @param points - Path array to push points into */ - Texture.prototype.updateUvs = function () { - if (this._uvs === DEFAULT_UVS) { - this._uvs = new TextureUvs(); + BezierUtils.curveTo = function (cpX, cpY, cpX2, cpY2, toX, toY, points) { + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + points.length -= 2; + var n = GRAPHICS_CURVES._segmentsCount(BezierUtils.curveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY)); + var dt = 0; + var dt2 = 0; + var dt3 = 0; + var t2 = 0; + var t3 = 0; + points.push(fromX, fromY); + for (var i = 1, j = 0; i <= n; ++i) { + j = i / n; + dt = (1 - j); + dt2 = dt * dt; + dt3 = dt2 * dt; + t2 = j * j; + t3 = t2 * j; + points.push((dt3 * fromX) + (3 * dt2 * j * cpX) + (3 * dt * t2 * cpX2) + (t3 * toX), (dt3 * fromY) + (3 * dt2 * j * cpY) + (3 * dt * t2 * cpY2) + (t3 * toY)); } - this._uvs.set(this._frame, this.baseTexture, this.rotate); - this._updateID++; }; + return BezierUtils; + }()); + + /** + * Utilities for quadratic curves. + * @private + */ + var QuadraticUtils = /** @class */ (function () { + function QuadraticUtils() { + } /** - * Helper function that creates a new Texture based on the source you provide. - * The source can be - frame id, image url, video url, canvas element, video element, base texture - * @param {string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source - - * Source or array of sources to create texture from - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id - * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. - * @returns {PIXI.Texture} The newly created texture + * Calculate length of quadratic curve + * @see {@link http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/} + * for the detailed explanation of math behind this. + * @private + * @param fromX - x-coordinate of curve start point + * @param fromY - y-coordinate of curve start point + * @param cpX - x-coordinate of curve control point + * @param cpY - y-coordinate of curve control point + * @param toX - x-coordinate of curve end point + * @param toY - y-coordinate of curve end point + * @returns - Length of quadratic curve */ - Texture.from = function (source, options, strict) { - if (options === void 0) { options = {}; } - if (strict === void 0) { strict = settings$1.STRICT_TEXTURE_CACHE; } - var isFrame = typeof source === 'string'; - var cacheId = null; - if (isFrame) { - cacheId = source; - } - else if (source instanceof BaseTexture) { - if (!source.cacheId) { - var prefix = (options && options.pixiIdPrefix) || 'pixiid'; - source.cacheId = prefix + "-" + uid(); - BaseTexture.addToCache(source, source.cacheId); - } - cacheId = source.cacheId; - } - else { - if (!source._pixiId) { - var prefix = (options && options.pixiIdPrefix) || 'pixiid'; - source._pixiId = prefix + "_" + uid(); - } - cacheId = source._pixiId; - } - var texture = TextureCache[cacheId]; - // Strict-mode rejects invalid cacheIds - if (isFrame && strict && !texture) { - throw new Error("The cacheId \"" + cacheId + "\" does not exist in TextureCache."); - } - if (!texture && !(source instanceof BaseTexture)) { - if (!options.resolution) { - options.resolution = getResolutionOfUrl(source); - } - texture = new Texture(new BaseTexture(source, options)); - texture.baseTexture.cacheId = cacheId; - BaseTexture.addToCache(texture.baseTexture, cacheId); - Texture.addToCache(texture, cacheId); - } - else if (!texture && (source instanceof BaseTexture)) { - texture = new Texture(source); - Texture.addToCache(texture, cacheId); - } - // lets assume its a base texture! - return texture; + QuadraticUtils.curveLength = function (fromX, fromY, cpX, cpY, toX, toY) { + var ax = fromX - (2.0 * cpX) + toX; + var ay = fromY - (2.0 * cpY) + toY; + var bx = (2.0 * cpX) - (2.0 * fromX); + var by = (2.0 * cpY) - (2.0 * fromY); + var a = 4.0 * ((ax * ax) + (ay * ay)); + var b = 4.0 * ((ax * bx) + (ay * by)); + var c = (bx * bx) + (by * by); + var s = 2.0 * Math.sqrt(a + b + c); + var a2 = Math.sqrt(a); + var a32 = 2.0 * a * a2; + var c2 = 2.0 * Math.sqrt(c); + var ba = b / a2; + return ((a32 * s) + + (a2 * b * (s - c2)) + + (((4.0 * c * a) - (b * b)) + * Math.log(((2.0 * a2) + ba + s) / (ba + c2)))) / (4.0 * a32); }; /** - * Useful for loading textures via URLs. Use instead of `Texture.from` because - * it does a better job of handling failed URLs more effectively. This also ignores - * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images. - * @param url - The remote URL or array of URLs to load. - * @param options - Optional options to include - * @returns - A Promise that resolves to a Texture. + * Calculate the points for a quadratic bezier curve and then draws it. + * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c + * @private + * @param cpX - Control point x + * @param cpY - Control point y + * @param toX - Destination point x + * @param toY - Destination point y + * @param points - Points to add segments to. */ - Texture.fromURL = function (url, options) { - var resourceOptions = Object.assign({ autoLoad: false }, options === null || options === void 0 ? void 0 : options.resourceOptions); - var texture = Texture.from(url, Object.assign({ resourceOptions: resourceOptions }, options), false); - var resource = texture.baseTexture.resource; - // The texture was already loaded - if (texture.baseTexture.valid) { - return Promise.resolve(texture); + QuadraticUtils.curveTo = function (cpX, cpY, toX, toY, points) { + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + var n = GRAPHICS_CURVES._segmentsCount(QuadraticUtils.curveLength(fromX, fromY, cpX, cpY, toX, toY)); + var xa = 0; + var ya = 0; + for (var i = 1; i <= n; ++i) { + var j = i / n; + xa = fromX + ((cpX - fromX) * j); + ya = fromY + ((cpY - fromY) * j); + points.push(xa + (((cpX + ((toX - cpX) * j)) - xa) * j), ya + (((cpY + ((toY - cpY) * j)) - ya) * j)); } - // Manually load the texture, this should allow users to handle load errors - return resource.load().then(function () { return Promise.resolve(texture); }); }; + return QuadraticUtils; + }()); + + /** + * A structure to hold interim batch objects for Graphics. + * @memberof PIXI.graphicsUtils + */ + var BatchPart = /** @class */ (function () { + function BatchPart() { + this.reset(); + } /** - * Create a new Texture with a BufferResource from a Float32Array. - * RGBA values are floats from 0 to 1. - * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data - * is provided, a new Float32Array is created. - * @param width - Width of the resource - * @param height - Height of the resource - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * @returns - The resulting new BaseTexture + * Begin batch part. + * @param style + * @param startIndex + * @param attribStart */ - Texture.fromBuffer = function (buffer, width, height, options) { - return new Texture(BaseTexture.fromBuffer(buffer, width, height, options)); + BatchPart.prototype.begin = function (style, startIndex, attribStart) { + this.reset(); + this.style = style; + this.start = startIndex; + this.attribStart = attribStart; }; /** - * Create a texture from a source and add to the cache. - * @param {HTMLImageElement|HTMLCanvasElement|string} source - The input source. - * @param imageUrl - File name of texture, for cache and resolving resolution. - * @param name - Human readable name for the texture cache. If no name is - * specified, only `imageUrl` will be used as the cache ID. - * @param options - * @returns - Output texture + * End batch part. + * @param endIndex + * @param endAttrib */ - Texture.fromLoader = function (source, imageUrl, name, options) { - var baseTexture = new BaseTexture(source, Object.assign({ - scaleMode: settings$1.SCALE_MODE, - resolution: getResolutionOfUrl(imageUrl), - }, options)); - var resource = baseTexture.resource; - if (resource instanceof ImageResource) { - resource.url = imageUrl; - } - var texture = new Texture(baseTexture); - // No name, use imageUrl instead - if (!name) { - name = imageUrl; - } - // lets also add the frame to pixi's global cache for 'fromLoader' function - BaseTexture.addToCache(texture.baseTexture, name); - Texture.addToCache(texture, name); - // also add references by url if they are different. - if (name !== imageUrl) { - BaseTexture.addToCache(texture.baseTexture, imageUrl); - Texture.addToCache(texture, imageUrl); - } - // Generally images are valid right away - if (texture.baseTexture.valid) { - return Promise.resolve(texture); - } - // SVG assets need to be parsed async, let's wait - return new Promise(function (resolve) { - texture.baseTexture.once('loaded', function () { return resolve(texture); }); - }); + BatchPart.prototype.end = function (endIndex, endAttrib) { + this.attribSize = endAttrib - this.attribStart; + this.size = endIndex - this.start; + }; + BatchPart.prototype.reset = function () { + this.style = null; + this.size = 0; + this.start = 0; + this.attribStart = 0; + this.attribSize = 0; }; + return BatchPart; + }()); + + /** + * Generalized convenience utilities for Graphics. + * @namespace graphicsUtils + * @memberof PIXI + */ + var _a; + /** + * Map of fill commands for each shape type. + * @memberof PIXI.graphicsUtils + * @member {object} FILL_COMMANDS + */ + var FILL_COMMANDS = (_a = {}, + _a[SHAPES.POLY] = buildPoly, + _a[SHAPES.CIRC] = buildCircle, + _a[SHAPES.ELIP] = buildCircle, + _a[SHAPES.RECT] = buildRectangle, + _a[SHAPES.RREC] = buildRoundedRectangle, + _a); + /** + * Batch pool, stores unused batches for preventing allocations. + * @memberof PIXI.graphicsUtils + * @member {Array} BATCH_POOL + */ + var BATCH_POOL = []; + /** + * Draw call pool, stores unused draw calls for preventing allocations. + * @memberof PIXI.graphicsUtils + * @member {Array} DRAW_CALL_POOL + */ + var DRAW_CALL_POOL = []; + + /** + * A class to contain data useful for Graphics objects + * @memberof PIXI + */ + var GraphicsData = /** @class */ (function () { /** - * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object. - * @param texture - The Texture to add to the cache. - * @param id - The id that the Texture will be stored against. + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. + * @param fillStyle - the width of the line to draw + * @param lineStyle - the color of the line to draw + * @param matrix - Transform matrix */ - Texture.addToCache = function (texture, id) { - if (id) { - if (texture.textureCacheIds.indexOf(id) === -1) { - texture.textureCacheIds.push(id); - } - if (TextureCache[id]) { - // eslint-disable-next-line no-console - console.warn("Texture added to the cache with an id [" + id + "] that already had an entry"); - } - TextureCache[id] = texture; - } - }; + function GraphicsData(shape, fillStyle, lineStyle, matrix) { + if (fillStyle === void 0) { fillStyle = null; } + if (lineStyle === void 0) { lineStyle = null; } + if (matrix === void 0) { matrix = null; } + /** The collection of points. */ + this.points = []; + /** The collection of holes. */ + this.holes = []; + this.shape = shape; + this.lineStyle = lineStyle; + this.fillStyle = fillStyle; + this.matrix = matrix; + this.type = shape.type; + } /** - * Remove a Texture from the global TextureCache. - * @param texture - id of a Texture to be removed, or a Texture instance itself - * @returns - The Texture that was removed + * Creates a new GraphicsData object with the same values as this one. + * @returns - Cloned GraphicsData object */ - Texture.removeFromCache = function (texture) { - if (typeof texture === 'string') { - var textureFromCache = TextureCache[texture]; - if (textureFromCache) { - var index = textureFromCache.textureCacheIds.indexOf(texture); - if (index > -1) { - textureFromCache.textureCacheIds.splice(index, 1); - } - delete TextureCache[texture]; - return textureFromCache; - } - } - else if (texture && texture.textureCacheIds) { - for (var i = 0; i < texture.textureCacheIds.length; ++i) { - // Check that texture matches the one being passed in before deleting it from the cache. - if (TextureCache[texture.textureCacheIds[i]] === texture) { - delete TextureCache[texture.textureCacheIds[i]]; - } - } - texture.textureCacheIds.length = 0; - return texture; - } - return null; + GraphicsData.prototype.clone = function () { + return new GraphicsData(this.shape, this.fillStyle, this.lineStyle, this.matrix); }; - Object.defineProperty(Texture.prototype, "resolution", { - /** - * Returns resolution of baseTexture - * @readonly - */ - get: function () { - return this.baseTexture.resolution; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "frame", { - /** - * The frame specifies the region of the base texture that this texture uses. - * Please call `updateUvs()` after you change coordinates of `frame` manually. - */ - get: function () { - return this._frame; - }, - set: function (frame) { - this._frame = frame; - this.noFrame = false; - var x = frame.x, y = frame.y, width = frame.width, height = frame.height; - var xNotFit = x + width > this.baseTexture.width; - var yNotFit = y + height > this.baseTexture.height; - if (xNotFit || yNotFit) { - var relationship = xNotFit && yNotFit ? 'and' : 'or'; - var errorX = "X: " + x + " + " + width + " = " + (x + width) + " > " + this.baseTexture.width; - var errorY = "Y: " + y + " + " + height + " = " + (y + height) + " > " + this.baseTexture.height; - throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: ' - + (errorX + " " + relationship + " " + errorY)); - } - this.valid = width && height && this.baseTexture.valid; - if (!this.trim && !this.rotate) { - this.orig = frame; - } - if (this.valid) { - this.updateUvs(); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "rotate", { - /** - * Indicates whether the texture is rotated inside the atlas - * set to 2 to compensate for texture packer rotation - * set to 6 to compensate for spine packer rotation - * can be used to rotate or mirror sprites - * See {@link PIXI.groupD8} for explanation - */ - get: function () { - return this._rotate; - }, - set: function (rotate) { - this._rotate = rotate; - if (this.valid) { - this.updateUvs(); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "width", { - /** The width of the Texture in pixels. */ - get: function () { - return this.orig.width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "height", { - /** The height of the Texture in pixels. */ - get: function () { - return this.orig.height; - }, - enumerable: false, - configurable: true - }); - /** Utility function for BaseTexture|Texture cast. */ - Texture.prototype.castToBaseTexture = function () { - return this.baseTexture; + /** Destroys the Graphics data. */ + GraphicsData.prototype.destroy = function () { + this.shape = null; + this.holes.length = 0; + this.holes = null; + this.points.length = 0; + this.points = null; + this.lineStyle = null; + this.fillStyle = null; }; - Object.defineProperty(Texture, "EMPTY", { - /** An empty texture, used often to not have to create multiple empty textures. Can not be destroyed. */ - get: function () { - if (!Texture._EMPTY) { - Texture._EMPTY = new Texture(new BaseTexture()); - removeAllHandlers(Texture._EMPTY); - removeAllHandlers(Texture._EMPTY.baseTexture); - } - return Texture._EMPTY; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture, "WHITE", { - /** A white texture of 16x16 size, used for graphics and other things Can not be destroyed. */ - get: function () { - if (!Texture._WHITE) { - var canvas = settings$1.ADAPTER.createCanvas(16, 16); - var context = canvas.getContext('2d'); - canvas.width = 16; - canvas.height = 16; - context.fillStyle = 'white'; - context.fillRect(0, 0, 16, 16); - Texture._WHITE = new Texture(BaseTexture.from(canvas)); - removeAllHandlers(Texture._WHITE); - removeAllHandlers(Texture._WHITE.baseTexture); - } - return Texture._WHITE; - }, - enumerable: false, - configurable: true - }); - return Texture; - }(EventEmitter)); + return GraphicsData; + }()); + var tmpPoint = new Point(); /** - * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it. - * - * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded - * otherwise black rectangles will be drawn instead. - * - * __Hint-2__: The actual memory allocation will happen on first render. - * You shouldn't create renderTextures each frame just to delete them after, try to reuse them. - * - * A RenderTexture takes a snapshot of any Display Object given to its render method. For example: - * - * ```js - * let renderer = PIXI.autoDetectRenderer(); - * let renderTexture = PIXI.RenderTexture.create({ width: 800, height: 600 }); - * let sprite = PIXI.Sprite.from("spinObj_01.png"); - * - * sprite.position.x = 800/2; - * sprite.position.y = 600/2; - * sprite.anchor.x = 0.5; - * sprite.anchor.y = 0.5; - * - * renderer.render(sprite, {renderTexture}); - * ``` - * Note that you should not create a new renderer, but reuse the same one as the rest of the application. - * - * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 - * you can clear the transform - * - * ```js - * - * sprite.setTransform() - * - * let renderTexture = new PIXI.RenderTexture.create({ width: 100, height: 100 }); + * The Graphics class contains methods used to draw primitive shapes such as lines, circles and + * rectangles to the display, and to color and fill them. * - * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture - * ``` + * GraphicsGeometry is designed to not be continually updating the geometry since it's expensive + * to re-tesselate using **earcut**. Consider using {@link PIXI.Mesh} for this use-case, it's much faster. * @memberof PIXI */ - var RenderTexture = /** @class */ (function (_super) { - __extends$k(RenderTexture, _super); - /** - * @param baseRenderTexture - The base texture object that this texture uses. - * @param frame - The rectangle frame of the texture to show. - */ - function RenderTexture(baseRenderTexture, frame) { - var _this = _super.call(this, baseRenderTexture, frame) || this; - _this.valid = true; - _this.filterFrame = null; - _this.filterPoolKey = null; - _this.updateUvs(); + var GraphicsGeometry = /** @class */ (function (_super) { + __extends$e(GraphicsGeometry, _super); + // eslint-disable-next-line @typescript-eslint/no-useless-constructor + function GraphicsGeometry() { + var _this = _super.call(this) || this; + /** Minimal distance between points that are considered different. Affects line tesselation. */ + _this.closePointEps = 1e-4; + /** Padding to add to the bounds. */ + _this.boundsPadding = 0; + _this.uvsFloat32 = null; + _this.indicesUint16 = null; + _this.batchable = false; + /** An array of points to draw, 2 numbers per point */ + _this.points = []; + /** The collection of colors */ + _this.colors = []; + /** The UVs collection */ + _this.uvs = []; + /** The indices of the vertices */ + _this.indices = []; + /** Reference to the texture IDs. */ + _this.textureIds = []; + /** + * The collection of drawn shapes. + * @member {PIXI.GraphicsData[]} + */ + _this.graphicsData = []; + /** + * List of current draw calls drived from the batches. + * @member {PIXI.BatchDrawCall[]} + */ + _this.drawCalls = []; + /** Batches need to regenerated if the geometry is updated. */ + _this.batchDirty = -1; + /** + * Intermediate abstract format sent to batch system. + * Can be converted to drawCalls or to batchable objects. + * @member {PIXI.graphicsUtils.BatchPart[]} + */ + _this.batches = []; + /** Used to detect if the graphics object has changed. */ + _this.dirty = 0; + /** Used to check if the cache is dirty. */ + _this.cacheDirty = -1; + /** Used to detect if we cleared the graphicsData. */ + _this.clearDirty = 0; + /** Index of the last batched shape in the stack of calls. */ + _this.shapeIndex = 0; + /** Cached bounds. */ + _this._bounds = new Bounds(); + /** The bounds dirty flag. */ + _this.boundsDirty = -1; return _this; } - Object.defineProperty(RenderTexture.prototype, "framebuffer", { + Object.defineProperty(GraphicsGeometry.prototype, "bounds", { /** - * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast. + * Get the current bounds of the graphic geometry. * @readonly */ get: function () { - return this.baseTexture.framebuffer; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(RenderTexture.prototype, "multisample", { - /** - * Shortcut to `this.framebuffer.multisample`. - * @default PIXI.MSAA_QUALITY.NONE - */ - get: function () { - return this.framebuffer.multisample; - }, - set: function (value) { - this.framebuffer.multisample = value; + this.updateBatches(); + if (this.boundsDirty !== this.dirty) { + this.boundsDirty = this.dirty; + this.calculateBounds(); + } + return this._bounds; }, enumerable: false, configurable: true }); - /** - * Resizes the RenderTexture. - * @param desiredWidth - The desired width to resize to. - * @param desiredHeight - The desired height to resize to. - * @param resizeBaseTexture - Should the baseTexture.width and height values be resized as well? - */ - RenderTexture.prototype.resize = function (desiredWidth, desiredHeight, resizeBaseTexture) { - if (resizeBaseTexture === void 0) { resizeBaseTexture = true; } - var resolution = this.baseTexture.resolution; - var width = Math.round(desiredWidth * resolution) / resolution; - var height = Math.round(desiredHeight * resolution) / resolution; - // TODO - could be not required.. - this.valid = (width > 0 && height > 0); - this._frame.width = this.orig.width = width; - this._frame.height = this.orig.height = height; - if (resizeBaseTexture) { - this.baseTexture.resize(width, height); - } - this.updateUvs(); - }; - /** - * Changes the resolution of baseTexture, but does not change framebuffer size. - * @param resolution - The new resolution to apply to RenderTexture - */ - RenderTexture.prototype.setResolution = function (resolution) { - var baseTexture = this.baseTexture; - if (baseTexture.resolution === resolution) { - return; - } - baseTexture.setResolution(resolution); - this.resize(baseTexture.width, baseTexture.height, false); - }; - RenderTexture.create = function (options) { - var arguments$1 = arguments; - - var rest = []; - for (var _i = 1; _i < arguments.length; _i++) { - rest[_i - 1] = arguments$1[_i]; + /** Call if you changed graphicsData manually. Empties all batch buffers. */ + GraphicsGeometry.prototype.invalidate = function () { + this.boundsDirty = -1; + this.dirty++; + this.batchDirty++; + this.shapeIndex = 0; + this.points.length = 0; + this.colors.length = 0; + this.uvs.length = 0; + this.indices.length = 0; + this.textureIds.length = 0; + for (var i = 0; i < this.drawCalls.length; i++) { + this.drawCalls[i].texArray.clear(); + DRAW_CALL_POOL.push(this.drawCalls[i]); } - // @deprecated fallback, old-style: create(width, height, scaleMode, resolution) - if (typeof options === 'number') { - deprecation$1('6.0.0', 'Arguments (width, height, scaleMode, resolution) have been deprecated.'); - /* eslint-disable prefer-rest-params */ - options = { - width: options, - height: rest[0], - scaleMode: rest[1], - resolution: rest[2], - }; - /* eslint-enable prefer-rest-params */ + this.drawCalls.length = 0; + for (var i = 0; i < this.batches.length; i++) { + var batchPart = this.batches[i]; + batchPart.reset(); + BATCH_POOL.push(batchPart); } - return new RenderTexture(new BaseRenderTexture(options)); - }; - return RenderTexture; - }(Texture)); - - /** - * Texture pool, used by FilterSystem and plugins. - * - * Stores collection of temporary pow2 or screen-sized renderTextures - * - * If you use custom RenderTexturePool for your filters, you can use methods - * `getFilterTexture` and `returnFilterTexture` same as in - * @memberof PIXI - */ - var RenderTexturePool = /** @class */ (function () { - /** - * @param textureOptions - options that will be passed to BaseRenderTexture constructor - * @param {PIXI.SCALE_MODES} [textureOptions.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values. - */ - function RenderTexturePool(textureOptions) { - this.texturePool = {}; - this.textureOptions = textureOptions || {}; - this.enableFullScreen = false; - this._pixelsWidth = 0; - this._pixelsHeight = 0; - } - /** - * Creates texture with params that were specified in pool constructor. - * @param realWidth - Width of texture in pixels. - * @param realHeight - Height of texture in pixels. - * @param multisample - Number of samples of the framebuffer. - */ - RenderTexturePool.prototype.createTexture = function (realWidth, realHeight, multisample) { - if (multisample === void 0) { multisample = MSAA_QUALITY$8.NONE; } - var baseRenderTexture = new BaseRenderTexture(Object.assign({ - width: realWidth, - height: realHeight, - resolution: 1, - multisample: multisample, - }, this.textureOptions)); - return new RenderTexture(baseRenderTexture); + this.batches.length = 0; }; /** - * Gets a Power-of-Two render texture or fullScreen texture - * @param minWidth - The minimum width of the render texture. - * @param minHeight - The minimum height of the render texture. - * @param resolution - The resolution of the render texture. - * @param multisample - Number of samples of the render texture. - * @returns The new render texture. + * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. + * @returns - This GraphicsGeometry object. Good for chaining method calls */ - RenderTexturePool.prototype.getOptimalTexture = function (minWidth, minHeight, resolution, multisample) { - if (resolution === void 0) { resolution = 1; } - if (multisample === void 0) { multisample = MSAA_QUALITY$8.NONE; } - var key; - minWidth = Math.ceil((minWidth * resolution) - 1e-6); - minHeight = Math.ceil((minHeight * resolution) - 1e-6); - if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight) { - minWidth = nextPow2(minWidth); - minHeight = nextPow2(minHeight); - key = (((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF)) >>> 0; - if (multisample > 1) { - key += multisample * 0x100000000; - } - } - else { - key = multisample > 1 ? -multisample : -1; - } - if (!this.texturePool[key]) { - this.texturePool[key] = []; - } - var renderTexture = this.texturePool[key].pop(); - if (!renderTexture) { - renderTexture = this.createTexture(minWidth, minHeight, multisample); + GraphicsGeometry.prototype.clear = function () { + if (this.graphicsData.length > 0) { + this.invalidate(); + this.clearDirty++; + this.graphicsData.length = 0; } - renderTexture.filterPoolKey = key; - renderTexture.setResolution(resolution); - return renderTexture; + return this; }; /** - * Gets extra texture of the same size as input renderTexture - * - * `getFilterTexture(input, 0.5)` or `getFilterTexture(0.5, input)` - * @param input - renderTexture from which size and resolution will be copied - * @param resolution - override resolution of the renderTexture - * It overrides, it does not multiply - * @param multisample - number of samples of the renderTexture + * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. + * @param fillStyle - Defines style of the fill. + * @param lineStyle - Defines style of the lines. + * @param matrix - Transform applied to the points of the shape. + * @returns - Returns geometry for chaining. */ - RenderTexturePool.prototype.getFilterTexture = function (input, resolution, multisample) { - var filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY$8.NONE); - filterTexture.filterFrame = input.filterFrame; - return filterTexture; + GraphicsGeometry.prototype.drawShape = function (shape, fillStyle, lineStyle, matrix) { + if (fillStyle === void 0) { fillStyle = null; } + if (lineStyle === void 0) { lineStyle = null; } + if (matrix === void 0) { matrix = null; } + var data = new GraphicsData(shape, fillStyle, lineStyle, matrix); + this.graphicsData.push(data); + this.dirty++; + return this; }; /** - * Place a render texture back into the pool. - * @param renderTexture - The renderTexture to free + * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. + * @param matrix - Transform applied to the points of the shape. + * @returns - Returns geometry for chaining. */ - RenderTexturePool.prototype.returnTexture = function (renderTexture) { - var key = renderTexture.filterPoolKey; - renderTexture.filterFrame = null; - this.texturePool[key].push(renderTexture); + GraphicsGeometry.prototype.drawHole = function (shape, matrix) { + if (matrix === void 0) { matrix = null; } + if (!this.graphicsData.length) { + return null; + } + var data = new GraphicsData(shape, null, null, matrix); + var lastShape = this.graphicsData[this.graphicsData.length - 1]; + data.lineStyle = lastShape.lineStyle; + lastShape.holes.push(data); + this.dirty++; + return this; }; - /** - * Alias for returnTexture, to be compliant with FilterSystem interface. - * @param renderTexture - The renderTexture to free - */ - RenderTexturePool.prototype.returnFilterTexture = function (renderTexture) { - this.returnTexture(renderTexture); + /** Destroys the GraphicsGeometry object. */ + GraphicsGeometry.prototype.destroy = function () { + _super.prototype.destroy.call(this); + // destroy each of the GraphicsData objects + for (var i = 0; i < this.graphicsData.length; ++i) { + this.graphicsData[i].destroy(); + } + this.points.length = 0; + this.points = null; + this.colors.length = 0; + this.colors = null; + this.uvs.length = 0; + this.uvs = null; + this.indices.length = 0; + this.indices = null; + this.indexBuffer.destroy(); + this.indexBuffer = null; + this.graphicsData.length = 0; + this.graphicsData = null; + this.drawCalls.length = 0; + this.drawCalls = null; + this.batches.length = 0; + this.batches = null; + this._bounds = null; }; /** - * Clears the pool. - * @param destroyTextures - Destroy all stored textures. + * Check to see if a point is contained within this geometry. + * @param point - Point to check if it's contained. + * @returns {boolean} `true` if the point is contained within geometry. */ - RenderTexturePool.prototype.clear = function (destroyTextures) { - destroyTextures = destroyTextures !== false; - if (destroyTextures) { - for (var i in this.texturePool) { - var textures = this.texturePool[i]; - if (textures) { - for (var j = 0; j < textures.length; j++) { - textures[j].destroy(true); + GraphicsGeometry.prototype.containsPoint = function (point) { + var graphicsData = this.graphicsData; + for (var i = 0; i < graphicsData.length; ++i) { + var data = graphicsData[i]; + if (!data.fillStyle.visible) { + continue; + } + // only deal with fills.. + if (data.shape) { + if (data.matrix) { + data.matrix.applyInverse(point, tmpPoint); + } + else { + tmpPoint.copyFrom(point); + } + if (data.shape.contains(tmpPoint.x, tmpPoint.y)) { + var hitHole = false; + if (data.holes) { + for (var i_1 = 0; i_1 < data.holes.length; i_1++) { + var hole = data.holes[i_1]; + if (hole.shape.contains(tmpPoint.x, tmpPoint.y)) { + hitHole = true; + break; + } + } + } + if (!hitHole) { + return true; } } } } - this.texturePool = {}; + return false; }; /** - * If screen size was changed, drops all screen-sized textures, - * sets new screen size, sets `enableFullScreen` to true - * - * Size is measured in pixels, `renderer.view` can be passed here, not `renderer.screen` - * @param size - Initial size of screen. + * Generates intermediate batch data. Either gets converted to drawCalls + * or used to convert to batch objects directly by the Graphics object. */ - RenderTexturePool.prototype.setScreenSize = function (size) { - if (size.width === this._pixelsWidth - && size.height === this._pixelsHeight) { + GraphicsGeometry.prototype.updateBatches = function () { + if (!this.graphicsData.length) { + this.batchable = true; return; } - this.enableFullScreen = size.width > 0 && size.height > 0; - for (var i in this.texturePool) { - if (!(Number(i) < 0)) { - continue; + if (!this.validateBatching()) { + return; + } + this.cacheDirty = this.dirty; + var uvs = this.uvs; + var graphicsData = this.graphicsData; + var batchPart = null; + var currentStyle = null; + if (this.batches.length > 0) { + batchPart = this.batches[this.batches.length - 1]; + currentStyle = batchPart.style; + } + for (var i = this.shapeIndex; i < graphicsData.length; i++) { + this.shapeIndex++; + var data = graphicsData[i]; + var fillStyle = data.fillStyle; + var lineStyle = data.lineStyle; + var command = FILL_COMMANDS[data.type]; + // build out the shapes points.. + command.build(data); + if (data.matrix) { + this.transformPoints(data.points, data.matrix); } - var textures = this.texturePool[i]; - if (textures) { - for (var j = 0; j < textures.length; j++) { - textures[j].destroy(true); + if (fillStyle.visible || lineStyle.visible) { + this.processHoles(data.holes); + } + for (var j = 0; j < 2; j++) { + var style = (j === 0) ? fillStyle : lineStyle; + if (!style.visible) + { continue; } + var nextTexture = style.texture.baseTexture; + var index_1 = this.indices.length; + var attribIndex = this.points.length / 2; + nextTexture.wrapMode = WRAP_MODES.REPEAT; + if (j === 0) { + this.processFill(data); + } + else { + this.processLine(data); + } + var size = (this.points.length / 2) - attribIndex; + if (size === 0) + { continue; } + // close batch if style is different + if (batchPart && !this._compareStyles(currentStyle, style)) { + batchPart.end(index_1, attribIndex); + batchPart = null; + } + // spawn new batch if its first batch or previous was closed + if (!batchPart) { + batchPart = BATCH_POOL.pop() || new BatchPart(); + batchPart.begin(style, index_1, attribIndex); + this.batches.push(batchPart); + currentStyle = style; } + this.addUvs(this.points, uvs, style.texture, attribIndex, size, style.matrix); } - this.texturePool[i] = []; } - this._pixelsWidth = size.width; - this._pixelsHeight = size.height; - }; - /** - * Key that is used to store fullscreen renderTextures in a pool - * @constant - */ - RenderTexturePool.SCREEN_KEY = -1; - return RenderTexturePool; - }()); - - /* eslint-disable max-len */ - /** - * Holds the information for a single attribute structure required to render geometry. - * - * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer} - * This can include anything from positions, uvs, normals, colors etc. - * @memberof PIXI - */ - var Attribute = /** @class */ (function () { - /** - * @param buffer - the id of the buffer that this attribute will look for - * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2. - * @param normalized - should the data be normalized. - * @param {PIXI.TYPES} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available - * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) - * @param [start=0] - How far into the array to start reading values (used for interleaving data) - * @param [instance=false] - Whether the geometry is instanced. - */ - function Attribute(buffer, size, normalized, type, stride, start, instance) { - if (size === void 0) { size = 0; } - if (normalized === void 0) { normalized = false; } - if (type === void 0) { type = TYPES$8.FLOAT; } - this.buffer = buffer; - this.size = size; - this.normalized = normalized; - this.type = type; - this.stride = stride; - this.start = start; - this.instance = instance; - } - /** Destroys the Attribute. */ - Attribute.prototype.destroy = function () { - this.buffer = null; - }; - /** - * Helper function that creates an Attribute based on the information provided - * @param buffer - the id of the buffer that this attribute will look for - * @param [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2 - * @param [normalized=false] - should the data be normalized. - * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available - * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) - * @returns - A new {@link PIXI.Attribute} based on the information provided - */ - Attribute.from = function (buffer, size, normalized, type, stride) { - return new Attribute(buffer, size, normalized, type, stride); - }; - return Attribute; - }()); - - var UID$4 = 0; - /** - * A wrapper for data so that it can be used and uploaded by WebGL - * @memberof PIXI - */ - var Buffer = /** @class */ (function () { - /** - * @param {PIXI.IArrayBuffer} data - the data to store in the buffer. - * @param _static - `true` for static buffer - * @param index - `true` for index buffer - */ - function Buffer(data, _static, index) { - if (_static === void 0) { _static = true; } - if (index === void 0) { index = false; } - this.data = (data || new Float32Array(1)); - this._glBuffers = {}; - this._updateID = 0; - this.index = index; - this.static = _static; - this.id = UID$4++; - this.disposeRunner = new Runner('disposeBuffer'); - } - // TODO could explore flagging only a partial upload? - /** - * Flags this buffer as requiring an upload to the GPU. - * @param {PIXI.IArrayBuffer|number[]} [data] - the data to update in the buffer. - */ - Buffer.prototype.update = function (data) { - if (data instanceof Array) { - data = new Float32Array(data); + var index = this.indices.length; + var attrib = this.points.length / 2; + if (batchPart) { + batchPart.end(index, attrib); } - this.data = data || this.data; - this._updateID++; - }; - /** Disposes WebGL resources that are connected to this geometry. */ - Buffer.prototype.dispose = function () { - this.disposeRunner.emit(this, false); - }; - /** Destroys the buffer. */ - Buffer.prototype.destroy = function () { - this.dispose(); - this.data = null; - }; - Object.defineProperty(Buffer.prototype, "index", { - get: function () { - return this.type === BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER; - }, - /** - * Flags whether this is an index buffer. - * - * Index buffers are of type `ELEMENT_ARRAY_BUFFER`. Note that setting this property to false will make - * the buffer of type `ARRAY_BUFFER`. - * - * For backwards compatibility. - */ - set: function (value) { - this.type = value ? BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER : BUFFER_TYPE$8.ARRAY_BUFFER; - }, - enumerable: false, - configurable: true - }); - /** - * Helper function that creates a buffer based on an array or TypedArray - * @param {ArrayBufferView | number[]} data - the TypedArray that the buffer will store. If this is a regular Array it will be converted to a Float32Array. - * @returns - A new Buffer based on the data provided. - */ - Buffer.from = function (data) { - if (data instanceof Array) { - data = new Float32Array(data); + if (this.batches.length === 0) { + // there are no visible styles in GraphicsData + // its possible that someone wants Graphics just for the bounds + this.batchable = true; + return; } - return new Buffer(data); - }; - return Buffer; - }()); - - /* eslint-disable object-shorthand */ - var map$1 = { - Float32Array: Float32Array, - Uint32Array: Uint32Array, - Int32Array: Int32Array, - Uint8Array: Uint8Array, - }; - function interleaveTypedArrays(arrays, sizes) { - var outSize = 0; - var stride = 0; - var views = {}; - for (var i = 0; i < arrays.length; i++) { - stride += sizes[i]; - outSize += arrays[i].length; - } - var buffer = new ArrayBuffer(outSize * 4); - var out = null; - var littleOffset = 0; - for (var i = 0; i < arrays.length; i++) { - var size = sizes[i]; - var array = arrays[i]; - var type = getBufferType(array); - if (!views[type]) { - views[type] = new map$1[type](buffer); + var need32 = attrib > 0xffff; + // prevent allocation when length is same as buffer + if (this.indicesUint16 && this.indices.length === this.indicesUint16.length + && need32 === (this.indicesUint16.BYTES_PER_ELEMENT > 2)) { + this.indicesUint16.set(this.indices); } - out = views[type]; - for (var j = 0; j < array.length; j++) { - var indexStart = ((j / size | 0) * stride) + littleOffset; - var index = j % size; - out[indexStart + index] = array[j]; + else { + this.indicesUint16 = need32 ? new Uint32Array(this.indices) : new Uint16Array(this.indices); } - littleOffset += size; - } - return new Float32Array(buffer); - } - - var byteSizeMap$1 = { 5126: 4, 5123: 2, 5121: 1 }; - var UID$3 = 0; - /* eslint-disable object-shorthand */ - var map = { - Float32Array: Float32Array, - Uint32Array: Uint32Array, - Int32Array: Int32Array, - Uint8Array: Uint8Array, - Uint16Array: Uint16Array, - }; - /* eslint-disable max-len */ - /** - * The Geometry represents a model. It consists of two components: - * - GeometryStyle - The structure of the model such as the attributes layout - * - GeometryData - the data of the model - this consists of buffers. - * This can include anything from positions, uvs, normals, colors etc. - * - * Geometry can be defined without passing in a style or data if required (thats how I prefer!) - * - * ```js - * let geometry = new PIXI.Geometry(); - * - * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2); - * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1],2) - * geometry.addIndex([0,1,2,1,3,2]) - * ``` - * @memberof PIXI - */ - var Geometry = /** @class */ (function () { - /** - * @param buffers - An array of buffers. optional. - * @param attributes - Of the geometry, optional structure of the attributes layout - */ - function Geometry(buffers, attributes) { - if (buffers === void 0) { buffers = []; } - if (attributes === void 0) { attributes = {}; } - this.buffers = buffers; - this.indexBuffer = null; - this.attributes = attributes; - this.glVertexArrayObjects = {}; - this.id = UID$3++; - this.instanced = false; - this.instanceCount = 1; - this.disposeRunner = new Runner('disposeGeometry'); - this.refCount = 0; - } + // TODO make this a const.. + this.batchable = this.isBatchable(); + if (this.batchable) { + this.packBatches(); + } + else { + this.buildDrawCalls(); + } + }; /** - * - * Adds an attribute to the geometry - * Note: `stride` and `start` should be `undefined` if you dont know them, not 0! - * @param id - the name of the attribute (matching up to a shader) - * @param {PIXI.Buffer|number[]} buffer - the buffer that holds the data of the attribute . You can also provide an Array and a buffer will be created from it. - * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2 - * @param normalized - should the data be normalized. - * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {PIXI.TYPES} to see the ones available - * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) - * @param [start=0] - How far into the array to start reading values (used for interleaving data) - * @param instance - Instancing flag - * @returns - Returns self, useful for chaining. + * Affinity check + * @param styleA + * @param styleB */ - Geometry.prototype.addAttribute = function (id, buffer, size, normalized, type, stride, start, instance) { - if (size === void 0) { size = 0; } - if (normalized === void 0) { normalized = false; } - if (instance === void 0) { instance = false; } - if (!buffer) { - throw new Error('You must pass a buffer when creating an attribute'); + GraphicsGeometry.prototype._compareStyles = function (styleA, styleB) { + if (!styleA || !styleB) { + return false; } - // check if this is a buffer! - if (!(buffer instanceof Buffer)) { - // its an array! - if (buffer instanceof Array) { - buffer = new Float32Array(buffer); - } - buffer = new Buffer(buffer); + if (styleA.texture.baseTexture !== styleB.texture.baseTexture) { + return false; } - var ids = id.split('|'); - if (ids.length > 1) { - for (var i = 0; i < ids.length; i++) { - this.addAttribute(ids[i], buffer, size, normalized, type); - } - return this; + if (styleA.color + styleA.alpha !== styleB.color + styleB.alpha) { + return false; } - var bufferIndex = this.buffers.indexOf(buffer); - if (bufferIndex === -1) { - this.buffers.push(buffer); - bufferIndex = this.buffers.length - 1; + if (!!styleA.native !== !!styleB.native) { + return false; } - this.attributes[id] = new Attribute(bufferIndex, size, normalized, type, stride, start, instance); - // assuming that if there is instanced data then this will be drawn with instancing! - this.instanced = this.instanced || instance; - return this; - }; - /** - * Returns the requested attribute. - * @param id - The name of the attribute required - * @returns - The attribute requested. - */ - Geometry.prototype.getAttribute = function (id) { - return this.attributes[id]; - }; - /** - * Returns the requested buffer. - * @param id - The name of the buffer required. - * @returns - The buffer requested. - */ - Geometry.prototype.getBuffer = function (id) { - return this.buffers[this.getAttribute(id).buffer]; + return true; }; - /** - * - * Adds an index buffer to the geometry - * The index buffer contains integers, three for each triangle in the geometry, which reference the various attribute buffers (position, colour, UV coordinates, other UV coordinates, normal, …). There is only ONE index buffer. - * @param {PIXI.Buffer|number[]} [buffer] - The buffer that holds the data of the index buffer. You can also provide an Array and a buffer will be created from it. - * @returns - Returns self, useful for chaining. - */ - Geometry.prototype.addIndex = function (buffer) { - if (!(buffer instanceof Buffer)) { - // its an array! - if (buffer instanceof Array) { - buffer = new Uint16Array(buffer); - } - buffer = new Buffer(buffer); + /** Test geometry for batching process. */ + GraphicsGeometry.prototype.validateBatching = function () { + if (this.dirty === this.cacheDirty || !this.graphicsData.length) { + return false; } - buffer.type = BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER; - this.indexBuffer = buffer; - if (this.buffers.indexOf(buffer) === -1) { - this.buffers.push(buffer); + for (var i = 0, l = this.graphicsData.length; i < l; i++) { + var data = this.graphicsData[i]; + var fill = data.fillStyle; + var line = data.lineStyle; + if (fill && !fill.texture.baseTexture.valid) + { return false; } + if (line && !line.texture.baseTexture.valid) + { return false; } } - return this; + return true; }; - /** - * Returns the index buffer - * @returns - The index buffer. - */ - Geometry.prototype.getIndex = function () { - return this.indexBuffer; + /** Offset the indices so that it works with the batcher. */ + GraphicsGeometry.prototype.packBatches = function () { + this.batchDirty++; + this.uvsFloat32 = new Float32Array(this.uvs); + var batches = this.batches; + for (var i = 0, l = batches.length; i < l; i++) { + var batch = batches[i]; + for (var j = 0; j < batch.size; j++) { + var index = batch.start + j; + this.indicesUint16[index] = this.indicesUint16[index] - batch.attribStart; + } + } }; /** - * This function modifies the structure so that all current attributes become interleaved into a single buffer - * This can be useful if your model remains static as it offers a little performance boost - * @returns - Returns self, useful for chaining. + * Checks to see if this graphics geometry can be batched. + * Currently it needs to be small enough and not contain any native lines. */ - Geometry.prototype.interleave = function () { - // a simple check to see if buffers are already interleaved.. - if (this.buffers.length === 1 || (this.buffers.length === 2 && this.indexBuffer)) - { return this; } - // assume already that no buffers are interleaved - var arrays = []; - var sizes = []; - var interleavedBuffer = new Buffer(); - var i; - for (i in this.attributes) { - var attribute = this.attributes[i]; - var buffer = this.buffers[attribute.buffer]; - arrays.push(buffer.data); - sizes.push((attribute.size * byteSizeMap$1[attribute.type]) / 4); - attribute.buffer = 0; + GraphicsGeometry.prototype.isBatchable = function () { + // prevent heavy mesh batching + if (this.points.length > 0xffff * 2) { + return false; } - interleavedBuffer.data = interleaveTypedArrays(arrays, sizes); - for (i = 0; i < this.buffers.length; i++) { - if (this.buffers[i] !== this.indexBuffer) { - this.buffers[i].destroy(); + var batches = this.batches; + for (var i = 0; i < batches.length; i++) { + if (batches[i].style.native) { + return false; } } - this.buffers = [interleavedBuffer]; - if (this.indexBuffer) { - this.buffers.push(this.indexBuffer); - } - return this; - }; - /** Get the size of the geometries, in vertices. */ - Geometry.prototype.getSize = function () { - for (var i in this.attributes) { - var attribute = this.attributes[i]; - var buffer = this.buffers[attribute.buffer]; - return buffer.data.length / ((attribute.stride / 4) || attribute.size); - } - return 0; - }; - /** Disposes WebGL resources that are connected to this geometry. */ - Geometry.prototype.dispose = function () { - this.disposeRunner.emit(this, false); - }; - /** Destroys the geometry. */ - Geometry.prototype.destroy = function () { - this.dispose(); - this.buffers = null; - this.indexBuffer = null; - this.attributes = null; + return (this.points.length < GraphicsGeometry.BATCHABLE_SIZE * 2); }; - /** - * Returns a clone of the geometry. - * @returns - A new clone of this geometry. - */ - Geometry.prototype.clone = function () { - var geometry = new Geometry(); - for (var i = 0; i < this.buffers.length; i++) { - geometry.buffers[i] = new Buffer(this.buffers[i].data.slice(0)); - } - for (var i in this.attributes) { - var attrib = this.attributes[i]; - geometry.attributes[i] = new Attribute(attrib.buffer, attrib.size, attrib.normalized, attrib.type, attrib.stride, attrib.start, attrib.instance); + /** Converts intermediate batches data to drawCalls. */ + GraphicsGeometry.prototype.buildDrawCalls = function () { + var TICK = ++BaseTexture._globalBatch; + for (var i = 0; i < this.drawCalls.length; i++) { + this.drawCalls[i].texArray.clear(); + DRAW_CALL_POOL.push(this.drawCalls[i]); } - if (this.indexBuffer) { - geometry.indexBuffer = geometry.buffers[this.buffers.indexOf(this.indexBuffer)]; - geometry.indexBuffer.type = BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER; + this.drawCalls.length = 0; + var colors = this.colors; + var textureIds = this.textureIds; + var currentGroup = DRAW_CALL_POOL.pop(); + if (!currentGroup) { + currentGroup = new BatchDrawCall(); + currentGroup.texArray = new BatchTextureArray(); } - return geometry; - }; - /** - * Merges an array of geometries into a new single one. - * - * Geometry attribute styles must match for this operation to work. - * @param geometries - array of geometries to merge - * @returns - Shiny new geometry! - */ - Geometry.merge = function (geometries) { - // todo add a geometry check! - // also a size check.. cant be too big!] - var geometryOut = new Geometry(); - var arrays = []; - var sizes = []; - var offsets = []; - var geometry; - // pass one.. get sizes.. - for (var i = 0; i < geometries.length; i++) { - geometry = geometries[i]; - for (var j = 0; j < geometry.buffers.length; j++) { - sizes[j] = sizes[j] || 0; - sizes[j] += geometry.buffers[j].data.length; - offsets[j] = 0; + currentGroup.texArray.count = 0; + currentGroup.start = 0; + currentGroup.size = 0; + currentGroup.type = DRAW_MODES.TRIANGLES; + var textureCount = 0; + var currentTexture = null; + var textureId = 0; + var native = false; + var drawMode = DRAW_MODES.TRIANGLES; + var index = 0; + this.drawCalls.push(currentGroup); + // TODO - this can be simplified + for (var i = 0; i < this.batches.length; i++) { + var data = this.batches[i]; + // TODO add some full on MAX_TEXTURE CODE.. + var MAX_TEXTURES = 8; + // Forced cast for checking `native` without errors + var style = data.style; + var nextTexture = style.texture.baseTexture; + if (native !== !!style.native) { + native = !!style.native; + drawMode = native ? DRAW_MODES.LINES : DRAW_MODES.TRIANGLES; + // force the batch to break! + currentTexture = null; + textureCount = MAX_TEXTURES; + TICK++; + } + if (currentTexture !== nextTexture) { + currentTexture = nextTexture; + if (nextTexture._batchEnabled !== TICK) { + if (textureCount === MAX_TEXTURES) { + TICK++; + textureCount = 0; + if (currentGroup.size > 0) { + currentGroup = DRAW_CALL_POOL.pop(); + if (!currentGroup) { + currentGroup = new BatchDrawCall(); + currentGroup.texArray = new BatchTextureArray(); + } + this.drawCalls.push(currentGroup); + } + currentGroup.start = index; + currentGroup.size = 0; + currentGroup.texArray.count = 0; + currentGroup.type = drawMode; + } + // TODO add this to the render part.. + // Hack! Because texture has protected `touched` + nextTexture.touched = 1; // touch; + nextTexture._batchEnabled = TICK; + nextTexture._batchLocation = textureCount; + nextTexture.wrapMode = WRAP_MODES.REPEAT; + currentGroup.texArray.elements[currentGroup.texArray.count++] = nextTexture; + textureCount++; + } } + currentGroup.size += data.size; + index += data.size; + textureId = nextTexture._batchLocation; + this.addColors(colors, style.color, style.alpha, data.attribSize, data.attribStart); + this.addTextureIds(textureIds, textureId, data.attribSize, data.attribStart); } - // build the correct size arrays.. - for (var i = 0; i < geometry.buffers.length; i++) { - // TODO types! - arrays[i] = new map[getBufferType(geometry.buffers[i].data)](sizes[i]); - geometryOut.buffers[i] = new Buffer(arrays[i]); + BaseTexture._globalBatch = TICK; + // upload.. + // merge for now! + this.packAttributes(); + }; + /** Packs attributes to single buffer. */ + GraphicsGeometry.prototype.packAttributes = function () { + var verts = this.points; + var uvs = this.uvs; + var colors = this.colors; + var textureIds = this.textureIds; + // verts are 2 positions.. so we * by 3 as there are 6 properties.. then 4 cos its bytes + var glPoints = new ArrayBuffer(verts.length * 3 * 4); + var f32 = new Float32Array(glPoints); + var u32 = new Uint32Array(glPoints); + var p = 0; + for (var i = 0; i < verts.length / 2; i++) { + f32[p++] = verts[i * 2]; + f32[p++] = verts[(i * 2) + 1]; + f32[p++] = uvs[i * 2]; + f32[p++] = uvs[(i * 2) + 1]; + u32[p++] = colors[i]; + f32[p++] = textureIds[i]; } - // pass to set data.. - for (var i = 0; i < geometries.length; i++) { - geometry = geometries[i]; - for (var j = 0; j < geometry.buffers.length; j++) { - arrays[j].set(geometry.buffers[j].data, offsets[j]); - offsets[j] += geometry.buffers[j].data.length; - } + this._buffer.update(glPoints); + this._indexBuffer.update(this.indicesUint16); + }; + /** + * Process fill part of Graphics. + * @param data + */ + GraphicsGeometry.prototype.processFill = function (data) { + if (data.holes.length) { + buildPoly.triangulate(data, this); } - geometryOut.attributes = geometry.attributes; - if (geometry.indexBuffer) { - geometryOut.indexBuffer = geometryOut.buffers[geometry.buffers.indexOf(geometry.indexBuffer)]; - geometryOut.indexBuffer.type = BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER; - var offset = 0; - var stride = 0; - var offset2 = 0; - var bufferIndexToCount = 0; - // get a buffer - for (var i = 0; i < geometry.buffers.length; i++) { - if (geometry.buffers[i] !== geometry.indexBuffer) { - bufferIndexToCount = i; - break; - } - } - // figure out the stride of one buffer.. - for (var i in geometry.attributes) { - var attribute = geometry.attributes[i]; - if ((attribute.buffer | 0) === bufferIndexToCount) { - stride += ((attribute.size * byteSizeMap$1[attribute.type]) / 4); - } - } - // time to off set all indexes.. - for (var i = 0; i < geometries.length; i++) { - var indexBufferData = geometries[i].indexBuffer.data; - for (var j = 0; j < indexBufferData.length; j++) { - geometryOut.indexBuffer.data[j + offset2] += offset; - } - offset += geometries[i].buffers[bufferIndexToCount].data.length / (stride); - offset2 += indexBufferData.length; + else { + var command = FILL_COMMANDS[data.type]; + command.triangulate(data, this); + } + }; + /** + * Process line part of Graphics. + * @param data + */ + GraphicsGeometry.prototype.processLine = function (data) { + buildLine(data, this); + for (var i = 0; i < data.holes.length; i++) { + buildLine(data.holes[i], this); + } + }; + /** + * Process the holes data. + * @param holes + */ + GraphicsGeometry.prototype.processHoles = function (holes) { + for (var i = 0; i < holes.length; i++) { + var hole = holes[i]; + var command = FILL_COMMANDS[hole.type]; + command.build(hole); + if (hole.matrix) { + this.transformPoints(hole.points, hole.matrix); } } - return geometryOut; }; - return Geometry; - }()); - - /** - * Helper class to create a quad - * @memberof PIXI - */ - var Quad = /** @class */ (function (_super) { - __extends$k(Quad, _super); - function Quad() { - var _this = _super.call(this) || this; - _this.addAttribute('aVertexPosition', new Float32Array([ - 0, 0, - 1, 0, - 1, 1, - 0, 1 ])) - .addIndex([0, 1, 3, 2]); - return _this; - } - return Quad; - }(Geometry)); - - /** - * Helper class to create a quad with uvs like in v4 - * @memberof PIXI - */ - var QuadUv = /** @class */ (function (_super) { - __extends$k(QuadUv, _super); - function QuadUv() { - var _this = _super.call(this) || this; - _this.vertices = new Float32Array([ - -1, -1, - 1, -1, - 1, 1, - -1, 1 ]); - _this.uvs = new Float32Array([ - 0, 0, - 1, 0, - 1, 1, - 0, 1 ]); - _this.vertexBuffer = new Buffer(_this.vertices); - _this.uvBuffer = new Buffer(_this.uvs); - _this.addAttribute('aVertexPosition', _this.vertexBuffer) - .addAttribute('aTextureCoord', _this.uvBuffer) - .addIndex([0, 1, 2, 0, 2, 3]); - return _this; - } + /** Update the local bounds of the object. Expensive to use performance-wise. */ + GraphicsGeometry.prototype.calculateBounds = function () { + var bounds = this._bounds; + bounds.clear(); + bounds.addVertexData(this.points, 0, this.points.length); + bounds.pad(this.boundsPadding, this.boundsPadding); + }; /** - * Maps two Rectangle to the quad. - * @param targetTextureFrame - The first rectangle - * @param destinationFrame - The second rectangle - * @returns - Returns itself. + * Transform points using matrix. + * @param points - Points to transform + * @param matrix - Transform matrix */ - QuadUv.prototype.map = function (targetTextureFrame, destinationFrame) { - var x = 0; // destinationFrame.x / targetTextureFrame.width; - var y = 0; // destinationFrame.y / targetTextureFrame.height; - this.uvs[0] = x; - this.uvs[1] = y; - this.uvs[2] = x + (destinationFrame.width / targetTextureFrame.width); - this.uvs[3] = y; - this.uvs[4] = x + (destinationFrame.width / targetTextureFrame.width); - this.uvs[5] = y + (destinationFrame.height / targetTextureFrame.height); - this.uvs[6] = x; - this.uvs[7] = y + (destinationFrame.height / targetTextureFrame.height); - x = destinationFrame.x; - y = destinationFrame.y; - this.vertices[0] = x; - this.vertices[1] = y; - this.vertices[2] = x + destinationFrame.width; - this.vertices[3] = y; - this.vertices[4] = x + destinationFrame.width; - this.vertices[5] = y + destinationFrame.height; - this.vertices[6] = x; - this.vertices[7] = y + destinationFrame.height; - this.invalidate(); - return this; + GraphicsGeometry.prototype.transformPoints = function (points, matrix) { + for (var i = 0; i < points.length / 2; i++) { + var x = points[(i * 2)]; + var y = points[(i * 2) + 1]; + points[(i * 2)] = (matrix.a * x) + (matrix.c * y) + matrix.tx; + points[(i * 2) + 1] = (matrix.b * x) + (matrix.d * y) + matrix.ty; + } }; /** - * Legacy upload method, just marks buffers dirty. - * @returns - Returns itself. + * Add colors. + * @param colors - List of colors to add to + * @param color - Color to add + * @param alpha - Alpha to use + * @param size - Number of colors to add + * @param offset */ - QuadUv.prototype.invalidate = function () { - this.vertexBuffer._updateID++; - this.uvBuffer._updateID++; - return this; + GraphicsGeometry.prototype.addColors = function (colors, color, alpha, size, offset) { + if (offset === void 0) { offset = 0; } + // TODO use the premultiply bits Ivan added + var rgb = (color >> 16) + (color & 0xff00) + ((color & 0xff) << 16); + var rgba = premultiplyTint(rgb, alpha); + colors.length = Math.max(colors.length, offset + size); + for (var i = 0; i < size; i++) { + colors[offset + i] = rgba; + } }; - return QuadUv; - }(Geometry)); - - var UID$2 = 0; - /** - * Uniform group holds uniform map and some ID's for work - * - * `UniformGroup` has two modes: - * - * 1: Normal mode - * Normal mode will upload the uniforms with individual function calls as required - * - * 2: Uniform buffer mode - * This mode will treat the uniforms as a uniform buffer. You can pass in either a buffer that you manually handle, or - * or a generic object that PixiJS will automatically map to a buffer for you. - * For maximum benefits, make Ubo UniformGroups static, and only update them each frame. - * - * Rules of UBOs: - * - UBOs only work with WebGL2, so make sure you have a fallback! - * - Only floats are supported (including vec[2,3,4], mat[2,3,4]) - * - Samplers cannot be used in ubo's (a GPU limitation) - * - You must ensure that the object you pass in exactly matches in the shader ubo structure. - * Otherwise, weirdness will ensue! - * - The name of the ubo object added to the group must match exactly the name of the ubo in the shader. - * - * ``` - * // ubo in shader: - * uniform myCoolData { // declaring a ubo.. - * mat4 uCoolMatrix; - * float uFloatyMcFloatFace - * - * - * // a new uniform buffer object.. - * const myCoolData = new UniformBufferGroup({ - * uCoolMatrix: new Matrix(), - * uFloatyMcFloatFace: 23, - * }} - * - * // build a shader... - * const shader = Shader.from(srcVert, srcFrag, { - * myCoolData // name matches the ubo name in the shader. will be processed accordingly. - * }) - * - * ``` - * @memberof PIXI - */ - var UniformGroup = /** @class */ (function () { /** - * @param {object | Buffer} [uniforms] - Custom uniforms to use to augment the built-in ones. Or a pixi buffer. - * @param isStatic - Uniforms wont be changed after creation. - * @param isUbo - If true, will treat this uniform group as a uniform buffer object. + * Add texture id that the shader/fragment wants to use. + * @param textureIds + * @param id + * @param size + * @param offset */ - function UniformGroup(uniforms, isStatic, isUbo) { - this.group = true; - // lets generate this when the shader ? - this.syncUniforms = {}; - this.dirtyId = 0; - this.id = UID$2++; - this.static = !!isStatic; - this.ubo = !!isUbo; - if (uniforms instanceof Buffer) { - this.buffer = uniforms; - this.buffer.type = BUFFER_TYPE$8.UNIFORM_BUFFER; - this.autoManage = false; - this.ubo = true; + GraphicsGeometry.prototype.addTextureIds = function (textureIds, id, size, offset) { + if (offset === void 0) { offset = 0; } + textureIds.length = Math.max(textureIds.length, offset + size); + for (var i = 0; i < size; i++) { + textureIds[offset + i] = id; } - else { - this.uniforms = uniforms; - if (this.ubo) { - this.buffer = new Buffer(new Float32Array(1)); - this.buffer.type = BUFFER_TYPE$8.UNIFORM_BUFFER; - this.autoManage = true; + }; + /** + * Generates the UVs for a shape. + * @param verts - Vertices + * @param uvs - UVs + * @param texture - Reference to Texture + * @param start - Index buffer start index. + * @param size - The size/length for index buffer. + * @param matrix - Optional transform for all points. + */ + GraphicsGeometry.prototype.addUvs = function (verts, uvs, texture, start, size, matrix) { + if (matrix === void 0) { matrix = null; } + var index = 0; + var uvsStart = uvs.length; + var frame = texture.frame; + while (index < size) { + var x = verts[(start + index) * 2]; + var y = verts[((start + index) * 2) + 1]; + if (matrix) { + var nx = (matrix.a * x) + (matrix.c * y) + matrix.tx; + y = (matrix.b * x) + (matrix.d * y) + matrix.ty; + x = nx; } + index++; + uvs.push(x / frame.width, y / frame.height); } - } - UniformGroup.prototype.update = function () { - this.dirtyId++; - if (!this.autoManage && this.buffer) { - this.buffer.update(); + var baseTexture = texture.baseTexture; + if (frame.width < baseTexture.width + || frame.height < baseTexture.height) { + this.adjustUvs(uvs, texture, uvsStart, size); } }; - UniformGroup.prototype.add = function (name, uniforms, _static) { - if (!this.ubo) { - this.uniforms[name] = new UniformGroup(uniforms, _static); + /** + * Modify uvs array according to position of texture region + * Does not work with rotated or trimmed textures + * @param uvs - array + * @param texture - region + * @param start - starting index for uvs + * @param size - how many points to adjust + */ + GraphicsGeometry.prototype.adjustUvs = function (uvs, texture, start, size) { + var baseTexture = texture.baseTexture; + var eps = 1e-6; + var finish = start + (size * 2); + var frame = texture.frame; + var scaleX = frame.width / baseTexture.width; + var scaleY = frame.height / baseTexture.height; + var offsetX = frame.x / frame.width; + var offsetY = frame.y / frame.height; + var minX = Math.floor(uvs[start] + eps); + var minY = Math.floor(uvs[start + 1] + eps); + for (var i = start + 2; i < finish; i += 2) { + minX = Math.min(minX, Math.floor(uvs[i] + eps)); + minY = Math.min(minY, Math.floor(uvs[i + 1] + eps)); } - else { - // eslint-disable-next-line max-len - throw new Error('[UniformGroup] uniform groups in ubo mode cannot be modified, or have uniform groups nested in them'); + offsetX -= minX; + offsetY -= minY; + for (var i = start; i < finish; i += 2) { + uvs[i] = (uvs[i] + offsetX) * scaleX; + uvs[i + 1] = (uvs[i + 1] + offsetY) * scaleY; } }; - UniformGroup.from = function (uniforms, _static, _ubo) { - return new UniformGroup(uniforms, _static, _ubo); - }; /** - * A short hand function for creating a static UBO UniformGroup. - * @param uniforms - the ubo item - * @param _static - should this be updated each time it is used? defaults to true here! + * The maximum number of points to consider an object "batchable", + * able to be batched by the renderer's batch system. + \ */ - UniformGroup.uboFrom = function (uniforms, _static) { - return new UniformGroup(uniforms, _static !== null && _static !== void 0 ? _static : true, true); - }; - return UniformGroup; - }()); + GraphicsGeometry.BATCHABLE_SIZE = 100; + return GraphicsGeometry; + }(BatchGeometry)); /** - * System plugin to the renderer to manage filter states. - * @ignore + * Represents the line style for Graphics. + * @memberof PIXI */ - var FilterState = /** @class */ (function () { - function FilterState() { - this.renderTexture = null; - this.target = null; - this.legacy = false; - this.resolution = 1; - this.multisample = MSAA_QUALITY$8.NONE; - // next three fields are created only for root - // re-assigned for everything else - this.sourceFrame = new Rectangle$2(); - this.destinationFrame = new Rectangle$2(); - this.bindingSourceFrame = new Rectangle$2(); - this.bindingDestinationFrame = new Rectangle$2(); - this.filters = []; - this.transform = null; + var LineStyle = /** @class */ (function (_super) { + __extends$e(LineStyle, _super); + function LineStyle() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** The width (thickness) of any lines drawn. */ + _this.width = 0; + /** The alignment of any lines drawn (0.5 = middle, 1 = outer, 0 = inner). WebGL only. */ + _this.alignment = 0.5; + /** If true the lines will be draw using LINES instead of TRIANGLE_STRIP. */ + _this.native = false; + /** + * Line cap style. + * @member {PIXI.LINE_CAP} + * @default PIXI.LINE_CAP.BUTT + */ + _this.cap = LINE_CAP.BUTT; + /** + * Line join style. + * @member {PIXI.LINE_JOIN} + * @default PIXI.LINE_JOIN.MITER + */ + _this.join = LINE_JOIN.MITER; + /** Miter limit. */ + _this.miterLimit = 10; + return _this; } - /** Clears the state */ - FilterState.prototype.clear = function () { - this.target = null; - this.filters = null; - this.renderTexture = null; + /** Clones the object. */ + LineStyle.prototype.clone = function () { + var obj = new LineStyle(); + obj.color = this.color; + obj.alpha = this.alpha; + obj.texture = this.texture; + obj.matrix = this.matrix; + obj.visible = this.visible; + obj.width = this.width; + obj.alignment = this.alignment; + obj.native = this.native; + obj.cap = this.cap; + obj.join = this.join; + obj.miterLimit = this.miterLimit; + return obj; }; - return FilterState; - }()); - - var tempPoints$2 = [new Point$2(), new Point$2(), new Point$2(), new Point$2()]; - var tempMatrix$2 = new Matrix$2(); - /** - * System plugin to the renderer to manage filters. - * - * ## Pipeline - * - * The FilterSystem executes the filtering pipeline by rendering the display-object into a texture, applying its - * [filters]{@link PIXI.Filter} in series, and the last filter outputs into the final render-target. - * - * The filter-frame is the rectangle in world space being filtered, and those contents are mapped into - * `(0, 0, filterFrame.width, filterFrame.height)` into the filter render-texture. The filter-frame is also called - * the source-frame, as it is used to bind the filter render-textures. The last filter outputs to the `filterFrame` - * in the final render-target. - * - * ## Usage + /** Reset the line style to default. */ + LineStyle.prototype.reset = function () { + _super.prototype.reset.call(this); + // Override default line style color + this.color = 0x0; + this.alignment = 0.5; + this.width = 0; + this.native = false; + }; + return LineStyle; + }(FillStyle)); + + var temp = new Float32Array(3); + // a default shaders map used by graphics.. + var DEFAULT_SHADERS = {}; + /** + * The Graphics class is primarily used to render primitive shapes such as lines, circles and + * rectangles to the display, and to color and fill them. However, you can also use a Graphics + * object to build a list of primitives to use as a mask, or as a complex hitArea. * - * {@link PIXI.Container#renderAdvanced} is an example of how to use the filter system. It is a 3 step process: + * Please note that due to legacy naming conventions, the behavior of some functions in this class + * can be confusing. Each call to `drawRect()`, `drawPolygon()`, etc. actually stores that primitive + * in the Geometry class's GraphicsGeometry object for later use in rendering or hit testing - the + * functions do not directly draw anything to the screen. Similarly, the `clear()` function doesn't + * change the screen, it simply resets the list of primitives, which can be useful if you want to + * rebuild the contents of an existing Graphics object. * - * **push**: Use {@link PIXI.FilterSystem#push} to push the set of filters to be applied on a filter-target. - * **render**: Render the contents to be filtered using the renderer. The filter-system will only capture the contents - * inside the bounds of the filter-target. NOTE: Using {@link PIXI.Renderer#render} is - * illegal during an existing render cycle, and it may reset the filter system. - * **pop**: Use {@link PIXI.FilterSystem#pop} to pop & execute the filters you initially pushed. It will apply them - * serially and output to the bounds of the filter-target. + * Once a GraphicsGeometry list is built, you can re-use it in other Geometry objects as + * an optimization, by passing it into a new Geometry object's constructor. Because of this + * ability, it's important to call `destroy()` on Geometry objects once you are done with them, to + * properly dereference each GraphicsGeometry and prevent memory leaks. * @memberof PIXI */ - var FilterSystem = /** @class */ (function () { + var Graphics = /** @class */ (function (_super) { + __extends$e(Graphics, _super); /** - * @param renderer - The renderer this System works for. + * @param geometry - Geometry to use, if omitted will create a new GraphicsGeometry instance. */ - function FilterSystem(renderer) { - this.renderer = renderer; - this.defaultFilterStack = [{}]; - this.texturePool = new RenderTexturePool(); - this.texturePool.setScreenSize(renderer.view); - this.statePool = []; - this.quad = new Quad(); - this.quadUv = new QuadUv(); - this.tempRect = new Rectangle$2(); - this.activeState = {}; - this.globalUniforms = new UniformGroup({ - outputFrame: new Rectangle$2(), - inputSize: new Float32Array(4), - inputPixel: new Float32Array(4), - inputClamp: new Float32Array(4), - resolution: 1, - // legacy variables - filterArea: new Float32Array(4), - filterClamp: new Float32Array(4), - }, true); - this.forceClear = false; - this.useMaxPadding = false; + function Graphics(geometry) { + if (geometry === void 0) { geometry = null; } + var _this = _super.call(this) || this; + /** + * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU. + * Can be shared between multiple Graphics objects. + */ + _this.shader = null; + /** Renderer plugin for batching */ + _this.pluginName = 'batch'; + /** + * Current path + * @readonly + */ + _this.currentPath = null; + /** A collections of batches! These can be drawn by the renderer batch system. */ + _this.batches = []; + /** Update dirty for limiting calculating tints for batches. */ + _this.batchTint = -1; + /** Update dirty for limiting calculating batches.*/ + _this.batchDirty = -1; + /** Copy of the object vertex data. */ + _this.vertexData = null; + /** Current fill style. */ + _this._fillStyle = new FillStyle(); + /** Current line style. */ + _this._lineStyle = new LineStyle(); + /** Current shape transform matrix. */ + _this._matrix = null; + /** Current hole mode is enabled. */ + _this._holeMode = false; + /** + * Represents the WebGL state the Graphics required to render, excludes shader and geometry. E.g., + * blend mode, culling, depth testing, direction of rendering triangles, backface, etc. + */ + _this.state = State.for2d(); + _this._geometry = geometry || new GraphicsGeometry(); + _this._geometry.refCount++; + /** + * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite. + * This is useful if your graphics element does not change often, as it will speed up the rendering + * of the object in exchange for taking up texture memory. It is also useful if you need the graphics + * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if + * you are constantly redrawing the graphics element. + * @name cacheAsBitmap + * @member {boolean} + * @memberof PIXI.Graphics# + * @default false + */ + _this._transformID = -1; + // Set default + _this.tint = 0xFFFFFF; + _this.blendMode = BLEND_MODES.NORMAL; + return _this; } + Object.defineProperty(Graphics.prototype, "geometry", { + /** + * Includes vertex positions, face indices, normals, colors, UVs, and + * custom attributes within buffers, reducing the cost of passing all + * this data to the GPU. Can be shared between multiple Mesh or Graphics objects. + * @readonly + */ + get: function () { + return this._geometry; + }, + enumerable: false, + configurable: true + }); /** - * Pushes a set of filters to be applied later to the system. This will redirect further rendering into an - * input render-texture for the rest of the filtering pipeline. - * @param {PIXI.DisplayObject} target - The target of the filter to render. - * @param filters - The filters to apply. + * Creates a new Graphics object with the same values as this one. + * Note that only the geometry of the object is cloned, not its transform (position,scale,etc) + * @returns - A clone of the graphics object */ - FilterSystem.prototype.push = function (target, filters) { - var _a, _b; - var renderer = this.renderer; - var filterStack = this.defaultFilterStack; - var state = this.statePool.pop() || new FilterState(); - var renderTextureSystem = this.renderer.renderTexture; - var resolution = filters[0].resolution; - var multisample = filters[0].multisample; - var padding = filters[0].padding; - var autoFit = filters[0].autoFit; - // We don't know whether it's a legacy filter until it was bound for the first time, - // therefore we have to assume that it is if legacy is undefined. - var legacy = (_a = filters[0].legacy) !== null && _a !== void 0 ? _a : true; - for (var i = 1; i < filters.length; i++) { - var filter = filters[i]; - // let's use the lowest resolution - resolution = Math.min(resolution, filter.resolution); - // let's use the lowest number of samples - multisample = Math.min(multisample, filter.multisample); - // figure out the padding required for filters - padding = this.useMaxPadding - // old behavior: use largest amount of padding! - ? Math.max(padding, filter.padding) - // new behavior: sum the padding - : padding + filter.padding; - // only auto fit if all filters are autofit - autoFit = autoFit && filter.autoFit; - legacy = legacy || ((_b = filter.legacy) !== null && _b !== void 0 ? _b : true); - } - if (filterStack.length === 1) { - this.defaultFilterStack[0].renderTexture = renderTextureSystem.current; - } - filterStack.push(state); - state.resolution = resolution; - state.multisample = multisample; - state.legacy = legacy; - state.target = target; - state.sourceFrame.copyFrom(target.filterArea || target.getBounds(true)); - state.sourceFrame.pad(padding); - var sourceFrameProjected = this.tempRect.copyFrom(renderTextureSystem.sourceFrame); - // Project source frame into world space (if projection is applied) - if (renderer.projection.transform) { - this.transformAABB(tempMatrix$2.copyFrom(renderer.projection.transform).invert(), sourceFrameProjected); - } - if (autoFit) { - state.sourceFrame.fit(sourceFrameProjected); - if (state.sourceFrame.width <= 0 || state.sourceFrame.height <= 0) { - state.sourceFrame.width = 0; - state.sourceFrame.height = 0; - } - } - else if (!state.sourceFrame.intersects(sourceFrameProjected)) { - state.sourceFrame.width = 0; - state.sourceFrame.height = 0; + Graphics.prototype.clone = function () { + this.finishPoly(); + return new Graphics(this._geometry); + }; + Object.defineProperty(Graphics.prototype, "blendMode", { + get: function () { + return this.state.blendMode; + }, + /** + * The blend mode to be applied to the graphic shape. Apply a value of + * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. Note that, since each + * primitive in the GraphicsGeometry list is rendered sequentially, modes + * such as `PIXI.BLEND_MODES.ADD` and `PIXI.BLEND_MODES.MULTIPLY` will + * be applied per-primitive. + * @default PIXI.BLEND_MODES.NORMAL + */ + set: function (value) { + this.state.blendMode = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Graphics.prototype, "tint", { + /** + * The tint applied to each graphic shape. This is a hex value. A value of + * 0xFFFFFF will remove any tint effect. + * @default 0xFFFFFF + */ + get: function () { + return this._tint; + }, + set: function (value) { + this._tint = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Graphics.prototype, "fill", { + /** + * The current fill style. + * @readonly + */ + get: function () { + return this._fillStyle; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Graphics.prototype, "line", { + /** + * The current line style. + * @readonly + */ + get: function () { + return this._lineStyle; + }, + enumerable: false, + configurable: true + }); + Graphics.prototype.lineStyle = function (options, color, alpha, alignment, native) { + if (options === void 0) { options = null; } + if (color === void 0) { color = 0x0; } + if (alpha === void 0) { alpha = 1; } + if (alignment === void 0) { alignment = 0.5; } + if (native === void 0) { native = false; } + // Support non-object params: (width, color, alpha, alignment, native) + if (typeof options === 'number') { + options = { width: options, color: color, alpha: alpha, alignment: alignment, native: native }; } - // Round sourceFrame in screen space based on render-texture. - this.roundFrame(state.sourceFrame, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform); - state.renderTexture = this.getOptimalFilterTexture(state.sourceFrame.width, state.sourceFrame.height, resolution, multisample); - state.filters = filters; - state.destinationFrame.width = state.renderTexture.width; - state.destinationFrame.height = state.renderTexture.height; - var destinationFrame = this.tempRect; - destinationFrame.x = 0; - destinationFrame.y = 0; - destinationFrame.width = state.sourceFrame.width; - destinationFrame.height = state.sourceFrame.height; - state.renderTexture.filterFrame = state.sourceFrame; - state.bindingSourceFrame.copyFrom(renderTextureSystem.sourceFrame); - state.bindingDestinationFrame.copyFrom(renderTextureSystem.destinationFrame); - state.transform = renderer.projection.transform; - renderer.projection.transform = null; - renderTextureSystem.bind(state.renderTexture, state.sourceFrame, destinationFrame); - renderer.framebuffer.clear(0, 0, 0, 0); + return this.lineTextureStyle(options); }; - /** Pops off the filter and applies it. */ - FilterSystem.prototype.pop = function () { - var filterStack = this.defaultFilterStack; - var state = filterStack.pop(); - var filters = state.filters; - this.activeState = state; - var globalUniforms = this.globalUniforms.uniforms; - globalUniforms.outputFrame = state.sourceFrame; - globalUniforms.resolution = state.resolution; - var inputSize = globalUniforms.inputSize; - var inputPixel = globalUniforms.inputPixel; - var inputClamp = globalUniforms.inputClamp; - inputSize[0] = state.destinationFrame.width; - inputSize[1] = state.destinationFrame.height; - inputSize[2] = 1.0 / inputSize[0]; - inputSize[3] = 1.0 / inputSize[1]; - inputPixel[0] = Math.round(inputSize[0] * state.resolution); - inputPixel[1] = Math.round(inputSize[1] * state.resolution); - inputPixel[2] = 1.0 / inputPixel[0]; - inputPixel[3] = 1.0 / inputPixel[1]; - inputClamp[0] = 0.5 * inputPixel[2]; - inputClamp[1] = 0.5 * inputPixel[3]; - inputClamp[2] = (state.sourceFrame.width * inputSize[2]) - (0.5 * inputPixel[2]); - inputClamp[3] = (state.sourceFrame.height * inputSize[3]) - (0.5 * inputPixel[3]); - // only update the rect if its legacy.. - if (state.legacy) { - var filterArea = globalUniforms.filterArea; - filterArea[0] = state.destinationFrame.width; - filterArea[1] = state.destinationFrame.height; - filterArea[2] = state.sourceFrame.x; - filterArea[3] = state.sourceFrame.y; - globalUniforms.filterClamp = globalUniforms.inputClamp; + /** + * Like line style but support texture for line fill. + * @param [options] - Collection of options for setting line style. + * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style + * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to use + * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style. + * Default 0xFFFFFF if texture present. + * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style + * @param {PIXI.Matrix} [options.matrix=null] - Texture matrix to transform texture + * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outer). + * WebGL only. + * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP + * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style + * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style + * @param {number}[options.miterLimit=10] - miter limit ratio + * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.lineTextureStyle = function (options) { + // Apply defaults + options = Object.assign({ + width: 0, + texture: Texture.WHITE, + color: (options && options.texture) ? 0xFFFFFF : 0x0, + alpha: 1, + matrix: null, + alignment: 0.5, + native: false, + cap: LINE_CAP.BUTT, + join: LINE_JOIN.MITER, + miterLimit: 10, + }, options); + if (this.currentPath) { + this.startPoly(); } - this.globalUniforms.update(); - var lastState = filterStack[filterStack.length - 1]; - this.renderer.framebuffer.blit(); - if (filters.length === 1) { - filters[0].apply(this, state.renderTexture, lastState.renderTexture, CLEAR_MODES$8.BLEND, state); - this.returnFilterTexture(state.renderTexture); + var visible = options.width > 0 && options.alpha > 0; + if (!visible) { + this._lineStyle.reset(); } else { - var flip = state.renderTexture; - var flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution); - flop.filterFrame = flip.filterFrame; - var i = 0; - for (i = 0; i < filters.length - 1; ++i) { - if (i === 1 && state.multisample > 1) { - flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution); - flop.filterFrame = flip.filterFrame; - } - filters[i].apply(this, flip, flop, CLEAR_MODES$8.CLEAR, state); - var t = flip; - flip = flop; - flop = t; - } - filters[i].apply(this, flip, lastState.renderTexture, CLEAR_MODES$8.BLEND, state); - if (i > 1 && state.multisample > 1) { - this.returnFilterTexture(state.renderTexture); + if (options.matrix) { + options.matrix = options.matrix.clone(); + options.matrix.invert(); } - this.returnFilterTexture(flip); - this.returnFilterTexture(flop); + Object.assign(this._lineStyle, { visible: visible }, options); } - // lastState.renderTexture is blitted when lastState is popped - state.clear(); - this.statePool.push(state); + return this; }; /** - * Binds a renderTexture with corresponding `filterFrame`, clears it if mode corresponds. - * @param filterTexture - renderTexture to bind, should belong to filter pool or filter stack - * @param clearMode - clearMode, by default its CLEAR/YES. See {@link PIXI.CLEAR_MODES} + * Start a polygon object internally. + * @protected */ - FilterSystem.prototype.bindAndClear = function (filterTexture, clearMode) { - if (clearMode === void 0) { clearMode = CLEAR_MODES$8.CLEAR; } - var _a = this.renderer, renderTextureSystem = _a.renderTexture, stateSystem = _a.state; - if (filterTexture === this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) { - // Restore projection transform if rendering into the output render-target. - this.renderer.projection.transform = this.activeState.transform; + Graphics.prototype.startPoly = function () { + if (this.currentPath) { + var points = this.currentPath.points; + var len = this.currentPath.points.length; + if (len > 2) { + this.drawShape(this.currentPath); + this.currentPath = new Polygon(); + this.currentPath.closeStroke = false; + this.currentPath.points.push(points[len - 2], points[len - 1]); + } } else { - // Prevent projection within filtering pipeline. - this.renderer.projection.transform = null; - } - if (filterTexture && filterTexture.filterFrame) { - var destinationFrame = this.tempRect; - destinationFrame.x = 0; - destinationFrame.y = 0; - destinationFrame.width = filterTexture.filterFrame.width; - destinationFrame.height = filterTexture.filterFrame.height; - renderTextureSystem.bind(filterTexture, filterTexture.filterFrame, destinationFrame); + this.currentPath = new Polygon(); + this.currentPath.closeStroke = false; } - else if (filterTexture !== this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) { - renderTextureSystem.bind(filterTexture); + }; + /** + * Finish the polygon object. + * @protected + */ + Graphics.prototype.finishPoly = function () { + if (this.currentPath) { + if (this.currentPath.points.length > 2) { + this.drawShape(this.currentPath); + this.currentPath = null; + } + else { + this.currentPath.points.length = 0; + } } - else { - // Restore binding for output render-target. - this.renderer.renderTexture.bind(filterTexture, this.activeState.bindingSourceFrame, this.activeState.bindingDestinationFrame); + }; + /** + * Moves the current drawing position to x, y. + * @param x - the X coordinate to move to + * @param y - the Y coordinate to move to + * @returns - This Graphics object. Good for chaining method calls + */ + Graphics.prototype.moveTo = function (x, y) { + this.startPoly(); + this.currentPath.points[0] = x; + this.currentPath.points[1] = y; + return this; + }; + /** + * Draws a line using the current line style from the current drawing position to (x, y); + * The current drawing position is then set to (x, y). + * @param x - the X coordinate to draw to + * @param y - the Y coordinate to draw to + * @returns - This Graphics object. Good for chaining method calls + */ + Graphics.prototype.lineTo = function (x, y) { + if (!this.currentPath) { + this.moveTo(0, 0); } - // Clear the texture in BLIT mode if blending is disabled or the forceClear flag is set. The blending - // is stored in the 0th bit of the state. - var autoClear = (stateSystem.stateId & 1) || this.forceClear; - if (clearMode === CLEAR_MODES$8.CLEAR - || (clearMode === CLEAR_MODES$8.BLIT && autoClear)) { - // Use framebuffer.clear because we want to clear the whole filter texture, not just the filtering - // area over which the shaders are run. This is because filters may sampling outside of it (e.g. blur) - // instead of clamping their arithmetic. - this.renderer.framebuffer.clear(0, 0, 0, 0); + // remove duplicates.. + var points = this.currentPath.points; + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + if (fromX !== x || fromY !== y) { + points.push(x, y); } + return this; }; /** - * Draws a filter using the default rendering process. - * - * This should be called only by {@link Filter#apply}. - * @param filter - The filter to draw. - * @param input - The input render target. - * @param output - The target to output to. - * @param clearMode - Should the output be cleared before rendering to it + * Initialize the curve + * @param x + * @param y */ - FilterSystem.prototype.applyFilter = function (filter, input, output, clearMode) { - var renderer = this.renderer; - // Set state before binding, so bindAndClear gets the blend mode. - renderer.state.set(filter.state); - this.bindAndClear(output, clearMode); - // set the uniforms.. - filter.uniforms.uSampler = input; - filter.uniforms.filterGlobals = this.globalUniforms; - // TODO make it so that the order of this does not matter.. - // because it does at the moment cos of global uniforms. - // they need to get resynced - renderer.shader.bind(filter); - // check to see if the filter is a legacy one.. - filter.legacy = !!filter.program.attributeData.aTextureCoord; - if (filter.legacy) { - this.quadUv.map(input._frame, input.filterFrame); - renderer.geometry.bind(this.quadUv); - renderer.geometry.draw(DRAW_MODES$8.TRIANGLES); + Graphics.prototype._initCurve = function (x, y) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (this.currentPath) { + if (this.currentPath.points.length === 0) { + this.currentPath.points = [x, y]; + } } else { - renderer.geometry.bind(this.quad); - renderer.geometry.draw(DRAW_MODES$8.TRIANGLE_STRIP); + this.moveTo(x, y); } }; /** - * Multiply _input normalized coordinates_ to this matrix to get _sprite texture normalized coordinates_. - * - * Use `outputMatrix * vTextureCoord` in the shader. - * @param outputMatrix - The matrix to output to. - * @param {PIXI.Sprite} sprite - The sprite to map to. - * @returns The mapped matrix. + * Calculate the points for a quadratic bezier curve and then draws it. + * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c + * @param cpX - Control point x + * @param cpY - Control point y + * @param toX - Destination point x + * @param toY - Destination point y + * @returns - This Graphics object. Good for chaining method calls */ - FilterSystem.prototype.calculateSpriteMatrix = function (outputMatrix, sprite) { - var _a = this.activeState, sourceFrame = _a.sourceFrame, destinationFrame = _a.destinationFrame; - var orig = sprite._texture.orig; - var mappedMatrix = outputMatrix.set(destinationFrame.width, 0, 0, destinationFrame.height, sourceFrame.x, sourceFrame.y); - var worldTransform = sprite.worldTransform.copyTo(Matrix$2.TEMP_MATRIX); - worldTransform.invert(); - mappedMatrix.prepend(worldTransform); - mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height); - mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y); - return mappedMatrix; - }; - /** Destroys this Filter System. */ - FilterSystem.prototype.destroy = function () { - this.renderer = null; - // Those textures has to be destroyed by RenderTextureSystem or FramebufferSystem - this.texturePool.clear(false); + Graphics.prototype.quadraticCurveTo = function (cpX, cpY, toX, toY) { + this._initCurve(); + var points = this.currentPath.points; + if (points.length === 0) { + this.moveTo(0, 0); + } + QuadraticUtils.curveTo(cpX, cpY, toX, toY, points); + return this; }; /** - * Gets a Power-of-Two render texture or fullScreen texture - * @param minWidth - The minimum width of the render texture in real pixels. - * @param minHeight - The minimum height of the render texture in real pixels. - * @param resolution - The resolution of the render texture. - * @param multisample - Number of samples of the render texture. - * @returns - The new render texture. + * Calculate the points for a bezier curve and then draws it. + * @param cpX - Control point x + * @param cpY - Control point y + * @param cpX2 - Second Control point x + * @param cpY2 - Second Control point y + * @param toX - Destination point x + * @param toY - Destination point y + * @returns This Graphics object. Good for chaining method calls */ - FilterSystem.prototype.getOptimalFilterTexture = function (minWidth, minHeight, resolution, multisample) { - if (resolution === void 0) { resolution = 1; } - if (multisample === void 0) { multisample = MSAA_QUALITY$8.NONE; } - return this.texturePool.getOptimalTexture(minWidth, minHeight, resolution, multisample); + Graphics.prototype.bezierCurveTo = function (cpX, cpY, cpX2, cpY2, toX, toY) { + this._initCurve(); + BezierUtils.curveTo(cpX, cpY, cpX2, cpY2, toX, toY, this.currentPath.points); + return this; }; /** - * Gets extra render texture to use inside current filter - * To be compliant with older filters, you can use params in any order - * @param input - renderTexture from which size and resolution will be copied - * @param resolution - override resolution of the renderTexture - * @param multisample - number of samples of the renderTexture + * The arcTo() method creates an arc/curve between two tangents on the canvas. + * + * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google! + * @param x1 - The x-coordinate of the first tangent point of the arc + * @param y1 - The y-coordinate of the first tangent point of the arc + * @param x2 - The x-coordinate of the end of the arc + * @param y2 - The y-coordinate of the end of the arc + * @param radius - The radius of the arc + * @returns - This Graphics object. Good for chaining method calls */ - FilterSystem.prototype.getFilterTexture = function (input, resolution, multisample) { - if (typeof input === 'number') { - var swap = input; - input = resolution; - resolution = swap; + Graphics.prototype.arcTo = function (x1, y1, x2, y2, radius) { + this._initCurve(x1, y1); + var points = this.currentPath.points; + var result = ArcUtils.curveTo(x1, y1, x2, y2, radius, points); + if (result) { + var cx = result.cx, cy = result.cy, radius_1 = result.radius, startAngle = result.startAngle, endAngle = result.endAngle, anticlockwise = result.anticlockwise; + this.arc(cx, cy, radius_1, startAngle, endAngle, anticlockwise); } - input = input || this.activeState.renderTexture; - var filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY$8.NONE); - filterTexture.filterFrame = input.filterFrame; - return filterTexture; - }; - /** - * Frees a render texture back into the pool. - * @param renderTexture - The renderTarget to free - */ - FilterSystem.prototype.returnFilterTexture = function (renderTexture) { - this.texturePool.returnTexture(renderTexture); - }; - /** Empties the texture pool. */ - FilterSystem.prototype.emptyPool = function () { - this.texturePool.clear(true); - }; - /** Calls `texturePool.resize()`, affects fullScreen renderTextures. */ - FilterSystem.prototype.resize = function () { - this.texturePool.setScreenSize(this.renderer.view); + return this; }; /** - * @param matrix - first param - * @param rect - second param + * The arc method creates an arc/curve (used to create circles, or parts of circles). + * @param cx - The x-coordinate of the center of the circle + * @param cy - The y-coordinate of the center of the circle + * @param radius - The radius of the circle + * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position + * of the arc's circle) + * @param endAngle - The ending angle, in radians + * @param anticlockwise - Specifies whether the drawing should be + * counter-clockwise or clockwise. False is default, and indicates clockwise, while true + * indicates counter-clockwise. + * @returns - This Graphics object. Good for chaining method calls */ - FilterSystem.prototype.transformAABB = function (matrix, rect) { - var lt = tempPoints$2[0]; - var lb = tempPoints$2[1]; - var rt = tempPoints$2[2]; - var rb = tempPoints$2[3]; - lt.set(rect.left, rect.top); - lb.set(rect.left, rect.bottom); - rt.set(rect.right, rect.top); - rb.set(rect.right, rect.bottom); - matrix.apply(lt, lt); - matrix.apply(lb, lb); - matrix.apply(rt, rt); - matrix.apply(rb, rb); - var x0 = Math.min(lt.x, lb.x, rt.x, rb.x); - var y0 = Math.min(lt.y, lb.y, rt.y, rb.y); - var x1 = Math.max(lt.x, lb.x, rt.x, rb.x); - var y1 = Math.max(lt.y, lb.y, rt.y, rb.y); - rect.x = x0; - rect.y = y0; - rect.width = x1 - x0; - rect.height = y1 - y0; - }; - FilterSystem.prototype.roundFrame = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) { - if (frame.width <= 0 || frame.height <= 0 || bindingSourceFrame.width <= 0 || bindingSourceFrame.height <= 0) { - return; + Graphics.prototype.arc = function (cx, cy, radius, startAngle, endAngle, anticlockwise) { + if (anticlockwise === void 0) { anticlockwise = false; } + if (startAngle === endAngle) { + return this; } - if (transform) { - var a = transform.a, b = transform.b, c = transform.c, d = transform.d; - // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation - // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0). - if ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4) - && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4)) { - return; + if (!anticlockwise && endAngle <= startAngle) { + endAngle += PI_2; + } + else if (anticlockwise && startAngle <= endAngle) { + startAngle += PI_2; + } + var sweep = endAngle - startAngle; + if (sweep === 0) { + return this; + } + var startX = cx + (Math.cos(startAngle) * radius); + var startY = cy + (Math.sin(startAngle) * radius); + var eps = this._geometry.closePointEps; + // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path. + var points = this.currentPath ? this.currentPath.points : null; + if (points) { + // TODO: make a better fix. + // We check how far our start is from the last existing point + var xDiff = Math.abs(points[points.length - 2] - startX); + var yDiff = Math.abs(points[points.length - 1] - startY); + if (xDiff < eps && yDiff < eps) ; + else { + points.push(startX, startY); } } - transform = transform ? tempMatrix$2.copyFrom(transform) : tempMatrix$2.identity(); - // Get forward transform from world space to screen space - transform - .translate(-bindingSourceFrame.x, -bindingSourceFrame.y) - .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height) - .translate(bindingDestinationFrame.x, bindingDestinationFrame.y); - // Convert frame to screen space - this.transformAABB(transform, frame); - // Round frame in screen space - frame.ceil(resolution); - // Project back into world space. - this.transformAABB(transform.invert(), frame); + else { + this.moveTo(startX, startY); + points = this.currentPath.points; + } + ArcUtils.arc(startX, startY, cx, cy, radius, startAngle, endAngle, anticlockwise, points); + return this; }; - return FilterSystem; - }()); - - /** - * Base for a common object renderer that can be used as a - * system renderer plugin. - * @memberof PIXI - */ - var ObjectRenderer = /** @class */ (function () { /** - * @param renderer - The renderer this manager works for. + * Specifies a simple one-color fill that subsequent calls to other Graphics methods + * (such as lineTo() or drawCircle()) use when drawing. + * @param color - the color of the fill + * @param alpha - the alpha of the fill + * @returns - This Graphics object. Good for chaining method calls */ - function ObjectRenderer(renderer) { - this.renderer = renderer; - } - /** Stub method that should be used to empty the current batch by rendering objects now. */ - ObjectRenderer.prototype.flush = function () { - // flush! - }; - /** Generic destruction method that frees all resources. This should be called by subclasses. */ - ObjectRenderer.prototype.destroy = function () { - this.renderer = null; + Graphics.prototype.beginFill = function (color, alpha) { + if (color === void 0) { color = 0; } + if (alpha === void 0) { alpha = 1; } + return this.beginTextureFill({ texture: Texture.WHITE, color: color, alpha: alpha }); }; /** - * Stub method that initializes any state required before - * rendering starts. It is different from the `prerender` - * signal, which occurs every frame, in that it is called - * whenever an object requests _this_ renderer specifically. + * Begin the texture fill + * @param options - Object object. + * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to fill + * @param {number} [options.color=0xffffff] - Background to fill behind texture + * @param {number} [options.alpha=1] - Alpha of fill + * @param {PIXI.Matrix} [options.matrix=null] - Transform matrix + * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls */ - ObjectRenderer.prototype.start = function () { - // set the shader.. - }; - /** Stops the renderer. It should free up any state and become dormant. */ - ObjectRenderer.prototype.stop = function () { - this.flush(); + Graphics.prototype.beginTextureFill = function (options) { + // Apply defaults + options = Object.assign({ + texture: Texture.WHITE, + color: 0xFFFFFF, + alpha: 1, + matrix: null, + }, options); + if (this.currentPath) { + this.startPoly(); + } + var visible = options.alpha > 0; + if (!visible) { + this._fillStyle.reset(); + } + else { + if (options.matrix) { + options.matrix = options.matrix.clone(); + options.matrix.invert(); + } + Object.assign(this._fillStyle, { visible: visible }, options); + } + return this; }; /** - * Keeps the object to render. It doesn't have to be - * rendered immediately. - * @param {PIXI.DisplayObject} _object - The object to render. + * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method. + * @returns - This Graphics object. Good for chaining method calls */ - ObjectRenderer.prototype.render = function (_object) { - // render the object + Graphics.prototype.endFill = function () { + this.finishPoly(); + this._fillStyle.reset(); + return this; }; - return ObjectRenderer; - }()); - - /** - * System plugin to the renderer to manage batching. - * @memberof PIXI - */ - var BatchSystem = /** @class */ (function () { - /** - * @param renderer - The renderer this System works for. - */ - function BatchSystem(renderer) { - this.renderer = renderer; - this.emptyRenderer = new ObjectRenderer(renderer); - this.currentRenderer = this.emptyRenderer; - } /** - * Changes the current renderer to the one given in parameter - * @param objectRenderer - The object renderer to use. + * Draws a rectangle shape. + * @param x - The X coord of the top-left of the rectangle + * @param y - The Y coord of the top-left of the rectangle + * @param width - The width of the rectangle + * @param height - The height of the rectangle + * @returns - This Graphics object. Good for chaining method calls */ - BatchSystem.prototype.setObjectRenderer = function (objectRenderer) { - if (this.currentRenderer === objectRenderer) { - return; - } - this.currentRenderer.stop(); - this.currentRenderer = objectRenderer; - this.currentRenderer.start(); + Graphics.prototype.drawRect = function (x, y, width, height) { + return this.drawShape(new Rectangle(x, y, width, height)); }; /** - * This should be called if you wish to do some custom rendering - * It will basically render anything that may be batched up such as sprites + * Draw a rectangle shape with rounded/beveled corners. + * @param x - The X coord of the top-left of the rectangle + * @param y - The Y coord of the top-left of the rectangle + * @param width - The width of the rectangle + * @param height - The height of the rectangle + * @param radius - Radius of the rectangle corners + * @returns - This Graphics object. Good for chaining method calls */ - BatchSystem.prototype.flush = function () { - this.setObjectRenderer(this.emptyRenderer); - }; - /** Reset the system to an empty renderer */ - BatchSystem.prototype.reset = function () { - this.setObjectRenderer(this.emptyRenderer); + Graphics.prototype.drawRoundedRect = function (x, y, width, height, radius) { + return this.drawShape(new RoundedRectangle(x, y, width, height, radius)); }; /** - * Handy function for batch renderers: copies bound textures in first maxTextures locations to array - * sets actual _batchLocation for them - * @param arr - arr copy destination - * @param maxTextures - number of copied elements + * Draws a circle. + * @param x - The X coordinate of the center of the circle + * @param y - The Y coordinate of the center of the circle + * @param radius - The radius of the circle + * @returns - This Graphics object. Good for chaining method calls */ - BatchSystem.prototype.copyBoundTextures = function (arr, maxTextures) { - var boundTextures = this.renderer.texture.boundTextures; - for (var i = maxTextures - 1; i >= 0; --i) { - arr[i] = boundTextures[i] || null; - if (arr[i]) { - arr[i]._batchLocation = i; - } - } + Graphics.prototype.drawCircle = function (x, y, radius) { + return this.drawShape(new Circle(x, y, radius)); }; /** - * Assigns batch locations to textures in array based on boundTextures state. - * All textures in texArray should have `_batchEnabled = _batchId`, - * and their count should be less than `maxTextures`. - * @param texArray - textures to bound - * @param boundTextures - current state of bound textures - * @param batchId - marker for _batchEnabled param of textures in texArray - * @param maxTextures - number of texture locations to manipulate + * Draws an ellipse. + * @param x - The X coordinate of the center of the ellipse + * @param y - The Y coordinate of the center of the ellipse + * @param width - The half width of the ellipse + * @param height - The half height of the ellipse + * @returns - This Graphics object. Good for chaining method calls */ - BatchSystem.prototype.boundArray = function (texArray, boundTextures, batchId, maxTextures) { - var elements = texArray.elements, ids = texArray.ids, count = texArray.count; - var j = 0; - for (var i = 0; i < count; i++) { - var tex = elements[i]; - var loc = tex._batchLocation; - if (loc >= 0 && loc < maxTextures - && boundTextures[loc] === tex) { - ids[i] = loc; - continue; - } - while (j < maxTextures) { - var bound = boundTextures[j]; - if (bound && bound._batchEnabled === batchId - && bound._batchLocation === j) { - j++; - continue; - } - ids[i] = j; - tex._batchLocation = j; - boundTextures[j] = tex; - break; - } - } + Graphics.prototype.drawEllipse = function (x, y, width, height) { + return this.drawShape(new Ellipse(x, y, width, height)); }; /** - * @ignore + * Draws a polygon using the given path. + * @param {number[]|PIXI.IPointData[]|PIXI.Polygon} path - The path data used to construct the polygon. + * @returns - This Graphics object. Good for chaining method calls */ - BatchSystem.prototype.destroy = function () { - this.renderer = null; - }; - return BatchSystem; - }()); + Graphics.prototype.drawPolygon = function () { + var arguments$1 = arguments; - var CONTEXT_UID_COUNTER = 0; - /** - * System plugin to the renderer to manage the context. - * @memberof PIXI - */ - var ContextSystem = /** @class */ (function () { - /** @param renderer - The renderer this System works for. */ - function ContextSystem(renderer) { - this.renderer = renderer; - this.webGLVersion = 1; - this.extensions = {}; - this.supports = { - uint32Indices: false, - }; - // Bind functions - this.handleContextLost = this.handleContextLost.bind(this); - this.handleContextRestored = this.handleContextRestored.bind(this); - renderer.view.addEventListener('webglcontextlost', this.handleContextLost, false); - renderer.view.addEventListener('webglcontextrestored', this.handleContextRestored, false); - } - Object.defineProperty(ContextSystem.prototype, "isLost", { - /** - * `true` if the context is lost - * @readonly - */ - get: function () { - return (!this.gl || this.gl.isContextLost()); - }, - enumerable: false, - configurable: true - }); + var path = []; + for (var _i = 0; _i < arguments.length; _i++) { + path[_i] = arguments$1[_i]; + } + var points; + var closeStroke = true; // !!this._fillStyle; + var poly = path[0]; + // check if data has points.. + if (poly.points) { + closeStroke = poly.closeStroke; + points = poly.points; + } + else if (Array.isArray(path[0])) { + points = path[0]; + } + else { + points = path; + } + var shape = new Polygon(points); + shape.closeStroke = closeStroke; + this.drawShape(shape); + return this; + }; /** - * Handles the context change event. - * @param {WebGLRenderingContext} gl - New WebGL context. + * Draw any shape. + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - Shape to draw + * @returns - This Graphics object. Good for chaining method calls */ - ContextSystem.prototype.contextChange = function (gl) { - this.gl = gl; - this.renderer.gl = gl; - this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++; - // restore a context if it was previously lost - if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) { - gl.getExtension('WEBGL_lose_context').restoreContext(); + Graphics.prototype.drawShape = function (shape) { + if (!this._holeMode) { + this._geometry.drawShape(shape, this._fillStyle.clone(), this._lineStyle.clone(), this._matrix); + } + else { + this._geometry.drawHole(shape, this._matrix); } + return this; }; /** - * Initializes the context. - * @protected - * @param {WebGLRenderingContext} gl - WebGL context + * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. + * @returns - This Graphics object. Good for chaining method calls */ - ContextSystem.prototype.initFromContext = function (gl) { - this.gl = gl; - this.validateContext(gl); - this.renderer.gl = gl; - this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++; - this.renderer.runners.contextChange.emit(gl); + Graphics.prototype.clear = function () { + this._geometry.clear(); + this._lineStyle.reset(); + this._fillStyle.reset(); + this._boundsID++; + this._matrix = null; + this._holeMode = false; + this.currentPath = null; + return this; }; /** - * Initialize from context options - * @protected - * @see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext - * @param {object} options - context attributes + * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and + * masked with gl.scissor. + * @returns - True if only 1 rect. */ - ContextSystem.prototype.initFromOptions = function (options) { - var gl = this.createContext(this.renderer.view, options); - this.initFromContext(gl); + Graphics.prototype.isFastRect = function () { + var data = this._geometry.graphicsData; + return data.length === 1 + && data[0].shape.type === SHAPES.RECT + && !data[0].matrix + && !data[0].holes.length + && !(data[0].lineStyle.visible && data[0].lineStyle.width); }; /** - * Helper class to create a WebGL Context - * @param canvas - the canvas element that we will get the context from - * @param options - An options object that gets passed in to the canvas element containing the - * context attributes - * @see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext - * @returns {WebGLRenderingContext} the WebGL context + * Renders the object using the WebGL renderer + * @param renderer - The renderer */ - ContextSystem.prototype.createContext = function (canvas, options) { - var gl; - if (settings$1.PREFER_ENV >= ENV$8.WEBGL2) { - gl = canvas.getContext('webgl2', options); - } - if (gl) { - this.webGLVersion = 2; + Graphics.prototype._render = function (renderer) { + this.finishPoly(); + var geometry = this._geometry; + // batch part.. + // batch it! + geometry.updateBatches(); + if (geometry.batchable) { + if (this.batchDirty !== geometry.batchDirty) { + this._populateBatches(); + } + this._renderBatched(renderer); } else { - this.webGLVersion = 1; - gl = canvas.getContext('webgl', options) || canvas.getContext('experimental-webgl', options); - if (!gl) { - // fail, not able to get a context - throw new Error('This browser does not support WebGL. Try using the canvas renderer'); - } + // no batching... + renderer.batch.flush(); + this._renderDirect(renderer); } - this.gl = gl; - this.getExtensions(); - return this.gl; }; - /** Auto-populate the {@link PIXI.ContextSystem.extensions extensions}. */ - ContextSystem.prototype.getExtensions = function () { - // time to set up default extensions that Pixi uses. - var gl = this.gl; - var common = { - anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'), - floatTextureLinear: gl.getExtension('OES_texture_float_linear'), - s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'), - s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'), - etc: gl.getExtension('WEBGL_compressed_texture_etc'), - etc1: gl.getExtension('WEBGL_compressed_texture_etc1'), - pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc') - || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'), - atc: gl.getExtension('WEBGL_compressed_texture_atc'), - astc: gl.getExtension('WEBGL_compressed_texture_astc') - }; - if (this.webGLVersion === 1) { - Object.assign(this.extensions, common, { - drawBuffers: gl.getExtension('WEBGL_draw_buffers'), - depthTexture: gl.getExtension('WEBGL_depth_texture'), - loseContext: gl.getExtension('WEBGL_lose_context'), - vertexArrayObject: gl.getExtension('OES_vertex_array_object') - || gl.getExtension('MOZ_OES_vertex_array_object') - || gl.getExtension('WEBKIT_OES_vertex_array_object'), - uint32ElementIndex: gl.getExtension('OES_element_index_uint'), - // Floats and half-floats - floatTexture: gl.getExtension('OES_texture_float'), - floatTextureLinear: gl.getExtension('OES_texture_float_linear'), - textureHalfFloat: gl.getExtension('OES_texture_half_float'), - textureHalfFloatLinear: gl.getExtension('OES_texture_half_float_linear'), - }); - } - else if (this.webGLVersion === 2) { - Object.assign(this.extensions, common, { - // Floats and half-floats - colorBufferFloat: gl.getExtension('EXT_color_buffer_float') - }); + /** Populating batches for rendering. */ + Graphics.prototype._populateBatches = function () { + var geometry = this._geometry; + var blendMode = this.blendMode; + var len = geometry.batches.length; + this.batchTint = -1; + this._transformID = -1; + this.batchDirty = geometry.batchDirty; + this.batches.length = len; + this.vertexData = new Float32Array(geometry.points); + for (var i = 0; i < len; i++) { + var gI = geometry.batches[i]; + var color = gI.style.color; + var vertexData = new Float32Array(this.vertexData.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2); + var uvs = new Float32Array(geometry.uvsFloat32.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2); + var indices = new Uint16Array(geometry.indicesUint16.buffer, gI.start * 2, gI.size); + var batch = { + vertexData: vertexData, + blendMode: blendMode, + indices: indices, + uvs: uvs, + _batchRGB: hex2rgb(color), + _tintRGB: color, + _texture: gI.style.texture, + alpha: gI.style.alpha, + worldAlpha: 1 + }; + this.batches[i] = batch; } }; /** - * Handles a lost webgl context - * @param {WebGLContextEvent} event - The context lost event. + * Renders the batches using the BathedRenderer plugin + * @param renderer - The renderer */ - ContextSystem.prototype.handleContextLost = function (event) { - event.preventDefault(); - }; - /** Handles a restored webgl context. */ - ContextSystem.prototype.handleContextRestored = function () { - this.renderer.runners.contextChange.emit(this.gl); - }; - ContextSystem.prototype.destroy = function () { - var view = this.renderer.view; - this.renderer = null; - // remove listeners - view.removeEventListener('webglcontextlost', this.handleContextLost); - view.removeEventListener('webglcontextrestored', this.handleContextRestored); - this.gl.useProgram(null); - if (this.extensions.loseContext) { - this.extensions.loseContext.loseContext(); + Graphics.prototype._renderBatched = function (renderer) { + if (!this.batches.length) { + return; } - }; - /** Handle the post-render runner event. */ - ContextSystem.prototype.postrender = function () { - if (this.renderer.renderingToScreen) { - this.gl.flush(); + renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); + this.calculateVertices(); + this.calculateTints(); + for (var i = 0, l = this.batches.length; i < l; i++) { + var batch = this.batches[i]; + batch.worldAlpha = this.worldAlpha * batch.alpha; + renderer.plugins[this.pluginName].render(batch); } }; /** - * Validate context. - * @param {WebGLRenderingContext} gl - Render context. + * Renders the graphics direct + * @param renderer - The renderer */ - ContextSystem.prototype.validateContext = function (gl) { - var attributes = gl.getContextAttributes(); - var isWebGl2 = 'WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext; - if (isWebGl2) { - this.webGLVersion = 2; - } - // this is going to be fairly simple for now.. but at least we have room to grow! - if (attributes && !attributes.stencil) { - /* eslint-disable max-len, no-console */ - console.warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly'); - /* eslint-enable max-len, no-console */ + Graphics.prototype._renderDirect = function (renderer) { + var shader = this._resolveDirectShader(renderer); + var geometry = this._geometry; + var tint = this.tint; + var worldAlpha = this.worldAlpha; + var uniforms = shader.uniforms; + var drawCalls = geometry.drawCalls; + // lets set the transfomr + uniforms.translationMatrix = this.transform.worldTransform; + // and then lets set the tint.. + uniforms.tint[0] = (((tint >> 16) & 0xFF) / 255) * worldAlpha; + uniforms.tint[1] = (((tint >> 8) & 0xFF) / 255) * worldAlpha; + uniforms.tint[2] = ((tint & 0xFF) / 255) * worldAlpha; + uniforms.tint[3] = worldAlpha; + // the first draw call, we can set the uniforms of the shader directly here. + // this means that we can tack advantage of the sync function of pixi! + // bind and sync uniforms.. + // there is a way to optimise this.. + renderer.shader.bind(shader); + renderer.geometry.bind(geometry, shader); + // set state.. + renderer.state.set(this.state); + // then render the rest of them... + for (var i = 0, l = drawCalls.length; i < l; i++) { + this._renderDrawCallDirect(renderer, geometry.drawCalls[i]); } - var hasuint32 = isWebGl2 || !!gl.getExtension('OES_element_index_uint'); - this.supports.uint32Indices = hasuint32; - if (!hasuint32) { - /* eslint-disable max-len, no-console */ - console.warn('Provided WebGL context does not support 32 index buffer, complex graphics may not render correctly'); - /* eslint-enable max-len, no-console */ + }; + /** + * Renders specific DrawCall + * @param renderer + * @param drawCall + */ + Graphics.prototype._renderDrawCallDirect = function (renderer, drawCall) { + var texArray = drawCall.texArray, type = drawCall.type, size = drawCall.size, start = drawCall.start; + var groupTextureCount = texArray.count; + for (var j = 0; j < groupTextureCount; j++) { + renderer.texture.bind(texArray.elements[j], j); } + renderer.geometry.draw(type, size, start); }; - return ContextSystem; - }()); - - /** - * Internal framebuffer for WebGL context. - * @memberof PIXI - */ - var GLFramebuffer = /** @class */ (function () { - function GLFramebuffer(framebuffer) { - this.framebuffer = framebuffer; - this.stencil = null; - this.dirtyId = -1; - this.dirtyFormat = -1; - this.dirtySize = -1; - this.multisample = MSAA_QUALITY$8.NONE; - this.msaaBuffer = null; - this.blitFramebuffer = null; - this.mipLevel = 0; - } - return GLFramebuffer; - }()); - - var tempRectangle = new Rectangle$2(); - /** - * System plugin to the renderer to manage framebuffers. - * @memberof PIXI - */ - var FramebufferSystem = /** @class */ (function () { /** - * @param renderer - The renderer this System works for. + * Resolves shader for direct rendering + * @param renderer - The renderer */ - function FramebufferSystem(renderer) { - this.renderer = renderer; - this.managedFramebuffers = []; - this.unknownFramebuffer = new Framebuffer(10, 10); - this.msaaSamples = null; - } - /** Sets up the renderer context and necessary buffers. */ - FramebufferSystem.prototype.contextChange = function () { - var gl = this.gl = this.renderer.gl; - this.CONTEXT_UID = this.renderer.CONTEXT_UID; - this.current = this.unknownFramebuffer; - this.viewport = new Rectangle$2(); - this.hasMRT = true; - this.writeDepthTexture = true; - this.disposeAll(true); - // webgl2 - if (this.renderer.context.webGLVersion === 1) { - // webgl 1! - var nativeDrawBuffersExtension_1 = this.renderer.context.extensions.drawBuffers; - var nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture; - if (settings$1.PREFER_ENV === ENV$8.WEBGL_LEGACY) { - nativeDrawBuffersExtension_1 = null; - nativeDepthTextureExtension = null; - } - if (nativeDrawBuffersExtension_1) { - gl.drawBuffers = function (activeTextures) { - return nativeDrawBuffersExtension_1.drawBuffersWEBGL(activeTextures); - }; - } - else { - this.hasMRT = false; - gl.drawBuffers = function () { - // empty + Graphics.prototype._resolveDirectShader = function (renderer) { + var shader = this.shader; + var pluginName = this.pluginName; + if (!shader) { + // if there is no shader here, we can use the default shader. + // and that only gets created if we actually need it.. + // but may be more than one plugins for graphics + if (!DEFAULT_SHADERS[pluginName]) { + var MAX_TEXTURES = renderer.plugins[pluginName].MAX_TEXTURES; + var sampleValues = new Int32Array(MAX_TEXTURES); + for (var i = 0; i < MAX_TEXTURES; i++) { + sampleValues[i] = i; + } + var uniforms = { + tint: new Float32Array([1, 1, 1, 1]), + translationMatrix: new Matrix(), + default: UniformGroup.from({ uSamplers: sampleValues }, true), }; + var program = renderer.plugins[pluginName]._shader.program; + DEFAULT_SHADERS[pluginName] = new Shader(program, uniforms); } - if (!nativeDepthTextureExtension) { - this.writeDepthTexture = false; - } + shader = DEFAULT_SHADERS[pluginName]; } - else { - // WebGL2 - // cache possible MSAA samples - this.msaaSamples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES); + return shader; + }; + /** Retrieves the bounds of the graphic shape as a rectangle object. */ + Graphics.prototype._calculateBounds = function () { + this.finishPoly(); + var geometry = this._geometry; + // skipping when graphics is empty, like a container + if (!geometry.graphicsData.length) { + return; } + var _a = geometry.bounds, minX = _a.minX, minY = _a.minY, maxX = _a.maxX, maxY = _a.maxY; + this._bounds.addFrame(this.transform, minX, minY, maxX, maxY); }; /** - * Bind a framebuffer. - * @param framebuffer - * @param frame - frame, default is framebuffer size - * @param mipLevel - optional mip level to set on the framebuffer - defaults to 0 + * Tests if a point is inside this graphics object + * @param point - the point to test + * @returns - the result of the test */ - FramebufferSystem.prototype.bind = function (framebuffer, frame, mipLevel) { - if (mipLevel === void 0) { mipLevel = 0; } - var gl = this.gl; - if (framebuffer) { - // TODO caching layer! - var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID] || this.initFramebuffer(framebuffer); - if (this.current !== framebuffer) { - this.current = framebuffer; - gl.bindFramebuffer(gl.FRAMEBUFFER, fbo.framebuffer); - } - // make sure all textures are unbound.. - if (fbo.mipLevel !== mipLevel) { - framebuffer.dirtyId++; - framebuffer.dirtyFormat++; - fbo.mipLevel = mipLevel; - } - // now check for updates... - if (fbo.dirtyId !== framebuffer.dirtyId) { - fbo.dirtyId = framebuffer.dirtyId; - if (fbo.dirtyFormat !== framebuffer.dirtyFormat) { - fbo.dirtyFormat = framebuffer.dirtyFormat; - fbo.dirtySize = framebuffer.dirtySize; - this.updateFramebuffer(framebuffer, mipLevel); - } - else if (fbo.dirtySize !== framebuffer.dirtySize) { - fbo.dirtySize = framebuffer.dirtySize; - this.resizeFramebuffer(framebuffer); - } - } - for (var i = 0; i < framebuffer.colorTextures.length; i++) { - var tex = framebuffer.colorTextures[i]; - this.renderer.texture.unbind(tex.parentTextureArray || tex); - } - if (framebuffer.depthTexture) { - this.renderer.texture.unbind(framebuffer.depthTexture); - } - if (frame) { - var mipWidth = (frame.width >> mipLevel); - var mipHeight = (frame.height >> mipLevel); - var scale = mipWidth / frame.width; - this.setViewport(frame.x * scale, frame.y * scale, mipWidth, mipHeight); - } - else { - var mipWidth = (framebuffer.width >> mipLevel); - var mipHeight = (framebuffer.height >> mipLevel); - this.setViewport(0, 0, mipWidth, mipHeight); + Graphics.prototype.containsPoint = function (point) { + this.worldTransform.applyInverse(point, Graphics._TEMP_POINT); + return this._geometry.containsPoint(Graphics._TEMP_POINT); + }; + /** Recalculate the tint by applying tint to batches using Graphics tint. */ + Graphics.prototype.calculateTints = function () { + if (this.batchTint !== this.tint) { + this.batchTint = this.tint; + var tintRGB = hex2rgb(this.tint, temp); + for (var i = 0; i < this.batches.length; i++) { + var batch = this.batches[i]; + var batchTint = batch._batchRGB; + var r = (tintRGB[0] * batchTint[0]) * 255; + var g = (tintRGB[1] * batchTint[1]) * 255; + var b = (tintRGB[2] * batchTint[2]) * 255; + // TODO Ivan, can this be done in one go? + var color = (r << 16) + (g << 8) + (b | 0); + batch._tintRGB = (color >> 16) + + (color & 0xff00) + + ((color & 0xff) << 16); } } - else { - if (this.current) { - this.current = null; - gl.bindFramebuffer(gl.FRAMEBUFFER, null); - } - if (frame) { - this.setViewport(frame.x, frame.y, frame.width, frame.height); - } - else { - this.setViewport(0, 0, this.renderer.width, this.renderer.height); - } + }; + /** If there's a transform update or a change to the shape of the geometry, recalculate the vertices. */ + Graphics.prototype.calculateVertices = function () { + var wtID = this.transform._worldID; + if (this._transformID === wtID) { + return; + } + this._transformID = wtID; + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var data = this._geometry.points; // batch.vertexDataOriginal; + var vertexData = this.vertexData; + var count = 0; + for (var i = 0; i < data.length; i += 2) { + var x = data[i]; + var y = data[i + 1]; + vertexData[count++] = (a * x) + (c * y) + tx; + vertexData[count++] = (d * y) + (b * x) + ty; } }; /** - * Set the WebGLRenderingContext's viewport. - * @param x - X position of viewport - * @param y - Y position of viewport - * @param width - Width of viewport - * @param height - Height of viewport + * Closes the current path. + * @returns - Returns itself. */ - FramebufferSystem.prototype.setViewport = function (x, y, width, height) { - var v = this.viewport; - x = Math.round(x); - y = Math.round(y); - width = Math.round(width); - height = Math.round(height); - if (v.width !== width || v.height !== height || v.x !== x || v.y !== y) { - v.x = x; - v.y = y; - v.width = width; - v.height = height; - this.gl.viewport(x, y, width, height); + Graphics.prototype.closePath = function () { + var currentPath = this.currentPath; + if (currentPath) { + // we don't need to add extra point in the end because buildLine will take care of that + currentPath.closeStroke = true; + // ensure that the polygon is completed, and is available for hit detection + // (even if the graphics is not rendered yet) + this.finishPoly(); } + return this; }; - Object.defineProperty(FramebufferSystem.prototype, "size", { - /** - * Get the size of the current width and height. Returns object with `width` and `height` values. - * @readonly - */ - get: function () { - if (this.current) { - // TODO store temp - return { x: 0, y: 0, width: this.current.width, height: this.current.height }; - } - return { x: 0, y: 0, width: this.renderer.width, height: this.renderer.height }; - }, - enumerable: false, - configurable: true - }); /** - * Clear the color of the context - * @param r - Red value from 0 to 1 - * @param g - Green value from 0 to 1 - * @param b - Blue value from 0 to 1 - * @param a - Alpha value from 0 to 1 - * @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks - * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers. + * Apply a matrix to the positional data. + * @param matrix - Matrix to use for transform current shape. + * @returns - Returns itself. */ - FramebufferSystem.prototype.clear = function (r, g, b, a, mask) { - if (mask === void 0) { mask = BUFFER_BITS$8.COLOR | BUFFER_BITS$8.DEPTH; } - var gl = this.gl; - // TODO clear color can be set only one right? - gl.clearColor(r, g, b, a); - gl.clear(mask); + Graphics.prototype.setMatrix = function (matrix) { + this._matrix = matrix; + return this; }; /** - * Initialize framebuffer for this context - * @protected - * @param framebuffer - * @returns - created GLFramebuffer + * Begin adding holes to the last draw shape + * IMPORTANT: holes must be fully inside a shape to work + * Also weirdness ensues if holes overlap! + * Ellipses, Circles, Rectangles and Rounded Rectangles cannot be holes or host for holes in CanvasRenderer, + * please use `moveTo` `lineTo`, `quadraticCurveTo` if you rely on pixi-legacy bundle. + * @returns - Returns itself. */ - FramebufferSystem.prototype.initFramebuffer = function (framebuffer) { - var gl = this.gl; - var fbo = new GLFramebuffer(gl.createFramebuffer()); - fbo.multisample = this.detectSamples(framebuffer.multisample); - framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo; - this.managedFramebuffers.push(framebuffer); - framebuffer.disposeRunner.add(this); - return fbo; + Graphics.prototype.beginHole = function () { + this.finishPoly(); + this._holeMode = true; + return this; }; /** - * Resize the framebuffer - * @param framebuffer - * @protected + * End adding holes to the last draw shape. + * @returns - Returns itself. */ - FramebufferSystem.prototype.resizeFramebuffer = function (framebuffer) { - var gl = this.gl; - var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; - if (fbo.msaaBuffer) { - gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer); - gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height); - } - if (fbo.stencil) { - gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil); - if (fbo.msaaBuffer) { - gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height); - } - else { - gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height); - } - } - var colorTextures = framebuffer.colorTextures; - var count = colorTextures.length; - if (!gl.drawBuffers) { - count = Math.min(count, 1); - } - for (var i = 0; i < count; i++) { - var texture = colorTextures[i]; - var parentTexture = texture.parentTextureArray || texture; - this.renderer.texture.bind(parentTexture, 0); - } - if (framebuffer.depthTexture && this.writeDepthTexture) { - this.renderer.texture.bind(framebuffer.depthTexture, 0); - } + Graphics.prototype.endHole = function () { + this.finishPoly(); + this._holeMode = false; + return this; }; /** - * Update the framebuffer - * @param framebuffer - * @param mipLevel - * @protected + * Destroys the Graphics object. + * @param options - Options parameter. A boolean will act as if all + * options have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have + * their destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the texture of the child sprite + * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the base texture of the child sprite */ - FramebufferSystem.prototype.updateFramebuffer = function (framebuffer, mipLevel) { - var gl = this.gl; - var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; - // bind the color texture - var colorTextures = framebuffer.colorTextures; - var count = colorTextures.length; - if (!gl.drawBuffers) { - count = Math.min(count, 1); - } - if (fbo.multisample > 1 && this.canMultisampleFramebuffer(framebuffer)) { - fbo.msaaBuffer = fbo.msaaBuffer || gl.createRenderbuffer(); - gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer); - gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height); - gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, fbo.msaaBuffer); - } - else if (fbo.msaaBuffer) { - gl.deleteRenderbuffer(fbo.msaaBuffer); - fbo.msaaBuffer = null; - if (fbo.blitFramebuffer) { - fbo.blitFramebuffer.dispose(); - fbo.blitFramebuffer = null; - } - } - var activeTextures = []; - for (var i = 0; i < count; i++) { - var texture = colorTextures[i]; - var parentTexture = texture.parentTextureArray || texture; - this.renderer.texture.bind(parentTexture, 0); - if (i === 0 && fbo.msaaBuffer) { - continue; - } - gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, texture.target, parentTexture._glTextures[this.CONTEXT_UID].texture, mipLevel); - activeTextures.push(gl.COLOR_ATTACHMENT0 + i); - } - if (activeTextures.length > 1) { - gl.drawBuffers(activeTextures); - } - if (framebuffer.depthTexture) { - var writeDepthTexture = this.writeDepthTexture; - if (writeDepthTexture) { - var depthTexture = framebuffer.depthTexture; - this.renderer.texture.bind(depthTexture, 0); - gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._glTextures[this.CONTEXT_UID].texture, mipLevel); - } - } - if ((framebuffer.stencil || framebuffer.depth) && !(framebuffer.depthTexture && this.writeDepthTexture)) { - fbo.stencil = fbo.stencil || gl.createRenderbuffer(); - gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil); - if (fbo.msaaBuffer) { - gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height); - } - else { - gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height); - } - gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, fbo.stencil); - } - else if (fbo.stencil) { - gl.deleteRenderbuffer(fbo.stencil); - fbo.stencil = null; + Graphics.prototype.destroy = function (options) { + this._geometry.refCount--; + if (this._geometry.refCount === 0) { + this._geometry.dispose(); } + this._matrix = null; + this.currentPath = null; + this._lineStyle.destroy(); + this._lineStyle = null; + this._fillStyle.destroy(); + this._fillStyle = null; + this._geometry = null; + this.shader = null; + this.vertexData = null; + this.batches.length = 0; + this.batches = null; + _super.prototype.destroy.call(this, options); }; /** - * Returns true if the frame buffer can be multisampled. - * @param framebuffer + * New rendering behavior for rounded rectangles: circular arcs instead of quadratic bezier curves. + * In the next major release, we'll enable this by default. */ - FramebufferSystem.prototype.canMultisampleFramebuffer = function (framebuffer) { - return this.renderer.context.webGLVersion !== 1 - && framebuffer.colorTextures.length <= 1 && !framebuffer.depthTexture; - }; + Graphics.nextRoundedRectBehavior = false; /** - * Detects number of samples that is not more than a param but as close to it as possible - * @param samples - number of samples - * @returns - recommended number of samples + * Temporary point to use for containsPoint. + * @private */ - FramebufferSystem.prototype.detectSamples = function (samples) { - var msaaSamples = this.msaaSamples; - var res = MSAA_QUALITY$8.NONE; - if (samples <= 1 || msaaSamples === null) { - return res; - } - for (var i = 0; i < msaaSamples.length; i++) { - if (msaaSamples[i] <= samples) { - res = msaaSamples[i]; - break; - } + Graphics._TEMP_POINT = new Point(); + return Graphics; + }(Container)); + + /*! + * @pixi/sprite - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/sprite is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$d = function(d, b) { + extendStatics$d = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$d(d, b); + }; + + function __extends$d(d, b) { + extendStatics$d(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var tempPoint$2 = new Point(); + var indices = new Uint16Array([0, 1, 2, 0, 2, 3]); + /** + * The Sprite object is the base for all textured objects that are rendered to the screen + * + * A sprite can be created directly from an image like this: + * + * ```js + * let sprite = PIXI.Sprite.from('assets/image.png'); + * ``` + * + * The more efficient way to create sprites is using a {@link PIXI.Spritesheet}, + * as swapping base textures when rendering to the screen is inefficient. + * + * ```js + * PIXI.Loader.shared.add("assets/spritesheet.json").load(setup); + * + * function setup() { + * let sheet = PIXI.Loader.shared.resources["assets/spritesheet.json"].spritesheet; + * let sprite = new PIXI.Sprite(sheet.textures["image.png"]); + * ... + * } + * ``` + * @memberof PIXI + */ + var Sprite = /** @class */ (function (_super) { + __extends$d(Sprite, _super); + /** @param texture - The texture for this sprite. */ + function Sprite(texture) { + var _this = _super.call(this) || this; + _this._anchor = new ObservablePoint(_this._onAnchorUpdate, _this, (texture ? texture.defaultAnchor.x : 0), (texture ? texture.defaultAnchor.y : 0)); + _this._texture = null; + _this._width = 0; + _this._height = 0; + _this._tint = null; + _this._tintRGB = null; + _this.tint = 0xFFFFFF; + _this.blendMode = BLEND_MODES.NORMAL; + _this._cachedTint = 0xFFFFFF; + _this.uvs = null; + // call texture setter + _this.texture = texture || Texture.EMPTY; + _this.vertexData = new Float32Array(8); + _this.vertexTrimmedData = null; + _this._transformID = -1; + _this._textureID = -1; + _this._transformTrimmedID = -1; + _this._textureTrimmedID = -1; + // Batchable stuff.. + // TODO could make this a mixin? + _this.indices = indices; + _this.pluginName = 'batch'; + /** + * Used to fast check if a sprite is.. a sprite! + * @member {boolean} + */ + _this.isSprite = true; + _this._roundPixels = settings.ROUND_PIXELS; + return _this; + } + /** When the texture is updated, this event will fire to update the scale and frame. */ + Sprite.prototype._onTextureUpdate = function () { + this._textureID = -1; + this._textureTrimmedID = -1; + this._cachedTint = 0xFFFFFF; + // so if _width is 0 then width was not set.. + if (this._width) { + this.scale.x = sign(this.scale.x) * this._width / this._texture.orig.width; } - if (res === 1) { - res = MSAA_QUALITY$8.NONE; + if (this._height) { + this.scale.y = sign(this.scale.y) * this._height / this._texture.orig.height; } - return res; }; - /** - * Only works with WebGL2 - * - * blits framebuffer to another of the same or bigger size - * after that target framebuffer is bound - * - * Fails with WebGL warning if blits multisample framebuffer to different size - * @param framebuffer - by default it blits "into itself", from renderBuffer to texture. - * @param sourcePixels - source rectangle in pixels - * @param destPixels - dest rectangle in pixels, assumed to be the same as sourcePixels - */ - FramebufferSystem.prototype.blit = function (framebuffer, sourcePixels, destPixels) { - var _a = this, current = _a.current, renderer = _a.renderer, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; - if (renderer.context.webGLVersion !== 2) { + /** Called when the anchor position updates. */ + Sprite.prototype._onAnchorUpdate = function () { + this._transformID = -1; + this._transformTrimmedID = -1; + }; + /** Calculates worldTransform * vertices, store it in vertexData. */ + Sprite.prototype.calculateVertices = function () { + var texture = this._texture; + if (this._transformID === this.transform._worldID && this._textureID === texture._updateID) { return; } - if (!current) { - return; + // update texture UV here, because base texture can be changed without calling `_onTextureUpdate` + if (this._textureID !== texture._updateID) { + this.uvs = this._texture._uvs.uvsFloat32; } - var fbo = current.glFramebuffers[CONTEXT_UID]; - if (!fbo) { - return; + this._transformID = this.transform._worldID; + this._textureID = texture._updateID; + // set the vertex data + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var vertexData = this.vertexData; + var trim = texture.trim; + var orig = texture.orig; + var anchor = this._anchor; + var w0 = 0; + var w1 = 0; + var h0 = 0; + var h1 = 0; + if (trim) { + // if the sprite is trimmed and is not a tilingsprite then we need to add the extra + // space before transforming the sprite coords. + w1 = trim.x - (anchor._x * orig.width); + w0 = w1 + trim.width; + h1 = trim.y - (anchor._y * orig.height); + h0 = h1 + trim.height; } - if (!framebuffer) { - if (!fbo.msaaBuffer) { - return; - } - var colorTexture = current.colorTextures[0]; - if (!colorTexture) { - return; - } - if (!fbo.blitFramebuffer) { - fbo.blitFramebuffer = new Framebuffer(current.width, current.height); - fbo.blitFramebuffer.addColorTexture(0, colorTexture); - } - framebuffer = fbo.blitFramebuffer; - if (framebuffer.colorTextures[0] !== colorTexture) { - framebuffer.colorTextures[0] = colorTexture; - framebuffer.dirtyId++; - framebuffer.dirtyFormat++; - } - if (framebuffer.width !== current.width || framebuffer.height !== current.height) { - framebuffer.width = current.width; - framebuffer.height = current.height; - framebuffer.dirtyId++; - framebuffer.dirtySize++; + else { + w1 = -anchor._x * orig.width; + w0 = w1 + orig.width; + h1 = -anchor._y * orig.height; + h0 = h1 + orig.height; + } + // xy + vertexData[0] = (a * w1) + (c * h1) + tx; + vertexData[1] = (d * h1) + (b * w1) + ty; + // xy + vertexData[2] = (a * w0) + (c * h1) + tx; + vertexData[3] = (d * h1) + (b * w0) + ty; + // xy + vertexData[4] = (a * w0) + (c * h0) + tx; + vertexData[5] = (d * h0) + (b * w0) + ty; + // xy + vertexData[6] = (a * w1) + (c * h0) + tx; + vertexData[7] = (d * h0) + (b * w1) + ty; + if (this._roundPixels) { + var resolution = settings.RESOLUTION; + for (var i = 0; i < vertexData.length; ++i) { + vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution); } } - if (!sourcePixels) { - sourcePixels = tempRectangle; - sourcePixels.width = current.width; - sourcePixels.height = current.height; + }; + /** + * Calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData. + * + * This is used to ensure that the true width and height of a trimmed texture is respected. + */ + Sprite.prototype.calculateTrimmedVertices = function () { + if (!this.vertexTrimmedData) { + this.vertexTrimmedData = new Float32Array(8); } - if (!destPixels) { - destPixels = sourcePixels; + else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) { + return; } - var sameSize = sourcePixels.width === destPixels.width && sourcePixels.height === destPixels.height; - this.bind(framebuffer); - gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo.framebuffer); - gl.blitFramebuffer(sourcePixels.left, sourcePixels.top, sourcePixels.right, sourcePixels.bottom, destPixels.left, destPixels.top, destPixels.right, destPixels.bottom, gl.COLOR_BUFFER_BIT, sameSize ? gl.NEAREST : gl.LINEAR); + this._transformTrimmedID = this.transform._worldID; + this._textureTrimmedID = this._texture._updateID; + // lets do some special trim code! + var texture = this._texture; + var vertexData = this.vertexTrimmedData; + var orig = texture.orig; + var anchor = this._anchor; + // lets calculate the new untrimmed bounds.. + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var w1 = -anchor._x * orig.width; + var w0 = w1 + orig.width; + var h1 = -anchor._y * orig.height; + var h0 = h1 + orig.height; + // xy + vertexData[0] = (a * w1) + (c * h1) + tx; + vertexData[1] = (d * h1) + (b * w1) + ty; + // xy + vertexData[2] = (a * w0) + (c * h1) + tx; + vertexData[3] = (d * h1) + (b * w0) + ty; + // xy + vertexData[4] = (a * w0) + (c * h0) + tx; + vertexData[5] = (d * h0) + (b * w0) + ty; + // xy + vertexData[6] = (a * w1) + (c * h0) + tx; + vertexData[7] = (d * h0) + (b * w1) + ty; }; /** - * Disposes framebuffer. - * @param framebuffer - framebuffer that has to be disposed of - * @param contextLost - If context was lost, we suppress all delete function calls + * + * Renders the object using the WebGL renderer + * @param renderer - The webgl renderer to use. */ - FramebufferSystem.prototype.disposeFramebuffer = function (framebuffer, contextLost) { - var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; - var gl = this.gl; - if (!fbo) { - return; + Sprite.prototype._render = function (renderer) { + this.calculateVertices(); + renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); + renderer.plugins[this.pluginName].render(this); + }; + /** Updates the bounds of the sprite. */ + Sprite.prototype._calculateBounds = function () { + var trim = this._texture.trim; + var orig = this._texture.orig; + // First lets check to see if the current texture has a trim.. + if (!trim || (trim.width === orig.width && trim.height === orig.height)) { + // no trim! lets use the usual calculations.. + this.calculateVertices(); + this._bounds.addQuad(this.vertexData); } - delete framebuffer.glFramebuffers[this.CONTEXT_UID]; - var index = this.managedFramebuffers.indexOf(framebuffer); - if (index >= 0) { - this.managedFramebuffers.splice(index, 1); + else { + // lets calculate a special trimmed bounds... + this.calculateTrimmedVertices(); + this._bounds.addQuad(this.vertexTrimmedData); } - framebuffer.disposeRunner.remove(this); - if (!contextLost) { - gl.deleteFramebuffer(fbo.framebuffer); - if (fbo.msaaBuffer) { - gl.deleteRenderbuffer(fbo.msaaBuffer); + }; + /** + * Gets the local bounds of the sprite object. + * @param rect - Optional output rectangle. + * @returns The bounds. + */ + Sprite.prototype.getLocalBounds = function (rect) { + // we can do a fast local bounds if the sprite has no children! + if (this.children.length === 0) { + if (!this._localBounds) { + this._localBounds = new Bounds(); } - if (fbo.stencil) { - gl.deleteRenderbuffer(fbo.stencil); + this._localBounds.minX = this._texture.orig.width * -this._anchor._x; + this._localBounds.minY = this._texture.orig.height * -this._anchor._y; + this._localBounds.maxX = this._texture.orig.width * (1 - this._anchor._x); + this._localBounds.maxY = this._texture.orig.height * (1 - this._anchor._y); + if (!rect) { + if (!this._localBoundsRect) { + this._localBoundsRect = new Rectangle(); + } + rect = this._localBoundsRect; } + return this._localBounds.getRectangle(rect); } - if (fbo.blitFramebuffer) { - fbo.blitFramebuffer.dispose(); - } + return _super.prototype.getLocalBounds.call(this, rect); }; /** - * Disposes all framebuffers, but not textures bound to them. - * @param [contextLost=false] - If context was lost, we suppress all delete function calls + * Tests if a point is inside this sprite + * @param point - the point to test + * @returns The result of the test */ - FramebufferSystem.prototype.disposeAll = function (contextLost) { - var list = this.managedFramebuffers; - this.managedFramebuffers = []; - for (var i = 0; i < list.length; i++) { - this.disposeFramebuffer(list[i], contextLost); + Sprite.prototype.containsPoint = function (point) { + this.worldTransform.applyInverse(point, tempPoint$2); + var width = this._texture.orig.width; + var height = this._texture.orig.height; + var x1 = -width * this.anchor.x; + var y1 = 0; + if (tempPoint$2.x >= x1 && tempPoint$2.x < x1 + width) { + y1 = -height * this.anchor.y; + if (tempPoint$2.y >= y1 && tempPoint$2.y < y1 + height) { + return true; + } } + return false; }; /** - * Forcing creation of stencil buffer for current framebuffer, if it wasn't done before. - * Used by MaskSystem, when its time to use stencil mask for Graphics element. - * - * Its an alternative for public lazy `framebuffer.enableStencil`, in case we need stencil without rebind. - * @private + * Destroys this sprite and optionally its texture and children. + * @param options - Options parameter. A boolean will act as if all options + * have been set to that value + * @param [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param [options.texture=false] - Should it destroy the current texture of the sprite as well + * @param [options.baseTexture=false] - Should it destroy the base texture of the sprite as well */ - FramebufferSystem.prototype.forceStencil = function () { - var framebuffer = this.current; - if (!framebuffer) { - return; - } - var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; - if (!fbo || fbo.stencil) { - return; - } - framebuffer.stencil = true; - var w = framebuffer.width; - var h = framebuffer.height; - var gl = this.gl; - var stencil = gl.createRenderbuffer(); - gl.bindRenderbuffer(gl.RENDERBUFFER, stencil); - if (fbo.msaaBuffer) { - gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, w, h); - } - else { - gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, w, h); + Sprite.prototype.destroy = function (options) { + _super.prototype.destroy.call(this, options); + this._texture.off('update', this._onTextureUpdate, this); + this._anchor = null; + var destroyTexture = typeof options === 'boolean' ? options : options && options.texture; + if (destroyTexture) { + var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture; + this._texture.destroy(!!destroyBaseTexture); } - fbo.stencil = stencil; - gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencil); - }; - /** Resets framebuffer stored state, binds screen framebuffer. Should be called before renderTexture reset(). */ - FramebufferSystem.prototype.reset = function () { - this.current = this.unknownFramebuffer; - this.viewport = new Rectangle$2(); + this._texture = null; }; - FramebufferSystem.prototype.destroy = function () { - this.renderer = null; + // some helper functions.. + /** + * Helper function that creates a new sprite based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from + * @param {object} [options] - See {@link PIXI.BaseTexture}'s constructor for options. + * @returns The newly created sprite + */ + Sprite.from = function (source, options) { + var texture = (source instanceof Texture) + ? source + : Texture.from(source, options); + return new Sprite(texture); }; - return FramebufferSystem; - }()); - - var byteSizeMap = { 5126: 4, 5123: 2, 5121: 1 }; - /** - * System plugin to the renderer to manage geometry. - * @memberof PIXI - */ - var GeometrySystem = /** @class */ (function () { - /** @param renderer - The renderer this System works for. */ - function GeometrySystem(renderer) { - this.renderer = renderer; - this._activeGeometry = null; - this._activeVao = null; - this.hasVao = true; - this.hasInstance = true; - this.canUseUInt32ElementIndex = false; - this.managedGeometries = {}; - } - /** Sets up the renderer context and necessary buffers. */ - GeometrySystem.prototype.contextChange = function () { - this.disposeAll(true); - var gl = this.gl = this.renderer.gl; - var context = this.renderer.context; - this.CONTEXT_UID = this.renderer.CONTEXT_UID; - // webgl2 - if (context.webGLVersion !== 2) { - // webgl 1! - var nativeVaoExtension_1 = this.renderer.context.extensions.vertexArrayObject; - if (settings$1.PREFER_ENV === ENV$8.WEBGL_LEGACY) { - nativeVaoExtension_1 = null; - } - if (nativeVaoExtension_1) { - gl.createVertexArray = function () { - return nativeVaoExtension_1.createVertexArrayOES(); - }; - gl.bindVertexArray = function (vao) { - return nativeVaoExtension_1.bindVertexArrayOES(vao); - }; - gl.deleteVertexArray = function (vao) { - return nativeVaoExtension_1.deleteVertexArrayOES(vao); - }; + Object.defineProperty(Sprite.prototype, "roundPixels", { + get: function () { + return this._roundPixels; + }, + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * + * Advantages can include sharper image quality (like text) and faster rendering on canvas. + * The main disadvantage is movement of objects may appear less smooth. + * + * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}. + * @default false + */ + set: function (value) { + if (this._roundPixels !== value) { + this._transformID = -1; } - else { - this.hasVao = false; - gl.createVertexArray = function () { - return null; - }; - gl.bindVertexArray = function () { - return null; - }; - gl.deleteVertexArray = function () { - return null; - }; + this._roundPixels = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "width", { + /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */ + get: function () { + return Math.abs(this.scale.x) * this._texture.orig.width; + }, + set: function (value) { + var s = sign(this.scale.x) || 1; + this.scale.x = s * value / this._texture.orig.width; + this._width = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "height", { + /** The height of the sprite, setting this will actually modify the scale to achieve the value set. */ + get: function () { + return Math.abs(this.scale.y) * this._texture.orig.height; + }, + set: function (value) { + var s = sign(this.scale.y) || 1; + this.scale.y = s * value / this._texture.orig.height; + this._height = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "anchor", { + /** + * The anchor sets the origin point of the sprite. The default value is taken from the {@link PIXI.Texture|Texture} + * and passed to the constructor. + * + * The default is `(0,0)`, this means the sprite's origin is the top left. + * + * Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered. + * + * Setting the anchor to `(1,1)` would mean the sprite's origin point will be the bottom right corner. + * + * If you pass only single parameter, it will set both x and y to the same value as shown in the example below. + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5). + */ + get: function () { + return this._anchor; + }, + set: function (value) { + this._anchor.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "tint", { + /** + * The tint applied to the sprite. This is a hex value. + * + * A value of 0xFFFFFF will remove any tint effect. + * @default 0xFFFFFF + */ + get: function () { + return this._tint; + }, + set: function (value) { + this._tint = value; + this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "texture", { + /** The texture that the sprite is using. */ + get: function () { + return this._texture; + }, + set: function (value) { + if (this._texture === value) { + return; } - } - if (context.webGLVersion !== 2) { - var instanceExt_1 = gl.getExtension('ANGLE_instanced_arrays'); - if (instanceExt_1) { - gl.vertexAttribDivisor = function (a, b) { - return instanceExt_1.vertexAttribDivisorANGLE(a, b); - }; - gl.drawElementsInstanced = function (a, b, c, d, e) { - return instanceExt_1.drawElementsInstancedANGLE(a, b, c, d, e); - }; - gl.drawArraysInstanced = function (a, b, c, d) { - return instanceExt_1.drawArraysInstancedANGLE(a, b, c, d); - }; + if (this._texture) { + this._texture.off('update', this._onTextureUpdate, this); } - else { - this.hasInstance = false; + this._texture = value || Texture.EMPTY; + this._cachedTint = 0xFFFFFF; + this._textureID = -1; + this._textureTrimmedID = -1; + if (value) { + // wait for the texture to load + if (value.baseTexture.valid) { + this._onTextureUpdate(); + } + else { + value.once('update', this._onTextureUpdate, this); + } } - } - this.canUseUInt32ElementIndex = context.webGLVersion === 2 || !!context.extensions.uint32ElementIndex; - }; + }, + enumerable: false, + configurable: true + }); + return Sprite; + }(Container)); + + /*! + * @pixi/text - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/text is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$c = function(d, b) { + extendStatics$c = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$c(d, b); + }; + + function __extends$c(d, b) { + extendStatics$c(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * Constants that define the type of gradient on text. + * @static + * @constant + * @name TEXT_GRADIENT + * @memberof PIXI + * @type {object} + * @property {number} LINEAR_VERTICAL Vertical gradient + * @property {number} LINEAR_HORIZONTAL Linear gradient + */ + var TEXT_GRADIENT; + (function (TEXT_GRADIENT) { + TEXT_GRADIENT[TEXT_GRADIENT["LINEAR_VERTICAL"] = 0] = "LINEAR_VERTICAL"; + TEXT_GRADIENT[TEXT_GRADIENT["LINEAR_HORIZONTAL"] = 1] = "LINEAR_HORIZONTAL"; + })(TEXT_GRADIENT || (TEXT_GRADIENT = {})); + + // disabling eslint for now, going to rewrite this in v5 + var defaultStyle = { + align: 'left', + breakWords: false, + dropShadow: false, + dropShadowAlpha: 1, + dropShadowAngle: Math.PI / 6, + dropShadowBlur: 0, + dropShadowColor: 'black', + dropShadowDistance: 5, + fill: 'black', + fillGradientType: TEXT_GRADIENT.LINEAR_VERTICAL, + fillGradientStops: [], + fontFamily: 'Arial', + fontSize: 26, + fontStyle: 'normal', + fontVariant: 'normal', + fontWeight: 'normal', + letterSpacing: 0, + lineHeight: 0, + lineJoin: 'miter', + miterLimit: 10, + padding: 0, + stroke: 'black', + strokeThickness: 0, + textBaseline: 'alphabetic', + trim: false, + whiteSpace: 'pre', + wordWrap: false, + wordWrapWidth: 100, + leading: 0, + }; + var genericFontFamilies = [ + 'serif', + 'sans-serif', + 'monospace', + 'cursive', + 'fantasy', + 'system-ui' ]; + /** + * A TextStyle Object contains information to decorate a Text objects. + * + * An instance can be shared between multiple Text objects; then changing the style will update all text objects using it. + * + * A tool can be used to generate a text style [here](https://pixijs.io/pixi-text-style). + * + * @memberof PIXI + */ + var TextStyle = /** @class */ (function () { /** - * Binds geometry so that is can be drawn. Creating a Vao if required - * @param geometry - Instance of geometry to bind. - * @param shader - Instance of shader to use vao for. + * @param {object} [style] - The style parameters + * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'), + * does not affect single line text + * @param {boolean} [style.breakWords=false] - Indicates if lines can be wrapped within words, it + * needs wordWrap to be set to true + * @param {boolean} [style.dropShadow=false] - Set a drop shadow for the text + * @param {number} [style.dropShadowAlpha=1] - Set alpha for the drop shadow + * @param {number} [style.dropShadowAngle=Math.PI/6] - Set a angle of the drop shadow + * @param {number} [style.dropShadowBlur=0] - Set a shadow blur radius + * @param {string|number} [style.dropShadowColor='black'] - A fill style to be used on the dropshadow e.g 'red', '#00FF00' + * @param {number} [style.dropShadowDistance=5] - Set a distance of the drop shadow + * @param {string|string[]|number|number[]|CanvasGradient|CanvasPattern} [style.fill='black'] - A canvas + * fillstyle that will be used on the text e.g 'red', '#00FF00'. Can be an array to create a gradient + * eg ['#000000','#FFFFFF'] + * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} + * @param {number} [style.fillGradientType=PIXI.TEXT_GRADIENT.LINEAR_VERTICAL] - If fill is an array of colours + * to create a gradient, this can change the type/direction of the gradient. See {@link PIXI.TEXT_GRADIENT} + * @param {number[]} [style.fillGradientStops] - If fill is an array of colours to create a gradient, this array can set + * the stop points (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. + * @param {string|string[]} [style.fontFamily='Arial'] - The font family + * @param {number|string} [style.fontSize=26] - The font size (as a number it converts to px, but as a string, + * equivalents are '26px','20pt','160%' or '1.6em') + * @param {string} [style.fontStyle='normal'] - The font style ('normal', 'italic' or 'oblique') + * @param {string} [style.fontVariant='normal'] - The font variant ('normal' or 'small-caps') + * @param {string} [style.fontWeight='normal'] - The font weight ('normal', 'bold', 'bolder', 'lighter' and '100', + * '200', '300', '400', '500', '600', '700', '800' or '900') + * @param {number} [style.leading=0] - The space between lines + * @param {number} [style.letterSpacing=0] - The amount of spacing between letters, default is 0 + * @param {number} [style.lineHeight] - The line height, a number that represents the vertical space that a letter uses + * @param {string} [style.lineJoin='miter'] - The lineJoin property sets the type of corner created, it can resolve + * spiked text issues. Possible values "miter" (creates a sharp corner), "round" (creates a round corner) or "bevel" + * (creates a squared corner). + * @param {number} [style.miterLimit=10] - The miter limit to use when using the 'miter' lineJoin mode. This can reduce + * or increase the spikiness of rendered text. + * @param {number} [style.padding=0] - Occasionally some fonts are cropped. Adding some padding will prevent this from + * happening by adding padding to all sides of the text. + * @param {string|number} [style.stroke='black'] - A canvas fillstyle that will be used on the text stroke + * e.g 'blue', '#FCFF00' + * @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke. + * Default is 0 (no stroke) + * @param {boolean} [style.trim=false] - Trim transparent borders + * @param {string} [style.textBaseline='alphabetic'] - The baseline of the text that is rendered. + * @param {string} [style.whiteSpace='pre'] - Determines whether newlines & spaces are collapsed or preserved "normal" + * (collapse, collapse), "pre" (preserve, preserve) | "pre-line" (preserve, collapse). It needs wordWrap to be set to true + * @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used + * @param {number} [style.wordWrapWidth=100] - The width at which text will wrap, it needs wordWrap to be set to true */ - GeometrySystem.prototype.bind = function (geometry, shader) { - shader = shader || this.renderer.shader.shader; - var gl = this.gl; - // not sure the best way to address this.. - // currently different shaders require different VAOs for the same geometry - // Still mulling over the best way to solve this one.. - // will likely need to modify the shader attribute locations at run time! - var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID]; - var incRefCount = false; - if (!vaos) { - this.managedGeometries[geometry.id] = geometry; - geometry.disposeRunner.add(this); - geometry.glVertexArrayObjects[this.CONTEXT_UID] = vaos = {}; - incRefCount = true; - } - var vao = vaos[shader.program.id] || this.initGeometryVao(geometry, shader, incRefCount); - this._activeGeometry = geometry; - if (this._activeVao !== vao) { - this._activeVao = vao; - if (this.hasVao) { - gl.bindVertexArray(vao); - } - else { - this.activateVao(geometry, shader.program); - } - } - // TODO - optimise later! - // don't need to loop through if nothing changed! - // maybe look to add an 'autoupdate' to geometry? - this.updateBuffers(); - }; - /** Reset and unbind any active VAO and geometry. */ - GeometrySystem.prototype.reset = function () { - this.unbind(); - }; - /** Update buffers of the currently bound geometry. */ - GeometrySystem.prototype.updateBuffers = function () { - var geometry = this._activeGeometry; - var bufferSystem = this.renderer.buffer; - for (var i = 0; i < geometry.buffers.length; i++) { - var buffer = geometry.buffers[i]; - bufferSystem.update(buffer); - } - }; + function TextStyle(style) { + this.styleID = 0; + this.reset(); + deepCopyProperties(this, style, style); + } /** - * Check compatibility between a geometry and a program - * @param geometry - Geometry instance. - * @param program - Program instance. + * Creates a new TextStyle object with the same values as this one. + * Note that the only the properties of the object are cloned. + * + * @return New cloned TextStyle object */ - GeometrySystem.prototype.checkCompatibility = function (geometry, program) { - // geometry must have at least all the attributes that the shader requires. - var geometryAttributes = geometry.attributes; - var shaderAttributes = program.attributeData; - for (var j in shaderAttributes) { - if (!geometryAttributes[j]) { - throw new Error("shader and geometry incompatible, geometry missing the \"" + j + "\" attribute"); - } - } + TextStyle.prototype.clone = function () { + var clonedProperties = {}; + deepCopyProperties(clonedProperties, this, defaultStyle); + return new TextStyle(clonedProperties); }; - /** - * Takes a geometry and program and generates a unique signature for them. - * @param geometry - To get signature from. - * @param program - To test geometry against. - * @returns - Unique signature of the geometry and program - */ - GeometrySystem.prototype.getSignature = function (geometry, program) { - var attribs = geometry.attributes; - var shaderAttributes = program.attributeData; - var strings = ['g', geometry.id]; - for (var i in attribs) { - if (shaderAttributes[i]) { - strings.push(i, shaderAttributes[i].location); - } - } - return strings.join('-'); + /** Resets all properties to the defaults specified in TextStyle.prototype._default */ + TextStyle.prototype.reset = function () { + deepCopyProperties(this, defaultStyle, defaultStyle); }; - /** - * Creates or gets Vao with the same structure as the geometry and stores it on the geometry. - * If vao is created, it is bound automatically. We use a shader to infer what and how to set up the - * attribute locations. - * @param geometry - Instance of geometry to to generate Vao for. - * @param shader - Instance of the shader. - * @param incRefCount - Increment refCount of all geometry buffers. - */ - GeometrySystem.prototype.initGeometryVao = function (geometry, shader, incRefCount) { - if (incRefCount === void 0) { incRefCount = true; } - var gl = this.gl; - var CONTEXT_UID = this.CONTEXT_UID; - var bufferSystem = this.renderer.buffer; - var program = shader.program; - if (!program.glPrograms[CONTEXT_UID]) { - this.renderer.shader.generateProgram(shader); - } - this.checkCompatibility(geometry, program); - var signature = this.getSignature(geometry, program); - var vaoObjectHash = geometry.glVertexArrayObjects[this.CONTEXT_UID]; - var vao = vaoObjectHash[signature]; - if (vao) { - // this will give us easy access to the vao - vaoObjectHash[program.id] = vao; - return vao; - } - var buffers = geometry.buffers; - var attributes = geometry.attributes; - var tempStride = {}; - var tempStart = {}; - for (var j in buffers) { - tempStride[j] = 0; - tempStart[j] = 0; - } - for (var j in attributes) { - if (!attributes[j].size && program.attributeData[j]) { - attributes[j].size = program.attributeData[j].size; - } - else if (!attributes[j].size) { - console.warn("PIXI Geometry attribute '" + j + "' size cannot be determined (likely the bound shader does not have the attribute)"); // eslint-disable-line + Object.defineProperty(TextStyle.prototype, "align", { + /** + * Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text + * + * @member {string} + */ + get: function () { + return this._align; + }, + set: function (align) { + if (this._align !== align) { + this._align = align; + this.styleID++; } - tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap[attributes[j].type]; - } - for (var j in attributes) { - var attribute = attributes[j]; - var attribSize = attribute.size; - if (attribute.stride === undefined) { - if (tempStride[attribute.buffer] === attribSize * byteSizeMap[attribute.type]) { - attribute.stride = 0; - } - else { - attribute.stride = tempStride[attribute.buffer]; - } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "breakWords", { + /** Indicates if lines can be wrapped within words, it needs wordWrap to be set to true. */ + get: function () { + return this._breakWords; + }, + set: function (breakWords) { + if (this._breakWords !== breakWords) { + this._breakWords = breakWords; + this.styleID++; } - if (attribute.start === undefined) { - attribute.start = tempStart[attribute.buffer]; - tempStart[attribute.buffer] += attribSize * byteSizeMap[attribute.type]; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadow", { + /** Set a drop shadow for the text. */ + get: function () { + return this._dropShadow; + }, + set: function (dropShadow) { + if (this._dropShadow !== dropShadow) { + this._dropShadow = dropShadow; + this.styleID++; } - } - vao = gl.createVertexArray(); - gl.bindVertexArray(vao); - // first update - and create the buffers! - // only create a gl buffer if it actually gets - for (var i = 0; i < buffers.length; i++) { - var buffer = buffers[i]; - bufferSystem.bind(buffer); - if (incRefCount) { - buffer._glBuffers[CONTEXT_UID].refCount++; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowAlpha", { + /** Set alpha for the drop shadow. */ + get: function () { + return this._dropShadowAlpha; + }, + set: function (dropShadowAlpha) { + if (this._dropShadowAlpha !== dropShadowAlpha) { + this._dropShadowAlpha = dropShadowAlpha; + this.styleID++; } - } - // TODO - maybe make this a data object? - // lets wait to see if we need to first! - this.activateVao(geometry, program); - this._activeVao = vao; - // add it to the cache! - vaoObjectHash[program.id] = vao; - vaoObjectHash[signature] = vao; - return vao; - }; - /** - * Disposes geometry. - * @param geometry - Geometry with buffers. Only VAO will be disposed - * @param [contextLost=false] - If context was lost, we suppress deleteVertexArray - */ - GeometrySystem.prototype.disposeGeometry = function (geometry, contextLost) { - var _a; - if (!this.managedGeometries[geometry.id]) { - return; - } - delete this.managedGeometries[geometry.id]; - var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID]; - var gl = this.gl; - var buffers = geometry.buffers; - var bufferSystem = (_a = this.renderer) === null || _a === void 0 ? void 0 : _a.buffer; - geometry.disposeRunner.remove(this); - if (!vaos) { - return; - } - // bufferSystem may have already been destroyed.. - // if this is the case, there is no need to destroy the geometry buffers... - // they already have been! - if (bufferSystem) { - for (var i = 0; i < buffers.length; i++) { - var buf = buffers[i]._glBuffers[this.CONTEXT_UID]; - // my be null as context may have changed right before the dispose is called - if (buf) { - buf.refCount--; - if (buf.refCount === 0 && !contextLost) { - bufferSystem.dispose(buffers[i], contextLost); - } - } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowAngle", { + /** Set a angle of the drop shadow. */ + get: function () { + return this._dropShadowAngle; + }, + set: function (dropShadowAngle) { + if (this._dropShadowAngle !== dropShadowAngle) { + this._dropShadowAngle = dropShadowAngle; + this.styleID++; } - } - if (!contextLost) { - for (var vaoId in vaos) { - // delete only signatures, everything else are copies - if (vaoId[0] === 'g') { - var vao = vaos[vaoId]; - if (this._activeVao === vao) { - this.unbind(); - } - gl.deleteVertexArray(vao); - } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowBlur", { + /** Set a shadow blur radius. */ + get: function () { + return this._dropShadowBlur; + }, + set: function (dropShadowBlur) { + if (this._dropShadowBlur !== dropShadowBlur) { + this._dropShadowBlur = dropShadowBlur; + this.styleID++; } - } - delete geometry.glVertexArrayObjects[this.CONTEXT_UID]; - }; - /** - * Dispose all WebGL resources of all managed geometries. - * @param [contextLost=false] - If context was lost, we suppress `gl.delete` calls - */ - GeometrySystem.prototype.disposeAll = function (contextLost) { - var all = Object.keys(this.managedGeometries); - for (var i = 0; i < all.length; i++) { - this.disposeGeometry(this.managedGeometries[all[i]], contextLost); - } - }; - /** - * Activate vertex array object. - * @param geometry - Geometry instance. - * @param program - Shader program instance. - */ - GeometrySystem.prototype.activateVao = function (geometry, program) { - var gl = this.gl; - var CONTEXT_UID = this.CONTEXT_UID; - var bufferSystem = this.renderer.buffer; - var buffers = geometry.buffers; - var attributes = geometry.attributes; - if (geometry.indexBuffer) { - // first update the index buffer if we have one.. - bufferSystem.bind(geometry.indexBuffer); - } - var lastBuffer = null; - // add a new one! - for (var j in attributes) { - var attribute = attributes[j]; - var buffer = buffers[attribute.buffer]; - var glBuffer = buffer._glBuffers[CONTEXT_UID]; - if (program.attributeData[j]) { - if (lastBuffer !== glBuffer) { - bufferSystem.bind(buffer); - lastBuffer = glBuffer; - } - var location = program.attributeData[j].location; - // TODO introduce state again - // we can optimise this for older devices that have no VAOs - gl.enableVertexAttribArray(location); - gl.vertexAttribPointer(location, attribute.size, attribute.type || gl.FLOAT, attribute.normalized, attribute.stride, attribute.start); - if (attribute.instance) { - // TODO calculate instance count based of this... - if (this.hasInstance) { - gl.vertexAttribDivisor(location, 1); - } - else { - throw new Error('geometry error, GPU Instancing is not supported on this device'); - } - } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowColor", { + /** A fill style to be used on the dropshadow e.g 'red', '#00FF00'. */ + get: function () { + return this._dropShadowColor; + }, + set: function (dropShadowColor) { + var outputColor = getColor(dropShadowColor); + if (this._dropShadowColor !== outputColor) { + this._dropShadowColor = outputColor; + this.styleID++; } - } - }; - /** - * Draws the currently bound geometry. - * @param type - The type primitive to render. - * @param size - The number of elements to be rendered. If not specified, all vertices after the - * starting vertex will be drawn. - * @param start - The starting vertex in the geometry to start drawing from. If not specified, - * drawing will start from the first vertex. - * @param instanceCount - The number of instances of the set of elements to execute. If not specified, - * all instances will be drawn. - */ - GeometrySystem.prototype.draw = function (type, size, start, instanceCount) { - var gl = this.gl; - var geometry = this._activeGeometry; - // TODO.. this should not change so maybe cache the function? - if (geometry.indexBuffer) { - var byteSize = geometry.indexBuffer.data.BYTES_PER_ELEMENT; - var glType = byteSize === 2 ? gl.UNSIGNED_SHORT : gl.UNSIGNED_INT; - if (byteSize === 2 || (byteSize === 4 && this.canUseUInt32ElementIndex)) { - if (geometry.instanced) { - /* eslint-disable max-len */ - gl.drawElementsInstanced(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize, instanceCount || 1); - /* eslint-enable max-len */ - } - else { - /* eslint-disable max-len */ - gl.drawElements(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize); - /* eslint-enable max-len */ - } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowDistance", { + /** Set a distance of the drop shadow. */ + get: function () { + return this._dropShadowDistance; + }, + set: function (dropShadowDistance) { + if (this._dropShadowDistance !== dropShadowDistance) { + this._dropShadowDistance = dropShadowDistance; + this.styleID++; } - else { - console.warn('unsupported index buffer type: uint32'); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fill", { + /** + * A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'. + * + * Can be an array to create a gradient eg ['#000000','#FFFFFF'] + * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} + * + * @member {string|string[]|number|number[]|CanvasGradient|CanvasPattern} + */ + get: function () { + return this._fill; + }, + set: function (fill) { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + // TODO: Not sure if getColor works properly with CanvasGradient and/or CanvasPattern, can't pass in + // without casting here. + var outputColor = getColor(fill); + if (this._fill !== outputColor) { + this._fill = outputColor; + this.styleID++; } - } - else if (geometry.instanced) { - // TODO need a better way to calculate size.. - gl.drawArraysInstanced(type, start, size || geometry.getSize(), instanceCount || 1); - } - else { - gl.drawArrays(type, start, size || geometry.getSize()); - } - return this; - }; - /** Unbind/reset everything. */ - GeometrySystem.prototype.unbind = function () { - this.gl.bindVertexArray(null); - this._activeVao = null; - this._activeGeometry = null; - }; - GeometrySystem.prototype.destroy = function () { - this.renderer = null; - }; - return GeometrySystem; - }()); - - /** - * Component for masked elements. - * - * Holds mask mode and temporary data about current mask. - * @memberof PIXI - */ - var MaskData = /** @class */ (function () { - /** - * Create MaskData - * @param {PIXI.DisplayObject} [maskObject=null] - object that describes the mask - */ - function MaskData(maskObject) { - if (maskObject === void 0) { maskObject = null; } - this.type = MASK_TYPES$8.NONE; - this.autoDetect = true; - this.maskObject = maskObject || null; - this.pooled = false; - this.isMaskData = true; - this.resolution = null; - this.multisample = settings$1.FILTER_MULTISAMPLE; - this.enabled = true; - this.colorMask = 0xf; - this._filters = null; - this._stencilCounter = 0; - this._scissorCounter = 0; - this._scissorRect = null; - this._scissorRectLocal = null; - this._colorMask = 0xf; - this._target = null; - } - Object.defineProperty(MaskData.prototype, "filter", { + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fillGradientType", { /** - * The sprite mask filter. - * If set to `null`, the default sprite mask filter is used. - * @default null + * If fill is an array of colours to create a gradient, this can change the type/direction of the gradient. + * + * @see PIXI.TEXT_GRADIENT */ get: function () { - return this._filters ? this._filters[0] : null; + return this._fillGradientType; }, - set: function (value) { - if (value) { - if (this._filters) { - this._filters[0] = value; - } - else { - this._filters = [value]; - } + set: function (fillGradientType) { + if (this._fillGradientType !== fillGradientType) { + this._fillGradientType = fillGradientType; + this.styleID++; } - else { - this._filters = null; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fillGradientStops", { + /** + * If fill is an array of colours to create a gradient, this array can set the stop points + * (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. + */ + get: function () { + return this._fillGradientStops; + }, + set: function (fillGradientStops) { + if (!areArraysEqual(this._fillGradientStops, fillGradientStops)) { + this._fillGradientStops = fillGradientStops; + this.styleID++; } }, enumerable: false, configurable: true }); - /** Resets the mask data after popMask(). */ - MaskData.prototype.reset = function () { - if (this.pooled) { - this.maskObject = null; - this.type = MASK_TYPES$8.NONE; - this.autoDetect = true; - } - this._target = null; - this._scissorRectLocal = null; - }; - /** - * Copies counters from maskData above, called from pushMask(). - * @param maskAbove - */ - MaskData.prototype.copyCountersOrReset = function (maskAbove) { - if (maskAbove) { - this._stencilCounter = maskAbove._stencilCounter; - this._scissorCounter = maskAbove._scissorCounter; - this._scissorRect = maskAbove._scissorRect; - } - else { - this._stencilCounter = 0; - this._scissorCounter = 0; - this._scissorRect = null; - } - }; - return MaskData; - }()); - - /** - * @private - * @param {WebGLRenderingContext} gl - The current WebGL context {WebGLProgram} - * @param {number} type - the type, can be either VERTEX_SHADER or FRAGMENT_SHADER - * @param {string} src - The vertex shader source as an array of strings. - * @returns {WebGLShader} the shader - */ - function compileShader(gl, type, src) { - var shader = gl.createShader(type); - gl.shaderSource(shader, src); - gl.compileShader(shader); - return shader; - } - - /** - * will log a shader error highlighting the lines with the error - * also will add numbers along the side. - * @param gl - the WebGLContext - * @param shader - the shader to log errors for - */ - function logPrettyShaderError(gl, shader) { - var shaderSrc = gl.getShaderSource(shader) - .split('\n') - .map(function (line, index) { return index + ": " + line; }); - var shaderLog = gl.getShaderInfoLog(shader); - var splitShader = shaderLog.split('\n'); - var dedupe = {}; - var lineNumbers = splitShader.map(function (line) { return parseFloat(line.replace(/^ERROR\: 0\:([\d]+)\:.*$/, '$1')); }) - .filter(function (n) { - if (n && !dedupe[n]) { - dedupe[n] = true; - return true; - } - return false; + Object.defineProperty(TextStyle.prototype, "fontFamily", { + /** The font family. */ + get: function () { + return this._fontFamily; + }, + set: function (fontFamily) { + if (this.fontFamily !== fontFamily) { + this._fontFamily = fontFamily; + this.styleID++; + } + }, + enumerable: false, + configurable: true }); - var logArgs = ['']; - lineNumbers.forEach(function (number) { - shaderSrc[number - 1] = "%c" + shaderSrc[number - 1] + "%c"; - logArgs.push('background: #FF0000; color:#FFFFFF; font-size: 10px', 'font-size: 10px'); + Object.defineProperty(TextStyle.prototype, "fontSize", { + /** + * The font size + * (as a number it converts to px, but as a string, equivalents are '26px','20pt','160%' or '1.6em') + */ + get: function () { + return this._fontSize; + }, + set: function (fontSize) { + if (this._fontSize !== fontSize) { + this._fontSize = fontSize; + this.styleID++; + } + }, + enumerable: false, + configurable: true }); - var fragmentSourceToLog = shaderSrc - .join('\n'); - logArgs[0] = fragmentSourceToLog; - console.error(shaderLog); - // eslint-disable-next-line no-console - console.groupCollapsed('click to view full shader code'); - console.warn.apply(console, logArgs); - // eslint-disable-next-line no-console - console.groupEnd(); - } - /** - * - * logs out any program errors - * @param gl - The current WebGL context - * @param program - the WebGL program to display errors for - * @param vertexShader - the fragment WebGL shader program - * @param fragmentShader - the vertex WebGL shader program - */ - function logProgramError(gl, program, vertexShader, fragmentShader) { - // if linking fails, then log and cleanup - if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { - if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) { - logPrettyShaderError(gl, vertexShader); - } - if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) { - logPrettyShaderError(gl, fragmentShader); - } - console.error('PixiJS Error: Could not initialize shader.'); - // if there is a program info log, log it - if (gl.getProgramInfoLog(program) !== '') { - console.warn('PixiJS Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program)); - } - } - } - - function booleanArray(size) { - var array = new Array(size); - for (var i = 0; i < array.length; i++) { - array[i] = false; - } - return array; - } - /** - * @method defaultValue - * @memberof PIXI.glCore.shader - * @param {string} type - Type of value - * @param {number} size - * @private - */ - function defaultValue(type, size) { - switch (type) { - case 'float': - return 0; - case 'vec2': - return new Float32Array(2 * size); - case 'vec3': - return new Float32Array(3 * size); - case 'vec4': - return new Float32Array(4 * size); - case 'int': - case 'uint': - case 'sampler2D': - case 'sampler2DArray': - return 0; - case 'ivec2': - return new Int32Array(2 * size); - case 'ivec3': - return new Int32Array(3 * size); - case 'ivec4': - return new Int32Array(4 * size); - case 'uvec2': - return new Uint32Array(2 * size); - case 'uvec3': - return new Uint32Array(3 * size); - case 'uvec4': - return new Uint32Array(4 * size); - case 'bool': - return false; - case 'bvec2': - return booleanArray(2 * size); - case 'bvec3': - return booleanArray(3 * size); - case 'bvec4': - return booleanArray(4 * size); - case 'mat2': - return new Float32Array([1, 0, - 0, 1]); - case 'mat3': - return new Float32Array([1, 0, 0, - 0, 1, 0, - 0, 0, 1]); - case 'mat4': - return new Float32Array([1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1]); - } - return null; - } - - var unknownContext = {}; - var context = unknownContext; - /** - * returns a little WebGL context to use for program inspection. - * @static - * @private - * @returns {WebGLRenderingContext} a gl context to test with - */ - function getTestContext() { - if (context === unknownContext || (context && context.isContextLost())) { - var canvas = settings$1.ADAPTER.createCanvas(); - var gl = void 0; - if (settings$1.PREFER_ENV >= ENV$8.WEBGL2) { - gl = canvas.getContext('webgl2', {}); - } - if (!gl) { - gl = (canvas.getContext('webgl', {}) - || canvas.getContext('experimental-webgl', {})); - if (!gl) { - // fail, not able to get a context - gl = null; - } - else { - // for shader testing.. - gl.getExtension('WEBGL_draw_buffers'); - } - } - context = gl; - } - return context; - } - - var maxFragmentPrecision; - function getMaxFragmentPrecision() { - if (!maxFragmentPrecision) { - maxFragmentPrecision = PRECISION$8.MEDIUM; - var gl = getTestContext(); - if (gl) { - if (gl.getShaderPrecisionFormat) { - var shaderFragment = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT); - maxFragmentPrecision = shaderFragment.precision ? PRECISION$8.HIGH : PRECISION$8.MEDIUM; - } - } - } - return maxFragmentPrecision; - } - - /** - * Sets the float precision on the shader, ensuring the device supports the request precision. - * If the precision is already present, it just ensures that the device is able to handle it. - * @private - * @param {string} src - The shader source - * @param {PIXI.PRECISION} requestedPrecision - The request float precision of the shader. - * @param {PIXI.PRECISION} maxSupportedPrecision - The maximum precision the shader supports. - * @returns {string} modified shader source - */ - function setPrecision(src, requestedPrecision, maxSupportedPrecision) { - if (src.substring(0, 9) !== 'precision') { - // no precision supplied, so PixiJS will add the requested level. - var precision = requestedPrecision; - // If highp is requested but not supported, downgrade precision to a level all devices support. - if (requestedPrecision === PRECISION$8.HIGH && maxSupportedPrecision !== PRECISION$8.HIGH) { - precision = PRECISION$8.MEDIUM; - } - return "precision " + precision + " float;\n" + src; - } - else if (maxSupportedPrecision !== PRECISION$8.HIGH && src.substring(0, 15) === 'precision highp') { - // precision was supplied, but at a level this device does not support, so downgrading to mediump. - return src.replace('precision highp', 'precision mediump'); - } - return src; - } - - var GLSL_TO_SIZE = { - float: 1, - vec2: 2, - vec3: 3, - vec4: 4, - int: 1, - ivec2: 2, - ivec3: 3, - ivec4: 4, - uint: 1, - uvec2: 2, - uvec3: 3, - uvec4: 4, - bool: 1, - bvec2: 2, - bvec3: 3, - bvec4: 4, - mat2: 4, - mat3: 9, - mat4: 16, - sampler2D: 1, - }; - /** - * @private - * @method mapSize - * @memberof PIXI.glCore.shader - * @param {string} type - */ - function mapSize(type) { - return GLSL_TO_SIZE[type]; - } - - var GL_TABLE = null; - var GL_TO_GLSL_TYPES = { - FLOAT: 'float', - FLOAT_VEC2: 'vec2', - FLOAT_VEC3: 'vec3', - FLOAT_VEC4: 'vec4', - INT: 'int', - INT_VEC2: 'ivec2', - INT_VEC3: 'ivec3', - INT_VEC4: 'ivec4', - UNSIGNED_INT: 'uint', - UNSIGNED_INT_VEC2: 'uvec2', - UNSIGNED_INT_VEC3: 'uvec3', - UNSIGNED_INT_VEC4: 'uvec4', - BOOL: 'bool', - BOOL_VEC2: 'bvec2', - BOOL_VEC3: 'bvec3', - BOOL_VEC4: 'bvec4', - FLOAT_MAT2: 'mat2', - FLOAT_MAT3: 'mat3', - FLOAT_MAT4: 'mat4', - SAMPLER_2D: 'sampler2D', - INT_SAMPLER_2D: 'sampler2D', - UNSIGNED_INT_SAMPLER_2D: 'sampler2D', - SAMPLER_CUBE: 'samplerCube', - INT_SAMPLER_CUBE: 'samplerCube', - UNSIGNED_INT_SAMPLER_CUBE: 'samplerCube', - SAMPLER_2D_ARRAY: 'sampler2DArray', - INT_SAMPLER_2D_ARRAY: 'sampler2DArray', - UNSIGNED_INT_SAMPLER_2D_ARRAY: 'sampler2DArray', - }; - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - function mapType(gl, type) { - if (!GL_TABLE) { - var typeNames = Object.keys(GL_TO_GLSL_TYPES); - GL_TABLE = {}; - for (var i = 0; i < typeNames.length; ++i) { - var tn = typeNames[i]; - GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn]; - } - } - return GL_TABLE[type]; - } - - /* eslint-disable @typescript-eslint/explicit-module-boundary-types */ - // Parsers, each one of these will take a look at the type of shader property and uniform. - // if they pass the test function then the code function is called that returns a the shader upload code for that uniform. - // Shader upload code is automagically generated with these parsers. - // If no parser is valid then the default upload functions are used. - // exposing Parsers means that custom upload logic can be added to pixi's shaders. - // A good example would be a pixi rectangle can be directly set on a uniform. - // If the shader sees it it knows how to upload the rectangle structure as a vec4 - // format is as follows: - // - // { - // test: (data, uniform) => {} <--- test is this code should be used for this uniform - // code: (name, uniform) => {} <--- returns the string of the piece of code that uploads the uniform - // codeUbo: (name, uniform) => {} <--- returns the string of the piece of code that uploads the - // uniform to a uniform buffer - // } - var uniformParsers = [ - // a float cache layer - { - test: function (data) { - return data.type === 'float' && data.size === 1; - }, - code: function (name) { - return "\n if(uv[\"" + name + "\"] !== ud[\"" + name + "\"].value)\n {\n ud[\"" + name + "\"].value = uv[\"" + name + "\"]\n gl.uniform1f(ud[\"" + name + "\"].location, uv[\"" + name + "\"])\n }\n "; - }, - }, - // handling samplers - { - test: function (data) { - // eslint-disable-next-line max-len - return (data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray; - }, - code: function (name) { return "t = syncData.textureCount++;\n\n renderer.texture.bind(uv[\"" + name + "\"], t);\n\n if(ud[\"" + name + "\"].value !== t)\n {\n ud[\"" + name + "\"].value = t;\n gl.uniform1i(ud[\"" + name + "\"].location, t);\n; // eslint-disable-line max-len\n }"; }, - }, - // uploading pixi matrix object to mat3 - { - test: function (data, uniform) { - return data.type === 'mat3' && data.size === 1 && uniform.a !== undefined; - }, - code: function (name) { - // TODO and some smart caching dirty ids here! - return "\n gl.uniformMatrix3fv(ud[\"" + name + "\"].location, false, uv[\"" + name + "\"].toArray(true));\n "; - }, - codeUbo: function (name) { - return "\n var " + name + "_matrix = uv." + name + ".toArray(true);\n\n data[offset] = " + name + "_matrix[0];\n data[offset+1] = " + name + "_matrix[1];\n data[offset+2] = " + name + "_matrix[2];\n \n data[offset + 4] = " + name + "_matrix[3];\n data[offset + 5] = " + name + "_matrix[4];\n data[offset + 6] = " + name + "_matrix[5];\n \n data[offset + 8] = " + name + "_matrix[6];\n data[offset + 9] = " + name + "_matrix[7];\n data[offset + 10] = " + name + "_matrix[8];\n "; + Object.defineProperty(TextStyle.prototype, "fontStyle", { + /** + * The font style + * ('normal', 'italic' or 'oblique') + * + * @member {string} + */ + get: function () { + return this._fontStyle; }, - }, - // uploading a pixi point as a vec2 with caching layer - { - test: function (data, uniform) { - return data.type === 'vec2' && data.size === 1 && uniform.x !== undefined; + set: function (fontStyle) { + if (this._fontStyle !== fontStyle) { + this._fontStyle = fontStyle; + this.styleID++; + } }, - code: function (name) { - return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n gl.uniform2f(ud[\"" + name + "\"].location, v.x, v.y);\n }"; + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fontVariant", { + /** + * The font variant + * ('normal' or 'small-caps') + * + * @member {string} + */ + get: function () { + return this._fontVariant; }, - codeUbo: function (name) { - return "\n v = uv." + name + ";\n\n data[offset] = v.x;\n data[offset+1] = v.y;\n "; - } - }, - // caching layer for a vec2 - { - test: function (data) { - return data.type === 'vec2' && data.size === 1; + set: function (fontVariant) { + if (this._fontVariant !== fontVariant) { + this._fontVariant = fontVariant; + this.styleID++; + } }, - code: function (name) { - return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n gl.uniform2f(ud[\"" + name + "\"].location, v[0], v[1]);\n }\n "; + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fontWeight", { + /** + * The font weight + * ('normal', 'bold', 'bolder', 'lighter' and '100', '200', '300', '400', '500', '600', '700', 800' or '900') + * + * @member {string} + */ + get: function () { + return this._fontWeight; }, - }, - // upload a pixi rectangle as a vec4 with caching layer - { - test: function (data, uniform) { - return data.type === 'vec4' && data.size === 1 && uniform.width !== undefined; + set: function (fontWeight) { + if (this._fontWeight !== fontWeight) { + this._fontWeight = fontWeight; + this.styleID++; + } }, - code: function (name) { - return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n cv[2] = v.width;\n cv[3] = v.height;\n gl.uniform4f(ud[\"" + name + "\"].location, v.x, v.y, v.width, v.height)\n }"; + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "letterSpacing", { + /** The amount of spacing between letters, default is 0. */ + get: function () { + return this._letterSpacing; }, - codeUbo: function (name) { - return "\n v = uv." + name + ";\n\n data[offset] = v.x;\n data[offset+1] = v.y;\n data[offset+2] = v.width;\n data[offset+3] = v.height;\n "; - } - }, - // a caching layer for vec4 uploading - { - test: function (data) { - return data.type === 'vec4' && data.size === 1; + set: function (letterSpacing) { + if (this._letterSpacing !== letterSpacing) { + this._letterSpacing = letterSpacing; + this.styleID++; + } }, - code: function (name) { - return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4f(ud[\"" + name + "\"].location, v[0], v[1], v[2], v[3])\n }"; + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "lineHeight", { + /** The line height, a number that represents the vertical space that a letter uses. */ + get: function () { + return this._lineHeight; }, - } ]; - - // cu = Cached value's uniform data field - // cv = Cached value - // v = value to upload - // ud = uniformData - // uv = uniformValue - // l = location - var GLSL_TO_SINGLE_SETTERS_CACHED = { - float: "\n if (cv !== v)\n {\n cu.value = v;\n gl.uniform1f(location, v);\n }", - vec2: "\n if (cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2f(location, v[0], v[1])\n }", - vec3: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3f(location, v[0], v[1], v[2])\n }", - vec4: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4f(location, v[0], v[1], v[2], v[3]);\n }", - int: "\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1i(location, v);\n }", - ivec2: "\n if (cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2i(location, v[0], v[1]);\n }", - ivec3: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3i(location, v[0], v[1], v[2]);\n }", - ivec4: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\n }", - uint: "\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1ui(location, v);\n }", - uvec2: "\n if (cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2ui(location, v[0], v[1]);\n }", - uvec3: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3ui(location, v[0], v[1], v[2]);\n }", - uvec4: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4ui(location, v[0], v[1], v[2], v[3]);\n }", - bool: "\n if (cv !== v)\n {\n cu.value = v;\n gl.uniform1i(location, v);\n }", - bvec2: "\n if (cv[0] != v[0] || cv[1] != v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2i(location, v[0], v[1]);\n }", - bvec3: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3i(location, v[0], v[1], v[2]);\n }", - bvec4: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\n }", - mat2: 'gl.uniformMatrix2fv(location, false, v)', - mat3: 'gl.uniformMatrix3fv(location, false, v)', - mat4: 'gl.uniformMatrix4fv(location, false, v)', - sampler2D: 'gl.uniform1i(location, v)', - samplerCube: 'gl.uniform1i(location, v)', - sampler2DArray: 'gl.uniform1i(location, v)', - }; - var GLSL_TO_ARRAY_SETTERS = { - float: "gl.uniform1fv(location, v)", - vec2: "gl.uniform2fv(location, v)", - vec3: "gl.uniform3fv(location, v)", - vec4: 'gl.uniform4fv(location, v)', - mat4: 'gl.uniformMatrix4fv(location, false, v)', - mat3: 'gl.uniformMatrix3fv(location, false, v)', - mat2: 'gl.uniformMatrix2fv(location, false, v)', - int: 'gl.uniform1iv(location, v)', - ivec2: 'gl.uniform2iv(location, v)', - ivec3: 'gl.uniform3iv(location, v)', - ivec4: 'gl.uniform4iv(location, v)', - uint: 'gl.uniform1uiv(location, v)', - uvec2: 'gl.uniform2uiv(location, v)', - uvec3: 'gl.uniform3uiv(location, v)', - uvec4: 'gl.uniform4uiv(location, v)', - bool: 'gl.uniform1iv(location, v)', - bvec2: 'gl.uniform2iv(location, v)', - bvec3: 'gl.uniform3iv(location, v)', - bvec4: 'gl.uniform4iv(location, v)', - sampler2D: 'gl.uniform1iv(location, v)', - samplerCube: 'gl.uniform1iv(location, v)', - sampler2DArray: 'gl.uniform1iv(location, v)', - }; - function generateUniformsSync(group, uniformData) { - var _a; - var funcFragments = ["\n var v = null;\n var cv = null;\n var cu = null;\n var t = 0;\n var gl = renderer.gl;\n "]; - for (var i in group.uniforms) { - var data = uniformData[i]; - if (!data) { - if ((_a = group.uniforms[i]) === null || _a === void 0 ? void 0 : _a.group) { - if (group.uniforms[i].ubo) { - funcFragments.push("\n renderer.shader.syncUniformBufferGroup(uv." + i + ", '" + i + "');\n "); - } - else { - funcFragments.push("\n renderer.shader.syncUniformGroup(uv." + i + ", syncData);\n "); - } - } - continue; - } - var uniform = group.uniforms[i]; - var parsed = false; - for (var j = 0; j < uniformParsers.length; j++) { - if (uniformParsers[j].test(data, uniform)) { - funcFragments.push(uniformParsers[j].code(i, uniform)); - parsed = true; - break; - } - } - if (!parsed) { - var templateType = (data.size === 1) ? GLSL_TO_SINGLE_SETTERS_CACHED : GLSL_TO_ARRAY_SETTERS; - var template = templateType[data.type].replace('location', "ud[\"" + i + "\"].location"); - funcFragments.push("\n cu = ud[\"" + i + "\"];\n cv = cu.value;\n v = uv[\"" + i + "\"];\n " + template + ";"); - } - } - /* - * the introduction of syncData is to solve an issue where textures in uniform groups are not set correctly - * the texture count was always starting from 0 in each group. This needs to increment each time a texture is used - * no matter which group is being used - * - */ - // eslint-disable-next-line no-new-func - return new Function('ud', 'uv', 'renderer', 'syncData', funcFragments.join('\n')); - } - - var fragTemplate$1 = [ - 'precision mediump float;', - 'void main(void){', - 'float test = 0.1;', - '%forloop%', - 'gl_FragColor = vec4(0.0);', - '}' ].join('\n'); - function generateIfTestSrc(maxIfs) { - var src = ''; - for (var i = 0; i < maxIfs; ++i) { - if (i > 0) { - src += '\nelse '; - } - if (i < maxIfs - 1) { - src += "if(test == " + i + ".0){}"; - } - } - return src; - } - function checkMaxIfStatementsInShader(maxIfs, gl) { - if (maxIfs === 0) { - throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`'); - } - var shader = gl.createShader(gl.FRAGMENT_SHADER); - while (true) // eslint-disable-line no-constant-condition - { - var fragmentSrc = fragTemplate$1.replace(/%forloop%/gi, generateIfTestSrc(maxIfs)); - gl.shaderSource(shader, fragmentSrc); - gl.compileShader(shader); - if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { - maxIfs = (maxIfs / 2) | 0; - } - else { - // valid! - break; - } - } - return maxIfs; - } - - // Cache the result to prevent running this over and over - var unsafeEval; - /** - * Not all platforms allow to generate function code (e.g., `new Function`). - * this provides the platform-level detection. - * @private - * @returns {boolean} `true` if `new Function` is supported. - */ - function unsafeEvalSupported() { - if (typeof unsafeEval === 'boolean') { - return unsafeEval; - } - try { - /* eslint-disable no-new-func */ - var func = new Function('param1', 'param2', 'param3', 'return param1[param2] === param3;'); - /* eslint-enable no-new-func */ - unsafeEval = func({ a: 'b' }, 'a', 'b') === true; - } - catch (e) { - unsafeEval = false; - } - return unsafeEval; - } - - var defaultFragment$2 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n gl_FragColor *= texture2D(uSampler, vTextureCoord);\n}"; - - var defaultVertex$3 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}\n"; - - var UID$1 = 0; - var nameCache = {}; - /** - * Helper class to create a shader program. - * @memberof PIXI - */ - var Program = /** @class */ (function () { - /** - * @param vertexSrc - The source of the vertex shader. - * @param fragmentSrc - The source of the fragment shader. - * @param name - Name for shader - */ - function Program(vertexSrc, fragmentSrc, name) { - if (name === void 0) { name = 'pixi-shader'; } - this.id = UID$1++; - this.vertexSrc = vertexSrc || Program.defaultVertexSrc; - this.fragmentSrc = fragmentSrc || Program.defaultFragmentSrc; - this.vertexSrc = this.vertexSrc.trim(); - this.fragmentSrc = this.fragmentSrc.trim(); - if (this.vertexSrc.substring(0, 8) !== '#version') { - name = name.replace(/\s+/g, '-'); - if (nameCache[name]) { - nameCache[name]++; - name += "-" + nameCache[name]; - } - else { - nameCache[name] = 1; + set: function (lineHeight) { + if (this._lineHeight !== lineHeight) { + this._lineHeight = lineHeight; + this.styleID++; } - this.vertexSrc = "#define SHADER_NAME " + name + "\n" + this.vertexSrc; - this.fragmentSrc = "#define SHADER_NAME " + name + "\n" + this.fragmentSrc; - this.vertexSrc = setPrecision(this.vertexSrc, settings$1.PRECISION_VERTEX, PRECISION$8.HIGH); - this.fragmentSrc = setPrecision(this.fragmentSrc, settings$1.PRECISION_FRAGMENT, getMaxFragmentPrecision()); - } - // currently this does not extract structs only default types - // this is where we store shader references.. - this.glPrograms = {}; - this.syncUniforms = null; - } - Object.defineProperty(Program, "defaultVertexSrc", { - /** - * The default vertex shader source. - * @constant - */ - get: function () { - return defaultVertex$3; }, enumerable: false, configurable: true }); - Object.defineProperty(Program, "defaultFragmentSrc", { - /** - * The default fragment shader source. - * @constant - */ + Object.defineProperty(TextStyle.prototype, "leading", { + /** The space between lines. */ get: function () { - return defaultFragment$2; + return this._leading; + }, + set: function (leading) { + if (this._leading !== leading) { + this._leading = leading; + this.styleID++; + } }, enumerable: false, configurable: true }); - /** - * A short hand function to create a program based of a vertex and fragment shader. - * - * This method will also check to see if there is a cached program. - * @param vertexSrc - The source of the vertex shader. - * @param fragmentSrc - The source of the fragment shader. - * @param name - Name for shader - * @returns A shiny new PixiJS shader program! - */ - Program.from = function (vertexSrc, fragmentSrc, name) { - var key = vertexSrc + fragmentSrc; - var program = ProgramCache[key]; - if (!program) { - ProgramCache[key] = program = new Program(vertexSrc, fragmentSrc, name); - } - return program; - }; - return Program; - }()); - - /** - * A helper class for shaders. - * @memberof PIXI - */ - var Shader = /** @class */ (function () { - /** - * @param program - The program the shader will use. - * @param uniforms - Custom uniforms to use to augment the built-in ones. - */ - function Shader(program, uniforms) { - /** - * Used internally to bind uniform buffer objects. - * @ignore - */ - this.uniformBindCount = 0; - this.program = program; - // lets see whats been passed in - // uniforms should be converted to a uniform group - if (uniforms) { - if (uniforms instanceof UniformGroup) { - this.uniformGroup = uniforms; - } - else { - this.uniformGroup = new UniformGroup(uniforms); - } - } - else { - this.uniformGroup = new UniformGroup({}); - } - } - // TODO move to shader system.. - Shader.prototype.checkUniformExists = function (name, group) { - if (group.uniforms[name]) { - return true; - } - for (var i in group.uniforms) { - var uniform = group.uniforms[i]; - if (uniform.group) { - if (this.checkUniformExists(name, uniform)) { - return true; - } - } - } - return false; - }; - Shader.prototype.destroy = function () { - // usage count on programs? - // remove if not used! - this.uniformGroup = null; - }; - Object.defineProperty(Shader.prototype, "uniforms", { - /** - * Shader uniform values, shortcut for `uniformGroup.uniforms`. - * @readonly - */ - get: function () { - return this.uniformGroup.uniforms; - }, - enumerable: false, - configurable: true - }); - /** - * A short hand function to create a shader based of a vertex and fragment shader. - * @param vertexSrc - The source of the vertex shader. - * @param fragmentSrc - The source of the fragment shader. - * @param uniforms - Custom uniforms to use to augment the built-in ones. - * @returns A shiny new PixiJS shader! - */ - Shader.from = function (vertexSrc, fragmentSrc, uniforms) { - var program = Program.from(vertexSrc, fragmentSrc); - return new Shader(program, uniforms); - }; - return Shader; - }()); - - /* eslint-disable max-len */ - var BLEND$1 = 0; - var OFFSET$1 = 1; - var CULLING$1 = 2; - var DEPTH_TEST$1 = 3; - var WINDING$1 = 4; - var DEPTH_MASK$1 = 5; - /** - * This is a WebGL state, and is is passed to {@link PIXI.StateSystem}. - * - * Each mesh rendered may require WebGL to be in a different state. - * For example you may want different blend mode or to enable polygon offsets - * @memberof PIXI - */ - var State = /** @class */ (function () { - function State() { - this.data = 0; - this.blendMode = BLEND_MODES$8.NORMAL; - this.polygonOffset = 0; - this.blend = true; - this.depthMask = true; - // this.depthTest = true; - } - Object.defineProperty(State.prototype, "blend", { + Object.defineProperty(TextStyle.prototype, "lineJoin", { /** - * Activates blending of the computed fragment color values. - * @default true + * The lineJoin property sets the type of corner created, it can resolve spiked text issues. + * Default is 'miter' (creates a sharp corner). + * + * @member {string} */ get: function () { - return !!(this.data & (1 << BLEND$1)); + return this._lineJoin; }, - set: function (value) { - if (!!(this.data & (1 << BLEND$1)) !== value) { - this.data ^= (1 << BLEND$1); + set: function (lineJoin) { + if (this._lineJoin !== lineJoin) { + this._lineJoin = lineJoin; + this.styleID++; } }, enumerable: false, configurable: true }); - Object.defineProperty(State.prototype, "offsets", { + Object.defineProperty(TextStyle.prototype, "miterLimit", { /** - * Activates adding an offset to depth values of polygon's fragments - * @default false + * The miter limit to use when using the 'miter' lineJoin mode. + * + * This can reduce or increase the spikiness of rendered text. */ get: function () { - return !!(this.data & (1 << OFFSET$1)); + return this._miterLimit; }, - set: function (value) { - if (!!(this.data & (1 << OFFSET$1)) !== value) { - this.data ^= (1 << OFFSET$1); + set: function (miterLimit) { + if (this._miterLimit !== miterLimit) { + this._miterLimit = miterLimit; + this.styleID++; } }, enumerable: false, configurable: true }); - Object.defineProperty(State.prototype, "culling", { + Object.defineProperty(TextStyle.prototype, "padding", { /** - * Activates culling of polygons. - * @default false + * Occasionally some fonts are cropped. Adding some padding will prevent this from happening + * by adding padding to all sides of the text. */ get: function () { - return !!(this.data & (1 << CULLING$1)); + return this._padding; }, - set: function (value) { - if (!!(this.data & (1 << CULLING$1)) !== value) { - this.data ^= (1 << CULLING$1); + set: function (padding) { + if (this._padding !== padding) { + this._padding = padding; + this.styleID++; } }, enumerable: false, configurable: true }); - Object.defineProperty(State.prototype, "depthTest", { + Object.defineProperty(TextStyle.prototype, "stroke", { /** - * Activates depth comparisons and updates to the depth buffer. - * @default false + * A canvas fillstyle that will be used on the text stroke + * e.g 'blue', '#FCFF00' */ get: function () { - return !!(this.data & (1 << DEPTH_TEST$1)); + return this._stroke; }, - set: function (value) { - if (!!(this.data & (1 << DEPTH_TEST$1)) !== value) { - this.data ^= (1 << DEPTH_TEST$1); + set: function (stroke) { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + var outputColor = getColor(stroke); + if (this._stroke !== outputColor) { + this._stroke = outputColor; + this.styleID++; } }, enumerable: false, configurable: true }); - Object.defineProperty(State.prototype, "depthMask", { + Object.defineProperty(TextStyle.prototype, "strokeThickness", { /** - * Enables or disables writing to the depth buffer. - * @default true + * A number that represents the thickness of the stroke. + * + * @default 0 */ get: function () { - return !!(this.data & (1 << DEPTH_MASK$1)); + return this._strokeThickness; }, - set: function (value) { - if (!!(this.data & (1 << DEPTH_MASK$1)) !== value) { - this.data ^= (1 << DEPTH_MASK$1); + set: function (strokeThickness) { + if (this._strokeThickness !== strokeThickness) { + this._strokeThickness = strokeThickness; + this.styleID++; } }, enumerable: false, configurable: true }); - Object.defineProperty(State.prototype, "clockwiseFrontFace", { + Object.defineProperty(TextStyle.prototype, "textBaseline", { /** - * Specifies whether or not front or back-facing polygons can be culled. - * @default false + * The baseline of the text that is rendered. + * + * @member {string} */ get: function () { - return !!(this.data & (1 << WINDING$1)); + return this._textBaseline; }, - set: function (value) { - if (!!(this.data & (1 << WINDING$1)) !== value) { - this.data ^= (1 << WINDING$1); + set: function (textBaseline) { + if (this._textBaseline !== textBaseline) { + this._textBaseline = textBaseline; + this.styleID++; } }, enumerable: false, configurable: true }); - Object.defineProperty(State.prototype, "blendMode", { - /** - * The blend mode to be applied when this state is set. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. - * Setting this mode to anything other than NO_BLEND will automatically switch blending on. - * @default PIXI.BLEND_MODES.NORMAL - */ - get: function () { - return this._blendMode; - }, - set: function (value) { - this.blend = (value !== BLEND_MODES$8.NONE); - this._blendMode = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(State.prototype, "polygonOffset", { - /** - * The polygon offset. Setting this property to anything other than 0 will automatically enable polygon offset fill. - * @default 0 - */ - get: function () { - return this._polygonOffset; - }, - set: function (value) { - this.offsets = !!value; - this._polygonOffset = value; - }, - enumerable: false, - configurable: true - }); - State.prototype.toString = function () { - return "[@pixi/core:State " - + ("blendMode=" + this.blendMode + " ") - + ("clockwiseFrontFace=" + this.clockwiseFrontFace + " ") - + ("culling=" + this.culling + " ") - + ("depthMask=" + this.depthMask + " ") - + ("polygonOffset=" + this.polygonOffset) - + "]"; - }; - State.for2d = function () { - var state = new State(); - state.depthTest = false; - state.blend = true; - return state; - }; - return State; - }()); - - var defaultFragment$1 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n}\n"; - - var defaultVertex$2 = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n gl_Position = filterVertexPosition();\n vTextureCoord = filterTextureCoord();\n}\n"; - - /** - * A filter is a special shader that applies post-processing effects to an input texture and writes into an output - * render-target. - * - * {@link http://pixijs.io/examples/#/filters/blur-filter.js Example} of the - * {@link PIXI.filters.BlurFilter BlurFilter}. - * - * ### Usage - * Filters can be applied to any DisplayObject or Container. - * PixiJS' `FilterSystem` renders the container into temporary Framebuffer, - * then filter renders it to the screen. - * Multiple filters can be added to the `filters` array property and stacked on each other. - * - * ``` - * const filter = new PIXI.Filter(myShaderVert, myShaderFrag, { myUniform: 0.5 }); - * const container = new PIXI.Container(); - * container.filters = [filter]; - * ``` - * - * ### Previous Version Differences - * - * In PixiJS **v3**, a filter was always applied to _whole screen_. - * - * In PixiJS **v4**, a filter can be applied _only part of the screen_. - * Developers had to create a set of uniforms to deal with coordinates. - * - * In PixiJS **v5** combines _both approaches_. - * Developers can use normal coordinates of v3 and then allow filter to use partial Framebuffers, - * bringing those extra uniforms into account. - * - * Also be aware that we have changed default vertex shader, please consult - * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}. - * - * ### Frames - * - * The following table summarizes the coordinate spaces used in the filtering pipeline: - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - *
Coordinate SpaceDescription
Texture Coordinates - * The texture (or UV) coordinates in the input base-texture's space. These are normalized into the (0,1) range along - * both axes. - *
World Space - * A point in the same space as the world bounds of any display-object (i.e. in the scene graph's space). - *
Physical Pixels - * This is base-texture's space with the origin on the top-left. You can calculate these by multiplying the texture - * coordinates by the dimensions of the texture. - *
- * - * ### Built-in Uniforms - * - * PixiJS viewport uses screen (CSS) coordinates, `(0, 0, renderer.screen.width, renderer.screen.height)`, - * and `projectionMatrix` uniform maps it to the gl viewport. - * - * **uSampler** - * - * The most important uniform is the input texture that container was rendered into. - * _Important note: as with all Framebuffers in PixiJS, both input and output are - * premultiplied by alpha._ - * - * By default, input normalized coordinates are passed to fragment shader with `vTextureCoord`. - * Use it to sample the input. - * - * ``` - * const fragment = ` - * varying vec2 vTextureCoord; - * uniform sampler2D uSampler; - * void main(void) - * { - * gl_FragColor = texture2D(uSampler, vTextureCoord); - * } - * `; - * - * const myFilter = new PIXI.Filter(null, fragment); - * ``` - * - * This filter is just one uniform less than {@link PIXI.filters.AlphaFilter AlphaFilter}. - * - * **outputFrame** - * - * The `outputFrame` holds the rectangle where filter is applied in screen (CSS) coordinates. - * It's the same as `renderer.screen` for a fullscreen filter. - * Only a part of `outputFrame.zw` size of temporary Framebuffer is used, - * `(0, 0, outputFrame.width, outputFrame.height)`, - * - * Filters uses this quad to normalized (0-1) space, its passed into `aVertexPosition` attribute. - * To calculate vertex position in screen space using normalized (0-1) space: - * - * ``` - * vec4 filterVertexPosition( void ) - * { - * vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy; - * return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0); - * } - * ``` - * - * **inputSize** - * - * Temporary framebuffer is different, it can be either the size of screen, either power-of-two. - * The `inputSize.xy` are size of temporary framebuffer that holds input. - * The `inputSize.zw` is inverted, it's a shortcut to evade division inside the shader. - * - * Set `inputSize.xy = outputFrame.zw` for a fullscreen filter. - * - * To calculate input normalized coordinate, you have to map it to filter normalized space. - * Multiply by `outputFrame.zw` to get input coordinate. - * Divide by `inputSize.xy` to get input normalized coordinate. - * - * ``` - * vec2 filterTextureCoord( void ) - * { - * return aVertexPosition * (outputFrame.zw * inputSize.zw); // same as /inputSize.xy - * } - * ``` - * **resolution** - * - * The `resolution` is the ratio of screen (CSS) pixels to real pixels. - * - * **inputPixel** - * - * `inputPixel.xy` is the size of framebuffer in real pixels, same as `inputSize.xy * resolution` - * `inputPixel.zw` is inverted `inputPixel.xy`. - * - * It's handy for filters that use neighbour pixels, like {@link PIXI.filters.FXAAFilter FXAAFilter}. - * - * **inputClamp** - * - * If you try to get info from outside of used part of Framebuffer - you'll get undefined behaviour. - * For displacements, coordinates has to be clamped. - * - * The `inputClamp.xy` is left-top pixel center, you may ignore it, because we use left-top part of Framebuffer - * `inputClamp.zw` is bottom-right pixel center. - * - * ``` - * vec4 color = texture2D(uSampler, clamp(modifiedTextureCoord, inputClamp.xy, inputClamp.zw)) - * ``` - * OR - * ``` - * vec4 color = texture2D(uSampler, min(modifigedTextureCoord, inputClamp.zw)) - * ``` - * - * ### Additional Information - * - * Complete documentation on Filter usage is located in the - * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}. - * - * Since PixiJS only had a handful of built-in filters, additional filters can be downloaded - * {@link https://github.com/pixijs/pixi-filters here} from the PixiJS Filters repository. - * @memberof PIXI - */ - var Filter = /** @class */ (function (_super) { - __extends$k(Filter, _super); - /** - * @param vertexSrc - The source of the vertex shader. - * @param fragmentSrc - The source of the fragment shader. - * @param uniforms - Custom uniforms to use to augment the built-in ones. - */ - function Filter(vertexSrc, fragmentSrc, uniforms) { - var _this = this; - var program = Program.from(vertexSrc || Filter.defaultVertexSrc, fragmentSrc || Filter.defaultFragmentSrc); - _this = _super.call(this, program, uniforms) || this; - _this.padding = 0; - _this.resolution = settings$1.FILTER_RESOLUTION; - _this.multisample = settings$1.FILTER_MULTISAMPLE; - _this.enabled = true; - _this.autoFit = true; - _this.state = new State(); - return _this; - } - /** - * Applies the filter - * @param {PIXI.FilterSystem} filterManager - The renderer to retrieve the filter from - * @param {PIXI.RenderTexture} input - The input render target. - * @param {PIXI.RenderTexture} output - The target to output to. - * @param {PIXI.CLEAR_MODES} [clearMode] - Should the output be cleared before rendering to it. - * @param {object} [_currentState] - It's current state of filter. - * There are some useful properties in the currentState : - * target, filters, sourceFrame, destinationFrame, renderTarget, resolution - */ - Filter.prototype.apply = function (filterManager, input, output, clearMode, _currentState) { - // do as you please! - filterManager.applyFilter(this, input, output, clearMode); - // or just do a regular render.. - }; - Object.defineProperty(Filter.prototype, "blendMode", { - /** - * Sets the blend mode of the filter. - * @default PIXI.BLEND_MODES.NORMAL - */ + Object.defineProperty(TextStyle.prototype, "trim", { + /** Trim transparent borders. */ get: function () { - return this.state.blendMode; + return this._trim; }, - set: function (value) { - this.state.blendMode = value; + set: function (trim) { + if (this._trim !== trim) { + this._trim = trim; + this.styleID++; + } }, enumerable: false, configurable: true }); - Object.defineProperty(Filter.prototype, "resolution", { + Object.defineProperty(TextStyle.prototype, "whiteSpace", { /** - * The resolution of the filter. Setting this to be lower will lower the quality but - * increase the performance of the filter. + * How newlines and spaces should be handled. + * Default is 'pre' (preserve, preserve). + * + * value | New lines | Spaces + * --- | --- | --- + * 'normal' | Collapse | Collapse + * 'pre' | Preserve | Preserve + * 'pre-line' | Preserve | Collapse + * + * @member {string} */ get: function () { - return this._resolution; + return this._whiteSpace; }, - set: function (value) { - this._resolution = value; + set: function (whiteSpace) { + if (this._whiteSpace !== whiteSpace) { + this._whiteSpace = whiteSpace; + this.styleID++; + } }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Filter, "defaultVertexSrc", { - /** - * The default vertex shader source - * @constant - */ - get: function () { - return defaultVertex$2; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Filter, "defaultFragmentSrc", { - /** - * The default fragment shader source - * @constant - */ - get: function () { - return defaultFragment$1; - }, - enumerable: false, - configurable: true - }); - return Filter; - }(Shader)); - - var vertex$4 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 otherMatrix;\n\nvarying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\n}\n"; - - var fragment$7 = "varying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform sampler2D mask;\nuniform float alpha;\nuniform float npmAlpha;\nuniform vec4 maskClamp;\n\nvoid main(void)\n{\n float clip = step(3.5,\n step(maskClamp.x, vMaskCoord.x) +\n step(maskClamp.y, vMaskCoord.y) +\n step(vMaskCoord.x, maskClamp.z) +\n step(vMaskCoord.y, maskClamp.w));\n\n vec4 original = texture2D(uSampler, vTextureCoord);\n vec4 masky = texture2D(mask, vMaskCoord);\n float alphaMul = 1.0 - npmAlpha * (1.0 - masky.a);\n\n original *= (alphaMul * masky.r * alpha * clip);\n\n gl_FragColor = original;\n}\n"; - - var tempMat$1 = new Matrix$2(); - /** - * Class controls uv mapping from Texture normal space to BaseTexture normal space. - * - * Takes `trim` and `rotate` into account. May contain clamp settings for Meshes and TilingSprite. - * - * Can be used in Texture `uvMatrix` field, or separately, you can use different clamp settings on the same texture. - * If you want to add support for texture region of certain feature or filter, that's what you're looking for. - * - * Takes track of Texture changes through `_lastTextureID` private field. - * Use `update()` method call to track it from outside. - * @see PIXI.Texture - * @see PIXI.Mesh - * @see PIXI.TilingSprite - * @memberof PIXI - */ - var TextureMatrix = /** @class */ (function () { - /** - * @param texture - observed texture - * @param clampMargin - Changes frame clamping, 0.5 by default. Use -0.5 for extra border. - */ - function TextureMatrix(texture, clampMargin) { - this._texture = texture; - this.mapCoord = new Matrix$2(); - this.uClampFrame = new Float32Array(4); - this.uClampOffset = new Float32Array(2); - this._textureID = -1; - this._updateID = 0; - this.clampOffset = 0; - this.clampMargin = (typeof clampMargin === 'undefined') ? 0.5 : clampMargin; - this.isSimple = false; - } - Object.defineProperty(TextureMatrix.prototype, "texture", { - /** Texture property. */ - get: function () { - return this._texture; - }, - set: function (value) { - this._texture = value; - this._textureID = -1; - }, - enumerable: false, - configurable: true - }); - /** - * Multiplies uvs array to transform - * @param uvs - mesh uvs - * @param [out=uvs] - output - * @returns - output - */ - TextureMatrix.prototype.multiplyUvs = function (uvs, out) { - if (out === undefined) { - out = uvs; - } - var mat = this.mapCoord; - for (var i = 0; i < uvs.length; i += 2) { - var x = uvs[i]; - var y = uvs[i + 1]; - out[i] = (x * mat.a) + (y * mat.c) + mat.tx; - out[i + 1] = (x * mat.b) + (y * mat.d) + mat.ty; - } - return out; - }; - /** - * Updates matrices if texture was changed. - * @param [forceUpdate=false] - if true, matrices will be updated any case - * @returns - Whether or not it was updated - */ - TextureMatrix.prototype.update = function (forceUpdate) { - var tex = this._texture; - if (!tex || !tex.valid) { - return false; - } - if (!forceUpdate - && this._textureID === tex._updateID) { - return false; - } - this._textureID = tex._updateID; - this._updateID++; - var uvs = tex._uvs; - this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0); - var orig = tex.orig; - var trim = tex.trim; - if (trim) { - tempMat$1.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height); - this.mapCoord.append(tempMat$1); - } - var texBase = tex.baseTexture; - var frame = this.uClampFrame; - var margin = this.clampMargin / texBase.resolution; - var offset = this.clampOffset; - frame[0] = (tex._frame.x + margin + offset) / texBase.width; - frame[1] = (tex._frame.y + margin + offset) / texBase.height; - frame[2] = (tex._frame.x + tex._frame.width - margin + offset) / texBase.width; - frame[3] = (tex._frame.y + tex._frame.height - margin + offset) / texBase.height; - this.uClampOffset[0] = offset / texBase.realWidth; - this.uClampOffset[1] = offset / texBase.realHeight; - this.isSimple = tex._frame.width === texBase.width - && tex._frame.height === texBase.height - && tex.rotate === 0; - return true; - }; - return TextureMatrix; - }()); - - /** - * This handles a Sprite acting as a mask, as opposed to a Graphic. - * - * WebGL only. - * @memberof PIXI - */ - var SpriteMaskFilter = /** @class */ (function (_super) { - __extends$k(SpriteMaskFilter, _super); - /** @ignore */ - function SpriteMaskFilter(vertexSrc, fragmentSrc, uniforms) { - var _this = this; - var sprite = null; - if (typeof vertexSrc !== 'string' && fragmentSrc === undefined && uniforms === undefined) { - sprite = vertexSrc; - vertexSrc = undefined; - fragmentSrc = undefined; - uniforms = undefined; - } - _this = _super.call(this, vertexSrc || vertex$4, fragmentSrc || fragment$7, uniforms) || this; - _this.maskSprite = sprite; - _this.maskMatrix = new Matrix$2(); - return _this; - } - Object.defineProperty(SpriteMaskFilter.prototype, "maskSprite", { - /** - * Sprite mask - * @type {PIXI.DisplayObject} - */ - get: function () { - return this._maskSprite; - }, - set: function (value) { - this._maskSprite = value; - if (this._maskSprite) { - this._maskSprite.renderable = false; - } - }, - enumerable: false, - configurable: true - }); - /** - * Applies the filter - * @param filterManager - The renderer to retrieve the filter from - * @param input - The input render target. - * @param output - The target to output to. - * @param clearMode - Should the output be cleared before rendering to it. - */ - SpriteMaskFilter.prototype.apply = function (filterManager, input, output, clearMode) { - var maskSprite = this._maskSprite; - var tex = maskSprite._texture; - if (!tex.valid) { - return; - } - if (!tex.uvMatrix) { - // margin = 0.0, let it bleed a bit, shader code becomes easier - // assuming that atlas textures were made with 1-pixel padding - tex.uvMatrix = new TextureMatrix(tex, 0.0); - } - tex.uvMatrix.update(); - this.uniforms.npmAlpha = tex.baseTexture.alphaMode ? 0.0 : 1.0; - this.uniforms.mask = tex; - // get _normalized sprite texture coords_ and convert them to _normalized atlas texture coords_ with `prepend` - this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite) - .prepend(tex.uvMatrix.mapCoord); - this.uniforms.alpha = maskSprite.worldAlpha; - this.uniforms.maskClamp = tex.uvMatrix.uClampFrame; - filterManager.applyFilter(this, input, output, clearMode); - }; - return SpriteMaskFilter; - }(Filter)); - - /** - * System plugin to the renderer to manage masks. - * - * There are three built-in types of masking: - * **Scissor Masking**: Scissor masking discards pixels that are outside of a rectangle called the scissor box. It is - * the most performant as the scissor test is inexpensive. However, it can only be used when the mask is rectangular. - * **Stencil Masking**: Stencil masking discards pixels that don't overlap with the pixels rendered into the stencil - * buffer. It is the next fastest option as it does not require rendering into a separate framebuffer. However, it does - * cause the mask to be rendered **twice** for each masking operation; hence, minimize the rendering cost of your masks. - * **Sprite Mask Filtering**: Sprite mask filtering discards pixels based on the red channel of the sprite-mask's - * texture. (Generally, the masking texture is grayscale). Using advanced techniques, you might be able to embed this - * type of masking in a custom shader - and hence, bypassing the masking system fully for performance wins. - * - * The best type of masking is auto-detected when you `push` one. To use scissor masking, you must pass in a `Graphics` - * object with just a rectangle drawn. - * - * ## Mask Stacks - * - * In the scene graph, masks can be applied recursively, i.e. a mask can be applied during a masking operation. The mask - * stack stores the currently applied masks in order. Each {@link PIXI.BaseRenderTexture} holds its own mask stack, i.e. - * when you switch render-textures, the old masks only applied when you switch back to rendering to the old render-target. - * @memberof PIXI - */ - var MaskSystem = /** @class */ (function () { - /** - * @param renderer - The renderer this System works for. - */ - function MaskSystem(renderer) { - this.renderer = renderer; - this.enableScissor = true; - this.alphaMaskPool = []; - this.maskDataPool = []; - this.maskStack = []; - this.alphaMaskIndex = 0; - } - /** - * Changes the mask stack that is used by this System. - * @param maskStack - The mask stack - */ - MaskSystem.prototype.setMaskStack = function (maskStack) { - this.maskStack = maskStack; - this.renderer.scissor.setMaskStack(maskStack); - this.renderer.stencil.setMaskStack(maskStack); - }; - /** - * Enables the mask and appends it to the current mask stack. - * - * NOTE: The batch renderer should be flushed beforehand to prevent pending renders from being masked. - * @param {PIXI.DisplayObject} target - Display Object to push the mask to - * @param {PIXI.MaskData|PIXI.Sprite|PIXI.Graphics|PIXI.DisplayObject} maskDataOrTarget - The masking data. - */ - MaskSystem.prototype.push = function (target, maskDataOrTarget) { - var maskData = maskDataOrTarget; - if (!maskData.isMaskData) { - var d = this.maskDataPool.pop() || new MaskData(); - d.pooled = true; - d.maskObject = maskDataOrTarget; - maskData = d; - } - var maskAbove = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null; - maskData.copyCountersOrReset(maskAbove); - maskData._colorMask = maskAbove ? maskAbove._colorMask : 0xf; - if (maskData.autoDetect) { - this.detect(maskData); - } - maskData._target = target; - if (maskData.type !== MASK_TYPES$8.SPRITE) { - this.maskStack.push(maskData); - } - if (maskData.enabled) { - switch (maskData.type) { - case MASK_TYPES$8.SCISSOR: - this.renderer.scissor.push(maskData); - break; - case MASK_TYPES$8.STENCIL: - this.renderer.stencil.push(maskData); - break; - case MASK_TYPES$8.SPRITE: - maskData.copyCountersOrReset(null); - this.pushSpriteMask(maskData); - break; - case MASK_TYPES$8.COLOR: - this.pushColorMask(maskData); - break; - } - } - if (maskData.type === MASK_TYPES$8.SPRITE) { - this.maskStack.push(maskData); - } - }; - /** - * Removes the last mask from the mask stack and doesn't return it. - * - * NOTE: The batch renderer should be flushed beforehand to render the masked contents before the mask is removed. - * @param {PIXI.IMaskTarget} target - Display Object to pop the mask from - */ - MaskSystem.prototype.pop = function (target) { - var maskData = this.maskStack.pop(); - if (!maskData || maskData._target !== target) { - // TODO: add an assert when we have it - return; - } - if (maskData.enabled) { - switch (maskData.type) { - case MASK_TYPES$8.SCISSOR: - this.renderer.scissor.pop(maskData); - break; - case MASK_TYPES$8.STENCIL: - this.renderer.stencil.pop(maskData.maskObject); - break; - case MASK_TYPES$8.SPRITE: - this.popSpriteMask(maskData); - break; - case MASK_TYPES$8.COLOR: - this.popColorMask(maskData); - break; - } - } - maskData.reset(); - if (maskData.pooled) { - this.maskDataPool.push(maskData); - } - if (this.maskStack.length !== 0) { - var maskCurrent = this.maskStack[this.maskStack.length - 1]; - if (maskCurrent.type === MASK_TYPES$8.SPRITE && maskCurrent._filters) { - maskCurrent._filters[0].maskSprite = maskCurrent.maskObject; - } - } - }; - /** - * Sets type of MaskData based on its maskObject. - * @param maskData - */ - MaskSystem.prototype.detect = function (maskData) { - var maskObject = maskData.maskObject; - if (!maskObject) { - maskData.type = MASK_TYPES$8.COLOR; - } - else if (maskObject.isSprite) { - maskData.type = MASK_TYPES$8.SPRITE; - } - else if (this.enableScissor && this.renderer.scissor.testScissor(maskData)) { - maskData.type = MASK_TYPES$8.SCISSOR; - } - else { - maskData.type = MASK_TYPES$8.STENCIL; - } - }; - /** - * Applies the Mask and adds it to the current filter stack. - * @param maskData - Sprite to be used as the mask. - */ - MaskSystem.prototype.pushSpriteMask = function (maskData) { - var _a, _b; - var maskObject = maskData.maskObject; - var target = maskData._target; - var alphaMaskFilter = maskData._filters; - if (!alphaMaskFilter) { - alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex]; - if (!alphaMaskFilter) { - alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter()]; - } - } - var renderer = this.renderer; - var renderTextureSystem = renderer.renderTexture; - var resolution; - var multisample; - if (renderTextureSystem.current) { - var renderTexture = renderTextureSystem.current; - resolution = maskData.resolution || renderTexture.resolution; - multisample = (_a = maskData.multisample) !== null && _a !== void 0 ? _a : renderTexture.multisample; - } - else { - resolution = maskData.resolution || renderer.resolution; - multisample = (_b = maskData.multisample) !== null && _b !== void 0 ? _b : renderer.multisample; - } - alphaMaskFilter[0].resolution = resolution; - alphaMaskFilter[0].multisample = multisample; - alphaMaskFilter[0].maskSprite = maskObject; - var stashFilterArea = target.filterArea; - target.filterArea = maskObject.getBounds(true); - renderer.filter.push(target, alphaMaskFilter); - target.filterArea = stashFilterArea; - if (!maskData._filters) { - this.alphaMaskIndex++; - } - }; - /** - * Removes the last filter from the filter stack and doesn't return it. - * @param maskData - Sprite to be used as the mask. - */ - MaskSystem.prototype.popSpriteMask = function (maskData) { - this.renderer.filter.pop(); - if (maskData._filters) { - maskData._filters[0].maskSprite = null; - } - else { - this.alphaMaskIndex--; - this.alphaMaskPool[this.alphaMaskIndex][0].maskSprite = null; - } - }; - /** - * Pushes the color mask. - * @param maskData - The mask data - */ - MaskSystem.prototype.pushColorMask = function (maskData) { - var currColorMask = maskData._colorMask; - var nextColorMask = maskData._colorMask = currColorMask & maskData.colorMask; - if (nextColorMask !== currColorMask) { - this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0); - } - }; - /** - * Pops the color mask. - * @param maskData - The mask data - */ - MaskSystem.prototype.popColorMask = function (maskData) { - var currColorMask = maskData._colorMask; - var nextColorMask = this.maskStack.length > 0 - ? this.maskStack[this.maskStack.length - 1]._colorMask : 0xf; - if (nextColorMask !== currColorMask) { - this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0); - } - }; - MaskSystem.prototype.destroy = function () { - this.renderer = null; - }; - return MaskSystem; - }()); - - /** - * System plugin to the renderer to manage specific types of masking operations. - * @memberof PIXI - */ - var AbstractMaskSystem = /** @class */ (function () { - /** - * @param renderer - The renderer this System works for. - */ - function AbstractMaskSystem(renderer) { - this.renderer = renderer; - this.maskStack = []; - this.glConst = 0; - } - /** Gets count of masks of certain type. */ - AbstractMaskSystem.prototype.getStackLength = function () { - return this.maskStack.length; - }; - /** - * Changes the mask stack that is used by this System. - * @param {PIXI.MaskData[]} maskStack - The mask stack - */ - AbstractMaskSystem.prototype.setMaskStack = function (maskStack) { - var gl = this.renderer.gl; - var curStackLen = this.getStackLength(); - this.maskStack = maskStack; - var newStackLen = this.getStackLength(); - if (newStackLen !== curStackLen) { - if (newStackLen === 0) { - gl.disable(this.glConst); - } - else { - gl.enable(this.glConst); - this._useCurrent(); - } - } - }; - /** - * Setup renderer to use the current mask data. - * @private - */ - AbstractMaskSystem.prototype._useCurrent = function () { - // OVERWRITE; - }; - /** Destroys the mask stack. */ - AbstractMaskSystem.prototype.destroy = function () { - this.renderer = null; - this.maskStack = null; - }; - return AbstractMaskSystem; - }()); - - var tempMatrix$1 = new Matrix$2(); - var rectPool = []; - /** - * System plugin to the renderer to manage scissor masking. - * - * Scissor masking discards pixels outside of a rectangle called the scissor box. The scissor box is in the framebuffer - * viewport's space; however, the mask's rectangle is projected from world-space to viewport space automatically - * by this system. - * @memberof PIXI - */ - var ScissorSystem = /** @class */ (function (_super) { - __extends$k(ScissorSystem, _super); - /** - * @param {PIXI.Renderer} renderer - The renderer this System works for. - */ - function ScissorSystem(renderer) { - var _this = _super.call(this, renderer) || this; - _this.glConst = settings$1.ADAPTER.getWebGLRenderingContext().SCISSOR_TEST; - return _this; - } - ScissorSystem.prototype.getStackLength = function () { - var maskData = this.maskStack[this.maskStack.length - 1]; - if (maskData) { - return maskData._scissorCounter; - } - return 0; - }; - /** - * evaluates _boundsTransformed, _scissorRect for MaskData - * @param maskData - */ - ScissorSystem.prototype.calcScissorRect = function (maskData) { - var _a; - if (maskData._scissorRectLocal) { - return; - } - var prevData = maskData._scissorRect; - var maskObject = maskData.maskObject; - var renderer = this.renderer; - var renderTextureSystem = renderer.renderTexture; - var rect = maskObject.getBounds(true, (_a = rectPool.pop()) !== null && _a !== void 0 ? _a : new Rectangle$2()); - this.roundFrameToPixels(rect, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform); - if (prevData) { - rect.fit(prevData); - } - maskData._scissorRectLocal = rect; - }; - ScissorSystem.isMatrixRotated = function (matrix) { - if (!matrix) { - return false; - } - var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d; - // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation - // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0). - return ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4) - && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4)); - }; - /** - * Test, whether the object can be scissor mask with current renderer projection. - * Calls "calcScissorRect()" if its true. - * @param maskData - mask data - * @returns whether Whether the object can be scissor mask - */ - ScissorSystem.prototype.testScissor = function (maskData) { - var maskObject = maskData.maskObject; - if (!maskObject.isFastRect || !maskObject.isFastRect()) { - return false; - } - if (ScissorSystem.isMatrixRotated(maskObject.worldTransform)) { - return false; - } - if (ScissorSystem.isMatrixRotated(this.renderer.projection.transform)) { - return false; - } - this.calcScissorRect(maskData); - var rect = maskData._scissorRectLocal; - return rect.width > 0 && rect.height > 0; - }; - ScissorSystem.prototype.roundFrameToPixels = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) { - if (ScissorSystem.isMatrixRotated(transform)) { - return; - } - transform = transform ? tempMatrix$1.copyFrom(transform) : tempMatrix$1.identity(); - // Get forward transform from world space to screen space - transform - .translate(-bindingSourceFrame.x, -bindingSourceFrame.y) - .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height) - .translate(bindingDestinationFrame.x, bindingDestinationFrame.y); - // Convert frame to screen space - this.renderer.filter.transformAABB(transform, frame); - frame.fit(bindingDestinationFrame); - frame.x = Math.round(frame.x * resolution); - frame.y = Math.round(frame.y * resolution); - frame.width = Math.round(frame.width * resolution); - frame.height = Math.round(frame.height * resolution); - }; - /** - * Applies the Mask and adds it to the current stencil stack. - * @author alvin - * @param maskData - The mask data. - */ - ScissorSystem.prototype.push = function (maskData) { - if (!maskData._scissorRectLocal) { - this.calcScissorRect(maskData); - } - var gl = this.renderer.gl; - if (!maskData._scissorRect) { - gl.enable(gl.SCISSOR_TEST); - } - maskData._scissorCounter++; - maskData._scissorRect = maskData._scissorRectLocal; - this._useCurrent(); - }; - /** - * This should be called after a mask is popped off the mask stack. It will rebind the scissor box to be latest with the - * last mask in the stack. - * - * This can also be called when you directly modify the scissor box and want to restore PixiJS state. - * @param maskData - The mask data. - */ - ScissorSystem.prototype.pop = function (maskData) { - var gl = this.renderer.gl; - if (maskData) { - rectPool.push(maskData._scissorRectLocal); - } - if (this.getStackLength() > 0) { - this._useCurrent(); - } - else { - gl.disable(gl.SCISSOR_TEST); - } - }; - /** - * Setup renderer to use the current scissor data. - * @private - */ - ScissorSystem.prototype._useCurrent = function () { - var rect = this.maskStack[this.maskStack.length - 1]._scissorRect; - var y; - if (this.renderer.renderTexture.current) { - y = rect.y; - } - else { - // flipY. In future we'll have it over renderTextures as an option - y = this.renderer.height - rect.height - rect.y; - } - this.renderer.gl.scissor(rect.x, y, rect.width, rect.height); - }; - return ScissorSystem; - }(AbstractMaskSystem)); - - /** - * System plugin to the renderer to manage stencils (used for masks). - * @memberof PIXI - */ - var StencilSystem = /** @class */ (function (_super) { - __extends$k(StencilSystem, _super); - /** - * @param renderer - The renderer this System works for. - */ - function StencilSystem(renderer) { - var _this = _super.call(this, renderer) || this; - _this.glConst = settings$1.ADAPTER.getWebGLRenderingContext().STENCIL_TEST; - return _this; - } - StencilSystem.prototype.getStackLength = function () { - var maskData = this.maskStack[this.maskStack.length - 1]; - if (maskData) { - return maskData._stencilCounter; - } - return 0; - }; - /** - * Applies the Mask and adds it to the current stencil stack. - * @param maskData - The mask data - */ - StencilSystem.prototype.push = function (maskData) { - var maskObject = maskData.maskObject; - var gl = this.renderer.gl; - var prevMaskCount = maskData._stencilCounter; - if (prevMaskCount === 0) { - // force use stencil texture in current framebuffer - this.renderer.framebuffer.forceStencil(); - gl.clearStencil(0); - gl.clear(gl.STENCIL_BUFFER_BIT); - gl.enable(gl.STENCIL_TEST); - } - maskData._stencilCounter++; - var colorMask = maskData._colorMask; - if (colorMask !== 0) { - maskData._colorMask = 0; - gl.colorMask(false, false, false, false); - } - // Increment the reference stencil value where the new mask overlaps with the old ones. - gl.stencilFunc(gl.EQUAL, prevMaskCount, 0xFFFFFFFF); - gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR); - maskObject.renderable = true; - maskObject.render(this.renderer); - this.renderer.batch.flush(); - maskObject.renderable = false; - if (colorMask !== 0) { - maskData._colorMask = colorMask; - gl.colorMask((colorMask & 1) !== 0, (colorMask & 2) !== 0, (colorMask & 4) !== 0, (colorMask & 8) !== 0); - } - this._useCurrent(); - }; - /** - * Pops stencil mask. MaskData is already removed from stack - * @param {PIXI.DisplayObject} maskObject - object of popped mask data - */ - StencilSystem.prototype.pop = function (maskObject) { - var gl = this.renderer.gl; - if (this.getStackLength() === 0) { - // the stack is empty! - gl.disable(gl.STENCIL_TEST); - } - else { - var maskData = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null; - var colorMask = maskData ? maskData._colorMask : 0xf; - if (colorMask !== 0) { - maskData._colorMask = 0; - gl.colorMask(false, false, false, false); - } - // Decrement the reference stencil value where the popped mask overlaps with the other ones - gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR); - maskObject.renderable = true; - maskObject.render(this.renderer); - this.renderer.batch.flush(); - maskObject.renderable = false; - if (colorMask !== 0) { - maskData._colorMask = colorMask; - gl.colorMask((colorMask & 0x1) !== 0, (colorMask & 0x2) !== 0, (colorMask & 0x4) !== 0, (colorMask & 0x8) !== 0); - } - this._useCurrent(); - } - }; - /** - * Setup renderer to use the current stencil data. - * @private - */ - StencilSystem.prototype._useCurrent = function () { - var gl = this.renderer.gl; - gl.stencilFunc(gl.EQUAL, this.getStackLength(), 0xFFFFFFFF); - gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP); - }; - return StencilSystem; - }(AbstractMaskSystem)); - - /** - * System plugin to the renderer to manage the projection matrix. - * - * The `projectionMatrix` is a global uniform provided to all shaders. It is used to transform points in world space to - * normalized device coordinates. - * @memberof PIXI - */ - var ProjectionSystem = /** @class */ (function () { - /** @param renderer - The renderer this System works for. */ - function ProjectionSystem(renderer) { - this.renderer = renderer; - this.destinationFrame = null; - this.sourceFrame = null; - this.defaultFrame = null; - this.projectionMatrix = new Matrix$2(); - this.transform = null; - } - /** - * Updates the projection-matrix based on the sourceFrame → destinationFrame mapping provided. - * - * NOTE: It is expected you call `renderer.framebuffer.setViewport(destinationFrame)` after this. This is because - * the framebuffer viewport converts shader vertex output in normalized device coordinates to window coordinates. - * - * NOTE-2: {@link RenderTextureSystem#bind} updates the projection-matrix when you bind a render-texture. It is expected - * that you dirty the current bindings when calling this manually. - * @param destinationFrame - The rectangle in the render-target to render the contents into. If rendering to the canvas, - * the origin is on the top-left; if rendering to a render-texture, the origin is on the bottom-left. - * @param sourceFrame - The rectangle in world space that contains the contents being rendered. - * @param resolution - The resolution of the render-target, which is the ratio of - * world-space (or CSS) pixels to physical pixels. - * @param root - Whether the render-target is the screen. This is required because rendering to textures - * is y-flipped (i.e. upside down relative to the screen). - */ - ProjectionSystem.prototype.update = function (destinationFrame, sourceFrame, resolution, root) { - this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame; - this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame; - // Calculate object-space to clip-space projection - this.calculateProjection(this.destinationFrame, this.sourceFrame, resolution, root); - if (this.transform) { - this.projectionMatrix.append(this.transform); - } - var renderer = this.renderer; - renderer.globalUniforms.uniforms.projectionMatrix = this.projectionMatrix; - renderer.globalUniforms.update(); - // this will work for now - // but would be sweet to stick and even on the global uniforms.. - if (renderer.shader.shader) { - renderer.shader.syncUniformGroup(renderer.shader.shader.uniforms.globals); - } - }; - /** - * Calculates the `projectionMatrix` to map points inside `sourceFrame` to inside `destinationFrame`. - * @param _destinationFrame - The destination frame in the render-target. - * @param sourceFrame - The source frame in world space. - * @param _resolution - The render-target's resolution, i.e. ratio of CSS to physical pixels. - * @param root - Whether rendering into the screen. Otherwise, if rendering to a framebuffer, the projection - * is y-flipped. - */ - ProjectionSystem.prototype.calculateProjection = function (_destinationFrame, sourceFrame, _resolution, root) { - var pm = this.projectionMatrix; - var sign = !root ? 1 : -1; - pm.identity(); - pm.a = (1 / sourceFrame.width * 2); - pm.d = sign * (1 / sourceFrame.height * 2); - pm.tx = -1 - (sourceFrame.x * pm.a); - pm.ty = -sign - (sourceFrame.y * pm.d); - }; - /** - * Sets the transform of the active render target to the given matrix. - * @param _matrix - The transformation matrix - */ - ProjectionSystem.prototype.setTransform = function (_matrix) { - // this._activeRenderTarget.transform = matrix; - }; - ProjectionSystem.prototype.destroy = function () { - this.renderer = null; - }; - return ProjectionSystem; - }()); - - // Temporary rectangle for assigned sourceFrame or destinationFrame - var tempRect = new Rectangle$2(); - // Temporary rectangle for renderTexture destinationFrame - var tempRect2 = new Rectangle$2(); - /* eslint-disable max-len */ - /** - * System plugin to the renderer to manage render textures. - * - * Should be added after FramebufferSystem - * - * ### Frames - * - * The `RenderTextureSystem` holds a sourceFrame → destinationFrame projection. The following table explains the different - * coordinate spaces used: - * - * | Frame | Description | Coordinate System | - * | ---------------------- | ---------------------------------------------------------------- | ------------------------------------------------------- | - * | sourceFrame | The rectangle inside of which display-objects are being rendered | **World Space**: The origin on the top-left | - * | destinationFrame | The rectangle in the render-target (canvas or texture) into which contents should be rendered | If rendering to the canvas, this is in screen space and the origin is on the top-left. If rendering to a render-texture, this is in its base-texture's space with the origin on the bottom-left. | - * | viewportFrame | The framebuffer viewport corresponding to the destination-frame | **Window Coordinates**: The origin is always on the bottom-left. | - * @memberof PIXI - */ - var RenderTextureSystem = /** @class */ (function () { - /** - * @param renderer - The renderer this System works for. - */ - function RenderTextureSystem(renderer) { - this.renderer = renderer; - this.clearColor = renderer._backgroundColorRgba; - this.defaultMaskStack = []; - this.current = null; - this.sourceFrame = new Rectangle$2(); - this.destinationFrame = new Rectangle$2(); - this.viewportFrame = new Rectangle$2(); - } - /** - * Bind the current render texture. - * @param renderTexture - RenderTexture to bind, by default its `null` - the screen. - * @param sourceFrame - Part of world that is mapped to the renderTexture. - * @param destinationFrame - Part of renderTexture, by default it has the same size as sourceFrame. - */ - RenderTextureSystem.prototype.bind = function (renderTexture, sourceFrame, destinationFrame) { - if (renderTexture === void 0) { renderTexture = null; } - var renderer = this.renderer; - this.current = renderTexture; - var baseTexture; - var framebuffer; - var resolution; - if (renderTexture) { - baseTexture = renderTexture.baseTexture; - resolution = baseTexture.resolution; - if (!sourceFrame) { - tempRect.width = renderTexture.frame.width; - tempRect.height = renderTexture.frame.height; - sourceFrame = tempRect; - } - if (!destinationFrame) { - tempRect2.x = renderTexture.frame.x; - tempRect2.y = renderTexture.frame.y; - tempRect2.width = sourceFrame.width; - tempRect2.height = sourceFrame.height; - destinationFrame = tempRect2; - } - framebuffer = baseTexture.framebuffer; - } - else { - resolution = renderer.resolution; - if (!sourceFrame) { - tempRect.width = renderer.screen.width; - tempRect.height = renderer.screen.height; - sourceFrame = tempRect; - } - if (!destinationFrame) { - destinationFrame = tempRect; - destinationFrame.width = sourceFrame.width; - destinationFrame.height = sourceFrame.height; - } - } - var viewportFrame = this.viewportFrame; - viewportFrame.x = destinationFrame.x * resolution; - viewportFrame.y = destinationFrame.y * resolution; - viewportFrame.width = destinationFrame.width * resolution; - viewportFrame.height = destinationFrame.height * resolution; - if (!renderTexture) { - viewportFrame.y = renderer.view.height - (viewportFrame.y + viewportFrame.height); - } - viewportFrame.ceil(); - this.renderer.framebuffer.bind(framebuffer, viewportFrame); - this.renderer.projection.update(destinationFrame, sourceFrame, resolution, !framebuffer); - if (renderTexture) { - this.renderer.mask.setMaskStack(baseTexture.maskStack); - } - else { - this.renderer.mask.setMaskStack(this.defaultMaskStack); - } - this.sourceFrame.copyFrom(sourceFrame); - this.destinationFrame.copyFrom(destinationFrame); - }; - /** - * Erases the render texture and fills the drawing area with a colour. - * @param clearColor - The color as rgba, default to use the renderer backgroundColor - * @param [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks - * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers. - */ - RenderTextureSystem.prototype.clear = function (clearColor, mask) { - if (this.current) { - clearColor = clearColor || this.current.baseTexture.clearColor; - } - else { - clearColor = clearColor || this.clearColor; - } - var destinationFrame = this.destinationFrame; - var baseFrame = this.current ? this.current.baseTexture : this.renderer.screen; - var clearMask = destinationFrame.width !== baseFrame.width || destinationFrame.height !== baseFrame.height; - if (clearMask) { - var _a = this.viewportFrame, x = _a.x, y = _a.y, width = _a.width, height = _a.height; - x = Math.round(x); - y = Math.round(y); - width = Math.round(width); - height = Math.round(height); - // TODO: ScissorSystem should cache whether the scissor test is enabled or not. - this.renderer.gl.enable(this.renderer.gl.SCISSOR_TEST); - this.renderer.gl.scissor(x, y, width, height); - } - this.renderer.framebuffer.clear(clearColor[0], clearColor[1], clearColor[2], clearColor[3], mask); - if (clearMask) { - // Restore the scissor box - this.renderer.scissor.pop(); - } - }; - RenderTextureSystem.prototype.resize = function () { - // resize the root only! - this.bind(null); - }; - /** Resets render-texture state. */ - RenderTextureSystem.prototype.reset = function () { - this.bind(null); - }; - RenderTextureSystem.prototype.destroy = function () { - this.renderer = null; - }; - return RenderTextureSystem; - }()); - - function uboUpdate(_ud, _uv, _renderer, _syncData, buffer) { - _renderer.buffer.update(buffer); - } - // cv = CachedValue - // v = value - // ud = uniformData - // uv = uniformValue - // l = location - var UBO_TO_SINGLE_SETTERS = { - float: "\n data[offset] = v;\n ", - vec2: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n ", - vec3: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n\n ", - vec4: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n data[offset+3] = v[3];\n ", - mat2: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n\n data[offset+4] = v[2];\n data[offset+5] = v[3];\n ", - mat3: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n\n data[offset + 4] = v[3];\n data[offset + 5] = v[4];\n data[offset + 6] = v[5];\n\n data[offset + 8] = v[6];\n data[offset + 9] = v[7];\n data[offset + 10] = v[8];\n ", - mat4: "\n for(var i = 0; i < 16; i++)\n {\n data[offset + i] = v[i];\n }\n " - }; - var GLSL_TO_STD40_SIZE = { - float: 4, - vec2: 8, - vec3: 12, - vec4: 16, - int: 4, - ivec2: 8, - ivec3: 12, - ivec4: 16, - uint: 4, - uvec2: 8, - uvec3: 12, - uvec4: 16, - bool: 4, - bvec2: 8, - bvec3: 12, - bvec4: 16, - mat2: 16 * 2, - mat3: 16 * 3, - mat4: 16 * 4, - }; - /** - * logic originally from here: https://github.com/sketchpunk/FunWithWebGL2/blob/master/lesson_022/Shaders.js - * rewrote it, but this was a great starting point to get a solid understanding of whats going on :) - * @ignore - * @param uniformData - */ - function createUBOElements(uniformData) { - var uboElements = uniformData.map(function (data) { - return ({ - data: data, - offset: 0, - dataLen: 0, - dirty: 0 - }); - }); - var size = 0; - var chunkSize = 0; - var offset = 0; - for (var i = 0; i < uboElements.length; i++) { - var uboElement = uboElements[i]; - size = GLSL_TO_STD40_SIZE[uboElement.data.type]; - if (uboElement.data.size > 1) { - size = Math.max(size, 16) * uboElement.data.size; - } - uboElement.dataLen = size; - // add some size offset.. - // must align to the nearest 16 bytes or internally nearest round size - if (chunkSize % size !== 0 && chunkSize < 16) { - // diff required to line up.. - var lineUpValue = (chunkSize % size) % 16; - chunkSize += lineUpValue; - offset += lineUpValue; - } - if ((chunkSize + size) > 16) { - offset = Math.ceil(offset / 16) * 16; - uboElement.offset = offset; - offset += size; - chunkSize = size; - } - else { - uboElement.offset = offset; - chunkSize += size; - offset += size; - } - } - offset = Math.ceil(offset / 16) * 16; - return { uboElements: uboElements, size: offset }; - } - function getUBOData(uniforms, uniformData) { - var usedUniformDatas = []; - // build.. - for (var i in uniforms) { - if (uniformData[i]) { - usedUniformDatas.push(uniformData[i]); - } - } - // sort them out by index! - usedUniformDatas.sort(function (a, b) { return a.index - b.index; }); - return usedUniformDatas; - } - function generateUniformBufferSync(group, uniformData) { - if (!group.autoManage) { - // if the group is nott automatically managed, we don't need to generate a special function for it... - return { size: 0, syncFunc: uboUpdate }; - } - var usedUniformDatas = getUBOData(group.uniforms, uniformData); - var _a = createUBOElements(usedUniformDatas), uboElements = _a.uboElements, size = _a.size; - var funcFragments = ["\n var v = null;\n var v2 = null;\n var cv = null;\n var t = 0;\n var gl = renderer.gl\n var index = 0;\n var data = buffer.data;\n "]; - for (var i = 0; i < uboElements.length; i++) { - var uboElement = uboElements[i]; - var uniform = group.uniforms[uboElement.data.name]; - var name = uboElement.data.name; - var parsed = false; - for (var j = 0; j < uniformParsers.length; j++) { - var uniformParser = uniformParsers[j]; - if (uniformParser.codeUbo && uniformParser.test(uboElement.data, uniform)) { - funcFragments.push("offset = " + uboElement.offset / 4 + ";", uniformParsers[j].codeUbo(uboElement.data.name, uniform)); - parsed = true; - break; - } - } - if (!parsed) { - if (uboElement.data.size > 1) { - var size_1 = mapSize(uboElement.data.type); - var rowSize = Math.max(GLSL_TO_STD40_SIZE[uboElement.data.type] / 16, 1); - var elementSize = size_1 / rowSize; - var remainder = (4 - (elementSize % 4)) % 4; - funcFragments.push("\n cv = ud." + name + ".value;\n v = uv." + name + ";\n offset = " + uboElement.offset / 4 + ";\n\n t = 0;\n\n for(var i=0; i < " + uboElement.data.size * rowSize + "; i++)\n {\n for(var j = 0; j < " + elementSize + "; j++)\n {\n data[offset++] = v[t++];\n }\n offset += " + remainder + ";\n }\n\n "); - } - else { - var template = UBO_TO_SINGLE_SETTERS[uboElement.data.type]; - funcFragments.push("\n cv = ud." + name + ".value;\n v = uv." + name + ";\n offset = " + uboElement.offset / 4 + ";\n " + template + ";\n "); - } - } - } - funcFragments.push("\n renderer.buffer.update(buffer);\n "); - return { - size: size, - // eslint-disable-next-line no-new-func - syncFunc: new Function('ud', 'uv', 'renderer', 'syncData', 'buffer', funcFragments.join('\n')) - }; - } - /** - * Helper class to create a WebGL Program - * @memberof PIXI - */ - var GLProgram = /** @class */ (function () { - /** - * Makes a new Pixi program. - * @param program - webgl program - * @param uniformData - uniforms - */ - function GLProgram(program, uniformData) { - this.program = program; - this.uniformData = uniformData; - this.uniformGroups = {}; - this.uniformDirtyGroups = {}; - this.uniformBufferBindings = {}; - } - /** Destroys this program. */ - GLProgram.prototype.destroy = function () { - this.uniformData = null; - this.uniformGroups = null; - this.uniformDirtyGroups = null; - this.uniformBufferBindings = null; - this.program = null; - }; - return GLProgram; - }()); - - /** - * returns the attribute data from the program - * @private - * @param {WebGLProgram} [program] - the WebGL program - * @param {WebGLRenderingContext} [gl] - the WebGL context - * @returns {object} the attribute data for this program - */ - function getAttributeData(program, gl) { - var attributes = {}; - var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES); - for (var i = 0; i < totalAttributes; i++) { - var attribData = gl.getActiveAttrib(program, i); - if (attribData.name.indexOf('gl_') === 0) { - continue; - } - var type = mapType(gl, attribData.type); - var data = { - type: type, - name: attribData.name, - size: mapSize(type), - location: gl.getAttribLocation(program, attribData.name), - }; - attributes[attribData.name] = data; - } - return attributes; - } - - /** - * returns the uniform data from the program - * @private - * @param program - the webgl program - * @param gl - the WebGL context - * @returns {object} the uniform data for this program - */ - function getUniformData(program, gl) { - var uniforms = {}; - var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); - for (var i = 0; i < totalUniforms; i++) { - var uniformData = gl.getActiveUniform(program, i); - var name = uniformData.name.replace(/\[.*?\]$/, ''); - var isArray = !!(uniformData.name.match(/\[.*?\]$/)); - var type = mapType(gl, uniformData.type); - uniforms[name] = { - name: name, - index: i, - type: type, - size: uniformData.size, - isArray: isArray, - value: defaultValue(type, uniformData.size), - }; - } - return uniforms; - } - - /** - * generates a WebGL Program object from a high level Pixi Program. - * @param gl - a rendering context on which to generate the program - * @param program - the high level Pixi Program. - */ - function generateProgram(gl, program) { - var glVertShader = compileShader(gl, gl.VERTEX_SHADER, program.vertexSrc); - var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, program.fragmentSrc); - var webGLProgram = gl.createProgram(); - gl.attachShader(webGLProgram, glVertShader); - gl.attachShader(webGLProgram, glFragShader); - gl.linkProgram(webGLProgram); - if (!gl.getProgramParameter(webGLProgram, gl.LINK_STATUS)) { - logProgramError(gl, webGLProgram, glVertShader, glFragShader); - } - program.attributeData = getAttributeData(webGLProgram, gl); - program.uniformData = getUniformData(webGLProgram, gl); - // GLSL 1.00: bind attributes sorted by name in ascending order - // GLSL 3.00: don't change the attribute locations that where chosen by the compiler - // or assigned by the layout specifier in the shader source code - if (!(/^[ \t]*#[ \t]*version[ \t]+300[ \t]+es[ \t]*$/m).test(program.vertexSrc)) { - var keys = Object.keys(program.attributeData); - keys.sort(function (a, b) { return (a > b) ? 1 : -1; }); // eslint-disable-line no-confusing-arrow - for (var i = 0; i < keys.length; i++) { - program.attributeData[keys[i]].location = i; - gl.bindAttribLocation(webGLProgram, i, keys[i]); - } - gl.linkProgram(webGLProgram); - } - gl.deleteShader(glVertShader); - gl.deleteShader(glFragShader); - var uniformData = {}; - for (var i in program.uniformData) { - var data = program.uniformData[i]; - uniformData[i] = { - location: gl.getUniformLocation(webGLProgram, i), - value: defaultValue(data.type, data.size), - }; - } - var glProgram = new GLProgram(webGLProgram, uniformData); - return glProgram; - } - - var UID = 0; - // default sync data so we don't create a new one each time! - var defaultSyncData = { textureCount: 0, uboCount: 0 }; - /** - * System plugin to the renderer to manage shaders. - * @memberof PIXI - */ - var ShaderSystem = /** @class */ (function () { - /** @param renderer - The renderer this System works for. */ - function ShaderSystem(renderer) { - this.destroyed = false; - this.renderer = renderer; - // Validation check that this environment support `new Function` - this.systemCheck(); - this.gl = null; - this.shader = null; - this.program = null; - this.cache = {}; - this._uboCache = {}; - this.id = UID++; - } - /** - * Overrideable function by `@pixi/unsafe-eval` to silence - * throwing an error if platform doesn't support unsafe-evals. - * @private - */ - ShaderSystem.prototype.systemCheck = function () { - if (!unsafeEvalSupported()) { - throw new Error('Current environment does not allow unsafe-eval, ' - + 'please use @pixi/unsafe-eval module to enable support.'); - } - }; - ShaderSystem.prototype.contextChange = function (gl) { - this.gl = gl; - this.reset(); - }; - /** - * Changes the current shader to the one given in parameter. - * @param shader - the new shader - * @param dontSync - false if the shader should automatically sync its uniforms. - * @returns the glProgram that belongs to the shader. - */ - ShaderSystem.prototype.bind = function (shader, dontSync) { - shader.uniforms.globals = this.renderer.globalUniforms; - var program = shader.program; - var glProgram = program.glPrograms[this.renderer.CONTEXT_UID] || this.generateProgram(shader); - this.shader = shader; - // TODO - some current Pixi plugins bypass this.. so it not safe to use yet.. - if (this.program !== program) { - this.program = program; - this.gl.useProgram(glProgram.program); - } - if (!dontSync) { - defaultSyncData.textureCount = 0; - defaultSyncData.uboCount = 0; - this.syncUniformGroup(shader.uniformGroup, defaultSyncData); - } - return glProgram; - }; - /** - * Uploads the uniforms values to the currently bound shader. - * @param uniforms - the uniforms values that be applied to the current shader - */ - ShaderSystem.prototype.setUniforms = function (uniforms) { - var shader = this.shader.program; - var glProgram = shader.glPrograms[this.renderer.CONTEXT_UID]; - shader.syncUniforms(glProgram.uniformData, uniforms, this.renderer); - }; - /* eslint-disable @typescript-eslint/explicit-module-boundary-types */ - /** - * Syncs uniforms on the group - * @param group - the uniform group to sync - * @param syncData - this is data that is passed to the sync function and any nested sync functions - */ - ShaderSystem.prototype.syncUniformGroup = function (group, syncData) { - var glProgram = this.getGlProgram(); - if (!group.static || group.dirtyId !== glProgram.uniformDirtyGroups[group.id]) { - glProgram.uniformDirtyGroups[group.id] = group.dirtyId; - this.syncUniforms(group, glProgram, syncData); - } - }; - /** - * Overrideable by the @pixi/unsafe-eval package to use static syncUniforms instead. - * @param group - * @param glProgram - * @param syncData - */ - ShaderSystem.prototype.syncUniforms = function (group, glProgram, syncData) { - var syncFunc = group.syncUniforms[this.shader.program.id] || this.createSyncGroups(group); - syncFunc(glProgram.uniformData, group.uniforms, this.renderer, syncData); - }; - ShaderSystem.prototype.createSyncGroups = function (group) { - var id = this.getSignature(group, this.shader.program.uniformData, 'u'); - if (!this.cache[id]) { - this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData); - } - group.syncUniforms[this.shader.program.id] = this.cache[id]; - return group.syncUniforms[this.shader.program.id]; - }; - /** - * Syncs uniform buffers - * @param group - the uniform buffer group to sync - * @param name - the name of the uniform buffer - */ - ShaderSystem.prototype.syncUniformBufferGroup = function (group, name) { - var glProgram = this.getGlProgram(); - if (!group.static || group.dirtyId !== 0 || !glProgram.uniformGroups[group.id]) { - group.dirtyId = 0; - var syncFunc = glProgram.uniformGroups[group.id] - || this.createSyncBufferGroup(group, glProgram, name); - // TODO wrap update in a cache?? - group.buffer.update(); - syncFunc(glProgram.uniformData, group.uniforms, this.renderer, defaultSyncData, group.buffer); - } - this.renderer.buffer.bindBufferBase(group.buffer, glProgram.uniformBufferBindings[name]); - }; - /** - * Will create a function that uploads a uniform buffer using the STD140 standard. - * The upload function will then be cached for future calls - * If a group is manually managed, then a simple upload function is generated - * @param group - the uniform buffer group to sync - * @param glProgram - the gl program to attach the uniform bindings to - * @param name - the name of the uniform buffer (must exist on the shader) - */ - ShaderSystem.prototype.createSyncBufferGroup = function (group, glProgram, name) { - var gl = this.renderer.gl; - this.renderer.buffer.bind(group.buffer); - // bind them... - var uniformBlockIndex = this.gl.getUniformBlockIndex(glProgram.program, name); - glProgram.uniformBufferBindings[name] = this.shader.uniformBindCount; - gl.uniformBlockBinding(glProgram.program, uniformBlockIndex, this.shader.uniformBindCount); - this.shader.uniformBindCount++; - var id = this.getSignature(group, this.shader.program.uniformData, 'ubo'); - var uboData = this._uboCache[id]; - if (!uboData) { - uboData = this._uboCache[id] = generateUniformBufferSync(group, this.shader.program.uniformData); - } - if (group.autoManage) { - var data = new Float32Array(uboData.size / 4); - group.buffer.update(data); - } - glProgram.uniformGroups[group.id] = uboData.syncFunc; - return glProgram.uniformGroups[group.id]; - }; - /** - * Takes a uniform group and data and generates a unique signature for them. - * @param group - The uniform group to get signature of - * @param group.uniforms - * @param uniformData - Uniform information generated by the shader - * @param preFix - * @returns Unique signature of the uniform group - */ - ShaderSystem.prototype.getSignature = function (group, uniformData, preFix) { - var uniforms = group.uniforms; - var strings = [preFix + "-"]; - for (var i in uniforms) { - strings.push(i); - if (uniformData[i]) { - strings.push(uniformData[i].type); - } - } - return strings.join('-'); - }; - /** - * Returns the underlying GLShade rof the currently bound shader. - * - * This can be handy for when you to have a little more control over the setting of your uniforms. - * @returns The glProgram for the currently bound Shader for this context - */ - ShaderSystem.prototype.getGlProgram = function () { - if (this.shader) { - return this.shader.program.glPrograms[this.renderer.CONTEXT_UID]; - } - return null; - }; - /** - * Generates a glProgram version of the Shader provided. - * @param shader - The shader that the glProgram will be based on. - * @returns A shiny new glProgram! - */ - ShaderSystem.prototype.generateProgram = function (shader) { - var gl = this.gl; - var program = shader.program; - var glProgram = generateProgram(gl, program); - program.glPrograms[this.renderer.CONTEXT_UID] = glProgram; - return glProgram; - }; - /** Resets ShaderSystem state, does not affect WebGL state. */ - ShaderSystem.prototype.reset = function () { - this.program = null; - this.shader = null; - }; - /** Destroys this System and removes all its textures. */ - ShaderSystem.prototype.destroy = function () { - this.renderer = null; - // TODO implement destroy method for ShaderSystem - this.destroyed = true; - }; - return ShaderSystem; - }()); - - /** - * Maps gl blend combinations to WebGL. - * @memberof PIXI - * @function mapWebGLBlendModesToPixi - * @private - * @param {WebGLRenderingContext} gl - The rendering context. - * @param {number[][]} [array=[]] - The array to output into. - * @returns {number[][]} Mapped modes. - */ - function mapWebGLBlendModesToPixi(gl, array) { - if (array === void 0) { array = []; } - // TODO - premultiply alpha would be different. - // add a boolean for that! - array[BLEND_MODES$8.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.ADD] = [gl.ONE, gl.ONE]; - array[BLEND_MODES$8.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.NONE] = [0, 0]; - // not-premultiplied blend modes - array[BLEND_MODES$8.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE]; - array[BLEND_MODES$8.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - // composite operations - array[BLEND_MODES$8.SRC_IN] = [gl.DST_ALPHA, gl.ZERO]; - array[BLEND_MODES$8.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO]; - array[BLEND_MODES$8.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE]; - array[BLEND_MODES$8.DST_IN] = [gl.ZERO, gl.SRC_ALPHA]; - array[BLEND_MODES$8.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA]; - array[BLEND_MODES$8.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA]; - // SUBTRACT from flash - array[BLEND_MODES$8.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD]; - return array; - } - - var BLEND = 0; - var OFFSET = 1; - var CULLING = 2; - var DEPTH_TEST = 3; - var WINDING = 4; - var DEPTH_MASK = 5; - /** - * System plugin to the renderer to manage WebGL state machines. - * @memberof PIXI - */ - var StateSystem = /** @class */ (function () { - function StateSystem() { - this.gl = null; - this.stateId = 0; - this.polygonOffset = 0; - this.blendMode = BLEND_MODES$8.NONE; - this._blendEq = false; - // map functions for when we set state.. - this.map = []; - this.map[BLEND] = this.setBlend; - this.map[OFFSET] = this.setOffset; - this.map[CULLING] = this.setCullFace; - this.map[DEPTH_TEST] = this.setDepthTest; - this.map[WINDING] = this.setFrontFace; - this.map[DEPTH_MASK] = this.setDepthMask; - this.checks = []; - this.defaultState = new State(); - this.defaultState.blend = true; - } - StateSystem.prototype.contextChange = function (gl) { - this.gl = gl; - this.blendModes = mapWebGLBlendModesToPixi(gl); - this.set(this.defaultState); - this.reset(); - }; - /** - * Sets the current state - * @param {*} state - The state to set. - */ - StateSystem.prototype.set = function (state) { - state = state || this.defaultState; - // TODO maybe to an object check? ( this.state === state )? - if (this.stateId !== state.data) { - var diff = this.stateId ^ state.data; - var i = 0; - // order from least to most common - while (diff) { - if (diff & 1) { - // state change! - this.map[i].call(this, !!(state.data & (1 << i))); - } - diff = diff >> 1; - i++; - } - this.stateId = state.data; - } - // based on the above settings we check for specific modes.. - // for example if blend is active we check and set the blend modes - // or of polygon offset is active we check the poly depth. - for (var i = 0; i < this.checks.length; i++) { - this.checks[i](this, state); - } - }; - /** - * Sets the state, when previous state is unknown. - * @param {*} state - The state to set - */ - StateSystem.prototype.forceState = function (state) { - state = state || this.defaultState; - for (var i = 0; i < this.map.length; i++) { - this.map[i].call(this, !!(state.data & (1 << i))); - } - for (var i = 0; i < this.checks.length; i++) { - this.checks[i](this, state); - } - this.stateId = state.data; - }; - /** - * Sets whether to enable or disable blending. - * @param value - Turn on or off WebGl blending. - */ - StateSystem.prototype.setBlend = function (value) { - this.updateCheck(StateSystem.checkBlendMode, value); - this.gl[value ? 'enable' : 'disable'](this.gl.BLEND); - }; - /** - * Sets whether to enable or disable polygon offset fill. - * @param value - Turn on or off webgl polygon offset testing. - */ - StateSystem.prototype.setOffset = function (value) { - this.updateCheck(StateSystem.checkPolygonOffset, value); - this.gl[value ? 'enable' : 'disable'](this.gl.POLYGON_OFFSET_FILL); - }; - /** - * Sets whether to enable or disable depth test. - * @param value - Turn on or off webgl depth testing. - */ - StateSystem.prototype.setDepthTest = function (value) { - this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST); - }; - /** - * Sets whether to enable or disable depth mask. - * @param value - Turn on or off webgl depth mask. - */ - StateSystem.prototype.setDepthMask = function (value) { - this.gl.depthMask(value); - }; - /** - * Sets whether to enable or disable cull face. - * @param {boolean} value - Turn on or off webgl cull face. - */ - StateSystem.prototype.setCullFace = function (value) { - this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE); - }; - /** - * Sets the gl front face. - * @param {boolean} value - true is clockwise and false is counter-clockwise - */ - StateSystem.prototype.setFrontFace = function (value) { - this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']); - }; - /** - * Sets the blend mode. - * @param {number} value - The blend mode to set to. - */ - StateSystem.prototype.setBlendMode = function (value) { - if (value === this.blendMode) { - return; - } - this.blendMode = value; - var mode = this.blendModes[value]; - var gl = this.gl; - if (mode.length === 2) { - gl.blendFunc(mode[0], mode[1]); - } - else { - gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]); - } - if (mode.length === 6) { - this._blendEq = true; - gl.blendEquationSeparate(mode[4], mode[5]); - } - else if (this._blendEq) { - this._blendEq = false; - gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD); - } - }; - /** - * Sets the polygon offset. - * @param {number} value - the polygon offset - * @param {number} scale - the polygon offset scale - */ - StateSystem.prototype.setPolygonOffset = function (value, scale) { - this.gl.polygonOffset(value, scale); - }; - // used - /** Resets all the logic and disables the VAOs. */ - StateSystem.prototype.reset = function () { - this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false); - this.forceState(this.defaultState); - this._blendEq = true; - this.blendMode = -1; - this.setBlendMode(0); - }; - /** - * Checks to see which updates should be checked based on which settings have been activated. - * - * For example, if blend is enabled then we should check the blend modes each time the state is changed - * or if polygon fill is activated then we need to check if the polygon offset changes. - * The idea is that we only check what we have too. - * @param func - the checking function to add or remove - * @param value - should the check function be added or removed. - */ - StateSystem.prototype.updateCheck = function (func, value) { - var index = this.checks.indexOf(func); - if (value && index === -1) { - this.checks.push(func); - } - else if (!value && index !== -1) { - this.checks.splice(index, 1); - } - }; - /** - * A private little wrapper function that we call to check the blend mode. - * @param system - the System to perform the state check on - * @param state - the state that the blendMode will pulled from - */ - StateSystem.checkBlendMode = function (system, state) { - system.setBlendMode(state.blendMode); - }; - /** - * A private little wrapper function that we call to check the polygon offset. - * @param system - the System to perform the state check on - * @param state - the state that the blendMode will pulled from - */ - StateSystem.checkPolygonOffset = function (system, state) { - system.setPolygonOffset(1, state.polygonOffset); - }; - /** - * @ignore - */ - StateSystem.prototype.destroy = function () { - this.gl = null; - }; - return StateSystem; - }()); - - /** - * System plugin to the renderer to manage texture garbage collection on the GPU, - * ensuring that it does not get clogged up with textures that are no longer being used. - * @memberof PIXI - */ - var TextureGCSystem = /** @class */ (function () { - /** @param renderer - The renderer this System works for. */ - function TextureGCSystem(renderer) { - this.renderer = renderer; - this.count = 0; - this.checkCount = 0; - this.maxIdle = settings$1.GC_MAX_IDLE; - this.checkCountMax = settings$1.GC_MAX_CHECK_COUNT; - this.mode = settings$1.GC_MODE; - } - /** - * Checks to see when the last time a texture was used - * if the texture has not been used for a specified amount of time it will be removed from the GPU - */ - TextureGCSystem.prototype.postrender = function () { - if (!this.renderer.renderingToScreen) { - return; - } - this.count++; - if (this.mode === GC_MODES$8.MANUAL) { - return; - } - this.checkCount++; - if (this.checkCount > this.checkCountMax) { - this.checkCount = 0; - this.run(); - } - }; - /** - * Checks to see when the last time a texture was used - * if the texture has not been used for a specified amount of time it will be removed from the GPU - */ - TextureGCSystem.prototype.run = function () { - var tm = this.renderer.texture; - var managedTextures = tm.managedTextures; - var wasRemoved = false; - for (var i = 0; i < managedTextures.length; i++) { - var texture = managedTextures[i]; - // only supports non generated textures at the moment! - if (!texture.framebuffer && this.count - texture.touched > this.maxIdle) { - tm.destroyTexture(texture, true); - managedTextures[i] = null; - wasRemoved = true; - } - } - if (wasRemoved) { - var j = 0; - for (var i = 0; i < managedTextures.length; i++) { - if (managedTextures[i] !== null) { - managedTextures[j++] = managedTextures[i]; - } - } - managedTextures.length = j; - } - }; - /** - * Removes all the textures within the specified displayObject and its children from the GPU - * @param {PIXI.DisplayObject} displayObject - the displayObject to remove the textures from. - */ - TextureGCSystem.prototype.unload = function (displayObject) { - var tm = this.renderer.texture; - var texture = displayObject._texture; - // only destroy non generated textures - if (texture && !texture.framebuffer) { - tm.destroyTexture(texture); - } - for (var i = displayObject.children.length - 1; i >= 0; i--) { - this.unload(displayObject.children[i]); - } - }; - TextureGCSystem.prototype.destroy = function () { - this.renderer = null; - }; - return TextureGCSystem; - }()); - - /** - * Returns a lookup table that maps each type-format pair to a compatible internal format. - * @memberof PIXI - * @function mapTypeAndFormatToInternalFormat - * @private - * @param {WebGLRenderingContext} gl - The rendering context. - * @returns Lookup table. - */ - function mapTypeAndFormatToInternalFormat(gl) { - var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s, _t, _u, _v, _w, _x; - var table; - if ('WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext) { - table = (_a = {}, - _a[TYPES$8.UNSIGNED_BYTE] = (_b = {}, - _b[FORMATS$8.RGBA] = gl.RGBA8, - _b[FORMATS$8.RGB] = gl.RGB8, - _b[FORMATS$8.RG] = gl.RG8, - _b[FORMATS$8.RED] = gl.R8, - _b[FORMATS$8.RGBA_INTEGER] = gl.RGBA8UI, - _b[FORMATS$8.RGB_INTEGER] = gl.RGB8UI, - _b[FORMATS$8.RG_INTEGER] = gl.RG8UI, - _b[FORMATS$8.RED_INTEGER] = gl.R8UI, - _b[FORMATS$8.ALPHA] = gl.ALPHA, - _b[FORMATS$8.LUMINANCE] = gl.LUMINANCE, - _b[FORMATS$8.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA, - _b), - _a[TYPES$8.BYTE] = (_c = {}, - _c[FORMATS$8.RGBA] = gl.RGBA8_SNORM, - _c[FORMATS$8.RGB] = gl.RGB8_SNORM, - _c[FORMATS$8.RG] = gl.RG8_SNORM, - _c[FORMATS$8.RED] = gl.R8_SNORM, - _c[FORMATS$8.RGBA_INTEGER] = gl.RGBA8I, - _c[FORMATS$8.RGB_INTEGER] = gl.RGB8I, - _c[FORMATS$8.RG_INTEGER] = gl.RG8I, - _c[FORMATS$8.RED_INTEGER] = gl.R8I, - _c), - _a[TYPES$8.UNSIGNED_SHORT] = (_d = {}, - _d[FORMATS$8.RGBA_INTEGER] = gl.RGBA16UI, - _d[FORMATS$8.RGB_INTEGER] = gl.RGB16UI, - _d[FORMATS$8.RG_INTEGER] = gl.RG16UI, - _d[FORMATS$8.RED_INTEGER] = gl.R16UI, - _d[FORMATS$8.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT16, - _d), - _a[TYPES$8.SHORT] = (_e = {}, - _e[FORMATS$8.RGBA_INTEGER] = gl.RGBA16I, - _e[FORMATS$8.RGB_INTEGER] = gl.RGB16I, - _e[FORMATS$8.RG_INTEGER] = gl.RG16I, - _e[FORMATS$8.RED_INTEGER] = gl.R16I, - _e), - _a[TYPES$8.UNSIGNED_INT] = (_f = {}, - _f[FORMATS$8.RGBA_INTEGER] = gl.RGBA32UI, - _f[FORMATS$8.RGB_INTEGER] = gl.RGB32UI, - _f[FORMATS$8.RG_INTEGER] = gl.RG32UI, - _f[FORMATS$8.RED_INTEGER] = gl.R32UI, - _f[FORMATS$8.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT24, - _f), - _a[TYPES$8.INT] = (_g = {}, - _g[FORMATS$8.RGBA_INTEGER] = gl.RGBA32I, - _g[FORMATS$8.RGB_INTEGER] = gl.RGB32I, - _g[FORMATS$8.RG_INTEGER] = gl.RG32I, - _g[FORMATS$8.RED_INTEGER] = gl.R32I, - _g), - _a[TYPES$8.FLOAT] = (_h = {}, - _h[FORMATS$8.RGBA] = gl.RGBA32F, - _h[FORMATS$8.RGB] = gl.RGB32F, - _h[FORMATS$8.RG] = gl.RG32F, - _h[FORMATS$8.RED] = gl.R32F, - _h[FORMATS$8.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT32F, - _h), - _a[TYPES$8.HALF_FLOAT] = (_j = {}, - _j[FORMATS$8.RGBA] = gl.RGBA16F, - _j[FORMATS$8.RGB] = gl.RGB16F, - _j[FORMATS$8.RG] = gl.RG16F, - _j[FORMATS$8.RED] = gl.R16F, - _j), - _a[TYPES$8.UNSIGNED_SHORT_5_6_5] = (_k = {}, - _k[FORMATS$8.RGB] = gl.RGB565, - _k), - _a[TYPES$8.UNSIGNED_SHORT_4_4_4_4] = (_l = {}, - _l[FORMATS$8.RGBA] = gl.RGBA4, - _l), - _a[TYPES$8.UNSIGNED_SHORT_5_5_5_1] = (_m = {}, - _m[FORMATS$8.RGBA] = gl.RGB5_A1, - _m), - _a[TYPES$8.UNSIGNED_INT_2_10_10_10_REV] = (_o = {}, - _o[FORMATS$8.RGBA] = gl.RGB10_A2, - _o[FORMATS$8.RGBA_INTEGER] = gl.RGB10_A2UI, - _o), - _a[TYPES$8.UNSIGNED_INT_10F_11F_11F_REV] = (_p = {}, - _p[FORMATS$8.RGB] = gl.R11F_G11F_B10F, - _p), - _a[TYPES$8.UNSIGNED_INT_5_9_9_9_REV] = (_q = {}, - _q[FORMATS$8.RGB] = gl.RGB9_E5, - _q), - _a[TYPES$8.UNSIGNED_INT_24_8] = (_r = {}, - _r[FORMATS$8.DEPTH_STENCIL] = gl.DEPTH24_STENCIL8, - _r), - _a[TYPES$8.FLOAT_32_UNSIGNED_INT_24_8_REV] = (_s = {}, - _s[FORMATS$8.DEPTH_STENCIL] = gl.DEPTH32F_STENCIL8, - _s), - _a); - } - else { - table = (_t = {}, - _t[TYPES$8.UNSIGNED_BYTE] = (_u = {}, - _u[FORMATS$8.RGBA] = gl.RGBA, - _u[FORMATS$8.RGB] = gl.RGB, - _u[FORMATS$8.ALPHA] = gl.ALPHA, - _u[FORMATS$8.LUMINANCE] = gl.LUMINANCE, - _u[FORMATS$8.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA, - _u), - _t[TYPES$8.UNSIGNED_SHORT_5_6_5] = (_v = {}, - _v[FORMATS$8.RGB] = gl.RGB, - _v), - _t[TYPES$8.UNSIGNED_SHORT_4_4_4_4] = (_w = {}, - _w[FORMATS$8.RGBA] = gl.RGBA, - _w), - _t[TYPES$8.UNSIGNED_SHORT_5_5_5_1] = (_x = {}, - _x[FORMATS$8.RGBA] = gl.RGBA, - _x), - _t); - } - return table; - } - - /** - * Internal texture for WebGL context. - * @memberof PIXI - */ - var GLTexture = /** @class */ (function () { - function GLTexture(texture) { - this.texture = texture; - this.width = -1; - this.height = -1; - this.dirtyId = -1; - this.dirtyStyleId = -1; - this.mipmap = false; - this.wrapMode = 33071; - this.type = TYPES$8.UNSIGNED_BYTE; - this.internalFormat = FORMATS$8.RGBA; - this.samplerType = 0; - } - return GLTexture; - }()); - - /** - * System plugin to the renderer to manage textures. - * @memberof PIXI - */ - var TextureSystem = /** @class */ (function () { - /** - * @param renderer - The renderer this system works for. - */ - function TextureSystem(renderer) { - this.renderer = renderer; - // TODO set to max textures... - this.boundTextures = []; - this.currentLocation = -1; - this.managedTextures = []; - this._unknownBoundTextures = false; - this.unknownTexture = new BaseTexture(); - this.hasIntegerTextures = false; - } - /** Sets up the renderer context and necessary buffers. */ - TextureSystem.prototype.contextChange = function () { - var gl = this.gl = this.renderer.gl; - this.CONTEXT_UID = this.renderer.CONTEXT_UID; - this.webGLVersion = this.renderer.context.webGLVersion; - this.internalFormats = mapTypeAndFormatToInternalFormat(gl); - var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); - this.boundTextures.length = maxTextures; - for (var i = 0; i < maxTextures; i++) { - this.boundTextures[i] = null; - } - // TODO move this.. to a nice make empty textures class.. - this.emptyTextures = {}; - var emptyTexture2D = new GLTexture(gl.createTexture()); - gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture); - gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4)); - this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D; - this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(gl.createTexture()); - gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture); - for (var i = 0; i < 6; i++) { - gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); - } - gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); - gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR); - for (var i = 0; i < this.boundTextures.length; i++) { - this.bind(null, i); - } - }; - /** - * Bind a texture to a specific location - * - * If you want to unbind something, please use `unbind(texture)` instead of `bind(null, textureLocation)` - * @param texture - Texture to bind - * @param [location=0] - Location to bind at - */ - TextureSystem.prototype.bind = function (texture, location) { - if (location === void 0) { location = 0; } - var gl = this.gl; - texture = texture === null || texture === void 0 ? void 0 : texture.castToBaseTexture(); - // cannot bind partial texture - // TODO: report a warning - if (texture && texture.valid && !texture.parentTextureArray) { - texture.touched = this.renderer.textureGC.count; - var glTexture = texture._glTextures[this.CONTEXT_UID] || this.initTexture(texture); - if (this.boundTextures[location] !== texture) { - if (this.currentLocation !== location) { - this.currentLocation = location; - gl.activeTexture(gl.TEXTURE0 + location); - } - gl.bindTexture(texture.target, glTexture.texture); - } - if (glTexture.dirtyId !== texture.dirtyId) { - if (this.currentLocation !== location) { - this.currentLocation = location; - gl.activeTexture(gl.TEXTURE0 + location); - } - this.updateTexture(texture); - } - this.boundTextures[location] = texture; - } - else { - if (this.currentLocation !== location) { - this.currentLocation = location; - gl.activeTexture(gl.TEXTURE0 + location); - } - gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[gl.TEXTURE_2D].texture); - this.boundTextures[location] = null; - } - }; - /** Resets texture location and bound textures Actual `bind(null, i)` calls will be performed at next `unbind()` call */ - TextureSystem.prototype.reset = function () { - this._unknownBoundTextures = true; - this.hasIntegerTextures = false; - this.currentLocation = -1; - for (var i = 0; i < this.boundTextures.length; i++) { - this.boundTextures[i] = this.unknownTexture; - } - }; - /** - * Unbind a texture. - * @param texture - Texture to bind - */ - TextureSystem.prototype.unbind = function (texture) { - var _a = this, gl = _a.gl, boundTextures = _a.boundTextures; - if (this._unknownBoundTextures) { - this._unknownBoundTextures = false; - // someone changed webGL state, - // we have to be sure that our texture does not appear in multi-texture renderer samplers - for (var i = 0; i < boundTextures.length; i++) { - if (boundTextures[i] === this.unknownTexture) { - this.bind(null, i); - } - } - } - for (var i = 0; i < boundTextures.length; i++) { - if (boundTextures[i] === texture) { - if (this.currentLocation !== i) { - gl.activeTexture(gl.TEXTURE0 + i); - this.currentLocation = i; - } - gl.bindTexture(texture.target, this.emptyTextures[texture.target].texture); - boundTextures[i] = null; - } - } - }; - /** - * Ensures that current boundTextures all have FLOAT sampler type, - * see {@link PIXI.SAMPLER_TYPES} for explanation. - * @param maxTextures - number of locations to check - */ - TextureSystem.prototype.ensureSamplerType = function (maxTextures) { - var _a = this, boundTextures = _a.boundTextures, hasIntegerTextures = _a.hasIntegerTextures, CONTEXT_UID = _a.CONTEXT_UID; - if (!hasIntegerTextures) { - return; - } - for (var i = maxTextures - 1; i >= 0; --i) { - var tex = boundTextures[i]; - if (tex) { - var glTexture = tex._glTextures[CONTEXT_UID]; - if (glTexture.samplerType !== SAMPLER_TYPES$8.FLOAT) { - this.renderer.texture.unbind(tex); - } - } - } - }; - /** - * Initialize a texture - * @private - * @param texture - Texture to initialize - */ - TextureSystem.prototype.initTexture = function (texture) { - var glTexture = new GLTexture(this.gl.createTexture()); - // guarantee an update.. - glTexture.dirtyId = -1; - texture._glTextures[this.CONTEXT_UID] = glTexture; - this.managedTextures.push(texture); - texture.on('dispose', this.destroyTexture, this); - return glTexture; - }; - TextureSystem.prototype.initTextureType = function (texture, glTexture) { - var _a, _b; - glTexture.internalFormat = (_b = (_a = this.internalFormats[texture.type]) === null || _a === void 0 ? void 0 : _a[texture.format]) !== null && _b !== void 0 ? _b : texture.format; - if (this.webGLVersion === 2 && texture.type === TYPES$8.HALF_FLOAT) { - // TYPES.HALF_FLOAT is WebGL1 HALF_FLOAT_OES - // we have to convert it to WebGL HALF_FLOAT - glTexture.type = this.gl.HALF_FLOAT; - } - else { - glTexture.type = texture.type; - } - }; - /** - * Update a texture - * @private - * @param {PIXI.BaseTexture} texture - Texture to initialize - */ - TextureSystem.prototype.updateTexture = function (texture) { - var glTexture = texture._glTextures[this.CONTEXT_UID]; - if (!glTexture) { - return; - } - var renderer = this.renderer; - this.initTextureType(texture, glTexture); - if (texture.resource && texture.resource.upload(renderer, texture, glTexture)) { - // texture is uploaded, dont do anything! - if (glTexture.samplerType !== SAMPLER_TYPES$8.FLOAT) { - this.hasIntegerTextures = true; - } - } - else { - // default, renderTexture-like logic - var width = texture.realWidth; - var height = texture.realHeight; - var gl = renderer.gl; - if (glTexture.width !== width - || glTexture.height !== height - || glTexture.dirtyId < 0) { - glTexture.width = width; - glTexture.height = height; - gl.texImage2D(texture.target, 0, glTexture.internalFormat, width, height, 0, texture.format, glTexture.type, null); - } - } - // lets only update what changes.. - if (texture.dirtyStyleId !== glTexture.dirtyStyleId) { - this.updateTextureStyle(texture); - } - glTexture.dirtyId = texture.dirtyId; - }; - /** - * Deletes the texture from WebGL - * @private - * @param texture - the texture to destroy - * @param [skipRemove=false] - Whether to skip removing the texture from the TextureManager. - */ - TextureSystem.prototype.destroyTexture = function (texture, skipRemove) { - var gl = this.gl; - texture = texture.castToBaseTexture(); - if (texture._glTextures[this.CONTEXT_UID]) { - this.unbind(texture); - gl.deleteTexture(texture._glTextures[this.CONTEXT_UID].texture); - texture.off('dispose', this.destroyTexture, this); - delete texture._glTextures[this.CONTEXT_UID]; - if (!skipRemove) { - var i = this.managedTextures.indexOf(texture); - if (i !== -1) { - removeItems(this.managedTextures, i, 1); - } - } - } - }; - /** - * Update texture style such as mipmap flag - * @private - * @param {PIXI.BaseTexture} texture - Texture to update - */ - TextureSystem.prototype.updateTextureStyle = function (texture) { - var glTexture = texture._glTextures[this.CONTEXT_UID]; - if (!glTexture) { - return; - } - if ((texture.mipmap === MIPMAP_MODES$8.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo) { - glTexture.mipmap = false; - } - else { - glTexture.mipmap = texture.mipmap >= 1; - } - if (this.webGLVersion !== 2 && !texture.isPowerOfTwo) { - glTexture.wrapMode = WRAP_MODES$8.CLAMP; - } - else { - glTexture.wrapMode = texture.wrapMode; - } - if (texture.resource && texture.resource.style(this.renderer, texture, glTexture)) ; - else { - this.setStyle(texture, glTexture); - } - glTexture.dirtyStyleId = texture.dirtyStyleId; - }; - /** - * Set style for texture - * @private - * @param texture - Texture to update - * @param glTexture - */ - TextureSystem.prototype.setStyle = function (texture, glTexture) { - var gl = this.gl; - if (glTexture.mipmap && texture.mipmap !== MIPMAP_MODES$8.ON_MANUAL) { - gl.generateMipmap(texture.target); - } - gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode); - gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode); - if (glTexture.mipmap) { - /* eslint-disable max-len */ - gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES$8.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST); - /* eslint-disable max-len */ - var anisotropicExt = this.renderer.context.extensions.anisotropicFiltering; - if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === SCALE_MODES$8.LINEAR) { - var level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT)); - gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level); - } - } - else { - gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES$8.LINEAR ? gl.LINEAR : gl.NEAREST); - } - gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === SCALE_MODES$8.LINEAR ? gl.LINEAR : gl.NEAREST); - }; - TextureSystem.prototype.destroy = function () { - this.renderer = null; - }; - return TextureSystem; - }()); - - var tempMatrix = new Matrix$2(); - /** - * The AbstractRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer} - * and {@link PIXI.Renderer} which can be used for rendering a PixiJS scene. - * @abstract - * @class - * @extends PIXI.utils.EventEmitter - * @memberof PIXI - */ - var AbstractRenderer = /** @class */ (function (_super) { - __extends$k(AbstractRenderer, _super); - /** - * @param type - The renderer type. - * @param [options] - The optional renderer parameters. - * @param {number} [options.width=800] - The width of the screen. - * @param {number} [options.height=600] - The height of the screen. - * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional. - * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property. - * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the - * canvas needs to be opaque, possibly for performance reasons on some older devices. - * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for - * resolutions other than 1. - * @param {boolean} [options.antialias=false] - Sets antialias - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer. - * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, - * enable this if you need to call toDataUrl on the WebGL context. - * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or - * not before the new render pass. - * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area - * (shown if not transparent). - * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque). - */ - function AbstractRenderer(type, options) { - if (type === void 0) { type = RENDERER_TYPE$8.UNKNOWN; } - var _this = _super.call(this) || this; - // Add the default render options - options = Object.assign({}, settings$1.RENDER_OPTIONS, options); - /** - * The supplied constructor options. - * @member {object} - * @readonly - */ - _this.options = options; - /** - * The type of the renderer. - * @member {number} - * @default PIXI.RENDERER_TYPE.UNKNOWN - * @see PIXI.RENDERER_TYPE - */ - _this.type = type; - /** - * Measurements of the screen. (0, 0, screenWidth, screenHeight). - * - * Its safe to use as filterArea or hitArea for the whole stage. - * @member {PIXI.Rectangle} - */ - _this.screen = new Rectangle$2(0, 0, options.width, options.height); - /** - * The canvas element that everything is drawn to. - * @member {HTMLCanvasElement} - */ - _this.view = options.view || settings$1.ADAPTER.createCanvas(); - /** - * The resolution / device pixel ratio of the renderer. - * @member {number} - * @default PIXI.settings.RESOLUTION - */ - _this.resolution = options.resolution || settings$1.RESOLUTION; - /** - * Pass-thru setting for the canvas' context `alpha` property. This is typically - * not something you need to fiddle with. If you want transparency, use `backgroundAlpha`. - * @member {boolean} - */ - _this.useContextAlpha = options.useContextAlpha; - /** - * Whether CSS dimensions of canvas view should be resized to screen dimensions automatically. - * @member {boolean} - */ - _this.autoDensity = !!options.autoDensity; - /** - * The value of the preserveDrawingBuffer flag affects whether or not the contents of - * the stencil buffer is retained after rendering. - * @member {boolean} - */ - _this.preserveDrawingBuffer = options.preserveDrawingBuffer; - /** - * This sets if the CanvasRenderer will clear the canvas or not before the new render pass. - * If the scene is NOT transparent PixiJS will use a canvas sized fillRect operation every - * frame to set the canvas background color. If the scene is transparent PixiJS will use clearRect - * to clear the canvas every frame. Disable this by setting this to false. For example, if - * your game has a canvas filling background image you often don't need this set. - * @member {boolean} - * @default - */ - _this.clearBeforeRender = options.clearBeforeRender; - /** - * The background color as a number. - * @member {number} - * @protected - */ - _this._backgroundColor = 0x000000; - /** - * The background color as an [R, G, B, A] array. - * @member {number[]} - * @protected - */ - _this._backgroundColorRgba = [0, 0, 0, 1]; - /** - * The background color as a string. - * @member {string} - * @protected - */ - _this._backgroundColorString = '#000000'; - _this.backgroundColor = options.backgroundColor || _this._backgroundColor; // run bg color setter - _this.backgroundAlpha = options.backgroundAlpha; - // @deprecated - if (options.transparent !== undefined) { - deprecation$1('6.0.0', 'Option transparent is deprecated, please use backgroundAlpha instead.'); - _this.useContextAlpha = options.transparent; - _this.backgroundAlpha = options.transparent ? 0 : 1; - } - /** - * The last root object that the renderer tried to render. - * @member {PIXI.DisplayObject} - * @protected - */ - _this._lastObjectRendered = null; - /** - * Collection of plugins. - * @readonly - * @member {object} - */ - _this.plugins = {}; - return _this; - } - /** - * Initialize the plugins. - * @protected - * @param {object} staticMap - The dictionary of statically saved plugins. - */ - AbstractRenderer.prototype.initPlugins = function (staticMap) { - for (var o in staticMap) { - this.plugins[o] = new (staticMap[o])(this); - } - }; - Object.defineProperty(AbstractRenderer.prototype, "width", { - /** - * Same as view.width, actual number of pixels in the canvas by horizontal. - * @member {number} - * @readonly - * @default 800 - */ - get: function () { - return this.view.width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(AbstractRenderer.prototype, "height", { - /** - * Same as view.height, actual number of pixels in the canvas by vertical. - * @member {number} - * @readonly - * @default 600 - */ - get: function () { - return this.view.height; - }, - enumerable: false, - configurable: true - }); - /** - * Resizes the screen and canvas as close as possible to the specified width and height. - * Canvas dimensions are multiplied by resolution and rounded to the nearest integers. - * The new canvas dimensions divided by the resolution become the new screen dimensions. - * @param desiredScreenWidth - The desired width of the screen. - * @param desiredScreenHeight - The desired height of the screen. - */ - AbstractRenderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) { - this.view.width = Math.round(desiredScreenWidth * this.resolution); - this.view.height = Math.round(desiredScreenHeight * this.resolution); - var screenWidth = this.view.width / this.resolution; - var screenHeight = this.view.height / this.resolution; - this.screen.width = screenWidth; - this.screen.height = screenHeight; - if (this.autoDensity) { - this.view.style.width = screenWidth + "px"; - this.view.style.height = screenHeight + "px"; - } - /** - * Fired after view has been resized. - * @event PIXI.Renderer#resize - * @param {number} screenWidth - The new width of the screen. - * @param {number} screenHeight - The new height of the screen. - */ - this.emit('resize', screenWidth, screenHeight); - }; - /** - * @ignore - */ - AbstractRenderer.prototype.generateTexture = function (displayObject, options, resolution, region) { - if (options === void 0) { options = {}; } - // @deprecated parameters spread, use options instead - if (typeof options === 'number') { - deprecation$1('6.1.0', 'generateTexture options (scaleMode, resolution, region) are now object options.'); - options = { scaleMode: options, resolution: resolution, region: region }; - } - var manualRegion = options.region, textureOptions = __rest(options, ["region"]); - region = manualRegion || displayObject.getLocalBounds(null, true); - // minimum texture size is 1x1, 0x0 will throw an error - if (region.width === 0) - { region.width = 1; } - if (region.height === 0) - { region.height = 1; } - var renderTexture = RenderTexture.create(__assign({ width: region.width, height: region.height }, textureOptions)); - tempMatrix.tx = -region.x; - tempMatrix.ty = -region.y; - this.render(displayObject, { - renderTexture: renderTexture, - clear: false, - transform: tempMatrix, - skipUpdateTransform: !!displayObject.parent - }); - return renderTexture; - }; - /** - * Removes everything from the renderer and optionally removes the Canvas DOM element. - * @param [removeView=false] - Removes the Canvas element from the DOM. - */ - AbstractRenderer.prototype.destroy = function (removeView) { - for (var o in this.plugins) { - this.plugins[o].destroy(); - this.plugins[o] = null; - } - if (removeView && this.view.parentNode) { - this.view.parentNode.removeChild(this.view); - } - var thisAny = this; - // null-ing all objects, that's a tradition! - thisAny.plugins = null; - thisAny.type = RENDERER_TYPE$8.UNKNOWN; - thisAny.view = null; - thisAny.screen = null; - thisAny._tempDisplayObjectParent = null; - thisAny.options = null; - this._backgroundColorRgba = null; - this._backgroundColorString = null; - this._lastObjectRendered = null; - }; - Object.defineProperty(AbstractRenderer.prototype, "backgroundColor", { - /** - * The background color to fill if not transparent - * @member {number} - */ - get: function () { - return this._backgroundColor; - }, - set: function (value) { - this._backgroundColor = value; - this._backgroundColorString = hex2string(value); - hex2rgb(value, this._backgroundColorRgba); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(AbstractRenderer.prototype, "backgroundAlpha", { - /** - * The background color alpha. Setting this to 0 will make the canvas transparent. - * @member {number} - */ - get: function () { - return this._backgroundColorRgba[3]; - }, - set: function (value) { - this._backgroundColorRgba[3] = value; - }, - enumerable: false, - configurable: true - }); - return AbstractRenderer; - }(EventEmitter)); - - var GLBuffer = /** @class */ (function () { - function GLBuffer(buffer) { - this.buffer = buffer || null; - this.updateID = -1; - this.byteLength = -1; - this.refCount = 0; - } - return GLBuffer; - }()); - - /** - * System plugin to the renderer to manage buffers. - * - * WebGL uses Buffers as a way to store objects to the GPU. - * This system makes working with them a lot easier. - * - * Buffers are used in three main places in WebGL - * - geometry information - * - Uniform information (via uniform buffer objects - a WebGL 2 only feature) - * - Transform feedback information. (WebGL 2 only feature) - * - * This system will handle the binding of buffers to the GPU as well as uploading - * them. With this system, you never need to work directly with GPU buffers, but instead work with - * the PIXI.Buffer class. - * @class - * @memberof PIXI - */ - var BufferSystem = /** @class */ (function () { - /** - * @param {PIXI.Renderer} renderer - The renderer this System works for. - */ - function BufferSystem(renderer) { - this.renderer = renderer; - this.managedBuffers = {}; - this.boundBufferBases = {}; - } - /** - * @ignore - */ - BufferSystem.prototype.destroy = function () { - this.renderer = null; - }; - /** Sets up the renderer context and necessary buffers. */ - BufferSystem.prototype.contextChange = function () { - this.disposeAll(true); - this.gl = this.renderer.gl; - // TODO fill out... - this.CONTEXT_UID = this.renderer.CONTEXT_UID; - }; - /** - * This binds specified buffer. On first run, it will create the webGL buffers for the context too - * @param buffer - the buffer to bind to the renderer - */ - BufferSystem.prototype.bind = function (buffer) { - var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; - var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer); - gl.bindBuffer(buffer.type, glBuffer.buffer); - }; - /** - * Binds an uniform buffer to at the given index. - * - * A cache is used so a buffer will not be bound again if already bound. - * @param buffer - the buffer to bind - * @param index - the base index to bind it to. - */ - BufferSystem.prototype.bindBufferBase = function (buffer, index) { - var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; - if (this.boundBufferBases[index] !== buffer) { - var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer); - this.boundBufferBases[index] = buffer; - gl.bindBufferBase(gl.UNIFORM_BUFFER, index, glBuffer.buffer); - } - }; - /** - * Binds a buffer whilst also binding its range. - * This will make the buffer start from the offset supplied rather than 0 when it is read. - * @param buffer - the buffer to bind - * @param index - the base index to bind at, defaults to 0 - * @param offset - the offset to bind at (this is blocks of 256). 0 = 0, 1 = 256, 2 = 512 etc - */ - BufferSystem.prototype.bindBufferRange = function (buffer, index, offset) { - var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; - offset = offset || 0; - var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer); - gl.bindBufferRange(gl.UNIFORM_BUFFER, index || 0, glBuffer.buffer, offset * 256, 256); - }; - /** - * Will ensure the data in the buffer is uploaded to the GPU. - * @param {PIXI.Buffer} buffer - the buffer to update - */ - BufferSystem.prototype.update = function (buffer) { - var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; - var glBuffer = buffer._glBuffers[CONTEXT_UID]; - if (buffer._updateID === glBuffer.updateID) { - return; - } - glBuffer.updateID = buffer._updateID; - gl.bindBuffer(buffer.type, glBuffer.buffer); - if (glBuffer.byteLength >= buffer.data.byteLength) { - // offset is always zero for now! - gl.bufferSubData(buffer.type, 0, buffer.data); - } - else { - var drawType = buffer.static ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW; - glBuffer.byteLength = buffer.data.byteLength; - gl.bufferData(buffer.type, buffer.data, drawType); - } - }; - /** - * Disposes buffer - * @param {PIXI.Buffer} buffer - buffer with data - * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray - */ - BufferSystem.prototype.dispose = function (buffer, contextLost) { - if (!this.managedBuffers[buffer.id]) { - return; - } - delete this.managedBuffers[buffer.id]; - var glBuffer = buffer._glBuffers[this.CONTEXT_UID]; - var gl = this.gl; - buffer.disposeRunner.remove(this); - if (!glBuffer) { - return; - } - if (!contextLost) { - gl.deleteBuffer(glBuffer.buffer); - } - delete buffer._glBuffers[this.CONTEXT_UID]; - }; - /** - * dispose all WebGL resources of all managed buffers - * @param {boolean} [contextLost=false] - If context was lost, we suppress `gl.delete` calls - */ - BufferSystem.prototype.disposeAll = function (contextLost) { - var all = Object.keys(this.managedBuffers); - for (var i = 0; i < all.length; i++) { - this.dispose(this.managedBuffers[all[i]], contextLost); - } - }; - /** - * creates and attaches a GLBuffer object tied to the current context. - * @param buffer - * @protected - */ - BufferSystem.prototype.createGLBuffer = function (buffer) { - var _a = this, CONTEXT_UID = _a.CONTEXT_UID, gl = _a.gl; - buffer._glBuffers[CONTEXT_UID] = new GLBuffer(gl.createBuffer()); - this.managedBuffers[buffer.id] = buffer; - buffer.disposeRunner.add(this); - return buffer._glBuffers[CONTEXT_UID]; - }; - return BufferSystem; - }()); - - /** - * The Renderer draws the scene and all its content onto a WebGL enabled canvas. - * - * This renderer should be used for browsers that support WebGL. - * - * This renderer works by automatically managing WebGLBatchesm, so no need for Sprite Batches or Sprite Clouds. - * Don't forget to add the view to your DOM or you will not see anything! - * - * Renderer is composed of systems that manage specific tasks. The following systems are added by default - * whenever you create a renderer: - * - * | System | Description | - * | ------------------------------------ | ----------------------------------------------------------------------------- | - * | {@link PIXI.BatchSystem} | This manages object renderers that defer rendering until a flush. | - * | {@link PIXI.ContextSystem} | This manages the WebGL context and extensions. | - * | {@link PIXI.EventSystem} | This manages UI events. | - * | {@link PIXI.FilterSystem} | This manages the filtering pipeline for post-processing effects. | - * | {@link PIXI.FramebufferSystem} | This manages framebuffers, which are used for offscreen rendering. | - * | {@link PIXI.GeometrySystem} | This manages geometries & buffers, which are used to draw object meshes. | - * | {@link PIXI.MaskSystem} | This manages masking operations. | - * | {@link PIXI.ProjectionSystem} | This manages the `projectionMatrix`, used by shaders to get NDC coordinates. | - * | {@link PIXI.RenderTextureSystem} | This manages render-textures, which are an abstraction over framebuffers. | - * | {@link PIXI.ScissorSystem} | This handles scissor masking, and is used internally by {@link MaskSystem} | - * | {@link PIXI.ShaderSystem} | This manages shaders, programs that run on the GPU to calculate 'em pixels. | - * | {@link PIXI.StateSystem} | This manages the WebGL state variables like blend mode, depth testing, etc. | - * | {@link PIXI.StencilSystem} | This handles stencil masking, and is used internally by {@link MaskSystem} | - * | {@link PIXI.TextureSystem} | This manages textures and their resources on the GPU. | - * | {@link PIXI.TextureGCSystem} | This will automatically remove textures from the GPU if they are not used. | - * - * The breadth of the API surface provided by the renderer is contained within these systems. - * @memberof PIXI - */ - var Renderer = /** @class */ (function (_super) { - __extends$k(Renderer, _super); - /** - * @param [options] - The optional renderer parameters. - * @param {number} [options.width=800] - The width of the screen. - * @param {number} [options.height=600] - The height of the screen. - * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional. - * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property. - * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the - * canvas needs to be opaque, possibly for performance reasons on some older devices. - * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for - * resolutions other than 1. - * @param {boolean} [options.antialias=false] - Sets antialias. If not available natively then FXAA - * antialiasing is used. - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer. - * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear - * the canvas or not before the new render pass. If you wish to set this to false, you *must* set - * preserveDrawingBuffer to `true`. - * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, - * enable this if you need to call toDataUrl on the WebGL context. - * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area - * (shown if not transparent). - * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque). - * @param {string} [options.powerPreference] - Parameter passed to WebGL context, set to "high-performance" - * for devices with dual graphics card. - * @param {object} [options.context] - If WebGL context already exists, all parameters must be taken from it. - */ - function Renderer(options) { - var _this = _super.call(this, RENDERER_TYPE$8.WEBGL, options) || this; - // the options will have been modified here in the super constructor with pixi's default settings.. - options = _this.options; - _this.gl = null; - _this.CONTEXT_UID = 0; - _this.runners = { - destroy: new Runner('destroy'), - contextChange: new Runner('contextChange'), - reset: new Runner('reset'), - update: new Runner('update'), - postrender: new Runner('postrender'), - prerender: new Runner('prerender'), - resize: new Runner('resize'), - }; - _this.runners.contextChange.add(_this); - _this.globalUniforms = new UniformGroup({ - projectionMatrix: new Matrix$2(), - }, true); - _this.addSystem(MaskSystem, 'mask') - .addSystem(ContextSystem, 'context') - .addSystem(StateSystem, 'state') - .addSystem(ShaderSystem, 'shader') - .addSystem(TextureSystem, 'texture') - .addSystem(BufferSystem, 'buffer') - .addSystem(GeometrySystem, 'geometry') - .addSystem(FramebufferSystem, 'framebuffer') - .addSystem(ScissorSystem, 'scissor') - .addSystem(StencilSystem, 'stencil') - .addSystem(ProjectionSystem, 'projection') - .addSystem(TextureGCSystem, 'textureGC') - .addSystem(FilterSystem, 'filter') - .addSystem(RenderTextureSystem, 'renderTexture') - .addSystem(BatchSystem, 'batch'); - _this.initPlugins(Renderer.__plugins); - _this.multisample = undefined; - /* - * The options passed in to create a new WebGL context. - */ - if (options.context) { - _this.context.initFromContext(options.context); - } - else { - _this.context.initFromOptions({ - alpha: !!_this.useContextAlpha, - antialias: options.antialias, - premultipliedAlpha: _this.useContextAlpha && _this.useContextAlpha !== 'notMultiplied', - stencil: true, - preserveDrawingBuffer: options.preserveDrawingBuffer, - powerPreference: _this.options.powerPreference, - }); - } - _this.renderingToScreen = true; - sayHello(_this.context.webGLVersion === 2 ? 'WebGL 2' : 'WebGL 1'); - _this.resize(_this.options.width, _this.options.height); - return _this; - } - /** - * Create renderer if WebGL is available. Overrideable - * by the **@pixi/canvas-renderer** package to allow fallback. - * throws error if WebGL is not available. - * @param options - * @private - */ - Renderer.create = function (options) { - if (isWebGLSupported()) { - return new Renderer(options); - } - throw new Error('WebGL unsupported in this browser, use "pixi.js-legacy" for fallback canvas2d support.'); - }; - Renderer.prototype.contextChange = function () { - var gl = this.gl; - var samples; - if (this.context.webGLVersion === 1) { - var framebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING); - gl.bindFramebuffer(gl.FRAMEBUFFER, null); - samples = gl.getParameter(gl.SAMPLES); - gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); - } - else { - var framebuffer = gl.getParameter(gl.DRAW_FRAMEBUFFER_BINDING); - gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null); - samples = gl.getParameter(gl.SAMPLES); - gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, framebuffer); - } - if (samples >= MSAA_QUALITY$8.HIGH) { - this.multisample = MSAA_QUALITY$8.HIGH; - } - else if (samples >= MSAA_QUALITY$8.MEDIUM) { - this.multisample = MSAA_QUALITY$8.MEDIUM; - } - else if (samples >= MSAA_QUALITY$8.LOW) { - this.multisample = MSAA_QUALITY$8.LOW; - } - else { - this.multisample = MSAA_QUALITY$8.NONE; - } - }; - /** - * Add a new system to the renderer. - * @param ClassRef - Class reference - * @param name - Property name for system, if not specified - * will use a static `name` property on the class itself. This - * name will be assigned as s property on the Renderer so make - * sure it doesn't collide with properties on Renderer. - * @returns Return instance of renderer - */ - Renderer.prototype.addSystem = function (ClassRef, name) { - var system = new ClassRef(this); - if (this[name]) { - throw new Error("Whoops! The name \"" + name + "\" is already in use"); - } - this[name] = system; - for (var i in this.runners) { - this.runners[i].add(system); - } - /** - * Fired after rendering finishes. - * @event PIXI.Renderer#postrender - */ - /** - * Fired before rendering starts. - * @event PIXI.Renderer#prerender - */ - /** - * Fired when the WebGL context is set. - * @event PIXI.Renderer#context - * @param {WebGLRenderingContext} gl - WebGL context. - */ - return this; - }; - /** - * @ignore - */ - Renderer.prototype.render = function (displayObject, options) { - var renderTexture; - var clear; - var transform; - var skipUpdateTransform; - if (options) { - if (options instanceof RenderTexture) { - deprecation$1('6.0.0', 'Renderer#render arguments changed, use options instead.'); - /* eslint-disable prefer-rest-params */ - renderTexture = options; - clear = arguments[2]; - transform = arguments[3]; - skipUpdateTransform = arguments[4]; - /* eslint-enable prefer-rest-params */ - } - else { - renderTexture = options.renderTexture; - clear = options.clear; - transform = options.transform; - skipUpdateTransform = options.skipUpdateTransform; - } - } - // can be handy to know! - this.renderingToScreen = !renderTexture; - this.runners.prerender.emit(); - this.emit('prerender'); - // apply a transform at a GPU level - this.projection.transform = transform; - // no point rendering if our context has been blown up! - if (this.context.isLost) { - return; - } - if (!renderTexture) { - this._lastObjectRendered = displayObject; - } - if (!skipUpdateTransform) { - // update the scene graph - var cacheParent = displayObject.enableTempParent(); - displayObject.updateTransform(); - displayObject.disableTempParent(cacheParent); - // displayObject.hitArea = //TODO add a temp hit area - } - this.renderTexture.bind(renderTexture); - this.batch.currentRenderer.start(); - if (clear !== undefined ? clear : this.clearBeforeRender) { - this.renderTexture.clear(); - } - displayObject.render(this); - // apply transform.. - this.batch.currentRenderer.flush(); - if (renderTexture) { - renderTexture.baseTexture.update(); - } - this.runners.postrender.emit(); - // reset transform after render - this.projection.transform = null; - this.emit('postrender'); - }; - /** - * @override - * @ignore - */ - Renderer.prototype.generateTexture = function (displayObject, options, resolution, region) { - if (options === void 0) { options = {}; } - var renderTexture = _super.prototype.generateTexture.call(this, displayObject, options, resolution, region); - this.framebuffer.blit(); - return renderTexture; - }; - /** - * Resizes the WebGL view to the specified width and height. - * @param desiredScreenWidth - The desired width of the screen. - * @param desiredScreenHeight - The desired height of the screen. - */ - Renderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) { - _super.prototype.resize.call(this, desiredScreenWidth, desiredScreenHeight); - this.runners.resize.emit(this.screen.height, this.screen.width); - }; - /** - * Resets the WebGL state so you can render things however you fancy! - * @returns Returns itself. - */ - Renderer.prototype.reset = function () { - this.runners.reset.emit(); - return this; - }; - /** Clear the frame buffer. */ - Renderer.prototype.clear = function () { - this.renderTexture.bind(); - this.renderTexture.clear(); - }; - /** - * Removes everything from the renderer (event listeners, spritebatch, etc...) - * @param [removeView=false] - Removes the Canvas element from the DOM. - * See: https://github.com/pixijs/pixi.js/issues/2233 - */ - Renderer.prototype.destroy = function (removeView) { - this.runners.destroy.emit(); - for (var r in this.runners) { - this.runners[r].destroy(); - } - // call base destroy - _super.prototype.destroy.call(this, removeView); - // TODO nullify all the managers.. - this.gl = null; - }; - Object.defineProperty(Renderer.prototype, "extract", { - /** - * Please use `plugins.extract` instead. - * @member {PIXI.Extract} extract - * @deprecated since 6.0.0 - * @readonly - */ - get: function () { - deprecation$1('6.0.0', 'Renderer#extract has been deprecated, please use Renderer#plugins.extract instead.'); - return this.plugins.extract; - }, - enumerable: false, - configurable: true - }); - /** - * Use the {@link PIXI.extensions.add} API to register plugins. - * @deprecated since 6.5.0 - * @param pluginName - The name of the plugin. - * @param ctor - The constructor function or class for the plugin. - */ - Renderer.registerPlugin = function (pluginName, ctor) { - deprecation$1('6.5.0', 'Renderer.registerPlugin() has been deprecated, please use extensions.add() instead.'); - extensions.add({ - name: pluginName, - type: ExtensionType.RendererPlugin, - ref: ctor, - }); - }; - /** - * Collection of installed plugins. These are included by default in PIXI, but can be excluded - * by creating a custom build. Consult the README for more information about creating custom - * builds and excluding plugins. - * @readonly - * @property {PIXI.AccessibilityManager} accessibility Support tabbing interactive elements. - * @property {PIXI.Extract} extract Extract image data from renderer. - * @property {PIXI.InteractionManager} interaction Handles mouse, touch and pointer events. - * @property {PIXI.ParticleRenderer} particle Renderer for ParticleContainer objects. - * @property {PIXI.Prepare} prepare Pre-render display objects. - * @property {PIXI.BatchRenderer} batch Batching of Sprite, Graphics and Mesh objects. - * @property {PIXI.TilingSpriteRenderer} tilingSprite Renderer for TilingSprite objects. - */ - Renderer.__plugins = {}; - return Renderer; - }(AbstractRenderer)); - // Handle registration of extensions - extensions.handleByMap(ExtensionType.RendererPlugin, Renderer.__plugins); - - var $defaultVertex = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}"; - - var $defaultFilterVertex = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n gl_Position = filterVertexPosition();\n vTextureCoord = filterTextureCoord();\n}\n"; - - /** - * Default vertex shader - * @memberof PIXI - * @member {string} defaultVertex - */ - /** - * Default filter vertex shader - * @memberof PIXI - * @member {string} defaultFilterVertex - */ - // NOTE: This black magic is so that @microsoft/api-extractor does not complain! This explicitly specifies the types - // of defaultVertex, defaultFilterVertex. - var defaultVertex$1 = $defaultVertex; - var defaultFilterVertex = $defaultFilterVertex; - - /** - * Used by the batcher to draw batches. - * Each one of these contains all information required to draw a bound geometry. - * @memberof PIXI - */ - var BatchDrawCall = /** @class */ (function () { - function BatchDrawCall() { - this.texArray = null; - this.blend = 0; - this.type = DRAW_MODES$8.TRIANGLES; - this.start = 0; - this.size = 0; - this.data = null; - } - return BatchDrawCall; - }()); - - /** - * Used by the batcher to build texture batches. - * Holds list of textures and their respective locations. - * @memberof PIXI - */ - var BatchTextureArray = /** @class */ (function () { - function BatchTextureArray() { - this.elements = []; - this.ids = []; - this.count = 0; - } - BatchTextureArray.prototype.clear = function () { - for (var i = 0; i < this.count; i++) { - this.elements[i] = null; - } - this.count = 0; - }; - return BatchTextureArray; - }()); - - /** - * Flexible wrapper around `ArrayBuffer` that also provides typed array views on demand. - * @memberof PIXI - */ - var ViewableBuffer = /** @class */ (function () { - function ViewableBuffer(sizeOrBuffer) { - if (typeof sizeOrBuffer === 'number') { - this.rawBinaryData = new ArrayBuffer(sizeOrBuffer); - } - else if (sizeOrBuffer instanceof Uint8Array) { - this.rawBinaryData = sizeOrBuffer.buffer; - } - else { - this.rawBinaryData = sizeOrBuffer; - } - this.uint32View = new Uint32Array(this.rawBinaryData); - this.float32View = new Float32Array(this.rawBinaryData); - } - Object.defineProperty(ViewableBuffer.prototype, "int8View", { - /** View on the raw binary data as a `Int8Array`. */ - get: function () { - if (!this._int8View) { - this._int8View = new Int8Array(this.rawBinaryData); - } - return this._int8View; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(ViewableBuffer.prototype, "uint8View", { - /** View on the raw binary data as a `Uint8Array`. */ - get: function () { - if (!this._uint8View) { - this._uint8View = new Uint8Array(this.rawBinaryData); - } - return this._uint8View; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(ViewableBuffer.prototype, "int16View", { - /** View on the raw binary data as a `Int16Array`. */ - get: function () { - if (!this._int16View) { - this._int16View = new Int16Array(this.rawBinaryData); - } - return this._int16View; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(ViewableBuffer.prototype, "uint16View", { - /** View on the raw binary data as a `Uint16Array`. */ - get: function () { - if (!this._uint16View) { - this._uint16View = new Uint16Array(this.rawBinaryData); - } - return this._uint16View; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(ViewableBuffer.prototype, "int32View", { - /** View on the raw binary data as a `Int32Array`. */ - get: function () { - if (!this._int32View) { - this._int32View = new Int32Array(this.rawBinaryData); - } - return this._int32View; - }, - enumerable: false, - configurable: true - }); - /** - * Returns the view of the given type. - * @param type - One of `int8`, `uint8`, `int16`, - * `uint16`, `int32`, `uint32`, and `float32`. - * @returns - typed array of given type - */ - ViewableBuffer.prototype.view = function (type) { - return this[type + "View"]; - }; - /** Destroys all buffer references. Do not use after calling this. */ - ViewableBuffer.prototype.destroy = function () { - this.rawBinaryData = null; - this._int8View = null; - this._uint8View = null; - this._int16View = null; - this._uint16View = null; - this._int32View = null; - this.uint32View = null; - this.float32View = null; - }; - ViewableBuffer.sizeOf = function (type) { - switch (type) { - case 'int8': - case 'uint8': - return 1; - case 'int16': - case 'uint16': - return 2; - case 'int32': - case 'uint32': - case 'float32': - return 4; - default: - throw new Error(type + " isn't a valid view type"); - } - }; - return ViewableBuffer; - }()); - - /** - * Renderer dedicated to drawing and batching sprites. - * - * This is the default batch renderer. It buffers objects - * with texture-based geometries and renders them in - * batches. It uploads multiple textures to the GPU to - * reduce to the number of draw calls. - * @memberof PIXI - */ - var AbstractBatchRenderer = /** @class */ (function (_super) { - __extends$k(AbstractBatchRenderer, _super); - /** - * This will hook onto the renderer's `contextChange` - * and `prerender` signals. - * @param {PIXI.Renderer} renderer - The renderer this works for. - */ - function AbstractBatchRenderer(renderer) { - var _this = _super.call(this, renderer) || this; - _this.shaderGenerator = null; - _this.geometryClass = null; - _this.vertexSize = null; - _this.state = State.for2d(); - _this.size = settings$1.SPRITE_BATCH_SIZE * 4; - _this._vertexCount = 0; - _this._indexCount = 0; - _this._bufferedElements = []; - _this._bufferedTextures = []; - _this._bufferSize = 0; - _this._shader = null; - _this._packedGeometries = []; - _this._packedGeometryPoolSize = 2; - _this._flushId = 0; - _this._aBuffers = {}; - _this._iBuffers = {}; - _this.MAX_TEXTURES = 1; - _this.renderer.on('prerender', _this.onPrerender, _this); - renderer.runners.contextChange.add(_this); - _this._dcIndex = 0; - _this._aIndex = 0; - _this._iIndex = 0; - _this._attributeBuffer = null; - _this._indexBuffer = null; - _this._tempBoundTextures = []; - return _this; - } - /** - * Handles the `contextChange` signal. - * - * It calculates `this.MAX_TEXTURES` and allocating the packed-geometry object pool. - */ - AbstractBatchRenderer.prototype.contextChange = function () { - var gl = this.renderer.gl; - if (settings$1.PREFER_ENV === ENV$8.WEBGL_LEGACY) { - this.MAX_TEXTURES = 1; - } - else { - // step 1: first check max textures the GPU can handle. - this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), settings$1.SPRITE_MAX_TEXTURES); - // step 2: check the maximum number of if statements the shader can have too.. - this.MAX_TEXTURES = checkMaxIfStatementsInShader(this.MAX_TEXTURES, gl); - } - this._shader = this.shaderGenerator.generateShader(this.MAX_TEXTURES); - // we use the second shader as the first one depending on your browser - // may omit aTextureId as it is not used by the shader so is optimized out. - for (var i = 0; i < this._packedGeometryPoolSize; i++) { - /* eslint-disable max-len */ - this._packedGeometries[i] = new (this.geometryClass)(); - } - this.initFlushBuffers(); - }; - /** Makes sure that static and dynamic flush pooled objects have correct dimensions. */ - AbstractBatchRenderer.prototype.initFlushBuffers = function () { - var _drawCallPool = AbstractBatchRenderer._drawCallPool, _textureArrayPool = AbstractBatchRenderer._textureArrayPool; - // max draw calls - var MAX_SPRITES = this.size / 4; - // max texture arrays - var MAX_TA = Math.floor(MAX_SPRITES / this.MAX_TEXTURES) + 1; - while (_drawCallPool.length < MAX_SPRITES) { - _drawCallPool.push(new BatchDrawCall()); - } - while (_textureArrayPool.length < MAX_TA) { - _textureArrayPool.push(new BatchTextureArray()); - } - for (var i = 0; i < this.MAX_TEXTURES; i++) { - this._tempBoundTextures[i] = null; - } - }; - /** Handles the `prerender` signal. It ensures that flushes start from the first geometry object again. */ - AbstractBatchRenderer.prototype.onPrerender = function () { - this._flushId = 0; - }; - /** - * Buffers the "batchable" object. It need not be rendered immediately. - * @param {PIXI.DisplayObject} element - the element to render when - * using this renderer - */ - AbstractBatchRenderer.prototype.render = function (element) { - if (!element._texture.valid) { - return; - } - if (this._vertexCount + (element.vertexData.length / 2) > this.size) { - this.flush(); - } - this._vertexCount += element.vertexData.length / 2; - this._indexCount += element.indices.length; - this._bufferedTextures[this._bufferSize] = element._texture.baseTexture; - this._bufferedElements[this._bufferSize++] = element; - }; - AbstractBatchRenderer.prototype.buildTexturesAndDrawCalls = function () { - var _a = this, textures = _a._bufferedTextures, MAX_TEXTURES = _a.MAX_TEXTURES; - var textureArrays = AbstractBatchRenderer._textureArrayPool; - var batch = this.renderer.batch; - var boundTextures = this._tempBoundTextures; - var touch = this.renderer.textureGC.count; - var TICK = ++BaseTexture._globalBatch; - var countTexArrays = 0; - var texArray = textureArrays[0]; - var start = 0; - batch.copyBoundTextures(boundTextures, MAX_TEXTURES); - for (var i = 0; i < this._bufferSize; ++i) { - var tex = textures[i]; - textures[i] = null; - if (tex._batchEnabled === TICK) { - continue; - } - if (texArray.count >= MAX_TEXTURES) { - batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES); - this.buildDrawCalls(texArray, start, i); - start = i; - texArray = textureArrays[++countTexArrays]; - ++TICK; - } - tex._batchEnabled = TICK; - tex.touched = touch; - texArray.elements[texArray.count++] = tex; - } - if (texArray.count > 0) { - batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES); - this.buildDrawCalls(texArray, start, this._bufferSize); - ++countTexArrays; - ++TICK; - } - // Clean-up - for (var i = 0; i < boundTextures.length; i++) { - boundTextures[i] = null; - } - BaseTexture._globalBatch = TICK; - }; - /** - * Populating drawcalls for rendering - * @param texArray - * @param start - * @param finish - */ - AbstractBatchRenderer.prototype.buildDrawCalls = function (texArray, start, finish) { - var _a = this, elements = _a._bufferedElements, _attributeBuffer = _a._attributeBuffer, _indexBuffer = _a._indexBuffer, vertexSize = _a.vertexSize; - var drawCalls = AbstractBatchRenderer._drawCallPool; - var dcIndex = this._dcIndex; - var aIndex = this._aIndex; - var iIndex = this._iIndex; - var drawCall = drawCalls[dcIndex]; - drawCall.start = this._iIndex; - drawCall.texArray = texArray; - for (var i = start; i < finish; ++i) { - var sprite = elements[i]; - var tex = sprite._texture.baseTexture; - var spriteBlendMode = premultiplyBlendMode[tex.alphaMode ? 1 : 0][sprite.blendMode]; - elements[i] = null; - if (start < i && drawCall.blend !== spriteBlendMode) { - drawCall.size = iIndex - drawCall.start; - start = i; - drawCall = drawCalls[++dcIndex]; - drawCall.texArray = texArray; - drawCall.start = iIndex; - } - this.packInterleavedGeometry(sprite, _attributeBuffer, _indexBuffer, aIndex, iIndex); - aIndex += sprite.vertexData.length / 2 * vertexSize; - iIndex += sprite.indices.length; - drawCall.blend = spriteBlendMode; - } - if (start < finish) { - drawCall.size = iIndex - drawCall.start; - ++dcIndex; - } - this._dcIndex = dcIndex; - this._aIndex = aIndex; - this._iIndex = iIndex; - }; - /** - * Bind textures for current rendering - * @param texArray - */ - AbstractBatchRenderer.prototype.bindAndClearTexArray = function (texArray) { - var textureSystem = this.renderer.texture; - for (var j = 0; j < texArray.count; j++) { - textureSystem.bind(texArray.elements[j], texArray.ids[j]); - texArray.elements[j] = null; - } - texArray.count = 0; - }; - AbstractBatchRenderer.prototype.updateGeometry = function () { - var _a = this, packedGeometries = _a._packedGeometries, attributeBuffer = _a._attributeBuffer, indexBuffer = _a._indexBuffer; - if (!settings$1.CAN_UPLOAD_SAME_BUFFER) { /* Usually on iOS devices, where the browser doesn't - like uploads to the same buffer in a single frame. */ - if (this._packedGeometryPoolSize <= this._flushId) { - this._packedGeometryPoolSize++; - packedGeometries[this._flushId] = new (this.geometryClass)(); - } - packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData); - packedGeometries[this._flushId]._indexBuffer.update(indexBuffer); - this.renderer.geometry.bind(packedGeometries[this._flushId]); - this.renderer.geometry.updateBuffers(); - this._flushId++; - } - else { - // lets use the faster option, always use buffer number 0 - packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData); - packedGeometries[this._flushId]._indexBuffer.update(indexBuffer); - this.renderer.geometry.updateBuffers(); - } - }; - AbstractBatchRenderer.prototype.drawBatches = function () { - var dcCount = this._dcIndex; - var _a = this.renderer, gl = _a.gl, stateSystem = _a.state; - var drawCalls = AbstractBatchRenderer._drawCallPool; - var curTexArray = null; - // Upload textures and do the draw calls - for (var i = 0; i < dcCount; i++) { - var _b = drawCalls[i], texArray = _b.texArray, type = _b.type, size = _b.size, start = _b.start, blend = _b.blend; - if (curTexArray !== texArray) { - curTexArray = texArray; - this.bindAndClearTexArray(texArray); - } - this.state.blendMode = blend; - stateSystem.set(this.state); - gl.drawElements(type, size, gl.UNSIGNED_SHORT, start * 2); - } - }; - /** Renders the content _now_ and empties the current batch. */ - AbstractBatchRenderer.prototype.flush = function () { - if (this._vertexCount === 0) { - return; - } - this._attributeBuffer = this.getAttributeBuffer(this._vertexCount); - this._indexBuffer = this.getIndexBuffer(this._indexCount); - this._aIndex = 0; - this._iIndex = 0; - this._dcIndex = 0; - this.buildTexturesAndDrawCalls(); - this.updateGeometry(); - this.drawBatches(); - // reset elements buffer for the next flush - this._bufferSize = 0; - this._vertexCount = 0; - this._indexCount = 0; - }; - /** Starts a new sprite batch. */ - AbstractBatchRenderer.prototype.start = function () { - this.renderer.state.set(this.state); - this.renderer.texture.ensureSamplerType(this.MAX_TEXTURES); - this.renderer.shader.bind(this._shader); - if (settings$1.CAN_UPLOAD_SAME_BUFFER) { - // bind buffer #0, we don't need others - this.renderer.geometry.bind(this._packedGeometries[this._flushId]); - } - }; - /** Stops and flushes the current batch. */ - AbstractBatchRenderer.prototype.stop = function () { - this.flush(); - }; - /** Destroys this `AbstractBatchRenderer`. It cannot be used again. */ - AbstractBatchRenderer.prototype.destroy = function () { - for (var i = 0; i < this._packedGeometryPoolSize; i++) { - if (this._packedGeometries[i]) { - this._packedGeometries[i].destroy(); - } - } - this.renderer.off('prerender', this.onPrerender, this); - this._aBuffers = null; - this._iBuffers = null; - this._packedGeometries = null; - this._attributeBuffer = null; - this._indexBuffer = null; - if (this._shader) { - this._shader.destroy(); - this._shader = null; - } - _super.prototype.destroy.call(this); - }; - /** - * Fetches an attribute buffer from `this._aBuffers` that can hold atleast `size` floats. - * @param size - minimum capacity required - * @returns - buffer than can hold atleast `size` floats - */ - AbstractBatchRenderer.prototype.getAttributeBuffer = function (size) { - // 8 vertices is enough for 2 quads - var roundedP2 = nextPow2(Math.ceil(size / 8)); - var roundedSizeIndex = log2(roundedP2); - var roundedSize = roundedP2 * 8; - if (this._aBuffers.length <= roundedSizeIndex) { - this._iBuffers.length = roundedSizeIndex + 1; - } - var buffer = this._aBuffers[roundedSize]; - if (!buffer) { - this._aBuffers[roundedSize] = buffer = new ViewableBuffer(roundedSize * this.vertexSize * 4); - } - return buffer; - }; - /** - * Fetches an index buffer from `this._iBuffers` that can - * have at least `size` capacity. - * @param size - minimum required capacity - * @returns - buffer that can fit `size` indices. - */ - AbstractBatchRenderer.prototype.getIndexBuffer = function (size) { - // 12 indices is enough for 2 quads - var roundedP2 = nextPow2(Math.ceil(size / 12)); - var roundedSizeIndex = log2(roundedP2); - var roundedSize = roundedP2 * 12; - if (this._iBuffers.length <= roundedSizeIndex) { - this._iBuffers.length = roundedSizeIndex + 1; - } - var buffer = this._iBuffers[roundedSizeIndex]; - if (!buffer) { - this._iBuffers[roundedSizeIndex] = buffer = new Uint16Array(roundedSize); - } - return buffer; - }; - /** - * Takes the four batching parameters of `element`, interleaves - * and pushes them into the batching attribute/index buffers given. - * - * It uses these properties: `vertexData` `uvs`, `textureId` and - * `indicies`. It also uses the "tint" of the base-texture, if - * present. - * @param {PIXI.DisplayObject} element - element being rendered - * @param attributeBuffer - attribute buffer. - * @param indexBuffer - index buffer - * @param aIndex - number of floats already in the attribute buffer - * @param iIndex - number of indices already in `indexBuffer` - */ - AbstractBatchRenderer.prototype.packInterleavedGeometry = function (element, attributeBuffer, indexBuffer, aIndex, iIndex) { - var uint32View = attributeBuffer.uint32View, float32View = attributeBuffer.float32View; - var packedVertices = aIndex / this.vertexSize; - var uvs = element.uvs; - var indicies = element.indices; - var vertexData = element.vertexData; - var textureId = element._texture.baseTexture._batchLocation; - var alpha = Math.min(element.worldAlpha, 1.0); - var argb = (alpha < 1.0 - && element._texture.baseTexture.alphaMode) - ? premultiplyTint(element._tintRGB, alpha) - : element._tintRGB + (alpha * 255 << 24); - // lets not worry about tint! for now.. - for (var i = 0; i < vertexData.length; i += 2) { - float32View[aIndex++] = vertexData[i]; - float32View[aIndex++] = vertexData[i + 1]; - float32View[aIndex++] = uvs[i]; - float32View[aIndex++] = uvs[i + 1]; - uint32View[aIndex++] = argb; - float32View[aIndex++] = textureId; - } - for (var i = 0; i < indicies.length; i++) { - indexBuffer[iIndex++] = packedVertices + indicies[i]; - } - }; - /** - * Pool of `BatchDrawCall` objects that `flush` used - * to create "batches" of the objects being rendered. - * - * These are never re-allocated again. - * Shared between all batch renderers because it can be only one "flush" working at the moment. - * @member {PIXI.BatchDrawCall[]} - */ - AbstractBatchRenderer._drawCallPool = []; - /** - * Pool of `BatchDrawCall` objects that `flush` used - * to create "batches" of the objects being rendered. - * - * These are never re-allocated again. - * Shared between all batch renderers because it can be only one "flush" working at the moment. - * @member {PIXI.BatchTextureArray[]} - */ - AbstractBatchRenderer._textureArrayPool = []; - return AbstractBatchRenderer; - }(ObjectRenderer)); - - /** - * Helper that generates batching multi-texture shader. Use it with your new BatchRenderer - * @memberof PIXI - */ - var BatchShaderGenerator = /** @class */ (function () { - /** - * @param vertexSrc - Vertex shader - * @param fragTemplate - Fragment shader template - */ - function BatchShaderGenerator(vertexSrc, fragTemplate) { - this.vertexSrc = vertexSrc; - this.fragTemplate = fragTemplate; - this.programCache = {}; - this.defaultGroupCache = {}; - if (fragTemplate.indexOf('%count%') < 0) { - throw new Error('Fragment template must contain "%count%".'); - } - if (fragTemplate.indexOf('%forloop%') < 0) { - throw new Error('Fragment template must contain "%forloop%".'); - } - } - BatchShaderGenerator.prototype.generateShader = function (maxTextures) { - if (!this.programCache[maxTextures]) { - var sampleValues = new Int32Array(maxTextures); - for (var i = 0; i < maxTextures; i++) { - sampleValues[i] = i; - } - this.defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true); - var fragmentSrc = this.fragTemplate; - fragmentSrc = fragmentSrc.replace(/%count%/gi, "" + maxTextures); - fragmentSrc = fragmentSrc.replace(/%forloop%/gi, this.generateSampleSrc(maxTextures)); - this.programCache[maxTextures] = new Program(this.vertexSrc, fragmentSrc); - } - var uniforms = { - tint: new Float32Array([1, 1, 1, 1]), - translationMatrix: new Matrix$2(), - default: this.defaultGroupCache[maxTextures], - }; - return new Shader(this.programCache[maxTextures], uniforms); - }; - BatchShaderGenerator.prototype.generateSampleSrc = function (maxTextures) { - var src = ''; - src += '\n'; - src += '\n'; - for (var i = 0; i < maxTextures; i++) { - if (i > 0) { - src += '\nelse '; - } - if (i < maxTextures - 1) { - src += "if(vTextureId < " + i + ".5)"; - } - src += '\n{'; - src += "\n\tcolor = texture2D(uSamplers[" + i + "], vTextureCoord);"; - src += '\n}'; - } - src += '\n'; - src += '\n'; - return src; - }; - return BatchShaderGenerator; - }()); - - /** - * Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects). - * @memberof PIXI - */ - var BatchGeometry = /** @class */ (function (_super) { - __extends$k(BatchGeometry, _super); - /** - * @param {boolean} [_static=false] - Optimization flag, where `false` - * is updated every frame, `true` doesn't change frame-to-frame. - */ - function BatchGeometry(_static) { - if (_static === void 0) { _static = false; } - var _this = _super.call(this) || this; - _this._buffer = new Buffer(null, _static, false); - _this._indexBuffer = new Buffer(null, _static, true); - _this.addAttribute('aVertexPosition', _this._buffer, 2, false, TYPES$8.FLOAT) - .addAttribute('aTextureCoord', _this._buffer, 2, false, TYPES$8.FLOAT) - .addAttribute('aColor', _this._buffer, 4, true, TYPES$8.UNSIGNED_BYTE) - .addAttribute('aTextureId', _this._buffer, 1, true, TYPES$8.FLOAT) - .addIndex(_this._indexBuffer); - return _this; - } - return BatchGeometry; - }(Geometry)); - - var defaultVertex = "precision highp float;\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\nattribute float aTextureId;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform vec4 tint;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vTextureId = aTextureId;\n vColor = aColor * tint;\n}\n"; - - var defaultFragment = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\nuniform sampler2D uSamplers[%count%];\n\nvoid main(void){\n vec4 color;\n %forloop%\n gl_FragColor = color * vColor;\n}\n"; - - /** @memberof PIXI */ - var BatchPluginFactory = /** @class */ (function () { - function BatchPluginFactory() { - } - /** - * Create a new BatchRenderer plugin for Renderer. this convenience can provide an easy way - * to extend BatchRenderer with all the necessary pieces. - * @example - * const fragment = ` - * varying vec2 vTextureCoord; - * varying vec4 vColor; - * varying float vTextureId; - * uniform sampler2D uSamplers[%count%]; - * - * void main(void){ - * vec4 color; - * %forloop% - * gl_FragColor = vColor * vec4(color.a - color.rgb, color.a); - * } - * `; - * const InvertBatchRenderer = PIXI.BatchPluginFactory.create({ fragment }); - * PIXI.extensions.add({ - * name: 'invert', - * ref: InvertBatchRenderer, - * type: PIXI.ExtensionType.RendererPlugin, - * }); - * const sprite = new PIXI.Sprite(); - * sprite.pluginName = 'invert'; - * @param {object} [options] - * @param {string} [options.vertex=PIXI.BatchPluginFactory.defaultVertexSrc] - Vertex shader source - * @param {string} [options.fragment=PIXI.BatchPluginFactory.defaultFragmentTemplate] - Fragment shader template - * @param {number} [options.vertexSize=6] - Vertex size - * @param {object} [options.geometryClass=PIXI.BatchGeometry] - * @returns {*} New batch renderer plugin - */ - BatchPluginFactory.create = function (options) { - var _a = Object.assign({ - vertex: defaultVertex, - fragment: defaultFragment, - geometryClass: BatchGeometry, - vertexSize: 6, - }, options), vertex = _a.vertex, fragment = _a.fragment, vertexSize = _a.vertexSize, geometryClass = _a.geometryClass; - return /** @class */ (function (_super) { - __extends$k(BatchPlugin, _super); - function BatchPlugin(renderer) { - var _this = _super.call(this, renderer) || this; - _this.shaderGenerator = new BatchShaderGenerator(vertex, fragment); - _this.geometryClass = geometryClass; - _this.vertexSize = vertexSize; - return _this; - } - return BatchPlugin; - }(AbstractBatchRenderer)); - }; - Object.defineProperty(BatchPluginFactory, "defaultVertexSrc", { - /** - * The default vertex shader source - * @readonly - */ - get: function () { - return defaultVertex; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BatchPluginFactory, "defaultFragmentTemplate", { - /** - * The default fragment shader source - * @readonly - */ - get: function () { - return defaultFragment; - }, - enumerable: false, - configurable: true - }); - return BatchPluginFactory; - }()); - // Setup the default BatchRenderer plugin, this is what - // we'll actually export at the root level - var BatchRenderer = BatchPluginFactory.create(); - Object.assign(BatchRenderer, { - extension: { - name: 'batch', - type: ExtensionType.RendererPlugin, - }, - }); - - /*! - * @pixi/interaction - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/interaction is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * Holds all information related to an Interaction event - * @memberof PIXI - */ - var InteractionData = /** @class */ (function () { - function InteractionData() { - /** - * Pressure applied by the pointing device during the event. A Touch's force property - * will be represented by this value. - * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pressure - */ - this.pressure = 0; - /** - * From TouchEvents (not PointerEvents triggered by touches), the rotationAngle of the Touch. - * @see https://developer.mozilla.org/en-US/docs/Web/API/Touch/rotationAngle - */ - this.rotationAngle = 0; - /** - * Twist of a stylus pointer. - * @see https://w3c.github.io/pointerevents/#pointerevent-interface - */ - this.twist = 0; - /** - * Barrel pressure on a stylus pointer. - * @see https://w3c.github.io/pointerevents/#pointerevent-interface - */ - this.tangentialPressure = 0; - this.global = new Point$2(); - this.target = null; - this.originalEvent = null; - this.identifier = null; - this.isPrimary = false; - this.button = 0; - this.buttons = 0; - this.width = 0; - this.height = 0; - this.tiltX = 0; - this.tiltY = 0; - this.pointerType = null; - this.pressure = 0; - this.rotationAngle = 0; - this.twist = 0; - this.tangentialPressure = 0; - } - Object.defineProperty(InteractionData.prototype, "pointerId", { - /** - * The unique identifier of the pointer. It will be the same as `identifier`. - * @readonly - * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerId - */ - get: function () { - return this.identifier; - }, - enumerable: false, - configurable: true - }); - /** - * This will return the local coordinates of the specified displayObject for this InteractionData - * @param displayObject - The DisplayObject that you would like the local - * coords off - * @param point - A Point object in which to store the value, optional (otherwise - * will create a new point) - * @param globalPos - A Point object containing your custom global coords, optional - * (otherwise will use the current global coords) - * @returns - A point containing the coordinates of the InteractionData position relative - * to the DisplayObject - */ - InteractionData.prototype.getLocalPosition = function (displayObject, point, globalPos) { - return displayObject.worldTransform.applyInverse(globalPos || this.global, point); - }; - /** - * Copies properties from normalized event data. - * @param {Touch|MouseEvent|PointerEvent} event - The normalized event data - */ - InteractionData.prototype.copyEvent = function (event) { - // isPrimary should only change on touchstart/pointerdown, so we don't want to overwrite - // it with "false" on later events when our shim for it on touch events might not be - // accurate - if ('isPrimary' in event && event.isPrimary) { - this.isPrimary = true; - } - this.button = 'button' in event && event.button; - // event.buttons is not available in all browsers (ie. Safari), but it does have a non-standard - // event.which property instead, which conveys the same information. - var buttons = 'buttons' in event && event.buttons; - this.buttons = Number.isInteger(buttons) ? buttons : 'which' in event && event.which; - this.width = 'width' in event && event.width; - this.height = 'height' in event && event.height; - this.tiltX = 'tiltX' in event && event.tiltX; - this.tiltY = 'tiltY' in event && event.tiltY; - this.pointerType = 'pointerType' in event && event.pointerType; - this.pressure = 'pressure' in event && event.pressure; - this.rotationAngle = 'rotationAngle' in event && event.rotationAngle; - this.twist = ('twist' in event && event.twist) || 0; - this.tangentialPressure = ('tangentialPressure' in event && event.tangentialPressure) || 0; - }; - /** Resets the data for pooling. */ - InteractionData.prototype.reset = function () { - // isPrimary is the only property that we really need to reset - everything else is - // guaranteed to be overwritten - this.isPrimary = false; - }; - return InteractionData; - }()); - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$j = function(d, b) { - extendStatics$j = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$j(d, b); - }; - - function __extends$j(d, b) { - extendStatics$j(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - /** - * Event class that mimics native DOM events. - * @memberof PIXI - */ - var InteractionEvent = /** @class */ (function () { - function InteractionEvent() { - this.stopped = false; - this.stopsPropagatingAt = null; - this.stopPropagationHint = false; - this.target = null; - this.currentTarget = null; - this.type = null; - this.data = null; - } - /** Prevents event from reaching any objects other than the current object. */ - InteractionEvent.prototype.stopPropagation = function () { - this.stopped = true; - this.stopPropagationHint = true; - this.stopsPropagatingAt = this.currentTarget; - }; - /** Resets the event. */ - InteractionEvent.prototype.reset = function () { - this.stopped = false; - this.stopsPropagatingAt = null; - this.stopPropagationHint = false; - this.currentTarget = null; - this.target = null; - }; - return InteractionEvent; - }()); - - /** - * DisplayObjects with the {@link PIXI.interactiveTarget} mixin use this class to track interactions - * @class - * @private - * @memberof PIXI - */ - var InteractionTrackingData = /** @class */ (function () { - /** - * @param {number} pointerId - Unique pointer id of the event - * @private - */ - function InteractionTrackingData(pointerId) { - this._pointerId = pointerId; - this._flags = InteractionTrackingData.FLAGS.NONE; - } - /** - * - * @private - * @param {number} flag - The interaction flag to set - * @param {boolean} yn - Should the flag be set or unset - */ - InteractionTrackingData.prototype._doSet = function (flag, yn) { - if (yn) { - this._flags = this._flags | flag; - } - else { - this._flags = this._flags & (~flag); - } - }; - Object.defineProperty(InteractionTrackingData.prototype, "pointerId", { - /** - * Unique pointer id of the event - * @readonly - * @private - * @member {number} - */ - get: function () { - return this._pointerId; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(InteractionTrackingData.prototype, "flags", { - /** - * State of the tracking data, expressed as bit flags - * @private - * @member {number} - */ - get: function () { - return this._flags; - }, - set: function (flags) { - this._flags = flags; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(InteractionTrackingData.prototype, "none", { - /** - * Is the tracked event inactive (not over or down)? - * @private - * @member {number} - */ - get: function () { - return this._flags === InteractionTrackingData.FLAGS.NONE; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(InteractionTrackingData.prototype, "over", { - /** - * Is the tracked event over the DisplayObject? - * @private - * @member {boolean} - */ - get: function () { - return (this._flags & InteractionTrackingData.FLAGS.OVER) !== 0; - }, - set: function (yn) { - this._doSet(InteractionTrackingData.FLAGS.OVER, yn); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(InteractionTrackingData.prototype, "rightDown", { - /** - * Did the right mouse button come down in the DisplayObject? - * @private - * @member {boolean} - */ - get: function () { - return (this._flags & InteractionTrackingData.FLAGS.RIGHT_DOWN) !== 0; - }, - set: function (yn) { - this._doSet(InteractionTrackingData.FLAGS.RIGHT_DOWN, yn); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(InteractionTrackingData.prototype, "leftDown", { - /** - * Did the left mouse button come down in the DisplayObject? - * @private - * @member {boolean} - */ - get: function () { - return (this._flags & InteractionTrackingData.FLAGS.LEFT_DOWN) !== 0; - }, - set: function (yn) { - this._doSet(InteractionTrackingData.FLAGS.LEFT_DOWN, yn); - }, - enumerable: false, - configurable: true - }); - InteractionTrackingData.FLAGS = Object.freeze({ - NONE: 0, - OVER: 1 << 0, - LEFT_DOWN: 1 << 1, - RIGHT_DOWN: 1 << 2, - }); - return InteractionTrackingData; - }()); - - /** - * Strategy how to search through stage tree for interactive objects - * @memberof PIXI - */ - var TreeSearch = /** @class */ (function () { - function TreeSearch() { - this._tempPoint = new Point$2(); - } - /** - * Recursive implementation for findHit - * @private - * @param interactionEvent - event containing the point that - * is tested for collision - * @param displayObject - the displayObject - * that will be hit test (recursively crawls its children) - * @param func - the function that will be called on each interactive object. The - * interactionEvent, displayObject and hit will be passed to the function - * @param hitTest - this indicates if the objects inside should be hit test against the point - * @param interactive - Whether the displayObject is interactive - * @returns - Returns true if the displayObject hit the point - */ - TreeSearch.prototype.recursiveFindHit = function (interactionEvent, displayObject, func, hitTest, interactive) { - var _a; - if (!displayObject || !displayObject.visible) { - return false; - } - var point = interactionEvent.data.global; - // Took a little while to rework this function correctly! But now it is done and nice and optimized! ^_^ - // - // This function will now loop through all objects and then only hit test the objects it HAS - // to, not all of them. MUCH faster.. - // An object will be hit test if the following is true: - // - // 1: It is interactive. - // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit. - // - // As another little optimization once an interactive object has been hit we can carry on - // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests - // A final optimization is that an object is not hit test directly if a child has already been hit. - interactive = displayObject.interactive || interactive; - var hit = false; - var interactiveParent = interactive; - // Flag here can set to false if the event is outside the parents hitArea or mask - var hitTestChildren = true; - // If there is a hitArea, no need to test against anything else if the pointer is not within the hitArea - // There is also no longer a need to hitTest children. - if (displayObject.hitArea) { - if (hitTest) { - displayObject.worldTransform.applyInverse(point, this._tempPoint); - if (!displayObject.hitArea.contains(this._tempPoint.x, this._tempPoint.y)) { - hitTest = false; - hitTestChildren = false; - } - else { - hit = true; - } - } - interactiveParent = false; - } - // If there is a mask, no need to hitTest against anything else if the pointer is not within the mask. - // We still want to hitTestChildren, however, to ensure a mouseout can still be generated. - // https://github.com/pixijs/pixi.js/issues/5135 - else if (displayObject._mask) { - if (hitTest) { - var maskObject = (displayObject._mask.isMaskData - ? displayObject._mask.maskObject : displayObject._mask); - if (maskObject && !((_a = maskObject.containsPoint) === null || _a === void 0 ? void 0 : _a.call(maskObject, point))) { - hitTest = false; - } - } - } - // ** FREE TIP **! If an object is not interactive or has no buttons in it - // (such as a game scene!) set interactiveChildren to false for that displayObject. - // This will allow PixiJS to completely ignore and bypass checking the displayObjects children. - if (hitTestChildren && displayObject.interactiveChildren && displayObject.children) { - var children = displayObject.children; - for (var i = children.length - 1; i >= 0; i--) { - var child = children[i]; - // time to get recursive.. if this function will return if something is hit.. - var childHit = this.recursiveFindHit(interactionEvent, child, func, hitTest, interactiveParent); - if (childHit) { - // its a good idea to check if a child has lost its parent. - // this means it has been removed whilst looping so its best - if (!child.parent) { - continue; - } - // we no longer need to hit test any more objects in this container as we we - // now know the parent has been hit - interactiveParent = false; - // If the child is interactive , that means that the object hit was actually - // interactive and not just the child of an interactive object. - // This means we no longer need to hit test anything else. We still need to run - // through all objects, but we don't need to perform any hit tests. - if (childHit) { - if (interactionEvent.target) { - hitTest = false; - } - hit = true; - } - } - } - } - // no point running this if the item is not interactive or does not have an interactive parent. - if (interactive) { - // if we are hit testing (as in we have no hit any objects yet) - // We also don't need to worry about hit testing if once of the displayObjects children - // has already been hit - but only if it was interactive, otherwise we need to keep - // looking for an interactive child, just in case we hit one - if (hitTest && !interactionEvent.target) { - // already tested against hitArea if it is defined - if (!displayObject.hitArea && displayObject.containsPoint) { - if (displayObject.containsPoint(point)) { - hit = true; - } - } - } - if (displayObject.interactive) { - if (hit && !interactionEvent.target) { - interactionEvent.target = displayObject; - } - if (func) { - func(interactionEvent, displayObject, !!hit); - } - } - } - return hit; - }; - /** - * This function is provides a neat way of crawling through the scene graph and running a - * specified function on all interactive objects it finds. It will also take care of hit - * testing the interactive objects and passes the hit across in the function. - * @private - * @param interactionEvent - event containing the point that - * is tested for collision - * @param displayObject - the displayObject - * that will be hit test (recursively crawls its children) - * @param func - the function that will be called on each interactive object. The - * interactionEvent, displayObject and hit will be passed to the function - * @param hitTest - this indicates if the objects inside should be hit test against the point - * @returns - Returns true if the displayObject hit the point - */ - TreeSearch.prototype.findHit = function (interactionEvent, displayObject, func, hitTest) { - this.recursiveFindHit(interactionEvent, displayObject, func, hitTest, false); - }; - return TreeSearch; - }()); - - /** - * Interface for classes that represent a hit area. - * - * It is implemented by the following classes: - * - {@link PIXI.Circle} - * - {@link PIXI.Ellipse} - * - {@link PIXI.Polygon} - * - {@link PIXI.RoundedRectangle} - * @interface IHitArea - * @memberof PIXI - */ - /** - * Checks whether the x and y coordinates given are contained within this area - * @method - * @name contains - * @memberof PIXI.IHitArea# - * @param {number} x - The X coordinate of the point to test - * @param {number} y - The Y coordinate of the point to test - * @returns {boolean} Whether the x/y coordinates are within this area - */ - /** - * Default property values of interactive objects - * Used by {@link PIXI.InteractionManager} to automatically give all DisplayObjects these properties - * @private - * @name interactiveTarget - * @type {object} - * @memberof PIXI - * @example - * function MyObject() {} - * - * Object.assign( - * DisplayObject.prototype, - * PIXI.interactiveTarget - * ); - */ - var interactiveTarget = { - interactive: false, - interactiveChildren: true, - hitArea: null, - /** - * If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive - * Setting this changes the 'cursor' property to `'pointer'`. - * @example - * const sprite = new PIXI.Sprite(texture); - * sprite.interactive = true; - * sprite.buttonMode = true; - * @member {boolean} - * @memberof PIXI.DisplayObject# - */ - get buttonMode() { - return this.cursor === 'pointer'; - }, - set buttonMode(value) { - if (value) { - this.cursor = 'pointer'; - } - else if (this.cursor === 'pointer') { - this.cursor = null; - } - }, - /** - * This defines what cursor mode is used when the mouse cursor - * is hovered over the displayObject. - * @example - * const sprite = new PIXI.Sprite(texture); - * sprite.interactive = true; - * sprite.cursor = 'wait'; - * @see https://developer.mozilla.org/en/docs/Web/CSS/cursor - * @member {string} - * @memberof PIXI.DisplayObject# - */ - cursor: null, - /** - * Internal set of all active pointers, by identifier - * @member {Map} - * @memberof PIXI.DisplayObject# - * @private - */ - get trackedPointers() { - if (this._trackedPointers === undefined) - { this._trackedPointers = {}; } - return this._trackedPointers; - }, - /** - * Map of all tracked pointers, by identifier. Use trackedPointers to access. - * @private - * @type {Map} - */ - _trackedPointers: undefined, - }; - - // Mix interactiveTarget into DisplayObject.prototype - DisplayObject$2.mixin(interactiveTarget); - var MOUSE_POINTER_ID = 1; - // helpers for hitTest() - only used inside hitTest() - var hitTestEvent = { - target: null, - data: { - global: null, - }, - }; - /** - * The interaction manager deals with mouse, touch and pointer events. - * - * Any DisplayObject can be interactive if its `interactive` property is set to true. - * - * This manager also supports multitouch. - * - * An instance of this class is automatically created by default, and can be found at `renderer.plugins.interaction` - * @memberof PIXI - */ - var InteractionManager = /** @class */ (function (_super) { - __extends$j(InteractionManager, _super); - /** - * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer - * @param options - The options for the manager. - * @param {boolean} [options.autoPreventDefault=true] - Should the manager automatically prevent default browser actions. - * @param {number} [options.interactionFrequency=10] - Maximum frequency (ms) at pointer over/out states will be checked. - * @param {number} [options.useSystemTicker=true] - Whether to add {@link tickerUpdate} to {@link PIXI.Ticker.system}. - */ - function InteractionManager(renderer, options) { - var _this = _super.call(this) || this; - options = options || {}; - _this.renderer = renderer; - _this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true; - _this.interactionFrequency = options.interactionFrequency || 10; - _this.mouse = new InteractionData(); - _this.mouse.identifier = MOUSE_POINTER_ID; - // setting the mouse to start off far off screen will mean that mouse over does - // not get called before we even move the mouse. - _this.mouse.global.set(-999999); - _this.activeInteractionData = {}; - _this.activeInteractionData[MOUSE_POINTER_ID] = _this.mouse; - _this.interactionDataPool = []; - _this.eventData = new InteractionEvent(); - _this.interactionDOMElement = null; - _this.moveWhenInside = false; - _this.eventsAdded = false; - _this.tickerAdded = false; - _this.mouseOverRenderer = !('PointerEvent' in globalThis); - _this.supportsTouchEvents = 'ontouchstart' in globalThis; - _this.supportsPointerEvents = !!globalThis.PointerEvent; - // this will make it so that you don't have to call bind all the time - _this.onPointerUp = _this.onPointerUp.bind(_this); - _this.processPointerUp = _this.processPointerUp.bind(_this); - _this.onPointerCancel = _this.onPointerCancel.bind(_this); - _this.processPointerCancel = _this.processPointerCancel.bind(_this); - _this.onPointerDown = _this.onPointerDown.bind(_this); - _this.processPointerDown = _this.processPointerDown.bind(_this); - _this.onPointerMove = _this.onPointerMove.bind(_this); - _this.processPointerMove = _this.processPointerMove.bind(_this); - _this.onPointerOut = _this.onPointerOut.bind(_this); - _this.processPointerOverOut = _this.processPointerOverOut.bind(_this); - _this.onPointerOver = _this.onPointerOver.bind(_this); - _this.cursorStyles = { - default: 'inherit', - pointer: 'pointer', - }; - _this.currentCursorMode = null; - _this.cursor = null; - _this.resolution = 1; - _this.delayedEvents = []; - _this.search = new TreeSearch(); - _this._tempDisplayObject = new TemporaryDisplayObject$2(); - _this._eventListenerOptions = { capture: true, passive: false }; - /** - * Fired when a pointer device button (usually a mouse left-button) is pressed on the display - * object. - * @event PIXI.InteractionManager#mousedown - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is pressed - * on the display object. - * @event PIXI.InteractionManager#rightdown - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button (usually a mouse left-button) is released over the display - * object. - * @event PIXI.InteractionManager#mouseup - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is released - * over the display object. - * @event PIXI.InteractionManager#rightup - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button (usually a mouse left-button) is pressed and released on - * the display object. - * @event PIXI.InteractionManager#click - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is pressed - * and released on the display object. - * @event PIXI.InteractionManager#rightclick - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button (usually a mouse left-button) is released outside the - * display object that initially registered a - * [mousedown]{@link PIXI.InteractionManager#event:mousedown}. - * @event PIXI.InteractionManager#mouseupoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is released - * outside the display object that initially registered a - * [rightdown]{@link PIXI.InteractionManager#event:rightdown}. - * @event PIXI.InteractionManager#rightupoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device (usually a mouse) is moved while over the display object - * @event PIXI.InteractionManager#mousemove - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device (usually a mouse) is moved onto the display object - * @event PIXI.InteractionManager#mouseover - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device (usually a mouse) is moved off the display object - * @event PIXI.InteractionManager#mouseout - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is pressed on the display object. - * @event PIXI.InteractionManager#pointerdown - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is released over the display object. - * Not always fired when some buttons are held down while others are released. In those cases, - * use [mousedown]{@link PIXI.InteractionManager#event:mousedown} and - * [mouseup]{@link PIXI.InteractionManager#event:mouseup} instead. - * @event PIXI.InteractionManager#pointerup - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when the operating system cancels a pointer event - * @event PIXI.InteractionManager#pointercancel - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is pressed and released on the display object. - * @event PIXI.InteractionManager#pointertap - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is released outside the display object that initially - * registered a [pointerdown]{@link PIXI.InteractionManager#event:pointerdown}. - * @event PIXI.InteractionManager#pointerupoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device is moved while over the display object - * @event PIXI.InteractionManager#pointermove - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device is moved onto the display object - * @event PIXI.InteractionManager#pointerover - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device is moved off the display object - * @event PIXI.InteractionManager#pointerout - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is placed on the display object. - * @event PIXI.InteractionManager#touchstart - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is removed from the display object. - * @event PIXI.InteractionManager#touchend - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when the operating system cancels a touch - * @event PIXI.InteractionManager#touchcancel - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is placed and removed from the display object. - * @event PIXI.InteractionManager#tap - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is removed outside of the display object that initially - * registered a [touchstart]{@link PIXI.InteractionManager#event:touchstart}. - * @event PIXI.InteractionManager#touchendoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is moved along the display object. - * @event PIXI.InteractionManager#touchmove - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button (usually a mouse left-button) is pressed on the display. - * object. DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#mousedown - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is pressed - * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#rightdown - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button (usually a mouse left-button) is released over the display - * object. DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#mouseup - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is released - * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#rightup - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button (usually a mouse left-button) is pressed and released on - * the display object. DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#click - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is pressed - * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#rightclick - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button (usually a mouse left-button) is released outside the - * display object that initially registered a - * [mousedown]{@link PIXI.DisplayObject#event:mousedown}. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#mouseupoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is released - * outside the display object that initially registered a - * [rightdown]{@link PIXI.DisplayObject#event:rightdown}. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#rightupoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device (usually a mouse) is moved while over the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#mousemove - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device (usually a mouse) is moved onto the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#mouseover - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device (usually a mouse) is moved off the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#mouseout - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is pressed on the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointerdown - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is released over the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointerup - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when the operating system cancels a pointer event. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointercancel - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is pressed and released on the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointertap - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is released outside the display object that initially - * registered a [pointerdown]{@link PIXI.DisplayObject#event:pointerdown}. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointerupoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device is moved while over the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointermove - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device is moved onto the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointerover - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device is moved off the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointerout - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is placed on the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#touchstart - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is removed from the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#touchend - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when the operating system cancels a touch. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#touchcancel - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is placed and removed from the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#tap - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is removed outside of the display object that initially - * registered a [touchstart]{@link PIXI.DisplayObject#event:touchstart}. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#touchendoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is moved along the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#touchmove - * @param {PIXI.InteractionEvent} event - Interaction event - */ - _this._useSystemTicker = options.useSystemTicker !== undefined ? options.useSystemTicker : true; - _this.setTargetElement(_this.renderer.view, _this.renderer.resolution); - return _this; - } - Object.defineProperty(InteractionManager.prototype, "useSystemTicker", { - /** - * Should the InteractionManager automatically add {@link tickerUpdate} to {@link PIXI.Ticker.system}. - * @default true - */ - get: function () { - return this._useSystemTicker; - }, - set: function (useSystemTicker) { - this._useSystemTicker = useSystemTicker; - if (useSystemTicker) { - this.addTickerListener(); - } - else { - this.removeTickerListener(); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(InteractionManager.prototype, "lastObjectRendered", { - /** - * Last rendered object or temp object. - * @readonly - * @protected - */ - get: function () { - return this.renderer._lastObjectRendered || this._tempDisplayObject; - }, - enumerable: false, - configurable: true - }); - /** - * Hit tests a point against the display tree, returning the first interactive object that is hit. - * @param globalPoint - A point to hit test with, in global space. - * @param root - The root display object to start from. If omitted, defaults - * to the last rendered root of the associated renderer. - * @returns - The hit display object, if any. - */ - InteractionManager.prototype.hitTest = function (globalPoint, root) { - // clear the target for our hit test - hitTestEvent.target = null; - // assign the global point - hitTestEvent.data.global = globalPoint; - // ensure safety of the root - if (!root) { - root = this.lastObjectRendered; - } - // run the hit test - this.processInteractive(hitTestEvent, root, null, true); - // return our found object - it'll be null if we didn't hit anything - return hitTestEvent.target; - }; - /** - * Sets the DOM element which will receive mouse/touch events. This is useful for when you have - * other DOM elements on top of the renderers Canvas element. With this you'll be bale to delegate - * another DOM element to receive those events. - * @param element - the DOM element which will receive mouse and touch events. - * @param resolution - The resolution / device pixel ratio of the new element (relative to the canvas). - */ - InteractionManager.prototype.setTargetElement = function (element, resolution) { - if (resolution === void 0) { resolution = 1; } - this.removeTickerListener(); - this.removeEvents(); - this.interactionDOMElement = element; - this.resolution = resolution; - this.addEvents(); - this.addTickerListener(); - }; - /** Adds the ticker listener. */ - InteractionManager.prototype.addTickerListener = function () { - if (this.tickerAdded || !this.interactionDOMElement || !this._useSystemTicker) { - return; - } - Ticker$1.system.add(this.tickerUpdate, this, UPDATE_PRIORITY$1.INTERACTION); - this.tickerAdded = true; - }; - /** Removes the ticker listener. */ - InteractionManager.prototype.removeTickerListener = function () { - if (!this.tickerAdded) { - return; - } - Ticker$1.system.remove(this.tickerUpdate, this); - this.tickerAdded = false; - }; - /** Registers all the DOM events. */ - InteractionManager.prototype.addEvents = function () { - if (this.eventsAdded || !this.interactionDOMElement) { - return; - } - var style = this.interactionDOMElement.style; - if (globalThis.navigator.msPointerEnabled) { - style.msContentZooming = 'none'; - style.msTouchAction = 'none'; - } - else if (this.supportsPointerEvents) { - style.touchAction = 'none'; - } - /* - * These events are added first, so that if pointer events are normalized, they are fired - * in the same order as non-normalized events. ie. pointer event 1st, mouse / touch 2nd - */ - if (this.supportsPointerEvents) { - globalThis.document.addEventListener('pointermove', this.onPointerMove, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions); - // pointerout is fired in addition to pointerup (for touch events) and pointercancel - // we already handle those, so for the purposes of what we do in onPointerOut, we only - // care about the pointerleave event - this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, this._eventListenerOptions); - globalThis.addEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions); - globalThis.addEventListener('pointerup', this.onPointerUp, this._eventListenerOptions); - } - else { - globalThis.document.addEventListener('mousemove', this.onPointerMove, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, this._eventListenerOptions); - globalThis.addEventListener('mouseup', this.onPointerUp, this._eventListenerOptions); - } - // always look directly for touch events so that we can provide original data - // In a future version we should change this to being just a fallback and rely solely on - // PointerEvents whenever available - if (this.supportsTouchEvents) { - this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, this._eventListenerOptions); - } - this.eventsAdded = true; - }; - /** Removes all the DOM events that were previously registered. */ - InteractionManager.prototype.removeEvents = function () { - if (!this.eventsAdded || !this.interactionDOMElement) { - return; - } - var style = this.interactionDOMElement.style; - if (globalThis.navigator.msPointerEnabled) { - style.msContentZooming = ''; - style.msTouchAction = ''; - } - else if (this.supportsPointerEvents) { - style.touchAction = ''; - } - if (this.supportsPointerEvents) { - globalThis.document.removeEventListener('pointermove', this.onPointerMove, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, this._eventListenerOptions); - globalThis.removeEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions); - globalThis.removeEventListener('pointerup', this.onPointerUp, this._eventListenerOptions); - } - else { - globalThis.document.removeEventListener('mousemove', this.onPointerMove, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, this._eventListenerOptions); - globalThis.removeEventListener('mouseup', this.onPointerUp, this._eventListenerOptions); - } - if (this.supportsTouchEvents) { - this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, this._eventListenerOptions); - } - this.interactionDOMElement = null; - this.eventsAdded = false; - }; - /** - * Updates the state of interactive objects if at least {@link interactionFrequency} - * milliseconds have passed since the last invocation. - * - * Invoked by a throttled ticker update from {@link PIXI.Ticker.system}. - * @param deltaTime - time delta since the last call - */ - InteractionManager.prototype.tickerUpdate = function (deltaTime) { - this._deltaTime += deltaTime; - if (this._deltaTime < this.interactionFrequency) { - return; - } - this._deltaTime = 0; - this.update(); - }; - /** Updates the state of interactive objects. */ - InteractionManager.prototype.update = function () { - if (!this.interactionDOMElement) { - return; - } - // if the user move the mouse this check has already been done using the mouse move! - if (this._didMove) { - this._didMove = false; - return; - } - this.cursor = null; - // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind, - // but there was a scenario of a display object moving under a static mouse cursor. - // In this case, mouseover and mouseevents would not pass the flag test in dispatchEvent function - for (var k in this.activeInteractionData) { - // eslint-disable-next-line no-prototype-builtins - if (this.activeInteractionData.hasOwnProperty(k)) { - var interactionData = this.activeInteractionData[k]; - if (interactionData.originalEvent && interactionData.pointerType !== 'touch') { - var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, interactionData.originalEvent, interactionData); - this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, true); - } - } - } - this.setCursorMode(this.cursor); - }; - /** - * Sets the current cursor mode, handling any callbacks or CSS style changes. - * @param mode - cursor mode, a key from the cursorStyles dictionary - */ - InteractionManager.prototype.setCursorMode = function (mode) { - mode = mode || 'default'; - var applyStyles = true; - // offscreen canvas does not support setting styles, but cursor modes can be functions, - // in order to handle pixi rendered cursors, so we can't bail - if (globalThis.OffscreenCanvas && this.interactionDOMElement instanceof OffscreenCanvas) { - applyStyles = false; - } - // if the mode didn't actually change, bail early - if (this.currentCursorMode === mode) { - return; - } - this.currentCursorMode = mode; - var style = this.cursorStyles[mode]; - // only do things if there is a cursor style for it - if (style) { - switch (typeof style) { - case 'string': - // string styles are handled as cursor CSS - if (applyStyles) { - this.interactionDOMElement.style.cursor = style; - } - break; - case 'function': - // functions are just called, and passed the cursor mode - style(mode); - break; - case 'object': - // if it is an object, assume that it is a dictionary of CSS styles, - // apply it to the interactionDOMElement - if (applyStyles) { - Object.assign(this.interactionDOMElement.style, style); - } - break; - } - } - else if (applyStyles && typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode)) { - // if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry - // for the mode, then assume that the dev wants it to be CSS for the cursor. - this.interactionDOMElement.style.cursor = mode; - } - }; - /** - * Dispatches an event on the display object that was interacted with. - * @param displayObject - the display object in question - * @param eventString - the name of the event (e.g, mousedown) - * @param eventData - the event data object - */ - InteractionManager.prototype.dispatchEvent = function (displayObject, eventString, eventData) { - // Even if the event was stopped, at least dispatch any remaining events - // for the same display object. - if (!eventData.stopPropagationHint || displayObject === eventData.stopsPropagatingAt) { - eventData.currentTarget = displayObject; - eventData.type = eventString; - displayObject.emit(eventString, eventData); - if (displayObject[eventString]) { - displayObject[eventString](eventData); - } - } - }; - /** - * Puts a event on a queue to be dispatched later. This is used to guarantee correct - * ordering of over/out events. - * @param displayObject - the display object in question - * @param eventString - the name of the event (e.g, mousedown) - * @param eventData - the event data object - */ - InteractionManager.prototype.delayDispatchEvent = function (displayObject, eventString, eventData) { - this.delayedEvents.push({ displayObject: displayObject, eventString: eventString, eventData: eventData }); - }; - /** - * Maps x and y coords from a DOM object and maps them correctly to the PixiJS view. The - * resulting value is stored in the point. This takes into account the fact that the DOM - * element could be scaled and positioned anywhere on the screen. - * @param point - the point that the result will be stored in - * @param x - the x coord of the position to map - * @param y - the y coord of the position to map - */ - InteractionManager.prototype.mapPositionToPoint = function (point, x, y) { - var rect; - // IE 11 fix - if (!this.interactionDOMElement.parentElement) { - rect = { - x: 0, - y: 0, - width: this.interactionDOMElement.width, - height: this.interactionDOMElement.height, - left: 0, - top: 0 - }; - } - else { - rect = this.interactionDOMElement.getBoundingClientRect(); - } - var resolutionMultiplier = 1.0 / this.resolution; - point.x = ((x - rect.left) * (this.interactionDOMElement.width / rect.width)) * resolutionMultiplier; - point.y = ((y - rect.top) * (this.interactionDOMElement.height / rect.height)) * resolutionMultiplier; - }; - /** - * This function is provides a neat way of crawling through the scene graph and running a - * specified function on all interactive objects it finds. It will also take care of hit - * testing the interactive objects and passes the hit across in the function. - * @protected - * @param interactionEvent - event containing the point that - * is tested for collision - * @param displayObject - the displayObject - * that will be hit test (recursively crawls its children) - * @param func - the function that will be called on each interactive object. The - * interactionEvent, displayObject and hit will be passed to the function - * @param hitTest - indicates whether we want to calculate hits - * or just iterate through all interactive objects - */ - InteractionManager.prototype.processInteractive = function (interactionEvent, displayObject, func, hitTest) { - var hit = this.search.findHit(interactionEvent, displayObject, func, hitTest); - var delayedEvents = this.delayedEvents; - if (!delayedEvents.length) { - return hit; - } - // Reset the propagation hint, because we start deeper in the tree again. - interactionEvent.stopPropagationHint = false; - var delayedLen = delayedEvents.length; - this.delayedEvents = []; - for (var i = 0; i < delayedLen; i++) { - var _a = delayedEvents[i], displayObject_1 = _a.displayObject, eventString = _a.eventString, eventData = _a.eventData; - // When we reach the object we wanted to stop propagating at, - // set the propagation hint. - if (eventData.stopsPropagatingAt === displayObject_1) { - eventData.stopPropagationHint = true; - } - this.dispatchEvent(displayObject_1, eventString, eventData); - } - return hit; - }; - /** - * Is called when the pointer button is pressed down on the renderer element - * @param originalEvent - The DOM event of a pointer button being pressed down - */ - InteractionManager.prototype.onPointerDown = function (originalEvent) { - // if we support touch events, then only use those for touch events, not pointer events - if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') - { return; } - var events = this.normalizeToPointerData(originalEvent); - /* - * No need to prevent default on natural pointer events, as there are no side effects - * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser, - * so still need to be prevented. - */ - // Guaranteed that there will be at least one event in events, and all events must have the same pointer type - if (this.autoPreventDefault && events[0].isNormalized) { - var cancelable = originalEvent.cancelable || !('cancelable' in originalEvent); - if (cancelable) { - originalEvent.preventDefault(); - } - } - var eventLen = events.length; - for (var i = 0; i < eventLen; i++) { - var event = events[i]; - var interactionData = this.getInteractionDataForPointerId(event); - var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); - interactionEvent.data.originalEvent = originalEvent; - this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerDown, true); - this.emit('pointerdown', interactionEvent); - if (event.pointerType === 'touch') { - this.emit('touchstart', interactionEvent); - } - // emit a mouse event for "pen" pointers, the way a browser would emit a fallback event - else if (event.pointerType === 'mouse' || event.pointerType === 'pen') { - var isRightButton = event.button === 2; - this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData); - } - } - }; - /** - * Processes the result of the pointer down check and dispatches the event if need be - * @param interactionEvent - The interaction event wrapping the DOM event - * @param displayObject - The display object that was tested - * @param hit - the result of the hit test on the display object - */ - InteractionManager.prototype.processPointerDown = function (interactionEvent, displayObject, hit) { - var data = interactionEvent.data; - var id = interactionEvent.data.identifier; - if (hit) { - if (!displayObject.trackedPointers[id]) { - displayObject.trackedPointers[id] = new InteractionTrackingData(id); - } - this.dispatchEvent(displayObject, 'pointerdown', interactionEvent); - if (data.pointerType === 'touch') { - this.dispatchEvent(displayObject, 'touchstart', interactionEvent); - } - else if (data.pointerType === 'mouse' || data.pointerType === 'pen') { - var isRightButton = data.button === 2; - if (isRightButton) { - displayObject.trackedPointers[id].rightDown = true; - } - else { - displayObject.trackedPointers[id].leftDown = true; - } - this.dispatchEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent); - } - } - }; - /** - * Is called when the pointer button is released on the renderer element - * @param originalEvent - The DOM event of a pointer button being released - * @param cancelled - true if the pointer is cancelled - * @param func - Function passed to {@link processInteractive} - */ - InteractionManager.prototype.onPointerComplete = function (originalEvent, cancelled, func) { - var events = this.normalizeToPointerData(originalEvent); - var eventLen = events.length; - // if the event wasn't targeting our canvas, then consider it to be pointerupoutside - // in all cases (unless it was a pointercancel) - var target = originalEvent.target; - // if in shadow DOM use composedPath to access target - if (originalEvent.composedPath && originalEvent.composedPath().length > 0) { - target = originalEvent.composedPath()[0]; - } - var eventAppend = target !== this.interactionDOMElement ? 'outside' : ''; - for (var i = 0; i < eventLen; i++) { - var event = events[i]; - var interactionData = this.getInteractionDataForPointerId(event); - var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); - interactionEvent.data.originalEvent = originalEvent; - // perform hit testing for events targeting our canvas or cancel events - this.processInteractive(interactionEvent, this.lastObjectRendered, func, cancelled || !eventAppend); - this.emit(cancelled ? 'pointercancel' : "pointerup" + eventAppend, interactionEvent); - if (event.pointerType === 'mouse' || event.pointerType === 'pen') { - var isRightButton = event.button === 2; - this.emit(isRightButton ? "rightup" + eventAppend : "mouseup" + eventAppend, interactionEvent); - } - else if (event.pointerType === 'touch') { - this.emit(cancelled ? 'touchcancel' : "touchend" + eventAppend, interactionEvent); - this.releaseInteractionDataForPointerId(event.pointerId); - } - } - }; - /** - * Is called when the pointer button is cancelled - * @param event - The DOM event of a pointer button being released - */ - InteractionManager.prototype.onPointerCancel = function (event) { - // if we support touch events, then only use those for touch events, not pointer events - if (this.supportsTouchEvents && event.pointerType === 'touch') - { return; } - this.onPointerComplete(event, true, this.processPointerCancel); - }; - /** - * Processes the result of the pointer cancel check and dispatches the event if need be - * @param interactionEvent - The interaction event wrapping the DOM event - * @param displayObject - The display object that was tested - */ - InteractionManager.prototype.processPointerCancel = function (interactionEvent, displayObject) { - var data = interactionEvent.data; - var id = interactionEvent.data.identifier; - if (displayObject.trackedPointers[id] !== undefined) { - delete displayObject.trackedPointers[id]; - this.dispatchEvent(displayObject, 'pointercancel', interactionEvent); - if (data.pointerType === 'touch') { - this.dispatchEvent(displayObject, 'touchcancel', interactionEvent); - } - } - }; - /** - * Is called when the pointer button is released on the renderer element - * @param event - The DOM event of a pointer button being released - */ - InteractionManager.prototype.onPointerUp = function (event) { - // if we support touch events, then only use those for touch events, not pointer events - if (this.supportsTouchEvents && event.pointerType === 'touch') - { return; } - this.onPointerComplete(event, false, this.processPointerUp); - }; - /** - * Processes the result of the pointer up check and dispatches the event if need be - * @param interactionEvent - The interaction event wrapping the DOM event - * @param displayObject - The display object that was tested - * @param hit - the result of the hit test on the display object - */ - InteractionManager.prototype.processPointerUp = function (interactionEvent, displayObject, hit) { - var data = interactionEvent.data; - var id = interactionEvent.data.identifier; - var trackingData = displayObject.trackedPointers[id]; - var isTouch = data.pointerType === 'touch'; - var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); - // need to track mouse down status in the mouse block so that we can emit - // event in a later block - var isMouseTap = false; - // Mouse only - if (isMouse) { - var isRightButton = data.button === 2; - var flags = InteractionTrackingData.FLAGS; - var test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN; - var isDown = trackingData !== undefined && (trackingData.flags & test); - if (hit) { - this.dispatchEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent); - if (isDown) { - this.dispatchEvent(displayObject, isRightButton ? 'rightclick' : 'click', interactionEvent); - // because we can confirm that the mousedown happened on this object, flag for later emit of pointertap - isMouseTap = true; - } - } - else if (isDown) { - this.dispatchEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent); - } - // update the down state of the tracking data - if (trackingData) { - if (isRightButton) { - trackingData.rightDown = false; - } - else { - trackingData.leftDown = false; - } - } - } - // Pointers and Touches, and Mouse - if (hit) { - this.dispatchEvent(displayObject, 'pointerup', interactionEvent); - if (isTouch) - { this.dispatchEvent(displayObject, 'touchend', interactionEvent); } - if (trackingData) { - // emit pointertap if not a mouse, or if the mouse block decided it was a tap - if (!isMouse || isMouseTap) { - this.dispatchEvent(displayObject, 'pointertap', interactionEvent); - } - if (isTouch) { - this.dispatchEvent(displayObject, 'tap', interactionEvent); - // touches are no longer over (if they ever were) when we get the touchend - // so we should ensure that we don't keep pretending that they are - trackingData.over = false; - } - } - } - else if (trackingData) { - this.dispatchEvent(displayObject, 'pointerupoutside', interactionEvent); - if (isTouch) - { this.dispatchEvent(displayObject, 'touchendoutside', interactionEvent); } - } - // Only remove the tracking data if there is no over/down state still associated with it - if (trackingData && trackingData.none) { - delete displayObject.trackedPointers[id]; - } - }; - /** - * Is called when the pointer moves across the renderer element - * @param originalEvent - The DOM event of a pointer moving - */ - InteractionManager.prototype.onPointerMove = function (originalEvent) { - // if we support touch events, then only use those for touch events, not pointer events - if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') - { return; } - var events = this.normalizeToPointerData(originalEvent); - if (events[0].pointerType === 'mouse' || events[0].pointerType === 'pen') { - this._didMove = true; - this.cursor = null; - } - var eventLen = events.length; - for (var i = 0; i < eventLen; i++) { - var event = events[i]; - var interactionData = this.getInteractionDataForPointerId(event); - var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); - interactionEvent.data.originalEvent = originalEvent; - this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerMove, true); - this.emit('pointermove', interactionEvent); - if (event.pointerType === 'touch') - { this.emit('touchmove', interactionEvent); } - if (event.pointerType === 'mouse' || event.pointerType === 'pen') - { this.emit('mousemove', interactionEvent); } - } - if (events[0].pointerType === 'mouse') { - this.setCursorMode(this.cursor); - // TODO BUG for parents interactive object (border order issue) - } - }; - /** - * Processes the result of the pointer move check and dispatches the event if need be - * @param interactionEvent - The interaction event wrapping the DOM event - * @param displayObject - The display object that was tested - * @param hit - the result of the hit test on the display object - */ - InteractionManager.prototype.processPointerMove = function (interactionEvent, displayObject, hit) { - var data = interactionEvent.data; - var isTouch = data.pointerType === 'touch'; - var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); - if (isMouse) { - this.processPointerOverOut(interactionEvent, displayObject, hit); - } - if (!this.moveWhenInside || hit) { - this.dispatchEvent(displayObject, 'pointermove', interactionEvent); - if (isTouch) - { this.dispatchEvent(displayObject, 'touchmove', interactionEvent); } - if (isMouse) - { this.dispatchEvent(displayObject, 'mousemove', interactionEvent); } - } - }; - /** - * Is called when the pointer is moved out of the renderer element - * @private - * @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out - */ - InteractionManager.prototype.onPointerOut = function (originalEvent) { - // if we support touch events, then only use those for touch events, not pointer events - if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') - { return; } - var events = this.normalizeToPointerData(originalEvent); - // Only mouse and pointer can call onPointerOut, so events will always be length 1 - var event = events[0]; - if (event.pointerType === 'mouse') { - this.mouseOverRenderer = false; - this.setCursorMode(null); - } - var interactionData = this.getInteractionDataForPointerId(event); - var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); - interactionEvent.data.originalEvent = event; - this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, false); - this.emit('pointerout', interactionEvent); - if (event.pointerType === 'mouse' || event.pointerType === 'pen') { - this.emit('mouseout', interactionEvent); - } - else { - // we can get touchleave events after touchend, so we want to make sure we don't - // introduce memory leaks - this.releaseInteractionDataForPointerId(interactionData.identifier); - } - }; - /** - * Processes the result of the pointer over/out check and dispatches the event if need be. - * @param interactionEvent - The interaction event wrapping the DOM event - * @param displayObject - The display object that was tested - * @param hit - the result of the hit test on the display object - */ - InteractionManager.prototype.processPointerOverOut = function (interactionEvent, displayObject, hit) { - var data = interactionEvent.data; - var id = interactionEvent.data.identifier; - var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); - var trackingData = displayObject.trackedPointers[id]; - // if we just moused over the display object, then we need to track that state - if (hit && !trackingData) { - trackingData = displayObject.trackedPointers[id] = new InteractionTrackingData(id); - } - if (trackingData === undefined) - { return; } - if (hit && this.mouseOverRenderer) { - if (!trackingData.over) { - trackingData.over = true; - this.delayDispatchEvent(displayObject, 'pointerover', interactionEvent); - if (isMouse) { - this.delayDispatchEvent(displayObject, 'mouseover', interactionEvent); - } - } - // only change the cursor if it has not already been changed (by something deeper in the - // display tree) - if (isMouse && this.cursor === null) { - this.cursor = displayObject.cursor; - } - } - else if (trackingData.over) { - trackingData.over = false; - this.dispatchEvent(displayObject, 'pointerout', this.eventData); - if (isMouse) { - this.dispatchEvent(displayObject, 'mouseout', interactionEvent); - } - // if there is no mouse down information for the pointer, then it is safe to delete - if (trackingData.none) { - delete displayObject.trackedPointers[id]; - } - } - }; - /** - * Is called when the pointer is moved into the renderer element. - * @param originalEvent - The DOM event of a pointer button being moved into the renderer view. - */ - InteractionManager.prototype.onPointerOver = function (originalEvent) { - var events = this.normalizeToPointerData(originalEvent); - // Only mouse and pointer can call onPointerOver, so events will always be length 1 - var event = events[0]; - var interactionData = this.getInteractionDataForPointerId(event); - var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); - interactionEvent.data.originalEvent = event; - if (event.pointerType === 'mouse') { - this.mouseOverRenderer = true; - } - this.emit('pointerover', interactionEvent); - if (event.pointerType === 'mouse' || event.pointerType === 'pen') { - this.emit('mouseover', interactionEvent); - } - }; - /** - * Get InteractionData for a given pointerId. Store that data as well. - * @param event - Normalized pointer event, output from normalizeToPointerData. - * @returns - Interaction data for the given pointer identifier. - */ - InteractionManager.prototype.getInteractionDataForPointerId = function (event) { - var pointerId = event.pointerId; - var interactionData; - if (pointerId === MOUSE_POINTER_ID || event.pointerType === 'mouse') { - interactionData = this.mouse; - } - else if (this.activeInteractionData[pointerId]) { - interactionData = this.activeInteractionData[pointerId]; - } - else { - interactionData = this.interactionDataPool.pop() || new InteractionData(); - interactionData.identifier = pointerId; - this.activeInteractionData[pointerId] = interactionData; - } - // copy properties from the event, so that we can make sure that touch/pointer specific - // data is available - interactionData.copyEvent(event); - return interactionData; - }; - /** - * Return unused InteractionData to the pool, for a given pointerId - * @param pointerId - Identifier from a pointer event - */ - InteractionManager.prototype.releaseInteractionDataForPointerId = function (pointerId) { - var interactionData = this.activeInteractionData[pointerId]; - if (interactionData) { - delete this.activeInteractionData[pointerId]; - interactionData.reset(); - this.interactionDataPool.push(interactionData); - } - }; - /** - * Configure an InteractionEvent to wrap a DOM PointerEvent and InteractionData - * @param interactionEvent - The event to be configured - * @param pointerEvent - The DOM event that will be paired with the InteractionEvent - * @param interactionData - The InteractionData that will be paired - * with the InteractionEvent - * @returns - the interaction event that was passed in - */ - InteractionManager.prototype.configureInteractionEventForDOMEvent = function (interactionEvent, pointerEvent, interactionData) { - interactionEvent.data = interactionData; - this.mapPositionToPoint(interactionData.global, pointerEvent.clientX, pointerEvent.clientY); - // Not really sure why this is happening, but it's how a previous version handled things - if (pointerEvent.pointerType === 'touch') { - pointerEvent.globalX = interactionData.global.x; - pointerEvent.globalY = interactionData.global.y; - } - interactionData.originalEvent = pointerEvent; - interactionEvent.reset(); - return interactionEvent; - }; - /** - * Ensures that the original event object contains all data that a regular pointer event would have - * @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event - * @returns - An array containing a single normalized pointer event, in the case of a pointer - * or mouse event, or a multiple normalized pointer events if there are multiple changed touches - */ - InteractionManager.prototype.normalizeToPointerData = function (event) { - var normalizedEvents = []; - if (this.supportsTouchEvents && event instanceof TouchEvent) { - for (var i = 0, li = event.changedTouches.length; i < li; i++) { - var touch = event.changedTouches[i]; - if (typeof touch.button === 'undefined') - { touch.button = event.touches.length ? 1 : 0; } - if (typeof touch.buttons === 'undefined') - { touch.buttons = event.touches.length ? 1 : 0; } - if (typeof touch.isPrimary === 'undefined') { - touch.isPrimary = event.touches.length === 1 && event.type === 'touchstart'; - } - if (typeof touch.width === 'undefined') - { touch.width = touch.radiusX || 1; } - if (typeof touch.height === 'undefined') - { touch.height = touch.radiusY || 1; } - if (typeof touch.tiltX === 'undefined') - { touch.tiltX = 0; } - if (typeof touch.tiltY === 'undefined') - { touch.tiltY = 0; } - if (typeof touch.pointerType === 'undefined') - { touch.pointerType = 'touch'; } - if (typeof touch.pointerId === 'undefined') - { touch.pointerId = touch.identifier || 0; } - if (typeof touch.pressure === 'undefined') - { touch.pressure = touch.force || 0.5; } - if (typeof touch.twist === 'undefined') - { touch.twist = 0; } - if (typeof touch.tangentialPressure === 'undefined') - { touch.tangentialPressure = 0; } - // TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven - // support, and the fill ins are not quite the same - // offsetX/Y might be okay, but is not the same as clientX/Y when the canvas's top - // left is not 0,0 on the page - if (typeof touch.layerX === 'undefined') - { touch.layerX = touch.offsetX = touch.clientX; } - if (typeof touch.layerY === 'undefined') - { touch.layerY = touch.offsetY = touch.clientY; } - // mark the touch as normalized, just so that we know we did it - touch.isNormalized = true; - normalizedEvents.push(touch); - } - } - // apparently PointerEvent subclasses MouseEvent, so yay - else if (!globalThis.MouseEvent - || (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof globalThis.PointerEvent)))) { - var tempEvent = event; - if (typeof tempEvent.isPrimary === 'undefined') - { tempEvent.isPrimary = true; } - if (typeof tempEvent.width === 'undefined') - { tempEvent.width = 1; } - if (typeof tempEvent.height === 'undefined') - { tempEvent.height = 1; } - if (typeof tempEvent.tiltX === 'undefined') - { tempEvent.tiltX = 0; } - if (typeof tempEvent.tiltY === 'undefined') - { tempEvent.tiltY = 0; } - if (typeof tempEvent.pointerType === 'undefined') - { tempEvent.pointerType = 'mouse'; } - if (typeof tempEvent.pointerId === 'undefined') - { tempEvent.pointerId = MOUSE_POINTER_ID; } - if (typeof tempEvent.pressure === 'undefined') - { tempEvent.pressure = 0.5; } - if (typeof tempEvent.twist === 'undefined') - { tempEvent.twist = 0; } - if (typeof tempEvent.tangentialPressure === 'undefined') - { tempEvent.tangentialPressure = 0; } - // mark the mouse event as normalized, just so that we know we did it - tempEvent.isNormalized = true; - normalizedEvents.push(tempEvent); - } - else { - normalizedEvents.push(event); - } - return normalizedEvents; - }; - /** Destroys the interaction manager. */ - InteractionManager.prototype.destroy = function () { - this.removeEvents(); - this.removeTickerListener(); - this.removeAllListeners(); - this.renderer = null; - this.mouse = null; - this.eventData = null; - this.interactionDOMElement = null; - this.onPointerDown = null; - this.processPointerDown = null; - this.onPointerUp = null; - this.processPointerUp = null; - this.onPointerCancel = null; - this.processPointerCancel = null; - this.onPointerMove = null; - this.processPointerMove = null; - this.onPointerOut = null; - this.processPointerOverOut = null; - this.onPointerOver = null; - this.search = null; - }; - /** @ignore */ - InteractionManager.extension = { - name: 'interaction', - type: [ - ExtensionType.RendererPlugin, - ExtensionType.CanvasRendererPlugin ], - }; - return InteractionManager; - }(EventEmitter)); - - /*! - * @pixi/extract - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/extract is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - var TEMP_RECT = new Rectangle$2(); - var BYTES_PER_PIXEL = 4; - /** - * This class provides renderer-specific plugins for exporting content from a renderer. - * For instance, these plugins can be used for saving an Image, Canvas element or for exporting the raw image data (pixels). - * - * Do not instantiate these plugins directly. It is available from the `renderer.plugins` property. - * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}. - * @example - * // Create a new app (will auto-add extract plugin to renderer) - * const app = new PIXI.Application(); - * - * // Draw a red circle - * const graphics = new PIXI.Graphics() - * .beginFill(0xFF0000) - * .drawCircle(0, 0, 50); - * - * // Render the graphics as an HTMLImageElement - * const image = app.renderer.plugins.extract.image(graphics); - * document.body.appendChild(image); - * @memberof PIXI - */ - var Extract = /** @class */ (function () { - /** - * @param renderer - A reference to the current renderer - */ - function Extract(renderer) { - this.renderer = renderer; - } - /** - * Will return a HTML Image of the target - * @param target - A displayObject or renderTexture - * to convert. If left empty will use the main renderer - * @param format - Image format, e.g. "image/jpeg" or "image/webp". - * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92. - * @returns - HTML Image of the target - */ - Extract.prototype.image = function (target, format, quality) { - var image = new Image(); - image.src = this.base64(target, format, quality); - return image; - }; - /** - * Will return a base64 encoded string of this target. It works by calling - * `Extract.getCanvas` and then running toDataURL on that. - * @param target - A displayObject or renderTexture - * to convert. If left empty will use the main renderer - * @param format - Image format, e.g. "image/jpeg" or "image/webp". - * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92. - * @returns - A base64 encoded string of the texture. - */ - Extract.prototype.base64 = function (target, format, quality) { - return this.canvas(target).toDataURL(format, quality); - }; - /** - * Creates a Canvas element, renders this target to it and then returns it. - * @param target - A displayObject or renderTexture - * to convert. If left empty will use the main renderer - * @param frame - The frame the extraction is restricted to. - * @returns - A Canvas element with the texture rendered on. - */ - Extract.prototype.canvas = function (target, frame) { - var renderer = this.renderer; - var resolution; - var flipY = false; - var renderTexture; - var generated = false; - if (target) { - if (target instanceof RenderTexture) { - renderTexture = target; - } - else { - renderTexture = this.renderer.generateTexture(target); - generated = true; - } - } - if (renderTexture) { - resolution = renderTexture.baseTexture.resolution; - frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame; - flipY = false; - renderer.renderTexture.bind(renderTexture); - } - else { - resolution = renderer.resolution; - if (!frame) { - frame = TEMP_RECT; - frame.width = renderer.width; - frame.height = renderer.height; - } - flipY = true; - renderer.renderTexture.bind(null); - } - var width = Math.round(frame.width * resolution); - var height = Math.round(frame.height * resolution); - var canvasBuffer = new CanvasRenderTarget(width, height, 1); - var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height); - // read pixels to the array - var gl = renderer.gl; - gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels); - // add the pixels to the canvas - var canvasData = canvasBuffer.context.getImageData(0, 0, width, height); - Extract.arrayPostDivide(webglPixels, canvasData.data); - canvasBuffer.context.putImageData(canvasData, 0, 0); - // pulling pixels - if (flipY) { - var target_1 = new CanvasRenderTarget(canvasBuffer.width, canvasBuffer.height, 1); - target_1.context.scale(1, -1); - // we can't render to itself because we should be empty before render. - target_1.context.drawImage(canvasBuffer.canvas, 0, -height); - canvasBuffer.destroy(); - canvasBuffer = target_1; - } - if (generated) { - renderTexture.destroy(true); - } - // send the canvas back.. - return canvasBuffer.canvas; - }; - /** - * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA - * order, with integer values between 0 and 255 (included). - * @param target - A displayObject or renderTexture - * to convert. If left empty will use the main renderer - * @param frame - The frame the extraction is restricted to. - * @returns - One-dimensional array containing the pixel data of the entire texture - */ - Extract.prototype.pixels = function (target, frame) { - var renderer = this.renderer; - var resolution; - var renderTexture; - var generated = false; - if (target) { - if (target instanceof RenderTexture) { - renderTexture = target; - } - else { - renderTexture = this.renderer.generateTexture(target); - generated = true; - } - } - if (renderTexture) { - resolution = renderTexture.baseTexture.resolution; - frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame; - renderer.renderTexture.bind(renderTexture); - } - else { - resolution = renderer.resolution; - if (!frame) { - frame = TEMP_RECT; - frame.width = renderer.width; - frame.height = renderer.height; - } - renderer.renderTexture.bind(null); - } - var width = Math.round(frame.width * resolution); - var height = Math.round(frame.height * resolution); - var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height); - // read pixels to the array - var gl = renderer.gl; - gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels); - if (generated) { - renderTexture.destroy(true); - } - Extract.arrayPostDivide(webglPixels, webglPixels); - return webglPixels; - }; - /** Destroys the extract. */ - Extract.prototype.destroy = function () { - this.renderer = null; - }; - /** - * Takes premultiplied pixel data and produces regular pixel data - * @private - * @param pixels - array of pixel data - * @param out - output array - */ - Extract.arrayPostDivide = function (pixels, out) { - for (var i = 0; i < pixels.length; i += 4) { - var alpha = out[i + 3] = pixels[i + 3]; - if (alpha !== 0) { - out[i] = Math.round(Math.min(pixels[i] * 255.0 / alpha, 255.0)); - out[i + 1] = Math.round(Math.min(pixels[i + 1] * 255.0 / alpha, 255.0)); - out[i + 2] = Math.round(Math.min(pixels[i + 2] * 255.0 / alpha, 255.0)); - } - else { - out[i] = pixels[i]; - out[i + 1] = pixels[i + 1]; - out[i + 2] = pixels[i + 2]; - } - } - }; - /** @ignore */ - Extract.extension = { - name: 'extract', - type: ExtensionType.RendererPlugin, - }; - return Extract; - }()); - - /*! - * @pixi/loaders - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/loaders is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /* jshint -W097 */ - /** - * @memberof PIXI - */ - var SignalBinding$1 = /** @class */ (function () { - /** - * SignalBinding constructor. - * @constructs SignalBinding - * @param {Function} fn - Event handler to be called. - * @param {boolean} [once=false] - Should this listener be removed after dispatch - * @param {object} [thisArg] - The context of the callback function. - * @api private - */ - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - function SignalBinding(fn, once, thisArg) { - if (once === void 0) { once = false; } - this._fn = fn; - this._once = once; - this._thisArg = thisArg; - this._next = this._prev = this._owner = null; - } - SignalBinding.prototype.detach = function () { - if (this._owner === null) - { return false; } - this._owner.detach(this); - return true; - }; - return SignalBinding; - }()); - /** - * @param self - * @param node - * @private - */ - function _addSignalBinding$1(self, node) { - if (!self._head) { - self._head = node; - self._tail = node; - } - else { - self._tail._next = node; - node._prev = self._tail; - self._tail = node; - } - node._owner = self; - return node; - } - /** - * @memberof PIXI - */ - var Signal$1 = /** @class */ (function () { - /** - * MiniSignal constructor. - * @example - * let mySignal = new Signal(); - * let binding = mySignal.add(onSignal); - * mySignal.dispatch('foo', 'bar'); - * mySignal.detach(binding); - */ - function Signal() { - this._head = this._tail = undefined; - } - /** - * Return an array of attached SignalBinding. - * @param {boolean} [exists=false] - We only need to know if there are handlers. - * @returns {PIXI.SignalBinding[] | boolean} Array of attached SignalBinding or Boolean if called with exists = true - * @api public - */ - Signal.prototype.handlers = function (exists) { - if (exists === void 0) { exists = false; } - var node = this._head; - if (exists) - { return !!node; } - var ee = []; - while (node) { - ee.push(node); - node = node._next; - } - return ee; - }; - /** - * Return true if node is a SignalBinding attached to this MiniSignal - * @param {PIXI.SignalBinding} node - Node to check. - * @returns {boolean} True if node is attache to mini-signal - */ - Signal.prototype.has = function (node) { - if (!(node instanceof SignalBinding$1)) { - throw new Error('MiniSignal#has(): First arg must be a SignalBinding object.'); - } - return node._owner === this; - }; - /** - * Dispaches a signal to all registered listeners. - * @param {...any} args - * @returns {boolean} Indication if we've emitted an event. - */ - Signal.prototype.dispatch = function () { - var arguments$1 = arguments; - - var args = []; - for (var _i = 0; _i < arguments.length; _i++) { - args[_i] = arguments$1[_i]; - } - var node = this._head; - if (!node) - { return false; } - while (node) { - if (node._once) - { this.detach(node); } - node._fn.apply(node._thisArg, args); - node = node._next; - } - return true; - }; - /** - * Register a new listener. - * @param {Function} fn - Callback function. - * @param {object} [thisArg] - The context of the callback function. - * @returns {PIXI.SignalBinding} The SignalBinding node that was added. - */ - Signal.prototype.add = function (fn, thisArg) { - if (thisArg === void 0) { thisArg = null; } - if (typeof fn !== 'function') { - throw new Error('MiniSignal#add(): First arg must be a Function.'); - } - return _addSignalBinding$1(this, new SignalBinding$1(fn, false, thisArg)); - }; - /** - * Register a new listener that will be executed only once. - * @param {Function} fn - Callback function. - * @param {object} [thisArg] - The context of the callback function. - * @returns {PIXI.SignalBinding} The SignalBinding node that was added. - */ - Signal.prototype.once = function (fn, thisArg) { - if (thisArg === void 0) { thisArg = null; } - if (typeof fn !== 'function') { - throw new Error('MiniSignal#once(): First arg must be a Function.'); - } - return _addSignalBinding$1(this, new SignalBinding$1(fn, true, thisArg)); - }; - /** - * Remove binding object. - * @param {PIXI.SignalBinding} node - The binding node that will be removed. - * @returns {Signal} The instance on which this method was called. - @api public */ - Signal.prototype.detach = function (node) { - if (!(node instanceof SignalBinding$1)) { - throw new Error('MiniSignal#detach(): First arg must be a SignalBinding object.'); - } - if (node._owner !== this) - { return this; } // todo: or error? - if (node._prev) - { node._prev._next = node._next; } - if (node._next) - { node._next._prev = node._prev; } - if (node === this._head) { // first node - this._head = node._next; - if (node._next === null) { - this._tail = null; - } - } - else if (node === this._tail) { // last node - this._tail = node._prev; - this._tail._next = null; - } - node._owner = null; - return this; - }; - /** - * Detach all listeners. - * @returns {Signal} The instance on which this method was called. - */ - Signal.prototype.detachAll = function () { - var node = this._head; - if (!node) - { return this; } - this._head = this._tail = null; - while (node) { - node._owner = null; - node = node._next; - } - return this; - }; - return Signal; - }()); - - /** - * function from npm package `parseUri`, converted to TS to avoid leftpad incident - * @param {string} str - * @param [opts] - options - * @param {boolean} [opts.strictMode] - type of parser - */ - function parseUri$1(str, opts) { - opts = opts || {}; - var o = { - // eslint-disable-next-line max-len - key: ['source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host', 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'], - q: { - name: 'queryKey', - parser: /(?:^|&)([^&=]*)=?([^&]*)/g - }, - parser: { - // eslint-disable-next-line max-len - strict: /^(?:([^:\/?#]+):)?(?:\/\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?))?((((?:[^?#\/]*\/)*)([^?#]*))(?:\?([^#]*))?(?:#(.*))?)/, - // eslint-disable-next-line max-len - loose: /^(?:(?![^:@]+:[^:@\/]*@)([^:\/?#.]+):)?(?:\/\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?)(((\/(?:[^?#](?![^?#\/]*\.[^?#\/.]+(?:[?#]|$)))*\/?)?([^?#\/]*))(?:\?([^#]*))?(?:#(.*))?)/ - } - }; - var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str); - var uri = {}; - var i = 14; - while (i--) - { uri[o.key[i]] = m[i] || ''; } - uri[o.q.name] = {}; - uri[o.key[12]].replace(o.q.parser, function (_t0, t1, t2) { - if (t1) - { uri[o.q.name][t1] = t2; } - }); - return uri; - } - - // tests if CORS is supported in XHR, if not we need to use XDR - var useXdr$1; - var tempAnchor$1 = null; - // some status constants - var STATUS_NONE$1 = 0; - var STATUS_OK$1 = 200; - var STATUS_EMPTY$1 = 204; - var STATUS_IE_BUG_EMPTY$1 = 1223; - var STATUS_TYPE_OK$1 = 2; - // noop - function _noop$1$1() { } - /** - * Quick helper to set a value on one of the extension maps. Ensures there is no - * dot at the start of the extension. - * @ignore - * @param map - The map to set on. - * @param extname - The extension (or key) to set. - * @param val - The value to set. - */ - function setExtMap$1(map, extname, val) { - if (extname && extname.indexOf('.') === 0) { - extname = extname.substring(1); - } - if (!extname) { - return; - } - map[extname] = val; - } - /** - * Quick helper to get string xhr type. - * @ignore - * @param xhr - The request to check. - * @returns The type. - */ - function reqType$1(xhr) { - return xhr.toString().replace('object ', ''); - } - /** - * Manages the state and loading of a resource and all child resources. - * - * Can be extended in `GlobalMixins.LoaderResource`. - * @memberof PIXI - */ - var LoaderResource$1 = /** @class */ (function () { - /** - * @param {string} name - The name of the resource to load. - * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass - * an array of sources. - * @param {object} [options] - The options for the load. - * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to - * determine automatically. - * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes - * longer than this time it is cancelled and the load is considered a failure. If this value is - * set to `0` then there is no explicit timeout. - * @param {PIXI.LoaderResource.LOAD_TYPE} [options.loadType=LOAD_TYPE.XHR] - How should this resource - * be loaded? - * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} [options.xhrType=XHR_RESPONSE_TYPE.DEFAULT] - How - * should the data being loaded be interpreted when using XHR? - * @param {PIXI.LoaderResource.IMetadata} [options.metadata] - Extra configuration for middleware - * and the Resource object. - */ - function LoaderResource(name, url, options) { - /** - * The `dequeue` method that will be used a storage place for the async queue dequeue method - * used privately by the loader. - * @private - * @member {Function} - */ - this._dequeue = _noop$1$1; - /** - * Used a storage place for the on load binding used privately by the loader. - * @private - * @member {Function} - */ - this._onLoadBinding = null; - /** - * The timer for element loads to check if they timeout. - * @private - */ - this._elementTimer = 0; - /** - * The `complete` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundComplete = null; - /** - * The `_onError` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundOnError = null; - /** - * The `_onProgress` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundOnProgress = null; - /** - * The `_onTimeout` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundOnTimeout = null; - this._boundXhrOnError = null; - this._boundXhrOnTimeout = null; - this._boundXhrOnAbort = null; - this._boundXhrOnLoad = null; - if (typeof name !== 'string' || typeof url !== 'string') { - throw new Error('Both name and url are required for constructing a resource.'); - } - options = options || {}; - this._flags = 0; - // set data url flag, needs to be set early for some _determineX checks to work. - this._setFlag(LoaderResource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0); - this.name = name; - this.url = url; - this.extension = this._getExtension(); - this.data = null; - this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin; - this.timeout = options.timeout || 0; - this.loadType = options.loadType || this._determineLoadType(); - // The type used to load the resource via XHR. If unset, determined automatically. - this.xhrType = options.xhrType; - // Extra info for middleware, and controlling specifics about how the resource loads. - // Note that if you pass in a `loadElement`, the Resource class takes ownership of it. - // Meaning it will modify it as it sees fit. - this.metadata = options.metadata || {}; - // The error that occurred while loading (if any). - this.error = null; - // The XHR object that was used to load this resource. This is only set - // when `loadType` is `LoaderResource.LOAD_TYPE.XHR`. - this.xhr = null; - // The child resources this resource owns. - this.children = []; - // The resource type. - this.type = LoaderResource.TYPE.UNKNOWN; - // The progress chunk owned by this resource. - this.progressChunk = 0; - // The `dequeue` method that will be used a storage place for the async queue dequeue method - // used privately by the loader. - this._dequeue = _noop$1$1; - // Used a storage place for the on load binding used privately by the loader. - this._onLoadBinding = null; - // The timer for element loads to check if they timeout. - this._elementTimer = 0; - this._boundComplete = this.complete.bind(this); - this._boundOnError = this._onError.bind(this); - this._boundOnProgress = this._onProgress.bind(this); - this._boundOnTimeout = this._onTimeout.bind(this); - // xhr callbacks - this._boundXhrOnError = this._xhrOnError.bind(this); - this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this); - this._boundXhrOnAbort = this._xhrOnAbort.bind(this); - this._boundXhrOnLoad = this._xhrOnLoad.bind(this); - // Dispatched when the resource beings to load. - this.onStart = new Signal$1(); - // Dispatched each time progress of this resource load updates. - // Not all resources types and loader systems can support this event - // so sometimes it may not be available. If the resource - // is being loaded on a modern browser, using XHR, and the remote server - // properly sets Content-Length headers, then this will be available. - this.onProgress = new Signal$1(); - // Dispatched once this resource has loaded, if there was an error it will - // be in the `error` property. - this.onComplete = new Signal$1(); - // Dispatched after this resource has had all the *after* middleware run on it. - this.onAfterMiddleware = new Signal$1(); - } - /** - * Sets the load type to be used for a specific extension. - * @static - * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" - * @param {PIXI.LoaderResource.LOAD_TYPE} loadType - The load type to set it to. - */ - LoaderResource.setExtensionLoadType = function (extname, loadType) { - setExtMap$1(LoaderResource._loadTypeMap, extname, loadType); - }; - /** - * Sets the load type to be used for a specific extension. - * @static - * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" - * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to. - */ - LoaderResource.setExtensionXhrType = function (extname, xhrType) { - setExtMap$1(LoaderResource._xhrTypeMap, extname, xhrType); - }; - Object.defineProperty(LoaderResource.prototype, "isDataUrl", { - /** - * When the resource starts to load. - * @memberof PIXI.LoaderResource - * @callback OnStartSignal - * @param {PIXI.Resource} resource - The resource that the event happened on. - */ - /** - * When the resource reports loading progress. - * @memberof PIXI.LoaderResource - * @callback OnProgressSignal - * @param {PIXI.Resource} resource - The resource that the event happened on. - * @param {number} percentage - The progress of the load in the range [0, 1]. - */ - /** - * When the resource finishes loading. - * @memberof PIXI.LoaderResource - * @callback OnCompleteSignal - * @param {PIXI.Resource} resource - The resource that the event happened on. - */ - /** - * @memberof PIXI.LoaderResource - * @typedef {object} IMetadata - * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The - * element to use for loading, instead of creating one. - * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This - * is useful if you want to pass in a `loadElement` that you already added load sources to. - * @property {string|string[]} [mimeType] - The mime type to use for the source element - * of a video/audio elment. If the urls are an array, you can pass this as an array as well - * where each index is the mime type to use for the corresponding url index. - */ - /** - * Stores whether or not this url is a data url. - * @readonly - * @member {boolean} - */ - get: function () { - return this._hasFlag(LoaderResource.STATUS_FLAGS.DATA_URL); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(LoaderResource.prototype, "isComplete", { - /** - * Describes if this resource has finished loading. Is true when the resource has completely - * loaded. - * @readonly - * @member {boolean} - */ - get: function () { - return this._hasFlag(LoaderResource.STATUS_FLAGS.COMPLETE); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(LoaderResource.prototype, "isLoading", { - /** - * Describes if this resource is currently loading. Is true when the resource starts loading, - * and is false again when complete. - * @readonly - * @member {boolean} - */ - get: function () { - return this._hasFlag(LoaderResource.STATUS_FLAGS.LOADING); - }, - enumerable: false, - configurable: true - }); - /** Marks the resource as complete. */ - LoaderResource.prototype.complete = function () { - this._clearEvents(); - this._finish(); - }; - /** - * Aborts the loading of this resource, with an optional message. - * @param {string} message - The message to use for the error - */ - LoaderResource.prototype.abort = function (message) { - // abort can be called multiple times, ignore subsequent calls. - if (this.error) { - return; - } - // store error - this.error = new Error(message); - // clear events before calling aborts - this._clearEvents(); - // abort the actual loading - if (this.xhr) { - this.xhr.abort(); - } - else if (this.xdr) { - this.xdr.abort(); - } - else if (this.data) { - // single source - if (this.data.src) { - this.data.src = LoaderResource.EMPTY_GIF; - } - // multi-source - else { - while (this.data.firstChild) { - this.data.removeChild(this.data.firstChild); - } - } - } - // done now. - this._finish(); - }; - /** - * Kicks off loading of this resource. This method is asynchronous. - * @param {PIXI.LoaderResource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded. - */ - LoaderResource.prototype.load = function (cb) { - var _this = this; - if (this.isLoading) { - return; - } - if (this.isComplete) { - if (cb) { - setTimeout(function () { return cb(_this); }, 1); - } - return; - } - else if (cb) { - this.onComplete.once(cb); - } - this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, true); - this.onStart.dispatch(this); - // if unset, determine the value - if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') { - this.crossOrigin = this._determineCrossOrigin(this.url); - } - switch (this.loadType) { - case LoaderResource.LOAD_TYPE.IMAGE: - this.type = LoaderResource.TYPE.IMAGE; - this._loadElement('image'); - break; - case LoaderResource.LOAD_TYPE.AUDIO: - this.type = LoaderResource.TYPE.AUDIO; - this._loadSourceElement('audio'); - break; - case LoaderResource.LOAD_TYPE.VIDEO: - this.type = LoaderResource.TYPE.VIDEO; - this._loadSourceElement('video'); - break; - case LoaderResource.LOAD_TYPE.XHR: - /* falls through */ - default: - if (typeof useXdr$1 === 'undefined') { - useXdr$1 = !!(globalThis.XDomainRequest && !('withCredentials' in (new XMLHttpRequest()))); - } - if (useXdr$1 && this.crossOrigin) { - this._loadXdr(); - } - else { - this._loadXhr(); - } - break; - } - }; - /** - * Checks if the flag is set. - * @param flag - The flag to check. - * @returns True if the flag is set. - */ - LoaderResource.prototype._hasFlag = function (flag) { - return (this._flags & flag) !== 0; - }; - /** - * (Un)Sets the flag. - * @param flag - The flag to (un)set. - * @param value - Whether to set or (un)set the flag. - */ - LoaderResource.prototype._setFlag = function (flag, value) { - this._flags = value ? (this._flags | flag) : (this._flags & ~flag); - }; - /** Clears all the events from the underlying loading source. */ - LoaderResource.prototype._clearEvents = function () { - clearTimeout(this._elementTimer); - if (this.data && this.data.removeEventListener) { - this.data.removeEventListener('error', this._boundOnError, false); - this.data.removeEventListener('load', this._boundComplete, false); - this.data.removeEventListener('progress', this._boundOnProgress, false); - this.data.removeEventListener('canplaythrough', this._boundComplete, false); - } - if (this.xhr) { - if (this.xhr.removeEventListener) { - this.xhr.removeEventListener('error', this._boundXhrOnError, false); - this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false); - this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false); - this.xhr.removeEventListener('progress', this._boundOnProgress, false); - this.xhr.removeEventListener('load', this._boundXhrOnLoad, false); - } - else { - this.xhr.onerror = null; - this.xhr.ontimeout = null; - this.xhr.onprogress = null; - this.xhr.onload = null; - } - } - }; - /** Finalizes the load. */ - LoaderResource.prototype._finish = function () { - if (this.isComplete) { - throw new Error('Complete called again for an already completed resource.'); - } - this._setFlag(LoaderResource.STATUS_FLAGS.COMPLETE, true); - this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, false); - this.onComplete.dispatch(this); - }; - /** - * Loads this resources using an element that has a single source, - * like an HTMLImageElement. - * @private - * @param type - The type of element to use. - */ - LoaderResource.prototype._loadElement = function (type) { - if (this.metadata.loadElement) { - this.data = this.metadata.loadElement; - } - else if (type === 'image' && typeof globalThis.Image !== 'undefined') { - this.data = new Image(); - } - else { - this.data = document.createElement(type); - } - if (this.crossOrigin) { - this.data.crossOrigin = this.crossOrigin; - } - if (!this.metadata.skipSource) { - this.data.src = this.url; - } - this.data.addEventListener('error', this._boundOnError, false); - this.data.addEventListener('load', this._boundComplete, false); - this.data.addEventListener('progress', this._boundOnProgress, false); - if (this.timeout) { - this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); - } - }; - /** - * Loads this resources using an element that has multiple sources, - * like an HTMLAudioElement or HTMLVideoElement. - * @param type - The type of element to use. - */ - LoaderResource.prototype._loadSourceElement = function (type) { - if (this.metadata.loadElement) { - this.data = this.metadata.loadElement; - } - else if (type === 'audio' && typeof globalThis.Audio !== 'undefined') { - this.data = new Audio(); - } - else { - this.data = document.createElement(type); - } - if (this.data === null) { - this.abort("Unsupported element: " + type); - return; - } - if (this.crossOrigin) { - this.data.crossOrigin = this.crossOrigin; - } - if (!this.metadata.skipSource) { - // support for CocoonJS Canvas+ runtime, lacks document.createElement('source') - if (navigator.isCocoonJS) { - this.data.src = Array.isArray(this.url) ? this.url[0] : this.url; - } - else if (Array.isArray(this.url)) { - var mimeTypes = this.metadata.mimeType; - for (var i = 0; i < this.url.length; ++i) { - this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes)); - } - } - else { - var mimeTypes = this.metadata.mimeType; - this.data.appendChild(this._createSource(type, this.url, Array.isArray(mimeTypes) ? mimeTypes[0] : mimeTypes)); - } - } - this.data.addEventListener('error', this._boundOnError, false); - this.data.addEventListener('load', this._boundComplete, false); - this.data.addEventListener('progress', this._boundOnProgress, false); - this.data.addEventListener('canplaythrough', this._boundComplete, false); - this.data.load(); - if (this.timeout) { - this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); - } - }; - /** Loads this resources using an XMLHttpRequest. */ - LoaderResource.prototype._loadXhr = function () { - // if unset, determine the value - if (typeof this.xhrType !== 'string') { - this.xhrType = this._determineXhrType(); - } - var xhr = this.xhr = new XMLHttpRequest(); - // send credentials when crossOrigin with credentials requested - if (this.crossOrigin === 'use-credentials') { - xhr.withCredentials = true; - } - // set the request type and url - xhr.open('GET', this.url, true); - xhr.timeout = this.timeout; - // load json as text and parse it ourselves. We do this because some browsers - // *cough* safari *cough* can't deal with it. - if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON - || this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) { - xhr.responseType = LoaderResource.XHR_RESPONSE_TYPE.TEXT; - } - else { - xhr.responseType = this.xhrType; - } - xhr.addEventListener('error', this._boundXhrOnError, false); - xhr.addEventListener('timeout', this._boundXhrOnTimeout, false); - xhr.addEventListener('abort', this._boundXhrOnAbort, false); - xhr.addEventListener('progress', this._boundOnProgress, false); - xhr.addEventListener('load', this._boundXhrOnLoad, false); - xhr.send(); - }; - /** Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross). */ - LoaderResource.prototype._loadXdr = function () { - // if unset, determine the value - if (typeof this.xhrType !== 'string') { - this.xhrType = this._determineXhrType(); - } - var xdr = this.xhr = new globalThis.XDomainRequest(); // eslint-disable-line no-undef - // XDomainRequest has a few quirks. Occasionally it will abort requests - // A way to avoid this is to make sure ALL callbacks are set even if not used - // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9 - xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9 - xdr.onerror = this._boundXhrOnError; - xdr.ontimeout = this._boundXhrOnTimeout; - xdr.onprogress = this._boundOnProgress; - xdr.onload = this._boundXhrOnLoad; - xdr.open('GET', this.url, true); - // Note: The xdr.send() call is wrapped in a timeout to prevent an - // issue with the interface where some requests are lost if multiple - // XDomainRequests are being sent at the same time. - // Some info here: https://github.com/photonstorm/phaser/issues/1248 - setTimeout(function () { return xdr.send(); }, 1); - }; - /** - * Creates a source used in loading via an element. - * @param type - The element type (video or audio). - * @param url - The source URL to load from. - * @param [mime] - The mime type of the video - * @returns The source element. - */ - LoaderResource.prototype._createSource = function (type, url, mime) { - if (!mime) { - mime = type + "/" + this._getExtension(url); - } - var source = document.createElement('source'); - source.src = url; - source.type = mime; - return source; - }; - /** - * Called if a load errors out. - * @param event - The error event from the element that emits it. - */ - LoaderResource.prototype._onError = function (event) { - this.abort("Failed to load element using: " + event.target.nodeName); - }; - /** - * Called if a load progress event fires for an element or xhr/xdr. - * @param event - Progress event. - */ - LoaderResource.prototype._onProgress = function (event) { - if (event && event.lengthComputable) { - this.onProgress.dispatch(this, event.loaded / event.total); - } - }; - /** Called if a timeout event fires for an element. */ - LoaderResource.prototype._onTimeout = function () { - this.abort("Load timed out."); - }; - /** Called if an error event fires for xhr/xdr. */ - LoaderResource.prototype._xhrOnError = function () { - var xhr = this.xhr; - this.abort(reqType$1(xhr) + " Request failed. Status: " + xhr.status + ", text: \"" + xhr.statusText + "\""); - }; - /** Called if an error event fires for xhr/xdr. */ - LoaderResource.prototype._xhrOnTimeout = function () { - var xhr = this.xhr; - this.abort(reqType$1(xhr) + " Request timed out."); - }; - /** Called if an abort event fires for xhr/xdr. */ - LoaderResource.prototype._xhrOnAbort = function () { - var xhr = this.xhr; - this.abort(reqType$1(xhr) + " Request was aborted by the user."); - }; - /** Called when data successfully loads from an xhr/xdr request. */ - LoaderResource.prototype._xhrOnLoad = function () { - var xhr = this.xhr; - var text = ''; - var status = typeof xhr.status === 'undefined' ? STATUS_OK$1 : xhr.status; // XDR has no `.status`, assume 200. - // responseText is accessible only if responseType is '' or 'text' and on older browsers - if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') { - text = xhr.responseText; - } - // status can be 0 when using the `file://` protocol so we also check if a response is set. - // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request. - if (status === STATUS_NONE$1 && (text.length > 0 || xhr.responseType === LoaderResource.XHR_RESPONSE_TYPE.BUFFER)) { - status = STATUS_OK$1; - } - // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request - else if (status === STATUS_IE_BUG_EMPTY$1) { - status = STATUS_EMPTY$1; - } - var statusType = (status / 100) | 0; - if (statusType === STATUS_TYPE_OK$1) { - // if text, just return it - if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.TEXT) { - this.data = text; - this.type = LoaderResource.TYPE.TEXT; - } - // if json, parse into json object - else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON) { - try { - this.data = JSON.parse(text); - this.type = LoaderResource.TYPE.JSON; - } - catch (e) { - this.abort("Error trying to parse loaded json: " + e); - return; - } - } - // if xml, parse into an xml document or div element - else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) { - try { - if (globalThis.DOMParser) { - var domparser = new DOMParser(); - this.data = domparser.parseFromString(text, 'text/xml'); - } - else { - var div = document.createElement('div'); - div.innerHTML = text; - this.data = div; - } - this.type = LoaderResource.TYPE.XML; - } - catch (e$1) { - this.abort("Error trying to parse loaded xml: " + e$1); - return; - } - } - // other types just return the response - else { - this.data = xhr.response || text; - } - } - else { - this.abort("[" + xhr.status + "] " + xhr.statusText + ": " + xhr.responseURL); - return; - } - this.complete(); - }; - /** - * Sets the `crossOrigin` property for this resource based on if the url - * for this resource is cross-origin. If crossOrigin was manually set, this - * function does nothing. - * @private - * @param url - The url to test. - * @param [loc=globalThis.location] - The location object to test against. - * @returns The crossOrigin value to use (or empty string for none). - */ - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - LoaderResource.prototype._determineCrossOrigin = function (url, loc) { - // data: and javascript: urls are considered same-origin - if (url.indexOf('data:') === 0) { - return ''; - } - // A sandboxed iframe without the 'allow-same-origin' attribute will have a special - // origin designed not to match globalThis.location.origin, and will always require - // crossOrigin requests regardless of whether the location matches. - if (globalThis.origin !== globalThis.location.origin) { - return 'anonymous'; - } - // default is globalThis.location - loc = loc || globalThis.location; - if (!tempAnchor$1) { - tempAnchor$1 = document.createElement('a'); - } - // let the browser determine the full href for the url of this resource and then - // parse with the node url lib, we can't use the properties of the anchor element - // because they don't work in IE9 :( - tempAnchor$1.href = url; - var parsedUrl = parseUri$1(tempAnchor$1.href, { strictMode: true }); - var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port); - var protocol = parsedUrl.protocol ? parsedUrl.protocol + ":" : ''; - // if cross origin - if (parsedUrl.host !== loc.hostname || !samePort || protocol !== loc.protocol) { - return 'anonymous'; - } - return ''; - }; - /** - * Determines the responseType of an XHR request based on the extension of the - * resource being loaded. - * @private - * @returns {PIXI.LoaderResource.XHR_RESPONSE_TYPE} The responseType to use. - */ - LoaderResource.prototype._determineXhrType = function () { - return LoaderResource._xhrTypeMap[this.extension] || LoaderResource.XHR_RESPONSE_TYPE.TEXT; - }; - /** - * Determines the loadType of a resource based on the extension of the - * resource being loaded. - * @private - * @returns {PIXI.LoaderResource.LOAD_TYPE} The loadType to use. - */ - LoaderResource.prototype._determineLoadType = function () { - return LoaderResource._loadTypeMap[this.extension] || LoaderResource.LOAD_TYPE.XHR; - }; - /** - * Extracts the extension (sans '.') of the file being loaded by the resource. - * @param [url] - url to parse, `this.url` by default. - * @returns The extension. - */ - LoaderResource.prototype._getExtension = function (url) { - if (url === void 0) { url = this.url; } - var ext = ''; - if (this.isDataUrl) { - var slashIndex = url.indexOf('/'); - ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex)); - } - else { - var queryStart = url.indexOf('?'); - var hashStart = url.indexOf('#'); - var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length); - url = url.substring(0, index); - ext = url.substring(url.lastIndexOf('.') + 1); - } - return ext.toLowerCase(); - }; - /** - * Determines the mime type of an XHR request based on the responseType of - * resource being loaded. - * @param type - The type to get a mime type for. - * @private - * @returns The mime type to use. - */ - LoaderResource.prototype._getMimeFromXhrType = function (type) { - switch (type) { - case LoaderResource.XHR_RESPONSE_TYPE.BUFFER: - return 'application/octet-binary'; - case LoaderResource.XHR_RESPONSE_TYPE.BLOB: - return 'application/blob'; - case LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT: - return 'application/xml'; - case LoaderResource.XHR_RESPONSE_TYPE.JSON: - return 'application/json'; - case LoaderResource.XHR_RESPONSE_TYPE.DEFAULT: - case LoaderResource.XHR_RESPONSE_TYPE.TEXT: - /* falls through */ - default: - return 'text/plain'; - } - }; - return LoaderResource; - }()); - // eslint-disable-next-line @typescript-eslint/no-namespace - (function (LoaderResource) { - (function (STATUS_FLAGS) { - /** None */ - STATUS_FLAGS[STATUS_FLAGS["NONE"] = 0] = "NONE"; - /** Data URL */ - STATUS_FLAGS[STATUS_FLAGS["DATA_URL"] = 1] = "DATA_URL"; - /** Complete */ - STATUS_FLAGS[STATUS_FLAGS["COMPLETE"] = 2] = "COMPLETE"; - /** Loading */ - STATUS_FLAGS[STATUS_FLAGS["LOADING"] = 4] = "LOADING"; - })(LoaderResource.STATUS_FLAGS || (LoaderResource.STATUS_FLAGS = {})); - (function (TYPE) { - /** Unknown */ - TYPE[TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - /** JSON */ - TYPE[TYPE["JSON"] = 1] = "JSON"; - /** XML */ - TYPE[TYPE["XML"] = 2] = "XML"; - /** Image */ - TYPE[TYPE["IMAGE"] = 3] = "IMAGE"; - /** Audio */ - TYPE[TYPE["AUDIO"] = 4] = "AUDIO"; - /** Video */ - TYPE[TYPE["VIDEO"] = 5] = "VIDEO"; - /** Plain text */ - TYPE[TYPE["TEXT"] = 6] = "TEXT"; - })(LoaderResource.TYPE || (LoaderResource.TYPE = {})); - (function (LOAD_TYPE) { - /** Uses XMLHttpRequest to load the resource. */ - LOAD_TYPE[LOAD_TYPE["XHR"] = 1] = "XHR"; - /** Uses an `Image` object to load the resource. */ - LOAD_TYPE[LOAD_TYPE["IMAGE"] = 2] = "IMAGE"; - /** Uses an `Audio` object to load the resource. */ - LOAD_TYPE[LOAD_TYPE["AUDIO"] = 3] = "AUDIO"; - /** Uses a `Video` object to load the resource. */ - LOAD_TYPE[LOAD_TYPE["VIDEO"] = 4] = "VIDEO"; - })(LoaderResource.LOAD_TYPE || (LoaderResource.LOAD_TYPE = {})); - (function (XHR_RESPONSE_TYPE) { - /** string */ - XHR_RESPONSE_TYPE["DEFAULT"] = "text"; - /** ArrayBuffer */ - XHR_RESPONSE_TYPE["BUFFER"] = "arraybuffer"; - /** Blob */ - XHR_RESPONSE_TYPE["BLOB"] = "blob"; - /** Document */ - XHR_RESPONSE_TYPE["DOCUMENT"] = "document"; - /** Object */ - XHR_RESPONSE_TYPE["JSON"] = "json"; - /** String */ - XHR_RESPONSE_TYPE["TEXT"] = "text"; - })(LoaderResource.XHR_RESPONSE_TYPE || (LoaderResource.XHR_RESPONSE_TYPE = {})); - LoaderResource._loadTypeMap = { - // images - gif: LoaderResource.LOAD_TYPE.IMAGE, - png: LoaderResource.LOAD_TYPE.IMAGE, - bmp: LoaderResource.LOAD_TYPE.IMAGE, - jpg: LoaderResource.LOAD_TYPE.IMAGE, - jpeg: LoaderResource.LOAD_TYPE.IMAGE, - tif: LoaderResource.LOAD_TYPE.IMAGE, - tiff: LoaderResource.LOAD_TYPE.IMAGE, - webp: LoaderResource.LOAD_TYPE.IMAGE, - tga: LoaderResource.LOAD_TYPE.IMAGE, - svg: LoaderResource.LOAD_TYPE.IMAGE, - 'svg+xml': LoaderResource.LOAD_TYPE.IMAGE, - // audio - mp3: LoaderResource.LOAD_TYPE.AUDIO, - ogg: LoaderResource.LOAD_TYPE.AUDIO, - wav: LoaderResource.LOAD_TYPE.AUDIO, - // videos - mp4: LoaderResource.LOAD_TYPE.VIDEO, - webm: LoaderResource.LOAD_TYPE.VIDEO, - }; - LoaderResource._xhrTypeMap = { - // xml - xhtml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - html: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - htm: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - xml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - tmx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - svg: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component. - // Since it is way less likely for people to be loading TypeScript files instead of Tiled files, - // this should probably be fine. - tsx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - // images - gif: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - png: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - bmp: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - jpg: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - jpeg: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - tif: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - tiff: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - webp: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - tga: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - // json - json: LoaderResource.XHR_RESPONSE_TYPE.JSON, - // text - text: LoaderResource.XHR_RESPONSE_TYPE.TEXT, - txt: LoaderResource.XHR_RESPONSE_TYPE.TEXT, - // fonts - ttf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER, - otf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER, - }; - // We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif - LoaderResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw=='; - })(LoaderResource$1 || (LoaderResource$1 = {})); - - /** - * Smaller version of the async library constructs. - * @ignore - */ - function _noop$2() { - } - /** - * Ensures a function is only called once. - * @ignore - * @param {Function} fn - The function to wrap. - * @returns {Function} The wrapping function. - */ - function onlyOnce$1(fn) { - return function onceWrapper() { - var arguments$1 = arguments; - - var args = []; - for (var _i = 0; _i < arguments.length; _i++) { - args[_i] = arguments$1[_i]; - } - if (fn === null) { - throw new Error('Callback was already called.'); - } - var callFn = fn; - fn = null; - callFn.apply(this, args); - }; - } - /** - * @private - * @memberof PIXI - */ - var AsyncQueueItem$1 = /** @class */ (function () { - /** - * @param data - * @param callback - * @private - */ - function AsyncQueueItem(data, callback) { - this.data = data; - this.callback = callback; - } - return AsyncQueueItem; - }()); - /** - * @private - * @memberof PIXI - */ - var AsyncQueue$1 = /** @class */ (function () { - /** - * @param worker - * @param concurrency - * @private - */ - function AsyncQueue(worker, concurrency) { - var _this = this; - if (concurrency === void 0) { concurrency = 1; } - this.workers = 0; - this.saturated = _noop$2; - this.unsaturated = _noop$2; - this.empty = _noop$2; - this.drain = _noop$2; - this.error = _noop$2; - this.started = false; - this.paused = false; - this._tasks = []; - this._insert = function (data, insertAtFront, callback) { - if (callback && typeof callback !== 'function') { - throw new Error('task callback must be a function'); - } - _this.started = true; - // eslint-disable-next-line no-eq-null,eqeqeq - if (data == null && _this.idle()) { - // call drain immediately if there are no tasks - setTimeout(function () { return _this.drain(); }, 1); - return; - } - var item = new AsyncQueueItem$1(data, typeof callback === 'function' ? callback : _noop$2); - if (insertAtFront) { - _this._tasks.unshift(item); - } - else { - _this._tasks.push(item); - } - setTimeout(_this.process, 1); - }; - this.process = function () { - while (!_this.paused && _this.workers < _this.concurrency && _this._tasks.length) { - var task = _this._tasks.shift(); - if (_this._tasks.length === 0) { - _this.empty(); - } - _this.workers += 1; - if (_this.workers === _this.concurrency) { - _this.saturated(); - } - _this._worker(task.data, onlyOnce$1(_this._next(task))); - } - }; - this._worker = worker; - if (concurrency === 0) { - throw new Error('Concurrency must not be zero'); - } - this.concurrency = concurrency; - this.buffer = concurrency / 4.0; - } - /** - * @param task - * @private - */ - AsyncQueue.prototype._next = function (task) { - var _this = this; - return function () { - var arguments$1 = arguments; - - var args = []; - for (var _i = 0; _i < arguments.length; _i++) { - args[_i] = arguments$1[_i]; - } - _this.workers -= 1; - task.callback.apply(task, args); - // eslint-disable-next-line no-eq-null,eqeqeq - if (args[0] != null) { - _this.error(args[0], task.data); - } - if (_this.workers <= (_this.concurrency - _this.buffer)) { - _this.unsaturated(); - } - if (_this.idle()) { - _this.drain(); - } - _this.process(); - }; - }; - // That was in object - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - AsyncQueue.prototype.push = function (data, callback) { - this._insert(data, false, callback); - }; - AsyncQueue.prototype.kill = function () { - this.workers = 0; - this.drain = _noop$2; - this.started = false; - this._tasks = []; - }; - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - AsyncQueue.prototype.unshift = function (data, callback) { - this._insert(data, true, callback); - }; - AsyncQueue.prototype.length = function () { - return this._tasks.length; - }; - AsyncQueue.prototype.running = function () { - return this.workers; - }; - AsyncQueue.prototype.idle = function () { - return this._tasks.length + this.workers === 0; - }; - AsyncQueue.prototype.pause = function () { - if (this.paused === true) { - return; - } - this.paused = true; - }; - AsyncQueue.prototype.resume = function () { - if (this.paused === false) { - return; - } - this.paused = false; - // Need to call this.process once per concurrent - // worker to preserve full concurrency after pause - for (var w = 1; w <= this.concurrency; w++) { - this.process(); - } - }; - /** - * Iterates an array in series. - * @param {Array.<*>} array - Array to iterate. - * @param {Function} iterator - Function to call for each element. - * @param {Function} callback - Function to call when done, or on error. - * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1. - */ - AsyncQueue.eachSeries = function (array, iterator, callback, deferNext) { - var i = 0; - var len = array.length; - function next(err) { - if (err || i === len) { - if (callback) { - callback(err); - } - return; - } - if (deferNext) { - setTimeout(function () { - iterator(array[i++], next); - }, 1); - } - else { - iterator(array[i++], next); - } - } - next(); - }; - /** - * Async queue implementation, - * @param {Function} worker - The worker function to call for each task. - * @param {number} concurrency - How many workers to run in parrallel. - * @returns {*} The async queue object. - */ - AsyncQueue.queue = function (worker, concurrency) { - return new AsyncQueue(worker, concurrency); - }; - return AsyncQueue; - }()); - - // some constants - var MAX_PROGRESS$1 = 100; - var rgxExtractUrlHash$1 = /(#[\w-]+)?$/; - /** - * The new loader, forked from Resource Loader by Chad Engler: https://github.com/englercj/resource-loader - * - * ```js - * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use. - * // or - * const loader = new PIXI.Loader(); // You can also create your own if you want - * - * const sprites = {}; - * - * // Chainable `add` to enqueue a resource - * loader.add('bunny', 'data/bunny.png') - * .add('spaceship', 'assets/spritesheet.json'); - * loader.add('scoreFont', 'assets/score.fnt'); - * - * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource. - * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc). - * loader.pre(cachingMiddleware); - * - * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource. - * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc). - * loader.use(parsingMiddleware); - * - * // The `load` method loads the queue of resources, and calls the passed in callback called once all - * // resources have loaded. - * loader.load((loader, resources) => { - * // resources is an object where the key is the name of the resource loaded and the value is the resource object. - * // They have a couple default properties: - * // - `url`: The URL that the resource was loaded from - * // - `error`: The error that happened when trying to load (if any) - * // - `data`: The raw data that was loaded - * // also may contain other properties based on the middleware that runs. - * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture); - * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture); - * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture); - * }); - * - * // throughout the process multiple signals can be dispatched. - * loader.onProgress.add(() => {}); // called once per loaded/errored file - * loader.onError.add(() => {}); // called once per errored file - * loader.onLoad.add(() => {}); // called once per loaded file - * loader.onComplete.add(() => {}); // called once when the queued resources all load. - * ``` - * @memberof PIXI - */ - var Loader$1 = /** @class */ (function () { - /** - * @param baseUrl - The base url for all resources loaded by this loader. - * @param concurrency - The number of resources to load concurrently. - */ - function Loader(baseUrl, concurrency) { - var _this = this; - if (baseUrl === void 0) { baseUrl = ''; } - if (concurrency === void 0) { concurrency = 10; } - /** The progress percent of the loader going through the queue. */ - this.progress = 0; - /** Loading state of the loader, true if it is currently loading resources. */ - this.loading = false; - /** - * A querystring to append to every URL added to the loader. - * - * This should be a valid query string *without* the question-mark (`?`). The loader will - * also *not* escape values for you. Make sure to escape your parameters with - * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property. - * @example - * const loader = new Loader(); - * - * loader.defaultQueryString = 'user=me&password=secret'; - * - * // This will request 'image.png?user=me&password=secret' - * loader.add('image.png').load(); - * - * loader.reset(); - * - * // This will request 'image.png?v=1&user=me&password=secret' - * loader.add('iamge.png?v=1').load(); - */ - this.defaultQueryString = ''; - /** The middleware to run before loading each resource. */ - this._beforeMiddleware = []; - /** The middleware to run after loading each resource. */ - this._afterMiddleware = []; - /** The tracks the resources we are currently completing parsing for. */ - this._resourcesParsing = []; - /** - * The `_loadResource` function bound with this object context. - * @param r - The resource to load - * @param d - The dequeue function - */ - this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); }; - /** All the resources for this loader keyed by name. */ - this.resources = {}; - this.baseUrl = baseUrl; - this._beforeMiddleware = []; - this._afterMiddleware = []; - this._resourcesParsing = []; - this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); }; - this._queue = AsyncQueue$1.queue(this._boundLoadResource, concurrency); - this._queue.pause(); - this.resources = {}; - this.onProgress = new Signal$1(); - this.onError = new Signal$1(); - this.onLoad = new Signal$1(); - this.onStart = new Signal$1(); - this.onComplete = new Signal$1(); - for (var i = 0; i < Loader._plugins.length; ++i) { - var plugin = Loader._plugins[i]; - var pre = plugin.pre, use = plugin.use; - if (pre) { - this.pre(pre); - } - if (use) { - this.use(use); - } - } - this._protected = false; - } - /** - * Same as add, params have strict order - * @private - * @param name - The name of the resource to load. - * @param url - The url for this resource, relative to the baseUrl of this loader. - * @param options - The options for the load. - * @param callback - Function to call when this specific resource completes loading. - * @returns The loader itself. - */ - Loader.prototype._add = function (name, url, options, callback) { - // if loading already you can only add resources that have a parent. - if (this.loading && (!options || !options.parentResource)) { - throw new Error('Cannot add resources while the loader is running.'); - } - // check if resource already exists. - if (this.resources[name]) { - throw new Error("Resource named \"" + name + "\" already exists."); - } - // add base url if this isn't an absolute url - url = this._prepareUrl(url); - // create the store the resource - this.resources[name] = new LoaderResource$1(name, url, options); - if (typeof callback === 'function') { - this.resources[name].onAfterMiddleware.once(callback); - } - // if actively loading, make sure to adjust progress chunks for that parent and its children - if (this.loading) { - var parent = options.parentResource; - var incompleteChildren = []; - for (var i = 0; i < parent.children.length; ++i) { - if (!parent.children[i].isComplete) { - incompleteChildren.push(parent.children[i]); - } - } - var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent - var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child - parent.children.push(this.resources[name]); - parent.progressChunk = eachChunk; - for (var i = 0; i < incompleteChildren.length; ++i) { - incompleteChildren[i].progressChunk = eachChunk; - } - this.resources[name].progressChunk = eachChunk; - } - // add the resource to the queue - this._queue.push(this.resources[name]); - return this; - }; - /* eslint-enable require-jsdoc,valid-jsdoc */ - /** - * Sets up a middleware function that will run *before* the - * resource is loaded. - * @param fn - The middleware function to register. - * @returns The loader itself. - */ - Loader.prototype.pre = function (fn) { - this._beforeMiddleware.push(fn); - return this; - }; - /** - * Sets up a middleware function that will run *after* the - * resource is loaded. - * @param fn - The middleware function to register. - * @returns The loader itself. - */ - Loader.prototype.use = function (fn) { - this._afterMiddleware.push(fn); - return this; - }; - /** - * Resets the queue of the loader to prepare for a new load. - * @returns The loader itself. - */ - Loader.prototype.reset = function () { - this.progress = 0; - this.loading = false; - this._queue.kill(); - this._queue.pause(); - // abort all resource loads - for (var k in this.resources) { - var res = this.resources[k]; - if (res._onLoadBinding) { - res._onLoadBinding.detach(); - } - if (res.isLoading) { - res.abort('loader reset'); - } - } - this.resources = {}; - return this; - }; - /** - * Starts loading the queued resources. - * @param cb - Optional callback that will be bound to the `complete` event. - * @returns The loader itself. - */ - Loader.prototype.load = function (cb) { - deprecation$1('6.5.0', '@pixi/loaders is being replaced with @pixi/assets in the next major release.'); - // register complete callback if they pass one - if (typeof cb === 'function') { - this.onComplete.once(cb); - } - // if the queue has already started we are done here - if (this.loading) { - return this; - } - if (this._queue.idle()) { - this._onStart(); - this._onComplete(); - } - else { - // distribute progress chunks - var numTasks = this._queue._tasks.length; - var chunk = MAX_PROGRESS$1 / numTasks; - for (var i = 0; i < this._queue._tasks.length; ++i) { - this._queue._tasks[i].data.progressChunk = chunk; - } - // notify we are starting - this._onStart(); - // start loading - this._queue.resume(); - } - return this; - }; - Object.defineProperty(Loader.prototype, "concurrency", { - /** - * The number of resources to load concurrently. - * @default 10 - */ - get: function () { - return this._queue.concurrency; - }, - set: function (concurrency) { - this._queue.concurrency = concurrency; - }, - enumerable: false, - configurable: true - }); - /** - * Prepares a url for usage based on the configuration of this object - * @param url - The url to prepare. - * @returns The prepared url. - */ - Loader.prototype._prepareUrl = function (url) { - var parsedUrl = parseUri$1(url, { strictMode: true }); - var result; - // absolute url, just use it as is. - if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) { - result = url; - } - // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween - else if (this.baseUrl.length - && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1 - && url.charAt(0) !== '/') { - result = this.baseUrl + "/" + url; - } - else { - result = this.baseUrl + url; - } - // if we need to add a default querystring, there is a bit more work - if (this.defaultQueryString) { - var hash = rgxExtractUrlHash$1.exec(result)[0]; - result = result.slice(0, result.length - hash.length); - if (result.indexOf('?') !== -1) { - result += "&" + this.defaultQueryString; - } - else { - result += "?" + this.defaultQueryString; - } - result += hash; - } - return result; - }; - /** - * Loads a single resource. - * @param resource - The resource to load. - * @param dequeue - The function to call when we need to dequeue this item. - */ - Loader.prototype._loadResource = function (resource, dequeue) { - var _this = this; - resource._dequeue = dequeue; - // run before middleware - AsyncQueue$1.eachSeries(this._beforeMiddleware, function (fn, next) { - fn.call(_this, resource, function () { - // if the before middleware marks the resource as complete, - // break and don't process any more before middleware - next(resource.isComplete ? {} : null); - }); - }, function () { - if (resource.isComplete) { - _this._onLoad(resource); - } - else { - resource._onLoadBinding = resource.onComplete.once(_this._onLoad, _this); - resource.load(); - } - }, true); - }; - /** Called once loading has started. */ - Loader.prototype._onStart = function () { - this.progress = 0; - this.loading = true; - this.onStart.dispatch(this); - }; - /** Called once each resource has loaded. */ - Loader.prototype._onComplete = function () { - this.progress = MAX_PROGRESS$1; - this.loading = false; - this.onComplete.dispatch(this, this.resources); - }; - /** - * Called each time a resources is loaded. - * @param resource - The resource that was loaded - */ - Loader.prototype._onLoad = function (resource) { - var _this = this; - resource._onLoadBinding = null; - // remove this resource from the async queue, and add it to our list of resources that are being parsed - this._resourcesParsing.push(resource); - resource._dequeue(); - // run all the after middleware for this resource - AsyncQueue$1.eachSeries(this._afterMiddleware, function (fn, next) { - fn.call(_this, resource, next); - }, function () { - resource.onAfterMiddleware.dispatch(resource); - _this.progress = Math.min(MAX_PROGRESS$1, _this.progress + resource.progressChunk); - _this.onProgress.dispatch(_this, resource); - if (resource.error) { - _this.onError.dispatch(resource.error, _this, resource); - } - else { - _this.onLoad.dispatch(_this, resource); - } - _this._resourcesParsing.splice(_this._resourcesParsing.indexOf(resource), 1); - // do completion check - if (_this._queue.idle() && _this._resourcesParsing.length === 0) { - _this._onComplete(); - } - }, true); - }; - /** Destroy the loader, removes references. */ - Loader.prototype.destroy = function () { - if (!this._protected) { - this.reset(); - } - }; - Object.defineProperty(Loader, "shared", { - /** A premade instance of the loader that can be used to load resources. */ - get: function () { - var shared = Loader._shared; - if (!shared) { - shared = new Loader(); - shared._protected = true; - Loader._shared = shared; - } - return shared; - }, - enumerable: false, - configurable: true - }); - /** - * Use the {@link PIXI.extensions.add} API to register plugins. - * @deprecated since 6.5.0 - * @param plugin - The plugin to add - * @returns Reference to PIXI.Loader for chaining - */ - Loader.registerPlugin = function (plugin) { - deprecation$1('6.5.0', 'Loader.registerPlugin() is deprecated, use extensions.add() instead.'); - extensions.add({ - type: ExtensionType.Loader, - ref: plugin, - }); - return Loader; - }; - Loader._plugins = []; - return Loader; - }()); - extensions.handleByList(ExtensionType.Loader, Loader$1._plugins); - Loader$1.prototype.add = function add(name, url, options, callback) { - // special case of an array of objects or urls - if (Array.isArray(name)) { - for (var i = 0; i < name.length; ++i) { - this.add(name[i]); - } - return this; - } - // if an object is passed instead of params - if (typeof name === 'object') { - options = name; - callback = url || options.callback || options.onComplete; - url = options.url; - name = options.name || options.key || options.url; - } - // case where no name is passed shift all args over by one. - if (typeof url !== 'string') { - callback = options; - options = url; - url = name; - } - // now that we shifted make sure we have a proper url. - if (typeof url !== 'string') { - throw new Error('No url passed to add resource to loader.'); - } - // options are optional so people might pass a function and no options - if (typeof options === 'function') { - callback = options; - options = null; - } - return this._add(name, url, options, callback); - }; - - /** - * Application plugin for supporting loader option. Installing the LoaderPlugin - * is not necessary if using **pixi.js** or **pixi.js-legacy**. - * @example - * import {AppLoaderPlugin} from '@pixi/loaders'; - * import {extensions} from '@pixi/core'; - * extensions.add(AppLoaderPlugin); - * @memberof PIXI - */ - var AppLoaderPlugin = /** @class */ (function () { - function AppLoaderPlugin() { - } - /** - * Called on application constructor - * @param options - * @private - */ - AppLoaderPlugin.init = function (options) { - options = Object.assign({ - sharedLoader: false, - }, options); - this.loader = options.sharedLoader ? Loader$1.shared : new Loader$1(); - }; - /** - * Called when application destroyed - * @private - */ - AppLoaderPlugin.destroy = function () { - if (this.loader) { - this.loader.destroy(); - this.loader = null; - } - }; - /** @ignore */ - AppLoaderPlugin.extension = ExtensionType.Application; - return AppLoaderPlugin; - }()); - - /** - * Loader plugin for handling Texture resources. - * @memberof PIXI - */ - var TextureLoader$1 = /** @class */ (function () { - function TextureLoader() { - } - /** Handle SVG elements a text, render with SVGResource. */ - TextureLoader.add = function () { - LoaderResource$1.setExtensionLoadType('svg', LoaderResource$1.LOAD_TYPE.XHR); - LoaderResource$1.setExtensionXhrType('svg', LoaderResource$1.XHR_RESPONSE_TYPE.TEXT); - }; - /** - * Called after a resource is loaded. - * @see PIXI.Loader.loaderMiddleware - * @param resource - * @param {Function} next - */ - TextureLoader.use = function (resource, next) { - // create a new texture if the data is an Image object - if (resource.data && (resource.type === LoaderResource$1.TYPE.IMAGE || resource.extension === 'svg')) { - var data = resource.data, url = resource.url, name = resource.name, metadata = resource.metadata; - Texture.fromLoader(data, url, name, metadata).then(function (texture) { - resource.texture = texture; - next(); - }) - // TODO: handle errors in Texture.fromLoader - // so we can pass them to the Loader - .catch(next); - } - else { - next(); - } - }; - /** @ignore */ - TextureLoader.extension = ExtensionType.Loader; - return TextureLoader; - }()); - - var _keyStr$1 = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/='; - /** - * Encodes binary into base64. - * @function encodeBinary - * @param {string} input - The input data to encode. - * @returns {string} The encoded base64 string - */ - function encodeBinary$1(input) { - var output = ''; - var inx = 0; - while (inx < input.length) { - // Fill byte buffer array - var bytebuffer = [0, 0, 0]; - var encodedCharIndexes = [0, 0, 0, 0]; - for (var jnx = 0; jnx < bytebuffer.length; ++jnx) { - if (inx < input.length) { - // throw away high-order byte, as documented at: - // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data - bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff; - } - else { - bytebuffer[jnx] = 0; - } - } - // Get each encoded character, 6 bits at a time - // index 1: first 6 bits - encodedCharIndexes[0] = bytebuffer[0] >> 2; - // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2) - encodedCharIndexes[1] = ((bytebuffer[0] & 0x3) << 4) | (bytebuffer[1] >> 4); - // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3) - encodedCharIndexes[2] = ((bytebuffer[1] & 0x0f) << 2) | (bytebuffer[2] >> 6); - // index 3: forth 6 bits (6 least significant bits from input byte 3) - encodedCharIndexes[3] = bytebuffer[2] & 0x3f; - // Determine whether padding happened, and adjust accordingly - var paddingBytes = inx - (input.length - 1); - switch (paddingBytes) { - case 2: - // Set last 2 characters to padding char - encodedCharIndexes[3] = 64; - encodedCharIndexes[2] = 64; - break; - case 1: - // Set last character to padding char - encodedCharIndexes[3] = 64; - break; - } - // Now we will grab each appropriate character out of our keystring - // based on our index array and append it to the output string - for (var jnx = 0; jnx < encodedCharIndexes.length; ++jnx) { - output += _keyStr$1.charAt(encodedCharIndexes[jnx]); - } - } - return output; - } - - /** - * A middleware for transforming XHR loaded Blobs into more useful objects - * @ignore - * @function parsing - * @example - * import { Loader, middleware } from 'resource-loader'; - * const loader = new Loader(); - * loader.use(middleware.parsing); - * @param resource - Current Resource - * @param next - Callback when complete - */ - function parsing$1(resource, next) { - if (!resource.data) { - next(); - return; - } - // if this was an XHR load of a blob - if (resource.xhr && resource.xhrType === LoaderResource$1.XHR_RESPONSE_TYPE.BLOB) { - // if there is no blob support we probably got a binary string back - if (!self.Blob || typeof resource.data === 'string') { - var type = resource.xhr.getResponseHeader('content-type'); - // this is an image, convert the binary string into a data url - if (type && type.indexOf('image') === 0) { - resource.data = new Image(); - resource.data.src = "data:" + type + ";base64," + encodeBinary$1(resource.xhr.responseText); - resource.type = LoaderResource$1.TYPE.IMAGE; - // wait until the image loads and then callback - resource.data.onload = function () { - resource.data.onload = null; - next(); - }; - // next will be called on load - return; - } - } - // if content type says this is an image, then we should transform the blob into an Image object - else if (resource.data.type.indexOf('image') === 0) { - var Url_1 = globalThis.URL || globalThis.webkitURL; - var src_1 = Url_1.createObjectURL(resource.data); - resource.blob = resource.data; - resource.data = new Image(); - resource.data.src = src_1; - resource.type = LoaderResource$1.TYPE.IMAGE; - // cleanup the no longer used blob after the image loads - // TODO: Is this correct? Will the image be invalid after revoking? - resource.data.onload = function () { - Url_1.revokeObjectURL(src_1); - resource.data.onload = null; - next(); - }; - // next will be called on load. - return; - } - } - next(); - } - - /** - * Parse any blob into more usable objects (e.g. Image). - * @memberof PIXI - */ - var ParsingLoader$1 = /** @class */ (function () { - function ParsingLoader() { - } - /** @ignore */ - ParsingLoader.extension = ExtensionType.Loader; - ParsingLoader.use = parsing$1; - return ParsingLoader; - }()); - - extensions.add(TextureLoader$1, ParsingLoader$1); - - /*! - * @pixi/loaders - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/loaders is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /* jshint -W097 */ - /** - * @memberof PIXI - */ - var SignalBinding = /** @class */ (function () { - /** - * SignalBinding constructor. - * @constructs SignalBinding - * @param {Function} fn - Event handler to be called. - * @param {boolean} [once=false] - Should this listener be removed after dispatch - * @param {object} [thisArg] - The context of the callback function. - * @api private - */ - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - function SignalBinding(fn, once, thisArg) { - if (once === void 0) { once = false; } - this._fn = fn; - this._once = once; - this._thisArg = thisArg; - this._next = this._prev = this._owner = null; - } - SignalBinding.prototype.detach = function () { - if (this._owner === null) - { return false; } - this._owner.detach(this); - return true; - }; - return SignalBinding; - }()); - /** - * @param self - * @param node - * @private - */ - function _addSignalBinding(self, node) { - if (!self._head) { - self._head = node; - self._tail = node; - } - else { - self._tail._next = node; - node._prev = self._tail; - self._tail = node; - } - node._owner = self; - return node; - } - /** - * @memberof PIXI - */ - var Signal = /** @class */ (function () { - /** - * MiniSignal constructor. - * @example - * let mySignal = new Signal(); - * let binding = mySignal.add(onSignal); - * mySignal.dispatch('foo', 'bar'); - * mySignal.detach(binding); - */ - function Signal() { - this._head = this._tail = undefined; - } - /** - * Return an array of attached SignalBinding. - * @param {boolean} [exists=false] - We only need to know if there are handlers. - * @returns {PIXI.SignalBinding[] | boolean} Array of attached SignalBinding or Boolean if called with exists = true - * @api public - */ - Signal.prototype.handlers = function (exists) { - if (exists === void 0) { exists = false; } - var node = this._head; - if (exists) - { return !!node; } - var ee = []; - while (node) { - ee.push(node); - node = node._next; - } - return ee; - }; - /** - * Return true if node is a SignalBinding attached to this MiniSignal - * @param {PIXI.SignalBinding} node - Node to check. - * @returns {boolean} True if node is attache to mini-signal - */ - Signal.prototype.has = function (node) { - if (!(node instanceof SignalBinding)) { - throw new Error('MiniSignal#has(): First arg must be a SignalBinding object.'); - } - return node._owner === this; - }; - /** - * Dispaches a signal to all registered listeners. - * @param {...any} args - * @returns {boolean} Indication if we've emitted an event. - */ - Signal.prototype.dispatch = function () { - var arguments$1 = arguments; - - var args = []; - for (var _i = 0; _i < arguments.length; _i++) { - args[_i] = arguments$1[_i]; - } - var node = this._head; - if (!node) - { return false; } - while (node) { - if (node._once) - { this.detach(node); } - node._fn.apply(node._thisArg, args); - node = node._next; - } - return true; - }; - /** - * Register a new listener. - * @param {Function} fn - Callback function. - * @param {object} [thisArg] - The context of the callback function. - * @returns {PIXI.SignalBinding} The SignalBinding node that was added. - */ - Signal.prototype.add = function (fn, thisArg) { - if (thisArg === void 0) { thisArg = null; } - if (typeof fn !== 'function') { - throw new Error('MiniSignal#add(): First arg must be a Function.'); - } - return _addSignalBinding(this, new SignalBinding(fn, false, thisArg)); - }; - /** - * Register a new listener that will be executed only once. - * @param {Function} fn - Callback function. - * @param {object} [thisArg] - The context of the callback function. - * @returns {PIXI.SignalBinding} The SignalBinding node that was added. - */ - Signal.prototype.once = function (fn, thisArg) { - if (thisArg === void 0) { thisArg = null; } - if (typeof fn !== 'function') { - throw new Error('MiniSignal#once(): First arg must be a Function.'); - } - return _addSignalBinding(this, new SignalBinding(fn, true, thisArg)); - }; - /** - * Remove binding object. - * @param {PIXI.SignalBinding} node - The binding node that will be removed. - * @returns {Signal} The instance on which this method was called. - @api public */ - Signal.prototype.detach = function (node) { - if (!(node instanceof SignalBinding)) { - throw new Error('MiniSignal#detach(): First arg must be a SignalBinding object.'); - } - if (node._owner !== this) - { return this; } // todo: or error? - if (node._prev) - { node._prev._next = node._next; } - if (node._next) - { node._next._prev = node._prev; } - if (node === this._head) { // first node - this._head = node._next; - if (node._next === null) { - this._tail = null; - } - } - else if (node === this._tail) { // last node - this._tail = node._prev; - this._tail._next = null; - } - node._owner = null; - return this; - }; - /** - * Detach all listeners. - * @returns {Signal} The instance on which this method was called. - */ - Signal.prototype.detachAll = function () { - var node = this._head; - if (!node) - { return this; } - this._head = this._tail = null; - while (node) { - node._owner = null; - node = node._next; - } - return this; - }; - return Signal; - }()); - - /** - * function from npm package `parseUri`, converted to TS to avoid leftpad incident - * @param {string} str - * @param [opts] - options - * @param {boolean} [opts.strictMode] - type of parser - */ - function parseUri(str, opts) { - opts = opts || {}; - var o = { - // eslint-disable-next-line max-len - key: ['source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host', 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'], - q: { - name: 'queryKey', - parser: /(?:^|&)([^&=]*)=?([^&]*)/g - }, - parser: { - // eslint-disable-next-line max-len - strict: /^(?:([^:\/?#]+):)?(?:\/\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?))?((((?:[^?#\/]*\/)*)([^?#]*))(?:\?([^#]*))?(?:#(.*))?)/, - // eslint-disable-next-line max-len - loose: /^(?:(?![^:@]+:[^:@\/]*@)([^:\/?#.]+):)?(?:\/\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?)(((\/(?:[^?#](?![^?#\/]*\.[^?#\/.]+(?:[?#]|$)))*\/?)?([^?#\/]*))(?:\?([^#]*))?(?:#(.*))?)/ - } - }; - var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str); - var uri = {}; - var i = 14; - while (i--) - { uri[o.key[i]] = m[i] || ''; } - uri[o.q.name] = {}; - uri[o.key[12]].replace(o.q.parser, function (_t0, t1, t2) { - if (t1) - { uri[o.q.name][t1] = t2; } - }); - return uri; - } - - // tests if CORS is supported in XHR, if not we need to use XDR - var useXdr; - var tempAnchor = null; - // some status constants - var STATUS_NONE = 0; - var STATUS_OK = 200; - var STATUS_EMPTY = 204; - var STATUS_IE_BUG_EMPTY = 1223; - var STATUS_TYPE_OK = 2; - // noop - function _noop$1() { } - /** - * Quick helper to set a value on one of the extension maps. Ensures there is no - * dot at the start of the extension. - * @ignore - * @param map - The map to set on. - * @param extname - The extension (or key) to set. - * @param val - The value to set. - */ - function setExtMap(map, extname, val) { - if (extname && extname.indexOf('.') === 0) { - extname = extname.substring(1); - } - if (!extname) { - return; - } - map[extname] = val; - } - /** - * Quick helper to get string xhr type. - * @ignore - * @param xhr - The request to check. - * @returns The type. - */ - function reqType(xhr) { - return xhr.toString().replace('object ', ''); - } - /** - * Manages the state and loading of a resource and all child resources. - * - * Can be extended in `GlobalMixins.LoaderResource`. - * @memberof PIXI - */ - var LoaderResource = /** @class */ (function () { - /** - * @param {string} name - The name of the resource to load. - * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass - * an array of sources. - * @param {object} [options] - The options for the load. - * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to - * determine automatically. - * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes - * longer than this time it is cancelled and the load is considered a failure. If this value is - * set to `0` then there is no explicit timeout. - * @param {PIXI.LoaderResource.LOAD_TYPE} [options.loadType=LOAD_TYPE.XHR] - How should this resource - * be loaded? - * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} [options.xhrType=XHR_RESPONSE_TYPE.DEFAULT] - How - * should the data being loaded be interpreted when using XHR? - * @param {PIXI.LoaderResource.IMetadata} [options.metadata] - Extra configuration for middleware - * and the Resource object. - */ - function LoaderResource(name, url, options) { - /** - * The `dequeue` method that will be used a storage place for the async queue dequeue method - * used privately by the loader. - * @private - * @member {Function} - */ - this._dequeue = _noop$1; - /** - * Used a storage place for the on load binding used privately by the loader. - * @private - * @member {Function} - */ - this._onLoadBinding = null; - /** - * The timer for element loads to check if they timeout. - * @private - */ - this._elementTimer = 0; - /** - * The `complete` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundComplete = null; - /** - * The `_onError` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundOnError = null; - /** - * The `_onProgress` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundOnProgress = null; - /** - * The `_onTimeout` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundOnTimeout = null; - this._boundXhrOnError = null; - this._boundXhrOnTimeout = null; - this._boundXhrOnAbort = null; - this._boundXhrOnLoad = null; - if (typeof name !== 'string' || typeof url !== 'string') { - throw new Error('Both name and url are required for constructing a resource.'); - } - options = options || {}; - this._flags = 0; - // set data url flag, needs to be set early for some _determineX checks to work. - this._setFlag(LoaderResource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0); - this.name = name; - this.url = url; - this.extension = this._getExtension(); - this.data = null; - this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin; - this.timeout = options.timeout || 0; - this.loadType = options.loadType || this._determineLoadType(); - // The type used to load the resource via XHR. If unset, determined automatically. - this.xhrType = options.xhrType; - // Extra info for middleware, and controlling specifics about how the resource loads. - // Note that if you pass in a `loadElement`, the Resource class takes ownership of it. - // Meaning it will modify it as it sees fit. - this.metadata = options.metadata || {}; - // The error that occurred while loading (if any). - this.error = null; - // The XHR object that was used to load this resource. This is only set - // when `loadType` is `LoaderResource.LOAD_TYPE.XHR`. - this.xhr = null; - // The child resources this resource owns. - this.children = []; - // The resource type. - this.type = LoaderResource.TYPE.UNKNOWN; - // The progress chunk owned by this resource. - this.progressChunk = 0; - // The `dequeue` method that will be used a storage place for the async queue dequeue method - // used privately by the loader. - this._dequeue = _noop$1; - // Used a storage place for the on load binding used privately by the loader. - this._onLoadBinding = null; - // The timer for element loads to check if they timeout. - this._elementTimer = 0; - this._boundComplete = this.complete.bind(this); - this._boundOnError = this._onError.bind(this); - this._boundOnProgress = this._onProgress.bind(this); - this._boundOnTimeout = this._onTimeout.bind(this); - // xhr callbacks - this._boundXhrOnError = this._xhrOnError.bind(this); - this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this); - this._boundXhrOnAbort = this._xhrOnAbort.bind(this); - this._boundXhrOnLoad = this._xhrOnLoad.bind(this); - // Dispatched when the resource beings to load. - this.onStart = new Signal(); - // Dispatched each time progress of this resource load updates. - // Not all resources types and loader systems can support this event - // so sometimes it may not be available. If the resource - // is being loaded on a modern browser, using XHR, and the remote server - // properly sets Content-Length headers, then this will be available. - this.onProgress = new Signal(); - // Dispatched once this resource has loaded, if there was an error it will - // be in the `error` property. - this.onComplete = new Signal(); - // Dispatched after this resource has had all the *after* middleware run on it. - this.onAfterMiddleware = new Signal(); - } - /** - * Sets the load type to be used for a specific extension. - * @static - * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" - * @param {PIXI.LoaderResource.LOAD_TYPE} loadType - The load type to set it to. - */ - LoaderResource.setExtensionLoadType = function (extname, loadType) { - setExtMap(LoaderResource._loadTypeMap, extname, loadType); - }; - /** - * Sets the load type to be used for a specific extension. - * @static - * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" - * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to. - */ - LoaderResource.setExtensionXhrType = function (extname, xhrType) { - setExtMap(LoaderResource._xhrTypeMap, extname, xhrType); - }; - Object.defineProperty(LoaderResource.prototype, "isDataUrl", { - /** - * When the resource starts to load. - * @memberof PIXI.LoaderResource - * @callback OnStartSignal - * @param {PIXI.Resource} resource - The resource that the event happened on. - */ - /** - * When the resource reports loading progress. - * @memberof PIXI.LoaderResource - * @callback OnProgressSignal - * @param {PIXI.Resource} resource - The resource that the event happened on. - * @param {number} percentage - The progress of the load in the range [0, 1]. - */ - /** - * When the resource finishes loading. - * @memberof PIXI.LoaderResource - * @callback OnCompleteSignal - * @param {PIXI.Resource} resource - The resource that the event happened on. - */ - /** - * @memberof PIXI.LoaderResource - * @typedef {object} IMetadata - * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The - * element to use for loading, instead of creating one. - * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This - * is useful if you want to pass in a `loadElement` that you already added load sources to. - * @property {string|string[]} [mimeType] - The mime type to use for the source element - * of a video/audio elment. If the urls are an array, you can pass this as an array as well - * where each index is the mime type to use for the corresponding url index. - */ - /** - * Stores whether or not this url is a data url. - * @readonly - * @member {boolean} - */ - get: function () { - return this._hasFlag(LoaderResource.STATUS_FLAGS.DATA_URL); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(LoaderResource.prototype, "isComplete", { - /** - * Describes if this resource has finished loading. Is true when the resource has completely - * loaded. - * @readonly - * @member {boolean} - */ - get: function () { - return this._hasFlag(LoaderResource.STATUS_FLAGS.COMPLETE); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(LoaderResource.prototype, "isLoading", { - /** - * Describes if this resource is currently loading. Is true when the resource starts loading, - * and is false again when complete. - * @readonly - * @member {boolean} - */ - get: function () { - return this._hasFlag(LoaderResource.STATUS_FLAGS.LOADING); - }, - enumerable: false, - configurable: true - }); - /** Marks the resource as complete. */ - LoaderResource.prototype.complete = function () { - this._clearEvents(); - this._finish(); - }; - /** - * Aborts the loading of this resource, with an optional message. - * @param {string} message - The message to use for the error - */ - LoaderResource.prototype.abort = function (message) { - // abort can be called multiple times, ignore subsequent calls. - if (this.error) { - return; - } - // store error - this.error = new Error(message); - // clear events before calling aborts - this._clearEvents(); - // abort the actual loading - if (this.xhr) { - this.xhr.abort(); - } - else if (this.xdr) { - this.xdr.abort(); - } - else if (this.data) { - // single source - if (this.data.src) { - this.data.src = LoaderResource.EMPTY_GIF; - } - // multi-source - else { - while (this.data.firstChild) { - this.data.removeChild(this.data.firstChild); - } - } - } - // done now. - this._finish(); - }; - /** - * Kicks off loading of this resource. This method is asynchronous. - * @param {PIXI.LoaderResource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded. - */ - LoaderResource.prototype.load = function (cb) { - var _this = this; - if (this.isLoading) { - return; - } - if (this.isComplete) { - if (cb) { - setTimeout(function () { return cb(_this); }, 1); - } - return; - } - else if (cb) { - this.onComplete.once(cb); - } - this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, true); - this.onStart.dispatch(this); - // if unset, determine the value - if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') { - this.crossOrigin = this._determineCrossOrigin(this.url); - } - switch (this.loadType) { - case LoaderResource.LOAD_TYPE.IMAGE: - this.type = LoaderResource.TYPE.IMAGE; - this._loadElement('image'); - break; - case LoaderResource.LOAD_TYPE.AUDIO: - this.type = LoaderResource.TYPE.AUDIO; - this._loadSourceElement('audio'); - break; - case LoaderResource.LOAD_TYPE.VIDEO: - this.type = LoaderResource.TYPE.VIDEO; - this._loadSourceElement('video'); - break; - case LoaderResource.LOAD_TYPE.XHR: - /* falls through */ - default: - if (typeof useXdr === 'undefined') { - useXdr = !!(globalThis.XDomainRequest && !('withCredentials' in (new XMLHttpRequest()))); - } - if (useXdr && this.crossOrigin) { - this._loadXdr(); - } - else { - this._loadXhr(); - } - break; - } - }; - /** - * Checks if the flag is set. - * @param flag - The flag to check. - * @returns True if the flag is set. - */ - LoaderResource.prototype._hasFlag = function (flag) { - return (this._flags & flag) !== 0; - }; - /** - * (Un)Sets the flag. - * @param flag - The flag to (un)set. - * @param value - Whether to set or (un)set the flag. - */ - LoaderResource.prototype._setFlag = function (flag, value) { - this._flags = value ? (this._flags | flag) : (this._flags & ~flag); - }; - /** Clears all the events from the underlying loading source. */ - LoaderResource.prototype._clearEvents = function () { - clearTimeout(this._elementTimer); - if (this.data && this.data.removeEventListener) { - this.data.removeEventListener('error', this._boundOnError, false); - this.data.removeEventListener('load', this._boundComplete, false); - this.data.removeEventListener('progress', this._boundOnProgress, false); - this.data.removeEventListener('canplaythrough', this._boundComplete, false); - } - if (this.xhr) { - if (this.xhr.removeEventListener) { - this.xhr.removeEventListener('error', this._boundXhrOnError, false); - this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false); - this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false); - this.xhr.removeEventListener('progress', this._boundOnProgress, false); - this.xhr.removeEventListener('load', this._boundXhrOnLoad, false); - } - else { - this.xhr.onerror = null; - this.xhr.ontimeout = null; - this.xhr.onprogress = null; - this.xhr.onload = null; - } - } - }; - /** Finalizes the load. */ - LoaderResource.prototype._finish = function () { - if (this.isComplete) { - throw new Error('Complete called again for an already completed resource.'); - } - this._setFlag(LoaderResource.STATUS_FLAGS.COMPLETE, true); - this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, false); - this.onComplete.dispatch(this); - }; - /** - * Loads this resources using an element that has a single source, - * like an HTMLImageElement. - * @private - * @param type - The type of element to use. - */ - LoaderResource.prototype._loadElement = function (type) { - if (this.metadata.loadElement) { - this.data = this.metadata.loadElement; - } - else if (type === 'image' && typeof globalThis.Image !== 'undefined') { - this.data = new Image(); - } - else { - this.data = document.createElement(type); - } - if (this.crossOrigin) { - this.data.crossOrigin = this.crossOrigin; - } - if (!this.metadata.skipSource) { - this.data.src = this.url; - } - this.data.addEventListener('error', this._boundOnError, false); - this.data.addEventListener('load', this._boundComplete, false); - this.data.addEventListener('progress', this._boundOnProgress, false); - if (this.timeout) { - this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); - } - }; - /** - * Loads this resources using an element that has multiple sources, - * like an HTMLAudioElement or HTMLVideoElement. - * @param type - The type of element to use. - */ - LoaderResource.prototype._loadSourceElement = function (type) { - if (this.metadata.loadElement) { - this.data = this.metadata.loadElement; - } - else if (type === 'audio' && typeof globalThis.Audio !== 'undefined') { - this.data = new Audio(); - } - else { - this.data = document.createElement(type); - } - if (this.data === null) { - this.abort("Unsupported element: " + type); - return; - } - if (this.crossOrigin) { - this.data.crossOrigin = this.crossOrigin; - } - if (!this.metadata.skipSource) { - // support for CocoonJS Canvas+ runtime, lacks document.createElement('source') - if (navigator.isCocoonJS) { - this.data.src = Array.isArray(this.url) ? this.url[0] : this.url; - } - else if (Array.isArray(this.url)) { - var mimeTypes = this.metadata.mimeType; - for (var i = 0; i < this.url.length; ++i) { - this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes)); - } - } - else { - var mimeTypes = this.metadata.mimeType; - this.data.appendChild(this._createSource(type, this.url, Array.isArray(mimeTypes) ? mimeTypes[0] : mimeTypes)); - } - } - this.data.addEventListener('error', this._boundOnError, false); - this.data.addEventListener('load', this._boundComplete, false); - this.data.addEventListener('progress', this._boundOnProgress, false); - this.data.addEventListener('canplaythrough', this._boundComplete, false); - this.data.load(); - if (this.timeout) { - this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); - } - }; - /** Loads this resources using an XMLHttpRequest. */ - LoaderResource.prototype._loadXhr = function () { - // if unset, determine the value - if (typeof this.xhrType !== 'string') { - this.xhrType = this._determineXhrType(); - } - var xhr = this.xhr = new XMLHttpRequest(); - // send credentials when crossOrigin with credentials requested - if (this.crossOrigin === 'use-credentials') { - xhr.withCredentials = true; - } - // set the request type and url - xhr.open('GET', this.url, true); - xhr.timeout = this.timeout; - // load json as text and parse it ourselves. We do this because some browsers - // *cough* safari *cough* can't deal with it. - if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON - || this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) { - xhr.responseType = LoaderResource.XHR_RESPONSE_TYPE.TEXT; - } - else { - xhr.responseType = this.xhrType; - } - xhr.addEventListener('error', this._boundXhrOnError, false); - xhr.addEventListener('timeout', this._boundXhrOnTimeout, false); - xhr.addEventListener('abort', this._boundXhrOnAbort, false); - xhr.addEventListener('progress', this._boundOnProgress, false); - xhr.addEventListener('load', this._boundXhrOnLoad, false); - xhr.send(); - }; - /** Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross). */ - LoaderResource.prototype._loadXdr = function () { - // if unset, determine the value - if (typeof this.xhrType !== 'string') { - this.xhrType = this._determineXhrType(); - } - var xdr = this.xhr = new globalThis.XDomainRequest(); // eslint-disable-line no-undef - // XDomainRequest has a few quirks. Occasionally it will abort requests - // A way to avoid this is to make sure ALL callbacks are set even if not used - // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9 - xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9 - xdr.onerror = this._boundXhrOnError; - xdr.ontimeout = this._boundXhrOnTimeout; - xdr.onprogress = this._boundOnProgress; - xdr.onload = this._boundXhrOnLoad; - xdr.open('GET', this.url, true); - // Note: The xdr.send() call is wrapped in a timeout to prevent an - // issue with the interface where some requests are lost if multiple - // XDomainRequests are being sent at the same time. - // Some info here: https://github.com/photonstorm/phaser/issues/1248 - setTimeout(function () { return xdr.send(); }, 1); - }; - /** - * Creates a source used in loading via an element. - * @param type - The element type (video or audio). - * @param url - The source URL to load from. - * @param [mime] - The mime type of the video - * @returns The source element. - */ - LoaderResource.prototype._createSource = function (type, url, mime) { - if (!mime) { - mime = type + "/" + this._getExtension(url); - } - var source = document.createElement('source'); - source.src = url; - source.type = mime; - return source; - }; - /** - * Called if a load errors out. - * @param event - The error event from the element that emits it. - */ - LoaderResource.prototype._onError = function (event) { - this.abort("Failed to load element using: " + event.target.nodeName); - }; - /** - * Called if a load progress event fires for an element or xhr/xdr. - * @param event - Progress event. - */ - LoaderResource.prototype._onProgress = function (event) { - if (event && event.lengthComputable) { - this.onProgress.dispatch(this, event.loaded / event.total); - } - }; - /** Called if a timeout event fires for an element. */ - LoaderResource.prototype._onTimeout = function () { - this.abort("Load timed out."); - }; - /** Called if an error event fires for xhr/xdr. */ - LoaderResource.prototype._xhrOnError = function () { - var xhr = this.xhr; - this.abort(reqType(xhr) + " Request failed. Status: " + xhr.status + ", text: \"" + xhr.statusText + "\""); - }; - /** Called if an error event fires for xhr/xdr. */ - LoaderResource.prototype._xhrOnTimeout = function () { - var xhr = this.xhr; - this.abort(reqType(xhr) + " Request timed out."); - }; - /** Called if an abort event fires for xhr/xdr. */ - LoaderResource.prototype._xhrOnAbort = function () { - var xhr = this.xhr; - this.abort(reqType(xhr) + " Request was aborted by the user."); - }; - /** Called when data successfully loads from an xhr/xdr request. */ - LoaderResource.prototype._xhrOnLoad = function () { - var xhr = this.xhr; - var text = ''; - var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200. - // responseText is accessible only if responseType is '' or 'text' and on older browsers - if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') { - text = xhr.responseText; - } - // status can be 0 when using the `file://` protocol so we also check if a response is set. - // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request. - if (status === STATUS_NONE && (text.length > 0 || xhr.responseType === LoaderResource.XHR_RESPONSE_TYPE.BUFFER)) { - status = STATUS_OK; - } - // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request - else if (status === STATUS_IE_BUG_EMPTY) { - status = STATUS_EMPTY; - } - var statusType = (status / 100) | 0; - if (statusType === STATUS_TYPE_OK) { - // if text, just return it - if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.TEXT) { - this.data = text; - this.type = LoaderResource.TYPE.TEXT; - } - // if json, parse into json object - else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON) { - try { - this.data = JSON.parse(text); - this.type = LoaderResource.TYPE.JSON; - } - catch (e) { - this.abort("Error trying to parse loaded json: " + e); - return; - } - } - // if xml, parse into an xml document or div element - else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) { - try { - if (globalThis.DOMParser) { - var domparser = new DOMParser(); - this.data = domparser.parseFromString(text, 'text/xml'); - } - else { - var div = document.createElement('div'); - div.innerHTML = text; - this.data = div; - } - this.type = LoaderResource.TYPE.XML; - } - catch (e$1) { - this.abort("Error trying to parse loaded xml: " + e$1); - return; - } - } - // other types just return the response - else { - this.data = xhr.response || text; - } - } - else { - this.abort("[" + xhr.status + "] " + xhr.statusText + ": " + xhr.responseURL); - return; - } - this.complete(); - }; - /** - * Sets the `crossOrigin` property for this resource based on if the url - * for this resource is cross-origin. If crossOrigin was manually set, this - * function does nothing. - * @private - * @param url - The url to test. - * @param [loc=globalThis.location] - The location object to test against. - * @returns The crossOrigin value to use (or empty string for none). - */ - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - LoaderResource.prototype._determineCrossOrigin = function (url, loc) { - // data: and javascript: urls are considered same-origin - if (url.indexOf('data:') === 0) { - return ''; - } - // A sandboxed iframe without the 'allow-same-origin' attribute will have a special - // origin designed not to match globalThis.location.origin, and will always require - // crossOrigin requests regardless of whether the location matches. - if (globalThis.origin !== globalThis.location.origin) { - return 'anonymous'; - } - // default is globalThis.location - loc = loc || globalThis.location; - if (!tempAnchor) { - tempAnchor = document.createElement('a'); - } - // let the browser determine the full href for the url of this resource and then - // parse with the node url lib, we can't use the properties of the anchor element - // because they don't work in IE9 :( - tempAnchor.href = url; - var parsedUrl = parseUri(tempAnchor.href, { strictMode: true }); - var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port); - var protocol = parsedUrl.protocol ? parsedUrl.protocol + ":" : ''; - // if cross origin - if (parsedUrl.host !== loc.hostname || !samePort || protocol !== loc.protocol) { - return 'anonymous'; - } - return ''; - }; - /** - * Determines the responseType of an XHR request based on the extension of the - * resource being loaded. - * @private - * @returns {PIXI.LoaderResource.XHR_RESPONSE_TYPE} The responseType to use. - */ - LoaderResource.prototype._determineXhrType = function () { - return LoaderResource._xhrTypeMap[this.extension] || LoaderResource.XHR_RESPONSE_TYPE.TEXT; - }; - /** - * Determines the loadType of a resource based on the extension of the - * resource being loaded. - * @private - * @returns {PIXI.LoaderResource.LOAD_TYPE} The loadType to use. - */ - LoaderResource.prototype._determineLoadType = function () { - return LoaderResource._loadTypeMap[this.extension] || LoaderResource.LOAD_TYPE.XHR; - }; - /** - * Extracts the extension (sans '.') of the file being loaded by the resource. - * @param [url] - url to parse, `this.url` by default. - * @returns The extension. - */ - LoaderResource.prototype._getExtension = function (url) { - if (url === void 0) { url = this.url; } - var ext = ''; - if (this.isDataUrl) { - var slashIndex = url.indexOf('/'); - ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex)); - } - else { - var queryStart = url.indexOf('?'); - var hashStart = url.indexOf('#'); - var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length); - url = url.substring(0, index); - ext = url.substring(url.lastIndexOf('.') + 1); - } - return ext.toLowerCase(); - }; - /** - * Determines the mime type of an XHR request based on the responseType of - * resource being loaded. - * @param type - The type to get a mime type for. - * @private - * @returns The mime type to use. - */ - LoaderResource.prototype._getMimeFromXhrType = function (type) { - switch (type) { - case LoaderResource.XHR_RESPONSE_TYPE.BUFFER: - return 'application/octet-binary'; - case LoaderResource.XHR_RESPONSE_TYPE.BLOB: - return 'application/blob'; - case LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT: - return 'application/xml'; - case LoaderResource.XHR_RESPONSE_TYPE.JSON: - return 'application/json'; - case LoaderResource.XHR_RESPONSE_TYPE.DEFAULT: - case LoaderResource.XHR_RESPONSE_TYPE.TEXT: - /* falls through */ - default: - return 'text/plain'; - } - }; - return LoaderResource; - }()); - // eslint-disable-next-line @typescript-eslint/no-namespace - (function (LoaderResource) { - (function (STATUS_FLAGS) { - /** None */ - STATUS_FLAGS[STATUS_FLAGS["NONE"] = 0] = "NONE"; - /** Data URL */ - STATUS_FLAGS[STATUS_FLAGS["DATA_URL"] = 1] = "DATA_URL"; - /** Complete */ - STATUS_FLAGS[STATUS_FLAGS["COMPLETE"] = 2] = "COMPLETE"; - /** Loading */ - STATUS_FLAGS[STATUS_FLAGS["LOADING"] = 4] = "LOADING"; - })(LoaderResource.STATUS_FLAGS || (LoaderResource.STATUS_FLAGS = {})); - (function (TYPE) { - /** Unknown */ - TYPE[TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - /** JSON */ - TYPE[TYPE["JSON"] = 1] = "JSON"; - /** XML */ - TYPE[TYPE["XML"] = 2] = "XML"; - /** Image */ - TYPE[TYPE["IMAGE"] = 3] = "IMAGE"; - /** Audio */ - TYPE[TYPE["AUDIO"] = 4] = "AUDIO"; - /** Video */ - TYPE[TYPE["VIDEO"] = 5] = "VIDEO"; - /** Plain text */ - TYPE[TYPE["TEXT"] = 6] = "TEXT"; - })(LoaderResource.TYPE || (LoaderResource.TYPE = {})); - (function (LOAD_TYPE) { - /** Uses XMLHttpRequest to load the resource. */ - LOAD_TYPE[LOAD_TYPE["XHR"] = 1] = "XHR"; - /** Uses an `Image` object to load the resource. */ - LOAD_TYPE[LOAD_TYPE["IMAGE"] = 2] = "IMAGE"; - /** Uses an `Audio` object to load the resource. */ - LOAD_TYPE[LOAD_TYPE["AUDIO"] = 3] = "AUDIO"; - /** Uses a `Video` object to load the resource. */ - LOAD_TYPE[LOAD_TYPE["VIDEO"] = 4] = "VIDEO"; - })(LoaderResource.LOAD_TYPE || (LoaderResource.LOAD_TYPE = {})); - (function (XHR_RESPONSE_TYPE) { - /** string */ - XHR_RESPONSE_TYPE["DEFAULT"] = "text"; - /** ArrayBuffer */ - XHR_RESPONSE_TYPE["BUFFER"] = "arraybuffer"; - /** Blob */ - XHR_RESPONSE_TYPE["BLOB"] = "blob"; - /** Document */ - XHR_RESPONSE_TYPE["DOCUMENT"] = "document"; - /** Object */ - XHR_RESPONSE_TYPE["JSON"] = "json"; - /** String */ - XHR_RESPONSE_TYPE["TEXT"] = "text"; - })(LoaderResource.XHR_RESPONSE_TYPE || (LoaderResource.XHR_RESPONSE_TYPE = {})); - LoaderResource._loadTypeMap = { - // images - gif: LoaderResource.LOAD_TYPE.IMAGE, - png: LoaderResource.LOAD_TYPE.IMAGE, - bmp: LoaderResource.LOAD_TYPE.IMAGE, - jpg: LoaderResource.LOAD_TYPE.IMAGE, - jpeg: LoaderResource.LOAD_TYPE.IMAGE, - tif: LoaderResource.LOAD_TYPE.IMAGE, - tiff: LoaderResource.LOAD_TYPE.IMAGE, - webp: LoaderResource.LOAD_TYPE.IMAGE, - tga: LoaderResource.LOAD_TYPE.IMAGE, - svg: LoaderResource.LOAD_TYPE.IMAGE, - 'svg+xml': LoaderResource.LOAD_TYPE.IMAGE, - // audio - mp3: LoaderResource.LOAD_TYPE.AUDIO, - ogg: LoaderResource.LOAD_TYPE.AUDIO, - wav: LoaderResource.LOAD_TYPE.AUDIO, - // videos - mp4: LoaderResource.LOAD_TYPE.VIDEO, - webm: LoaderResource.LOAD_TYPE.VIDEO, - }; - LoaderResource._xhrTypeMap = { - // xml - xhtml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - html: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - htm: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - xml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - tmx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - svg: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component. - // Since it is way less likely for people to be loading TypeScript files instead of Tiled files, - // this should probably be fine. - tsx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - // images - gif: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - png: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - bmp: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - jpg: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - jpeg: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - tif: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - tiff: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - webp: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - tga: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - // json - json: LoaderResource.XHR_RESPONSE_TYPE.JSON, - // text - text: LoaderResource.XHR_RESPONSE_TYPE.TEXT, - txt: LoaderResource.XHR_RESPONSE_TYPE.TEXT, - // fonts - ttf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER, - otf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER, - }; - // We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif - LoaderResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw=='; - })(LoaderResource || (LoaderResource = {})); - - /** - * Smaller version of the async library constructs. - * @ignore - */ - function _noop() { - } - /** - * Ensures a function is only called once. - * @ignore - * @param {Function} fn - The function to wrap. - * @returns {Function} The wrapping function. - */ - function onlyOnce(fn) { - return function onceWrapper() { - var arguments$1 = arguments; - - var args = []; - for (var _i = 0; _i < arguments.length; _i++) { - args[_i] = arguments$1[_i]; - } - if (fn === null) { - throw new Error('Callback was already called.'); - } - var callFn = fn; - fn = null; - callFn.apply(this, args); - }; - } - /** - * @private - * @memberof PIXI - */ - var AsyncQueueItem = /** @class */ (function () { - /** - * @param data - * @param callback - * @private - */ - function AsyncQueueItem(data, callback) { - this.data = data; - this.callback = callback; - } - return AsyncQueueItem; - }()); - /** - * @private - * @memberof PIXI - */ - var AsyncQueue = /** @class */ (function () { - /** - * @param worker - * @param concurrency - * @private - */ - function AsyncQueue(worker, concurrency) { - var _this = this; - if (concurrency === void 0) { concurrency = 1; } - this.workers = 0; - this.saturated = _noop; - this.unsaturated = _noop; - this.empty = _noop; - this.drain = _noop; - this.error = _noop; - this.started = false; - this.paused = false; - this._tasks = []; - this._insert = function (data, insertAtFront, callback) { - if (callback && typeof callback !== 'function') { - throw new Error('task callback must be a function'); - } - _this.started = true; - // eslint-disable-next-line no-eq-null,eqeqeq - if (data == null && _this.idle()) { - // call drain immediately if there are no tasks - setTimeout(function () { return _this.drain(); }, 1); - return; - } - var item = new AsyncQueueItem(data, typeof callback === 'function' ? callback : _noop); - if (insertAtFront) { - _this._tasks.unshift(item); - } - else { - _this._tasks.push(item); - } - setTimeout(_this.process, 1); - }; - this.process = function () { - while (!_this.paused && _this.workers < _this.concurrency && _this._tasks.length) { - var task = _this._tasks.shift(); - if (_this._tasks.length === 0) { - _this.empty(); - } - _this.workers += 1; - if (_this.workers === _this.concurrency) { - _this.saturated(); - } - _this._worker(task.data, onlyOnce(_this._next(task))); - } - }; - this._worker = worker; - if (concurrency === 0) { - throw new Error('Concurrency must not be zero'); - } - this.concurrency = concurrency; - this.buffer = concurrency / 4.0; - } - /** - * @param task - * @private - */ - AsyncQueue.prototype._next = function (task) { - var _this = this; - return function () { - var arguments$1 = arguments; - - var args = []; - for (var _i = 0; _i < arguments.length; _i++) { - args[_i] = arguments$1[_i]; - } - _this.workers -= 1; - task.callback.apply(task, args); - // eslint-disable-next-line no-eq-null,eqeqeq - if (args[0] != null) { - _this.error(args[0], task.data); - } - if (_this.workers <= (_this.concurrency - _this.buffer)) { - _this.unsaturated(); - } - if (_this.idle()) { - _this.drain(); - } - _this.process(); - }; - }; - // That was in object - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - AsyncQueue.prototype.push = function (data, callback) { - this._insert(data, false, callback); - }; - AsyncQueue.prototype.kill = function () { - this.workers = 0; - this.drain = _noop; - this.started = false; - this._tasks = []; - }; - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - AsyncQueue.prototype.unshift = function (data, callback) { - this._insert(data, true, callback); - }; - AsyncQueue.prototype.length = function () { - return this._tasks.length; - }; - AsyncQueue.prototype.running = function () { - return this.workers; - }; - AsyncQueue.prototype.idle = function () { - return this._tasks.length + this.workers === 0; - }; - AsyncQueue.prototype.pause = function () { - if (this.paused === true) { - return; - } - this.paused = true; - }; - AsyncQueue.prototype.resume = function () { - if (this.paused === false) { - return; - } - this.paused = false; - // Need to call this.process once per concurrent - // worker to preserve full concurrency after pause - for (var w = 1; w <= this.concurrency; w++) { - this.process(); - } - }; - /** - * Iterates an array in series. - * @param {Array.<*>} array - Array to iterate. - * @param {Function} iterator - Function to call for each element. - * @param {Function} callback - Function to call when done, or on error. - * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1. - */ - AsyncQueue.eachSeries = function (array, iterator, callback, deferNext) { - var i = 0; - var len = array.length; - function next(err) { - if (err || i === len) { - if (callback) { - callback(err); - } - return; - } - if (deferNext) { - setTimeout(function () { - iterator(array[i++], next); - }, 1); - } - else { - iterator(array[i++], next); - } - } - next(); - }; - /** - * Async queue implementation, - * @param {Function} worker - The worker function to call for each task. - * @param {number} concurrency - How many workers to run in parrallel. - * @returns {*} The async queue object. - */ - AsyncQueue.queue = function (worker, concurrency) { - return new AsyncQueue(worker, concurrency); - }; - return AsyncQueue; - }()); - - // some constants - var MAX_PROGRESS = 100; - var rgxExtractUrlHash = /(#[\w-]+)?$/; - /** - * The new loader, forked from Resource Loader by Chad Engler: https://github.com/englercj/resource-loader - * - * ```js - * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use. - * // or - * const loader = new PIXI.Loader(); // You can also create your own if you want - * - * const sprites = {}; - * - * // Chainable `add` to enqueue a resource - * loader.add('bunny', 'data/bunny.png') - * .add('spaceship', 'assets/spritesheet.json'); - * loader.add('scoreFont', 'assets/score.fnt'); - * - * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource. - * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc). - * loader.pre(cachingMiddleware); - * - * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource. - * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc). - * loader.use(parsingMiddleware); - * - * // The `load` method loads the queue of resources, and calls the passed in callback called once all - * // resources have loaded. - * loader.load((loader, resources) => { - * // resources is an object where the key is the name of the resource loaded and the value is the resource object. - * // They have a couple default properties: - * // - `url`: The URL that the resource was loaded from - * // - `error`: The error that happened when trying to load (if any) - * // - `data`: The raw data that was loaded - * // also may contain other properties based on the middleware that runs. - * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture); - * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture); - * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture); - * }); - * - * // throughout the process multiple signals can be dispatched. - * loader.onProgress.add(() => {}); // called once per loaded/errored file - * loader.onError.add(() => {}); // called once per errored file - * loader.onLoad.add(() => {}); // called once per loaded file - * loader.onComplete.add(() => {}); // called once when the queued resources all load. - * ``` - * @memberof PIXI - */ - var Loader = /** @class */ (function () { - /** - * @param baseUrl - The base url for all resources loaded by this loader. - * @param concurrency - The number of resources to load concurrently. - */ - function Loader(baseUrl, concurrency) { - var _this = this; - if (baseUrl === void 0) { baseUrl = ''; } - if (concurrency === void 0) { concurrency = 10; } - /** The progress percent of the loader going through the queue. */ - this.progress = 0; - /** Loading state of the loader, true if it is currently loading resources. */ - this.loading = false; - /** - * A querystring to append to every URL added to the loader. - * - * This should be a valid query string *without* the question-mark (`?`). The loader will - * also *not* escape values for you. Make sure to escape your parameters with - * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property. - * @example - * const loader = new Loader(); - * - * loader.defaultQueryString = 'user=me&password=secret'; - * - * // This will request 'image.png?user=me&password=secret' - * loader.add('image.png').load(); - * - * loader.reset(); - * - * // This will request 'image.png?v=1&user=me&password=secret' - * loader.add('iamge.png?v=1').load(); - */ - this.defaultQueryString = ''; - /** The middleware to run before loading each resource. */ - this._beforeMiddleware = []; - /** The middleware to run after loading each resource. */ - this._afterMiddleware = []; - /** The tracks the resources we are currently completing parsing for. */ - this._resourcesParsing = []; - /** - * The `_loadResource` function bound with this object context. - * @param r - The resource to load - * @param d - The dequeue function - */ - this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); }; - /** All the resources for this loader keyed by name. */ - this.resources = {}; - this.baseUrl = baseUrl; - this._beforeMiddleware = []; - this._afterMiddleware = []; - this._resourcesParsing = []; - this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); }; - this._queue = AsyncQueue.queue(this._boundLoadResource, concurrency); - this._queue.pause(); - this.resources = {}; - this.onProgress = new Signal(); - this.onError = new Signal(); - this.onLoad = new Signal(); - this.onStart = new Signal(); - this.onComplete = new Signal(); - for (var i = 0; i < Loader._plugins.length; ++i) { - var plugin = Loader._plugins[i]; - var pre = plugin.pre, use = plugin.use; - if (pre) { - this.pre(pre); - } - if (use) { - this.use(use); - } - } - this._protected = false; - } - /** - * Same as add, params have strict order - * @private - * @param name - The name of the resource to load. - * @param url - The url for this resource, relative to the baseUrl of this loader. - * @param options - The options for the load. - * @param callback - Function to call when this specific resource completes loading. - * @returns The loader itself. - */ - Loader.prototype._add = function (name, url, options, callback) { - // if loading already you can only add resources that have a parent. - if (this.loading && (!options || !options.parentResource)) { - throw new Error('Cannot add resources while the loader is running.'); - } - // check if resource already exists. - if (this.resources[name]) { - throw new Error("Resource named \"" + name + "\" already exists."); - } - // add base url if this isn't an absolute url - url = this._prepareUrl(url); - // create the store the resource - this.resources[name] = new LoaderResource(name, url, options); - if (typeof callback === 'function') { - this.resources[name].onAfterMiddleware.once(callback); - } - // if actively loading, make sure to adjust progress chunks for that parent and its children - if (this.loading) { - var parent = options.parentResource; - var incompleteChildren = []; - for (var i = 0; i < parent.children.length; ++i) { - if (!parent.children[i].isComplete) { - incompleteChildren.push(parent.children[i]); - } - } - var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent - var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child - parent.children.push(this.resources[name]); - parent.progressChunk = eachChunk; - for (var i = 0; i < incompleteChildren.length; ++i) { - incompleteChildren[i].progressChunk = eachChunk; - } - this.resources[name].progressChunk = eachChunk; - } - // add the resource to the queue - this._queue.push(this.resources[name]); - return this; - }; - /* eslint-enable require-jsdoc,valid-jsdoc */ - /** - * Sets up a middleware function that will run *before* the - * resource is loaded. - * @param fn - The middleware function to register. - * @returns The loader itself. - */ - Loader.prototype.pre = function (fn) { - this._beforeMiddleware.push(fn); - return this; - }; - /** - * Sets up a middleware function that will run *after* the - * resource is loaded. - * @param fn - The middleware function to register. - * @returns The loader itself. - */ - Loader.prototype.use = function (fn) { - this._afterMiddleware.push(fn); - return this; - }; - /** - * Resets the queue of the loader to prepare for a new load. - * @returns The loader itself. - */ - Loader.prototype.reset = function () { - this.progress = 0; - this.loading = false; - this._queue.kill(); - this._queue.pause(); - // abort all resource loads - for (var k in this.resources) { - var res = this.resources[k]; - if (res._onLoadBinding) { - res._onLoadBinding.detach(); - } - if (res.isLoading) { - res.abort('loader reset'); - } - } - this.resources = {}; - return this; - }; - /** - * Starts loading the queued resources. - * @param cb - Optional callback that will be bound to the `complete` event. - * @returns The loader itself. - */ - Loader.prototype.load = function (cb) { - deprecation$1('6.5.0', '@pixi/loaders is being replaced with @pixi/assets in the next major release.'); - // register complete callback if they pass one - if (typeof cb === 'function') { - this.onComplete.once(cb); - } - // if the queue has already started we are done here - if (this.loading) { - return this; - } - if (this._queue.idle()) { - this._onStart(); - this._onComplete(); - } - else { - // distribute progress chunks - var numTasks = this._queue._tasks.length; - var chunk = MAX_PROGRESS / numTasks; - for (var i = 0; i < this._queue._tasks.length; ++i) { - this._queue._tasks[i].data.progressChunk = chunk; - } - // notify we are starting - this._onStart(); - // start loading - this._queue.resume(); - } - return this; - }; - Object.defineProperty(Loader.prototype, "concurrency", { - /** - * The number of resources to load concurrently. - * @default 10 - */ - get: function () { - return this._queue.concurrency; - }, - set: function (concurrency) { - this._queue.concurrency = concurrency; - }, - enumerable: false, - configurable: true - }); - /** - * Prepares a url for usage based on the configuration of this object - * @param url - The url to prepare. - * @returns The prepared url. - */ - Loader.prototype._prepareUrl = function (url) { - var parsedUrl = parseUri(url, { strictMode: true }); - var result; - // absolute url, just use it as is. - if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) { - result = url; - } - // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween - else if (this.baseUrl.length - && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1 - && url.charAt(0) !== '/') { - result = this.baseUrl + "/" + url; - } - else { - result = this.baseUrl + url; - } - // if we need to add a default querystring, there is a bit more work - if (this.defaultQueryString) { - var hash = rgxExtractUrlHash.exec(result)[0]; - result = result.slice(0, result.length - hash.length); - if (result.indexOf('?') !== -1) { - result += "&" + this.defaultQueryString; - } - else { - result += "?" + this.defaultQueryString; - } - result += hash; - } - return result; - }; - /** - * Loads a single resource. - * @param resource - The resource to load. - * @param dequeue - The function to call when we need to dequeue this item. - */ - Loader.prototype._loadResource = function (resource, dequeue) { - var _this = this; - resource._dequeue = dequeue; - // run before middleware - AsyncQueue.eachSeries(this._beforeMiddleware, function (fn, next) { - fn.call(_this, resource, function () { - // if the before middleware marks the resource as complete, - // break and don't process any more before middleware - next(resource.isComplete ? {} : null); - }); - }, function () { - if (resource.isComplete) { - _this._onLoad(resource); - } - else { - resource._onLoadBinding = resource.onComplete.once(_this._onLoad, _this); - resource.load(); - } - }, true); - }; - /** Called once loading has started. */ - Loader.prototype._onStart = function () { - this.progress = 0; - this.loading = true; - this.onStart.dispatch(this); - }; - /** Called once each resource has loaded. */ - Loader.prototype._onComplete = function () { - this.progress = MAX_PROGRESS; - this.loading = false; - this.onComplete.dispatch(this, this.resources); - }; - /** - * Called each time a resources is loaded. - * @param resource - The resource that was loaded - */ - Loader.prototype._onLoad = function (resource) { - var _this = this; - resource._onLoadBinding = null; - // remove this resource from the async queue, and add it to our list of resources that are being parsed - this._resourcesParsing.push(resource); - resource._dequeue(); - // run all the after middleware for this resource - AsyncQueue.eachSeries(this._afterMiddleware, function (fn, next) { - fn.call(_this, resource, next); - }, function () { - resource.onAfterMiddleware.dispatch(resource); - _this.progress = Math.min(MAX_PROGRESS, _this.progress + resource.progressChunk); - _this.onProgress.dispatch(_this, resource); - if (resource.error) { - _this.onError.dispatch(resource.error, _this, resource); - } - else { - _this.onLoad.dispatch(_this, resource); - } - _this._resourcesParsing.splice(_this._resourcesParsing.indexOf(resource), 1); - // do completion check - if (_this._queue.idle() && _this._resourcesParsing.length === 0) { - _this._onComplete(); - } - }, true); - }; - /** Destroy the loader, removes references. */ - Loader.prototype.destroy = function () { - if (!this._protected) { - this.reset(); - } - }; - Object.defineProperty(Loader, "shared", { - /** A premade instance of the loader that can be used to load resources. */ - get: function () { - var shared = Loader._shared; - if (!shared) { - shared = new Loader(); - shared._protected = true; - Loader._shared = shared; - } - return shared; - }, - enumerable: false, - configurable: true - }); - /** - * Use the {@link PIXI.extensions.add} API to register plugins. - * @deprecated since 6.5.0 - * @param plugin - The plugin to add - * @returns Reference to PIXI.Loader for chaining - */ - Loader.registerPlugin = function (plugin) { - deprecation$1('6.5.0', 'Loader.registerPlugin() is deprecated, use extensions.add() instead.'); - extensions.add({ - type: ExtensionType.Loader, - ref: plugin, - }); - return Loader; - }; - Loader._plugins = []; - return Loader; - }()); - extensions.handleByList(ExtensionType.Loader, Loader._plugins); - Loader.prototype.add = function add(name, url, options, callback) { - // special case of an array of objects or urls - if (Array.isArray(name)) { - for (var i = 0; i < name.length; ++i) { - this.add(name[i]); - } - return this; - } - // if an object is passed instead of params - if (typeof name === 'object') { - options = name; - callback = url || options.callback || options.onComplete; - url = options.url; - name = options.name || options.key || options.url; - } - // case where no name is passed shift all args over by one. - if (typeof url !== 'string') { - callback = options; - options = url; - url = name; - } - // now that we shifted make sure we have a proper url. - if (typeof url !== 'string') { - throw new Error('No url passed to add resource to loader.'); - } - // options are optional so people might pass a function and no options - if (typeof options === 'function') { - callback = options; - options = null; - } - return this._add(name, url, options, callback); - }; - - /** - * Application plugin for supporting loader option. Installing the LoaderPlugin - * is not necessary if using **pixi.js** or **pixi.js-legacy**. - * @example - * import {AppLoaderPlugin} from '@pixi/loaders'; - * import {extensions} from '@pixi/core'; - * extensions.add(AppLoaderPlugin); - * @memberof PIXI - */ - /** @class */ ((function () { - function AppLoaderPlugin() { - } - /** - * Called on application constructor - * @param options - * @private - */ - AppLoaderPlugin.init = function (options) { - options = Object.assign({ - sharedLoader: false, - }, options); - this.loader = options.sharedLoader ? Loader.shared : new Loader(); - }; - /** - * Called when application destroyed - * @private - */ - AppLoaderPlugin.destroy = function () { - if (this.loader) { - this.loader.destroy(); - this.loader = null; - } - }; - /** @ignore */ - AppLoaderPlugin.extension = ExtensionType.Application; - return AppLoaderPlugin; - })()); - - /** - * Loader plugin for handling Texture resources. - * @memberof PIXI - */ - var TextureLoader = /** @class */ (function () { - function TextureLoader() { - } - /** Handle SVG elements a text, render with SVGResource. */ - TextureLoader.add = function () { - LoaderResource.setExtensionLoadType('svg', LoaderResource.LOAD_TYPE.XHR); - LoaderResource.setExtensionXhrType('svg', LoaderResource.XHR_RESPONSE_TYPE.TEXT); - }; - /** - * Called after a resource is loaded. - * @see PIXI.Loader.loaderMiddleware - * @param resource - * @param {Function} next - */ - TextureLoader.use = function (resource, next) { - // create a new texture if the data is an Image object - if (resource.data && (resource.type === LoaderResource.TYPE.IMAGE || resource.extension === 'svg')) { - var data = resource.data, url = resource.url, name = resource.name, metadata = resource.metadata; - Texture$1.fromLoader(data, url, name, metadata).then(function (texture) { - resource.texture = texture; - next(); - }) - // TODO: handle errors in Texture.fromLoader - // so we can pass them to the Loader - .catch(next); - } - else { - next(); - } - }; - /** @ignore */ - TextureLoader.extension = ExtensionType.Loader; - return TextureLoader; - }()); - - var _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/='; - /** - * Encodes binary into base64. - * @function encodeBinary - * @param {string} input - The input data to encode. - * @returns {string} The encoded base64 string - */ - function encodeBinary(input) { - var output = ''; - var inx = 0; - while (inx < input.length) { - // Fill byte buffer array - var bytebuffer = [0, 0, 0]; - var encodedCharIndexes = [0, 0, 0, 0]; - for (var jnx = 0; jnx < bytebuffer.length; ++jnx) { - if (inx < input.length) { - // throw away high-order byte, as documented at: - // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data - bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff; - } - else { - bytebuffer[jnx] = 0; - } - } - // Get each encoded character, 6 bits at a time - // index 1: first 6 bits - encodedCharIndexes[0] = bytebuffer[0] >> 2; - // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2) - encodedCharIndexes[1] = ((bytebuffer[0] & 0x3) << 4) | (bytebuffer[1] >> 4); - // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3) - encodedCharIndexes[2] = ((bytebuffer[1] & 0x0f) << 2) | (bytebuffer[2] >> 6); - // index 3: forth 6 bits (6 least significant bits from input byte 3) - encodedCharIndexes[3] = bytebuffer[2] & 0x3f; - // Determine whether padding happened, and adjust accordingly - var paddingBytes = inx - (input.length - 1); - switch (paddingBytes) { - case 2: - // Set last 2 characters to padding char - encodedCharIndexes[3] = 64; - encodedCharIndexes[2] = 64; - break; - case 1: - // Set last character to padding char - encodedCharIndexes[3] = 64; - break; - } - // Now we will grab each appropriate character out of our keystring - // based on our index array and append it to the output string - for (var jnx = 0; jnx < encodedCharIndexes.length; ++jnx) { - output += _keyStr.charAt(encodedCharIndexes[jnx]); - } - } - return output; - } - - /** - * A middleware for transforming XHR loaded Blobs into more useful objects - * @ignore - * @function parsing - * @example - * import { Loader, middleware } from 'resource-loader'; - * const loader = new Loader(); - * loader.use(middleware.parsing); - * @param resource - Current Resource - * @param next - Callback when complete - */ - function parsing(resource, next) { - if (!resource.data) { - next(); - return; - } - // if this was an XHR load of a blob - if (resource.xhr && resource.xhrType === LoaderResource.XHR_RESPONSE_TYPE.BLOB) { - // if there is no blob support we probably got a binary string back - if (!self.Blob || typeof resource.data === 'string') { - var type = resource.xhr.getResponseHeader('content-type'); - // this is an image, convert the binary string into a data url - if (type && type.indexOf('image') === 0) { - resource.data = new Image(); - resource.data.src = "data:" + type + ";base64," + encodeBinary(resource.xhr.responseText); - resource.type = LoaderResource.TYPE.IMAGE; - // wait until the image loads and then callback - resource.data.onload = function () { - resource.data.onload = null; - next(); - }; - // next will be called on load - return; - } - } - // if content type says this is an image, then we should transform the blob into an Image object - else if (resource.data.type.indexOf('image') === 0) { - var Url_1 = globalThis.URL || globalThis.webkitURL; - var src_1 = Url_1.createObjectURL(resource.data); - resource.blob = resource.data; - resource.data = new Image(); - resource.data.src = src_1; - resource.type = LoaderResource.TYPE.IMAGE; - // cleanup the no longer used blob after the image loads - // TODO: Is this correct? Will the image be invalid after revoking? - resource.data.onload = function () { - Url_1.revokeObjectURL(src_1); - resource.data.onload = null; - next(); - }; - // next will be called on load. - return; - } - } - next(); - } - - /** - * Parse any blob into more usable objects (e.g. Image). - * @memberof PIXI - */ - var ParsingLoader = /** @class */ (function () { - function ParsingLoader() { - } - /** @ignore */ - ParsingLoader.extension = ExtensionType.Loader; - ParsingLoader.use = parsing; - return ParsingLoader; - }()); - - extensions.add(TextureLoader, ParsingLoader); - - /*! - * @pixi/compressed-textures - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/compressed-textures is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - var _a$2; - /** - * WebGL internal formats, including compressed texture formats provided by extensions - * @memberof PIXI - * @static - * @name INTERNAL_FORMATS - * @enum {number} - * @property {number} [COMPRESSED_RGB_S3TC_DXT1_EXT=0x83F0] - - * @property {number} [COMPRESSED_RGBA_S3TC_DXT1_EXT=0x83F1] - - * @property {number} [COMPRESSED_RGBA_S3TC_DXT3_EXT=0x83F2] - - * @property {number} [COMPRESSED_RGBA_S3TC_DXT5_EXT=0x83F3] - - * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT=35917] - - * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT=35918] - - * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT=35919] - - * @property {number} [COMPRESSED_SRGB_S3TC_DXT1_EXT=35916] - - * @property {number} [COMPRESSED_R11_EAC=0x9270] - - * @property {number} [COMPRESSED_SIGNED_R11_EAC=0x9271] - - * @property {number} [COMPRESSED_RG11_EAC=0x9272] - - * @property {number} [COMPRESSED_SIGNED_RG11_EAC=0x9273] - - * @property {number} [COMPRESSED_RGB8_ETC2=0x9274] - - * @property {number} [COMPRESSED_RGBA8_ETC2_EAC=0x9278] - - * @property {number} [COMPRESSED_SRGB8_ETC2=0x9275] - - * @property {number} [COMPRESSED_SRGB8_ALPHA8_ETC2_EAC=0x9279] - - * @property {number} [COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9276] - - * @property {number} [COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9277] - - * @property {number} [COMPRESSED_RGB_PVRTC_4BPPV1_IMG=0x8C00] - - * @property {number} [COMPRESSED_RGBA_PVRTC_4BPPV1_IMG=0x8C02] - - * @property {number} [COMPRESSED_RGB_PVRTC_2BPPV1_IMG=0x8C01] - - * @property {number} [COMPRESSED_RGBA_PVRTC_2BPPV1_IMG=0x8C03] - - * @property {number} [COMPRESSED_RGB_ETC1_WEBGL=0x8D64] - - * @property {number} [COMPRESSED_RGB_ATC_WEBGL=0x8C92] - - * @property {number} [COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL=0x8C92] - - * @property {number} [COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL=0x87EE] - - */ - var INTERNAL_FORMATS; - (function (INTERNAL_FORMATS) { - // WEBGL_compressed_texture_s3tc - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_S3TC_DXT1_EXT"] = 33776] = "COMPRESSED_RGB_S3TC_DXT1_EXT"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_S3TC_DXT1_EXT"] = 33777] = "COMPRESSED_RGBA_S3TC_DXT1_EXT"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_S3TC_DXT3_EXT"] = 33778] = "COMPRESSED_RGBA_S3TC_DXT3_EXT"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_S3TC_DXT5_EXT"] = 33779] = "COMPRESSED_RGBA_S3TC_DXT5_EXT"; - // WEBGL_compressed_texture_s3tc_srgb - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT"] = 35917] = "COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT"] = 35918] = "COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT"] = 35919] = "COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_S3TC_DXT1_EXT"] = 35916] = "COMPRESSED_SRGB_S3TC_DXT1_EXT"; - // WEBGL_compressed_texture_etc - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_R11_EAC"] = 37488] = "COMPRESSED_R11_EAC"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SIGNED_R11_EAC"] = 37489] = "COMPRESSED_SIGNED_R11_EAC"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RG11_EAC"] = 37490] = "COMPRESSED_RG11_EAC"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SIGNED_RG11_EAC"] = 37491] = "COMPRESSED_SIGNED_RG11_EAC"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB8_ETC2"] = 37492] = "COMPRESSED_RGB8_ETC2"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA8_ETC2_EAC"] = 37496] = "COMPRESSED_RGBA8_ETC2_EAC"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB8_ETC2"] = 37493] = "COMPRESSED_SRGB8_ETC2"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"] = 37497] = "COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"] = 37494] = "COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"] = 37495] = "COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; - // WEBGL_compressed_texture_pvrtc - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_PVRTC_4BPPV1_IMG"] = 35840] = "COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"] = 35842] = "COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_PVRTC_2BPPV1_IMG"] = 35841] = "COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"] = 35843] = "COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; - // WEBGL_compressed_texture_etc1 - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_ETC1_WEBGL"] = 36196] = "COMPRESSED_RGB_ETC1_WEBGL"; - // WEBGL_compressed_texture_atc - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_ATC_WEBGL"] = 35986] = "COMPRESSED_RGB_ATC_WEBGL"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL"] = 35986] = "COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL"] = 34798] = "COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL"; - })(INTERNAL_FORMATS || (INTERNAL_FORMATS = {})); - /** - * Maps the compressed texture formats in {@link PIXI.INTERNAL_FORMATS} to the number of bytes taken by - * each texel. - * @memberof PIXI - * @static - * @ignore - */ - var INTERNAL_FORMAT_TO_BYTES_PER_PIXEL = (_a$2 = {}, - // WEBGL_compressed_texture_s3tc - _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_S3TC_DXT1_EXT] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT] = 1, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT] = 1, - // WEBGL_compressed_texture_s3tc - _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_S3TC_DXT1_EXT] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT] = 1, - _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT] = 1, - // WEBGL_compressed_texture_etc - _a$2[INTERNAL_FORMATS.COMPRESSED_R11_EAC] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_SIGNED_R11_EAC] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_RG11_EAC] = 1, - _a$2[INTERNAL_FORMATS.COMPRESSED_SIGNED_RG11_EAC] = 1, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGB8_ETC2] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA8_ETC2_EAC] = 1, - _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_ETC2] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC] = 1, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5, - // WEBGL_compressed_texture_pvrtc - _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_4BPPV1_IMG] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_2BPPV1_IMG] = 0.25, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG] = 0.25, - // WEBGL_compressed_texture_etc1 - _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_ETC1_WEBGL] = 0.5, - // @see https://www.khronos.org/registry/OpenGL/extensions/AMD/AMD_compressed_ATC_texture.txt - // WEBGL_compressed_texture_atc - _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_ATC_WEBGL] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL] = 1, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL] = 1, - _a$2); - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$i = function(d, b) { - extendStatics$i = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$i(d, b); - }; - - function __extends$i(d, b) { - extendStatics$i(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - function __awaiter(thisArg, _arguments, P, generator) { - function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); } - return new (P || (P = Promise))(function (resolve, reject) { - function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } } - function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } } - function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); } - step((generator = generator.apply(thisArg, _arguments || [])).next()); - }); - } - - function __generator(thisArg, body) { - var _ = { label: 0, sent: function() { if (t[0] & 1) { throw t[1]; } return t[1]; }, trys: [], ops: [] }, f, y, t, g; - return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g; - function verb(n) { return function (v) { return step([n, v]); }; } - function step(op) { - if (f) { throw new TypeError("Generator is already executing."); } - while (_) { try { - if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) { return t; } - if (y = 0, t) { op = [op[0] & 2, t.value]; } - switch (op[0]) { - case 0: case 1: t = op; break; - case 4: _.label++; return { value: op[1], done: false }; - case 5: _.label++; y = op[1]; op = [0]; continue; - case 7: op = _.ops.pop(); _.trys.pop(); continue; - default: - if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; } - if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; } - if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; } - if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; } - if (t[2]) { _.ops.pop(); } - _.trys.pop(); continue; - } - op = body.call(thisArg, _); - } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; } } - if (op[0] & 5) { throw op[1]; } return { value: op[0] ? op[1] : void 0, done: true }; - } - } - - /** - * Resource that fetches texture data over the network and stores it in a buffer. - * @class - * @extends PIXI.Resource - * @memberof PIXI - */ - var BlobResource = /** @class */ (function (_super) { - __extends$i(BlobResource, _super); - /** - * @param {string} source - the URL of the texture file - * @param {PIXI.IBlobOptions} options - * @param {boolean}[options.autoLoad] - whether to fetch the data immediately; - * you can fetch it later via {@link BlobResource#load} - * @param {boolean}[options.width] - the width in pixels. - * @param {boolean}[options.height] - the height in pixels. - */ - function BlobResource(source, options) { - if (options === void 0) { options = { width: 1, height: 1, autoLoad: true }; } - var _this = this; - var origin; - var data; - if (typeof source === 'string') { - origin = source; - data = new Uint8Array(); - } - else { - origin = null; - data = source; - } - _this = _super.call(this, data, options) || this; - /** - * The URL of the texture file - * @member {string} - */ - _this.origin = origin; - /** - * The viewable buffer on the data - * @member {ViewableBuffer} - */ - // HINT: BlobResource allows "null" sources, assuming the child class provides an alternative - _this.buffer = data ? new ViewableBuffer$1(data) : null; - // Allow autoLoad = "undefined" still load the resource by default - if (_this.origin && options.autoLoad !== false) { - _this.load(); - } - if (data && data.length) { - _this.loaded = true; - _this.onBlobLoaded(_this.buffer.rawBinaryData); - } - return _this; - } - BlobResource.prototype.onBlobLoaded = function (_data) { - // TODO: Override this method - }; - /** Loads the blob */ - BlobResource.prototype.load = function () { - return __awaiter(this, void 0, Promise, function () { - var response, blob, arrayBuffer; - return __generator(this, function (_a) { - switch (_a.label) { - case 0: return [4 /*yield*/, fetch(this.origin)]; - case 1: - response = _a.sent(); - return [4 /*yield*/, response.blob()]; - case 2: - blob = _a.sent(); - return [4 /*yield*/, blob.arrayBuffer()]; - case 3: - arrayBuffer = _a.sent(); - this.data = new Uint32Array(arrayBuffer); - this.buffer = new ViewableBuffer$1(arrayBuffer); - this.loaded = true; - this.onBlobLoaded(arrayBuffer); - this.update(); - return [2 /*return*/, this]; - } - }); - }); - }; - return BlobResource; - }(BufferResource$1)); - - /** - * Resource for compressed texture formats, as follows: S3TC/DXTn (& their sRGB formats), ATC, ASTC, ETC 1/2, PVRTC. - * - * Compressed textures improve performance when rendering is texture-bound. The texture data stays compressed in - * graphics memory, increasing memory locality and speeding up texture fetches. These formats can also be used to store - * more detail in the same amount of memory. - * - * For most developers, container file formats are a better abstraction instead of directly handling raw texture - * data. PixiJS provides native support for the following texture file formats (via {@link PIXI.Loader}): - * - * **.dds** - the DirectDraw Surface file format stores DXTn (DXT-1,3,5) data. See {@link PIXI.DDSLoader} - * **.ktx** - the Khronos Texture Container file format supports storing all the supported WebGL compression formats. - * See {@link PIXI.KTXLoader}. - * **.basis** - the BASIS supercompressed file format stores texture data in an internal format that is transcoded - * to the compression format supported on the device at _runtime_. It also supports transcoding into a uncompressed - * format as a fallback; you must install the `@pixi/basis-loader`, `@pixi/basis-transcoder` packages separately to - * use these files. See {@link PIXI.BasisLoader}. - * - * The loaders for the aforementioned formats use `CompressedTextureResource` internally. It is strongly suggested that - * they be used instead. - * - * ## Working directly with CompressedTextureResource - * - * Since `CompressedTextureResource` inherits `BlobResource`, you can provide it a URL pointing to a file containing - * the raw texture data (with no file headers!): - * - * ```js - * // The resource backing the texture data for your textures. - * // NOTE: You can also provide a ArrayBufferView instead of a URL. This is used when loading data from a container file - * // format such as KTX, DDS, or BASIS. - * const compressedResource = new PIXI.CompressedTextureResource("bunny.dxt5", { - * format: PIXI.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, - * width: 256, - * height: 256 - * }); - * - * // You can create a base-texture to the cache, so that future `Texture`s can be created using the `Texture.from` API. - * const baseTexture = new PIXI.BaseTexture(compressedResource, { pmaMode: PIXI.ALPHA_MODES.NPM }); - * - * // Create a Texture to add to the TextureCache - * const texture = new PIXI.Texture(baseTexture); - * - * // Add baseTexture & texture to the global texture cache - * PIXI.BaseTexture.addToCache(baseTexture, "bunny.dxt5"); - * PIXI.Texture.addToCache(texture, "bunny.dxt5"); - * ``` - * @memberof PIXI - */ - var CompressedTextureResource = /** @class */ (function (_super) { - __extends$i(CompressedTextureResource, _super); - /** - * @param source - the buffer/URL holding the compressed texture data - * @param options - * @param {PIXI.INTERNAL_FORMATS} options.format - the compression format - * @param {number} options.width - the image width in pixels. - * @param {number} options.height - the image height in pixels. - * @param {number} [options.level=1] - the mipmap levels stored in the compressed texture, including level 0. - * @param {number} [options.levelBuffers] - the buffers for each mipmap level. `CompressedTextureResource` can allows you - * to pass `null` for `source`, for cases where each level is stored in non-contiguous memory. - */ - function CompressedTextureResource(source, options) { - var _this = _super.call(this, source, options) || this; - _this.format = options.format; - _this.levels = options.levels || 1; - _this._width = options.width; - _this._height = options.height; - _this._extension = CompressedTextureResource._formatToExtension(_this.format); - if (options.levelBuffers || _this.buffer) { - // ViewableBuffer doesn't support byteOffset :-( so allow source to be Uint8Array - _this._levelBuffers = options.levelBuffers - || CompressedTextureResource._createLevelBuffers(source instanceof Uint8Array ? source : _this.buffer.uint8View, _this.format, _this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode - _this.width, _this.height); - } - return _this; - } - /** - * @override - * @param renderer - A reference to the current renderer - * @param _texture - the texture - * @param _glTexture - texture instance for this webgl context - */ - CompressedTextureResource.prototype.upload = function (renderer, _texture, _glTexture) { - var gl = renderer.gl; - var extension = renderer.context.extensions[this._extension]; - if (!extension) { - throw new Error(this._extension + " textures are not supported on the current machine"); - } - if (!this._levelBuffers) { - // Do not try to upload data before BlobResource loads, unless the levelBuffers were provided directly! - return false; - } - for (var i = 0, j = this.levels; i < j; i++) { - var _a = this._levelBuffers[i], levelID = _a.levelID, levelWidth = _a.levelWidth, levelHeight = _a.levelHeight, levelBuffer = _a.levelBuffer; - gl.compressedTexImage2D(gl.TEXTURE_2D, levelID, this.format, levelWidth, levelHeight, 0, levelBuffer); - } - return true; - }; - /** @protected */ - CompressedTextureResource.prototype.onBlobLoaded = function () { - this._levelBuffers = CompressedTextureResource._createLevelBuffers(this.buffer.uint8View, this.format, this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode - this.width, this.height); - }; - /** - * Returns the key (to ContextSystem#extensions) for the WebGL extension supporting the compression format - * @private - * @param format - the compression format to get the extension for. - */ - CompressedTextureResource._formatToExtension = function (format) { - if (format >= 0x83F0 && format <= 0x83F3) { - return 's3tc'; - } - else if (format >= 0x9270 && format <= 0x9279) { - return 'etc'; - } - else if (format >= 0x8C00 && format <= 0x8C03) { - return 'pvrtc'; - } - else if (format >= 0x8D64) { - return 'etc1'; - } - else if (format >= 0x8C92 && format <= 0x87EE) { - return 'atc'; - } - throw new Error('Invalid (compressed) texture format given!'); - }; - /** - * Pre-creates buffer views for each mipmap level - * @private - * @param buffer - - * @param format - compression formats - * @param levels - mipmap levels - * @param blockWidth - - * @param blockHeight - - * @param imageWidth - width of the image in pixels - * @param imageHeight - height of the image in pixels - */ - CompressedTextureResource._createLevelBuffers = function (buffer, format, levels, blockWidth, blockHeight, imageWidth, imageHeight) { - // The byte-size of the first level buffer - var buffers = new Array(levels); - var offset = buffer.byteOffset; - var levelWidth = imageWidth; - var levelHeight = imageHeight; - var alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1); - var alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1); - var levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format]; - for (var i = 0; i < levels; i++) { - buffers[i] = { - levelID: i, - levelWidth: levels > 1 ? levelWidth : alignedLevelWidth, - levelHeight: levels > 1 ? levelHeight : alignedLevelHeight, - levelBuffer: new Uint8Array(buffer.buffer, offset, levelSize) - }; - offset += levelSize; - // Calculate levelBuffer dimensions for next iteration - levelWidth = (levelWidth >> 1) || 1; - levelHeight = (levelHeight >> 1) || 1; - alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1); - alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1); - levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format]; - } - return buffers; - }; - return CompressedTextureResource; - }(BlobResource)); - - /* eslint-enable camelcase */ - /** - * Loader plugin for handling compressed textures for all platforms. - * @class - * @memberof PIXI - * @implements {PIXI.ILoaderPlugin} - */ - var CompressedTextureLoader = /** @class */ (function () { - function CompressedTextureLoader() { - } - /** - * Called after a compressed-textures manifest is loaded. - * - * This will then load the correct compression format for the device. Your manifest should adhere - * to the following schema: - * - * ```js - * import { INTERNAL_FORMATS } from '@pixi/constants'; - * - * type CompressedTextureManifest = { - * textures: Array<{ src: string, format?: keyof INTERNAL_FORMATS}>, - * cacheID: string; - * }; - * ``` - * - * This is an example of a .json manifest file - * - * ```json - * { - * "cacheID":"asset", - * "textures":[ - * { "src":"asset.fallback.png" }, - * { "format":"COMPRESSED_RGBA_S3TC_DXT5_EXT", "src":"asset.s3tc.ktx" }, - * { "format":"COMPRESSED_RGBA8_ETC2_EAC", "src":"asset.etc.ktx" }, - * { "format":"RGBA_PVRTC_4BPPV1_IMG", "src":"asset.pvrtc.ktx" } - * ] - * } - * ``` - */ - CompressedTextureLoader.use = function (resource, next) { - var data = resource.data; - var loader = this; - if (resource.type === LoaderResource.TYPE.JSON - && data - && data.cacheID - && data.textures) { - var textures = data.textures; - var textureURL = void 0; - var fallbackURL = void 0; - // Search for an extension that holds one the formats - for (var i = 0, j = textures.length; i < j; i++) { - var texture = textures[i]; - var url_1 = texture.src; - var format = texture.format; - if (!format) { - fallbackURL = url_1; - } - if (CompressedTextureLoader.textureFormats[format]) { - textureURL = url_1; - break; - } - } - textureURL = textureURL || fallbackURL; - // Make sure we have a URL - if (!textureURL) { - next(new Error("Cannot load compressed-textures in " + resource.url + ", make sure you provide a fallback")); - return; - } - if (textureURL === resource.url) { - // Prevent infinite loops - next(new Error('URL of compressed texture cannot be the same as the manifest\'s URL')); - return; - } - var loadOptions = { - crossOrigin: resource.crossOrigin, - metadata: resource.metadata.imageMetadata, - parentResource: resource - }; - var resourcePath = url.resolve(resource.url.replace(loader.baseUrl, ''), textureURL); - var resourceName = data.cacheID; - // The appropriate loader should register the texture - loader.add(resourceName, resourcePath, loadOptions, function (res) { - if (res.error) { - next(res.error); - return; - } - var _a = res.texture, texture = _a === void 0 ? null : _a, _b = res.textures, textures = _b === void 0 ? {} : _b; - // Make sure texture/textures is assigned to parent resource - Object.assign(resource, { texture: texture, textures: textures }); - // Pass along any error - next(); - }); - } - else { - next(); - } - }; - Object.defineProperty(CompressedTextureLoader, "textureExtensions", { - /** Map of available texture extensions. */ - get: function () { - if (!CompressedTextureLoader._textureExtensions) { - // Auto-detect WebGL compressed-texture extensions - var canvas = document.createElement('canvas'); - var gl = canvas.getContext('webgl'); - if (!gl) { - console.warn('WebGL not available for compressed textures. Silently failing.'); - return {}; - } - var extensions = { - s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'), - s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'), - etc: gl.getExtension('WEBGL_compressed_texture_etc'), - etc1: gl.getExtension('WEBGL_compressed_texture_etc1'), - pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc') - || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'), - atc: gl.getExtension('WEBGL_compressed_texture_atc'), - astc: gl.getExtension('WEBGL_compressed_texture_astc') - }; - CompressedTextureLoader._textureExtensions = extensions; - } - return CompressedTextureLoader._textureExtensions; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(CompressedTextureLoader, "textureFormats", { - /** Map of available texture formats. */ - get: function () { - if (!CompressedTextureLoader._textureFormats) { - var extensions = CompressedTextureLoader.textureExtensions; - CompressedTextureLoader._textureFormats = {}; - // Assign all available compressed-texture formats - for (var extensionName in extensions) { - var extension = extensions[extensionName]; - if (!extension) { - continue; - } - Object.assign(CompressedTextureLoader._textureFormats, Object.getPrototypeOf(extension)); - } - } - return CompressedTextureLoader._textureFormats; - }, - enumerable: false, - configurable: true - }); - /** @ignore */ - CompressedTextureLoader.extension = ExtensionType.Loader; - return CompressedTextureLoader; - }()); - - /** - * Creates base-textures and textures for each compressed-texture resource and adds them into the global - * texture cache. The first texture has two IDs - `${url}`, `${url}-1`; while the rest have an ID of the - * form `${url}-i`. - * @param url - the original address of the resources - * @param resources - the resources backing texture data - * @ignore - */ - function registerCompressedTextures(url, resources, metadata) { - var result = { - textures: {}, - texture: null, - }; - if (!resources) { - return result; - } - var textures = resources.map(function (resource) { - return (new Texture$1(new BaseTexture$1(resource, Object.assign({ - mipmap: MIPMAP_MODES$8.OFF, - alphaMode: ALPHA_MODES$8.NO_PREMULTIPLIED_ALPHA - }, metadata)))); - }); - textures.forEach(function (texture, i) { - var baseTexture = texture.baseTexture; - var cacheID = url + "-" + (i + 1); - BaseTexture$1.addToCache(baseTexture, cacheID); - Texture$1.addToCache(texture, cacheID); - if (i === 0) { - BaseTexture$1.addToCache(baseTexture, url); - Texture$1.addToCache(texture, url); - result.texture = texture; - } - result.textures[cacheID] = texture; - }); - return result; - } - - var _a$1, _b$1; - var DDS_MAGIC_SIZE = 4; - var DDS_HEADER_SIZE = 124; - var DDS_HEADER_PF_SIZE = 32; - var DDS_HEADER_DX10_SIZE = 20; - // DDS file format magic word - var DDS_MAGIC = 0x20534444; - /** - * DWORD offsets of the DDS file header fields (relative to file start). - * @ignore - */ - var DDS_FIELDS = { - SIZE: 1, - FLAGS: 2, - HEIGHT: 3, - WIDTH: 4, - MIPMAP_COUNT: 7, - PIXEL_FORMAT: 19, - }; - /** - * DWORD offsets of the DDS PIXEL_FORMAT fields. - * @ignore - */ - var DDS_PF_FIELDS = { - SIZE: 0, - FLAGS: 1, - FOURCC: 2, - RGB_BITCOUNT: 3, - R_BIT_MASK: 4, - G_BIT_MASK: 5, - B_BIT_MASK: 6, - A_BIT_MASK: 7 - }; - /** - * DWORD offsets of the DDS_HEADER_DX10 fields. - * @ignore - */ - var DDS_DX10_FIELDS = { - DXGI_FORMAT: 0, - RESOURCE_DIMENSION: 1, - MISC_FLAG: 2, - ARRAY_SIZE: 3, - MISC_FLAGS2: 4 - }; - /** - * @see https://docs.microsoft.com/en-us/windows/win32/api/dxgiformat/ne-dxgiformat-dxgi_format - * @ignore - */ - // This is way over-blown for us! Lend us a hand, and remove the ones that aren't used (but set the remaining - // ones to their correct value) - var DXGI_FORMAT; - (function (DXGI_FORMAT) { - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_UNKNOWN"] = 0] = "DXGI_FORMAT_UNKNOWN"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_TYPELESS"] = 1] = "DXGI_FORMAT_R32G32B32A32_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_FLOAT"] = 2] = "DXGI_FORMAT_R32G32B32A32_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_UINT"] = 3] = "DXGI_FORMAT_R32G32B32A32_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_SINT"] = 4] = "DXGI_FORMAT_R32G32B32A32_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_TYPELESS"] = 5] = "DXGI_FORMAT_R32G32B32_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_FLOAT"] = 6] = "DXGI_FORMAT_R32G32B32_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_UINT"] = 7] = "DXGI_FORMAT_R32G32B32_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_SINT"] = 8] = "DXGI_FORMAT_R32G32B32_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_TYPELESS"] = 9] = "DXGI_FORMAT_R16G16B16A16_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_FLOAT"] = 10] = "DXGI_FORMAT_R16G16B16A16_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_UNORM"] = 11] = "DXGI_FORMAT_R16G16B16A16_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_UINT"] = 12] = "DXGI_FORMAT_R16G16B16A16_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_SNORM"] = 13] = "DXGI_FORMAT_R16G16B16A16_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_SINT"] = 14] = "DXGI_FORMAT_R16G16B16A16_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_TYPELESS"] = 15] = "DXGI_FORMAT_R32G32_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_FLOAT"] = 16] = "DXGI_FORMAT_R32G32_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_UINT"] = 17] = "DXGI_FORMAT_R32G32_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_SINT"] = 18] = "DXGI_FORMAT_R32G32_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G8X24_TYPELESS"] = 19] = "DXGI_FORMAT_R32G8X24_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D32_FLOAT_S8X24_UINT"] = 20] = "DXGI_FORMAT_D32_FLOAT_S8X24_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS"] = 21] = "DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_X32_TYPELESS_G8X24_UINT"] = 22] = "DXGI_FORMAT_X32_TYPELESS_G8X24_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10A2_TYPELESS"] = 23] = "DXGI_FORMAT_R10G10B10A2_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10A2_UNORM"] = 24] = "DXGI_FORMAT_R10G10B10A2_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10A2_UINT"] = 25] = "DXGI_FORMAT_R10G10B10A2_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R11G11B10_FLOAT"] = 26] = "DXGI_FORMAT_R11G11B10_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_TYPELESS"] = 27] = "DXGI_FORMAT_R8G8B8A8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_UNORM"] = 28] = "DXGI_FORMAT_R8G8B8A8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_UNORM_SRGB"] = 29] = "DXGI_FORMAT_R8G8B8A8_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_UINT"] = 30] = "DXGI_FORMAT_R8G8B8A8_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_SNORM"] = 31] = "DXGI_FORMAT_R8G8B8A8_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_SINT"] = 32] = "DXGI_FORMAT_R8G8B8A8_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_TYPELESS"] = 33] = "DXGI_FORMAT_R16G16_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_FLOAT"] = 34] = "DXGI_FORMAT_R16G16_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_UNORM"] = 35] = "DXGI_FORMAT_R16G16_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_UINT"] = 36] = "DXGI_FORMAT_R16G16_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_SNORM"] = 37] = "DXGI_FORMAT_R16G16_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_SINT"] = 38] = "DXGI_FORMAT_R16G16_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_TYPELESS"] = 39] = "DXGI_FORMAT_R32_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D32_FLOAT"] = 40] = "DXGI_FORMAT_D32_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_FLOAT"] = 41] = "DXGI_FORMAT_R32_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_UINT"] = 42] = "DXGI_FORMAT_R32_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_SINT"] = 43] = "DXGI_FORMAT_R32_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R24G8_TYPELESS"] = 44] = "DXGI_FORMAT_R24G8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D24_UNORM_S8_UINT"] = 45] = "DXGI_FORMAT_D24_UNORM_S8_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R24_UNORM_X8_TYPELESS"] = 46] = "DXGI_FORMAT_R24_UNORM_X8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_X24_TYPELESS_G8_UINT"] = 47] = "DXGI_FORMAT_X24_TYPELESS_G8_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_TYPELESS"] = 48] = "DXGI_FORMAT_R8G8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_UNORM"] = 49] = "DXGI_FORMAT_R8G8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_UINT"] = 50] = "DXGI_FORMAT_R8G8_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_SNORM"] = 51] = "DXGI_FORMAT_R8G8_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_SINT"] = 52] = "DXGI_FORMAT_R8G8_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_TYPELESS"] = 53] = "DXGI_FORMAT_R16_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_FLOAT"] = 54] = "DXGI_FORMAT_R16_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D16_UNORM"] = 55] = "DXGI_FORMAT_D16_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_UNORM"] = 56] = "DXGI_FORMAT_R16_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_UINT"] = 57] = "DXGI_FORMAT_R16_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_SNORM"] = 58] = "DXGI_FORMAT_R16_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_SINT"] = 59] = "DXGI_FORMAT_R16_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_TYPELESS"] = 60] = "DXGI_FORMAT_R8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_UNORM"] = 61] = "DXGI_FORMAT_R8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_UINT"] = 62] = "DXGI_FORMAT_R8_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_SNORM"] = 63] = "DXGI_FORMAT_R8_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_SINT"] = 64] = "DXGI_FORMAT_R8_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_A8_UNORM"] = 65] = "DXGI_FORMAT_A8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R1_UNORM"] = 66] = "DXGI_FORMAT_R1_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R9G9B9E5_SHAREDEXP"] = 67] = "DXGI_FORMAT_R9G9B9E5_SHAREDEXP"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_B8G8_UNORM"] = 68] = "DXGI_FORMAT_R8G8_B8G8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_G8R8_G8B8_UNORM"] = 69] = "DXGI_FORMAT_G8R8_G8B8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC1_TYPELESS"] = 70] = "DXGI_FORMAT_BC1_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC1_UNORM"] = 71] = "DXGI_FORMAT_BC1_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC1_UNORM_SRGB"] = 72] = "DXGI_FORMAT_BC1_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC2_TYPELESS"] = 73] = "DXGI_FORMAT_BC2_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC2_UNORM"] = 74] = "DXGI_FORMAT_BC2_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC2_UNORM_SRGB"] = 75] = "DXGI_FORMAT_BC2_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC3_TYPELESS"] = 76] = "DXGI_FORMAT_BC3_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC3_UNORM"] = 77] = "DXGI_FORMAT_BC3_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC3_UNORM_SRGB"] = 78] = "DXGI_FORMAT_BC3_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC4_TYPELESS"] = 79] = "DXGI_FORMAT_BC4_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC4_UNORM"] = 80] = "DXGI_FORMAT_BC4_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC4_SNORM"] = 81] = "DXGI_FORMAT_BC4_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC5_TYPELESS"] = 82] = "DXGI_FORMAT_BC5_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC5_UNORM"] = 83] = "DXGI_FORMAT_BC5_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC5_SNORM"] = 84] = "DXGI_FORMAT_BC5_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B5G6R5_UNORM"] = 85] = "DXGI_FORMAT_B5G6R5_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B5G5R5A1_UNORM"] = 86] = "DXGI_FORMAT_B5G5R5A1_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8A8_UNORM"] = 87] = "DXGI_FORMAT_B8G8R8A8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8X8_UNORM"] = 88] = "DXGI_FORMAT_B8G8R8X8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM"] = 89] = "DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8A8_TYPELESS"] = 90] = "DXGI_FORMAT_B8G8R8A8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8A8_UNORM_SRGB"] = 91] = "DXGI_FORMAT_B8G8R8A8_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8X8_TYPELESS"] = 92] = "DXGI_FORMAT_B8G8R8X8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8X8_UNORM_SRGB"] = 93] = "DXGI_FORMAT_B8G8R8X8_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC6H_TYPELESS"] = 94] = "DXGI_FORMAT_BC6H_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC6H_UF16"] = 95] = "DXGI_FORMAT_BC6H_UF16"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC6H_SF16"] = 96] = "DXGI_FORMAT_BC6H_SF16"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC7_TYPELESS"] = 97] = "DXGI_FORMAT_BC7_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC7_UNORM"] = 98] = "DXGI_FORMAT_BC7_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC7_UNORM_SRGB"] = 99] = "DXGI_FORMAT_BC7_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_AYUV"] = 100] = "DXGI_FORMAT_AYUV"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y410"] = 101] = "DXGI_FORMAT_Y410"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y416"] = 102] = "DXGI_FORMAT_Y416"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_NV12"] = 103] = "DXGI_FORMAT_NV12"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P010"] = 104] = "DXGI_FORMAT_P010"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P016"] = 105] = "DXGI_FORMAT_P016"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_420_OPAQUE"] = 106] = "DXGI_FORMAT_420_OPAQUE"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_YUY2"] = 107] = "DXGI_FORMAT_YUY2"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y210"] = 108] = "DXGI_FORMAT_Y210"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y216"] = 109] = "DXGI_FORMAT_Y216"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_NV11"] = 110] = "DXGI_FORMAT_NV11"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_AI44"] = 111] = "DXGI_FORMAT_AI44"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_IA44"] = 112] = "DXGI_FORMAT_IA44"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P8"] = 113] = "DXGI_FORMAT_P8"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_A8P8"] = 114] = "DXGI_FORMAT_A8P8"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B4G4R4A4_UNORM"] = 115] = "DXGI_FORMAT_B4G4R4A4_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P208"] = 116] = "DXGI_FORMAT_P208"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_V208"] = 117] = "DXGI_FORMAT_V208"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_V408"] = 118] = "DXGI_FORMAT_V408"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE"] = 119] = "DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE"] = 120] = "DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_FORCE_UINT"] = 121] = "DXGI_FORMAT_FORCE_UINT"; - })(DXGI_FORMAT || (DXGI_FORMAT = {})); - /** - * Possible values of the field {@link DDS_DX10_FIELDS.RESOURCE_DIMENSION} - * @ignore - */ - var D3D10_RESOURCE_DIMENSION; - (function (D3D10_RESOURCE_DIMENSION) { - D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION["DDS_DIMENSION_TEXTURE1D"] = 2] = "DDS_DIMENSION_TEXTURE1D"; - D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION["DDS_DIMENSION_TEXTURE2D"] = 3] = "DDS_DIMENSION_TEXTURE2D"; - D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION["DDS_DIMENSION_TEXTURE3D"] = 6] = "DDS_DIMENSION_TEXTURE3D"; - })(D3D10_RESOURCE_DIMENSION || (D3D10_RESOURCE_DIMENSION = {})); - var PF_FLAGS = 1; - // PIXEL_FORMAT flags - var DDPF_ALPHA = 0x2; - var DDPF_FOURCC = 0x4; - var DDPF_RGB = 0x40; - var DDPF_YUV = 0x200; - var DDPF_LUMINANCE = 0x20000; - // Four character codes for DXTn formats - var FOURCC_DXT1 = 0x31545844; - var FOURCC_DXT3 = 0x33545844; - var FOURCC_DXT5 = 0x35545844; - var FOURCC_DX10 = 0x30315844; - // Cubemap texture flag (for DDS_DX10_FIELDS.MISC_FLAG) - var DDS_RESOURCE_MISC_TEXTURECUBE = 0x4; - /** - * Maps `FOURCC_*` formats to internal formats (see {@link PIXI.INTERNAL_FORMATS}). - * @ignore - */ - var FOURCC_TO_FORMAT = (_a$1 = {}, - _a$1[FOURCC_DXT1] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT, - _a$1[FOURCC_DXT3] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT, - _a$1[FOURCC_DXT5] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, - _a$1); - /** - * Maps {@link DXGI_FORMAT} to types/internal-formats (see {@link PIXI.TYPES}, {@link PIXI.INTERNAL_FORMATS}) - * @ignore - */ - var DXGI_TO_FORMAT = (_b$1 = {}, - // WEBGL_compressed_texture_s3tc - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, - // WEBGL_compressed_texture_s3tc_srgb - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, - _b$1); - /** - * @class - * @memberof PIXI - * @implements {PIXI.ILoaderPlugin} - * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide - */ - /** - * Parses the DDS file header, generates base-textures, and puts them into the texture cache. - * @param arrayBuffer - */ - function parseDDS(arrayBuffer) { - var data = new Uint32Array(arrayBuffer); - var magicWord = data[0]; - if (magicWord !== DDS_MAGIC) { - throw new Error('Invalid DDS file magic word'); - } - var header = new Uint32Array(arrayBuffer, 0, DDS_HEADER_SIZE / Uint32Array.BYTES_PER_ELEMENT); - // DDS header fields - var height = header[DDS_FIELDS.HEIGHT]; - var width = header[DDS_FIELDS.WIDTH]; - var mipmapCount = header[DDS_FIELDS.MIPMAP_COUNT]; - // PIXEL_FORMAT fields - var pixelFormat = new Uint32Array(arrayBuffer, DDS_FIELDS.PIXEL_FORMAT * Uint32Array.BYTES_PER_ELEMENT, DDS_HEADER_PF_SIZE / Uint32Array.BYTES_PER_ELEMENT); - var formatFlags = pixelFormat[PF_FLAGS]; - // File contains compressed texture(s) - if (formatFlags & DDPF_FOURCC) { - var fourCC = pixelFormat[DDS_PF_FIELDS.FOURCC]; - // File contains one DXTn compressed texture - if (fourCC !== FOURCC_DX10) { - var internalFormat_1 = FOURCC_TO_FORMAT[fourCC]; - var dataOffset_1 = DDS_MAGIC_SIZE + DDS_HEADER_SIZE; - var texData = new Uint8Array(arrayBuffer, dataOffset_1); - var resource = new CompressedTextureResource(texData, { - format: internalFormat_1, - width: width, - height: height, - levels: mipmapCount // CompressedTextureResource will separate the levelBuffers for us! - }); - return [resource]; - } - // FOURCC_DX10 indicates there is a 20-byte DDS_HEADER_DX10 after DDS_HEADER - var dx10Offset = DDS_MAGIC_SIZE + DDS_HEADER_SIZE; - var dx10Header = new Uint32Array(data.buffer, dx10Offset, DDS_HEADER_DX10_SIZE / Uint32Array.BYTES_PER_ELEMENT); - var dxgiFormat = dx10Header[DDS_DX10_FIELDS.DXGI_FORMAT]; - var resourceDimension = dx10Header[DDS_DX10_FIELDS.RESOURCE_DIMENSION]; - var miscFlag = dx10Header[DDS_DX10_FIELDS.MISC_FLAG]; - var arraySize = dx10Header[DDS_DX10_FIELDS.ARRAY_SIZE]; - // Map dxgiFormat to PIXI.INTERNAL_FORMATS - var internalFormat_2 = DXGI_TO_FORMAT[dxgiFormat]; - if (internalFormat_2 === undefined) { - throw new Error("DDSParser cannot parse texture data with DXGI format " + dxgiFormat); - } - if (miscFlag === DDS_RESOURCE_MISC_TEXTURECUBE) { - // FIXME: Anybody excited about cubemap compressed textures? - throw new Error('DDSParser does not support cubemap textures'); - } - if (resourceDimension === D3D10_RESOURCE_DIMENSION.DDS_DIMENSION_TEXTURE3D) { - // FIXME: Anybody excited about 3D compressed textures? - throw new Error('DDSParser does not supported 3D texture data'); - } - // Uint8Array buffers of image data, including all mipmap levels in each image - var imageBuffers = new Array(); - var dataOffset = DDS_MAGIC_SIZE - + DDS_HEADER_SIZE - + DDS_HEADER_DX10_SIZE; - if (arraySize === 1) { - // No need bothering with the imageSize calculation! - imageBuffers.push(new Uint8Array(arrayBuffer, dataOffset)); - } - else { - // Calculate imageSize for each texture, and then locate each image's texture data - var pixelSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[internalFormat_2]; - var imageSize = 0; - var levelWidth = width; - var levelHeight = height; - for (var i = 0; i < mipmapCount; i++) { - var alignedLevelWidth = Math.max(1, (levelWidth + 3) & ~3); - var alignedLevelHeight = Math.max(1, (levelHeight + 3) & ~3); - var levelSize = alignedLevelWidth * alignedLevelHeight * pixelSize; - imageSize += levelSize; - levelWidth = levelWidth >>> 1; - levelHeight = levelHeight >>> 1; - } - var imageOffset = dataOffset; - // NOTE: Cubemaps have 6-images per texture (but they aren't supported so ^_^) - for (var i = 0; i < arraySize; i++) { - imageBuffers.push(new Uint8Array(arrayBuffer, imageOffset, imageSize)); - imageOffset += imageSize; - } - } - // Uint8Array -> CompressedTextureResource, and we're done! - return imageBuffers.map(function (buffer) { return new CompressedTextureResource(buffer, { - format: internalFormat_2, - width: width, - height: height, - levels: mipmapCount - }); }); - } - if (formatFlags & DDPF_RGB) { - // FIXME: We might want to allow uncompressed *.dds files? - throw new Error('DDSParser does not support uncompressed texture data.'); - } - if (formatFlags & DDPF_YUV) { - // FIXME: Does anybody need this feature? - throw new Error('DDSParser does not supported YUV uncompressed texture data.'); - } - if (formatFlags & DDPF_LUMINANCE) { - // FIXME: Microsoft says older DDS filers use this feature! Probably not worth the effort! - throw new Error('DDSParser does not support single-channel (lumninance) texture data!'); - } - if (formatFlags & DDPF_ALPHA) { - // FIXME: I'm tired! See above =) - throw new Error('DDSParser does not support single-channel (alpha) texture data!'); - } - throw new Error('DDSParser failed to load a texture file due to an unknown reason!'); - } - - var _a$3, _b, _c; - /** - * The 12-byte KTX file identifier - * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.1 - * @ignore - */ - var FILE_IDENTIFIER = [0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A]; - /** - * The value stored in the "endianness" field. - * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.2 - * @ignore - */ - var ENDIANNESS = 0x04030201; - /** - * Byte offsets of the KTX file header fields - * @ignore - */ - var KTX_FIELDS = { - FILE_IDENTIFIER: 0, - ENDIANNESS: 12, - GL_TYPE: 16, - GL_TYPE_SIZE: 20, - GL_FORMAT: 24, - GL_INTERNAL_FORMAT: 28, - GL_BASE_INTERNAL_FORMAT: 32, - PIXEL_WIDTH: 36, - PIXEL_HEIGHT: 40, - PIXEL_DEPTH: 44, - NUMBER_OF_ARRAY_ELEMENTS: 48, - NUMBER_OF_FACES: 52, - NUMBER_OF_MIPMAP_LEVELS: 56, - BYTES_OF_KEY_VALUE_DATA: 60 - }; - /** - * Byte size of the file header fields in {@code KTX_FIELDS} - * @ignore - */ - var FILE_HEADER_SIZE = 64; - /** - * Maps {@link PIXI.TYPES} to the bytes taken per component, excluding those ones that are bit-fields. - * @ignore - */ - var TYPES_TO_BYTES_PER_COMPONENT = (_a$3 = {}, - _a$3[TYPES$8.UNSIGNED_BYTE] = 1, - _a$3[TYPES$8.UNSIGNED_SHORT] = 2, - _a$3[TYPES$8.INT] = 4, - _a$3[TYPES$8.UNSIGNED_INT] = 4, - _a$3[TYPES$8.FLOAT] = 4, - _a$3[TYPES$8.HALF_FLOAT] = 8, - _a$3); - /** - * Number of components in each {@link PIXI.FORMATS} - * @ignore - */ - var FORMATS_TO_COMPONENTS = (_b = {}, - _b[FORMATS$8.RGBA] = 4, - _b[FORMATS$8.RGB] = 3, - _b[FORMATS$8.RG] = 2, - _b[FORMATS$8.RED] = 1, - _b[FORMATS$8.LUMINANCE] = 1, - _b[FORMATS$8.LUMINANCE_ALPHA] = 2, - _b[FORMATS$8.ALPHA] = 1, - _b); - /** - * Number of bytes per pixel in bit-field types in {@link PIXI.TYPES} - * @ignore - */ - var TYPES_TO_BYTES_PER_PIXEL = (_c = {}, - _c[TYPES$8.UNSIGNED_SHORT_4_4_4_4] = 2, - _c[TYPES$8.UNSIGNED_SHORT_5_5_5_1] = 2, - _c[TYPES$8.UNSIGNED_SHORT_5_6_5] = 2, - _c); - function parseKTX(url, arrayBuffer, loadKeyValueData) { - if (loadKeyValueData === void 0) { loadKeyValueData = false; } - var dataView = new DataView(arrayBuffer); - if (!validate(url, dataView)) { - return null; - } - var littleEndian = dataView.getUint32(KTX_FIELDS.ENDIANNESS, true) === ENDIANNESS; - var glType = dataView.getUint32(KTX_FIELDS.GL_TYPE, littleEndian); - // const glTypeSize = dataView.getUint32(KTX_FIELDS.GL_TYPE_SIZE, littleEndian); - var glFormat = dataView.getUint32(KTX_FIELDS.GL_FORMAT, littleEndian); - var glInternalFormat = dataView.getUint32(KTX_FIELDS.GL_INTERNAL_FORMAT, littleEndian); - var pixelWidth = dataView.getUint32(KTX_FIELDS.PIXEL_WIDTH, littleEndian); - var pixelHeight = dataView.getUint32(KTX_FIELDS.PIXEL_HEIGHT, littleEndian) || 1; // "pixelHeight = 0" -> "1" - var pixelDepth = dataView.getUint32(KTX_FIELDS.PIXEL_DEPTH, littleEndian) || 1; // ^^ - var numberOfArrayElements = dataView.getUint32(KTX_FIELDS.NUMBER_OF_ARRAY_ELEMENTS, littleEndian) || 1; // ^^ - var numberOfFaces = dataView.getUint32(KTX_FIELDS.NUMBER_OF_FACES, littleEndian); - var numberOfMipmapLevels = dataView.getUint32(KTX_FIELDS.NUMBER_OF_MIPMAP_LEVELS, littleEndian); - var bytesOfKeyValueData = dataView.getUint32(KTX_FIELDS.BYTES_OF_KEY_VALUE_DATA, littleEndian); - // Whether the platform architecture is little endian. If littleEndian !== platformLittleEndian, then the - // file contents must be endian-converted! - // TODO: Endianness conversion - // const platformLittleEndian = new Uint8Array((new Uint32Array([ENDIANNESS])).buffer)[0] === 0x01; - if (pixelHeight === 0 || pixelDepth !== 1) { - throw new Error('Only 2D textures are supported'); - } - if (numberOfFaces !== 1) { - throw new Error('CubeTextures are not supported by KTXLoader yet!'); - } - if (numberOfArrayElements !== 1) { - // TODO: Support splitting array-textures into multiple BaseTextures - throw new Error('WebGL does not support array textures'); - } - // TODO: 8x4 blocks for 2bpp pvrtc - var blockWidth = 4; - var blockHeight = 4; - var alignedWidth = (pixelWidth + 3) & ~3; - var alignedHeight = (pixelHeight + 3) & ~3; - var imageBuffers = new Array(numberOfArrayElements); - var imagePixels = pixelWidth * pixelHeight; - if (glType === 0) { - // Align to 16 pixels (4x4 blocks) - imagePixels = alignedWidth * alignedHeight; - } - var imagePixelByteSize; - if (glType !== 0) { - // Uncompressed texture format - if (TYPES_TO_BYTES_PER_COMPONENT[glType]) { - imagePixelByteSize = TYPES_TO_BYTES_PER_COMPONENT[glType] * FORMATS_TO_COMPONENTS[glFormat]; - } - else { - imagePixelByteSize = TYPES_TO_BYTES_PER_PIXEL[glType]; - } - } - else { - imagePixelByteSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[glInternalFormat]; - } - if (imagePixelByteSize === undefined) { - throw new Error('Unable to resolve the pixel format stored in the *.ktx file!'); - } - var kvData = loadKeyValueData - ? parseKvData(dataView, bytesOfKeyValueData, littleEndian) - : null; - var imageByteSize = imagePixels * imagePixelByteSize; - var mipByteSize = imageByteSize; - var mipWidth = pixelWidth; - var mipHeight = pixelHeight; - var alignedMipWidth = alignedWidth; - var alignedMipHeight = alignedHeight; - var imageOffset = FILE_HEADER_SIZE + bytesOfKeyValueData; - for (var mipmapLevel = 0; mipmapLevel < numberOfMipmapLevels; mipmapLevel++) { - var imageSize = dataView.getUint32(imageOffset, littleEndian); - var elementOffset = imageOffset + 4; - for (var arrayElement = 0; arrayElement < numberOfArrayElements; arrayElement++) { - // TODO: Maybe support 3D textures? :-) - // for (let zSlice = 0; zSlice < pixelDepth; zSlice) - var mips = imageBuffers[arrayElement]; - if (!mips) { - mips = imageBuffers[arrayElement] = new Array(numberOfMipmapLevels); - } - mips[mipmapLevel] = { - levelID: mipmapLevel, - // don't align mipWidth when texture not compressed! (glType not zero) - levelWidth: numberOfMipmapLevels > 1 || glType !== 0 ? mipWidth : alignedMipWidth, - levelHeight: numberOfMipmapLevels > 1 || glType !== 0 ? mipHeight : alignedMipHeight, - levelBuffer: new Uint8Array(arrayBuffer, elementOffset, mipByteSize) - }; - elementOffset += mipByteSize; - } - // HINT: Aligns to 4-byte boundary after jumping imageSize (in lieu of mipPadding) - imageOffset += imageSize + 4; // (+4 to jump the imageSize field itself) - imageOffset = imageOffset % 4 !== 0 ? imageOffset + 4 - (imageOffset % 4) : imageOffset; - // Calculate mipWidth, mipHeight for _next_ iteration - mipWidth = (mipWidth >> 1) || 1; - mipHeight = (mipHeight >> 1) || 1; - alignedMipWidth = (mipWidth + blockWidth - 1) & ~(blockWidth - 1); - alignedMipHeight = (mipHeight + blockHeight - 1) & ~(blockHeight - 1); - // Each mipmap level is 4-times smaller? - mipByteSize = alignedMipWidth * alignedMipHeight * imagePixelByteSize; - } - // We use the levelBuffers feature of CompressedTextureResource b/c texture data is image-major, not level-major. - if (glType !== 0) { - return { - uncompressed: imageBuffers.map(function (levelBuffers) { - var buffer = levelBuffers[0].levelBuffer; - var convertToInt = false; - if (glType === TYPES$8.FLOAT) { - buffer = new Float32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4); - } - else if (glType === TYPES$8.UNSIGNED_INT) { - convertToInt = true; - buffer = new Uint32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4); - } - else if (glType === TYPES$8.INT) { - convertToInt = true; - buffer = new Int32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4); - } - return { - resource: new BufferResource$1(buffer, { - width: levelBuffers[0].levelWidth, - height: levelBuffers[0].levelHeight, - }), - type: glType, - format: convertToInt ? convertFormatToInteger(glFormat) : glFormat, - }; - }), - kvData: kvData - }; - } - return { - compressed: imageBuffers.map(function (levelBuffers) { return new CompressedTextureResource(null, { - format: glInternalFormat, - width: pixelWidth, - height: pixelHeight, - levels: numberOfMipmapLevels, - levelBuffers: levelBuffers, - }); }), - kvData: kvData - }; - } - /** - * Checks whether the arrayBuffer contains a valid *.ktx file. - * @param url - * @param dataView - */ - function validate(url, dataView) { - // NOTE: Do not optimize this into 3 32-bit integer comparison because the endianness - // of the data is not specified. - for (var i = 0; i < FILE_IDENTIFIER.length; i++) { - if (dataView.getUint8(i) !== FILE_IDENTIFIER[i]) { - console.error(url + " is not a valid *.ktx file!"); - return false; - } - } - return true; - } - function convertFormatToInteger(format) { - switch (format) { - case FORMATS$8.RGBA: return FORMATS$8.RGBA_INTEGER; - case FORMATS$8.RGB: return FORMATS$8.RGB_INTEGER; - case FORMATS$8.RG: return FORMATS$8.RG_INTEGER; - case FORMATS$8.RED: return FORMATS$8.RED_INTEGER; - default: return format; - } - } - function parseKvData(dataView, bytesOfKeyValueData, littleEndian) { - var kvData = new Map(); - var bytesIntoKeyValueData = 0; - while (bytesIntoKeyValueData < bytesOfKeyValueData) { - var keyAndValueByteSize = dataView.getUint32(FILE_HEADER_SIZE + bytesIntoKeyValueData, littleEndian); - var keyAndValueByteOffset = FILE_HEADER_SIZE + bytesIntoKeyValueData + 4; - var valuePadding = 3 - ((keyAndValueByteSize + 3) % 4); - // Bounds check - if (keyAndValueByteSize === 0 || keyAndValueByteSize > bytesOfKeyValueData - bytesIntoKeyValueData) { - console.error('KTXLoader: keyAndValueByteSize out of bounds'); - break; - } - // Note: keyNulByte can't be 0 otherwise the key is an empty string. - var keyNulByte = 0; - for (; keyNulByte < keyAndValueByteSize; keyNulByte++) { - if (dataView.getUint8(keyAndValueByteOffset + keyNulByte) === 0x00) { - break; - } - } - if (keyNulByte === -1) { - console.error('KTXLoader: Failed to find null byte terminating kvData key'); - break; - } - var key = new TextDecoder().decode(new Uint8Array(dataView.buffer, keyAndValueByteOffset, keyNulByte)); - var value = new DataView(dataView.buffer, keyAndValueByteOffset + keyNulByte + 1, keyAndValueByteSize - keyNulByte - 1); - kvData.set(key, value); - // 4 = the keyAndValueByteSize field itself - // keyAndValueByteSize = the bytes taken by the key and value - // valuePadding = extra padding to align with 4 bytes - bytesIntoKeyValueData += 4 + keyAndValueByteSize + valuePadding; - } - return kvData; - } - - // Set DDS files to be loaded as an ArrayBuffer - LoaderResource.setExtensionXhrType('dds', LoaderResource.XHR_RESPONSE_TYPE.BUFFER); - /** - * @class - * @memberof PIXI - * @implements {PIXI.ILoaderPlugin} - * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide - */ - var DDSLoader = /** @class */ (function () { - function DDSLoader() { - } - /** - * Registers a DDS compressed texture - * @see PIXI.Loader.loaderMiddleware - * @param resource - loader resource that is checked to see if it is a DDS file - * @param next - callback Function to call when done - */ - DDSLoader.use = function (resource, next) { - if (resource.extension === 'dds' && resource.data) { - try { - Object.assign(resource, registerCompressedTextures(resource.name || resource.url, parseDDS(resource.data), resource.metadata)); - } - catch (err) { - next(err); - return; - } - } - next(); - }; - /** @ignore */ - DDSLoader.extension = ExtensionType.Loader; - return DDSLoader; - }()); - - // Set KTX files to be loaded as an ArrayBuffer - LoaderResource.setExtensionXhrType('ktx', LoaderResource.XHR_RESPONSE_TYPE.BUFFER); - /** - * Loader plugin for handling KTX texture container files. - * - * This KTX loader does not currently support the following features: - * * cube textures - * * 3D textures - * * endianness conversion for big-endian machines - * * embedded *.basis files - * - * It does supports the following features: - * * multiple textures per file - * * mipmapping (only for compressed formats) - * * vendor-specific key/value data parsing (enable {@link PIXI.KTXLoader.loadKeyValueData}) - * @class - * @memberof PIXI - * @implements {PIXI.ILoaderPlugin} - */ - var KTXLoader = /** @class */ (function () { - function KTXLoader() { - } - /** - * Called after a KTX file is loaded. - * - * This will parse the KTX file header and add a {@code BaseTexture} to the texture - * cache. - * @see PIXI.Loader.loaderMiddleware - * @param resource - loader resource that is checked to see if it is a KTX file - * @param next - callback Function to call when done - */ - KTXLoader.use = function (resource, next) { - if (resource.extension === 'ktx' && resource.data) { - try { - var url_1 = resource.name || resource.url; - var _a = parseKTX(url_1, resource.data, this.loadKeyValueData), compressed = _a.compressed, uncompressed = _a.uncompressed, kvData_1 = _a.kvData; - if (compressed) { - var result = registerCompressedTextures(url_1, compressed, resource.metadata); - if (kvData_1 && result.textures) { - for (var textureId in result.textures) { - result.textures[textureId].baseTexture.ktxKeyValueData = kvData_1; - } - } - Object.assign(resource, result); - } - else if (uncompressed) { - var textures_1 = {}; - uncompressed.forEach(function (image, i) { - var texture = new Texture$1(new BaseTexture$1(image.resource, { - mipmap: MIPMAP_MODES$8.OFF, - alphaMode: ALPHA_MODES$8.NO_PREMULTIPLIED_ALPHA, - type: image.type, - format: image.format, - })); - var cacheID = url_1 + "-" + (i + 1); - if (kvData_1) - { texture.baseTexture.ktxKeyValueData = kvData_1; } - BaseTexture$1.addToCache(texture.baseTexture, cacheID); - Texture$1.addToCache(texture, cacheID); - if (i === 0) { - textures_1[url_1] = texture; - BaseTexture$1.addToCache(texture.baseTexture, url_1); - Texture$1.addToCache(texture, url_1); - } - textures_1[cacheID] = texture; - }); - Object.assign(resource, { textures: textures_1 }); - } - } - catch (err) { - next(err); - return; - } - } - next(); - }; - /** @ignore */ - KTXLoader.extension = ExtensionType.Loader; - /** - * If set to `true`, {@link PIXI.KTXLoader} will parse key-value data in KTX textures. This feature relies - * on the [Encoding Standard]{@link https://encoding.spec.whatwg.org}. - * - * The key-value data will be available on the base-textures as {@code PIXI.BaseTexture.ktxKeyValueData}. They - * will hold a reference to the texture data buffer, so make sure to delete key-value data once you are done - * using it. - */ - KTXLoader.loadKeyValueData = false; - return KTXLoader; - }()); - - /*! - * @pixi/particle-container - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/particle-container is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$h = function(d, b) { - extendStatics$h = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$h(d, b); - }; - - function __extends$h(d, b) { - extendStatics$h(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - /** - * The ParticleContainer class is a really fast version of the Container built solely for speed, - * so use when you need a lot of sprites or particles. - * - * The tradeoff of the ParticleContainer is that most advanced functionality will not work. - * ParticleContainer implements the basic object transform (position, scale, rotation) - * and some advanced functionality like tint (as of v4.5.6). - * - * Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch. - * - * It's extremely easy to use: - * ```js - * let container = new ParticleContainer(); - * - * for (let i = 0; i < 100; ++i) - * { - * let sprite = PIXI.Sprite.from("myImage.png"); - * container.addChild(sprite); - * } - * ``` - * - * And here you have a hundred sprites that will be rendered at the speed of light. - * @memberof PIXI - */ - /** @class */ ((function (_super) { - __extends$h(ParticleContainer, _super); - /** - * @param maxSize - The maximum number of particles that can be rendered by the container. - * Affects size of allocated buffers. - * @param properties - The properties of children that should be uploaded to the gpu and applied. - * @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied. - * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`. - * @param {boolean} [properties.position=true] - When true, position be uploaded and applied. - * @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied. - * @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied. - * @param {boolean} [properties.tint=false] - When true, alpha and tint be uploaded and applied. - * @param {number} [batchSize=16384] - Number of particles per batch. If less than maxSize, it uses maxSize instead. - * @param {boolean} [autoResize=false] - If true, container allocates more batches in case - * there are more than `maxSize` particles. - */ - function ParticleContainer(maxSize, properties, batchSize, autoResize) { - if (maxSize === void 0) { maxSize = 1500; } - if (batchSize === void 0) { batchSize = 16384; } - if (autoResize === void 0) { autoResize = false; } - var _this = _super.call(this) || this; - // Making sure the batch size is valid - // 65535 is max vertex index in the index buffer (see ParticleRenderer) - // so max number of particles is 65536 / 4 = 16384 - var maxBatchSize = 16384; - if (batchSize > maxBatchSize) { - batchSize = maxBatchSize; - } - _this._properties = [false, true, false, false, false]; - _this._maxSize = maxSize; - _this._batchSize = batchSize; - _this._buffers = null; - _this._bufferUpdateIDs = []; - _this._updateID = 0; - _this.interactiveChildren = false; - _this.blendMode = BLEND_MODES$8.NORMAL; - _this.autoResize = autoResize; - _this.roundPixels = true; - _this.baseTexture = null; - _this.setProperties(properties); - _this._tint = 0; - _this.tintRgb = new Float32Array(4); - _this.tint = 0xFFFFFF; - return _this; - } - /** - * Sets the private properties array to dynamic / static based on the passed properties object - * @param properties - The properties to be uploaded - */ - ParticleContainer.prototype.setProperties = function (properties) { - if (properties) { - this._properties[0] = 'vertices' in properties || 'scale' in properties - ? !!properties.vertices || !!properties.scale : this._properties[0]; - this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1]; - this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2]; - this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3]; - this._properties[4] = 'tint' in properties || 'alpha' in properties - ? !!properties.tint || !!properties.alpha : this._properties[4]; - } - }; - ParticleContainer.prototype.updateTransform = function () { - // TODO don't need to! - this.displayObjectUpdateTransform(); - }; - Object.defineProperty(ParticleContainer.prototype, "tint", { - /** - * The tint applied to the container. This is a hex value. - * A value of 0xFFFFFF will remove any tint effect. - * IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer. - * @default 0xFFFFFF - */ - get: function () { - return this._tint; - }, - set: function (value) { - this._tint = value; - hex2rgb(value, this.tintRgb); - }, - enumerable: false, - configurable: true - }); - /** - * Renders the container using the WebGL renderer. - * @param renderer - The WebGL renderer. - */ - ParticleContainer.prototype.render = function (renderer) { - var _this = this; - if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { - return; - } - if (!this.baseTexture) { - this.baseTexture = this.children[0]._texture.baseTexture; - if (!this.baseTexture.valid) { - this.baseTexture.once('update', function () { return _this.onChildrenChange(0); }); - } - } - renderer.batch.setObjectRenderer(renderer.plugins.particle); - renderer.plugins.particle.render(this); - }; - /** - * Set the flag that static data should be updated to true - * @param smallestChildIndex - The smallest child index. - */ - ParticleContainer.prototype.onChildrenChange = function (smallestChildIndex) { - var bufferIndex = Math.floor(smallestChildIndex / this._batchSize); - while (this._bufferUpdateIDs.length < bufferIndex) { - this._bufferUpdateIDs.push(0); - } - this._bufferUpdateIDs[bufferIndex] = ++this._updateID; - }; - ParticleContainer.prototype.dispose = function () { - if (this._buffers) { - for (var i = 0; i < this._buffers.length; ++i) { - this._buffers[i].destroy(); - } - this._buffers = null; - } - }; - /** - * Destroys the container - * @param options - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have their - * destroy method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the texture of the child sprite - * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the base texture of the child sprite - */ - ParticleContainer.prototype.destroy = function (options) { - _super.prototype.destroy.call(this, options); - this.dispose(); - this._properties = null; - this._buffers = null; - this._bufferUpdateIDs = null; - }; - return ParticleContainer; - })(Container$2)); - - /* - * @author Mat Groves - * - * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ - * for creating the original PixiJS version! - * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that - * they now share 4 bytes on the vertex buffer - * - * Heavily inspired by LibGDX's ParticleBuffer: - * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java - */ - /** - * The particle buffer manages the static and dynamic buffers for a particle container. - * @private - * @memberof PIXI - */ - var ParticleBuffer = /** @class */ (function () { - /** - * @param {object} properties - The properties to upload. - * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic. - * @param {number} size - The size of the batch. - */ - function ParticleBuffer(properties, dynamicPropertyFlags, size) { - this.geometry = new Geometry(); - this.indexBuffer = null; - this.size = size; - this.dynamicProperties = []; - this.staticProperties = []; - for (var i = 0; i < properties.length; ++i) { - var property = properties[i]; - // Make copy of properties object so that when we edit the offset it doesn't - // change all other instances of the object literal - property = { - attributeName: property.attributeName, - size: property.size, - uploadFunction: property.uploadFunction, - type: property.type || TYPES$8.FLOAT, - offset: property.offset, - }; - if (dynamicPropertyFlags[i]) { - this.dynamicProperties.push(property); - } - else { - this.staticProperties.push(property); - } - } - this.staticStride = 0; - this.staticBuffer = null; - this.staticData = null; - this.staticDataUint32 = null; - this.dynamicStride = 0; - this.dynamicBuffer = null; - this.dynamicData = null; - this.dynamicDataUint32 = null; - this._updateID = 0; - this.initBuffers(); - } - /** Sets up the renderer context and necessary buffers. */ - ParticleBuffer.prototype.initBuffers = function () { - var geometry = this.geometry; - var dynamicOffset = 0; - this.indexBuffer = new Buffer(createIndicesForQuads(this.size), true, true); - geometry.addIndex(this.indexBuffer); - this.dynamicStride = 0; - for (var i = 0; i < this.dynamicProperties.length; ++i) { - var property = this.dynamicProperties[i]; - property.offset = dynamicOffset; - dynamicOffset += property.size; - this.dynamicStride += property.size; - } - var dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4); - this.dynamicData = new Float32Array(dynBuffer); - this.dynamicDataUint32 = new Uint32Array(dynBuffer); - this.dynamicBuffer = new Buffer(this.dynamicData, false, false); - // static // - var staticOffset = 0; - this.staticStride = 0; - for (var i = 0; i < this.staticProperties.length; ++i) { - var property = this.staticProperties[i]; - property.offset = staticOffset; - staticOffset += property.size; - this.staticStride += property.size; - } - var statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4); - this.staticData = new Float32Array(statBuffer); - this.staticDataUint32 = new Uint32Array(statBuffer); - this.staticBuffer = new Buffer(this.staticData, true, false); - for (var i = 0; i < this.dynamicProperties.length; ++i) { - var property = this.dynamicProperties[i]; - geometry.addAttribute(property.attributeName, this.dynamicBuffer, 0, property.type === TYPES$8.UNSIGNED_BYTE, property.type, this.dynamicStride * 4, property.offset * 4); - } - for (var i = 0; i < this.staticProperties.length; ++i) { - var property = this.staticProperties[i]; - geometry.addAttribute(property.attributeName, this.staticBuffer, 0, property.type === TYPES$8.UNSIGNED_BYTE, property.type, this.staticStride * 4, property.offset * 4); - } - }; - /** - * Uploads the dynamic properties. - * @param children - The children to upload. - * @param startIndex - The index to start at. - * @param amount - The number to upload. - */ - ParticleBuffer.prototype.uploadDynamic = function (children, startIndex, amount) { - for (var i = 0; i < this.dynamicProperties.length; i++) { - var property = this.dynamicProperties[i]; - property.uploadFunction(children, startIndex, amount, property.type === TYPES$8.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData, this.dynamicStride, property.offset); - } - this.dynamicBuffer._updateID++; - }; - /** - * Uploads the static properties. - * @param children - The children to upload. - * @param startIndex - The index to start at. - * @param amount - The number to upload. - */ - ParticleBuffer.prototype.uploadStatic = function (children, startIndex, amount) { - for (var i = 0; i < this.staticProperties.length; i++) { - var property = this.staticProperties[i]; - property.uploadFunction(children, startIndex, amount, property.type === TYPES$8.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData, this.staticStride, property.offset); - } - this.staticBuffer._updateID++; - }; - /** Destroys the ParticleBuffer. */ - ParticleBuffer.prototype.destroy = function () { - this.indexBuffer = null; - this.dynamicProperties = null; - this.dynamicBuffer = null; - this.dynamicData = null; - this.dynamicDataUint32 = null; - this.staticProperties = null; - this.staticBuffer = null; - this.staticData = null; - this.staticDataUint32 = null; - // all buffers are destroyed inside geometry - this.geometry.destroy(); - }; - return ParticleBuffer; - }()); - - var fragment$6 = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n vec4 color = texture2D(uSampler, vTextureCoord) * vColor;\n gl_FragColor = color;\n}"; - - var vertex$3 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\n\nattribute vec2 aPositionCoord;\nattribute float aRotation;\n\nuniform mat3 translationMatrix;\nuniform vec4 uColor;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nvoid main(void){\n float x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);\n float y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);\n\n vec2 v = vec2(x, y);\n v = v + aPositionCoord;\n\n gl_Position = vec4((translationMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vColor = aColor * uColor;\n}\n"; - - /* - * @author Mat Groves - * - * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ - * for creating the original PixiJS version! - * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now - * share 4 bytes on the vertex buffer - * - * Heavily inspired by LibGDX's ParticleRenderer: - * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java - */ - /** - * Renderer for Particles that is designer for speed over feature set. - * @memberof PIXI - */ - var ParticleRenderer = /** @class */ (function (_super) { - __extends$h(ParticleRenderer, _super); - /** - * @param renderer - The renderer this sprite batch works for. - */ - function ParticleRenderer(renderer) { - var _this = _super.call(this, renderer) || this; - // 65535 is max vertex index in the index buffer (see ParticleRenderer) - // so max number of particles is 65536 / 4 = 16384 - // and max number of element in the index buffer is 16384 * 6 = 98304 - // Creating a full index buffer, overhead is 98304 * 2 = 196Ko - // let numIndices = 98304; - _this.shader = null; - _this.properties = null; - _this.tempMatrix = new Matrix$2(); - _this.properties = [ - // verticesData - { - attributeName: 'aVertexPosition', - size: 2, - uploadFunction: _this.uploadVertices, - offset: 0, - }, - // positionData - { - attributeName: 'aPositionCoord', - size: 2, - uploadFunction: _this.uploadPosition, - offset: 0, - }, - // rotationData - { - attributeName: 'aRotation', - size: 1, - uploadFunction: _this.uploadRotation, - offset: 0, - }, - // uvsData - { - attributeName: 'aTextureCoord', - size: 2, - uploadFunction: _this.uploadUvs, - offset: 0, - }, - // tintData - { - attributeName: 'aColor', - size: 1, - type: TYPES$8.UNSIGNED_BYTE, - uploadFunction: _this.uploadTint, - offset: 0, - } ]; - _this.shader = Shader.from(vertex$3, fragment$6, {}); - _this.state = State.for2d(); - return _this; - } - /** - * Renders the particle container object. - * @param container - The container to render using this ParticleRenderer. - */ - ParticleRenderer.prototype.render = function (container) { - var children = container.children; - var maxSize = container._maxSize; - var batchSize = container._batchSize; - var renderer = this.renderer; - var totalChildren = children.length; - if (totalChildren === 0) { - return; - } - else if (totalChildren > maxSize && !container.autoResize) { - totalChildren = maxSize; - } - var buffers = container._buffers; - if (!buffers) { - buffers = container._buffers = this.generateBuffers(container); - } - var baseTexture = children[0]._texture.baseTexture; - var premultiplied = baseTexture.alphaMode > 0; - // if the uvs have not updated then no point rendering just yet! - this.state.blendMode = correctBlendMode(container.blendMode, premultiplied); - renderer.state.set(this.state); - var gl = renderer.gl; - var m = container.worldTransform.copyTo(this.tempMatrix); - m.prepend(renderer.globalUniforms.uniforms.projectionMatrix); - this.shader.uniforms.translationMatrix = m.toArray(true); - this.shader.uniforms.uColor = premultiplyRgba(container.tintRgb, container.worldAlpha, this.shader.uniforms.uColor, premultiplied); - this.shader.uniforms.uSampler = baseTexture; - this.renderer.shader.bind(this.shader); - var updateStatic = false; - // now lets upload and render the buffers.. - for (var i = 0, j = 0; i < totalChildren; i += batchSize, j += 1) { - var amount = (totalChildren - i); - if (amount > batchSize) { - amount = batchSize; - } - if (j >= buffers.length) { - buffers.push(this._generateOneMoreBuffer(container)); - } - var buffer = buffers[j]; - // we always upload the dynamic - buffer.uploadDynamic(children, i, amount); - var bid = container._bufferUpdateIDs[j] || 0; - updateStatic = updateStatic || (buffer._updateID < bid); - // we only upload the static content when we have to! - if (updateStatic) { - buffer._updateID = container._updateID; - buffer.uploadStatic(children, i, amount); - } - // bind the buffer - renderer.geometry.bind(buffer.geometry); - gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0); - } - }; - /** - * Creates one particle buffer for each child in the container we want to render and updates internal properties. - * @param container - The container to render using this ParticleRenderer - * @returns - The buffers - */ - ParticleRenderer.prototype.generateBuffers = function (container) { - var buffers = []; - var size = container._maxSize; - var batchSize = container._batchSize; - var dynamicPropertyFlags = container._properties; - for (var i = 0; i < size; i += batchSize) { - buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize)); - } - return buffers; - }; - /** - * Creates one more particle buffer, because container has autoResize feature. - * @param container - The container to render using this ParticleRenderer - * @returns - The generated buffer - */ - ParticleRenderer.prototype._generateOneMoreBuffer = function (container) { - var batchSize = container._batchSize; - var dynamicPropertyFlags = container._properties; - return new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize); - }; - /** - * Uploads the vertices. - * @param children - the array of sprites to render - * @param startIndex - the index to start from in the children array - * @param amount - the amount of children that will have their vertices uploaded - * @param array - The vertices to upload. - * @param stride - Stride to use for iteration. - * @param offset - Offset to start at. - */ - ParticleRenderer.prototype.uploadVertices = function (children, startIndex, amount, array, stride, offset) { - var w0 = 0; - var w1 = 0; - var h0 = 0; - var h1 = 0; - for (var i = 0; i < amount; ++i) { - var sprite = children[startIndex + i]; - var texture = sprite._texture; - var sx = sprite.scale.x; - var sy = sprite.scale.y; - var trim = texture.trim; - var orig = texture.orig; - if (trim) { - // if the sprite is trimmed and is not a tilingsprite then we need to add the - // extra space before transforming the sprite coords.. - w1 = trim.x - (sprite.anchor.x * orig.width); - w0 = w1 + trim.width; - h1 = trim.y - (sprite.anchor.y * orig.height); - h0 = h1 + trim.height; - } - else { - w0 = (orig.width) * (1 - sprite.anchor.x); - w1 = (orig.width) * -sprite.anchor.x; - h0 = orig.height * (1 - sprite.anchor.y); - h1 = orig.height * -sprite.anchor.y; - } - array[offset] = w1 * sx; - array[offset + 1] = h1 * sy; - array[offset + stride] = w0 * sx; - array[offset + stride + 1] = h1 * sy; - array[offset + (stride * 2)] = w0 * sx; - array[offset + (stride * 2) + 1] = h0 * sy; - array[offset + (stride * 3)] = w1 * sx; - array[offset + (stride * 3) + 1] = h0 * sy; - offset += stride * 4; - } - }; - /** - * Uploads the position. - * @param children - the array of sprites to render - * @param startIndex - the index to start from in the children array - * @param amount - the amount of children that will have their positions uploaded - * @param array - The vertices to upload. - * @param stride - Stride to use for iteration. - * @param offset - Offset to start at. - */ - ParticleRenderer.prototype.uploadPosition = function (children, startIndex, amount, array, stride, offset) { - for (var i = 0; i < amount; i++) { - var spritePosition = children[startIndex + i].position; - array[offset] = spritePosition.x; - array[offset + 1] = spritePosition.y; - array[offset + stride] = spritePosition.x; - array[offset + stride + 1] = spritePosition.y; - array[offset + (stride * 2)] = spritePosition.x; - array[offset + (stride * 2) + 1] = spritePosition.y; - array[offset + (stride * 3)] = spritePosition.x; - array[offset + (stride * 3) + 1] = spritePosition.y; - offset += stride * 4; - } - }; - /** - * Uploads the rotation. - * @param children - the array of sprites to render - * @param startIndex - the index to start from in the children array - * @param amount - the amount of children that will have their rotation uploaded - * @param array - The vertices to upload. - * @param stride - Stride to use for iteration. - * @param offset - Offset to start at. - */ - ParticleRenderer.prototype.uploadRotation = function (children, startIndex, amount, array, stride, offset) { - for (var i = 0; i < amount; i++) { - var spriteRotation = children[startIndex + i].rotation; - array[offset] = spriteRotation; - array[offset + stride] = spriteRotation; - array[offset + (stride * 2)] = spriteRotation; - array[offset + (stride * 3)] = spriteRotation; - offset += stride * 4; - } - }; - /** - * Uploads the UVs. - * @param children - the array of sprites to render - * @param startIndex - the index to start from in the children array - * @param amount - the amount of children that will have their rotation uploaded - * @param array - The vertices to upload. - * @param stride - Stride to use for iteration. - * @param offset - Offset to start at. - */ - ParticleRenderer.prototype.uploadUvs = function (children, startIndex, amount, array, stride, offset) { - for (var i = 0; i < amount; ++i) { - var textureUvs = children[startIndex + i]._texture._uvs; - if (textureUvs) { - array[offset] = textureUvs.x0; - array[offset + 1] = textureUvs.y0; - array[offset + stride] = textureUvs.x1; - array[offset + stride + 1] = textureUvs.y1; - array[offset + (stride * 2)] = textureUvs.x2; - array[offset + (stride * 2) + 1] = textureUvs.y2; - array[offset + (stride * 3)] = textureUvs.x3; - array[offset + (stride * 3) + 1] = textureUvs.y3; - offset += stride * 4; - } - else { - // TODO you know this can be easier! - array[offset] = 0; - array[offset + 1] = 0; - array[offset + stride] = 0; - array[offset + stride + 1] = 0; - array[offset + (stride * 2)] = 0; - array[offset + (stride * 2) + 1] = 0; - array[offset + (stride * 3)] = 0; - array[offset + (stride * 3) + 1] = 0; - offset += stride * 4; - } - } - }; - /** - * Uploads the tint. - * @param children - the array of sprites to render - * @param startIndex - the index to start from in the children array - * @param amount - the amount of children that will have their rotation uploaded - * @param array - The vertices to upload. - * @param stride - Stride to use for iteration. - * @param offset - Offset to start at. - */ - ParticleRenderer.prototype.uploadTint = function (children, startIndex, amount, array, stride, offset) { - for (var i = 0; i < amount; ++i) { - var sprite = children[startIndex + i]; - var premultiplied = sprite._texture.baseTexture.alphaMode > 0; - var alpha = sprite.alpha; - // we dont call extra function if alpha is 1.0, that's faster - var argb = alpha < 1.0 && premultiplied - ? premultiplyTint(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24); - array[offset] = argb; - array[offset + stride] = argb; - array[offset + (stride * 2)] = argb; - array[offset + (stride * 3)] = argb; - offset += stride * 4; - } - }; - /** Destroys the ParticleRenderer. */ - ParticleRenderer.prototype.destroy = function () { - _super.prototype.destroy.call(this); - if (this.shader) { - this.shader.destroy(); - this.shader = null; - } - this.tempMatrix = null; - }; - /** @ignore */ - ParticleRenderer.extension = { - name: 'particle', - type: ExtensionType.RendererPlugin, - }; - return ParticleRenderer; - }(ObjectRenderer)); - - /*! - * @pixi/graphics - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/graphics is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * Supported line joints in `PIXI.LineStyle` for graphics. - * @see PIXI.Graphics#lineStyle - * @see https://graphicdesign.stackexchange.com/questions/59018/what-is-a-bevel-join-of-two-lines-exactly-illustrator - * @name LINE_JOIN - * @memberof PIXI - * @static - * @enum {string} - * @property {string} MITER - 'miter': make a sharp corner where outer part of lines meet - * @property {string} BEVEL - 'bevel': add a square butt at each end of line segment and fill the triangle at turn - * @property {string} ROUND - 'round': add an arc at the joint - */ - var LINE_JOIN; - (function (LINE_JOIN) { - LINE_JOIN["MITER"] = "miter"; - LINE_JOIN["BEVEL"] = "bevel"; - LINE_JOIN["ROUND"] = "round"; - })(LINE_JOIN || (LINE_JOIN = {})); - /** - * Support line caps in `PIXI.LineStyle` for graphics. - * @see PIXI.Graphics#lineStyle - * @name LINE_CAP - * @memberof PIXI - * @static - * @enum {string} - * @property {string} BUTT - 'butt': don't add any cap at line ends (leaves orthogonal edges) - * @property {string} ROUND - 'round': add semicircle at ends - * @property {string} SQUARE - 'square': add square at end (like `BUTT` except more length at end) - */ - var LINE_CAP; - (function (LINE_CAP) { - LINE_CAP["BUTT"] = "butt"; - LINE_CAP["ROUND"] = "round"; - LINE_CAP["SQUARE"] = "square"; - })(LINE_CAP || (LINE_CAP = {})); - /** - * Graphics curves resolution settings. If `adaptive` flag is set to `true`, - * the resolution is calculated based on the curve's length to ensure better visual quality. - * Adaptive draw works with `bezierCurveTo` and `quadraticCurveTo`. - * @static - * @constant - * @memberof PIXI - * @name GRAPHICS_CURVES - * @type {object} - * @property {boolean} [adaptive=true] - flag indicating if the resolution should be adaptive - * @property {number} [maxLength=10] - maximal length of a single segment of the curve (if adaptive = false, ignored) - * @property {number} [minSegments=8] - minimal number of segments in the curve (if adaptive = false, ignored) - * @property {number} [maxSegments=2048] - maximal number of segments in the curve (if adaptive = false, ignored) - */ - var GRAPHICS_CURVES = { - adaptive: true, - maxLength: 10, - minSegments: 8, - maxSegments: 2048, - epsilon: 0.0001, - _segmentsCount: function (length, defaultSegments) { - if (defaultSegments === void 0) { defaultSegments = 20; } - if (!this.adaptive || !length || isNaN(length)) { - return defaultSegments; - } - var result = Math.ceil(length / this.maxLength); - if (result < this.minSegments) { - result = this.minSegments; - } - else if (result > this.maxSegments) { - result = this.maxSegments; - } - return result; - }, - }; - - /** - * Fill style object for Graphics. - * @memberof PIXI - */ - var FillStyle = /** @class */ (function () { - function FillStyle() { - /** - * The hex color value used when coloring the Graphics object. - * @default 0xFFFFFF - */ - this.color = 0xFFFFFF; - /** The alpha value used when filling the Graphics object. */ - this.alpha = 1.0; - /** - * The texture to be used for the fill. - * @default 0 - */ - this.texture = Texture.WHITE; - /** - * The transform applied to the texture. - * @default null - */ - this.matrix = null; - /** If the current fill is visible. */ - this.visible = false; - this.reset(); - } - /** Clones the object */ - FillStyle.prototype.clone = function () { - var obj = new FillStyle(); - obj.color = this.color; - obj.alpha = this.alpha; - obj.texture = this.texture; - obj.matrix = this.matrix; - obj.visible = this.visible; - return obj; - }; - /** Reset */ - FillStyle.prototype.reset = function () { - this.color = 0xFFFFFF; - this.alpha = 1; - this.texture = Texture.WHITE; - this.matrix = null; - this.visible = false; - }; - /** Destroy and don't use after this. */ - FillStyle.prototype.destroy = function () { - this.texture = null; - this.matrix = null; - }; - return FillStyle; - }()); - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$g = function(d, b) { - extendStatics$g = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$g(d, b); - }; - - function __extends$g(d, b) { - extendStatics$g(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - function fixOrientation(points, hole) { - var _a, _b; - if (hole === void 0) { hole = false; } - var m = points.length; - if (m < 6) { - return; - } - var area = 0; - for (var i = 0, x1 = points[m - 2], y1 = points[m - 1]; i < m; i += 2) { - var x2 = points[i]; - var y2 = points[i + 1]; - area += (x2 - x1) * (y2 + y1); - x1 = x2; - y1 = y2; - } - if ((!hole && area > 0) || (hole && area <= 0)) { - var n = m / 2; - for (var i = n + (n % 2); i < m; i += 2) { - var i1 = m - i - 2; - var i2 = m - i - 1; - var i3 = i; - var i4 = i + 1; - _a = [points[i3], points[i1]], points[i1] = _a[0], points[i3] = _a[1]; - _b = [points[i4], points[i2]], points[i2] = _b[0], points[i4] = _b[1]; - } - } - } - /** - * Builds a polygon to draw - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties - * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape - * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines - */ - var buildPoly = { - build: function (graphicsData) { - graphicsData.points = graphicsData.shape.points.slice(); - }, - triangulate: function (graphicsData, graphicsGeometry) { - var points = graphicsData.points; - var holes = graphicsData.holes; - var verts = graphicsGeometry.points; - var indices = graphicsGeometry.indices; - if (points.length >= 6) { - fixOrientation(points, false); - var holeArray = []; - // Process holes.. - for (var i = 0; i < holes.length; i++) { - var hole = holes[i]; - fixOrientation(hole.points, true); - holeArray.push(points.length / 2); - points = points.concat(hole.points); - } - // sort color - var triangles = earcut$1.exports(points, holeArray, 2); - if (!triangles) { - return; - } - var vertPos = verts.length / 2; - for (var i = 0; i < triangles.length; i += 3) { - indices.push(triangles[i] + vertPos); - indices.push(triangles[i + 1] + vertPos); - indices.push(triangles[i + 2] + vertPos); - } - for (var i = 0; i < points.length; i++) { - verts.push(points[i]); - } - } - }, - }; - - // for type only - /** - * Builds a circle to draw - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object to draw - * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape - * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines - */ - var buildCircle = { - build: function (graphicsData) { - // need to convert points to a nice regular data - var points = graphicsData.points; - var x; - var y; - var dx; - var dy; - var rx; - var ry; - if (graphicsData.type === SHAPES$2.CIRC) { - var circle = graphicsData.shape; - x = circle.x; - y = circle.y; - rx = ry = circle.radius; - dx = dy = 0; - } - else if (graphicsData.type === SHAPES$2.ELIP) { - var ellipse = graphicsData.shape; - x = ellipse.x; - y = ellipse.y; - rx = ellipse.width; - ry = ellipse.height; - dx = dy = 0; - } - else { - var roundedRect = graphicsData.shape; - var halfWidth = roundedRect.width / 2; - var halfHeight = roundedRect.height / 2; - x = roundedRect.x + halfWidth; - y = roundedRect.y + halfHeight; - rx = ry = Math.max(0, Math.min(roundedRect.radius, Math.min(halfWidth, halfHeight))); - dx = halfWidth - rx; - dy = halfHeight - ry; - } - if (!(rx >= 0 && ry >= 0 && dx >= 0 && dy >= 0)) { - points.length = 0; - return; - } - // Choose a number of segments such that the maximum absolute deviation from the circle is approximately 0.029 - var n = Math.ceil(2.3 * Math.sqrt(rx + ry)); - var m = (n * 8) + (dx ? 4 : 0) + (dy ? 4 : 0); - points.length = m; - if (m === 0) { - return; - } - if (n === 0) { - points.length = 8; - points[0] = points[6] = x + dx; - points[1] = points[3] = y + dy; - points[2] = points[4] = x - dx; - points[5] = points[7] = y - dy; - return; - } - var j1 = 0; - var j2 = (n * 4) + (dx ? 2 : 0) + 2; - var j3 = j2; - var j4 = m; - { - var x0 = dx + rx; - var y0 = dy; - var x1 = x + x0; - var x2 = x - x0; - var y1 = y + y0; - points[j1++] = x1; - points[j1++] = y1; - points[--j2] = y1; - points[--j2] = x2; - if (dy) { - var y2 = y - y0; - points[j3++] = x2; - points[j3++] = y2; - points[--j4] = y2; - points[--j4] = x1; - } - } - for (var i = 1; i < n; i++) { - var a = Math.PI / 2 * (i / n); - var x0 = dx + (Math.cos(a) * rx); - var y0 = dy + (Math.sin(a) * ry); - var x1 = x + x0; - var x2 = x - x0; - var y1 = y + y0; - var y2 = y - y0; - points[j1++] = x1; - points[j1++] = y1; - points[--j2] = y1; - points[--j2] = x2; - points[j3++] = x2; - points[j3++] = y2; - points[--j4] = y2; - points[--j4] = x1; - } - { - var x0 = dx; - var y0 = dy + ry; - var x1 = x + x0; - var x2 = x - x0; - var y1 = y + y0; - var y2 = y - y0; - points[j1++] = x1; - points[j1++] = y1; - points[--j4] = y2; - points[--j4] = x1; - if (dx) { - points[j1++] = x2; - points[j1++] = y1; - points[--j4] = y2; - points[--j4] = x2; - } - } - }, - triangulate: function (graphicsData, graphicsGeometry) { - var points = graphicsData.points; - var verts = graphicsGeometry.points; - var indices = graphicsGeometry.indices; - if (points.length === 0) { - return; - } - var vertPos = verts.length / 2; - var center = vertPos; - var x; - var y; - if (graphicsData.type !== SHAPES$2.RREC) { - var circle = graphicsData.shape; - x = circle.x; - y = circle.y; - } - else { - var roundedRect = graphicsData.shape; - x = roundedRect.x + (roundedRect.width / 2); - y = roundedRect.y + (roundedRect.height / 2); - } - var matrix = graphicsData.matrix; - // Push center (special point) - verts.push(graphicsData.matrix ? (matrix.a * x) + (matrix.c * y) + matrix.tx : x, graphicsData.matrix ? (matrix.b * x) + (matrix.d * y) + matrix.ty : y); - vertPos++; - verts.push(points[0], points[1]); - for (var i = 2; i < points.length; i += 2) { - verts.push(points[i], points[i + 1]); - // add some uvs - indices.push(vertPos++, center, vertPos); - } - indices.push(center + 1, center, vertPos); - }, - }; - - /** - * Builds a rectangle to draw - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties - * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape - * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines - */ - var buildRectangle = { - build: function (graphicsData) { - // --- // - // need to convert points to a nice regular data - // - var rectData = graphicsData.shape; - var x = rectData.x; - var y = rectData.y; - var width = rectData.width; - var height = rectData.height; - var points = graphicsData.points; - points.length = 0; - points.push(x, y, x + width, y, x + width, y + height, x, y + height); - }, - triangulate: function (graphicsData, graphicsGeometry) { - var points = graphicsData.points; - var verts = graphicsGeometry.points; - var vertPos = verts.length / 2; - verts.push(points[0], points[1], points[2], points[3], points[6], points[7], points[4], points[5]); - graphicsGeometry.indices.push(vertPos, vertPos + 1, vertPos + 2, vertPos + 1, vertPos + 2, vertPos + 3); - }, - }; - - /** - * Calculate a single point for a quadratic bezier curve. - * Utility function used by quadraticBezierCurve. - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {number} n1 - first number - * @param {number} n2 - second number - * @param {number} perc - percentage - * @returns {number} the result - */ - function getPt(n1, n2, perc) { - var diff = n2 - n1; - return n1 + (diff * perc); - } - /** - * Calculate the points for a quadratic bezier curve. (helper function..) - * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {number} fromX - Origin point x - * @param {number} fromY - Origin point x - * @param {number} cpX - Control point x - * @param {number} cpY - Control point y - * @param {number} toX - Destination point x - * @param {number} toY - Destination point y - * @param {number[]} [out=[]] - The output array to add points into. If not passed, a new array is created. - * @returns {number[]} an array of points - */ - function quadraticBezierCurve(fromX, fromY, cpX, cpY, toX, toY, out) { - if (out === void 0) { out = []; } - var n = 20; - var points = out; - var xa = 0; - var ya = 0; - var xb = 0; - var yb = 0; - var x = 0; - var y = 0; - for (var i = 0, j = 0; i <= n; ++i) { - j = i / n; - // The Green Line - xa = getPt(fromX, cpX, j); - ya = getPt(fromY, cpY, j); - xb = getPt(cpX, toX, j); - yb = getPt(cpY, toY, j); - // The Black Dot - x = getPt(xa, xb, j); - y = getPt(ya, yb, j); - // Handle case when first curve points overlaps and earcut fails to triangulate - if (i === 0 && points[points.length - 2] === x && points[points.length - 1] === y) { - continue; - } - points.push(x, y); - } - return points; - } - /** - * Builds a rounded rectangle to draw - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties - * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape - * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines - */ - var buildRoundedRectangle = { - build: function (graphicsData) { - if (Graphics.nextRoundedRectBehavior) { - buildCircle.build(graphicsData); - return; - } - var rrectData = graphicsData.shape; - var points = graphicsData.points; - var x = rrectData.x; - var y = rrectData.y; - var width = rrectData.width; - var height = rrectData.height; - // Don't allow negative radius or greater than half the smallest width - var radius = Math.max(0, Math.min(rrectData.radius, Math.min(width, height) / 2)); - points.length = 0; - // No radius, do a simple rectangle - if (!radius) { - points.push(x, y, x + width, y, x + width, y + height, x, y + height); - } - else { - quadraticBezierCurve(x, y + radius, x, y, x + radius, y, points); - quadraticBezierCurve(x + width - radius, y, x + width, y, x + width, y + radius, points); - quadraticBezierCurve(x + width, y + height - radius, x + width, y + height, x + width - radius, y + height, points); - quadraticBezierCurve(x + radius, y + height, x, y + height, x, y + height - radius, points); - } - }, - triangulate: function (graphicsData, graphicsGeometry) { - if (Graphics.nextRoundedRectBehavior) { - buildCircle.triangulate(graphicsData, graphicsGeometry); - return; - } - var points = graphicsData.points; - var verts = graphicsGeometry.points; - var indices = graphicsGeometry.indices; - var vecPos = verts.length / 2; - var triangles = earcut$1.exports(points, null, 2); - for (var i = 0, j = triangles.length; i < j; i += 3) { - indices.push(triangles[i] + vecPos); - // indices.push(triangles[i] + vecPos); - indices.push(triangles[i + 1] + vecPos); - // indices.push(triangles[i + 2] + vecPos); - indices.push(triangles[i + 2] + vecPos); - } - for (var i = 0, j = points.length; i < j; i++) { - verts.push(points[i], points[++i]); - } - }, - }; - - /** - * Buffers vertices to draw a square cap. - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {number} x - X-coord of end point - * @param {number} y - Y-coord of end point - * @param {number} nx - X-coord of line normal pointing inside - * @param {number} ny - Y-coord of line normal pointing inside - * @param {number} innerWeight - Weight of inner points - * @param {number} outerWeight - Weight of outer points - * @param {boolean} clockwise - Whether the cap is drawn clockwise - * @param {Array} verts - vertex buffer - * @returns {number} - no. of vertices pushed - */ - function square(x, y, nx, ny, innerWeight, outerWeight, clockwise, /* rotation for square (true at left end, false at right end) */ verts) { - var ix = x - (nx * innerWeight); - var iy = y - (ny * innerWeight); - var ox = x + (nx * outerWeight); - var oy = y + (ny * outerWeight); - /* Rotate nx,ny for extension vector */ - var exx; - var eyy; - if (clockwise) { - exx = ny; - eyy = -nx; - } - else { - exx = -ny; - eyy = nx; - } - /* [i|0]x,y extended at cap */ - var eix = ix + exx; - var eiy = iy + eyy; - var eox = ox + exx; - var eoy = oy + eyy; - /* Square itself must be inserted clockwise*/ - verts.push(eix, eiy); - verts.push(eox, eoy); - return 2; - } - /** - * Buffers vertices to draw an arc at the line joint or cap. - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {number} cx - X-coord of center - * @param {number} cy - Y-coord of center - * @param {number} sx - X-coord of arc start - * @param {number} sy - Y-coord of arc start - * @param {number} ex - X-coord of arc end - * @param {number} ey - Y-coord of arc end - * @param {Array} verts - buffer of vertices - * @param {boolean} clockwise - orientation of vertices - * @returns {number} - no. of vertices pushed - */ - function round(cx, cy, sx, sy, ex, ey, verts, clockwise) { - var cx2p0x = sx - cx; - var cy2p0y = sy - cy; - var angle0 = Math.atan2(cx2p0x, cy2p0y); - var angle1 = Math.atan2(ex - cx, ey - cy); - if (clockwise && angle0 < angle1) { - angle0 += Math.PI * 2; - } - else if (!clockwise && angle0 > angle1) { - angle1 += Math.PI * 2; - } - var startAngle = angle0; - var angleDiff = angle1 - angle0; - var absAngleDiff = Math.abs(angleDiff); - /* if (absAngleDiff >= PI_LBOUND && absAngleDiff <= PI_UBOUND) - { - const r1x = cx - nxtPx; - const r1y = cy - nxtPy; - - if (r1x === 0) - { - if (r1y > 0) - { - angleDiff = -angleDiff; - } - } - else if (r1x >= -GRAPHICS_CURVES.epsilon) - { - angleDiff = -angleDiff; - } - }*/ - var radius = Math.sqrt((cx2p0x * cx2p0x) + (cy2p0y * cy2p0y)); - var segCount = ((15 * absAngleDiff * Math.sqrt(radius) / Math.PI) >> 0) + 1; - var angleInc = angleDiff / segCount; - startAngle += angleInc; - if (clockwise) { - verts.push(cx, cy); - verts.push(sx, sy); - for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) { - verts.push(cx, cy); - verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius))); - } - verts.push(cx, cy); - verts.push(ex, ey); - } - else { - verts.push(sx, sy); - verts.push(cx, cy); - for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) { - verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius))); - verts.push(cx, cy); - } - verts.push(ex, ey); - verts.push(cx, cy); - } - return segCount * 2; - } - /** - * Builds a line to draw using the polygon method. - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties - * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output - */ - function buildNonNativeLine(graphicsData, graphicsGeometry) { - var shape = graphicsData.shape; - var points = graphicsData.points || shape.points.slice(); - var eps = graphicsGeometry.closePointEps; - if (points.length === 0) { - return; - } - // if the line width is an odd number add 0.5 to align to a whole pixel - // commenting this out fixes #711 and #1620 - // if (graphicsData.lineWidth%2) - // { - // for (i = 0; i < points.length; i++) - // { - // points[i] += 0.5; - // } - // } - var style = graphicsData.lineStyle; - // get first and last point.. figure out the middle! - var firstPoint = new Point$2(points[0], points[1]); - var lastPoint = new Point$2(points[points.length - 2], points[points.length - 1]); - var closedShape = shape.type !== SHAPES$2.POLY || shape.closeStroke; - var closedPath = Math.abs(firstPoint.x - lastPoint.x) < eps - && Math.abs(firstPoint.y - lastPoint.y) < eps; - // if the first point is the last point - gonna have issues :) - if (closedShape) { - // need to clone as we are going to slightly modify the shape.. - points = points.slice(); - if (closedPath) { - points.pop(); - points.pop(); - lastPoint.set(points[points.length - 2], points[points.length - 1]); - } - var midPointX = (firstPoint.x + lastPoint.x) * 0.5; - var midPointY = (lastPoint.y + firstPoint.y) * 0.5; - points.unshift(midPointX, midPointY); - points.push(midPointX, midPointY); - } - var verts = graphicsGeometry.points; - var length = points.length / 2; - var indexCount = points.length; - var indexStart = verts.length / 2; - // Max. inner and outer width - var width = style.width / 2; - var widthSquared = width * width; - var miterLimitSquared = style.miterLimit * style.miterLimit; - /* Line segments of interest where (x1,y1) forms the corner. */ - var x0 = points[0]; - var y0 = points[1]; - var x1 = points[2]; - var y1 = points[3]; - var x2 = 0; - var y2 = 0; - /* perp[?](x|y) = the line normal with magnitude lineWidth. */ - var perpx = -(y0 - y1); - var perpy = x0 - x1; - var perp1x = 0; - var perp1y = 0; - var dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); - perpx /= dist; - perpy /= dist; - perpx *= width; - perpy *= width; - var ratio = style.alignment; // 0.5; - var innerWeight = (1 - ratio) * 2; - var outerWeight = ratio * 2; - if (!closedShape) { - if (style.cap === LINE_CAP.ROUND) { - indexCount += round(x0 - (perpx * (innerWeight - outerWeight) * 0.5), y0 - (perpy * (innerWeight - outerWeight) * 0.5), x0 - (perpx * innerWeight), y0 - (perpy * innerWeight), x0 + (perpx * outerWeight), y0 + (perpy * outerWeight), verts, true) + 2; - } - else if (style.cap === LINE_CAP.SQUARE) { - indexCount += square(x0, y0, perpx, perpy, innerWeight, outerWeight, true, verts); - } - } - // Push first point (below & above vertices) - verts.push(x0 - (perpx * innerWeight), y0 - (perpy * innerWeight)); - verts.push(x0 + (perpx * outerWeight), y0 + (perpy * outerWeight)); - for (var i = 1; i < length - 1; ++i) { - x0 = points[(i - 1) * 2]; - y0 = points[((i - 1) * 2) + 1]; - x1 = points[i * 2]; - y1 = points[(i * 2) + 1]; - x2 = points[(i + 1) * 2]; - y2 = points[((i + 1) * 2) + 1]; - perpx = -(y0 - y1); - perpy = x0 - x1; - dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); - perpx /= dist; - perpy /= dist; - perpx *= width; - perpy *= width; - perp1x = -(y1 - y2); - perp1y = x1 - x2; - dist = Math.sqrt((perp1x * perp1x) + (perp1y * perp1y)); - perp1x /= dist; - perp1y /= dist; - perp1x *= width; - perp1y *= width; - /* d[x|y](0|1) = the component displacement between points p(0,1|1,2) */ - var dx0 = x1 - x0; - var dy0 = y0 - y1; - var dx1 = x1 - x2; - var dy1 = y2 - y1; - /* +ve if internal angle counterclockwise, -ve if internal angle clockwise. */ - var cross = (dy0 * dx1) - (dy1 * dx0); - var clockwise = (cross < 0); - /* Going nearly straight? */ - if (Math.abs(cross) < 0.1) { - verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); - verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); - continue; - } - /* p[x|y] is the miter point. pdist is the distance between miter point and p1. */ - var c1 = ((-perpx + x0) * (-perpy + y1)) - ((-perpx + x1) * (-perpy + y0)); - var c2 = ((-perp1x + x2) * (-perp1y + y1)) - ((-perp1x + x1) * (-perp1y + y2)); - var px = ((dx0 * c2) - (dx1 * c1)) / cross; - var py = ((dy1 * c1) - (dy0 * c2)) / cross; - var pdist = ((px - x1) * (px - x1)) + ((py - y1) * (py - y1)); - /* Inner miter point */ - var imx = x1 + ((px - x1) * innerWeight); - var imy = y1 + ((py - y1) * innerWeight); - /* Outer miter point */ - var omx = x1 - ((px - x1) * outerWeight); - var omy = y1 - ((py - y1) * outerWeight); - /* Is the inside miter point too far away, creating a spike? */ - var smallerInsideSegmentSq = Math.min((dx0 * dx0) + (dy0 * dy0), (dx1 * dx1) + (dy1 * dy1)); - var insideWeight = clockwise ? innerWeight : outerWeight; - var smallerInsideDiagonalSq = smallerInsideSegmentSq + (insideWeight * insideWeight * widthSquared); - var insideMiterOk = pdist <= smallerInsideDiagonalSq; - if (insideMiterOk) { - if (style.join === LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared) { - if (clockwise) /* rotating at inner angle */ { - verts.push(imx, imy); // inner miter point - verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex - verts.push(imx, imy); // inner miter point - verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex - } - else /* rotating at outer angle */ { - verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex - verts.push(omx, omy); // outer miter point - verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's outer vertex - verts.push(omx, omy); // outer miter point - } - indexCount += 2; - } - else if (style.join === LINE_JOIN.ROUND) { - if (clockwise) /* arc is outside */ { - verts.push(imx, imy); - verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); - indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 4; - verts.push(imx, imy); - verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); - } - else /* arc is inside */ { - verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); - verts.push(omx, omy); - indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 4; - verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); - verts.push(omx, omy); - } - } - else { - verts.push(imx, imy); - verts.push(omx, omy); - } - } - else // inside miter is NOT ok - { - verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex - verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex - if (style.join === LINE_JOIN.ROUND) { - if (clockwise) /* arc is outside */ { - indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 2; - } - else /* arc is inside */ { - indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 2; - } - } - else if (style.join === LINE_JOIN.MITER && pdist / widthSquared <= miterLimitSquared) { - if (clockwise) { - verts.push(omx, omy); // inner miter point - verts.push(omx, omy); // inner miter point - } - else { - verts.push(imx, imy); // outer miter point - verts.push(imx, imy); // outer miter point - } - indexCount += 2; - } - verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's inner vertex - verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex - indexCount += 2; - } - } - x0 = points[(length - 2) * 2]; - y0 = points[((length - 2) * 2) + 1]; - x1 = points[(length - 1) * 2]; - y1 = points[((length - 1) * 2) + 1]; - perpx = -(y0 - y1); - perpy = x0 - x1; - dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); - perpx /= dist; - perpy /= dist; - perpx *= width; - perpy *= width; - verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); - verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); - if (!closedShape) { - if (style.cap === LINE_CAP.ROUND) { - indexCount += round(x1 - (perpx * (innerWeight - outerWeight) * 0.5), y1 - (perpy * (innerWeight - outerWeight) * 0.5), x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), verts, false) + 2; - } - else if (style.cap === LINE_CAP.SQUARE) { - indexCount += square(x1, y1, perpx, perpy, innerWeight, outerWeight, false, verts); - } - } - var indices = graphicsGeometry.indices; - var eps2 = GRAPHICS_CURVES.epsilon * GRAPHICS_CURVES.epsilon; - // indices.push(indexStart); - for (var i = indexStart; i < indexCount + indexStart - 2; ++i) { - x0 = verts[(i * 2)]; - y0 = verts[(i * 2) + 1]; - x1 = verts[(i + 1) * 2]; - y1 = verts[((i + 1) * 2) + 1]; - x2 = verts[(i + 2) * 2]; - y2 = verts[((i + 2) * 2) + 1]; - /* Skip zero area triangles */ - if (Math.abs((x0 * (y1 - y2)) + (x1 * (y2 - y0)) + (x2 * (y0 - y1))) < eps2) { - continue; - } - indices.push(i, i + 1, i + 2); - } - } - /** - * Builds a line to draw using the gl.drawArrays(gl.LINES) method - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties - * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output - */ - function buildNativeLine(graphicsData, graphicsGeometry) { - var i = 0; - var shape = graphicsData.shape; - var points = graphicsData.points || shape.points; - var closedShape = shape.type !== SHAPES$2.POLY || shape.closeStroke; - if (points.length === 0) - { return; } - var verts = graphicsGeometry.points; - var indices = graphicsGeometry.indices; - var length = points.length / 2; - var startIndex = verts.length / 2; - var currentIndex = startIndex; - verts.push(points[0], points[1]); - for (i = 1; i < length; i++) { - verts.push(points[i * 2], points[(i * 2) + 1]); - indices.push(currentIndex, currentIndex + 1); - currentIndex++; - } - if (closedShape) { - indices.push(currentIndex, startIndex); - } - } - /** - * Builds a line to draw - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties - * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output - */ - function buildLine(graphicsData, graphicsGeometry) { - if (graphicsData.lineStyle.native) { - buildNativeLine(graphicsData, graphicsGeometry); - } - else { - buildNonNativeLine(graphicsData, graphicsGeometry); - } - } - - /** - * Utilities for arc curves. - * @private - */ - var ArcUtils = /** @class */ (function () { - function ArcUtils() { - } - /** - * The arcTo() method creates an arc/curve between two tangents on the canvas. - * - * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google! - * @private - * @param x1 - The x-coordinate of the beginning of the arc - * @param y1 - The y-coordinate of the beginning of the arc - * @param x2 - The x-coordinate of the end of the arc - * @param y2 - The y-coordinate of the end of the arc - * @param radius - The radius of the arc - * @param points - - * @returns - If the arc length is valid, return center of circle, radius and other info otherwise `null`. - */ - ArcUtils.curveTo = function (x1, y1, x2, y2, radius, points) { - var fromX = points[points.length - 2]; - var fromY = points[points.length - 1]; - var a1 = fromY - y1; - var b1 = fromX - x1; - var a2 = y2 - y1; - var b2 = x2 - x1; - var mm = Math.abs((a1 * b2) - (b1 * a2)); - if (mm < 1.0e-8 || radius === 0) { - if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1) { - points.push(x1, y1); - } - return null; - } - var dd = (a1 * a1) + (b1 * b1); - var cc = (a2 * a2) + (b2 * b2); - var tt = (a1 * a2) + (b1 * b2); - var k1 = radius * Math.sqrt(dd) / mm; - var k2 = radius * Math.sqrt(cc) / mm; - var j1 = k1 * tt / dd; - var j2 = k2 * tt / cc; - var cx = (k1 * b2) + (k2 * b1); - var cy = (k1 * a2) + (k2 * a1); - var px = b1 * (k2 + j1); - var py = a1 * (k2 + j1); - var qx = b2 * (k1 + j2); - var qy = a2 * (k1 + j2); - var startAngle = Math.atan2(py - cy, px - cx); - var endAngle = Math.atan2(qy - cy, qx - cx); - return { - cx: (cx + x1), - cy: (cy + y1), - radius: radius, - startAngle: startAngle, - endAngle: endAngle, - anticlockwise: (b1 * a2 > b2 * a1), - }; - }; - /* eslint-disable max-len */ - /** - * The arc method creates an arc/curve (used to create circles, or parts of circles). - * @private - * @param _startX - Start x location of arc - * @param _startY - Start y location of arc - * @param cx - The x-coordinate of the center of the circle - * @param cy - The y-coordinate of the center of the circle - * @param radius - The radius of the circle - * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position - * of the arc's circle) - * @param endAngle - The ending angle, in radians - * @param _anticlockwise - Specifies whether the drawing should be - * counter-clockwise or clockwise. False is default, and indicates clockwise, while true - * indicates counter-clockwise. - * @param points - Collection of points to add to - */ - ArcUtils.arc = function (_startX, _startY, cx, cy, radius, startAngle, endAngle, _anticlockwise, points) { - var sweep = endAngle - startAngle; - var n = GRAPHICS_CURVES._segmentsCount(Math.abs(sweep) * radius, Math.ceil(Math.abs(sweep) / PI_2$2) * 40); - var theta = (sweep) / (n * 2); - var theta2 = theta * 2; - var cTheta = Math.cos(theta); - var sTheta = Math.sin(theta); - var segMinus = n - 1; - var remainder = (segMinus % 1) / segMinus; - for (var i = 0; i <= segMinus; ++i) { - var real = i + (remainder * i); - var angle = ((theta) + startAngle + (theta2 * real)); - var c = Math.cos(angle); - var s = -Math.sin(angle); - points.push((((cTheta * c) + (sTheta * s)) * radius) + cx, (((cTheta * -s) + (sTheta * c)) * radius) + cy); - } - }; - return ArcUtils; - }()); - - /** - * Utilities for bezier curves - * @private - */ - var BezierUtils = /** @class */ (function () { - function BezierUtils() { - } - /** - * Calculate length of bezier curve. - * Analytical solution is impossible, since it involves an integral that does not integrate in general. - * Therefore numerical solution is used. - * @private - * @param fromX - Starting point x - * @param fromY - Starting point y - * @param cpX - Control point x - * @param cpY - Control point y - * @param cpX2 - Second Control point x - * @param cpY2 - Second Control point y - * @param toX - Destination point x - * @param toY - Destination point y - * @returns - Length of bezier curve - */ - BezierUtils.curveLength = function (fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY) { - var n = 10; - var result = 0.0; - var t = 0.0; - var t2 = 0.0; - var t3 = 0.0; - var nt = 0.0; - var nt2 = 0.0; - var nt3 = 0.0; - var x = 0.0; - var y = 0.0; - var dx = 0.0; - var dy = 0.0; - var prevX = fromX; - var prevY = fromY; - for (var i = 1; i <= n; ++i) { - t = i / n; - t2 = t * t; - t3 = t2 * t; - nt = (1.0 - t); - nt2 = nt * nt; - nt3 = nt2 * nt; - x = (nt3 * fromX) + (3.0 * nt2 * t * cpX) + (3.0 * nt * t2 * cpX2) + (t3 * toX); - y = (nt3 * fromY) + (3.0 * nt2 * t * cpY) + (3 * nt * t2 * cpY2) + (t3 * toY); - dx = prevX - x; - dy = prevY - y; - prevX = x; - prevY = y; - result += Math.sqrt((dx * dx) + (dy * dy)); - } - return result; - }; - /** - * Calculate the points for a bezier curve and then draws it. - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @param cpX - Control point x - * @param cpY - Control point y - * @param cpX2 - Second Control point x - * @param cpY2 - Second Control point y - * @param toX - Destination point x - * @param toY - Destination point y - * @param points - Path array to push points into - */ - BezierUtils.curveTo = function (cpX, cpY, cpX2, cpY2, toX, toY, points) { - var fromX = points[points.length - 2]; - var fromY = points[points.length - 1]; - points.length -= 2; - var n = GRAPHICS_CURVES._segmentsCount(BezierUtils.curveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY)); - var dt = 0; - var dt2 = 0; - var dt3 = 0; - var t2 = 0; - var t3 = 0; - points.push(fromX, fromY); - for (var i = 1, j = 0; i <= n; ++i) { - j = i / n; - dt = (1 - j); - dt2 = dt * dt; - dt3 = dt2 * dt; - t2 = j * j; - t3 = t2 * j; - points.push((dt3 * fromX) + (3 * dt2 * j * cpX) + (3 * dt * t2 * cpX2) + (t3 * toX), (dt3 * fromY) + (3 * dt2 * j * cpY) + (3 * dt * t2 * cpY2) + (t3 * toY)); - } - }; - return BezierUtils; - }()); - - /** - * Utilities for quadratic curves. - * @private - */ - var QuadraticUtils = /** @class */ (function () { - function QuadraticUtils() { - } - /** - * Calculate length of quadratic curve - * @see {@link http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/} - * for the detailed explanation of math behind this. - * @private - * @param fromX - x-coordinate of curve start point - * @param fromY - y-coordinate of curve start point - * @param cpX - x-coordinate of curve control point - * @param cpY - y-coordinate of curve control point - * @param toX - x-coordinate of curve end point - * @param toY - y-coordinate of curve end point - * @returns - Length of quadratic curve - */ - QuadraticUtils.curveLength = function (fromX, fromY, cpX, cpY, toX, toY) { - var ax = fromX - (2.0 * cpX) + toX; - var ay = fromY - (2.0 * cpY) + toY; - var bx = (2.0 * cpX) - (2.0 * fromX); - var by = (2.0 * cpY) - (2.0 * fromY); - var a = 4.0 * ((ax * ax) + (ay * ay)); - var b = 4.0 * ((ax * bx) + (ay * by)); - var c = (bx * bx) + (by * by); - var s = 2.0 * Math.sqrt(a + b + c); - var a2 = Math.sqrt(a); - var a32 = 2.0 * a * a2; - var c2 = 2.0 * Math.sqrt(c); - var ba = b / a2; - return ((a32 * s) - + (a2 * b * (s - c2)) - + (((4.0 * c * a) - (b * b)) - * Math.log(((2.0 * a2) + ba + s) / (ba + c2)))) / (4.0 * a32); - }; - /** - * Calculate the points for a quadratic bezier curve and then draws it. - * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c - * @private - * @param cpX - Control point x - * @param cpY - Control point y - * @param toX - Destination point x - * @param toY - Destination point y - * @param points - Points to add segments to. - */ - QuadraticUtils.curveTo = function (cpX, cpY, toX, toY, points) { - var fromX = points[points.length - 2]; - var fromY = points[points.length - 1]; - var n = GRAPHICS_CURVES._segmentsCount(QuadraticUtils.curveLength(fromX, fromY, cpX, cpY, toX, toY)); - var xa = 0; - var ya = 0; - for (var i = 1; i <= n; ++i) { - var j = i / n; - xa = fromX + ((cpX - fromX) * j); - ya = fromY + ((cpY - fromY) * j); - points.push(xa + (((cpX + ((toX - cpX) * j)) - xa) * j), ya + (((cpY + ((toY - cpY) * j)) - ya) * j)); - } - }; - return QuadraticUtils; - }()); - - /** - * A structure to hold interim batch objects for Graphics. - * @memberof PIXI.graphicsUtils - */ - var BatchPart = /** @class */ (function () { - function BatchPart() { - this.reset(); - } - /** - * Begin batch part. - * @param style - * @param startIndex - * @param attribStart - */ - BatchPart.prototype.begin = function (style, startIndex, attribStart) { - this.reset(); - this.style = style; - this.start = startIndex; - this.attribStart = attribStart; - }; - /** - * End batch part. - * @param endIndex - * @param endAttrib - */ - BatchPart.prototype.end = function (endIndex, endAttrib) { - this.attribSize = endAttrib - this.attribStart; - this.size = endIndex - this.start; - }; - BatchPart.prototype.reset = function () { - this.style = null; - this.size = 0; - this.start = 0; - this.attribStart = 0; - this.attribSize = 0; - }; - return BatchPart; - }()); - - /** - * Generalized convenience utilities for Graphics. - * @namespace graphicsUtils - * @memberof PIXI - */ - var _a; - /** - * Map of fill commands for each shape type. - * @memberof PIXI.graphicsUtils - * @member {object} FILL_COMMANDS - */ - var FILL_COMMANDS = (_a = {}, - _a[SHAPES$2.POLY] = buildPoly, - _a[SHAPES$2.CIRC] = buildCircle, - _a[SHAPES$2.ELIP] = buildCircle, - _a[SHAPES$2.RECT] = buildRectangle, - _a[SHAPES$2.RREC] = buildRoundedRectangle, - _a); - /** - * Batch pool, stores unused batches for preventing allocations. - * @memberof PIXI.graphicsUtils - * @member {Array} BATCH_POOL - */ - var BATCH_POOL = []; - /** - * Draw call pool, stores unused draw calls for preventing allocations. - * @memberof PIXI.graphicsUtils - * @member {Array} DRAW_CALL_POOL - */ - var DRAW_CALL_POOL = []; - - /** - * A class to contain data useful for Graphics objects - * @memberof PIXI - */ - var GraphicsData = /** @class */ (function () { - /** - * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. - * @param fillStyle - the width of the line to draw - * @param lineStyle - the color of the line to draw - * @param matrix - Transform matrix - */ - function GraphicsData(shape, fillStyle, lineStyle, matrix) { - if (fillStyle === void 0) { fillStyle = null; } - if (lineStyle === void 0) { lineStyle = null; } - if (matrix === void 0) { matrix = null; } - /** The collection of points. */ - this.points = []; - /** The collection of holes. */ - this.holes = []; - this.shape = shape; - this.lineStyle = lineStyle; - this.fillStyle = fillStyle; - this.matrix = matrix; - this.type = shape.type; - } - /** - * Creates a new GraphicsData object with the same values as this one. - * @returns - Cloned GraphicsData object - */ - GraphicsData.prototype.clone = function () { - return new GraphicsData(this.shape, this.fillStyle, this.lineStyle, this.matrix); - }; - /** Destroys the Graphics data. */ - GraphicsData.prototype.destroy = function () { - this.shape = null; - this.holes.length = 0; - this.holes = null; - this.points.length = 0; - this.points = null; - this.lineStyle = null; - this.fillStyle = null; - }; - return GraphicsData; - }()); - - var tmpPoint = new Point$2(); - /** - * The Graphics class contains methods used to draw primitive shapes such as lines, circles and - * rectangles to the display, and to color and fill them. - * - * GraphicsGeometry is designed to not be continually updating the geometry since it's expensive - * to re-tesselate using **earcut**. Consider using {@link PIXI.Mesh} for this use-case, it's much faster. - * @memberof PIXI - */ - var GraphicsGeometry = /** @class */ (function (_super) { - __extends$g(GraphicsGeometry, _super); - // eslint-disable-next-line @typescript-eslint/no-useless-constructor - function GraphicsGeometry() { - var _this = _super.call(this) || this; - /** Minimal distance between points that are considered different. Affects line tesselation. */ - _this.closePointEps = 1e-4; - /** Padding to add to the bounds. */ - _this.boundsPadding = 0; - _this.uvsFloat32 = null; - _this.indicesUint16 = null; - _this.batchable = false; - /** An array of points to draw, 2 numbers per point */ - _this.points = []; - /** The collection of colors */ - _this.colors = []; - /** The UVs collection */ - _this.uvs = []; - /** The indices of the vertices */ - _this.indices = []; - /** Reference to the texture IDs. */ - _this.textureIds = []; - /** - * The collection of drawn shapes. - * @member {PIXI.GraphicsData[]} - */ - _this.graphicsData = []; - /** - * List of current draw calls drived from the batches. - * @member {PIXI.BatchDrawCall[]} - */ - _this.drawCalls = []; - /** Batches need to regenerated if the geometry is updated. */ - _this.batchDirty = -1; - /** - * Intermediate abstract format sent to batch system. - * Can be converted to drawCalls or to batchable objects. - * @member {PIXI.graphicsUtils.BatchPart[]} - */ - _this.batches = []; - /** Used to detect if the graphics object has changed. */ - _this.dirty = 0; - /** Used to check if the cache is dirty. */ - _this.cacheDirty = -1; - /** Used to detect if we cleared the graphicsData. */ - _this.clearDirty = 0; - /** Index of the last batched shape in the stack of calls. */ - _this.shapeIndex = 0; - /** Cached bounds. */ - _this._bounds = new Bounds$2(); - /** The bounds dirty flag. */ - _this.boundsDirty = -1; - return _this; - } - Object.defineProperty(GraphicsGeometry.prototype, "bounds", { - /** - * Get the current bounds of the graphic geometry. - * @readonly - */ - get: function () { - this.updateBatches(); - if (this.boundsDirty !== this.dirty) { - this.boundsDirty = this.dirty; - this.calculateBounds(); - } - return this._bounds; - }, - enumerable: false, - configurable: true - }); - /** Call if you changed graphicsData manually. Empties all batch buffers. */ - GraphicsGeometry.prototype.invalidate = function () { - this.boundsDirty = -1; - this.dirty++; - this.batchDirty++; - this.shapeIndex = 0; - this.points.length = 0; - this.colors.length = 0; - this.uvs.length = 0; - this.indices.length = 0; - this.textureIds.length = 0; - for (var i = 0; i < this.drawCalls.length; i++) { - this.drawCalls[i].texArray.clear(); - DRAW_CALL_POOL.push(this.drawCalls[i]); - } - this.drawCalls.length = 0; - for (var i = 0; i < this.batches.length; i++) { - var batchPart = this.batches[i]; - batchPart.reset(); - BATCH_POOL.push(batchPart); - } - this.batches.length = 0; - }; - /** - * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. - * @returns - This GraphicsGeometry object. Good for chaining method calls - */ - GraphicsGeometry.prototype.clear = function () { - if (this.graphicsData.length > 0) { - this.invalidate(); - this.clearDirty++; - this.graphicsData.length = 0; - } - return this; - }; - /** - * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. - * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. - * @param fillStyle - Defines style of the fill. - * @param lineStyle - Defines style of the lines. - * @param matrix - Transform applied to the points of the shape. - * @returns - Returns geometry for chaining. - */ - GraphicsGeometry.prototype.drawShape = function (shape, fillStyle, lineStyle, matrix) { - if (fillStyle === void 0) { fillStyle = null; } - if (lineStyle === void 0) { lineStyle = null; } - if (matrix === void 0) { matrix = null; } - var data = new GraphicsData(shape, fillStyle, lineStyle, matrix); - this.graphicsData.push(data); - this.dirty++; - return this; - }; - /** - * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. - * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. - * @param matrix - Transform applied to the points of the shape. - * @returns - Returns geometry for chaining. - */ - GraphicsGeometry.prototype.drawHole = function (shape, matrix) { - if (matrix === void 0) { matrix = null; } - if (!this.graphicsData.length) { - return null; - } - var data = new GraphicsData(shape, null, null, matrix); - var lastShape = this.graphicsData[this.graphicsData.length - 1]; - data.lineStyle = lastShape.lineStyle; - lastShape.holes.push(data); - this.dirty++; - return this; - }; - /** Destroys the GraphicsGeometry object. */ - GraphicsGeometry.prototype.destroy = function () { - _super.prototype.destroy.call(this); - // destroy each of the GraphicsData objects - for (var i = 0; i < this.graphicsData.length; ++i) { - this.graphicsData[i].destroy(); - } - this.points.length = 0; - this.points = null; - this.colors.length = 0; - this.colors = null; - this.uvs.length = 0; - this.uvs = null; - this.indices.length = 0; - this.indices = null; - this.indexBuffer.destroy(); - this.indexBuffer = null; - this.graphicsData.length = 0; - this.graphicsData = null; - this.drawCalls.length = 0; - this.drawCalls = null; - this.batches.length = 0; - this.batches = null; - this._bounds = null; - }; - /** - * Check to see if a point is contained within this geometry. - * @param point - Point to check if it's contained. - * @returns {boolean} `true` if the point is contained within geometry. - */ - GraphicsGeometry.prototype.containsPoint = function (point) { - var graphicsData = this.graphicsData; - for (var i = 0; i < graphicsData.length; ++i) { - var data = graphicsData[i]; - if (!data.fillStyle.visible) { - continue; - } - // only deal with fills.. - if (data.shape) { - if (data.matrix) { - data.matrix.applyInverse(point, tmpPoint); - } - else { - tmpPoint.copyFrom(point); - } - if (data.shape.contains(tmpPoint.x, tmpPoint.y)) { - var hitHole = false; - if (data.holes) { - for (var i_1 = 0; i_1 < data.holes.length; i_1++) { - var hole = data.holes[i_1]; - if (hole.shape.contains(tmpPoint.x, tmpPoint.y)) { - hitHole = true; - break; - } - } - } - if (!hitHole) { - return true; - } - } - } - } - return false; - }; - /** - * Generates intermediate batch data. Either gets converted to drawCalls - * or used to convert to batch objects directly by the Graphics object. - */ - GraphicsGeometry.prototype.updateBatches = function () { - if (!this.graphicsData.length) { - this.batchable = true; - return; - } - if (!this.validateBatching()) { - return; - } - this.cacheDirty = this.dirty; - var uvs = this.uvs; - var graphicsData = this.graphicsData; - var batchPart = null; - var currentStyle = null; - if (this.batches.length > 0) { - batchPart = this.batches[this.batches.length - 1]; - currentStyle = batchPart.style; - } - for (var i = this.shapeIndex; i < graphicsData.length; i++) { - this.shapeIndex++; - var data = graphicsData[i]; - var fillStyle = data.fillStyle; - var lineStyle = data.lineStyle; - var command = FILL_COMMANDS[data.type]; - // build out the shapes points.. - command.build(data); - if (data.matrix) { - this.transformPoints(data.points, data.matrix); - } - if (fillStyle.visible || lineStyle.visible) { - this.processHoles(data.holes); - } - for (var j = 0; j < 2; j++) { - var style = (j === 0) ? fillStyle : lineStyle; - if (!style.visible) - { continue; } - var nextTexture = style.texture.baseTexture; - var index_1 = this.indices.length; - var attribIndex = this.points.length / 2; - nextTexture.wrapMode = WRAP_MODES$8.REPEAT; - if (j === 0) { - this.processFill(data); - } - else { - this.processLine(data); - } - var size = (this.points.length / 2) - attribIndex; - if (size === 0) - { continue; } - // close batch if style is different - if (batchPart && !this._compareStyles(currentStyle, style)) { - batchPart.end(index_1, attribIndex); - batchPart = null; - } - // spawn new batch if its first batch or previous was closed - if (!batchPart) { - batchPart = BATCH_POOL.pop() || new BatchPart(); - batchPart.begin(style, index_1, attribIndex); - this.batches.push(batchPart); - currentStyle = style; - } - this.addUvs(this.points, uvs, style.texture, attribIndex, size, style.matrix); - } - } - var index = this.indices.length; - var attrib = this.points.length / 2; - if (batchPart) { - batchPart.end(index, attrib); - } - if (this.batches.length === 0) { - // there are no visible styles in GraphicsData - // its possible that someone wants Graphics just for the bounds - this.batchable = true; - return; - } - var need32 = attrib > 0xffff; - // prevent allocation when length is same as buffer - if (this.indicesUint16 && this.indices.length === this.indicesUint16.length - && need32 === (this.indicesUint16.BYTES_PER_ELEMENT > 2)) { - this.indicesUint16.set(this.indices); - } - else { - this.indicesUint16 = need32 ? new Uint32Array(this.indices) : new Uint16Array(this.indices); - } - // TODO make this a const.. - this.batchable = this.isBatchable(); - if (this.batchable) { - this.packBatches(); - } - else { - this.buildDrawCalls(); - } - }; - /** - * Affinity check - * @param styleA - * @param styleB - */ - GraphicsGeometry.prototype._compareStyles = function (styleA, styleB) { - if (!styleA || !styleB) { - return false; - } - if (styleA.texture.baseTexture !== styleB.texture.baseTexture) { - return false; - } - if (styleA.color + styleA.alpha !== styleB.color + styleB.alpha) { - return false; - } - if (!!styleA.native !== !!styleB.native) { - return false; - } - return true; - }; - /** Test geometry for batching process. */ - GraphicsGeometry.prototype.validateBatching = function () { - if (this.dirty === this.cacheDirty || !this.graphicsData.length) { - return false; - } - for (var i = 0, l = this.graphicsData.length; i < l; i++) { - var data = this.graphicsData[i]; - var fill = data.fillStyle; - var line = data.lineStyle; - if (fill && !fill.texture.baseTexture.valid) - { return false; } - if (line && !line.texture.baseTexture.valid) - { return false; } - } - return true; - }; - /** Offset the indices so that it works with the batcher. */ - GraphicsGeometry.prototype.packBatches = function () { - this.batchDirty++; - this.uvsFloat32 = new Float32Array(this.uvs); - var batches = this.batches; - for (var i = 0, l = batches.length; i < l; i++) { - var batch = batches[i]; - for (var j = 0; j < batch.size; j++) { - var index = batch.start + j; - this.indicesUint16[index] = this.indicesUint16[index] - batch.attribStart; - } - } - }; - /** - * Checks to see if this graphics geometry can be batched. - * Currently it needs to be small enough and not contain any native lines. - */ - GraphicsGeometry.prototype.isBatchable = function () { - // prevent heavy mesh batching - if (this.points.length > 0xffff * 2) { - return false; - } - var batches = this.batches; - for (var i = 0; i < batches.length; i++) { - if (batches[i].style.native) { - return false; - } - } - return (this.points.length < GraphicsGeometry.BATCHABLE_SIZE * 2); - }; - /** Converts intermediate batches data to drawCalls. */ - GraphicsGeometry.prototype.buildDrawCalls = function () { - var TICK = ++BaseTexture._globalBatch; - for (var i = 0; i < this.drawCalls.length; i++) { - this.drawCalls[i].texArray.clear(); - DRAW_CALL_POOL.push(this.drawCalls[i]); - } - this.drawCalls.length = 0; - var colors = this.colors; - var textureIds = this.textureIds; - var currentGroup = DRAW_CALL_POOL.pop(); - if (!currentGroup) { - currentGroup = new BatchDrawCall(); - currentGroup.texArray = new BatchTextureArray(); - } - currentGroup.texArray.count = 0; - currentGroup.start = 0; - currentGroup.size = 0; - currentGroup.type = DRAW_MODES$8.TRIANGLES; - var textureCount = 0; - var currentTexture = null; - var textureId = 0; - var native = false; - var drawMode = DRAW_MODES$8.TRIANGLES; - var index = 0; - this.drawCalls.push(currentGroup); - // TODO - this can be simplified - for (var i = 0; i < this.batches.length; i++) { - var data = this.batches[i]; - // TODO add some full on MAX_TEXTURE CODE.. - var MAX_TEXTURES = 8; - // Forced cast for checking `native` without errors - var style = data.style; - var nextTexture = style.texture.baseTexture; - if (native !== !!style.native) { - native = !!style.native; - drawMode = native ? DRAW_MODES$8.LINES : DRAW_MODES$8.TRIANGLES; - // force the batch to break! - currentTexture = null; - textureCount = MAX_TEXTURES; - TICK++; - } - if (currentTexture !== nextTexture) { - currentTexture = nextTexture; - if (nextTexture._batchEnabled !== TICK) { - if (textureCount === MAX_TEXTURES) { - TICK++; - textureCount = 0; - if (currentGroup.size > 0) { - currentGroup = DRAW_CALL_POOL.pop(); - if (!currentGroup) { - currentGroup = new BatchDrawCall(); - currentGroup.texArray = new BatchTextureArray(); - } - this.drawCalls.push(currentGroup); - } - currentGroup.start = index; - currentGroup.size = 0; - currentGroup.texArray.count = 0; - currentGroup.type = drawMode; - } - // TODO add this to the render part.. - // Hack! Because texture has protected `touched` - nextTexture.touched = 1; // touch; - nextTexture._batchEnabled = TICK; - nextTexture._batchLocation = textureCount; - nextTexture.wrapMode = WRAP_MODES$8.REPEAT; - currentGroup.texArray.elements[currentGroup.texArray.count++] = nextTexture; - textureCount++; - } - } - currentGroup.size += data.size; - index += data.size; - textureId = nextTexture._batchLocation; - this.addColors(colors, style.color, style.alpha, data.attribSize, data.attribStart); - this.addTextureIds(textureIds, textureId, data.attribSize, data.attribStart); - } - BaseTexture._globalBatch = TICK; - // upload.. - // merge for now! - this.packAttributes(); - }; - /** Packs attributes to single buffer. */ - GraphicsGeometry.prototype.packAttributes = function () { - var verts = this.points; - var uvs = this.uvs; - var colors = this.colors; - var textureIds = this.textureIds; - // verts are 2 positions.. so we * by 3 as there are 6 properties.. then 4 cos its bytes - var glPoints = new ArrayBuffer(verts.length * 3 * 4); - var f32 = new Float32Array(glPoints); - var u32 = new Uint32Array(glPoints); - var p = 0; - for (var i = 0; i < verts.length / 2; i++) { - f32[p++] = verts[i * 2]; - f32[p++] = verts[(i * 2) + 1]; - f32[p++] = uvs[i * 2]; - f32[p++] = uvs[(i * 2) + 1]; - u32[p++] = colors[i]; - f32[p++] = textureIds[i]; - } - this._buffer.update(glPoints); - this._indexBuffer.update(this.indicesUint16); - }; - /** - * Process fill part of Graphics. - * @param data - */ - GraphicsGeometry.prototype.processFill = function (data) { - if (data.holes.length) { - buildPoly.triangulate(data, this); - } - else { - var command = FILL_COMMANDS[data.type]; - command.triangulate(data, this); - } - }; - /** - * Process line part of Graphics. - * @param data - */ - GraphicsGeometry.prototype.processLine = function (data) { - buildLine(data, this); - for (var i = 0; i < data.holes.length; i++) { - buildLine(data.holes[i], this); - } - }; - /** - * Process the holes data. - * @param holes - */ - GraphicsGeometry.prototype.processHoles = function (holes) { - for (var i = 0; i < holes.length; i++) { - var hole = holes[i]; - var command = FILL_COMMANDS[hole.type]; - command.build(hole); - if (hole.matrix) { - this.transformPoints(hole.points, hole.matrix); - } - } - }; - /** Update the local bounds of the object. Expensive to use performance-wise. */ - GraphicsGeometry.prototype.calculateBounds = function () { - var bounds = this._bounds; - bounds.clear(); - bounds.addVertexData(this.points, 0, this.points.length); - bounds.pad(this.boundsPadding, this.boundsPadding); - }; - /** - * Transform points using matrix. - * @param points - Points to transform - * @param matrix - Transform matrix - */ - GraphicsGeometry.prototype.transformPoints = function (points, matrix) { - for (var i = 0; i < points.length / 2; i++) { - var x = points[(i * 2)]; - var y = points[(i * 2) + 1]; - points[(i * 2)] = (matrix.a * x) + (matrix.c * y) + matrix.tx; - points[(i * 2) + 1] = (matrix.b * x) + (matrix.d * y) + matrix.ty; - } - }; - /** - * Add colors. - * @param colors - List of colors to add to - * @param color - Color to add - * @param alpha - Alpha to use - * @param size - Number of colors to add - * @param offset - */ - GraphicsGeometry.prototype.addColors = function (colors, color, alpha, size, offset) { - if (offset === void 0) { offset = 0; } - // TODO use the premultiply bits Ivan added - var rgb = (color >> 16) + (color & 0xff00) + ((color & 0xff) << 16); - var rgba = premultiplyTint(rgb, alpha); - colors.length = Math.max(colors.length, offset + size); - for (var i = 0; i < size; i++) { - colors[offset + i] = rgba; - } - }; - /** - * Add texture id that the shader/fragment wants to use. - * @param textureIds - * @param id - * @param size - * @param offset - */ - GraphicsGeometry.prototype.addTextureIds = function (textureIds, id, size, offset) { - if (offset === void 0) { offset = 0; } - textureIds.length = Math.max(textureIds.length, offset + size); - for (var i = 0; i < size; i++) { - textureIds[offset + i] = id; - } - }; - /** - * Generates the UVs for a shape. - * @param verts - Vertices - * @param uvs - UVs - * @param texture - Reference to Texture - * @param start - Index buffer start index. - * @param size - The size/length for index buffer. - * @param matrix - Optional transform for all points. - */ - GraphicsGeometry.prototype.addUvs = function (verts, uvs, texture, start, size, matrix) { - if (matrix === void 0) { matrix = null; } - var index = 0; - var uvsStart = uvs.length; - var frame = texture.frame; - while (index < size) { - var x = verts[(start + index) * 2]; - var y = verts[((start + index) * 2) + 1]; - if (matrix) { - var nx = (matrix.a * x) + (matrix.c * y) + matrix.tx; - y = (matrix.b * x) + (matrix.d * y) + matrix.ty; - x = nx; - } - index++; - uvs.push(x / frame.width, y / frame.height); - } - var baseTexture = texture.baseTexture; - if (frame.width < baseTexture.width - || frame.height < baseTexture.height) { - this.adjustUvs(uvs, texture, uvsStart, size); - } - }; - /** - * Modify uvs array according to position of texture region - * Does not work with rotated or trimmed textures - * @param uvs - array - * @param texture - region - * @param start - starting index for uvs - * @param size - how many points to adjust - */ - GraphicsGeometry.prototype.adjustUvs = function (uvs, texture, start, size) { - var baseTexture = texture.baseTexture; - var eps = 1e-6; - var finish = start + (size * 2); - var frame = texture.frame; - var scaleX = frame.width / baseTexture.width; - var scaleY = frame.height / baseTexture.height; - var offsetX = frame.x / frame.width; - var offsetY = frame.y / frame.height; - var minX = Math.floor(uvs[start] + eps); - var minY = Math.floor(uvs[start + 1] + eps); - for (var i = start + 2; i < finish; i += 2) { - minX = Math.min(minX, Math.floor(uvs[i] + eps)); - minY = Math.min(minY, Math.floor(uvs[i + 1] + eps)); - } - offsetX -= minX; - offsetY -= minY; - for (var i = start; i < finish; i += 2) { - uvs[i] = (uvs[i] + offsetX) * scaleX; - uvs[i + 1] = (uvs[i + 1] + offsetY) * scaleY; - } - }; - /** - * The maximum number of points to consider an object "batchable", - * able to be batched by the renderer's batch system. - \ - */ - GraphicsGeometry.BATCHABLE_SIZE = 100; - return GraphicsGeometry; - }(BatchGeometry)); - - /** - * Represents the line style for Graphics. - * @memberof PIXI - */ - var LineStyle = /** @class */ (function (_super) { - __extends$g(LineStyle, _super); - function LineStyle() { - var _this = _super !== null && _super.apply(this, arguments) || this; - /** The width (thickness) of any lines drawn. */ - _this.width = 0; - /** The alignment of any lines drawn (0.5 = middle, 1 = outer, 0 = inner). WebGL only. */ - _this.alignment = 0.5; - /** If true the lines will be draw using LINES instead of TRIANGLE_STRIP. */ - _this.native = false; - /** - * Line cap style. - * @member {PIXI.LINE_CAP} - * @default PIXI.LINE_CAP.BUTT - */ - _this.cap = LINE_CAP.BUTT; - /** - * Line join style. - * @member {PIXI.LINE_JOIN} - * @default PIXI.LINE_JOIN.MITER - */ - _this.join = LINE_JOIN.MITER; - /** Miter limit. */ - _this.miterLimit = 10; - return _this; - } - /** Clones the object. */ - LineStyle.prototype.clone = function () { - var obj = new LineStyle(); - obj.color = this.color; - obj.alpha = this.alpha; - obj.texture = this.texture; - obj.matrix = this.matrix; - obj.visible = this.visible; - obj.width = this.width; - obj.alignment = this.alignment; - obj.native = this.native; - obj.cap = this.cap; - obj.join = this.join; - obj.miterLimit = this.miterLimit; - return obj; - }; - /** Reset the line style to default. */ - LineStyle.prototype.reset = function () { - _super.prototype.reset.call(this); - // Override default line style color - this.color = 0x0; - this.alignment = 0.5; - this.width = 0; - this.native = false; - }; - return LineStyle; - }(FillStyle)); - - var temp = new Float32Array(3); - // a default shaders map used by graphics.. - var DEFAULT_SHADERS = {}; - /** - * The Graphics class is primarily used to render primitive shapes such as lines, circles and - * rectangles to the display, and to color and fill them. However, you can also use a Graphics - * object to build a list of primitives to use as a mask, or as a complex hitArea. - * - * Please note that due to legacy naming conventions, the behavior of some functions in this class - * can be confusing. Each call to `drawRect()`, `drawPolygon()`, etc. actually stores that primitive - * in the Geometry class's GraphicsGeometry object for later use in rendering or hit testing - the - * functions do not directly draw anything to the screen. Similarly, the `clear()` function doesn't - * change the screen, it simply resets the list of primitives, which can be useful if you want to - * rebuild the contents of an existing Graphics object. - * - * Once a GraphicsGeometry list is built, you can re-use it in other Geometry objects as - * an optimization, by passing it into a new Geometry object's constructor. Because of this - * ability, it's important to call `destroy()` on Geometry objects once you are done with them, to - * properly dereference each GraphicsGeometry and prevent memory leaks. - * @memberof PIXI - */ - var Graphics = /** @class */ (function (_super) { - __extends$g(Graphics, _super); - /** - * @param geometry - Geometry to use, if omitted will create a new GraphicsGeometry instance. - */ - function Graphics(geometry) { - if (geometry === void 0) { geometry = null; } - var _this = _super.call(this) || this; - /** - * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU. - * Can be shared between multiple Graphics objects. - */ - _this.shader = null; - /** Renderer plugin for batching */ - _this.pluginName = 'batch'; - /** - * Current path - * @readonly - */ - _this.currentPath = null; - /** A collections of batches! These can be drawn by the renderer batch system. */ - _this.batches = []; - /** Update dirty for limiting calculating tints for batches. */ - _this.batchTint = -1; - /** Update dirty for limiting calculating batches.*/ - _this.batchDirty = -1; - /** Copy of the object vertex data. */ - _this.vertexData = null; - /** Current fill style. */ - _this._fillStyle = new FillStyle(); - /** Current line style. */ - _this._lineStyle = new LineStyle(); - /** Current shape transform matrix. */ - _this._matrix = null; - /** Current hole mode is enabled. */ - _this._holeMode = false; - /** - * Represents the WebGL state the Graphics required to render, excludes shader and geometry. E.g., - * blend mode, culling, depth testing, direction of rendering triangles, backface, etc. - */ - _this.state = State.for2d(); - _this._geometry = geometry || new GraphicsGeometry(); - _this._geometry.refCount++; - /** - * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite. - * This is useful if your graphics element does not change often, as it will speed up the rendering - * of the object in exchange for taking up texture memory. It is also useful if you need the graphics - * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if - * you are constantly redrawing the graphics element. - * @name cacheAsBitmap - * @member {boolean} - * @memberof PIXI.Graphics# - * @default false - */ - _this._transformID = -1; - // Set default - _this.tint = 0xFFFFFF; - _this.blendMode = BLEND_MODES$8.NORMAL; - return _this; - } - Object.defineProperty(Graphics.prototype, "geometry", { - /** - * Includes vertex positions, face indices, normals, colors, UVs, and - * custom attributes within buffers, reducing the cost of passing all - * this data to the GPU. Can be shared between multiple Mesh or Graphics objects. - * @readonly - */ - get: function () { - return this._geometry; - }, - enumerable: false, - configurable: true - }); - /** - * Creates a new Graphics object with the same values as this one. - * Note that only the geometry of the object is cloned, not its transform (position,scale,etc) - * @returns - A clone of the graphics object - */ - Graphics.prototype.clone = function () { - this.finishPoly(); - return new Graphics(this._geometry); - }; - Object.defineProperty(Graphics.prototype, "blendMode", { - get: function () { - return this.state.blendMode; - }, - /** - * The blend mode to be applied to the graphic shape. Apply a value of - * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. Note that, since each - * primitive in the GraphicsGeometry list is rendered sequentially, modes - * such as `PIXI.BLEND_MODES.ADD` and `PIXI.BLEND_MODES.MULTIPLY` will - * be applied per-primitive. - * @default PIXI.BLEND_MODES.NORMAL - */ - set: function (value) { - this.state.blendMode = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Graphics.prototype, "tint", { - /** - * The tint applied to each graphic shape. This is a hex value. A value of - * 0xFFFFFF will remove any tint effect. - * @default 0xFFFFFF - */ - get: function () { - return this._tint; - }, - set: function (value) { - this._tint = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Graphics.prototype, "fill", { - /** - * The current fill style. - * @readonly - */ - get: function () { - return this._fillStyle; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Graphics.prototype, "line", { - /** - * The current line style. - * @readonly - */ - get: function () { - return this._lineStyle; - }, - enumerable: false, - configurable: true - }); - Graphics.prototype.lineStyle = function (options, color, alpha, alignment, native) { - if (options === void 0) { options = null; } - if (color === void 0) { color = 0x0; } - if (alpha === void 0) { alpha = 1; } - if (alignment === void 0) { alignment = 0.5; } - if (native === void 0) { native = false; } - // Support non-object params: (width, color, alpha, alignment, native) - if (typeof options === 'number') { - options = { width: options, color: color, alpha: alpha, alignment: alignment, native: native }; - } - return this.lineTextureStyle(options); - }; - /** - * Like line style but support texture for line fill. - * @param [options] - Collection of options for setting line style. - * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style - * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to use - * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style. - * Default 0xFFFFFF if texture present. - * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style - * @param {PIXI.Matrix} [options.matrix=null] - Texture matrix to transform texture - * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outer). - * WebGL only. - * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP - * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style - * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style - * @param {number}[options.miterLimit=10] - miter limit ratio - * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls - */ - Graphics.prototype.lineTextureStyle = function (options) { - // Apply defaults - options = Object.assign({ - width: 0, - texture: Texture.WHITE, - color: (options && options.texture) ? 0xFFFFFF : 0x0, - alpha: 1, - matrix: null, - alignment: 0.5, - native: false, - cap: LINE_CAP.BUTT, - join: LINE_JOIN.MITER, - miterLimit: 10, - }, options); - if (this.currentPath) { - this.startPoly(); - } - var visible = options.width > 0 && options.alpha > 0; - if (!visible) { - this._lineStyle.reset(); - } - else { - if (options.matrix) { - options.matrix = options.matrix.clone(); - options.matrix.invert(); - } - Object.assign(this._lineStyle, { visible: visible }, options); - } - return this; - }; - /** - * Start a polygon object internally. - * @protected - */ - Graphics.prototype.startPoly = function () { - if (this.currentPath) { - var points = this.currentPath.points; - var len = this.currentPath.points.length; - if (len > 2) { - this.drawShape(this.currentPath); - this.currentPath = new Polygon(); - this.currentPath.closeStroke = false; - this.currentPath.points.push(points[len - 2], points[len - 1]); - } - } - else { - this.currentPath = new Polygon(); - this.currentPath.closeStroke = false; - } - }; - /** - * Finish the polygon object. - * @protected - */ - Graphics.prototype.finishPoly = function () { - if (this.currentPath) { - if (this.currentPath.points.length > 2) { - this.drawShape(this.currentPath); - this.currentPath = null; - } - else { - this.currentPath.points.length = 0; - } - } - }; - /** - * Moves the current drawing position to x, y. - * @param x - the X coordinate to move to - * @param y - the Y coordinate to move to - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.moveTo = function (x, y) { - this.startPoly(); - this.currentPath.points[0] = x; - this.currentPath.points[1] = y; - return this; - }; - /** - * Draws a line using the current line style from the current drawing position to (x, y); - * The current drawing position is then set to (x, y). - * @param x - the X coordinate to draw to - * @param y - the Y coordinate to draw to - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.lineTo = function (x, y) { - if (!this.currentPath) { - this.moveTo(0, 0); - } - // remove duplicates.. - var points = this.currentPath.points; - var fromX = points[points.length - 2]; - var fromY = points[points.length - 1]; - if (fromX !== x || fromY !== y) { - points.push(x, y); - } - return this; - }; - /** - * Initialize the curve - * @param x - * @param y - */ - Graphics.prototype._initCurve = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (this.currentPath) { - if (this.currentPath.points.length === 0) { - this.currentPath.points = [x, y]; - } - } - else { - this.moveTo(x, y); - } - }; - /** - * Calculate the points for a quadratic bezier curve and then draws it. - * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c - * @param cpX - Control point x - * @param cpY - Control point y - * @param toX - Destination point x - * @param toY - Destination point y - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.quadraticCurveTo = function (cpX, cpY, toX, toY) { - this._initCurve(); - var points = this.currentPath.points; - if (points.length === 0) { - this.moveTo(0, 0); - } - QuadraticUtils.curveTo(cpX, cpY, toX, toY, points); - return this; - }; - /** - * Calculate the points for a bezier curve and then draws it. - * @param cpX - Control point x - * @param cpY - Control point y - * @param cpX2 - Second Control point x - * @param cpY2 - Second Control point y - * @param toX - Destination point x - * @param toY - Destination point y - * @returns This Graphics object. Good for chaining method calls - */ - Graphics.prototype.bezierCurveTo = function (cpX, cpY, cpX2, cpY2, toX, toY) { - this._initCurve(); - BezierUtils.curveTo(cpX, cpY, cpX2, cpY2, toX, toY, this.currentPath.points); - return this; - }; - /** - * The arcTo() method creates an arc/curve between two tangents on the canvas. - * - * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google! - * @param x1 - The x-coordinate of the first tangent point of the arc - * @param y1 - The y-coordinate of the first tangent point of the arc - * @param x2 - The x-coordinate of the end of the arc - * @param y2 - The y-coordinate of the end of the arc - * @param radius - The radius of the arc - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.arcTo = function (x1, y1, x2, y2, radius) { - this._initCurve(x1, y1); - var points = this.currentPath.points; - var result = ArcUtils.curveTo(x1, y1, x2, y2, radius, points); - if (result) { - var cx = result.cx, cy = result.cy, radius_1 = result.radius, startAngle = result.startAngle, endAngle = result.endAngle, anticlockwise = result.anticlockwise; - this.arc(cx, cy, radius_1, startAngle, endAngle, anticlockwise); - } - return this; - }; - /** - * The arc method creates an arc/curve (used to create circles, or parts of circles). - * @param cx - The x-coordinate of the center of the circle - * @param cy - The y-coordinate of the center of the circle - * @param radius - The radius of the circle - * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position - * of the arc's circle) - * @param endAngle - The ending angle, in radians - * @param anticlockwise - Specifies whether the drawing should be - * counter-clockwise or clockwise. False is default, and indicates clockwise, while true - * indicates counter-clockwise. - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.arc = function (cx, cy, radius, startAngle, endAngle, anticlockwise) { - if (anticlockwise === void 0) { anticlockwise = false; } - if (startAngle === endAngle) { - return this; - } - if (!anticlockwise && endAngle <= startAngle) { - endAngle += PI_2$2; - } - else if (anticlockwise && startAngle <= endAngle) { - startAngle += PI_2$2; - } - var sweep = endAngle - startAngle; - if (sweep === 0) { - return this; - } - var startX = cx + (Math.cos(startAngle) * radius); - var startY = cy + (Math.sin(startAngle) * radius); - var eps = this._geometry.closePointEps; - // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path. - var points = this.currentPath ? this.currentPath.points : null; - if (points) { - // TODO: make a better fix. - // We check how far our start is from the last existing point - var xDiff = Math.abs(points[points.length - 2] - startX); - var yDiff = Math.abs(points[points.length - 1] - startY); - if (xDiff < eps && yDiff < eps) ; - else { - points.push(startX, startY); - } - } - else { - this.moveTo(startX, startY); - points = this.currentPath.points; - } - ArcUtils.arc(startX, startY, cx, cy, radius, startAngle, endAngle, anticlockwise, points); - return this; - }; - /** - * Specifies a simple one-color fill that subsequent calls to other Graphics methods - * (such as lineTo() or drawCircle()) use when drawing. - * @param color - the color of the fill - * @param alpha - the alpha of the fill - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.beginFill = function (color, alpha) { - if (color === void 0) { color = 0; } - if (alpha === void 0) { alpha = 1; } - return this.beginTextureFill({ texture: Texture.WHITE, color: color, alpha: alpha }); - }; - /** - * Begin the texture fill - * @param options - Object object. - * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to fill - * @param {number} [options.color=0xffffff] - Background to fill behind texture - * @param {number} [options.alpha=1] - Alpha of fill - * @param {PIXI.Matrix} [options.matrix=null] - Transform matrix - * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls - */ - Graphics.prototype.beginTextureFill = function (options) { - // Apply defaults - options = Object.assign({ - texture: Texture.WHITE, - color: 0xFFFFFF, - alpha: 1, - matrix: null, - }, options); - if (this.currentPath) { - this.startPoly(); - } - var visible = options.alpha > 0; - if (!visible) { - this._fillStyle.reset(); - } - else { - if (options.matrix) { - options.matrix = options.matrix.clone(); - options.matrix.invert(); - } - Object.assign(this._fillStyle, { visible: visible }, options); - } - return this; - }; - /** - * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method. - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.endFill = function () { - this.finishPoly(); - this._fillStyle.reset(); - return this; - }; - /** - * Draws a rectangle shape. - * @param x - The X coord of the top-left of the rectangle - * @param y - The Y coord of the top-left of the rectangle - * @param width - The width of the rectangle - * @param height - The height of the rectangle - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.drawRect = function (x, y, width, height) { - return this.drawShape(new Rectangle$2(x, y, width, height)); - }; - /** - * Draw a rectangle shape with rounded/beveled corners. - * @param x - The X coord of the top-left of the rectangle - * @param y - The Y coord of the top-left of the rectangle - * @param width - The width of the rectangle - * @param height - The height of the rectangle - * @param radius - Radius of the rectangle corners - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.drawRoundedRect = function (x, y, width, height, radius) { - return this.drawShape(new RoundedRectangle(x, y, width, height, radius)); - }; - /** - * Draws a circle. - * @param x - The X coordinate of the center of the circle - * @param y - The Y coordinate of the center of the circle - * @param radius - The radius of the circle - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.drawCircle = function (x, y, radius) { - return this.drawShape(new Circle(x, y, radius)); - }; - /** - * Draws an ellipse. - * @param x - The X coordinate of the center of the ellipse - * @param y - The Y coordinate of the center of the ellipse - * @param width - The half width of the ellipse - * @param height - The half height of the ellipse - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.drawEllipse = function (x, y, width, height) { - return this.drawShape(new Ellipse(x, y, width, height)); - }; - /** - * Draws a polygon using the given path. - * @param {number[]|PIXI.Point[]|PIXI.Polygon} path - The path data used to construct the polygon. - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.drawPolygon = function () { - var arguments$1 = arguments; - - var path = []; - for (var _i = 0; _i < arguments.length; _i++) { - path[_i] = arguments$1[_i]; - } - var points; - var closeStroke = true; // !!this._fillStyle; - var poly = path[0]; - // check if data has points.. - if (poly.points) { - closeStroke = poly.closeStroke; - points = poly.points; - } - else if (Array.isArray(path[0])) { - points = path[0]; - } - else { - points = path; - } - var shape = new Polygon(points); - shape.closeStroke = closeStroke; - this.drawShape(shape); - return this; - }; - /** - * Draw any shape. - * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - Shape to draw - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.drawShape = function (shape) { - if (!this._holeMode) { - this._geometry.drawShape(shape, this._fillStyle.clone(), this._lineStyle.clone(), this._matrix); - } - else { - this._geometry.drawHole(shape, this._matrix); - } - return this; - }; - /** - * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.clear = function () { - this._geometry.clear(); - this._lineStyle.reset(); - this._fillStyle.reset(); - this._boundsID++; - this._matrix = null; - this._holeMode = false; - this.currentPath = null; - return this; - }; - /** - * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and - * masked with gl.scissor. - * @returns - True if only 1 rect. - */ - Graphics.prototype.isFastRect = function () { - var data = this._geometry.graphicsData; - return data.length === 1 - && data[0].shape.type === SHAPES$2.RECT - && !data[0].matrix - && !data[0].holes.length - && !(data[0].lineStyle.visible && data[0].lineStyle.width); - }; - /** - * Renders the object using the WebGL renderer - * @param renderer - The renderer - */ - Graphics.prototype._render = function (renderer) { - this.finishPoly(); - var geometry = this._geometry; - // batch part.. - // batch it! - geometry.updateBatches(); - if (geometry.batchable) { - if (this.batchDirty !== geometry.batchDirty) { - this._populateBatches(); - } - this._renderBatched(renderer); - } - else { - // no batching... - renderer.batch.flush(); - this._renderDirect(renderer); - } - }; - /** Populating batches for rendering. */ - Graphics.prototype._populateBatches = function () { - var geometry = this._geometry; - var blendMode = this.blendMode; - var len = geometry.batches.length; - this.batchTint = -1; - this._transformID = -1; - this.batchDirty = geometry.batchDirty; - this.batches.length = len; - this.vertexData = new Float32Array(geometry.points); - for (var i = 0; i < len; i++) { - var gI = geometry.batches[i]; - var color = gI.style.color; - var vertexData = new Float32Array(this.vertexData.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2); - var uvs = new Float32Array(geometry.uvsFloat32.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2); - var indices = new Uint16Array(geometry.indicesUint16.buffer, gI.start * 2, gI.size); - var batch = { - vertexData: vertexData, - blendMode: blendMode, - indices: indices, - uvs: uvs, - _batchRGB: hex2rgb(color), - _tintRGB: color, - _texture: gI.style.texture, - alpha: gI.style.alpha, - worldAlpha: 1 - }; - this.batches[i] = batch; - } - }; - /** - * Renders the batches using the BathedRenderer plugin - * @param renderer - The renderer - */ - Graphics.prototype._renderBatched = function (renderer) { - if (!this.batches.length) { - return; - } - renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); - this.calculateVertices(); - this.calculateTints(); - for (var i = 0, l = this.batches.length; i < l; i++) { - var batch = this.batches[i]; - batch.worldAlpha = this.worldAlpha * batch.alpha; - renderer.plugins[this.pluginName].render(batch); - } - }; - /** - * Renders the graphics direct - * @param renderer - The renderer - */ - Graphics.prototype._renderDirect = function (renderer) { - var shader = this._resolveDirectShader(renderer); - var geometry = this._geometry; - var tint = this.tint; - var worldAlpha = this.worldAlpha; - var uniforms = shader.uniforms; - var drawCalls = geometry.drawCalls; - // lets set the transfomr - uniforms.translationMatrix = this.transform.worldTransform; - // and then lets set the tint.. - uniforms.tint[0] = (((tint >> 16) & 0xFF) / 255) * worldAlpha; - uniforms.tint[1] = (((tint >> 8) & 0xFF) / 255) * worldAlpha; - uniforms.tint[2] = ((tint & 0xFF) / 255) * worldAlpha; - uniforms.tint[3] = worldAlpha; - // the first draw call, we can set the uniforms of the shader directly here. - // this means that we can tack advantage of the sync function of pixi! - // bind and sync uniforms.. - // there is a way to optimise this.. - renderer.shader.bind(shader); - renderer.geometry.bind(geometry, shader); - // set state.. - renderer.state.set(this.state); - // then render the rest of them... - for (var i = 0, l = drawCalls.length; i < l; i++) { - this._renderDrawCallDirect(renderer, geometry.drawCalls[i]); - } - }; - /** - * Renders specific DrawCall - * @param renderer - * @param drawCall - */ - Graphics.prototype._renderDrawCallDirect = function (renderer, drawCall) { - var texArray = drawCall.texArray, type = drawCall.type, size = drawCall.size, start = drawCall.start; - var groupTextureCount = texArray.count; - for (var j = 0; j < groupTextureCount; j++) { - renderer.texture.bind(texArray.elements[j], j); - } - renderer.geometry.draw(type, size, start); - }; - /** - * Resolves shader for direct rendering - * @param renderer - The renderer - */ - Graphics.prototype._resolveDirectShader = function (renderer) { - var shader = this.shader; - var pluginName = this.pluginName; - if (!shader) { - // if there is no shader here, we can use the default shader. - // and that only gets created if we actually need it.. - // but may be more than one plugins for graphics - if (!DEFAULT_SHADERS[pluginName]) { - var MAX_TEXTURES = renderer.plugins[pluginName].MAX_TEXTURES; - var sampleValues = new Int32Array(MAX_TEXTURES); - for (var i = 0; i < MAX_TEXTURES; i++) { - sampleValues[i] = i; - } - var uniforms = { - tint: new Float32Array([1, 1, 1, 1]), - translationMatrix: new Matrix$2(), - default: UniformGroup.from({ uSamplers: sampleValues }, true), - }; - var program = renderer.plugins[pluginName]._shader.program; - DEFAULT_SHADERS[pluginName] = new Shader(program, uniforms); - } - shader = DEFAULT_SHADERS[pluginName]; - } - return shader; - }; - /** Retrieves the bounds of the graphic shape as a rectangle object. */ - Graphics.prototype._calculateBounds = function () { - this.finishPoly(); - var geometry = this._geometry; - // skipping when graphics is empty, like a container - if (!geometry.graphicsData.length) { - return; - } - var _a = geometry.bounds, minX = _a.minX, minY = _a.minY, maxX = _a.maxX, maxY = _a.maxY; - this._bounds.addFrame(this.transform, minX, minY, maxX, maxY); - }; - /** - * Tests if a point is inside this graphics object - * @param point - the point to test - * @returns - the result of the test - */ - Graphics.prototype.containsPoint = function (point) { - this.worldTransform.applyInverse(point, Graphics._TEMP_POINT); - return this._geometry.containsPoint(Graphics._TEMP_POINT); - }; - /** Recalculate the tint by applying tint to batches using Graphics tint. */ - Graphics.prototype.calculateTints = function () { - if (this.batchTint !== this.tint) { - this.batchTint = this.tint; - var tintRGB = hex2rgb(this.tint, temp); - for (var i = 0; i < this.batches.length; i++) { - var batch = this.batches[i]; - var batchTint = batch._batchRGB; - var r = (tintRGB[0] * batchTint[0]) * 255; - var g = (tintRGB[1] * batchTint[1]) * 255; - var b = (tintRGB[2] * batchTint[2]) * 255; - // TODO Ivan, can this be done in one go? - var color = (r << 16) + (g << 8) + (b | 0); - batch._tintRGB = (color >> 16) - + (color & 0xff00) - + ((color & 0xff) << 16); - } - } - }; - /** If there's a transform update or a change to the shape of the geometry, recalculate the vertices. */ - Graphics.prototype.calculateVertices = function () { - var wtID = this.transform._worldID; - if (this._transformID === wtID) { - return; - } - this._transformID = wtID; - var wt = this.transform.worldTransform; - var a = wt.a; - var b = wt.b; - var c = wt.c; - var d = wt.d; - var tx = wt.tx; - var ty = wt.ty; - var data = this._geometry.points; // batch.vertexDataOriginal; - var vertexData = this.vertexData; - var count = 0; - for (var i = 0; i < data.length; i += 2) { - var x = data[i]; - var y = data[i + 1]; - vertexData[count++] = (a * x) + (c * y) + tx; - vertexData[count++] = (d * y) + (b * x) + ty; - } - }; - /** - * Closes the current path. - * @returns - Returns itself. - */ - Graphics.prototype.closePath = function () { - var currentPath = this.currentPath; - if (currentPath) { - // we don't need to add extra point in the end because buildLine will take care of that - currentPath.closeStroke = true; - // ensure that the polygon is completed, and is available for hit detection - // (even if the graphics is not rendered yet) - this.finishPoly(); - } - return this; - }; - /** - * Apply a matrix to the positional data. - * @param matrix - Matrix to use for transform current shape. - * @returns - Returns itself. - */ - Graphics.prototype.setMatrix = function (matrix) { - this._matrix = matrix; - return this; - }; - /** - * Begin adding holes to the last draw shape - * IMPORTANT: holes must be fully inside a shape to work - * Also weirdness ensues if holes overlap! - * Ellipses, Circles, Rectangles and Rounded Rectangles cannot be holes or host for holes in CanvasRenderer, - * please use `moveTo` `lineTo`, `quadraticCurveTo` if you rely on pixi-legacy bundle. - * @returns - Returns itself. - */ - Graphics.prototype.beginHole = function () { - this.finishPoly(); - this._holeMode = true; - return this; - }; - /** - * End adding holes to the last draw shape. - * @returns - Returns itself. - */ - Graphics.prototype.endHole = function () { - this.finishPoly(); - this._holeMode = false; - return this; - }; - /** - * Destroys the Graphics object. - * @param options - Options parameter. A boolean will act as if all - * options have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have - * their destroy method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the texture of the child sprite - * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the base texture of the child sprite - */ - Graphics.prototype.destroy = function (options) { - this._geometry.refCount--; - if (this._geometry.refCount === 0) { - this._geometry.dispose(); - } - this._matrix = null; - this.currentPath = null; - this._lineStyle.destroy(); - this._lineStyle = null; - this._fillStyle.destroy(); - this._fillStyle = null; - this._geometry = null; - this.shader = null; - this.vertexData = null; - this.batches.length = 0; - this.batches = null; - _super.prototype.destroy.call(this, options); - }; - /** - * New rendering behavior for rounded rectangles: circular arcs instead of quadratic bezier curves. - * In the next major release, we'll enable this by default. - */ - Graphics.nextRoundedRectBehavior = false; - /** - * Temporary point to use for containsPoint. - * @private - */ - Graphics._TEMP_POINT = new Point$2(); - return Graphics; - }(Container$2)); - - /*! - * @pixi/sprite - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/sprite is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$f = function(d, b) { - extendStatics$f = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$f(d, b); - }; - - function __extends$f(d, b) { - extendStatics$f(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var tempPoint$2 = new Point$2(); - var indices = new Uint16Array([0, 1, 2, 0, 2, 3]); - /** - * The Sprite object is the base for all textured objects that are rendered to the screen - * - * A sprite can be created directly from an image like this: - * - * ```js - * let sprite = PIXI.Sprite.from('assets/image.png'); - * ``` - * - * The more efficient way to create sprites is using a {@link PIXI.Spritesheet}, - * as swapping base textures when rendering to the screen is inefficient. - * - * ```js - * PIXI.Loader.shared.add("assets/spritesheet.json").load(setup); - * - * function setup() { - * let sheet = PIXI.Loader.shared.resources["assets/spritesheet.json"].spritesheet; - * let sprite = new PIXI.Sprite(sheet.textures["image.png"]); - * ... - * } - * ``` - * @memberof PIXI - */ - var Sprite = /** @class */ (function (_super) { - __extends$f(Sprite, _super); - /** @param texture - The texture for this sprite. */ - function Sprite(texture) { - var _this = _super.call(this) || this; - _this._anchor = new ObservablePoint$2(_this._onAnchorUpdate, _this, (texture ? texture.defaultAnchor.x : 0), (texture ? texture.defaultAnchor.y : 0)); - _this._texture = null; - _this._width = 0; - _this._height = 0; - _this._tint = null; - _this._tintRGB = null; - _this.tint = 0xFFFFFF; - _this.blendMode = BLEND_MODES$8.NORMAL; - _this._cachedTint = 0xFFFFFF; - _this.uvs = null; - // call texture setter - _this.texture = texture || Texture.EMPTY; - _this.vertexData = new Float32Array(8); - _this.vertexTrimmedData = null; - _this._transformID = -1; - _this._textureID = -1; - _this._transformTrimmedID = -1; - _this._textureTrimmedID = -1; - // Batchable stuff.. - // TODO could make this a mixin? - _this.indices = indices; - _this.pluginName = 'batch'; - /** - * Used to fast check if a sprite is.. a sprite! - * @member {boolean} - */ - _this.isSprite = true; - _this._roundPixels = settings$1.ROUND_PIXELS; - return _this; - } - /** When the texture is updated, this event will fire to update the scale and frame. */ - Sprite.prototype._onTextureUpdate = function () { - this._textureID = -1; - this._textureTrimmedID = -1; - this._cachedTint = 0xFFFFFF; - // so if _width is 0 then width was not set.. - if (this._width) { - this.scale.x = sign(this.scale.x) * this._width / this._texture.orig.width; - } - if (this._height) { - this.scale.y = sign(this.scale.y) * this._height / this._texture.orig.height; - } - }; - /** Called when the anchor position updates. */ - Sprite.prototype._onAnchorUpdate = function () { - this._transformID = -1; - this._transformTrimmedID = -1; - }; - /** Calculates worldTransform * vertices, store it in vertexData. */ - Sprite.prototype.calculateVertices = function () { - var texture = this._texture; - if (this._transformID === this.transform._worldID && this._textureID === texture._updateID) { - return; - } - // update texture UV here, because base texture can be changed without calling `_onTextureUpdate` - if (this._textureID !== texture._updateID) { - this.uvs = this._texture._uvs.uvsFloat32; - } - this._transformID = this.transform._worldID; - this._textureID = texture._updateID; - // set the vertex data - var wt = this.transform.worldTransform; - var a = wt.a; - var b = wt.b; - var c = wt.c; - var d = wt.d; - var tx = wt.tx; - var ty = wt.ty; - var vertexData = this.vertexData; - var trim = texture.trim; - var orig = texture.orig; - var anchor = this._anchor; - var w0 = 0; - var w1 = 0; - var h0 = 0; - var h1 = 0; - if (trim) { - // if the sprite is trimmed and is not a tilingsprite then we need to add the extra - // space before transforming the sprite coords. - w1 = trim.x - (anchor._x * orig.width); - w0 = w1 + trim.width; - h1 = trim.y - (anchor._y * orig.height); - h0 = h1 + trim.height; - } - else { - w1 = -anchor._x * orig.width; - w0 = w1 + orig.width; - h1 = -anchor._y * orig.height; - h0 = h1 + orig.height; - } - // xy - vertexData[0] = (a * w1) + (c * h1) + tx; - vertexData[1] = (d * h1) + (b * w1) + ty; - // xy - vertexData[2] = (a * w0) + (c * h1) + tx; - vertexData[3] = (d * h1) + (b * w0) + ty; - // xy - vertexData[4] = (a * w0) + (c * h0) + tx; - vertexData[5] = (d * h0) + (b * w0) + ty; - // xy - vertexData[6] = (a * w1) + (c * h0) + tx; - vertexData[7] = (d * h0) + (b * w1) + ty; - if (this._roundPixels) { - var resolution = settings$1.RESOLUTION; - for (var i = 0; i < vertexData.length; ++i) { - vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution); - } - } - }; - /** - * Calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData. - * - * This is used to ensure that the true width and height of a trimmed texture is respected. - */ - Sprite.prototype.calculateTrimmedVertices = function () { - if (!this.vertexTrimmedData) { - this.vertexTrimmedData = new Float32Array(8); - } - else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) { - return; - } - this._transformTrimmedID = this.transform._worldID; - this._textureTrimmedID = this._texture._updateID; - // lets do some special trim code! - var texture = this._texture; - var vertexData = this.vertexTrimmedData; - var orig = texture.orig; - var anchor = this._anchor; - // lets calculate the new untrimmed bounds.. - var wt = this.transform.worldTransform; - var a = wt.a; - var b = wt.b; - var c = wt.c; - var d = wt.d; - var tx = wt.tx; - var ty = wt.ty; - var w1 = -anchor._x * orig.width; - var w0 = w1 + orig.width; - var h1 = -anchor._y * orig.height; - var h0 = h1 + orig.height; - // xy - vertexData[0] = (a * w1) + (c * h1) + tx; - vertexData[1] = (d * h1) + (b * w1) + ty; - // xy - vertexData[2] = (a * w0) + (c * h1) + tx; - vertexData[3] = (d * h1) + (b * w0) + ty; - // xy - vertexData[4] = (a * w0) + (c * h0) + tx; - vertexData[5] = (d * h0) + (b * w0) + ty; - // xy - vertexData[6] = (a * w1) + (c * h0) + tx; - vertexData[7] = (d * h0) + (b * w1) + ty; - }; - /** - * - * Renders the object using the WebGL renderer - * @param renderer - The webgl renderer to use. - */ - Sprite.prototype._render = function (renderer) { - this.calculateVertices(); - renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); - renderer.plugins[this.pluginName].render(this); - }; - /** Updates the bounds of the sprite. */ - Sprite.prototype._calculateBounds = function () { - var trim = this._texture.trim; - var orig = this._texture.orig; - // First lets check to see if the current texture has a trim.. - if (!trim || (trim.width === orig.width && trim.height === orig.height)) { - // no trim! lets use the usual calculations.. - this.calculateVertices(); - this._bounds.addQuad(this.vertexData); - } - else { - // lets calculate a special trimmed bounds... - this.calculateTrimmedVertices(); - this._bounds.addQuad(this.vertexTrimmedData); - } - }; - /** - * Gets the local bounds of the sprite object. - * @param rect - Optional output rectangle. - * @returns The bounds. - */ - Sprite.prototype.getLocalBounds = function (rect) { - // we can do a fast local bounds if the sprite has no children! - if (this.children.length === 0) { - if (!this._localBounds) { - this._localBounds = new Bounds$2(); - } - this._localBounds.minX = this._texture.orig.width * -this._anchor._x; - this._localBounds.minY = this._texture.orig.height * -this._anchor._y; - this._localBounds.maxX = this._texture.orig.width * (1 - this._anchor._x); - this._localBounds.maxY = this._texture.orig.height * (1 - this._anchor._y); - if (!rect) { - if (!this._localBoundsRect) { - this._localBoundsRect = new Rectangle$2(); - } - rect = this._localBoundsRect; - } - return this._localBounds.getRectangle(rect); - } - return _super.prototype.getLocalBounds.call(this, rect); - }; - /** - * Tests if a point is inside this sprite - * @param point - the point to test - * @returns The result of the test - */ - Sprite.prototype.containsPoint = function (point) { - this.worldTransform.applyInverse(point, tempPoint$2); - var width = this._texture.orig.width; - var height = this._texture.orig.height; - var x1 = -width * this.anchor.x; - var y1 = 0; - if (tempPoint$2.x >= x1 && tempPoint$2.x < x1 + width) { - y1 = -height * this.anchor.y; - if (tempPoint$2.y >= y1 && tempPoint$2.y < y1 + height) { - return true; - } - } - return false; - }; - /** - * Destroys this sprite and optionally its texture and children. - * @param options - Options parameter. A boolean will act as if all options - * have been set to that value - * @param [options.children=false] - if set to true, all the children will have their destroy - * method called as well. 'options' will be passed on to those calls. - * @param [options.texture=false] - Should it destroy the current texture of the sprite as well - * @param [options.baseTexture=false] - Should it destroy the base texture of the sprite as well - */ - Sprite.prototype.destroy = function (options) { - _super.prototype.destroy.call(this, options); - this._texture.off('update', this._onTextureUpdate, this); - this._anchor = null; - var destroyTexture = typeof options === 'boolean' ? options : options && options.texture; - if (destroyTexture) { - var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture; - this._texture.destroy(!!destroyBaseTexture); - } - this._texture = null; - }; - // some helper functions.. - /** - * Helper function that creates a new sprite based on the source you provide. - * The source can be - frame id, image url, video url, canvas element, video element, base texture - * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from - * @param {object} [options] - See {@link PIXI.BaseTexture}'s constructor for options. - * @returns The newly created sprite - */ - Sprite.from = function (source, options) { - var texture = (source instanceof Texture) - ? source - : Texture.from(source, options); - return new Sprite(texture); - }; - Object.defineProperty(Sprite.prototype, "roundPixels", { - get: function () { - return this._roundPixels; - }, - /** - * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. - * - * Advantages can include sharper image quality (like text) and faster rendering on canvas. - * The main disadvantage is movement of objects may appear less smooth. - * - * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}. - * @default false - */ - set: function (value) { - if (this._roundPixels !== value) { - this._transformID = -1; - } - this._roundPixels = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "width", { - /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return Math.abs(this.scale.x) * this._texture.orig.width; - }, - set: function (value) { - var s = sign(this.scale.x) || 1; - this.scale.x = s * value / this._texture.orig.width; - this._width = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "height", { - /** The height of the sprite, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return Math.abs(this.scale.y) * this._texture.orig.height; - }, - set: function (value) { - var s = sign(this.scale.y) || 1; - this.scale.y = s * value / this._texture.orig.height; - this._height = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "anchor", { - /** - * The anchor sets the origin point of the sprite. The default value is taken from the {@link PIXI.Texture|Texture} - * and passed to the constructor. - * - * The default is `(0,0)`, this means the sprite's origin is the top left. - * - * Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered. - * - * Setting the anchor to `(1,1)` would mean the sprite's origin point will be the bottom right corner. - * - * If you pass only single parameter, it will set both x and y to the same value as shown in the example below. - * @example - * const sprite = new PIXI.Sprite(texture); - * sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5). - */ - get: function () { - return this._anchor; - }, - set: function (value) { - this._anchor.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "tint", { - /** - * The tint applied to the sprite. This is a hex value. - * - * A value of 0xFFFFFF will remove any tint effect. - * @default 0xFFFFFF - */ - get: function () { - return this._tint; - }, - set: function (value) { - this._tint = value; - this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "texture", { - /** The texture that the sprite is using. */ - get: function () { - return this._texture; - }, - set: function (value) { - if (this._texture === value) { - return; - } - if (this._texture) { - this._texture.off('update', this._onTextureUpdate, this); - } - this._texture = value || Texture.EMPTY; - this._cachedTint = 0xFFFFFF; - this._textureID = -1; - this._textureTrimmedID = -1; - if (value) { - // wait for the texture to load - if (value.baseTexture.valid) { - this._onTextureUpdate(); - } - else { - value.once('update', this._onTextureUpdate, this); - } - } - }, - enumerable: false, - configurable: true - }); - return Sprite; - }(Container$2)); - - /*! - * @pixi/text - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/text is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$e = function(d, b) { - extendStatics$e = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$e(d, b); - }; - - function __extends$e(d, b) { - extendStatics$e(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - /** - * Constants that define the type of gradient on text. - * @static - * @constant - * @name TEXT_GRADIENT - * @memberof PIXI - * @type {object} - * @property {number} LINEAR_VERTICAL Vertical gradient - * @property {number} LINEAR_HORIZONTAL Linear gradient - */ - var TEXT_GRADIENT; - (function (TEXT_GRADIENT) { - TEXT_GRADIENT[TEXT_GRADIENT["LINEAR_VERTICAL"] = 0] = "LINEAR_VERTICAL"; - TEXT_GRADIENT[TEXT_GRADIENT["LINEAR_HORIZONTAL"] = 1] = "LINEAR_HORIZONTAL"; - })(TEXT_GRADIENT || (TEXT_GRADIENT = {})); - - // disabling eslint for now, going to rewrite this in v5 - var defaultStyle = { - align: 'left', - breakWords: false, - dropShadow: false, - dropShadowAlpha: 1, - dropShadowAngle: Math.PI / 6, - dropShadowBlur: 0, - dropShadowColor: 'black', - dropShadowDistance: 5, - fill: 'black', - fillGradientType: TEXT_GRADIENT.LINEAR_VERTICAL, - fillGradientStops: [], - fontFamily: 'Arial', - fontSize: 26, - fontStyle: 'normal', - fontVariant: 'normal', - fontWeight: 'normal', - letterSpacing: 0, - lineHeight: 0, - lineJoin: 'miter', - miterLimit: 10, - padding: 0, - stroke: 'black', - strokeThickness: 0, - textBaseline: 'alphabetic', - trim: false, - whiteSpace: 'pre', - wordWrap: false, - wordWrapWidth: 100, - leading: 0, - }; - var genericFontFamilies = [ - 'serif', - 'sans-serif', - 'monospace', - 'cursive', - 'fantasy', - 'system-ui' ]; - /** - * A TextStyle Object contains information to decorate a Text objects. - * - * An instance can be shared between multiple Text objects; then changing the style will update all text objects using it. - * - * A tool can be used to generate a text style [here](https://pixijs.io/pixi-text-style). - * - * @memberof PIXI - */ - var TextStyle = /** @class */ (function () { - /** - * @param {object} [style] - The style parameters - * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'), - * does not affect single line text - * @param {boolean} [style.breakWords=false] - Indicates if lines can be wrapped within words, it - * needs wordWrap to be set to true - * @param {boolean} [style.dropShadow=false] - Set a drop shadow for the text - * @param {number} [style.dropShadowAlpha=1] - Set alpha for the drop shadow - * @param {number} [style.dropShadowAngle=Math.PI/6] - Set a angle of the drop shadow - * @param {number} [style.dropShadowBlur=0] - Set a shadow blur radius - * @param {string|number} [style.dropShadowColor='black'] - A fill style to be used on the dropshadow e.g 'red', '#00FF00' - * @param {number} [style.dropShadowDistance=5] - Set a distance of the drop shadow - * @param {string|string[]|number|number[]|CanvasGradient|CanvasPattern} [style.fill='black'] - A canvas - * fillstyle that will be used on the text e.g 'red', '#00FF00'. Can be an array to create a gradient - * eg ['#000000','#FFFFFF'] - * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} - * @param {number} [style.fillGradientType=PIXI.TEXT_GRADIENT.LINEAR_VERTICAL] - If fill is an array of colours - * to create a gradient, this can change the type/direction of the gradient. See {@link PIXI.TEXT_GRADIENT} - * @param {number[]} [style.fillGradientStops] - If fill is an array of colours to create a gradient, this array can set - * the stop points (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. - * @param {string|string[]} [style.fontFamily='Arial'] - The font family - * @param {number|string} [style.fontSize=26] - The font size (as a number it converts to px, but as a string, - * equivalents are '26px','20pt','160%' or '1.6em') - * @param {string} [style.fontStyle='normal'] - The font style ('normal', 'italic' or 'oblique') - * @param {string} [style.fontVariant='normal'] - The font variant ('normal' or 'small-caps') - * @param {string} [style.fontWeight='normal'] - The font weight ('normal', 'bold', 'bolder', 'lighter' and '100', - * '200', '300', '400', '500', '600', '700', '800' or '900') - * @param {number} [style.leading=0] - The space between lines - * @param {number} [style.letterSpacing=0] - The amount of spacing between letters, default is 0 - * @param {number} [style.lineHeight] - The line height, a number that represents the vertical space that a letter uses - * @param {string} [style.lineJoin='miter'] - The lineJoin property sets the type of corner created, it can resolve - * spiked text issues. Possible values "miter" (creates a sharp corner), "round" (creates a round corner) or "bevel" - * (creates a squared corner). - * @param {number} [style.miterLimit=10] - The miter limit to use when using the 'miter' lineJoin mode. This can reduce - * or increase the spikiness of rendered text. - * @param {number} [style.padding=0] - Occasionally some fonts are cropped. Adding some padding will prevent this from - * happening by adding padding to all sides of the text. - * @param {string|number} [style.stroke='black'] - A canvas fillstyle that will be used on the text stroke - * e.g 'blue', '#FCFF00' - * @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke. - * Default is 0 (no stroke) - * @param {boolean} [style.trim=false] - Trim transparent borders - * @param {string} [style.textBaseline='alphabetic'] - The baseline of the text that is rendered. - * @param {string} [style.whiteSpace='pre'] - Determines whether newlines & spaces are collapsed or preserved "normal" - * (collapse, collapse), "pre" (preserve, preserve) | "pre-line" (preserve, collapse). It needs wordWrap to be set to true - * @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used - * @param {number} [style.wordWrapWidth=100] - The width at which text will wrap, it needs wordWrap to be set to true - */ - function TextStyle(style) { - this.styleID = 0; - this.reset(); - deepCopyProperties(this, style, style); - } - /** - * Creates a new TextStyle object with the same values as this one. - * Note that the only the properties of the object are cloned. - * - * @return New cloned TextStyle object - */ - TextStyle.prototype.clone = function () { - var clonedProperties = {}; - deepCopyProperties(clonedProperties, this, defaultStyle); - return new TextStyle(clonedProperties); - }; - /** Resets all properties to the defaults specified in TextStyle.prototype._default */ - TextStyle.prototype.reset = function () { - deepCopyProperties(this, defaultStyle, defaultStyle); - }; - Object.defineProperty(TextStyle.prototype, "align", { - /** - * Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text - * - * @member {string} - */ - get: function () { - return this._align; - }, - set: function (align) { - if (this._align !== align) { - this._align = align; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "breakWords", { - /** Indicates if lines can be wrapped within words, it needs wordWrap to be set to true. */ - get: function () { - return this._breakWords; - }, - set: function (breakWords) { - if (this._breakWords !== breakWords) { - this._breakWords = breakWords; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "dropShadow", { - /** Set a drop shadow for the text. */ - get: function () { - return this._dropShadow; - }, - set: function (dropShadow) { - if (this._dropShadow !== dropShadow) { - this._dropShadow = dropShadow; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "dropShadowAlpha", { - /** Set alpha for the drop shadow. */ - get: function () { - return this._dropShadowAlpha; - }, - set: function (dropShadowAlpha) { - if (this._dropShadowAlpha !== dropShadowAlpha) { - this._dropShadowAlpha = dropShadowAlpha; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "dropShadowAngle", { - /** Set a angle of the drop shadow. */ - get: function () { - return this._dropShadowAngle; - }, - set: function (dropShadowAngle) { - if (this._dropShadowAngle !== dropShadowAngle) { - this._dropShadowAngle = dropShadowAngle; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "dropShadowBlur", { - /** Set a shadow blur radius. */ - get: function () { - return this._dropShadowBlur; - }, - set: function (dropShadowBlur) { - if (this._dropShadowBlur !== dropShadowBlur) { - this._dropShadowBlur = dropShadowBlur; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "dropShadowColor", { - /** A fill style to be used on the dropshadow e.g 'red', '#00FF00'. */ - get: function () { - return this._dropShadowColor; - }, - set: function (dropShadowColor) { - var outputColor = getColor(dropShadowColor); - if (this._dropShadowColor !== outputColor) { - this._dropShadowColor = outputColor; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "dropShadowDistance", { - /** Set a distance of the drop shadow. */ - get: function () { - return this._dropShadowDistance; - }, - set: function (dropShadowDistance) { - if (this._dropShadowDistance !== dropShadowDistance) { - this._dropShadowDistance = dropShadowDistance; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fill", { - /** - * A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'. - * - * Can be an array to create a gradient eg ['#000000','#FFFFFF'] - * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} - * - * @member {string|string[]|number|number[]|CanvasGradient|CanvasPattern} - */ - get: function () { - return this._fill; - }, - set: function (fill) { - // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as - // the setter converts to string. See this thread for more details: - // https://github.com/microsoft/TypeScript/issues/2521 - // TODO: Not sure if getColor works properly with CanvasGradient and/or CanvasPattern, can't pass in - // without casting here. - var outputColor = getColor(fill); - if (this._fill !== outputColor) { - this._fill = outputColor; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fillGradientType", { - /** - * If fill is an array of colours to create a gradient, this can change the type/direction of the gradient. - * - * @see PIXI.TEXT_GRADIENT - */ - get: function () { - return this._fillGradientType; - }, - set: function (fillGradientType) { - if (this._fillGradientType !== fillGradientType) { - this._fillGradientType = fillGradientType; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fillGradientStops", { - /** - * If fill is an array of colours to create a gradient, this array can set the stop points - * (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. - */ - get: function () { - return this._fillGradientStops; - }, - set: function (fillGradientStops) { - if (!areArraysEqual(this._fillGradientStops, fillGradientStops)) { - this._fillGradientStops = fillGradientStops; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fontFamily", { - /** The font family. */ - get: function () { - return this._fontFamily; - }, - set: function (fontFamily) { - if (this.fontFamily !== fontFamily) { - this._fontFamily = fontFamily; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fontSize", { - /** - * The font size - * (as a number it converts to px, but as a string, equivalents are '26px','20pt','160%' or '1.6em') - */ - get: function () { - return this._fontSize; - }, - set: function (fontSize) { - if (this._fontSize !== fontSize) { - this._fontSize = fontSize; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fontStyle", { - /** - * The font style - * ('normal', 'italic' or 'oblique') - * - * @member {string} - */ - get: function () { - return this._fontStyle; - }, - set: function (fontStyle) { - if (this._fontStyle !== fontStyle) { - this._fontStyle = fontStyle; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fontVariant", { - /** - * The font variant - * ('normal' or 'small-caps') - * - * @member {string} - */ - get: function () { - return this._fontVariant; - }, - set: function (fontVariant) { - if (this._fontVariant !== fontVariant) { - this._fontVariant = fontVariant; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fontWeight", { - /** - * The font weight - * ('normal', 'bold', 'bolder', 'lighter' and '100', '200', '300', '400', '500', '600', '700', 800' or '900') - * - * @member {string} - */ - get: function () { - return this._fontWeight; - }, - set: function (fontWeight) { - if (this._fontWeight !== fontWeight) { - this._fontWeight = fontWeight; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "letterSpacing", { - /** The amount of spacing between letters, default is 0. */ - get: function () { - return this._letterSpacing; - }, - set: function (letterSpacing) { - if (this._letterSpacing !== letterSpacing) { - this._letterSpacing = letterSpacing; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "lineHeight", { - /** The line height, a number that represents the vertical space that a letter uses. */ - get: function () { - return this._lineHeight; - }, - set: function (lineHeight) { - if (this._lineHeight !== lineHeight) { - this._lineHeight = lineHeight; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "leading", { - /** The space between lines. */ - get: function () { - return this._leading; - }, - set: function (leading) { - if (this._leading !== leading) { - this._leading = leading; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "lineJoin", { - /** - * The lineJoin property sets the type of corner created, it can resolve spiked text issues. - * Default is 'miter' (creates a sharp corner). - * - * @member {string} - */ - get: function () { - return this._lineJoin; - }, - set: function (lineJoin) { - if (this._lineJoin !== lineJoin) { - this._lineJoin = lineJoin; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "miterLimit", { - /** - * The miter limit to use when using the 'miter' lineJoin mode. - * - * This can reduce or increase the spikiness of rendered text. - */ - get: function () { - return this._miterLimit; - }, - set: function (miterLimit) { - if (this._miterLimit !== miterLimit) { - this._miterLimit = miterLimit; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "padding", { - /** - * Occasionally some fonts are cropped. Adding some padding will prevent this from happening - * by adding padding to all sides of the text. - */ - get: function () { - return this._padding; - }, - set: function (padding) { - if (this._padding !== padding) { - this._padding = padding; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "stroke", { - /** - * A canvas fillstyle that will be used on the text stroke - * e.g 'blue', '#FCFF00' - */ - get: function () { - return this._stroke; - }, - set: function (stroke) { - // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as - // the setter converts to string. See this thread for more details: - // https://github.com/microsoft/TypeScript/issues/2521 - var outputColor = getColor(stroke); - if (this._stroke !== outputColor) { - this._stroke = outputColor; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "strokeThickness", { - /** - * A number that represents the thickness of the stroke. - * - * @default 0 - */ - get: function () { - return this._strokeThickness; - }, - set: function (strokeThickness) { - if (this._strokeThickness !== strokeThickness) { - this._strokeThickness = strokeThickness; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "textBaseline", { - /** - * The baseline of the text that is rendered. - * - * @member {string} - */ - get: function () { - return this._textBaseline; - }, - set: function (textBaseline) { - if (this._textBaseline !== textBaseline) { - this._textBaseline = textBaseline; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "trim", { - /** Trim transparent borders. */ - get: function () { - return this._trim; - }, - set: function (trim) { - if (this._trim !== trim) { - this._trim = trim; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "whiteSpace", { - /** - * How newlines and spaces should be handled. - * Default is 'pre' (preserve, preserve). - * - * value | New lines | Spaces - * --- | --- | --- - * 'normal' | Collapse | Collapse - * 'pre' | Preserve | Preserve - * 'pre-line' | Preserve | Collapse - * - * @member {string} - */ - get: function () { - return this._whiteSpace; - }, - set: function (whiteSpace) { - if (this._whiteSpace !== whiteSpace) { - this._whiteSpace = whiteSpace; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "wordWrap", { - /** Indicates if word wrap should be used. */ - get: function () { - return this._wordWrap; - }, - set: function (wordWrap) { - if (this._wordWrap !== wordWrap) { - this._wordWrap = wordWrap; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "wordWrapWidth", { - /** The width at which text will wrap, it needs wordWrap to be set to true. */ - get: function () { - return this._wordWrapWidth; - }, - set: function (wordWrapWidth) { - if (this._wordWrapWidth !== wordWrapWidth) { - this._wordWrapWidth = wordWrapWidth; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - /** - * Generates a font style string to use for `TextMetrics.measureFont()`. - * - * @return Font style string, for passing to `TextMetrics.measureFont()` - */ - TextStyle.prototype.toFontString = function () { - // build canvas api font setting from individual components. Convert a numeric this.fontSize to px - var fontSizeString = (typeof this.fontSize === 'number') ? this.fontSize + "px" : this.fontSize; - // Clean-up fontFamily property by quoting each font name - // this will support font names with spaces - var fontFamilies = this.fontFamily; - if (!Array.isArray(this.fontFamily)) { - fontFamilies = this.fontFamily.split(','); - } - for (var i = fontFamilies.length - 1; i >= 0; i--) { - // Trim any extra white-space - var fontFamily = fontFamilies[i].trim(); - // Check if font already contains strings - if (!(/([\"\'])[^\'\"]+\1/).test(fontFamily) && genericFontFamilies.indexOf(fontFamily) < 0) { - fontFamily = "\"" + fontFamily + "\""; - } - fontFamilies[i] = fontFamily; - } - return this.fontStyle + " " + this.fontVariant + " " + this.fontWeight + " " + fontSizeString + " " + fontFamilies.join(','); - }; - return TextStyle; - }()); - /** - * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. - * @private - * @param color - * @return The color as a string. - */ - function getSingleColor(color) { - if (typeof color === 'number') { - return hex2string(color); - } - else if (typeof color === 'string') { - if (color.indexOf('0x') === 0) { - color = color.replace('0x', '#'); - } - } - return color; - } - function getColor(color) { - if (!Array.isArray(color)) { - return getSingleColor(color); - } - else { - for (var i = 0; i < color.length; ++i) { - color[i] = getSingleColor(color[i]); - } - return color; - } - } - /** - * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. - * This version can also convert array of colors - * @private - * @param array1 - First array to compare - * @param array2 - Second array to compare - * @return Do the arrays contain the same values in the same order - */ - function areArraysEqual(array1, array2) { - if (!Array.isArray(array1) || !Array.isArray(array2)) { - return false; - } - if (array1.length !== array2.length) { - return false; - } - for (var i = 0; i < array1.length; ++i) { - if (array1[i] !== array2[i]) { - return false; - } - } - return true; - } - /** - * Utility function to ensure that object properties are copied by value, and not by reference - * @private - * @param target - Target object to copy properties into - * @param source - Source object for the properties to copy - * @param propertyObj - Object containing properties names we want to loop over - */ - function deepCopyProperties(target, source, propertyObj) { - for (var prop in propertyObj) { - if (Array.isArray(source[prop])) { - target[prop] = source[prop].slice(); - } - else { - target[prop] = source[prop]; - } - } - } - - /** - * The TextMetrics object represents the measurement of a block of text with a specified style. - * - * ```js - * let style = new PIXI.TextStyle({fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'}) - * let textMetrics = PIXI.TextMetrics.measureText('Your text', style) - * ``` - * @memberof PIXI - */ - var TextMetrics = /** @class */ (function () { - /** - * @param text - the text that was measured - * @param style - the style that was measured - * @param width - the measured width of the text - * @param height - the measured height of the text - * @param lines - an array of the lines of text broken by new lines and wrapping if specified in style - * @param lineWidths - an array of the line widths for each line matched to `lines` - * @param lineHeight - the measured line height for this style - * @param maxLineWidth - the maximum line width for all measured lines - * @param {PIXI.IFontMetrics} fontProperties - the font properties object from TextMetrics.measureFont - */ - function TextMetrics(text, style, width, height, lines, lineWidths, lineHeight, maxLineWidth, fontProperties) { - this.text = text; - this.style = style; - this.width = width; - this.height = height; - this.lines = lines; - this.lineWidths = lineWidths; - this.lineHeight = lineHeight; - this.maxLineWidth = maxLineWidth; - this.fontProperties = fontProperties; - } - /** - * Measures the supplied string of text and returns a Rectangle. - * @param text - The text to measure. - * @param style - The text style to use for measuring - * @param wordWrap - Override for if word-wrap should be applied to the text. - * @param canvas - optional specification of the canvas to use for measuring. - * @returns Measured width and height of the text. - */ - TextMetrics.measureText = function (text, style, wordWrap, canvas) { - if (canvas === void 0) { canvas = TextMetrics._canvas; } - wordWrap = (wordWrap === undefined || wordWrap === null) ? style.wordWrap : wordWrap; - var font = style.toFontString(); - var fontProperties = TextMetrics.measureFont(font); - // fallback in case UA disallow canvas data extraction - // (toDataURI, getImageData functions) - if (fontProperties.fontSize === 0) { - fontProperties.fontSize = style.fontSize; - fontProperties.ascent = style.fontSize; - } - var context = canvas.getContext('2d'); - context.font = font; - var outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text; - var lines = outputText.split(/(?:\r\n|\r|\n)/); - var lineWidths = new Array(lines.length); - var maxLineWidth = 0; - for (var i = 0; i < lines.length; i++) { - var lineWidth = context.measureText(lines[i]).width + ((lines[i].length - 1) * style.letterSpacing); - lineWidths[i] = lineWidth; - maxLineWidth = Math.max(maxLineWidth, lineWidth); - } - var width = maxLineWidth + style.strokeThickness; - if (style.dropShadow) { - width += style.dropShadowDistance; - } - var lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness; - var height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness) - + ((lines.length - 1) * (lineHeight + style.leading)); - if (style.dropShadow) { - height += style.dropShadowDistance; - } - return new TextMetrics(text, style, width, height, lines, lineWidths, lineHeight + style.leading, maxLineWidth, fontProperties); - }; - /** - * Applies newlines to a string to have it optimally fit into the horizontal - * bounds set by the Text object's wordWrapWidth property. - * @param text - String to apply word wrapping to - * @param style - the style to use when wrapping - * @param canvas - optional specification of the canvas to use for measuring. - * @returns New string with new lines applied where required - */ - TextMetrics.wordWrap = function (text, style, canvas) { - if (canvas === void 0) { canvas = TextMetrics._canvas; } - var context = canvas.getContext('2d'); - var width = 0; - var line = ''; - var lines = ''; - var cache = Object.create(null); - var letterSpacing = style.letterSpacing, whiteSpace = style.whiteSpace; - // How to handle whitespaces - var collapseSpaces = TextMetrics.collapseSpaces(whiteSpace); - var collapseNewlines = TextMetrics.collapseNewlines(whiteSpace); - // whether or not spaces may be added to the beginning of lines - var canPrependSpaces = !collapseSpaces; - // There is letterSpacing after every char except the last one - // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_! - // so for convenience the above needs to be compared to width + 1 extra letterSpace - // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!_ - // ________________________________________________ - // And then the final space is simply no appended to each line - var wordWrapWidth = style.wordWrapWidth + letterSpacing; - // break text into words, spaces and newline chars - var tokens = TextMetrics.tokenize(text); - for (var i = 0; i < tokens.length; i++) { - // get the word, space or newlineChar - var token = tokens[i]; - // if word is a new line - if (TextMetrics.isNewline(token)) { - // keep the new line - if (!collapseNewlines) { - lines += TextMetrics.addLine(line); - canPrependSpaces = !collapseSpaces; - line = ''; - width = 0; - continue; - } - // if we should collapse new lines - // we simply convert it into a space - token = ' '; - } - // if we should collapse repeated whitespaces - if (collapseSpaces) { - // check both this and the last tokens for spaces - var currIsBreakingSpace = TextMetrics.isBreakingSpace(token); - var lastIsBreakingSpace = TextMetrics.isBreakingSpace(line[line.length - 1]); - if (currIsBreakingSpace && lastIsBreakingSpace) { - continue; - } - } - // get word width from cache if possible - var tokenWidth = TextMetrics.getFromCache(token, letterSpacing, cache, context); - // word is longer than desired bounds - if (tokenWidth > wordWrapWidth) { - // if we are not already at the beginning of a line - if (line !== '') { - // start newlines for overflow words - lines += TextMetrics.addLine(line); - line = ''; - width = 0; - } - // break large word over multiple lines - if (TextMetrics.canBreakWords(token, style.breakWords)) { - // break word into characters - var characters = TextMetrics.wordWrapSplit(token); - // loop the characters - for (var j = 0; j < characters.length; j++) { - var char = characters[j]; - var k = 1; - // we are not at the end of the token - while (characters[j + k]) { - var nextChar = characters[j + k]; - var lastChar = char[char.length - 1]; - // should not split chars - if (!TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords)) { - // combine chars & move forward one - char += nextChar; - } - else { - break; - } - k++; - } - j += char.length - 1; - var characterWidth = TextMetrics.getFromCache(char, letterSpacing, cache, context); - if (characterWidth + width > wordWrapWidth) { - lines += TextMetrics.addLine(line); - canPrependSpaces = false; - line = ''; - width = 0; - } - line += char; - width += characterWidth; - } - } - // run word out of the bounds - else { - // if there are words in this line already - // finish that line and start a new one - if (line.length > 0) { - lines += TextMetrics.addLine(line); - line = ''; - width = 0; - } - var isLastToken = i === tokens.length - 1; - // give it its own line if it's not the end - lines += TextMetrics.addLine(token, !isLastToken); - canPrependSpaces = false; - line = ''; - width = 0; - } - } - // word could fit - else { - // word won't fit because of existing words - // start a new line - if (tokenWidth + width > wordWrapWidth) { - // if its a space we don't want it - canPrependSpaces = false; - // add a new line - lines += TextMetrics.addLine(line); - // start a new line - line = ''; - width = 0; - } - // don't add spaces to the beginning of lines - if (line.length > 0 || !TextMetrics.isBreakingSpace(token) || canPrependSpaces) { - // add the word to the current line - line += token; - // update width counter - width += tokenWidth; - } - } - } - lines += TextMetrics.addLine(line, false); - return lines; - }; - /** - * Convienience function for logging each line added during the wordWrap method. - * @param line - The line of text to add - * @param newLine - Add new line character to end - * @returns A formatted line - */ - TextMetrics.addLine = function (line, newLine) { - if (newLine === void 0) { newLine = true; } - line = TextMetrics.trimRight(line); - line = (newLine) ? line + "\n" : line; - return line; - }; - /** - * Gets & sets the widths of calculated characters in a cache object - * @param key - The key - * @param letterSpacing - The letter spacing - * @param cache - The cache - * @param context - The canvas context - * @returns The from cache. - */ - TextMetrics.getFromCache = function (key, letterSpacing, cache, context) { - var width = cache[key]; - if (typeof width !== 'number') { - var spacing = ((key.length) * letterSpacing); - width = context.measureText(key).width + spacing; - cache[key] = width; - } - return width; - }; - /** - * Determines whether we should collapse breaking spaces. - * @param whiteSpace - The TextStyle property whiteSpace - * @returns Should collapse - */ - TextMetrics.collapseSpaces = function (whiteSpace) { - return (whiteSpace === 'normal' || whiteSpace === 'pre-line'); - }; - /** - * Determines whether we should collapse newLine chars. - * @param whiteSpace - The white space - * @returns should collapse - */ - TextMetrics.collapseNewlines = function (whiteSpace) { - return (whiteSpace === 'normal'); - }; - /** - * Trims breaking whitespaces from string. - * @param text - The text - * @returns Trimmed string - */ - TextMetrics.trimRight = function (text) { - if (typeof text !== 'string') { - return ''; - } - for (var i = text.length - 1; i >= 0; i--) { - var char = text[i]; - if (!TextMetrics.isBreakingSpace(char)) { - break; - } - text = text.slice(0, -1); - } - return text; - }; - /** - * Determines if char is a newline. - * @param char - The character - * @returns True if newline, False otherwise. - */ - TextMetrics.isNewline = function (char) { - if (typeof char !== 'string') { - return false; - } - return (TextMetrics._newlines.indexOf(char.charCodeAt(0)) >= 0); - }; - /** - * Determines if char is a breaking whitespace. - * - * It allows one to determine whether char should be a breaking whitespace - * For example certain characters in CJK langs or numbers. - * It must return a boolean. - * @param char - The character - * @param [_nextChar] - The next character - * @returns True if whitespace, False otherwise. - */ - TextMetrics.isBreakingSpace = function (char, _nextChar) { - if (typeof char !== 'string') { - return false; - } - return (TextMetrics._breakingSpaces.indexOf(char.charCodeAt(0)) >= 0); - }; - /** - * Splits a string into words, breaking-spaces and newLine characters - * @param text - The text - * @returns A tokenized array - */ - TextMetrics.tokenize = function (text) { - var tokens = []; - var token = ''; - if (typeof text !== 'string') { - return tokens; - } - for (var i = 0; i < text.length; i++) { - var char = text[i]; - var nextChar = text[i + 1]; - if (TextMetrics.isBreakingSpace(char, nextChar) || TextMetrics.isNewline(char)) { - if (token !== '') { - tokens.push(token); - token = ''; - } - tokens.push(char); - continue; - } - token += char; - } - if (token !== '') { - tokens.push(token); - } - return tokens; - }; - /** - * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. - * - * It allows one to customise which words should break - * Examples are if the token is CJK or numbers. - * It must return a boolean. - * @param _token - The token - * @param breakWords - The style attr break words - * @returns Whether to break word or not - */ - TextMetrics.canBreakWords = function (_token, breakWords) { - return breakWords; - }; - /** - * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. - * - * It allows one to determine whether a pair of characters - * should be broken by newlines - * For example certain characters in CJK langs or numbers. - * It must return a boolean. - * @param _char - The character - * @param _nextChar - The next character - * @param _token - The token/word the characters are from - * @param _index - The index in the token of the char - * @param _breakWords - The style attr break words - * @returns whether to break word or not - */ - TextMetrics.canBreakChars = function (_char, _nextChar, _token, _index, _breakWords) { - return true; - }; - /** - * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. - * - * It is called when a token (usually a word) has to be split into separate pieces - * in order to determine the point to break a word. - * It must return an array of characters. - * @example - * // Correctly splits emojis, eg "🤪🤪" will result in two element array, each with one emoji. - * TextMetrics.wordWrapSplit = (token) => [...token]; - * @param token - The token to split - * @returns The characters of the token - */ - TextMetrics.wordWrapSplit = function (token) { - return token.split(''); - }; - /** - * Calculates the ascent, descent and fontSize of a given font-style - * @param font - String representing the style of the font - * @returns Font properties object - */ - TextMetrics.measureFont = function (font) { - // as this method is used for preparing assets, don't recalculate things if we don't need to - if (TextMetrics._fonts[font]) { - return TextMetrics._fonts[font]; - } - var properties = { - ascent: 0, - descent: 0, - fontSize: 0, - }; - var canvas = TextMetrics._canvas; - var context = TextMetrics._context; - context.font = font; - var metricsString = TextMetrics.METRICS_STRING + TextMetrics.BASELINE_SYMBOL; - var width = Math.ceil(context.measureText(metricsString).width); - var baseline = Math.ceil(context.measureText(TextMetrics.BASELINE_SYMBOL).width); - var height = Math.ceil(TextMetrics.HEIGHT_MULTIPLIER * baseline); - baseline = baseline * TextMetrics.BASELINE_MULTIPLIER | 0; - canvas.width = width; - canvas.height = height; - context.fillStyle = '#f00'; - context.fillRect(0, 0, width, height); - context.font = font; - context.textBaseline = 'alphabetic'; - context.fillStyle = '#000'; - context.fillText(metricsString, 0, baseline); - var imagedata = context.getImageData(0, 0, width, height).data; - var pixels = imagedata.length; - var line = width * 4; - var i = 0; - var idx = 0; - var stop = false; - // ascent. scan from top to bottom until we find a non red pixel - for (i = 0; i < baseline; ++i) { - for (var j = 0; j < line; j += 4) { - if (imagedata[idx + j] !== 255) { - stop = true; - break; - } - } - if (!stop) { - idx += line; - } - else { - break; - } - } - properties.ascent = baseline - i; - idx = pixels - line; - stop = false; - // descent. scan from bottom to top until we find a non red pixel - for (i = height; i > baseline; --i) { - for (var j = 0; j < line; j += 4) { - if (imagedata[idx + j] !== 255) { - stop = true; - break; - } - } - if (!stop) { - idx -= line; - } - else { - break; - } - } - properties.descent = i - baseline; - properties.fontSize = properties.ascent + properties.descent; - TextMetrics._fonts[font] = properties; - return properties; - }; - /** - * Clear font metrics in metrics cache. - * @param {string} [font] - font name. If font name not set then clear cache for all fonts. - */ - TextMetrics.clearMetrics = function (font) { - if (font === void 0) { font = ''; } - if (font) { - delete TextMetrics._fonts[font]; - } - else { - TextMetrics._fonts = {}; - } - }; - Object.defineProperty(TextMetrics, "_canvas", { - /** - * Cached canvas element for measuring text - * TODO: this should be private, but isn't because of backward compat, will fix later. - * @ignore - */ - get: function () { - if (!TextMetrics.__canvas) { - var canvas = void 0; - try { - // OffscreenCanvas2D measureText can be up to 40% faster. - var c = new OffscreenCanvas(0, 0); - var context = c.getContext('2d'); - if (context && context.measureText) { - TextMetrics.__canvas = c; - return c; - } - canvas = settings$1.ADAPTER.createCanvas(); - } - catch (ex) { - canvas = settings$1.ADAPTER.createCanvas(); - } - canvas.width = canvas.height = 10; - TextMetrics.__canvas = canvas; - } - return TextMetrics.__canvas; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextMetrics, "_context", { - /** - * TODO: this should be private, but isn't because of backward compat, will fix later. - * @ignore - */ - get: function () { - if (!TextMetrics.__context) { - TextMetrics.__context = TextMetrics._canvas.getContext('2d'); - } - return TextMetrics.__context; - }, - enumerable: false, - configurable: true - }); - return TextMetrics; - }()); - /** - * Internal return object for {@link PIXI.TextMetrics.measureFont `TextMetrics.measureFont`}. - * @typedef {object} FontMetrics - * @property {number} ascent - The ascent distance - * @property {number} descent - The descent distance - * @property {number} fontSize - Font size from ascent to descent - * @memberof PIXI.TextMetrics - * @private - */ - /** - * Cache of {@see PIXI.TextMetrics.FontMetrics} objects. - * @memberof PIXI.TextMetrics - * @type {object} - * @private - */ - TextMetrics._fonts = {}; - /** - * String used for calculate font metrics. - * These characters are all tall to help calculate the height required for text. - * @static - * @memberof PIXI.TextMetrics - * @name METRICS_STRING - * @type {string} - * @default |ÉqÅ - */ - TextMetrics.METRICS_STRING = '|ÉqÅ'; - /** - * Baseline symbol for calculate font metrics. - * @static - * @memberof PIXI.TextMetrics - * @name BASELINE_SYMBOL - * @type {string} - * @default M - */ - TextMetrics.BASELINE_SYMBOL = 'M'; - /** - * Baseline multiplier for calculate font metrics. - * @static - * @memberof PIXI.TextMetrics - * @name BASELINE_MULTIPLIER - * @type {number} - * @default 1.4 - */ - TextMetrics.BASELINE_MULTIPLIER = 1.4; - /** - * Height multiplier for setting height of canvas to calculate font metrics. - * @static - * @memberof PIXI.TextMetrics - * @name HEIGHT_MULTIPLIER - * @type {number} - * @default 2.00 - */ - TextMetrics.HEIGHT_MULTIPLIER = 2.0; - /** - * Cache of new line chars. - * @memberof PIXI.TextMetrics - * @type {number[]} - * @private - */ - TextMetrics._newlines = [ - 0x000A, - 0x000D ]; - /** - * Cache of breaking spaces. - * @memberof PIXI.TextMetrics - * @type {number[]} - * @private - */ - TextMetrics._breakingSpaces = [ - 0x0009, - 0x0020, - 0x2000, - 0x2001, - 0x2002, - 0x2003, - 0x2004, - 0x2005, - 0x2006, - 0x2008, - 0x2009, - 0x200A, - 0x205F, - 0x3000 ]; - /** - * A number, or a string containing a number. - * @memberof PIXI - * @typedef {object} IFontMetrics - * @property {number} ascent - Font ascent - * @property {number} descent - Font descent - * @property {number} fontSize - Font size - */ - - var defaultDestroyOptions = { - texture: true, - children: false, - baseTexture: true, - }; - /** - * A Text Object will create a line or multiple lines of text. - * - * The text is created using the [Canvas API](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API). - * - * The primary advantage of this class over BitmapText is that you have great control over the style of the text, - * which you can change at runtime. - * - * The primary disadvantages is that each piece of text has it's own texture, which can use more memory. - * When text changes, this texture has to be re-generated and re-uploaded to the GPU, taking up time. - * - * To split a line you can use '\n' in your text string, or, on the `style` object, - * change its `wordWrap` property to true and and give the `wordWrapWidth` property a value. - * - * A Text can be created directly from a string and a style object, - * which can be generated [here](https://pixijs.io/pixi-text-style). - * - * ```js - * let text = new PIXI.Text('This is a PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'}); - * ``` - * @memberof PIXI - */ - var Text = /** @class */ (function (_super) { - __extends$e(Text, _super); - /** - * @param text - The string that you would like the text to display - * @param {object|PIXI.TextStyle} [style] - The style parameters - * @param canvas - The canvas element for drawing text - */ - function Text(text, style, canvas) { - var _this = this; - var ownCanvas = false; - if (!canvas) { - canvas = settings$1.ADAPTER.createCanvas(); - ownCanvas = true; - } - canvas.width = 3; - canvas.height = 3; - var texture = Texture.from(canvas); - texture.orig = new Rectangle$2(); - texture.trim = new Rectangle$2(); - _this = _super.call(this, texture) || this; - _this._ownCanvas = ownCanvas; - _this.canvas = canvas; - _this.context = canvas.getContext('2d'); - _this._resolution = settings$1.RESOLUTION; - _this._autoResolution = true; - _this._text = null; - _this._style = null; - _this._styleListener = null; - _this._font = ''; - _this.text = text; - _this.style = style; - _this.localStyleID = -1; - return _this; - } - /** - * Renders text to its canvas, and updates its texture. - * - * By default this is used internally to ensure the texture is correct before rendering, - * but it can be used called externally, for example from this class to 'pre-generate' the texture from a piece of text, - * and then shared across multiple Sprites. - * @param respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called. - */ - Text.prototype.updateText = function (respectDirty) { - var style = this._style; - // check if style has changed.. - if (this.localStyleID !== style.styleID) { - this.dirty = true; - this.localStyleID = style.styleID; - } - if (!this.dirty && respectDirty) { - return; - } - this._font = this._style.toFontString(); - var context = this.context; - var measured = TextMetrics.measureText(this._text || ' ', this._style, this._style.wordWrap, this.canvas); - var width = measured.width; - var height = measured.height; - var lines = measured.lines; - var lineHeight = measured.lineHeight; - var lineWidths = measured.lineWidths; - var maxLineWidth = measured.maxLineWidth; - var fontProperties = measured.fontProperties; - this.canvas.width = Math.ceil(Math.ceil((Math.max(1, width) + (style.padding * 2))) * this._resolution); - this.canvas.height = Math.ceil(Math.ceil((Math.max(1, height) + (style.padding * 2))) * this._resolution); - context.scale(this._resolution, this._resolution); - context.clearRect(0, 0, this.canvas.width, this.canvas.height); - context.font = this._font; - context.lineWidth = style.strokeThickness; - context.textBaseline = style.textBaseline; - context.lineJoin = style.lineJoin; - context.miterLimit = style.miterLimit; - var linePositionX; - var linePositionY; - // require 2 passes if a shadow; the first to draw the drop shadow, the second to draw the text - var passesCount = style.dropShadow ? 2 : 1; - // For v4, we drew text at the colours of the drop shadow underneath the normal text. This gave the correct zIndex, - // but features such as alpha and shadowblur did not look right at all, since we were using actual text as a shadow. - // - // For v5.0.0, we moved over to just use the canvas API for drop shadows, which made them look much nicer and more - // visually please, but now because the stroke is drawn and then the fill, drop shadows would appear on both the fill - // and the stroke; and fill drop shadows would appear over the top of the stroke. - // - // For v5.1.1, the new route is to revert to v4 style of drawing text first to get the drop shadows underneath normal - // text, but instead drawing text in the correct location, we'll draw it off screen (-paddingY), and then adjust the - // drop shadow so only that appears on screen (+paddingY). Now we'll have the correct draw order of the shadow - // beneath the text, whilst also having the proper text shadow styling. - for (var i = 0; i < passesCount; ++i) { - var isShadowPass = style.dropShadow && i === 0; - // we only want the drop shadow, so put text way off-screen - var dsOffsetText = isShadowPass ? Math.ceil(Math.max(1, height) + (style.padding * 2)) : 0; - var dsOffsetShadow = dsOffsetText * this._resolution; - if (isShadowPass) { - // On Safari, text with gradient and drop shadows together do not position correctly - // if the scale of the canvas is not 1: https://bugs.webkit.org/show_bug.cgi?id=197689 - // Therefore we'll set the styles to be a plain black whilst generating this drop shadow - context.fillStyle = 'black'; - context.strokeStyle = 'black'; - var dropShadowColor = style.dropShadowColor; - var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor)); - var dropShadowBlur = style.dropShadowBlur * this._resolution; - var dropShadowDistance = style.dropShadowDistance * this._resolution; - context.shadowColor = "rgba(" + rgb[0] * 255 + "," + rgb[1] * 255 + "," + rgb[2] * 255 + "," + style.dropShadowAlpha + ")"; - context.shadowBlur = dropShadowBlur; - context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance; - context.shadowOffsetY = (Math.sin(style.dropShadowAngle) * dropShadowDistance) + dsOffsetShadow; - } - else { - // set canvas text styles - context.fillStyle = this._generateFillStyle(style, lines, measured); - // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as - // the setter converts to string. See this thread for more details: - // https://github.com/microsoft/TypeScript/issues/2521 - context.strokeStyle = style.stroke; - context.shadowColor = 'black'; - context.shadowBlur = 0; - context.shadowOffsetX = 0; - context.shadowOffsetY = 0; - } - var linePositionYShift = (lineHeight - fontProperties.fontSize) / 2; - if (!Text.nextLineHeightBehavior || lineHeight - fontProperties.fontSize < 0) { - linePositionYShift = 0; - } - // draw lines line by line - for (var i_1 = 0; i_1 < lines.length; i_1++) { - linePositionX = style.strokeThickness / 2; - linePositionY = ((style.strokeThickness / 2) + (i_1 * lineHeight)) + fontProperties.ascent - + linePositionYShift; - if (style.align === 'right') { - linePositionX += maxLineWidth - lineWidths[i_1]; - } - else if (style.align === 'center') { - linePositionX += (maxLineWidth - lineWidths[i_1]) / 2; - } - if (style.stroke && style.strokeThickness) { - this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText, true); - } - if (style.fill) { - this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText); - } - } - } - this.updateTexture(); - }; - /** - * Render the text with letter-spacing. - * @param text - The text to draw - * @param x - Horizontal position to draw the text - * @param y - Vertical position to draw the text - * @param isStroke - Is this drawing for the outside stroke of the - * text? If not, it's for the inside fill - */ - Text.prototype.drawLetterSpacing = function (text, x, y, isStroke) { - if (isStroke === void 0) { isStroke = false; } - var style = this._style; - // letterSpacing of 0 means normal - var letterSpacing = style.letterSpacing; - // Checking that we can use moddern canvas2D api - // https://developer.chrome.com/origintrials/#/view_trial/3585991203293757441 - // note: this is unstable API, Chrome less 94 use a `textLetterSpacing`, newest use a letterSpacing - // eslint-disable-next-line max-len - var supportLetterSpacing = Text.experimentalLetterSpacing - && ('letterSpacing' in CanvasRenderingContext2D.prototype - || 'textLetterSpacing' in CanvasRenderingContext2D.prototype); - if (letterSpacing === 0 || supportLetterSpacing) { - if (supportLetterSpacing) { - this.context.letterSpacing = letterSpacing; - this.context.textLetterSpacing = letterSpacing; - } - if (isStroke) { - this.context.strokeText(text, x, y); - } - else { - this.context.fillText(text, x, y); - } - return; - } - var currentPosition = x; - // Using Array.from correctly splits characters whilst keeping emoji together. - // This is not supported on IE as it requires ES6, so regular text splitting occurs. - // This also doesn't account for emoji that are multiple emoji put together to make something else. - // Handling all of this would require a big library itself. - // https://medium.com/@giltayar/iterating-over-emoji-characters-the-es6-way-f06e4589516 - // https://github.com/orling/grapheme-splitter - var stringArray = Array.from ? Array.from(text) : text.split(''); - var previousWidth = this.context.measureText(text).width; - var currentWidth = 0; - for (var i = 0; i < stringArray.length; ++i) { - var currentChar = stringArray[i]; - if (isStroke) { - this.context.strokeText(currentChar, currentPosition, y); - } - else { - this.context.fillText(currentChar, currentPosition, y); - } - var textStr = ''; - for (var j = i + 1; j < stringArray.length; ++j) { - textStr += stringArray[j]; - } - currentWidth = this.context.measureText(textStr).width; - currentPosition += previousWidth - currentWidth + letterSpacing; - previousWidth = currentWidth; - } - }; - /** Updates texture size based on canvas size. */ - Text.prototype.updateTexture = function () { - var canvas = this.canvas; - if (this._style.trim) { - var trimmed = trimCanvas(canvas); - if (trimmed.data) { - canvas.width = trimmed.width; - canvas.height = trimmed.height; - this.context.putImageData(trimmed.data, 0, 0); - } - } - var texture = this._texture; - var style = this._style; - var padding = style.trim ? 0 : style.padding; - var baseTexture = texture.baseTexture; - texture.trim.width = texture._frame.width = canvas.width / this._resolution; - texture.trim.height = texture._frame.height = canvas.height / this._resolution; - texture.trim.x = -padding; - texture.trim.y = -padding; - texture.orig.width = texture._frame.width - (padding * 2); - texture.orig.height = texture._frame.height - (padding * 2); - // call sprite onTextureUpdate to update scale if _width or _height were set - this._onTextureUpdate(); - baseTexture.setRealSize(canvas.width, canvas.height, this._resolution); - texture.updateUvs(); - this.dirty = false; - }; - /** - * Renders the object using the WebGL renderer - * @param renderer - The renderer - */ - Text.prototype._render = function (renderer) { - if (this._autoResolution && this._resolution !== renderer.resolution) { - this._resolution = renderer.resolution; - this.dirty = true; - } - this.updateText(true); - _super.prototype._render.call(this, renderer); - }; - /** Updates the transform on all children of this container for rendering. */ - Text.prototype.updateTransform = function () { - this.updateText(true); - _super.prototype.updateTransform.call(this); - }; - Text.prototype.getBounds = function (skipUpdate, rect) { - this.updateText(true); - if (this._textureID === -1) { - // texture was updated: recalculate transforms - skipUpdate = false; - } - return _super.prototype.getBounds.call(this, skipUpdate, rect); - }; - /** - * Gets the local bounds of the text object. - * @param rect - The output rectangle. - * @returns The bounds. - */ - Text.prototype.getLocalBounds = function (rect) { - this.updateText(true); - return _super.prototype.getLocalBounds.call(this, rect); - }; - /** Calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account. */ - Text.prototype._calculateBounds = function () { - this.calculateVertices(); - // if we have already done this on THIS frame. - this._bounds.addQuad(this.vertexData); - }; - /** - * Generates the fill style. Can automatically generate a gradient based on the fill style being an array - * @param style - The style. - * @param lines - The lines of text. - * @param metrics - * @returns The fill style - */ - Text.prototype._generateFillStyle = function (style, lines, metrics) { - // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as - // the setter converts to string. See this thread for more details: - // https://github.com/microsoft/TypeScript/issues/2521 - var fillStyle = style.fill; - if (!Array.isArray(fillStyle)) { - return fillStyle; - } - else if (fillStyle.length === 1) { - return fillStyle[0]; - } - // the gradient will be evenly spaced out according to how large the array is. - // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75 - var gradient; - // a dropshadow will enlarge the canvas and result in the gradient being - // generated with the incorrect dimensions - var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0; - // should also take padding into account, padding can offset the gradient - var padding = style.padding || 0; - var width = (this.canvas.width / this._resolution) - dropShadowCorrection - (padding * 2); - var height = (this.canvas.height / this._resolution) - dropShadowCorrection - (padding * 2); - // make a copy of the style settings, so we can manipulate them later - var fill = fillStyle.slice(); - var fillGradientStops = style.fillGradientStops.slice(); - // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75 - if (!fillGradientStops.length) { - var lengthPlus1 = fill.length + 1; - for (var i = 1; i < lengthPlus1; ++i) { - fillGradientStops.push(i / lengthPlus1); - } - } - // stop the bleeding of the last gradient on the line above to the top gradient of the this line - // by hard defining the first gradient colour at point 0, and last gradient colour at point 1 - fill.unshift(fillStyle[0]); - fillGradientStops.unshift(0); - fill.push(fillStyle[fillStyle.length - 1]); - fillGradientStops.push(1); - if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) { - // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas - gradient = this.context.createLinearGradient(width / 2, padding, width / 2, height + padding); - // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect - // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 - // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc - var textHeight = metrics.fontProperties.fontSize + style.strokeThickness; - for (var i = 0; i < lines.length; i++) { - var lastLineBottom = (metrics.lineHeight * (i - 1)) + textHeight; - var thisLineTop = metrics.lineHeight * i; - var thisLineGradientStart = thisLineTop; - // Handle case where last & this line overlap - if (i > 0 && lastLineBottom > thisLineTop) { - thisLineGradientStart = (thisLineTop + lastLineBottom) / 2; - } - var thisLineBottom = thisLineTop + textHeight; - var nextLineTop = metrics.lineHeight * (i + 1); - var thisLineGradientEnd = thisLineBottom; - // Handle case where this & next line overlap - if (i + 1 < lines.length && nextLineTop < thisLineBottom) { - thisLineGradientEnd = (thisLineBottom + nextLineTop) / 2; - } - // textHeight, but as a 0-1 size in global gradient stop space - var gradStopLineHeight = (thisLineGradientEnd - thisLineGradientStart) / height; - for (var j = 0; j < fill.length; j++) { - // 0-1 stop point for the current line, multiplied to global space afterwards - var lineStop = 0; - if (typeof fillGradientStops[j] === 'number') { - lineStop = fillGradientStops[j]; - } - else { - lineStop = j / fill.length; - } - var globalStop = Math.min(1, Math.max(0, (thisLineGradientStart / height) + (lineStop * gradStopLineHeight))); - // There's potential for floating point precision issues at the seams between gradient repeats. - globalStop = Number(globalStop.toFixed(5)); - gradient.addColorStop(globalStop, fill[j]); - } - } - } - else { - // start the gradient at the center left of the canvas, and end at the center right of the canvas - gradient = this.context.createLinearGradient(padding, height / 2, width + padding, height / 2); - // can just evenly space out the gradients in this case, as multiple lines makes no difference - // to an even left to right gradient - var totalIterations = fill.length + 1; - var currentIteration = 1; - for (var i = 0; i < fill.length; i++) { - var stop = void 0; - if (typeof fillGradientStops[i] === 'number') { - stop = fillGradientStops[i]; - } - else { - stop = currentIteration / totalIterations; - } - gradient.addColorStop(stop, fill[i]); - currentIteration++; - } - } - return gradient; - }; - /** - * Destroys this text object. - * - * Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as - * the majority of the time the texture will not be shared with any other Sprites. - * @param options - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have their - * destroy method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well - * @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well - */ - Text.prototype.destroy = function (options) { - if (typeof options === 'boolean') { - options = { children: options }; - } - options = Object.assign({}, defaultDestroyOptions, options); - _super.prototype.destroy.call(this, options); - // set canvas width and height to 0 to workaround memory leak in Safari < 13 - // https://stackoverflow.com/questions/52532614/total-canvas-memory-use-exceeds-the-maximum-limit-safari-12 - if (this._ownCanvas) { - this.canvas.height = this.canvas.width = 0; - } - // make sure to reset the context and canvas.. dont want this hanging around in memory! - this.context = null; - this.canvas = null; - this._style = null; - }; - Object.defineProperty(Text.prototype, "width", { - /** The width of the Text, setting this will actually modify the scale to achieve the value set. */ - get: function () { - this.updateText(true); - return Math.abs(this.scale.x) * this._texture.orig.width; - }, - set: function (value) { - this.updateText(true); - var s = sign(this.scale.x) || 1; - this.scale.x = s * value / this._texture.orig.width; - this._width = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Text.prototype, "height", { - /** The height of the Text, setting this will actually modify the scale to achieve the value set. */ - get: function () { - this.updateText(true); - return Math.abs(this.scale.y) * this._texture.orig.height; - }, - set: function (value) { - this.updateText(true); - var s = sign(this.scale.y) || 1; - this.scale.y = s * value / this._texture.orig.height; - this._height = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Text.prototype, "style", { - /** - * Set the style of the text. - * - * Set up an event listener to listen for changes on the style object and mark the text as dirty. - */ - get: function () { - // TODO: Can't have different types for getter and setter. The getter shouldn't have the ITextStyle - // since the setter creates the TextStyle. See this thread for more details: - // https://github.com/microsoft/TypeScript/issues/2521 - return this._style; - }, - set: function (style) { - style = style || {}; - if (style instanceof TextStyle) { - this._style = style; - } - else { - this._style = new TextStyle(style); - } - this.localStyleID = -1; - this.dirty = true; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Text.prototype, "text", { - /** Set the copy for the text object. To split a line you can use '\n'. */ - get: function () { - return this._text; - }, - set: function (text) { - text = String(text === null || text === undefined ? '' : text); - if (this._text === text) { - return; - } - this._text = text; - this.dirty = true; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Text.prototype, "resolution", { - /** - * The resolution / device pixel ratio of the canvas. - * - * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually. - * @default 1 - */ - get: function () { - return this._resolution; - }, - set: function (value) { - this._autoResolution = false; - if (this._resolution === value) { - return; - } - this._resolution = value; - this.dirty = true; - }, - enumerable: false, - configurable: true - }); - /** - * New behavior for `lineHeight` that's meant to mimic HTML text. A value of `true` will - * make sure the first baseline is offset by the `lineHeight` value if it is greater than `fontSize`. - * A value of `false` will use the legacy behavior and not change the baseline of the first line. - * In the next major release, we'll enable this by default. - */ - Text.nextLineHeightBehavior = false; - /** - * New rendering behavior for letter-spacing which uses Chrome's new native API. This will - * lead to more accurate letter-spacing results because it does not try to manually draw - * each character. However, this Chrome API is experimental and may not serve all cases yet. - */ - Text.experimentalLetterSpacing = false; - return Text; - }(Sprite)); - - /*! - * @pixi/prepare - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/prepare is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * Default number of uploads per frame using prepare plugin. - * @static - * @memberof PIXI.settings - * @name UPLOADS_PER_FRAME - * @type {number} - * @default 4 - */ - settings$1.UPLOADS_PER_FRAME = 4; - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$d = function(d, b) { - extendStatics$d = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$d(d, b); - }; - - function __extends$d(d, b) { - extendStatics$d(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - /** - * CountLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified - * number of items per frame. - * @memberof PIXI - */ - var CountLimiter = /** @class */ (function () { - /** - * @param maxItemsPerFrame - The maximum number of items that can be prepared each frame. - */ - function CountLimiter(maxItemsPerFrame) { - this.maxItemsPerFrame = maxItemsPerFrame; - this.itemsLeft = 0; - } - /** Resets any counting properties to start fresh on a new frame. */ - CountLimiter.prototype.beginFrame = function () { - this.itemsLeft = this.maxItemsPerFrame; - }; - /** - * Checks to see if another item can be uploaded. This should only be called once per item. - * @returns If the item is allowed to be uploaded. - */ - CountLimiter.prototype.allowedToUpload = function () { - return this.itemsLeft-- > 0; - }; - return CountLimiter; - }()); - - /** - * Built-in hook to find multiple textures from objects like AnimatedSprites. - * @private - * @param item - Display object to check - * @param queue - Collection of items to upload - * @returns If a PIXI.Texture object was found. - */ - function findMultipleBaseTextures(item, queue) { - var result = false; - // Objects with multiple textures - if (item && item._textures && item._textures.length) { - for (var i = 0; i < item._textures.length; i++) { - if (item._textures[i] instanceof Texture) { - var baseTexture = item._textures[i].baseTexture; - if (queue.indexOf(baseTexture) === -1) { - queue.push(baseTexture); - result = true; - } - } - } - } - return result; - } - /** - * Built-in hook to find BaseTextures from Texture. - * @private - * @param item - Display object to check - * @param queue - Collection of items to upload - * @returns If a PIXI.Texture object was found. - */ - function findBaseTexture(item, queue) { - if (item.baseTexture instanceof BaseTexture) { - var texture = item.baseTexture; - if (queue.indexOf(texture) === -1) { - queue.push(texture); - } - return true; - } - return false; - } - /** - * Built-in hook to find textures from objects. - * @private - * @param item - Display object to check - * @param queue - Collection of items to upload - * @returns If a PIXI.Texture object was found. - */ - function findTexture(item, queue) { - if (item._texture && item._texture instanceof Texture) { - var texture = item._texture.baseTexture; - if (queue.indexOf(texture) === -1) { - queue.push(texture); - } - return true; - } - return false; - } - /** - * Built-in hook to draw PIXI.Text to its texture. - * @private - * @param _helper - Not used by this upload handler - * @param item - Item to check - * @returns If item was uploaded. - */ - function drawText(_helper, item) { - if (item instanceof Text) { - // updating text will return early if it is not dirty - item.updateText(true); - return true; - } - return false; - } - /** - * Built-in hook to calculate a text style for a PIXI.Text object. - * @private - * @param _helper - Not used by this upload handler - * @param item - Item to check - * @returns If item was uploaded. - */ - function calculateTextStyle(_helper, item) { - if (item instanceof TextStyle) { - var font = item.toFontString(); - TextMetrics.measureFont(font); - return true; - } - return false; - } - /** - * Built-in hook to find Text objects. - * @private - * @param item - Display object to check - * @param queue - Collection of items to upload - * @returns if a PIXI.Text object was found. - */ - function findText(item, queue) { - if (item instanceof Text) { - // push the text style to prepare it - this can be really expensive - if (queue.indexOf(item.style) === -1) { - queue.push(item.style); - } - // also push the text object so that we can render it (to canvas/texture) if needed - if (queue.indexOf(item) === -1) { - queue.push(item); - } - // also push the Text's texture for upload to GPU - var texture = item._texture.baseTexture; - if (queue.indexOf(texture) === -1) { - queue.push(texture); - } - return true; - } - return false; - } - /** - * Built-in hook to find TextStyle objects. - * @private - * @param item - Display object to check - * @param queue - Collection of items to upload - * @returns If a PIXI.TextStyle object was found. - */ - function findTextStyle(item, queue) { - if (item instanceof TextStyle) { - if (queue.indexOf(item) === -1) { - queue.push(item); - } - return true; - } - return false; - } - /** - * The prepare manager provides functionality to upload content to the GPU. - * - * BasePrepare handles basic queuing functionality and is extended by - * {@link PIXI.Prepare} and {@link PIXI.CanvasPrepare} - * to provide preparation capabilities specific to their respective renderers. - * @example - * // Create a sprite - * const sprite = PIXI.Sprite.from('something.png'); - * - * // Load object into GPU - * app.renderer.plugins.prepare.upload(sprite, () => { - * - * //Texture(s) has been uploaded to GPU - * app.stage.addChild(sprite); - * - * }) - * @abstract - * @memberof PIXI - */ - var BasePrepare = /** @class */ (function () { - /** - * @param {PIXI.AbstractRenderer} renderer - A reference to the current renderer - */ - function BasePrepare(renderer) { - var _this = this; - this.limiter = new CountLimiter(settings$1.UPLOADS_PER_FRAME); - this.renderer = renderer; - this.uploadHookHelper = null; - this.queue = []; - this.addHooks = []; - this.uploadHooks = []; - this.completes = []; - this.ticking = false; - this.delayedTick = function () { - // unlikely, but in case we were destroyed between tick() and delayedTick() - if (!_this.queue) { - return; - } - _this.prepareItems(); - }; - // hooks to find the correct texture - this.registerFindHook(findText); - this.registerFindHook(findTextStyle); - this.registerFindHook(findMultipleBaseTextures); - this.registerFindHook(findBaseTexture); - this.registerFindHook(findTexture); - // upload hooks - this.registerUploadHook(drawText); - this.registerUploadHook(calculateTextStyle); - } - /** @ignore */ - BasePrepare.prototype.upload = function (item, done) { - var _this = this; - if (typeof item === 'function') { - done = item; - item = null; - } - if (done) { - deprecation$1('6.5.0', 'BasePrepare.upload callback is deprecated, use the return Promise instead.'); - } - return new Promise(function (resolve) { - // If a display object, search for items - // that we could upload - if (item) { - _this.add(item); - } - // TODO: remove done callback and just use resolve - var complete = function () { - done === null || done === void 0 ? void 0 : done(); - resolve(); - }; - // Get the items for upload from the display - if (_this.queue.length) { - _this.completes.push(complete); - if (!_this.ticking) { - _this.ticking = true; - Ticker$1.system.addOnce(_this.tick, _this, UPDATE_PRIORITY$1.UTILITY); - } - } - else { - complete(); - } - }); - }; - /** - * Handle tick update - * @private - */ - BasePrepare.prototype.tick = function () { - setTimeout(this.delayedTick, 0); - }; - /** - * Actually prepare items. This is handled outside of the tick because it will take a while - * and we do NOT want to block the current animation frame from rendering. - * @private - */ - BasePrepare.prototype.prepareItems = function () { - this.limiter.beginFrame(); - // Upload the graphics - while (this.queue.length && this.limiter.allowedToUpload()) { - var item = this.queue[0]; - var uploaded = false; - if (item && !item._destroyed) { - for (var i = 0, len = this.uploadHooks.length; i < len; i++) { - if (this.uploadHooks[i](this.uploadHookHelper, item)) { - this.queue.shift(); - uploaded = true; - break; - } - } - } - if (!uploaded) { - this.queue.shift(); - } - } - // We're finished - if (!this.queue.length) { - this.ticking = false; - var completes = this.completes.slice(0); - this.completes.length = 0; - for (var i = 0, len = completes.length; i < len; i++) { - completes[i](); - } - } - else { - // if we are not finished, on the next rAF do this again - Ticker$1.system.addOnce(this.tick, this, UPDATE_PRIORITY$1.UTILITY); - } - }; - /** - * Adds hooks for finding items. - * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array` - * function must return `true` if it was able to add item to the queue. - * @returns Instance of plugin for chaining. - */ - BasePrepare.prototype.registerFindHook = function (addHook) { - if (addHook) { - this.addHooks.push(addHook); - } - return this; - }; - /** - * Adds hooks for uploading items. - * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and - * function must return `true` if it was able to handle upload of item. - * @returns Instance of plugin for chaining. - */ - BasePrepare.prototype.registerUploadHook = function (uploadHook) { - if (uploadHook) { - this.uploadHooks.push(uploadHook); - } - return this; - }; - /** - * Manually add an item to the uploading queue. - * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to - * add to the queue - * @returns Instance of plugin for chaining. - */ - BasePrepare.prototype.add = function (item) { - // Add additional hooks for finding elements on special - // types of objects that - for (var i = 0, len = this.addHooks.length; i < len; i++) { - if (this.addHooks[i](item, this.queue)) { - break; - } - } - // Get children recursively - if (item instanceof Container$2) { - for (var i = item.children.length - 1; i >= 0; i--) { - this.add(item.children[i]); - } - } - return this; - }; - /** Destroys the plugin, don't use after this. */ - BasePrepare.prototype.destroy = function () { - if (this.ticking) { - Ticker$1.system.remove(this.tick, this); - } - this.ticking = false; - this.addHooks = null; - this.uploadHooks = null; - this.renderer = null; - this.completes = null; - this.queue = null; - this.limiter = null; - this.uploadHookHelper = null; - }; - return BasePrepare; - }()); - - /** - * Built-in hook to upload PIXI.Texture objects to the GPU. - * @private - * @param renderer - instance of the webgl renderer - * @param item - Item to check - * @returns If item was uploaded. - */ - function uploadBaseTextures(renderer, item) { - if (item instanceof BaseTexture) { - // if the texture already has a GL texture, then the texture has been prepared or rendered - // before now. If the texture changed, then the changer should be calling texture.update() which - // reuploads the texture without need for preparing it again - if (!item._glTextures[renderer.CONTEXT_UID]) { - renderer.texture.bind(item); - } - return true; - } - return false; - } - /** - * Built-in hook to upload PIXI.Graphics to the GPU. - * @private - * @param renderer - instance of the webgl renderer - * @param item - Item to check - * @returns If item was uploaded. - */ - function uploadGraphics(renderer, item) { - if (!(item instanceof Graphics)) { - return false; - } - var geometry = item.geometry; - // update dirty graphics to get batches - item.finishPoly(); - geometry.updateBatches(); - var batches = geometry.batches; - // upload all textures found in styles - for (var i = 0; i < batches.length; i++) { - var texture = batches[i].style.texture; - if (texture) { - uploadBaseTextures(renderer, texture.baseTexture); - } - } - // if its not batchable - update vao for particular shader - if (!geometry.batchable) { - renderer.geometry.bind(geometry, item._resolveDirectShader(renderer)); - } - return true; - } - /** - * Built-in hook to find graphics. - * @private - * @param item - Display object to check - * @param queue - Collection of items to upload - * @returns if a PIXI.Graphics object was found. - */ - function findGraphics(item, queue) { - if (item instanceof Graphics) { - queue.push(item); - return true; - } - return false; - } - /** - * The prepare plugin provides renderer-specific plugins for pre-rendering DisplayObjects. These plugins are useful for - * asynchronously preparing and uploading to the GPU assets, textures, graphics waiting to be displayed. - * - * Do not instantiate this plugin directly. It is available from the `renderer.plugins` property. - * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}. - * @example - * // Create a new application - * const app = new PIXI.Application(); - * document.body.appendChild(app.view); - * - * // Don't start rendering right away - * app.stop(); - * - * // create a display object - * const rect = new PIXI.Graphics() - * .beginFill(0x00ff00) - * .drawRect(40, 40, 200, 200); - * - * // Add to the stage - * app.stage.addChild(rect); - * - * // Don't start rendering until the graphic is uploaded to the GPU - * app.renderer.plugins.prepare.upload(app.stage, () => { - * app.start(); - * }); - * @memberof PIXI - */ - var Prepare = /** @class */ (function (_super) { - __extends$d(Prepare, _super); - /** - * @param {PIXI.Renderer} renderer - A reference to the current renderer - */ - function Prepare(renderer) { - var _this = _super.call(this, renderer) || this; - _this.uploadHookHelper = _this.renderer; - // Add textures and graphics to upload - _this.registerFindHook(findGraphics); - _this.registerUploadHook(uploadBaseTextures); - _this.registerUploadHook(uploadGraphics); - return _this; - } - /** @ignore */ - Prepare.extension = { - name: 'prepare', - type: ExtensionType.RendererPlugin, - }; - return Prepare; - }(BasePrepare)); - - /*! - * @pixi/spritesheet - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/spritesheet is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * Utility class for maintaining reference to a collection - * of Textures on a single Spritesheet. - * - * To access a sprite sheet from your code you may pass its JSON data file to Pixi's loader: - * - * ```js - * PIXI.Loader.shared.add("images/spritesheet.json").load(setup); - * - * function setup() { - * let sheet = PIXI.Loader.shared.resources["images/spritesheet.json"].spritesheet; - * ... - * } - * ``` - * - * Alternately, you may circumvent the loader by instantiating the Spritesheet directly: - * ```js - * const sheet = new PIXI.Spritesheet(texture, spritesheetData); - * await sheet.parse(); - * console.log('Spritesheet ready to use!'); - * ``` - * - * With the `sheet.textures` you can create Sprite objects,`sheet.animations` can be used to create an AnimatedSprite. - * - * Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker}, - * {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}. - * Default anchor points (see {@link PIXI.Texture#defaultAnchor}) and grouping of animation sprites are currently only - * supported by TexturePacker. - * @memberof PIXI - */ - var Spritesheet = /** @class */ (function () { - /** - * @param texture - Reference to the source BaseTexture object. - * @param {object} data - Spritesheet image data. - * @param resolutionFilename - The filename to consider when determining - * the resolution of the spritesheet. If not provided, the imageUrl will - * be used on the BaseTexture. - */ - function Spritesheet(texture, data, resolutionFilename) { - if (resolutionFilename === void 0) { resolutionFilename = null; } - /** For multi-packed spritesheets, this contains a reference to all the other spritesheets it depends on. */ - this.linkedSheets = []; - this._texture = texture instanceof Texture ? texture : null; - this.baseTexture = texture instanceof BaseTexture ? texture : this._texture.baseTexture; - this.textures = {}; - this.animations = {}; - this.data = data; - var resource = this.baseTexture.resource; - this.resolution = this._updateResolution(resolutionFilename || (resource ? resource.url : null)); - this._frames = this.data.frames; - this._frameKeys = Object.keys(this._frames); - this._batchIndex = 0; - this._callback = null; - } - /** - * Generate the resolution from the filename or fallback - * to the meta.scale field of the JSON data. - * @param resolutionFilename - The filename to use for resolving - * the default resolution. - * @returns Resolution to use for spritesheet. - */ - Spritesheet.prototype._updateResolution = function (resolutionFilename) { - if (resolutionFilename === void 0) { resolutionFilename = null; } - var scale = this.data.meta.scale; - // Use a defaultValue of `null` to check if a url-based resolution is set - var resolution = getResolutionOfUrl(resolutionFilename, null); - // No resolution found via URL - if (resolution === null) { - // Use the scale value or default to 1 - resolution = scale !== undefined ? parseFloat(scale) : 1; - } - // For non-1 resolutions, update baseTexture - if (resolution !== 1) { - this.baseTexture.setResolution(resolution); - } - return resolution; - }; - /** @ignore */ - Spritesheet.prototype.parse = function (callback) { - var _this = this; - if (callback) { - deprecation$1('6.5.0', 'Spritesheet.parse callback is deprecated, use the return Promise instead.'); - } - return new Promise(function (resolve) { - _this._callback = function (textures) { - callback === null || callback === void 0 ? void 0 : callback(textures); - resolve(textures); - }; - _this._batchIndex = 0; - if (_this._frameKeys.length <= Spritesheet.BATCH_SIZE) { - _this._processFrames(0); - _this._processAnimations(); - _this._parseComplete(); - } - else { - _this._nextBatch(); - } - }); - }; - /** - * Process a batch of frames - * @param initialFrameIndex - The index of frame to start. - */ - Spritesheet.prototype._processFrames = function (initialFrameIndex) { - var frameIndex = initialFrameIndex; - var maxFrames = Spritesheet.BATCH_SIZE; - while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length) { - var i = this._frameKeys[frameIndex]; - var data = this._frames[i]; - var rect = data.frame; - if (rect) { - var frame = null; - var trim = null; - var sourceSize = data.trimmed !== false && data.sourceSize - ? data.sourceSize : data.frame; - var orig = new Rectangle$2(0, 0, Math.floor(sourceSize.w) / this.resolution, Math.floor(sourceSize.h) / this.resolution); - if (data.rotated) { - frame = new Rectangle$2(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.h) / this.resolution, Math.floor(rect.w) / this.resolution); - } - else { - frame = new Rectangle$2(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution); - } - // Check to see if the sprite is trimmed - if (data.trimmed !== false && data.spriteSourceSize) { - trim = new Rectangle$2(Math.floor(data.spriteSourceSize.x) / this.resolution, Math.floor(data.spriteSourceSize.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution); - } - this.textures[i] = new Texture(this.baseTexture, frame, orig, trim, data.rotated ? 2 : 0, data.anchor); - // lets also add the frame to pixi's global cache for 'from' and 'fromLoader' functions - Texture.addToCache(this.textures[i], i); - } - frameIndex++; - } - }; - /** Parse animations config. */ - Spritesheet.prototype._processAnimations = function () { - var animations = this.data.animations || {}; - for (var animName in animations) { - this.animations[animName] = []; - for (var i = 0; i < animations[animName].length; i++) { - var frameName = animations[animName][i]; - this.animations[animName].push(this.textures[frameName]); - } - } - }; - /** The parse has completed. */ - Spritesheet.prototype._parseComplete = function () { - var callback = this._callback; - this._callback = null; - this._batchIndex = 0; - callback.call(this, this.textures); - }; - /** Begin the next batch of textures. */ - Spritesheet.prototype._nextBatch = function () { - var _this = this; - this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE); - this._batchIndex++; - setTimeout(function () { - if (_this._batchIndex * Spritesheet.BATCH_SIZE < _this._frameKeys.length) { - _this._nextBatch(); - } - else { - _this._processAnimations(); - _this._parseComplete(); - } - }, 0); - }; - /** - * Destroy Spritesheet and don't use after this. - * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well - */ - Spritesheet.prototype.destroy = function (destroyBase) { - var _a; - if (destroyBase === void 0) { destroyBase = false; } - for (var i in this.textures) { - this.textures[i].destroy(); - } - this._frames = null; - this._frameKeys = null; - this.data = null; - this.textures = null; - if (destroyBase) { - (_a = this._texture) === null || _a === void 0 ? void 0 : _a.destroy(); - this.baseTexture.destroy(); - } - this._texture = null; - this.baseTexture = null; - this.linkedSheets = []; - }; - /** The maximum number of Textures to build per process. */ - Spritesheet.BATCH_SIZE = 1000; - return Spritesheet; - }()); - /** - * Reference to Spritesheet object created. - * @member {PIXI.Spritesheet} spritesheet - * @memberof PIXI.LoaderResource - * @instance - */ - /** - * Dictionary of textures from Spritesheet. - * @member {Object} textures - * @memberof PIXI.LoaderResource - * @instance - */ - - /** - * {@link PIXI.Loader} middleware for loading texture atlases that have been created with - * TexturePacker or similar JSON-based spritesheet. - * - * This middleware automatically generates Texture resources. - * - * If you're using Webpack or other bundlers and plan on bundling the atlas' JSON, - * use the {@link PIXI.Spritesheet} class to directly parse the JSON. - * - * The Loader's image Resource name is automatically appended with `"_image"`. - * If a Resource with this name is already loaded, the Loader will skip parsing the - * Spritesheet. The code below will generate an internal Loader Resource called `"myatlas_image"`. - * @example - * loader.add('myatlas', 'path/to/myatlas.json'); - * loader.load(() => { - * loader.resources.myatlas; // atlas JSON resource - * loader.resources.myatlas_image; // atlas Image resource - * }); - * @memberof PIXI - */ - var SpritesheetLoader = /** @class */ (function () { - function SpritesheetLoader() { - } - /** - * Called after a resource is loaded. - * @see PIXI.Loader.loaderMiddleware - * @param resource - * @param next - */ - SpritesheetLoader.use = function (resource, next) { - var _a, _b; - // because this is middleware, it execute in loader context. `this` = loader - var loader = this; - var imageResourceName = resource.name + "_image"; - // skip if no data, its not json, it isn't spritesheet data, or the image resource already exists - if (!resource.data - || resource.type !== LoaderResource$1.TYPE.JSON - || !resource.data.frames - || loader.resources[imageResourceName]) { - next(); - return; - } - // Check and add the multi atlas - // Heavily influenced and based on https://github.com/rocket-ua/pixi-tps-loader/blob/master/src/ResourceLoader.js - // eslint-disable-next-line camelcase - var multiPacks = (_b = (_a = resource.data) === null || _a === void 0 ? void 0 : _a.meta) === null || _b === void 0 ? void 0 : _b.related_multi_packs; - if (Array.isArray(multiPacks)) { - var _loop_1 = function (item) { - if (typeof item !== 'string') { - return "continue"; - } - var itemName = item.replace('.json', ''); - var itemUrl = url.resolve(resource.url.replace(loader.baseUrl, ''), item); - // Check if the file wasn't already added as multipacks are redundant - if (loader.resources[itemName] - || Object.values(loader.resources).some(function (r) { return url.format(url.parse(r.url)) === itemUrl; })) { - return "continue"; - } - var options = { - crossOrigin: resource.crossOrigin, - loadType: LoaderResource$1.LOAD_TYPE.XHR, - xhrType: LoaderResource$1.XHR_RESPONSE_TYPE.JSON, - parentResource: resource, - metadata: resource.metadata - }; - loader.add(itemName, itemUrl, options); - }; - for (var _i = 0, multiPacks_1 = multiPacks; _i < multiPacks_1.length; _i++) { - var item = multiPacks_1[_i]; - _loop_1(item); - } - } - var loadOptions = { - crossOrigin: resource.crossOrigin, - metadata: resource.metadata.imageMetadata, - parentResource: resource, - }; - var resourcePath = SpritesheetLoader.getResourcePath(resource, loader.baseUrl); - // load the image for this sheet - loader.add(imageResourceName, resourcePath, loadOptions, function onImageLoad(res) { - if (res.error) { - next(res.error); - return; - } - var spritesheet = new Spritesheet(res.texture, resource.data, resource.url); - spritesheet.parse().then(function () { - resource.spritesheet = spritesheet; - resource.textures = spritesheet.textures; - next(); - }); - }); - }; - /** - * Get the spritesheets root path - * @param resource - Resource to check path - * @param baseUrl - Base root url - */ - SpritesheetLoader.getResourcePath = function (resource, baseUrl) { - // Prepend url path unless the resource image is a data url - if (resource.isDataUrl) { - return resource.data.meta.image; - } - return url.resolve(resource.url.replace(baseUrl, ''), resource.data.meta.image); - }; - /** @ignore */ - SpritesheetLoader.extension = ExtensionType.Loader; - return SpritesheetLoader; - }()); - - /*! - * @pixi/sprite-tiling - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/sprite-tiling is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$c = function(d, b) { - extendStatics$c = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$c(d, b); - }; - - function __extends$c(d, b) { - extendStatics$c(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var tempPoint$1 = new Point$2(); - /** - * A tiling sprite is a fast way of rendering a tiling image. - * @memberof PIXI - */ - /** @class */ ((function (_super) { - __extends$c(TilingSprite, _super); - /** - * @param texture - The texture of the tiling sprite. - * @param width - The width of the tiling sprite. - * @param height - The height of the tiling sprite. - */ - function TilingSprite(texture, width, height) { - if (width === void 0) { width = 100; } - if (height === void 0) { height = 100; } - var _this = _super.call(this, texture) || this; - _this.tileTransform = new Transform$2(); - // The width of the tiling sprite - _this._width = width; - // The height of the tiling sprite - _this._height = height; - _this.uvMatrix = _this.texture.uvMatrix || new TextureMatrix(texture); - /** - * Plugin that is responsible for rendering this element. - * Allows to customize the rendering process without overriding '_render' method. - * @default 'tilingSprite' - */ - _this.pluginName = 'tilingSprite'; - _this.uvRespectAnchor = false; - return _this; - } - Object.defineProperty(TilingSprite.prototype, "clampMargin", { - /** - * Changes frame clamping in corresponding textureTransform, shortcut - * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas - * @default 0.5 - * @member {number} - */ - get: function () { - return this.uvMatrix.clampMargin; - }, - set: function (value) { - this.uvMatrix.clampMargin = value; - this.uvMatrix.update(true); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TilingSprite.prototype, "tileScale", { - /** The scaling of the image that is being tiled. */ - get: function () { - return this.tileTransform.scale; - }, - set: function (value) { - this.tileTransform.scale.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TilingSprite.prototype, "tilePosition", { - /** The offset of the image that is being tiled. */ - get: function () { - return this.tileTransform.position; - }, - set: function (value) { - this.tileTransform.position.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - /** - * @protected - */ - TilingSprite.prototype._onTextureUpdate = function () { - if (this.uvMatrix) { - this.uvMatrix.texture = this._texture; - } - this._cachedTint = 0xFFFFFF; - }; - /** - * Renders the object using the WebGL renderer - * @param renderer - The renderer - */ - TilingSprite.prototype._render = function (renderer) { - // tweak our texture temporarily.. - var texture = this._texture; - if (!texture || !texture.valid) { - return; - } - this.tileTransform.updateLocalTransform(); - this.uvMatrix.update(); - renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); - renderer.plugins[this.pluginName].render(this); - }; - /** Updates the bounds of the tiling sprite. */ - TilingSprite.prototype._calculateBounds = function () { - var minX = this._width * -this._anchor._x; - var minY = this._height * -this._anchor._y; - var maxX = this._width * (1 - this._anchor._x); - var maxY = this._height * (1 - this._anchor._y); - this._bounds.addFrame(this.transform, minX, minY, maxX, maxY); - }; - /** - * Gets the local bounds of the sprite object. - * @param rect - Optional output rectangle. - * @returns The bounds. - */ - TilingSprite.prototype.getLocalBounds = function (rect) { - // we can do a fast local bounds if the sprite has no children! - if (this.children.length === 0) { - this._bounds.minX = this._width * -this._anchor._x; - this._bounds.minY = this._height * -this._anchor._y; - this._bounds.maxX = this._width * (1 - this._anchor._x); - this._bounds.maxY = this._height * (1 - this._anchor._y); - if (!rect) { - if (!this._localBoundsRect) { - this._localBoundsRect = new Rectangle$2(); - } - rect = this._localBoundsRect; - } - return this._bounds.getRectangle(rect); - } - return _super.prototype.getLocalBounds.call(this, rect); - }; - /** - * Checks if a point is inside this tiling sprite. - * @param point - The point to check. - * @returns Whether or not the sprite contains the point. - */ - TilingSprite.prototype.containsPoint = function (point) { - this.worldTransform.applyInverse(point, tempPoint$1); - var width = this._width; - var height = this._height; - var x1 = -width * this.anchor._x; - if (tempPoint$1.x >= x1 && tempPoint$1.x < x1 + width) { - var y1 = -height * this.anchor._y; - if (tempPoint$1.y >= y1 && tempPoint$1.y < y1 + height) { - return true; - } - } - return false; - }; - /** - * Destroys this sprite and optionally its texture and children - * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy - * method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well - * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well - */ - TilingSprite.prototype.destroy = function (options) { - _super.prototype.destroy.call(this, options); - this.tileTransform = null; - this.uvMatrix = null; - }; - /** - * Helper function that creates a new tiling sprite based on the source you provide. - * The source can be - frame id, image url, video url, canvas element, video element, base texture - * @static - * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from - * @param {object} options - See {@link PIXI.BaseTexture}'s constructor for options. - * @param {number} options.width - required width of the tiling sprite - * @param {number} options.height - required height of the tiling sprite - * @returns {PIXI.TilingSprite} The newly created texture - */ - TilingSprite.from = function (source, options) { - var texture = (source instanceof Texture) - ? source - : Texture.from(source, options); - return new TilingSprite(texture, options.width, options.height); - }; - Object.defineProperty(TilingSprite.prototype, "width", { - /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return this._width; - }, - set: function (value) { - this._width = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TilingSprite.prototype, "height", { - /** The height of the TilingSprite, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return this._height; - }, - set: function (value) { - this._height = value; - }, - enumerable: false, - configurable: true - }); - return TilingSprite; - })(Sprite)); - - var fragmentSimpleSrc = "#version 100\n#define SHADER_NAME Tiling-Sprite-Simple-100\n\nprecision lowp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\n\nvoid main(void)\n{\n vec4 texSample = texture2D(uSampler, vTextureCoord);\n gl_FragColor = texSample * uColor;\n}\n"; - - var gl1VertexSrc = "#version 100\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n"; - - var gl1FragmentSrc = "#version 100\n#ifdef GL_EXT_shader_texture_lod\n #extension GL_EXT_shader_texture_lod : enable\n#endif\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n vec2 unclamped = coord;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n #ifdef GL_EXT_shader_texture_lod\n vec4 texSample = unclamped == coord\n ? texture2D(uSampler, coord) \n : texture2DLodEXT(uSampler, coord, 0);\n #else\n vec4 texSample = texture2D(uSampler, coord);\n #endif\n\n gl_FragColor = texSample * uColor;\n}\n"; - - var gl2VertexSrc = "#version 300 es\n#define SHADER_NAME Tiling-Sprite-300\n\nprecision lowp float;\n\nin vec2 aVertexPosition;\nin vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nout vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n"; - - var gl2FragmentSrc = "#version 300 es\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nin vec2 vTextureCoord;\n\nout vec4 fragmentColor;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n vec2 unclamped = coord;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n vec4 texSample = texture(uSampler, coord, unclamped == coord ? 0.0f : -32.0f);// lod-bias very negative to force lod 0\n\n fragmentColor = texSample * uColor;\n}\n"; - - var tempMat = new Matrix$2(); - /** - * WebGL renderer plugin for tiling sprites - * @class - * @memberof PIXI - * @extends PIXI.ObjectRenderer - */ - var TilingSpriteRenderer = /** @class */ (function (_super) { - __extends$c(TilingSpriteRenderer, _super); - /** - * constructor for renderer - * @param {PIXI.Renderer} renderer - The renderer this tiling awesomeness works for. - */ - function TilingSpriteRenderer(renderer) { - var _this = _super.call(this, renderer) || this; - // WebGL version is not available during initialization! - renderer.runners.contextChange.add(_this); - _this.quad = new QuadUv(); - /** - * The WebGL state in which this renderer will work. - * @member {PIXI.State} - * @readonly - */ - _this.state = State.for2d(); - return _this; - } - /** Creates shaders when context is initialized. */ - TilingSpriteRenderer.prototype.contextChange = function () { - var renderer = this.renderer; - var uniforms = { globals: renderer.globalUniforms }; - this.simpleShader = Shader.from(gl1VertexSrc, fragmentSimpleSrc, uniforms); - this.shader = renderer.context.webGLVersion > 1 - ? Shader.from(gl2VertexSrc, gl2FragmentSrc, uniforms) - : Shader.from(gl1VertexSrc, gl1FragmentSrc, uniforms); - }; - /** - * @param {PIXI.TilingSprite} ts - tilingSprite to be rendered - */ - TilingSpriteRenderer.prototype.render = function (ts) { - var renderer = this.renderer; - var quad = this.quad; - var vertices = quad.vertices; - vertices[0] = vertices[6] = (ts._width) * -ts.anchor.x; - vertices[1] = vertices[3] = ts._height * -ts.anchor.y; - vertices[2] = vertices[4] = (ts._width) * (1.0 - ts.anchor.x); - vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y); - var anchorX = ts.uvRespectAnchor ? ts.anchor.x : 0; - var anchorY = ts.uvRespectAnchor ? ts.anchor.y : 0; - vertices = quad.uvs; - vertices[0] = vertices[6] = -anchorX; - vertices[1] = vertices[3] = -anchorY; - vertices[2] = vertices[4] = 1.0 - anchorX; - vertices[5] = vertices[7] = 1.0 - anchorY; - quad.invalidate(); - var tex = ts._texture; - var baseTex = tex.baseTexture; - var premultiplied = baseTex.alphaMode > 0; - var lt = ts.tileTransform.localTransform; - var uv = ts.uvMatrix; - var isSimple = baseTex.isPowerOfTwo - && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height; - // auto, force repeat wrapMode for big tiling textures - if (isSimple) { - if (!baseTex._glTextures[renderer.CONTEXT_UID]) { - if (baseTex.wrapMode === WRAP_MODES$8.CLAMP) { - baseTex.wrapMode = WRAP_MODES$8.REPEAT; - } - } - else { - isSimple = baseTex.wrapMode !== WRAP_MODES$8.CLAMP; - } - } - var shader = isSimple ? this.simpleShader : this.shader; - var w = tex.width; - var h = tex.height; - var W = ts._width; - var H = ts._height; - tempMat.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H); - // that part is the same as above: - // tempMat.identity(); - // tempMat.scale(tex.width, tex.height); - // tempMat.prepend(lt); - // tempMat.scale(1.0 / ts._width, 1.0 / ts._height); - tempMat.invert(); - if (isSimple) { - tempMat.prepend(uv.mapCoord); - } - else { - shader.uniforms.uMapCoord = uv.mapCoord.toArray(true); - shader.uniforms.uClampFrame = uv.uClampFrame; - shader.uniforms.uClampOffset = uv.uClampOffset; - } - shader.uniforms.uTransform = tempMat.toArray(true); - shader.uniforms.uColor = premultiplyTintToRgba(ts.tint, ts.worldAlpha, shader.uniforms.uColor, premultiplied); - shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true); - shader.uniforms.uSampler = tex; - renderer.shader.bind(shader); - renderer.geometry.bind(quad); - this.state.blendMode = correctBlendMode(ts.blendMode, premultiplied); - renderer.state.set(this.state); - renderer.geometry.draw(this.renderer.gl.TRIANGLES, 6, 0); - }; - /** @ignore */ - TilingSpriteRenderer.extension = { - name: 'tilingSprite', - type: ExtensionType.RendererPlugin, - }; - return TilingSpriteRenderer; - }(ObjectRenderer)); - - /*! - * @pixi/mesh - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/mesh is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$b = function(d, b) { - extendStatics$b = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$b(d, b); - }; - - function __extends$b(d, b) { - extendStatics$b(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - /** - * Class controls cache for UV mapping from Texture normal space to BaseTexture normal space. - * @memberof PIXI - */ - var MeshBatchUvs = /** @class */ (function () { - /** - * @param uvBuffer - Buffer with normalized uv's - * @param uvMatrix - Material UV matrix - */ - function MeshBatchUvs(uvBuffer, uvMatrix) { - this.uvBuffer = uvBuffer; - this.uvMatrix = uvMatrix; - this.data = null; - this._bufferUpdateId = -1; - this._textureUpdateId = -1; - this._updateID = 0; - } - /** - * Updates - * @param forceUpdate - force the update - */ - MeshBatchUvs.prototype.update = function (forceUpdate) { - if (!forceUpdate - && this._bufferUpdateId === this.uvBuffer._updateID - && this._textureUpdateId === this.uvMatrix._updateID) { - return; - } - this._bufferUpdateId = this.uvBuffer._updateID; - this._textureUpdateId = this.uvMatrix._updateID; - var data = this.uvBuffer.data; - if (!this.data || this.data.length !== data.length) { - this.data = new Float32Array(data.length); - } - this.uvMatrix.multiplyUvs(data, this.data); - this._updateID++; - }; - return MeshBatchUvs; - }()); - - var tempPoint = new Point$2(); - var tempPolygon = new Polygon(); - /** - * Base mesh class. - * - * This class empowers you to have maximum flexibility to render any kind of WebGL visuals you can think of. - * This class assumes a certain level of WebGL knowledge. - * If you know a bit this should abstract enough away to make your life easier! - * - * Pretty much ALL WebGL can be broken down into the following: - * - Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc.. - * - Shader - This is the shader that PixiJS will render the geometry with (attributes in the shader must match the geometry) - * - State - This is the state of WebGL required to render the mesh. - * - * Through a combination of the above elements you can render anything you want, 2D or 3D! - * @memberof PIXI - */ - var Mesh = /** @class */ (function (_super) { - __extends$b(Mesh, _super); - /** - * @param geometry - The geometry the mesh will use. - * @param {PIXI.MeshMaterial} shader - The shader the mesh will use. - * @param state - The state that the WebGL context is required to be in to render the mesh - * if no state is provided, uses {@link PIXI.State.for2d} to create a 2D state for PixiJS. - * @param drawMode - The drawMode, can be any of the {@link PIXI.DRAW_MODES} constants. - */ - function Mesh(geometry, shader, state, drawMode) { - if (drawMode === void 0) { drawMode = DRAW_MODES$8.TRIANGLES; } - var _this = _super.call(this) || this; - _this.geometry = geometry; - _this.shader = shader; - _this.state = state || State.for2d(); - _this.drawMode = drawMode; - _this.start = 0; - _this.size = 0; - _this.uvs = null; - _this.indices = null; - _this.vertexData = new Float32Array(1); - _this.vertexDirty = -1; - _this._transformID = -1; - _this._roundPixels = settings$1.ROUND_PIXELS; - _this.batchUvs = null; - return _this; - } - Object.defineProperty(Mesh.prototype, "geometry", { - /** - * Includes vertex positions, face indices, normals, colors, UVs, and - * custom attributes within buffers, reducing the cost of passing all - * this data to the GPU. Can be shared between multiple Mesh objects. - */ - get: function () { - return this._geometry; - }, - set: function (value) { - if (this._geometry === value) { - return; - } - if (this._geometry) { - this._geometry.refCount--; - if (this._geometry.refCount === 0) { - this._geometry.dispose(); - } - } - this._geometry = value; - if (this._geometry) { - this._geometry.refCount++; - } - this.vertexDirty = -1; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Mesh.prototype, "uvBuffer", { - /** - * To change mesh uv's, change its uvBuffer data and increment its _updateID. - * @readonly - */ - get: function () { - return this.geometry.buffers[1]; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Mesh.prototype, "verticesBuffer", { - /** - * To change mesh vertices, change its uvBuffer data and increment its _updateID. - * Incrementing _updateID is optional because most of Mesh objects do it anyway. - * @readonly - */ - get: function () { - return this.geometry.buffers[0]; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Mesh.prototype, "material", { - get: function () { - return this.shader; - }, - /** Alias for {@link PIXI.Mesh#shader}. */ - set: function (value) { - this.shader = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Mesh.prototype, "blendMode", { - get: function () { - return this.state.blendMode; - }, - /** - * The blend mode to be applied to the Mesh. Apply a value of - * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. - * @default PIXI.BLEND_MODES.NORMAL; - */ - set: function (value) { - this.state.blendMode = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Mesh.prototype, "roundPixels", { - get: function () { - return this._roundPixels; - }, - /** - * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. - * Advantages can include sharper image quality (like text) and faster rendering on canvas. - * The main disadvantage is movement of objects may appear less smooth. - * To set the global default, change {@link PIXI.settings.ROUND_PIXELS} - * @default false - */ - set: function (value) { - if (this._roundPixels !== value) { - this._transformID = -1; - } - this._roundPixels = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Mesh.prototype, "tint", { - /** - * The multiply tint applied to the Mesh. This is a hex value. A value of - * `0xFFFFFF` will remove any tint effect. - * - * Null for non-MeshMaterial shaders - * @default 0xFFFFFF - */ - get: function () { - return 'tint' in this.shader ? this.shader.tint : null; - }, - set: function (value) { - this.shader.tint = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Mesh.prototype, "texture", { - /** The texture that the Mesh uses. Null for non-MeshMaterial shaders */ - get: function () { - return 'texture' in this.shader ? this.shader.texture : null; - }, - set: function (value) { - this.shader.texture = value; - }, - enumerable: false, - configurable: true - }); - /** - * Standard renderer draw. - * @param renderer - Instance to renderer. - */ - Mesh.prototype._render = function (renderer) { - // set properties for batching.. - // TODO could use a different way to grab verts? - var vertices = this.geometry.buffers[0].data; - var shader = this.shader; - // TODO benchmark check for attribute size.. - if (shader.batchable - && this.drawMode === DRAW_MODES$8.TRIANGLES - && vertices.length < Mesh.BATCHABLE_SIZE * 2) { - this._renderToBatch(renderer); - } - else { - this._renderDefault(renderer); - } - }; - /** - * Standard non-batching way of rendering. - * @param renderer - Instance to renderer. - */ - Mesh.prototype._renderDefault = function (renderer) { - var shader = this.shader; - shader.alpha = this.worldAlpha; - if (shader.update) { - shader.update(); - } - renderer.batch.flush(); - // bind and sync uniforms.. - shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true); - renderer.shader.bind(shader); - // set state.. - renderer.state.set(this.state); - // bind the geometry... - renderer.geometry.bind(this.geometry, shader); - // then render it - renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount); - }; - /** - * Rendering by using the Batch system. - * @param renderer - Instance to renderer. - */ - Mesh.prototype._renderToBatch = function (renderer) { - var geometry = this.geometry; - var shader = this.shader; - if (shader.uvMatrix) { - shader.uvMatrix.update(); - this.calculateUvs(); - } - // set properties for batching.. - this.calculateVertices(); - this.indices = geometry.indexBuffer.data; - this._tintRGB = shader._tintRGB; - this._texture = shader.texture; - var pluginName = this.material.pluginName; - renderer.batch.setObjectRenderer(renderer.plugins[pluginName]); - renderer.plugins[pluginName].render(this); - }; - /** Updates vertexData field based on transform and vertices. */ - Mesh.prototype.calculateVertices = function () { - var geometry = this.geometry; - var verticesBuffer = geometry.buffers[0]; - var vertices = verticesBuffer.data; - var vertexDirtyId = verticesBuffer._updateID; - if (vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID) { - return; - } - this._transformID = this.transform._worldID; - if (this.vertexData.length !== vertices.length) { - this.vertexData = new Float32Array(vertices.length); - } - var wt = this.transform.worldTransform; - var a = wt.a; - var b = wt.b; - var c = wt.c; - var d = wt.d; - var tx = wt.tx; - var ty = wt.ty; - var vertexData = this.vertexData; - for (var i = 0; i < vertexData.length / 2; i++) { - var x = vertices[(i * 2)]; - var y = vertices[(i * 2) + 1]; - vertexData[(i * 2)] = (a * x) + (c * y) + tx; - vertexData[(i * 2) + 1] = (b * x) + (d * y) + ty; - } - if (this._roundPixels) { - var resolution = settings$1.RESOLUTION; - for (var i = 0; i < vertexData.length; ++i) { - vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution); - } - } - this.vertexDirty = vertexDirtyId; - }; - /** Updates uv field based on from geometry uv's or batchUvs. */ - Mesh.prototype.calculateUvs = function () { - var geomUvs = this.geometry.buffers[1]; - var shader = this.shader; - if (!shader.uvMatrix.isSimple) { - if (!this.batchUvs) { - this.batchUvs = new MeshBatchUvs(geomUvs, shader.uvMatrix); - } - this.batchUvs.update(); - this.uvs = this.batchUvs.data; - } - else { - this.uvs = geomUvs.data; - } - }; - /** - * Updates the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account. - * there must be a aVertexPosition attribute present in the geometry for bounds to be calculated correctly. - */ - Mesh.prototype._calculateBounds = function () { - this.calculateVertices(); - this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length); - }; - /** - * Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES. - * @param point - The point to test. - * @returns - The result of the test. - */ - Mesh.prototype.containsPoint = function (point) { - if (!this.getBounds().contains(point.x, point.y)) { - return false; - } - this.worldTransform.applyInverse(point, tempPoint); - var vertices = this.geometry.getBuffer('aVertexPosition').data; - var points = tempPolygon.points; - var indices = this.geometry.getIndex().data; - var len = indices.length; - var step = this.drawMode === 4 ? 3 : 1; - for (var i = 0; i + 2 < len; i += step) { - var ind0 = indices[i] * 2; - var ind1 = indices[i + 1] * 2; - var ind2 = indices[i + 2] * 2; - points[0] = vertices[ind0]; - points[1] = vertices[ind0 + 1]; - points[2] = vertices[ind1]; - points[3] = vertices[ind1 + 1]; - points[4] = vertices[ind2]; - points[5] = vertices[ind2 + 1]; - if (tempPolygon.contains(tempPoint.x, tempPoint.y)) { - return true; - } - } - return false; - }; - Mesh.prototype.destroy = function (options) { - _super.prototype.destroy.call(this, options); - if (this._cachedTexture) { - this._cachedTexture.destroy(); - this._cachedTexture = null; - } - this.geometry = null; - this.shader = null; - this.state = null; - this.uvs = null; - this.indices = null; - this.vertexData = null; - }; - /** The maximum number of vertices to consider batchable. Generally, the complexity of the geometry. */ - Mesh.BATCHABLE_SIZE = 100; - return Mesh; - }(Container$2)); - - var fragment$5 = "varying vec2 vTextureCoord;\nuniform vec4 uColor;\n\nuniform sampler2D uSampler;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;\n}\n"; - - var vertex$2 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTextureMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\n}\n"; - - /** - * Slightly opinionated default shader for PixiJS 2D objects. - * @memberof PIXI - */ - var MeshMaterial = /** @class */ (function (_super) { - __extends$b(MeshMaterial, _super); - /** - * @param uSampler - Texture that material uses to render. - * @param options - Additional options - * @param {number} [options.alpha=1] - Default alpha. - * @param {number} [options.tint=0xFFFFFF] - Default tint. - * @param {string} [options.pluginName='batch'] - Renderer plugin for batching. - * @param {PIXI.Program} [options.program=0xFFFFFF] - Custom program. - * @param {object} [options.uniforms] - Custom uniforms. - */ - function MeshMaterial(uSampler, options) { - var _this = this; - var uniforms = { - uSampler: uSampler, - alpha: 1, - uTextureMatrix: Matrix$2.IDENTITY, - uColor: new Float32Array([1, 1, 1, 1]), - }; - // Set defaults - options = Object.assign({ - tint: 0xFFFFFF, - alpha: 1, - pluginName: 'batch', - }, options); - if (options.uniforms) { - Object.assign(uniforms, options.uniforms); - } - _this = _super.call(this, options.program || Program.from(vertex$2, fragment$5), uniforms) || this; - _this._colorDirty = false; - _this.uvMatrix = new TextureMatrix(uSampler); - _this.batchable = options.program === undefined; - _this.pluginName = options.pluginName; - _this.tint = options.tint; - _this.alpha = options.alpha; - return _this; - } - Object.defineProperty(MeshMaterial.prototype, "texture", { - /** Reference to the texture being rendered. */ - get: function () { - return this.uniforms.uSampler; - }, - set: function (value) { - if (this.uniforms.uSampler !== value) { - if (!this.uniforms.uSampler.baseTexture.alphaMode !== !value.baseTexture.alphaMode) { - this._colorDirty = true; - } - this.uniforms.uSampler = value; - this.uvMatrix.texture = value; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(MeshMaterial.prototype, "alpha", { - get: function () { - return this._alpha; - }, - /** - * This gets automatically set by the object using this. - * @default 1 - */ - set: function (value) { - if (value === this._alpha) - { return; } - this._alpha = value; - this._colorDirty = true; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(MeshMaterial.prototype, "tint", { - get: function () { - return this._tint; - }, - /** - * Multiply tint for the material. - * @default 0xFFFFFF - */ - set: function (value) { - if (value === this._tint) - { return; } - this._tint = value; - this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16); - this._colorDirty = true; - }, - enumerable: false, - configurable: true - }); - /** Gets called automatically by the Mesh. Intended to be overridden for custom {@link MeshMaterial} objects. */ - MeshMaterial.prototype.update = function () { - if (this._colorDirty) { - this._colorDirty = false; - var baseTexture = this.texture.baseTexture; - premultiplyTintToRgba(this._tint, this._alpha, this.uniforms.uColor, baseTexture.alphaMode); - } - if (this.uvMatrix.update()) { - this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord; - } - }; - return MeshMaterial; - }(Shader)); - - /** - * Standard 2D geometry used in PixiJS. - * - * Geometry can be defined without passing in a style or data if required. - * - * ```js - * const geometry = new PIXI.Geometry(); - * - * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2); - * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1], 2); - * geometry.addIndex([0,1,2,1,3,2]); - * - * ``` - * @memberof PIXI - */ - var MeshGeometry = /** @class */ (function (_super) { - __extends$b(MeshGeometry, _super); - /** - * @param {Float32Array|number[]} [vertices] - Positional data on geometry. - * @param {Float32Array|number[]} [uvs] - Texture UVs. - * @param {Uint16Array|number[]} [index] - IndexBuffer - */ - function MeshGeometry(vertices, uvs, index) { - var _this = _super.call(this) || this; - var verticesBuffer = new Buffer(vertices); - var uvsBuffer = new Buffer(uvs, true); - var indexBuffer = new Buffer(index, true, true); - _this.addAttribute('aVertexPosition', verticesBuffer, 2, false, TYPES$8.FLOAT) - .addAttribute('aTextureCoord', uvsBuffer, 2, false, TYPES$8.FLOAT) - .addIndex(indexBuffer); - _this._updateId = -1; - return _this; - } - Object.defineProperty(MeshGeometry.prototype, "vertexDirtyId", { - /** - * If the vertex position is updated. - * @readonly - * @private - */ - get: function () { - return this.buffers[0]._updateID; - }, - enumerable: false, - configurable: true - }); - return MeshGeometry; - }(Geometry)); - - /*! - * @pixi/text-bitmap - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/text-bitmap is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$a = function(d, b) { - extendStatics$a = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$a(d, b); - }; - - function __extends$a(d, b) { - extendStatics$a(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - /* eslint-disable max-len */ - /** - * Normalized parsed data from .fnt files. - * @memberof PIXI - */ - var BitmapFontData = /** @class */ (function () { - function BitmapFontData() { - this.info = []; - this.common = []; - this.page = []; - this.char = []; - this.kerning = []; - this.distanceField = []; - } - return BitmapFontData; - }()); - - /** - * BitmapFont format that's Text-based. - * @private - */ - var TextFormat = /** @class */ (function () { - function TextFormat() { - } - /** - * Check if resource refers to txt font data. - * @param data - * @returns - True if resource could be treated as font data, false otherwise. - */ - TextFormat.test = function (data) { - return typeof data === 'string' && data.indexOf('info face=') === 0; - }; - /** - * Convert text font data to a javascript object. - * @param txt - Raw string data to be converted - * @returns - Parsed font data - */ - TextFormat.parse = function (txt) { - // Retrieve data item - var items = txt.match(/^[a-z]+\s+.+$/gm); - var rawData = { - info: [], - common: [], - page: [], - char: [], - chars: [], - kerning: [], - kernings: [], - distanceField: [], - }; - for (var i in items) { - // Extract item name - var name = items[i].match(/^[a-z]+/gm)[0]; - // Extract item attribute list as string ex.: "width=10" - var attributeList = items[i].match(/[a-zA-Z]+=([^\s"']+|"([^"]*)")/gm); - // Convert attribute list into an object - var itemData = {}; - for (var i_1 in attributeList) { - // Split key-value pairs - var split = attributeList[i_1].split('='); - var key = split[0]; - // Remove eventual quotes from value - var strValue = split[1].replace(/"/gm, ''); - // Try to convert value into float - var floatValue = parseFloat(strValue); - // Use string value case float value is NaN - var value = isNaN(floatValue) ? strValue : floatValue; - itemData[key] = value; - } - // Push current item to the resulting data - rawData[name].push(itemData); - } - var font = new BitmapFontData(); - rawData.info.forEach(function (info) { return font.info.push({ - face: info.face, - size: parseInt(info.size, 10), - }); }); - rawData.common.forEach(function (common) { return font.common.push({ - lineHeight: parseInt(common.lineHeight, 10), - }); }); - rawData.page.forEach(function (page) { return font.page.push({ - id: parseInt(page.id, 10), - file: page.file, - }); }); - rawData.char.forEach(function (char) { return font.char.push({ - id: parseInt(char.id, 10), - page: parseInt(char.page, 10), - x: parseInt(char.x, 10), - y: parseInt(char.y, 10), - width: parseInt(char.width, 10), - height: parseInt(char.height, 10), - xoffset: parseInt(char.xoffset, 10), - yoffset: parseInt(char.yoffset, 10), - xadvance: parseInt(char.xadvance, 10), - }); }); - rawData.kerning.forEach(function (kerning) { return font.kerning.push({ - first: parseInt(kerning.first, 10), - second: parseInt(kerning.second, 10), - amount: parseInt(kerning.amount, 10), - }); }); - rawData.distanceField.forEach(function (df) { return font.distanceField.push({ - distanceRange: parseInt(df.distanceRange, 10), - fieldType: df.fieldType, - }); }); - return font; - }; - return TextFormat; - }()); - - /** - * BitmapFont format that's XML-based. - * @private - */ - var XMLFormat = /** @class */ (function () { - function XMLFormat() { - } - /** - * Check if resource refers to xml font data. - * @param data - * @returns - True if resource could be treated as font data, false otherwise. - */ - XMLFormat.test = function (data) { - return data instanceof XMLDocument - && data.getElementsByTagName('page').length - && data.getElementsByTagName('info')[0].getAttribute('face') !== null; - }; - /** - * Convert the XML into BitmapFontData that we can use. - * @param xml - * @returns - Data to use for BitmapFont - */ - XMLFormat.parse = function (xml) { - var data = new BitmapFontData(); - var info = xml.getElementsByTagName('info'); - var common = xml.getElementsByTagName('common'); - var page = xml.getElementsByTagName('page'); - var char = xml.getElementsByTagName('char'); - var kerning = xml.getElementsByTagName('kerning'); - var distanceField = xml.getElementsByTagName('distanceField'); - for (var i = 0; i < info.length; i++) { - data.info.push({ - face: info[i].getAttribute('face'), - size: parseInt(info[i].getAttribute('size'), 10), - }); - } - for (var i = 0; i < common.length; i++) { - data.common.push({ - lineHeight: parseInt(common[i].getAttribute('lineHeight'), 10), - }); - } - for (var i = 0; i < page.length; i++) { - data.page.push({ - id: parseInt(page[i].getAttribute('id'), 10) || 0, - file: page[i].getAttribute('file'), - }); - } - for (var i = 0; i < char.length; i++) { - var letter = char[i]; - data.char.push({ - id: parseInt(letter.getAttribute('id'), 10), - page: parseInt(letter.getAttribute('page'), 10) || 0, - x: parseInt(letter.getAttribute('x'), 10), - y: parseInt(letter.getAttribute('y'), 10), - width: parseInt(letter.getAttribute('width'), 10), - height: parseInt(letter.getAttribute('height'), 10), - xoffset: parseInt(letter.getAttribute('xoffset'), 10), - yoffset: parseInt(letter.getAttribute('yoffset'), 10), - xadvance: parseInt(letter.getAttribute('xadvance'), 10), - }); - } - for (var i = 0; i < kerning.length; i++) { - data.kerning.push({ - first: parseInt(kerning[i].getAttribute('first'), 10), - second: parseInt(kerning[i].getAttribute('second'), 10), - amount: parseInt(kerning[i].getAttribute('amount'), 10), - }); - } - for (var i = 0; i < distanceField.length; i++) { - data.distanceField.push({ - fieldType: distanceField[i].getAttribute('fieldType'), - distanceRange: parseInt(distanceField[i].getAttribute('distanceRange'), 10), - }); - } - return data; - }; - return XMLFormat; - }()); - - /** - * BitmapFont format that's XML-based. - * @private - */ - var XMLStringFormat = /** @class */ (function () { - function XMLStringFormat() { - } - /** - * Check if resource refers to text xml font data. - * @param data - * @returns - True if resource could be treated as font data, false otherwise. - */ - XMLStringFormat.test = function (data) { - if (typeof data === 'string' && data.indexOf('') > -1) { - var xml = new globalThis.DOMParser().parseFromString(data, 'text/xml'); - return XMLFormat.test(xml); - } - return false; - }; - /** - * Convert the text XML into BitmapFontData that we can use. - * @param xmlTxt - * @returns - Data to use for BitmapFont - */ - XMLStringFormat.parse = function (xmlTxt) { - var xml = new globalThis.DOMParser().parseFromString(xmlTxt, 'text/xml'); - return XMLFormat.parse(xml); - }; - return XMLStringFormat; - }()); - - // Registered formats, maybe make this extensible in the future? - var formats = [ - TextFormat, - XMLFormat, - XMLStringFormat ]; - /** - * Auto-detect BitmapFont parsing format based on data. - * @private - * @param {any} data - Data to detect format - * @returns {any} Format or null - */ - function autoDetectFormat(data) { - for (var i = 0; i < formats.length; i++) { - if (formats[i].test(data)) { - return formats[i]; - } - } - return null; - } - - // TODO: Prevent code duplication b/w generateFillStyle & Text#generateFillStyle - /** - * Generates the fill style. Can automatically generate a gradient based on the fill style being an array - * @private - * @param canvas - * @param context - * @param {object} style - The style. - * @param resolution - * @param {string[]} lines - The lines of text. - * @param metrics - * @returns {string|number|CanvasGradient} The fill style - */ - function generateFillStyle(canvas, context, style, resolution, lines, metrics) { - // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as - // the setter converts to string. See this thread for more details: - // https://github.com/microsoft/TypeScript/issues/2521 - var fillStyle = style.fill; - if (!Array.isArray(fillStyle)) { - return fillStyle; - } - else if (fillStyle.length === 1) { - return fillStyle[0]; - } - // the gradient will be evenly spaced out according to how large the array is. - // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75 - var gradient; - // a dropshadow will enlarge the canvas and result in the gradient being - // generated with the incorrect dimensions - var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0; - // should also take padding into account, padding can offset the gradient - var padding = style.padding || 0; - var width = (canvas.width / resolution) - dropShadowCorrection - (padding * 2); - var height = (canvas.height / resolution) - dropShadowCorrection - (padding * 2); - // make a copy of the style settings, so we can manipulate them later - var fill = fillStyle.slice(); - var fillGradientStops = style.fillGradientStops.slice(); - // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75 - if (!fillGradientStops.length) { - var lengthPlus1 = fill.length + 1; - for (var i = 1; i < lengthPlus1; ++i) { - fillGradientStops.push(i / lengthPlus1); - } - } - // stop the bleeding of the last gradient on the line above to the top gradient of the this line - // by hard defining the first gradient colour at point 0, and last gradient colour at point 1 - fill.unshift(fillStyle[0]); - fillGradientStops.unshift(0); - fill.push(fillStyle[fillStyle.length - 1]); - fillGradientStops.push(1); - if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) { - // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas - gradient = context.createLinearGradient(width / 2, padding, width / 2, height + padding); - // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect - // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 - // There's potential for floating point precision issues at the seams between gradient repeats. - // The loop below generates the stops in order, so track the last generated one to prevent - // floating point precision from making us go the teeniest bit backwards, resulting in - // the first and last colors getting swapped. - var lastIterationStop = 0; - // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc - var textHeight = metrics.fontProperties.fontSize + style.strokeThickness; - // textHeight, but as a 0-1 size in global gradient stop space - var gradStopLineHeight = textHeight / height; - for (var i = 0; i < lines.length; i++) { - var thisLineTop = metrics.lineHeight * i; - for (var j = 0; j < fill.length; j++) { - // 0-1 stop point for the current line, multiplied to global space afterwards - var lineStop = 0; - if (typeof fillGradientStops[j] === 'number') { - lineStop = fillGradientStops[j]; - } - else { - lineStop = j / fill.length; - } - var globalStop = (thisLineTop / height) + (lineStop * gradStopLineHeight); - // Prevent color stop generation going backwards from floating point imprecision - var clampedStop = Math.max(lastIterationStop, globalStop); - clampedStop = Math.min(clampedStop, 1); // Cap at 1 as well for safety's sake to avoid a possible throw. - gradient.addColorStop(clampedStop, fill[j]); - lastIterationStop = clampedStop; - } - } - } - else { - // start the gradient at the center left of the canvas, and end at the center right of the canvas - gradient = context.createLinearGradient(padding, height / 2, width + padding, height / 2); - // can just evenly space out the gradients in this case, as multiple lines makes no difference - // to an even left to right gradient - var totalIterations = fill.length + 1; - var currentIteration = 1; - for (var i = 0; i < fill.length; i++) { - var stop = void 0; - if (typeof fillGradientStops[i] === 'number') { - stop = fillGradientStops[i]; - } - else { - stop = currentIteration / totalIterations; - } - gradient.addColorStop(stop, fill[i]); - currentIteration++; - } - } - return gradient; - } - - // TODO: Prevent code duplication b/w drawGlyph & Text#updateText - /** - * Draws the glyph `metrics.text` on the given canvas. - * - * Ignored because not directly exposed. - * @ignore - * @param {HTMLCanvasElement} canvas - * @param {CanvasRenderingContext2D} context - * @param {TextMetrics} metrics - * @param {number} x - * @param {number} y - * @param {number} resolution - * @param {TextStyle} style - */ - function drawGlyph(canvas, context, metrics, x, y, resolution, style) { - var char = metrics.text; - var fontProperties = metrics.fontProperties; - context.translate(x, y); - context.scale(resolution, resolution); - var tx = style.strokeThickness / 2; - var ty = -(style.strokeThickness / 2); - context.font = style.toFontString(); - context.lineWidth = style.strokeThickness; - context.textBaseline = style.textBaseline; - context.lineJoin = style.lineJoin; - context.miterLimit = style.miterLimit; - // set canvas text styles - context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics); - context.strokeStyle = style.stroke; - if (style.dropShadow) { - var dropShadowColor = style.dropShadowColor; - var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor)); - var dropShadowBlur = style.dropShadowBlur * resolution; - var dropShadowDistance = style.dropShadowDistance * resolution; - context.shadowColor = "rgba(" + rgb[0] * 255 + "," + rgb[1] * 255 + "," + rgb[2] * 255 + "," + style.dropShadowAlpha + ")"; - context.shadowBlur = dropShadowBlur; - context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance; - context.shadowOffsetY = Math.sin(style.dropShadowAngle) * dropShadowDistance; - } - else { - context.shadowColor = 'black'; - context.shadowBlur = 0; - context.shadowOffsetX = 0; - context.shadowOffsetY = 0; - } - if (style.stroke && style.strokeThickness) { - context.strokeText(char, tx, ty + metrics.lineHeight - fontProperties.descent); - } - if (style.fill) { - context.fillText(char, tx, ty + metrics.lineHeight - fontProperties.descent); - } - context.setTransform(1, 0, 0, 1, 0, 0); // defaults needed for older browsers (e.g. Opera 29) - context.fillStyle = 'rgba(0, 0, 0, 0)'; - } - - /** - * Ponyfill for IE because it doesn't support `Array.from` - * @param text - * @private - */ - function splitTextToCharacters(text) { - return Array.from ? Array.from(text) : text.split(''); - } - - /** - * Processes the passed character set data and returns a flattened array of all the characters. - * - * Ignored because not directly exposed. - * @ignore - * @param {string | string[] | string[][] } chars - * @returns {string[]} the flattened array of characters - */ - function resolveCharacters(chars) { - // Split the chars string into individual characters - if (typeof chars === 'string') { - chars = [chars]; - } - // Handle an array of characters+ranges - var result = []; - for (var i = 0, j = chars.length; i < j; i++) { - var item = chars[i]; - // Handle range delimited by start/end chars - if (Array.isArray(item)) { - if (item.length !== 2) { - throw new Error("[BitmapFont]: Invalid character range length, expecting 2 got " + item.length + "."); - } - var startCode = item[0].charCodeAt(0); - var endCode = item[1].charCodeAt(0); - if (endCode < startCode) { - throw new Error('[BitmapFont]: Invalid character range.'); - } - for (var i_1 = startCode, j_1 = endCode; i_1 <= j_1; i_1++) { - result.push(String.fromCharCode(i_1)); - } - } - // Handle a character set string - else { - result.push.apply(result, splitTextToCharacters(item)); - } - } - if (result.length === 0) { - throw new Error('[BitmapFont]: Empty set when resolving characters.'); - } - return result; - } - - /** - * Ponyfill for IE because it doesn't support `codePointAt` - * @param str - * @private - */ - function extractCharCode(str) { - return str.codePointAt ? str.codePointAt(0) : str.charCodeAt(0); - } - - /** - * BitmapFont represents a typeface available for use with the BitmapText class. Use the `install` - * method for adding a font to be used. - * @memberof PIXI - */ - var BitmapFont = /** @class */ (function () { - /** - * @param data - * @param textures - * @param ownsTextures - Setting to `true` will destroy page textures - * when the font is uninstalled. - */ - function BitmapFont(data, textures, ownsTextures) { - var _a, _b; - var info = data.info[0]; - var common = data.common[0]; - var page = data.page[0]; - var distanceField = data.distanceField[0]; - var res = getResolutionOfUrl(page.file); - var pageTextures = {}; - this._ownsTextures = ownsTextures; - this.font = info.face; - this.size = info.size; - this.lineHeight = common.lineHeight / res; - this.chars = {}; - this.pageTextures = pageTextures; - // Convert the input Texture, Textures or object - // into a page Texture lookup by "id" - for (var i = 0; i < data.page.length; i++) { - var _c = data.page[i], id = _c.id, file = _c.file; - pageTextures[id] = textures instanceof Array - ? textures[i] : textures[file]; - // only MSDF and SDF fonts need no-premultiplied-alpha - if ((distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) && distanceField.fieldType !== 'none') { - pageTextures[id].baseTexture.alphaMode = ALPHA_MODES$8.NO_PREMULTIPLIED_ALPHA; - } - } - // parse letters - for (var i = 0; i < data.char.length; i++) { - var _d = data.char[i], id = _d.id, page_1 = _d.page; - var _e = data.char[i], x = _e.x, y = _e.y, width = _e.width, height = _e.height, xoffset = _e.xoffset, yoffset = _e.yoffset, xadvance = _e.xadvance; - x /= res; - y /= res; - width /= res; - height /= res; - xoffset /= res; - yoffset /= res; - xadvance /= res; - var rect = new Rectangle$2(x + (pageTextures[page_1].frame.x / res), y + (pageTextures[page_1].frame.y / res), width, height); - this.chars[id] = { - xOffset: xoffset, - yOffset: yoffset, - xAdvance: xadvance, - kerning: {}, - texture: new Texture(pageTextures[page_1].baseTexture, rect), - page: page_1, - }; - } - // parse kernings - for (var i = 0; i < data.kerning.length; i++) { - var _f = data.kerning[i], first = _f.first, second = _f.second, amount = _f.amount; - first /= res; - second /= res; - amount /= res; - if (this.chars[second]) { - this.chars[second].kerning[first] = amount; - } - } - // Store distance field information - this.distanceFieldRange = distanceField === null || distanceField === void 0 ? void 0 : distanceField.distanceRange; - this.distanceFieldType = (_b = (_a = distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) === null || _a === void 0 ? void 0 : _a.toLowerCase()) !== null && _b !== void 0 ? _b : 'none'; - } - /** Remove references to created glyph textures. */ - BitmapFont.prototype.destroy = function () { - for (var id in this.chars) { - this.chars[id].texture.destroy(); - this.chars[id].texture = null; - } - for (var id in this.pageTextures) { - if (this._ownsTextures) { - this.pageTextures[id].destroy(true); - } - this.pageTextures[id] = null; - } - // Set readonly null. - this.chars = null; - this.pageTextures = null; - }; - /** - * Register a new bitmap font. - * @param data - The - * characters map that could be provided as xml or raw string. - * @param textures - List of textures for each page. - * @param ownsTextures - Set to `true` to destroy page textures - * when the font is uninstalled. By default fonts created with - * `BitmapFont.from` or from the `BitmapFontLoader` are `true`. - * @returns {PIXI.BitmapFont} Result font object with font, size, lineHeight - * and char fields. - */ - BitmapFont.install = function (data, textures, ownsTextures) { - var fontData; - if (data instanceof BitmapFontData) { - fontData = data; - } - else { - var format = autoDetectFormat(data); - if (!format) { - throw new Error('Unrecognized data format for font.'); - } - fontData = format.parse(data); - } - // Single texture, convert to list - if (textures instanceof Texture) { - textures = [textures]; - } - var font = new BitmapFont(fontData, textures, ownsTextures); - BitmapFont.available[font.font] = font; - return font; - }; - /** - * Remove bitmap font by name. - * @param name - Name of the font to uninstall. - */ - BitmapFont.uninstall = function (name) { - var font = BitmapFont.available[name]; - if (!font) { - throw new Error("No font found named '" + name + "'"); - } - font.destroy(); - delete BitmapFont.available[name]; - }; - /** - * Generates a bitmap-font for the given style and character set. This does not support - * kernings yet. With `style` properties, only the following non-layout properties are used: - * - * - {@link PIXI.TextStyle#dropShadow|dropShadow} - * - {@link PIXI.TextStyle#dropShadowDistance|dropShadowDistance} - * - {@link PIXI.TextStyle#dropShadowColor|dropShadowColor} - * - {@link PIXI.TextStyle#dropShadowBlur|dropShadowBlur} - * - {@link PIXI.TextStyle#dropShadowAngle|dropShadowAngle} - * - {@link PIXI.TextStyle#fill|fill} - * - {@link PIXI.TextStyle#fillGradientStops|fillGradientStops} - * - {@link PIXI.TextStyle#fillGradientType|fillGradientType} - * - {@link PIXI.TextStyle#fontFamily|fontFamily} - * - {@link PIXI.TextStyle#fontSize|fontSize} - * - {@link PIXI.TextStyle#fontVariant|fontVariant} - * - {@link PIXI.TextStyle#fontWeight|fontWeight} - * - {@link PIXI.TextStyle#lineJoin|lineJoin} - * - {@link PIXI.TextStyle#miterLimit|miterLimit} - * - {@link PIXI.TextStyle#stroke|stroke} - * - {@link PIXI.TextStyle#strokeThickness|strokeThickness} - * - {@link PIXI.TextStyle#textBaseline|textBaseline} - * @param name - The name of the custom font to use with BitmapText. - * @param textStyle - Style options to render with BitmapFont. - * @param options - Setup options for font or name of the font. - * @param {string|string[]|string[][]} [options.chars=PIXI.BitmapFont.ALPHANUMERIC] - characters included - * in the font set. You can also use ranges. For example, `[['a', 'z'], ['A', 'Z'], "!@#$%^&*()~{}[] "]`. - * Don't forget to include spaces ' ' in your character set! - * @param {number} [options.resolution=1] - Render resolution for glyphs. - * @param {number} [options.textureWidth=512] - Optional width of atlas, smaller values to reduce memory. - * @param {number} [options.textureHeight=512] - Optional height of atlas, smaller values to reduce memory. - * @param {number} [options.padding=4] - Padding between glyphs on texture atlas. - * @returns Font generated by style options. - * @example - * PIXI.BitmapFont.from("TitleFont", { - * fontFamily: "Arial", - * fontSize: 12, - * strokeThickness: 2, - * fill: "purple" - * }); - * - * const title = new PIXI.BitmapText("This is the title", { fontName: "TitleFont" }); - */ - BitmapFont.from = function (name, textStyle, options) { - if (!name) { - throw new Error('[BitmapFont] Property `name` is required.'); - } - var _a = Object.assign({}, BitmapFont.defaultOptions, options), chars = _a.chars, padding = _a.padding, resolution = _a.resolution, textureWidth = _a.textureWidth, textureHeight = _a.textureHeight; - var charsList = resolveCharacters(chars); - var style = textStyle instanceof TextStyle ? textStyle : new TextStyle(textStyle); - var lineWidth = textureWidth; - var fontData = new BitmapFontData(); - fontData.info[0] = { - face: style.fontFamily, - size: style.fontSize, - }; - fontData.common[0] = { - lineHeight: style.fontSize, - }; - var positionX = 0; - var positionY = 0; - var canvas; - var context; - var baseTexture; - var maxCharHeight = 0; - var textures = []; - for (var i = 0; i < charsList.length; i++) { - if (!canvas) { - canvas = settings$1.ADAPTER.createCanvas(); - canvas.width = textureWidth; - canvas.height = textureHeight; - context = canvas.getContext('2d'); - baseTexture = new BaseTexture(canvas, { resolution: resolution }); - textures.push(new Texture(baseTexture)); - fontData.page.push({ - id: textures.length - 1, - file: '', - }); - } - // Measure glyph dimensions - var metrics = TextMetrics.measureText(charsList[i], style, false, canvas); - var width = metrics.width; - var height = Math.ceil(metrics.height); - // This is ugly - but italics are given more space so they don't overlap - var textureGlyphWidth = Math.ceil((style.fontStyle === 'italic' ? 2 : 1) * width); - // Can't fit char anymore: next canvas please! - if (positionY >= textureHeight - (height * resolution)) { - if (positionY === 0) { - // We don't want user debugging an infinite loop (or do we? :) - throw new Error("[BitmapFont] textureHeight " + textureHeight + "px is " - + ("too small for " + style.fontSize + "px fonts")); - } - --i; - // Create new atlas once current has filled up - canvas = null; - context = null; - baseTexture = null; - positionY = 0; - positionX = 0; - maxCharHeight = 0; - continue; - } - maxCharHeight = Math.max(height + metrics.fontProperties.descent, maxCharHeight); - // Wrap line once full row has been rendered - if ((textureGlyphWidth * resolution) + positionX >= lineWidth) { - --i; - positionY += maxCharHeight * resolution; - positionY = Math.ceil(positionY); - positionX = 0; - maxCharHeight = 0; - continue; - } - drawGlyph(canvas, context, metrics, positionX, positionY, resolution, style); - // Unique (numeric) ID mapping to this glyph - var id = extractCharCode(metrics.text); - // Create a texture holding just the glyph - fontData.char.push({ - id: id, - page: textures.length - 1, - x: positionX / resolution, - y: positionY / resolution, - width: textureGlyphWidth, - height: height, - xoffset: 0, - yoffset: 0, - xadvance: Math.ceil(width - - (style.dropShadow ? style.dropShadowDistance : 0) - - (style.stroke ? style.strokeThickness : 0)), - }); - positionX += (textureGlyphWidth + (2 * padding)) * resolution; - positionX = Math.ceil(positionX); - } - // Brute-force kerning info, this can be expensive b/c it's an O(n²), - // but we're using measureText which is native and fast. - for (var i = 0, len = charsList.length; i < len; i++) { - var first = charsList[i]; - for (var j = 0; j < len; j++) { - var second = charsList[j]; - var c1 = context.measureText(first).width; - var c2 = context.measureText(second).width; - var total = context.measureText(first + second).width; - var amount = total - (c1 + c2); - if (amount) { - fontData.kerning.push({ - first: extractCharCode(first), - second: extractCharCode(second), - amount: amount, - }); - } - } - } - var font = new BitmapFont(fontData, textures, true); - // Make it easier to replace a font - if (BitmapFont.available[name] !== undefined) { - BitmapFont.uninstall(name); - } - BitmapFont.available[name] = font; - return font; - }; - /** - * This character set includes all the letters in the alphabet (both lower- and upper- case). - * @type {string[][]} - * @example - * BitmapFont.from("ExampleFont", style, { chars: BitmapFont.ALPHA }) - */ - BitmapFont.ALPHA = [['a', 'z'], ['A', 'Z'], ' ']; - /** - * This character set includes all decimal digits (from 0 to 9). - * @type {string[][]} - * @example - * BitmapFont.from("ExampleFont", style, { chars: BitmapFont.NUMERIC }) - */ - BitmapFont.NUMERIC = [['0', '9']]; - /** - * This character set is the union of `BitmapFont.ALPHA` and `BitmapFont.NUMERIC`. - * @type {string[][]} - */ - BitmapFont.ALPHANUMERIC = [['a', 'z'], ['A', 'Z'], ['0', '9'], ' ']; - /** - * This character set consists of all the ASCII table. - * @member {string[][]} - * @see http://www.asciitable.com/ - */ - BitmapFont.ASCII = [[' ', '~']]; - /** - * Collection of default options when using `BitmapFont.from`. - * @property {number} [resolution=1] - - * @property {number} [textureWidth=512] - - * @property {number} [textureHeight=512] - - * @property {number} [padding=4] - - * @property {string|string[]|string[][]} chars = PIXI.BitmapFont.ALPHANUMERIC - */ - BitmapFont.defaultOptions = { - resolution: 1, - textureWidth: 512, - textureHeight: 512, - padding: 4, - chars: BitmapFont.ALPHANUMERIC, - }; - /** Collection of available/installed fonts. */ - BitmapFont.available = {}; - return BitmapFont; - }()); - - var msdfFrag = "// Pixi texture info\r\nvarying vec2 vTextureCoord;\r\nuniform sampler2D uSampler;\r\n\r\n// Tint\r\nuniform vec4 uColor;\r\n\r\n// on 2D applications fwidth is screenScale / glyphAtlasScale * distanceFieldRange\r\nuniform float uFWidth;\r\n\r\nvoid main(void) {\r\n\r\n // To stack MSDF and SDF we need a non-pre-multiplied-alpha texture.\r\n vec4 texColor = texture2D(uSampler, vTextureCoord);\r\n\r\n // MSDF\r\n float median = texColor.r + texColor.g + texColor.b -\r\n min(texColor.r, min(texColor.g, texColor.b)) -\r\n max(texColor.r, max(texColor.g, texColor.b));\r\n // SDF\r\n median = min(median, texColor.a);\r\n\r\n float screenPxDistance = uFWidth * (median - 0.5);\r\n float alpha = clamp(screenPxDistance + 0.5, 0.0, 1.0);\r\n\r\n // NPM Textures, NPM outputs\r\n gl_FragColor = vec4(uColor.rgb, uColor.a * alpha);\r\n\r\n}\r\n"; - - var msdfVert = "// Mesh material default fragment\r\nattribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\n\r\nuniform mat3 projectionMatrix;\r\nuniform mat3 translationMatrix;\r\nuniform mat3 uTextureMatrix;\r\n\r\nvarying vec2 vTextureCoord;\r\n\r\nvoid main(void)\r\n{\r\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n\r\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\r\n}\r\n"; - - // If we ever need more than two pools, please make a Dict or something better. - var pageMeshDataDefaultPageMeshData = []; - var pageMeshDataMSDFPageMeshData = []; - var charRenderDataPool = []; - /** - * A BitmapText object will create a line or multiple lines of text using bitmap font. - * - * The primary advantage of this class over Text is that all of your textures are pre-generated and loading, - * meaning that rendering is fast, and changing text has no performance implications. - * - * Supporting character sets other than latin, such as CJK languages, may be impractical due to the number of characters. - * - * To split a line you can use '\n', '\r' or '\r\n' in your string. - * - * PixiJS can auto-generate fonts on-the-fly using BitmapFont or use fnt files provided by: - * http://www.angelcode.com/products/bmfont/ for Windows or - * http://www.bmglyph.com/ for Mac. - * - * You can also use SDF, MSDF and MTSDF BitmapFonts for vector-like scaling appearance provided by: - * https://github.com/soimy/msdf-bmfont-xml for SDF and MSDF fnt files or - * https://github.com/Chlumsky/msdf-atlas-gen for SDF, MSDF and MTSDF json files - * - * A BitmapText can only be created when the font is loaded. - * - * ```js - * // in this case the font is in a file called 'desyrel.fnt' - * let bitmapText = new PIXI.BitmapText("text using a fancy font!", { - * fontName: "Desyrel", - * fontSize: 35, - * align: "right" - * }); - * ``` - * @memberof PIXI - */ - /** @class */ ((function (_super) { - __extends$a(BitmapText, _super); - /** - * @param text - A string that you would like the text to display. - * @param style - The style parameters. - * @param {string} style.fontName - The installed BitmapFont name. - * @param {number} [style.fontSize] - The size of the font in pixels, e.g. 24. If undefined, - *. this will default to the BitmapFont size. - * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center', 'right' or 'justify'), - * does not affect single line text. - * @param {number} [style.tint=0xFFFFFF] - The tint color. - * @param {number} [style.letterSpacing=0] - The amount of spacing between letters. - * @param {number} [style.maxWidth=0] - The max width of the text before line wrapping. - */ - function BitmapText(text, style) { - if (style === void 0) { style = {}; } - var _this = _super.call(this) || this; - /** - * Private tracker for the current tint. - * @private - */ - _this._tint = 0xFFFFFF; - // Apply the defaults - var _a = Object.assign({}, BitmapText.styleDefaults, style), align = _a.align, tint = _a.tint, maxWidth = _a.maxWidth, letterSpacing = _a.letterSpacing, fontName = _a.fontName, fontSize = _a.fontSize; - if (!BitmapFont.available[fontName]) { - throw new Error("Missing BitmapFont \"" + fontName + "\""); - } - _this._activePagesMeshData = []; - _this._textWidth = 0; - _this._textHeight = 0; - _this._align = align; - _this._tint = tint; - _this._fontName = fontName; - _this._fontSize = fontSize || BitmapFont.available[fontName].size; - _this.text = text; - _this._maxWidth = maxWidth; - _this._maxLineHeight = 0; - _this._letterSpacing = letterSpacing; - _this._anchor = new ObservablePoint$2(function () { _this.dirty = true; }, _this, 0, 0); - _this._roundPixels = settings$1.ROUND_PIXELS; - _this.dirty = true; - _this._resolution = settings$1.RESOLUTION; - _this._autoResolution = true; - _this._textureCache = {}; - return _this; - } - /** Renders text and updates it when needed. This should only be called if the BitmapFont is regenerated. */ - BitmapText.prototype.updateText = function () { - var _a; - var data = BitmapFont.available[this._fontName]; - var scale = this._fontSize / data.size; - var pos = new Point$2(); - var chars = []; - var lineWidths = []; - var lineSpaces = []; - var text = this._text.replace(/(?:\r\n|\r)/g, '\n') || ' '; - var charsInput = splitTextToCharacters(text); - var maxWidth = this._maxWidth * data.size / this._fontSize; - var pageMeshDataPool = data.distanceFieldType === 'none' - ? pageMeshDataDefaultPageMeshData : pageMeshDataMSDFPageMeshData; - var prevCharCode = null; - var lastLineWidth = 0; - var maxLineWidth = 0; - var line = 0; - var lastBreakPos = -1; - var lastBreakWidth = 0; - var spacesRemoved = 0; - var maxLineHeight = 0; - var spaceCount = 0; - for (var i = 0; i < charsInput.length; i++) { - var char = charsInput[i]; - var charCode = extractCharCode(char); - if ((/(?:\s)/).test(char)) { - lastBreakPos = i; - lastBreakWidth = lastLineWidth; - spaceCount++; - } - if (char === '\r' || char === '\n') { - lineWidths.push(lastLineWidth); - lineSpaces.push(-1); - maxLineWidth = Math.max(maxLineWidth, lastLineWidth); - ++line; - ++spacesRemoved; - pos.x = 0; - pos.y += data.lineHeight; - prevCharCode = null; - spaceCount = 0; - continue; - } - var charData = data.chars[charCode]; - if (!charData) { - continue; - } - if (prevCharCode && charData.kerning[prevCharCode]) { - pos.x += charData.kerning[prevCharCode]; - } - var charRenderData = charRenderDataPool.pop() || { - texture: Texture.EMPTY, - line: 0, - charCode: 0, - prevSpaces: 0, - position: new Point$2(), - }; - charRenderData.texture = charData.texture; - charRenderData.line = line; - charRenderData.charCode = charCode; - charRenderData.position.x = pos.x + charData.xOffset + (this._letterSpacing / 2); - charRenderData.position.y = pos.y + charData.yOffset; - charRenderData.prevSpaces = spaceCount; - chars.push(charRenderData); - lastLineWidth = charRenderData.position.x + Math.max(charData.xAdvance, charData.texture.orig.width); - pos.x += charData.xAdvance + this._letterSpacing; - maxLineHeight = Math.max(maxLineHeight, (charData.yOffset + charData.texture.height)); - prevCharCode = charCode; - if (lastBreakPos !== -1 && maxWidth > 0 && pos.x > maxWidth) { - ++spacesRemoved; - removeItems(chars, 1 + lastBreakPos - spacesRemoved, 1 + i - lastBreakPos); - i = lastBreakPos; - lastBreakPos = -1; - lineWidths.push(lastBreakWidth); - lineSpaces.push(chars.length > 0 ? chars[chars.length - 1].prevSpaces : 0); - maxLineWidth = Math.max(maxLineWidth, lastBreakWidth); - line++; - pos.x = 0; - pos.y += data.lineHeight; - prevCharCode = null; - spaceCount = 0; - } - } - var lastChar = charsInput[charsInput.length - 1]; - if (lastChar !== '\r' && lastChar !== '\n') { - if ((/(?:\s)/).test(lastChar)) { - lastLineWidth = lastBreakWidth; - } - lineWidths.push(lastLineWidth); - maxLineWidth = Math.max(maxLineWidth, lastLineWidth); - lineSpaces.push(-1); - } - var lineAlignOffsets = []; - for (var i = 0; i <= line; i++) { - var alignOffset = 0; - if (this._align === 'right') { - alignOffset = maxLineWidth - lineWidths[i]; - } - else if (this._align === 'center') { - alignOffset = (maxLineWidth - lineWidths[i]) / 2; - } - else if (this._align === 'justify') { - alignOffset = lineSpaces[i] < 0 ? 0 : (maxLineWidth - lineWidths[i]) / lineSpaces[i]; - } - lineAlignOffsets.push(alignOffset); - } - var lenChars = chars.length; - var pagesMeshData = {}; - var newPagesMeshData = []; - var activePagesMeshData = this._activePagesMeshData; - for (var i = 0; i < activePagesMeshData.length; i++) { - pageMeshDataPool.push(activePagesMeshData[i]); - } - for (var i = 0; i < lenChars; i++) { - var texture = chars[i].texture; - var baseTextureUid = texture.baseTexture.uid; - if (!pagesMeshData[baseTextureUid]) { - var pageMeshData = pageMeshDataPool.pop(); - if (!pageMeshData) { - var geometry = new MeshGeometry(); - var material = void 0; - var meshBlendMode = void 0; - if (data.distanceFieldType === 'none') { - material = new MeshMaterial(Texture.EMPTY); - meshBlendMode = BLEND_MODES$8.NORMAL; - } - else { - material = new MeshMaterial(Texture.EMPTY, { program: Program.from(msdfVert, msdfFrag), uniforms: { uFWidth: 0 } }); - meshBlendMode = BLEND_MODES$8.NORMAL_NPM; - } - var mesh = new Mesh(geometry, material); - mesh.blendMode = meshBlendMode; - pageMeshData = { - index: 0, - indexCount: 0, - vertexCount: 0, - uvsCount: 0, - total: 0, - mesh: mesh, - vertices: null, - uvs: null, - indices: null, - }; - } - // reset data.. - pageMeshData.index = 0; - pageMeshData.indexCount = 0; - pageMeshData.vertexCount = 0; - pageMeshData.uvsCount = 0; - pageMeshData.total = 0; - // TODO need to get page texture here somehow.. - var _textureCache = this._textureCache; - _textureCache[baseTextureUid] = _textureCache[baseTextureUid] || new Texture(texture.baseTexture); - pageMeshData.mesh.texture = _textureCache[baseTextureUid]; - pageMeshData.mesh.tint = this._tint; - newPagesMeshData.push(pageMeshData); - pagesMeshData[baseTextureUid] = pageMeshData; - } - pagesMeshData[baseTextureUid].total++; - } - // lets find any previously active pageMeshDatas that are no longer required for - // the updated text (if any), removed and return them to the pool. - for (var i = 0; i < activePagesMeshData.length; i++) { - if (newPagesMeshData.indexOf(activePagesMeshData[i]) === -1) { - this.removeChild(activePagesMeshData[i].mesh); - } - } - // next lets add any new meshes, that have not yet been added to this BitmapText - // we only add if its not already a child of this BitmapObject - for (var i = 0; i < newPagesMeshData.length; i++) { - if (newPagesMeshData[i].mesh.parent !== this) { - this.addChild(newPagesMeshData[i].mesh); - } - } - // active page mesh datas are set to be the new pages added. - this._activePagesMeshData = newPagesMeshData; - for (var i in pagesMeshData) { - var pageMeshData = pagesMeshData[i]; - var total = pageMeshData.total; - // lets only allocate new buffers if we can fit the new text in the current ones.. - // unless that is, we will be batching. Currently batching dose not respect the size property of mesh - if (!(((_a = pageMeshData.indices) === null || _a === void 0 ? void 0 : _a.length) > 6 * total) || pageMeshData.vertices.length < Mesh.BATCHABLE_SIZE * 2) { - pageMeshData.vertices = new Float32Array(4 * 2 * total); - pageMeshData.uvs = new Float32Array(4 * 2 * total); - pageMeshData.indices = new Uint16Array(6 * total); - } - else { - var total_1 = pageMeshData.total; - var vertices = pageMeshData.vertices; - // Clear the garbage at the end of the vertices buffer. This will prevent the bounds miscalculation. - for (var i_1 = total_1 * 4 * 2; i_1 < vertices.length; i_1++) { - vertices[i_1] = 0; - } - } - // as a buffer maybe bigger than the current word, we set the size of the meshMaterial - // to match the number of letters needed - pageMeshData.mesh.size = 6 * total; - } - for (var i = 0; i < lenChars; i++) { - var char = chars[i]; - var offset = char.position.x + (lineAlignOffsets[char.line] * (this._align === 'justify' ? char.prevSpaces : 1)); - if (this._roundPixels) { - offset = Math.round(offset); - } - var xPos = offset * scale; - var yPos = char.position.y * scale; - var texture = char.texture; - var pageMesh = pagesMeshData[texture.baseTexture.uid]; - var textureFrame = texture.frame; - var textureUvs = texture._uvs; - var index = pageMesh.index++; - pageMesh.indices[(index * 6) + 0] = 0 + (index * 4); - pageMesh.indices[(index * 6) + 1] = 1 + (index * 4); - pageMesh.indices[(index * 6) + 2] = 2 + (index * 4); - pageMesh.indices[(index * 6) + 3] = 0 + (index * 4); - pageMesh.indices[(index * 6) + 4] = 2 + (index * 4); - pageMesh.indices[(index * 6) + 5] = 3 + (index * 4); - pageMesh.vertices[(index * 8) + 0] = xPos; - pageMesh.vertices[(index * 8) + 1] = yPos; - pageMesh.vertices[(index * 8) + 2] = xPos + (textureFrame.width * scale); - pageMesh.vertices[(index * 8) + 3] = yPos; - pageMesh.vertices[(index * 8) + 4] = xPos + (textureFrame.width * scale); - pageMesh.vertices[(index * 8) + 5] = yPos + (textureFrame.height * scale); - pageMesh.vertices[(index * 8) + 6] = xPos; - pageMesh.vertices[(index * 8) + 7] = yPos + (textureFrame.height * scale); - pageMesh.uvs[(index * 8) + 0] = textureUvs.x0; - pageMesh.uvs[(index * 8) + 1] = textureUvs.y0; - pageMesh.uvs[(index * 8) + 2] = textureUvs.x1; - pageMesh.uvs[(index * 8) + 3] = textureUvs.y1; - pageMesh.uvs[(index * 8) + 4] = textureUvs.x2; - pageMesh.uvs[(index * 8) + 5] = textureUvs.y2; - pageMesh.uvs[(index * 8) + 6] = textureUvs.x3; - pageMesh.uvs[(index * 8) + 7] = textureUvs.y3; - } - this._textWidth = maxLineWidth * scale; - this._textHeight = (pos.y + data.lineHeight) * scale; - for (var i in pagesMeshData) { - var pageMeshData = pagesMeshData[i]; - // apply anchor - if (this.anchor.x !== 0 || this.anchor.y !== 0) { - var vertexCount = 0; - var anchorOffsetX = this._textWidth * this.anchor.x; - var anchorOffsetY = this._textHeight * this.anchor.y; - for (var i_2 = 0; i_2 < pageMeshData.total; i_2++) { - pageMeshData.vertices[vertexCount++] -= anchorOffsetX; - pageMeshData.vertices[vertexCount++] -= anchorOffsetY; - pageMeshData.vertices[vertexCount++] -= anchorOffsetX; - pageMeshData.vertices[vertexCount++] -= anchorOffsetY; - pageMeshData.vertices[vertexCount++] -= anchorOffsetX; - pageMeshData.vertices[vertexCount++] -= anchorOffsetY; - pageMeshData.vertices[vertexCount++] -= anchorOffsetX; - pageMeshData.vertices[vertexCount++] -= anchorOffsetY; - } - } - this._maxLineHeight = maxLineHeight * scale; - var vertexBuffer = pageMeshData.mesh.geometry.getBuffer('aVertexPosition'); - var textureBuffer = pageMeshData.mesh.geometry.getBuffer('aTextureCoord'); - var indexBuffer = pageMeshData.mesh.geometry.getIndex(); - vertexBuffer.data = pageMeshData.vertices; - textureBuffer.data = pageMeshData.uvs; - indexBuffer.data = pageMeshData.indices; - vertexBuffer.update(); - textureBuffer.update(); - indexBuffer.update(); - } - for (var i = 0; i < chars.length; i++) { - charRenderDataPool.push(chars[i]); - } - }; - BitmapText.prototype.updateTransform = function () { - this.validate(); - this.containerUpdateTransform(); - }; - BitmapText.prototype._render = function (renderer) { - if (this._autoResolution && this._resolution !== renderer.resolution) { - this._resolution = renderer.resolution; - this.dirty = true; - } - // Update the uniform - var _a = BitmapFont.available[this._fontName], distanceFieldRange = _a.distanceFieldRange, distanceFieldType = _a.distanceFieldType, size = _a.size; - if (distanceFieldType !== 'none') { - // Inject the shader code with the correct value - var _b = this.worldTransform, a = _b.a, b = _b.b, c = _b.c, d = _b.d; - var dx = Math.sqrt((a * a) + (b * b)); - var dy = Math.sqrt((c * c) + (d * d)); - var worldScale = (Math.abs(dx) + Math.abs(dy)) / 2; - var fontScale = this._fontSize / size; - for (var _i = 0, _c = this._activePagesMeshData; _i < _c.length; _i++) { - var mesh = _c[_i]; - mesh.mesh.shader.uniforms.uFWidth = worldScale * distanceFieldRange * fontScale * this._resolution; - } - } - _super.prototype._render.call(this, renderer); - }; - /** - * Validates text before calling parent's getLocalBounds - * @returns - The rectangular bounding area - */ - BitmapText.prototype.getLocalBounds = function () { - this.validate(); - return _super.prototype.getLocalBounds.call(this); - }; - /** - * Updates text when needed - * @private - */ - BitmapText.prototype.validate = function () { - if (this.dirty) { - this.updateText(); - this.dirty = false; - } - }; - Object.defineProperty(BitmapText.prototype, "tint", { - /** - * The tint of the BitmapText object. - * @default 0xffffff - */ - get: function () { - return this._tint; - }, - set: function (value) { - if (this._tint === value) - { return; } - this._tint = value; - for (var i = 0; i < this._activePagesMeshData.length; i++) { - this._activePagesMeshData[i].mesh.tint = value; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "align", { - /** - * The alignment of the BitmapText object. - * @member {string} - * @default 'left' - */ - get: function () { - return this._align; - }, - set: function (value) { - if (this._align !== value) { - this._align = value; - this.dirty = true; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "fontName", { - /** The name of the BitmapFont. */ - get: function () { - return this._fontName; - }, - set: function (value) { - if (!BitmapFont.available[value]) { - throw new Error("Missing BitmapFont \"" + value + "\""); - } - if (this._fontName !== value) { - this._fontName = value; - this.dirty = true; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "fontSize", { - /** The size of the font to display. */ - get: function () { - return this._fontSize; - }, - set: function (value) { - if (this._fontSize !== value) { - this._fontSize = value; - this.dirty = true; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "anchor", { - /** - * The anchor sets the origin point of the text. - * - * The default is `(0,0)`, this means the text's origin is the top left. - * - * Setting the anchor to `(0.5,0.5)` means the text's origin is centered. - * - * Setting the anchor to `(1,1)` would mean the text's origin point will be the bottom right corner. - */ - get: function () { - return this._anchor; - }, - set: function (value) { - if (typeof value === 'number') { - this._anchor.set(value); - } - else { - this._anchor.copyFrom(value); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "text", { - /** The text of the BitmapText object. */ - get: function () { - return this._text; - }, - set: function (text) { - text = String(text === null || text === undefined ? '' : text); - if (this._text === text) { - return; - } - this._text = text; - this.dirty = true; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "maxWidth", { - /** - * The max width of this bitmap text in pixels. If the text provided is longer than the - * value provided, line breaks will be automatically inserted in the last whitespace. - * Disable by setting the value to 0. - */ - get: function () { - return this._maxWidth; - }, - set: function (value) { - if (this._maxWidth === value) { - return; - } - this._maxWidth = value; - this.dirty = true; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "maxLineHeight", { - /** - * The max line height. This is useful when trying to use the total height of the Text, - * i.e. when trying to vertically align. - * @readonly - */ - get: function () { - this.validate(); - return this._maxLineHeight; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "textWidth", { - /** - * The width of the overall text, different from fontSize, - * which is defined in the style object. - * @readonly - */ - get: function () { - this.validate(); - return this._textWidth; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "letterSpacing", { - /** Additional space between characters. */ - get: function () { - return this._letterSpacing; - }, - set: function (value) { - if (this._letterSpacing !== value) { - this._letterSpacing = value; - this.dirty = true; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "roundPixels", { - /** - * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. - * Advantages can include sharper image quality (like text) and faster rendering on canvas. - * The main disadvantage is movement of objects may appear less smooth. - * To set the global default, change {@link PIXI.settings.ROUND_PIXELS} - * @default PIXI.settings.ROUND_PIXELS - */ - get: function () { - return this._roundPixels; - }, - set: function (value) { - if (value !== this._roundPixels) { - this._roundPixels = value; - this.dirty = true; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "textHeight", { - /** - * The height of the overall text, different from fontSize, - * which is defined in the style object. - * @readonly - */ - get: function () { - this.validate(); - return this._textHeight; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "resolution", { - /** - * The resolution / device pixel ratio of the canvas. - * - * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually. - * @default 1 - */ - get: function () { - return this._resolution; - }, - set: function (value) { - this._autoResolution = false; - if (this._resolution === value) { - return; - } - this._resolution = value; - this.dirty = true; - }, - enumerable: false, - configurable: true - }); - BitmapText.prototype.destroy = function (options) { - var _textureCache = this._textureCache; - for (var id in _textureCache) { - var texture = _textureCache[id]; - texture.destroy(); - delete _textureCache[id]; - } - this._textureCache = null; - _super.prototype.destroy.call(this, options); - }; - BitmapText.styleDefaults = { - align: 'left', - tint: 0xFFFFFF, - maxWidth: 0, - letterSpacing: 0, - }; - return BitmapText; - })(Container$2)); - - /** - * {@link PIXI.Loader Loader} middleware for loading - * bitmap-based fonts suitable for using with {@link PIXI.BitmapText}. - * @memberof PIXI - */ - var BitmapFontLoader = /** @class */ (function () { - function BitmapFontLoader() { - } - /** - * Called when the plugin is installed. - * @see PIXI.extensions.add - */ - BitmapFontLoader.add = function () { - LoaderResource$1.setExtensionXhrType('fnt', LoaderResource$1.XHR_RESPONSE_TYPE.TEXT); - }; - /** - * Called after a resource is loaded. - * @see PIXI.Loader.loaderMiddleware - * @param this - * @param {PIXI.LoaderResource} resource - * @param {Function} next - */ - BitmapFontLoader.use = function (resource, next) { - var format = autoDetectFormat(resource.data); - // Resource was not recognised as any of the expected font data format - if (!format) { - next(); - return; - } - var baseUrl = BitmapFontLoader.getBaseUrl(this, resource); - var data = format.parse(resource.data); - var textures = {}; - // Handle completed, when the number of textures - // load is the same number as references in the fnt file - var completed = function (page) { - textures[page.metadata.pageFile] = page.texture; - if (Object.keys(textures).length === data.page.length) { - resource.bitmapFont = BitmapFont.install(data, textures, true); - next(); - } - }; - for (var i = 0; i < data.page.length; ++i) { - var pageFile = data.page[i].file; - var url = baseUrl + pageFile; - var exists = false; - // incase the image is loaded outside - // using the same loader, resource will be available - for (var name in this.resources) { - var bitmapResource = this.resources[name]; - if (bitmapResource.url === url) { - bitmapResource.metadata.pageFile = pageFile; - if (bitmapResource.texture) { - completed(bitmapResource); - } - else { - bitmapResource.onAfterMiddleware.add(completed); - } - exists = true; - break; - } - } - // texture is not loaded, we'll attempt to add - // it to the load and add the texture to the list - if (!exists) { - // Standard loading options for images - var options = { - crossOrigin: resource.crossOrigin, - loadType: LoaderResource$1.LOAD_TYPE.IMAGE, - metadata: Object.assign({ pageFile: pageFile }, resource.metadata.imageMetadata), - parentResource: resource, - }; - this.add(url, options, completed); - } - } - }; - /** - * Get folder path from a resource. - * @param loader - * @param resource - */ - BitmapFontLoader.getBaseUrl = function (loader, resource) { - var resUrl = !resource.isDataUrl ? BitmapFontLoader.dirname(resource.url) : ''; - if (resource.isDataUrl) { - if (resUrl === '.') { - resUrl = ''; - } - if (loader.baseUrl && resUrl) { - // if baseurl has a trailing slash then add one to resUrl so the replace works below - if (loader.baseUrl.charAt(loader.baseUrl.length - 1) === '/') { - resUrl += '/'; - } - } - } - // remove baseUrl from resUrl - resUrl = resUrl.replace(loader.baseUrl, ''); - // if there is an resUrl now, it needs a trailing slash. Ensure that it does if the string isn't empty. - if (resUrl && resUrl.charAt(resUrl.length - 1) !== '/') { - resUrl += '/'; - } - return resUrl; - }; - /** - * Replacement for NodeJS's path.dirname - * @param {string} url - Path to get directory for - */ - BitmapFontLoader.dirname = function (url) { - var dir = url - .replace(/\\/g, '/') // convert windows notation to UNIX notation, URL-safe because it's a forbidden character - .replace(/\/$/, '') // replace trailing slash - .replace(/\/[^\/]*$/, ''); // remove everything after the last - // File request is relative, use current directory - if (dir === url) { - return '.'; - } - // Started with a slash - else if (dir === '') { - return '/'; - } - return dir; - }; - /** @ignore */ - BitmapFontLoader.extension = ExtensionType.Loader; - return BitmapFontLoader; - }()); - - /*! - * @pixi/filter-alpha - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/filter-alpha is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$9 = function(d, b) { - extendStatics$9 = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$9(d, b); - }; - - function __extends$9(d, b) { - extendStatics$9(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var fragment$4 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform float uAlpha;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uAlpha;\n}\n"; - - /** - * Simplest filter - applies alpha. - * - * Use this instead of Container's alpha property to avoid visual layering of individual elements. - * AlphaFilter applies alpha evenly across the entire display object and any opaque elements it contains. - * If elements are not opaque, they will blend with each other anyway. - * - * Very handy if you want to use common features of all filters: - * - * 1. Assign a blendMode to this filter, blend all elements inside display object with background. - * - * 2. To use clipping in display coordinates, assign a filterArea to the same container that has this filter. - * @memberof PIXI.filters - */ - /** @class */ ((function (_super) { - __extends$9(AlphaFilter, _super); - /** - * @param alpha - Amount of alpha from 0 to 1, where 0 is transparent - */ - function AlphaFilter(alpha) { - if (alpha === void 0) { alpha = 1.0; } - var _this = _super.call(this, defaultVertex$1, fragment$4, { uAlpha: 1 }) || this; - _this.alpha = alpha; - return _this; - } - Object.defineProperty(AlphaFilter.prototype, "alpha", { - /** - * Coefficient for alpha multiplication - * @default 1 - */ - get: function () { - return this.uniforms.uAlpha; - }, - set: function (value) { - this.uniforms.uAlpha = value; - }, - enumerable: false, - configurable: true - }); - return AlphaFilter; - })(Filter)); - - /*! - * @pixi/filter-blur - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/filter-blur is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$8 = function(d, b) { - extendStatics$8 = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$8(d, b); - }; - - function __extends$8(d, b) { - extendStatics$8(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var vertTemplate = "\n attribute vec2 aVertexPosition;\n\n uniform mat3 projectionMatrix;\n\n uniform float strength;\n\n varying vec2 vBlurTexCoords[%size%];\n\n uniform vec4 inputSize;\n uniform vec4 outputFrame;\n\n vec4 filterVertexPosition( void )\n {\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n }\n\n vec2 filterTextureCoord( void )\n {\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n }\n\n void main(void)\n {\n gl_Position = filterVertexPosition();\n\n vec2 textureCoord = filterTextureCoord();\n %blur%\n }"; - function generateBlurVertSource(kernelSize, x) { - var halfLength = Math.ceil(kernelSize / 2); - var vertSource = vertTemplate; - var blurLoop = ''; - var template; - if (x) { - template = 'vBlurTexCoords[%index%] = textureCoord + vec2(%sampleIndex% * strength, 0.0);'; - } - else { - template = 'vBlurTexCoords[%index%] = textureCoord + vec2(0.0, %sampleIndex% * strength);'; - } - for (var i = 0; i < kernelSize; i++) { - var blur = template.replace('%index%', i.toString()); - blur = blur.replace('%sampleIndex%', i - (halfLength - 1) + ".0"); - blurLoop += blur; - blurLoop += '\n'; - } - vertSource = vertSource.replace('%blur%', blurLoop); - vertSource = vertSource.replace('%size%', kernelSize.toString()); - return vertSource; - } - - var GAUSSIAN_VALUES = { - 5: [0.153388, 0.221461, 0.250301], - 7: [0.071303, 0.131514, 0.189879, 0.214607], - 9: [0.028532, 0.067234, 0.124009, 0.179044, 0.20236], - 11: [0.0093, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596], - 13: [0.002406, 0.009255, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641], - 15: [0.000489, 0.002403, 0.009246, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448], - }; - var fragTemplate = [ - 'varying vec2 vBlurTexCoords[%size%];', - 'uniform sampler2D uSampler;', - 'void main(void)', - '{', - ' gl_FragColor = vec4(0.0);', - ' %blur%', - '}' ].join('\n'); - function generateBlurFragSource(kernelSize) { - var kernel = GAUSSIAN_VALUES[kernelSize]; - var halfLength = kernel.length; - var fragSource = fragTemplate; - var blurLoop = ''; - var template = 'gl_FragColor += texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;'; - var value; - for (var i = 0; i < kernelSize; i++) { - var blur = template.replace('%index%', i.toString()); - value = i; - if (i >= halfLength) { - value = kernelSize - i - 1; - } - blur = blur.replace('%value%', kernel[value].toString()); - blurLoop += blur; - blurLoop += '\n'; - } - fragSource = fragSource.replace('%blur%', blurLoop); - fragSource = fragSource.replace('%size%', kernelSize.toString()); - return fragSource; - } - - /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV$5; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$5 || (ENV$5 = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE$5; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$5 || (RENDERER_TYPE$5 = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ - var BUFFER_BITS$5; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$5 || (BUFFER_BITS$5 = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES$5; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$5 || (BLEND_MODES$5 = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES$5; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$5 || (DRAW_MODES$5 = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS$5; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$5 || (FORMATS$5 = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS$5; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$5 || (TARGETS$5 = {})); - /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ - var TYPES$5; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$5 || (TYPES$5 = {})); - /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ - var SAMPLER_TYPES$5; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$5 || (SAMPLER_TYPES$5 = {})); - /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ - var SCALE_MODES$5; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$5 || (SCALE_MODES$5 = {})); - /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ - var WRAP_MODES$5; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$5 || (WRAP_MODES$5 = {})); - /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. - */ - var MIPMAP_MODES$5; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$5 || (MIPMAP_MODES$5 = {})); - /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ - var ALPHA_MODES$5; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$5 || (ALPHA_MODES$5 = {})); - /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ - var CLEAR_MODES$5; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$5 || (CLEAR_MODES$5 = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES$5; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$5 || (GC_MODES$5 = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION$5; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION$5 || (PRECISION$5 = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES$5; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$5 || (MASK_TYPES$5 = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ - var COLOR_MASK_BITS$5; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$5 || (COLOR_MASK_BITS$5 = {})); - /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ - var MSAA_QUALITY$5; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$5 || (MSAA_QUALITY$5 = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ - var BUFFER_TYPE$5; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$5 || (BUFFER_TYPE$5 = {})); - - /** - * The BlurFilterPass applies a horizontal or vertical Gaussian blur to an object. - * @memberof PIXI.filters - */ - var BlurFilterPass = /** @class */ (function (_super) { - __extends$8(BlurFilterPass, _super); - /** - * @param horizontal - Do pass along the x-axis (`true`) or y-axis (`false`). - * @param strength - The strength of the blur filter. - * @param quality - The quality of the blur filter. - * @param resolution - The resolution of the blur filter. - * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. - */ - function BlurFilterPass(horizontal, strength, quality, resolution, kernelSize) { - if (strength === void 0) { strength = 8; } - if (quality === void 0) { quality = 4; } - if (resolution === void 0) { resolution = settings$1.FILTER_RESOLUTION; } - if (kernelSize === void 0) { kernelSize = 5; } - var _this = this; - var vertSrc = generateBlurVertSource(kernelSize, horizontal); - var fragSrc = generateBlurFragSource(kernelSize); - _this = _super.call(this, - // vertex shader - vertSrc, - // fragment shader - fragSrc) || this; - _this.horizontal = horizontal; - _this.resolution = resolution; - _this._quality = 0; - _this.quality = quality; - _this.blur = strength; - return _this; - } - /** - * Applies the filter. - * @param filterManager - The manager. - * @param input - The input target. - * @param output - The output target. - * @param clearMode - How to clear - */ - BlurFilterPass.prototype.apply = function (filterManager, input, output, clearMode) { - if (output) { - if (this.horizontal) { - this.uniforms.strength = (1 / output.width) * (output.width / input.width); - } - else { - this.uniforms.strength = (1 / output.height) * (output.height / input.height); - } - } - else { - if (this.horizontal) // eslint-disable-line - { - this.uniforms.strength = (1 / filterManager.renderer.width) * (filterManager.renderer.width / input.width); - } - else { - this.uniforms.strength = (1 / filterManager.renderer.height) * (filterManager.renderer.height / input.height); // eslint-disable-line - } - } - // screen space! - this.uniforms.strength *= this.strength; - this.uniforms.strength /= this.passes; - if (this.passes === 1) { - filterManager.applyFilter(this, input, output, clearMode); - } - else { - var renderTarget = filterManager.getFilterTexture(); - var renderer = filterManager.renderer; - var flip = input; - var flop = renderTarget; - this.state.blend = false; - filterManager.applyFilter(this, flip, flop, CLEAR_MODES$5.CLEAR); - for (var i = 1; i < this.passes - 1; i++) { - filterManager.bindAndClear(flip, CLEAR_MODES$5.BLIT); - this.uniforms.uSampler = flop; - var temp = flop; - flop = flip; - flip = temp; - renderer.shader.bind(this); - renderer.geometry.draw(5); - } - this.state.blend = true; - filterManager.applyFilter(this, flop, output, clearMode); - filterManager.returnFilterTexture(renderTarget); - } - }; - Object.defineProperty(BlurFilterPass.prototype, "blur", { - /** - * Sets the strength of both the blur. - * @default 16 - */ - get: function () { - return this.strength; - }, - set: function (value) { - this.padding = 1 + (Math.abs(value) * 2); - this.strength = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BlurFilterPass.prototype, "quality", { - /** - * Sets the quality of the blur by modifying the number of passes. More passes means higher - * quality bluring but the lower the performance. - * @default 4 - */ - get: function () { - return this._quality; - }, - set: function (value) { - this._quality = value; - this.passes = value; - }, - enumerable: false, - configurable: true - }); - return BlurFilterPass; - }(Filter)); - - /** - * The BlurFilter applies a Gaussian blur to an object. - * - * The strength of the blur can be set for the x-axis and y-axis separately. - * @memberof PIXI.filters - */ - /** @class */ ((function (_super) { - __extends$8(BlurFilter, _super); - /** - * @param strength - The strength of the blur filter. - * @param quality - The quality of the blur filter. - * @param [resolution=PIXI.settings.FILTER_RESOLUTION] - The resolution of the blur filter. - * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. - */ - function BlurFilter(strength, quality, resolution, kernelSize) { - if (strength === void 0) { strength = 8; } - if (quality === void 0) { quality = 4; } - if (resolution === void 0) { resolution = settings$1.FILTER_RESOLUTION; } - if (kernelSize === void 0) { kernelSize = 5; } - var _this = _super.call(this) || this; - _this.blurXFilter = new BlurFilterPass(true, strength, quality, resolution, kernelSize); - _this.blurYFilter = new BlurFilterPass(false, strength, quality, resolution, kernelSize); - _this.resolution = resolution; - _this.quality = quality; - _this.blur = strength; - _this.repeatEdgePixels = false; - return _this; - } - /** - * Applies the filter. - * @param filterManager - The manager. - * @param input - The input target. - * @param output - The output target. - * @param clearMode - How to clear - */ - BlurFilter.prototype.apply = function (filterManager, input, output, clearMode) { - var xStrength = Math.abs(this.blurXFilter.strength); - var yStrength = Math.abs(this.blurYFilter.strength); - if (xStrength && yStrength) { - var renderTarget = filterManager.getFilterTexture(); - this.blurXFilter.apply(filterManager, input, renderTarget, CLEAR_MODES$5.CLEAR); - this.blurYFilter.apply(filterManager, renderTarget, output, clearMode); - filterManager.returnFilterTexture(renderTarget); - } - else if (yStrength) { - this.blurYFilter.apply(filterManager, input, output, clearMode); - } - else { - this.blurXFilter.apply(filterManager, input, output, clearMode); - } - }; - BlurFilter.prototype.updatePadding = function () { - if (this._repeatEdgePixels) { - this.padding = 0; - } - else { - this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2; - } - }; - Object.defineProperty(BlurFilter.prototype, "blur", { - /** - * Sets the strength of both the blurX and blurY properties simultaneously - * @default 2 - */ - get: function () { - return this.blurXFilter.blur; - }, - set: function (value) { - this.blurXFilter.blur = this.blurYFilter.blur = value; - this.updatePadding(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BlurFilter.prototype, "quality", { - /** - * Sets the number of passes for blur. More passes means higher quality bluring. - * @default 1 - */ - get: function () { - return this.blurXFilter.quality; - }, - set: function (value) { - this.blurXFilter.quality = this.blurYFilter.quality = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BlurFilter.prototype, "blurX", { - /** - * Sets the strength of the blurX property - * @default 2 - */ - get: function () { - return this.blurXFilter.blur; - }, - set: function (value) { - this.blurXFilter.blur = value; - this.updatePadding(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BlurFilter.prototype, "blurY", { - /** - * Sets the strength of the blurY property - * @default 2 - */ - get: function () { - return this.blurYFilter.blur; - }, - set: function (value) { - this.blurYFilter.blur = value; - this.updatePadding(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BlurFilter.prototype, "blendMode", { - /** - * Sets the blendmode of the filter - * @default PIXI.BLEND_MODES.NORMAL - */ - get: function () { - return this.blurYFilter.blendMode; - }, - set: function (value) { - this.blurYFilter.blendMode = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BlurFilter.prototype, "repeatEdgePixels", { - /** - * If set to true the edge of the target will be clamped - * @default false - */ - get: function () { - return this._repeatEdgePixels; - }, - set: function (value) { - this._repeatEdgePixels = value; - this.updatePadding(); - }, - enumerable: false, - configurable: true - }); - return BlurFilter; - })(Filter)); - - /*! - * @pixi/filter-color-matrix - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/filter-color-matrix is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$7 = function(d, b) { - extendStatics$7 = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$7(d, b); - }; - - function __extends$7(d, b) { - extendStatics$7(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var fragment$3 = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform float m[20];\nuniform float uAlpha;\n\nvoid main(void)\n{\n vec4 c = texture2D(uSampler, vTextureCoord);\n\n if (uAlpha == 0.0) {\n gl_FragColor = c;\n return;\n }\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (c.a > 0.0) {\n c.rgb /= c.a;\n }\n\n vec4 result;\n\n result.r = (m[0] * c.r);\n result.r += (m[1] * c.g);\n result.r += (m[2] * c.b);\n result.r += (m[3] * c.a);\n result.r += m[4];\n\n result.g = (m[5] * c.r);\n result.g += (m[6] * c.g);\n result.g += (m[7] * c.b);\n result.g += (m[8] * c.a);\n result.g += m[9];\n\n result.b = (m[10] * c.r);\n result.b += (m[11] * c.g);\n result.b += (m[12] * c.b);\n result.b += (m[13] * c.a);\n result.b += m[14];\n\n result.a = (m[15] * c.r);\n result.a += (m[16] * c.g);\n result.a += (m[17] * c.b);\n result.a += (m[18] * c.a);\n result.a += m[19];\n\n vec3 rgb = mix(c.rgb, result.rgb, uAlpha);\n\n // Premultiply alpha again.\n rgb *= result.a;\n\n gl_FragColor = vec4(rgb, result.a);\n}\n"; - - /** - * The ColorMatrixFilter class lets you apply a 5x4 matrix transformation on the RGBA - * color and alpha values of every pixel on your displayObject to produce a result - * with a new set of RGBA color and alpha values. It's pretty powerful! - * - * ```js - * let colorMatrix = new PIXI.filters.ColorMatrixFilter(); - * container.filters = [colorMatrix]; - * colorMatrix.contrast(2); - * ``` - * @author Clément Chenebault - * @memberof PIXI.filters - */ - var ColorMatrixFilter = /** @class */ (function (_super) { - __extends$7(ColorMatrixFilter, _super); - function ColorMatrixFilter() { - var _this = this; - var uniforms = { - m: new Float32Array([1, 0, 0, 0, 0, - 0, 1, 0, 0, 0, - 0, 0, 1, 0, 0, - 0, 0, 0, 1, 0]), - uAlpha: 1, - }; - _this = _super.call(this, defaultFilterVertex, fragment$3, uniforms) || this; - _this.alpha = 1; - return _this; - } - /** - * Transforms current matrix and set the new one - * @param {number[]} matrix - 5x4 matrix - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype._loadMatrix = function (matrix, multiply) { - if (multiply === void 0) { multiply = false; } - var newMatrix = matrix; - if (multiply) { - this._multiply(newMatrix, this.uniforms.m, matrix); - newMatrix = this._colorMatrix(newMatrix); - } - // set the new matrix - this.uniforms.m = newMatrix; - }; - /** - * Multiplies two mat5's - * @private - * @param out - 5x4 matrix the receiving matrix - * @param a - 5x4 matrix the first operand - * @param b - 5x4 matrix the second operand - * @returns {number[]} 5x4 matrix - */ - ColorMatrixFilter.prototype._multiply = function (out, a, b) { - // Red Channel - out[0] = (a[0] * b[0]) + (a[1] * b[5]) + (a[2] * b[10]) + (a[3] * b[15]); - out[1] = (a[0] * b[1]) + (a[1] * b[6]) + (a[2] * b[11]) + (a[3] * b[16]); - out[2] = (a[0] * b[2]) + (a[1] * b[7]) + (a[2] * b[12]) + (a[3] * b[17]); - out[3] = (a[0] * b[3]) + (a[1] * b[8]) + (a[2] * b[13]) + (a[3] * b[18]); - out[4] = (a[0] * b[4]) + (a[1] * b[9]) + (a[2] * b[14]) + (a[3] * b[19]) + a[4]; - // Green Channel - out[5] = (a[5] * b[0]) + (a[6] * b[5]) + (a[7] * b[10]) + (a[8] * b[15]); - out[6] = (a[5] * b[1]) + (a[6] * b[6]) + (a[7] * b[11]) + (a[8] * b[16]); - out[7] = (a[5] * b[2]) + (a[6] * b[7]) + (a[7] * b[12]) + (a[8] * b[17]); - out[8] = (a[5] * b[3]) + (a[6] * b[8]) + (a[7] * b[13]) + (a[8] * b[18]); - out[9] = (a[5] * b[4]) + (a[6] * b[9]) + (a[7] * b[14]) + (a[8] * b[19]) + a[9]; - // Blue Channel - out[10] = (a[10] * b[0]) + (a[11] * b[5]) + (a[12] * b[10]) + (a[13] * b[15]); - out[11] = (a[10] * b[1]) + (a[11] * b[6]) + (a[12] * b[11]) + (a[13] * b[16]); - out[12] = (a[10] * b[2]) + (a[11] * b[7]) + (a[12] * b[12]) + (a[13] * b[17]); - out[13] = (a[10] * b[3]) + (a[11] * b[8]) + (a[12] * b[13]) + (a[13] * b[18]); - out[14] = (a[10] * b[4]) + (a[11] * b[9]) + (a[12] * b[14]) + (a[13] * b[19]) + a[14]; - // Alpha Channel - out[15] = (a[15] * b[0]) + (a[16] * b[5]) + (a[17] * b[10]) + (a[18] * b[15]); - out[16] = (a[15] * b[1]) + (a[16] * b[6]) + (a[17] * b[11]) + (a[18] * b[16]); - out[17] = (a[15] * b[2]) + (a[16] * b[7]) + (a[17] * b[12]) + (a[18] * b[17]); - out[18] = (a[15] * b[3]) + (a[16] * b[8]) + (a[17] * b[13]) + (a[18] * b[18]); - out[19] = (a[15] * b[4]) + (a[16] * b[9]) + (a[17] * b[14]) + (a[18] * b[19]) + a[19]; - return out; - }; - /** - * Create a Float32 Array and normalize the offset component to 0-1 - * @param {number[]} matrix - 5x4 matrix - * @returns {number[]} 5x4 matrix with all values between 0-1 - */ - ColorMatrixFilter.prototype._colorMatrix = function (matrix) { - // Create a Float32 Array and normalize the offset component to 0-1 - var m = new Float32Array(matrix); - m[4] /= 255; - m[9] /= 255; - m[14] /= 255; - m[19] /= 255; - return m; - }; - /** - * Adjusts brightness - * @param b - value of the brigthness (0-1, where 0 is black) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.brightness = function (b, multiply) { - var matrix = [ - b, 0, 0, 0, 0, - 0, b, 0, 0, 0, - 0, 0, b, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Sets each channel on the diagonal of the color matrix. - * This can be used to achieve a tinting effect on Containers similar to the tint field of some - * display objects like Sprite, Text, Graphics, and Mesh. - * @param color - Color of the tint. This is a hex value. - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.tint = function (color, multiply) { - var r = (color >> 16) & 0xff; - var g = (color >> 8) & 0xff; - var b = color & 0xff; - var matrix = [ - r / 255, 0, 0, 0, 0, - 0, g / 255, 0, 0, 0, - 0, 0, b / 255, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Set the matrices in grey scales - * @param scale - value of the grey (0-1, where 0 is black) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.greyscale = function (scale, multiply) { - var matrix = [ - scale, scale, scale, 0, 0, - scale, scale, scale, 0, 0, - scale, scale, scale, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Set the black and white matrice. - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.blackAndWhite = function (multiply) { - var matrix = [ - 0.3, 0.6, 0.1, 0, 0, - 0.3, 0.6, 0.1, 0, 0, - 0.3, 0.6, 0.1, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Set the hue property of the color - * @param rotation - in degrees - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.hue = function (rotation, multiply) { - rotation = (rotation || 0) / 180 * Math.PI; - var cosR = Math.cos(rotation); - var sinR = Math.sin(rotation); - var sqrt = Math.sqrt; - /* a good approximation for hue rotation - This matrix is far better than the versions with magic luminance constants - formerly used here, but also used in the starling framework (flash) and known from this - old part of the internet: quasimondo.com/archives/000565.php - - This new matrix is based on rgb cube rotation in space. Look here for a more descriptive - implementation as a shader not a general matrix: - https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js - - This is the source for the code: - see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751 - */ - var w = 1 / 3; - var sqrW = sqrt(w); // weight is - var a00 = cosR + ((1.0 - cosR) * w); - var a01 = (w * (1.0 - cosR)) - (sqrW * sinR); - var a02 = (w * (1.0 - cosR)) + (sqrW * sinR); - var a10 = (w * (1.0 - cosR)) + (sqrW * sinR); - var a11 = cosR + (w * (1.0 - cosR)); - var a12 = (w * (1.0 - cosR)) - (sqrW * sinR); - var a20 = (w * (1.0 - cosR)) - (sqrW * sinR); - var a21 = (w * (1.0 - cosR)) + (sqrW * sinR); - var a22 = cosR + (w * (1.0 - cosR)); - var matrix = [ - a00, a01, a02, 0, 0, - a10, a11, a12, 0, 0, - a20, a21, a22, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Set the contrast matrix, increase the separation between dark and bright - * Increase contrast : shadows darker and highlights brighter - * Decrease contrast : bring the shadows up and the highlights down - * @param amount - value of the contrast (0-1) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.contrast = function (amount, multiply) { - var v = (amount || 0) + 1; - var o = -0.5 * (v - 1); - var matrix = [ - v, 0, 0, 0, o, - 0, v, 0, 0, o, - 0, 0, v, 0, o, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Set the saturation matrix, increase the separation between colors - * Increase saturation : increase contrast, brightness, and sharpness - * @param amount - The saturation amount (0-1) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.saturate = function (amount, multiply) { - if (amount === void 0) { amount = 0; } - var x = (amount * 2 / 3) + 1; - var y = ((x - 1) * -0.5); - var matrix = [ - x, y, y, 0, 0, - y, x, y, 0, 0, - y, y, x, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** Desaturate image (remove color) Call the saturate function */ - ColorMatrixFilter.prototype.desaturate = function () { - this.saturate(-1); - }; - /** - * Negative image (inverse of classic rgb matrix) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.negative = function (multiply) { - var matrix = [ - -1, 0, 0, 1, 0, - 0, -1, 0, 1, 0, - 0, 0, -1, 1, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Sepia image - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.sepia = function (multiply) { - var matrix = [ - 0.393, 0.7689999, 0.18899999, 0, 0, - 0.349, 0.6859999, 0.16799999, 0, 0, - 0.272, 0.5339999, 0.13099999, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Color motion picture process invented in 1916 (thanks Dominic Szablewski) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.technicolor = function (multiply) { - var matrix = [ - 1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337, - -0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398, - -0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Polaroid filter - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.polaroid = function (multiply) { - var matrix = [ - 1.438, -0.062, -0.062, 0, 0, - -0.122, 1.378, -0.122, 0, 0, - -0.016, -0.016, 1.483, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Filter who transforms : Red -> Blue and Blue -> Red - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.toBGR = function (multiply) { - var matrix = [ - 0, 0, 1, 0, 0, - 0, 1, 0, 0, 0, - 1, 0, 0, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.kodachrome = function (multiply) { - var matrix = [ - 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502, - -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203, - -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Brown delicious browni filter (thanks Dominic Szablewski) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.browni = function (multiply) { - var matrix = [ - 0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873, - -0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127, - 0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Vintage filter (thanks Dominic Szablewski) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.vintage = function (multiply) { - var matrix = [ - 0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123, - 0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591, - 0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * We don't know exactly what it does, kind of gradient map, but funny to play with! - * @param desaturation - Tone values. - * @param toned - Tone values. - * @param lightColor - Tone values, example: `0xFFE580` - * @param darkColor - Tone values, example: `0xFFE580` - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.colorTone = function (desaturation, toned, lightColor, darkColor, multiply) { - desaturation = desaturation || 0.2; - toned = toned || 0.15; - lightColor = lightColor || 0xFFE580; - darkColor = darkColor || 0x338000; - var lR = ((lightColor >> 16) & 0xFF) / 255; - var lG = ((lightColor >> 8) & 0xFF) / 255; - var lB = (lightColor & 0xFF) / 255; - var dR = ((darkColor >> 16) & 0xFF) / 255; - var dG = ((darkColor >> 8) & 0xFF) / 255; - var dB = (darkColor & 0xFF) / 255; - var matrix = [ - 0.3, 0.59, 0.11, 0, 0, - lR, lG, lB, desaturation, 0, - dR, dG, dB, toned, 0, - lR - dR, lG - dG, lB - dB, 0, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Night effect - * @param intensity - The intensity of the night effect. - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.night = function (intensity, multiply) { - intensity = intensity || 0.1; - var matrix = [ - intensity * (-2.0), -intensity, 0, 0, 0, - -intensity, 0, intensity, 0, 0, - 0, intensity, intensity * 2.0, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Predator effect - * - * Erase the current matrix by setting a new indepent one - * @param amount - how much the predator feels his future victim - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.predator = function (amount, multiply) { - var matrix = [ - // row 1 - 11.224130630493164 * amount, - -4.794486999511719 * amount, - -2.8746118545532227 * amount, - 0 * amount, - 0.40342438220977783 * amount, - // row 2 - -3.6330697536468506 * amount, - 9.193157196044922 * amount, - -2.951810836791992 * amount, - 0 * amount, - -1.316135048866272 * amount, - // row 3 - -3.2184197902679443 * amount, - -4.2375030517578125 * amount, - 7.476448059082031 * amount, - 0 * amount, - 0.8044459223747253 * amount, - // row 4 - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * LSD effect - * - * Multiply the current matrix - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.lsd = function (multiply) { - var matrix = [ - 2, -0.4, 0.5, 0, 0, - -0.5, 2, -0.4, 0, 0, - -0.4, -0.5, 3, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** Erase the current matrix by setting the default one. */ - ColorMatrixFilter.prototype.reset = function () { - var matrix = [ - 1, 0, 0, 0, 0, - 0, 1, 0, 0, 0, - 0, 0, 1, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, false); - }; - Object.defineProperty(ColorMatrixFilter.prototype, "matrix", { - /** - * The matrix of the color matrix filter - * @member {number[]} - * @default [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0] - */ - get: function () { - return this.uniforms.m; - }, - set: function (value) { - this.uniforms.m = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(ColorMatrixFilter.prototype, "alpha", { - /** - * The opacity value to use when mixing the original and resultant colors. - * - * When the value is 0, the original color is used without modification. - * When the value is 1, the result color is used. - * When in the range (0, 1) the color is interpolated between the original and result by this amount. - * @default 1 - */ - get: function () { - return this.uniforms.uAlpha; - }, - set: function (value) { - this.uniforms.uAlpha = value; - }, - enumerable: false, - configurable: true - }); - return ColorMatrixFilter; - }(Filter)); - // Americanized alias - ColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale; - - /*! - * @pixi/filter-displacement - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/filter-displacement is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$6 = function(d, b) { - extendStatics$6 = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$6(d, b); - }; - - function __extends$6(d, b) { - extendStatics$6(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var fragment$2 = "varying vec2 vFilterCoord;\nvarying vec2 vTextureCoord;\n\nuniform vec2 scale;\nuniform mat2 rotation;\nuniform sampler2D uSampler;\nuniform sampler2D mapSampler;\n\nuniform highp vec4 inputSize;\nuniform vec4 inputClamp;\n\nvoid main(void)\n{\n vec4 map = texture2D(mapSampler, vFilterCoord);\n\n map -= 0.5;\n map.xy = scale * inputSize.zw * (rotation * map.xy);\n\n gl_FragColor = texture2D(uSampler, clamp(vec2(vTextureCoord.x + map.x, vTextureCoord.y + map.y), inputClamp.xy, inputClamp.zw));\n}\n"; - - var vertex$1 = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\nuniform mat3 filterMatrix;\n\nvarying vec2 vTextureCoord;\nvarying vec2 vFilterCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n\tgl_Position = filterVertexPosition();\n\tvTextureCoord = filterTextureCoord();\n\tvFilterCoord = ( filterMatrix * vec3( vTextureCoord, 1.0) ).xy;\n}\n"; - - /** - * The DisplacementFilter class uses the pixel values from the specified texture - * (called the displacement map) to perform a displacement of an object. - * - * You can use this filter to apply all manor of crazy warping effects. - * Currently the `r` property of the texture is used to offset the `x` - * and the `g` property of the texture is used to offset the `y`. - * - * The way it works is it uses the values of the displacement map to look up the - * correct pixels to output. This means it's not technically moving the original. - * Instead, it's starting at the output and asking "which pixel from the original goes here". - * For example, if a displacement map pixel has `red = 1` and the filter scale is `20`, - * this filter will output the pixel approximately 20 pixels to the right of the original. - * @memberof PIXI.filters - */ - /** @class */ ((function (_super) { - __extends$6(DisplacementFilter, _super); - /** - * @param {PIXI.Sprite} sprite - The sprite used for the displacement map. (make sure its added to the scene!) - * @param scale - The scale of the displacement - */ - function DisplacementFilter(sprite, scale) { - var _this = this; - var maskMatrix = new Matrix$2(); - sprite.renderable = false; - _this = _super.call(this, vertex$1, fragment$2, { - mapSampler: sprite._texture, - filterMatrix: maskMatrix, - scale: { x: 1, y: 1 }, - rotation: new Float32Array([1, 0, 0, 1]), - }) || this; - _this.maskSprite = sprite; - _this.maskMatrix = maskMatrix; - if (scale === null || scale === undefined) { - scale = 20; - } - /** - * scaleX, scaleY for displacements - * @member {PIXI.Point} - */ - _this.scale = new Point$2(scale, scale); - return _this; - } - /** - * Applies the filter. - * @param filterManager - The manager. - * @param input - The input target. - * @param output - The output target. - * @param clearMode - clearMode. - */ - DisplacementFilter.prototype.apply = function (filterManager, input, output, clearMode) { - // fill maskMatrix with _normalized sprite texture coords_ - this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, this.maskSprite); - this.uniforms.scale.x = this.scale.x; - this.uniforms.scale.y = this.scale.y; - // Extract rotation from world transform - var wt = this.maskSprite.worldTransform; - var lenX = Math.sqrt((wt.a * wt.a) + (wt.b * wt.b)); - var lenY = Math.sqrt((wt.c * wt.c) + (wt.d * wt.d)); - if (lenX !== 0 && lenY !== 0) { - this.uniforms.rotation[0] = wt.a / lenX; - this.uniforms.rotation[1] = wt.b / lenX; - this.uniforms.rotation[2] = wt.c / lenY; - this.uniforms.rotation[3] = wt.d / lenY; - } - // draw the filter... - filterManager.applyFilter(this, input, output, clearMode); - }; - Object.defineProperty(DisplacementFilter.prototype, "map", { - /** The texture used for the displacement map. Must be power of 2 sized texture. */ - get: function () { - return this.uniforms.mapSampler; - }, - set: function (value) { - this.uniforms.mapSampler = value; - }, - enumerable: false, - configurable: true - }); - return DisplacementFilter; - })(Filter)); - - /*! - * @pixi/filter-fxaa - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/filter-fxaa is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$5 = function(d, b) { - extendStatics$5 = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$5(d, b); - }; - - function __extends$5(d, b) { - extendStatics$5(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var vertex = "\nattribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvoid texcoords(vec2 fragCoord, vec2 inverseVP,\n out vec2 v_rgbNW, out vec2 v_rgbNE,\n out vec2 v_rgbSW, out vec2 v_rgbSE,\n out vec2 v_rgbM) {\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\n v_rgbM = vec2(fragCoord * inverseVP);\n}\n\nvoid main(void) {\n\n gl_Position = filterVertexPosition();\n\n vFragCoord = aVertexPosition * outputFrame.zw;\n\n texcoords(vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n}\n"; - - var fragment$1 = "varying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\nuniform sampler2D uSampler;\nuniform highp vec4 inputSize;\n\n\n/**\n Basic FXAA implementation based on the code on geeks3d.com with the\n modification that the texture2DLod stuff was removed since it's\n unsupported by WebGL.\n\n --\n\n From:\n https://github.com/mitsuhiko/webgl-meincraft\n\n Copyright (c) 2011 by Armin Ronacher.\n\n Some rights reserved.\n\n Redistribution and use in source and binary forms, with or without\n modification, are permitted provided that the following conditions are\n met:\n\n * Redistributions of source code must retain the above copyright\n notice, this list of conditions and the following disclaimer.\n\n * Redistributions in binary form must reproduce the above\n copyright notice, this list of conditions and the following\n disclaimer in the documentation and/or other materials provided\n with the distribution.\n\n * The names of the contributors may not be used to endorse or\n promote products derived from this software without specific\n prior written permission.\n\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n#ifndef FXAA_REDUCE_MIN\n#define FXAA_REDUCE_MIN (1.0/ 128.0)\n#endif\n#ifndef FXAA_REDUCE_MUL\n#define FXAA_REDUCE_MUL (1.0 / 8.0)\n#endif\n#ifndef FXAA_SPAN_MAX\n#define FXAA_SPAN_MAX 8.0\n#endif\n\n//optimized version for mobile, where dependent\n//texture reads can be a bottleneck\nvec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,\n vec2 v_rgbNW, vec2 v_rgbNE,\n vec2 v_rgbSW, vec2 v_rgbSE,\n vec2 v_rgbM) {\n vec4 color;\n vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\n vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\n vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\n vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\n vec4 texColor = texture2D(tex, v_rgbM);\n vec3 rgbM = texColor.xyz;\n vec3 luma = vec3(0.299, 0.587, 0.114);\n float lumaNW = dot(rgbNW, luma);\n float lumaNE = dot(rgbNE, luma);\n float lumaSW = dot(rgbSW, luma);\n float lumaSE = dot(rgbSE, luma);\n float lumaM = dot(rgbM, luma);\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n\n mediump vec2 dir;\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\n (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\n\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\n dir * rcpDirMin)) * inverseVP;\n\n vec3 rgbA = 0.5 * (\n texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\n texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n\n float lumaB = dot(rgbB, luma);\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\n color = vec4(rgbA, texColor.a);\n else\n color = vec4(rgbB, texColor.a);\n return color;\n}\n\nvoid main() {\n\n vec4 color;\n\n color = fxaa(uSampler, vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n\n gl_FragColor = color;\n}\n"; - - /** - * Basic FXAA (Fast Approximate Anti-Aliasing) implementation based on the code on geeks3d.com - * with the modification that the texture2DLod stuff was removed since it is unsupported by WebGL. - * @see https://github.com/mitsuhiko/webgl-meincraft - * @memberof PIXI.filters - */ - /** @class */ ((function (_super) { - __extends$5(FXAAFilter, _super); - function FXAAFilter() { - // TODO - needs work - return _super.call(this, vertex, fragment$1) || this; - } - return FXAAFilter; - })(Filter)); - - /*! - * @pixi/filter-noise - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/filter-noise is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$4 = function(d, b) { - extendStatics$4 = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$4(d, b); - }; - - function __extends$4(d, b) { - extendStatics$4(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var fragment = "precision highp float;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform float uNoise;\nuniform float uSeed;\nuniform sampler2D uSampler;\n\nfloat rand(vec2 co)\n{\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvoid main()\n{\n vec4 color = texture2D(uSampler, vTextureCoord);\n float randomValue = rand(gl_FragCoord.xy * uSeed);\n float diff = (randomValue - 0.5) * uNoise;\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (color.a > 0.0) {\n color.rgb /= color.a;\n }\n\n color.r += diff;\n color.g += diff;\n color.b += diff;\n\n // Premultiply alpha again.\n color.rgb *= color.a;\n\n gl_FragColor = color;\n}\n"; - - /** - * A Noise effect filter. - * - * original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/noise.js - * @memberof PIXI.filters - * @author Vico @vicocotea - */ - /** @class */ ((function (_super) { - __extends$4(NoiseFilter, _super); - /** - * @param {number} [noise=0.5] - The noise intensity, should be a normalized value in the range [0, 1]. - * @param {number} [seed] - A random seed for the noise generation. Default is `Math.random()`. - */ - function NoiseFilter(noise, seed) { - if (noise === void 0) { noise = 0.5; } - if (seed === void 0) { seed = Math.random(); } - var _this = _super.call(this, defaultFilterVertex, fragment, { - uNoise: 0, - uSeed: 0, - }) || this; - _this.noise = noise; - _this.seed = seed; - return _this; - } - Object.defineProperty(NoiseFilter.prototype, "noise", { - /** - * The amount of noise to apply, this value should be in the range (0, 1]. - * @default 0.5 - */ - get: function () { - return this.uniforms.uNoise; - }, - set: function (value) { - this.uniforms.uNoise = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(NoiseFilter.prototype, "seed", { - /** A seed value to apply to the random noise generation. `Math.random()` is a good value to use. */ - get: function () { - return this.uniforms.uSeed; - }, - set: function (value) { - this.uniforms.uSeed = value; - }, - enumerable: false, - configurable: true - }); - return NoiseFilter; - })(Filter)); - - /*! - * @pixi/mixin-cache-as-bitmap - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/mixin-cache-as-bitmap is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV$4; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$4 || (ENV$4 = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE$4; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$4 || (RENDERER_TYPE$4 = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ - var BUFFER_BITS$4; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$4 || (BUFFER_BITS$4 = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES$4; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$4 || (BLEND_MODES$4 = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES$4; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$4 || (DRAW_MODES$4 = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS$4; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$4 || (FORMATS$4 = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS$4; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$4 || (TARGETS$4 = {})); - /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ - var TYPES$4; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$4 || (TYPES$4 = {})); - /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ - var SAMPLER_TYPES$4; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$4 || (SAMPLER_TYPES$4 = {})); - /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ - var SCALE_MODES$4; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$4 || (SCALE_MODES$4 = {})); - /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ - var WRAP_MODES$4; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$4 || (WRAP_MODES$4 = {})); - /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. - */ - var MIPMAP_MODES$4; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$4 || (MIPMAP_MODES$4 = {})); - /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ - var ALPHA_MODES$4; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$4 || (ALPHA_MODES$4 = {})); - /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ - var CLEAR_MODES$4; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$4 || (CLEAR_MODES$4 = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES$4; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$4 || (GC_MODES$4 = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION$4; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION$4 || (PRECISION$4 = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES$4; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$4 || (MASK_TYPES$4 = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ - var COLOR_MASK_BITS$4; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$4 || (COLOR_MASK_BITS$4 = {})); - /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ - var MSAA_QUALITY$4; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$4 || (MSAA_QUALITY$4 = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ - var BUFFER_TYPE$4; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$4 || (BUFFER_TYPE$4 = {})); - - var _tempMatrix = new Matrix$2(); - DisplayObject$2.prototype._cacheAsBitmap = false; - DisplayObject$2.prototype._cacheData = null; - DisplayObject$2.prototype._cacheAsBitmapResolution = null; - DisplayObject$2.prototype._cacheAsBitmapMultisample = MSAA_QUALITY$4.NONE; - // figured there's no point adding ALL the extra variables to prototype. - // this model can hold the information needed. This can also be generated on demand as - // most objects are not cached as bitmaps. - /** - * @class - * @ignore - * @private - */ - var CacheData = /** @class */ (function () { - function CacheData() { - this.textureCacheId = null; - this.originalRender = null; - this.originalRenderCanvas = null; - this.originalCalculateBounds = null; - this.originalGetLocalBounds = null; - this.originalUpdateTransform = null; - this.originalDestroy = null; - this.originalMask = null; - this.originalFilterArea = null; - this.originalContainsPoint = null; - this.sprite = null; - } - return CacheData; - }()); - Object.defineProperties(DisplayObject$2.prototype, { - /** - * The resolution to use for cacheAsBitmap. By default this will use the renderer's resolution - * but can be overriden for performance. Lower values will reduce memory usage at the expense - * of render quality. A falsey value of `null` or `0` will default to the renderer's resolution. - * If `cacheAsBitmap` is set to `true`, this will re-render with the new resolution. - * @member {number} cacheAsBitmapResolution - * @memberof PIXI.DisplayObject# - * @default null - */ - cacheAsBitmapResolution: { - get: function () { - return this._cacheAsBitmapResolution; - }, - set: function (resolution) { - if (resolution === this._cacheAsBitmapResolution) { - return; - } - this._cacheAsBitmapResolution = resolution; - if (this.cacheAsBitmap) { - // Toggle to re-render at the new resolution - this.cacheAsBitmap = false; - this.cacheAsBitmap = true; - } - }, - }, - /** - * The number of samples to use for cacheAsBitmap. If set to `null`, the renderer's - * sample count is used. - * If `cacheAsBitmap` is set to `true`, this will re-render with the new number of samples. - * @member {number} cacheAsBitmapMultisample - * @memberof PIXI.DisplayObject# - * @default PIXI.MSAA_QUALITY.NONE - */ - cacheAsBitmapMultisample: { - get: function () { - return this._cacheAsBitmapMultisample; - }, - set: function (multisample) { - if (multisample === this._cacheAsBitmapMultisample) { - return; - } - this._cacheAsBitmapMultisample = multisample; - if (this.cacheAsBitmap) { - // Toggle to re-render with new multisample - this.cacheAsBitmap = false; - this.cacheAsBitmap = true; - } - }, - }, - /** - * Set this to true if you want this display object to be cached as a bitmap. - * This basically takes a snap shot of the display object as it is at that moment. It can - * provide a performance benefit for complex static displayObjects. - * To remove simply set this property to `false` - * - * IMPORTANT GOTCHA - Make sure that all your textures are preloaded BEFORE setting this property to true - * as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear. - * @member {boolean} - * @memberof PIXI.DisplayObject# - */ - cacheAsBitmap: { - get: function () { - return this._cacheAsBitmap; - }, - set: function (value) { - if (this._cacheAsBitmap === value) { - return; - } - this._cacheAsBitmap = value; - var data; - if (value) { - if (!this._cacheData) { - this._cacheData = new CacheData(); - } - data = this._cacheData; - data.originalRender = this.render; - data.originalRenderCanvas = this.renderCanvas; - data.originalUpdateTransform = this.updateTransform; - data.originalCalculateBounds = this.calculateBounds; - data.originalGetLocalBounds = this.getLocalBounds; - data.originalDestroy = this.destroy; - data.originalContainsPoint = this.containsPoint; - data.originalMask = this._mask; - data.originalFilterArea = this.filterArea; - this.render = this._renderCached; - this.renderCanvas = this._renderCachedCanvas; - this.destroy = this._cacheAsBitmapDestroy; - } - else { - data = this._cacheData; - if (data.sprite) { - this._destroyCachedDisplayObject(); - } - this.render = data.originalRender; - this.renderCanvas = data.originalRenderCanvas; - this.calculateBounds = data.originalCalculateBounds; - this.getLocalBounds = data.originalGetLocalBounds; - this.destroy = data.originalDestroy; - this.updateTransform = data.originalUpdateTransform; - this.containsPoint = data.originalContainsPoint; - this._mask = data.originalMask; - this.filterArea = data.originalFilterArea; - } - }, - }, - }); - /** - * Renders a cached version of the sprite with WebGL - * @private - * @method _renderCached - * @memberof PIXI.DisplayObject# - * @param {PIXI.Renderer} renderer - the WebGL renderer - */ - DisplayObject$2.prototype._renderCached = function _renderCached(renderer) { - if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { - return; - } - this._initCachedDisplayObject(renderer); - this._cacheData.sprite.transform._worldID = this.transform._worldID; - this._cacheData.sprite.worldAlpha = this.worldAlpha; - this._cacheData.sprite._render(renderer); - }; - /** - * Prepares the WebGL renderer to cache the sprite - * @private - * @method _initCachedDisplayObject - * @memberof PIXI.DisplayObject# - * @param {PIXI.Renderer} renderer - the WebGL renderer - */ - DisplayObject$2.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer) { - var _a; - if (this._cacheData && this._cacheData.sprite) { - return; - } - // make sure alpha is set to 1 otherwise it will get rendered as invisible! - var cacheAlpha = this.alpha; - this.alpha = 1; - // first we flush anything left in the renderer (otherwise it would get rendered to the cached texture) - renderer.batch.flush(); - // this.filters= []; - // next we find the dimensions of the untransformed object - // this function also calls updatetransform on all its children as part of the measuring. - // This means we don't need to update the transform again in this function - // TODO pass an object to clone too? saves having to create a new one each time! - var bounds = this.getLocalBounds(null, true).clone(); - // add some padding! - if (this.filters && this.filters.length) { - var padding = this.filters[0].padding; - bounds.pad(padding); - } - bounds.ceil(settings$1.RESOLUTION); - // for now we cache the current renderTarget that the WebGL renderer is currently using. - // this could be more elegant.. - var cachedRenderTexture = renderer.renderTexture.current; - var cachedSourceFrame = renderer.renderTexture.sourceFrame.clone(); - var cachedDestinationFrame = renderer.renderTexture.destinationFrame.clone(); - var cachedProjectionTransform = renderer.projection.transform; - // We also store the filter stack - I will definitely look to change how this works a little later down the line. - // const stack = renderer.filterManager.filterStack; - // this renderTexture will be used to store the cached DisplayObject - var renderTexture = RenderTexture.create({ - width: bounds.width, - height: bounds.height, - resolution: this.cacheAsBitmapResolution || renderer.resolution, - multisample: (_a = this.cacheAsBitmapMultisample) !== null && _a !== void 0 ? _a : renderer.multisample, - }); - var textureCacheId = "cacheAsBitmap_" + uid(); - this._cacheData.textureCacheId = textureCacheId; - BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId); - Texture.addToCache(renderTexture, textureCacheId); - // need to set // - var m = this.transform.localTransform.copyTo(_tempMatrix).invert().translate(-bounds.x, -bounds.y); - // set all properties to there original so we can render to a texture - this.render = this._cacheData.originalRender; - renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false }); - renderer.framebuffer.blit(); - // now restore the state be setting the new properties - renderer.projection.transform = cachedProjectionTransform; - renderer.renderTexture.bind(cachedRenderTexture, cachedSourceFrame, cachedDestinationFrame); - // renderer.filterManager.filterStack = stack; - this.render = this._renderCached; - // the rest is the same as for Canvas - this.updateTransform = this.displayObjectUpdateTransform; - this.calculateBounds = this._calculateCachedBounds; - this.getLocalBounds = this._getCachedLocalBounds; - this._mask = null; - this.filterArea = null; - this.alpha = cacheAlpha; - // create our cached sprite - var cachedSprite = new Sprite(renderTexture); - cachedSprite.transform.worldTransform = this.transform.worldTransform; - cachedSprite.anchor.x = -(bounds.x / bounds.width); - cachedSprite.anchor.y = -(bounds.y / bounds.height); - cachedSprite.alpha = cacheAlpha; - cachedSprite._bounds = this._bounds; - this._cacheData.sprite = cachedSprite; - this.transform._parentID = -1; - // restore the transform of the cached sprite to avoid the nasty flicker.. - if (!this.parent) { - this.enableTempParent(); - this.updateTransform(); - this.disableTempParent(null); - } - else { - this.updateTransform(); - } - // map the hit test.. - this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite); - }; - /** - * Renders a cached version of the sprite with canvas - * @private - * @method _renderCachedCanvas - * @memberof PIXI.DisplayObject# - * @param {PIXI.CanvasRenderer} renderer - The canvas renderer - */ - DisplayObject$2.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer) { - if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { - return; - } - this._initCachedDisplayObjectCanvas(renderer); - this._cacheData.sprite.worldAlpha = this.worldAlpha; - this._cacheData.sprite._renderCanvas(renderer); - }; - // TODO this can be the same as the WebGL version.. will need to do a little tweaking first though.. - /** - * Prepares the Canvas renderer to cache the sprite - * @private - * @method _initCachedDisplayObjectCanvas - * @memberof PIXI.DisplayObject# - * @param {PIXI.CanvasRenderer} renderer - The canvas renderer - */ - DisplayObject$2.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(renderer) { - if (this._cacheData && this._cacheData.sprite) { - return; - } - // get bounds actually transforms the object for us already! - var bounds = this.getLocalBounds(null, true); - var cacheAlpha = this.alpha; - this.alpha = 1; - var cachedRenderTarget = renderer.context; - var cachedProjectionTransform = renderer._projTransform; - bounds.ceil(settings$1.RESOLUTION); - var renderTexture = RenderTexture.create({ width: bounds.width, height: bounds.height }); - var textureCacheId = "cacheAsBitmap_" + uid(); - this._cacheData.textureCacheId = textureCacheId; - BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId); - Texture.addToCache(renderTexture, textureCacheId); - // need to set // - var m = _tempMatrix; - this.transform.localTransform.copyTo(m); - m.invert(); - m.tx -= bounds.x; - m.ty -= bounds.y; - // m.append(this.transform.worldTransform.) - // set all properties to there original so we can render to a texture - this.renderCanvas = this._cacheData.originalRenderCanvas; - renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false }); - // now restore the state be setting the new properties - renderer.context = cachedRenderTarget; - renderer._projTransform = cachedProjectionTransform; - this.renderCanvas = this._renderCachedCanvas; - // the rest is the same as for WebGL - this.updateTransform = this.displayObjectUpdateTransform; - this.calculateBounds = this._calculateCachedBounds; - this.getLocalBounds = this._getCachedLocalBounds; - this._mask = null; - this.filterArea = null; - this.alpha = cacheAlpha; - // create our cached sprite - var cachedSprite = new Sprite(renderTexture); - cachedSprite.transform.worldTransform = this.transform.worldTransform; - cachedSprite.anchor.x = -(bounds.x / bounds.width); - cachedSprite.anchor.y = -(bounds.y / bounds.height); - cachedSprite.alpha = cacheAlpha; - cachedSprite._bounds = this._bounds; - this._cacheData.sprite = cachedSprite; - this.transform._parentID = -1; - // restore the transform of the cached sprite to avoid the nasty flicker.. - if (!this.parent) { - this.parent = renderer._tempDisplayObjectParent; - this.updateTransform(); - this.parent = null; - } - else { - this.updateTransform(); - } - // map the hit test.. - this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite); - }; - /** - * Calculates the bounds of the cached sprite - * @private - * @method - */ - DisplayObject$2.prototype._calculateCachedBounds = function _calculateCachedBounds() { - this._bounds.clear(); - this._cacheData.sprite.transform._worldID = this.transform._worldID; - this._cacheData.sprite._calculateBounds(); - this._bounds.updateID = this._boundsID; - }; - /** - * Gets the bounds of the cached sprite. - * @private - * @method - * @returns {Rectangle} The local bounds. - */ - DisplayObject$2.prototype._getCachedLocalBounds = function _getCachedLocalBounds() { - return this._cacheData.sprite.getLocalBounds(null); - }; - /** - * Destroys the cached sprite. - * @private - * @method - */ - DisplayObject$2.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject() { - this._cacheData.sprite._texture.destroy(true); - this._cacheData.sprite = null; - BaseTexture.removeFromCache(this._cacheData.textureCacheId); - Texture.removeFromCache(this._cacheData.textureCacheId); - this._cacheData.textureCacheId = null; - }; - /** - * Destroys the cached object. - * @private - * @method - * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options - * have been set to that value. - * Used when destroying containers, see the Container.destroy method. - */ - DisplayObject$2.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options) { - this.cacheAsBitmap = false; - this.destroy(options); - }; - - /*! - * @pixi/mixin-get-child-by-name - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/mixin-get-child-by-name is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * The instance name of the object. - * @memberof PIXI.DisplayObject# - * @member {string} name - */ - DisplayObject$2.prototype.name = null; - /** - * Returns the display object in the container. - * - * Recursive searches are done in a preorder traversal. - * @method getChildByName - * @memberof PIXI.Container# - * @param {string} name - Instance name. - * @param {boolean}[deep=false] - Whether to search recursively - * @returns {PIXI.DisplayObject} The child with the specified name. - */ - Container$2.prototype.getChildByName = function getChildByName(name, deep) { - for (var i = 0, j = this.children.length; i < j; i++) { - if (this.children[i].name === name) { - return this.children[i]; - } - } - if (deep) { - for (var i = 0, j = this.children.length; i < j; i++) { - var child = this.children[i]; - if (!child.getChildByName) { - continue; - } - var target = child.getChildByName(name, true); - if (target) { - return target; - } - } - } - return null; - }; - - /*! - * @pixi/mixin-get-global-position - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/mixin-get-global-position is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * Returns the global position of the displayObject. Does not depend on object scale, rotation and pivot. - * @method getGlobalPosition - * @memberof PIXI.DisplayObject# - * @param {PIXI.Point} [point=new PIXI.Point()] - The point to write the global value to. - * @param {boolean} [skipUpdate=false] - Setting to true will stop the transforms of the scene graph from - * being updated. This means the calculation returned MAY be out of date BUT will give you a - * nice performance boost. - * @returns {PIXI.Point} The updated point. - */ - DisplayObject$2.prototype.getGlobalPosition = function getGlobalPosition(point, skipUpdate) { - if (point === void 0) { point = new Point$2(); } - if (skipUpdate === void 0) { skipUpdate = false; } - if (this.parent) { - this.parent.toGlobal(this.position, point, skipUpdate); - } - else { - point.x = this.position.x; - point.y = this.position.y; - } - return point; - }; - - /*! - * @pixi/math - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/math is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Two Pi. - * @static - * @member {number} - * @memberof PIXI - */ - var PI_2$1 = Math.PI * 2; - /** - * Conversion factor for converting radians to degrees. - * @static - * @member {number} RAD_TO_DEG - * @memberof PIXI - */ - var RAD_TO_DEG$1 = 180 / Math.PI; - /** - * Conversion factor for converting degrees to radians. - * @static - * @member {number} - * @memberof PIXI - */ - var DEG_TO_RAD$1 = Math.PI / 180; - /** - * Constants that identify shapes, mainly to prevent `instanceof` calls. - * @static - * @memberof PIXI - * @enum {number} - * @property {number} POLY Polygon - * @property {number} RECT Rectangle - * @property {number} CIRC Circle - * @property {number} ELIP Ellipse - * @property {number} RREC Rounded Rectangle - */ - var SHAPES$1; - (function (SHAPES) { - SHAPES[SHAPES["POLY"] = 0] = "POLY"; - SHAPES[SHAPES["RECT"] = 1] = "RECT"; - SHAPES[SHAPES["CIRC"] = 2] = "CIRC"; - SHAPES[SHAPES["ELIP"] = 3] = "ELIP"; - SHAPES[SHAPES["RREC"] = 4] = "RREC"; - })(SHAPES$1 || (SHAPES$1 = {})); - - /** - * The Point object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis - * @class - * @memberof PIXI - * @implements {IPoint} - */ - var Point$1 = /** @class */ (function () { - /** - * Creates a new `Point` - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis - */ - function Point(x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - /** Position of the point on the x axis */ - this.x = 0; - /** Position of the point on the y axis */ - this.y = 0; - this.x = x; - this.y = y; - } - /** - * Creates a clone of this point - * @returns A clone of this point - */ - Point.prototype.clone = function () { - return new Point(this.x, this.y); - }; - /** - * Copies `x` and `y` from the given point into this point - * @param p - The point to copy from - * @returns The point instance itself - */ - Point.prototype.copyFrom = function (p) { - this.set(p.x, p.y); - return this; - }; - /** - * Copies this point's x and y into the given point (`p`). - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated - */ - Point.prototype.copyTo = function (p) { - p.set(this.x, this.y); - return p; - }; - /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal - */ - Point.prototype.equals = function (p) { - return (p.x === this.x) && (p.y === this.y); - }; - /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the `x` axis - * @param {number} [y=x] - position of the point on the `y` axis - * @returns The point instance itself - */ - Point.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - this.x = x; - this.y = y; - return this; - }; - Point.prototype.toString = function () { - return "[@pixi/math:Point x=" + this.x + " y=" + this.y + "]"; - }; - return Point; - }()); - - var tempPoints$1 = [new Point$1(), new Point$1(), new Point$1(), new Point$1()]; - /** - * Size object, contains width and height - * @memberof PIXI - * @typedef {object} ISize - * @property {number} width - Width component - * @property {number} height - Height component - */ - /** - * Rectangle object is an area defined by its position, as indicated by its top-left corner - * point (x, y) and by its width and its height. - * @memberof PIXI - */ - var Rectangle$1 = /** @class */ (function () { - /** - * @param x - The X coordinate of the upper-left corner of the rectangle - * @param y - The Y coordinate of the upper-left corner of the rectangle - * @param width - The overall width of the rectangle - * @param height - The overall height of the rectangle - */ - function Rectangle(x, y, width, height) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - this.x = Number(x); - this.y = Number(y); - this.width = Number(width); - this.height = Number(height); - this.type = SHAPES$1.RECT; - } - Object.defineProperty(Rectangle.prototype, "left", { - /** Returns the left edge of the rectangle. */ - get: function () { - return this.x; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "right", { - /** Returns the right edge of the rectangle. */ - get: function () { - return this.x + this.width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "top", { - /** Returns the top edge of the rectangle. */ - get: function () { - return this.y; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "bottom", { - /** Returns the bottom edge of the rectangle. */ - get: function () { - return this.y + this.height; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle, "EMPTY", { - /** A constant empty rectangle. */ - get: function () { - return new Rectangle(0, 0, 0, 0); - }, - enumerable: false, - configurable: true - }); - /** - * Creates a clone of this Rectangle - * @returns a copy of the rectangle - */ - Rectangle.prototype.clone = function () { - return new Rectangle(this.x, this.y, this.width, this.height); - }; - /** - * Copies another rectangle to this one. - * @param rectangle - The rectangle to copy from. - * @returns Returns itself. - */ - Rectangle.prototype.copyFrom = function (rectangle) { - this.x = rectangle.x; - this.y = rectangle.y; - this.width = rectangle.width; - this.height = rectangle.height; - return this; - }; - /** - * Copies this rectangle to another one. - * @param rectangle - The rectangle to copy to. - * @returns Returns given parameter. - */ - Rectangle.prototype.copyTo = function (rectangle) { - rectangle.x = this.x; - rectangle.y = this.y; - rectangle.width = this.width; - rectangle.height = this.height; - return rectangle; - }; - /** - * Checks whether the x and y coordinates given are contained within this Rectangle - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coordinates are within this Rectangle - */ - Rectangle.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { - return false; - } - if (x >= this.x && x < this.x + this.width) { - if (y >= this.y && y < this.y + this.height) { - return true; - } - } - return false; - }; - /** - * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object. - * Returns true only if the area of the intersection is >0, this means that Rectangles - * sharing a side are not overlapping. Another side effect is that an arealess rectangle - * (width or height equal to zero) can't intersect any other rectangle. - * @param {Rectangle} other - The Rectangle to intersect with `this`. - * @param {Matrix} transform - The transformation matrix of `other`. - * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`. - */ - Rectangle.prototype.intersects = function (other, transform) { - if (!transform) { - var x0_1 = this.x < other.x ? other.x : this.x; - var x1_1 = this.right > other.right ? other.right : this.right; - if (x1_1 <= x0_1) { - return false; - } - var y0_1 = this.y < other.y ? other.y : this.y; - var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom; - return y1_1 > y0_1; - } - var x0 = this.left; - var x1 = this.right; - var y0 = this.top; - var y1 = this.bottom; - if (x1 <= x0 || y1 <= y0) { - return false; - } - var lt = tempPoints$1[0].set(other.left, other.top); - var lb = tempPoints$1[1].set(other.left, other.bottom); - var rt = tempPoints$1[2].set(other.right, other.top); - var rb = tempPoints$1[3].set(other.right, other.bottom); - if (rt.x <= lt.x || lb.y <= lt.y) { - return false; - } - var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c)); - if (s === 0) { - return false; - } - transform.apply(lt, lt); - transform.apply(lb, lb); - transform.apply(rt, rt); - transform.apply(rb, rb); - if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0 - || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1 - || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0 - || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) { - return false; - } - var nx = s * (lb.y - lt.y); - var ny = s * (lt.x - lb.x); - var n00 = (nx * x0) + (ny * y0); - var n10 = (nx * x1) + (ny * y0); - var n01 = (nx * x0) + (ny * y1); - var n11 = (nx * x1) + (ny * y1); - if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y) - || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) { - return false; - } - var mx = s * (lt.y - rt.y); - var my = s * (rt.x - lt.x); - var m00 = (mx * x0) + (my * y0); - var m10 = (mx * x1) + (my * y0); - var m01 = (mx * x0) + (my * y1); - var m11 = (mx * x1) + (my * y1); - if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y) - || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) { - return false; - } - return true; - }; - /** - * Pads the rectangle making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. - * @returns Returns itself. - */ - Rectangle.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - this.x -= paddingX; - this.y -= paddingY; - this.width += paddingX * 2; - this.height += paddingY * 2; - return this; - }; - /** - * Fits this rectangle around the passed one. - * @param rectangle - The rectangle to fit. - * @returns Returns itself. - */ - Rectangle.prototype.fit = function (rectangle) { - var x1 = Math.max(this.x, rectangle.x); - var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.max(this.y, rectangle.y); - var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = Math.max(x2 - x1, 0); - this.y = y1; - this.height = Math.max(y2 - y1, 0); - return this; - }; - /** - * Enlarges rectangle that way its corners lie on grid - * @param resolution - resolution - * @param eps - precision - * @returns Returns itself. - */ - Rectangle.prototype.ceil = function (resolution, eps) { - if (resolution === void 0) { resolution = 1; } - if (eps === void 0) { eps = 0.001; } - var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution; - var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution; - this.x = Math.floor((this.x + eps) * resolution) / resolution; - this.y = Math.floor((this.y + eps) * resolution) / resolution; - this.width = x2 - this.x; - this.height = y2 - this.y; - return this; - }; - /** - * Enlarges this rectangle to include the passed rectangle. - * @param rectangle - The rectangle to include. - * @returns Returns itself. - */ - Rectangle.prototype.enlarge = function (rectangle) { - var x1 = Math.min(this.x, rectangle.x); - var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.min(this.y, rectangle.y); - var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = x2 - x1; - this.y = y1; - this.height = y2 - y1; - return this; - }; - Rectangle.prototype.toString = function () { - return "[@pixi/math:Rectangle x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; - }; - return Rectangle; - }()); - - /** - * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis. - * - * An `ObservablePoint` is a point that triggers a callback when the point's position is changed. - * @memberof PIXI - */ - var ObservablePoint$1 = /** @class */ (function () { - /** - * Creates a new `ObservablePoint` - * @param cb - callback function triggered when `x` and/or `y` are changed - * @param scope - owner of callback - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis - */ - function ObservablePoint(cb, scope, x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - this._x = x; - this._y = y; - this.cb = cb; - this.scope = scope; - } - /** - * Creates a clone of this point. - * The callback and scope params can be overridden otherwise they will default - * to the clone object's values. - * @override - * @param cb - The callback function triggered when `x` and/or `y` are changed - * @param scope - The owner of the callback - * @returns a copy of this observable point - */ - ObservablePoint.prototype.clone = function (cb, scope) { - if (cb === void 0) { cb = this.cb; } - if (scope === void 0) { scope = this.scope; } - return new ObservablePoint(cb, scope, this._x, this._y); - }; - /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=x] - position of the point on the y axis - * @returns The observable point instance itself - */ - ObservablePoint.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - if (this._x !== x || this._y !== y) { - this._x = x; - this._y = y; - this.cb.call(this.scope); - } - return this; - }; - /** - * Copies x and y from the given point (`p`) - * @param p - The point to copy from. Can be any of type that is or extends `IPointData` - * @returns The observable point instance itself - */ - ObservablePoint.prototype.copyFrom = function (p) { - if (this._x !== p.x || this._y !== p.y) { - this._x = p.x; - this._y = p.y; - this.cb.call(this.scope); - } - return this; - }; - /** - * Copies this point's x and y into that of the given point (`p`) - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated - */ - ObservablePoint.prototype.copyTo = function (p) { - p.set(this._x, this._y); - return p; - }; - /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal - */ - ObservablePoint.prototype.equals = function (p) { - return (p.x === this._x) && (p.y === this._y); - }; - ObservablePoint.prototype.toString = function () { - return "[@pixi/math:ObservablePoint x=" + 0 + " y=" + 0 + " scope=" + this.scope + "]"; - }; - Object.defineProperty(ObservablePoint.prototype, "x", { - /** Position of the observable point on the x axis. */ - get: function () { - return this._x; - }, - set: function (value) { - if (this._x !== value) { - this._x = value; - this.cb.call(this.scope); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(ObservablePoint.prototype, "y", { - /** Position of the observable point on the y axis. */ - get: function () { - return this._y; - }, - set: function (value) { - if (this._y !== value) { - this._y = value; - this.cb.call(this.scope); - } - }, - enumerable: false, - configurable: true - }); - return ObservablePoint; - }()); - - /** - * The PixiJS Matrix as a class makes it a lot faster. - * - * Here is a representation of it: - * ```js - * | a | c | tx| - * | b | d | ty| - * | 0 | 0 | 1 | - * ``` - * @memberof PIXI - */ - var Matrix$1 = /** @class */ (function () { - /** - * @param a - x scale - * @param b - y skew - * @param c - x skew - * @param d - y scale - * @param tx - x translation - * @param ty - y translation - */ - function Matrix(a, b, c, d, tx, ty) { - if (a === void 0) { a = 1; } - if (b === void 0) { b = 0; } - if (c === void 0) { c = 0; } - if (d === void 0) { d = 1; } - if (tx === void 0) { tx = 0; } - if (ty === void 0) { ty = 0; } - this.array = null; - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - } - /** - * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: - * - * a = array[0] - * b = array[1] - * c = array[3] - * d = array[4] - * tx = array[2] - * ty = array[5] - * @param array - The array that the matrix will be populated from. - */ - Matrix.prototype.fromArray = function (array) { - this.a = array[0]; - this.b = array[1]; - this.c = array[3]; - this.d = array[4]; - this.tx = array[2]; - this.ty = array[5]; - }; - /** - * Sets the matrix properties. - * @param a - Matrix component - * @param b - Matrix component - * @param c - Matrix component - * @param d - Matrix component - * @param tx - Matrix component - * @param ty - Matrix component - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.set = function (a, b, c, d, tx, ty) { - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - return this; - }; - /** - * Creates an array from the current Matrix object. - * @param transpose - Whether we need to transpose the matrix or not - * @param [out=new Float32Array(9)] - If provided the array will be assigned to out - * @returns The newly created array which contains the matrix - */ - Matrix.prototype.toArray = function (transpose, out) { - if (!this.array) { - this.array = new Float32Array(9); - } - var array = out || this.array; - if (transpose) { - array[0] = this.a; - array[1] = this.b; - array[2] = 0; - array[3] = this.c; - array[4] = this.d; - array[5] = 0; - array[6] = this.tx; - array[7] = this.ty; - array[8] = 1; - } - else { - array[0] = this.a; - array[1] = this.c; - array[2] = this.tx; - array[3] = this.b; - array[4] = this.d; - array[5] = this.ty; - array[6] = 0; - array[7] = 0; - array[8] = 1; - } - return array; - }; - /** - * Get a new position with the current transformation applied. - * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, transformed through this matrix - */ - Matrix.prototype.apply = function (pos, newPos) { - newPos = (newPos || new Point$1()); - var x = pos.x; - var y = pos.y; - newPos.x = (this.a * x) + (this.c * y) + this.tx; - newPos.y = (this.b * x) + (this.d * y) + this.ty; - return newPos; - }; - /** - * Get a new position with the inverse of the current transformation applied. - * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, inverse-transformed through this matrix - */ - Matrix.prototype.applyInverse = function (pos, newPos) { - newPos = (newPos || new Point$1()); - var id = 1 / ((this.a * this.d) + (this.c * -this.b)); - var x = pos.x; - var y = pos.y; - newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id); - newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id); - return newPos; - }; - /** - * Translates the matrix on the x and y. - * @param x - How much to translate x by - * @param y - How much to translate y by - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.translate = function (x, y) { - this.tx += x; - this.ty += y; - return this; - }; - /** - * Applies a scale transformation to the matrix. - * @param x - The amount to scale horizontally - * @param y - The amount to scale vertically - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.scale = function (x, y) { - this.a *= x; - this.d *= y; - this.c *= x; - this.b *= y; - this.tx *= x; - this.ty *= y; - return this; - }; - /** - * Applies a rotation transformation to the matrix. - * @param angle - The angle in radians. - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.rotate = function (angle) { - var cos = Math.cos(angle); - var sin = Math.sin(angle); - var a1 = this.a; - var c1 = this.c; - var tx1 = this.tx; - this.a = (a1 * cos) - (this.b * sin); - this.b = (a1 * sin) + (this.b * cos); - this.c = (c1 * cos) - (this.d * sin); - this.d = (c1 * sin) + (this.d * cos); - this.tx = (tx1 * cos) - (this.ty * sin); - this.ty = (tx1 * sin) + (this.ty * cos); - return this; - }; - /** - * Appends the given Matrix to this Matrix. - * @param matrix - The matrix to append. - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.append = function (matrix) { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - this.a = (matrix.a * a1) + (matrix.b * c1); - this.b = (matrix.a * b1) + (matrix.b * d1); - this.c = (matrix.c * a1) + (matrix.d * c1); - this.d = (matrix.c * b1) + (matrix.d * d1); - this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx; - this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty; - return this; - }; - /** - * Sets the matrix based on all the available properties - * @param x - Position on the x axis - * @param y - Position on the y axis - * @param pivotX - Pivot on the x axis - * @param pivotY - Pivot on the y axis - * @param scaleX - Scale on the x axis - * @param scaleY - Scale on the y axis - * @param rotation - Rotation in radians - * @param skewX - Skew on the x axis - * @param skewY - Skew on the y axis - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) { - this.a = Math.cos(rotation + skewY) * scaleX; - this.b = Math.sin(rotation + skewY) * scaleX; - this.c = -Math.sin(rotation - skewX) * scaleY; - this.d = Math.cos(rotation - skewX) * scaleY; - this.tx = x - ((pivotX * this.a) + (pivotY * this.c)); - this.ty = y - ((pivotX * this.b) + (pivotY * this.d)); - return this; - }; - /** - * Prepends the given Matrix to this Matrix. - * @param matrix - The matrix to prepend - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.prepend = function (matrix) { - var tx1 = this.tx; - if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) { - var a1 = this.a; - var c1 = this.c; - this.a = (a1 * matrix.a) + (this.b * matrix.c); - this.b = (a1 * matrix.b) + (this.b * matrix.d); - this.c = (c1 * matrix.a) + (this.d * matrix.c); - this.d = (c1 * matrix.b) + (this.d * matrix.d); - } - this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx; - this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty; - return this; - }; - /** - * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. - * @param transform - The transform to apply the properties to. - * @returns The transform with the newly applied properties - */ - Matrix.prototype.decompose = function (transform) { - // sort out rotation / skew.. - var a = this.a; - var b = this.b; - var c = this.c; - var d = this.d; - var pivot = transform.pivot; - var skewX = -Math.atan2(-c, d); - var skewY = Math.atan2(b, a); - var delta = Math.abs(skewX + skewY); - if (delta < 0.00001 || Math.abs(PI_2$1 - delta) < 0.00001) { - transform.rotation = skewY; - transform.skew.x = transform.skew.y = 0; - } - else { - transform.rotation = 0; - transform.skew.x = skewX; - transform.skew.y = skewY; - } - // next set scale - transform.scale.x = Math.sqrt((a * a) + (b * b)); - transform.scale.y = Math.sqrt((c * c) + (d * d)); - // next set position - transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c)); - transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d)); - return transform; - }; - /** - * Inverts this matrix - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.invert = function () { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - var tx1 = this.tx; - var n = (a1 * d1) - (b1 * c1); - this.a = d1 / n; - this.b = -b1 / n; - this.c = -c1 / n; - this.d = a1 / n; - this.tx = ((c1 * this.ty) - (d1 * tx1)) / n; - this.ty = -((a1 * this.ty) - (b1 * tx1)) / n; - return this; - }; - /** - * Resets this Matrix to an identity (default) matrix. - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.identity = function () { - this.a = 1; - this.b = 0; - this.c = 0; - this.d = 1; - this.tx = 0; - this.ty = 0; - return this; - }; - /** - * Creates a new Matrix object with the same values as this one. - * @returns A copy of this matrix. Good for chaining method calls. - */ - Matrix.prototype.clone = function () { - var matrix = new Matrix(); - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; - }; - /** - * Changes the values of the given matrix to be the same as the ones in this matrix - * @param matrix - The matrix to copy to. - * @returns The matrix given in parameter with its values updated. - */ - Matrix.prototype.copyTo = function (matrix) { - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; - }; - /** - * Changes the values of the matrix to be the same as the ones in given matrix - * @param {PIXI.Matrix} matrix - The matrix to copy from. - * @returns {PIXI.Matrix} this - */ - Matrix.prototype.copyFrom = function (matrix) { - this.a = matrix.a; - this.b = matrix.b; - this.c = matrix.c; - this.d = matrix.d; - this.tx = matrix.tx; - this.ty = matrix.ty; - return this; - }; - Matrix.prototype.toString = function () { - return "[@pixi/math:Matrix a=" + this.a + " b=" + this.b + " c=" + this.c + " d=" + this.d + " tx=" + this.tx + " ty=" + this.ty + "]"; - }; - Object.defineProperty(Matrix, "IDENTITY", { - /** - * A default (identity) matrix - * @readonly - */ - get: function () { - return new Matrix(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Matrix, "TEMP_MATRIX", { - /** - * A temp matrix - * @readonly - */ - get: function () { - return new Matrix(); - }, - enumerable: false, - configurable: true - }); - return Matrix; - }()); - - // Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group - /* - * Transform matrix for operation n is: - * | ux | vx | - * | uy | vy | - */ - var ux$1 = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; - var uy$1 = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vx$1 = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vy$1 = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; - /* - * Alias for {@code Math.sign}. - */ - var signum$1 = Math.sign; - /* - * Initializes `rotationCayley` and `rotationMatrices`. It is called - * only once below. - */ - function init$1() { - for (var i = 0; i < 16; i++) { - var row = []; - for (var j = 0; j < 16; j++) { - /* Multiplies rotation matrices i and j. */ - var _ux = signum$1((ux$1[i] * ux$1[j]) + (vx$1[i] * uy$1[j])); - var _uy = signum$1((uy$1[i] * ux$1[j]) + (vy$1[i] * uy$1[j])); - var _vx = signum$1((ux$1[i] * vx$1[j]) + (vx$1[i] * vy$1[j])); - var _vy = signum$1((uy$1[i] * vx$1[j]) + (vy$1[i] * vy$1[j])); - /* Finds rotation matrix matching the product and pushes it. */ - for (var k = 0; k < 16; k++) { - if (ux$1[k] === _ux && uy$1[k] === _uy - && vx$1[k] === _vx && vy$1[k] === _vy) { - row.push(k); - break; - } - } - } - } - for (var i = 0; i < 16; i++) { - var mat = new Matrix$1(); - mat.set(ux$1[i], uy$1[i], vx$1[i], vy$1[i], 0, 0); - } - } - init$1(); - - /** - * Transform that takes care about its versions. - * @memberof PIXI - */ - var Transform$1 = /** @class */ (function () { - function Transform() { - this.worldTransform = new Matrix$1(); - this.localTransform = new Matrix$1(); - this.position = new ObservablePoint$1(this.onChange, this, 0, 0); - this.scale = new ObservablePoint$1(this.onChange, this, 1, 1); - this.pivot = new ObservablePoint$1(this.onChange, this, 0, 0); - this.skew = new ObservablePoint$1(this.updateSkew, this, 0, 0); - this._rotation = 0; - this._cx = 1; - this._sx = 0; - this._cy = 0; - this._sy = 1; - this._localID = 0; - this._currentLocalID = 0; - this._worldID = 0; - this._parentID = 0; - } - /** Called when a value changes. */ - Transform.prototype.onChange = function () { - this._localID++; - }; - /** Called when the skew or the rotation changes. */ - Transform.prototype.updateSkew = function () { - this._cx = Math.cos(this._rotation + this.skew.y); - this._sx = Math.sin(this._rotation + this.skew.y); - this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2 - this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2 - this._localID++; - }; - Transform.prototype.toString = function () { - return "[@pixi/math:Transform " - + ("position=(" + this.position.x + ", " + this.position.y + ") ") - + ("rotation=" + this.rotation + " ") - + ("scale=(" + this.scale.x + ", " + this.scale.y + ") ") - + ("skew=(" + this.skew.x + ", " + this.skew.y + ") ") - + "]"; - }; - /** Updates the local transformation matrix. */ - Transform.prototype.updateLocalTransform = function () { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; - } - }; - /** - * Updates the local and the world transformation matrices. - * @param parentTransform - The parent transform - */ - Transform.prototype.updateTransform = function (parentTransform) { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; - } - if (this._parentID !== parentTransform._worldID) { - // concat the parent matrix with the objects transform. - var pt = parentTransform.worldTransform; - var wt = this.worldTransform; - wt.a = (lt.a * pt.a) + (lt.b * pt.c); - wt.b = (lt.a * pt.b) + (lt.b * pt.d); - wt.c = (lt.c * pt.a) + (lt.d * pt.c); - wt.d = (lt.c * pt.b) + (lt.d * pt.d); - wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx; - wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty; - this._parentID = parentTransform._worldID; - // update the id of the transform.. - this._worldID++; - } - }; - /** - * Decomposes a matrix and sets the transforms properties based on it. - * @param matrix - The matrix to decompose - */ - Transform.prototype.setFromMatrix = function (matrix) { - matrix.decompose(this); - this._localID++; - }; - Object.defineProperty(Transform.prototype, "rotation", { - /** The rotation of the object in radians. */ - get: function () { - return this._rotation; - }, - set: function (value) { - if (this._rotation !== value) { - this._rotation = value; - this.updateSkew(); - } - }, - enumerable: false, - configurable: true - }); - /** A default (identity) transform. */ - Transform.IDENTITY = new Transform(); - return Transform; - }()); - - /*! - * @pixi/display - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/display is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * Sets the default value for the container property 'sortableChildren'. - * If set to true, the container will sort its children by zIndex value - * when updateTransform() is called, or manually if sortChildren() is called. - * - * This actually changes the order of elements in the array, so should be treated - * as a basic solution that is not performant compared to other solutions, - * such as @link https://github.com/pixijs/pixi-display - * - * Also be aware of that this may not work nicely with the addChildAt() function, - * as the zIndex sorting may cause the child to automatically sorted to another position. - * @static - * @constant - * @name SORTABLE_CHILDREN - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ - settings$1.SORTABLE_CHILDREN = false; - - /** - * 'Builder' pattern for bounds rectangles. - * - * This could be called an Axis-Aligned Bounding Box. - * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems. - * @memberof PIXI - */ - var Bounds$1 = /** @class */ (function () { - function Bounds() { - this.minX = Infinity; - this.minY = Infinity; - this.maxX = -Infinity; - this.maxY = -Infinity; - this.rect = null; - this.updateID = -1; - } - /** - * Checks if bounds are empty. - * @returns - True if empty. - */ - Bounds.prototype.isEmpty = function () { - return this.minX > this.maxX || this.minY > this.maxY; - }; - /** Clears the bounds and resets. */ - Bounds.prototype.clear = function () { - this.minX = Infinity; - this.minY = Infinity; - this.maxX = -Infinity; - this.maxY = -Infinity; - }; - /** - * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle - * It is not guaranteed that it will return tempRect - * @param rect - Temporary object will be used if AABB is not empty - * @returns - A rectangle of the bounds - */ - Bounds.prototype.getRectangle = function (rect) { - if (this.minX > this.maxX || this.minY > this.maxY) { - return Rectangle$1.EMPTY; - } - rect = rect || new Rectangle$1(0, 0, 1, 1); - rect.x = this.minX; - rect.y = this.minY; - rect.width = this.maxX - this.minX; - rect.height = this.maxY - this.minY; - return rect; - }; - /** - * This function should be inlined when its possible. - * @param point - The point to add. - */ - Bounds.prototype.addPoint = function (point) { - this.minX = Math.min(this.minX, point.x); - this.maxX = Math.max(this.maxX, point.x); - this.minY = Math.min(this.minY, point.y); - this.maxY = Math.max(this.maxY, point.y); - }; - /** - * Adds a point, after transformed. This should be inlined when its possible. - * @param matrix - * @param point - */ - Bounds.prototype.addPointMatrix = function (matrix, point) { - var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty; - var x = (a * point.x) + (c * point.y) + tx; - var y = (b * point.x) + (d * point.y) + ty; - this.minX = Math.min(this.minX, x); - this.maxX = Math.max(this.maxX, x); - this.minY = Math.min(this.minY, y); - this.maxY = Math.max(this.maxY, y); - }; - /** - * Adds a quad, not transformed - * @param vertices - The verts to add. - */ - Bounds.prototype.addQuad = function (vertices) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - var x = vertices[0]; - var y = vertices[1]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[2]; - y = vertices[3]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[4]; - y = vertices[5]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[6]; - y = vertices[7]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Adds sprite frame, transformed. - * @param transform - transform to apply - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - */ - Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) { - this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1); - }; - /** - * Adds sprite frame, multiplied by matrix - * @param matrix - matrix to apply - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - */ - Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) { - var a = matrix.a; - var b = matrix.b; - var c = matrix.c; - var d = matrix.d; - var tx = matrix.tx; - var ty = matrix.ty; - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - var x = (a * x0) + (c * y0) + tx; - var y = (b * x0) + (d * y0) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x1) + (c * y0) + tx; - y = (b * x1) + (d * y0) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x0) + (c * y1) + tx; - y = (b * x0) + (d * y1) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x1) + (c * y1) + tx; - y = (b * x1) + (d * y1) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Adds screen vertices from array - * @param vertexData - calculated vertices - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - */ - Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - for (var i = beginOffset; i < endOffset; i += 2) { - var x = vertexData[i]; - var y = vertexData[i + 1]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - } - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Add an array of mesh vertices - * @param transform - mesh transform - * @param vertices - mesh coordinates in array - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - */ - Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) { - this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset); - }; - /** - * Add an array of mesh vertices. - * @param matrix - mesh matrix - * @param vertices - mesh coordinates in array - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - * @param padX - x padding - * @param padY - y padding - */ - Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) { - if (padX === void 0) { padX = 0; } - if (padY === void 0) { padY = padX; } - var a = matrix.a; - var b = matrix.b; - var c = matrix.c; - var d = matrix.d; - var tx = matrix.tx; - var ty = matrix.ty; - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - for (var i = beginOffset; i < endOffset; i += 2) { - var rawX = vertices[i]; - var rawY = vertices[i + 1]; - var x = (a * rawX) + (c * rawY) + tx; - var y = (d * rawY) + (b * rawX) + ty; - minX = Math.min(minX, x - padX); - maxX = Math.max(maxX, x + padX); - minY = Math.min(minY, y - padY); - maxY = Math.max(maxY, y + padY); - } - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Adds other {@link Bounds}. - * @param bounds - The Bounds to be added - */ - Bounds.prototype.addBounds = function (bounds) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = bounds.minX < minX ? bounds.minX : minX; - this.minY = bounds.minY < minY ? bounds.minY : minY; - this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX; - this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY; - }; - /** - * Adds other Bounds, masked with Bounds. - * @param bounds - The Bounds to be added. - * @param mask - TODO - */ - Bounds.prototype.addBoundsMask = function (bounds, mask) { - var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX; - var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY; - var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX; - var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY; - if (_minX <= _maxX && _minY <= _maxY) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = _minX < minX ? _minX : minX; - this.minY = _minY < minY ? _minY : minY; - this.maxX = _maxX > maxX ? _maxX : maxX; - this.maxY = _maxY > maxY ? _maxY : maxY; - } - }; - /** - * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty. - * @param bounds - other bounds - * @param matrix - multiplicator - */ - Bounds.prototype.addBoundsMatrix = function (bounds, matrix) { - this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY); - }; - /** - * Adds other Bounds, masked with Rectangle. - * @param bounds - TODO - * @param area - TODO - */ - Bounds.prototype.addBoundsArea = function (bounds, area) { - var _minX = bounds.minX > area.x ? bounds.minX : area.x; - var _minY = bounds.minY > area.y ? bounds.minY : area.y; - var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width); - var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height); - if (_minX <= _maxX && _minY <= _maxY) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = _minX < minX ? _minX : minX; - this.minY = _minY < minY ? _minY : minY; - this.maxX = _maxX > maxX ? _maxX : maxX; - this.maxY = _maxY > maxY ? _maxY : maxY; - } - }; - /** - * Pads bounds object, making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. - */ - Bounds.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - if (!this.isEmpty()) { - this.minX -= paddingX; - this.maxX += paddingX; - this.minY -= paddingY; - this.maxY += paddingY; - } - }; - /** - * Adds padded frame. (x0, y0) should be strictly less than (x1, y1) - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - * @param padX - padding X - * @param padY - padding Y - */ - Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) { - x0 -= padX; - y0 -= padY; - x1 += padX; - y1 += padY; - this.minX = this.minX < x0 ? this.minX : x0; - this.maxX = this.maxX > x1 ? this.maxX : x1; - this.minY = this.minY < y0 ? this.minY : y0; - this.maxY = this.maxY > y1 ? this.maxY : y1; - }; - return Bounds; - }()); - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$3 = function(d, b) { - extendStatics$3 = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$3(d, b); - }; - - function __extends$3(d, b) { - extendStatics$3(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - /** - * The base class for all objects that are rendered on the screen. - * - * This is an abstract class and can not be used on its own; rather it should be extended. - * - * ## Display objects implemented in PixiJS - * - * | Display Object | Description | - * | ------------------------------- | --------------------------------------------------------------------- | - * | {@link PIXI.Container} | Adds support for `children` to DisplayObject | - * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API | - * | {@link PIXI.Sprite} | Draws textures (i.e. images) | - * | {@link PIXI.Text} | Draws text using the Canvas API internally | - * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures | - * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion | - * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images | - * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data | - * | {@link PIXI.NineSlicePlane} | Mesh-related | - * | {@link PIXI.SimpleMesh} | v4-compatible mesh | - * | {@link PIXI.SimplePlane} | Mesh-related | - * | {@link PIXI.SimpleRope} | Mesh-related | - * - * ## Transforms - * - * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its - * local coordinate space to its parent's local coordinate space. The following properties are derived - * from the transform: - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - *
PropertyDescription
[pivot]{@link PIXI.DisplayObject#pivot} - * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot - * is equal to position, regardless of the other three transformations. In other words, It is the center of - * rotation, scaling, and skewing. - *
[position]{@link PIXI.DisplayObject#position} - * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local - * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object - * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space. - *
[scale]{@link PIXI.DisplayObject#scale} - * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the - * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center - * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}. - *
[rotation]{@link PIXI.DisplayObject#rotation} - * Rotation. This will rotate the display object's projection by this angle (in radians). - *
[skew]{@link PIXI.DisplayObject#skew} - *

Skewing. This can be used to deform a rectangular display object into a parallelogram.

- *

- * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be - * thought of the net rotation applied to the coordinate axes (separately). For example, if "skew.x" is - * ⍺ and "skew.y" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be - * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will - * be rotated by an angle between ⍺ and β. - *

- *

- * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying - * a rotation. Indeed, if "skew.x" = -ϴ and "skew.y" = ϴ, it will produce an equivalent of "rotation" = ϴ. - *

- *

- * Another quite interesting observation is that "skew.x", "skew.y", rotation are communtative operations. Indeed, - * because rotation is essentially a careful combination of the two. - *

- *
angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
xTranslation. This is an alias for position.x!
yTranslation. This is an alias for position.y!
width - * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing - * the "requested" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there - * is no concept of user-defined width. - *
height - * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing - * the "requested" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there - * is no concept of user-defined height. - *
- * - * ## Bounds - * - * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit - * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the - * `worldTransform` to calculate in world space). - * - * There are a few additional types of bounding boxes: - * - * | Bounds | Description | - * | --------------------- | ---------------------------------------------------------------------------------------- | - * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. | - * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. | - * | Render Bounds | The bounds, but including extra rendering effects like filter padding. | - * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. | - * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. | - * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)| - * | Content Bounds | The natural bounds when excluding all children of a `Container`. | - * - * ### calculateBounds - * - * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children. - * - * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and - * `getLocalBounds` to work. This method must write the bounds into `this._bounds`. - * - * Generally, the following technique works for most simple cases: take the list of points - * forming the "hull" of the object (i.e. outline of the object's shape), and then add them - * using {@link PIXI.Bounds#addPointMatrix}. - * - * ```js - * calculateBounds(): void - * { - * const points = [...]; - * - * for (let i = 0, j = points.length; i < j; i++) - * { - * this._bounds.addPointMatrix(this.worldTransform, points[i]); - * } - * } - * ``` - * - * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them - * in one array together. - * - * ## Alpha - * - * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display - * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not - * applied on any ancestor further up the chain). - * - * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}. - * - * ## Renderable vs Visible - * - * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the - * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display - * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not - * be calculated. - * - * It is recommended that applications use the `renderable` property for culling. See - * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or - * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details. - * - * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This - * one is also better in terms of performance. - * @memberof PIXI - */ - var DisplayObject$1 = /** @class */ (function (_super) { - __extends$3(DisplayObject, _super); - function DisplayObject() { - var _this = _super.call(this) || this; - _this.tempDisplayObjectParent = null; - // TODO: need to create Transform from factory - _this.transform = new Transform$1(); - _this.alpha = 1; - _this.visible = true; - _this.renderable = true; - _this.cullable = false; - _this.cullArea = null; - _this.parent = null; - _this.worldAlpha = 1; - _this._lastSortedIndex = 0; - _this._zIndex = 0; - _this.filterArea = null; - _this.filters = null; - _this._enabledFilters = null; - _this._bounds = new Bounds$1(); - _this._localBounds = null; - _this._boundsID = 0; - _this._boundsRect = null; - _this._localBoundsRect = null; - _this._mask = null; - _this._maskRefCount = 0; - _this._destroyed = false; - _this.isSprite = false; - _this.isMask = false; - return _this; - } - /** - * Mixes all enumerable properties and methods from a source object to DisplayObject. - * @param source - The source of properties and methods to mix in. - */ - DisplayObject.mixin = function (source) { - // in ES8/ES2017, this would be really easy: - // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source)); - // get all the enumerable property keys - var keys = Object.keys(source); - // loop through properties - for (var i = 0; i < keys.length; ++i) { - var propertyName = keys[i]; - // Set the property using the property descriptor - this works for accessors and normal value properties - Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName)); - } - }; - Object.defineProperty(DisplayObject.prototype, "destroyed", { - /** - * Fired when this DisplayObject is added to a Container. - * @instance - * @event added - * @param {PIXI.Container} container - The container added to. - */ - /** - * Fired when this DisplayObject is removed from a Container. - * @instance - * @event removed - * @param {PIXI.Container} container - The container removed from. - */ - /** - * Fired when this DisplayObject is destroyed. This event is emitted once - * destroy is finished. - * @instance - * @event destroyed - */ - /** Readonly flag for destroyed display objects. */ - get: function () { - return this._destroyed; - }, - enumerable: false, - configurable: true - }); - /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */ - DisplayObject.prototype._recursivePostUpdateTransform = function () { - if (this.parent) { - this.parent._recursivePostUpdateTransform(); - this.transform.updateTransform(this.parent.transform); - } - else { - this.transform.updateTransform(this._tempDisplayObjectParent.transform); - } - }; - /** Updates the object transform for rendering. TODO - Optimization pass! */ - DisplayObject.prototype.updateTransform = function () { - this._boundsID++; - this.transform.updateTransform(this.parent.transform); - // multiply the alphas.. - this.worldAlpha = this.alpha * this.parent.worldAlpha; - }; - /** - * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}. - * - * This method is expensive on containers with a large subtree (like the stage). This is because the bounds - * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to - * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update - * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using - * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise, - * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as - * its height increases. - * - * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated. - * The world bounds of all display objects in a container's **subtree** will also be recalculated. - * - * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds - * calculation if needed. - * - * ```js - * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect); - * ``` - * - * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This - * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more - * details. - * - * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms - * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain - * cases. - * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from - * being updated. This means the calculation returned MAY be out of date BUT will give you a - * nice performance boost. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @returns - The minimum axis-aligned rectangle in world space that fits around this object. - */ - DisplayObject.prototype.getBounds = function (skipUpdate, rect) { - if (!skipUpdate) { - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.updateTransform(); - this.parent = null; - } - else { - this._recursivePostUpdateTransform(); - this.updateTransform(); - } - } - if (this._bounds.updateID !== this._boundsID) { - this.calculateBounds(); - this._bounds.updateID = this._boundsID; - } - if (!rect) { - if (!this._boundsRect) { - this._boundsRect = new Rectangle$1(); - } - rect = this._boundsRect; - } - return this._bounds.getRectangle(rect); - }; - /** - * Retrieves the local bounds of the displayObject as a rectangle object. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @returns - The rectangular bounding area. - */ - DisplayObject.prototype.getLocalBounds = function (rect) { - if (!rect) { - if (!this._localBoundsRect) { - this._localBoundsRect = new Rectangle$1(); - } - rect = this._localBoundsRect; - } - if (!this._localBounds) { - this._localBounds = new Bounds$1(); - } - var transformRef = this.transform; - var parentRef = this.parent; - this.parent = null; - this.transform = this._tempDisplayObjectParent.transform; - var worldBounds = this._bounds; - var worldBoundsID = this._boundsID; - this._bounds = this._localBounds; - var bounds = this.getBounds(false, rect); - this.parent = parentRef; - this.transform = transformRef; - this._bounds = worldBounds; - this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects - return bounds; - }; - /** - * Calculates the global position of the display object. - * @param position - The world origin to calculate from. - * @param point - A Point object in which to store the value, optional - * (otherwise will create a new Point). - * @param skipUpdate - Should we skip the update transform. - * @returns - A point object representing the position of this object. - */ - DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) { - if (skipUpdate === void 0) { skipUpdate = false; } - if (!skipUpdate) { - this._recursivePostUpdateTransform(); - // this parent check is for just in case the item is a root object. - // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly - // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.displayObjectUpdateTransform(); - this.parent = null; - } - else { - this.displayObjectUpdateTransform(); - } - } - // don't need to update the lot - return this.worldTransform.apply(position, point); - }; - /** - * Calculates the local position of the display object relative to another point. - * @param position - The world origin to calculate from. - * @param from - The DisplayObject to calculate the global position from. - * @param point - A Point object in which to store the value, optional - * (otherwise will create a new Point). - * @param skipUpdate - Should we skip the update transform - * @returns - A point object representing the position of this object - */ - DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) { - if (from) { - position = from.toGlobal(position, point, skipUpdate); - } - if (!skipUpdate) { - this._recursivePostUpdateTransform(); - // this parent check is for just in case the item is a root object. - // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly - // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.displayObjectUpdateTransform(); - this.parent = null; - } - else { - this.displayObjectUpdateTransform(); - } - } - // simply apply the matrix.. - return this.worldTransform.applyInverse(position, point); - }; - /** - * Set the parent Container of this DisplayObject. - * @param container - The Container to add this DisplayObject to. - * @returns - The Container that this DisplayObject was added to. - */ - DisplayObject.prototype.setParent = function (container) { - if (!container || !container.addChild) { - throw new Error('setParent: Argument must be a Container'); - } - container.addChild(this); - return container; - }; - /** - * Convenience function to set the position, scale, skew and pivot at once. - * @param x - The X position - * @param y - The Y position - * @param scaleX - The X scale value - * @param scaleY - The Y scale value - * @param rotation - The rotation - * @param skewX - The X skew value - * @param skewY - The Y skew value - * @param pivotX - The X pivot value - * @param pivotY - The Y pivot value - * @returns - The DisplayObject instance - */ - DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (scaleX === void 0) { scaleX = 1; } - if (scaleY === void 0) { scaleY = 1; } - if (rotation === void 0) { rotation = 0; } - if (skewX === void 0) { skewX = 0; } - if (skewY === void 0) { skewY = 0; } - if (pivotX === void 0) { pivotX = 0; } - if (pivotY === void 0) { pivotY = 0; } - this.position.x = x; - this.position.y = y; - this.scale.x = !scaleX ? 1 : scaleX; - this.scale.y = !scaleY ? 1 : scaleY; - this.rotation = rotation; - this.skew.x = skewX; - this.skew.y = skewY; - this.pivot.x = pivotX; - this.pivot.y = pivotY; - return this; - }; - /** - * Base destroy method for generic display objects. This will automatically - * remove the display object from its parent Container as well as remove - * all current event listeners and internal references. Do not use a DisplayObject - * after calling `destroy()`. - * @param _options - */ - DisplayObject.prototype.destroy = function (_options) { - if (this.parent) { - this.parent.removeChild(this); - } - this._destroyed = true; - this.transform = null; - this.parent = null; - this._bounds = null; - this.mask = null; - this.cullArea = null; - this.filters = null; - this.filterArea = null; - this.hitArea = null; - this.interactive = false; - this.interactiveChildren = false; - this.emit('destroyed'); - this.removeAllListeners(); - }; - Object.defineProperty(DisplayObject.prototype, "_tempDisplayObjectParent", { - /** - * @protected - * @member {PIXI.Container} - */ - get: function () { - if (this.tempDisplayObjectParent === null) { - // eslint-disable-next-line @typescript-eslint/no-use-before-define - this.tempDisplayObjectParent = new TemporaryDisplayObject$1(); - } - return this.tempDisplayObjectParent; - }, - enumerable: false, - configurable: true - }); - /** - * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root - * - * ``` - * const cacheParent = elem.enableTempParent(); - * elem.updateTransform(); - * elem.disableTempParent(cacheParent); - * ``` - * @returns - current parent - */ - DisplayObject.prototype.enableTempParent = function () { - var myParent = this.parent; - this.parent = this._tempDisplayObjectParent; - return myParent; - }; - /** - * Pair method for `enableTempParent` - * @param cacheParent - Actual parent of element - */ - DisplayObject.prototype.disableTempParent = function (cacheParent) { - this.parent = cacheParent; - }; - Object.defineProperty(DisplayObject.prototype, "x", { - /** - * The position of the displayObject on the x axis relative to the local coordinates of the parent. - * An alias to position.x - */ - get: function () { - return this.position.x; - }, - set: function (value) { - this.transform.position.x = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "y", { - /** - * The position of the displayObject on the y axis relative to the local coordinates of the parent. - * An alias to position.y - */ - get: function () { - return this.position.y; - }, - set: function (value) { - this.transform.position.y = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "worldTransform", { - /** - * Current transform of the object based on world (parent) factors. - * @readonly - */ - get: function () { - return this.transform.worldTransform; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "localTransform", { - /** - * Current transform of the object based on local factors: position, scale, other stuff. - * @readonly - */ - get: function () { - return this.transform.localTransform; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "position", { - /** - * The coordinate of the object relative to the local coordinates of the parent. - * @since 4.0.0 - */ - get: function () { - return this.transform.position; - }, - set: function (value) { - this.transform.position.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "scale", { - /** - * The scale factors of this object along the local coordinate axes. - * - * The default scale is (1, 1). - * @since 4.0.0 - */ - get: function () { - return this.transform.scale; - }, - set: function (value) { - this.transform.scale.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "pivot", { - /** - * The center of rotation, scaling, and skewing for this display object in its local space. The `position` - * is the projection of `pivot` in the parent's local space. - * - * By default, the pivot is the origin (0, 0). - * @since 4.0.0 - */ - get: function () { - return this.transform.pivot; - }, - set: function (value) { - this.transform.pivot.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "skew", { - /** - * The skew factor for the object in radians. - * @since 4.0.0 - */ - get: function () { - return this.transform.skew; - }, - set: function (value) { - this.transform.skew.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "rotation", { - /** - * The rotation of the object in radians. - * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. - */ - get: function () { - return this.transform.rotation; - }, - set: function (value) { - this.transform.rotation = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "angle", { - /** - * The angle of the object in degrees. - * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. - */ - get: function () { - return this.transform.rotation * RAD_TO_DEG$1; - }, - set: function (value) { - this.transform.rotation = value * DEG_TO_RAD$1; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "zIndex", { - /** - * The zIndex of the displayObject. - * - * If a container has the sortableChildren property set to true, children will be automatically - * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array, - * and thus rendered on top of other display objects within the same container. - * @see PIXI.Container#sortableChildren - */ - get: function () { - return this._zIndex; - }, - set: function (value) { - this._zIndex = value; - if (this.parent) { - this.parent.sortDirty = true; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "worldVisible", { - /** - * Indicates if the object is globally visible. - * @readonly - */ - get: function () { - var item = this; - do { - if (!item.visible) { - return false; - } - item = item.parent; - } while (item); - return true; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "mask", { - /** - * Sets a mask for the displayObject. A mask is an object that limits the visibility of an - * object to the shape of the mask applied to it. In PixiJS a regular mask must be a - * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it - * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent. - * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong. - * To remove a mask, set this property to `null`. - * - * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask. - * @example - * const graphics = new PIXI.Graphics(); - * graphics.beginFill(0xFF3300); - * graphics.drawRect(50, 250, 100, 100); - * graphics.endFill(); - * - * const sprite = new PIXI.Sprite(texture); - * sprite.mask = graphics; - * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask. - */ - get: function () { - return this._mask; - }, - set: function (value) { - if (this._mask === value) { - return; - } - if (this._mask) { - var maskObject = (this._mask.isMaskData - ? this._mask.maskObject : this._mask); - if (maskObject) { - maskObject._maskRefCount--; - if (maskObject._maskRefCount === 0) { - maskObject.renderable = true; - maskObject.isMask = false; - } - } - } - this._mask = value; - if (this._mask) { - var maskObject = (this._mask.isMaskData - ? this._mask.maskObject : this._mask); - if (maskObject) { - if (maskObject._maskRefCount === 0) { - maskObject.renderable = false; - maskObject.isMask = true; - } - maskObject._maskRefCount++; - } - } - }, - enumerable: false, - configurable: true - }); - return DisplayObject; - }(EventEmitter)); - /** - * @private - */ - var TemporaryDisplayObject$1 = /** @class */ (function (_super) { - __extends$3(TemporaryDisplayObject, _super); - function TemporaryDisplayObject() { - var _this = _super !== null && _super.apply(this, arguments) || this; - _this.sortDirty = null; - return _this; - } - return TemporaryDisplayObject; - }(DisplayObject$1)); - /** - * DisplayObject default updateTransform, does not update children of container. - * Will crash if there's no parent element. - * @memberof PIXI.DisplayObject# - * @method displayObjectUpdateTransform - */ - DisplayObject$1.prototype.displayObjectUpdateTransform = DisplayObject$1.prototype.updateTransform; - - /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV$3; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$3 || (ENV$3 = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE$3; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$3 || (RENDERER_TYPE$3 = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ - var BUFFER_BITS$3; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$3 || (BUFFER_BITS$3 = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES$3; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$3 || (BLEND_MODES$3 = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES$3; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$3 || (DRAW_MODES$3 = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS$3; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$3 || (FORMATS$3 = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS$3; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$3 || (TARGETS$3 = {})); - /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ - var TYPES$3; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$3 || (TYPES$3 = {})); - /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ - var SAMPLER_TYPES$3; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$3 || (SAMPLER_TYPES$3 = {})); - /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ - var SCALE_MODES$3; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$3 || (SCALE_MODES$3 = {})); - /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ - var WRAP_MODES$3; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$3 || (WRAP_MODES$3 = {})); - /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. - */ - var MIPMAP_MODES$3; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$3 || (MIPMAP_MODES$3 = {})); - /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ - var ALPHA_MODES$3; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$3 || (ALPHA_MODES$3 = {})); - /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ - var CLEAR_MODES$3; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$3 || (CLEAR_MODES$3 = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES$3; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$3 || (GC_MODES$3 = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION$3; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION$3 || (PRECISION$3 = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES$3; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$3 || (MASK_TYPES$3 = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ - var COLOR_MASK_BITS$3; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$3 || (COLOR_MASK_BITS$3 = {})); - /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ - var MSAA_QUALITY$3; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$3 || (MSAA_QUALITY$3 = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ - var BUFFER_TYPE$3; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$3 || (BUFFER_TYPE$3 = {})); - - function sortChildren$1(a, b) { - if (a.zIndex === b.zIndex) { - return a._lastSortedIndex - b._lastSortedIndex; - } - return a.zIndex - b.zIndex; - } - /** - * Container is a general-purpose display object that holds children. It also adds built-in support for advanced - * rendering features like masking and filtering. - * - * It is the base class of all display objects that act as a container for other objects, including Graphics - * and Sprite. - * - * ```js - * import { BlurFilter } from '@pixi/filter-blur'; - * import { Container } from '@pixi/display'; - * import { Graphics } from '@pixi/graphics'; - * import { Sprite } from '@pixi/sprite'; - * - * let container = new Container(); - * let sprite = Sprite.from("https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png"); - * - * sprite.width = 512; - * sprite.height = 512; - * - * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container - * // is rendered. - * container.addChild(sprite); - * - * // Blurs whatever is rendered by the container - * container.filters = [new BlurFilter()]; - * - * // Only the contents within a circle at the center should be rendered onto the screen. - * container.mask = new Graphics() - * .beginFill(0xffffff) - * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2) - * .endFill(); - * ``` - * @memberof PIXI - */ - var Container$1 = /** @class */ (function (_super) { - __extends$3(Container, _super); - function Container() { - var _this = _super.call(this) || this; - _this.children = []; - _this.sortableChildren = settings$1.SORTABLE_CHILDREN; - _this.sortDirty = false; - return _this; - /** - * Fired when a DisplayObject is added to this Container. - * @event PIXI.Container#childAdded - * @param {PIXI.DisplayObject} child - The child added to the Container. - * @param {PIXI.Container} container - The container that added the child. - * @param {number} index - The children's index of the added child. - */ - /** - * Fired when a DisplayObject is removed from this Container. - * @event PIXI.DisplayObject#removedFrom - * @param {PIXI.DisplayObject} child - The child removed from the Container. - * @param {PIXI.Container} container - The container that removed removed the child. - * @param {number} index - The former children's index of the removed child - */ - } - /** - * Overridable method that can be used by Container subclasses whenever the children array is modified. - * @param _length - */ - Container.prototype.onChildrenChange = function (_length) { - /* empty */ - }; - /** - * Adds one or more children to the container. - * - * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)` - * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container - * @returns {PIXI.DisplayObject} - The first child that was added. - */ - Container.prototype.addChild = function () { - var arguments$1 = arguments; - - var children = []; - for (var _i = 0; _i < arguments.length; _i++) { - children[_i] = arguments$1[_i]; - } - // if there is only one argument we can bypass looping through the them - if (children.length > 1) { - // loop through the array and add all children - for (var i = 0; i < children.length; i++) { - // eslint-disable-next-line prefer-rest-params - this.addChild(children[i]); - } - } - else { - var child = children[0]; - // if the child has a parent then lets remove it as PixiJS objects can only exist in one place - if (child.parent) { - child.parent.removeChild(child); - } - child.parent = this; - this.sortDirty = true; - // ensure child transform will be recalculated - child.transform._parentID = -1; - this.children.push(child); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(this.children.length - 1); - this.emit('childAdded', child, this, this.children.length - 1); - child.emit('added', this); - } - return children[0]; - }; - /** - * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown - * @param {PIXI.DisplayObject} child - The child to add - * @param {number} index - The index to place the child in - * @returns {PIXI.DisplayObject} The child that was added. - */ - Container.prototype.addChildAt = function (child, index) { - if (index < 0 || index > this.children.length) { - throw new Error(child + "addChildAt: The index " + index + " supplied is out of bounds " + this.children.length); - } - if (child.parent) { - child.parent.removeChild(child); - } - child.parent = this; - this.sortDirty = true; - // ensure child transform will be recalculated - child.transform._parentID = -1; - this.children.splice(index, 0, child); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('added', this); - this.emit('childAdded', child, this, index); - return child; - }; - /** - * Swaps the position of 2 Display Objects within this container. - * @param child - First display object to swap - * @param child2 - Second display object to swap - */ - Container.prototype.swapChildren = function (child, child2) { - if (child === child2) { - return; - } - var index1 = this.getChildIndex(child); - var index2 = this.getChildIndex(child2); - this.children[index1] = child2; - this.children[index2] = child; - this.onChildrenChange(index1 < index2 ? index1 : index2); - }; - /** - * Returns the index position of a child DisplayObject instance - * @param child - The DisplayObject instance to identify - * @returns - The index position of the child display object to identify - */ - Container.prototype.getChildIndex = function (child) { - var index = this.children.indexOf(child); - if (index === -1) { - throw new Error('The supplied DisplayObject must be a child of the caller'); - } - return index; - }; - /** - * Changes the position of an existing child in the display object container - * @param child - The child DisplayObject instance for which you want to change the index number - * @param index - The resulting index number for the child display object - */ - Container.prototype.setChildIndex = function (child, index) { - if (index < 0 || index >= this.children.length) { - throw new Error("The index " + index + " supplied is out of bounds " + this.children.length); - } - var currentIndex = this.getChildIndex(child); - removeItems(this.children, currentIndex, 1); // remove from old position - this.children.splice(index, 0, child); // add at new position - this.onChildrenChange(index); - }; - /** - * Returns the child at the specified index - * @param index - The index to get the child at - * @returns - The child at the given index, if any. - */ - Container.prototype.getChildAt = function (index) { - if (index < 0 || index >= this.children.length) { - throw new Error("getChildAt: Index (" + index + ") does not exist."); - } - return this.children[index]; - }; - /** - * Removes one or more children from the container. - * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove - * @returns {PIXI.DisplayObject} The first child that was removed. - */ - Container.prototype.removeChild = function () { - var arguments$1 = arguments; - - var children = []; - for (var _i = 0; _i < arguments.length; _i++) { - children[_i] = arguments$1[_i]; - } - // if there is only one argument we can bypass looping through the them - if (children.length > 1) { - // loop through the arguments property and remove all children - for (var i = 0; i < children.length; i++) { - this.removeChild(children[i]); - } - } - else { - var child = children[0]; - var index = this.children.indexOf(child); - if (index === -1) - { return null; } - child.parent = null; - // ensure child transform will be recalculated - child.transform._parentID = -1; - removeItems(this.children, index, 1); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('removed', this); - this.emit('childRemoved', child, this, index); - } - return children[0]; - }; - /** - * Removes a child from the specified index position. - * @param index - The index to get the child from - * @returns The child that was removed. - */ - Container.prototype.removeChildAt = function (index) { - var child = this.getChildAt(index); - // ensure child transform will be recalculated.. - child.parent = null; - child.transform._parentID = -1; - removeItems(this.children, index, 1); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('removed', this); - this.emit('childRemoved', child, this, index); - return child; - }; - /** - * Removes all children from this container that are within the begin and end indexes. - * @param beginIndex - The beginning position. - * @param endIndex - The ending position. Default value is size of the container. - * @returns - List of removed children - */ - Container.prototype.removeChildren = function (beginIndex, endIndex) { - if (beginIndex === void 0) { beginIndex = 0; } - if (endIndex === void 0) { endIndex = this.children.length; } - var begin = beginIndex; - var end = endIndex; - var range = end - begin; - var removed; - if (range > 0 && range <= end) { - removed = this.children.splice(begin, range); - for (var i = 0; i < removed.length; ++i) { - removed[i].parent = null; - if (removed[i].transform) { - removed[i].transform._parentID = -1; - } - } - this._boundsID++; - this.onChildrenChange(beginIndex); - for (var i = 0; i < removed.length; ++i) { - removed[i].emit('removed', this); - this.emit('childRemoved', removed[i], this, i); - } - return removed; - } - else if (range === 0 && this.children.length === 0) { - return []; - } - throw new RangeError('removeChildren: numeric values are outside the acceptable range.'); - }; - /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */ - Container.prototype.sortChildren = function () { - var sortRequired = false; - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - child._lastSortedIndex = i; - if (!sortRequired && child.zIndex !== 0) { - sortRequired = true; - } - } - if (sortRequired && this.children.length > 1) { - this.children.sort(sortChildren$1); - } - this.sortDirty = false; - }; - /** Updates the transform on all children of this container for rendering. */ - Container.prototype.updateTransform = function () { - if (this.sortableChildren && this.sortDirty) { - this.sortChildren(); - } - this._boundsID++; - this.transform.updateTransform(this.parent.transform); - // TODO: check render flags, how to process stuff here - this.worldAlpha = this.alpha * this.parent.worldAlpha; - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - if (child.visible) { - child.updateTransform(); - } - } - }; - /** - * Recalculates the bounds of the container. - * - * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds - * is limited to its mask's bounds or filterArea, if any is applied. - */ - Container.prototype.calculateBounds = function () { - this._bounds.clear(); - this._calculateBounds(); - for (var i = 0; i < this.children.length; i++) { - var child = this.children[i]; - if (!child.visible || !child.renderable) { - continue; - } - child.calculateBounds(); - // TODO: filter+mask, need to mask both somehow - if (child._mask) { - var maskObject = (child._mask.isMaskData - ? child._mask.maskObject : child._mask); - if (maskObject) { - maskObject.calculateBounds(); - this._bounds.addBoundsMask(child._bounds, maskObject._bounds); - } - else { - this._bounds.addBounds(child._bounds); - } - } - else if (child.filterArea) { - this._bounds.addBoundsArea(child._bounds, child.filterArea); - } - else { - this._bounds.addBounds(child._bounds); - } - } - this._bounds.updateID = this._boundsID; - }; - /** - * Retrieves the local bounds of the displayObject as a rectangle object. - * - * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render() - * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms, - * it was default behaviour of pixi 4.0-5.2 and caused many problems to users. - * @returns - The rectangular bounding area. - */ - Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) { - if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; } - var result = _super.prototype.getLocalBounds.call(this, rect); - if (!skipChildrenUpdate) { - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - if (child.visible) { - child.updateTransform(); - } - } - } - return result; - }; - /** - * Recalculates the content bounds of this object. This should be overriden to - * calculate the bounds of this specific object (not including children). - * @protected - */ - Container.prototype._calculateBounds = function () { - // FILL IN// - }; - /** - * Renders this object and its children with culling. - * @protected - * @param {PIXI.Renderer} renderer - The renderer - */ - Container.prototype._renderWithCulling = function (renderer) { - var sourceFrame = renderer.renderTexture.sourceFrame; - // If the source frame is empty, stop rendering. - if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) { - return; - } - // Render the content of the container only if its bounds intersect with the source frame. - // All filters are on the stack at this point, and the filter source frame is bound: - // therefore, even if the bounds to non intersect the filter frame, the filter - // is still applied and any filter padding that is in the frame is rendered correctly. - var bounds; - var transform; - // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea - // rectangle must completely contain the container and its children including filter padding. - if (this.cullArea) { - bounds = this.cullArea; - transform = this.worldTransform; - } - // If the container doesn't override _render, we can skip the bounds calculation and intersection test. - else if (this._render !== Container.prototype._render) { - bounds = this.getBounds(true); - } - // Render the container if the source frame intersects the bounds. - if (bounds && sourceFrame.intersects(bounds, transform)) { - this._render(renderer); - } - // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering. - else if (this.cullArea) { - return; - } - // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect - // the source frame, because the children might have filters with nonzero padding, which may intersect - // with the source frame while the bounds do not: filter padding is not included in the bounds. - // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered - // if they are out of frame; otherwise, render the children normally. - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - var childCullable = child.cullable; - child.cullable = childCullable || !this.cullArea; - child.render(renderer); - child.cullable = childCullable; - } - }; - /** - * Renders the object using the WebGL renderer. - * - * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the - * container itself. This `render` method will invoke it, and also invoke the `render` methods of all - * children afterward. - * - * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and - * the bounds of this object are out of frame, this implementation will entirely skip rendering. - * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally, - * setting alpha to zero is not recommended for purely skipping rendering. - * - * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is - * advised to employ **culling** to automatically skip rendering objects outside of the current screen. - * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}. - * Other culling methods might be better suited for a large number static objects; see - * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and - * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}. - * - * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or - * filtering is applied on a container. This does, however, break batching and can affect performance when - * masking and filtering is applied extensively throughout the scene graph. - * @param renderer - The renderer - */ - Container.prototype.render = function (renderer) { - // if the object is not visible or the alpha is 0 then no need to render this element - if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { - return; - } - // do a quick check to see if this element has a mask or a filter. - if (this._mask || (this.filters && this.filters.length)) { - this.renderAdvanced(renderer); - } - else if (this.cullable) { - this._renderWithCulling(renderer); - } - else { - this._render(renderer); - for (var i = 0, j = this.children.length; i < j; ++i) { - this.children[i].render(renderer); - } - } - }; - /** - * Render the object using the WebGL renderer and advanced features. - * @param renderer - The renderer - */ - Container.prototype.renderAdvanced = function (renderer) { - var filters = this.filters; - var mask = this._mask; - // push filter first as we need to ensure the stencil buffer is correct for any masking - if (filters) { - if (!this._enabledFilters) { - this._enabledFilters = []; - } - this._enabledFilters.length = 0; - for (var i = 0; i < filters.length; i++) { - if (filters[i].enabled) { - this._enabledFilters.push(filters[i]); - } - } - } - var flush = (filters && this._enabledFilters && this._enabledFilters.length) - || (mask && (!mask.isMaskData - || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES$3.NONE)))); - if (flush) { - renderer.batch.flush(); - } - if (filters && this._enabledFilters && this._enabledFilters.length) { - renderer.filter.push(this, this._enabledFilters); - } - if (mask) { - renderer.mask.push(this, this._mask); - } - if (this.cullable) { - this._renderWithCulling(renderer); - } - else { - this._render(renderer); - for (var i = 0, j = this.children.length; i < j; ++i) { - this.children[i].render(renderer); - } - } - if (flush) { - renderer.batch.flush(); - } - if (mask) { - renderer.mask.pop(this); - } - if (filters && this._enabledFilters && this._enabledFilters.length) { - renderer.filter.pop(); - } - }; - /** - * To be overridden by the subclasses. - * @param _renderer - The renderer - */ - Container.prototype._render = function (_renderer) { - // this is where content itself gets rendered... - }; - /** - * Removes all internal references and listeners as well as removes children from the display list. - * Do not use a Container after calling `destroy`. - * @param options - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy - * method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the texture of the child sprite - * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the base texture of the child sprite - */ - Container.prototype.destroy = function (options) { - _super.prototype.destroy.call(this); - this.sortDirty = false; - var destroyChildren = typeof options === 'boolean' ? options : options && options.children; - var oldChildren = this.removeChildren(0, this.children.length); - if (destroyChildren) { - for (var i = 0; i < oldChildren.length; ++i) { - oldChildren[i].destroy(options); - } - } - }; - Object.defineProperty(Container.prototype, "width", { - /** The width of the Container, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return this.scale.x * this.getLocalBounds().width; - }, - set: function (value) { - var width = this.getLocalBounds().width; - if (width !== 0) { - this.scale.x = value / width; - } - else { - this.scale.x = 1; - } - this._width = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Container.prototype, "height", { - /** The height of the Container, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return this.scale.y * this.getLocalBounds().height; - }, - set: function (value) { - var height = this.getLocalBounds().height; - if (height !== 0) { - this.scale.y = value / height; - } - else { - this.scale.y = 1; - } - this._height = value; - }, - enumerable: false, - configurable: true - }); - return Container; - }(DisplayObject$1)); - /** - * Container default updateTransform, does update children of container. - * Will crash if there's no parent element. - * @memberof PIXI.Container# - * @method containerUpdateTransform - */ - Container$1.prototype.containerUpdateTransform = Container$1.prototype.updateTransform; - - /*! - * @pixi/app - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/app is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * Middleware for for Application's resize functionality - * @private - * @class - */ - var ResizePlugin = /** @class */ (function () { - function ResizePlugin() { - } - /** - * Initialize the plugin with scope of application instance - * @static - * @private - * @param {object} [options] - See application options - */ - ResizePlugin.init = function (options) { - var _this = this; - Object.defineProperty(this, 'resizeTo', - /** - * The HTML element or window to automatically resize the - * renderer's view element to match width and height. - * @member {Window|HTMLElement} - * @name resizeTo - * @memberof PIXI.Application# - */ - { - set: function (dom) { - globalThis.removeEventListener('resize', this.queueResize); - this._resizeTo = dom; - if (dom) { - globalThis.addEventListener('resize', this.queueResize); - this.resize(); - } - }, - get: function () { - return this._resizeTo; - }, - }); - /** - * Resize is throttled, so it's safe to call this multiple times per frame and it'll - * only be called once. - * @memberof PIXI.Application# - * @method queueResize - * @private - */ - this.queueResize = function () { - if (!_this._resizeTo) { - return; - } - _this.cancelResize(); - // // Throttle resize events per raf - _this._resizeId = requestAnimationFrame(function () { return _this.resize(); }); - }; - /** - * Cancel the resize queue. - * @memberof PIXI.Application# - * @method cancelResize - * @private - */ - this.cancelResize = function () { - if (_this._resizeId) { - cancelAnimationFrame(_this._resizeId); - _this._resizeId = null; - } - }; - /** - * Execute an immediate resize on the renderer, this is not - * throttled and can be expensive to call many times in a row. - * Will resize only if `resizeTo` property is set. - * @memberof PIXI.Application# - * @method resize - */ - this.resize = function () { - if (!_this._resizeTo) { - return; - } - // clear queue resize - _this.cancelResize(); - var width; - var height; - // Resize to the window - if (_this._resizeTo === globalThis.window) { - width = globalThis.innerWidth; - height = globalThis.innerHeight; - } - // Resize to other HTML entities - else { - var _a = _this._resizeTo, clientWidth = _a.clientWidth, clientHeight = _a.clientHeight; - width = clientWidth; - height = clientHeight; - } - _this.renderer.resize(width, height); - }; - // On resize - this._resizeId = null; - this._resizeTo = null; - this.resizeTo = options.resizeTo || null; - }; - /** - * Clean up the ticker, scoped to application - * @static - * @private - */ - ResizePlugin.destroy = function () { - globalThis.removeEventListener('resize', this.queueResize); - this.cancelResize(); - this.cancelResize = null; - this.queueResize = null; - this.resizeTo = null; - this.resize = null; - }; - /** @ignore */ - ResizePlugin.extension = ExtensionType.Application; - return ResizePlugin; - }()); - - /*! - * @pixi/settings - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/settings is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV$1; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$1 || (ENV$1 = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE$1; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$1 || (RENDERER_TYPE$1 = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ - var BUFFER_BITS$1; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$1 || (BUFFER_BITS$1 = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES$1; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$1 || (BLEND_MODES$1 = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES$1; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$1 || (DRAW_MODES$1 = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS$1; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$1 || (FORMATS$1 = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS$1; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$1 || (TARGETS$1 = {})); - /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ - var TYPES$1; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$1 || (TYPES$1 = {})); - /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ - var SAMPLER_TYPES$1; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$1 || (SAMPLER_TYPES$1 = {})); - /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ - var SCALE_MODES$1; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$1 || (SCALE_MODES$1 = {})); - /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ - var WRAP_MODES$1; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$1 || (WRAP_MODES$1 = {})); - /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. - */ - var MIPMAP_MODES$1; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$1 || (MIPMAP_MODES$1 = {})); - /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ - var ALPHA_MODES$1; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$1 || (ALPHA_MODES$1 = {})); - /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ - var CLEAR_MODES$1; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$1 || (CLEAR_MODES$1 = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES$1; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$1 || (GC_MODES$1 = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION$1; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION$1 || (PRECISION$1 = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES$1; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$1 || (MASK_TYPES$1 = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ - var COLOR_MASK_BITS$1; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$1 || (COLOR_MASK_BITS$1 = {})); - /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ - var MSAA_QUALITY$1; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$1 || (MSAA_QUALITY$1 = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ - var BUFFER_TYPE$1; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$1 || (BUFFER_TYPE$1 = {})); - - var BrowserAdapter = { - /** - * Creates a canvas element of the given size. - * This canvas is created using the browser's native canvas element. - * @param width - width of the canvas - * @param height - height of the canvas - */ - createCanvas: function (width, height) { - var canvas = document.createElement('canvas'); - canvas.width = width; - canvas.height = height; - return canvas; - }, - getWebGLRenderingContext: function () { return WebGLRenderingContext; }, - getNavigator: function () { return navigator; }, - getBaseUrl: function () { var _a; return (_a = document.baseURI) !== null && _a !== void 0 ? _a : window.location.href; }, - fetch: function (url, options) { return fetch(url, options); }, - }; - - var appleIphone = /iPhone/i; - var appleIpod = /iPod/i; - var appleTablet = /iPad/i; - var appleUniversal = /\biOS-universal(?:.+)Mac\b/i; - var androidPhone = /\bAndroid(?:.+)Mobile\b/i; - var androidTablet = /Android/i; - var amazonPhone = /(?:SD4930UR|\bSilk(?:.+)Mobile\b)/i; - var amazonTablet = /Silk/i; - var windowsPhone = /Windows Phone/i; - var windowsTablet = /\bWindows(?:.+)ARM\b/i; - var otherBlackBerry = /BlackBerry/i; - var otherBlackBerry10 = /BB10/i; - var otherOpera = /Opera Mini/i; - var otherChrome = /\b(CriOS|Chrome)(?:.+)Mobile/i; - var otherFirefox = /Mobile(?:.+)Firefox\b/i; - var isAppleTabletOnIos13 = function (navigator) { - return (typeof navigator !== 'undefined' && - navigator.platform === 'MacIntel' && - typeof navigator.maxTouchPoints === 'number' && - navigator.maxTouchPoints > 1 && - typeof MSStream === 'undefined'); - }; - function createMatch(userAgent) { - return function (regex) { return regex.test(userAgent); }; - } - function isMobile$1(param) { - var nav = { - userAgent: '', - platform: '', - maxTouchPoints: 0 - }; - if (!param && typeof navigator !== 'undefined') { - nav = { - userAgent: navigator.userAgent, - platform: navigator.platform, - maxTouchPoints: navigator.maxTouchPoints || 0 - }; - } - else if (typeof param === 'string') { - nav.userAgent = param; - } - else if (param && param.userAgent) { - nav = { - userAgent: param.userAgent, - platform: param.platform, - maxTouchPoints: param.maxTouchPoints || 0 - }; - } - var userAgent = nav.userAgent; - var tmp = userAgent.split('[FBAN'); - if (typeof tmp[1] !== 'undefined') { - userAgent = tmp[0]; - } - tmp = userAgent.split('Twitter'); - if (typeof tmp[1] !== 'undefined') { - userAgent = tmp[0]; - } - var match = createMatch(userAgent); - var result = { - apple: { - phone: match(appleIphone) && !match(windowsPhone), - ipod: match(appleIpod), - tablet: !match(appleIphone) && - (match(appleTablet) || isAppleTabletOnIos13(nav)) && - !match(windowsPhone), - universal: match(appleUniversal), - device: (match(appleIphone) || - match(appleIpod) || - match(appleTablet) || - match(appleUniversal) || - isAppleTabletOnIos13(nav)) && - !match(windowsPhone) - }, - amazon: { - phone: match(amazonPhone), - tablet: !match(amazonPhone) && match(amazonTablet), - device: match(amazonPhone) || match(amazonTablet) + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "wordWrap", { + /** Indicates if word wrap should be used. */ + get: function () { + return this._wordWrap; }, - android: { - phone: (!match(windowsPhone) && match(amazonPhone)) || - (!match(windowsPhone) && match(androidPhone)), - tablet: !match(windowsPhone) && - !match(amazonPhone) && - !match(androidPhone) && - (match(amazonTablet) || match(androidTablet)), - device: (!match(windowsPhone) && - (match(amazonPhone) || - match(amazonTablet) || - match(androidPhone) || - match(androidTablet))) || - match(/\bokhttp\b/i) + set: function (wordWrap) { + if (this._wordWrap !== wordWrap) { + this._wordWrap = wordWrap; + this.styleID++; + } }, - windows: { - phone: match(windowsPhone), - tablet: match(windowsTablet), - device: match(windowsPhone) || match(windowsTablet) + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "wordWrapWidth", { + /** The width at which text will wrap, it needs wordWrap to be set to true. */ + get: function () { + return this._wordWrapWidth; }, - other: { - blackberry: match(otherBlackBerry), - blackberry10: match(otherBlackBerry10), - opera: match(otherOpera), - firefox: match(otherFirefox), - chrome: match(otherChrome), - device: match(otherBlackBerry) || - match(otherBlackBerry10) || - match(otherOpera) || - match(otherFirefox) || - match(otherChrome) + set: function (wordWrapWidth) { + if (this._wordWrapWidth !== wordWrapWidth) { + this._wordWrapWidth = wordWrapWidth; + this.styleID++; + } }, - any: false, - phone: false, - tablet: false + enumerable: false, + configurable: true + }); + /** + * Generates a font style string to use for `TextMetrics.measureFont()`. + * + * @return Font style string, for passing to `TextMetrics.measureFont()` + */ + TextStyle.prototype.toFontString = function () { + // build canvas api font setting from individual components. Convert a numeric this.fontSize to px + var fontSizeString = (typeof this.fontSize === 'number') ? this.fontSize + "px" : this.fontSize; + // Clean-up fontFamily property by quoting each font name + // this will support font names with spaces + var fontFamilies = this.fontFamily; + if (!Array.isArray(this.fontFamily)) { + fontFamilies = this.fontFamily.split(','); + } + for (var i = fontFamilies.length - 1; i >= 0; i--) { + // Trim any extra white-space + var fontFamily = fontFamilies[i].trim(); + // Check if font already contains strings + if (!(/([\"\'])[^\'\"]+\1/).test(fontFamily) && genericFontFamilies.indexOf(fontFamily) < 0) { + fontFamily = "\"" + fontFamily + "\""; + } + fontFamilies[i] = fontFamily; + } + return this.fontStyle + " " + this.fontVariant + " " + this.fontWeight + " " + fontSizeString + " " + fontFamilies.join(','); }; - result.any = - result.apple.device || - result.android.device || - result.windows.device || - result.other.device; - result.phone = - result.apple.phone || result.android.phone || result.windows.phone; - result.tablet = - result.apple.tablet || result.android.tablet || result.windows.tablet; - return result; + return TextStyle; + }()); + /** + * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. + * @private + * @param color + * @return The color as a string. + */ + function getSingleColor(color) { + if (typeof color === 'number') { + return hex2string(color); + } + else if (typeof color === 'string') { + if (color.indexOf('0x') === 0) { + color = color.replace('0x', '#'); + } + } + return color; + } + function getColor(color) { + if (!Array.isArray(color)) { + return getSingleColor(color); + } + else { + for (var i = 0; i < color.length; ++i) { + color[i] = getSingleColor(color[i]); + } + return color; + } } - - var isMobile = isMobile$1(globalThis.navigator); - /** - * Uploading the same buffer multiple times in a single frame can cause performance issues. - * Apparent on iOS so only check for that at the moment - * This check may become more complex if this issue pops up elsewhere. + * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. + * This version can also convert array of colors * @private - * @returns {boolean} `true` if the same buffer may be uploaded more than once. + * @param array1 - First array to compare + * @param array2 - Second array to compare + * @return Do the arrays contain the same values in the same order */ - function canUploadSameBuffer() { - return !isMobile.apple.device; + function areArraysEqual(array1, array2) { + if (!Array.isArray(array1) || !Array.isArray(array2)) { + return false; + } + if (array1.length !== array2.length) { + return false; + } + for (var i = 0; i < array1.length; ++i) { + if (array1[i] !== array2[i]) { + return false; + } + } + return true; } - /** - * The maximum recommended texture units to use. - * In theory the bigger the better, and for desktop we'll use as many as we can. - * But some mobile devices slow down if there is to many branches in the shader. - * So in practice there seems to be a sweet spot size that varies depending on the device. - * - * In v4, all mobile devices were limited to 4 texture units because for this. - * In v5, we allow all texture units to be used on modern Apple or Android devices. + * Utility function to ensure that object properties are copied by value, and not by reference * @private - * @param {number} max - * @returns {number} The maximum recommended texture units to use. + * @param target - Target object to copy properties into + * @param source - Source object for the properties to copy + * @param propertyObj - Object containing properties names we want to loop over */ - function maxRecommendedTextures(max) { - var allowMax = true; - if (isMobile.tablet || isMobile.phone) { - if (isMobile.apple.device) { - var match = (navigator.userAgent).match(/OS (\d+)_(\d+)?/); - if (match) { - var majorVersion = parseInt(match[1], 10); - // Limit texture units on devices below iOS 11, which will be older hardware - if (majorVersion < 11) { - allowMax = false; - } - } + function deepCopyProperties(target, source, propertyObj) { + for (var prop in propertyObj) { + if (Array.isArray(source[prop])) { + target[prop] = source[prop].slice(); } - if (isMobile.android.device) { - var match = (navigator.userAgent).match(/Android\s([0-9.]*)/); - if (match) { - var majorVersion = parseInt(match[1], 10); - // Limit texture units on devices below Android 7 (Nougat), which will be older hardware - if (majorVersion < 7) { - allowMax = false; - } - } + else { + target[prop] = source[prop]; } } - return allowMax ? max : 4; } + // Default settings used for all getContext calls + var contextSettings = { + // TextMetrics requires getImageData readback for measuring fonts. + willReadFrequently: true, + }; /** - * User's customizable globals for overriding the default PIXI settings, such - * as a renderer's default resolution, framerate, float precision, etc. - * @example - * // Use the native window resolution as the default resolution - * // will support high-density displays when rendering - * PIXI.settings.RESOLUTION = window.devicePixelRatio; + * The TextMetrics object represents the measurement of a block of text with a specified style. * - * // Disable interpolation when scaling, will make texture be pixelated - * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST; - * @namespace PIXI.settings + * ```js + * let style = new PIXI.TextStyle({fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'}) + * let textMetrics = PIXI.TextMetrics.measureText('Your text', style) + * ``` + * @memberof PIXI */ - var settings = { - /** - * This adapter is used to call methods that are platform dependent. - * For example `document.createElement` only runs on the web but fails in node environments. - * This allows us to support more platforms by abstracting away specific implementations per platform. - * - * By default the adapter is set to work in the browser. However you can create your own - * by implementing the `IAdapter` interface. See `IAdapter` for more information. - * @name ADAPTER - * @memberof PIXI.settings - * @type {PIXI.IAdapter} - * @default PIXI.BrowserAdapter - */ - ADAPTER: BrowserAdapter, - /** - * If set to true WebGL will attempt make textures mimpaped by default. - * Mipmapping will only succeed if the base texture uploaded has power of two dimensions. - * @static - * @name MIPMAP_TEXTURES - * @memberof PIXI.settings - * @type {PIXI.MIPMAP_MODES} - * @default PIXI.MIPMAP_MODES.POW2 - */ - MIPMAP_TEXTURES: MIPMAP_MODES$1.POW2, - /** - * Default anisotropic filtering level of textures. - * Usually from 0 to 16 - * @static - * @name ANISOTROPIC_LEVEL - * @memberof PIXI.settings - * @type {number} - * @default 0 - */ - ANISOTROPIC_LEVEL: 0, + var TextMetrics = /** @class */ (function () { /** - * Default resolution / device pixel ratio of the renderer. - * @static - * @name RESOLUTION - * @memberof PIXI.settings - * @type {number} - * @default 1 + * @param text - the text that was measured + * @param style - the style that was measured + * @param width - the measured width of the text + * @param height - the measured height of the text + * @param lines - an array of the lines of text broken by new lines and wrapping if specified in style + * @param lineWidths - an array of the line widths for each line matched to `lines` + * @param lineHeight - the measured line height for this style + * @param maxLineWidth - the maximum line width for all measured lines + * @param {PIXI.IFontMetrics} fontProperties - the font properties object from TextMetrics.measureFont */ - RESOLUTION: 1, + function TextMetrics(text, style, width, height, lines, lineWidths, lineHeight, maxLineWidth, fontProperties) { + this.text = text; + this.style = style; + this.width = width; + this.height = height; + this.lines = lines; + this.lineWidths = lineWidths; + this.lineHeight = lineHeight; + this.maxLineWidth = maxLineWidth; + this.fontProperties = fontProperties; + } /** - * Default filter resolution. - * @static - * @name FILTER_RESOLUTION - * @memberof PIXI.settings - * @type {number} - * @default 1 + * Measures the supplied string of text and returns a Rectangle. + * @param text - The text to measure. + * @param style - The text style to use for measuring + * @param wordWrap - Override for if word-wrap should be applied to the text. + * @param canvas - optional specification of the canvas to use for measuring. + * @returns Measured width and height of the text. */ - FILTER_RESOLUTION: 1, + TextMetrics.measureText = function (text, style, wordWrap, canvas) { + if (canvas === void 0) { canvas = TextMetrics._canvas; } + wordWrap = (wordWrap === undefined || wordWrap === null) ? style.wordWrap : wordWrap; + var font = style.toFontString(); + var fontProperties = TextMetrics.measureFont(font); + // fallback in case UA disallow canvas data extraction + // (toDataURI, getImageData functions) + if (fontProperties.fontSize === 0) { + fontProperties.fontSize = style.fontSize; + fontProperties.ascent = style.fontSize; + } + var context = canvas.getContext('2d', contextSettings); + context.font = font; + var outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text; + var lines = outputText.split(/(?:\r\n|\r|\n)/); + var lineWidths = new Array(lines.length); + var maxLineWidth = 0; + for (var i = 0; i < lines.length; i++) { + var lineWidth = context.measureText(lines[i]).width + ((lines[i].length - 1) * style.letterSpacing); + lineWidths[i] = lineWidth; + maxLineWidth = Math.max(maxLineWidth, lineWidth); + } + var width = maxLineWidth + style.strokeThickness; + if (style.dropShadow) { + width += style.dropShadowDistance; + } + var lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness; + var height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness) + + ((lines.length - 1) * (lineHeight + style.leading)); + if (style.dropShadow) { + height += style.dropShadowDistance; + } + return new TextMetrics(text, style, width, height, lines, lineWidths, lineHeight + style.leading, maxLineWidth, fontProperties); + }; /** - * Default filter samples. - * @static - * @name FILTER_MULTISAMPLE - * @memberof PIXI.settings - * @type {PIXI.MSAA_QUALITY} - * @default PIXI.MSAA_QUALITY.NONE + * Applies newlines to a string to have it optimally fit into the horizontal + * bounds set by the Text object's wordWrapWidth property. + * @param text - String to apply word wrapping to + * @param style - the style to use when wrapping + * @param canvas - optional specification of the canvas to use for measuring. + * @returns New string with new lines applied where required */ - FILTER_MULTISAMPLE: MSAA_QUALITY$1.NONE, + TextMetrics.wordWrap = function (text, style, canvas) { + if (canvas === void 0) { canvas = TextMetrics._canvas; } + var context = canvas.getContext('2d', contextSettings); + var width = 0; + var line = ''; + var lines = ''; + var cache = Object.create(null); + var letterSpacing = style.letterSpacing, whiteSpace = style.whiteSpace; + // How to handle whitespaces + var collapseSpaces = TextMetrics.collapseSpaces(whiteSpace); + var collapseNewlines = TextMetrics.collapseNewlines(whiteSpace); + // whether or not spaces may be added to the beginning of lines + var canPrependSpaces = !collapseSpaces; + // There is letterSpacing after every char except the last one + // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_! + // so for convenience the above needs to be compared to width + 1 extra letterSpace + // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!_ + // ________________________________________________ + // And then the final space is simply no appended to each line + var wordWrapWidth = style.wordWrapWidth + letterSpacing; + // break text into words, spaces and newline chars + var tokens = TextMetrics.tokenize(text); + for (var i = 0; i < tokens.length; i++) { + // get the word, space or newlineChar + var token = tokens[i]; + // if word is a new line + if (TextMetrics.isNewline(token)) { + // keep the new line + if (!collapseNewlines) { + lines += TextMetrics.addLine(line); + canPrependSpaces = !collapseSpaces; + line = ''; + width = 0; + continue; + } + // if we should collapse new lines + // we simply convert it into a space + token = ' '; + } + // if we should collapse repeated whitespaces + if (collapseSpaces) { + // check both this and the last tokens for spaces + var currIsBreakingSpace = TextMetrics.isBreakingSpace(token); + var lastIsBreakingSpace = TextMetrics.isBreakingSpace(line[line.length - 1]); + if (currIsBreakingSpace && lastIsBreakingSpace) { + continue; + } + } + // get word width from cache if possible + var tokenWidth = TextMetrics.getFromCache(token, letterSpacing, cache, context); + // word is longer than desired bounds + if (tokenWidth > wordWrapWidth) { + // if we are not already at the beginning of a line + if (line !== '') { + // start newlines for overflow words + lines += TextMetrics.addLine(line); + line = ''; + width = 0; + } + // break large word over multiple lines + if (TextMetrics.canBreakWords(token, style.breakWords)) { + // break word into characters + var characters = TextMetrics.wordWrapSplit(token); + // loop the characters + for (var j = 0; j < characters.length; j++) { + var char = characters[j]; + var k = 1; + // we are not at the end of the token + while (characters[j + k]) { + var nextChar = characters[j + k]; + var lastChar = char[char.length - 1]; + // should not split chars + if (!TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords)) { + // combine chars & move forward one + char += nextChar; + } + else { + break; + } + k++; + } + j += char.length - 1; + var characterWidth = TextMetrics.getFromCache(char, letterSpacing, cache, context); + if (characterWidth + width > wordWrapWidth) { + lines += TextMetrics.addLine(line); + canPrependSpaces = false; + line = ''; + width = 0; + } + line += char; + width += characterWidth; + } + } + // run word out of the bounds + else { + // if there are words in this line already + // finish that line and start a new one + if (line.length > 0) { + lines += TextMetrics.addLine(line); + line = ''; + width = 0; + } + var isLastToken = i === tokens.length - 1; + // give it its own line if it's not the end + lines += TextMetrics.addLine(token, !isLastToken); + canPrependSpaces = false; + line = ''; + width = 0; + } + } + // word could fit + else { + // word won't fit because of existing words + // start a new line + if (tokenWidth + width > wordWrapWidth) { + // if its a space we don't want it + canPrependSpaces = false; + // add a new line + lines += TextMetrics.addLine(line); + // start a new line + line = ''; + width = 0; + } + // don't add spaces to the beginning of lines + if (line.length > 0 || !TextMetrics.isBreakingSpace(token) || canPrependSpaces) { + // add the word to the current line + line += token; + // update width counter + width += tokenWidth; + } + } + } + lines += TextMetrics.addLine(line, false); + return lines; + }; /** - * The maximum textures that this device supports. - * @static - * @name SPRITE_MAX_TEXTURES - * @memberof PIXI.settings - * @type {number} - * @default 32 + * Convienience function for logging each line added during the wordWrap method. + * @param line - The line of text to add + * @param newLine - Add new line character to end + * @returns A formatted line */ - SPRITE_MAX_TEXTURES: maxRecommendedTextures(32), - // TODO: maybe change to SPRITE.BATCH_SIZE: 2000 - // TODO: maybe add PARTICLE.BATCH_SIZE: 15000 + TextMetrics.addLine = function (line, newLine) { + if (newLine === void 0) { newLine = true; } + line = TextMetrics.trimRight(line); + line = (newLine) ? line + "\n" : line; + return line; + }; /** - * The default sprite batch size. - * - * The default aims to balance desktop and mobile devices. - * @static - * @name SPRITE_BATCH_SIZE - * @memberof PIXI.settings - * @type {number} - * @default 4096 + * Gets & sets the widths of calculated characters in a cache object + * @param key - The key + * @param letterSpacing - The letter spacing + * @param cache - The cache + * @param context - The canvas context + * @returns The from cache. */ - SPRITE_BATCH_SIZE: 4096, - /** - * The default render options if none are supplied to {@link PIXI.Renderer} - * or {@link PIXI.CanvasRenderer}. - * @static - * @name RENDER_OPTIONS - * @memberof PIXI.settings - * @type {object} - * @property {HTMLCanvasElement} [view=null] - - * @property {boolean} [antialias=false] - - * @property {boolean} [autoDensity=false] - - * @property {boolean} [useContextAlpha=true] - - * @property {number} [backgroundColor=0x000000] - - * @property {number} [backgroundAlpha=1] - - * @property {boolean} [clearBeforeRender=true] - - * @property {boolean} [preserveDrawingBuffer=false] - - * @property {number} [width=800] - - * @property {number} [height=600] - - * @property {boolean} [legacy=false] - + TextMetrics.getFromCache = function (key, letterSpacing, cache, context) { + var width = cache[key]; + if (typeof width !== 'number') { + var spacing = ((key.length) * letterSpacing); + width = context.measureText(key).width + spacing; + cache[key] = width; + } + return width; + }; + /** + * Determines whether we should collapse breaking spaces. + * @param whiteSpace - The TextStyle property whiteSpace + * @returns Should collapse */ - RENDER_OPTIONS: { - view: null, - antialias: false, - autoDensity: false, - backgroundColor: 0x000000, - backgroundAlpha: 1, - useContextAlpha: true, - clearBeforeRender: true, - preserveDrawingBuffer: false, - width: 800, - height: 600, - legacy: false, - }, + TextMetrics.collapseSpaces = function (whiteSpace) { + return (whiteSpace === 'normal' || whiteSpace === 'pre-line'); + }; /** - * Default Garbage Collection mode. - * @static - * @name GC_MODE - * @memberof PIXI.settings - * @type {PIXI.GC_MODES} - * @default PIXI.GC_MODES.AUTO + * Determines whether we should collapse newLine chars. + * @param whiteSpace - The white space + * @returns should collapse */ - GC_MODE: GC_MODES$1.AUTO, + TextMetrics.collapseNewlines = function (whiteSpace) { + return (whiteSpace === 'normal'); + }; /** - * Default Garbage Collection max idle. - * @static - * @name GC_MAX_IDLE - * @memberof PIXI.settings - * @type {number} - * @default 3600 + * Trims breaking whitespaces from string. + * @param text - The text + * @returns Trimmed string */ - GC_MAX_IDLE: 60 * 60, + TextMetrics.trimRight = function (text) { + if (typeof text !== 'string') { + return ''; + } + for (var i = text.length - 1; i >= 0; i--) { + var char = text[i]; + if (!TextMetrics.isBreakingSpace(char)) { + break; + } + text = text.slice(0, -1); + } + return text; + }; /** - * Default Garbage Collection maximum check count. - * @static - * @name GC_MAX_CHECK_COUNT - * @memberof PIXI.settings - * @type {number} - * @default 600 + * Determines if char is a newline. + * @param char - The character + * @returns True if newline, False otherwise. */ - GC_MAX_CHECK_COUNT: 60 * 10, + TextMetrics.isNewline = function (char) { + if (typeof char !== 'string') { + return false; + } + return (TextMetrics._newlines.indexOf(char.charCodeAt(0)) >= 0); + }; /** - * Default wrap modes that are supported by pixi. - * @static - * @name WRAP_MODE - * @memberof PIXI.settings - * @type {PIXI.WRAP_MODES} - * @default PIXI.WRAP_MODES.CLAMP + * Determines if char is a breaking whitespace. + * + * It allows one to determine whether char should be a breaking whitespace + * For example certain characters in CJK langs or numbers. + * It must return a boolean. + * @param char - The character + * @param [_nextChar] - The next character + * @returns True if whitespace, False otherwise. */ - WRAP_MODE: WRAP_MODES$1.CLAMP, + TextMetrics.isBreakingSpace = function (char, _nextChar) { + if (typeof char !== 'string') { + return false; + } + return (TextMetrics._breakingSpaces.indexOf(char.charCodeAt(0)) >= 0); + }; /** - * Default scale mode for textures. - * @static - * @name SCALE_MODE - * @memberof PIXI.settings - * @type {PIXI.SCALE_MODES} - * @default PIXI.SCALE_MODES.LINEAR + * Splits a string into words, breaking-spaces and newLine characters + * @param text - The text + * @returns A tokenized array */ - SCALE_MODE: SCALE_MODES$1.LINEAR, + TextMetrics.tokenize = function (text) { + var tokens = []; + var token = ''; + if (typeof text !== 'string') { + return tokens; + } + for (var i = 0; i < text.length; i++) { + var char = text[i]; + var nextChar = text[i + 1]; + if (TextMetrics.isBreakingSpace(char, nextChar) || TextMetrics.isNewline(char)) { + if (token !== '') { + tokens.push(token); + token = ''; + } + tokens.push(char); + continue; + } + token += char; + } + if (token !== '') { + tokens.push(token); + } + return tokens; + }; /** - * Default specify float precision in vertex shader. - * @static - * @name PRECISION_VERTEX - * @memberof PIXI.settings - * @type {PIXI.PRECISION} - * @default PIXI.PRECISION.HIGH + * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. + * + * It allows one to customise which words should break + * Examples are if the token is CJK or numbers. + * It must return a boolean. + * @param _token - The token + * @param breakWords - The style attr break words + * @returns Whether to break word or not */ - PRECISION_VERTEX: PRECISION$1.HIGH, + TextMetrics.canBreakWords = function (_token, breakWords) { + return breakWords; + }; /** - * Default specify float precision in fragment shader. - * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742 - * @static - * @name PRECISION_FRAGMENT - * @memberof PIXI.settings - * @type {PIXI.PRECISION} - * @default PIXI.PRECISION.MEDIUM + * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. + * + * It allows one to determine whether a pair of characters + * should be broken by newlines + * For example certain characters in CJK langs or numbers. + * It must return a boolean. + * @param _char - The character + * @param _nextChar - The next character + * @param _token - The token/word the characters are from + * @param _index - The index in the token of the char + * @param _breakWords - The style attr break words + * @returns whether to break word or not */ - PRECISION_FRAGMENT: isMobile.apple.device ? PRECISION$1.HIGH : PRECISION$1.MEDIUM, + TextMetrics.canBreakChars = function (_char, _nextChar, _token, _index, _breakWords) { + return true; + }; /** - * Can we upload the same buffer in a single frame? - * @static - * @name CAN_UPLOAD_SAME_BUFFER - * @memberof PIXI.settings - * @type {boolean} + * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. + * + * It is called when a token (usually a word) has to be split into separate pieces + * in order to determine the point to break a word. + * It must return an array of characters. + * @example + * // Correctly splits emojis, eg "🤪🤪" will result in two element array, each with one emoji. + * TextMetrics.wordWrapSplit = (token) => [...token]; + * @param token - The token to split + * @returns The characters of the token */ - CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(), + TextMetrics.wordWrapSplit = function (token) { + return token.split(''); + }; /** - * Enables bitmap creation before image load. This feature is experimental. - * @static - * @name CREATE_IMAGE_BITMAP - * @memberof PIXI.settings - * @type {boolean} - * @default false + * Calculates the ascent, descent and fontSize of a given font-style + * @param font - String representing the style of the font + * @returns Font properties object */ - CREATE_IMAGE_BITMAP: false, + TextMetrics.measureFont = function (font) { + // as this method is used for preparing assets, don't recalculate things if we don't need to + if (TextMetrics._fonts[font]) { + return TextMetrics._fonts[font]; + } + var properties = { + ascent: 0, + descent: 0, + fontSize: 0, + }; + var canvas = TextMetrics._canvas; + var context = TextMetrics._context; + context.font = font; + var metricsString = TextMetrics.METRICS_STRING + TextMetrics.BASELINE_SYMBOL; + var width = Math.ceil(context.measureText(metricsString).width); + var baseline = Math.ceil(context.measureText(TextMetrics.BASELINE_SYMBOL).width); + var height = Math.ceil(TextMetrics.HEIGHT_MULTIPLIER * baseline); + baseline = baseline * TextMetrics.BASELINE_MULTIPLIER | 0; + canvas.width = width; + canvas.height = height; + context.fillStyle = '#f00'; + context.fillRect(0, 0, width, height); + context.font = font; + context.textBaseline = 'alphabetic'; + context.fillStyle = '#000'; + context.fillText(metricsString, 0, baseline); + var imagedata = context.getImageData(0, 0, width, height).data; + var pixels = imagedata.length; + var line = width * 4; + var i = 0; + var idx = 0; + var stop = false; + // ascent. scan from top to bottom until we find a non red pixel + for (i = 0; i < baseline; ++i) { + for (var j = 0; j < line; j += 4) { + if (imagedata[idx + j] !== 255) { + stop = true; + break; + } + } + if (!stop) { + idx += line; + } + else { + break; + } + } + properties.ascent = baseline - i; + idx = pixels - line; + stop = false; + // descent. scan from bottom to top until we find a non red pixel + for (i = height; i > baseline; --i) { + for (var j = 0; j < line; j += 4) { + if (imagedata[idx + j] !== 255) { + stop = true; + break; + } + } + if (!stop) { + idx -= line; + } + else { + break; + } + } + properties.descent = i - baseline; + properties.fontSize = properties.ascent + properties.descent; + TextMetrics._fonts[font] = properties; + return properties; + }; /** - * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. - * Advantages can include sharper image quality (like text) and faster rendering on canvas. - * The main disadvantage is movement of objects may appear less smooth. - * @static - * @constant - * @memberof PIXI.settings - * @type {boolean} - * @default false + * Clear font metrics in metrics cache. + * @param {string} [font] - font name. If font name not set then clear cache for all fonts. */ - ROUND_PIXELS: false, - }; - - var commonjsGlobal$1 = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {}; - - function createCommonjsModule$1(fn, basedir, module) { - return module = { - path: basedir, - exports: {}, - require: function (path, base) { - return commonjsRequire$1(path, (base === undefined || base === null) ? module.path : base); - } - }, fn(module, module.exports), module.exports; - } - - function commonjsRequire$1 () { - throw new Error('Dynamic requires are not currently supported by @rollup/plugin-commonjs'); - } - - createCommonjsModule$1(function (module) { - - var has = Object.prototype.hasOwnProperty - , prefix = '~'; - - /** - * Constructor to create a storage for our `EE` objects. - * An `Events` instance is a plain object whose properties are event names. - * - * @constructor - * @private - */ - function Events() {} - - // - // We try to not inherit from `Object.prototype`. In some engines creating an - // instance in this way is faster than calling `Object.create(null)` directly. - // If `Object.create(null)` is not supported we prefix the event names with a - // character to make sure that the built-in object properties are not - // overridden or used as an attack vector. - // - if (Object.create) { - Events.prototype = Object.create(null); - - // - // This hack is needed because the `__proto__` property is still inherited in - // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5. - // - if (!new Events().__proto__) { prefix = false; } - } - - /** - * Representation of a single event listener. - * - * @param {Function} fn The listener function. - * @param {*} context The context to invoke the listener with. - * @param {Boolean} [once=false] Specify if the listener is a one-time listener. - * @constructor - * @private - */ - function EE(fn, context, once) { - this.fn = fn; - this.context = context; - this.once = once || false; - } - + TextMetrics.clearMetrics = function (font) { + if (font === void 0) { font = ''; } + if (font) { + delete TextMetrics._fonts[font]; + } + else { + TextMetrics._fonts = {}; + } + }; + Object.defineProperty(TextMetrics, "_canvas", { + /** + * Cached canvas element for measuring text + * TODO: this should be private, but isn't because of backward compat, will fix later. + * @ignore + */ + get: function () { + if (!TextMetrics.__canvas) { + var canvas = void 0; + try { + // OffscreenCanvas2D measureText can be up to 40% faster. + var c = new OffscreenCanvas(0, 0); + var context = c.getContext('2d', contextSettings); + if (context && context.measureText) { + TextMetrics.__canvas = c; + return c; + } + canvas = settings.ADAPTER.createCanvas(); + } + catch (ex) { + canvas = settings.ADAPTER.createCanvas(); + } + canvas.width = canvas.height = 10; + TextMetrics.__canvas = canvas; + } + return TextMetrics.__canvas; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextMetrics, "_context", { + /** + * TODO: this should be private, but isn't because of backward compat, will fix later. + * @ignore + */ + get: function () { + if (!TextMetrics.__context) { + TextMetrics.__context = TextMetrics._canvas.getContext('2d', contextSettings); + } + return TextMetrics.__context; + }, + enumerable: false, + configurable: true + }); + return TextMetrics; + }()); /** - * Add a listener for a given event. - * - * @param {EventEmitter} emitter Reference to the `EventEmitter` instance. - * @param {(String|Symbol)} event The event name. - * @param {Function} fn The listener function. - * @param {*} context The context to invoke the listener with. - * @param {Boolean} once Specify if the listener is a one-time listener. - * @returns {EventEmitter} + * Internal return object for {@link PIXI.TextMetrics.measureFont `TextMetrics.measureFont`}. + * @typedef {object} FontMetrics + * @property {number} ascent - The ascent distance + * @property {number} descent - The descent distance + * @property {number} fontSize - Font size from ascent to descent + * @memberof PIXI.TextMetrics * @private */ - function addListener(emitter, event, fn, context, once) { - if (typeof fn !== 'function') { - throw new TypeError('The listener must be a function'); - } - - var listener = new EE(fn, context || emitter, once) - , evt = prefix ? prefix + event : event; - - if (!emitter._events[evt]) { emitter._events[evt] = listener, emitter._eventsCount++; } - else if (!emitter._events[evt].fn) { emitter._events[evt].push(listener); } - else { emitter._events[evt] = [emitter._events[evt], listener]; } - - return emitter; - } - /** - * Clear event by name. - * - * @param {EventEmitter} emitter Reference to the `EventEmitter` instance. - * @param {(String|Symbol)} evt The Event name. + * Cache of {@see PIXI.TextMetrics.FontMetrics} objects. + * @memberof PIXI.TextMetrics + * @type {object} * @private */ - function clearEvent(emitter, evt) { - if (--emitter._eventsCount === 0) { emitter._events = new Events(); } - else { delete emitter._events[evt]; } - } - - /** - * Minimal `EventEmitter` interface that is molded against the Node.js - * `EventEmitter` interface. - * - * @constructor - * @public - */ - function EventEmitter() { - this._events = new Events(); - this._eventsCount = 0; - } - + TextMetrics._fonts = {}; /** - * Return an array listing the events for which the emitter has registered - * listeners. - * - * @returns {Array} - * @public + * String used for calculate font metrics. + * These characters are all tall to help calculate the height required for text. + * @static + * @memberof PIXI.TextMetrics + * @name METRICS_STRING + * @type {string} + * @default |ÉqÅ */ - EventEmitter.prototype.eventNames = function eventNames() { - var names = [] - , events - , name; - - if (this._eventsCount === 0) { return names; } - - for (name in (events = this._events)) { - if (has.call(events, name)) { names.push(prefix ? name.slice(1) : name); } - } - - if (Object.getOwnPropertySymbols) { - return names.concat(Object.getOwnPropertySymbols(events)); - } - - return names; - }; - + TextMetrics.METRICS_STRING = '|ÉqÅ'; /** - * Return the listeners registered for a given event. - * - * @param {(String|Symbol)} event The event name. - * @returns {Array} The registered listeners. - * @public + * Baseline symbol for calculate font metrics. + * @static + * @memberof PIXI.TextMetrics + * @name BASELINE_SYMBOL + * @type {string} + * @default M */ - EventEmitter.prototype.listeners = function listeners(event) { - var evt = prefix ? prefix + event : event - , handlers = this._events[evt]; - - if (!handlers) { return []; } - if (handlers.fn) { return [handlers.fn]; } - - for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) { - ee[i] = handlers[i].fn; - } - - return ee; - }; - + TextMetrics.BASELINE_SYMBOL = 'M'; /** - * Return the number of listeners listening to a given event. - * - * @param {(String|Symbol)} event The event name. - * @returns {Number} The number of listeners. - * @public + * Baseline multiplier for calculate font metrics. + * @static + * @memberof PIXI.TextMetrics + * @name BASELINE_MULTIPLIER + * @type {number} + * @default 1.4 */ - EventEmitter.prototype.listenerCount = function listenerCount(event) { - var evt = prefix ? prefix + event : event - , listeners = this._events[evt]; - - if (!listeners) { return 0; } - if (listeners.fn) { return 1; } - return listeners.length; - }; - + TextMetrics.BASELINE_MULTIPLIER = 1.4; /** - * Calls each of the listeners registered for a given event. - * - * @param {(String|Symbol)} event The event name. - * @returns {Boolean} `true` if the event had listeners, else `false`. - * @public + * Height multiplier for setting height of canvas to calculate font metrics. + * @static + * @memberof PIXI.TextMetrics + * @name HEIGHT_MULTIPLIER + * @type {number} + * @default 2.00 */ - EventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) { - var arguments$1 = arguments; - - var evt = prefix ? prefix + event : event; - - if (!this._events[evt]) { return false; } - - var listeners = this._events[evt] - , len = arguments.length - , args - , i; - - if (listeners.fn) { - if (listeners.once) { this.removeListener(event, listeners.fn, undefined, true); } - - switch (len) { - case 1: return listeners.fn.call(listeners.context), true; - case 2: return listeners.fn.call(listeners.context, a1), true; - case 3: return listeners.fn.call(listeners.context, a1, a2), true; - case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true; - case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true; - case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true; - } - - for (i = 1, args = new Array(len -1); i < len; i++) { - args[i - 1] = arguments$1[i]; - } - - listeners.fn.apply(listeners.context, args); - } else { - var length = listeners.length - , j; - - for (i = 0; i < length; i++) { - if (listeners[i].once) { this.removeListener(event, listeners[i].fn, undefined, true); } - - switch (len) { - case 1: listeners[i].fn.call(listeners[i].context); break; - case 2: listeners[i].fn.call(listeners[i].context, a1); break; - case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break; - case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break; - default: - if (!args) { for (j = 1, args = new Array(len -1); j < len; j++) { - args[j - 1] = arguments$1[j]; - } } - - listeners[i].fn.apply(listeners[i].context, args); - } - } - } - - return true; - }; - + TextMetrics.HEIGHT_MULTIPLIER = 2.0; /** - * Add a listener for a given event. - * - * @param {(String|Symbol)} event The event name. - * @param {Function} fn The listener function. - * @param {*} [context=this] The context to invoke the listener with. - * @returns {EventEmitter} `this`. - * @public + * Cache of new line chars. + * @memberof PIXI.TextMetrics + * @type {number[]} + * @private */ - EventEmitter.prototype.on = function on(event, fn, context) { - return addListener(this, event, fn, context, false); - }; - + TextMetrics._newlines = [ + 0x000A, + 0x000D ]; /** - * Add a one-time listener for a given event. - * - * @param {(String|Symbol)} event The event name. - * @param {Function} fn The listener function. - * @param {*} [context=this] The context to invoke the listener with. - * @returns {EventEmitter} `this`. - * @public + * Cache of breaking spaces. + * @memberof PIXI.TextMetrics + * @type {number[]} + * @private */ - EventEmitter.prototype.once = function once(event, fn, context) { - return addListener(this, event, fn, context, true); - }; - + TextMetrics._breakingSpaces = [ + 0x0009, + 0x0020, + 0x2000, + 0x2001, + 0x2002, + 0x2003, + 0x2004, + 0x2005, + 0x2006, + 0x2008, + 0x2009, + 0x200A, + 0x205F, + 0x3000 ]; /** - * Remove the listeners of a given event. - * - * @param {(String|Symbol)} event The event name. - * @param {Function} fn Only remove the listeners that match this function. - * @param {*} context Only remove the listeners that have this context. - * @param {Boolean} once Only remove one-time listeners. - * @returns {EventEmitter} `this`. - * @public - */ - EventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) { - var evt = prefix ? prefix + event : event; - - if (!this._events[evt]) { return this; } - if (!fn) { - clearEvent(this, evt); - return this; - } - - var listeners = this._events[evt]; - - if (listeners.fn) { - if ( - listeners.fn === fn && - (!once || listeners.once) && - (!context || listeners.context === context) - ) { - clearEvent(this, evt); - } - } else { - for (var i = 0, events = [], length = listeners.length; i < length; i++) { - if ( - listeners[i].fn !== fn || - (once && !listeners[i].once) || - (context && listeners[i].context !== context) - ) { - events.push(listeners[i]); - } - } - - // - // Reset the array, or remove it completely if we have no more listeners. - // - if (events.length) { this._events[evt] = events.length === 1 ? events[0] : events; } - else { clearEvent(this, evt); } - } + * A number, or a string containing a number. + * @memberof PIXI + * @typedef {object} IFontMetrics + * @property {number} ascent - Font ascent + * @property {number} descent - Font descent + * @property {number} fontSize - Font size + */ - return this; + var defaultDestroyOptions = { + texture: true, + children: false, + baseTexture: true, }; - /** - * Remove all listeners, or those of the specified event. + * A Text Object will create a line or multiple lines of text. * - * @param {(String|Symbol)} [event] The event name. - * @returns {EventEmitter} `this`. - * @public + * The text is created using the [Canvas API](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API). + * + * The primary advantage of this class over BitmapText is that you have great control over the style of the text, + * which you can change at runtime. + * + * The primary disadvantages is that each piece of text has it's own texture, which can use more memory. + * When text changes, this texture has to be re-generated and re-uploaded to the GPU, taking up time. + * + * To split a line you can use '\n' in your text string, or, on the `style` object, + * change its `wordWrap` property to true and and give the `wordWrapWidth` property a value. + * + * A Text can be created directly from a string and a style object, + * which can be generated [here](https://pixijs.io/pixi-text-style). + * + * ```js + * let text = new PIXI.Text('This is a PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'}); + * ``` + * @memberof PIXI */ - EventEmitter.prototype.removeAllListeners = function removeAllListeners(event) { - var evt; - - if (event) { - evt = prefix ? prefix + event : event; - if (this._events[evt]) { clearEvent(this, evt); } - } else { - this._events = new Events(); - this._eventsCount = 0; - } - - return this; - }; - - // - // Alias methods names because people roll like that. - // - EventEmitter.prototype.off = EventEmitter.prototype.removeListener; - EventEmitter.prototype.addListener = EventEmitter.prototype.on; - - // - // Expose the prefix. - // - EventEmitter.prefixed = prefix; - - // - // Allow `EventEmitter` to be imported as module namespace. - // - EventEmitter.EventEmitter = EventEmitter; - - // - // Expose the module. - // - { - module.exports = EventEmitter; - } - }); - - createCommonjsModule$1(function (module, exports) { - (function(root) { - - /** Detect free variables */ - var freeExports = exports && - !exports.nodeType && exports; - var freeModule = module && - !module.nodeType && module; - var freeGlobal = typeof commonjsGlobal$1 == 'object' && commonjsGlobal$1; - if ( - freeGlobal.global === freeGlobal || - freeGlobal.window === freeGlobal || - freeGlobal.self === freeGlobal - ) { - root = freeGlobal; - } - - /** - * The `punycode` object. - * @name punycode - * @type Object - */ - var punycode, - - /** Highest positive signed 32-bit float value */ - maxInt = 2147483647, // aka. 0x7FFFFFFF or 2^31-1 - - /** Bootstring parameters */ - base = 36, - tMin = 1, - tMax = 26, - skew = 38, - damp = 700, - initialBias = 72, - initialN = 128, // 0x80 - delimiter = '-', // '\x2D' - - /** Regular expressions */ - regexPunycode = /^xn--/, - regexNonASCII = /[^\x20-\x7E]/, // unprintable ASCII chars + non-ASCII chars - regexSeparators = /[\x2E\u3002\uFF0E\uFF61]/g, // RFC 3490 separators - - /** Error messages */ - errors = { - 'overflow': 'Overflow: input needs wider integers to process', - 'not-basic': 'Illegal input >= 0x80 (not a basic code point)', - 'invalid-input': 'Invalid input' - }, - - /** Convenience shortcuts */ - baseMinusTMin = base - tMin, - floor = Math.floor, - stringFromCharCode = String.fromCharCode, - - /** Temporary variable */ - key; - - /*--------------------------------------------------------------------------*/ - - /** - * A generic error utility function. - * @private - * @param {String} type The error type. - * @returns {Error} Throws a `RangeError` with the applicable error message. - */ - function error(type) { - throw RangeError(errors[type]); - } - - /** - * A generic `Array#map` utility function. - * @private - * @param {Array} array The array to iterate over. - * @param {Function} callback The function that gets called for every array - * item. - * @returns {Array} A new array of values returned by the callback function. - */ - function map(array, fn) { - var length = array.length; - var result = []; - while (length--) { - result[length] = fn(array[length]); - } - return result; - } - - /** - * A simple `Array#map`-like wrapper to work with domain name strings or email - * addresses. - * @private - * @param {String} domain The domain name or email address. - * @param {Function} callback The function that gets called for every - * character. - * @returns {Array} A new string of characters returned by the callback - * function. - */ - function mapDomain(string, fn) { - var parts = string.split('@'); - var result = ''; - if (parts.length > 1) { - // In email addresses, only the domain name should be punycoded. Leave - // the local part (i.e. everything up to `@`) intact. - result = parts[0] + '@'; - string = parts[1]; - } - // Avoid `split(regex)` for IE8 compatibility. See #17. - string = string.replace(regexSeparators, '\x2E'); - var labels = string.split('.'); - var encoded = map(labels, fn).join('.'); - return result + encoded; - } - - /** - * Creates an array containing the numeric code points of each Unicode - * character in the string. While JavaScript uses UCS-2 internally, - * this function will convert a pair of surrogate halves (each of which - * UCS-2 exposes as separate characters) into a single code point, - * matching UTF-16. - * @see `punycode.ucs2.encode` - * @see - * @memberOf punycode.ucs2 - * @name decode - * @param {String} string The Unicode input string (UCS-2). - * @returns {Array} The new array of code points. - */ - function ucs2decode(string) { - var output = [], - counter = 0, - length = string.length, - value, - extra; - while (counter < length) { - value = string.charCodeAt(counter++); - if (value >= 0xD800 && value <= 0xDBFF && counter < length) { - // high surrogate, and there is a next character - extra = string.charCodeAt(counter++); - if ((extra & 0xFC00) == 0xDC00) { // low surrogate - output.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000); - } else { - // unmatched surrogate; only append this code unit, in case the next - // code unit is the high surrogate of a surrogate pair - output.push(value); - counter--; - } - } else { - output.push(value); - } - } - return output; - } - - /** - * Creates a string based on an array of numeric code points. - * @see `punycode.ucs2.decode` - * @memberOf punycode.ucs2 - * @name encode - * @param {Array} codePoints The array of numeric code points. - * @returns {String} The new Unicode string (UCS-2). - */ - function ucs2encode(array) { - return map(array, function(value) { - var output = ''; - if (value > 0xFFFF) { - value -= 0x10000; - output += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800); - value = 0xDC00 | value & 0x3FF; - } - output += stringFromCharCode(value); - return output; - }).join(''); - } - - /** - * Converts a basic code point into a digit/integer. - * @see `digitToBasic()` - * @private - * @param {Number} codePoint The basic numeric code point value. - * @returns {Number} The numeric value of a basic code point (for use in - * representing integers) in the range `0` to `base - 1`, or `base` if - * the code point does not represent a value. - */ - function basicToDigit(codePoint) { - if (codePoint - 48 < 10) { - return codePoint - 22; - } - if (codePoint - 65 < 26) { - return codePoint - 65; - } - if (codePoint - 97 < 26) { - return codePoint - 97; - } - return base; - } - - /** - * Converts a digit/integer into a basic code point. - * @see `basicToDigit()` - * @private - * @param {Number} digit The numeric value of a basic code point. - * @returns {Number} The basic code point whose value (when used for - * representing integers) is `digit`, which needs to be in the range - * `0` to `base - 1`. If `flag` is non-zero, the uppercase form is - * used; else, the lowercase form is used. The behavior is undefined - * if `flag` is non-zero and `digit` has no uppercase form. - */ - function digitToBasic(digit, flag) { - // 0..25 map to ASCII a..z or A..Z - // 26..35 map to ASCII 0..9 - return digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5); - } - - /** - * Bias adaptation function as per section 3.4 of RFC 3492. - * http://tools.ietf.org/html/rfc3492#section-3.4 - * @private - */ - function adapt(delta, numPoints, firstTime) { - var k = 0; - delta = firstTime ? floor(delta / damp) : delta >> 1; - delta += floor(delta / numPoints); - for (/* no initialization */; delta > baseMinusTMin * tMax >> 1; k += base) { - delta = floor(delta / baseMinusTMin); - } - return floor(k + (baseMinusTMin + 1) * delta / (delta + skew)); - } - - /** - * Converts a Punycode string of ASCII-only symbols to a string of Unicode - * symbols. - * @memberOf punycode - * @param {String} input The Punycode string of ASCII-only symbols. - * @returns {String} The resulting string of Unicode symbols. - */ - function decode(input) { - // Don't use UCS-2 - var output = [], - inputLength = input.length, - out, - i = 0, - n = initialN, - bias = initialBias, - basic, - j, - index, - oldi, - w, - k, - digit, - t, - /** Cached calculation results */ - baseMinusT; - - // Handle the basic code points: let `basic` be the number of input code - // points before the last delimiter, or `0` if there is none, then copy - // the first basic code points to the output. - - basic = input.lastIndexOf(delimiter); - if (basic < 0) { - basic = 0; - } - - for (j = 0; j < basic; ++j) { - // if it's not a basic code point - if (input.charCodeAt(j) >= 0x80) { - error('not-basic'); - } - output.push(input.charCodeAt(j)); - } - - // Main decoding loop: start just after the last delimiter if any basic code - // points were copied; start at the beginning otherwise. - - for (index = basic > 0 ? basic + 1 : 0; index < inputLength; /* no final expression */) { - - // `index` is the index of the next character to be consumed. - // Decode a generalized variable-length integer into `delta`, - // which gets added to `i`. The overflow checking is easier - // if we increase `i` as we go, then subtract off its starting - // value at the end to obtain `delta`. - for (oldi = i, w = 1, k = base; /* no condition */; k += base) { - - if (index >= inputLength) { - error('invalid-input'); - } - - digit = basicToDigit(input.charCodeAt(index++)); - - if (digit >= base || digit > floor((maxInt - i) / w)) { - error('overflow'); - } - - i += digit * w; - t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias); - - if (digit < t) { - break; - } - - baseMinusT = base - t; - if (w > floor(maxInt / baseMinusT)) { - error('overflow'); - } - - w *= baseMinusT; - - } - - out = output.length + 1; - bias = adapt(i - oldi, out, oldi == 0); - - // `i` was supposed to wrap around from `out` to `0`, - // incrementing `n` each time, so we'll fix that now: - if (floor(i / out) > maxInt - n) { - error('overflow'); - } - - n += floor(i / out); - i %= out; - - // Insert `n` at position `i` of the output - output.splice(i++, 0, n); - - } - - return ucs2encode(output); - } - - /** - * Converts a string of Unicode symbols (e.g. a domain name label) to a - * Punycode string of ASCII-only symbols. - * @memberOf punycode - * @param {String} input The string of Unicode symbols. - * @returns {String} The resulting Punycode string of ASCII-only symbols. - */ - function encode(input) { - var n, - delta, - handledCPCount, - basicLength, - bias, - j, - m, - q, - k, - t, - currentValue, - output = [], - /** `inputLength` will hold the number of code points in `input`. */ - inputLength, - /** Cached calculation results */ - handledCPCountPlusOne, - baseMinusT, - qMinusT; - - // Convert the input in UCS-2 to Unicode - input = ucs2decode(input); - - // Cache the length - inputLength = input.length; - - // Initialize the state - n = initialN; - delta = 0; - bias = initialBias; - - // Handle the basic code points - for (j = 0; j < inputLength; ++j) { - currentValue = input[j]; - if (currentValue < 0x80) { - output.push(stringFromCharCode(currentValue)); - } - } - - handledCPCount = basicLength = output.length; - - // `handledCPCount` is the number of code points that have been handled; - // `basicLength` is the number of basic code points. - - // Finish the basic string - if it is not empty - with a delimiter - if (basicLength) { - output.push(delimiter); - } - - // Main encoding loop: - while (handledCPCount < inputLength) { - - // All non-basic code points < n have been handled already. Find the next - // larger one: - for (m = maxInt, j = 0; j < inputLength; ++j) { - currentValue = input[j]; - if (currentValue >= n && currentValue < m) { - m = currentValue; - } - } - - // Increase `delta` enough to advance the decoder's state to , - // but guard against overflow - handledCPCountPlusOne = handledCPCount + 1; - if (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) { - error('overflow'); - } - - delta += (m - n) * handledCPCountPlusOne; - n = m; - - for (j = 0; j < inputLength; ++j) { - currentValue = input[j]; - - if (currentValue < n && ++delta > maxInt) { - error('overflow'); - } - - if (currentValue == n) { - // Represent delta as a generalized variable-length integer - for (q = delta, k = base; /* no condition */; k += base) { - t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias); - if (q < t) { - break; - } - qMinusT = q - t; - baseMinusT = base - t; - output.push( - stringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0)) - ); - q = floor(qMinusT / baseMinusT); - } - - output.push(stringFromCharCode(digitToBasic(q, 0))); - bias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength); - delta = 0; - ++handledCPCount; - } - } - - ++delta; - ++n; - - } - return output.join(''); - } - - /** - * Converts a Punycode string representing a domain name or an email address - * to Unicode. Only the Punycoded parts of the input will be converted, i.e. - * it doesn't matter if you call it on a string that has already been - * converted to Unicode. - * @memberOf punycode - * @param {String} input The Punycoded domain name or email address to - * convert to Unicode. - * @returns {String} The Unicode representation of the given Punycode - * string. - */ - function toUnicode(input) { - return mapDomain(input, function(string) { - return regexPunycode.test(string) - ? decode(string.slice(4).toLowerCase()) - : string; - }); - } - - /** - * Converts a Unicode string representing a domain name or an email address to - * Punycode. Only the non-ASCII parts of the domain name will be converted, - * i.e. it doesn't matter if you call it with a domain that's already in - * ASCII. - * @memberOf punycode - * @param {String} input The domain name or email address to convert, as a - * Unicode string. - * @returns {String} The Punycode representation of the given domain name or - * email address. - */ - function toASCII(input) { - return mapDomain(input, function(string) { - return regexNonASCII.test(string) - ? 'xn--' + encode(string) - : string; - }); - } - - /*--------------------------------------------------------------------------*/ - - /** Define the public API */ - punycode = { - /** - * A string representing the current Punycode.js version number. - * @memberOf punycode - * @type String - */ - 'version': '1.3.2', - /** - * An object of methods to convert from JavaScript's internal character - * representation (UCS-2) to Unicode code points, and back. - * @see - * @memberOf punycode - * @type Object - */ - 'ucs2': { - 'decode': ucs2decode, - 'encode': ucs2encode - }, - 'decode': decode, - 'encode': encode, - 'toASCII': toASCII, - 'toUnicode': toUnicode - }; - - /** Expose `punycode` */ - // Some AMD build optimizers, like r.js, check for specific condition patterns - // like the following: - if (freeExports && freeModule) { - if (module.exports == freeExports) { // in Node.js or RingoJS v0.8.0+ - freeModule.exports = punycode; - } else { // in Narwhal or RingoJS v0.7.0- - for (key in punycode) { - punycode.hasOwnProperty(key) && (freeExports[key] = punycode[key]); - } - } - } else { // in Rhino or a web browser - root.punycode = punycode; - } - - }(commonjsGlobal$1)); - }); - - // Copyright Joyent, Inc. and other Node contributors. - - // If obj.hasOwnProperty has been overridden, then calling - // obj.hasOwnProperty(prop) will break. - // See: https://github.com/joyent/node/issues/1707 - function hasOwnProperty(obj, prop) { - return Object.prototype.hasOwnProperty.call(obj, prop); - } - - var decode = function(qs, sep, eq, options) { - sep = sep || '&'; - eq = eq || '='; - var obj = {}; - - if (typeof qs !== 'string' || qs.length === 0) { - return obj; - } - - var regexp = /\+/g; - qs = qs.split(sep); - - var maxKeys = 1000; - if (options && typeof options.maxKeys === 'number') { - maxKeys = options.maxKeys; - } - - var len = qs.length; - // maxKeys <= 0 means that we should not limit keys count - if (maxKeys > 0 && len > maxKeys) { - len = maxKeys; - } - - for (var i = 0; i < len; ++i) { - var x = qs[i].replace(regexp, '%20'), - idx = x.indexOf(eq), - kstr, vstr, k, v; - - if (idx >= 0) { - kstr = x.substr(0, idx); - vstr = x.substr(idx + 1); - } else { - kstr = x; - vstr = ''; - } - - k = decodeURIComponent(kstr); - v = decodeURIComponent(vstr); - - if (!hasOwnProperty(obj, k)) { - obj[k] = v; - } else if (Array.isArray(obj[k])) { - obj[k].push(v); - } else { - obj[k] = [obj[k], v]; + var Text = /** @class */ (function (_super) { + __extends$c(Text, _super); + /** + * @param text - The string that you would like the text to display + * @param {object|PIXI.TextStyle} [style] - The style parameters + * @param canvas - The canvas element for drawing text + */ + function Text(text, style, canvas) { + var _this = this; + var ownCanvas = false; + if (!canvas) { + canvas = settings.ADAPTER.createCanvas(); + ownCanvas = true; + } + canvas.width = 3; + canvas.height = 3; + var texture = Texture.from(canvas); + texture.orig = new Rectangle(); + texture.trim = new Rectangle(); + _this = _super.call(this, texture) || this; + _this._ownCanvas = ownCanvas; + _this.canvas = canvas; + _this.context = canvas.getContext('2d', { + // required for trimming to work without warnings + willReadFrequently: true, + }); + _this._resolution = settings.RESOLUTION; + _this._autoResolution = true; + _this._text = null; + _this._style = null; + _this._styleListener = null; + _this._font = ''; + _this.text = text; + _this.style = style; + _this.localStyleID = -1; + return _this; } - } - - return obj; - }; - - // Copyright Joyent, Inc. and other Node contributors. - - var stringifyPrimitive = function(v) { - switch (typeof v) { - case 'string': - return v; - - case 'boolean': - return v ? 'true' : 'false'; - - case 'number': - return isFinite(v) ? v : ''; - - default: - return ''; - } - }; - - var encode = function(obj, sep, eq, name) { - sep = sep || '&'; - eq = eq || '='; - if (obj === null) { - obj = undefined; - } - - if (typeof obj === 'object') { - return Object.keys(obj).map(function(k) { - var ks = encodeURIComponent(stringifyPrimitive(k)) + eq; - if (Array.isArray(obj[k])) { - return obj[k].map(function(v) { - return ks + encodeURIComponent(stringifyPrimitive(v)); - }).join(sep); - } else { - return ks + encodeURIComponent(stringifyPrimitive(obj[k])); - } - }).join(sep); - - } - - if (!name) { return ''; } - return encodeURIComponent(stringifyPrimitive(name)) + eq + - encodeURIComponent(stringifyPrimitive(obj)); - }; - - createCommonjsModule$1(function (module, exports) { - - exports.decode = exports.parse = decode; - exports.encode = exports.stringify = encode; - }); + /** + * Renders text to its canvas, and updates its texture. + * + * By default this is used internally to ensure the texture is correct before rendering, + * but it can be used called externally, for example from this class to 'pre-generate' the texture from a piece of text, + * and then shared across multiple Sprites. + * @param respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called. + */ + Text.prototype.updateText = function (respectDirty) { + var style = this._style; + // check if style has changed.. + if (this.localStyleID !== style.styleID) { + this.dirty = true; + this.localStyleID = style.styleID; + } + if (!this.dirty && respectDirty) { + return; + } + this._font = this._style.toFontString(); + var context = this.context; + var measured = TextMetrics.measureText(this._text || ' ', this._style, this._style.wordWrap, this.canvas); + var width = measured.width; + var height = measured.height; + var lines = measured.lines; + var lineHeight = measured.lineHeight; + var lineWidths = measured.lineWidths; + var maxLineWidth = measured.maxLineWidth; + var fontProperties = measured.fontProperties; + this.canvas.width = Math.ceil(Math.ceil((Math.max(1, width) + (style.padding * 2))) * this._resolution); + this.canvas.height = Math.ceil(Math.ceil((Math.max(1, height) + (style.padding * 2))) * this._resolution); + context.scale(this._resolution, this._resolution); + context.clearRect(0, 0, this.canvas.width, this.canvas.height); + context.font = this._font; + context.lineWidth = style.strokeThickness; + context.textBaseline = style.textBaseline; + context.lineJoin = style.lineJoin; + context.miterLimit = style.miterLimit; + var linePositionX; + var linePositionY; + // require 2 passes if a shadow; the first to draw the drop shadow, the second to draw the text + var passesCount = style.dropShadow ? 2 : 1; + // For v4, we drew text at the colours of the drop shadow underneath the normal text. This gave the correct zIndex, + // but features such as alpha and shadowblur did not look right at all, since we were using actual text as a shadow. + // + // For v5.0.0, we moved over to just use the canvas API for drop shadows, which made them look much nicer and more + // visually please, but now because the stroke is drawn and then the fill, drop shadows would appear on both the fill + // and the stroke; and fill drop shadows would appear over the top of the stroke. + // + // For v5.1.1, the new route is to revert to v4 style of drawing text first to get the drop shadows underneath normal + // text, but instead drawing text in the correct location, we'll draw it off screen (-paddingY), and then adjust the + // drop shadow so only that appears on screen (+paddingY). Now we'll have the correct draw order of the shadow + // beneath the text, whilst also having the proper text shadow styling. + for (var i = 0; i < passesCount; ++i) { + var isShadowPass = style.dropShadow && i === 0; + // we only want the drop shadow, so put text way off-screen + var dsOffsetText = isShadowPass ? Math.ceil(Math.max(1, height) + (style.padding * 2)) : 0; + var dsOffsetShadow = dsOffsetText * this._resolution; + if (isShadowPass) { + // On Safari, text with gradient and drop shadows together do not position correctly + // if the scale of the canvas is not 1: https://bugs.webkit.org/show_bug.cgi?id=197689 + // Therefore we'll set the styles to be a plain black whilst generating this drop shadow + context.fillStyle = 'black'; + context.strokeStyle = 'black'; + var dropShadowColor = style.dropShadowColor; + var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor)); + var dropShadowBlur = style.dropShadowBlur * this._resolution; + var dropShadowDistance = style.dropShadowDistance * this._resolution; + context.shadowColor = "rgba(" + rgb[0] * 255 + "," + rgb[1] * 255 + "," + rgb[2] * 255 + "," + style.dropShadowAlpha + ")"; + context.shadowBlur = dropShadowBlur; + context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance; + context.shadowOffsetY = (Math.sin(style.dropShadowAngle) * dropShadowDistance) + dsOffsetShadow; + } + else { + // set canvas text styles + context.fillStyle = this._generateFillStyle(style, lines, measured); + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + context.strokeStyle = style.stroke; + context.shadowColor = 'black'; + context.shadowBlur = 0; + context.shadowOffsetX = 0; + context.shadowOffsetY = 0; + } + var linePositionYShift = (lineHeight - fontProperties.fontSize) / 2; + if (!Text.nextLineHeightBehavior || lineHeight - fontProperties.fontSize < 0) { + linePositionYShift = 0; + } + // draw lines line by line + for (var i_1 = 0; i_1 < lines.length; i_1++) { + linePositionX = style.strokeThickness / 2; + linePositionY = ((style.strokeThickness / 2) + (i_1 * lineHeight)) + fontProperties.ascent + + linePositionYShift; + if (style.align === 'right') { + linePositionX += maxLineWidth - lineWidths[i_1]; + } + else if (style.align === 'center') { + linePositionX += (maxLineWidth - lineWidths[i_1]) / 2; + } + if (style.stroke && style.strokeThickness) { + this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText, true); + } + if (style.fill) { + this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText); + } + } + } + this.updateTexture(); + }; + /** + * Render the text with letter-spacing. + * @param text - The text to draw + * @param x - Horizontal position to draw the text + * @param y - Vertical position to draw the text + * @param isStroke - Is this drawing for the outside stroke of the + * text? If not, it's for the inside fill + */ + Text.prototype.drawLetterSpacing = function (text, x, y, isStroke) { + if (isStroke === void 0) { isStroke = false; } + var style = this._style; + // letterSpacing of 0 means normal + var letterSpacing = style.letterSpacing; + // Checking that we can use moddern canvas2D api + // https://developer.chrome.com/origintrials/#/view_trial/3585991203293757441 + // note: this is unstable API, Chrome less 94 use a `textLetterSpacing`, newest use a letterSpacing + // eslint-disable-next-line max-len + var supportLetterSpacing = Text.experimentalLetterSpacing + && ('letterSpacing' in CanvasRenderingContext2D.prototype + || 'textLetterSpacing' in CanvasRenderingContext2D.prototype); + if (letterSpacing === 0 || supportLetterSpacing) { + if (supportLetterSpacing) { + this.context.letterSpacing = letterSpacing; + this.context.textLetterSpacing = letterSpacing; + } + if (isStroke) { + this.context.strokeText(text, x, y); + } + else { + this.context.fillText(text, x, y); + } + return; + } + var currentPosition = x; + // Using Array.from correctly splits characters whilst keeping emoji together. + // This is not supported on IE as it requires ES6, so regular text splitting occurs. + // This also doesn't account for emoji that are multiple emoji put together to make something else. + // Handling all of this would require a big library itself. + // https://medium.com/@giltayar/iterating-over-emoji-characters-the-es6-way-f06e4589516 + // https://github.com/orling/grapheme-splitter + var stringArray = Array.from ? Array.from(text) : text.split(''); + var previousWidth = this.context.measureText(text).width; + var currentWidth = 0; + for (var i = 0; i < stringArray.length; ++i) { + var currentChar = stringArray[i]; + if (isStroke) { + this.context.strokeText(currentChar, currentPosition, y); + } + else { + this.context.fillText(currentChar, currentPosition, y); + } + var textStr = ''; + for (var j = i + 1; j < stringArray.length; ++j) { + textStr += stringArray[j]; + } + currentWidth = this.context.measureText(textStr).width; + currentPosition += previousWidth - currentWidth + letterSpacing; + previousWidth = currentWidth; + } + }; + /** Updates texture size based on canvas size. */ + Text.prototype.updateTexture = function () { + var canvas = this.canvas; + if (this._style.trim) { + var trimmed = trimCanvas(canvas); + if (trimmed.data) { + canvas.width = trimmed.width; + canvas.height = trimmed.height; + this.context.putImageData(trimmed.data, 0, 0); + } + } + var texture = this._texture; + var style = this._style; + var padding = style.trim ? 0 : style.padding; + var baseTexture = texture.baseTexture; + texture.trim.width = texture._frame.width = canvas.width / this._resolution; + texture.trim.height = texture._frame.height = canvas.height / this._resolution; + texture.trim.x = -padding; + texture.trim.y = -padding; + texture.orig.width = texture._frame.width - (padding * 2); + texture.orig.height = texture._frame.height - (padding * 2); + // call sprite onTextureUpdate to update scale if _width or _height were set + this._onTextureUpdate(); + baseTexture.setRealSize(canvas.width, canvas.height, this._resolution); + texture.updateUvs(); + this.dirty = false; + }; + /** + * Renders the object using the WebGL renderer + * @param renderer - The renderer + */ + Text.prototype._render = function (renderer) { + if (this._autoResolution && this._resolution !== renderer.resolution) { + this._resolution = renderer.resolution; + this.dirty = true; + } + this.updateText(true); + _super.prototype._render.call(this, renderer); + }; + /** Updates the transform on all children of this container for rendering. */ + Text.prototype.updateTransform = function () { + this.updateText(true); + _super.prototype.updateTransform.call(this); + }; + Text.prototype.getBounds = function (skipUpdate, rect) { + this.updateText(true); + if (this._textureID === -1) { + // texture was updated: recalculate transforms + skipUpdate = false; + } + return _super.prototype.getBounds.call(this, skipUpdate, rect); + }; + /** + * Gets the local bounds of the text object. + * @param rect - The output rectangle. + * @returns The bounds. + */ + Text.prototype.getLocalBounds = function (rect) { + this.updateText(true); + return _super.prototype.getLocalBounds.call(this, rect); + }; + /** Calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account. */ + Text.prototype._calculateBounds = function () { + this.calculateVertices(); + // if we have already done this on THIS frame. + this._bounds.addQuad(this.vertexData); + }; + /** + * Generates the fill style. Can automatically generate a gradient based on the fill style being an array + * @param style - The style. + * @param lines - The lines of text. + * @param metrics + * @returns The fill style + */ + Text.prototype._generateFillStyle = function (style, lines, metrics) { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + var fillStyle = style.fill; + if (!Array.isArray(fillStyle)) { + return fillStyle; + } + else if (fillStyle.length === 1) { + return fillStyle[0]; + } + // the gradient will be evenly spaced out according to how large the array is. + // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75 + var gradient; + // a dropshadow will enlarge the canvas and result in the gradient being + // generated with the incorrect dimensions + var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0; + // should also take padding into account, padding can offset the gradient + var padding = style.padding || 0; + var width = (this.canvas.width / this._resolution) - dropShadowCorrection - (padding * 2); + var height = (this.canvas.height / this._resolution) - dropShadowCorrection - (padding * 2); + // make a copy of the style settings, so we can manipulate them later + var fill = fillStyle.slice(); + var fillGradientStops = style.fillGradientStops.slice(); + // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75 + if (!fillGradientStops.length) { + var lengthPlus1 = fill.length + 1; + for (var i = 1; i < lengthPlus1; ++i) { + fillGradientStops.push(i / lengthPlus1); + } + } + // stop the bleeding of the last gradient on the line above to the top gradient of the this line + // by hard defining the first gradient colour at point 0, and last gradient colour at point 1 + fill.unshift(fillStyle[0]); + fillGradientStops.unshift(0); + fill.push(fillStyle[fillStyle.length - 1]); + fillGradientStops.push(1); + if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) { + // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas + gradient = this.context.createLinearGradient(width / 2, padding, width / 2, height + padding); + // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect + // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 + // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc + var textHeight = metrics.fontProperties.fontSize + style.strokeThickness; + for (var i = 0; i < lines.length; i++) { + var lastLineBottom = (metrics.lineHeight * (i - 1)) + textHeight; + var thisLineTop = metrics.lineHeight * i; + var thisLineGradientStart = thisLineTop; + // Handle case where last & this line overlap + if (i > 0 && lastLineBottom > thisLineTop) { + thisLineGradientStart = (thisLineTop + lastLineBottom) / 2; + } + var thisLineBottom = thisLineTop + textHeight; + var nextLineTop = metrics.lineHeight * (i + 1); + var thisLineGradientEnd = thisLineBottom; + // Handle case where this & next line overlap + if (i + 1 < lines.length && nextLineTop < thisLineBottom) { + thisLineGradientEnd = (thisLineBottom + nextLineTop) / 2; + } + // textHeight, but as a 0-1 size in global gradient stop space + var gradStopLineHeight = (thisLineGradientEnd - thisLineGradientStart) / height; + for (var j = 0; j < fill.length; j++) { + // 0-1 stop point for the current line, multiplied to global space afterwards + var lineStop = 0; + if (typeof fillGradientStops[j] === 'number') { + lineStop = fillGradientStops[j]; + } + else { + lineStop = j / fill.length; + } + var globalStop = Math.min(1, Math.max(0, (thisLineGradientStart / height) + (lineStop * gradStopLineHeight))); + // There's potential for floating point precision issues at the seams between gradient repeats. + globalStop = Number(globalStop.toFixed(5)); + gradient.addColorStop(globalStop, fill[j]); + } + } + } + else { + // start the gradient at the center left of the canvas, and end at the center right of the canvas + gradient = this.context.createLinearGradient(padding, height / 2, width + padding, height / 2); + // can just evenly space out the gradients in this case, as multiple lines makes no difference + // to an even left to right gradient + var totalIterations = fill.length + 1; + var currentIteration = 1; + for (var i = 0; i < fill.length; i++) { + var stop = void 0; + if (typeof fillGradientStops[i] === 'number') { + stop = fillGradientStops[i]; + } + else { + stop = currentIteration / totalIterations; + } + gradient.addColorStop(stop, fill[i]); + currentIteration++; + } + } + return gradient; + }; + /** + * Destroys this text object. + * + * Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as + * the majority of the time the texture will not be shared with any other Sprites. + * @param options - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their + * destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well + * @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well + */ + Text.prototype.destroy = function (options) { + if (typeof options === 'boolean') { + options = { children: options }; + } + options = Object.assign({}, defaultDestroyOptions, options); + _super.prototype.destroy.call(this, options); + // set canvas width and height to 0 to workaround memory leak in Safari < 13 + // https://stackoverflow.com/questions/52532614/total-canvas-memory-use-exceeds-the-maximum-limit-safari-12 + if (this._ownCanvas) { + this.canvas.height = this.canvas.width = 0; + } + // make sure to reset the context and canvas.. dont want this hanging around in memory! + this.context = null; + this.canvas = null; + this._style = null; + }; + Object.defineProperty(Text.prototype, "width", { + /** The width of the Text, setting this will actually modify the scale to achieve the value set. */ + get: function () { + this.updateText(true); + return Math.abs(this.scale.x) * this._texture.orig.width; + }, + set: function (value) { + this.updateText(true); + var s = sign(this.scale.x) || 1; + this.scale.x = s * value / this._texture.orig.width; + this._width = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Text.prototype, "height", { + /** The height of the Text, setting this will actually modify the scale to achieve the value set. */ + get: function () { + this.updateText(true); + return Math.abs(this.scale.y) * this._texture.orig.height; + }, + set: function (value) { + this.updateText(true); + var s = sign(this.scale.y) || 1; + this.scale.y = s * value / this._texture.orig.height; + this._height = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Text.prototype, "style", { + /** + * Set the style of the text. + * + * Set up an event listener to listen for changes on the style object and mark the text as dirty. + */ + get: function () { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the ITextStyle + // since the setter creates the TextStyle. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + return this._style; + }, + set: function (style) { + style = style || {}; + if (style instanceof TextStyle) { + this._style = style; + } + else { + this._style = new TextStyle(style); + } + this.localStyleID = -1; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Text.prototype, "text", { + /** Set the copy for the text object. To split a line you can use '\n'. */ + get: function () { + return this._text; + }, + set: function (text) { + text = String(text === null || text === undefined ? '' : text); + if (this._text === text) { + return; + } + this._text = text; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Text.prototype, "resolution", { + /** + * The resolution / device pixel ratio of the canvas. + * + * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually. + * @default 1 + */ + get: function () { + return this._resolution; + }, + set: function (value) { + this._autoResolution = false; + if (this._resolution === value) { + return; + } + this._resolution = value; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + /** + * New behavior for `lineHeight` that's meant to mimic HTML text. A value of `true` will + * make sure the first baseline is offset by the `lineHeight` value if it is greater than `fontSize`. + * A value of `false` will use the legacy behavior and not change the baseline of the first line. + * In the next major release, we'll enable this by default. + */ + Text.nextLineHeightBehavior = false; + /** + * New rendering behavior for letter-spacing which uses Chrome's new native API. This will + * lead to more accurate letter-spacing results because it does not try to manually draw + * each character. However, this Chrome API is experimental and may not serve all cases yet. + */ + Text.experimentalLetterSpacing = false; + return Text; + }(Sprite)); /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/prepare - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/constants is licensed under the MIT License. + * @pixi/prepare is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ + /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV$2; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$2 || (ENV$2 = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE$2; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$2 || (RENDERER_TYPE$2 = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ - var BUFFER_BITS$2; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$2 || (BUFFER_BITS$2 = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES$2; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$2 || (BLEND_MODES$2 = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES$2; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$2 || (DRAW_MODES$2 = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS$2; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$2 || (FORMATS$2 = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS$2; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$2 || (TARGETS$2 = {})); - /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ - var TYPES$2; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$2 || (TYPES$2 = {})); - /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI + * Default number of uploads per frame using prepare plugin. * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - + * @memberof PIXI.settings + * @name UPLOADS_PER_FRAME + * @type {number} + * @default 4 */ - var SAMPLER_TYPES$2; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$2 || (SAMPLER_TYPES$2 = {})); + settings.UPLOADS_PER_FRAME = 4; + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$b = function(d, b) { + extendStatics$b = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$b(d, b); + }; + + function __extends$b(d, b) { + extendStatics$b(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. + * CountLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified + * number of items per frame. * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling */ - var SCALE_MODES$2; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$2 || (SCALE_MODES$2 = {})); + var CountLimiter = /** @class */ (function () { + /** + * @param maxItemsPerFrame - The maximum number of items that can be prepared each frame. + */ + function CountLimiter(maxItemsPerFrame) { + this.maxItemsPerFrame = maxItemsPerFrame; + this.itemsLeft = 0; + } + /** Resets any counting properties to start fresh on a new frame. */ + CountLimiter.prototype.beginFrame = function () { + this.itemsLeft = this.maxItemsPerFrame; + }; + /** + * Checks to see if another item can be uploaded. This should only be called once per item. + * @returns If the item is allowed to be uploaded. + */ + CountLimiter.prototype.allowedToUpload = function () { + return this.itemsLeft-- > 0; + }; + return CountLimiter; + }()); + /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring + * Built-in hook to find multiple textures from objects like AnimatedSprites. + * @private + * @param item - Display object to check + * @param queue - Collection of items to upload + * @returns If a PIXI.Texture object was found. */ - var WRAP_MODES$2; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$2 || (WRAP_MODES$2 = {})); + function findMultipleBaseTextures(item, queue) { + var result = false; + // Objects with multiple textures + if (item && item._textures && item._textures.length) { + for (var i = 0; i < item._textures.length; i++) { + if (item._textures[i] instanceof Texture) { + var baseTexture = item._textures[i].baseTexture; + if (queue.indexOf(baseTexture) === -1) { + queue.push(baseTexture); + result = true; + } + } + } + } + return result; + } /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. + * Built-in hook to find BaseTextures from Texture. + * @private + * @param item - Display object to check + * @param queue - Collection of items to upload + * @returns If a PIXI.Texture object was found. */ - var MIPMAP_MODES$2; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$2 || (MIPMAP_MODES$2 = {})); + function findBaseTexture(item, queue) { + if (item.baseTexture instanceof BaseTexture) { + var texture = item.baseTexture; + if (queue.indexOf(texture) === -1) { + queue.push(texture); + } + return true; + } + return false; + } /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. + * Built-in hook to find textures from objects. + * @private + * @param item - Display object to check + * @param queue - Collection of items to upload + * @returns If a PIXI.Texture object was found. */ - var ALPHA_MODES$2; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$2 || (ALPHA_MODES$2 = {})); + function findTexture(item, queue) { + if (item._texture && item._texture instanceof Texture) { + var texture = item._texture.baseTexture; + if (queue.indexOf(texture) === -1) { + queue.push(texture); + } + return true; + } + return false; + } /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT + * Built-in hook to draw PIXI.Text to its texture. + * @private + * @param _helper - Not used by this upload handler + * @param item - Item to check + * @returns If item was uploaded. */ - var CLEAR_MODES$2; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$2 || (CLEAR_MODES$2 = {})); + function drawText(_helper, item) { + if (item instanceof Text) { + // updating text will return early if it is not dirty + item.updateText(true); + return true; + } + return false; + } /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually + * Built-in hook to calculate a text style for a PIXI.Text object. + * @private + * @param _helper - Not used by this upload handler + * @param item - Item to check + * @returns If item was uploaded. */ - var GC_MODES$2; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$2 || (GC_MODES$2 = {})); + function calculateTextStyle(_helper, item) { + if (item instanceof TextStyle) { + var font = item.toFontString(); + TextMetrics.measureFont(font); + return true; + } + return false; + } /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - + * Built-in hook to find Text objects. + * @private + * @param item - Display object to check + * @param queue - Collection of items to upload + * @returns if a PIXI.Text object was found. */ - var PRECISION$2; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION$2 || (PRECISION$2 = {})); + function findText(item, queue) { + if (item instanceof Text) { + // push the text style to prepare it - this can be really expensive + if (queue.indexOf(item.style) === -1) { + queue.push(item.style); + } + // also push the text object so that we can render it (to canvas/texture) if needed + if (queue.indexOf(item) === -1) { + queue.push(item); + } + // also push the Text's texture for upload to GPU + var texture = item._texture.baseTexture; + if (queue.indexOf(texture) === -1) { + queue.push(texture); + } + return true; + } + return false; + } /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES + * Built-in hook to find TextStyle objects. + * @private + * @param item - Display object to check + * @param queue - Collection of items to upload + * @returns If a PIXI.TextStyle object was found. + */ + function findTextStyle(item, queue) { + if (item instanceof TextStyle) { + if (queue.indexOf(item) === -1) { + queue.push(item); + } + return true; + } + return false; + } + /** + * The prepare manager provides functionality to upload content to the GPU. + * + * BasePrepare handles basic queuing functionality and is extended by + * {@link PIXI.Prepare} and {@link PIXI.CanvasPrepare} + * to provide preparation capabilities specific to their respective renderers. + * @example + * // Create a sprite + * const sprite = PIXI.Sprite.from('something.png'); + * + * // Load object into GPU + * app.renderer.plugins.prepare.upload(sprite, () => { + * + * //Texture(s) has been uploaded to GPU + * app.stage.addChild(sprite); + * + * }) + * @abstract * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) */ - var MASK_TYPES$2; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$2 || (MASK_TYPES$2 = {})); + var BasePrepare = /** @class */ (function () { + /** + * @param {PIXI.AbstractRenderer} renderer - A reference to the current renderer + */ + function BasePrepare(renderer) { + var _this = this; + this.limiter = new CountLimiter(settings.UPLOADS_PER_FRAME); + this.renderer = renderer; + this.uploadHookHelper = null; + this.queue = []; + this.addHooks = []; + this.uploadHooks = []; + this.completes = []; + this.ticking = false; + this.delayedTick = function () { + // unlikely, but in case we were destroyed between tick() and delayedTick() + if (!_this.queue) { + return; + } + _this.prepareItems(); + }; + // hooks to find the correct texture + this.registerFindHook(findText); + this.registerFindHook(findTextStyle); + this.registerFindHook(findMultipleBaseTextures); + this.registerFindHook(findBaseTexture); + this.registerFindHook(findTexture); + // upload hooks + this.registerUploadHook(drawText); + this.registerUploadHook(calculateTextStyle); + } + /** @ignore */ + BasePrepare.prototype.upload = function (item, done) { + var _this = this; + if (typeof item === 'function') { + done = item; + item = null; + } + if (done) { + deprecation('6.5.0', 'BasePrepare.upload callback is deprecated, use the return Promise instead.'); + } + return new Promise(function (resolve) { + // If a display object, search for items + // that we could upload + if (item) { + _this.add(item); + } + // TODO: remove done callback and just use resolve + var complete = function () { + done === null || done === void 0 ? void 0 : done(); + resolve(); + }; + // Get the items for upload from the display + if (_this.queue.length) { + _this.completes.push(complete); + if (!_this.ticking) { + _this.ticking = true; + Ticker.system.addOnce(_this.tick, _this, UPDATE_PRIORITY.UTILITY); + } + } + else { + complete(); + } + }); + }; + /** + * Handle tick update + * @private + */ + BasePrepare.prototype.tick = function () { + setTimeout(this.delayedTick, 0); + }; + /** + * Actually prepare items. This is handled outside of the tick because it will take a while + * and we do NOT want to block the current animation frame from rendering. + * @private + */ + BasePrepare.prototype.prepareItems = function () { + this.limiter.beginFrame(); + // Upload the graphics + while (this.queue.length && this.limiter.allowedToUpload()) { + var item = this.queue[0]; + var uploaded = false; + if (item && !item._destroyed) { + for (var i = 0, len = this.uploadHooks.length; i < len; i++) { + if (this.uploadHooks[i](this.uploadHookHelper, item)) { + this.queue.shift(); + uploaded = true; + break; + } + } + } + if (!uploaded) { + this.queue.shift(); + } + } + // We're finished + if (!this.queue.length) { + this.ticking = false; + var completes = this.completes.slice(0); + this.completes.length = 0; + for (var i = 0, len = completes.length; i < len; i++) { + completes[i](); + } + } + else { + // if we are not finished, on the next rAF do this again + Ticker.system.addOnce(this.tick, this, UPDATE_PRIORITY.UTILITY); + } + }; + /** + * Adds hooks for finding items. + * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array` + * function must return `true` if it was able to add item to the queue. + * @returns Instance of plugin for chaining. + */ + BasePrepare.prototype.registerFindHook = function (addHook) { + if (addHook) { + this.addHooks.push(addHook); + } + return this; + }; + /** + * Adds hooks for uploading items. + * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and + * function must return `true` if it was able to handle upload of item. + * @returns Instance of plugin for chaining. + */ + BasePrepare.prototype.registerUploadHook = function (uploadHook) { + if (uploadHook) { + this.uploadHooks.push(uploadHook); + } + return this; + }; + /** + * Manually add an item to the uploading queue. + * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to + * add to the queue + * @returns Instance of plugin for chaining. + */ + BasePrepare.prototype.add = function (item) { + // Add additional hooks for finding elements on special + // types of objects that + for (var i = 0, len = this.addHooks.length; i < len; i++) { + if (this.addHooks[i](item, this.queue)) { + break; + } + } + // Get children recursively + if (item instanceof Container) { + for (var i = item.children.length - 1; i >= 0; i--) { + this.add(item.children[i]); + } + } + return this; + }; + /** Destroys the plugin, don't use after this. */ + BasePrepare.prototype.destroy = function () { + if (this.ticking) { + Ticker.system.remove(this.tick, this); + } + this.ticking = false; + this.addHooks = null; + this.uploadHooks = null; + this.renderer = null; + this.completes = null; + this.queue = null; + this.limiter = null; + this.uploadHookHelper = null; + }; + return BasePrepare; + }()); + + /** + * Built-in hook to upload PIXI.Texture objects to the GPU. + * @private + * @param renderer - instance of the webgl renderer + * @param item - Item to check + * @returns If item was uploaded. + */ + function uploadBaseTextures(renderer, item) { + if (item instanceof BaseTexture) { + // if the texture already has a GL texture, then the texture has been prepared or rendered + // before now. If the texture changed, then the changer should be calling texture.update() which + // reuploads the texture without need for preparing it again + if (!item._glTextures[renderer.CONTEXT_UID]) { + renderer.texture.bind(item); + } + return true; + } + return false; + } /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. + * Built-in hook to upload PIXI.Graphics to the GPU. + * @private + * @param renderer - instance of the webgl renderer + * @param item - Item to check + * @returns If item was uploaded. */ - var COLOR_MASK_BITS$2; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$2 || (COLOR_MASK_BITS$2 = {})); + function uploadGraphics(renderer, item) { + if (!(item instanceof Graphics)) { + return false; + } + var geometry = item.geometry; + // update dirty graphics to get batches + item.finishPoly(); + geometry.updateBatches(); + var batches = geometry.batches; + // upload all textures found in styles + for (var i = 0; i < batches.length; i++) { + var texture = batches[i].style.texture; + if (texture) { + uploadBaseTextures(renderer, texture.baseTexture); + } + } + // if its not batchable - update vao for particular shader + if (!geometry.batchable) { + renderer.geometry.bind(geometry, item._resolveDirectShader(renderer)); + } + return true; + } /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples + * Built-in hook to find graphics. + * @private + * @param item - Display object to check + * @param queue - Collection of items to upload + * @returns if a PIXI.Graphics object was found. */ - var MSAA_QUALITY$2; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$2 || (MSAA_QUALITY$2 = {})); + function findGraphics(item, queue) { + if (item instanceof Graphics) { + queue.push(item); + return true; + } + return false; + } /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE + * The prepare plugin provides renderer-specific plugins for pre-rendering DisplayObjects. These plugins are useful for + * asynchronously preparing and uploading to the GPU assets, textures, graphics waiting to be displayed. + * + * Do not instantiate this plugin directly. It is available from the `renderer.plugins` property. + * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}. + * @example + * // Create a new application + * const app = new PIXI.Application(); + * document.body.appendChild(app.view); + * + * // Don't start rendering right away + * app.stop(); + * + * // create a display object + * const rect = new PIXI.Graphics() + * .beginFill(0x00ff00) + * .drawRect(40, 40, 200, 200); + * + * // Add to the stage + * app.stage.addChild(rect); + * + * // Don't start rendering until the graphic is uploaded to the GPU + * app.renderer.plugins.prepare.upload(app.stage, () => { + * app.start(); + * }); * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects */ - var BUFFER_TYPE$2; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$2 || (BUFFER_TYPE$2 = {})); + var Prepare = /** @class */ (function (_super) { + __extends$b(Prepare, _super); + /** + * @param {PIXI.Renderer} renderer - A reference to the current renderer + */ + function Prepare(renderer) { + var _this = _super.call(this, renderer) || this; + _this.uploadHookHelper = _this.renderer; + // Add textures and graphics to upload + _this.registerFindHook(findGraphics); + _this.registerUploadHook(uploadBaseTextures); + _this.registerUploadHook(uploadGraphics); + return _this; + } + /** @ignore */ + Prepare.extension = { + name: 'prepare', + type: ExtensionType.RendererPlugin, + }; + return Prepare; + }(BasePrepare)); /*! - * @pixi/utils - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/spritesheet - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/utils is licensed under the MIT License. + * @pixi/spritesheet is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ /** - * The prefix that denotes a URL is for a retina asset. - * @static - * @name RETINA_PREFIX - * @memberof PIXI.settings - * @type {RegExp} - * @default /@([0-9\.]+)x/ - * @example `@2x` - */ - settings.RETINA_PREFIX = /@([0-9\.]+)x/; - /** - * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function. - * If set to true, a WebGL renderer can fail to be created if the browser thinks there could be performance issues when - * using WebGL. + * Utility class for maintaining reference to a collection + * of Textures on a single Spritesheet. * - * In PixiJS v6 this has changed from true to false by default, to allow WebGL to work in as many scenarios as possible. - * However, some users may have a poor experience, for example, if a user has a gpu or driver version blacklisted by the - * browser. + * To access a sprite sheet from your code you may pass its JSON data file to Pixi's loader: * - * If your application requires high performance rendering, you may wish to set this to false. - * We recommend one of two options if you decide to set this flag to false: + * ```js + * PIXI.Loader.shared.add("images/spritesheet.json").load(setup); * - * 1: Use the `pixi.js-legacy` package, which includes a Canvas renderer as a fallback in case high performance WebGL is - * not supported. + * function setup() { + * let sheet = PIXI.Loader.shared.resources["images/spritesheet.json"].spritesheet; + * ... + * } + * ``` * - * 2: Call `isWebGLSupported` (which if found in the PIXI.utils package) in your code before attempting to create a PixiJS - * renderer, and show an error message to the user if the function returns false, explaining that their device & browser - * combination does not support high performance WebGL. - * This is a much better strategy than trying to create a PixiJS renderer and finding it then fails. - * @static - * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ - settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false; - - /** - * Corrects PixiJS blend, takes premultiplied alpha into account - * @memberof PIXI.utils - * @function mapPremultipliedBlendModes - * @private - * @returns {Array} Mapped modes. - */ - function mapPremultipliedBlendModes() { - var pm = []; - var npm = []; - for (var i = 0; i < 32; i++) { - pm[i] = i; - npm[i] = i; - } - pm[BLEND_MODES$2.NORMAL_NPM] = BLEND_MODES$2.NORMAL; - pm[BLEND_MODES$2.ADD_NPM] = BLEND_MODES$2.ADD; - pm[BLEND_MODES$2.SCREEN_NPM] = BLEND_MODES$2.SCREEN; - npm[BLEND_MODES$2.NORMAL] = BLEND_MODES$2.NORMAL_NPM; - npm[BLEND_MODES$2.ADD] = BLEND_MODES$2.ADD_NPM; - npm[BLEND_MODES$2.SCREEN] = BLEND_MODES$2.SCREEN_NPM; - var array = []; - array.push(npm); - array.push(pm); - return array; - } - /** - * maps premultiply flag and blendMode to adjusted blendMode - * @memberof PIXI.utils - * @constant premultiplyBlendMode - * @type {Array} - */ - mapPremultipliedBlendModes(); - - // A map of warning messages already fired - var warnings = {}; - /** - * Helper for warning developers about deprecated features & settings. - * A stack track for warnings is given; useful for tracking-down where - * deprecated methods/properties/classes are being used within the code. - * @memberof PIXI.utils - * @function deprecation - * @param {string} version - The version where the feature became deprecated - * @param {string} message - Message should include what is deprecated, where, and the new solution - * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack - * this is mostly to ignore internal deprecation calls. - */ - function deprecation(version, message, ignoreDepth) { - if (ignoreDepth === void 0) { ignoreDepth = 3; } - // Ignore duplicat - if (warnings[message]) { - return; - } - /* eslint-disable no-console */ - var stack = new Error().stack; - // Handle IE < 10 and Safari < 6 - if (typeof stack === 'undefined') { - console.warn('PixiJS Deprecation Warning: ', message + "\nDeprecated since v" + version); - } - else { - // chop off the stack trace which includes PixiJS internal calls - stack = stack.split('\n').splice(ignoreDepth).join('\n'); - if (console.groupCollapsed) { - console.groupCollapsed('%cPixiJS Deprecation Warning: %c%s', 'color:#614108;background:#fffbe6', 'font-weight:normal;color:#614108;background:#fffbe6', message + "\nDeprecated since v" + version); - console.warn(stack); - console.groupEnd(); - } - else { - console.warn('PixiJS Deprecation Warning: ', message + "\nDeprecated since v" + version); - console.warn(stack); - } - } - /* eslint-enable no-console */ - warnings[message] = true; - } - - /** - * Creates a Canvas element of the given size to be used as a target for rendering to. - * @class - * @memberof PIXI.utils + * Alternately, you may circumvent the loader by instantiating the Spritesheet directly: + * ```js + * const sheet = new PIXI.Spritesheet(texture, spritesheetData); + * await sheet.parse(); + * console.log('Spritesheet ready to use!'); + * ``` + * + * With the `sheet.textures` you can create Sprite objects,`sheet.animations` can be used to create an AnimatedSprite. + * + * Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker}, + * {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}. + * Default anchor points (see {@link PIXI.Texture#defaultAnchor}) and grouping of animation sprites are currently only + * supported by TexturePacker. + * @memberof PIXI */ - /** @class */ ((function () { + var Spritesheet = /** @class */ (function () { /** - * @param width - the width for the newly created canvas - * @param height - the height for the newly created canvas - * @param {number} [resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the canvas + * @param texture - Reference to the source BaseTexture object. + * @param {object} data - Spritesheet image data. + * @param resolutionFilename - The filename to consider when determining + * the resolution of the spritesheet. If not provided, the imageUrl will + * be used on the BaseTexture. */ - function CanvasRenderTarget(width, height, resolution) { - this.canvas = settings.ADAPTER.createCanvas(); - this.context = this.canvas.getContext('2d'); - this.resolution = resolution || settings.RESOLUTION; - this.resize(width, height); + function Spritesheet(texture, data, resolutionFilename) { + if (resolutionFilename === void 0) { resolutionFilename = null; } + /** For multi-packed spritesheets, this contains a reference to all the other spritesheets it depends on. */ + this.linkedSheets = []; + this._texture = texture instanceof Texture ? texture : null; + this.baseTexture = texture instanceof BaseTexture ? texture : this._texture.baseTexture; + this.textures = {}; + this.animations = {}; + this.data = data; + var resource = this.baseTexture.resource; + this.resolution = this._updateResolution(resolutionFilename || (resource ? resource.url : null)); + this._frames = this.data.frames; + this._frameKeys = Object.keys(this._frames); + this._batchIndex = 0; + this._callback = null; } /** - * Clears the canvas that was created by the CanvasRenderTarget class. - * @private + * Generate the resolution from the filename or fallback + * to the meta.scale field of the JSON data. + * @param resolutionFilename - The filename to use for resolving + * the default resolution. + * @returns Resolution to use for spritesheet. */ - CanvasRenderTarget.prototype.clear = function () { - this.context.setTransform(1, 0, 0, 1, 0, 0); - this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); + Spritesheet.prototype._updateResolution = function (resolutionFilename) { + if (resolutionFilename === void 0) { resolutionFilename = null; } + var scale = this.data.meta.scale; + // Use a defaultValue of `null` to check if a url-based resolution is set + var resolution = getResolutionOfUrl(resolutionFilename, null); + // No resolution found via URL + if (resolution === null) { + // Use the scale value or default to 1 + resolution = scale !== undefined ? parseFloat(scale) : 1; + } + // For non-1 resolutions, update baseTexture + if (resolution !== 1) { + this.baseTexture.setResolution(resolution); + } + return resolution; + }; + /** @ignore */ + Spritesheet.prototype.parse = function (callback) { + var _this = this; + if (callback) { + deprecation('6.5.0', 'Spritesheet.parse callback is deprecated, use the return Promise instead.'); + } + return new Promise(function (resolve) { + _this._callback = function (textures) { + callback === null || callback === void 0 ? void 0 : callback(textures); + resolve(textures); + }; + _this._batchIndex = 0; + if (_this._frameKeys.length <= Spritesheet.BATCH_SIZE) { + _this._processFrames(0); + _this._processAnimations(); + _this._parseComplete(); + } + else { + _this._nextBatch(); + } + }); }; /** - * Resizes the canvas to the specified width and height. - * @param desiredWidth - the desired width of the canvas - * @param desiredHeight - the desired height of the canvas + * Process a batch of frames + * @param initialFrameIndex - The index of frame to start. */ - CanvasRenderTarget.prototype.resize = function (desiredWidth, desiredHeight) { - this.canvas.width = Math.round(desiredWidth * this.resolution); - this.canvas.height = Math.round(desiredHeight * this.resolution); + Spritesheet.prototype._processFrames = function (initialFrameIndex) { + var frameIndex = initialFrameIndex; + var maxFrames = Spritesheet.BATCH_SIZE; + while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length) { + var i = this._frameKeys[frameIndex]; + var data = this._frames[i]; + var rect = data.frame; + if (rect) { + var frame = null; + var trim = null; + var sourceSize = data.trimmed !== false && data.sourceSize + ? data.sourceSize : data.frame; + var orig = new Rectangle(0, 0, Math.floor(sourceSize.w) / this.resolution, Math.floor(sourceSize.h) / this.resolution); + if (data.rotated) { + frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.h) / this.resolution, Math.floor(rect.w) / this.resolution); + } + else { + frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution); + } + // Check to see if the sprite is trimmed + if (data.trimmed !== false && data.spriteSourceSize) { + trim = new Rectangle(Math.floor(data.spriteSourceSize.x) / this.resolution, Math.floor(data.spriteSourceSize.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution); + } + this.textures[i] = new Texture(this.baseTexture, frame, orig, trim, data.rotated ? 2 : 0, data.anchor); + // lets also add the frame to pixi's global cache for 'from' and 'fromLoader' functions + Texture.addToCache(this.textures[i], i); + } + frameIndex++; + } }; - /** Destroys this canvas. */ - CanvasRenderTarget.prototype.destroy = function () { - this.context = null; - this.canvas = null; + /** Parse animations config. */ + Spritesheet.prototype._processAnimations = function () { + var animations = this.data.animations || {}; + for (var animName in animations) { + this.animations[animName] = []; + for (var i = 0; i < animations[animName].length; i++) { + var frameName = animations[animName][i]; + this.animations[animName].push(this.textures[frameName]); + } + } }; - Object.defineProperty(CanvasRenderTarget.prototype, "width", { - /** - * The width of the canvas buffer in pixels. - * @member {number} - */ - get: function () { - return this.canvas.width; - }, - set: function (val) { - this.canvas.width = Math.round(val); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(CanvasRenderTarget.prototype, "height", { - /** - * The height of the canvas buffer in pixels. - * @member {number} - */ - get: function () { - return this.canvas.height; - }, - set: function (val) { - this.canvas.height = Math.round(val); - }, - enumerable: false, - configurable: true - }); - return CanvasRenderTarget; - })()); + /** The parse has completed. */ + Spritesheet.prototype._parseComplete = function () { + var callback = this._callback; + this._callback = null; + this._batchIndex = 0; + callback.call(this, this.textures); + }; + /** Begin the next batch of textures. */ + Spritesheet.prototype._nextBatch = function () { + var _this = this; + this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE); + this._batchIndex++; + setTimeout(function () { + if (_this._batchIndex * Spritesheet.BATCH_SIZE < _this._frameKeys.length) { + _this._nextBatch(); + } + else { + _this._processAnimations(); + _this._parseComplete(); + } + }, 0); + }; + /** + * Destroy Spritesheet and don't use after this. + * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well + */ + Spritesheet.prototype.destroy = function (destroyBase) { + var _a; + if (destroyBase === void 0) { destroyBase = false; } + for (var i in this.textures) { + this.textures[i].destroy(); + } + this._frames = null; + this._frameKeys = null; + this.data = null; + this.textures = null; + if (destroyBase) { + (_a = this._texture) === null || _a === void 0 ? void 0 : _a.destroy(); + this.baseTexture.destroy(); + } + this._texture = null; + this.baseTexture = null; + this.linkedSheets = []; + }; + /** The maximum number of Textures to build per process. */ + Spritesheet.BATCH_SIZE = 1000; + return Spritesheet; + }()); + /** + * Reference to Spritesheet object created. + * @member {PIXI.Spritesheet} spritesheet + * @memberof PIXI.LoaderResource + * @instance + */ + /** + * Dictionary of textures from Spritesheet. + * @member {Object} textures + * @memberof PIXI.LoaderResource + * @instance + */ /** - * Convenience class to create a new PIXI application. + * {@link PIXI.Loader} middleware for loading texture atlases that have been created with + * TexturePacker or similar JSON-based spritesheet. * - * This class automatically creates the renderer, ticker and root container. - * @example - * // Create the application - * const app = new PIXI.Application(); + * This middleware automatically generates Texture resources. * - * // Add the view to the DOM - * document.body.appendChild(app.view); + * If you're using Webpack or other bundlers and plan on bundling the atlas' JSON, + * use the {@link PIXI.Spritesheet} class to directly parse the JSON. * - * // ex, add display objects - * app.stage.addChild(PIXI.Sprite.from('something.png')); - * @class + * The Loader's image Resource name is automatically appended with `"_image"`. + * If a Resource with this name is already loaded, the Loader will skip parsing the + * Spritesheet. The code below will generate an internal Loader Resource called `"myatlas_image"`. + * @example + * loader.add('myatlas', 'path/to/myatlas.json'); + * loader.load(() => { + * loader.resources.myatlas; // atlas JSON resource + * loader.resources.myatlas_image; // atlas Image resource + * }); * @memberof PIXI */ - var Application = /** @class */ (function () { - /** - * @param {object} [options] - The optional renderer parameters. - * @param {boolean} [options.autoStart=true] - Automatically starts the rendering after the construction. - * **Note**: Setting this parameter to false does NOT stop the shared ticker even if you set - * options.sharedTicker to true in case that it is already started. Stop it by your own. - * @param {number} [options.width=800] - The width of the renderers view. - * @param {number} [options.height=600] - The height of the renderers view. - * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional. - * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property. - * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the - * canvas needs to be opaque, possibly for performance reasons on some older devices. - * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for - * resolutions other than 1. - * @param {boolean} [options.antialias=false] - Sets antialias - * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, enable this if you - * need to call toDataUrl on the WebGL context. - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer. - * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this - * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise - * it is ignored. - * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area - * (shown if not transparent). - * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque). - * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or - * not before the new render pass. - * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" - * for devices with dual graphics card. **(WebGL only)**. - * @param {boolean} [options.sharedTicker=false] - `true` to use PIXI.Ticker.shared, `false` to create new ticker. - * If set to false, you cannot register a handler to occur before anything that runs on the shared ticker. - * The system ticker will always run before both the shared ticker and the app ticker. - * @param {boolean} [options.sharedLoader=false] - `true` to use PIXI.Loader.shared, `false` to create new Loader. - * @param {Window|HTMLElement} [options.resizeTo] - Element to automatically resize stage to. - */ - function Application(options) { - var _this = this; - /** - * The root display container that's rendered. - * @member {PIXI.Container} - */ - this.stage = new Container$1(); - // The default options - options = Object.assign({ - forceCanvas: false, - }, options); - this.renderer = autoDetectRenderer(options); - // install plugins here - Application._plugins.forEach(function (plugin) { - plugin.init.call(_this, options); - }); + var SpritesheetLoader = /** @class */ (function () { + function SpritesheetLoader() { } /** - * Use the {@link PIXI.extensions.add} API to register plugins. - * @deprecated since 6.5.0 - * @static - * @param {PIXI.IApplicationPlugin} plugin - Plugin being installed + * Called after a resource is loaded. + * @see PIXI.Loader.loaderMiddleware + * @param resource + * @param next */ - Application.registerPlugin = function (plugin) { - deprecation('6.5.0', 'Application.registerPlugin() is deprecated, use extensions.add()'); - extensions.add({ - type: ExtensionType.Application, - ref: plugin, + SpritesheetLoader.use = function (resource, next) { + var _a, _b; + // because this is middleware, it execute in loader context. `this` = loader + var loader = this; + var imageResourceName = resource.name + "_image"; + // skip if no data, its not json, it isn't spritesheet data, or the image resource already exists + if (!resource.data + || resource.type !== LoaderResource.TYPE.JSON + || !resource.data.frames + || loader.resources[imageResourceName]) { + next(); + return; + } + // Check and add the multi atlas + // Heavily influenced and based on https://github.com/rocket-ua/pixi-tps-loader/blob/master/src/ResourceLoader.js + // eslint-disable-next-line camelcase + var multiPacks = (_b = (_a = resource.data) === null || _a === void 0 ? void 0 : _a.meta) === null || _b === void 0 ? void 0 : _b.related_multi_packs; + if (Array.isArray(multiPacks)) { + var _loop_1 = function (item) { + if (typeof item !== 'string') { + return "continue"; + } + var itemName = item.replace('.json', ''); + var itemUrl = url.resolve(resource.url.replace(loader.baseUrl, ''), item); + // Check if the file wasn't already added as multipacks are redundant + if (loader.resources[itemName] + || Object.values(loader.resources).some(function (r) { return url.format(url.parse(r.url)) === itemUrl; })) { + return "continue"; + } + var options = { + crossOrigin: resource.crossOrigin, + loadType: LoaderResource.LOAD_TYPE.XHR, + xhrType: LoaderResource.XHR_RESPONSE_TYPE.JSON, + parentResource: resource, + metadata: resource.metadata + }; + loader.add(itemName, itemUrl, options); + }; + for (var _i = 0, multiPacks_1 = multiPacks; _i < multiPacks_1.length; _i++) { + var item = multiPacks_1[_i]; + _loop_1(item); + } + } + var loadOptions = { + crossOrigin: resource.crossOrigin, + metadata: resource.metadata.imageMetadata, + parentResource: resource, + }; + var resourcePath = SpritesheetLoader.getResourcePath(resource, loader.baseUrl); + // load the image for this sheet + loader.add(imageResourceName, resourcePath, loadOptions, function onImageLoad(res) { + if (res.error) { + next(res.error); + return; + } + var spritesheet = new Spritesheet(res.texture, resource.data, resource.url); + spritesheet.parse().then(function () { + resource.spritesheet = spritesheet; + resource.textures = spritesheet.textures; + next(); + }); }); }; - /** Render the current stage. */ - Application.prototype.render = function () { - this.renderer.render(this.stage); - }; - Object.defineProperty(Application.prototype, "view", { - /** - * Reference to the renderer's canvas element. - * @member {HTMLCanvasElement} - * @readonly - */ - get: function () { - return this.renderer.view; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Application.prototype, "screen", { - /** - * Reference to the renderer's screen rectangle. Its safe to use as `filterArea` or `hitArea` for the whole screen. - * @member {PIXI.Rectangle} - * @readonly - */ - get: function () { - return this.renderer.screen; - }, - enumerable: false, - configurable: true - }); /** - * Destroy and don't use after this. - * @param {boolean} [removeView=false] - Automatically remove canvas from DOM. - * @param {object|boolean} [stageOptions] - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [stageOptions.children=false] - if set to true, all the children will have their destroy - * method called as well. 'stageOptions' will be passed on to those calls. - * @param {boolean} [stageOptions.texture=false] - Only used for child Sprites if stageOptions.children is set - * to true. Should it destroy the texture of the child sprite - * @param {boolean} [stageOptions.baseTexture=false] - Only used for child Sprites if stageOptions.children is set - * to true. Should it destroy the base texture of the child sprite + * Get the spritesheets root path + * @param resource - Resource to check path + * @param baseUrl - Base root url */ - Application.prototype.destroy = function (removeView, stageOptions) { - var _this = this; - // Destroy plugins in the opposite order - // which they were constructed - var plugins = Application._plugins.slice(0); - plugins.reverse(); - plugins.forEach(function (plugin) { - plugin.destroy.call(_this); - }); - this.stage.destroy(stageOptions); - this.stage = null; - this.renderer.destroy(removeView); - this.renderer = null; + SpritesheetLoader.getResourcePath = function (resource, baseUrl) { + // Prepend url path unless the resource image is a data url + if (resource.isDataUrl) { + return resource.data.meta.image; + } + return url.resolve(resource.url.replace(baseUrl, ''), resource.data.meta.image); }; - /** Collection of installed plugins. */ - Application._plugins = []; - return Application; + /** @ignore */ + SpritesheetLoader.extension = ExtensionType.Loader; + return SpritesheetLoader; }()); - extensions.handleByList(ExtensionType.Application, Application._plugins); - - extensions.add(ResizePlugin); /*! - * @pixi/mesh-extras - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/sprite-tiling - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/mesh-extras is licensed under the MIT License. + * @pixi/sprite-tiling is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ @@ -63723,611 +33903,912 @@ ***************************************************************************** */ /* global Reflect, Promise */ - var extendStatics$2 = function(d, b) { - extendStatics$2 = Object.setPrototypeOf || + var extendStatics$a = function(d, b) { + extendStatics$a = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$2(d, b); + return extendStatics$a(d, b); }; - function __extends$2(d, b) { - extendStatics$2(d, b); + function __extends$a(d, b) { + extendStatics$a(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); } + var tempPoint$1 = new Point(); /** + * A tiling sprite is a fast way of rendering a tiling image. * @memberof PIXI */ - var PlaneGeometry = /** @class */ (function (_super) { - __extends$2(PlaneGeometry, _super); + /** @class */ ((function (_super) { + __extends$a(TilingSprite, _super); /** - * @param width - The width of the plane. - * @param height - The height of the plane. - * @param segWidth - Number of horizontal segments. - * @param segHeight - Number of vertical segments. + * @param texture - The texture of the tiling sprite. + * @param width - The width of the tiling sprite. + * @param height - The height of the tiling sprite. */ - function PlaneGeometry(width, height, segWidth, segHeight) { + function TilingSprite(texture, width, height) { if (width === void 0) { width = 100; } if (height === void 0) { height = 100; } - if (segWidth === void 0) { segWidth = 10; } - if (segHeight === void 0) { segHeight = 10; } - var _this = _super.call(this) || this; - _this.segWidth = segWidth; - _this.segHeight = segHeight; - _this.width = width; - _this.height = height; - _this.build(); - return _this; - } - /** - * Refreshes plane coordinates - * @private - */ - PlaneGeometry.prototype.build = function () { - var total = this.segWidth * this.segHeight; - var verts = []; - var uvs = []; - var indices = []; - var segmentsX = this.segWidth - 1; - var segmentsY = this.segHeight - 1; - var sizeX = (this.width) / segmentsX; - var sizeY = (this.height) / segmentsY; - for (var i = 0; i < total; i++) { - var x = (i % this.segWidth); - var y = ((i / this.segWidth) | 0); - verts.push(x * sizeX, y * sizeY); - uvs.push(x / segmentsX, y / segmentsY); - } - var totalSub = segmentsX * segmentsY; - for (var i = 0; i < totalSub; i++) { - var xpos = i % segmentsX; - var ypos = (i / segmentsX) | 0; - var value = (ypos * this.segWidth) + xpos; - var value2 = (ypos * this.segWidth) + xpos + 1; - var value3 = ((ypos + 1) * this.segWidth) + xpos; - var value4 = ((ypos + 1) * this.segWidth) + xpos + 1; - indices.push(value, value2, value3, value2, value4, value3); - } - this.buffers[0].data = new Float32Array(verts); - this.buffers[1].data = new Float32Array(uvs); - this.indexBuffer.data = new Uint16Array(indices); - // ensure that the changes are uploaded - this.buffers[0].update(); - this.buffers[1].update(); - this.indexBuffer.update(); - }; - return PlaneGeometry; - }(MeshGeometry)); - - /** - * RopeGeometry allows you to draw a geometry across several points and then manipulate these points. - * - * ```js - * for (let i = 0; i < 20; i++) { - * points.push(new PIXI.Point(i * 50, 0)); - * }; - * const rope = new PIXI.RopeGeometry(100, points); - * ``` - * @memberof PIXI - */ - var RopeGeometry = /** @class */ (function (_super) { - __extends$2(RopeGeometry, _super); - /** - * @param width - The width (i.e., thickness) of the rope. - * @param points - An array of {@link PIXI.Point} objects to construct this rope. - * @param textureScale - By default the rope texture will be stretched to match - * rope length. If textureScale is positive this value will be treated as a scaling - * factor and the texture will preserve its aspect ratio instead. To create a tiling rope - * set baseTexture.wrapMode to {@link PIXI.WRAP_MODES.REPEAT} and use a power of two texture, - * then set textureScale=1 to keep the original texture pixel size. - * In order to reduce alpha channel artifacts provide a larger texture and downsample - - * i.e. set textureScale=0.5 to scale it down twice. - */ - function RopeGeometry(width, points, textureScale) { - if (width === void 0) { width = 200; } - if (textureScale === void 0) { textureScale = 0; } - var _this = _super.call(this, new Float32Array(points.length * 4), new Float32Array(points.length * 4), new Uint16Array((points.length - 1) * 6)) || this; - _this.points = points; + var _this = _super.call(this, texture) || this; + _this.tileTransform = new Transform(); + // The width of the tiling sprite _this._width = width; - _this.textureScale = textureScale; - _this.build(); + // The height of the tiling sprite + _this._height = height; + _this.uvMatrix = _this.texture.uvMatrix || new TextureMatrix(texture); + /** + * Plugin that is responsible for rendering this element. + * Allows to customize the rendering process without overriding '_render' method. + * @default 'tilingSprite' + */ + _this.pluginName = 'tilingSprite'; + _this.uvRespectAnchor = false; return _this; } - Object.defineProperty(RopeGeometry.prototype, "width", { + Object.defineProperty(TilingSprite.prototype, "clampMargin", { /** - * The width (i.e., thickness) of the rope. - * @readonly + * Changes frame clamping in corresponding textureTransform, shortcut + * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas + * @default 0.5 + * @member {number} */ get: function () { - return this._width; + return this.uvMatrix.clampMargin; + }, + set: function (value) { + this.uvMatrix.clampMargin = value; + this.uvMatrix.update(true); }, enumerable: false, configurable: true }); - /** Refreshes Rope indices and uvs */ - RopeGeometry.prototype.build = function () { - var points = this.points; - if (!points) - { return; } - var vertexBuffer = this.getBuffer('aVertexPosition'); - var uvBuffer = this.getBuffer('aTextureCoord'); - var indexBuffer = this.getIndex(); - // if too little points, or texture hasn't got UVs set yet just move on. - if (points.length < 1) { - return; + Object.defineProperty(TilingSprite.prototype, "tileScale", { + /** The scaling of the image that is being tiled. */ + get: function () { + return this.tileTransform.scale; + }, + set: function (value) { + this.tileTransform.scale.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TilingSprite.prototype, "tilePosition", { + /** The offset of the image that is being tiled. */ + get: function () { + return this.tileTransform.position; + }, + set: function (value) { + this.tileTransform.position.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + /** + * @protected + */ + TilingSprite.prototype._onTextureUpdate = function () { + if (this.uvMatrix) { + this.uvMatrix.texture = this._texture; } - // if the number of points has changed we will need to recreate the arraybuffers - if (vertexBuffer.data.length / 4 !== points.length) { - vertexBuffer.data = new Float32Array(points.length * 4); - uvBuffer.data = new Float32Array(points.length * 4); - indexBuffer.data = new Uint16Array((points.length - 1) * 6); + this._cachedTint = 0xFFFFFF; + }; + /** + * Renders the object using the WebGL renderer + * @param renderer - The renderer + */ + TilingSprite.prototype._render = function (renderer) { + // tweak our texture temporarily.. + var texture = this._texture; + if (!texture || !texture.valid) { + return; } - var uvs = uvBuffer.data; - var indices = indexBuffer.data; - uvs[0] = 0; - uvs[1] = 0; - uvs[2] = 0; - uvs[3] = 1; - var amount = 0; - var prev = points[0]; - var textureWidth = this._width * this.textureScale; - var total = points.length; // - 1; - for (var i = 0; i < total; i++) { - // time to do some smart drawing! - var index = i * 4; - if (this.textureScale > 0) { - // calculate pixel distance from previous point - var dx = prev.x - points[i].x; - var dy = prev.y - points[i].y; - var distance = Math.sqrt((dx * dx) + (dy * dy)); - prev = points[i]; - amount += distance / textureWidth; - } - else { - // stretch texture - amount = i / (total - 1); + this.tileTransform.updateLocalTransform(); + this.uvMatrix.update(); + renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); + renderer.plugins[this.pluginName].render(this); + }; + /** Updates the bounds of the tiling sprite. */ + TilingSprite.prototype._calculateBounds = function () { + var minX = this._width * -this._anchor._x; + var minY = this._height * -this._anchor._y; + var maxX = this._width * (1 - this._anchor._x); + var maxY = this._height * (1 - this._anchor._y); + this._bounds.addFrame(this.transform, minX, minY, maxX, maxY); + }; + /** + * Gets the local bounds of the sprite object. + * @param rect - Optional output rectangle. + * @returns The bounds. + */ + TilingSprite.prototype.getLocalBounds = function (rect) { + // we can do a fast local bounds if the sprite has no children! + if (this.children.length === 0) { + this._bounds.minX = this._width * -this._anchor._x; + this._bounds.minY = this._height * -this._anchor._y; + this._bounds.maxX = this._width * (1 - this._anchor._x); + this._bounds.maxY = this._height * (1 - this._anchor._y); + if (!rect) { + if (!this._localBoundsRect) { + this._localBoundsRect = new Rectangle(); + } + rect = this._localBoundsRect; } - uvs[index] = amount; - uvs[index + 1] = 0; - uvs[index + 2] = amount; - uvs[index + 3] = 1; + return this._bounds.getRectangle(rect); } - var indexCount = 0; - for (var i = 0; i < total - 1; i++) { - var index = i * 2; - indices[indexCount++] = index; - indices[indexCount++] = index + 1; - indices[indexCount++] = index + 2; - indices[indexCount++] = index + 2; - indices[indexCount++] = index + 1; - indices[indexCount++] = index + 3; + return _super.prototype.getLocalBounds.call(this, rect); + }; + /** + * Checks if a point is inside this tiling sprite. + * @param point - The point to check. + * @returns Whether or not the sprite contains the point. + */ + TilingSprite.prototype.containsPoint = function (point) { + this.worldTransform.applyInverse(point, tempPoint$1); + var width = this._width; + var height = this._height; + var x1 = -width * this.anchor._x; + if (tempPoint$1.x >= x1 && tempPoint$1.x < x1 + width) { + var y1 = -height * this.anchor._y; + if (tempPoint$1.y >= y1 && tempPoint$1.y < y1 + height) { + return true; + } } - // ensure that the changes are uploaded - uvBuffer.update(); - indexBuffer.update(); - this.updateVertices(); + return false; + }; + /** + * Destroys this sprite and optionally its texture and children + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well + * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well + */ + TilingSprite.prototype.destroy = function (options) { + _super.prototype.destroy.call(this, options); + this.tileTransform = null; + this.uvMatrix = null; + }; + /** + * Helper function that creates a new tiling sprite based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * @static + * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from + * @param {object} options - See {@link PIXI.BaseTexture}'s constructor for options. + * @param {number} options.width - required width of the tiling sprite + * @param {number} options.height - required height of the tiling sprite + * @returns {PIXI.TilingSprite} The newly created texture + */ + TilingSprite.from = function (source, options) { + var texture = (source instanceof Texture) + ? source + : Texture.from(source, options); + return new TilingSprite(texture, options.width, options.height); + }; + Object.defineProperty(TilingSprite.prototype, "width", { + /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */ + get: function () { + return this._width; + }, + set: function (value) { + this._width = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TilingSprite.prototype, "height", { + /** The height of the TilingSprite, setting this will actually modify the scale to achieve the value set. */ + get: function () { + return this._height; + }, + set: function (value) { + this._height = value; + }, + enumerable: false, + configurable: true + }); + return TilingSprite; + })(Sprite)); + + var fragmentSimpleSrc = "#version 100\n#define SHADER_NAME Tiling-Sprite-Simple-100\n\nprecision lowp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\n\nvoid main(void)\n{\n vec4 texSample = texture2D(uSampler, vTextureCoord);\n gl_FragColor = texSample * uColor;\n}\n"; + + var gl1VertexSrc = "#version 100\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n"; + + var gl1FragmentSrc = "#version 100\n#ifdef GL_EXT_shader_texture_lod\n #extension GL_EXT_shader_texture_lod : enable\n#endif\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n vec2 unclamped = coord;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n #ifdef GL_EXT_shader_texture_lod\n vec4 texSample = unclamped == coord\n ? texture2D(uSampler, coord) \n : texture2DLodEXT(uSampler, coord, 0);\n #else\n vec4 texSample = texture2D(uSampler, coord);\n #endif\n\n gl_FragColor = texSample * uColor;\n}\n"; + + var gl2VertexSrc = "#version 300 es\n#define SHADER_NAME Tiling-Sprite-300\n\nprecision lowp float;\n\nin vec2 aVertexPosition;\nin vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nout vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n"; + + var gl2FragmentSrc = "#version 300 es\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nin vec2 vTextureCoord;\n\nout vec4 fragmentColor;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n vec2 unclamped = coord;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n vec4 texSample = texture(uSampler, coord, unclamped == coord ? 0.0f : -32.0f);// lod-bias very negative to force lod 0\n\n fragmentColor = texSample * uColor;\n}\n"; + + var tempMat = new Matrix(); + /** + * WebGL renderer plugin for tiling sprites + * @class + * @memberof PIXI + * @extends PIXI.ObjectRenderer + */ + var TilingSpriteRenderer = /** @class */ (function (_super) { + __extends$a(TilingSpriteRenderer, _super); + /** + * constructor for renderer + * @param {PIXI.Renderer} renderer - The renderer this tiling awesomeness works for. + */ + function TilingSpriteRenderer(renderer) { + var _this = _super.call(this, renderer) || this; + // WebGL version is not available during initialization! + renderer.runners.contextChange.add(_this); + _this.quad = new QuadUv(); + /** + * The WebGL state in which this renderer will work. + * @member {PIXI.State} + * @readonly + */ + _this.state = State.for2d(); + return _this; + } + /** Creates shaders when context is initialized. */ + TilingSpriteRenderer.prototype.contextChange = function () { + var renderer = this.renderer; + var uniforms = { globals: renderer.globalUniforms }; + this.simpleShader = Shader.from(gl1VertexSrc, fragmentSimpleSrc, uniforms); + this.shader = renderer.context.webGLVersion > 1 + ? Shader.from(gl2VertexSrc, gl2FragmentSrc, uniforms) + : Shader.from(gl1VertexSrc, gl1FragmentSrc, uniforms); }; - /** refreshes vertices of Rope mesh */ - RopeGeometry.prototype.updateVertices = function () { - var points = this.points; - if (points.length < 1) { - return; - } - var lastPoint = points[0]; - var nextPoint; - var perpX = 0; - var perpY = 0; - var vertices = this.buffers[0].data; - var total = points.length; - for (var i = 0; i < total; i++) { - var point = points[i]; - var index = i * 4; - if (i < points.length - 1) { - nextPoint = points[i + 1]; + /** + * @param {PIXI.TilingSprite} ts - tilingSprite to be rendered + */ + TilingSpriteRenderer.prototype.render = function (ts) { + var renderer = this.renderer; + var quad = this.quad; + var vertices = quad.vertices; + vertices[0] = vertices[6] = (ts._width) * -ts.anchor.x; + vertices[1] = vertices[3] = ts._height * -ts.anchor.y; + vertices[2] = vertices[4] = (ts._width) * (1.0 - ts.anchor.x); + vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y); + var anchorX = ts.uvRespectAnchor ? ts.anchor.x : 0; + var anchorY = ts.uvRespectAnchor ? ts.anchor.y : 0; + vertices = quad.uvs; + vertices[0] = vertices[6] = -anchorX; + vertices[1] = vertices[3] = -anchorY; + vertices[2] = vertices[4] = 1.0 - anchorX; + vertices[5] = vertices[7] = 1.0 - anchorY; + quad.invalidate(); + var tex = ts._texture; + var baseTex = tex.baseTexture; + var premultiplied = baseTex.alphaMode > 0; + var lt = ts.tileTransform.localTransform; + var uv = ts.uvMatrix; + var isSimple = baseTex.isPowerOfTwo + && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height; + // auto, force repeat wrapMode for big tiling textures + if (isSimple) { + if (!baseTex._glTextures[renderer.CONTEXT_UID]) { + if (baseTex.wrapMode === WRAP_MODES.CLAMP) { + baseTex.wrapMode = WRAP_MODES.REPEAT; + } } else { - nextPoint = point; + isSimple = baseTex.wrapMode !== WRAP_MODES.CLAMP; } - perpY = -(nextPoint.x - lastPoint.x); - perpX = nextPoint.y - lastPoint.y; - var perpLength = Math.sqrt((perpX * perpX) + (perpY * perpY)); - var num = this.textureScale > 0 ? this.textureScale * this._width / 2 : this._width / 2; - perpX /= perpLength; - perpY /= perpLength; - perpX *= num; - perpY *= num; - vertices[index] = point.x + perpX; - vertices[index + 1] = point.y + perpY; - vertices[index + 2] = point.x - perpX; - vertices[index + 3] = point.y - perpY; - lastPoint = point; } - this.buffers[0].update(); - }; - RopeGeometry.prototype.update = function () { - if (this.textureScale > 0) { - this.build(); // we need to update UVs + var shader = isSimple ? this.simpleShader : this.shader; + var w = tex.width; + var h = tex.height; + var W = ts._width; + var H = ts._height; + tempMat.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H); + // that part is the same as above: + // tempMat.identity(); + // tempMat.scale(tex.width, tex.height); + // tempMat.prepend(lt); + // tempMat.scale(1.0 / ts._width, 1.0 / ts._height); + tempMat.invert(); + if (isSimple) { + tempMat.prepend(uv.mapCoord); } else { - this.updateVertices(); + shader.uniforms.uMapCoord = uv.mapCoord.toArray(true); + shader.uniforms.uClampFrame = uv.uClampFrame; + shader.uniforms.uClampOffset = uv.uClampOffset; } + shader.uniforms.uTransform = tempMat.toArray(true); + shader.uniforms.uColor = premultiplyTintToRgba(ts.tint, ts.worldAlpha, shader.uniforms.uColor, premultiplied); + shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true); + shader.uniforms.uSampler = tex; + renderer.shader.bind(shader); + renderer.geometry.bind(quad); + this.state.blendMode = correctBlendMode(ts.blendMode, premultiplied); + renderer.state.set(this.state); + renderer.geometry.draw(this.renderer.gl.TRIANGLES, 6, 0); }; - return RopeGeometry; - }(MeshGeometry)); + /** @ignore */ + TilingSpriteRenderer.extension = { + name: 'tilingSprite', + type: ExtensionType.RendererPlugin, + }; + return TilingSpriteRenderer; + }(ObjectRenderer)); - /** - * The rope allows you to draw a texture across several points and then manipulate these points + /*! + * @pixi/mesh - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - *```js - * for (let i = 0; i < 20; i++) { - * points.push(new PIXI.Point(i * 50, 0)); - * }; - * let rope = new PIXI.SimpleRope(PIXI.Texture.from("snake.png"), points); - * ``` + * @pixi/mesh is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$9 = function(d, b) { + extendStatics$9 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$9(d, b); + }; + + function __extends$9(d, b) { + extendStatics$9(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * Class controls cache for UV mapping from Texture normal space to BaseTexture normal space. * @memberof PIXI */ - /** @class */ ((function (_super) { - __extends$2(SimpleRope, _super); + var MeshBatchUvs = /** @class */ (function () { /** - * @param texture - The texture to use on the rope. - * @param points - An array of {@link PIXI.Point} objects to construct this rope. - * @param {number} textureScale - Optional. Positive values scale rope texture - * keeping its aspect ratio. You can reduce alpha channel artifacts by providing a larger texture - * and downsampling here. If set to zero, texture will be stretched instead. + * @param uvBuffer - Buffer with normalized uv's + * @param uvMatrix - Material UV matrix */ - function SimpleRope(texture, points, textureScale) { - if (textureScale === void 0) { textureScale = 0; } - var _this = this; - var ropeGeometry = new RopeGeometry(texture.height, points, textureScale); - var meshMaterial = new MeshMaterial(texture); - if (textureScale > 0) { - // attempt to set UV wrapping, will fail on non-power of two textures - texture.baseTexture.wrapMode = WRAP_MODES$8.REPEAT; - } - _this = _super.call(this, ropeGeometry, meshMaterial) || this; - /** - * re-calculate vertices by rope points each frame - * @member {boolean} - */ - _this.autoUpdate = true; - return _this; + function MeshBatchUvs(uvBuffer, uvMatrix) { + this.uvBuffer = uvBuffer; + this.uvMatrix = uvMatrix; + this.data = null; + this._bufferUpdateId = -1; + this._textureUpdateId = -1; + this._updateID = 0; } - SimpleRope.prototype._render = function (renderer) { - var geometry = this.geometry; - if (this.autoUpdate || geometry._width !== this.shader.texture.height) { - geometry._width = this.shader.texture.height; - geometry.update(); + /** + * Updates + * @param forceUpdate - force the update + */ + MeshBatchUvs.prototype.update = function (forceUpdate) { + if (!forceUpdate + && this._bufferUpdateId === this.uvBuffer._updateID + && this._textureUpdateId === this.uvMatrix._updateID) { + return; } - _super.prototype._render.call(this, renderer); + this._bufferUpdateId = this.uvBuffer._updateID; + this._textureUpdateId = this.uvMatrix._updateID; + var data = this.uvBuffer.data; + if (!this.data || this.data.length !== data.length) { + this.data = new Float32Array(data.length); + } + this.uvMatrix.multiplyUvs(data, this.data); + this._updateID++; }; - return SimpleRope; - })(Mesh)); + return MeshBatchUvs; + }()); + var tempPoint = new Point(); + var tempPolygon = new Polygon(); /** - * The SimplePlane allows you to draw a texture across several points and then manipulate these points + * Base mesh class. * - *```js - * for (let i = 0; i < 20; i++) { - * points.push(new PIXI.Point(i * 50, 0)); - * }; - * let SimplePlane = new PIXI.SimplePlane(PIXI.Texture.from("snake.png"), points); - * ``` + * This class empowers you to have maximum flexibility to render any kind of WebGL visuals you can think of. + * This class assumes a certain level of WebGL knowledge. + * If you know a bit this should abstract enough away to make your life easier! + * + * Pretty much ALL WebGL can be broken down into the following: + * - Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc.. + * - Shader - This is the shader that PixiJS will render the geometry with (attributes in the shader must match the geometry) + * - State - This is the state of WebGL required to render the mesh. + * + * Through a combination of the above elements you can render anything you want, 2D or 3D! * @memberof PIXI */ - var SimplePlane = /** @class */ (function (_super) { - __extends$2(SimplePlane, _super); + var Mesh = /** @class */ (function (_super) { + __extends$9(Mesh, _super); /** - * @param texture - The texture to use on the SimplePlane. - * @param verticesX - The number of vertices in the x-axis - * @param verticesY - The number of vertices in the y-axis + * @param geometry - The geometry the mesh will use. + * @param {PIXI.MeshMaterial} shader - The shader the mesh will use. + * @param state - The state that the WebGL context is required to be in to render the mesh + * if no state is provided, uses {@link PIXI.State.for2d} to create a 2D state for PixiJS. + * @param drawMode - The drawMode, can be any of the {@link PIXI.DRAW_MODES} constants. */ - function SimplePlane(texture, verticesX, verticesY) { - var _this = this; - var planeGeometry = new PlaneGeometry(texture.width, texture.height, verticesX, verticesY); - var meshMaterial = new MeshMaterial(Texture.WHITE); - _this = _super.call(this, planeGeometry, meshMaterial) || this; - // lets call the setter to ensure all necessary updates are performed - _this.texture = texture; - _this.autoResize = true; + function Mesh(geometry, shader, state, drawMode) { + if (drawMode === void 0) { drawMode = DRAW_MODES.TRIANGLES; } + var _this = _super.call(this) || this; + _this.geometry = geometry; + _this.shader = shader; + _this.state = state || State.for2d(); + _this.drawMode = drawMode; + _this.start = 0; + _this.size = 0; + _this.uvs = null; + _this.indices = null; + _this.vertexData = new Float32Array(1); + _this.vertexDirty = -1; + _this._transformID = -1; + _this._roundPixels = settings.ROUND_PIXELS; + _this.batchUvs = null; return _this; } - /** - * Method used for overrides, to do something in case texture frame was changed. - * Meshes based on plane can override it and change more details based on texture. - */ - SimplePlane.prototype.textureUpdated = function () { - this._textureID = this.shader.texture._updateID; - var geometry = this.geometry; - var _a = this.shader.texture, width = _a.width, height = _a.height; - if (this.autoResize && (geometry.width !== width || geometry.height !== height)) { - geometry.width = this.shader.texture.width; - geometry.height = this.shader.texture.height; - geometry.build(); - } - }; - Object.defineProperty(SimplePlane.prototype, "texture", { + Object.defineProperty(Mesh.prototype, "geometry", { + /** + * Includes vertex positions, face indices, normals, colors, UVs, and + * custom attributes within buffers, reducing the cost of passing all + * this data to the GPU. Can be shared between multiple Mesh objects. + */ get: function () { - return this.shader.texture; + return this._geometry; }, set: function (value) { - // Track texture same way sprite does. - // For generated meshes like NineSlicePlane it can change the geometry. - // Unfortunately, this method might not work if you directly change texture in material. - if (this.shader.texture === value) { + if (this._geometry === value) { return; } - this.shader.texture = value; - this._textureID = -1; - if (value.baseTexture.valid) { - this.textureUpdated(); + if (this._geometry) { + this._geometry.refCount--; + if (this._geometry.refCount === 0) { + this._geometry.dispose(); + } } - else { - value.once('update', this.textureUpdated, this); + this._geometry = value; + if (this._geometry) { + this._geometry.refCount++; } + this.vertexDirty = -1; }, enumerable: false, configurable: true }); - SimplePlane.prototype._render = function (renderer) { - if (this._textureID !== this.shader.texture._updateID) { - this.textureUpdated(); - } - _super.prototype._render.call(this, renderer); - }; - SimplePlane.prototype.destroy = function (options) { - this.shader.texture.off('update', this.textureUpdated, this); - _super.prototype.destroy.call(this, options); - }; - return SimplePlane; - }(Mesh)); - - /** - * The Simple Mesh class mimics Mesh in PixiJS v4, providing easy-to-use constructor arguments. - * For more robust customization, use {@link PIXI.Mesh}. - * @memberof PIXI - */ - /** @class */ ((function (_super) { - __extends$2(SimpleMesh, _super); - /** - * @param texture - The texture to use - * @param {Float32Array} [vertices] - if you want to specify the vertices - * @param {Float32Array} [uvs] - if you want to specify the uvs - * @param {Uint16Array} [indices] - if you want to specify the indices - * @param drawMode - the drawMode, can be any of the Mesh.DRAW_MODES consts - */ - function SimpleMesh(texture, vertices, uvs, indices, drawMode) { - if (texture === void 0) { texture = Texture.EMPTY; } - var _this = this; - var geometry = new MeshGeometry(vertices, uvs, indices); - geometry.getBuffer('aVertexPosition').static = false; - var meshMaterial = new MeshMaterial(texture); - _this = _super.call(this, geometry, meshMaterial, null, drawMode) || this; - _this.autoUpdate = true; - return _this; - } - Object.defineProperty(SimpleMesh.prototype, "vertices", { + Object.defineProperty(Mesh.prototype, "uvBuffer", { /** - * Collection of vertices data. - * @type {Float32Array} + * To change mesh uv's, change its uvBuffer data and increment its _updateID. + * @readonly */ get: function () { - return this.geometry.getBuffer('aVertexPosition').data; + return this.geometry.buffers[1]; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "verticesBuffer", { + /** + * To change mesh vertices, change its uvBuffer data and increment its _updateID. + * Incrementing _updateID is optional because most of Mesh objects do it anyway. + * @readonly + */ + get: function () { + return this.geometry.buffers[0]; }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "material", { + get: function () { + return this.shader; + }, + /** Alias for {@link PIXI.Mesh#shader}. */ set: function (value) { - this.geometry.getBuffer('aVertexPosition').data = value; + this.shader = value; }, enumerable: false, configurable: true }); - SimpleMesh.prototype._render = function (renderer) { - if (this.autoUpdate) { - this.geometry.getBuffer('aVertexPosition').update(); - } - _super.prototype._render.call(this, renderer); - }; - return SimpleMesh; - })(Mesh)); - - var DEFAULT_BORDER_SIZE = 10; - /** - * The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful - * for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically - * - *```js - * let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.from('BoxWithRoundedCorners.png'), 15, 15, 15, 15); - * ``` - *
-   *      A                          B
-   *    +---+----------------------+---+
-   *  C | 1 |          2           | 3 |
-   *    +---+----------------------+---+
-   *    |   |                      |   |
-   *    | 4 |          5           | 6 |
-   *    |   |                      |   |
-   *    +---+----------------------+---+
-   *  D | 7 |          8           | 9 |
-   *    +---+----------------------+---+
-   *  When changing this objects width and/or height:
-   *     areas 1 3 7 and 9 will remain unscaled.
-   *     areas 2 and 8 will be stretched horizontally
-   *     areas 4 and 6 will be stretched vertically
-   *     area 5 will be stretched both horizontally and vertically
-   * 
- * @memberof PIXI - */ - /** @class */ ((function (_super) { - __extends$2(NineSlicePlane, _super); - /** - * @param texture - The texture to use on the NineSlicePlane. - * @param {number} [leftWidth=10] - size of the left vertical bar (A) - * @param {number} [topHeight=10] - size of the top horizontal bar (C) - * @param {number} [rightWidth=10] - size of the right vertical bar (B) - * @param {number} [bottomHeight=10] - size of the bottom horizontal bar (D) - */ - function NineSlicePlane(texture, leftWidth, topHeight, rightWidth, bottomHeight) { - if (leftWidth === void 0) { leftWidth = DEFAULT_BORDER_SIZE; } - if (topHeight === void 0) { topHeight = DEFAULT_BORDER_SIZE; } - if (rightWidth === void 0) { rightWidth = DEFAULT_BORDER_SIZE; } - if (bottomHeight === void 0) { bottomHeight = DEFAULT_BORDER_SIZE; } - var _this = _super.call(this, Texture.WHITE, 4, 4) || this; - _this._origWidth = texture.orig.width; - _this._origHeight = texture.orig.height; - /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ - _this._width = _this._origWidth; - /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ - _this._height = _this._origHeight; - _this._leftWidth = leftWidth; - _this._rightWidth = rightWidth; - _this._topHeight = topHeight; - _this._bottomHeight = bottomHeight; - // lets call the setter to ensure all necessary updates are performed - _this.texture = texture; - return _this; - } - NineSlicePlane.prototype.textureUpdated = function () { - this._textureID = this.shader.texture._updateID; - this._refresh(); - }; - Object.defineProperty(NineSlicePlane.prototype, "vertices", { + Object.defineProperty(Mesh.prototype, "blendMode", { get: function () { - return this.geometry.getBuffer('aVertexPosition').data; + return this.state.blendMode; + }, + /** + * The blend mode to be applied to the Mesh. Apply a value of + * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. + * @default PIXI.BLEND_MODES.NORMAL; + */ + set: function (value) { + this.state.blendMode = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "roundPixels", { + get: function () { + return this._roundPixels; }, + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * Advantages can include sharper image quality (like text) and faster rendering on canvas. + * The main disadvantage is movement of objects may appear less smooth. + * To set the global default, change {@link PIXI.settings.ROUND_PIXELS} + * @default false + */ set: function (value) { - this.geometry.getBuffer('aVertexPosition').data = value; + if (this._roundPixels !== value) { + this._transformID = -1; + } + this._roundPixels = value; }, enumerable: false, configurable: true }); - /** Updates the horizontal vertices. */ - NineSlicePlane.prototype.updateHorizontalVertices = function () { - var vertices = this.vertices; - var scale = this._getMinScale(); - vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight * scale; - vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - (this._bottomHeight * scale); - vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height; - }; - /** Updates the vertical vertices. */ - NineSlicePlane.prototype.updateVerticalVertices = function () { - var vertices = this.vertices; - var scale = this._getMinScale(); - vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth * scale; - vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - (this._rightWidth * scale); - vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width; - }; - /** - * Returns the smaller of a set of vertical and horizontal scale of nine slice corners. - * @returns Smaller number of vertical and horizontal scale. - */ - NineSlicePlane.prototype._getMinScale = function () { - var w = this._leftWidth + this._rightWidth; - var scaleW = this._width > w ? 1.0 : this._width / w; - var h = this._topHeight + this._bottomHeight; - var scaleH = this._height > h ? 1.0 : this._height / h; - var scale = Math.min(scaleW, scaleH); - return scale; - }; - Object.defineProperty(NineSlicePlane.prototype, "width", { - /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ + Object.defineProperty(Mesh.prototype, "tint", { + /** + * The multiply tint applied to the Mesh. This is a hex value. A value of + * `0xFFFFFF` will remove any tint effect. + * + * Null for non-MeshMaterial shaders + * @default 0xFFFFFF + */ get: function () { - return this._width; + return 'tint' in this.shader ? this.shader.tint : null; }, set: function (value) { - this._width = value; - this._refresh(); + this.shader.tint = value; }, enumerable: false, configurable: true }); - Object.defineProperty(NineSlicePlane.prototype, "height", { - /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ + Object.defineProperty(Mesh.prototype, "texture", { + /** The texture that the Mesh uses. Null for non-MeshMaterial shaders */ get: function () { - return this._height; + return 'texture' in this.shader ? this.shader.texture : null; }, set: function (value) { - this._height = value; - this._refresh(); + this.shader.texture = value; }, enumerable: false, configurable: true }); - Object.defineProperty(NineSlicePlane.prototype, "leftWidth", { - /** The width of the left column. */ + /** + * Standard renderer draw. + * @param renderer - Instance to renderer. + */ + Mesh.prototype._render = function (renderer) { + // set properties for batching.. + // TODO could use a different way to grab verts? + var vertices = this.geometry.buffers[0].data; + var shader = this.shader; + // TODO benchmark check for attribute size.. + if (shader.batchable + && this.drawMode === DRAW_MODES.TRIANGLES + && vertices.length < Mesh.BATCHABLE_SIZE * 2) { + this._renderToBatch(renderer); + } + else { + this._renderDefault(renderer); + } + }; + /** + * Standard non-batching way of rendering. + * @param renderer - Instance to renderer. + */ + Mesh.prototype._renderDefault = function (renderer) { + var shader = this.shader; + shader.alpha = this.worldAlpha; + if (shader.update) { + shader.update(); + } + renderer.batch.flush(); + // bind and sync uniforms.. + shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true); + renderer.shader.bind(shader); + // set state.. + renderer.state.set(this.state); + // bind the geometry... + renderer.geometry.bind(this.geometry, shader); + // then render it + renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount); + }; + /** + * Rendering by using the Batch system. + * @param renderer - Instance to renderer. + */ + Mesh.prototype._renderToBatch = function (renderer) { + var geometry = this.geometry; + var shader = this.shader; + if (shader.uvMatrix) { + shader.uvMatrix.update(); + this.calculateUvs(); + } + // set properties for batching.. + this.calculateVertices(); + this.indices = geometry.indexBuffer.data; + this._tintRGB = shader._tintRGB; + this._texture = shader.texture; + var pluginName = this.material.pluginName; + renderer.batch.setObjectRenderer(renderer.plugins[pluginName]); + renderer.plugins[pluginName].render(this); + }; + /** Updates vertexData field based on transform and vertices. */ + Mesh.prototype.calculateVertices = function () { + var geometry = this.geometry; + var verticesBuffer = geometry.buffers[0]; + var vertices = verticesBuffer.data; + var vertexDirtyId = verticesBuffer._updateID; + if (vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID) { + return; + } + this._transformID = this.transform._worldID; + if (this.vertexData.length !== vertices.length) { + this.vertexData = new Float32Array(vertices.length); + } + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var vertexData = this.vertexData; + for (var i = 0; i < vertexData.length / 2; i++) { + var x = vertices[(i * 2)]; + var y = vertices[(i * 2) + 1]; + vertexData[(i * 2)] = (a * x) + (c * y) + tx; + vertexData[(i * 2) + 1] = (b * x) + (d * y) + ty; + } + if (this._roundPixels) { + var resolution = settings.RESOLUTION; + for (var i = 0; i < vertexData.length; ++i) { + vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution); + } + } + this.vertexDirty = vertexDirtyId; + }; + /** Updates uv field based on from geometry uv's or batchUvs. */ + Mesh.prototype.calculateUvs = function () { + var geomUvs = this.geometry.buffers[1]; + var shader = this.shader; + if (!shader.uvMatrix.isSimple) { + if (!this.batchUvs) { + this.batchUvs = new MeshBatchUvs(geomUvs, shader.uvMatrix); + } + this.batchUvs.update(); + this.uvs = this.batchUvs.data; + } + else { + this.uvs = geomUvs.data; + } + }; + /** + * Updates the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account. + * there must be a aVertexPosition attribute present in the geometry for bounds to be calculated correctly. + */ + Mesh.prototype._calculateBounds = function () { + this.calculateVertices(); + this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length); + }; + /** + * Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES. + * @param point - The point to test. + * @returns - The result of the test. + */ + Mesh.prototype.containsPoint = function (point) { + if (!this.getBounds().contains(point.x, point.y)) { + return false; + } + this.worldTransform.applyInverse(point, tempPoint); + var vertices = this.geometry.getBuffer('aVertexPosition').data; + var points = tempPolygon.points; + var indices = this.geometry.getIndex().data; + var len = indices.length; + var step = this.drawMode === 4 ? 3 : 1; + for (var i = 0; i + 2 < len; i += step) { + var ind0 = indices[i] * 2; + var ind1 = indices[i + 1] * 2; + var ind2 = indices[i + 2] * 2; + points[0] = vertices[ind0]; + points[1] = vertices[ind0 + 1]; + points[2] = vertices[ind1]; + points[3] = vertices[ind1 + 1]; + points[4] = vertices[ind2]; + points[5] = vertices[ind2 + 1]; + if (tempPolygon.contains(tempPoint.x, tempPoint.y)) { + return true; + } + } + return false; + }; + Mesh.prototype.destroy = function (options) { + _super.prototype.destroy.call(this, options); + if (this._cachedTexture) { + this._cachedTexture.destroy(); + this._cachedTexture = null; + } + this.geometry = null; + this.shader = null; + this.state = null; + this.uvs = null; + this.indices = null; + this.vertexData = null; + }; + /** The maximum number of vertices to consider batchable. Generally, the complexity of the geometry. */ + Mesh.BATCHABLE_SIZE = 100; + return Mesh; + }(Container)); + + var fragment$5 = "varying vec2 vTextureCoord;\nuniform vec4 uColor;\n\nuniform sampler2D uSampler;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;\n}\n"; + + var vertex$2 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTextureMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\n}\n"; + + /** + * Slightly opinionated default shader for PixiJS 2D objects. + * @memberof PIXI + */ + var MeshMaterial = /** @class */ (function (_super) { + __extends$9(MeshMaterial, _super); + /** + * @param uSampler - Texture that material uses to render. + * @param options - Additional options + * @param {number} [options.alpha=1] - Default alpha. + * @param {number} [options.tint=0xFFFFFF] - Default tint. + * @param {string} [options.pluginName='batch'] - Renderer plugin for batching. + * @param {PIXI.Program} [options.program=0xFFFFFF] - Custom program. + * @param {object} [options.uniforms] - Custom uniforms. + */ + function MeshMaterial(uSampler, options) { + var _this = this; + var uniforms = { + uSampler: uSampler, + alpha: 1, + uTextureMatrix: Matrix.IDENTITY, + uColor: new Float32Array([1, 1, 1, 1]), + }; + // Set defaults + options = Object.assign({ + tint: 0xFFFFFF, + alpha: 1, + pluginName: 'batch', + }, options); + if (options.uniforms) { + Object.assign(uniforms, options.uniforms); + } + _this = _super.call(this, options.program || Program.from(vertex$2, fragment$5), uniforms) || this; + _this._colorDirty = false; + _this.uvMatrix = new TextureMatrix(uSampler); + _this.batchable = options.program === undefined; + _this.pluginName = options.pluginName; + _this.tint = options.tint; + _this.alpha = options.alpha; + return _this; + } + Object.defineProperty(MeshMaterial.prototype, "texture", { + /** Reference to the texture being rendered. */ get: function () { - return this._leftWidth; + return this.uniforms.uSampler; }, set: function (value) { - this._leftWidth = value; - this._refresh(); + if (this.uniforms.uSampler !== value) { + if (!this.uniforms.uSampler.baseTexture.alphaMode !== !value.baseTexture.alphaMode) { + this._colorDirty = true; + } + this.uniforms.uSampler = value; + this.uvMatrix.texture = value; + } }, enumerable: false, configurable: true }); - Object.defineProperty(NineSlicePlane.prototype, "rightWidth", { - /** The width of the right column. */ + Object.defineProperty(MeshMaterial.prototype, "alpha", { get: function () { - return this._rightWidth; + return this._alpha; }, + /** + * This gets automatically set by the object using this. + * @default 1 + */ set: function (value) { - this._rightWidth = value; - this._refresh(); + if (value === this._alpha) + { return; } + this._alpha = value; + this._colorDirty = true; }, enumerable: false, configurable: true }); - Object.defineProperty(NineSlicePlane.prototype, "topHeight", { - /** The height of the top row. */ + Object.defineProperty(MeshMaterial.prototype, "tint", { get: function () { - return this._topHeight; + return this._tint; }, + /** + * Multiply tint for the material. + * @default 0xFFFFFF + */ set: function (value) { - this._topHeight = value; - this._refresh(); + if (value === this._tint) + { return; } + this._tint = value; + this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16); + this._colorDirty = true; }, enumerable: false, configurable: true }); - Object.defineProperty(NineSlicePlane.prototype, "bottomHeight", { - /** The height of the bottom row. */ + /** Gets called automatically by the Mesh. Intended to be overridden for custom {@link MeshMaterial} objects. */ + MeshMaterial.prototype.update = function () { + if (this._colorDirty) { + this._colorDirty = false; + var baseTexture = this.texture.baseTexture; + premultiplyTintToRgba(this._tint, this._alpha, this.uniforms.uColor, baseTexture.alphaMode); + } + if (this.uvMatrix.update()) { + this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord; + } + }; + return MeshMaterial; + }(Shader)); + + /** + * Standard 2D geometry used in PixiJS. + * + * Geometry can be defined without passing in a style or data if required. + * + * ```js + * const geometry = new PIXI.Geometry(); + * + * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2); + * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1], 2); + * geometry.addIndex([0,1,2,1,3,2]); + * + * ``` + * @memberof PIXI + */ + var MeshGeometry = /** @class */ (function (_super) { + __extends$9(MeshGeometry, _super); + /** + * @param {Float32Array|number[]} [vertices] - Positional data on geometry. + * @param {Float32Array|number[]} [uvs] - Texture UVs. + * @param {Uint16Array|number[]} [index] - IndexBuffer + */ + function MeshGeometry(vertices, uvs, index) { + var _this = _super.call(this) || this; + var verticesBuffer = new Buffer(vertices); + var uvsBuffer = new Buffer(uvs, true); + var indexBuffer = new Buffer(index, true, true); + _this.addAttribute('aVertexPosition', verticesBuffer, 2, false, TYPES.FLOAT) + .addAttribute('aTextureCoord', uvsBuffer, 2, false, TYPES.FLOAT) + .addIndex(indexBuffer); + _this._updateId = -1; + return _this; + } + Object.defineProperty(MeshGeometry.prototype, "vertexDirtyId", { + /** + * If the vertex position is updated. + * @readonly + * @private + */ get: function () { - return this._bottomHeight; - }, - set: function (value) { - this._bottomHeight = value; - this._refresh(); + return this.buffers[0]._updateID; }, enumerable: false, configurable: true }); - /** Refreshes NineSlicePlane coords. All of them. */ - NineSlicePlane.prototype._refresh = function () { - var texture = this.texture; - var uvs = this.geometry.buffers[1].data; - this._origWidth = texture.orig.width; - this._origHeight = texture.orig.height; - var _uvw = 1.0 / this._origWidth; - var _uvh = 1.0 / this._origHeight; - uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0; - uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0; - uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1; - uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1; - uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth; - uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - (_uvw * this._rightWidth); - uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight; - uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - (_uvh * this._bottomHeight); - this.updateHorizontalVertices(); - this.updateVerticalVertices(); - this.geometry.buffers[0].update(); - this.geometry.buffers[1].update(); - }; - return NineSlicePlane; - })(SimplePlane)); + return MeshGeometry; + }(Geometry)); /*! - * @pixi/sprite-animated - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/text-bitmap - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/sprite-animated is licensed under the MIT License. + * @pixi/text-bitmap is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ @@ -64347,1745 +34828,2061 @@ ***************************************************************************** */ /* global Reflect, Promise */ - var extendStatics$1 = function(d, b) { - extendStatics$1 = Object.setPrototypeOf || + var extendStatics$8 = function(d, b) { + extendStatics$8 = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$1(d, b); + return extendStatics$8(d, b); }; - function __extends$1(d, b) { - extendStatics$1(d, b); + function __extends$8(d, b) { + extendStatics$8(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); } + /* eslint-disable max-len */ /** - * An AnimatedSprite is a simple way to display an animation depicted by a list of textures. - * - * ```js - * let alienImages = ["image_sequence_01.png","image_sequence_02.png","image_sequence_03.png","image_sequence_04.png"]; - * let textureArray = []; - * - * for (let i=0; i < 4; i++) - * { - * let texture = PIXI.Texture.from(alienImages[i]); - * textureArray.push(texture); - * }; - * - * let animatedSprite = new PIXI.AnimatedSprite(textureArray); - * ``` - * - * The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet} - * containing the animation definitions: - * - * ```js - * PIXI.Loader.shared.add("assets/spritesheet.json").load(setup); - * - * function setup() { - * let sheet = PIXI.Loader.shared.resources["assets/spritesheet.json"].spritesheet; - * animatedSprite = new PIXI.AnimatedSprite(sheet.animations["image_sequence"]); - * ... - * } - * ``` + * Normalized parsed data from .fnt files. * @memberof PIXI */ - /** @class */ ((function (_super) { - __extends$1(AnimatedSprite, _super); + var BitmapFontData = /** @class */ (function () { + function BitmapFontData() { + this.info = []; + this.common = []; + this.page = []; + this.char = []; + this.kerning = []; + this.distanceField = []; + } + return BitmapFontData; + }()); + + /** + * BitmapFont format that's Text-based. + * @private + */ + var TextFormat = /** @class */ (function () { + function TextFormat() { + } /** - * @param textures - An array of {@link PIXI.Texture} or frame - * objects that make up the animation. - * @param {boolean} [autoUpdate=true] - Whether to use PIXI.Ticker.shared to auto update animation time. + * Check if resource refers to txt font data. + * @param data + * @returns - True if resource could be treated as font data, false otherwise. */ - function AnimatedSprite(textures, autoUpdate) { - if (autoUpdate === void 0) { autoUpdate = true; } - var _this = _super.call(this, textures[0] instanceof Texture ? textures[0] : textures[0].texture) || this; - _this._textures = null; - _this._durations = null; - _this._autoUpdate = autoUpdate; - _this._isConnectedToTicker = false; - _this.animationSpeed = 1; - _this.loop = true; - _this.updateAnchor = false; - _this.onComplete = null; - _this.onFrameChange = null; - _this.onLoop = null; - _this._currentTime = 0; - _this._playing = false; - _this._previousFrame = null; - _this.textures = textures; - return _this; - } - /** Stops the AnimatedSprite. */ - AnimatedSprite.prototype.stop = function () { - if (!this._playing) { - return; - } - this._playing = false; - if (this._autoUpdate && this._isConnectedToTicker) { - Ticker$1.shared.remove(this.update, this); - this._isConnectedToTicker = false; - } - }; - /** Plays the AnimatedSprite. */ - AnimatedSprite.prototype.play = function () { - if (this._playing) { - return; - } - this._playing = true; - if (this._autoUpdate && !this._isConnectedToTicker) { - Ticker$1.shared.add(this.update, this, UPDATE_PRIORITY$1.HIGH); - this._isConnectedToTicker = true; - } + TextFormat.test = function (data) { + return typeof data === 'string' && data.indexOf('info face=') === 0; }; /** - * Stops the AnimatedSprite and goes to a specific frame. - * @param frameNumber - Frame index to stop at. - */ - AnimatedSprite.prototype.gotoAndStop = function (frameNumber) { - this.stop(); - var previousFrame = this.currentFrame; - this._currentTime = frameNumber; - if (previousFrame !== this.currentFrame) { - this.updateTexture(); + * Convert text font data to a javascript object. + * @param txt - Raw string data to be converted + * @returns - Parsed font data + */ + TextFormat.parse = function (txt) { + // Retrieve data item + var items = txt.match(/^[a-z]+\s+.+$/gm); + var rawData = { + info: [], + common: [], + page: [], + char: [], + chars: [], + kerning: [], + kernings: [], + distanceField: [], + }; + for (var i in items) { + // Extract item name + var name = items[i].match(/^[a-z]+/gm)[0]; + // Extract item attribute list as string ex.: "width=10" + var attributeList = items[i].match(/[a-zA-Z]+=([^\s"']+|"([^"]*)")/gm); + // Convert attribute list into an object + var itemData = {}; + for (var i_1 in attributeList) { + // Split key-value pairs + var split = attributeList[i_1].split('='); + var key = split[0]; + // Remove eventual quotes from value + var strValue = split[1].replace(/"/gm, ''); + // Try to convert value into float + var floatValue = parseFloat(strValue); + // Use string value case float value is NaN + var value = isNaN(floatValue) ? strValue : floatValue; + itemData[key] = value; + } + // Push current item to the resulting data + rawData[name].push(itemData); } + var font = new BitmapFontData(); + rawData.info.forEach(function (info) { return font.info.push({ + face: info.face, + size: parseInt(info.size, 10), + }); }); + rawData.common.forEach(function (common) { return font.common.push({ + lineHeight: parseInt(common.lineHeight, 10), + }); }); + rawData.page.forEach(function (page) { return font.page.push({ + id: parseInt(page.id, 10), + file: page.file, + }); }); + rawData.char.forEach(function (char) { return font.char.push({ + id: parseInt(char.id, 10), + page: parseInt(char.page, 10), + x: parseInt(char.x, 10), + y: parseInt(char.y, 10), + width: parseInt(char.width, 10), + height: parseInt(char.height, 10), + xoffset: parseInt(char.xoffset, 10), + yoffset: parseInt(char.yoffset, 10), + xadvance: parseInt(char.xadvance, 10), + }); }); + rawData.kerning.forEach(function (kerning) { return font.kerning.push({ + first: parseInt(kerning.first, 10), + second: parseInt(kerning.second, 10), + amount: parseInt(kerning.amount, 10), + }); }); + rawData.distanceField.forEach(function (df) { return font.distanceField.push({ + distanceRange: parseInt(df.distanceRange, 10), + fieldType: df.fieldType, + }); }); + return font; }; + return TextFormat; + }()); + + /** + * BitmapFont format that's XML-based. + * @private + */ + var XMLFormat = /** @class */ (function () { + function XMLFormat() { + } /** - * Goes to a specific frame and begins playing the AnimatedSprite. - * @param frameNumber - Frame index to start at. + * Check if resource refers to xml font data. + * @param data + * @returns - True if resource could be treated as font data, false otherwise. */ - AnimatedSprite.prototype.gotoAndPlay = function (frameNumber) { - var previousFrame = this.currentFrame; - this._currentTime = frameNumber; - if (previousFrame !== this.currentFrame) { - this.updateTexture(); - } - this.play(); + XMLFormat.test = function (data) { + return data instanceof XMLDocument + && data.getElementsByTagName('page').length + && data.getElementsByTagName('info')[0].getAttribute('face') !== null; }; /** - * Updates the object transform for rendering. - * @param deltaTime - Time since last tick. + * Convert the XML into BitmapFontData that we can use. + * @param xml + * @returns - Data to use for BitmapFont */ - AnimatedSprite.prototype.update = function (deltaTime) { - if (!this._playing) { - return; - } - var elapsed = this.animationSpeed * deltaTime; - var previousFrame = this.currentFrame; - if (this._durations !== null) { - var lag = this._currentTime % 1 * this._durations[this.currentFrame]; - lag += elapsed / 60 * 1000; - while (lag < 0) { - this._currentTime--; - lag += this._durations[this.currentFrame]; - } - var sign = Math.sign(this.animationSpeed * deltaTime); - this._currentTime = Math.floor(this._currentTime); - while (lag >= this._durations[this.currentFrame]) { - lag -= this._durations[this.currentFrame] * sign; - this._currentTime += sign; - } - this._currentTime += lag / this._durations[this.currentFrame]; - } - else { - this._currentTime += elapsed; - } - if (this._currentTime < 0 && !this.loop) { - this.gotoAndStop(0); - if (this.onComplete) { - this.onComplete(); - } + XMLFormat.parse = function (xml) { + var data = new BitmapFontData(); + var info = xml.getElementsByTagName('info'); + var common = xml.getElementsByTagName('common'); + var page = xml.getElementsByTagName('page'); + var char = xml.getElementsByTagName('char'); + var kerning = xml.getElementsByTagName('kerning'); + var distanceField = xml.getElementsByTagName('distanceField'); + for (var i = 0; i < info.length; i++) { + data.info.push({ + face: info[i].getAttribute('face'), + size: parseInt(info[i].getAttribute('size'), 10), + }); } - else if (this._currentTime >= this._textures.length && !this.loop) { - this.gotoAndStop(this._textures.length - 1); - if (this.onComplete) { - this.onComplete(); - } + for (var i = 0; i < common.length; i++) { + data.common.push({ + lineHeight: parseInt(common[i].getAttribute('lineHeight'), 10), + }); } - else if (previousFrame !== this.currentFrame) { - if (this.loop && this.onLoop) { - if (this.animationSpeed > 0 && this.currentFrame < previousFrame) { - this.onLoop(); - } - else if (this.animationSpeed < 0 && this.currentFrame > previousFrame) { - this.onLoop(); - } - } - this.updateTexture(); + for (var i = 0; i < page.length; i++) { + data.page.push({ + id: parseInt(page[i].getAttribute('id'), 10) || 0, + file: page[i].getAttribute('file'), + }); } - }; - /** Updates the displayed texture to match the current frame index. */ - AnimatedSprite.prototype.updateTexture = function () { - var currentFrame = this.currentFrame; - if (this._previousFrame === currentFrame) { - return; + for (var i = 0; i < char.length; i++) { + var letter = char[i]; + data.char.push({ + id: parseInt(letter.getAttribute('id'), 10), + page: parseInt(letter.getAttribute('page'), 10) || 0, + x: parseInt(letter.getAttribute('x'), 10), + y: parseInt(letter.getAttribute('y'), 10), + width: parseInt(letter.getAttribute('width'), 10), + height: parseInt(letter.getAttribute('height'), 10), + xoffset: parseInt(letter.getAttribute('xoffset'), 10), + yoffset: parseInt(letter.getAttribute('yoffset'), 10), + xadvance: parseInt(letter.getAttribute('xadvance'), 10), + }); } - this._previousFrame = currentFrame; - this._texture = this._textures[currentFrame]; - this._textureID = -1; - this._textureTrimmedID = -1; - this._cachedTint = 0xFFFFFF; - this.uvs = this._texture._uvs.uvsFloat32; - if (this.updateAnchor) { - this._anchor.copyFrom(this._texture.defaultAnchor); + for (var i = 0; i < kerning.length; i++) { + data.kerning.push({ + first: parseInt(kerning[i].getAttribute('first'), 10), + second: parseInt(kerning[i].getAttribute('second'), 10), + amount: parseInt(kerning[i].getAttribute('amount'), 10), + }); } - if (this.onFrameChange) { - this.onFrameChange(this.currentFrame); + for (var i = 0; i < distanceField.length; i++) { + data.distanceField.push({ + fieldType: distanceField[i].getAttribute('fieldType'), + distanceRange: parseInt(distanceField[i].getAttribute('distanceRange'), 10), + }); } + return data; }; + return XMLFormat; + }()); + + /** + * BitmapFont format that's XML-based. + * @private + */ + var XMLStringFormat = /** @class */ (function () { + function XMLStringFormat() { + } /** - * Stops the AnimatedSprite and destroys it. - * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options - * have been set to that value. - * @param {boolean} [options.children=false] - If set to true, all the children will have their destroy - * method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well. - * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well. - */ - AnimatedSprite.prototype.destroy = function (options) { - this.stop(); - _super.prototype.destroy.call(this, options); - this.onComplete = null; - this.onFrameChange = null; - this.onLoop = null; - }; - /** - * A short hand way of creating an AnimatedSprite from an array of frame ids. - * @param frames - The array of frames ids the AnimatedSprite will use as its texture frames. - * @returns - The new animated sprite with the specified frames. + * Check if resource refers to text xml font data. + * @param data + * @returns - True if resource could be treated as font data, false otherwise. */ - AnimatedSprite.fromFrames = function (frames) { - var textures = []; - for (var i = 0; i < frames.length; ++i) { - textures.push(Texture.from(frames[i])); + XMLStringFormat.test = function (data) { + if (typeof data === 'string' && data.indexOf('') > -1) { + var xml = new globalThis.DOMParser().parseFromString(data, 'text/xml'); + return XMLFormat.test(xml); } - return new AnimatedSprite(textures); + return false; }; /** - * A short hand way of creating an AnimatedSprite from an array of image ids. - * @param images - The array of image urls the AnimatedSprite will use as its texture frames. - * @returns The new animate sprite with the specified images as frames. + * Convert the text XML into BitmapFontData that we can use. + * @param xmlTxt + * @returns - Data to use for BitmapFont */ - AnimatedSprite.fromImages = function (images) { - var textures = []; - for (var i = 0; i < images.length; ++i) { - textures.push(Texture.from(images[i])); - } - return new AnimatedSprite(textures); + XMLStringFormat.parse = function (xmlTxt) { + var xml = new globalThis.DOMParser().parseFromString(xmlTxt, 'text/xml'); + return XMLFormat.parse(xml); }; - Object.defineProperty(AnimatedSprite.prototype, "totalFrames", { - /** - * The total number of frames in the AnimatedSprite. This is the same as number of textures - * assigned to the AnimatedSprite. - * @readonly - * @default 0 - */ - get: function () { - return this._textures.length; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(AnimatedSprite.prototype, "textures", { - /** The array of textures used for this AnimatedSprite. */ - get: function () { - return this._textures; - }, - set: function (value) { - if (value[0] instanceof Texture) { - this._textures = value; - this._durations = null; - } - else { - this._textures = []; - this._durations = []; - for (var i = 0; i < value.length; i++) { - this._textures.push(value[i].texture); - this._durations.push(value[i].time); + return XMLStringFormat; + }()); + + // Registered formats, maybe make this extensible in the future? + var formats = [ + TextFormat, + XMLFormat, + XMLStringFormat ]; + /** + * Auto-detect BitmapFont parsing format based on data. + * @private + * @param {any} data - Data to detect format + * @returns {any} Format or null + */ + function autoDetectFormat(data) { + for (var i = 0; i < formats.length; i++) { + if (formats[i].test(data)) { + return formats[i]; + } + } + return null; + } + + // TODO: Prevent code duplication b/w generateFillStyle & Text#generateFillStyle + /** + * Generates the fill style. Can automatically generate a gradient based on the fill style being an array + * @private + * @param canvas + * @param context + * @param {object} style - The style. + * @param resolution + * @param {string[]} lines - The lines of text. + * @param metrics + * @returns {string|number|CanvasGradient} The fill style + */ + function generateFillStyle(canvas, context, style, resolution, lines, metrics) { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + var fillStyle = style.fill; + if (!Array.isArray(fillStyle)) { + return fillStyle; + } + else if (fillStyle.length === 1) { + return fillStyle[0]; + } + // the gradient will be evenly spaced out according to how large the array is. + // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75 + var gradient; + // a dropshadow will enlarge the canvas and result in the gradient being + // generated with the incorrect dimensions + var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0; + // should also take padding into account, padding can offset the gradient + var padding = style.padding || 0; + var width = (canvas.width / resolution) - dropShadowCorrection - (padding * 2); + var height = (canvas.height / resolution) - dropShadowCorrection - (padding * 2); + // make a copy of the style settings, so we can manipulate them later + var fill = fillStyle.slice(); + var fillGradientStops = style.fillGradientStops.slice(); + // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75 + if (!fillGradientStops.length) { + var lengthPlus1 = fill.length + 1; + for (var i = 1; i < lengthPlus1; ++i) { + fillGradientStops.push(i / lengthPlus1); + } + } + // stop the bleeding of the last gradient on the line above to the top gradient of the this line + // by hard defining the first gradient colour at point 0, and last gradient colour at point 1 + fill.unshift(fillStyle[0]); + fillGradientStops.unshift(0); + fill.push(fillStyle[fillStyle.length - 1]); + fillGradientStops.push(1); + if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) { + // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas + gradient = context.createLinearGradient(width / 2, padding, width / 2, height + padding); + // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect + // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 + // There's potential for floating point precision issues at the seams between gradient repeats. + // The loop below generates the stops in order, so track the last generated one to prevent + // floating point precision from making us go the teeniest bit backwards, resulting in + // the first and last colors getting swapped. + var lastIterationStop = 0; + // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc + var textHeight = metrics.fontProperties.fontSize + style.strokeThickness; + // textHeight, but as a 0-1 size in global gradient stop space + var gradStopLineHeight = textHeight / height; + for (var i = 0; i < lines.length; i++) { + var thisLineTop = metrics.lineHeight * i; + for (var j = 0; j < fill.length; j++) { + // 0-1 stop point for the current line, multiplied to global space afterwards + var lineStop = 0; + if (typeof fillGradientStops[j] === 'number') { + lineStop = fillGradientStops[j]; + } + else { + lineStop = j / fill.length; } + var globalStop = (thisLineTop / height) + (lineStop * gradStopLineHeight); + // Prevent color stop generation going backwards from floating point imprecision + var clampedStop = Math.max(lastIterationStop, globalStop); + clampedStop = Math.min(clampedStop, 1); // Cap at 1 as well for safety's sake to avoid a possible throw. + gradient.addColorStop(clampedStop, fill[j]); + lastIterationStop = clampedStop; } - this._previousFrame = null; - this.gotoAndStop(0); - this.updateTexture(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(AnimatedSprite.prototype, "currentFrame", { - /** - * The AnimatedSprites current frame index. - * @readonly - */ - get: function () { - var currentFrame = Math.floor(this._currentTime) % this._textures.length; - if (currentFrame < 0) { - currentFrame += this._textures.length; + } + } + else { + // start the gradient at the center left of the canvas, and end at the center right of the canvas + gradient = context.createLinearGradient(padding, height / 2, width + padding, height / 2); + // can just evenly space out the gradients in this case, as multiple lines makes no difference + // to an even left to right gradient + var totalIterations = fill.length + 1; + var currentIteration = 1; + for (var i = 0; i < fill.length; i++) { + var stop = void 0; + if (typeof fillGradientStops[i] === 'number') { + stop = fillGradientStops[i]; } - return currentFrame; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(AnimatedSprite.prototype, "playing", { - /** - * Indicates if the AnimatedSprite is currently playing. - * @readonly - */ - get: function () { - return this._playing; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(AnimatedSprite.prototype, "autoUpdate", { - /** Whether to use PIXI.Ticker.shared to auto update animation time. */ - get: function () { - return this._autoUpdate; - }, - set: function (value) { - if (value !== this._autoUpdate) { - this._autoUpdate = value; - if (!this._autoUpdate && this._isConnectedToTicker) { - Ticker$1.shared.remove(this.update, this); - this._isConnectedToTicker = false; - } - else if (this._autoUpdate && !this._isConnectedToTicker && this._playing) { - Ticker$1.shared.add(this.update, this); - this._isConnectedToTicker = true; - } + else { + stop = currentIteration / totalIterations; } - }, - enumerable: false, - configurable: true - }); - return AnimatedSprite; - })(Sprite)); + gradient.addColorStop(stop, fill[i]); + currentIteration++; + } + } + return gradient; + } - /*! - * pixi.js - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + // TODO: Prevent code duplication b/w drawGlyph & Text#updateText + /** + * Draws the glyph `metrics.text` on the given canvas. * - * pixi.js is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license + * Ignored because not directly exposed. + * @ignore + * @param {HTMLCanvasElement} canvas + * @param {CanvasRenderingContext2D} context + * @param {TextMetrics} metrics + * @param {number} x + * @param {number} y + * @param {number} resolution + * @param {TextStyle} style */ + function drawGlyph(canvas, context, metrics, x, y, resolution, style) { + var char = metrics.text; + var fontProperties = metrics.fontProperties; + context.translate(x, y); + context.scale(resolution, resolution); + var tx = style.strokeThickness / 2; + var ty = -(style.strokeThickness / 2); + context.font = style.toFontString(); + context.lineWidth = style.strokeThickness; + context.textBaseline = style.textBaseline; + context.lineJoin = style.lineJoin; + context.miterLimit = style.miterLimit; + // set canvas text styles + context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics); + context.strokeStyle = style.stroke; + if (style.dropShadow) { + var dropShadowColor = style.dropShadowColor; + var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor)); + var dropShadowBlur = style.dropShadowBlur * resolution; + var dropShadowDistance = style.dropShadowDistance * resolution; + context.shadowColor = "rgba(" + rgb[0] * 255 + "," + rgb[1] * 255 + "," + rgb[2] * 255 + "," + style.dropShadowAlpha + ")"; + context.shadowBlur = dropShadowBlur; + context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance; + context.shadowOffsetY = Math.sin(style.dropShadowAngle) * dropShadowDistance; + } + else { + context.shadowColor = 'black'; + context.shadowBlur = 0; + context.shadowOffsetX = 0; + context.shadowOffsetY = 0; + } + if (style.stroke && style.strokeThickness) { + context.strokeText(char, tx, ty + metrics.lineHeight - fontProperties.descent); + } + if (style.fill) { + context.fillText(char, tx, ty + metrics.lineHeight - fontProperties.descent); + } + context.setTransform(1, 0, 0, 1, 0, 0); // defaults needed for older browsers (e.g. Opera 29) + context.fillStyle = 'rgba(0, 0, 0, 0)'; + } - extensions.add( - // Install renderer plugins - AccessibilityManager, Extract, InteractionManager, ParticleRenderer, Prepare, BatchRenderer, TilingSpriteRenderer, - // Install loader plugins - BitmapFontLoader, CompressedTextureLoader, DDSLoader, KTXLoader, SpritesheetLoader, - // Install application plugins - TickerPlugin, AppLoaderPlugin); - - /*! - * @pixi/math - v6.5.7 - * Compiled Thu, 20 Oct 2022 15:13:33 UTC - * - * @pixi/math is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Two Pi. - * @static - * @member {number} - * @memberof PIXI - */ - var PI_2 = Math.PI * 2; /** - * Conversion factor for converting radians to degrees. - * @static - * @member {number} RAD_TO_DEG - * @memberof PIXI + * Ponyfill for IE because it doesn't support `Array.from` + * @param text + * @private */ - var RAD_TO_DEG = 180 / Math.PI; + function splitTextToCharacters(text) { + return Array.from ? Array.from(text) : text.split(''); + } + /** - * Conversion factor for converting degrees to radians. - * @static - * @member {number} - * @memberof PIXI + * Processes the passed character set data and returns a flattened array of all the characters. + * + * Ignored because not directly exposed. + * @ignore + * @param {string | string[] | string[][] } chars + * @returns {string[]} the flattened array of characters */ - var DEG_TO_RAD = Math.PI / 180; + function resolveCharacters(chars) { + // Split the chars string into individual characters + if (typeof chars === 'string') { + chars = [chars]; + } + // Handle an array of characters+ranges + var result = []; + for (var i = 0, j = chars.length; i < j; i++) { + var item = chars[i]; + // Handle range delimited by start/end chars + if (Array.isArray(item)) { + if (item.length !== 2) { + throw new Error("[BitmapFont]: Invalid character range length, expecting 2 got " + item.length + "."); + } + var startCode = item[0].charCodeAt(0); + var endCode = item[1].charCodeAt(0); + if (endCode < startCode) { + throw new Error('[BitmapFont]: Invalid character range.'); + } + for (var i_1 = startCode, j_1 = endCode; i_1 <= j_1; i_1++) { + result.push(String.fromCharCode(i_1)); + } + } + // Handle a character set string + else { + result.push.apply(result, splitTextToCharacters(item)); + } + } + if (result.length === 0) { + throw new Error('[BitmapFont]: Empty set when resolving characters.'); + } + return result; + } + /** - * Constants that identify shapes, mainly to prevent `instanceof` calls. - * @static - * @memberof PIXI - * @enum {number} - * @property {number} POLY Polygon - * @property {number} RECT Rectangle - * @property {number} CIRC Circle - * @property {number} ELIP Ellipse - * @property {number} RREC Rounded Rectangle + * Ponyfill for IE because it doesn't support `codePointAt` + * @param str + * @private */ - var SHAPES; - (function (SHAPES) { - SHAPES[SHAPES["POLY"] = 0] = "POLY"; - SHAPES[SHAPES["RECT"] = 1] = "RECT"; - SHAPES[SHAPES["CIRC"] = 2] = "CIRC"; - SHAPES[SHAPES["ELIP"] = 3] = "ELIP"; - SHAPES[SHAPES["RREC"] = 4] = "RREC"; - })(SHAPES || (SHAPES = {})); + function extractCharCode(str) { + return str.codePointAt ? str.codePointAt(0) : str.charCodeAt(0); + } /** - * The Point object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis - * @class + * BitmapFont represents a typeface available for use with the BitmapText class. Use the `install` + * method for adding a font to be used. * @memberof PIXI - * @implements {IPoint} */ - var Point = /** @class */ (function () { + var BitmapFont = /** @class */ (function () { /** - * Creates a new `Point` - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis + * @param data + * @param textures + * @param ownsTextures - Setting to `true` will destroy page textures + * when the font is uninstalled. */ - function Point(x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - /** Position of the point on the x axis */ - this.x = 0; - /** Position of the point on the y axis */ - this.y = 0; - this.x = x; - this.y = y; + function BitmapFont(data, textures, ownsTextures) { + var _a, _b; + var info = data.info[0]; + var common = data.common[0]; + var page = data.page[0]; + var distanceField = data.distanceField[0]; + var res = getResolutionOfUrl(page.file); + var pageTextures = {}; + this._ownsTextures = ownsTextures; + this.font = info.face; + this.size = info.size; + this.lineHeight = common.lineHeight / res; + this.chars = {}; + this.pageTextures = pageTextures; + // Convert the input Texture, Textures or object + // into a page Texture lookup by "id" + for (var i = 0; i < data.page.length; i++) { + var _c = data.page[i], id = _c.id, file = _c.file; + pageTextures[id] = textures instanceof Array + ? textures[i] : textures[file]; + // only MSDF and SDF fonts need no-premultiplied-alpha + if ((distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) && distanceField.fieldType !== 'none') { + pageTextures[id].baseTexture.alphaMode = ALPHA_MODES.NO_PREMULTIPLIED_ALPHA; + pageTextures[id].baseTexture.mipmap = MIPMAP_MODES.OFF; + } + } + // parse letters + for (var i = 0; i < data.char.length; i++) { + var _d = data.char[i], id = _d.id, page_1 = _d.page; + var _e = data.char[i], x = _e.x, y = _e.y, width = _e.width, height = _e.height, xoffset = _e.xoffset, yoffset = _e.yoffset, xadvance = _e.xadvance; + x /= res; + y /= res; + width /= res; + height /= res; + xoffset /= res; + yoffset /= res; + xadvance /= res; + var rect = new Rectangle(x + (pageTextures[page_1].frame.x / res), y + (pageTextures[page_1].frame.y / res), width, height); + this.chars[id] = { + xOffset: xoffset, + yOffset: yoffset, + xAdvance: xadvance, + kerning: {}, + texture: new Texture(pageTextures[page_1].baseTexture, rect), + page: page_1, + }; + } + // parse kernings + for (var i = 0; i < data.kerning.length; i++) { + var _f = data.kerning[i], first = _f.first, second = _f.second, amount = _f.amount; + first /= res; + second /= res; + amount /= res; + if (this.chars[second]) { + this.chars[second].kerning[first] = amount; + } + } + // Store distance field information + this.distanceFieldRange = distanceField === null || distanceField === void 0 ? void 0 : distanceField.distanceRange; + this.distanceFieldType = (_b = (_a = distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) === null || _a === void 0 ? void 0 : _a.toLowerCase()) !== null && _b !== void 0 ? _b : 'none'; } - /** - * Creates a clone of this point - * @returns A clone of this point - */ - Point.prototype.clone = function () { - return new Point(this.x, this.y); - }; - /** - * Copies `x` and `y` from the given point into this point - * @param p - The point to copy from - * @returns The point instance itself - */ - Point.prototype.copyFrom = function (p) { - this.set(p.x, p.y); - return this; + /** Remove references to created glyph textures. */ + BitmapFont.prototype.destroy = function () { + for (var id in this.chars) { + this.chars[id].texture.destroy(); + this.chars[id].texture = null; + } + for (var id in this.pageTextures) { + if (this._ownsTextures) { + this.pageTextures[id].destroy(true); + } + this.pageTextures[id] = null; + } + // Set readonly null. + this.chars = null; + this.pageTextures = null; }; /** - * Copies this point's x and y into the given point (`p`). - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated + * Register a new bitmap font. + * @param data - The + * characters map that could be provided as xml or raw string. + * @param textures - List of textures for each page. + * @param ownsTextures - Set to `true` to destroy page textures + * when the font is uninstalled. By default fonts created with + * `BitmapFont.from` or from the `BitmapFontLoader` are `true`. + * @returns {PIXI.BitmapFont} Result font object with font, size, lineHeight + * and char fields. */ - Point.prototype.copyTo = function (p) { - p.set(this.x, this.y); - return p; + BitmapFont.install = function (data, textures, ownsTextures) { + var fontData; + if (data instanceof BitmapFontData) { + fontData = data; + } + else { + var format = autoDetectFormat(data); + if (!format) { + throw new Error('Unrecognized data format for font.'); + } + fontData = format.parse(data); + } + // Single texture, convert to list + if (textures instanceof Texture) { + textures = [textures]; + } + var font = new BitmapFont(fontData, textures, ownsTextures); + BitmapFont.available[font.font] = font; + return font; }; /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal + * Remove bitmap font by name. + * @param name - Name of the font to uninstall. */ - Point.prototype.equals = function (p) { - return (p.x === this.x) && (p.y === this.y); + BitmapFont.uninstall = function (name) { + var font = BitmapFont.available[name]; + if (!font) { + throw new Error("No font found named '" + name + "'"); + } + font.destroy(); + delete BitmapFont.available[name]; }; /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the `x` axis - * @param {number} [y=x] - position of the point on the `y` axis - * @returns The point instance itself + * Generates a bitmap-font for the given style and character set. This does not support + * kernings yet. With `style` properties, only the following non-layout properties are used: + * + * - {@link PIXI.TextStyle#dropShadow|dropShadow} + * - {@link PIXI.TextStyle#dropShadowDistance|dropShadowDistance} + * - {@link PIXI.TextStyle#dropShadowColor|dropShadowColor} + * - {@link PIXI.TextStyle#dropShadowBlur|dropShadowBlur} + * - {@link PIXI.TextStyle#dropShadowAngle|dropShadowAngle} + * - {@link PIXI.TextStyle#fill|fill} + * - {@link PIXI.TextStyle#fillGradientStops|fillGradientStops} + * - {@link PIXI.TextStyle#fillGradientType|fillGradientType} + * - {@link PIXI.TextStyle#fontFamily|fontFamily} + * - {@link PIXI.TextStyle#fontSize|fontSize} + * - {@link PIXI.TextStyle#fontVariant|fontVariant} + * - {@link PIXI.TextStyle#fontWeight|fontWeight} + * - {@link PIXI.TextStyle#lineJoin|lineJoin} + * - {@link PIXI.TextStyle#miterLimit|miterLimit} + * - {@link PIXI.TextStyle#stroke|stroke} + * - {@link PIXI.TextStyle#strokeThickness|strokeThickness} + * - {@link PIXI.TextStyle#textBaseline|textBaseline} + * @param name - The name of the custom font to use with BitmapText. + * @param textStyle - Style options to render with BitmapFont. + * @param options - Setup options for font or name of the font. + * @param {string|string[]|string[][]} [options.chars=PIXI.BitmapFont.ALPHANUMERIC] - characters included + * in the font set. You can also use ranges. For example, `[['a', 'z'], ['A', 'Z'], "!@#$%^&*()~{}[] "]`. + * Don't forget to include spaces ' ' in your character set! + * @param {number} [options.resolution=1] - Render resolution for glyphs. + * @param {number} [options.textureWidth=512] - Optional width of atlas, smaller values to reduce memory. + * @param {number} [options.textureHeight=512] - Optional height of atlas, smaller values to reduce memory. + * @param {number} [options.padding=4] - Padding between glyphs on texture atlas. + * @returns Font generated by style options. + * @example + * PIXI.BitmapFont.from("TitleFont", { + * fontFamily: "Arial", + * fontSize: 12, + * strokeThickness: 2, + * fill: "purple" + * }); + * + * const title = new PIXI.BitmapText("This is the title", { fontName: "TitleFont" }); */ - Point.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - this.x = x; - this.y = y; - return this; - }; - Point.prototype.toString = function () { - return "[@pixi/math:Point x=" + this.x + " y=" + this.y + "]"; + BitmapFont.from = function (name, textStyle, options) { + if (!name) { + throw new Error('[BitmapFont] Property `name` is required.'); + } + var _a = Object.assign({}, BitmapFont.defaultOptions, options), chars = _a.chars, padding = _a.padding, resolution = _a.resolution, textureWidth = _a.textureWidth, textureHeight = _a.textureHeight; + var charsList = resolveCharacters(chars); + var style = textStyle instanceof TextStyle ? textStyle : new TextStyle(textStyle); + var lineWidth = textureWidth; + var fontData = new BitmapFontData(); + fontData.info[0] = { + face: style.fontFamily, + size: style.fontSize, + }; + fontData.common[0] = { + lineHeight: style.fontSize, + }; + var positionX = 0; + var positionY = 0; + var canvas; + var context; + var baseTexture; + var maxCharHeight = 0; + var textures = []; + for (var i = 0; i < charsList.length; i++) { + if (!canvas) { + canvas = settings.ADAPTER.createCanvas(); + canvas.width = textureWidth; + canvas.height = textureHeight; + context = canvas.getContext('2d'); + baseTexture = new BaseTexture(canvas, { resolution: resolution }); + textures.push(new Texture(baseTexture)); + fontData.page.push({ + id: textures.length - 1, + file: '', + }); + } + // Measure glyph dimensions + var character = charsList[i]; + var metrics = TextMetrics.measureText(character, style, false, canvas); + var width = metrics.width; + var height = Math.ceil(metrics.height); + // This is ugly - but italics are given more space so they don't overlap + var textureGlyphWidth = Math.ceil((style.fontStyle === 'italic' ? 2 : 1) * width); + // Can't fit char anymore: next canvas please! + if (positionY >= textureHeight - (height * resolution)) { + if (positionY === 0) { + // We don't want user debugging an infinite loop (or do we? :) + throw new Error("[BitmapFont] textureHeight " + textureHeight + "px is too small " + + ("(fontFamily: '" + style.fontFamily + "', fontSize: " + style.fontSize + "px, char: '" + character + "')")); + } + --i; + // Create new atlas once current has filled up + canvas = null; + context = null; + baseTexture = null; + positionY = 0; + positionX = 0; + maxCharHeight = 0; + continue; + } + maxCharHeight = Math.max(height + metrics.fontProperties.descent, maxCharHeight); + // Wrap line once full row has been rendered + if ((textureGlyphWidth * resolution) + positionX >= lineWidth) { + if (positionX === 0) { + // Avoid infinite loop (There can be some very wide char like '\uFDFD'!) + throw new Error("[BitmapFont] textureWidth " + textureWidth + "px is too small " + + ("(fontFamily: '" + style.fontFamily + "', fontSize: " + style.fontSize + "px, char: '" + character + "')")); + } + --i; + positionY += maxCharHeight * resolution; + positionY = Math.ceil(positionY); + positionX = 0; + maxCharHeight = 0; + continue; + } + drawGlyph(canvas, context, metrics, positionX, positionY, resolution, style); + // Unique (numeric) ID mapping to this glyph + var id = extractCharCode(metrics.text); + // Create a texture holding just the glyph + fontData.char.push({ + id: id, + page: textures.length - 1, + x: positionX / resolution, + y: positionY / resolution, + width: textureGlyphWidth, + height: height, + xoffset: 0, + yoffset: 0, + xadvance: Math.ceil(width + - (style.dropShadow ? style.dropShadowDistance : 0) + - (style.stroke ? style.strokeThickness : 0)), + }); + positionX += (textureGlyphWidth + (2 * padding)) * resolution; + positionX = Math.ceil(positionX); + } + // Brute-force kerning info, this can be expensive b/c it's an O(n²), + // but we're using measureText which is native and fast. + for (var i = 0, len = charsList.length; i < len; i++) { + var first = charsList[i]; + for (var j = 0; j < len; j++) { + var second = charsList[j]; + var c1 = context.measureText(first).width; + var c2 = context.measureText(second).width; + var total = context.measureText(first + second).width; + var amount = total - (c1 + c2); + if (amount) { + fontData.kerning.push({ + first: extractCharCode(first), + second: extractCharCode(second), + amount: amount, + }); + } + } + } + var font = new BitmapFont(fontData, textures, true); + // Make it easier to replace a font + if (BitmapFont.available[name] !== undefined) { + BitmapFont.uninstall(name); + } + BitmapFont.available[name] = font; + return font; }; - return Point; - }()); - - var tempPoints = [new Point(), new Point(), new Point(), new Point()]; - /** - * Size object, contains width and height - * @memberof PIXI - * @typedef {object} ISize - * @property {number} width - Width component - * @property {number} height - Height component - */ - /** - * Rectangle object is an area defined by its position, as indicated by its top-left corner - * point (x, y) and by its width and its height. - * @memberof PIXI - */ - var Rectangle = /** @class */ (function () { /** - * @param x - The X coordinate of the upper-left corner of the rectangle - * @param y - The Y coordinate of the upper-left corner of the rectangle - * @param width - The overall width of the rectangle - * @param height - The overall height of the rectangle + * This character set includes all the letters in the alphabet (both lower- and upper- case). + * @type {string[][]} + * @example + * BitmapFont.from("ExampleFont", style, { chars: BitmapFont.ALPHA }) */ - function Rectangle(x, y, width, height) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - this.x = Number(x); - this.y = Number(y); - this.width = Number(width); - this.height = Number(height); - this.type = SHAPES.RECT; - } - Object.defineProperty(Rectangle.prototype, "left", { - /** Returns the left edge of the rectangle. */ - get: function () { - return this.x; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "right", { - /** Returns the right edge of the rectangle. */ - get: function () { - return this.x + this.width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "top", { - /** Returns the top edge of the rectangle. */ - get: function () { - return this.y; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "bottom", { - /** Returns the bottom edge of the rectangle. */ - get: function () { - return this.y + this.height; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle, "EMPTY", { - /** A constant empty rectangle. */ - get: function () { - return new Rectangle(0, 0, 0, 0); - }, - enumerable: false, - configurable: true - }); + BitmapFont.ALPHA = [['a', 'z'], ['A', 'Z'], ' ']; /** - * Creates a clone of this Rectangle - * @returns a copy of the rectangle + * This character set includes all decimal digits (from 0 to 9). + * @type {string[][]} + * @example + * BitmapFont.from("ExampleFont", style, { chars: BitmapFont.NUMERIC }) */ - Rectangle.prototype.clone = function () { - return new Rectangle(this.x, this.y, this.width, this.height); - }; + BitmapFont.NUMERIC = [['0', '9']]; /** - * Copies another rectangle to this one. - * @param rectangle - The rectangle to copy from. - * @returns Returns itself. + * This character set is the union of `BitmapFont.ALPHA` and `BitmapFont.NUMERIC`. + * @type {string[][]} */ - Rectangle.prototype.copyFrom = function (rectangle) { - this.x = rectangle.x; - this.y = rectangle.y; - this.width = rectangle.width; - this.height = rectangle.height; - return this; - }; + BitmapFont.ALPHANUMERIC = [['a', 'z'], ['A', 'Z'], ['0', '9'], ' ']; /** - * Copies this rectangle to another one. - * @param rectangle - The rectangle to copy to. - * @returns Returns given parameter. + * This character set consists of all the ASCII table. + * @member {string[][]} + * @see http://www.asciitable.com/ */ - Rectangle.prototype.copyTo = function (rectangle) { - rectangle.x = this.x; - rectangle.y = this.y; - rectangle.width = this.width; - rectangle.height = this.height; - return rectangle; + BitmapFont.ASCII = [[' ', '~']]; + /** + * Collection of default options when using `BitmapFont.from`. + * @property {number} [resolution=1] - + * @property {number} [textureWidth=512] - + * @property {number} [textureHeight=512] - + * @property {number} [padding=4] - + * @property {string|string[]|string[][]} chars = PIXI.BitmapFont.ALPHANUMERIC + */ + BitmapFont.defaultOptions = { + resolution: 1, + textureWidth: 512, + textureHeight: 512, + padding: 4, + chars: BitmapFont.ALPHANUMERIC, }; + /** Collection of available/installed fonts. */ + BitmapFont.available = {}; + return BitmapFont; + }()); + + var msdfFrag = "// Pixi texture info\r\nvarying vec2 vTextureCoord;\r\nuniform sampler2D uSampler;\r\n\r\n// Tint\r\nuniform vec4 uColor;\r\n\r\n// on 2D applications fwidth is screenScale / glyphAtlasScale * distanceFieldRange\r\nuniform float uFWidth;\r\n\r\nvoid main(void) {\r\n\r\n // To stack MSDF and SDF we need a non-pre-multiplied-alpha texture.\r\n vec4 texColor = texture2D(uSampler, vTextureCoord);\r\n\r\n // MSDF\r\n float median = texColor.r + texColor.g + texColor.b -\r\n min(texColor.r, min(texColor.g, texColor.b)) -\r\n max(texColor.r, max(texColor.g, texColor.b));\r\n // SDF\r\n median = min(median, texColor.a);\r\n\r\n float screenPxDistance = uFWidth * (median - 0.5);\r\n float alpha = clamp(screenPxDistance + 0.5, 0.0, 1.0);\r\n if (median < 0.01) {\r\n alpha = 0.0;\r\n } else if (median > 0.99) {\r\n alpha = 1.0;\r\n }\r\n\r\n // NPM Textures, NPM outputs\r\n gl_FragColor = vec4(uColor.rgb, uColor.a * alpha);\r\n\r\n}\r\n"; + + var msdfVert = "// Mesh material default fragment\r\nattribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\n\r\nuniform mat3 projectionMatrix;\r\nuniform mat3 translationMatrix;\r\nuniform mat3 uTextureMatrix;\r\n\r\nvarying vec2 vTextureCoord;\r\n\r\nvoid main(void)\r\n{\r\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n\r\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\r\n}\r\n"; + + // If we ever need more than two pools, please make a Dict or something better. + var pageMeshDataDefaultPageMeshData = []; + var pageMeshDataMSDFPageMeshData = []; + var charRenderDataPool = []; + /** + * A BitmapText object will create a line or multiple lines of text using bitmap font. + * + * The primary advantage of this class over Text is that all of your textures are pre-generated and loading, + * meaning that rendering is fast, and changing text has no performance implications. + * + * Supporting character sets other than latin, such as CJK languages, may be impractical due to the number of characters. + * + * To split a line you can use '\n', '\r' or '\r\n' in your string. + * + * PixiJS can auto-generate fonts on-the-fly using BitmapFont or use fnt files provided by: + * http://www.angelcode.com/products/bmfont/ for Windows or + * http://www.bmglyph.com/ for Mac. + * + * You can also use SDF, MSDF and MTSDF BitmapFonts for vector-like scaling appearance provided by: + * https://github.com/soimy/msdf-bmfont-xml for SDF and MSDF fnt files or + * https://github.com/Chlumsky/msdf-atlas-gen for SDF, MSDF and MTSDF json files + * + * A BitmapText can only be created when the font is loaded. + * + * ```js + * // in this case the font is in a file called 'desyrel.fnt' + * let bitmapText = new PIXI.BitmapText("text using a fancy font!", { + * fontName: "Desyrel", + * fontSize: 35, + * align: "right" + * }); + * ``` + * @memberof PIXI + */ + /** @class */ ((function (_super) { + __extends$8(BitmapText, _super); /** - * Checks whether the x and y coordinates given are contained within this Rectangle - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coordinates are within this Rectangle + * @param text - A string that you would like the text to display. + * @param style - The style parameters. + * @param {string} style.fontName - The installed BitmapFont name. + * @param {number} [style.fontSize] - The size of the font in pixels, e.g. 24. If undefined, + *. this will default to the BitmapFont size. + * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center', 'right' or 'justify'), + * does not affect single line text. + * @param {number} [style.tint=0xFFFFFF] - The tint color. + * @param {number} [style.letterSpacing=0] - The amount of spacing between letters. + * @param {number} [style.maxWidth=0] - The max width of the text before line wrapping. */ - Rectangle.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { - return false; + function BitmapText(text, style) { + if (style === void 0) { style = {}; } + var _this = _super.call(this) || this; + /** + * Private tracker for the current tint. + * @private + */ + _this._tint = 0xFFFFFF; + // Apply the defaults + var _a = Object.assign({}, BitmapText.styleDefaults, style), align = _a.align, tint = _a.tint, maxWidth = _a.maxWidth, letterSpacing = _a.letterSpacing, fontName = _a.fontName, fontSize = _a.fontSize; + if (!BitmapFont.available[fontName]) { + throw new Error("Missing BitmapFont \"" + fontName + "\""); } - if (x >= this.x && x < this.x + this.width) { - if (y >= this.y && y < this.y + this.height) { - return true; + _this._activePagesMeshData = []; + _this._textWidth = 0; + _this._textHeight = 0; + _this._align = align; + _this._tint = tint; + _this._font = undefined; + _this._fontName = fontName; + _this._fontSize = fontSize; + _this.text = text; + _this._maxWidth = maxWidth; + _this._maxLineHeight = 0; + _this._letterSpacing = letterSpacing; + _this._anchor = new ObservablePoint(function () { _this.dirty = true; }, _this, 0, 0); + _this._roundPixels = settings.ROUND_PIXELS; + _this.dirty = true; + _this._resolution = settings.RESOLUTION; + _this._autoResolution = true; + _this._textureCache = {}; + return _this; + } + /** Renders text and updates it when needed. This should only be called if the BitmapFont is regenerated. */ + BitmapText.prototype.updateText = function () { + var _a; + var data = BitmapFont.available[this._fontName]; + var fontSize = this.fontSize; + var scale = fontSize / data.size; + var pos = new Point(); + var chars = []; + var lineWidths = []; + var lineSpaces = []; + var text = this._text.replace(/(?:\r\n|\r)/g, '\n') || ' '; + var charsInput = splitTextToCharacters(text); + var maxWidth = this._maxWidth * data.size / fontSize; + var pageMeshDataPool = data.distanceFieldType === 'none' + ? pageMeshDataDefaultPageMeshData : pageMeshDataMSDFPageMeshData; + var prevCharCode = null; + var lastLineWidth = 0; + var maxLineWidth = 0; + var line = 0; + var lastBreakPos = -1; + var lastBreakWidth = 0; + var spacesRemoved = 0; + var maxLineHeight = 0; + var spaceCount = 0; + for (var i = 0; i < charsInput.length; i++) { + var char = charsInput[i]; + var charCode = extractCharCode(char); + if ((/(?:\s)/).test(char)) { + lastBreakPos = i; + lastBreakWidth = lastLineWidth; + spaceCount++; + } + if (char === '\r' || char === '\n') { + lineWidths.push(lastLineWidth); + lineSpaces.push(-1); + maxLineWidth = Math.max(maxLineWidth, lastLineWidth); + ++line; + ++spacesRemoved; + pos.x = 0; + pos.y += data.lineHeight; + prevCharCode = null; + spaceCount = 0; + continue; + } + var charData = data.chars[charCode]; + if (!charData) { + continue; + } + if (prevCharCode && charData.kerning[prevCharCode]) { + pos.x += charData.kerning[prevCharCode]; + } + var charRenderData = charRenderDataPool.pop() || { + texture: Texture.EMPTY, + line: 0, + charCode: 0, + prevSpaces: 0, + position: new Point(), + }; + charRenderData.texture = charData.texture; + charRenderData.line = line; + charRenderData.charCode = charCode; + charRenderData.position.x = pos.x + charData.xOffset + (this._letterSpacing / 2); + charRenderData.position.y = pos.y + charData.yOffset; + charRenderData.prevSpaces = spaceCount; + chars.push(charRenderData); + lastLineWidth = charRenderData.position.x + + Math.max(charData.xAdvance - charData.xOffset, charData.texture.orig.width); + pos.x += charData.xAdvance + this._letterSpacing; + maxLineHeight = Math.max(maxLineHeight, (charData.yOffset + charData.texture.height)); + prevCharCode = charCode; + if (lastBreakPos !== -1 && maxWidth > 0 && pos.x > maxWidth) { + ++spacesRemoved; + removeItems(chars, 1 + lastBreakPos - spacesRemoved, 1 + i - lastBreakPos); + i = lastBreakPos; + lastBreakPos = -1; + lineWidths.push(lastBreakWidth); + lineSpaces.push(chars.length > 0 ? chars[chars.length - 1].prevSpaces : 0); + maxLineWidth = Math.max(maxLineWidth, lastBreakWidth); + line++; + pos.x = 0; + pos.y += data.lineHeight; + prevCharCode = null; + spaceCount = 0; } } - return false; - }; - /** - * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object. - * Returns true only if the area of the intersection is >0, this means that Rectangles - * sharing a side are not overlapping. Another side effect is that an arealess rectangle - * (width or height equal to zero) can't intersect any other rectangle. - * @param {Rectangle} other - The Rectangle to intersect with `this`. - * @param {Matrix} transform - The transformation matrix of `other`. - * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`. - */ - Rectangle.prototype.intersects = function (other, transform) { - if (!transform) { - var x0_1 = this.x < other.x ? other.x : this.x; - var x1_1 = this.right > other.right ? other.right : this.right; - if (x1_1 <= x0_1) { - return false; + var lastChar = charsInput[charsInput.length - 1]; + if (lastChar !== '\r' && lastChar !== '\n') { + if ((/(?:\s)/).test(lastChar)) { + lastLineWidth = lastBreakWidth; } - var y0_1 = this.y < other.y ? other.y : this.y; - var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom; - return y1_1 > y0_1; + lineWidths.push(lastLineWidth); + maxLineWidth = Math.max(maxLineWidth, lastLineWidth); + lineSpaces.push(-1); } - var x0 = this.left; - var x1 = this.right; - var y0 = this.top; - var y1 = this.bottom; - if (x1 <= x0 || y1 <= y0) { - return false; + var lineAlignOffsets = []; + for (var i = 0; i <= line; i++) { + var alignOffset = 0; + if (this._align === 'right') { + alignOffset = maxLineWidth - lineWidths[i]; + } + else if (this._align === 'center') { + alignOffset = (maxLineWidth - lineWidths[i]) / 2; + } + else if (this._align === 'justify') { + alignOffset = lineSpaces[i] < 0 ? 0 : (maxLineWidth - lineWidths[i]) / lineSpaces[i]; + } + lineAlignOffsets.push(alignOffset); } - var lt = tempPoints[0].set(other.left, other.top); - var lb = tempPoints[1].set(other.left, other.bottom); - var rt = tempPoints[2].set(other.right, other.top); - var rb = tempPoints[3].set(other.right, other.bottom); - if (rt.x <= lt.x || lb.y <= lt.y) { - return false; + var lenChars = chars.length; + var pagesMeshData = {}; + var newPagesMeshData = []; + var activePagesMeshData = this._activePagesMeshData; + pageMeshDataPool.push.apply(pageMeshDataPool, activePagesMeshData); + for (var i = 0; i < lenChars; i++) { + var texture = chars[i].texture; + var baseTextureUid = texture.baseTexture.uid; + if (!pagesMeshData[baseTextureUid]) { + var pageMeshData = pageMeshDataPool.pop(); + if (!pageMeshData) { + var geometry = new MeshGeometry(); + var material = void 0; + var meshBlendMode = void 0; + if (data.distanceFieldType === 'none') { + material = new MeshMaterial(Texture.EMPTY); + meshBlendMode = BLEND_MODES.NORMAL; + } + else { + material = new MeshMaterial(Texture.EMPTY, { program: Program.from(msdfVert, msdfFrag), uniforms: { uFWidth: 0 } }); + meshBlendMode = BLEND_MODES.NORMAL_NPM; + } + var mesh = new Mesh(geometry, material); + mesh.blendMode = meshBlendMode; + pageMeshData = { + index: 0, + indexCount: 0, + vertexCount: 0, + uvsCount: 0, + total: 0, + mesh: mesh, + vertices: null, + uvs: null, + indices: null, + }; + } + // reset data.. + pageMeshData.index = 0; + pageMeshData.indexCount = 0; + pageMeshData.vertexCount = 0; + pageMeshData.uvsCount = 0; + pageMeshData.total = 0; + // TODO need to get page texture here somehow.. + var _textureCache = this._textureCache; + _textureCache[baseTextureUid] = _textureCache[baseTextureUid] || new Texture(texture.baseTexture); + pageMeshData.mesh.texture = _textureCache[baseTextureUid]; + pageMeshData.mesh.tint = this._tint; + newPagesMeshData.push(pageMeshData); + pagesMeshData[baseTextureUid] = pageMeshData; + } + pagesMeshData[baseTextureUid].total++; } - var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c)); - if (s === 0) { - return false; + // lets find any previously active pageMeshDatas that are no longer required for + // the updated text (if any), removed and return them to the pool. + for (var i = 0; i < activePagesMeshData.length; i++) { + if (newPagesMeshData.indexOf(activePagesMeshData[i]) === -1) { + this.removeChild(activePagesMeshData[i].mesh); + } } - transform.apply(lt, lt); - transform.apply(lb, lb); - transform.apply(rt, rt); - transform.apply(rb, rb); - if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0 - || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1 - || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0 - || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) { - return false; + // next lets add any new meshes, that have not yet been added to this BitmapText + // we only add if its not already a child of this BitmapObject + for (var i = 0; i < newPagesMeshData.length; i++) { + if (newPagesMeshData[i].mesh.parent !== this) { + this.addChild(newPagesMeshData[i].mesh); + } } - var nx = s * (lb.y - lt.y); - var ny = s * (lt.x - lb.x); - var n00 = (nx * x0) + (ny * y0); - var n10 = (nx * x1) + (ny * y0); - var n01 = (nx * x0) + (ny * y1); - var n11 = (nx * x1) + (ny * y1); - if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y) - || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) { - return false; + // active page mesh datas are set to be the new pages added. + this._activePagesMeshData = newPagesMeshData; + for (var i in pagesMeshData) { + var pageMeshData = pagesMeshData[i]; + var total = pageMeshData.total; + // lets only allocate new buffers if we can fit the new text in the current ones.. + // unless that is, we will be batching. Currently batching dose not respect the size property of mesh + if (!(((_a = pageMeshData.indices) === null || _a === void 0 ? void 0 : _a.length) > 6 * total) || pageMeshData.vertices.length < Mesh.BATCHABLE_SIZE * 2) { + pageMeshData.vertices = new Float32Array(4 * 2 * total); + pageMeshData.uvs = new Float32Array(4 * 2 * total); + pageMeshData.indices = new Uint16Array(6 * total); + } + else { + var total_1 = pageMeshData.total; + var vertices = pageMeshData.vertices; + // Clear the garbage at the end of the vertices buffer. This will prevent the bounds miscalculation. + for (var i_1 = total_1 * 4 * 2; i_1 < vertices.length; i_1++) { + vertices[i_1] = 0; + } + } + // as a buffer maybe bigger than the current word, we set the size of the meshMaterial + // to match the number of letters needed + pageMeshData.mesh.size = 6 * total; } - var mx = s * (lt.y - rt.y); - var my = s * (rt.x - lt.x); - var m00 = (mx * x0) + (my * y0); - var m10 = (mx * x1) + (my * y0); - var m01 = (mx * x0) + (my * y1); - var m11 = (mx * x1) + (my * y1); - if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y) - || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) { - return false; + for (var i = 0; i < lenChars; i++) { + var char = chars[i]; + var offset = char.position.x + (lineAlignOffsets[char.line] * (this._align === 'justify' ? char.prevSpaces : 1)); + if (this._roundPixels) { + offset = Math.round(offset); + } + var xPos = offset * scale; + var yPos = char.position.y * scale; + var texture = char.texture; + var pageMesh = pagesMeshData[texture.baseTexture.uid]; + var textureFrame = texture.frame; + var textureUvs = texture._uvs; + var index = pageMesh.index++; + pageMesh.indices[(index * 6) + 0] = 0 + (index * 4); + pageMesh.indices[(index * 6) + 1] = 1 + (index * 4); + pageMesh.indices[(index * 6) + 2] = 2 + (index * 4); + pageMesh.indices[(index * 6) + 3] = 0 + (index * 4); + pageMesh.indices[(index * 6) + 4] = 2 + (index * 4); + pageMesh.indices[(index * 6) + 5] = 3 + (index * 4); + pageMesh.vertices[(index * 8) + 0] = xPos; + pageMesh.vertices[(index * 8) + 1] = yPos; + pageMesh.vertices[(index * 8) + 2] = xPos + (textureFrame.width * scale); + pageMesh.vertices[(index * 8) + 3] = yPos; + pageMesh.vertices[(index * 8) + 4] = xPos + (textureFrame.width * scale); + pageMesh.vertices[(index * 8) + 5] = yPos + (textureFrame.height * scale); + pageMesh.vertices[(index * 8) + 6] = xPos; + pageMesh.vertices[(index * 8) + 7] = yPos + (textureFrame.height * scale); + pageMesh.uvs[(index * 8) + 0] = textureUvs.x0; + pageMesh.uvs[(index * 8) + 1] = textureUvs.y0; + pageMesh.uvs[(index * 8) + 2] = textureUvs.x1; + pageMesh.uvs[(index * 8) + 3] = textureUvs.y1; + pageMesh.uvs[(index * 8) + 4] = textureUvs.x2; + pageMesh.uvs[(index * 8) + 5] = textureUvs.y2; + pageMesh.uvs[(index * 8) + 6] = textureUvs.x3; + pageMesh.uvs[(index * 8) + 7] = textureUvs.y3; } - return true; - }; - /** - * Pads the rectangle making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. - * @returns Returns itself. - */ - Rectangle.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - this.x -= paddingX; - this.y -= paddingY; - this.width += paddingX * 2; - this.height += paddingY * 2; - return this; - }; - /** - * Fits this rectangle around the passed one. - * @param rectangle - The rectangle to fit. - * @returns Returns itself. - */ - Rectangle.prototype.fit = function (rectangle) { - var x1 = Math.max(this.x, rectangle.x); - var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.max(this.y, rectangle.y); - var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = Math.max(x2 - x1, 0); - this.y = y1; - this.height = Math.max(y2 - y1, 0); - return this; - }; - /** - * Enlarges rectangle that way its corners lie on grid - * @param resolution - resolution - * @param eps - precision - * @returns Returns itself. - */ - Rectangle.prototype.ceil = function (resolution, eps) { - if (resolution === void 0) { resolution = 1; } - if (eps === void 0) { eps = 0.001; } - var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution; - var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution; - this.x = Math.floor((this.x + eps) * resolution) / resolution; - this.y = Math.floor((this.y + eps) * resolution) / resolution; - this.width = x2 - this.x; - this.height = y2 - this.y; - return this; - }; - /** - * Enlarges this rectangle to include the passed rectangle. - * @param rectangle - The rectangle to include. - * @returns Returns itself. - */ - Rectangle.prototype.enlarge = function (rectangle) { - var x1 = Math.min(this.x, rectangle.x); - var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.min(this.y, rectangle.y); - var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = x2 - x1; - this.y = y1; - this.height = y2 - y1; - return this; - }; - Rectangle.prototype.toString = function () { - return "[@pixi/math:Rectangle x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; + this._textWidth = maxLineWidth * scale; + this._textHeight = (pos.y + data.lineHeight) * scale; + for (var i in pagesMeshData) { + var pageMeshData = pagesMeshData[i]; + // apply anchor + if (this.anchor.x !== 0 || this.anchor.y !== 0) { + var vertexCount = 0; + var anchorOffsetX = this._textWidth * this.anchor.x; + var anchorOffsetY = this._textHeight * this.anchor.y; + for (var i_2 = 0; i_2 < pageMeshData.total; i_2++) { + pageMeshData.vertices[vertexCount++] -= anchorOffsetX; + pageMeshData.vertices[vertexCount++] -= anchorOffsetY; + pageMeshData.vertices[vertexCount++] -= anchorOffsetX; + pageMeshData.vertices[vertexCount++] -= anchorOffsetY; + pageMeshData.vertices[vertexCount++] -= anchorOffsetX; + pageMeshData.vertices[vertexCount++] -= anchorOffsetY; + pageMeshData.vertices[vertexCount++] -= anchorOffsetX; + pageMeshData.vertices[vertexCount++] -= anchorOffsetY; + } + } + this._maxLineHeight = maxLineHeight * scale; + var vertexBuffer = pageMeshData.mesh.geometry.getBuffer('aVertexPosition'); + var textureBuffer = pageMeshData.mesh.geometry.getBuffer('aTextureCoord'); + var indexBuffer = pageMeshData.mesh.geometry.getIndex(); + vertexBuffer.data = pageMeshData.vertices; + textureBuffer.data = pageMeshData.uvs; + indexBuffer.data = pageMeshData.indices; + vertexBuffer.update(); + textureBuffer.update(); + indexBuffer.update(); + } + for (var i = 0; i < chars.length; i++) { + charRenderDataPool.push(chars[i]); + } + this._font = data; + this.dirty = false; }; - return Rectangle; - }()); - - /** - * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis. - * - * An `ObservablePoint` is a point that triggers a callback when the point's position is changed. - * @memberof PIXI - */ - var ObservablePoint = /** @class */ (function () { - /** - * Creates a new `ObservablePoint` - * @param cb - callback function triggered when `x` and/or `y` are changed - * @param scope - owner of callback - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis - */ - function ObservablePoint(cb, scope, x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - this._x = x; - this._y = y; - this.cb = cb; - this.scope = scope; - } - /** - * Creates a clone of this point. - * The callback and scope params can be overridden otherwise they will default - * to the clone object's values. - * @override - * @param cb - The callback function triggered when `x` and/or `y` are changed - * @param scope - The owner of the callback - * @returns a copy of this observable point - */ - ObservablePoint.prototype.clone = function (cb, scope) { - if (cb === void 0) { cb = this.cb; } - if (scope === void 0) { scope = this.scope; } - return new ObservablePoint(cb, scope, this._x, this._y); + BitmapText.prototype.updateTransform = function () { + this.validate(); + this.containerUpdateTransform(); }; - /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=x] - position of the point on the y axis - * @returns The observable point instance itself - */ - ObservablePoint.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - if (this._x !== x || this._y !== y) { - this._x = x; - this._y = y; - this.cb.call(this.scope); + BitmapText.prototype._render = function (renderer) { + if (this._autoResolution && this._resolution !== renderer.resolution) { + this._resolution = renderer.resolution; + this.dirty = true; } - return this; - }; - /** - * Copies x and y from the given point (`p`) - * @param p - The point to copy from. Can be any of type that is or extends `IPointData` - * @returns The observable point instance itself - */ - ObservablePoint.prototype.copyFrom = function (p) { - if (this._x !== p.x || this._y !== p.y) { - this._x = p.x; - this._y = p.y; - this.cb.call(this.scope); + // Update the uniform + var _a = BitmapFont.available[this._fontName], distanceFieldRange = _a.distanceFieldRange, distanceFieldType = _a.distanceFieldType, size = _a.size; + if (distanceFieldType !== 'none') { + // Inject the shader code with the correct value + var _b = this.worldTransform, a = _b.a, b = _b.b, c = _b.c, d = _b.d; + var dx = Math.sqrt((a * a) + (b * b)); + var dy = Math.sqrt((c * c) + (d * d)); + var worldScale = (Math.abs(dx) + Math.abs(dy)) / 2; + var fontScale = this.fontSize / size; + for (var _i = 0, _c = this._activePagesMeshData; _i < _c.length; _i++) { + var mesh = _c[_i]; + mesh.mesh.shader.uniforms.uFWidth = worldScale * distanceFieldRange * fontScale * this._resolution; + } } - return this; + _super.prototype._render.call(this, renderer); }; /** - * Copies this point's x and y into that of the given point (`p`) - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated + * Validates text before calling parent's getLocalBounds + * @returns - The rectangular bounding area */ - ObservablePoint.prototype.copyTo = function (p) { - p.set(this._x, this._y); - return p; + BitmapText.prototype.getLocalBounds = function () { + this.validate(); + return _super.prototype.getLocalBounds.call(this); }; /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal + * Updates text when needed + * @private */ - ObservablePoint.prototype.equals = function (p) { - return (p.x === this._x) && (p.y === this._y); - }; - ObservablePoint.prototype.toString = function () { - return "[@pixi/math:ObservablePoint x=" + 0 + " y=" + 0 + " scope=" + this.scope + "]"; + BitmapText.prototype.validate = function () { + var font = BitmapFont.available[this._fontName]; + if (!font) { + throw new Error("Missing BitmapFont \"" + this._fontName + "\""); + } + if (this._font !== font) { + this.dirty = true; + } + if (this.dirty) { + this.updateText(); + } }; - Object.defineProperty(ObservablePoint.prototype, "x", { - /** Position of the observable point on the x axis. */ + Object.defineProperty(BitmapText.prototype, "tint", { + /** + * The tint of the BitmapText object. + * @default 0xffffff + */ get: function () { - return this._x; + return this._tint; }, set: function (value) { - if (this._x !== value) { - this._x = value; - this.cb.call(this.scope); + if (this._tint === value) + { return; } + this._tint = value; + for (var i = 0; i < this._activePagesMeshData.length; i++) { + this._activePagesMeshData[i].mesh.tint = value; } }, enumerable: false, configurable: true }); - Object.defineProperty(ObservablePoint.prototype, "y", { - /** Position of the observable point on the y axis. */ + Object.defineProperty(BitmapText.prototype, "align", { + /** + * The alignment of the BitmapText object. + * @member {string} + * @default 'left' + */ get: function () { - return this._y; - }, - set: function (value) { - if (this._y !== value) { - this._y = value; - this.cb.call(this.scope); - } - }, - enumerable: false, - configurable: true - }); - return ObservablePoint; - }()); - - /** - * The PixiJS Matrix as a class makes it a lot faster. - * - * Here is a representation of it: - * ```js - * | a | c | tx| - * | b | d | ty| - * | 0 | 0 | 1 | - * ``` - * @memberof PIXI - */ - var Matrix = /** @class */ (function () { - /** - * @param a - x scale - * @param b - y skew - * @param c - x skew - * @param d - y scale - * @param tx - x translation - * @param ty - y translation - */ - function Matrix(a, b, c, d, tx, ty) { - if (a === void 0) { a = 1; } - if (b === void 0) { b = 0; } - if (c === void 0) { c = 0; } - if (d === void 0) { d = 1; } - if (tx === void 0) { tx = 0; } - if (ty === void 0) { ty = 0; } - this.array = null; - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - } - /** - * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: - * - * a = array[0] - * b = array[1] - * c = array[3] - * d = array[4] - * tx = array[2] - * ty = array[5] - * @param array - The array that the matrix will be populated from. - */ - Matrix.prototype.fromArray = function (array) { - this.a = array[0]; - this.b = array[1]; - this.c = array[3]; - this.d = array[4]; - this.tx = array[2]; - this.ty = array[5]; - }; - /** - * Sets the matrix properties. - * @param a - Matrix component - * @param b - Matrix component - * @param c - Matrix component - * @param d - Matrix component - * @param tx - Matrix component - * @param ty - Matrix component - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.set = function (a, b, c, d, tx, ty) { - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - return this; - }; - /** - * Creates an array from the current Matrix object. - * @param transpose - Whether we need to transpose the matrix or not - * @param [out=new Float32Array(9)] - If provided the array will be assigned to out - * @returns The newly created array which contains the matrix - */ - Matrix.prototype.toArray = function (transpose, out) { - if (!this.array) { - this.array = new Float32Array(9); - } - var array = out || this.array; - if (transpose) { - array[0] = this.a; - array[1] = this.b; - array[2] = 0; - array[3] = this.c; - array[4] = this.d; - array[5] = 0; - array[6] = this.tx; - array[7] = this.ty; - array[8] = 1; - } - else { - array[0] = this.a; - array[1] = this.c; - array[2] = this.tx; - array[3] = this.b; - array[4] = this.d; - array[5] = this.ty; - array[6] = 0; - array[7] = 0; - array[8] = 1; - } - return array; - }; - /** - * Get a new position with the current transformation applied. - * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, transformed through this matrix - */ - Matrix.prototype.apply = function (pos, newPos) { - newPos = (newPos || new Point()); - var x = pos.x; - var y = pos.y; - newPos.x = (this.a * x) + (this.c * y) + this.tx; - newPos.y = (this.b * x) + (this.d * y) + this.ty; - return newPos; - }; - /** - * Get a new position with the inverse of the current transformation applied. - * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, inverse-transformed through this matrix - */ - Matrix.prototype.applyInverse = function (pos, newPos) { - newPos = (newPos || new Point()); - var id = 1 / ((this.a * this.d) + (this.c * -this.b)); - var x = pos.x; - var y = pos.y; - newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id); - newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id); - return newPos; - }; - /** - * Translates the matrix on the x and y. - * @param x - How much to translate x by - * @param y - How much to translate y by - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.translate = function (x, y) { - this.tx += x; - this.ty += y; - return this; - }; - /** - * Applies a scale transformation to the matrix. - * @param x - The amount to scale horizontally - * @param y - The amount to scale vertically - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.scale = function (x, y) { - this.a *= x; - this.d *= y; - this.c *= x; - this.b *= y; - this.tx *= x; - this.ty *= y; - return this; - }; - /** - * Applies a rotation transformation to the matrix. - * @param angle - The angle in radians. - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.rotate = function (angle) { - var cos = Math.cos(angle); - var sin = Math.sin(angle); - var a1 = this.a; - var c1 = this.c; - var tx1 = this.tx; - this.a = (a1 * cos) - (this.b * sin); - this.b = (a1 * sin) + (this.b * cos); - this.c = (c1 * cos) - (this.d * sin); - this.d = (c1 * sin) + (this.d * cos); - this.tx = (tx1 * cos) - (this.ty * sin); - this.ty = (tx1 * sin) + (this.ty * cos); - return this; - }; - /** - * Appends the given Matrix to this Matrix. - * @param matrix - The matrix to append. - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.append = function (matrix) { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - this.a = (matrix.a * a1) + (matrix.b * c1); - this.b = (matrix.a * b1) + (matrix.b * d1); - this.c = (matrix.c * a1) + (matrix.d * c1); - this.d = (matrix.c * b1) + (matrix.d * d1); - this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx; - this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty; - return this; - }; - /** - * Sets the matrix based on all the available properties - * @param x - Position on the x axis - * @param y - Position on the y axis - * @param pivotX - Pivot on the x axis - * @param pivotY - Pivot on the y axis - * @param scaleX - Scale on the x axis - * @param scaleY - Scale on the y axis - * @param rotation - Rotation in radians - * @param skewX - Skew on the x axis - * @param skewY - Skew on the y axis - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) { - this.a = Math.cos(rotation + skewY) * scaleX; - this.b = Math.sin(rotation + skewY) * scaleX; - this.c = -Math.sin(rotation - skewX) * scaleY; - this.d = Math.cos(rotation - skewX) * scaleY; - this.tx = x - ((pivotX * this.a) + (pivotY * this.c)); - this.ty = y - ((pivotX * this.b) + (pivotY * this.d)); - return this; - }; - /** - * Prepends the given Matrix to this Matrix. - * @param matrix - The matrix to prepend - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.prepend = function (matrix) { - var tx1 = this.tx; - if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) { - var a1 = this.a; - var c1 = this.c; - this.a = (a1 * matrix.a) + (this.b * matrix.c); - this.b = (a1 * matrix.b) + (this.b * matrix.d); - this.c = (c1 * matrix.a) + (this.d * matrix.c); - this.d = (c1 * matrix.b) + (this.d * matrix.d); - } - this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx; - this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty; - return this; - }; - /** - * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. - * @param transform - The transform to apply the properties to. - * @returns The transform with the newly applied properties - */ - Matrix.prototype.decompose = function (transform) { - // sort out rotation / skew.. - var a = this.a; - var b = this.b; - var c = this.c; - var d = this.d; - var pivot = transform.pivot; - var skewX = -Math.atan2(-c, d); - var skewY = Math.atan2(b, a); - var delta = Math.abs(skewX + skewY); - if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) { - transform.rotation = skewY; - transform.skew.x = transform.skew.y = 0; - } - else { - transform.rotation = 0; - transform.skew.x = skewX; - transform.skew.y = skewY; - } - // next set scale - transform.scale.x = Math.sqrt((a * a) + (b * b)); - transform.scale.y = Math.sqrt((c * c) + (d * d)); - // next set position - transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c)); - transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d)); - return transform; - }; - /** - * Inverts this matrix - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.invert = function () { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - var tx1 = this.tx; - var n = (a1 * d1) - (b1 * c1); - this.a = d1 / n; - this.b = -b1 / n; - this.c = -c1 / n; - this.d = a1 / n; - this.tx = ((c1 * this.ty) - (d1 * tx1)) / n; - this.ty = -((a1 * this.ty) - (b1 * tx1)) / n; - return this; - }; - /** - * Resets this Matrix to an identity (default) matrix. - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.identity = function () { - this.a = 1; - this.b = 0; - this.c = 0; - this.d = 1; - this.tx = 0; - this.ty = 0; - return this; - }; - /** - * Creates a new Matrix object with the same values as this one. - * @returns A copy of this matrix. Good for chaining method calls. - */ - Matrix.prototype.clone = function () { - var matrix = new Matrix(); - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; - }; - /** - * Changes the values of the given matrix to be the same as the ones in this matrix - * @param matrix - The matrix to copy to. - * @returns The matrix given in parameter with its values updated. - */ - Matrix.prototype.copyTo = function (matrix) { - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; - }; - /** - * Changes the values of the matrix to be the same as the ones in given matrix - * @param {PIXI.Matrix} matrix - The matrix to copy from. - * @returns {PIXI.Matrix} this - */ - Matrix.prototype.copyFrom = function (matrix) { - this.a = matrix.a; - this.b = matrix.b; - this.c = matrix.c; - this.d = matrix.d; - this.tx = matrix.tx; - this.ty = matrix.ty; - return this; - }; - Matrix.prototype.toString = function () { - return "[@pixi/math:Matrix a=" + this.a + " b=" + this.b + " c=" + this.c + " d=" + this.d + " tx=" + this.tx + " ty=" + this.ty + "]"; - }; - Object.defineProperty(Matrix, "IDENTITY", { + return this._align; + }, + set: function (value) { + if (this._align !== value) { + this._align = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "fontName", { + /** The name of the BitmapFont. */ + get: function () { + return this._fontName; + }, + set: function (value) { + if (!BitmapFont.available[value]) { + throw new Error("Missing BitmapFont \"" + value + "\""); + } + if (this._fontName !== value) { + this._fontName = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "fontSize", { + /** The size of the font to display. */ + get: function () { + var _a; + return (_a = this._fontSize) !== null && _a !== void 0 ? _a : BitmapFont.available[this._fontName].size; + }, + set: function (value) { + if (this._fontSize !== value) { + this._fontSize = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "anchor", { /** - * A default (identity) matrix + * The anchor sets the origin point of the text. + * + * The default is `(0,0)`, this means the text's origin is the top left. + * + * Setting the anchor to `(0.5,0.5)` means the text's origin is centered. + * + * Setting the anchor to `(1,1)` would mean the text's origin point will be the bottom right corner. + */ + get: function () { + return this._anchor; + }, + set: function (value) { + if (typeof value === 'number') { + this._anchor.set(value); + } + else { + this._anchor.copyFrom(value); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "text", { + /** The text of the BitmapText object. */ + get: function () { + return this._text; + }, + set: function (text) { + text = String(text === null || text === undefined ? '' : text); + if (this._text === text) { + return; + } + this._text = text; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "maxWidth", { + /** + * The max width of this bitmap text in pixels. If the text provided is longer than the + * value provided, line breaks will be automatically inserted in the last whitespace. + * Disable by setting the value to 0. + */ + get: function () { + return this._maxWidth; + }, + set: function (value) { + if (this._maxWidth === value) { + return; + } + this._maxWidth = value; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "maxLineHeight", { + /** + * The max line height. This is useful when trying to use the total height of the Text, + * i.e. when trying to vertically align. * @readonly */ get: function () { - return new Matrix(); + this.validate(); + return this._maxLineHeight; }, enumerable: false, configurable: true }); - Object.defineProperty(Matrix, "TEMP_MATRIX", { + Object.defineProperty(BitmapText.prototype, "textWidth", { /** - * A temp matrix + * The width of the overall text, different from fontSize, + * which is defined in the style object. * @readonly */ get: function () { - return new Matrix(); + this.validate(); + return this._textWidth; }, enumerable: false, configurable: true }); - return Matrix; - }()); - - // Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group - /* - * Transform matrix for operation n is: - * | ux | vx | - * | uy | vy | - */ - var ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; - var uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; - /* - * Alias for {@code Math.sign}. - */ - var signum = Math.sign; - /* - * Initializes `rotationCayley` and `rotationMatrices`. It is called - * only once below. - */ - function init() { - for (var i = 0; i < 16; i++) { - var row = []; - for (var j = 0; j < 16; j++) { - /* Multiplies rotation matrices i and j. */ - var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j])); - var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j])); - var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j])); - var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j])); - /* Finds rotation matrix matching the product and pushes it. */ - for (var k = 0; k < 16; k++) { - if (ux[k] === _ux && uy[k] === _uy - && vx[k] === _vx && vy[k] === _vy) { - row.push(k); - break; - } + Object.defineProperty(BitmapText.prototype, "letterSpacing", { + /** Additional space between characters. */ + get: function () { + return this._letterSpacing; + }, + set: function (value) { + if (this._letterSpacing !== value) { + this._letterSpacing = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "roundPixels", { + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * Advantages can include sharper image quality (like text) and faster rendering on canvas. + * The main disadvantage is movement of objects may appear less smooth. + * To set the global default, change {@link PIXI.settings.ROUND_PIXELS} + * @default PIXI.settings.ROUND_PIXELS + */ + get: function () { + return this._roundPixels; + }, + set: function (value) { + if (value !== this._roundPixels) { + this._roundPixels = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "textHeight", { + /** + * The height of the overall text, different from fontSize, + * which is defined in the style object. + * @readonly + */ + get: function () { + this.validate(); + return this._textHeight; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "resolution", { + /** + * The resolution / device pixel ratio of the canvas. + * + * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually. + * @default 1 + */ + get: function () { + return this._resolution; + }, + set: function (value) { + this._autoResolution = false; + if (this._resolution === value) { + return; } + this._resolution = value; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + BitmapText.prototype.destroy = function (options) { + var _textureCache = this._textureCache; + var data = BitmapFont.available[this._fontName]; + var pageMeshDataPool = data.distanceFieldType === 'none' + ? pageMeshDataDefaultPageMeshData : pageMeshDataMSDFPageMeshData; + pageMeshDataPool.push.apply(pageMeshDataPool, this._activePagesMeshData); + for (var _i = 0, _a = this._activePagesMeshData; _i < _a.length; _i++) { + var pageMeshData = _a[_i]; + this.removeChild(pageMeshData.mesh); + } + this._activePagesMeshData = []; + // Release references to any cached textures in page pool + pageMeshDataPool + .filter(function (page) { return _textureCache[page.mesh.texture.baseTexture.uid]; }) + .forEach(function (page) { + page.mesh.texture = Texture.EMPTY; + }); + for (var id in _textureCache) { + var texture = _textureCache[id]; + texture.destroy(); + delete _textureCache[id]; } - } - for (var i = 0; i < 16; i++) { - var mat = new Matrix(); - mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0); - } - } - init(); + this._font = null; + this._textureCache = null; + _super.prototype.destroy.call(this, options); + }; + BitmapText.styleDefaults = { + align: 'left', + tint: 0xFFFFFF, + maxWidth: 0, + letterSpacing: 0, + }; + return BitmapText; + })(Container)); /** - * Transform that takes care about its versions. + * {@link PIXI.Loader Loader} middleware for loading + * bitmap-based fonts suitable for using with {@link PIXI.BitmapText}. * @memberof PIXI */ - var Transform = /** @class */ (function () { - function Transform() { - this.worldTransform = new Matrix(); - this.localTransform = new Matrix(); - this.position = new ObservablePoint(this.onChange, this, 0, 0); - this.scale = new ObservablePoint(this.onChange, this, 1, 1); - this.pivot = new ObservablePoint(this.onChange, this, 0, 0); - this.skew = new ObservablePoint(this.updateSkew, this, 0, 0); - this._rotation = 0; - this._cx = 1; - this._sx = 0; - this._cy = 0; - this._sy = 1; - this._localID = 0; - this._currentLocalID = 0; - this._worldID = 0; - this._parentID = 0; + var BitmapFontLoader = /** @class */ (function () { + function BitmapFontLoader() { } - /** Called when a value changes. */ - Transform.prototype.onChange = function () { - this._localID++; - }; - /** Called when the skew or the rotation changes. */ - Transform.prototype.updateSkew = function () { - this._cx = Math.cos(this._rotation + this.skew.y); - this._sx = Math.sin(this._rotation + this.skew.y); - this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2 - this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2 - this._localID++; - }; - Transform.prototype.toString = function () { - return "[@pixi/math:Transform " - + ("position=(" + this.position.x + ", " + this.position.y + ") ") - + ("rotation=" + this.rotation + " ") - + ("scale=(" + this.scale.x + ", " + this.scale.y + ") ") - + ("skew=(" + this.skew.x + ", " + this.skew.y + ") ") - + "]"; + /** + * Called when the plugin is installed. + * @see PIXI.extensions.add + */ + BitmapFontLoader.add = function () { + LoaderResource.setExtensionXhrType('fnt', LoaderResource.XHR_RESPONSE_TYPE.TEXT); }; - /** Updates the local transformation matrix. */ - Transform.prototype.updateLocalTransform = function () { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; + /** + * Called after a resource is loaded. + * @see PIXI.Loader.loaderMiddleware + * @param this + * @param {PIXI.LoaderResource} resource + * @param {Function} next + */ + BitmapFontLoader.use = function (resource, next) { + var format = autoDetectFormat(resource.data); + // Resource was not recognised as any of the expected font data format + if (!format) { + next(); + return; + } + var baseUrl = BitmapFontLoader.getBaseUrl(this, resource); + var data = format.parse(resource.data); + var textures = {}; + // Handle completed, when the number of textures + // load is the same number as references in the fnt file + var completed = function (page) { + textures[page.metadata.pageFile] = page.texture; + if (Object.keys(textures).length === data.page.length) { + resource.bitmapFont = BitmapFont.install(data, textures, true); + next(); + } + }; + for (var i = 0; i < data.page.length; ++i) { + var pageFile = data.page[i].file; + var url = baseUrl + pageFile; + var exists = false; + // incase the image is loaded outside + // using the same loader, resource will be available + for (var name in this.resources) { + var bitmapResource = this.resources[name]; + if (bitmapResource.url === url) { + bitmapResource.metadata.pageFile = pageFile; + if (bitmapResource.texture) { + completed(bitmapResource); + } + else { + bitmapResource.onAfterMiddleware.add(completed); + } + exists = true; + break; + } + } + // texture is not loaded, we'll attempt to add + // it to the load and add the texture to the list + if (!exists) { + // Standard loading options for images + var options = { + crossOrigin: resource.crossOrigin, + loadType: LoaderResource.LOAD_TYPE.IMAGE, + metadata: Object.assign({ pageFile: pageFile }, resource.metadata.imageMetadata), + parentResource: resource, + }; + this.add(url, options, completed); + } } }; /** - * Updates the local and the world transformation matrices. - * @param parentTransform - The parent transform + * Get folder path from a resource. + * @param loader + * @param resource */ - Transform.prototype.updateTransform = function (parentTransform) { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; + BitmapFontLoader.getBaseUrl = function (loader, resource) { + var resUrl = !resource.isDataUrl ? BitmapFontLoader.dirname(resource.url) : ''; + if (resource.isDataUrl) { + if (resUrl === '.') { + resUrl = ''; + } + if (loader.baseUrl && resUrl) { + // if baseurl has a trailing slash then add one to resUrl so the replace works below + if (loader.baseUrl.charAt(loader.baseUrl.length - 1) === '/') { + resUrl += '/'; + } + } } - if (this._parentID !== parentTransform._worldID) { - // concat the parent matrix with the objects transform. - var pt = parentTransform.worldTransform; - var wt = this.worldTransform; - wt.a = (lt.a * pt.a) + (lt.b * pt.c); - wt.b = (lt.a * pt.b) + (lt.b * pt.d); - wt.c = (lt.c * pt.a) + (lt.d * pt.c); - wt.d = (lt.c * pt.b) + (lt.d * pt.d); - wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx; - wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty; - this._parentID = parentTransform._worldID; - // update the id of the transform.. - this._worldID++; + // remove baseUrl from resUrl + resUrl = resUrl.replace(loader.baseUrl, ''); + // if there is an resUrl now, it needs a trailing slash. Ensure that it does if the string isn't empty. + if (resUrl && resUrl.charAt(resUrl.length - 1) !== '/') { + resUrl += '/'; } + return resUrl; }; /** - * Decomposes a matrix and sets the transforms properties based on it. - * @param matrix - The matrix to decompose + * Replacement for NodeJS's path.dirname + * @param {string} url - Path to get directory for */ - Transform.prototype.setFromMatrix = function (matrix) { - matrix.decompose(this); - this._localID++; + BitmapFontLoader.dirname = function (url) { + var dir = url + .replace(/\\/g, '/') // convert windows notation to UNIX notation, URL-safe because it's a forbidden character + .replace(/\/$/, '') // replace trailing slash + .replace(/\/[^\/]*$/, ''); // remove everything after the last + // File request is relative, use current directory + if (dir === url) { + return '.'; + } + // Started with a slash + else if (dir === '') { + return '/'; + } + return dir; }; - Object.defineProperty(Transform.prototype, "rotation", { - /** The rotation of the object in radians. */ + /** @ignore */ + BitmapFontLoader.extension = ExtensionType.Loader; + return BitmapFontLoader; + }()); + + /*! + * @pixi/filter-alpha - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/filter-alpha is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$7 = function(d, b) { + extendStatics$7 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$7(d, b); + }; + + function __extends$7(d, b) { + extendStatics$7(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var fragment$4 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform float uAlpha;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uAlpha;\n}\n"; + + /** + * Simplest filter - applies alpha. + * + * Use this instead of Container's alpha property to avoid visual layering of individual elements. + * AlphaFilter applies alpha evenly across the entire display object and any opaque elements it contains. + * If elements are not opaque, they will blend with each other anyway. + * + * Very handy if you want to use common features of all filters: + * + * 1. Assign a blendMode to this filter, blend all elements inside display object with background. + * + * 2. To use clipping in display coordinates, assign a filterArea to the same container that has this filter. + * @memberof PIXI.filters + */ + /** @class */ ((function (_super) { + __extends$7(AlphaFilter, _super); + /** + * @param alpha - Amount of alpha from 0 to 1, where 0 is transparent + */ + function AlphaFilter(alpha) { + if (alpha === void 0) { alpha = 1.0; } + var _this = _super.call(this, defaultVertex$1, fragment$4, { uAlpha: 1 }) || this; + _this.alpha = alpha; + return _this; + } + Object.defineProperty(AlphaFilter.prototype, "alpha", { + /** + * Coefficient for alpha multiplication + * @default 1 + */ get: function () { - return this._rotation; + return this.uniforms.uAlpha; }, set: function (value) { - if (this._rotation !== value) { - this._rotation = value; - this.updateSkew(); - } + this.uniforms.uAlpha = value; }, enumerable: false, configurable: true }); - /** A default (identity) transform. */ - Transform.IDENTITY = new Transform(); - return Transform; - }()); + return AlphaFilter; + })(Filter)); /*! - * @pixi/display - v6.5.7 - * Compiled Thu, 20 Oct 2022 15:13:33 UTC + * @pixi/filter-blur - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/display is licensed under the MIT License. + * @pixi/filter-blur is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ - /** - * Sets the default value for the container property 'sortableChildren'. - * If set to true, the container will sort its children by zIndex value - * when updateTransform() is called, or manually if sortChildren() is called. - * - * This actually changes the order of elements in the array, so should be treated - * as a basic solution that is not performant compared to other solutions, - * such as @link https://github.com/pixijs/pixi-display - * - * Also be aware of that this may not work nicely with the addChildAt() function, - * as the zIndex sorting may cause the child to automatically sorted to another position. - * @static - * @constant - * @name SORTABLE_CHILDREN - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ - settings$1.SORTABLE_CHILDREN = false; + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$6 = function(d, b) { + extendStatics$6 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$6(d, b); + }; + + function __extends$6(d, b) { + extendStatics$6(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var vertTemplate = "\n attribute vec2 aVertexPosition;\n\n uniform mat3 projectionMatrix;\n\n uniform float strength;\n\n varying vec2 vBlurTexCoords[%size%];\n\n uniform vec4 inputSize;\n uniform vec4 outputFrame;\n\n vec4 filterVertexPosition( void )\n {\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n }\n\n vec2 filterTextureCoord( void )\n {\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n }\n\n void main(void)\n {\n gl_Position = filterVertexPosition();\n\n vec2 textureCoord = filterTextureCoord();\n %blur%\n }"; + function generateBlurVertSource(kernelSize, x) { + var halfLength = Math.ceil(kernelSize / 2); + var vertSource = vertTemplate; + var blurLoop = ''; + var template; + if (x) { + template = 'vBlurTexCoords[%index%] = textureCoord + vec2(%sampleIndex% * strength, 0.0);'; + } + else { + template = 'vBlurTexCoords[%index%] = textureCoord + vec2(0.0, %sampleIndex% * strength);'; + } + for (var i = 0; i < kernelSize; i++) { + var blur = template.replace('%index%', i.toString()); + blur = blur.replace('%sampleIndex%', i - (halfLength - 1) + ".0"); + blurLoop += blur; + blurLoop += '\n'; + } + vertSource = vertSource.replace('%blur%', blurLoop); + vertSource = vertSource.replace('%size%', kernelSize.toString()); + return vertSource; + } + + var GAUSSIAN_VALUES = { + 5: [0.153388, 0.221461, 0.250301], + 7: [0.071303, 0.131514, 0.189879, 0.214607], + 9: [0.028532, 0.067234, 0.124009, 0.179044, 0.20236], + 11: [0.0093, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596], + 13: [0.002406, 0.009255, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641], + 15: [0.000489, 0.002403, 0.009246, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448], + }; + var fragTemplate = [ + 'varying vec2 vBlurTexCoords[%size%];', + 'uniform sampler2D uSampler;', + 'void main(void)', + '{', + ' gl_FragColor = vec4(0.0);', + ' %blur%', + '}' ].join('\n'); + function generateBlurFragSource(kernelSize) { + var kernel = GAUSSIAN_VALUES[kernelSize]; + var halfLength = kernel.length; + var fragSource = fragTemplate; + var blurLoop = ''; + var template = 'gl_FragColor += texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;'; + var value; + for (var i = 0; i < kernelSize; i++) { + var blur = template.replace('%index%', i.toString()); + value = i; + if (i >= halfLength) { + value = kernelSize - i - 1; + } + blur = blur.replace('%value%', kernel[value].toString()); + blurLoop += blur; + blurLoop += '\n'; + } + fragSource = fragSource.replace('%blur%', blurLoop); + fragSource = fragSource.replace('%size%', kernelSize.toString()); + return fragSource; + } /** - * 'Builder' pattern for bounds rectangles. - * - * This could be called an Axis-Aligned Bounding Box. - * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems. - * @memberof PIXI + * The BlurFilterPass applies a horizontal or vertical Gaussian blur to an object. + * @memberof PIXI.filters */ - var Bounds = /** @class */ (function () { - function Bounds() { - this.minX = Infinity; - this.minY = Infinity; - this.maxX = -Infinity; - this.maxY = -Infinity; - this.rect = null; - this.updateID = -1; - } + var BlurFilterPass = /** @class */ (function (_super) { + __extends$6(BlurFilterPass, _super); /** - * Checks if bounds are empty. - * @returns - True if empty. + * @param horizontal - Do pass along the x-axis (`true`) or y-axis (`false`). + * @param strength - The strength of the blur filter. + * @param quality - The quality of the blur filter. + * @param resolution - The resolution of the blur filter. + * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. */ - Bounds.prototype.isEmpty = function () { - return this.minX > this.maxX || this.minY > this.maxY; - }; - /** Clears the bounds and resets. */ - Bounds.prototype.clear = function () { - this.minX = Infinity; - this.minY = Infinity; - this.maxX = -Infinity; - this.maxY = -Infinity; - }; + function BlurFilterPass(horizontal, strength, quality, resolution, kernelSize) { + if (strength === void 0) { strength = 8; } + if (quality === void 0) { quality = 4; } + if (resolution === void 0) { resolution = settings.FILTER_RESOLUTION; } + if (kernelSize === void 0) { kernelSize = 5; } + var _this = this; + var vertSrc = generateBlurVertSource(kernelSize, horizontal); + var fragSrc = generateBlurFragSource(kernelSize); + _this = _super.call(this, + // vertex shader + vertSrc, + // fragment shader + fragSrc) || this; + _this.horizontal = horizontal; + _this.resolution = resolution; + _this._quality = 0; + _this.quality = quality; + _this.blur = strength; + return _this; + } /** - * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle - * It is not guaranteed that it will return tempRect - * @param rect - Temporary object will be used if AABB is not empty - * @returns - A rectangle of the bounds + * Applies the filter. + * @param filterManager - The manager. + * @param input - The input target. + * @param output - The output target. + * @param clearMode - How to clear */ - Bounds.prototype.getRectangle = function (rect) { - if (this.minX > this.maxX || this.minY > this.maxY) { - return Rectangle.EMPTY; + BlurFilterPass.prototype.apply = function (filterManager, input, output, clearMode) { + if (output) { + if (this.horizontal) { + this.uniforms.strength = (1 / output.width) * (output.width / input.width); + } + else { + this.uniforms.strength = (1 / output.height) * (output.height / input.height); + } } - rect = rect || new Rectangle(0, 0, 1, 1); - rect.x = this.minX; - rect.y = this.minY; - rect.width = this.maxX - this.minX; - rect.height = this.maxY - this.minY; - return rect; - }; - /** - * This function should be inlined when its possible. - * @param point - The point to add. - */ - Bounds.prototype.addPoint = function (point) { - this.minX = Math.min(this.minX, point.x); - this.maxX = Math.max(this.maxX, point.x); - this.minY = Math.min(this.minY, point.y); - this.maxY = Math.max(this.maxY, point.y); - }; - /** - * Adds a point, after transformed. This should be inlined when its possible. - * @param matrix - * @param point - */ - Bounds.prototype.addPointMatrix = function (matrix, point) { - var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty; - var x = (a * point.x) + (c * point.y) + tx; - var y = (b * point.x) + (d * point.y) + ty; - this.minX = Math.min(this.minX, x); - this.maxX = Math.max(this.maxX, x); - this.minY = Math.min(this.minY, y); - this.maxY = Math.max(this.maxY, y); - }; - /** - * Adds a quad, not transformed - * @param vertices - The verts to add. - */ - Bounds.prototype.addQuad = function (vertices) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - var x = vertices[0]; - var y = vertices[1]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[2]; - y = vertices[3]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[4]; - y = vertices[5]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[6]; - y = vertices[7]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Adds sprite frame, transformed. - * @param transform - transform to apply - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - */ - Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) { - this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1); - }; - /** - * Adds sprite frame, multiplied by matrix - * @param matrix - matrix to apply - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - */ - Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) { - var a = matrix.a; - var b = matrix.b; - var c = matrix.c; - var d = matrix.d; - var tx = matrix.tx; - var ty = matrix.ty; - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - var x = (a * x0) + (c * y0) + tx; - var y = (b * x0) + (d * y0) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x1) + (c * y0) + tx; - y = (b * x1) + (d * y0) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x0) + (c * y1) + tx; - y = (b * x0) + (d * y1) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x1) + (c * y1) + tx; - y = (b * x1) + (d * y1) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Adds screen vertices from array - * @param vertexData - calculated vertices - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - */ - Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - for (var i = beginOffset; i < endOffset; i += 2) { - var x = vertexData[i]; - var y = vertexData[i + 1]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; + else { + if (this.horizontal) // eslint-disable-line + { + this.uniforms.strength = (1 / filterManager.renderer.width) * (filterManager.renderer.width / input.width); + } + else { + this.uniforms.strength = (1 / filterManager.renderer.height) * (filterManager.renderer.height / input.height); // eslint-disable-line + } } - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Add an array of mesh vertices - * @param transform - mesh transform - * @param vertices - mesh coordinates in array - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - */ - Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) { - this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset); - }; - /** - * Add an array of mesh vertices. - * @param matrix - mesh matrix - * @param vertices - mesh coordinates in array - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - * @param padX - x padding - * @param padY - y padding - */ - Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) { - if (padX === void 0) { padX = 0; } - if (padY === void 0) { padY = padX; } - var a = matrix.a; - var b = matrix.b; - var c = matrix.c; - var d = matrix.d; - var tx = matrix.tx; - var ty = matrix.ty; - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - for (var i = beginOffset; i < endOffset; i += 2) { - var rawX = vertices[i]; - var rawY = vertices[i + 1]; - var x = (a * rawX) + (c * rawY) + tx; - var y = (d * rawY) + (b * rawX) + ty; - minX = Math.min(minX, x - padX); - maxX = Math.max(maxX, x + padX); - minY = Math.min(minY, y - padY); - maxY = Math.max(maxY, y + padY); + // screen space! + this.uniforms.strength *= this.strength; + this.uniforms.strength /= this.passes; + if (this.passes === 1) { + filterManager.applyFilter(this, input, output, clearMode); } - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Adds other {@link Bounds}. - * @param bounds - The Bounds to be added - */ - Bounds.prototype.addBounds = function (bounds) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = bounds.minX < minX ? bounds.minX : minX; - this.minY = bounds.minY < minY ? bounds.minY : minY; - this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX; - this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY; - }; - /** - * Adds other Bounds, masked with Bounds. - * @param bounds - The Bounds to be added. - * @param mask - TODO - */ - Bounds.prototype.addBoundsMask = function (bounds, mask) { - var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX; - var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY; - var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX; - var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY; - if (_minX <= _maxX && _minY <= _maxY) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = _minX < minX ? _minX : minX; - this.minY = _minY < minY ? _minY : minY; - this.maxX = _maxX > maxX ? _maxX : maxX; - this.maxY = _maxY > maxY ? _maxY : maxY; + else { + var renderTarget = filterManager.getFilterTexture(); + var renderer = filterManager.renderer; + var flip = input; + var flop = renderTarget; + this.state.blend = false; + filterManager.applyFilter(this, flip, flop, CLEAR_MODES.CLEAR); + for (var i = 1; i < this.passes - 1; i++) { + filterManager.bindAndClear(flip, CLEAR_MODES.BLIT); + this.uniforms.uSampler = flop; + var temp = flop; + flop = flip; + flip = temp; + renderer.shader.bind(this); + renderer.geometry.draw(5); + } + this.state.blend = true; + filterManager.applyFilter(this, flop, output, clearMode); + filterManager.returnFilterTexture(renderTarget); } }; + Object.defineProperty(BlurFilterPass.prototype, "blur", { + /** + * Sets the strength of both the blur. + * @default 16 + */ + get: function () { + return this.strength; + }, + set: function (value) { + this.padding = 1 + (Math.abs(value) * 2); + this.strength = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilterPass.prototype, "quality", { + /** + * Sets the quality of the blur by modifying the number of passes. More passes means higher + * quality bluring but the lower the performance. + * @default 4 + */ + get: function () { + return this._quality; + }, + set: function (value) { + this._quality = value; + this.passes = value; + }, + enumerable: false, + configurable: true + }); + return BlurFilterPass; + }(Filter)); + + /** + * The BlurFilter applies a Gaussian blur to an object. + * + * The strength of the blur can be set for the x-axis and y-axis separately. + * @memberof PIXI.filters + */ + /** @class */ ((function (_super) { + __extends$6(BlurFilter, _super); /** - * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty. - * @param bounds - other bounds - * @param matrix - multiplicator + * @param strength - The strength of the blur filter. + * @param quality - The quality of the blur filter. + * @param [resolution=PIXI.settings.FILTER_RESOLUTION] - The resolution of the blur filter. + * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. */ - Bounds.prototype.addBoundsMatrix = function (bounds, matrix) { - this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY); - }; + function BlurFilter(strength, quality, resolution, kernelSize) { + if (strength === void 0) { strength = 8; } + if (quality === void 0) { quality = 4; } + if (resolution === void 0) { resolution = settings.FILTER_RESOLUTION; } + if (kernelSize === void 0) { kernelSize = 5; } + var _this = _super.call(this) || this; + _this.blurXFilter = new BlurFilterPass(true, strength, quality, resolution, kernelSize); + _this.blurYFilter = new BlurFilterPass(false, strength, quality, resolution, kernelSize); + _this.resolution = resolution; + _this.quality = quality; + _this.blur = strength; + _this.repeatEdgePixels = false; + return _this; + } /** - * Adds other Bounds, masked with Rectangle. - * @param bounds - TODO - * @param area - TODO + * Applies the filter. + * @param filterManager - The manager. + * @param input - The input target. + * @param output - The output target. + * @param clearMode - How to clear */ - Bounds.prototype.addBoundsArea = function (bounds, area) { - var _minX = bounds.minX > area.x ? bounds.minX : area.x; - var _minY = bounds.minY > area.y ? bounds.minY : area.y; - var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width); - var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height); - if (_minX <= _maxX && _minY <= _maxY) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = _minX < minX ? _minX : minX; - this.minY = _minY < minY ? _minY : minY; - this.maxX = _maxX > maxX ? _maxX : maxX; - this.maxY = _maxY > maxY ? _maxY : maxY; + BlurFilter.prototype.apply = function (filterManager, input, output, clearMode) { + var xStrength = Math.abs(this.blurXFilter.strength); + var yStrength = Math.abs(this.blurYFilter.strength); + if (xStrength && yStrength) { + var renderTarget = filterManager.getFilterTexture(); + this.blurXFilter.apply(filterManager, input, renderTarget, CLEAR_MODES.CLEAR); + this.blurYFilter.apply(filterManager, renderTarget, output, clearMode); + filterManager.returnFilterTexture(renderTarget); } - }; - /** - * Pads bounds object, making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. - */ - Bounds.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - if (!this.isEmpty()) { - this.minX -= paddingX; - this.maxX += paddingX; - this.minY -= paddingY; - this.maxY += paddingY; + else if (yStrength) { + this.blurYFilter.apply(filterManager, input, output, clearMode); + } + else { + this.blurXFilter.apply(filterManager, input, output, clearMode); } }; - /** - * Adds padded frame. (x0, y0) should be strictly less than (x1, y1) - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - * @param padX - padding X - * @param padY - padding Y - */ - Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) { - x0 -= padX; - y0 -= padY; - x1 += padX; - y1 += padY; - this.minX = this.minX < x0 ? this.minX : x0; - this.maxX = this.maxX > x1 ? this.maxX : x1; - this.minY = this.minY < y0 ? this.minY : y0; - this.maxY = this.maxY > y1 ? this.maxY : y1; + BlurFilter.prototype.updatePadding = function () { + if (this._repeatEdgePixels) { + this.padding = 0; + } + else { + this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2; + } }; - return Bounds; - }()); + Object.defineProperty(BlurFilter.prototype, "blur", { + /** + * Sets the strength of both the blurX and blurY properties simultaneously + * @default 2 + */ + get: function () { + return this.blurXFilter.blur; + }, + set: function (value) { + this.blurXFilter.blur = this.blurYFilter.blur = value; + this.updatePadding(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilter.prototype, "quality", { + /** + * Sets the number of passes for blur. More passes means higher quality bluring. + * @default 1 + */ + get: function () { + return this.blurXFilter.quality; + }, + set: function (value) { + this.blurXFilter.quality = this.blurYFilter.quality = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilter.prototype, "blurX", { + /** + * Sets the strength of the blurX property + * @default 2 + */ + get: function () { + return this.blurXFilter.blur; + }, + set: function (value) { + this.blurXFilter.blur = value; + this.updatePadding(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilter.prototype, "blurY", { + /** + * Sets the strength of the blurY property + * @default 2 + */ + get: function () { + return this.blurYFilter.blur; + }, + set: function (value) { + this.blurYFilter.blur = value; + this.updatePadding(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilter.prototype, "blendMode", { + /** + * Sets the blendmode of the filter + * @default PIXI.BLEND_MODES.NORMAL + */ + get: function () { + return this.blurYFilter.blendMode; + }, + set: function (value) { + this.blurYFilter.blendMode = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilter.prototype, "repeatEdgePixels", { + /** + * If set to true the edge of the target will be clamped + * @default false + */ + get: function () { + return this._repeatEdgePixels; + }, + set: function (value) { + this._repeatEdgePixels = value; + this.updatePadding(); + }, + enumerable: false, + configurable: true + }); + return BlurFilter; + })(Filter)); + + /*! + * @pixi/filter-color-matrix - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/filter-color-matrix is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ /*! ***************************************************************************** Copyright (c) Microsoft Corporation. @@ -66103,2615 +36900,2456 @@ ***************************************************************************** */ /* global Reflect, Promise */ - var extendStatics = function(d, b) { - extendStatics = Object.setPrototypeOf || + var extendStatics$5 = function(d, b) { + extendStatics$5 = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics(d, b); + return extendStatics$5(d, b); }; - function __extends(d, b) { - extendStatics(d, b); + function __extends$5(d, b) { + extendStatics$5(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); } + var fragment$3 = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform float m[20];\nuniform float uAlpha;\n\nvoid main(void)\n{\n vec4 c = texture2D(uSampler, vTextureCoord);\n\n if (uAlpha == 0.0) {\n gl_FragColor = c;\n return;\n }\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (c.a > 0.0) {\n c.rgb /= c.a;\n }\n\n vec4 result;\n\n result.r = (m[0] * c.r);\n result.r += (m[1] * c.g);\n result.r += (m[2] * c.b);\n result.r += (m[3] * c.a);\n result.r += m[4];\n\n result.g = (m[5] * c.r);\n result.g += (m[6] * c.g);\n result.g += (m[7] * c.b);\n result.g += (m[8] * c.a);\n result.g += m[9];\n\n result.b = (m[10] * c.r);\n result.b += (m[11] * c.g);\n result.b += (m[12] * c.b);\n result.b += (m[13] * c.a);\n result.b += m[14];\n\n result.a = (m[15] * c.r);\n result.a += (m[16] * c.g);\n result.a += (m[17] * c.b);\n result.a += (m[18] * c.a);\n result.a += m[19];\n\n vec3 rgb = mix(c.rgb, result.rgb, uAlpha);\n\n // Premultiply alpha again.\n rgb *= result.a;\n\n gl_FragColor = vec4(rgb, result.a);\n}\n"; + /** - * The base class for all objects that are rendered on the screen. - * - * This is an abstract class and can not be used on its own; rather it should be extended. - * - * ## Display objects implemented in PixiJS - * - * | Display Object | Description | - * | ------------------------------- | --------------------------------------------------------------------- | - * | {@link PIXI.Container} | Adds support for `children` to DisplayObject | - * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API | - * | {@link PIXI.Sprite} | Draws textures (i.e. images) | - * | {@link PIXI.Text} | Draws text using the Canvas API internally | - * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures | - * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion | - * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images | - * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data | - * | {@link PIXI.NineSlicePlane} | Mesh-related | - * | {@link PIXI.SimpleMesh} | v4-compatible mesh | - * | {@link PIXI.SimplePlane} | Mesh-related | - * | {@link PIXI.SimpleRope} | Mesh-related | - * - * ## Transforms - * - * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its - * local coordinate space to its parent's local coordinate space. The following properties are derived - * from the transform: - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - *
PropertyDescription
[pivot]{@link PIXI.DisplayObject#pivot} - * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot - * is equal to position, regardless of the other three transformations. In other words, It is the center of - * rotation, scaling, and skewing. - *
[position]{@link PIXI.DisplayObject#position} - * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local - * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object - * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space. - *
[scale]{@link PIXI.DisplayObject#scale} - * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the - * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center - * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}. - *
[rotation]{@link PIXI.DisplayObject#rotation} - * Rotation. This will rotate the display object's projection by this angle (in radians). - *
[skew]{@link PIXI.DisplayObject#skew} - *

Skewing. This can be used to deform a rectangular display object into a parallelogram.

- *

- * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be - * thought of the net rotation applied to the coordinate axes (separately). For example, if "skew.x" is - * ⍺ and "skew.y" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be - * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will - * be rotated by an angle between ⍺ and β. - *

- *

- * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying - * a rotation. Indeed, if "skew.x" = -ϴ and "skew.y" = ϴ, it will produce an equivalent of "rotation" = ϴ. - *

- *

- * Another quite interesting observation is that "skew.x", "skew.y", rotation are communtative operations. Indeed, - * because rotation is essentially a careful combination of the two. - *

- *
angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
xTranslation. This is an alias for position.x!
yTranslation. This is an alias for position.y!
width - * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing - * the "requested" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there - * is no concept of user-defined width. - *
height - * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing - * the "requested" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there - * is no concept of user-defined height. - *
- * - * ## Bounds - * - * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit - * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the - * `worldTransform` to calculate in world space). - * - * There are a few additional types of bounding boxes: - * - * | Bounds | Description | - * | --------------------- | ---------------------------------------------------------------------------------------- | - * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. | - * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. | - * | Render Bounds | The bounds, but including extra rendering effects like filter padding. | - * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. | - * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. | - * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)| - * | Content Bounds | The natural bounds when excluding all children of a `Container`. | - * - * ### calculateBounds - * - * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children. - * - * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and - * `getLocalBounds` to work. This method must write the bounds into `this._bounds`. - * - * Generally, the following technique works for most simple cases: take the list of points - * forming the "hull" of the object (i.e. outline of the object's shape), and then add them - * using {@link PIXI.Bounds#addPointMatrix}. + * The ColorMatrixFilter class lets you apply a 5x4 matrix transformation on the RGBA + * color and alpha values of every pixel on your displayObject to produce a result + * with a new set of RGBA color and alpha values. It's pretty powerful! * * ```js - * calculateBounds(): void - * { - * const points = [...]; - * - * for (let i = 0, j = points.length; i < j; i++) - * { - * this._bounds.addPointMatrix(this.worldTransform, points[i]); - * } - * } + * let colorMatrix = new PIXI.filters.ColorMatrixFilter(); + * container.filters = [colorMatrix]; + * colorMatrix.contrast(2); * ``` - * - * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them - * in one array together. - * - * ## Alpha - * - * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display - * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not - * applied on any ancestor further up the chain). - * - * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}. - * - * ## Renderable vs Visible - * - * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the - * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display - * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not - * be calculated. - * - * It is recommended that applications use the `renderable` property for culling. See - * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or - * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details. - * - * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This - * one is also better in terms of performance. - * @memberof PIXI + * @author Clément Chenebault + * @memberof PIXI.filters */ - var DisplayObject = /** @class */ (function (_super) { - __extends(DisplayObject, _super); - function DisplayObject() { - var _this = _super.call(this) || this; - _this.tempDisplayObjectParent = null; - // TODO: need to create Transform from factory - _this.transform = new Transform(); + var ColorMatrixFilter = /** @class */ (function (_super) { + __extends$5(ColorMatrixFilter, _super); + function ColorMatrixFilter() { + var _this = this; + var uniforms = { + m: new Float32Array([1, 0, 0, 0, 0, + 0, 1, 0, 0, 0, + 0, 0, 1, 0, 0, + 0, 0, 0, 1, 0]), + uAlpha: 1, + }; + _this = _super.call(this, defaultFilterVertex, fragment$3, uniforms) || this; _this.alpha = 1; - _this.visible = true; - _this.renderable = true; - _this.cullable = false; - _this.cullArea = null; - _this.parent = null; - _this.worldAlpha = 1; - _this._lastSortedIndex = 0; - _this._zIndex = 0; - _this.filterArea = null; - _this.filters = null; - _this._enabledFilters = null; - _this._bounds = new Bounds(); - _this._localBounds = null; - _this._boundsID = 0; - _this._boundsRect = null; - _this._localBoundsRect = null; - _this._mask = null; - _this._maskRefCount = 0; - _this._destroyed = false; - _this.isSprite = false; - _this.isMask = false; return _this; } /** - * Mixes all enumerable properties and methods from a source object to DisplayObject. - * @param source - The source of properties and methods to mix in. + * Transforms current matrix and set the new one + * @param {number[]} matrix - 5x4 matrix + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype._loadMatrix = function (matrix, multiply) { + if (multiply === void 0) { multiply = false; } + var newMatrix = matrix; + if (multiply) { + this._multiply(newMatrix, this.uniforms.m, matrix); + newMatrix = this._colorMatrix(newMatrix); + } + // set the new matrix + this.uniforms.m = newMatrix; + }; + /** + * Multiplies two mat5's + * @private + * @param out - 5x4 matrix the receiving matrix + * @param a - 5x4 matrix the first operand + * @param b - 5x4 matrix the second operand + * @returns {number[]} 5x4 matrix + */ + ColorMatrixFilter.prototype._multiply = function (out, a, b) { + // Red Channel + out[0] = (a[0] * b[0]) + (a[1] * b[5]) + (a[2] * b[10]) + (a[3] * b[15]); + out[1] = (a[0] * b[1]) + (a[1] * b[6]) + (a[2] * b[11]) + (a[3] * b[16]); + out[2] = (a[0] * b[2]) + (a[1] * b[7]) + (a[2] * b[12]) + (a[3] * b[17]); + out[3] = (a[0] * b[3]) + (a[1] * b[8]) + (a[2] * b[13]) + (a[3] * b[18]); + out[4] = (a[0] * b[4]) + (a[1] * b[9]) + (a[2] * b[14]) + (a[3] * b[19]) + a[4]; + // Green Channel + out[5] = (a[5] * b[0]) + (a[6] * b[5]) + (a[7] * b[10]) + (a[8] * b[15]); + out[6] = (a[5] * b[1]) + (a[6] * b[6]) + (a[7] * b[11]) + (a[8] * b[16]); + out[7] = (a[5] * b[2]) + (a[6] * b[7]) + (a[7] * b[12]) + (a[8] * b[17]); + out[8] = (a[5] * b[3]) + (a[6] * b[8]) + (a[7] * b[13]) + (a[8] * b[18]); + out[9] = (a[5] * b[4]) + (a[6] * b[9]) + (a[7] * b[14]) + (a[8] * b[19]) + a[9]; + // Blue Channel + out[10] = (a[10] * b[0]) + (a[11] * b[5]) + (a[12] * b[10]) + (a[13] * b[15]); + out[11] = (a[10] * b[1]) + (a[11] * b[6]) + (a[12] * b[11]) + (a[13] * b[16]); + out[12] = (a[10] * b[2]) + (a[11] * b[7]) + (a[12] * b[12]) + (a[13] * b[17]); + out[13] = (a[10] * b[3]) + (a[11] * b[8]) + (a[12] * b[13]) + (a[13] * b[18]); + out[14] = (a[10] * b[4]) + (a[11] * b[9]) + (a[12] * b[14]) + (a[13] * b[19]) + a[14]; + // Alpha Channel + out[15] = (a[15] * b[0]) + (a[16] * b[5]) + (a[17] * b[10]) + (a[18] * b[15]); + out[16] = (a[15] * b[1]) + (a[16] * b[6]) + (a[17] * b[11]) + (a[18] * b[16]); + out[17] = (a[15] * b[2]) + (a[16] * b[7]) + (a[17] * b[12]) + (a[18] * b[17]); + out[18] = (a[15] * b[3]) + (a[16] * b[8]) + (a[17] * b[13]) + (a[18] * b[18]); + out[19] = (a[15] * b[4]) + (a[16] * b[9]) + (a[17] * b[14]) + (a[18] * b[19]) + a[19]; + return out; + }; + /** + * Create a Float32 Array and normalize the offset component to 0-1 + * @param {number[]} matrix - 5x4 matrix + * @returns {number[]} 5x4 matrix with all values between 0-1 + */ + ColorMatrixFilter.prototype._colorMatrix = function (matrix) { + // Create a Float32 Array and normalize the offset component to 0-1 + var m = new Float32Array(matrix); + m[4] /= 255; + m[9] /= 255; + m[14] /= 255; + m[19] /= 255; + return m; + }; + /** + * Adjusts brightness + * @param b - value of the brigthness (0-1, where 0 is black) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.brightness = function (b, multiply) { + var matrix = [ + b, 0, 0, 0, 0, + 0, b, 0, 0, 0, + 0, 0, b, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Sets each channel on the diagonal of the color matrix. + * This can be used to achieve a tinting effect on Containers similar to the tint field of some + * display objects like Sprite, Text, Graphics, and Mesh. + * @param color - Color of the tint. This is a hex value. + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.tint = function (color, multiply) { + var r = (color >> 16) & 0xff; + var g = (color >> 8) & 0xff; + var b = color & 0xff; + var matrix = [ + r / 255, 0, 0, 0, 0, + 0, g / 255, 0, 0, 0, + 0, 0, b / 255, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Set the matrices in grey scales + * @param scale - value of the grey (0-1, where 0 is black) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.greyscale = function (scale, multiply) { + var matrix = [ + scale, scale, scale, 0, 0, + scale, scale, scale, 0, 0, + scale, scale, scale, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Set the black and white matrice. + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - DisplayObject.mixin = function (source) { - // in ES8/ES2017, this would be really easy: - // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source)); - // get all the enumerable property keys - var keys = Object.keys(source); - // loop through properties - for (var i = 0; i < keys.length; ++i) { - var propertyName = keys[i]; - // Set the property using the property descriptor - this works for accessors and normal value properties - Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName)); - } + ColorMatrixFilter.prototype.blackAndWhite = function (multiply) { + var matrix = [ + 0.3, 0.6, 0.1, 0, 0, + 0.3, 0.6, 0.1, 0, 0, + 0.3, 0.6, 0.1, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; - Object.defineProperty(DisplayObject.prototype, "destroyed", { - /** - * Fired when this DisplayObject is added to a Container. - * @instance - * @event added - * @param {PIXI.Container} container - The container added to. - */ - /** - * Fired when this DisplayObject is removed from a Container. - * @instance - * @event removed - * @param {PIXI.Container} container - The container removed from. - */ - /** - * Fired when this DisplayObject is destroyed. This event is emitted once - * destroy is finished. - * @instance - * @event destroyed + /** + * Set the hue property of the color + * @param rotation - in degrees + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.hue = function (rotation, multiply) { + rotation = (rotation || 0) / 180 * Math.PI; + var cosR = Math.cos(rotation); + var sinR = Math.sin(rotation); + var sqrt = Math.sqrt; + /* a good approximation for hue rotation + This matrix is far better than the versions with magic luminance constants + formerly used here, but also used in the starling framework (flash) and known from this + old part of the internet: quasimondo.com/archives/000565.php + + This new matrix is based on rgb cube rotation in space. Look here for a more descriptive + implementation as a shader not a general matrix: + https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js + + This is the source for the code: + see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751 */ - /** Readonly flag for destroyed display objects. */ - get: function () { - return this._destroyed; - }, - enumerable: false, - configurable: true - }); - /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */ - DisplayObject.prototype._recursivePostUpdateTransform = function () { - if (this.parent) { - this.parent._recursivePostUpdateTransform(); - this.transform.updateTransform(this.parent.transform); - } - else { - this.transform.updateTransform(this._tempDisplayObjectParent.transform); - } + var w = 1 / 3; + var sqrW = sqrt(w); // weight is + var a00 = cosR + ((1.0 - cosR) * w); + var a01 = (w * (1.0 - cosR)) - (sqrW * sinR); + var a02 = (w * (1.0 - cosR)) + (sqrW * sinR); + var a10 = (w * (1.0 - cosR)) + (sqrW * sinR); + var a11 = cosR + (w * (1.0 - cosR)); + var a12 = (w * (1.0 - cosR)) - (sqrW * sinR); + var a20 = (w * (1.0 - cosR)) - (sqrW * sinR); + var a21 = (w * (1.0 - cosR)) + (sqrW * sinR); + var a22 = cosR + (w * (1.0 - cosR)); + var matrix = [ + a00, a01, a02, 0, 0, + a10, a11, a12, 0, 0, + a20, a21, a22, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; - /** Updates the object transform for rendering. TODO - Optimization pass! */ - DisplayObject.prototype.updateTransform = function () { - this._boundsID++; - this.transform.updateTransform(this.parent.transform); - // multiply the alphas.. - this.worldAlpha = this.alpha * this.parent.worldAlpha; + /** + * Set the contrast matrix, increase the separation between dark and bright + * Increase contrast : shadows darker and highlights brighter + * Decrease contrast : bring the shadows up and the highlights down + * @param amount - value of the contrast (0-1) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.contrast = function (amount, multiply) { + var v = (amount || 0) + 1; + var o = -0.5 * (v - 1); + var matrix = [ + v, 0, 0, 0, o, + 0, v, 0, 0, o, + 0, 0, v, 0, o, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; /** - * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}. - * - * This method is expensive on containers with a large subtree (like the stage). This is because the bounds - * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to - * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update - * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using - * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise, - * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as - * its height increases. - * - * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated. - * The world bounds of all display objects in a container's **subtree** will also be recalculated. - * - * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds - * calculation if needed. - * - * ```js - * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect); - * ``` - * - * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This - * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more - * details. - * - * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms - * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain - * cases. - * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from - * being updated. This means the calculation returned MAY be out of date BUT will give you a - * nice performance boost. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @returns - The minimum axis-aligned rectangle in world space that fits around this object. + * Set the saturation matrix, increase the separation between colors + * Increase saturation : increase contrast, brightness, and sharpness + * @param amount - The saturation amount (0-1) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - DisplayObject.prototype.getBounds = function (skipUpdate, rect) { - if (!skipUpdate) { - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.updateTransform(); - this.parent = null; - } - else { - this._recursivePostUpdateTransform(); - this.updateTransform(); - } - } - if (this._bounds.updateID !== this._boundsID) { - this.calculateBounds(); - this._bounds.updateID = this._boundsID; - } - if (!rect) { - if (!this._boundsRect) { - this._boundsRect = new Rectangle(); - } - rect = this._boundsRect; - } - return this._bounds.getRectangle(rect); + ColorMatrixFilter.prototype.saturate = function (amount, multiply) { + if (amount === void 0) { amount = 0; } + var x = (amount * 2 / 3) + 1; + var y = ((x - 1) * -0.5); + var matrix = [ + x, y, y, 0, 0, + y, x, y, 0, 0, + y, y, x, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** Desaturate image (remove color) Call the saturate function */ + ColorMatrixFilter.prototype.desaturate = function () { + this.saturate(-1); }; /** - * Retrieves the local bounds of the displayObject as a rectangle object. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @returns - The rectangular bounding area. + * Negative image (inverse of classic rgb matrix) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - DisplayObject.prototype.getLocalBounds = function (rect) { - if (!rect) { - if (!this._localBoundsRect) { - this._localBoundsRect = new Rectangle(); - } - rect = this._localBoundsRect; - } - if (!this._localBounds) { - this._localBounds = new Bounds(); - } - var transformRef = this.transform; - var parentRef = this.parent; - this.parent = null; - this.transform = this._tempDisplayObjectParent.transform; - var worldBounds = this._bounds; - var worldBoundsID = this._boundsID; - this._bounds = this._localBounds; - var bounds = this.getBounds(false, rect); - this.parent = parentRef; - this.transform = transformRef; - this._bounds = worldBounds; - this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects - return bounds; + ColorMatrixFilter.prototype.negative = function (multiply) { + var matrix = [ + -1, 0, 0, 1, 0, + 0, -1, 0, 1, 0, + 0, 0, -1, 1, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; /** - * Calculates the global position of the display object. - * @param position - The world origin to calculate from. - * @param point - A Point object in which to store the value, optional - * (otherwise will create a new Point). - * @param skipUpdate - Should we skip the update transform. - * @returns - A point object representing the position of this object. + * Sepia image + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) { - if (skipUpdate === void 0) { skipUpdate = false; } - if (!skipUpdate) { - this._recursivePostUpdateTransform(); - // this parent check is for just in case the item is a root object. - // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly - // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.displayObjectUpdateTransform(); - this.parent = null; - } - else { - this.displayObjectUpdateTransform(); - } - } - // don't need to update the lot - return this.worldTransform.apply(position, point); + ColorMatrixFilter.prototype.sepia = function (multiply) { + var matrix = [ + 0.393, 0.7689999, 0.18899999, 0, 0, + 0.349, 0.6859999, 0.16799999, 0, 0, + 0.272, 0.5339999, 0.13099999, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; /** - * Calculates the local position of the display object relative to another point. - * @param position - The world origin to calculate from. - * @param from - The DisplayObject to calculate the global position from. - * @param point - A Point object in which to store the value, optional - * (otherwise will create a new Point). - * @param skipUpdate - Should we skip the update transform - * @returns - A point object representing the position of this object + * Color motion picture process invented in 1916 (thanks Dominic Szablewski) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) { - if (from) { - position = from.toGlobal(position, point, skipUpdate); - } - if (!skipUpdate) { - this._recursivePostUpdateTransform(); - // this parent check is for just in case the item is a root object. - // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly - // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.displayObjectUpdateTransform(); - this.parent = null; - } - else { - this.displayObjectUpdateTransform(); - } - } - // simply apply the matrix.. - return this.worldTransform.applyInverse(position, point); + ColorMatrixFilter.prototype.technicolor = function (multiply) { + var matrix = [ + 1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337, + -0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398, + -0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; /** - * Set the parent Container of this DisplayObject. - * @param container - The Container to add this DisplayObject to. - * @returns - The Container that this DisplayObject was added to. + * Polaroid filter + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - DisplayObject.prototype.setParent = function (container) { - if (!container || !container.addChild) { - throw new Error('setParent: Argument must be a Container'); - } - container.addChild(this); - return container; + ColorMatrixFilter.prototype.polaroid = function (multiply) { + var matrix = [ + 1.438, -0.062, -0.062, 0, 0, + -0.122, 1.378, -0.122, 0, 0, + -0.016, -0.016, 1.483, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; /** - * Convenience function to set the position, scale, skew and pivot at once. - * @param x - The X position - * @param y - The Y position - * @param scaleX - The X scale value - * @param scaleY - The Y scale value - * @param rotation - The rotation - * @param skewX - The X skew value - * @param skewY - The Y skew value - * @param pivotX - The X pivot value - * @param pivotY - The Y pivot value - * @returns - The DisplayObject instance + * Filter who transforms : Red -> Blue and Blue -> Red + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (scaleX === void 0) { scaleX = 1; } - if (scaleY === void 0) { scaleY = 1; } - if (rotation === void 0) { rotation = 0; } - if (skewX === void 0) { skewX = 0; } - if (skewY === void 0) { skewY = 0; } - if (pivotX === void 0) { pivotX = 0; } - if (pivotY === void 0) { pivotY = 0; } - this.position.x = x; - this.position.y = y; - this.scale.x = !scaleX ? 1 : scaleX; - this.scale.y = !scaleY ? 1 : scaleY; - this.rotation = rotation; - this.skew.x = skewX; - this.skew.y = skewY; - this.pivot.x = pivotX; - this.pivot.y = pivotY; - return this; + ColorMatrixFilter.prototype.toBGR = function (multiply) { + var matrix = [ + 0, 0, 1, 0, 0, + 0, 1, 0, 0, 0, + 1, 0, 0, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; /** - * Base destroy method for generic display objects. This will automatically - * remove the display object from its parent Container as well as remove - * all current event listeners and internal references. Do not use a DisplayObject - * after calling `destroy()`. - * @param _options + * Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - DisplayObject.prototype.destroy = function (_options) { - if (this.parent) { - this.parent.removeChild(this); - } - this._destroyed = true; - this.transform = null; - this.parent = null; - this._bounds = null; - this.mask = null; - this.cullArea = null; - this.filters = null; - this.filterArea = null; - this.hitArea = null; - this.interactive = false; - this.interactiveChildren = false; - this.emit('destroyed'); - this.removeAllListeners(); + ColorMatrixFilter.prototype.kodachrome = function (multiply) { + var matrix = [ + 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502, + -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203, + -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Brown delicious browni filter (thanks Dominic Szablewski) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.browni = function (multiply) { + var matrix = [ + 0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873, + -0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127, + 0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Vintage filter (thanks Dominic Szablewski) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.vintage = function (multiply) { + var matrix = [ + 0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123, + 0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591, + 0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * We don't know exactly what it does, kind of gradient map, but funny to play with! + * @param desaturation - Tone values. + * @param toned - Tone values. + * @param lightColor - Tone values, example: `0xFFE580` + * @param darkColor - Tone values, example: `0xFFE580` + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.colorTone = function (desaturation, toned, lightColor, darkColor, multiply) { + desaturation = desaturation || 0.2; + toned = toned || 0.15; + lightColor = lightColor || 0xFFE580; + darkColor = darkColor || 0x338000; + var lR = ((lightColor >> 16) & 0xFF) / 255; + var lG = ((lightColor >> 8) & 0xFF) / 255; + var lB = (lightColor & 0xFF) / 255; + var dR = ((darkColor >> 16) & 0xFF) / 255; + var dG = ((darkColor >> 8) & 0xFF) / 255; + var dB = (darkColor & 0xFF) / 255; + var matrix = [ + 0.3, 0.59, 0.11, 0, 0, + lR, lG, lB, desaturation, 0, + dR, dG, dB, toned, 0, + lR - dR, lG - dG, lB - dB, 0, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Night effect + * @param intensity - The intensity of the night effect. + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.night = function (intensity, multiply) { + intensity = intensity || 0.1; + var matrix = [ + intensity * (-2.0), -intensity, 0, 0, 0, + -intensity, 0, intensity, 0, 0, + 0, intensity, intensity * 2.0, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Predator effect + * + * Erase the current matrix by setting a new indepent one + * @param amount - how much the predator feels his future victim + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.predator = function (amount, multiply) { + var matrix = [ + // row 1 + 11.224130630493164 * amount, + -4.794486999511719 * amount, + -2.8746118545532227 * amount, + 0 * amount, + 0.40342438220977783 * amount, + // row 2 + -3.6330697536468506 * amount, + 9.193157196044922 * amount, + -2.951810836791992 * amount, + 0 * amount, + -1.316135048866272 * amount, + // row 3 + -3.2184197902679443 * amount, + -4.2375030517578125 * amount, + 7.476448059082031 * amount, + 0 * amount, + 0.8044459223747253 * amount, + // row 4 + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; - Object.defineProperty(DisplayObject.prototype, "_tempDisplayObjectParent", { - /** - * @protected - * @member {PIXI.Container} - */ - get: function () { - if (this.tempDisplayObjectParent === null) { - // eslint-disable-next-line @typescript-eslint/no-use-before-define - this.tempDisplayObjectParent = new TemporaryDisplayObject(); - } - return this.tempDisplayObjectParent; - }, - enumerable: false, - configurable: true - }); /** - * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root + * LSD effect * - * ``` - * const cacheParent = elem.enableTempParent(); - * elem.updateTransform(); - * elem.disableTempParent(cacheParent); - * ``` - * @returns - current parent + * Multiply the current matrix + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - DisplayObject.prototype.enableTempParent = function () { - var myParent = this.parent; - this.parent = this._tempDisplayObjectParent; - return myParent; + ColorMatrixFilter.prototype.lsd = function (multiply) { + var matrix = [ + 2, -0.4, 0.5, 0, 0, + -0.5, 2, -0.4, 0, 0, + -0.4, -0.5, 3, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); }; - /** - * Pair method for `enableTempParent` - * @param cacheParent - Actual parent of element - */ - DisplayObject.prototype.disableTempParent = function (cacheParent) { - this.parent = cacheParent; + /** Erase the current matrix by setting the default one. */ + ColorMatrixFilter.prototype.reset = function () { + var matrix = [ + 1, 0, 0, 0, 0, + 0, 1, 0, 0, 0, + 0, 0, 1, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, false); }; - Object.defineProperty(DisplayObject.prototype, "x", { - /** - * The position of the displayObject on the x axis relative to the local coordinates of the parent. - * An alias to position.x - */ - get: function () { - return this.position.x; - }, - set: function (value) { - this.transform.position.x = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "y", { - /** - * The position of the displayObject on the y axis relative to the local coordinates of the parent. - * An alias to position.y - */ - get: function () { - return this.position.y; - }, - set: function (value) { - this.transform.position.y = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "worldTransform", { - /** - * Current transform of the object based on world (parent) factors. - * @readonly - */ - get: function () { - return this.transform.worldTransform; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "localTransform", { - /** - * Current transform of the object based on local factors: position, scale, other stuff. - * @readonly - */ - get: function () { - return this.transform.localTransform; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "position", { - /** - * The coordinate of the object relative to the local coordinates of the parent. - * @since 4.0.0 - */ - get: function () { - return this.transform.position; - }, - set: function (value) { - this.transform.position.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "scale", { + Object.defineProperty(ColorMatrixFilter.prototype, "matrix", { /** - * The scale factors of this object along the local coordinate axes. - * - * The default scale is (1, 1). - * @since 4.0.0 + * The matrix of the color matrix filter + * @member {number[]} + * @default [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0] */ get: function () { - return this.transform.scale; + return this.uniforms.m; }, set: function (value) { - this.transform.scale.copyFrom(value); + this.uniforms.m = value; }, enumerable: false, configurable: true }); - Object.defineProperty(DisplayObject.prototype, "pivot", { + Object.defineProperty(ColorMatrixFilter.prototype, "alpha", { /** - * The center of rotation, scaling, and skewing for this display object in its local space. The `position` - * is the projection of `pivot` in the parent's local space. + * The opacity value to use when mixing the original and resultant colors. * - * By default, the pivot is the origin (0, 0). - * @since 4.0.0 + * When the value is 0, the original color is used without modification. + * When the value is 1, the result color is used. + * When in the range (0, 1) the color is interpolated between the original and result by this amount. + * @default 1 */ get: function () { - return this.transform.pivot; + return this.uniforms.uAlpha; }, set: function (value) { - this.transform.pivot.copyFrom(value); + this.uniforms.uAlpha = value; }, enumerable: false, configurable: true }); - Object.defineProperty(DisplayObject.prototype, "skew", { + return ColorMatrixFilter; + }(Filter)); + // Americanized alias + ColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale; + + /*! + * @pixi/filter-displacement - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/filter-displacement is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$4 = function(d, b) { + extendStatics$4 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$4(d, b); + }; + + function __extends$4(d, b) { + extendStatics$4(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var fragment$2 = "varying vec2 vFilterCoord;\nvarying vec2 vTextureCoord;\n\nuniform vec2 scale;\nuniform mat2 rotation;\nuniform sampler2D uSampler;\nuniform sampler2D mapSampler;\n\nuniform highp vec4 inputSize;\nuniform vec4 inputClamp;\n\nvoid main(void)\n{\n vec4 map = texture2D(mapSampler, vFilterCoord);\n\n map -= 0.5;\n map.xy = scale * inputSize.zw * (rotation * map.xy);\n\n gl_FragColor = texture2D(uSampler, clamp(vec2(vTextureCoord.x + map.x, vTextureCoord.y + map.y), inputClamp.xy, inputClamp.zw));\n}\n"; + + var vertex$1 = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\nuniform mat3 filterMatrix;\n\nvarying vec2 vTextureCoord;\nvarying vec2 vFilterCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n\tgl_Position = filterVertexPosition();\n\tvTextureCoord = filterTextureCoord();\n\tvFilterCoord = ( filterMatrix * vec3( vTextureCoord, 1.0) ).xy;\n}\n"; + + /** + * The DisplacementFilter class uses the pixel values from the specified texture + * (called the displacement map) to perform a displacement of an object. + * + * You can use this filter to apply all manor of crazy warping effects. + * Currently the `r` property of the texture is used to offset the `x` + * and the `g` property of the texture is used to offset the `y`. + * + * The way it works is it uses the values of the displacement map to look up the + * correct pixels to output. This means it's not technically moving the original. + * Instead, it's starting at the output and asking "which pixel from the original goes here". + * For example, if a displacement map pixel has `red = 1` and the filter scale is `20`, + * this filter will output the pixel approximately 20 pixels to the right of the original. + * @memberof PIXI.filters + */ + /** @class */ ((function (_super) { + __extends$4(DisplacementFilter, _super); + /** + * @param {PIXI.Sprite} sprite - The sprite used for the displacement map. (make sure its added to the scene!) + * @param scale - The scale of the displacement + */ + function DisplacementFilter(sprite, scale) { + var _this = this; + var maskMatrix = new Matrix(); + sprite.renderable = false; + _this = _super.call(this, vertex$1, fragment$2, { + mapSampler: sprite._texture, + filterMatrix: maskMatrix, + scale: { x: 1, y: 1 }, + rotation: new Float32Array([1, 0, 0, 1]), + }) || this; + _this.maskSprite = sprite; + _this.maskMatrix = maskMatrix; + if (scale === null || scale === undefined) { + scale = 20; + } /** - * The skew factor for the object in radians. - * @since 4.0.0 + * scaleX, scaleY for displacements + * @member {PIXI.Point} */ + _this.scale = new Point(scale, scale); + return _this; + } + /** + * Applies the filter. + * @param filterManager - The manager. + * @param input - The input target. + * @param output - The output target. + * @param clearMode - clearMode. + */ + DisplacementFilter.prototype.apply = function (filterManager, input, output, clearMode) { + // fill maskMatrix with _normalized sprite texture coords_ + this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, this.maskSprite); + this.uniforms.scale.x = this.scale.x; + this.uniforms.scale.y = this.scale.y; + // Extract rotation from world transform + var wt = this.maskSprite.worldTransform; + var lenX = Math.sqrt((wt.a * wt.a) + (wt.b * wt.b)); + var lenY = Math.sqrt((wt.c * wt.c) + (wt.d * wt.d)); + if (lenX !== 0 && lenY !== 0) { + this.uniforms.rotation[0] = wt.a / lenX; + this.uniforms.rotation[1] = wt.b / lenX; + this.uniforms.rotation[2] = wt.c / lenY; + this.uniforms.rotation[3] = wt.d / lenY; + } + // draw the filter... + filterManager.applyFilter(this, input, output, clearMode); + }; + Object.defineProperty(DisplacementFilter.prototype, "map", { + /** The texture used for the displacement map. Must be power of 2 sized texture. */ get: function () { - return this.transform.skew; + return this.uniforms.mapSampler; }, set: function (value) { - this.transform.skew.copyFrom(value); + this.uniforms.mapSampler = value; }, enumerable: false, configurable: true }); - Object.defineProperty(DisplayObject.prototype, "rotation", { + return DisplacementFilter; + })(Filter)); + + /*! + * @pixi/filter-fxaa - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/filter-fxaa is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$3 = function(d, b) { + extendStatics$3 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$3(d, b); + }; + + function __extends$3(d, b) { + extendStatics$3(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var vertex = "\nattribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvoid texcoords(vec2 fragCoord, vec2 inverseVP,\n out vec2 v_rgbNW, out vec2 v_rgbNE,\n out vec2 v_rgbSW, out vec2 v_rgbSE,\n out vec2 v_rgbM) {\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\n v_rgbM = vec2(fragCoord * inverseVP);\n}\n\nvoid main(void) {\n\n gl_Position = filterVertexPosition();\n\n vFragCoord = aVertexPosition * outputFrame.zw;\n\n texcoords(vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n}\n"; + + var fragment$1 = "varying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\nuniform sampler2D uSampler;\nuniform highp vec4 inputSize;\n\n\n/**\n Basic FXAA implementation based on the code on geeks3d.com with the\n modification that the texture2DLod stuff was removed since it's\n unsupported by WebGL.\n\n --\n\n From:\n https://github.com/mitsuhiko/webgl-meincraft\n\n Copyright (c) 2011 by Armin Ronacher.\n\n Some rights reserved.\n\n Redistribution and use in source and binary forms, with or without\n modification, are permitted provided that the following conditions are\n met:\n\n * Redistributions of source code must retain the above copyright\n notice, this list of conditions and the following disclaimer.\n\n * Redistributions in binary form must reproduce the above\n copyright notice, this list of conditions and the following\n disclaimer in the documentation and/or other materials provided\n with the distribution.\n\n * The names of the contributors may not be used to endorse or\n promote products derived from this software without specific\n prior written permission.\n\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n#ifndef FXAA_REDUCE_MIN\n#define FXAA_REDUCE_MIN (1.0/ 128.0)\n#endif\n#ifndef FXAA_REDUCE_MUL\n#define FXAA_REDUCE_MUL (1.0 / 8.0)\n#endif\n#ifndef FXAA_SPAN_MAX\n#define FXAA_SPAN_MAX 8.0\n#endif\n\n//optimized version for mobile, where dependent\n//texture reads can be a bottleneck\nvec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,\n vec2 v_rgbNW, vec2 v_rgbNE,\n vec2 v_rgbSW, vec2 v_rgbSE,\n vec2 v_rgbM) {\n vec4 color;\n vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\n vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\n vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\n vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\n vec4 texColor = texture2D(tex, v_rgbM);\n vec3 rgbM = texColor.xyz;\n vec3 luma = vec3(0.299, 0.587, 0.114);\n float lumaNW = dot(rgbNW, luma);\n float lumaNE = dot(rgbNE, luma);\n float lumaSW = dot(rgbSW, luma);\n float lumaSE = dot(rgbSE, luma);\n float lumaM = dot(rgbM, luma);\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n\n mediump vec2 dir;\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\n (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\n\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\n dir * rcpDirMin)) * inverseVP;\n\n vec3 rgbA = 0.5 * (\n texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\n texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n\n float lumaB = dot(rgbB, luma);\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\n color = vec4(rgbA, texColor.a);\n else\n color = vec4(rgbB, texColor.a);\n return color;\n}\n\nvoid main() {\n\n vec4 color;\n\n color = fxaa(uSampler, vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n\n gl_FragColor = color;\n}\n"; + + /** + * Basic FXAA (Fast Approximate Anti-Aliasing) implementation based on the code on geeks3d.com + * with the modification that the texture2DLod stuff was removed since it is unsupported by WebGL. + * @see https://github.com/mitsuhiko/webgl-meincraft + * @memberof PIXI.filters + */ + /** @class */ ((function (_super) { + __extends$3(FXAAFilter, _super); + function FXAAFilter() { + // TODO - needs work + return _super.call(this, vertex, fragment$1) || this; + } + return FXAAFilter; + })(Filter)); + + /*! + * @pixi/filter-noise - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/filter-noise is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$2 = function(d, b) { + extendStatics$2 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$2(d, b); + }; + + function __extends$2(d, b) { + extendStatics$2(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var fragment = "precision highp float;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform float uNoise;\nuniform float uSeed;\nuniform sampler2D uSampler;\n\nfloat rand(vec2 co)\n{\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvoid main()\n{\n vec4 color = texture2D(uSampler, vTextureCoord);\n float randomValue = rand(gl_FragCoord.xy * uSeed);\n float diff = (randomValue - 0.5) * uNoise;\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (color.a > 0.0) {\n color.rgb /= color.a;\n }\n\n color.r += diff;\n color.g += diff;\n color.b += diff;\n\n // Premultiply alpha again.\n color.rgb *= color.a;\n\n gl_FragColor = color;\n}\n"; + + /** + * A Noise effect filter. + * + * original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/noise.js + * @memberof PIXI.filters + * @author Vico @vicocotea + */ + /** @class */ ((function (_super) { + __extends$2(NoiseFilter, _super); + /** + * @param {number} [noise=0.5] - The noise intensity, should be a normalized value in the range [0, 1]. + * @param {number} [seed] - A random seed for the noise generation. Default is `Math.random()`. + */ + function NoiseFilter(noise, seed) { + if (noise === void 0) { noise = 0.5; } + if (seed === void 0) { seed = Math.random(); } + var _this = _super.call(this, defaultFilterVertex, fragment, { + uNoise: 0, + uSeed: 0, + }) || this; + _this.noise = noise; + _this.seed = seed; + return _this; + } + Object.defineProperty(NoiseFilter.prototype, "noise", { /** - * The rotation of the object in radians. - * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. + * The amount of noise to apply, this value should be in the range (0, 1]. + * @default 0.5 */ get: function () { - return this.transform.rotation; + return this.uniforms.uNoise; }, set: function (value) { - this.transform.rotation = value; + this.uniforms.uNoise = value; }, enumerable: false, configurable: true }); - Object.defineProperty(DisplayObject.prototype, "angle", { - /** - * The angle of the object in degrees. - * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. - */ + Object.defineProperty(NoiseFilter.prototype, "seed", { + /** A seed value to apply to the random noise generation. `Math.random()` is a good value to use. */ get: function () { - return this.transform.rotation * RAD_TO_DEG; + return this.uniforms.uSeed; }, set: function (value) { - this.transform.rotation = value * DEG_TO_RAD; + this.uniforms.uSeed = value; }, enumerable: false, configurable: true }); - Object.defineProperty(DisplayObject.prototype, "zIndex", { - /** - * The zIndex of the displayObject. - * - * If a container has the sortableChildren property set to true, children will be automatically - * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array, - * and thus rendered on top of other display objects within the same container. - * @see PIXI.Container#sortableChildren - */ + return NoiseFilter; + })(Filter)); + + /*! + * @pixi/mixin-cache-as-bitmap - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/mixin-cache-as-bitmap is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + var _tempMatrix = new Matrix(); + DisplayObject.prototype._cacheAsBitmap = false; + DisplayObject.prototype._cacheData = null; + DisplayObject.prototype._cacheAsBitmapResolution = null; + DisplayObject.prototype._cacheAsBitmapMultisample = MSAA_QUALITY.NONE; + // figured there's no point adding ALL the extra variables to prototype. + // this model can hold the information needed. This can also be generated on demand as + // most objects are not cached as bitmaps. + /** + * @class + * @ignore + * @private + */ + var CacheData = /** @class */ (function () { + function CacheData() { + this.textureCacheId = null; + this.originalRender = null; + this.originalRenderCanvas = null; + this.originalCalculateBounds = null; + this.originalGetLocalBounds = null; + this.originalUpdateTransform = null; + this.originalDestroy = null; + this.originalMask = null; + this.originalFilterArea = null; + this.originalContainsPoint = null; + this.sprite = null; + } + return CacheData; + }()); + Object.defineProperties(DisplayObject.prototype, { + /** + * The resolution to use for cacheAsBitmap. By default this will use the renderer's resolution + * but can be overriden for performance. Lower values will reduce memory usage at the expense + * of render quality. A falsey value of `null` or `0` will default to the renderer's resolution. + * If `cacheAsBitmap` is set to `true`, this will re-render with the new resolution. + * @member {number} cacheAsBitmapResolution + * @memberof PIXI.DisplayObject# + * @default null + */ + cacheAsBitmapResolution: { get: function () { - return this._zIndex; + return this._cacheAsBitmapResolution; }, - set: function (value) { - this._zIndex = value; - if (this.parent) { - this.parent.sortDirty = true; + set: function (resolution) { + if (resolution === this._cacheAsBitmapResolution) { + return; + } + this._cacheAsBitmapResolution = resolution; + if (this.cacheAsBitmap) { + // Toggle to re-render at the new resolution + this.cacheAsBitmap = false; + this.cacheAsBitmap = true; } }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "worldVisible", { - /** - * Indicates if the object is globally visible. - * @readonly - */ + }, + /** + * The number of samples to use for cacheAsBitmap. If set to `null`, the renderer's + * sample count is used. + * If `cacheAsBitmap` is set to `true`, this will re-render with the new number of samples. + * @member {number} cacheAsBitmapMultisample + * @memberof PIXI.DisplayObject# + * @default PIXI.MSAA_QUALITY.NONE + */ + cacheAsBitmapMultisample: { get: function () { - var item = this; - do { - if (!item.visible) { - return false; - } - item = item.parent; - } while (item); - return true; + return this._cacheAsBitmapMultisample; }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "mask", { - /** - * Sets a mask for the displayObject. A mask is an object that limits the visibility of an - * object to the shape of the mask applied to it. In PixiJS a regular mask must be a - * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it - * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent. - * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong. - * To remove a mask, set this property to `null`. - * - * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask. - * @example - * const graphics = new PIXI.Graphics(); - * graphics.beginFill(0xFF3300); - * graphics.drawRect(50, 250, 100, 100); - * graphics.endFill(); - * - * const sprite = new PIXI.Sprite(texture); - * sprite.mask = graphics; - * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask. - */ + set: function (multisample) { + if (multisample === this._cacheAsBitmapMultisample) { + return; + } + this._cacheAsBitmapMultisample = multisample; + if (this.cacheAsBitmap) { + // Toggle to re-render with new multisample + this.cacheAsBitmap = false; + this.cacheAsBitmap = true; + } + }, + }, + /** + * Set this to true if you want this display object to be cached as a bitmap. + * This basically takes a snap shot of the display object as it is at that moment. It can + * provide a performance benefit for complex static displayObjects. + * To remove simply set this property to `false` + * + * IMPORTANT GOTCHA - Make sure that all your textures are preloaded BEFORE setting this property to true + * as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear. + * @member {boolean} + * @memberof PIXI.DisplayObject# + */ + cacheAsBitmap: { get: function () { - return this._mask; + return this._cacheAsBitmap; }, set: function (value) { - if (this._mask === value) { + if (this._cacheAsBitmap === value) { return; } - if (this._mask) { - var maskObject = (this._mask.isMaskData - ? this._mask.maskObject : this._mask); - if (maskObject) { - maskObject._maskRefCount--; - if (maskObject._maskRefCount === 0) { - maskObject.renderable = true; - maskObject.isMask = false; - } + this._cacheAsBitmap = value; + var data; + if (value) { + if (!this._cacheData) { + this._cacheData = new CacheData(); } + data = this._cacheData; + data.originalRender = this.render; + data.originalRenderCanvas = this.renderCanvas; + data.originalUpdateTransform = this.updateTransform; + data.originalCalculateBounds = this.calculateBounds; + data.originalGetLocalBounds = this.getLocalBounds; + data.originalDestroy = this.destroy; + data.originalContainsPoint = this.containsPoint; + data.originalMask = this._mask; + data.originalFilterArea = this.filterArea; + this.render = this._renderCached; + this.renderCanvas = this._renderCachedCanvas; + this.destroy = this._cacheAsBitmapDestroy; } - this._mask = value; - if (this._mask) { - var maskObject = (this._mask.isMaskData - ? this._mask.maskObject : this._mask); - if (maskObject) { - if (maskObject._maskRefCount === 0) { - maskObject.renderable = false; - maskObject.isMask = true; - } - maskObject._maskRefCount++; + else { + data = this._cacheData; + if (data.sprite) { + this._destroyCachedDisplayObject(); } + this.render = data.originalRender; + this.renderCanvas = data.originalRenderCanvas; + this.calculateBounds = data.originalCalculateBounds; + this.getLocalBounds = data.originalGetLocalBounds; + this.destroy = data.originalDestroy; + this.updateTransform = data.originalUpdateTransform; + this.containsPoint = data.originalContainsPoint; + this._mask = data.originalMask; + this.filterArea = data.originalFilterArea; } }, - enumerable: false, - configurable: true - }); - return DisplayObject; - }(EventEmitter)); + }, + }); /** + * Renders a cached version of the sprite with WebGL * @private + * @method _renderCached + * @memberof PIXI.DisplayObject# + * @param {PIXI.Renderer} renderer - the WebGL renderer */ - var TemporaryDisplayObject = /** @class */ (function (_super) { - __extends(TemporaryDisplayObject, _super); - function TemporaryDisplayObject() { - var _this = _super !== null && _super.apply(this, arguments) || this; - _this.sortDirty = null; - return _this; + DisplayObject.prototype._renderCached = function _renderCached(renderer) { + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; } - return TemporaryDisplayObject; - }(DisplayObject)); + this._initCachedDisplayObject(renderer); + this._cacheData.sprite.transform._worldID = this.transform._worldID; + this._cacheData.sprite.worldAlpha = this.worldAlpha; + this._cacheData.sprite._render(renderer); + }; /** - * DisplayObject default updateTransform, does not update children of container. - * Will crash if there's no parent element. + * Prepares the WebGL renderer to cache the sprite + * @private + * @method _initCachedDisplayObject * @memberof PIXI.DisplayObject# - * @method displayObjectUpdateTransform - */ - DisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform; - - /*! - * @pixi/constants - v6.5.7 - * Compiled Thu, 20 Oct 2022 15:13:33 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV || (ENV = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE || (RENDERER_TYPE = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ - var BUFFER_BITS; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS || (BUFFER_BITS = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES || (BLEND_MODES = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES || (DRAW_MODES = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - + * @param {PIXI.Renderer} renderer - the WebGL renderer */ - var FORMATS; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS || (FORMATS = {})); + DisplayObject.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer) { + var _a; + if (this._cacheData && this._cacheData.sprite) { + return; + } + // make sure alpha is set to 1 otherwise it will get rendered as invisible! + var cacheAlpha = this.alpha; + this.alpha = 1; + // first we flush anything left in the renderer (otherwise it would get rendered to the cached texture) + renderer.batch.flush(); + // this.filters= []; + // next we find the dimensions of the untransformed object + // this function also calls updatetransform on all its children as part of the measuring. + // This means we don't need to update the transform again in this function + // TODO pass an object to clone too? saves having to create a new one each time! + var bounds = this.getLocalBounds(null, true).clone(); + // add some padding! + if (this.filters && this.filters.length) { + var padding = this.filters[0].padding; + bounds.pad(padding); + } + bounds.ceil(settings.RESOLUTION); + // for now we cache the current renderTarget that the WebGL renderer is currently using. + // this could be more elegant.. + var cachedRenderTexture = renderer.renderTexture.current; + var cachedSourceFrame = renderer.renderTexture.sourceFrame.clone(); + var cachedDestinationFrame = renderer.renderTexture.destinationFrame.clone(); + var cachedProjectionTransform = renderer.projection.transform; + // We also store the filter stack - I will definitely look to change how this works a little later down the line. + // const stack = renderer.filterManager.filterStack; + // this renderTexture will be used to store the cached DisplayObject + var renderTexture = RenderTexture.create({ + width: bounds.width, + height: bounds.height, + resolution: this.cacheAsBitmapResolution || renderer.resolution, + multisample: (_a = this.cacheAsBitmapMultisample) !== null && _a !== void 0 ? _a : renderer.multisample, + }); + var textureCacheId = "cacheAsBitmap_" + uid(); + this._cacheData.textureCacheId = textureCacheId; + BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId); + Texture.addToCache(renderTexture, textureCacheId); + // need to set // + var m = this.transform.localTransform.copyTo(_tempMatrix).invert().translate(-bounds.x, -bounds.y); + // set all properties to there original so we can render to a texture + this.render = this._cacheData.originalRender; + renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false }); + renderer.framebuffer.blit(); + // now restore the state be setting the new properties + renderer.projection.transform = cachedProjectionTransform; + renderer.renderTexture.bind(cachedRenderTexture, cachedSourceFrame, cachedDestinationFrame); + // renderer.filterManager.filterStack = stack; + this.render = this._renderCached; + // the rest is the same as for Canvas + this.updateTransform = this.displayObjectUpdateTransform; + this.calculateBounds = this._calculateCachedBounds; + this.getLocalBounds = this._getCachedLocalBounds; + this._mask = null; + this.filterArea = null; + this.alpha = cacheAlpha; + // create our cached sprite + var cachedSprite = new Sprite(renderTexture); + cachedSprite.transform.worldTransform = this.transform.worldTransform; + cachedSprite.anchor.x = -(bounds.x / bounds.width); + cachedSprite.anchor.y = -(bounds.y / bounds.height); + cachedSprite.alpha = cacheAlpha; + cachedSprite._bounds = this._bounds; + this._cacheData.sprite = cachedSprite; + this.transform._parentID = -1; + // restore the transform of the cached sprite to avoid the nasty flicker.. + if (!this.parent) { + this.enableTempParent(); + this.updateTransform(); + this.disableTempParent(null); + } + else { + this.updateTransform(); + } + // map the hit test.. + this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite); + }; /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - + * Renders a cached version of the sprite with canvas + * @private + * @method _renderCachedCanvas + * @memberof PIXI.DisplayObject# + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer */ - var TARGETS; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS || (TARGETS = {})); + DisplayObject.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer) { + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + this._initCachedDisplayObjectCanvas(renderer); + this._cacheData.sprite.worldAlpha = this.worldAlpha; + this._cacheData.sprite._renderCanvas(renderer); + }; + // TODO this can be the same as the WebGL version.. will need to do a little tweaking first though.. /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - + * Prepares the Canvas renderer to cache the sprite + * @private + * @method _initCachedDisplayObjectCanvas + * @memberof PIXI.DisplayObject# + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer */ - var TYPES; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES || (TYPES = {})); + DisplayObject.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(renderer) { + if (this._cacheData && this._cacheData.sprite) { + return; + } + // get bounds actually transforms the object for us already! + var bounds = this.getLocalBounds(null, true); + var cacheAlpha = this.alpha; + this.alpha = 1; + var cachedRenderTarget = renderer.context; + var cachedProjectionTransform = renderer._projTransform; + bounds.ceil(settings.RESOLUTION); + var renderTexture = RenderTexture.create({ width: bounds.width, height: bounds.height }); + var textureCacheId = "cacheAsBitmap_" + uid(); + this._cacheData.textureCacheId = textureCacheId; + BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId); + Texture.addToCache(renderTexture, textureCacheId); + // need to set // + var m = _tempMatrix; + this.transform.localTransform.copyTo(m); + m.invert(); + m.tx -= bounds.x; + m.ty -= bounds.y; + // m.append(this.transform.worldTransform.) + // set all properties to there original so we can render to a texture + this.renderCanvas = this._cacheData.originalRenderCanvas; + renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false }); + // now restore the state be setting the new properties + renderer.context = cachedRenderTarget; + renderer._projTransform = cachedProjectionTransform; + this.renderCanvas = this._renderCachedCanvas; + // the rest is the same as for WebGL + this.updateTransform = this.displayObjectUpdateTransform; + this.calculateBounds = this._calculateCachedBounds; + this.getLocalBounds = this._getCachedLocalBounds; + this._mask = null; + this.filterArea = null; + this.alpha = cacheAlpha; + // create our cached sprite + var cachedSprite = new Sprite(renderTexture); + cachedSprite.transform.worldTransform = this.transform.worldTransform; + cachedSprite.anchor.x = -(bounds.x / bounds.width); + cachedSprite.anchor.y = -(bounds.y / bounds.height); + cachedSprite.alpha = cacheAlpha; + cachedSprite._bounds = this._bounds; + this._cacheData.sprite = cachedSprite; + this.transform._parentID = -1; + // restore the transform of the cached sprite to avoid the nasty flicker.. + if (!this.parent) { + this.parent = renderer._tempDisplayObjectParent; + this.updateTransform(); + this.parent = null; + } + else { + this.updateTransform(); + } + // map the hit test.. + this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite); + }; /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - + * Calculates the bounds of the cached sprite + * @private + * @method */ - var SAMPLER_TYPES; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES || (SAMPLER_TYPES = {})); + DisplayObject.prototype._calculateCachedBounds = function _calculateCachedBounds() { + this._bounds.clear(); + this._cacheData.sprite.transform._worldID = this.transform._worldID; + this._cacheData.sprite._calculateBounds(); + this._bounds.updateID = this._boundsID; + }; /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling + * Gets the bounds of the cached sprite. + * @private + * @method + * @returns {Rectangle} The local bounds. */ - var SCALE_MODES; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES || (SCALE_MODES = {})); + DisplayObject.prototype._getCachedLocalBounds = function _getCachedLocalBounds() { + return this._cacheData.sprite.getLocalBounds(null); + }; /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring + * Destroys the cached sprite. + * @private + * @method */ - var WRAP_MODES; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES || (WRAP_MODES = {})); + DisplayObject.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject() { + this._cacheData.sprite._texture.destroy(true); + this._cacheData.sprite = null; + BaseTexture.removeFromCache(this._cacheData.textureCacheId); + Texture.removeFromCache(this._cacheData.textureCacheId); + this._cacheData.textureCacheId = null; + }; /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. + * Destroys the cached object. + * @private + * @method + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value. + * Used when destroying containers, see the Container.destroy method. + */ + DisplayObject.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options) { + this.cacheAsBitmap = false; + this.destroy(options); + }; + + /*! + * @pixi/mixin-get-child-by-name - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. + * @pixi/mixin-get-child-by-name is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license */ - var MIPMAP_MODES; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES || (MIPMAP_MODES = {})); + /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. + * The instance name of the object. + * @memberof PIXI.DisplayObject# + * @member {string} name */ - var ALPHA_MODES; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES || (ALPHA_MODES = {})); + DisplayObject.prototype.name = null; /** - * Configure whether filter textures are cleared after binding. + * Returns the display object in the container. * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT + * Recursive searches are done in a preorder traversal. + * @method getChildByName + * @memberof PIXI.Container# + * @param {string} name - Instance name. + * @param {boolean}[deep=false] - Whether to search recursively + * @returns {PIXI.DisplayObject} The child with the specified name. */ - var CLEAR_MODES; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES || (CLEAR_MODES = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. + Container.prototype.getChildByName = function getChildByName(name, deep) { + for (var i = 0, j = this.children.length; i < j; i++) { + if (this.children[i].name === name) { + return this.children[i]; + } + } + if (deep) { + for (var i = 0, j = this.children.length; i < j; i++) { + var child = this.children[i]; + if (!child.getChildByName) { + continue; + } + var target = child.getChildByName(name, true); + if (target) { + return target; + } + } + } + return null; + }; + + /*! + * @pixi/mixin-get-global-position - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES || (GC_MODES = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION || (PRECISION = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES || (MASK_TYPES = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. + * @pixi/mixin-get-global-position is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license */ - var COLOR_MASK_BITS; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS || (COLOR_MASK_BITS = {})); + /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples + * Returns the global position of the displayObject. Does not depend on object scale, rotation and pivot. + * @method getGlobalPosition + * @memberof PIXI.DisplayObject# + * @param {PIXI.Point} [point=new PIXI.Point()] - The point to write the global value to. + * @param {boolean} [skipUpdate=false] - Setting to true will stop the transforms of the scene graph from + * being updated. This means the calculation returned MAY be out of date BUT will give you a + * nice performance boost. + * @returns {PIXI.Point} The updated point. */ - var MSAA_QUALITY; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY || (MSAA_QUALITY = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects + DisplayObject.prototype.getGlobalPosition = function getGlobalPosition(point, skipUpdate) { + if (point === void 0) { point = new Point(); } + if (skipUpdate === void 0) { skipUpdate = false; } + if (this.parent) { + this.parent.toGlobal(this.position, point, skipUpdate); + } + else { + point.x = this.position.x; + point.y = this.position.y; + } + return point; + }; + + /*! + * @pixi/app - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/app is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license */ - var BUFFER_TYPE; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE || (BUFFER_TYPE = {})); - function sortChildren(a, b) { - if (a.zIndex === b.zIndex) { - return a._lastSortedIndex - b._lastSortedIndex; - } - return a.zIndex - b.zIndex; - } /** - * Container is a general-purpose display object that holds children. It also adds built-in support for advanced - * rendering features like masking and filtering. - * - * It is the base class of all display objects that act as a container for other objects, including Graphics - * and Sprite. - * - * ```js - * import { BlurFilter } from '@pixi/filter-blur'; - * import { Container } from '@pixi/display'; - * import { Graphics } from '@pixi/graphics'; - * import { Sprite } from '@pixi/sprite'; - * - * let container = new Container(); - * let sprite = Sprite.from("https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png"); - * - * sprite.width = 512; - * sprite.height = 512; - * - * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container - * // is rendered. - * container.addChild(sprite); - * - * // Blurs whatever is rendered by the container - * container.filters = [new BlurFilter()]; - * - * // Only the contents within a circle at the center should be rendered onto the screen. - * container.mask = new Graphics() - * .beginFill(0xffffff) - * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2) - * .endFill(); - * ``` - * @memberof PIXI + * Middleware for for Application's resize functionality + * @private + * @class */ - var Container = /** @class */ (function (_super) { - __extends(Container, _super); - function Container() { - var _this = _super.call(this) || this; - _this.children = []; - _this.sortableChildren = settings$1.SORTABLE_CHILDREN; - _this.sortDirty = false; - return _this; + var ResizePlugin = /** @class */ (function () { + function ResizePlugin() { + } + /** + * Initialize the plugin with scope of application instance + * @static + * @private + * @param {object} [options] - See application options + */ + ResizePlugin.init = function (options) { + var _this = this; + Object.defineProperty(this, 'resizeTo', /** - * Fired when a DisplayObject is added to this Container. - * @event PIXI.Container#childAdded - * @param {PIXI.DisplayObject} child - The child added to the Container. - * @param {PIXI.Container} container - The container that added the child. - * @param {number} index - The children's index of the added child. + * The HTML element or window to automatically resize the + * renderer's view element to match width and height. + * @member {Window|HTMLElement} + * @name resizeTo + * @memberof PIXI.Application# */ + { + set: function (dom) { + globalThis.removeEventListener('resize', this.queueResize); + this._resizeTo = dom; + if (dom) { + globalThis.addEventListener('resize', this.queueResize); + this.resize(); + } + }, + get: function () { + return this._resizeTo; + }, + }); /** - * Fired when a DisplayObject is removed from this Container. - * @event PIXI.DisplayObject#childRemoved - * @param {PIXI.DisplayObject} child - The child removed from the Container. - * @param {PIXI.Container} container - The container that removed the child. - * @param {number} index - The former children's index of the removed child + * Resize is throttled, so it's safe to call this multiple times per frame and it'll + * only be called once. + * @memberof PIXI.Application# + * @method queueResize + * @private */ - } - /** - * Overridable method that can be used by Container subclasses whenever the children array is modified. - * @param _length - */ - Container.prototype.onChildrenChange = function (_length) { - /* empty */ - }; - /** - * Adds one or more children to the container. - * - * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)` - * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container - * @returns {PIXI.DisplayObject} - The first child that was added. - */ - Container.prototype.addChild = function () { - var arguments$1 = arguments; - - var children = []; - for (var _i = 0; _i < arguments.length; _i++) { - children[_i] = arguments$1[_i]; - } - // if there is only one argument we can bypass looping through the them - if (children.length > 1) { - // loop through the array and add all children - for (var i = 0; i < children.length; i++) { - // eslint-disable-next-line prefer-rest-params - this.addChild(children[i]); + this.queueResize = function () { + if (!_this._resizeTo) { + return; } - } - else { - var child = children[0]; - // if the child has a parent then lets remove it as PixiJS objects can only exist in one place - if (child.parent) { - child.parent.removeChild(child); + _this.cancelResize(); + // // Throttle resize events per raf + _this._resizeId = requestAnimationFrame(function () { return _this.resize(); }); + }; + /** + * Cancel the resize queue. + * @memberof PIXI.Application# + * @method cancelResize + * @private + */ + this.cancelResize = function () { + if (_this._resizeId) { + cancelAnimationFrame(_this._resizeId); + _this._resizeId = null; } - child.parent = this; - this.sortDirty = true; - // ensure child transform will be recalculated - child.transform._parentID = -1; - this.children.push(child); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(this.children.length - 1); - this.emit('childAdded', child, this, this.children.length - 1); - child.emit('added', this); - } - return children[0]; + }; + /** + * Execute an immediate resize on the renderer, this is not + * throttled and can be expensive to call many times in a row. + * Will resize only if `resizeTo` property is set. + * @memberof PIXI.Application# + * @method resize + */ + this.resize = function () { + if (!_this._resizeTo) { + return; + } + // clear queue resize + _this.cancelResize(); + var width; + var height; + // Resize to the window + if (_this._resizeTo === globalThis.window) { + width = globalThis.innerWidth; + height = globalThis.innerHeight; + } + // Resize to other HTML entities + else { + var _a = _this._resizeTo, clientWidth = _a.clientWidth, clientHeight = _a.clientHeight; + width = clientWidth; + height = clientHeight; + } + _this.renderer.resize(width, height); + }; + // On resize + this._resizeId = null; + this._resizeTo = null; + this.resizeTo = options.resizeTo || null; }; /** - * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown - * @param {PIXI.DisplayObject} child - The child to add - * @param {number} index - The index to place the child in - * @returns {PIXI.DisplayObject} The child that was added. + * Clean up the ticker, scoped to application + * @static + * @private */ - Container.prototype.addChildAt = function (child, index) { - if (index < 0 || index > this.children.length) { - throw new Error(child + "addChildAt: The index " + index + " supplied is out of bounds " + this.children.length); - } - if (child.parent) { - child.parent.removeChild(child); - } - child.parent = this; - this.sortDirty = true; - // ensure child transform will be recalculated - child.transform._parentID = -1; - this.children.splice(index, 0, child); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('added', this); - this.emit('childAdded', child, this, index); - return child; + ResizePlugin.destroy = function () { + globalThis.removeEventListener('resize', this.queueResize); + this.cancelResize(); + this.cancelResize = null; + this.queueResize = null; + this.resizeTo = null; + this.resize = null; }; + /** @ignore */ + ResizePlugin.extension = ExtensionType.Application; + return ResizePlugin; + }()); + + /** + * Convenience class to create a new PIXI application. + * + * This class automatically creates the renderer, ticker and root container. + * @example + * // Create the application + * const app = new PIXI.Application(); + * + * // Add the view to the DOM + * document.body.appendChild(app.view); + * + * // ex, add display objects + * app.stage.addChild(PIXI.Sprite.from('something.png')); + * @class + * @memberof PIXI + */ + var Application = /** @class */ (function () { /** - * Swaps the position of 2 Display Objects within this container. - * @param child - First display object to swap - * @param child2 - Second display object to swap + * @param {object} [options] - The optional renderer parameters. + * @param {boolean} [options.autoStart=true] - Automatically starts the rendering after the construction. + * **Note**: Setting this parameter to false does NOT stop the shared ticker even if you set + * options.sharedTicker to true in case that it is already started. Stop it by your own. + * @param {number} [options.width=800] - The width of the renderers view. + * @param {number} [options.height=600] - The height of the renderers view. + * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional. + * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property. + * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the + * canvas needs to be opaque, possibly for performance reasons on some older devices. + * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for + * resolutions other than 1. + * @param {boolean} [options.antialias=false] - Sets antialias + * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, enable this if you + * need to call toDataUrl on the WebGL context. + * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer. + * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this + * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise + * it is ignored. + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque). + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or + * not before the new render pass. + * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" + * for devices with dual graphics card. **(WebGL only)**. + * @param {boolean} [options.sharedTicker=false] - `true` to use PIXI.Ticker.shared, `false` to create new ticker. + * If set to false, you cannot register a handler to occur before anything that runs on the shared ticker. + * The system ticker will always run before both the shared ticker and the app ticker. + * @param {boolean} [options.sharedLoader=false] - `true` to use PIXI.Loader.shared, `false` to create new Loader. + * @param {Window|HTMLElement} [options.resizeTo] - Element to automatically resize stage to. */ - Container.prototype.swapChildren = function (child, child2) { - if (child === child2) { - return; - } - var index1 = this.getChildIndex(child); - var index2 = this.getChildIndex(child2); - this.children[index1] = child2; - this.children[index2] = child; - this.onChildrenChange(index1 < index2 ? index1 : index2); - }; + function Application(options) { + var _this = this; + /** + * The root display container that's rendered. + * @member {PIXI.Container} + */ + this.stage = new Container(); + // The default options + options = Object.assign({ + forceCanvas: false, + }, options); + this.renderer = autoDetectRenderer(options); + // install plugins here + Application._plugins.forEach(function (plugin) { + plugin.init.call(_this, options); + }); + } /** - * Returns the index position of a child DisplayObject instance - * @param child - The DisplayObject instance to identify - * @returns - The index position of the child display object to identify + * Use the {@link PIXI.extensions.add} API to register plugins. + * @deprecated since 6.5.0 + * @static + * @param {PIXI.IApplicationPlugin} plugin - Plugin being installed */ - Container.prototype.getChildIndex = function (child) { - var index = this.children.indexOf(child); - if (index === -1) { - throw new Error('The supplied DisplayObject must be a child of the caller'); - } - return index; + Application.registerPlugin = function (plugin) { + deprecation('6.5.0', 'Application.registerPlugin() is deprecated, use extensions.add()'); + extensions.add({ + type: ExtensionType.Application, + ref: plugin, + }); }; - /** - * Changes the position of an existing child in the display object container - * @param child - The child DisplayObject instance for which you want to change the index number - * @param index - The resulting index number for the child display object - */ - Container.prototype.setChildIndex = function (child, index) { - if (index < 0 || index >= this.children.length) { - throw new Error("The index " + index + " supplied is out of bounds " + this.children.length); - } - var currentIndex = this.getChildIndex(child); - removeItems(this.children, currentIndex, 1); // remove from old position - this.children.splice(index, 0, child); // add at new position - this.onChildrenChange(index); + /** Render the current stage. */ + Application.prototype.render = function () { + this.renderer.render(this.stage); }; + Object.defineProperty(Application.prototype, "view", { + /** + * Reference to the renderer's canvas element. + * @member {HTMLCanvasElement} + * @readonly + */ + get: function () { + return this.renderer.view; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Application.prototype, "screen", { + /** + * Reference to the renderer's screen rectangle. Its safe to use as `filterArea` or `hitArea` for the whole screen. + * @member {PIXI.Rectangle} + * @readonly + */ + get: function () { + return this.renderer.screen; + }, + enumerable: false, + configurable: true + }); /** - * Returns the child at the specified index - * @param index - The index to get the child at - * @returns - The child at the given index, if any. + * Destroy and don't use after this. + * @param {boolean} [removeView=false] - Automatically remove canvas from DOM. + * @param {object|boolean} [stageOptions] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [stageOptions.children=false] - if set to true, all the children will have their destroy + * method called as well. 'stageOptions' will be passed on to those calls. + * @param {boolean} [stageOptions.texture=false] - Only used for child Sprites if stageOptions.children is set + * to true. Should it destroy the texture of the child sprite + * @param {boolean} [stageOptions.baseTexture=false] - Only used for child Sprites if stageOptions.children is set + * to true. Should it destroy the base texture of the child sprite */ - Container.prototype.getChildAt = function (index) { - if (index < 0 || index >= this.children.length) { - throw new Error("getChildAt: Index (" + index + ") does not exist."); - } - return this.children[index]; + Application.prototype.destroy = function (removeView, stageOptions) { + var _this = this; + // Destroy plugins in the opposite order + // which they were constructed + var plugins = Application._plugins.slice(0); + plugins.reverse(); + plugins.forEach(function (plugin) { + plugin.destroy.call(_this); + }); + this.stage.destroy(stageOptions); + this.stage = null; + this.renderer.destroy(removeView); + this.renderer = null; }; - /** - * Removes one or more children from the container. - * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove - * @returns {PIXI.DisplayObject} The first child that was removed. - */ - Container.prototype.removeChild = function () { - var arguments$1 = arguments; + /** Collection of installed plugins. */ + Application._plugins = []; + return Application; + }()); + extensions.handleByList(ExtensionType.Application, Application._plugins); - var children = []; - for (var _i = 0; _i < arguments.length; _i++) { - children[_i] = arguments$1[_i]; - } - // if there is only one argument we can bypass looping through the them - if (children.length > 1) { - // loop through the arguments property and remove all children - for (var i = 0; i < children.length; i++) { - this.removeChild(children[i]); - } - } - else { - var child = children[0]; - var index = this.children.indexOf(child); - if (index === -1) - { return null; } - child.parent = null; - // ensure child transform will be recalculated - child.transform._parentID = -1; - removeItems(this.children, index, 1); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('removed', this); - this.emit('childRemoved', child, this, index); - } - return children[0]; - }; + extensions.add(ResizePlugin); + + /*! + * @pixi/mesh-extras - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/mesh-extras is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$1 = function(d, b) { + extendStatics$1 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$1(d, b); + }; + + function __extends$1(d, b) { + extendStatics$1(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * @memberof PIXI + */ + var PlaneGeometry = /** @class */ (function (_super) { + __extends$1(PlaneGeometry, _super); /** - * Removes a child from the specified index position. - * @param index - The index to get the child from - * @returns The child that was removed. + * @param width - The width of the plane. + * @param height - The height of the plane. + * @param segWidth - Number of horizontal segments. + * @param segHeight - Number of vertical segments. */ - Container.prototype.removeChildAt = function (index) { - var child = this.getChildAt(index); - // ensure child transform will be recalculated.. - child.parent = null; - child.transform._parentID = -1; - removeItems(this.children, index, 1); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('removed', this); - this.emit('childRemoved', child, this, index); - return child; - }; + function PlaneGeometry(width, height, segWidth, segHeight) { + if (width === void 0) { width = 100; } + if (height === void 0) { height = 100; } + if (segWidth === void 0) { segWidth = 10; } + if (segHeight === void 0) { segHeight = 10; } + var _this = _super.call(this) || this; + _this.segWidth = segWidth; + _this.segHeight = segHeight; + _this.width = width; + _this.height = height; + _this.build(); + return _this; + } /** - * Removes all children from this container that are within the begin and end indexes. - * @param beginIndex - The beginning position. - * @param endIndex - The ending position. Default value is size of the container. - * @returns - List of removed children + * Refreshes plane coordinates + * @private */ - Container.prototype.removeChildren = function (beginIndex, endIndex) { - if (beginIndex === void 0) { beginIndex = 0; } - if (endIndex === void 0) { endIndex = this.children.length; } - var begin = beginIndex; - var end = endIndex; - var range = end - begin; - var removed; - if (range > 0 && range <= end) { - removed = this.children.splice(begin, range); - for (var i = 0; i < removed.length; ++i) { - removed[i].parent = null; - if (removed[i].transform) { - removed[i].transform._parentID = -1; - } - } - this._boundsID++; - this.onChildrenChange(beginIndex); - for (var i = 0; i < removed.length; ++i) { - removed[i].emit('removed', this); - this.emit('childRemoved', removed[i], this, i); - } - return removed; - } - else if (range === 0 && this.children.length === 0) { - return []; - } - throw new RangeError('removeChildren: numeric values are outside the acceptable range.'); - }; - /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */ - Container.prototype.sortChildren = function () { - var sortRequired = false; - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - child._lastSortedIndex = i; - if (!sortRequired && child.zIndex !== 0) { - sortRequired = true; - } - } - if (sortRequired && this.children.length > 1) { - this.children.sort(sortChildren); - } - this.sortDirty = false; - }; - /** Updates the transform on all children of this container for rendering. */ - Container.prototype.updateTransform = function () { - if (this.sortableChildren && this.sortDirty) { - this.sortChildren(); + PlaneGeometry.prototype.build = function () { + var total = this.segWidth * this.segHeight; + var verts = []; + var uvs = []; + var indices = []; + var segmentsX = this.segWidth - 1; + var segmentsY = this.segHeight - 1; + var sizeX = (this.width) / segmentsX; + var sizeY = (this.height) / segmentsY; + for (var i = 0; i < total; i++) { + var x = (i % this.segWidth); + var y = ((i / this.segWidth) | 0); + verts.push(x * sizeX, y * sizeY); + uvs.push(x / segmentsX, y / segmentsY); } - this._boundsID++; - this.transform.updateTransform(this.parent.transform); - // TODO: check render flags, how to process stuff here - this.worldAlpha = this.alpha * this.parent.worldAlpha; - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - if (child.visible) { - child.updateTransform(); - } + var totalSub = segmentsX * segmentsY; + for (var i = 0; i < totalSub; i++) { + var xpos = i % segmentsX; + var ypos = (i / segmentsX) | 0; + var value = (ypos * this.segWidth) + xpos; + var value2 = (ypos * this.segWidth) + xpos + 1; + var value3 = ((ypos + 1) * this.segWidth) + xpos; + var value4 = ((ypos + 1) * this.segWidth) + xpos + 1; + indices.push(value, value2, value3, value2, value4, value3); } + this.buffers[0].data = new Float32Array(verts); + this.buffers[1].data = new Float32Array(uvs); + this.indexBuffer.data = new Uint16Array(indices); + // ensure that the changes are uploaded + this.buffers[0].update(); + this.buffers[1].update(); + this.indexBuffer.update(); }; + return PlaneGeometry; + }(MeshGeometry)); + + /** + * RopeGeometry allows you to draw a geometry across several points and then manipulate these points. + * + * ```js + * for (let i = 0; i < 20; i++) { + * points.push(new PIXI.Point(i * 50, 0)); + * }; + * const rope = new PIXI.RopeGeometry(100, points); + * ``` + * @memberof PIXI + */ + var RopeGeometry = /** @class */ (function (_super) { + __extends$1(RopeGeometry, _super); /** - * Recalculates the bounds of the container. - * - * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds - * is limited to its mask's bounds or filterArea, if any is applied. + * @param width - The width (i.e., thickness) of the rope. + * @param points - An array of {@link PIXI.Point} objects to construct this rope. + * @param textureScale - By default the rope texture will be stretched to match + * rope length. If textureScale is positive this value will be treated as a scaling + * factor and the texture will preserve its aspect ratio instead. To create a tiling rope + * set baseTexture.wrapMode to {@link PIXI.WRAP_MODES.REPEAT} and use a power of two texture, + * then set textureScale=1 to keep the original texture pixel size. + * In order to reduce alpha channel artifacts provide a larger texture and downsample - + * i.e. set textureScale=0.5 to scale it down twice. */ - Container.prototype.calculateBounds = function () { - this._bounds.clear(); - this._calculateBounds(); - for (var i = 0; i < this.children.length; i++) { - var child = this.children[i]; - if (!child.visible || !child.renderable) { - continue; - } - child.calculateBounds(); - // TODO: filter+mask, need to mask both somehow - if (child._mask) { - var maskObject = (child._mask.isMaskData - ? child._mask.maskObject : child._mask); - if (maskObject) { - maskObject.calculateBounds(); - this._bounds.addBoundsMask(child._bounds, maskObject._bounds); - } - else { - this._bounds.addBounds(child._bounds); - } - } - else if (child.filterArea) { - this._bounds.addBoundsArea(child._bounds, child.filterArea); + function RopeGeometry(width, points, textureScale) { + if (width === void 0) { width = 200; } + if (textureScale === void 0) { textureScale = 0; } + var _this = _super.call(this, new Float32Array(points.length * 4), new Float32Array(points.length * 4), new Uint16Array((points.length - 1) * 6)) || this; + _this.points = points; + _this._width = width; + _this.textureScale = textureScale; + _this.build(); + return _this; + } + Object.defineProperty(RopeGeometry.prototype, "width", { + /** + * The width (i.e., thickness) of the rope. + * @readonly + */ + get: function () { + return this._width; + }, + enumerable: false, + configurable: true + }); + /** Refreshes Rope indices and uvs */ + RopeGeometry.prototype.build = function () { + var points = this.points; + if (!points) + { return; } + var vertexBuffer = this.getBuffer('aVertexPosition'); + var uvBuffer = this.getBuffer('aTextureCoord'); + var indexBuffer = this.getIndex(); + // if too little points, or texture hasn't got UVs set yet just move on. + if (points.length < 1) { + return; + } + // if the number of points has changed we will need to recreate the arraybuffers + if (vertexBuffer.data.length / 4 !== points.length) { + vertexBuffer.data = new Float32Array(points.length * 4); + uvBuffer.data = new Float32Array(points.length * 4); + indexBuffer.data = new Uint16Array((points.length - 1) * 6); + } + var uvs = uvBuffer.data; + var indices = indexBuffer.data; + uvs[0] = 0; + uvs[1] = 0; + uvs[2] = 0; + uvs[3] = 1; + var amount = 0; + var prev = points[0]; + var textureWidth = this._width * this.textureScale; + var total = points.length; // - 1; + for (var i = 0; i < total; i++) { + // time to do some smart drawing! + var index = i * 4; + if (this.textureScale > 0) { + // calculate pixel distance from previous point + var dx = prev.x - points[i].x; + var dy = prev.y - points[i].y; + var distance = Math.sqrt((dx * dx) + (dy * dy)); + prev = points[i]; + amount += distance / textureWidth; } else { - this._bounds.addBounds(child._bounds); + // stretch texture + amount = i / (total - 1); } + uvs[index] = amount; + uvs[index + 1] = 0; + uvs[index + 2] = amount; + uvs[index + 3] = 1; } - this._bounds.updateID = this._boundsID; - }; - /** - * Retrieves the local bounds of the displayObject as a rectangle object. - * - * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render() - * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms, - * it was default behaviour of pixi 4.0-5.2 and caused many problems to users. - * @returns - The rectangular bounding area. - */ - Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) { - if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; } - var result = _super.prototype.getLocalBounds.call(this, rect); - if (!skipChildrenUpdate) { - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - if (child.visible) { - child.updateTransform(); - } - } + var indexCount = 0; + for (var i = 0; i < total - 1; i++) { + var index = i * 2; + indices[indexCount++] = index; + indices[indexCount++] = index + 1; + indices[indexCount++] = index + 2; + indices[indexCount++] = index + 2; + indices[indexCount++] = index + 1; + indices[indexCount++] = index + 3; } - return result; - }; - /** - * Recalculates the content bounds of this object. This should be overriden to - * calculate the bounds of this specific object (not including children). - * @protected - */ - Container.prototype._calculateBounds = function () { - // FILL IN// + // ensure that the changes are uploaded + uvBuffer.update(); + indexBuffer.update(); + this.updateVertices(); }; - /** - * Renders this object and its children with culling. - * @protected - * @param {PIXI.Renderer} renderer - The renderer - */ - Container.prototype._renderWithCulling = function (renderer) { - var sourceFrame = renderer.renderTexture.sourceFrame; - // If the source frame is empty, stop rendering. - if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) { + /** refreshes vertices of Rope mesh */ + RopeGeometry.prototype.updateVertices = function () { + var points = this.points; + if (points.length < 1) { return; } - // Render the content of the container only if its bounds intersect with the source frame. - // All filters are on the stack at this point, and the filter source frame is bound: - // therefore, even if the bounds to non intersect the filter frame, the filter - // is still applied and any filter padding that is in the frame is rendered correctly. - var bounds; - var transform; - // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea - // rectangle must completely contain the container and its children including filter padding. - if (this.cullArea) { - bounds = this.cullArea; - transform = this.worldTransform; - } - // If the container doesn't override _render, we can skip the bounds calculation and intersection test. - else if (this._render !== Container.prototype._render) { - bounds = this.getBounds(true); - } - // Render the container if the source frame intersects the bounds. - if (bounds && sourceFrame.intersects(bounds, transform)) { - this._render(renderer); + var lastPoint = points[0]; + var nextPoint; + var perpX = 0; + var perpY = 0; + var vertices = this.buffers[0].data; + var total = points.length; + for (var i = 0; i < total; i++) { + var point = points[i]; + var index = i * 4; + if (i < points.length - 1) { + nextPoint = points[i + 1]; + } + else { + nextPoint = point; + } + perpY = -(nextPoint.x - lastPoint.x); + perpX = nextPoint.y - lastPoint.y; + var perpLength = Math.sqrt((perpX * perpX) + (perpY * perpY)); + var num = this.textureScale > 0 ? this.textureScale * this._width / 2 : this._width / 2; + perpX /= perpLength; + perpY /= perpLength; + perpX *= num; + perpY *= num; + vertices[index] = point.x + perpX; + vertices[index + 1] = point.y + perpY; + vertices[index + 2] = point.x - perpX; + vertices[index + 3] = point.y - perpY; + lastPoint = point; } - // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering. - else if (this.cullArea) { - return; + this.buffers[0].update(); + }; + RopeGeometry.prototype.update = function () { + if (this.textureScale > 0) { + this.build(); // we need to update UVs } - // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect - // the source frame, because the children might have filters with nonzero padding, which may intersect - // with the source frame while the bounds do not: filter padding is not included in the bounds. - // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered - // if they are out of frame; otherwise, render the children normally. - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - var childCullable = child.cullable; - child.cullable = childCullable || !this.cullArea; - child.render(renderer); - child.cullable = childCullable; + else { + this.updateVertices(); } }; + return RopeGeometry; + }(MeshGeometry)); + + /** + * The rope allows you to draw a texture across several points and then manipulate these points + * + *```js + * for (let i = 0; i < 20; i++) { + * points.push(new PIXI.Point(i * 50, 0)); + * }; + * let rope = new PIXI.SimpleRope(PIXI.Texture.from("snake.png"), points); + * ``` + * @memberof PIXI + */ + /** @class */ ((function (_super) { + __extends$1(SimpleRope, _super); /** - * Renders the object using the WebGL renderer. - * - * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the - * container itself. This `render` method will invoke it, and also invoke the `render` methods of all - * children afterward. - * - * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and - * the bounds of this object are out of frame, this implementation will entirely skip rendering. - * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally, - * setting alpha to zero is not recommended for purely skipping rendering. - * - * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is - * advised to employ **culling** to automatically skip rendering objects outside of the current screen. - * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}. - * Other culling methods might be better suited for a large number static objects; see - * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and - * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}. - * - * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or - * filtering is applied on a container. This does, however, break batching and can affect performance when - * masking and filtering is applied extensively throughout the scene graph. - * @param renderer - The renderer + * @param texture - The texture to use on the rope. + * @param points - An array of {@link PIXI.Point} objects to construct this rope. + * @param {number} textureScale - Optional. Positive values scale rope texture + * keeping its aspect ratio. You can reduce alpha channel artifacts by providing a larger texture + * and downsampling here. If set to zero, texture will be stretched instead. */ - Container.prototype.render = function (renderer) { - // if the object is not visible or the alpha is 0 then no need to render this element - if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { - return; - } - // do a quick check to see if this element has a mask or a filter. - if (this._mask || (this.filters && this.filters.length)) { - this.renderAdvanced(renderer); - } - else if (this.cullable) { - this._renderWithCulling(renderer); + function SimpleRope(texture, points, textureScale) { + if (textureScale === void 0) { textureScale = 0; } + var _this = this; + var ropeGeometry = new RopeGeometry(texture.height, points, textureScale); + var meshMaterial = new MeshMaterial(texture); + if (textureScale > 0) { + // attempt to set UV wrapping, will fail on non-power of two textures + texture.baseTexture.wrapMode = WRAP_MODES.REPEAT; } - else { - this._render(renderer); - for (var i = 0, j = this.children.length; i < j; ++i) { - this.children[i].render(renderer); - } + _this = _super.call(this, ropeGeometry, meshMaterial) || this; + /** + * re-calculate vertices by rope points each frame + * @member {boolean} + */ + _this.autoUpdate = true; + return _this; + } + SimpleRope.prototype._render = function (renderer) { + var geometry = this.geometry; + if (this.autoUpdate || geometry._width !== this.shader.texture.height) { + geometry._width = this.shader.texture.height; + geometry.update(); } + _super.prototype._render.call(this, renderer); }; + return SimpleRope; + })(Mesh)); + + /** + * The SimplePlane allows you to draw a texture across several points and then manipulate these points + * + *```js + * for (let i = 0; i < 20; i++) { + * points.push(new PIXI.Point(i * 50, 0)); + * }; + * let SimplePlane = new PIXI.SimplePlane(PIXI.Texture.from("snake.png"), points); + * ``` + * @memberof PIXI + */ + var SimplePlane = /** @class */ (function (_super) { + __extends$1(SimplePlane, _super); /** - * Render the object using the WebGL renderer and advanced features. - * @param renderer - The renderer + * @param texture - The texture to use on the SimplePlane. + * @param verticesX - The number of vertices in the x-axis + * @param verticesY - The number of vertices in the y-axis */ - Container.prototype.renderAdvanced = function (renderer) { - var filters = this.filters; - var mask = this._mask; - // push filter first as we need to ensure the stencil buffer is correct for any masking - if (filters) { - if (!this._enabledFilters) { - this._enabledFilters = []; + function SimplePlane(texture, verticesX, verticesY) { + var _this = this; + var planeGeometry = new PlaneGeometry(texture.width, texture.height, verticesX, verticesY); + var meshMaterial = new MeshMaterial(Texture.WHITE); + _this = _super.call(this, planeGeometry, meshMaterial) || this; + // lets call the setter to ensure all necessary updates are performed + _this.texture = texture; + _this.autoResize = true; + return _this; + } + /** + * Method used for overrides, to do something in case texture frame was changed. + * Meshes based on plane can override it and change more details based on texture. + */ + SimplePlane.prototype.textureUpdated = function () { + this._textureID = this.shader.texture._updateID; + var geometry = this.geometry; + var _a = this.shader.texture, width = _a.width, height = _a.height; + if (this.autoResize && (geometry.width !== width || geometry.height !== height)) { + geometry.width = this.shader.texture.width; + geometry.height = this.shader.texture.height; + geometry.build(); + } + }; + Object.defineProperty(SimplePlane.prototype, "texture", { + get: function () { + return this.shader.texture; + }, + set: function (value) { + // Track texture same way sprite does. + // For generated meshes like NineSlicePlane it can change the geometry. + // Unfortunately, this method might not work if you directly change texture in material. + if (this.shader.texture === value) { + return; } - this._enabledFilters.length = 0; - for (var i = 0; i < filters.length; i++) { - if (filters[i].enabled) { - this._enabledFilters.push(filters[i]); - } + this.shader.texture = value; + this._textureID = -1; + if (value.baseTexture.valid) { + this.textureUpdated(); } - } - var flush = (filters && this._enabledFilters && this._enabledFilters.length) - || (mask && (!mask.isMaskData - || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE)))); - if (flush) { - renderer.batch.flush(); - } - if (filters && this._enabledFilters && this._enabledFilters.length) { - renderer.filter.push(this, this._enabledFilters); - } - if (mask) { - renderer.mask.push(this, this._mask); - } - if (this.cullable) { - this._renderWithCulling(renderer); - } - else { - this._render(renderer); - for (var i = 0, j = this.children.length; i < j; ++i) { - this.children[i].render(renderer); + else { + value.once('update', this.textureUpdated, this); } + }, + enumerable: false, + configurable: true + }); + SimplePlane.prototype._render = function (renderer) { + if (this._textureID !== this.shader.texture._updateID) { + this.textureUpdated(); } - if (flush) { - renderer.batch.flush(); - } - if (mask) { - renderer.mask.pop(this); - } - if (filters && this._enabledFilters && this._enabledFilters.length) { - renderer.filter.pop(); + _super.prototype._render.call(this, renderer); + }; + SimplePlane.prototype.destroy = function (options) { + this.shader.texture.off('update', this.textureUpdated, this); + _super.prototype.destroy.call(this, options); + }; + return SimplePlane; + }(Mesh)); + + /** + * The Simple Mesh class mimics Mesh in PixiJS v4, providing easy-to-use constructor arguments. + * For more robust customization, use {@link PIXI.Mesh}. + * @memberof PIXI + */ + /** @class */ ((function (_super) { + __extends$1(SimpleMesh, _super); + /** + * @param texture - The texture to use + * @param {Float32Array} [vertices] - if you want to specify the vertices + * @param {Float32Array} [uvs] - if you want to specify the uvs + * @param {Uint16Array} [indices] - if you want to specify the indices + * @param drawMode - the drawMode, can be any of the Mesh.DRAW_MODES consts + */ + function SimpleMesh(texture, vertices, uvs, indices, drawMode) { + if (texture === void 0) { texture = Texture.EMPTY; } + var _this = this; + var geometry = new MeshGeometry(vertices, uvs, indices); + geometry.getBuffer('aVertexPosition').static = false; + var meshMaterial = new MeshMaterial(texture); + _this = _super.call(this, geometry, meshMaterial, null, drawMode) || this; + _this.autoUpdate = true; + return _this; + } + Object.defineProperty(SimpleMesh.prototype, "vertices", { + /** + * Collection of vertices data. + * @type {Float32Array} + */ + get: function () { + return this.geometry.getBuffer('aVertexPosition').data; + }, + set: function (value) { + this.geometry.getBuffer('aVertexPosition').data = value; + }, + enumerable: false, + configurable: true + }); + SimpleMesh.prototype._render = function (renderer) { + if (this.autoUpdate) { + this.geometry.getBuffer('aVertexPosition').update(); } + _super.prototype._render.call(this, renderer); }; + return SimpleMesh; + })(Mesh)); + + var DEFAULT_BORDER_SIZE = 10; + /** + * The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful + * for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically + * + *```js + * let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.from('BoxWithRoundedCorners.png'), 15, 15, 15, 15); + * ``` + *
+   *      A                          B
+   *    +---+----------------------+---+
+   *  C | 1 |          2           | 3 |
+   *    +---+----------------------+---+
+   *    |   |                      |   |
+   *    | 4 |          5           | 6 |
+   *    |   |                      |   |
+   *    +---+----------------------+---+
+   *  D | 7 |          8           | 9 |
+   *    +---+----------------------+---+
+   *  When changing this objects width and/or height:
+   *     areas 1 3 7 and 9 will remain unscaled.
+   *     areas 2 and 8 will be stretched horizontally
+   *     areas 4 and 6 will be stretched vertically
+   *     area 5 will be stretched both horizontally and vertically
+   * 
+ * @memberof PIXI + */ + /** @class */ ((function (_super) { + __extends$1(NineSlicePlane, _super); /** - * To be overridden by the subclasses. - * @param _renderer - The renderer + * @param texture - The texture to use on the NineSlicePlane. + * @param {number} [leftWidth=10] - size of the left vertical bar (A) + * @param {number} [topHeight=10] - size of the top horizontal bar (C) + * @param {number} [rightWidth=10] - size of the right vertical bar (B) + * @param {number} [bottomHeight=10] - size of the bottom horizontal bar (D) */ - Container.prototype._render = function (_renderer) { - // this is where content itself gets rendered... + function NineSlicePlane(texture, leftWidth, topHeight, rightWidth, bottomHeight) { + if (leftWidth === void 0) { leftWidth = DEFAULT_BORDER_SIZE; } + if (topHeight === void 0) { topHeight = DEFAULT_BORDER_SIZE; } + if (rightWidth === void 0) { rightWidth = DEFAULT_BORDER_SIZE; } + if (bottomHeight === void 0) { bottomHeight = DEFAULT_BORDER_SIZE; } + var _this = _super.call(this, Texture.WHITE, 4, 4) || this; + _this._origWidth = texture.orig.width; + _this._origHeight = texture.orig.height; + /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ + _this._width = _this._origWidth; + /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ + _this._height = _this._origHeight; + _this._leftWidth = leftWidth; + _this._rightWidth = rightWidth; + _this._topHeight = topHeight; + _this._bottomHeight = bottomHeight; + // lets call the setter to ensure all necessary updates are performed + _this.texture = texture; + return _this; + } + NineSlicePlane.prototype.textureUpdated = function () { + this._textureID = this.shader.texture._updateID; + this._refresh(); + }; + Object.defineProperty(NineSlicePlane.prototype, "vertices", { + get: function () { + return this.geometry.getBuffer('aVertexPosition').data; + }, + set: function (value) { + this.geometry.getBuffer('aVertexPosition').data = value; + }, + enumerable: false, + configurable: true + }); + /** Updates the horizontal vertices. */ + NineSlicePlane.prototype.updateHorizontalVertices = function () { + var vertices = this.vertices; + var scale = this._getMinScale(); + vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight * scale; + vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - (this._bottomHeight * scale); + vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height; + }; + /** Updates the vertical vertices. */ + NineSlicePlane.prototype.updateVerticalVertices = function () { + var vertices = this.vertices; + var scale = this._getMinScale(); + vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth * scale; + vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - (this._rightWidth * scale); + vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width; }; /** - * Removes all internal references and listeners as well as removes children from the display list. - * Do not use a Container after calling `destroy`. - * @param options - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy - * method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the texture of the child sprite - * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the base texture of the child sprite + * Returns the smaller of a set of vertical and horizontal scale of nine slice corners. + * @returns Smaller number of vertical and horizontal scale. */ - Container.prototype.destroy = function (options) { - _super.prototype.destroy.call(this); - this.sortDirty = false; - var destroyChildren = typeof options === 'boolean' ? options : options && options.children; - var oldChildren = this.removeChildren(0, this.children.length); - if (destroyChildren) { - for (var i = 0; i < oldChildren.length; ++i) { - oldChildren[i].destroy(options); - } - } + NineSlicePlane.prototype._getMinScale = function () { + var w = this._leftWidth + this._rightWidth; + var scaleW = this._width > w ? 1.0 : this._width / w; + var h = this._topHeight + this._bottomHeight; + var scaleH = this._height > h ? 1.0 : this._height / h; + var scale = Math.min(scaleW, scaleH); + return scale; }; - Object.defineProperty(Container.prototype, "width", { - /** The width of the Container, setting this will actually modify the scale to achieve the value set. */ + Object.defineProperty(NineSlicePlane.prototype, "width", { + /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ + get: function () { + return this._width; + }, + set: function (value) { + this._width = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(NineSlicePlane.prototype, "height", { + /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ get: function () { - return this.scale.x * this.getLocalBounds().width; + return this._height; }, set: function (value) { - var width = this.getLocalBounds().width; - if (width !== 0) { - this.scale.x = value / width; - } - else { - this.scale.x = 1; - } - this._width = value; + this._height = value; + this._refresh(); }, enumerable: false, configurable: true }); - Object.defineProperty(Container.prototype, "height", { - /** The height of the Container, setting this will actually modify the scale to achieve the value set. */ + Object.defineProperty(NineSlicePlane.prototype, "leftWidth", { + /** The width of the left column. */ get: function () { - return this.scale.y * this.getLocalBounds().height; + return this._leftWidth; }, set: function (value) { - var height = this.getLocalBounds().height; - if (height !== 0) { - this.scale.y = value / height; - } - else { - this.scale.y = 1; - } - this._height = value; + this._leftWidth = value; + this._refresh(); }, enumerable: false, configurable: true }); - return Container; - }(DisplayObject)); - /** - * Container default updateTransform, does update children of container. - * Will crash if there's no parent element. - * @memberof PIXI.Container# - * @method containerUpdateTransform - */ - Container.prototype.containerUpdateTransform = Container.prototype.updateTransform; + Object.defineProperty(NineSlicePlane.prototype, "rightWidth", { + /** The width of the right column. */ + get: function () { + return this._rightWidth; + }, + set: function (value) { + this._rightWidth = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(NineSlicePlane.prototype, "topHeight", { + /** The height of the top row. */ + get: function () { + return this._topHeight; + }, + set: function (value) { + this._topHeight = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(NineSlicePlane.prototype, "bottomHeight", { + /** The height of the bottom row. */ + get: function () { + return this._bottomHeight; + }, + set: function (value) { + this._bottomHeight = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + /** Refreshes NineSlicePlane coords. All of them. */ + NineSlicePlane.prototype._refresh = function () { + var texture = this.texture; + var uvs = this.geometry.buffers[1].data; + this._origWidth = texture.orig.width; + this._origHeight = texture.orig.height; + var _uvw = 1.0 / this._origWidth; + var _uvh = 1.0 / this._origHeight; + uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0; + uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0; + uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1; + uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1; + uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth; + uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - (_uvw * this._rightWidth); + uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight; + uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - (_uvh * this._bottomHeight); + this.updateHorizontalVertices(); + this.updateVerticalVertices(); + this.geometry.buffers[0].update(); + this.geometry.buffers[1].update(); + }; + return NineSlicePlane; + })(SimplePlane)); /*! - * @pixi/ticker - v6.5.7 - * Compiled Thu, 20 Oct 2022 15:13:33 UTC + * @pixi/sprite-animated - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/ticker is licensed under the MIT License. + * @pixi/sprite-animated is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ - /** - * Target frames per millisecond. - * @static - * @name TARGET_FPMS - * @memberof PIXI.settings - * @type {number} - * @default 0.06 - */ - settings$1.TARGET_FPMS = 0.06; - - /** - * Represents the update priorities used by internal PIXI classes when registered with - * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower - * priority items, such as render, should go later. - * @static - * @constant - * @name UPDATE_PRIORITY - * @memberof PIXI - * @enum {number} - * @property {number} [INTERACTION=50] Highest priority, used for {@link PIXI.InteractionManager} - * @property {number} [HIGH=25] High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite} - * @property {number} [NORMAL=0] Default priority for ticker events, see {@link PIXI.Ticker#add}. - * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering. - * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility. - */ - var UPDATE_PRIORITY; - (function (UPDATE_PRIORITY) { - UPDATE_PRIORITY[UPDATE_PRIORITY["INTERACTION"] = 50] = "INTERACTION"; - UPDATE_PRIORITY[UPDATE_PRIORITY["HIGH"] = 25] = "HIGH"; - UPDATE_PRIORITY[UPDATE_PRIORITY["NORMAL"] = 0] = "NORMAL"; - UPDATE_PRIORITY[UPDATE_PRIORITY["LOW"] = -25] = "LOW"; - UPDATE_PRIORITY[UPDATE_PRIORITY["UTILITY"] = -50] = "UTILITY"; - })(UPDATE_PRIORITY || (UPDATE_PRIORITY = {})); + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics = function(d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics(d, b); + }; + + function __extends(d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } /** - * Internal class for handling the priority sorting of ticker handlers. - * @private - * @class + * An AnimatedSprite is a simple way to display an animation depicted by a list of textures. + * + * ```js + * let alienImages = ["image_sequence_01.png","image_sequence_02.png","image_sequence_03.png","image_sequence_04.png"]; + * let textureArray = []; + * + * for (let i=0; i < 4; i++) + * { + * let texture = PIXI.Texture.from(alienImages[i]); + * textureArray.push(texture); + * }; + * + * let animatedSprite = new PIXI.AnimatedSprite(textureArray); + * ``` + * + * The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet} + * containing the animation definitions: + * + * ```js + * PIXI.Loader.shared.add("assets/spritesheet.json").load(setup); + * + * function setup() { + * let sheet = PIXI.Loader.shared.resources["assets/spritesheet.json"].spritesheet; + * animatedSprite = new PIXI.AnimatedSprite(sheet.animations["image_sequence"]); + * ... + * } + * ``` * @memberof PIXI */ - var TickerListener = /** @class */ (function () { + /** @class */ ((function (_super) { + __extends(AnimatedSprite, _super); /** - * Constructor - * @private - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @param priority - The priority for emitting - * @param once - If the handler should fire once + * @param textures - An array of {@link PIXI.Texture} or frame + * objects that make up the animation. + * @param {boolean} [autoUpdate=true] - Whether to use PIXI.Ticker.shared to auto update animation time. */ - function TickerListener(fn, context, priority, once) { - if (context === void 0) { context = null; } - if (priority === void 0) { priority = 0; } - if (once === void 0) { once = false; } - /** The next item in chain. */ - this.next = null; - /** The previous item in chain. */ - this.previous = null; - /** `true` if this listener has been destroyed already. */ - this._destroyed = false; - this.fn = fn; - this.context = context; - this.priority = priority; - this.once = once; + function AnimatedSprite(textures, autoUpdate) { + if (autoUpdate === void 0) { autoUpdate = true; } + var _this = _super.call(this, textures[0] instanceof Texture ? textures[0] : textures[0].texture) || this; + _this._textures = null; + _this._durations = null; + _this._autoUpdate = autoUpdate; + _this._isConnectedToTicker = false; + _this.animationSpeed = 1; + _this.loop = true; + _this.updateAnchor = false; + _this.onComplete = null; + _this.onFrameChange = null; + _this.onLoop = null; + _this._currentTime = 0; + _this._playing = false; + _this._previousFrame = null; + _this.textures = textures; + return _this; } - /** - * Simple compare function to figure out if a function and context match. - * @private - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @returns `true` if the listener match the arguments - */ - TickerListener.prototype.match = function (fn, context) { - if (context === void 0) { context = null; } - return this.fn === fn && this.context === context; - }; - /** - * Emit by calling the current function. - * @private - * @param deltaTime - time since the last emit. - * @returns Next ticker - */ - TickerListener.prototype.emit = function (deltaTime) { - if (this.fn) { - if (this.context) { - this.fn.call(this.context, deltaTime); - } - else { - this.fn(deltaTime); - } - } - var redirect = this.next; - if (this.once) { - this.destroy(true); - } - // Soft-destroying should remove - // the next reference - if (this._destroyed) { - this.next = null; - } - return redirect; - }; - /** - * Connect to the list. - * @private - * @param previous - Input node, previous listener - */ - TickerListener.prototype.connect = function (previous) { - this.previous = previous; - if (previous.next) { - previous.next.previous = this; - } - this.next = previous.next; - previous.next = this; - }; - /** - * Destroy and don't use after this. - * @private - * @param hard - `true` to remove the `next` reference, this - * is considered a hard destroy. Soft destroy maintains the next reference. - * @returns The listener to redirect while emitting or removing. - */ - TickerListener.prototype.destroy = function (hard) { - if (hard === void 0) { hard = false; } - this._destroyed = true; - this.fn = null; - this.context = null; - // Disconnect, hook up next and previous - if (this.previous) { - this.previous.next = this.next; + /** Stops the AnimatedSprite. */ + AnimatedSprite.prototype.stop = function () { + if (!this._playing) { + return; } - if (this.next) { - this.next.previous = this.previous; + this._playing = false; + if (this._autoUpdate && this._isConnectedToTicker) { + Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; } - // Redirect to the next item - var redirect = this.next; - // Remove references - this.next = hard ? null : redirect; - this.previous = null; - return redirect; }; - return TickerListener; - }()); - - /** - * A Ticker class that runs an update loop that other objects listen to. - * - * This class is composed around listeners meant for execution on the next requested animation frame. - * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners. - * @class - * @memberof PIXI - */ - var Ticker = /** @class */ (function () { - function Ticker() { - var _this = this; - /** - * Whether or not this ticker should invoke the method - * {@link PIXI.Ticker#start} automatically - * when a listener is added. - */ - this.autoStart = false; - /** - * Scalar time value from last frame to this frame. - * This value is capped by setting {@link PIXI.Ticker#minFPS} - * and is scaled with {@link PIXI.Ticker#speed}. - * **Note:** The cap may be exceeded by scaling. - */ - this.deltaTime = 1; - /** - * The last time {@link PIXI.Ticker#update} was invoked. - * This value is also reset internally outside of invoking - * update, but only when a new animation frame is requested. - * If the platform supports DOMHighResTimeStamp, - * this value will have a precision of 1 µs. - */ - this.lastTime = -1; - /** - * Factor of current {@link PIXI.Ticker#deltaTime}. - * @example - * // Scales ticker.deltaTime to what would be - * // the equivalent of approximately 120 FPS - * ticker.speed = 2; - */ - this.speed = 1; - /** - * Whether or not this ticker has been started. - * `true` if {@link PIXI.Ticker#start} has been called. - * `false` if {@link PIXI.Ticker#stop} has been called. - * While `false`, this value may change to `true` in the - * event of {@link PIXI.Ticker#autoStart} being `true` - * and a listener is added. - */ - this.started = false; - /** Internal current frame request ID */ - this._requestId = null; - /** - * Internal value managed by minFPS property setter and getter. - * This is the maximum allowed milliseconds between updates. - */ - this._maxElapsedMS = 100; - /** - * Internal value managed by minFPS property setter and getter. - * This is the minimum allowed milliseconds between updates. - */ - this._minElapsedMS = 0; - /** If enabled, deleting is disabled.*/ - this._protected = false; - /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */ - this._lastFrame = -1; - this._head = new TickerListener(null, null, Infinity); - this.deltaMS = 1 / settings$1.TARGET_FPMS; - this.elapsedMS = 1 / settings$1.TARGET_FPMS; - this._tick = function (time) { - _this._requestId = null; - if (_this.started) { - // Invoke listeners now - _this.update(time); - // Listener side effects may have modified ticker state. - if (_this.started && _this._requestId === null && _this._head.next) { - _this._requestId = requestAnimationFrame(_this._tick); - } - } - }; - } - /** - * Conditionally requests a new animation frame. - * If a frame has not already been requested, and if the internal - * emitter has listeners, a new frame is requested. - * @private - */ - Ticker.prototype._requestIfNeeded = function () { - if (this._requestId === null && this._head.next) { - // ensure callbacks get correct delta - this.lastTime = performance.now(); - this._lastFrame = this.lastTime; - this._requestId = requestAnimationFrame(this._tick); + /** Plays the AnimatedSprite. */ + AnimatedSprite.prototype.play = function () { + if (this._playing) { + return; } - }; - /** - * Conditionally cancels a pending animation frame. - * @private - */ - Ticker.prototype._cancelIfNeeded = function () { - if (this._requestId !== null) { - cancelAnimationFrame(this._requestId); - this._requestId = null; + this._playing = true; + if (this._autoUpdate && !this._isConnectedToTicker) { + Ticker.shared.add(this.update, this, UPDATE_PRIORITY.HIGH); + this._isConnectedToTicker = true; } }; /** - * Conditionally requests a new animation frame. - * If the ticker has been started it checks if a frame has not already - * been requested, and if the internal emitter has listeners. If these - * conditions are met, a new frame is requested. If the ticker has not - * been started, but autoStart is `true`, then the ticker starts now, - * and continues with the previous conditions to request a new frame. - * @private + * Stops the AnimatedSprite and goes to a specific frame. + * @param frameNumber - Frame index to stop at. */ - Ticker.prototype._startIfPossible = function () { - if (this.started) { - this._requestIfNeeded(); - } - else if (this.autoStart) { - this.start(); + AnimatedSprite.prototype.gotoAndStop = function (frameNumber) { + this.stop(); + var previousFrame = this.currentFrame; + this._currentTime = frameNumber; + if (previousFrame !== this.currentFrame) { + this.updateTexture(); } }; /** - * Register a handler for tick events. Calls continuously unless - * it is removed or the ticker is stopped. - * @param fn - The listener function to be added for updates - * @param context - The listener context - * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting - * @returns This instance of a ticker - */ - Ticker.prototype.add = function (fn, context, priority) { - if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; } - return this._addListener(new TickerListener(fn, context, priority)); - }; - /** - * Add a handler for the tick event which is only execute once. - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting - * @returns This instance of a ticker - */ - Ticker.prototype.addOnce = function (fn, context, priority) { - if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; } - return this._addListener(new TickerListener(fn, context, priority, true)); - }; - /** - * Internally adds the event handler so that it can be sorted by priority. - * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run - * before the rendering. - * @private - * @param listener - Current listener being added. - * @returns This instance of a ticker + * Goes to a specific frame and begins playing the AnimatedSprite. + * @param frameNumber - Frame index to start at. */ - Ticker.prototype._addListener = function (listener) { - // For attaching to head - var current = this._head.next; - var previous = this._head; - // Add the first item - if (!current) { - listener.connect(previous); - } - else { - // Go from highest to lowest priority - while (current) { - if (listener.priority > current.priority) { - listener.connect(previous); - break; - } - previous = current; - current = current.next; - } - // Not yet connected - if (!listener.previous) { - listener.connect(previous); - } + AnimatedSprite.prototype.gotoAndPlay = function (frameNumber) { + var previousFrame = this.currentFrame; + this._currentTime = frameNumber; + if (previousFrame !== this.currentFrame) { + this.updateTexture(); } - this._startIfPossible(); - return this; + this.play(); }; - /** - * Removes any handlers matching the function and context parameters. - * If no handlers are left after removing, then it cancels the animation frame. - * @param fn - The listener function to be removed - * @param context - The listener context to be removed - * @returns This instance of a ticker + /** + * Updates the object transform for rendering. + * @param deltaTime - Time since last tick. */ - Ticker.prototype.remove = function (fn, context) { - var listener = this._head.next; - while (listener) { - // We found a match, lets remove it - // no break to delete all possible matches - // incase a listener was added 2+ times - if (listener.match(fn, context)) { - listener = listener.destroy(); + AnimatedSprite.prototype.update = function (deltaTime) { + if (!this._playing) { + return; + } + var elapsed = this.animationSpeed * deltaTime; + var previousFrame = this.currentFrame; + if (this._durations !== null) { + var lag = this._currentTime % 1 * this._durations[this.currentFrame]; + lag += elapsed / 60 * 1000; + while (lag < 0) { + this._currentTime--; + lag += this._durations[this.currentFrame]; } - else { - listener = listener.next; + var sign = Math.sign(this.animationSpeed * deltaTime); + this._currentTime = Math.floor(this._currentTime); + while (lag >= this._durations[this.currentFrame]) { + lag -= this._durations[this.currentFrame] * sign; + this._currentTime += sign; } + this._currentTime += lag / this._durations[this.currentFrame]; } - if (!this._head.next) { - this._cancelIfNeeded(); + else { + this._currentTime += elapsed; } - return this; - }; - Object.defineProperty(Ticker.prototype, "count", { - /** - * The number of listeners on this ticker, calculated by walking through linked list - * @readonly - * @member {number} - */ - get: function () { - if (!this._head) { - return 0; + if (this._currentTime < 0 && !this.loop) { + this.gotoAndStop(0); + if (this.onComplete) { + this.onComplete(); } - var count = 0; - var current = this._head; - while ((current = current.next)) { - count++; + } + else if (this._currentTime >= this._textures.length && !this.loop) { + this.gotoAndStop(this._textures.length - 1); + if (this.onComplete) { + this.onComplete(); } - return count; - }, - enumerable: false, - configurable: true - }); - /** Starts the ticker. If the ticker has listeners a new animation frame is requested at this point. */ - Ticker.prototype.start = function () { - if (!this.started) { - this.started = true; - this._requestIfNeeded(); } - }; - /** Stops the ticker. If the ticker has requested an animation frame it is canceled at this point. */ - Ticker.prototype.stop = function () { - if (this.started) { - this.started = false; - this._cancelIfNeeded(); + else if (previousFrame !== this.currentFrame) { + if (this.loop && this.onLoop) { + if (this.animationSpeed > 0 && this.currentFrame < previousFrame) { + this.onLoop(); + } + else if (this.animationSpeed < 0 && this.currentFrame > previousFrame) { + this.onLoop(); + } + } + this.updateTexture(); } }; - /** Destroy the ticker and don't use after this. Calling this method removes all references to internal events. */ - Ticker.prototype.destroy = function () { - if (!this._protected) { - this.stop(); - var listener = this._head.next; - while (listener) { - listener = listener.destroy(true); - } - this._head.destroy(); - this._head = null; + /** Updates the displayed texture to match the current frame index. */ + AnimatedSprite.prototype.updateTexture = function () { + var currentFrame = this.currentFrame; + if (this._previousFrame === currentFrame) { + return; + } + this._previousFrame = currentFrame; + this._texture = this._textures[currentFrame]; + this._textureID = -1; + this._textureTrimmedID = -1; + this._cachedTint = 0xFFFFFF; + this.uvs = this._texture._uvs.uvsFloat32; + if (this.updateAnchor) { + this._anchor.copyFrom(this._texture.defaultAnchor); + } + if (this.onFrameChange) { + this.onFrameChange(this.currentFrame); } }; /** - * Triggers an update. An update entails setting the - * current {@link PIXI.Ticker#elapsedMS}, - * the current {@link PIXI.Ticker#deltaTime}, - * invoking all listeners with current deltaTime, - * and then finally setting {@link PIXI.Ticker#lastTime} - * with the value of currentTime that was provided. - * This method will be called automatically by animation - * frame callbacks if the ticker instance has been started - * and listeners are added. - * @param {number} [currentTime=performance.now()] - the current time of execution + * Stops the AnimatedSprite and destroys it. + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value. + * @param {boolean} [options.children=false] - If set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well. + * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well. */ - Ticker.prototype.update = function (currentTime) { - if (currentTime === void 0) { currentTime = performance.now(); } - var elapsedMS; - // If the difference in time is zero or negative, we ignore most of the work done here. - // If there is no valid difference, then should be no reason to let anyone know about it. - // A zero delta, is exactly that, nothing should update. - // - // The difference in time can be negative, and no this does not mean time traveling. - // This can be the result of a race condition between when an animation frame is requested - // on the current JavaScript engine event loop, and when the ticker's start method is invoked - // (which invokes the internal _requestIfNeeded method). If a frame is requested before - // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests, - // can receive a time argument that can be less than the lastTime value that was set within - // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems. - // - // This check covers this browser engine timing issue, as well as if consumers pass an invalid - // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves. - if (currentTime > this.lastTime) { - // Save uncapped elapsedMS for measurement - elapsedMS = this.elapsedMS = currentTime - this.lastTime; - // cap the milliseconds elapsed used for deltaTime - if (elapsedMS > this._maxElapsedMS) { - elapsedMS = this._maxElapsedMS; - } - elapsedMS *= this.speed; - // If not enough time has passed, exit the function. - // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS - // adjustment to ensure a relatively stable interval. - if (this._minElapsedMS) { - var delta = currentTime - this._lastFrame | 0; - if (delta < this._minElapsedMS) { - return; - } - this._lastFrame = currentTime - (delta % this._minElapsedMS); - } - this.deltaMS = elapsedMS; - this.deltaTime = this.deltaMS * settings$1.TARGET_FPMS; - // Cache a local reference, in-case ticker is destroyed - // during the emit, we can still check for head.next - var head = this._head; - // Invoke listeners added to internal emitter - var listener = head.next; - while (listener) { - listener = listener.emit(this.deltaTime); - } - if (!head.next) { - this._cancelIfNeeded(); - } + AnimatedSprite.prototype.destroy = function (options) { + this.stop(); + _super.prototype.destroy.call(this, options); + this.onComplete = null; + this.onFrameChange = null; + this.onLoop = null; + }; + /** + * A short hand way of creating an AnimatedSprite from an array of frame ids. + * @param frames - The array of frames ids the AnimatedSprite will use as its texture frames. + * @returns - The new animated sprite with the specified frames. + */ + AnimatedSprite.fromFrames = function (frames) { + var textures = []; + for (var i = 0; i < frames.length; ++i) { + textures.push(Texture.from(frames[i])); } - else { - this.deltaTime = this.deltaMS = this.elapsedMS = 0; + return new AnimatedSprite(textures); + }; + /** + * A short hand way of creating an AnimatedSprite from an array of image ids. + * @param images - The array of image urls the AnimatedSprite will use as its texture frames. + * @returns The new animate sprite with the specified images as frames. + */ + AnimatedSprite.fromImages = function (images) { + var textures = []; + for (var i = 0; i < images.length; ++i) { + textures.push(Texture.from(images[i])); } - this.lastTime = currentTime; + return new AnimatedSprite(textures); }; - Object.defineProperty(Ticker.prototype, "FPS", { + Object.defineProperty(AnimatedSprite.prototype, "totalFrames", { /** - * The frames per second at which this ticker is running. - * The default is approximately 60 in most modern browsers. - * **Note:** This does not factor in the value of - * {@link PIXI.Ticker#speed}, which is specific - * to scaling {@link PIXI.Ticker#deltaTime}. - * @member {number} + * The total number of frames in the AnimatedSprite. This is the same as number of textures + * assigned to the AnimatedSprite. * @readonly + * @default 0 */ get: function () { - return 1000 / this.elapsedMS; + return this._textures.length; }, enumerable: false, configurable: true }); - Object.defineProperty(Ticker.prototype, "minFPS", { - /** - * Manages the maximum amount of milliseconds allowed to - * elapse between invoking {@link PIXI.Ticker#update}. - * This value is used to cap {@link PIXI.Ticker#deltaTime}, - * but does not effect the measured value of {@link PIXI.Ticker#FPS}. - * When setting this property it is clamped to a value between - * `0` and `PIXI.settings.TARGET_FPMS * 1000`. - * @member {number} - * @default 10 - */ + Object.defineProperty(AnimatedSprite.prototype, "textures", { + /** The array of textures used for this AnimatedSprite. */ get: function () { - return 1000 / this._maxElapsedMS; + return this._textures; }, - set: function (fps) { - // Minimum must be below the maxFPS - var minFPS = Math.min(this.maxFPS, fps); - // Must be at least 0, but below 1 / settings.TARGET_FPMS - var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings$1.TARGET_FPMS); - this._maxElapsedMS = 1 / minFPMS; + set: function (value) { + if (value[0] instanceof Texture) { + this._textures = value; + this._durations = null; + } + else { + this._textures = []; + this._durations = []; + for (var i = 0; i < value.length; i++) { + this._textures.push(value[i].texture); + this._durations.push(value[i].time); + } + } + this._previousFrame = null; + this.gotoAndStop(0); + this.updateTexture(); }, enumerable: false, configurable: true }); - Object.defineProperty(Ticker.prototype, "maxFPS", { + Object.defineProperty(AnimatedSprite.prototype, "currentFrame", { /** - * Manages the minimum amount of milliseconds required to - * elapse between invoking {@link PIXI.Ticker#update}. - * This will effect the measured value of {@link PIXI.Ticker#FPS}. - * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can. - * Otherwise it will be at least `minFPS` - * @member {number} - * @default 0 + * The AnimatedSprites current frame index. + * @readonly */ get: function () { - if (this._minElapsedMS) { - return Math.round(1000 / this._minElapsedMS); - } - return 0; - }, - set: function (fps) { - if (fps === 0) { - this._minElapsedMS = 0; - } - else { - // Max must be at least the minFPS - var maxFPS = Math.max(this.minFPS, fps); - this._minElapsedMS = 1 / (maxFPS / 1000); + var currentFrame = Math.floor(this._currentTime) % this._textures.length; + if (currentFrame < 0) { + currentFrame += this._textures.length; } + return currentFrame; }, enumerable: false, configurable: true }); - Object.defineProperty(Ticker, "shared", { + Object.defineProperty(AnimatedSprite.prototype, "playing", { /** - * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by - * {@link PIXI.VideoResource} to update animation frames / video textures. - * - * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true. - * - * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance. - * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker. - * @example - * let ticker = PIXI.Ticker.shared; - * // Set this to prevent starting this ticker when listeners are added. - * // By default this is true only for the PIXI.Ticker.shared instance. - * ticker.autoStart = false; - * // FYI, call this to ensure the ticker is stopped. It should be stopped - * // if you have not attempted to render anything yet. - * ticker.stop(); - * // Call this when you are ready for a running shared ticker. - * ticker.start(); - * @example - * // You may use the shared ticker to render... - * let renderer = PIXI.autoDetectRenderer(); - * let stage = new PIXI.Container(); - * document.body.appendChild(renderer.view); - * ticker.add(function (time) { - * renderer.render(stage); - * }); - * @example - * // Or you can just update it manually. - * ticker.autoStart = false; - * ticker.stop(); - * function animate(time) { - * ticker.update(time); - * renderer.render(stage); - * requestAnimationFrame(animate); - * } - * animate(performance.now()); - * @member {PIXI.Ticker} - * @static + * Indicates if the AnimatedSprite is currently playing. + * @readonly */ get: function () { - if (!Ticker._shared) { - var shared = Ticker._shared = new Ticker(); - shared.autoStart = true; - shared._protected = true; - } - return Ticker._shared; + return this._playing; }, enumerable: false, configurable: true }); - Object.defineProperty(Ticker, "system", { - /** - * The system ticker instance used by {@link PIXI.InteractionManager} and by - * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused, - * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused. - * - * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance. - * @member {PIXI.Ticker} - * @static - */ + Object.defineProperty(AnimatedSprite.prototype, "autoUpdate", { + /** Whether to use PIXI.Ticker.shared to auto update animation time. */ get: function () { - if (!Ticker._system) { - var system = Ticker._system = new Ticker(); - system.autoStart = true; - system._protected = true; + return this._autoUpdate; + }, + set: function (value) { + if (value !== this._autoUpdate) { + this._autoUpdate = value; + if (!this._autoUpdate && this._isConnectedToTicker) { + Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; + } + else if (this._autoUpdate && !this._isConnectedToTicker && this._playing) { + Ticker.shared.add(this.update, this); + this._isConnectedToTicker = true; + } } - return Ticker._system; }, enumerable: false, configurable: true }); - return Ticker; - }()); + return AnimatedSprite; + })(Sprite)); - /** - * Middleware for for Application Ticker. - * @example - * import {TickerPlugin} from '@pixi/ticker'; - * import {Application} from '@pixi/app'; - * import {extensions} from '@pixi/extensions'; - * extensions.add(TickerPlugin); - * @class - * @memberof PIXI + /*! + * pixi.js - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * pixi.js is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license */ - /** @class */ ((function () { - function TickerPlugin() { - } - /** - * Initialize the plugin with scope of application instance - * @static - * @private - * @param {object} [options] - See application options - */ - TickerPlugin.init = function (options) { - var _this = this; - // Set default - options = Object.assign({ - autoStart: true, - sharedTicker: false, - }, options); - // Create ticker setter - Object.defineProperty(this, 'ticker', { - set: function (ticker) { - if (this._ticker) { - this._ticker.remove(this.render, this); - } - this._ticker = ticker; - if (ticker) { - ticker.add(this.render, this, UPDATE_PRIORITY.LOW); - } - }, - get: function () { - return this._ticker; - }, - }); - /** - * Convenience method for stopping the render. - * @method - * @memberof PIXI.Application - * @instance - */ - this.stop = function () { - _this._ticker.stop(); - }; - /** - * Convenience method for starting the render. - * @method - * @memberof PIXI.Application - * @instance - */ - this.start = function () { - _this._ticker.start(); - }; - /** - * Internal reference to the ticker. - * @type {PIXI.Ticker} - * @name _ticker - * @memberof PIXI.Application# - * @private - */ - this._ticker = null; - /** - * Ticker for doing render updates. - * @type {PIXI.Ticker} - * @name ticker - * @memberof PIXI.Application# - * @default PIXI.Ticker.shared - */ - this.ticker = options.sharedTicker ? Ticker.shared : new Ticker(); - // Start the rendering - if (options.autoStart) { - this.start(); - } - }; - /** - * Clean up the ticker, scoped to application. - * @static - * @private - */ - TickerPlugin.destroy = function () { - if (this._ticker) { - var oldTicker = this._ticker; - this.ticker = null; - oldTicker.destroy(); - } - }; - /** @ignore */ - TickerPlugin.extension = ExtensionType.Application; - return TickerPlugin; - })()); + + extensions.add( + // Install renderer plugins + AccessibilityManager, Extract, InteractionManager, ParticleRenderer, Prepare, BatchRenderer, TilingSpriteRenderer, + // Install loader plugins + BitmapFontLoader, CompressedTextureLoader, DDSLoader, KTXLoader, SpritesheetLoader, + // Install application plugins + TickerPlugin, AppLoaderPlugin); /** * Derive this class to create user-defined plugins @@ -69074,19 +39712,20 @@ * @param {(function|string)} [ease] * @param {defaults} default penner equation to use if none is provided */ + // eslint-disable-next-line consistent-return function ease(ease, defaults) { if (!ease) { - return penner[defaults] + return penner[defaults]; } else if (typeof ease === 'function') { - return ease + return ease; } else if (typeof ease === 'string') { - return penner[ease] + return penner[ease]; } } @@ -69294,7 +39933,7 @@ { this.parent.fitHeight(this.height, this.keepCenter, this.width === null); } - if (!this.keepCenter) + if (!this.keepCenter && this.options.position) { this.parent.moveCenter(this.options.position); } @@ -69422,6 +40061,8 @@ + + @@ -69447,7 +40088,7 @@ /** Holds whether to bounce from left side. */ - + /** Holds whether to bounce from top side. */ @@ -69506,7 +40147,9 @@ this.left = this.options.sides.indexOf('left') !== -1; this.right = this.options.sides.indexOf('right') !== -1; } - } else { + } + else + { this.left = this.top = this.right = this.bottom = false; } @@ -69519,7 +40162,9 @@ } else { + // eslint-disable-next-line no-nested-ternary this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0; + // eslint-disable-next-line no-nested-ternary this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0; } @@ -69654,8 +40299,8 @@ y1 * this.parent.scale.y ), bottomRight: new Point( - width * this.parent.scale.x - this.parent.screenWidth, - height * this.parent.scale.y - this.parent.screenHeight + (width * this.parent.scale.x) - this.parent.screenWidth, + (height * this.parent.scale.y) - this.parent.screenHeight ) }; } @@ -69667,8 +40312,8 @@ bottom: this.parent.bottom > this.parent.worldHeight, topLeft: new Point(0, 0), bottomRight: new Point( - this.parent.worldWidth * this.parent.scale.x - this.parent.screenWidth, - this.parent.worldHeight * this.parent.scale.y - this.parent.screenHeight + (this.parent.worldWidth * this.parent.scale.x) - this.parent.screenWidth, + (this.parent.worldHeight * this.parent.scale.y) - this.parent.screenHeight ) }; } @@ -69691,7 +40336,8 @@ if (decelerate && (decelerate.x || decelerate.y)) { - if ((decelerate.x && decelerate.percentChangeX === _optionalChain$1([decelerate, 'access', _ => _.options, 'optionalAccess', _2 => _2.friction])) || (decelerate.y && decelerate.percentChangeY === _optionalChain$1([decelerate, 'access', _3 => _3.options, 'optionalAccess', _4 => _4.friction]))) + if ((decelerate.x && decelerate.percentChangeX === _optionalChain$1([decelerate, 'access', _ => _.options, 'optionalAccess', _2 => _2.friction])) + || (decelerate.y && decelerate.percentChangeY === _optionalChain$1([decelerate, 'access', _3 => _3.options, 'optionalAccess', _4 => _4.friction]))) { oob = this.oob(); if ((oob.left && this.left) || (oob.right && this.right)) @@ -69767,12 +40413,14 @@ * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side; * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight] - * eg: to allow the world to be completely dragged offscreen, set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2] + * eg: to allow the world to be completely dragged offscreen, set + * [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2] * * Underflow determines what happens when the world is smaller than the viewport * 1. none = the world is clamped but there is no special behavior * 2. center = the world is centered on the viewport - * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the appropriate boundaries + * 3. combination of top/bottom/center and left/right/center (case insensitive) = + * the world is stuck to the appropriate boundaries * */ @@ -69887,7 +40535,9 @@ } else { + // eslint-disable-next-line no-nested-ternary this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0; + // eslint-disable-next-line no-nested-ternary this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0; this.noUnderflow = false; } @@ -69964,7 +40614,8 @@ { if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right)) { - this.parent.x = -(this.options.right === true ? this.parent.worldWidth : this.options.right) * this.parent.scale.x + this.parent.screenWidth; + this.parent.x = (-(this.options.right === true ? this.parent.worldWidth : this.options.right) + * this.parent.scale.x) + this.parent.screenWidth; decelerate.x = 0; moved = true; } @@ -70021,8 +40672,8 @@ { if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)) { - this.parent.y = -(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom) - * this.parent.scale.y + this.parent.screenHeight; + this.parent.y = (-(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom) + * this.parent.scale.y) + this.parent.screenHeight; decelerate.y = 0; moved = true; } @@ -70450,16 +41101,22 @@ this.timeSinceRelease += elapsed; // End decelerate velocity once it goes under a certain amount of precision. - if (this.x && this.y) { - if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) { - this.x = 0; - this.y = 0; + if (this.x && this.y) + { + if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) + { + this.x = 0; + this.y = 0; } - } else { - if (Math.abs(this.x || 0) < this.options.minSpeed) { + } + else + { + if (Math.abs(this.x || 0) < this.options.minSpeed) + { this.x = 0; } - if (Math.abs(this.y || 0) < this.options.minSpeed) { + if (Math.abs(this.y || 0) < this.options.minSpeed) + { this.y = 0; } } @@ -70572,6 +41229,7 @@ + const DEFAULT_DRAG_OPTIONS = { @@ -70630,13 +41288,15 @@ /** The ID of the pointer currently panning the viewport. */ + /** Array of event-handlers for window */ + __init() {this.windowEventHandlers = new Array();} + /** * This is called by {@link Viewport.drag}. */ constructor(parent, options = {}) { - super(parent); - + super(parent);Drag.prototype.__init.call(this); this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options); this.moved = false; this.reverse = this.options.reverse ? 1 : -1; @@ -70660,16 +41320,30 @@ */ handleKeyPresses(codes) { - window.addEventListener('keydown', (e) => - { + const keydownHandler = (e) => { if (codes.includes(e.code)) { this.keyIsPressed = true; } - }); + }; - window.addEventListener('keyup', (e) => - { + const keyupHandler = (e) => { if (codes.includes(e.code)) { this.keyIsPressed = false; } + }; + + this.addWindowEventHandler("keyup", keyupHandler); + this.addWindowEventHandler("keydown", keydownHandler); + } + + addWindowEventHandler(event, handler) + { + window.addEventListener(event, handler); + this.windowEventHandlers.push({event, handler}); + } + + destroy() + { + this.windowEventHandlers.forEach(({event, handler}) => { + window.removeEventListener(event, handler); }); } @@ -71109,20 +41783,21 @@ if (distance) { - const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) / (2 * this.options.acceleration); + const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) + / (2 * this.options.acceleration); if (distance > decelerationDistance) { this.velocity = { - x: Math.min(this.velocity.x + this.options.acceleration * elapsed, this.options.speed), - y: Math.min(this.velocity.y + this.options.acceleration * elapsed, this.options.speed) + x: Math.min(this.velocity.x + (this.options.acceleration * elapsed, this.options.speed)), + y: Math.min(this.velocity.y + (this.options.acceleration * elapsed, this.options.speed)) }; } else { this.velocity = { - x: Math.max(this.velocity.x - this.options.acceleration * this.options.speed, 0), - y: Math.max(this.velocity.y - this.options.acceleration * this.options.speed, 0) + x: Math.max(this.velocity.x - (this.options.acceleration * this.options.speed), 0), + y: Math.max(this.velocity.y - (this.options.acceleration * this.options.speed), 0) }; } const changeX = Math.cos(angle) * this.velocity.x; @@ -71195,6 +41870,8 @@ + + @@ -71558,9 +42235,9 @@ const point = { x: (first.last ).x - + ((second.last ).x - (first.last ).x) / 2, + + (((second.last ).x - (first.last ).x) / 2), y: (first.last ).y - + ((second.last ).y - (first.last ).y) / 2, + + (((second.last ).y - (first.last ).y) / 2), }; if (!this.options.center) @@ -71573,7 +42250,7 @@ dist = dist === 0 ? dist = 0.0000000001 : dist; - const change = (1 - last / dist) * this.options.percent + const change = (1 - (last / dist)) * this.options.percent * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y); if (this.isAxisX()) @@ -72388,8 +43065,8 @@ }; this.smoothing = { - x: ((this.parent.scale.x + original.x) * change - this.parent.scale.x) / this.options.smooth, - y: ((this.parent.scale.y + original.y) * change - this.parent.scale.y) / this.options.smooth, + x: (((this.parent.scale.x + original.x) * change) - this.parent.scale.x) / this.options.smooth, + y: (((this.parent.scale.y + original.y) * change) - this.parent.scale.y) / this.options.smooth, }; this.smoothingCount = 0; this.smoothingCenter = point; @@ -72803,6 +43480,14 @@ */ add(name, plugin, index = PLUGIN_ORDER.length) { + + const oldPlugin = this.plugins[name]; + + if (oldPlugin) + { + oldPlugin.destroy(); + } + this.plugins[name] = plugin; const current = PLUGIN_ORDER.indexOf(name); @@ -72890,6 +43575,9 @@ /** removes all installed plugins */ removeAll() { + this.list.forEach((plugin) => { + plugin.destroy(); + }); this.plugins = {}; this.sort(); } @@ -72903,6 +43591,7 @@ { if (this.plugins[name]) { + _optionalChain([this, 'access', _4 => _4.plugins, 'access', _5 => _5[name], 'optionalAccess', _6 => _6.destroy, 'call', _7 => _7()]); delete this.plugins[name]; this.viewport.emit(`${name}-remove`); this.sort(); @@ -72916,7 +43605,7 @@ */ pause(name) { - _optionalChain([this, 'access', _4 => _4.plugins, 'access', _5 => _5[name], 'optionalAccess', _6 => _6.pause, 'call', _7 => _7()]); + _optionalChain([this, 'access', _8 => _8.plugins, 'access', _9 => _9[name], 'optionalAccess', _10 => _10.pause, 'call', _11 => _11()]); } /** @@ -72926,7 +43615,7 @@ */ resume(name) { - _optionalChain([this, 'access', _8 => _8.plugins, 'access', _9 => _9[name], 'optionalAccess', _10 => _10.resume, 'call', _11 => _11()]); + _optionalChain([this, 'access', _12 => _12.plugins, 'access', _13 => _13[name], 'optionalAccess', _14 => _14.resume, 'call', _15 => _15()]); } /** diff --git a/docs/builds/ts/index.js.map b/docs/builds/ts/index.js.map index ebd3e6bc..7f6f9b68 100644 --- a/docs/builds/ts/index.js.map +++ b/docs/builds/ts/index.js.map @@ -1 +1 @@ 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* @this {Promise}\n */\nfunction finallyConstructor(callback) {\n var constructor = this.constructor;\n return this.then(\n function(value) {\n // @ts-ignore\n return constructor.resolve(callback()).then(function() {\n return value;\n });\n },\n function(reason) {\n // @ts-ignore\n return constructor.resolve(callback()).then(function() {\n // @ts-ignore\n return constructor.reject(reason);\n });\n }\n );\n}\n\nexport default finallyConstructor;\n","function allSettled(arr) {\n var P = this;\n return new P(function(resolve, reject) {\n if (!(arr && typeof arr.length !== 'undefined')) {\n return reject(\n new TypeError(\n typeof arr +\n ' ' +\n arr +\n ' is not iterable(cannot read property Symbol(Symbol.iterator))'\n )\n );\n }\n var args = Array.prototype.slice.call(arr);\n if (args.length === 0) return resolve([]);\n var remaining = args.length;\n\n function res(i, val) {\n if (val && (typeof val === 'object' || typeof val === 'function')) {\n var then = val.then;\n if (typeof then === 'function') {\n then.call(\n val,\n function(val) {\n res(i, val);\n },\n function(e) {\n args[i] = { status: 'rejected', reason: e };\n if (--remaining === 0) {\n resolve(args);\n }\n }\n );\n return;\n }\n }\n args[i] = { status: 'fulfilled', value: val };\n if (--remaining === 0) {\n resolve(args);\n }\n }\n\n for (var i = 0; i < args.length; i++) {\n res(i, args[i]);\n }\n });\n}\n\nexport default allSettled;\n","import promiseFinally from './finally';\nimport allSettled from './allSettled';\n\n// Store setTimeout reference so promise-polyfill will be unaffected by\n// other code modifying setTimeout (like sinon.useFakeTimers())\nvar setTimeoutFunc = setTimeout;\n\nfunction isArray(x) {\n return Boolean(x && typeof x.length !== 'undefined');\n}\n\nfunction noop() {}\n\n// Polyfill for Function.prototype.bind\nfunction bind(fn, thisArg) {\n return function() {\n fn.apply(thisArg, arguments);\n };\n}\n\n/**\n * @constructor\n * @param {Function} fn\n */\nfunction Promise(fn) {\n if (!(this instanceof Promise))\n throw new TypeError('Promises must be constructed via new');\n if (typeof fn !== 'function') throw new TypeError('not a function');\n /** @type {!number} */\n this._state = 0;\n /** @type {!boolean} */\n this._handled = false;\n /** @type {Promise|undefined} */\n this._value = undefined;\n /** @type {!Array} */\n this._deferreds = [];\n\n doResolve(fn, this);\n}\n\nfunction handle(self, deferred) {\n while (self._state === 3) {\n self = self._value;\n }\n if (self._state === 0) {\n self._deferreds.push(deferred);\n return;\n }\n self._handled = true;\n Promise._immediateFn(function() {\n var cb = self._state === 1 ? deferred.onFulfilled : deferred.onRejected;\n if (cb === null) {\n (self._state === 1 ? resolve : reject)(deferred.promise, self._value);\n return;\n }\n var ret;\n try {\n ret = cb(self._value);\n } catch (e) {\n reject(deferred.promise, e);\n return;\n }\n resolve(deferred.promise, ret);\n });\n}\n\nfunction resolve(self, newValue) {\n try {\n // Promise Resolution Procedure: https://github.com/promises-aplus/promises-spec#the-promise-resolution-procedure\n if (newValue === self)\n throw new TypeError('A promise cannot be resolved with itself.');\n if (\n newValue &&\n (typeof newValue === 'object' || typeof newValue === 'function')\n ) {\n var then = newValue.then;\n if (newValue instanceof Promise) {\n self._state = 3;\n self._value = newValue;\n finale(self);\n return;\n } else if (typeof then === 'function') {\n doResolve(bind(then, newValue), self);\n return;\n }\n }\n self._state = 1;\n self._value = newValue;\n finale(self);\n } catch (e) {\n reject(self, e);\n }\n}\n\nfunction reject(self, newValue) {\n self._state = 2;\n self._value = newValue;\n finale(self);\n}\n\nfunction finale(self) {\n if (self._state === 2 && self._deferreds.length === 0) {\n Promise._immediateFn(function() {\n if (!self._handled) {\n Promise._unhandledRejectionFn(self._value);\n }\n });\n }\n\n for (var i = 0, len = self._deferreds.length; i < len; i++) {\n handle(self, self._deferreds[i]);\n }\n self._deferreds = null;\n}\n\n/**\n * @constructor\n */\nfunction Handler(onFulfilled, onRejected, promise) {\n this.onFulfilled = typeof onFulfilled === 'function' ? onFulfilled : null;\n this.onRejected = typeof onRejected === 'function' ? onRejected : null;\n this.promise = promise;\n}\n\n/**\n * Take a potentially misbehaving resolver function and make sure\n * onFulfilled and onRejected are only called once.\n *\n * Makes no guarantees about asynchrony.\n */\nfunction doResolve(fn, self) {\n var done = false;\n try {\n fn(\n function(value) {\n if (done) return;\n done = true;\n resolve(self, value);\n },\n function(reason) {\n if (done) return;\n done = true;\n reject(self, reason);\n }\n );\n } catch (ex) {\n if (done) return;\n done = true;\n reject(self, ex);\n }\n}\n\nPromise.prototype['catch'] = function(onRejected) {\n return this.then(null, onRejected);\n};\n\nPromise.prototype.then = function(onFulfilled, onRejected) {\n // @ts-ignore\n var prom = new this.constructor(noop);\n\n handle(this, new Handler(onFulfilled, onRejected, prom));\n return prom;\n};\n\nPromise.prototype['finally'] = promiseFinally;\n\nPromise.all = function(arr) {\n return new Promise(function(resolve, reject) {\n if (!isArray(arr)) {\n return reject(new TypeError('Promise.all accepts an array'));\n }\n\n var args = Array.prototype.slice.call(arr);\n if (args.length === 0) return resolve([]);\n var remaining = args.length;\n\n function res(i, val) {\n try {\n if (val && (typeof val === 'object' || typeof val === 'function')) {\n var then = val.then;\n if (typeof then === 'function') {\n then.call(\n val,\n function(val) {\n res(i, val);\n },\n reject\n );\n return;\n }\n }\n args[i] = val;\n if (--remaining === 0) {\n resolve(args);\n }\n } catch (ex) {\n reject(ex);\n }\n }\n\n for (var i = 0; i < args.length; i++) {\n res(i, args[i]);\n }\n });\n};\n\nPromise.allSettled = allSettled;\n\nPromise.resolve = function(value) {\n if (value && typeof value === 'object' && value.constructor === Promise) {\n return value;\n }\n\n return new Promise(function(resolve) {\n resolve(value);\n });\n};\n\nPromise.reject = function(value) {\n return new Promise(function(resolve, reject) {\n reject(value);\n });\n};\n\nPromise.race = function(arr) {\n return new Promise(function(resolve, reject) {\n if (!isArray(arr)) {\n return reject(new TypeError('Promise.race accepts an array'));\n }\n\n for (var i = 0, len = arr.length; i < len; i++) {\n Promise.resolve(arr[i]).then(resolve, reject);\n }\n });\n};\n\n// Use polyfill for setImmediate for performance gains\nPromise._immediateFn =\n // @ts-ignore\n (typeof setImmediate === 'function' &&\n function(fn) {\n // @ts-ignore\n setImmediate(fn);\n }) ||\n function(fn) {\n setTimeoutFunc(fn, 0);\n };\n\nPromise._unhandledRejectionFn = function _unhandledRejectionFn(err) {\n if (typeof console !== 'undefined' && console) {\n console.warn('Possible Unhandled Promise Rejection:', err); // eslint-disable-line no-console\n }\n};\n\nexport default Promise;\n","/*\nobject-assign\n(c) Sindre Sorhus\n@license MIT\n*/\n\n'use strict';\n/* eslint-disable no-unused-vars */\nvar getOwnPropertySymbols = Object.getOwnPropertySymbols;\nvar hasOwnProperty = Object.prototype.hasOwnProperty;\nvar propIsEnumerable = Object.prototype.propertyIsEnumerable;\n\nfunction toObject(val) {\n\tif (val === null || val === undefined) {\n\t\tthrow new TypeError('Object.assign cannot be called with null or undefined');\n\t}\n\n\treturn Object(val);\n}\n\nfunction shouldUseNative() {\n\ttry {\n\t\tif (!Object.assign) {\n\t\t\treturn false;\n\t\t}\n\n\t\t// Detect buggy property enumeration order in older V8 versions.\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=4118\n\t\tvar test1 = new String('abc'); // eslint-disable-line no-new-wrappers\n\t\ttest1[5] = 'de';\n\t\tif (Object.getOwnPropertyNames(test1)[0] === '5') {\n\t\t\treturn false;\n\t\t}\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=3056\n\t\tvar test2 = {};\n\t\tfor (var i = 0; i < 10; i++) {\n\t\t\ttest2['_' + String.fromCharCode(i)] = i;\n\t\t}\n\t\tvar order2 = Object.getOwnPropertyNames(test2).map(function (n) {\n\t\t\treturn test2[n];\n\t\t});\n\t\tif (order2.join('') !== '0123456789') {\n\t\t\treturn false;\n\t\t}\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=3056\n\t\tvar test3 = {};\n\t\t'abcdefghijklmnopqrst'.split('').forEach(function (letter) {\n\t\t\ttest3[letter] = letter;\n\t\t});\n\t\tif (Object.keys(Object.assign({}, test3)).join('') !==\n\t\t\t\t'abcdefghijklmnopqrst') {\n\t\t\treturn false;\n\t\t}\n\n\t\treturn true;\n\t} catch (err) {\n\t\t// We don't expect any of the above to throw, but better to be safe.\n\t\treturn false;\n\t}\n}\n\nmodule.exports = shouldUseNative() ? Object.assign : function (target, source) {\n\tvar from;\n\tvar to = toObject(target);\n\tvar symbols;\n\n\tfor (var s = 1; s < arguments.length; s++) {\n\t\tfrom = Object(arguments[s]);\n\n\t\tfor (var key in from) {\n\t\t\tif (hasOwnProperty.call(from, key)) {\n\t\t\t\tto[key] = from[key];\n\t\t\t}\n\t\t}\n\n\t\tif (getOwnPropertySymbols) {\n\t\t\tsymbols = getOwnPropertySymbols(from);\n\t\t\tfor (var i = 0; i < symbols.length; i++) {\n\t\t\t\tif (propIsEnumerable.call(from, symbols[i])) {\n\t\t\t\t\tto[symbols[i]] = from[symbols[i]];\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\treturn to;\n};\n","/*!\n * @pixi/polyfill - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/polyfill is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport Polyfill from 'promise-polyfill';\nimport objectAssign from 'object-assign';\n\nif (typeof globalThis === 'undefined') {\n if (typeof self !== 'undefined') {\n // covers browsers\n // @ts-expect-error not-writable ts(2540) error only on node\n self.globalThis = self;\n }\n else if (typeof global !== 'undefined') {\n // covers versions of Node < 12\n // @ts-expect-error not-writable ts(2540) error only on node\n global.globalThis = global;\n }\n}\n\n// Support for IE 9 - 11 which does not include Promises\nif (!globalThis.Promise) {\n globalThis.Promise = Polyfill;\n}\n\n// References:\nif (!Object.assign) {\n Object.assign = objectAssign;\n}\n\n// References:\n// http://paulirish.com/2011/requestanimationframe-for-smart-animating/\n// https://gist.github.com/1579671\n// http://updates.html5rocks.com/2012/05/requestAnimationFrame-API-now-with-sub-millisecond-precision\n// https://gist.github.com/timhall/4078614\n// https://github.com/Financial-Times/polyfill-service/tree/master/polyfills/requestAnimationFrame\n// Expected to be used with Browserfiy\n// Browserify automatically detects the use of `global` and passes the\n// correct reference of `global`, `globalThis`, and finally `window`\nvar ONE_FRAME_TIME = 16;\n// Date.now\nif (!(Date.now && Date.prototype.getTime)) {\n Date.now = function now() {\n return new Date().getTime();\n };\n}\n// performance.now\nif (!(globalThis.performance && globalThis.performance.now)) {\n var startTime_1 = Date.now();\n if (!globalThis.performance) {\n globalThis.performance = {};\n }\n globalThis.performance.now = function () { return Date.now() - startTime_1; };\n}\n// requestAnimationFrame\nvar lastTime = Date.now();\nvar vendors = ['ms', 'moz', 'webkit', 'o'];\nfor (var x = 0; x < vendors.length && !globalThis.requestAnimationFrame; ++x) {\n var p = vendors[x];\n globalThis.requestAnimationFrame = globalThis[p + \"RequestAnimationFrame\"];\n globalThis.cancelAnimationFrame = globalThis[p + \"CancelAnimationFrame\"]\n || globalThis[p + \"CancelRequestAnimationFrame\"];\n}\nif (!globalThis.requestAnimationFrame) {\n globalThis.requestAnimationFrame = function (callback) {\n if (typeof callback !== 'function') {\n throw new TypeError(callback + \"is not a function\");\n }\n var currentTime = Date.now();\n var delay = ONE_FRAME_TIME + lastTime - currentTime;\n if (delay < 0) {\n delay = 0;\n }\n lastTime = currentTime;\n return globalThis.self.setTimeout(function () {\n lastTime = Date.now();\n callback(performance.now());\n }, delay);\n };\n}\nif (!globalThis.cancelAnimationFrame) {\n globalThis.cancelAnimationFrame = function (id) { return clearTimeout(id); };\n}\n\n// References:\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign\nif (!Math.sign) {\n Math.sign = function mathSign(x) {\n x = Number(x);\n if (x === 0 || isNaN(x)) {\n return x;\n }\n return x > 0 ? 1 : -1;\n };\n}\n\n// References:\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger\nif (!Number.isInteger) {\n Number.isInteger = function numberIsInteger(value) {\n return typeof value === 'number' && isFinite(value) && Math.floor(value) === value;\n };\n}\n\nif (!globalThis.ArrayBuffer) {\n globalThis.ArrayBuffer = Array;\n}\nif (!globalThis.Float32Array) {\n globalThis.Float32Array = Array;\n}\nif (!globalThis.Uint32Array) {\n globalThis.Uint32Array = Array;\n}\nif (!globalThis.Uint16Array) {\n globalThis.Uint16Array = Array;\n}\nif (!globalThis.Uint8Array) {\n globalThis.Uint8Array = Array;\n}\nif (!globalThis.Int32Array) {\n globalThis.Int32Array = Array;\n}\n//# sourceMappingURL=polyfill.mjs.map\n","/*!\n * @pixi/settings - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/settings is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\nvar BrowserAdapter = {\n /**\n * Creates a canvas element of the given size.\n * This canvas is created using the browser's native canvas element.\n * @param width - width of the canvas\n * @param height - height of the canvas\n */\n createCanvas: function (width, height) {\n var canvas = document.createElement('canvas');\n canvas.width = width;\n canvas.height = height;\n return canvas;\n },\n getWebGLRenderingContext: function () { return WebGLRenderingContext; },\n getNavigator: function () { return navigator; },\n getBaseUrl: function () { var _a; return (_a = document.baseURI) !== null && _a !== void 0 ? _a : window.location.href; },\n fetch: function (url, options) { return fetch(url, options); },\n};\n\nvar appleIphone = /iPhone/i;\nvar appleIpod = /iPod/i;\nvar appleTablet = /iPad/i;\nvar appleUniversal = /\\biOS-universal(?:.+)Mac\\b/i;\nvar androidPhone = /\\bAndroid(?:.+)Mobile\\b/i;\nvar androidTablet = /Android/i;\nvar amazonPhone = /(?:SD4930UR|\\bSilk(?:.+)Mobile\\b)/i;\nvar amazonTablet = /Silk/i;\nvar windowsPhone = /Windows Phone/i;\nvar windowsTablet = /\\bWindows(?:.+)ARM\\b/i;\nvar otherBlackBerry = /BlackBerry/i;\nvar otherBlackBerry10 = /BB10/i;\nvar otherOpera = /Opera Mini/i;\nvar otherChrome = /\\b(CriOS|Chrome)(?:.+)Mobile/i;\nvar otherFirefox = /Mobile(?:.+)Firefox\\b/i;\nvar isAppleTabletOnIos13 = function (navigator) {\n return (typeof navigator !== 'undefined' &&\n navigator.platform === 'MacIntel' &&\n typeof navigator.maxTouchPoints === 'number' &&\n navigator.maxTouchPoints > 1 &&\n typeof MSStream === 'undefined');\n};\nfunction createMatch(userAgent) {\n return function (regex) { return regex.test(userAgent); };\n}\nfunction isMobile$1(param) {\n var nav = {\n userAgent: '',\n platform: '',\n maxTouchPoints: 0\n };\n if (!param && typeof navigator !== 'undefined') {\n nav = {\n userAgent: navigator.userAgent,\n platform: navigator.platform,\n maxTouchPoints: navigator.maxTouchPoints || 0\n };\n }\n else if (typeof param === 'string') {\n nav.userAgent = param;\n }\n else if (param && param.userAgent) {\n nav = {\n userAgent: param.userAgent,\n platform: param.platform,\n maxTouchPoints: param.maxTouchPoints || 0\n };\n }\n var userAgent = nav.userAgent;\n var tmp = userAgent.split('[FBAN');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n tmp = userAgent.split('Twitter');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n var match = createMatch(userAgent);\n var result = {\n apple: {\n phone: match(appleIphone) && !match(windowsPhone),\n ipod: match(appleIpod),\n tablet: !match(appleIphone) &&\n (match(appleTablet) || isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone),\n universal: match(appleUniversal),\n device: (match(appleIphone) ||\n match(appleIpod) ||\n match(appleTablet) ||\n match(appleUniversal) ||\n isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone)\n },\n amazon: {\n phone: match(amazonPhone),\n tablet: !match(amazonPhone) && match(amazonTablet),\n device: match(amazonPhone) || match(amazonTablet)\n },\n android: {\n phone: (!match(windowsPhone) && match(amazonPhone)) ||\n (!match(windowsPhone) && match(androidPhone)),\n tablet: !match(windowsPhone) &&\n !match(amazonPhone) &&\n !match(androidPhone) &&\n (match(amazonTablet) || match(androidTablet)),\n device: (!match(windowsPhone) &&\n (match(amazonPhone) ||\n match(amazonTablet) ||\n match(androidPhone) ||\n match(androidTablet))) ||\n match(/\\bokhttp\\b/i)\n },\n windows: {\n phone: match(windowsPhone),\n tablet: match(windowsTablet),\n device: match(windowsPhone) || match(windowsTablet)\n },\n other: {\n blackberry: match(otherBlackBerry),\n blackberry10: match(otherBlackBerry10),\n opera: match(otherOpera),\n firefox: match(otherFirefox),\n chrome: match(otherChrome),\n device: match(otherBlackBerry) ||\n match(otherBlackBerry10) ||\n match(otherOpera) ||\n match(otherFirefox) ||\n match(otherChrome)\n },\n any: false,\n phone: false,\n tablet: false\n };\n result.any =\n result.apple.device ||\n result.android.device ||\n result.windows.device ||\n result.other.device;\n result.phone =\n result.apple.phone || result.android.phone || result.windows.phone;\n result.tablet =\n result.apple.tablet || result.android.tablet || result.windows.tablet;\n return result;\n}\n\nvar isMobile = isMobile$1(globalThis.navigator);\n\n/**\n * Uploading the same buffer multiple times in a single frame can cause performance issues.\n * Apparent on iOS so only check for that at the moment\n * This check may become more complex if this issue pops up elsewhere.\n * @private\n * @returns {boolean} `true` if the same buffer may be uploaded more than once.\n */\nfunction canUploadSameBuffer() {\n return !isMobile.apple.device;\n}\n\n/**\n * The maximum recommended texture units to use.\n * In theory the bigger the better, and for desktop we'll use as many as we can.\n * But some mobile devices slow down if there is to many branches in the shader.\n * So in practice there seems to be a sweet spot size that varies depending on the device.\n *\n * In v4, all mobile devices were limited to 4 texture units because for this.\n * In v5, we allow all texture units to be used on modern Apple or Android devices.\n * @private\n * @param {number} max\n * @returns {number} The maximum recommended texture units to use.\n */\nfunction maxRecommendedTextures(max) {\n var allowMax = true;\n if (isMobile.tablet || isMobile.phone) {\n if (isMobile.apple.device) {\n var match = (navigator.userAgent).match(/OS (\\d+)_(\\d+)?/);\n if (match) {\n var majorVersion = parseInt(match[1], 10);\n // Limit texture units on devices below iOS 11, which will be older hardware\n if (majorVersion < 11) {\n allowMax = false;\n }\n }\n }\n if (isMobile.android.device) {\n var match = (navigator.userAgent).match(/Android\\s([0-9.]*)/);\n if (match) {\n var majorVersion = parseInt(match[1], 10);\n // Limit texture units on devices below Android 7 (Nougat), which will be older hardware\n if (majorVersion < 7) {\n allowMax = false;\n }\n }\n }\n }\n return allowMax ? max : 4;\n}\n\n/**\n * User's customizable globals for overriding the default PIXI settings, such\n * as a renderer's default resolution, framerate, float precision, etc.\n * @example\n * // Use the native window resolution as the default resolution\n * // will support high-density displays when rendering\n * PIXI.settings.RESOLUTION = window.devicePixelRatio;\n *\n * // Disable interpolation when scaling, will make texture be pixelated\n * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST;\n * @namespace PIXI.settings\n */\nvar settings = {\n /**\n * This adapter is used to call methods that are platform dependent.\n * For example `document.createElement` only runs on the web but fails in node environments.\n * This allows us to support more platforms by abstracting away specific implementations per platform.\n *\n * By default the adapter is set to work in the browser. However you can create your own\n * by implementing the `IAdapter` interface. See `IAdapter` for more information.\n * @name ADAPTER\n * @memberof PIXI.settings\n * @type {PIXI.IAdapter}\n * @default PIXI.BrowserAdapter\n */\n ADAPTER: BrowserAdapter,\n /**\n * If set to true WebGL will attempt make textures mimpaped by default.\n * Mipmapping will only succeed if the base texture uploaded has power of two dimensions.\n * @static\n * @name MIPMAP_TEXTURES\n * @memberof PIXI.settings\n * @type {PIXI.MIPMAP_MODES}\n * @default PIXI.MIPMAP_MODES.POW2\n */\n MIPMAP_TEXTURES: MIPMAP_MODES.POW2,\n /**\n * Default anisotropic filtering level of textures.\n * Usually from 0 to 16\n * @static\n * @name ANISOTROPIC_LEVEL\n * @memberof PIXI.settings\n * @type {number}\n * @default 0\n */\n ANISOTROPIC_LEVEL: 0,\n /**\n * Default resolution / device pixel ratio of the renderer.\n * @static\n * @name RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n RESOLUTION: 1,\n /**\n * Default filter resolution.\n * @static\n * @name FILTER_RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n FILTER_RESOLUTION: 1,\n /**\n * Default filter samples.\n * @static\n * @name FILTER_MULTISAMPLE\n * @memberof PIXI.settings\n * @type {PIXI.MSAA_QUALITY}\n * @default PIXI.MSAA_QUALITY.NONE\n */\n FILTER_MULTISAMPLE: MSAA_QUALITY.NONE,\n /**\n * The maximum textures that this device supports.\n * @static\n * @name SPRITE_MAX_TEXTURES\n * @memberof PIXI.settings\n * @type {number}\n * @default 32\n */\n SPRITE_MAX_TEXTURES: maxRecommendedTextures(32),\n // TODO: maybe change to SPRITE.BATCH_SIZE: 2000\n // TODO: maybe add PARTICLE.BATCH_SIZE: 15000\n /**\n * The default sprite batch size.\n *\n * The default aims to balance desktop and mobile devices.\n * @static\n * @name SPRITE_BATCH_SIZE\n * @memberof PIXI.settings\n * @type {number}\n * @default 4096\n */\n SPRITE_BATCH_SIZE: 4096,\n /**\n * The default render options if none are supplied to {@link PIXI.Renderer}\n * or {@link PIXI.CanvasRenderer}.\n * @static\n * @name RENDER_OPTIONS\n * @memberof PIXI.settings\n * @type {object}\n * @property {HTMLCanvasElement} [view=null] -\n * @property {boolean} [antialias=false] -\n * @property {boolean} [autoDensity=false] -\n * @property {boolean} [useContextAlpha=true] -\n * @property {number} [backgroundColor=0x000000] -\n * @property {number} [backgroundAlpha=1] -\n * @property {boolean} [clearBeforeRender=true] -\n * @property {boolean} [preserveDrawingBuffer=false] -\n * @property {number} [width=800] -\n * @property {number} [height=600] -\n * @property {boolean} [legacy=false] -\n */\n RENDER_OPTIONS: {\n view: null,\n antialias: false,\n autoDensity: false,\n backgroundColor: 0x000000,\n backgroundAlpha: 1,\n useContextAlpha: true,\n clearBeforeRender: true,\n preserveDrawingBuffer: false,\n width: 800,\n height: 600,\n legacy: false,\n },\n /**\n * Default Garbage Collection mode.\n * @static\n * @name GC_MODE\n * @memberof PIXI.settings\n * @type {PIXI.GC_MODES}\n * @default PIXI.GC_MODES.AUTO\n */\n GC_MODE: GC_MODES.AUTO,\n /**\n * Default Garbage Collection max idle.\n * @static\n * @name GC_MAX_IDLE\n * @memberof PIXI.settings\n * @type {number}\n * @default 3600\n */\n GC_MAX_IDLE: 60 * 60,\n /**\n * Default Garbage Collection maximum check count.\n * @static\n * @name GC_MAX_CHECK_COUNT\n * @memberof PIXI.settings\n * @type {number}\n * @default 600\n */\n GC_MAX_CHECK_COUNT: 60 * 10,\n /**\n * Default wrap modes that are supported by pixi.\n * @static\n * @name WRAP_MODE\n * @memberof PIXI.settings\n * @type {PIXI.WRAP_MODES}\n * @default PIXI.WRAP_MODES.CLAMP\n */\n WRAP_MODE: WRAP_MODES.CLAMP,\n /**\n * Default scale mode for textures.\n * @static\n * @name SCALE_MODE\n * @memberof PIXI.settings\n * @type {PIXI.SCALE_MODES}\n * @default PIXI.SCALE_MODES.LINEAR\n */\n SCALE_MODE: SCALE_MODES.LINEAR,\n /**\n * Default specify float precision in vertex shader.\n * @static\n * @name PRECISION_VERTEX\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.HIGH\n */\n PRECISION_VERTEX: PRECISION.HIGH,\n /**\n * Default specify float precision in fragment shader.\n * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742\n * @static\n * @name PRECISION_FRAGMENT\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.MEDIUM\n */\n PRECISION_FRAGMENT: isMobile.apple.device ? PRECISION.HIGH : PRECISION.MEDIUM,\n /**\n * Can we upload the same buffer in a single frame?\n * @static\n * @name CAN_UPLOAD_SAME_BUFFER\n * @memberof PIXI.settings\n * @type {boolean}\n */\n CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(),\n /**\n * Enables bitmap creation before image load. This feature is experimental.\n * @static\n * @name CREATE_IMAGE_BITMAP\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n CREATE_IMAGE_BITMAP: false,\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * @static\n * @constant\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n ROUND_PIXELS: false,\n};\n\nexport { BrowserAdapter, isMobile, settings };\n//# sourceMappingURL=settings.mjs.map\n","'use strict';\n\nvar has = Object.prototype.hasOwnProperty\n , prefix = '~';\n\n/**\n * Constructor to create a storage for our `EE` objects.\n * An `Events` instance is a plain object whose properties are event names.\n *\n * @constructor\n * @private\n */\nfunction Events() {}\n\n//\n// We try to not inherit from `Object.prototype`. In some engines creating an\n// instance in this way is faster than calling `Object.create(null)` directly.\n// If `Object.create(null)` is not supported we prefix the event names with a\n// character to make sure that the built-in object properties are not\n// overridden or used as an attack vector.\n//\nif (Object.create) {\n Events.prototype = Object.create(null);\n\n //\n // This hack is needed because the `__proto__` property is still inherited in\n // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.\n //\n if (!new Events().__proto__) prefix = false;\n}\n\n/**\n * Representation of a single event listener.\n *\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} [once=false] Specify if the listener is a one-time listener.\n * @constructor\n * @private\n */\nfunction EE(fn, context, once) {\n this.fn = fn;\n this.context = context;\n this.once = once || false;\n}\n\n/**\n * Add a listener for a given event.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} once Specify if the listener is a one-time listener.\n * @returns {EventEmitter}\n * @private\n */\nfunction addListener(emitter, event, fn, context, once) {\n if (typeof fn !== 'function') {\n throw new TypeError('The listener must be a function');\n }\n\n var listener = new EE(fn, context || emitter, once)\n , evt = prefix ? prefix + event : event;\n\n if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++;\n else if (!emitter._events[evt].fn) emitter._events[evt].push(listener);\n else emitter._events[evt] = [emitter._events[evt], listener];\n\n return emitter;\n}\n\n/**\n * Clear event by name.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} evt The Event name.\n * @private\n */\nfunction clearEvent(emitter, evt) {\n if (--emitter._eventsCount === 0) emitter._events = new Events();\n else delete emitter._events[evt];\n}\n\n/**\n * Minimal `EventEmitter` interface that is molded against the Node.js\n * `EventEmitter` interface.\n *\n * @constructor\n * @public\n */\nfunction EventEmitter() {\n this._events = new Events();\n this._eventsCount = 0;\n}\n\n/**\n * Return an array listing the events for which the emitter has registered\n * listeners.\n *\n * @returns {Array}\n * @public\n */\nEventEmitter.prototype.eventNames = function eventNames() {\n var names = []\n , events\n , name;\n\n if (this._eventsCount === 0) return names;\n\n for (name in (events = this._events)) {\n if (has.call(events, name)) names.push(prefix ? name.slice(1) : name);\n }\n\n if (Object.getOwnPropertySymbols) {\n return names.concat(Object.getOwnPropertySymbols(events));\n }\n\n return names;\n};\n\n/**\n * Return the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Array} The registered listeners.\n * @public\n */\nEventEmitter.prototype.listeners = function listeners(event) {\n var evt = prefix ? prefix + event : event\n , handlers = this._events[evt];\n\n if (!handlers) return [];\n if (handlers.fn) return [handlers.fn];\n\n for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) {\n ee[i] = handlers[i].fn;\n }\n\n return ee;\n};\n\n/**\n * Return the number of listeners listening to a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Number} The number of listeners.\n * @public\n */\nEventEmitter.prototype.listenerCount = function listenerCount(event) {\n var evt = prefix ? prefix + event : event\n , listeners = this._events[evt];\n\n if (!listeners) return 0;\n if (listeners.fn) return 1;\n return listeners.length;\n};\n\n/**\n * Calls each of the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Boolean} `true` if the event had listeners, else `false`.\n * @public\n */\nEventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return false;\n\n var listeners = this._events[evt]\n , len = arguments.length\n , args\n , i;\n\n if (listeners.fn) {\n if (listeners.once) this.removeListener(event, listeners.fn, undefined, true);\n\n switch (len) {\n case 1: return listeners.fn.call(listeners.context), true;\n case 2: return listeners.fn.call(listeners.context, a1), true;\n case 3: return listeners.fn.call(listeners.context, a1, a2), true;\n case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;\n case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;\n case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;\n }\n\n for (i = 1, args = new Array(len -1); i < len; i++) {\n args[i - 1] = arguments[i];\n }\n\n listeners.fn.apply(listeners.context, args);\n } else {\n var length = listeners.length\n , j;\n\n for (i = 0; i < length; i++) {\n if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true);\n\n switch (len) {\n case 1: listeners[i].fn.call(listeners[i].context); break;\n case 2: listeners[i].fn.call(listeners[i].context, a1); break;\n case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;\n case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;\n default:\n if (!args) for (j = 1, args = new Array(len -1); j < len; j++) {\n args[j - 1] = arguments[j];\n }\n\n listeners[i].fn.apply(listeners[i].context, args);\n }\n }\n }\n\n return true;\n};\n\n/**\n * Add a listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.on = function on(event, fn, context) {\n return addListener(this, event, fn, context, false);\n};\n\n/**\n * Add a one-time listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.once = function once(event, fn, context) {\n return addListener(this, event, fn, context, true);\n};\n\n/**\n * Remove the listeners of a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn Only remove the listeners that match this function.\n * @param {*} context Only remove the listeners that have this context.\n * @param {Boolean} once Only remove one-time listeners.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return this;\n if (!fn) {\n clearEvent(this, evt);\n return this;\n }\n\n var listeners = this._events[evt];\n\n if (listeners.fn) {\n if (\n listeners.fn === fn &&\n (!once || listeners.once) &&\n (!context || listeners.context === context)\n ) {\n clearEvent(this, evt);\n }\n } else {\n for (var i = 0, events = [], length = listeners.length; i < length; i++) {\n if (\n listeners[i].fn !== fn ||\n (once && !listeners[i].once) ||\n (context && listeners[i].context !== context)\n ) {\n events.push(listeners[i]);\n }\n }\n\n //\n // Reset the array, or remove it completely if we have no more listeners.\n //\n if (events.length) this._events[evt] = events.length === 1 ? events[0] : events;\n else clearEvent(this, evt);\n }\n\n return this;\n};\n\n/**\n * Remove all listeners, or those of the specified event.\n *\n * @param {(String|Symbol)} [event] The event name.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {\n var evt;\n\n if (event) {\n evt = prefix ? prefix + event : event;\n if (this._events[evt]) clearEvent(this, evt);\n } else {\n this._events = new Events();\n this._eventsCount = 0;\n }\n\n return this;\n};\n\n//\n// Alias methods names because people roll like that.\n//\nEventEmitter.prototype.off = EventEmitter.prototype.removeListener;\nEventEmitter.prototype.addListener = EventEmitter.prototype.on;\n\n//\n// Expose the prefix.\n//\nEventEmitter.prefixed = prefix;\n\n//\n// Allow `EventEmitter` to be imported as module namespace.\n//\nEventEmitter.EventEmitter = EventEmitter;\n\n//\n// Expose the module.\n//\nif ('undefined' !== typeof module) {\n module.exports = EventEmitter;\n}\n","'use strict';\n\nmodule.exports = earcut;\nmodule.exports.default = earcut;\n\nfunction earcut(data, holeIndices, dim) {\n\n dim = dim || 2;\n\n var hasHoles = holeIndices && holeIndices.length,\n outerLen = hasHoles ? holeIndices[0] * dim : data.length,\n outerNode = linkedList(data, 0, outerLen, dim, true),\n triangles = [];\n\n if (!outerNode || outerNode.next === outerNode.prev) return triangles;\n\n var minX, minY, maxX, maxY, x, y, invSize;\n\n if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);\n\n // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n if (data.length > 80 * dim) {\n minX = maxX = data[0];\n minY = maxY = data[1];\n\n for (var i = dim; i < outerLen; i += dim) {\n x = data[i];\n y = data[i + 1];\n if (x < minX) minX = x;\n if (y < minY) minY = y;\n if (x > maxX) maxX = x;\n if (y > maxY) maxY = y;\n }\n\n // minX, minY and invSize are later used to transform coords into integers for z-order calculation\n invSize = Math.max(maxX - minX, maxY - minY);\n invSize = invSize !== 0 ? 32767 / invSize : 0;\n }\n\n earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);\n\n return triangles;\n}\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList(data, start, end, dim, clockwise) {\n var i, last;\n\n if (clockwise === (signedArea(data, start, end, dim) > 0)) {\n for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);\n } else {\n for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);\n }\n\n if (last && equals(last, last.next)) {\n removeNode(last);\n last = last.next;\n }\n\n return last;\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints(start, end) {\n if (!start) return start;\n if (!end) end = start;\n\n var p = start,\n again;\n do {\n again = false;\n\n if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {\n removeNode(p);\n p = end = p.prev;\n if (p === p.next) break;\n again = true;\n\n } else {\n p = p.next;\n }\n } while (again || p !== end);\n\n return end;\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {\n if (!ear) return;\n\n // interlink polygon nodes in z-order\n if (!pass && invSize) indexCurve(ear, minX, minY, invSize);\n\n var stop = ear,\n prev, next;\n\n // iterate through ears, slicing them one by one\n while (ear.prev !== ear.next) {\n prev = ear.prev;\n next = ear.next;\n\n if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {\n // cut off the triangle\n triangles.push(prev.i / dim | 0);\n triangles.push(ear.i / dim | 0);\n triangles.push(next.i / dim | 0);\n\n removeNode(ear);\n\n // skipping the next vertex leads to less sliver triangles\n ear = next.next;\n stop = next.next;\n\n continue;\n }\n\n ear = next;\n\n // if we looped through the whole remaining polygon and can't find any more ears\n if (ear === stop) {\n // try filtering points and slicing again\n if (!pass) {\n earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);\n\n // if this didn't work, try curing all small self-intersections locally\n } else if (pass === 1) {\n ear = cureLocalIntersections(filterPoints(ear), triangles, dim);\n earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);\n\n // as a last resort, try splitting the remaining polygon into two\n } else if (pass === 2) {\n splitEarcut(ear, triangles, dim, minX, minY, invSize);\n }\n\n break;\n }\n }\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar(ear) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n // now make sure we don't have other points inside the potential ear\n var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n // triangle bbox; min & max are calculated like this for speed\n var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx),\n y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy),\n x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx),\n y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy);\n\n var p = c.next;\n while (p !== a) {\n if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&\n pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.next;\n }\n\n return true;\n}\n\nfunction isEarHashed(ear, minX, minY, invSize) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n // triangle bbox; min & max are calculated like this for speed\n var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx),\n y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy),\n x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx),\n y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy);\n\n // z-order range for the current triangle bbox;\n var minZ = zOrder(x0, y0, minX, minY, invSize),\n maxZ = zOrder(x1, y1, minX, minY, invSize);\n\n var p = ear.prevZ,\n n = ear.nextZ;\n\n // look for points inside the triangle in both directions\n while (p && p.z >= minZ && n && n.z <= maxZ) {\n if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n\n if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;\n n = n.nextZ;\n }\n\n // look for remaining points in decreasing z-order\n while (p && p.z >= minZ) {\n if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n }\n\n // look for remaining points in increasing z-order\n while (n && n.z <= maxZ) {\n if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;\n n = n.nextZ;\n }\n\n return true;\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections(start, triangles, dim) {\n var p = start;\n do {\n var a = p.prev,\n b = p.next.next;\n\n if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {\n\n triangles.push(a.i / dim | 0);\n triangles.push(p.i / dim | 0);\n triangles.push(b.i / dim | 0);\n\n // remove two nodes involved\n removeNode(p);\n removeNode(p.next);\n\n p = start = b;\n }\n p = p.next;\n } while (p !== start);\n\n return filterPoints(p);\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut(start, triangles, dim, minX, minY, invSize) {\n // look for a valid diagonal that divides the polygon into two\n var a = start;\n do {\n var b = a.next.next;\n while (b !== a.prev) {\n if (a.i !== b.i && isValidDiagonal(a, b)) {\n // split the polygon in two by the diagonal\n var c = splitPolygon(a, b);\n\n // filter colinear points around the cuts\n a = filterPoints(a, a.next);\n c = filterPoints(c, c.next);\n\n // run earcut on each half\n earcutLinked(a, triangles, dim, minX, minY, invSize, 0);\n earcutLinked(c, triangles, dim, minX, minY, invSize, 0);\n return;\n }\n b = b.next;\n }\n a = a.next;\n } while (a !== start);\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles(data, holeIndices, outerNode, dim) {\n var queue = [],\n i, len, start, end, list;\n\n for (i = 0, len = holeIndices.length; i < len; i++) {\n start = holeIndices[i] * dim;\n end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n list = linkedList(data, start, end, dim, false);\n if (list === list.next) list.steiner = true;\n queue.push(getLeftmost(list));\n }\n\n queue.sort(compareX);\n\n // process holes from left to right\n for (i = 0; i < queue.length; i++) {\n outerNode = eliminateHole(queue[i], outerNode);\n }\n\n return outerNode;\n}\n\nfunction compareX(a, b) {\n return a.x - b.x;\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole(hole, outerNode) {\n var bridge = findHoleBridge(hole, outerNode);\n if (!bridge) {\n return outerNode;\n }\n\n var bridgeReverse = splitPolygon(bridge, hole);\n\n // filter collinear points around the cuts\n filterPoints(bridgeReverse, bridgeReverse.next);\n return filterPoints(bridge, bridge.next);\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge(hole, outerNode) {\n var p = outerNode,\n hx = hole.x,\n hy = hole.y,\n qx = -Infinity,\n m;\n\n // find a segment intersected by a ray from the hole's leftmost point to the left;\n // segment's endpoint with lesser x will be potential connection point\n do {\n if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {\n var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);\n if (x <= hx && x > qx) {\n qx = x;\n m = p.x < p.next.x ? p : p.next;\n if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint\n }\n }\n p = p.next;\n } while (p !== outerNode);\n\n if (!m) return null;\n\n // look for points inside the triangle of hole point, segment intersection and endpoint;\n // if there are no points found, we have a valid connection;\n // otherwise choose the point of the minimum angle with the ray as connection point\n\n var stop = m,\n mx = m.x,\n my = m.y,\n tanMin = Infinity,\n tan;\n\n p = m;\n\n do {\n if (hx >= p.x && p.x >= mx && hx !== p.x &&\n pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {\n\n tan = Math.abs(hy - p.y) / (hx - p.x); // tangential\n\n if (locallyInside(p, hole) &&\n (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {\n m = p;\n tanMin = tan;\n }\n }\n\n p = p.next;\n } while (p !== stop);\n\n return m;\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector(m, p) {\n return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve(start, minX, minY, invSize) {\n var p = start;\n do {\n if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);\n p.prevZ = p.prev;\n p.nextZ = p.next;\n p = p.next;\n } while (p !== start);\n\n p.prevZ.nextZ = null;\n p.prevZ = null;\n\n sortLinked(p);\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked(list) {\n var i, p, q, e, tail, numMerges, pSize, qSize,\n inSize = 1;\n\n do {\n p = list;\n list = null;\n tail = null;\n numMerges = 0;\n\n while (p) {\n numMerges++;\n q = p;\n pSize = 0;\n for (i = 0; i < inSize; i++) {\n pSize++;\n q = q.nextZ;\n if (!q) break;\n }\n qSize = inSize;\n\n while (pSize > 0 || (qSize > 0 && q)) {\n\n if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {\n e = p;\n p = p.nextZ;\n pSize--;\n } else {\n e = q;\n q = q.nextZ;\n qSize--;\n }\n\n if (tail) tail.nextZ = e;\n else list = e;\n\n e.prevZ = tail;\n tail = e;\n }\n\n p = q;\n }\n\n tail.nextZ = null;\n inSize *= 2;\n\n } while (numMerges > 1);\n\n return list;\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder(x, y, minX, minY, invSize) {\n // coords are transformed into non-negative 15-bit integer range\n x = (x - minX) * invSize | 0;\n y = (y - minY) * invSize | 0;\n\n x = (x | (x << 8)) & 0x00FF00FF;\n x = (x | (x << 4)) & 0x0F0F0F0F;\n x = (x | (x << 2)) & 0x33333333;\n x = (x | (x << 1)) & 0x55555555;\n\n y = (y | (y << 8)) & 0x00FF00FF;\n y = (y | (y << 4)) & 0x0F0F0F0F;\n y = (y | (y << 2)) & 0x33333333;\n y = (y | (y << 1)) & 0x55555555;\n\n return x | (y << 1);\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost(start) {\n var p = start,\n leftmost = start;\n do {\n if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;\n p = p.next;\n } while (p !== start);\n\n return leftmost;\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {\n return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&\n (ax - px) * (by - py) >= (bx - px) * (ay - py) &&\n (bx - px) * (cy - py) >= (cx - px) * (by - py);\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal(a, b) {\n return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges\n (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible\n (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors\n equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case\n}\n\n// signed area of a triangle\nfunction area(p, q, r) {\n return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);\n}\n\n// check if two points are equal\nfunction equals(p1, p2) {\n return p1.x === p2.x && p1.y === p2.y;\n}\n\n// check if two segments intersect\nfunction intersects(p1, q1, p2, q2) {\n var o1 = sign(area(p1, q1, p2));\n var o2 = sign(area(p1, q1, q2));\n var o3 = sign(area(p2, q2, p1));\n var o4 = sign(area(p2, q2, q1));\n\n if (o1 !== o2 && o3 !== o4) return true; // general case\n\n if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n return false;\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment(p, q, r) {\n return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);\n}\n\nfunction sign(num) {\n return num > 0 ? 1 : num < 0 ? -1 : 0;\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon(a, b) {\n var p = a;\n do {\n if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n intersects(p, p.next, a, b)) return true;\n p = p.next;\n } while (p !== a);\n\n return false;\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside(a, b) {\n return area(a.prev, a, a.next) < 0 ?\n area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :\n area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside(a, b) {\n var p = a,\n inside = false,\n px = (a.x + b.x) / 2,\n py = (a.y + b.y) / 2;\n do {\n if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&\n (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))\n inside = !inside;\n p = p.next;\n } while (p !== a);\n\n return inside;\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon(a, b) {\n var a2 = new Node(a.i, a.x, a.y),\n b2 = new Node(b.i, b.x, b.y),\n an = a.next,\n bp = b.prev;\n\n a.next = b;\n b.prev = a;\n\n a2.next = an;\n an.prev = a2;\n\n b2.next = a2;\n a2.prev = b2;\n\n bp.next = b2;\n b2.prev = bp;\n\n return b2;\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode(i, x, y, last) {\n var p = new Node(i, x, y);\n\n if (!last) {\n p.prev = p;\n p.next = p;\n\n } else {\n p.next = last.next;\n p.prev = last;\n last.next.prev = p;\n last.next = p;\n }\n return p;\n}\n\nfunction removeNode(p) {\n p.next.prev = p.prev;\n p.prev.next = p.next;\n\n if (p.prevZ) p.prevZ.nextZ = p.nextZ;\n if (p.nextZ) p.nextZ.prevZ = p.prevZ;\n}\n\nfunction Node(i, x, y) {\n // vertex index in coordinates array\n this.i = i;\n\n // vertex coordinates\n this.x = x;\n this.y = y;\n\n // previous and next vertex nodes in a polygon ring\n this.prev = null;\n this.next = null;\n\n // z-order curve value\n this.z = 0;\n\n // previous and next nodes in z-order\n this.prevZ = null;\n this.nextZ = null;\n\n // indicates whether this is a steiner point\n this.steiner = false;\n}\n\n// return a percentage difference between the polygon area and its triangulation area;\n// used to verify correctness of triangulation\nearcut.deviation = function (data, holeIndices, dim, triangles) {\n var hasHoles = holeIndices && holeIndices.length;\n var outerLen = hasHoles ? holeIndices[0] * dim : data.length;\n\n var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));\n if (hasHoles) {\n for (var i = 0, len = holeIndices.length; i < len; i++) {\n var start = holeIndices[i] * dim;\n var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n polygonArea -= Math.abs(signedArea(data, start, end, dim));\n }\n }\n\n var trianglesArea = 0;\n for (i = 0; i < triangles.length; i += 3) {\n var a = triangles[i] * dim;\n var b = triangles[i + 1] * dim;\n var c = triangles[i + 2] * dim;\n trianglesArea += Math.abs(\n (data[a] - data[c]) * (data[b + 1] - data[a + 1]) -\n (data[a] - data[b]) * (data[c + 1] - data[a + 1]));\n }\n\n return polygonArea === 0 && trianglesArea === 0 ? 0 :\n Math.abs((trianglesArea - polygonArea) / polygonArea);\n};\n\nfunction signedArea(data, start, end, dim) {\n var sum = 0;\n for (var i = start, j = end - dim; i < end; i += dim) {\n sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);\n j = i;\n }\n return sum;\n}\n\n// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts\nearcut.flatten = function (data) {\n var dim = data[0][0].length,\n result = {vertices: [], holes: [], dimensions: dim},\n holeIndex = 0;\n\n for (var i = 0; i < data.length; i++) {\n for (var j = 0; j < data[i].length; j++) {\n for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]);\n }\n if (i > 0) {\n holeIndex += data[i - 1].length;\n result.holes.push(holeIndex);\n }\n }\n return result;\n};\n","/*! https://mths.be/punycode v1.4.1 by @mathias */\n\n\n/** Highest positive signed 32-bit float value */\nvar maxInt = 2147483647; // aka. 0x7FFFFFFF or 2^31-1\n\n/** Bootstring parameters */\nvar base = 36;\nvar tMin = 1;\nvar tMax = 26;\nvar skew = 38;\nvar damp = 700;\nvar initialBias = 72;\nvar initialN = 128; // 0x80\nvar delimiter = '-'; // '\\x2D'\n\n/** Regular expressions */\nvar regexPunycode = /^xn--/;\nvar regexNonASCII = /[^\\x20-\\x7E]/; // unprintable ASCII chars + non-ASCII chars\nvar regexSeparators = /[\\x2E\\u3002\\uFF0E\\uFF61]/g; // RFC 3490 separators\n\n/** Error messages */\nvar errors = {\n 'overflow': 'Overflow: input needs wider integers to process',\n 'not-basic': 'Illegal input >= 0x80 (not a basic code point)',\n 'invalid-input': 'Invalid input'\n};\n\n/** Convenience shortcuts */\nvar baseMinusTMin = base - tMin;\nvar floor = Math.floor;\nvar stringFromCharCode = String.fromCharCode;\n\n/*--------------------------------------------------------------------------*/\n\n/**\n * A generic error utility function.\n * @private\n * @param {String} type The error type.\n * @returns {Error} Throws a `RangeError` with the applicable error message.\n */\nfunction error(type) {\n throw new RangeError(errors[type]);\n}\n\n/**\n * A generic `Array#map` utility function.\n * @private\n * @param {Array} array The array to iterate over.\n * @param {Function} callback The function that gets called for every array\n * item.\n * @returns {Array} A new array of values returned by the callback function.\n */\nfunction map(array, fn) {\n var length = array.length;\n var result = [];\n while (length--) {\n result[length] = fn(array[length]);\n }\n return result;\n}\n\n/**\n * A simple `Array#map`-like wrapper to work with domain name strings or email\n * addresses.\n * @private\n * @param {String} domain The domain name or email address.\n * @param {Function} callback The function that gets called for every\n * character.\n * @returns {Array} A new string of characters returned by the callback\n * function.\n */\nfunction mapDomain(string, fn) {\n var parts = string.split('@');\n var result = '';\n if (parts.length > 1) {\n // In email addresses, only the domain name should be punycoded. Leave\n // the local part (i.e. everything up to `@`) intact.\n result = parts[0] + '@';\n string = parts[1];\n }\n // Avoid `split(regex)` for IE8 compatibility. See #17.\n string = string.replace(regexSeparators, '\\x2E');\n var labels = string.split('.');\n var encoded = map(labels, fn).join('.');\n return result + encoded;\n}\n\n/**\n * Creates an array containing the numeric code points of each Unicode\n * character in the string. While JavaScript uses UCS-2 internally,\n * this function will convert a pair of surrogate halves (each of which\n * UCS-2 exposes as separate characters) into a single code point,\n * matching UTF-16.\n * @see `punycode.ucs2.encode`\n * @see \n * @memberOf punycode.ucs2\n * @name decode\n * @param {String} string The Unicode input string (UCS-2).\n * @returns {Array} The new array of code points.\n */\nfunction ucs2decode(string) {\n var output = [],\n counter = 0,\n length = string.length,\n value,\n extra;\n while (counter < length) {\n value = string.charCodeAt(counter++);\n if (value >= 0xD800 && value <= 0xDBFF && counter < length) {\n // high surrogate, and there is a next character\n extra = string.charCodeAt(counter++);\n if ((extra & 0xFC00) == 0xDC00) { // low surrogate\n output.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000);\n } else {\n // unmatched surrogate; only append this code unit, in case the next\n // code unit is the high surrogate of a surrogate pair\n output.push(value);\n counter--;\n }\n } else {\n output.push(value);\n }\n }\n return output;\n}\n\n/**\n * Creates a string based on an array of numeric code points.\n * @see `punycode.ucs2.decode`\n * @memberOf punycode.ucs2\n * @name encode\n * @param {Array} codePoints The array of numeric code points.\n * @returns {String} The new Unicode string (UCS-2).\n */\nfunction ucs2encode(array) {\n return map(array, function(value) {\n var output = '';\n if (value > 0xFFFF) {\n value -= 0x10000;\n output += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800);\n value = 0xDC00 | value & 0x3FF;\n }\n output += stringFromCharCode(value);\n return output;\n }).join('');\n}\n\n/**\n * Converts a basic code point into a digit/integer.\n * @see `digitToBasic()`\n * @private\n * @param {Number} codePoint The basic numeric code point value.\n * @returns {Number} The numeric value of a basic code point (for use in\n * representing integers) in the range `0` to `base - 1`, or `base` if\n * the code point does not represent a value.\n */\nfunction basicToDigit(codePoint) {\n if (codePoint - 48 < 10) {\n return codePoint - 22;\n }\n if (codePoint - 65 < 26) {\n return codePoint - 65;\n }\n if (codePoint - 97 < 26) {\n return codePoint - 97;\n }\n return base;\n}\n\n/**\n * Converts a digit/integer into a basic code point.\n * @see `basicToDigit()`\n * @private\n * @param {Number} digit The numeric value of a basic code point.\n * @returns {Number} The basic code point whose value (when used for\n * representing integers) is `digit`, which needs to be in the range\n * `0` to `base - 1`. If `flag` is non-zero, the uppercase form is\n * used; else, the lowercase form is used. The behavior is undefined\n * if `flag` is non-zero and `digit` has no uppercase form.\n */\nfunction digitToBasic(digit, flag) {\n // 0..25 map to ASCII a..z or A..Z\n // 26..35 map to ASCII 0..9\n return digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5);\n}\n\n/**\n * Bias adaptation function as per section 3.4 of RFC 3492.\n * https://tools.ietf.org/html/rfc3492#section-3.4\n * @private\n */\nfunction adapt(delta, numPoints, firstTime) {\n var k = 0;\n delta = firstTime ? floor(delta / damp) : delta >> 1;\n delta += floor(delta / numPoints);\n for ( /* no initialization */ ; delta > baseMinusTMin * tMax >> 1; k += base) {\n delta = floor(delta / baseMinusTMin);\n }\n return floor(k + (baseMinusTMin + 1) * delta / (delta + skew));\n}\n\n/**\n * Converts a Punycode string of ASCII-only symbols to a string of Unicode\n * symbols.\n * @memberOf punycode\n * @param {String} input The Punycode string of ASCII-only symbols.\n * @returns {String} The resulting string of Unicode symbols.\n */\nexport function decode(input) {\n // Don't use UCS-2\n var output = [],\n inputLength = input.length,\n out,\n i = 0,\n n = initialN,\n bias = initialBias,\n basic,\n j,\n index,\n oldi,\n w,\n k,\n digit,\n t,\n /** Cached calculation results */\n baseMinusT;\n\n // Handle the basic code points: let `basic` be the number of input code\n // points before the last delimiter, or `0` if there is none, then copy\n // the first basic code points to the output.\n\n basic = input.lastIndexOf(delimiter);\n if (basic < 0) {\n basic = 0;\n }\n\n for (j = 0; j < basic; ++j) {\n // if it's not a basic code point\n if (input.charCodeAt(j) >= 0x80) {\n error('not-basic');\n }\n output.push(input.charCodeAt(j));\n }\n\n // Main decoding loop: start just after the last delimiter if any basic code\n // points were copied; start at the beginning otherwise.\n\n for (index = basic > 0 ? basic + 1 : 0; index < inputLength; /* no final expression */ ) {\n\n // `index` is the index of the next character to be consumed.\n // Decode a generalized variable-length integer into `delta`,\n // which gets added to `i`. The overflow checking is easier\n // if we increase `i` as we go, then subtract off its starting\n // value at the end to obtain `delta`.\n for (oldi = i, w = 1, k = base; /* no condition */ ; k += base) {\n\n if (index >= inputLength) {\n error('invalid-input');\n }\n\n digit = basicToDigit(input.charCodeAt(index++));\n\n if (digit >= base || digit > floor((maxInt - i) / w)) {\n error('overflow');\n }\n\n i += digit * w;\n t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n\n if (digit < t) {\n break;\n }\n\n baseMinusT = base - t;\n if (w > floor(maxInt / baseMinusT)) {\n error('overflow');\n }\n\n w *= baseMinusT;\n\n }\n\n out = output.length + 1;\n bias = adapt(i - oldi, out, oldi == 0);\n\n // `i` was supposed to wrap around from `out` to `0`,\n // incrementing `n` each time, so we'll fix that now:\n if (floor(i / out) > maxInt - n) {\n error('overflow');\n }\n\n n += floor(i / out);\n i %= out;\n\n // Insert `n` at position `i` of the output\n output.splice(i++, 0, n);\n\n }\n\n return ucs2encode(output);\n}\n\n/**\n * Converts a string of Unicode symbols (e.g. a domain name label) to a\n * Punycode string of ASCII-only symbols.\n * @memberOf punycode\n * @param {String} input The string of Unicode symbols.\n * @returns {String} The resulting Punycode string of ASCII-only symbols.\n */\nexport function encode(input) {\n var n,\n delta,\n handledCPCount,\n basicLength,\n bias,\n j,\n m,\n q,\n k,\n t,\n currentValue,\n output = [],\n /** `inputLength` will hold the number of code points in `input`. */\n inputLength,\n /** Cached calculation results */\n handledCPCountPlusOne,\n baseMinusT,\n qMinusT;\n\n // Convert the input in UCS-2 to Unicode\n input = ucs2decode(input);\n\n // Cache the length\n inputLength = input.length;\n\n // Initialize the state\n n = initialN;\n delta = 0;\n bias = initialBias;\n\n // Handle the basic code points\n for (j = 0; j < inputLength; ++j) {\n currentValue = input[j];\n if (currentValue < 0x80) {\n output.push(stringFromCharCode(currentValue));\n }\n }\n\n handledCPCount = basicLength = output.length;\n\n // `handledCPCount` is the number of code points that have been handled;\n // `basicLength` is the number of basic code points.\n\n // Finish the basic string - if it is not empty - with a delimiter\n if (basicLength) {\n output.push(delimiter);\n }\n\n // Main encoding loop:\n while (handledCPCount < inputLength) {\n\n // All non-basic code points < n have been handled already. Find the next\n // larger one:\n for (m = maxInt, j = 0; j < inputLength; ++j) {\n currentValue = input[j];\n if (currentValue >= n && currentValue < m) {\n m = currentValue;\n }\n }\n\n // Increase `delta` enough to advance the decoder's state to ,\n // but guard against overflow\n handledCPCountPlusOne = handledCPCount + 1;\n if (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) {\n error('overflow');\n }\n\n delta += (m - n) * handledCPCountPlusOne;\n n = m;\n\n for (j = 0; j < inputLength; ++j) {\n currentValue = input[j];\n\n if (currentValue < n && ++delta > maxInt) {\n error('overflow');\n }\n\n if (currentValue == n) {\n // Represent delta as a generalized variable-length integer\n for (q = delta, k = base; /* no condition */ ; k += base) {\n t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n if (q < t) {\n break;\n }\n qMinusT = q - t;\n baseMinusT = base - t;\n output.push(\n stringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0))\n );\n q = floor(qMinusT / baseMinusT);\n }\n\n output.push(stringFromCharCode(digitToBasic(q, 0)));\n bias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength);\n delta = 0;\n ++handledCPCount;\n }\n }\n\n ++delta;\n ++n;\n\n }\n return output.join('');\n}\n\n/**\n * Converts a Punycode string representing a domain name or an email address\n * to Unicode. Only the Punycoded parts of the input will be converted, i.e.\n * it doesn't matter if you call it on a string that has already been\n * converted to Unicode.\n * @memberOf punycode\n * @param {String} input The Punycoded domain name or email address to\n * convert to Unicode.\n * @returns {String} The Unicode representation of the given Punycode\n * string.\n */\nexport function toUnicode(input) {\n return mapDomain(input, function(string) {\n return regexPunycode.test(string) ?\n decode(string.slice(4).toLowerCase()) :\n string;\n });\n}\n\n/**\n * Converts a Unicode string representing a domain name or an email address to\n * Punycode. Only the non-ASCII parts of the domain name will be converted,\n * i.e. it doesn't matter if you call it with a domain that's already in\n * ASCII.\n * @memberOf punycode\n * @param {String} input The domain name or email address to convert, as a\n * Unicode string.\n * @returns {String} The Punycode representation of the given domain name or\n * email address.\n */\nexport function toASCII(input) {\n return mapDomain(input, function(string) {\n return regexNonASCII.test(string) ?\n 'xn--' + encode(string) :\n string;\n });\n}\nexport var version = '1.4.1';\n/**\n * An object of methods to convert from JavaScript's internal character\n * representation (UCS-2) to Unicode code points, and back.\n * @see \n * @memberOf punycode\n * @type Object\n */\n\nexport var ucs2 = {\n decode: ucs2decode,\n encode: ucs2encode\n};\nexport default {\n version: version,\n ucs2: ucs2,\n toASCII: toASCII,\n toUnicode: toUnicode,\n encode: encode,\n decode: decode\n}\n","export default (typeof global !== \"undefined\" ? global :\n typeof self !== \"undefined\" ? self :\n typeof window !== \"undefined\" ? window : {});\n","\nvar lookup = []\nvar revLookup = []\nvar Arr = typeof Uint8Array !== 'undefined' ? Uint8Array : Array\nvar inited = false;\nfunction init () {\n inited = true;\n var code = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'\n for (var i = 0, len = code.length; i < len; ++i) {\n lookup[i] = code[i]\n revLookup[code.charCodeAt(i)] = i\n }\n\n revLookup['-'.charCodeAt(0)] = 62\n revLookup['_'.charCodeAt(0)] = 63\n}\n\nexport function toByteArray (b64) {\n if (!inited) {\n init();\n }\n var i, j, l, tmp, placeHolders, arr\n var len = b64.length\n\n if (len % 4 > 0) {\n throw new Error('Invalid string. Length must be a multiple of 4')\n }\n\n // the number of equal signs (place holders)\n // if there are two placeholders, than the two characters before it\n // represent one byte\n // if there is only one, then the three characters before it represent 2 bytes\n // this is just a cheap hack to not do indexOf twice\n placeHolders = b64[len - 2] === '=' ? 2 : b64[len - 1] === '=' ? 1 : 0\n\n // base64 is 4/3 + up to two characters of the original data\n arr = new Arr(len * 3 / 4 - placeHolders)\n\n // if there are placeholders, only get up to the last complete 4 chars\n l = placeHolders > 0 ? len - 4 : len\n\n var L = 0\n\n for (i = 0, j = 0; i < l; i += 4, j += 3) {\n tmp = (revLookup[b64.charCodeAt(i)] << 18) | (revLookup[b64.charCodeAt(i + 1)] << 12) | (revLookup[b64.charCodeAt(i + 2)] << 6) | revLookup[b64.charCodeAt(i + 3)]\n arr[L++] = (tmp >> 16) & 0xFF\n arr[L++] = (tmp >> 8) & 0xFF\n arr[L++] = tmp & 0xFF\n }\n\n if (placeHolders === 2) {\n tmp = (revLookup[b64.charCodeAt(i)] << 2) | (revLookup[b64.charCodeAt(i + 1)] >> 4)\n arr[L++] = tmp & 0xFF\n } else if (placeHolders === 1) {\n tmp = (revLookup[b64.charCodeAt(i)] << 10) | (revLookup[b64.charCodeAt(i + 1)] << 4) | (revLookup[b64.charCodeAt(i + 2)] >> 2)\n arr[L++] = (tmp >> 8) & 0xFF\n arr[L++] = tmp & 0xFF\n }\n\n return arr\n}\n\nfunction tripletToBase64 (num) {\n return lookup[num >> 18 & 0x3F] + lookup[num >> 12 & 0x3F] + lookup[num >> 6 & 0x3F] + lookup[num & 0x3F]\n}\n\nfunction encodeChunk (uint8, start, end) {\n var tmp\n var output = []\n for (var i = start; i < end; i += 3) {\n tmp = (uint8[i] << 16) + (uint8[i + 1] << 8) + (uint8[i + 2])\n output.push(tripletToBase64(tmp))\n }\n return output.join('')\n}\n\nexport function fromByteArray (uint8) {\n if (!inited) {\n init();\n }\n var tmp\n var len = uint8.length\n var extraBytes = len % 3 // if we have 1 byte left, pad 2 bytes\n var output = ''\n var parts = []\n var maxChunkLength = 16383 // must be multiple of 3\n\n // go through the array every three bytes, we'll deal with trailing stuff later\n for (var i = 0, len2 = len - extraBytes; i < len2; i += maxChunkLength) {\n parts.push(encodeChunk(uint8, i, (i + maxChunkLength) > len2 ? len2 : (i + maxChunkLength)))\n }\n\n // pad the end with zeros, but make sure to not forget the extra bytes\n if (extraBytes === 1) {\n tmp = uint8[len - 1]\n output += lookup[tmp >> 2]\n output += lookup[(tmp << 4) & 0x3F]\n output += '=='\n } else if (extraBytes === 2) {\n tmp = (uint8[len - 2] << 8) + (uint8[len - 1])\n output += lookup[tmp >> 10]\n output += lookup[(tmp >> 4) & 0x3F]\n output += lookup[(tmp << 2) & 0x3F]\n output += '='\n }\n\n parts.push(output)\n\n return parts.join('')\n}\n","\nexport function read (buffer, offset, isLE, mLen, nBytes) {\n var e, m\n var eLen = nBytes * 8 - mLen - 1\n var eMax = (1 << eLen) - 1\n var eBias = eMax >> 1\n var nBits = -7\n var i = isLE ? (nBytes - 1) : 0\n var d = isLE ? -1 : 1\n var s = buffer[offset + i]\n\n i += d\n\n e = s & ((1 << (-nBits)) - 1)\n s >>= (-nBits)\n nBits += eLen\n for (; nBits > 0; e = e * 256 + buffer[offset + i], i += d, nBits -= 8) {}\n\n m = e & ((1 << (-nBits)) - 1)\n e >>= (-nBits)\n nBits += mLen\n for (; nBits > 0; m = m * 256 + buffer[offset + i], i += d, nBits -= 8) {}\n\n if (e === 0) {\n e = 1 - eBias\n } else if (e === eMax) {\n return m ? NaN : ((s ? -1 : 1) * Infinity)\n } else {\n m = m + Math.pow(2, mLen)\n e = e - eBias\n }\n return (s ? -1 : 1) * m * Math.pow(2, e - mLen)\n}\n\nexport function write (buffer, value, offset, isLE, mLen, nBytes) {\n var e, m, c\n var eLen = nBytes * 8 - mLen - 1\n var eMax = (1 << eLen) - 1\n var eBias = eMax >> 1\n var rt = (mLen === 23 ? Math.pow(2, -24) - Math.pow(2, -77) : 0)\n var i = isLE ? 0 : (nBytes - 1)\n var d = isLE ? 1 : -1\n var s = value < 0 || (value === 0 && 1 / value < 0) ? 1 : 0\n\n value = Math.abs(value)\n\n if (isNaN(value) || value === Infinity) {\n m = isNaN(value) ? 1 : 0\n e = eMax\n } else {\n e = Math.floor(Math.log(value) / Math.LN2)\n if (value * (c = Math.pow(2, -e)) < 1) {\n e--\n c *= 2\n }\n if (e + eBias >= 1) {\n value += rt / c\n } else {\n value += rt * Math.pow(2, 1 - eBias)\n }\n if (value * c >= 2) {\n e++\n c /= 2\n }\n\n if (e + eBias >= eMax) {\n m = 0\n e = eMax\n } else if (e + eBias >= 1) {\n m = (value * c - 1) * Math.pow(2, mLen)\n e = e + eBias\n } else {\n m = value * Math.pow(2, eBias - 1) * Math.pow(2, mLen)\n e = 0\n }\n }\n\n for (; mLen >= 8; buffer[offset + i] = m & 0xff, i += d, m /= 256, mLen -= 8) {}\n\n e = (e << mLen) | m\n eLen += mLen\n for (; eLen > 0; buffer[offset + i] = e & 0xff, i += d, e /= 256, eLen -= 8) {}\n\n buffer[offset + i - d] |= s * 128\n}\n","var toString = {}.toString;\n\nexport default Array.isArray || function (arr) {\n return toString.call(arr) == '[object Array]';\n};\n","/*!\n * The buffer module from node.js, for the browser.\n *\n * @author Feross Aboukhadijeh \n * @license MIT\n */\n/* eslint-disable no-proto */\n\n\nimport * as base64 from './base64'\nimport * as ieee754 from './ieee754'\nimport isArray from './isArray'\n\nexport var INSPECT_MAX_BYTES = 50\n\n/**\n * If `Buffer.TYPED_ARRAY_SUPPORT`:\n * === true Use Uint8Array implementation (fastest)\n * === false Use Object implementation (most compatible, even IE6)\n *\n * Browsers that support typed arrays are IE 10+, Firefox 4+, Chrome 7+, Safari 5.1+,\n * Opera 11.6+, iOS 4.2+.\n *\n * Due to various browser bugs, sometimes the Object implementation will be used even\n * when the browser supports typed arrays.\n *\n * Note:\n *\n * - Firefox 4-29 lacks support for adding new properties to `Uint8Array` instances,\n * See: https://bugzilla.mozilla.org/show_bug.cgi?id=695438.\n *\n * - Chrome 9-10 is missing the `TypedArray.prototype.subarray` function.\n *\n * - IE10 has a broken `TypedArray.prototype.subarray` function which returns arrays of\n * incorrect length in some situations.\n\n * We detect these buggy browsers and set `Buffer.TYPED_ARRAY_SUPPORT` to `false` so they\n * get the Object implementation, which is slower but behaves correctly.\n */\nBuffer.TYPED_ARRAY_SUPPORT = global.TYPED_ARRAY_SUPPORT !== undefined\n ? global.TYPED_ARRAY_SUPPORT\n : true\n\n/*\n * Export kMaxLength after typed array support is determined.\n */\nvar _kMaxLength = kMaxLength()\nexport {_kMaxLength as kMaxLength};\nfunction typedArraySupport () {\n return true;\n // rollup issues\n // try {\n // var arr = new Uint8Array(1)\n // arr.__proto__ = {\n // __proto__: Uint8Array.prototype,\n // foo: function () { return 42 }\n // }\n // return arr.foo() === 42 && // typed array instances can be augmented\n // typeof arr.subarray === 'function' && // chrome 9-10 lack `subarray`\n // arr.subarray(1, 1).byteLength === 0 // ie10 has broken `subarray`\n // } catch (e) {\n // return false\n // }\n}\n\nfunction kMaxLength () {\n return Buffer.TYPED_ARRAY_SUPPORT\n ? 0x7fffffff\n : 0x3fffffff\n}\n\nfunction createBuffer (that, length) {\n if (kMaxLength() < length) {\n throw new RangeError('Invalid typed array length')\n }\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n // Return an augmented `Uint8Array` instance, for best performance\n that = new Uint8Array(length)\n that.__proto__ = Buffer.prototype\n } else {\n // Fallback: Return an object instance of the Buffer class\n if (that === null) {\n that = new Buffer(length)\n }\n that.length = length\n }\n\n return that\n}\n\n/**\n * The Buffer constructor returns instances of `Uint8Array` that have their\n * prototype changed to `Buffer.prototype`. Furthermore, `Buffer` is a subclass of\n * `Uint8Array`, so the returned instances will have all the node `Buffer` methods\n * and the `Uint8Array` methods. Square bracket notation works as expected -- it\n * returns a single octet.\n *\n * The `Uint8Array` prototype remains unmodified.\n */\n\nexport function Buffer (arg, encodingOrOffset, length) {\n if (!Buffer.TYPED_ARRAY_SUPPORT && !(this instanceof Buffer)) {\n return new Buffer(arg, encodingOrOffset, length)\n }\n\n // Common case.\n if (typeof arg === 'number') {\n if (typeof encodingOrOffset === 'string') {\n throw new Error(\n 'If encoding is specified then the first argument must be a string'\n )\n }\n return allocUnsafe(this, arg)\n }\n return from(this, arg, encodingOrOffset, length)\n}\n\nBuffer.poolSize = 8192 // not used by this implementation\n\n// TODO: Legacy, not needed anymore. Remove in next major version.\nBuffer._augment = function (arr) {\n arr.__proto__ = Buffer.prototype\n return arr\n}\n\nfunction from (that, value, encodingOrOffset, length) {\n if (typeof value === 'number') {\n throw new TypeError('\"value\" argument must not be a number')\n }\n\n if (typeof ArrayBuffer !== 'undefined' && value instanceof ArrayBuffer) {\n return fromArrayBuffer(that, value, encodingOrOffset, length)\n }\n\n if (typeof value === 'string') {\n return fromString(that, value, encodingOrOffset)\n }\n\n return fromObject(that, value)\n}\n\n/**\n * Functionally equivalent to Buffer(arg, encoding) but throws a TypeError\n * if value is a number.\n * Buffer.from(str[, encoding])\n * Buffer.from(array)\n * Buffer.from(buffer)\n * Buffer.from(arrayBuffer[, byteOffset[, length]])\n **/\nBuffer.from = function (value, encodingOrOffset, length) {\n return from(null, value, encodingOrOffset, length)\n}\n\nif (Buffer.TYPED_ARRAY_SUPPORT) {\n Buffer.prototype.__proto__ = Uint8Array.prototype\n Buffer.__proto__ = Uint8Array\n if (typeof Symbol !== 'undefined' && Symbol.species &&\n Buffer[Symbol.species] === Buffer) {\n // Fix subarray() in ES2016. See: https://github.com/feross/buffer/pull/97\n // Object.defineProperty(Buffer, Symbol.species, {\n // value: null,\n // configurable: true\n // })\n }\n}\n\nfunction assertSize (size) {\n if (typeof size !== 'number') {\n throw new TypeError('\"size\" argument must be a number')\n } else if (size < 0) {\n throw new RangeError('\"size\" argument must not be negative')\n }\n}\n\nfunction alloc (that, size, fill, encoding) {\n assertSize(size)\n if (size <= 0) {\n return createBuffer(that, size)\n }\n if (fill !== undefined) {\n // Only pay attention to encoding if it's a string. This\n // prevents accidentally sending in a number that would\n // be interpretted as a start offset.\n return typeof encoding === 'string'\n ? createBuffer(that, size).fill(fill, encoding)\n : createBuffer(that, size).fill(fill)\n }\n return createBuffer(that, size)\n}\n\n/**\n * Creates a new filled Buffer instance.\n * alloc(size[, fill[, encoding]])\n **/\nBuffer.alloc = function (size, fill, encoding) {\n return alloc(null, size, fill, encoding)\n}\n\nfunction allocUnsafe (that, size) {\n assertSize(size)\n that = createBuffer(that, size < 0 ? 0 : checked(size) | 0)\n if (!Buffer.TYPED_ARRAY_SUPPORT) {\n for (var i = 0; i < size; ++i) {\n that[i] = 0\n }\n }\n return that\n}\n\n/**\n * Equivalent to Buffer(num), by default creates a non-zero-filled Buffer instance.\n * */\nBuffer.allocUnsafe = function (size) {\n return allocUnsafe(null, size)\n}\n/**\n * Equivalent to SlowBuffer(num), by default creates a non-zero-filled Buffer instance.\n */\nBuffer.allocUnsafeSlow = function (size) {\n return allocUnsafe(null, size)\n}\n\nfunction fromString (that, string, encoding) {\n if (typeof encoding !== 'string' || encoding === '') {\n encoding = 'utf8'\n }\n\n if (!Buffer.isEncoding(encoding)) {\n throw new TypeError('\"encoding\" must be a valid string encoding')\n }\n\n var length = byteLength(string, encoding) | 0\n that = createBuffer(that, length)\n\n var actual = that.write(string, encoding)\n\n if (actual !== length) {\n // Writing a hex string, for example, that contains invalid characters will\n // cause everything after the first invalid character to be ignored. (e.g.\n // 'abxxcd' will be treated as 'ab')\n that = that.slice(0, actual)\n }\n\n return that\n}\n\nfunction fromArrayLike (that, array) {\n var length = array.length < 0 ? 0 : checked(array.length) | 0\n that = createBuffer(that, length)\n for (var i = 0; i < length; i += 1) {\n that[i] = array[i] & 255\n }\n return that\n}\n\nfunction fromArrayBuffer (that, array, byteOffset, length) {\n array.byteLength // this throws if `array` is not a valid ArrayBuffer\n\n if (byteOffset < 0 || array.byteLength < byteOffset) {\n throw new RangeError('\\'offset\\' is out of bounds')\n }\n\n if (array.byteLength < byteOffset + (length || 0)) {\n throw new RangeError('\\'length\\' is out of bounds')\n }\n\n if (byteOffset === undefined && length === undefined) {\n array = new Uint8Array(array)\n } else if (length === undefined) {\n array = new Uint8Array(array, byteOffset)\n } else {\n array = new Uint8Array(array, byteOffset, length)\n }\n\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n // Return an augmented `Uint8Array` instance, for best performance\n that = array\n that.__proto__ = Buffer.prototype\n } else {\n // Fallback: Return an object instance of the Buffer class\n that = fromArrayLike(that, array)\n }\n return that\n}\n\nfunction fromObject (that, obj) {\n if (internalIsBuffer(obj)) {\n var len = checked(obj.length) | 0\n that = createBuffer(that, len)\n\n if (that.length === 0) {\n return that\n }\n\n obj.copy(that, 0, 0, len)\n return that\n }\n\n if (obj) {\n if ((typeof ArrayBuffer !== 'undefined' &&\n obj.buffer instanceof ArrayBuffer) || 'length' in obj) {\n if (typeof obj.length !== 'number' || isnan(obj.length)) {\n return createBuffer(that, 0)\n }\n return fromArrayLike(that, obj)\n }\n\n if (obj.type === 'Buffer' && isArray(obj.data)) {\n return fromArrayLike(that, obj.data)\n }\n }\n\n throw new TypeError('First argument must be a string, Buffer, ArrayBuffer, Array, or array-like object.')\n}\n\nfunction checked (length) {\n // Note: cannot use `length < kMaxLength()` here because that fails when\n // length is NaN (which is otherwise coerced to zero.)\n if (length >= kMaxLength()) {\n throw new RangeError('Attempt to allocate Buffer larger than maximum ' +\n 'size: 0x' + kMaxLength().toString(16) + ' bytes')\n }\n return length | 0\n}\n\nexport function SlowBuffer (length) {\n if (+length != length) { // eslint-disable-line eqeqeq\n length = 0\n }\n return Buffer.alloc(+length)\n}\nBuffer.isBuffer = isBuffer;\nfunction internalIsBuffer (b) {\n return !!(b != null && b._isBuffer)\n}\n\nBuffer.compare = function compare (a, b) {\n if (!internalIsBuffer(a) || !internalIsBuffer(b)) {\n throw new TypeError('Arguments must be Buffers')\n }\n\n if (a === b) return 0\n\n var x = a.length\n var y = b.length\n\n for (var i = 0, len = Math.min(x, y); i < len; ++i) {\n if (a[i] !== b[i]) {\n x = a[i]\n y = b[i]\n break\n }\n }\n\n if (x < y) return -1\n if (y < x) return 1\n return 0\n}\n\nBuffer.isEncoding = function isEncoding (encoding) {\n switch (String(encoding).toLowerCase()) {\n case 'hex':\n case 'utf8':\n case 'utf-8':\n case 'ascii':\n case 'latin1':\n case 'binary':\n case 'base64':\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return true\n default:\n return false\n }\n}\n\nBuffer.concat = function concat (list, length) {\n if (!isArray(list)) {\n throw new TypeError('\"list\" argument must be an Array of Buffers')\n }\n\n if (list.length === 0) {\n return Buffer.alloc(0)\n }\n\n var i\n if (length === undefined) {\n length = 0\n for (i = 0; i < list.length; ++i) {\n length += list[i].length\n }\n }\n\n var buffer = Buffer.allocUnsafe(length)\n var pos = 0\n for (i = 0; i < list.length; ++i) {\n var buf = list[i]\n if (!internalIsBuffer(buf)) {\n throw new TypeError('\"list\" argument must be an Array of Buffers')\n }\n buf.copy(buffer, pos)\n pos += buf.length\n }\n return buffer\n}\n\nfunction byteLength (string, encoding) {\n if (internalIsBuffer(string)) {\n return string.length\n }\n if (typeof ArrayBuffer !== 'undefined' && typeof ArrayBuffer.isView === 'function' &&\n (ArrayBuffer.isView(string) || string instanceof ArrayBuffer)) {\n return string.byteLength\n }\n if (typeof string !== 'string') {\n string = '' + string\n }\n\n var len = string.length\n if (len === 0) return 0\n\n // Use a for loop to avoid recursion\n var loweredCase = false\n for (;;) {\n switch (encoding) {\n case 'ascii':\n case 'latin1':\n case 'binary':\n return len\n case 'utf8':\n case 'utf-8':\n case undefined:\n return utf8ToBytes(string).length\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return len * 2\n case 'hex':\n return len >>> 1\n case 'base64':\n return base64ToBytes(string).length\n default:\n if (loweredCase) return utf8ToBytes(string).length // assume utf8\n encoding = ('' + encoding).toLowerCase()\n loweredCase = true\n }\n }\n}\nBuffer.byteLength = byteLength\n\nfunction slowToString (encoding, start, end) {\n var loweredCase = false\n\n // No need to verify that \"this.length <= MAX_UINT32\" since it's a read-only\n // property of a typed array.\n\n // This behaves neither like String nor Uint8Array in that we set start/end\n // to their upper/lower bounds if the value passed is out of range.\n // undefined is handled specially as per ECMA-262 6th Edition,\n // Section 13.3.3.7 Runtime Semantics: KeyedBindingInitialization.\n if (start === undefined || start < 0) {\n start = 0\n }\n // Return early if start > this.length. Done here to prevent potential uint32\n // coercion fail below.\n if (start > this.length) {\n return ''\n }\n\n if (end === undefined || end > this.length) {\n end = this.length\n }\n\n if (end <= 0) {\n return ''\n }\n\n // Force coersion to uint32. This will also coerce falsey/NaN values to 0.\n end >>>= 0\n start >>>= 0\n\n if (end <= start) {\n return ''\n }\n\n if (!encoding) encoding = 'utf8'\n\n while (true) {\n switch (encoding) {\n case 'hex':\n return hexSlice(this, start, end)\n\n case 'utf8':\n case 'utf-8':\n return utf8Slice(this, start, end)\n\n case 'ascii':\n return asciiSlice(this, start, end)\n\n case 'latin1':\n case 'binary':\n return latin1Slice(this, start, end)\n\n case 'base64':\n return base64Slice(this, start, end)\n\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return utf16leSlice(this, start, end)\n\n default:\n if (loweredCase) throw new TypeError('Unknown encoding: ' + encoding)\n encoding = (encoding + '').toLowerCase()\n loweredCase = true\n }\n }\n}\n\n// The property is used by `Buffer.isBuffer` and `is-buffer` (in Safari 5-7) to detect\n// Buffer instances.\nBuffer.prototype._isBuffer = true\n\nfunction swap (b, n, m) {\n var i = b[n]\n b[n] = b[m]\n b[m] = i\n}\n\nBuffer.prototype.swap16 = function swap16 () {\n var len = this.length\n if (len % 2 !== 0) {\n throw new RangeError('Buffer size must be a multiple of 16-bits')\n }\n for (var i = 0; i < len; i += 2) {\n swap(this, i, i + 1)\n }\n return this\n}\n\nBuffer.prototype.swap32 = function swap32 () {\n var len = this.length\n if (len % 4 !== 0) {\n throw new RangeError('Buffer size must be a multiple of 32-bits')\n }\n for (var i = 0; i < len; i += 4) {\n swap(this, i, i + 3)\n swap(this, i + 1, i + 2)\n }\n return this\n}\n\nBuffer.prototype.swap64 = function swap64 () {\n var len = this.length\n if (len % 8 !== 0) {\n throw new RangeError('Buffer size must be a multiple of 64-bits')\n }\n for (var i = 0; i < len; i += 8) {\n swap(this, i, i + 7)\n swap(this, i + 1, i + 6)\n swap(this, i + 2, i + 5)\n swap(this, i + 3, i + 4)\n }\n return this\n}\n\nBuffer.prototype.toString = function toString () {\n var length = this.length | 0\n if (length === 0) return ''\n if (arguments.length === 0) return utf8Slice(this, 0, length)\n return slowToString.apply(this, arguments)\n}\n\nBuffer.prototype.equals = function equals (b) {\n if (!internalIsBuffer(b)) throw new TypeError('Argument must be a Buffer')\n if (this === b) return true\n return Buffer.compare(this, b) === 0\n}\n\nBuffer.prototype.inspect = function inspect () {\n var str = ''\n var max = INSPECT_MAX_BYTES\n if (this.length > 0) {\n str = this.toString('hex', 0, max).match(/.{2}/g).join(' ')\n if (this.length > max) str += ' ... '\n }\n return ''\n}\n\nBuffer.prototype.compare = function compare (target, start, end, thisStart, thisEnd) {\n if (!internalIsBuffer(target)) {\n throw new TypeError('Argument must be a Buffer')\n }\n\n if (start === undefined) {\n start = 0\n }\n if (end === undefined) {\n end = target ? target.length : 0\n }\n if (thisStart === undefined) {\n thisStart = 0\n }\n if (thisEnd === undefined) {\n thisEnd = this.length\n }\n\n if (start < 0 || end > target.length || thisStart < 0 || thisEnd > this.length) {\n throw new RangeError('out of range index')\n }\n\n if (thisStart >= thisEnd && start >= end) {\n return 0\n }\n if (thisStart >= thisEnd) {\n return -1\n }\n if (start >= end) {\n return 1\n }\n\n start >>>= 0\n end >>>= 0\n thisStart >>>= 0\n thisEnd >>>= 0\n\n if (this === target) return 0\n\n var x = thisEnd - thisStart\n var y = end - start\n var len = Math.min(x, y)\n\n var thisCopy = this.slice(thisStart, thisEnd)\n var targetCopy = target.slice(start, end)\n\n for (var i = 0; i < len; ++i) {\n if (thisCopy[i] !== targetCopy[i]) {\n x = thisCopy[i]\n y = targetCopy[i]\n break\n }\n }\n\n if (x < y) return -1\n if (y < x) return 1\n return 0\n}\n\n// Finds either the first index of `val` in `buffer` at offset >= `byteOffset`,\n// OR the last index of `val` in `buffer` at offset <= `byteOffset`.\n//\n// Arguments:\n// - buffer - a Buffer to search\n// - val - a string, Buffer, or number\n// - byteOffset - an index into `buffer`; will be clamped to an int32\n// - encoding - an optional encoding, relevant is val is a string\n// - dir - true for indexOf, false for lastIndexOf\nfunction bidirectionalIndexOf (buffer, val, byteOffset, encoding, dir) {\n // Empty buffer means no match\n if (buffer.length === 0) return -1\n\n // Normalize byteOffset\n if (typeof byteOffset === 'string') {\n encoding = byteOffset\n byteOffset = 0\n } else if (byteOffset > 0x7fffffff) {\n byteOffset = 0x7fffffff\n } else if (byteOffset < -0x80000000) {\n byteOffset = -0x80000000\n }\n byteOffset = +byteOffset // Coerce to Number.\n if (isNaN(byteOffset)) {\n // byteOffset: it it's undefined, null, NaN, \"foo\", etc, search whole buffer\n byteOffset = dir ? 0 : (buffer.length - 1)\n }\n\n // Normalize byteOffset: negative offsets start from the end of the buffer\n if (byteOffset < 0) byteOffset = buffer.length + byteOffset\n if (byteOffset >= buffer.length) {\n if (dir) return -1\n else byteOffset = buffer.length - 1\n } else if (byteOffset < 0) {\n if (dir) byteOffset = 0\n else return -1\n }\n\n // Normalize val\n if (typeof val === 'string') {\n val = Buffer.from(val, encoding)\n }\n\n // Finally, search either indexOf (if dir is true) or lastIndexOf\n if (internalIsBuffer(val)) {\n // Special case: looking for empty string/buffer always fails\n if (val.length === 0) {\n return -1\n }\n return arrayIndexOf(buffer, val, byteOffset, encoding, dir)\n } else if (typeof val === 'number') {\n val = val & 0xFF // Search for a byte value [0-255]\n if (Buffer.TYPED_ARRAY_SUPPORT &&\n typeof Uint8Array.prototype.indexOf === 'function') {\n if (dir) {\n return Uint8Array.prototype.indexOf.call(buffer, val, byteOffset)\n } else {\n return Uint8Array.prototype.lastIndexOf.call(buffer, val, byteOffset)\n }\n }\n return arrayIndexOf(buffer, [ val ], byteOffset, encoding, dir)\n }\n\n throw new TypeError('val must be string, number or Buffer')\n}\n\nfunction arrayIndexOf (arr, val, byteOffset, encoding, dir) {\n var indexSize = 1\n var arrLength = arr.length\n var valLength = val.length\n\n if (encoding !== undefined) {\n encoding = String(encoding).toLowerCase()\n if (encoding === 'ucs2' || encoding === 'ucs-2' ||\n encoding === 'utf16le' || encoding === 'utf-16le') {\n if (arr.length < 2 || val.length < 2) {\n return -1\n }\n indexSize = 2\n arrLength /= 2\n valLength /= 2\n byteOffset /= 2\n }\n }\n\n function read (buf, i) {\n if (indexSize === 1) {\n return buf[i]\n } else {\n return buf.readUInt16BE(i * indexSize)\n }\n }\n\n var i\n if (dir) {\n var foundIndex = -1\n for (i = byteOffset; i < arrLength; i++) {\n if (read(arr, i) === read(val, foundIndex === -1 ? 0 : i - foundIndex)) {\n if (foundIndex === -1) foundIndex = i\n if (i - foundIndex + 1 === valLength) return foundIndex * indexSize\n } else {\n if (foundIndex !== -1) i -= i - foundIndex\n foundIndex = -1\n }\n }\n } else {\n if (byteOffset + valLength > arrLength) byteOffset = arrLength - valLength\n for (i = byteOffset; i >= 0; i--) {\n var found = true\n for (var j = 0; j < valLength; j++) {\n if (read(arr, i + j) !== read(val, j)) {\n found = false\n break\n }\n }\n if (found) return i\n }\n }\n\n return -1\n}\n\nBuffer.prototype.includes = function includes (val, byteOffset, encoding) {\n return this.indexOf(val, byteOffset, encoding) !== -1\n}\n\nBuffer.prototype.indexOf = function indexOf (val, byteOffset, encoding) {\n return bidirectionalIndexOf(this, val, byteOffset, encoding, true)\n}\n\nBuffer.prototype.lastIndexOf = function lastIndexOf (val, byteOffset, encoding) {\n return bidirectionalIndexOf(this, val, byteOffset, encoding, false)\n}\n\nfunction hexWrite (buf, string, offset, length) {\n offset = Number(offset) || 0\n var remaining = buf.length - offset\n if (!length) {\n length = remaining\n } else {\n length = Number(length)\n if (length > remaining) {\n length = remaining\n }\n }\n\n // must be an even number of digits\n var strLen = string.length\n if (strLen % 2 !== 0) throw new TypeError('Invalid hex string')\n\n if (length > strLen / 2) {\n length = strLen / 2\n }\n for (var i = 0; i < length; ++i) {\n var parsed = parseInt(string.substr(i * 2, 2), 16)\n if (isNaN(parsed)) return i\n buf[offset + i] = parsed\n }\n return i\n}\n\nfunction utf8Write (buf, string, offset, length) {\n return blitBuffer(utf8ToBytes(string, buf.length - offset), buf, offset, length)\n}\n\nfunction asciiWrite (buf, string, offset, length) {\n return blitBuffer(asciiToBytes(string), buf, offset, length)\n}\n\nfunction latin1Write (buf, string, offset, length) {\n return asciiWrite(buf, string, offset, length)\n}\n\nfunction base64Write (buf, string, offset, length) {\n return blitBuffer(base64ToBytes(string), buf, offset, length)\n}\n\nfunction ucs2Write (buf, string, offset, length) {\n return blitBuffer(utf16leToBytes(string, buf.length - offset), buf, offset, length)\n}\n\nBuffer.prototype.write = function write (string, offset, length, encoding) {\n // Buffer#write(string)\n if (offset === undefined) {\n encoding = 'utf8'\n length = this.length\n offset = 0\n // Buffer#write(string, encoding)\n } else if (length === undefined && typeof offset === 'string') {\n encoding = offset\n length = this.length\n offset = 0\n // Buffer#write(string, offset[, length][, encoding])\n } else if (isFinite(offset)) {\n offset = offset | 0\n if (isFinite(length)) {\n length = length | 0\n if (encoding === undefined) encoding = 'utf8'\n } else {\n encoding = length\n length = undefined\n }\n // legacy write(string, encoding, offset, length) - remove in v0.13\n } else {\n throw new Error(\n 'Buffer.write(string, encoding, offset[, length]) is no longer supported'\n )\n }\n\n var remaining = this.length - offset\n if (length === undefined || length > remaining) length = remaining\n\n if ((string.length > 0 && (length < 0 || offset < 0)) || offset > this.length) {\n throw new RangeError('Attempt to write outside buffer bounds')\n }\n\n if (!encoding) encoding = 'utf8'\n\n var loweredCase = false\n for (;;) {\n switch (encoding) {\n case 'hex':\n return hexWrite(this, string, offset, length)\n\n case 'utf8':\n case 'utf-8':\n return utf8Write(this, string, offset, length)\n\n case 'ascii':\n return asciiWrite(this, string, offset, length)\n\n case 'latin1':\n case 'binary':\n return latin1Write(this, string, offset, length)\n\n case 'base64':\n // Warning: maxLength not taken into account in base64Write\n return base64Write(this, string, offset, length)\n\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return ucs2Write(this, string, offset, length)\n\n default:\n if (loweredCase) throw new TypeError('Unknown encoding: ' + encoding)\n encoding = ('' + encoding).toLowerCase()\n loweredCase = true\n }\n }\n}\n\nBuffer.prototype.toJSON = function toJSON () {\n return {\n type: 'Buffer',\n data: Array.prototype.slice.call(this._arr || this, 0)\n }\n}\n\nfunction base64Slice (buf, start, end) {\n if (start === 0 && end === buf.length) {\n return base64.fromByteArray(buf)\n } else {\n return base64.fromByteArray(buf.slice(start, end))\n }\n}\n\nfunction utf8Slice (buf, start, end) {\n end = Math.min(buf.length, end)\n var res = []\n\n var i = start\n while (i < end) {\n var firstByte = buf[i]\n var codePoint = null\n var bytesPerSequence = (firstByte > 0xEF) ? 4\n : (firstByte > 0xDF) ? 3\n : (firstByte > 0xBF) ? 2\n : 1\n\n if (i + bytesPerSequence <= end) {\n var secondByte, thirdByte, fourthByte, tempCodePoint\n\n switch (bytesPerSequence) {\n case 1:\n if (firstByte < 0x80) {\n codePoint = firstByte\n }\n break\n case 2:\n secondByte = buf[i + 1]\n if ((secondByte & 0xC0) === 0x80) {\n tempCodePoint = (firstByte & 0x1F) << 0x6 | (secondByte & 0x3F)\n if (tempCodePoint > 0x7F) {\n codePoint = tempCodePoint\n }\n }\n break\n case 3:\n secondByte = buf[i + 1]\n thirdByte = buf[i + 2]\n if ((secondByte & 0xC0) === 0x80 && (thirdByte & 0xC0) === 0x80) {\n tempCodePoint = (firstByte & 0xF) << 0xC | (secondByte & 0x3F) << 0x6 | (thirdByte & 0x3F)\n if (tempCodePoint > 0x7FF && (tempCodePoint < 0xD800 || tempCodePoint > 0xDFFF)) {\n codePoint = tempCodePoint\n }\n }\n break\n case 4:\n secondByte = buf[i + 1]\n thirdByte = buf[i + 2]\n fourthByte = buf[i + 3]\n if ((secondByte & 0xC0) === 0x80 && (thirdByte & 0xC0) === 0x80 && (fourthByte & 0xC0) === 0x80) {\n tempCodePoint = (firstByte & 0xF) << 0x12 | (secondByte & 0x3F) << 0xC | (thirdByte & 0x3F) << 0x6 | (fourthByte & 0x3F)\n if (tempCodePoint > 0xFFFF && tempCodePoint < 0x110000) {\n codePoint = tempCodePoint\n }\n }\n }\n }\n\n if (codePoint === null) {\n // we did not generate a valid codePoint so insert a\n // replacement char (U+FFFD) and advance only 1 byte\n codePoint = 0xFFFD\n bytesPerSequence = 1\n } else if (codePoint > 0xFFFF) {\n // encode to utf16 (surrogate pair dance)\n codePoint -= 0x10000\n res.push(codePoint >>> 10 & 0x3FF | 0xD800)\n codePoint = 0xDC00 | codePoint & 0x3FF\n }\n\n res.push(codePoint)\n i += bytesPerSequence\n }\n\n return decodeCodePointsArray(res)\n}\n\n// Based on http://stackoverflow.com/a/22747272/680742, the browser with\n// the lowest limit is Chrome, with 0x10000 args.\n// We go 1 magnitude less, for safety\nvar MAX_ARGUMENTS_LENGTH = 0x1000\n\nfunction decodeCodePointsArray (codePoints) {\n var len = codePoints.length\n if (len <= MAX_ARGUMENTS_LENGTH) {\n return String.fromCharCode.apply(String, codePoints) // avoid extra slice()\n }\n\n // Decode in chunks to avoid \"call stack size exceeded\".\n var res = ''\n var i = 0\n while (i < len) {\n res += String.fromCharCode.apply(\n String,\n codePoints.slice(i, i += MAX_ARGUMENTS_LENGTH)\n )\n }\n return res\n}\n\nfunction asciiSlice (buf, start, end) {\n var ret = ''\n end = Math.min(buf.length, end)\n\n for (var i = start; i < end; ++i) {\n ret += String.fromCharCode(buf[i] & 0x7F)\n }\n return ret\n}\n\nfunction latin1Slice (buf, start, end) {\n var ret = ''\n end = Math.min(buf.length, end)\n\n for (var i = start; i < end; ++i) {\n ret += String.fromCharCode(buf[i])\n }\n return ret\n}\n\nfunction hexSlice (buf, start, end) {\n var len = buf.length\n\n if (!start || start < 0) start = 0\n if (!end || end < 0 || end > len) end = len\n\n var out = ''\n for (var i = start; i < end; ++i) {\n out += toHex(buf[i])\n }\n return out\n}\n\nfunction utf16leSlice (buf, start, end) {\n var bytes = buf.slice(start, end)\n var res = ''\n for (var i = 0; i < bytes.length; i += 2) {\n res += String.fromCharCode(bytes[i] + bytes[i + 1] * 256)\n }\n return res\n}\n\nBuffer.prototype.slice = function slice (start, end) {\n var len = this.length\n start = ~~start\n end = end === undefined ? len : ~~end\n\n if (start < 0) {\n start += len\n if (start < 0) start = 0\n } else if (start > len) {\n start = len\n }\n\n if (end < 0) {\n end += len\n if (end < 0) end = 0\n } else if (end > len) {\n end = len\n }\n\n if (end < start) end = start\n\n var newBuf\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n newBuf = this.subarray(start, end)\n newBuf.__proto__ = Buffer.prototype\n } else {\n var sliceLen = end - start\n newBuf = new Buffer(sliceLen, undefined)\n for (var i = 0; i < sliceLen; ++i) {\n newBuf[i] = this[i + start]\n }\n }\n\n return newBuf\n}\n\n/*\n * Need to make sure that buffer isn't trying to write out of bounds.\n */\nfunction checkOffset (offset, ext, length) {\n if ((offset % 1) !== 0 || offset < 0) throw new RangeError('offset is not uint')\n if (offset + ext > length) throw new RangeError('Trying to access beyond buffer length')\n}\n\nBuffer.prototype.readUIntLE = function readUIntLE (offset, byteLength, noAssert) {\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) checkOffset(offset, byteLength, this.length)\n\n var val = this[offset]\n var mul = 1\n var i = 0\n while (++i < byteLength && (mul *= 0x100)) {\n val += this[offset + i] * mul\n }\n\n return val\n}\n\nBuffer.prototype.readUIntBE = function readUIntBE (offset, byteLength, noAssert) {\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) {\n checkOffset(offset, byteLength, this.length)\n }\n\n var val = this[offset + --byteLength]\n var mul = 1\n while (byteLength > 0 && (mul *= 0x100)) {\n val += this[offset + --byteLength] * mul\n }\n\n return val\n}\n\nBuffer.prototype.readUInt8 = function readUInt8 (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 1, this.length)\n return this[offset]\n}\n\nBuffer.prototype.readUInt16LE = function readUInt16LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length)\n return this[offset] | (this[offset + 1] << 8)\n}\n\nBuffer.prototype.readUInt16BE = function readUInt16BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length)\n return (this[offset] << 8) | this[offset + 1]\n}\n\nBuffer.prototype.readUInt32LE = function readUInt32LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n\n return ((this[offset]) |\n (this[offset + 1] << 8) |\n (this[offset + 2] << 16)) +\n (this[offset + 3] * 0x1000000)\n}\n\nBuffer.prototype.readUInt32BE = function readUInt32BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n\n return (this[offset] * 0x1000000) +\n ((this[offset + 1] << 16) |\n (this[offset + 2] << 8) |\n this[offset + 3])\n}\n\nBuffer.prototype.readIntLE = function readIntLE (offset, byteLength, noAssert) {\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) checkOffset(offset, byteLength, this.length)\n\n var val = this[offset]\n var mul = 1\n var i = 0\n while (++i < byteLength && (mul *= 0x100)) {\n val += this[offset + i] * mul\n }\n mul *= 0x80\n\n if (val >= mul) val -= Math.pow(2, 8 * byteLength)\n\n return val\n}\n\nBuffer.prototype.readIntBE = function readIntBE (offset, byteLength, noAssert) {\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) checkOffset(offset, byteLength, this.length)\n\n var i = byteLength\n var mul = 1\n var val = this[offset + --i]\n while (i > 0 && (mul *= 0x100)) {\n val += this[offset + --i] * mul\n }\n mul *= 0x80\n\n if (val >= mul) val -= Math.pow(2, 8 * byteLength)\n\n return val\n}\n\nBuffer.prototype.readInt8 = function readInt8 (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 1, this.length)\n if (!(this[offset] & 0x80)) return (this[offset])\n return ((0xff - this[offset] + 1) * -1)\n}\n\nBuffer.prototype.readInt16LE = function readInt16LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length)\n var val = this[offset] | (this[offset + 1] << 8)\n return (val & 0x8000) ? val | 0xFFFF0000 : val\n}\n\nBuffer.prototype.readInt16BE = function readInt16BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length)\n var val = this[offset + 1] | (this[offset] << 8)\n return (val & 0x8000) ? val | 0xFFFF0000 : val\n}\n\nBuffer.prototype.readInt32LE = function readInt32LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n\n return (this[offset]) |\n (this[offset + 1] << 8) |\n (this[offset + 2] << 16) |\n (this[offset + 3] << 24)\n}\n\nBuffer.prototype.readInt32BE = function readInt32BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n\n return (this[offset] << 24) |\n (this[offset + 1] << 16) |\n (this[offset + 2] << 8) |\n (this[offset + 3])\n}\n\nBuffer.prototype.readFloatLE = function readFloatLE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n return ieee754.read(this, offset, true, 23, 4)\n}\n\nBuffer.prototype.readFloatBE = function readFloatBE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n return ieee754.read(this, offset, false, 23, 4)\n}\n\nBuffer.prototype.readDoubleLE = function readDoubleLE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 8, this.length)\n return ieee754.read(this, offset, true, 52, 8)\n}\n\nBuffer.prototype.readDoubleBE = function readDoubleBE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 8, this.length)\n return ieee754.read(this, offset, false, 52, 8)\n}\n\nfunction checkInt (buf, value, offset, ext, max, min) {\n if (!internalIsBuffer(buf)) throw new TypeError('\"buffer\" argument must be a Buffer instance')\n if (value > max || value < min) throw new RangeError('\"value\" argument is out of bounds')\n if (offset + ext > buf.length) throw new RangeError('Index out of range')\n}\n\nBuffer.prototype.writeUIntLE = function writeUIntLE (value, offset, byteLength, noAssert) {\n value = +value\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) {\n var maxBytes = Math.pow(2, 8 * byteLength) - 1\n checkInt(this, value, offset, byteLength, maxBytes, 0)\n }\n\n var mul = 1\n var i = 0\n this[offset] = value & 0xFF\n while (++i < byteLength && (mul *= 0x100)) {\n this[offset + i] = (value / mul) & 0xFF\n }\n\n return offset + byteLength\n}\n\nBuffer.prototype.writeUIntBE = function writeUIntBE (value, offset, byteLength, noAssert) {\n value = +value\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) {\n var maxBytes = Math.pow(2, 8 * byteLength) - 1\n checkInt(this, value, offset, byteLength, maxBytes, 0)\n }\n\n var i = byteLength - 1\n var mul = 1\n this[offset + i] = value & 0xFF\n while (--i >= 0 && (mul *= 0x100)) {\n this[offset + i] = (value / mul) & 0xFF\n }\n\n return offset + byteLength\n}\n\nBuffer.prototype.writeUInt8 = function writeUInt8 (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 1, 0xff, 0)\n if (!Buffer.TYPED_ARRAY_SUPPORT) value = Math.floor(value)\n this[offset] = (value & 0xff)\n return offset + 1\n}\n\nfunction objectWriteUInt16 (buf, value, offset, littleEndian) {\n if (value < 0) value = 0xffff + value + 1\n for (var i = 0, j = Math.min(buf.length - offset, 2); i < j; ++i) {\n buf[offset + i] = (value & (0xff << (8 * (littleEndian ? i : 1 - i)))) >>>\n (littleEndian ? i : 1 - i) * 8\n }\n}\n\nBuffer.prototype.writeUInt16LE = function writeUInt16LE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value & 0xff)\n this[offset + 1] = (value >>> 8)\n } else {\n objectWriteUInt16(this, value, offset, true)\n }\n return offset + 2\n}\n\nBuffer.prototype.writeUInt16BE = function writeUInt16BE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 8)\n this[offset + 1] = (value & 0xff)\n } else {\n objectWriteUInt16(this, value, offset, false)\n }\n return offset + 2\n}\n\nfunction objectWriteUInt32 (buf, value, offset, littleEndian) {\n if (value < 0) value = 0xffffffff + value + 1\n for (var i = 0, j = Math.min(buf.length - offset, 4); i < j; ++i) {\n buf[offset + i] = (value >>> (littleEndian ? i : 3 - i) * 8) & 0xff\n }\n}\n\nBuffer.prototype.writeUInt32LE = function writeUInt32LE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset + 3] = (value >>> 24)\n this[offset + 2] = (value >>> 16)\n this[offset + 1] = (value >>> 8)\n this[offset] = (value & 0xff)\n } else {\n objectWriteUInt32(this, value, offset, true)\n }\n return offset + 4\n}\n\nBuffer.prototype.writeUInt32BE = function writeUInt32BE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 24)\n this[offset + 1] = (value >>> 16)\n this[offset + 2] = (value >>> 8)\n this[offset + 3] = (value & 0xff)\n } else {\n objectWriteUInt32(this, value, offset, false)\n }\n return offset + 4\n}\n\nBuffer.prototype.writeIntLE = function writeIntLE (value, offset, byteLength, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) {\n var limit = Math.pow(2, 8 * byteLength - 1)\n\n checkInt(this, value, offset, byteLength, limit - 1, -limit)\n }\n\n var i = 0\n var mul = 1\n var sub = 0\n this[offset] = value & 0xFF\n while (++i < byteLength && (mul *= 0x100)) {\n if (value < 0 && sub === 0 && this[offset + i - 1] !== 0) {\n sub = 1\n }\n this[offset + i] = ((value / mul) >> 0) - sub & 0xFF\n }\n\n return offset + byteLength\n}\n\nBuffer.prototype.writeIntBE = function writeIntBE (value, offset, byteLength, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) {\n var limit = Math.pow(2, 8 * byteLength - 1)\n\n checkInt(this, value, offset, byteLength, limit - 1, -limit)\n }\n\n var i = byteLength - 1\n var mul = 1\n var sub = 0\n this[offset + i] = value & 0xFF\n while (--i >= 0 && (mul *= 0x100)) {\n if (value < 0 && sub === 0 && this[offset + i + 1] !== 0) {\n sub = 1\n }\n this[offset + i] = ((value / mul) >> 0) - sub & 0xFF\n }\n\n return offset + byteLength\n}\n\nBuffer.prototype.writeInt8 = function writeInt8 (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 1, 0x7f, -0x80)\n if (!Buffer.TYPED_ARRAY_SUPPORT) value = Math.floor(value)\n if (value < 0) value = 0xff + value + 1\n this[offset] = (value & 0xff)\n return offset + 1\n}\n\nBuffer.prototype.writeInt16LE = function writeInt16LE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value & 0xff)\n this[offset + 1] = (value >>> 8)\n } else {\n objectWriteUInt16(this, value, offset, true)\n }\n return offset + 2\n}\n\nBuffer.prototype.writeInt16BE = function writeInt16BE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 8)\n this[offset + 1] = (value & 0xff)\n } else {\n objectWriteUInt16(this, value, offset, false)\n }\n return offset + 2\n}\n\nBuffer.prototype.writeInt32LE = function writeInt32LE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value & 0xff)\n this[offset + 1] = (value >>> 8)\n this[offset + 2] = (value >>> 16)\n this[offset + 3] = (value >>> 24)\n } else {\n objectWriteUInt32(this, value, offset, true)\n }\n return offset + 4\n}\n\nBuffer.prototype.writeInt32BE = function writeInt32BE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000)\n if (value < 0) value = 0xffffffff + value + 1\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 24)\n this[offset + 1] = (value >>> 16)\n this[offset + 2] = (value >>> 8)\n this[offset + 3] = (value & 0xff)\n } else {\n objectWriteUInt32(this, value, offset, false)\n }\n return offset + 4\n}\n\nfunction checkIEEE754 (buf, value, offset, ext, max, min) {\n if (offset + ext > buf.length) throw new RangeError('Index out of range')\n if (offset < 0) throw new RangeError('Index out of range')\n}\n\nfunction writeFloat (buf, value, offset, littleEndian, noAssert) {\n if (!noAssert) {\n checkIEEE754(buf, value, offset, 4, 3.4028234663852886e+38, -3.4028234663852886e+38)\n }\n ieee754.write(buf, value, offset, littleEndian, 23, 4)\n return offset + 4\n}\n\nBuffer.prototype.writeFloatLE = function writeFloatLE (value, offset, noAssert) {\n return writeFloat(this, value, offset, true, noAssert)\n}\n\nBuffer.prototype.writeFloatBE = function writeFloatBE (value, offset, noAssert) {\n return writeFloat(this, value, offset, false, noAssert)\n}\n\nfunction writeDouble (buf, value, offset, littleEndian, noAssert) {\n if (!noAssert) {\n checkIEEE754(buf, value, offset, 8, 1.7976931348623157E+308, -1.7976931348623157E+308)\n }\n ieee754.write(buf, value, offset, littleEndian, 52, 8)\n return offset + 8\n}\n\nBuffer.prototype.writeDoubleLE = function writeDoubleLE (value, offset, noAssert) {\n return writeDouble(this, value, offset, true, noAssert)\n}\n\nBuffer.prototype.writeDoubleBE = function writeDoubleBE (value, offset, noAssert) {\n return writeDouble(this, value, offset, false, noAssert)\n}\n\n// copy(targetBuffer, targetStart=0, sourceStart=0, sourceEnd=buffer.length)\nBuffer.prototype.copy = function copy (target, targetStart, start, end) {\n if (!start) start = 0\n if (!end && end !== 0) end = this.length\n if (targetStart >= target.length) targetStart = target.length\n if (!targetStart) targetStart = 0\n if (end > 0 && end < start) end = start\n\n // Copy 0 bytes; we're done\n if (end === start) return 0\n if (target.length === 0 || this.length === 0) return 0\n\n // Fatal error conditions\n if (targetStart < 0) {\n throw new RangeError('targetStart out of bounds')\n }\n if (start < 0 || start >= this.length) throw new RangeError('sourceStart out of bounds')\n if (end < 0) throw new RangeError('sourceEnd out of bounds')\n\n // Are we oob?\n if (end > this.length) end = this.length\n if (target.length - targetStart < end - start) {\n end = target.length - targetStart + start\n }\n\n var len = end - start\n var i\n\n if (this === target && start < targetStart && targetStart < end) {\n // descending copy from end\n for (i = len - 1; i >= 0; --i) {\n target[i + targetStart] = this[i + start]\n }\n } else if (len < 1000 || !Buffer.TYPED_ARRAY_SUPPORT) {\n // ascending copy from start\n for (i = 0; i < len; ++i) {\n target[i + targetStart] = this[i + start]\n }\n } else {\n Uint8Array.prototype.set.call(\n target,\n this.subarray(start, start + len),\n targetStart\n )\n }\n\n return len\n}\n\n// Usage:\n// buffer.fill(number[, offset[, end]])\n// buffer.fill(buffer[, offset[, end]])\n// buffer.fill(string[, offset[, end]][, encoding])\nBuffer.prototype.fill = function fill (val, start, end, encoding) {\n // Handle string cases:\n if (typeof val === 'string') {\n if (typeof start === 'string') {\n encoding = start\n start = 0\n end = this.length\n } else if (typeof end === 'string') {\n encoding = end\n end = this.length\n }\n if (val.length === 1) {\n var code = val.charCodeAt(0)\n if (code < 256) {\n val = code\n }\n }\n if (encoding !== undefined && typeof encoding !== 'string') {\n throw new TypeError('encoding must be a string')\n }\n if (typeof encoding === 'string' && !Buffer.isEncoding(encoding)) {\n throw new TypeError('Unknown encoding: ' + encoding)\n }\n } else if (typeof val === 'number') {\n val = val & 255\n }\n\n // Invalid ranges are not set to a default, so can range check early.\n if (start < 0 || this.length < start || this.length < end) {\n throw new RangeError('Out of range index')\n }\n\n if (end <= start) {\n return this\n }\n\n start = start >>> 0\n end = end === undefined ? this.length : end >>> 0\n\n if (!val) val = 0\n\n var i\n if (typeof val === 'number') {\n for (i = start; i < end; ++i) {\n this[i] = val\n }\n } else {\n var bytes = internalIsBuffer(val)\n ? val\n : utf8ToBytes(new Buffer(val, encoding).toString())\n var len = bytes.length\n for (i = 0; i < end - start; ++i) {\n this[i + start] = bytes[i % len]\n }\n }\n\n return this\n}\n\n// HELPER FUNCTIONS\n// ================\n\nvar INVALID_BASE64_RE = /[^+\\/0-9A-Za-z-_]/g\n\nfunction base64clean (str) {\n // Node strips out invalid characters like \\n and \\t from the string, base64-js does not\n str = stringtrim(str).replace(INVALID_BASE64_RE, '')\n // Node converts strings with length < 2 to ''\n if (str.length < 2) return ''\n // Node allows for non-padded base64 strings (missing trailing ===), base64-js does not\n while (str.length % 4 !== 0) {\n str = str + '='\n }\n return str\n}\n\nfunction stringtrim (str) {\n if (str.trim) return str.trim()\n return str.replace(/^\\s+|\\s+$/g, '')\n}\n\nfunction toHex (n) {\n if (n < 16) return '0' + n.toString(16)\n return n.toString(16)\n}\n\nfunction utf8ToBytes (string, units) {\n units = units || Infinity\n var codePoint\n var length = string.length\n var leadSurrogate = null\n var bytes = []\n\n for (var i = 0; i < length; ++i) {\n codePoint = string.charCodeAt(i)\n\n // is surrogate component\n if (codePoint > 0xD7FF && codePoint < 0xE000) {\n // last char was a lead\n if (!leadSurrogate) {\n // no lead yet\n if (codePoint > 0xDBFF) {\n // unexpected trail\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)\n continue\n } else if (i + 1 === length) {\n // unpaired lead\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)\n continue\n }\n\n // valid lead\n leadSurrogate = codePoint\n\n continue\n }\n\n // 2 leads in a row\n if (codePoint < 0xDC00) {\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)\n leadSurrogate = codePoint\n continue\n }\n\n // valid surrogate pair\n codePoint = (leadSurrogate - 0xD800 << 10 | codePoint - 0xDC00) + 0x10000\n } else if (leadSurrogate) {\n // valid bmp char, but last char was a lead\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)\n }\n\n leadSurrogate = null\n\n // encode utf8\n if (codePoint < 0x80) {\n if ((units -= 1) < 0) break\n bytes.push(codePoint)\n } else if (codePoint < 0x800) {\n if ((units -= 2) < 0) break\n bytes.push(\n codePoint >> 0x6 | 0xC0,\n codePoint & 0x3F | 0x80\n )\n } else if (codePoint < 0x10000) {\n if ((units -= 3) < 0) break\n bytes.push(\n codePoint >> 0xC | 0xE0,\n codePoint >> 0x6 & 0x3F | 0x80,\n codePoint & 0x3F | 0x80\n )\n } else if (codePoint < 0x110000) {\n if ((units -= 4) < 0) break\n bytes.push(\n codePoint >> 0x12 | 0xF0,\n codePoint >> 0xC & 0x3F | 0x80,\n codePoint >> 0x6 & 0x3F | 0x80,\n codePoint & 0x3F | 0x80\n )\n } else {\n throw new Error('Invalid code point')\n }\n }\n\n return bytes\n}\n\nfunction asciiToBytes (str) {\n var byteArray = []\n for (var i = 0; i < str.length; ++i) {\n // Node's code seems to be doing this and not & 0x7F..\n byteArray.push(str.charCodeAt(i) & 0xFF)\n }\n return byteArray\n}\n\nfunction utf16leToBytes (str, units) {\n var c, hi, lo\n var byteArray = []\n for (var i = 0; i < str.length; ++i) {\n if ((units -= 2) < 0) break\n\n c = str.charCodeAt(i)\n hi = c >> 8\n lo = c % 256\n byteArray.push(lo)\n byteArray.push(hi)\n }\n\n return byteArray\n}\n\n\nfunction base64ToBytes (str) {\n return base64.toByteArray(base64clean(str))\n}\n\nfunction blitBuffer (src, dst, offset, length) {\n for (var i = 0; i < length; ++i) {\n if ((i + offset >= dst.length) || (i >= src.length)) break\n dst[i + offset] = src[i]\n }\n return i\n}\n\nfunction isnan (val) {\n return val !== val // eslint-disable-line no-self-compare\n}\n\n\n// the following is from is-buffer, also by Feross Aboukhadijeh and with same lisence\n// The _isBuffer check is for Safari 5-7 support, because it's missing\n// Object.prototype.constructor. Remove this eventually\nexport function isBuffer(obj) {\n return obj != null && (!!obj._isBuffer || isFastBuffer(obj) || isSlowBuffer(obj))\n}\n\nfunction isFastBuffer (obj) {\n return !!obj.constructor && typeof obj.constructor.isBuffer === 'function' && obj.constructor.isBuffer(obj)\n}\n\n// For Node v0.10 support. Remove this eventually.\nfunction isSlowBuffer (obj) {\n return typeof obj.readFloatLE === 'function' && typeof obj.slice === 'function' && isFastBuffer(obj.slice(0, 0))\n}\n","// shim for using process in browser\n// based off https://github.com/defunctzombie/node-process/blob/master/browser.js\n\nfunction defaultSetTimout() {\n throw new Error('setTimeout has not been defined');\n}\nfunction defaultClearTimeout () {\n throw new Error('clearTimeout has not been defined');\n}\nvar cachedSetTimeout = defaultSetTimout;\nvar cachedClearTimeout = defaultClearTimeout;\nif (typeof global.setTimeout === 'function') {\n cachedSetTimeout = setTimeout;\n}\nif (typeof global.clearTimeout === 'function') {\n cachedClearTimeout = clearTimeout;\n}\n\nfunction runTimeout(fun) {\n if (cachedSetTimeout === setTimeout) {\n //normal enviroments in sane situations\n return setTimeout(fun, 0);\n }\n // if setTimeout wasn't available but was latter defined\n if ((cachedSetTimeout === defaultSetTimout || !cachedSetTimeout) && setTimeout) {\n cachedSetTimeout = setTimeout;\n return setTimeout(fun, 0);\n }\n try {\n // when when somebody has screwed with setTimeout but no I.E. maddness\n return cachedSetTimeout(fun, 0);\n } catch(e){\n try {\n // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally\n return cachedSetTimeout.call(null, fun, 0);\n } catch(e){\n // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error\n return cachedSetTimeout.call(this, fun, 0);\n }\n }\n\n\n}\nfunction runClearTimeout(marker) {\n if (cachedClearTimeout === clearTimeout) {\n //normal enviroments in sane situations\n return clearTimeout(marker);\n }\n // if clearTimeout wasn't available but was latter defined\n if ((cachedClearTimeout === defaultClearTimeout || !cachedClearTimeout) && clearTimeout) {\n cachedClearTimeout = clearTimeout;\n return clearTimeout(marker);\n }\n try {\n // when when somebody has screwed with setTimeout but no I.E. maddness\n return cachedClearTimeout(marker);\n } catch (e){\n try {\n // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally\n return cachedClearTimeout.call(null, marker);\n } catch (e){\n // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error.\n // Some versions of I.E. have different rules for clearTimeout vs setTimeout\n return cachedClearTimeout.call(this, marker);\n }\n }\n\n\n\n}\nvar queue = [];\nvar draining = false;\nvar currentQueue;\nvar queueIndex = -1;\n\nfunction cleanUpNextTick() {\n if (!draining || !currentQueue) {\n return;\n }\n draining = false;\n if (currentQueue.length) {\n queue = currentQueue.concat(queue);\n } else {\n queueIndex = -1;\n }\n if (queue.length) {\n drainQueue();\n }\n}\n\nfunction drainQueue() {\n if (draining) {\n return;\n }\n var timeout = runTimeout(cleanUpNextTick);\n draining = true;\n\n var len = queue.length;\n while(len) {\n currentQueue = queue;\n queue = [];\n while (++queueIndex < len) {\n if (currentQueue) {\n currentQueue[queueIndex].run();\n }\n }\n queueIndex = -1;\n len = queue.length;\n }\n currentQueue = null;\n draining = false;\n runClearTimeout(timeout);\n}\nexport function nextTick(fun) {\n var args = new Array(arguments.length - 1);\n if (arguments.length > 1) {\n for (var i = 1; i < arguments.length; i++) {\n args[i - 1] = arguments[i];\n }\n }\n queue.push(new Item(fun, args));\n if (queue.length === 1 && !draining) {\n runTimeout(drainQueue);\n }\n}\n// v8 likes predictible objects\nfunction Item(fun, array) {\n this.fun = fun;\n this.array = array;\n}\nItem.prototype.run = function () {\n this.fun.apply(null, this.array);\n};\nexport var title = 'browser';\nexport var platform = 'browser';\nexport var browser = true;\nexport var env = {};\nexport var argv = [];\nexport var version = ''; // empty string to avoid regexp issues\nexport var versions = {};\nexport var release = {};\nexport var config = {};\n\nfunction noop() {}\n\nexport var on = noop;\nexport var addListener = noop;\nexport var once = noop;\nexport var off = noop;\nexport var removeListener = noop;\nexport var removeAllListeners = noop;\nexport var emit = noop;\n\nexport function binding(name) {\n throw new Error('process.binding is not supported');\n}\n\nexport function cwd () { return '/' }\nexport function chdir (dir) {\n throw new Error('process.chdir is not supported');\n};\nexport function umask() { return 0; }\n\n// from https://github.com/kumavis/browser-process-hrtime/blob/master/index.js\nvar performance = global.performance || {}\nvar performanceNow =\n performance.now ||\n performance.mozNow ||\n performance.msNow ||\n performance.oNow ||\n performance.webkitNow ||\n function(){ return (new Date()).getTime() }\n\n// generate timestamp or delta\n// see http://nodejs.org/api/process.html#process_process_hrtime\nexport function hrtime(previousTimestamp){\n var clocktime = performanceNow.call(performance)*1e-3\n var seconds = Math.floor(clocktime)\n var nanoseconds = Math.floor((clocktime%1)*1e9)\n if (previousTimestamp) {\n seconds = seconds - previousTimestamp[0]\n nanoseconds = nanoseconds - previousTimestamp[1]\n if (nanoseconds<0) {\n seconds--\n nanoseconds += 1e9\n }\n }\n return [seconds,nanoseconds]\n}\n\nvar startTime = new Date();\nexport function uptime() {\n var currentTime = new Date();\n var dif = currentTime - startTime;\n return dif / 1000;\n}\n\nexport default {\n nextTick: nextTick,\n title: title,\n browser: browser,\n env: env,\n argv: argv,\n version: version,\n versions: versions,\n on: on,\n addListener: addListener,\n once: once,\n off: off,\n removeListener: removeListener,\n removeAllListeners: removeAllListeners,\n emit: emit,\n binding: binding,\n cwd: cwd,\n chdir: chdir,\n umask: umask,\n hrtime: hrtime,\n platform: platform,\n release: release,\n config: config,\n uptime: uptime\n};\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\nimport process from 'process';\nvar formatRegExp = /%[sdj%]/g;\nexport function format(f) {\n if (!isString(f)) {\n var objects = [];\n for (var i = 0; i < arguments.length; i++) {\n objects.push(inspect(arguments[i]));\n }\n return objects.join(' ');\n }\n\n var i = 1;\n var args = arguments;\n var len = args.length;\n var str = String(f).replace(formatRegExp, function(x) {\n if (x === '%%') return '%';\n if (i >= len) return x;\n switch (x) {\n case '%s': return String(args[i++]);\n case '%d': return Number(args[i++]);\n case '%j':\n try {\n return JSON.stringify(args[i++]);\n } catch (_) {\n return '[Circular]';\n }\n default:\n return x;\n }\n });\n for (var x = args[i]; i < len; x = args[++i]) {\n if (isNull(x) || !isObject(x)) {\n str += ' ' + x;\n } else {\n str += ' ' + inspect(x);\n }\n }\n return str;\n};\n\n\n// Mark that a method should not be used.\n// Returns a modified function which warns once by default.\n// If --no-deprecation is set, then it is a no-op.\nexport function deprecate(fn, msg) {\n // Allow for deprecating things in the process of starting up.\n if (isUndefined(global.process)) {\n return function() {\n return deprecate(fn, msg).apply(this, arguments);\n };\n }\n\n if (process.noDeprecation === true) {\n return fn;\n }\n\n var warned = false;\n function deprecated() {\n if (!warned) {\n if (process.throwDeprecation) {\n throw new Error(msg);\n } else if (process.traceDeprecation) {\n console.trace(msg);\n } else {\n console.error(msg);\n }\n warned = true;\n }\n return fn.apply(this, arguments);\n }\n\n return deprecated;\n};\n\n\nvar debugs = {};\nvar debugEnviron;\nexport function debuglog(set) {\n if (isUndefined(debugEnviron))\n debugEnviron = process.env.NODE_DEBUG || '';\n set = set.toUpperCase();\n if (!debugs[set]) {\n if (new RegExp('\\\\b' + set + '\\\\b', 'i').test(debugEnviron)) {\n var pid = 0;\n debugs[set] = function() {\n var msg = format.apply(null, arguments);\n console.error('%s %d: %s', set, pid, msg);\n };\n } else {\n debugs[set] = function() {};\n }\n }\n return debugs[set];\n};\n\n\n/**\n * Echos the value of a value. Trys to print the value out\n * in the best way possible given the different types.\n *\n * @param {Object} obj The object to print out.\n * @param {Object} opts Optional options object that alters the output.\n */\n/* legacy: obj, showHidden, depth, colors*/\nexport function inspect(obj, opts) {\n // default options\n var ctx = {\n seen: [],\n stylize: stylizeNoColor\n };\n // legacy...\n if (arguments.length >= 3) ctx.depth = arguments[2];\n if (arguments.length >= 4) ctx.colors = arguments[3];\n if (isBoolean(opts)) {\n // legacy...\n ctx.showHidden = opts;\n } else if (opts) {\n // got an \"options\" object\n _extend(ctx, opts);\n }\n // set default options\n if (isUndefined(ctx.showHidden)) ctx.showHidden = false;\n if (isUndefined(ctx.depth)) ctx.depth = 2;\n if (isUndefined(ctx.colors)) ctx.colors = false;\n if (isUndefined(ctx.customInspect)) ctx.customInspect = true;\n if (ctx.colors) ctx.stylize = stylizeWithColor;\n return formatValue(ctx, obj, ctx.depth);\n}\n\n// http://en.wikipedia.org/wiki/ANSI_escape_code#graphics\ninspect.colors = {\n 'bold' : [1, 22],\n 'italic' : [3, 23],\n 'underline' : [4, 24],\n 'inverse' : [7, 27],\n 'white' : [37, 39],\n 'grey' : [90, 39],\n 'black' : [30, 39],\n 'blue' : [34, 39],\n 'cyan' : [36, 39],\n 'green' : [32, 39],\n 'magenta' : [35, 39],\n 'red' : [31, 39],\n 'yellow' : [33, 39]\n};\n\n// Don't use 'blue' not visible on cmd.exe\ninspect.styles = {\n 'special': 'cyan',\n 'number': 'yellow',\n 'boolean': 'yellow',\n 'undefined': 'grey',\n 'null': 'bold',\n 'string': 'green',\n 'date': 'magenta',\n // \"name\": intentionally not styling\n 'regexp': 'red'\n};\n\n\nfunction stylizeWithColor(str, styleType) {\n var style = inspect.styles[styleType];\n\n if (style) {\n return '\\u001b[' + inspect.colors[style][0] + 'm' + str +\n '\\u001b[' + inspect.colors[style][1] + 'm';\n } else {\n return str;\n }\n}\n\n\nfunction stylizeNoColor(str, styleType) {\n return str;\n}\n\n\nfunction arrayToHash(array) {\n var hash = {};\n\n array.forEach(function(val, idx) {\n hash[val] = true;\n });\n\n return hash;\n}\n\n\nfunction formatValue(ctx, value, recurseTimes) {\n // Provide a hook for user-specified inspect functions.\n // Check that value is an object with an inspect function on it\n if (ctx.customInspect &&\n value &&\n isFunction(value.inspect) &&\n // Filter out the util module, it's inspect function is special\n value.inspect !== inspect &&\n // Also filter out any prototype objects using the circular check.\n !(value.constructor && value.constructor.prototype === value)) {\n var ret = value.inspect(recurseTimes, ctx);\n if (!isString(ret)) {\n ret = formatValue(ctx, ret, recurseTimes);\n }\n return ret;\n }\n\n // Primitive types cannot have properties\n var primitive = formatPrimitive(ctx, value);\n if (primitive) {\n return primitive;\n }\n\n // Look up the keys of the object.\n var keys = Object.keys(value);\n var visibleKeys = arrayToHash(keys);\n\n if (ctx.showHidden) {\n keys = Object.getOwnPropertyNames(value);\n }\n\n // IE doesn't make error fields non-enumerable\n // http://msdn.microsoft.com/en-us/library/ie/dww52sbt(v=vs.94).aspx\n if (isError(value)\n && (keys.indexOf('message') >= 0 || keys.indexOf('description') >= 0)) {\n return formatError(value);\n }\n\n // Some type of object without properties can be shortcutted.\n if (keys.length === 0) {\n if (isFunction(value)) {\n var name = value.name ? ': ' + value.name : '';\n return ctx.stylize('[Function' + name + ']', 'special');\n }\n if (isRegExp(value)) {\n return ctx.stylize(RegExp.prototype.toString.call(value), 'regexp');\n }\n if (isDate(value)) {\n return ctx.stylize(Date.prototype.toString.call(value), 'date');\n }\n if (isError(value)) {\n return formatError(value);\n }\n }\n\n var base = '', array = false, braces = ['{', '}'];\n\n // Make Array say that they are Array\n if (isArray(value)) {\n array = true;\n braces = ['[', ']'];\n }\n\n // Make functions say that they are functions\n if (isFunction(value)) {\n var n = value.name ? ': ' + value.name : '';\n base = ' [Function' + n + ']';\n }\n\n // Make RegExps say that they are RegExps\n if (isRegExp(value)) {\n base = ' ' + RegExp.prototype.toString.call(value);\n }\n\n // Make dates with properties first say the date\n if (isDate(value)) {\n base = ' ' + Date.prototype.toUTCString.call(value);\n }\n\n // Make error with message first say the error\n if (isError(value)) {\n base = ' ' + formatError(value);\n }\n\n if (keys.length === 0 && (!array || value.length == 0)) {\n return braces[0] + base + braces[1];\n }\n\n if (recurseTimes < 0) {\n if (isRegExp(value)) {\n return ctx.stylize(RegExp.prototype.toString.call(value), 'regexp');\n } else {\n return ctx.stylize('[Object]', 'special');\n }\n }\n\n ctx.seen.push(value);\n\n var output;\n if (array) {\n output = formatArray(ctx, value, recurseTimes, visibleKeys, keys);\n } else {\n output = keys.map(function(key) {\n return formatProperty(ctx, value, recurseTimes, visibleKeys, key, array);\n });\n }\n\n ctx.seen.pop();\n\n return reduceToSingleString(output, base, braces);\n}\n\n\nfunction formatPrimitive(ctx, value) {\n if (isUndefined(value))\n return ctx.stylize('undefined', 'undefined');\n if (isString(value)) {\n var simple = '\\'' + JSON.stringify(value).replace(/^\"|\"$/g, '')\n .replace(/'/g, \"\\\\'\")\n .replace(/\\\\\"/g, '\"') + '\\'';\n return ctx.stylize(simple, 'string');\n }\n if (isNumber(value))\n return ctx.stylize('' + value, 'number');\n if (isBoolean(value))\n return ctx.stylize('' + value, 'boolean');\n // For some reason typeof null is \"object\", so special case here.\n if (isNull(value))\n return ctx.stylize('null', 'null');\n}\n\n\nfunction formatError(value) {\n return '[' + Error.prototype.toString.call(value) + ']';\n}\n\n\nfunction formatArray(ctx, value, recurseTimes, visibleKeys, keys) {\n var output = [];\n for (var i = 0, l = value.length; i < l; ++i) {\n if (hasOwnProperty(value, String(i))) {\n output.push(formatProperty(ctx, value, recurseTimes, visibleKeys,\n String(i), true));\n } else {\n output.push('');\n }\n }\n keys.forEach(function(key) {\n if (!key.match(/^\\d+$/)) {\n output.push(formatProperty(ctx, value, recurseTimes, visibleKeys,\n key, true));\n }\n });\n return output;\n}\n\n\nfunction formatProperty(ctx, value, recurseTimes, visibleKeys, key, array) {\n var name, str, desc;\n desc = Object.getOwnPropertyDescriptor(value, key) || { value: value[key] };\n if (desc.get) {\n if (desc.set) {\n str = ctx.stylize('[Getter/Setter]', 'special');\n } else {\n str = ctx.stylize('[Getter]', 'special');\n }\n } else {\n if (desc.set) {\n str = ctx.stylize('[Setter]', 'special');\n }\n }\n if (!hasOwnProperty(visibleKeys, key)) {\n name = '[' + key + ']';\n }\n if (!str) {\n if (ctx.seen.indexOf(desc.value) < 0) {\n if (isNull(recurseTimes)) {\n str = formatValue(ctx, desc.value, null);\n } else {\n str = formatValue(ctx, desc.value, recurseTimes - 1);\n }\n if (str.indexOf('\\n') > -1) {\n if (array) {\n str = str.split('\\n').map(function(line) {\n return ' ' + line;\n }).join('\\n').substr(2);\n } else {\n str = '\\n' + str.split('\\n').map(function(line) {\n return ' ' + line;\n }).join('\\n');\n }\n }\n } else {\n str = ctx.stylize('[Circular]', 'special');\n }\n }\n if (isUndefined(name)) {\n if (array && key.match(/^\\d+$/)) {\n return str;\n }\n name = JSON.stringify('' + key);\n if (name.match(/^\"([a-zA-Z_][a-zA-Z_0-9]*)\"$/)) {\n name = name.substr(1, name.length - 2);\n name = ctx.stylize(name, 'name');\n } else {\n name = name.replace(/'/g, \"\\\\'\")\n .replace(/\\\\\"/g, '\"')\n .replace(/(^\"|\"$)/g, \"'\");\n name = ctx.stylize(name, 'string');\n }\n }\n\n return name + ': ' + str;\n}\n\n\nfunction reduceToSingleString(output, base, braces) {\n var numLinesEst = 0;\n var length = output.reduce(function(prev, cur) {\n numLinesEst++;\n if (cur.indexOf('\\n') >= 0) numLinesEst++;\n return prev + cur.replace(/\\u001b\\[\\d\\d?m/g, '').length + 1;\n }, 0);\n\n if (length > 60) {\n return braces[0] +\n (base === '' ? '' : base + '\\n ') +\n ' ' +\n output.join(',\\n ') +\n ' ' +\n braces[1];\n }\n\n return braces[0] + base + ' ' + output.join(', ') + ' ' + braces[1];\n}\n\n\n// NOTE: These type checking functions intentionally don't use `instanceof`\n// because it is fragile and can be easily faked with `Object.create()`.\nexport function isArray(ar) {\n return Array.isArray(ar);\n}\n\nexport function isBoolean(arg) {\n return typeof arg === 'boolean';\n}\n\nexport function isNull(arg) {\n return arg === null;\n}\n\nexport function isNullOrUndefined(arg) {\n return arg == null;\n}\n\nexport function isNumber(arg) {\n return typeof arg === 'number';\n}\n\nexport function isString(arg) {\n return typeof arg === 'string';\n}\n\nexport function isSymbol(arg) {\n return typeof arg === 'symbol';\n}\n\nexport function isUndefined(arg) {\n return arg === void 0;\n}\n\nexport function isRegExp(re) {\n return isObject(re) && objectToString(re) === '[object RegExp]';\n}\n\nexport function isObject(arg) {\n return typeof arg === 'object' && arg !== null;\n}\n\nexport function isDate(d) {\n return isObject(d) && objectToString(d) === '[object Date]';\n}\n\nexport function isError(e) {\n return isObject(e) &&\n (objectToString(e) === '[object Error]' || e instanceof Error);\n}\n\nexport function isFunction(arg) {\n return typeof arg === 'function';\n}\n\nexport function isPrimitive(arg) {\n return arg === null ||\n typeof arg === 'boolean' ||\n typeof arg === 'number' ||\n typeof arg === 'string' ||\n typeof arg === 'symbol' || // ES6 symbol\n typeof arg === 'undefined';\n}\n\nexport function isBuffer(maybeBuf) {\n return Buffer.isBuffer(maybeBuf);\n}\n\nfunction objectToString(o) {\n return Object.prototype.toString.call(o);\n}\n\n\nfunction pad(n) {\n return n < 10 ? '0' + n.toString(10) : n.toString(10);\n}\n\n\nvar months = ['Jan', 'Feb', 'Mar', 'Apr', 'May', 'Jun', 'Jul', 'Aug', 'Sep',\n 'Oct', 'Nov', 'Dec'];\n\n// 26 Feb 16:19:34\nfunction timestamp() {\n var d = new Date();\n var time = [pad(d.getHours()),\n pad(d.getMinutes()),\n pad(d.getSeconds())].join(':');\n return [d.getDate(), months[d.getMonth()], time].join(' ');\n}\n\n\n// log is just a thin wrapper to console.log that prepends a timestamp\nexport function log() {\n console.log('%s - %s', timestamp(), format.apply(null, arguments));\n}\n\n\n/**\n * Inherit the prototype methods from one constructor into another.\n *\n * The Function.prototype.inherits from lang.js rewritten as a standalone\n * function (not on Function.prototype). NOTE: If this file is to be loaded\n * during bootstrapping this function needs to be rewritten using some native\n * functions as prototype setup using normal JavaScript does not work as\n * expected during bootstrapping (see mirror.js in r114903).\n *\n * @param {function} ctor Constructor function which needs to inherit the\n * prototype.\n * @param {function} superCtor Constructor function to inherit prototype from.\n */\nimport inherits from './inherits';\nexport {inherits}\n\nexport function _extend(origin, add) {\n // Don't do anything if add isn't an object\n if (!add || !isObject(add)) return origin;\n\n var keys = Object.keys(add);\n var i = keys.length;\n while (i--) {\n origin[keys[i]] = add[keys[i]];\n }\n return origin;\n};\n\nfunction hasOwnProperty(obj, prop) {\n return Object.prototype.hasOwnProperty.call(obj, prop);\n}\n\nexport default {\n inherits: inherits,\n _extend: _extend,\n log: log,\n isBuffer: isBuffer,\n isPrimitive: isPrimitive,\n isFunction: isFunction,\n isError: isError,\n isDate: isDate,\n isObject: isObject,\n isRegExp: isRegExp,\n isUndefined: isUndefined,\n isSymbol: isSymbol,\n isString: isString,\n isNumber: isNumber,\n isNullOrUndefined: isNullOrUndefined,\n isNull: isNull,\n isBoolean: isBoolean,\n isArray: isArray,\n inspect: inspect,\n deprecate: deprecate,\n format: format,\n debuglog: debuglog\n}\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n\n// If obj.hasOwnProperty has been overridden, then calling\n// obj.hasOwnProperty(prop) will break.\n// See: https://github.com/joyent/node/issues/1707\nfunction hasOwnProperty(obj, prop) {\n return Object.prototype.hasOwnProperty.call(obj, prop);\n}\nvar isArray = Array.isArray || function (xs) {\n return Object.prototype.toString.call(xs) === '[object Array]';\n};\nfunction stringifyPrimitive(v) {\n switch (typeof v) {\n case 'string':\n return v;\n\n case 'boolean':\n return v ? 'true' : 'false';\n\n case 'number':\n return isFinite(v) ? v : '';\n\n default:\n return '';\n }\n}\n\nexport function stringify (obj, sep, eq, name) {\n sep = sep || '&';\n eq = eq || '=';\n if (obj === null) {\n obj = undefined;\n }\n\n if (typeof obj === 'object') {\n return map(objectKeys(obj), function(k) {\n var ks = encodeURIComponent(stringifyPrimitive(k)) + eq;\n if (isArray(obj[k])) {\n return map(obj[k], function(v) {\n return ks + encodeURIComponent(stringifyPrimitive(v));\n }).join(sep);\n } else {\n return ks + encodeURIComponent(stringifyPrimitive(obj[k]));\n }\n }).join(sep);\n\n }\n\n if (!name) return '';\n return encodeURIComponent(stringifyPrimitive(name)) + eq +\n encodeURIComponent(stringifyPrimitive(obj));\n};\n\nfunction map (xs, f) {\n if (xs.map) return xs.map(f);\n var res = [];\n for (var i = 0; i < xs.length; i++) {\n res.push(f(xs[i], i));\n }\n return res;\n}\n\nvar objectKeys = Object.keys || function (obj) {\n var res = [];\n for (var key in obj) {\n if (Object.prototype.hasOwnProperty.call(obj, key)) res.push(key);\n }\n return res;\n};\n\nexport function parse(qs, sep, eq, options) {\n sep = sep || '&';\n eq = eq || '=';\n var obj = {};\n\n if (typeof qs !== 'string' || qs.length === 0) {\n return obj;\n }\n\n var regexp = /\\+/g;\n qs = qs.split(sep);\n\n var maxKeys = 1000;\n if (options && typeof options.maxKeys === 'number') {\n maxKeys = options.maxKeys;\n }\n\n var len = qs.length;\n // maxKeys <= 0 means that we should not limit keys count\n if (maxKeys > 0 && len > maxKeys) {\n len = maxKeys;\n }\n\n for (var i = 0; i < len; ++i) {\n var x = qs[i].replace(regexp, '%20'),\n idx = x.indexOf(eq),\n kstr, vstr, k, v;\n\n if (idx >= 0) {\n kstr = x.substr(0, idx);\n vstr = x.substr(idx + 1);\n } else {\n kstr = x;\n vstr = '';\n }\n\n k = decodeURIComponent(kstr);\n v = decodeURIComponent(vstr);\n\n if (!hasOwnProperty(obj, k)) {\n obj[k] = v;\n } else if (isArray(obj[k])) {\n obj[k].push(v);\n } else {\n obj[k] = [obj[k], v];\n }\n }\n\n return obj;\n};\nexport default {\n encode: stringify,\n stringify: stringify,\n decode: parse,\n parse: parse\n}\nexport {stringify as encode, parse as decode};\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n\nimport {toASCII} from 'punycode';\nimport {isObject,isString,isNullOrUndefined,isNull} from 'util';\nimport {parse as qsParse,stringify as qsStringify} from 'querystring';\nexport {\n urlParse as parse,\n urlResolve as resolve,\n urlResolveObject as resolveObject,\n urlFormat as format\n};\nexport default {\n parse: urlParse,\n resolve: urlResolve,\n resolveObject: urlResolveObject,\n format: urlFormat,\n Url: Url\n}\nexport function Url() {\n this.protocol = null;\n this.slashes = null;\n this.auth = null;\n this.host = null;\n this.port = null;\n this.hostname = null;\n this.hash = null;\n this.search = null;\n this.query = null;\n this.pathname = null;\n this.path = null;\n this.href = null;\n}\n\n// Reference: RFC 3986, RFC 1808, RFC 2396\n\n// define these here so at least they only have to be\n// compiled once on the first module load.\nvar protocolPattern = /^([a-z0-9.+-]+:)/i,\n portPattern = /:[0-9]*$/,\n\n // Special case for a simple path URL\n simplePathPattern = /^(\\/\\/?(?!\\/)[^\\?\\s]*)(\\?[^\\s]*)?$/,\n\n // RFC 2396: characters reserved for delimiting URLs.\n // We actually just auto-escape these.\n delims = ['<', '>', '\"', '`', ' ', '\\r', '\\n', '\\t'],\n\n // RFC 2396: characters not allowed for various reasons.\n unwise = ['{', '}', '|', '\\\\', '^', '`'].concat(delims),\n\n // Allowed by RFCs, but cause of XSS attacks. Always escape these.\n autoEscape = ['\\''].concat(unwise),\n // Characters that are never ever allowed in a hostname.\n // Note that any invalid chars are also handled, but these\n // are the ones that are *expected* to be seen, so we fast-path\n // them.\n nonHostChars = ['%', '/', '?', ';', '#'].concat(autoEscape),\n hostEndingChars = ['/', '?', '#'],\n hostnameMaxLen = 255,\n hostnamePartPattern = /^[+a-z0-9A-Z_-]{0,63}$/,\n hostnamePartStart = /^([+a-z0-9A-Z_-]{0,63})(.*)$/,\n // protocols that can allow \"unsafe\" and \"unwise\" chars.\n unsafeProtocol = {\n 'javascript': true,\n 'javascript:': true\n },\n // protocols that never have a hostname.\n hostlessProtocol = {\n 'javascript': true,\n 'javascript:': true\n },\n // protocols that always contain a // bit.\n slashedProtocol = {\n 'http': true,\n 'https': true,\n 'ftp': true,\n 'gopher': true,\n 'file': true,\n 'http:': true,\n 'https:': true,\n 'ftp:': true,\n 'gopher:': true,\n 'file:': true\n };\n\nfunction urlParse(url, parseQueryString, slashesDenoteHost) {\n if (url && isObject(url) && url instanceof Url) return url;\n\n var u = new Url;\n u.parse(url, parseQueryString, slashesDenoteHost);\n return u;\n}\nUrl.prototype.parse = function(url, parseQueryString, slashesDenoteHost) {\n return parse(this, url, parseQueryString, slashesDenoteHost);\n}\n\nfunction parse(self, url, parseQueryString, slashesDenoteHost) {\n if (!isString(url)) {\n throw new TypeError('Parameter \\'url\\' must be a string, not ' + typeof url);\n }\n\n // Copy chrome, IE, opera backslash-handling behavior.\n // Back slashes before the query string get converted to forward slashes\n // See: https://code.google.com/p/chromium/issues/detail?id=25916\n var queryIndex = url.indexOf('?'),\n splitter =\n (queryIndex !== -1 && queryIndex < url.indexOf('#')) ? '?' : '#',\n uSplit = url.split(splitter),\n slashRegex = /\\\\/g;\n uSplit[0] = uSplit[0].replace(slashRegex, '/');\n url = uSplit.join(splitter);\n\n var rest = url;\n\n // trim before proceeding.\n // This is to support parse stuff like \" http://foo.com \\n\"\n rest = rest.trim();\n\n if (!slashesDenoteHost && url.split('#').length === 1) {\n // Try fast path regexp\n var simplePath = simplePathPattern.exec(rest);\n if (simplePath) {\n self.path = rest;\n self.href = rest;\n self.pathname = simplePath[1];\n if (simplePath[2]) {\n self.search = simplePath[2];\n if (parseQueryString) {\n self.query = qsParse(self.search.substr(1));\n } else {\n self.query = self.search.substr(1);\n }\n } else if (parseQueryString) {\n self.search = '';\n self.query = {};\n }\n return self;\n }\n }\n\n var proto = protocolPattern.exec(rest);\n if (proto) {\n proto = proto[0];\n var lowerProto = proto.toLowerCase();\n self.protocol = lowerProto;\n rest = rest.substr(proto.length);\n }\n\n // figure out if it's got a host\n // user@server is *always* interpreted as a hostname, and url\n // resolution will treat //foo/bar as host=foo,path=bar because that's\n // how the browser resolves relative URLs.\n if (slashesDenoteHost || proto || rest.match(/^\\/\\/[^@\\/]+@[^@\\/]+/)) {\n var slashes = rest.substr(0, 2) === '//';\n if (slashes && !(proto && hostlessProtocol[proto])) {\n rest = rest.substr(2);\n self.slashes = true;\n }\n }\n var i, hec, l, p;\n if (!hostlessProtocol[proto] &&\n (slashes || (proto && !slashedProtocol[proto]))) {\n\n // there's a hostname.\n // the first instance of /, ?, ;, or # ends the host.\n //\n // If there is an @ in the hostname, then non-host chars *are* allowed\n // to the left of the last @ sign, unless some host-ending character\n // comes *before* the @-sign.\n // URLs are obnoxious.\n //\n // ex:\n // http://a@b@c/ => user:a@b host:c\n // http://a@b?@c => user:a host:c path:/?@c\n\n // v0.12 TODO(isaacs): This is not quite how Chrome does things.\n // Review our test case against browsers more comprehensively.\n\n // find the first instance of any hostEndingChars\n var hostEnd = -1;\n for (i = 0; i < hostEndingChars.length; i++) {\n hec = rest.indexOf(hostEndingChars[i]);\n if (hec !== -1 && (hostEnd === -1 || hec < hostEnd))\n hostEnd = hec;\n }\n\n // at this point, either we have an explicit point where the\n // auth portion cannot go past, or the last @ char is the decider.\n var auth, atSign;\n if (hostEnd === -1) {\n // atSign can be anywhere.\n atSign = rest.lastIndexOf('@');\n } else {\n // atSign must be in auth portion.\n // http://a@b/c@d => host:b auth:a path:/c@d\n atSign = rest.lastIndexOf('@', hostEnd);\n }\n\n // Now we have a portion which is definitely the auth.\n // Pull that off.\n if (atSign !== -1) {\n auth = rest.slice(0, atSign);\n rest = rest.slice(atSign + 1);\n self.auth = decodeURIComponent(auth);\n }\n\n // the host is the remaining to the left of the first non-host char\n hostEnd = -1;\n for (i = 0; i < nonHostChars.length; i++) {\n hec = rest.indexOf(nonHostChars[i]);\n if (hec !== -1 && (hostEnd === -1 || hec < hostEnd))\n hostEnd = hec;\n }\n // if we still have not hit it, then the entire thing is a host.\n if (hostEnd === -1)\n hostEnd = rest.length;\n\n self.host = rest.slice(0, hostEnd);\n rest = rest.slice(hostEnd);\n\n // pull out port.\n parseHost(self);\n\n // we've indicated that there is a hostname,\n // so even if it's empty, it has to be present.\n self.hostname = self.hostname || '';\n\n // if hostname begins with [ and ends with ]\n // assume that it's an IPv6 address.\n var ipv6Hostname = self.hostname[0] === '[' &&\n self.hostname[self.hostname.length - 1] === ']';\n\n // validate a little.\n if (!ipv6Hostname) {\n var hostparts = self.hostname.split(/\\./);\n for (i = 0, l = hostparts.length; i < l; i++) {\n var part = hostparts[i];\n if (!part) continue;\n if (!part.match(hostnamePartPattern)) {\n var newpart = '';\n for (var j = 0, k = part.length; j < k; j++) {\n if (part.charCodeAt(j) > 127) {\n // we replace non-ASCII char with a temporary placeholder\n // we need this to make sure size of hostname is not\n // broken by replacing non-ASCII by nothing\n newpart += 'x';\n } else {\n newpart += part[j];\n }\n }\n // we test again with ASCII char only\n if (!newpart.match(hostnamePartPattern)) {\n var validParts = hostparts.slice(0, i);\n var notHost = hostparts.slice(i + 1);\n var bit = part.match(hostnamePartStart);\n if (bit) {\n validParts.push(bit[1]);\n notHost.unshift(bit[2]);\n }\n if (notHost.length) {\n rest = '/' + notHost.join('.') + rest;\n }\n self.hostname = validParts.join('.');\n break;\n }\n }\n }\n }\n\n if (self.hostname.length > hostnameMaxLen) {\n self.hostname = '';\n } else {\n // hostnames are always lower case.\n self.hostname = self.hostname.toLowerCase();\n }\n\n if (!ipv6Hostname) {\n // IDNA Support: Returns a punycoded representation of \"domain\".\n // It only converts parts of the domain name that\n // have non-ASCII characters, i.e. it doesn't matter if\n // you call it with a domain that already is ASCII-only.\n self.hostname = toASCII(self.hostname);\n }\n\n p = self.port ? ':' + self.port : '';\n var h = self.hostname || '';\n self.host = h + p;\n self.href += self.host;\n\n // strip [ and ] from the hostname\n // the host field still retains them, though\n if (ipv6Hostname) {\n self.hostname = self.hostname.substr(1, self.hostname.length - 2);\n if (rest[0] !== '/') {\n rest = '/' + rest;\n }\n }\n }\n\n // now rest is set to the post-host stuff.\n // chop off any delim chars.\n if (!unsafeProtocol[lowerProto]) {\n\n // First, make 100% sure that any \"autoEscape\" chars get\n // escaped, even if encodeURIComponent doesn't think they\n // need to be.\n for (i = 0, l = autoEscape.length; i < l; i++) {\n var ae = autoEscape[i];\n if (rest.indexOf(ae) === -1)\n continue;\n var esc = encodeURIComponent(ae);\n if (esc === ae) {\n esc = escape(ae);\n }\n rest = rest.split(ae).join(esc);\n }\n }\n\n\n // chop off from the tail first.\n var hash = rest.indexOf('#');\n if (hash !== -1) {\n // got a fragment string.\n self.hash = rest.substr(hash);\n rest = rest.slice(0, hash);\n }\n var qm = rest.indexOf('?');\n if (qm !== -1) {\n self.search = rest.substr(qm);\n self.query = rest.substr(qm + 1);\n if (parseQueryString) {\n self.query = qsParse(self.query);\n }\n rest = rest.slice(0, qm);\n } else if (parseQueryString) {\n // no query string, but parseQueryString still requested\n self.search = '';\n self.query = {};\n }\n if (rest) self.pathname = rest;\n if (slashedProtocol[lowerProto] &&\n self.hostname && !self.pathname) {\n self.pathname = '/';\n }\n\n //to support http.request\n if (self.pathname || self.search) {\n p = self.pathname || '';\n var s = self.search || '';\n self.path = p + s;\n }\n\n // finally, reconstruct the href based on what has been validated.\n self.href = format(self);\n return self;\n}\n\n// format a parsed object into a url string\nfunction urlFormat(obj) {\n // ensure it's an object, and not a string url.\n // If it's an obj, this is a no-op.\n // this way, you can call url_format() on strings\n // to clean up potentially wonky urls.\n if (isString(obj)) obj = parse({}, obj);\n return format(obj);\n}\n\nfunction format(self) {\n var auth = self.auth || '';\n if (auth) {\n auth = encodeURIComponent(auth);\n auth = auth.replace(/%3A/i, ':');\n auth += '@';\n }\n\n var protocol = self.protocol || '',\n pathname = self.pathname || '',\n hash = self.hash || '',\n host = false,\n query = '';\n\n if (self.host) {\n host = auth + self.host;\n } else if (self.hostname) {\n host = auth + (self.hostname.indexOf(':') === -1 ?\n self.hostname :\n '[' + this.hostname + ']');\n if (self.port) {\n host += ':' + self.port;\n }\n }\n\n if (self.query &&\n isObject(self.query) &&\n Object.keys(self.query).length) {\n query = qsStringify(self.query);\n }\n\n var search = self.search || (query && ('?' + query)) || '';\n\n if (protocol && protocol.substr(-1) !== ':') protocol += ':';\n\n // only the slashedProtocols get the //. Not mailto:, xmpp:, etc.\n // unless they had them to begin with.\n if (self.slashes ||\n (!protocol || slashedProtocol[protocol]) && host !== false) {\n host = '//' + (host || '');\n if (pathname && pathname.charAt(0) !== '/') pathname = '/' + pathname;\n } else if (!host) {\n host = '';\n }\n\n if (hash && hash.charAt(0) !== '#') hash = '#' + hash;\n if (search && search.charAt(0) !== '?') search = '?' + search;\n\n pathname = pathname.replace(/[?#]/g, function(match) {\n return encodeURIComponent(match);\n });\n search = search.replace('#', '%23');\n\n return protocol + host + pathname + search + hash;\n}\n\nUrl.prototype.format = function() {\n return format(this);\n}\n\nfunction urlResolve(source, relative) {\n return urlParse(source, false, true).resolve(relative);\n}\n\nUrl.prototype.resolve = function(relative) {\n return this.resolveObject(urlParse(relative, false, true)).format();\n};\n\nfunction urlResolveObject(source, relative) {\n if (!source) return relative;\n return urlParse(source, false, true).resolveObject(relative);\n}\n\nUrl.prototype.resolveObject = function(relative) {\n if (isString(relative)) {\n var rel = new Url();\n rel.parse(relative, false, true);\n relative = rel;\n }\n\n var result = new Url();\n var tkeys = Object.keys(this);\n for (var tk = 0; tk < tkeys.length; tk++) {\n var tkey = tkeys[tk];\n result[tkey] = this[tkey];\n }\n\n // hash is always overridden, no matter what.\n // even href=\"\" will remove it.\n result.hash = relative.hash;\n\n // if the relative url is empty, then there's nothing left to do here.\n if (relative.href === '') {\n result.href = result.format();\n return result;\n }\n\n // hrefs like //foo/bar always cut to the protocol.\n if (relative.slashes && !relative.protocol) {\n // take everything except the protocol from relative\n var rkeys = Object.keys(relative);\n for (var rk = 0; rk < rkeys.length; rk++) {\n var rkey = rkeys[rk];\n if (rkey !== 'protocol')\n result[rkey] = relative[rkey];\n }\n\n //urlParse appends trailing / to urls like http://www.example.com\n if (slashedProtocol[result.protocol] &&\n result.hostname && !result.pathname) {\n result.path = result.pathname = '/';\n }\n\n result.href = result.format();\n return result;\n }\n var relPath;\n if (relative.protocol && relative.protocol !== result.protocol) {\n // if it's a known url protocol, then changing\n // the protocol does weird things\n // first, if it's not file:, then we MUST have a host,\n // and if there was a path\n // to begin with, then we MUST have a path.\n // if it is file:, then the host is dropped,\n // because that's known to be hostless.\n // anything else is assumed to be absolute.\n if (!slashedProtocol[relative.protocol]) {\n var keys = Object.keys(relative);\n for (var v = 0; v < keys.length; v++) {\n var k = keys[v];\n result[k] = relative[k];\n }\n result.href = result.format();\n return result;\n }\n\n result.protocol = relative.protocol;\n if (!relative.host && !hostlessProtocol[relative.protocol]) {\n relPath = (relative.pathname || '').split('/');\n while (relPath.length && !(relative.host = relPath.shift()));\n if (!relative.host) relative.host = '';\n if (!relative.hostname) relative.hostname = '';\n if (relPath[0] !== '') relPath.unshift('');\n if (relPath.length < 2) relPath.unshift('');\n result.pathname = relPath.join('/');\n } else {\n result.pathname = relative.pathname;\n }\n result.search = relative.search;\n result.query = relative.query;\n result.host = relative.host || '';\n result.auth = relative.auth;\n result.hostname = relative.hostname || relative.host;\n result.port = relative.port;\n // to support http.request\n if (result.pathname || result.search) {\n var p = result.pathname || '';\n var s = result.search || '';\n result.path = p + s;\n }\n result.slashes = result.slashes || relative.slashes;\n result.href = result.format();\n return result;\n }\n\n var isSourceAbs = (result.pathname && result.pathname.charAt(0) === '/'),\n isRelAbs = (\n relative.host ||\n relative.pathname && relative.pathname.charAt(0) === '/'\n ),\n mustEndAbs = (isRelAbs || isSourceAbs ||\n (result.host && relative.pathname)),\n removeAllDots = mustEndAbs,\n srcPath = result.pathname && result.pathname.split('/') || [],\n psychotic = result.protocol && !slashedProtocol[result.protocol];\n relPath = relative.pathname && relative.pathname.split('/') || [];\n // if the url is a non-slashed url, then relative\n // links like ../.. should be able\n // to crawl up to the hostname, as well. This is strange.\n // result.protocol has already been set by now.\n // Later on, put the first path part into the host field.\n if (psychotic) {\n result.hostname = '';\n result.port = null;\n if (result.host) {\n if (srcPath[0] === '') srcPath[0] = result.host;\n else srcPath.unshift(result.host);\n }\n result.host = '';\n if (relative.protocol) {\n relative.hostname = null;\n relative.port = null;\n if (relative.host) {\n if (relPath[0] === '') relPath[0] = relative.host;\n else relPath.unshift(relative.host);\n }\n relative.host = null;\n }\n mustEndAbs = mustEndAbs && (relPath[0] === '' || srcPath[0] === '');\n }\n var authInHost;\n if (isRelAbs) {\n // it's absolute.\n result.host = (relative.host || relative.host === '') ?\n relative.host : result.host;\n result.hostname = (relative.hostname || relative.hostname === '') ?\n relative.hostname : result.hostname;\n result.search = relative.search;\n result.query = relative.query;\n srcPath = relPath;\n // fall through to the dot-handling below.\n } else if (relPath.length) {\n // it's relative\n // throw away the existing file, and take the new path instead.\n if (!srcPath) srcPath = [];\n srcPath.pop();\n srcPath = srcPath.concat(relPath);\n result.search = relative.search;\n result.query = relative.query;\n } else if (!isNullOrUndefined(relative.search)) {\n // just pull out the search.\n // like href='?foo'.\n // Put this after the other two cases because it simplifies the booleans\n if (psychotic) {\n result.hostname = result.host = srcPath.shift();\n //occationaly the auth can get stuck only in host\n //this especially happens in cases like\n //url.resolveObject('mailto:local1@domain1', 'local2@domain2')\n authInHost = result.host && result.host.indexOf('@') > 0 ?\n result.host.split('@') : false;\n if (authInHost) {\n result.auth = authInHost.shift();\n result.host = result.hostname = authInHost.shift();\n }\n }\n result.search = relative.search;\n result.query = relative.query;\n //to support http.request\n if (!isNull(result.pathname) || !isNull(result.search)) {\n result.path = (result.pathname ? result.pathname : '') +\n (result.search ? result.search : '');\n }\n result.href = result.format();\n return result;\n }\n\n if (!srcPath.length) {\n // no path at all. easy.\n // we've already handled the other stuff above.\n result.pathname = null;\n //to support http.request\n if (result.search) {\n result.path = '/' + result.search;\n } else {\n result.path = null;\n }\n result.href = result.format();\n return result;\n }\n\n // if a url ENDs in . or .., then it must get a trailing slash.\n // however, if it ends in anything else non-slashy,\n // then it must NOT get a trailing slash.\n var last = srcPath.slice(-1)[0];\n var hasTrailingSlash = (\n (result.host || relative.host || srcPath.length > 1) &&\n (last === '.' || last === '..') || last === '');\n\n // strip single dots, resolve double dots to parent dir\n // if the path tries to go above the root, `up` ends up > 0\n var up = 0;\n for (var i = srcPath.length; i >= 0; i--) {\n last = srcPath[i];\n if (last === '.') {\n srcPath.splice(i, 1);\n } else if (last === '..') {\n srcPath.splice(i, 1);\n up++;\n } else if (up) {\n srcPath.splice(i, 1);\n up--;\n }\n }\n\n // if the path is allowed to go above the root, restore leading ..s\n if (!mustEndAbs && !removeAllDots) {\n for (; up--; up) {\n srcPath.unshift('..');\n }\n }\n\n if (mustEndAbs && srcPath[0] !== '' &&\n (!srcPath[0] || srcPath[0].charAt(0) !== '/')) {\n srcPath.unshift('');\n }\n\n if (hasTrailingSlash && (srcPath.join('/').substr(-1) !== '/')) {\n srcPath.push('');\n }\n\n var isAbsolute = srcPath[0] === '' ||\n (srcPath[0] && srcPath[0].charAt(0) === '/');\n\n // put the host back\n if (psychotic) {\n result.hostname = result.host = isAbsolute ? '' :\n srcPath.length ? srcPath.shift() : '';\n //occationaly the auth can get stuck only in host\n //this especially happens in cases like\n //url.resolveObject('mailto:local1@domain1', 'local2@domain2')\n authInHost = result.host && result.host.indexOf('@') > 0 ?\n result.host.split('@') : false;\n if (authInHost) {\n result.auth = authInHost.shift();\n result.host = result.hostname = authInHost.shift();\n }\n }\n\n mustEndAbs = mustEndAbs || (result.host && srcPath.length);\n\n if (mustEndAbs && !isAbsolute) {\n srcPath.unshift('');\n }\n\n if (!srcPath.length) {\n result.pathname = null;\n result.path = null;\n } else {\n result.pathname = srcPath.join('/');\n }\n\n //to support request.http\n if (!isNull(result.pathname) || !isNull(result.search)) {\n result.path = (result.pathname ? result.pathname : '') +\n (result.search ? result.search : '');\n }\n result.auth = relative.auth || result.auth;\n result.slashes = result.slashes || relative.slashes;\n result.href = result.format();\n return result;\n};\n\nUrl.prototype.parseHost = function() {\n return parseHost(this);\n};\n\nfunction parseHost(self) {\n var host = self.host;\n var port = portPattern.exec(host);\n if (port) {\n port = port[0];\n if (port !== ':') {\n self.port = port.substr(1);\n }\n host = host.substr(0, host.length - port.length);\n }\n if (host) self.hostname = host;\n}\n","/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\nexport { ALPHA_MODES, BLEND_MODES, BUFFER_BITS, BUFFER_TYPE, CLEAR_MODES, COLOR_MASK_BITS, DRAW_MODES, ENV, FORMATS, GC_MODES, MASK_TYPES, MIPMAP_MODES, MSAA_QUALITY, PRECISION, RENDERER_TYPE, SAMPLER_TYPES, SCALE_MODES, TARGETS, TYPES, WRAP_MODES };\n//# sourceMappingURL=constants.mjs.map\n","/*!\n * @pixi/utils - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/utils is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nexport { isMobile } from '@pixi/settings';\nexport { default as EventEmitter } from 'eventemitter3';\nexport { default as earcut } from 'earcut';\nimport { parse, format, resolve } from 'url';\nimport { BLEND_MODES } from '@pixi/constants';\n\n/**\n * This file contains redeclared types for Node `url` and `querystring` modules. These modules\n * don't provide their own typings but instead are a part of the full Node typings. The purpose of\n * this file is to redeclare the required types to avoid having the whole Node types as a\n * dependency.\n */\nvar url = {\n parse: parse,\n format: format,\n resolve: resolve,\n};\n\n/**\n * The prefix that denotes a URL is for a retina asset.\n * @static\n * @name RETINA_PREFIX\n * @memberof PIXI.settings\n * @type {RegExp}\n * @default /@([0-9\\.]+)x/\n * @example `@2x`\n */\nsettings.RETINA_PREFIX = /@([0-9\\.]+)x/;\n/**\n * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function.\n * If set to true, a WebGL renderer can fail to be created if the browser thinks there could be performance issues when\n * using WebGL.\n *\n * In PixiJS v6 this has changed from true to false by default, to allow WebGL to work in as many scenarios as possible.\n * However, some users may have a poor experience, for example, if a user has a gpu or driver version blacklisted by the\n * browser.\n *\n * If your application requires high performance rendering, you may wish to set this to false.\n * We recommend one of two options if you decide to set this flag to false:\n *\n * 1: Use the `pixi.js-legacy` package, which includes a Canvas renderer as a fallback in case high performance WebGL is\n * not supported.\n *\n * 2: Call `isWebGLSupported` (which if found in the PIXI.utils package) in your code before attempting to create a PixiJS\n * renderer, and show an error message to the user if the function returns false, explaining that their device & browser\n * combination does not support high performance WebGL.\n * This is a much better strategy than trying to create a PixiJS renderer and finding it then fails.\n * @static\n * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false;\n\nvar saidHello = false;\nvar VERSION = '6.5.1';\n/**\n * Skips the hello message of renderers that are created after this is run.\n * @function skipHello\n * @memberof PIXI.utils\n */\nfunction skipHello() {\n saidHello = true;\n}\n/**\n * Logs out the version and renderer information for this running instance of PIXI.\n * If you don't want to see this message you can run `PIXI.utils.skipHello()` before\n * creating your renderer. Keep in mind that doing that will forever make you a jerk face.\n * @static\n * @function sayHello\n * @memberof PIXI.utils\n * @param {string} type - The string renderer type to log.\n */\nfunction sayHello(type) {\n var _a;\n if (saidHello) {\n return;\n }\n if (settings.ADAPTER.getNavigator().userAgent.toLowerCase().indexOf('chrome') > -1) {\n var args = [\n \"\\n %c %c %c PixiJS \" + VERSION + \" - \\u2730 \" + type + \" \\u2730 %c %c http://www.pixijs.com/ %c %c \\u2665%c\\u2665%c\\u2665 \\n\\n\",\n 'background: #ff66a5; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'color: #ff66a5; background: #030307; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'background: #ffc3dc; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;' ];\n (_a = globalThis.console).log.apply(_a, args);\n }\n else if (globalThis.console) {\n globalThis.console.log(\"PixiJS \" + VERSION + \" - \" + type + \" - http://www.pixijs.com/\");\n }\n saidHello = true;\n}\n\nvar supported;\n/**\n * Helper for checking for WebGL support.\n * @memberof PIXI.utils\n * @function isWebGLSupported\n * @returns {boolean} Is WebGL supported.\n */\nfunction isWebGLSupported() {\n if (typeof supported === 'undefined') {\n supported = (function supported() {\n var contextOptions = {\n stencil: true,\n failIfMajorPerformanceCaveat: settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT,\n };\n try {\n if (!settings.ADAPTER.getWebGLRenderingContext()) {\n return false;\n }\n var canvas = settings.ADAPTER.createCanvas();\n var gl = (canvas.getContext('webgl', contextOptions)\n || canvas.getContext('experimental-webgl', contextOptions));\n var success = !!(gl && gl.getContextAttributes().stencil);\n if (gl) {\n var loseContext = gl.getExtension('WEBGL_lose_context');\n if (loseContext) {\n loseContext.loseContext();\n }\n }\n gl = null;\n return success;\n }\n catch (e) {\n return false;\n }\n })();\n }\n return supported;\n}\n\nvar aliceblue = \"#f0f8ff\";\nvar antiquewhite = \"#faebd7\";\nvar aqua = \"#00ffff\";\nvar aquamarine = \"#7fffd4\";\nvar azure = \"#f0ffff\";\nvar beige = \"#f5f5dc\";\nvar bisque = \"#ffe4c4\";\nvar black = \"#000000\";\nvar blanchedalmond = \"#ffebcd\";\nvar blue = \"#0000ff\";\nvar blueviolet = \"#8a2be2\";\nvar brown = \"#a52a2a\";\nvar burlywood = \"#deb887\";\nvar cadetblue = \"#5f9ea0\";\nvar chartreuse = \"#7fff00\";\nvar chocolate = \"#d2691e\";\nvar coral = \"#ff7f50\";\nvar cornflowerblue = \"#6495ed\";\nvar cornsilk = \"#fff8dc\";\nvar crimson = \"#dc143c\";\nvar cyan = \"#00ffff\";\nvar darkblue = \"#00008b\";\nvar darkcyan = \"#008b8b\";\nvar darkgoldenrod = \"#b8860b\";\nvar darkgray = \"#a9a9a9\";\nvar darkgreen = \"#006400\";\nvar darkgrey = \"#a9a9a9\";\nvar darkkhaki = \"#bdb76b\";\nvar darkmagenta = \"#8b008b\";\nvar darkolivegreen = \"#556b2f\";\nvar darkorange = \"#ff8c00\";\nvar darkorchid = \"#9932cc\";\nvar darkred = \"#8b0000\";\nvar darksalmon = \"#e9967a\";\nvar darkseagreen = \"#8fbc8f\";\nvar darkslateblue = \"#483d8b\";\nvar darkslategray = \"#2f4f4f\";\nvar darkslategrey = \"#2f4f4f\";\nvar darkturquoise = \"#00ced1\";\nvar darkviolet = \"#9400d3\";\nvar deeppink = \"#ff1493\";\nvar deepskyblue = \"#00bfff\";\nvar dimgray = \"#696969\";\nvar dimgrey = \"#696969\";\nvar dodgerblue = \"#1e90ff\";\nvar firebrick = \"#b22222\";\nvar floralwhite = \"#fffaf0\";\nvar forestgreen = \"#228b22\";\nvar fuchsia = \"#ff00ff\";\nvar gainsboro = \"#dcdcdc\";\nvar ghostwhite = \"#f8f8ff\";\nvar goldenrod = \"#daa520\";\nvar gold = \"#ffd700\";\nvar gray = \"#808080\";\nvar green = \"#008000\";\nvar greenyellow = \"#adff2f\";\nvar grey = \"#808080\";\nvar honeydew = \"#f0fff0\";\nvar hotpink = \"#ff69b4\";\nvar indianred = \"#cd5c5c\";\nvar indigo = \"#4b0082\";\nvar ivory = \"#fffff0\";\nvar khaki = \"#f0e68c\";\nvar lavenderblush = \"#fff0f5\";\nvar lavender = \"#e6e6fa\";\nvar lawngreen = \"#7cfc00\";\nvar lemonchiffon = \"#fffacd\";\nvar lightblue = \"#add8e6\";\nvar lightcoral = \"#f08080\";\nvar lightcyan = \"#e0ffff\";\nvar lightgoldenrodyellow = \"#fafad2\";\nvar lightgray = \"#d3d3d3\";\nvar lightgreen = \"#90ee90\";\nvar lightgrey = \"#d3d3d3\";\nvar lightpink = \"#ffb6c1\";\nvar lightsalmon = \"#ffa07a\";\nvar lightseagreen = \"#20b2aa\";\nvar lightskyblue = \"#87cefa\";\nvar lightslategray = \"#778899\";\nvar lightslategrey = \"#778899\";\nvar lightsteelblue = \"#b0c4de\";\nvar lightyellow = \"#ffffe0\";\nvar lime = \"#00ff00\";\nvar limegreen = \"#32cd32\";\nvar linen = \"#faf0e6\";\nvar magenta = \"#ff00ff\";\nvar maroon = \"#800000\";\nvar mediumaquamarine = \"#66cdaa\";\nvar mediumblue = \"#0000cd\";\nvar mediumorchid = \"#ba55d3\";\nvar mediumpurple = \"#9370db\";\nvar mediumseagreen = \"#3cb371\";\nvar mediumslateblue = \"#7b68ee\";\nvar mediumspringgreen = \"#00fa9a\";\nvar mediumturquoise = \"#48d1cc\";\nvar mediumvioletred = \"#c71585\";\nvar midnightblue = \"#191970\";\nvar mintcream = \"#f5fffa\";\nvar mistyrose = \"#ffe4e1\";\nvar moccasin = \"#ffe4b5\";\nvar navajowhite = \"#ffdead\";\nvar navy = \"#000080\";\nvar oldlace = \"#fdf5e6\";\nvar olive = \"#808000\";\nvar olivedrab = \"#6b8e23\";\nvar orange = \"#ffa500\";\nvar orangered = \"#ff4500\";\nvar orchid = \"#da70d6\";\nvar palegoldenrod = \"#eee8aa\";\nvar palegreen = \"#98fb98\";\nvar paleturquoise = \"#afeeee\";\nvar palevioletred = \"#db7093\";\nvar papayawhip = \"#ffefd5\";\nvar peachpuff = \"#ffdab9\";\nvar peru = \"#cd853f\";\nvar pink = \"#ffc0cb\";\nvar plum = \"#dda0dd\";\nvar powderblue = \"#b0e0e6\";\nvar purple = \"#800080\";\nvar rebeccapurple = \"#663399\";\nvar red = \"#ff0000\";\nvar rosybrown = \"#bc8f8f\";\nvar royalblue = \"#4169e1\";\nvar saddlebrown = \"#8b4513\";\nvar salmon = \"#fa8072\";\nvar sandybrown = \"#f4a460\";\nvar seagreen = \"#2e8b57\";\nvar seashell = \"#fff5ee\";\nvar sienna = \"#a0522d\";\nvar silver = \"#c0c0c0\";\nvar skyblue = \"#87ceeb\";\nvar slateblue = \"#6a5acd\";\nvar slategray = \"#708090\";\nvar slategrey = \"#708090\";\nvar snow = \"#fffafa\";\nvar springgreen = \"#00ff7f\";\nvar steelblue = \"#4682b4\";\nvar tan = \"#d2b48c\";\nvar teal = \"#008080\";\nvar thistle = \"#d8bfd8\";\nvar tomato = \"#ff6347\";\nvar turquoise = \"#40e0d0\";\nvar violet = \"#ee82ee\";\nvar wheat = \"#f5deb3\";\nvar white = \"#ffffff\";\nvar whitesmoke = \"#f5f5f5\";\nvar yellow = \"#ffff00\";\nvar yellowgreen = \"#9acd32\";\nvar cssColorNames = {\n\taliceblue: aliceblue,\n\tantiquewhite: antiquewhite,\n\taqua: aqua,\n\taquamarine: aquamarine,\n\tazure: azure,\n\tbeige: beige,\n\tbisque: bisque,\n\tblack: black,\n\tblanchedalmond: blanchedalmond,\n\tblue: blue,\n\tblueviolet: blueviolet,\n\tbrown: brown,\n\tburlywood: burlywood,\n\tcadetblue: cadetblue,\n\tchartreuse: chartreuse,\n\tchocolate: chocolate,\n\tcoral: coral,\n\tcornflowerblue: cornflowerblue,\n\tcornsilk: cornsilk,\n\tcrimson: crimson,\n\tcyan: cyan,\n\tdarkblue: darkblue,\n\tdarkcyan: darkcyan,\n\tdarkgoldenrod: darkgoldenrod,\n\tdarkgray: darkgray,\n\tdarkgreen: darkgreen,\n\tdarkgrey: darkgrey,\n\tdarkkhaki: darkkhaki,\n\tdarkmagenta: darkmagenta,\n\tdarkolivegreen: darkolivegreen,\n\tdarkorange: darkorange,\n\tdarkorchid: darkorchid,\n\tdarkred: darkred,\n\tdarksalmon: darksalmon,\n\tdarkseagreen: darkseagreen,\n\tdarkslateblue: darkslateblue,\n\tdarkslategray: darkslategray,\n\tdarkslategrey: darkslategrey,\n\tdarkturquoise: darkturquoise,\n\tdarkviolet: darkviolet,\n\tdeeppink: deeppink,\n\tdeepskyblue: deepskyblue,\n\tdimgray: dimgray,\n\tdimgrey: dimgrey,\n\tdodgerblue: dodgerblue,\n\tfirebrick: firebrick,\n\tfloralwhite: floralwhite,\n\tforestgreen: forestgreen,\n\tfuchsia: fuchsia,\n\tgainsboro: gainsboro,\n\tghostwhite: ghostwhite,\n\tgoldenrod: goldenrod,\n\tgold: gold,\n\tgray: gray,\n\tgreen: green,\n\tgreenyellow: greenyellow,\n\tgrey: grey,\n\thoneydew: honeydew,\n\thotpink: hotpink,\n\tindianred: indianred,\n\tindigo: indigo,\n\tivory: ivory,\n\tkhaki: khaki,\n\tlavenderblush: lavenderblush,\n\tlavender: lavender,\n\tlawngreen: lawngreen,\n\tlemonchiffon: lemonchiffon,\n\tlightblue: lightblue,\n\tlightcoral: lightcoral,\n\tlightcyan: lightcyan,\n\tlightgoldenrodyellow: lightgoldenrodyellow,\n\tlightgray: lightgray,\n\tlightgreen: lightgreen,\n\tlightgrey: lightgrey,\n\tlightpink: lightpink,\n\tlightsalmon: lightsalmon,\n\tlightseagreen: lightseagreen,\n\tlightskyblue: lightskyblue,\n\tlightslategray: lightslategray,\n\tlightslategrey: lightslategrey,\n\tlightsteelblue: lightsteelblue,\n\tlightyellow: lightyellow,\n\tlime: lime,\n\tlimegreen: limegreen,\n\tlinen: linen,\n\tmagenta: magenta,\n\tmaroon: maroon,\n\tmediumaquamarine: mediumaquamarine,\n\tmediumblue: mediumblue,\n\tmediumorchid: mediumorchid,\n\tmediumpurple: mediumpurple,\n\tmediumseagreen: mediumseagreen,\n\tmediumslateblue: mediumslateblue,\n\tmediumspringgreen: mediumspringgreen,\n\tmediumturquoise: mediumturquoise,\n\tmediumvioletred: mediumvioletred,\n\tmidnightblue: midnightblue,\n\tmintcream: mintcream,\n\tmistyrose: mistyrose,\n\tmoccasin: moccasin,\n\tnavajowhite: navajowhite,\n\tnavy: navy,\n\toldlace: oldlace,\n\tolive: olive,\n\tolivedrab: olivedrab,\n\torange: orange,\n\torangered: orangered,\n\torchid: orchid,\n\tpalegoldenrod: palegoldenrod,\n\tpalegreen: palegreen,\n\tpaleturquoise: paleturquoise,\n\tpalevioletred: palevioletred,\n\tpapayawhip: papayawhip,\n\tpeachpuff: peachpuff,\n\tperu: peru,\n\tpink: pink,\n\tplum: plum,\n\tpowderblue: powderblue,\n\tpurple: purple,\n\trebeccapurple: rebeccapurple,\n\tred: red,\n\trosybrown: rosybrown,\n\troyalblue: royalblue,\n\tsaddlebrown: saddlebrown,\n\tsalmon: salmon,\n\tsandybrown: sandybrown,\n\tseagreen: seagreen,\n\tseashell: seashell,\n\tsienna: sienna,\n\tsilver: silver,\n\tskyblue: skyblue,\n\tslateblue: slateblue,\n\tslategray: slategray,\n\tslategrey: slategrey,\n\tsnow: snow,\n\tspringgreen: springgreen,\n\tsteelblue: steelblue,\n\ttan: tan,\n\tteal: teal,\n\tthistle: thistle,\n\ttomato: tomato,\n\tturquoise: turquoise,\n\tviolet: violet,\n\twheat: wheat,\n\twhite: white,\n\twhitesmoke: whitesmoke,\n\tyellow: yellow,\n\tyellowgreen: yellowgreen\n};\n\n/**\n * Converts a hexadecimal color number to an [R, G, B] array of normalized floats (numbers from 0.0 to 1.0).\n * @example\n * PIXI.utils.hex2rgb(0xffffff); // returns [1, 1, 1]\n * @memberof PIXI.utils\n * @function hex2rgb\n * @param {number} hex - The hexadecimal number to convert\n * @param {number[]} [out=[]] - If supplied, this array will be used rather than returning a new one\n * @returns {number[]} An array representing the [R, G, B] of the color where all values are floats.\n */\nfunction hex2rgb(hex, out) {\n if (out === void 0) { out = []; }\n out[0] = ((hex >> 16) & 0xFF) / 255;\n out[1] = ((hex >> 8) & 0xFF) / 255;\n out[2] = (hex & 0xFF) / 255;\n return out;\n}\n/**\n * Converts a hexadecimal color number to a string.\n * @example\n * PIXI.utils.hex2string(0xffffff); // returns \"#ffffff\"\n * @memberof PIXI.utils\n * @function hex2string\n * @param {number} hex - Number in hex (e.g., `0xffffff`)\n * @returns {string} The string color (e.g., `\"#ffffff\"`).\n */\nfunction hex2string(hex) {\n var hexString = hex.toString(16);\n hexString = '000000'.substring(0, 6 - hexString.length) + hexString;\n return \"#\" + hexString;\n}\n/**\n * Converts a string to a hexadecimal color number.\n * It can handle:\n * hex strings starting with #: \"#ffffff\"\n * hex strings starting with 0x: \"0xffffff\"\n * hex strings without prefix: \"ffffff\"\n * css colors: \"black\"\n * @example\n * PIXI.utils.string2hex(\"#ffffff\"); // returns 0xffffff\n * @memberof PIXI.utils\n * @function string2hex\n * @param {string} string - The string color (e.g., `\"#ffffff\"`)\n * @returns {number} Number in hexadecimal.\n */\nfunction string2hex(string) {\n if (typeof string === 'string') {\n string = cssColorNames[string.toLowerCase()] || string;\n if (string[0] === '#') {\n string = string.slice(1);\n }\n }\n return parseInt(string, 16);\n}\n/**\n * Converts a color as an [R, G, B] array of normalized floats to a hexadecimal number.\n * @example\n * PIXI.utils.rgb2hex([1, 1, 1]); // returns 0xffffff\n * @memberof PIXI.utils\n * @function rgb2hex\n * @param {number[]} rgb - Array of numbers where all values are normalized floats from 0.0 to 1.0.\n * @returns {number} Number in hexadecimal.\n */\nfunction rgb2hex(rgb) {\n return (((rgb[0] * 255) << 16) + ((rgb[1] * 255) << 8) + (rgb[2] * 255 | 0));\n}\n\n/**\n * Corrects PixiJS blend, takes premultiplied alpha into account\n * @memberof PIXI.utils\n * @function mapPremultipliedBlendModes\n * @private\n * @returns {Array} Mapped modes.\n */\nfunction mapPremultipliedBlendModes() {\n var pm = [];\n var npm = [];\n for (var i = 0; i < 32; i++) {\n pm[i] = i;\n npm[i] = i;\n }\n pm[BLEND_MODES.NORMAL_NPM] = BLEND_MODES.NORMAL;\n pm[BLEND_MODES.ADD_NPM] = BLEND_MODES.ADD;\n pm[BLEND_MODES.SCREEN_NPM] = BLEND_MODES.SCREEN;\n npm[BLEND_MODES.NORMAL] = BLEND_MODES.NORMAL_NPM;\n npm[BLEND_MODES.ADD] = BLEND_MODES.ADD_NPM;\n npm[BLEND_MODES.SCREEN] = BLEND_MODES.SCREEN_NPM;\n var array = [];\n array.push(npm);\n array.push(pm);\n return array;\n}\n/**\n * maps premultiply flag and blendMode to adjusted blendMode\n * @memberof PIXI.utils\n * @constant premultiplyBlendMode\n * @type {Array}\n */\nvar premultiplyBlendMode = mapPremultipliedBlendModes();\n/**\n * changes blendMode according to texture format\n * @memberof PIXI.utils\n * @function correctBlendMode\n * @param {number} blendMode - supposed blend mode\n * @param {boolean} premultiplied - whether source is premultiplied\n * @returns {number} true blend mode for this texture\n */\nfunction correctBlendMode(blendMode, premultiplied) {\n return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode];\n}\n/**\n * combines rgb and alpha to out array\n * @memberof PIXI.utils\n * @function premultiplyRgba\n * @param {Float32Array|number[]} rgb - input rgb\n * @param {number} alpha - alpha param\n * @param {Float32Array} [out] - output\n * @param {boolean} [premultiply=true] - do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nfunction premultiplyRgba(rgb, alpha, out, premultiply) {\n out = out || new Float32Array(4);\n if (premultiply || premultiply === undefined) {\n out[0] = rgb[0] * alpha;\n out[1] = rgb[1] * alpha;\n out[2] = rgb[2] * alpha;\n }\n else {\n out[0] = rgb[0];\n out[1] = rgb[1];\n out[2] = rgb[2];\n }\n out[3] = alpha;\n return out;\n}\n/**\n * premultiplies tint\n * @memberof PIXI.utils\n * @function premultiplyTint\n * @param {number} tint - integer RGB\n * @param {number} alpha - floating point alpha (0.0-1.0)\n * @returns {number} tint multiplied by alpha\n */\nfunction premultiplyTint(tint, alpha) {\n if (alpha === 1.0) {\n return (alpha * 255 << 24) + tint;\n }\n if (alpha === 0.0) {\n return 0;\n }\n var R = ((tint >> 16) & 0xFF);\n var G = ((tint >> 8) & 0xFF);\n var B = (tint & 0xFF);\n R = ((R * alpha) + 0.5) | 0;\n G = ((G * alpha) + 0.5) | 0;\n B = ((B * alpha) + 0.5) | 0;\n return (alpha * 255 << 24) + (R << 16) + (G << 8) + B;\n}\n/**\n * converts integer tint and float alpha to vec4 form, premultiplies by default\n * @memberof PIXI.utils\n * @function premultiplyTintToRgba\n * @param {number} tint - input tint\n * @param {number} alpha - alpha param\n * @param {Float32Array} [out] - output\n * @param {boolean} [premultiply=true] - do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nfunction premultiplyTintToRgba(tint, alpha, out, premultiply) {\n out = out || new Float32Array(4);\n out[0] = ((tint >> 16) & 0xFF) / 255.0;\n out[1] = ((tint >> 8) & 0xFF) / 255.0;\n out[2] = (tint & 0xFF) / 255.0;\n if (premultiply || premultiply === undefined) {\n out[0] *= alpha;\n out[1] *= alpha;\n out[2] *= alpha;\n }\n out[3] = alpha;\n return out;\n}\n\n/**\n * Generic Mask Stack data structure\n * @memberof PIXI.utils\n * @function createIndicesForQuads\n * @param {number} size - Number of quads\n * @param {Uint16Array|Uint32Array} [outBuffer] - Buffer for output, length has to be `6 * size`\n * @returns {Uint16Array|Uint32Array} - Resulting index buffer\n */\nfunction createIndicesForQuads(size, outBuffer) {\n if (outBuffer === void 0) { outBuffer = null; }\n // the total number of indices in our array, there are 6 points per quad.\n var totalIndices = size * 6;\n outBuffer = outBuffer || new Uint16Array(totalIndices);\n if (outBuffer.length !== totalIndices) {\n throw new Error(\"Out buffer length is incorrect, got \" + outBuffer.length + \" and expected \" + totalIndices);\n }\n // fill the indices with the quads to draw\n for (var i = 0, j = 0; i < totalIndices; i += 6, j += 4) {\n outBuffer[i + 0] = j + 0;\n outBuffer[i + 1] = j + 1;\n outBuffer[i + 2] = j + 2;\n outBuffer[i + 3] = j + 0;\n outBuffer[i + 4] = j + 2;\n outBuffer[i + 5] = j + 3;\n }\n return outBuffer;\n}\n\nfunction getBufferType(array) {\n if (array.BYTES_PER_ELEMENT === 4) {\n if (array instanceof Float32Array) {\n return 'Float32Array';\n }\n else if (array instanceof Uint32Array) {\n return 'Uint32Array';\n }\n return 'Int32Array';\n }\n else if (array.BYTES_PER_ELEMENT === 2) {\n if (array instanceof Uint16Array) {\n return 'Uint16Array';\n }\n }\n else if (array.BYTES_PER_ELEMENT === 1) {\n if (array instanceof Uint8Array) {\n return 'Uint8Array';\n }\n }\n // TODO map out the rest of the array elements!\n return null;\n}\n\n/* eslint-disable object-shorthand */\nvar map = { Float32Array: Float32Array, Uint32Array: Uint32Array, Int32Array: Int32Array, Uint8Array: Uint8Array };\nfunction interleaveTypedArrays(arrays, sizes) {\n var outSize = 0;\n var stride = 0;\n var views = {};\n for (var i = 0; i < arrays.length; i++) {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n var buffer = new ArrayBuffer(outSize * 4);\n var out = null;\n var littleOffset = 0;\n for (var i = 0; i < arrays.length; i++) {\n var size = sizes[i];\n var array = arrays[i];\n /*\n @todo This is unsafe casting but consistent with how the code worked previously. Should it stay this way\n or should and `getBufferTypeUnsafe` function be exposed that throws an Error if unsupported type is passed?\n */\n var type = getBufferType(array);\n if (!views[type]) {\n views[type] = new map[type](buffer);\n }\n out = views[type];\n for (var j = 0; j < array.length; j++) {\n var indexStart = ((j / size | 0) * stride) + littleOffset;\n var index = j % size;\n out[indexStart + index] = array[j];\n }\n littleOffset += size;\n }\n return new Float32Array(buffer);\n}\n\n// Taken from the bit-twiddle package\n/**\n * Rounds to next power of two.\n * @function nextPow2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @returns {number} - next rounded power of two\n */\nfunction nextPow2(v) {\n v += v === 0 ? 1 : 0;\n --v;\n v |= v >>> 1;\n v |= v >>> 2;\n v |= v >>> 4;\n v |= v >>> 8;\n v |= v >>> 16;\n return v + 1;\n}\n/**\n * Checks if a number is a power of two.\n * @function isPow2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @returns {boolean} `true` if value is power of two\n */\nfunction isPow2(v) {\n return !(v & (v - 1)) && (!!v);\n}\n/**\n * Computes ceil of log base 2\n * @function log2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @returns {number} logarithm base 2\n */\nfunction log2(v) {\n var r = (v > 0xFFFF ? 1 : 0) << 4;\n v >>>= r;\n var shift = (v > 0xFF ? 1 : 0) << 3;\n v >>>= shift;\n r |= shift;\n shift = (v > 0xF ? 1 : 0) << 2;\n v >>>= shift;\n r |= shift;\n shift = (v > 0x3 ? 1 : 0) << 1;\n v >>>= shift;\n r |= shift;\n return r | (v >> 1);\n}\n\n/**\n * Remove items from a javascript array without generating garbage\n * @function removeItems\n * @memberof PIXI.utils\n * @param {Array} arr - Array to remove elements from\n * @param {number} startIdx - starting index\n * @param {number} removeCount - how many to remove\n */\nfunction removeItems(arr, startIdx, removeCount) {\n var length = arr.length;\n var i;\n if (startIdx >= length || removeCount === 0) {\n return;\n }\n removeCount = (startIdx + removeCount > length ? length - startIdx : removeCount);\n var len = length - removeCount;\n for (i = startIdx; i < len; ++i) {\n arr[i] = arr[i + removeCount];\n }\n arr.length = len;\n}\n\n/**\n * Returns sign of number\n * @memberof PIXI.utils\n * @function sign\n * @param {number} n - the number to check the sign of\n * @returns {number} 0 if `n` is 0, -1 if `n` is negative, 1 if `n` is positive\n */\nfunction sign(n) {\n if (n === 0)\n { return 0; }\n return n < 0 ? -1 : 1;\n}\n\nvar nextUid = 0;\n/**\n * Gets the next unique identifier\n * @memberof PIXI.utils\n * @function uid\n * @returns {number} The next unique identifier to use.\n */\nfunction uid() {\n return ++nextUid;\n}\n\n// A map of warning messages already fired\nvar warnings = {};\n/**\n * Helper for warning developers about deprecated features & settings.\n * A stack track for warnings is given; useful for tracking-down where\n * deprecated methods/properties/classes are being used within the code.\n * @memberof PIXI.utils\n * @function deprecation\n * @param {string} version - The version where the feature became deprecated\n * @param {string} message - Message should include what is deprecated, where, and the new solution\n * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack\n * this is mostly to ignore internal deprecation calls.\n */\nfunction deprecation(version, message, ignoreDepth) {\n if (ignoreDepth === void 0) { ignoreDepth = 3; }\n // Ignore duplicat\n if (warnings[message]) {\n return;\n }\n /* eslint-disable no-console */\n var stack = new Error().stack;\n // Handle IE < 10 and Safari < 6\n if (typeof stack === 'undefined') {\n console.warn('PixiJS Deprecation Warning: ', message + \"\\nDeprecated since v\" + version);\n }\n else {\n // chop off the stack trace which includes PixiJS internal calls\n stack = stack.split('\\n').splice(ignoreDepth).join('\\n');\n if (console.groupCollapsed) {\n console.groupCollapsed('%cPixiJS Deprecation Warning: %c%s', 'color:#614108;background:#fffbe6', 'font-weight:normal;color:#614108;background:#fffbe6', message + \"\\nDeprecated since v\" + version);\n console.warn(stack);\n console.groupEnd();\n }\n else {\n console.warn('PixiJS Deprecation Warning: ', message + \"\\nDeprecated since v\" + version);\n console.warn(stack);\n }\n }\n /* eslint-enable no-console */\n warnings[message] = true;\n}\n\n/**\n * @todo Describe property usage\n * @static\n * @name ProgramCache\n * @memberof PIXI.utils\n * @type {object}\n */\nvar ProgramCache = {};\n/**\n * @todo Describe property usage\n * @static\n * @name TextureCache\n * @memberof PIXI.utils\n * @type {object}\n */\nvar TextureCache = Object.create(null);\n/**\n * @todo Describe property usage\n * @static\n * @name BaseTextureCache\n * @memberof PIXI.utils\n * @type {object}\n */\nvar BaseTextureCache = Object.create(null);\n/**\n * Destroys all texture in the cache\n * @memberof PIXI.utils\n * @function destroyTextureCache\n */\nfunction destroyTextureCache() {\n var key;\n for (key in TextureCache) {\n TextureCache[key].destroy();\n }\n for (key in BaseTextureCache) {\n BaseTextureCache[key].destroy();\n }\n}\n/**\n * Removes all textures from cache, but does not destroy them\n * @memberof PIXI.utils\n * @function clearTextureCache\n */\nfunction clearTextureCache() {\n var key;\n for (key in TextureCache) {\n delete TextureCache[key];\n }\n for (key in BaseTextureCache) {\n delete BaseTextureCache[key];\n }\n}\n\n/**\n * Creates a Canvas element of the given size to be used as a target for rendering to.\n * @class\n * @memberof PIXI.utils\n */\nvar CanvasRenderTarget = /** @class */ (function () {\n /**\n * @param width - the width for the newly created canvas\n * @param height - the height for the newly created canvas\n * @param {number} [resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the canvas\n */\n function CanvasRenderTarget(width, height, resolution) {\n this.canvas = settings.ADAPTER.createCanvas();\n this.context = this.canvas.getContext('2d');\n this.resolution = resolution || settings.RESOLUTION;\n this.resize(width, height);\n }\n /**\n * Clears the canvas that was created by the CanvasRenderTarget class.\n * @private\n */\n CanvasRenderTarget.prototype.clear = function () {\n this.context.setTransform(1, 0, 0, 1, 0, 0);\n this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n };\n /**\n * Resizes the canvas to the specified width and height.\n * @param desiredWidth - the desired width of the canvas\n * @param desiredHeight - the desired height of the canvas\n */\n CanvasRenderTarget.prototype.resize = function (desiredWidth, desiredHeight) {\n this.canvas.width = Math.round(desiredWidth * this.resolution);\n this.canvas.height = Math.round(desiredHeight * this.resolution);\n };\n /** Destroys this canvas. */\n CanvasRenderTarget.prototype.destroy = function () {\n this.context = null;\n this.canvas = null;\n };\n Object.defineProperty(CanvasRenderTarget.prototype, \"width\", {\n /**\n * The width of the canvas buffer in pixels.\n * @member {number}\n */\n get: function () {\n return this.canvas.width;\n },\n set: function (val) {\n this.canvas.width = Math.round(val);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(CanvasRenderTarget.prototype, \"height\", {\n /**\n * The height of the canvas buffer in pixels.\n * @member {number}\n */\n get: function () {\n return this.canvas.height;\n },\n set: function (val) {\n this.canvas.height = Math.round(val);\n },\n enumerable: false,\n configurable: true\n });\n return CanvasRenderTarget;\n}());\n\n/**\n * Trim transparent borders from a canvas\n * @memberof PIXI.utils\n * @function trimCanvas\n * @param {HTMLCanvasElement} canvas - the canvas to trim\n * @returns {object} Trim data\n */\nfunction trimCanvas(canvas) {\n // https://gist.github.com/remy/784508\n var width = canvas.width;\n var height = canvas.height;\n var context = canvas.getContext('2d');\n var imageData = context.getImageData(0, 0, width, height);\n var pixels = imageData.data;\n var len = pixels.length;\n var bound = {\n top: null,\n left: null,\n right: null,\n bottom: null,\n };\n var data = null;\n var i;\n var x;\n var y;\n for (i = 0; i < len; i += 4) {\n if (pixels[i + 3] !== 0) {\n x = (i / 4) % width;\n y = ~~((i / 4) / width);\n if (bound.top === null) {\n bound.top = y;\n }\n if (bound.left === null) {\n bound.left = x;\n }\n else if (x < bound.left) {\n bound.left = x;\n }\n if (bound.right === null) {\n bound.right = x + 1;\n }\n else if (bound.right < x) {\n bound.right = x + 1;\n }\n if (bound.bottom === null) {\n bound.bottom = y;\n }\n else if (bound.bottom < y) {\n bound.bottom = y;\n }\n }\n }\n if (bound.top !== null) {\n width = bound.right - bound.left;\n height = bound.bottom - bound.top + 1;\n data = context.getImageData(bound.left, bound.top, width, height);\n }\n return {\n height: height,\n width: width,\n data: data,\n };\n}\n\n/**\n * Regexp for data URI.\n * Based on: {@link https://github.com/ragingwind/data-uri-regex}\n * @static\n * @constant {RegExp|string} DATA_URI\n * @memberof PIXI\n * @example data:image/png;base64\n */\nvar DATA_URI = /^\\s*data:(?:([\\w-]+)\\/([\\w+.-]+))?(?:;charset=([\\w-]+))?(?:;(base64))?,(.*)/i;\n\n/**\n * @memberof PIXI.utils\n * @interface DecomposedDataUri\n */\n/**\n * type, eg. `image`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} mediaType\n */\n/**\n * Sub type, eg. `png`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} subType\n */\n/**\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} charset\n */\n/**\n * Data encoding, eg. `base64`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} encoding\n */\n/**\n * The actual data\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} data\n */\n/**\n * Split a data URI into components. Returns undefined if\n * parameter `dataUri` is not a valid data URI.\n * @memberof PIXI.utils\n * @function decomposeDataUri\n * @param {string} dataUri - the data URI to check\n * @returns {PIXI.utils.DecomposedDataUri|undefined} The decomposed data uri or undefined\n */\nfunction decomposeDataUri(dataUri) {\n var dataUriMatch = DATA_URI.exec(dataUri);\n if (dataUriMatch) {\n return {\n mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : undefined,\n subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : undefined,\n charset: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : undefined,\n encoding: dataUriMatch[4] ? dataUriMatch[4].toLowerCase() : undefined,\n data: dataUriMatch[5],\n };\n }\n return undefined;\n}\n\nvar tempAnchor;\n/**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n * Nipped from the resource loader!\n * @ignore\n * @param {string} url - The url to test.\n * @param {object} [loc=window.location] - The location object to test against.\n * @returns {string} The crossOrigin value to use (or empty string for none).\n */\nfunction determineCrossOrigin(url$1, loc) {\n if (loc === void 0) { loc = globalThis.location; }\n // data: and javascript: urls are considered same-origin\n if (url$1.indexOf('data:') === 0) {\n return '';\n }\n // default is window.location\n loc = loc || globalThis.location;\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url$1;\n var parsedUrl = url.parse(tempAnchor.href);\n var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port);\n // if cross origin\n if (parsedUrl.hostname !== loc.hostname || !samePort || parsedUrl.protocol !== loc.protocol) {\n return 'anonymous';\n }\n return '';\n}\n\n/**\n * get the resolution / device pixel ratio of an asset by looking for the prefix\n * used by spritesheets and image urls\n * @memberof PIXI.utils\n * @function getResolutionOfUrl\n * @param {string} url - the image path\n * @param {number} [defaultValue=1] - the defaultValue if no filename prefix is set.\n * @returns {number} resolution / device pixel ratio of an asset\n */\nfunction getResolutionOfUrl(url, defaultValue) {\n var resolution = settings.RETINA_PREFIX.exec(url);\n if (resolution) {\n return parseFloat(resolution[1]);\n }\n return defaultValue !== undefined ? defaultValue : 1;\n}\n\nexport { BaseTextureCache, CanvasRenderTarget, DATA_URI, ProgramCache, TextureCache, clearTextureCache, correctBlendMode, createIndicesForQuads, decomposeDataUri, deprecation, destroyTextureCache, determineCrossOrigin, getBufferType, getResolutionOfUrl, hex2rgb, hex2string, interleaveTypedArrays, isPow2, isWebGLSupported, log2, nextPow2, premultiplyBlendMode, premultiplyRgba, premultiplyTint, premultiplyTintToRgba, removeItems, rgb2hex, sayHello, sign, skipHello, string2hex, trimCanvas, uid, url };\n//# sourceMappingURL=utils.mjs.map\n","/*!\n * @pixi/math - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/math is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Two Pi.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar PI_2 = Math.PI * 2;\n/**\n * Conversion factor for converting radians to degrees.\n * @static\n * @member {number} RAD_TO_DEG\n * @memberof PIXI\n */\nvar RAD_TO_DEG = 180 / Math.PI;\n/**\n * Conversion factor for converting degrees to radians.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar DEG_TO_RAD = Math.PI / 180;\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n * @static\n * @memberof PIXI\n * @enum {number}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n */\nvar SHAPES;\n(function (SHAPES) {\n SHAPES[SHAPES[\"POLY\"] = 0] = \"POLY\";\n SHAPES[SHAPES[\"RECT\"] = 1] = \"RECT\";\n SHAPES[SHAPES[\"CIRC\"] = 2] = \"CIRC\";\n SHAPES[SHAPES[\"ELIP\"] = 3] = \"ELIP\";\n SHAPES[SHAPES[\"RREC\"] = 4] = \"RREC\";\n})(SHAPES || (SHAPES = {}));\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis\n * @class\n * @memberof PIXI\n * @implements {IPoint}\n */\nvar Point = /** @class */ (function () {\n /**\n * Creates a new `Point`\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function Point(x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n /** Position of the point on the x axis */\n this.x = 0;\n /** Position of the point on the y axis */\n this.y = 0;\n this.x = x;\n this.y = y;\n }\n /**\n * Creates a clone of this point\n * @returns A clone of this point\n */\n Point.prototype.clone = function () {\n return new Point(this.x, this.y);\n };\n /**\n * Copies `x` and `y` from the given point into this point\n * @param p - The point to copy from\n * @returns The point instance itself\n */\n Point.prototype.copyFrom = function (p) {\n this.set(p.x, p.y);\n return this;\n };\n /**\n * Copies this point's x and y into the given point (`p`).\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n Point.prototype.copyTo = function (p) {\n p.set(this.x, this.y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n Point.prototype.equals = function (p) {\n return (p.x === this.x) && (p.y === this.y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the `x` axis\n * @param {number} [y=x] - position of the point on the `y` axis\n * @returns The point instance itself\n */\n Point.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n this.x = x;\n this.y = y;\n return this;\n };\n Point.prototype.toString = function () {\n return \"[@pixi/math:Point x=\" + this.x + \" y=\" + this.y + \"]\";\n };\n return Point;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\n/**\n * Size object, contains width and height\n * @memberof PIXI\n * @typedef {object} ISize\n * @property {number} width - Width component\n * @property {number} height - Height component\n */\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n * @memberof PIXI\n */\nvar Rectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rectangle\n * @param y - The Y coordinate of the upper-left corner of the rectangle\n * @param width - The overall width of the rectangle\n * @param height - The overall height of the rectangle\n */\n function Rectangle(x, y, width, height) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this.x = Number(x);\n this.y = Number(y);\n this.width = Number(width);\n this.height = Number(height);\n this.type = SHAPES.RECT;\n }\n Object.defineProperty(Rectangle.prototype, \"left\", {\n /** Returns the left edge of the rectangle. */\n get: function () {\n return this.x;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"right\", {\n /** Returns the right edge of the rectangle. */\n get: function () {\n return this.x + this.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"top\", {\n /** Returns the top edge of the rectangle. */\n get: function () {\n return this.y;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"bottom\", {\n /** Returns the bottom edge of the rectangle. */\n get: function () {\n return this.y + this.height;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle, \"EMPTY\", {\n /** A constant empty rectangle. */\n get: function () {\n return new Rectangle(0, 0, 0, 0);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates a clone of this Rectangle\n * @returns a copy of the rectangle\n */\n Rectangle.prototype.clone = function () {\n return new Rectangle(this.x, this.y, this.width, this.height);\n };\n /**\n * Copies another rectangle to this one.\n * @param rectangle - The rectangle to copy from.\n * @returns Returns itself.\n */\n Rectangle.prototype.copyFrom = function (rectangle) {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n return this;\n };\n /**\n * Copies this rectangle to another one.\n * @param rectangle - The rectangle to copy to.\n * @returns Returns given parameter.\n */\n Rectangle.prototype.copyTo = function (rectangle) {\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n return rectangle;\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Rectangle\n */\n Rectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x < this.x + this.width) {\n if (y >= this.y && y < this.y + this.height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object.\n * Returns true only if the area of the intersection is >0, this means that Rectangles\n * sharing a side are not overlapping. Another side effect is that an arealess rectangle\n * (width or height equal to zero) can't intersect any other rectangle.\n * @param {Rectangle} other - The Rectangle to intersect with `this`.\n * @param {Matrix} transform - The transformation matrix of `other`.\n * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`.\n */\n Rectangle.prototype.intersects = function (other, transform) {\n if (!transform) {\n var x0_1 = this.x < other.x ? other.x : this.x;\n var x1_1 = this.right > other.right ? other.right : this.right;\n if (x1_1 <= x0_1) {\n return false;\n }\n var y0_1 = this.y < other.y ? other.y : this.y;\n var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom;\n return y1_1 > y0_1;\n }\n var x0 = this.left;\n var x1 = this.right;\n var y0 = this.top;\n var y1 = this.bottom;\n if (x1 <= x0 || y1 <= y0) {\n return false;\n }\n var lt = tempPoints[0].set(other.left, other.top);\n var lb = tempPoints[1].set(other.left, other.bottom);\n var rt = tempPoints[2].set(other.right, other.top);\n var rb = tempPoints[3].set(other.right, other.bottom);\n if (rt.x <= lt.x || lb.y <= lt.y) {\n return false;\n }\n var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c));\n if (s === 0) {\n return false;\n }\n transform.apply(lt, lt);\n transform.apply(lb, lb);\n transform.apply(rt, rt);\n transform.apply(rb, rb);\n if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0\n || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1\n || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0\n || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) {\n return false;\n }\n var nx = s * (lb.y - lt.y);\n var ny = s * (lt.x - lb.x);\n var n00 = (nx * x0) + (ny * y0);\n var n10 = (nx * x1) + (ny * y0);\n var n01 = (nx * x0) + (ny * y1);\n var n11 = (nx * x1) + (ny * y1);\n if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y)\n || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) {\n return false;\n }\n var mx = s * (lt.y - rt.y);\n var my = s * (rt.x - lt.x);\n var m00 = (mx * x0) + (my * y0);\n var m10 = (mx * x1) + (my * y0);\n var m01 = (mx * x0) + (my * y1);\n var m11 = (mx * x1) + (my * y1);\n if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y)\n || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) {\n return false;\n }\n return true;\n };\n /**\n * Pads the rectangle making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n * @returns Returns itself.\n */\n Rectangle.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n this.x -= paddingX;\n this.y -= paddingY;\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n return this;\n };\n /**\n * Fits this rectangle around the passed one.\n * @param rectangle - The rectangle to fit.\n * @returns Returns itself.\n */\n Rectangle.prototype.fit = function (rectangle) {\n var x1 = Math.max(this.x, rectangle.x);\n var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.max(this.y, rectangle.y);\n var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = Math.max(x2 - x1, 0);\n this.y = y1;\n this.height = Math.max(y2 - y1, 0);\n return this;\n };\n /**\n * Enlarges rectangle that way its corners lie on grid\n * @param resolution - resolution\n * @param eps - precision\n * @returns Returns itself.\n */\n Rectangle.prototype.ceil = function (resolution, eps) {\n if (resolution === void 0) { resolution = 1; }\n if (eps === void 0) { eps = 0.001; }\n var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n return this;\n };\n /**\n * Enlarges this rectangle to include the passed rectangle.\n * @param rectangle - The rectangle to include.\n * @returns Returns itself.\n */\n Rectangle.prototype.enlarge = function (rectangle) {\n var x1 = Math.min(this.x, rectangle.x);\n var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.min(this.y, rectangle.y);\n var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n return this;\n };\n Rectangle.prototype.toString = function () {\n return \"[@pixi/math:Rectangle x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Rectangle;\n}());\n\n/**\n * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Circle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this circle\n * @param y - The Y coordinate of the center of this circle\n * @param radius - The radius of the circle\n */\n function Circle(x, y, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (radius === void 0) { radius = 0; }\n this.x = x;\n this.y = y;\n this.radius = radius;\n this.type = SHAPES.CIRC;\n }\n /**\n * Creates a clone of this Circle instance\n * @returns A copy of the Circle\n */\n Circle.prototype.clone = function () {\n return new Circle(this.x, this.y, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this circle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Circle\n */\n Circle.prototype.contains = function (x, y) {\n if (this.radius <= 0) {\n return false;\n }\n var r2 = this.radius * this.radius;\n var dx = (this.x - x);\n var dy = (this.y - y);\n dx *= dx;\n dy *= dy;\n return (dx + dy <= r2);\n };\n /**\n * Returns the framing rectangle of the circle as a Rectangle object\n * @returns The framing rectangle\n */\n Circle.prototype.getBounds = function () {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n };\n Circle.prototype.toString = function () {\n return \"[@pixi/math:Circle x=\" + this.x + \" y=\" + this.y + \" radius=\" + this.radius + \"]\";\n };\n return Circle;\n}());\n\n/**\n * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Ellipse = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this ellipse\n * @param y - The Y coordinate of the center of this ellipse\n * @param halfWidth - The half width of this ellipse\n * @param halfHeight - The half height of this ellipse\n */\n function Ellipse(x, y, halfWidth, halfHeight) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (halfWidth === void 0) { halfWidth = 0; }\n if (halfHeight === void 0) { halfHeight = 0; }\n this.x = x;\n this.y = y;\n this.width = halfWidth;\n this.height = halfHeight;\n this.type = SHAPES.ELIP;\n }\n /**\n * Creates a clone of this Ellipse instance\n * @returns {PIXI.Ellipse} A copy of the ellipse\n */\n Ellipse.prototype.clone = function () {\n return new Ellipse(this.x, this.y, this.width, this.height);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this ellipse\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coords are within this ellipse\n */\n Ellipse.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n // normalize the coords to an ellipse with center 0,0\n var normx = ((x - this.x) / this.width);\n var normy = ((y - this.y) / this.height);\n normx *= normx;\n normy *= normy;\n return (normx + normy <= 1);\n };\n /**\n * Returns the framing rectangle of the ellipse as a Rectangle object\n * @returns The framing rectangle\n */\n Ellipse.prototype.getBounds = function () {\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n };\n Ellipse.prototype.toString = function () {\n return \"[@pixi/math:Ellipse x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Ellipse;\n}());\n\n/**\n * A class to define a shape via user defined coordinates.\n * @memberof PIXI\n */\nvar Polygon = /** @class */ (function () {\n /**\n * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points\n * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or\n * the arguments passed can be all the points of the polygon e.g.\n * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat\n * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.\n */\n function Polygon() {\n var arguments$1 = arguments;\n\n var points = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n points[_i] = arguments$1[_i];\n }\n var flat = Array.isArray(points[0]) ? points[0] : points;\n // if this is an array of points, convert it to a flat array of numbers\n if (typeof flat[0] !== 'number') {\n var p = [];\n for (var i = 0, il = flat.length; i < il; i++) {\n p.push(flat[i].x, flat[i].y);\n }\n flat = p;\n }\n this.points = flat;\n this.type = SHAPES.POLY;\n this.closeStroke = true;\n }\n /**\n * Creates a clone of this polygon.\n * @returns - A copy of the polygon.\n */\n Polygon.prototype.clone = function () {\n var points = this.points.slice();\n var polygon = new Polygon(points);\n polygon.closeStroke = this.closeStroke;\n return polygon;\n };\n /**\n * Checks whether the x and y coordinates passed to this function are contained within this polygon.\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this polygon.\n */\n Polygon.prototype.contains = function (x, y) {\n var inside = false;\n // use some raycasting to test hits\n // https://github.com/substack/point-in-polygon/blob/master/index.js\n var length = this.points.length / 2;\n for (var i = 0, j = length - 1; i < length; j = i++) {\n var xi = this.points[i * 2];\n var yi = this.points[(i * 2) + 1];\n var xj = this.points[j * 2];\n var yj = this.points[(j * 2) + 1];\n var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);\n if (intersect) {\n inside = !inside;\n }\n }\n return inside;\n };\n Polygon.prototype.toString = function () {\n return \"[@pixi/math:Polygon\"\n + (\"closeStroke=\" + this.closeStroke)\n + (\"points=\" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + \", \" + currentPoint; }, '') + \"]\");\n };\n return Polygon;\n}());\n\n/**\n * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its\n * top-left corner point (x, y) and by its width and its height and its radius.\n * @memberof PIXI\n */\nvar RoundedRectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rounded rectangle\n * @param y - The Y coordinate of the upper-left corner of the rounded rectangle\n * @param width - The overall width of this rounded rectangle\n * @param height - The overall height of this rounded rectangle\n * @param radius - Controls the radius of the rounded corners\n */\n function RoundedRectangle(x, y, width, height, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n if (radius === void 0) { radius = 20; }\n this.x = x;\n this.y = y;\n this.width = width;\n this.height = height;\n this.radius = radius;\n this.type = SHAPES.RREC;\n }\n /**\n * Creates a clone of this Rounded Rectangle.\n * @returns - A copy of the rounded rectangle.\n */\n RoundedRectangle.prototype.clone = function () {\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rounded Rectangle\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this Rounded Rectangle.\n */\n RoundedRectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width) {\n if (y >= this.y && y <= this.y + this.height) {\n var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2));\n if ((y >= this.y + radius && y <= this.y + this.height - radius)\n || (x >= this.x + radius && x <= this.x + this.width - radius)) {\n return true;\n }\n var dx = x - (this.x + radius);\n var dy = y - (this.y + radius);\n var radius2 = radius * radius;\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + this.width - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dy = y - (this.y + this.height - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n }\n }\n return false;\n };\n RoundedRectangle.prototype.toString = function () {\n return \"[@pixi/math:RoundedRectangle x=\" + this.x + \" y=\" + this.y\n + (\"width=\" + this.width + \" height=\" + this.height + \" radius=\" + this.radius + \"]\");\n };\n return RoundedRectangle;\n}());\n\n/**\n * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis.\n *\n * An `ObservablePoint` is a point that triggers a callback when the point's position is changed.\n * @memberof PIXI\n */\nvar ObservablePoint = /** @class */ (function () {\n /**\n * Creates a new `ObservablePoint`\n * @param cb - callback function triggered when `x` and/or `y` are changed\n * @param scope - owner of callback\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function ObservablePoint(cb, scope, x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n this._x = x;\n this._y = y;\n this.cb = cb;\n this.scope = scope;\n }\n /**\n * Creates a clone of this point.\n * The callback and scope params can be overridden otherwise they will default\n * to the clone object's values.\n * @override\n * @param cb - The callback function triggered when `x` and/or `y` are changed\n * @param scope - The owner of the callback\n * @returns a copy of this observable point\n */\n ObservablePoint.prototype.clone = function (cb, scope) {\n if (cb === void 0) { cb = this.cb; }\n if (scope === void 0) { scope = this.scope; }\n return new ObservablePoint(cb, scope, this._x, this._y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n if (this._x !== x || this._y !== y) {\n this._x = x;\n this._y = y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies x and y from the given point (`p`)\n * @param p - The point to copy from. Can be any of type that is or extends `IPointData`\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.copyFrom = function (p) {\n if (this._x !== p.x || this._y !== p.y) {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies this point's x and y into that of the given point (`p`)\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n ObservablePoint.prototype.copyTo = function (p) {\n p.set(this._x, this._y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n ObservablePoint.prototype.equals = function (p) {\n return (p.x === this._x) && (p.y === this._y);\n };\n ObservablePoint.prototype.toString = function () {\n return \"[@pixi/math:ObservablePoint x=\" + 0 + \" y=\" + 0 + \" scope=\" + this.scope + \"]\";\n };\n Object.defineProperty(ObservablePoint.prototype, \"x\", {\n /** Position of the observable point on the x axis. */\n get: function () {\n return this._x;\n },\n set: function (value) {\n if (this._x !== value) {\n this._x = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ObservablePoint.prototype, \"y\", {\n /** Position of the observable point on the y axis. */\n get: function () {\n return this._y;\n },\n set: function (value) {\n if (this._y !== value) {\n this._y = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n return ObservablePoint;\n}());\n\n/**\n * The PixiJS Matrix as a class makes it a lot faster.\n *\n * Here is a representation of it:\n * ```js\n * | a | c | tx|\n * | b | d | ty|\n * | 0 | 0 | 1 |\n * ```\n * @memberof PIXI\n */\nvar Matrix = /** @class */ (function () {\n /**\n * @param a - x scale\n * @param b - y skew\n * @param c - x skew\n * @param d - y scale\n * @param tx - x translation\n * @param ty - y translation\n */\n function Matrix(a, b, c, d, tx, ty) {\n if (a === void 0) { a = 1; }\n if (b === void 0) { b = 0; }\n if (c === void 0) { c = 0; }\n if (d === void 0) { d = 1; }\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n this.array = null;\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n }\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n * @param array - The array that the matrix will be populated from.\n */\n Matrix.prototype.fromArray = function (array) {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n };\n /**\n * Sets the matrix properties.\n * @param a - Matrix component\n * @param b - Matrix component\n * @param c - Matrix component\n * @param d - Matrix component\n * @param tx - Matrix component\n * @param ty - Matrix component\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.set = function (a, b, c, d, tx, ty) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n return this;\n };\n /**\n * Creates an array from the current Matrix object.\n * @param transpose - Whether we need to transpose the matrix or not\n * @param [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @returns The newly created array which contains the matrix\n */\n Matrix.prototype.toArray = function (transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n var array = out || this.array;\n if (transpose) {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n }\n else {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n return array;\n };\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, transformed through this matrix\n */\n Matrix.prototype.apply = function (pos, newPos) {\n newPos = (newPos || new Point());\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.a * x) + (this.c * y) + this.tx;\n newPos.y = (this.b * x) + (this.d * y) + this.ty;\n return newPos;\n };\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n Matrix.prototype.applyInverse = function (pos, newPos) {\n newPos = (newPos || new Point());\n var id = 1 / ((this.a * this.d) + (this.c * -this.b));\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);\n newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);\n return newPos;\n };\n /**\n * Translates the matrix on the x and y.\n * @param x - How much to translate x by\n * @param y - How much to translate y by\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.translate = function (x, y) {\n this.tx += x;\n this.ty += y;\n return this;\n };\n /**\n * Applies a scale transformation to the matrix.\n * @param x - The amount to scale horizontally\n * @param y - The amount to scale vertically\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.scale = function (x, y) {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n return this;\n };\n /**\n * Applies a rotation transformation to the matrix.\n * @param angle - The angle in radians.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.rotate = function (angle) {\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n var a1 = this.a;\n var c1 = this.c;\n var tx1 = this.tx;\n this.a = (a1 * cos) - (this.b * sin);\n this.b = (a1 * sin) + (this.b * cos);\n this.c = (c1 * cos) - (this.d * sin);\n this.d = (c1 * sin) + (this.d * cos);\n this.tx = (tx1 * cos) - (this.ty * sin);\n this.ty = (tx1 * sin) + (this.ty * cos);\n return this;\n };\n /**\n * Appends the given Matrix to this Matrix.\n * @param matrix - The matrix to append.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.append = function (matrix) {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n this.a = (matrix.a * a1) + (matrix.b * c1);\n this.b = (matrix.a * b1) + (matrix.b * d1);\n this.c = (matrix.c * a1) + (matrix.d * c1);\n this.d = (matrix.c * b1) + (matrix.d * d1);\n this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;\n this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;\n return this;\n };\n /**\n * Sets the matrix based on all the available properties\n * @param x - Position on the x axis\n * @param y - Position on the y axis\n * @param pivotX - Pivot on the x axis\n * @param pivotY - Pivot on the y axis\n * @param scaleX - Scale on the x axis\n * @param scaleY - Scale on the y axis\n * @param rotation - Rotation in radians\n * @param skewX - Skew on the x axis\n * @param skewY - Skew on the y axis\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n this.a = Math.cos(rotation + skewY) * scaleX;\n this.b = Math.sin(rotation + skewY) * scaleX;\n this.c = -Math.sin(rotation - skewX) * scaleY;\n this.d = Math.cos(rotation - skewX) * scaleY;\n this.tx = x - ((pivotX * this.a) + (pivotY * this.c));\n this.ty = y - ((pivotX * this.b) + (pivotY * this.d));\n return this;\n };\n /**\n * Prepends the given Matrix to this Matrix.\n * @param matrix - The matrix to prepend\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.prepend = function (matrix) {\n var tx1 = this.tx;\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n var a1 = this.a;\n var c1 = this.c;\n this.a = (a1 * matrix.a) + (this.b * matrix.c);\n this.b = (a1 * matrix.b) + (this.b * matrix.d);\n this.c = (c1 * matrix.a) + (this.d * matrix.c);\n this.d = (c1 * matrix.b) + (this.d * matrix.d);\n }\n this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;\n this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;\n return this;\n };\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n * @param transform - The transform to apply the properties to.\n * @returns The transform with the newly applied properties\n */\n Matrix.prototype.decompose = function (transform) {\n // sort out rotation / skew..\n var a = this.a;\n var b = this.b;\n var c = this.c;\n var d = this.d;\n var pivot = transform.pivot;\n var skewX = -Math.atan2(-c, d);\n var skewY = Math.atan2(b, a);\n var delta = Math.abs(skewX + skewY);\n if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n }\n else {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n // next set scale\n transform.scale.x = Math.sqrt((a * a) + (b * b));\n transform.scale.y = Math.sqrt((c * c) + (d * d));\n // next set position\n transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c));\n transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d));\n return transform;\n };\n /**\n * Inverts this matrix\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.invert = function () {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n var tx1 = this.tx;\n var n = (a1 * d1) - (b1 * c1);\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;\n this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;\n return this;\n };\n /**\n * Resets this Matrix to an identity (default) matrix.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.identity = function () {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n return this;\n };\n /**\n * Creates a new Matrix object with the same values as this one.\n * @returns A copy of this matrix. Good for chaining method calls.\n */\n Matrix.prototype.clone = function () {\n var matrix = new Matrix();\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n * @param matrix - The matrix to copy to.\n * @returns The matrix given in parameter with its values updated.\n */\n Matrix.prototype.copyTo = function (matrix) {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the matrix to be the same as the ones in given matrix\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @returns {PIXI.Matrix} this\n */\n Matrix.prototype.copyFrom = function (matrix) {\n this.a = matrix.a;\n this.b = matrix.b;\n this.c = matrix.c;\n this.d = matrix.d;\n this.tx = matrix.tx;\n this.ty = matrix.ty;\n return this;\n };\n Matrix.prototype.toString = function () {\n return \"[@pixi/math:Matrix a=\" + this.a + \" b=\" + this.b + \" c=\" + this.c + \" d=\" + this.d + \" tx=\" + this.tx + \" ty=\" + this.ty + \"]\";\n };\n Object.defineProperty(Matrix, \"IDENTITY\", {\n /**\n * A default (identity) matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Matrix, \"TEMP_MATRIX\", {\n /**\n * A temp matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n return Matrix;\n}());\n\n// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group\n/*\n * Transform matrix for operation n is:\n * | ux | vx |\n * | uy | vy |\n */\nvar ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nvar uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\n/**\n * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * for the composition of each rotation in the dihederal group D8.\n * @type {number[][]}\n * @private\n */\nvar rotationCayley = [];\n/**\n * Matrices for each `GD8Symmetry` rotation.\n * @type {PIXI.Matrix[]}\n * @private\n */\nvar rotationMatrices = [];\n/*\n * Alias for {@code Math.sign}.\n */\nvar signum = Math.sign;\n/*\n * Initializes `rotationCayley` and `rotationMatrices`. It is called\n * only once below.\n */\nfunction init() {\n for (var i = 0; i < 16; i++) {\n var row = [];\n rotationCayley.push(row);\n for (var j = 0; j < 16; j++) {\n /* Multiplies rotation matrices i and j. */\n var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));\n var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));\n var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));\n var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));\n /* Finds rotation matrix matching the product and pushes it. */\n for (var k = 0; k < 16; k++) {\n if (ux[k] === _ux && uy[k] === _uy\n && vx[k] === _vx && vy[k] === _vy) {\n row.push(k);\n break;\n }\n }\n }\n }\n for (var i = 0; i < 16; i++) {\n var mat = new Matrix();\n mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);\n rotationMatrices.push(mat);\n }\n}\ninit();\n/**\n * @memberof PIXI\n * @typedef {number} GD8Symmetry\n * @see PIXI.groupD8\n */\n/**\n * Implements the dihedral group D8, which is similar to\n * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};\n * D8 is the same but with diagonals, and it is used for texture\n * rotations.\n *\n * The directions the U- and V- axes after rotation\n * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`\n * and `(vX(a), vY(a))`. These aren't necessarily unit vectors.\n *\n * **Origin:**
\n * This is the small part of gameofbombs.com portal system. It works.\n * @see PIXI.groupD8.E\n * @see PIXI.groupD8.SE\n * @see PIXI.groupD8.S\n * @see PIXI.groupD8.SW\n * @see PIXI.groupD8.W\n * @see PIXI.groupD8.NW\n * @see PIXI.groupD8.N\n * @see PIXI.groupD8.NE\n * @author Ivan @ivanpopelyshev\n * @namespace PIXI.groupD8\n * @memberof PIXI\n */\nvar groupD8 = {\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 0° | East |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n E: 0,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 45°↻ | Southeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SE: 1,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 90°↻ | South |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n S: 2,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 135°↻ | Southwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SW: 3,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 180° | West |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n W: 4,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -135°/225°↻ | Northwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NW: 5,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -90°/270°↻ | North |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n N: 6,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -45°/315°↻ | Northeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NE: 7,\n /**\n * Reflection about Y-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_VERTICAL: 8,\n /**\n * Reflection about the main diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MAIN_DIAGONAL: 10,\n /**\n * Reflection about X-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_HORIZONTAL: 12,\n /**\n * Reflection about reverse diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n REVERSE_DIAGONAL: 14,\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the U-axis\n * after rotating the axes.\n */\n uX: function (ind) { return ux[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis\n * after rotating the axes.\n */\n uY: function (ind) { return uy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the V-axis\n * after rotating the axes.\n */\n vX: function (ind) { return vx[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis\n * after rotating the axes.\n */\n vY: function (ind) { return vy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite\n * is needed. Only rotations have opposite symmetries while\n * reflections don't.\n * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation`\n */\n inv: function (rotation) {\n if (rotation & 8) // true only if between 8 & 15 (reflections)\n {\n return rotation & 15; // or rotation % 16\n }\n return (-rotation) & 7; // or (8 - rotation) % 8\n },\n /**\n * Composes the two D8 operations.\n *\n * Taking `^` as reflection:\n *\n * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |\n * |-------|-----|-----|-----|-----|------|-------|-------|-------|\n * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |\n * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |\n * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |\n * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |\n * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |\n * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |\n * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |\n * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |\n *\n * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which\n * is the row in the above cayley table.\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which\n * is the column in the above cayley table.\n * @returns {PIXI.GD8Symmetry} Composed operation\n */\n add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); },\n /**\n * Reverse of `add`.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation\n * @returns {PIXI.GD8Symmetry} Result\n */\n sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); },\n /**\n * Adds 180 degrees to rotation, which is a commutative\n * operation.\n * @memberof PIXI.groupD8\n * @param {number} rotation - The number to rotate.\n * @returns {number} Rotated number\n */\n rotate180: function (rotation) { return rotation ^ 4; },\n /**\n * Checks if the rotation angle is vertical, i.e. south\n * or north. It doesn't work for reflections.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - The number to check.\n * @returns {boolean} Whether or not the direction is vertical\n */\n isVertical: function (rotation) { return (rotation & 3) === 2; },\n /**\n * Approximates the vector `V(dx,dy)` into one of the\n * eight directions provided by `groupD8`.\n * @memberof PIXI.groupD8\n * @param {number} dx - X-component of the vector\n * @param {number} dy - Y-component of the vector\n * @returns {PIXI.GD8Symmetry} Approximation of the vector into\n * one of the eight symmetries.\n */\n byDirection: function (dx, dy) {\n if (Math.abs(dx) * 2 <= Math.abs(dy)) {\n if (dy >= 0) {\n return groupD8.S;\n }\n return groupD8.N;\n }\n else if (Math.abs(dy) * 2 <= Math.abs(dx)) {\n if (dx > 0) {\n return groupD8.E;\n }\n return groupD8.W;\n }\n else if (dy > 0) {\n if (dx > 0) {\n return groupD8.SE;\n }\n return groupD8.SW;\n }\n else if (dx > 0) {\n return groupD8.NE;\n }\n return groupD8.NW;\n },\n /**\n * Helps sprite to compensate texture packer rotation.\n * @memberof PIXI.groupD8\n * @param {PIXI.Matrix} matrix - sprite world matrix\n * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.\n * @param {number} tx - sprite anchoring\n * @param {number} ty - sprite anchoring\n */\n matrixAppendRotationInv: function (matrix, rotation, tx, ty) {\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n // Packer used \"rotation\", we use \"inv(rotation)\"\n var mat = rotationMatrices[groupD8.inv(rotation)];\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n },\n};\n\n/**\n * Transform that takes care about its versions.\n * @memberof PIXI\n */\nvar Transform = /** @class */ (function () {\n function Transform() {\n this.worldTransform = new Matrix();\n this.localTransform = new Matrix();\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n this._rotation = 0;\n this._cx = 1;\n this._sx = 0;\n this._cy = 0;\n this._sy = 1;\n this._localID = 0;\n this._currentLocalID = 0;\n this._worldID = 0;\n this._parentID = 0;\n }\n /** Called when a value changes. */\n Transform.prototype.onChange = function () {\n this._localID++;\n };\n /** Called when the skew or the rotation changes. */\n Transform.prototype.updateSkew = function () {\n this._cx = Math.cos(this._rotation + this.skew.y);\n this._sx = Math.sin(this._rotation + this.skew.y);\n this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2\n this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2\n this._localID++;\n };\n Transform.prototype.toString = function () {\n return \"[@pixi/math:Transform \"\n + (\"position=(\" + this.position.x + \", \" + this.position.y + \") \")\n + (\"rotation=\" + this.rotation + \" \")\n + (\"scale=(\" + this.scale.x + \", \" + this.scale.y + \") \")\n + (\"skew=(\" + this.skew.x + \", \" + this.skew.y + \") \")\n + \"]\";\n };\n /** Updates the local transformation matrix. */\n Transform.prototype.updateLocalTransform = function () {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n };\n /**\n * Updates the local and the world transformation matrices.\n * @param parentTransform - The parent transform\n */\n Transform.prototype.updateTransform = function (parentTransform) {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n if (this._parentID !== parentTransform._worldID) {\n // concat the parent matrix with the objects transform.\n var pt = parentTransform.worldTransform;\n var wt = this.worldTransform;\n wt.a = (lt.a * pt.a) + (lt.b * pt.c);\n wt.b = (lt.a * pt.b) + (lt.b * pt.d);\n wt.c = (lt.c * pt.a) + (lt.d * pt.c);\n wt.d = (lt.c * pt.b) + (lt.d * pt.d);\n wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;\n wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;\n this._parentID = parentTransform._worldID;\n // update the id of the transform..\n this._worldID++;\n }\n };\n /**\n * Decomposes a matrix and sets the transforms properties based on it.\n * @param matrix - The matrix to decompose\n */\n Transform.prototype.setFromMatrix = function (matrix) {\n matrix.decompose(this);\n this._localID++;\n };\n Object.defineProperty(Transform.prototype, \"rotation\", {\n /** The rotation of the object in radians. */\n get: function () {\n return this._rotation;\n },\n set: function (value) {\n if (this._rotation !== value) {\n this._rotation = value;\n this.updateSkew();\n }\n },\n enumerable: false,\n configurable: true\n });\n /** A default (identity) transform. */\n Transform.IDENTITY = new Transform();\n return Transform;\n}());\n\nexport { Circle, DEG_TO_RAD, Ellipse, Matrix, ObservablePoint, PI_2, Point, Polygon, RAD_TO_DEG, Rectangle, RoundedRectangle, SHAPES, Transform, groupD8 };\n//# sourceMappingURL=math.mjs.map\n","/*!\n * @pixi/display - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/display is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { Rectangle, RAD_TO_DEG, DEG_TO_RAD, Transform } from '@pixi/math';\nimport { EventEmitter, removeItems } from '@pixi/utils';\n\n/**\n * Sets the default value for the container property 'sortableChildren'.\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n * @static\n * @constant\n * @name SORTABLE_CHILDREN\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.SORTABLE_CHILDREN = false;\n\n/**\n * 'Builder' pattern for bounds rectangles.\n *\n * This could be called an Axis-Aligned Bounding Box.\n * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems.\n * @memberof PIXI\n */\nvar Bounds = /** @class */ (function () {\n function Bounds() {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n this.rect = null;\n this.updateID = -1;\n }\n /**\n * Checks if bounds are empty.\n * @returns - True if empty.\n */\n Bounds.prototype.isEmpty = function () {\n return this.minX > this.maxX || this.minY > this.maxY;\n };\n /** Clears the bounds and resets. */\n Bounds.prototype.clear = function () {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n };\n /**\n * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n * It is not guaranteed that it will return tempRect\n * @param rect - Temporary object will be used if AABB is not empty\n * @returns - A rectangle of the bounds\n */\n Bounds.prototype.getRectangle = function (rect) {\n if (this.minX > this.maxX || this.minY > this.maxY) {\n return Rectangle.EMPTY;\n }\n rect = rect || new Rectangle(0, 0, 1, 1);\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n return rect;\n };\n /**\n * This function should be inlined when its possible.\n * @param point - The point to add.\n */\n Bounds.prototype.addPoint = function (point) {\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n };\n /**\n * Adds a point, after transformed. This should be inlined when its possible.\n * @param matrix\n * @param point\n */\n Bounds.prototype.addPointMatrix = function (matrix, point) {\n var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty;\n var x = (a * point.x) + (c * point.y) + tx;\n var y = (b * point.x) + (d * point.y) + ty;\n this.minX = Math.min(this.minX, x);\n this.maxX = Math.max(this.maxX, x);\n this.minY = Math.min(this.minY, y);\n this.maxY = Math.max(this.maxY, y);\n };\n /**\n * Adds a quad, not transformed\n * @param vertices - The verts to add.\n */\n Bounds.prototype.addQuad = function (vertices) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = vertices[0];\n var y = vertices[1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds sprite frame, transformed.\n * @param transform - transform to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) {\n this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1);\n };\n /**\n * Adds sprite frame, multiplied by matrix\n * @param matrix - matrix to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) {\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = (a * x0) + (c * y0) + tx;\n var y = (b * x0) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y0) + tx;\n y = (b * x1) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x0) + (c * y1) + tx;\n y = (b * x0) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y1) + tx;\n y = (b * x1) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds screen vertices from array\n * @param vertexData - calculated vertices\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var x = vertexData[i];\n var y = vertexData[i + 1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Add an array of mesh vertices\n * @param transform - mesh transform\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) {\n this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset);\n };\n /**\n * Add an array of mesh vertices.\n * @param matrix - mesh matrix\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n * @param padX - x padding\n * @param padY - y padding\n */\n Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) {\n if (padX === void 0) { padX = 0; }\n if (padY === void 0) { padY = padX; }\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var rawX = vertices[i];\n var rawY = vertices[i + 1];\n var x = (a * rawX) + (c * rawY) + tx;\n var y = (d * rawY) + (b * rawX) + ty;\n minX = Math.min(minX, x - padX);\n maxX = Math.max(maxX, x + padX);\n minY = Math.min(minY, y - padY);\n maxY = Math.max(maxY, y + padY);\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds other {@link Bounds}.\n * @param bounds - The Bounds to be added\n */\n Bounds.prototype.addBounds = function (bounds) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = bounds.minX < minX ? bounds.minX : minX;\n this.minY = bounds.minY < minY ? bounds.minY : minY;\n this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX;\n this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY;\n };\n /**\n * Adds other Bounds, masked with Bounds.\n * @param bounds - The Bounds to be added.\n * @param mask - TODO\n */\n Bounds.prototype.addBoundsMask = function (bounds, mask) {\n var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX;\n var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY;\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty.\n * @param bounds - other bounds\n * @param matrix - multiplicator\n */\n Bounds.prototype.addBoundsMatrix = function (bounds, matrix) {\n this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY);\n };\n /**\n * Adds other Bounds, masked with Rectangle.\n * @param bounds - TODO\n * @param area - TODO\n */\n Bounds.prototype.addBoundsArea = function (bounds, area) {\n var _minX = bounds.minX > area.x ? bounds.minX : area.x;\n var _minY = bounds.minY > area.y ? bounds.minY : area.y;\n var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width);\n var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height);\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Pads bounds object, making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n */\n Bounds.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n if (!this.isEmpty()) {\n this.minX -= paddingX;\n this.maxX += paddingX;\n this.minY -= paddingY;\n this.maxY += paddingY;\n }\n };\n /**\n * Adds padded frame. (x0, y0) should be strictly less than (x1, y1)\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n * @param padX - padding X\n * @param padY - padding Y\n */\n Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) {\n x0 -= padX;\n y0 -= padY;\n x1 += padX;\n y1 += padY;\n this.minX = this.minX < x0 ? this.minX : x0;\n this.maxX = this.maxX > x1 ? this.maxX : x1;\n this.minY = this.minY < y0 ? this.minY : y0;\n this.maxY = this.maxY > y1 ? this.maxY : y1;\n };\n return Bounds;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * The base class for all objects that are rendered on the screen.\n *\n * This is an abstract class and can not be used on its own; rather it should be extended.\n *\n * ## Display objects implemented in PixiJS\n *\n * | Display Object | Description |\n * | ------------------------------- | --------------------------------------------------------------------- |\n * | {@link PIXI.Container} | Adds support for `children` to DisplayObject |\n * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API |\n * | {@link PIXI.Sprite} | Draws textures (i.e. images) |\n * | {@link PIXI.Text} | Draws text using the Canvas API internally |\n * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures |\n * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion |\n * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images |\n * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data |\n * | {@link PIXI.NineSlicePlane} | Mesh-related |\n * | {@link PIXI.SimpleMesh} | v4-compatible mesh |\n * | {@link PIXI.SimplePlane} | Mesh-related |\n * | {@link PIXI.SimpleRope} | Mesh-related |\n *\n * ## Transforms\n *\n * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its\n * local coordinate space to its parent's local coordinate space. The following properties are derived\n * from the transform:\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n *
PropertyDescription
[pivot]{@link PIXI.DisplayObject#pivot}\n * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot\n * is equal to position, regardless of the other three transformations. In other words, It is the center of\n * rotation, scaling, and skewing.\n *
[position]{@link PIXI.DisplayObject#position}\n * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local\n * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object\n * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space.\n *
[scale]{@link PIXI.DisplayObject#scale}\n * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the\n * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center\n * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}.\n *
[rotation]{@link PIXI.DisplayObject#rotation}\n * Rotation. This will rotate the display object's projection by this angle (in radians).\n *
[skew]{@link PIXI.DisplayObject#skew}\n *

Skewing. This can be used to deform a rectangular display object into a parallelogram.

\n *

\n * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be\n * thought of the net rotation applied to the coordinate axes (separately). For example, if \"skew.x\" is\n * ⍺ and \"skew.y\" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be\n * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will\n * be rotated by an angle between ⍺ and β.\n *

\n *

\n * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying\n * a rotation. Indeed, if \"skew.x\" = -ϴ and \"skew.y\" = ϴ, it will produce an equivalent of \"rotation\" = ϴ.\n *

\n *

\n * Another quite interesting observation is that \"skew.x\", \"skew.y\", rotation are communtative operations. Indeed,\n * because rotation is essentially a careful combination of the two.\n *

\n *
angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
xTranslation. This is an alias for position.x!
yTranslation. This is an alias for position.y!
width\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing\n * the \"requested\" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there\n * is no concept of user-defined width.\n *
height\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing\n * the \"requested\" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there\n * is no concept of user-defined height.\n *
\n *\n * ## Bounds\n *\n * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit\n * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the\n * `worldTransform` to calculate in world space).\n *\n * There are a few additional types of bounding boxes:\n *\n * | Bounds | Description |\n * | --------------------- | ---------------------------------------------------------------------------------------- |\n * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. |\n * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. |\n * | Render Bounds | The bounds, but including extra rendering effects like filter padding. |\n * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. |\n * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. |\n * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)|\n * | Content Bounds | The natural bounds when excluding all children of a `Container`. |\n *\n * ### calculateBounds\n *\n * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children.\n *\n * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and\n * `getLocalBounds` to work. This method must write the bounds into `this._bounds`.\n *\n * Generally, the following technique works for most simple cases: take the list of points\n * forming the \"hull\" of the object (i.e. outline of the object's shape), and then add them\n * using {@link PIXI.Bounds#addPointMatrix}.\n *\n * ```js\n * calculateBounds(): void\n * {\n * const points = [...];\n *\n * for (let i = 0, j = points.length; i < j; i++)\n * {\n * this._bounds.addPointMatrix(this.worldTransform, points[i]);\n * }\n * }\n * ```\n *\n * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them\n * in one array together.\n *\n * ## Alpha\n *\n * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display\n * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not\n * applied on any ancestor further up the chain).\n *\n * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}.\n *\n * ## Renderable vs Visible\n *\n * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the\n * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display\n * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not\n * be calculated.\n *\n * It is recommended that applications use the `renderable` property for culling. See\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details.\n *\n * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This\n * one is also better in terms of performance.\n * @memberof PIXI\n */\nvar DisplayObject = /** @class */ (function (_super) {\n __extends(DisplayObject, _super);\n function DisplayObject() {\n var _this = _super.call(this) || this;\n _this.tempDisplayObjectParent = null;\n // TODO: need to create Transform from factory\n _this.transform = new Transform();\n _this.alpha = 1;\n _this.visible = true;\n _this.renderable = true;\n _this.cullable = false;\n _this.cullArea = null;\n _this.parent = null;\n _this.worldAlpha = 1;\n _this._lastSortedIndex = 0;\n _this._zIndex = 0;\n _this.filterArea = null;\n _this.filters = null;\n _this._enabledFilters = null;\n _this._bounds = new Bounds();\n _this._localBounds = null;\n _this._boundsID = 0;\n _this._boundsRect = null;\n _this._localBoundsRect = null;\n _this._mask = null;\n _this._maskRefCount = 0;\n _this._destroyed = false;\n _this.isSprite = false;\n _this.isMask = false;\n return _this;\n }\n /**\n * Mixes all enumerable properties and methods from a source object to DisplayObject.\n * @param source - The source of properties and methods to mix in.\n */\n DisplayObject.mixin = function (source) {\n // in ES8/ES2017, this would be really easy:\n // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source));\n // get all the enumerable property keys\n var keys = Object.keys(source);\n // loop through properties\n for (var i = 0; i < keys.length; ++i) {\n var propertyName = keys[i];\n // Set the property using the property descriptor - this works for accessors and normal value properties\n Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName));\n }\n };\n Object.defineProperty(DisplayObject.prototype, \"destroyed\", {\n /**\n * Fired when this DisplayObject is added to a Container.\n * @instance\n * @event added\n * @param {PIXI.Container} container - The container added to.\n */\n /**\n * Fired when this DisplayObject is removed from a Container.\n * @instance\n * @event removed\n * @param {PIXI.Container} container - The container removed from.\n */\n /**\n * Fired when this DisplayObject is destroyed. This event is emitted once\n * destroy is finished.\n * @instance\n * @event destroyed\n */\n /** Readonly flag for destroyed display objects. */\n get: function () {\n return this._destroyed;\n },\n enumerable: false,\n configurable: true\n });\n /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */\n DisplayObject.prototype._recursivePostUpdateTransform = function () {\n if (this.parent) {\n this.parent._recursivePostUpdateTransform();\n this.transform.updateTransform(this.parent.transform);\n }\n else {\n this.transform.updateTransform(this._tempDisplayObjectParent.transform);\n }\n };\n /** Updates the object transform for rendering. TODO - Optimization pass! */\n DisplayObject.prototype.updateTransform = function () {\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // multiply the alphas..\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n };\n /**\n * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}.\n *\n * This method is expensive on containers with a large subtree (like the stage). This is because the bounds\n * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to\n * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update\n * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using\n * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise,\n * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as\n * its height increases.\n *\n * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated.\n * The world bounds of all display objects in a container's **subtree** will also be recalculated.\n *\n * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds\n * calculation if needed.\n *\n * ```js\n * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect);\n * ```\n *\n * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This\n * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more\n * details.\n *\n * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms\n * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain\n * cases.\n * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The minimum axis-aligned rectangle in world space that fits around this object.\n */\n DisplayObject.prototype.getBounds = function (skipUpdate, rect) {\n if (!skipUpdate) {\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else {\n this._recursivePostUpdateTransform();\n this.updateTransform();\n }\n }\n if (this._bounds.updateID !== this._boundsID) {\n this.calculateBounds();\n this._bounds.updateID = this._boundsID;\n }\n if (!rect) {\n if (!this._boundsRect) {\n this._boundsRect = new Rectangle();\n }\n rect = this._boundsRect;\n }\n return this._bounds.getRectangle(rect);\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The rectangular bounding area.\n */\n DisplayObject.prototype.getLocalBounds = function (rect) {\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n var transformRef = this.transform;\n var parentRef = this.parent;\n this.parent = null;\n this.transform = this._tempDisplayObjectParent.transform;\n var worldBounds = this._bounds;\n var worldBoundsID = this._boundsID;\n this._bounds = this._localBounds;\n var bounds = this.getBounds(false, rect);\n this.parent = parentRef;\n this.transform = transformRef;\n this._bounds = worldBounds;\n this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects\n return bounds;\n };\n /**\n * Calculates the global position of the display object.\n * @param position - The world origin to calculate from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform.\n * @returns - A point object representing the position of this object.\n */\n DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) {\n if (skipUpdate === void 0) { skipUpdate = false; }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // don't need to update the lot\n return this.worldTransform.apply(position, point);\n };\n /**\n * Calculates the local position of the display object relative to another point.\n * @param position - The world origin to calculate from.\n * @param from - The DisplayObject to calculate the global position from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform\n * @returns - A point object representing the position of this object\n */\n DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) {\n if (from) {\n position = from.toGlobal(position, point, skipUpdate);\n }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // simply apply the matrix..\n return this.worldTransform.applyInverse(position, point);\n };\n /**\n * Set the parent Container of this DisplayObject.\n * @param container - The Container to add this DisplayObject to.\n * @returns - The Container that this DisplayObject was added to.\n */\n DisplayObject.prototype.setParent = function (container) {\n if (!container || !container.addChild) {\n throw new Error('setParent: Argument must be a Container');\n }\n container.addChild(this);\n return container;\n };\n /**\n * Convenience function to set the position, scale, skew and pivot at once.\n * @param x - The X position\n * @param y - The Y position\n * @param scaleX - The X scale value\n * @param scaleY - The Y scale value\n * @param rotation - The rotation\n * @param skewX - The X skew value\n * @param skewY - The Y skew value\n * @param pivotX - The X pivot value\n * @param pivotY - The Y pivot value\n * @returns - The DisplayObject instance\n */\n DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (scaleX === void 0) { scaleX = 1; }\n if (scaleY === void 0) { scaleY = 1; }\n if (rotation === void 0) { rotation = 0; }\n if (skewX === void 0) { skewX = 0; }\n if (skewY === void 0) { skewY = 0; }\n if (pivotX === void 0) { pivotX = 0; }\n if (pivotY === void 0) { pivotY = 0; }\n this.position.x = x;\n this.position.y = y;\n this.scale.x = !scaleX ? 1 : scaleX;\n this.scale.y = !scaleY ? 1 : scaleY;\n this.rotation = rotation;\n this.skew.x = skewX;\n this.skew.y = skewY;\n this.pivot.x = pivotX;\n this.pivot.y = pivotY;\n return this;\n };\n /**\n * Base destroy method for generic display objects. This will automatically\n * remove the display object from its parent Container as well as remove\n * all current event listeners and internal references. Do not use a DisplayObject\n * after calling `destroy()`.\n * @param _options\n */\n DisplayObject.prototype.destroy = function (_options) {\n if (this.parent) {\n this.parent.removeChild(this);\n }\n this._destroyed = true;\n this.transform = null;\n this.parent = null;\n this._bounds = null;\n this.mask = null;\n this.cullArea = null;\n this.filters = null;\n this.filterArea = null;\n this.hitArea = null;\n this.interactive = false;\n this.interactiveChildren = false;\n this.emit('destroyed');\n this.removeAllListeners();\n };\n Object.defineProperty(DisplayObject.prototype, \"_tempDisplayObjectParent\", {\n /**\n * @protected\n * @member {PIXI.Container}\n */\n get: function () {\n if (this.tempDisplayObjectParent === null) {\n // eslint-disable-next-line @typescript-eslint/no-use-before-define\n this.tempDisplayObjectParent = new TemporaryDisplayObject();\n }\n return this.tempDisplayObjectParent;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root\n *\n * ```\n * const cacheParent = elem.enableTempParent();\n * elem.updateTransform();\n * elem.disableTempParent(cacheParent);\n * ```\n * @returns - current parent\n */\n DisplayObject.prototype.enableTempParent = function () {\n var myParent = this.parent;\n this.parent = this._tempDisplayObjectParent;\n return myParent;\n };\n /**\n * Pair method for `enableTempParent`\n * @param cacheParent - Actual parent of element\n */\n DisplayObject.prototype.disableTempParent = function (cacheParent) {\n this.parent = cacheParent;\n };\n Object.defineProperty(DisplayObject.prototype, \"x\", {\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n * An alias to position.x\n */\n get: function () {\n return this.position.x;\n },\n set: function (value) {\n this.transform.position.x = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"y\", {\n /**\n * The position of the displayObject on the y axis relative to the local coordinates of the parent.\n * An alias to position.y\n */\n get: function () {\n return this.position.y;\n },\n set: function (value) {\n this.transform.position.y = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldTransform\", {\n /**\n * Current transform of the object based on world (parent) factors.\n * @readonly\n */\n get: function () {\n return this.transform.worldTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"localTransform\", {\n /**\n * Current transform of the object based on local factors: position, scale, other stuff.\n * @readonly\n */\n get: function () {\n return this.transform.localTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"position\", {\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.position;\n },\n set: function (value) {\n this.transform.position.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"scale\", {\n /**\n * The scale factors of this object along the local coordinate axes.\n *\n * The default scale is (1, 1).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.scale;\n },\n set: function (value) {\n this.transform.scale.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"pivot\", {\n /**\n * The center of rotation, scaling, and skewing for this display object in its local space. The `position`\n * is the projection of `pivot` in the parent's local space.\n *\n * By default, the pivot is the origin (0, 0).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.pivot;\n },\n set: function (value) {\n this.transform.pivot.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"skew\", {\n /**\n * The skew factor for the object in radians.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.skew;\n },\n set: function (value) {\n this.transform.skew.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"rotation\", {\n /**\n * The rotation of the object in radians.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation;\n },\n set: function (value) {\n this.transform.rotation = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"angle\", {\n /**\n * The angle of the object in degrees.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation * RAD_TO_DEG;\n },\n set: function (value) {\n this.transform.rotation = value * DEG_TO_RAD;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"zIndex\", {\n /**\n * The zIndex of the displayObject.\n *\n * If a container has the sortableChildren property set to true, children will be automatically\n * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array,\n * and thus rendered on top of other display objects within the same container.\n * @see PIXI.Container#sortableChildren\n */\n get: function () {\n return this._zIndex;\n },\n set: function (value) {\n this._zIndex = value;\n if (this.parent) {\n this.parent.sortDirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldVisible\", {\n /**\n * Indicates if the object is globally visible.\n * @readonly\n */\n get: function () {\n var item = this;\n do {\n if (!item.visible) {\n return false;\n }\n item = item.parent;\n } while (item);\n return true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"mask\", {\n /**\n * Sets a mask for the displayObject. A mask is an object that limits the visibility of an\n * object to the shape of the mask applied to it. In PixiJS a regular mask must be a\n * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it\n * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent.\n * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong.\n * To remove a mask, set this property to `null`.\n *\n * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.\n * @example\n * const graphics = new PIXI.Graphics();\n * graphics.beginFill(0xFF3300);\n * graphics.drawRect(50, 250, 100, 100);\n * graphics.endFill();\n *\n * const sprite = new PIXI.Sprite(texture);\n * sprite.mask = graphics;\n * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.\n */\n get: function () {\n return this._mask;\n },\n set: function (value) {\n if (this._mask === value) {\n return;\n }\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n maskObject._maskRefCount--;\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = true;\n maskObject.isMask = false;\n }\n }\n }\n this._mask = value;\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = false;\n maskObject.isMask = true;\n }\n maskObject._maskRefCount++;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return DisplayObject;\n}(EventEmitter));\n/**\n * @private\n */\nvar TemporaryDisplayObject = /** @class */ (function (_super) {\n __extends(TemporaryDisplayObject, _super);\n function TemporaryDisplayObject() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n _this.sortDirty = null;\n return _this;\n }\n return TemporaryDisplayObject;\n}(DisplayObject));\n/**\n * DisplayObject default updateTransform, does not update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.DisplayObject#\n * @method displayObjectUpdateTransform\n */\nDisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;\n\n/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\nfunction sortChildren(a, b) {\n if (a.zIndex === b.zIndex) {\n return a._lastSortedIndex - b._lastSortedIndex;\n }\n return a.zIndex - b.zIndex;\n}\n/**\n * Container is a general-purpose display object that holds children. It also adds built-in support for advanced\n * rendering features like masking and filtering.\n *\n * It is the base class of all display objects that act as a container for other objects, including Graphics\n * and Sprite.\n *\n * ```js\n * import { BlurFilter } from '@pixi/filter-blur';\n * import { Container } from '@pixi/display';\n * import { Graphics } from '@pixi/graphics';\n * import { Sprite } from '@pixi/sprite';\n *\n * let container = new Container();\n * let sprite = Sprite.from(\"https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png\");\n *\n * sprite.width = 512;\n * sprite.height = 512;\n *\n * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container\n * // is rendered.\n * container.addChild(sprite);\n *\n * // Blurs whatever is rendered by the container\n * container.filters = [new BlurFilter()];\n *\n * // Only the contents within a circle at the center should be rendered onto the screen.\n * container.mask = new Graphics()\n * .beginFill(0xffffff)\n * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2)\n * .endFill();\n * ```\n * @memberof PIXI\n */\nvar Container = /** @class */ (function (_super) {\n __extends(Container, _super);\n function Container() {\n var _this = _super.call(this) || this;\n _this.children = [];\n _this.sortableChildren = settings.SORTABLE_CHILDREN;\n _this.sortDirty = false;\n return _this;\n /**\n * Fired when a DisplayObject is added to this Container.\n * @event PIXI.Container#childAdded\n * @param {PIXI.DisplayObject} child - The child added to the Container.\n * @param {PIXI.Container} container - The container that added the child.\n * @param {number} index - The children's index of the added child.\n */\n /**\n * Fired when a DisplayObject is removed from this Container.\n * @event PIXI.DisplayObject#removedFrom\n * @param {PIXI.DisplayObject} child - The child removed from the Container.\n * @param {PIXI.Container} container - The container that removed removed the child.\n * @param {number} index - The former children's index of the removed child\n */\n }\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified.\n * @param _length\n */\n Container.prototype.onChildrenChange = function (_length) {\n /* empty */\n };\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container\n * @returns {PIXI.DisplayObject} - The first child that was added.\n */\n Container.prototype.addChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the array and add all children\n for (var i = 0; i < children.length; i++) {\n // eslint-disable-next-line prefer-rest-params\n this.addChild(children[i]);\n }\n }\n else {\n var child = children[0];\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.push(child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n this.emit('childAdded', child, this, this.children.length - 1);\n child.emit('added', this);\n }\n return children[0];\n };\n /**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n * @param {PIXI.DisplayObject} child - The child to add\n * @param {number} index - The index to place the child in\n * @returns {PIXI.DisplayObject} The child that was added.\n */\n Container.prototype.addChildAt = function (child, index) {\n if (index < 0 || index > this.children.length) {\n throw new Error(child + \"addChildAt: The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.splice(index, 0, child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('added', this);\n this.emit('childAdded', child, this, index);\n return child;\n };\n /**\n * Swaps the position of 2 Display Objects within this container.\n * @param child - First display object to swap\n * @param child2 - Second display object to swap\n */\n Container.prototype.swapChildren = function (child, child2) {\n if (child === child2) {\n return;\n }\n var index1 = this.getChildIndex(child);\n var index2 = this.getChildIndex(child2);\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n };\n /**\n * Returns the index position of a child DisplayObject instance\n * @param child - The DisplayObject instance to identify\n * @returns - The index position of the child display object to identify\n */\n Container.prototype.getChildIndex = function (child) {\n var index = this.children.indexOf(child);\n if (index === -1) {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n return index;\n };\n /**\n * Changes the position of an existing child in the display object container\n * @param child - The child DisplayObject instance for which you want to change the index number\n * @param index - The resulting index number for the child display object\n */\n Container.prototype.setChildIndex = function (child, index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n var currentIndex = this.getChildIndex(child);\n removeItems(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n this.onChildrenChange(index);\n };\n /**\n * Returns the child at the specified index\n * @param index - The index to get the child at\n * @returns - The child at the given index, if any.\n */\n Container.prototype.getChildAt = function (index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"getChildAt: Index (\" + index + \") does not exist.\");\n }\n return this.children[index];\n };\n /**\n * Removes one or more children from the container.\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove\n * @returns {PIXI.DisplayObject} The first child that was removed.\n */\n Container.prototype.removeChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the arguments property and remove all children\n for (var i = 0; i < children.length; i++) {\n this.removeChild(children[i]);\n }\n }\n else {\n var child = children[0];\n var index = this.children.indexOf(child);\n if (index === -1)\n { return null; }\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n }\n return children[0];\n };\n /**\n * Removes a child from the specified index position.\n * @param index - The index to get the child from\n * @returns The child that was removed.\n */\n Container.prototype.removeChildAt = function (index) {\n var child = this.getChildAt(index);\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n return child;\n };\n /**\n * Removes all children from this container that are within the begin and end indexes.\n * @param beginIndex - The beginning position.\n * @param endIndex - The ending position. Default value is size of the container.\n * @returns - List of removed children\n */\n Container.prototype.removeChildren = function (beginIndex, endIndex) {\n if (beginIndex === void 0) { beginIndex = 0; }\n if (endIndex === void 0) { endIndex = this.children.length; }\n var begin = beginIndex;\n var end = endIndex;\n var range = end - begin;\n var removed;\n if (range > 0 && range <= end) {\n removed = this.children.splice(begin, range);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].parent = null;\n if (removed[i].transform) {\n removed[i].transform._parentID = -1;\n }\n }\n this._boundsID++;\n this.onChildrenChange(beginIndex);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].emit('removed', this);\n this.emit('childRemoved', removed[i], this, i);\n }\n return removed;\n }\n else if (range === 0 && this.children.length === 0) {\n return [];\n }\n throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n };\n /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */\n Container.prototype.sortChildren = function () {\n var sortRequired = false;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n child._lastSortedIndex = i;\n if (!sortRequired && child.zIndex !== 0) {\n sortRequired = true;\n }\n }\n if (sortRequired && this.children.length > 1) {\n this.children.sort(sortChildren);\n }\n this.sortDirty = false;\n };\n /** Updates the transform on all children of this container for rendering. */\n Container.prototype.updateTransform = function () {\n if (this.sortableChildren && this.sortDirty) {\n this.sortChildren();\n }\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // TODO: check render flags, how to process stuff here\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n };\n /**\n * Recalculates the bounds of the container.\n *\n * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds\n * is limited to its mask's bounds or filterArea, if any is applied.\n */\n Container.prototype.calculateBounds = function () {\n this._bounds.clear();\n this._calculateBounds();\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n if (!child.visible || !child.renderable) {\n continue;\n }\n child.calculateBounds();\n // TODO: filter+mask, need to mask both somehow\n if (child._mask) {\n var maskObject = (child._mask.isMaskData\n ? child._mask.maskObject : child._mask);\n if (maskObject) {\n maskObject.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, maskObject._bounds);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n else if (child.filterArea) {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n this._bounds.updateID = this._boundsID;\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n *\n * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render()\n * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms,\n * it was default behaviour of pixi 4.0-5.2 and caused many problems to users.\n * @returns - The rectangular bounding area.\n */\n Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) {\n if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; }\n var result = _super.prototype.getLocalBounds.call(this, rect);\n if (!skipChildrenUpdate) {\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n }\n return result;\n };\n /**\n * Recalculates the content bounds of this object. This should be overriden to\n * calculate the bounds of this specific object (not including children).\n * @protected\n */\n Container.prototype._calculateBounds = function () {\n // FILL IN//\n };\n /**\n * Renders this object and its children with culling.\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n Container.prototype._renderWithCulling = function (renderer) {\n var sourceFrame = renderer.renderTexture.sourceFrame;\n // If the source frame is empty, stop rendering.\n if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) {\n return;\n }\n // Render the content of the container only if its bounds intersect with the source frame.\n // All filters are on the stack at this point, and the filter source frame is bound:\n // therefore, even if the bounds to non intersect the filter frame, the filter\n // is still applied and any filter padding that is in the frame is rendered correctly.\n var bounds;\n var transform;\n // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea\n // rectangle must completely contain the container and its children including filter padding.\n if (this.cullArea) {\n bounds = this.cullArea;\n transform = this.worldTransform;\n }\n // If the container doesn't override _render, we can skip the bounds calculation and intersection test.\n else if (this._render !== Container.prototype._render) {\n bounds = this.getBounds(true);\n }\n // Render the container if the source frame intersects the bounds.\n if (bounds && sourceFrame.intersects(bounds, transform)) {\n this._render(renderer);\n }\n // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering.\n else if (this.cullArea) {\n return;\n }\n // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect\n // the source frame, because the children might have filters with nonzero padding, which may intersect\n // with the source frame while the bounds do not: filter padding is not included in the bounds.\n // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered\n // if they are out of frame; otherwise, render the children normally.\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n var childCullable = child.cullable;\n child.cullable = childCullable || !this.cullArea;\n child.render(renderer);\n child.cullable = childCullable;\n }\n };\n /**\n * Renders the object using the WebGL renderer.\n *\n * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the\n * container itself. This `render` method will invoke it, and also invoke the `render` methods of all\n * children afterward.\n *\n * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and\n * the bounds of this object are out of frame, this implementation will entirely skip rendering.\n * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally,\n * setting alpha to zero is not recommended for purely skipping rendering.\n *\n * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is\n * advised to employ **culling** to automatically skip rendering objects outside of the current screen.\n * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}.\n * Other culling methods might be better suited for a large number static objects; see\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}.\n *\n * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or\n * filtering is applied on a container. This does, however, break batching and can affect performance when\n * masking and filtering is applied extensively throughout the scene graph.\n * @param renderer - The renderer\n */\n Container.prototype.render = function (renderer) {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || (this.filters && this.filters.length)) {\n this.renderAdvanced(renderer);\n }\n else if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n };\n /**\n * Render the object using the WebGL renderer and advanced features.\n * @param renderer - The renderer\n */\n Container.prototype.renderAdvanced = function (renderer) {\n var filters = this.filters;\n var mask = this._mask;\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters) {\n if (!this._enabledFilters) {\n this._enabledFilters = [];\n }\n this._enabledFilters.length = 0;\n for (var i = 0; i < filters.length; i++) {\n if (filters[i].enabled) {\n this._enabledFilters.push(filters[i]);\n }\n }\n }\n var flush = (filters && this._enabledFilters && this._enabledFilters.length)\n || (mask && (!mask.isMaskData\n || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE))));\n if (flush) {\n renderer.batch.flush();\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.push(this, this._enabledFilters);\n }\n if (mask) {\n renderer.mask.push(this, this._mask);\n }\n if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n if (flush) {\n renderer.batch.flush();\n }\n if (mask) {\n renderer.mask.pop(this);\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.pop();\n }\n };\n /**\n * To be overridden by the subclasses.\n * @param _renderer - The renderer\n */\n Container.prototype._render = function (_renderer) {\n // this is where content itself gets rendered...\n };\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n Container.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this);\n this.sortDirty = false;\n var destroyChildren = typeof options === 'boolean' ? options : options && options.children;\n var oldChildren = this.removeChildren(0, this.children.length);\n if (destroyChildren) {\n for (var i = 0; i < oldChildren.length; ++i) {\n oldChildren[i].destroy(options);\n }\n }\n };\n Object.defineProperty(Container.prototype, \"width\", {\n /** The width of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.x * this.getLocalBounds().width;\n },\n set: function (value) {\n var width = this.getLocalBounds().width;\n if (width !== 0) {\n this.scale.x = value / width;\n }\n else {\n this.scale.x = 1;\n }\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Container.prototype, \"height\", {\n /** The height of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.y * this.getLocalBounds().height;\n },\n set: function (value) {\n var height = this.getLocalBounds().height;\n if (height !== 0) {\n this.scale.y = value / height;\n }\n else {\n this.scale.y = 1;\n }\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n return Container;\n}(DisplayObject));\n/**\n * Container default updateTransform, does update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.Container#\n * @method containerUpdateTransform\n */\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n\nexport { Bounds, Container, DisplayObject, TemporaryDisplayObject };\n//# sourceMappingURL=display.mjs.map\n","/*!\n * @pixi/extensions - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/extensions is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n\r\nvar __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\n var arguments$1 = arguments;\n\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments$1[i];\r\n for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } }\r\n }\r\n return t;\r\n };\r\n return __assign.apply(this, arguments);\r\n};\n\n/**\n * Collection of valid extension types.\n * @memberof PIXI\n * @property {string} Application - Application plugins\n * @property {string} RendererPlugin - Plugins for Renderer\n * @property {string} CanvasRendererPlugin - Plugins for CanvasRenderer\n * @property {string} Loader - Plugins to use with Loader\n * @property {string} LoadParser - Parsers for Assets loader.\n * @property {string} ResolveParser - Parsers for Assets resolvers.\n * @property {string} CacheParser - Parsers for Assets cache.\n */\nvar ExtensionType;\n(function (ExtensionType) {\n ExtensionType[\"Application\"] = \"application\";\n ExtensionType[\"RendererPlugin\"] = \"renderer-webgl-plugin\";\n ExtensionType[\"CanvasRendererPlugin\"] = \"renderer-canvas-plugin\";\n ExtensionType[\"Loader\"] = \"loader\";\n ExtensionType[\"LoadParser\"] = \"load-parser\";\n ExtensionType[\"ResolveParser\"] = \"resolve-parser\";\n ExtensionType[\"CacheParser\"] = \"cache-parser\";\n ExtensionType[\"DetectionParser\"] = \"detection-parser\";\n})(ExtensionType || (ExtensionType = {}));\n/**\n * Convert input into extension format data.\n * @ignore\n */\nvar normalizeExtension = function (ext) {\n // Class/Object submission, use extension object\n if (typeof ext === 'function' || (typeof ext === 'object' && ext.extension)) {\n if (!ext.extension) {\n throw new Error('Extension class must have an extension object');\n }\n var metadata = (typeof ext.extension !== 'object')\n ? { type: ext.extension }\n : ext.extension;\n ext = __assign(__assign({}, metadata), { ref: ext });\n }\n if (typeof ext === 'object') {\n ext = __assign({}, ext);\n }\n else {\n throw new Error('Invalid extension type');\n }\n if (typeof ext.type === 'string') {\n ext.type = [ext.type];\n }\n return ext;\n};\n/**\n * Global registration of all PixiJS extensions. One-stop-shop for extensibility.\n * @memberof PIXI\n * @namespace extensions\n */\nvar extensions = {\n /** @ignore */\n _addHandlers: null,\n /** @ignore */\n _removeHandlers: null,\n /** @ignore */\n _queue: {},\n /**\n * Remove extensions from PixiJS.\n * @param extensions - Extensions to be removed.\n * @returns {PIXI.extensions} For chaining.\n */\n remove: function () {\n var arguments$1 = arguments;\n\n var _this = this;\n var extensions = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n extensions[_i] = arguments$1[_i];\n }\n extensions.map(normalizeExtension).forEach(function (ext) {\n ext.type.forEach(function (type) { var _a, _b; return (_b = (_a = _this._removeHandlers)[type]) === null || _b === void 0 ? void 0 : _b.call(_a, ext); });\n });\n return this;\n },\n /**\n * Register new extensions with PixiJS.\n * @param extensions - The spread of extensions to add to PixiJS.\n * @returns {PIXI.extensions} For chaining.\n */\n add: function () {\n var arguments$1 = arguments;\n\n var _this = this;\n var extensions = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n extensions[_i] = arguments$1[_i];\n }\n // Handle any extensions either passed as class w/ data or as data\n extensions.map(normalizeExtension).forEach(function (ext) {\n ext.type.forEach(function (type) {\n var handlers = _this._addHandlers;\n var queue = _this._queue;\n if (!handlers[type]) {\n queue[type] = queue[type] || [];\n queue[type].push(ext);\n }\n else {\n handlers[type](ext);\n }\n });\n });\n return this;\n },\n /**\n * Internal method to handle extensions by name.\n * @param type - The extension type.\n * @param onAdd - Function for handling when extensions are added/registered passes {@link PIXI.ExtensionFormat}.\n * @param onRemove - Function for handling when extensions are removed/unregistered passes {@link PIXI.ExtensionFormat}.\n * @returns {PIXI.extensions} For chaining.\n */\n handle: function (type, onAdd, onRemove) {\n var addHandlers = this._addHandlers = this._addHandlers || {};\n var removeHandlers = this._removeHandlers = this._removeHandlers || {};\n if (addHandlers[type] || removeHandlers[type]) {\n throw new Error(\"Extension type \" + type + \" already has a handler\");\n }\n addHandlers[type] = onAdd;\n removeHandlers[type] = onRemove;\n // Process the queue\n var queue = this._queue;\n // Process any plugins that have been registered before the handler\n if (queue[type]) {\n queue[type].forEach(function (ext) { return onAdd(ext); });\n delete queue[type];\n }\n return this;\n },\n /**\n * Handle a type, but using a map by `name` property.\n * @param type - Type of extension to handle.\n * @param map - The object map of named extensions.\n * @returns {PIXI.extensions} For chaining.\n */\n handleByMap: function (type, map) {\n return this.handle(type, function (extension) {\n map[extension.name] = extension.ref;\n }, function (extension) {\n delete map[extension.name];\n });\n },\n /**\n * Handle a type, but using a list of extensions.\n * @param type - Type of extension to handle.\n * @param list - The list of extensions.\n * @returns {PIXI.extensions} For chaining.\n */\n handleByList: function (type, list) {\n return this.handle(type, function (extension) {\n var _a, _b;\n list.push(extension.ref);\n // TODO: remove me later, only added for @pixi/loaders\n if (type === ExtensionType.Loader) {\n (_b = (_a = extension.ref).add) === null || _b === void 0 ? void 0 : _b.call(_a);\n }\n }, function (extension) {\n var index = list.indexOf(extension.ref);\n if (index !== -1) {\n list.splice(index, 1);\n }\n });\n },\n};\n\nexport { ExtensionType, extensions };\n//# sourceMappingURL=extensions.mjs.map\n","/*!\n * @pixi/runner - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/runner is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * A Runner is a highly performant and simple alternative to signals. Best used in situations\n * where events are dispatched to many objects at high frequency (say every frame!)\n *\n *\n * like a signal..\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const myObject = {\n * loaded: new Runner('loaded')\n * }\n *\n * const listener = {\n * loaded: function(){\n * // thin\n * }\n * }\n *\n * myObject.loaded.add(listener);\n *\n * myObject.loaded.emit();\n * ```\n *\n * Or for handling calling the same function on many items\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const myGame = {\n * update: new Runner('update')\n * }\n *\n * const gameObject = {\n * update: function(time){\n * // update my gamey state\n * }\n * }\n *\n * myGame.update.add(gameObject);\n *\n * myGame.update.emit(time);\n * ```\n * @memberof PIXI\n */\nvar Runner = /** @class */ (function () {\n /**\n * @param name - The function name that will be executed on the listeners added to this Runner.\n */\n function Runner(name) {\n this.items = [];\n this._name = name;\n this._aliasCount = 0;\n }\n /* eslint-disable jsdoc/require-param, jsdoc/check-param-names */\n /**\n * Dispatch/Broadcast Runner to all listeners added to the queue.\n * @param {...any} params - (optional) parameters to pass to each listener\n */\n /* eslint-enable jsdoc/require-param, jsdoc/check-param-names */\n Runner.prototype.emit = function (a0, a1, a2, a3, a4, a5, a6, a7) {\n if (arguments.length > 8) {\n throw new Error('max arguments reached');\n }\n var _a = this, name = _a.name, items = _a.items;\n this._aliasCount++;\n for (var i = 0, len = items.length; i < len; i++) {\n items[i][name](a0, a1, a2, a3, a4, a5, a6, a7);\n }\n if (items === this.items) {\n this._aliasCount--;\n }\n return this;\n };\n Runner.prototype.ensureNonAliasedItems = function () {\n if (this._aliasCount > 0 && this.items.length > 1) {\n this._aliasCount = 0;\n this.items = this.items.slice(0);\n }\n };\n /**\n * Add a listener to the Runner\n *\n * Runners do not need to have scope or functions passed to them.\n * All that is required is to pass the listening object and ensure that it has contains a function that has the same name\n * as the name provided to the Runner when it was created.\n *\n * Eg A listener passed to this Runner will require a 'complete' function.\n *\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const complete = new Runner('complete');\n * ```\n *\n * The scope used will be the object itself.\n * @param {any} item - The object that will be listening.\n */\n Runner.prototype.add = function (item) {\n if (item[this._name]) {\n this.ensureNonAliasedItems();\n this.remove(item);\n this.items.push(item);\n }\n return this;\n };\n /**\n * Remove a single listener from the dispatch queue.\n * @param {any} item - The listener that you would like to remove.\n */\n Runner.prototype.remove = function (item) {\n var index = this.items.indexOf(item);\n if (index !== -1) {\n this.ensureNonAliasedItems();\n this.items.splice(index, 1);\n }\n return this;\n };\n /**\n * Check to see if the listener is already in the Runner\n * @param {any} item - The listener that you would like to check.\n */\n Runner.prototype.contains = function (item) {\n return this.items.indexOf(item) !== -1;\n };\n /** Remove all listeners from the Runner */\n Runner.prototype.removeAll = function () {\n this.ensureNonAliasedItems();\n this.items.length = 0;\n return this;\n };\n /** Remove all references, don't use after this. */\n Runner.prototype.destroy = function () {\n this.removeAll();\n this.items = null;\n this._name = null;\n };\n Object.defineProperty(Runner.prototype, \"empty\", {\n /**\n * `true` if there are no this Runner contains no listeners\n * @readonly\n */\n get: function () {\n return this.items.length === 0;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Runner.prototype, \"name\", {\n /**\n * The name of the runner.\n * @readonly\n */\n get: function () {\n return this._name;\n },\n enumerable: false,\n configurable: true\n });\n return Runner;\n}());\nObject.defineProperties(Runner.prototype, {\n /**\n * Alias for `emit`\n * @memberof PIXI.Runner#\n * @method dispatch\n * @see PIXI.Runner#emit\n */\n dispatch: { value: Runner.prototype.emit },\n /**\n * Alias for `emit`\n * @memberof PIXI.Runner#\n * @method run\n * @see PIXI.Runner#emit\n */\n run: { value: Runner.prototype.emit },\n});\n\nexport { Runner };\n//# sourceMappingURL=runner.mjs.map\n","/*!\n * @pixi/ticker - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/ticker is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { ExtensionType } from '@pixi/extensions';\n\n/**\n * Target frames per millisecond.\n * @static\n * @name TARGET_FPMS\n * @memberof PIXI.settings\n * @type {number}\n * @default 0.06\n */\nsettings.TARGET_FPMS = 0.06;\n\n/**\n * Represents the update priorities used by internal PIXI classes when registered with\n * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower\n * priority items, such as render, should go later.\n * @static\n * @constant\n * @name UPDATE_PRIORITY\n * @memberof PIXI\n * @enum {number}\n * @property {number} [INTERACTION=50] Highest priority, used for {@link PIXI.InteractionManager}\n * @property {number} [HIGH=25] High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite}\n * @property {number} [NORMAL=0] Default priority for ticker events, see {@link PIXI.Ticker#add}.\n * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering.\n * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility.\n */\nvar UPDATE_PRIORITY;\n(function (UPDATE_PRIORITY) {\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"INTERACTION\"] = 50] = \"INTERACTION\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"HIGH\"] = 25] = \"HIGH\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"NORMAL\"] = 0] = \"NORMAL\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"LOW\"] = -25] = \"LOW\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"UTILITY\"] = -50] = \"UTILITY\";\n})(UPDATE_PRIORITY || (UPDATE_PRIORITY = {}));\n\n/**\n * Internal class for handling the priority sorting of ticker handlers.\n * @private\n * @class\n * @memberof PIXI\n */\nvar TickerListener = /** @class */ (function () {\n /**\n * Constructor\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param priority - The priority for emitting\n * @param once - If the handler should fire once\n */\n function TickerListener(fn, context, priority, once) {\n if (context === void 0) { context = null; }\n if (priority === void 0) { priority = 0; }\n if (once === void 0) { once = false; }\n /** The next item in chain. */\n this.next = null;\n /** The previous item in chain. */\n this.previous = null;\n /** `true` if this listener has been destroyed already. */\n this._destroyed = false;\n this.fn = fn;\n this.context = context;\n this.priority = priority;\n this.once = once;\n }\n /**\n * Simple compare function to figure out if a function and context match.\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @returns `true` if the listener match the arguments\n */\n TickerListener.prototype.match = function (fn, context) {\n if (context === void 0) { context = null; }\n return this.fn === fn && this.context === context;\n };\n /**\n * Emit by calling the current function.\n * @private\n * @param deltaTime - time since the last emit.\n * @returns Next ticker\n */\n TickerListener.prototype.emit = function (deltaTime) {\n if (this.fn) {\n if (this.context) {\n this.fn.call(this.context, deltaTime);\n }\n else {\n this.fn(deltaTime);\n }\n }\n var redirect = this.next;\n if (this.once) {\n this.destroy(true);\n }\n // Soft-destroying should remove\n // the next reference\n if (this._destroyed) {\n this.next = null;\n }\n return redirect;\n };\n /**\n * Connect to the list.\n * @private\n * @param previous - Input node, previous listener\n */\n TickerListener.prototype.connect = function (previous) {\n this.previous = previous;\n if (previous.next) {\n previous.next.previous = this;\n }\n this.next = previous.next;\n previous.next = this;\n };\n /**\n * Destroy and don't use after this.\n * @private\n * @param hard - `true` to remove the `next` reference, this\n * is considered a hard destroy. Soft destroy maintains the next reference.\n * @returns The listener to redirect while emitting or removing.\n */\n TickerListener.prototype.destroy = function (hard) {\n if (hard === void 0) { hard = false; }\n this._destroyed = true;\n this.fn = null;\n this.context = null;\n // Disconnect, hook up next and previous\n if (this.previous) {\n this.previous.next = this.next;\n }\n if (this.next) {\n this.next.previous = this.previous;\n }\n // Redirect to the next item\n var redirect = this.next;\n // Remove references\n this.next = hard ? null : redirect;\n this.previous = null;\n return redirect;\n };\n return TickerListener;\n}());\n\n/**\n * A Ticker class that runs an update loop that other objects listen to.\n *\n * This class is composed around listeners meant for execution on the next requested animation frame.\n * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners.\n * @class\n * @memberof PIXI\n */\nvar Ticker = /** @class */ (function () {\n function Ticker() {\n var _this = this;\n /**\n * Whether or not this ticker should invoke the method\n * {@link PIXI.Ticker#start} automatically\n * when a listener is added.\n */\n this.autoStart = false;\n /**\n * Scalar time value from last frame to this frame.\n * This value is capped by setting {@link PIXI.Ticker#minFPS}\n * and is scaled with {@link PIXI.Ticker#speed}.\n * **Note:** The cap may be exceeded by scaling.\n */\n this.deltaTime = 1;\n /**\n * The last time {@link PIXI.Ticker#update} was invoked.\n * This value is also reset internally outside of invoking\n * update, but only when a new animation frame is requested.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n */\n this.lastTime = -1;\n /**\n * Factor of current {@link PIXI.Ticker#deltaTime}.\n * @example\n * // Scales ticker.deltaTime to what would be\n * // the equivalent of approximately 120 FPS\n * ticker.speed = 2;\n */\n this.speed = 1;\n /**\n * Whether or not this ticker has been started.\n * `true` if {@link PIXI.Ticker#start} has been called.\n * `false` if {@link PIXI.Ticker#stop} has been called.\n * While `false`, this value may change to `true` in the\n * event of {@link PIXI.Ticker#autoStart} being `true`\n * and a listener is added.\n */\n this.started = false;\n /** Internal current frame request ID */\n this._requestId = null;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the maximum allowed milliseconds between updates.\n */\n this._maxElapsedMS = 100;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the minimum allowed milliseconds between updates.\n */\n this._minElapsedMS = 0;\n /** If enabled, deleting is disabled.*/\n this._protected = false;\n /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */\n this._lastFrame = -1;\n this._head = new TickerListener(null, null, Infinity);\n this.deltaMS = 1 / settings.TARGET_FPMS;\n this.elapsedMS = 1 / settings.TARGET_FPMS;\n this._tick = function (time) {\n _this._requestId = null;\n if (_this.started) {\n // Invoke listeners now\n _this.update(time);\n // Listener side effects may have modified ticker state.\n if (_this.started && _this._requestId === null && _this._head.next) {\n _this._requestId = requestAnimationFrame(_this._tick);\n }\n }\n };\n }\n /**\n * Conditionally requests a new animation frame.\n * If a frame has not already been requested, and if the internal\n * emitter has listeners, a new frame is requested.\n * @private\n */\n Ticker.prototype._requestIfNeeded = function () {\n if (this._requestId === null && this._head.next) {\n // ensure callbacks get correct delta\n this.lastTime = performance.now();\n this._lastFrame = this.lastTime;\n this._requestId = requestAnimationFrame(this._tick);\n }\n };\n /**\n * Conditionally cancels a pending animation frame.\n * @private\n */\n Ticker.prototype._cancelIfNeeded = function () {\n if (this._requestId !== null) {\n cancelAnimationFrame(this._requestId);\n this._requestId = null;\n }\n };\n /**\n * Conditionally requests a new animation frame.\n * If the ticker has been started it checks if a frame has not already\n * been requested, and if the internal emitter has listeners. If these\n * conditions are met, a new frame is requested. If the ticker has not\n * been started, but autoStart is `true`, then the ticker starts now,\n * and continues with the previous conditions to request a new frame.\n * @private\n */\n Ticker.prototype._startIfPossible = function () {\n if (this.started) {\n this._requestIfNeeded();\n }\n else if (this.autoStart) {\n this.start();\n }\n };\n /**\n * Register a handler for tick events. Calls continuously unless\n * it is removed or the ticker is stopped.\n * @param fn - The listener function to be added for updates\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.add = function (fn, context, priority) {\n if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority));\n };\n /**\n * Add a handler for the tick event which is only execute once.\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.addOnce = function (fn, context, priority) {\n if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority, true));\n };\n /**\n * Internally adds the event handler so that it can be sorted by priority.\n * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run\n * before the rendering.\n * @private\n * @param listener - Current listener being added.\n * @returns This instance of a ticker\n */\n Ticker.prototype._addListener = function (listener) {\n // For attaching to head\n var current = this._head.next;\n var previous = this._head;\n // Add the first item\n if (!current) {\n listener.connect(previous);\n }\n else {\n // Go from highest to lowest priority\n while (current) {\n if (listener.priority > current.priority) {\n listener.connect(previous);\n break;\n }\n previous = current;\n current = current.next;\n }\n // Not yet connected\n if (!listener.previous) {\n listener.connect(previous);\n }\n }\n this._startIfPossible();\n return this;\n };\n /**\n * Removes any handlers matching the function and context parameters.\n * If no handlers are left after removing, then it cancels the animation frame.\n * @param fn - The listener function to be removed\n * @param context - The listener context to be removed\n * @returns This instance of a ticker\n */\n Ticker.prototype.remove = function (fn, context) {\n var listener = this._head.next;\n while (listener) {\n // We found a match, lets remove it\n // no break to delete all possible matches\n // incase a listener was added 2+ times\n if (listener.match(fn, context)) {\n listener = listener.destroy();\n }\n else {\n listener = listener.next;\n }\n }\n if (!this._head.next) {\n this._cancelIfNeeded();\n }\n return this;\n };\n Object.defineProperty(Ticker.prototype, \"count\", {\n /**\n * The number of listeners on this ticker, calculated by walking through linked list\n * @readonly\n * @member {number}\n */\n get: function () {\n if (!this._head) {\n return 0;\n }\n var count = 0;\n var current = this._head;\n while ((current = current.next)) {\n count++;\n }\n return count;\n },\n enumerable: false,\n configurable: true\n });\n /** Starts the ticker. If the ticker has listeners a new animation frame is requested at this point. */\n Ticker.prototype.start = function () {\n if (!this.started) {\n this.started = true;\n this._requestIfNeeded();\n }\n };\n /** Stops the ticker. If the ticker has requested an animation frame it is canceled at this point. */\n Ticker.prototype.stop = function () {\n if (this.started) {\n this.started = false;\n this._cancelIfNeeded();\n }\n };\n /** Destroy the ticker and don't use after this. Calling this method removes all references to internal events. */\n Ticker.prototype.destroy = function () {\n if (!this._protected) {\n this.stop();\n var listener = this._head.next;\n while (listener) {\n listener = listener.destroy(true);\n }\n this._head.destroy();\n this._head = null;\n }\n };\n /**\n * Triggers an update. An update entails setting the\n * current {@link PIXI.Ticker#elapsedMS},\n * the current {@link PIXI.Ticker#deltaTime},\n * invoking all listeners with current deltaTime,\n * and then finally setting {@link PIXI.Ticker#lastTime}\n * with the value of currentTime that was provided.\n * This method will be called automatically by animation\n * frame callbacks if the ticker instance has been started\n * and listeners are added.\n * @param {number} [currentTime=performance.now()] - the current time of execution\n */\n Ticker.prototype.update = function (currentTime) {\n if (currentTime === void 0) { currentTime = performance.now(); }\n var elapsedMS;\n // If the difference in time is zero or negative, we ignore most of the work done here.\n // If there is no valid difference, then should be no reason to let anyone know about it.\n // A zero delta, is exactly that, nothing should update.\n //\n // The difference in time can be negative, and no this does not mean time traveling.\n // This can be the result of a race condition between when an animation frame is requested\n // on the current JavaScript engine event loop, and when the ticker's start method is invoked\n // (which invokes the internal _requestIfNeeded method). If a frame is requested before\n // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests,\n // can receive a time argument that can be less than the lastTime value that was set within\n // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems.\n //\n // This check covers this browser engine timing issue, as well as if consumers pass an invalid\n // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves.\n if (currentTime > this.lastTime) {\n // Save uncapped elapsedMS for measurement\n elapsedMS = this.elapsedMS = currentTime - this.lastTime;\n // cap the milliseconds elapsed used for deltaTime\n if (elapsedMS > this._maxElapsedMS) {\n elapsedMS = this._maxElapsedMS;\n }\n elapsedMS *= this.speed;\n // If not enough time has passed, exit the function.\n // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS\n // adjustment to ensure a relatively stable interval.\n if (this._minElapsedMS) {\n var delta = currentTime - this._lastFrame | 0;\n if (delta < this._minElapsedMS) {\n return;\n }\n this._lastFrame = currentTime - (delta % this._minElapsedMS);\n }\n this.deltaMS = elapsedMS;\n this.deltaTime = this.deltaMS * settings.TARGET_FPMS;\n // Cache a local reference, in-case ticker is destroyed\n // during the emit, we can still check for head.next\n var head = this._head;\n // Invoke listeners added to internal emitter\n var listener = head.next;\n while (listener) {\n listener = listener.emit(this.deltaTime);\n }\n if (!head.next) {\n this._cancelIfNeeded();\n }\n }\n else {\n this.deltaTime = this.deltaMS = this.elapsedMS = 0;\n }\n this.lastTime = currentTime;\n };\n Object.defineProperty(Ticker.prototype, \"FPS\", {\n /**\n * The frames per second at which this ticker is running.\n * The default is approximately 60 in most modern browsers.\n * **Note:** This does not factor in the value of\n * {@link PIXI.Ticker#speed}, which is specific\n * to scaling {@link PIXI.Ticker#deltaTime}.\n * @member {number}\n * @readonly\n */\n get: function () {\n return 1000 / this.elapsedMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"minFPS\", {\n /**\n * Manages the maximum amount of milliseconds allowed to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This value is used to cap {@link PIXI.Ticker#deltaTime},\n * but does not effect the measured value of {@link PIXI.Ticker#FPS}.\n * When setting this property it is clamped to a value between\n * `0` and `PIXI.settings.TARGET_FPMS * 1000`.\n * @member {number}\n * @default 10\n */\n get: function () {\n return 1000 / this._maxElapsedMS;\n },\n set: function (fps) {\n // Minimum must be below the maxFPS\n var minFPS = Math.min(this.maxFPS, fps);\n // Must be at least 0, but below 1 / settings.TARGET_FPMS\n var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.TARGET_FPMS);\n this._maxElapsedMS = 1 / minFPMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"maxFPS\", {\n /**\n * Manages the minimum amount of milliseconds required to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This will effect the measured value of {@link PIXI.Ticker#FPS}.\n * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can.\n * Otherwise it will be at least `minFPS`\n * @member {number}\n * @default 0\n */\n get: function () {\n if (this._minElapsedMS) {\n return Math.round(1000 / this._minElapsedMS);\n }\n return 0;\n },\n set: function (fps) {\n if (fps === 0) {\n this._minElapsedMS = 0;\n }\n else {\n // Max must be at least the minFPS\n var maxFPS = Math.max(this.minFPS, fps);\n this._minElapsedMS = 1 / (maxFPS / 1000);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"shared\", {\n /**\n * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by\n * {@link PIXI.VideoResource} to update animation frames / video textures.\n *\n * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker.\n * @example\n * let ticker = PIXI.Ticker.shared;\n * // Set this to prevent starting this ticker when listeners are added.\n * // By default this is true only for the PIXI.Ticker.shared instance.\n * ticker.autoStart = false;\n * // FYI, call this to ensure the ticker is stopped. It should be stopped\n * // if you have not attempted to render anything yet.\n * ticker.stop();\n * // Call this when you are ready for a running shared ticker.\n * ticker.start();\n * @example\n * // You may use the shared ticker to render...\n * let renderer = PIXI.autoDetectRenderer();\n * let stage = new PIXI.Container();\n * document.body.appendChild(renderer.view);\n * ticker.add(function (time) {\n * renderer.render(stage);\n * });\n * @example\n * // Or you can just update it manually.\n * ticker.autoStart = false;\n * ticker.stop();\n * function animate(time) {\n * ticker.update(time);\n * renderer.render(stage);\n * requestAnimationFrame(animate);\n * }\n * animate(performance.now());\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._shared) {\n var shared = Ticker._shared = new Ticker();\n shared.autoStart = true;\n shared._protected = true;\n }\n return Ticker._shared;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"system\", {\n /**\n * The system ticker instance used by {@link PIXI.InteractionManager} and by\n * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused,\n * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._system) {\n var system = Ticker._system = new Ticker();\n system.autoStart = true;\n system._protected = true;\n }\n return Ticker._system;\n },\n enumerable: false,\n configurable: true\n });\n return Ticker;\n}());\n\n/**\n * Middleware for for Application Ticker.\n * @example\n * import {TickerPlugin} from '@pixi/ticker';\n * import {Application} from '@pixi/app';\n * import {extensions} from '@pixi/extensions';\n * extensions.add(TickerPlugin);\n * @class\n * @memberof PIXI\n */\nvar TickerPlugin = /** @class */ (function () {\n function TickerPlugin() {\n }\n /**\n * Initialize the plugin with scope of application instance\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n TickerPlugin.init = function (options) {\n var _this = this;\n // Set default\n options = Object.assign({\n autoStart: true,\n sharedTicker: false,\n }, options);\n // Create ticker setter\n Object.defineProperty(this, 'ticker', {\n set: function (ticker) {\n if (this._ticker) {\n this._ticker.remove(this.render, this);\n }\n this._ticker = ticker;\n if (ticker) {\n ticker.add(this.render, this, UPDATE_PRIORITY.LOW);\n }\n },\n get: function () {\n return this._ticker;\n },\n });\n /**\n * Convenience method for stopping the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.stop = function () {\n _this._ticker.stop();\n };\n /**\n * Convenience method for starting the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.start = function () {\n _this._ticker.start();\n };\n /**\n * Internal reference to the ticker.\n * @type {PIXI.Ticker}\n * @name _ticker\n * @memberof PIXI.Application#\n * @private\n */\n this._ticker = null;\n /**\n * Ticker for doing render updates.\n * @type {PIXI.Ticker}\n * @name ticker\n * @memberof PIXI.Application#\n * @default PIXI.Ticker.shared\n */\n this.ticker = options.sharedTicker ? Ticker.shared : new Ticker();\n // Start the rendering\n if (options.autoStart) {\n this.start();\n }\n };\n /**\n * Clean up the ticker, scoped to application.\n * @static\n * @private\n */\n TickerPlugin.destroy = function () {\n if (this._ticker) {\n var oldTicker = this._ticker;\n this.ticker = null;\n oldTicker.destroy();\n }\n };\n /** @ignore */\n TickerPlugin.extension = ExtensionType.Application;\n return TickerPlugin;\n}());\n\nexport { Ticker, TickerPlugin, UPDATE_PRIORITY };\n//# sourceMappingURL=ticker.mjs.map\n","/*!\n * @pixi/math - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/math is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Two Pi.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar PI_2 = Math.PI * 2;\n/**\n * Conversion factor for converting radians to degrees.\n * @static\n * @member {number} RAD_TO_DEG\n * @memberof PIXI\n */\nvar RAD_TO_DEG = 180 / Math.PI;\n/**\n * Conversion factor for converting degrees to radians.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar DEG_TO_RAD = Math.PI / 180;\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n * @static\n * @memberof PIXI\n * @enum {number}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n */\nvar SHAPES;\n(function (SHAPES) {\n SHAPES[SHAPES[\"POLY\"] = 0] = \"POLY\";\n SHAPES[SHAPES[\"RECT\"] = 1] = \"RECT\";\n SHAPES[SHAPES[\"CIRC\"] = 2] = \"CIRC\";\n SHAPES[SHAPES[\"ELIP\"] = 3] = \"ELIP\";\n SHAPES[SHAPES[\"RREC\"] = 4] = \"RREC\";\n})(SHAPES || (SHAPES = {}));\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis\n * @class\n * @memberof PIXI\n * @implements {IPoint}\n */\nvar Point = /** @class */ (function () {\n /**\n * Creates a new `Point`\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function Point(x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n /** Position of the point on the x axis */\n this.x = 0;\n /** Position of the point on the y axis */\n this.y = 0;\n this.x = x;\n this.y = y;\n }\n /**\n * Creates a clone of this point\n * @returns A clone of this point\n */\n Point.prototype.clone = function () {\n return new Point(this.x, this.y);\n };\n /**\n * Copies `x` and `y` from the given point into this point\n * @param p - The point to copy from\n * @returns The point instance itself\n */\n Point.prototype.copyFrom = function (p) {\n this.set(p.x, p.y);\n return this;\n };\n /**\n * Copies this point's x and y into the given point (`p`).\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n Point.prototype.copyTo = function (p) {\n p.set(this.x, this.y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n Point.prototype.equals = function (p) {\n return (p.x === this.x) && (p.y === this.y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the `x` axis\n * @param {number} [y=x] - position of the point on the `y` axis\n * @returns The point instance itself\n */\n Point.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n this.x = x;\n this.y = y;\n return this;\n };\n Point.prototype.toString = function () {\n return \"[@pixi/math:Point x=\" + this.x + \" y=\" + this.y + \"]\";\n };\n return Point;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\n/**\n * Size object, contains width and height\n * @memberof PIXI\n * @typedef {object} ISize\n * @property {number} width - Width component\n * @property {number} height - Height component\n */\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n * @memberof PIXI\n */\nvar Rectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rectangle\n * @param y - The Y coordinate of the upper-left corner of the rectangle\n * @param width - The overall width of the rectangle\n * @param height - The overall height of the rectangle\n */\n function Rectangle(x, y, width, height) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this.x = Number(x);\n this.y = Number(y);\n this.width = Number(width);\n this.height = Number(height);\n this.type = SHAPES.RECT;\n }\n Object.defineProperty(Rectangle.prototype, \"left\", {\n /** Returns the left edge of the rectangle. */\n get: function () {\n return this.x;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"right\", {\n /** Returns the right edge of the rectangle. */\n get: function () {\n return this.x + this.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"top\", {\n /** Returns the top edge of the rectangle. */\n get: function () {\n return this.y;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"bottom\", {\n /** Returns the bottom edge of the rectangle. */\n get: function () {\n return this.y + this.height;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle, \"EMPTY\", {\n /** A constant empty rectangle. */\n get: function () {\n return new Rectangle(0, 0, 0, 0);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates a clone of this Rectangle\n * @returns a copy of the rectangle\n */\n Rectangle.prototype.clone = function () {\n return new Rectangle(this.x, this.y, this.width, this.height);\n };\n /**\n * Copies another rectangle to this one.\n * @param rectangle - The rectangle to copy from.\n * @returns Returns itself.\n */\n Rectangle.prototype.copyFrom = function (rectangle) {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n return this;\n };\n /**\n * Copies this rectangle to another one.\n * @param rectangle - The rectangle to copy to.\n * @returns Returns given parameter.\n */\n Rectangle.prototype.copyTo = function (rectangle) {\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n return rectangle;\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Rectangle\n */\n Rectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x < this.x + this.width) {\n if (y >= this.y && y < this.y + this.height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object.\n * Returns true only if the area of the intersection is >0, this means that Rectangles\n * sharing a side are not overlapping. Another side effect is that an arealess rectangle\n * (width or height equal to zero) can't intersect any other rectangle.\n * @param {Rectangle} other - The Rectangle to intersect with `this`.\n * @param {Matrix} transform - The transformation matrix of `other`.\n * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`.\n */\n Rectangle.prototype.intersects = function (other, transform) {\n if (!transform) {\n var x0_1 = this.x < other.x ? other.x : this.x;\n var x1_1 = this.right > other.right ? other.right : this.right;\n if (x1_1 <= x0_1) {\n return false;\n }\n var y0_1 = this.y < other.y ? other.y : this.y;\n var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom;\n return y1_1 > y0_1;\n }\n var x0 = this.left;\n var x1 = this.right;\n var y0 = this.top;\n var y1 = this.bottom;\n if (x1 <= x0 || y1 <= y0) {\n return false;\n }\n var lt = tempPoints[0].set(other.left, other.top);\n var lb = tempPoints[1].set(other.left, other.bottom);\n var rt = tempPoints[2].set(other.right, other.top);\n var rb = tempPoints[3].set(other.right, other.bottom);\n if (rt.x <= lt.x || lb.y <= lt.y) {\n return false;\n }\n var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c));\n if (s === 0) {\n return false;\n }\n transform.apply(lt, lt);\n transform.apply(lb, lb);\n transform.apply(rt, rt);\n transform.apply(rb, rb);\n if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0\n || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1\n || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0\n || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) {\n return false;\n }\n var nx = s * (lb.y - lt.y);\n var ny = s * (lt.x - lb.x);\n var n00 = (nx * x0) + (ny * y0);\n var n10 = (nx * x1) + (ny * y0);\n var n01 = (nx * x0) + (ny * y1);\n var n11 = (nx * x1) + (ny * y1);\n if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y)\n || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) {\n return false;\n }\n var mx = s * (lt.y - rt.y);\n var my = s * (rt.x - lt.x);\n var m00 = (mx * x0) + (my * y0);\n var m10 = (mx * x1) + (my * y0);\n var m01 = (mx * x0) + (my * y1);\n var m11 = (mx * x1) + (my * y1);\n if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y)\n || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) {\n return false;\n }\n return true;\n };\n /**\n * Pads the rectangle making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n * @returns Returns itself.\n */\n Rectangle.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n this.x -= paddingX;\n this.y -= paddingY;\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n return this;\n };\n /**\n * Fits this rectangle around the passed one.\n * @param rectangle - The rectangle to fit.\n * @returns Returns itself.\n */\n Rectangle.prototype.fit = function (rectangle) {\n var x1 = Math.max(this.x, rectangle.x);\n var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.max(this.y, rectangle.y);\n var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = Math.max(x2 - x1, 0);\n this.y = y1;\n this.height = Math.max(y2 - y1, 0);\n return this;\n };\n /**\n * Enlarges rectangle that way its corners lie on grid\n * @param resolution - resolution\n * @param eps - precision\n * @returns Returns itself.\n */\n Rectangle.prototype.ceil = function (resolution, eps) {\n if (resolution === void 0) { resolution = 1; }\n if (eps === void 0) { eps = 0.001; }\n var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n return this;\n };\n /**\n * Enlarges this rectangle to include the passed rectangle.\n * @param rectangle - The rectangle to include.\n * @returns Returns itself.\n */\n Rectangle.prototype.enlarge = function (rectangle) {\n var x1 = Math.min(this.x, rectangle.x);\n var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.min(this.y, rectangle.y);\n var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n return this;\n };\n Rectangle.prototype.toString = function () {\n return \"[@pixi/math:Rectangle x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Rectangle;\n}());\n\n/**\n * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Circle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this circle\n * @param y - The Y coordinate of the center of this circle\n * @param radius - The radius of the circle\n */\n function Circle(x, y, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (radius === void 0) { radius = 0; }\n this.x = x;\n this.y = y;\n this.radius = radius;\n this.type = SHAPES.CIRC;\n }\n /**\n * Creates a clone of this Circle instance\n * @returns A copy of the Circle\n */\n Circle.prototype.clone = function () {\n return new Circle(this.x, this.y, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this circle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Circle\n */\n Circle.prototype.contains = function (x, y) {\n if (this.radius <= 0) {\n return false;\n }\n var r2 = this.radius * this.radius;\n var dx = (this.x - x);\n var dy = (this.y - y);\n dx *= dx;\n dy *= dy;\n return (dx + dy <= r2);\n };\n /**\n * Returns the framing rectangle of the circle as a Rectangle object\n * @returns The framing rectangle\n */\n Circle.prototype.getBounds = function () {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n };\n Circle.prototype.toString = function () {\n return \"[@pixi/math:Circle x=\" + this.x + \" y=\" + this.y + \" radius=\" + this.radius + \"]\";\n };\n return Circle;\n}());\n\n/**\n * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Ellipse = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this ellipse\n * @param y - The Y coordinate of the center of this ellipse\n * @param halfWidth - The half width of this ellipse\n * @param halfHeight - The half height of this ellipse\n */\n function Ellipse(x, y, halfWidth, halfHeight) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (halfWidth === void 0) { halfWidth = 0; }\n if (halfHeight === void 0) { halfHeight = 0; }\n this.x = x;\n this.y = y;\n this.width = halfWidth;\n this.height = halfHeight;\n this.type = SHAPES.ELIP;\n }\n /**\n * Creates a clone of this Ellipse instance\n * @returns {PIXI.Ellipse} A copy of the ellipse\n */\n Ellipse.prototype.clone = function () {\n return new Ellipse(this.x, this.y, this.width, this.height);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this ellipse\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coords are within this ellipse\n */\n Ellipse.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n // normalize the coords to an ellipse with center 0,0\n var normx = ((x - this.x) / this.width);\n var normy = ((y - this.y) / this.height);\n normx *= normx;\n normy *= normy;\n return (normx + normy <= 1);\n };\n /**\n * Returns the framing rectangle of the ellipse as a Rectangle object\n * @returns The framing rectangle\n */\n Ellipse.prototype.getBounds = function () {\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n };\n Ellipse.prototype.toString = function () {\n return \"[@pixi/math:Ellipse x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Ellipse;\n}());\n\n/**\n * A class to define a shape via user defined coordinates.\n * @memberof PIXI\n */\nvar Polygon = /** @class */ (function () {\n /**\n * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points\n * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or\n * the arguments passed can be all the points of the polygon e.g.\n * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat\n * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.\n */\n function Polygon() {\n var arguments$1 = arguments;\n\n var points = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n points[_i] = arguments$1[_i];\n }\n var flat = Array.isArray(points[0]) ? points[0] : points;\n // if this is an array of points, convert it to a flat array of numbers\n if (typeof flat[0] !== 'number') {\n var p = [];\n for (var i = 0, il = flat.length; i < il; i++) {\n p.push(flat[i].x, flat[i].y);\n }\n flat = p;\n }\n this.points = flat;\n this.type = SHAPES.POLY;\n this.closeStroke = true;\n }\n /**\n * Creates a clone of this polygon.\n * @returns - A copy of the polygon.\n */\n Polygon.prototype.clone = function () {\n var points = this.points.slice();\n var polygon = new Polygon(points);\n polygon.closeStroke = this.closeStroke;\n return polygon;\n };\n /**\n * Checks whether the x and y coordinates passed to this function are contained within this polygon.\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this polygon.\n */\n Polygon.prototype.contains = function (x, y) {\n var inside = false;\n // use some raycasting to test hits\n // https://github.com/substack/point-in-polygon/blob/master/index.js\n var length = this.points.length / 2;\n for (var i = 0, j = length - 1; i < length; j = i++) {\n var xi = this.points[i * 2];\n var yi = this.points[(i * 2) + 1];\n var xj = this.points[j * 2];\n var yj = this.points[(j * 2) + 1];\n var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);\n if (intersect) {\n inside = !inside;\n }\n }\n return inside;\n };\n Polygon.prototype.toString = function () {\n return \"[@pixi/math:Polygon\"\n + (\"closeStroke=\" + this.closeStroke)\n + (\"points=\" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + \", \" + currentPoint; }, '') + \"]\");\n };\n return Polygon;\n}());\n\n/**\n * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its\n * top-left corner point (x, y) and by its width and its height and its radius.\n * @memberof PIXI\n */\nvar RoundedRectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rounded rectangle\n * @param y - The Y coordinate of the upper-left corner of the rounded rectangle\n * @param width - The overall width of this rounded rectangle\n * @param height - The overall height of this rounded rectangle\n * @param radius - Controls the radius of the rounded corners\n */\n function RoundedRectangle(x, y, width, height, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n if (radius === void 0) { radius = 20; }\n this.x = x;\n this.y = y;\n this.width = width;\n this.height = height;\n this.radius = radius;\n this.type = SHAPES.RREC;\n }\n /**\n * Creates a clone of this Rounded Rectangle.\n * @returns - A copy of the rounded rectangle.\n */\n RoundedRectangle.prototype.clone = function () {\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rounded Rectangle\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this Rounded Rectangle.\n */\n RoundedRectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width) {\n if (y >= this.y && y <= this.y + this.height) {\n var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2));\n if ((y >= this.y + radius && y <= this.y + this.height - radius)\n || (x >= this.x + radius && x <= this.x + this.width - radius)) {\n return true;\n }\n var dx = x - (this.x + radius);\n var dy = y - (this.y + radius);\n var radius2 = radius * radius;\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + this.width - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dy = y - (this.y + this.height - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n }\n }\n return false;\n };\n RoundedRectangle.prototype.toString = function () {\n return \"[@pixi/math:RoundedRectangle x=\" + this.x + \" y=\" + this.y\n + (\"width=\" + this.width + \" height=\" + this.height + \" radius=\" + this.radius + \"]\");\n };\n return RoundedRectangle;\n}());\n\n/**\n * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis.\n *\n * An `ObservablePoint` is a point that triggers a callback when the point's position is changed.\n * @memberof PIXI\n */\nvar ObservablePoint = /** @class */ (function () {\n /**\n * Creates a new `ObservablePoint`\n * @param cb - callback function triggered when `x` and/or `y` are changed\n * @param scope - owner of callback\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function ObservablePoint(cb, scope, x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n this._x = x;\n this._y = y;\n this.cb = cb;\n this.scope = scope;\n }\n /**\n * Creates a clone of this point.\n * The callback and scope params can be overridden otherwise they will default\n * to the clone object's values.\n * @override\n * @param cb - The callback function triggered when `x` and/or `y` are changed\n * @param scope - The owner of the callback\n * @returns a copy of this observable point\n */\n ObservablePoint.prototype.clone = function (cb, scope) {\n if (cb === void 0) { cb = this.cb; }\n if (scope === void 0) { scope = this.scope; }\n return new ObservablePoint(cb, scope, this._x, this._y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n if (this._x !== x || this._y !== y) {\n this._x = x;\n this._y = y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies x and y from the given point (`p`)\n * @param p - The point to copy from. Can be any of type that is or extends `IPointData`\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.copyFrom = function (p) {\n if (this._x !== p.x || this._y !== p.y) {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies this point's x and y into that of the given point (`p`)\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n ObservablePoint.prototype.copyTo = function (p) {\n p.set(this._x, this._y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n ObservablePoint.prototype.equals = function (p) {\n return (p.x === this._x) && (p.y === this._y);\n };\n ObservablePoint.prototype.toString = function () {\n return \"[@pixi/math:ObservablePoint x=\" + 0 + \" y=\" + 0 + \" scope=\" + this.scope + \"]\";\n };\n Object.defineProperty(ObservablePoint.prototype, \"x\", {\n /** Position of the observable point on the x axis. */\n get: function () {\n return this._x;\n },\n set: function (value) {\n if (this._x !== value) {\n this._x = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ObservablePoint.prototype, \"y\", {\n /** Position of the observable point on the y axis. */\n get: function () {\n return this._y;\n },\n set: function (value) {\n if (this._y !== value) {\n this._y = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n return ObservablePoint;\n}());\n\n/**\n * The PixiJS Matrix as a class makes it a lot faster.\n *\n * Here is a representation of it:\n * ```js\n * | a | c | tx|\n * | b | d | ty|\n * | 0 | 0 | 1 |\n * ```\n * @memberof PIXI\n */\nvar Matrix = /** @class */ (function () {\n /**\n * @param a - x scale\n * @param b - y skew\n * @param c - x skew\n * @param d - y scale\n * @param tx - x translation\n * @param ty - y translation\n */\n function Matrix(a, b, c, d, tx, ty) {\n if (a === void 0) { a = 1; }\n if (b === void 0) { b = 0; }\n if (c === void 0) { c = 0; }\n if (d === void 0) { d = 1; }\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n this.array = null;\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n }\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n * @param array - The array that the matrix will be populated from.\n */\n Matrix.prototype.fromArray = function (array) {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n };\n /**\n * Sets the matrix properties.\n * @param a - Matrix component\n * @param b - Matrix component\n * @param c - Matrix component\n * @param d - Matrix component\n * @param tx - Matrix component\n * @param ty - Matrix component\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.set = function (a, b, c, d, tx, ty) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n return this;\n };\n /**\n * Creates an array from the current Matrix object.\n * @param transpose - Whether we need to transpose the matrix or not\n * @param [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @returns The newly created array which contains the matrix\n */\n Matrix.prototype.toArray = function (transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n var array = out || this.array;\n if (transpose) {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n }\n else {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n return array;\n };\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, transformed through this matrix\n */\n Matrix.prototype.apply = function (pos, newPos) {\n newPos = (newPos || new Point());\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.a * x) + (this.c * y) + this.tx;\n newPos.y = (this.b * x) + (this.d * y) + this.ty;\n return newPos;\n };\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n Matrix.prototype.applyInverse = function (pos, newPos) {\n newPos = (newPos || new Point());\n var id = 1 / ((this.a * this.d) + (this.c * -this.b));\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);\n newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);\n return newPos;\n };\n /**\n * Translates the matrix on the x and y.\n * @param x - How much to translate x by\n * @param y - How much to translate y by\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.translate = function (x, y) {\n this.tx += x;\n this.ty += y;\n return this;\n };\n /**\n * Applies a scale transformation to the matrix.\n * @param x - The amount to scale horizontally\n * @param y - The amount to scale vertically\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.scale = function (x, y) {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n return this;\n };\n /**\n * Applies a rotation transformation to the matrix.\n * @param angle - The angle in radians.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.rotate = function (angle) {\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n var a1 = this.a;\n var c1 = this.c;\n var tx1 = this.tx;\n this.a = (a1 * cos) - (this.b * sin);\n this.b = (a1 * sin) + (this.b * cos);\n this.c = (c1 * cos) - (this.d * sin);\n this.d = (c1 * sin) + (this.d * cos);\n this.tx = (tx1 * cos) - (this.ty * sin);\n this.ty = (tx1 * sin) + (this.ty * cos);\n return this;\n };\n /**\n * Appends the given Matrix to this Matrix.\n * @param matrix - The matrix to append.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.append = function (matrix) {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n this.a = (matrix.a * a1) + (matrix.b * c1);\n this.b = (matrix.a * b1) + (matrix.b * d1);\n this.c = (matrix.c * a1) + (matrix.d * c1);\n this.d = (matrix.c * b1) + (matrix.d * d1);\n this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;\n this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;\n return this;\n };\n /**\n * Sets the matrix based on all the available properties\n * @param x - Position on the x axis\n * @param y - Position on the y axis\n * @param pivotX - Pivot on the x axis\n * @param pivotY - Pivot on the y axis\n * @param scaleX - Scale on the x axis\n * @param scaleY - Scale on the y axis\n * @param rotation - Rotation in radians\n * @param skewX - Skew on the x axis\n * @param skewY - Skew on the y axis\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n this.a = Math.cos(rotation + skewY) * scaleX;\n this.b = Math.sin(rotation + skewY) * scaleX;\n this.c = -Math.sin(rotation - skewX) * scaleY;\n this.d = Math.cos(rotation - skewX) * scaleY;\n this.tx = x - ((pivotX * this.a) + (pivotY * this.c));\n this.ty = y - ((pivotX * this.b) + (pivotY * this.d));\n return this;\n };\n /**\n * Prepends the given Matrix to this Matrix.\n * @param matrix - The matrix to prepend\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.prepend = function (matrix) {\n var tx1 = this.tx;\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n var a1 = this.a;\n var c1 = this.c;\n this.a = (a1 * matrix.a) + (this.b * matrix.c);\n this.b = (a1 * matrix.b) + (this.b * matrix.d);\n this.c = (c1 * matrix.a) + (this.d * matrix.c);\n this.d = (c1 * matrix.b) + (this.d * matrix.d);\n }\n this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;\n this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;\n return this;\n };\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n * @param transform - The transform to apply the properties to.\n * @returns The transform with the newly applied properties\n */\n Matrix.prototype.decompose = function (transform) {\n // sort out rotation / skew..\n var a = this.a;\n var b = this.b;\n var c = this.c;\n var d = this.d;\n var pivot = transform.pivot;\n var skewX = -Math.atan2(-c, d);\n var skewY = Math.atan2(b, a);\n var delta = Math.abs(skewX + skewY);\n if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n }\n else {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n // next set scale\n transform.scale.x = Math.sqrt((a * a) + (b * b));\n transform.scale.y = Math.sqrt((c * c) + (d * d));\n // next set position\n transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c));\n transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d));\n return transform;\n };\n /**\n * Inverts this matrix\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.invert = function () {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n var tx1 = this.tx;\n var n = (a1 * d1) - (b1 * c1);\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;\n this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;\n return this;\n };\n /**\n * Resets this Matrix to an identity (default) matrix.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.identity = function () {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n return this;\n };\n /**\n * Creates a new Matrix object with the same values as this one.\n * @returns A copy of this matrix. Good for chaining method calls.\n */\n Matrix.prototype.clone = function () {\n var matrix = new Matrix();\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n * @param matrix - The matrix to copy to.\n * @returns The matrix given in parameter with its values updated.\n */\n Matrix.prototype.copyTo = function (matrix) {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the matrix to be the same as the ones in given matrix\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @returns {PIXI.Matrix} this\n */\n Matrix.prototype.copyFrom = function (matrix) {\n this.a = matrix.a;\n this.b = matrix.b;\n this.c = matrix.c;\n this.d = matrix.d;\n this.tx = matrix.tx;\n this.ty = matrix.ty;\n return this;\n };\n Matrix.prototype.toString = function () {\n return \"[@pixi/math:Matrix a=\" + this.a + \" b=\" + this.b + \" c=\" + this.c + \" d=\" + this.d + \" tx=\" + this.tx + \" ty=\" + this.ty + \"]\";\n };\n Object.defineProperty(Matrix, \"IDENTITY\", {\n /**\n * A default (identity) matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Matrix, \"TEMP_MATRIX\", {\n /**\n * A temp matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n return Matrix;\n}());\n\n// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group\n/*\n * Transform matrix for operation n is:\n * | ux | vx |\n * | uy | vy |\n */\nvar ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nvar uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\n/**\n * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * for the composition of each rotation in the dihederal group D8.\n * @type {number[][]}\n * @private\n */\nvar rotationCayley = [];\n/**\n * Matrices for each `GD8Symmetry` rotation.\n * @type {PIXI.Matrix[]}\n * @private\n */\nvar rotationMatrices = [];\n/*\n * Alias for {@code Math.sign}.\n */\nvar signum = Math.sign;\n/*\n * Initializes `rotationCayley` and `rotationMatrices`. It is called\n * only once below.\n */\nfunction init() {\n for (var i = 0; i < 16; i++) {\n var row = [];\n rotationCayley.push(row);\n for (var j = 0; j < 16; j++) {\n /* Multiplies rotation matrices i and j. */\n var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));\n var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));\n var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));\n var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));\n /* Finds rotation matrix matching the product and pushes it. */\n for (var k = 0; k < 16; k++) {\n if (ux[k] === _ux && uy[k] === _uy\n && vx[k] === _vx && vy[k] === _vy) {\n row.push(k);\n break;\n }\n }\n }\n }\n for (var i = 0; i < 16; i++) {\n var mat = new Matrix();\n mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);\n rotationMatrices.push(mat);\n }\n}\ninit();\n/**\n * @memberof PIXI\n * @typedef {number} GD8Symmetry\n * @see PIXI.groupD8\n */\n/**\n * Implements the dihedral group D8, which is similar to\n * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};\n * D8 is the same but with diagonals, and it is used for texture\n * rotations.\n *\n * The directions the U- and V- axes after rotation\n * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`\n * and `(vX(a), vY(a))`. These aren't necessarily unit vectors.\n *\n * **Origin:**
\n * This is the small part of gameofbombs.com portal system. It works.\n * @see PIXI.groupD8.E\n * @see PIXI.groupD8.SE\n * @see PIXI.groupD8.S\n * @see PIXI.groupD8.SW\n * @see PIXI.groupD8.W\n * @see PIXI.groupD8.NW\n * @see PIXI.groupD8.N\n * @see PIXI.groupD8.NE\n * @author Ivan @ivanpopelyshev\n * @namespace PIXI.groupD8\n * @memberof PIXI\n */\nvar groupD8 = {\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 0° | East |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n E: 0,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 45°↻ | Southeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SE: 1,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 90°↻ | South |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n S: 2,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 135°↻ | Southwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SW: 3,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 180° | West |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n W: 4,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -135°/225°↻ | Northwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NW: 5,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -90°/270°↻ | North |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n N: 6,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -45°/315°↻ | Northeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NE: 7,\n /**\n * Reflection about Y-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_VERTICAL: 8,\n /**\n * Reflection about the main diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MAIN_DIAGONAL: 10,\n /**\n * Reflection about X-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_HORIZONTAL: 12,\n /**\n * Reflection about reverse diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n REVERSE_DIAGONAL: 14,\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the U-axis\n * after rotating the axes.\n */\n uX: function (ind) { return ux[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis\n * after rotating the axes.\n */\n uY: function (ind) { return uy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the V-axis\n * after rotating the axes.\n */\n vX: function (ind) { return vx[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis\n * after rotating the axes.\n */\n vY: function (ind) { return vy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite\n * is needed. Only rotations have opposite symmetries while\n * reflections don't.\n * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation`\n */\n inv: function (rotation) {\n if (rotation & 8) // true only if between 8 & 15 (reflections)\n {\n return rotation & 15; // or rotation % 16\n }\n return (-rotation) & 7; // or (8 - rotation) % 8\n },\n /**\n * Composes the two D8 operations.\n *\n * Taking `^` as reflection:\n *\n * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |\n * |-------|-----|-----|-----|-----|------|-------|-------|-------|\n * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |\n * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |\n * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |\n * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |\n * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |\n * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |\n * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |\n * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |\n *\n * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which\n * is the row in the above cayley table.\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which\n * is the column in the above cayley table.\n * @returns {PIXI.GD8Symmetry} Composed operation\n */\n add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); },\n /**\n * Reverse of `add`.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation\n * @returns {PIXI.GD8Symmetry} Result\n */\n sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); },\n /**\n * Adds 180 degrees to rotation, which is a commutative\n * operation.\n * @memberof PIXI.groupD8\n * @param {number} rotation - The number to rotate.\n * @returns {number} Rotated number\n */\n rotate180: function (rotation) { return rotation ^ 4; },\n /**\n * Checks if the rotation angle is vertical, i.e. south\n * or north. It doesn't work for reflections.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - The number to check.\n * @returns {boolean} Whether or not the direction is vertical\n */\n isVertical: function (rotation) { return (rotation & 3) === 2; },\n /**\n * Approximates the vector `V(dx,dy)` into one of the\n * eight directions provided by `groupD8`.\n * @memberof PIXI.groupD8\n * @param {number} dx - X-component of the vector\n * @param {number} dy - Y-component of the vector\n * @returns {PIXI.GD8Symmetry} Approximation of the vector into\n * one of the eight symmetries.\n */\n byDirection: function (dx, dy) {\n if (Math.abs(dx) * 2 <= Math.abs(dy)) {\n if (dy >= 0) {\n return groupD8.S;\n }\n return groupD8.N;\n }\n else if (Math.abs(dy) * 2 <= Math.abs(dx)) {\n if (dx > 0) {\n return groupD8.E;\n }\n return groupD8.W;\n }\n else if (dy > 0) {\n if (dx > 0) {\n return groupD8.SE;\n }\n return groupD8.SW;\n }\n else if (dx > 0) {\n return groupD8.NE;\n }\n return groupD8.NW;\n },\n /**\n * Helps sprite to compensate texture packer rotation.\n * @memberof PIXI.groupD8\n * @param {PIXI.Matrix} matrix - sprite world matrix\n * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.\n * @param {number} tx - sprite anchoring\n * @param {number} ty - sprite anchoring\n */\n matrixAppendRotationInv: function (matrix, rotation, tx, ty) {\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n // Packer used \"rotation\", we use \"inv(rotation)\"\n var mat = rotationMatrices[groupD8.inv(rotation)];\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n },\n};\n\n/**\n * Transform that takes care about its versions.\n * @memberof PIXI\n */\nvar Transform = /** @class */ (function () {\n function Transform() {\n this.worldTransform = new Matrix();\n this.localTransform = new Matrix();\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n this._rotation = 0;\n this._cx = 1;\n this._sx = 0;\n this._cy = 0;\n this._sy = 1;\n this._localID = 0;\n this._currentLocalID = 0;\n this._worldID = 0;\n this._parentID = 0;\n }\n /** Called when a value changes. */\n Transform.prototype.onChange = function () {\n this._localID++;\n };\n /** Called when the skew or the rotation changes. */\n Transform.prototype.updateSkew = function () {\n this._cx = Math.cos(this._rotation + this.skew.y);\n this._sx = Math.sin(this._rotation + this.skew.y);\n this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2\n this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2\n this._localID++;\n };\n Transform.prototype.toString = function () {\n return \"[@pixi/math:Transform \"\n + (\"position=(\" + this.position.x + \", \" + this.position.y + \") \")\n + (\"rotation=\" + this.rotation + \" \")\n + (\"scale=(\" + this.scale.x + \", \" + this.scale.y + \") \")\n + (\"skew=(\" + this.skew.x + \", \" + this.skew.y + \") \")\n + \"]\";\n };\n /** Updates the local transformation matrix. */\n Transform.prototype.updateLocalTransform = function () {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n };\n /**\n * Updates the local and the world transformation matrices.\n * @param parentTransform - The parent transform\n */\n Transform.prototype.updateTransform = function (parentTransform) {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n if (this._parentID !== parentTransform._worldID) {\n // concat the parent matrix with the objects transform.\n var pt = parentTransform.worldTransform;\n var wt = this.worldTransform;\n wt.a = (lt.a * pt.a) + (lt.b * pt.c);\n wt.b = (lt.a * pt.b) + (lt.b * pt.d);\n wt.c = (lt.c * pt.a) + (lt.d * pt.c);\n wt.d = (lt.c * pt.b) + (lt.d * pt.d);\n wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;\n wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;\n this._parentID = parentTransform._worldID;\n // update the id of the transform..\n this._worldID++;\n }\n };\n /**\n * Decomposes a matrix and sets the transforms properties based on it.\n * @param matrix - The matrix to decompose\n */\n Transform.prototype.setFromMatrix = function (matrix) {\n matrix.decompose(this);\n this._localID++;\n };\n Object.defineProperty(Transform.prototype, \"rotation\", {\n /** The rotation of the object in radians. */\n get: function () {\n return this._rotation;\n },\n set: function (value) {\n if (this._rotation !== value) {\n this._rotation = value;\n this.updateSkew();\n }\n },\n enumerable: false,\n configurable: true\n });\n /** A default (identity) transform. */\n Transform.IDENTITY = new Transform();\n return Transform;\n}());\n\nexport { Circle, DEG_TO_RAD, Ellipse, Matrix, ObservablePoint, PI_2, Point, Polygon, RAD_TO_DEG, Rectangle, RoundedRectangle, SHAPES, Transform, groupD8 };\n//# sourceMappingURL=math.mjs.map\n","/*!\n * @pixi/core - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/core is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { ENV, ALPHA_MODES, SCALE_MODES, FORMATS, TYPES, TARGETS, MIPMAP_MODES, MSAA_QUALITY, BUFFER_TYPE, CLEAR_MODES, DRAW_MODES, BUFFER_BITS, MASK_TYPES, PRECISION, BLEND_MODES, GC_MODES, SAMPLER_TYPES, WRAP_MODES, RENDERER_TYPE } from '@pixi/constants';\nimport { isMobile, isPow2, BaseTextureCache, TextureCache, uid, EventEmitter, determineCrossOrigin, getResolutionOfUrl, deprecation, nextPow2, getBufferType, ProgramCache, removeItems, hex2string, hex2rgb, sayHello, isWebGLSupported, premultiplyBlendMode, log2, premultiplyTint } from '@pixi/utils';\nimport { extensions as extensions$1, ExtensionType } from '@pixi/extensions';\nexport * from '@pixi/extensions';\nimport { Runner } from '@pixi/runner';\nimport { Ticker } from '@pixi/ticker';\nimport { groupD8, Rectangle, Point, Matrix } from '@pixi/math';\n\n/**\n * The maximum support for using WebGL. If a device does not\n * support WebGL version, for instance WebGL 2, it will still\n * attempt to fallback support to WebGL 1. If you want to\n * explicitly remove feature support to target a more stable\n * baseline, prefer a lower environment.\n *\n * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium}\n * we disable webgl2 by default for all non-apple mobile devices.\n * @static\n * @name PREFER_ENV\n * @memberof PIXI.settings\n * @type {number}\n * @default PIXI.ENV.WEBGL2\n */\nsettings.PREFER_ENV = isMobile.any ? ENV.WEBGL : ENV.WEBGL2;\n/**\n * If set to `true`, *only* Textures and BaseTexture objects stored\n * in the caches ({@link PIXI.utils.TextureCache TextureCache} and\n * {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can be\n * used when calling {@link PIXI.Texture.from Texture.from} or\n * {@link PIXI.BaseTexture.from BaseTexture.from}.\n * Otherwise, these `from` calls throw an exception. Using this property\n * can be useful if you want to enforce preloading all assets with\n * {@link PIXI.Loader Loader}.\n * @static\n * @name STRICT_TEXTURE_CACHE\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.STRICT_TEXTURE_CACHE = false;\n\n/**\n * Collection of installed resource types, class must extend {@link PIXI.Resource}.\n * @example\n * class CustomResource extends PIXI.Resource {\n * // MUST have source, options constructor signature\n * // for auto-detected resources to be created.\n * constructor(source, options) {\n * super();\n * }\n * upload(renderer, baseTexture, glTexture) {\n * // upload with GL\n * return true;\n * }\n * // used to auto-detect resource\n * static test(source, extension) {\n * return extension === 'xyz'|| source instanceof SomeClass;\n * }\n * }\n * // Install the new resource type\n * PIXI.INSTALLED.push(CustomResource);\n * @memberof PIXI\n * @type {Array}\n * @static\n * @readonly\n */\nvar INSTALLED = [];\n/**\n * Create a resource element from a single source element. This\n * auto-detects which type of resource to create. All resources that\n * are auto-detectable must have a static `test` method and a constructor\n * with the arguments `(source, options?)`. Currently, the supported\n * resources for auto-detection include:\n * - {@link PIXI.ImageResource}\n * - {@link PIXI.CanvasResource}\n * - {@link PIXI.VideoResource}\n * - {@link PIXI.SVGResource}\n * - {@link PIXI.BufferResource}\n * @static\n * @memberof PIXI\n * @function autoDetectResource\n * @param {string|*} source - Resource source, this can be the URL to the resource,\n * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri\n * or any other resource that can be auto-detected. If not resource is\n * detected, it's assumed to be an ImageResource.\n * @param {object} [options] - Pass-through options to use for Resource\n * @param {number} [options.width] - Width of BufferResource or SVG rasterization\n * @param {number} [options.height] - Height of BufferResource or SVG rasterization\n * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading\n * @param {number} [options.scale=1] - SVG source scale. Overridden by width, height\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object\n * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin\n * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately\n * @param {number} [options.updateFPS=0] - Video option to update how many times a second the\n * texture should be updated from the video. Leave at 0 to update at every render\n * @returns {PIXI.Resource} The created resource.\n */\nfunction autoDetectResource(source, options) {\n if (!source) {\n return null;\n }\n var extension = '';\n if (typeof source === 'string') {\n // search for file extension: period, 3-4 chars, then ?, # or EOL\n var result = (/\\.(\\w{3,4})(?:$|\\?|#)/i).exec(source);\n if (result) {\n extension = result[1].toLowerCase();\n }\n }\n for (var i = INSTALLED.length - 1; i >= 0; --i) {\n var ResourcePlugin = INSTALLED[i];\n if (ResourcePlugin.test && ResourcePlugin.test(source, extension)) {\n return new ResourcePlugin(source, options);\n }\n }\n throw new Error('Unrecognized source type to auto-detect Resource');\n}\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nvar __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\n var arguments$1 = arguments;\n\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments$1[i];\r\n for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } }\r\n }\r\n return t;\r\n };\r\n return __assign.apply(this, arguments);\r\n};\r\n\r\nfunction __rest(s, e) {\r\n var t = {};\r\n for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n { t[p] = s[p]; } }\r\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n { for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\r\n if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\r\n { t[p[i]] = s[p[i]]; }\r\n } }\r\n return t;\r\n}\n\n/**\n * Base resource class for textures that manages validation and uploading, depending on its type.\n *\n * Uploading of a base texture to the GPU is required.\n * @memberof PIXI\n */\nvar Resource = /** @class */ (function () {\n /**\n * @param width - Width of the resource\n * @param height - Height of the resource\n */\n function Resource(width, height) {\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this._width = width;\n this._height = height;\n this.destroyed = false;\n this.internal = false;\n this.onResize = new Runner('setRealSize');\n this.onUpdate = new Runner('update');\n this.onError = new Runner('onError');\n }\n /**\n * Bind to a parent BaseTexture\n * @param baseTexture - Parent texture\n */\n Resource.prototype.bind = function (baseTexture) {\n this.onResize.add(baseTexture);\n this.onUpdate.add(baseTexture);\n this.onError.add(baseTexture);\n // Call a resize immediate if we already\n // have the width and height of the resource\n if (this._width || this._height) {\n this.onResize.emit(this._width, this._height);\n }\n };\n /**\n * Unbind to a parent BaseTexture\n * @param baseTexture - Parent texture\n */\n Resource.prototype.unbind = function (baseTexture) {\n this.onResize.remove(baseTexture);\n this.onUpdate.remove(baseTexture);\n this.onError.remove(baseTexture);\n };\n /**\n * Trigger a resize event\n * @param width - X dimension\n * @param height - Y dimension\n */\n Resource.prototype.resize = function (width, height) {\n if (width !== this._width || height !== this._height) {\n this._width = width;\n this._height = height;\n this.onResize.emit(width, height);\n }\n };\n Object.defineProperty(Resource.prototype, \"valid\", {\n /**\n * Has been validated\n * @readonly\n */\n get: function () {\n return !!this._width && !!this._height;\n },\n enumerable: false,\n configurable: true\n });\n /** Has been updated trigger event. */\n Resource.prototype.update = function () {\n if (!this.destroyed) {\n this.onUpdate.emit();\n }\n };\n /**\n * This can be overridden to start preloading a resource\n * or do any other prepare step.\n * @protected\n * @returns Handle the validate event\n */\n Resource.prototype.load = function () {\n return Promise.resolve(this);\n };\n Object.defineProperty(Resource.prototype, \"width\", {\n /**\n * The width of the resource.\n * @readonly\n */\n get: function () {\n return this._width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Resource.prototype, \"height\", {\n /**\n * The height of the resource.\n * @readonly\n */\n get: function () {\n return this._height;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Set the style, optional to override\n * @param _renderer - yeah, renderer!\n * @param _baseTexture - the texture\n * @param _glTexture - texture instance for this webgl context\n * @returns - `true` is success\n */\n Resource.prototype.style = function (_renderer, _baseTexture, _glTexture) {\n return false;\n };\n /** Clean up anything, this happens when destroying is ready. */\n Resource.prototype.dispose = function () {\n // override\n };\n /**\n * Call when destroying resource, unbind any BaseTexture object\n * before calling this method, as reference counts are maintained\n * internally.\n */\n Resource.prototype.destroy = function () {\n if (!this.destroyed) {\n this.destroyed = true;\n this.dispose();\n this.onError.removeAll();\n this.onError = null;\n this.onResize.removeAll();\n this.onResize = null;\n this.onUpdate.removeAll();\n this.onUpdate = null;\n }\n };\n /**\n * Abstract, used to auto-detect resource type.\n * @param {*} _source - The source object\n * @param {string} _extension - The extension of source, if set\n */\n Resource.test = function (_source, _extension) {\n return false;\n };\n return Resource;\n}());\n\n/**\n * @interface SharedArrayBuffer\n */\n/**\n * Buffer resource with data of typed array.\n * @memberof PIXI\n */\nvar BufferResource = /** @class */ (function (_super) {\n __extends(BufferResource, _super);\n /**\n * @param source - Source buffer\n * @param options - Options\n * @param {number} options.width - Width of the texture\n * @param {number} options.height - Height of the texture\n */\n function BufferResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n if (!width || !height) {\n throw new Error('BufferResource width or height invalid');\n }\n _this = _super.call(this, width, height) || this;\n _this.data = source;\n return _this;\n }\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture - glTexture\n * @returns - true is success\n */\n BufferResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n var gl = renderer.gl;\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n if (glTexture.width === width && glTexture.height === height) {\n gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data);\n }\n return true;\n };\n /** Destroy and don't use after this. */\n BufferResource.prototype.dispose = function () {\n this.data = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if \n */\n BufferResource.test = function (source) {\n return source instanceof Float32Array\n || source instanceof Uint8Array\n || source instanceof Uint32Array;\n };\n return BufferResource;\n}(Resource));\n\nvar defaultBufferOptions = {\n scaleMode: SCALE_MODES.NEAREST,\n format: FORMATS.RGBA,\n alphaMode: ALPHA_MODES.NPM,\n};\n/**\n * A Texture stores the information that represents an image.\n * All textures have a base texture, which contains information about the source.\n * Therefore you can have many textures all using a single BaseTexture\n * @memberof PIXI\n * @typeParam R - The BaseTexture's Resource type.\n * @typeParam RO - The options for constructing resource.\n */\nvar BaseTexture = /** @class */ (function (_super) {\n __extends(BaseTexture, _super);\n /**\n * @param {PIXI.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null] -\n * The current resource to use, for things that aren't Resource objects, will be converted\n * into a Resource.\n * @param options - Collection of options\n * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture\n * @param {number} [options.anisotropicLevel=PIXI.settings.ANISOTROPIC_LEVEL] - Anisotropic filtering level of texture\n * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest\n * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type\n * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type\n * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Pre multiply the image alpha\n * @param {number} [options.width=0] - Width of the texture\n * @param {number} [options.height=0] - Height of the texture\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - Resolution of the base texture\n * @param {object} [options.resourceOptions] - Optional resource options,\n * see {@link PIXI.autoDetectResource autoDetectResource}\n */\n function BaseTexture(resource, options) {\n if (resource === void 0) { resource = null; }\n if (options === void 0) { options = null; }\n var _this = _super.call(this) || this;\n options = options || {};\n var alphaMode = options.alphaMode, mipmap = options.mipmap, anisotropicLevel = options.anisotropicLevel, scaleMode = options.scaleMode, width = options.width, height = options.height, wrapMode = options.wrapMode, format = options.format, type = options.type, target = options.target, resolution = options.resolution, resourceOptions = options.resourceOptions;\n // Convert the resource to a Resource object\n if (resource && !(resource instanceof Resource)) {\n resource = autoDetectResource(resource, resourceOptions);\n resource.internal = true;\n }\n _this.resolution = resolution || settings.RESOLUTION;\n _this.width = Math.round((width || 0) * _this.resolution) / _this.resolution;\n _this.height = Math.round((height || 0) * _this.resolution) / _this.resolution;\n _this._mipmap = mipmap !== undefined ? mipmap : settings.MIPMAP_TEXTURES;\n _this.anisotropicLevel = anisotropicLevel !== undefined ? anisotropicLevel : settings.ANISOTROPIC_LEVEL;\n _this._wrapMode = wrapMode || settings.WRAP_MODE;\n _this._scaleMode = scaleMode !== undefined ? scaleMode : settings.SCALE_MODE;\n _this.format = format || FORMATS.RGBA;\n _this.type = type || TYPES.UNSIGNED_BYTE;\n _this.target = target || TARGETS.TEXTURE_2D;\n _this.alphaMode = alphaMode !== undefined ? alphaMode : ALPHA_MODES.UNPACK;\n _this.uid = uid();\n _this.touched = 0;\n _this.isPowerOfTwo = false;\n _this._refreshPOT();\n _this._glTextures = {};\n _this.dirtyId = 0;\n _this.dirtyStyleId = 0;\n _this.cacheId = null;\n _this.valid = width > 0 && height > 0;\n _this.textureCacheIds = [];\n _this.destroyed = false;\n _this.resource = null;\n _this._batchEnabled = 0;\n _this._batchLocation = 0;\n _this.parentTextureArray = null;\n /**\n * Fired when a not-immediately-available source finishes loading.\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n /**\n * Fired when a not-immediately-available source fails to load.\n * @protected\n * @event PIXI.BaseTexture#error\n * @param {PIXI.BaseTexture} baseTexture - Resource errored.\n * @param {ErrorEvent} event - Load error event.\n */\n /**\n * Fired when BaseTexture is updated.\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n /**\n * Fired when BaseTexture is updated.\n * @protected\n * @event PIXI.BaseTexture#update\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated.\n */\n /**\n * Fired when BaseTexture is destroyed.\n * @protected\n * @event PIXI.BaseTexture#dispose\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed.\n */\n // Set the resource\n _this.setResource(resource);\n return _this;\n }\n Object.defineProperty(BaseTexture.prototype, \"realWidth\", {\n /**\n * Pixel width of the source of this texture\n * @readonly\n */\n get: function () {\n return Math.round(this.width * this.resolution);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"realHeight\", {\n /**\n * Pixel height of the source of this texture\n * @readonly\n */\n get: function () {\n return Math.round(this.height * this.resolution);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"mipmap\", {\n /**\n * Mipmap mode of the texture, affects downscaled images\n * @default PIXI.settings.MIPMAP_TEXTURES\n */\n get: function () {\n return this._mipmap;\n },\n set: function (value) {\n if (this._mipmap !== value) {\n this._mipmap = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"scaleMode\", {\n /**\n * The scale mode to apply when scaling this texture\n * @default PIXI.settings.SCALE_MODE\n */\n get: function () {\n return this._scaleMode;\n },\n set: function (value) {\n if (this._scaleMode !== value) {\n this._scaleMode = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"wrapMode\", {\n /**\n * How the texture wraps\n * @default PIXI.settings.WRAP_MODE\n */\n get: function () {\n return this._wrapMode;\n },\n set: function (value) {\n if (this._wrapMode !== value) {\n this._wrapMode = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Changes style options of BaseTexture\n * @param scaleMode - Pixi scalemode\n * @param mipmap - enable mipmaps\n * @returns - this\n */\n BaseTexture.prototype.setStyle = function (scaleMode, mipmap) {\n var dirty;\n if (scaleMode !== undefined && scaleMode !== this.scaleMode) {\n this.scaleMode = scaleMode;\n dirty = true;\n }\n if (mipmap !== undefined && mipmap !== this.mipmap) {\n this.mipmap = mipmap;\n dirty = true;\n }\n if (dirty) {\n this.dirtyStyleId++;\n }\n return this;\n };\n /**\n * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero.\n * @param desiredWidth - Desired visual width\n * @param desiredHeight - Desired visual height\n * @param resolution - Optionally set resolution\n * @returns - this\n */\n BaseTexture.prototype.setSize = function (desiredWidth, desiredHeight, resolution) {\n resolution = resolution || this.resolution;\n return this.setRealSize(desiredWidth * resolution, desiredHeight * resolution, resolution);\n };\n /**\n * Sets real size of baseTexture, preserves current resolution.\n * @param realWidth - Full rendered width\n * @param realHeight - Full rendered height\n * @param resolution - Optionally set resolution\n * @returns - this\n */\n BaseTexture.prototype.setRealSize = function (realWidth, realHeight, resolution) {\n this.resolution = resolution || this.resolution;\n this.width = Math.round(realWidth) / this.resolution;\n this.height = Math.round(realHeight) / this.resolution;\n this._refreshPOT();\n this.update();\n return this;\n };\n /**\n * Refresh check for isPowerOfTwo texture based on size\n * @private\n */\n BaseTexture.prototype._refreshPOT = function () {\n this.isPowerOfTwo = isPow2(this.realWidth) && isPow2(this.realHeight);\n };\n /**\n * Changes resolution\n * @param resolution - res\n * @returns - this\n */\n BaseTexture.prototype.setResolution = function (resolution) {\n var oldResolution = this.resolution;\n if (oldResolution === resolution) {\n return this;\n }\n this.resolution = resolution;\n if (this.valid) {\n this.width = Math.round(this.width * oldResolution) / resolution;\n this.height = Math.round(this.height * oldResolution) / resolution;\n this.emit('update', this);\n }\n this._refreshPOT();\n return this;\n };\n /**\n * Sets the resource if it wasn't set. Throws error if resource already present\n * @param resource - that is managing this BaseTexture\n * @returns - this\n */\n BaseTexture.prototype.setResource = function (resource) {\n if (this.resource === resource) {\n return this;\n }\n if (this.resource) {\n throw new Error('Resource can be set only once');\n }\n resource.bind(this);\n this.resource = resource;\n return this;\n };\n /** Invalidates the object. Texture becomes valid if width and height are greater than zero. */\n BaseTexture.prototype.update = function () {\n if (!this.valid) {\n if (this.width > 0 && this.height > 0) {\n this.valid = true;\n this.emit('loaded', this);\n this.emit('update', this);\n }\n }\n else {\n this.dirtyId++;\n this.dirtyStyleId++;\n this.emit('update', this);\n }\n };\n /**\n * Handle errors with resources.\n * @private\n * @param event - Error event emitted.\n */\n BaseTexture.prototype.onError = function (event) {\n this.emit('error', this, event);\n };\n /**\n * Destroys this base texture.\n * The method stops if resource doesn't want this texture to be destroyed.\n * Removes texture from all caches.\n */\n BaseTexture.prototype.destroy = function () {\n // remove and destroy the resource\n if (this.resource) {\n this.resource.unbind(this);\n // only destroy resourced created internally\n if (this.resource.internal) {\n this.resource.destroy();\n }\n this.resource = null;\n }\n if (this.cacheId) {\n delete BaseTextureCache[this.cacheId];\n delete TextureCache[this.cacheId];\n this.cacheId = null;\n }\n // finally let the WebGL renderer know..\n this.dispose();\n BaseTexture.removeFromCache(this);\n this.textureCacheIds = null;\n this.destroyed = true;\n };\n /**\n * Frees the texture from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n * @fires PIXI.BaseTexture#dispose\n */\n BaseTexture.prototype.dispose = function () {\n this.emit('dispose', this);\n };\n /** Utility function for BaseTexture|Texture cast. */\n BaseTexture.prototype.castToBaseTexture = function () {\n return this;\n };\n /**\n * Helper function that creates a base texture based on the source you provide.\n * The source can be - image url, image element, canvas element. If the\n * source is an image url or an image element and not in the base texture\n * cache, it will be created and loaded.\n * @static\n * @param {string|string[]|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The\n * source to create base texture from.\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id\n * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}.\n * @returns {PIXI.BaseTexture} The new base texture.\n */\n BaseTexture.from = function (source, options, strict) {\n if (strict === void 0) { strict = settings.STRICT_TEXTURE_CACHE; }\n var isFrame = typeof source === 'string';\n var cacheId = null;\n if (isFrame) {\n cacheId = source;\n }\n else {\n if (!source._pixiId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source._pixiId = prefix + \"_\" + uid();\n }\n cacheId = source._pixiId;\n }\n var baseTexture = BaseTextureCache[cacheId];\n // Strict-mode rejects invalid cacheIds\n if (isFrame && strict && !baseTexture) {\n throw new Error(\"The cacheId \\\"\" + cacheId + \"\\\" does not exist in BaseTextureCache.\");\n }\n if (!baseTexture) {\n baseTexture = new BaseTexture(source, options);\n baseTexture.cacheId = cacheId;\n BaseTexture.addToCache(baseTexture, cacheId);\n }\n return baseTexture;\n };\n /**\n * Create a new BaseTexture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param width - Width of the resource\n * @param height - Height of the resource\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * Default properties are different from the constructor's defaults.\n * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.NPM] - Image alpha, not premultiplied by default\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.SCALE_MODES.NEAREST] - Scale mode, pixelating by default\n * @returns - The resulting new BaseTexture\n */\n BaseTexture.fromBuffer = function (buffer, width, height, options) {\n buffer = buffer || new Float32Array(width * height * 4);\n var resource = new BufferResource(buffer, { width: width, height: height });\n var type = buffer instanceof Float32Array ? TYPES.FLOAT : TYPES.UNSIGNED_BYTE;\n return new BaseTexture(resource, Object.assign(defaultBufferOptions, options || { width: width, height: height, type: type }));\n };\n /**\n * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object.\n * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache.\n * @param {string} id - The id that the BaseTexture will be stored against.\n */\n BaseTexture.addToCache = function (baseTexture, id) {\n if (id) {\n if (baseTexture.textureCacheIds.indexOf(id) === -1) {\n baseTexture.textureCacheIds.push(id);\n }\n if (BaseTextureCache[id]) {\n // eslint-disable-next-line no-console\n console.warn(\"BaseTexture added to the cache with an id [\" + id + \"] that already had an entry\");\n }\n BaseTextureCache[id] = baseTexture;\n }\n };\n /**\n * Remove a BaseTexture from the global BaseTextureCache.\n * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself.\n * @returns {PIXI.BaseTexture|null} The BaseTexture that was removed.\n */\n BaseTexture.removeFromCache = function (baseTexture) {\n if (typeof baseTexture === 'string') {\n var baseTextureFromCache = BaseTextureCache[baseTexture];\n if (baseTextureFromCache) {\n var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture);\n if (index > -1) {\n baseTextureFromCache.textureCacheIds.splice(index, 1);\n }\n delete BaseTextureCache[baseTexture];\n return baseTextureFromCache;\n }\n }\n else if (baseTexture && baseTexture.textureCacheIds) {\n for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) {\n delete BaseTextureCache[baseTexture.textureCacheIds[i]];\n }\n baseTexture.textureCacheIds.length = 0;\n return baseTexture;\n }\n return null;\n };\n /** Global number of the texture batch, used by multi-texture renderers. */\n BaseTexture._globalBatch = 0;\n return BaseTexture;\n}(EventEmitter));\n\n/**\n * Resource that can manage several resource (items) inside.\n * All resources need to have the same pixel size.\n * Parent class for CubeResource and ArrayResource\n * @memberof PIXI\n */\nvar AbstractMultiResource = /** @class */ (function (_super) {\n __extends(AbstractMultiResource, _super);\n /**\n * @param length\n * @param options - Options to for Resource constructor\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\n function AbstractMultiResource(length, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n _this = _super.call(this, width, height) || this;\n _this.items = [];\n _this.itemDirtyIds = [];\n for (var i = 0; i < length; i++) {\n var partTexture = new BaseTexture();\n _this.items.push(partTexture);\n // -2 - first run of texture array upload\n // -1 - texture item was allocated\n // >=0 - texture item uploaded , in sync with items[i].dirtyId\n _this.itemDirtyIds.push(-2);\n }\n _this.length = length;\n _this._load = null;\n _this.baseTexture = null;\n return _this;\n }\n /**\n * Used from ArrayResource and CubeResource constructors.\n * @param resources - Can be resources, image elements, canvas, etc. ,\n * length should be same as constructor length\n * @param options - Detect options for resources\n */\n AbstractMultiResource.prototype.initFromArray = function (resources, options) {\n for (var i = 0; i < this.length; i++) {\n if (!resources[i]) {\n continue;\n }\n if (resources[i].castToBaseTexture) {\n this.addBaseTextureAt(resources[i].castToBaseTexture(), i);\n }\n else if (resources[i] instanceof Resource) {\n this.addResourceAt(resources[i], i);\n }\n else {\n this.addResourceAt(autoDetectResource(resources[i], options), i);\n }\n }\n };\n /** Destroy this BaseImageResource. */\n AbstractMultiResource.prototype.dispose = function () {\n for (var i = 0, len = this.length; i < len; i++) {\n this.items[i].destroy();\n }\n this.items = null;\n this.itemDirtyIds = null;\n this._load = null;\n };\n /**\n * Set a resource by ID\n * @param resource\n * @param index - Zero-based index of resource to set\n * @returns - Instance for chaining\n */\n AbstractMultiResource.prototype.addResourceAt = function (resource, index) {\n if (!this.items[index]) {\n throw new Error(\"Index \" + index + \" is out of bounds\");\n }\n // Inherit the first resource dimensions\n if (resource.valid && !this.valid) {\n this.resize(resource.width, resource.height);\n }\n this.items[index].setResource(resource);\n return this;\n };\n /**\n * Set the parent base texture.\n * @param baseTexture\n */\n AbstractMultiResource.prototype.bind = function (baseTexture) {\n if (this.baseTexture !== null) {\n throw new Error('Only one base texture per TextureArray is allowed');\n }\n _super.prototype.bind.call(this, baseTexture);\n for (var i = 0; i < this.length; i++) {\n this.items[i].parentTextureArray = baseTexture;\n this.items[i].on('update', baseTexture.update, baseTexture);\n }\n };\n /**\n * Unset the parent base texture.\n * @param baseTexture\n */\n AbstractMultiResource.prototype.unbind = function (baseTexture) {\n _super.prototype.unbind.call(this, baseTexture);\n for (var i = 0; i < this.length; i++) {\n this.items[i].parentTextureArray = null;\n this.items[i].off('update', baseTexture.update, baseTexture);\n }\n };\n /**\n * Load all the resources simultaneously\n * @returns - When load is resolved\n */\n AbstractMultiResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n var resources = this.items.map(function (item) { return item.resource; }).filter(function (item) { return item; });\n // TODO: also implement load part-by-part strategy\n var promises = resources.map(function (item) { return item.load(); });\n this._load = Promise.all(promises)\n .then(function () {\n var _a = _this.items[0], realWidth = _a.realWidth, realHeight = _a.realHeight;\n _this.resize(realWidth, realHeight);\n return Promise.resolve(_this);\n });\n return this._load;\n };\n return AbstractMultiResource;\n}(Resource));\n\n/**\n * A resource that contains a number of sources.\n * @memberof PIXI\n */\nvar ArrayResource = /** @class */ (function (_super) {\n __extends(ArrayResource, _super);\n /**\n * @param source - Number of items in array or the collection\n * of image URLs to use. Can also be resources, image elements, canvas, etc.\n * @param options - Options to apply to {@link PIXI.autoDetectResource}\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\n function ArrayResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n var urls;\n var length;\n if (Array.isArray(source)) {\n urls = source;\n length = source.length;\n }\n else {\n length = source;\n }\n _this = _super.call(this, length, { width: width, height: height }) || this;\n if (urls) {\n _this.initFromArray(urls, options);\n }\n return _this;\n }\n /**\n * Set a baseTexture by ID,\n * ArrayResource just takes resource from it, nothing more\n * @param baseTexture\n * @param index - Zero-based index of resource to set\n * @returns - Instance for chaining\n */\n ArrayResource.prototype.addBaseTextureAt = function (baseTexture, index) {\n if (baseTexture.resource) {\n this.addResourceAt(baseTexture.resource, index);\n }\n else {\n throw new Error('ArrayResource does not support RenderTexture');\n }\n return this;\n };\n /**\n * Add binding\n * @param baseTexture\n */\n ArrayResource.prototype.bind = function (baseTexture) {\n _super.prototype.bind.call(this, baseTexture);\n baseTexture.target = TARGETS.TEXTURE_2D_ARRAY;\n };\n /**\n * Upload the resources to the GPU.\n * @param renderer\n * @param texture\n * @param glTexture\n * @returns - whether texture was uploaded\n */\n ArrayResource.prototype.upload = function (renderer, texture, glTexture) {\n var _a = this, length = _a.length, itemDirtyIds = _a.itemDirtyIds, items = _a.items;\n var gl = renderer.gl;\n if (glTexture.dirtyId < 0) {\n gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, glTexture.internalFormat, this._width, this._height, length, 0, texture.format, glTexture.type, null);\n }\n for (var i = 0; i < length; i++) {\n var item = items[i];\n if (itemDirtyIds[i] < item.dirtyId) {\n itemDirtyIds[i] = item.dirtyId;\n if (item.valid) {\n gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, // xoffset\n 0, // yoffset\n i, // zoffset\n item.resource.width, item.resource.height, 1, texture.format, glTexture.type, item.resource.source);\n }\n }\n }\n return true;\n };\n return ArrayResource;\n}(AbstractMultiResource));\n\n/**\n * Base for all the image/canvas resources.\n * @memberof PIXI\n */\nvar BaseImageResource = /** @class */ (function (_super) {\n __extends(BaseImageResource, _super);\n /**\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} source\n */\n function BaseImageResource(source) {\n var _this = this;\n var sourceAny = source;\n var width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width;\n var height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height;\n _this = _super.call(this, width, height) || this;\n _this.source = source;\n _this.noSubImage = false;\n return _this;\n }\n /**\n * Set cross origin based detecting the url and the crossorigin\n * @param element - Element to apply crossOrigin\n * @param url - URL to check\n * @param crossorigin - Cross origin value to use\n */\n BaseImageResource.crossOrigin = function (element, url, crossorigin) {\n if (crossorigin === undefined && url.indexOf('data:') !== 0) {\n element.crossOrigin = determineCrossOrigin(url);\n }\n else if (crossorigin !== false) {\n element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous';\n }\n };\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] - (optional)\n * @returns - true is success\n */\n BaseImageResource.prototype.upload = function (renderer, baseTexture, glTexture, source) {\n var gl = renderer.gl;\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n source = source || this.source;\n if (source instanceof HTMLImageElement) {\n if (!source.complete || source.naturalWidth === 0) {\n return false;\n }\n }\n else if (source instanceof HTMLVideoElement) {\n if (source.readyState <= 1) {\n return false;\n }\n }\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n if (!this.noSubImage\n && baseTexture.target === gl.TEXTURE_2D\n && glTexture.width === width\n && glTexture.height === height) {\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, glTexture.type, source);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, baseTexture.format, glTexture.type, source);\n }\n return true;\n };\n /**\n * Checks if source width/height was changed, resize can cause extra baseTexture update.\n * Triggers one update in any case.\n */\n BaseImageResource.prototype.update = function () {\n if (this.destroyed) {\n return;\n }\n var source = this.source;\n var width = source.naturalWidth || source.videoWidth || source.width;\n var height = source.naturalHeight || source.videoHeight || source.height;\n this.resize(width, height);\n _super.prototype.update.call(this);\n };\n /** Destroy this {@link BaseImageResource} */\n BaseImageResource.prototype.dispose = function () {\n this.source = null;\n };\n return BaseImageResource;\n}(Resource));\n\n/**\n * @interface OffscreenCanvas\n */\n/**\n * Resource type for HTMLCanvasElement.\n * @memberof PIXI\n */\nvar CanvasResource = /** @class */ (function (_super) {\n __extends(CanvasResource, _super);\n /**\n * @param source - Canvas element to use\n */\n // eslint-disable-next-line @typescript-eslint/no-useless-constructor\n function CanvasResource(source) {\n return _super.call(this, source) || this;\n }\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is HTMLCanvasElement or OffscreenCanvas\n */\n CanvasResource.test = function (source) {\n var OffscreenCanvas = globalThis.OffscreenCanvas;\n // Check for browsers that don't yet support OffscreenCanvas\n if (OffscreenCanvas && source instanceof OffscreenCanvas) {\n return true;\n }\n return globalThis.HTMLCanvasElement && source instanceof HTMLCanvasElement;\n };\n return CanvasResource;\n}(BaseImageResource));\n\n/**\n * Resource for a CubeTexture which contains six resources.\n * @memberof PIXI\n */\nvar CubeResource = /** @class */ (function (_super) {\n __extends(CubeResource, _super);\n /**\n * @param {Array} [source] - Collection of URLs or resources\n * to use as the sides of the cube.\n * @param options - ImageResource options\n * @param {number} [options.width] - Width of resource\n * @param {number} [options.height] - Height of resource\n * @param {number} [options.autoLoad=true] - Whether to auto-load resources\n * @param {number} [options.linkBaseTexture=true] - In case BaseTextures are supplied,\n * whether to copy them or use\n */\n function CubeResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height, autoLoad = _a.autoLoad, linkBaseTexture = _a.linkBaseTexture;\n if (source && source.length !== CubeResource.SIDES) {\n throw new Error(\"Invalid length. Got \" + source.length + \", expected 6\");\n }\n _this = _super.call(this, 6, { width: width, height: height }) || this;\n for (var i = 0; i < CubeResource.SIDES; i++) {\n _this.items[i].target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + i;\n }\n _this.linkBaseTexture = linkBaseTexture !== false;\n if (source) {\n _this.initFromArray(source, options);\n }\n if (autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Add binding.\n * @param baseTexture - parent base texture\n */\n CubeResource.prototype.bind = function (baseTexture) {\n _super.prototype.bind.call(this, baseTexture);\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP;\n };\n CubeResource.prototype.addBaseTextureAt = function (baseTexture, index, linkBaseTexture) {\n if (!this.items[index]) {\n throw new Error(\"Index \" + index + \" is out of bounds\");\n }\n if (!this.linkBaseTexture\n || baseTexture.parentTextureArray\n || Object.keys(baseTexture._glTextures).length > 0) {\n // copy mode\n if (baseTexture.resource) {\n this.addResourceAt(baseTexture.resource, index);\n }\n else {\n throw new Error(\"CubeResource does not support copying of renderTexture.\");\n }\n }\n else {\n // link mode, the difficult one!\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + index;\n baseTexture.parentTextureArray = this.baseTexture;\n this.items[index] = baseTexture;\n }\n if (baseTexture.valid && !this.valid) {\n this.resize(baseTexture.realWidth, baseTexture.realHeight);\n }\n this.items[index] = baseTexture;\n return this;\n };\n /**\n * Upload the resource\n * @param renderer\n * @param _baseTexture\n * @param glTexture\n * @returns {boolean} true is success\n */\n CubeResource.prototype.upload = function (renderer, _baseTexture, glTexture) {\n var dirty = this.itemDirtyIds;\n for (var i = 0; i < CubeResource.SIDES; i++) {\n var side = this.items[i];\n if (dirty[i] < side.dirtyId || glTexture.dirtyId < _baseTexture.dirtyId) {\n if (side.valid && side.resource) {\n side.resource.upload(renderer, side, glTexture);\n dirty[i] = side.dirtyId;\n }\n else if (dirty[i] < -1) {\n // either item is not valid yet, either its a renderTexture\n // allocate the memory\n renderer.gl.texImage2D(side.target, 0, glTexture.internalFormat, _baseTexture.realWidth, _baseTexture.realHeight, 0, _baseTexture.format, glTexture.type, null);\n dirty[i] = -1;\n }\n }\n }\n return true;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is an array of 6 elements\n */\n CubeResource.test = function (source) {\n return Array.isArray(source) && source.length === CubeResource.SIDES;\n };\n /** Number of texture sides to store for CubeResources. */\n CubeResource.SIDES = 6;\n return CubeResource;\n}(AbstractMultiResource));\n\n/**\n * Resource type for HTMLImageElement.\n * @memberof PIXI\n */\nvar ImageResource = /** @class */ (function (_super) {\n __extends(ImageResource, _super);\n /**\n * @param source - image source or URL\n * @param options\n * @param {boolean} [options.autoLoad=true] - start loading process\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - whether its required to create\n * a bitmap before upload\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Premultiply image alpha in bitmap\n */\n function ImageResource(source, options) {\n var _this = this;\n options = options || {};\n if (!(source instanceof HTMLImageElement)) {\n var imageElement = new Image();\n BaseImageResource.crossOrigin(imageElement, source, options.crossorigin);\n imageElement.src = source;\n source = imageElement;\n }\n _this = _super.call(this, source) || this;\n // FireFox 68, and possibly other versions, seems like setting the HTMLImageElement#width and #height\n // to non-zero values before its loading completes if images are in a cache.\n // Because of this, need to set the `_width` and the `_height` to zero to avoid uploading incomplete images.\n // Please refer to the issue #5968 (https://github.com/pixijs/pixi.js/issues/5968).\n if (!source.complete && !!_this._width && !!_this._height) {\n _this._width = 0;\n _this._height = 0;\n }\n _this.url = source.src;\n _this._process = null;\n _this.preserveBitmap = false;\n _this.createBitmap = (options.createBitmap !== undefined\n ? options.createBitmap : settings.CREATE_IMAGE_BITMAP) && !!globalThis.createImageBitmap;\n _this.alphaMode = typeof options.alphaMode === 'number' ? options.alphaMode : null;\n _this.bitmap = null;\n _this._load = null;\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Returns a promise when image will be loaded and processed.\n * @param createBitmap - whether process image into bitmap\n */\n ImageResource.prototype.load = function (createBitmap) {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n if (createBitmap !== undefined) {\n this.createBitmap = createBitmap;\n }\n this._load = new Promise(function (resolve, reject) {\n var source = _this.source;\n _this.url = source.src;\n var completed = function () {\n if (_this.destroyed) {\n return;\n }\n source.onload = null;\n source.onerror = null;\n _this.resize(source.width, source.height);\n _this._load = null;\n if (_this.createBitmap) {\n resolve(_this.process());\n }\n else {\n resolve(_this);\n }\n };\n if (source.complete && source.src) {\n completed();\n }\n else {\n source.onload = completed;\n source.onerror = function (event) {\n // Avoids Promise freezing when resource broken\n reject(event);\n _this.onError.emit(event);\n };\n }\n });\n return this._load;\n };\n /**\n * Called when we need to convert image into BitmapImage.\n * Can be called multiple times, real promise is cached inside.\n * @returns - Cached promise to fill that bitmap\n */\n ImageResource.prototype.process = function () {\n var _this = this;\n var source = this.source;\n if (this._process !== null) {\n return this._process;\n }\n if (this.bitmap !== null || !globalThis.createImageBitmap) {\n return Promise.resolve(this);\n }\n var createImageBitmap = globalThis.createImageBitmap;\n var cors = !source.crossOrigin || source.crossOrigin === 'anonymous';\n this._process = fetch(source.src, {\n mode: cors ? 'cors' : 'no-cors'\n })\n .then(function (r) { return r.blob(); })\n .then(function (blob) { return createImageBitmap(blob, 0, 0, source.width, source.height, {\n premultiplyAlpha: _this.alphaMode === ALPHA_MODES.UNPACK ? 'premultiply' : 'none',\n }); })\n .then(function (bitmap) {\n if (_this.destroyed) {\n return Promise.reject();\n }\n _this.bitmap = bitmap;\n _this.update();\n _this._process = null;\n return Promise.resolve(_this);\n });\n return this._process;\n };\n /**\n * Upload the image resource to GPU.\n * @param renderer - Renderer to upload to\n * @param baseTexture - BaseTexture for this resource\n * @param glTexture - GLTexture to use\n * @returns {boolean} true is success\n */\n ImageResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n if (typeof this.alphaMode === 'number') {\n // bitmap stores unpack premultiply flag, we dont have to notify texImage2D about it\n baseTexture.alphaMode = this.alphaMode;\n }\n if (!this.createBitmap) {\n return _super.prototype.upload.call(this, renderer, baseTexture, glTexture);\n }\n if (!this.bitmap) {\n // yeah, ignore the output\n this.process();\n if (!this.bitmap) {\n return false;\n }\n }\n _super.prototype.upload.call(this, renderer, baseTexture, glTexture, this.bitmap);\n if (!this.preserveBitmap) {\n // checks if there are other renderers that possibly need this bitmap\n var flag = true;\n var glTextures = baseTexture._glTextures;\n for (var key in glTextures) {\n var otherTex = glTextures[key];\n if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId) {\n flag = false;\n break;\n }\n }\n if (flag) {\n if (this.bitmap.close) {\n this.bitmap.close();\n }\n this.bitmap = null;\n }\n }\n return true;\n };\n /** Destroys this resource. */\n ImageResource.prototype.dispose = function () {\n this.source.onload = null;\n this.source.onerror = null;\n _super.prototype.dispose.call(this);\n if (this.bitmap) {\n this.bitmap.close();\n this.bitmap = null;\n }\n this._process = null;\n this._load = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is string or HTMLImageElement\n */\n ImageResource.test = function (source) {\n return typeof source === 'string' || source instanceof HTMLImageElement;\n };\n return ImageResource;\n}(BaseImageResource));\n\n/**\n * Resource type for SVG elements and graphics.\n * @memberof PIXI\n */\nvar SVGResource = /** @class */ (function (_super) {\n __extends(SVGResource, _super);\n /**\n * @param sourceBase64 - Base64 encoded SVG element or URL for SVG file.\n * @param {object} [options] - Options to use\n * @param {number} [options.scale=1] - Scale to apply to SVG. Overridden by...\n * @param {number} [options.width] - Rasterize SVG this wide. Aspect ratio preserved if height not specified.\n * @param {number} [options.height] - Rasterize SVG this high. Aspect ratio preserved if width not specified.\n * @param {boolean} [options.autoLoad=true] - Start loading right away.\n */\n function SVGResource(sourceBase64, options) {\n var _this = this;\n options = options || {};\n _this = _super.call(this, document.createElement('canvas')) || this;\n _this._width = 0;\n _this._height = 0;\n _this.svg = sourceBase64;\n _this.scale = options.scale || 1;\n _this._overrideWidth = options.width;\n _this._overrideHeight = options.height;\n _this._resolve = null;\n _this._crossorigin = options.crossorigin;\n _this._load = null;\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n SVGResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n this._load = new Promise(function (resolve) {\n // Save this until after load is finished\n _this._resolve = function () {\n _this.resize(_this.source.width, _this.source.height);\n resolve(_this);\n };\n // Convert SVG inline string to data-uri\n if (SVGResource.SVG_XML.test(_this.svg.trim())) {\n if (!btoa) {\n throw new Error('Your browser doesn\\'t support base64 conversions.');\n }\n _this.svg = \"data:image/svg+xml;base64,\" + btoa(unescape(encodeURIComponent(_this.svg)));\n }\n _this._loadSvg();\n });\n return this._load;\n };\n /** Loads an SVG image from `imageUrl` or `data URL`. */\n SVGResource.prototype._loadSvg = function () {\n var _this = this;\n var tempImage = new Image();\n BaseImageResource.crossOrigin(tempImage, this.svg, this._crossorigin);\n tempImage.src = this.svg;\n tempImage.onerror = function (event) {\n if (!_this._resolve) {\n return;\n }\n tempImage.onerror = null;\n _this.onError.emit(event);\n };\n tempImage.onload = function () {\n if (!_this._resolve) {\n return;\n }\n var svgWidth = tempImage.width;\n var svgHeight = tempImage.height;\n if (!svgWidth || !svgHeight) {\n throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.');\n }\n // Set render size\n var width = svgWidth * _this.scale;\n var height = svgHeight * _this.scale;\n if (_this._overrideWidth || _this._overrideHeight) {\n width = _this._overrideWidth || _this._overrideHeight / svgHeight * svgWidth;\n height = _this._overrideHeight || _this._overrideWidth / svgWidth * svgHeight;\n }\n width = Math.round(width);\n height = Math.round(height);\n // Create a canvas element\n var canvas = _this.source;\n canvas.width = width;\n canvas.height = height;\n canvas._pixiId = \"canvas_\" + uid();\n // Draw the Svg to the canvas\n canvas\n .getContext('2d')\n .drawImage(tempImage, 0, 0, svgWidth, svgHeight, 0, 0, width, height);\n _this._resolve();\n _this._resolve = null;\n };\n };\n /**\n * Get size from an svg string using a regular expression.\n * @param svgString - a serialized svg element\n * @returns - image extension\n */\n SVGResource.getSize = function (svgString) {\n var sizeMatch = SVGResource.SVG_SIZE.exec(svgString);\n var size = {};\n if (sizeMatch) {\n size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3]));\n size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7]));\n }\n return size;\n };\n /** Destroys this texture. */\n SVGResource.prototype.dispose = function () {\n _super.prototype.dispose.call(this);\n this._resolve = null;\n this._crossorigin = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n * @returns {boolean} - If the source is a SVG source or data file\n */\n SVGResource.test = function (source, extension) {\n // url file extension is SVG\n return extension === 'svg'\n // source is SVG data-uri\n || (typeof source === 'string' && (/^data:image\\/svg\\+xml(;(charset=utf8|utf8))?;base64/).test(source))\n // source is SVG inline\n || (typeof source === 'string' && SVGResource.SVG_XML.test(source));\n };\n /**\n * Regular expression for SVG XML document.\n * @example <?xml version=\"1.0\" encoding=\"utf-8\" ?><!-- image/svg --><svg\n * @readonly\n */\n SVGResource.SVG_XML = /^(<\\?xml[^?]+\\?>)?\\s*()]*-->)?\\s*\\]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*>/i; // eslint-disable-line max-len\n return SVGResource;\n}(BaseImageResource));\n\n/**\n * Resource type for {@code HTMLVideoElement}.\n * @memberof PIXI\n */\nvar VideoResource = /** @class */ (function (_super) {\n __extends(VideoResource, _super);\n /**\n * @param {HTMLVideoElement|object|string|Array} source - Video element to use.\n * @param {object} [options] - Options to use\n * @param {boolean} [options.autoLoad=true] - Start loading the video immediately\n * @param {boolean} [options.autoPlay=true] - Start playing video immediately\n * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video.\n * Leave at 0 to update at every render.\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n */\n function VideoResource(source, options) {\n var _this = this;\n options = options || {};\n if (!(source instanceof HTMLVideoElement)) {\n var videoElement = document.createElement('video');\n // workaround for https://github.com/pixijs/pixi.js/issues/5996\n videoElement.setAttribute('preload', 'auto');\n videoElement.setAttribute('webkit-playsinline', '');\n videoElement.setAttribute('playsinline', '');\n if (typeof source === 'string') {\n source = [source];\n }\n var firstSrc = source[0].src || source[0];\n BaseImageResource.crossOrigin(videoElement, firstSrc, options.crossorigin);\n // array of objects or strings\n for (var i = 0; i < source.length; ++i) {\n var sourceElement = document.createElement('source');\n var _a = source[i], src = _a.src, mime = _a.mime;\n src = src || source[i];\n var baseSrc = src.split('?').shift().toLowerCase();\n var ext = baseSrc.slice(baseSrc.lastIndexOf('.') + 1);\n mime = mime || VideoResource.MIME_TYPES[ext] || \"video/\" + ext;\n sourceElement.src = src;\n sourceElement.type = mime;\n videoElement.appendChild(sourceElement);\n }\n // Override the source\n source = videoElement;\n }\n _this = _super.call(this, source) || this;\n _this.noSubImage = true;\n _this._autoUpdate = true;\n _this._isConnectedToTicker = false;\n _this._updateFPS = options.updateFPS || 0;\n _this._msToNextUpdate = 0;\n _this.autoPlay = options.autoPlay !== false;\n _this._load = null;\n _this._resolve = null;\n // Bind for listeners\n _this._onCanPlay = _this._onCanPlay.bind(_this);\n _this._onError = _this._onError.bind(_this);\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Trigger updating of the texture.\n * @param _deltaTime - time delta since last tick\n */\n VideoResource.prototype.update = function (_deltaTime) {\n if (!this.destroyed) {\n // account for if video has had its playbackRate changed\n var elapsedMS = Ticker.shared.elapsedMS * this.source.playbackRate;\n this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS);\n if (!this._updateFPS || this._msToNextUpdate <= 0) {\n _super.prototype.update.call(this);\n this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0;\n }\n }\n };\n /**\n * Start preloading the video resource.\n * @returns {Promise} Handle the validate event\n */\n VideoResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n var source = this.source;\n if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA)\n && source.width && source.height) {\n source.complete = true;\n }\n source.addEventListener('play', this._onPlayStart.bind(this));\n source.addEventListener('pause', this._onPlayStop.bind(this));\n if (!this._isSourceReady()) {\n source.addEventListener('canplay', this._onCanPlay);\n source.addEventListener('canplaythrough', this._onCanPlay);\n source.addEventListener('error', this._onError, true);\n }\n else {\n this._onCanPlay();\n }\n this._load = new Promise(function (resolve) {\n if (_this.valid) {\n resolve(_this);\n }\n else {\n _this._resolve = resolve;\n source.load();\n }\n });\n return this._load;\n };\n /**\n * Handle video error events.\n * @param event\n */\n VideoResource.prototype._onError = function (event) {\n this.source.removeEventListener('error', this._onError, true);\n this.onError.emit(event);\n };\n /**\n * Returns true if the underlying source is playing.\n * @returns - True if playing.\n */\n VideoResource.prototype._isSourcePlaying = function () {\n var source = this.source;\n return (source.currentTime > 0 && source.paused === false && source.ended === false && source.readyState > 2);\n };\n /**\n * Returns true if the underlying source is ready for playing.\n * @returns - True if ready.\n */\n VideoResource.prototype._isSourceReady = function () {\n var source = this.source;\n return source.readyState === 3 || source.readyState === 4;\n };\n /** Runs the update loop when the video is ready to play. */\n VideoResource.prototype._onPlayStart = function () {\n // Just in case the video has not received its can play even yet..\n if (!this.valid) {\n this._onCanPlay();\n }\n if (this.autoUpdate && !this._isConnectedToTicker) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n };\n /** Fired when a pause event is triggered, stops the update loop. */\n VideoResource.prototype._onPlayStop = function () {\n if (this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n };\n /** Fired when the video is loaded and ready to play. */\n VideoResource.prototype._onCanPlay = function () {\n var source = this.source;\n source.removeEventListener('canplay', this._onCanPlay);\n source.removeEventListener('canplaythrough', this._onCanPlay);\n var valid = this.valid;\n this.resize(source.videoWidth, source.videoHeight);\n // prevent multiple loaded dispatches..\n if (!valid && this._resolve) {\n this._resolve(this);\n this._resolve = null;\n }\n if (this._isSourcePlaying()) {\n this._onPlayStart();\n }\n else if (this.autoPlay) {\n source.play();\n }\n };\n /** Destroys this texture. */\n VideoResource.prototype.dispose = function () {\n if (this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n var source = this.source;\n if (source) {\n source.removeEventListener('error', this._onError, true);\n source.pause();\n source.src = '';\n source.load();\n }\n _super.prototype.dispose.call(this);\n };\n Object.defineProperty(VideoResource.prototype, \"autoUpdate\", {\n /** Should the base texture automatically update itself, set to true by default. */\n get: function () {\n return this._autoUpdate;\n },\n set: function (value) {\n if (value !== this._autoUpdate) {\n this._autoUpdate = value;\n if (!this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying()) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(VideoResource.prototype, \"updateFPS\", {\n /**\n * How many times a second to update the texture from the video. Leave at 0 to update at every render.\n * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient.\n */\n get: function () {\n return this._updateFPS;\n },\n set: function (value) {\n if (value !== this._updateFPS) {\n this._updateFPS = value;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n * @returns {boolean} `true` if video source\n */\n VideoResource.test = function (source, extension) {\n return (globalThis.HTMLVideoElement && source instanceof HTMLVideoElement)\n || VideoResource.TYPES.indexOf(extension) > -1;\n };\n /**\n * List of common video file extensions supported by VideoResource.\n * @readonly\n */\n VideoResource.TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov'];\n /**\n * Map of video MIME types that can't be directly derived from file extensions.\n * @readonly\n */\n VideoResource.MIME_TYPES = {\n ogv: 'video/ogg',\n mov: 'video/quicktime',\n m4v: 'video/mp4',\n };\n return VideoResource;\n}(BaseImageResource));\n\n/**\n * Resource type for ImageBitmap.\n * @memberof PIXI\n */\nvar ImageBitmapResource = /** @class */ (function (_super) {\n __extends(ImageBitmapResource, _super);\n /**\n * @param source - Image element to use\n */\n // eslint-disable-next-line @typescript-eslint/no-useless-constructor\n function ImageBitmapResource(source) {\n return _super.call(this, source) || this;\n }\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is an ImageBitmap\n */\n ImageBitmapResource.test = function (source) {\n return !!globalThis.createImageBitmap && typeof ImageBitmap !== 'undefined' && source instanceof ImageBitmap;\n };\n return ImageBitmapResource;\n}(BaseImageResource));\n\nINSTALLED.push(ImageResource, ImageBitmapResource, CanvasResource, VideoResource, SVGResource, BufferResource, CubeResource, ArrayResource);\n\nvar _resources = {\n __proto__: null,\n Resource: Resource,\n BaseImageResource: BaseImageResource,\n INSTALLED: INSTALLED,\n autoDetectResource: autoDetectResource,\n AbstractMultiResource: AbstractMultiResource,\n ArrayResource: ArrayResource,\n BufferResource: BufferResource,\n CanvasResource: CanvasResource,\n CubeResource: CubeResource,\n ImageResource: ImageResource,\n SVGResource: SVGResource,\n VideoResource: VideoResource,\n ImageBitmapResource: ImageBitmapResource\n};\n\n/**\n * Resource type for DepthTexture.\n * @memberof PIXI\n */\nvar DepthResource = /** @class */ (function (_super) {\n __extends(DepthResource, _super);\n function DepthResource() {\n return _super !== null && _super.apply(this, arguments) || this;\n }\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture - glTexture\n * @returns - true is success\n */\n DepthResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n var gl = renderer.gl;\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n if (glTexture.width === width && glTexture.height === height) {\n gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data);\n }\n return true;\n };\n return DepthResource;\n}(BufferResource));\n\n/**\n * A framebuffer can be used to render contents off of the screen. {@link PIXI.BaseRenderTexture} uses\n * one internally to render into itself. You can attach a depth or stencil buffer to a framebuffer.\n *\n * On WebGL 2 machines, shaders can output to multiple textures simultaneously with GLSL 300 ES.\n * @memberof PIXI\n */\nvar Framebuffer = /** @class */ (function () {\n /**\n * @param width - Width of the frame buffer\n * @param height - Height of the frame buffer\n */\n function Framebuffer(width, height) {\n this.width = Math.round(width || 100);\n this.height = Math.round(height || 100);\n this.stencil = false;\n this.depth = false;\n this.dirtyId = 0;\n this.dirtyFormat = 0;\n this.dirtySize = 0;\n this.depthTexture = null;\n this.colorTextures = [];\n this.glFramebuffers = {};\n this.disposeRunner = new Runner('disposeFramebuffer');\n this.multisample = MSAA_QUALITY.NONE;\n }\n Object.defineProperty(Framebuffer.prototype, \"colorTexture\", {\n /**\n * Reference to the colorTexture.\n * @readonly\n */\n get: function () {\n return this.colorTextures[0];\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Add texture to the colorTexture array.\n * @param index - Index of the array to add the texture to\n * @param texture - Texture to add to the array\n */\n Framebuffer.prototype.addColorTexture = function (index, texture) {\n if (index === void 0) { index = 0; }\n // TODO add some validation to the texture - same width / height etc?\n this.colorTextures[index] = texture || new BaseTexture(null, {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n mipmap: MIPMAP_MODES.OFF,\n width: this.width,\n height: this.height,\n });\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /**\n * Add a depth texture to the frame buffer.\n * @param texture - Texture to add.\n */\n Framebuffer.prototype.addDepthTexture = function (texture) {\n /* eslint-disable max-len */\n this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n width: this.width,\n height: this.height,\n mipmap: MIPMAP_MODES.OFF,\n format: FORMATS.DEPTH_COMPONENT,\n type: TYPES.UNSIGNED_SHORT,\n });\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /** Enable depth on the frame buffer. */\n Framebuffer.prototype.enableDepth = function () {\n this.depth = true;\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /** Enable stencil on the frame buffer. */\n Framebuffer.prototype.enableStencil = function () {\n this.stencil = true;\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /**\n * Resize the frame buffer\n * @param width - Width of the frame buffer to resize to\n * @param height - Height of the frame buffer to resize to\n */\n Framebuffer.prototype.resize = function (width, height) {\n width = Math.round(width);\n height = Math.round(height);\n if (width === this.width && height === this.height)\n { return; }\n this.width = width;\n this.height = height;\n this.dirtyId++;\n this.dirtySize++;\n for (var i = 0; i < this.colorTextures.length; i++) {\n var texture = this.colorTextures[i];\n var resolution = texture.resolution;\n // take into account the fact the texture may have a different resolution..\n texture.setSize(width / resolution, height / resolution);\n }\n if (this.depthTexture) {\n var resolution = this.depthTexture.resolution;\n this.depthTexture.setSize(width / resolution, height / resolution);\n }\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Framebuffer.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys and removes the depth texture added to this framebuffer. */\n Framebuffer.prototype.destroyDepthTexture = function () {\n if (this.depthTexture) {\n this.depthTexture.destroy();\n this.depthTexture = null;\n ++this.dirtyId;\n ++this.dirtyFormat;\n }\n };\n return Framebuffer;\n}());\n\n/**\n * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position\n * and rotation of the given Display Objects is ignored. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, {renderTexture});\n * ```\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n *\n * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture\n * ```\n * @memberof PIXI\n */\nvar BaseRenderTexture = /** @class */ (function (_super) {\n __extends(BaseRenderTexture, _super);\n /**\n * @param options\n * @param {number} [options.width=100] - The width of the base render texture.\n * @param {number} [options.height=100] - The height of the base render texture.\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES}\n * for possible values.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio\n * of the texture being generated.\n * @param {PIXI.MSAA_QUALITY} [options.multisample=PIXI.MSAA_QUALITY.NONE] - The number of samples of the frame buffer.\n */\n function BaseRenderTexture(options) {\n if (options === void 0) { options = {}; }\n var _this = this;\n if (typeof options === 'number') {\n /* eslint-disable prefer-rest-params */\n // Backward compatibility of signature\n var width = arguments[0];\n var height = arguments[1];\n var scaleMode = arguments[2];\n var resolution = arguments[3];\n options = { width: width, height: height, scaleMode: scaleMode, resolution: resolution };\n /* eslint-enable prefer-rest-params */\n }\n options.width = options.width || 100;\n options.height = options.height || 100;\n options.multisample = options.multisample !== undefined ? options.multisample : MSAA_QUALITY.NONE;\n _this = _super.call(this, null, options) || this;\n // Set defaults\n _this.mipmap = MIPMAP_MODES.OFF;\n _this.valid = true;\n _this.clearColor = [0, 0, 0, 0];\n _this.framebuffer = new Framebuffer(_this.realWidth, _this.realHeight)\n .addColorTexture(0, _this);\n _this.framebuffer.multisample = options.multisample;\n // TODO - could this be added the systems?\n _this.maskStack = [];\n _this.filterStack = [{}];\n return _this;\n }\n /**\n * Resizes the BaseRenderTexture.\n * @param desiredWidth - The desired width to resize to.\n * @param desiredHeight - The desired height to resize to.\n */\n BaseRenderTexture.prototype.resize = function (desiredWidth, desiredHeight) {\n this.framebuffer.resize(desiredWidth * this.resolution, desiredHeight * this.resolution);\n this.setRealSize(this.framebuffer.width, this.framebuffer.height);\n };\n /**\n * Frees the texture and framebuffer from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n * @fires PIXI.BaseTexture#dispose\n */\n BaseRenderTexture.prototype.dispose = function () {\n this.framebuffer.dispose();\n _super.prototype.dispose.call(this);\n };\n /** Destroys this texture. */\n BaseRenderTexture.prototype.destroy = function () {\n _super.prototype.destroy.call(this);\n this.framebuffer.destroyDepthTexture();\n this.framebuffer = null;\n };\n return BaseRenderTexture;\n}(BaseTexture));\n\n/**\n * Stores a texture's frame in UV coordinates, in\n * which everything lies in the rectangle `[(0,0), (1,0),\n * (1,1), (0,1)]`.\n *\n * | Corner | Coordinates |\n * |--------------|-------------|\n * | Top-Left | `(x0,y0)` |\n * | Top-Right | `(x1,y1)` |\n * | Bottom-Right | `(x2,y2)` |\n * | Bottom-Left | `(x3,y3)` |\n * @protected\n * @memberof PIXI\n */\nvar TextureUvs = /** @class */ (function () {\n function TextureUvs() {\n this.x0 = 0;\n this.y0 = 0;\n this.x1 = 1;\n this.y1 = 0;\n this.x2 = 1;\n this.y2 = 1;\n this.x3 = 0;\n this.y3 = 1;\n this.uvsFloat32 = new Float32Array(8);\n }\n /**\n * Sets the texture Uvs based on the given frame information.\n * @protected\n * @param frame - The frame of the texture\n * @param baseFrame - The base frame of the texture\n * @param rotate - Rotation of frame, see {@link PIXI.groupD8}\n */\n TextureUvs.prototype.set = function (frame, baseFrame, rotate) {\n var tw = baseFrame.width;\n var th = baseFrame.height;\n if (rotate) {\n // width and height div 2 div baseFrame size\n var w2 = frame.width / 2 / tw;\n var h2 = frame.height / 2 / th;\n // coordinates of center\n var cX = (frame.x / tw) + w2;\n var cY = (frame.y / th) + h2;\n rotate = groupD8.add(rotate, groupD8.NW); // NW is top-left corner\n this.x0 = cX + (w2 * groupD8.uX(rotate));\n this.y0 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2); // rotate 90 degrees clockwise\n this.x1 = cX + (w2 * groupD8.uX(rotate));\n this.y1 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2);\n this.x2 = cX + (w2 * groupD8.uX(rotate));\n this.y2 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2);\n this.x3 = cX + (w2 * groupD8.uX(rotate));\n this.y3 = cY + (h2 * groupD8.uY(rotate));\n }\n else {\n this.x0 = frame.x / tw;\n this.y0 = frame.y / th;\n this.x1 = (frame.x + frame.width) / tw;\n this.y1 = frame.y / th;\n this.x2 = (frame.x + frame.width) / tw;\n this.y2 = (frame.y + frame.height) / th;\n this.x3 = frame.x / tw;\n this.y3 = (frame.y + frame.height) / th;\n }\n this.uvsFloat32[0] = this.x0;\n this.uvsFloat32[1] = this.y0;\n this.uvsFloat32[2] = this.x1;\n this.uvsFloat32[3] = this.y1;\n this.uvsFloat32[4] = this.x2;\n this.uvsFloat32[5] = this.y2;\n this.uvsFloat32[6] = this.x3;\n this.uvsFloat32[7] = this.y3;\n };\n TextureUvs.prototype.toString = function () {\n return \"[@pixi/core:TextureUvs \"\n + (\"x0=\" + this.x0 + \" y0=\" + this.y0 + \" \")\n + (\"x1=\" + this.x1 + \" y1=\" + this.y1 + \" x2=\" + this.x2 + \" \")\n + (\"y2=\" + this.y2 + \" x3=\" + this.x3 + \" y3=\" + this.y3)\n + \"]\";\n };\n return TextureUvs;\n}());\n\nvar DEFAULT_UVS = new TextureUvs();\n/**\n * Used to remove listeners from WHITE and EMPTY Textures\n * @ignore\n */\nfunction removeAllHandlers(tex) {\n tex.destroy = function _emptyDestroy() { };\n tex.on = function _emptyOn() { };\n tex.once = function _emptyOnce() { };\n tex.emit = function _emptyEmit() { };\n}\n/**\n * A texture stores the information that represents an image or part of an image.\n *\n * It cannot be added to the display list directly; instead use it as the texture for a Sprite.\n * If no frame is provided for a texture, then the whole image is used.\n *\n * You can directly create a texture from an image and then reuse it multiple times like this :\n *\n * ```js\n * let texture = PIXI.Texture.from('assets/image.png');\n * let sprite1 = new PIXI.Sprite(texture);\n * let sprite2 = new PIXI.Sprite(texture);\n * ```\n *\n * If you didnt pass the texture frame to constructor, it enables `noFrame` mode:\n * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture.\n *\n * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing.\n * You can check for this by checking the sprite's _textureID property.\n * ```js\n * var texture = PIXI.Texture.from('assets/image.svg');\n * var sprite1 = new PIXI.Sprite(texture);\n * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file\n * ```\n * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068.\n * @memberof PIXI\n * @typeParam R - The BaseTexture's Resource type.\n */\nvar Texture = /** @class */ (function (_super) {\n __extends(Texture, _super);\n /**\n * @param baseTexture - The base texture source to create the texture from\n * @param frame - The rectangle frame of the texture to show\n * @param orig - The area of original texture\n * @param trim - Trimmed rectangle of original texture\n * @param rotate - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8}\n * @param anchor - Default anchor point used for sprite placement / rotation\n */\n function Texture(baseTexture, frame, orig, trim, rotate, anchor) {\n var _this = _super.call(this) || this;\n _this.noFrame = false;\n if (!frame) {\n _this.noFrame = true;\n frame = new Rectangle(0, 0, 1, 1);\n }\n if (baseTexture instanceof Texture) {\n baseTexture = baseTexture.baseTexture;\n }\n _this.baseTexture = baseTexture;\n _this._frame = frame;\n _this.trim = trim;\n _this.valid = false;\n _this._uvs = DEFAULT_UVS;\n _this.uvMatrix = null;\n _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1);\n _this._rotate = Number(rotate || 0);\n if (rotate === true) {\n // this is old texturepacker legacy, some games/libraries are passing \"true\" for rotated textures\n _this._rotate = 2;\n }\n else if (_this._rotate % 2 !== 0) {\n throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually');\n }\n _this.defaultAnchor = anchor ? new Point(anchor.x, anchor.y) : new Point(0, 0);\n _this._updateID = 0;\n _this.textureCacheIds = [];\n if (!baseTexture.valid) {\n baseTexture.once('loaded', _this.onBaseTextureUpdated, _this);\n }\n else if (_this.noFrame) {\n // if there is no frame we should monitor for any base texture changes..\n if (baseTexture.valid) {\n _this.onBaseTextureUpdated(baseTexture);\n }\n }\n else {\n _this.frame = frame;\n }\n if (_this.noFrame) {\n baseTexture.on('update', _this.onBaseTextureUpdated, _this);\n }\n return _this;\n }\n /**\n * Updates this texture on the gpu.\n *\n * Calls the TextureResource update.\n *\n * If you adjusted `frame` manually, please call `updateUvs()` instead.\n */\n Texture.prototype.update = function () {\n if (this.baseTexture.resource) {\n this.baseTexture.resource.update();\n }\n };\n /**\n * Called when the base texture is updated\n * @protected\n * @param baseTexture - The base texture.\n */\n Texture.prototype.onBaseTextureUpdated = function (baseTexture) {\n if (this.noFrame) {\n if (!this.baseTexture.valid) {\n return;\n }\n this._frame.width = baseTexture.width;\n this._frame.height = baseTexture.height;\n this.valid = true;\n this.updateUvs();\n }\n else {\n // TODO this code looks confusing.. boo to abusing getters and setters!\n // if user gave us frame that has bigger size than resized texture it can be a problem\n this.frame = this._frame;\n }\n this.emit('update', this);\n };\n /**\n * Destroys this texture\n * @param [destroyBase=false] - Whether to destroy the base texture as well\n */\n Texture.prototype.destroy = function (destroyBase) {\n if (this.baseTexture) {\n if (destroyBase) {\n var resource = this.baseTexture.resource;\n // delete the texture if it exists in the texture cache..\n // this only needs to be removed if the base texture is actually destroyed too..\n if (resource && resource.url && TextureCache[resource.url]) {\n Texture.removeFromCache(resource.url);\n }\n this.baseTexture.destroy();\n }\n this.baseTexture.off('loaded', this.onBaseTextureUpdated, this);\n this.baseTexture.off('update', this.onBaseTextureUpdated, this);\n this.baseTexture = null;\n }\n this._frame = null;\n this._uvs = null;\n this.trim = null;\n this.orig = null;\n this.valid = false;\n Texture.removeFromCache(this);\n this.textureCacheIds = null;\n };\n /**\n * Creates a new texture object that acts the same as this one.\n * @returns - The new texture\n */\n Texture.prototype.clone = function () {\n var clonedFrame = this._frame.clone();\n var clonedOrig = this._frame === this.orig ? clonedFrame : this.orig.clone();\n var clonedTexture = new Texture(this.baseTexture, !this.noFrame && clonedFrame, clonedOrig, this.trim && this.trim.clone(), this.rotate, this.defaultAnchor);\n if (this.noFrame) {\n clonedTexture._frame = clonedFrame;\n }\n return clonedTexture;\n };\n /**\n * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture.\n * Call it after changing the frame\n */\n Texture.prototype.updateUvs = function () {\n if (this._uvs === DEFAULT_UVS) {\n this._uvs = new TextureUvs();\n }\n this._uvs.set(this._frame, this.baseTexture, this.rotate);\n this._updateID++;\n };\n /**\n * Helper function that creates a new Texture based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n * @param {string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source -\n * Source or array of sources to create texture from\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id\n * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}.\n * @returns {PIXI.Texture} The newly created texture\n */\n Texture.from = function (source, options, strict) {\n if (options === void 0) { options = {}; }\n if (strict === void 0) { strict = settings.STRICT_TEXTURE_CACHE; }\n var isFrame = typeof source === 'string';\n var cacheId = null;\n if (isFrame) {\n cacheId = source;\n }\n else if (source instanceof BaseTexture) {\n if (!source.cacheId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source.cacheId = prefix + \"-\" + uid();\n BaseTexture.addToCache(source, source.cacheId);\n }\n cacheId = source.cacheId;\n }\n else {\n if (!source._pixiId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source._pixiId = prefix + \"_\" + uid();\n }\n cacheId = source._pixiId;\n }\n var texture = TextureCache[cacheId];\n // Strict-mode rejects invalid cacheIds\n if (isFrame && strict && !texture) {\n throw new Error(\"The cacheId \\\"\" + cacheId + \"\\\" does not exist in TextureCache.\");\n }\n if (!texture && !(source instanceof BaseTexture)) {\n if (!options.resolution) {\n options.resolution = getResolutionOfUrl(source);\n }\n texture = new Texture(new BaseTexture(source, options));\n texture.baseTexture.cacheId = cacheId;\n BaseTexture.addToCache(texture.baseTexture, cacheId);\n Texture.addToCache(texture, cacheId);\n }\n else if (!texture && (source instanceof BaseTexture)) {\n texture = new Texture(source);\n Texture.addToCache(texture, cacheId);\n }\n // lets assume its a base texture!\n return texture;\n };\n /**\n * Useful for loading textures via URLs. Use instead of `Texture.from` because\n * it does a better job of handling failed URLs more effectively. This also ignores\n * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images.\n * @param url - The remote URL or array of URLs to load.\n * @param options - Optional options to include\n * @returns - A Promise that resolves to a Texture.\n */\n Texture.fromURL = function (url, options) {\n var resourceOptions = Object.assign({ autoLoad: false }, options === null || options === void 0 ? void 0 : options.resourceOptions);\n var texture = Texture.from(url, Object.assign({ resourceOptions: resourceOptions }, options), false);\n var resource = texture.baseTexture.resource;\n // The texture was already loaded\n if (texture.baseTexture.valid) {\n return Promise.resolve(texture);\n }\n // Manually load the texture, this should allow users to handle load errors\n return resource.load().then(function () { return Promise.resolve(texture); });\n };\n /**\n * Create a new Texture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param width - Width of the resource\n * @param height - Height of the resource\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @returns - The resulting new BaseTexture\n */\n Texture.fromBuffer = function (buffer, width, height, options) {\n return new Texture(BaseTexture.fromBuffer(buffer, width, height, options));\n };\n /**\n * Create a texture from a source and add to the cache.\n * @param {HTMLImageElement|HTMLCanvasElement|string} source - The input source.\n * @param imageUrl - File name of texture, for cache and resolving resolution.\n * @param name - Human readable name for the texture cache. If no name is\n * specified, only `imageUrl` will be used as the cache ID.\n * @param options\n * @returns - Output texture\n */\n Texture.fromLoader = function (source, imageUrl, name, options) {\n var baseTexture = new BaseTexture(source, Object.assign({\n scaleMode: settings.SCALE_MODE,\n resolution: getResolutionOfUrl(imageUrl),\n }, options));\n var resource = baseTexture.resource;\n if (resource instanceof ImageResource) {\n resource.url = imageUrl;\n }\n var texture = new Texture(baseTexture);\n // No name, use imageUrl instead\n if (!name) {\n name = imageUrl;\n }\n // lets also add the frame to pixi's global cache for 'fromLoader' function\n BaseTexture.addToCache(texture.baseTexture, name);\n Texture.addToCache(texture, name);\n // also add references by url if they are different.\n if (name !== imageUrl) {\n BaseTexture.addToCache(texture.baseTexture, imageUrl);\n Texture.addToCache(texture, imageUrl);\n }\n // Generally images are valid right away\n if (texture.baseTexture.valid) {\n return Promise.resolve(texture);\n }\n // SVG assets need to be parsed async, let's wait\n return new Promise(function (resolve) {\n texture.baseTexture.once('loaded', function () { return resolve(texture); });\n });\n };\n /**\n * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object.\n * @param texture - The Texture to add to the cache.\n * @param id - The id that the Texture will be stored against.\n */\n Texture.addToCache = function (texture, id) {\n if (id) {\n if (texture.textureCacheIds.indexOf(id) === -1) {\n texture.textureCacheIds.push(id);\n }\n if (TextureCache[id]) {\n // eslint-disable-next-line no-console\n console.warn(\"Texture added to the cache with an id [\" + id + \"] that already had an entry\");\n }\n TextureCache[id] = texture;\n }\n };\n /**\n * Remove a Texture from the global TextureCache.\n * @param texture - id of a Texture to be removed, or a Texture instance itself\n * @returns - The Texture that was removed\n */\n Texture.removeFromCache = function (texture) {\n if (typeof texture === 'string') {\n var textureFromCache = TextureCache[texture];\n if (textureFromCache) {\n var index = textureFromCache.textureCacheIds.indexOf(texture);\n if (index > -1) {\n textureFromCache.textureCacheIds.splice(index, 1);\n }\n delete TextureCache[texture];\n return textureFromCache;\n }\n }\n else if (texture && texture.textureCacheIds) {\n for (var i = 0; i < texture.textureCacheIds.length; ++i) {\n // Check that texture matches the one being passed in before deleting it from the cache.\n if (TextureCache[texture.textureCacheIds[i]] === texture) {\n delete TextureCache[texture.textureCacheIds[i]];\n }\n }\n texture.textureCacheIds.length = 0;\n return texture;\n }\n return null;\n };\n Object.defineProperty(Texture.prototype, \"resolution\", {\n /**\n * Returns resolution of baseTexture\n * @readonly\n */\n get: function () {\n return this.baseTexture.resolution;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"frame\", {\n /**\n * The frame specifies the region of the base texture that this texture uses.\n * Please call `updateUvs()` after you change coordinates of `frame` manually.\n */\n get: function () {\n return this._frame;\n },\n set: function (frame) {\n this._frame = frame;\n this.noFrame = false;\n var x = frame.x, y = frame.y, width = frame.width, height = frame.height;\n var xNotFit = x + width > this.baseTexture.width;\n var yNotFit = y + height > this.baseTexture.height;\n if (xNotFit || yNotFit) {\n var relationship = xNotFit && yNotFit ? 'and' : 'or';\n var errorX = \"X: \" + x + \" + \" + width + \" = \" + (x + width) + \" > \" + this.baseTexture.width;\n var errorY = \"Y: \" + y + \" + \" + height + \" = \" + (y + height) + \" > \" + this.baseTexture.height;\n throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: '\n + (errorX + \" \" + relationship + \" \" + errorY));\n }\n this.valid = width && height && this.baseTexture.valid;\n if (!this.trim && !this.rotate) {\n this.orig = frame;\n }\n if (this.valid) {\n this.updateUvs();\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"rotate\", {\n /**\n * Indicates whether the texture is rotated inside the atlas\n * set to 2 to compensate for texture packer rotation\n * set to 6 to compensate for spine packer rotation\n * can be used to rotate or mirror sprites\n * See {@link PIXI.groupD8} for explanation\n */\n get: function () {\n return this._rotate;\n },\n set: function (rotate) {\n this._rotate = rotate;\n if (this.valid) {\n this.updateUvs();\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"width\", {\n /** The width of the Texture in pixels. */\n get: function () {\n return this.orig.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"height\", {\n /** The height of the Texture in pixels. */\n get: function () {\n return this.orig.height;\n },\n enumerable: false,\n configurable: true\n });\n /** Utility function for BaseTexture|Texture cast. */\n Texture.prototype.castToBaseTexture = function () {\n return this.baseTexture;\n };\n Object.defineProperty(Texture, \"EMPTY\", {\n /** An empty texture, used often to not have to create multiple empty textures. Can not be destroyed. */\n get: function () {\n if (!Texture._EMPTY) {\n Texture._EMPTY = new Texture(new BaseTexture());\n removeAllHandlers(Texture._EMPTY);\n removeAllHandlers(Texture._EMPTY.baseTexture);\n }\n return Texture._EMPTY;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture, \"WHITE\", {\n /** A white texture of 16x16 size, used for graphics and other things Can not be destroyed. */\n get: function () {\n if (!Texture._WHITE) {\n var canvas = settings.ADAPTER.createCanvas(16, 16);\n var context = canvas.getContext('2d');\n canvas.width = 16;\n canvas.height = 16;\n context.fillStyle = 'white';\n context.fillRect(0, 0, 16, 16);\n Texture._WHITE = new Texture(BaseTexture.from(canvas));\n removeAllHandlers(Texture._WHITE);\n removeAllHandlers(Texture._WHITE.baseTexture);\n }\n return Texture._WHITE;\n },\n enumerable: false,\n configurable: true\n });\n return Texture;\n}(EventEmitter));\n\n/**\n * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * __Hint-2__: The actual memory allocation will happen on first render.\n * You shouldn't create renderTextures each frame just to delete them after, try to reuse them.\n *\n * A RenderTexture takes a snapshot of any Display Object given to its render method. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let renderTexture = PIXI.RenderTexture.create({ width: 800, height: 600 });\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, {renderTexture});\n * ```\n * Note that you should not create a new renderer, but reuse the same one as the rest of the application.\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let renderTexture = new PIXI.RenderTexture.create({ width: 100, height: 100 });\n *\n * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture\n * ```\n * @memberof PIXI\n */\nvar RenderTexture = /** @class */ (function (_super) {\n __extends(RenderTexture, _super);\n /**\n * @param baseRenderTexture - The base texture object that this texture uses.\n * @param frame - The rectangle frame of the texture to show.\n */\n function RenderTexture(baseRenderTexture, frame) {\n var _this = _super.call(this, baseRenderTexture, frame) || this;\n _this.valid = true;\n _this.filterFrame = null;\n _this.filterPoolKey = null;\n _this.updateUvs();\n return _this;\n }\n Object.defineProperty(RenderTexture.prototype, \"framebuffer\", {\n /**\n * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast.\n * @readonly\n */\n get: function () {\n return this.baseTexture.framebuffer;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(RenderTexture.prototype, \"multisample\", {\n /**\n * Shortcut to `this.framebuffer.multisample`.\n * @default PIXI.MSAA_QUALITY.NONE\n */\n get: function () {\n return this.framebuffer.multisample;\n },\n set: function (value) {\n this.framebuffer.multisample = value;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Resizes the RenderTexture.\n * @param desiredWidth - The desired width to resize to.\n * @param desiredHeight - The desired height to resize to.\n * @param resizeBaseTexture - Should the baseTexture.width and height values be resized as well?\n */\n RenderTexture.prototype.resize = function (desiredWidth, desiredHeight, resizeBaseTexture) {\n if (resizeBaseTexture === void 0) { resizeBaseTexture = true; }\n var resolution = this.baseTexture.resolution;\n var width = Math.round(desiredWidth * resolution) / resolution;\n var height = Math.round(desiredHeight * resolution) / resolution;\n // TODO - could be not required..\n this.valid = (width > 0 && height > 0);\n this._frame.width = this.orig.width = width;\n this._frame.height = this.orig.height = height;\n if (resizeBaseTexture) {\n this.baseTexture.resize(width, height);\n }\n this.updateUvs();\n };\n /**\n * Changes the resolution of baseTexture, but does not change framebuffer size.\n * @param resolution - The new resolution to apply to RenderTexture\n */\n RenderTexture.prototype.setResolution = function (resolution) {\n var baseTexture = this.baseTexture;\n if (baseTexture.resolution === resolution) {\n return;\n }\n baseTexture.setResolution(resolution);\n this.resize(baseTexture.width, baseTexture.height, false);\n };\n RenderTexture.create = function (options) {\n var arguments$1 = arguments;\n\n var rest = [];\n for (var _i = 1; _i < arguments.length; _i++) {\n rest[_i - 1] = arguments$1[_i];\n }\n // @deprecated fallback, old-style: create(width, height, scaleMode, resolution)\n if (typeof options === 'number') {\n deprecation('6.0.0', 'Arguments (width, height, scaleMode, resolution) have been deprecated.');\n /* eslint-disable prefer-rest-params */\n options = {\n width: options,\n height: rest[0],\n scaleMode: rest[1],\n resolution: rest[2],\n };\n /* eslint-enable prefer-rest-params */\n }\n return new RenderTexture(new BaseRenderTexture(options));\n };\n return RenderTexture;\n}(Texture));\n\n/**\n * Texture pool, used by FilterSystem and plugins.\n *\n * Stores collection of temporary pow2 or screen-sized renderTextures\n *\n * If you use custom RenderTexturePool for your filters, you can use methods\n * `getFilterTexture` and `returnFilterTexture` same as in\n * @memberof PIXI\n */\nvar RenderTexturePool = /** @class */ (function () {\n /**\n * @param textureOptions - options that will be passed to BaseRenderTexture constructor\n * @param {PIXI.SCALE_MODES} [textureOptions.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values.\n */\n function RenderTexturePool(textureOptions) {\n this.texturePool = {};\n this.textureOptions = textureOptions || {};\n this.enableFullScreen = false;\n this._pixelsWidth = 0;\n this._pixelsHeight = 0;\n }\n /**\n * Creates texture with params that were specified in pool constructor.\n * @param realWidth - Width of texture in pixels.\n * @param realHeight - Height of texture in pixels.\n * @param multisample - Number of samples of the framebuffer.\n */\n RenderTexturePool.prototype.createTexture = function (realWidth, realHeight, multisample) {\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n var baseRenderTexture = new BaseRenderTexture(Object.assign({\n width: realWidth,\n height: realHeight,\n resolution: 1,\n multisample: multisample,\n }, this.textureOptions));\n return new RenderTexture(baseRenderTexture);\n };\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n * @param minWidth - The minimum width of the render texture.\n * @param minHeight - The minimum height of the render texture.\n * @param resolution - The resolution of the render texture.\n * @param multisample - Number of samples of the render texture.\n * @returns The new render texture.\n */\n RenderTexturePool.prototype.getOptimalTexture = function (minWidth, minHeight, resolution, multisample) {\n if (resolution === void 0) { resolution = 1; }\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n var key;\n minWidth = Math.ceil((minWidth * resolution) - 1e-6);\n minHeight = Math.ceil((minHeight * resolution) - 1e-6);\n if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight) {\n minWidth = nextPow2(minWidth);\n minHeight = nextPow2(minHeight);\n key = (((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF)) >>> 0;\n if (multisample > 1) {\n key += multisample * 0x100000000;\n }\n }\n else {\n key = multisample > 1 ? -multisample : -1;\n }\n if (!this.texturePool[key]) {\n this.texturePool[key] = [];\n }\n var renderTexture = this.texturePool[key].pop();\n if (!renderTexture) {\n renderTexture = this.createTexture(minWidth, minHeight, multisample);\n }\n renderTexture.filterPoolKey = key;\n renderTexture.setResolution(resolution);\n return renderTexture;\n };\n /**\n * Gets extra texture of the same size as input renderTexture\n *\n * `getFilterTexture(input, 0.5)` or `getFilterTexture(0.5, input)`\n * @param input - renderTexture from which size and resolution will be copied\n * @param resolution - override resolution of the renderTexture\n * It overrides, it does not multiply\n * @param multisample - number of samples of the renderTexture\n */\n RenderTexturePool.prototype.getFilterTexture = function (input, resolution, multisample) {\n var filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE);\n filterTexture.filterFrame = input.filterFrame;\n return filterTexture;\n };\n /**\n * Place a render texture back into the pool.\n * @param renderTexture - The renderTexture to free\n */\n RenderTexturePool.prototype.returnTexture = function (renderTexture) {\n var key = renderTexture.filterPoolKey;\n renderTexture.filterFrame = null;\n this.texturePool[key].push(renderTexture);\n };\n /**\n * Alias for returnTexture, to be compliant with FilterSystem interface.\n * @param renderTexture - The renderTexture to free\n */\n RenderTexturePool.prototype.returnFilterTexture = function (renderTexture) {\n this.returnTexture(renderTexture);\n };\n /**\n * Clears the pool.\n * @param destroyTextures - Destroy all stored textures.\n */\n RenderTexturePool.prototype.clear = function (destroyTextures) {\n destroyTextures = destroyTextures !== false;\n if (destroyTextures) {\n for (var i in this.texturePool) {\n var textures = this.texturePool[i];\n if (textures) {\n for (var j = 0; j < textures.length; j++) {\n textures[j].destroy(true);\n }\n }\n }\n }\n this.texturePool = {};\n };\n /**\n * If screen size was changed, drops all screen-sized textures,\n * sets new screen size, sets `enableFullScreen` to true\n *\n * Size is measured in pixels, `renderer.view` can be passed here, not `renderer.screen`\n * @param size - Initial size of screen.\n */\n RenderTexturePool.prototype.setScreenSize = function (size) {\n if (size.width === this._pixelsWidth\n && size.height === this._pixelsHeight) {\n return;\n }\n this.enableFullScreen = size.width > 0 && size.height > 0;\n for (var i in this.texturePool) {\n if (!(Number(i) < 0)) {\n continue;\n }\n var textures = this.texturePool[i];\n if (textures) {\n for (var j = 0; j < textures.length; j++) {\n textures[j].destroy(true);\n }\n }\n this.texturePool[i] = [];\n }\n this._pixelsWidth = size.width;\n this._pixelsHeight = size.height;\n };\n /**\n * Key that is used to store fullscreen renderTextures in a pool\n * @constant\n */\n RenderTexturePool.SCREEN_KEY = -1;\n return RenderTexturePool;\n}());\n\n/* eslint-disable max-len */\n/**\n * Holds the information for a single attribute structure required to render geometry.\n *\n * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer}\n * This can include anything from positions, uvs, normals, colors etc.\n * @memberof PIXI\n */\nvar Attribute = /** @class */ (function () {\n /**\n * @param buffer - the id of the buffer that this attribute will look for\n * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2.\n * @param normalized - should the data be normalized.\n * @param {PIXI.TYPES} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @param [start=0] - How far into the array to start reading values (used for interleaving data)\n * @param [instance=false] - Whether the geometry is instanced.\n */\n function Attribute(buffer, size, normalized, type, stride, start, instance) {\n if (size === void 0) { size = 0; }\n if (normalized === void 0) { normalized = false; }\n if (type === void 0) { type = TYPES.FLOAT; }\n this.buffer = buffer;\n this.size = size;\n this.normalized = normalized;\n this.type = type;\n this.stride = stride;\n this.start = start;\n this.instance = instance;\n }\n /** Destroys the Attribute. */\n Attribute.prototype.destroy = function () {\n this.buffer = null;\n };\n /**\n * Helper function that creates an Attribute based on the information provided\n * @param buffer - the id of the buffer that this attribute will look for\n * @param [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param [normalized=false] - should the data be normalized.\n * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @returns - A new {@link PIXI.Attribute} based on the information provided\n */\n Attribute.from = function (buffer, size, normalized, type, stride) {\n return new Attribute(buffer, size, normalized, type, stride);\n };\n return Attribute;\n}());\n\nvar UID$4 = 0;\n/**\n * A wrapper for data so that it can be used and uploaded by WebGL\n * @memberof PIXI\n */\nvar Buffer = /** @class */ (function () {\n /**\n * @param {PIXI.IArrayBuffer} data - the data to store in the buffer.\n * @param _static - `true` for static buffer\n * @param index - `true` for index buffer\n */\n function Buffer(data, _static, index) {\n if (_static === void 0) { _static = true; }\n if (index === void 0) { index = false; }\n this.data = (data || new Float32Array(1));\n this._glBuffers = {};\n this._updateID = 0;\n this.index = index;\n this.static = _static;\n this.id = UID$4++;\n this.disposeRunner = new Runner('disposeBuffer');\n }\n // TODO could explore flagging only a partial upload?\n /**\n * Flags this buffer as requiring an upload to the GPU.\n * @param {PIXI.IArrayBuffer|number[]} [data] - the data to update in the buffer.\n */\n Buffer.prototype.update = function (data) {\n if (data instanceof Array) {\n data = new Float32Array(data);\n }\n this.data = data || this.data;\n this._updateID++;\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Buffer.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys the buffer. */\n Buffer.prototype.destroy = function () {\n this.dispose();\n this.data = null;\n };\n Object.defineProperty(Buffer.prototype, \"index\", {\n get: function () {\n return this.type === BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n },\n /**\n * Flags whether this is an index buffer.\n *\n * Index buffers are of type `ELEMENT_ARRAY_BUFFER`. Note that setting this property to false will make\n * the buffer of type `ARRAY_BUFFER`.\n *\n * For backwards compatibility.\n */\n set: function (value) {\n this.type = value ? BUFFER_TYPE.ELEMENT_ARRAY_BUFFER : BUFFER_TYPE.ARRAY_BUFFER;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Helper function that creates a buffer based on an array or TypedArray\n * @param {ArrayBufferView | number[]} data - the TypedArray that the buffer will store. If this is a regular Array it will be converted to a Float32Array.\n * @returns - A new Buffer based on the data provided.\n */\n Buffer.from = function (data) {\n if (data instanceof Array) {\n data = new Float32Array(data);\n }\n return new Buffer(data);\n };\n return Buffer;\n}());\n\n/* eslint-disable object-shorthand */\nvar map$1 = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n};\nfunction interleaveTypedArrays(arrays, sizes) {\n var outSize = 0;\n var stride = 0;\n var views = {};\n for (var i = 0; i < arrays.length; i++) {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n var buffer = new ArrayBuffer(outSize * 4);\n var out = null;\n var littleOffset = 0;\n for (var i = 0; i < arrays.length; i++) {\n var size = sizes[i];\n var array = arrays[i];\n var type = getBufferType(array);\n if (!views[type]) {\n views[type] = new map$1[type](buffer);\n }\n out = views[type];\n for (var j = 0; j < array.length; j++) {\n var indexStart = ((j / size | 0) * stride) + littleOffset;\n var index = j % size;\n out[indexStart + index] = array[j];\n }\n littleOffset += size;\n }\n return new Float32Array(buffer);\n}\n\nvar byteSizeMap$1 = { 5126: 4, 5123: 2, 5121: 1 };\nvar UID$3 = 0;\n/* eslint-disable object-shorthand */\nvar map = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n Uint16Array: Uint16Array,\n};\n/* eslint-disable max-len */\n/**\n * The Geometry represents a model. It consists of two components:\n * - GeometryStyle - The structure of the model such as the attributes layout\n * - GeometryData - the data of the model - this consists of buffers.\n * This can include anything from positions, uvs, normals, colors etc.\n *\n * Geometry can be defined without passing in a style or data if required (thats how I prefer!)\n *\n * ```js\n * let geometry = new PIXI.Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1],2)\n * geometry.addIndex([0,1,2,1,3,2])\n * ```\n * @memberof PIXI\n */\nvar Geometry = /** @class */ (function () {\n /**\n * @param buffers - An array of buffers. optional.\n * @param attributes - Of the geometry, optional structure of the attributes layout\n */\n function Geometry(buffers, attributes) {\n if (buffers === void 0) { buffers = []; }\n if (attributes === void 0) { attributes = {}; }\n this.buffers = buffers;\n this.indexBuffer = null;\n this.attributes = attributes;\n this.glVertexArrayObjects = {};\n this.id = UID$3++;\n this.instanced = false;\n this.instanceCount = 1;\n this.disposeRunner = new Runner('disposeGeometry');\n this.refCount = 0;\n }\n /**\n *\n * Adds an attribute to the geometry\n * Note: `stride` and `start` should be `undefined` if you dont know them, not 0!\n * @param id - the name of the attribute (matching up to a shader)\n * @param {PIXI.Buffer|number[]} buffer - the buffer that holds the data of the attribute . You can also provide an Array and a buffer will be created from it.\n * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param normalized - should the data be normalized.\n * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @param [start=0] - How far into the array to start reading values (used for interleaving data)\n * @param instance - Instancing flag\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.addAttribute = function (id, buffer, size, normalized, type, stride, start, instance) {\n if (size === void 0) { size = 0; }\n if (normalized === void 0) { normalized = false; }\n if (instance === void 0) { instance = false; }\n if (!buffer) {\n throw new Error('You must pass a buffer when creating an attribute');\n }\n // check if this is a buffer!\n if (!(buffer instanceof Buffer)) {\n // its an array!\n if (buffer instanceof Array) {\n buffer = new Float32Array(buffer);\n }\n buffer = new Buffer(buffer);\n }\n var ids = id.split('|');\n if (ids.length > 1) {\n for (var i = 0; i < ids.length; i++) {\n this.addAttribute(ids[i], buffer, size, normalized, type);\n }\n return this;\n }\n var bufferIndex = this.buffers.indexOf(buffer);\n if (bufferIndex === -1) {\n this.buffers.push(buffer);\n bufferIndex = this.buffers.length - 1;\n }\n this.attributes[id] = new Attribute(bufferIndex, size, normalized, type, stride, start, instance);\n // assuming that if there is instanced data then this will be drawn with instancing!\n this.instanced = this.instanced || instance;\n return this;\n };\n /**\n * Returns the requested attribute.\n * @param id - The name of the attribute required\n * @returns - The attribute requested.\n */\n Geometry.prototype.getAttribute = function (id) {\n return this.attributes[id];\n };\n /**\n * Returns the requested buffer.\n * @param id - The name of the buffer required.\n * @returns - The buffer requested.\n */\n Geometry.prototype.getBuffer = function (id) {\n return this.buffers[this.getAttribute(id).buffer];\n };\n /**\n *\n * Adds an index buffer to the geometry\n * The index buffer contains integers, three for each triangle in the geometry, which reference the various attribute buffers (position, colour, UV coordinates, other UV coordinates, normal, …). There is only ONE index buffer.\n * @param {PIXI.Buffer|number[]} [buffer] - The buffer that holds the data of the index buffer. You can also provide an Array and a buffer will be created from it.\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.addIndex = function (buffer) {\n if (!(buffer instanceof Buffer)) {\n // its an array!\n if (buffer instanceof Array) {\n buffer = new Uint16Array(buffer);\n }\n buffer = new Buffer(buffer);\n }\n buffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n this.indexBuffer = buffer;\n if (this.buffers.indexOf(buffer) === -1) {\n this.buffers.push(buffer);\n }\n return this;\n };\n /**\n * Returns the index buffer\n * @returns - The index buffer.\n */\n Geometry.prototype.getIndex = function () {\n return this.indexBuffer;\n };\n /**\n * This function modifies the structure so that all current attributes become interleaved into a single buffer\n * This can be useful if your model remains static as it offers a little performance boost\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.interleave = function () {\n // a simple check to see if buffers are already interleaved..\n if (this.buffers.length === 1 || (this.buffers.length === 2 && this.indexBuffer))\n { return this; }\n // assume already that no buffers are interleaved\n var arrays = [];\n var sizes = [];\n var interleavedBuffer = new Buffer();\n var i;\n for (i in this.attributes) {\n var attribute = this.attributes[i];\n var buffer = this.buffers[attribute.buffer];\n arrays.push(buffer.data);\n sizes.push((attribute.size * byteSizeMap$1[attribute.type]) / 4);\n attribute.buffer = 0;\n }\n interleavedBuffer.data = interleaveTypedArrays(arrays, sizes);\n for (i = 0; i < this.buffers.length; i++) {\n if (this.buffers[i] !== this.indexBuffer) {\n this.buffers[i].destroy();\n }\n }\n this.buffers = [interleavedBuffer];\n if (this.indexBuffer) {\n this.buffers.push(this.indexBuffer);\n }\n return this;\n };\n /** Get the size of the geometries, in vertices. */\n Geometry.prototype.getSize = function () {\n for (var i in this.attributes) {\n var attribute = this.attributes[i];\n var buffer = this.buffers[attribute.buffer];\n return buffer.data.length / ((attribute.stride / 4) || attribute.size);\n }\n return 0;\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Geometry.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys the geometry. */\n Geometry.prototype.destroy = function () {\n this.dispose();\n this.buffers = null;\n this.indexBuffer = null;\n this.attributes = null;\n };\n /**\n * Returns a clone of the geometry.\n * @returns - A new clone of this geometry.\n */\n Geometry.prototype.clone = function () {\n var geometry = new Geometry();\n for (var i = 0; i < this.buffers.length; i++) {\n geometry.buffers[i] = new Buffer(this.buffers[i].data.slice(0));\n }\n for (var i in this.attributes) {\n var attrib = this.attributes[i];\n geometry.attributes[i] = new Attribute(attrib.buffer, attrib.size, attrib.normalized, attrib.type, attrib.stride, attrib.start, attrib.instance);\n }\n if (this.indexBuffer) {\n geometry.indexBuffer = geometry.buffers[this.buffers.indexOf(this.indexBuffer)];\n geometry.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n }\n return geometry;\n };\n /**\n * Merges an array of geometries into a new single one.\n *\n * Geometry attribute styles must match for this operation to work.\n * @param geometries - array of geometries to merge\n * @returns - Shiny new geometry!\n */\n Geometry.merge = function (geometries) {\n // todo add a geometry check!\n // also a size check.. cant be too big!]\n var geometryOut = new Geometry();\n var arrays = [];\n var sizes = [];\n var offsets = [];\n var geometry;\n // pass one.. get sizes..\n for (var i = 0; i < geometries.length; i++) {\n geometry = geometries[i];\n for (var j = 0; j < geometry.buffers.length; j++) {\n sizes[j] = sizes[j] || 0;\n sizes[j] += geometry.buffers[j].data.length;\n offsets[j] = 0;\n }\n }\n // build the correct size arrays..\n for (var i = 0; i < geometry.buffers.length; i++) {\n // TODO types!\n arrays[i] = new map[getBufferType(geometry.buffers[i].data)](sizes[i]);\n geometryOut.buffers[i] = new Buffer(arrays[i]);\n }\n // pass to set data..\n for (var i = 0; i < geometries.length; i++) {\n geometry = geometries[i];\n for (var j = 0; j < geometry.buffers.length; j++) {\n arrays[j].set(geometry.buffers[j].data, offsets[j]);\n offsets[j] += geometry.buffers[j].data.length;\n }\n }\n geometryOut.attributes = geometry.attributes;\n if (geometry.indexBuffer) {\n geometryOut.indexBuffer = geometryOut.buffers[geometry.buffers.indexOf(geometry.indexBuffer)];\n geometryOut.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n var offset = 0;\n var stride = 0;\n var offset2 = 0;\n var bufferIndexToCount = 0;\n // get a buffer\n for (var i = 0; i < geometry.buffers.length; i++) {\n if (geometry.buffers[i] !== geometry.indexBuffer) {\n bufferIndexToCount = i;\n break;\n }\n }\n // figure out the stride of one buffer..\n for (var i in geometry.attributes) {\n var attribute = geometry.attributes[i];\n if ((attribute.buffer | 0) === bufferIndexToCount) {\n stride += ((attribute.size * byteSizeMap$1[attribute.type]) / 4);\n }\n }\n // time to off set all indexes..\n for (var i = 0; i < geometries.length; i++) {\n var indexBufferData = geometries[i].indexBuffer.data;\n for (var j = 0; j < indexBufferData.length; j++) {\n geometryOut.indexBuffer.data[j + offset2] += offset;\n }\n offset += geometries[i].buffers[bufferIndexToCount].data.length / (stride);\n offset2 += indexBufferData.length;\n }\n }\n return geometryOut;\n };\n return Geometry;\n}());\n\n/**\n * Helper class to create a quad\n * @memberof PIXI\n */\nvar Quad = /** @class */ (function (_super) {\n __extends(Quad, _super);\n function Quad() {\n var _this = _super.call(this) || this;\n _this.addAttribute('aVertexPosition', new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1 ]))\n .addIndex([0, 1, 3, 2]);\n return _this;\n }\n return Quad;\n}(Geometry));\n\n/**\n * Helper class to create a quad with uvs like in v4\n * @memberof PIXI\n */\nvar QuadUv = /** @class */ (function (_super) {\n __extends(QuadUv, _super);\n function QuadUv() {\n var _this = _super.call(this) || this;\n _this.vertices = new Float32Array([\n -1, -1,\n 1, -1,\n 1, 1,\n -1, 1 ]);\n _this.uvs = new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1 ]);\n _this.vertexBuffer = new Buffer(_this.vertices);\n _this.uvBuffer = new Buffer(_this.uvs);\n _this.addAttribute('aVertexPosition', _this.vertexBuffer)\n .addAttribute('aTextureCoord', _this.uvBuffer)\n .addIndex([0, 1, 2, 0, 2, 3]);\n return _this;\n }\n /**\n * Maps two Rectangle to the quad.\n * @param targetTextureFrame - The first rectangle\n * @param destinationFrame - The second rectangle\n * @returns - Returns itself.\n */\n QuadUv.prototype.map = function (targetTextureFrame, destinationFrame) {\n var x = 0; // destinationFrame.x / targetTextureFrame.width;\n var y = 0; // destinationFrame.y / targetTextureFrame.height;\n this.uvs[0] = x;\n this.uvs[1] = y;\n this.uvs[2] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[3] = y;\n this.uvs[4] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[5] = y + (destinationFrame.height / targetTextureFrame.height);\n this.uvs[6] = x;\n this.uvs[7] = y + (destinationFrame.height / targetTextureFrame.height);\n x = destinationFrame.x;\n y = destinationFrame.y;\n this.vertices[0] = x;\n this.vertices[1] = y;\n this.vertices[2] = x + destinationFrame.width;\n this.vertices[3] = y;\n this.vertices[4] = x + destinationFrame.width;\n this.vertices[5] = y + destinationFrame.height;\n this.vertices[6] = x;\n this.vertices[7] = y + destinationFrame.height;\n this.invalidate();\n return this;\n };\n /**\n * Legacy upload method, just marks buffers dirty.\n * @returns - Returns itself.\n */\n QuadUv.prototype.invalidate = function () {\n this.vertexBuffer._updateID++;\n this.uvBuffer._updateID++;\n return this;\n };\n return QuadUv;\n}(Geometry));\n\nvar UID$2 = 0;\n/**\n * Uniform group holds uniform map and some ID's for work\n *\n * `UniformGroup` has two modes:\n *\n * 1: Normal mode\n * Normal mode will upload the uniforms with individual function calls as required\n *\n * 2: Uniform buffer mode\n * This mode will treat the uniforms as a uniform buffer. You can pass in either a buffer that you manually handle, or\n * or a generic object that PixiJS will automatically map to a buffer for you.\n * For maximum benefits, make Ubo UniformGroups static, and only update them each frame.\n *\n * Rules of UBOs:\n * - UBOs only work with WebGL2, so make sure you have a fallback!\n * - Only floats are supported (including vec[2,3,4], mat[2,3,4])\n * - Samplers cannot be used in ubo's (a GPU limitation)\n * - You must ensure that the object you pass in exactly matches in the shader ubo structure.\n * Otherwise, weirdness will ensue!\n * - The name of the ubo object added to the group must match exactly the name of the ubo in the shader.\n *\n * ```\n * // ubo in shader:\n * uniform myCoolData { // declaring a ubo..\n * mat4 uCoolMatrix;\n * float uFloatyMcFloatFace\n *\n *\n * // a new uniform buffer object..\n * const myCoolData = new UniformBufferGroup({\n * uCoolMatrix: new Matrix(),\n * uFloatyMcFloatFace: 23,\n * }}\n *\n * // build a shader...\n * const shader = Shader.from(srcVert, srcFrag, {\n * myCoolData // name matches the ubo name in the shader. will be processed accordingly.\n * })\n *\n * ```\n * @memberof PIXI\n */\nvar UniformGroup = /** @class */ (function () {\n /**\n * @param {object | Buffer} [uniforms] - Custom uniforms to use to augment the built-in ones. Or a pixi buffer.\n * @param isStatic - Uniforms wont be changed after creation.\n * @param isUbo - If true, will treat this uniform group as a uniform buffer object.\n */\n function UniformGroup(uniforms, isStatic, isUbo) {\n this.group = true;\n // lets generate this when the shader ?\n this.syncUniforms = {};\n this.dirtyId = 0;\n this.id = UID$2++;\n this.static = !!isStatic;\n this.ubo = !!isUbo;\n if (uniforms instanceof Buffer) {\n this.buffer = uniforms;\n this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER;\n this.autoManage = false;\n this.ubo = true;\n }\n else {\n this.uniforms = uniforms;\n if (this.ubo) {\n this.buffer = new Buffer(new Float32Array(1));\n this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER;\n this.autoManage = true;\n }\n }\n }\n UniformGroup.prototype.update = function () {\n this.dirtyId++;\n if (!this.autoManage && this.buffer) {\n this.buffer.update();\n }\n };\n UniformGroup.prototype.add = function (name, uniforms, _static) {\n if (!this.ubo) {\n this.uniforms[name] = new UniformGroup(uniforms, _static);\n }\n else {\n // eslint-disable-next-line max-len\n throw new Error('[UniformGroup] uniform groups in ubo mode cannot be modified, or have uniform groups nested in them');\n }\n };\n UniformGroup.from = function (uniforms, _static, _ubo) {\n return new UniformGroup(uniforms, _static, _ubo);\n };\n /**\n * A short hand function for creating a static UBO UniformGroup.\n * @param uniforms - the ubo item\n * @param _static - should this be updated each time it is used? defaults to true here!\n */\n UniformGroup.uboFrom = function (uniforms, _static) {\n return new UniformGroup(uniforms, _static !== null && _static !== void 0 ? _static : true, true);\n };\n return UniformGroup;\n}());\n\n/**\n * System plugin to the renderer to manage filter states.\n * @ignore\n */\nvar FilterState = /** @class */ (function () {\n function FilterState() {\n this.renderTexture = null;\n this.target = null;\n this.legacy = false;\n this.resolution = 1;\n this.multisample = MSAA_QUALITY.NONE;\n // next three fields are created only for root\n // re-assigned for everything else\n this.sourceFrame = new Rectangle();\n this.destinationFrame = new Rectangle();\n this.bindingSourceFrame = new Rectangle();\n this.bindingDestinationFrame = new Rectangle();\n this.filters = [];\n this.transform = null;\n }\n /** Clears the state */\n FilterState.prototype.clear = function () {\n this.target = null;\n this.filters = null;\n this.renderTexture = null;\n };\n return FilterState;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\nvar tempMatrix$2 = new Matrix();\n/**\n * System plugin to the renderer to manage filters.\n *\n * ## Pipeline\n *\n * The FilterSystem executes the filtering pipeline by rendering the display-object into a texture, applying its\n * [filters]{@link PIXI.Filter} in series, and the last filter outputs into the final render-target.\n *\n * The filter-frame is the rectangle in world space being filtered, and those contents are mapped into\n * `(0, 0, filterFrame.width, filterFrame.height)` into the filter render-texture. The filter-frame is also called\n * the source-frame, as it is used to bind the filter render-textures. The last filter outputs to the `filterFrame`\n * in the final render-target.\n *\n * ## Usage\n *\n * {@link PIXI.Container#renderAdvanced} is an example of how to use the filter system. It is a 3 step process:\n *\n * **push**: Use {@link PIXI.FilterSystem#push} to push the set of filters to be applied on a filter-target.\n * **render**: Render the contents to be filtered using the renderer. The filter-system will only capture the contents\n * inside the bounds of the filter-target. NOTE: Using {@link PIXI.Renderer#render} is\n * illegal during an existing render cycle, and it may reset the filter system.\n * **pop**: Use {@link PIXI.FilterSystem#pop} to pop & execute the filters you initially pushed. It will apply them\n * serially and output to the bounds of the filter-target.\n * @memberof PIXI\n */\nvar FilterSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function FilterSystem(renderer) {\n this.renderer = renderer;\n this.defaultFilterStack = [{}];\n this.texturePool = new RenderTexturePool();\n this.texturePool.setScreenSize(renderer.view);\n this.statePool = [];\n this.quad = new Quad();\n this.quadUv = new QuadUv();\n this.tempRect = new Rectangle();\n this.activeState = {};\n this.globalUniforms = new UniformGroup({\n outputFrame: new Rectangle(),\n inputSize: new Float32Array(4),\n inputPixel: new Float32Array(4),\n inputClamp: new Float32Array(4),\n resolution: 1,\n // legacy variables\n filterArea: new Float32Array(4),\n filterClamp: new Float32Array(4),\n }, true);\n this.forceClear = false;\n this.useMaxPadding = false;\n }\n /**\n * Pushes a set of filters to be applied later to the system. This will redirect further rendering into an\n * input render-texture for the rest of the filtering pipeline.\n * @param {PIXI.DisplayObject} target - The target of the filter to render.\n * @param filters - The filters to apply.\n */\n FilterSystem.prototype.push = function (target, filters) {\n var _a, _b;\n var renderer = this.renderer;\n var filterStack = this.defaultFilterStack;\n var state = this.statePool.pop() || new FilterState();\n var renderTextureSystem = this.renderer.renderTexture;\n var resolution = filters[0].resolution;\n var multisample = filters[0].multisample;\n var padding = filters[0].padding;\n var autoFit = filters[0].autoFit;\n // We don't know whether it's a legacy filter until it was bound for the first time,\n // therefore we have to assume that it is if legacy is undefined.\n var legacy = (_a = filters[0].legacy) !== null && _a !== void 0 ? _a : true;\n for (var i = 1; i < filters.length; i++) {\n var filter = filters[i];\n // let's use the lowest resolution\n resolution = Math.min(resolution, filter.resolution);\n // let's use the lowest number of samples\n multisample = Math.min(multisample, filter.multisample);\n // figure out the padding required for filters\n padding = this.useMaxPadding\n // old behavior: use largest amount of padding!\n ? Math.max(padding, filter.padding)\n // new behavior: sum the padding\n : padding + filter.padding;\n // only auto fit if all filters are autofit\n autoFit = autoFit && filter.autoFit;\n legacy = legacy || ((_b = filter.legacy) !== null && _b !== void 0 ? _b : true);\n }\n if (filterStack.length === 1) {\n this.defaultFilterStack[0].renderTexture = renderTextureSystem.current;\n }\n filterStack.push(state);\n state.resolution = resolution;\n state.multisample = multisample;\n state.legacy = legacy;\n state.target = target;\n state.sourceFrame.copyFrom(target.filterArea || target.getBounds(true));\n state.sourceFrame.pad(padding);\n var sourceFrameProjected = this.tempRect.copyFrom(renderTextureSystem.sourceFrame);\n // Project source frame into world space (if projection is applied)\n if (renderer.projection.transform) {\n this.transformAABB(tempMatrix$2.copyFrom(renderer.projection.transform).invert(), sourceFrameProjected);\n }\n if (autoFit) {\n state.sourceFrame.fit(sourceFrameProjected);\n if (state.sourceFrame.width <= 0 || state.sourceFrame.height <= 0) {\n state.sourceFrame.width = 0;\n state.sourceFrame.height = 0;\n }\n }\n else if (!state.sourceFrame.intersects(sourceFrameProjected)) {\n state.sourceFrame.width = 0;\n state.sourceFrame.height = 0;\n }\n // Round sourceFrame in screen space based on render-texture.\n this.roundFrame(state.sourceFrame, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform);\n state.renderTexture = this.getOptimalFilterTexture(state.sourceFrame.width, state.sourceFrame.height, resolution, multisample);\n state.filters = filters;\n state.destinationFrame.width = state.renderTexture.width;\n state.destinationFrame.height = state.renderTexture.height;\n var destinationFrame = this.tempRect;\n destinationFrame.x = 0;\n destinationFrame.y = 0;\n destinationFrame.width = state.sourceFrame.width;\n destinationFrame.height = state.sourceFrame.height;\n state.renderTexture.filterFrame = state.sourceFrame;\n state.bindingSourceFrame.copyFrom(renderTextureSystem.sourceFrame);\n state.bindingDestinationFrame.copyFrom(renderTextureSystem.destinationFrame);\n state.transform = renderer.projection.transform;\n renderer.projection.transform = null;\n renderTextureSystem.bind(state.renderTexture, state.sourceFrame, destinationFrame);\n renderer.framebuffer.clear(0, 0, 0, 0);\n };\n /** Pops off the filter and applies it. */\n FilterSystem.prototype.pop = function () {\n var filterStack = this.defaultFilterStack;\n var state = filterStack.pop();\n var filters = state.filters;\n this.activeState = state;\n var globalUniforms = this.globalUniforms.uniforms;\n globalUniforms.outputFrame = state.sourceFrame;\n globalUniforms.resolution = state.resolution;\n var inputSize = globalUniforms.inputSize;\n var inputPixel = globalUniforms.inputPixel;\n var inputClamp = globalUniforms.inputClamp;\n inputSize[0] = state.destinationFrame.width;\n inputSize[1] = state.destinationFrame.height;\n inputSize[2] = 1.0 / inputSize[0];\n inputSize[3] = 1.0 / inputSize[1];\n inputPixel[0] = Math.round(inputSize[0] * state.resolution);\n inputPixel[1] = Math.round(inputSize[1] * state.resolution);\n inputPixel[2] = 1.0 / inputPixel[0];\n inputPixel[3] = 1.0 / inputPixel[1];\n inputClamp[0] = 0.5 * inputPixel[2];\n inputClamp[1] = 0.5 * inputPixel[3];\n inputClamp[2] = (state.sourceFrame.width * inputSize[2]) - (0.5 * inputPixel[2]);\n inputClamp[3] = (state.sourceFrame.height * inputSize[3]) - (0.5 * inputPixel[3]);\n // only update the rect if its legacy..\n if (state.legacy) {\n var filterArea = globalUniforms.filterArea;\n filterArea[0] = state.destinationFrame.width;\n filterArea[1] = state.destinationFrame.height;\n filterArea[2] = state.sourceFrame.x;\n filterArea[3] = state.sourceFrame.y;\n globalUniforms.filterClamp = globalUniforms.inputClamp;\n }\n this.globalUniforms.update();\n var lastState = filterStack[filterStack.length - 1];\n this.renderer.framebuffer.blit();\n if (filters.length === 1) {\n filters[0].apply(this, state.renderTexture, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n this.returnFilterTexture(state.renderTexture);\n }\n else {\n var flip = state.renderTexture;\n var flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution);\n flop.filterFrame = flip.filterFrame;\n var i = 0;\n for (i = 0; i < filters.length - 1; ++i) {\n if (i === 1 && state.multisample > 1) {\n flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution);\n flop.filterFrame = flip.filterFrame;\n }\n filters[i].apply(this, flip, flop, CLEAR_MODES.CLEAR, state);\n var t = flip;\n flip = flop;\n flop = t;\n }\n filters[i].apply(this, flip, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n if (i > 1 && state.multisample > 1) {\n this.returnFilterTexture(state.renderTexture);\n }\n this.returnFilterTexture(flip);\n this.returnFilterTexture(flop);\n }\n // lastState.renderTexture is blitted when lastState is popped\n state.clear();\n this.statePool.push(state);\n };\n /**\n * Binds a renderTexture with corresponding `filterFrame`, clears it if mode corresponds.\n * @param filterTexture - renderTexture to bind, should belong to filter pool or filter stack\n * @param clearMode - clearMode, by default its CLEAR/YES. See {@link PIXI.CLEAR_MODES}\n */\n FilterSystem.prototype.bindAndClear = function (filterTexture, clearMode) {\n if (clearMode === void 0) { clearMode = CLEAR_MODES.CLEAR; }\n var _a = this.renderer, renderTextureSystem = _a.renderTexture, stateSystem = _a.state;\n if (filterTexture === this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) {\n // Restore projection transform if rendering into the output render-target.\n this.renderer.projection.transform = this.activeState.transform;\n }\n else {\n // Prevent projection within filtering pipeline.\n this.renderer.projection.transform = null;\n }\n if (filterTexture && filterTexture.filterFrame) {\n var destinationFrame = this.tempRect;\n destinationFrame.x = 0;\n destinationFrame.y = 0;\n destinationFrame.width = filterTexture.filterFrame.width;\n destinationFrame.height = filterTexture.filterFrame.height;\n renderTextureSystem.bind(filterTexture, filterTexture.filterFrame, destinationFrame);\n }\n else if (filterTexture !== this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) {\n renderTextureSystem.bind(filterTexture);\n }\n else {\n // Restore binding for output render-target.\n this.renderer.renderTexture.bind(filterTexture, this.activeState.bindingSourceFrame, this.activeState.bindingDestinationFrame);\n }\n // Clear the texture in BLIT mode if blending is disabled or the forceClear flag is set. The blending\n // is stored in the 0th bit of the state.\n var autoClear = (stateSystem.stateId & 1) || this.forceClear;\n if (clearMode === CLEAR_MODES.CLEAR\n || (clearMode === CLEAR_MODES.BLIT && autoClear)) {\n // Use framebuffer.clear because we want to clear the whole filter texture, not just the filtering\n // area over which the shaders are run. This is because filters may sampling outside of it (e.g. blur)\n // instead of clamping their arithmetic.\n this.renderer.framebuffer.clear(0, 0, 0, 0);\n }\n };\n /**\n * Draws a filter using the default rendering process.\n *\n * This should be called only by {@link Filter#apply}.\n * @param filter - The filter to draw.\n * @param input - The input render target.\n * @param output - The target to output to.\n * @param clearMode - Should the output be cleared before rendering to it\n */\n FilterSystem.prototype.applyFilter = function (filter, input, output, clearMode) {\n var renderer = this.renderer;\n // Set state before binding, so bindAndClear gets the blend mode.\n renderer.state.set(filter.state);\n this.bindAndClear(output, clearMode);\n // set the uniforms..\n filter.uniforms.uSampler = input;\n filter.uniforms.filterGlobals = this.globalUniforms;\n // TODO make it so that the order of this does not matter..\n // because it does at the moment cos of global uniforms.\n // they need to get resynced\n renderer.shader.bind(filter);\n // check to see if the filter is a legacy one..\n filter.legacy = !!filter.program.attributeData.aTextureCoord;\n if (filter.legacy) {\n this.quadUv.map(input._frame, input.filterFrame);\n renderer.geometry.bind(this.quadUv);\n renderer.geometry.draw(DRAW_MODES.TRIANGLES);\n }\n else {\n renderer.geometry.bind(this.quad);\n renderer.geometry.draw(DRAW_MODES.TRIANGLE_STRIP);\n }\n };\n /**\n * Multiply _input normalized coordinates_ to this matrix to get _sprite texture normalized coordinates_.\n *\n * Use `outputMatrix * vTextureCoord` in the shader.\n * @param outputMatrix - The matrix to output to.\n * @param {PIXI.Sprite} sprite - The sprite to map to.\n * @returns The mapped matrix.\n */\n FilterSystem.prototype.calculateSpriteMatrix = function (outputMatrix, sprite) {\n var _a = this.activeState, sourceFrame = _a.sourceFrame, destinationFrame = _a.destinationFrame;\n var orig = sprite._texture.orig;\n var mappedMatrix = outputMatrix.set(destinationFrame.width, 0, 0, destinationFrame.height, sourceFrame.x, sourceFrame.y);\n var worldTransform = sprite.worldTransform.copyTo(Matrix.TEMP_MATRIX);\n worldTransform.invert();\n mappedMatrix.prepend(worldTransform);\n mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height);\n mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y);\n return mappedMatrix;\n };\n /** Destroys this Filter System. */\n FilterSystem.prototype.destroy = function () {\n this.renderer = null;\n // Those textures has to be destroyed by RenderTextureSystem or FramebufferSystem\n this.texturePool.clear(false);\n };\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n * @param minWidth - The minimum width of the render texture in real pixels.\n * @param minHeight - The minimum height of the render texture in real pixels.\n * @param resolution - The resolution of the render texture.\n * @param multisample - Number of samples of the render texture.\n * @returns - The new render texture.\n */\n FilterSystem.prototype.getOptimalFilterTexture = function (minWidth, minHeight, resolution, multisample) {\n if (resolution === void 0) { resolution = 1; }\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n return this.texturePool.getOptimalTexture(minWidth, minHeight, resolution, multisample);\n };\n /**\n * Gets extra render texture to use inside current filter\n * To be compliant with older filters, you can use params in any order\n * @param input - renderTexture from which size and resolution will be copied\n * @param resolution - override resolution of the renderTexture\n * @param multisample - number of samples of the renderTexture\n */\n FilterSystem.prototype.getFilterTexture = function (input, resolution, multisample) {\n if (typeof input === 'number') {\n var swap = input;\n input = resolution;\n resolution = swap;\n }\n input = input || this.activeState.renderTexture;\n var filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE);\n filterTexture.filterFrame = input.filterFrame;\n return filterTexture;\n };\n /**\n * Frees a render texture back into the pool.\n * @param renderTexture - The renderTarget to free\n */\n FilterSystem.prototype.returnFilterTexture = function (renderTexture) {\n this.texturePool.returnTexture(renderTexture);\n };\n /** Empties the texture pool. */\n FilterSystem.prototype.emptyPool = function () {\n this.texturePool.clear(true);\n };\n /** Calls `texturePool.resize()`, affects fullScreen renderTextures. */\n FilterSystem.prototype.resize = function () {\n this.texturePool.setScreenSize(this.renderer.view);\n };\n /**\n * @param matrix - first param\n * @param rect - second param\n */\n FilterSystem.prototype.transformAABB = function (matrix, rect) {\n var lt = tempPoints[0];\n var lb = tempPoints[1];\n var rt = tempPoints[2];\n var rb = tempPoints[3];\n lt.set(rect.left, rect.top);\n lb.set(rect.left, rect.bottom);\n rt.set(rect.right, rect.top);\n rb.set(rect.right, rect.bottom);\n matrix.apply(lt, lt);\n matrix.apply(lb, lb);\n matrix.apply(rt, rt);\n matrix.apply(rb, rb);\n var x0 = Math.min(lt.x, lb.x, rt.x, rb.x);\n var y0 = Math.min(lt.y, lb.y, rt.y, rb.y);\n var x1 = Math.max(lt.x, lb.x, rt.x, rb.x);\n var y1 = Math.max(lt.y, lb.y, rt.y, rb.y);\n rect.x = x0;\n rect.y = y0;\n rect.width = x1 - x0;\n rect.height = y1 - y0;\n };\n FilterSystem.prototype.roundFrame = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) {\n if (frame.width <= 0 || frame.height <= 0 || bindingSourceFrame.width <= 0 || bindingSourceFrame.height <= 0) {\n return;\n }\n if (transform) {\n var a = transform.a, b = transform.b, c = transform.c, d = transform.d;\n // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation\n // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0).\n if ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4)\n && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4)) {\n return;\n }\n }\n transform = transform ? tempMatrix$2.copyFrom(transform) : tempMatrix$2.identity();\n // Get forward transform from world space to screen space\n transform\n .translate(-bindingSourceFrame.x, -bindingSourceFrame.y)\n .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height)\n .translate(bindingDestinationFrame.x, bindingDestinationFrame.y);\n // Convert frame to screen space\n this.transformAABB(transform, frame);\n // Round frame in screen space\n frame.ceil(resolution);\n // Project back into world space.\n this.transformAABB(transform.invert(), frame);\n };\n return FilterSystem;\n}());\n\n/**\n * Base for a common object renderer that can be used as a\n * system renderer plugin.\n * @memberof PIXI\n */\nvar ObjectRenderer = /** @class */ (function () {\n /**\n * @param renderer - The renderer this manager works for.\n */\n function ObjectRenderer(renderer) {\n this.renderer = renderer;\n }\n /** Stub method that should be used to empty the current batch by rendering objects now. */\n ObjectRenderer.prototype.flush = function () {\n // flush!\n };\n /** Generic destruction method that frees all resources. This should be called by subclasses. */\n ObjectRenderer.prototype.destroy = function () {\n this.renderer = null;\n };\n /**\n * Stub method that initializes any state required before\n * rendering starts. It is different from the `prerender`\n * signal, which occurs every frame, in that it is called\n * whenever an object requests _this_ renderer specifically.\n */\n ObjectRenderer.prototype.start = function () {\n // set the shader..\n };\n /** Stops the renderer. It should free up any state and become dormant. */\n ObjectRenderer.prototype.stop = function () {\n this.flush();\n };\n /**\n * Keeps the object to render. It doesn't have to be\n * rendered immediately.\n * @param {PIXI.DisplayObject} _object - The object to render.\n */\n ObjectRenderer.prototype.render = function (_object) {\n // render the object\n };\n return ObjectRenderer;\n}());\n\n/**\n * System plugin to the renderer to manage batching.\n * @memberof PIXI\n */\nvar BatchSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function BatchSystem(renderer) {\n this.renderer = renderer;\n this.emptyRenderer = new ObjectRenderer(renderer);\n this.currentRenderer = this.emptyRenderer;\n }\n /**\n * Changes the current renderer to the one given in parameter\n * @param objectRenderer - The object renderer to use.\n */\n BatchSystem.prototype.setObjectRenderer = function (objectRenderer) {\n if (this.currentRenderer === objectRenderer) {\n return;\n }\n this.currentRenderer.stop();\n this.currentRenderer = objectRenderer;\n this.currentRenderer.start();\n };\n /**\n * This should be called if you wish to do some custom rendering\n * It will basically render anything that may be batched up such as sprites\n */\n BatchSystem.prototype.flush = function () {\n this.setObjectRenderer(this.emptyRenderer);\n };\n /** Reset the system to an empty renderer */\n BatchSystem.prototype.reset = function () {\n this.setObjectRenderer(this.emptyRenderer);\n };\n /**\n * Handy function for batch renderers: copies bound textures in first maxTextures locations to array\n * sets actual _batchLocation for them\n * @param arr - arr copy destination\n * @param maxTextures - number of copied elements\n */\n BatchSystem.prototype.copyBoundTextures = function (arr, maxTextures) {\n var boundTextures = this.renderer.texture.boundTextures;\n for (var i = maxTextures - 1; i >= 0; --i) {\n arr[i] = boundTextures[i] || null;\n if (arr[i]) {\n arr[i]._batchLocation = i;\n }\n }\n };\n /**\n * Assigns batch locations to textures in array based on boundTextures state.\n * All textures in texArray should have `_batchEnabled = _batchId`,\n * and their count should be less than `maxTextures`.\n * @param texArray - textures to bound\n * @param boundTextures - current state of bound textures\n * @param batchId - marker for _batchEnabled param of textures in texArray\n * @param maxTextures - number of texture locations to manipulate\n */\n BatchSystem.prototype.boundArray = function (texArray, boundTextures, batchId, maxTextures) {\n var elements = texArray.elements, ids = texArray.ids, count = texArray.count;\n var j = 0;\n for (var i = 0; i < count; i++) {\n var tex = elements[i];\n var loc = tex._batchLocation;\n if (loc >= 0 && loc < maxTextures\n && boundTextures[loc] === tex) {\n ids[i] = loc;\n continue;\n }\n while (j < maxTextures) {\n var bound = boundTextures[j];\n if (bound && bound._batchEnabled === batchId\n && bound._batchLocation === j) {\n j++;\n continue;\n }\n ids[i] = j;\n tex._batchLocation = j;\n boundTextures[j] = tex;\n break;\n }\n }\n };\n /**\n * @ignore\n */\n BatchSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return BatchSystem;\n}());\n\nvar CONTEXT_UID_COUNTER = 0;\n/**\n * System plugin to the renderer to manage the context.\n * @memberof PIXI\n */\nvar ContextSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ContextSystem(renderer) {\n this.renderer = renderer;\n this.webGLVersion = 1;\n this.extensions = {};\n this.supports = {\n uint32Indices: false,\n };\n // Bind functions\n this.handleContextLost = this.handleContextLost.bind(this);\n this.handleContextRestored = this.handleContextRestored.bind(this);\n renderer.view.addEventListener('webglcontextlost', this.handleContextLost, false);\n renderer.view.addEventListener('webglcontextrestored', this.handleContextRestored, false);\n }\n Object.defineProperty(ContextSystem.prototype, \"isLost\", {\n /**\n * `true` if the context is lost\n * @readonly\n */\n get: function () {\n return (!this.gl || this.gl.isContextLost());\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Handles the context change event.\n * @param {WebGLRenderingContext} gl - New WebGL context.\n */\n ContextSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n // restore a context if it was previously lost\n if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) {\n gl.getExtension('WEBGL_lose_context').restoreContext();\n }\n };\n /**\n * Initializes the context.\n * @protected\n * @param {WebGLRenderingContext} gl - WebGL context\n */\n ContextSystem.prototype.initFromContext = function (gl) {\n this.gl = gl;\n this.validateContext(gl);\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n this.renderer.runners.contextChange.emit(gl);\n };\n /**\n * Initialize from context options\n * @protected\n * @see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext\n * @param {object} options - context attributes\n */\n ContextSystem.prototype.initFromOptions = function (options) {\n var gl = this.createContext(this.renderer.view, options);\n this.initFromContext(gl);\n };\n /**\n * Helper class to create a WebGL Context\n * @param canvas - the canvas element that we will get the context from\n * @param options - An options object that gets passed in to the canvas element containing the\n * context attributes\n * @see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext\n * @returns {WebGLRenderingContext} the WebGL context\n */\n ContextSystem.prototype.createContext = function (canvas, options) {\n var gl;\n if (settings.PREFER_ENV >= ENV.WEBGL2) {\n gl = canvas.getContext('webgl2', options);\n }\n if (gl) {\n this.webGLVersion = 2;\n }\n else {\n this.webGLVersion = 1;\n gl = canvas.getContext('webgl', options) || canvas.getContext('experimental-webgl', options);\n if (!gl) {\n // fail, not able to get a context\n throw new Error('This browser does not support WebGL. Try using the canvas renderer');\n }\n }\n this.gl = gl;\n this.getExtensions();\n return this.gl;\n };\n /** Auto-populate the {@link PIXI.ContextSystem.extensions extensions}. */\n ContextSystem.prototype.getExtensions = function () {\n // time to set up default extensions that Pixi uses.\n var gl = this.gl;\n var common = {\n anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'),\n floatTextureLinear: gl.getExtension('OES_texture_float_linear'),\n s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'),\n s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'),\n etc: gl.getExtension('WEBGL_compressed_texture_etc'),\n etc1: gl.getExtension('WEBGL_compressed_texture_etc1'),\n pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc')\n || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'),\n atc: gl.getExtension('WEBGL_compressed_texture_atc'),\n astc: gl.getExtension('WEBGL_compressed_texture_astc')\n };\n if (this.webGLVersion === 1) {\n Object.assign(this.extensions, common, {\n drawBuffers: gl.getExtension('WEBGL_draw_buffers'),\n depthTexture: gl.getExtension('WEBGL_depth_texture'),\n loseContext: gl.getExtension('WEBGL_lose_context'),\n vertexArrayObject: gl.getExtension('OES_vertex_array_object')\n || gl.getExtension('MOZ_OES_vertex_array_object')\n || gl.getExtension('WEBKIT_OES_vertex_array_object'),\n uint32ElementIndex: gl.getExtension('OES_element_index_uint'),\n // Floats and half-floats\n floatTexture: gl.getExtension('OES_texture_float'),\n floatTextureLinear: gl.getExtension('OES_texture_float_linear'),\n textureHalfFloat: gl.getExtension('OES_texture_half_float'),\n textureHalfFloatLinear: gl.getExtension('OES_texture_half_float_linear'),\n });\n }\n else if (this.webGLVersion === 2) {\n Object.assign(this.extensions, common, {\n // Floats and half-floats\n colorBufferFloat: gl.getExtension('EXT_color_buffer_float')\n });\n }\n };\n /**\n * Handles a lost webgl context\n * @param {WebGLContextEvent} event - The context lost event.\n */\n ContextSystem.prototype.handleContextLost = function (event) {\n event.preventDefault();\n };\n /** Handles a restored webgl context. */\n ContextSystem.prototype.handleContextRestored = function () {\n this.renderer.runners.contextChange.emit(this.gl);\n };\n ContextSystem.prototype.destroy = function () {\n var view = this.renderer.view;\n this.renderer = null;\n // remove listeners\n view.removeEventListener('webglcontextlost', this.handleContextLost);\n view.removeEventListener('webglcontextrestored', this.handleContextRestored);\n this.gl.useProgram(null);\n if (this.extensions.loseContext) {\n this.extensions.loseContext.loseContext();\n }\n };\n /** Handle the post-render runner event. */\n ContextSystem.prototype.postrender = function () {\n if (this.renderer.renderingToScreen) {\n this.gl.flush();\n }\n };\n /**\n * Validate context.\n * @param {WebGLRenderingContext} gl - Render context.\n */\n ContextSystem.prototype.validateContext = function (gl) {\n var attributes = gl.getContextAttributes();\n var isWebGl2 = 'WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext;\n if (isWebGl2) {\n this.webGLVersion = 2;\n }\n // this is going to be fairly simple for now.. but at least we have room to grow!\n if (attributes && !attributes.stencil) {\n /* eslint-disable max-len, no-console */\n console.warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly');\n /* eslint-enable max-len, no-console */\n }\n var hasuint32 = isWebGl2 || !!gl.getExtension('OES_element_index_uint');\n this.supports.uint32Indices = hasuint32;\n if (!hasuint32) {\n /* eslint-disable max-len, no-console */\n console.warn('Provided WebGL context does not support 32 index buffer, complex graphics may not render correctly');\n /* eslint-enable max-len, no-console */\n }\n };\n return ContextSystem;\n}());\n\n/**\n * Internal framebuffer for WebGL context.\n * @memberof PIXI\n */\nvar GLFramebuffer = /** @class */ (function () {\n function GLFramebuffer(framebuffer) {\n this.framebuffer = framebuffer;\n this.stencil = null;\n this.dirtyId = -1;\n this.dirtyFormat = -1;\n this.dirtySize = -1;\n this.multisample = MSAA_QUALITY.NONE;\n this.msaaBuffer = null;\n this.blitFramebuffer = null;\n this.mipLevel = 0;\n }\n return GLFramebuffer;\n}());\n\nvar tempRectangle = new Rectangle();\n/**\n * System plugin to the renderer to manage framebuffers.\n * @memberof PIXI\n */\nvar FramebufferSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function FramebufferSystem(renderer) {\n this.renderer = renderer;\n this.managedFramebuffers = [];\n this.unknownFramebuffer = new Framebuffer(10, 10);\n this.msaaSamples = null;\n }\n /** Sets up the renderer context and necessary buffers. */\n FramebufferSystem.prototype.contextChange = function () {\n var gl = this.gl = this.renderer.gl;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n this.hasMRT = true;\n this.writeDepthTexture = true;\n this.disposeAll(true);\n // webgl2\n if (this.renderer.context.webGLVersion === 1) {\n // webgl 1!\n var nativeDrawBuffersExtension_1 = this.renderer.context.extensions.drawBuffers;\n var nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n nativeDrawBuffersExtension_1 = null;\n nativeDepthTextureExtension = null;\n }\n if (nativeDrawBuffersExtension_1) {\n gl.drawBuffers = function (activeTextures) {\n return nativeDrawBuffersExtension_1.drawBuffersWEBGL(activeTextures);\n };\n }\n else {\n this.hasMRT = false;\n gl.drawBuffers = function () {\n // empty\n };\n }\n if (!nativeDepthTextureExtension) {\n this.writeDepthTexture = false;\n }\n }\n else {\n // WebGL2\n // cache possible MSAA samples\n this.msaaSamples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES);\n }\n };\n /**\n * Bind a framebuffer.\n * @param framebuffer\n * @param frame - frame, default is framebuffer size\n * @param mipLevel - optional mip level to set on the framebuffer - defaults to 0\n */\n FramebufferSystem.prototype.bind = function (framebuffer, frame, mipLevel) {\n if (mipLevel === void 0) { mipLevel = 0; }\n var gl = this.gl;\n if (framebuffer) {\n // TODO caching layer!\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID] || this.initFramebuffer(framebuffer);\n if (this.current !== framebuffer) {\n this.current = framebuffer;\n gl.bindFramebuffer(gl.FRAMEBUFFER, fbo.framebuffer);\n }\n // make sure all textures are unbound..\n if (fbo.mipLevel !== mipLevel) {\n framebuffer.dirtyId++;\n framebuffer.dirtyFormat++;\n fbo.mipLevel = mipLevel;\n }\n // now check for updates...\n if (fbo.dirtyId !== framebuffer.dirtyId) {\n fbo.dirtyId = framebuffer.dirtyId;\n if (fbo.dirtyFormat !== framebuffer.dirtyFormat) {\n fbo.dirtyFormat = framebuffer.dirtyFormat;\n fbo.dirtySize = framebuffer.dirtySize;\n this.updateFramebuffer(framebuffer, mipLevel);\n }\n else if (fbo.dirtySize !== framebuffer.dirtySize) {\n fbo.dirtySize = framebuffer.dirtySize;\n this.resizeFramebuffer(framebuffer);\n }\n }\n for (var i = 0; i < framebuffer.colorTextures.length; i++) {\n var tex = framebuffer.colorTextures[i];\n this.renderer.texture.unbind(tex.parentTextureArray || tex);\n }\n if (framebuffer.depthTexture) {\n this.renderer.texture.unbind(framebuffer.depthTexture);\n }\n if (frame) {\n var mipWidth = (frame.width >> mipLevel);\n var mipHeight = (frame.height >> mipLevel);\n var scale = mipWidth / frame.width;\n this.setViewport(frame.x * scale, frame.y * scale, mipWidth, mipHeight);\n }\n else {\n var mipWidth = (framebuffer.width >> mipLevel);\n var mipHeight = (framebuffer.height >> mipLevel);\n this.setViewport(0, 0, mipWidth, mipHeight);\n }\n }\n else {\n if (this.current) {\n this.current = null;\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n }\n if (frame) {\n this.setViewport(frame.x, frame.y, frame.width, frame.height);\n }\n else {\n this.setViewport(0, 0, this.renderer.width, this.renderer.height);\n }\n }\n };\n /**\n * Set the WebGLRenderingContext's viewport.\n * @param x - X position of viewport\n * @param y - Y position of viewport\n * @param width - Width of viewport\n * @param height - Height of viewport\n */\n FramebufferSystem.prototype.setViewport = function (x, y, width, height) {\n var v = this.viewport;\n x = Math.round(x);\n y = Math.round(y);\n width = Math.round(width);\n height = Math.round(height);\n if (v.width !== width || v.height !== height || v.x !== x || v.y !== y) {\n v.x = x;\n v.y = y;\n v.width = width;\n v.height = height;\n this.gl.viewport(x, y, width, height);\n }\n };\n Object.defineProperty(FramebufferSystem.prototype, \"size\", {\n /**\n * Get the size of the current width and height. Returns object with `width` and `height` values.\n * @readonly\n */\n get: function () {\n if (this.current) {\n // TODO store temp\n return { x: 0, y: 0, width: this.current.width, height: this.current.height };\n }\n return { x: 0, y: 0, width: this.renderer.width, height: this.renderer.height };\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Clear the color of the context\n * @param r - Red value from 0 to 1\n * @param g - Green value from 0 to 1\n * @param b - Blue value from 0 to 1\n * @param a - Alpha value from 0 to 1\n * @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks\n * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.\n */\n FramebufferSystem.prototype.clear = function (r, g, b, a, mask) {\n if (mask === void 0) { mask = BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH; }\n var gl = this.gl;\n // TODO clear color can be set only one right?\n gl.clearColor(r, g, b, a);\n gl.clear(mask);\n };\n /**\n * Initialize framebuffer for this context\n * @protected\n * @param framebuffer\n * @returns - created GLFramebuffer\n */\n FramebufferSystem.prototype.initFramebuffer = function (framebuffer) {\n var gl = this.gl;\n var fbo = new GLFramebuffer(gl.createFramebuffer());\n fbo.multisample = this.detectSamples(framebuffer.multisample);\n framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo;\n this.managedFramebuffers.push(framebuffer);\n framebuffer.disposeRunner.add(this);\n return fbo;\n };\n /**\n * Resize the framebuffer\n * @param framebuffer\n * @protected\n */\n FramebufferSystem.prototype.resizeFramebuffer = function (framebuffer) {\n var gl = this.gl;\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n if (fbo.msaaBuffer) {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height);\n }\n if (fbo.stencil) {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n }\n var colorTextures = framebuffer.colorTextures;\n var count = colorTextures.length;\n if (!gl.drawBuffers) {\n count = Math.min(count, 1);\n }\n for (var i = 0; i < count; i++) {\n var texture = colorTextures[i];\n var parentTexture = texture.parentTextureArray || texture;\n this.renderer.texture.bind(parentTexture, 0);\n }\n if (framebuffer.depthTexture && this.writeDepthTexture) {\n this.renderer.texture.bind(framebuffer.depthTexture, 0);\n }\n };\n /**\n * Update the framebuffer\n * @param framebuffer\n * @param mipLevel\n * @protected\n */\n FramebufferSystem.prototype.updateFramebuffer = function (framebuffer, mipLevel) {\n var gl = this.gl;\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n // bind the color texture\n var colorTextures = framebuffer.colorTextures;\n var count = colorTextures.length;\n if (!gl.drawBuffers) {\n count = Math.min(count, 1);\n }\n if (fbo.multisample > 1 && this.canMultisampleFramebuffer(framebuffer)) {\n fbo.msaaBuffer = fbo.msaaBuffer || gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height);\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, fbo.msaaBuffer);\n }\n else if (fbo.msaaBuffer) {\n gl.deleteRenderbuffer(fbo.msaaBuffer);\n fbo.msaaBuffer = null;\n if (fbo.blitFramebuffer) {\n fbo.blitFramebuffer.dispose();\n fbo.blitFramebuffer = null;\n }\n }\n var activeTextures = [];\n for (var i = 0; i < count; i++) {\n var texture = colorTextures[i];\n var parentTexture = texture.parentTextureArray || texture;\n this.renderer.texture.bind(parentTexture, 0);\n if (i === 0 && fbo.msaaBuffer) {\n continue;\n }\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, texture.target, parentTexture._glTextures[this.CONTEXT_UID].texture, mipLevel);\n activeTextures.push(gl.COLOR_ATTACHMENT0 + i);\n }\n if (activeTextures.length > 1) {\n gl.drawBuffers(activeTextures);\n }\n if (framebuffer.depthTexture) {\n var writeDepthTexture = this.writeDepthTexture;\n if (writeDepthTexture) {\n var depthTexture = framebuffer.depthTexture;\n this.renderer.texture.bind(depthTexture, 0);\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._glTextures[this.CONTEXT_UID].texture, mipLevel);\n }\n }\n if ((framebuffer.stencil || framebuffer.depth) && !(framebuffer.depthTexture && this.writeDepthTexture)) {\n fbo.stencil = fbo.stencil || gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, fbo.stencil);\n }\n else if (fbo.stencil) {\n gl.deleteRenderbuffer(fbo.stencil);\n fbo.stencil = null;\n }\n };\n /**\n * Returns true if the frame buffer can be multisampled.\n * @param framebuffer\n */\n FramebufferSystem.prototype.canMultisampleFramebuffer = function (framebuffer) {\n return this.renderer.context.webGLVersion !== 1\n && framebuffer.colorTextures.length <= 1 && !framebuffer.depthTexture;\n };\n /**\n * Detects number of samples that is not more than a param but as close to it as possible\n * @param samples - number of samples\n * @returns - recommended number of samples\n */\n FramebufferSystem.prototype.detectSamples = function (samples) {\n var msaaSamples = this.msaaSamples;\n var res = MSAA_QUALITY.NONE;\n if (samples <= 1 || msaaSamples === null) {\n return res;\n }\n for (var i = 0; i < msaaSamples.length; i++) {\n if (msaaSamples[i] <= samples) {\n res = msaaSamples[i];\n break;\n }\n }\n if (res === 1) {\n res = MSAA_QUALITY.NONE;\n }\n return res;\n };\n /**\n * Only works with WebGL2\n *\n * blits framebuffer to another of the same or bigger size\n * after that target framebuffer is bound\n *\n * Fails with WebGL warning if blits multisample framebuffer to different size\n * @param framebuffer - by default it blits \"into itself\", from renderBuffer to texture.\n * @param sourcePixels - source rectangle in pixels\n * @param destPixels - dest rectangle in pixels, assumed to be the same as sourcePixels\n */\n FramebufferSystem.prototype.blit = function (framebuffer, sourcePixels, destPixels) {\n var _a = this, current = _a.current, renderer = _a.renderer, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n if (renderer.context.webGLVersion !== 2) {\n return;\n }\n if (!current) {\n return;\n }\n var fbo = current.glFramebuffers[CONTEXT_UID];\n if (!fbo) {\n return;\n }\n if (!framebuffer) {\n if (!fbo.msaaBuffer) {\n return;\n }\n var colorTexture = current.colorTextures[0];\n if (!colorTexture) {\n return;\n }\n if (!fbo.blitFramebuffer) {\n fbo.blitFramebuffer = new Framebuffer(current.width, current.height);\n fbo.blitFramebuffer.addColorTexture(0, colorTexture);\n }\n framebuffer = fbo.blitFramebuffer;\n if (framebuffer.colorTextures[0] !== colorTexture) {\n framebuffer.colorTextures[0] = colorTexture;\n framebuffer.dirtyId++;\n framebuffer.dirtyFormat++;\n }\n if (framebuffer.width !== current.width || framebuffer.height !== current.height) {\n framebuffer.width = current.width;\n framebuffer.height = current.height;\n framebuffer.dirtyId++;\n framebuffer.dirtySize++;\n }\n }\n if (!sourcePixels) {\n sourcePixels = tempRectangle;\n sourcePixels.width = current.width;\n sourcePixels.height = current.height;\n }\n if (!destPixels) {\n destPixels = sourcePixels;\n }\n var sameSize = sourcePixels.width === destPixels.width && sourcePixels.height === destPixels.height;\n this.bind(framebuffer);\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo.framebuffer);\n gl.blitFramebuffer(sourcePixels.left, sourcePixels.top, sourcePixels.right, sourcePixels.bottom, destPixels.left, destPixels.top, destPixels.right, destPixels.bottom, gl.COLOR_BUFFER_BIT, sameSize ? gl.NEAREST : gl.LINEAR);\n };\n /**\n * Disposes framebuffer.\n * @param framebuffer - framebuffer that has to be disposed of\n * @param contextLost - If context was lost, we suppress all delete function calls\n */\n FramebufferSystem.prototype.disposeFramebuffer = function (framebuffer, contextLost) {\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n var gl = this.gl;\n if (!fbo) {\n return;\n }\n delete framebuffer.glFramebuffers[this.CONTEXT_UID];\n var index = this.managedFramebuffers.indexOf(framebuffer);\n if (index >= 0) {\n this.managedFramebuffers.splice(index, 1);\n }\n framebuffer.disposeRunner.remove(this);\n if (!contextLost) {\n gl.deleteFramebuffer(fbo.framebuffer);\n if (fbo.msaaBuffer) {\n gl.deleteRenderbuffer(fbo.msaaBuffer);\n }\n if (fbo.stencil) {\n gl.deleteRenderbuffer(fbo.stencil);\n }\n }\n if (fbo.blitFramebuffer) {\n fbo.blitFramebuffer.dispose();\n }\n };\n /**\n * Disposes all framebuffers, but not textures bound to them.\n * @param [contextLost=false] - If context was lost, we suppress all delete function calls\n */\n FramebufferSystem.prototype.disposeAll = function (contextLost) {\n var list = this.managedFramebuffers;\n this.managedFramebuffers = [];\n for (var i = 0; i < list.length; i++) {\n this.disposeFramebuffer(list[i], contextLost);\n }\n };\n /**\n * Forcing creation of stencil buffer for current framebuffer, if it wasn't done before.\n * Used by MaskSystem, when its time to use stencil mask for Graphics element.\n *\n * Its an alternative for public lazy `framebuffer.enableStencil`, in case we need stencil without rebind.\n * @private\n */\n FramebufferSystem.prototype.forceStencil = function () {\n var framebuffer = this.current;\n if (!framebuffer) {\n return;\n }\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n if (!fbo || fbo.stencil) {\n return;\n }\n framebuffer.stencil = true;\n var w = framebuffer.width;\n var h = framebuffer.height;\n var gl = this.gl;\n var stencil = gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, w, h);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, w, h);\n }\n fbo.stencil = stencil;\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencil);\n };\n /** Resets framebuffer stored state, binds screen framebuffer. Should be called before renderTexture reset(). */\n FramebufferSystem.prototype.reset = function () {\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n };\n FramebufferSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return FramebufferSystem;\n}());\n\nvar byteSizeMap = { 5126: 4, 5123: 2, 5121: 1 };\n/**\n * System plugin to the renderer to manage geometry.\n * @memberof PIXI\n */\nvar GeometrySystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function GeometrySystem(renderer) {\n this.renderer = renderer;\n this._activeGeometry = null;\n this._activeVao = null;\n this.hasVao = true;\n this.hasInstance = true;\n this.canUseUInt32ElementIndex = false;\n this.managedGeometries = {};\n }\n /** Sets up the renderer context and necessary buffers. */\n GeometrySystem.prototype.contextChange = function () {\n this.disposeAll(true);\n var gl = this.gl = this.renderer.gl;\n var context = this.renderer.context;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n // webgl2\n if (context.webGLVersion !== 2) {\n // webgl 1!\n var nativeVaoExtension_1 = this.renderer.context.extensions.vertexArrayObject;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n nativeVaoExtension_1 = null;\n }\n if (nativeVaoExtension_1) {\n gl.createVertexArray = function () {\n return nativeVaoExtension_1.createVertexArrayOES();\n };\n gl.bindVertexArray = function (vao) {\n return nativeVaoExtension_1.bindVertexArrayOES(vao);\n };\n gl.deleteVertexArray = function (vao) {\n return nativeVaoExtension_1.deleteVertexArrayOES(vao);\n };\n }\n else {\n this.hasVao = false;\n gl.createVertexArray = function () {\n return null;\n };\n gl.bindVertexArray = function () {\n return null;\n };\n gl.deleteVertexArray = function () {\n return null;\n };\n }\n }\n if (context.webGLVersion !== 2) {\n var instanceExt_1 = gl.getExtension('ANGLE_instanced_arrays');\n if (instanceExt_1) {\n gl.vertexAttribDivisor = function (a, b) {\n return instanceExt_1.vertexAttribDivisorANGLE(a, b);\n };\n gl.drawElementsInstanced = function (a, b, c, d, e) {\n return instanceExt_1.drawElementsInstancedANGLE(a, b, c, d, e);\n };\n gl.drawArraysInstanced = function (a, b, c, d) {\n return instanceExt_1.drawArraysInstancedANGLE(a, b, c, d);\n };\n }\n else {\n this.hasInstance = false;\n }\n }\n this.canUseUInt32ElementIndex = context.webGLVersion === 2 || !!context.extensions.uint32ElementIndex;\n };\n /**\n * Binds geometry so that is can be drawn. Creating a Vao if required\n * @param geometry - Instance of geometry to bind.\n * @param shader - Instance of shader to use vao for.\n */\n GeometrySystem.prototype.bind = function (geometry, shader) {\n shader = shader || this.renderer.shader.shader;\n var gl = this.gl;\n // not sure the best way to address this..\n // currently different shaders require different VAOs for the same geometry\n // Still mulling over the best way to solve this one..\n // will likely need to modify the shader attribute locations at run time!\n var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var incRefCount = false;\n if (!vaos) {\n this.managedGeometries[geometry.id] = geometry;\n geometry.disposeRunner.add(this);\n geometry.glVertexArrayObjects[this.CONTEXT_UID] = vaos = {};\n incRefCount = true;\n }\n var vao = vaos[shader.program.id] || this.initGeometryVao(geometry, shader, incRefCount);\n this._activeGeometry = geometry;\n if (this._activeVao !== vao) {\n this._activeVao = vao;\n if (this.hasVao) {\n gl.bindVertexArray(vao);\n }\n else {\n this.activateVao(geometry, shader.program);\n }\n }\n // TODO - optimise later!\n // don't need to loop through if nothing changed!\n // maybe look to add an 'autoupdate' to geometry?\n this.updateBuffers();\n };\n /** Reset and unbind any active VAO and geometry. */\n GeometrySystem.prototype.reset = function () {\n this.unbind();\n };\n /** Update buffers of the currently bound geometry. */\n GeometrySystem.prototype.updateBuffers = function () {\n var geometry = this._activeGeometry;\n var bufferSystem = this.renderer.buffer;\n for (var i = 0; i < geometry.buffers.length; i++) {\n var buffer = geometry.buffers[i];\n bufferSystem.update(buffer);\n }\n };\n /**\n * Check compatibility between a geometry and a program\n * @param geometry - Geometry instance.\n * @param program - Program instance.\n */\n GeometrySystem.prototype.checkCompatibility = function (geometry, program) {\n // geometry must have at least all the attributes that the shader requires.\n var geometryAttributes = geometry.attributes;\n var shaderAttributes = program.attributeData;\n for (var j in shaderAttributes) {\n if (!geometryAttributes[j]) {\n throw new Error(\"shader and geometry incompatible, geometry missing the \\\"\" + j + \"\\\" attribute\");\n }\n }\n };\n /**\n * Takes a geometry and program and generates a unique signature for them.\n * @param geometry - To get signature from.\n * @param program - To test geometry against.\n * @returns - Unique signature of the geometry and program\n */\n GeometrySystem.prototype.getSignature = function (geometry, program) {\n var attribs = geometry.attributes;\n var shaderAttributes = program.attributeData;\n var strings = ['g', geometry.id];\n for (var i in attribs) {\n if (shaderAttributes[i]) {\n strings.push(i, shaderAttributes[i].location);\n }\n }\n return strings.join('-');\n };\n /**\n * Creates or gets Vao with the same structure as the geometry and stores it on the geometry.\n * If vao is created, it is bound automatically. We use a shader to infer what and how to set up the\n * attribute locations.\n * @param geometry - Instance of geometry to to generate Vao for.\n * @param shader - Instance of the shader.\n * @param incRefCount - Increment refCount of all geometry buffers.\n */\n GeometrySystem.prototype.initGeometryVao = function (geometry, shader, incRefCount) {\n if (incRefCount === void 0) { incRefCount = true; }\n var gl = this.gl;\n var CONTEXT_UID = this.CONTEXT_UID;\n var bufferSystem = this.renderer.buffer;\n var program = shader.program;\n if (!program.glPrograms[CONTEXT_UID]) {\n this.renderer.shader.generateProgram(shader);\n }\n this.checkCompatibility(geometry, program);\n var signature = this.getSignature(geometry, program);\n var vaoObjectHash = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var vao = vaoObjectHash[signature];\n if (vao) {\n // this will give us easy access to the vao\n vaoObjectHash[program.id] = vao;\n return vao;\n }\n var buffers = geometry.buffers;\n var attributes = geometry.attributes;\n var tempStride = {};\n var tempStart = {};\n for (var j in buffers) {\n tempStride[j] = 0;\n tempStart[j] = 0;\n }\n for (var j in attributes) {\n if (!attributes[j].size && program.attributeData[j]) {\n attributes[j].size = program.attributeData[j].size;\n }\n else if (!attributes[j].size) {\n console.warn(\"PIXI Geometry attribute '\" + j + \"' size cannot be determined (likely the bound shader does not have the attribute)\"); // eslint-disable-line\n }\n tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap[attributes[j].type];\n }\n for (var j in attributes) {\n var attribute = attributes[j];\n var attribSize = attribute.size;\n if (attribute.stride === undefined) {\n if (tempStride[attribute.buffer] === attribSize * byteSizeMap[attribute.type]) {\n attribute.stride = 0;\n }\n else {\n attribute.stride = tempStride[attribute.buffer];\n }\n }\n if (attribute.start === undefined) {\n attribute.start = tempStart[attribute.buffer];\n tempStart[attribute.buffer] += attribSize * byteSizeMap[attribute.type];\n }\n }\n vao = gl.createVertexArray();\n gl.bindVertexArray(vao);\n // first update - and create the buffers!\n // only create a gl buffer if it actually gets\n for (var i = 0; i < buffers.length; i++) {\n var buffer = buffers[i];\n bufferSystem.bind(buffer);\n if (incRefCount) {\n buffer._glBuffers[CONTEXT_UID].refCount++;\n }\n }\n // TODO - maybe make this a data object?\n // lets wait to see if we need to first!\n this.activateVao(geometry, program);\n this._activeVao = vao;\n // add it to the cache!\n vaoObjectHash[program.id] = vao;\n vaoObjectHash[signature] = vao;\n return vao;\n };\n /**\n * Disposes geometry.\n * @param geometry - Geometry with buffers. Only VAO will be disposed\n * @param [contextLost=false] - If context was lost, we suppress deleteVertexArray\n */\n GeometrySystem.prototype.disposeGeometry = function (geometry, contextLost) {\n var _a;\n if (!this.managedGeometries[geometry.id]) {\n return;\n }\n delete this.managedGeometries[geometry.id];\n var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var gl = this.gl;\n var buffers = geometry.buffers;\n var bufferSystem = (_a = this.renderer) === null || _a === void 0 ? void 0 : _a.buffer;\n geometry.disposeRunner.remove(this);\n if (!vaos) {\n return;\n }\n // bufferSystem may have already been destroyed..\n // if this is the case, there is no need to destroy the geometry buffers...\n // they already have been!\n if (bufferSystem) {\n for (var i = 0; i < buffers.length; i++) {\n var buf = buffers[i]._glBuffers[this.CONTEXT_UID];\n // my be null as context may have changed right before the dispose is called\n if (buf) {\n buf.refCount--;\n if (buf.refCount === 0 && !contextLost) {\n bufferSystem.dispose(buffers[i], contextLost);\n }\n }\n }\n }\n if (!contextLost) {\n for (var vaoId in vaos) {\n // delete only signatures, everything else are copies\n if (vaoId[0] === 'g') {\n var vao = vaos[vaoId];\n if (this._activeVao === vao) {\n this.unbind();\n }\n gl.deleteVertexArray(vao);\n }\n }\n }\n delete geometry.glVertexArrayObjects[this.CONTEXT_UID];\n };\n /**\n * Dispose all WebGL resources of all managed geometries.\n * @param [contextLost=false] - If context was lost, we suppress `gl.delete` calls\n */\n GeometrySystem.prototype.disposeAll = function (contextLost) {\n var all = Object.keys(this.managedGeometries);\n for (var i = 0; i < all.length; i++) {\n this.disposeGeometry(this.managedGeometries[all[i]], contextLost);\n }\n };\n /**\n * Activate vertex array object.\n * @param geometry - Geometry instance.\n * @param program - Shader program instance.\n */\n GeometrySystem.prototype.activateVao = function (geometry, program) {\n var gl = this.gl;\n var CONTEXT_UID = this.CONTEXT_UID;\n var bufferSystem = this.renderer.buffer;\n var buffers = geometry.buffers;\n var attributes = geometry.attributes;\n if (geometry.indexBuffer) {\n // first update the index buffer if we have one..\n bufferSystem.bind(geometry.indexBuffer);\n }\n var lastBuffer = null;\n // add a new one!\n for (var j in attributes) {\n var attribute = attributes[j];\n var buffer = buffers[attribute.buffer];\n var glBuffer = buffer._glBuffers[CONTEXT_UID];\n if (program.attributeData[j]) {\n if (lastBuffer !== glBuffer) {\n bufferSystem.bind(buffer);\n lastBuffer = glBuffer;\n }\n var location = program.attributeData[j].location;\n // TODO introduce state again\n // we can optimise this for older devices that have no VAOs\n gl.enableVertexAttribArray(location);\n gl.vertexAttribPointer(location, attribute.size, attribute.type || gl.FLOAT, attribute.normalized, attribute.stride, attribute.start);\n if (attribute.instance) {\n // TODO calculate instance count based of this...\n if (this.hasInstance) {\n gl.vertexAttribDivisor(location, 1);\n }\n else {\n throw new Error('geometry error, GPU Instancing is not supported on this device');\n }\n }\n }\n }\n };\n /**\n * Draws the currently bound geometry.\n * @param type - The type primitive to render.\n * @param size - The number of elements to be rendered. If not specified, all vertices after the\n * starting vertex will be drawn.\n * @param start - The starting vertex in the geometry to start drawing from. If not specified,\n * drawing will start from the first vertex.\n * @param instanceCount - The number of instances of the set of elements to execute. If not specified,\n * all instances will be drawn.\n */\n GeometrySystem.prototype.draw = function (type, size, start, instanceCount) {\n var gl = this.gl;\n var geometry = this._activeGeometry;\n // TODO.. this should not change so maybe cache the function?\n if (geometry.indexBuffer) {\n var byteSize = geometry.indexBuffer.data.BYTES_PER_ELEMENT;\n var glType = byteSize === 2 ? gl.UNSIGNED_SHORT : gl.UNSIGNED_INT;\n if (byteSize === 2 || (byteSize === 4 && this.canUseUInt32ElementIndex)) {\n if (geometry.instanced) {\n /* eslint-disable max-len */\n gl.drawElementsInstanced(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize, instanceCount || 1);\n /* eslint-enable max-len */\n }\n else {\n /* eslint-disable max-len */\n gl.drawElements(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize);\n /* eslint-enable max-len */\n }\n }\n else {\n console.warn('unsupported index buffer type: uint32');\n }\n }\n else if (geometry.instanced) {\n // TODO need a better way to calculate size..\n gl.drawArraysInstanced(type, start, size || geometry.getSize(), instanceCount || 1);\n }\n else {\n gl.drawArrays(type, start, size || geometry.getSize());\n }\n return this;\n };\n /** Unbind/reset everything. */\n GeometrySystem.prototype.unbind = function () {\n this.gl.bindVertexArray(null);\n this._activeVao = null;\n this._activeGeometry = null;\n };\n GeometrySystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return GeometrySystem;\n}());\n\n/**\n * Component for masked elements.\n *\n * Holds mask mode and temporary data about current mask.\n * @memberof PIXI\n */\nvar MaskData = /** @class */ (function () {\n /**\n * Create MaskData\n * @param {PIXI.DisplayObject} [maskObject=null] - object that describes the mask\n */\n function MaskData(maskObject) {\n if (maskObject === void 0) { maskObject = null; }\n this.type = MASK_TYPES.NONE;\n this.autoDetect = true;\n this.maskObject = maskObject || null;\n this.pooled = false;\n this.isMaskData = true;\n this.resolution = null;\n this.multisample = settings.FILTER_MULTISAMPLE;\n this.enabled = true;\n this.colorMask = 0xf;\n this._filters = null;\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n this._scissorRectLocal = null;\n this._colorMask = 0xf;\n this._target = null;\n }\n Object.defineProperty(MaskData.prototype, \"filter\", {\n /**\n * The sprite mask filter.\n * If set to `null`, the default sprite mask filter is used.\n * @default null\n */\n get: function () {\n return this._filters ? this._filters[0] : null;\n },\n set: function (value) {\n if (value) {\n if (this._filters) {\n this._filters[0] = value;\n }\n else {\n this._filters = [value];\n }\n }\n else {\n this._filters = null;\n }\n },\n enumerable: false,\n configurable: true\n });\n /** Resets the mask data after popMask(). */\n MaskData.prototype.reset = function () {\n if (this.pooled) {\n this.maskObject = null;\n this.type = MASK_TYPES.NONE;\n this.autoDetect = true;\n }\n this._target = null;\n this._scissorRectLocal = null;\n };\n /**\n * Copies counters from maskData above, called from pushMask().\n * @param maskAbove\n */\n MaskData.prototype.copyCountersOrReset = function (maskAbove) {\n if (maskAbove) {\n this._stencilCounter = maskAbove._stencilCounter;\n this._scissorCounter = maskAbove._scissorCounter;\n this._scissorRect = maskAbove._scissorRect;\n }\n else {\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n }\n };\n return MaskData;\n}());\n\n/**\n * @private\n * @param {WebGLRenderingContext} gl - The current WebGL context {WebGLProgram}\n * @param {number} type - the type, can be either VERTEX_SHADER or FRAGMENT_SHADER\n * @param {string} src - The vertex shader source as an array of strings.\n * @returns {WebGLShader} the shader\n */\nfunction compileShader(gl, type, src) {\n var shader = gl.createShader(type);\n gl.shaderSource(shader, src);\n gl.compileShader(shader);\n return shader;\n}\n\n/**\n * will log a shader error highlighting the lines with the error\n * also will add numbers along the side.\n * @param gl - the WebGLContext\n * @param shader - the shader to log errors for\n */\nfunction logPrettyShaderError(gl, shader) {\n var shaderSrc = gl.getShaderSource(shader)\n .split('\\n')\n .map(function (line, index) { return index + \": \" + line; });\n var shaderLog = gl.getShaderInfoLog(shader);\n var splitShader = shaderLog.split('\\n');\n var dedupe = {};\n var lineNumbers = splitShader.map(function (line) { return parseFloat(line.replace(/^ERROR\\: 0\\:([\\d]+)\\:.*$/, '$1')); })\n .filter(function (n) {\n if (n && !dedupe[n]) {\n dedupe[n] = true;\n return true;\n }\n return false;\n });\n var logArgs = [''];\n lineNumbers.forEach(function (number) {\n shaderSrc[number - 1] = \"%c\" + shaderSrc[number - 1] + \"%c\";\n logArgs.push('background: #FF0000; color:#FFFFFF; font-size: 10px', 'font-size: 10px');\n });\n var fragmentSourceToLog = shaderSrc\n .join('\\n');\n logArgs[0] = fragmentSourceToLog;\n console.error(shaderLog);\n // eslint-disable-next-line no-console\n console.groupCollapsed('click to view full shader code');\n console.warn.apply(console, logArgs);\n // eslint-disable-next-line no-console\n console.groupEnd();\n}\n/**\n *\n * logs out any program errors\n * @param gl - The current WebGL context\n * @param program - the WebGL program to display errors for\n * @param vertexShader - the fragment WebGL shader program\n * @param fragmentShader - the vertex WebGL shader program\n */\nfunction logProgramError(gl, program, vertexShader, fragmentShader) {\n // if linking fails, then log and cleanup\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {\n logPrettyShaderError(gl, vertexShader);\n }\n if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {\n logPrettyShaderError(gl, fragmentShader);\n }\n console.error('PixiJS Error: Could not initialize shader.');\n // if there is a program info log, log it\n if (gl.getProgramInfoLog(program) !== '') {\n console.warn('PixiJS Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program));\n }\n }\n}\n\nfunction booleanArray(size) {\n var array = new Array(size);\n for (var i = 0; i < array.length; i++) {\n array[i] = false;\n }\n return array;\n}\n/**\n * @method defaultValue\n * @memberof PIXI.glCore.shader\n * @param {string} type - Type of value\n * @param {number} size\n * @private\n */\nfunction defaultValue(type, size) {\n switch (type) {\n case 'float':\n return 0;\n case 'vec2':\n return new Float32Array(2 * size);\n case 'vec3':\n return new Float32Array(3 * size);\n case 'vec4':\n return new Float32Array(4 * size);\n case 'int':\n case 'uint':\n case 'sampler2D':\n case 'sampler2DArray':\n return 0;\n case 'ivec2':\n return new Int32Array(2 * size);\n case 'ivec3':\n return new Int32Array(3 * size);\n case 'ivec4':\n return new Int32Array(4 * size);\n case 'uvec2':\n return new Uint32Array(2 * size);\n case 'uvec3':\n return new Uint32Array(3 * size);\n case 'uvec4':\n return new Uint32Array(4 * size);\n case 'bool':\n return false;\n case 'bvec2':\n return booleanArray(2 * size);\n case 'bvec3':\n return booleanArray(3 * size);\n case 'bvec4':\n return booleanArray(4 * size);\n case 'mat2':\n return new Float32Array([1, 0,\n 0, 1]);\n case 'mat3':\n return new Float32Array([1, 0, 0,\n 0, 1, 0,\n 0, 0, 1]);\n case 'mat4':\n return new Float32Array([1, 0, 0, 0,\n 0, 1, 0, 0,\n 0, 0, 1, 0,\n 0, 0, 0, 1]);\n }\n return null;\n}\n\nvar unknownContext = {};\nvar context = unknownContext;\n/**\n * returns a little WebGL context to use for program inspection.\n * @static\n * @private\n * @returns {WebGLRenderingContext} a gl context to test with\n */\nfunction getTestContext() {\n if (context === unknownContext || (context && context.isContextLost())) {\n var canvas = settings.ADAPTER.createCanvas();\n var gl = void 0;\n if (settings.PREFER_ENV >= ENV.WEBGL2) {\n gl = canvas.getContext('webgl2', {});\n }\n if (!gl) {\n gl = (canvas.getContext('webgl', {})\n || canvas.getContext('experimental-webgl', {}));\n if (!gl) {\n // fail, not able to get a context\n gl = null;\n }\n else {\n // for shader testing..\n gl.getExtension('WEBGL_draw_buffers');\n }\n }\n context = gl;\n }\n return context;\n}\n\nvar maxFragmentPrecision;\nfunction getMaxFragmentPrecision() {\n if (!maxFragmentPrecision) {\n maxFragmentPrecision = PRECISION.MEDIUM;\n var gl = getTestContext();\n if (gl) {\n if (gl.getShaderPrecisionFormat) {\n var shaderFragment = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);\n maxFragmentPrecision = shaderFragment.precision ? PRECISION.HIGH : PRECISION.MEDIUM;\n }\n }\n }\n return maxFragmentPrecision;\n}\n\n/**\n * Sets the float precision on the shader, ensuring the device supports the request precision.\n * If the precision is already present, it just ensures that the device is able to handle it.\n * @private\n * @param {string} src - The shader source\n * @param {PIXI.PRECISION} requestedPrecision - The request float precision of the shader.\n * @param {PIXI.PRECISION} maxSupportedPrecision - The maximum precision the shader supports.\n * @returns {string} modified shader source\n */\nfunction setPrecision(src, requestedPrecision, maxSupportedPrecision) {\n if (src.substring(0, 9) !== 'precision') {\n // no precision supplied, so PixiJS will add the requested level.\n var precision = requestedPrecision;\n // If highp is requested but not supported, downgrade precision to a level all devices support.\n if (requestedPrecision === PRECISION.HIGH && maxSupportedPrecision !== PRECISION.HIGH) {\n precision = PRECISION.MEDIUM;\n }\n return \"precision \" + precision + \" float;\\n\" + src;\n }\n else if (maxSupportedPrecision !== PRECISION.HIGH && src.substring(0, 15) === 'precision highp') {\n // precision was supplied, but at a level this device does not support, so downgrading to mediump.\n return src.replace('precision highp', 'precision mediump');\n }\n return src;\n}\n\nvar GLSL_TO_SIZE = {\n float: 1,\n vec2: 2,\n vec3: 3,\n vec4: 4,\n int: 1,\n ivec2: 2,\n ivec3: 3,\n ivec4: 4,\n uint: 1,\n uvec2: 2,\n uvec3: 3,\n uvec4: 4,\n bool: 1,\n bvec2: 2,\n bvec3: 3,\n bvec4: 4,\n mat2: 4,\n mat3: 9,\n mat4: 16,\n sampler2D: 1,\n};\n/**\n * @private\n * @method mapSize\n * @memberof PIXI.glCore.shader\n * @param {string} type\n */\nfunction mapSize(type) {\n return GLSL_TO_SIZE[type];\n}\n\nvar GL_TABLE = null;\nvar GL_TO_GLSL_TYPES = {\n FLOAT: 'float',\n FLOAT_VEC2: 'vec2',\n FLOAT_VEC3: 'vec3',\n FLOAT_VEC4: 'vec4',\n INT: 'int',\n INT_VEC2: 'ivec2',\n INT_VEC3: 'ivec3',\n INT_VEC4: 'ivec4',\n UNSIGNED_INT: 'uint',\n UNSIGNED_INT_VEC2: 'uvec2',\n UNSIGNED_INT_VEC3: 'uvec3',\n UNSIGNED_INT_VEC4: 'uvec4',\n BOOL: 'bool',\n BOOL_VEC2: 'bvec2',\n BOOL_VEC3: 'bvec3',\n BOOL_VEC4: 'bvec4',\n FLOAT_MAT2: 'mat2',\n FLOAT_MAT3: 'mat3',\n FLOAT_MAT4: 'mat4',\n SAMPLER_2D: 'sampler2D',\n INT_SAMPLER_2D: 'sampler2D',\n UNSIGNED_INT_SAMPLER_2D: 'sampler2D',\n SAMPLER_CUBE: 'samplerCube',\n INT_SAMPLER_CUBE: 'samplerCube',\n UNSIGNED_INT_SAMPLER_CUBE: 'samplerCube',\n SAMPLER_2D_ARRAY: 'sampler2DArray',\n INT_SAMPLER_2D_ARRAY: 'sampler2DArray',\n UNSIGNED_INT_SAMPLER_2D_ARRAY: 'sampler2DArray',\n};\n// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\nfunction mapType(gl, type) {\n if (!GL_TABLE) {\n var typeNames = Object.keys(GL_TO_GLSL_TYPES);\n GL_TABLE = {};\n for (var i = 0; i < typeNames.length; ++i) {\n var tn = typeNames[i];\n GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn];\n }\n }\n return GL_TABLE[type];\n}\n\n/* eslint-disable @typescript-eslint/explicit-module-boundary-types */\n// Parsers, each one of these will take a look at the type of shader property and uniform.\n// if they pass the test function then the code function is called that returns a the shader upload code for that uniform.\n// Shader upload code is automagically generated with these parsers.\n// If no parser is valid then the default upload functions are used.\n// exposing Parsers means that custom upload logic can be added to pixi's shaders.\n// A good example would be a pixi rectangle can be directly set on a uniform.\n// If the shader sees it it knows how to upload the rectangle structure as a vec4\n// format is as follows:\n//\n// {\n// test: (data, uniform) => {} <--- test is this code should be used for this uniform\n// code: (name, uniform) => {} <--- returns the string of the piece of code that uploads the uniform\n// codeUbo: (name, uniform) => {} <--- returns the string of the piece of code that uploads the\n// uniform to a uniform buffer\n// }\nvar uniformParsers = [\n // a float cache layer\n {\n test: function (data) {\n return data.type === 'float' && data.size === 1;\n },\n code: function (name) {\n return \"\\n if(uv[\\\"\" + name + \"\\\"] !== ud[\\\"\" + name + \"\\\"].value)\\n {\\n ud[\\\"\" + name + \"\\\"].value = uv[\\\"\" + name + \"\\\"]\\n gl.uniform1f(ud[\\\"\" + name + \"\\\"].location, uv[\\\"\" + name + \"\\\"])\\n }\\n \";\n },\n },\n // handling samplers\n {\n test: function (data) {\n // eslint-disable-next-line max-len\n return (data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray;\n },\n code: function (name) { return \"t = syncData.textureCount++;\\n\\n renderer.texture.bind(uv[\\\"\" + name + \"\\\"], t);\\n\\n if(ud[\\\"\" + name + \"\\\"].value !== t)\\n {\\n ud[\\\"\" + name + \"\\\"].value = t;\\n gl.uniform1i(ud[\\\"\" + name + \"\\\"].location, t);\\n; // eslint-disable-line max-len\\n }\"; },\n },\n // uploading pixi matrix object to mat3\n {\n test: function (data, uniform) {\n return data.type === 'mat3' && data.size === 1 && uniform.a !== undefined;\n },\n code: function (name) {\n // TODO and some smart caching dirty ids here!\n return \"\\n gl.uniformMatrix3fv(ud[\\\"\" + name + \"\\\"].location, false, uv[\\\"\" + name + \"\\\"].toArray(true));\\n \";\n },\n codeUbo: function (name) {\n return \"\\n var \" + name + \"_matrix = uv.\" + name + \".toArray(true);\\n\\n data[offset] = \" + name + \"_matrix[0];\\n data[offset+1] = \" + name + \"_matrix[1];\\n data[offset+2] = \" + name + \"_matrix[2];\\n \\n data[offset + 4] = \" + name + \"_matrix[3];\\n data[offset + 5] = \" + name + \"_matrix[4];\\n data[offset + 6] = \" + name + \"_matrix[5];\\n \\n data[offset + 8] = \" + name + \"_matrix[6];\\n data[offset + 9] = \" + name + \"_matrix[7];\\n data[offset + 10] = \" + name + \"_matrix[8];\\n \";\n },\n },\n // uploading a pixi point as a vec2 with caching layer\n {\n test: function (data, uniform) {\n return data.type === 'vec2' && data.size === 1 && uniform.x !== undefined;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v.x || cv[1] !== v.y)\\n {\\n cv[0] = v.x;\\n cv[1] = v.y;\\n gl.uniform2f(ud[\\\"\" + name + \"\\\"].location, v.x, v.y);\\n }\";\n },\n codeUbo: function (name) {\n return \"\\n v = uv.\" + name + \";\\n\\n data[offset] = v.x;\\n data[offset+1] = v.y;\\n \";\n }\n },\n // caching layer for a vec2\n {\n test: function (data) {\n return data.type === 'vec2' && data.size === 1;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n gl.uniform2f(ud[\\\"\" + name + \"\\\"].location, v[0], v[1]);\\n }\\n \";\n },\n },\n // upload a pixi rectangle as a vec4 with caching layer\n {\n test: function (data, uniform) {\n return data.type === 'vec4' && data.size === 1 && uniform.width !== undefined;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height)\\n {\\n cv[0] = v.x;\\n cv[1] = v.y;\\n cv[2] = v.width;\\n cv[3] = v.height;\\n gl.uniform4f(ud[\\\"\" + name + \"\\\"].location, v.x, v.y, v.width, v.height)\\n }\";\n },\n codeUbo: function (name) {\n return \"\\n v = uv.\" + name + \";\\n\\n data[offset] = v.x;\\n data[offset+1] = v.y;\\n data[offset+2] = v.width;\\n data[offset+3] = v.height;\\n \";\n }\n },\n // a caching layer for vec4 uploading\n {\n test: function (data) {\n return data.type === 'vec4' && data.size === 1;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4f(ud[\\\"\" + name + \"\\\"].location, v[0], v[1], v[2], v[3])\\n }\";\n },\n } ];\n\n// cu = Cached value's uniform data field\n// cv = Cached value\n// v = value to upload\n// ud = uniformData\n// uv = uniformValue\n// l = location\nvar GLSL_TO_SINGLE_SETTERS_CACHED = {\n float: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n gl.uniform1f(location, v);\\n }\",\n vec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2f(location, v[0], v[1])\\n }\",\n vec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3f(location, v[0], v[1], v[2])\\n }\",\n vec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4f(location, v[0], v[1], v[2], v[3]);\\n }\",\n int: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1i(location, v);\\n }\",\n ivec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2i(location, v[0], v[1]);\\n }\",\n ivec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3i(location, v[0], v[1], v[2]);\\n }\",\n ivec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\\n }\",\n uint: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1ui(location, v);\\n }\",\n uvec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2ui(location, v[0], v[1]);\\n }\",\n uvec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3ui(location, v[0], v[1], v[2]);\\n }\",\n uvec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4ui(location, v[0], v[1], v[2], v[3]);\\n }\",\n bool: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n gl.uniform1i(location, v);\\n }\",\n bvec2: \"\\n if (cv[0] != v[0] || cv[1] != v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2i(location, v[0], v[1]);\\n }\",\n bvec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3i(location, v[0], v[1], v[2]);\\n }\",\n bvec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\\n }\",\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n sampler2D: 'gl.uniform1i(location, v)',\n samplerCube: 'gl.uniform1i(location, v)',\n sampler2DArray: 'gl.uniform1i(location, v)',\n};\nvar GLSL_TO_ARRAY_SETTERS = {\n float: \"gl.uniform1fv(location, v)\",\n vec2: \"gl.uniform2fv(location, v)\",\n vec3: \"gl.uniform3fv(location, v)\",\n vec4: 'gl.uniform4fv(location, v)',\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n int: 'gl.uniform1iv(location, v)',\n ivec2: 'gl.uniform2iv(location, v)',\n ivec3: 'gl.uniform3iv(location, v)',\n ivec4: 'gl.uniform4iv(location, v)',\n uint: 'gl.uniform1uiv(location, v)',\n uvec2: 'gl.uniform2uiv(location, v)',\n uvec3: 'gl.uniform3uiv(location, v)',\n uvec4: 'gl.uniform4uiv(location, v)',\n bool: 'gl.uniform1iv(location, v)',\n bvec2: 'gl.uniform2iv(location, v)',\n bvec3: 'gl.uniform3iv(location, v)',\n bvec4: 'gl.uniform4iv(location, v)',\n sampler2D: 'gl.uniform1iv(location, v)',\n samplerCube: 'gl.uniform1iv(location, v)',\n sampler2DArray: 'gl.uniform1iv(location, v)',\n};\nfunction generateUniformsSync(group, uniformData) {\n var _a;\n var funcFragments = [\"\\n var v = null;\\n var cv = null;\\n var cu = null;\\n var t = 0;\\n var gl = renderer.gl;\\n \"];\n for (var i in group.uniforms) {\n var data = uniformData[i];\n if (!data) {\n if ((_a = group.uniforms[i]) === null || _a === void 0 ? void 0 : _a.group) {\n if (group.uniforms[i].ubo) {\n funcFragments.push(\"\\n renderer.shader.syncUniformBufferGroup(uv.\" + i + \", '\" + i + \"');\\n \");\n }\n else {\n funcFragments.push(\"\\n renderer.shader.syncUniformGroup(uv.\" + i + \", syncData);\\n \");\n }\n }\n continue;\n }\n var uniform = group.uniforms[i];\n var parsed = false;\n for (var j = 0; j < uniformParsers.length; j++) {\n if (uniformParsers[j].test(data, uniform)) {\n funcFragments.push(uniformParsers[j].code(i, uniform));\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n var templateType = (data.size === 1) ? GLSL_TO_SINGLE_SETTERS_CACHED : GLSL_TO_ARRAY_SETTERS;\n var template = templateType[data.type].replace('location', \"ud[\\\"\" + i + \"\\\"].location\");\n funcFragments.push(\"\\n cu = ud[\\\"\" + i + \"\\\"];\\n cv = cu.value;\\n v = uv[\\\"\" + i + \"\\\"];\\n \" + template + \";\");\n }\n }\n /*\n * the introduction of syncData is to solve an issue where textures in uniform groups are not set correctly\n * the texture count was always starting from 0 in each group. This needs to increment each time a texture is used\n * no matter which group is being used\n *\n */\n // eslint-disable-next-line no-new-func\n return new Function('ud', 'uv', 'renderer', 'syncData', funcFragments.join('\\n'));\n}\n\nvar fragTemplate = [\n 'precision mediump float;',\n 'void main(void){',\n 'float test = 0.1;',\n '%forloop%',\n 'gl_FragColor = vec4(0.0);',\n '}' ].join('\\n');\nfunction generateIfTestSrc(maxIfs) {\n var src = '';\n for (var i = 0; i < maxIfs; ++i) {\n if (i > 0) {\n src += '\\nelse ';\n }\n if (i < maxIfs - 1) {\n src += \"if(test == \" + i + \".0){}\";\n }\n }\n return src;\n}\nfunction checkMaxIfStatementsInShader(maxIfs, gl) {\n if (maxIfs === 0) {\n throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`');\n }\n var shader = gl.createShader(gl.FRAGMENT_SHADER);\n while (true) // eslint-disable-line no-constant-condition\n {\n var fragmentSrc = fragTemplate.replace(/%forloop%/gi, generateIfTestSrc(maxIfs));\n gl.shaderSource(shader, fragmentSrc);\n gl.compileShader(shader);\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n maxIfs = (maxIfs / 2) | 0;\n }\n else {\n // valid!\n break;\n }\n }\n return maxIfs;\n}\n\n// Cache the result to prevent running this over and over\nvar unsafeEval;\n/**\n * Not all platforms allow to generate function code (e.g., `new Function`).\n * this provides the platform-level detection.\n * @private\n * @returns {boolean} `true` if `new Function` is supported.\n */\nfunction unsafeEvalSupported() {\n if (typeof unsafeEval === 'boolean') {\n return unsafeEval;\n }\n try {\n /* eslint-disable no-new-func */\n var func = new Function('param1', 'param2', 'param3', 'return param1[param2] === param3;');\n /* eslint-enable no-new-func */\n unsafeEval = func({ a: 'b' }, 'a', 'b') === true;\n }\n catch (e) {\n unsafeEval = false;\n }\n return unsafeEval;\n}\n\nvar defaultFragment$2 = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n gl_FragColor *= texture2D(uSampler, vTextureCoord);\\n}\";\n\nvar defaultVertex$3 = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void){\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n vTextureCoord = aTextureCoord;\\n}\\n\";\n\nvar UID$1 = 0;\nvar nameCache = {};\n/**\n * Helper class to create a shader program.\n * @memberof PIXI\n */\nvar Program = /** @class */ (function () {\n /**\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param name - Name for shader\n */\n function Program(vertexSrc, fragmentSrc, name) {\n if (name === void 0) { name = 'pixi-shader'; }\n this.id = UID$1++;\n this.vertexSrc = vertexSrc || Program.defaultVertexSrc;\n this.fragmentSrc = fragmentSrc || Program.defaultFragmentSrc;\n this.vertexSrc = this.vertexSrc.trim();\n this.fragmentSrc = this.fragmentSrc.trim();\n if (this.vertexSrc.substring(0, 8) !== '#version') {\n name = name.replace(/\\s+/g, '-');\n if (nameCache[name]) {\n nameCache[name]++;\n name += \"-\" + nameCache[name];\n }\n else {\n nameCache[name] = 1;\n }\n this.vertexSrc = \"#define SHADER_NAME \" + name + \"\\n\" + this.vertexSrc;\n this.fragmentSrc = \"#define SHADER_NAME \" + name + \"\\n\" + this.fragmentSrc;\n this.vertexSrc = setPrecision(this.vertexSrc, settings.PRECISION_VERTEX, PRECISION.HIGH);\n this.fragmentSrc = setPrecision(this.fragmentSrc, settings.PRECISION_FRAGMENT, getMaxFragmentPrecision());\n }\n // currently this does not extract structs only default types\n // this is where we store shader references..\n this.glPrograms = {};\n this.syncUniforms = null;\n }\n Object.defineProperty(Program, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source.\n * @constant\n */\n get: function () {\n return defaultVertex$3;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Program, \"defaultFragmentSrc\", {\n /**\n * The default fragment shader source.\n * @constant\n */\n get: function () {\n return defaultFragment$2;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * A short hand function to create a program based of a vertex and fragment shader.\n *\n * This method will also check to see if there is a cached program.\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param name - Name for shader\n * @returns A shiny new PixiJS shader program!\n */\n Program.from = function (vertexSrc, fragmentSrc, name) {\n var key = vertexSrc + fragmentSrc;\n var program = ProgramCache[key];\n if (!program) {\n ProgramCache[key] = program = new Program(vertexSrc, fragmentSrc, name);\n }\n return program;\n };\n return Program;\n}());\n\n/**\n * A helper class for shaders.\n * @memberof PIXI\n */\nvar Shader = /** @class */ (function () {\n /**\n * @param program - The program the shader will use.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n */\n function Shader(program, uniforms) {\n /**\n * Used internally to bind uniform buffer objects.\n * @ignore\n */\n this.uniformBindCount = 0;\n this.program = program;\n // lets see whats been passed in\n // uniforms should be converted to a uniform group\n if (uniforms) {\n if (uniforms instanceof UniformGroup) {\n this.uniformGroup = uniforms;\n }\n else {\n this.uniformGroup = new UniformGroup(uniforms);\n }\n }\n else {\n this.uniformGroup = new UniformGroup({});\n }\n }\n // TODO move to shader system..\n Shader.prototype.checkUniformExists = function (name, group) {\n if (group.uniforms[name]) {\n return true;\n }\n for (var i in group.uniforms) {\n var uniform = group.uniforms[i];\n if (uniform.group) {\n if (this.checkUniformExists(name, uniform)) {\n return true;\n }\n }\n }\n return false;\n };\n Shader.prototype.destroy = function () {\n // usage count on programs?\n // remove if not used!\n this.uniformGroup = null;\n };\n Object.defineProperty(Shader.prototype, \"uniforms\", {\n /**\n * Shader uniform values, shortcut for `uniformGroup.uniforms`.\n * @readonly\n */\n get: function () {\n return this.uniformGroup.uniforms;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * A short hand function to create a shader based of a vertex and fragment shader.\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n * @returns A shiny new PixiJS shader!\n */\n Shader.from = function (vertexSrc, fragmentSrc, uniforms) {\n var program = Program.from(vertexSrc, fragmentSrc);\n return new Shader(program, uniforms);\n };\n return Shader;\n}());\n\n/* eslint-disable max-len */\nvar BLEND$1 = 0;\nvar OFFSET$1 = 1;\nvar CULLING$1 = 2;\nvar DEPTH_TEST$1 = 3;\nvar WINDING$1 = 4;\nvar DEPTH_MASK$1 = 5;\n/**\n * This is a WebGL state, and is is passed to {@link PIXI.StateSystem}.\n *\n * Each mesh rendered may require WebGL to be in a different state.\n * For example you may want different blend mode or to enable polygon offsets\n * @memberof PIXI\n */\nvar State = /** @class */ (function () {\n function State() {\n this.data = 0;\n this.blendMode = BLEND_MODES.NORMAL;\n this.polygonOffset = 0;\n this.blend = true;\n this.depthMask = true;\n // this.depthTest = true;\n }\n Object.defineProperty(State.prototype, \"blend\", {\n /**\n * Activates blending of the computed fragment color values.\n * @default true\n */\n get: function () {\n return !!(this.data & (1 << BLEND$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << BLEND$1)) !== value) {\n this.data ^= (1 << BLEND$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"offsets\", {\n /**\n * Activates adding an offset to depth values of polygon's fragments\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << OFFSET$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << OFFSET$1)) !== value) {\n this.data ^= (1 << OFFSET$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"culling\", {\n /**\n * Activates culling of polygons.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << CULLING$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << CULLING$1)) !== value) {\n this.data ^= (1 << CULLING$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"depthTest\", {\n /**\n * Activates depth comparisons and updates to the depth buffer.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << DEPTH_TEST$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << DEPTH_TEST$1)) !== value) {\n this.data ^= (1 << DEPTH_TEST$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"depthMask\", {\n /**\n * Enables or disables writing to the depth buffer.\n * @default true\n */\n get: function () {\n return !!(this.data & (1 << DEPTH_MASK$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << DEPTH_MASK$1)) !== value) {\n this.data ^= (1 << DEPTH_MASK$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"clockwiseFrontFace\", {\n /**\n * Specifies whether or not front or back-facing polygons can be culled.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << WINDING$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << WINDING$1)) !== value) {\n this.data ^= (1 << WINDING$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"blendMode\", {\n /**\n * The blend mode to be applied when this state is set. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n * Setting this mode to anything other than NO_BLEND will automatically switch blending on.\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get: function () {\n return this._blendMode;\n },\n set: function (value) {\n this.blend = (value !== BLEND_MODES.NONE);\n this._blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"polygonOffset\", {\n /**\n * The polygon offset. Setting this property to anything other than 0 will automatically enable polygon offset fill.\n * @default 0\n */\n get: function () {\n return this._polygonOffset;\n },\n set: function (value) {\n this.offsets = !!value;\n this._polygonOffset = value;\n },\n enumerable: false,\n configurable: true\n });\n State.prototype.toString = function () {\n return \"[@pixi/core:State \"\n + (\"blendMode=\" + this.blendMode + \" \")\n + (\"clockwiseFrontFace=\" + this.clockwiseFrontFace + \" \")\n + (\"culling=\" + this.culling + \" \")\n + (\"depthMask=\" + this.depthMask + \" \")\n + (\"polygonOffset=\" + this.polygonOffset)\n + \"]\";\n };\n State.for2d = function () {\n var state = new State();\n state.depthTest = false;\n state.blend = true;\n return state;\n };\n return State;\n}());\n\nvar defaultFragment$1 = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n gl_FragColor = texture2D(uSampler, vTextureCoord);\\n}\\n\";\n\nvar defaultVertex$2 = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n gl_Position = filterVertexPosition();\\n vTextureCoord = filterTextureCoord();\\n}\\n\";\n\n/**\n * A filter is a special shader that applies post-processing effects to an input texture and writes into an output\n * render-target.\n *\n * {@link http://pixijs.io/examples/#/filters/blur-filter.js Example} of the\n * {@link PIXI.filters.BlurFilter BlurFilter}.\n *\n * ### Usage\n * Filters can be applied to any DisplayObject or Container.\n * PixiJS' `FilterSystem` renders the container into temporary Framebuffer,\n * then filter renders it to the screen.\n * Multiple filters can be added to the `filters` array property and stacked on each other.\n *\n * ```\n * const filter = new PIXI.Filter(myShaderVert, myShaderFrag, { myUniform: 0.5 });\n * const container = new PIXI.Container();\n * container.filters = [filter];\n * ```\n *\n * ### Previous Version Differences\n *\n * In PixiJS **v3**, a filter was always applied to _whole screen_.\n *\n * In PixiJS **v4**, a filter can be applied _only part of the screen_.\n * Developers had to create a set of uniforms to deal with coordinates.\n *\n * In PixiJS **v5** combines _both approaches_.\n * Developers can use normal coordinates of v3 and then allow filter to use partial Framebuffers,\n * bringing those extra uniforms into account.\n *\n * Also be aware that we have changed default vertex shader, please consult\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * ### Frames\n *\n * The following table summarizes the coordinate spaces used in the filtering pipeline:\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n *
Coordinate SpaceDescription
Texture Coordinates\n * The texture (or UV) coordinates in the input base-texture's space. These are normalized into the (0,1) range along\n * both axes.\n *
World Space\n * A point in the same space as the world bounds of any display-object (i.e. in the scene graph's space).\n *
Physical Pixels\n * This is base-texture's space with the origin on the top-left. You can calculate these by multiplying the texture\n * coordinates by the dimensions of the texture.\n *
\n *\n * ### Built-in Uniforms\n *\n * PixiJS viewport uses screen (CSS) coordinates, `(0, 0, renderer.screen.width, renderer.screen.height)`,\n * and `projectionMatrix` uniform maps it to the gl viewport.\n *\n * **uSampler**\n *\n * The most important uniform is the input texture that container was rendered into.\n * _Important note: as with all Framebuffers in PixiJS, both input and output are\n * premultiplied by alpha._\n *\n * By default, input normalized coordinates are passed to fragment shader with `vTextureCoord`.\n * Use it to sample the input.\n *\n * ```\n * const fragment = `\n * varying vec2 vTextureCoord;\n * uniform sampler2D uSampler;\n * void main(void)\n * {\n * gl_FragColor = texture2D(uSampler, vTextureCoord);\n * }\n * `;\n *\n * const myFilter = new PIXI.Filter(null, fragment);\n * ```\n *\n * This filter is just one uniform less than {@link PIXI.filters.AlphaFilter AlphaFilter}.\n *\n * **outputFrame**\n *\n * The `outputFrame` holds the rectangle where filter is applied in screen (CSS) coordinates.\n * It's the same as `renderer.screen` for a fullscreen filter.\n * Only a part of `outputFrame.zw` size of temporary Framebuffer is used,\n * `(0, 0, outputFrame.width, outputFrame.height)`,\n *\n * Filters uses this quad to normalized (0-1) space, its passed into `aVertexPosition` attribute.\n * To calculate vertex position in screen space using normalized (0-1) space:\n *\n * ```\n * vec4 filterVertexPosition( void )\n * {\n * vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n * return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n * }\n * ```\n *\n * **inputSize**\n *\n * Temporary framebuffer is different, it can be either the size of screen, either power-of-two.\n * The `inputSize.xy` are size of temporary framebuffer that holds input.\n * The `inputSize.zw` is inverted, it's a shortcut to evade division inside the shader.\n *\n * Set `inputSize.xy = outputFrame.zw` for a fullscreen filter.\n *\n * To calculate input normalized coordinate, you have to map it to filter normalized space.\n * Multiply by `outputFrame.zw` to get input coordinate.\n * Divide by `inputSize.xy` to get input normalized coordinate.\n *\n * ```\n * vec2 filterTextureCoord( void )\n * {\n * return aVertexPosition * (outputFrame.zw * inputSize.zw); // same as /inputSize.xy\n * }\n * ```\n * **resolution**\n *\n * The `resolution` is the ratio of screen (CSS) pixels to real pixels.\n *\n * **inputPixel**\n *\n * `inputPixel.xy` is the size of framebuffer in real pixels, same as `inputSize.xy * resolution`\n * `inputPixel.zw` is inverted `inputPixel.xy`.\n *\n * It's handy for filters that use neighbour pixels, like {@link PIXI.filters.FXAAFilter FXAAFilter}.\n *\n * **inputClamp**\n *\n * If you try to get info from outside of used part of Framebuffer - you'll get undefined behaviour.\n * For displacements, coordinates has to be clamped.\n *\n * The `inputClamp.xy` is left-top pixel center, you may ignore it, because we use left-top part of Framebuffer\n * `inputClamp.zw` is bottom-right pixel center.\n *\n * ```\n * vec4 color = texture2D(uSampler, clamp(modifiedTextureCoord, inputClamp.xy, inputClamp.zw))\n * ```\n * OR\n * ```\n * vec4 color = texture2D(uSampler, min(modifigedTextureCoord, inputClamp.zw))\n * ```\n *\n * ### Additional Information\n *\n * Complete documentation on Filter usage is located in the\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * Since PixiJS only had a handful of built-in filters, additional filters can be downloaded\n * {@link https://github.com/pixijs/pixi-filters here} from the PixiJS Filters repository.\n * @memberof PIXI\n */\nvar Filter = /** @class */ (function (_super) {\n __extends(Filter, _super);\n /**\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n */\n function Filter(vertexSrc, fragmentSrc, uniforms) {\n var _this = this;\n var program = Program.from(vertexSrc || Filter.defaultVertexSrc, fragmentSrc || Filter.defaultFragmentSrc);\n _this = _super.call(this, program, uniforms) || this;\n _this.padding = 0;\n _this.resolution = settings.FILTER_RESOLUTION;\n _this.multisample = settings.FILTER_MULTISAMPLE;\n _this.enabled = true;\n _this.autoFit = true;\n _this.state = new State();\n return _this;\n }\n /**\n * Applies the filter\n * @param {PIXI.FilterSystem} filterManager - The renderer to retrieve the filter from\n * @param {PIXI.RenderTexture} input - The input render target.\n * @param {PIXI.RenderTexture} output - The target to output to.\n * @param {PIXI.CLEAR_MODES} [clearMode] - Should the output be cleared before rendering to it.\n * @param {object} [_currentState] - It's current state of filter.\n * There are some useful properties in the currentState :\n * target, filters, sourceFrame, destinationFrame, renderTarget, resolution\n */\n Filter.prototype.apply = function (filterManager, input, output, clearMode, _currentState) {\n // do as you please!\n filterManager.applyFilter(this, input, output, clearMode);\n // or just do a regular render..\n };\n Object.defineProperty(Filter.prototype, \"blendMode\", {\n /**\n * Sets the blend mode of the filter.\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get: function () {\n return this.state.blendMode;\n },\n set: function (value) {\n this.state.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter.prototype, \"resolution\", {\n /**\n * The resolution of the filter. Setting this to be lower will lower the quality but\n * increase the performance of the filter.\n */\n get: function () {\n return this._resolution;\n },\n set: function (value) {\n this._resolution = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source\n * @constant\n */\n get: function () {\n return defaultVertex$2;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter, \"defaultFragmentSrc\", {\n /**\n * The default fragment shader source\n * @constant\n */\n get: function () {\n return defaultFragment$1;\n },\n enumerable: false,\n configurable: true\n });\n return Filter;\n}(Shader));\n\nvar vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 otherMatrix;\\n\\nvarying vec2 vMaskCoord;\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\\n}\\n\";\n\nvar fragment = \"varying vec2 vMaskCoord;\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform sampler2D mask;\\nuniform float alpha;\\nuniform float npmAlpha;\\nuniform vec4 maskClamp;\\n\\nvoid main(void)\\n{\\n float clip = step(3.5,\\n step(maskClamp.x, vMaskCoord.x) +\\n step(maskClamp.y, vMaskCoord.y) +\\n step(vMaskCoord.x, maskClamp.z) +\\n step(vMaskCoord.y, maskClamp.w));\\n\\n vec4 original = texture2D(uSampler, vTextureCoord);\\n vec4 masky = texture2D(mask, vMaskCoord);\\n float alphaMul = 1.0 - npmAlpha * (1.0 - masky.a);\\n\\n original *= (alphaMul * masky.r * alpha * clip);\\n\\n gl_FragColor = original;\\n}\\n\";\n\nvar tempMat = new Matrix();\n/**\n * Class controls uv mapping from Texture normal space to BaseTexture normal space.\n *\n * Takes `trim` and `rotate` into account. May contain clamp settings for Meshes and TilingSprite.\n *\n * Can be used in Texture `uvMatrix` field, or separately, you can use different clamp settings on the same texture.\n * If you want to add support for texture region of certain feature or filter, that's what you're looking for.\n *\n * Takes track of Texture changes through `_lastTextureID` private field.\n * Use `update()` method call to track it from outside.\n * @see PIXI.Texture\n * @see PIXI.Mesh\n * @see PIXI.TilingSprite\n * @memberof PIXI\n */\nvar TextureMatrix = /** @class */ (function () {\n /**\n * @param texture - observed texture\n * @param clampMargin - Changes frame clamping, 0.5 by default. Use -0.5 for extra border.\n */\n function TextureMatrix(texture, clampMargin) {\n this._texture = texture;\n this.mapCoord = new Matrix();\n this.uClampFrame = new Float32Array(4);\n this.uClampOffset = new Float32Array(2);\n this._textureID = -1;\n this._updateID = 0;\n this.clampOffset = 0;\n this.clampMargin = (typeof clampMargin === 'undefined') ? 0.5 : clampMargin;\n this.isSimple = false;\n }\n Object.defineProperty(TextureMatrix.prototype, \"texture\", {\n /** Texture property. */\n get: function () {\n return this._texture;\n },\n set: function (value) {\n this._texture = value;\n this._textureID = -1;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Multiplies uvs array to transform\n * @param uvs - mesh uvs\n * @param [out=uvs] - output\n * @returns - output\n */\n TextureMatrix.prototype.multiplyUvs = function (uvs, out) {\n if (out === undefined) {\n out = uvs;\n }\n var mat = this.mapCoord;\n for (var i = 0; i < uvs.length; i += 2) {\n var x = uvs[i];\n var y = uvs[i + 1];\n out[i] = (x * mat.a) + (y * mat.c) + mat.tx;\n out[i + 1] = (x * mat.b) + (y * mat.d) + mat.ty;\n }\n return out;\n };\n /**\n * Updates matrices if texture was changed.\n * @param [forceUpdate=false] - if true, matrices will be updated any case\n * @returns - Whether or not it was updated\n */\n TextureMatrix.prototype.update = function (forceUpdate) {\n var tex = this._texture;\n if (!tex || !tex.valid) {\n return false;\n }\n if (!forceUpdate\n && this._textureID === tex._updateID) {\n return false;\n }\n this._textureID = tex._updateID;\n this._updateID++;\n var uvs = tex._uvs;\n this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0);\n var orig = tex.orig;\n var trim = tex.trim;\n if (trim) {\n tempMat.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height);\n this.mapCoord.append(tempMat);\n }\n var texBase = tex.baseTexture;\n var frame = this.uClampFrame;\n var margin = this.clampMargin / texBase.resolution;\n var offset = this.clampOffset;\n frame[0] = (tex._frame.x + margin + offset) / texBase.width;\n frame[1] = (tex._frame.y + margin + offset) / texBase.height;\n frame[2] = (tex._frame.x + tex._frame.width - margin + offset) / texBase.width;\n frame[3] = (tex._frame.y + tex._frame.height - margin + offset) / texBase.height;\n this.uClampOffset[0] = offset / texBase.realWidth;\n this.uClampOffset[1] = offset / texBase.realHeight;\n this.isSimple = tex._frame.width === texBase.width\n && tex._frame.height === texBase.height\n && tex.rotate === 0;\n return true;\n };\n return TextureMatrix;\n}());\n\n/**\n * This handles a Sprite acting as a mask, as opposed to a Graphic.\n *\n * WebGL only.\n * @memberof PIXI\n */\nvar SpriteMaskFilter = /** @class */ (function (_super) {\n __extends(SpriteMaskFilter, _super);\n /** @ignore */\n function SpriteMaskFilter(vertexSrc, fragmentSrc, uniforms) {\n var _this = this;\n var sprite = null;\n if (typeof vertexSrc !== 'string' && fragmentSrc === undefined && uniforms === undefined) {\n sprite = vertexSrc;\n vertexSrc = undefined;\n fragmentSrc = undefined;\n uniforms = undefined;\n }\n _this = _super.call(this, vertexSrc || vertex, fragmentSrc || fragment, uniforms) || this;\n _this.maskSprite = sprite;\n _this.maskMatrix = new Matrix();\n return _this;\n }\n Object.defineProperty(SpriteMaskFilter.prototype, \"maskSprite\", {\n /**\n * Sprite mask\n * @type {PIXI.DisplayObject}\n */\n get: function () {\n return this._maskSprite;\n },\n set: function (value) {\n this._maskSprite = value;\n if (this._maskSprite) {\n this._maskSprite.renderable = false;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Applies the filter\n * @param filterManager - The renderer to retrieve the filter from\n * @param input - The input render target.\n * @param output - The target to output to.\n * @param clearMode - Should the output be cleared before rendering to it.\n */\n SpriteMaskFilter.prototype.apply = function (filterManager, input, output, clearMode) {\n var maskSprite = this._maskSprite;\n var tex = maskSprite._texture;\n if (!tex.valid) {\n return;\n }\n if (!tex.uvMatrix) {\n // margin = 0.0, let it bleed a bit, shader code becomes easier\n // assuming that atlas textures were made with 1-pixel padding\n tex.uvMatrix = new TextureMatrix(tex, 0.0);\n }\n tex.uvMatrix.update();\n this.uniforms.npmAlpha = tex.baseTexture.alphaMode ? 0.0 : 1.0;\n this.uniforms.mask = tex;\n // get _normalized sprite texture coords_ and convert them to _normalized atlas texture coords_ with `prepend`\n this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite)\n .prepend(tex.uvMatrix.mapCoord);\n this.uniforms.alpha = maskSprite.worldAlpha;\n this.uniforms.maskClamp = tex.uvMatrix.uClampFrame;\n filterManager.applyFilter(this, input, output, clearMode);\n };\n return SpriteMaskFilter;\n}(Filter));\n\n/**\n * System plugin to the renderer to manage masks.\n *\n * There are three built-in types of masking:\n * **Scissor Masking**: Scissor masking discards pixels that are outside of a rectangle called the scissor box. It is\n * the most performant as the scissor test is inexpensive. However, it can only be used when the mask is rectangular.\n * **Stencil Masking**: Stencil masking discards pixels that don't overlap with the pixels rendered into the stencil\n * buffer. It is the next fastest option as it does not require rendering into a separate framebuffer. However, it does\n * cause the mask to be rendered **twice** for each masking operation; hence, minimize the rendering cost of your masks.\n * **Sprite Mask Filtering**: Sprite mask filtering discards pixels based on the red channel of the sprite-mask's\n * texture. (Generally, the masking texture is grayscale). Using advanced techniques, you might be able to embed this\n * type of masking in a custom shader - and hence, bypassing the masking system fully for performance wins.\n *\n * The best type of masking is auto-detected when you `push` one. To use scissor masking, you must pass in a `Graphics`\n * object with just a rectangle drawn.\n *\n * ## Mask Stacks\n *\n * In the scene graph, masks can be applied recursively, i.e. a mask can be applied during a masking operation. The mask\n * stack stores the currently applied masks in order. Each {@link PIXI.BaseRenderTexture} holds its own mask stack, i.e.\n * when you switch render-textures, the old masks only applied when you switch back to rendering to the old render-target.\n * @memberof PIXI\n */\nvar MaskSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function MaskSystem(renderer) {\n this.renderer = renderer;\n this.enableScissor = true;\n this.alphaMaskPool = [];\n this.maskDataPool = [];\n this.maskStack = [];\n this.alphaMaskIndex = 0;\n }\n /**\n * Changes the mask stack that is used by this System.\n * @param maskStack - The mask stack\n */\n MaskSystem.prototype.setMaskStack = function (maskStack) {\n this.maskStack = maskStack;\n this.renderer.scissor.setMaskStack(maskStack);\n this.renderer.stencil.setMaskStack(maskStack);\n };\n /**\n * Enables the mask and appends it to the current mask stack.\n *\n * NOTE: The batch renderer should be flushed beforehand to prevent pending renders from being masked.\n * @param {PIXI.DisplayObject} target - Display Object to push the mask to\n * @param {PIXI.MaskData|PIXI.Sprite|PIXI.Graphics|PIXI.DisplayObject} maskDataOrTarget - The masking data.\n */\n MaskSystem.prototype.push = function (target, maskDataOrTarget) {\n var maskData = maskDataOrTarget;\n if (!maskData.isMaskData) {\n var d = this.maskDataPool.pop() || new MaskData();\n d.pooled = true;\n d.maskObject = maskDataOrTarget;\n maskData = d;\n }\n var maskAbove = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null;\n maskData.copyCountersOrReset(maskAbove);\n maskData._colorMask = maskAbove ? maskAbove._colorMask : 0xf;\n if (maskData.autoDetect) {\n this.detect(maskData);\n }\n maskData._target = target;\n if (maskData.type !== MASK_TYPES.SPRITE) {\n this.maskStack.push(maskData);\n }\n if (maskData.enabled) {\n switch (maskData.type) {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.push(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.push(maskData);\n break;\n case MASK_TYPES.SPRITE:\n maskData.copyCountersOrReset(null);\n this.pushSpriteMask(maskData);\n break;\n case MASK_TYPES.COLOR:\n this.pushColorMask(maskData);\n break;\n }\n }\n if (maskData.type === MASK_TYPES.SPRITE) {\n this.maskStack.push(maskData);\n }\n };\n /**\n * Removes the last mask from the mask stack and doesn't return it.\n *\n * NOTE: The batch renderer should be flushed beforehand to render the masked contents before the mask is removed.\n * @param {PIXI.IMaskTarget} target - Display Object to pop the mask from\n */\n MaskSystem.prototype.pop = function (target) {\n var maskData = this.maskStack.pop();\n if (!maskData || maskData._target !== target) {\n // TODO: add an assert when we have it\n return;\n }\n if (maskData.enabled) {\n switch (maskData.type) {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.pop(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.pop(maskData.maskObject);\n break;\n case MASK_TYPES.SPRITE:\n this.popSpriteMask(maskData);\n break;\n case MASK_TYPES.COLOR:\n this.popColorMask(maskData);\n break;\n }\n }\n maskData.reset();\n if (maskData.pooled) {\n this.maskDataPool.push(maskData);\n }\n if (this.maskStack.length !== 0) {\n var maskCurrent = this.maskStack[this.maskStack.length - 1];\n if (maskCurrent.type === MASK_TYPES.SPRITE && maskCurrent._filters) {\n maskCurrent._filters[0].maskSprite = maskCurrent.maskObject;\n }\n }\n };\n /**\n * Sets type of MaskData based on its maskObject.\n * @param maskData\n */\n MaskSystem.prototype.detect = function (maskData) {\n var maskObject = maskData.maskObject;\n if (!maskObject) {\n maskData.type = MASK_TYPES.COLOR;\n }\n else if (maskObject.isSprite) {\n maskData.type = MASK_TYPES.SPRITE;\n }\n else if (this.enableScissor && this.renderer.scissor.testScissor(maskData)) {\n maskData.type = MASK_TYPES.SCISSOR;\n }\n else {\n maskData.type = MASK_TYPES.STENCIL;\n }\n };\n /**\n * Applies the Mask and adds it to the current filter stack.\n * @param maskData - Sprite to be used as the mask.\n */\n MaskSystem.prototype.pushSpriteMask = function (maskData) {\n var _a, _b;\n var maskObject = maskData.maskObject;\n var target = maskData._target;\n var alphaMaskFilter = maskData._filters;\n if (!alphaMaskFilter) {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex];\n if (!alphaMaskFilter) {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter()];\n }\n }\n var renderer = this.renderer;\n var renderTextureSystem = renderer.renderTexture;\n var resolution;\n var multisample;\n if (renderTextureSystem.current) {\n var renderTexture = renderTextureSystem.current;\n resolution = maskData.resolution || renderTexture.resolution;\n multisample = (_a = maskData.multisample) !== null && _a !== void 0 ? _a : renderTexture.multisample;\n }\n else {\n resolution = maskData.resolution || renderer.resolution;\n multisample = (_b = maskData.multisample) !== null && _b !== void 0 ? _b : renderer.multisample;\n }\n alphaMaskFilter[0].resolution = resolution;\n alphaMaskFilter[0].multisample = multisample;\n alphaMaskFilter[0].maskSprite = maskObject;\n var stashFilterArea = target.filterArea;\n target.filterArea = maskObject.getBounds(true);\n renderer.filter.push(target, alphaMaskFilter);\n target.filterArea = stashFilterArea;\n if (!maskData._filters) {\n this.alphaMaskIndex++;\n }\n };\n /**\n * Removes the last filter from the filter stack and doesn't return it.\n * @param maskData - Sprite to be used as the mask.\n */\n MaskSystem.prototype.popSpriteMask = function (maskData) {\n this.renderer.filter.pop();\n if (maskData._filters) {\n maskData._filters[0].maskSprite = null;\n }\n else {\n this.alphaMaskIndex--;\n this.alphaMaskPool[this.alphaMaskIndex][0].maskSprite = null;\n }\n };\n /**\n * Pushes the color mask.\n * @param maskData - The mask data\n */\n MaskSystem.prototype.pushColorMask = function (maskData) {\n var currColorMask = maskData._colorMask;\n var nextColorMask = maskData._colorMask = currColorMask & maskData.colorMask;\n if (nextColorMask !== currColorMask) {\n this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0);\n }\n };\n /**\n * Pops the color mask.\n * @param maskData - The mask data\n */\n MaskSystem.prototype.popColorMask = function (maskData) {\n var currColorMask = maskData._colorMask;\n var nextColorMask = this.maskStack.length > 0\n ? this.maskStack[this.maskStack.length - 1]._colorMask : 0xf;\n if (nextColorMask !== currColorMask) {\n this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0);\n }\n };\n MaskSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return MaskSystem;\n}());\n\n/**\n * System plugin to the renderer to manage specific types of masking operations.\n * @memberof PIXI\n */\nvar AbstractMaskSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function AbstractMaskSystem(renderer) {\n this.renderer = renderer;\n this.maskStack = [];\n this.glConst = 0;\n }\n /** Gets count of masks of certain type. */\n AbstractMaskSystem.prototype.getStackLength = function () {\n return this.maskStack.length;\n };\n /**\n * Changes the mask stack that is used by this System.\n * @param {PIXI.MaskData[]} maskStack - The mask stack\n */\n AbstractMaskSystem.prototype.setMaskStack = function (maskStack) {\n var gl = this.renderer.gl;\n var curStackLen = this.getStackLength();\n this.maskStack = maskStack;\n var newStackLen = this.getStackLength();\n if (newStackLen !== curStackLen) {\n if (newStackLen === 0) {\n gl.disable(this.glConst);\n }\n else {\n gl.enable(this.glConst);\n this._useCurrent();\n }\n }\n };\n /**\n * Setup renderer to use the current mask data.\n * @private\n */\n AbstractMaskSystem.prototype._useCurrent = function () {\n // OVERWRITE;\n };\n /** Destroys the mask stack. */\n AbstractMaskSystem.prototype.destroy = function () {\n this.renderer = null;\n this.maskStack = null;\n };\n return AbstractMaskSystem;\n}());\n\nvar tempMatrix$1 = new Matrix();\nvar rectPool = [];\n/**\n * System plugin to the renderer to manage scissor masking.\n *\n * Scissor masking discards pixels outside of a rectangle called the scissor box. The scissor box is in the framebuffer\n * viewport's space; however, the mask's rectangle is projected from world-space to viewport space automatically\n * by this system.\n * @memberof PIXI\n */\nvar ScissorSystem = /** @class */ (function (_super) {\n __extends(ScissorSystem, _super);\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n function ScissorSystem(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.glConst = settings.ADAPTER.getWebGLRenderingContext().SCISSOR_TEST;\n return _this;\n }\n ScissorSystem.prototype.getStackLength = function () {\n var maskData = this.maskStack[this.maskStack.length - 1];\n if (maskData) {\n return maskData._scissorCounter;\n }\n return 0;\n };\n /**\n * evaluates _boundsTransformed, _scissorRect for MaskData\n * @param maskData\n */\n ScissorSystem.prototype.calcScissorRect = function (maskData) {\n var _a;\n if (maskData._scissorRectLocal) {\n return;\n }\n var prevData = maskData._scissorRect;\n var maskObject = maskData.maskObject;\n var renderer = this.renderer;\n var renderTextureSystem = renderer.renderTexture;\n var rect = maskObject.getBounds(true, (_a = rectPool.pop()) !== null && _a !== void 0 ? _a : new Rectangle());\n this.roundFrameToPixels(rect, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform);\n if (prevData) {\n rect.fit(prevData);\n }\n maskData._scissorRectLocal = rect;\n };\n ScissorSystem.isMatrixRotated = function (matrix) {\n if (!matrix) {\n return false;\n }\n var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d;\n // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation\n // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0).\n return ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4)\n && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4));\n };\n /**\n * Test, whether the object can be scissor mask with current renderer projection.\n * Calls \"calcScissorRect()\" if its true.\n * @param maskData - mask data\n * @returns whether Whether the object can be scissor mask\n */\n ScissorSystem.prototype.testScissor = function (maskData) {\n var maskObject = maskData.maskObject;\n if (!maskObject.isFastRect || !maskObject.isFastRect()) {\n return false;\n }\n if (ScissorSystem.isMatrixRotated(maskObject.worldTransform)) {\n return false;\n }\n if (ScissorSystem.isMatrixRotated(this.renderer.projection.transform)) {\n return false;\n }\n this.calcScissorRect(maskData);\n var rect = maskData._scissorRectLocal;\n return rect.width > 0 && rect.height > 0;\n };\n ScissorSystem.prototype.roundFrameToPixels = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) {\n if (ScissorSystem.isMatrixRotated(transform)) {\n return;\n }\n transform = transform ? tempMatrix$1.copyFrom(transform) : tempMatrix$1.identity();\n // Get forward transform from world space to screen space\n transform\n .translate(-bindingSourceFrame.x, -bindingSourceFrame.y)\n .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height)\n .translate(bindingDestinationFrame.x, bindingDestinationFrame.y);\n // Convert frame to screen space\n this.renderer.filter.transformAABB(transform, frame);\n frame.fit(bindingDestinationFrame);\n frame.x = Math.round(frame.x * resolution);\n frame.y = Math.round(frame.y * resolution);\n frame.width = Math.round(frame.width * resolution);\n frame.height = Math.round(frame.height * resolution);\n };\n /**\n * Applies the Mask and adds it to the current stencil stack.\n * @author alvin\n * @param maskData - The mask data.\n */\n ScissorSystem.prototype.push = function (maskData) {\n if (!maskData._scissorRectLocal) {\n this.calcScissorRect(maskData);\n }\n var gl = this.renderer.gl;\n if (!maskData._scissorRect) {\n gl.enable(gl.SCISSOR_TEST);\n }\n maskData._scissorCounter++;\n maskData._scissorRect = maskData._scissorRectLocal;\n this._useCurrent();\n };\n /**\n * This should be called after a mask is popped off the mask stack. It will rebind the scissor box to be latest with the\n * last mask in the stack.\n *\n * This can also be called when you directly modify the scissor box and want to restore PixiJS state.\n * @param maskData - The mask data.\n */\n ScissorSystem.prototype.pop = function (maskData) {\n var gl = this.renderer.gl;\n if (maskData) {\n rectPool.push(maskData._scissorRectLocal);\n }\n if (this.getStackLength() > 0) {\n this._useCurrent();\n }\n else {\n gl.disable(gl.SCISSOR_TEST);\n }\n };\n /**\n * Setup renderer to use the current scissor data.\n * @private\n */\n ScissorSystem.prototype._useCurrent = function () {\n var rect = this.maskStack[this.maskStack.length - 1]._scissorRect;\n var y;\n if (this.renderer.renderTexture.current) {\n y = rect.y;\n }\n else {\n // flipY. In future we'll have it over renderTextures as an option\n y = this.renderer.height - rect.height - rect.y;\n }\n this.renderer.gl.scissor(rect.x, y, rect.width, rect.height);\n };\n return ScissorSystem;\n}(AbstractMaskSystem));\n\n/**\n * System plugin to the renderer to manage stencils (used for masks).\n * @memberof PIXI\n */\nvar StencilSystem = /** @class */ (function (_super) {\n __extends(StencilSystem, _super);\n /**\n * @param renderer - The renderer this System works for.\n */\n function StencilSystem(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.glConst = settings.ADAPTER.getWebGLRenderingContext().STENCIL_TEST;\n return _this;\n }\n StencilSystem.prototype.getStackLength = function () {\n var maskData = this.maskStack[this.maskStack.length - 1];\n if (maskData) {\n return maskData._stencilCounter;\n }\n return 0;\n };\n /**\n * Applies the Mask and adds it to the current stencil stack.\n * @param maskData - The mask data\n */\n StencilSystem.prototype.push = function (maskData) {\n var maskObject = maskData.maskObject;\n var gl = this.renderer.gl;\n var prevMaskCount = maskData._stencilCounter;\n if (prevMaskCount === 0) {\n // force use stencil texture in current framebuffer\n this.renderer.framebuffer.forceStencil();\n gl.clearStencil(0);\n gl.clear(gl.STENCIL_BUFFER_BIT);\n gl.enable(gl.STENCIL_TEST);\n }\n maskData._stencilCounter++;\n var colorMask = maskData._colorMask;\n if (colorMask !== 0) {\n maskData._colorMask = 0;\n gl.colorMask(false, false, false, false);\n }\n // Increment the reference stencil value where the new mask overlaps with the old ones.\n gl.stencilFunc(gl.EQUAL, prevMaskCount, 0xFFFFFFFF);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR);\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n if (colorMask !== 0) {\n maskData._colorMask = colorMask;\n gl.colorMask((colorMask & 1) !== 0, (colorMask & 2) !== 0, (colorMask & 4) !== 0, (colorMask & 8) !== 0);\n }\n this._useCurrent();\n };\n /**\n * Pops stencil mask. MaskData is already removed from stack\n * @param {PIXI.DisplayObject} maskObject - object of popped mask data\n */\n StencilSystem.prototype.pop = function (maskObject) {\n var gl = this.renderer.gl;\n if (this.getStackLength() === 0) {\n // the stack is empty!\n gl.disable(gl.STENCIL_TEST);\n }\n else {\n var maskData = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null;\n var colorMask = maskData ? maskData._colorMask : 0xf;\n if (colorMask !== 0) {\n maskData._colorMask = 0;\n gl.colorMask(false, false, false, false);\n }\n // Decrement the reference stencil value where the popped mask overlaps with the other ones\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR);\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n if (colorMask !== 0) {\n maskData._colorMask = colorMask;\n gl.colorMask((colorMask & 0x1) !== 0, (colorMask & 0x2) !== 0, (colorMask & 0x4) !== 0, (colorMask & 0x8) !== 0);\n }\n this._useCurrent();\n }\n };\n /**\n * Setup renderer to use the current stencil data.\n * @private\n */\n StencilSystem.prototype._useCurrent = function () {\n var gl = this.renderer.gl;\n gl.stencilFunc(gl.EQUAL, this.getStackLength(), 0xFFFFFFFF);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);\n };\n return StencilSystem;\n}(AbstractMaskSystem));\n\n/**\n * System plugin to the renderer to manage the projection matrix.\n *\n * The `projectionMatrix` is a global uniform provided to all shaders. It is used to transform points in world space to\n * normalized device coordinates.\n * @memberof PIXI\n */\nvar ProjectionSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ProjectionSystem(renderer) {\n this.renderer = renderer;\n this.destinationFrame = null;\n this.sourceFrame = null;\n this.defaultFrame = null;\n this.projectionMatrix = new Matrix();\n this.transform = null;\n }\n /**\n * Updates the projection-matrix based on the sourceFrame → destinationFrame mapping provided.\n *\n * NOTE: It is expected you call `renderer.framebuffer.setViewport(destinationFrame)` after this. This is because\n * the framebuffer viewport converts shader vertex output in normalized device coordinates to window coordinates.\n *\n * NOTE-2: {@link RenderTextureSystem#bind} updates the projection-matrix when you bind a render-texture. It is expected\n * that you dirty the current bindings when calling this manually.\n * @param destinationFrame - The rectangle in the render-target to render the contents into. If rendering to the canvas,\n * the origin is on the top-left; if rendering to a render-texture, the origin is on the bottom-left.\n * @param sourceFrame - The rectangle in world space that contains the contents being rendered.\n * @param resolution - The resolution of the render-target, which is the ratio of\n * world-space (or CSS) pixels to physical pixels.\n * @param root - Whether the render-target is the screen. This is required because rendering to textures\n * is y-flipped (i.e. upside down relative to the screen).\n */\n ProjectionSystem.prototype.update = function (destinationFrame, sourceFrame, resolution, root) {\n this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame;\n this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame;\n // Calculate object-space to clip-space projection\n this.calculateProjection(this.destinationFrame, this.sourceFrame, resolution, root);\n if (this.transform) {\n this.projectionMatrix.append(this.transform);\n }\n var renderer = this.renderer;\n renderer.globalUniforms.uniforms.projectionMatrix = this.projectionMatrix;\n renderer.globalUniforms.update();\n // this will work for now\n // but would be sweet to stick and even on the global uniforms..\n if (renderer.shader.shader) {\n renderer.shader.syncUniformGroup(renderer.shader.shader.uniforms.globals);\n }\n };\n /**\n * Calculates the `projectionMatrix` to map points inside `sourceFrame` to inside `destinationFrame`.\n * @param _destinationFrame - The destination frame in the render-target.\n * @param sourceFrame - The source frame in world space.\n * @param _resolution - The render-target's resolution, i.e. ratio of CSS to physical pixels.\n * @param root - Whether rendering into the screen. Otherwise, if rendering to a framebuffer, the projection\n * is y-flipped.\n */\n ProjectionSystem.prototype.calculateProjection = function (_destinationFrame, sourceFrame, _resolution, root) {\n var pm = this.projectionMatrix;\n var sign = !root ? 1 : -1;\n pm.identity();\n pm.a = (1 / sourceFrame.width * 2);\n pm.d = sign * (1 / sourceFrame.height * 2);\n pm.tx = -1 - (sourceFrame.x * pm.a);\n pm.ty = -sign - (sourceFrame.y * pm.d);\n };\n /**\n * Sets the transform of the active render target to the given matrix.\n * @param _matrix - The transformation matrix\n */\n ProjectionSystem.prototype.setTransform = function (_matrix) {\n // this._activeRenderTarget.transform = matrix;\n };\n ProjectionSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return ProjectionSystem;\n}());\n\n// Temporary rectangle for assigned sourceFrame or destinationFrame\nvar tempRect = new Rectangle();\n// Temporary rectangle for renderTexture destinationFrame\nvar tempRect2 = new Rectangle();\n/* eslint-disable max-len */\n/**\n * System plugin to the renderer to manage render textures.\n *\n * Should be added after FramebufferSystem\n *\n * ### Frames\n *\n * The `RenderTextureSystem` holds a sourceFrame → destinationFrame projection. The following table explains the different\n * coordinate spaces used:\n *\n * | Frame | Description | Coordinate System |\n * | ---------------------- | ---------------------------------------------------------------- | ------------------------------------------------------- |\n * | sourceFrame | The rectangle inside of which display-objects are being rendered | **World Space**: The origin on the top-left |\n * | destinationFrame | The rectangle in the render-target (canvas or texture) into which contents should be rendered | If rendering to the canvas, this is in screen space and the origin is on the top-left. If rendering to a render-texture, this is in its base-texture's space with the origin on the bottom-left. |\n * | viewportFrame | The framebuffer viewport corresponding to the destination-frame | **Window Coordinates**: The origin is always on the bottom-left. |\n * @memberof PIXI\n */\nvar RenderTextureSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function RenderTextureSystem(renderer) {\n this.renderer = renderer;\n this.clearColor = renderer._backgroundColorRgba;\n this.defaultMaskStack = [];\n this.current = null;\n this.sourceFrame = new Rectangle();\n this.destinationFrame = new Rectangle();\n this.viewportFrame = new Rectangle();\n }\n /**\n * Bind the current render texture.\n * @param renderTexture - RenderTexture to bind, by default its `null` - the screen.\n * @param sourceFrame - Part of world that is mapped to the renderTexture.\n * @param destinationFrame - Part of renderTexture, by default it has the same size as sourceFrame.\n */\n RenderTextureSystem.prototype.bind = function (renderTexture, sourceFrame, destinationFrame) {\n if (renderTexture === void 0) { renderTexture = null; }\n var renderer = this.renderer;\n this.current = renderTexture;\n var baseTexture;\n var framebuffer;\n var resolution;\n if (renderTexture) {\n baseTexture = renderTexture.baseTexture;\n resolution = baseTexture.resolution;\n if (!sourceFrame) {\n tempRect.width = renderTexture.frame.width;\n tempRect.height = renderTexture.frame.height;\n sourceFrame = tempRect;\n }\n if (!destinationFrame) {\n tempRect2.x = renderTexture.frame.x;\n tempRect2.y = renderTexture.frame.y;\n tempRect2.width = sourceFrame.width;\n tempRect2.height = sourceFrame.height;\n destinationFrame = tempRect2;\n }\n framebuffer = baseTexture.framebuffer;\n }\n else {\n resolution = renderer.resolution;\n if (!sourceFrame) {\n tempRect.width = renderer.screen.width;\n tempRect.height = renderer.screen.height;\n sourceFrame = tempRect;\n }\n if (!destinationFrame) {\n destinationFrame = tempRect;\n destinationFrame.width = sourceFrame.width;\n destinationFrame.height = sourceFrame.height;\n }\n }\n var viewportFrame = this.viewportFrame;\n viewportFrame.x = destinationFrame.x * resolution;\n viewportFrame.y = destinationFrame.y * resolution;\n viewportFrame.width = destinationFrame.width * resolution;\n viewportFrame.height = destinationFrame.height * resolution;\n if (!renderTexture) {\n viewportFrame.y = renderer.view.height - (viewportFrame.y + viewportFrame.height);\n }\n viewportFrame.ceil();\n this.renderer.framebuffer.bind(framebuffer, viewportFrame);\n this.renderer.projection.update(destinationFrame, sourceFrame, resolution, !framebuffer);\n if (renderTexture) {\n this.renderer.mask.setMaskStack(baseTexture.maskStack);\n }\n else {\n this.renderer.mask.setMaskStack(this.defaultMaskStack);\n }\n this.sourceFrame.copyFrom(sourceFrame);\n this.destinationFrame.copyFrom(destinationFrame);\n };\n /**\n * Erases the render texture and fills the drawing area with a colour.\n * @param clearColor - The color as rgba, default to use the renderer backgroundColor\n * @param [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks\n * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.\n */\n RenderTextureSystem.prototype.clear = function (clearColor, mask) {\n if (this.current) {\n clearColor = clearColor || this.current.baseTexture.clearColor;\n }\n else {\n clearColor = clearColor || this.clearColor;\n }\n var destinationFrame = this.destinationFrame;\n var baseFrame = this.current ? this.current.baseTexture : this.renderer.screen;\n var clearMask = destinationFrame.width !== baseFrame.width || destinationFrame.height !== baseFrame.height;\n if (clearMask) {\n var _a = this.viewportFrame, x = _a.x, y = _a.y, width = _a.width, height = _a.height;\n x = Math.round(x);\n y = Math.round(y);\n width = Math.round(width);\n height = Math.round(height);\n // TODO: ScissorSystem should cache whether the scissor test is enabled or not.\n this.renderer.gl.enable(this.renderer.gl.SCISSOR_TEST);\n this.renderer.gl.scissor(x, y, width, height);\n }\n this.renderer.framebuffer.clear(clearColor[0], clearColor[1], clearColor[2], clearColor[3], mask);\n if (clearMask) {\n // Restore the scissor box\n this.renderer.scissor.pop();\n }\n };\n RenderTextureSystem.prototype.resize = function () {\n // resize the root only!\n this.bind(null);\n };\n /** Resets render-texture state. */\n RenderTextureSystem.prototype.reset = function () {\n this.bind(null);\n };\n RenderTextureSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return RenderTextureSystem;\n}());\n\nfunction uboUpdate(_ud, _uv, _renderer, _syncData, buffer) {\n _renderer.buffer.update(buffer);\n}\n// cv = CachedValue\n// v = value\n// ud = uniformData\n// uv = uniformValue\n// l = location\nvar UBO_TO_SINGLE_SETTERS = {\n float: \"\\n data[offset] = v;\\n \",\n vec2: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n \",\n vec3: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n\\n \",\n vec4: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n data[offset+3] = v[3];\\n \",\n mat2: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n\\n data[offset+4] = v[2];\\n data[offset+5] = v[3];\\n \",\n mat3: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n\\n data[offset + 4] = v[3];\\n data[offset + 5] = v[4];\\n data[offset + 6] = v[5];\\n\\n data[offset + 8] = v[6];\\n data[offset + 9] = v[7];\\n data[offset + 10] = v[8];\\n \",\n mat4: \"\\n for(var i = 0; i < 16; i++)\\n {\\n data[offset + i] = v[i];\\n }\\n \"\n};\nvar GLSL_TO_STD40_SIZE = {\n float: 4,\n vec2: 8,\n vec3: 12,\n vec4: 16,\n int: 4,\n ivec2: 8,\n ivec3: 12,\n ivec4: 16,\n uint: 4,\n uvec2: 8,\n uvec3: 12,\n uvec4: 16,\n bool: 4,\n bvec2: 8,\n bvec3: 12,\n bvec4: 16,\n mat2: 16 * 2,\n mat3: 16 * 3,\n mat4: 16 * 4,\n};\n/**\n * logic originally from here: https://github.com/sketchpunk/FunWithWebGL2/blob/master/lesson_022/Shaders.js\n * rewrote it, but this was a great starting point to get a solid understanding of whats going on :)\n * @ignore\n * @param uniformData\n */\nfunction createUBOElements(uniformData) {\n var uboElements = uniformData.map(function (data) {\n return ({\n data: data,\n offset: 0,\n dataLen: 0,\n dirty: 0\n });\n });\n var size = 0;\n var chunkSize = 0;\n var offset = 0;\n for (var i = 0; i < uboElements.length; i++) {\n var uboElement = uboElements[i];\n size = GLSL_TO_STD40_SIZE[uboElement.data.type];\n if (uboElement.data.size > 1) {\n size = Math.max(size, 16) * uboElement.data.size;\n }\n uboElement.dataLen = size;\n // add some size offset..\n // must align to the nearest 16 bytes or internally nearest round size\n if (chunkSize % size !== 0 && chunkSize < 16) {\n // diff required to line up..\n var lineUpValue = (chunkSize % size) % 16;\n chunkSize += lineUpValue;\n offset += lineUpValue;\n }\n if ((chunkSize + size) > 16) {\n offset = Math.ceil(offset / 16) * 16;\n uboElement.offset = offset;\n offset += size;\n chunkSize = size;\n }\n else {\n uboElement.offset = offset;\n chunkSize += size;\n offset += size;\n }\n }\n offset = Math.ceil(offset / 16) * 16;\n return { uboElements: uboElements, size: offset };\n}\nfunction getUBOData(uniforms, uniformData) {\n var usedUniformDatas = [];\n // build..\n for (var i in uniforms) {\n if (uniformData[i]) {\n usedUniformDatas.push(uniformData[i]);\n }\n }\n // sort them out by index!\n usedUniformDatas.sort(function (a, b) { return a.index - b.index; });\n return usedUniformDatas;\n}\nfunction generateUniformBufferSync(group, uniformData) {\n if (!group.autoManage) {\n // if the group is nott automatically managed, we don't need to generate a special function for it...\n return { size: 0, syncFunc: uboUpdate };\n }\n var usedUniformDatas = getUBOData(group.uniforms, uniformData);\n var _a = createUBOElements(usedUniformDatas), uboElements = _a.uboElements, size = _a.size;\n var funcFragments = [\"\\n var v = null;\\n var v2 = null;\\n var cv = null;\\n var t = 0;\\n var gl = renderer.gl\\n var index = 0;\\n var data = buffer.data;\\n \"];\n for (var i = 0; i < uboElements.length; i++) {\n var uboElement = uboElements[i];\n var uniform = group.uniforms[uboElement.data.name];\n var name = uboElement.data.name;\n var parsed = false;\n for (var j = 0; j < uniformParsers.length; j++) {\n var uniformParser = uniformParsers[j];\n if (uniformParser.codeUbo && uniformParser.test(uboElement.data, uniform)) {\n funcFragments.push(\"offset = \" + uboElement.offset / 4 + \";\", uniformParsers[j].codeUbo(uboElement.data.name, uniform));\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n if (uboElement.data.size > 1) {\n var size_1 = mapSize(uboElement.data.type);\n var rowSize = Math.max(GLSL_TO_STD40_SIZE[uboElement.data.type] / 16, 1);\n var elementSize = size_1 / rowSize;\n var remainder = (4 - (elementSize % 4)) % 4;\n funcFragments.push(\"\\n cv = ud.\" + name + \".value;\\n v = uv.\" + name + \";\\n offset = \" + uboElement.offset / 4 + \";\\n\\n t = 0;\\n\\n for(var i=0; i < \" + uboElement.data.size * rowSize + \"; i++)\\n {\\n for(var j = 0; j < \" + elementSize + \"; j++)\\n {\\n data[offset++] = v[t++];\\n }\\n offset += \" + remainder + \";\\n }\\n\\n \");\n }\n else {\n var template = UBO_TO_SINGLE_SETTERS[uboElement.data.type];\n funcFragments.push(\"\\n cv = ud.\" + name + \".value;\\n v = uv.\" + name + \";\\n offset = \" + uboElement.offset / 4 + \";\\n \" + template + \";\\n \");\n }\n }\n }\n funcFragments.push(\"\\n renderer.buffer.update(buffer);\\n \");\n return {\n size: size,\n // eslint-disable-next-line no-new-func\n syncFunc: new Function('ud', 'uv', 'renderer', 'syncData', 'buffer', funcFragments.join('\\n'))\n };\n}\n\n/**\n * @private\n */\nvar IGLUniformData = /** @class */ (function () {\n function IGLUniformData() {\n }\n return IGLUniformData;\n}());\n/**\n * Helper class to create a WebGL Program\n * @memberof PIXI\n */\nvar GLProgram = /** @class */ (function () {\n /**\n * Makes a new Pixi program.\n * @param program - webgl program\n * @param uniformData - uniforms\n */\n function GLProgram(program, uniformData) {\n this.program = program;\n this.uniformData = uniformData;\n this.uniformGroups = {};\n this.uniformDirtyGroups = {};\n this.uniformBufferBindings = {};\n }\n /** Destroys this program. */\n GLProgram.prototype.destroy = function () {\n this.uniformData = null;\n this.uniformGroups = null;\n this.uniformDirtyGroups = null;\n this.uniformBufferBindings = null;\n this.program = null;\n };\n return GLProgram;\n}());\n\n/**\n * returns the attribute data from the program\n * @private\n * @param {WebGLProgram} [program] - the WebGL program\n * @param {WebGLRenderingContext} [gl] - the WebGL context\n * @returns {object} the attribute data for this program\n */\nfunction getAttributeData(program, gl) {\n var attributes = {};\n var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);\n for (var i = 0; i < totalAttributes; i++) {\n var attribData = gl.getActiveAttrib(program, i);\n if (attribData.name.indexOf('gl_') === 0) {\n continue;\n }\n var type = mapType(gl, attribData.type);\n var data = {\n type: type,\n name: attribData.name,\n size: mapSize(type),\n location: gl.getAttribLocation(program, attribData.name),\n };\n attributes[attribData.name] = data;\n }\n return attributes;\n}\n\n/**\n * returns the uniform data from the program\n * @private\n * @param program - the webgl program\n * @param gl - the WebGL context\n * @returns {object} the uniform data for this program\n */\nfunction getUniformData(program, gl) {\n var uniforms = {};\n var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);\n for (var i = 0; i < totalUniforms; i++) {\n var uniformData = gl.getActiveUniform(program, i);\n var name = uniformData.name.replace(/\\[.*?\\]$/, '');\n var isArray = !!(uniformData.name.match(/\\[.*?\\]$/));\n var type = mapType(gl, uniformData.type);\n uniforms[name] = {\n name: name,\n index: i,\n type: type,\n size: uniformData.size,\n isArray: isArray,\n value: defaultValue(type, uniformData.size),\n };\n }\n return uniforms;\n}\n\n/**\n * generates a WebGL Program object from a high level Pixi Program.\n * @param gl - a rendering context on which to generate the program\n * @param program - the high level Pixi Program.\n */\nfunction generateProgram(gl, program) {\n var glVertShader = compileShader(gl, gl.VERTEX_SHADER, program.vertexSrc);\n var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, program.fragmentSrc);\n var webGLProgram = gl.createProgram();\n gl.attachShader(webGLProgram, glVertShader);\n gl.attachShader(webGLProgram, glFragShader);\n gl.linkProgram(webGLProgram);\n if (!gl.getProgramParameter(webGLProgram, gl.LINK_STATUS)) {\n logProgramError(gl, webGLProgram, glVertShader, glFragShader);\n }\n program.attributeData = getAttributeData(webGLProgram, gl);\n program.uniformData = getUniformData(webGLProgram, gl);\n // GLSL 1.00: bind attributes sorted by name in ascending order\n // GLSL 3.00: don't change the attribute locations that where chosen by the compiler\n // or assigned by the layout specifier in the shader source code\n if (!(/^[ \\t]*#[ \\t]*version[ \\t]+300[ \\t]+es[ \\t]*$/m).test(program.vertexSrc)) {\n var keys = Object.keys(program.attributeData);\n keys.sort(function (a, b) { return (a > b) ? 1 : -1; }); // eslint-disable-line no-confusing-arrow\n for (var i = 0; i < keys.length; i++) {\n program.attributeData[keys[i]].location = i;\n gl.bindAttribLocation(webGLProgram, i, keys[i]);\n }\n gl.linkProgram(webGLProgram);\n }\n gl.deleteShader(glVertShader);\n gl.deleteShader(glFragShader);\n var uniformData = {};\n for (var i in program.uniformData) {\n var data = program.uniformData[i];\n uniformData[i] = {\n location: gl.getUniformLocation(webGLProgram, i),\n value: defaultValue(data.type, data.size),\n };\n }\n var glProgram = new GLProgram(webGLProgram, uniformData);\n return glProgram;\n}\n\nvar UID = 0;\n// default sync data so we don't create a new one each time!\nvar defaultSyncData = { textureCount: 0, uboCount: 0 };\n/**\n * System plugin to the renderer to manage shaders.\n * @memberof PIXI\n */\nvar ShaderSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ShaderSystem(renderer) {\n this.destroyed = false;\n this.renderer = renderer;\n // Validation check that this environment support `new Function`\n this.systemCheck();\n this.gl = null;\n this.shader = null;\n this.program = null;\n this.cache = {};\n this._uboCache = {};\n this.id = UID++;\n }\n /**\n * Overrideable function by `@pixi/unsafe-eval` to silence\n * throwing an error if platform doesn't support unsafe-evals.\n * @private\n */\n ShaderSystem.prototype.systemCheck = function () {\n if (!unsafeEvalSupported()) {\n throw new Error('Current environment does not allow unsafe-eval, '\n + 'please use @pixi/unsafe-eval module to enable support.');\n }\n };\n ShaderSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.reset();\n };\n /**\n * Changes the current shader to the one given in parameter.\n * @param shader - the new shader\n * @param dontSync - false if the shader should automatically sync its uniforms.\n * @returns the glProgram that belongs to the shader.\n */\n ShaderSystem.prototype.bind = function (shader, dontSync) {\n shader.uniforms.globals = this.renderer.globalUniforms;\n var program = shader.program;\n var glProgram = program.glPrograms[this.renderer.CONTEXT_UID] || this.generateProgram(shader);\n this.shader = shader;\n // TODO - some current Pixi plugins bypass this.. so it not safe to use yet..\n if (this.program !== program) {\n this.program = program;\n this.gl.useProgram(glProgram.program);\n }\n if (!dontSync) {\n defaultSyncData.textureCount = 0;\n defaultSyncData.uboCount = 0;\n this.syncUniformGroup(shader.uniformGroup, defaultSyncData);\n }\n return glProgram;\n };\n /**\n * Uploads the uniforms values to the currently bound shader.\n * @param uniforms - the uniforms values that be applied to the current shader\n */\n ShaderSystem.prototype.setUniforms = function (uniforms) {\n var shader = this.shader.program;\n var glProgram = shader.glPrograms[this.renderer.CONTEXT_UID];\n shader.syncUniforms(glProgram.uniformData, uniforms, this.renderer);\n };\n /* eslint-disable @typescript-eslint/explicit-module-boundary-types */\n /**\n * Syncs uniforms on the group\n * @param group - the uniform group to sync\n * @param syncData - this is data that is passed to the sync function and any nested sync functions\n */\n ShaderSystem.prototype.syncUniformGroup = function (group, syncData) {\n var glProgram = this.getGlProgram();\n if (!group.static || group.dirtyId !== glProgram.uniformDirtyGroups[group.id]) {\n glProgram.uniformDirtyGroups[group.id] = group.dirtyId;\n this.syncUniforms(group, glProgram, syncData);\n }\n };\n /**\n * Overrideable by the @pixi/unsafe-eval package to use static syncUniforms instead.\n * @param group\n * @param glProgram\n * @param syncData\n */\n ShaderSystem.prototype.syncUniforms = function (group, glProgram, syncData) {\n var syncFunc = group.syncUniforms[this.shader.program.id] || this.createSyncGroups(group);\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer, syncData);\n };\n ShaderSystem.prototype.createSyncGroups = function (group) {\n var id = this.getSignature(group, this.shader.program.uniformData, 'u');\n if (!this.cache[id]) {\n this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData);\n }\n group.syncUniforms[this.shader.program.id] = this.cache[id];\n return group.syncUniforms[this.shader.program.id];\n };\n /**\n * Syncs uniform buffers\n * @param group - the uniform buffer group to sync\n * @param name - the name of the uniform buffer\n */\n ShaderSystem.prototype.syncUniformBufferGroup = function (group, name) {\n var glProgram = this.getGlProgram();\n if (!group.static || group.dirtyId !== 0 || !glProgram.uniformGroups[group.id]) {\n group.dirtyId = 0;\n var syncFunc = glProgram.uniformGroups[group.id]\n || this.createSyncBufferGroup(group, glProgram, name);\n // TODO wrap update in a cache??\n group.buffer.update();\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer, defaultSyncData, group.buffer);\n }\n this.renderer.buffer.bindBufferBase(group.buffer, glProgram.uniformBufferBindings[name]);\n };\n /**\n * Will create a function that uploads a uniform buffer using the STD140 standard.\n * The upload function will then be cached for future calls\n * If a group is manually managed, then a simple upload function is generated\n * @param group - the uniform buffer group to sync\n * @param glProgram - the gl program to attach the uniform bindings to\n * @param name - the name of the uniform buffer (must exist on the shader)\n */\n ShaderSystem.prototype.createSyncBufferGroup = function (group, glProgram, name) {\n var gl = this.renderer.gl;\n this.renderer.buffer.bind(group.buffer);\n // bind them...\n var uniformBlockIndex = this.gl.getUniformBlockIndex(glProgram.program, name);\n glProgram.uniformBufferBindings[name] = this.shader.uniformBindCount;\n gl.uniformBlockBinding(glProgram.program, uniformBlockIndex, this.shader.uniformBindCount);\n this.shader.uniformBindCount++;\n var id = this.getSignature(group, this.shader.program.uniformData, 'ubo');\n var uboData = this._uboCache[id];\n if (!uboData) {\n uboData = this._uboCache[id] = generateUniformBufferSync(group, this.shader.program.uniformData);\n }\n if (group.autoManage) {\n var data = new Float32Array(uboData.size / 4);\n group.buffer.update(data);\n }\n glProgram.uniformGroups[group.id] = uboData.syncFunc;\n return glProgram.uniformGroups[group.id];\n };\n /**\n * Takes a uniform group and data and generates a unique signature for them.\n * @param group - The uniform group to get signature of\n * @param group.uniforms\n * @param uniformData - Uniform information generated by the shader\n * @param preFix\n * @returns Unique signature of the uniform group\n */\n ShaderSystem.prototype.getSignature = function (group, uniformData, preFix) {\n var uniforms = group.uniforms;\n var strings = [preFix + \"-\"];\n for (var i in uniforms) {\n strings.push(i);\n if (uniformData[i]) {\n strings.push(uniformData[i].type);\n }\n }\n return strings.join('-');\n };\n /**\n * Returns the underlying GLShade rof the currently bound shader.\n *\n * This can be handy for when you to have a little more control over the setting of your uniforms.\n * @returns The glProgram for the currently bound Shader for this context\n */\n ShaderSystem.prototype.getGlProgram = function () {\n if (this.shader) {\n return this.shader.program.glPrograms[this.renderer.CONTEXT_UID];\n }\n return null;\n };\n /**\n * Generates a glProgram version of the Shader provided.\n * @param shader - The shader that the glProgram will be based on.\n * @returns A shiny new glProgram!\n */\n ShaderSystem.prototype.generateProgram = function (shader) {\n var gl = this.gl;\n var program = shader.program;\n var glProgram = generateProgram(gl, program);\n program.glPrograms[this.renderer.CONTEXT_UID] = glProgram;\n return glProgram;\n };\n /** Resets ShaderSystem state, does not affect WebGL state. */\n ShaderSystem.prototype.reset = function () {\n this.program = null;\n this.shader = null;\n };\n /** Destroys this System and removes all its textures. */\n ShaderSystem.prototype.destroy = function () {\n this.renderer = null;\n // TODO implement destroy method for ShaderSystem\n this.destroyed = true;\n };\n return ShaderSystem;\n}());\n\n/**\n * Maps gl blend combinations to WebGL.\n * @memberof PIXI\n * @function mapWebGLBlendModesToPixi\n * @private\n * @param {WebGLRenderingContext} gl - The rendering context.\n * @param {number[][]} [array=[]] - The array to output into.\n * @returns {number[][]} Mapped modes.\n */\nfunction mapWebGLBlendModesToPixi(gl, array) {\n if (array === void 0) { array = []; }\n // TODO - premultiply alpha would be different.\n // add a boolean for that!\n array[BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD] = [gl.ONE, gl.ONE];\n array[BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.NONE] = [0, 0];\n // not-premultiplied blend modes\n array[BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE];\n array[BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n // composite operations\n array[BLEND_MODES.SRC_IN] = [gl.DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE];\n array[BLEND_MODES.DST_IN] = [gl.ZERO, gl.SRC_ALPHA];\n array[BLEND_MODES.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA];\n array[BLEND_MODES.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n // SUBTRACT from flash\n array[BLEND_MODES.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD];\n return array;\n}\n\nvar BLEND = 0;\nvar OFFSET = 1;\nvar CULLING = 2;\nvar DEPTH_TEST = 3;\nvar WINDING = 4;\nvar DEPTH_MASK = 5;\n/**\n * System plugin to the renderer to manage WebGL state machines.\n * @memberof PIXI\n */\nvar StateSystem = /** @class */ (function () {\n function StateSystem() {\n this.gl = null;\n this.stateId = 0;\n this.polygonOffset = 0;\n this.blendMode = BLEND_MODES.NONE;\n this._blendEq = false;\n // map functions for when we set state..\n this.map = [];\n this.map[BLEND] = this.setBlend;\n this.map[OFFSET] = this.setOffset;\n this.map[CULLING] = this.setCullFace;\n this.map[DEPTH_TEST] = this.setDepthTest;\n this.map[WINDING] = this.setFrontFace;\n this.map[DEPTH_MASK] = this.setDepthMask;\n this.checks = [];\n this.defaultState = new State();\n this.defaultState.blend = true;\n }\n StateSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.blendModes = mapWebGLBlendModesToPixi(gl);\n this.set(this.defaultState);\n this.reset();\n };\n /**\n * Sets the current state\n * @param {*} state - The state to set.\n */\n StateSystem.prototype.set = function (state) {\n state = state || this.defaultState;\n // TODO maybe to an object check? ( this.state === state )?\n if (this.stateId !== state.data) {\n var diff = this.stateId ^ state.data;\n var i = 0;\n // order from least to most common\n while (diff) {\n if (diff & 1) {\n // state change!\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n diff = diff >> 1;\n i++;\n }\n this.stateId = state.data;\n }\n // based on the above settings we check for specific modes..\n // for example if blend is active we check and set the blend modes\n // or of polygon offset is active we check the poly depth.\n for (var i = 0; i < this.checks.length; i++) {\n this.checks[i](this, state);\n }\n };\n /**\n * Sets the state, when previous state is unknown.\n * @param {*} state - The state to set\n */\n StateSystem.prototype.forceState = function (state) {\n state = state || this.defaultState;\n for (var i = 0; i < this.map.length; i++) {\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n for (var i = 0; i < this.checks.length; i++) {\n this.checks[i](this, state);\n }\n this.stateId = state.data;\n };\n /**\n * Sets whether to enable or disable blending.\n * @param value - Turn on or off WebGl blending.\n */\n StateSystem.prototype.setBlend = function (value) {\n this.updateCheck(StateSystem.checkBlendMode, value);\n this.gl[value ? 'enable' : 'disable'](this.gl.BLEND);\n };\n /**\n * Sets whether to enable or disable polygon offset fill.\n * @param value - Turn on or off webgl polygon offset testing.\n */\n StateSystem.prototype.setOffset = function (value) {\n this.updateCheck(StateSystem.checkPolygonOffset, value);\n this.gl[value ? 'enable' : 'disable'](this.gl.POLYGON_OFFSET_FILL);\n };\n /**\n * Sets whether to enable or disable depth test.\n * @param value - Turn on or off webgl depth testing.\n */\n StateSystem.prototype.setDepthTest = function (value) {\n this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST);\n };\n /**\n * Sets whether to enable or disable depth mask.\n * @param value - Turn on or off webgl depth mask.\n */\n StateSystem.prototype.setDepthMask = function (value) {\n this.gl.depthMask(value);\n };\n /**\n * Sets whether to enable or disable cull face.\n * @param {boolean} value - Turn on or off webgl cull face.\n */\n StateSystem.prototype.setCullFace = function (value) {\n this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE);\n };\n /**\n * Sets the gl front face.\n * @param {boolean} value - true is clockwise and false is counter-clockwise\n */\n StateSystem.prototype.setFrontFace = function (value) {\n this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']);\n };\n /**\n * Sets the blend mode.\n * @param {number} value - The blend mode to set to.\n */\n StateSystem.prototype.setBlendMode = function (value) {\n if (value === this.blendMode) {\n return;\n }\n this.blendMode = value;\n var mode = this.blendModes[value];\n var gl = this.gl;\n if (mode.length === 2) {\n gl.blendFunc(mode[0], mode[1]);\n }\n else {\n gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]);\n }\n if (mode.length === 6) {\n this._blendEq = true;\n gl.blendEquationSeparate(mode[4], mode[5]);\n }\n else if (this._blendEq) {\n this._blendEq = false;\n gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);\n }\n };\n /**\n * Sets the polygon offset.\n * @param {number} value - the polygon offset\n * @param {number} scale - the polygon offset scale\n */\n StateSystem.prototype.setPolygonOffset = function (value, scale) {\n this.gl.polygonOffset(value, scale);\n };\n // used\n /** Resets all the logic and disables the VAOs. */\n StateSystem.prototype.reset = function () {\n this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false);\n this.forceState(this.defaultState);\n this._blendEq = true;\n this.blendMode = -1;\n this.setBlendMode(0);\n };\n /**\n * Checks to see which updates should be checked based on which settings have been activated.\n *\n * For example, if blend is enabled then we should check the blend modes each time the state is changed\n * or if polygon fill is activated then we need to check if the polygon offset changes.\n * The idea is that we only check what we have too.\n * @param func - the checking function to add or remove\n * @param value - should the check function be added or removed.\n */\n StateSystem.prototype.updateCheck = function (func, value) {\n var index = this.checks.indexOf(func);\n if (value && index === -1) {\n this.checks.push(func);\n }\n else if (!value && index !== -1) {\n this.checks.splice(index, 1);\n }\n };\n /**\n * A private little wrapper function that we call to check the blend mode.\n * @param system - the System to perform the state check on\n * @param state - the state that the blendMode will pulled from\n */\n StateSystem.checkBlendMode = function (system, state) {\n system.setBlendMode(state.blendMode);\n };\n /**\n * A private little wrapper function that we call to check the polygon offset.\n * @param system - the System to perform the state check on\n * @param state - the state that the blendMode will pulled from\n */\n StateSystem.checkPolygonOffset = function (system, state) {\n system.setPolygonOffset(1, state.polygonOffset);\n };\n /**\n * @ignore\n */\n StateSystem.prototype.destroy = function () {\n this.gl = null;\n };\n return StateSystem;\n}());\n\n/**\n * System plugin to the renderer to manage texture garbage collection on the GPU,\n * ensuring that it does not get clogged up with textures that are no longer being used.\n * @memberof PIXI\n */\nvar TextureGCSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function TextureGCSystem(renderer) {\n this.renderer = renderer;\n this.count = 0;\n this.checkCount = 0;\n this.maxIdle = settings.GC_MAX_IDLE;\n this.checkCountMax = settings.GC_MAX_CHECK_COUNT;\n this.mode = settings.GC_MODE;\n }\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n TextureGCSystem.prototype.postrender = function () {\n if (!this.renderer.renderingToScreen) {\n return;\n }\n this.count++;\n if (this.mode === GC_MODES.MANUAL) {\n return;\n }\n this.checkCount++;\n if (this.checkCount > this.checkCountMax) {\n this.checkCount = 0;\n this.run();\n }\n };\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n TextureGCSystem.prototype.run = function () {\n var tm = this.renderer.texture;\n var managedTextures = tm.managedTextures;\n var wasRemoved = false;\n for (var i = 0; i < managedTextures.length; i++) {\n var texture = managedTextures[i];\n // only supports non generated textures at the moment!\n if (!texture.framebuffer && this.count - texture.touched > this.maxIdle) {\n tm.destroyTexture(texture, true);\n managedTextures[i] = null;\n wasRemoved = true;\n }\n }\n if (wasRemoved) {\n var j = 0;\n for (var i = 0; i < managedTextures.length; i++) {\n if (managedTextures[i] !== null) {\n managedTextures[j++] = managedTextures[i];\n }\n }\n managedTextures.length = j;\n }\n };\n /**\n * Removes all the textures within the specified displayObject and its children from the GPU\n * @param {PIXI.DisplayObject} displayObject - the displayObject to remove the textures from.\n */\n TextureGCSystem.prototype.unload = function (displayObject) {\n var tm = this.renderer.texture;\n var texture = displayObject._texture;\n // only destroy non generated textures\n if (texture && !texture.framebuffer) {\n tm.destroyTexture(texture);\n }\n for (var i = displayObject.children.length - 1; i >= 0; i--) {\n this.unload(displayObject.children[i]);\n }\n };\n TextureGCSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return TextureGCSystem;\n}());\n\n/**\n * Returns a lookup table that maps each type-format pair to a compatible internal format.\n * @memberof PIXI\n * @function mapTypeAndFormatToInternalFormat\n * @private\n * @param {WebGLRenderingContext} gl - The rendering context.\n * @returns Lookup table.\n */\nfunction mapTypeAndFormatToInternalFormat(gl) {\n var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s, _t, _u, _v, _w, _x;\n var table;\n if ('WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext) {\n table = (_a = {},\n _a[TYPES.UNSIGNED_BYTE] = (_b = {},\n _b[FORMATS.RGBA] = gl.RGBA8,\n _b[FORMATS.RGB] = gl.RGB8,\n _b[FORMATS.RG] = gl.RG8,\n _b[FORMATS.RED] = gl.R8,\n _b[FORMATS.RGBA_INTEGER] = gl.RGBA8UI,\n _b[FORMATS.RGB_INTEGER] = gl.RGB8UI,\n _b[FORMATS.RG_INTEGER] = gl.RG8UI,\n _b[FORMATS.RED_INTEGER] = gl.R8UI,\n _b[FORMATS.ALPHA] = gl.ALPHA,\n _b[FORMATS.LUMINANCE] = gl.LUMINANCE,\n _b[FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA,\n _b),\n _a[TYPES.BYTE] = (_c = {},\n _c[FORMATS.RGBA] = gl.RGBA8_SNORM,\n _c[FORMATS.RGB] = gl.RGB8_SNORM,\n _c[FORMATS.RG] = gl.RG8_SNORM,\n _c[FORMATS.RED] = gl.R8_SNORM,\n _c[FORMATS.RGBA_INTEGER] = gl.RGBA8I,\n _c[FORMATS.RGB_INTEGER] = gl.RGB8I,\n _c[FORMATS.RG_INTEGER] = gl.RG8I,\n _c[FORMATS.RED_INTEGER] = gl.R8I,\n _c),\n _a[TYPES.UNSIGNED_SHORT] = (_d = {},\n _d[FORMATS.RGBA_INTEGER] = gl.RGBA16UI,\n _d[FORMATS.RGB_INTEGER] = gl.RGB16UI,\n _d[FORMATS.RG_INTEGER] = gl.RG16UI,\n _d[FORMATS.RED_INTEGER] = gl.R16UI,\n _d[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT16,\n _d),\n _a[TYPES.SHORT] = (_e = {},\n _e[FORMATS.RGBA_INTEGER] = gl.RGBA16I,\n _e[FORMATS.RGB_INTEGER] = gl.RGB16I,\n _e[FORMATS.RG_INTEGER] = gl.RG16I,\n _e[FORMATS.RED_INTEGER] = gl.R16I,\n _e),\n _a[TYPES.UNSIGNED_INT] = (_f = {},\n _f[FORMATS.RGBA_INTEGER] = gl.RGBA32UI,\n _f[FORMATS.RGB_INTEGER] = gl.RGB32UI,\n _f[FORMATS.RG_INTEGER] = gl.RG32UI,\n _f[FORMATS.RED_INTEGER] = gl.R32UI,\n _f[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT24,\n _f),\n _a[TYPES.INT] = (_g = {},\n _g[FORMATS.RGBA_INTEGER] = gl.RGBA32I,\n _g[FORMATS.RGB_INTEGER] = gl.RGB32I,\n _g[FORMATS.RG_INTEGER] = gl.RG32I,\n _g[FORMATS.RED_INTEGER] = gl.R32I,\n _g),\n _a[TYPES.FLOAT] = (_h = {},\n _h[FORMATS.RGBA] = gl.RGBA32F,\n _h[FORMATS.RGB] = gl.RGB32F,\n _h[FORMATS.RG] = gl.RG32F,\n _h[FORMATS.RED] = gl.R32F,\n _h[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT32F,\n _h),\n _a[TYPES.HALF_FLOAT] = (_j = {},\n _j[FORMATS.RGBA] = gl.RGBA16F,\n _j[FORMATS.RGB] = gl.RGB16F,\n _j[FORMATS.RG] = gl.RG16F,\n _j[FORMATS.RED] = gl.R16F,\n _j),\n _a[TYPES.UNSIGNED_SHORT_5_6_5] = (_k = {},\n _k[FORMATS.RGB] = gl.RGB565,\n _k),\n _a[TYPES.UNSIGNED_SHORT_4_4_4_4] = (_l = {},\n _l[FORMATS.RGBA] = gl.RGBA4,\n _l),\n _a[TYPES.UNSIGNED_SHORT_5_5_5_1] = (_m = {},\n _m[FORMATS.RGBA] = gl.RGB5_A1,\n _m),\n _a[TYPES.UNSIGNED_INT_2_10_10_10_REV] = (_o = {},\n _o[FORMATS.RGBA] = gl.RGB10_A2,\n _o[FORMATS.RGBA_INTEGER] = gl.RGB10_A2UI,\n _o),\n _a[TYPES.UNSIGNED_INT_10F_11F_11F_REV] = (_p = {},\n _p[FORMATS.RGB] = gl.R11F_G11F_B10F,\n _p),\n _a[TYPES.UNSIGNED_INT_5_9_9_9_REV] = (_q = {},\n _q[FORMATS.RGB] = gl.RGB9_E5,\n _q),\n _a[TYPES.UNSIGNED_INT_24_8] = (_r = {},\n _r[FORMATS.DEPTH_STENCIL] = gl.DEPTH24_STENCIL8,\n _r),\n _a[TYPES.FLOAT_32_UNSIGNED_INT_24_8_REV] = (_s = {},\n _s[FORMATS.DEPTH_STENCIL] = gl.DEPTH32F_STENCIL8,\n _s),\n _a);\n }\n else {\n table = (_t = {},\n _t[TYPES.UNSIGNED_BYTE] = (_u = {},\n _u[FORMATS.RGBA] = gl.RGBA,\n _u[FORMATS.RGB] = gl.RGB,\n _u[FORMATS.ALPHA] = gl.ALPHA,\n _u[FORMATS.LUMINANCE] = gl.LUMINANCE,\n _u[FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA,\n _u),\n _t[TYPES.UNSIGNED_SHORT_5_6_5] = (_v = {},\n _v[FORMATS.RGB] = gl.RGB,\n _v),\n _t[TYPES.UNSIGNED_SHORT_4_4_4_4] = (_w = {},\n _w[FORMATS.RGBA] = gl.RGBA,\n _w),\n _t[TYPES.UNSIGNED_SHORT_5_5_5_1] = (_x = {},\n _x[FORMATS.RGBA] = gl.RGBA,\n _x),\n _t);\n }\n return table;\n}\n\n/**\n * Internal texture for WebGL context.\n * @memberof PIXI\n */\nvar GLTexture = /** @class */ (function () {\n function GLTexture(texture) {\n this.texture = texture;\n this.width = -1;\n this.height = -1;\n this.dirtyId = -1;\n this.dirtyStyleId = -1;\n this.mipmap = false;\n this.wrapMode = 33071;\n this.type = TYPES.UNSIGNED_BYTE;\n this.internalFormat = FORMATS.RGBA;\n this.samplerType = 0;\n }\n return GLTexture;\n}());\n\n/**\n * System plugin to the renderer to manage textures.\n * @memberof PIXI\n */\nvar TextureSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this system works for.\n */\n function TextureSystem(renderer) {\n this.renderer = renderer;\n // TODO set to max textures...\n this.boundTextures = [];\n this.currentLocation = -1;\n this.managedTextures = [];\n this._unknownBoundTextures = false;\n this.unknownTexture = new BaseTexture();\n this.hasIntegerTextures = false;\n }\n /** Sets up the renderer context and necessary buffers. */\n TextureSystem.prototype.contextChange = function () {\n var gl = this.gl = this.renderer.gl;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n this.webGLVersion = this.renderer.context.webGLVersion;\n this.internalFormats = mapTypeAndFormatToInternalFormat(gl);\n var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);\n this.boundTextures.length = maxTextures;\n for (var i = 0; i < maxTextures; i++) {\n this.boundTextures[i] = null;\n }\n // TODO move this.. to a nice make empty textures class..\n this.emptyTextures = {};\n var emptyTexture2D = new GLTexture(gl.createTexture());\n gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4));\n this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D;\n this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(gl.createTexture());\n gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture);\n for (var i = 0; i < 6; i++) {\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n }\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\n for (var i = 0; i < this.boundTextures.length; i++) {\n this.bind(null, i);\n }\n };\n /**\n * Bind a texture to a specific location\n *\n * If you want to unbind something, please use `unbind(texture)` instead of `bind(null, textureLocation)`\n * @param texture - Texture to bind\n * @param [location=0] - Location to bind at\n */\n TextureSystem.prototype.bind = function (texture, location) {\n if (location === void 0) { location = 0; }\n var gl = this.gl;\n texture = texture === null || texture === void 0 ? void 0 : texture.castToBaseTexture();\n // cannot bind partial texture\n // TODO: report a warning\n if (texture && texture.valid && !texture.parentTextureArray) {\n texture.touched = this.renderer.textureGC.count;\n var glTexture = texture._glTextures[this.CONTEXT_UID] || this.initTexture(texture);\n if (this.boundTextures[location] !== texture) {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n gl.bindTexture(texture.target, glTexture.texture);\n }\n if (glTexture.dirtyId !== texture.dirtyId) {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n this.updateTexture(texture);\n }\n this.boundTextures[location] = texture;\n }\n else {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[gl.TEXTURE_2D].texture);\n this.boundTextures[location] = null;\n }\n };\n /** Resets texture location and bound textures Actual `bind(null, i)` calls will be performed at next `unbind()` call */\n TextureSystem.prototype.reset = function () {\n this._unknownBoundTextures = true;\n this.hasIntegerTextures = false;\n this.currentLocation = -1;\n for (var i = 0; i < this.boundTextures.length; i++) {\n this.boundTextures[i] = this.unknownTexture;\n }\n };\n /**\n * Unbind a texture.\n * @param texture - Texture to bind\n */\n TextureSystem.prototype.unbind = function (texture) {\n var _a = this, gl = _a.gl, boundTextures = _a.boundTextures;\n if (this._unknownBoundTextures) {\n this._unknownBoundTextures = false;\n // someone changed webGL state,\n // we have to be sure that our texture does not appear in multi-texture renderer samplers\n for (var i = 0; i < boundTextures.length; i++) {\n if (boundTextures[i] === this.unknownTexture) {\n this.bind(null, i);\n }\n }\n }\n for (var i = 0; i < boundTextures.length; i++) {\n if (boundTextures[i] === texture) {\n if (this.currentLocation !== i) {\n gl.activeTexture(gl.TEXTURE0 + i);\n this.currentLocation = i;\n }\n gl.bindTexture(texture.target, this.emptyTextures[texture.target].texture);\n boundTextures[i] = null;\n }\n }\n };\n /**\n * Ensures that current boundTextures all have FLOAT sampler type,\n * see {@link PIXI.SAMPLER_TYPES} for explanation.\n * @param maxTextures - number of locations to check\n */\n TextureSystem.prototype.ensureSamplerType = function (maxTextures) {\n var _a = this, boundTextures = _a.boundTextures, hasIntegerTextures = _a.hasIntegerTextures, CONTEXT_UID = _a.CONTEXT_UID;\n if (!hasIntegerTextures) {\n return;\n }\n for (var i = maxTextures - 1; i >= 0; --i) {\n var tex = boundTextures[i];\n if (tex) {\n var glTexture = tex._glTextures[CONTEXT_UID];\n if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) {\n this.renderer.texture.unbind(tex);\n }\n }\n }\n };\n /**\n * Initialize a texture\n * @private\n * @param texture - Texture to initialize\n */\n TextureSystem.prototype.initTexture = function (texture) {\n var glTexture = new GLTexture(this.gl.createTexture());\n // guarantee an update..\n glTexture.dirtyId = -1;\n texture._glTextures[this.CONTEXT_UID] = glTexture;\n this.managedTextures.push(texture);\n texture.on('dispose', this.destroyTexture, this);\n return glTexture;\n };\n TextureSystem.prototype.initTextureType = function (texture, glTexture) {\n var _a, _b;\n glTexture.internalFormat = (_b = (_a = this.internalFormats[texture.type]) === null || _a === void 0 ? void 0 : _a[texture.format]) !== null && _b !== void 0 ? _b : texture.format;\n if (this.webGLVersion === 2 && texture.type === TYPES.HALF_FLOAT) {\n // TYPES.HALF_FLOAT is WebGL1 HALF_FLOAT_OES\n // we have to convert it to WebGL HALF_FLOAT\n glTexture.type = this.gl.HALF_FLOAT;\n }\n else {\n glTexture.type = texture.type;\n }\n };\n /**\n * Update a texture\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to initialize\n */\n TextureSystem.prototype.updateTexture = function (texture) {\n var glTexture = texture._glTextures[this.CONTEXT_UID];\n if (!glTexture) {\n return;\n }\n var renderer = this.renderer;\n this.initTextureType(texture, glTexture);\n if (texture.resource && texture.resource.upload(renderer, texture, glTexture)) {\n // texture is uploaded, dont do anything!\n if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) {\n this.hasIntegerTextures = true;\n }\n }\n else {\n // default, renderTexture-like logic\n var width = texture.realWidth;\n var height = texture.realHeight;\n var gl = renderer.gl;\n if (glTexture.width !== width\n || glTexture.height !== height\n || glTexture.dirtyId < 0) {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(texture.target, 0, glTexture.internalFormat, width, height, 0, texture.format, glTexture.type, null);\n }\n }\n // lets only update what changes..\n if (texture.dirtyStyleId !== glTexture.dirtyStyleId) {\n this.updateTextureStyle(texture);\n }\n glTexture.dirtyId = texture.dirtyId;\n };\n /**\n * Deletes the texture from WebGL\n * @private\n * @param texture - the texture to destroy\n * @param [skipRemove=false] - Whether to skip removing the texture from the TextureManager.\n */\n TextureSystem.prototype.destroyTexture = function (texture, skipRemove) {\n var gl = this.gl;\n texture = texture.castToBaseTexture();\n if (texture._glTextures[this.CONTEXT_UID]) {\n this.unbind(texture);\n gl.deleteTexture(texture._glTextures[this.CONTEXT_UID].texture);\n texture.off('dispose', this.destroyTexture, this);\n delete texture._glTextures[this.CONTEXT_UID];\n if (!skipRemove) {\n var i = this.managedTextures.indexOf(texture);\n if (i !== -1) {\n removeItems(this.managedTextures, i, 1);\n }\n }\n }\n };\n /**\n * Update texture style such as mipmap flag\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to update\n */\n TextureSystem.prototype.updateTextureStyle = function (texture) {\n var glTexture = texture._glTextures[this.CONTEXT_UID];\n if (!glTexture) {\n return;\n }\n if ((texture.mipmap === MIPMAP_MODES.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo) {\n glTexture.mipmap = false;\n }\n else {\n glTexture.mipmap = texture.mipmap >= 1;\n }\n if (this.webGLVersion !== 2 && !texture.isPowerOfTwo) {\n glTexture.wrapMode = WRAP_MODES.CLAMP;\n }\n else {\n glTexture.wrapMode = texture.wrapMode;\n }\n if (texture.resource && texture.resource.style(this.renderer, texture, glTexture)) ;\n else {\n this.setStyle(texture, glTexture);\n }\n glTexture.dirtyStyleId = texture.dirtyStyleId;\n };\n /**\n * Set style for texture\n * @private\n * @param texture - Texture to update\n * @param glTexture\n */\n TextureSystem.prototype.setStyle = function (texture, glTexture) {\n var gl = this.gl;\n if (glTexture.mipmap && texture.mipmap !== MIPMAP_MODES.ON_MANUAL) {\n gl.generateMipmap(texture.target);\n }\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode);\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode);\n if (glTexture.mipmap) {\n /* eslint-disable max-len */\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);\n /* eslint-disable max-len */\n var anisotropicExt = this.renderer.context.extensions.anisotropicFiltering;\n if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === SCALE_MODES.LINEAR) {\n var level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT));\n gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level);\n }\n }\n else {\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n }\n gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n };\n TextureSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return TextureSystem;\n}());\n\nvar _systems = {\n __proto__: null,\n FilterSystem: FilterSystem,\n BatchSystem: BatchSystem,\n ContextSystem: ContextSystem,\n FramebufferSystem: FramebufferSystem,\n GeometrySystem: GeometrySystem,\n MaskSystem: MaskSystem,\n ScissorSystem: ScissorSystem,\n StencilSystem: StencilSystem,\n ProjectionSystem: ProjectionSystem,\n RenderTextureSystem: RenderTextureSystem,\n ShaderSystem: ShaderSystem,\n StateSystem: StateSystem,\n TextureGCSystem: TextureGCSystem,\n TextureSystem: TextureSystem\n};\n\nvar tempMatrix = new Matrix();\n/**\n * The AbstractRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer}\n * and {@link PIXI.Renderer} which can be used for rendering a PixiJS scene.\n * @abstract\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nvar AbstractRenderer = /** @class */ (function (_super) {\n __extends(AbstractRenderer, _super);\n /**\n * @param type - The renderer type.\n * @param [options] - The optional renderer parameters.\n * @param {number} [options.width=800] - The width of the screen.\n * @param {number} [options.height=600] - The height of the screen.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the WebGL context.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n */\n function AbstractRenderer(type, options) {\n if (type === void 0) { type = RENDERER_TYPE.UNKNOWN; }\n var _this = _super.call(this) || this;\n // Add the default render options\n options = Object.assign({}, settings.RENDER_OPTIONS, options);\n /**\n * The supplied constructor options.\n * @member {object}\n * @readonly\n */\n _this.options = options;\n /**\n * The type of the renderer.\n * @member {number}\n * @default PIXI.RENDERER_TYPE.UNKNOWN\n * @see PIXI.RENDERER_TYPE\n */\n _this.type = type;\n /**\n * Measurements of the screen. (0, 0, screenWidth, screenHeight).\n *\n * Its safe to use as filterArea or hitArea for the whole stage.\n * @member {PIXI.Rectangle}\n */\n _this.screen = new Rectangle(0, 0, options.width, options.height);\n /**\n * The canvas element that everything is drawn to.\n * @member {HTMLCanvasElement}\n */\n _this.view = options.view || settings.ADAPTER.createCanvas();\n /**\n * The resolution / device pixel ratio of the renderer.\n * @member {number}\n * @default PIXI.settings.RESOLUTION\n */\n _this.resolution = options.resolution || settings.RESOLUTION;\n /**\n * Pass-thru setting for the canvas' context `alpha` property. This is typically\n * not something you need to fiddle with. If you want transparency, use `backgroundAlpha`.\n * @member {boolean}\n */\n _this.useContextAlpha = options.useContextAlpha;\n /**\n * Whether CSS dimensions of canvas view should be resized to screen dimensions automatically.\n * @member {boolean}\n */\n _this.autoDensity = !!options.autoDensity;\n /**\n * The value of the preserveDrawingBuffer flag affects whether or not the contents of\n * the stencil buffer is retained after rendering.\n * @member {boolean}\n */\n _this.preserveDrawingBuffer = options.preserveDrawingBuffer;\n /**\n * This sets if the CanvasRenderer will clear the canvas or not before the new render pass.\n * If the scene is NOT transparent PixiJS will use a canvas sized fillRect operation every\n * frame to set the canvas background color. If the scene is transparent PixiJS will use clearRect\n * to clear the canvas every frame. Disable this by setting this to false. For example, if\n * your game has a canvas filling background image you often don't need this set.\n * @member {boolean}\n * @default\n */\n _this.clearBeforeRender = options.clearBeforeRender;\n /**\n * The background color as a number.\n * @member {number}\n * @protected\n */\n _this._backgroundColor = 0x000000;\n /**\n * The background color as an [R, G, B, A] array.\n * @member {number[]}\n * @protected\n */\n _this._backgroundColorRgba = [0, 0, 0, 1];\n /**\n * The background color as a string.\n * @member {string}\n * @protected\n */\n _this._backgroundColorString = '#000000';\n _this.backgroundColor = options.backgroundColor || _this._backgroundColor; // run bg color setter\n _this.backgroundAlpha = options.backgroundAlpha;\n // @deprecated\n if (options.transparent !== undefined) {\n deprecation('6.0.0', 'Option transparent is deprecated, please use backgroundAlpha instead.');\n _this.useContextAlpha = options.transparent;\n _this.backgroundAlpha = options.transparent ? 0 : 1;\n }\n /**\n * The last root object that the renderer tried to render.\n * @member {PIXI.DisplayObject}\n * @protected\n */\n _this._lastObjectRendered = null;\n /**\n * Collection of plugins.\n * @readonly\n * @member {object}\n */\n _this.plugins = {};\n return _this;\n }\n /**\n * Initialize the plugins.\n * @protected\n * @param {object} staticMap - The dictionary of statically saved plugins.\n */\n AbstractRenderer.prototype.initPlugins = function (staticMap) {\n for (var o in staticMap) {\n this.plugins[o] = new (staticMap[o])(this);\n }\n };\n Object.defineProperty(AbstractRenderer.prototype, \"width\", {\n /**\n * Same as view.width, actual number of pixels in the canvas by horizontal.\n * @member {number}\n * @readonly\n * @default 800\n */\n get: function () {\n return this.view.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AbstractRenderer.prototype, \"height\", {\n /**\n * Same as view.height, actual number of pixels in the canvas by vertical.\n * @member {number}\n * @readonly\n * @default 600\n */\n get: function () {\n return this.view.height;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Resizes the screen and canvas as close as possible to the specified width and height.\n * Canvas dimensions are multiplied by resolution and rounded to the nearest integers.\n * The new canvas dimensions divided by the resolution become the new screen dimensions.\n * @param desiredScreenWidth - The desired width of the screen.\n * @param desiredScreenHeight - The desired height of the screen.\n */\n AbstractRenderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) {\n this.view.width = Math.round(desiredScreenWidth * this.resolution);\n this.view.height = Math.round(desiredScreenHeight * this.resolution);\n var screenWidth = this.view.width / this.resolution;\n var screenHeight = this.view.height / this.resolution;\n this.screen.width = screenWidth;\n this.screen.height = screenHeight;\n if (this.autoDensity) {\n this.view.style.width = screenWidth + \"px\";\n this.view.style.height = screenHeight + \"px\";\n }\n /**\n * Fired after view has been resized.\n * @event PIXI.Renderer#resize\n * @param {number} screenWidth - The new width of the screen.\n * @param {number} screenHeight - The new height of the screen.\n */\n this.emit('resize', screenWidth, screenHeight);\n };\n /**\n * @ignore\n */\n AbstractRenderer.prototype.generateTexture = function (displayObject, options, resolution, region) {\n if (options === void 0) { options = {}; }\n // @deprecated parameters spread, use options instead\n if (typeof options === 'number') {\n deprecation('6.1.0', 'generateTexture options (scaleMode, resolution, region) are now object options.');\n options = { scaleMode: options, resolution: resolution, region: region };\n }\n var manualRegion = options.region, textureOptions = __rest(options, [\"region\"]);\n region = manualRegion || displayObject.getLocalBounds(null, true);\n // minimum texture size is 1x1, 0x0 will throw an error\n if (region.width === 0)\n { region.width = 1; }\n if (region.height === 0)\n { region.height = 1; }\n var renderTexture = RenderTexture.create(__assign({ width: region.width, height: region.height }, textureOptions));\n tempMatrix.tx = -region.x;\n tempMatrix.ty = -region.y;\n this.render(displayObject, {\n renderTexture: renderTexture,\n clear: false,\n transform: tempMatrix,\n skipUpdateTransform: !!displayObject.parent\n });\n return renderTexture;\n };\n /**\n * Removes everything from the renderer and optionally removes the Canvas DOM element.\n * @param [removeView=false] - Removes the Canvas element from the DOM.\n */\n AbstractRenderer.prototype.destroy = function (removeView) {\n for (var o in this.plugins) {\n this.plugins[o].destroy();\n this.plugins[o] = null;\n }\n if (removeView && this.view.parentNode) {\n this.view.parentNode.removeChild(this.view);\n }\n var thisAny = this;\n // null-ing all objects, that's a tradition!\n thisAny.plugins = null;\n thisAny.type = RENDERER_TYPE.UNKNOWN;\n thisAny.view = null;\n thisAny.screen = null;\n thisAny._tempDisplayObjectParent = null;\n thisAny.options = null;\n this._backgroundColorRgba = null;\n this._backgroundColorString = null;\n this._lastObjectRendered = null;\n };\n Object.defineProperty(AbstractRenderer.prototype, \"backgroundColor\", {\n /**\n * The background color to fill if not transparent\n * @member {number}\n */\n get: function () {\n return this._backgroundColor;\n },\n set: function (value) {\n this._backgroundColor = value;\n this._backgroundColorString = hex2string(value);\n hex2rgb(value, this._backgroundColorRgba);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AbstractRenderer.prototype, \"backgroundAlpha\", {\n /**\n * The background color alpha. Setting this to 0 will make the canvas transparent.\n * @member {number}\n */\n get: function () {\n return this._backgroundColorRgba[3];\n },\n set: function (value) {\n this._backgroundColorRgba[3] = value;\n },\n enumerable: false,\n configurable: true\n });\n return AbstractRenderer;\n}(EventEmitter));\n\nvar GLBuffer = /** @class */ (function () {\n function GLBuffer(buffer) {\n this.buffer = buffer || null;\n this.updateID = -1;\n this.byteLength = -1;\n this.refCount = 0;\n }\n return GLBuffer;\n}());\n\n/**\n * System plugin to the renderer to manage buffers.\n *\n * WebGL uses Buffers as a way to store objects to the GPU.\n * This system makes working with them a lot easier.\n *\n * Buffers are used in three main places in WebGL\n * - geometry information\n * - Uniform information (via uniform buffer objects - a WebGL 2 only feature)\n * - Transform feedback information. (WebGL 2 only feature)\n *\n * This system will handle the binding of buffers to the GPU as well as uploading\n * them. With this system, you never need to work directly with GPU buffers, but instead work with\n * the PIXI.Buffer class.\n * @class\n * @memberof PIXI\n */\nvar BufferSystem = /** @class */ (function () {\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n function BufferSystem(renderer) {\n this.renderer = renderer;\n this.managedBuffers = {};\n this.boundBufferBases = {};\n }\n /**\n * @ignore\n */\n BufferSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n /** Sets up the renderer context and necessary buffers. */\n BufferSystem.prototype.contextChange = function () {\n this.disposeAll(true);\n this.gl = this.renderer.gl;\n // TODO fill out...\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n };\n /**\n * This binds specified buffer. On first run, it will create the webGL buffers for the context too\n * @param buffer - the buffer to bind to the renderer\n */\n BufferSystem.prototype.bind = function (buffer) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n gl.bindBuffer(buffer.type, glBuffer.buffer);\n };\n /**\n * Binds an uniform buffer to at the given index.\n *\n * A cache is used so a buffer will not be bound again if already bound.\n * @param buffer - the buffer to bind\n * @param index - the base index to bind it to.\n */\n BufferSystem.prototype.bindBufferBase = function (buffer, index) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n if (this.boundBufferBases[index] !== buffer) {\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n this.boundBufferBases[index] = buffer;\n gl.bindBufferBase(gl.UNIFORM_BUFFER, index, glBuffer.buffer);\n }\n };\n /**\n * Binds a buffer whilst also binding its range.\n * This will make the buffer start from the offset supplied rather than 0 when it is read.\n * @param buffer - the buffer to bind\n * @param index - the base index to bind at, defaults to 0\n * @param offset - the offset to bind at (this is blocks of 256). 0 = 0, 1 = 256, 2 = 512 etc\n */\n BufferSystem.prototype.bindBufferRange = function (buffer, index, offset) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n offset = offset || 0;\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n gl.bindBufferRange(gl.UNIFORM_BUFFER, index || 0, glBuffer.buffer, offset * 256, 256);\n };\n /**\n * Will ensure the data in the buffer is uploaded to the GPU.\n * @param {PIXI.Buffer} buffer - the buffer to update\n */\n BufferSystem.prototype.update = function (buffer) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n var glBuffer = buffer._glBuffers[CONTEXT_UID];\n if (buffer._updateID === glBuffer.updateID) {\n return;\n }\n glBuffer.updateID = buffer._updateID;\n gl.bindBuffer(buffer.type, glBuffer.buffer);\n if (glBuffer.byteLength >= buffer.data.byteLength) {\n // offset is always zero for now!\n gl.bufferSubData(buffer.type, 0, buffer.data);\n }\n else {\n var drawType = buffer.static ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW;\n glBuffer.byteLength = buffer.data.byteLength;\n gl.bufferData(buffer.type, buffer.data, drawType);\n }\n };\n /**\n * Disposes buffer\n * @param {PIXI.Buffer} buffer - buffer with data\n * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray\n */\n BufferSystem.prototype.dispose = function (buffer, contextLost) {\n if (!this.managedBuffers[buffer.id]) {\n return;\n }\n delete this.managedBuffers[buffer.id];\n var glBuffer = buffer._glBuffers[this.CONTEXT_UID];\n var gl = this.gl;\n buffer.disposeRunner.remove(this);\n if (!glBuffer) {\n return;\n }\n if (!contextLost) {\n gl.deleteBuffer(glBuffer.buffer);\n }\n delete buffer._glBuffers[this.CONTEXT_UID];\n };\n /**\n * dispose all WebGL resources of all managed buffers\n * @param {boolean} [contextLost=false] - If context was lost, we suppress `gl.delete` calls\n */\n BufferSystem.prototype.disposeAll = function (contextLost) {\n var all = Object.keys(this.managedBuffers);\n for (var i = 0; i < all.length; i++) {\n this.dispose(this.managedBuffers[all[i]], contextLost);\n }\n };\n /**\n * creates and attaches a GLBuffer object tied to the current context.\n * @param buffer\n * @protected\n */\n BufferSystem.prototype.createGLBuffer = function (buffer) {\n var _a = this, CONTEXT_UID = _a.CONTEXT_UID, gl = _a.gl;\n buffer._glBuffers[CONTEXT_UID] = new GLBuffer(gl.createBuffer());\n this.managedBuffers[buffer.id] = buffer;\n buffer.disposeRunner.add(this);\n return buffer._glBuffers[CONTEXT_UID];\n };\n return BufferSystem;\n}());\n\n/**\n * The Renderer draws the scene and all its content onto a WebGL enabled canvas.\n *\n * This renderer should be used for browsers that support WebGL.\n *\n * This renderer works by automatically managing WebGLBatchesm, so no need for Sprite Batches or Sprite Clouds.\n * Don't forget to add the view to your DOM or you will not see anything!\n *\n * Renderer is composed of systems that manage specific tasks. The following systems are added by default\n * whenever you create a renderer:\n *\n * | System | Description |\n * | ------------------------------------ | ----------------------------------------------------------------------------- |\n * | {@link PIXI.BatchSystem} | This manages object renderers that defer rendering until a flush. |\n * | {@link PIXI.ContextSystem} | This manages the WebGL context and extensions. |\n * | {@link PIXI.EventSystem} | This manages UI events. |\n * | {@link PIXI.FilterSystem} | This manages the filtering pipeline for post-processing effects. |\n * | {@link PIXI.FramebufferSystem} | This manages framebuffers, which are used for offscreen rendering. |\n * | {@link PIXI.GeometrySystem} | This manages geometries & buffers, which are used to draw object meshes. |\n * | {@link PIXI.MaskSystem} | This manages masking operations. |\n * | {@link PIXI.ProjectionSystem} | This manages the `projectionMatrix`, used by shaders to get NDC coordinates. |\n * | {@link PIXI.RenderTextureSystem} | This manages render-textures, which are an abstraction over framebuffers. |\n * | {@link PIXI.ScissorSystem} | This handles scissor masking, and is used internally by {@link MaskSystem} |\n * | {@link PIXI.ShaderSystem} | This manages shaders, programs that run on the GPU to calculate 'em pixels. |\n * | {@link PIXI.StateSystem} | This manages the WebGL state variables like blend mode, depth testing, etc. |\n * | {@link PIXI.StencilSystem} | This handles stencil masking, and is used internally by {@link MaskSystem} |\n * | {@link PIXI.TextureSystem} | This manages textures and their resources on the GPU. |\n * | {@link PIXI.TextureGCSystem} | This will automatically remove textures from the GPU if they are not used. |\n *\n * The breadth of the API surface provided by the renderer is contained within these systems.\n * @memberof PIXI\n */\nvar Renderer = /** @class */ (function (_super) {\n __extends(Renderer, _super);\n /**\n * @param [options] - The optional renderer parameters.\n * @param {number} [options.width=800] - The width of the screen.\n * @param {number} [options.height=600] - The height of the screen.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias. If not available natively then FXAA\n * antialiasing is used.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear\n * the canvas or not before the new render pass. If you wish to set this to false, you *must* set\n * preserveDrawingBuffer to `true`.\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the WebGL context.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n * @param {string} [options.powerPreference] - Parameter passed to WebGL context, set to \"high-performance\"\n * for devices with dual graphics card.\n * @param {object} [options.context] - If WebGL context already exists, all parameters must be taken from it.\n */\n function Renderer(options) {\n var _this = _super.call(this, RENDERER_TYPE.WEBGL, options) || this;\n // the options will have been modified here in the super constructor with pixi's default settings..\n options = _this.options;\n _this.gl = null;\n _this.CONTEXT_UID = 0;\n _this.runners = {\n destroy: new Runner('destroy'),\n contextChange: new Runner('contextChange'),\n reset: new Runner('reset'),\n update: new Runner('update'),\n postrender: new Runner('postrender'),\n prerender: new Runner('prerender'),\n resize: new Runner('resize'),\n };\n _this.runners.contextChange.add(_this);\n _this.globalUniforms = new UniformGroup({\n projectionMatrix: new Matrix(),\n }, true);\n _this.addSystem(MaskSystem, 'mask')\n .addSystem(ContextSystem, 'context')\n .addSystem(StateSystem, 'state')\n .addSystem(ShaderSystem, 'shader')\n .addSystem(TextureSystem, 'texture')\n .addSystem(BufferSystem, 'buffer')\n .addSystem(GeometrySystem, 'geometry')\n .addSystem(FramebufferSystem, 'framebuffer')\n .addSystem(ScissorSystem, 'scissor')\n .addSystem(StencilSystem, 'stencil')\n .addSystem(ProjectionSystem, 'projection')\n .addSystem(TextureGCSystem, 'textureGC')\n .addSystem(FilterSystem, 'filter')\n .addSystem(RenderTextureSystem, 'renderTexture')\n .addSystem(BatchSystem, 'batch');\n _this.initPlugins(Renderer.__plugins);\n _this.multisample = undefined;\n /*\n * The options passed in to create a new WebGL context.\n */\n if (options.context) {\n _this.context.initFromContext(options.context);\n }\n else {\n _this.context.initFromOptions({\n alpha: !!_this.useContextAlpha,\n antialias: options.antialias,\n premultipliedAlpha: _this.useContextAlpha && _this.useContextAlpha !== 'notMultiplied',\n stencil: true,\n preserveDrawingBuffer: options.preserveDrawingBuffer,\n powerPreference: _this.options.powerPreference,\n });\n }\n _this.renderingToScreen = true;\n sayHello(_this.context.webGLVersion === 2 ? 'WebGL 2' : 'WebGL 1');\n _this.resize(_this.options.width, _this.options.height);\n return _this;\n }\n /**\n * Create renderer if WebGL is available. Overrideable\n * by the **@pixi/canvas-renderer** package to allow fallback.\n * throws error if WebGL is not available.\n * @param options\n * @private\n */\n Renderer.create = function (options) {\n if (isWebGLSupported()) {\n return new Renderer(options);\n }\n throw new Error('WebGL unsupported in this browser, use \"pixi.js-legacy\" for fallback canvas2d support.');\n };\n Renderer.prototype.contextChange = function () {\n var gl = this.gl;\n var samples;\n if (this.context.webGLVersion === 1) {\n var framebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING);\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n samples = gl.getParameter(gl.SAMPLES);\n gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);\n }\n else {\n var framebuffer = gl.getParameter(gl.DRAW_FRAMEBUFFER_BINDING);\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);\n samples = gl.getParameter(gl.SAMPLES);\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, framebuffer);\n }\n if (samples >= MSAA_QUALITY.HIGH) {\n this.multisample = MSAA_QUALITY.HIGH;\n }\n else if (samples >= MSAA_QUALITY.MEDIUM) {\n this.multisample = MSAA_QUALITY.MEDIUM;\n }\n else if (samples >= MSAA_QUALITY.LOW) {\n this.multisample = MSAA_QUALITY.LOW;\n }\n else {\n this.multisample = MSAA_QUALITY.NONE;\n }\n };\n /**\n * Add a new system to the renderer.\n * @param ClassRef - Class reference\n * @param name - Property name for system, if not specified\n * will use a static `name` property on the class itself. This\n * name will be assigned as s property on the Renderer so make\n * sure it doesn't collide with properties on Renderer.\n * @returns Return instance of renderer\n */\n Renderer.prototype.addSystem = function (ClassRef, name) {\n var system = new ClassRef(this);\n if (this[name]) {\n throw new Error(\"Whoops! The name \\\"\" + name + \"\\\" is already in use\");\n }\n this[name] = system;\n for (var i in this.runners) {\n this.runners[i].add(system);\n }\n /**\n * Fired after rendering finishes.\n * @event PIXI.Renderer#postrender\n */\n /**\n * Fired before rendering starts.\n * @event PIXI.Renderer#prerender\n */\n /**\n * Fired when the WebGL context is set.\n * @event PIXI.Renderer#context\n * @param {WebGLRenderingContext} gl - WebGL context.\n */\n return this;\n };\n /**\n * @ignore\n */\n Renderer.prototype.render = function (displayObject, options) {\n var renderTexture;\n var clear;\n var transform;\n var skipUpdateTransform;\n if (options) {\n if (options instanceof RenderTexture) {\n deprecation('6.0.0', 'Renderer#render arguments changed, use options instead.');\n /* eslint-disable prefer-rest-params */\n renderTexture = options;\n clear = arguments[2];\n transform = arguments[3];\n skipUpdateTransform = arguments[4];\n /* eslint-enable prefer-rest-params */\n }\n else {\n renderTexture = options.renderTexture;\n clear = options.clear;\n transform = options.transform;\n skipUpdateTransform = options.skipUpdateTransform;\n }\n }\n // can be handy to know!\n this.renderingToScreen = !renderTexture;\n this.runners.prerender.emit();\n this.emit('prerender');\n // apply a transform at a GPU level\n this.projection.transform = transform;\n // no point rendering if our context has been blown up!\n if (this.context.isLost) {\n return;\n }\n if (!renderTexture) {\n this._lastObjectRendered = displayObject;\n }\n if (!skipUpdateTransform) {\n // update the scene graph\n var cacheParent = displayObject.enableTempParent();\n displayObject.updateTransform();\n displayObject.disableTempParent(cacheParent);\n // displayObject.hitArea = //TODO add a temp hit area\n }\n this.renderTexture.bind(renderTexture);\n this.batch.currentRenderer.start();\n if (clear !== undefined ? clear : this.clearBeforeRender) {\n this.renderTexture.clear();\n }\n displayObject.render(this);\n // apply transform..\n this.batch.currentRenderer.flush();\n if (renderTexture) {\n renderTexture.baseTexture.update();\n }\n this.runners.postrender.emit();\n // reset transform after render\n this.projection.transform = null;\n this.emit('postrender');\n };\n /**\n * @override\n * @ignore\n */\n Renderer.prototype.generateTexture = function (displayObject, options, resolution, region) {\n if (options === void 0) { options = {}; }\n var renderTexture = _super.prototype.generateTexture.call(this, displayObject, options, resolution, region);\n this.framebuffer.blit();\n return renderTexture;\n };\n /**\n * Resizes the WebGL view to the specified width and height.\n * @param desiredScreenWidth - The desired width of the screen.\n * @param desiredScreenHeight - The desired height of the screen.\n */\n Renderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) {\n _super.prototype.resize.call(this, desiredScreenWidth, desiredScreenHeight);\n this.runners.resize.emit(this.screen.height, this.screen.width);\n };\n /**\n * Resets the WebGL state so you can render things however you fancy!\n * @returns Returns itself.\n */\n Renderer.prototype.reset = function () {\n this.runners.reset.emit();\n return this;\n };\n /** Clear the frame buffer. */\n Renderer.prototype.clear = function () {\n this.renderTexture.bind();\n this.renderTexture.clear();\n };\n /**\n * Removes everything from the renderer (event listeners, spritebatch, etc...)\n * @param [removeView=false] - Removes the Canvas element from the DOM.\n * See: https://github.com/pixijs/pixi.js/issues/2233\n */\n Renderer.prototype.destroy = function (removeView) {\n this.runners.destroy.emit();\n for (var r in this.runners) {\n this.runners[r].destroy();\n }\n // call base destroy\n _super.prototype.destroy.call(this, removeView);\n // TODO nullify all the managers..\n this.gl = null;\n };\n Object.defineProperty(Renderer.prototype, \"extract\", {\n /**\n * Please use `plugins.extract` instead.\n * @member {PIXI.Extract} extract\n * @deprecated since 6.0.0\n * @readonly\n */\n get: function () {\n deprecation('6.0.0', 'Renderer#extract has been deprecated, please use Renderer#plugins.extract instead.');\n return this.plugins.extract;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Use the {@link PIXI.extensions.add} API to register plugins.\n * @deprecated since 6.5.0\n * @param pluginName - The name of the plugin.\n * @param ctor - The constructor function or class for the plugin.\n */\n Renderer.registerPlugin = function (pluginName, ctor) {\n deprecation('6.5.0', 'Renderer.registerPlugin() has been deprecated, please use extensions.add() instead.');\n extensions$1.add({\n name: pluginName,\n type: ExtensionType.RendererPlugin,\n ref: ctor,\n });\n };\n /**\n * Collection of installed plugins. These are included by default in PIXI, but can be excluded\n * by creating a custom build. Consult the README for more information about creating custom\n * builds and excluding plugins.\n * @readonly\n * @property {PIXI.AccessibilityManager} accessibility Support tabbing interactive elements.\n * @property {PIXI.Extract} extract Extract image data from renderer.\n * @property {PIXI.InteractionManager} interaction Handles mouse, touch and pointer events.\n * @property {PIXI.ParticleRenderer} particle Renderer for ParticleContainer objects.\n * @property {PIXI.Prepare} prepare Pre-render display objects.\n * @property {PIXI.BatchRenderer} batch Batching of Sprite, Graphics and Mesh objects.\n * @property {PIXI.TilingSpriteRenderer} tilingSprite Renderer for TilingSprite objects.\n */\n Renderer.__plugins = {};\n return Renderer;\n}(AbstractRenderer));\n// Handle registration of extensions\nextensions$1.handleByMap(ExtensionType.RendererPlugin, Renderer.__plugins);\n\n/**\n * This helper function will automatically detect which renderer you should be using.\n * WebGL is the preferred renderer as it is a lot faster. If WebGL is not supported by\n * the browser then this function will return a canvas renderer\n * @memberof PIXI\n * @function autoDetectRenderer\n * @param {object} [options] - The optional renderer parameters\n * @param {number} [options.width=800] - the width of the renderers view\n * @param {number} [options.height=600] - the height of the renderers view\n * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1\n * @param {boolean} [options.antialias=false] - sets antialias\n * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, enable this if you\n * need to call toDataUrl on the webgl context\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this\n * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise\n * it is ignored.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card **webgl only**\n * @returns {PIXI.Renderer|PIXI.CanvasRenderer} Returns WebGL renderer if available, otherwise CanvasRenderer\n */\nfunction autoDetectRenderer(options) {\n return Renderer.create(options);\n}\n\nvar $defaultVertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n vTextureCoord = aTextureCoord;\\n}\";\n\nvar $defaultFilterVertex = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n gl_Position = filterVertexPosition();\\n vTextureCoord = filterTextureCoord();\\n}\\n\";\n\n/**\n * Default vertex shader\n * @memberof PIXI\n * @member {string} defaultVertex\n */\n/**\n * Default filter vertex shader\n * @memberof PIXI\n * @member {string} defaultFilterVertex\n */\n// NOTE: This black magic is so that @microsoft/api-extractor does not complain! This explicitly specifies the types\n// of defaultVertex, defaultFilterVertex.\nvar defaultVertex$1 = $defaultVertex;\nvar defaultFilterVertex = $defaultFilterVertex;\n\n/**\n * Use the ISystem interface instead.\n * @deprecated since 6.1.0\n * @memberof PIXI\n */\nvar System = /** @class */ (function () {\n /**\n * @param renderer - Reference to Renderer\n */\n function System(renderer) {\n deprecation('6.1.0', 'System class is deprecated, implemement ISystem interface instead.');\n this.renderer = renderer;\n }\n /** Destroy and don't use after this. */\n System.prototype.destroy = function () {\n this.renderer = null;\n };\n return System;\n}());\n\n/**\n * Used by the batcher to draw batches.\n * Each one of these contains all information required to draw a bound geometry.\n * @memberof PIXI\n */\nvar BatchDrawCall = /** @class */ (function () {\n function BatchDrawCall() {\n this.texArray = null;\n this.blend = 0;\n this.type = DRAW_MODES.TRIANGLES;\n this.start = 0;\n this.size = 0;\n this.data = null;\n }\n return BatchDrawCall;\n}());\n\n/**\n * Used by the batcher to build texture batches.\n * Holds list of textures and their respective locations.\n * @memberof PIXI\n */\nvar BatchTextureArray = /** @class */ (function () {\n function BatchTextureArray() {\n this.elements = [];\n this.ids = [];\n this.count = 0;\n }\n BatchTextureArray.prototype.clear = function () {\n for (var i = 0; i < this.count; i++) {\n this.elements[i] = null;\n }\n this.count = 0;\n };\n return BatchTextureArray;\n}());\n\n/**\n * Flexible wrapper around `ArrayBuffer` that also provides typed array views on demand.\n * @memberof PIXI\n */\nvar ViewableBuffer = /** @class */ (function () {\n function ViewableBuffer(sizeOrBuffer) {\n if (typeof sizeOrBuffer === 'number') {\n this.rawBinaryData = new ArrayBuffer(sizeOrBuffer);\n }\n else if (sizeOrBuffer instanceof Uint8Array) {\n this.rawBinaryData = sizeOrBuffer.buffer;\n }\n else {\n this.rawBinaryData = sizeOrBuffer;\n }\n this.uint32View = new Uint32Array(this.rawBinaryData);\n this.float32View = new Float32Array(this.rawBinaryData);\n }\n Object.defineProperty(ViewableBuffer.prototype, \"int8View\", {\n /** View on the raw binary data as a `Int8Array`. */\n get: function () {\n if (!this._int8View) {\n this._int8View = new Int8Array(this.rawBinaryData);\n }\n return this._int8View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"uint8View\", {\n /** View on the raw binary data as a `Uint8Array`. */\n get: function () {\n if (!this._uint8View) {\n this._uint8View = new Uint8Array(this.rawBinaryData);\n }\n return this._uint8View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"int16View\", {\n /** View on the raw binary data as a `Int16Array`. */\n get: function () {\n if (!this._int16View) {\n this._int16View = new Int16Array(this.rawBinaryData);\n }\n return this._int16View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"uint16View\", {\n /** View on the raw binary data as a `Uint16Array`. */\n get: function () {\n if (!this._uint16View) {\n this._uint16View = new Uint16Array(this.rawBinaryData);\n }\n return this._uint16View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"int32View\", {\n /** View on the raw binary data as a `Int32Array`. */\n get: function () {\n if (!this._int32View) {\n this._int32View = new Int32Array(this.rawBinaryData);\n }\n return this._int32View;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Returns the view of the given type.\n * @param type - One of `int8`, `uint8`, `int16`,\n * `uint16`, `int32`, `uint32`, and `float32`.\n * @returns - typed array of given type\n */\n ViewableBuffer.prototype.view = function (type) {\n return this[type + \"View\"];\n };\n /** Destroys all buffer references. Do not use after calling this. */\n ViewableBuffer.prototype.destroy = function () {\n this.rawBinaryData = null;\n this._int8View = null;\n this._uint8View = null;\n this._int16View = null;\n this._uint16View = null;\n this._int32View = null;\n this.uint32View = null;\n this.float32View = null;\n };\n ViewableBuffer.sizeOf = function (type) {\n switch (type) {\n case 'int8':\n case 'uint8':\n return 1;\n case 'int16':\n case 'uint16':\n return 2;\n case 'int32':\n case 'uint32':\n case 'float32':\n return 4;\n default:\n throw new Error(type + \" isn't a valid view type\");\n }\n };\n return ViewableBuffer;\n}());\n\n/**\n * Renderer dedicated to drawing and batching sprites.\n *\n * This is the default batch renderer. It buffers objects\n * with texture-based geometries and renders them in\n * batches. It uploads multiple textures to the GPU to\n * reduce to the number of draw calls.\n * @memberof PIXI\n */\nvar AbstractBatchRenderer = /** @class */ (function (_super) {\n __extends(AbstractBatchRenderer, _super);\n /**\n * This will hook onto the renderer's `contextChange`\n * and `prerender` signals.\n * @param {PIXI.Renderer} renderer - The renderer this works for.\n */\n function AbstractBatchRenderer(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.shaderGenerator = null;\n _this.geometryClass = null;\n _this.vertexSize = null;\n _this.state = State.for2d();\n _this.size = settings.SPRITE_BATCH_SIZE * 4;\n _this._vertexCount = 0;\n _this._indexCount = 0;\n _this._bufferedElements = [];\n _this._bufferedTextures = [];\n _this._bufferSize = 0;\n _this._shader = null;\n _this._packedGeometries = [];\n _this._packedGeometryPoolSize = 2;\n _this._flushId = 0;\n _this._aBuffers = {};\n _this._iBuffers = {};\n _this.MAX_TEXTURES = 1;\n _this.renderer.on('prerender', _this.onPrerender, _this);\n renderer.runners.contextChange.add(_this);\n _this._dcIndex = 0;\n _this._aIndex = 0;\n _this._iIndex = 0;\n _this._attributeBuffer = null;\n _this._indexBuffer = null;\n _this._tempBoundTextures = [];\n return _this;\n }\n /**\n * Handles the `contextChange` signal.\n *\n * It calculates `this.MAX_TEXTURES` and allocating the packed-geometry object pool.\n */\n AbstractBatchRenderer.prototype.contextChange = function () {\n var gl = this.renderer.gl;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n this.MAX_TEXTURES = 1;\n }\n else {\n // step 1: first check max textures the GPU can handle.\n this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), settings.SPRITE_MAX_TEXTURES);\n // step 2: check the maximum number of if statements the shader can have too..\n this.MAX_TEXTURES = checkMaxIfStatementsInShader(this.MAX_TEXTURES, gl);\n }\n this._shader = this.shaderGenerator.generateShader(this.MAX_TEXTURES);\n // we use the second shader as the first one depending on your browser\n // may omit aTextureId as it is not used by the shader so is optimized out.\n for (var i = 0; i < this._packedGeometryPoolSize; i++) {\n /* eslint-disable max-len */\n this._packedGeometries[i] = new (this.geometryClass)();\n }\n this.initFlushBuffers();\n };\n /** Makes sure that static and dynamic flush pooled objects have correct dimensions. */\n AbstractBatchRenderer.prototype.initFlushBuffers = function () {\n var _drawCallPool = AbstractBatchRenderer._drawCallPool, _textureArrayPool = AbstractBatchRenderer._textureArrayPool;\n // max draw calls\n var MAX_SPRITES = this.size / 4;\n // max texture arrays\n var MAX_TA = Math.floor(MAX_SPRITES / this.MAX_TEXTURES) + 1;\n while (_drawCallPool.length < MAX_SPRITES) {\n _drawCallPool.push(new BatchDrawCall());\n }\n while (_textureArrayPool.length < MAX_TA) {\n _textureArrayPool.push(new BatchTextureArray());\n }\n for (var i = 0; i < this.MAX_TEXTURES; i++) {\n this._tempBoundTextures[i] = null;\n }\n };\n /** Handles the `prerender` signal. It ensures that flushes start from the first geometry object again. */\n AbstractBatchRenderer.prototype.onPrerender = function () {\n this._flushId = 0;\n };\n /**\n * Buffers the \"batchable\" object. It need not be rendered immediately.\n * @param {PIXI.DisplayObject} element - the element to render when\n * using this renderer\n */\n AbstractBatchRenderer.prototype.render = function (element) {\n if (!element._texture.valid) {\n return;\n }\n if (this._vertexCount + (element.vertexData.length / 2) > this.size) {\n this.flush();\n }\n this._vertexCount += element.vertexData.length / 2;\n this._indexCount += element.indices.length;\n this._bufferedTextures[this._bufferSize] = element._texture.baseTexture;\n this._bufferedElements[this._bufferSize++] = element;\n };\n AbstractBatchRenderer.prototype.buildTexturesAndDrawCalls = function () {\n var _a = this, textures = _a._bufferedTextures, MAX_TEXTURES = _a.MAX_TEXTURES;\n var textureArrays = AbstractBatchRenderer._textureArrayPool;\n var batch = this.renderer.batch;\n var boundTextures = this._tempBoundTextures;\n var touch = this.renderer.textureGC.count;\n var TICK = ++BaseTexture._globalBatch;\n var countTexArrays = 0;\n var texArray = textureArrays[0];\n var start = 0;\n batch.copyBoundTextures(boundTextures, MAX_TEXTURES);\n for (var i = 0; i < this._bufferSize; ++i) {\n var tex = textures[i];\n textures[i] = null;\n if (tex._batchEnabled === TICK) {\n continue;\n }\n if (texArray.count >= MAX_TEXTURES) {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, i);\n start = i;\n texArray = textureArrays[++countTexArrays];\n ++TICK;\n }\n tex._batchEnabled = TICK;\n tex.touched = touch;\n texArray.elements[texArray.count++] = tex;\n }\n if (texArray.count > 0) {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, this._bufferSize);\n ++countTexArrays;\n ++TICK;\n }\n // Clean-up\n for (var i = 0; i < boundTextures.length; i++) {\n boundTextures[i] = null;\n }\n BaseTexture._globalBatch = TICK;\n };\n /**\n * Populating drawcalls for rendering\n * @param texArray\n * @param start\n * @param finish\n */\n AbstractBatchRenderer.prototype.buildDrawCalls = function (texArray, start, finish) {\n var _a = this, elements = _a._bufferedElements, _attributeBuffer = _a._attributeBuffer, _indexBuffer = _a._indexBuffer, vertexSize = _a.vertexSize;\n var drawCalls = AbstractBatchRenderer._drawCallPool;\n var dcIndex = this._dcIndex;\n var aIndex = this._aIndex;\n var iIndex = this._iIndex;\n var drawCall = drawCalls[dcIndex];\n drawCall.start = this._iIndex;\n drawCall.texArray = texArray;\n for (var i = start; i < finish; ++i) {\n var sprite = elements[i];\n var tex = sprite._texture.baseTexture;\n var spriteBlendMode = premultiplyBlendMode[tex.alphaMode ? 1 : 0][sprite.blendMode];\n elements[i] = null;\n if (start < i && drawCall.blend !== spriteBlendMode) {\n drawCall.size = iIndex - drawCall.start;\n start = i;\n drawCall = drawCalls[++dcIndex];\n drawCall.texArray = texArray;\n drawCall.start = iIndex;\n }\n this.packInterleavedGeometry(sprite, _attributeBuffer, _indexBuffer, aIndex, iIndex);\n aIndex += sprite.vertexData.length / 2 * vertexSize;\n iIndex += sprite.indices.length;\n drawCall.blend = spriteBlendMode;\n }\n if (start < finish) {\n drawCall.size = iIndex - drawCall.start;\n ++dcIndex;\n }\n this._dcIndex = dcIndex;\n this._aIndex = aIndex;\n this._iIndex = iIndex;\n };\n /**\n * Bind textures for current rendering\n * @param texArray\n */\n AbstractBatchRenderer.prototype.bindAndClearTexArray = function (texArray) {\n var textureSystem = this.renderer.texture;\n for (var j = 0; j < texArray.count; j++) {\n textureSystem.bind(texArray.elements[j], texArray.ids[j]);\n texArray.elements[j] = null;\n }\n texArray.count = 0;\n };\n AbstractBatchRenderer.prototype.updateGeometry = function () {\n var _a = this, packedGeometries = _a._packedGeometries, attributeBuffer = _a._attributeBuffer, indexBuffer = _a._indexBuffer;\n if (!settings.CAN_UPLOAD_SAME_BUFFER) { /* Usually on iOS devices, where the browser doesn't\n like uploads to the same buffer in a single frame. */\n if (this._packedGeometryPoolSize <= this._flushId) {\n this._packedGeometryPoolSize++;\n packedGeometries[this._flushId] = new (this.geometryClass)();\n }\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n this.renderer.geometry.bind(packedGeometries[this._flushId]);\n this.renderer.geometry.updateBuffers();\n this._flushId++;\n }\n else {\n // lets use the faster option, always use buffer number 0\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n this.renderer.geometry.updateBuffers();\n }\n };\n AbstractBatchRenderer.prototype.drawBatches = function () {\n var dcCount = this._dcIndex;\n var _a = this.renderer, gl = _a.gl, stateSystem = _a.state;\n var drawCalls = AbstractBatchRenderer._drawCallPool;\n var curTexArray = null;\n // Upload textures and do the draw calls\n for (var i = 0; i < dcCount; i++) {\n var _b = drawCalls[i], texArray = _b.texArray, type = _b.type, size = _b.size, start = _b.start, blend = _b.blend;\n if (curTexArray !== texArray) {\n curTexArray = texArray;\n this.bindAndClearTexArray(texArray);\n }\n this.state.blendMode = blend;\n stateSystem.set(this.state);\n gl.drawElements(type, size, gl.UNSIGNED_SHORT, start * 2);\n }\n };\n /** Renders the content _now_ and empties the current batch. */\n AbstractBatchRenderer.prototype.flush = function () {\n if (this._vertexCount === 0) {\n return;\n }\n this._attributeBuffer = this.getAttributeBuffer(this._vertexCount);\n this._indexBuffer = this.getIndexBuffer(this._indexCount);\n this._aIndex = 0;\n this._iIndex = 0;\n this._dcIndex = 0;\n this.buildTexturesAndDrawCalls();\n this.updateGeometry();\n this.drawBatches();\n // reset elements buffer for the next flush\n this._bufferSize = 0;\n this._vertexCount = 0;\n this._indexCount = 0;\n };\n /** Starts a new sprite batch. */\n AbstractBatchRenderer.prototype.start = function () {\n this.renderer.state.set(this.state);\n this.renderer.texture.ensureSamplerType(this.MAX_TEXTURES);\n this.renderer.shader.bind(this._shader);\n if (settings.CAN_UPLOAD_SAME_BUFFER) {\n // bind buffer #0, we don't need others\n this.renderer.geometry.bind(this._packedGeometries[this._flushId]);\n }\n };\n /** Stops and flushes the current batch. */\n AbstractBatchRenderer.prototype.stop = function () {\n this.flush();\n };\n /** Destroys this `AbstractBatchRenderer`. It cannot be used again. */\n AbstractBatchRenderer.prototype.destroy = function () {\n for (var i = 0; i < this._packedGeometryPoolSize; i++) {\n if (this._packedGeometries[i]) {\n this._packedGeometries[i].destroy();\n }\n }\n this.renderer.off('prerender', this.onPrerender, this);\n this._aBuffers = null;\n this._iBuffers = null;\n this._packedGeometries = null;\n this._attributeBuffer = null;\n this._indexBuffer = null;\n if (this._shader) {\n this._shader.destroy();\n this._shader = null;\n }\n _super.prototype.destroy.call(this);\n };\n /**\n * Fetches an attribute buffer from `this._aBuffers` that can hold atleast `size` floats.\n * @param size - minimum capacity required\n * @returns - buffer than can hold atleast `size` floats\n */\n AbstractBatchRenderer.prototype.getAttributeBuffer = function (size) {\n // 8 vertices is enough for 2 quads\n var roundedP2 = nextPow2(Math.ceil(size / 8));\n var roundedSizeIndex = log2(roundedP2);\n var roundedSize = roundedP2 * 8;\n if (this._aBuffers.length <= roundedSizeIndex) {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n var buffer = this._aBuffers[roundedSize];\n if (!buffer) {\n this._aBuffers[roundedSize] = buffer = new ViewableBuffer(roundedSize * this.vertexSize * 4);\n }\n return buffer;\n };\n /**\n * Fetches an index buffer from `this._iBuffers` that can\n * have at least `size` capacity.\n * @param size - minimum required capacity\n * @returns - buffer that can fit `size` indices.\n */\n AbstractBatchRenderer.prototype.getIndexBuffer = function (size) {\n // 12 indices is enough for 2 quads\n var roundedP2 = nextPow2(Math.ceil(size / 12));\n var roundedSizeIndex = log2(roundedP2);\n var roundedSize = roundedP2 * 12;\n if (this._iBuffers.length <= roundedSizeIndex) {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n var buffer = this._iBuffers[roundedSizeIndex];\n if (!buffer) {\n this._iBuffers[roundedSizeIndex] = buffer = new Uint16Array(roundedSize);\n }\n return buffer;\n };\n /**\n * Takes the four batching parameters of `element`, interleaves\n * and pushes them into the batching attribute/index buffers given.\n *\n * It uses these properties: `vertexData` `uvs`, `textureId` and\n * `indicies`. It also uses the \"tint\" of the base-texture, if\n * present.\n * @param {PIXI.DisplayObject} element - element being rendered\n * @param attributeBuffer - attribute buffer.\n * @param indexBuffer - index buffer\n * @param aIndex - number of floats already in the attribute buffer\n * @param iIndex - number of indices already in `indexBuffer`\n */\n AbstractBatchRenderer.prototype.packInterleavedGeometry = function (element, attributeBuffer, indexBuffer, aIndex, iIndex) {\n var uint32View = attributeBuffer.uint32View, float32View = attributeBuffer.float32View;\n var packedVertices = aIndex / this.vertexSize;\n var uvs = element.uvs;\n var indicies = element.indices;\n var vertexData = element.vertexData;\n var textureId = element._texture.baseTexture._batchLocation;\n var alpha = Math.min(element.worldAlpha, 1.0);\n var argb = (alpha < 1.0\n && element._texture.baseTexture.alphaMode)\n ? premultiplyTint(element._tintRGB, alpha)\n : element._tintRGB + (alpha * 255 << 24);\n // lets not worry about tint! for now..\n for (var i = 0; i < vertexData.length; i += 2) {\n float32View[aIndex++] = vertexData[i];\n float32View[aIndex++] = vertexData[i + 1];\n float32View[aIndex++] = uvs[i];\n float32View[aIndex++] = uvs[i + 1];\n uint32View[aIndex++] = argb;\n float32View[aIndex++] = textureId;\n }\n for (var i = 0; i < indicies.length; i++) {\n indexBuffer[iIndex++] = packedVertices + indicies[i];\n }\n };\n /**\n * Pool of `BatchDrawCall` objects that `flush` used\n * to create \"batches\" of the objects being rendered.\n *\n * These are never re-allocated again.\n * Shared between all batch renderers because it can be only one \"flush\" working at the moment.\n * @member {PIXI.BatchDrawCall[]}\n */\n AbstractBatchRenderer._drawCallPool = [];\n /**\n * Pool of `BatchDrawCall` objects that `flush` used\n * to create \"batches\" of the objects being rendered.\n *\n * These are never re-allocated again.\n * Shared between all batch renderers because it can be only one \"flush\" working at the moment.\n * @member {PIXI.BatchTextureArray[]}\n */\n AbstractBatchRenderer._textureArrayPool = [];\n return AbstractBatchRenderer;\n}(ObjectRenderer));\n\n/**\n * Helper that generates batching multi-texture shader. Use it with your new BatchRenderer\n * @memberof PIXI\n */\nvar BatchShaderGenerator = /** @class */ (function () {\n /**\n * @param vertexSrc - Vertex shader\n * @param fragTemplate - Fragment shader template\n */\n function BatchShaderGenerator(vertexSrc, fragTemplate) {\n this.vertexSrc = vertexSrc;\n this.fragTemplate = fragTemplate;\n this.programCache = {};\n this.defaultGroupCache = {};\n if (fragTemplate.indexOf('%count%') < 0) {\n throw new Error('Fragment template must contain \"%count%\".');\n }\n if (fragTemplate.indexOf('%forloop%') < 0) {\n throw new Error('Fragment template must contain \"%forloop%\".');\n }\n }\n BatchShaderGenerator.prototype.generateShader = function (maxTextures) {\n if (!this.programCache[maxTextures]) {\n var sampleValues = new Int32Array(maxTextures);\n for (var i = 0; i < maxTextures; i++) {\n sampleValues[i] = i;\n }\n this.defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true);\n var fragmentSrc = this.fragTemplate;\n fragmentSrc = fragmentSrc.replace(/%count%/gi, \"\" + maxTextures);\n fragmentSrc = fragmentSrc.replace(/%forloop%/gi, this.generateSampleSrc(maxTextures));\n this.programCache[maxTextures] = new Program(this.vertexSrc, fragmentSrc);\n }\n var uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: this.defaultGroupCache[maxTextures],\n };\n return new Shader(this.programCache[maxTextures], uniforms);\n };\n BatchShaderGenerator.prototype.generateSampleSrc = function (maxTextures) {\n var src = '';\n src += '\\n';\n src += '\\n';\n for (var i = 0; i < maxTextures; i++) {\n if (i > 0) {\n src += '\\nelse ';\n }\n if (i < maxTextures - 1) {\n src += \"if(vTextureId < \" + i + \".5)\";\n }\n src += '\\n{';\n src += \"\\n\\tcolor = texture2D(uSamplers[\" + i + \"], vTextureCoord);\";\n src += '\\n}';\n }\n src += '\\n';\n src += '\\n';\n return src;\n };\n return BatchShaderGenerator;\n}());\n\n/**\n * Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects).\n * @memberof PIXI\n */\nvar BatchGeometry = /** @class */ (function (_super) {\n __extends(BatchGeometry, _super);\n /**\n * @param {boolean} [_static=false] - Optimization flag, where `false`\n * is updated every frame, `true` doesn't change frame-to-frame.\n */\n function BatchGeometry(_static) {\n if (_static === void 0) { _static = false; }\n var _this = _super.call(this) || this;\n _this._buffer = new Buffer(null, _static, false);\n _this._indexBuffer = new Buffer(null, _static, true);\n _this.addAttribute('aVertexPosition', _this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', _this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aColor', _this._buffer, 4, true, TYPES.UNSIGNED_BYTE)\n .addAttribute('aTextureId', _this._buffer, 1, true, TYPES.FLOAT)\n .addIndex(_this._indexBuffer);\n return _this;\n }\n return BatchGeometry;\n}(Geometry));\n\nvar defaultVertex = \"precision highp float;\\nattribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\nattribute vec4 aColor;\\nattribute float aTextureId;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform vec4 tint;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\nvarying float vTextureId;\\n\\nvoid main(void){\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vTextureId = aTextureId;\\n vColor = aColor * tint;\\n}\\n\";\n\nvar defaultFragment = \"varying vec2 vTextureCoord;\\nvarying vec4 vColor;\\nvarying float vTextureId;\\nuniform sampler2D uSamplers[%count%];\\n\\nvoid main(void){\\n vec4 color;\\n %forloop%\\n gl_FragColor = color * vColor;\\n}\\n\";\n\n/** @memberof PIXI */\nvar BatchPluginFactory = /** @class */ (function () {\n function BatchPluginFactory() {\n }\n /**\n * Create a new BatchRenderer plugin for Renderer. this convenience can provide an easy way\n * to extend BatchRenderer with all the necessary pieces.\n * @example\n * const fragment = `\n * varying vec2 vTextureCoord;\n * varying vec4 vColor;\n * varying float vTextureId;\n * uniform sampler2D uSamplers[%count%];\n *\n * void main(void){\n * vec4 color;\n * %forloop%\n * gl_FragColor = vColor * vec4(color.a - color.rgb, color.a);\n * }\n * `;\n * const InvertBatchRenderer = PIXI.BatchPluginFactory.create({ fragment });\n * PIXI.extensions.add({\n * name: 'invert',\n * ref: InvertBatchRenderer,\n * type: PIXI.ExtensionType.RendererPlugin,\n * });\n * const sprite = new PIXI.Sprite();\n * sprite.pluginName = 'invert';\n * @param {object} [options]\n * @param {string} [options.vertex=PIXI.BatchPluginFactory.defaultVertexSrc] - Vertex shader source\n * @param {string} [options.fragment=PIXI.BatchPluginFactory.defaultFragmentTemplate] - Fragment shader template\n * @param {number} [options.vertexSize=6] - Vertex size\n * @param {object} [options.geometryClass=PIXI.BatchGeometry]\n * @returns {*} New batch renderer plugin\n */\n BatchPluginFactory.create = function (options) {\n var _a = Object.assign({\n vertex: defaultVertex,\n fragment: defaultFragment,\n geometryClass: BatchGeometry,\n vertexSize: 6,\n }, options), vertex = _a.vertex, fragment = _a.fragment, vertexSize = _a.vertexSize, geometryClass = _a.geometryClass;\n return /** @class */ (function (_super) {\n __extends(BatchPlugin, _super);\n function BatchPlugin(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.shaderGenerator = new BatchShaderGenerator(vertex, fragment);\n _this.geometryClass = geometryClass;\n _this.vertexSize = vertexSize;\n return _this;\n }\n return BatchPlugin;\n }(AbstractBatchRenderer));\n };\n Object.defineProperty(BatchPluginFactory, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source\n * @readonly\n */\n get: function () {\n return defaultVertex;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BatchPluginFactory, \"defaultFragmentTemplate\", {\n /**\n * The default fragment shader source\n * @readonly\n */\n get: function () {\n return defaultFragment;\n },\n enumerable: false,\n configurable: true\n });\n return BatchPluginFactory;\n}());\n// Setup the default BatchRenderer plugin, this is what\n// we'll actually export at the root level\nvar BatchRenderer = BatchPluginFactory.create();\nObject.assign(BatchRenderer, {\n extension: {\n name: 'batch',\n type: ExtensionType.RendererPlugin,\n },\n});\n\n/**\n * @memberof PIXI\n * @namespace resources\n * @see PIXI\n * @deprecated since 6.0.0\n */\nvar resources = {};\nvar _loop_1 = function (name) {\n Object.defineProperty(resources, name, {\n get: function () {\n deprecation('6.0.0', \"PIXI.systems.\" + name + \" has moved to PIXI.\" + name);\n return _resources[name];\n },\n });\n};\nfor (var name in _resources) {\n _loop_1(name);\n}\n/**\n * @memberof PIXI\n * @namespace systems\n * @see PIXI\n * @deprecated since 6.0.0\n */\nvar systems = {};\nvar _loop_2 = function (name) {\n Object.defineProperty(systems, name, {\n get: function () {\n deprecation('6.0.0', \"PIXI.resources.\" + name + \" has moved to PIXI.\" + name);\n return _systems[name];\n },\n });\n};\nfor (var name in _systems) {\n _loop_2(name);\n}\n\n/**\n * @namespace PIXI\n */\n/**\n * String of the current PIXI version.\n * @memberof PIXI\n */\nvar VERSION = '6.5.1';\n\nexport { AbstractBatchRenderer, AbstractMultiResource, AbstractRenderer, ArrayResource, Attribute, BaseImageResource, BaseRenderTexture, BaseTexture, BatchDrawCall, BatchGeometry, BatchPluginFactory, BatchRenderer, BatchShaderGenerator, BatchSystem, BatchTextureArray, Buffer, BufferResource, CanvasResource, ContextSystem, CubeResource, Filter, FilterState, FilterSystem, Framebuffer, FramebufferSystem, GLFramebuffer, GLProgram, GLTexture, Geometry, GeometrySystem, IGLUniformData, INSTALLED, ImageBitmapResource, ImageResource, MaskData, MaskSystem, ObjectRenderer, Program, ProjectionSystem, Quad, QuadUv, RenderTexture, RenderTexturePool, RenderTextureSystem, Renderer, Resource, SVGResource, ScissorSystem, Shader, ShaderSystem, SpriteMaskFilter, State, StateSystem, StencilSystem, System, Texture, TextureGCSystem, TextureMatrix, TextureSystem, TextureUvs, UniformGroup, VERSION, VideoResource, ViewableBuffer, autoDetectRenderer, autoDetectResource, checkMaxIfStatementsInShader, createUBOElements, defaultFilterVertex, defaultVertex$1 as defaultVertex, generateProgram, generateUniformBufferSync, getTestContext, getUBOData, resources, systems, uniformParsers };\n//# sourceMappingURL=core.mjs.map\n","/*!\n * @pixi/accessibility - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/accessibility is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { DisplayObject } from '@pixi/display';\nimport { isMobile, removeItems } from '@pixi/utils';\nimport { ExtensionType } from '@pixi/core';\n\n/**\n * Default property values of accessible objects\n * used by {@link PIXI.AccessibilityManager}.\n * @private\n * @function accessibleTarget\n * @memberof PIXI\n * @type {object}\n * @example\n * function MyObject() {}\n *\n * Object.assign(\n * MyObject.prototype,\n * PIXI.accessibleTarget\n * );\n */\nvar accessibleTarget = {\n /**\n * Flag for if the object is accessible. If true AccessibilityManager will overlay a\n * shadow div with attributes set\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n accessible: false,\n /**\n * Sets the title attribute of the shadow div\n * If accessibleTitle AND accessibleHint has not been this will default to 'displayObject [tabIndex]'\n * @member {?string}\n * @memberof PIXI.DisplayObject#\n */\n accessibleTitle: null,\n /**\n * Sets the aria-label attribute of the shadow div\n * @member {string}\n * @memberof PIXI.DisplayObject#\n */\n accessibleHint: null,\n /**\n * @member {number}\n * @memberof PIXI.DisplayObject#\n * @private\n * @todo Needs docs.\n */\n tabIndex: 0,\n /**\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @todo Needs docs.\n */\n _accessibleActive: false,\n /**\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @todo Needs docs.\n */\n _accessibleDiv: null,\n /**\n * Specify the type of div the accessible layer is. Screen readers treat the element differently\n * depending on this type. Defaults to button.\n * @member {string}\n * @memberof PIXI.DisplayObject#\n * @default 'button'\n */\n accessibleType: 'button',\n /**\n * Specify the pointer-events the accessible div will use\n * Defaults to auto.\n * @member {string}\n * @memberof PIXI.DisplayObject#\n * @default 'auto'\n */\n accessiblePointerEvents: 'auto',\n /**\n * Setting to false will prevent any children inside this container to\n * be accessible. Defaults to true.\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @default true\n */\n accessibleChildren: true,\n renderId: -1,\n};\n\n// add some extra variables to the container..\nDisplayObject.mixin(accessibleTarget);\nvar KEY_CODE_TAB = 9;\nvar DIV_TOUCH_SIZE = 100;\nvar DIV_TOUCH_POS_X = 0;\nvar DIV_TOUCH_POS_Y = 0;\nvar DIV_TOUCH_ZINDEX = 2;\nvar DIV_HOOK_SIZE = 1;\nvar DIV_HOOK_POS_X = -1000;\nvar DIV_HOOK_POS_Y = -1000;\nvar DIV_HOOK_ZINDEX = 2;\n/**\n * The Accessibility manager recreates the ability to tab and have content read by screen readers.\n * This is very important as it can possibly help people with disabilities access PixiJS content.\n *\n * A DisplayObject can be made accessible just like it can be made interactive. This manager will map the\n * events as if the mouse was being used, minimizing the effort required to implement.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.accessibility`\n * @class\n * @memberof PIXI\n */\nvar AccessibilityManager = /** @class */ (function () {\n /**\n * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer\n */\n function AccessibilityManager(renderer) {\n /** Setting this to true will visually show the divs. */\n this.debug = false;\n /** Internal variable, see isActive getter. */\n this._isActive = false;\n /** Internal variable, see isMobileAccessibility getter. */\n this._isMobileAccessibility = false;\n /** A simple pool for storing divs. */\n this.pool = [];\n /** This is a tick used to check if an object is no longer being rendered. */\n this.renderId = 0;\n /** The array of currently active accessible items. */\n this.children = [];\n /** Count to throttle div updates on android devices. */\n this.androidUpdateCount = 0;\n /** The frequency to update the div elements. */\n this.androidUpdateFrequency = 500; // 2fps\n this._hookDiv = null;\n if (isMobile.tablet || isMobile.phone) {\n this.createTouchHook();\n }\n // first we create a div that will sit over the PixiJS element. This is where the div overlays will go.\n var div = document.createElement('div');\n div.style.width = DIV_TOUCH_SIZE + \"px\";\n div.style.height = DIV_TOUCH_SIZE + \"px\";\n div.style.position = 'absolute';\n div.style.top = DIV_TOUCH_POS_X + \"px\";\n div.style.left = DIV_TOUCH_POS_Y + \"px\";\n div.style.zIndex = DIV_TOUCH_ZINDEX.toString();\n this.div = div;\n this.renderer = renderer;\n /**\n * pre-bind the functions\n * @type {Function}\n * @private\n */\n this._onKeyDown = this._onKeyDown.bind(this);\n /**\n * pre-bind the functions\n * @type {Function}\n * @private\n */\n this._onMouseMove = this._onMouseMove.bind(this);\n // let listen for tab.. once pressed we can fire up and show the accessibility layer\n globalThis.addEventListener('keydown', this._onKeyDown, false);\n }\n Object.defineProperty(AccessibilityManager.prototype, \"isActive\", {\n /**\n * Value of `true` if accessibility is currently active and accessibility layers are showing.\n * @member {boolean}\n * @readonly\n */\n get: function () {\n return this._isActive;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AccessibilityManager.prototype, \"isMobileAccessibility\", {\n /**\n * Value of `true` if accessibility is enabled for touch devices.\n * @member {boolean}\n * @readonly\n */\n get: function () {\n return this._isMobileAccessibility;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates the touch hooks.\n * @private\n */\n AccessibilityManager.prototype.createTouchHook = function () {\n var _this = this;\n var hookDiv = document.createElement('button');\n hookDiv.style.width = DIV_HOOK_SIZE + \"px\";\n hookDiv.style.height = DIV_HOOK_SIZE + \"px\";\n hookDiv.style.position = 'absolute';\n hookDiv.style.top = DIV_HOOK_POS_X + \"px\";\n hookDiv.style.left = DIV_HOOK_POS_Y + \"px\";\n hookDiv.style.zIndex = DIV_HOOK_ZINDEX.toString();\n hookDiv.style.backgroundColor = '#FF0000';\n hookDiv.title = 'select to enable accessibility for this content';\n hookDiv.addEventListener('focus', function () {\n _this._isMobileAccessibility = true;\n _this.activate();\n _this.destroyTouchHook();\n });\n document.body.appendChild(hookDiv);\n this._hookDiv = hookDiv;\n };\n /**\n * Destroys the touch hooks.\n * @private\n */\n AccessibilityManager.prototype.destroyTouchHook = function () {\n if (!this._hookDiv) {\n return;\n }\n document.body.removeChild(this._hookDiv);\n this._hookDiv = null;\n };\n /**\n * Activating will cause the Accessibility layer to be shown.\n * This is called when a user presses the tab key.\n * @private\n */\n AccessibilityManager.prototype.activate = function () {\n var _a;\n if (this._isActive) {\n return;\n }\n this._isActive = true;\n globalThis.document.addEventListener('mousemove', this._onMouseMove, true);\n globalThis.removeEventListener('keydown', this._onKeyDown, false);\n this.renderer.on('postrender', this.update, this);\n (_a = this.renderer.view.parentNode) === null || _a === void 0 ? void 0 : _a.appendChild(this.div);\n };\n /**\n * Deactivating will cause the Accessibility layer to be hidden.\n * This is called when a user moves the mouse.\n * @private\n */\n AccessibilityManager.prototype.deactivate = function () {\n var _a;\n if (!this._isActive || this._isMobileAccessibility) {\n return;\n }\n this._isActive = false;\n globalThis.document.removeEventListener('mousemove', this._onMouseMove, true);\n globalThis.addEventListener('keydown', this._onKeyDown, false);\n this.renderer.off('postrender', this.update);\n (_a = this.div.parentNode) === null || _a === void 0 ? void 0 : _a.removeChild(this.div);\n };\n /**\n * This recursive function will run through the scene graph and add any new accessible objects to the DOM layer.\n * @private\n * @param {PIXI.Container} displayObject - The DisplayObject to check.\n */\n AccessibilityManager.prototype.updateAccessibleObjects = function (displayObject) {\n if (!displayObject.visible || !displayObject.accessibleChildren) {\n return;\n }\n if (displayObject.accessible && displayObject.interactive) {\n if (!displayObject._accessibleActive) {\n this.addChild(displayObject);\n }\n displayObject.renderId = this.renderId;\n }\n var children = displayObject.children;\n if (children) {\n for (var i = 0; i < children.length; i++) {\n this.updateAccessibleObjects(children[i]);\n }\n }\n };\n /**\n * Before each render this function will ensure that all divs are mapped correctly to their DisplayObjects.\n * @private\n */\n AccessibilityManager.prototype.update = function () {\n /* On Android default web browser, tab order seems to be calculated by position rather than tabIndex,\n * moving buttons can cause focus to flicker between two buttons making it hard/impossible to navigate,\n * so I am just running update every half a second, seems to fix it.\n */\n var now = performance.now();\n if (isMobile.android.device && now < this.androidUpdateCount) {\n return;\n }\n this.androidUpdateCount = now + this.androidUpdateFrequency;\n if (!this.renderer.renderingToScreen) {\n return;\n }\n // update children...\n if (this.renderer._lastObjectRendered) {\n this.updateAccessibleObjects(this.renderer._lastObjectRendered);\n }\n var _a = this.renderer.view.getBoundingClientRect(), left = _a.left, top = _a.top, width = _a.width, height = _a.height;\n var _b = this.renderer, viewWidth = _b.width, viewHeight = _b.height, resolution = _b.resolution;\n var sx = (width / viewWidth) * resolution;\n var sy = (height / viewHeight) * resolution;\n var div = this.div;\n div.style.left = left + \"px\";\n div.style.top = top + \"px\";\n div.style.width = viewWidth + \"px\";\n div.style.height = viewHeight + \"px\";\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n if (child.renderId !== this.renderId) {\n child._accessibleActive = false;\n removeItems(this.children, i, 1);\n this.div.removeChild(child._accessibleDiv);\n this.pool.push(child._accessibleDiv);\n child._accessibleDiv = null;\n i--;\n }\n else {\n // map div to display..\n div = child._accessibleDiv;\n var hitArea = child.hitArea;\n var wt = child.worldTransform;\n if (child.hitArea) {\n div.style.left = (wt.tx + (hitArea.x * wt.a)) * sx + \"px\";\n div.style.top = (wt.ty + (hitArea.y * wt.d)) * sy + \"px\";\n div.style.width = hitArea.width * wt.a * sx + \"px\";\n div.style.height = hitArea.height * wt.d * sy + \"px\";\n }\n else {\n hitArea = child.getBounds();\n this.capHitArea(hitArea);\n div.style.left = hitArea.x * sx + \"px\";\n div.style.top = hitArea.y * sy + \"px\";\n div.style.width = hitArea.width * sx + \"px\";\n div.style.height = hitArea.height * sy + \"px\";\n // update button titles and hints if they exist and they've changed\n if (div.title !== child.accessibleTitle && child.accessibleTitle !== null) {\n div.title = child.accessibleTitle;\n }\n if (div.getAttribute('aria-label') !== child.accessibleHint\n && child.accessibleHint !== null) {\n div.setAttribute('aria-label', child.accessibleHint);\n }\n }\n // the title or index may have changed, if so lets update it!\n if (child.accessibleTitle !== div.title || child.tabIndex !== div.tabIndex) {\n div.title = child.accessibleTitle;\n div.tabIndex = child.tabIndex;\n if (this.debug)\n { this.updateDebugHTML(div); }\n }\n }\n }\n // increment the render id..\n this.renderId++;\n };\n /**\n * private function that will visually add the information to the\n * accessability div\n * @param {HTMLElement} div -\n */\n AccessibilityManager.prototype.updateDebugHTML = function (div) {\n div.innerHTML = \"type: \" + div.type + \"
title : \" + div.title + \"
tabIndex: \" + div.tabIndex;\n };\n /**\n * Adjust the hit area based on the bounds of a display object\n * @param {PIXI.Rectangle} hitArea - Bounds of the child\n */\n AccessibilityManager.prototype.capHitArea = function (hitArea) {\n if (hitArea.x < 0) {\n hitArea.width += hitArea.x;\n hitArea.x = 0;\n }\n if (hitArea.y < 0) {\n hitArea.height += hitArea.y;\n hitArea.y = 0;\n }\n var _a = this.renderer, viewWidth = _a.width, viewHeight = _a.height;\n if (hitArea.x + hitArea.width > viewWidth) {\n hitArea.width = viewWidth - hitArea.x;\n }\n if (hitArea.y + hitArea.height > viewHeight) {\n hitArea.height = viewHeight - hitArea.y;\n }\n };\n /**\n * Adds a DisplayObject to the accessibility manager\n * @private\n * @param {PIXI.DisplayObject} displayObject - The child to make accessible.\n */\n AccessibilityManager.prototype.addChild = function (displayObject) {\n // this.activate();\n var div = this.pool.pop();\n if (!div) {\n div = document.createElement('button');\n div.style.width = DIV_TOUCH_SIZE + \"px\";\n div.style.height = DIV_TOUCH_SIZE + \"px\";\n div.style.backgroundColor = this.debug ? 'rgba(255,255,255,0.5)' : 'transparent';\n div.style.position = 'absolute';\n div.style.zIndex = DIV_TOUCH_ZINDEX.toString();\n div.style.borderStyle = 'none';\n // ARIA attributes ensure that button title and hint updates are announced properly\n if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) {\n // Chrome doesn't need aria-live to work as intended; in fact it just gets more confused.\n div.setAttribute('aria-live', 'off');\n }\n else {\n div.setAttribute('aria-live', 'polite');\n }\n if (navigator.userAgent.match(/rv:.*Gecko\\//)) {\n // FireFox needs this to announce only the new button name\n div.setAttribute('aria-relevant', 'additions');\n }\n else {\n // required by IE, other browsers don't much care\n div.setAttribute('aria-relevant', 'text');\n }\n div.addEventListener('click', this._onClick.bind(this));\n div.addEventListener('focus', this._onFocus.bind(this));\n div.addEventListener('focusout', this._onFocusOut.bind(this));\n }\n // set pointer events\n div.style.pointerEvents = displayObject.accessiblePointerEvents;\n // set the type, this defaults to button!\n div.type = displayObject.accessibleType;\n if (displayObject.accessibleTitle && displayObject.accessibleTitle !== null) {\n div.title = displayObject.accessibleTitle;\n }\n else if (!displayObject.accessibleHint\n || displayObject.accessibleHint === null) {\n div.title = \"displayObject \" + displayObject.tabIndex;\n }\n if (displayObject.accessibleHint\n && displayObject.accessibleHint !== null) {\n div.setAttribute('aria-label', displayObject.accessibleHint);\n }\n if (this.debug)\n { this.updateDebugHTML(div); }\n displayObject._accessibleActive = true;\n displayObject._accessibleDiv = div;\n div.displayObject = displayObject;\n this.children.push(displayObject);\n this.div.appendChild(displayObject._accessibleDiv);\n displayObject._accessibleDiv.tabIndex = displayObject.tabIndex;\n };\n /**\n * Maps the div button press to pixi's InteractionManager (click)\n * @private\n * @param {MouseEvent} e - The click event.\n */\n AccessibilityManager.prototype._onClick = function (e) {\n var interactionManager = this.renderer.plugins.interaction;\n var displayObject = e.target.displayObject;\n var eventData = interactionManager.eventData;\n interactionManager.dispatchEvent(displayObject, 'click', eventData);\n interactionManager.dispatchEvent(displayObject, 'pointertap', eventData);\n interactionManager.dispatchEvent(displayObject, 'tap', eventData);\n };\n /**\n * Maps the div focus events to pixi's InteractionManager (mouseover)\n * @private\n * @param {FocusEvent} e - The focus event.\n */\n AccessibilityManager.prototype._onFocus = function (e) {\n if (!e.target.getAttribute('aria-live')) {\n e.target.setAttribute('aria-live', 'assertive');\n }\n var interactionManager = this.renderer.plugins.interaction;\n var displayObject = e.target.displayObject;\n var eventData = interactionManager.eventData;\n interactionManager.dispatchEvent(displayObject, 'mouseover', eventData);\n };\n /**\n * Maps the div focus events to pixi's InteractionManager (mouseout)\n * @private\n * @param {FocusEvent} e - The focusout event.\n */\n AccessibilityManager.prototype._onFocusOut = function (e) {\n if (!e.target.getAttribute('aria-live')) {\n e.target.setAttribute('aria-live', 'polite');\n }\n var interactionManager = this.renderer.plugins.interaction;\n var displayObject = e.target.displayObject;\n var eventData = interactionManager.eventData;\n interactionManager.dispatchEvent(displayObject, 'mouseout', eventData);\n };\n /**\n * Is called when a key is pressed\n * @private\n * @param {KeyboardEvent} e - The keydown event.\n */\n AccessibilityManager.prototype._onKeyDown = function (e) {\n if (e.keyCode !== KEY_CODE_TAB) {\n return;\n }\n this.activate();\n };\n /**\n * Is called when the mouse moves across the renderer element\n * @private\n * @param {MouseEvent} e - The mouse event.\n */\n AccessibilityManager.prototype._onMouseMove = function (e) {\n if (e.movementX === 0 && e.movementY === 0) {\n return;\n }\n this.deactivate();\n };\n /** Destroys the accessibility manager */\n AccessibilityManager.prototype.destroy = function () {\n this.destroyTouchHook();\n this.div = null;\n globalThis.document.removeEventListener('mousemove', this._onMouseMove, true);\n globalThis.removeEventListener('keydown', this._onKeyDown);\n this.pool = null;\n this.children = null;\n this.renderer = null;\n };\n /** @ignore */\n AccessibilityManager.extension = {\n name: 'accessibility',\n type: [\n ExtensionType.RendererPlugin,\n ExtensionType.CanvasRendererPlugin ],\n };\n return AccessibilityManager;\n}());\n\nexport { AccessibilityManager, accessibleTarget };\n//# sourceMappingURL=accessibility.mjs.map\n","/*!\n * @pixi/math - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/math is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Two Pi.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar PI_2 = Math.PI * 2;\n/**\n * Conversion factor for converting radians to degrees.\n * @static\n * @member {number} RAD_TO_DEG\n * @memberof PIXI\n */\nvar RAD_TO_DEG = 180 / Math.PI;\n/**\n * Conversion factor for converting degrees to radians.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar DEG_TO_RAD = Math.PI / 180;\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n * @static\n * @memberof PIXI\n * @enum {number}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n */\nvar SHAPES;\n(function (SHAPES) {\n SHAPES[SHAPES[\"POLY\"] = 0] = \"POLY\";\n SHAPES[SHAPES[\"RECT\"] = 1] = \"RECT\";\n SHAPES[SHAPES[\"CIRC\"] = 2] = \"CIRC\";\n SHAPES[SHAPES[\"ELIP\"] = 3] = \"ELIP\";\n SHAPES[SHAPES[\"RREC\"] = 4] = \"RREC\";\n})(SHAPES || (SHAPES = {}));\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis\n * @class\n * @memberof PIXI\n * @implements {IPoint}\n */\nvar Point = /** @class */ (function () {\n /**\n * Creates a new `Point`\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function Point(x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n /** Position of the point on the x axis */\n this.x = 0;\n /** Position of the point on the y axis */\n this.y = 0;\n this.x = x;\n this.y = y;\n }\n /**\n * Creates a clone of this point\n * @returns A clone of this point\n */\n Point.prototype.clone = function () {\n return new Point(this.x, this.y);\n };\n /**\n * Copies `x` and `y` from the given point into this point\n * @param p - The point to copy from\n * @returns The point instance itself\n */\n Point.prototype.copyFrom = function (p) {\n this.set(p.x, p.y);\n return this;\n };\n /**\n * Copies this point's x and y into the given point (`p`).\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n Point.prototype.copyTo = function (p) {\n p.set(this.x, this.y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n Point.prototype.equals = function (p) {\n return (p.x === this.x) && (p.y === this.y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the `x` axis\n * @param {number} [y=x] - position of the point on the `y` axis\n * @returns The point instance itself\n */\n Point.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n this.x = x;\n this.y = y;\n return this;\n };\n Point.prototype.toString = function () {\n return \"[@pixi/math:Point x=\" + this.x + \" y=\" + this.y + \"]\";\n };\n return Point;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\n/**\n * Size object, contains width and height\n * @memberof PIXI\n * @typedef {object} ISize\n * @property {number} width - Width component\n * @property {number} height - Height component\n */\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n * @memberof PIXI\n */\nvar Rectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rectangle\n * @param y - The Y coordinate of the upper-left corner of the rectangle\n * @param width - The overall width of the rectangle\n * @param height - The overall height of the rectangle\n */\n function Rectangle(x, y, width, height) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this.x = Number(x);\n this.y = Number(y);\n this.width = Number(width);\n this.height = Number(height);\n this.type = SHAPES.RECT;\n }\n Object.defineProperty(Rectangle.prototype, \"left\", {\n /** Returns the left edge of the rectangle. */\n get: function () {\n return this.x;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"right\", {\n /** Returns the right edge of the rectangle. */\n get: function () {\n return this.x + this.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"top\", {\n /** Returns the top edge of the rectangle. */\n get: function () {\n return this.y;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"bottom\", {\n /** Returns the bottom edge of the rectangle. */\n get: function () {\n return this.y + this.height;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle, \"EMPTY\", {\n /** A constant empty rectangle. */\n get: function () {\n return new Rectangle(0, 0, 0, 0);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates a clone of this Rectangle\n * @returns a copy of the rectangle\n */\n Rectangle.prototype.clone = function () {\n return new Rectangle(this.x, this.y, this.width, this.height);\n };\n /**\n * Copies another rectangle to this one.\n * @param rectangle - The rectangle to copy from.\n * @returns Returns itself.\n */\n Rectangle.prototype.copyFrom = function (rectangle) {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n return this;\n };\n /**\n * Copies this rectangle to another one.\n * @param rectangle - The rectangle to copy to.\n * @returns Returns given parameter.\n */\n Rectangle.prototype.copyTo = function (rectangle) {\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n return rectangle;\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Rectangle\n */\n Rectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x < this.x + this.width) {\n if (y >= this.y && y < this.y + this.height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object.\n * Returns true only if the area of the intersection is >0, this means that Rectangles\n * sharing a side are not overlapping. Another side effect is that an arealess rectangle\n * (width or height equal to zero) can't intersect any other rectangle.\n * @param {Rectangle} other - The Rectangle to intersect with `this`.\n * @param {Matrix} transform - The transformation matrix of `other`.\n * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`.\n */\n Rectangle.prototype.intersects = function (other, transform) {\n if (!transform) {\n var x0_1 = this.x < other.x ? other.x : this.x;\n var x1_1 = this.right > other.right ? other.right : this.right;\n if (x1_1 <= x0_1) {\n return false;\n }\n var y0_1 = this.y < other.y ? other.y : this.y;\n var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom;\n return y1_1 > y0_1;\n }\n var x0 = this.left;\n var x1 = this.right;\n var y0 = this.top;\n var y1 = this.bottom;\n if (x1 <= x0 || y1 <= y0) {\n return false;\n }\n var lt = tempPoints[0].set(other.left, other.top);\n var lb = tempPoints[1].set(other.left, other.bottom);\n var rt = tempPoints[2].set(other.right, other.top);\n var rb = tempPoints[3].set(other.right, other.bottom);\n if (rt.x <= lt.x || lb.y <= lt.y) {\n return false;\n }\n var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c));\n if (s === 0) {\n return false;\n }\n transform.apply(lt, lt);\n transform.apply(lb, lb);\n transform.apply(rt, rt);\n transform.apply(rb, rb);\n if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0\n || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1\n || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0\n || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) {\n return false;\n }\n var nx = s * (lb.y - lt.y);\n var ny = s * (lt.x - lb.x);\n var n00 = (nx * x0) + (ny * y0);\n var n10 = (nx * x1) + (ny * y0);\n var n01 = (nx * x0) + (ny * y1);\n var n11 = (nx * x1) + (ny * y1);\n if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y)\n || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) {\n return false;\n }\n var mx = s * (lt.y - rt.y);\n var my = s * (rt.x - lt.x);\n var m00 = (mx * x0) + (my * y0);\n var m10 = (mx * x1) + (my * y0);\n var m01 = (mx * x0) + (my * y1);\n var m11 = (mx * x1) + (my * y1);\n if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y)\n || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) {\n return false;\n }\n return true;\n };\n /**\n * Pads the rectangle making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n * @returns Returns itself.\n */\n Rectangle.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n this.x -= paddingX;\n this.y -= paddingY;\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n return this;\n };\n /**\n * Fits this rectangle around the passed one.\n * @param rectangle - The rectangle to fit.\n * @returns Returns itself.\n */\n Rectangle.prototype.fit = function (rectangle) {\n var x1 = Math.max(this.x, rectangle.x);\n var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.max(this.y, rectangle.y);\n var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = Math.max(x2 - x1, 0);\n this.y = y1;\n this.height = Math.max(y2 - y1, 0);\n return this;\n };\n /**\n * Enlarges rectangle that way its corners lie on grid\n * @param resolution - resolution\n * @param eps - precision\n * @returns Returns itself.\n */\n Rectangle.prototype.ceil = function (resolution, eps) {\n if (resolution === void 0) { resolution = 1; }\n if (eps === void 0) { eps = 0.001; }\n var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n return this;\n };\n /**\n * Enlarges this rectangle to include the passed rectangle.\n * @param rectangle - The rectangle to include.\n * @returns Returns itself.\n */\n Rectangle.prototype.enlarge = function (rectangle) {\n var x1 = Math.min(this.x, rectangle.x);\n var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.min(this.y, rectangle.y);\n var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n return this;\n };\n Rectangle.prototype.toString = function () {\n return \"[@pixi/math:Rectangle x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Rectangle;\n}());\n\n/**\n * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Circle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this circle\n * @param y - The Y coordinate of the center of this circle\n * @param radius - The radius of the circle\n */\n function Circle(x, y, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (radius === void 0) { radius = 0; }\n this.x = x;\n this.y = y;\n this.radius = radius;\n this.type = SHAPES.CIRC;\n }\n /**\n * Creates a clone of this Circle instance\n * @returns A copy of the Circle\n */\n Circle.prototype.clone = function () {\n return new Circle(this.x, this.y, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this circle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Circle\n */\n Circle.prototype.contains = function (x, y) {\n if (this.radius <= 0) {\n return false;\n }\n var r2 = this.radius * this.radius;\n var dx = (this.x - x);\n var dy = (this.y - y);\n dx *= dx;\n dy *= dy;\n return (dx + dy <= r2);\n };\n /**\n * Returns the framing rectangle of the circle as a Rectangle object\n * @returns The framing rectangle\n */\n Circle.prototype.getBounds = function () {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n };\n Circle.prototype.toString = function () {\n return \"[@pixi/math:Circle x=\" + this.x + \" y=\" + this.y + \" radius=\" + this.radius + \"]\";\n };\n return Circle;\n}());\n\n/**\n * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Ellipse = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this ellipse\n * @param y - The Y coordinate of the center of this ellipse\n * @param halfWidth - The half width of this ellipse\n * @param halfHeight - The half height of this ellipse\n */\n function Ellipse(x, y, halfWidth, halfHeight) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (halfWidth === void 0) { halfWidth = 0; }\n if (halfHeight === void 0) { halfHeight = 0; }\n this.x = x;\n this.y = y;\n this.width = halfWidth;\n this.height = halfHeight;\n this.type = SHAPES.ELIP;\n }\n /**\n * Creates a clone of this Ellipse instance\n * @returns {PIXI.Ellipse} A copy of the ellipse\n */\n Ellipse.prototype.clone = function () {\n return new Ellipse(this.x, this.y, this.width, this.height);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this ellipse\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coords are within this ellipse\n */\n Ellipse.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n // normalize the coords to an ellipse with center 0,0\n var normx = ((x - this.x) / this.width);\n var normy = ((y - this.y) / this.height);\n normx *= normx;\n normy *= normy;\n return (normx + normy <= 1);\n };\n /**\n * Returns the framing rectangle of the ellipse as a Rectangle object\n * @returns The framing rectangle\n */\n Ellipse.prototype.getBounds = function () {\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n };\n Ellipse.prototype.toString = function () {\n return \"[@pixi/math:Ellipse x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Ellipse;\n}());\n\n/**\n * A class to define a shape via user defined coordinates.\n * @memberof PIXI\n */\nvar Polygon = /** @class */ (function () {\n /**\n * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points\n * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or\n * the arguments passed can be all the points of the polygon e.g.\n * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat\n * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.\n */\n function Polygon() {\n var arguments$1 = arguments;\n\n var points = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n points[_i] = arguments$1[_i];\n }\n var flat = Array.isArray(points[0]) ? points[0] : points;\n // if this is an array of points, convert it to a flat array of numbers\n if (typeof flat[0] !== 'number') {\n var p = [];\n for (var i = 0, il = flat.length; i < il; i++) {\n p.push(flat[i].x, flat[i].y);\n }\n flat = p;\n }\n this.points = flat;\n this.type = SHAPES.POLY;\n this.closeStroke = true;\n }\n /**\n * Creates a clone of this polygon.\n * @returns - A copy of the polygon.\n */\n Polygon.prototype.clone = function () {\n var points = this.points.slice();\n var polygon = new Polygon(points);\n polygon.closeStroke = this.closeStroke;\n return polygon;\n };\n /**\n * Checks whether the x and y coordinates passed to this function are contained within this polygon.\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this polygon.\n */\n Polygon.prototype.contains = function (x, y) {\n var inside = false;\n // use some raycasting to test hits\n // https://github.com/substack/point-in-polygon/blob/master/index.js\n var length = this.points.length / 2;\n for (var i = 0, j = length - 1; i < length; j = i++) {\n var xi = this.points[i * 2];\n var yi = this.points[(i * 2) + 1];\n var xj = this.points[j * 2];\n var yj = this.points[(j * 2) + 1];\n var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);\n if (intersect) {\n inside = !inside;\n }\n }\n return inside;\n };\n Polygon.prototype.toString = function () {\n return \"[@pixi/math:Polygon\"\n + (\"closeStroke=\" + this.closeStroke)\n + (\"points=\" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + \", \" + currentPoint; }, '') + \"]\");\n };\n return Polygon;\n}());\n\n/**\n * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its\n * top-left corner point (x, y) and by its width and its height and its radius.\n * @memberof PIXI\n */\nvar RoundedRectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rounded rectangle\n * @param y - The Y coordinate of the upper-left corner of the rounded rectangle\n * @param width - The overall width of this rounded rectangle\n * @param height - The overall height of this rounded rectangle\n * @param radius - Controls the radius of the rounded corners\n */\n function RoundedRectangle(x, y, width, height, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n if (radius === void 0) { radius = 20; }\n this.x = x;\n this.y = y;\n this.width = width;\n this.height = height;\n this.radius = radius;\n this.type = SHAPES.RREC;\n }\n /**\n * Creates a clone of this Rounded Rectangle.\n * @returns - A copy of the rounded rectangle.\n */\n RoundedRectangle.prototype.clone = function () {\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rounded Rectangle\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this Rounded Rectangle.\n */\n RoundedRectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width) {\n if (y >= this.y && y <= this.y + this.height) {\n var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2));\n if ((y >= this.y + radius && y <= this.y + this.height - radius)\n || (x >= this.x + radius && x <= this.x + this.width - radius)) {\n return true;\n }\n var dx = x - (this.x + radius);\n var dy = y - (this.y + radius);\n var radius2 = radius * radius;\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + this.width - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dy = y - (this.y + this.height - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n }\n }\n return false;\n };\n RoundedRectangle.prototype.toString = function () {\n return \"[@pixi/math:RoundedRectangle x=\" + this.x + \" y=\" + this.y\n + (\"width=\" + this.width + \" height=\" + this.height + \" radius=\" + this.radius + \"]\");\n };\n return RoundedRectangle;\n}());\n\n/**\n * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis.\n *\n * An `ObservablePoint` is a point that triggers a callback when the point's position is changed.\n * @memberof PIXI\n */\nvar ObservablePoint = /** @class */ (function () {\n /**\n * Creates a new `ObservablePoint`\n * @param cb - callback function triggered when `x` and/or `y` are changed\n * @param scope - owner of callback\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function ObservablePoint(cb, scope, x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n this._x = x;\n this._y = y;\n this.cb = cb;\n this.scope = scope;\n }\n /**\n * Creates a clone of this point.\n * The callback and scope params can be overridden otherwise they will default\n * to the clone object's values.\n * @override\n * @param cb - The callback function triggered when `x` and/or `y` are changed\n * @param scope - The owner of the callback\n * @returns a copy of this observable point\n */\n ObservablePoint.prototype.clone = function (cb, scope) {\n if (cb === void 0) { cb = this.cb; }\n if (scope === void 0) { scope = this.scope; }\n return new ObservablePoint(cb, scope, this._x, this._y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n if (this._x !== x || this._y !== y) {\n this._x = x;\n this._y = y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies x and y from the given point (`p`)\n * @param p - The point to copy from. Can be any of type that is or extends `IPointData`\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.copyFrom = function (p) {\n if (this._x !== p.x || this._y !== p.y) {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies this point's x and y into that of the given point (`p`)\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n ObservablePoint.prototype.copyTo = function (p) {\n p.set(this._x, this._y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n ObservablePoint.prototype.equals = function (p) {\n return (p.x === this._x) && (p.y === this._y);\n };\n ObservablePoint.prototype.toString = function () {\n return \"[@pixi/math:ObservablePoint x=\" + 0 + \" y=\" + 0 + \" scope=\" + this.scope + \"]\";\n };\n Object.defineProperty(ObservablePoint.prototype, \"x\", {\n /** Position of the observable point on the x axis. */\n get: function () {\n return this._x;\n },\n set: function (value) {\n if (this._x !== value) {\n this._x = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ObservablePoint.prototype, \"y\", {\n /** Position of the observable point on the y axis. */\n get: function () {\n return this._y;\n },\n set: function (value) {\n if (this._y !== value) {\n this._y = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n return ObservablePoint;\n}());\n\n/**\n * The PixiJS Matrix as a class makes it a lot faster.\n *\n * Here is a representation of it:\n * ```js\n * | a | c | tx|\n * | b | d | ty|\n * | 0 | 0 | 1 |\n * ```\n * @memberof PIXI\n */\nvar Matrix = /** @class */ (function () {\n /**\n * @param a - x scale\n * @param b - y skew\n * @param c - x skew\n * @param d - y scale\n * @param tx - x translation\n * @param ty - y translation\n */\n function Matrix(a, b, c, d, tx, ty) {\n if (a === void 0) { a = 1; }\n if (b === void 0) { b = 0; }\n if (c === void 0) { c = 0; }\n if (d === void 0) { d = 1; }\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n this.array = null;\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n }\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n * @param array - The array that the matrix will be populated from.\n */\n Matrix.prototype.fromArray = function (array) {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n };\n /**\n * Sets the matrix properties.\n * @param a - Matrix component\n * @param b - Matrix component\n * @param c - Matrix component\n * @param d - Matrix component\n * @param tx - Matrix component\n * @param ty - Matrix component\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.set = function (a, b, c, d, tx, ty) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n return this;\n };\n /**\n * Creates an array from the current Matrix object.\n * @param transpose - Whether we need to transpose the matrix or not\n * @param [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @returns The newly created array which contains the matrix\n */\n Matrix.prototype.toArray = function (transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n var array = out || this.array;\n if (transpose) {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n }\n else {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n return array;\n };\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, transformed through this matrix\n */\n Matrix.prototype.apply = function (pos, newPos) {\n newPos = (newPos || new Point());\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.a * x) + (this.c * y) + this.tx;\n newPos.y = (this.b * x) + (this.d * y) + this.ty;\n return newPos;\n };\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n Matrix.prototype.applyInverse = function (pos, newPos) {\n newPos = (newPos || new Point());\n var id = 1 / ((this.a * this.d) + (this.c * -this.b));\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);\n newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);\n return newPos;\n };\n /**\n * Translates the matrix on the x and y.\n * @param x - How much to translate x by\n * @param y - How much to translate y by\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.translate = function (x, y) {\n this.tx += x;\n this.ty += y;\n return this;\n };\n /**\n * Applies a scale transformation to the matrix.\n * @param x - The amount to scale horizontally\n * @param y - The amount to scale vertically\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.scale = function (x, y) {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n return this;\n };\n /**\n * Applies a rotation transformation to the matrix.\n * @param angle - The angle in radians.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.rotate = function (angle) {\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n var a1 = this.a;\n var c1 = this.c;\n var tx1 = this.tx;\n this.a = (a1 * cos) - (this.b * sin);\n this.b = (a1 * sin) + (this.b * cos);\n this.c = (c1 * cos) - (this.d * sin);\n this.d = (c1 * sin) + (this.d * cos);\n this.tx = (tx1 * cos) - (this.ty * sin);\n this.ty = (tx1 * sin) + (this.ty * cos);\n return this;\n };\n /**\n * Appends the given Matrix to this Matrix.\n * @param matrix - The matrix to append.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.append = function (matrix) {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n this.a = (matrix.a * a1) + (matrix.b * c1);\n this.b = (matrix.a * b1) + (matrix.b * d1);\n this.c = (matrix.c * a1) + (matrix.d * c1);\n this.d = (matrix.c * b1) + (matrix.d * d1);\n this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;\n this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;\n return this;\n };\n /**\n * Sets the matrix based on all the available properties\n * @param x - Position on the x axis\n * @param y - Position on the y axis\n * @param pivotX - Pivot on the x axis\n * @param pivotY - Pivot on the y axis\n * @param scaleX - Scale on the x axis\n * @param scaleY - Scale on the y axis\n * @param rotation - Rotation in radians\n * @param skewX - Skew on the x axis\n * @param skewY - Skew on the y axis\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n this.a = Math.cos(rotation + skewY) * scaleX;\n this.b = Math.sin(rotation + skewY) * scaleX;\n this.c = -Math.sin(rotation - skewX) * scaleY;\n this.d = Math.cos(rotation - skewX) * scaleY;\n this.tx = x - ((pivotX * this.a) + (pivotY * this.c));\n this.ty = y - ((pivotX * this.b) + (pivotY * this.d));\n return this;\n };\n /**\n * Prepends the given Matrix to this Matrix.\n * @param matrix - The matrix to prepend\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.prepend = function (matrix) {\n var tx1 = this.tx;\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n var a1 = this.a;\n var c1 = this.c;\n this.a = (a1 * matrix.a) + (this.b * matrix.c);\n this.b = (a1 * matrix.b) + (this.b * matrix.d);\n this.c = (c1 * matrix.a) + (this.d * matrix.c);\n this.d = (c1 * matrix.b) + (this.d * matrix.d);\n }\n this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;\n this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;\n return this;\n };\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n * @param transform - The transform to apply the properties to.\n * @returns The transform with the newly applied properties\n */\n Matrix.prototype.decompose = function (transform) {\n // sort out rotation / skew..\n var a = this.a;\n var b = this.b;\n var c = this.c;\n var d = this.d;\n var pivot = transform.pivot;\n var skewX = -Math.atan2(-c, d);\n var skewY = Math.atan2(b, a);\n var delta = Math.abs(skewX + skewY);\n if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n }\n else {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n // next set scale\n transform.scale.x = Math.sqrt((a * a) + (b * b));\n transform.scale.y = Math.sqrt((c * c) + (d * d));\n // next set position\n transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c));\n transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d));\n return transform;\n };\n /**\n * Inverts this matrix\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.invert = function () {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n var tx1 = this.tx;\n var n = (a1 * d1) - (b1 * c1);\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;\n this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;\n return this;\n };\n /**\n * Resets this Matrix to an identity (default) matrix.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.identity = function () {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n return this;\n };\n /**\n * Creates a new Matrix object with the same values as this one.\n * @returns A copy of this matrix. Good for chaining method calls.\n */\n Matrix.prototype.clone = function () {\n var matrix = new Matrix();\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n * @param matrix - The matrix to copy to.\n * @returns The matrix given in parameter with its values updated.\n */\n Matrix.prototype.copyTo = function (matrix) {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the matrix to be the same as the ones in given matrix\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @returns {PIXI.Matrix} this\n */\n Matrix.prototype.copyFrom = function (matrix) {\n this.a = matrix.a;\n this.b = matrix.b;\n this.c = matrix.c;\n this.d = matrix.d;\n this.tx = matrix.tx;\n this.ty = matrix.ty;\n return this;\n };\n Matrix.prototype.toString = function () {\n return \"[@pixi/math:Matrix a=\" + this.a + \" b=\" + this.b + \" c=\" + this.c + \" d=\" + this.d + \" tx=\" + this.tx + \" ty=\" + this.ty + \"]\";\n };\n Object.defineProperty(Matrix, \"IDENTITY\", {\n /**\n * A default (identity) matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Matrix, \"TEMP_MATRIX\", {\n /**\n * A temp matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n return Matrix;\n}());\n\n// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group\n/*\n * Transform matrix for operation n is:\n * | ux | vx |\n * | uy | vy |\n */\nvar ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nvar uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\n/**\n * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * for the composition of each rotation in the dihederal group D8.\n * @type {number[][]}\n * @private\n */\nvar rotationCayley = [];\n/**\n * Matrices for each `GD8Symmetry` rotation.\n * @type {PIXI.Matrix[]}\n * @private\n */\nvar rotationMatrices = [];\n/*\n * Alias for {@code Math.sign}.\n */\nvar signum = Math.sign;\n/*\n * Initializes `rotationCayley` and `rotationMatrices`. It is called\n * only once below.\n */\nfunction init() {\n for (var i = 0; i < 16; i++) {\n var row = [];\n rotationCayley.push(row);\n for (var j = 0; j < 16; j++) {\n /* Multiplies rotation matrices i and j. */\n var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));\n var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));\n var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));\n var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));\n /* Finds rotation matrix matching the product and pushes it. */\n for (var k = 0; k < 16; k++) {\n if (ux[k] === _ux && uy[k] === _uy\n && vx[k] === _vx && vy[k] === _vy) {\n row.push(k);\n break;\n }\n }\n }\n }\n for (var i = 0; i < 16; i++) {\n var mat = new Matrix();\n mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);\n rotationMatrices.push(mat);\n }\n}\ninit();\n/**\n * @memberof PIXI\n * @typedef {number} GD8Symmetry\n * @see PIXI.groupD8\n */\n/**\n * Implements the dihedral group D8, which is similar to\n * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};\n * D8 is the same but with diagonals, and it is used for texture\n * rotations.\n *\n * The directions the U- and V- axes after rotation\n * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`\n * and `(vX(a), vY(a))`. These aren't necessarily unit vectors.\n *\n * **Origin:**
\n * This is the small part of gameofbombs.com portal system. It works.\n * @see PIXI.groupD8.E\n * @see PIXI.groupD8.SE\n * @see PIXI.groupD8.S\n * @see PIXI.groupD8.SW\n * @see PIXI.groupD8.W\n * @see PIXI.groupD8.NW\n * @see PIXI.groupD8.N\n * @see PIXI.groupD8.NE\n * @author Ivan @ivanpopelyshev\n * @namespace PIXI.groupD8\n * @memberof PIXI\n */\nvar groupD8 = {\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 0° | East |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n E: 0,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 45°↻ | Southeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SE: 1,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 90°↻ | South |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n S: 2,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 135°↻ | Southwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SW: 3,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 180° | West |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n W: 4,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -135°/225°↻ | Northwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NW: 5,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -90°/270°↻ | North |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n N: 6,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -45°/315°↻ | Northeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NE: 7,\n /**\n * Reflection about Y-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_VERTICAL: 8,\n /**\n * Reflection about the main diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MAIN_DIAGONAL: 10,\n /**\n * Reflection about X-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_HORIZONTAL: 12,\n /**\n * Reflection about reverse diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n REVERSE_DIAGONAL: 14,\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the U-axis\n * after rotating the axes.\n */\n uX: function (ind) { return ux[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis\n * after rotating the axes.\n */\n uY: function (ind) { return uy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the V-axis\n * after rotating the axes.\n */\n vX: function (ind) { return vx[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis\n * after rotating the axes.\n */\n vY: function (ind) { return vy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite\n * is needed. Only rotations have opposite symmetries while\n * reflections don't.\n * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation`\n */\n inv: function (rotation) {\n if (rotation & 8) // true only if between 8 & 15 (reflections)\n {\n return rotation & 15; // or rotation % 16\n }\n return (-rotation) & 7; // or (8 - rotation) % 8\n },\n /**\n * Composes the two D8 operations.\n *\n * Taking `^` as reflection:\n *\n * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |\n * |-------|-----|-----|-----|-----|------|-------|-------|-------|\n * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |\n * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |\n * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |\n * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |\n * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |\n * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |\n * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |\n * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |\n *\n * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which\n * is the row in the above cayley table.\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which\n * is the column in the above cayley table.\n * @returns {PIXI.GD8Symmetry} Composed operation\n */\n add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); },\n /**\n * Reverse of `add`.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation\n * @returns {PIXI.GD8Symmetry} Result\n */\n sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); },\n /**\n * Adds 180 degrees to rotation, which is a commutative\n * operation.\n * @memberof PIXI.groupD8\n * @param {number} rotation - The number to rotate.\n * @returns {number} Rotated number\n */\n rotate180: function (rotation) { return rotation ^ 4; },\n /**\n * Checks if the rotation angle is vertical, i.e. south\n * or north. It doesn't work for reflections.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - The number to check.\n * @returns {boolean} Whether or not the direction is vertical\n */\n isVertical: function (rotation) { return (rotation & 3) === 2; },\n /**\n * Approximates the vector `V(dx,dy)` into one of the\n * eight directions provided by `groupD8`.\n * @memberof PIXI.groupD8\n * @param {number} dx - X-component of the vector\n * @param {number} dy - Y-component of the vector\n * @returns {PIXI.GD8Symmetry} Approximation of the vector into\n * one of the eight symmetries.\n */\n byDirection: function (dx, dy) {\n if (Math.abs(dx) * 2 <= Math.abs(dy)) {\n if (dy >= 0) {\n return groupD8.S;\n }\n return groupD8.N;\n }\n else if (Math.abs(dy) * 2 <= Math.abs(dx)) {\n if (dx > 0) {\n return groupD8.E;\n }\n return groupD8.W;\n }\n else if (dy > 0) {\n if (dx > 0) {\n return groupD8.SE;\n }\n return groupD8.SW;\n }\n else if (dx > 0) {\n return groupD8.NE;\n }\n return groupD8.NW;\n },\n /**\n * Helps sprite to compensate texture packer rotation.\n * @memberof PIXI.groupD8\n * @param {PIXI.Matrix} matrix - sprite world matrix\n * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.\n * @param {number} tx - sprite anchoring\n * @param {number} ty - sprite anchoring\n */\n matrixAppendRotationInv: function (matrix, rotation, tx, ty) {\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n // Packer used \"rotation\", we use \"inv(rotation)\"\n var mat = rotationMatrices[groupD8.inv(rotation)];\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n },\n};\n\n/**\n * Transform that takes care about its versions.\n * @memberof PIXI\n */\nvar Transform = /** @class */ (function () {\n function Transform() {\n this.worldTransform = new Matrix();\n this.localTransform = new Matrix();\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n this._rotation = 0;\n this._cx = 1;\n this._sx = 0;\n this._cy = 0;\n this._sy = 1;\n this._localID = 0;\n this._currentLocalID = 0;\n this._worldID = 0;\n this._parentID = 0;\n }\n /** Called when a value changes. */\n Transform.prototype.onChange = function () {\n this._localID++;\n };\n /** Called when the skew or the rotation changes. */\n Transform.prototype.updateSkew = function () {\n this._cx = Math.cos(this._rotation + this.skew.y);\n this._sx = Math.sin(this._rotation + this.skew.y);\n this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2\n this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2\n this._localID++;\n };\n Transform.prototype.toString = function () {\n return \"[@pixi/math:Transform \"\n + (\"position=(\" + this.position.x + \", \" + this.position.y + \") \")\n + (\"rotation=\" + this.rotation + \" \")\n + (\"scale=(\" + this.scale.x + \", \" + this.scale.y + \") \")\n + (\"skew=(\" + this.skew.x + \", \" + this.skew.y + \") \")\n + \"]\";\n };\n /** Updates the local transformation matrix. */\n Transform.prototype.updateLocalTransform = function () {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n };\n /**\n * Updates the local and the world transformation matrices.\n * @param parentTransform - The parent transform\n */\n Transform.prototype.updateTransform = function (parentTransform) {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n if (this._parentID !== parentTransform._worldID) {\n // concat the parent matrix with the objects transform.\n var pt = parentTransform.worldTransform;\n var wt = this.worldTransform;\n wt.a = (lt.a * pt.a) + (lt.b * pt.c);\n wt.b = (lt.a * pt.b) + (lt.b * pt.d);\n wt.c = (lt.c * pt.a) + (lt.d * pt.c);\n wt.d = (lt.c * pt.b) + (lt.d * pt.d);\n wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;\n wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;\n this._parentID = parentTransform._worldID;\n // update the id of the transform..\n this._worldID++;\n }\n };\n /**\n * Decomposes a matrix and sets the transforms properties based on it.\n * @param matrix - The matrix to decompose\n */\n Transform.prototype.setFromMatrix = function (matrix) {\n matrix.decompose(this);\n this._localID++;\n };\n Object.defineProperty(Transform.prototype, \"rotation\", {\n /** The rotation of the object in radians. */\n get: function () {\n return this._rotation;\n },\n set: function (value) {\n if (this._rotation !== value) {\n this._rotation = value;\n this.updateSkew();\n }\n },\n enumerable: false,\n configurable: true\n });\n /** A default (identity) transform. */\n Transform.IDENTITY = new Transform();\n return Transform;\n}());\n\nexport { Circle, DEG_TO_RAD, Ellipse, Matrix, ObservablePoint, PI_2, Point, Polygon, RAD_TO_DEG, Rectangle, RoundedRectangle, SHAPES, Transform, groupD8 };\n//# sourceMappingURL=math.mjs.map\n","/*!\n * @pixi/ticker - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/ticker is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { ExtensionType } from '@pixi/extensions';\n\n/**\n * Target frames per millisecond.\n * @static\n * @name TARGET_FPMS\n * @memberof PIXI.settings\n * @type {number}\n * @default 0.06\n */\nsettings.TARGET_FPMS = 0.06;\n\n/**\n * Represents the update priorities used by internal PIXI classes when registered with\n * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower\n * priority items, such as render, should go later.\n * @static\n * @constant\n * @name UPDATE_PRIORITY\n * @memberof PIXI\n * @enum {number}\n * @property {number} [INTERACTION=50] Highest priority, used for {@link PIXI.InteractionManager}\n * @property {number} [HIGH=25] High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite}\n * @property {number} [NORMAL=0] Default priority for ticker events, see {@link PIXI.Ticker#add}.\n * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering.\n * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility.\n */\nvar UPDATE_PRIORITY;\n(function (UPDATE_PRIORITY) {\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"INTERACTION\"] = 50] = \"INTERACTION\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"HIGH\"] = 25] = \"HIGH\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"NORMAL\"] = 0] = \"NORMAL\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"LOW\"] = -25] = \"LOW\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"UTILITY\"] = -50] = \"UTILITY\";\n})(UPDATE_PRIORITY || (UPDATE_PRIORITY = {}));\n\n/**\n * Internal class for handling the priority sorting of ticker handlers.\n * @private\n * @class\n * @memberof PIXI\n */\nvar TickerListener = /** @class */ (function () {\n /**\n * Constructor\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param priority - The priority for emitting\n * @param once - If the handler should fire once\n */\n function TickerListener(fn, context, priority, once) {\n if (context === void 0) { context = null; }\n if (priority === void 0) { priority = 0; }\n if (once === void 0) { once = false; }\n /** The next item in chain. */\n this.next = null;\n /** The previous item in chain. */\n this.previous = null;\n /** `true` if this listener has been destroyed already. */\n this._destroyed = false;\n this.fn = fn;\n this.context = context;\n this.priority = priority;\n this.once = once;\n }\n /**\n * Simple compare function to figure out if a function and context match.\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @returns `true` if the listener match the arguments\n */\n TickerListener.prototype.match = function (fn, context) {\n if (context === void 0) { context = null; }\n return this.fn === fn && this.context === context;\n };\n /**\n * Emit by calling the current function.\n * @private\n * @param deltaTime - time since the last emit.\n * @returns Next ticker\n */\n TickerListener.prototype.emit = function (deltaTime) {\n if (this.fn) {\n if (this.context) {\n this.fn.call(this.context, deltaTime);\n }\n else {\n this.fn(deltaTime);\n }\n }\n var redirect = this.next;\n if (this.once) {\n this.destroy(true);\n }\n // Soft-destroying should remove\n // the next reference\n if (this._destroyed) {\n this.next = null;\n }\n return redirect;\n };\n /**\n * Connect to the list.\n * @private\n * @param previous - Input node, previous listener\n */\n TickerListener.prototype.connect = function (previous) {\n this.previous = previous;\n if (previous.next) {\n previous.next.previous = this;\n }\n this.next = previous.next;\n previous.next = this;\n };\n /**\n * Destroy and don't use after this.\n * @private\n * @param hard - `true` to remove the `next` reference, this\n * is considered a hard destroy. Soft destroy maintains the next reference.\n * @returns The listener to redirect while emitting or removing.\n */\n TickerListener.prototype.destroy = function (hard) {\n if (hard === void 0) { hard = false; }\n this._destroyed = true;\n this.fn = null;\n this.context = null;\n // Disconnect, hook up next and previous\n if (this.previous) {\n this.previous.next = this.next;\n }\n if (this.next) {\n this.next.previous = this.previous;\n }\n // Redirect to the next item\n var redirect = this.next;\n // Remove references\n this.next = hard ? null : redirect;\n this.previous = null;\n return redirect;\n };\n return TickerListener;\n}());\n\n/**\n * A Ticker class that runs an update loop that other objects listen to.\n *\n * This class is composed around listeners meant for execution on the next requested animation frame.\n * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners.\n * @class\n * @memberof PIXI\n */\nvar Ticker = /** @class */ (function () {\n function Ticker() {\n var _this = this;\n /**\n * Whether or not this ticker should invoke the method\n * {@link PIXI.Ticker#start} automatically\n * when a listener is added.\n */\n this.autoStart = false;\n /**\n * Scalar time value from last frame to this frame.\n * This value is capped by setting {@link PIXI.Ticker#minFPS}\n * and is scaled with {@link PIXI.Ticker#speed}.\n * **Note:** The cap may be exceeded by scaling.\n */\n this.deltaTime = 1;\n /**\n * The last time {@link PIXI.Ticker#update} was invoked.\n * This value is also reset internally outside of invoking\n * update, but only when a new animation frame is requested.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n */\n this.lastTime = -1;\n /**\n * Factor of current {@link PIXI.Ticker#deltaTime}.\n * @example\n * // Scales ticker.deltaTime to what would be\n * // the equivalent of approximately 120 FPS\n * ticker.speed = 2;\n */\n this.speed = 1;\n /**\n * Whether or not this ticker has been started.\n * `true` if {@link PIXI.Ticker#start} has been called.\n * `false` if {@link PIXI.Ticker#stop} has been called.\n * While `false`, this value may change to `true` in the\n * event of {@link PIXI.Ticker#autoStart} being `true`\n * and a listener is added.\n */\n this.started = false;\n /** Internal current frame request ID */\n this._requestId = null;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the maximum allowed milliseconds between updates.\n */\n this._maxElapsedMS = 100;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the minimum allowed milliseconds between updates.\n */\n this._minElapsedMS = 0;\n /** If enabled, deleting is disabled.*/\n this._protected = false;\n /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */\n this._lastFrame = -1;\n this._head = new TickerListener(null, null, Infinity);\n this.deltaMS = 1 / settings.TARGET_FPMS;\n this.elapsedMS = 1 / settings.TARGET_FPMS;\n this._tick = function (time) {\n _this._requestId = null;\n if (_this.started) {\n // Invoke listeners now\n _this.update(time);\n // Listener side effects may have modified ticker state.\n if (_this.started && _this._requestId === null && _this._head.next) {\n _this._requestId = requestAnimationFrame(_this._tick);\n }\n }\n };\n }\n /**\n * Conditionally requests a new animation frame.\n * If a frame has not already been requested, and if the internal\n * emitter has listeners, a new frame is requested.\n * @private\n */\n Ticker.prototype._requestIfNeeded = function () {\n if (this._requestId === null && this._head.next) {\n // ensure callbacks get correct delta\n this.lastTime = performance.now();\n this._lastFrame = this.lastTime;\n this._requestId = requestAnimationFrame(this._tick);\n }\n };\n /**\n * Conditionally cancels a pending animation frame.\n * @private\n */\n Ticker.prototype._cancelIfNeeded = function () {\n if (this._requestId !== null) {\n cancelAnimationFrame(this._requestId);\n this._requestId = null;\n }\n };\n /**\n * Conditionally requests a new animation frame.\n * If the ticker has been started it checks if a frame has not already\n * been requested, and if the internal emitter has listeners. If these\n * conditions are met, a new frame is requested. If the ticker has not\n * been started, but autoStart is `true`, then the ticker starts now,\n * and continues with the previous conditions to request a new frame.\n * @private\n */\n Ticker.prototype._startIfPossible = function () {\n if (this.started) {\n this._requestIfNeeded();\n }\n else if (this.autoStart) {\n this.start();\n }\n };\n /**\n * Register a handler for tick events. Calls continuously unless\n * it is removed or the ticker is stopped.\n * @param fn - The listener function to be added for updates\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.add = function (fn, context, priority) {\n if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority));\n };\n /**\n * Add a handler for the tick event which is only execute once.\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.addOnce = function (fn, context, priority) {\n if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority, true));\n };\n /**\n * Internally adds the event handler so that it can be sorted by priority.\n * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run\n * before the rendering.\n * @private\n * @param listener - Current listener being added.\n * @returns This instance of a ticker\n */\n Ticker.prototype._addListener = function (listener) {\n // For attaching to head\n var current = this._head.next;\n var previous = this._head;\n // Add the first item\n if (!current) {\n listener.connect(previous);\n }\n else {\n // Go from highest to lowest priority\n while (current) {\n if (listener.priority > current.priority) {\n listener.connect(previous);\n break;\n }\n previous = current;\n current = current.next;\n }\n // Not yet connected\n if (!listener.previous) {\n listener.connect(previous);\n }\n }\n this._startIfPossible();\n return this;\n };\n /**\n * Removes any handlers matching the function and context parameters.\n * If no handlers are left after removing, then it cancels the animation frame.\n * @param fn - The listener function to be removed\n * @param context - The listener context to be removed\n * @returns This instance of a ticker\n */\n Ticker.prototype.remove = function (fn, context) {\n var listener = this._head.next;\n while (listener) {\n // We found a match, lets remove it\n // no break to delete all possible matches\n // incase a listener was added 2+ times\n if (listener.match(fn, context)) {\n listener = listener.destroy();\n }\n else {\n listener = listener.next;\n }\n }\n if (!this._head.next) {\n this._cancelIfNeeded();\n }\n return this;\n };\n Object.defineProperty(Ticker.prototype, \"count\", {\n /**\n * The number of listeners on this ticker, calculated by walking through linked list\n * @readonly\n * @member {number}\n */\n get: function () {\n if (!this._head) {\n return 0;\n }\n var count = 0;\n var current = this._head;\n while ((current = current.next)) {\n count++;\n }\n return count;\n },\n enumerable: false,\n configurable: true\n });\n /** Starts the ticker. If the ticker has listeners a new animation frame is requested at this point. */\n Ticker.prototype.start = function () {\n if (!this.started) {\n this.started = true;\n this._requestIfNeeded();\n }\n };\n /** Stops the ticker. If the ticker has requested an animation frame it is canceled at this point. */\n Ticker.prototype.stop = function () {\n if (this.started) {\n this.started = false;\n this._cancelIfNeeded();\n }\n };\n /** Destroy the ticker and don't use after this. Calling this method removes all references to internal events. */\n Ticker.prototype.destroy = function () {\n if (!this._protected) {\n this.stop();\n var listener = this._head.next;\n while (listener) {\n listener = listener.destroy(true);\n }\n this._head.destroy();\n this._head = null;\n }\n };\n /**\n * Triggers an update. An update entails setting the\n * current {@link PIXI.Ticker#elapsedMS},\n * the current {@link PIXI.Ticker#deltaTime},\n * invoking all listeners with current deltaTime,\n * and then finally setting {@link PIXI.Ticker#lastTime}\n * with the value of currentTime that was provided.\n * This method will be called automatically by animation\n * frame callbacks if the ticker instance has been started\n * and listeners are added.\n * @param {number} [currentTime=performance.now()] - the current time of execution\n */\n Ticker.prototype.update = function (currentTime) {\n if (currentTime === void 0) { currentTime = performance.now(); }\n var elapsedMS;\n // If the difference in time is zero or negative, we ignore most of the work done here.\n // If there is no valid difference, then should be no reason to let anyone know about it.\n // A zero delta, is exactly that, nothing should update.\n //\n // The difference in time can be negative, and no this does not mean time traveling.\n // This can be the result of a race condition between when an animation frame is requested\n // on the current JavaScript engine event loop, and when the ticker's start method is invoked\n // (which invokes the internal _requestIfNeeded method). If a frame is requested before\n // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests,\n // can receive a time argument that can be less than the lastTime value that was set within\n // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems.\n //\n // This check covers this browser engine timing issue, as well as if consumers pass an invalid\n // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves.\n if (currentTime > this.lastTime) {\n // Save uncapped elapsedMS for measurement\n elapsedMS = this.elapsedMS = currentTime - this.lastTime;\n // cap the milliseconds elapsed used for deltaTime\n if (elapsedMS > this._maxElapsedMS) {\n elapsedMS = this._maxElapsedMS;\n }\n elapsedMS *= this.speed;\n // If not enough time has passed, exit the function.\n // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS\n // adjustment to ensure a relatively stable interval.\n if (this._minElapsedMS) {\n var delta = currentTime - this._lastFrame | 0;\n if (delta < this._minElapsedMS) {\n return;\n }\n this._lastFrame = currentTime - (delta % this._minElapsedMS);\n }\n this.deltaMS = elapsedMS;\n this.deltaTime = this.deltaMS * settings.TARGET_FPMS;\n // Cache a local reference, in-case ticker is destroyed\n // during the emit, we can still check for head.next\n var head = this._head;\n // Invoke listeners added to internal emitter\n var listener = head.next;\n while (listener) {\n listener = listener.emit(this.deltaTime);\n }\n if (!head.next) {\n this._cancelIfNeeded();\n }\n }\n else {\n this.deltaTime = this.deltaMS = this.elapsedMS = 0;\n }\n this.lastTime = currentTime;\n };\n Object.defineProperty(Ticker.prototype, \"FPS\", {\n /**\n * The frames per second at which this ticker is running.\n * The default is approximately 60 in most modern browsers.\n * **Note:** This does not factor in the value of\n * {@link PIXI.Ticker#speed}, which is specific\n * to scaling {@link PIXI.Ticker#deltaTime}.\n * @member {number}\n * @readonly\n */\n get: function () {\n return 1000 / this.elapsedMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"minFPS\", {\n /**\n * Manages the maximum amount of milliseconds allowed to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This value is used to cap {@link PIXI.Ticker#deltaTime},\n * but does not effect the measured value of {@link PIXI.Ticker#FPS}.\n * When setting this property it is clamped to a value between\n * `0` and `PIXI.settings.TARGET_FPMS * 1000`.\n * @member {number}\n * @default 10\n */\n get: function () {\n return 1000 / this._maxElapsedMS;\n },\n set: function (fps) {\n // Minimum must be below the maxFPS\n var minFPS = Math.min(this.maxFPS, fps);\n // Must be at least 0, but below 1 / settings.TARGET_FPMS\n var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.TARGET_FPMS);\n this._maxElapsedMS = 1 / minFPMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"maxFPS\", {\n /**\n * Manages the minimum amount of milliseconds required to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This will effect the measured value of {@link PIXI.Ticker#FPS}.\n * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can.\n * Otherwise it will be at least `minFPS`\n * @member {number}\n * @default 0\n */\n get: function () {\n if (this._minElapsedMS) {\n return Math.round(1000 / this._minElapsedMS);\n }\n return 0;\n },\n set: function (fps) {\n if (fps === 0) {\n this._minElapsedMS = 0;\n }\n else {\n // Max must be at least the minFPS\n var maxFPS = Math.max(this.minFPS, fps);\n this._minElapsedMS = 1 / (maxFPS / 1000);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"shared\", {\n /**\n * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by\n * {@link PIXI.VideoResource} to update animation frames / video textures.\n *\n * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker.\n * @example\n * let ticker = PIXI.Ticker.shared;\n * // Set this to prevent starting this ticker when listeners are added.\n * // By default this is true only for the PIXI.Ticker.shared instance.\n * ticker.autoStart = false;\n * // FYI, call this to ensure the ticker is stopped. It should be stopped\n * // if you have not attempted to render anything yet.\n * ticker.stop();\n * // Call this when you are ready for a running shared ticker.\n * ticker.start();\n * @example\n * // You may use the shared ticker to render...\n * let renderer = PIXI.autoDetectRenderer();\n * let stage = new PIXI.Container();\n * document.body.appendChild(renderer.view);\n * ticker.add(function (time) {\n * renderer.render(stage);\n * });\n * @example\n * // Or you can just update it manually.\n * ticker.autoStart = false;\n * ticker.stop();\n * function animate(time) {\n * ticker.update(time);\n * renderer.render(stage);\n * requestAnimationFrame(animate);\n * }\n * animate(performance.now());\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._shared) {\n var shared = Ticker._shared = new Ticker();\n shared.autoStart = true;\n shared._protected = true;\n }\n return Ticker._shared;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"system\", {\n /**\n * The system ticker instance used by {@link PIXI.InteractionManager} and by\n * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused,\n * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._system) {\n var system = Ticker._system = new Ticker();\n system.autoStart = true;\n system._protected = true;\n }\n return Ticker._system;\n },\n enumerable: false,\n configurable: true\n });\n return Ticker;\n}());\n\n/**\n * Middleware for for Application Ticker.\n * @example\n * import {TickerPlugin} from '@pixi/ticker';\n * import {Application} from '@pixi/app';\n * import {extensions} from '@pixi/extensions';\n * extensions.add(TickerPlugin);\n * @class\n * @memberof PIXI\n */\nvar TickerPlugin = /** @class */ (function () {\n function TickerPlugin() {\n }\n /**\n * Initialize the plugin with scope of application instance\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n TickerPlugin.init = function (options) {\n var _this = this;\n // Set default\n options = Object.assign({\n autoStart: true,\n sharedTicker: false,\n }, options);\n // Create ticker setter\n Object.defineProperty(this, 'ticker', {\n set: function (ticker) {\n if (this._ticker) {\n this._ticker.remove(this.render, this);\n }\n this._ticker = ticker;\n if (ticker) {\n ticker.add(this.render, this, UPDATE_PRIORITY.LOW);\n }\n },\n get: function () {\n return this._ticker;\n },\n });\n /**\n * Convenience method for stopping the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.stop = function () {\n _this._ticker.stop();\n };\n /**\n * Convenience method for starting the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.start = function () {\n _this._ticker.start();\n };\n /**\n * Internal reference to the ticker.\n * @type {PIXI.Ticker}\n * @name _ticker\n * @memberof PIXI.Application#\n * @private\n */\n this._ticker = null;\n /**\n * Ticker for doing render updates.\n * @type {PIXI.Ticker}\n * @name ticker\n * @memberof PIXI.Application#\n * @default PIXI.Ticker.shared\n */\n this.ticker = options.sharedTicker ? Ticker.shared : new Ticker();\n // Start the rendering\n if (options.autoStart) {\n this.start();\n }\n };\n /**\n * Clean up the ticker, scoped to application.\n * @static\n * @private\n */\n TickerPlugin.destroy = function () {\n if (this._ticker) {\n var oldTicker = this._ticker;\n this.ticker = null;\n oldTicker.destroy();\n }\n };\n /** @ignore */\n TickerPlugin.extension = ExtensionType.Application;\n return TickerPlugin;\n}());\n\nexport { Ticker, TickerPlugin, UPDATE_PRIORITY };\n//# sourceMappingURL=ticker.mjs.map\n","/*!\n * @pixi/display - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/display is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { Rectangle, RAD_TO_DEG, DEG_TO_RAD, Transform } from '@pixi/math';\nimport { EventEmitter, removeItems } from '@pixi/utils';\n\n/**\n * Sets the default value for the container property 'sortableChildren'.\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n * @static\n * @constant\n * @name SORTABLE_CHILDREN\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.SORTABLE_CHILDREN = false;\n\n/**\n * 'Builder' pattern for bounds rectangles.\n *\n * This could be called an Axis-Aligned Bounding Box.\n * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems.\n * @memberof PIXI\n */\nvar Bounds = /** @class */ (function () {\n function Bounds() {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n this.rect = null;\n this.updateID = -1;\n }\n /**\n * Checks if bounds are empty.\n * @returns - True if empty.\n */\n Bounds.prototype.isEmpty = function () {\n return this.minX > this.maxX || this.minY > this.maxY;\n };\n /** Clears the bounds and resets. */\n Bounds.prototype.clear = function () {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n };\n /**\n * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n * It is not guaranteed that it will return tempRect\n * @param rect - Temporary object will be used if AABB is not empty\n * @returns - A rectangle of the bounds\n */\n Bounds.prototype.getRectangle = function (rect) {\n if (this.minX > this.maxX || this.minY > this.maxY) {\n return Rectangle.EMPTY;\n }\n rect = rect || new Rectangle(0, 0, 1, 1);\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n return rect;\n };\n /**\n * This function should be inlined when its possible.\n * @param point - The point to add.\n */\n Bounds.prototype.addPoint = function (point) {\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n };\n /**\n * Adds a point, after transformed. This should be inlined when its possible.\n * @param matrix\n * @param point\n */\n Bounds.prototype.addPointMatrix = function (matrix, point) {\n var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty;\n var x = (a * point.x) + (c * point.y) + tx;\n var y = (b * point.x) + (d * point.y) + ty;\n this.minX = Math.min(this.minX, x);\n this.maxX = Math.max(this.maxX, x);\n this.minY = Math.min(this.minY, y);\n this.maxY = Math.max(this.maxY, y);\n };\n /**\n * Adds a quad, not transformed\n * @param vertices - The verts to add.\n */\n Bounds.prototype.addQuad = function (vertices) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = vertices[0];\n var y = vertices[1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds sprite frame, transformed.\n * @param transform - transform to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) {\n this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1);\n };\n /**\n * Adds sprite frame, multiplied by matrix\n * @param matrix - matrix to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) {\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = (a * x0) + (c * y0) + tx;\n var y = (b * x0) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y0) + tx;\n y = (b * x1) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x0) + (c * y1) + tx;\n y = (b * x0) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y1) + tx;\n y = (b * x1) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds screen vertices from array\n * @param vertexData - calculated vertices\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var x = vertexData[i];\n var y = vertexData[i + 1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Add an array of mesh vertices\n * @param transform - mesh transform\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) {\n this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset);\n };\n /**\n * Add an array of mesh vertices.\n * @param matrix - mesh matrix\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n * @param padX - x padding\n * @param padY - y padding\n */\n Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) {\n if (padX === void 0) { padX = 0; }\n if (padY === void 0) { padY = padX; }\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var rawX = vertices[i];\n var rawY = vertices[i + 1];\n var x = (a * rawX) + (c * rawY) + tx;\n var y = (d * rawY) + (b * rawX) + ty;\n minX = Math.min(minX, x - padX);\n maxX = Math.max(maxX, x + padX);\n minY = Math.min(minY, y - padY);\n maxY = Math.max(maxY, y + padY);\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds other {@link Bounds}.\n * @param bounds - The Bounds to be added\n */\n Bounds.prototype.addBounds = function (bounds) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = bounds.minX < minX ? bounds.minX : minX;\n this.minY = bounds.minY < minY ? bounds.minY : minY;\n this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX;\n this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY;\n };\n /**\n * Adds other Bounds, masked with Bounds.\n * @param bounds - The Bounds to be added.\n * @param mask - TODO\n */\n Bounds.prototype.addBoundsMask = function (bounds, mask) {\n var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX;\n var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY;\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty.\n * @param bounds - other bounds\n * @param matrix - multiplicator\n */\n Bounds.prototype.addBoundsMatrix = function (bounds, matrix) {\n this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY);\n };\n /**\n * Adds other Bounds, masked with Rectangle.\n * @param bounds - TODO\n * @param area - TODO\n */\n Bounds.prototype.addBoundsArea = function (bounds, area) {\n var _minX = bounds.minX > area.x ? bounds.minX : area.x;\n var _minY = bounds.minY > area.y ? bounds.minY : area.y;\n var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width);\n var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height);\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Pads bounds object, making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n */\n Bounds.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n if (!this.isEmpty()) {\n this.minX -= paddingX;\n this.maxX += paddingX;\n this.minY -= paddingY;\n this.maxY += paddingY;\n }\n };\n /**\n * Adds padded frame. (x0, y0) should be strictly less than (x1, y1)\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n * @param padX - padding X\n * @param padY - padding Y\n */\n Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) {\n x0 -= padX;\n y0 -= padY;\n x1 += padX;\n y1 += padY;\n this.minX = this.minX < x0 ? this.minX : x0;\n this.maxX = this.maxX > x1 ? this.maxX : x1;\n this.minY = this.minY < y0 ? this.minY : y0;\n this.maxY = this.maxY > y1 ? this.maxY : y1;\n };\n return Bounds;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * The base class for all objects that are rendered on the screen.\n *\n * This is an abstract class and can not be used on its own; rather it should be extended.\n *\n * ## Display objects implemented in PixiJS\n *\n * | Display Object | Description |\n * | ------------------------------- | --------------------------------------------------------------------- |\n * | {@link PIXI.Container} | Adds support for `children` to DisplayObject |\n * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API |\n * | {@link PIXI.Sprite} | Draws textures (i.e. images) |\n * | {@link PIXI.Text} | Draws text using the Canvas API internally |\n * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures |\n * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion |\n * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images |\n * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data |\n * | {@link PIXI.NineSlicePlane} | Mesh-related |\n * | {@link PIXI.SimpleMesh} | v4-compatible mesh |\n * | {@link PIXI.SimplePlane} | Mesh-related |\n * | {@link PIXI.SimpleRope} | Mesh-related |\n *\n * ## Transforms\n *\n * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its\n * local coordinate space to its parent's local coordinate space. The following properties are derived\n * from the transform:\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n *
PropertyDescription
[pivot]{@link PIXI.DisplayObject#pivot}\n * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot\n * is equal to position, regardless of the other three transformations. In other words, It is the center of\n * rotation, scaling, and skewing.\n *
[position]{@link PIXI.DisplayObject#position}\n * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local\n * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object\n * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space.\n *
[scale]{@link PIXI.DisplayObject#scale}\n * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the\n * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center\n * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}.\n *
[rotation]{@link PIXI.DisplayObject#rotation}\n * Rotation. This will rotate the display object's projection by this angle (in radians).\n *
[skew]{@link PIXI.DisplayObject#skew}\n *

Skewing. This can be used to deform a rectangular display object into a parallelogram.

\n *

\n * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be\n * thought of the net rotation applied to the coordinate axes (separately). For example, if \"skew.x\" is\n * ⍺ and \"skew.y\" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be\n * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will\n * be rotated by an angle between ⍺ and β.\n *

\n *

\n * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying\n * a rotation. Indeed, if \"skew.x\" = -ϴ and \"skew.y\" = ϴ, it will produce an equivalent of \"rotation\" = ϴ.\n *

\n *

\n * Another quite interesting observation is that \"skew.x\", \"skew.y\", rotation are communtative operations. Indeed,\n * because rotation is essentially a careful combination of the two.\n *

\n *
angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
xTranslation. This is an alias for position.x!
yTranslation. This is an alias for position.y!
width\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing\n * the \"requested\" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there\n * is no concept of user-defined width.\n *
height\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing\n * the \"requested\" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there\n * is no concept of user-defined height.\n *
\n *\n * ## Bounds\n *\n * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit\n * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the\n * `worldTransform` to calculate in world space).\n *\n * There are a few additional types of bounding boxes:\n *\n * | Bounds | Description |\n * | --------------------- | ---------------------------------------------------------------------------------------- |\n * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. |\n * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. |\n * | Render Bounds | The bounds, but including extra rendering effects like filter padding. |\n * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. |\n * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. |\n * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)|\n * | Content Bounds | The natural bounds when excluding all children of a `Container`. |\n *\n * ### calculateBounds\n *\n * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children.\n *\n * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and\n * `getLocalBounds` to work. This method must write the bounds into `this._bounds`.\n *\n * Generally, the following technique works for most simple cases: take the list of points\n * forming the \"hull\" of the object (i.e. outline of the object's shape), and then add them\n * using {@link PIXI.Bounds#addPointMatrix}.\n *\n * ```js\n * calculateBounds(): void\n * {\n * const points = [...];\n *\n * for (let i = 0, j = points.length; i < j; i++)\n * {\n * this._bounds.addPointMatrix(this.worldTransform, points[i]);\n * }\n * }\n * ```\n *\n * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them\n * in one array together.\n *\n * ## Alpha\n *\n * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display\n * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not\n * applied on any ancestor further up the chain).\n *\n * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}.\n *\n * ## Renderable vs Visible\n *\n * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the\n * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display\n * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not\n * be calculated.\n *\n * It is recommended that applications use the `renderable` property for culling. See\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details.\n *\n * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This\n * one is also better in terms of performance.\n * @memberof PIXI\n */\nvar DisplayObject = /** @class */ (function (_super) {\n __extends(DisplayObject, _super);\n function DisplayObject() {\n var _this = _super.call(this) || this;\n _this.tempDisplayObjectParent = null;\n // TODO: need to create Transform from factory\n _this.transform = new Transform();\n _this.alpha = 1;\n _this.visible = true;\n _this.renderable = true;\n _this.cullable = false;\n _this.cullArea = null;\n _this.parent = null;\n _this.worldAlpha = 1;\n _this._lastSortedIndex = 0;\n _this._zIndex = 0;\n _this.filterArea = null;\n _this.filters = null;\n _this._enabledFilters = null;\n _this._bounds = new Bounds();\n _this._localBounds = null;\n _this._boundsID = 0;\n _this._boundsRect = null;\n _this._localBoundsRect = null;\n _this._mask = null;\n _this._maskRefCount = 0;\n _this._destroyed = false;\n _this.isSprite = false;\n _this.isMask = false;\n return _this;\n }\n /**\n * Mixes all enumerable properties and methods from a source object to DisplayObject.\n * @param source - The source of properties and methods to mix in.\n */\n DisplayObject.mixin = function (source) {\n // in ES8/ES2017, this would be really easy:\n // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source));\n // get all the enumerable property keys\n var keys = Object.keys(source);\n // loop through properties\n for (var i = 0; i < keys.length; ++i) {\n var propertyName = keys[i];\n // Set the property using the property descriptor - this works for accessors and normal value properties\n Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName));\n }\n };\n Object.defineProperty(DisplayObject.prototype, \"destroyed\", {\n /**\n * Fired when this DisplayObject is added to a Container.\n * @instance\n * @event added\n * @param {PIXI.Container} container - The container added to.\n */\n /**\n * Fired when this DisplayObject is removed from a Container.\n * @instance\n * @event removed\n * @param {PIXI.Container} container - The container removed from.\n */\n /**\n * Fired when this DisplayObject is destroyed. This event is emitted once\n * destroy is finished.\n * @instance\n * @event destroyed\n */\n /** Readonly flag for destroyed display objects. */\n get: function () {\n return this._destroyed;\n },\n enumerable: false,\n configurable: true\n });\n /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */\n DisplayObject.prototype._recursivePostUpdateTransform = function () {\n if (this.parent) {\n this.parent._recursivePostUpdateTransform();\n this.transform.updateTransform(this.parent.transform);\n }\n else {\n this.transform.updateTransform(this._tempDisplayObjectParent.transform);\n }\n };\n /** Updates the object transform for rendering. TODO - Optimization pass! */\n DisplayObject.prototype.updateTransform = function () {\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // multiply the alphas..\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n };\n /**\n * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}.\n *\n * This method is expensive on containers with a large subtree (like the stage). This is because the bounds\n * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to\n * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update\n * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using\n * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise,\n * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as\n * its height increases.\n *\n * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated.\n * The world bounds of all display objects in a container's **subtree** will also be recalculated.\n *\n * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds\n * calculation if needed.\n *\n * ```js\n * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect);\n * ```\n *\n * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This\n * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more\n * details.\n *\n * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms\n * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain\n * cases.\n * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The minimum axis-aligned rectangle in world space that fits around this object.\n */\n DisplayObject.prototype.getBounds = function (skipUpdate, rect) {\n if (!skipUpdate) {\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else {\n this._recursivePostUpdateTransform();\n this.updateTransform();\n }\n }\n if (this._bounds.updateID !== this._boundsID) {\n this.calculateBounds();\n this._bounds.updateID = this._boundsID;\n }\n if (!rect) {\n if (!this._boundsRect) {\n this._boundsRect = new Rectangle();\n }\n rect = this._boundsRect;\n }\n return this._bounds.getRectangle(rect);\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The rectangular bounding area.\n */\n DisplayObject.prototype.getLocalBounds = function (rect) {\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n var transformRef = this.transform;\n var parentRef = this.parent;\n this.parent = null;\n this.transform = this._tempDisplayObjectParent.transform;\n var worldBounds = this._bounds;\n var worldBoundsID = this._boundsID;\n this._bounds = this._localBounds;\n var bounds = this.getBounds(false, rect);\n this.parent = parentRef;\n this.transform = transformRef;\n this._bounds = worldBounds;\n this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects\n return bounds;\n };\n /**\n * Calculates the global position of the display object.\n * @param position - The world origin to calculate from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform.\n * @returns - A point object representing the position of this object.\n */\n DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) {\n if (skipUpdate === void 0) { skipUpdate = false; }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // don't need to update the lot\n return this.worldTransform.apply(position, point);\n };\n /**\n * Calculates the local position of the display object relative to another point.\n * @param position - The world origin to calculate from.\n * @param from - The DisplayObject to calculate the global position from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform\n * @returns - A point object representing the position of this object\n */\n DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) {\n if (from) {\n position = from.toGlobal(position, point, skipUpdate);\n }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // simply apply the matrix..\n return this.worldTransform.applyInverse(position, point);\n };\n /**\n * Set the parent Container of this DisplayObject.\n * @param container - The Container to add this DisplayObject to.\n * @returns - The Container that this DisplayObject was added to.\n */\n DisplayObject.prototype.setParent = function (container) {\n if (!container || !container.addChild) {\n throw new Error('setParent: Argument must be a Container');\n }\n container.addChild(this);\n return container;\n };\n /**\n * Convenience function to set the position, scale, skew and pivot at once.\n * @param x - The X position\n * @param y - The Y position\n * @param scaleX - The X scale value\n * @param scaleY - The Y scale value\n * @param rotation - The rotation\n * @param skewX - The X skew value\n * @param skewY - The Y skew value\n * @param pivotX - The X pivot value\n * @param pivotY - The Y pivot value\n * @returns - The DisplayObject instance\n */\n DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (scaleX === void 0) { scaleX = 1; }\n if (scaleY === void 0) { scaleY = 1; }\n if (rotation === void 0) { rotation = 0; }\n if (skewX === void 0) { skewX = 0; }\n if (skewY === void 0) { skewY = 0; }\n if (pivotX === void 0) { pivotX = 0; }\n if (pivotY === void 0) { pivotY = 0; }\n this.position.x = x;\n this.position.y = y;\n this.scale.x = !scaleX ? 1 : scaleX;\n this.scale.y = !scaleY ? 1 : scaleY;\n this.rotation = rotation;\n this.skew.x = skewX;\n this.skew.y = skewY;\n this.pivot.x = pivotX;\n this.pivot.y = pivotY;\n return this;\n };\n /**\n * Base destroy method for generic display objects. This will automatically\n * remove the display object from its parent Container as well as remove\n * all current event listeners and internal references. Do not use a DisplayObject\n * after calling `destroy()`.\n * @param _options\n */\n DisplayObject.prototype.destroy = function (_options) {\n if (this.parent) {\n this.parent.removeChild(this);\n }\n this._destroyed = true;\n this.transform = null;\n this.parent = null;\n this._bounds = null;\n this.mask = null;\n this.cullArea = null;\n this.filters = null;\n this.filterArea = null;\n this.hitArea = null;\n this.interactive = false;\n this.interactiveChildren = false;\n this.emit('destroyed');\n this.removeAllListeners();\n };\n Object.defineProperty(DisplayObject.prototype, \"_tempDisplayObjectParent\", {\n /**\n * @protected\n * @member {PIXI.Container}\n */\n get: function () {\n if (this.tempDisplayObjectParent === null) {\n // eslint-disable-next-line @typescript-eslint/no-use-before-define\n this.tempDisplayObjectParent = new TemporaryDisplayObject();\n }\n return this.tempDisplayObjectParent;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root\n *\n * ```\n * const cacheParent = elem.enableTempParent();\n * elem.updateTransform();\n * elem.disableTempParent(cacheParent);\n * ```\n * @returns - current parent\n */\n DisplayObject.prototype.enableTempParent = function () {\n var myParent = this.parent;\n this.parent = this._tempDisplayObjectParent;\n return myParent;\n };\n /**\n * Pair method for `enableTempParent`\n * @param cacheParent - Actual parent of element\n */\n DisplayObject.prototype.disableTempParent = function (cacheParent) {\n this.parent = cacheParent;\n };\n Object.defineProperty(DisplayObject.prototype, \"x\", {\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n * An alias to position.x\n */\n get: function () {\n return this.position.x;\n },\n set: function (value) {\n this.transform.position.x = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"y\", {\n /**\n * The position of the displayObject on the y axis relative to the local coordinates of the parent.\n * An alias to position.y\n */\n get: function () {\n return this.position.y;\n },\n set: function (value) {\n this.transform.position.y = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldTransform\", {\n /**\n * Current transform of the object based on world (parent) factors.\n * @readonly\n */\n get: function () {\n return this.transform.worldTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"localTransform\", {\n /**\n * Current transform of the object based on local factors: position, scale, other stuff.\n * @readonly\n */\n get: function () {\n return this.transform.localTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"position\", {\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.position;\n },\n set: function (value) {\n this.transform.position.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"scale\", {\n /**\n * The scale factors of this object along the local coordinate axes.\n *\n * The default scale is (1, 1).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.scale;\n },\n set: function (value) {\n this.transform.scale.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"pivot\", {\n /**\n * The center of rotation, scaling, and skewing for this display object in its local space. The `position`\n * is the projection of `pivot` in the parent's local space.\n *\n * By default, the pivot is the origin (0, 0).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.pivot;\n },\n set: function (value) {\n this.transform.pivot.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"skew\", {\n /**\n * The skew factor for the object in radians.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.skew;\n },\n set: function (value) {\n this.transform.skew.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"rotation\", {\n /**\n * The rotation of the object in radians.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation;\n },\n set: function (value) {\n this.transform.rotation = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"angle\", {\n /**\n * The angle of the object in degrees.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation * RAD_TO_DEG;\n },\n set: function (value) {\n this.transform.rotation = value * DEG_TO_RAD;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"zIndex\", {\n /**\n * The zIndex of the displayObject.\n *\n * If a container has the sortableChildren property set to true, children will be automatically\n * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array,\n * and thus rendered on top of other display objects within the same container.\n * @see PIXI.Container#sortableChildren\n */\n get: function () {\n return this._zIndex;\n },\n set: function (value) {\n this._zIndex = value;\n if (this.parent) {\n this.parent.sortDirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldVisible\", {\n /**\n * Indicates if the object is globally visible.\n * @readonly\n */\n get: function () {\n var item = this;\n do {\n if (!item.visible) {\n return false;\n }\n item = item.parent;\n } while (item);\n return true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"mask\", {\n /**\n * Sets a mask for the displayObject. A mask is an object that limits the visibility of an\n * object to the shape of the mask applied to it. In PixiJS a regular mask must be a\n * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it\n * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent.\n * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong.\n * To remove a mask, set this property to `null`.\n *\n * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.\n * @example\n * const graphics = new PIXI.Graphics();\n * graphics.beginFill(0xFF3300);\n * graphics.drawRect(50, 250, 100, 100);\n * graphics.endFill();\n *\n * const sprite = new PIXI.Sprite(texture);\n * sprite.mask = graphics;\n * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.\n */\n get: function () {\n return this._mask;\n },\n set: function (value) {\n if (this._mask === value) {\n return;\n }\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n maskObject._maskRefCount--;\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = true;\n maskObject.isMask = false;\n }\n }\n }\n this._mask = value;\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = false;\n maskObject.isMask = true;\n }\n maskObject._maskRefCount++;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return DisplayObject;\n}(EventEmitter));\n/**\n * @private\n */\nvar TemporaryDisplayObject = /** @class */ (function (_super) {\n __extends(TemporaryDisplayObject, _super);\n function TemporaryDisplayObject() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n _this.sortDirty = null;\n return _this;\n }\n return TemporaryDisplayObject;\n}(DisplayObject));\n/**\n * DisplayObject default updateTransform, does not update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.DisplayObject#\n * @method displayObjectUpdateTransform\n */\nDisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;\n\n/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\nfunction sortChildren(a, b) {\n if (a.zIndex === b.zIndex) {\n return a._lastSortedIndex - b._lastSortedIndex;\n }\n return a.zIndex - b.zIndex;\n}\n/**\n * Container is a general-purpose display object that holds children. It also adds built-in support for advanced\n * rendering features like masking and filtering.\n *\n * It is the base class of all display objects that act as a container for other objects, including Graphics\n * and Sprite.\n *\n * ```js\n * import { BlurFilter } from '@pixi/filter-blur';\n * import { Container } from '@pixi/display';\n * import { Graphics } from '@pixi/graphics';\n * import { Sprite } from '@pixi/sprite';\n *\n * let container = new Container();\n * let sprite = Sprite.from(\"https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png\");\n *\n * sprite.width = 512;\n * sprite.height = 512;\n *\n * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container\n * // is rendered.\n * container.addChild(sprite);\n *\n * // Blurs whatever is rendered by the container\n * container.filters = [new BlurFilter()];\n *\n * // Only the contents within a circle at the center should be rendered onto the screen.\n * container.mask = new Graphics()\n * .beginFill(0xffffff)\n * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2)\n * .endFill();\n * ```\n * @memberof PIXI\n */\nvar Container = /** @class */ (function (_super) {\n __extends(Container, _super);\n function Container() {\n var _this = _super.call(this) || this;\n _this.children = [];\n _this.sortableChildren = settings.SORTABLE_CHILDREN;\n _this.sortDirty = false;\n return _this;\n /**\n * Fired when a DisplayObject is added to this Container.\n * @event PIXI.Container#childAdded\n * @param {PIXI.DisplayObject} child - The child added to the Container.\n * @param {PIXI.Container} container - The container that added the child.\n * @param {number} index - The children's index of the added child.\n */\n /**\n * Fired when a DisplayObject is removed from this Container.\n * @event PIXI.DisplayObject#removedFrom\n * @param {PIXI.DisplayObject} child - The child removed from the Container.\n * @param {PIXI.Container} container - The container that removed removed the child.\n * @param {number} index - The former children's index of the removed child\n */\n }\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified.\n * @param _length\n */\n Container.prototype.onChildrenChange = function (_length) {\n /* empty */\n };\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container\n * @returns {PIXI.DisplayObject} - The first child that was added.\n */\n Container.prototype.addChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the array and add all children\n for (var i = 0; i < children.length; i++) {\n // eslint-disable-next-line prefer-rest-params\n this.addChild(children[i]);\n }\n }\n else {\n var child = children[0];\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.push(child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n this.emit('childAdded', child, this, this.children.length - 1);\n child.emit('added', this);\n }\n return children[0];\n };\n /**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n * @param {PIXI.DisplayObject} child - The child to add\n * @param {number} index - The index to place the child in\n * @returns {PIXI.DisplayObject} The child that was added.\n */\n Container.prototype.addChildAt = function (child, index) {\n if (index < 0 || index > this.children.length) {\n throw new Error(child + \"addChildAt: The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.splice(index, 0, child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('added', this);\n this.emit('childAdded', child, this, index);\n return child;\n };\n /**\n * Swaps the position of 2 Display Objects within this container.\n * @param child - First display object to swap\n * @param child2 - Second display object to swap\n */\n Container.prototype.swapChildren = function (child, child2) {\n if (child === child2) {\n return;\n }\n var index1 = this.getChildIndex(child);\n var index2 = this.getChildIndex(child2);\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n };\n /**\n * Returns the index position of a child DisplayObject instance\n * @param child - The DisplayObject instance to identify\n * @returns - The index position of the child display object to identify\n */\n Container.prototype.getChildIndex = function (child) {\n var index = this.children.indexOf(child);\n if (index === -1) {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n return index;\n };\n /**\n * Changes the position of an existing child in the display object container\n * @param child - The child DisplayObject instance for which you want to change the index number\n * @param index - The resulting index number for the child display object\n */\n Container.prototype.setChildIndex = function (child, index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n var currentIndex = this.getChildIndex(child);\n removeItems(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n this.onChildrenChange(index);\n };\n /**\n * Returns the child at the specified index\n * @param index - The index to get the child at\n * @returns - The child at the given index, if any.\n */\n Container.prototype.getChildAt = function (index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"getChildAt: Index (\" + index + \") does not exist.\");\n }\n return this.children[index];\n };\n /**\n * Removes one or more children from the container.\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove\n * @returns {PIXI.DisplayObject} The first child that was removed.\n */\n Container.prototype.removeChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the arguments property and remove all children\n for (var i = 0; i < children.length; i++) {\n this.removeChild(children[i]);\n }\n }\n else {\n var child = children[0];\n var index = this.children.indexOf(child);\n if (index === -1)\n { return null; }\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n }\n return children[0];\n };\n /**\n * Removes a child from the specified index position.\n * @param index - The index to get the child from\n * @returns The child that was removed.\n */\n Container.prototype.removeChildAt = function (index) {\n var child = this.getChildAt(index);\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n return child;\n };\n /**\n * Removes all children from this container that are within the begin and end indexes.\n * @param beginIndex - The beginning position.\n * @param endIndex - The ending position. Default value is size of the container.\n * @returns - List of removed children\n */\n Container.prototype.removeChildren = function (beginIndex, endIndex) {\n if (beginIndex === void 0) { beginIndex = 0; }\n if (endIndex === void 0) { endIndex = this.children.length; }\n var begin = beginIndex;\n var end = endIndex;\n var range = end - begin;\n var removed;\n if (range > 0 && range <= end) {\n removed = this.children.splice(begin, range);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].parent = null;\n if (removed[i].transform) {\n removed[i].transform._parentID = -1;\n }\n }\n this._boundsID++;\n this.onChildrenChange(beginIndex);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].emit('removed', this);\n this.emit('childRemoved', removed[i], this, i);\n }\n return removed;\n }\n else if (range === 0 && this.children.length === 0) {\n return [];\n }\n throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n };\n /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */\n Container.prototype.sortChildren = function () {\n var sortRequired = false;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n child._lastSortedIndex = i;\n if (!sortRequired && child.zIndex !== 0) {\n sortRequired = true;\n }\n }\n if (sortRequired && this.children.length > 1) {\n this.children.sort(sortChildren);\n }\n this.sortDirty = false;\n };\n /** Updates the transform on all children of this container for rendering. */\n Container.prototype.updateTransform = function () {\n if (this.sortableChildren && this.sortDirty) {\n this.sortChildren();\n }\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // TODO: check render flags, how to process stuff here\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n };\n /**\n * Recalculates the bounds of the container.\n *\n * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds\n * is limited to its mask's bounds or filterArea, if any is applied.\n */\n Container.prototype.calculateBounds = function () {\n this._bounds.clear();\n this._calculateBounds();\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n if (!child.visible || !child.renderable) {\n continue;\n }\n child.calculateBounds();\n // TODO: filter+mask, need to mask both somehow\n if (child._mask) {\n var maskObject = (child._mask.isMaskData\n ? child._mask.maskObject : child._mask);\n if (maskObject) {\n maskObject.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, maskObject._bounds);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n else if (child.filterArea) {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n this._bounds.updateID = this._boundsID;\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n *\n * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render()\n * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms,\n * it was default behaviour of pixi 4.0-5.2 and caused many problems to users.\n * @returns - The rectangular bounding area.\n */\n Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) {\n if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; }\n var result = _super.prototype.getLocalBounds.call(this, rect);\n if (!skipChildrenUpdate) {\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n }\n return result;\n };\n /**\n * Recalculates the content bounds of this object. This should be overriden to\n * calculate the bounds of this specific object (not including children).\n * @protected\n */\n Container.prototype._calculateBounds = function () {\n // FILL IN//\n };\n /**\n * Renders this object and its children with culling.\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n Container.prototype._renderWithCulling = function (renderer) {\n var sourceFrame = renderer.renderTexture.sourceFrame;\n // If the source frame is empty, stop rendering.\n if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) {\n return;\n }\n // Render the content of the container only if its bounds intersect with the source frame.\n // All filters are on the stack at this point, and the filter source frame is bound:\n // therefore, even if the bounds to non intersect the filter frame, the filter\n // is still applied and any filter padding that is in the frame is rendered correctly.\n var bounds;\n var transform;\n // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea\n // rectangle must completely contain the container and its children including filter padding.\n if (this.cullArea) {\n bounds = this.cullArea;\n transform = this.worldTransform;\n }\n // If the container doesn't override _render, we can skip the bounds calculation and intersection test.\n else if (this._render !== Container.prototype._render) {\n bounds = this.getBounds(true);\n }\n // Render the container if the source frame intersects the bounds.\n if (bounds && sourceFrame.intersects(bounds, transform)) {\n this._render(renderer);\n }\n // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering.\n else if (this.cullArea) {\n return;\n }\n // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect\n // the source frame, because the children might have filters with nonzero padding, which may intersect\n // with the source frame while the bounds do not: filter padding is not included in the bounds.\n // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered\n // if they are out of frame; otherwise, render the children normally.\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n var childCullable = child.cullable;\n child.cullable = childCullable || !this.cullArea;\n child.render(renderer);\n child.cullable = childCullable;\n }\n };\n /**\n * Renders the object using the WebGL renderer.\n *\n * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the\n * container itself. This `render` method will invoke it, and also invoke the `render` methods of all\n * children afterward.\n *\n * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and\n * the bounds of this object are out of frame, this implementation will entirely skip rendering.\n * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally,\n * setting alpha to zero is not recommended for purely skipping rendering.\n *\n * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is\n * advised to employ **culling** to automatically skip rendering objects outside of the current screen.\n * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}.\n * Other culling methods might be better suited for a large number static objects; see\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}.\n *\n * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or\n * filtering is applied on a container. This does, however, break batching and can affect performance when\n * masking and filtering is applied extensively throughout the scene graph.\n * @param renderer - The renderer\n */\n Container.prototype.render = function (renderer) {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || (this.filters && this.filters.length)) {\n this.renderAdvanced(renderer);\n }\n else if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n };\n /**\n * Render the object using the WebGL renderer and advanced features.\n * @param renderer - The renderer\n */\n Container.prototype.renderAdvanced = function (renderer) {\n var filters = this.filters;\n var mask = this._mask;\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters) {\n if (!this._enabledFilters) {\n this._enabledFilters = [];\n }\n this._enabledFilters.length = 0;\n for (var i = 0; i < filters.length; i++) {\n if (filters[i].enabled) {\n this._enabledFilters.push(filters[i]);\n }\n }\n }\n var flush = (filters && this._enabledFilters && this._enabledFilters.length)\n || (mask && (!mask.isMaskData\n || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE))));\n if (flush) {\n renderer.batch.flush();\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.push(this, this._enabledFilters);\n }\n if (mask) {\n renderer.mask.push(this, this._mask);\n }\n if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n if (flush) {\n renderer.batch.flush();\n }\n if (mask) {\n renderer.mask.pop(this);\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.pop();\n }\n };\n /**\n * To be overridden by the subclasses.\n * @param _renderer - The renderer\n */\n Container.prototype._render = function (_renderer) {\n // this is where content itself gets rendered...\n };\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n Container.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this);\n this.sortDirty = false;\n var destroyChildren = typeof options === 'boolean' ? options : options && options.children;\n var oldChildren = this.removeChildren(0, this.children.length);\n if (destroyChildren) {\n for (var i = 0; i < oldChildren.length; ++i) {\n oldChildren[i].destroy(options);\n }\n }\n };\n Object.defineProperty(Container.prototype, \"width\", {\n /** The width of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.x * this.getLocalBounds().width;\n },\n set: function (value) {\n var width = this.getLocalBounds().width;\n if (width !== 0) {\n this.scale.x = value / width;\n }\n else {\n this.scale.x = 1;\n }\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Container.prototype, \"height\", {\n /** The height of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.y * this.getLocalBounds().height;\n },\n set: function (value) {\n var height = this.getLocalBounds().height;\n if (height !== 0) {\n this.scale.y = value / height;\n }\n else {\n this.scale.y = 1;\n }\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n return Container;\n}(DisplayObject));\n/**\n * Container default updateTransform, does update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.Container#\n * @method containerUpdateTransform\n */\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n\nexport { Bounds, Container, DisplayObject, TemporaryDisplayObject };\n//# sourceMappingURL=display.mjs.map\n","/*!\n * @pixi/core - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/core is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { ENV, ALPHA_MODES, SCALE_MODES, FORMATS, TYPES, TARGETS, MIPMAP_MODES, MSAA_QUALITY, BUFFER_TYPE, CLEAR_MODES, DRAW_MODES, BUFFER_BITS, MASK_TYPES, PRECISION, BLEND_MODES, GC_MODES, SAMPLER_TYPES, WRAP_MODES, RENDERER_TYPE } from '@pixi/constants';\nimport { isMobile, isPow2, BaseTextureCache, TextureCache, uid, EventEmitter, determineCrossOrigin, getResolutionOfUrl, deprecation, nextPow2, getBufferType, ProgramCache, removeItems, hex2string, hex2rgb, sayHello, isWebGLSupported, premultiplyBlendMode, log2, premultiplyTint } from '@pixi/utils';\nimport { extensions as extensions$1, ExtensionType } from '@pixi/extensions';\nexport * from '@pixi/extensions';\nimport { Runner } from '@pixi/runner';\nimport { Ticker } from '@pixi/ticker';\nimport { groupD8, Rectangle, Point, Matrix } from '@pixi/math';\n\n/**\n * The maximum support for using WebGL. If a device does not\n * support WebGL version, for instance WebGL 2, it will still\n * attempt to fallback support to WebGL 1. If you want to\n * explicitly remove feature support to target a more stable\n * baseline, prefer a lower environment.\n *\n * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium}\n * we disable webgl2 by default for all non-apple mobile devices.\n * @static\n * @name PREFER_ENV\n * @memberof PIXI.settings\n * @type {number}\n * @default PIXI.ENV.WEBGL2\n */\nsettings.PREFER_ENV = isMobile.any ? ENV.WEBGL : ENV.WEBGL2;\n/**\n * If set to `true`, *only* Textures and BaseTexture objects stored\n * in the caches ({@link PIXI.utils.TextureCache TextureCache} and\n * {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can be\n * used when calling {@link PIXI.Texture.from Texture.from} or\n * {@link PIXI.BaseTexture.from BaseTexture.from}.\n * Otherwise, these `from` calls throw an exception. Using this property\n * can be useful if you want to enforce preloading all assets with\n * {@link PIXI.Loader Loader}.\n * @static\n * @name STRICT_TEXTURE_CACHE\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.STRICT_TEXTURE_CACHE = false;\n\n/**\n * Collection of installed resource types, class must extend {@link PIXI.Resource}.\n * @example\n * class CustomResource extends PIXI.Resource {\n * // MUST have source, options constructor signature\n * // for auto-detected resources to be created.\n * constructor(source, options) {\n * super();\n * }\n * upload(renderer, baseTexture, glTexture) {\n * // upload with GL\n * return true;\n * }\n * // used to auto-detect resource\n * static test(source, extension) {\n * return extension === 'xyz'|| source instanceof SomeClass;\n * }\n * }\n * // Install the new resource type\n * PIXI.INSTALLED.push(CustomResource);\n * @memberof PIXI\n * @type {Array}\n * @static\n * @readonly\n */\nvar INSTALLED = [];\n/**\n * Create a resource element from a single source element. This\n * auto-detects which type of resource to create. All resources that\n * are auto-detectable must have a static `test` method and a constructor\n * with the arguments `(source, options?)`. Currently, the supported\n * resources for auto-detection include:\n * - {@link PIXI.ImageResource}\n * - {@link PIXI.CanvasResource}\n * - {@link PIXI.VideoResource}\n * - {@link PIXI.SVGResource}\n * - {@link PIXI.BufferResource}\n * @static\n * @memberof PIXI\n * @function autoDetectResource\n * @param {string|*} source - Resource source, this can be the URL to the resource,\n * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri\n * or any other resource that can be auto-detected. If not resource is\n * detected, it's assumed to be an ImageResource.\n * @param {object} [options] - Pass-through options to use for Resource\n * @param {number} [options.width] - Width of BufferResource or SVG rasterization\n * @param {number} [options.height] - Height of BufferResource or SVG rasterization\n * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading\n * @param {number} [options.scale=1] - SVG source scale. Overridden by width, height\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object\n * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin\n * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately\n * @param {number} [options.updateFPS=0] - Video option to update how many times a second the\n * texture should be updated from the video. Leave at 0 to update at every render\n * @returns {PIXI.Resource} The created resource.\n */\nfunction autoDetectResource(source, options) {\n if (!source) {\n return null;\n }\n var extension = '';\n if (typeof source === 'string') {\n // search for file extension: period, 3-4 chars, then ?, # or EOL\n var result = (/\\.(\\w{3,4})(?:$|\\?|#)/i).exec(source);\n if (result) {\n extension = result[1].toLowerCase();\n }\n }\n for (var i = INSTALLED.length - 1; i >= 0; --i) {\n var ResourcePlugin = INSTALLED[i];\n if (ResourcePlugin.test && ResourcePlugin.test(source, extension)) {\n return new ResourcePlugin(source, options);\n }\n }\n throw new Error('Unrecognized source type to auto-detect Resource');\n}\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nvar __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\n var arguments$1 = arguments;\n\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments$1[i];\r\n for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } }\r\n }\r\n return t;\r\n };\r\n return __assign.apply(this, arguments);\r\n};\r\n\r\nfunction __rest(s, e) {\r\n var t = {};\r\n for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n { t[p] = s[p]; } }\r\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n { for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\r\n if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\r\n { t[p[i]] = s[p[i]]; }\r\n } }\r\n return t;\r\n}\n\n/**\n * Base resource class for textures that manages validation and uploading, depending on its type.\n *\n * Uploading of a base texture to the GPU is required.\n * @memberof PIXI\n */\nvar Resource = /** @class */ (function () {\n /**\n * @param width - Width of the resource\n * @param height - Height of the resource\n */\n function Resource(width, height) {\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this._width = width;\n this._height = height;\n this.destroyed = false;\n this.internal = false;\n this.onResize = new Runner('setRealSize');\n this.onUpdate = new Runner('update');\n this.onError = new Runner('onError');\n }\n /**\n * Bind to a parent BaseTexture\n * @param baseTexture - Parent texture\n */\n Resource.prototype.bind = function (baseTexture) {\n this.onResize.add(baseTexture);\n this.onUpdate.add(baseTexture);\n this.onError.add(baseTexture);\n // Call a resize immediate if we already\n // have the width and height of the resource\n if (this._width || this._height) {\n this.onResize.emit(this._width, this._height);\n }\n };\n /**\n * Unbind to a parent BaseTexture\n * @param baseTexture - Parent texture\n */\n Resource.prototype.unbind = function (baseTexture) {\n this.onResize.remove(baseTexture);\n this.onUpdate.remove(baseTexture);\n this.onError.remove(baseTexture);\n };\n /**\n * Trigger a resize event\n * @param width - X dimension\n * @param height - Y dimension\n */\n Resource.prototype.resize = function (width, height) {\n if (width !== this._width || height !== this._height) {\n this._width = width;\n this._height = height;\n this.onResize.emit(width, height);\n }\n };\n Object.defineProperty(Resource.prototype, \"valid\", {\n /**\n * Has been validated\n * @readonly\n */\n get: function () {\n return !!this._width && !!this._height;\n },\n enumerable: false,\n configurable: true\n });\n /** Has been updated trigger event. */\n Resource.prototype.update = function () {\n if (!this.destroyed) {\n this.onUpdate.emit();\n }\n };\n /**\n * This can be overridden to start preloading a resource\n * or do any other prepare step.\n * @protected\n * @returns Handle the validate event\n */\n Resource.prototype.load = function () {\n return Promise.resolve(this);\n };\n Object.defineProperty(Resource.prototype, \"width\", {\n /**\n * The width of the resource.\n * @readonly\n */\n get: function () {\n return this._width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Resource.prototype, \"height\", {\n /**\n * The height of the resource.\n * @readonly\n */\n get: function () {\n return this._height;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Set the style, optional to override\n * @param _renderer - yeah, renderer!\n * @param _baseTexture - the texture\n * @param _glTexture - texture instance for this webgl context\n * @returns - `true` is success\n */\n Resource.prototype.style = function (_renderer, _baseTexture, _glTexture) {\n return false;\n };\n /** Clean up anything, this happens when destroying is ready. */\n Resource.prototype.dispose = function () {\n // override\n };\n /**\n * Call when destroying resource, unbind any BaseTexture object\n * before calling this method, as reference counts are maintained\n * internally.\n */\n Resource.prototype.destroy = function () {\n if (!this.destroyed) {\n this.destroyed = true;\n this.dispose();\n this.onError.removeAll();\n this.onError = null;\n this.onResize.removeAll();\n this.onResize = null;\n this.onUpdate.removeAll();\n this.onUpdate = null;\n }\n };\n /**\n * Abstract, used to auto-detect resource type.\n * @param {*} _source - The source object\n * @param {string} _extension - The extension of source, if set\n */\n Resource.test = function (_source, _extension) {\n return false;\n };\n return Resource;\n}());\n\n/**\n * @interface SharedArrayBuffer\n */\n/**\n * Buffer resource with data of typed array.\n * @memberof PIXI\n */\nvar BufferResource = /** @class */ (function (_super) {\n __extends(BufferResource, _super);\n /**\n * @param source - Source buffer\n * @param options - Options\n * @param {number} options.width - Width of the texture\n * @param {number} options.height - Height of the texture\n */\n function BufferResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n if (!width || !height) {\n throw new Error('BufferResource width or height invalid');\n }\n _this = _super.call(this, width, height) || this;\n _this.data = source;\n return _this;\n }\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture - glTexture\n * @returns - true is success\n */\n BufferResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n var gl = renderer.gl;\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n if (glTexture.width === width && glTexture.height === height) {\n gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data);\n }\n return true;\n };\n /** Destroy and don't use after this. */\n BufferResource.prototype.dispose = function () {\n this.data = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if \n */\n BufferResource.test = function (source) {\n return source instanceof Float32Array\n || source instanceof Uint8Array\n || source instanceof Uint32Array;\n };\n return BufferResource;\n}(Resource));\n\nvar defaultBufferOptions = {\n scaleMode: SCALE_MODES.NEAREST,\n format: FORMATS.RGBA,\n alphaMode: ALPHA_MODES.NPM,\n};\n/**\n * A Texture stores the information that represents an image.\n * All textures have a base texture, which contains information about the source.\n * Therefore you can have many textures all using a single BaseTexture\n * @memberof PIXI\n * @typeParam R - The BaseTexture's Resource type.\n * @typeParam RO - The options for constructing resource.\n */\nvar BaseTexture = /** @class */ (function (_super) {\n __extends(BaseTexture, _super);\n /**\n * @param {PIXI.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null] -\n * The current resource to use, for things that aren't Resource objects, will be converted\n * into a Resource.\n * @param options - Collection of options\n * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture\n * @param {number} [options.anisotropicLevel=PIXI.settings.ANISOTROPIC_LEVEL] - Anisotropic filtering level of texture\n * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest\n * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type\n * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type\n * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Pre multiply the image alpha\n * @param {number} [options.width=0] - Width of the texture\n * @param {number} [options.height=0] - Height of the texture\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - Resolution of the base texture\n * @param {object} [options.resourceOptions] - Optional resource options,\n * see {@link PIXI.autoDetectResource autoDetectResource}\n */\n function BaseTexture(resource, options) {\n if (resource === void 0) { resource = null; }\n if (options === void 0) { options = null; }\n var _this = _super.call(this) || this;\n options = options || {};\n var alphaMode = options.alphaMode, mipmap = options.mipmap, anisotropicLevel = options.anisotropicLevel, scaleMode = options.scaleMode, width = options.width, height = options.height, wrapMode = options.wrapMode, format = options.format, type = options.type, target = options.target, resolution = options.resolution, resourceOptions = options.resourceOptions;\n // Convert the resource to a Resource object\n if (resource && !(resource instanceof Resource)) {\n resource = autoDetectResource(resource, resourceOptions);\n resource.internal = true;\n }\n _this.resolution = resolution || settings.RESOLUTION;\n _this.width = Math.round((width || 0) * _this.resolution) / _this.resolution;\n _this.height = Math.round((height || 0) * _this.resolution) / _this.resolution;\n _this._mipmap = mipmap !== undefined ? mipmap : settings.MIPMAP_TEXTURES;\n _this.anisotropicLevel = anisotropicLevel !== undefined ? anisotropicLevel : settings.ANISOTROPIC_LEVEL;\n _this._wrapMode = wrapMode || settings.WRAP_MODE;\n _this._scaleMode = scaleMode !== undefined ? scaleMode : settings.SCALE_MODE;\n _this.format = format || FORMATS.RGBA;\n _this.type = type || TYPES.UNSIGNED_BYTE;\n _this.target = target || TARGETS.TEXTURE_2D;\n _this.alphaMode = alphaMode !== undefined ? alphaMode : ALPHA_MODES.UNPACK;\n _this.uid = uid();\n _this.touched = 0;\n _this.isPowerOfTwo = false;\n _this._refreshPOT();\n _this._glTextures = {};\n _this.dirtyId = 0;\n _this.dirtyStyleId = 0;\n _this.cacheId = null;\n _this.valid = width > 0 && height > 0;\n _this.textureCacheIds = [];\n _this.destroyed = false;\n _this.resource = null;\n _this._batchEnabled = 0;\n _this._batchLocation = 0;\n _this.parentTextureArray = null;\n /**\n * Fired when a not-immediately-available source finishes loading.\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n /**\n * Fired when a not-immediately-available source fails to load.\n * @protected\n * @event PIXI.BaseTexture#error\n * @param {PIXI.BaseTexture} baseTexture - Resource errored.\n * @param {ErrorEvent} event - Load error event.\n */\n /**\n * Fired when BaseTexture is updated.\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n /**\n * Fired when BaseTexture is updated.\n * @protected\n * @event PIXI.BaseTexture#update\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated.\n */\n /**\n * Fired when BaseTexture is destroyed.\n * @protected\n * @event PIXI.BaseTexture#dispose\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed.\n */\n // Set the resource\n _this.setResource(resource);\n return _this;\n }\n Object.defineProperty(BaseTexture.prototype, \"realWidth\", {\n /**\n * Pixel width of the source of this texture\n * @readonly\n */\n get: function () {\n return Math.round(this.width * this.resolution);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"realHeight\", {\n /**\n * Pixel height of the source of this texture\n * @readonly\n */\n get: function () {\n return Math.round(this.height * this.resolution);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"mipmap\", {\n /**\n * Mipmap mode of the texture, affects downscaled images\n * @default PIXI.settings.MIPMAP_TEXTURES\n */\n get: function () {\n return this._mipmap;\n },\n set: function (value) {\n if (this._mipmap !== value) {\n this._mipmap = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"scaleMode\", {\n /**\n * The scale mode to apply when scaling this texture\n * @default PIXI.settings.SCALE_MODE\n */\n get: function () {\n return this._scaleMode;\n },\n set: function (value) {\n if (this._scaleMode !== value) {\n this._scaleMode = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"wrapMode\", {\n /**\n * How the texture wraps\n * @default PIXI.settings.WRAP_MODE\n */\n get: function () {\n return this._wrapMode;\n },\n set: function (value) {\n if (this._wrapMode !== value) {\n this._wrapMode = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Changes style options of BaseTexture\n * @param scaleMode - Pixi scalemode\n * @param mipmap - enable mipmaps\n * @returns - this\n */\n BaseTexture.prototype.setStyle = function (scaleMode, mipmap) {\n var dirty;\n if (scaleMode !== undefined && scaleMode !== this.scaleMode) {\n this.scaleMode = scaleMode;\n dirty = true;\n }\n if (mipmap !== undefined && mipmap !== this.mipmap) {\n this.mipmap = mipmap;\n dirty = true;\n }\n if (dirty) {\n this.dirtyStyleId++;\n }\n return this;\n };\n /**\n * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero.\n * @param desiredWidth - Desired visual width\n * @param desiredHeight - Desired visual height\n * @param resolution - Optionally set resolution\n * @returns - this\n */\n BaseTexture.prototype.setSize = function (desiredWidth, desiredHeight, resolution) {\n resolution = resolution || this.resolution;\n return this.setRealSize(desiredWidth * resolution, desiredHeight * resolution, resolution);\n };\n /**\n * Sets real size of baseTexture, preserves current resolution.\n * @param realWidth - Full rendered width\n * @param realHeight - Full rendered height\n * @param resolution - Optionally set resolution\n * @returns - this\n */\n BaseTexture.prototype.setRealSize = function (realWidth, realHeight, resolution) {\n this.resolution = resolution || this.resolution;\n this.width = Math.round(realWidth) / this.resolution;\n this.height = Math.round(realHeight) / this.resolution;\n this._refreshPOT();\n this.update();\n return this;\n };\n /**\n * Refresh check for isPowerOfTwo texture based on size\n * @private\n */\n BaseTexture.prototype._refreshPOT = function () {\n this.isPowerOfTwo = isPow2(this.realWidth) && isPow2(this.realHeight);\n };\n /**\n * Changes resolution\n * @param resolution - res\n * @returns - this\n */\n BaseTexture.prototype.setResolution = function (resolution) {\n var oldResolution = this.resolution;\n if (oldResolution === resolution) {\n return this;\n }\n this.resolution = resolution;\n if (this.valid) {\n this.width = Math.round(this.width * oldResolution) / resolution;\n this.height = Math.round(this.height * oldResolution) / resolution;\n this.emit('update', this);\n }\n this._refreshPOT();\n return this;\n };\n /**\n * Sets the resource if it wasn't set. Throws error if resource already present\n * @param resource - that is managing this BaseTexture\n * @returns - this\n */\n BaseTexture.prototype.setResource = function (resource) {\n if (this.resource === resource) {\n return this;\n }\n if (this.resource) {\n throw new Error('Resource can be set only once');\n }\n resource.bind(this);\n this.resource = resource;\n return this;\n };\n /** Invalidates the object. Texture becomes valid if width and height are greater than zero. */\n BaseTexture.prototype.update = function () {\n if (!this.valid) {\n if (this.width > 0 && this.height > 0) {\n this.valid = true;\n this.emit('loaded', this);\n this.emit('update', this);\n }\n }\n else {\n this.dirtyId++;\n this.dirtyStyleId++;\n this.emit('update', this);\n }\n };\n /**\n * Handle errors with resources.\n * @private\n * @param event - Error event emitted.\n */\n BaseTexture.prototype.onError = function (event) {\n this.emit('error', this, event);\n };\n /**\n * Destroys this base texture.\n * The method stops if resource doesn't want this texture to be destroyed.\n * Removes texture from all caches.\n */\n BaseTexture.prototype.destroy = function () {\n // remove and destroy the resource\n if (this.resource) {\n this.resource.unbind(this);\n // only destroy resourced created internally\n if (this.resource.internal) {\n this.resource.destroy();\n }\n this.resource = null;\n }\n if (this.cacheId) {\n delete BaseTextureCache[this.cacheId];\n delete TextureCache[this.cacheId];\n this.cacheId = null;\n }\n // finally let the WebGL renderer know..\n this.dispose();\n BaseTexture.removeFromCache(this);\n this.textureCacheIds = null;\n this.destroyed = true;\n };\n /**\n * Frees the texture from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n * @fires PIXI.BaseTexture#dispose\n */\n BaseTexture.prototype.dispose = function () {\n this.emit('dispose', this);\n };\n /** Utility function for BaseTexture|Texture cast. */\n BaseTexture.prototype.castToBaseTexture = function () {\n return this;\n };\n /**\n * Helper function that creates a base texture based on the source you provide.\n * The source can be - image url, image element, canvas element. If the\n * source is an image url or an image element and not in the base texture\n * cache, it will be created and loaded.\n * @static\n * @param {string|string[]|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The\n * source to create base texture from.\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id\n * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}.\n * @returns {PIXI.BaseTexture} The new base texture.\n */\n BaseTexture.from = function (source, options, strict) {\n if (strict === void 0) { strict = settings.STRICT_TEXTURE_CACHE; }\n var isFrame = typeof source === 'string';\n var cacheId = null;\n if (isFrame) {\n cacheId = source;\n }\n else {\n if (!source._pixiId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source._pixiId = prefix + \"_\" + uid();\n }\n cacheId = source._pixiId;\n }\n var baseTexture = BaseTextureCache[cacheId];\n // Strict-mode rejects invalid cacheIds\n if (isFrame && strict && !baseTexture) {\n throw new Error(\"The cacheId \\\"\" + cacheId + \"\\\" does not exist in BaseTextureCache.\");\n }\n if (!baseTexture) {\n baseTexture = new BaseTexture(source, options);\n baseTexture.cacheId = cacheId;\n BaseTexture.addToCache(baseTexture, cacheId);\n }\n return baseTexture;\n };\n /**\n * Create a new BaseTexture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param width - Width of the resource\n * @param height - Height of the resource\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * Default properties are different from the constructor's defaults.\n * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.NPM] - Image alpha, not premultiplied by default\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.SCALE_MODES.NEAREST] - Scale mode, pixelating by default\n * @returns - The resulting new BaseTexture\n */\n BaseTexture.fromBuffer = function (buffer, width, height, options) {\n buffer = buffer || new Float32Array(width * height * 4);\n var resource = new BufferResource(buffer, { width: width, height: height });\n var type = buffer instanceof Float32Array ? TYPES.FLOAT : TYPES.UNSIGNED_BYTE;\n return new BaseTexture(resource, Object.assign(defaultBufferOptions, options || { width: width, height: height, type: type }));\n };\n /**\n * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object.\n * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache.\n * @param {string} id - The id that the BaseTexture will be stored against.\n */\n BaseTexture.addToCache = function (baseTexture, id) {\n if (id) {\n if (baseTexture.textureCacheIds.indexOf(id) === -1) {\n baseTexture.textureCacheIds.push(id);\n }\n if (BaseTextureCache[id]) {\n // eslint-disable-next-line no-console\n console.warn(\"BaseTexture added to the cache with an id [\" + id + \"] that already had an entry\");\n }\n BaseTextureCache[id] = baseTexture;\n }\n };\n /**\n * Remove a BaseTexture from the global BaseTextureCache.\n * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself.\n * @returns {PIXI.BaseTexture|null} The BaseTexture that was removed.\n */\n BaseTexture.removeFromCache = function (baseTexture) {\n if (typeof baseTexture === 'string') {\n var baseTextureFromCache = BaseTextureCache[baseTexture];\n if (baseTextureFromCache) {\n var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture);\n if (index > -1) {\n baseTextureFromCache.textureCacheIds.splice(index, 1);\n }\n delete BaseTextureCache[baseTexture];\n return baseTextureFromCache;\n }\n }\n else if (baseTexture && baseTexture.textureCacheIds) {\n for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) {\n delete BaseTextureCache[baseTexture.textureCacheIds[i]];\n }\n baseTexture.textureCacheIds.length = 0;\n return baseTexture;\n }\n return null;\n };\n /** Global number of the texture batch, used by multi-texture renderers. */\n BaseTexture._globalBatch = 0;\n return BaseTexture;\n}(EventEmitter));\n\n/**\n * Resource that can manage several resource (items) inside.\n * All resources need to have the same pixel size.\n * Parent class for CubeResource and ArrayResource\n * @memberof PIXI\n */\nvar AbstractMultiResource = /** @class */ (function (_super) {\n __extends(AbstractMultiResource, _super);\n /**\n * @param length\n * @param options - Options to for Resource constructor\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\n function AbstractMultiResource(length, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n _this = _super.call(this, width, height) || this;\n _this.items = [];\n _this.itemDirtyIds = [];\n for (var i = 0; i < length; i++) {\n var partTexture = new BaseTexture();\n _this.items.push(partTexture);\n // -2 - first run of texture array upload\n // -1 - texture item was allocated\n // >=0 - texture item uploaded , in sync with items[i].dirtyId\n _this.itemDirtyIds.push(-2);\n }\n _this.length = length;\n _this._load = null;\n _this.baseTexture = null;\n return _this;\n }\n /**\n * Used from ArrayResource and CubeResource constructors.\n * @param resources - Can be resources, image elements, canvas, etc. ,\n * length should be same as constructor length\n * @param options - Detect options for resources\n */\n AbstractMultiResource.prototype.initFromArray = function (resources, options) {\n for (var i = 0; i < this.length; i++) {\n if (!resources[i]) {\n continue;\n }\n if (resources[i].castToBaseTexture) {\n this.addBaseTextureAt(resources[i].castToBaseTexture(), i);\n }\n else if (resources[i] instanceof Resource) {\n this.addResourceAt(resources[i], i);\n }\n else {\n this.addResourceAt(autoDetectResource(resources[i], options), i);\n }\n }\n };\n /** Destroy this BaseImageResource. */\n AbstractMultiResource.prototype.dispose = function () {\n for (var i = 0, len = this.length; i < len; i++) {\n this.items[i].destroy();\n }\n this.items = null;\n this.itemDirtyIds = null;\n this._load = null;\n };\n /**\n * Set a resource by ID\n * @param resource\n * @param index - Zero-based index of resource to set\n * @returns - Instance for chaining\n */\n AbstractMultiResource.prototype.addResourceAt = function (resource, index) {\n if (!this.items[index]) {\n throw new Error(\"Index \" + index + \" is out of bounds\");\n }\n // Inherit the first resource dimensions\n if (resource.valid && !this.valid) {\n this.resize(resource.width, resource.height);\n }\n this.items[index].setResource(resource);\n return this;\n };\n /**\n * Set the parent base texture.\n * @param baseTexture\n */\n AbstractMultiResource.prototype.bind = function (baseTexture) {\n if (this.baseTexture !== null) {\n throw new Error('Only one base texture per TextureArray is allowed');\n }\n _super.prototype.bind.call(this, baseTexture);\n for (var i = 0; i < this.length; i++) {\n this.items[i].parentTextureArray = baseTexture;\n this.items[i].on('update', baseTexture.update, baseTexture);\n }\n };\n /**\n * Unset the parent base texture.\n * @param baseTexture\n */\n AbstractMultiResource.prototype.unbind = function (baseTexture) {\n _super.prototype.unbind.call(this, baseTexture);\n for (var i = 0; i < this.length; i++) {\n this.items[i].parentTextureArray = null;\n this.items[i].off('update', baseTexture.update, baseTexture);\n }\n };\n /**\n * Load all the resources simultaneously\n * @returns - When load is resolved\n */\n AbstractMultiResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n var resources = this.items.map(function (item) { return item.resource; }).filter(function (item) { return item; });\n // TODO: also implement load part-by-part strategy\n var promises = resources.map(function (item) { return item.load(); });\n this._load = Promise.all(promises)\n .then(function () {\n var _a = _this.items[0], realWidth = _a.realWidth, realHeight = _a.realHeight;\n _this.resize(realWidth, realHeight);\n return Promise.resolve(_this);\n });\n return this._load;\n };\n return AbstractMultiResource;\n}(Resource));\n\n/**\n * A resource that contains a number of sources.\n * @memberof PIXI\n */\nvar ArrayResource = /** @class */ (function (_super) {\n __extends(ArrayResource, _super);\n /**\n * @param source - Number of items in array or the collection\n * of image URLs to use. Can also be resources, image elements, canvas, etc.\n * @param options - Options to apply to {@link PIXI.autoDetectResource}\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\n function ArrayResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n var urls;\n var length;\n if (Array.isArray(source)) {\n urls = source;\n length = source.length;\n }\n else {\n length = source;\n }\n _this = _super.call(this, length, { width: width, height: height }) || this;\n if (urls) {\n _this.initFromArray(urls, options);\n }\n return _this;\n }\n /**\n * Set a baseTexture by ID,\n * ArrayResource just takes resource from it, nothing more\n * @param baseTexture\n * @param index - Zero-based index of resource to set\n * @returns - Instance for chaining\n */\n ArrayResource.prototype.addBaseTextureAt = function (baseTexture, index) {\n if (baseTexture.resource) {\n this.addResourceAt(baseTexture.resource, index);\n }\n else {\n throw new Error('ArrayResource does not support RenderTexture');\n }\n return this;\n };\n /**\n * Add binding\n * @param baseTexture\n */\n ArrayResource.prototype.bind = function (baseTexture) {\n _super.prototype.bind.call(this, baseTexture);\n baseTexture.target = TARGETS.TEXTURE_2D_ARRAY;\n };\n /**\n * Upload the resources to the GPU.\n * @param renderer\n * @param texture\n * @param glTexture\n * @returns - whether texture was uploaded\n */\n ArrayResource.prototype.upload = function (renderer, texture, glTexture) {\n var _a = this, length = _a.length, itemDirtyIds = _a.itemDirtyIds, items = _a.items;\n var gl = renderer.gl;\n if (glTexture.dirtyId < 0) {\n gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, glTexture.internalFormat, this._width, this._height, length, 0, texture.format, glTexture.type, null);\n }\n for (var i = 0; i < length; i++) {\n var item = items[i];\n if (itemDirtyIds[i] < item.dirtyId) {\n itemDirtyIds[i] = item.dirtyId;\n if (item.valid) {\n gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, // xoffset\n 0, // yoffset\n i, // zoffset\n item.resource.width, item.resource.height, 1, texture.format, glTexture.type, item.resource.source);\n }\n }\n }\n return true;\n };\n return ArrayResource;\n}(AbstractMultiResource));\n\n/**\n * Base for all the image/canvas resources.\n * @memberof PIXI\n */\nvar BaseImageResource = /** @class */ (function (_super) {\n __extends(BaseImageResource, _super);\n /**\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} source\n */\n function BaseImageResource(source) {\n var _this = this;\n var sourceAny = source;\n var width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width;\n var height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height;\n _this = _super.call(this, width, height) || this;\n _this.source = source;\n _this.noSubImage = false;\n return _this;\n }\n /**\n * Set cross origin based detecting the url and the crossorigin\n * @param element - Element to apply crossOrigin\n * @param url - URL to check\n * @param crossorigin - Cross origin value to use\n */\n BaseImageResource.crossOrigin = function (element, url, crossorigin) {\n if (crossorigin === undefined && url.indexOf('data:') !== 0) {\n element.crossOrigin = determineCrossOrigin(url);\n }\n else if (crossorigin !== false) {\n element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous';\n }\n };\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] - (optional)\n * @returns - true is success\n */\n BaseImageResource.prototype.upload = function (renderer, baseTexture, glTexture, source) {\n var gl = renderer.gl;\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n source = source || this.source;\n if (source instanceof HTMLImageElement) {\n if (!source.complete || source.naturalWidth === 0) {\n return false;\n }\n }\n else if (source instanceof HTMLVideoElement) {\n if (source.readyState <= 1) {\n return false;\n }\n }\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n if (!this.noSubImage\n && baseTexture.target === gl.TEXTURE_2D\n && glTexture.width === width\n && glTexture.height === height) {\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, glTexture.type, source);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, baseTexture.format, glTexture.type, source);\n }\n return true;\n };\n /**\n * Checks if source width/height was changed, resize can cause extra baseTexture update.\n * Triggers one update in any case.\n */\n BaseImageResource.prototype.update = function () {\n if (this.destroyed) {\n return;\n }\n var source = this.source;\n var width = source.naturalWidth || source.videoWidth || source.width;\n var height = source.naturalHeight || source.videoHeight || source.height;\n this.resize(width, height);\n _super.prototype.update.call(this);\n };\n /** Destroy this {@link BaseImageResource} */\n BaseImageResource.prototype.dispose = function () {\n this.source = null;\n };\n return BaseImageResource;\n}(Resource));\n\n/**\n * @interface OffscreenCanvas\n */\n/**\n * Resource type for HTMLCanvasElement.\n * @memberof PIXI\n */\nvar CanvasResource = /** @class */ (function (_super) {\n __extends(CanvasResource, _super);\n /**\n * @param source - Canvas element to use\n */\n // eslint-disable-next-line @typescript-eslint/no-useless-constructor\n function CanvasResource(source) {\n return _super.call(this, source) || this;\n }\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is HTMLCanvasElement or OffscreenCanvas\n */\n CanvasResource.test = function (source) {\n var OffscreenCanvas = globalThis.OffscreenCanvas;\n // Check for browsers that don't yet support OffscreenCanvas\n if (OffscreenCanvas && source instanceof OffscreenCanvas) {\n return true;\n }\n return globalThis.HTMLCanvasElement && source instanceof HTMLCanvasElement;\n };\n return CanvasResource;\n}(BaseImageResource));\n\n/**\n * Resource for a CubeTexture which contains six resources.\n * @memberof PIXI\n */\nvar CubeResource = /** @class */ (function (_super) {\n __extends(CubeResource, _super);\n /**\n * @param {Array} [source] - Collection of URLs or resources\n * to use as the sides of the cube.\n * @param options - ImageResource options\n * @param {number} [options.width] - Width of resource\n * @param {number} [options.height] - Height of resource\n * @param {number} [options.autoLoad=true] - Whether to auto-load resources\n * @param {number} [options.linkBaseTexture=true] - In case BaseTextures are supplied,\n * whether to copy them or use\n */\n function CubeResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height, autoLoad = _a.autoLoad, linkBaseTexture = _a.linkBaseTexture;\n if (source && source.length !== CubeResource.SIDES) {\n throw new Error(\"Invalid length. Got \" + source.length + \", expected 6\");\n }\n _this = _super.call(this, 6, { width: width, height: height }) || this;\n for (var i = 0; i < CubeResource.SIDES; i++) {\n _this.items[i].target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + i;\n }\n _this.linkBaseTexture = linkBaseTexture !== false;\n if (source) {\n _this.initFromArray(source, options);\n }\n if (autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Add binding.\n * @param baseTexture - parent base texture\n */\n CubeResource.prototype.bind = function (baseTexture) {\n _super.prototype.bind.call(this, baseTexture);\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP;\n };\n CubeResource.prototype.addBaseTextureAt = function (baseTexture, index, linkBaseTexture) {\n if (!this.items[index]) {\n throw new Error(\"Index \" + index + \" is out of bounds\");\n }\n if (!this.linkBaseTexture\n || baseTexture.parentTextureArray\n || Object.keys(baseTexture._glTextures).length > 0) {\n // copy mode\n if (baseTexture.resource) {\n this.addResourceAt(baseTexture.resource, index);\n }\n else {\n throw new Error(\"CubeResource does not support copying of renderTexture.\");\n }\n }\n else {\n // link mode, the difficult one!\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + index;\n baseTexture.parentTextureArray = this.baseTexture;\n this.items[index] = baseTexture;\n }\n if (baseTexture.valid && !this.valid) {\n this.resize(baseTexture.realWidth, baseTexture.realHeight);\n }\n this.items[index] = baseTexture;\n return this;\n };\n /**\n * Upload the resource\n * @param renderer\n * @param _baseTexture\n * @param glTexture\n * @returns {boolean} true is success\n */\n CubeResource.prototype.upload = function (renderer, _baseTexture, glTexture) {\n var dirty = this.itemDirtyIds;\n for (var i = 0; i < CubeResource.SIDES; i++) {\n var side = this.items[i];\n if (dirty[i] < side.dirtyId || glTexture.dirtyId < _baseTexture.dirtyId) {\n if (side.valid && side.resource) {\n side.resource.upload(renderer, side, glTexture);\n dirty[i] = side.dirtyId;\n }\n else if (dirty[i] < -1) {\n // either item is not valid yet, either its a renderTexture\n // allocate the memory\n renderer.gl.texImage2D(side.target, 0, glTexture.internalFormat, _baseTexture.realWidth, _baseTexture.realHeight, 0, _baseTexture.format, glTexture.type, null);\n dirty[i] = -1;\n }\n }\n }\n return true;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is an array of 6 elements\n */\n CubeResource.test = function (source) {\n return Array.isArray(source) && source.length === CubeResource.SIDES;\n };\n /** Number of texture sides to store for CubeResources. */\n CubeResource.SIDES = 6;\n return CubeResource;\n}(AbstractMultiResource));\n\n/**\n * Resource type for HTMLImageElement.\n * @memberof PIXI\n */\nvar ImageResource = /** @class */ (function (_super) {\n __extends(ImageResource, _super);\n /**\n * @param source - image source or URL\n * @param options\n * @param {boolean} [options.autoLoad=true] - start loading process\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - whether its required to create\n * a bitmap before upload\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Premultiply image alpha in bitmap\n */\n function ImageResource(source, options) {\n var _this = this;\n options = options || {};\n if (!(source instanceof HTMLImageElement)) {\n var imageElement = new Image();\n BaseImageResource.crossOrigin(imageElement, source, options.crossorigin);\n imageElement.src = source;\n source = imageElement;\n }\n _this = _super.call(this, source) || this;\n // FireFox 68, and possibly other versions, seems like setting the HTMLImageElement#width and #height\n // to non-zero values before its loading completes if images are in a cache.\n // Because of this, need to set the `_width` and the `_height` to zero to avoid uploading incomplete images.\n // Please refer to the issue #5968 (https://github.com/pixijs/pixi.js/issues/5968).\n if (!source.complete && !!_this._width && !!_this._height) {\n _this._width = 0;\n _this._height = 0;\n }\n _this.url = source.src;\n _this._process = null;\n _this.preserveBitmap = false;\n _this.createBitmap = (options.createBitmap !== undefined\n ? options.createBitmap : settings.CREATE_IMAGE_BITMAP) && !!globalThis.createImageBitmap;\n _this.alphaMode = typeof options.alphaMode === 'number' ? options.alphaMode : null;\n _this.bitmap = null;\n _this._load = null;\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Returns a promise when image will be loaded and processed.\n * @param createBitmap - whether process image into bitmap\n */\n ImageResource.prototype.load = function (createBitmap) {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n if (createBitmap !== undefined) {\n this.createBitmap = createBitmap;\n }\n this._load = new Promise(function (resolve, reject) {\n var source = _this.source;\n _this.url = source.src;\n var completed = function () {\n if (_this.destroyed) {\n return;\n }\n source.onload = null;\n source.onerror = null;\n _this.resize(source.width, source.height);\n _this._load = null;\n if (_this.createBitmap) {\n resolve(_this.process());\n }\n else {\n resolve(_this);\n }\n };\n if (source.complete && source.src) {\n completed();\n }\n else {\n source.onload = completed;\n source.onerror = function (event) {\n // Avoids Promise freezing when resource broken\n reject(event);\n _this.onError.emit(event);\n };\n }\n });\n return this._load;\n };\n /**\n * Called when we need to convert image into BitmapImage.\n * Can be called multiple times, real promise is cached inside.\n * @returns - Cached promise to fill that bitmap\n */\n ImageResource.prototype.process = function () {\n var _this = this;\n var source = this.source;\n if (this._process !== null) {\n return this._process;\n }\n if (this.bitmap !== null || !globalThis.createImageBitmap) {\n return Promise.resolve(this);\n }\n var createImageBitmap = globalThis.createImageBitmap;\n var cors = !source.crossOrigin || source.crossOrigin === 'anonymous';\n this._process = fetch(source.src, {\n mode: cors ? 'cors' : 'no-cors'\n })\n .then(function (r) { return r.blob(); })\n .then(function (blob) { return createImageBitmap(blob, 0, 0, source.width, source.height, {\n premultiplyAlpha: _this.alphaMode === ALPHA_MODES.UNPACK ? 'premultiply' : 'none',\n }); })\n .then(function (bitmap) {\n if (_this.destroyed) {\n return Promise.reject();\n }\n _this.bitmap = bitmap;\n _this.update();\n _this._process = null;\n return Promise.resolve(_this);\n });\n return this._process;\n };\n /**\n * Upload the image resource to GPU.\n * @param renderer - Renderer to upload to\n * @param baseTexture - BaseTexture for this resource\n * @param glTexture - GLTexture to use\n * @returns {boolean} true is success\n */\n ImageResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n if (typeof this.alphaMode === 'number') {\n // bitmap stores unpack premultiply flag, we dont have to notify texImage2D about it\n baseTexture.alphaMode = this.alphaMode;\n }\n if (!this.createBitmap) {\n return _super.prototype.upload.call(this, renderer, baseTexture, glTexture);\n }\n if (!this.bitmap) {\n // yeah, ignore the output\n this.process();\n if (!this.bitmap) {\n return false;\n }\n }\n _super.prototype.upload.call(this, renderer, baseTexture, glTexture, this.bitmap);\n if (!this.preserveBitmap) {\n // checks if there are other renderers that possibly need this bitmap\n var flag = true;\n var glTextures = baseTexture._glTextures;\n for (var key in glTextures) {\n var otherTex = glTextures[key];\n if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId) {\n flag = false;\n break;\n }\n }\n if (flag) {\n if (this.bitmap.close) {\n this.bitmap.close();\n }\n this.bitmap = null;\n }\n }\n return true;\n };\n /** Destroys this resource. */\n ImageResource.prototype.dispose = function () {\n this.source.onload = null;\n this.source.onerror = null;\n _super.prototype.dispose.call(this);\n if (this.bitmap) {\n this.bitmap.close();\n this.bitmap = null;\n }\n this._process = null;\n this._load = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is string or HTMLImageElement\n */\n ImageResource.test = function (source) {\n return typeof source === 'string' || source instanceof HTMLImageElement;\n };\n return ImageResource;\n}(BaseImageResource));\n\n/**\n * Resource type for SVG elements and graphics.\n * @memberof PIXI\n */\nvar SVGResource = /** @class */ (function (_super) {\n __extends(SVGResource, _super);\n /**\n * @param sourceBase64 - Base64 encoded SVG element or URL for SVG file.\n * @param {object} [options] - Options to use\n * @param {number} [options.scale=1] - Scale to apply to SVG. Overridden by...\n * @param {number} [options.width] - Rasterize SVG this wide. Aspect ratio preserved if height not specified.\n * @param {number} [options.height] - Rasterize SVG this high. Aspect ratio preserved if width not specified.\n * @param {boolean} [options.autoLoad=true] - Start loading right away.\n */\n function SVGResource(sourceBase64, options) {\n var _this = this;\n options = options || {};\n _this = _super.call(this, document.createElement('canvas')) || this;\n _this._width = 0;\n _this._height = 0;\n _this.svg = sourceBase64;\n _this.scale = options.scale || 1;\n _this._overrideWidth = options.width;\n _this._overrideHeight = options.height;\n _this._resolve = null;\n _this._crossorigin = options.crossorigin;\n _this._load = null;\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n SVGResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n this._load = new Promise(function (resolve) {\n // Save this until after load is finished\n _this._resolve = function () {\n _this.resize(_this.source.width, _this.source.height);\n resolve(_this);\n };\n // Convert SVG inline string to data-uri\n if (SVGResource.SVG_XML.test(_this.svg.trim())) {\n if (!btoa) {\n throw new Error('Your browser doesn\\'t support base64 conversions.');\n }\n _this.svg = \"data:image/svg+xml;base64,\" + btoa(unescape(encodeURIComponent(_this.svg)));\n }\n _this._loadSvg();\n });\n return this._load;\n };\n /** Loads an SVG image from `imageUrl` or `data URL`. */\n SVGResource.prototype._loadSvg = function () {\n var _this = this;\n var tempImage = new Image();\n BaseImageResource.crossOrigin(tempImage, this.svg, this._crossorigin);\n tempImage.src = this.svg;\n tempImage.onerror = function (event) {\n if (!_this._resolve) {\n return;\n }\n tempImage.onerror = null;\n _this.onError.emit(event);\n };\n tempImage.onload = function () {\n if (!_this._resolve) {\n return;\n }\n var svgWidth = tempImage.width;\n var svgHeight = tempImage.height;\n if (!svgWidth || !svgHeight) {\n throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.');\n }\n // Set render size\n var width = svgWidth * _this.scale;\n var height = svgHeight * _this.scale;\n if (_this._overrideWidth || _this._overrideHeight) {\n width = _this._overrideWidth || _this._overrideHeight / svgHeight * svgWidth;\n height = _this._overrideHeight || _this._overrideWidth / svgWidth * svgHeight;\n }\n width = Math.round(width);\n height = Math.round(height);\n // Create a canvas element\n var canvas = _this.source;\n canvas.width = width;\n canvas.height = height;\n canvas._pixiId = \"canvas_\" + uid();\n // Draw the Svg to the canvas\n canvas\n .getContext('2d')\n .drawImage(tempImage, 0, 0, svgWidth, svgHeight, 0, 0, width, height);\n _this._resolve();\n _this._resolve = null;\n };\n };\n /**\n * Get size from an svg string using a regular expression.\n * @param svgString - a serialized svg element\n * @returns - image extension\n */\n SVGResource.getSize = function (svgString) {\n var sizeMatch = SVGResource.SVG_SIZE.exec(svgString);\n var size = {};\n if (sizeMatch) {\n size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3]));\n size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7]));\n }\n return size;\n };\n /** Destroys this texture. */\n SVGResource.prototype.dispose = function () {\n _super.prototype.dispose.call(this);\n this._resolve = null;\n this._crossorigin = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n * @returns {boolean} - If the source is a SVG source or data file\n */\n SVGResource.test = function (source, extension) {\n // url file extension is SVG\n return extension === 'svg'\n // source is SVG data-uri\n || (typeof source === 'string' && (/^data:image\\/svg\\+xml(;(charset=utf8|utf8))?;base64/).test(source))\n // source is SVG inline\n || (typeof source === 'string' && SVGResource.SVG_XML.test(source));\n };\n /**\n * Regular expression for SVG XML document.\n * @example <?xml version=\"1.0\" encoding=\"utf-8\" ?><!-- image/svg --><svg\n * @readonly\n */\n SVGResource.SVG_XML = /^(<\\?xml[^?]+\\?>)?\\s*()]*-->)?\\s*\\]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*>/i; // eslint-disable-line max-len\n return SVGResource;\n}(BaseImageResource));\n\n/**\n * Resource type for {@code HTMLVideoElement}.\n * @memberof PIXI\n */\nvar VideoResource = /** @class */ (function (_super) {\n __extends(VideoResource, _super);\n /**\n * @param {HTMLVideoElement|object|string|Array} source - Video element to use.\n * @param {object} [options] - Options to use\n * @param {boolean} [options.autoLoad=true] - Start loading the video immediately\n * @param {boolean} [options.autoPlay=true] - Start playing video immediately\n * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video.\n * Leave at 0 to update at every render.\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n */\n function VideoResource(source, options) {\n var _this = this;\n options = options || {};\n if (!(source instanceof HTMLVideoElement)) {\n var videoElement = document.createElement('video');\n // workaround for https://github.com/pixijs/pixi.js/issues/5996\n videoElement.setAttribute('preload', 'auto');\n videoElement.setAttribute('webkit-playsinline', '');\n videoElement.setAttribute('playsinline', '');\n if (typeof source === 'string') {\n source = [source];\n }\n var firstSrc = source[0].src || source[0];\n BaseImageResource.crossOrigin(videoElement, firstSrc, options.crossorigin);\n // array of objects or strings\n for (var i = 0; i < source.length; ++i) {\n var sourceElement = document.createElement('source');\n var _a = source[i], src = _a.src, mime = _a.mime;\n src = src || source[i];\n var baseSrc = src.split('?').shift().toLowerCase();\n var ext = baseSrc.slice(baseSrc.lastIndexOf('.') + 1);\n mime = mime || VideoResource.MIME_TYPES[ext] || \"video/\" + ext;\n sourceElement.src = src;\n sourceElement.type = mime;\n videoElement.appendChild(sourceElement);\n }\n // Override the source\n source = videoElement;\n }\n _this = _super.call(this, source) || this;\n _this.noSubImage = true;\n _this._autoUpdate = true;\n _this._isConnectedToTicker = false;\n _this._updateFPS = options.updateFPS || 0;\n _this._msToNextUpdate = 0;\n _this.autoPlay = options.autoPlay !== false;\n _this._load = null;\n _this._resolve = null;\n // Bind for listeners\n _this._onCanPlay = _this._onCanPlay.bind(_this);\n _this._onError = _this._onError.bind(_this);\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Trigger updating of the texture.\n * @param _deltaTime - time delta since last tick\n */\n VideoResource.prototype.update = function (_deltaTime) {\n if (!this.destroyed) {\n // account for if video has had its playbackRate changed\n var elapsedMS = Ticker.shared.elapsedMS * this.source.playbackRate;\n this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS);\n if (!this._updateFPS || this._msToNextUpdate <= 0) {\n _super.prototype.update.call(this);\n this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0;\n }\n }\n };\n /**\n * Start preloading the video resource.\n * @returns {Promise} Handle the validate event\n */\n VideoResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n var source = this.source;\n if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA)\n && source.width && source.height) {\n source.complete = true;\n }\n source.addEventListener('play', this._onPlayStart.bind(this));\n source.addEventListener('pause', this._onPlayStop.bind(this));\n if (!this._isSourceReady()) {\n source.addEventListener('canplay', this._onCanPlay);\n source.addEventListener('canplaythrough', this._onCanPlay);\n source.addEventListener('error', this._onError, true);\n }\n else {\n this._onCanPlay();\n }\n this._load = new Promise(function (resolve) {\n if (_this.valid) {\n resolve(_this);\n }\n else {\n _this._resolve = resolve;\n source.load();\n }\n });\n return this._load;\n };\n /**\n * Handle video error events.\n * @param event\n */\n VideoResource.prototype._onError = function (event) {\n this.source.removeEventListener('error', this._onError, true);\n this.onError.emit(event);\n };\n /**\n * Returns true if the underlying source is playing.\n * @returns - True if playing.\n */\n VideoResource.prototype._isSourcePlaying = function () {\n var source = this.source;\n return (source.currentTime > 0 && source.paused === false && source.ended === false && source.readyState > 2);\n };\n /**\n * Returns true if the underlying source is ready for playing.\n * @returns - True if ready.\n */\n VideoResource.prototype._isSourceReady = function () {\n var source = this.source;\n return source.readyState === 3 || source.readyState === 4;\n };\n /** Runs the update loop when the video is ready to play. */\n VideoResource.prototype._onPlayStart = function () {\n // Just in case the video has not received its can play even yet..\n if (!this.valid) {\n this._onCanPlay();\n }\n if (this.autoUpdate && !this._isConnectedToTicker) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n };\n /** Fired when a pause event is triggered, stops the update loop. */\n VideoResource.prototype._onPlayStop = function () {\n if (this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n };\n /** Fired when the video is loaded and ready to play. */\n VideoResource.prototype._onCanPlay = function () {\n var source = this.source;\n source.removeEventListener('canplay', this._onCanPlay);\n source.removeEventListener('canplaythrough', this._onCanPlay);\n var valid = this.valid;\n this.resize(source.videoWidth, source.videoHeight);\n // prevent multiple loaded dispatches..\n if (!valid && this._resolve) {\n this._resolve(this);\n this._resolve = null;\n }\n if (this._isSourcePlaying()) {\n this._onPlayStart();\n }\n else if (this.autoPlay) {\n source.play();\n }\n };\n /** Destroys this texture. */\n VideoResource.prototype.dispose = function () {\n if (this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n var source = this.source;\n if (source) {\n source.removeEventListener('error', this._onError, true);\n source.pause();\n source.src = '';\n source.load();\n }\n _super.prototype.dispose.call(this);\n };\n Object.defineProperty(VideoResource.prototype, \"autoUpdate\", {\n /** Should the base texture automatically update itself, set to true by default. */\n get: function () {\n return this._autoUpdate;\n },\n set: function (value) {\n if (value !== this._autoUpdate) {\n this._autoUpdate = value;\n if (!this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying()) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(VideoResource.prototype, \"updateFPS\", {\n /**\n * How many times a second to update the texture from the video. Leave at 0 to update at every render.\n * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient.\n */\n get: function () {\n return this._updateFPS;\n },\n set: function (value) {\n if (value !== this._updateFPS) {\n this._updateFPS = value;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n * @returns {boolean} `true` if video source\n */\n VideoResource.test = function (source, extension) {\n return (globalThis.HTMLVideoElement && source instanceof HTMLVideoElement)\n || VideoResource.TYPES.indexOf(extension) > -1;\n };\n /**\n * List of common video file extensions supported by VideoResource.\n * @readonly\n */\n VideoResource.TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov'];\n /**\n * Map of video MIME types that can't be directly derived from file extensions.\n * @readonly\n */\n VideoResource.MIME_TYPES = {\n ogv: 'video/ogg',\n mov: 'video/quicktime',\n m4v: 'video/mp4',\n };\n return VideoResource;\n}(BaseImageResource));\n\n/**\n * Resource type for ImageBitmap.\n * @memberof PIXI\n */\nvar ImageBitmapResource = /** @class */ (function (_super) {\n __extends(ImageBitmapResource, _super);\n /**\n * @param source - Image element to use\n */\n // eslint-disable-next-line @typescript-eslint/no-useless-constructor\n function ImageBitmapResource(source) {\n return _super.call(this, source) || this;\n }\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is an ImageBitmap\n */\n ImageBitmapResource.test = function (source) {\n return !!globalThis.createImageBitmap && typeof ImageBitmap !== 'undefined' && source instanceof ImageBitmap;\n };\n return ImageBitmapResource;\n}(BaseImageResource));\n\nINSTALLED.push(ImageResource, ImageBitmapResource, CanvasResource, VideoResource, SVGResource, BufferResource, CubeResource, ArrayResource);\n\nvar _resources = {\n __proto__: null,\n Resource: Resource,\n BaseImageResource: BaseImageResource,\n INSTALLED: INSTALLED,\n autoDetectResource: autoDetectResource,\n AbstractMultiResource: AbstractMultiResource,\n ArrayResource: ArrayResource,\n BufferResource: BufferResource,\n CanvasResource: CanvasResource,\n CubeResource: CubeResource,\n ImageResource: ImageResource,\n SVGResource: SVGResource,\n VideoResource: VideoResource,\n ImageBitmapResource: ImageBitmapResource\n};\n\n/**\n * Resource type for DepthTexture.\n * @memberof PIXI\n */\nvar DepthResource = /** @class */ (function (_super) {\n __extends(DepthResource, _super);\n function DepthResource() {\n return _super !== null && _super.apply(this, arguments) || this;\n }\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture - glTexture\n * @returns - true is success\n */\n DepthResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n var gl = renderer.gl;\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n if (glTexture.width === width && glTexture.height === height) {\n gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data);\n }\n return true;\n };\n return DepthResource;\n}(BufferResource));\n\n/**\n * A framebuffer can be used to render contents off of the screen. {@link PIXI.BaseRenderTexture} uses\n * one internally to render into itself. You can attach a depth or stencil buffer to a framebuffer.\n *\n * On WebGL 2 machines, shaders can output to multiple textures simultaneously with GLSL 300 ES.\n * @memberof PIXI\n */\nvar Framebuffer = /** @class */ (function () {\n /**\n * @param width - Width of the frame buffer\n * @param height - Height of the frame buffer\n */\n function Framebuffer(width, height) {\n this.width = Math.round(width || 100);\n this.height = Math.round(height || 100);\n this.stencil = false;\n this.depth = false;\n this.dirtyId = 0;\n this.dirtyFormat = 0;\n this.dirtySize = 0;\n this.depthTexture = null;\n this.colorTextures = [];\n this.glFramebuffers = {};\n this.disposeRunner = new Runner('disposeFramebuffer');\n this.multisample = MSAA_QUALITY.NONE;\n }\n Object.defineProperty(Framebuffer.prototype, \"colorTexture\", {\n /**\n * Reference to the colorTexture.\n * @readonly\n */\n get: function () {\n return this.colorTextures[0];\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Add texture to the colorTexture array.\n * @param index - Index of the array to add the texture to\n * @param texture - Texture to add to the array\n */\n Framebuffer.prototype.addColorTexture = function (index, texture) {\n if (index === void 0) { index = 0; }\n // TODO add some validation to the texture - same width / height etc?\n this.colorTextures[index] = texture || new BaseTexture(null, {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n mipmap: MIPMAP_MODES.OFF,\n width: this.width,\n height: this.height,\n });\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /**\n * Add a depth texture to the frame buffer.\n * @param texture - Texture to add.\n */\n Framebuffer.prototype.addDepthTexture = function (texture) {\n /* eslint-disable max-len */\n this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n width: this.width,\n height: this.height,\n mipmap: MIPMAP_MODES.OFF,\n format: FORMATS.DEPTH_COMPONENT,\n type: TYPES.UNSIGNED_SHORT,\n });\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /** Enable depth on the frame buffer. */\n Framebuffer.prototype.enableDepth = function () {\n this.depth = true;\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /** Enable stencil on the frame buffer. */\n Framebuffer.prototype.enableStencil = function () {\n this.stencil = true;\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /**\n * Resize the frame buffer\n * @param width - Width of the frame buffer to resize to\n * @param height - Height of the frame buffer to resize to\n */\n Framebuffer.prototype.resize = function (width, height) {\n width = Math.round(width);\n height = Math.round(height);\n if (width === this.width && height === this.height)\n { return; }\n this.width = width;\n this.height = height;\n this.dirtyId++;\n this.dirtySize++;\n for (var i = 0; i < this.colorTextures.length; i++) {\n var texture = this.colorTextures[i];\n var resolution = texture.resolution;\n // take into account the fact the texture may have a different resolution..\n texture.setSize(width / resolution, height / resolution);\n }\n if (this.depthTexture) {\n var resolution = this.depthTexture.resolution;\n this.depthTexture.setSize(width / resolution, height / resolution);\n }\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Framebuffer.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys and removes the depth texture added to this framebuffer. */\n Framebuffer.prototype.destroyDepthTexture = function () {\n if (this.depthTexture) {\n this.depthTexture.destroy();\n this.depthTexture = null;\n ++this.dirtyId;\n ++this.dirtyFormat;\n }\n };\n return Framebuffer;\n}());\n\n/**\n * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position\n * and rotation of the given Display Objects is ignored. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, {renderTexture});\n * ```\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n *\n * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture\n * ```\n * @memberof PIXI\n */\nvar BaseRenderTexture = /** @class */ (function (_super) {\n __extends(BaseRenderTexture, _super);\n /**\n * @param options\n * @param {number} [options.width=100] - The width of the base render texture.\n * @param {number} [options.height=100] - The height of the base render texture.\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES}\n * for possible values.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio\n * of the texture being generated.\n * @param {PIXI.MSAA_QUALITY} [options.multisample=PIXI.MSAA_QUALITY.NONE] - The number of samples of the frame buffer.\n */\n function BaseRenderTexture(options) {\n if (options === void 0) { options = {}; }\n var _this = this;\n if (typeof options === 'number') {\n /* eslint-disable prefer-rest-params */\n // Backward compatibility of signature\n var width = arguments[0];\n var height = arguments[1];\n var scaleMode = arguments[2];\n var resolution = arguments[3];\n options = { width: width, height: height, scaleMode: scaleMode, resolution: resolution };\n /* eslint-enable prefer-rest-params */\n }\n options.width = options.width || 100;\n options.height = options.height || 100;\n options.multisample = options.multisample !== undefined ? options.multisample : MSAA_QUALITY.NONE;\n _this = _super.call(this, null, options) || this;\n // Set defaults\n _this.mipmap = MIPMAP_MODES.OFF;\n _this.valid = true;\n _this.clearColor = [0, 0, 0, 0];\n _this.framebuffer = new Framebuffer(_this.realWidth, _this.realHeight)\n .addColorTexture(0, _this);\n _this.framebuffer.multisample = options.multisample;\n // TODO - could this be added the systems?\n _this.maskStack = [];\n _this.filterStack = [{}];\n return _this;\n }\n /**\n * Resizes the BaseRenderTexture.\n * @param desiredWidth - The desired width to resize to.\n * @param desiredHeight - The desired height to resize to.\n */\n BaseRenderTexture.prototype.resize = function (desiredWidth, desiredHeight) {\n this.framebuffer.resize(desiredWidth * this.resolution, desiredHeight * this.resolution);\n this.setRealSize(this.framebuffer.width, this.framebuffer.height);\n };\n /**\n * Frees the texture and framebuffer from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n * @fires PIXI.BaseTexture#dispose\n */\n BaseRenderTexture.prototype.dispose = function () {\n this.framebuffer.dispose();\n _super.prototype.dispose.call(this);\n };\n /** Destroys this texture. */\n BaseRenderTexture.prototype.destroy = function () {\n _super.prototype.destroy.call(this);\n this.framebuffer.destroyDepthTexture();\n this.framebuffer = null;\n };\n return BaseRenderTexture;\n}(BaseTexture));\n\n/**\n * Stores a texture's frame in UV coordinates, in\n * which everything lies in the rectangle `[(0,0), (1,0),\n * (1,1), (0,1)]`.\n *\n * | Corner | Coordinates |\n * |--------------|-------------|\n * | Top-Left | `(x0,y0)` |\n * | Top-Right | `(x1,y1)` |\n * | Bottom-Right | `(x2,y2)` |\n * | Bottom-Left | `(x3,y3)` |\n * @protected\n * @memberof PIXI\n */\nvar TextureUvs = /** @class */ (function () {\n function TextureUvs() {\n this.x0 = 0;\n this.y0 = 0;\n this.x1 = 1;\n this.y1 = 0;\n this.x2 = 1;\n this.y2 = 1;\n this.x3 = 0;\n this.y3 = 1;\n this.uvsFloat32 = new Float32Array(8);\n }\n /**\n * Sets the texture Uvs based on the given frame information.\n * @protected\n * @param frame - The frame of the texture\n * @param baseFrame - The base frame of the texture\n * @param rotate - Rotation of frame, see {@link PIXI.groupD8}\n */\n TextureUvs.prototype.set = function (frame, baseFrame, rotate) {\n var tw = baseFrame.width;\n var th = baseFrame.height;\n if (rotate) {\n // width and height div 2 div baseFrame size\n var w2 = frame.width / 2 / tw;\n var h2 = frame.height / 2 / th;\n // coordinates of center\n var cX = (frame.x / tw) + w2;\n var cY = (frame.y / th) + h2;\n rotate = groupD8.add(rotate, groupD8.NW); // NW is top-left corner\n this.x0 = cX + (w2 * groupD8.uX(rotate));\n this.y0 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2); // rotate 90 degrees clockwise\n this.x1 = cX + (w2 * groupD8.uX(rotate));\n this.y1 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2);\n this.x2 = cX + (w2 * groupD8.uX(rotate));\n this.y2 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2);\n this.x3 = cX + (w2 * groupD8.uX(rotate));\n this.y3 = cY + (h2 * groupD8.uY(rotate));\n }\n else {\n this.x0 = frame.x / tw;\n this.y0 = frame.y / th;\n this.x1 = (frame.x + frame.width) / tw;\n this.y1 = frame.y / th;\n this.x2 = (frame.x + frame.width) / tw;\n this.y2 = (frame.y + frame.height) / th;\n this.x3 = frame.x / tw;\n this.y3 = (frame.y + frame.height) / th;\n }\n this.uvsFloat32[0] = this.x0;\n this.uvsFloat32[1] = this.y0;\n this.uvsFloat32[2] = this.x1;\n this.uvsFloat32[3] = this.y1;\n this.uvsFloat32[4] = this.x2;\n this.uvsFloat32[5] = this.y2;\n this.uvsFloat32[6] = this.x3;\n this.uvsFloat32[7] = this.y3;\n };\n TextureUvs.prototype.toString = function () {\n return \"[@pixi/core:TextureUvs \"\n + (\"x0=\" + this.x0 + \" y0=\" + this.y0 + \" \")\n + (\"x1=\" + this.x1 + \" y1=\" + this.y1 + \" x2=\" + this.x2 + \" \")\n + (\"y2=\" + this.y2 + \" x3=\" + this.x3 + \" y3=\" + this.y3)\n + \"]\";\n };\n return TextureUvs;\n}());\n\nvar DEFAULT_UVS = new TextureUvs();\n/**\n * Used to remove listeners from WHITE and EMPTY Textures\n * @ignore\n */\nfunction removeAllHandlers(tex) {\n tex.destroy = function _emptyDestroy() { };\n tex.on = function _emptyOn() { };\n tex.once = function _emptyOnce() { };\n tex.emit = function _emptyEmit() { };\n}\n/**\n * A texture stores the information that represents an image or part of an image.\n *\n * It cannot be added to the display list directly; instead use it as the texture for a Sprite.\n * If no frame is provided for a texture, then the whole image is used.\n *\n * You can directly create a texture from an image and then reuse it multiple times like this :\n *\n * ```js\n * let texture = PIXI.Texture.from('assets/image.png');\n * let sprite1 = new PIXI.Sprite(texture);\n * let sprite2 = new PIXI.Sprite(texture);\n * ```\n *\n * If you didnt pass the texture frame to constructor, it enables `noFrame` mode:\n * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture.\n *\n * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing.\n * You can check for this by checking the sprite's _textureID property.\n * ```js\n * var texture = PIXI.Texture.from('assets/image.svg');\n * var sprite1 = new PIXI.Sprite(texture);\n * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file\n * ```\n * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068.\n * @memberof PIXI\n * @typeParam R - The BaseTexture's Resource type.\n */\nvar Texture = /** @class */ (function (_super) {\n __extends(Texture, _super);\n /**\n * @param baseTexture - The base texture source to create the texture from\n * @param frame - The rectangle frame of the texture to show\n * @param orig - The area of original texture\n * @param trim - Trimmed rectangle of original texture\n * @param rotate - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8}\n * @param anchor - Default anchor point used for sprite placement / rotation\n */\n function Texture(baseTexture, frame, orig, trim, rotate, anchor) {\n var _this = _super.call(this) || this;\n _this.noFrame = false;\n if (!frame) {\n _this.noFrame = true;\n frame = new Rectangle(0, 0, 1, 1);\n }\n if (baseTexture instanceof Texture) {\n baseTexture = baseTexture.baseTexture;\n }\n _this.baseTexture = baseTexture;\n _this._frame = frame;\n _this.trim = trim;\n _this.valid = false;\n _this._uvs = DEFAULT_UVS;\n _this.uvMatrix = null;\n _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1);\n _this._rotate = Number(rotate || 0);\n if (rotate === true) {\n // this is old texturepacker legacy, some games/libraries are passing \"true\" for rotated textures\n _this._rotate = 2;\n }\n else if (_this._rotate % 2 !== 0) {\n throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually');\n }\n _this.defaultAnchor = anchor ? new Point(anchor.x, anchor.y) : new Point(0, 0);\n _this._updateID = 0;\n _this.textureCacheIds = [];\n if (!baseTexture.valid) {\n baseTexture.once('loaded', _this.onBaseTextureUpdated, _this);\n }\n else if (_this.noFrame) {\n // if there is no frame we should monitor for any base texture changes..\n if (baseTexture.valid) {\n _this.onBaseTextureUpdated(baseTexture);\n }\n }\n else {\n _this.frame = frame;\n }\n if (_this.noFrame) {\n baseTexture.on('update', _this.onBaseTextureUpdated, _this);\n }\n return _this;\n }\n /**\n * Updates this texture on the gpu.\n *\n * Calls the TextureResource update.\n *\n * If you adjusted `frame` manually, please call `updateUvs()` instead.\n */\n Texture.prototype.update = function () {\n if (this.baseTexture.resource) {\n this.baseTexture.resource.update();\n }\n };\n /**\n * Called when the base texture is updated\n * @protected\n * @param baseTexture - The base texture.\n */\n Texture.prototype.onBaseTextureUpdated = function (baseTexture) {\n if (this.noFrame) {\n if (!this.baseTexture.valid) {\n return;\n }\n this._frame.width = baseTexture.width;\n this._frame.height = baseTexture.height;\n this.valid = true;\n this.updateUvs();\n }\n else {\n // TODO this code looks confusing.. boo to abusing getters and setters!\n // if user gave us frame that has bigger size than resized texture it can be a problem\n this.frame = this._frame;\n }\n this.emit('update', this);\n };\n /**\n * Destroys this texture\n * @param [destroyBase=false] - Whether to destroy the base texture as well\n */\n Texture.prototype.destroy = function (destroyBase) {\n if (this.baseTexture) {\n if (destroyBase) {\n var resource = this.baseTexture.resource;\n // delete the texture if it exists in the texture cache..\n // this only needs to be removed if the base texture is actually destroyed too..\n if (resource && resource.url && TextureCache[resource.url]) {\n Texture.removeFromCache(resource.url);\n }\n this.baseTexture.destroy();\n }\n this.baseTexture.off('loaded', this.onBaseTextureUpdated, this);\n this.baseTexture.off('update', this.onBaseTextureUpdated, this);\n this.baseTexture = null;\n }\n this._frame = null;\n this._uvs = null;\n this.trim = null;\n this.orig = null;\n this.valid = false;\n Texture.removeFromCache(this);\n this.textureCacheIds = null;\n };\n /**\n * Creates a new texture object that acts the same as this one.\n * @returns - The new texture\n */\n Texture.prototype.clone = function () {\n var clonedFrame = this._frame.clone();\n var clonedOrig = this._frame === this.orig ? clonedFrame : this.orig.clone();\n var clonedTexture = new Texture(this.baseTexture, !this.noFrame && clonedFrame, clonedOrig, this.trim && this.trim.clone(), this.rotate, this.defaultAnchor);\n if (this.noFrame) {\n clonedTexture._frame = clonedFrame;\n }\n return clonedTexture;\n };\n /**\n * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture.\n * Call it after changing the frame\n */\n Texture.prototype.updateUvs = function () {\n if (this._uvs === DEFAULT_UVS) {\n this._uvs = new TextureUvs();\n }\n this._uvs.set(this._frame, this.baseTexture, this.rotate);\n this._updateID++;\n };\n /**\n * Helper function that creates a new Texture based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n * @param {string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source -\n * Source or array of sources to create texture from\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id\n * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}.\n * @returns {PIXI.Texture} The newly created texture\n */\n Texture.from = function (source, options, strict) {\n if (options === void 0) { options = {}; }\n if (strict === void 0) { strict = settings.STRICT_TEXTURE_CACHE; }\n var isFrame = typeof source === 'string';\n var cacheId = null;\n if (isFrame) {\n cacheId = source;\n }\n else if (source instanceof BaseTexture) {\n if (!source.cacheId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source.cacheId = prefix + \"-\" + uid();\n BaseTexture.addToCache(source, source.cacheId);\n }\n cacheId = source.cacheId;\n }\n else {\n if (!source._pixiId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source._pixiId = prefix + \"_\" + uid();\n }\n cacheId = source._pixiId;\n }\n var texture = TextureCache[cacheId];\n // Strict-mode rejects invalid cacheIds\n if (isFrame && strict && !texture) {\n throw new Error(\"The cacheId \\\"\" + cacheId + \"\\\" does not exist in TextureCache.\");\n }\n if (!texture && !(source instanceof BaseTexture)) {\n if (!options.resolution) {\n options.resolution = getResolutionOfUrl(source);\n }\n texture = new Texture(new BaseTexture(source, options));\n texture.baseTexture.cacheId = cacheId;\n BaseTexture.addToCache(texture.baseTexture, cacheId);\n Texture.addToCache(texture, cacheId);\n }\n else if (!texture && (source instanceof BaseTexture)) {\n texture = new Texture(source);\n Texture.addToCache(texture, cacheId);\n }\n // lets assume its a base texture!\n return texture;\n };\n /**\n * Useful for loading textures via URLs. Use instead of `Texture.from` because\n * it does a better job of handling failed URLs more effectively. This also ignores\n * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images.\n * @param url - The remote URL or array of URLs to load.\n * @param options - Optional options to include\n * @returns - A Promise that resolves to a Texture.\n */\n Texture.fromURL = function (url, options) {\n var resourceOptions = Object.assign({ autoLoad: false }, options === null || options === void 0 ? void 0 : options.resourceOptions);\n var texture = Texture.from(url, Object.assign({ resourceOptions: resourceOptions }, options), false);\n var resource = texture.baseTexture.resource;\n // The texture was already loaded\n if (texture.baseTexture.valid) {\n return Promise.resolve(texture);\n }\n // Manually load the texture, this should allow users to handle load errors\n return resource.load().then(function () { return Promise.resolve(texture); });\n };\n /**\n * Create a new Texture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param width - Width of the resource\n * @param height - Height of the resource\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @returns - The resulting new BaseTexture\n */\n Texture.fromBuffer = function (buffer, width, height, options) {\n return new Texture(BaseTexture.fromBuffer(buffer, width, height, options));\n };\n /**\n * Create a texture from a source and add to the cache.\n * @param {HTMLImageElement|HTMLCanvasElement|string} source - The input source.\n * @param imageUrl - File name of texture, for cache and resolving resolution.\n * @param name - Human readable name for the texture cache. If no name is\n * specified, only `imageUrl` will be used as the cache ID.\n * @param options\n * @returns - Output texture\n */\n Texture.fromLoader = function (source, imageUrl, name, options) {\n var baseTexture = new BaseTexture(source, Object.assign({\n scaleMode: settings.SCALE_MODE,\n resolution: getResolutionOfUrl(imageUrl),\n }, options));\n var resource = baseTexture.resource;\n if (resource instanceof ImageResource) {\n resource.url = imageUrl;\n }\n var texture = new Texture(baseTexture);\n // No name, use imageUrl instead\n if (!name) {\n name = imageUrl;\n }\n // lets also add the frame to pixi's global cache for 'fromLoader' function\n BaseTexture.addToCache(texture.baseTexture, name);\n Texture.addToCache(texture, name);\n // also add references by url if they are different.\n if (name !== imageUrl) {\n BaseTexture.addToCache(texture.baseTexture, imageUrl);\n Texture.addToCache(texture, imageUrl);\n }\n // Generally images are valid right away\n if (texture.baseTexture.valid) {\n return Promise.resolve(texture);\n }\n // SVG assets need to be parsed async, let's wait\n return new Promise(function (resolve) {\n texture.baseTexture.once('loaded', function () { return resolve(texture); });\n });\n };\n /**\n * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object.\n * @param texture - The Texture to add to the cache.\n * @param id - The id that the Texture will be stored against.\n */\n Texture.addToCache = function (texture, id) {\n if (id) {\n if (texture.textureCacheIds.indexOf(id) === -1) {\n texture.textureCacheIds.push(id);\n }\n if (TextureCache[id]) {\n // eslint-disable-next-line no-console\n console.warn(\"Texture added to the cache with an id [\" + id + \"] that already had an entry\");\n }\n TextureCache[id] = texture;\n }\n };\n /**\n * Remove a Texture from the global TextureCache.\n * @param texture - id of a Texture to be removed, or a Texture instance itself\n * @returns - The Texture that was removed\n */\n Texture.removeFromCache = function (texture) {\n if (typeof texture === 'string') {\n var textureFromCache = TextureCache[texture];\n if (textureFromCache) {\n var index = textureFromCache.textureCacheIds.indexOf(texture);\n if (index > -1) {\n textureFromCache.textureCacheIds.splice(index, 1);\n }\n delete TextureCache[texture];\n return textureFromCache;\n }\n }\n else if (texture && texture.textureCacheIds) {\n for (var i = 0; i < texture.textureCacheIds.length; ++i) {\n // Check that texture matches the one being passed in before deleting it from the cache.\n if (TextureCache[texture.textureCacheIds[i]] === texture) {\n delete TextureCache[texture.textureCacheIds[i]];\n }\n }\n texture.textureCacheIds.length = 0;\n return texture;\n }\n return null;\n };\n Object.defineProperty(Texture.prototype, \"resolution\", {\n /**\n * Returns resolution of baseTexture\n * @readonly\n */\n get: function () {\n return this.baseTexture.resolution;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"frame\", {\n /**\n * The frame specifies the region of the base texture that this texture uses.\n * Please call `updateUvs()` after you change coordinates of `frame` manually.\n */\n get: function () {\n return this._frame;\n },\n set: function (frame) {\n this._frame = frame;\n this.noFrame = false;\n var x = frame.x, y = frame.y, width = frame.width, height = frame.height;\n var xNotFit = x + width > this.baseTexture.width;\n var yNotFit = y + height > this.baseTexture.height;\n if (xNotFit || yNotFit) {\n var relationship = xNotFit && yNotFit ? 'and' : 'or';\n var errorX = \"X: \" + x + \" + \" + width + \" = \" + (x + width) + \" > \" + this.baseTexture.width;\n var errorY = \"Y: \" + y + \" + \" + height + \" = \" + (y + height) + \" > \" + this.baseTexture.height;\n throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: '\n + (errorX + \" \" + relationship + \" \" + errorY));\n }\n this.valid = width && height && this.baseTexture.valid;\n if (!this.trim && !this.rotate) {\n this.orig = frame;\n }\n if (this.valid) {\n this.updateUvs();\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"rotate\", {\n /**\n * Indicates whether the texture is rotated inside the atlas\n * set to 2 to compensate for texture packer rotation\n * set to 6 to compensate for spine packer rotation\n * can be used to rotate or mirror sprites\n * See {@link PIXI.groupD8} for explanation\n */\n get: function () {\n return this._rotate;\n },\n set: function (rotate) {\n this._rotate = rotate;\n if (this.valid) {\n this.updateUvs();\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"width\", {\n /** The width of the Texture in pixels. */\n get: function () {\n return this.orig.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"height\", {\n /** The height of the Texture in pixels. */\n get: function () {\n return this.orig.height;\n },\n enumerable: false,\n configurable: true\n });\n /** Utility function for BaseTexture|Texture cast. */\n Texture.prototype.castToBaseTexture = function () {\n return this.baseTexture;\n };\n Object.defineProperty(Texture, \"EMPTY\", {\n /** An empty texture, used often to not have to create multiple empty textures. Can not be destroyed. */\n get: function () {\n if (!Texture._EMPTY) {\n Texture._EMPTY = new Texture(new BaseTexture());\n removeAllHandlers(Texture._EMPTY);\n removeAllHandlers(Texture._EMPTY.baseTexture);\n }\n return Texture._EMPTY;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture, \"WHITE\", {\n /** A white texture of 16x16 size, used for graphics and other things Can not be destroyed. */\n get: function () {\n if (!Texture._WHITE) {\n var canvas = settings.ADAPTER.createCanvas(16, 16);\n var context = canvas.getContext('2d');\n canvas.width = 16;\n canvas.height = 16;\n context.fillStyle = 'white';\n context.fillRect(0, 0, 16, 16);\n Texture._WHITE = new Texture(BaseTexture.from(canvas));\n removeAllHandlers(Texture._WHITE);\n removeAllHandlers(Texture._WHITE.baseTexture);\n }\n return Texture._WHITE;\n },\n enumerable: false,\n configurable: true\n });\n return Texture;\n}(EventEmitter));\n\n/**\n * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * __Hint-2__: The actual memory allocation will happen on first render.\n * You shouldn't create renderTextures each frame just to delete them after, try to reuse them.\n *\n * A RenderTexture takes a snapshot of any Display Object given to its render method. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let renderTexture = PIXI.RenderTexture.create({ width: 800, height: 600 });\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, {renderTexture});\n * ```\n * Note that you should not create a new renderer, but reuse the same one as the rest of the application.\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let renderTexture = new PIXI.RenderTexture.create({ width: 100, height: 100 });\n *\n * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture\n * ```\n * @memberof PIXI\n */\nvar RenderTexture = /** @class */ (function (_super) {\n __extends(RenderTexture, _super);\n /**\n * @param baseRenderTexture - The base texture object that this texture uses.\n * @param frame - The rectangle frame of the texture to show.\n */\n function RenderTexture(baseRenderTexture, frame) {\n var _this = _super.call(this, baseRenderTexture, frame) || this;\n _this.valid = true;\n _this.filterFrame = null;\n _this.filterPoolKey = null;\n _this.updateUvs();\n return _this;\n }\n Object.defineProperty(RenderTexture.prototype, \"framebuffer\", {\n /**\n * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast.\n * @readonly\n */\n get: function () {\n return this.baseTexture.framebuffer;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(RenderTexture.prototype, \"multisample\", {\n /**\n * Shortcut to `this.framebuffer.multisample`.\n * @default PIXI.MSAA_QUALITY.NONE\n */\n get: function () {\n return this.framebuffer.multisample;\n },\n set: function (value) {\n this.framebuffer.multisample = value;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Resizes the RenderTexture.\n * @param desiredWidth - The desired width to resize to.\n * @param desiredHeight - The desired height to resize to.\n * @param resizeBaseTexture - Should the baseTexture.width and height values be resized as well?\n */\n RenderTexture.prototype.resize = function (desiredWidth, desiredHeight, resizeBaseTexture) {\n if (resizeBaseTexture === void 0) { resizeBaseTexture = true; }\n var resolution = this.baseTexture.resolution;\n var width = Math.round(desiredWidth * resolution) / resolution;\n var height = Math.round(desiredHeight * resolution) / resolution;\n // TODO - could be not required..\n this.valid = (width > 0 && height > 0);\n this._frame.width = this.orig.width = width;\n this._frame.height = this.orig.height = height;\n if (resizeBaseTexture) {\n this.baseTexture.resize(width, height);\n }\n this.updateUvs();\n };\n /**\n * Changes the resolution of baseTexture, but does not change framebuffer size.\n * @param resolution - The new resolution to apply to RenderTexture\n */\n RenderTexture.prototype.setResolution = function (resolution) {\n var baseTexture = this.baseTexture;\n if (baseTexture.resolution === resolution) {\n return;\n }\n baseTexture.setResolution(resolution);\n this.resize(baseTexture.width, baseTexture.height, false);\n };\n RenderTexture.create = function (options) {\n var arguments$1 = arguments;\n\n var rest = [];\n for (var _i = 1; _i < arguments.length; _i++) {\n rest[_i - 1] = arguments$1[_i];\n }\n // @deprecated fallback, old-style: create(width, height, scaleMode, resolution)\n if (typeof options === 'number') {\n deprecation('6.0.0', 'Arguments (width, height, scaleMode, resolution) have been deprecated.');\n /* eslint-disable prefer-rest-params */\n options = {\n width: options,\n height: rest[0],\n scaleMode: rest[1],\n resolution: rest[2],\n };\n /* eslint-enable prefer-rest-params */\n }\n return new RenderTexture(new BaseRenderTexture(options));\n };\n return RenderTexture;\n}(Texture));\n\n/**\n * Texture pool, used by FilterSystem and plugins.\n *\n * Stores collection of temporary pow2 or screen-sized renderTextures\n *\n * If you use custom RenderTexturePool for your filters, you can use methods\n * `getFilterTexture` and `returnFilterTexture` same as in\n * @memberof PIXI\n */\nvar RenderTexturePool = /** @class */ (function () {\n /**\n * @param textureOptions - options that will be passed to BaseRenderTexture constructor\n * @param {PIXI.SCALE_MODES} [textureOptions.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values.\n */\n function RenderTexturePool(textureOptions) {\n this.texturePool = {};\n this.textureOptions = textureOptions || {};\n this.enableFullScreen = false;\n this._pixelsWidth = 0;\n this._pixelsHeight = 0;\n }\n /**\n * Creates texture with params that were specified in pool constructor.\n * @param realWidth - Width of texture in pixels.\n * @param realHeight - Height of texture in pixels.\n * @param multisample - Number of samples of the framebuffer.\n */\n RenderTexturePool.prototype.createTexture = function (realWidth, realHeight, multisample) {\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n var baseRenderTexture = new BaseRenderTexture(Object.assign({\n width: realWidth,\n height: realHeight,\n resolution: 1,\n multisample: multisample,\n }, this.textureOptions));\n return new RenderTexture(baseRenderTexture);\n };\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n * @param minWidth - The minimum width of the render texture.\n * @param minHeight - The minimum height of the render texture.\n * @param resolution - The resolution of the render texture.\n * @param multisample - Number of samples of the render texture.\n * @returns The new render texture.\n */\n RenderTexturePool.prototype.getOptimalTexture = function (minWidth, minHeight, resolution, multisample) {\n if (resolution === void 0) { resolution = 1; }\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n var key;\n minWidth = Math.ceil((minWidth * resolution) - 1e-6);\n minHeight = Math.ceil((minHeight * resolution) - 1e-6);\n if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight) {\n minWidth = nextPow2(minWidth);\n minHeight = nextPow2(minHeight);\n key = (((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF)) >>> 0;\n if (multisample > 1) {\n key += multisample * 0x100000000;\n }\n }\n else {\n key = multisample > 1 ? -multisample : -1;\n }\n if (!this.texturePool[key]) {\n this.texturePool[key] = [];\n }\n var renderTexture = this.texturePool[key].pop();\n if (!renderTexture) {\n renderTexture = this.createTexture(minWidth, minHeight, multisample);\n }\n renderTexture.filterPoolKey = key;\n renderTexture.setResolution(resolution);\n return renderTexture;\n };\n /**\n * Gets extra texture of the same size as input renderTexture\n *\n * `getFilterTexture(input, 0.5)` or `getFilterTexture(0.5, input)`\n * @param input - renderTexture from which size and resolution will be copied\n * @param resolution - override resolution of the renderTexture\n * It overrides, it does not multiply\n * @param multisample - number of samples of the renderTexture\n */\n RenderTexturePool.prototype.getFilterTexture = function (input, resolution, multisample) {\n var filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE);\n filterTexture.filterFrame = input.filterFrame;\n return filterTexture;\n };\n /**\n * Place a render texture back into the pool.\n * @param renderTexture - The renderTexture to free\n */\n RenderTexturePool.prototype.returnTexture = function (renderTexture) {\n var key = renderTexture.filterPoolKey;\n renderTexture.filterFrame = null;\n this.texturePool[key].push(renderTexture);\n };\n /**\n * Alias for returnTexture, to be compliant with FilterSystem interface.\n * @param renderTexture - The renderTexture to free\n */\n RenderTexturePool.prototype.returnFilterTexture = function (renderTexture) {\n this.returnTexture(renderTexture);\n };\n /**\n * Clears the pool.\n * @param destroyTextures - Destroy all stored textures.\n */\n RenderTexturePool.prototype.clear = function (destroyTextures) {\n destroyTextures = destroyTextures !== false;\n if (destroyTextures) {\n for (var i in this.texturePool) {\n var textures = this.texturePool[i];\n if (textures) {\n for (var j = 0; j < textures.length; j++) {\n textures[j].destroy(true);\n }\n }\n }\n }\n this.texturePool = {};\n };\n /**\n * If screen size was changed, drops all screen-sized textures,\n * sets new screen size, sets `enableFullScreen` to true\n *\n * Size is measured in pixels, `renderer.view` can be passed here, not `renderer.screen`\n * @param size - Initial size of screen.\n */\n RenderTexturePool.prototype.setScreenSize = function (size) {\n if (size.width === this._pixelsWidth\n && size.height === this._pixelsHeight) {\n return;\n }\n this.enableFullScreen = size.width > 0 && size.height > 0;\n for (var i in this.texturePool) {\n if (!(Number(i) < 0)) {\n continue;\n }\n var textures = this.texturePool[i];\n if (textures) {\n for (var j = 0; j < textures.length; j++) {\n textures[j].destroy(true);\n }\n }\n this.texturePool[i] = [];\n }\n this._pixelsWidth = size.width;\n this._pixelsHeight = size.height;\n };\n /**\n * Key that is used to store fullscreen renderTextures in a pool\n * @constant\n */\n RenderTexturePool.SCREEN_KEY = -1;\n return RenderTexturePool;\n}());\n\n/* eslint-disable max-len */\n/**\n * Holds the information for a single attribute structure required to render geometry.\n *\n * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer}\n * This can include anything from positions, uvs, normals, colors etc.\n * @memberof PIXI\n */\nvar Attribute = /** @class */ (function () {\n /**\n * @param buffer - the id of the buffer that this attribute will look for\n * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2.\n * @param normalized - should the data be normalized.\n * @param {PIXI.TYPES} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @param [start=0] - How far into the array to start reading values (used for interleaving data)\n * @param [instance=false] - Whether the geometry is instanced.\n */\n function Attribute(buffer, size, normalized, type, stride, start, instance) {\n if (size === void 0) { size = 0; }\n if (normalized === void 0) { normalized = false; }\n if (type === void 0) { type = TYPES.FLOAT; }\n this.buffer = buffer;\n this.size = size;\n this.normalized = normalized;\n this.type = type;\n this.stride = stride;\n this.start = start;\n this.instance = instance;\n }\n /** Destroys the Attribute. */\n Attribute.prototype.destroy = function () {\n this.buffer = null;\n };\n /**\n * Helper function that creates an Attribute based on the information provided\n * @param buffer - the id of the buffer that this attribute will look for\n * @param [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param [normalized=false] - should the data be normalized.\n * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @returns - A new {@link PIXI.Attribute} based on the information provided\n */\n Attribute.from = function (buffer, size, normalized, type, stride) {\n return new Attribute(buffer, size, normalized, type, stride);\n };\n return Attribute;\n}());\n\nvar UID$4 = 0;\n/**\n * A wrapper for data so that it can be used and uploaded by WebGL\n * @memberof PIXI\n */\nvar Buffer = /** @class */ (function () {\n /**\n * @param {PIXI.IArrayBuffer} data - the data to store in the buffer.\n * @param _static - `true` for static buffer\n * @param index - `true` for index buffer\n */\n function Buffer(data, _static, index) {\n if (_static === void 0) { _static = true; }\n if (index === void 0) { index = false; }\n this.data = (data || new Float32Array(1));\n this._glBuffers = {};\n this._updateID = 0;\n this.index = index;\n this.static = _static;\n this.id = UID$4++;\n this.disposeRunner = new Runner('disposeBuffer');\n }\n // TODO could explore flagging only a partial upload?\n /**\n * Flags this buffer as requiring an upload to the GPU.\n * @param {PIXI.IArrayBuffer|number[]} [data] - the data to update in the buffer.\n */\n Buffer.prototype.update = function (data) {\n if (data instanceof Array) {\n data = new Float32Array(data);\n }\n this.data = data || this.data;\n this._updateID++;\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Buffer.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys the buffer. */\n Buffer.prototype.destroy = function () {\n this.dispose();\n this.data = null;\n };\n Object.defineProperty(Buffer.prototype, \"index\", {\n get: function () {\n return this.type === BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n },\n /**\n * Flags whether this is an index buffer.\n *\n * Index buffers are of type `ELEMENT_ARRAY_BUFFER`. Note that setting this property to false will make\n * the buffer of type `ARRAY_BUFFER`.\n *\n * For backwards compatibility.\n */\n set: function (value) {\n this.type = value ? BUFFER_TYPE.ELEMENT_ARRAY_BUFFER : BUFFER_TYPE.ARRAY_BUFFER;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Helper function that creates a buffer based on an array or TypedArray\n * @param {ArrayBufferView | number[]} data - the TypedArray that the buffer will store. If this is a regular Array it will be converted to a Float32Array.\n * @returns - A new Buffer based on the data provided.\n */\n Buffer.from = function (data) {\n if (data instanceof Array) {\n data = new Float32Array(data);\n }\n return new Buffer(data);\n };\n return Buffer;\n}());\n\n/* eslint-disable object-shorthand */\nvar map$1 = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n};\nfunction interleaveTypedArrays(arrays, sizes) {\n var outSize = 0;\n var stride = 0;\n var views = {};\n for (var i = 0; i < arrays.length; i++) {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n var buffer = new ArrayBuffer(outSize * 4);\n var out = null;\n var littleOffset = 0;\n for (var i = 0; i < arrays.length; i++) {\n var size = sizes[i];\n var array = arrays[i];\n var type = getBufferType(array);\n if (!views[type]) {\n views[type] = new map$1[type](buffer);\n }\n out = views[type];\n for (var j = 0; j < array.length; j++) {\n var indexStart = ((j / size | 0) * stride) + littleOffset;\n var index = j % size;\n out[indexStart + index] = array[j];\n }\n littleOffset += size;\n }\n return new Float32Array(buffer);\n}\n\nvar byteSizeMap$1 = { 5126: 4, 5123: 2, 5121: 1 };\nvar UID$3 = 0;\n/* eslint-disable object-shorthand */\nvar map = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n Uint16Array: Uint16Array,\n};\n/* eslint-disable max-len */\n/**\n * The Geometry represents a model. It consists of two components:\n * - GeometryStyle - The structure of the model such as the attributes layout\n * - GeometryData - the data of the model - this consists of buffers.\n * This can include anything from positions, uvs, normals, colors etc.\n *\n * Geometry can be defined without passing in a style or data if required (thats how I prefer!)\n *\n * ```js\n * let geometry = new PIXI.Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1],2)\n * geometry.addIndex([0,1,2,1,3,2])\n * ```\n * @memberof PIXI\n */\nvar Geometry = /** @class */ (function () {\n /**\n * @param buffers - An array of buffers. optional.\n * @param attributes - Of the geometry, optional structure of the attributes layout\n */\n function Geometry(buffers, attributes) {\n if (buffers === void 0) { buffers = []; }\n if (attributes === void 0) { attributes = {}; }\n this.buffers = buffers;\n this.indexBuffer = null;\n this.attributes = attributes;\n this.glVertexArrayObjects = {};\n this.id = UID$3++;\n this.instanced = false;\n this.instanceCount = 1;\n this.disposeRunner = new Runner('disposeGeometry');\n this.refCount = 0;\n }\n /**\n *\n * Adds an attribute to the geometry\n * Note: `stride` and `start` should be `undefined` if you dont know them, not 0!\n * @param id - the name of the attribute (matching up to a shader)\n * @param {PIXI.Buffer|number[]} buffer - the buffer that holds the data of the attribute . You can also provide an Array and a buffer will be created from it.\n * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param normalized - should the data be normalized.\n * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @param [start=0] - How far into the array to start reading values (used for interleaving data)\n * @param instance - Instancing flag\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.addAttribute = function (id, buffer, size, normalized, type, stride, start, instance) {\n if (size === void 0) { size = 0; }\n if (normalized === void 0) { normalized = false; }\n if (instance === void 0) { instance = false; }\n if (!buffer) {\n throw new Error('You must pass a buffer when creating an attribute');\n }\n // check if this is a buffer!\n if (!(buffer instanceof Buffer)) {\n // its an array!\n if (buffer instanceof Array) {\n buffer = new Float32Array(buffer);\n }\n buffer = new Buffer(buffer);\n }\n var ids = id.split('|');\n if (ids.length > 1) {\n for (var i = 0; i < ids.length; i++) {\n this.addAttribute(ids[i], buffer, size, normalized, type);\n }\n return this;\n }\n var bufferIndex = this.buffers.indexOf(buffer);\n if (bufferIndex === -1) {\n this.buffers.push(buffer);\n bufferIndex = this.buffers.length - 1;\n }\n this.attributes[id] = new Attribute(bufferIndex, size, normalized, type, stride, start, instance);\n // assuming that if there is instanced data then this will be drawn with instancing!\n this.instanced = this.instanced || instance;\n return this;\n };\n /**\n * Returns the requested attribute.\n * @param id - The name of the attribute required\n * @returns - The attribute requested.\n */\n Geometry.prototype.getAttribute = function (id) {\n return this.attributes[id];\n };\n /**\n * Returns the requested buffer.\n * @param id - The name of the buffer required.\n * @returns - The buffer requested.\n */\n Geometry.prototype.getBuffer = function (id) {\n return this.buffers[this.getAttribute(id).buffer];\n };\n /**\n *\n * Adds an index buffer to the geometry\n * The index buffer contains integers, three for each triangle in the geometry, which reference the various attribute buffers (position, colour, UV coordinates, other UV coordinates, normal, …). There is only ONE index buffer.\n * @param {PIXI.Buffer|number[]} [buffer] - The buffer that holds the data of the index buffer. You can also provide an Array and a buffer will be created from it.\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.addIndex = function (buffer) {\n if (!(buffer instanceof Buffer)) {\n // its an array!\n if (buffer instanceof Array) {\n buffer = new Uint16Array(buffer);\n }\n buffer = new Buffer(buffer);\n }\n buffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n this.indexBuffer = buffer;\n if (this.buffers.indexOf(buffer) === -1) {\n this.buffers.push(buffer);\n }\n return this;\n };\n /**\n * Returns the index buffer\n * @returns - The index buffer.\n */\n Geometry.prototype.getIndex = function () {\n return this.indexBuffer;\n };\n /**\n * This function modifies the structure so that all current attributes become interleaved into a single buffer\n * This can be useful if your model remains static as it offers a little performance boost\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.interleave = function () {\n // a simple check to see if buffers are already interleaved..\n if (this.buffers.length === 1 || (this.buffers.length === 2 && this.indexBuffer))\n { return this; }\n // assume already that no buffers are interleaved\n var arrays = [];\n var sizes = [];\n var interleavedBuffer = new Buffer();\n var i;\n for (i in this.attributes) {\n var attribute = this.attributes[i];\n var buffer = this.buffers[attribute.buffer];\n arrays.push(buffer.data);\n sizes.push((attribute.size * byteSizeMap$1[attribute.type]) / 4);\n attribute.buffer = 0;\n }\n interleavedBuffer.data = interleaveTypedArrays(arrays, sizes);\n for (i = 0; i < this.buffers.length; i++) {\n if (this.buffers[i] !== this.indexBuffer) {\n this.buffers[i].destroy();\n }\n }\n this.buffers = [interleavedBuffer];\n if (this.indexBuffer) {\n this.buffers.push(this.indexBuffer);\n }\n return this;\n };\n /** Get the size of the geometries, in vertices. */\n Geometry.prototype.getSize = function () {\n for (var i in this.attributes) {\n var attribute = this.attributes[i];\n var buffer = this.buffers[attribute.buffer];\n return buffer.data.length / ((attribute.stride / 4) || attribute.size);\n }\n return 0;\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Geometry.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys the geometry. */\n Geometry.prototype.destroy = function () {\n this.dispose();\n this.buffers = null;\n this.indexBuffer = null;\n this.attributes = null;\n };\n /**\n * Returns a clone of the geometry.\n * @returns - A new clone of this geometry.\n */\n Geometry.prototype.clone = function () {\n var geometry = new Geometry();\n for (var i = 0; i < this.buffers.length; i++) {\n geometry.buffers[i] = new Buffer(this.buffers[i].data.slice(0));\n }\n for (var i in this.attributes) {\n var attrib = this.attributes[i];\n geometry.attributes[i] = new Attribute(attrib.buffer, attrib.size, attrib.normalized, attrib.type, attrib.stride, attrib.start, attrib.instance);\n }\n if (this.indexBuffer) {\n geometry.indexBuffer = geometry.buffers[this.buffers.indexOf(this.indexBuffer)];\n geometry.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n }\n return geometry;\n };\n /**\n * Merges an array of geometries into a new single one.\n *\n * Geometry attribute styles must match for this operation to work.\n * @param geometries - array of geometries to merge\n * @returns - Shiny new geometry!\n */\n Geometry.merge = function (geometries) {\n // todo add a geometry check!\n // also a size check.. cant be too big!]\n var geometryOut = new Geometry();\n var arrays = [];\n var sizes = [];\n var offsets = [];\n var geometry;\n // pass one.. get sizes..\n for (var i = 0; i < geometries.length; i++) {\n geometry = geometries[i];\n for (var j = 0; j < geometry.buffers.length; j++) {\n sizes[j] = sizes[j] || 0;\n sizes[j] += geometry.buffers[j].data.length;\n offsets[j] = 0;\n }\n }\n // build the correct size arrays..\n for (var i = 0; i < geometry.buffers.length; i++) {\n // TODO types!\n arrays[i] = new map[getBufferType(geometry.buffers[i].data)](sizes[i]);\n geometryOut.buffers[i] = new Buffer(arrays[i]);\n }\n // pass to set data..\n for (var i = 0; i < geometries.length; i++) {\n geometry = geometries[i];\n for (var j = 0; j < geometry.buffers.length; j++) {\n arrays[j].set(geometry.buffers[j].data, offsets[j]);\n offsets[j] += geometry.buffers[j].data.length;\n }\n }\n geometryOut.attributes = geometry.attributes;\n if (geometry.indexBuffer) {\n geometryOut.indexBuffer = geometryOut.buffers[geometry.buffers.indexOf(geometry.indexBuffer)];\n geometryOut.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n var offset = 0;\n var stride = 0;\n var offset2 = 0;\n var bufferIndexToCount = 0;\n // get a buffer\n for (var i = 0; i < geometry.buffers.length; i++) {\n if (geometry.buffers[i] !== geometry.indexBuffer) {\n bufferIndexToCount = i;\n break;\n }\n }\n // figure out the stride of one buffer..\n for (var i in geometry.attributes) {\n var attribute = geometry.attributes[i];\n if ((attribute.buffer | 0) === bufferIndexToCount) {\n stride += ((attribute.size * byteSizeMap$1[attribute.type]) / 4);\n }\n }\n // time to off set all indexes..\n for (var i = 0; i < geometries.length; i++) {\n var indexBufferData = geometries[i].indexBuffer.data;\n for (var j = 0; j < indexBufferData.length; j++) {\n geometryOut.indexBuffer.data[j + offset2] += offset;\n }\n offset += geometries[i].buffers[bufferIndexToCount].data.length / (stride);\n offset2 += indexBufferData.length;\n }\n }\n return geometryOut;\n };\n return Geometry;\n}());\n\n/**\n * Helper class to create a quad\n * @memberof PIXI\n */\nvar Quad = /** @class */ (function (_super) {\n __extends(Quad, _super);\n function Quad() {\n var _this = _super.call(this) || this;\n _this.addAttribute('aVertexPosition', new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1 ]))\n .addIndex([0, 1, 3, 2]);\n return _this;\n }\n return Quad;\n}(Geometry));\n\n/**\n * Helper class to create a quad with uvs like in v4\n * @memberof PIXI\n */\nvar QuadUv = /** @class */ (function (_super) {\n __extends(QuadUv, _super);\n function QuadUv() {\n var _this = _super.call(this) || this;\n _this.vertices = new Float32Array([\n -1, -1,\n 1, -1,\n 1, 1,\n -1, 1 ]);\n _this.uvs = new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1 ]);\n _this.vertexBuffer = new Buffer(_this.vertices);\n _this.uvBuffer = new Buffer(_this.uvs);\n _this.addAttribute('aVertexPosition', _this.vertexBuffer)\n .addAttribute('aTextureCoord', _this.uvBuffer)\n .addIndex([0, 1, 2, 0, 2, 3]);\n return _this;\n }\n /**\n * Maps two Rectangle to the quad.\n * @param targetTextureFrame - The first rectangle\n * @param destinationFrame - The second rectangle\n * @returns - Returns itself.\n */\n QuadUv.prototype.map = function (targetTextureFrame, destinationFrame) {\n var x = 0; // destinationFrame.x / targetTextureFrame.width;\n var y = 0; // destinationFrame.y / targetTextureFrame.height;\n this.uvs[0] = x;\n this.uvs[1] = y;\n this.uvs[2] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[3] = y;\n this.uvs[4] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[5] = y + (destinationFrame.height / targetTextureFrame.height);\n this.uvs[6] = x;\n this.uvs[7] = y + (destinationFrame.height / targetTextureFrame.height);\n x = destinationFrame.x;\n y = destinationFrame.y;\n this.vertices[0] = x;\n this.vertices[1] = y;\n this.vertices[2] = x + destinationFrame.width;\n this.vertices[3] = y;\n this.vertices[4] = x + destinationFrame.width;\n this.vertices[5] = y + destinationFrame.height;\n this.vertices[6] = x;\n this.vertices[7] = y + destinationFrame.height;\n this.invalidate();\n return this;\n };\n /**\n * Legacy upload method, just marks buffers dirty.\n * @returns - Returns itself.\n */\n QuadUv.prototype.invalidate = function () {\n this.vertexBuffer._updateID++;\n this.uvBuffer._updateID++;\n return this;\n };\n return QuadUv;\n}(Geometry));\n\nvar UID$2 = 0;\n/**\n * Uniform group holds uniform map and some ID's for work\n *\n * `UniformGroup` has two modes:\n *\n * 1: Normal mode\n * Normal mode will upload the uniforms with individual function calls as required\n *\n * 2: Uniform buffer mode\n * This mode will treat the uniforms as a uniform buffer. You can pass in either a buffer that you manually handle, or\n * or a generic object that PixiJS will automatically map to a buffer for you.\n * For maximum benefits, make Ubo UniformGroups static, and only update them each frame.\n *\n * Rules of UBOs:\n * - UBOs only work with WebGL2, so make sure you have a fallback!\n * - Only floats are supported (including vec[2,3,4], mat[2,3,4])\n * - Samplers cannot be used in ubo's (a GPU limitation)\n * - You must ensure that the object you pass in exactly matches in the shader ubo structure.\n * Otherwise, weirdness will ensue!\n * - The name of the ubo object added to the group must match exactly the name of the ubo in the shader.\n *\n * ```\n * // ubo in shader:\n * uniform myCoolData { // declaring a ubo..\n * mat4 uCoolMatrix;\n * float uFloatyMcFloatFace\n *\n *\n * // a new uniform buffer object..\n * const myCoolData = new UniformBufferGroup({\n * uCoolMatrix: new Matrix(),\n * uFloatyMcFloatFace: 23,\n * }}\n *\n * // build a shader...\n * const shader = Shader.from(srcVert, srcFrag, {\n * myCoolData // name matches the ubo name in the shader. will be processed accordingly.\n * })\n *\n * ```\n * @memberof PIXI\n */\nvar UniformGroup = /** @class */ (function () {\n /**\n * @param {object | Buffer} [uniforms] - Custom uniforms to use to augment the built-in ones. Or a pixi buffer.\n * @param isStatic - Uniforms wont be changed after creation.\n * @param isUbo - If true, will treat this uniform group as a uniform buffer object.\n */\n function UniformGroup(uniforms, isStatic, isUbo) {\n this.group = true;\n // lets generate this when the shader ?\n this.syncUniforms = {};\n this.dirtyId = 0;\n this.id = UID$2++;\n this.static = !!isStatic;\n this.ubo = !!isUbo;\n if (uniforms instanceof Buffer) {\n this.buffer = uniforms;\n this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER;\n this.autoManage = false;\n this.ubo = true;\n }\n else {\n this.uniforms = uniforms;\n if (this.ubo) {\n this.buffer = new Buffer(new Float32Array(1));\n this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER;\n this.autoManage = true;\n }\n }\n }\n UniformGroup.prototype.update = function () {\n this.dirtyId++;\n if (!this.autoManage && this.buffer) {\n this.buffer.update();\n }\n };\n UniformGroup.prototype.add = function (name, uniforms, _static) {\n if (!this.ubo) {\n this.uniforms[name] = new UniformGroup(uniforms, _static);\n }\n else {\n // eslint-disable-next-line max-len\n throw new Error('[UniformGroup] uniform groups in ubo mode cannot be modified, or have uniform groups nested in them');\n }\n };\n UniformGroup.from = function (uniforms, _static, _ubo) {\n return new UniformGroup(uniforms, _static, _ubo);\n };\n /**\n * A short hand function for creating a static UBO UniformGroup.\n * @param uniforms - the ubo item\n * @param _static - should this be updated each time it is used? defaults to true here!\n */\n UniformGroup.uboFrom = function (uniforms, _static) {\n return new UniformGroup(uniforms, _static !== null && _static !== void 0 ? _static : true, true);\n };\n return UniformGroup;\n}());\n\n/**\n * System plugin to the renderer to manage filter states.\n * @ignore\n */\nvar FilterState = /** @class */ (function () {\n function FilterState() {\n this.renderTexture = null;\n this.target = null;\n this.legacy = false;\n this.resolution = 1;\n this.multisample = MSAA_QUALITY.NONE;\n // next three fields are created only for root\n // re-assigned for everything else\n this.sourceFrame = new Rectangle();\n this.destinationFrame = new Rectangle();\n this.bindingSourceFrame = new Rectangle();\n this.bindingDestinationFrame = new Rectangle();\n this.filters = [];\n this.transform = null;\n }\n /** Clears the state */\n FilterState.prototype.clear = function () {\n this.target = null;\n this.filters = null;\n this.renderTexture = null;\n };\n return FilterState;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\nvar tempMatrix$2 = new Matrix();\n/**\n * System plugin to the renderer to manage filters.\n *\n * ## Pipeline\n *\n * The FilterSystem executes the filtering pipeline by rendering the display-object into a texture, applying its\n * [filters]{@link PIXI.Filter} in series, and the last filter outputs into the final render-target.\n *\n * The filter-frame is the rectangle in world space being filtered, and those contents are mapped into\n * `(0, 0, filterFrame.width, filterFrame.height)` into the filter render-texture. The filter-frame is also called\n * the source-frame, as it is used to bind the filter render-textures. The last filter outputs to the `filterFrame`\n * in the final render-target.\n *\n * ## Usage\n *\n * {@link PIXI.Container#renderAdvanced} is an example of how to use the filter system. It is a 3 step process:\n *\n * **push**: Use {@link PIXI.FilterSystem#push} to push the set of filters to be applied on a filter-target.\n * **render**: Render the contents to be filtered using the renderer. The filter-system will only capture the contents\n * inside the bounds of the filter-target. NOTE: Using {@link PIXI.Renderer#render} is\n * illegal during an existing render cycle, and it may reset the filter system.\n * **pop**: Use {@link PIXI.FilterSystem#pop} to pop & execute the filters you initially pushed. It will apply them\n * serially and output to the bounds of the filter-target.\n * @memberof PIXI\n */\nvar FilterSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function FilterSystem(renderer) {\n this.renderer = renderer;\n this.defaultFilterStack = [{}];\n this.texturePool = new RenderTexturePool();\n this.texturePool.setScreenSize(renderer.view);\n this.statePool = [];\n this.quad = new Quad();\n this.quadUv = new QuadUv();\n this.tempRect = new Rectangle();\n this.activeState = {};\n this.globalUniforms = new UniformGroup({\n outputFrame: new Rectangle(),\n inputSize: new Float32Array(4),\n inputPixel: new Float32Array(4),\n inputClamp: new Float32Array(4),\n resolution: 1,\n // legacy variables\n filterArea: new Float32Array(4),\n filterClamp: new Float32Array(4),\n }, true);\n this.forceClear = false;\n this.useMaxPadding = false;\n }\n /**\n * Pushes a set of filters to be applied later to the system. This will redirect further rendering into an\n * input render-texture for the rest of the filtering pipeline.\n * @param {PIXI.DisplayObject} target - The target of the filter to render.\n * @param filters - The filters to apply.\n */\n FilterSystem.prototype.push = function (target, filters) {\n var _a, _b;\n var renderer = this.renderer;\n var filterStack = this.defaultFilterStack;\n var state = this.statePool.pop() || new FilterState();\n var renderTextureSystem = this.renderer.renderTexture;\n var resolution = filters[0].resolution;\n var multisample = filters[0].multisample;\n var padding = filters[0].padding;\n var autoFit = filters[0].autoFit;\n // We don't know whether it's a legacy filter until it was bound for the first time,\n // therefore we have to assume that it is if legacy is undefined.\n var legacy = (_a = filters[0].legacy) !== null && _a !== void 0 ? _a : true;\n for (var i = 1; i < filters.length; i++) {\n var filter = filters[i];\n // let's use the lowest resolution\n resolution = Math.min(resolution, filter.resolution);\n // let's use the lowest number of samples\n multisample = Math.min(multisample, filter.multisample);\n // figure out the padding required for filters\n padding = this.useMaxPadding\n // old behavior: use largest amount of padding!\n ? Math.max(padding, filter.padding)\n // new behavior: sum the padding\n : padding + filter.padding;\n // only auto fit if all filters are autofit\n autoFit = autoFit && filter.autoFit;\n legacy = legacy || ((_b = filter.legacy) !== null && _b !== void 0 ? _b : true);\n }\n if (filterStack.length === 1) {\n this.defaultFilterStack[0].renderTexture = renderTextureSystem.current;\n }\n filterStack.push(state);\n state.resolution = resolution;\n state.multisample = multisample;\n state.legacy = legacy;\n state.target = target;\n state.sourceFrame.copyFrom(target.filterArea || target.getBounds(true));\n state.sourceFrame.pad(padding);\n var sourceFrameProjected = this.tempRect.copyFrom(renderTextureSystem.sourceFrame);\n // Project source frame into world space (if projection is applied)\n if (renderer.projection.transform) {\n this.transformAABB(tempMatrix$2.copyFrom(renderer.projection.transform).invert(), sourceFrameProjected);\n }\n if (autoFit) {\n state.sourceFrame.fit(sourceFrameProjected);\n if (state.sourceFrame.width <= 0 || state.sourceFrame.height <= 0) {\n state.sourceFrame.width = 0;\n state.sourceFrame.height = 0;\n }\n }\n else if (!state.sourceFrame.intersects(sourceFrameProjected)) {\n state.sourceFrame.width = 0;\n state.sourceFrame.height = 0;\n }\n // Round sourceFrame in screen space based on render-texture.\n this.roundFrame(state.sourceFrame, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform);\n state.renderTexture = this.getOptimalFilterTexture(state.sourceFrame.width, state.sourceFrame.height, resolution, multisample);\n state.filters = filters;\n state.destinationFrame.width = state.renderTexture.width;\n state.destinationFrame.height = state.renderTexture.height;\n var destinationFrame = this.tempRect;\n destinationFrame.x = 0;\n destinationFrame.y = 0;\n destinationFrame.width = state.sourceFrame.width;\n destinationFrame.height = state.sourceFrame.height;\n state.renderTexture.filterFrame = state.sourceFrame;\n state.bindingSourceFrame.copyFrom(renderTextureSystem.sourceFrame);\n state.bindingDestinationFrame.copyFrom(renderTextureSystem.destinationFrame);\n state.transform = renderer.projection.transform;\n renderer.projection.transform = null;\n renderTextureSystem.bind(state.renderTexture, state.sourceFrame, destinationFrame);\n renderer.framebuffer.clear(0, 0, 0, 0);\n };\n /** Pops off the filter and applies it. */\n FilterSystem.prototype.pop = function () {\n var filterStack = this.defaultFilterStack;\n var state = filterStack.pop();\n var filters = state.filters;\n this.activeState = state;\n var globalUniforms = this.globalUniforms.uniforms;\n globalUniforms.outputFrame = state.sourceFrame;\n globalUniforms.resolution = state.resolution;\n var inputSize = globalUniforms.inputSize;\n var inputPixel = globalUniforms.inputPixel;\n var inputClamp = globalUniforms.inputClamp;\n inputSize[0] = state.destinationFrame.width;\n inputSize[1] = state.destinationFrame.height;\n inputSize[2] = 1.0 / inputSize[0];\n inputSize[3] = 1.0 / inputSize[1];\n inputPixel[0] = Math.round(inputSize[0] * state.resolution);\n inputPixel[1] = Math.round(inputSize[1] * state.resolution);\n inputPixel[2] = 1.0 / inputPixel[0];\n inputPixel[3] = 1.0 / inputPixel[1];\n inputClamp[0] = 0.5 * inputPixel[2];\n inputClamp[1] = 0.5 * inputPixel[3];\n inputClamp[2] = (state.sourceFrame.width * inputSize[2]) - (0.5 * inputPixel[2]);\n inputClamp[3] = (state.sourceFrame.height * inputSize[3]) - (0.5 * inputPixel[3]);\n // only update the rect if its legacy..\n if (state.legacy) {\n var filterArea = globalUniforms.filterArea;\n filterArea[0] = state.destinationFrame.width;\n filterArea[1] = state.destinationFrame.height;\n filterArea[2] = state.sourceFrame.x;\n filterArea[3] = state.sourceFrame.y;\n globalUniforms.filterClamp = globalUniforms.inputClamp;\n }\n this.globalUniforms.update();\n var lastState = filterStack[filterStack.length - 1];\n this.renderer.framebuffer.blit();\n if (filters.length === 1) {\n filters[0].apply(this, state.renderTexture, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n this.returnFilterTexture(state.renderTexture);\n }\n else {\n var flip = state.renderTexture;\n var flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution);\n flop.filterFrame = flip.filterFrame;\n var i = 0;\n for (i = 0; i < filters.length - 1; ++i) {\n if (i === 1 && state.multisample > 1) {\n flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution);\n flop.filterFrame = flip.filterFrame;\n }\n filters[i].apply(this, flip, flop, CLEAR_MODES.CLEAR, state);\n var t = flip;\n flip = flop;\n flop = t;\n }\n filters[i].apply(this, flip, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n if (i > 1 && state.multisample > 1) {\n this.returnFilterTexture(state.renderTexture);\n }\n this.returnFilterTexture(flip);\n this.returnFilterTexture(flop);\n }\n // lastState.renderTexture is blitted when lastState is popped\n state.clear();\n this.statePool.push(state);\n };\n /**\n * Binds a renderTexture with corresponding `filterFrame`, clears it if mode corresponds.\n * @param filterTexture - renderTexture to bind, should belong to filter pool or filter stack\n * @param clearMode - clearMode, by default its CLEAR/YES. See {@link PIXI.CLEAR_MODES}\n */\n FilterSystem.prototype.bindAndClear = function (filterTexture, clearMode) {\n if (clearMode === void 0) { clearMode = CLEAR_MODES.CLEAR; }\n var _a = this.renderer, renderTextureSystem = _a.renderTexture, stateSystem = _a.state;\n if (filterTexture === this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) {\n // Restore projection transform if rendering into the output render-target.\n this.renderer.projection.transform = this.activeState.transform;\n }\n else {\n // Prevent projection within filtering pipeline.\n this.renderer.projection.transform = null;\n }\n if (filterTexture && filterTexture.filterFrame) {\n var destinationFrame = this.tempRect;\n destinationFrame.x = 0;\n destinationFrame.y = 0;\n destinationFrame.width = filterTexture.filterFrame.width;\n destinationFrame.height = filterTexture.filterFrame.height;\n renderTextureSystem.bind(filterTexture, filterTexture.filterFrame, destinationFrame);\n }\n else if (filterTexture !== this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) {\n renderTextureSystem.bind(filterTexture);\n }\n else {\n // Restore binding for output render-target.\n this.renderer.renderTexture.bind(filterTexture, this.activeState.bindingSourceFrame, this.activeState.bindingDestinationFrame);\n }\n // Clear the texture in BLIT mode if blending is disabled or the forceClear flag is set. The blending\n // is stored in the 0th bit of the state.\n var autoClear = (stateSystem.stateId & 1) || this.forceClear;\n if (clearMode === CLEAR_MODES.CLEAR\n || (clearMode === CLEAR_MODES.BLIT && autoClear)) {\n // Use framebuffer.clear because we want to clear the whole filter texture, not just the filtering\n // area over which the shaders are run. This is because filters may sampling outside of it (e.g. blur)\n // instead of clamping their arithmetic.\n this.renderer.framebuffer.clear(0, 0, 0, 0);\n }\n };\n /**\n * Draws a filter using the default rendering process.\n *\n * This should be called only by {@link Filter#apply}.\n * @param filter - The filter to draw.\n * @param input - The input render target.\n * @param output - The target to output to.\n * @param clearMode - Should the output be cleared before rendering to it\n */\n FilterSystem.prototype.applyFilter = function (filter, input, output, clearMode) {\n var renderer = this.renderer;\n // Set state before binding, so bindAndClear gets the blend mode.\n renderer.state.set(filter.state);\n this.bindAndClear(output, clearMode);\n // set the uniforms..\n filter.uniforms.uSampler = input;\n filter.uniforms.filterGlobals = this.globalUniforms;\n // TODO make it so that the order of this does not matter..\n // because it does at the moment cos of global uniforms.\n // they need to get resynced\n renderer.shader.bind(filter);\n // check to see if the filter is a legacy one..\n filter.legacy = !!filter.program.attributeData.aTextureCoord;\n if (filter.legacy) {\n this.quadUv.map(input._frame, input.filterFrame);\n renderer.geometry.bind(this.quadUv);\n renderer.geometry.draw(DRAW_MODES.TRIANGLES);\n }\n else {\n renderer.geometry.bind(this.quad);\n renderer.geometry.draw(DRAW_MODES.TRIANGLE_STRIP);\n }\n };\n /**\n * Multiply _input normalized coordinates_ to this matrix to get _sprite texture normalized coordinates_.\n *\n * Use `outputMatrix * vTextureCoord` in the shader.\n * @param outputMatrix - The matrix to output to.\n * @param {PIXI.Sprite} sprite - The sprite to map to.\n * @returns The mapped matrix.\n */\n FilterSystem.prototype.calculateSpriteMatrix = function (outputMatrix, sprite) {\n var _a = this.activeState, sourceFrame = _a.sourceFrame, destinationFrame = _a.destinationFrame;\n var orig = sprite._texture.orig;\n var mappedMatrix = outputMatrix.set(destinationFrame.width, 0, 0, destinationFrame.height, sourceFrame.x, sourceFrame.y);\n var worldTransform = sprite.worldTransform.copyTo(Matrix.TEMP_MATRIX);\n worldTransform.invert();\n mappedMatrix.prepend(worldTransform);\n mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height);\n mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y);\n return mappedMatrix;\n };\n /** Destroys this Filter System. */\n FilterSystem.prototype.destroy = function () {\n this.renderer = null;\n // Those textures has to be destroyed by RenderTextureSystem or FramebufferSystem\n this.texturePool.clear(false);\n };\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n * @param minWidth - The minimum width of the render texture in real pixels.\n * @param minHeight - The minimum height of the render texture in real pixels.\n * @param resolution - The resolution of the render texture.\n * @param multisample - Number of samples of the render texture.\n * @returns - The new render texture.\n */\n FilterSystem.prototype.getOptimalFilterTexture = function (minWidth, minHeight, resolution, multisample) {\n if (resolution === void 0) { resolution = 1; }\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n return this.texturePool.getOptimalTexture(minWidth, minHeight, resolution, multisample);\n };\n /**\n * Gets extra render texture to use inside current filter\n * To be compliant with older filters, you can use params in any order\n * @param input - renderTexture from which size and resolution will be copied\n * @param resolution - override resolution of the renderTexture\n * @param multisample - number of samples of the renderTexture\n */\n FilterSystem.prototype.getFilterTexture = function (input, resolution, multisample) {\n if (typeof input === 'number') {\n var swap = input;\n input = resolution;\n resolution = swap;\n }\n input = input || this.activeState.renderTexture;\n var filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE);\n filterTexture.filterFrame = input.filterFrame;\n return filterTexture;\n };\n /**\n * Frees a render texture back into the pool.\n * @param renderTexture - The renderTarget to free\n */\n FilterSystem.prototype.returnFilterTexture = function (renderTexture) {\n this.texturePool.returnTexture(renderTexture);\n };\n /** Empties the texture pool. */\n FilterSystem.prototype.emptyPool = function () {\n this.texturePool.clear(true);\n };\n /** Calls `texturePool.resize()`, affects fullScreen renderTextures. */\n FilterSystem.prototype.resize = function () {\n this.texturePool.setScreenSize(this.renderer.view);\n };\n /**\n * @param matrix - first param\n * @param rect - second param\n */\n FilterSystem.prototype.transformAABB = function (matrix, rect) {\n var lt = tempPoints[0];\n var lb = tempPoints[1];\n var rt = tempPoints[2];\n var rb = tempPoints[3];\n lt.set(rect.left, rect.top);\n lb.set(rect.left, rect.bottom);\n rt.set(rect.right, rect.top);\n rb.set(rect.right, rect.bottom);\n matrix.apply(lt, lt);\n matrix.apply(lb, lb);\n matrix.apply(rt, rt);\n matrix.apply(rb, rb);\n var x0 = Math.min(lt.x, lb.x, rt.x, rb.x);\n var y0 = Math.min(lt.y, lb.y, rt.y, rb.y);\n var x1 = Math.max(lt.x, lb.x, rt.x, rb.x);\n var y1 = Math.max(lt.y, lb.y, rt.y, rb.y);\n rect.x = x0;\n rect.y = y0;\n rect.width = x1 - x0;\n rect.height = y1 - y0;\n };\n FilterSystem.prototype.roundFrame = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) {\n if (frame.width <= 0 || frame.height <= 0 || bindingSourceFrame.width <= 0 || bindingSourceFrame.height <= 0) {\n return;\n }\n if (transform) {\n var a = transform.a, b = transform.b, c = transform.c, d = transform.d;\n // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation\n // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0).\n if ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4)\n && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4)) {\n return;\n }\n }\n transform = transform ? tempMatrix$2.copyFrom(transform) : tempMatrix$2.identity();\n // Get forward transform from world space to screen space\n transform\n .translate(-bindingSourceFrame.x, -bindingSourceFrame.y)\n .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height)\n .translate(bindingDestinationFrame.x, bindingDestinationFrame.y);\n // Convert frame to screen space\n this.transformAABB(transform, frame);\n // Round frame in screen space\n frame.ceil(resolution);\n // Project back into world space.\n this.transformAABB(transform.invert(), frame);\n };\n return FilterSystem;\n}());\n\n/**\n * Base for a common object renderer that can be used as a\n * system renderer plugin.\n * @memberof PIXI\n */\nvar ObjectRenderer = /** @class */ (function () {\n /**\n * @param renderer - The renderer this manager works for.\n */\n function ObjectRenderer(renderer) {\n this.renderer = renderer;\n }\n /** Stub method that should be used to empty the current batch by rendering objects now. */\n ObjectRenderer.prototype.flush = function () {\n // flush!\n };\n /** Generic destruction method that frees all resources. This should be called by subclasses. */\n ObjectRenderer.prototype.destroy = function () {\n this.renderer = null;\n };\n /**\n * Stub method that initializes any state required before\n * rendering starts. It is different from the `prerender`\n * signal, which occurs every frame, in that it is called\n * whenever an object requests _this_ renderer specifically.\n */\n ObjectRenderer.prototype.start = function () {\n // set the shader..\n };\n /** Stops the renderer. It should free up any state and become dormant. */\n ObjectRenderer.prototype.stop = function () {\n this.flush();\n };\n /**\n * Keeps the object to render. It doesn't have to be\n * rendered immediately.\n * @param {PIXI.DisplayObject} _object - The object to render.\n */\n ObjectRenderer.prototype.render = function (_object) {\n // render the object\n };\n return ObjectRenderer;\n}());\n\n/**\n * System plugin to the renderer to manage batching.\n * @memberof PIXI\n */\nvar BatchSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function BatchSystem(renderer) {\n this.renderer = renderer;\n this.emptyRenderer = new ObjectRenderer(renderer);\n this.currentRenderer = this.emptyRenderer;\n }\n /**\n * Changes the current renderer to the one given in parameter\n * @param objectRenderer - The object renderer to use.\n */\n BatchSystem.prototype.setObjectRenderer = function (objectRenderer) {\n if (this.currentRenderer === objectRenderer) {\n return;\n }\n this.currentRenderer.stop();\n this.currentRenderer = objectRenderer;\n this.currentRenderer.start();\n };\n /**\n * This should be called if you wish to do some custom rendering\n * It will basically render anything that may be batched up such as sprites\n */\n BatchSystem.prototype.flush = function () {\n this.setObjectRenderer(this.emptyRenderer);\n };\n /** Reset the system to an empty renderer */\n BatchSystem.prototype.reset = function () {\n this.setObjectRenderer(this.emptyRenderer);\n };\n /**\n * Handy function for batch renderers: copies bound textures in first maxTextures locations to array\n * sets actual _batchLocation for them\n * @param arr - arr copy destination\n * @param maxTextures - number of copied elements\n */\n BatchSystem.prototype.copyBoundTextures = function (arr, maxTextures) {\n var boundTextures = this.renderer.texture.boundTextures;\n for (var i = maxTextures - 1; i >= 0; --i) {\n arr[i] = boundTextures[i] || null;\n if (arr[i]) {\n arr[i]._batchLocation = i;\n }\n }\n };\n /**\n * Assigns batch locations to textures in array based on boundTextures state.\n * All textures in texArray should have `_batchEnabled = _batchId`,\n * and their count should be less than `maxTextures`.\n * @param texArray - textures to bound\n * @param boundTextures - current state of bound textures\n * @param batchId - marker for _batchEnabled param of textures in texArray\n * @param maxTextures - number of texture locations to manipulate\n */\n BatchSystem.prototype.boundArray = function (texArray, boundTextures, batchId, maxTextures) {\n var elements = texArray.elements, ids = texArray.ids, count = texArray.count;\n var j = 0;\n for (var i = 0; i < count; i++) {\n var tex = elements[i];\n var loc = tex._batchLocation;\n if (loc >= 0 && loc < maxTextures\n && boundTextures[loc] === tex) {\n ids[i] = loc;\n continue;\n }\n while (j < maxTextures) {\n var bound = boundTextures[j];\n if (bound && bound._batchEnabled === batchId\n && bound._batchLocation === j) {\n j++;\n continue;\n }\n ids[i] = j;\n tex._batchLocation = j;\n boundTextures[j] = tex;\n break;\n }\n }\n };\n /**\n * @ignore\n */\n BatchSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return BatchSystem;\n}());\n\nvar CONTEXT_UID_COUNTER = 0;\n/**\n * System plugin to the renderer to manage the context.\n * @memberof PIXI\n */\nvar ContextSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ContextSystem(renderer) {\n this.renderer = renderer;\n this.webGLVersion = 1;\n this.extensions = {};\n this.supports = {\n uint32Indices: false,\n };\n // Bind functions\n this.handleContextLost = this.handleContextLost.bind(this);\n this.handleContextRestored = this.handleContextRestored.bind(this);\n renderer.view.addEventListener('webglcontextlost', this.handleContextLost, false);\n renderer.view.addEventListener('webglcontextrestored', this.handleContextRestored, false);\n }\n Object.defineProperty(ContextSystem.prototype, \"isLost\", {\n /**\n * `true` if the context is lost\n * @readonly\n */\n get: function () {\n return (!this.gl || this.gl.isContextLost());\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Handles the context change event.\n * @param {WebGLRenderingContext} gl - New WebGL context.\n */\n ContextSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n // restore a context if it was previously lost\n if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) {\n gl.getExtension('WEBGL_lose_context').restoreContext();\n }\n };\n /**\n * Initializes the context.\n * @protected\n * @param {WebGLRenderingContext} gl - WebGL context\n */\n ContextSystem.prototype.initFromContext = function (gl) {\n this.gl = gl;\n this.validateContext(gl);\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n this.renderer.runners.contextChange.emit(gl);\n };\n /**\n * Initialize from context options\n * @protected\n * @see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext\n * @param {object} options - context attributes\n */\n ContextSystem.prototype.initFromOptions = function (options) {\n var gl = this.createContext(this.renderer.view, options);\n this.initFromContext(gl);\n };\n /**\n * Helper class to create a WebGL Context\n * @param canvas - the canvas element that we will get the context from\n * @param options - An options object that gets passed in to the canvas element containing the\n * context attributes\n * @see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext\n * @returns {WebGLRenderingContext} the WebGL context\n */\n ContextSystem.prototype.createContext = function (canvas, options) {\n var gl;\n if (settings.PREFER_ENV >= ENV.WEBGL2) {\n gl = canvas.getContext('webgl2', options);\n }\n if (gl) {\n this.webGLVersion = 2;\n }\n else {\n this.webGLVersion = 1;\n gl = canvas.getContext('webgl', options) || canvas.getContext('experimental-webgl', options);\n if (!gl) {\n // fail, not able to get a context\n throw new Error('This browser does not support WebGL. Try using the canvas renderer');\n }\n }\n this.gl = gl;\n this.getExtensions();\n return this.gl;\n };\n /** Auto-populate the {@link PIXI.ContextSystem.extensions extensions}. */\n ContextSystem.prototype.getExtensions = function () {\n // time to set up default extensions that Pixi uses.\n var gl = this.gl;\n var common = {\n anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'),\n floatTextureLinear: gl.getExtension('OES_texture_float_linear'),\n s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'),\n s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'),\n etc: gl.getExtension('WEBGL_compressed_texture_etc'),\n etc1: gl.getExtension('WEBGL_compressed_texture_etc1'),\n pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc')\n || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'),\n atc: gl.getExtension('WEBGL_compressed_texture_atc'),\n astc: gl.getExtension('WEBGL_compressed_texture_astc')\n };\n if (this.webGLVersion === 1) {\n Object.assign(this.extensions, common, {\n drawBuffers: gl.getExtension('WEBGL_draw_buffers'),\n depthTexture: gl.getExtension('WEBGL_depth_texture'),\n loseContext: gl.getExtension('WEBGL_lose_context'),\n vertexArrayObject: gl.getExtension('OES_vertex_array_object')\n || gl.getExtension('MOZ_OES_vertex_array_object')\n || gl.getExtension('WEBKIT_OES_vertex_array_object'),\n uint32ElementIndex: gl.getExtension('OES_element_index_uint'),\n // Floats and half-floats\n floatTexture: gl.getExtension('OES_texture_float'),\n floatTextureLinear: gl.getExtension('OES_texture_float_linear'),\n textureHalfFloat: gl.getExtension('OES_texture_half_float'),\n textureHalfFloatLinear: gl.getExtension('OES_texture_half_float_linear'),\n });\n }\n else if (this.webGLVersion === 2) {\n Object.assign(this.extensions, common, {\n // Floats and half-floats\n colorBufferFloat: gl.getExtension('EXT_color_buffer_float')\n });\n }\n };\n /**\n * Handles a lost webgl context\n * @param {WebGLContextEvent} event - The context lost event.\n */\n ContextSystem.prototype.handleContextLost = function (event) {\n event.preventDefault();\n };\n /** Handles a restored webgl context. */\n ContextSystem.prototype.handleContextRestored = function () {\n this.renderer.runners.contextChange.emit(this.gl);\n };\n ContextSystem.prototype.destroy = function () {\n var view = this.renderer.view;\n this.renderer = null;\n // remove listeners\n view.removeEventListener('webglcontextlost', this.handleContextLost);\n view.removeEventListener('webglcontextrestored', this.handleContextRestored);\n this.gl.useProgram(null);\n if (this.extensions.loseContext) {\n this.extensions.loseContext.loseContext();\n }\n };\n /** Handle the post-render runner event. */\n ContextSystem.prototype.postrender = function () {\n if (this.renderer.renderingToScreen) {\n this.gl.flush();\n }\n };\n /**\n * Validate context.\n * @param {WebGLRenderingContext} gl - Render context.\n */\n ContextSystem.prototype.validateContext = function (gl) {\n var attributes = gl.getContextAttributes();\n var isWebGl2 = 'WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext;\n if (isWebGl2) {\n this.webGLVersion = 2;\n }\n // this is going to be fairly simple for now.. but at least we have room to grow!\n if (attributes && !attributes.stencil) {\n /* eslint-disable max-len, no-console */\n console.warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly');\n /* eslint-enable max-len, no-console */\n }\n var hasuint32 = isWebGl2 || !!gl.getExtension('OES_element_index_uint');\n this.supports.uint32Indices = hasuint32;\n if (!hasuint32) {\n /* eslint-disable max-len, no-console */\n console.warn('Provided WebGL context does not support 32 index buffer, complex graphics may not render correctly');\n /* eslint-enable max-len, no-console */\n }\n };\n return ContextSystem;\n}());\n\n/**\n * Internal framebuffer for WebGL context.\n * @memberof PIXI\n */\nvar GLFramebuffer = /** @class */ (function () {\n function GLFramebuffer(framebuffer) {\n this.framebuffer = framebuffer;\n this.stencil = null;\n this.dirtyId = -1;\n this.dirtyFormat = -1;\n this.dirtySize = -1;\n this.multisample = MSAA_QUALITY.NONE;\n this.msaaBuffer = null;\n this.blitFramebuffer = null;\n this.mipLevel = 0;\n }\n return GLFramebuffer;\n}());\n\nvar tempRectangle = new Rectangle();\n/**\n * System plugin to the renderer to manage framebuffers.\n * @memberof PIXI\n */\nvar FramebufferSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function FramebufferSystem(renderer) {\n this.renderer = renderer;\n this.managedFramebuffers = [];\n this.unknownFramebuffer = new Framebuffer(10, 10);\n this.msaaSamples = null;\n }\n /** Sets up the renderer context and necessary buffers. */\n FramebufferSystem.prototype.contextChange = function () {\n var gl = this.gl = this.renderer.gl;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n this.hasMRT = true;\n this.writeDepthTexture = true;\n this.disposeAll(true);\n // webgl2\n if (this.renderer.context.webGLVersion === 1) {\n // webgl 1!\n var nativeDrawBuffersExtension_1 = this.renderer.context.extensions.drawBuffers;\n var nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n nativeDrawBuffersExtension_1 = null;\n nativeDepthTextureExtension = null;\n }\n if (nativeDrawBuffersExtension_1) {\n gl.drawBuffers = function (activeTextures) {\n return nativeDrawBuffersExtension_1.drawBuffersWEBGL(activeTextures);\n };\n }\n else {\n this.hasMRT = false;\n gl.drawBuffers = function () {\n // empty\n };\n }\n if (!nativeDepthTextureExtension) {\n this.writeDepthTexture = false;\n }\n }\n else {\n // WebGL2\n // cache possible MSAA samples\n this.msaaSamples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES);\n }\n };\n /**\n * Bind a framebuffer.\n * @param framebuffer\n * @param frame - frame, default is framebuffer size\n * @param mipLevel - optional mip level to set on the framebuffer - defaults to 0\n */\n FramebufferSystem.prototype.bind = function (framebuffer, frame, mipLevel) {\n if (mipLevel === void 0) { mipLevel = 0; }\n var gl = this.gl;\n if (framebuffer) {\n // TODO caching layer!\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID] || this.initFramebuffer(framebuffer);\n if (this.current !== framebuffer) {\n this.current = framebuffer;\n gl.bindFramebuffer(gl.FRAMEBUFFER, fbo.framebuffer);\n }\n // make sure all textures are unbound..\n if (fbo.mipLevel !== mipLevel) {\n framebuffer.dirtyId++;\n framebuffer.dirtyFormat++;\n fbo.mipLevel = mipLevel;\n }\n // now check for updates...\n if (fbo.dirtyId !== framebuffer.dirtyId) {\n fbo.dirtyId = framebuffer.dirtyId;\n if (fbo.dirtyFormat !== framebuffer.dirtyFormat) {\n fbo.dirtyFormat = framebuffer.dirtyFormat;\n fbo.dirtySize = framebuffer.dirtySize;\n this.updateFramebuffer(framebuffer, mipLevel);\n }\n else if (fbo.dirtySize !== framebuffer.dirtySize) {\n fbo.dirtySize = framebuffer.dirtySize;\n this.resizeFramebuffer(framebuffer);\n }\n }\n for (var i = 0; i < framebuffer.colorTextures.length; i++) {\n var tex = framebuffer.colorTextures[i];\n this.renderer.texture.unbind(tex.parentTextureArray || tex);\n }\n if (framebuffer.depthTexture) {\n this.renderer.texture.unbind(framebuffer.depthTexture);\n }\n if (frame) {\n var mipWidth = (frame.width >> mipLevel);\n var mipHeight = (frame.height >> mipLevel);\n var scale = mipWidth / frame.width;\n this.setViewport(frame.x * scale, frame.y * scale, mipWidth, mipHeight);\n }\n else {\n var mipWidth = (framebuffer.width >> mipLevel);\n var mipHeight = (framebuffer.height >> mipLevel);\n this.setViewport(0, 0, mipWidth, mipHeight);\n }\n }\n else {\n if (this.current) {\n this.current = null;\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n }\n if (frame) {\n this.setViewport(frame.x, frame.y, frame.width, frame.height);\n }\n else {\n this.setViewport(0, 0, this.renderer.width, this.renderer.height);\n }\n }\n };\n /**\n * Set the WebGLRenderingContext's viewport.\n * @param x - X position of viewport\n * @param y - Y position of viewport\n * @param width - Width of viewport\n * @param height - Height of viewport\n */\n FramebufferSystem.prototype.setViewport = function (x, y, width, height) {\n var v = this.viewport;\n x = Math.round(x);\n y = Math.round(y);\n width = Math.round(width);\n height = Math.round(height);\n if (v.width !== width || v.height !== height || v.x !== x || v.y !== y) {\n v.x = x;\n v.y = y;\n v.width = width;\n v.height = height;\n this.gl.viewport(x, y, width, height);\n }\n };\n Object.defineProperty(FramebufferSystem.prototype, \"size\", {\n /**\n * Get the size of the current width and height. Returns object with `width` and `height` values.\n * @readonly\n */\n get: function () {\n if (this.current) {\n // TODO store temp\n return { x: 0, y: 0, width: this.current.width, height: this.current.height };\n }\n return { x: 0, y: 0, width: this.renderer.width, height: this.renderer.height };\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Clear the color of the context\n * @param r - Red value from 0 to 1\n * @param g - Green value from 0 to 1\n * @param b - Blue value from 0 to 1\n * @param a - Alpha value from 0 to 1\n * @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks\n * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.\n */\n FramebufferSystem.prototype.clear = function (r, g, b, a, mask) {\n if (mask === void 0) { mask = BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH; }\n var gl = this.gl;\n // TODO clear color can be set only one right?\n gl.clearColor(r, g, b, a);\n gl.clear(mask);\n };\n /**\n * Initialize framebuffer for this context\n * @protected\n * @param framebuffer\n * @returns - created GLFramebuffer\n */\n FramebufferSystem.prototype.initFramebuffer = function (framebuffer) {\n var gl = this.gl;\n var fbo = new GLFramebuffer(gl.createFramebuffer());\n fbo.multisample = this.detectSamples(framebuffer.multisample);\n framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo;\n this.managedFramebuffers.push(framebuffer);\n framebuffer.disposeRunner.add(this);\n return fbo;\n };\n /**\n * Resize the framebuffer\n * @param framebuffer\n * @protected\n */\n FramebufferSystem.prototype.resizeFramebuffer = function (framebuffer) {\n var gl = this.gl;\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n if (fbo.msaaBuffer) {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height);\n }\n if (fbo.stencil) {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n }\n var colorTextures = framebuffer.colorTextures;\n var count = colorTextures.length;\n if (!gl.drawBuffers) {\n count = Math.min(count, 1);\n }\n for (var i = 0; i < count; i++) {\n var texture = colorTextures[i];\n var parentTexture = texture.parentTextureArray || texture;\n this.renderer.texture.bind(parentTexture, 0);\n }\n if (framebuffer.depthTexture && this.writeDepthTexture) {\n this.renderer.texture.bind(framebuffer.depthTexture, 0);\n }\n };\n /**\n * Update the framebuffer\n * @param framebuffer\n * @param mipLevel\n * @protected\n */\n FramebufferSystem.prototype.updateFramebuffer = function (framebuffer, mipLevel) {\n var gl = this.gl;\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n // bind the color texture\n var colorTextures = framebuffer.colorTextures;\n var count = colorTextures.length;\n if (!gl.drawBuffers) {\n count = Math.min(count, 1);\n }\n if (fbo.multisample > 1 && this.canMultisampleFramebuffer(framebuffer)) {\n fbo.msaaBuffer = fbo.msaaBuffer || gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height);\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, fbo.msaaBuffer);\n }\n else if (fbo.msaaBuffer) {\n gl.deleteRenderbuffer(fbo.msaaBuffer);\n fbo.msaaBuffer = null;\n if (fbo.blitFramebuffer) {\n fbo.blitFramebuffer.dispose();\n fbo.blitFramebuffer = null;\n }\n }\n var activeTextures = [];\n for (var i = 0; i < count; i++) {\n var texture = colorTextures[i];\n var parentTexture = texture.parentTextureArray || texture;\n this.renderer.texture.bind(parentTexture, 0);\n if (i === 0 && fbo.msaaBuffer) {\n continue;\n }\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, texture.target, parentTexture._glTextures[this.CONTEXT_UID].texture, mipLevel);\n activeTextures.push(gl.COLOR_ATTACHMENT0 + i);\n }\n if (activeTextures.length > 1) {\n gl.drawBuffers(activeTextures);\n }\n if (framebuffer.depthTexture) {\n var writeDepthTexture = this.writeDepthTexture;\n if (writeDepthTexture) {\n var depthTexture = framebuffer.depthTexture;\n this.renderer.texture.bind(depthTexture, 0);\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._glTextures[this.CONTEXT_UID].texture, mipLevel);\n }\n }\n if ((framebuffer.stencil || framebuffer.depth) && !(framebuffer.depthTexture && this.writeDepthTexture)) {\n fbo.stencil = fbo.stencil || gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, fbo.stencil);\n }\n else if (fbo.stencil) {\n gl.deleteRenderbuffer(fbo.stencil);\n fbo.stencil = null;\n }\n };\n /**\n * Returns true if the frame buffer can be multisampled.\n * @param framebuffer\n */\n FramebufferSystem.prototype.canMultisampleFramebuffer = function (framebuffer) {\n return this.renderer.context.webGLVersion !== 1\n && framebuffer.colorTextures.length <= 1 && !framebuffer.depthTexture;\n };\n /**\n * Detects number of samples that is not more than a param but as close to it as possible\n * @param samples - number of samples\n * @returns - recommended number of samples\n */\n FramebufferSystem.prototype.detectSamples = function (samples) {\n var msaaSamples = this.msaaSamples;\n var res = MSAA_QUALITY.NONE;\n if (samples <= 1 || msaaSamples === null) {\n return res;\n }\n for (var i = 0; i < msaaSamples.length; i++) {\n if (msaaSamples[i] <= samples) {\n res = msaaSamples[i];\n break;\n }\n }\n if (res === 1) {\n res = MSAA_QUALITY.NONE;\n }\n return res;\n };\n /**\n * Only works with WebGL2\n *\n * blits framebuffer to another of the same or bigger size\n * after that target framebuffer is bound\n *\n * Fails with WebGL warning if blits multisample framebuffer to different size\n * @param framebuffer - by default it blits \"into itself\", from renderBuffer to texture.\n * @param sourcePixels - source rectangle in pixels\n * @param destPixels - dest rectangle in pixels, assumed to be the same as sourcePixels\n */\n FramebufferSystem.prototype.blit = function (framebuffer, sourcePixels, destPixels) {\n var _a = this, current = _a.current, renderer = _a.renderer, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n if (renderer.context.webGLVersion !== 2) {\n return;\n }\n if (!current) {\n return;\n }\n var fbo = current.glFramebuffers[CONTEXT_UID];\n if (!fbo) {\n return;\n }\n if (!framebuffer) {\n if (!fbo.msaaBuffer) {\n return;\n }\n var colorTexture = current.colorTextures[0];\n if (!colorTexture) {\n return;\n }\n if (!fbo.blitFramebuffer) {\n fbo.blitFramebuffer = new Framebuffer(current.width, current.height);\n fbo.blitFramebuffer.addColorTexture(0, colorTexture);\n }\n framebuffer = fbo.blitFramebuffer;\n if (framebuffer.colorTextures[0] !== colorTexture) {\n framebuffer.colorTextures[0] = colorTexture;\n framebuffer.dirtyId++;\n framebuffer.dirtyFormat++;\n }\n if (framebuffer.width !== current.width || framebuffer.height !== current.height) {\n framebuffer.width = current.width;\n framebuffer.height = current.height;\n framebuffer.dirtyId++;\n framebuffer.dirtySize++;\n }\n }\n if (!sourcePixels) {\n sourcePixels = tempRectangle;\n sourcePixels.width = current.width;\n sourcePixels.height = current.height;\n }\n if (!destPixels) {\n destPixels = sourcePixels;\n }\n var sameSize = sourcePixels.width === destPixels.width && sourcePixels.height === destPixels.height;\n this.bind(framebuffer);\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo.framebuffer);\n gl.blitFramebuffer(sourcePixels.left, sourcePixels.top, sourcePixels.right, sourcePixels.bottom, destPixels.left, destPixels.top, destPixels.right, destPixels.bottom, gl.COLOR_BUFFER_BIT, sameSize ? gl.NEAREST : gl.LINEAR);\n };\n /**\n * Disposes framebuffer.\n * @param framebuffer - framebuffer that has to be disposed of\n * @param contextLost - If context was lost, we suppress all delete function calls\n */\n FramebufferSystem.prototype.disposeFramebuffer = function (framebuffer, contextLost) {\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n var gl = this.gl;\n if (!fbo) {\n return;\n }\n delete framebuffer.glFramebuffers[this.CONTEXT_UID];\n var index = this.managedFramebuffers.indexOf(framebuffer);\n if (index >= 0) {\n this.managedFramebuffers.splice(index, 1);\n }\n framebuffer.disposeRunner.remove(this);\n if (!contextLost) {\n gl.deleteFramebuffer(fbo.framebuffer);\n if (fbo.msaaBuffer) {\n gl.deleteRenderbuffer(fbo.msaaBuffer);\n }\n if (fbo.stencil) {\n gl.deleteRenderbuffer(fbo.stencil);\n }\n }\n if (fbo.blitFramebuffer) {\n fbo.blitFramebuffer.dispose();\n }\n };\n /**\n * Disposes all framebuffers, but not textures bound to them.\n * @param [contextLost=false] - If context was lost, we suppress all delete function calls\n */\n FramebufferSystem.prototype.disposeAll = function (contextLost) {\n var list = this.managedFramebuffers;\n this.managedFramebuffers = [];\n for (var i = 0; i < list.length; i++) {\n this.disposeFramebuffer(list[i], contextLost);\n }\n };\n /**\n * Forcing creation of stencil buffer for current framebuffer, if it wasn't done before.\n * Used by MaskSystem, when its time to use stencil mask for Graphics element.\n *\n * Its an alternative for public lazy `framebuffer.enableStencil`, in case we need stencil without rebind.\n * @private\n */\n FramebufferSystem.prototype.forceStencil = function () {\n var framebuffer = this.current;\n if (!framebuffer) {\n return;\n }\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n if (!fbo || fbo.stencil) {\n return;\n }\n framebuffer.stencil = true;\n var w = framebuffer.width;\n var h = framebuffer.height;\n var gl = this.gl;\n var stencil = gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, w, h);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, w, h);\n }\n fbo.stencil = stencil;\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencil);\n };\n /** Resets framebuffer stored state, binds screen framebuffer. Should be called before renderTexture reset(). */\n FramebufferSystem.prototype.reset = function () {\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n };\n FramebufferSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return FramebufferSystem;\n}());\n\nvar byteSizeMap = { 5126: 4, 5123: 2, 5121: 1 };\n/**\n * System plugin to the renderer to manage geometry.\n * @memberof PIXI\n */\nvar GeometrySystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function GeometrySystem(renderer) {\n this.renderer = renderer;\n this._activeGeometry = null;\n this._activeVao = null;\n this.hasVao = true;\n this.hasInstance = true;\n this.canUseUInt32ElementIndex = false;\n this.managedGeometries = {};\n }\n /** Sets up the renderer context and necessary buffers. */\n GeometrySystem.prototype.contextChange = function () {\n this.disposeAll(true);\n var gl = this.gl = this.renderer.gl;\n var context = this.renderer.context;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n // webgl2\n if (context.webGLVersion !== 2) {\n // webgl 1!\n var nativeVaoExtension_1 = this.renderer.context.extensions.vertexArrayObject;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n nativeVaoExtension_1 = null;\n }\n if (nativeVaoExtension_1) {\n gl.createVertexArray = function () {\n return nativeVaoExtension_1.createVertexArrayOES();\n };\n gl.bindVertexArray = function (vao) {\n return nativeVaoExtension_1.bindVertexArrayOES(vao);\n };\n gl.deleteVertexArray = function (vao) {\n return nativeVaoExtension_1.deleteVertexArrayOES(vao);\n };\n }\n else {\n this.hasVao = false;\n gl.createVertexArray = function () {\n return null;\n };\n gl.bindVertexArray = function () {\n return null;\n };\n gl.deleteVertexArray = function () {\n return null;\n };\n }\n }\n if (context.webGLVersion !== 2) {\n var instanceExt_1 = gl.getExtension('ANGLE_instanced_arrays');\n if (instanceExt_1) {\n gl.vertexAttribDivisor = function (a, b) {\n return instanceExt_1.vertexAttribDivisorANGLE(a, b);\n };\n gl.drawElementsInstanced = function (a, b, c, d, e) {\n return instanceExt_1.drawElementsInstancedANGLE(a, b, c, d, e);\n };\n gl.drawArraysInstanced = function (a, b, c, d) {\n return instanceExt_1.drawArraysInstancedANGLE(a, b, c, d);\n };\n }\n else {\n this.hasInstance = false;\n }\n }\n this.canUseUInt32ElementIndex = context.webGLVersion === 2 || !!context.extensions.uint32ElementIndex;\n };\n /**\n * Binds geometry so that is can be drawn. Creating a Vao if required\n * @param geometry - Instance of geometry to bind.\n * @param shader - Instance of shader to use vao for.\n */\n GeometrySystem.prototype.bind = function (geometry, shader) {\n shader = shader || this.renderer.shader.shader;\n var gl = this.gl;\n // not sure the best way to address this..\n // currently different shaders require different VAOs for the same geometry\n // Still mulling over the best way to solve this one..\n // will likely need to modify the shader attribute locations at run time!\n var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var incRefCount = false;\n if (!vaos) {\n this.managedGeometries[geometry.id] = geometry;\n geometry.disposeRunner.add(this);\n geometry.glVertexArrayObjects[this.CONTEXT_UID] = vaos = {};\n incRefCount = true;\n }\n var vao = vaos[shader.program.id] || this.initGeometryVao(geometry, shader, incRefCount);\n this._activeGeometry = geometry;\n if (this._activeVao !== vao) {\n this._activeVao = vao;\n if (this.hasVao) {\n gl.bindVertexArray(vao);\n }\n else {\n this.activateVao(geometry, shader.program);\n }\n }\n // TODO - optimise later!\n // don't need to loop through if nothing changed!\n // maybe look to add an 'autoupdate' to geometry?\n this.updateBuffers();\n };\n /** Reset and unbind any active VAO and geometry. */\n GeometrySystem.prototype.reset = function () {\n this.unbind();\n };\n /** Update buffers of the currently bound geometry. */\n GeometrySystem.prototype.updateBuffers = function () {\n var geometry = this._activeGeometry;\n var bufferSystem = this.renderer.buffer;\n for (var i = 0; i < geometry.buffers.length; i++) {\n var buffer = geometry.buffers[i];\n bufferSystem.update(buffer);\n }\n };\n /**\n * Check compatibility between a geometry and a program\n * @param geometry - Geometry instance.\n * @param program - Program instance.\n */\n GeometrySystem.prototype.checkCompatibility = function (geometry, program) {\n // geometry must have at least all the attributes that the shader requires.\n var geometryAttributes = geometry.attributes;\n var shaderAttributes = program.attributeData;\n for (var j in shaderAttributes) {\n if (!geometryAttributes[j]) {\n throw new Error(\"shader and geometry incompatible, geometry missing the \\\"\" + j + \"\\\" attribute\");\n }\n }\n };\n /**\n * Takes a geometry and program and generates a unique signature for them.\n * @param geometry - To get signature from.\n * @param program - To test geometry against.\n * @returns - Unique signature of the geometry and program\n */\n GeometrySystem.prototype.getSignature = function (geometry, program) {\n var attribs = geometry.attributes;\n var shaderAttributes = program.attributeData;\n var strings = ['g', geometry.id];\n for (var i in attribs) {\n if (shaderAttributes[i]) {\n strings.push(i, shaderAttributes[i].location);\n }\n }\n return strings.join('-');\n };\n /**\n * Creates or gets Vao with the same structure as the geometry and stores it on the geometry.\n * If vao is created, it is bound automatically. We use a shader to infer what and how to set up the\n * attribute locations.\n * @param geometry - Instance of geometry to to generate Vao for.\n * @param shader - Instance of the shader.\n * @param incRefCount - Increment refCount of all geometry buffers.\n */\n GeometrySystem.prototype.initGeometryVao = function (geometry, shader, incRefCount) {\n if (incRefCount === void 0) { incRefCount = true; }\n var gl = this.gl;\n var CONTEXT_UID = this.CONTEXT_UID;\n var bufferSystem = this.renderer.buffer;\n var program = shader.program;\n if (!program.glPrograms[CONTEXT_UID]) {\n this.renderer.shader.generateProgram(shader);\n }\n this.checkCompatibility(geometry, program);\n var signature = this.getSignature(geometry, program);\n var vaoObjectHash = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var vao = vaoObjectHash[signature];\n if (vao) {\n // this will give us easy access to the vao\n vaoObjectHash[program.id] = vao;\n return vao;\n }\n var buffers = geometry.buffers;\n var attributes = geometry.attributes;\n var tempStride = {};\n var tempStart = {};\n for (var j in buffers) {\n tempStride[j] = 0;\n tempStart[j] = 0;\n }\n for (var j in attributes) {\n if (!attributes[j].size && program.attributeData[j]) {\n attributes[j].size = program.attributeData[j].size;\n }\n else if (!attributes[j].size) {\n console.warn(\"PIXI Geometry attribute '\" + j + \"' size cannot be determined (likely the bound shader does not have the attribute)\"); // eslint-disable-line\n }\n tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap[attributes[j].type];\n }\n for (var j in attributes) {\n var attribute = attributes[j];\n var attribSize = attribute.size;\n if (attribute.stride === undefined) {\n if (tempStride[attribute.buffer] === attribSize * byteSizeMap[attribute.type]) {\n attribute.stride = 0;\n }\n else {\n attribute.stride = tempStride[attribute.buffer];\n }\n }\n if (attribute.start === undefined) {\n attribute.start = tempStart[attribute.buffer];\n tempStart[attribute.buffer] += attribSize * byteSizeMap[attribute.type];\n }\n }\n vao = gl.createVertexArray();\n gl.bindVertexArray(vao);\n // first update - and create the buffers!\n // only create a gl buffer if it actually gets\n for (var i = 0; i < buffers.length; i++) {\n var buffer = buffers[i];\n bufferSystem.bind(buffer);\n if (incRefCount) {\n buffer._glBuffers[CONTEXT_UID].refCount++;\n }\n }\n // TODO - maybe make this a data object?\n // lets wait to see if we need to first!\n this.activateVao(geometry, program);\n this._activeVao = vao;\n // add it to the cache!\n vaoObjectHash[program.id] = vao;\n vaoObjectHash[signature] = vao;\n return vao;\n };\n /**\n * Disposes geometry.\n * @param geometry - Geometry with buffers. Only VAO will be disposed\n * @param [contextLost=false] - If context was lost, we suppress deleteVertexArray\n */\n GeometrySystem.prototype.disposeGeometry = function (geometry, contextLost) {\n var _a;\n if (!this.managedGeometries[geometry.id]) {\n return;\n }\n delete this.managedGeometries[geometry.id];\n var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var gl = this.gl;\n var buffers = geometry.buffers;\n var bufferSystem = (_a = this.renderer) === null || _a === void 0 ? void 0 : _a.buffer;\n geometry.disposeRunner.remove(this);\n if (!vaos) {\n return;\n }\n // bufferSystem may have already been destroyed..\n // if this is the case, there is no need to destroy the geometry buffers...\n // they already have been!\n if (bufferSystem) {\n for (var i = 0; i < buffers.length; i++) {\n var buf = buffers[i]._glBuffers[this.CONTEXT_UID];\n // my be null as context may have changed right before the dispose is called\n if (buf) {\n buf.refCount--;\n if (buf.refCount === 0 && !contextLost) {\n bufferSystem.dispose(buffers[i], contextLost);\n }\n }\n }\n }\n if (!contextLost) {\n for (var vaoId in vaos) {\n // delete only signatures, everything else are copies\n if (vaoId[0] === 'g') {\n var vao = vaos[vaoId];\n if (this._activeVao === vao) {\n this.unbind();\n }\n gl.deleteVertexArray(vao);\n }\n }\n }\n delete geometry.glVertexArrayObjects[this.CONTEXT_UID];\n };\n /**\n * Dispose all WebGL resources of all managed geometries.\n * @param [contextLost=false] - If context was lost, we suppress `gl.delete` calls\n */\n GeometrySystem.prototype.disposeAll = function (contextLost) {\n var all = Object.keys(this.managedGeometries);\n for (var i = 0; i < all.length; i++) {\n this.disposeGeometry(this.managedGeometries[all[i]], contextLost);\n }\n };\n /**\n * Activate vertex array object.\n * @param geometry - Geometry instance.\n * @param program - Shader program instance.\n */\n GeometrySystem.prototype.activateVao = function (geometry, program) {\n var gl = this.gl;\n var CONTEXT_UID = this.CONTEXT_UID;\n var bufferSystem = this.renderer.buffer;\n var buffers = geometry.buffers;\n var attributes = geometry.attributes;\n if (geometry.indexBuffer) {\n // first update the index buffer if we have one..\n bufferSystem.bind(geometry.indexBuffer);\n }\n var lastBuffer = null;\n // add a new one!\n for (var j in attributes) {\n var attribute = attributes[j];\n var buffer = buffers[attribute.buffer];\n var glBuffer = buffer._glBuffers[CONTEXT_UID];\n if (program.attributeData[j]) {\n if (lastBuffer !== glBuffer) {\n bufferSystem.bind(buffer);\n lastBuffer = glBuffer;\n }\n var location = program.attributeData[j].location;\n // TODO introduce state again\n // we can optimise this for older devices that have no VAOs\n gl.enableVertexAttribArray(location);\n gl.vertexAttribPointer(location, attribute.size, attribute.type || gl.FLOAT, attribute.normalized, attribute.stride, attribute.start);\n if (attribute.instance) {\n // TODO calculate instance count based of this...\n if (this.hasInstance) {\n gl.vertexAttribDivisor(location, 1);\n }\n else {\n throw new Error('geometry error, GPU Instancing is not supported on this device');\n }\n }\n }\n }\n };\n /**\n * Draws the currently bound geometry.\n * @param type - The type primitive to render.\n * @param size - The number of elements to be rendered. If not specified, all vertices after the\n * starting vertex will be drawn.\n * @param start - The starting vertex in the geometry to start drawing from. If not specified,\n * drawing will start from the first vertex.\n * @param instanceCount - The number of instances of the set of elements to execute. If not specified,\n * all instances will be drawn.\n */\n GeometrySystem.prototype.draw = function (type, size, start, instanceCount) {\n var gl = this.gl;\n var geometry = this._activeGeometry;\n // TODO.. this should not change so maybe cache the function?\n if (geometry.indexBuffer) {\n var byteSize = geometry.indexBuffer.data.BYTES_PER_ELEMENT;\n var glType = byteSize === 2 ? gl.UNSIGNED_SHORT : gl.UNSIGNED_INT;\n if (byteSize === 2 || (byteSize === 4 && this.canUseUInt32ElementIndex)) {\n if (geometry.instanced) {\n /* eslint-disable max-len */\n gl.drawElementsInstanced(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize, instanceCount || 1);\n /* eslint-enable max-len */\n }\n else {\n /* eslint-disable max-len */\n gl.drawElements(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize);\n /* eslint-enable max-len */\n }\n }\n else {\n console.warn('unsupported index buffer type: uint32');\n }\n }\n else if (geometry.instanced) {\n // TODO need a better way to calculate size..\n gl.drawArraysInstanced(type, start, size || geometry.getSize(), instanceCount || 1);\n }\n else {\n gl.drawArrays(type, start, size || geometry.getSize());\n }\n return this;\n };\n /** Unbind/reset everything. */\n GeometrySystem.prototype.unbind = function () {\n this.gl.bindVertexArray(null);\n this._activeVao = null;\n this._activeGeometry = null;\n };\n GeometrySystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return GeometrySystem;\n}());\n\n/**\n * Component for masked elements.\n *\n * Holds mask mode and temporary data about current mask.\n * @memberof PIXI\n */\nvar MaskData = /** @class */ (function () {\n /**\n * Create MaskData\n * @param {PIXI.DisplayObject} [maskObject=null] - object that describes the mask\n */\n function MaskData(maskObject) {\n if (maskObject === void 0) { maskObject = null; }\n this.type = MASK_TYPES.NONE;\n this.autoDetect = true;\n this.maskObject = maskObject || null;\n this.pooled = false;\n this.isMaskData = true;\n this.resolution = null;\n this.multisample = settings.FILTER_MULTISAMPLE;\n this.enabled = true;\n this.colorMask = 0xf;\n this._filters = null;\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n this._scissorRectLocal = null;\n this._colorMask = 0xf;\n this._target = null;\n }\n Object.defineProperty(MaskData.prototype, \"filter\", {\n /**\n * The sprite mask filter.\n * If set to `null`, the default sprite mask filter is used.\n * @default null\n */\n get: function () {\n return this._filters ? this._filters[0] : null;\n },\n set: function (value) {\n if (value) {\n if (this._filters) {\n this._filters[0] = value;\n }\n else {\n this._filters = [value];\n }\n }\n else {\n this._filters = null;\n }\n },\n enumerable: false,\n configurable: true\n });\n /** Resets the mask data after popMask(). */\n MaskData.prototype.reset = function () {\n if (this.pooled) {\n this.maskObject = null;\n this.type = MASK_TYPES.NONE;\n this.autoDetect = true;\n }\n this._target = null;\n this._scissorRectLocal = null;\n };\n /**\n * Copies counters from maskData above, called from pushMask().\n * @param maskAbove\n */\n MaskData.prototype.copyCountersOrReset = function (maskAbove) {\n if (maskAbove) {\n this._stencilCounter = maskAbove._stencilCounter;\n this._scissorCounter = maskAbove._scissorCounter;\n this._scissorRect = maskAbove._scissorRect;\n }\n else {\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n }\n };\n return MaskData;\n}());\n\n/**\n * @private\n * @param {WebGLRenderingContext} gl - The current WebGL context {WebGLProgram}\n * @param {number} type - the type, can be either VERTEX_SHADER or FRAGMENT_SHADER\n * @param {string} src - The vertex shader source as an array of strings.\n * @returns {WebGLShader} the shader\n */\nfunction compileShader(gl, type, src) {\n var shader = gl.createShader(type);\n gl.shaderSource(shader, src);\n gl.compileShader(shader);\n return shader;\n}\n\n/**\n * will log a shader error highlighting the lines with the error\n * also will add numbers along the side.\n * @param gl - the WebGLContext\n * @param shader - the shader to log errors for\n */\nfunction logPrettyShaderError(gl, shader) {\n var shaderSrc = gl.getShaderSource(shader)\n .split('\\n')\n .map(function (line, index) { return index + \": \" + line; });\n var shaderLog = gl.getShaderInfoLog(shader);\n var splitShader = shaderLog.split('\\n');\n var dedupe = {};\n var lineNumbers = splitShader.map(function (line) { return parseFloat(line.replace(/^ERROR\\: 0\\:([\\d]+)\\:.*$/, '$1')); })\n .filter(function (n) {\n if (n && !dedupe[n]) {\n dedupe[n] = true;\n return true;\n }\n return false;\n });\n var logArgs = [''];\n lineNumbers.forEach(function (number) {\n shaderSrc[number - 1] = \"%c\" + shaderSrc[number - 1] + \"%c\";\n logArgs.push('background: #FF0000; color:#FFFFFF; font-size: 10px', 'font-size: 10px');\n });\n var fragmentSourceToLog = shaderSrc\n .join('\\n');\n logArgs[0] = fragmentSourceToLog;\n console.error(shaderLog);\n // eslint-disable-next-line no-console\n console.groupCollapsed('click to view full shader code');\n console.warn.apply(console, logArgs);\n // eslint-disable-next-line no-console\n console.groupEnd();\n}\n/**\n *\n * logs out any program errors\n * @param gl - The current WebGL context\n * @param program - the WebGL program to display errors for\n * @param vertexShader - the fragment WebGL shader program\n * @param fragmentShader - the vertex WebGL shader program\n */\nfunction logProgramError(gl, program, vertexShader, fragmentShader) {\n // if linking fails, then log and cleanup\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {\n logPrettyShaderError(gl, vertexShader);\n }\n if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {\n logPrettyShaderError(gl, fragmentShader);\n }\n console.error('PixiJS Error: Could not initialize shader.');\n // if there is a program info log, log it\n if (gl.getProgramInfoLog(program) !== '') {\n console.warn('PixiJS Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program));\n }\n }\n}\n\nfunction booleanArray(size) {\n var array = new Array(size);\n for (var i = 0; i < array.length; i++) {\n array[i] = false;\n }\n return array;\n}\n/**\n * @method defaultValue\n * @memberof PIXI.glCore.shader\n * @param {string} type - Type of value\n * @param {number} size\n * @private\n */\nfunction defaultValue(type, size) {\n switch (type) {\n case 'float':\n return 0;\n case 'vec2':\n return new Float32Array(2 * size);\n case 'vec3':\n return new Float32Array(3 * size);\n case 'vec4':\n return new Float32Array(4 * size);\n case 'int':\n case 'uint':\n case 'sampler2D':\n case 'sampler2DArray':\n return 0;\n case 'ivec2':\n return new Int32Array(2 * size);\n case 'ivec3':\n return new Int32Array(3 * size);\n case 'ivec4':\n return new Int32Array(4 * size);\n case 'uvec2':\n return new Uint32Array(2 * size);\n case 'uvec3':\n return new Uint32Array(3 * size);\n case 'uvec4':\n return new Uint32Array(4 * size);\n case 'bool':\n return false;\n case 'bvec2':\n return booleanArray(2 * size);\n case 'bvec3':\n return booleanArray(3 * size);\n case 'bvec4':\n return booleanArray(4 * size);\n case 'mat2':\n return new Float32Array([1, 0,\n 0, 1]);\n case 'mat3':\n return new Float32Array([1, 0, 0,\n 0, 1, 0,\n 0, 0, 1]);\n case 'mat4':\n return new Float32Array([1, 0, 0, 0,\n 0, 1, 0, 0,\n 0, 0, 1, 0,\n 0, 0, 0, 1]);\n }\n return null;\n}\n\nvar unknownContext = {};\nvar context = unknownContext;\n/**\n * returns a little WebGL context to use for program inspection.\n * @static\n * @private\n * @returns {WebGLRenderingContext} a gl context to test with\n */\nfunction getTestContext() {\n if (context === unknownContext || (context && context.isContextLost())) {\n var canvas = settings.ADAPTER.createCanvas();\n var gl = void 0;\n if (settings.PREFER_ENV >= ENV.WEBGL2) {\n gl = canvas.getContext('webgl2', {});\n }\n if (!gl) {\n gl = (canvas.getContext('webgl', {})\n || canvas.getContext('experimental-webgl', {}));\n if (!gl) {\n // fail, not able to get a context\n gl = null;\n }\n else {\n // for shader testing..\n gl.getExtension('WEBGL_draw_buffers');\n }\n }\n context = gl;\n }\n return context;\n}\n\nvar maxFragmentPrecision;\nfunction getMaxFragmentPrecision() {\n if (!maxFragmentPrecision) {\n maxFragmentPrecision = PRECISION.MEDIUM;\n var gl = getTestContext();\n if (gl) {\n if (gl.getShaderPrecisionFormat) {\n var shaderFragment = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);\n maxFragmentPrecision = shaderFragment.precision ? PRECISION.HIGH : PRECISION.MEDIUM;\n }\n }\n }\n return maxFragmentPrecision;\n}\n\n/**\n * Sets the float precision on the shader, ensuring the device supports the request precision.\n * If the precision is already present, it just ensures that the device is able to handle it.\n * @private\n * @param {string} src - The shader source\n * @param {PIXI.PRECISION} requestedPrecision - The request float precision of the shader.\n * @param {PIXI.PRECISION} maxSupportedPrecision - The maximum precision the shader supports.\n * @returns {string} modified shader source\n */\nfunction setPrecision(src, requestedPrecision, maxSupportedPrecision) {\n if (src.substring(0, 9) !== 'precision') {\n // no precision supplied, so PixiJS will add the requested level.\n var precision = requestedPrecision;\n // If highp is requested but not supported, downgrade precision to a level all devices support.\n if (requestedPrecision === PRECISION.HIGH && maxSupportedPrecision !== PRECISION.HIGH) {\n precision = PRECISION.MEDIUM;\n }\n return \"precision \" + precision + \" float;\\n\" + src;\n }\n else if (maxSupportedPrecision !== PRECISION.HIGH && src.substring(0, 15) === 'precision highp') {\n // precision was supplied, but at a level this device does not support, so downgrading to mediump.\n return src.replace('precision highp', 'precision mediump');\n }\n return src;\n}\n\nvar GLSL_TO_SIZE = {\n float: 1,\n vec2: 2,\n vec3: 3,\n vec4: 4,\n int: 1,\n ivec2: 2,\n ivec3: 3,\n ivec4: 4,\n uint: 1,\n uvec2: 2,\n uvec3: 3,\n uvec4: 4,\n bool: 1,\n bvec2: 2,\n bvec3: 3,\n bvec4: 4,\n mat2: 4,\n mat3: 9,\n mat4: 16,\n sampler2D: 1,\n};\n/**\n * @private\n * @method mapSize\n * @memberof PIXI.glCore.shader\n * @param {string} type\n */\nfunction mapSize(type) {\n return GLSL_TO_SIZE[type];\n}\n\nvar GL_TABLE = null;\nvar GL_TO_GLSL_TYPES = {\n FLOAT: 'float',\n FLOAT_VEC2: 'vec2',\n FLOAT_VEC3: 'vec3',\n FLOAT_VEC4: 'vec4',\n INT: 'int',\n INT_VEC2: 'ivec2',\n INT_VEC3: 'ivec3',\n INT_VEC4: 'ivec4',\n UNSIGNED_INT: 'uint',\n UNSIGNED_INT_VEC2: 'uvec2',\n UNSIGNED_INT_VEC3: 'uvec3',\n UNSIGNED_INT_VEC4: 'uvec4',\n BOOL: 'bool',\n BOOL_VEC2: 'bvec2',\n BOOL_VEC3: 'bvec3',\n BOOL_VEC4: 'bvec4',\n FLOAT_MAT2: 'mat2',\n FLOAT_MAT3: 'mat3',\n FLOAT_MAT4: 'mat4',\n SAMPLER_2D: 'sampler2D',\n INT_SAMPLER_2D: 'sampler2D',\n UNSIGNED_INT_SAMPLER_2D: 'sampler2D',\n SAMPLER_CUBE: 'samplerCube',\n INT_SAMPLER_CUBE: 'samplerCube',\n UNSIGNED_INT_SAMPLER_CUBE: 'samplerCube',\n SAMPLER_2D_ARRAY: 'sampler2DArray',\n INT_SAMPLER_2D_ARRAY: 'sampler2DArray',\n UNSIGNED_INT_SAMPLER_2D_ARRAY: 'sampler2DArray',\n};\n// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\nfunction mapType(gl, type) {\n if (!GL_TABLE) {\n var typeNames = Object.keys(GL_TO_GLSL_TYPES);\n GL_TABLE = {};\n for (var i = 0; i < typeNames.length; ++i) {\n var tn = typeNames[i];\n GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn];\n }\n }\n return GL_TABLE[type];\n}\n\n/* eslint-disable @typescript-eslint/explicit-module-boundary-types */\n// Parsers, each one of these will take a look at the type of shader property and uniform.\n// if they pass the test function then the code function is called that returns a the shader upload code for that uniform.\n// Shader upload code is automagically generated with these parsers.\n// If no parser is valid then the default upload functions are used.\n// exposing Parsers means that custom upload logic can be added to pixi's shaders.\n// A good example would be a pixi rectangle can be directly set on a uniform.\n// If the shader sees it it knows how to upload the rectangle structure as a vec4\n// format is as follows:\n//\n// {\n// test: (data, uniform) => {} <--- test is this code should be used for this uniform\n// code: (name, uniform) => {} <--- returns the string of the piece of code that uploads the uniform\n// codeUbo: (name, uniform) => {} <--- returns the string of the piece of code that uploads the\n// uniform to a uniform buffer\n// }\nvar uniformParsers = [\n // a float cache layer\n {\n test: function (data) {\n return data.type === 'float' && data.size === 1;\n },\n code: function (name) {\n return \"\\n if(uv[\\\"\" + name + \"\\\"] !== ud[\\\"\" + name + \"\\\"].value)\\n {\\n ud[\\\"\" + name + \"\\\"].value = uv[\\\"\" + name + \"\\\"]\\n gl.uniform1f(ud[\\\"\" + name + \"\\\"].location, uv[\\\"\" + name + \"\\\"])\\n }\\n \";\n },\n },\n // handling samplers\n {\n test: function (data) {\n // eslint-disable-next-line max-len\n return (data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray;\n },\n code: function (name) { return \"t = syncData.textureCount++;\\n\\n renderer.texture.bind(uv[\\\"\" + name + \"\\\"], t);\\n\\n if(ud[\\\"\" + name + \"\\\"].value !== t)\\n {\\n ud[\\\"\" + name + \"\\\"].value = t;\\n gl.uniform1i(ud[\\\"\" + name + \"\\\"].location, t);\\n; // eslint-disable-line max-len\\n }\"; },\n },\n // uploading pixi matrix object to mat3\n {\n test: function (data, uniform) {\n return data.type === 'mat3' && data.size === 1 && uniform.a !== undefined;\n },\n code: function (name) {\n // TODO and some smart caching dirty ids here!\n return \"\\n gl.uniformMatrix3fv(ud[\\\"\" + name + \"\\\"].location, false, uv[\\\"\" + name + \"\\\"].toArray(true));\\n \";\n },\n codeUbo: function (name) {\n return \"\\n var \" + name + \"_matrix = uv.\" + name + \".toArray(true);\\n\\n data[offset] = \" + name + \"_matrix[0];\\n data[offset+1] = \" + name + \"_matrix[1];\\n data[offset+2] = \" + name + \"_matrix[2];\\n \\n data[offset + 4] = \" + name + \"_matrix[3];\\n data[offset + 5] = \" + name + \"_matrix[4];\\n data[offset + 6] = \" + name + \"_matrix[5];\\n \\n data[offset + 8] = \" + name + \"_matrix[6];\\n data[offset + 9] = \" + name + \"_matrix[7];\\n data[offset + 10] = \" + name + \"_matrix[8];\\n \";\n },\n },\n // uploading a pixi point as a vec2 with caching layer\n {\n test: function (data, uniform) {\n return data.type === 'vec2' && data.size === 1 && uniform.x !== undefined;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v.x || cv[1] !== v.y)\\n {\\n cv[0] = v.x;\\n cv[1] = v.y;\\n gl.uniform2f(ud[\\\"\" + name + \"\\\"].location, v.x, v.y);\\n }\";\n },\n codeUbo: function (name) {\n return \"\\n v = uv.\" + name + \";\\n\\n data[offset] = v.x;\\n data[offset+1] = v.y;\\n \";\n }\n },\n // caching layer for a vec2\n {\n test: function (data) {\n return data.type === 'vec2' && data.size === 1;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n gl.uniform2f(ud[\\\"\" + name + \"\\\"].location, v[0], v[1]);\\n }\\n \";\n },\n },\n // upload a pixi rectangle as a vec4 with caching layer\n {\n test: function (data, uniform) {\n return data.type === 'vec4' && data.size === 1 && uniform.width !== undefined;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height)\\n {\\n cv[0] = v.x;\\n cv[1] = v.y;\\n cv[2] = v.width;\\n cv[3] = v.height;\\n gl.uniform4f(ud[\\\"\" + name + \"\\\"].location, v.x, v.y, v.width, v.height)\\n }\";\n },\n codeUbo: function (name) {\n return \"\\n v = uv.\" + name + \";\\n\\n data[offset] = v.x;\\n data[offset+1] = v.y;\\n data[offset+2] = v.width;\\n data[offset+3] = v.height;\\n \";\n }\n },\n // a caching layer for vec4 uploading\n {\n test: function (data) {\n return data.type === 'vec4' && data.size === 1;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4f(ud[\\\"\" + name + \"\\\"].location, v[0], v[1], v[2], v[3])\\n }\";\n },\n } ];\n\n// cu = Cached value's uniform data field\n// cv = Cached value\n// v = value to upload\n// ud = uniformData\n// uv = uniformValue\n// l = location\nvar GLSL_TO_SINGLE_SETTERS_CACHED = {\n float: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n gl.uniform1f(location, v);\\n }\",\n vec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2f(location, v[0], v[1])\\n }\",\n vec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3f(location, v[0], v[1], v[2])\\n }\",\n vec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4f(location, v[0], v[1], v[2], v[3]);\\n }\",\n int: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1i(location, v);\\n }\",\n ivec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2i(location, v[0], v[1]);\\n }\",\n ivec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3i(location, v[0], v[1], v[2]);\\n }\",\n ivec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\\n }\",\n uint: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1ui(location, v);\\n }\",\n uvec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2ui(location, v[0], v[1]);\\n }\",\n uvec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3ui(location, v[0], v[1], v[2]);\\n }\",\n uvec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4ui(location, v[0], v[1], v[2], v[3]);\\n }\",\n bool: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n gl.uniform1i(location, v);\\n }\",\n bvec2: \"\\n if (cv[0] != v[0] || cv[1] != v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2i(location, v[0], v[1]);\\n }\",\n bvec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3i(location, v[0], v[1], v[2]);\\n }\",\n bvec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\\n }\",\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n sampler2D: 'gl.uniform1i(location, v)',\n samplerCube: 'gl.uniform1i(location, v)',\n sampler2DArray: 'gl.uniform1i(location, v)',\n};\nvar GLSL_TO_ARRAY_SETTERS = {\n float: \"gl.uniform1fv(location, v)\",\n vec2: \"gl.uniform2fv(location, v)\",\n vec3: \"gl.uniform3fv(location, v)\",\n vec4: 'gl.uniform4fv(location, v)',\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n int: 'gl.uniform1iv(location, v)',\n ivec2: 'gl.uniform2iv(location, v)',\n ivec3: 'gl.uniform3iv(location, v)',\n ivec4: 'gl.uniform4iv(location, v)',\n uint: 'gl.uniform1uiv(location, v)',\n uvec2: 'gl.uniform2uiv(location, v)',\n uvec3: 'gl.uniform3uiv(location, v)',\n uvec4: 'gl.uniform4uiv(location, v)',\n bool: 'gl.uniform1iv(location, v)',\n bvec2: 'gl.uniform2iv(location, v)',\n bvec3: 'gl.uniform3iv(location, v)',\n bvec4: 'gl.uniform4iv(location, v)',\n sampler2D: 'gl.uniform1iv(location, v)',\n samplerCube: 'gl.uniform1iv(location, v)',\n sampler2DArray: 'gl.uniform1iv(location, v)',\n};\nfunction generateUniformsSync(group, uniformData) {\n var _a;\n var funcFragments = [\"\\n var v = null;\\n var cv = null;\\n var cu = null;\\n var t = 0;\\n var gl = renderer.gl;\\n \"];\n for (var i in group.uniforms) {\n var data = uniformData[i];\n if (!data) {\n if ((_a = group.uniforms[i]) === null || _a === void 0 ? void 0 : _a.group) {\n if (group.uniforms[i].ubo) {\n funcFragments.push(\"\\n renderer.shader.syncUniformBufferGroup(uv.\" + i + \", '\" + i + \"');\\n \");\n }\n else {\n funcFragments.push(\"\\n renderer.shader.syncUniformGroup(uv.\" + i + \", syncData);\\n \");\n }\n }\n continue;\n }\n var uniform = group.uniforms[i];\n var parsed = false;\n for (var j = 0; j < uniformParsers.length; j++) {\n if (uniformParsers[j].test(data, uniform)) {\n funcFragments.push(uniformParsers[j].code(i, uniform));\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n var templateType = (data.size === 1) ? GLSL_TO_SINGLE_SETTERS_CACHED : GLSL_TO_ARRAY_SETTERS;\n var template = templateType[data.type].replace('location', \"ud[\\\"\" + i + \"\\\"].location\");\n funcFragments.push(\"\\n cu = ud[\\\"\" + i + \"\\\"];\\n cv = cu.value;\\n v = uv[\\\"\" + i + \"\\\"];\\n \" + template + \";\");\n }\n }\n /*\n * the introduction of syncData is to solve an issue where textures in uniform groups are not set correctly\n * the texture count was always starting from 0 in each group. This needs to increment each time a texture is used\n * no matter which group is being used\n *\n */\n // eslint-disable-next-line no-new-func\n return new Function('ud', 'uv', 'renderer', 'syncData', funcFragments.join('\\n'));\n}\n\nvar fragTemplate = [\n 'precision mediump float;',\n 'void main(void){',\n 'float test = 0.1;',\n '%forloop%',\n 'gl_FragColor = vec4(0.0);',\n '}' ].join('\\n');\nfunction generateIfTestSrc(maxIfs) {\n var src = '';\n for (var i = 0; i < maxIfs; ++i) {\n if (i > 0) {\n src += '\\nelse ';\n }\n if (i < maxIfs - 1) {\n src += \"if(test == \" + i + \".0){}\";\n }\n }\n return src;\n}\nfunction checkMaxIfStatementsInShader(maxIfs, gl) {\n if (maxIfs === 0) {\n throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`');\n }\n var shader = gl.createShader(gl.FRAGMENT_SHADER);\n while (true) // eslint-disable-line no-constant-condition\n {\n var fragmentSrc = fragTemplate.replace(/%forloop%/gi, generateIfTestSrc(maxIfs));\n gl.shaderSource(shader, fragmentSrc);\n gl.compileShader(shader);\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n maxIfs = (maxIfs / 2) | 0;\n }\n else {\n // valid!\n break;\n }\n }\n return maxIfs;\n}\n\n// Cache the result to prevent running this over and over\nvar unsafeEval;\n/**\n * Not all platforms allow to generate function code (e.g., `new Function`).\n * this provides the platform-level detection.\n * @private\n * @returns {boolean} `true` if `new Function` is supported.\n */\nfunction unsafeEvalSupported() {\n if (typeof unsafeEval === 'boolean') {\n return unsafeEval;\n }\n try {\n /* eslint-disable no-new-func */\n var func = new Function('param1', 'param2', 'param3', 'return param1[param2] === param3;');\n /* eslint-enable no-new-func */\n unsafeEval = func({ a: 'b' }, 'a', 'b') === true;\n }\n catch (e) {\n unsafeEval = false;\n }\n return unsafeEval;\n}\n\nvar defaultFragment$2 = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n gl_FragColor *= texture2D(uSampler, vTextureCoord);\\n}\";\n\nvar defaultVertex$3 = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void){\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n vTextureCoord = aTextureCoord;\\n}\\n\";\n\nvar UID$1 = 0;\nvar nameCache = {};\n/**\n * Helper class to create a shader program.\n * @memberof PIXI\n */\nvar Program = /** @class */ (function () {\n /**\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param name - Name for shader\n */\n function Program(vertexSrc, fragmentSrc, name) {\n if (name === void 0) { name = 'pixi-shader'; }\n this.id = UID$1++;\n this.vertexSrc = vertexSrc || Program.defaultVertexSrc;\n this.fragmentSrc = fragmentSrc || Program.defaultFragmentSrc;\n this.vertexSrc = this.vertexSrc.trim();\n this.fragmentSrc = this.fragmentSrc.trim();\n if (this.vertexSrc.substring(0, 8) !== '#version') {\n name = name.replace(/\\s+/g, '-');\n if (nameCache[name]) {\n nameCache[name]++;\n name += \"-\" + nameCache[name];\n }\n else {\n nameCache[name] = 1;\n }\n this.vertexSrc = \"#define SHADER_NAME \" + name + \"\\n\" + this.vertexSrc;\n this.fragmentSrc = \"#define SHADER_NAME \" + name + \"\\n\" + this.fragmentSrc;\n this.vertexSrc = setPrecision(this.vertexSrc, settings.PRECISION_VERTEX, PRECISION.HIGH);\n this.fragmentSrc = setPrecision(this.fragmentSrc, settings.PRECISION_FRAGMENT, getMaxFragmentPrecision());\n }\n // currently this does not extract structs only default types\n // this is where we store shader references..\n this.glPrograms = {};\n this.syncUniforms = null;\n }\n Object.defineProperty(Program, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source.\n * @constant\n */\n get: function () {\n return defaultVertex$3;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Program, \"defaultFragmentSrc\", {\n /**\n * The default fragment shader source.\n * @constant\n */\n get: function () {\n return defaultFragment$2;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * A short hand function to create a program based of a vertex and fragment shader.\n *\n * This method will also check to see if there is a cached program.\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param name - Name for shader\n * @returns A shiny new PixiJS shader program!\n */\n Program.from = function (vertexSrc, fragmentSrc, name) {\n var key = vertexSrc + fragmentSrc;\n var program = ProgramCache[key];\n if (!program) {\n ProgramCache[key] = program = new Program(vertexSrc, fragmentSrc, name);\n }\n return program;\n };\n return Program;\n}());\n\n/**\n * A helper class for shaders.\n * @memberof PIXI\n */\nvar Shader = /** @class */ (function () {\n /**\n * @param program - The program the shader will use.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n */\n function Shader(program, uniforms) {\n /**\n * Used internally to bind uniform buffer objects.\n * @ignore\n */\n this.uniformBindCount = 0;\n this.program = program;\n // lets see whats been passed in\n // uniforms should be converted to a uniform group\n if (uniforms) {\n if (uniforms instanceof UniformGroup) {\n this.uniformGroup = uniforms;\n }\n else {\n this.uniformGroup = new UniformGroup(uniforms);\n }\n }\n else {\n this.uniformGroup = new UniformGroup({});\n }\n }\n // TODO move to shader system..\n Shader.prototype.checkUniformExists = function (name, group) {\n if (group.uniforms[name]) {\n return true;\n }\n for (var i in group.uniforms) {\n var uniform = group.uniforms[i];\n if (uniform.group) {\n if (this.checkUniformExists(name, uniform)) {\n return true;\n }\n }\n }\n return false;\n };\n Shader.prototype.destroy = function () {\n // usage count on programs?\n // remove if not used!\n this.uniformGroup = null;\n };\n Object.defineProperty(Shader.prototype, \"uniforms\", {\n /**\n * Shader uniform values, shortcut for `uniformGroup.uniforms`.\n * @readonly\n */\n get: function () {\n return this.uniformGroup.uniforms;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * A short hand function to create a shader based of a vertex and fragment shader.\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n * @returns A shiny new PixiJS shader!\n */\n Shader.from = function (vertexSrc, fragmentSrc, uniforms) {\n var program = Program.from(vertexSrc, fragmentSrc);\n return new Shader(program, uniforms);\n };\n return Shader;\n}());\n\n/* eslint-disable max-len */\nvar BLEND$1 = 0;\nvar OFFSET$1 = 1;\nvar CULLING$1 = 2;\nvar DEPTH_TEST$1 = 3;\nvar WINDING$1 = 4;\nvar DEPTH_MASK$1 = 5;\n/**\n * This is a WebGL state, and is is passed to {@link PIXI.StateSystem}.\n *\n * Each mesh rendered may require WebGL to be in a different state.\n * For example you may want different blend mode or to enable polygon offsets\n * @memberof PIXI\n */\nvar State = /** @class */ (function () {\n function State() {\n this.data = 0;\n this.blendMode = BLEND_MODES.NORMAL;\n this.polygonOffset = 0;\n this.blend = true;\n this.depthMask = true;\n // this.depthTest = true;\n }\n Object.defineProperty(State.prototype, \"blend\", {\n /**\n * Activates blending of the computed fragment color values.\n * @default true\n */\n get: function () {\n return !!(this.data & (1 << BLEND$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << BLEND$1)) !== value) {\n this.data ^= (1 << BLEND$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"offsets\", {\n /**\n * Activates adding an offset to depth values of polygon's fragments\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << OFFSET$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << OFFSET$1)) !== value) {\n this.data ^= (1 << OFFSET$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"culling\", {\n /**\n * Activates culling of polygons.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << CULLING$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << CULLING$1)) !== value) {\n this.data ^= (1 << CULLING$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"depthTest\", {\n /**\n * Activates depth comparisons and updates to the depth buffer.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << DEPTH_TEST$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << DEPTH_TEST$1)) !== value) {\n this.data ^= (1 << DEPTH_TEST$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"depthMask\", {\n /**\n * Enables or disables writing to the depth buffer.\n * @default true\n */\n get: function () {\n return !!(this.data & (1 << DEPTH_MASK$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << DEPTH_MASK$1)) !== value) {\n this.data ^= (1 << DEPTH_MASK$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"clockwiseFrontFace\", {\n /**\n * Specifies whether or not front or back-facing polygons can be culled.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << WINDING$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << WINDING$1)) !== value) {\n this.data ^= (1 << WINDING$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"blendMode\", {\n /**\n * The blend mode to be applied when this state is set. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n * Setting this mode to anything other than NO_BLEND will automatically switch blending on.\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get: function () {\n return this._blendMode;\n },\n set: function (value) {\n this.blend = (value !== BLEND_MODES.NONE);\n this._blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"polygonOffset\", {\n /**\n * The polygon offset. Setting this property to anything other than 0 will automatically enable polygon offset fill.\n * @default 0\n */\n get: function () {\n return this._polygonOffset;\n },\n set: function (value) {\n this.offsets = !!value;\n this._polygonOffset = value;\n },\n enumerable: false,\n configurable: true\n });\n State.prototype.toString = function () {\n return \"[@pixi/core:State \"\n + (\"blendMode=\" + this.blendMode + \" \")\n + (\"clockwiseFrontFace=\" + this.clockwiseFrontFace + \" \")\n + (\"culling=\" + this.culling + \" \")\n + (\"depthMask=\" + this.depthMask + \" \")\n + (\"polygonOffset=\" + this.polygonOffset)\n + \"]\";\n };\n State.for2d = function () {\n var state = new State();\n state.depthTest = false;\n state.blend = true;\n return state;\n };\n return State;\n}());\n\nvar defaultFragment$1 = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n gl_FragColor = texture2D(uSampler, vTextureCoord);\\n}\\n\";\n\nvar defaultVertex$2 = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n gl_Position = filterVertexPosition();\\n vTextureCoord = filterTextureCoord();\\n}\\n\";\n\n/**\n * A filter is a special shader that applies post-processing effects to an input texture and writes into an output\n * render-target.\n *\n * {@link http://pixijs.io/examples/#/filters/blur-filter.js Example} of the\n * {@link PIXI.filters.BlurFilter BlurFilter}.\n *\n * ### Usage\n * Filters can be applied to any DisplayObject or Container.\n * PixiJS' `FilterSystem` renders the container into temporary Framebuffer,\n * then filter renders it to the screen.\n * Multiple filters can be added to the `filters` array property and stacked on each other.\n *\n * ```\n * const filter = new PIXI.Filter(myShaderVert, myShaderFrag, { myUniform: 0.5 });\n * const container = new PIXI.Container();\n * container.filters = [filter];\n * ```\n *\n * ### Previous Version Differences\n *\n * In PixiJS **v3**, a filter was always applied to _whole screen_.\n *\n * In PixiJS **v4**, a filter can be applied _only part of the screen_.\n * Developers had to create a set of uniforms to deal with coordinates.\n *\n * In PixiJS **v5** combines _both approaches_.\n * Developers can use normal coordinates of v3 and then allow filter to use partial Framebuffers,\n * bringing those extra uniforms into account.\n *\n * Also be aware that we have changed default vertex shader, please consult\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * ### Frames\n *\n * The following table summarizes the coordinate spaces used in the filtering pipeline:\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n *
Coordinate SpaceDescription
Texture Coordinates\n * The texture (or UV) coordinates in the input base-texture's space. These are normalized into the (0,1) range along\n * both axes.\n *
World Space\n * A point in the same space as the world bounds of any display-object (i.e. in the scene graph's space).\n *
Physical Pixels\n * This is base-texture's space with the origin on the top-left. You can calculate these by multiplying the texture\n * coordinates by the dimensions of the texture.\n *
\n *\n * ### Built-in Uniforms\n *\n * PixiJS viewport uses screen (CSS) coordinates, `(0, 0, renderer.screen.width, renderer.screen.height)`,\n * and `projectionMatrix` uniform maps it to the gl viewport.\n *\n * **uSampler**\n *\n * The most important uniform is the input texture that container was rendered into.\n * _Important note: as with all Framebuffers in PixiJS, both input and output are\n * premultiplied by alpha._\n *\n * By default, input normalized coordinates are passed to fragment shader with `vTextureCoord`.\n * Use it to sample the input.\n *\n * ```\n * const fragment = `\n * varying vec2 vTextureCoord;\n * uniform sampler2D uSampler;\n * void main(void)\n * {\n * gl_FragColor = texture2D(uSampler, vTextureCoord);\n * }\n * `;\n *\n * const myFilter = new PIXI.Filter(null, fragment);\n * ```\n *\n * This filter is just one uniform less than {@link PIXI.filters.AlphaFilter AlphaFilter}.\n *\n * **outputFrame**\n *\n * The `outputFrame` holds the rectangle where filter is applied in screen (CSS) coordinates.\n * It's the same as `renderer.screen` for a fullscreen filter.\n * Only a part of `outputFrame.zw` size of temporary Framebuffer is used,\n * `(0, 0, outputFrame.width, outputFrame.height)`,\n *\n * Filters uses this quad to normalized (0-1) space, its passed into `aVertexPosition` attribute.\n * To calculate vertex position in screen space using normalized (0-1) space:\n *\n * ```\n * vec4 filterVertexPosition( void )\n * {\n * vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n * return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n * }\n * ```\n *\n * **inputSize**\n *\n * Temporary framebuffer is different, it can be either the size of screen, either power-of-two.\n * The `inputSize.xy` are size of temporary framebuffer that holds input.\n * The `inputSize.zw` is inverted, it's a shortcut to evade division inside the shader.\n *\n * Set `inputSize.xy = outputFrame.zw` for a fullscreen filter.\n *\n * To calculate input normalized coordinate, you have to map it to filter normalized space.\n * Multiply by `outputFrame.zw` to get input coordinate.\n * Divide by `inputSize.xy` to get input normalized coordinate.\n *\n * ```\n * vec2 filterTextureCoord( void )\n * {\n * return aVertexPosition * (outputFrame.zw * inputSize.zw); // same as /inputSize.xy\n * }\n * ```\n * **resolution**\n *\n * The `resolution` is the ratio of screen (CSS) pixels to real pixels.\n *\n * **inputPixel**\n *\n * `inputPixel.xy` is the size of framebuffer in real pixels, same as `inputSize.xy * resolution`\n * `inputPixel.zw` is inverted `inputPixel.xy`.\n *\n * It's handy for filters that use neighbour pixels, like {@link PIXI.filters.FXAAFilter FXAAFilter}.\n *\n * **inputClamp**\n *\n * If you try to get info from outside of used part of Framebuffer - you'll get undefined behaviour.\n * For displacements, coordinates has to be clamped.\n *\n * The `inputClamp.xy` is left-top pixel center, you may ignore it, because we use left-top part of Framebuffer\n * `inputClamp.zw` is bottom-right pixel center.\n *\n * ```\n * vec4 color = texture2D(uSampler, clamp(modifiedTextureCoord, inputClamp.xy, inputClamp.zw))\n * ```\n * OR\n * ```\n * vec4 color = texture2D(uSampler, min(modifigedTextureCoord, inputClamp.zw))\n * ```\n *\n * ### Additional Information\n *\n * Complete documentation on Filter usage is located in the\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * Since PixiJS only had a handful of built-in filters, additional filters can be downloaded\n * {@link https://github.com/pixijs/pixi-filters here} from the PixiJS Filters repository.\n * @memberof PIXI\n */\nvar Filter = /** @class */ (function (_super) {\n __extends(Filter, _super);\n /**\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n */\n function Filter(vertexSrc, fragmentSrc, uniforms) {\n var _this = this;\n var program = Program.from(vertexSrc || Filter.defaultVertexSrc, fragmentSrc || Filter.defaultFragmentSrc);\n _this = _super.call(this, program, uniforms) || this;\n _this.padding = 0;\n _this.resolution = settings.FILTER_RESOLUTION;\n _this.multisample = settings.FILTER_MULTISAMPLE;\n _this.enabled = true;\n _this.autoFit = true;\n _this.state = new State();\n return _this;\n }\n /**\n * Applies the filter\n * @param {PIXI.FilterSystem} filterManager - The renderer to retrieve the filter from\n * @param {PIXI.RenderTexture} input - The input render target.\n * @param {PIXI.RenderTexture} output - The target to output to.\n * @param {PIXI.CLEAR_MODES} [clearMode] - Should the output be cleared before rendering to it.\n * @param {object} [_currentState] - It's current state of filter.\n * There are some useful properties in the currentState :\n * target, filters, sourceFrame, destinationFrame, renderTarget, resolution\n */\n Filter.prototype.apply = function (filterManager, input, output, clearMode, _currentState) {\n // do as you please!\n filterManager.applyFilter(this, input, output, clearMode);\n // or just do a regular render..\n };\n Object.defineProperty(Filter.prototype, \"blendMode\", {\n /**\n * Sets the blend mode of the filter.\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get: function () {\n return this.state.blendMode;\n },\n set: function (value) {\n this.state.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter.prototype, \"resolution\", {\n /**\n * The resolution of the filter. Setting this to be lower will lower the quality but\n * increase the performance of the filter.\n */\n get: function () {\n return this._resolution;\n },\n set: function (value) {\n this._resolution = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source\n * @constant\n */\n get: function () {\n return defaultVertex$2;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter, \"defaultFragmentSrc\", {\n /**\n * The default fragment shader source\n * @constant\n */\n get: function () {\n return defaultFragment$1;\n },\n enumerable: false,\n configurable: true\n });\n return Filter;\n}(Shader));\n\nvar vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 otherMatrix;\\n\\nvarying vec2 vMaskCoord;\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\\n}\\n\";\n\nvar fragment = \"varying vec2 vMaskCoord;\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform sampler2D mask;\\nuniform float alpha;\\nuniform float npmAlpha;\\nuniform vec4 maskClamp;\\n\\nvoid main(void)\\n{\\n float clip = step(3.5,\\n step(maskClamp.x, vMaskCoord.x) +\\n step(maskClamp.y, vMaskCoord.y) +\\n step(vMaskCoord.x, maskClamp.z) +\\n step(vMaskCoord.y, maskClamp.w));\\n\\n vec4 original = texture2D(uSampler, vTextureCoord);\\n vec4 masky = texture2D(mask, vMaskCoord);\\n float alphaMul = 1.0 - npmAlpha * (1.0 - masky.a);\\n\\n original *= (alphaMul * masky.r * alpha * clip);\\n\\n gl_FragColor = original;\\n}\\n\";\n\nvar tempMat = new Matrix();\n/**\n * Class controls uv mapping from Texture normal space to BaseTexture normal space.\n *\n * Takes `trim` and `rotate` into account. May contain clamp settings for Meshes and TilingSprite.\n *\n * Can be used in Texture `uvMatrix` field, or separately, you can use different clamp settings on the same texture.\n * If you want to add support for texture region of certain feature or filter, that's what you're looking for.\n *\n * Takes track of Texture changes through `_lastTextureID` private field.\n * Use `update()` method call to track it from outside.\n * @see PIXI.Texture\n * @see PIXI.Mesh\n * @see PIXI.TilingSprite\n * @memberof PIXI\n */\nvar TextureMatrix = /** @class */ (function () {\n /**\n * @param texture - observed texture\n * @param clampMargin - Changes frame clamping, 0.5 by default. Use -0.5 for extra border.\n */\n function TextureMatrix(texture, clampMargin) {\n this._texture = texture;\n this.mapCoord = new Matrix();\n this.uClampFrame = new Float32Array(4);\n this.uClampOffset = new Float32Array(2);\n this._textureID = -1;\n this._updateID = 0;\n this.clampOffset = 0;\n this.clampMargin = (typeof clampMargin === 'undefined') ? 0.5 : clampMargin;\n this.isSimple = false;\n }\n Object.defineProperty(TextureMatrix.prototype, \"texture\", {\n /** Texture property. */\n get: function () {\n return this._texture;\n },\n set: function (value) {\n this._texture = value;\n this._textureID = -1;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Multiplies uvs array to transform\n * @param uvs - mesh uvs\n * @param [out=uvs] - output\n * @returns - output\n */\n TextureMatrix.prototype.multiplyUvs = function (uvs, out) {\n if (out === undefined) {\n out = uvs;\n }\n var mat = this.mapCoord;\n for (var i = 0; i < uvs.length; i += 2) {\n var x = uvs[i];\n var y = uvs[i + 1];\n out[i] = (x * mat.a) + (y * mat.c) + mat.tx;\n out[i + 1] = (x * mat.b) + (y * mat.d) + mat.ty;\n }\n return out;\n };\n /**\n * Updates matrices if texture was changed.\n * @param [forceUpdate=false] - if true, matrices will be updated any case\n * @returns - Whether or not it was updated\n */\n TextureMatrix.prototype.update = function (forceUpdate) {\n var tex = this._texture;\n if (!tex || !tex.valid) {\n return false;\n }\n if (!forceUpdate\n && this._textureID === tex._updateID) {\n return false;\n }\n this._textureID = tex._updateID;\n this._updateID++;\n var uvs = tex._uvs;\n this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0);\n var orig = tex.orig;\n var trim = tex.trim;\n if (trim) {\n tempMat.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height);\n this.mapCoord.append(tempMat);\n }\n var texBase = tex.baseTexture;\n var frame = this.uClampFrame;\n var margin = this.clampMargin / texBase.resolution;\n var offset = this.clampOffset;\n frame[0] = (tex._frame.x + margin + offset) / texBase.width;\n frame[1] = (tex._frame.y + margin + offset) / texBase.height;\n frame[2] = (tex._frame.x + tex._frame.width - margin + offset) / texBase.width;\n frame[3] = (tex._frame.y + tex._frame.height - margin + offset) / texBase.height;\n this.uClampOffset[0] = offset / texBase.realWidth;\n this.uClampOffset[1] = offset / texBase.realHeight;\n this.isSimple = tex._frame.width === texBase.width\n && tex._frame.height === texBase.height\n && tex.rotate === 0;\n return true;\n };\n return TextureMatrix;\n}());\n\n/**\n * This handles a Sprite acting as a mask, as opposed to a Graphic.\n *\n * WebGL only.\n * @memberof PIXI\n */\nvar SpriteMaskFilter = /** @class */ (function (_super) {\n __extends(SpriteMaskFilter, _super);\n /** @ignore */\n function SpriteMaskFilter(vertexSrc, fragmentSrc, uniforms) {\n var _this = this;\n var sprite = null;\n if (typeof vertexSrc !== 'string' && fragmentSrc === undefined && uniforms === undefined) {\n sprite = vertexSrc;\n vertexSrc = undefined;\n fragmentSrc = undefined;\n uniforms = undefined;\n }\n _this = _super.call(this, vertexSrc || vertex, fragmentSrc || fragment, uniforms) || this;\n _this.maskSprite = sprite;\n _this.maskMatrix = new Matrix();\n return _this;\n }\n Object.defineProperty(SpriteMaskFilter.prototype, \"maskSprite\", {\n /**\n * Sprite mask\n * @type {PIXI.DisplayObject}\n */\n get: function () {\n return this._maskSprite;\n },\n set: function (value) {\n this._maskSprite = value;\n if (this._maskSprite) {\n this._maskSprite.renderable = false;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Applies the filter\n * @param filterManager - The renderer to retrieve the filter from\n * @param input - The input render target.\n * @param output - The target to output to.\n * @param clearMode - Should the output be cleared before rendering to it.\n */\n SpriteMaskFilter.prototype.apply = function (filterManager, input, output, clearMode) {\n var maskSprite = this._maskSprite;\n var tex = maskSprite._texture;\n if (!tex.valid) {\n return;\n }\n if (!tex.uvMatrix) {\n // margin = 0.0, let it bleed a bit, shader code becomes easier\n // assuming that atlas textures were made with 1-pixel padding\n tex.uvMatrix = new TextureMatrix(tex, 0.0);\n }\n tex.uvMatrix.update();\n this.uniforms.npmAlpha = tex.baseTexture.alphaMode ? 0.0 : 1.0;\n this.uniforms.mask = tex;\n // get _normalized sprite texture coords_ and convert them to _normalized atlas texture coords_ with `prepend`\n this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite)\n .prepend(tex.uvMatrix.mapCoord);\n this.uniforms.alpha = maskSprite.worldAlpha;\n this.uniforms.maskClamp = tex.uvMatrix.uClampFrame;\n filterManager.applyFilter(this, input, output, clearMode);\n };\n return SpriteMaskFilter;\n}(Filter));\n\n/**\n * System plugin to the renderer to manage masks.\n *\n * There are three built-in types of masking:\n * **Scissor Masking**: Scissor masking discards pixels that are outside of a rectangle called the scissor box. It is\n * the most performant as the scissor test is inexpensive. However, it can only be used when the mask is rectangular.\n * **Stencil Masking**: Stencil masking discards pixels that don't overlap with the pixels rendered into the stencil\n * buffer. It is the next fastest option as it does not require rendering into a separate framebuffer. However, it does\n * cause the mask to be rendered **twice** for each masking operation; hence, minimize the rendering cost of your masks.\n * **Sprite Mask Filtering**: Sprite mask filtering discards pixels based on the red channel of the sprite-mask's\n * texture. (Generally, the masking texture is grayscale). Using advanced techniques, you might be able to embed this\n * type of masking in a custom shader - and hence, bypassing the masking system fully for performance wins.\n *\n * The best type of masking is auto-detected when you `push` one. To use scissor masking, you must pass in a `Graphics`\n * object with just a rectangle drawn.\n *\n * ## Mask Stacks\n *\n * In the scene graph, masks can be applied recursively, i.e. a mask can be applied during a masking operation. The mask\n * stack stores the currently applied masks in order. Each {@link PIXI.BaseRenderTexture} holds its own mask stack, i.e.\n * when you switch render-textures, the old masks only applied when you switch back to rendering to the old render-target.\n * @memberof PIXI\n */\nvar MaskSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function MaskSystem(renderer) {\n this.renderer = renderer;\n this.enableScissor = true;\n this.alphaMaskPool = [];\n this.maskDataPool = [];\n this.maskStack = [];\n this.alphaMaskIndex = 0;\n }\n /**\n * Changes the mask stack that is used by this System.\n * @param maskStack - The mask stack\n */\n MaskSystem.prototype.setMaskStack = function (maskStack) {\n this.maskStack = maskStack;\n this.renderer.scissor.setMaskStack(maskStack);\n this.renderer.stencil.setMaskStack(maskStack);\n };\n /**\n * Enables the mask and appends it to the current mask stack.\n *\n * NOTE: The batch renderer should be flushed beforehand to prevent pending renders from being masked.\n * @param {PIXI.DisplayObject} target - Display Object to push the mask to\n * @param {PIXI.MaskData|PIXI.Sprite|PIXI.Graphics|PIXI.DisplayObject} maskDataOrTarget - The masking data.\n */\n MaskSystem.prototype.push = function (target, maskDataOrTarget) {\n var maskData = maskDataOrTarget;\n if (!maskData.isMaskData) {\n var d = this.maskDataPool.pop() || new MaskData();\n d.pooled = true;\n d.maskObject = maskDataOrTarget;\n maskData = d;\n }\n var maskAbove = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null;\n maskData.copyCountersOrReset(maskAbove);\n maskData._colorMask = maskAbove ? maskAbove._colorMask : 0xf;\n if (maskData.autoDetect) {\n this.detect(maskData);\n }\n maskData._target = target;\n if (maskData.type !== MASK_TYPES.SPRITE) {\n this.maskStack.push(maskData);\n }\n if (maskData.enabled) {\n switch (maskData.type) {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.push(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.push(maskData);\n break;\n case MASK_TYPES.SPRITE:\n maskData.copyCountersOrReset(null);\n this.pushSpriteMask(maskData);\n break;\n case MASK_TYPES.COLOR:\n this.pushColorMask(maskData);\n break;\n }\n }\n if (maskData.type === MASK_TYPES.SPRITE) {\n this.maskStack.push(maskData);\n }\n };\n /**\n * Removes the last mask from the mask stack and doesn't return it.\n *\n * NOTE: The batch renderer should be flushed beforehand to render the masked contents before the mask is removed.\n * @param {PIXI.IMaskTarget} target - Display Object to pop the mask from\n */\n MaskSystem.prototype.pop = function (target) {\n var maskData = this.maskStack.pop();\n if (!maskData || maskData._target !== target) {\n // TODO: add an assert when we have it\n return;\n }\n if (maskData.enabled) {\n switch (maskData.type) {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.pop(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.pop(maskData.maskObject);\n break;\n case MASK_TYPES.SPRITE:\n this.popSpriteMask(maskData);\n break;\n case MASK_TYPES.COLOR:\n this.popColorMask(maskData);\n break;\n }\n }\n maskData.reset();\n if (maskData.pooled) {\n this.maskDataPool.push(maskData);\n }\n if (this.maskStack.length !== 0) {\n var maskCurrent = this.maskStack[this.maskStack.length - 1];\n if (maskCurrent.type === MASK_TYPES.SPRITE && maskCurrent._filters) {\n maskCurrent._filters[0].maskSprite = maskCurrent.maskObject;\n }\n }\n };\n /**\n * Sets type of MaskData based on its maskObject.\n * @param maskData\n */\n MaskSystem.prototype.detect = function (maskData) {\n var maskObject = maskData.maskObject;\n if (!maskObject) {\n maskData.type = MASK_TYPES.COLOR;\n }\n else if (maskObject.isSprite) {\n maskData.type = MASK_TYPES.SPRITE;\n }\n else if (this.enableScissor && this.renderer.scissor.testScissor(maskData)) {\n maskData.type = MASK_TYPES.SCISSOR;\n }\n else {\n maskData.type = MASK_TYPES.STENCIL;\n }\n };\n /**\n * Applies the Mask and adds it to the current filter stack.\n * @param maskData - Sprite to be used as the mask.\n */\n MaskSystem.prototype.pushSpriteMask = function (maskData) {\n var _a, _b;\n var maskObject = maskData.maskObject;\n var target = maskData._target;\n var alphaMaskFilter = maskData._filters;\n if (!alphaMaskFilter) {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex];\n if (!alphaMaskFilter) {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter()];\n }\n }\n var renderer = this.renderer;\n var renderTextureSystem = renderer.renderTexture;\n var resolution;\n var multisample;\n if (renderTextureSystem.current) {\n var renderTexture = renderTextureSystem.current;\n resolution = maskData.resolution || renderTexture.resolution;\n multisample = (_a = maskData.multisample) !== null && _a !== void 0 ? _a : renderTexture.multisample;\n }\n else {\n resolution = maskData.resolution || renderer.resolution;\n multisample = (_b = maskData.multisample) !== null && _b !== void 0 ? _b : renderer.multisample;\n }\n alphaMaskFilter[0].resolution = resolution;\n alphaMaskFilter[0].multisample = multisample;\n alphaMaskFilter[0].maskSprite = maskObject;\n var stashFilterArea = target.filterArea;\n target.filterArea = maskObject.getBounds(true);\n renderer.filter.push(target, alphaMaskFilter);\n target.filterArea = stashFilterArea;\n if (!maskData._filters) {\n this.alphaMaskIndex++;\n }\n };\n /**\n * Removes the last filter from the filter stack and doesn't return it.\n * @param maskData - Sprite to be used as the mask.\n */\n MaskSystem.prototype.popSpriteMask = function (maskData) {\n this.renderer.filter.pop();\n if (maskData._filters) {\n maskData._filters[0].maskSprite = null;\n }\n else {\n this.alphaMaskIndex--;\n this.alphaMaskPool[this.alphaMaskIndex][0].maskSprite = null;\n }\n };\n /**\n * Pushes the color mask.\n * @param maskData - The mask data\n */\n MaskSystem.prototype.pushColorMask = function (maskData) {\n var currColorMask = maskData._colorMask;\n var nextColorMask = maskData._colorMask = currColorMask & maskData.colorMask;\n if (nextColorMask !== currColorMask) {\n this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0);\n }\n };\n /**\n * Pops the color mask.\n * @param maskData - The mask data\n */\n MaskSystem.prototype.popColorMask = function (maskData) {\n var currColorMask = maskData._colorMask;\n var nextColorMask = this.maskStack.length > 0\n ? this.maskStack[this.maskStack.length - 1]._colorMask : 0xf;\n if (nextColorMask !== currColorMask) {\n this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0);\n }\n };\n MaskSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return MaskSystem;\n}());\n\n/**\n * System plugin to the renderer to manage specific types of masking operations.\n * @memberof PIXI\n */\nvar AbstractMaskSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function AbstractMaskSystem(renderer) {\n this.renderer = renderer;\n this.maskStack = [];\n this.glConst = 0;\n }\n /** Gets count of masks of certain type. */\n AbstractMaskSystem.prototype.getStackLength = function () {\n return this.maskStack.length;\n };\n /**\n * Changes the mask stack that is used by this System.\n * @param {PIXI.MaskData[]} maskStack - The mask stack\n */\n AbstractMaskSystem.prototype.setMaskStack = function (maskStack) {\n var gl = this.renderer.gl;\n var curStackLen = this.getStackLength();\n this.maskStack = maskStack;\n var newStackLen = this.getStackLength();\n if (newStackLen !== curStackLen) {\n if (newStackLen === 0) {\n gl.disable(this.glConst);\n }\n else {\n gl.enable(this.glConst);\n this._useCurrent();\n }\n }\n };\n /**\n * Setup renderer to use the current mask data.\n * @private\n */\n AbstractMaskSystem.prototype._useCurrent = function () {\n // OVERWRITE;\n };\n /** Destroys the mask stack. */\n AbstractMaskSystem.prototype.destroy = function () {\n this.renderer = null;\n this.maskStack = null;\n };\n return AbstractMaskSystem;\n}());\n\nvar tempMatrix$1 = new Matrix();\nvar rectPool = [];\n/**\n * System plugin to the renderer to manage scissor masking.\n *\n * Scissor masking discards pixels outside of a rectangle called the scissor box. The scissor box is in the framebuffer\n * viewport's space; however, the mask's rectangle is projected from world-space to viewport space automatically\n * by this system.\n * @memberof PIXI\n */\nvar ScissorSystem = /** @class */ (function (_super) {\n __extends(ScissorSystem, _super);\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n function ScissorSystem(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.glConst = settings.ADAPTER.getWebGLRenderingContext().SCISSOR_TEST;\n return _this;\n }\n ScissorSystem.prototype.getStackLength = function () {\n var maskData = this.maskStack[this.maskStack.length - 1];\n if (maskData) {\n return maskData._scissorCounter;\n }\n return 0;\n };\n /**\n * evaluates _boundsTransformed, _scissorRect for MaskData\n * @param maskData\n */\n ScissorSystem.prototype.calcScissorRect = function (maskData) {\n var _a;\n if (maskData._scissorRectLocal) {\n return;\n }\n var prevData = maskData._scissorRect;\n var maskObject = maskData.maskObject;\n var renderer = this.renderer;\n var renderTextureSystem = renderer.renderTexture;\n var rect = maskObject.getBounds(true, (_a = rectPool.pop()) !== null && _a !== void 0 ? _a : new Rectangle());\n this.roundFrameToPixels(rect, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform);\n if (prevData) {\n rect.fit(prevData);\n }\n maskData._scissorRectLocal = rect;\n };\n ScissorSystem.isMatrixRotated = function (matrix) {\n if (!matrix) {\n return false;\n }\n var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d;\n // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation\n // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0).\n return ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4)\n && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4));\n };\n /**\n * Test, whether the object can be scissor mask with current renderer projection.\n * Calls \"calcScissorRect()\" if its true.\n * @param maskData - mask data\n * @returns whether Whether the object can be scissor mask\n */\n ScissorSystem.prototype.testScissor = function (maskData) {\n var maskObject = maskData.maskObject;\n if (!maskObject.isFastRect || !maskObject.isFastRect()) {\n return false;\n }\n if (ScissorSystem.isMatrixRotated(maskObject.worldTransform)) {\n return false;\n }\n if (ScissorSystem.isMatrixRotated(this.renderer.projection.transform)) {\n return false;\n }\n this.calcScissorRect(maskData);\n var rect = maskData._scissorRectLocal;\n return rect.width > 0 && rect.height > 0;\n };\n ScissorSystem.prototype.roundFrameToPixels = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) {\n if (ScissorSystem.isMatrixRotated(transform)) {\n return;\n }\n transform = transform ? tempMatrix$1.copyFrom(transform) : tempMatrix$1.identity();\n // Get forward transform from world space to screen space\n transform\n .translate(-bindingSourceFrame.x, -bindingSourceFrame.y)\n .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height)\n .translate(bindingDestinationFrame.x, bindingDestinationFrame.y);\n // Convert frame to screen space\n this.renderer.filter.transformAABB(transform, frame);\n frame.fit(bindingDestinationFrame);\n frame.x = Math.round(frame.x * resolution);\n frame.y = Math.round(frame.y * resolution);\n frame.width = Math.round(frame.width * resolution);\n frame.height = Math.round(frame.height * resolution);\n };\n /**\n * Applies the Mask and adds it to the current stencil stack.\n * @author alvin\n * @param maskData - The mask data.\n */\n ScissorSystem.prototype.push = function (maskData) {\n if (!maskData._scissorRectLocal) {\n this.calcScissorRect(maskData);\n }\n var gl = this.renderer.gl;\n if (!maskData._scissorRect) {\n gl.enable(gl.SCISSOR_TEST);\n }\n maskData._scissorCounter++;\n maskData._scissorRect = maskData._scissorRectLocal;\n this._useCurrent();\n };\n /**\n * This should be called after a mask is popped off the mask stack. It will rebind the scissor box to be latest with the\n * last mask in the stack.\n *\n * This can also be called when you directly modify the scissor box and want to restore PixiJS state.\n * @param maskData - The mask data.\n */\n ScissorSystem.prototype.pop = function (maskData) {\n var gl = this.renderer.gl;\n if (maskData) {\n rectPool.push(maskData._scissorRectLocal);\n }\n if (this.getStackLength() > 0) {\n this._useCurrent();\n }\n else {\n gl.disable(gl.SCISSOR_TEST);\n }\n };\n /**\n * Setup renderer to use the current scissor data.\n * @private\n */\n ScissorSystem.prototype._useCurrent = function () {\n var rect = this.maskStack[this.maskStack.length - 1]._scissorRect;\n var y;\n if (this.renderer.renderTexture.current) {\n y = rect.y;\n }\n else {\n // flipY. In future we'll have it over renderTextures as an option\n y = this.renderer.height - rect.height - rect.y;\n }\n this.renderer.gl.scissor(rect.x, y, rect.width, rect.height);\n };\n return ScissorSystem;\n}(AbstractMaskSystem));\n\n/**\n * System plugin to the renderer to manage stencils (used for masks).\n * @memberof PIXI\n */\nvar StencilSystem = /** @class */ (function (_super) {\n __extends(StencilSystem, _super);\n /**\n * @param renderer - The renderer this System works for.\n */\n function StencilSystem(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.glConst = settings.ADAPTER.getWebGLRenderingContext().STENCIL_TEST;\n return _this;\n }\n StencilSystem.prototype.getStackLength = function () {\n var maskData = this.maskStack[this.maskStack.length - 1];\n if (maskData) {\n return maskData._stencilCounter;\n }\n return 0;\n };\n /**\n * Applies the Mask and adds it to the current stencil stack.\n * @param maskData - The mask data\n */\n StencilSystem.prototype.push = function (maskData) {\n var maskObject = maskData.maskObject;\n var gl = this.renderer.gl;\n var prevMaskCount = maskData._stencilCounter;\n if (prevMaskCount === 0) {\n // force use stencil texture in current framebuffer\n this.renderer.framebuffer.forceStencil();\n gl.clearStencil(0);\n gl.clear(gl.STENCIL_BUFFER_BIT);\n gl.enable(gl.STENCIL_TEST);\n }\n maskData._stencilCounter++;\n var colorMask = maskData._colorMask;\n if (colorMask !== 0) {\n maskData._colorMask = 0;\n gl.colorMask(false, false, false, false);\n }\n // Increment the reference stencil value where the new mask overlaps with the old ones.\n gl.stencilFunc(gl.EQUAL, prevMaskCount, 0xFFFFFFFF);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR);\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n if (colorMask !== 0) {\n maskData._colorMask = colorMask;\n gl.colorMask((colorMask & 1) !== 0, (colorMask & 2) !== 0, (colorMask & 4) !== 0, (colorMask & 8) !== 0);\n }\n this._useCurrent();\n };\n /**\n * Pops stencil mask. MaskData is already removed from stack\n * @param {PIXI.DisplayObject} maskObject - object of popped mask data\n */\n StencilSystem.prototype.pop = function (maskObject) {\n var gl = this.renderer.gl;\n if (this.getStackLength() === 0) {\n // the stack is empty!\n gl.disable(gl.STENCIL_TEST);\n }\n else {\n var maskData = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null;\n var colorMask = maskData ? maskData._colorMask : 0xf;\n if (colorMask !== 0) {\n maskData._colorMask = 0;\n gl.colorMask(false, false, false, false);\n }\n // Decrement the reference stencil value where the popped mask overlaps with the other ones\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR);\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n if (colorMask !== 0) {\n maskData._colorMask = colorMask;\n gl.colorMask((colorMask & 0x1) !== 0, (colorMask & 0x2) !== 0, (colorMask & 0x4) !== 0, (colorMask & 0x8) !== 0);\n }\n this._useCurrent();\n }\n };\n /**\n * Setup renderer to use the current stencil data.\n * @private\n */\n StencilSystem.prototype._useCurrent = function () {\n var gl = this.renderer.gl;\n gl.stencilFunc(gl.EQUAL, this.getStackLength(), 0xFFFFFFFF);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);\n };\n return StencilSystem;\n}(AbstractMaskSystem));\n\n/**\n * System plugin to the renderer to manage the projection matrix.\n *\n * The `projectionMatrix` is a global uniform provided to all shaders. It is used to transform points in world space to\n * normalized device coordinates.\n * @memberof PIXI\n */\nvar ProjectionSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ProjectionSystem(renderer) {\n this.renderer = renderer;\n this.destinationFrame = null;\n this.sourceFrame = null;\n this.defaultFrame = null;\n this.projectionMatrix = new Matrix();\n this.transform = null;\n }\n /**\n * Updates the projection-matrix based on the sourceFrame → destinationFrame mapping provided.\n *\n * NOTE: It is expected you call `renderer.framebuffer.setViewport(destinationFrame)` after this. This is because\n * the framebuffer viewport converts shader vertex output in normalized device coordinates to window coordinates.\n *\n * NOTE-2: {@link RenderTextureSystem#bind} updates the projection-matrix when you bind a render-texture. It is expected\n * that you dirty the current bindings when calling this manually.\n * @param destinationFrame - The rectangle in the render-target to render the contents into. If rendering to the canvas,\n * the origin is on the top-left; if rendering to a render-texture, the origin is on the bottom-left.\n * @param sourceFrame - The rectangle in world space that contains the contents being rendered.\n * @param resolution - The resolution of the render-target, which is the ratio of\n * world-space (or CSS) pixels to physical pixels.\n * @param root - Whether the render-target is the screen. This is required because rendering to textures\n * is y-flipped (i.e. upside down relative to the screen).\n */\n ProjectionSystem.prototype.update = function (destinationFrame, sourceFrame, resolution, root) {\n this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame;\n this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame;\n // Calculate object-space to clip-space projection\n this.calculateProjection(this.destinationFrame, this.sourceFrame, resolution, root);\n if (this.transform) {\n this.projectionMatrix.append(this.transform);\n }\n var renderer = this.renderer;\n renderer.globalUniforms.uniforms.projectionMatrix = this.projectionMatrix;\n renderer.globalUniforms.update();\n // this will work for now\n // but would be sweet to stick and even on the global uniforms..\n if (renderer.shader.shader) {\n renderer.shader.syncUniformGroup(renderer.shader.shader.uniforms.globals);\n }\n };\n /**\n * Calculates the `projectionMatrix` to map points inside `sourceFrame` to inside `destinationFrame`.\n * @param _destinationFrame - The destination frame in the render-target.\n * @param sourceFrame - The source frame in world space.\n * @param _resolution - The render-target's resolution, i.e. ratio of CSS to physical pixels.\n * @param root - Whether rendering into the screen. Otherwise, if rendering to a framebuffer, the projection\n * is y-flipped.\n */\n ProjectionSystem.prototype.calculateProjection = function (_destinationFrame, sourceFrame, _resolution, root) {\n var pm = this.projectionMatrix;\n var sign = !root ? 1 : -1;\n pm.identity();\n pm.a = (1 / sourceFrame.width * 2);\n pm.d = sign * (1 / sourceFrame.height * 2);\n pm.tx = -1 - (sourceFrame.x * pm.a);\n pm.ty = -sign - (sourceFrame.y * pm.d);\n };\n /**\n * Sets the transform of the active render target to the given matrix.\n * @param _matrix - The transformation matrix\n */\n ProjectionSystem.prototype.setTransform = function (_matrix) {\n // this._activeRenderTarget.transform = matrix;\n };\n ProjectionSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return ProjectionSystem;\n}());\n\n// Temporary rectangle for assigned sourceFrame or destinationFrame\nvar tempRect = new Rectangle();\n// Temporary rectangle for renderTexture destinationFrame\nvar tempRect2 = new Rectangle();\n/* eslint-disable max-len */\n/**\n * System plugin to the renderer to manage render textures.\n *\n * Should be added after FramebufferSystem\n *\n * ### Frames\n *\n * The `RenderTextureSystem` holds a sourceFrame → destinationFrame projection. The following table explains the different\n * coordinate spaces used:\n *\n * | Frame | Description | Coordinate System |\n * | ---------------------- | ---------------------------------------------------------------- | ------------------------------------------------------- |\n * | sourceFrame | The rectangle inside of which display-objects are being rendered | **World Space**: The origin on the top-left |\n * | destinationFrame | The rectangle in the render-target (canvas or texture) into which contents should be rendered | If rendering to the canvas, this is in screen space and the origin is on the top-left. If rendering to a render-texture, this is in its base-texture's space with the origin on the bottom-left. |\n * | viewportFrame | The framebuffer viewport corresponding to the destination-frame | **Window Coordinates**: The origin is always on the bottom-left. |\n * @memberof PIXI\n */\nvar RenderTextureSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function RenderTextureSystem(renderer) {\n this.renderer = renderer;\n this.clearColor = renderer._backgroundColorRgba;\n this.defaultMaskStack = [];\n this.current = null;\n this.sourceFrame = new Rectangle();\n this.destinationFrame = new Rectangle();\n this.viewportFrame = new Rectangle();\n }\n /**\n * Bind the current render texture.\n * @param renderTexture - RenderTexture to bind, by default its `null` - the screen.\n * @param sourceFrame - Part of world that is mapped to the renderTexture.\n * @param destinationFrame - Part of renderTexture, by default it has the same size as sourceFrame.\n */\n RenderTextureSystem.prototype.bind = function (renderTexture, sourceFrame, destinationFrame) {\n if (renderTexture === void 0) { renderTexture = null; }\n var renderer = this.renderer;\n this.current = renderTexture;\n var baseTexture;\n var framebuffer;\n var resolution;\n if (renderTexture) {\n baseTexture = renderTexture.baseTexture;\n resolution = baseTexture.resolution;\n if (!sourceFrame) {\n tempRect.width = renderTexture.frame.width;\n tempRect.height = renderTexture.frame.height;\n sourceFrame = tempRect;\n }\n if (!destinationFrame) {\n tempRect2.x = renderTexture.frame.x;\n tempRect2.y = renderTexture.frame.y;\n tempRect2.width = sourceFrame.width;\n tempRect2.height = sourceFrame.height;\n destinationFrame = tempRect2;\n }\n framebuffer = baseTexture.framebuffer;\n }\n else {\n resolution = renderer.resolution;\n if (!sourceFrame) {\n tempRect.width = renderer.screen.width;\n tempRect.height = renderer.screen.height;\n sourceFrame = tempRect;\n }\n if (!destinationFrame) {\n destinationFrame = tempRect;\n destinationFrame.width = sourceFrame.width;\n destinationFrame.height = sourceFrame.height;\n }\n }\n var viewportFrame = this.viewportFrame;\n viewportFrame.x = destinationFrame.x * resolution;\n viewportFrame.y = destinationFrame.y * resolution;\n viewportFrame.width = destinationFrame.width * resolution;\n viewportFrame.height = destinationFrame.height * resolution;\n if (!renderTexture) {\n viewportFrame.y = renderer.view.height - (viewportFrame.y + viewportFrame.height);\n }\n viewportFrame.ceil();\n this.renderer.framebuffer.bind(framebuffer, viewportFrame);\n this.renderer.projection.update(destinationFrame, sourceFrame, resolution, !framebuffer);\n if (renderTexture) {\n this.renderer.mask.setMaskStack(baseTexture.maskStack);\n }\n else {\n this.renderer.mask.setMaskStack(this.defaultMaskStack);\n }\n this.sourceFrame.copyFrom(sourceFrame);\n this.destinationFrame.copyFrom(destinationFrame);\n };\n /**\n * Erases the render texture and fills the drawing area with a colour.\n * @param clearColor - The color as rgba, default to use the renderer backgroundColor\n * @param [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks\n * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.\n */\n RenderTextureSystem.prototype.clear = function (clearColor, mask) {\n if (this.current) {\n clearColor = clearColor || this.current.baseTexture.clearColor;\n }\n else {\n clearColor = clearColor || this.clearColor;\n }\n var destinationFrame = this.destinationFrame;\n var baseFrame = this.current ? this.current.baseTexture : this.renderer.screen;\n var clearMask = destinationFrame.width !== baseFrame.width || destinationFrame.height !== baseFrame.height;\n if (clearMask) {\n var _a = this.viewportFrame, x = _a.x, y = _a.y, width = _a.width, height = _a.height;\n x = Math.round(x);\n y = Math.round(y);\n width = Math.round(width);\n height = Math.round(height);\n // TODO: ScissorSystem should cache whether the scissor test is enabled or not.\n this.renderer.gl.enable(this.renderer.gl.SCISSOR_TEST);\n this.renderer.gl.scissor(x, y, width, height);\n }\n this.renderer.framebuffer.clear(clearColor[0], clearColor[1], clearColor[2], clearColor[3], mask);\n if (clearMask) {\n // Restore the scissor box\n this.renderer.scissor.pop();\n }\n };\n RenderTextureSystem.prototype.resize = function () {\n // resize the root only!\n this.bind(null);\n };\n /** Resets render-texture state. */\n RenderTextureSystem.prototype.reset = function () {\n this.bind(null);\n };\n RenderTextureSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return RenderTextureSystem;\n}());\n\nfunction uboUpdate(_ud, _uv, _renderer, _syncData, buffer) {\n _renderer.buffer.update(buffer);\n}\n// cv = CachedValue\n// v = value\n// ud = uniformData\n// uv = uniformValue\n// l = location\nvar UBO_TO_SINGLE_SETTERS = {\n float: \"\\n data[offset] = v;\\n \",\n vec2: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n \",\n vec3: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n\\n \",\n vec4: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n data[offset+3] = v[3];\\n \",\n mat2: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n\\n data[offset+4] = v[2];\\n data[offset+5] = v[3];\\n \",\n mat3: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n\\n data[offset + 4] = v[3];\\n data[offset + 5] = v[4];\\n data[offset + 6] = v[5];\\n\\n data[offset + 8] = v[6];\\n data[offset + 9] = v[7];\\n data[offset + 10] = v[8];\\n \",\n mat4: \"\\n for(var i = 0; i < 16; i++)\\n {\\n data[offset + i] = v[i];\\n }\\n \"\n};\nvar GLSL_TO_STD40_SIZE = {\n float: 4,\n vec2: 8,\n vec3: 12,\n vec4: 16,\n int: 4,\n ivec2: 8,\n ivec3: 12,\n ivec4: 16,\n uint: 4,\n uvec2: 8,\n uvec3: 12,\n uvec4: 16,\n bool: 4,\n bvec2: 8,\n bvec3: 12,\n bvec4: 16,\n mat2: 16 * 2,\n mat3: 16 * 3,\n mat4: 16 * 4,\n};\n/**\n * logic originally from here: https://github.com/sketchpunk/FunWithWebGL2/blob/master/lesson_022/Shaders.js\n * rewrote it, but this was a great starting point to get a solid understanding of whats going on :)\n * @ignore\n * @param uniformData\n */\nfunction createUBOElements(uniformData) {\n var uboElements = uniformData.map(function (data) {\n return ({\n data: data,\n offset: 0,\n dataLen: 0,\n dirty: 0\n });\n });\n var size = 0;\n var chunkSize = 0;\n var offset = 0;\n for (var i = 0; i < uboElements.length; i++) {\n var uboElement = uboElements[i];\n size = GLSL_TO_STD40_SIZE[uboElement.data.type];\n if (uboElement.data.size > 1) {\n size = Math.max(size, 16) * uboElement.data.size;\n }\n uboElement.dataLen = size;\n // add some size offset..\n // must align to the nearest 16 bytes or internally nearest round size\n if (chunkSize % size !== 0 && chunkSize < 16) {\n // diff required to line up..\n var lineUpValue = (chunkSize % size) % 16;\n chunkSize += lineUpValue;\n offset += lineUpValue;\n }\n if ((chunkSize + size) > 16) {\n offset = Math.ceil(offset / 16) * 16;\n uboElement.offset = offset;\n offset += size;\n chunkSize = size;\n }\n else {\n uboElement.offset = offset;\n chunkSize += size;\n offset += size;\n }\n }\n offset = Math.ceil(offset / 16) * 16;\n return { uboElements: uboElements, size: offset };\n}\nfunction getUBOData(uniforms, uniformData) {\n var usedUniformDatas = [];\n // build..\n for (var i in uniforms) {\n if (uniformData[i]) {\n usedUniformDatas.push(uniformData[i]);\n }\n }\n // sort them out by index!\n usedUniformDatas.sort(function (a, b) { return a.index - b.index; });\n return usedUniformDatas;\n}\nfunction generateUniformBufferSync(group, uniformData) {\n if (!group.autoManage) {\n // if the group is nott automatically managed, we don't need to generate a special function for it...\n return { size: 0, syncFunc: uboUpdate };\n }\n var usedUniformDatas = getUBOData(group.uniforms, uniformData);\n var _a = createUBOElements(usedUniformDatas), uboElements = _a.uboElements, size = _a.size;\n var funcFragments = [\"\\n var v = null;\\n var v2 = null;\\n var cv = null;\\n var t = 0;\\n var gl = renderer.gl\\n var index = 0;\\n var data = buffer.data;\\n \"];\n for (var i = 0; i < uboElements.length; i++) {\n var uboElement = uboElements[i];\n var uniform = group.uniforms[uboElement.data.name];\n var name = uboElement.data.name;\n var parsed = false;\n for (var j = 0; j < uniformParsers.length; j++) {\n var uniformParser = uniformParsers[j];\n if (uniformParser.codeUbo && uniformParser.test(uboElement.data, uniform)) {\n funcFragments.push(\"offset = \" + uboElement.offset / 4 + \";\", uniformParsers[j].codeUbo(uboElement.data.name, uniform));\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n if (uboElement.data.size > 1) {\n var size_1 = mapSize(uboElement.data.type);\n var rowSize = Math.max(GLSL_TO_STD40_SIZE[uboElement.data.type] / 16, 1);\n var elementSize = size_1 / rowSize;\n var remainder = (4 - (elementSize % 4)) % 4;\n funcFragments.push(\"\\n cv = ud.\" + name + \".value;\\n v = uv.\" + name + \";\\n offset = \" + uboElement.offset / 4 + \";\\n\\n t = 0;\\n\\n for(var i=0; i < \" + uboElement.data.size * rowSize + \"; i++)\\n {\\n for(var j = 0; j < \" + elementSize + \"; j++)\\n {\\n data[offset++] = v[t++];\\n }\\n offset += \" + remainder + \";\\n }\\n\\n \");\n }\n else {\n var template = UBO_TO_SINGLE_SETTERS[uboElement.data.type];\n funcFragments.push(\"\\n cv = ud.\" + name + \".value;\\n v = uv.\" + name + \";\\n offset = \" + uboElement.offset / 4 + \";\\n \" + template + \";\\n \");\n }\n }\n }\n funcFragments.push(\"\\n renderer.buffer.update(buffer);\\n \");\n return {\n size: size,\n // eslint-disable-next-line no-new-func\n syncFunc: new Function('ud', 'uv', 'renderer', 'syncData', 'buffer', funcFragments.join('\\n'))\n };\n}\n\n/**\n * @private\n */\nvar IGLUniformData = /** @class */ (function () {\n function IGLUniformData() {\n }\n return IGLUniformData;\n}());\n/**\n * Helper class to create a WebGL Program\n * @memberof PIXI\n */\nvar GLProgram = /** @class */ (function () {\n /**\n * Makes a new Pixi program.\n * @param program - webgl program\n * @param uniformData - uniforms\n */\n function GLProgram(program, uniformData) {\n this.program = program;\n this.uniformData = uniformData;\n this.uniformGroups = {};\n this.uniformDirtyGroups = {};\n this.uniformBufferBindings = {};\n }\n /** Destroys this program. */\n GLProgram.prototype.destroy = function () {\n this.uniformData = null;\n this.uniformGroups = null;\n this.uniformDirtyGroups = null;\n this.uniformBufferBindings = null;\n this.program = null;\n };\n return GLProgram;\n}());\n\n/**\n * returns the attribute data from the program\n * @private\n * @param {WebGLProgram} [program] - the WebGL program\n * @param {WebGLRenderingContext} [gl] - the WebGL context\n * @returns {object} the attribute data for this program\n */\nfunction getAttributeData(program, gl) {\n var attributes = {};\n var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);\n for (var i = 0; i < totalAttributes; i++) {\n var attribData = gl.getActiveAttrib(program, i);\n if (attribData.name.indexOf('gl_') === 0) {\n continue;\n }\n var type = mapType(gl, attribData.type);\n var data = {\n type: type,\n name: attribData.name,\n size: mapSize(type),\n location: gl.getAttribLocation(program, attribData.name),\n };\n attributes[attribData.name] = data;\n }\n return attributes;\n}\n\n/**\n * returns the uniform data from the program\n * @private\n * @param program - the webgl program\n * @param gl - the WebGL context\n * @returns {object} the uniform data for this program\n */\nfunction getUniformData(program, gl) {\n var uniforms = {};\n var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);\n for (var i = 0; i < totalUniforms; i++) {\n var uniformData = gl.getActiveUniform(program, i);\n var name = uniformData.name.replace(/\\[.*?\\]$/, '');\n var isArray = !!(uniformData.name.match(/\\[.*?\\]$/));\n var type = mapType(gl, uniformData.type);\n uniforms[name] = {\n name: name,\n index: i,\n type: type,\n size: uniformData.size,\n isArray: isArray,\n value: defaultValue(type, uniformData.size),\n };\n }\n return uniforms;\n}\n\n/**\n * generates a WebGL Program object from a high level Pixi Program.\n * @param gl - a rendering context on which to generate the program\n * @param program - the high level Pixi Program.\n */\nfunction generateProgram(gl, program) {\n var glVertShader = compileShader(gl, gl.VERTEX_SHADER, program.vertexSrc);\n var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, program.fragmentSrc);\n var webGLProgram = gl.createProgram();\n gl.attachShader(webGLProgram, glVertShader);\n gl.attachShader(webGLProgram, glFragShader);\n gl.linkProgram(webGLProgram);\n if (!gl.getProgramParameter(webGLProgram, gl.LINK_STATUS)) {\n logProgramError(gl, webGLProgram, glVertShader, glFragShader);\n }\n program.attributeData = getAttributeData(webGLProgram, gl);\n program.uniformData = getUniformData(webGLProgram, gl);\n // GLSL 1.00: bind attributes sorted by name in ascending order\n // GLSL 3.00: don't change the attribute locations that where chosen by the compiler\n // or assigned by the layout specifier in the shader source code\n if (!(/^[ \\t]*#[ \\t]*version[ \\t]+300[ \\t]+es[ \\t]*$/m).test(program.vertexSrc)) {\n var keys = Object.keys(program.attributeData);\n keys.sort(function (a, b) { return (a > b) ? 1 : -1; }); // eslint-disable-line no-confusing-arrow\n for (var i = 0; i < keys.length; i++) {\n program.attributeData[keys[i]].location = i;\n gl.bindAttribLocation(webGLProgram, i, keys[i]);\n }\n gl.linkProgram(webGLProgram);\n }\n gl.deleteShader(glVertShader);\n gl.deleteShader(glFragShader);\n var uniformData = {};\n for (var i in program.uniformData) {\n var data = program.uniformData[i];\n uniformData[i] = {\n location: gl.getUniformLocation(webGLProgram, i),\n value: defaultValue(data.type, data.size),\n };\n }\n var glProgram = new GLProgram(webGLProgram, uniformData);\n return glProgram;\n}\n\nvar UID = 0;\n// default sync data so we don't create a new one each time!\nvar defaultSyncData = { textureCount: 0, uboCount: 0 };\n/**\n * System plugin to the renderer to manage shaders.\n * @memberof PIXI\n */\nvar ShaderSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ShaderSystem(renderer) {\n this.destroyed = false;\n this.renderer = renderer;\n // Validation check that this environment support `new Function`\n this.systemCheck();\n this.gl = null;\n this.shader = null;\n this.program = null;\n this.cache = {};\n this._uboCache = {};\n this.id = UID++;\n }\n /**\n * Overrideable function by `@pixi/unsafe-eval` to silence\n * throwing an error if platform doesn't support unsafe-evals.\n * @private\n */\n ShaderSystem.prototype.systemCheck = function () {\n if (!unsafeEvalSupported()) {\n throw new Error('Current environment does not allow unsafe-eval, '\n + 'please use @pixi/unsafe-eval module to enable support.');\n }\n };\n ShaderSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.reset();\n };\n /**\n * Changes the current shader to the one given in parameter.\n * @param shader - the new shader\n * @param dontSync - false if the shader should automatically sync its uniforms.\n * @returns the glProgram that belongs to the shader.\n */\n ShaderSystem.prototype.bind = function (shader, dontSync) {\n shader.uniforms.globals = this.renderer.globalUniforms;\n var program = shader.program;\n var glProgram = program.glPrograms[this.renderer.CONTEXT_UID] || this.generateProgram(shader);\n this.shader = shader;\n // TODO - some current Pixi plugins bypass this.. so it not safe to use yet..\n if (this.program !== program) {\n this.program = program;\n this.gl.useProgram(glProgram.program);\n }\n if (!dontSync) {\n defaultSyncData.textureCount = 0;\n defaultSyncData.uboCount = 0;\n this.syncUniformGroup(shader.uniformGroup, defaultSyncData);\n }\n return glProgram;\n };\n /**\n * Uploads the uniforms values to the currently bound shader.\n * @param uniforms - the uniforms values that be applied to the current shader\n */\n ShaderSystem.prototype.setUniforms = function (uniforms) {\n var shader = this.shader.program;\n var glProgram = shader.glPrograms[this.renderer.CONTEXT_UID];\n shader.syncUniforms(glProgram.uniformData, uniforms, this.renderer);\n };\n /* eslint-disable @typescript-eslint/explicit-module-boundary-types */\n /**\n * Syncs uniforms on the group\n * @param group - the uniform group to sync\n * @param syncData - this is data that is passed to the sync function and any nested sync functions\n */\n ShaderSystem.prototype.syncUniformGroup = function (group, syncData) {\n var glProgram = this.getGlProgram();\n if (!group.static || group.dirtyId !== glProgram.uniformDirtyGroups[group.id]) {\n glProgram.uniformDirtyGroups[group.id] = group.dirtyId;\n this.syncUniforms(group, glProgram, syncData);\n }\n };\n /**\n * Overrideable by the @pixi/unsafe-eval package to use static syncUniforms instead.\n * @param group\n * @param glProgram\n * @param syncData\n */\n ShaderSystem.prototype.syncUniforms = function (group, glProgram, syncData) {\n var syncFunc = group.syncUniforms[this.shader.program.id] || this.createSyncGroups(group);\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer, syncData);\n };\n ShaderSystem.prototype.createSyncGroups = function (group) {\n var id = this.getSignature(group, this.shader.program.uniformData, 'u');\n if (!this.cache[id]) {\n this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData);\n }\n group.syncUniforms[this.shader.program.id] = this.cache[id];\n return group.syncUniforms[this.shader.program.id];\n };\n /**\n * Syncs uniform buffers\n * @param group - the uniform buffer group to sync\n * @param name - the name of the uniform buffer\n */\n ShaderSystem.prototype.syncUniformBufferGroup = function (group, name) {\n var glProgram = this.getGlProgram();\n if (!group.static || group.dirtyId !== 0 || !glProgram.uniformGroups[group.id]) {\n group.dirtyId = 0;\n var syncFunc = glProgram.uniformGroups[group.id]\n || this.createSyncBufferGroup(group, glProgram, name);\n // TODO wrap update in a cache??\n group.buffer.update();\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer, defaultSyncData, group.buffer);\n }\n this.renderer.buffer.bindBufferBase(group.buffer, glProgram.uniformBufferBindings[name]);\n };\n /**\n * Will create a function that uploads a uniform buffer using the STD140 standard.\n * The upload function will then be cached for future calls\n * If a group is manually managed, then a simple upload function is generated\n * @param group - the uniform buffer group to sync\n * @param glProgram - the gl program to attach the uniform bindings to\n * @param name - the name of the uniform buffer (must exist on the shader)\n */\n ShaderSystem.prototype.createSyncBufferGroup = function (group, glProgram, name) {\n var gl = this.renderer.gl;\n this.renderer.buffer.bind(group.buffer);\n // bind them...\n var uniformBlockIndex = this.gl.getUniformBlockIndex(glProgram.program, name);\n glProgram.uniformBufferBindings[name] = this.shader.uniformBindCount;\n gl.uniformBlockBinding(glProgram.program, uniformBlockIndex, this.shader.uniformBindCount);\n this.shader.uniformBindCount++;\n var id = this.getSignature(group, this.shader.program.uniformData, 'ubo');\n var uboData = this._uboCache[id];\n if (!uboData) {\n uboData = this._uboCache[id] = generateUniformBufferSync(group, this.shader.program.uniformData);\n }\n if (group.autoManage) {\n var data = new Float32Array(uboData.size / 4);\n group.buffer.update(data);\n }\n glProgram.uniformGroups[group.id] = uboData.syncFunc;\n return glProgram.uniformGroups[group.id];\n };\n /**\n * Takes a uniform group and data and generates a unique signature for them.\n * @param group - The uniform group to get signature of\n * @param group.uniforms\n * @param uniformData - Uniform information generated by the shader\n * @param preFix\n * @returns Unique signature of the uniform group\n */\n ShaderSystem.prototype.getSignature = function (group, uniformData, preFix) {\n var uniforms = group.uniforms;\n var strings = [preFix + \"-\"];\n for (var i in uniforms) {\n strings.push(i);\n if (uniformData[i]) {\n strings.push(uniformData[i].type);\n }\n }\n return strings.join('-');\n };\n /**\n * Returns the underlying GLShade rof the currently bound shader.\n *\n * This can be handy for when you to have a little more control over the setting of your uniforms.\n * @returns The glProgram for the currently bound Shader for this context\n */\n ShaderSystem.prototype.getGlProgram = function () {\n if (this.shader) {\n return this.shader.program.glPrograms[this.renderer.CONTEXT_UID];\n }\n return null;\n };\n /**\n * Generates a glProgram version of the Shader provided.\n * @param shader - The shader that the glProgram will be based on.\n * @returns A shiny new glProgram!\n */\n ShaderSystem.prototype.generateProgram = function (shader) {\n var gl = this.gl;\n var program = shader.program;\n var glProgram = generateProgram(gl, program);\n program.glPrograms[this.renderer.CONTEXT_UID] = glProgram;\n return glProgram;\n };\n /** Resets ShaderSystem state, does not affect WebGL state. */\n ShaderSystem.prototype.reset = function () {\n this.program = null;\n this.shader = null;\n };\n /** Destroys this System and removes all its textures. */\n ShaderSystem.prototype.destroy = function () {\n this.renderer = null;\n // TODO implement destroy method for ShaderSystem\n this.destroyed = true;\n };\n return ShaderSystem;\n}());\n\n/**\n * Maps gl blend combinations to WebGL.\n * @memberof PIXI\n * @function mapWebGLBlendModesToPixi\n * @private\n * @param {WebGLRenderingContext} gl - The rendering context.\n * @param {number[][]} [array=[]] - The array to output into.\n * @returns {number[][]} Mapped modes.\n */\nfunction mapWebGLBlendModesToPixi(gl, array) {\n if (array === void 0) { array = []; }\n // TODO - premultiply alpha would be different.\n // add a boolean for that!\n array[BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD] = [gl.ONE, gl.ONE];\n array[BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.NONE] = [0, 0];\n // not-premultiplied blend modes\n array[BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE];\n array[BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n // composite operations\n array[BLEND_MODES.SRC_IN] = [gl.DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE];\n array[BLEND_MODES.DST_IN] = [gl.ZERO, gl.SRC_ALPHA];\n array[BLEND_MODES.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA];\n array[BLEND_MODES.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n // SUBTRACT from flash\n array[BLEND_MODES.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD];\n return array;\n}\n\nvar BLEND = 0;\nvar OFFSET = 1;\nvar CULLING = 2;\nvar DEPTH_TEST = 3;\nvar WINDING = 4;\nvar DEPTH_MASK = 5;\n/**\n * System plugin to the renderer to manage WebGL state machines.\n * @memberof PIXI\n */\nvar StateSystem = /** @class */ (function () {\n function StateSystem() {\n this.gl = null;\n this.stateId = 0;\n this.polygonOffset = 0;\n this.blendMode = BLEND_MODES.NONE;\n this._blendEq = false;\n // map functions for when we set state..\n this.map = [];\n this.map[BLEND] = this.setBlend;\n this.map[OFFSET] = this.setOffset;\n this.map[CULLING] = this.setCullFace;\n this.map[DEPTH_TEST] = this.setDepthTest;\n this.map[WINDING] = this.setFrontFace;\n this.map[DEPTH_MASK] = this.setDepthMask;\n this.checks = [];\n this.defaultState = new State();\n this.defaultState.blend = true;\n }\n StateSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.blendModes = mapWebGLBlendModesToPixi(gl);\n this.set(this.defaultState);\n this.reset();\n };\n /**\n * Sets the current state\n * @param {*} state - The state to set.\n */\n StateSystem.prototype.set = function (state) {\n state = state || this.defaultState;\n // TODO maybe to an object check? ( this.state === state )?\n if (this.stateId !== state.data) {\n var diff = this.stateId ^ state.data;\n var i = 0;\n // order from least to most common\n while (diff) {\n if (diff & 1) {\n // state change!\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n diff = diff >> 1;\n i++;\n }\n this.stateId = state.data;\n }\n // based on the above settings we check for specific modes..\n // for example if blend is active we check and set the blend modes\n // or of polygon offset is active we check the poly depth.\n for (var i = 0; i < this.checks.length; i++) {\n this.checks[i](this, state);\n }\n };\n /**\n * Sets the state, when previous state is unknown.\n * @param {*} state - The state to set\n */\n StateSystem.prototype.forceState = function (state) {\n state = state || this.defaultState;\n for (var i = 0; i < this.map.length; i++) {\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n for (var i = 0; i < this.checks.length; i++) {\n this.checks[i](this, state);\n }\n this.stateId = state.data;\n };\n /**\n * Sets whether to enable or disable blending.\n * @param value - Turn on or off WebGl blending.\n */\n StateSystem.prototype.setBlend = function (value) {\n this.updateCheck(StateSystem.checkBlendMode, value);\n this.gl[value ? 'enable' : 'disable'](this.gl.BLEND);\n };\n /**\n * Sets whether to enable or disable polygon offset fill.\n * @param value - Turn on or off webgl polygon offset testing.\n */\n StateSystem.prototype.setOffset = function (value) {\n this.updateCheck(StateSystem.checkPolygonOffset, value);\n this.gl[value ? 'enable' : 'disable'](this.gl.POLYGON_OFFSET_FILL);\n };\n /**\n * Sets whether to enable or disable depth test.\n * @param value - Turn on or off webgl depth testing.\n */\n StateSystem.prototype.setDepthTest = function (value) {\n this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST);\n };\n /**\n * Sets whether to enable or disable depth mask.\n * @param value - Turn on or off webgl depth mask.\n */\n StateSystem.prototype.setDepthMask = function (value) {\n this.gl.depthMask(value);\n };\n /**\n * Sets whether to enable or disable cull face.\n * @param {boolean} value - Turn on or off webgl cull face.\n */\n StateSystem.prototype.setCullFace = function (value) {\n this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE);\n };\n /**\n * Sets the gl front face.\n * @param {boolean} value - true is clockwise and false is counter-clockwise\n */\n StateSystem.prototype.setFrontFace = function (value) {\n this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']);\n };\n /**\n * Sets the blend mode.\n * @param {number} value - The blend mode to set to.\n */\n StateSystem.prototype.setBlendMode = function (value) {\n if (value === this.blendMode) {\n return;\n }\n this.blendMode = value;\n var mode = this.blendModes[value];\n var gl = this.gl;\n if (mode.length === 2) {\n gl.blendFunc(mode[0], mode[1]);\n }\n else {\n gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]);\n }\n if (mode.length === 6) {\n this._blendEq = true;\n gl.blendEquationSeparate(mode[4], mode[5]);\n }\n else if (this._blendEq) {\n this._blendEq = false;\n gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);\n }\n };\n /**\n * Sets the polygon offset.\n * @param {number} value - the polygon offset\n * @param {number} scale - the polygon offset scale\n */\n StateSystem.prototype.setPolygonOffset = function (value, scale) {\n this.gl.polygonOffset(value, scale);\n };\n // used\n /** Resets all the logic and disables the VAOs. */\n StateSystem.prototype.reset = function () {\n this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false);\n this.forceState(this.defaultState);\n this._blendEq = true;\n this.blendMode = -1;\n this.setBlendMode(0);\n };\n /**\n * Checks to see which updates should be checked based on which settings have been activated.\n *\n * For example, if blend is enabled then we should check the blend modes each time the state is changed\n * or if polygon fill is activated then we need to check if the polygon offset changes.\n * The idea is that we only check what we have too.\n * @param func - the checking function to add or remove\n * @param value - should the check function be added or removed.\n */\n StateSystem.prototype.updateCheck = function (func, value) {\n var index = this.checks.indexOf(func);\n if (value && index === -1) {\n this.checks.push(func);\n }\n else if (!value && index !== -1) {\n this.checks.splice(index, 1);\n }\n };\n /**\n * A private little wrapper function that we call to check the blend mode.\n * @param system - the System to perform the state check on\n * @param state - the state that the blendMode will pulled from\n */\n StateSystem.checkBlendMode = function (system, state) {\n system.setBlendMode(state.blendMode);\n };\n /**\n * A private little wrapper function that we call to check the polygon offset.\n * @param system - the System to perform the state check on\n * @param state - the state that the blendMode will pulled from\n */\n StateSystem.checkPolygonOffset = function (system, state) {\n system.setPolygonOffset(1, state.polygonOffset);\n };\n /**\n * @ignore\n */\n StateSystem.prototype.destroy = function () {\n this.gl = null;\n };\n return StateSystem;\n}());\n\n/**\n * System plugin to the renderer to manage texture garbage collection on the GPU,\n * ensuring that it does not get clogged up with textures that are no longer being used.\n * @memberof PIXI\n */\nvar TextureGCSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function TextureGCSystem(renderer) {\n this.renderer = renderer;\n this.count = 0;\n this.checkCount = 0;\n this.maxIdle = settings.GC_MAX_IDLE;\n this.checkCountMax = settings.GC_MAX_CHECK_COUNT;\n this.mode = settings.GC_MODE;\n }\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n TextureGCSystem.prototype.postrender = function () {\n if (!this.renderer.renderingToScreen) {\n return;\n }\n this.count++;\n if (this.mode === GC_MODES.MANUAL) {\n return;\n }\n this.checkCount++;\n if (this.checkCount > this.checkCountMax) {\n this.checkCount = 0;\n this.run();\n }\n };\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n TextureGCSystem.prototype.run = function () {\n var tm = this.renderer.texture;\n var managedTextures = tm.managedTextures;\n var wasRemoved = false;\n for (var i = 0; i < managedTextures.length; i++) {\n var texture = managedTextures[i];\n // only supports non generated textures at the moment!\n if (!texture.framebuffer && this.count - texture.touched > this.maxIdle) {\n tm.destroyTexture(texture, true);\n managedTextures[i] = null;\n wasRemoved = true;\n }\n }\n if (wasRemoved) {\n var j = 0;\n for (var i = 0; i < managedTextures.length; i++) {\n if (managedTextures[i] !== null) {\n managedTextures[j++] = managedTextures[i];\n }\n }\n managedTextures.length = j;\n }\n };\n /**\n * Removes all the textures within the specified displayObject and its children from the GPU\n * @param {PIXI.DisplayObject} displayObject - the displayObject to remove the textures from.\n */\n TextureGCSystem.prototype.unload = function (displayObject) {\n var tm = this.renderer.texture;\n var texture = displayObject._texture;\n // only destroy non generated textures\n if (texture && !texture.framebuffer) {\n tm.destroyTexture(texture);\n }\n for (var i = displayObject.children.length - 1; i >= 0; i--) {\n this.unload(displayObject.children[i]);\n }\n };\n TextureGCSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return TextureGCSystem;\n}());\n\n/**\n * Returns a lookup table that maps each type-format pair to a compatible internal format.\n * @memberof PIXI\n * @function mapTypeAndFormatToInternalFormat\n * @private\n * @param {WebGLRenderingContext} gl - The rendering context.\n * @returns Lookup table.\n */\nfunction mapTypeAndFormatToInternalFormat(gl) {\n var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s, _t, _u, _v, _w, _x;\n var table;\n if ('WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext) {\n table = (_a = {},\n _a[TYPES.UNSIGNED_BYTE] = (_b = {},\n _b[FORMATS.RGBA] = gl.RGBA8,\n _b[FORMATS.RGB] = gl.RGB8,\n _b[FORMATS.RG] = gl.RG8,\n _b[FORMATS.RED] = gl.R8,\n _b[FORMATS.RGBA_INTEGER] = gl.RGBA8UI,\n _b[FORMATS.RGB_INTEGER] = gl.RGB8UI,\n _b[FORMATS.RG_INTEGER] = gl.RG8UI,\n _b[FORMATS.RED_INTEGER] = gl.R8UI,\n _b[FORMATS.ALPHA] = gl.ALPHA,\n _b[FORMATS.LUMINANCE] = gl.LUMINANCE,\n _b[FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA,\n _b),\n _a[TYPES.BYTE] = (_c = {},\n _c[FORMATS.RGBA] = gl.RGBA8_SNORM,\n _c[FORMATS.RGB] = gl.RGB8_SNORM,\n _c[FORMATS.RG] = gl.RG8_SNORM,\n _c[FORMATS.RED] = gl.R8_SNORM,\n _c[FORMATS.RGBA_INTEGER] = gl.RGBA8I,\n _c[FORMATS.RGB_INTEGER] = gl.RGB8I,\n _c[FORMATS.RG_INTEGER] = gl.RG8I,\n _c[FORMATS.RED_INTEGER] = gl.R8I,\n _c),\n _a[TYPES.UNSIGNED_SHORT] = (_d = {},\n _d[FORMATS.RGBA_INTEGER] = gl.RGBA16UI,\n _d[FORMATS.RGB_INTEGER] = gl.RGB16UI,\n _d[FORMATS.RG_INTEGER] = gl.RG16UI,\n _d[FORMATS.RED_INTEGER] = gl.R16UI,\n _d[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT16,\n _d),\n _a[TYPES.SHORT] = (_e = {},\n _e[FORMATS.RGBA_INTEGER] = gl.RGBA16I,\n _e[FORMATS.RGB_INTEGER] = gl.RGB16I,\n _e[FORMATS.RG_INTEGER] = gl.RG16I,\n _e[FORMATS.RED_INTEGER] = gl.R16I,\n _e),\n _a[TYPES.UNSIGNED_INT] = (_f = {},\n _f[FORMATS.RGBA_INTEGER] = gl.RGBA32UI,\n _f[FORMATS.RGB_INTEGER] = gl.RGB32UI,\n _f[FORMATS.RG_INTEGER] = gl.RG32UI,\n _f[FORMATS.RED_INTEGER] = gl.R32UI,\n _f[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT24,\n _f),\n _a[TYPES.INT] = (_g = {},\n _g[FORMATS.RGBA_INTEGER] = gl.RGBA32I,\n _g[FORMATS.RGB_INTEGER] = gl.RGB32I,\n _g[FORMATS.RG_INTEGER] = gl.RG32I,\n _g[FORMATS.RED_INTEGER] = gl.R32I,\n _g),\n _a[TYPES.FLOAT] = (_h = {},\n _h[FORMATS.RGBA] = gl.RGBA32F,\n _h[FORMATS.RGB] = gl.RGB32F,\n _h[FORMATS.RG] = gl.RG32F,\n _h[FORMATS.RED] = gl.R32F,\n _h[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT32F,\n _h),\n _a[TYPES.HALF_FLOAT] = (_j = {},\n _j[FORMATS.RGBA] = gl.RGBA16F,\n _j[FORMATS.RGB] = gl.RGB16F,\n _j[FORMATS.RG] = gl.RG16F,\n _j[FORMATS.RED] = gl.R16F,\n _j),\n _a[TYPES.UNSIGNED_SHORT_5_6_5] = (_k = {},\n _k[FORMATS.RGB] = gl.RGB565,\n _k),\n _a[TYPES.UNSIGNED_SHORT_4_4_4_4] = (_l = {},\n _l[FORMATS.RGBA] = gl.RGBA4,\n _l),\n _a[TYPES.UNSIGNED_SHORT_5_5_5_1] = (_m = {},\n _m[FORMATS.RGBA] = gl.RGB5_A1,\n _m),\n _a[TYPES.UNSIGNED_INT_2_10_10_10_REV] = (_o = {},\n _o[FORMATS.RGBA] = gl.RGB10_A2,\n _o[FORMATS.RGBA_INTEGER] = gl.RGB10_A2UI,\n _o),\n _a[TYPES.UNSIGNED_INT_10F_11F_11F_REV] = (_p = {},\n _p[FORMATS.RGB] = gl.R11F_G11F_B10F,\n _p),\n _a[TYPES.UNSIGNED_INT_5_9_9_9_REV] = (_q = {},\n _q[FORMATS.RGB] = gl.RGB9_E5,\n _q),\n _a[TYPES.UNSIGNED_INT_24_8] = (_r = {},\n _r[FORMATS.DEPTH_STENCIL] = gl.DEPTH24_STENCIL8,\n _r),\n _a[TYPES.FLOAT_32_UNSIGNED_INT_24_8_REV] = (_s = {},\n _s[FORMATS.DEPTH_STENCIL] = gl.DEPTH32F_STENCIL8,\n _s),\n _a);\n }\n else {\n table = (_t = {},\n _t[TYPES.UNSIGNED_BYTE] = (_u = {},\n _u[FORMATS.RGBA] = gl.RGBA,\n _u[FORMATS.RGB] = gl.RGB,\n _u[FORMATS.ALPHA] = gl.ALPHA,\n _u[FORMATS.LUMINANCE] = gl.LUMINANCE,\n _u[FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA,\n _u),\n _t[TYPES.UNSIGNED_SHORT_5_6_5] = (_v = {},\n _v[FORMATS.RGB] = gl.RGB,\n _v),\n _t[TYPES.UNSIGNED_SHORT_4_4_4_4] = (_w = {},\n _w[FORMATS.RGBA] = gl.RGBA,\n _w),\n _t[TYPES.UNSIGNED_SHORT_5_5_5_1] = (_x = {},\n _x[FORMATS.RGBA] = gl.RGBA,\n _x),\n _t);\n }\n return table;\n}\n\n/**\n * Internal texture for WebGL context.\n * @memberof PIXI\n */\nvar GLTexture = /** @class */ (function () {\n function GLTexture(texture) {\n this.texture = texture;\n this.width = -1;\n this.height = -1;\n this.dirtyId = -1;\n this.dirtyStyleId = -1;\n this.mipmap = false;\n this.wrapMode = 33071;\n this.type = TYPES.UNSIGNED_BYTE;\n this.internalFormat = FORMATS.RGBA;\n this.samplerType = 0;\n }\n return GLTexture;\n}());\n\n/**\n * System plugin to the renderer to manage textures.\n * @memberof PIXI\n */\nvar TextureSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this system works for.\n */\n function TextureSystem(renderer) {\n this.renderer = renderer;\n // TODO set to max textures...\n this.boundTextures = [];\n this.currentLocation = -1;\n this.managedTextures = [];\n this._unknownBoundTextures = false;\n this.unknownTexture = new BaseTexture();\n this.hasIntegerTextures = false;\n }\n /** Sets up the renderer context and necessary buffers. */\n TextureSystem.prototype.contextChange = function () {\n var gl = this.gl = this.renderer.gl;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n this.webGLVersion = this.renderer.context.webGLVersion;\n this.internalFormats = mapTypeAndFormatToInternalFormat(gl);\n var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);\n this.boundTextures.length = maxTextures;\n for (var i = 0; i < maxTextures; i++) {\n this.boundTextures[i] = null;\n }\n // TODO move this.. to a nice make empty textures class..\n this.emptyTextures = {};\n var emptyTexture2D = new GLTexture(gl.createTexture());\n gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4));\n this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D;\n this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(gl.createTexture());\n gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture);\n for (var i = 0; i < 6; i++) {\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n }\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\n for (var i = 0; i < this.boundTextures.length; i++) {\n this.bind(null, i);\n }\n };\n /**\n * Bind a texture to a specific location\n *\n * If you want to unbind something, please use `unbind(texture)` instead of `bind(null, textureLocation)`\n * @param texture - Texture to bind\n * @param [location=0] - Location to bind at\n */\n TextureSystem.prototype.bind = function (texture, location) {\n if (location === void 0) { location = 0; }\n var gl = this.gl;\n texture = texture === null || texture === void 0 ? void 0 : texture.castToBaseTexture();\n // cannot bind partial texture\n // TODO: report a warning\n if (texture && texture.valid && !texture.parentTextureArray) {\n texture.touched = this.renderer.textureGC.count;\n var glTexture = texture._glTextures[this.CONTEXT_UID] || this.initTexture(texture);\n if (this.boundTextures[location] !== texture) {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n gl.bindTexture(texture.target, glTexture.texture);\n }\n if (glTexture.dirtyId !== texture.dirtyId) {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n this.updateTexture(texture);\n }\n this.boundTextures[location] = texture;\n }\n else {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[gl.TEXTURE_2D].texture);\n this.boundTextures[location] = null;\n }\n };\n /** Resets texture location and bound textures Actual `bind(null, i)` calls will be performed at next `unbind()` call */\n TextureSystem.prototype.reset = function () {\n this._unknownBoundTextures = true;\n this.hasIntegerTextures = false;\n this.currentLocation = -1;\n for (var i = 0; i < this.boundTextures.length; i++) {\n this.boundTextures[i] = this.unknownTexture;\n }\n };\n /**\n * Unbind a texture.\n * @param texture - Texture to bind\n */\n TextureSystem.prototype.unbind = function (texture) {\n var _a = this, gl = _a.gl, boundTextures = _a.boundTextures;\n if (this._unknownBoundTextures) {\n this._unknownBoundTextures = false;\n // someone changed webGL state,\n // we have to be sure that our texture does not appear in multi-texture renderer samplers\n for (var i = 0; i < boundTextures.length; i++) {\n if (boundTextures[i] === this.unknownTexture) {\n this.bind(null, i);\n }\n }\n }\n for (var i = 0; i < boundTextures.length; i++) {\n if (boundTextures[i] === texture) {\n if (this.currentLocation !== i) {\n gl.activeTexture(gl.TEXTURE0 + i);\n this.currentLocation = i;\n }\n gl.bindTexture(texture.target, this.emptyTextures[texture.target].texture);\n boundTextures[i] = null;\n }\n }\n };\n /**\n * Ensures that current boundTextures all have FLOAT sampler type,\n * see {@link PIXI.SAMPLER_TYPES} for explanation.\n * @param maxTextures - number of locations to check\n */\n TextureSystem.prototype.ensureSamplerType = function (maxTextures) {\n var _a = this, boundTextures = _a.boundTextures, hasIntegerTextures = _a.hasIntegerTextures, CONTEXT_UID = _a.CONTEXT_UID;\n if (!hasIntegerTextures) {\n return;\n }\n for (var i = maxTextures - 1; i >= 0; --i) {\n var tex = boundTextures[i];\n if (tex) {\n var glTexture = tex._glTextures[CONTEXT_UID];\n if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) {\n this.renderer.texture.unbind(tex);\n }\n }\n }\n };\n /**\n * Initialize a texture\n * @private\n * @param texture - Texture to initialize\n */\n TextureSystem.prototype.initTexture = function (texture) {\n var glTexture = new GLTexture(this.gl.createTexture());\n // guarantee an update..\n glTexture.dirtyId = -1;\n texture._glTextures[this.CONTEXT_UID] = glTexture;\n this.managedTextures.push(texture);\n texture.on('dispose', this.destroyTexture, this);\n return glTexture;\n };\n TextureSystem.prototype.initTextureType = function (texture, glTexture) {\n var _a, _b;\n glTexture.internalFormat = (_b = (_a = this.internalFormats[texture.type]) === null || _a === void 0 ? void 0 : _a[texture.format]) !== null && _b !== void 0 ? _b : texture.format;\n if (this.webGLVersion === 2 && texture.type === TYPES.HALF_FLOAT) {\n // TYPES.HALF_FLOAT is WebGL1 HALF_FLOAT_OES\n // we have to convert it to WebGL HALF_FLOAT\n glTexture.type = this.gl.HALF_FLOAT;\n }\n else {\n glTexture.type = texture.type;\n }\n };\n /**\n * Update a texture\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to initialize\n */\n TextureSystem.prototype.updateTexture = function (texture) {\n var glTexture = texture._glTextures[this.CONTEXT_UID];\n if (!glTexture) {\n return;\n }\n var renderer = this.renderer;\n this.initTextureType(texture, glTexture);\n if (texture.resource && texture.resource.upload(renderer, texture, glTexture)) {\n // texture is uploaded, dont do anything!\n if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) {\n this.hasIntegerTextures = true;\n }\n }\n else {\n // default, renderTexture-like logic\n var width = texture.realWidth;\n var height = texture.realHeight;\n var gl = renderer.gl;\n if (glTexture.width !== width\n || glTexture.height !== height\n || glTexture.dirtyId < 0) {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(texture.target, 0, glTexture.internalFormat, width, height, 0, texture.format, glTexture.type, null);\n }\n }\n // lets only update what changes..\n if (texture.dirtyStyleId !== glTexture.dirtyStyleId) {\n this.updateTextureStyle(texture);\n }\n glTexture.dirtyId = texture.dirtyId;\n };\n /**\n * Deletes the texture from WebGL\n * @private\n * @param texture - the texture to destroy\n * @param [skipRemove=false] - Whether to skip removing the texture from the TextureManager.\n */\n TextureSystem.prototype.destroyTexture = function (texture, skipRemove) {\n var gl = this.gl;\n texture = texture.castToBaseTexture();\n if (texture._glTextures[this.CONTEXT_UID]) {\n this.unbind(texture);\n gl.deleteTexture(texture._glTextures[this.CONTEXT_UID].texture);\n texture.off('dispose', this.destroyTexture, this);\n delete texture._glTextures[this.CONTEXT_UID];\n if (!skipRemove) {\n var i = this.managedTextures.indexOf(texture);\n if (i !== -1) {\n removeItems(this.managedTextures, i, 1);\n }\n }\n }\n };\n /**\n * Update texture style such as mipmap flag\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to update\n */\n TextureSystem.prototype.updateTextureStyle = function (texture) {\n var glTexture = texture._glTextures[this.CONTEXT_UID];\n if (!glTexture) {\n return;\n }\n if ((texture.mipmap === MIPMAP_MODES.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo) {\n glTexture.mipmap = false;\n }\n else {\n glTexture.mipmap = texture.mipmap >= 1;\n }\n if (this.webGLVersion !== 2 && !texture.isPowerOfTwo) {\n glTexture.wrapMode = WRAP_MODES.CLAMP;\n }\n else {\n glTexture.wrapMode = texture.wrapMode;\n }\n if (texture.resource && texture.resource.style(this.renderer, texture, glTexture)) ;\n else {\n this.setStyle(texture, glTexture);\n }\n glTexture.dirtyStyleId = texture.dirtyStyleId;\n };\n /**\n * Set style for texture\n * @private\n * @param texture - Texture to update\n * @param glTexture\n */\n TextureSystem.prototype.setStyle = function (texture, glTexture) {\n var gl = this.gl;\n if (glTexture.mipmap && texture.mipmap !== MIPMAP_MODES.ON_MANUAL) {\n gl.generateMipmap(texture.target);\n }\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode);\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode);\n if (glTexture.mipmap) {\n /* eslint-disable max-len */\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);\n /* eslint-disable max-len */\n var anisotropicExt = this.renderer.context.extensions.anisotropicFiltering;\n if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === SCALE_MODES.LINEAR) {\n var level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT));\n gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level);\n }\n }\n else {\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n }\n gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n };\n TextureSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return TextureSystem;\n}());\n\nvar _systems = {\n __proto__: null,\n FilterSystem: FilterSystem,\n BatchSystem: BatchSystem,\n ContextSystem: ContextSystem,\n FramebufferSystem: FramebufferSystem,\n GeometrySystem: GeometrySystem,\n MaskSystem: MaskSystem,\n ScissorSystem: ScissorSystem,\n StencilSystem: StencilSystem,\n ProjectionSystem: ProjectionSystem,\n RenderTextureSystem: RenderTextureSystem,\n ShaderSystem: ShaderSystem,\n StateSystem: StateSystem,\n TextureGCSystem: TextureGCSystem,\n TextureSystem: TextureSystem\n};\n\nvar tempMatrix = new Matrix();\n/**\n * The AbstractRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer}\n * and {@link PIXI.Renderer} which can be used for rendering a PixiJS scene.\n * @abstract\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nvar AbstractRenderer = /** @class */ (function (_super) {\n __extends(AbstractRenderer, _super);\n /**\n * @param type - The renderer type.\n * @param [options] - The optional renderer parameters.\n * @param {number} [options.width=800] - The width of the screen.\n * @param {number} [options.height=600] - The height of the screen.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the WebGL context.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n */\n function AbstractRenderer(type, options) {\n if (type === void 0) { type = RENDERER_TYPE.UNKNOWN; }\n var _this = _super.call(this) || this;\n // Add the default render options\n options = Object.assign({}, settings.RENDER_OPTIONS, options);\n /**\n * The supplied constructor options.\n * @member {object}\n * @readonly\n */\n _this.options = options;\n /**\n * The type of the renderer.\n * @member {number}\n * @default PIXI.RENDERER_TYPE.UNKNOWN\n * @see PIXI.RENDERER_TYPE\n */\n _this.type = type;\n /**\n * Measurements of the screen. (0, 0, screenWidth, screenHeight).\n *\n * Its safe to use as filterArea or hitArea for the whole stage.\n * @member {PIXI.Rectangle}\n */\n _this.screen = new Rectangle(0, 0, options.width, options.height);\n /**\n * The canvas element that everything is drawn to.\n * @member {HTMLCanvasElement}\n */\n _this.view = options.view || settings.ADAPTER.createCanvas();\n /**\n * The resolution / device pixel ratio of the renderer.\n * @member {number}\n * @default PIXI.settings.RESOLUTION\n */\n _this.resolution = options.resolution || settings.RESOLUTION;\n /**\n * Pass-thru setting for the canvas' context `alpha` property. This is typically\n * not something you need to fiddle with. If you want transparency, use `backgroundAlpha`.\n * @member {boolean}\n */\n _this.useContextAlpha = options.useContextAlpha;\n /**\n * Whether CSS dimensions of canvas view should be resized to screen dimensions automatically.\n * @member {boolean}\n */\n _this.autoDensity = !!options.autoDensity;\n /**\n * The value of the preserveDrawingBuffer flag affects whether or not the contents of\n * the stencil buffer is retained after rendering.\n * @member {boolean}\n */\n _this.preserveDrawingBuffer = options.preserveDrawingBuffer;\n /**\n * This sets if the CanvasRenderer will clear the canvas or not before the new render pass.\n * If the scene is NOT transparent PixiJS will use a canvas sized fillRect operation every\n * frame to set the canvas background color. If the scene is transparent PixiJS will use clearRect\n * to clear the canvas every frame. Disable this by setting this to false. For example, if\n * your game has a canvas filling background image you often don't need this set.\n * @member {boolean}\n * @default\n */\n _this.clearBeforeRender = options.clearBeforeRender;\n /**\n * The background color as a number.\n * @member {number}\n * @protected\n */\n _this._backgroundColor = 0x000000;\n /**\n * The background color as an [R, G, B, A] array.\n * @member {number[]}\n * @protected\n */\n _this._backgroundColorRgba = [0, 0, 0, 1];\n /**\n * The background color as a string.\n * @member {string}\n * @protected\n */\n _this._backgroundColorString = '#000000';\n _this.backgroundColor = options.backgroundColor || _this._backgroundColor; // run bg color setter\n _this.backgroundAlpha = options.backgroundAlpha;\n // @deprecated\n if (options.transparent !== undefined) {\n deprecation('6.0.0', 'Option transparent is deprecated, please use backgroundAlpha instead.');\n _this.useContextAlpha = options.transparent;\n _this.backgroundAlpha = options.transparent ? 0 : 1;\n }\n /**\n * The last root object that the renderer tried to render.\n * @member {PIXI.DisplayObject}\n * @protected\n */\n _this._lastObjectRendered = null;\n /**\n * Collection of plugins.\n * @readonly\n * @member {object}\n */\n _this.plugins = {};\n return _this;\n }\n /**\n * Initialize the plugins.\n * @protected\n * @param {object} staticMap - The dictionary of statically saved plugins.\n */\n AbstractRenderer.prototype.initPlugins = function (staticMap) {\n for (var o in staticMap) {\n this.plugins[o] = new (staticMap[o])(this);\n }\n };\n Object.defineProperty(AbstractRenderer.prototype, \"width\", {\n /**\n * Same as view.width, actual number of pixels in the canvas by horizontal.\n * @member {number}\n * @readonly\n * @default 800\n */\n get: function () {\n return this.view.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AbstractRenderer.prototype, \"height\", {\n /**\n * Same as view.height, actual number of pixels in the canvas by vertical.\n * @member {number}\n * @readonly\n * @default 600\n */\n get: function () {\n return this.view.height;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Resizes the screen and canvas as close as possible to the specified width and height.\n * Canvas dimensions are multiplied by resolution and rounded to the nearest integers.\n * The new canvas dimensions divided by the resolution become the new screen dimensions.\n * @param desiredScreenWidth - The desired width of the screen.\n * @param desiredScreenHeight - The desired height of the screen.\n */\n AbstractRenderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) {\n this.view.width = Math.round(desiredScreenWidth * this.resolution);\n this.view.height = Math.round(desiredScreenHeight * this.resolution);\n var screenWidth = this.view.width / this.resolution;\n var screenHeight = this.view.height / this.resolution;\n this.screen.width = screenWidth;\n this.screen.height = screenHeight;\n if (this.autoDensity) {\n this.view.style.width = screenWidth + \"px\";\n this.view.style.height = screenHeight + \"px\";\n }\n /**\n * Fired after view has been resized.\n * @event PIXI.Renderer#resize\n * @param {number} screenWidth - The new width of the screen.\n * @param {number} screenHeight - The new height of the screen.\n */\n this.emit('resize', screenWidth, screenHeight);\n };\n /**\n * @ignore\n */\n AbstractRenderer.prototype.generateTexture = function (displayObject, options, resolution, region) {\n if (options === void 0) { options = {}; }\n // @deprecated parameters spread, use options instead\n if (typeof options === 'number') {\n deprecation('6.1.0', 'generateTexture options (scaleMode, resolution, region) are now object options.');\n options = { scaleMode: options, resolution: resolution, region: region };\n }\n var manualRegion = options.region, textureOptions = __rest(options, [\"region\"]);\n region = manualRegion || displayObject.getLocalBounds(null, true);\n // minimum texture size is 1x1, 0x0 will throw an error\n if (region.width === 0)\n { region.width = 1; }\n if (region.height === 0)\n { region.height = 1; }\n var renderTexture = RenderTexture.create(__assign({ width: region.width, height: region.height }, textureOptions));\n tempMatrix.tx = -region.x;\n tempMatrix.ty = -region.y;\n this.render(displayObject, {\n renderTexture: renderTexture,\n clear: false,\n transform: tempMatrix,\n skipUpdateTransform: !!displayObject.parent\n });\n return renderTexture;\n };\n /**\n * Removes everything from the renderer and optionally removes the Canvas DOM element.\n * @param [removeView=false] - Removes the Canvas element from the DOM.\n */\n AbstractRenderer.prototype.destroy = function (removeView) {\n for (var o in this.plugins) {\n this.plugins[o].destroy();\n this.plugins[o] = null;\n }\n if (removeView && this.view.parentNode) {\n this.view.parentNode.removeChild(this.view);\n }\n var thisAny = this;\n // null-ing all objects, that's a tradition!\n thisAny.plugins = null;\n thisAny.type = RENDERER_TYPE.UNKNOWN;\n thisAny.view = null;\n thisAny.screen = null;\n thisAny._tempDisplayObjectParent = null;\n thisAny.options = null;\n this._backgroundColorRgba = null;\n this._backgroundColorString = null;\n this._lastObjectRendered = null;\n };\n Object.defineProperty(AbstractRenderer.prototype, \"backgroundColor\", {\n /**\n * The background color to fill if not transparent\n * @member {number}\n */\n get: function () {\n return this._backgroundColor;\n },\n set: function (value) {\n this._backgroundColor = value;\n this._backgroundColorString = hex2string(value);\n hex2rgb(value, this._backgroundColorRgba);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AbstractRenderer.prototype, \"backgroundAlpha\", {\n /**\n * The background color alpha. Setting this to 0 will make the canvas transparent.\n * @member {number}\n */\n get: function () {\n return this._backgroundColorRgba[3];\n },\n set: function (value) {\n this._backgroundColorRgba[3] = value;\n },\n enumerable: false,\n configurable: true\n });\n return AbstractRenderer;\n}(EventEmitter));\n\nvar GLBuffer = /** @class */ (function () {\n function GLBuffer(buffer) {\n this.buffer = buffer || null;\n this.updateID = -1;\n this.byteLength = -1;\n this.refCount = 0;\n }\n return GLBuffer;\n}());\n\n/**\n * System plugin to the renderer to manage buffers.\n *\n * WebGL uses Buffers as a way to store objects to the GPU.\n * This system makes working with them a lot easier.\n *\n * Buffers are used in three main places in WebGL\n * - geometry information\n * - Uniform information (via uniform buffer objects - a WebGL 2 only feature)\n * - Transform feedback information. (WebGL 2 only feature)\n *\n * This system will handle the binding of buffers to the GPU as well as uploading\n * them. With this system, you never need to work directly with GPU buffers, but instead work with\n * the PIXI.Buffer class.\n * @class\n * @memberof PIXI\n */\nvar BufferSystem = /** @class */ (function () {\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n function BufferSystem(renderer) {\n this.renderer = renderer;\n this.managedBuffers = {};\n this.boundBufferBases = {};\n }\n /**\n * @ignore\n */\n BufferSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n /** Sets up the renderer context and necessary buffers. */\n BufferSystem.prototype.contextChange = function () {\n this.disposeAll(true);\n this.gl = this.renderer.gl;\n // TODO fill out...\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n };\n /**\n * This binds specified buffer. On first run, it will create the webGL buffers for the context too\n * @param buffer - the buffer to bind to the renderer\n */\n BufferSystem.prototype.bind = function (buffer) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n gl.bindBuffer(buffer.type, glBuffer.buffer);\n };\n /**\n * Binds an uniform buffer to at the given index.\n *\n * A cache is used so a buffer will not be bound again if already bound.\n * @param buffer - the buffer to bind\n * @param index - the base index to bind it to.\n */\n BufferSystem.prototype.bindBufferBase = function (buffer, index) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n if (this.boundBufferBases[index] !== buffer) {\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n this.boundBufferBases[index] = buffer;\n gl.bindBufferBase(gl.UNIFORM_BUFFER, index, glBuffer.buffer);\n }\n };\n /**\n * Binds a buffer whilst also binding its range.\n * This will make the buffer start from the offset supplied rather than 0 when it is read.\n * @param buffer - the buffer to bind\n * @param index - the base index to bind at, defaults to 0\n * @param offset - the offset to bind at (this is blocks of 256). 0 = 0, 1 = 256, 2 = 512 etc\n */\n BufferSystem.prototype.bindBufferRange = function (buffer, index, offset) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n offset = offset || 0;\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n gl.bindBufferRange(gl.UNIFORM_BUFFER, index || 0, glBuffer.buffer, offset * 256, 256);\n };\n /**\n * Will ensure the data in the buffer is uploaded to the GPU.\n * @param {PIXI.Buffer} buffer - the buffer to update\n */\n BufferSystem.prototype.update = function (buffer) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n var glBuffer = buffer._glBuffers[CONTEXT_UID];\n if (buffer._updateID === glBuffer.updateID) {\n return;\n }\n glBuffer.updateID = buffer._updateID;\n gl.bindBuffer(buffer.type, glBuffer.buffer);\n if (glBuffer.byteLength >= buffer.data.byteLength) {\n // offset is always zero for now!\n gl.bufferSubData(buffer.type, 0, buffer.data);\n }\n else {\n var drawType = buffer.static ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW;\n glBuffer.byteLength = buffer.data.byteLength;\n gl.bufferData(buffer.type, buffer.data, drawType);\n }\n };\n /**\n * Disposes buffer\n * @param {PIXI.Buffer} buffer - buffer with data\n * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray\n */\n BufferSystem.prototype.dispose = function (buffer, contextLost) {\n if (!this.managedBuffers[buffer.id]) {\n return;\n }\n delete this.managedBuffers[buffer.id];\n var glBuffer = buffer._glBuffers[this.CONTEXT_UID];\n var gl = this.gl;\n buffer.disposeRunner.remove(this);\n if (!glBuffer) {\n return;\n }\n if (!contextLost) {\n gl.deleteBuffer(glBuffer.buffer);\n }\n delete buffer._glBuffers[this.CONTEXT_UID];\n };\n /**\n * dispose all WebGL resources of all managed buffers\n * @param {boolean} [contextLost=false] - If context was lost, we suppress `gl.delete` calls\n */\n BufferSystem.prototype.disposeAll = function (contextLost) {\n var all = Object.keys(this.managedBuffers);\n for (var i = 0; i < all.length; i++) {\n this.dispose(this.managedBuffers[all[i]], contextLost);\n }\n };\n /**\n * creates and attaches a GLBuffer object tied to the current context.\n * @param buffer\n * @protected\n */\n BufferSystem.prototype.createGLBuffer = function (buffer) {\n var _a = this, CONTEXT_UID = _a.CONTEXT_UID, gl = _a.gl;\n buffer._glBuffers[CONTEXT_UID] = new GLBuffer(gl.createBuffer());\n this.managedBuffers[buffer.id] = buffer;\n buffer.disposeRunner.add(this);\n return buffer._glBuffers[CONTEXT_UID];\n };\n return BufferSystem;\n}());\n\n/**\n * The Renderer draws the scene and all its content onto a WebGL enabled canvas.\n *\n * This renderer should be used for browsers that support WebGL.\n *\n * This renderer works by automatically managing WebGLBatchesm, so no need for Sprite Batches or Sprite Clouds.\n * Don't forget to add the view to your DOM or you will not see anything!\n *\n * Renderer is composed of systems that manage specific tasks. The following systems are added by default\n * whenever you create a renderer:\n *\n * | System | Description |\n * | ------------------------------------ | ----------------------------------------------------------------------------- |\n * | {@link PIXI.BatchSystem} | This manages object renderers that defer rendering until a flush. |\n * | {@link PIXI.ContextSystem} | This manages the WebGL context and extensions. |\n * | {@link PIXI.EventSystem} | This manages UI events. |\n * | {@link PIXI.FilterSystem} | This manages the filtering pipeline for post-processing effects. |\n * | {@link PIXI.FramebufferSystem} | This manages framebuffers, which are used for offscreen rendering. |\n * | {@link PIXI.GeometrySystem} | This manages geometries & buffers, which are used to draw object meshes. |\n * | {@link PIXI.MaskSystem} | This manages masking operations. |\n * | {@link PIXI.ProjectionSystem} | This manages the `projectionMatrix`, used by shaders to get NDC coordinates. |\n * | {@link PIXI.RenderTextureSystem} | This manages render-textures, which are an abstraction over framebuffers. |\n * | {@link PIXI.ScissorSystem} | This handles scissor masking, and is used internally by {@link MaskSystem} |\n * | {@link PIXI.ShaderSystem} | This manages shaders, programs that run on the GPU to calculate 'em pixels. |\n * | {@link PIXI.StateSystem} | This manages the WebGL state variables like blend mode, depth testing, etc. |\n * | {@link PIXI.StencilSystem} | This handles stencil masking, and is used internally by {@link MaskSystem} |\n * | {@link PIXI.TextureSystem} | This manages textures and their resources on the GPU. |\n * | {@link PIXI.TextureGCSystem} | This will automatically remove textures from the GPU if they are not used. |\n *\n * The breadth of the API surface provided by the renderer is contained within these systems.\n * @memberof PIXI\n */\nvar Renderer = /** @class */ (function (_super) {\n __extends(Renderer, _super);\n /**\n * @param [options] - The optional renderer parameters.\n * @param {number} [options.width=800] - The width of the screen.\n * @param {number} [options.height=600] - The height of the screen.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias. If not available natively then FXAA\n * antialiasing is used.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear\n * the canvas or not before the new render pass. If you wish to set this to false, you *must* set\n * preserveDrawingBuffer to `true`.\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the WebGL context.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n * @param {string} [options.powerPreference] - Parameter passed to WebGL context, set to \"high-performance\"\n * for devices with dual graphics card.\n * @param {object} [options.context] - If WebGL context already exists, all parameters must be taken from it.\n */\n function Renderer(options) {\n var _this = _super.call(this, RENDERER_TYPE.WEBGL, options) || this;\n // the options will have been modified here in the super constructor with pixi's default settings..\n options = _this.options;\n _this.gl = null;\n _this.CONTEXT_UID = 0;\n _this.runners = {\n destroy: new Runner('destroy'),\n contextChange: new Runner('contextChange'),\n reset: new Runner('reset'),\n update: new Runner('update'),\n postrender: new Runner('postrender'),\n prerender: new Runner('prerender'),\n resize: new Runner('resize'),\n };\n _this.runners.contextChange.add(_this);\n _this.globalUniforms = new UniformGroup({\n projectionMatrix: new Matrix(),\n }, true);\n _this.addSystem(MaskSystem, 'mask')\n .addSystem(ContextSystem, 'context')\n .addSystem(StateSystem, 'state')\n .addSystem(ShaderSystem, 'shader')\n .addSystem(TextureSystem, 'texture')\n .addSystem(BufferSystem, 'buffer')\n .addSystem(GeometrySystem, 'geometry')\n .addSystem(FramebufferSystem, 'framebuffer')\n .addSystem(ScissorSystem, 'scissor')\n .addSystem(StencilSystem, 'stencil')\n .addSystem(ProjectionSystem, 'projection')\n .addSystem(TextureGCSystem, 'textureGC')\n .addSystem(FilterSystem, 'filter')\n .addSystem(RenderTextureSystem, 'renderTexture')\n .addSystem(BatchSystem, 'batch');\n _this.initPlugins(Renderer.__plugins);\n _this.multisample = undefined;\n /*\n * The options passed in to create a new WebGL context.\n */\n if (options.context) {\n _this.context.initFromContext(options.context);\n }\n else {\n _this.context.initFromOptions({\n alpha: !!_this.useContextAlpha,\n antialias: options.antialias,\n premultipliedAlpha: _this.useContextAlpha && _this.useContextAlpha !== 'notMultiplied',\n stencil: true,\n preserveDrawingBuffer: options.preserveDrawingBuffer,\n powerPreference: _this.options.powerPreference,\n });\n }\n _this.renderingToScreen = true;\n sayHello(_this.context.webGLVersion === 2 ? 'WebGL 2' : 'WebGL 1');\n _this.resize(_this.options.width, _this.options.height);\n return _this;\n }\n /**\n * Create renderer if WebGL is available. Overrideable\n * by the **@pixi/canvas-renderer** package to allow fallback.\n * throws error if WebGL is not available.\n * @param options\n * @private\n */\n Renderer.create = function (options) {\n if (isWebGLSupported()) {\n return new Renderer(options);\n }\n throw new Error('WebGL unsupported in this browser, use \"pixi.js-legacy\" for fallback canvas2d support.');\n };\n Renderer.prototype.contextChange = function () {\n var gl = this.gl;\n var samples;\n if (this.context.webGLVersion === 1) {\n var framebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING);\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n samples = gl.getParameter(gl.SAMPLES);\n gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);\n }\n else {\n var framebuffer = gl.getParameter(gl.DRAW_FRAMEBUFFER_BINDING);\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);\n samples = gl.getParameter(gl.SAMPLES);\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, framebuffer);\n }\n if (samples >= MSAA_QUALITY.HIGH) {\n this.multisample = MSAA_QUALITY.HIGH;\n }\n else if (samples >= MSAA_QUALITY.MEDIUM) {\n this.multisample = MSAA_QUALITY.MEDIUM;\n }\n else if (samples >= MSAA_QUALITY.LOW) {\n this.multisample = MSAA_QUALITY.LOW;\n }\n else {\n this.multisample = MSAA_QUALITY.NONE;\n }\n };\n /**\n * Add a new system to the renderer.\n * @param ClassRef - Class reference\n * @param name - Property name for system, if not specified\n * will use a static `name` property on the class itself. This\n * name will be assigned as s property on the Renderer so make\n * sure it doesn't collide with properties on Renderer.\n * @returns Return instance of renderer\n */\n Renderer.prototype.addSystem = function (ClassRef, name) {\n var system = new ClassRef(this);\n if (this[name]) {\n throw new Error(\"Whoops! The name \\\"\" + name + \"\\\" is already in use\");\n }\n this[name] = system;\n for (var i in this.runners) {\n this.runners[i].add(system);\n }\n /**\n * Fired after rendering finishes.\n * @event PIXI.Renderer#postrender\n */\n /**\n * Fired before rendering starts.\n * @event PIXI.Renderer#prerender\n */\n /**\n * Fired when the WebGL context is set.\n * @event PIXI.Renderer#context\n * @param {WebGLRenderingContext} gl - WebGL context.\n */\n return this;\n };\n /**\n * @ignore\n */\n Renderer.prototype.render = function (displayObject, options) {\n var renderTexture;\n var clear;\n var transform;\n var skipUpdateTransform;\n if (options) {\n if (options instanceof RenderTexture) {\n deprecation('6.0.0', 'Renderer#render arguments changed, use options instead.');\n /* eslint-disable prefer-rest-params */\n renderTexture = options;\n clear = arguments[2];\n transform = arguments[3];\n skipUpdateTransform = arguments[4];\n /* eslint-enable prefer-rest-params */\n }\n else {\n renderTexture = options.renderTexture;\n clear = options.clear;\n transform = options.transform;\n skipUpdateTransform = options.skipUpdateTransform;\n }\n }\n // can be handy to know!\n this.renderingToScreen = !renderTexture;\n this.runners.prerender.emit();\n this.emit('prerender');\n // apply a transform at a GPU level\n this.projection.transform = transform;\n // no point rendering if our context has been blown up!\n if (this.context.isLost) {\n return;\n }\n if (!renderTexture) {\n this._lastObjectRendered = displayObject;\n }\n if (!skipUpdateTransform) {\n // update the scene graph\n var cacheParent = displayObject.enableTempParent();\n displayObject.updateTransform();\n displayObject.disableTempParent(cacheParent);\n // displayObject.hitArea = //TODO add a temp hit area\n }\n this.renderTexture.bind(renderTexture);\n this.batch.currentRenderer.start();\n if (clear !== undefined ? clear : this.clearBeforeRender) {\n this.renderTexture.clear();\n }\n displayObject.render(this);\n // apply transform..\n this.batch.currentRenderer.flush();\n if (renderTexture) {\n renderTexture.baseTexture.update();\n }\n this.runners.postrender.emit();\n // reset transform after render\n this.projection.transform = null;\n this.emit('postrender');\n };\n /**\n * @override\n * @ignore\n */\n Renderer.prototype.generateTexture = function (displayObject, options, resolution, region) {\n if (options === void 0) { options = {}; }\n var renderTexture = _super.prototype.generateTexture.call(this, displayObject, options, resolution, region);\n this.framebuffer.blit();\n return renderTexture;\n };\n /**\n * Resizes the WebGL view to the specified width and height.\n * @param desiredScreenWidth - The desired width of the screen.\n * @param desiredScreenHeight - The desired height of the screen.\n */\n Renderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) {\n _super.prototype.resize.call(this, desiredScreenWidth, desiredScreenHeight);\n this.runners.resize.emit(this.screen.height, this.screen.width);\n };\n /**\n * Resets the WebGL state so you can render things however you fancy!\n * @returns Returns itself.\n */\n Renderer.prototype.reset = function () {\n this.runners.reset.emit();\n return this;\n };\n /** Clear the frame buffer. */\n Renderer.prototype.clear = function () {\n this.renderTexture.bind();\n this.renderTexture.clear();\n };\n /**\n * Removes everything from the renderer (event listeners, spritebatch, etc...)\n * @param [removeView=false] - Removes the Canvas element from the DOM.\n * See: https://github.com/pixijs/pixi.js/issues/2233\n */\n Renderer.prototype.destroy = function (removeView) {\n this.runners.destroy.emit();\n for (var r in this.runners) {\n this.runners[r].destroy();\n }\n // call base destroy\n _super.prototype.destroy.call(this, removeView);\n // TODO nullify all the managers..\n this.gl = null;\n };\n Object.defineProperty(Renderer.prototype, \"extract\", {\n /**\n * Please use `plugins.extract` instead.\n * @member {PIXI.Extract} extract\n * @deprecated since 6.0.0\n * @readonly\n */\n get: function () {\n deprecation('6.0.0', 'Renderer#extract has been deprecated, please use Renderer#plugins.extract instead.');\n return this.plugins.extract;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Use the {@link PIXI.extensions.add} API to register plugins.\n * @deprecated since 6.5.0\n * @param pluginName - The name of the plugin.\n * @param ctor - The constructor function or class for the plugin.\n */\n Renderer.registerPlugin = function (pluginName, ctor) {\n deprecation('6.5.0', 'Renderer.registerPlugin() has been deprecated, please use extensions.add() instead.');\n extensions$1.add({\n name: pluginName,\n type: ExtensionType.RendererPlugin,\n ref: ctor,\n });\n };\n /**\n * Collection of installed plugins. These are included by default in PIXI, but can be excluded\n * by creating a custom build. Consult the README for more information about creating custom\n * builds and excluding plugins.\n * @readonly\n * @property {PIXI.AccessibilityManager} accessibility Support tabbing interactive elements.\n * @property {PIXI.Extract} extract Extract image data from renderer.\n * @property {PIXI.InteractionManager} interaction Handles mouse, touch and pointer events.\n * @property {PIXI.ParticleRenderer} particle Renderer for ParticleContainer objects.\n * @property {PIXI.Prepare} prepare Pre-render display objects.\n * @property {PIXI.BatchRenderer} batch Batching of Sprite, Graphics and Mesh objects.\n * @property {PIXI.TilingSpriteRenderer} tilingSprite Renderer for TilingSprite objects.\n */\n Renderer.__plugins = {};\n return Renderer;\n}(AbstractRenderer));\n// Handle registration of extensions\nextensions$1.handleByMap(ExtensionType.RendererPlugin, Renderer.__plugins);\n\n/**\n * This helper function will automatically detect which renderer you should be using.\n * WebGL is the preferred renderer as it is a lot faster. If WebGL is not supported by\n * the browser then this function will return a canvas renderer\n * @memberof PIXI\n * @function autoDetectRenderer\n * @param {object} [options] - The optional renderer parameters\n * @param {number} [options.width=800] - the width of the renderers view\n * @param {number} [options.height=600] - the height of the renderers view\n * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1\n * @param {boolean} [options.antialias=false] - sets antialias\n * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, enable this if you\n * need to call toDataUrl on the webgl context\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this\n * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise\n * it is ignored.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card **webgl only**\n * @returns {PIXI.Renderer|PIXI.CanvasRenderer} Returns WebGL renderer if available, otherwise CanvasRenderer\n */\nfunction autoDetectRenderer(options) {\n return Renderer.create(options);\n}\n\nvar $defaultVertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n vTextureCoord = aTextureCoord;\\n}\";\n\nvar $defaultFilterVertex = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n gl_Position = filterVertexPosition();\\n vTextureCoord = filterTextureCoord();\\n}\\n\";\n\n/**\n * Default vertex shader\n * @memberof PIXI\n * @member {string} defaultVertex\n */\n/**\n * Default filter vertex shader\n * @memberof PIXI\n * @member {string} defaultFilterVertex\n */\n// NOTE: This black magic is so that @microsoft/api-extractor does not complain! This explicitly specifies the types\n// of defaultVertex, defaultFilterVertex.\nvar defaultVertex$1 = $defaultVertex;\nvar defaultFilterVertex = $defaultFilterVertex;\n\n/**\n * Use the ISystem interface instead.\n * @deprecated since 6.1.0\n * @memberof PIXI\n */\nvar System = /** @class */ (function () {\n /**\n * @param renderer - Reference to Renderer\n */\n function System(renderer) {\n deprecation('6.1.0', 'System class is deprecated, implemement ISystem interface instead.');\n this.renderer = renderer;\n }\n /** Destroy and don't use after this. */\n System.prototype.destroy = function () {\n this.renderer = null;\n };\n return System;\n}());\n\n/**\n * Used by the batcher to draw batches.\n * Each one of these contains all information required to draw a bound geometry.\n * @memberof PIXI\n */\nvar BatchDrawCall = /** @class */ (function () {\n function BatchDrawCall() {\n this.texArray = null;\n this.blend = 0;\n this.type = DRAW_MODES.TRIANGLES;\n this.start = 0;\n this.size = 0;\n this.data = null;\n }\n return BatchDrawCall;\n}());\n\n/**\n * Used by the batcher to build texture batches.\n * Holds list of textures and their respective locations.\n * @memberof PIXI\n */\nvar BatchTextureArray = /** @class */ (function () {\n function BatchTextureArray() {\n this.elements = [];\n this.ids = [];\n this.count = 0;\n }\n BatchTextureArray.prototype.clear = function () {\n for (var i = 0; i < this.count; i++) {\n this.elements[i] = null;\n }\n this.count = 0;\n };\n return BatchTextureArray;\n}());\n\n/**\n * Flexible wrapper around `ArrayBuffer` that also provides typed array views on demand.\n * @memberof PIXI\n */\nvar ViewableBuffer = /** @class */ (function () {\n function ViewableBuffer(sizeOrBuffer) {\n if (typeof sizeOrBuffer === 'number') {\n this.rawBinaryData = new ArrayBuffer(sizeOrBuffer);\n }\n else if (sizeOrBuffer instanceof Uint8Array) {\n this.rawBinaryData = sizeOrBuffer.buffer;\n }\n else {\n this.rawBinaryData = sizeOrBuffer;\n }\n this.uint32View = new Uint32Array(this.rawBinaryData);\n this.float32View = new Float32Array(this.rawBinaryData);\n }\n Object.defineProperty(ViewableBuffer.prototype, \"int8View\", {\n /** View on the raw binary data as a `Int8Array`. */\n get: function () {\n if (!this._int8View) {\n this._int8View = new Int8Array(this.rawBinaryData);\n }\n return this._int8View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"uint8View\", {\n /** View on the raw binary data as a `Uint8Array`. */\n get: function () {\n if (!this._uint8View) {\n this._uint8View = new Uint8Array(this.rawBinaryData);\n }\n return this._uint8View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"int16View\", {\n /** View on the raw binary data as a `Int16Array`. */\n get: function () {\n if (!this._int16View) {\n this._int16View = new Int16Array(this.rawBinaryData);\n }\n return this._int16View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"uint16View\", {\n /** View on the raw binary data as a `Uint16Array`. */\n get: function () {\n if (!this._uint16View) {\n this._uint16View = new Uint16Array(this.rawBinaryData);\n }\n return this._uint16View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"int32View\", {\n /** View on the raw binary data as a `Int32Array`. */\n get: function () {\n if (!this._int32View) {\n this._int32View = new Int32Array(this.rawBinaryData);\n }\n return this._int32View;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Returns the view of the given type.\n * @param type - One of `int8`, `uint8`, `int16`,\n * `uint16`, `int32`, `uint32`, and `float32`.\n * @returns - typed array of given type\n */\n ViewableBuffer.prototype.view = function (type) {\n return this[type + \"View\"];\n };\n /** Destroys all buffer references. Do not use after calling this. */\n ViewableBuffer.prototype.destroy = function () {\n this.rawBinaryData = null;\n this._int8View = null;\n this._uint8View = null;\n this._int16View = null;\n this._uint16View = null;\n this._int32View = null;\n this.uint32View = null;\n this.float32View = null;\n };\n ViewableBuffer.sizeOf = function (type) {\n switch (type) {\n case 'int8':\n case 'uint8':\n return 1;\n case 'int16':\n case 'uint16':\n return 2;\n case 'int32':\n case 'uint32':\n case 'float32':\n return 4;\n default:\n throw new Error(type + \" isn't a valid view type\");\n }\n };\n return ViewableBuffer;\n}());\n\n/**\n * Renderer dedicated to drawing and batching sprites.\n *\n * This is the default batch renderer. It buffers objects\n * with texture-based geometries and renders them in\n * batches. It uploads multiple textures to the GPU to\n * reduce to the number of draw calls.\n * @memberof PIXI\n */\nvar AbstractBatchRenderer = /** @class */ (function (_super) {\n __extends(AbstractBatchRenderer, _super);\n /**\n * This will hook onto the renderer's `contextChange`\n * and `prerender` signals.\n * @param {PIXI.Renderer} renderer - The renderer this works for.\n */\n function AbstractBatchRenderer(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.shaderGenerator = null;\n _this.geometryClass = null;\n _this.vertexSize = null;\n _this.state = State.for2d();\n _this.size = settings.SPRITE_BATCH_SIZE * 4;\n _this._vertexCount = 0;\n _this._indexCount = 0;\n _this._bufferedElements = [];\n _this._bufferedTextures = [];\n _this._bufferSize = 0;\n _this._shader = null;\n _this._packedGeometries = [];\n _this._packedGeometryPoolSize = 2;\n _this._flushId = 0;\n _this._aBuffers = {};\n _this._iBuffers = {};\n _this.MAX_TEXTURES = 1;\n _this.renderer.on('prerender', _this.onPrerender, _this);\n renderer.runners.contextChange.add(_this);\n _this._dcIndex = 0;\n _this._aIndex = 0;\n _this._iIndex = 0;\n _this._attributeBuffer = null;\n _this._indexBuffer = null;\n _this._tempBoundTextures = [];\n return _this;\n }\n /**\n * Handles the `contextChange` signal.\n *\n * It calculates `this.MAX_TEXTURES` and allocating the packed-geometry object pool.\n */\n AbstractBatchRenderer.prototype.contextChange = function () {\n var gl = this.renderer.gl;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n this.MAX_TEXTURES = 1;\n }\n else {\n // step 1: first check max textures the GPU can handle.\n this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), settings.SPRITE_MAX_TEXTURES);\n // step 2: check the maximum number of if statements the shader can have too..\n this.MAX_TEXTURES = checkMaxIfStatementsInShader(this.MAX_TEXTURES, gl);\n }\n this._shader = this.shaderGenerator.generateShader(this.MAX_TEXTURES);\n // we use the second shader as the first one depending on your browser\n // may omit aTextureId as it is not used by the shader so is optimized out.\n for (var i = 0; i < this._packedGeometryPoolSize; i++) {\n /* eslint-disable max-len */\n this._packedGeometries[i] = new (this.geometryClass)();\n }\n this.initFlushBuffers();\n };\n /** Makes sure that static and dynamic flush pooled objects have correct dimensions. */\n AbstractBatchRenderer.prototype.initFlushBuffers = function () {\n var _drawCallPool = AbstractBatchRenderer._drawCallPool, _textureArrayPool = AbstractBatchRenderer._textureArrayPool;\n // max draw calls\n var MAX_SPRITES = this.size / 4;\n // max texture arrays\n var MAX_TA = Math.floor(MAX_SPRITES / this.MAX_TEXTURES) + 1;\n while (_drawCallPool.length < MAX_SPRITES) {\n _drawCallPool.push(new BatchDrawCall());\n }\n while (_textureArrayPool.length < MAX_TA) {\n _textureArrayPool.push(new BatchTextureArray());\n }\n for (var i = 0; i < this.MAX_TEXTURES; i++) {\n this._tempBoundTextures[i] = null;\n }\n };\n /** Handles the `prerender` signal. It ensures that flushes start from the first geometry object again. */\n AbstractBatchRenderer.prototype.onPrerender = function () {\n this._flushId = 0;\n };\n /**\n * Buffers the \"batchable\" object. It need not be rendered immediately.\n * @param {PIXI.DisplayObject} element - the element to render when\n * using this renderer\n */\n AbstractBatchRenderer.prototype.render = function (element) {\n if (!element._texture.valid) {\n return;\n }\n if (this._vertexCount + (element.vertexData.length / 2) > this.size) {\n this.flush();\n }\n this._vertexCount += element.vertexData.length / 2;\n this._indexCount += element.indices.length;\n this._bufferedTextures[this._bufferSize] = element._texture.baseTexture;\n this._bufferedElements[this._bufferSize++] = element;\n };\n AbstractBatchRenderer.prototype.buildTexturesAndDrawCalls = function () {\n var _a = this, textures = _a._bufferedTextures, MAX_TEXTURES = _a.MAX_TEXTURES;\n var textureArrays = AbstractBatchRenderer._textureArrayPool;\n var batch = this.renderer.batch;\n var boundTextures = this._tempBoundTextures;\n var touch = this.renderer.textureGC.count;\n var TICK = ++BaseTexture._globalBatch;\n var countTexArrays = 0;\n var texArray = textureArrays[0];\n var start = 0;\n batch.copyBoundTextures(boundTextures, MAX_TEXTURES);\n for (var i = 0; i < this._bufferSize; ++i) {\n var tex = textures[i];\n textures[i] = null;\n if (tex._batchEnabled === TICK) {\n continue;\n }\n if (texArray.count >= MAX_TEXTURES) {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, i);\n start = i;\n texArray = textureArrays[++countTexArrays];\n ++TICK;\n }\n tex._batchEnabled = TICK;\n tex.touched = touch;\n texArray.elements[texArray.count++] = tex;\n }\n if (texArray.count > 0) {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, this._bufferSize);\n ++countTexArrays;\n ++TICK;\n }\n // Clean-up\n for (var i = 0; i < boundTextures.length; i++) {\n boundTextures[i] = null;\n }\n BaseTexture._globalBatch = TICK;\n };\n /**\n * Populating drawcalls for rendering\n * @param texArray\n * @param start\n * @param finish\n */\n AbstractBatchRenderer.prototype.buildDrawCalls = function (texArray, start, finish) {\n var _a = this, elements = _a._bufferedElements, _attributeBuffer = _a._attributeBuffer, _indexBuffer = _a._indexBuffer, vertexSize = _a.vertexSize;\n var drawCalls = AbstractBatchRenderer._drawCallPool;\n var dcIndex = this._dcIndex;\n var aIndex = this._aIndex;\n var iIndex = this._iIndex;\n var drawCall = drawCalls[dcIndex];\n drawCall.start = this._iIndex;\n drawCall.texArray = texArray;\n for (var i = start; i < finish; ++i) {\n var sprite = elements[i];\n var tex = sprite._texture.baseTexture;\n var spriteBlendMode = premultiplyBlendMode[tex.alphaMode ? 1 : 0][sprite.blendMode];\n elements[i] = null;\n if (start < i && drawCall.blend !== spriteBlendMode) {\n drawCall.size = iIndex - drawCall.start;\n start = i;\n drawCall = drawCalls[++dcIndex];\n drawCall.texArray = texArray;\n drawCall.start = iIndex;\n }\n this.packInterleavedGeometry(sprite, _attributeBuffer, _indexBuffer, aIndex, iIndex);\n aIndex += sprite.vertexData.length / 2 * vertexSize;\n iIndex += sprite.indices.length;\n drawCall.blend = spriteBlendMode;\n }\n if (start < finish) {\n drawCall.size = iIndex - drawCall.start;\n ++dcIndex;\n }\n this._dcIndex = dcIndex;\n this._aIndex = aIndex;\n this._iIndex = iIndex;\n };\n /**\n * Bind textures for current rendering\n * @param texArray\n */\n AbstractBatchRenderer.prototype.bindAndClearTexArray = function (texArray) {\n var textureSystem = this.renderer.texture;\n for (var j = 0; j < texArray.count; j++) {\n textureSystem.bind(texArray.elements[j], texArray.ids[j]);\n texArray.elements[j] = null;\n }\n texArray.count = 0;\n };\n AbstractBatchRenderer.prototype.updateGeometry = function () {\n var _a = this, packedGeometries = _a._packedGeometries, attributeBuffer = _a._attributeBuffer, indexBuffer = _a._indexBuffer;\n if (!settings.CAN_UPLOAD_SAME_BUFFER) { /* Usually on iOS devices, where the browser doesn't\n like uploads to the same buffer in a single frame. */\n if (this._packedGeometryPoolSize <= this._flushId) {\n this._packedGeometryPoolSize++;\n packedGeometries[this._flushId] = new (this.geometryClass)();\n }\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n this.renderer.geometry.bind(packedGeometries[this._flushId]);\n this.renderer.geometry.updateBuffers();\n this._flushId++;\n }\n else {\n // lets use the faster option, always use buffer number 0\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n this.renderer.geometry.updateBuffers();\n }\n };\n AbstractBatchRenderer.prototype.drawBatches = function () {\n var dcCount = this._dcIndex;\n var _a = this.renderer, gl = _a.gl, stateSystem = _a.state;\n var drawCalls = AbstractBatchRenderer._drawCallPool;\n var curTexArray = null;\n // Upload textures and do the draw calls\n for (var i = 0; i < dcCount; i++) {\n var _b = drawCalls[i], texArray = _b.texArray, type = _b.type, size = _b.size, start = _b.start, blend = _b.blend;\n if (curTexArray !== texArray) {\n curTexArray = texArray;\n this.bindAndClearTexArray(texArray);\n }\n this.state.blendMode = blend;\n stateSystem.set(this.state);\n gl.drawElements(type, size, gl.UNSIGNED_SHORT, start * 2);\n }\n };\n /** Renders the content _now_ and empties the current batch. */\n AbstractBatchRenderer.prototype.flush = function () {\n if (this._vertexCount === 0) {\n return;\n }\n this._attributeBuffer = this.getAttributeBuffer(this._vertexCount);\n this._indexBuffer = this.getIndexBuffer(this._indexCount);\n this._aIndex = 0;\n this._iIndex = 0;\n this._dcIndex = 0;\n this.buildTexturesAndDrawCalls();\n this.updateGeometry();\n this.drawBatches();\n // reset elements buffer for the next flush\n this._bufferSize = 0;\n this._vertexCount = 0;\n this._indexCount = 0;\n };\n /** Starts a new sprite batch. */\n AbstractBatchRenderer.prototype.start = function () {\n this.renderer.state.set(this.state);\n this.renderer.texture.ensureSamplerType(this.MAX_TEXTURES);\n this.renderer.shader.bind(this._shader);\n if (settings.CAN_UPLOAD_SAME_BUFFER) {\n // bind buffer #0, we don't need others\n this.renderer.geometry.bind(this._packedGeometries[this._flushId]);\n }\n };\n /** Stops and flushes the current batch. */\n AbstractBatchRenderer.prototype.stop = function () {\n this.flush();\n };\n /** Destroys this `AbstractBatchRenderer`. It cannot be used again. */\n AbstractBatchRenderer.prototype.destroy = function () {\n for (var i = 0; i < this._packedGeometryPoolSize; i++) {\n if (this._packedGeometries[i]) {\n this._packedGeometries[i].destroy();\n }\n }\n this.renderer.off('prerender', this.onPrerender, this);\n this._aBuffers = null;\n this._iBuffers = null;\n this._packedGeometries = null;\n this._attributeBuffer = null;\n this._indexBuffer = null;\n if (this._shader) {\n this._shader.destroy();\n this._shader = null;\n }\n _super.prototype.destroy.call(this);\n };\n /**\n * Fetches an attribute buffer from `this._aBuffers` that can hold atleast `size` floats.\n * @param size - minimum capacity required\n * @returns - buffer than can hold atleast `size` floats\n */\n AbstractBatchRenderer.prototype.getAttributeBuffer = function (size) {\n // 8 vertices is enough for 2 quads\n var roundedP2 = nextPow2(Math.ceil(size / 8));\n var roundedSizeIndex = log2(roundedP2);\n var roundedSize = roundedP2 * 8;\n if (this._aBuffers.length <= roundedSizeIndex) {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n var buffer = this._aBuffers[roundedSize];\n if (!buffer) {\n this._aBuffers[roundedSize] = buffer = new ViewableBuffer(roundedSize * this.vertexSize * 4);\n }\n return buffer;\n };\n /**\n * Fetches an index buffer from `this._iBuffers` that can\n * have at least `size` capacity.\n * @param size - minimum required capacity\n * @returns - buffer that can fit `size` indices.\n */\n AbstractBatchRenderer.prototype.getIndexBuffer = function (size) {\n // 12 indices is enough for 2 quads\n var roundedP2 = nextPow2(Math.ceil(size / 12));\n var roundedSizeIndex = log2(roundedP2);\n var roundedSize = roundedP2 * 12;\n if (this._iBuffers.length <= roundedSizeIndex) {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n var buffer = this._iBuffers[roundedSizeIndex];\n if (!buffer) {\n this._iBuffers[roundedSizeIndex] = buffer = new Uint16Array(roundedSize);\n }\n return buffer;\n };\n /**\n * Takes the four batching parameters of `element`, interleaves\n * and pushes them into the batching attribute/index buffers given.\n *\n * It uses these properties: `vertexData` `uvs`, `textureId` and\n * `indicies`. It also uses the \"tint\" of the base-texture, if\n * present.\n * @param {PIXI.DisplayObject} element - element being rendered\n * @param attributeBuffer - attribute buffer.\n * @param indexBuffer - index buffer\n * @param aIndex - number of floats already in the attribute buffer\n * @param iIndex - number of indices already in `indexBuffer`\n */\n AbstractBatchRenderer.prototype.packInterleavedGeometry = function (element, attributeBuffer, indexBuffer, aIndex, iIndex) {\n var uint32View = attributeBuffer.uint32View, float32View = attributeBuffer.float32View;\n var packedVertices = aIndex / this.vertexSize;\n var uvs = element.uvs;\n var indicies = element.indices;\n var vertexData = element.vertexData;\n var textureId = element._texture.baseTexture._batchLocation;\n var alpha = Math.min(element.worldAlpha, 1.0);\n var argb = (alpha < 1.0\n && element._texture.baseTexture.alphaMode)\n ? premultiplyTint(element._tintRGB, alpha)\n : element._tintRGB + (alpha * 255 << 24);\n // lets not worry about tint! for now..\n for (var i = 0; i < vertexData.length; i += 2) {\n float32View[aIndex++] = vertexData[i];\n float32View[aIndex++] = vertexData[i + 1];\n float32View[aIndex++] = uvs[i];\n float32View[aIndex++] = uvs[i + 1];\n uint32View[aIndex++] = argb;\n float32View[aIndex++] = textureId;\n }\n for (var i = 0; i < indicies.length; i++) {\n indexBuffer[iIndex++] = packedVertices + indicies[i];\n }\n };\n /**\n * Pool of `BatchDrawCall` objects that `flush` used\n * to create \"batches\" of the objects being rendered.\n *\n * These are never re-allocated again.\n * Shared between all batch renderers because it can be only one \"flush\" working at the moment.\n * @member {PIXI.BatchDrawCall[]}\n */\n AbstractBatchRenderer._drawCallPool = [];\n /**\n * Pool of `BatchDrawCall` objects that `flush` used\n * to create \"batches\" of the objects being rendered.\n *\n * These are never re-allocated again.\n * Shared between all batch renderers because it can be only one \"flush\" working at the moment.\n * @member {PIXI.BatchTextureArray[]}\n */\n AbstractBatchRenderer._textureArrayPool = [];\n return AbstractBatchRenderer;\n}(ObjectRenderer));\n\n/**\n * Helper that generates batching multi-texture shader. Use it with your new BatchRenderer\n * @memberof PIXI\n */\nvar BatchShaderGenerator = /** @class */ (function () {\n /**\n * @param vertexSrc - Vertex shader\n * @param fragTemplate - Fragment shader template\n */\n function BatchShaderGenerator(vertexSrc, fragTemplate) {\n this.vertexSrc = vertexSrc;\n this.fragTemplate = fragTemplate;\n this.programCache = {};\n this.defaultGroupCache = {};\n if (fragTemplate.indexOf('%count%') < 0) {\n throw new Error('Fragment template must contain \"%count%\".');\n }\n if (fragTemplate.indexOf('%forloop%') < 0) {\n throw new Error('Fragment template must contain \"%forloop%\".');\n }\n }\n BatchShaderGenerator.prototype.generateShader = function (maxTextures) {\n if (!this.programCache[maxTextures]) {\n var sampleValues = new Int32Array(maxTextures);\n for (var i = 0; i < maxTextures; i++) {\n sampleValues[i] = i;\n }\n this.defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true);\n var fragmentSrc = this.fragTemplate;\n fragmentSrc = fragmentSrc.replace(/%count%/gi, \"\" + maxTextures);\n fragmentSrc = fragmentSrc.replace(/%forloop%/gi, this.generateSampleSrc(maxTextures));\n this.programCache[maxTextures] = new Program(this.vertexSrc, fragmentSrc);\n }\n var uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: this.defaultGroupCache[maxTextures],\n };\n return new Shader(this.programCache[maxTextures], uniforms);\n };\n BatchShaderGenerator.prototype.generateSampleSrc = function (maxTextures) {\n var src = '';\n src += '\\n';\n src += '\\n';\n for (var i = 0; i < maxTextures; i++) {\n if (i > 0) {\n src += '\\nelse ';\n }\n if (i < maxTextures - 1) {\n src += \"if(vTextureId < \" + i + \".5)\";\n }\n src += '\\n{';\n src += \"\\n\\tcolor = texture2D(uSamplers[\" + i + \"], vTextureCoord);\";\n src += '\\n}';\n }\n src += '\\n';\n src += '\\n';\n return src;\n };\n return BatchShaderGenerator;\n}());\n\n/**\n * Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects).\n * @memberof PIXI\n */\nvar BatchGeometry = /** @class */ (function (_super) {\n __extends(BatchGeometry, _super);\n /**\n * @param {boolean} [_static=false] - Optimization flag, where `false`\n * is updated every frame, `true` doesn't change frame-to-frame.\n */\n function BatchGeometry(_static) {\n if (_static === void 0) { _static = false; }\n var _this = _super.call(this) || this;\n _this._buffer = new Buffer(null, _static, false);\n _this._indexBuffer = new Buffer(null, _static, true);\n _this.addAttribute('aVertexPosition', _this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', _this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aColor', _this._buffer, 4, true, TYPES.UNSIGNED_BYTE)\n .addAttribute('aTextureId', _this._buffer, 1, true, TYPES.FLOAT)\n .addIndex(_this._indexBuffer);\n return _this;\n }\n return BatchGeometry;\n}(Geometry));\n\nvar defaultVertex = \"precision highp float;\\nattribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\nattribute vec4 aColor;\\nattribute float aTextureId;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform vec4 tint;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\nvarying float vTextureId;\\n\\nvoid main(void){\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vTextureId = aTextureId;\\n vColor = aColor * tint;\\n}\\n\";\n\nvar defaultFragment = \"varying vec2 vTextureCoord;\\nvarying vec4 vColor;\\nvarying float vTextureId;\\nuniform sampler2D uSamplers[%count%];\\n\\nvoid main(void){\\n vec4 color;\\n %forloop%\\n gl_FragColor = color * vColor;\\n}\\n\";\n\n/** @memberof PIXI */\nvar BatchPluginFactory = /** @class */ (function () {\n function BatchPluginFactory() {\n }\n /**\n * Create a new BatchRenderer plugin for Renderer. this convenience can provide an easy way\n * to extend BatchRenderer with all the necessary pieces.\n * @example\n * const fragment = `\n * varying vec2 vTextureCoord;\n * varying vec4 vColor;\n * varying float vTextureId;\n * uniform sampler2D uSamplers[%count%];\n *\n * void main(void){\n * vec4 color;\n * %forloop%\n * gl_FragColor = vColor * vec4(color.a - color.rgb, color.a);\n * }\n * `;\n * const InvertBatchRenderer = PIXI.BatchPluginFactory.create({ fragment });\n * PIXI.extensions.add({\n * name: 'invert',\n * ref: InvertBatchRenderer,\n * type: PIXI.ExtensionType.RendererPlugin,\n * });\n * const sprite = new PIXI.Sprite();\n * sprite.pluginName = 'invert';\n * @param {object} [options]\n * @param {string} [options.vertex=PIXI.BatchPluginFactory.defaultVertexSrc] - Vertex shader source\n * @param {string} [options.fragment=PIXI.BatchPluginFactory.defaultFragmentTemplate] - Fragment shader template\n * @param {number} [options.vertexSize=6] - Vertex size\n * @param {object} [options.geometryClass=PIXI.BatchGeometry]\n * @returns {*} New batch renderer plugin\n */\n BatchPluginFactory.create = function (options) {\n var _a = Object.assign({\n vertex: defaultVertex,\n fragment: defaultFragment,\n geometryClass: BatchGeometry,\n vertexSize: 6,\n }, options), vertex = _a.vertex, fragment = _a.fragment, vertexSize = _a.vertexSize, geometryClass = _a.geometryClass;\n return /** @class */ (function (_super) {\n __extends(BatchPlugin, _super);\n function BatchPlugin(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.shaderGenerator = new BatchShaderGenerator(vertex, fragment);\n _this.geometryClass = geometryClass;\n _this.vertexSize = vertexSize;\n return _this;\n }\n return BatchPlugin;\n }(AbstractBatchRenderer));\n };\n Object.defineProperty(BatchPluginFactory, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source\n * @readonly\n */\n get: function () {\n return defaultVertex;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BatchPluginFactory, \"defaultFragmentTemplate\", {\n /**\n * The default fragment shader source\n * @readonly\n */\n get: function () {\n return defaultFragment;\n },\n enumerable: false,\n configurable: true\n });\n return BatchPluginFactory;\n}());\n// Setup the default BatchRenderer plugin, this is what\n// we'll actually export at the root level\nvar BatchRenderer = BatchPluginFactory.create();\nObject.assign(BatchRenderer, {\n extension: {\n name: 'batch',\n type: ExtensionType.RendererPlugin,\n },\n});\n\n/**\n * @memberof PIXI\n * @namespace resources\n * @see PIXI\n * @deprecated since 6.0.0\n */\nvar resources = {};\nvar _loop_1 = function (name) {\n Object.defineProperty(resources, name, {\n get: function () {\n deprecation('6.0.0', \"PIXI.systems.\" + name + \" has moved to PIXI.\" + name);\n return _resources[name];\n },\n });\n};\nfor (var name in _resources) {\n _loop_1(name);\n}\n/**\n * @memberof PIXI\n * @namespace systems\n * @see PIXI\n * @deprecated since 6.0.0\n */\nvar systems = {};\nvar _loop_2 = function (name) {\n Object.defineProperty(systems, name, {\n get: function () {\n deprecation('6.0.0', \"PIXI.resources.\" + name + \" has moved to PIXI.\" + name);\n return _systems[name];\n },\n });\n};\nfor (var name in _systems) {\n _loop_2(name);\n}\n\n/**\n * @namespace PIXI\n */\n/**\n * String of the current PIXI version.\n * @memberof PIXI\n */\nvar VERSION = '6.5.1';\n\nexport { AbstractBatchRenderer, AbstractMultiResource, AbstractRenderer, ArrayResource, Attribute, BaseImageResource, BaseRenderTexture, BaseTexture, BatchDrawCall, BatchGeometry, BatchPluginFactory, BatchRenderer, BatchShaderGenerator, BatchSystem, BatchTextureArray, Buffer, BufferResource, CanvasResource, ContextSystem, CubeResource, Filter, FilterState, FilterSystem, Framebuffer, FramebufferSystem, GLFramebuffer, GLProgram, GLTexture, Geometry, GeometrySystem, IGLUniformData, INSTALLED, ImageBitmapResource, ImageResource, MaskData, MaskSystem, ObjectRenderer, Program, ProjectionSystem, Quad, QuadUv, RenderTexture, RenderTexturePool, RenderTextureSystem, Renderer, Resource, SVGResource, ScissorSystem, Shader, ShaderSystem, SpriteMaskFilter, State, StateSystem, StencilSystem, System, Texture, TextureGCSystem, TextureMatrix, TextureSystem, TextureUvs, UniformGroup, VERSION, VideoResource, ViewableBuffer, autoDetectRenderer, autoDetectResource, checkMaxIfStatementsInShader, createUBOElements, defaultFilterVertex, defaultVertex$1 as defaultVertex, generateProgram, generateUniformBufferSync, getTestContext, getUBOData, resources, systems, uniformParsers };\n//# sourceMappingURL=core.mjs.map\n","/*!\n * @pixi/interaction - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/interaction is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Point } from '@pixi/math';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\nimport { DisplayObject, TemporaryDisplayObject } from '@pixi/display';\nimport { EventEmitter } from '@pixi/utils';\nimport { ExtensionType } from '@pixi/core';\n\n/**\n * Holds all information related to an Interaction event\n * @memberof PIXI\n */\nvar InteractionData = /** @class */ (function () {\n function InteractionData() {\n /**\n * Pressure applied by the pointing device during the event. A Touch's force property\n * will be represented by this value.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pressure\n */\n this.pressure = 0;\n /**\n * From TouchEvents (not PointerEvents triggered by touches), the rotationAngle of the Touch.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/Touch/rotationAngle\n */\n this.rotationAngle = 0;\n /**\n * Twist of a stylus pointer.\n * @see https://w3c.github.io/pointerevents/#pointerevent-interface\n */\n this.twist = 0;\n /**\n * Barrel pressure on a stylus pointer.\n * @see https://w3c.github.io/pointerevents/#pointerevent-interface\n */\n this.tangentialPressure = 0;\n this.global = new Point();\n this.target = null;\n this.originalEvent = null;\n this.identifier = null;\n this.isPrimary = false;\n this.button = 0;\n this.buttons = 0;\n this.width = 0;\n this.height = 0;\n this.tiltX = 0;\n this.tiltY = 0;\n this.pointerType = null;\n this.pressure = 0;\n this.rotationAngle = 0;\n this.twist = 0;\n this.tangentialPressure = 0;\n }\n Object.defineProperty(InteractionData.prototype, \"pointerId\", {\n /**\n * The unique identifier of the pointer. It will be the same as `identifier`.\n * @readonly\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerId\n */\n get: function () {\n return this.identifier;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * This will return the local coordinates of the specified displayObject for this InteractionData\n * @param displayObject - The DisplayObject that you would like the local\n * coords off\n * @param point - A Point object in which to store the value, optional (otherwise\n * will create a new point)\n * @param globalPos - A Point object containing your custom global coords, optional\n * (otherwise will use the current global coords)\n * @returns - A point containing the coordinates of the InteractionData position relative\n * to the DisplayObject\n */\n InteractionData.prototype.getLocalPosition = function (displayObject, point, globalPos) {\n return displayObject.worldTransform.applyInverse(globalPos || this.global, point);\n };\n /**\n * Copies properties from normalized event data.\n * @param {Touch|MouseEvent|PointerEvent} event - The normalized event data\n */\n InteractionData.prototype.copyEvent = function (event) {\n // isPrimary should only change on touchstart/pointerdown, so we don't want to overwrite\n // it with \"false\" on later events when our shim for it on touch events might not be\n // accurate\n if ('isPrimary' in event && event.isPrimary) {\n this.isPrimary = true;\n }\n this.button = 'button' in event && event.button;\n // event.buttons is not available in all browsers (ie. Safari), but it does have a non-standard\n // event.which property instead, which conveys the same information.\n var buttons = 'buttons' in event && event.buttons;\n this.buttons = Number.isInteger(buttons) ? buttons : 'which' in event && event.which;\n this.width = 'width' in event && event.width;\n this.height = 'height' in event && event.height;\n this.tiltX = 'tiltX' in event && event.tiltX;\n this.tiltY = 'tiltY' in event && event.tiltY;\n this.pointerType = 'pointerType' in event && event.pointerType;\n this.pressure = 'pressure' in event && event.pressure;\n this.rotationAngle = 'rotationAngle' in event && event.rotationAngle;\n this.twist = ('twist' in event && event.twist) || 0;\n this.tangentialPressure = ('tangentialPressure' in event && event.tangentialPressure) || 0;\n };\n /** Resets the data for pooling. */\n InteractionData.prototype.reset = function () {\n // isPrimary is the only property that we really need to reset - everything else is\n // guaranteed to be overwritten\n this.isPrimary = false;\n };\n return InteractionData;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * Event class that mimics native DOM events.\n * @memberof PIXI\n */\nvar InteractionEvent = /** @class */ (function () {\n function InteractionEvent() {\n this.stopped = false;\n this.stopsPropagatingAt = null;\n this.stopPropagationHint = false;\n this.target = null;\n this.currentTarget = null;\n this.type = null;\n this.data = null;\n }\n /** Prevents event from reaching any objects other than the current object. */\n InteractionEvent.prototype.stopPropagation = function () {\n this.stopped = true;\n this.stopPropagationHint = true;\n this.stopsPropagatingAt = this.currentTarget;\n };\n /** Resets the event. */\n InteractionEvent.prototype.reset = function () {\n this.stopped = false;\n this.stopsPropagatingAt = null;\n this.stopPropagationHint = false;\n this.currentTarget = null;\n this.target = null;\n };\n return InteractionEvent;\n}());\n\n/**\n * DisplayObjects with the {@link PIXI.interactiveTarget} mixin use this class to track interactions\n * @class\n * @private\n * @memberof PIXI\n */\nvar InteractionTrackingData = /** @class */ (function () {\n /**\n * @param {number} pointerId - Unique pointer id of the event\n * @private\n */\n function InteractionTrackingData(pointerId) {\n this._pointerId = pointerId;\n this._flags = InteractionTrackingData.FLAGS.NONE;\n }\n /**\n *\n * @private\n * @param {number} flag - The interaction flag to set\n * @param {boolean} yn - Should the flag be set or unset\n */\n InteractionTrackingData.prototype._doSet = function (flag, yn) {\n if (yn) {\n this._flags = this._flags | flag;\n }\n else {\n this._flags = this._flags & (~flag);\n }\n };\n Object.defineProperty(InteractionTrackingData.prototype, \"pointerId\", {\n /**\n * Unique pointer id of the event\n * @readonly\n * @private\n * @member {number}\n */\n get: function () {\n return this._pointerId;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"flags\", {\n /**\n * State of the tracking data, expressed as bit flags\n * @private\n * @member {number}\n */\n get: function () {\n return this._flags;\n },\n set: function (flags) {\n this._flags = flags;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"none\", {\n /**\n * Is the tracked event inactive (not over or down)?\n * @private\n * @member {number}\n */\n get: function () {\n return this._flags === InteractionTrackingData.FLAGS.NONE;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"over\", {\n /**\n * Is the tracked event over the DisplayObject?\n * @private\n * @member {boolean}\n */\n get: function () {\n return (this._flags & InteractionTrackingData.FLAGS.OVER) !== 0;\n },\n set: function (yn) {\n this._doSet(InteractionTrackingData.FLAGS.OVER, yn);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"rightDown\", {\n /**\n * Did the right mouse button come down in the DisplayObject?\n * @private\n * @member {boolean}\n */\n get: function () {\n return (this._flags & InteractionTrackingData.FLAGS.RIGHT_DOWN) !== 0;\n },\n set: function (yn) {\n this._doSet(InteractionTrackingData.FLAGS.RIGHT_DOWN, yn);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"leftDown\", {\n /**\n * Did the left mouse button come down in the DisplayObject?\n * @private\n * @member {boolean}\n */\n get: function () {\n return (this._flags & InteractionTrackingData.FLAGS.LEFT_DOWN) !== 0;\n },\n set: function (yn) {\n this._doSet(InteractionTrackingData.FLAGS.LEFT_DOWN, yn);\n },\n enumerable: false,\n configurable: true\n });\n InteractionTrackingData.FLAGS = Object.freeze({\n NONE: 0,\n OVER: 1 << 0,\n LEFT_DOWN: 1 << 1,\n RIGHT_DOWN: 1 << 2,\n });\n return InteractionTrackingData;\n}());\n\n/**\n * Strategy how to search through stage tree for interactive objects\n * @memberof PIXI\n */\nvar TreeSearch = /** @class */ (function () {\n function TreeSearch() {\n this._tempPoint = new Point();\n }\n /**\n * Recursive implementation for findHit\n * @private\n * @param interactionEvent - event containing the point that\n * is tested for collision\n * @param displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param func - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param hitTest - this indicates if the objects inside should be hit test against the point\n * @param interactive - Whether the displayObject is interactive\n * @returns - Returns true if the displayObject hit the point\n */\n TreeSearch.prototype.recursiveFindHit = function (interactionEvent, displayObject, func, hitTest, interactive) {\n var _a;\n if (!displayObject || !displayObject.visible) {\n return false;\n }\n var point = interactionEvent.data.global;\n // Took a little while to rework this function correctly! But now it is done and nice and optimized! ^_^\n //\n // This function will now loop through all objects and then only hit test the objects it HAS\n // to, not all of them. MUCH faster..\n // An object will be hit test if the following is true:\n //\n // 1: It is interactive.\n // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit.\n //\n // As another little optimization once an interactive object has been hit we can carry on\n // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests\n // A final optimization is that an object is not hit test directly if a child has already been hit.\n interactive = displayObject.interactive || interactive;\n var hit = false;\n var interactiveParent = interactive;\n // Flag here can set to false if the event is outside the parents hitArea or mask\n var hitTestChildren = true;\n // If there is a hitArea, no need to test against anything else if the pointer is not within the hitArea\n // There is also no longer a need to hitTest children.\n if (displayObject.hitArea) {\n if (hitTest) {\n displayObject.worldTransform.applyInverse(point, this._tempPoint);\n if (!displayObject.hitArea.contains(this._tempPoint.x, this._tempPoint.y)) {\n hitTest = false;\n hitTestChildren = false;\n }\n else {\n hit = true;\n }\n }\n interactiveParent = false;\n }\n // If there is a mask, no need to hitTest against anything else if the pointer is not within the mask.\n // We still want to hitTestChildren, however, to ensure a mouseout can still be generated.\n // https://github.com/pixijs/pixi.js/issues/5135\n else if (displayObject._mask) {\n if (hitTest) {\n var maskObject = (displayObject._mask.isMaskData\n ? displayObject._mask.maskObject : displayObject._mask);\n if (maskObject && !((_a = maskObject.containsPoint) === null || _a === void 0 ? void 0 : _a.call(maskObject, point))) {\n hitTest = false;\n }\n }\n }\n // ** FREE TIP **! If an object is not interactive or has no buttons in it\n // (such as a game scene!) set interactiveChildren to false for that displayObject.\n // This will allow PixiJS to completely ignore and bypass checking the displayObjects children.\n if (hitTestChildren && displayObject.interactiveChildren && displayObject.children) {\n var children = displayObject.children;\n for (var i = children.length - 1; i >= 0; i--) {\n var child = children[i];\n // time to get recursive.. if this function will return if something is hit..\n var childHit = this.recursiveFindHit(interactionEvent, child, func, hitTest, interactiveParent);\n if (childHit) {\n // its a good idea to check if a child has lost its parent.\n // this means it has been removed whilst looping so its best\n if (!child.parent) {\n continue;\n }\n // we no longer need to hit test any more objects in this container as we we\n // now know the parent has been hit\n interactiveParent = false;\n // If the child is interactive , that means that the object hit was actually\n // interactive and not just the child of an interactive object.\n // This means we no longer need to hit test anything else. We still need to run\n // through all objects, but we don't need to perform any hit tests.\n if (childHit) {\n if (interactionEvent.target) {\n hitTest = false;\n }\n hit = true;\n }\n }\n }\n }\n // no point running this if the item is not interactive or does not have an interactive parent.\n if (interactive) {\n // if we are hit testing (as in we have no hit any objects yet)\n // We also don't need to worry about hit testing if once of the displayObjects children\n // has already been hit - but only if it was interactive, otherwise we need to keep\n // looking for an interactive child, just in case we hit one\n if (hitTest && !interactionEvent.target) {\n // already tested against hitArea if it is defined\n if (!displayObject.hitArea && displayObject.containsPoint) {\n if (displayObject.containsPoint(point)) {\n hit = true;\n }\n }\n }\n if (displayObject.interactive) {\n if (hit && !interactionEvent.target) {\n interactionEvent.target = displayObject;\n }\n if (func) {\n func(interactionEvent, displayObject, !!hit);\n }\n }\n }\n return hit;\n };\n /**\n * This function is provides a neat way of crawling through the scene graph and running a\n * specified function on all interactive objects it finds. It will also take care of hit\n * testing the interactive objects and passes the hit across in the function.\n * @private\n * @param interactionEvent - event containing the point that\n * is tested for collision\n * @param displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param func - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param hitTest - this indicates if the objects inside should be hit test against the point\n * @returns - Returns true if the displayObject hit the point\n */\n TreeSearch.prototype.findHit = function (interactionEvent, displayObject, func, hitTest) {\n this.recursiveFindHit(interactionEvent, displayObject, func, hitTest, false);\n };\n return TreeSearch;\n}());\n\n/**\n * Interface for classes that represent a hit area.\n *\n * It is implemented by the following classes:\n * - {@link PIXI.Circle}\n * - {@link PIXI.Ellipse}\n * - {@link PIXI.Polygon}\n * - {@link PIXI.RoundedRectangle}\n * @interface IHitArea\n * @memberof PIXI\n */\n/**\n * Checks whether the x and y coordinates given are contained within this area\n * @method\n * @name contains\n * @memberof PIXI.IHitArea#\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @returns {boolean} Whether the x/y coordinates are within this area\n */\n/**\n * Default property values of interactive objects\n * Used by {@link PIXI.InteractionManager} to automatically give all DisplayObjects these properties\n * @private\n * @name interactiveTarget\n * @type {object}\n * @memberof PIXI\n * @example\n * function MyObject() {}\n *\n * Object.assign(\n * DisplayObject.prototype,\n * PIXI.interactiveTarget\n * );\n */\nvar interactiveTarget = {\n interactive: false,\n interactiveChildren: true,\n hitArea: null,\n /**\n * If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive\n * Setting this changes the 'cursor' property to `'pointer'`.\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.buttonMode = true;\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n get buttonMode() {\n return this.cursor === 'pointer';\n },\n set buttonMode(value) {\n if (value) {\n this.cursor = 'pointer';\n }\n else if (this.cursor === 'pointer') {\n this.cursor = null;\n }\n },\n /**\n * This defines what cursor mode is used when the mouse cursor\n * is hovered over the displayObject.\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.cursor = 'wait';\n * @see https://developer.mozilla.org/en/docs/Web/CSS/cursor\n * @member {string}\n * @memberof PIXI.DisplayObject#\n */\n cursor: null,\n /**\n * Internal set of all active pointers, by identifier\n * @member {Map}\n * @memberof PIXI.DisplayObject#\n * @private\n */\n get trackedPointers() {\n if (this._trackedPointers === undefined)\n { this._trackedPointers = {}; }\n return this._trackedPointers;\n },\n /**\n * Map of all tracked pointers, by identifier. Use trackedPointers to access.\n * @private\n * @type {Map}\n */\n _trackedPointers: undefined,\n};\n\n// Mix interactiveTarget into DisplayObject.prototype\nDisplayObject.mixin(interactiveTarget);\nvar MOUSE_POINTER_ID = 1;\n// helpers for hitTest() - only used inside hitTest()\nvar hitTestEvent = {\n target: null,\n data: {\n global: null,\n },\n};\n/**\n * The interaction manager deals with mouse, touch and pointer events.\n *\n * Any DisplayObject can be interactive if its `interactive` property is set to true.\n *\n * This manager also supports multitouch.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.interaction`\n * @memberof PIXI\n */\nvar InteractionManager = /** @class */ (function (_super) {\n __extends(InteractionManager, _super);\n /**\n * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer\n * @param options - The options for the manager.\n * @param {boolean} [options.autoPreventDefault=true] - Should the manager automatically prevent default browser actions.\n * @param {number} [options.interactionFrequency=10] - Maximum frequency (ms) at pointer over/out states will be checked.\n * @param {number} [options.useSystemTicker=true] - Whether to add {@link tickerUpdate} to {@link PIXI.Ticker.system}.\n */\n function InteractionManager(renderer, options) {\n var _this = _super.call(this) || this;\n options = options || {};\n _this.renderer = renderer;\n _this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true;\n _this.interactionFrequency = options.interactionFrequency || 10;\n _this.mouse = new InteractionData();\n _this.mouse.identifier = MOUSE_POINTER_ID;\n // setting the mouse to start off far off screen will mean that mouse over does\n // not get called before we even move the mouse.\n _this.mouse.global.set(-999999);\n _this.activeInteractionData = {};\n _this.activeInteractionData[MOUSE_POINTER_ID] = _this.mouse;\n _this.interactionDataPool = [];\n _this.eventData = new InteractionEvent();\n _this.interactionDOMElement = null;\n _this.moveWhenInside = false;\n _this.eventsAdded = false;\n _this.tickerAdded = false;\n _this.mouseOverRenderer = !('PointerEvent' in globalThis);\n _this.supportsTouchEvents = 'ontouchstart' in globalThis;\n _this.supportsPointerEvents = !!globalThis.PointerEvent;\n // this will make it so that you don't have to call bind all the time\n _this.onPointerUp = _this.onPointerUp.bind(_this);\n _this.processPointerUp = _this.processPointerUp.bind(_this);\n _this.onPointerCancel = _this.onPointerCancel.bind(_this);\n _this.processPointerCancel = _this.processPointerCancel.bind(_this);\n _this.onPointerDown = _this.onPointerDown.bind(_this);\n _this.processPointerDown = _this.processPointerDown.bind(_this);\n _this.onPointerMove = _this.onPointerMove.bind(_this);\n _this.processPointerMove = _this.processPointerMove.bind(_this);\n _this.onPointerOut = _this.onPointerOut.bind(_this);\n _this.processPointerOverOut = _this.processPointerOverOut.bind(_this);\n _this.onPointerOver = _this.onPointerOver.bind(_this);\n _this.cursorStyles = {\n default: 'inherit',\n pointer: 'pointer',\n };\n _this.currentCursorMode = null;\n _this.cursor = null;\n _this.resolution = 1;\n _this.delayedEvents = [];\n _this.search = new TreeSearch();\n _this._tempDisplayObject = new TemporaryDisplayObject();\n _this._eventListenerOptions = { capture: true, passive: false };\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed on the display\n * object.\n * @event PIXI.InteractionManager#mousedown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * on the display object.\n * @event PIXI.InteractionManager#rightdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released over the display\n * object.\n * @event PIXI.InteractionManager#mouseup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * over the display object.\n * @event PIXI.InteractionManager#rightup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed and released on\n * the display object.\n * @event PIXI.InteractionManager#click\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * and released on the display object.\n * @event PIXI.InteractionManager#rightclick\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released outside the\n * display object that initially registered a\n * [mousedown]{@link PIXI.InteractionManager#event:mousedown}.\n * @event PIXI.InteractionManager#mouseupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * outside the display object that initially registered a\n * [rightdown]{@link PIXI.InteractionManager#event:rightdown}.\n * @event PIXI.InteractionManager#rightupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved while over the display object\n * @event PIXI.InteractionManager#mousemove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved onto the display object\n * @event PIXI.InteractionManager#mouseover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved off the display object\n * @event PIXI.InteractionManager#mouseout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is pressed on the display object.\n * @event PIXI.InteractionManager#pointerdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is released over the display object.\n * Not always fired when some buttons are held down while others are released. In those cases,\n * use [mousedown]{@link PIXI.InteractionManager#event:mousedown} and\n * [mouseup]{@link PIXI.InteractionManager#event:mouseup} instead.\n * @event PIXI.InteractionManager#pointerup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when the operating system cancels a pointer event\n * @event PIXI.InteractionManager#pointercancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is pressed and released on the display object.\n * @event PIXI.InteractionManager#pointertap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is released outside the display object that initially\n * registered a [pointerdown]{@link PIXI.InteractionManager#event:pointerdown}.\n * @event PIXI.InteractionManager#pointerupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved while over the display object\n * @event PIXI.InteractionManager#pointermove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved onto the display object\n * @event PIXI.InteractionManager#pointerover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved off the display object\n * @event PIXI.InteractionManager#pointerout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is placed on the display object.\n * @event PIXI.InteractionManager#touchstart\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is removed from the display object.\n * @event PIXI.InteractionManager#touchend\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when the operating system cancels a touch\n * @event PIXI.InteractionManager#touchcancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is placed and removed from the display object.\n * @event PIXI.InteractionManager#tap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is removed outside of the display object that initially\n * registered a [touchstart]{@link PIXI.InteractionManager#event:touchstart}.\n * @event PIXI.InteractionManager#touchendoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is moved along the display object.\n * @event PIXI.InteractionManager#touchmove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed on the display.\n * object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mousedown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#rightdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released over the display\n * object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mouseup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#rightup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed and released on\n * the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#click\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#rightclick\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released outside the\n * display object that initially registered a\n * [mousedown]{@link PIXI.DisplayObject#event:mousedown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mouseupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * outside the display object that initially registered a\n * [rightdown]{@link PIXI.DisplayObject#event:rightdown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#rightupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved while over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mousemove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved onto the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mouseover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved off the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mouseout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is pressed on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is released over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when the operating system cancels a pointer event.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointercancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is pressed and released on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointertap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is released outside the display object that initially\n * registered a [pointerdown]{@link PIXI.DisplayObject#event:pointerdown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved while over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointermove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved onto the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved off the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is placed on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchstart\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is removed from the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchend\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when the operating system cancels a touch.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchcancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is placed and removed from the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#tap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is removed outside of the display object that initially\n * registered a [touchstart]{@link PIXI.DisplayObject#event:touchstart}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchendoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is moved along the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchmove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n _this._useSystemTicker = options.useSystemTicker !== undefined ? options.useSystemTicker : true;\n _this.setTargetElement(_this.renderer.view, _this.renderer.resolution);\n return _this;\n }\n Object.defineProperty(InteractionManager.prototype, \"useSystemTicker\", {\n /**\n * Should the InteractionManager automatically add {@link tickerUpdate} to {@link PIXI.Ticker.system}.\n * @default true\n */\n get: function () {\n return this._useSystemTicker;\n },\n set: function (useSystemTicker) {\n this._useSystemTicker = useSystemTicker;\n if (useSystemTicker) {\n this.addTickerListener();\n }\n else {\n this.removeTickerListener();\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionManager.prototype, \"lastObjectRendered\", {\n /**\n * Last rendered object or temp object.\n * @readonly\n * @protected\n */\n get: function () {\n return this.renderer._lastObjectRendered || this._tempDisplayObject;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Hit tests a point against the display tree, returning the first interactive object that is hit.\n * @param globalPoint - A point to hit test with, in global space.\n * @param root - The root display object to start from. If omitted, defaults\n * to the last rendered root of the associated renderer.\n * @returns - The hit display object, if any.\n */\n InteractionManager.prototype.hitTest = function (globalPoint, root) {\n // clear the target for our hit test\n hitTestEvent.target = null;\n // assign the global point\n hitTestEvent.data.global = globalPoint;\n // ensure safety of the root\n if (!root) {\n root = this.lastObjectRendered;\n }\n // run the hit test\n this.processInteractive(hitTestEvent, root, null, true);\n // return our found object - it'll be null if we didn't hit anything\n return hitTestEvent.target;\n };\n /**\n * Sets the DOM element which will receive mouse/touch events. This is useful for when you have\n * other DOM elements on top of the renderers Canvas element. With this you'll be bale to delegate\n * another DOM element to receive those events.\n * @param element - the DOM element which will receive mouse and touch events.\n * @param resolution - The resolution / device pixel ratio of the new element (relative to the canvas).\n */\n InteractionManager.prototype.setTargetElement = function (element, resolution) {\n if (resolution === void 0) { resolution = 1; }\n this.removeTickerListener();\n this.removeEvents();\n this.interactionDOMElement = element;\n this.resolution = resolution;\n this.addEvents();\n this.addTickerListener();\n };\n /** Adds the ticker listener. */\n InteractionManager.prototype.addTickerListener = function () {\n if (this.tickerAdded || !this.interactionDOMElement || !this._useSystemTicker) {\n return;\n }\n Ticker.system.add(this.tickerUpdate, this, UPDATE_PRIORITY.INTERACTION);\n this.tickerAdded = true;\n };\n /** Removes the ticker listener. */\n InteractionManager.prototype.removeTickerListener = function () {\n if (!this.tickerAdded) {\n return;\n }\n Ticker.system.remove(this.tickerUpdate, this);\n this.tickerAdded = false;\n };\n /** Registers all the DOM events. */\n InteractionManager.prototype.addEvents = function () {\n if (this.eventsAdded || !this.interactionDOMElement) {\n return;\n }\n var style = this.interactionDOMElement.style;\n if (globalThis.navigator.msPointerEnabled) {\n style.msContentZooming = 'none';\n style.msTouchAction = 'none';\n }\n else if (this.supportsPointerEvents) {\n style.touchAction = 'none';\n }\n /*\n * These events are added first, so that if pointer events are normalized, they are fired\n * in the same order as non-normalized events. ie. pointer event 1st, mouse / touch 2nd\n */\n if (this.supportsPointerEvents) {\n globalThis.document.addEventListener('pointermove', this.onPointerMove, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions);\n // pointerout is fired in addition to pointerup (for touch events) and pointercancel\n // we already handle those, so for the purposes of what we do in onPointerOut, we only\n // care about the pointerleave event\n this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, this._eventListenerOptions);\n globalThis.addEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions);\n globalThis.addEventListener('pointerup', this.onPointerUp, this._eventListenerOptions);\n }\n else {\n globalThis.document.addEventListener('mousemove', this.onPointerMove, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, this._eventListenerOptions);\n globalThis.addEventListener('mouseup', this.onPointerUp, this._eventListenerOptions);\n }\n // always look directly for touch events so that we can provide original data\n // In a future version we should change this to being just a fallback and rely solely on\n // PointerEvents whenever available\n if (this.supportsTouchEvents) {\n this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, this._eventListenerOptions);\n }\n this.eventsAdded = true;\n };\n /** Removes all the DOM events that were previously registered. */\n InteractionManager.prototype.removeEvents = function () {\n if (!this.eventsAdded || !this.interactionDOMElement) {\n return;\n }\n var style = this.interactionDOMElement.style;\n if (globalThis.navigator.msPointerEnabled) {\n style.msContentZooming = '';\n style.msTouchAction = '';\n }\n else if (this.supportsPointerEvents) {\n style.touchAction = '';\n }\n if (this.supportsPointerEvents) {\n globalThis.document.removeEventListener('pointermove', this.onPointerMove, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, this._eventListenerOptions);\n globalThis.removeEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions);\n globalThis.removeEventListener('pointerup', this.onPointerUp, this._eventListenerOptions);\n }\n else {\n globalThis.document.removeEventListener('mousemove', this.onPointerMove, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, this._eventListenerOptions);\n globalThis.removeEventListener('mouseup', this.onPointerUp, this._eventListenerOptions);\n }\n if (this.supportsTouchEvents) {\n this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, this._eventListenerOptions);\n }\n this.interactionDOMElement = null;\n this.eventsAdded = false;\n };\n /**\n * Updates the state of interactive objects if at least {@link interactionFrequency}\n * milliseconds have passed since the last invocation.\n *\n * Invoked by a throttled ticker update from {@link PIXI.Ticker.system}.\n * @param deltaTime - time delta since the last call\n */\n InteractionManager.prototype.tickerUpdate = function (deltaTime) {\n this._deltaTime += deltaTime;\n if (this._deltaTime < this.interactionFrequency) {\n return;\n }\n this._deltaTime = 0;\n this.update();\n };\n /** Updates the state of interactive objects. */\n InteractionManager.prototype.update = function () {\n if (!this.interactionDOMElement) {\n return;\n }\n // if the user move the mouse this check has already been done using the mouse move!\n if (this._didMove) {\n this._didMove = false;\n return;\n }\n this.cursor = null;\n // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind,\n // but there was a scenario of a display object moving under a static mouse cursor.\n // In this case, mouseover and mouseevents would not pass the flag test in dispatchEvent function\n for (var k in this.activeInteractionData) {\n // eslint-disable-next-line no-prototype-builtins\n if (this.activeInteractionData.hasOwnProperty(k)) {\n var interactionData = this.activeInteractionData[k];\n if (interactionData.originalEvent && interactionData.pointerType !== 'touch') {\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, interactionData.originalEvent, interactionData);\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, true);\n }\n }\n }\n this.setCursorMode(this.cursor);\n };\n /**\n * Sets the current cursor mode, handling any callbacks or CSS style changes.\n * @param mode - cursor mode, a key from the cursorStyles dictionary\n */\n InteractionManager.prototype.setCursorMode = function (mode) {\n mode = mode || 'default';\n var applyStyles = true;\n // offscreen canvas does not support setting styles, but cursor modes can be functions,\n // in order to handle pixi rendered cursors, so we can't bail\n if (globalThis.OffscreenCanvas && this.interactionDOMElement instanceof OffscreenCanvas) {\n applyStyles = false;\n }\n // if the mode didn't actually change, bail early\n if (this.currentCursorMode === mode) {\n return;\n }\n this.currentCursorMode = mode;\n var style = this.cursorStyles[mode];\n // only do things if there is a cursor style for it\n if (style) {\n switch (typeof style) {\n case 'string':\n // string styles are handled as cursor CSS\n if (applyStyles) {\n this.interactionDOMElement.style.cursor = style;\n }\n break;\n case 'function':\n // functions are just called, and passed the cursor mode\n style(mode);\n break;\n case 'object':\n // if it is an object, assume that it is a dictionary of CSS styles,\n // apply it to the interactionDOMElement\n if (applyStyles) {\n Object.assign(this.interactionDOMElement.style, style);\n }\n break;\n }\n }\n else if (applyStyles && typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode)) {\n // if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry\n // for the mode, then assume that the dev wants it to be CSS for the cursor.\n this.interactionDOMElement.style.cursor = mode;\n }\n };\n /**\n * Dispatches an event on the display object that was interacted with.\n * @param displayObject - the display object in question\n * @param eventString - the name of the event (e.g, mousedown)\n * @param eventData - the event data object\n */\n InteractionManager.prototype.dispatchEvent = function (displayObject, eventString, eventData) {\n // Even if the event was stopped, at least dispatch any remaining events\n // for the same display object.\n if (!eventData.stopPropagationHint || displayObject === eventData.stopsPropagatingAt) {\n eventData.currentTarget = displayObject;\n eventData.type = eventString;\n displayObject.emit(eventString, eventData);\n if (displayObject[eventString]) {\n displayObject[eventString](eventData);\n }\n }\n };\n /**\n * Puts a event on a queue to be dispatched later. This is used to guarantee correct\n * ordering of over/out events.\n * @param displayObject - the display object in question\n * @param eventString - the name of the event (e.g, mousedown)\n * @param eventData - the event data object\n */\n InteractionManager.prototype.delayDispatchEvent = function (displayObject, eventString, eventData) {\n this.delayedEvents.push({ displayObject: displayObject, eventString: eventString, eventData: eventData });\n };\n /**\n * Maps x and y coords from a DOM object and maps them correctly to the PixiJS view. The\n * resulting value is stored in the point. This takes into account the fact that the DOM\n * element could be scaled and positioned anywhere on the screen.\n * @param point - the point that the result will be stored in\n * @param x - the x coord of the position to map\n * @param y - the y coord of the position to map\n */\n InteractionManager.prototype.mapPositionToPoint = function (point, x, y) {\n var rect;\n // IE 11 fix\n if (!this.interactionDOMElement.parentElement) {\n rect = {\n x: 0,\n y: 0,\n width: this.interactionDOMElement.width,\n height: this.interactionDOMElement.height,\n left: 0,\n top: 0\n };\n }\n else {\n rect = this.interactionDOMElement.getBoundingClientRect();\n }\n var resolutionMultiplier = 1.0 / this.resolution;\n point.x = ((x - rect.left) * (this.interactionDOMElement.width / rect.width)) * resolutionMultiplier;\n point.y = ((y - rect.top) * (this.interactionDOMElement.height / rect.height)) * resolutionMultiplier;\n };\n /**\n * This function is provides a neat way of crawling through the scene graph and running a\n * specified function on all interactive objects it finds. It will also take care of hit\n * testing the interactive objects and passes the hit across in the function.\n * @protected\n * @param interactionEvent - event containing the point that\n * is tested for collision\n * @param displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param func - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param hitTest - indicates whether we want to calculate hits\n * or just iterate through all interactive objects\n */\n InteractionManager.prototype.processInteractive = function (interactionEvent, displayObject, func, hitTest) {\n var hit = this.search.findHit(interactionEvent, displayObject, func, hitTest);\n var delayedEvents = this.delayedEvents;\n if (!delayedEvents.length) {\n return hit;\n }\n // Reset the propagation hint, because we start deeper in the tree again.\n interactionEvent.stopPropagationHint = false;\n var delayedLen = delayedEvents.length;\n this.delayedEvents = [];\n for (var i = 0; i < delayedLen; i++) {\n var _a = delayedEvents[i], displayObject_1 = _a.displayObject, eventString = _a.eventString, eventData = _a.eventData;\n // When we reach the object we wanted to stop propagating at,\n // set the propagation hint.\n if (eventData.stopsPropagatingAt === displayObject_1) {\n eventData.stopPropagationHint = true;\n }\n this.dispatchEvent(displayObject_1, eventString, eventData);\n }\n return hit;\n };\n /**\n * Is called when the pointer button is pressed down on the renderer element\n * @param originalEvent - The DOM event of a pointer button being pressed down\n */\n InteractionManager.prototype.onPointerDown = function (originalEvent) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && originalEvent.pointerType === 'touch')\n { return; }\n var events = this.normalizeToPointerData(originalEvent);\n /*\n * No need to prevent default on natural pointer events, as there are no side effects\n * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser,\n * so still need to be prevented.\n */\n // Guaranteed that there will be at least one event in events, and all events must have the same pointer type\n if (this.autoPreventDefault && events[0].isNormalized) {\n var cancelable = originalEvent.cancelable || !('cancelable' in originalEvent);\n if (cancelable) {\n originalEvent.preventDefault();\n }\n }\n var eventLen = events.length;\n for (var i = 0; i < eventLen; i++) {\n var event = events[i];\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = originalEvent;\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerDown, true);\n this.emit('pointerdown', interactionEvent);\n if (event.pointerType === 'touch') {\n this.emit('touchstart', interactionEvent);\n }\n // emit a mouse event for \"pen\" pointers, the way a browser would emit a fallback event\n else if (event.pointerType === 'mouse' || event.pointerType === 'pen') {\n var isRightButton = event.button === 2;\n this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData);\n }\n }\n };\n /**\n * Processes the result of the pointer down check and dispatches the event if need be\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n * @param hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerDown = function (interactionEvent, displayObject, hit) {\n var data = interactionEvent.data;\n var id = interactionEvent.data.identifier;\n if (hit) {\n if (!displayObject.trackedPointers[id]) {\n displayObject.trackedPointers[id] = new InteractionTrackingData(id);\n }\n this.dispatchEvent(displayObject, 'pointerdown', interactionEvent);\n if (data.pointerType === 'touch') {\n this.dispatchEvent(displayObject, 'touchstart', interactionEvent);\n }\n else if (data.pointerType === 'mouse' || data.pointerType === 'pen') {\n var isRightButton = data.button === 2;\n if (isRightButton) {\n displayObject.trackedPointers[id].rightDown = true;\n }\n else {\n displayObject.trackedPointers[id].leftDown = true;\n }\n this.dispatchEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent);\n }\n }\n };\n /**\n * Is called when the pointer button is released on the renderer element\n * @param originalEvent - The DOM event of a pointer button being released\n * @param cancelled - true if the pointer is cancelled\n * @param func - Function passed to {@link processInteractive}\n */\n InteractionManager.prototype.onPointerComplete = function (originalEvent, cancelled, func) {\n var events = this.normalizeToPointerData(originalEvent);\n var eventLen = events.length;\n // if the event wasn't targeting our canvas, then consider it to be pointerupoutside\n // in all cases (unless it was a pointercancel)\n var target = originalEvent.target;\n // if in shadow DOM use composedPath to access target\n if (originalEvent.composedPath && originalEvent.composedPath().length > 0) {\n target = originalEvent.composedPath()[0];\n }\n var eventAppend = target !== this.interactionDOMElement ? 'outside' : '';\n for (var i = 0; i < eventLen; i++) {\n var event = events[i];\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = originalEvent;\n // perform hit testing for events targeting our canvas or cancel events\n this.processInteractive(interactionEvent, this.lastObjectRendered, func, cancelled || !eventAppend);\n this.emit(cancelled ? 'pointercancel' : \"pointerup\" + eventAppend, interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen') {\n var isRightButton = event.button === 2;\n this.emit(isRightButton ? \"rightup\" + eventAppend : \"mouseup\" + eventAppend, interactionEvent);\n }\n else if (event.pointerType === 'touch') {\n this.emit(cancelled ? 'touchcancel' : \"touchend\" + eventAppend, interactionEvent);\n this.releaseInteractionDataForPointerId(event.pointerId);\n }\n }\n };\n /**\n * Is called when the pointer button is cancelled\n * @param event - The DOM event of a pointer button being released\n */\n InteractionManager.prototype.onPointerCancel = function (event) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && event.pointerType === 'touch')\n { return; }\n this.onPointerComplete(event, true, this.processPointerCancel);\n };\n /**\n * Processes the result of the pointer cancel check and dispatches the event if need be\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n */\n InteractionManager.prototype.processPointerCancel = function (interactionEvent, displayObject) {\n var data = interactionEvent.data;\n var id = interactionEvent.data.identifier;\n if (displayObject.trackedPointers[id] !== undefined) {\n delete displayObject.trackedPointers[id];\n this.dispatchEvent(displayObject, 'pointercancel', interactionEvent);\n if (data.pointerType === 'touch') {\n this.dispatchEvent(displayObject, 'touchcancel', interactionEvent);\n }\n }\n };\n /**\n * Is called when the pointer button is released on the renderer element\n * @param event - The DOM event of a pointer button being released\n */\n InteractionManager.prototype.onPointerUp = function (event) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && event.pointerType === 'touch')\n { return; }\n this.onPointerComplete(event, false, this.processPointerUp);\n };\n /**\n * Processes the result of the pointer up check and dispatches the event if need be\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n * @param hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerUp = function (interactionEvent, displayObject, hit) {\n var data = interactionEvent.data;\n var id = interactionEvent.data.identifier;\n var trackingData = displayObject.trackedPointers[id];\n var isTouch = data.pointerType === 'touch';\n var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n // need to track mouse down status in the mouse block so that we can emit\n // event in a later block\n var isMouseTap = false;\n // Mouse only\n if (isMouse) {\n var isRightButton = data.button === 2;\n var flags = InteractionTrackingData.FLAGS;\n var test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN;\n var isDown = trackingData !== undefined && (trackingData.flags & test);\n if (hit) {\n this.dispatchEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent);\n if (isDown) {\n this.dispatchEvent(displayObject, isRightButton ? 'rightclick' : 'click', interactionEvent);\n // because we can confirm that the mousedown happened on this object, flag for later emit of pointertap\n isMouseTap = true;\n }\n }\n else if (isDown) {\n this.dispatchEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent);\n }\n // update the down state of the tracking data\n if (trackingData) {\n if (isRightButton) {\n trackingData.rightDown = false;\n }\n else {\n trackingData.leftDown = false;\n }\n }\n }\n // Pointers and Touches, and Mouse\n if (hit) {\n this.dispatchEvent(displayObject, 'pointerup', interactionEvent);\n if (isTouch)\n { this.dispatchEvent(displayObject, 'touchend', interactionEvent); }\n if (trackingData) {\n // emit pointertap if not a mouse, or if the mouse block decided it was a tap\n if (!isMouse || isMouseTap) {\n this.dispatchEvent(displayObject, 'pointertap', interactionEvent);\n }\n if (isTouch) {\n this.dispatchEvent(displayObject, 'tap', interactionEvent);\n // touches are no longer over (if they ever were) when we get the touchend\n // so we should ensure that we don't keep pretending that they are\n trackingData.over = false;\n }\n }\n }\n else if (trackingData) {\n this.dispatchEvent(displayObject, 'pointerupoutside', interactionEvent);\n if (isTouch)\n { this.dispatchEvent(displayObject, 'touchendoutside', interactionEvent); }\n }\n // Only remove the tracking data if there is no over/down state still associated with it\n if (trackingData && trackingData.none) {\n delete displayObject.trackedPointers[id];\n }\n };\n /**\n * Is called when the pointer moves across the renderer element\n * @param originalEvent - The DOM event of a pointer moving\n */\n InteractionManager.prototype.onPointerMove = function (originalEvent) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && originalEvent.pointerType === 'touch')\n { return; }\n var events = this.normalizeToPointerData(originalEvent);\n if (events[0].pointerType === 'mouse' || events[0].pointerType === 'pen') {\n this._didMove = true;\n this.cursor = null;\n }\n var eventLen = events.length;\n for (var i = 0; i < eventLen; i++) {\n var event = events[i];\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = originalEvent;\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerMove, true);\n this.emit('pointermove', interactionEvent);\n if (event.pointerType === 'touch')\n { this.emit('touchmove', interactionEvent); }\n if (event.pointerType === 'mouse' || event.pointerType === 'pen')\n { this.emit('mousemove', interactionEvent); }\n }\n if (events[0].pointerType === 'mouse') {\n this.setCursorMode(this.cursor);\n // TODO BUG for parents interactive object (border order issue)\n }\n };\n /**\n * Processes the result of the pointer move check and dispatches the event if need be\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n * @param hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerMove = function (interactionEvent, displayObject, hit) {\n var data = interactionEvent.data;\n var isTouch = data.pointerType === 'touch';\n var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n if (isMouse) {\n this.processPointerOverOut(interactionEvent, displayObject, hit);\n }\n if (!this.moveWhenInside || hit) {\n this.dispatchEvent(displayObject, 'pointermove', interactionEvent);\n if (isTouch)\n { this.dispatchEvent(displayObject, 'touchmove', interactionEvent); }\n if (isMouse)\n { this.dispatchEvent(displayObject, 'mousemove', interactionEvent); }\n }\n };\n /**\n * Is called when the pointer is moved out of the renderer element\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out\n */\n InteractionManager.prototype.onPointerOut = function (originalEvent) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && originalEvent.pointerType === 'touch')\n { return; }\n var events = this.normalizeToPointerData(originalEvent);\n // Only mouse and pointer can call onPointerOut, so events will always be length 1\n var event = events[0];\n if (event.pointerType === 'mouse') {\n this.mouseOverRenderer = false;\n this.setCursorMode(null);\n }\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = event;\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, false);\n this.emit('pointerout', interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen') {\n this.emit('mouseout', interactionEvent);\n }\n else {\n // we can get touchleave events after touchend, so we want to make sure we don't\n // introduce memory leaks\n this.releaseInteractionDataForPointerId(interactionData.identifier);\n }\n };\n /**\n * Processes the result of the pointer over/out check and dispatches the event if need be.\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n * @param hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerOverOut = function (interactionEvent, displayObject, hit) {\n var data = interactionEvent.data;\n var id = interactionEvent.data.identifier;\n var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n var trackingData = displayObject.trackedPointers[id];\n // if we just moused over the display object, then we need to track that state\n if (hit && !trackingData) {\n trackingData = displayObject.trackedPointers[id] = new InteractionTrackingData(id);\n }\n if (trackingData === undefined)\n { return; }\n if (hit && this.mouseOverRenderer) {\n if (!trackingData.over) {\n trackingData.over = true;\n this.delayDispatchEvent(displayObject, 'pointerover', interactionEvent);\n if (isMouse) {\n this.delayDispatchEvent(displayObject, 'mouseover', interactionEvent);\n }\n }\n // only change the cursor if it has not already been changed (by something deeper in the\n // display tree)\n if (isMouse && this.cursor === null) {\n this.cursor = displayObject.cursor;\n }\n }\n else if (trackingData.over) {\n trackingData.over = false;\n this.dispatchEvent(displayObject, 'pointerout', this.eventData);\n if (isMouse) {\n this.dispatchEvent(displayObject, 'mouseout', interactionEvent);\n }\n // if there is no mouse down information for the pointer, then it is safe to delete\n if (trackingData.none) {\n delete displayObject.trackedPointers[id];\n }\n }\n };\n /**\n * Is called when the pointer is moved into the renderer element.\n * @param originalEvent - The DOM event of a pointer button being moved into the renderer view.\n */\n InteractionManager.prototype.onPointerOver = function (originalEvent) {\n var events = this.normalizeToPointerData(originalEvent);\n // Only mouse and pointer can call onPointerOver, so events will always be length 1\n var event = events[0];\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = event;\n if (event.pointerType === 'mouse') {\n this.mouseOverRenderer = true;\n }\n this.emit('pointerover', interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen') {\n this.emit('mouseover', interactionEvent);\n }\n };\n /**\n * Get InteractionData for a given pointerId. Store that data as well.\n * @param event - Normalized pointer event, output from normalizeToPointerData.\n * @returns - Interaction data for the given pointer identifier.\n */\n InteractionManager.prototype.getInteractionDataForPointerId = function (event) {\n var pointerId = event.pointerId;\n var interactionData;\n if (pointerId === MOUSE_POINTER_ID || event.pointerType === 'mouse') {\n interactionData = this.mouse;\n }\n else if (this.activeInteractionData[pointerId]) {\n interactionData = this.activeInteractionData[pointerId];\n }\n else {\n interactionData = this.interactionDataPool.pop() || new InteractionData();\n interactionData.identifier = pointerId;\n this.activeInteractionData[pointerId] = interactionData;\n }\n // copy properties from the event, so that we can make sure that touch/pointer specific\n // data is available\n interactionData.copyEvent(event);\n return interactionData;\n };\n /**\n * Return unused InteractionData to the pool, for a given pointerId\n * @param pointerId - Identifier from a pointer event\n */\n InteractionManager.prototype.releaseInteractionDataForPointerId = function (pointerId) {\n var interactionData = this.activeInteractionData[pointerId];\n if (interactionData) {\n delete this.activeInteractionData[pointerId];\n interactionData.reset();\n this.interactionDataPool.push(interactionData);\n }\n };\n /**\n * Configure an InteractionEvent to wrap a DOM PointerEvent and InteractionData\n * @param interactionEvent - The event to be configured\n * @param pointerEvent - The DOM event that will be paired with the InteractionEvent\n * @param interactionData - The InteractionData that will be paired\n * with the InteractionEvent\n * @returns - the interaction event that was passed in\n */\n InteractionManager.prototype.configureInteractionEventForDOMEvent = function (interactionEvent, pointerEvent, interactionData) {\n interactionEvent.data = interactionData;\n this.mapPositionToPoint(interactionData.global, pointerEvent.clientX, pointerEvent.clientY);\n // Not really sure why this is happening, but it's how a previous version handled things\n if (pointerEvent.pointerType === 'touch') {\n pointerEvent.globalX = interactionData.global.x;\n pointerEvent.globalY = interactionData.global.y;\n }\n interactionData.originalEvent = pointerEvent;\n interactionEvent.reset();\n return interactionEvent;\n };\n /**\n * Ensures that the original event object contains all data that a regular pointer event would have\n * @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event\n * @returns - An array containing a single normalized pointer event, in the case of a pointer\n * or mouse event, or a multiple normalized pointer events if there are multiple changed touches\n */\n InteractionManager.prototype.normalizeToPointerData = function (event) {\n var normalizedEvents = [];\n if (this.supportsTouchEvents && event instanceof TouchEvent) {\n for (var i = 0, li = event.changedTouches.length; i < li; i++) {\n var touch = event.changedTouches[i];\n if (typeof touch.button === 'undefined')\n { touch.button = event.touches.length ? 1 : 0; }\n if (typeof touch.buttons === 'undefined')\n { touch.buttons = event.touches.length ? 1 : 0; }\n if (typeof touch.isPrimary === 'undefined') {\n touch.isPrimary = event.touches.length === 1 && event.type === 'touchstart';\n }\n if (typeof touch.width === 'undefined')\n { touch.width = touch.radiusX || 1; }\n if (typeof touch.height === 'undefined')\n { touch.height = touch.radiusY || 1; }\n if (typeof touch.tiltX === 'undefined')\n { touch.tiltX = 0; }\n if (typeof touch.tiltY === 'undefined')\n { touch.tiltY = 0; }\n if (typeof touch.pointerType === 'undefined')\n { touch.pointerType = 'touch'; }\n if (typeof touch.pointerId === 'undefined')\n { touch.pointerId = touch.identifier || 0; }\n if (typeof touch.pressure === 'undefined')\n { touch.pressure = touch.force || 0.5; }\n if (typeof touch.twist === 'undefined')\n { touch.twist = 0; }\n if (typeof touch.tangentialPressure === 'undefined')\n { touch.tangentialPressure = 0; }\n // TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven\n // support, and the fill ins are not quite the same\n // offsetX/Y might be okay, but is not the same as clientX/Y when the canvas's top\n // left is not 0,0 on the page\n if (typeof touch.layerX === 'undefined')\n { touch.layerX = touch.offsetX = touch.clientX; }\n if (typeof touch.layerY === 'undefined')\n { touch.layerY = touch.offsetY = touch.clientY; }\n // mark the touch as normalized, just so that we know we did it\n touch.isNormalized = true;\n normalizedEvents.push(touch);\n }\n }\n // apparently PointerEvent subclasses MouseEvent, so yay\n else if (!globalThis.MouseEvent\n || (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof globalThis.PointerEvent)))) {\n var tempEvent = event;\n if (typeof tempEvent.isPrimary === 'undefined')\n { tempEvent.isPrimary = true; }\n if (typeof tempEvent.width === 'undefined')\n { tempEvent.width = 1; }\n if (typeof tempEvent.height === 'undefined')\n { tempEvent.height = 1; }\n if (typeof tempEvent.tiltX === 'undefined')\n { tempEvent.tiltX = 0; }\n if (typeof tempEvent.tiltY === 'undefined')\n { tempEvent.tiltY = 0; }\n if (typeof tempEvent.pointerType === 'undefined')\n { tempEvent.pointerType = 'mouse'; }\n if (typeof tempEvent.pointerId === 'undefined')\n { tempEvent.pointerId = MOUSE_POINTER_ID; }\n if (typeof tempEvent.pressure === 'undefined')\n { tempEvent.pressure = 0.5; }\n if (typeof tempEvent.twist === 'undefined')\n { tempEvent.twist = 0; }\n if (typeof tempEvent.tangentialPressure === 'undefined')\n { tempEvent.tangentialPressure = 0; }\n // mark the mouse event as normalized, just so that we know we did it\n tempEvent.isNormalized = true;\n normalizedEvents.push(tempEvent);\n }\n else {\n normalizedEvents.push(event);\n }\n return normalizedEvents;\n };\n /** Destroys the interaction manager. */\n InteractionManager.prototype.destroy = function () {\n this.removeEvents();\n this.removeTickerListener();\n this.removeAllListeners();\n this.renderer = null;\n this.mouse = null;\n this.eventData = null;\n this.interactionDOMElement = null;\n this.onPointerDown = null;\n this.processPointerDown = null;\n this.onPointerUp = null;\n this.processPointerUp = null;\n this.onPointerCancel = null;\n this.processPointerCancel = null;\n this.onPointerMove = null;\n this.processPointerMove = null;\n this.onPointerOut = null;\n this.processPointerOverOut = null;\n this.onPointerOver = null;\n this.search = null;\n };\n /** @ignore */\n InteractionManager.extension = {\n name: 'interaction',\n type: [\n ExtensionType.RendererPlugin,\n ExtensionType.CanvasRendererPlugin ],\n };\n return InteractionManager;\n}(EventEmitter));\n\nexport { InteractionData, InteractionEvent, InteractionManager, InteractionTrackingData, interactiveTarget };\n//# sourceMappingURL=interaction.mjs.map\n","/*!\n * @pixi/extract - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/extract is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { CanvasRenderTarget } from '@pixi/utils';\nimport { Rectangle } from '@pixi/math';\nimport { ExtensionType, RenderTexture } from '@pixi/core';\n\nvar TEMP_RECT = new Rectangle();\nvar BYTES_PER_PIXEL = 4;\n/**\n * This class provides renderer-specific plugins for exporting content from a renderer.\n * For instance, these plugins can be used for saving an Image, Canvas element or for exporting the raw image data (pixels).\n *\n * Do not instantiate these plugins directly. It is available from the `renderer.plugins` property.\n * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}.\n * @example\n * // Create a new app (will auto-add extract plugin to renderer)\n * const app = new PIXI.Application();\n *\n * // Draw a red circle\n * const graphics = new PIXI.Graphics()\n * .beginFill(0xFF0000)\n * .drawCircle(0, 0, 50);\n *\n * // Render the graphics as an HTMLImageElement\n * const image = app.renderer.plugins.extract.image(graphics);\n * document.body.appendChild(image);\n * @memberof PIXI\n */\nvar Extract = /** @class */ (function () {\n /**\n * @param renderer - A reference to the current renderer\n */\n function Extract(renderer) {\n this.renderer = renderer;\n }\n /**\n * Will return a HTML Image of the target\n * @param target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param format - Image format, e.g. \"image/jpeg\" or \"image/webp\".\n * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92.\n * @returns - HTML Image of the target\n */\n Extract.prototype.image = function (target, format, quality) {\n var image = new Image();\n image.src = this.base64(target, format, quality);\n return image;\n };\n /**\n * Will return a base64 encoded string of this target. It works by calling\n * `Extract.getCanvas` and then running toDataURL on that.\n * @param target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param format - Image format, e.g. \"image/jpeg\" or \"image/webp\".\n * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92.\n * @returns - A base64 encoded string of the texture.\n */\n Extract.prototype.base64 = function (target, format, quality) {\n return this.canvas(target).toDataURL(format, quality);\n };\n /**\n * Creates a Canvas element, renders this target to it and then returns it.\n * @param target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param frame - The frame the extraction is restricted to.\n * @returns - A Canvas element with the texture rendered on.\n */\n Extract.prototype.canvas = function (target, frame) {\n var renderer = this.renderer;\n var resolution;\n var flipY = false;\n var renderTexture;\n var generated = false;\n if (target) {\n if (target instanceof RenderTexture) {\n renderTexture = target;\n }\n else {\n renderTexture = this.renderer.generateTexture(target);\n generated = true;\n }\n }\n if (renderTexture) {\n resolution = renderTexture.baseTexture.resolution;\n frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame;\n flipY = false;\n renderer.renderTexture.bind(renderTexture);\n }\n else {\n resolution = renderer.resolution;\n if (!frame) {\n frame = TEMP_RECT;\n frame.width = renderer.width;\n frame.height = renderer.height;\n }\n flipY = true;\n renderer.renderTexture.bind(null);\n }\n var width = Math.round(frame.width * resolution);\n var height = Math.round(frame.height * resolution);\n var canvasBuffer = new CanvasRenderTarget(width, height, 1);\n var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height);\n // read pixels to the array\n var gl = renderer.gl;\n gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels);\n // add the pixels to the canvas\n var canvasData = canvasBuffer.context.getImageData(0, 0, width, height);\n Extract.arrayPostDivide(webglPixels, canvasData.data);\n canvasBuffer.context.putImageData(canvasData, 0, 0);\n // pulling pixels\n if (flipY) {\n var target_1 = new CanvasRenderTarget(canvasBuffer.width, canvasBuffer.height, 1);\n target_1.context.scale(1, -1);\n // we can't render to itself because we should be empty before render.\n target_1.context.drawImage(canvasBuffer.canvas, 0, -height);\n canvasBuffer.destroy();\n canvasBuffer = target_1;\n }\n if (generated) {\n renderTexture.destroy(true);\n }\n // send the canvas back..\n return canvasBuffer.canvas;\n };\n /**\n * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA\n * order, with integer values between 0 and 255 (included).\n * @param target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param frame - The frame the extraction is restricted to.\n * @returns - One-dimensional array containing the pixel data of the entire texture\n */\n Extract.prototype.pixels = function (target, frame) {\n var renderer = this.renderer;\n var resolution;\n var renderTexture;\n var generated = false;\n if (target) {\n if (target instanceof RenderTexture) {\n renderTexture = target;\n }\n else {\n renderTexture = this.renderer.generateTexture(target);\n generated = true;\n }\n }\n if (renderTexture) {\n resolution = renderTexture.baseTexture.resolution;\n frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame;\n renderer.renderTexture.bind(renderTexture);\n }\n else {\n resolution = renderer.resolution;\n if (!frame) {\n frame = TEMP_RECT;\n frame.width = renderer.width;\n frame.height = renderer.height;\n }\n renderer.renderTexture.bind(null);\n }\n var width = Math.round(frame.width * resolution);\n var height = Math.round(frame.height * resolution);\n var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height);\n // read pixels to the array\n var gl = renderer.gl;\n gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels);\n if (generated) {\n renderTexture.destroy(true);\n }\n Extract.arrayPostDivide(webglPixels, webglPixels);\n return webglPixels;\n };\n /** Destroys the extract. */\n Extract.prototype.destroy = function () {\n this.renderer = null;\n };\n /**\n * Takes premultiplied pixel data and produces regular pixel data\n * @private\n * @param pixels - array of pixel data\n * @param out - output array\n */\n Extract.arrayPostDivide = function (pixels, out) {\n for (var i = 0; i < pixels.length; i += 4) {\n var alpha = out[i + 3] = pixels[i + 3];\n if (alpha !== 0) {\n out[i] = Math.round(Math.min(pixels[i] * 255.0 / alpha, 255.0));\n out[i + 1] = Math.round(Math.min(pixels[i + 1] * 255.0 / alpha, 255.0));\n out[i + 2] = Math.round(Math.min(pixels[i + 2] * 255.0 / alpha, 255.0));\n }\n else {\n out[i] = pixels[i];\n out[i + 1] = pixels[i + 1];\n out[i + 2] = pixels[i + 2];\n }\n }\n };\n /** @ignore */\n Extract.extension = {\n name: 'extract',\n type: ExtensionType.RendererPlugin,\n };\n return Extract;\n}());\n\nexport { Extract };\n//# sourceMappingURL=extract.mjs.map\n","/*!\n * @pixi/loaders - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/loaders is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { extensions, ExtensionType, Texture } from '@pixi/core';\nimport { deprecation } from '@pixi/utils';\n\n/* jshint -W097 */\n/**\n * @memberof PIXI\n */\nvar SignalBinding = /** @class */ (function () {\n /**\n * SignalBinding constructor.\n * @constructs SignalBinding\n * @param {Function} fn - Event handler to be called.\n * @param {boolean} [once=false] - Should this listener be removed after dispatch\n * @param {object} [thisArg] - The context of the callback function.\n * @api private\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n function SignalBinding(fn, once, thisArg) {\n if (once === void 0) { once = false; }\n this._fn = fn;\n this._once = once;\n this._thisArg = thisArg;\n this._next = this._prev = this._owner = null;\n }\n SignalBinding.prototype.detach = function () {\n if (this._owner === null)\n { return false; }\n this._owner.detach(this);\n return true;\n };\n return SignalBinding;\n}());\n/**\n * @param self\n * @param node\n * @private\n */\nfunction _addSignalBinding(self, node) {\n if (!self._head) {\n self._head = node;\n self._tail = node;\n }\n else {\n self._tail._next = node;\n node._prev = self._tail;\n self._tail = node;\n }\n node._owner = self;\n return node;\n}\n/**\n * @memberof PIXI\n */\nvar Signal = /** @class */ (function () {\n /**\n * MiniSignal constructor.\n * @example\n * let mySignal = new Signal();\n * let binding = mySignal.add(onSignal);\n * mySignal.dispatch('foo', 'bar');\n * mySignal.detach(binding);\n */\n function Signal() {\n this._head = this._tail = undefined;\n }\n /**\n * Return an array of attached SignalBinding.\n * @param {boolean} [exists=false] - We only need to know if there are handlers.\n * @returns {PIXI.SignalBinding[] | boolean} Array of attached SignalBinding or Boolean if called with exists = true\n * @api public\n */\n Signal.prototype.handlers = function (exists) {\n if (exists === void 0) { exists = false; }\n var node = this._head;\n if (exists)\n { return !!node; }\n var ee = [];\n while (node) {\n ee.push(node);\n node = node._next;\n }\n return ee;\n };\n /**\n * Return true if node is a SignalBinding attached to this MiniSignal\n * @param {PIXI.SignalBinding} node - Node to check.\n * @returns {boolean} True if node is attache to mini-signal\n */\n Signal.prototype.has = function (node) {\n if (!(node instanceof SignalBinding)) {\n throw new Error('MiniSignal#has(): First arg must be a SignalBinding object.');\n }\n return node._owner === this;\n };\n /**\n * Dispaches a signal to all registered listeners.\n * @param {...any} args\n * @returns {boolean} Indication if we've emitted an event.\n */\n Signal.prototype.dispatch = function () {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n var node = this._head;\n if (!node)\n { return false; }\n while (node) {\n if (node._once)\n { this.detach(node); }\n node._fn.apply(node._thisArg, args);\n node = node._next;\n }\n return true;\n };\n /**\n * Register a new listener.\n * @param {Function} fn - Callback function.\n * @param {object} [thisArg] - The context of the callback function.\n * @returns {PIXI.SignalBinding} The SignalBinding node that was added.\n */\n Signal.prototype.add = function (fn, thisArg) {\n if (thisArg === void 0) { thisArg = null; }\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#add(): First arg must be a Function.');\n }\n return _addSignalBinding(this, new SignalBinding(fn, false, thisArg));\n };\n /**\n * Register a new listener that will be executed only once.\n * @param {Function} fn - Callback function.\n * @param {object} [thisArg] - The context of the callback function.\n * @returns {PIXI.SignalBinding} The SignalBinding node that was added.\n */\n Signal.prototype.once = function (fn, thisArg) {\n if (thisArg === void 0) { thisArg = null; }\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#once(): First arg must be a Function.');\n }\n return _addSignalBinding(this, new SignalBinding(fn, true, thisArg));\n };\n /**\n * Remove binding object.\n * @param {PIXI.SignalBinding} node - The binding node that will be removed.\n * @returns {Signal} The instance on which this method was called.\n @api public */\n Signal.prototype.detach = function (node) {\n if (!(node instanceof SignalBinding)) {\n throw new Error('MiniSignal#detach(): First arg must be a SignalBinding object.');\n }\n if (node._owner !== this)\n { return this; } // todo: or error?\n if (node._prev)\n { node._prev._next = node._next; }\n if (node._next)\n { node._next._prev = node._prev; }\n if (node === this._head) { // first node\n this._head = node._next;\n if (node._next === null) {\n this._tail = null;\n }\n }\n else if (node === this._tail) { // last node\n this._tail = node._prev;\n this._tail._next = null;\n }\n node._owner = null;\n return this;\n };\n /**\n * Detach all listeners.\n * @returns {Signal} The instance on which this method was called.\n */\n Signal.prototype.detachAll = function () {\n var node = this._head;\n if (!node)\n { return this; }\n this._head = this._tail = null;\n while (node) {\n node._owner = null;\n node = node._next;\n }\n return this;\n };\n return Signal;\n}());\n\n/**\n * function from npm package `parseUri`, converted to TS to avoid leftpad incident\n * @param {string} str\n * @param [opts] - options\n * @param {boolean} [opts.strictMode] - type of parser\n */\nfunction parseUri(str, opts) {\n opts = opts || {};\n var o = {\n // eslint-disable-next-line max-len\n key: ['source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host', 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'],\n q: {\n name: 'queryKey',\n parser: /(?:^|&)([^&=]*)=?([^&]*)/g\n },\n parser: {\n // eslint-disable-next-line max-len\n strict: /^(?:([^:\\/?#]+):)?(?:\\/\\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?))?((((?:[^?#\\/]*\\/)*)([^?#]*))(?:\\?([^#]*))?(?:#(.*))?)/,\n // eslint-disable-next-line max-len\n loose: /^(?:(?![^:@]+:[^:@\\/]*@)([^:\\/?#.]+):)?(?:\\/\\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?)(((\\/(?:[^?#](?![^?#\\/]*\\.[^?#\\/.]+(?:[?#]|$)))*\\/?)?([^?#\\/]*))(?:\\?([^#]*))?(?:#(.*))?)/\n }\n };\n var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str);\n var uri = {};\n var i = 14;\n while (i--)\n { uri[o.key[i]] = m[i] || ''; }\n uri[o.q.name] = {};\n uri[o.key[12]].replace(o.q.parser, function (_t0, t1, t2) {\n if (t1)\n { uri[o.q.name][t1] = t2; }\n });\n return uri;\n}\n\n// tests if CORS is supported in XHR, if not we need to use XDR\nvar useXdr;\nvar tempAnchor = null;\n// some status constants\nvar STATUS_NONE = 0;\nvar STATUS_OK = 200;\nvar STATUS_EMPTY = 204;\nvar STATUS_IE_BUG_EMPTY = 1223;\nvar STATUS_TYPE_OK = 2;\n// noop\nfunction _noop$1() { }\n/**\n * Quick helper to set a value on one of the extension maps. Ensures there is no\n * dot at the start of the extension.\n * @ignore\n * @param map - The map to set on.\n * @param extname - The extension (or key) to set.\n * @param val - The value to set.\n */\nfunction setExtMap(map, extname, val) {\n if (extname && extname.indexOf('.') === 0) {\n extname = extname.substring(1);\n }\n if (!extname) {\n return;\n }\n map[extname] = val;\n}\n/**\n * Quick helper to get string xhr type.\n * @ignore\n * @param xhr - The request to check.\n * @returns The type.\n */\nfunction reqType(xhr) {\n return xhr.toString().replace('object ', '');\n}\n/**\n * Manages the state and loading of a resource and all child resources.\n *\n * Can be extended in `GlobalMixins.LoaderResource`.\n * @memberof PIXI\n */\nvar LoaderResource = /** @class */ (function () {\n /**\n * @param {string} name - The name of the resource to load.\n * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass\n * an array of sources.\n * @param {object} [options] - The options for the load.\n * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to\n * determine automatically.\n * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes\n * longer than this time it is cancelled and the load is considered a failure. If this value is\n * set to `0` then there is no explicit timeout.\n * @param {PIXI.LoaderResource.LOAD_TYPE} [options.loadType=LOAD_TYPE.XHR] - How should this resource\n * be loaded?\n * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} [options.xhrType=XHR_RESPONSE_TYPE.DEFAULT] - How\n * should the data being loaded be interpreted when using XHR?\n * @param {PIXI.LoaderResource.IMetadata} [options.metadata] - Extra configuration for middleware\n * and the Resource object.\n */\n function LoaderResource(name, url, options) {\n /**\n * The `dequeue` method that will be used a storage place for the async queue dequeue method\n * used privately by the loader.\n * @private\n * @member {Function}\n */\n this._dequeue = _noop$1;\n /**\n * Used a storage place for the on load binding used privately by the loader.\n * @private\n * @member {Function}\n */\n this._onLoadBinding = null;\n /**\n * The timer for element loads to check if they timeout.\n * @private\n */\n this._elementTimer = 0;\n /**\n * The `complete` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundComplete = null;\n /**\n * The `_onError` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnError = null;\n /**\n * The `_onProgress` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnProgress = null;\n /**\n * The `_onTimeout` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnTimeout = null;\n this._boundXhrOnError = null;\n this._boundXhrOnTimeout = null;\n this._boundXhrOnAbort = null;\n this._boundXhrOnLoad = null;\n if (typeof name !== 'string' || typeof url !== 'string') {\n throw new Error('Both name and url are required for constructing a resource.');\n }\n options = options || {};\n this._flags = 0;\n // set data url flag, needs to be set early for some _determineX checks to work.\n this._setFlag(LoaderResource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0);\n this.name = name;\n this.url = url;\n this.extension = this._getExtension();\n this.data = null;\n this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin;\n this.timeout = options.timeout || 0;\n this.loadType = options.loadType || this._determineLoadType();\n // The type used to load the resource via XHR. If unset, determined automatically.\n this.xhrType = options.xhrType;\n // Extra info for middleware, and controlling specifics about how the resource loads.\n // Note that if you pass in a `loadElement`, the Resource class takes ownership of it.\n // Meaning it will modify it as it sees fit.\n this.metadata = options.metadata || {};\n // The error that occurred while loading (if any).\n this.error = null;\n // The XHR object that was used to load this resource. This is only set\n // when `loadType` is `LoaderResource.LOAD_TYPE.XHR`.\n this.xhr = null;\n // The child resources this resource owns.\n this.children = [];\n // The resource type.\n this.type = LoaderResource.TYPE.UNKNOWN;\n // The progress chunk owned by this resource.\n this.progressChunk = 0;\n // The `dequeue` method that will be used a storage place for the async queue dequeue method\n // used privately by the loader.\n this._dequeue = _noop$1;\n // Used a storage place for the on load binding used privately by the loader.\n this._onLoadBinding = null;\n // The timer for element loads to check if they timeout.\n this._elementTimer = 0;\n this._boundComplete = this.complete.bind(this);\n this._boundOnError = this._onError.bind(this);\n this._boundOnProgress = this._onProgress.bind(this);\n this._boundOnTimeout = this._onTimeout.bind(this);\n // xhr callbacks\n this._boundXhrOnError = this._xhrOnError.bind(this);\n this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this);\n this._boundXhrOnAbort = this._xhrOnAbort.bind(this);\n this._boundXhrOnLoad = this._xhrOnLoad.bind(this);\n // Dispatched when the resource beings to load.\n this.onStart = new Signal();\n // Dispatched each time progress of this resource load updates.\n // Not all resources types and loader systems can support this event\n // so sometimes it may not be available. If the resource\n // is being loaded on a modern browser, using XHR, and the remote server\n // properly sets Content-Length headers, then this will be available.\n this.onProgress = new Signal();\n // Dispatched once this resource has loaded, if there was an error it will\n // be in the `error` property.\n this.onComplete = new Signal();\n // Dispatched after this resource has had all the *after* middleware run on it.\n this.onAfterMiddleware = new Signal();\n }\n /**\n * Sets the load type to be used for a specific extension.\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {PIXI.LoaderResource.LOAD_TYPE} loadType - The load type to set it to.\n */\n LoaderResource.setExtensionLoadType = function (extname, loadType) {\n setExtMap(LoaderResource._loadTypeMap, extname, loadType);\n };\n /**\n * Sets the load type to be used for a specific extension.\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to.\n */\n LoaderResource.setExtensionXhrType = function (extname, xhrType) {\n setExtMap(LoaderResource._xhrTypeMap, extname, xhrType);\n };\n Object.defineProperty(LoaderResource.prototype, \"isDataUrl\", {\n /**\n * When the resource starts to load.\n * @memberof PIXI.LoaderResource\n * @callback OnStartSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n */\n /**\n * When the resource reports loading progress.\n * @memberof PIXI.LoaderResource\n * @callback OnProgressSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n * @param {number} percentage - The progress of the load in the range [0, 1].\n */\n /**\n * When the resource finishes loading.\n * @memberof PIXI.LoaderResource\n * @callback OnCompleteSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n */\n /**\n * @memberof PIXI.LoaderResource\n * @typedef {object} IMetadata\n * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The\n * element to use for loading, instead of creating one.\n * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This\n * is useful if you want to pass in a `loadElement` that you already added load sources to.\n * @property {string|string[]} [mimeType] - The mime type to use for the source element\n * of a video/audio elment. If the urls are an array, you can pass this as an array as well\n * where each index is the mime type to use for the corresponding url index.\n */\n /**\n * Stores whether or not this url is a data url.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.DATA_URL);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(LoaderResource.prototype, \"isComplete\", {\n /**\n * Describes if this resource has finished loading. Is true when the resource has completely\n * loaded.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.COMPLETE);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(LoaderResource.prototype, \"isLoading\", {\n /**\n * Describes if this resource is currently loading. Is true when the resource starts loading,\n * and is false again when complete.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.LOADING);\n },\n enumerable: false,\n configurable: true\n });\n /** Marks the resource as complete. */\n LoaderResource.prototype.complete = function () {\n this._clearEvents();\n this._finish();\n };\n /**\n * Aborts the loading of this resource, with an optional message.\n * @param {string} message - The message to use for the error\n */\n LoaderResource.prototype.abort = function (message) {\n // abort can be called multiple times, ignore subsequent calls.\n if (this.error) {\n return;\n }\n // store error\n this.error = new Error(message);\n // clear events before calling aborts\n this._clearEvents();\n // abort the actual loading\n if (this.xhr) {\n this.xhr.abort();\n }\n else if (this.xdr) {\n this.xdr.abort();\n }\n else if (this.data) {\n // single source\n if (this.data.src) {\n this.data.src = LoaderResource.EMPTY_GIF;\n }\n // multi-source\n else {\n while (this.data.firstChild) {\n this.data.removeChild(this.data.firstChild);\n }\n }\n }\n // done now.\n this._finish();\n };\n /**\n * Kicks off loading of this resource. This method is asynchronous.\n * @param {PIXI.LoaderResource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded.\n */\n LoaderResource.prototype.load = function (cb) {\n var _this = this;\n if (this.isLoading) {\n return;\n }\n if (this.isComplete) {\n if (cb) {\n setTimeout(function () { return cb(_this); }, 1);\n }\n return;\n }\n else if (cb) {\n this.onComplete.once(cb);\n }\n this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, true);\n this.onStart.dispatch(this);\n // if unset, determine the value\n if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') {\n this.crossOrigin = this._determineCrossOrigin(this.url);\n }\n switch (this.loadType) {\n case LoaderResource.LOAD_TYPE.IMAGE:\n this.type = LoaderResource.TYPE.IMAGE;\n this._loadElement('image');\n break;\n case LoaderResource.LOAD_TYPE.AUDIO:\n this.type = LoaderResource.TYPE.AUDIO;\n this._loadSourceElement('audio');\n break;\n case LoaderResource.LOAD_TYPE.VIDEO:\n this.type = LoaderResource.TYPE.VIDEO;\n this._loadSourceElement('video');\n break;\n case LoaderResource.LOAD_TYPE.XHR:\n /* falls through */\n default:\n if (typeof useXdr === 'undefined') {\n useXdr = !!(globalThis.XDomainRequest && !('withCredentials' in (new XMLHttpRequest())));\n }\n if (useXdr && this.crossOrigin) {\n this._loadXdr();\n }\n else {\n this._loadXhr();\n }\n break;\n }\n };\n /**\n * Checks if the flag is set.\n * @param flag - The flag to check.\n * @returns True if the flag is set.\n */\n LoaderResource.prototype._hasFlag = function (flag) {\n return (this._flags & flag) !== 0;\n };\n /**\n * (Un)Sets the flag.\n * @param flag - The flag to (un)set.\n * @param value - Whether to set or (un)set the flag.\n */\n LoaderResource.prototype._setFlag = function (flag, value) {\n this._flags = value ? (this._flags | flag) : (this._flags & ~flag);\n };\n /** Clears all the events from the underlying loading source. */\n LoaderResource.prototype._clearEvents = function () {\n clearTimeout(this._elementTimer);\n if (this.data && this.data.removeEventListener) {\n this.data.removeEventListener('error', this._boundOnError, false);\n this.data.removeEventListener('load', this._boundComplete, false);\n this.data.removeEventListener('progress', this._boundOnProgress, false);\n this.data.removeEventListener('canplaythrough', this._boundComplete, false);\n }\n if (this.xhr) {\n if (this.xhr.removeEventListener) {\n this.xhr.removeEventListener('error', this._boundXhrOnError, false);\n this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false);\n this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false);\n this.xhr.removeEventListener('progress', this._boundOnProgress, false);\n this.xhr.removeEventListener('load', this._boundXhrOnLoad, false);\n }\n else {\n this.xhr.onerror = null;\n this.xhr.ontimeout = null;\n this.xhr.onprogress = null;\n this.xhr.onload = null;\n }\n }\n };\n /** Finalizes the load. */\n LoaderResource.prototype._finish = function () {\n if (this.isComplete) {\n throw new Error('Complete called again for an already completed resource.');\n }\n this._setFlag(LoaderResource.STATUS_FLAGS.COMPLETE, true);\n this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, false);\n this.onComplete.dispatch(this);\n };\n /**\n * Loads this resources using an element that has a single source,\n * like an HTMLImageElement.\n * @private\n * @param type - The type of element to use.\n */\n LoaderResource.prototype._loadElement = function (type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n }\n else if (type === 'image' && typeof globalThis.Image !== 'undefined') {\n this.data = new Image();\n }\n else {\n this.data = document.createElement(type);\n }\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n if (!this.metadata.skipSource) {\n this.data.src = this.url;\n }\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n };\n /**\n * Loads this resources using an element that has multiple sources,\n * like an HTMLAudioElement or HTMLVideoElement.\n * @param type - The type of element to use.\n */\n LoaderResource.prototype._loadSourceElement = function (type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n }\n else if (type === 'audio' && typeof globalThis.Audio !== 'undefined') {\n this.data = new Audio();\n }\n else {\n this.data = document.createElement(type);\n }\n if (this.data === null) {\n this.abort(\"Unsupported element: \" + type);\n return;\n }\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n if (!this.metadata.skipSource) {\n // support for CocoonJS Canvas+ runtime, lacks document.createElement('source')\n if (navigator.isCocoonJS) {\n this.data.src = Array.isArray(this.url) ? this.url[0] : this.url;\n }\n else if (Array.isArray(this.url)) {\n var mimeTypes = this.metadata.mimeType;\n for (var i = 0; i < this.url.length; ++i) {\n this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes));\n }\n }\n else {\n var mimeTypes = this.metadata.mimeType;\n this.data.appendChild(this._createSource(type, this.url, Array.isArray(mimeTypes) ? mimeTypes[0] : mimeTypes));\n }\n }\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n this.data.addEventListener('canplaythrough', this._boundComplete, false);\n this.data.load();\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n };\n /** Loads this resources using an XMLHttpRequest. */\n LoaderResource.prototype._loadXhr = function () {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n var xhr = this.xhr = new XMLHttpRequest();\n // send credentials when crossOrigin with credentials requested\n if (this.crossOrigin === 'use-credentials') {\n xhr.withCredentials = true;\n }\n // set the request type and url\n xhr.open('GET', this.url, true);\n xhr.timeout = this.timeout;\n // load json as text and parse it ourselves. We do this because some browsers\n // *cough* safari *cough* can't deal with it.\n if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON\n || this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) {\n xhr.responseType = LoaderResource.XHR_RESPONSE_TYPE.TEXT;\n }\n else {\n xhr.responseType = this.xhrType;\n }\n xhr.addEventListener('error', this._boundXhrOnError, false);\n xhr.addEventListener('timeout', this._boundXhrOnTimeout, false);\n xhr.addEventListener('abort', this._boundXhrOnAbort, false);\n xhr.addEventListener('progress', this._boundOnProgress, false);\n xhr.addEventListener('load', this._boundXhrOnLoad, false);\n xhr.send();\n };\n /** Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross). */\n LoaderResource.prototype._loadXdr = function () {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n var xdr = this.xhr = new globalThis.XDomainRequest(); // eslint-disable-line no-undef\n // XDomainRequest has a few quirks. Occasionally it will abort requests\n // A way to avoid this is to make sure ALL callbacks are set even if not used\n // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9\n xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9\n xdr.onerror = this._boundXhrOnError;\n xdr.ontimeout = this._boundXhrOnTimeout;\n xdr.onprogress = this._boundOnProgress;\n xdr.onload = this._boundXhrOnLoad;\n xdr.open('GET', this.url, true);\n // Note: The xdr.send() call is wrapped in a timeout to prevent an\n // issue with the interface where some requests are lost if multiple\n // XDomainRequests are being sent at the same time.\n // Some info here: https://github.com/photonstorm/phaser/issues/1248\n setTimeout(function () { return xdr.send(); }, 1);\n };\n /**\n * Creates a source used in loading via an element.\n * @param type - The element type (video or audio).\n * @param url - The source URL to load from.\n * @param [mime] - The mime type of the video\n * @returns The source element.\n */\n LoaderResource.prototype._createSource = function (type, url, mime) {\n if (!mime) {\n mime = type + \"/\" + this._getExtension(url);\n }\n var source = document.createElement('source');\n source.src = url;\n source.type = mime;\n return source;\n };\n /**\n * Called if a load errors out.\n * @param event - The error event from the element that emits it.\n */\n LoaderResource.prototype._onError = function (event) {\n this.abort(\"Failed to load element using: \" + event.target.nodeName);\n };\n /**\n * Called if a load progress event fires for an element or xhr/xdr.\n * @param event - Progress event.\n */\n LoaderResource.prototype._onProgress = function (event) {\n if (event && event.lengthComputable) {\n this.onProgress.dispatch(this, event.loaded / event.total);\n }\n };\n /** Called if a timeout event fires for an element. */\n LoaderResource.prototype._onTimeout = function () {\n this.abort(\"Load timed out.\");\n };\n /** Called if an error event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnError = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request failed. Status: \" + xhr.status + \", text: \\\"\" + xhr.statusText + \"\\\"\");\n };\n /** Called if an error event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnTimeout = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request timed out.\");\n };\n /** Called if an abort event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnAbort = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request was aborted by the user.\");\n };\n /** Called when data successfully loads from an xhr/xdr request. */\n LoaderResource.prototype._xhrOnLoad = function () {\n var xhr = this.xhr;\n var text = '';\n var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200.\n // responseText is accessible only if responseType is '' or 'text' and on older browsers\n if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') {\n text = xhr.responseText;\n }\n // status can be 0 when using the `file://` protocol so we also check if a response is set.\n // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request.\n if (status === STATUS_NONE && (text.length > 0 || xhr.responseType === LoaderResource.XHR_RESPONSE_TYPE.BUFFER)) {\n status = STATUS_OK;\n }\n // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request\n else if (status === STATUS_IE_BUG_EMPTY) {\n status = STATUS_EMPTY;\n }\n var statusType = (status / 100) | 0;\n if (statusType === STATUS_TYPE_OK) {\n // if text, just return it\n if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.TEXT) {\n this.data = text;\n this.type = LoaderResource.TYPE.TEXT;\n }\n // if json, parse into json object\n else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON) {\n try {\n this.data = JSON.parse(text);\n this.type = LoaderResource.TYPE.JSON;\n }\n catch (e) {\n this.abort(\"Error trying to parse loaded json: \" + e);\n return;\n }\n }\n // if xml, parse into an xml document or div element\n else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) {\n try {\n if (globalThis.DOMParser) {\n var domparser = new DOMParser();\n this.data = domparser.parseFromString(text, 'text/xml');\n }\n else {\n var div = document.createElement('div');\n div.innerHTML = text;\n this.data = div;\n }\n this.type = LoaderResource.TYPE.XML;\n }\n catch (e$1) {\n this.abort(\"Error trying to parse loaded xml: \" + e$1);\n return;\n }\n }\n // other types just return the response\n else {\n this.data = xhr.response || text;\n }\n }\n else {\n this.abort(\"[\" + xhr.status + \"] \" + xhr.statusText + \": \" + xhr.responseURL);\n return;\n }\n this.complete();\n };\n /**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n * @private\n * @param url - The url to test.\n * @param [loc=globalThis.location] - The location object to test against.\n * @returns The crossOrigin value to use (or empty string for none).\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n LoaderResource.prototype._determineCrossOrigin = function (url, loc) {\n // data: and javascript: urls are considered same-origin\n if (url.indexOf('data:') === 0) {\n return '';\n }\n // A sandboxed iframe without the 'allow-same-origin' attribute will have a special\n // origin designed not to match globalThis.location.origin, and will always require\n // crossOrigin requests regardless of whether the location matches.\n if (globalThis.origin !== globalThis.location.origin) {\n return 'anonymous';\n }\n // default is globalThis.location\n loc = loc || globalThis.location;\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url;\n var parsedUrl = parseUri(tempAnchor.href, { strictMode: true });\n var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port);\n var protocol = parsedUrl.protocol ? parsedUrl.protocol + \":\" : '';\n // if cross origin\n if (parsedUrl.host !== loc.hostname || !samePort || protocol !== loc.protocol) {\n return 'anonymous';\n }\n return '';\n };\n /**\n * Determines the responseType of an XHR request based on the extension of the\n * resource being loaded.\n * @private\n * @returns {PIXI.LoaderResource.XHR_RESPONSE_TYPE} The responseType to use.\n */\n LoaderResource.prototype._determineXhrType = function () {\n return LoaderResource._xhrTypeMap[this.extension] || LoaderResource.XHR_RESPONSE_TYPE.TEXT;\n };\n /**\n * Determines the loadType of a resource based on the extension of the\n * resource being loaded.\n * @private\n * @returns {PIXI.LoaderResource.LOAD_TYPE} The loadType to use.\n */\n LoaderResource.prototype._determineLoadType = function () {\n return LoaderResource._loadTypeMap[this.extension] || LoaderResource.LOAD_TYPE.XHR;\n };\n /**\n * Extracts the extension (sans '.') of the file being loaded by the resource.\n * @param [url] - url to parse, `this.url` by default.\n * @returns The extension.\n */\n LoaderResource.prototype._getExtension = function (url) {\n if (url === void 0) { url = this.url; }\n var ext = '';\n if (this.isDataUrl) {\n var slashIndex = url.indexOf('/');\n ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex));\n }\n else {\n var queryStart = url.indexOf('?');\n var hashStart = url.indexOf('#');\n var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length);\n url = url.substring(0, index);\n ext = url.substring(url.lastIndexOf('.') + 1);\n }\n return ext.toLowerCase();\n };\n /**\n * Determines the mime type of an XHR request based on the responseType of\n * resource being loaded.\n * @param type - The type to get a mime type for.\n * @private\n * @returns The mime type to use.\n */\n LoaderResource.prototype._getMimeFromXhrType = function (type) {\n switch (type) {\n case LoaderResource.XHR_RESPONSE_TYPE.BUFFER:\n return 'application/octet-binary';\n case LoaderResource.XHR_RESPONSE_TYPE.BLOB:\n return 'application/blob';\n case LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT:\n return 'application/xml';\n case LoaderResource.XHR_RESPONSE_TYPE.JSON:\n return 'application/json';\n case LoaderResource.XHR_RESPONSE_TYPE.DEFAULT:\n case LoaderResource.XHR_RESPONSE_TYPE.TEXT:\n /* falls through */\n default:\n return 'text/plain';\n }\n };\n return LoaderResource;\n}());\n// eslint-disable-next-line @typescript-eslint/no-namespace\n(function (LoaderResource) {\n (function (STATUS_FLAGS) {\n /** None */\n STATUS_FLAGS[STATUS_FLAGS[\"NONE\"] = 0] = \"NONE\";\n /** Data URL */\n STATUS_FLAGS[STATUS_FLAGS[\"DATA_URL\"] = 1] = \"DATA_URL\";\n /** Complete */\n STATUS_FLAGS[STATUS_FLAGS[\"COMPLETE\"] = 2] = \"COMPLETE\";\n /** Loading */\n STATUS_FLAGS[STATUS_FLAGS[\"LOADING\"] = 4] = \"LOADING\";\n })(LoaderResource.STATUS_FLAGS || (LoaderResource.STATUS_FLAGS = {}));\n (function (TYPE) {\n /** Unknown */\n TYPE[TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n /** JSON */\n TYPE[TYPE[\"JSON\"] = 1] = \"JSON\";\n /** XML */\n TYPE[TYPE[\"XML\"] = 2] = \"XML\";\n /** Image */\n TYPE[TYPE[\"IMAGE\"] = 3] = \"IMAGE\";\n /** Audio */\n TYPE[TYPE[\"AUDIO\"] = 4] = \"AUDIO\";\n /** Video */\n TYPE[TYPE[\"VIDEO\"] = 5] = \"VIDEO\";\n /** Plain text */\n TYPE[TYPE[\"TEXT\"] = 6] = \"TEXT\";\n })(LoaderResource.TYPE || (LoaderResource.TYPE = {}));\n (function (LOAD_TYPE) {\n /** Uses XMLHttpRequest to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"XHR\"] = 1] = \"XHR\";\n /** Uses an `Image` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"IMAGE\"] = 2] = \"IMAGE\";\n /** Uses an `Audio` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"AUDIO\"] = 3] = \"AUDIO\";\n /** Uses a `Video` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"VIDEO\"] = 4] = \"VIDEO\";\n })(LoaderResource.LOAD_TYPE || (LoaderResource.LOAD_TYPE = {}));\n (function (XHR_RESPONSE_TYPE) {\n /** string */\n XHR_RESPONSE_TYPE[\"DEFAULT\"] = \"text\";\n /** ArrayBuffer */\n XHR_RESPONSE_TYPE[\"BUFFER\"] = \"arraybuffer\";\n /** Blob */\n XHR_RESPONSE_TYPE[\"BLOB\"] = \"blob\";\n /** Document */\n XHR_RESPONSE_TYPE[\"DOCUMENT\"] = \"document\";\n /** Object */\n XHR_RESPONSE_TYPE[\"JSON\"] = \"json\";\n /** String */\n XHR_RESPONSE_TYPE[\"TEXT\"] = \"text\";\n })(LoaderResource.XHR_RESPONSE_TYPE || (LoaderResource.XHR_RESPONSE_TYPE = {}));\n LoaderResource._loadTypeMap = {\n // images\n gif: LoaderResource.LOAD_TYPE.IMAGE,\n png: LoaderResource.LOAD_TYPE.IMAGE,\n bmp: LoaderResource.LOAD_TYPE.IMAGE,\n jpg: LoaderResource.LOAD_TYPE.IMAGE,\n jpeg: LoaderResource.LOAD_TYPE.IMAGE,\n tif: LoaderResource.LOAD_TYPE.IMAGE,\n tiff: LoaderResource.LOAD_TYPE.IMAGE,\n webp: LoaderResource.LOAD_TYPE.IMAGE,\n tga: LoaderResource.LOAD_TYPE.IMAGE,\n svg: LoaderResource.LOAD_TYPE.IMAGE,\n 'svg+xml': LoaderResource.LOAD_TYPE.IMAGE,\n // audio\n mp3: LoaderResource.LOAD_TYPE.AUDIO,\n ogg: LoaderResource.LOAD_TYPE.AUDIO,\n wav: LoaderResource.LOAD_TYPE.AUDIO,\n // videos\n mp4: LoaderResource.LOAD_TYPE.VIDEO,\n webm: LoaderResource.LOAD_TYPE.VIDEO,\n };\n LoaderResource._xhrTypeMap = {\n // xml\n xhtml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n html: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n htm: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n xml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n tmx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n svg: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component.\n // Since it is way less likely for people to be loading TypeScript files instead of Tiled files,\n // this should probably be fine.\n tsx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n // images\n gif: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n png: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n bmp: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n jpg: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n jpeg: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tif: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tiff: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n webp: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tga: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n // json\n json: LoaderResource.XHR_RESPONSE_TYPE.JSON,\n // text\n text: LoaderResource.XHR_RESPONSE_TYPE.TEXT,\n txt: LoaderResource.XHR_RESPONSE_TYPE.TEXT,\n // fonts\n ttf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER,\n otf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER,\n };\n // We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif\n LoaderResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw==';\n})(LoaderResource || (LoaderResource = {}));\n\n/**\n * Smaller version of the async library constructs.\n * @ignore\n */\nfunction _noop() {\n}\n/**\n * Ensures a function is only called once.\n * @ignore\n * @param {Function} fn - The function to wrap.\n * @returns {Function} The wrapping function.\n */\nfunction onlyOnce(fn) {\n return function onceWrapper() {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n if (fn === null) {\n throw new Error('Callback was already called.');\n }\n var callFn = fn;\n fn = null;\n callFn.apply(this, args);\n };\n}\n/**\n * @private\n * @memberof PIXI\n */\nvar AsyncQueueItem = /** @class */ (function () {\n /**\n * @param data\n * @param callback\n * @private\n */\n function AsyncQueueItem(data, callback) {\n this.data = data;\n this.callback = callback;\n }\n return AsyncQueueItem;\n}());\n/**\n * @private\n * @memberof PIXI\n */\nvar AsyncQueue = /** @class */ (function () {\n /**\n * @param worker\n * @param concurrency\n * @private\n */\n function AsyncQueue(worker, concurrency) {\n var _this = this;\n if (concurrency === void 0) { concurrency = 1; }\n this.workers = 0;\n this.saturated = _noop;\n this.unsaturated = _noop;\n this.empty = _noop;\n this.drain = _noop;\n this.error = _noop;\n this.started = false;\n this.paused = false;\n this._tasks = [];\n this._insert = function (data, insertAtFront, callback) {\n if (callback && typeof callback !== 'function') {\n throw new Error('task callback must be a function');\n }\n _this.started = true;\n // eslint-disable-next-line no-eq-null,eqeqeq\n if (data == null && _this.idle()) {\n // call drain immediately if there are no tasks\n setTimeout(function () { return _this.drain(); }, 1);\n return;\n }\n var item = new AsyncQueueItem(data, typeof callback === 'function' ? callback : _noop);\n if (insertAtFront) {\n _this._tasks.unshift(item);\n }\n else {\n _this._tasks.push(item);\n }\n setTimeout(_this.process, 1);\n };\n this.process = function () {\n while (!_this.paused && _this.workers < _this.concurrency && _this._tasks.length) {\n var task = _this._tasks.shift();\n if (_this._tasks.length === 0) {\n _this.empty();\n }\n _this.workers += 1;\n if (_this.workers === _this.concurrency) {\n _this.saturated();\n }\n _this._worker(task.data, onlyOnce(_this._next(task)));\n }\n };\n this._worker = worker;\n if (concurrency === 0) {\n throw new Error('Concurrency must not be zero');\n }\n this.concurrency = concurrency;\n this.buffer = concurrency / 4.0;\n }\n /**\n * @param task\n * @private\n */\n AsyncQueue.prototype._next = function (task) {\n var _this = this;\n return function () {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n _this.workers -= 1;\n task.callback.apply(task, args);\n // eslint-disable-next-line no-eq-null,eqeqeq\n if (args[0] != null) {\n _this.error(args[0], task.data);\n }\n if (_this.workers <= (_this.concurrency - _this.buffer)) {\n _this.unsaturated();\n }\n if (_this.idle()) {\n _this.drain();\n }\n _this.process();\n };\n };\n // That was in object\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n AsyncQueue.prototype.push = function (data, callback) {\n this._insert(data, false, callback);\n };\n AsyncQueue.prototype.kill = function () {\n this.workers = 0;\n this.drain = _noop;\n this.started = false;\n this._tasks = [];\n };\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n AsyncQueue.prototype.unshift = function (data, callback) {\n this._insert(data, true, callback);\n };\n AsyncQueue.prototype.length = function () {\n return this._tasks.length;\n };\n AsyncQueue.prototype.running = function () {\n return this.workers;\n };\n AsyncQueue.prototype.idle = function () {\n return this._tasks.length + this.workers === 0;\n };\n AsyncQueue.prototype.pause = function () {\n if (this.paused === true) {\n return;\n }\n this.paused = true;\n };\n AsyncQueue.prototype.resume = function () {\n if (this.paused === false) {\n return;\n }\n this.paused = false;\n // Need to call this.process once per concurrent\n // worker to preserve full concurrency after pause\n for (var w = 1; w <= this.concurrency; w++) {\n this.process();\n }\n };\n /**\n * Iterates an array in series.\n * @param {Array.<*>} array - Array to iterate.\n * @param {Function} iterator - Function to call for each element.\n * @param {Function} callback - Function to call when done, or on error.\n * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1.\n */\n AsyncQueue.eachSeries = function (array, iterator, callback, deferNext) {\n var i = 0;\n var len = array.length;\n function next(err) {\n if (err || i === len) {\n if (callback) {\n callback(err);\n }\n return;\n }\n if (deferNext) {\n setTimeout(function () {\n iterator(array[i++], next);\n }, 1);\n }\n else {\n iterator(array[i++], next);\n }\n }\n next();\n };\n /**\n * Async queue implementation,\n * @param {Function} worker - The worker function to call for each task.\n * @param {number} concurrency - How many workers to run in parrallel.\n * @returns {*} The async queue object.\n */\n AsyncQueue.queue = function (worker, concurrency) {\n return new AsyncQueue(worker, concurrency);\n };\n return AsyncQueue;\n}());\n\n// some constants\nvar MAX_PROGRESS = 100;\nvar rgxExtractUrlHash = /(#[\\w-]+)?$/;\n/**\n * The new loader, forked from Resource Loader by Chad Engler: https://github.com/englercj/resource-loader\n *\n * ```js\n * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use.\n * // or\n * const loader = new PIXI.Loader(); // You can also create your own if you want\n *\n * const sprites = {};\n *\n * // Chainable `add` to enqueue a resource\n * loader.add('bunny', 'data/bunny.png')\n * .add('spaceship', 'assets/spritesheet.json');\n * loader.add('scoreFont', 'assets/score.fnt');\n *\n * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource.\n * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc).\n * loader.pre(cachingMiddleware);\n *\n * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource.\n * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc).\n * loader.use(parsingMiddleware);\n *\n * // The `load` method loads the queue of resources, and calls the passed in callback called once all\n * // resources have loaded.\n * loader.load((loader, resources) => {\n * // resources is an object where the key is the name of the resource loaded and the value is the resource object.\n * // They have a couple default properties:\n * // - `url`: The URL that the resource was loaded from\n * // - `error`: The error that happened when trying to load (if any)\n * // - `data`: The raw data that was loaded\n * // also may contain other properties based on the middleware that runs.\n * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture);\n * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture);\n * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture);\n * });\n *\n * // throughout the process multiple signals can be dispatched.\n * loader.onProgress.add(() => {}); // called once per loaded/errored file\n * loader.onError.add(() => {}); // called once per errored file\n * loader.onLoad.add(() => {}); // called once per loaded file\n * loader.onComplete.add(() => {}); // called once when the queued resources all load.\n * ```\n * @memberof PIXI\n */\nvar Loader = /** @class */ (function () {\n /**\n * @param baseUrl - The base url for all resources loaded by this loader.\n * @param concurrency - The number of resources to load concurrently.\n */\n function Loader(baseUrl, concurrency) {\n var _this = this;\n if (baseUrl === void 0) { baseUrl = ''; }\n if (concurrency === void 0) { concurrency = 10; }\n /** The progress percent of the loader going through the queue. */\n this.progress = 0;\n /** Loading state of the loader, true if it is currently loading resources. */\n this.loading = false;\n /**\n * A querystring to append to every URL added to the loader.\n *\n * This should be a valid query string *without* the question-mark (`?`). The loader will\n * also *not* escape values for you. Make sure to escape your parameters with\n * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property.\n * @example\n * const loader = new Loader();\n *\n * loader.defaultQueryString = 'user=me&password=secret';\n *\n * // This will request 'image.png?user=me&password=secret'\n * loader.add('image.png').load();\n *\n * loader.reset();\n *\n * // This will request 'image.png?v=1&user=me&password=secret'\n * loader.add('iamge.png?v=1').load();\n */\n this.defaultQueryString = '';\n /** The middleware to run before loading each resource. */\n this._beforeMiddleware = [];\n /** The middleware to run after loading each resource. */\n this._afterMiddleware = [];\n /** The tracks the resources we are currently completing parsing for. */\n this._resourcesParsing = [];\n /**\n * The `_loadResource` function bound with this object context.\n * @param r - The resource to load\n * @param d - The dequeue function\n */\n this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); };\n /** All the resources for this loader keyed by name. */\n this.resources = {};\n this.baseUrl = baseUrl;\n this._beforeMiddleware = [];\n this._afterMiddleware = [];\n this._resourcesParsing = [];\n this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); };\n this._queue = AsyncQueue.queue(this._boundLoadResource, concurrency);\n this._queue.pause();\n this.resources = {};\n this.onProgress = new Signal();\n this.onError = new Signal();\n this.onLoad = new Signal();\n this.onStart = new Signal();\n this.onComplete = new Signal();\n for (var i = 0; i < Loader._plugins.length; ++i) {\n var plugin = Loader._plugins[i];\n var pre = plugin.pre, use = plugin.use;\n if (pre) {\n this.pre(pre);\n }\n if (use) {\n this.use(use);\n }\n }\n this._protected = false;\n }\n /**\n * Same as add, params have strict order\n * @private\n * @param name - The name of the resource to load.\n * @param url - The url for this resource, relative to the baseUrl of this loader.\n * @param options - The options for the load.\n * @param callback - Function to call when this specific resource completes loading.\n * @returns The loader itself.\n */\n Loader.prototype._add = function (name, url, options, callback) {\n // if loading already you can only add resources that have a parent.\n if (this.loading && (!options || !options.parentResource)) {\n throw new Error('Cannot add resources while the loader is running.');\n }\n // check if resource already exists.\n if (this.resources[name]) {\n throw new Error(\"Resource named \\\"\" + name + \"\\\" already exists.\");\n }\n // add base url if this isn't an absolute url\n url = this._prepareUrl(url);\n // create the store the resource\n this.resources[name] = new LoaderResource(name, url, options);\n if (typeof callback === 'function') {\n this.resources[name].onAfterMiddleware.once(callback);\n }\n // if actively loading, make sure to adjust progress chunks for that parent and its children\n if (this.loading) {\n var parent = options.parentResource;\n var incompleteChildren = [];\n for (var i = 0; i < parent.children.length; ++i) {\n if (!parent.children[i].isComplete) {\n incompleteChildren.push(parent.children[i]);\n }\n }\n var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent\n var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child\n parent.children.push(this.resources[name]);\n parent.progressChunk = eachChunk;\n for (var i = 0; i < incompleteChildren.length; ++i) {\n incompleteChildren[i].progressChunk = eachChunk;\n }\n this.resources[name].progressChunk = eachChunk;\n }\n // add the resource to the queue\n this._queue.push(this.resources[name]);\n return this;\n };\n /* eslint-enable require-jsdoc,valid-jsdoc */\n /**\n * Sets up a middleware function that will run *before* the\n * resource is loaded.\n * @param fn - The middleware function to register.\n * @returns The loader itself.\n */\n Loader.prototype.pre = function (fn) {\n this._beforeMiddleware.push(fn);\n return this;\n };\n /**\n * Sets up a middleware function that will run *after* the\n * resource is loaded.\n * @param fn - The middleware function to register.\n * @returns The loader itself.\n */\n Loader.prototype.use = function (fn) {\n this._afterMiddleware.push(fn);\n return this;\n };\n /**\n * Resets the queue of the loader to prepare for a new load.\n * @returns The loader itself.\n */\n Loader.prototype.reset = function () {\n this.progress = 0;\n this.loading = false;\n this._queue.kill();\n this._queue.pause();\n // abort all resource loads\n for (var k in this.resources) {\n var res = this.resources[k];\n if (res._onLoadBinding) {\n res._onLoadBinding.detach();\n }\n if (res.isLoading) {\n res.abort('loader reset');\n }\n }\n this.resources = {};\n return this;\n };\n /**\n * Starts loading the queued resources.\n * @param cb - Optional callback that will be bound to the `complete` event.\n * @returns The loader itself.\n */\n Loader.prototype.load = function (cb) {\n deprecation('6.5.0', '@pixi/loaders is being replaced with @pixi/assets in the next major release.');\n // register complete callback if they pass one\n if (typeof cb === 'function') {\n this.onComplete.once(cb);\n }\n // if the queue has already started we are done here\n if (this.loading) {\n return this;\n }\n if (this._queue.idle()) {\n this._onStart();\n this._onComplete();\n }\n else {\n // distribute progress chunks\n var numTasks = this._queue._tasks.length;\n var chunk = MAX_PROGRESS / numTasks;\n for (var i = 0; i < this._queue._tasks.length; ++i) {\n this._queue._tasks[i].data.progressChunk = chunk;\n }\n // notify we are starting\n this._onStart();\n // start loading\n this._queue.resume();\n }\n return this;\n };\n Object.defineProperty(Loader.prototype, \"concurrency\", {\n /**\n * The number of resources to load concurrently.\n * @default 10\n */\n get: function () {\n return this._queue.concurrency;\n },\n set: function (concurrency) {\n this._queue.concurrency = concurrency;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Prepares a url for usage based on the configuration of this object\n * @param url - The url to prepare.\n * @returns The prepared url.\n */\n Loader.prototype._prepareUrl = function (url) {\n var parsedUrl = parseUri(url, { strictMode: true });\n var result;\n // absolute url, just use it as is.\n if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) {\n result = url;\n }\n // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween\n else if (this.baseUrl.length\n && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1\n && url.charAt(0) !== '/') {\n result = this.baseUrl + \"/\" + url;\n }\n else {\n result = this.baseUrl + url;\n }\n // if we need to add a default querystring, there is a bit more work\n if (this.defaultQueryString) {\n var hash = rgxExtractUrlHash.exec(result)[0];\n result = result.slice(0, result.length - hash.length);\n if (result.indexOf('?') !== -1) {\n result += \"&\" + this.defaultQueryString;\n }\n else {\n result += \"?\" + this.defaultQueryString;\n }\n result += hash;\n }\n return result;\n };\n /**\n * Loads a single resource.\n * @param resource - The resource to load.\n * @param dequeue - The function to call when we need to dequeue this item.\n */\n Loader.prototype._loadResource = function (resource, dequeue) {\n var _this = this;\n resource._dequeue = dequeue;\n // run before middleware\n AsyncQueue.eachSeries(this._beforeMiddleware, function (fn, next) {\n fn.call(_this, resource, function () {\n // if the before middleware marks the resource as complete,\n // break and don't process any more before middleware\n next(resource.isComplete ? {} : null);\n });\n }, function () {\n if (resource.isComplete) {\n _this._onLoad(resource);\n }\n else {\n resource._onLoadBinding = resource.onComplete.once(_this._onLoad, _this);\n resource.load();\n }\n }, true);\n };\n /** Called once loading has started. */\n Loader.prototype._onStart = function () {\n this.progress = 0;\n this.loading = true;\n this.onStart.dispatch(this);\n };\n /** Called once each resource has loaded. */\n Loader.prototype._onComplete = function () {\n this.progress = MAX_PROGRESS;\n this.loading = false;\n this.onComplete.dispatch(this, this.resources);\n };\n /**\n * Called each time a resources is loaded.\n * @param resource - The resource that was loaded\n */\n Loader.prototype._onLoad = function (resource) {\n var _this = this;\n resource._onLoadBinding = null;\n // remove this resource from the async queue, and add it to our list of resources that are being parsed\n this._resourcesParsing.push(resource);\n resource._dequeue();\n // run all the after middleware for this resource\n AsyncQueue.eachSeries(this._afterMiddleware, function (fn, next) {\n fn.call(_this, resource, next);\n }, function () {\n resource.onAfterMiddleware.dispatch(resource);\n _this.progress = Math.min(MAX_PROGRESS, _this.progress + resource.progressChunk);\n _this.onProgress.dispatch(_this, resource);\n if (resource.error) {\n _this.onError.dispatch(resource.error, _this, resource);\n }\n else {\n _this.onLoad.dispatch(_this, resource);\n }\n _this._resourcesParsing.splice(_this._resourcesParsing.indexOf(resource), 1);\n // do completion check\n if (_this._queue.idle() && _this._resourcesParsing.length === 0) {\n _this._onComplete();\n }\n }, true);\n };\n /** Destroy the loader, removes references. */\n Loader.prototype.destroy = function () {\n if (!this._protected) {\n this.reset();\n }\n };\n Object.defineProperty(Loader, \"shared\", {\n /** A premade instance of the loader that can be used to load resources. */\n get: function () {\n var shared = Loader._shared;\n if (!shared) {\n shared = new Loader();\n shared._protected = true;\n Loader._shared = shared;\n }\n return shared;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Use the {@link PIXI.extensions.add} API to register plugins.\n * @deprecated since 6.5.0\n * @param plugin - The plugin to add\n * @returns Reference to PIXI.Loader for chaining\n */\n Loader.registerPlugin = function (plugin) {\n deprecation('6.5.0', 'Loader.registerPlugin() is deprecated, use extensions.add() instead.');\n extensions.add({\n type: ExtensionType.Loader,\n ref: plugin,\n });\n return Loader;\n };\n Loader._plugins = [];\n return Loader;\n}());\nextensions.handleByList(ExtensionType.Loader, Loader._plugins);\nLoader.prototype.add = function add(name, url, options, callback) {\n // special case of an array of objects or urls\n if (Array.isArray(name)) {\n for (var i = 0; i < name.length; ++i) {\n this.add(name[i]);\n }\n return this;\n }\n // if an object is passed instead of params\n if (typeof name === 'object') {\n options = name;\n callback = url || options.callback || options.onComplete;\n url = options.url;\n name = options.name || options.key || options.url;\n }\n // case where no name is passed shift all args over by one.\n if (typeof url !== 'string') {\n callback = options;\n options = url;\n url = name;\n }\n // now that we shifted make sure we have a proper url.\n if (typeof url !== 'string') {\n throw new Error('No url passed to add resource to loader.');\n }\n // options are optional so people might pass a function and no options\n if (typeof options === 'function') {\n callback = options;\n options = null;\n }\n return this._add(name, url, options, callback);\n};\n\n/**\n * Application plugin for supporting loader option. Installing the LoaderPlugin\n * is not necessary if using **pixi.js** or **pixi.js-legacy**.\n * @example\n * import {AppLoaderPlugin} from '@pixi/loaders';\n * import {extensions} from '@pixi/core';\n * extensions.add(AppLoaderPlugin);\n * @memberof PIXI\n */\nvar AppLoaderPlugin = /** @class */ (function () {\n function AppLoaderPlugin() {\n }\n /**\n * Called on application constructor\n * @param options\n * @private\n */\n AppLoaderPlugin.init = function (options) {\n options = Object.assign({\n sharedLoader: false,\n }, options);\n this.loader = options.sharedLoader ? Loader.shared : new Loader();\n };\n /**\n * Called when application destroyed\n * @private\n */\n AppLoaderPlugin.destroy = function () {\n if (this.loader) {\n this.loader.destroy();\n this.loader = null;\n }\n };\n /** @ignore */\n AppLoaderPlugin.extension = ExtensionType.Application;\n return AppLoaderPlugin;\n}());\n\n/**\n * Loader plugin for handling Texture resources.\n * @memberof PIXI\n */\nvar TextureLoader = /** @class */ (function () {\n function TextureLoader() {\n }\n /** Handle SVG elements a text, render with SVGResource. */\n TextureLoader.add = function () {\n LoaderResource.setExtensionLoadType('svg', LoaderResource.LOAD_TYPE.XHR);\n LoaderResource.setExtensionXhrType('svg', LoaderResource.XHR_RESPONSE_TYPE.TEXT);\n };\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param resource\n * @param {Function} next\n */\n TextureLoader.use = function (resource, next) {\n // create a new texture if the data is an Image object\n if (resource.data && (resource.type === LoaderResource.TYPE.IMAGE || resource.extension === 'svg')) {\n var data = resource.data, url = resource.url, name = resource.name, metadata = resource.metadata;\n Texture.fromLoader(data, url, name, metadata).then(function (texture) {\n resource.texture = texture;\n next();\n })\n // TODO: handle errors in Texture.fromLoader\n // so we can pass them to the Loader\n .catch(next);\n }\n else {\n next();\n }\n };\n /** @ignore */\n TextureLoader.extension = ExtensionType.Loader;\n return TextureLoader;\n}());\n\nvar _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=';\n/**\n * Encodes binary into base64.\n * @function encodeBinary\n * @param {string} input - The input data to encode.\n * @returns {string} The encoded base64 string\n */\nfunction encodeBinary(input) {\n var output = '';\n var inx = 0;\n while (inx < input.length) {\n // Fill byte buffer array\n var bytebuffer = [0, 0, 0];\n var encodedCharIndexes = [0, 0, 0, 0];\n for (var jnx = 0; jnx < bytebuffer.length; ++jnx) {\n if (inx < input.length) {\n // throw away high-order byte, as documented at:\n // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data\n bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff;\n }\n else {\n bytebuffer[jnx] = 0;\n }\n }\n // Get each encoded character, 6 bits at a time\n // index 1: first 6 bits\n encodedCharIndexes[0] = bytebuffer[0] >> 2;\n // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2)\n encodedCharIndexes[1] = ((bytebuffer[0] & 0x3) << 4) | (bytebuffer[1] >> 4);\n // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3)\n encodedCharIndexes[2] = ((bytebuffer[1] & 0x0f) << 2) | (bytebuffer[2] >> 6);\n // index 3: forth 6 bits (6 least significant bits from input byte 3)\n encodedCharIndexes[3] = bytebuffer[2] & 0x3f;\n // Determine whether padding happened, and adjust accordingly\n var paddingBytes = inx - (input.length - 1);\n switch (paddingBytes) {\n case 2:\n // Set last 2 characters to padding char\n encodedCharIndexes[3] = 64;\n encodedCharIndexes[2] = 64;\n break;\n case 1:\n // Set last character to padding char\n encodedCharIndexes[3] = 64;\n break;\n }\n // Now we will grab each appropriate character out of our keystring\n // based on our index array and append it to the output string\n for (var jnx = 0; jnx < encodedCharIndexes.length; ++jnx) {\n output += _keyStr.charAt(encodedCharIndexes[jnx]);\n }\n }\n return output;\n}\n\n/**\n * A middleware for transforming XHR loaded Blobs into more useful objects\n * @ignore\n * @function parsing\n * @example\n * import { Loader, middleware } from 'resource-loader';\n * const loader = new Loader();\n * loader.use(middleware.parsing);\n * @param resource - Current Resource\n * @param next - Callback when complete\n */\nfunction parsing(resource, next) {\n if (!resource.data) {\n next();\n return;\n }\n // if this was an XHR load of a blob\n if (resource.xhr && resource.xhrType === LoaderResource.XHR_RESPONSE_TYPE.BLOB) {\n // if there is no blob support we probably got a binary string back\n if (!self.Blob || typeof resource.data === 'string') {\n var type = resource.xhr.getResponseHeader('content-type');\n // this is an image, convert the binary string into a data url\n if (type && type.indexOf('image') === 0) {\n resource.data = new Image();\n resource.data.src = \"data:\" + type + \";base64,\" + encodeBinary(resource.xhr.responseText);\n resource.type = LoaderResource.TYPE.IMAGE;\n // wait until the image loads and then callback\n resource.data.onload = function () {\n resource.data.onload = null;\n next();\n };\n // next will be called on load\n return;\n }\n }\n // if content type says this is an image, then we should transform the blob into an Image object\n else if (resource.data.type.indexOf('image') === 0) {\n var Url_1 = globalThis.URL || globalThis.webkitURL;\n var src_1 = Url_1.createObjectURL(resource.data);\n resource.blob = resource.data;\n resource.data = new Image();\n resource.data.src = src_1;\n resource.type = LoaderResource.TYPE.IMAGE;\n // cleanup the no longer used blob after the image loads\n // TODO: Is this correct? Will the image be invalid after revoking?\n resource.data.onload = function () {\n Url_1.revokeObjectURL(src_1);\n resource.data.onload = null;\n next();\n };\n // next will be called on load.\n return;\n }\n }\n next();\n}\n\n/**\n * Parse any blob into more usable objects (e.g. Image).\n * @memberof PIXI\n */\nvar ParsingLoader = /** @class */ (function () {\n function ParsingLoader() {\n }\n /** @ignore */\n ParsingLoader.extension = ExtensionType.Loader;\n ParsingLoader.use = parsing;\n return ParsingLoader;\n}());\n\nextensions.add(TextureLoader, ParsingLoader);\n\nexport { AppLoaderPlugin, Loader, LoaderResource, TextureLoader };\n//# sourceMappingURL=loaders.mjs.map\n","/*!\n * @pixi/loaders - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/loaders is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { extensions, ExtensionType, Texture } from '@pixi/core';\nimport { deprecation } from '@pixi/utils';\n\n/* jshint -W097 */\n/**\n * @memberof PIXI\n */\nvar SignalBinding = /** @class */ (function () {\n /**\n * SignalBinding constructor.\n * @constructs SignalBinding\n * @param {Function} fn - Event handler to be called.\n * @param {boolean} [once=false] - Should this listener be removed after dispatch\n * @param {object} [thisArg] - The context of the callback function.\n * @api private\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n function SignalBinding(fn, once, thisArg) {\n if (once === void 0) { once = false; }\n this._fn = fn;\n this._once = once;\n this._thisArg = thisArg;\n this._next = this._prev = this._owner = null;\n }\n SignalBinding.prototype.detach = function () {\n if (this._owner === null)\n { return false; }\n this._owner.detach(this);\n return true;\n };\n return SignalBinding;\n}());\n/**\n * @param self\n * @param node\n * @private\n */\nfunction _addSignalBinding(self, node) {\n if (!self._head) {\n self._head = node;\n self._tail = node;\n }\n else {\n self._tail._next = node;\n node._prev = self._tail;\n self._tail = node;\n }\n node._owner = self;\n return node;\n}\n/**\n * @memberof PIXI\n */\nvar Signal = /** @class */ (function () {\n /**\n * MiniSignal constructor.\n * @example\n * let mySignal = new Signal();\n * let binding = mySignal.add(onSignal);\n * mySignal.dispatch('foo', 'bar');\n * mySignal.detach(binding);\n */\n function Signal() {\n this._head = this._tail = undefined;\n }\n /**\n * Return an array of attached SignalBinding.\n * @param {boolean} [exists=false] - We only need to know if there are handlers.\n * @returns {PIXI.SignalBinding[] | boolean} Array of attached SignalBinding or Boolean if called with exists = true\n * @api public\n */\n Signal.prototype.handlers = function (exists) {\n if (exists === void 0) { exists = false; }\n var node = this._head;\n if (exists)\n { return !!node; }\n var ee = [];\n while (node) {\n ee.push(node);\n node = node._next;\n }\n return ee;\n };\n /**\n * Return true if node is a SignalBinding attached to this MiniSignal\n * @param {PIXI.SignalBinding} node - Node to check.\n * @returns {boolean} True if node is attache to mini-signal\n */\n Signal.prototype.has = function (node) {\n if (!(node instanceof SignalBinding)) {\n throw new Error('MiniSignal#has(): First arg must be a SignalBinding object.');\n }\n return node._owner === this;\n };\n /**\n * Dispaches a signal to all registered listeners.\n * @param {...any} args\n * @returns {boolean} Indication if we've emitted an event.\n */\n Signal.prototype.dispatch = function () {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n var node = this._head;\n if (!node)\n { return false; }\n while (node) {\n if (node._once)\n { this.detach(node); }\n node._fn.apply(node._thisArg, args);\n node = node._next;\n }\n return true;\n };\n /**\n * Register a new listener.\n * @param {Function} fn - Callback function.\n * @param {object} [thisArg] - The context of the callback function.\n * @returns {PIXI.SignalBinding} The SignalBinding node that was added.\n */\n Signal.prototype.add = function (fn, thisArg) {\n if (thisArg === void 0) { thisArg = null; }\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#add(): First arg must be a Function.');\n }\n return _addSignalBinding(this, new SignalBinding(fn, false, thisArg));\n };\n /**\n * Register a new listener that will be executed only once.\n * @param {Function} fn - Callback function.\n * @param {object} [thisArg] - The context of the callback function.\n * @returns {PIXI.SignalBinding} The SignalBinding node that was added.\n */\n Signal.prototype.once = function (fn, thisArg) {\n if (thisArg === void 0) { thisArg = null; }\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#once(): First arg must be a Function.');\n }\n return _addSignalBinding(this, new SignalBinding(fn, true, thisArg));\n };\n /**\n * Remove binding object.\n * @param {PIXI.SignalBinding} node - The binding node that will be removed.\n * @returns {Signal} The instance on which this method was called.\n @api public */\n Signal.prototype.detach = function (node) {\n if (!(node instanceof SignalBinding)) {\n throw new Error('MiniSignal#detach(): First arg must be a SignalBinding object.');\n }\n if (node._owner !== this)\n { return this; } // todo: or error?\n if (node._prev)\n { node._prev._next = node._next; }\n if (node._next)\n { node._next._prev = node._prev; }\n if (node === this._head) { // first node\n this._head = node._next;\n if (node._next === null) {\n this._tail = null;\n }\n }\n else if (node === this._tail) { // last node\n this._tail = node._prev;\n this._tail._next = null;\n }\n node._owner = null;\n return this;\n };\n /**\n * Detach all listeners.\n * @returns {Signal} The instance on which this method was called.\n */\n Signal.prototype.detachAll = function () {\n var node = this._head;\n if (!node)\n { return this; }\n this._head = this._tail = null;\n while (node) {\n node._owner = null;\n node = node._next;\n }\n return this;\n };\n return Signal;\n}());\n\n/**\n * function from npm package `parseUri`, converted to TS to avoid leftpad incident\n * @param {string} str\n * @param [opts] - options\n * @param {boolean} [opts.strictMode] - type of parser\n */\nfunction parseUri(str, opts) {\n opts = opts || {};\n var o = {\n // eslint-disable-next-line max-len\n key: ['source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host', 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'],\n q: {\n name: 'queryKey',\n parser: /(?:^|&)([^&=]*)=?([^&]*)/g\n },\n parser: {\n // eslint-disable-next-line max-len\n strict: /^(?:([^:\\/?#]+):)?(?:\\/\\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?))?((((?:[^?#\\/]*\\/)*)([^?#]*))(?:\\?([^#]*))?(?:#(.*))?)/,\n // eslint-disable-next-line max-len\n loose: /^(?:(?![^:@]+:[^:@\\/]*@)([^:\\/?#.]+):)?(?:\\/\\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?)(((\\/(?:[^?#](?![^?#\\/]*\\.[^?#\\/.]+(?:[?#]|$)))*\\/?)?([^?#\\/]*))(?:\\?([^#]*))?(?:#(.*))?)/\n }\n };\n var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str);\n var uri = {};\n var i = 14;\n while (i--)\n { uri[o.key[i]] = m[i] || ''; }\n uri[o.q.name] = {};\n uri[o.key[12]].replace(o.q.parser, function (_t0, t1, t2) {\n if (t1)\n { uri[o.q.name][t1] = t2; }\n });\n return uri;\n}\n\n// tests if CORS is supported in XHR, if not we need to use XDR\nvar useXdr;\nvar tempAnchor = null;\n// some status constants\nvar STATUS_NONE = 0;\nvar STATUS_OK = 200;\nvar STATUS_EMPTY = 204;\nvar STATUS_IE_BUG_EMPTY = 1223;\nvar STATUS_TYPE_OK = 2;\n// noop\nfunction _noop$1() { }\n/**\n * Quick helper to set a value on one of the extension maps. Ensures there is no\n * dot at the start of the extension.\n * @ignore\n * @param map - The map to set on.\n * @param extname - The extension (or key) to set.\n * @param val - The value to set.\n */\nfunction setExtMap(map, extname, val) {\n if (extname && extname.indexOf('.') === 0) {\n extname = extname.substring(1);\n }\n if (!extname) {\n return;\n }\n map[extname] = val;\n}\n/**\n * Quick helper to get string xhr type.\n * @ignore\n * @param xhr - The request to check.\n * @returns The type.\n */\nfunction reqType(xhr) {\n return xhr.toString().replace('object ', '');\n}\n/**\n * Manages the state and loading of a resource and all child resources.\n *\n * Can be extended in `GlobalMixins.LoaderResource`.\n * @memberof PIXI\n */\nvar LoaderResource = /** @class */ (function () {\n /**\n * @param {string} name - The name of the resource to load.\n * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass\n * an array of sources.\n * @param {object} [options] - The options for the load.\n * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to\n * determine automatically.\n * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes\n * longer than this time it is cancelled and the load is considered a failure. If this value is\n * set to `0` then there is no explicit timeout.\n * @param {PIXI.LoaderResource.LOAD_TYPE} [options.loadType=LOAD_TYPE.XHR] - How should this resource\n * be loaded?\n * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} [options.xhrType=XHR_RESPONSE_TYPE.DEFAULT] - How\n * should the data being loaded be interpreted when using XHR?\n * @param {PIXI.LoaderResource.IMetadata} [options.metadata] - Extra configuration for middleware\n * and the Resource object.\n */\n function LoaderResource(name, url, options) {\n /**\n * The `dequeue` method that will be used a storage place for the async queue dequeue method\n * used privately by the loader.\n * @private\n * @member {Function}\n */\n this._dequeue = _noop$1;\n /**\n * Used a storage place for the on load binding used privately by the loader.\n * @private\n * @member {Function}\n */\n this._onLoadBinding = null;\n /**\n * The timer for element loads to check if they timeout.\n * @private\n */\n this._elementTimer = 0;\n /**\n * The `complete` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundComplete = null;\n /**\n * The `_onError` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnError = null;\n /**\n * The `_onProgress` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnProgress = null;\n /**\n * The `_onTimeout` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnTimeout = null;\n this._boundXhrOnError = null;\n this._boundXhrOnTimeout = null;\n this._boundXhrOnAbort = null;\n this._boundXhrOnLoad = null;\n if (typeof name !== 'string' || typeof url !== 'string') {\n throw new Error('Both name and url are required for constructing a resource.');\n }\n options = options || {};\n this._flags = 0;\n // set data url flag, needs to be set early for some _determineX checks to work.\n this._setFlag(LoaderResource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0);\n this.name = name;\n this.url = url;\n this.extension = this._getExtension();\n this.data = null;\n this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin;\n this.timeout = options.timeout || 0;\n this.loadType = options.loadType || this._determineLoadType();\n // The type used to load the resource via XHR. If unset, determined automatically.\n this.xhrType = options.xhrType;\n // Extra info for middleware, and controlling specifics about how the resource loads.\n // Note that if you pass in a `loadElement`, the Resource class takes ownership of it.\n // Meaning it will modify it as it sees fit.\n this.metadata = options.metadata || {};\n // The error that occurred while loading (if any).\n this.error = null;\n // The XHR object that was used to load this resource. This is only set\n // when `loadType` is `LoaderResource.LOAD_TYPE.XHR`.\n this.xhr = null;\n // The child resources this resource owns.\n this.children = [];\n // The resource type.\n this.type = LoaderResource.TYPE.UNKNOWN;\n // The progress chunk owned by this resource.\n this.progressChunk = 0;\n // The `dequeue` method that will be used a storage place for the async queue dequeue method\n // used privately by the loader.\n this._dequeue = _noop$1;\n // Used a storage place for the on load binding used privately by the loader.\n this._onLoadBinding = null;\n // The timer for element loads to check if they timeout.\n this._elementTimer = 0;\n this._boundComplete = this.complete.bind(this);\n this._boundOnError = this._onError.bind(this);\n this._boundOnProgress = this._onProgress.bind(this);\n this._boundOnTimeout = this._onTimeout.bind(this);\n // xhr callbacks\n this._boundXhrOnError = this._xhrOnError.bind(this);\n this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this);\n this._boundXhrOnAbort = this._xhrOnAbort.bind(this);\n this._boundXhrOnLoad = this._xhrOnLoad.bind(this);\n // Dispatched when the resource beings to load.\n this.onStart = new Signal();\n // Dispatched each time progress of this resource load updates.\n // Not all resources types and loader systems can support this event\n // so sometimes it may not be available. If the resource\n // is being loaded on a modern browser, using XHR, and the remote server\n // properly sets Content-Length headers, then this will be available.\n this.onProgress = new Signal();\n // Dispatched once this resource has loaded, if there was an error it will\n // be in the `error` property.\n this.onComplete = new Signal();\n // Dispatched after this resource has had all the *after* middleware run on it.\n this.onAfterMiddleware = new Signal();\n }\n /**\n * Sets the load type to be used for a specific extension.\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {PIXI.LoaderResource.LOAD_TYPE} loadType - The load type to set it to.\n */\n LoaderResource.setExtensionLoadType = function (extname, loadType) {\n setExtMap(LoaderResource._loadTypeMap, extname, loadType);\n };\n /**\n * Sets the load type to be used for a specific extension.\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to.\n */\n LoaderResource.setExtensionXhrType = function (extname, xhrType) {\n setExtMap(LoaderResource._xhrTypeMap, extname, xhrType);\n };\n Object.defineProperty(LoaderResource.prototype, \"isDataUrl\", {\n /**\n * When the resource starts to load.\n * @memberof PIXI.LoaderResource\n * @callback OnStartSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n */\n /**\n * When the resource reports loading progress.\n * @memberof PIXI.LoaderResource\n * @callback OnProgressSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n * @param {number} percentage - The progress of the load in the range [0, 1].\n */\n /**\n * When the resource finishes loading.\n * @memberof PIXI.LoaderResource\n * @callback OnCompleteSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n */\n /**\n * @memberof PIXI.LoaderResource\n * @typedef {object} IMetadata\n * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The\n * element to use for loading, instead of creating one.\n * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This\n * is useful if you want to pass in a `loadElement` that you already added load sources to.\n * @property {string|string[]} [mimeType] - The mime type to use for the source element\n * of a video/audio elment. If the urls are an array, you can pass this as an array as well\n * where each index is the mime type to use for the corresponding url index.\n */\n /**\n * Stores whether or not this url is a data url.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.DATA_URL);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(LoaderResource.prototype, \"isComplete\", {\n /**\n * Describes if this resource has finished loading. Is true when the resource has completely\n * loaded.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.COMPLETE);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(LoaderResource.prototype, \"isLoading\", {\n /**\n * Describes if this resource is currently loading. Is true when the resource starts loading,\n * and is false again when complete.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.LOADING);\n },\n enumerable: false,\n configurable: true\n });\n /** Marks the resource as complete. */\n LoaderResource.prototype.complete = function () {\n this._clearEvents();\n this._finish();\n };\n /**\n * Aborts the loading of this resource, with an optional message.\n * @param {string} message - The message to use for the error\n */\n LoaderResource.prototype.abort = function (message) {\n // abort can be called multiple times, ignore subsequent calls.\n if (this.error) {\n return;\n }\n // store error\n this.error = new Error(message);\n // clear events before calling aborts\n this._clearEvents();\n // abort the actual loading\n if (this.xhr) {\n this.xhr.abort();\n }\n else if (this.xdr) {\n this.xdr.abort();\n }\n else if (this.data) {\n // single source\n if (this.data.src) {\n this.data.src = LoaderResource.EMPTY_GIF;\n }\n // multi-source\n else {\n while (this.data.firstChild) {\n this.data.removeChild(this.data.firstChild);\n }\n }\n }\n // done now.\n this._finish();\n };\n /**\n * Kicks off loading of this resource. This method is asynchronous.\n * @param {PIXI.LoaderResource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded.\n */\n LoaderResource.prototype.load = function (cb) {\n var _this = this;\n if (this.isLoading) {\n return;\n }\n if (this.isComplete) {\n if (cb) {\n setTimeout(function () { return cb(_this); }, 1);\n }\n return;\n }\n else if (cb) {\n this.onComplete.once(cb);\n }\n this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, true);\n this.onStart.dispatch(this);\n // if unset, determine the value\n if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') {\n this.crossOrigin = this._determineCrossOrigin(this.url);\n }\n switch (this.loadType) {\n case LoaderResource.LOAD_TYPE.IMAGE:\n this.type = LoaderResource.TYPE.IMAGE;\n this._loadElement('image');\n break;\n case LoaderResource.LOAD_TYPE.AUDIO:\n this.type = LoaderResource.TYPE.AUDIO;\n this._loadSourceElement('audio');\n break;\n case LoaderResource.LOAD_TYPE.VIDEO:\n this.type = LoaderResource.TYPE.VIDEO;\n this._loadSourceElement('video');\n break;\n case LoaderResource.LOAD_TYPE.XHR:\n /* falls through */\n default:\n if (typeof useXdr === 'undefined') {\n useXdr = !!(globalThis.XDomainRequest && !('withCredentials' in (new XMLHttpRequest())));\n }\n if (useXdr && this.crossOrigin) {\n this._loadXdr();\n }\n else {\n this._loadXhr();\n }\n break;\n }\n };\n /**\n * Checks if the flag is set.\n * @param flag - The flag to check.\n * @returns True if the flag is set.\n */\n LoaderResource.prototype._hasFlag = function (flag) {\n return (this._flags & flag) !== 0;\n };\n /**\n * (Un)Sets the flag.\n * @param flag - The flag to (un)set.\n * @param value - Whether to set or (un)set the flag.\n */\n LoaderResource.prototype._setFlag = function (flag, value) {\n this._flags = value ? (this._flags | flag) : (this._flags & ~flag);\n };\n /** Clears all the events from the underlying loading source. */\n LoaderResource.prototype._clearEvents = function () {\n clearTimeout(this._elementTimer);\n if (this.data && this.data.removeEventListener) {\n this.data.removeEventListener('error', this._boundOnError, false);\n this.data.removeEventListener('load', this._boundComplete, false);\n this.data.removeEventListener('progress', this._boundOnProgress, false);\n this.data.removeEventListener('canplaythrough', this._boundComplete, false);\n }\n if (this.xhr) {\n if (this.xhr.removeEventListener) {\n this.xhr.removeEventListener('error', this._boundXhrOnError, false);\n this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false);\n this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false);\n this.xhr.removeEventListener('progress', this._boundOnProgress, false);\n this.xhr.removeEventListener('load', this._boundXhrOnLoad, false);\n }\n else {\n this.xhr.onerror = null;\n this.xhr.ontimeout = null;\n this.xhr.onprogress = null;\n this.xhr.onload = null;\n }\n }\n };\n /** Finalizes the load. */\n LoaderResource.prototype._finish = function () {\n if (this.isComplete) {\n throw new Error('Complete called again for an already completed resource.');\n }\n this._setFlag(LoaderResource.STATUS_FLAGS.COMPLETE, true);\n this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, false);\n this.onComplete.dispatch(this);\n };\n /**\n * Loads this resources using an element that has a single source,\n * like an HTMLImageElement.\n * @private\n * @param type - The type of element to use.\n */\n LoaderResource.prototype._loadElement = function (type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n }\n else if (type === 'image' && typeof globalThis.Image !== 'undefined') {\n this.data = new Image();\n }\n else {\n this.data = document.createElement(type);\n }\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n if (!this.metadata.skipSource) {\n this.data.src = this.url;\n }\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n };\n /**\n * Loads this resources using an element that has multiple sources,\n * like an HTMLAudioElement or HTMLVideoElement.\n * @param type - The type of element to use.\n */\n LoaderResource.prototype._loadSourceElement = function (type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n }\n else if (type === 'audio' && typeof globalThis.Audio !== 'undefined') {\n this.data = new Audio();\n }\n else {\n this.data = document.createElement(type);\n }\n if (this.data === null) {\n this.abort(\"Unsupported element: \" + type);\n return;\n }\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n if (!this.metadata.skipSource) {\n // support for CocoonJS Canvas+ runtime, lacks document.createElement('source')\n if (navigator.isCocoonJS) {\n this.data.src = Array.isArray(this.url) ? this.url[0] : this.url;\n }\n else if (Array.isArray(this.url)) {\n var mimeTypes = this.metadata.mimeType;\n for (var i = 0; i < this.url.length; ++i) {\n this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes));\n }\n }\n else {\n var mimeTypes = this.metadata.mimeType;\n this.data.appendChild(this._createSource(type, this.url, Array.isArray(mimeTypes) ? mimeTypes[0] : mimeTypes));\n }\n }\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n this.data.addEventListener('canplaythrough', this._boundComplete, false);\n this.data.load();\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n };\n /** Loads this resources using an XMLHttpRequest. */\n LoaderResource.prototype._loadXhr = function () {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n var xhr = this.xhr = new XMLHttpRequest();\n // send credentials when crossOrigin with credentials requested\n if (this.crossOrigin === 'use-credentials') {\n xhr.withCredentials = true;\n }\n // set the request type and url\n xhr.open('GET', this.url, true);\n xhr.timeout = this.timeout;\n // load json as text and parse it ourselves. We do this because some browsers\n // *cough* safari *cough* can't deal with it.\n if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON\n || this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) {\n xhr.responseType = LoaderResource.XHR_RESPONSE_TYPE.TEXT;\n }\n else {\n xhr.responseType = this.xhrType;\n }\n xhr.addEventListener('error', this._boundXhrOnError, false);\n xhr.addEventListener('timeout', this._boundXhrOnTimeout, false);\n xhr.addEventListener('abort', this._boundXhrOnAbort, false);\n xhr.addEventListener('progress', this._boundOnProgress, false);\n xhr.addEventListener('load', this._boundXhrOnLoad, false);\n xhr.send();\n };\n /** Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross). */\n LoaderResource.prototype._loadXdr = function () {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n var xdr = this.xhr = new globalThis.XDomainRequest(); // eslint-disable-line no-undef\n // XDomainRequest has a few quirks. Occasionally it will abort requests\n // A way to avoid this is to make sure ALL callbacks are set even if not used\n // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9\n xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9\n xdr.onerror = this._boundXhrOnError;\n xdr.ontimeout = this._boundXhrOnTimeout;\n xdr.onprogress = this._boundOnProgress;\n xdr.onload = this._boundXhrOnLoad;\n xdr.open('GET', this.url, true);\n // Note: The xdr.send() call is wrapped in a timeout to prevent an\n // issue with the interface where some requests are lost if multiple\n // XDomainRequests are being sent at the same time.\n // Some info here: https://github.com/photonstorm/phaser/issues/1248\n setTimeout(function () { return xdr.send(); }, 1);\n };\n /**\n * Creates a source used in loading via an element.\n * @param type - The element type (video or audio).\n * @param url - The source URL to load from.\n * @param [mime] - The mime type of the video\n * @returns The source element.\n */\n LoaderResource.prototype._createSource = function (type, url, mime) {\n if (!mime) {\n mime = type + \"/\" + this._getExtension(url);\n }\n var source = document.createElement('source');\n source.src = url;\n source.type = mime;\n return source;\n };\n /**\n * Called if a load errors out.\n * @param event - The error event from the element that emits it.\n */\n LoaderResource.prototype._onError = function (event) {\n this.abort(\"Failed to load element using: \" + event.target.nodeName);\n };\n /**\n * Called if a load progress event fires for an element or xhr/xdr.\n * @param event - Progress event.\n */\n LoaderResource.prototype._onProgress = function (event) {\n if (event && event.lengthComputable) {\n this.onProgress.dispatch(this, event.loaded / event.total);\n }\n };\n /** Called if a timeout event fires for an element. */\n LoaderResource.prototype._onTimeout = function () {\n this.abort(\"Load timed out.\");\n };\n /** Called if an error event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnError = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request failed. Status: \" + xhr.status + \", text: \\\"\" + xhr.statusText + \"\\\"\");\n };\n /** Called if an error event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnTimeout = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request timed out.\");\n };\n /** Called if an abort event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnAbort = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request was aborted by the user.\");\n };\n /** Called when data successfully loads from an xhr/xdr request. */\n LoaderResource.prototype._xhrOnLoad = function () {\n var xhr = this.xhr;\n var text = '';\n var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200.\n // responseText is accessible only if responseType is '' or 'text' and on older browsers\n if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') {\n text = xhr.responseText;\n }\n // status can be 0 when using the `file://` protocol so we also check if a response is set.\n // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request.\n if (status === STATUS_NONE && (text.length > 0 || xhr.responseType === LoaderResource.XHR_RESPONSE_TYPE.BUFFER)) {\n status = STATUS_OK;\n }\n // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request\n else if (status === STATUS_IE_BUG_EMPTY) {\n status = STATUS_EMPTY;\n }\n var statusType = (status / 100) | 0;\n if (statusType === STATUS_TYPE_OK) {\n // if text, just return it\n if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.TEXT) {\n this.data = text;\n this.type = LoaderResource.TYPE.TEXT;\n }\n // if json, parse into json object\n else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON) {\n try {\n this.data = JSON.parse(text);\n this.type = LoaderResource.TYPE.JSON;\n }\n catch (e) {\n this.abort(\"Error trying to parse loaded json: \" + e);\n return;\n }\n }\n // if xml, parse into an xml document or div element\n else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) {\n try {\n if (globalThis.DOMParser) {\n var domparser = new DOMParser();\n this.data = domparser.parseFromString(text, 'text/xml');\n }\n else {\n var div = document.createElement('div');\n div.innerHTML = text;\n this.data = div;\n }\n this.type = LoaderResource.TYPE.XML;\n }\n catch (e$1) {\n this.abort(\"Error trying to parse loaded xml: \" + e$1);\n return;\n }\n }\n // other types just return the response\n else {\n this.data = xhr.response || text;\n }\n }\n else {\n this.abort(\"[\" + xhr.status + \"] \" + xhr.statusText + \": \" + xhr.responseURL);\n return;\n }\n this.complete();\n };\n /**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n * @private\n * @param url - The url to test.\n * @param [loc=globalThis.location] - The location object to test against.\n * @returns The crossOrigin value to use (or empty string for none).\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n LoaderResource.prototype._determineCrossOrigin = function (url, loc) {\n // data: and javascript: urls are considered same-origin\n if (url.indexOf('data:') === 0) {\n return '';\n }\n // A sandboxed iframe without the 'allow-same-origin' attribute will have a special\n // origin designed not to match globalThis.location.origin, and will always require\n // crossOrigin requests regardless of whether the location matches.\n if (globalThis.origin !== globalThis.location.origin) {\n return 'anonymous';\n }\n // default is globalThis.location\n loc = loc || globalThis.location;\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url;\n var parsedUrl = parseUri(tempAnchor.href, { strictMode: true });\n var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port);\n var protocol = parsedUrl.protocol ? parsedUrl.protocol + \":\" : '';\n // if cross origin\n if (parsedUrl.host !== loc.hostname || !samePort || protocol !== loc.protocol) {\n return 'anonymous';\n }\n return '';\n };\n /**\n * Determines the responseType of an XHR request based on the extension of the\n * resource being loaded.\n * @private\n * @returns {PIXI.LoaderResource.XHR_RESPONSE_TYPE} The responseType to use.\n */\n LoaderResource.prototype._determineXhrType = function () {\n return LoaderResource._xhrTypeMap[this.extension] || LoaderResource.XHR_RESPONSE_TYPE.TEXT;\n };\n /**\n * Determines the loadType of a resource based on the extension of the\n * resource being loaded.\n * @private\n * @returns {PIXI.LoaderResource.LOAD_TYPE} The loadType to use.\n */\n LoaderResource.prototype._determineLoadType = function () {\n return LoaderResource._loadTypeMap[this.extension] || LoaderResource.LOAD_TYPE.XHR;\n };\n /**\n * Extracts the extension (sans '.') of the file being loaded by the resource.\n * @param [url] - url to parse, `this.url` by default.\n * @returns The extension.\n */\n LoaderResource.prototype._getExtension = function (url) {\n if (url === void 0) { url = this.url; }\n var ext = '';\n if (this.isDataUrl) {\n var slashIndex = url.indexOf('/');\n ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex));\n }\n else {\n var queryStart = url.indexOf('?');\n var hashStart = url.indexOf('#');\n var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length);\n url = url.substring(0, index);\n ext = url.substring(url.lastIndexOf('.') + 1);\n }\n return ext.toLowerCase();\n };\n /**\n * Determines the mime type of an XHR request based on the responseType of\n * resource being loaded.\n * @param type - The type to get a mime type for.\n * @private\n * @returns The mime type to use.\n */\n LoaderResource.prototype._getMimeFromXhrType = function (type) {\n switch (type) {\n case LoaderResource.XHR_RESPONSE_TYPE.BUFFER:\n return 'application/octet-binary';\n case LoaderResource.XHR_RESPONSE_TYPE.BLOB:\n return 'application/blob';\n case LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT:\n return 'application/xml';\n case LoaderResource.XHR_RESPONSE_TYPE.JSON:\n return 'application/json';\n case LoaderResource.XHR_RESPONSE_TYPE.DEFAULT:\n case LoaderResource.XHR_RESPONSE_TYPE.TEXT:\n /* falls through */\n default:\n return 'text/plain';\n }\n };\n return LoaderResource;\n}());\n// eslint-disable-next-line @typescript-eslint/no-namespace\n(function (LoaderResource) {\n (function (STATUS_FLAGS) {\n /** None */\n STATUS_FLAGS[STATUS_FLAGS[\"NONE\"] = 0] = \"NONE\";\n /** Data URL */\n STATUS_FLAGS[STATUS_FLAGS[\"DATA_URL\"] = 1] = \"DATA_URL\";\n /** Complete */\n STATUS_FLAGS[STATUS_FLAGS[\"COMPLETE\"] = 2] = \"COMPLETE\";\n /** Loading */\n STATUS_FLAGS[STATUS_FLAGS[\"LOADING\"] = 4] = \"LOADING\";\n })(LoaderResource.STATUS_FLAGS || (LoaderResource.STATUS_FLAGS = {}));\n (function (TYPE) {\n /** Unknown */\n TYPE[TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n /** JSON */\n TYPE[TYPE[\"JSON\"] = 1] = \"JSON\";\n /** XML */\n TYPE[TYPE[\"XML\"] = 2] = \"XML\";\n /** Image */\n TYPE[TYPE[\"IMAGE\"] = 3] = \"IMAGE\";\n /** Audio */\n TYPE[TYPE[\"AUDIO\"] = 4] = \"AUDIO\";\n /** Video */\n TYPE[TYPE[\"VIDEO\"] = 5] = \"VIDEO\";\n /** Plain text */\n TYPE[TYPE[\"TEXT\"] = 6] = \"TEXT\";\n })(LoaderResource.TYPE || (LoaderResource.TYPE = {}));\n (function (LOAD_TYPE) {\n /** Uses XMLHttpRequest to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"XHR\"] = 1] = \"XHR\";\n /** Uses an `Image` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"IMAGE\"] = 2] = \"IMAGE\";\n /** Uses an `Audio` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"AUDIO\"] = 3] = \"AUDIO\";\n /** Uses a `Video` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"VIDEO\"] = 4] = \"VIDEO\";\n })(LoaderResource.LOAD_TYPE || (LoaderResource.LOAD_TYPE = {}));\n (function (XHR_RESPONSE_TYPE) {\n /** string */\n XHR_RESPONSE_TYPE[\"DEFAULT\"] = \"text\";\n /** ArrayBuffer */\n XHR_RESPONSE_TYPE[\"BUFFER\"] = \"arraybuffer\";\n /** Blob */\n XHR_RESPONSE_TYPE[\"BLOB\"] = \"blob\";\n /** Document */\n XHR_RESPONSE_TYPE[\"DOCUMENT\"] = \"document\";\n /** Object */\n XHR_RESPONSE_TYPE[\"JSON\"] = \"json\";\n /** String */\n XHR_RESPONSE_TYPE[\"TEXT\"] = \"text\";\n })(LoaderResource.XHR_RESPONSE_TYPE || (LoaderResource.XHR_RESPONSE_TYPE = {}));\n LoaderResource._loadTypeMap = {\n // images\n gif: LoaderResource.LOAD_TYPE.IMAGE,\n png: LoaderResource.LOAD_TYPE.IMAGE,\n bmp: LoaderResource.LOAD_TYPE.IMAGE,\n jpg: LoaderResource.LOAD_TYPE.IMAGE,\n jpeg: LoaderResource.LOAD_TYPE.IMAGE,\n tif: LoaderResource.LOAD_TYPE.IMAGE,\n tiff: LoaderResource.LOAD_TYPE.IMAGE,\n webp: LoaderResource.LOAD_TYPE.IMAGE,\n tga: LoaderResource.LOAD_TYPE.IMAGE,\n svg: LoaderResource.LOAD_TYPE.IMAGE,\n 'svg+xml': LoaderResource.LOAD_TYPE.IMAGE,\n // audio\n mp3: LoaderResource.LOAD_TYPE.AUDIO,\n ogg: LoaderResource.LOAD_TYPE.AUDIO,\n wav: LoaderResource.LOAD_TYPE.AUDIO,\n // videos\n mp4: LoaderResource.LOAD_TYPE.VIDEO,\n webm: LoaderResource.LOAD_TYPE.VIDEO,\n };\n LoaderResource._xhrTypeMap = {\n // xml\n xhtml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n html: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n htm: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n xml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n tmx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n svg: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component.\n // Since it is way less likely for people to be loading TypeScript files instead of Tiled files,\n // this should probably be fine.\n tsx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n // images\n gif: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n png: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n bmp: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n jpg: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n jpeg: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tif: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tiff: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n webp: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tga: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n // json\n json: LoaderResource.XHR_RESPONSE_TYPE.JSON,\n // text\n text: LoaderResource.XHR_RESPONSE_TYPE.TEXT,\n txt: LoaderResource.XHR_RESPONSE_TYPE.TEXT,\n // fonts\n ttf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER,\n otf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER,\n };\n // We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif\n LoaderResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw==';\n})(LoaderResource || (LoaderResource = {}));\n\n/**\n * Smaller version of the async library constructs.\n * @ignore\n */\nfunction _noop() {\n}\n/**\n * Ensures a function is only called once.\n * @ignore\n * @param {Function} fn - The function to wrap.\n * @returns {Function} The wrapping function.\n */\nfunction onlyOnce(fn) {\n return function onceWrapper() {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n if (fn === null) {\n throw new Error('Callback was already called.');\n }\n var callFn = fn;\n fn = null;\n callFn.apply(this, args);\n };\n}\n/**\n * @private\n * @memberof PIXI\n */\nvar AsyncQueueItem = /** @class */ (function () {\n /**\n * @param data\n * @param callback\n * @private\n */\n function AsyncQueueItem(data, callback) {\n this.data = data;\n this.callback = callback;\n }\n return AsyncQueueItem;\n}());\n/**\n * @private\n * @memberof PIXI\n */\nvar AsyncQueue = /** @class */ (function () {\n /**\n * @param worker\n * @param concurrency\n * @private\n */\n function AsyncQueue(worker, concurrency) {\n var _this = this;\n if (concurrency === void 0) { concurrency = 1; }\n this.workers = 0;\n this.saturated = _noop;\n this.unsaturated = _noop;\n this.empty = _noop;\n this.drain = _noop;\n this.error = _noop;\n this.started = false;\n this.paused = false;\n this._tasks = [];\n this._insert = function (data, insertAtFront, callback) {\n if (callback && typeof callback !== 'function') {\n throw new Error('task callback must be a function');\n }\n _this.started = true;\n // eslint-disable-next-line no-eq-null,eqeqeq\n if (data == null && _this.idle()) {\n // call drain immediately if there are no tasks\n setTimeout(function () { return _this.drain(); }, 1);\n return;\n }\n var item = new AsyncQueueItem(data, typeof callback === 'function' ? callback : _noop);\n if (insertAtFront) {\n _this._tasks.unshift(item);\n }\n else {\n _this._tasks.push(item);\n }\n setTimeout(_this.process, 1);\n };\n this.process = function () {\n while (!_this.paused && _this.workers < _this.concurrency && _this._tasks.length) {\n var task = _this._tasks.shift();\n if (_this._tasks.length === 0) {\n _this.empty();\n }\n _this.workers += 1;\n if (_this.workers === _this.concurrency) {\n _this.saturated();\n }\n _this._worker(task.data, onlyOnce(_this._next(task)));\n }\n };\n this._worker = worker;\n if (concurrency === 0) {\n throw new Error('Concurrency must not be zero');\n }\n this.concurrency = concurrency;\n this.buffer = concurrency / 4.0;\n }\n /**\n * @param task\n * @private\n */\n AsyncQueue.prototype._next = function (task) {\n var _this = this;\n return function () {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n _this.workers -= 1;\n task.callback.apply(task, args);\n // eslint-disable-next-line no-eq-null,eqeqeq\n if (args[0] != null) {\n _this.error(args[0], task.data);\n }\n if (_this.workers <= (_this.concurrency - _this.buffer)) {\n _this.unsaturated();\n }\n if (_this.idle()) {\n _this.drain();\n }\n _this.process();\n };\n };\n // That was in object\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n AsyncQueue.prototype.push = function (data, callback) {\n this._insert(data, false, callback);\n };\n AsyncQueue.prototype.kill = function () {\n this.workers = 0;\n this.drain = _noop;\n this.started = false;\n this._tasks = [];\n };\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n AsyncQueue.prototype.unshift = function (data, callback) {\n this._insert(data, true, callback);\n };\n AsyncQueue.prototype.length = function () {\n return this._tasks.length;\n };\n AsyncQueue.prototype.running = function () {\n return this.workers;\n };\n AsyncQueue.prototype.idle = function () {\n return this._tasks.length + this.workers === 0;\n };\n AsyncQueue.prototype.pause = function () {\n if (this.paused === true) {\n return;\n }\n this.paused = true;\n };\n AsyncQueue.prototype.resume = function () {\n if (this.paused === false) {\n return;\n }\n this.paused = false;\n // Need to call this.process once per concurrent\n // worker to preserve full concurrency after pause\n for (var w = 1; w <= this.concurrency; w++) {\n this.process();\n }\n };\n /**\n * Iterates an array in series.\n * @param {Array.<*>} array - Array to iterate.\n * @param {Function} iterator - Function to call for each element.\n * @param {Function} callback - Function to call when done, or on error.\n * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1.\n */\n AsyncQueue.eachSeries = function (array, iterator, callback, deferNext) {\n var i = 0;\n var len = array.length;\n function next(err) {\n if (err || i === len) {\n if (callback) {\n callback(err);\n }\n return;\n }\n if (deferNext) {\n setTimeout(function () {\n iterator(array[i++], next);\n }, 1);\n }\n else {\n iterator(array[i++], next);\n }\n }\n next();\n };\n /**\n * Async queue implementation,\n * @param {Function} worker - The worker function to call for each task.\n * @param {number} concurrency - How many workers to run in parrallel.\n * @returns {*} The async queue object.\n */\n AsyncQueue.queue = function (worker, concurrency) {\n return new AsyncQueue(worker, concurrency);\n };\n return AsyncQueue;\n}());\n\n// some constants\nvar MAX_PROGRESS = 100;\nvar rgxExtractUrlHash = /(#[\\w-]+)?$/;\n/**\n * The new loader, forked from Resource Loader by Chad Engler: https://github.com/englercj/resource-loader\n *\n * ```js\n * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use.\n * // or\n * const loader = new PIXI.Loader(); // You can also create your own if you want\n *\n * const sprites = {};\n *\n * // Chainable `add` to enqueue a resource\n * loader.add('bunny', 'data/bunny.png')\n * .add('spaceship', 'assets/spritesheet.json');\n * loader.add('scoreFont', 'assets/score.fnt');\n *\n * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource.\n * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc).\n * loader.pre(cachingMiddleware);\n *\n * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource.\n * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc).\n * loader.use(parsingMiddleware);\n *\n * // The `load` method loads the queue of resources, and calls the passed in callback called once all\n * // resources have loaded.\n * loader.load((loader, resources) => {\n * // resources is an object where the key is the name of the resource loaded and the value is the resource object.\n * // They have a couple default properties:\n * // - `url`: The URL that the resource was loaded from\n * // - `error`: The error that happened when trying to load (if any)\n * // - `data`: The raw data that was loaded\n * // also may contain other properties based on the middleware that runs.\n * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture);\n * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture);\n * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture);\n * });\n *\n * // throughout the process multiple signals can be dispatched.\n * loader.onProgress.add(() => {}); // called once per loaded/errored file\n * loader.onError.add(() => {}); // called once per errored file\n * loader.onLoad.add(() => {}); // called once per loaded file\n * loader.onComplete.add(() => {}); // called once when the queued resources all load.\n * ```\n * @memberof PIXI\n */\nvar Loader = /** @class */ (function () {\n /**\n * @param baseUrl - The base url for all resources loaded by this loader.\n * @param concurrency - The number of resources to load concurrently.\n */\n function Loader(baseUrl, concurrency) {\n var _this = this;\n if (baseUrl === void 0) { baseUrl = ''; }\n if (concurrency === void 0) { concurrency = 10; }\n /** The progress percent of the loader going through the queue. */\n this.progress = 0;\n /** Loading state of the loader, true if it is currently loading resources. */\n this.loading = false;\n /**\n * A querystring to append to every URL added to the loader.\n *\n * This should be a valid query string *without* the question-mark (`?`). The loader will\n * also *not* escape values for you. Make sure to escape your parameters with\n * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property.\n * @example\n * const loader = new Loader();\n *\n * loader.defaultQueryString = 'user=me&password=secret';\n *\n * // This will request 'image.png?user=me&password=secret'\n * loader.add('image.png').load();\n *\n * loader.reset();\n *\n * // This will request 'image.png?v=1&user=me&password=secret'\n * loader.add('iamge.png?v=1').load();\n */\n this.defaultQueryString = '';\n /** The middleware to run before loading each resource. */\n this._beforeMiddleware = [];\n /** The middleware to run after loading each resource. */\n this._afterMiddleware = [];\n /** The tracks the resources we are currently completing parsing for. */\n this._resourcesParsing = [];\n /**\n * The `_loadResource` function bound with this object context.\n * @param r - The resource to load\n * @param d - The dequeue function\n */\n this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); };\n /** All the resources for this loader keyed by name. */\n this.resources = {};\n this.baseUrl = baseUrl;\n this._beforeMiddleware = [];\n this._afterMiddleware = [];\n this._resourcesParsing = [];\n this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); };\n this._queue = AsyncQueue.queue(this._boundLoadResource, concurrency);\n this._queue.pause();\n this.resources = {};\n this.onProgress = new Signal();\n this.onError = new Signal();\n this.onLoad = new Signal();\n this.onStart = new Signal();\n this.onComplete = new Signal();\n for (var i = 0; i < Loader._plugins.length; ++i) {\n var plugin = Loader._plugins[i];\n var pre = plugin.pre, use = plugin.use;\n if (pre) {\n this.pre(pre);\n }\n if (use) {\n this.use(use);\n }\n }\n this._protected = false;\n }\n /**\n * Same as add, params have strict order\n * @private\n * @param name - The name of the resource to load.\n * @param url - The url for this resource, relative to the baseUrl of this loader.\n * @param options - The options for the load.\n * @param callback - Function to call when this specific resource completes loading.\n * @returns The loader itself.\n */\n Loader.prototype._add = function (name, url, options, callback) {\n // if loading already you can only add resources that have a parent.\n if (this.loading && (!options || !options.parentResource)) {\n throw new Error('Cannot add resources while the loader is running.');\n }\n // check if resource already exists.\n if (this.resources[name]) {\n throw new Error(\"Resource named \\\"\" + name + \"\\\" already exists.\");\n }\n // add base url if this isn't an absolute url\n url = this._prepareUrl(url);\n // create the store the resource\n this.resources[name] = new LoaderResource(name, url, options);\n if (typeof callback === 'function') {\n this.resources[name].onAfterMiddleware.once(callback);\n }\n // if actively loading, make sure to adjust progress chunks for that parent and its children\n if (this.loading) {\n var parent = options.parentResource;\n var incompleteChildren = [];\n for (var i = 0; i < parent.children.length; ++i) {\n if (!parent.children[i].isComplete) {\n incompleteChildren.push(parent.children[i]);\n }\n }\n var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent\n var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child\n parent.children.push(this.resources[name]);\n parent.progressChunk = eachChunk;\n for (var i = 0; i < incompleteChildren.length; ++i) {\n incompleteChildren[i].progressChunk = eachChunk;\n }\n this.resources[name].progressChunk = eachChunk;\n }\n // add the resource to the queue\n this._queue.push(this.resources[name]);\n return this;\n };\n /* eslint-enable require-jsdoc,valid-jsdoc */\n /**\n * Sets up a middleware function that will run *before* the\n * resource is loaded.\n * @param fn - The middleware function to register.\n * @returns The loader itself.\n */\n Loader.prototype.pre = function (fn) {\n this._beforeMiddleware.push(fn);\n return this;\n };\n /**\n * Sets up a middleware function that will run *after* the\n * resource is loaded.\n * @param fn - The middleware function to register.\n * @returns The loader itself.\n */\n Loader.prototype.use = function (fn) {\n this._afterMiddleware.push(fn);\n return this;\n };\n /**\n * Resets the queue of the loader to prepare for a new load.\n * @returns The loader itself.\n */\n Loader.prototype.reset = function () {\n this.progress = 0;\n this.loading = false;\n this._queue.kill();\n this._queue.pause();\n // abort all resource loads\n for (var k in this.resources) {\n var res = this.resources[k];\n if (res._onLoadBinding) {\n res._onLoadBinding.detach();\n }\n if (res.isLoading) {\n res.abort('loader reset');\n }\n }\n this.resources = {};\n return this;\n };\n /**\n * Starts loading the queued resources.\n * @param cb - Optional callback that will be bound to the `complete` event.\n * @returns The loader itself.\n */\n Loader.prototype.load = function (cb) {\n deprecation('6.5.0', '@pixi/loaders is being replaced with @pixi/assets in the next major release.');\n // register complete callback if they pass one\n if (typeof cb === 'function') {\n this.onComplete.once(cb);\n }\n // if the queue has already started we are done here\n if (this.loading) {\n return this;\n }\n if (this._queue.idle()) {\n this._onStart();\n this._onComplete();\n }\n else {\n // distribute progress chunks\n var numTasks = this._queue._tasks.length;\n var chunk = MAX_PROGRESS / numTasks;\n for (var i = 0; i < this._queue._tasks.length; ++i) {\n this._queue._tasks[i].data.progressChunk = chunk;\n }\n // notify we are starting\n this._onStart();\n // start loading\n this._queue.resume();\n }\n return this;\n };\n Object.defineProperty(Loader.prototype, \"concurrency\", {\n /**\n * The number of resources to load concurrently.\n * @default 10\n */\n get: function () {\n return this._queue.concurrency;\n },\n set: function (concurrency) {\n this._queue.concurrency = concurrency;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Prepares a url for usage based on the configuration of this object\n * @param url - The url to prepare.\n * @returns The prepared url.\n */\n Loader.prototype._prepareUrl = function (url) {\n var parsedUrl = parseUri(url, { strictMode: true });\n var result;\n // absolute url, just use it as is.\n if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) {\n result = url;\n }\n // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween\n else if (this.baseUrl.length\n && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1\n && url.charAt(0) !== '/') {\n result = this.baseUrl + \"/\" + url;\n }\n else {\n result = this.baseUrl + url;\n }\n // if we need to add a default querystring, there is a bit more work\n if (this.defaultQueryString) {\n var hash = rgxExtractUrlHash.exec(result)[0];\n result = result.slice(0, result.length - hash.length);\n if (result.indexOf('?') !== -1) {\n result += \"&\" + this.defaultQueryString;\n }\n else {\n result += \"?\" + this.defaultQueryString;\n }\n result += hash;\n }\n return result;\n };\n /**\n * Loads a single resource.\n * @param resource - The resource to load.\n * @param dequeue - The function to call when we need to dequeue this item.\n */\n Loader.prototype._loadResource = function (resource, dequeue) {\n var _this = this;\n resource._dequeue = dequeue;\n // run before middleware\n AsyncQueue.eachSeries(this._beforeMiddleware, function (fn, next) {\n fn.call(_this, resource, function () {\n // if the before middleware marks the resource as complete,\n // break and don't process any more before middleware\n next(resource.isComplete ? {} : null);\n });\n }, function () {\n if (resource.isComplete) {\n _this._onLoad(resource);\n }\n else {\n resource._onLoadBinding = resource.onComplete.once(_this._onLoad, _this);\n resource.load();\n }\n }, true);\n };\n /** Called once loading has started. */\n Loader.prototype._onStart = function () {\n this.progress = 0;\n this.loading = true;\n this.onStart.dispatch(this);\n };\n /** Called once each resource has loaded. */\n Loader.prototype._onComplete = function () {\n this.progress = MAX_PROGRESS;\n this.loading = false;\n this.onComplete.dispatch(this, this.resources);\n };\n /**\n * Called each time a resources is loaded.\n * @param resource - The resource that was loaded\n */\n Loader.prototype._onLoad = function (resource) {\n var _this = this;\n resource._onLoadBinding = null;\n // remove this resource from the async queue, and add it to our list of resources that are being parsed\n this._resourcesParsing.push(resource);\n resource._dequeue();\n // run all the after middleware for this resource\n AsyncQueue.eachSeries(this._afterMiddleware, function (fn, next) {\n fn.call(_this, resource, next);\n }, function () {\n resource.onAfterMiddleware.dispatch(resource);\n _this.progress = Math.min(MAX_PROGRESS, _this.progress + resource.progressChunk);\n _this.onProgress.dispatch(_this, resource);\n if (resource.error) {\n _this.onError.dispatch(resource.error, _this, resource);\n }\n else {\n _this.onLoad.dispatch(_this, resource);\n }\n _this._resourcesParsing.splice(_this._resourcesParsing.indexOf(resource), 1);\n // do completion check\n if (_this._queue.idle() && _this._resourcesParsing.length === 0) {\n _this._onComplete();\n }\n }, true);\n };\n /** Destroy the loader, removes references. */\n Loader.prototype.destroy = function () {\n if (!this._protected) {\n this.reset();\n }\n };\n Object.defineProperty(Loader, \"shared\", {\n /** A premade instance of the loader that can be used to load resources. */\n get: function () {\n var shared = Loader._shared;\n if (!shared) {\n shared = new Loader();\n shared._protected = true;\n Loader._shared = shared;\n }\n return shared;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Use the {@link PIXI.extensions.add} API to register plugins.\n * @deprecated since 6.5.0\n * @param plugin - The plugin to add\n * @returns Reference to PIXI.Loader for chaining\n */\n Loader.registerPlugin = function (plugin) {\n deprecation('6.5.0', 'Loader.registerPlugin() is deprecated, use extensions.add() instead.');\n extensions.add({\n type: ExtensionType.Loader,\n ref: plugin,\n });\n return Loader;\n };\n Loader._plugins = [];\n return Loader;\n}());\nextensions.handleByList(ExtensionType.Loader, Loader._plugins);\nLoader.prototype.add = function add(name, url, options, callback) {\n // special case of an array of objects or urls\n if (Array.isArray(name)) {\n for (var i = 0; i < name.length; ++i) {\n this.add(name[i]);\n }\n return this;\n }\n // if an object is passed instead of params\n if (typeof name === 'object') {\n options = name;\n callback = url || options.callback || options.onComplete;\n url = options.url;\n name = options.name || options.key || options.url;\n }\n // case where no name is passed shift all args over by one.\n if (typeof url !== 'string') {\n callback = options;\n options = url;\n url = name;\n }\n // now that we shifted make sure we have a proper url.\n if (typeof url !== 'string') {\n throw new Error('No url passed to add resource to loader.');\n }\n // options are optional so people might pass a function and no options\n if (typeof options === 'function') {\n callback = options;\n options = null;\n }\n return this._add(name, url, options, callback);\n};\n\n/**\n * Application plugin for supporting loader option. Installing the LoaderPlugin\n * is not necessary if using **pixi.js** or **pixi.js-legacy**.\n * @example\n * import {AppLoaderPlugin} from '@pixi/loaders';\n * import {extensions} from '@pixi/core';\n * extensions.add(AppLoaderPlugin);\n * @memberof PIXI\n */\nvar AppLoaderPlugin = /** @class */ (function () {\n function AppLoaderPlugin() {\n }\n /**\n * Called on application constructor\n * @param options\n * @private\n */\n AppLoaderPlugin.init = function (options) {\n options = Object.assign({\n sharedLoader: false,\n }, options);\n this.loader = options.sharedLoader ? Loader.shared : new Loader();\n };\n /**\n * Called when application destroyed\n * @private\n */\n AppLoaderPlugin.destroy = function () {\n if (this.loader) {\n this.loader.destroy();\n this.loader = null;\n }\n };\n /** @ignore */\n AppLoaderPlugin.extension = ExtensionType.Application;\n return AppLoaderPlugin;\n}());\n\n/**\n * Loader plugin for handling Texture resources.\n * @memberof PIXI\n */\nvar TextureLoader = /** @class */ (function () {\n function TextureLoader() {\n }\n /** Handle SVG elements a text, render with SVGResource. */\n TextureLoader.add = function () {\n LoaderResource.setExtensionLoadType('svg', LoaderResource.LOAD_TYPE.XHR);\n LoaderResource.setExtensionXhrType('svg', LoaderResource.XHR_RESPONSE_TYPE.TEXT);\n };\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param resource\n * @param {Function} next\n */\n TextureLoader.use = function (resource, next) {\n // create a new texture if the data is an Image object\n if (resource.data && (resource.type === LoaderResource.TYPE.IMAGE || resource.extension === 'svg')) {\n var data = resource.data, url = resource.url, name = resource.name, metadata = resource.metadata;\n Texture.fromLoader(data, url, name, metadata).then(function (texture) {\n resource.texture = texture;\n next();\n })\n // TODO: handle errors in Texture.fromLoader\n // so we can pass them to the Loader\n .catch(next);\n }\n else {\n next();\n }\n };\n /** @ignore */\n TextureLoader.extension = ExtensionType.Loader;\n return TextureLoader;\n}());\n\nvar _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=';\n/**\n * Encodes binary into base64.\n * @function encodeBinary\n * @param {string} input - The input data to encode.\n * @returns {string} The encoded base64 string\n */\nfunction encodeBinary(input) {\n var output = '';\n var inx = 0;\n while (inx < input.length) {\n // Fill byte buffer array\n var bytebuffer = [0, 0, 0];\n var encodedCharIndexes = [0, 0, 0, 0];\n for (var jnx = 0; jnx < bytebuffer.length; ++jnx) {\n if (inx < input.length) {\n // throw away high-order byte, as documented at:\n // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data\n bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff;\n }\n else {\n bytebuffer[jnx] = 0;\n }\n }\n // Get each encoded character, 6 bits at a time\n // index 1: first 6 bits\n encodedCharIndexes[0] = bytebuffer[0] >> 2;\n // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2)\n encodedCharIndexes[1] = ((bytebuffer[0] & 0x3) << 4) | (bytebuffer[1] >> 4);\n // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3)\n encodedCharIndexes[2] = ((bytebuffer[1] & 0x0f) << 2) | (bytebuffer[2] >> 6);\n // index 3: forth 6 bits (6 least significant bits from input byte 3)\n encodedCharIndexes[3] = bytebuffer[2] & 0x3f;\n // Determine whether padding happened, and adjust accordingly\n var paddingBytes = inx - (input.length - 1);\n switch (paddingBytes) {\n case 2:\n // Set last 2 characters to padding char\n encodedCharIndexes[3] = 64;\n encodedCharIndexes[2] = 64;\n break;\n case 1:\n // Set last character to padding char\n encodedCharIndexes[3] = 64;\n break;\n }\n // Now we will grab each appropriate character out of our keystring\n // based on our index array and append it to the output string\n for (var jnx = 0; jnx < encodedCharIndexes.length; ++jnx) {\n output += _keyStr.charAt(encodedCharIndexes[jnx]);\n }\n }\n return output;\n}\n\n/**\n * A middleware for transforming XHR loaded Blobs into more useful objects\n * @ignore\n * @function parsing\n * @example\n * import { Loader, middleware } from 'resource-loader';\n * const loader = new Loader();\n * loader.use(middleware.parsing);\n * @param resource - Current Resource\n * @param next - Callback when complete\n */\nfunction parsing(resource, next) {\n if (!resource.data) {\n next();\n return;\n }\n // if this was an XHR load of a blob\n if (resource.xhr && resource.xhrType === LoaderResource.XHR_RESPONSE_TYPE.BLOB) {\n // if there is no blob support we probably got a binary string back\n if (!self.Blob || typeof resource.data === 'string') {\n var type = resource.xhr.getResponseHeader('content-type');\n // this is an image, convert the binary string into a data url\n if (type && type.indexOf('image') === 0) {\n resource.data = new Image();\n resource.data.src = \"data:\" + type + \";base64,\" + encodeBinary(resource.xhr.responseText);\n resource.type = LoaderResource.TYPE.IMAGE;\n // wait until the image loads and then callback\n resource.data.onload = function () {\n resource.data.onload = null;\n next();\n };\n // next will be called on load\n return;\n }\n }\n // if content type says this is an image, then we should transform the blob into an Image object\n else if (resource.data.type.indexOf('image') === 0) {\n var Url_1 = globalThis.URL || globalThis.webkitURL;\n var src_1 = Url_1.createObjectURL(resource.data);\n resource.blob = resource.data;\n resource.data = new Image();\n resource.data.src = src_1;\n resource.type = LoaderResource.TYPE.IMAGE;\n // cleanup the no longer used blob after the image loads\n // TODO: Is this correct? Will the image be invalid after revoking?\n resource.data.onload = function () {\n Url_1.revokeObjectURL(src_1);\n resource.data.onload = null;\n next();\n };\n // next will be called on load.\n return;\n }\n }\n next();\n}\n\n/**\n * Parse any blob into more usable objects (e.g. Image).\n * @memberof PIXI\n */\nvar ParsingLoader = /** @class */ (function () {\n function ParsingLoader() {\n }\n /** @ignore */\n ParsingLoader.extension = ExtensionType.Loader;\n ParsingLoader.use = parsing;\n return ParsingLoader;\n}());\n\nextensions.add(TextureLoader, ParsingLoader);\n\nexport { AppLoaderPlugin, Loader, LoaderResource, TextureLoader };\n//# sourceMappingURL=loaders.mjs.map\n","/*!\n * @pixi/compressed-textures - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/compressed-textures is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { ViewableBuffer, BufferResource, ExtensionType, Texture, BaseTexture } from '@pixi/core';\nimport { LoaderResource } from '@pixi/loaders';\nimport { url } from '@pixi/utils';\nimport { MIPMAP_MODES, ALPHA_MODES, TYPES, FORMATS } from '@pixi/constants';\n\nvar _a$2;\n/**\n * WebGL internal formats, including compressed texture formats provided by extensions\n * @memberof PIXI\n * @static\n * @name INTERNAL_FORMATS\n * @enum {number}\n * @property {number} [COMPRESSED_RGB_S3TC_DXT1_EXT=0x83F0] -\n * @property {number} [COMPRESSED_RGBA_S3TC_DXT1_EXT=0x83F1] -\n * @property {number} [COMPRESSED_RGBA_S3TC_DXT3_EXT=0x83F2] -\n * @property {number} [COMPRESSED_RGBA_S3TC_DXT5_EXT=0x83F3] -\n * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT=35917] -\n * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT=35918] -\n * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT=35919] -\n * @property {number} [COMPRESSED_SRGB_S3TC_DXT1_EXT=35916] -\n * @property {number} [COMPRESSED_R11_EAC=0x9270] -\n * @property {number} [COMPRESSED_SIGNED_R11_EAC=0x9271] -\n * @property {number} [COMPRESSED_RG11_EAC=0x9272] -\n * @property {number} [COMPRESSED_SIGNED_RG11_EAC=0x9273] -\n * @property {number} [COMPRESSED_RGB8_ETC2=0x9274] -\n * @property {number} [COMPRESSED_RGBA8_ETC2_EAC=0x9278] -\n * @property {number} [COMPRESSED_SRGB8_ETC2=0x9275] -\n * @property {number} [COMPRESSED_SRGB8_ALPHA8_ETC2_EAC=0x9279] -\n * @property {number} [COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9276] -\n * @property {number} [COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9277] -\n * @property {number} [COMPRESSED_RGB_PVRTC_4BPPV1_IMG=0x8C00] -\n * @property {number} [COMPRESSED_RGBA_PVRTC_4BPPV1_IMG=0x8C02] -\n * @property {number} [COMPRESSED_RGB_PVRTC_2BPPV1_IMG=0x8C01] -\n * @property {number} [COMPRESSED_RGBA_PVRTC_2BPPV1_IMG=0x8C03] -\n * @property {number} [COMPRESSED_RGB_ETC1_WEBGL=0x8D64] -\n * @property {number} [COMPRESSED_RGB_ATC_WEBGL=0x8C92] -\n * @property {number} [COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL=0x8C92] -\n * @property {number} [COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL=0x87EE] -\n */\nvar INTERNAL_FORMATS;\n(function (INTERNAL_FORMATS) {\n // WEBGL_compressed_texture_s3tc\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_S3TC_DXT1_EXT\"] = 33776] = \"COMPRESSED_RGB_S3TC_DXT1_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_S3TC_DXT1_EXT\"] = 33777] = \"COMPRESSED_RGBA_S3TC_DXT1_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_S3TC_DXT3_EXT\"] = 33778] = \"COMPRESSED_RGBA_S3TC_DXT3_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_S3TC_DXT5_EXT\"] = 33779] = \"COMPRESSED_RGBA_S3TC_DXT5_EXT\";\n // WEBGL_compressed_texture_s3tc_srgb\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT\"] = 35917] = \"COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT\"] = 35918] = \"COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT\"] = 35919] = \"COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB_S3TC_DXT1_EXT\"] = 35916] = \"COMPRESSED_SRGB_S3TC_DXT1_EXT\";\n // WEBGL_compressed_texture_etc\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_R11_EAC\"] = 37488] = \"COMPRESSED_R11_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SIGNED_R11_EAC\"] = 37489] = \"COMPRESSED_SIGNED_R11_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RG11_EAC\"] = 37490] = \"COMPRESSED_RG11_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SIGNED_RG11_EAC\"] = 37491] = \"COMPRESSED_SIGNED_RG11_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB8_ETC2\"] = 37492] = \"COMPRESSED_RGB8_ETC2\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA8_ETC2_EAC\"] = 37496] = \"COMPRESSED_RGBA8_ETC2_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB8_ETC2\"] = 37493] = \"COMPRESSED_SRGB8_ETC2\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB8_ALPHA8_ETC2_EAC\"] = 37497] = \"COMPRESSED_SRGB8_ALPHA8_ETC2_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2\"] = 37494] = \"COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2\"] = 37495] = \"COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2\";\n // WEBGL_compressed_texture_pvrtc\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_PVRTC_4BPPV1_IMG\"] = 35840] = \"COMPRESSED_RGB_PVRTC_4BPPV1_IMG\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_PVRTC_4BPPV1_IMG\"] = 35842] = \"COMPRESSED_RGBA_PVRTC_4BPPV1_IMG\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_PVRTC_2BPPV1_IMG\"] = 35841] = \"COMPRESSED_RGB_PVRTC_2BPPV1_IMG\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_PVRTC_2BPPV1_IMG\"] = 35843] = \"COMPRESSED_RGBA_PVRTC_2BPPV1_IMG\";\n // WEBGL_compressed_texture_etc1\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_ETC1_WEBGL\"] = 36196] = \"COMPRESSED_RGB_ETC1_WEBGL\";\n // WEBGL_compressed_texture_atc\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_ATC_WEBGL\"] = 35986] = \"COMPRESSED_RGB_ATC_WEBGL\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL\"] = 35986] = \"COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL\"] = 34798] = \"COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL\";\n})(INTERNAL_FORMATS || (INTERNAL_FORMATS = {}));\n/**\n * Maps the compressed texture formats in {@link PIXI.INTERNAL_FORMATS} to the number of bytes taken by\n * each texel.\n * @memberof PIXI\n * @static\n * @ignore\n */\nvar INTERNAL_FORMAT_TO_BYTES_PER_PIXEL = (_a$2 = {},\n // WEBGL_compressed_texture_s3tc\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_S3TC_DXT1_EXT] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT] = 1,\n // WEBGL_compressed_texture_s3tc\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_S3TC_DXT1_EXT] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT] = 1,\n // WEBGL_compressed_texture_etc\n _a$2[INTERNAL_FORMATS.COMPRESSED_R11_EAC] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SIGNED_R11_EAC] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RG11_EAC] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SIGNED_RG11_EAC] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB8_ETC2] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA8_ETC2_EAC] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_ETC2] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5,\n // WEBGL_compressed_texture_pvrtc\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_4BPPV1_IMG] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_2BPPV1_IMG] = 0.25,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG] = 0.25,\n // WEBGL_compressed_texture_etc1\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_ETC1_WEBGL] = 0.5,\n // @see https://www.khronos.org/registry/OpenGL/extensions/AMD/AMD_compressed_ATC_texture.txt\n // WEBGL_compressed_texture_atc\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_ATC_WEBGL] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL] = 1,\n _a$2);\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nfunction __awaiter(thisArg, _arguments, P, generator) {\r\n function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\nfunction __generator(thisArg, body) {\r\n var _ = { label: 0, sent: function() { if (t[0] & 1) { throw t[1]; } return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n function verb(n) { return function (v) { return step([n, v]); }; }\r\n function step(op) {\r\n if (f) { throw new TypeError(\"Generator is already executing.\"); }\r\n while (_) { try {\r\n if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) { return t; }\r\n if (y = 0, t) { op = [op[0] & 2, t.value]; }\r\n switch (op[0]) {\r\n case 0: case 1: t = op; break;\r\n case 4: _.label++; return { value: op[1], done: false };\r\n case 5: _.label++; y = op[1]; op = [0]; continue;\r\n case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n default:\r\n if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n if (t[2]) { _.ops.pop(); }\r\n _.trys.pop(); continue;\r\n }\r\n op = body.call(thisArg, _);\r\n } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; } }\r\n if (op[0] & 5) { throw op[1]; } return { value: op[0] ? op[1] : void 0, done: true };\r\n }\r\n}\n\n/**\n * Resource that fetches texture data over the network and stores it in a buffer.\n * @class\n * @extends PIXI.Resource\n * @memberof PIXI\n */\nvar BlobResource = /** @class */ (function (_super) {\n __extends(BlobResource, _super);\n /**\n * @param {string} source - the URL of the texture file\n * @param {PIXI.IBlobOptions} options\n * @param {boolean}[options.autoLoad] - whether to fetch the data immediately;\n * you can fetch it later via {@link BlobResource#load}\n * @param {boolean}[options.width] - the width in pixels.\n * @param {boolean}[options.height] - the height in pixels.\n */\n function BlobResource(source, options) {\n if (options === void 0) { options = { width: 1, height: 1, autoLoad: true }; }\n var _this = this;\n var origin;\n var data;\n if (typeof source === 'string') {\n origin = source;\n data = new Uint8Array();\n }\n else {\n origin = null;\n data = source;\n }\n _this = _super.call(this, data, options) || this;\n /**\n * The URL of the texture file\n * @member {string}\n */\n _this.origin = origin;\n /**\n * The viewable buffer on the data\n * @member {ViewableBuffer}\n */\n // HINT: BlobResource allows \"null\" sources, assuming the child class provides an alternative\n _this.buffer = data ? new ViewableBuffer(data) : null;\n // Allow autoLoad = \"undefined\" still load the resource by default\n if (_this.origin && options.autoLoad !== false) {\n _this.load();\n }\n if (data && data.length) {\n _this.loaded = true;\n _this.onBlobLoaded(_this.buffer.rawBinaryData);\n }\n return _this;\n }\n BlobResource.prototype.onBlobLoaded = function (_data) {\n // TODO: Override this method\n };\n /** Loads the blob */\n BlobResource.prototype.load = function () {\n return __awaiter(this, void 0, Promise, function () {\n var response, blob, arrayBuffer;\n return __generator(this, function (_a) {\n switch (_a.label) {\n case 0: return [4 /*yield*/, fetch(this.origin)];\n case 1:\n response = _a.sent();\n return [4 /*yield*/, response.blob()];\n case 2:\n blob = _a.sent();\n return [4 /*yield*/, blob.arrayBuffer()];\n case 3:\n arrayBuffer = _a.sent();\n this.data = new Uint32Array(arrayBuffer);\n this.buffer = new ViewableBuffer(arrayBuffer);\n this.loaded = true;\n this.onBlobLoaded(arrayBuffer);\n this.update();\n return [2 /*return*/, this];\n }\n });\n });\n };\n return BlobResource;\n}(BufferResource));\n\n/**\n * Resource for compressed texture formats, as follows: S3TC/DXTn (& their sRGB formats), ATC, ASTC, ETC 1/2, PVRTC.\n *\n * Compressed textures improve performance when rendering is texture-bound. The texture data stays compressed in\n * graphics memory, increasing memory locality and speeding up texture fetches. These formats can also be used to store\n * more detail in the same amount of memory.\n *\n * For most developers, container file formats are a better abstraction instead of directly handling raw texture\n * data. PixiJS provides native support for the following texture file formats (via {@link PIXI.Loader}):\n *\n * **.dds** - the DirectDraw Surface file format stores DXTn (DXT-1,3,5) data. See {@link PIXI.DDSLoader}\n * **.ktx** - the Khronos Texture Container file format supports storing all the supported WebGL compression formats.\n * See {@link PIXI.KTXLoader}.\n * **.basis** - the BASIS supercompressed file format stores texture data in an internal format that is transcoded\n * to the compression format supported on the device at _runtime_. It also supports transcoding into a uncompressed\n * format as a fallback; you must install the `@pixi/basis-loader`, `@pixi/basis-transcoder` packages separately to\n * use these files. See {@link PIXI.BasisLoader}.\n *\n * The loaders for the aforementioned formats use `CompressedTextureResource` internally. It is strongly suggested that\n * they be used instead.\n *\n * ## Working directly with CompressedTextureResource\n *\n * Since `CompressedTextureResource` inherits `BlobResource`, you can provide it a URL pointing to a file containing\n * the raw texture data (with no file headers!):\n *\n * ```js\n * // The resource backing the texture data for your textures.\n * // NOTE: You can also provide a ArrayBufferView instead of a URL. This is used when loading data from a container file\n * // format such as KTX, DDS, or BASIS.\n * const compressedResource = new PIXI.CompressedTextureResource(\"bunny.dxt5\", {\n * format: PIXI.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n * width: 256,\n * height: 256\n * });\n *\n * // You can create a base-texture to the cache, so that future `Texture`s can be created using the `Texture.from` API.\n * const baseTexture = new PIXI.BaseTexture(compressedResource, { pmaMode: PIXI.ALPHA_MODES.NPM });\n *\n * // Create a Texture to add to the TextureCache\n * const texture = new PIXI.Texture(baseTexture);\n *\n * // Add baseTexture & texture to the global texture cache\n * PIXI.BaseTexture.addToCache(baseTexture, \"bunny.dxt5\");\n * PIXI.Texture.addToCache(texture, \"bunny.dxt5\");\n * ```\n * @memberof PIXI\n */\nvar CompressedTextureResource = /** @class */ (function (_super) {\n __extends(CompressedTextureResource, _super);\n /**\n * @param source - the buffer/URL holding the compressed texture data\n * @param options\n * @param {PIXI.INTERNAL_FORMATS} options.format - the compression format\n * @param {number} options.width - the image width in pixels.\n * @param {number} options.height - the image height in pixels.\n * @param {number} [options.level=1] - the mipmap levels stored in the compressed texture, including level 0.\n * @param {number} [options.levelBuffers] - the buffers for each mipmap level. `CompressedTextureResource` can allows you\n * to pass `null` for `source`, for cases where each level is stored in non-contiguous memory.\n */\n function CompressedTextureResource(source, options) {\n var _this = _super.call(this, source, options) || this;\n _this.format = options.format;\n _this.levels = options.levels || 1;\n _this._width = options.width;\n _this._height = options.height;\n _this._extension = CompressedTextureResource._formatToExtension(_this.format);\n if (options.levelBuffers || _this.buffer) {\n // ViewableBuffer doesn't support byteOffset :-( so allow source to be Uint8Array\n _this._levelBuffers = options.levelBuffers\n || CompressedTextureResource._createLevelBuffers(source instanceof Uint8Array ? source : _this.buffer.uint8View, _this.format, _this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode\n _this.width, _this.height);\n }\n return _this;\n }\n /**\n * @override\n * @param renderer - A reference to the current renderer\n * @param _texture - the texture\n * @param _glTexture - texture instance for this webgl context\n */\n CompressedTextureResource.prototype.upload = function (renderer, _texture, _glTexture) {\n var gl = renderer.gl;\n var extension = renderer.context.extensions[this._extension];\n if (!extension) {\n throw new Error(this._extension + \" textures are not supported on the current machine\");\n }\n if (!this._levelBuffers) {\n // Do not try to upload data before BlobResource loads, unless the levelBuffers were provided directly!\n return false;\n }\n for (var i = 0, j = this.levels; i < j; i++) {\n var _a = this._levelBuffers[i], levelID = _a.levelID, levelWidth = _a.levelWidth, levelHeight = _a.levelHeight, levelBuffer = _a.levelBuffer;\n gl.compressedTexImage2D(gl.TEXTURE_2D, levelID, this.format, levelWidth, levelHeight, 0, levelBuffer);\n }\n return true;\n };\n /** @protected */\n CompressedTextureResource.prototype.onBlobLoaded = function () {\n this._levelBuffers = CompressedTextureResource._createLevelBuffers(this.buffer.uint8View, this.format, this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode\n this.width, this.height);\n };\n /**\n * Returns the key (to ContextSystem#extensions) for the WebGL extension supporting the compression format\n * @private\n * @param format - the compression format to get the extension for.\n */\n CompressedTextureResource._formatToExtension = function (format) {\n if (format >= 0x83F0 && format <= 0x83F3) {\n return 's3tc';\n }\n else if (format >= 0x9270 && format <= 0x9279) {\n return 'etc';\n }\n else if (format >= 0x8C00 && format <= 0x8C03) {\n return 'pvrtc';\n }\n else if (format >= 0x8D64) {\n return 'etc1';\n }\n else if (format >= 0x8C92 && format <= 0x87EE) {\n return 'atc';\n }\n throw new Error('Invalid (compressed) texture format given!');\n };\n /**\n * Pre-creates buffer views for each mipmap level\n * @private\n * @param buffer -\n * @param format - compression formats\n * @param levels - mipmap levels\n * @param blockWidth -\n * @param blockHeight -\n * @param imageWidth - width of the image in pixels\n * @param imageHeight - height of the image in pixels\n */\n CompressedTextureResource._createLevelBuffers = function (buffer, format, levels, blockWidth, blockHeight, imageWidth, imageHeight) {\n // The byte-size of the first level buffer\n var buffers = new Array(levels);\n var offset = buffer.byteOffset;\n var levelWidth = imageWidth;\n var levelHeight = imageHeight;\n var alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1);\n var alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1);\n var levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format];\n for (var i = 0; i < levels; i++) {\n buffers[i] = {\n levelID: i,\n levelWidth: levels > 1 ? levelWidth : alignedLevelWidth,\n levelHeight: levels > 1 ? levelHeight : alignedLevelHeight,\n levelBuffer: new Uint8Array(buffer.buffer, offset, levelSize)\n };\n offset += levelSize;\n // Calculate levelBuffer dimensions for next iteration\n levelWidth = (levelWidth >> 1) || 1;\n levelHeight = (levelHeight >> 1) || 1;\n alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1);\n alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1);\n levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format];\n }\n return buffers;\n };\n return CompressedTextureResource;\n}(BlobResource));\n\n/* eslint-enable camelcase */\n/**\n * Loader plugin for handling compressed textures for all platforms.\n * @class\n * @memberof PIXI\n * @implements {PIXI.ILoaderPlugin}\n */\nvar CompressedTextureLoader = /** @class */ (function () {\n function CompressedTextureLoader() {\n }\n /**\n * Called after a compressed-textures manifest is loaded.\n *\n * This will then load the correct compression format for the device. Your manifest should adhere\n * to the following schema:\n *\n * ```js\n * import { INTERNAL_FORMATS } from '@pixi/constants';\n *\n * type CompressedTextureManifest = {\n * textures: Array<{ src: string, format?: keyof INTERNAL_FORMATS}>,\n * cacheID: string;\n * };\n * ```\n *\n * This is an example of a .json manifest file\n *\n * ```json\n * {\n * \"cacheID\":\"asset\",\n * \"textures\":[\n * { \"src\":\"asset.fallback.png\" },\n * { \"format\":\"COMPRESSED_RGBA_S3TC_DXT5_EXT\", \"src\":\"asset.s3tc.ktx\" },\n * { \"format\":\"COMPRESSED_RGBA8_ETC2_EAC\", \"src\":\"asset.etc.ktx\" },\n * { \"format\":\"RGBA_PVRTC_4BPPV1_IMG\", \"src\":\"asset.pvrtc.ktx\" }\n * ]\n * }\n * ```\n */\n CompressedTextureLoader.use = function (resource, next) {\n var data = resource.data;\n var loader = this;\n if (resource.type === LoaderResource.TYPE.JSON\n && data\n && data.cacheID\n && data.textures) {\n var textures = data.textures;\n var textureURL = void 0;\n var fallbackURL = void 0;\n // Search for an extension that holds one the formats\n for (var i = 0, j = textures.length; i < j; i++) {\n var texture = textures[i];\n var url_1 = texture.src;\n var format = texture.format;\n if (!format) {\n fallbackURL = url_1;\n }\n if (CompressedTextureLoader.textureFormats[format]) {\n textureURL = url_1;\n break;\n }\n }\n textureURL = textureURL || fallbackURL;\n // Make sure we have a URL\n if (!textureURL) {\n next(new Error(\"Cannot load compressed-textures in \" + resource.url + \", make sure you provide a fallback\"));\n return;\n }\n if (textureURL === resource.url) {\n // Prevent infinite loops\n next(new Error('URL of compressed texture cannot be the same as the manifest\\'s URL'));\n return;\n }\n var loadOptions = {\n crossOrigin: resource.crossOrigin,\n metadata: resource.metadata.imageMetadata,\n parentResource: resource\n };\n var resourcePath = url.resolve(resource.url.replace(loader.baseUrl, ''), textureURL);\n var resourceName = data.cacheID;\n // The appropriate loader should register the texture\n loader.add(resourceName, resourcePath, loadOptions, function (res) {\n if (res.error) {\n next(res.error);\n return;\n }\n var _a = res.texture, texture = _a === void 0 ? null : _a, _b = res.textures, textures = _b === void 0 ? {} : _b;\n // Make sure texture/textures is assigned to parent resource\n Object.assign(resource, { texture: texture, textures: textures });\n // Pass along any error\n next();\n });\n }\n else {\n next();\n }\n };\n Object.defineProperty(CompressedTextureLoader, \"textureExtensions\", {\n /** Map of available texture extensions. */\n get: function () {\n if (!CompressedTextureLoader._textureExtensions) {\n // Auto-detect WebGL compressed-texture extensions\n var canvas = document.createElement('canvas');\n var gl = canvas.getContext('webgl');\n if (!gl) {\n console.warn('WebGL not available for compressed textures. Silently failing.');\n return {};\n }\n var extensions = {\n s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'),\n s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'),\n etc: gl.getExtension('WEBGL_compressed_texture_etc'),\n etc1: gl.getExtension('WEBGL_compressed_texture_etc1'),\n pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc')\n || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'),\n atc: gl.getExtension('WEBGL_compressed_texture_atc'),\n astc: gl.getExtension('WEBGL_compressed_texture_astc')\n };\n CompressedTextureLoader._textureExtensions = extensions;\n }\n return CompressedTextureLoader._textureExtensions;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(CompressedTextureLoader, \"textureFormats\", {\n /** Map of available texture formats. */\n get: function () {\n if (!CompressedTextureLoader._textureFormats) {\n var extensions = CompressedTextureLoader.textureExtensions;\n CompressedTextureLoader._textureFormats = {};\n // Assign all available compressed-texture formats\n for (var extensionName in extensions) {\n var extension = extensions[extensionName];\n if (!extension) {\n continue;\n }\n Object.assign(CompressedTextureLoader._textureFormats, Object.getPrototypeOf(extension));\n }\n }\n return CompressedTextureLoader._textureFormats;\n },\n enumerable: false,\n configurable: true\n });\n /** @ignore */\n CompressedTextureLoader.extension = ExtensionType.Loader;\n return CompressedTextureLoader;\n}());\n\n/**\n * Creates base-textures and textures for each compressed-texture resource and adds them into the global\n * texture cache. The first texture has two IDs - `${url}`, `${url}-1`; while the rest have an ID of the\n * form `${url}-i`.\n * @param url - the original address of the resources\n * @param resources - the resources backing texture data\n * @ignore\n */\nfunction registerCompressedTextures(url, resources, metadata) {\n var result = {\n textures: {},\n texture: null,\n };\n if (!resources) {\n return result;\n }\n var textures = resources.map(function (resource) {\n return (new Texture(new BaseTexture(resource, Object.assign({\n mipmap: MIPMAP_MODES.OFF,\n alphaMode: ALPHA_MODES.NO_PREMULTIPLIED_ALPHA\n }, metadata))));\n });\n textures.forEach(function (texture, i) {\n var baseTexture = texture.baseTexture;\n var cacheID = url + \"-\" + (i + 1);\n BaseTexture.addToCache(baseTexture, cacheID);\n Texture.addToCache(texture, cacheID);\n if (i === 0) {\n BaseTexture.addToCache(baseTexture, url);\n Texture.addToCache(texture, url);\n result.texture = texture;\n }\n result.textures[cacheID] = texture;\n });\n return result;\n}\n\nvar _a$1, _b$1;\nvar DDS_MAGIC_SIZE = 4;\nvar DDS_HEADER_SIZE = 124;\nvar DDS_HEADER_PF_SIZE = 32;\nvar DDS_HEADER_DX10_SIZE = 20;\n// DDS file format magic word\nvar DDS_MAGIC = 0x20534444;\n/**\n * DWORD offsets of the DDS file header fields (relative to file start).\n * @ignore\n */\nvar DDS_FIELDS = {\n SIZE: 1,\n FLAGS: 2,\n HEIGHT: 3,\n WIDTH: 4,\n MIPMAP_COUNT: 7,\n PIXEL_FORMAT: 19,\n};\n/**\n * DWORD offsets of the DDS PIXEL_FORMAT fields.\n * @ignore\n */\nvar DDS_PF_FIELDS = {\n SIZE: 0,\n FLAGS: 1,\n FOURCC: 2,\n RGB_BITCOUNT: 3,\n R_BIT_MASK: 4,\n G_BIT_MASK: 5,\n B_BIT_MASK: 6,\n A_BIT_MASK: 7\n};\n/**\n * DWORD offsets of the DDS_HEADER_DX10 fields.\n * @ignore\n */\nvar DDS_DX10_FIELDS = {\n DXGI_FORMAT: 0,\n RESOURCE_DIMENSION: 1,\n MISC_FLAG: 2,\n ARRAY_SIZE: 3,\n MISC_FLAGS2: 4\n};\n/**\n * @see https://docs.microsoft.com/en-us/windows/win32/api/dxgiformat/ne-dxgiformat-dxgi_format\n * @ignore\n */\n// This is way over-blown for us! Lend us a hand, and remove the ones that aren't used (but set the remaining\n// ones to their correct value)\nvar DXGI_FORMAT;\n(function (DXGI_FORMAT) {\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_UNKNOWN\"] = 0] = \"DXGI_FORMAT_UNKNOWN\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32A32_TYPELESS\"] = 1] = \"DXGI_FORMAT_R32G32B32A32_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32A32_FLOAT\"] = 2] = \"DXGI_FORMAT_R32G32B32A32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32A32_UINT\"] = 3] = \"DXGI_FORMAT_R32G32B32A32_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32A32_SINT\"] = 4] = \"DXGI_FORMAT_R32G32B32A32_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32_TYPELESS\"] = 5] = \"DXGI_FORMAT_R32G32B32_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32_FLOAT\"] = 6] = \"DXGI_FORMAT_R32G32B32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32_UINT\"] = 7] = \"DXGI_FORMAT_R32G32B32_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32_SINT\"] = 8] = \"DXGI_FORMAT_R32G32B32_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_TYPELESS\"] = 9] = \"DXGI_FORMAT_R16G16B16A16_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_FLOAT\"] = 10] = \"DXGI_FORMAT_R16G16B16A16_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_UNORM\"] = 11] = \"DXGI_FORMAT_R16G16B16A16_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_UINT\"] = 12] = \"DXGI_FORMAT_R16G16B16A16_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_SNORM\"] = 13] = \"DXGI_FORMAT_R16G16B16A16_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_SINT\"] = 14] = \"DXGI_FORMAT_R16G16B16A16_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32_TYPELESS\"] = 15] = \"DXGI_FORMAT_R32G32_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32_FLOAT\"] = 16] = \"DXGI_FORMAT_R32G32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32_UINT\"] = 17] = \"DXGI_FORMAT_R32G32_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32_SINT\"] = 18] = \"DXGI_FORMAT_R32G32_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G8X24_TYPELESS\"] = 19] = \"DXGI_FORMAT_R32G8X24_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_D32_FLOAT_S8X24_UINT\"] = 20] = \"DXGI_FORMAT_D32_FLOAT_S8X24_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS\"] = 21] = \"DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_X32_TYPELESS_G8X24_UINT\"] = 22] = \"DXGI_FORMAT_X32_TYPELESS_G8X24_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R10G10B10A2_TYPELESS\"] = 23] = \"DXGI_FORMAT_R10G10B10A2_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R10G10B10A2_UNORM\"] = 24] = \"DXGI_FORMAT_R10G10B10A2_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R10G10B10A2_UINT\"] = 25] = \"DXGI_FORMAT_R10G10B10A2_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R11G11B10_FLOAT\"] = 26] = \"DXGI_FORMAT_R11G11B10_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_TYPELESS\"] = 27] = \"DXGI_FORMAT_R8G8B8A8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_UNORM\"] = 28] = \"DXGI_FORMAT_R8G8B8A8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_UNORM_SRGB\"] = 29] = \"DXGI_FORMAT_R8G8B8A8_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_UINT\"] = 30] = \"DXGI_FORMAT_R8G8B8A8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_SNORM\"] = 31] = \"DXGI_FORMAT_R8G8B8A8_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_SINT\"] = 32] = \"DXGI_FORMAT_R8G8B8A8_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_TYPELESS\"] = 33] = \"DXGI_FORMAT_R16G16_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_FLOAT\"] = 34] = \"DXGI_FORMAT_R16G16_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_UNORM\"] = 35] = \"DXGI_FORMAT_R16G16_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_UINT\"] = 36] = \"DXGI_FORMAT_R16G16_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_SNORM\"] = 37] = \"DXGI_FORMAT_R16G16_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_SINT\"] = 38] = \"DXGI_FORMAT_R16G16_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_TYPELESS\"] = 39] = \"DXGI_FORMAT_R32_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_D32_FLOAT\"] = 40] = \"DXGI_FORMAT_D32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_FLOAT\"] = 41] = \"DXGI_FORMAT_R32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_UINT\"] = 42] = \"DXGI_FORMAT_R32_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_SINT\"] = 43] = \"DXGI_FORMAT_R32_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R24G8_TYPELESS\"] = 44] = \"DXGI_FORMAT_R24G8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_D24_UNORM_S8_UINT\"] = 45] = \"DXGI_FORMAT_D24_UNORM_S8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R24_UNORM_X8_TYPELESS\"] = 46] = \"DXGI_FORMAT_R24_UNORM_X8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_X24_TYPELESS_G8_UINT\"] = 47] = \"DXGI_FORMAT_X24_TYPELESS_G8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_TYPELESS\"] = 48] = \"DXGI_FORMAT_R8G8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_UNORM\"] = 49] = \"DXGI_FORMAT_R8G8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_UINT\"] = 50] = \"DXGI_FORMAT_R8G8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_SNORM\"] = 51] = \"DXGI_FORMAT_R8G8_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_SINT\"] = 52] = \"DXGI_FORMAT_R8G8_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_TYPELESS\"] = 53] = \"DXGI_FORMAT_R16_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_FLOAT\"] = 54] = \"DXGI_FORMAT_R16_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_D16_UNORM\"] = 55] = \"DXGI_FORMAT_D16_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_UNORM\"] = 56] = \"DXGI_FORMAT_R16_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_UINT\"] = 57] = \"DXGI_FORMAT_R16_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_SNORM\"] = 58] = \"DXGI_FORMAT_R16_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_SINT\"] = 59] = \"DXGI_FORMAT_R16_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_TYPELESS\"] = 60] = \"DXGI_FORMAT_R8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_UNORM\"] = 61] = \"DXGI_FORMAT_R8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_UINT\"] = 62] = \"DXGI_FORMAT_R8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_SNORM\"] = 63] = \"DXGI_FORMAT_R8_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_SINT\"] = 64] = \"DXGI_FORMAT_R8_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_A8_UNORM\"] = 65] = \"DXGI_FORMAT_A8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R1_UNORM\"] = 66] = \"DXGI_FORMAT_R1_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R9G9B9E5_SHAREDEXP\"] = 67] = \"DXGI_FORMAT_R9G9B9E5_SHAREDEXP\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_B8G8_UNORM\"] = 68] = \"DXGI_FORMAT_R8G8_B8G8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_G8R8_G8B8_UNORM\"] = 69] = \"DXGI_FORMAT_G8R8_G8B8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC1_TYPELESS\"] = 70] = \"DXGI_FORMAT_BC1_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC1_UNORM\"] = 71] = \"DXGI_FORMAT_BC1_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC1_UNORM_SRGB\"] = 72] = \"DXGI_FORMAT_BC1_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC2_TYPELESS\"] = 73] = \"DXGI_FORMAT_BC2_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC2_UNORM\"] = 74] = \"DXGI_FORMAT_BC2_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC2_UNORM_SRGB\"] = 75] = \"DXGI_FORMAT_BC2_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC3_TYPELESS\"] = 76] = \"DXGI_FORMAT_BC3_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC3_UNORM\"] = 77] = \"DXGI_FORMAT_BC3_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC3_UNORM_SRGB\"] = 78] = \"DXGI_FORMAT_BC3_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC4_TYPELESS\"] = 79] = \"DXGI_FORMAT_BC4_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC4_UNORM\"] = 80] = \"DXGI_FORMAT_BC4_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC4_SNORM\"] = 81] = \"DXGI_FORMAT_BC4_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC5_TYPELESS\"] = 82] = \"DXGI_FORMAT_BC5_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC5_UNORM\"] = 83] = \"DXGI_FORMAT_BC5_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC5_SNORM\"] = 84] = \"DXGI_FORMAT_BC5_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B5G6R5_UNORM\"] = 85] = \"DXGI_FORMAT_B5G6R5_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B5G5R5A1_UNORM\"] = 86] = \"DXGI_FORMAT_B5G5R5A1_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8A8_UNORM\"] = 87] = \"DXGI_FORMAT_B8G8R8A8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8X8_UNORM\"] = 88] = \"DXGI_FORMAT_B8G8R8X8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM\"] = 89] = \"DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8A8_TYPELESS\"] = 90] = \"DXGI_FORMAT_B8G8R8A8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8A8_UNORM_SRGB\"] = 91] = \"DXGI_FORMAT_B8G8R8A8_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8X8_TYPELESS\"] = 92] = \"DXGI_FORMAT_B8G8R8X8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8X8_UNORM_SRGB\"] = 93] = \"DXGI_FORMAT_B8G8R8X8_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC6H_TYPELESS\"] = 94] = \"DXGI_FORMAT_BC6H_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC6H_UF16\"] = 95] = \"DXGI_FORMAT_BC6H_UF16\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC6H_SF16\"] = 96] = \"DXGI_FORMAT_BC6H_SF16\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC7_TYPELESS\"] = 97] = \"DXGI_FORMAT_BC7_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC7_UNORM\"] = 98] = \"DXGI_FORMAT_BC7_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC7_UNORM_SRGB\"] = 99] = \"DXGI_FORMAT_BC7_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_AYUV\"] = 100] = \"DXGI_FORMAT_AYUV\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_Y410\"] = 101] = \"DXGI_FORMAT_Y410\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_Y416\"] = 102] = \"DXGI_FORMAT_Y416\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_NV12\"] = 103] = \"DXGI_FORMAT_NV12\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_P010\"] = 104] = \"DXGI_FORMAT_P010\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_P016\"] = 105] = \"DXGI_FORMAT_P016\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_420_OPAQUE\"] = 106] = \"DXGI_FORMAT_420_OPAQUE\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_YUY2\"] = 107] = \"DXGI_FORMAT_YUY2\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_Y210\"] = 108] = \"DXGI_FORMAT_Y210\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_Y216\"] = 109] = \"DXGI_FORMAT_Y216\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_NV11\"] = 110] = \"DXGI_FORMAT_NV11\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_AI44\"] = 111] = \"DXGI_FORMAT_AI44\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_IA44\"] = 112] = \"DXGI_FORMAT_IA44\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_P8\"] = 113] = \"DXGI_FORMAT_P8\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_A8P8\"] = 114] = \"DXGI_FORMAT_A8P8\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B4G4R4A4_UNORM\"] = 115] = \"DXGI_FORMAT_B4G4R4A4_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_P208\"] = 116] = \"DXGI_FORMAT_P208\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_V208\"] = 117] = \"DXGI_FORMAT_V208\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_V408\"] = 118] = \"DXGI_FORMAT_V408\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE\"] = 119] = \"DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE\"] = 120] = \"DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_FORCE_UINT\"] = 121] = \"DXGI_FORMAT_FORCE_UINT\";\n})(DXGI_FORMAT || (DXGI_FORMAT = {}));\n/**\n * Possible values of the field {@link DDS_DX10_FIELDS.RESOURCE_DIMENSION}\n * @ignore\n */\nvar D3D10_RESOURCE_DIMENSION;\n(function (D3D10_RESOURCE_DIMENSION) {\n D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION[\"DDS_DIMENSION_TEXTURE1D\"] = 2] = \"DDS_DIMENSION_TEXTURE1D\";\n D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION[\"DDS_DIMENSION_TEXTURE2D\"] = 3] = \"DDS_DIMENSION_TEXTURE2D\";\n D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION[\"DDS_DIMENSION_TEXTURE3D\"] = 6] = \"DDS_DIMENSION_TEXTURE3D\";\n})(D3D10_RESOURCE_DIMENSION || (D3D10_RESOURCE_DIMENSION = {}));\nvar PF_FLAGS = 1;\n// PIXEL_FORMAT flags\nvar DDPF_ALPHA = 0x2;\nvar DDPF_FOURCC = 0x4;\nvar DDPF_RGB = 0x40;\nvar DDPF_YUV = 0x200;\nvar DDPF_LUMINANCE = 0x20000;\n// Four character codes for DXTn formats\nvar FOURCC_DXT1 = 0x31545844;\nvar FOURCC_DXT3 = 0x33545844;\nvar FOURCC_DXT5 = 0x35545844;\nvar FOURCC_DX10 = 0x30315844;\n// Cubemap texture flag (for DDS_DX10_FIELDS.MISC_FLAG)\nvar DDS_RESOURCE_MISC_TEXTURECUBE = 0x4;\n/**\n * Maps `FOURCC_*` formats to internal formats (see {@link PIXI.INTERNAL_FORMATS}).\n * @ignore\n */\nvar FOURCC_TO_FORMAT = (_a$1 = {},\n _a$1[FOURCC_DXT1] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT,\n _a$1[FOURCC_DXT3] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT,\n _a$1[FOURCC_DXT5] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n _a$1);\n/**\n * Maps {@link DXGI_FORMAT} to types/internal-formats (see {@link PIXI.TYPES}, {@link PIXI.INTERNAL_FORMATS})\n * @ignore\n */\nvar DXGI_TO_FORMAT = (_b$1 = {},\n // WEBGL_compressed_texture_s3tc\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n // WEBGL_compressed_texture_s3tc_srgb\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT,\n _b$1);\n/**\n * @class\n * @memberof PIXI\n * @implements {PIXI.ILoaderPlugin}\n * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide\n */\n/**\n * Parses the DDS file header, generates base-textures, and puts them into the texture cache.\n * @param arrayBuffer\n */\nfunction parseDDS(arrayBuffer) {\n var data = new Uint32Array(arrayBuffer);\n var magicWord = data[0];\n if (magicWord !== DDS_MAGIC) {\n throw new Error('Invalid DDS file magic word');\n }\n var header = new Uint32Array(arrayBuffer, 0, DDS_HEADER_SIZE / Uint32Array.BYTES_PER_ELEMENT);\n // DDS header fields\n var height = header[DDS_FIELDS.HEIGHT];\n var width = header[DDS_FIELDS.WIDTH];\n var mipmapCount = header[DDS_FIELDS.MIPMAP_COUNT];\n // PIXEL_FORMAT fields\n var pixelFormat = new Uint32Array(arrayBuffer, DDS_FIELDS.PIXEL_FORMAT * Uint32Array.BYTES_PER_ELEMENT, DDS_HEADER_PF_SIZE / Uint32Array.BYTES_PER_ELEMENT);\n var formatFlags = pixelFormat[PF_FLAGS];\n // File contains compressed texture(s)\n if (formatFlags & DDPF_FOURCC) {\n var fourCC = pixelFormat[DDS_PF_FIELDS.FOURCC];\n // File contains one DXTn compressed texture\n if (fourCC !== FOURCC_DX10) {\n var internalFormat_1 = FOURCC_TO_FORMAT[fourCC];\n var dataOffset_1 = DDS_MAGIC_SIZE + DDS_HEADER_SIZE;\n var texData = new Uint8Array(arrayBuffer, dataOffset_1);\n var resource = new CompressedTextureResource(texData, {\n format: internalFormat_1,\n width: width,\n height: height,\n levels: mipmapCount // CompressedTextureResource will separate the levelBuffers for us!\n });\n return [resource];\n }\n // FOURCC_DX10 indicates there is a 20-byte DDS_HEADER_DX10 after DDS_HEADER\n var dx10Offset = DDS_MAGIC_SIZE + DDS_HEADER_SIZE;\n var dx10Header = new Uint32Array(data.buffer, dx10Offset, DDS_HEADER_DX10_SIZE / Uint32Array.BYTES_PER_ELEMENT);\n var dxgiFormat = dx10Header[DDS_DX10_FIELDS.DXGI_FORMAT];\n var resourceDimension = dx10Header[DDS_DX10_FIELDS.RESOURCE_DIMENSION];\n var miscFlag = dx10Header[DDS_DX10_FIELDS.MISC_FLAG];\n var arraySize = dx10Header[DDS_DX10_FIELDS.ARRAY_SIZE];\n // Map dxgiFormat to PIXI.INTERNAL_FORMATS\n var internalFormat_2 = DXGI_TO_FORMAT[dxgiFormat];\n if (internalFormat_2 === undefined) {\n throw new Error(\"DDSParser cannot parse texture data with DXGI format \" + dxgiFormat);\n }\n if (miscFlag === DDS_RESOURCE_MISC_TEXTURECUBE) {\n // FIXME: Anybody excited about cubemap compressed textures?\n throw new Error('DDSParser does not support cubemap textures');\n }\n if (resourceDimension === D3D10_RESOURCE_DIMENSION.DDS_DIMENSION_TEXTURE3D) {\n // FIXME: Anybody excited about 3D compressed textures?\n throw new Error('DDSParser does not supported 3D texture data');\n }\n // Uint8Array buffers of image data, including all mipmap levels in each image\n var imageBuffers = new Array();\n var dataOffset = DDS_MAGIC_SIZE\n + DDS_HEADER_SIZE\n + DDS_HEADER_DX10_SIZE;\n if (arraySize === 1) {\n // No need bothering with the imageSize calculation!\n imageBuffers.push(new Uint8Array(arrayBuffer, dataOffset));\n }\n else {\n // Calculate imageSize for each texture, and then locate each image's texture data\n var pixelSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[internalFormat_2];\n var imageSize = 0;\n var levelWidth = width;\n var levelHeight = height;\n for (var i = 0; i < mipmapCount; i++) {\n var alignedLevelWidth = Math.max(1, (levelWidth + 3) & ~3);\n var alignedLevelHeight = Math.max(1, (levelHeight + 3) & ~3);\n var levelSize = alignedLevelWidth * alignedLevelHeight * pixelSize;\n imageSize += levelSize;\n levelWidth = levelWidth >>> 1;\n levelHeight = levelHeight >>> 1;\n }\n var imageOffset = dataOffset;\n // NOTE: Cubemaps have 6-images per texture (but they aren't supported so ^_^)\n for (var i = 0; i < arraySize; i++) {\n imageBuffers.push(new Uint8Array(arrayBuffer, imageOffset, imageSize));\n imageOffset += imageSize;\n }\n }\n // Uint8Array -> CompressedTextureResource, and we're done!\n return imageBuffers.map(function (buffer) { return new CompressedTextureResource(buffer, {\n format: internalFormat_2,\n width: width,\n height: height,\n levels: mipmapCount\n }); });\n }\n if (formatFlags & DDPF_RGB) {\n // FIXME: We might want to allow uncompressed *.dds files?\n throw new Error('DDSParser does not support uncompressed texture data.');\n }\n if (formatFlags & DDPF_YUV) {\n // FIXME: Does anybody need this feature?\n throw new Error('DDSParser does not supported YUV uncompressed texture data.');\n }\n if (formatFlags & DDPF_LUMINANCE) {\n // FIXME: Microsoft says older DDS filers use this feature! Probably not worth the effort!\n throw new Error('DDSParser does not support single-channel (lumninance) texture data!');\n }\n if (formatFlags & DDPF_ALPHA) {\n // FIXME: I'm tired! See above =)\n throw new Error('DDSParser does not support single-channel (alpha) texture data!');\n }\n throw new Error('DDSParser failed to load a texture file due to an unknown reason!');\n}\n\nvar _a, _b, _c;\n/**\n * The 12-byte KTX file identifier\n * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.1\n * @ignore\n */\nvar FILE_IDENTIFIER = [0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A];\n/**\n * The value stored in the \"endianness\" field.\n * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.2\n * @ignore\n */\nvar ENDIANNESS = 0x04030201;\n/**\n * Byte offsets of the KTX file header fields\n * @ignore\n */\nvar KTX_FIELDS = {\n FILE_IDENTIFIER: 0,\n ENDIANNESS: 12,\n GL_TYPE: 16,\n GL_TYPE_SIZE: 20,\n GL_FORMAT: 24,\n GL_INTERNAL_FORMAT: 28,\n GL_BASE_INTERNAL_FORMAT: 32,\n PIXEL_WIDTH: 36,\n PIXEL_HEIGHT: 40,\n PIXEL_DEPTH: 44,\n NUMBER_OF_ARRAY_ELEMENTS: 48,\n NUMBER_OF_FACES: 52,\n NUMBER_OF_MIPMAP_LEVELS: 56,\n BYTES_OF_KEY_VALUE_DATA: 60\n};\n/**\n * Byte size of the file header fields in {@code KTX_FIELDS}\n * @ignore\n */\nvar FILE_HEADER_SIZE = 64;\n/**\n * Maps {@link PIXI.TYPES} to the bytes taken per component, excluding those ones that are bit-fields.\n * @ignore\n */\nvar TYPES_TO_BYTES_PER_COMPONENT = (_a = {},\n _a[TYPES.UNSIGNED_BYTE] = 1,\n _a[TYPES.UNSIGNED_SHORT] = 2,\n _a[TYPES.INT] = 4,\n _a[TYPES.UNSIGNED_INT] = 4,\n _a[TYPES.FLOAT] = 4,\n _a[TYPES.HALF_FLOAT] = 8,\n _a);\n/**\n * Number of components in each {@link PIXI.FORMATS}\n * @ignore\n */\nvar FORMATS_TO_COMPONENTS = (_b = {},\n _b[FORMATS.RGBA] = 4,\n _b[FORMATS.RGB] = 3,\n _b[FORMATS.RG] = 2,\n _b[FORMATS.RED] = 1,\n _b[FORMATS.LUMINANCE] = 1,\n _b[FORMATS.LUMINANCE_ALPHA] = 2,\n _b[FORMATS.ALPHA] = 1,\n _b);\n/**\n * Number of bytes per pixel in bit-field types in {@link PIXI.TYPES}\n * @ignore\n */\nvar TYPES_TO_BYTES_PER_PIXEL = (_c = {},\n _c[TYPES.UNSIGNED_SHORT_4_4_4_4] = 2,\n _c[TYPES.UNSIGNED_SHORT_5_5_5_1] = 2,\n _c[TYPES.UNSIGNED_SHORT_5_6_5] = 2,\n _c);\nfunction parseKTX(url, arrayBuffer, loadKeyValueData) {\n if (loadKeyValueData === void 0) { loadKeyValueData = false; }\n var dataView = new DataView(arrayBuffer);\n if (!validate(url, dataView)) {\n return null;\n }\n var littleEndian = dataView.getUint32(KTX_FIELDS.ENDIANNESS, true) === ENDIANNESS;\n var glType = dataView.getUint32(KTX_FIELDS.GL_TYPE, littleEndian);\n // const glTypeSize = dataView.getUint32(KTX_FIELDS.GL_TYPE_SIZE, littleEndian);\n var glFormat = dataView.getUint32(KTX_FIELDS.GL_FORMAT, littleEndian);\n var glInternalFormat = dataView.getUint32(KTX_FIELDS.GL_INTERNAL_FORMAT, littleEndian);\n var pixelWidth = dataView.getUint32(KTX_FIELDS.PIXEL_WIDTH, littleEndian);\n var pixelHeight = dataView.getUint32(KTX_FIELDS.PIXEL_HEIGHT, littleEndian) || 1; // \"pixelHeight = 0\" -> \"1\"\n var pixelDepth = dataView.getUint32(KTX_FIELDS.PIXEL_DEPTH, littleEndian) || 1; // ^^\n var numberOfArrayElements = dataView.getUint32(KTX_FIELDS.NUMBER_OF_ARRAY_ELEMENTS, littleEndian) || 1; // ^^\n var numberOfFaces = dataView.getUint32(KTX_FIELDS.NUMBER_OF_FACES, littleEndian);\n var numberOfMipmapLevels = dataView.getUint32(KTX_FIELDS.NUMBER_OF_MIPMAP_LEVELS, littleEndian);\n var bytesOfKeyValueData = dataView.getUint32(KTX_FIELDS.BYTES_OF_KEY_VALUE_DATA, littleEndian);\n // Whether the platform architecture is little endian. If littleEndian !== platformLittleEndian, then the\n // file contents must be endian-converted!\n // TODO: Endianness conversion\n // const platformLittleEndian = new Uint8Array((new Uint32Array([ENDIANNESS])).buffer)[0] === 0x01;\n if (pixelHeight === 0 || pixelDepth !== 1) {\n throw new Error('Only 2D textures are supported');\n }\n if (numberOfFaces !== 1) {\n throw new Error('CubeTextures are not supported by KTXLoader yet!');\n }\n if (numberOfArrayElements !== 1) {\n // TODO: Support splitting array-textures into multiple BaseTextures\n throw new Error('WebGL does not support array textures');\n }\n // TODO: 8x4 blocks for 2bpp pvrtc\n var blockWidth = 4;\n var blockHeight = 4;\n var alignedWidth = (pixelWidth + 3) & ~3;\n var alignedHeight = (pixelHeight + 3) & ~3;\n var imageBuffers = new Array(numberOfArrayElements);\n var imagePixels = pixelWidth * pixelHeight;\n if (glType === 0) {\n // Align to 16 pixels (4x4 blocks)\n imagePixels = alignedWidth * alignedHeight;\n }\n var imagePixelByteSize;\n if (glType !== 0) {\n // Uncompressed texture format\n if (TYPES_TO_BYTES_PER_COMPONENT[glType]) {\n imagePixelByteSize = TYPES_TO_BYTES_PER_COMPONENT[glType] * FORMATS_TO_COMPONENTS[glFormat];\n }\n else {\n imagePixelByteSize = TYPES_TO_BYTES_PER_PIXEL[glType];\n }\n }\n else {\n imagePixelByteSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[glInternalFormat];\n }\n if (imagePixelByteSize === undefined) {\n throw new Error('Unable to resolve the pixel format stored in the *.ktx file!');\n }\n var kvData = loadKeyValueData\n ? parseKvData(dataView, bytesOfKeyValueData, littleEndian)\n : null;\n var imageByteSize = imagePixels * imagePixelByteSize;\n var mipByteSize = imageByteSize;\n var mipWidth = pixelWidth;\n var mipHeight = pixelHeight;\n var alignedMipWidth = alignedWidth;\n var alignedMipHeight = alignedHeight;\n var imageOffset = FILE_HEADER_SIZE + bytesOfKeyValueData;\n for (var mipmapLevel = 0; mipmapLevel < numberOfMipmapLevels; mipmapLevel++) {\n var imageSize = dataView.getUint32(imageOffset, littleEndian);\n var elementOffset = imageOffset + 4;\n for (var arrayElement = 0; arrayElement < numberOfArrayElements; arrayElement++) {\n // TODO: Maybe support 3D textures? :-)\n // for (let zSlice = 0; zSlice < pixelDepth; zSlice)\n var mips = imageBuffers[arrayElement];\n if (!mips) {\n mips = imageBuffers[arrayElement] = new Array(numberOfMipmapLevels);\n }\n mips[mipmapLevel] = {\n levelID: mipmapLevel,\n // don't align mipWidth when texture not compressed! (glType not zero)\n levelWidth: numberOfMipmapLevels > 1 || glType !== 0 ? mipWidth : alignedMipWidth,\n levelHeight: numberOfMipmapLevels > 1 || glType !== 0 ? mipHeight : alignedMipHeight,\n levelBuffer: new Uint8Array(arrayBuffer, elementOffset, mipByteSize)\n };\n elementOffset += mipByteSize;\n }\n // HINT: Aligns to 4-byte boundary after jumping imageSize (in lieu of mipPadding)\n imageOffset += imageSize + 4; // (+4 to jump the imageSize field itself)\n imageOffset = imageOffset % 4 !== 0 ? imageOffset + 4 - (imageOffset % 4) : imageOffset;\n // Calculate mipWidth, mipHeight for _next_ iteration\n mipWidth = (mipWidth >> 1) || 1;\n mipHeight = (mipHeight >> 1) || 1;\n alignedMipWidth = (mipWidth + blockWidth - 1) & ~(blockWidth - 1);\n alignedMipHeight = (mipHeight + blockHeight - 1) & ~(blockHeight - 1);\n // Each mipmap level is 4-times smaller?\n mipByteSize = alignedMipWidth * alignedMipHeight * imagePixelByteSize;\n }\n // We use the levelBuffers feature of CompressedTextureResource b/c texture data is image-major, not level-major.\n if (glType !== 0) {\n return {\n uncompressed: imageBuffers.map(function (levelBuffers) {\n var buffer = levelBuffers[0].levelBuffer;\n var convertToInt = false;\n if (glType === TYPES.FLOAT) {\n buffer = new Float32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4);\n }\n else if (glType === TYPES.UNSIGNED_INT) {\n convertToInt = true;\n buffer = new Uint32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4);\n }\n else if (glType === TYPES.INT) {\n convertToInt = true;\n buffer = new Int32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4);\n }\n return {\n resource: new BufferResource(buffer, {\n width: levelBuffers[0].levelWidth,\n height: levelBuffers[0].levelHeight,\n }),\n type: glType,\n format: convertToInt ? convertFormatToInteger(glFormat) : glFormat,\n };\n }),\n kvData: kvData\n };\n }\n return {\n compressed: imageBuffers.map(function (levelBuffers) { return new CompressedTextureResource(null, {\n format: glInternalFormat,\n width: pixelWidth,\n height: pixelHeight,\n levels: numberOfMipmapLevels,\n levelBuffers: levelBuffers,\n }); }),\n kvData: kvData\n };\n}\n/**\n * Checks whether the arrayBuffer contains a valid *.ktx file.\n * @param url\n * @param dataView\n */\nfunction validate(url, dataView) {\n // NOTE: Do not optimize this into 3 32-bit integer comparison because the endianness\n // of the data is not specified.\n for (var i = 0; i < FILE_IDENTIFIER.length; i++) {\n if (dataView.getUint8(i) !== FILE_IDENTIFIER[i]) {\n console.error(url + \" is not a valid *.ktx file!\");\n return false;\n }\n }\n return true;\n}\nfunction convertFormatToInteger(format) {\n switch (format) {\n case FORMATS.RGBA: return FORMATS.RGBA_INTEGER;\n case FORMATS.RGB: return FORMATS.RGB_INTEGER;\n case FORMATS.RG: return FORMATS.RG_INTEGER;\n case FORMATS.RED: return FORMATS.RED_INTEGER;\n default: return format;\n }\n}\nfunction parseKvData(dataView, bytesOfKeyValueData, littleEndian) {\n var kvData = new Map();\n var bytesIntoKeyValueData = 0;\n while (bytesIntoKeyValueData < bytesOfKeyValueData) {\n var keyAndValueByteSize = dataView.getUint32(FILE_HEADER_SIZE + bytesIntoKeyValueData, littleEndian);\n var keyAndValueByteOffset = FILE_HEADER_SIZE + bytesIntoKeyValueData + 4;\n var valuePadding = 3 - ((keyAndValueByteSize + 3) % 4);\n // Bounds check\n if (keyAndValueByteSize === 0 || keyAndValueByteSize > bytesOfKeyValueData - bytesIntoKeyValueData) {\n console.error('KTXLoader: keyAndValueByteSize out of bounds');\n break;\n }\n // Note: keyNulByte can't be 0 otherwise the key is an empty string.\n var keyNulByte = 0;\n for (; keyNulByte < keyAndValueByteSize; keyNulByte++) {\n if (dataView.getUint8(keyAndValueByteOffset + keyNulByte) === 0x00) {\n break;\n }\n }\n if (keyNulByte === -1) {\n console.error('KTXLoader: Failed to find null byte terminating kvData key');\n break;\n }\n var key = new TextDecoder().decode(new Uint8Array(dataView.buffer, keyAndValueByteOffset, keyNulByte));\n var value = new DataView(dataView.buffer, keyAndValueByteOffset + keyNulByte + 1, keyAndValueByteSize - keyNulByte - 1);\n kvData.set(key, value);\n // 4 = the keyAndValueByteSize field itself\n // keyAndValueByteSize = the bytes taken by the key and value\n // valuePadding = extra padding to align with 4 bytes\n bytesIntoKeyValueData += 4 + keyAndValueByteSize + valuePadding;\n }\n return kvData;\n}\n\n// Set DDS files to be loaded as an ArrayBuffer\nLoaderResource.setExtensionXhrType('dds', LoaderResource.XHR_RESPONSE_TYPE.BUFFER);\n/**\n * @class\n * @memberof PIXI\n * @implements {PIXI.ILoaderPlugin}\n * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide\n */\nvar DDSLoader = /** @class */ (function () {\n function DDSLoader() {\n }\n /**\n * Registers a DDS compressed texture\n * @see PIXI.Loader.loaderMiddleware\n * @param resource - loader resource that is checked to see if it is a DDS file\n * @param next - callback Function to call when done\n */\n DDSLoader.use = function (resource, next) {\n if (resource.extension === 'dds' && resource.data) {\n try {\n Object.assign(resource, registerCompressedTextures(resource.name || resource.url, parseDDS(resource.data), resource.metadata));\n }\n catch (err) {\n next(err);\n return;\n }\n }\n next();\n };\n /** @ignore */\n DDSLoader.extension = ExtensionType.Loader;\n return DDSLoader;\n}());\n\n// Set KTX files to be loaded as an ArrayBuffer\nLoaderResource.setExtensionXhrType('ktx', LoaderResource.XHR_RESPONSE_TYPE.BUFFER);\n/**\n * Loader plugin for handling KTX texture container files.\n *\n * This KTX loader does not currently support the following features:\n * * cube textures\n * * 3D textures\n * * endianness conversion for big-endian machines\n * * embedded *.basis files\n *\n * It does supports the following features:\n * * multiple textures per file\n * * mipmapping (only for compressed formats)\n * * vendor-specific key/value data parsing (enable {@link PIXI.KTXLoader.loadKeyValueData})\n * @class\n * @memberof PIXI\n * @implements {PIXI.ILoaderPlugin}\n */\nvar KTXLoader = /** @class */ (function () {\n function KTXLoader() {\n }\n /**\n * Called after a KTX file is loaded.\n *\n * This will parse the KTX file header and add a {@code BaseTexture} to the texture\n * cache.\n * @see PIXI.Loader.loaderMiddleware\n * @param resource - loader resource that is checked to see if it is a KTX file\n * @param next - callback Function to call when done\n */\n KTXLoader.use = function (resource, next) {\n if (resource.extension === 'ktx' && resource.data) {\n try {\n var url_1 = resource.name || resource.url;\n var _a = parseKTX(url_1, resource.data, this.loadKeyValueData), compressed = _a.compressed, uncompressed = _a.uncompressed, kvData_1 = _a.kvData;\n if (compressed) {\n var result = registerCompressedTextures(url_1, compressed, resource.metadata);\n if (kvData_1 && result.textures) {\n for (var textureId in result.textures) {\n result.textures[textureId].baseTexture.ktxKeyValueData = kvData_1;\n }\n }\n Object.assign(resource, result);\n }\n else if (uncompressed) {\n var textures_1 = {};\n uncompressed.forEach(function (image, i) {\n var texture = new Texture(new BaseTexture(image.resource, {\n mipmap: MIPMAP_MODES.OFF,\n alphaMode: ALPHA_MODES.NO_PREMULTIPLIED_ALPHA,\n type: image.type,\n format: image.format,\n }));\n var cacheID = url_1 + \"-\" + (i + 1);\n if (kvData_1)\n { texture.baseTexture.ktxKeyValueData = kvData_1; }\n BaseTexture.addToCache(texture.baseTexture, cacheID);\n Texture.addToCache(texture, cacheID);\n if (i === 0) {\n textures_1[url_1] = texture;\n BaseTexture.addToCache(texture.baseTexture, url_1);\n Texture.addToCache(texture, url_1);\n }\n textures_1[cacheID] = texture;\n });\n Object.assign(resource, { textures: textures_1 });\n }\n }\n catch (err) {\n next(err);\n return;\n }\n }\n next();\n };\n /** @ignore */\n KTXLoader.extension = ExtensionType.Loader;\n /**\n * If set to `true`, {@link PIXI.KTXLoader} will parse key-value data in KTX textures. This feature relies\n * on the [Encoding Standard]{@link https://encoding.spec.whatwg.org}.\n *\n * The key-value data will be available on the base-textures as {@code PIXI.BaseTexture.ktxKeyValueData}. They\n * will hold a reference to the texture data buffer, so make sure to delete key-value data once you are done\n * using it.\n */\n KTXLoader.loadKeyValueData = false;\n return KTXLoader;\n}());\n\nexport { BlobResource, CompressedTextureLoader, CompressedTextureResource, DDSLoader, FORMATS_TO_COMPONENTS, INTERNAL_FORMATS, INTERNAL_FORMAT_TO_BYTES_PER_PIXEL, KTXLoader, TYPES_TO_BYTES_PER_COMPONENT, TYPES_TO_BYTES_PER_PIXEL, parseDDS, parseKTX };\n//# sourceMappingURL=compressed-textures.mjs.map\n","/*!\n * @pixi/particle-container - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/particle-container is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { BLEND_MODES, TYPES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { hex2rgb, createIndicesForQuads, correctBlendMode, premultiplyRgba, premultiplyTint } from '@pixi/utils';\nimport { Geometry, Buffer, ExtensionType, ObjectRenderer, Shader, State } from '@pixi/core';\nimport { Matrix } from '@pixi/math';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * The ParticleContainer class is a really fast version of the Container built solely for speed,\n * so use when you need a lot of sprites or particles.\n *\n * The tradeoff of the ParticleContainer is that most advanced functionality will not work.\n * ParticleContainer implements the basic object transform (position, scale, rotation)\n * and some advanced functionality like tint (as of v4.5.6).\n *\n * Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch.\n *\n * It's extremely easy to use:\n * ```js\n * let container = new ParticleContainer();\n *\n * for (let i = 0; i < 100; ++i)\n * {\n * let sprite = PIXI.Sprite.from(\"myImage.png\");\n * container.addChild(sprite);\n * }\n * ```\n *\n * And here you have a hundred sprites that will be rendered at the speed of light.\n * @memberof PIXI\n */\nvar ParticleContainer = /** @class */ (function (_super) {\n __extends(ParticleContainer, _super);\n /**\n * @param maxSize - The maximum number of particles that can be rendered by the container.\n * Affects size of allocated buffers.\n * @param properties - The properties of children that should be uploaded to the gpu and applied.\n * @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied.\n * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`.\n * @param {boolean} [properties.position=true] - When true, position be uploaded and applied.\n * @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied.\n * @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied.\n * @param {boolean} [properties.tint=false] - When true, alpha and tint be uploaded and applied.\n * @param {number} [batchSize=16384] - Number of particles per batch. If less than maxSize, it uses maxSize instead.\n * @param {boolean} [autoResize=false] - If true, container allocates more batches in case\n * there are more than `maxSize` particles.\n */\n function ParticleContainer(maxSize, properties, batchSize, autoResize) {\n if (maxSize === void 0) { maxSize = 1500; }\n if (batchSize === void 0) { batchSize = 16384; }\n if (autoResize === void 0) { autoResize = false; }\n var _this = _super.call(this) || this;\n // Making sure the batch size is valid\n // 65535 is max vertex index in the index buffer (see ParticleRenderer)\n // so max number of particles is 65536 / 4 = 16384\n var maxBatchSize = 16384;\n if (batchSize > maxBatchSize) {\n batchSize = maxBatchSize;\n }\n _this._properties = [false, true, false, false, false];\n _this._maxSize = maxSize;\n _this._batchSize = batchSize;\n _this._buffers = null;\n _this._bufferUpdateIDs = [];\n _this._updateID = 0;\n _this.interactiveChildren = false;\n _this.blendMode = BLEND_MODES.NORMAL;\n _this.autoResize = autoResize;\n _this.roundPixels = true;\n _this.baseTexture = null;\n _this.setProperties(properties);\n _this._tint = 0;\n _this.tintRgb = new Float32Array(4);\n _this.tint = 0xFFFFFF;\n return _this;\n }\n /**\n * Sets the private properties array to dynamic / static based on the passed properties object\n * @param properties - The properties to be uploaded\n */\n ParticleContainer.prototype.setProperties = function (properties) {\n if (properties) {\n this._properties[0] = 'vertices' in properties || 'scale' in properties\n ? !!properties.vertices || !!properties.scale : this._properties[0];\n this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1];\n this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2];\n this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3];\n this._properties[4] = 'tint' in properties || 'alpha' in properties\n ? !!properties.tint || !!properties.alpha : this._properties[4];\n }\n };\n ParticleContainer.prototype.updateTransform = function () {\n // TODO don't need to!\n this.displayObjectUpdateTransform();\n };\n Object.defineProperty(ParticleContainer.prototype, \"tint\", {\n /**\n * The tint applied to the container. This is a hex value.\n * A value of 0xFFFFFF will remove any tint effect.\n * IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.\n * @default 0xFFFFFF\n */\n get: function () {\n return this._tint;\n },\n set: function (value) {\n this._tint = value;\n hex2rgb(value, this.tintRgb);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Renders the container using the WebGL renderer.\n * @param renderer - The WebGL renderer.\n */\n ParticleContainer.prototype.render = function (renderer) {\n var _this = this;\n if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) {\n return;\n }\n if (!this.baseTexture) {\n this.baseTexture = this.children[0]._texture.baseTexture;\n if (!this.baseTexture.valid) {\n this.baseTexture.once('update', function () { return _this.onChildrenChange(0); });\n }\n }\n renderer.batch.setObjectRenderer(renderer.plugins.particle);\n renderer.plugins.particle.render(this);\n };\n /**\n * Set the flag that static data should be updated to true\n * @param smallestChildIndex - The smallest child index.\n */\n ParticleContainer.prototype.onChildrenChange = function (smallestChildIndex) {\n var bufferIndex = Math.floor(smallestChildIndex / this._batchSize);\n while (this._bufferUpdateIDs.length < bufferIndex) {\n this._bufferUpdateIDs.push(0);\n }\n this._bufferUpdateIDs[bufferIndex] = ++this._updateID;\n };\n ParticleContainer.prototype.dispose = function () {\n if (this._buffers) {\n for (var i = 0; i < this._buffers.length; ++i) {\n this._buffers[i].destroy();\n }\n this._buffers = null;\n }\n };\n /**\n * Destroys the container\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their\n * destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n ParticleContainer.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this, options);\n this.dispose();\n this._properties = null;\n this._buffers = null;\n this._bufferUpdateIDs = null;\n };\n return ParticleContainer;\n}(Container));\n\n/*\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that\n * they now share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's ParticleBuffer:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java\n */\n/**\n * The particle buffer manages the static and dynamic buffers for a particle container.\n * @private\n * @memberof PIXI\n */\nvar ParticleBuffer = /** @class */ (function () {\n /**\n * @param {object} properties - The properties to upload.\n * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic.\n * @param {number} size - The size of the batch.\n */\n function ParticleBuffer(properties, dynamicPropertyFlags, size) {\n this.geometry = new Geometry();\n this.indexBuffer = null;\n this.size = size;\n this.dynamicProperties = [];\n this.staticProperties = [];\n for (var i = 0; i < properties.length; ++i) {\n var property = properties[i];\n // Make copy of properties object so that when we edit the offset it doesn't\n // change all other instances of the object literal\n property = {\n attributeName: property.attributeName,\n size: property.size,\n uploadFunction: property.uploadFunction,\n type: property.type || TYPES.FLOAT,\n offset: property.offset,\n };\n if (dynamicPropertyFlags[i]) {\n this.dynamicProperties.push(property);\n }\n else {\n this.staticProperties.push(property);\n }\n }\n this.staticStride = 0;\n this.staticBuffer = null;\n this.staticData = null;\n this.staticDataUint32 = null;\n this.dynamicStride = 0;\n this.dynamicBuffer = null;\n this.dynamicData = null;\n this.dynamicDataUint32 = null;\n this._updateID = 0;\n this.initBuffers();\n }\n /** Sets up the renderer context and necessary buffers. */\n ParticleBuffer.prototype.initBuffers = function () {\n var geometry = this.geometry;\n var dynamicOffset = 0;\n this.indexBuffer = new Buffer(createIndicesForQuads(this.size), true, true);\n geometry.addIndex(this.indexBuffer);\n this.dynamicStride = 0;\n for (var i = 0; i < this.dynamicProperties.length; ++i) {\n var property = this.dynamicProperties[i];\n property.offset = dynamicOffset;\n dynamicOffset += property.size;\n this.dynamicStride += property.size;\n }\n var dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4);\n this.dynamicData = new Float32Array(dynBuffer);\n this.dynamicDataUint32 = new Uint32Array(dynBuffer);\n this.dynamicBuffer = new Buffer(this.dynamicData, false, false);\n // static //\n var staticOffset = 0;\n this.staticStride = 0;\n for (var i = 0; i < this.staticProperties.length; ++i) {\n var property = this.staticProperties[i];\n property.offset = staticOffset;\n staticOffset += property.size;\n this.staticStride += property.size;\n }\n var statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4);\n this.staticData = new Float32Array(statBuffer);\n this.staticDataUint32 = new Uint32Array(statBuffer);\n this.staticBuffer = new Buffer(this.staticData, true, false);\n for (var i = 0; i < this.dynamicProperties.length; ++i) {\n var property = this.dynamicProperties[i];\n geometry.addAttribute(property.attributeName, this.dynamicBuffer, 0, property.type === TYPES.UNSIGNED_BYTE, property.type, this.dynamicStride * 4, property.offset * 4);\n }\n for (var i = 0; i < this.staticProperties.length; ++i) {\n var property = this.staticProperties[i];\n geometry.addAttribute(property.attributeName, this.staticBuffer, 0, property.type === TYPES.UNSIGNED_BYTE, property.type, this.staticStride * 4, property.offset * 4);\n }\n };\n /**\n * Uploads the dynamic properties.\n * @param children - The children to upload.\n * @param startIndex - The index to start at.\n * @param amount - The number to upload.\n */\n ParticleBuffer.prototype.uploadDynamic = function (children, startIndex, amount) {\n for (var i = 0; i < this.dynamicProperties.length; i++) {\n var property = this.dynamicProperties[i];\n property.uploadFunction(children, startIndex, amount, property.type === TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData, this.dynamicStride, property.offset);\n }\n this.dynamicBuffer._updateID++;\n };\n /**\n * Uploads the static properties.\n * @param children - The children to upload.\n * @param startIndex - The index to start at.\n * @param amount - The number to upload.\n */\n ParticleBuffer.prototype.uploadStatic = function (children, startIndex, amount) {\n for (var i = 0; i < this.staticProperties.length; i++) {\n var property = this.staticProperties[i];\n property.uploadFunction(children, startIndex, amount, property.type === TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData, this.staticStride, property.offset);\n }\n this.staticBuffer._updateID++;\n };\n /** Destroys the ParticleBuffer. */\n ParticleBuffer.prototype.destroy = function () {\n this.indexBuffer = null;\n this.dynamicProperties = null;\n this.dynamicBuffer = null;\n this.dynamicData = null;\n this.dynamicDataUint32 = null;\n this.staticProperties = null;\n this.staticBuffer = null;\n this.staticData = null;\n this.staticDataUint32 = null;\n // all buffers are destroyed inside geometry\n this.geometry.destroy();\n };\n return ParticleBuffer;\n}());\n\nvar fragment = \"varying vec2 vTextureCoord;\\nvarying vec4 vColor;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n vec4 color = texture2D(uSampler, vTextureCoord) * vColor;\\n gl_FragColor = color;\\n}\";\n\nvar vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\nattribute vec4 aColor;\\n\\nattribute vec2 aPositionCoord;\\nattribute float aRotation;\\n\\nuniform mat3 translationMatrix;\\nuniform vec4 uColor;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\n\\nvoid main(void){\\n float x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);\\n float y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);\\n\\n vec2 v = vec2(x, y);\\n v = v + aPositionCoord;\\n\\n gl_Position = vec4((translationMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vColor = aColor * uColor;\\n}\\n\";\n\n/*\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now\n * share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's ParticleRenderer:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java\n */\n/**\n * Renderer for Particles that is designer for speed over feature set.\n * @memberof PIXI\n */\nvar ParticleRenderer = /** @class */ (function (_super) {\n __extends(ParticleRenderer, _super);\n /**\n * @param renderer - The renderer this sprite batch works for.\n */\n function ParticleRenderer(renderer) {\n var _this = _super.call(this, renderer) || this;\n // 65535 is max vertex index in the index buffer (see ParticleRenderer)\n // so max number of particles is 65536 / 4 = 16384\n // and max number of element in the index buffer is 16384 * 6 = 98304\n // Creating a full index buffer, overhead is 98304 * 2 = 196Ko\n // let numIndices = 98304;\n _this.shader = null;\n _this.properties = null;\n _this.tempMatrix = new Matrix();\n _this.properties = [\n // verticesData\n {\n attributeName: 'aVertexPosition',\n size: 2,\n uploadFunction: _this.uploadVertices,\n offset: 0,\n },\n // positionData\n {\n attributeName: 'aPositionCoord',\n size: 2,\n uploadFunction: _this.uploadPosition,\n offset: 0,\n },\n // rotationData\n {\n attributeName: 'aRotation',\n size: 1,\n uploadFunction: _this.uploadRotation,\n offset: 0,\n },\n // uvsData\n {\n attributeName: 'aTextureCoord',\n size: 2,\n uploadFunction: _this.uploadUvs,\n offset: 0,\n },\n // tintData\n {\n attributeName: 'aColor',\n size: 1,\n type: TYPES.UNSIGNED_BYTE,\n uploadFunction: _this.uploadTint,\n offset: 0,\n } ];\n _this.shader = Shader.from(vertex, fragment, {});\n _this.state = State.for2d();\n return _this;\n }\n /**\n * Renders the particle container object.\n * @param container - The container to render using this ParticleRenderer.\n */\n ParticleRenderer.prototype.render = function (container) {\n var children = container.children;\n var maxSize = container._maxSize;\n var batchSize = container._batchSize;\n var renderer = this.renderer;\n var totalChildren = children.length;\n if (totalChildren === 0) {\n return;\n }\n else if (totalChildren > maxSize && !container.autoResize) {\n totalChildren = maxSize;\n }\n var buffers = container._buffers;\n if (!buffers) {\n buffers = container._buffers = this.generateBuffers(container);\n }\n var baseTexture = children[0]._texture.baseTexture;\n var premultiplied = baseTexture.alphaMode > 0;\n // if the uvs have not updated then no point rendering just yet!\n this.state.blendMode = correctBlendMode(container.blendMode, premultiplied);\n renderer.state.set(this.state);\n var gl = renderer.gl;\n var m = container.worldTransform.copyTo(this.tempMatrix);\n m.prepend(renderer.globalUniforms.uniforms.projectionMatrix);\n this.shader.uniforms.translationMatrix = m.toArray(true);\n this.shader.uniforms.uColor = premultiplyRgba(container.tintRgb, container.worldAlpha, this.shader.uniforms.uColor, premultiplied);\n this.shader.uniforms.uSampler = baseTexture;\n this.renderer.shader.bind(this.shader);\n var updateStatic = false;\n // now lets upload and render the buffers..\n for (var i = 0, j = 0; i < totalChildren; i += batchSize, j += 1) {\n var amount = (totalChildren - i);\n if (amount > batchSize) {\n amount = batchSize;\n }\n if (j >= buffers.length) {\n buffers.push(this._generateOneMoreBuffer(container));\n }\n var buffer = buffers[j];\n // we always upload the dynamic\n buffer.uploadDynamic(children, i, amount);\n var bid = container._bufferUpdateIDs[j] || 0;\n updateStatic = updateStatic || (buffer._updateID < bid);\n // we only upload the static content when we have to!\n if (updateStatic) {\n buffer._updateID = container._updateID;\n buffer.uploadStatic(children, i, amount);\n }\n // bind the buffer\n renderer.geometry.bind(buffer.geometry);\n gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0);\n }\n };\n /**\n * Creates one particle buffer for each child in the container we want to render and updates internal properties.\n * @param container - The container to render using this ParticleRenderer\n * @returns - The buffers\n */\n ParticleRenderer.prototype.generateBuffers = function (container) {\n var buffers = [];\n var size = container._maxSize;\n var batchSize = container._batchSize;\n var dynamicPropertyFlags = container._properties;\n for (var i = 0; i < size; i += batchSize) {\n buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize));\n }\n return buffers;\n };\n /**\n * Creates one more particle buffer, because container has autoResize feature.\n * @param container - The container to render using this ParticleRenderer\n * @returns - The generated buffer\n */\n ParticleRenderer.prototype._generateOneMoreBuffer = function (container) {\n var batchSize = container._batchSize;\n var dynamicPropertyFlags = container._properties;\n return new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize);\n };\n /**\n * Uploads the vertices.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their vertices uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadVertices = function (children, startIndex, amount, array, stride, offset) {\n var w0 = 0;\n var w1 = 0;\n var h0 = 0;\n var h1 = 0;\n for (var i = 0; i < amount; ++i) {\n var sprite = children[startIndex + i];\n var texture = sprite._texture;\n var sx = sprite.scale.x;\n var sy = sprite.scale.y;\n var trim = texture.trim;\n var orig = texture.orig;\n if (trim) {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the\n // extra space before transforming the sprite coords..\n w1 = trim.x - (sprite.anchor.x * orig.width);\n w0 = w1 + trim.width;\n h1 = trim.y - (sprite.anchor.y * orig.height);\n h0 = h1 + trim.height;\n }\n else {\n w0 = (orig.width) * (1 - sprite.anchor.x);\n w1 = (orig.width) * -sprite.anchor.x;\n h0 = orig.height * (1 - sprite.anchor.y);\n h1 = orig.height * -sprite.anchor.y;\n }\n array[offset] = w1 * sx;\n array[offset + 1] = h1 * sy;\n array[offset + stride] = w0 * sx;\n array[offset + stride + 1] = h1 * sy;\n array[offset + (stride * 2)] = w0 * sx;\n array[offset + (stride * 2) + 1] = h0 * sy;\n array[offset + (stride * 3)] = w1 * sx;\n array[offset + (stride * 3) + 1] = h0 * sy;\n offset += stride * 4;\n }\n };\n /**\n * Uploads the position.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their positions uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadPosition = function (children, startIndex, amount, array, stride, offset) {\n for (var i = 0; i < amount; i++) {\n var spritePosition = children[startIndex + i].position;\n array[offset] = spritePosition.x;\n array[offset + 1] = spritePosition.y;\n array[offset + stride] = spritePosition.x;\n array[offset + stride + 1] = spritePosition.y;\n array[offset + (stride * 2)] = spritePosition.x;\n array[offset + (stride * 2) + 1] = spritePosition.y;\n array[offset + (stride * 3)] = spritePosition.x;\n array[offset + (stride * 3) + 1] = spritePosition.y;\n offset += stride * 4;\n }\n };\n /**\n * Uploads the rotation.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their rotation uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadRotation = function (children, startIndex, amount, array, stride, offset) {\n for (var i = 0; i < amount; i++) {\n var spriteRotation = children[startIndex + i].rotation;\n array[offset] = spriteRotation;\n array[offset + stride] = spriteRotation;\n array[offset + (stride * 2)] = spriteRotation;\n array[offset + (stride * 3)] = spriteRotation;\n offset += stride * 4;\n }\n };\n /**\n * Uploads the UVs.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their rotation uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadUvs = function (children, startIndex, amount, array, stride, offset) {\n for (var i = 0; i < amount; ++i) {\n var textureUvs = children[startIndex + i]._texture._uvs;\n if (textureUvs) {\n array[offset] = textureUvs.x0;\n array[offset + 1] = textureUvs.y0;\n array[offset + stride] = textureUvs.x1;\n array[offset + stride + 1] = textureUvs.y1;\n array[offset + (stride * 2)] = textureUvs.x2;\n array[offset + (stride * 2) + 1] = textureUvs.y2;\n array[offset + (stride * 3)] = textureUvs.x3;\n array[offset + (stride * 3) + 1] = textureUvs.y3;\n offset += stride * 4;\n }\n else {\n // TODO you know this can be easier!\n array[offset] = 0;\n array[offset + 1] = 0;\n array[offset + stride] = 0;\n array[offset + stride + 1] = 0;\n array[offset + (stride * 2)] = 0;\n array[offset + (stride * 2) + 1] = 0;\n array[offset + (stride * 3)] = 0;\n array[offset + (stride * 3) + 1] = 0;\n offset += stride * 4;\n }\n }\n };\n /**\n * Uploads the tint.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their rotation uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadTint = function (children, startIndex, amount, array, stride, offset) {\n for (var i = 0; i < amount; ++i) {\n var sprite = children[startIndex + i];\n var premultiplied = sprite._texture.baseTexture.alphaMode > 0;\n var alpha = sprite.alpha;\n // we dont call extra function if alpha is 1.0, that's faster\n var argb = alpha < 1.0 && premultiplied\n ? premultiplyTint(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24);\n array[offset] = argb;\n array[offset + stride] = argb;\n array[offset + (stride * 2)] = argb;\n array[offset + (stride * 3)] = argb;\n offset += stride * 4;\n }\n };\n /** Destroys the ParticleRenderer. */\n ParticleRenderer.prototype.destroy = function () {\n _super.prototype.destroy.call(this);\n if (this.shader) {\n this.shader.destroy();\n this.shader = null;\n }\n this.tempMatrix = null;\n };\n /** @ignore */\n ParticleRenderer.extension = {\n name: 'particle',\n type: ExtensionType.RendererPlugin,\n };\n return ParticleRenderer;\n}(ObjectRenderer));\n\nexport { ParticleContainer, ParticleRenderer };\n//# sourceMappingURL=particle-container.mjs.map\n","/*!\n * @pixi/graphics - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/graphics is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Texture, BaseTexture, BatchDrawCall, BatchTextureArray, BatchGeometry, UniformGroup, Shader, State } from '@pixi/core';\nimport { SHAPES, Point, PI_2, Polygon, Rectangle, RoundedRectangle, Circle, Ellipse, Matrix } from '@pixi/math';\nimport { earcut, premultiplyTint, hex2rgb } from '@pixi/utils';\nimport { WRAP_MODES, DRAW_MODES, BLEND_MODES } from '@pixi/constants';\nimport { Bounds, Container } from '@pixi/display';\n\n/**\n * Supported line joints in `PIXI.LineStyle` for graphics.\n * @see PIXI.Graphics#lineStyle\n * @see https://graphicdesign.stackexchange.com/questions/59018/what-is-a-bevel-join-of-two-lines-exactly-illustrator\n * @name LINE_JOIN\n * @memberof PIXI\n * @static\n * @enum {string}\n * @property {string} MITER - 'miter': make a sharp corner where outer part of lines meet\n * @property {string} BEVEL - 'bevel': add a square butt at each end of line segment and fill the triangle at turn\n * @property {string} ROUND - 'round': add an arc at the joint\n */\nvar LINE_JOIN;\n(function (LINE_JOIN) {\n LINE_JOIN[\"MITER\"] = \"miter\";\n LINE_JOIN[\"BEVEL\"] = \"bevel\";\n LINE_JOIN[\"ROUND\"] = \"round\";\n})(LINE_JOIN || (LINE_JOIN = {}));\n/**\n * Support line caps in `PIXI.LineStyle` for graphics.\n * @see PIXI.Graphics#lineStyle\n * @name LINE_CAP\n * @memberof PIXI\n * @static\n * @enum {string}\n * @property {string} BUTT - 'butt': don't add any cap at line ends (leaves orthogonal edges)\n * @property {string} ROUND - 'round': add semicircle at ends\n * @property {string} SQUARE - 'square': add square at end (like `BUTT` except more length at end)\n */\nvar LINE_CAP;\n(function (LINE_CAP) {\n LINE_CAP[\"BUTT\"] = \"butt\";\n LINE_CAP[\"ROUND\"] = \"round\";\n LINE_CAP[\"SQUARE\"] = \"square\";\n})(LINE_CAP || (LINE_CAP = {}));\n/**\n * Graphics curves resolution settings. If `adaptive` flag is set to `true`,\n * the resolution is calculated based on the curve's length to ensure better visual quality.\n * Adaptive draw works with `bezierCurveTo` and `quadraticCurveTo`.\n * @static\n * @constant\n * @memberof PIXI\n * @name GRAPHICS_CURVES\n * @type {object}\n * @property {boolean} [adaptive=true] - flag indicating if the resolution should be adaptive\n * @property {number} [maxLength=10] - maximal length of a single segment of the curve (if adaptive = false, ignored)\n * @property {number} [minSegments=8] - minimal number of segments in the curve (if adaptive = false, ignored)\n * @property {number} [maxSegments=2048] - maximal number of segments in the curve (if adaptive = false, ignored)\n */\nvar GRAPHICS_CURVES = {\n adaptive: true,\n maxLength: 10,\n minSegments: 8,\n maxSegments: 2048,\n epsilon: 0.0001,\n _segmentsCount: function (length, defaultSegments) {\n if (defaultSegments === void 0) { defaultSegments = 20; }\n if (!this.adaptive || !length || isNaN(length)) {\n return defaultSegments;\n }\n var result = Math.ceil(length / this.maxLength);\n if (result < this.minSegments) {\n result = this.minSegments;\n }\n else if (result > this.maxSegments) {\n result = this.maxSegments;\n }\n return result;\n },\n};\n\n/**\n * Fill style object for Graphics.\n * @memberof PIXI\n */\nvar FillStyle = /** @class */ (function () {\n function FillStyle() {\n /**\n * The hex color value used when coloring the Graphics object.\n * @default 0xFFFFFF\n */\n this.color = 0xFFFFFF;\n /** The alpha value used when filling the Graphics object. */\n this.alpha = 1.0;\n /**\n * The texture to be used for the fill.\n * @default 0\n */\n this.texture = Texture.WHITE;\n /**\n * The transform applied to the texture.\n * @default null\n */\n this.matrix = null;\n /** If the current fill is visible. */\n this.visible = false;\n this.reset();\n }\n /** Clones the object */\n FillStyle.prototype.clone = function () {\n var obj = new FillStyle();\n obj.color = this.color;\n obj.alpha = this.alpha;\n obj.texture = this.texture;\n obj.matrix = this.matrix;\n obj.visible = this.visible;\n return obj;\n };\n /** Reset */\n FillStyle.prototype.reset = function () {\n this.color = 0xFFFFFF;\n this.alpha = 1;\n this.texture = Texture.WHITE;\n this.matrix = null;\n this.visible = false;\n };\n /** Destroy and don't use after this. */\n FillStyle.prototype.destroy = function () {\n this.texture = null;\n this.matrix = null;\n };\n return FillStyle;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nfunction fixOrientation(points, hole) {\n var _a, _b;\n if (hole === void 0) { hole = false; }\n var m = points.length;\n if (m < 6) {\n return;\n }\n var area = 0;\n for (var i = 0, x1 = points[m - 2], y1 = points[m - 1]; i < m; i += 2) {\n var x2 = points[i];\n var y2 = points[i + 1];\n area += (x2 - x1) * (y2 + y1);\n x1 = x2;\n y1 = y2;\n }\n if ((!hole && area > 0) || (hole && area <= 0)) {\n var n = m / 2;\n for (var i = n + (n % 2); i < m; i += 2) {\n var i1 = m - i - 2;\n var i2 = m - i - 1;\n var i3 = i;\n var i4 = i + 1;\n _a = [points[i3], points[i1]], points[i1] = _a[0], points[i3] = _a[1];\n _b = [points[i4], points[i2]], points[i2] = _b[0], points[i4] = _b[1];\n }\n }\n}\n/**\n * Builds a polygon to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildPoly = {\n build: function (graphicsData) {\n graphicsData.points = graphicsData.shape.points.slice();\n },\n triangulate: function (graphicsData, graphicsGeometry) {\n var points = graphicsData.points;\n var holes = graphicsData.holes;\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n if (points.length >= 6) {\n fixOrientation(points, false);\n var holeArray = [];\n // Process holes..\n for (var i = 0; i < holes.length; i++) {\n var hole = holes[i];\n fixOrientation(hole.points, true);\n holeArray.push(points.length / 2);\n points = points.concat(hole.points);\n }\n // sort color\n var triangles = earcut(points, holeArray, 2);\n if (!triangles) {\n return;\n }\n var vertPos = verts.length / 2;\n for (var i = 0; i < triangles.length; i += 3) {\n indices.push(triangles[i] + vertPos);\n indices.push(triangles[i + 1] + vertPos);\n indices.push(triangles[i + 2] + vertPos);\n }\n for (var i = 0; i < points.length; i++) {\n verts.push(points[i]);\n }\n }\n },\n};\n\n// for type only\n/**\n * Builds a circle to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object to draw\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildCircle = {\n build: function (graphicsData) {\n // need to convert points to a nice regular data\n var points = graphicsData.points;\n var x;\n var y;\n var dx;\n var dy;\n var rx;\n var ry;\n if (graphicsData.type === SHAPES.CIRC) {\n var circle = graphicsData.shape;\n x = circle.x;\n y = circle.y;\n rx = ry = circle.radius;\n dx = dy = 0;\n }\n else if (graphicsData.type === SHAPES.ELIP) {\n var ellipse = graphicsData.shape;\n x = ellipse.x;\n y = ellipse.y;\n rx = ellipse.width;\n ry = ellipse.height;\n dx = dy = 0;\n }\n else {\n var roundedRect = graphicsData.shape;\n var halfWidth = roundedRect.width / 2;\n var halfHeight = roundedRect.height / 2;\n x = roundedRect.x + halfWidth;\n y = roundedRect.y + halfHeight;\n rx = ry = Math.max(0, Math.min(roundedRect.radius, Math.min(halfWidth, halfHeight)));\n dx = halfWidth - rx;\n dy = halfHeight - ry;\n }\n if (!(rx >= 0 && ry >= 0 && dx >= 0 && dy >= 0)) {\n points.length = 0;\n return;\n }\n // Choose a number of segments such that the maximum absolute deviation from the circle is approximately 0.029\n var n = Math.ceil(2.3 * Math.sqrt(rx + ry));\n var m = (n * 8) + (dx ? 4 : 0) + (dy ? 4 : 0);\n points.length = m;\n if (m === 0) {\n return;\n }\n if (n === 0) {\n points.length = 8;\n points[0] = points[6] = x + dx;\n points[1] = points[3] = y + dy;\n points[2] = points[4] = x - dx;\n points[5] = points[7] = y - dy;\n return;\n }\n var j1 = 0;\n var j2 = (n * 4) + (dx ? 2 : 0) + 2;\n var j3 = j2;\n var j4 = m;\n {\n var x0 = dx + rx;\n var y0 = dy;\n var x1 = x + x0;\n var x2 = x - x0;\n var y1 = y + y0;\n points[j1++] = x1;\n points[j1++] = y1;\n points[--j2] = y1;\n points[--j2] = x2;\n if (dy) {\n var y2 = y - y0;\n points[j3++] = x2;\n points[j3++] = y2;\n points[--j4] = y2;\n points[--j4] = x1;\n }\n }\n for (var i = 1; i < n; i++) {\n var a = Math.PI / 2 * (i / n);\n var x0 = dx + (Math.cos(a) * rx);\n var y0 = dy + (Math.sin(a) * ry);\n var x1 = x + x0;\n var x2 = x - x0;\n var y1 = y + y0;\n var y2 = y - y0;\n points[j1++] = x1;\n points[j1++] = y1;\n points[--j2] = y1;\n points[--j2] = x2;\n points[j3++] = x2;\n points[j3++] = y2;\n points[--j4] = y2;\n points[--j4] = x1;\n }\n {\n var x0 = dx;\n var y0 = dy + ry;\n var x1 = x + x0;\n var x2 = x - x0;\n var y1 = y + y0;\n var y2 = y - y0;\n points[j1++] = x1;\n points[j1++] = y1;\n points[--j4] = y2;\n points[--j4] = x1;\n if (dx) {\n points[j1++] = x2;\n points[j1++] = y1;\n points[--j4] = y2;\n points[--j4] = x2;\n }\n }\n },\n triangulate: function (graphicsData, graphicsGeometry) {\n var points = graphicsData.points;\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n if (points.length === 0) {\n return;\n }\n var vertPos = verts.length / 2;\n var center = vertPos;\n var x;\n var y;\n if (graphicsData.type !== SHAPES.RREC) {\n var circle = graphicsData.shape;\n x = circle.x;\n y = circle.y;\n }\n else {\n var roundedRect = graphicsData.shape;\n x = roundedRect.x + (roundedRect.width / 2);\n y = roundedRect.y + (roundedRect.height / 2);\n }\n var matrix = graphicsData.matrix;\n // Push center (special point)\n verts.push(graphicsData.matrix ? (matrix.a * x) + (matrix.c * y) + matrix.tx : x, graphicsData.matrix ? (matrix.b * x) + (matrix.d * y) + matrix.ty : y);\n vertPos++;\n verts.push(points[0], points[1]);\n for (var i = 2; i < points.length; i += 2) {\n verts.push(points[i], points[i + 1]);\n // add some uvs\n indices.push(vertPos++, center, vertPos);\n }\n indices.push(center + 1, center, vertPos);\n },\n};\n\n/**\n * Builds a rectangle to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildRectangle = {\n build: function (graphicsData) {\n // --- //\n // need to convert points to a nice regular data\n //\n var rectData = graphicsData.shape;\n var x = rectData.x;\n var y = rectData.y;\n var width = rectData.width;\n var height = rectData.height;\n var points = graphicsData.points;\n points.length = 0;\n points.push(x, y, x + width, y, x + width, y + height, x, y + height);\n },\n triangulate: function (graphicsData, graphicsGeometry) {\n var points = graphicsData.points;\n var verts = graphicsGeometry.points;\n var vertPos = verts.length / 2;\n verts.push(points[0], points[1], points[2], points[3], points[6], points[7], points[4], points[5]);\n graphicsGeometry.indices.push(vertPos, vertPos + 1, vertPos + 2, vertPos + 1, vertPos + 2, vertPos + 3);\n },\n};\n\n/**\n * Calculate a single point for a quadratic bezier curve.\n * Utility function used by quadraticBezierCurve.\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {number} n1 - first number\n * @param {number} n2 - second number\n * @param {number} perc - percentage\n * @returns {number} the result\n */\nfunction getPt(n1, n2, perc) {\n var diff = n2 - n1;\n return n1 + (diff * perc);\n}\n/**\n * Calculate the points for a quadratic bezier curve. (helper function..)\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {number} fromX - Origin point x\n * @param {number} fromY - Origin point x\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @param {number[]} [out=[]] - The output array to add points into. If not passed, a new array is created.\n * @returns {number[]} an array of points\n */\nfunction quadraticBezierCurve(fromX, fromY, cpX, cpY, toX, toY, out) {\n if (out === void 0) { out = []; }\n var n = 20;\n var points = out;\n var xa = 0;\n var ya = 0;\n var xb = 0;\n var yb = 0;\n var x = 0;\n var y = 0;\n for (var i = 0, j = 0; i <= n; ++i) {\n j = i / n;\n // The Green Line\n xa = getPt(fromX, cpX, j);\n ya = getPt(fromY, cpY, j);\n xb = getPt(cpX, toX, j);\n yb = getPt(cpY, toY, j);\n // The Black Dot\n x = getPt(xa, xb, j);\n y = getPt(ya, yb, j);\n // Handle case when first curve points overlaps and earcut fails to triangulate\n if (i === 0 && points[points.length - 2] === x && points[points.length - 1] === y) {\n continue;\n }\n points.push(x, y);\n }\n return points;\n}\n/**\n * Builds a rounded rectangle to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildRoundedRectangle = {\n build: function (graphicsData) {\n if (Graphics.nextRoundedRectBehavior) {\n buildCircle.build(graphicsData);\n return;\n }\n var rrectData = graphicsData.shape;\n var points = graphicsData.points;\n var x = rrectData.x;\n var y = rrectData.y;\n var width = rrectData.width;\n var height = rrectData.height;\n // Don't allow negative radius or greater than half the smallest width\n var radius = Math.max(0, Math.min(rrectData.radius, Math.min(width, height) / 2));\n points.length = 0;\n // No radius, do a simple rectangle\n if (!radius) {\n points.push(x, y, x + width, y, x + width, y + height, x, y + height);\n }\n else {\n quadraticBezierCurve(x, y + radius, x, y, x + radius, y, points);\n quadraticBezierCurve(x + width - radius, y, x + width, y, x + width, y + radius, points);\n quadraticBezierCurve(x + width, y + height - radius, x + width, y + height, x + width - radius, y + height, points);\n quadraticBezierCurve(x + radius, y + height, x, y + height, x, y + height - radius, points);\n }\n },\n triangulate: function (graphicsData, graphicsGeometry) {\n if (Graphics.nextRoundedRectBehavior) {\n buildCircle.triangulate(graphicsData, graphicsGeometry);\n return;\n }\n var points = graphicsData.points;\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n var vecPos = verts.length / 2;\n var triangles = earcut(points, null, 2);\n for (var i = 0, j = triangles.length; i < j; i += 3) {\n indices.push(triangles[i] + vecPos);\n // indices.push(triangles[i] + vecPos);\n indices.push(triangles[i + 1] + vecPos);\n // indices.push(triangles[i + 2] + vecPos);\n indices.push(triangles[i + 2] + vecPos);\n }\n for (var i = 0, j = points.length; i < j; i++) {\n verts.push(points[i], points[++i]);\n }\n },\n};\n\n/**\n * Buffers vertices to draw a square cap.\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {number} x - X-coord of end point\n * @param {number} y - Y-coord of end point\n * @param {number} nx - X-coord of line normal pointing inside\n * @param {number} ny - Y-coord of line normal pointing inside\n * @param {number} innerWeight - Weight of inner points\n * @param {number} outerWeight - Weight of outer points\n * @param {boolean} clockwise - Whether the cap is drawn clockwise\n * @param {Array} verts - vertex buffer\n * @returns {number} - no. of vertices pushed\n */\nfunction square(x, y, nx, ny, innerWeight, outerWeight, clockwise, /* rotation for square (true at left end, false at right end) */ verts) {\n var ix = x - (nx * innerWeight);\n var iy = y - (ny * innerWeight);\n var ox = x + (nx * outerWeight);\n var oy = y + (ny * outerWeight);\n /* Rotate nx,ny for extension vector */\n var exx;\n var eyy;\n if (clockwise) {\n exx = ny;\n eyy = -nx;\n }\n else {\n exx = -ny;\n eyy = nx;\n }\n /* [i|0]x,y extended at cap */\n var eix = ix + exx;\n var eiy = iy + eyy;\n var eox = ox + exx;\n var eoy = oy + eyy;\n /* Square itself must be inserted clockwise*/\n verts.push(eix, eiy);\n verts.push(eox, eoy);\n return 2;\n}\n/**\n * Buffers vertices to draw an arc at the line joint or cap.\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {number} cx - X-coord of center\n * @param {number} cy - Y-coord of center\n * @param {number} sx - X-coord of arc start\n * @param {number} sy - Y-coord of arc start\n * @param {number} ex - X-coord of arc end\n * @param {number} ey - Y-coord of arc end\n * @param {Array} verts - buffer of vertices\n * @param {boolean} clockwise - orientation of vertices\n * @returns {number} - no. of vertices pushed\n */\nfunction round(cx, cy, sx, sy, ex, ey, verts, clockwise) {\n var cx2p0x = sx - cx;\n var cy2p0y = sy - cy;\n var angle0 = Math.atan2(cx2p0x, cy2p0y);\n var angle1 = Math.atan2(ex - cx, ey - cy);\n if (clockwise && angle0 < angle1) {\n angle0 += Math.PI * 2;\n }\n else if (!clockwise && angle0 > angle1) {\n angle1 += Math.PI * 2;\n }\n var startAngle = angle0;\n var angleDiff = angle1 - angle0;\n var absAngleDiff = Math.abs(angleDiff);\n /* if (absAngleDiff >= PI_LBOUND && absAngleDiff <= PI_UBOUND)\n {\n const r1x = cx - nxtPx;\n const r1y = cy - nxtPy;\n\n if (r1x === 0)\n {\n if (r1y > 0)\n {\n angleDiff = -angleDiff;\n }\n }\n else if (r1x >= -GRAPHICS_CURVES.epsilon)\n {\n angleDiff = -angleDiff;\n }\n }*/\n var radius = Math.sqrt((cx2p0x * cx2p0x) + (cy2p0y * cy2p0y));\n var segCount = ((15 * absAngleDiff * Math.sqrt(radius) / Math.PI) >> 0) + 1;\n var angleInc = angleDiff / segCount;\n startAngle += angleInc;\n if (clockwise) {\n verts.push(cx, cy);\n verts.push(sx, sy);\n for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) {\n verts.push(cx, cy);\n verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius)));\n }\n verts.push(cx, cy);\n verts.push(ex, ey);\n }\n else {\n verts.push(sx, sy);\n verts.push(cx, cy);\n for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) {\n verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius)));\n verts.push(cx, cy);\n }\n verts.push(ex, ey);\n verts.push(cx, cy);\n }\n return segCount * 2;\n}\n/**\n * Builds a line to draw using the polygon method.\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildNonNativeLine(graphicsData, graphicsGeometry) {\n var shape = graphicsData.shape;\n var points = graphicsData.points || shape.points.slice();\n var eps = graphicsGeometry.closePointEps;\n if (points.length === 0) {\n return;\n }\n // if the line width is an odd number add 0.5 to align to a whole pixel\n // commenting this out fixes #711 and #1620\n // if (graphicsData.lineWidth%2)\n // {\n // for (i = 0; i < points.length; i++)\n // {\n // points[i] += 0.5;\n // }\n // }\n var style = graphicsData.lineStyle;\n // get first and last point.. figure out the middle!\n var firstPoint = new Point(points[0], points[1]);\n var lastPoint = new Point(points[points.length - 2], points[points.length - 1]);\n var closedShape = shape.type !== SHAPES.POLY || shape.closeStroke;\n var closedPath = Math.abs(firstPoint.x - lastPoint.x) < eps\n && Math.abs(firstPoint.y - lastPoint.y) < eps;\n // if the first point is the last point - gonna have issues :)\n if (closedShape) {\n // need to clone as we are going to slightly modify the shape..\n points = points.slice();\n if (closedPath) {\n points.pop();\n points.pop();\n lastPoint.set(points[points.length - 2], points[points.length - 1]);\n }\n var midPointX = (firstPoint.x + lastPoint.x) * 0.5;\n var midPointY = (lastPoint.y + firstPoint.y) * 0.5;\n points.unshift(midPointX, midPointY);\n points.push(midPointX, midPointY);\n }\n var verts = graphicsGeometry.points;\n var length = points.length / 2;\n var indexCount = points.length;\n var indexStart = verts.length / 2;\n // Max. inner and outer width\n var width = style.width / 2;\n var widthSquared = width * width;\n var miterLimitSquared = style.miterLimit * style.miterLimit;\n /* Line segments of interest where (x1,y1) forms the corner. */\n var x0 = points[0];\n var y0 = points[1];\n var x1 = points[2];\n var y1 = points[3];\n var x2 = 0;\n var y2 = 0;\n /* perp[?](x|y) = the line normal with magnitude lineWidth. */\n var perpx = -(y0 - y1);\n var perpy = x0 - x1;\n var perp1x = 0;\n var perp1y = 0;\n var dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n var ratio = style.alignment; // 0.5;\n var innerWeight = (1 - ratio) * 2;\n var outerWeight = ratio * 2;\n if (!closedShape) {\n if (style.cap === LINE_CAP.ROUND) {\n indexCount += round(x0 - (perpx * (innerWeight - outerWeight) * 0.5), y0 - (perpy * (innerWeight - outerWeight) * 0.5), x0 - (perpx * innerWeight), y0 - (perpy * innerWeight), x0 + (perpx * outerWeight), y0 + (perpy * outerWeight), verts, true) + 2;\n }\n else if (style.cap === LINE_CAP.SQUARE) {\n indexCount += square(x0, y0, perpx, perpy, innerWeight, outerWeight, true, verts);\n }\n }\n // Push first point (below & above vertices)\n verts.push(x0 - (perpx * innerWeight), y0 - (perpy * innerWeight));\n verts.push(x0 + (perpx * outerWeight), y0 + (perpy * outerWeight));\n for (var i = 1; i < length - 1; ++i) {\n x0 = points[(i - 1) * 2];\n y0 = points[((i - 1) * 2) + 1];\n x1 = points[i * 2];\n y1 = points[(i * 2) + 1];\n x2 = points[(i + 1) * 2];\n y2 = points[((i + 1) * 2) + 1];\n perpx = -(y0 - y1);\n perpy = x0 - x1;\n dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n perp1x = -(y1 - y2);\n perp1y = x1 - x2;\n dist = Math.sqrt((perp1x * perp1x) + (perp1y * perp1y));\n perp1x /= dist;\n perp1y /= dist;\n perp1x *= width;\n perp1y *= width;\n /* d[x|y](0|1) = the component displacement between points p(0,1|1,2) */\n var dx0 = x1 - x0;\n var dy0 = y0 - y1;\n var dx1 = x1 - x2;\n var dy1 = y2 - y1;\n /* +ve if internal angle counterclockwise, -ve if internal angle clockwise. */\n var cross = (dy0 * dx1) - (dy1 * dx0);\n var clockwise = (cross < 0);\n /* Going nearly straight? */\n if (Math.abs(cross) < 0.1) {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));\n continue;\n }\n /* p[x|y] is the miter point. pdist is the distance between miter point and p1. */\n var c1 = ((-perpx + x0) * (-perpy + y1)) - ((-perpx + x1) * (-perpy + y0));\n var c2 = ((-perp1x + x2) * (-perp1y + y1)) - ((-perp1x + x1) * (-perp1y + y2));\n var px = ((dx0 * c2) - (dx1 * c1)) / cross;\n var py = ((dy1 * c1) - (dy0 * c2)) / cross;\n var pdist = ((px - x1) * (px - x1)) + ((py - y1) * (py - y1));\n /* Inner miter point */\n var imx = x1 + ((px - x1) * innerWeight);\n var imy = y1 + ((py - y1) * innerWeight);\n /* Outer miter point */\n var omx = x1 - ((px - x1) * outerWeight);\n var omy = y1 - ((py - y1) * outerWeight);\n /* Is the inside miter point too far away, creating a spike? */\n var smallerInsideSegmentSq = Math.min((dx0 * dx0) + (dy0 * dy0), (dx1 * dx1) + (dy1 * dy1));\n var insideWeight = clockwise ? innerWeight : outerWeight;\n var smallerInsideDiagonalSq = smallerInsideSegmentSq + (insideWeight * insideWeight * widthSquared);\n var insideMiterOk = pdist <= smallerInsideDiagonalSq;\n if (insideMiterOk) {\n if (style.join === LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared) {\n if (clockwise) /* rotating at inner angle */ {\n verts.push(imx, imy); // inner miter point\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex\n verts.push(imx, imy); // inner miter point\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex\n }\n else /* rotating at outer angle */ {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex\n verts.push(omx, omy); // outer miter point\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's outer vertex\n verts.push(omx, omy); // outer miter point\n }\n indexCount += 2;\n }\n else if (style.join === LINE_JOIN.ROUND) {\n if (clockwise) /* arc is outside */ {\n verts.push(imx, imy);\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));\n indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 4;\n verts.push(imx, imy);\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight));\n }\n else /* arc is inside */ {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));\n verts.push(omx, omy);\n indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 4;\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight));\n verts.push(omx, omy);\n }\n }\n else {\n verts.push(imx, imy);\n verts.push(omx, omy);\n }\n }\n else // inside miter is NOT ok\n {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex\n if (style.join === LINE_JOIN.ROUND) {\n if (clockwise) /* arc is outside */ {\n indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 2;\n }\n else /* arc is inside */ {\n indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 2;\n }\n }\n else if (style.join === LINE_JOIN.MITER && pdist / widthSquared <= miterLimitSquared) {\n if (clockwise) {\n verts.push(omx, omy); // inner miter point\n verts.push(omx, omy); // inner miter point\n }\n else {\n verts.push(imx, imy); // outer miter point\n verts.push(imx, imy); // outer miter point\n }\n indexCount += 2;\n }\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's inner vertex\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex\n indexCount += 2;\n }\n }\n x0 = points[(length - 2) * 2];\n y0 = points[((length - 2) * 2) + 1];\n x1 = points[(length - 1) * 2];\n y1 = points[((length - 1) * 2) + 1];\n perpx = -(y0 - y1);\n perpy = x0 - x1;\n dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));\n if (!closedShape) {\n if (style.cap === LINE_CAP.ROUND) {\n indexCount += round(x1 - (perpx * (innerWeight - outerWeight) * 0.5), y1 - (perpy * (innerWeight - outerWeight) * 0.5), x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), verts, false) + 2;\n }\n else if (style.cap === LINE_CAP.SQUARE) {\n indexCount += square(x1, y1, perpx, perpy, innerWeight, outerWeight, false, verts);\n }\n }\n var indices = graphicsGeometry.indices;\n var eps2 = GRAPHICS_CURVES.epsilon * GRAPHICS_CURVES.epsilon;\n // indices.push(indexStart);\n for (var i = indexStart; i < indexCount + indexStart - 2; ++i) {\n x0 = verts[(i * 2)];\n y0 = verts[(i * 2) + 1];\n x1 = verts[(i + 1) * 2];\n y1 = verts[((i + 1) * 2) + 1];\n x2 = verts[(i + 2) * 2];\n y2 = verts[((i + 2) * 2) + 1];\n /* Skip zero area triangles */\n if (Math.abs((x0 * (y1 - y2)) + (x1 * (y2 - y0)) + (x2 * (y0 - y1))) < eps2) {\n continue;\n }\n indices.push(i, i + 1, i + 2);\n }\n}\n/**\n * Builds a line to draw using the gl.drawArrays(gl.LINES) method\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildNativeLine(graphicsData, graphicsGeometry) {\n var i = 0;\n var shape = graphicsData.shape;\n var points = graphicsData.points || shape.points;\n var closedShape = shape.type !== SHAPES.POLY || shape.closeStroke;\n if (points.length === 0)\n { return; }\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n var length = points.length / 2;\n var startIndex = verts.length / 2;\n var currentIndex = startIndex;\n verts.push(points[0], points[1]);\n for (i = 1; i < length; i++) {\n verts.push(points[i * 2], points[(i * 2) + 1]);\n indices.push(currentIndex, currentIndex + 1);\n currentIndex++;\n }\n if (closedShape) {\n indices.push(currentIndex, startIndex);\n }\n}\n/**\n * Builds a line to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildLine(graphicsData, graphicsGeometry) {\n if (graphicsData.lineStyle.native) {\n buildNativeLine(graphicsData, graphicsGeometry);\n }\n else {\n buildNonNativeLine(graphicsData, graphicsGeometry);\n }\n}\n\n/**\n * Utilities for arc curves.\n * @private\n */\nvar ArcUtils = /** @class */ (function () {\n function ArcUtils() {\n }\n /**\n * The arcTo() method creates an arc/curve between two tangents on the canvas.\n *\n * \"borrowed\" from https://code.google.com/p/fxcanvas/ - thanks google!\n * @private\n * @param x1 - The x-coordinate of the beginning of the arc\n * @param y1 - The y-coordinate of the beginning of the arc\n * @param x2 - The x-coordinate of the end of the arc\n * @param y2 - The y-coordinate of the end of the arc\n * @param radius - The radius of the arc\n * @param points -\n * @returns - If the arc length is valid, return center of circle, radius and other info otherwise `null`.\n */\n ArcUtils.curveTo = function (x1, y1, x2, y2, radius, points) {\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n var a1 = fromY - y1;\n var b1 = fromX - x1;\n var a2 = y2 - y1;\n var b2 = x2 - x1;\n var mm = Math.abs((a1 * b2) - (b1 * a2));\n if (mm < 1.0e-8 || radius === 0) {\n if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1) {\n points.push(x1, y1);\n }\n return null;\n }\n var dd = (a1 * a1) + (b1 * b1);\n var cc = (a2 * a2) + (b2 * b2);\n var tt = (a1 * a2) + (b1 * b2);\n var k1 = radius * Math.sqrt(dd) / mm;\n var k2 = radius * Math.sqrt(cc) / mm;\n var j1 = k1 * tt / dd;\n var j2 = k2 * tt / cc;\n var cx = (k1 * b2) + (k2 * b1);\n var cy = (k1 * a2) + (k2 * a1);\n var px = b1 * (k2 + j1);\n var py = a1 * (k2 + j1);\n var qx = b2 * (k1 + j2);\n var qy = a2 * (k1 + j2);\n var startAngle = Math.atan2(py - cy, px - cx);\n var endAngle = Math.atan2(qy - cy, qx - cx);\n return {\n cx: (cx + x1),\n cy: (cy + y1),\n radius: radius,\n startAngle: startAngle,\n endAngle: endAngle,\n anticlockwise: (b1 * a2 > b2 * a1),\n };\n };\n /* eslint-disable max-len */\n /**\n * The arc method creates an arc/curve (used to create circles, or parts of circles).\n * @private\n * @param _startX - Start x location of arc\n * @param _startY - Start y location of arc\n * @param cx - The x-coordinate of the center of the circle\n * @param cy - The y-coordinate of the center of the circle\n * @param radius - The radius of the circle\n * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position\n * of the arc's circle)\n * @param endAngle - The ending angle, in radians\n * @param _anticlockwise - Specifies whether the drawing should be\n * counter-clockwise or clockwise. False is default, and indicates clockwise, while true\n * indicates counter-clockwise.\n * @param points - Collection of points to add to\n */\n ArcUtils.arc = function (_startX, _startY, cx, cy, radius, startAngle, endAngle, _anticlockwise, points) {\n var sweep = endAngle - startAngle;\n var n = GRAPHICS_CURVES._segmentsCount(Math.abs(sweep) * radius, Math.ceil(Math.abs(sweep) / PI_2) * 40);\n var theta = (sweep) / (n * 2);\n var theta2 = theta * 2;\n var cTheta = Math.cos(theta);\n var sTheta = Math.sin(theta);\n var segMinus = n - 1;\n var remainder = (segMinus % 1) / segMinus;\n for (var i = 0; i <= segMinus; ++i) {\n var real = i + (remainder * i);\n var angle = ((theta) + startAngle + (theta2 * real));\n var c = Math.cos(angle);\n var s = -Math.sin(angle);\n points.push((((cTheta * c) + (sTheta * s)) * radius) + cx, (((cTheta * -s) + (sTheta * c)) * radius) + cy);\n }\n };\n return ArcUtils;\n}());\n\n/**\n * Utilities for bezier curves\n * @private\n */\nvar BezierUtils = /** @class */ (function () {\n function BezierUtils() {\n }\n /**\n * Calculate length of bezier curve.\n * Analytical solution is impossible, since it involves an integral that does not integrate in general.\n * Therefore numerical solution is used.\n * @private\n * @param fromX - Starting point x\n * @param fromY - Starting point y\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param cpX2 - Second Control point x\n * @param cpY2 - Second Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @returns - Length of bezier curve\n */\n BezierUtils.curveLength = function (fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY) {\n var n = 10;\n var result = 0.0;\n var t = 0.0;\n var t2 = 0.0;\n var t3 = 0.0;\n var nt = 0.0;\n var nt2 = 0.0;\n var nt3 = 0.0;\n var x = 0.0;\n var y = 0.0;\n var dx = 0.0;\n var dy = 0.0;\n var prevX = fromX;\n var prevY = fromY;\n for (var i = 1; i <= n; ++i) {\n t = i / n;\n t2 = t * t;\n t3 = t2 * t;\n nt = (1.0 - t);\n nt2 = nt * nt;\n nt3 = nt2 * nt;\n x = (nt3 * fromX) + (3.0 * nt2 * t * cpX) + (3.0 * nt * t2 * cpX2) + (t3 * toX);\n y = (nt3 * fromY) + (3.0 * nt2 * t * cpY) + (3 * nt * t2 * cpY2) + (t3 * toY);\n dx = prevX - x;\n dy = prevY - y;\n prevX = x;\n prevY = y;\n result += Math.sqrt((dx * dx) + (dy * dy));\n }\n return result;\n };\n /**\n * Calculate the points for a bezier curve and then draws it.\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param cpX2 - Second Control point x\n * @param cpY2 - Second Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @param points - Path array to push points into\n */\n BezierUtils.curveTo = function (cpX, cpY, cpX2, cpY2, toX, toY, points) {\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n points.length -= 2;\n var n = GRAPHICS_CURVES._segmentsCount(BezierUtils.curveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY));\n var dt = 0;\n var dt2 = 0;\n var dt3 = 0;\n var t2 = 0;\n var t3 = 0;\n points.push(fromX, fromY);\n for (var i = 1, j = 0; i <= n; ++i) {\n j = i / n;\n dt = (1 - j);\n dt2 = dt * dt;\n dt3 = dt2 * dt;\n t2 = j * j;\n t3 = t2 * j;\n points.push((dt3 * fromX) + (3 * dt2 * j * cpX) + (3 * dt * t2 * cpX2) + (t3 * toX), (dt3 * fromY) + (3 * dt2 * j * cpY) + (3 * dt * t2 * cpY2) + (t3 * toY));\n }\n };\n return BezierUtils;\n}());\n\n/**\n * Utilities for quadratic curves.\n * @private\n */\nvar QuadraticUtils = /** @class */ (function () {\n function QuadraticUtils() {\n }\n /**\n * Calculate length of quadratic curve\n * @see {@link http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/}\n * for the detailed explanation of math behind this.\n * @private\n * @param fromX - x-coordinate of curve start point\n * @param fromY - y-coordinate of curve start point\n * @param cpX - x-coordinate of curve control point\n * @param cpY - y-coordinate of curve control point\n * @param toX - x-coordinate of curve end point\n * @param toY - y-coordinate of curve end point\n * @returns - Length of quadratic curve\n */\n QuadraticUtils.curveLength = function (fromX, fromY, cpX, cpY, toX, toY) {\n var ax = fromX - (2.0 * cpX) + toX;\n var ay = fromY - (2.0 * cpY) + toY;\n var bx = (2.0 * cpX) - (2.0 * fromX);\n var by = (2.0 * cpY) - (2.0 * fromY);\n var a = 4.0 * ((ax * ax) + (ay * ay));\n var b = 4.0 * ((ax * bx) + (ay * by));\n var c = (bx * bx) + (by * by);\n var s = 2.0 * Math.sqrt(a + b + c);\n var a2 = Math.sqrt(a);\n var a32 = 2.0 * a * a2;\n var c2 = 2.0 * Math.sqrt(c);\n var ba = b / a2;\n return ((a32 * s)\n + (a2 * b * (s - c2))\n + (((4.0 * c * a) - (b * b))\n * Math.log(((2.0 * a2) + ba + s) / (ba + c2)))) / (4.0 * a32);\n };\n /**\n * Calculate the points for a quadratic bezier curve and then draws it.\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n * @private\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @param points - Points to add segments to.\n */\n QuadraticUtils.curveTo = function (cpX, cpY, toX, toY, points) {\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n var n = GRAPHICS_CURVES._segmentsCount(QuadraticUtils.curveLength(fromX, fromY, cpX, cpY, toX, toY));\n var xa = 0;\n var ya = 0;\n for (var i = 1; i <= n; ++i) {\n var j = i / n;\n xa = fromX + ((cpX - fromX) * j);\n ya = fromY + ((cpY - fromY) * j);\n points.push(xa + (((cpX + ((toX - cpX) * j)) - xa) * j), ya + (((cpY + ((toY - cpY) * j)) - ya) * j));\n }\n };\n return QuadraticUtils;\n}());\n\n/**\n * A structure to hold interim batch objects for Graphics.\n * @memberof PIXI.graphicsUtils\n */\nvar BatchPart = /** @class */ (function () {\n function BatchPart() {\n this.reset();\n }\n /**\n * Begin batch part.\n * @param style\n * @param startIndex\n * @param attribStart\n */\n BatchPart.prototype.begin = function (style, startIndex, attribStart) {\n this.reset();\n this.style = style;\n this.start = startIndex;\n this.attribStart = attribStart;\n };\n /**\n * End batch part.\n * @param endIndex\n * @param endAttrib\n */\n BatchPart.prototype.end = function (endIndex, endAttrib) {\n this.attribSize = endAttrib - this.attribStart;\n this.size = endIndex - this.start;\n };\n BatchPart.prototype.reset = function () {\n this.style = null;\n this.size = 0;\n this.start = 0;\n this.attribStart = 0;\n this.attribSize = 0;\n };\n return BatchPart;\n}());\n\n/**\n * Generalized convenience utilities for Graphics.\n * @namespace graphicsUtils\n * @memberof PIXI\n */\nvar _a;\n/**\n * Map of fill commands for each shape type.\n * @memberof PIXI.graphicsUtils\n * @member {object} FILL_COMMANDS\n */\nvar FILL_COMMANDS = (_a = {},\n _a[SHAPES.POLY] = buildPoly,\n _a[SHAPES.CIRC] = buildCircle,\n _a[SHAPES.ELIP] = buildCircle,\n _a[SHAPES.RECT] = buildRectangle,\n _a[SHAPES.RREC] = buildRoundedRectangle,\n _a);\n/**\n * Batch pool, stores unused batches for preventing allocations.\n * @memberof PIXI.graphicsUtils\n * @member {Array} BATCH_POOL\n */\nvar BATCH_POOL = [];\n/**\n * Draw call pool, stores unused draw calls for preventing allocations.\n * @memberof PIXI.graphicsUtils\n * @member {Array} DRAW_CALL_POOL\n */\nvar DRAW_CALL_POOL = [];\n\n/**\n * A class to contain data useful for Graphics objects\n * @memberof PIXI\n */\nvar GraphicsData = /** @class */ (function () {\n /**\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param fillStyle - the width of the line to draw\n * @param lineStyle - the color of the line to draw\n * @param matrix - Transform matrix\n */\n function GraphicsData(shape, fillStyle, lineStyle, matrix) {\n if (fillStyle === void 0) { fillStyle = null; }\n if (lineStyle === void 0) { lineStyle = null; }\n if (matrix === void 0) { matrix = null; }\n /** The collection of points. */\n this.points = [];\n /** The collection of holes. */\n this.holes = [];\n this.shape = shape;\n this.lineStyle = lineStyle;\n this.fillStyle = fillStyle;\n this.matrix = matrix;\n this.type = shape.type;\n }\n /**\n * Creates a new GraphicsData object with the same values as this one.\n * @returns - Cloned GraphicsData object\n */\n GraphicsData.prototype.clone = function () {\n return new GraphicsData(this.shape, this.fillStyle, this.lineStyle, this.matrix);\n };\n /** Destroys the Graphics data. */\n GraphicsData.prototype.destroy = function () {\n this.shape = null;\n this.holes.length = 0;\n this.holes = null;\n this.points.length = 0;\n this.points = null;\n this.lineStyle = null;\n this.fillStyle = null;\n };\n return GraphicsData;\n}());\n\nvar tmpPoint = new Point();\n/**\n * The Graphics class contains methods used to draw primitive shapes such as lines, circles and\n * rectangles to the display, and to color and fill them.\n *\n * GraphicsGeometry is designed to not be continually updating the geometry since it's expensive\n * to re-tesselate using **earcut**. Consider using {@link PIXI.Mesh} for this use-case, it's much faster.\n * @memberof PIXI\n */\nvar GraphicsGeometry = /** @class */ (function (_super) {\n __extends(GraphicsGeometry, _super);\n // eslint-disable-next-line @typescript-eslint/no-useless-constructor\n function GraphicsGeometry() {\n var _this = _super.call(this) || this;\n /** Minimal distance between points that are considered different. Affects line tesselation. */\n _this.closePointEps = 1e-4;\n /** Padding to add to the bounds. */\n _this.boundsPadding = 0;\n _this.uvsFloat32 = null;\n _this.indicesUint16 = null;\n _this.batchable = false;\n /** An array of points to draw, 2 numbers per point */\n _this.points = [];\n /** The collection of colors */\n _this.colors = [];\n /** The UVs collection */\n _this.uvs = [];\n /** The indices of the vertices */\n _this.indices = [];\n /** Reference to the texture IDs. */\n _this.textureIds = [];\n /**\n * The collection of drawn shapes.\n * @member {PIXI.GraphicsData[]}\n */\n _this.graphicsData = [];\n /**\n * List of current draw calls drived from the batches.\n * @member {PIXI.BatchDrawCall[]}\n */\n _this.drawCalls = [];\n /** Batches need to regenerated if the geometry is updated. */\n _this.batchDirty = -1;\n /**\n * Intermediate abstract format sent to batch system.\n * Can be converted to drawCalls or to batchable objects.\n * @member {PIXI.graphicsUtils.BatchPart[]}\n */\n _this.batches = [];\n /** Used to detect if the graphics object has changed. */\n _this.dirty = 0;\n /** Used to check if the cache is dirty. */\n _this.cacheDirty = -1;\n /** Used to detect if we cleared the graphicsData. */\n _this.clearDirty = 0;\n /** Index of the last batched shape in the stack of calls. */\n _this.shapeIndex = 0;\n /** Cached bounds. */\n _this._bounds = new Bounds();\n /** The bounds dirty flag. */\n _this.boundsDirty = -1;\n return _this;\n }\n Object.defineProperty(GraphicsGeometry.prototype, \"bounds\", {\n /**\n * Get the current bounds of the graphic geometry.\n * @readonly\n */\n get: function () {\n this.updateBatches();\n if (this.boundsDirty !== this.dirty) {\n this.boundsDirty = this.dirty;\n this.calculateBounds();\n }\n return this._bounds;\n },\n enumerable: false,\n configurable: true\n });\n /** Call if you changed graphicsData manually. Empties all batch buffers. */\n GraphicsGeometry.prototype.invalidate = function () {\n this.boundsDirty = -1;\n this.dirty++;\n this.batchDirty++;\n this.shapeIndex = 0;\n this.points.length = 0;\n this.colors.length = 0;\n this.uvs.length = 0;\n this.indices.length = 0;\n this.textureIds.length = 0;\n for (var i = 0; i < this.drawCalls.length; i++) {\n this.drawCalls[i].texArray.clear();\n DRAW_CALL_POOL.push(this.drawCalls[i]);\n }\n this.drawCalls.length = 0;\n for (var i = 0; i < this.batches.length; i++) {\n var batchPart = this.batches[i];\n batchPart.reset();\n BATCH_POOL.push(batchPart);\n }\n this.batches.length = 0;\n };\n /**\n * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.\n * @returns - This GraphicsGeometry object. Good for chaining method calls\n */\n GraphicsGeometry.prototype.clear = function () {\n if (this.graphicsData.length > 0) {\n this.invalidate();\n this.clearDirty++;\n this.graphicsData.length = 0;\n }\n return this;\n };\n /**\n * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param fillStyle - Defines style of the fill.\n * @param lineStyle - Defines style of the lines.\n * @param matrix - Transform applied to the points of the shape.\n * @returns - Returns geometry for chaining.\n */\n GraphicsGeometry.prototype.drawShape = function (shape, fillStyle, lineStyle, matrix) {\n if (fillStyle === void 0) { fillStyle = null; }\n if (lineStyle === void 0) { lineStyle = null; }\n if (matrix === void 0) { matrix = null; }\n var data = new GraphicsData(shape, fillStyle, lineStyle, matrix);\n this.graphicsData.push(data);\n this.dirty++;\n return this;\n };\n /**\n * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param matrix - Transform applied to the points of the shape.\n * @returns - Returns geometry for chaining.\n */\n GraphicsGeometry.prototype.drawHole = function (shape, matrix) {\n if (matrix === void 0) { matrix = null; }\n if (!this.graphicsData.length) {\n return null;\n }\n var data = new GraphicsData(shape, null, null, matrix);\n var lastShape = this.graphicsData[this.graphicsData.length - 1];\n data.lineStyle = lastShape.lineStyle;\n lastShape.holes.push(data);\n this.dirty++;\n return this;\n };\n /** Destroys the GraphicsGeometry object. */\n GraphicsGeometry.prototype.destroy = function () {\n _super.prototype.destroy.call(this);\n // destroy each of the GraphicsData objects\n for (var i = 0; i < this.graphicsData.length; ++i) {\n this.graphicsData[i].destroy();\n }\n this.points.length = 0;\n this.points = null;\n this.colors.length = 0;\n this.colors = null;\n this.uvs.length = 0;\n this.uvs = null;\n this.indices.length = 0;\n this.indices = null;\n this.indexBuffer.destroy();\n this.indexBuffer = null;\n this.graphicsData.length = 0;\n this.graphicsData = null;\n this.drawCalls.length = 0;\n this.drawCalls = null;\n this.batches.length = 0;\n this.batches = null;\n this._bounds = null;\n };\n /**\n * Check to see if a point is contained within this geometry.\n * @param point - Point to check if it's contained.\n * @returns {boolean} `true` if the point is contained within geometry.\n */\n GraphicsGeometry.prototype.containsPoint = function (point) {\n var graphicsData = this.graphicsData;\n for (var i = 0; i < graphicsData.length; ++i) {\n var data = graphicsData[i];\n if (!data.fillStyle.visible) {\n continue;\n }\n // only deal with fills..\n if (data.shape) {\n if (data.matrix) {\n data.matrix.applyInverse(point, tmpPoint);\n }\n else {\n tmpPoint.copyFrom(point);\n }\n if (data.shape.contains(tmpPoint.x, tmpPoint.y)) {\n var hitHole = false;\n if (data.holes) {\n for (var i_1 = 0; i_1 < data.holes.length; i_1++) {\n var hole = data.holes[i_1];\n if (hole.shape.contains(tmpPoint.x, tmpPoint.y)) {\n hitHole = true;\n break;\n }\n }\n }\n if (!hitHole) {\n return true;\n }\n }\n }\n }\n return false;\n };\n /**\n * Generates intermediate batch data. Either gets converted to drawCalls\n * or used to convert to batch objects directly by the Graphics object.\n */\n GraphicsGeometry.prototype.updateBatches = function () {\n if (!this.graphicsData.length) {\n this.batchable = true;\n return;\n }\n if (!this.validateBatching()) {\n return;\n }\n this.cacheDirty = this.dirty;\n var uvs = this.uvs;\n var graphicsData = this.graphicsData;\n var batchPart = null;\n var currentStyle = null;\n if (this.batches.length > 0) {\n batchPart = this.batches[this.batches.length - 1];\n currentStyle = batchPart.style;\n }\n for (var i = this.shapeIndex; i < graphicsData.length; i++) {\n this.shapeIndex++;\n var data = graphicsData[i];\n var fillStyle = data.fillStyle;\n var lineStyle = data.lineStyle;\n var command = FILL_COMMANDS[data.type];\n // build out the shapes points..\n command.build(data);\n if (data.matrix) {\n this.transformPoints(data.points, data.matrix);\n }\n if (fillStyle.visible || lineStyle.visible) {\n this.processHoles(data.holes);\n }\n for (var j = 0; j < 2; j++) {\n var style = (j === 0) ? fillStyle : lineStyle;\n if (!style.visible)\n { continue; }\n var nextTexture = style.texture.baseTexture;\n var index_1 = this.indices.length;\n var attribIndex = this.points.length / 2;\n nextTexture.wrapMode = WRAP_MODES.REPEAT;\n if (j === 0) {\n this.processFill(data);\n }\n else {\n this.processLine(data);\n }\n var size = (this.points.length / 2) - attribIndex;\n if (size === 0)\n { continue; }\n // close batch if style is different\n if (batchPart && !this._compareStyles(currentStyle, style)) {\n batchPart.end(index_1, attribIndex);\n batchPart = null;\n }\n // spawn new batch if its first batch or previous was closed\n if (!batchPart) {\n batchPart = BATCH_POOL.pop() || new BatchPart();\n batchPart.begin(style, index_1, attribIndex);\n this.batches.push(batchPart);\n currentStyle = style;\n }\n this.addUvs(this.points, uvs, style.texture, attribIndex, size, style.matrix);\n }\n }\n var index = this.indices.length;\n var attrib = this.points.length / 2;\n if (batchPart) {\n batchPart.end(index, attrib);\n }\n if (this.batches.length === 0) {\n // there are no visible styles in GraphicsData\n // its possible that someone wants Graphics just for the bounds\n this.batchable = true;\n return;\n }\n var need32 = attrib > 0xffff;\n // prevent allocation when length is same as buffer\n if (this.indicesUint16 && this.indices.length === this.indicesUint16.length\n && need32 === (this.indicesUint16.BYTES_PER_ELEMENT > 2)) {\n this.indicesUint16.set(this.indices);\n }\n else {\n this.indicesUint16 = need32 ? new Uint32Array(this.indices) : new Uint16Array(this.indices);\n }\n // TODO make this a const..\n this.batchable = this.isBatchable();\n if (this.batchable) {\n this.packBatches();\n }\n else {\n this.buildDrawCalls();\n }\n };\n /**\n * Affinity check\n * @param styleA\n * @param styleB\n */\n GraphicsGeometry.prototype._compareStyles = function (styleA, styleB) {\n if (!styleA || !styleB) {\n return false;\n }\n if (styleA.texture.baseTexture !== styleB.texture.baseTexture) {\n return false;\n }\n if (styleA.color + styleA.alpha !== styleB.color + styleB.alpha) {\n return false;\n }\n if (!!styleA.native !== !!styleB.native) {\n return false;\n }\n return true;\n };\n /** Test geometry for batching process. */\n GraphicsGeometry.prototype.validateBatching = function () {\n if (this.dirty === this.cacheDirty || !this.graphicsData.length) {\n return false;\n }\n for (var i = 0, l = this.graphicsData.length; i < l; i++) {\n var data = this.graphicsData[i];\n var fill = data.fillStyle;\n var line = data.lineStyle;\n if (fill && !fill.texture.baseTexture.valid)\n { return false; }\n if (line && !line.texture.baseTexture.valid)\n { return false; }\n }\n return true;\n };\n /** Offset the indices so that it works with the batcher. */\n GraphicsGeometry.prototype.packBatches = function () {\n this.batchDirty++;\n this.uvsFloat32 = new Float32Array(this.uvs);\n var batches = this.batches;\n for (var i = 0, l = batches.length; i < l; i++) {\n var batch = batches[i];\n for (var j = 0; j < batch.size; j++) {\n var index = batch.start + j;\n this.indicesUint16[index] = this.indicesUint16[index] - batch.attribStart;\n }\n }\n };\n /**\n * Checks to see if this graphics geometry can be batched.\n * Currently it needs to be small enough and not contain any native lines.\n */\n GraphicsGeometry.prototype.isBatchable = function () {\n // prevent heavy mesh batching\n if (this.points.length > 0xffff * 2) {\n return false;\n }\n var batches = this.batches;\n for (var i = 0; i < batches.length; i++) {\n if (batches[i].style.native) {\n return false;\n }\n }\n return (this.points.length < GraphicsGeometry.BATCHABLE_SIZE * 2);\n };\n /** Converts intermediate batches data to drawCalls. */\n GraphicsGeometry.prototype.buildDrawCalls = function () {\n var TICK = ++BaseTexture._globalBatch;\n for (var i = 0; i < this.drawCalls.length; i++) {\n this.drawCalls[i].texArray.clear();\n DRAW_CALL_POOL.push(this.drawCalls[i]);\n }\n this.drawCalls.length = 0;\n var colors = this.colors;\n var textureIds = this.textureIds;\n var currentGroup = DRAW_CALL_POOL.pop();\n if (!currentGroup) {\n currentGroup = new BatchDrawCall();\n currentGroup.texArray = new BatchTextureArray();\n }\n currentGroup.texArray.count = 0;\n currentGroup.start = 0;\n currentGroup.size = 0;\n currentGroup.type = DRAW_MODES.TRIANGLES;\n var textureCount = 0;\n var currentTexture = null;\n var textureId = 0;\n var native = false;\n var drawMode = DRAW_MODES.TRIANGLES;\n var index = 0;\n this.drawCalls.push(currentGroup);\n // TODO - this can be simplified\n for (var i = 0; i < this.batches.length; i++) {\n var data = this.batches[i];\n // TODO add some full on MAX_TEXTURE CODE..\n var MAX_TEXTURES = 8;\n // Forced cast for checking `native` without errors\n var style = data.style;\n var nextTexture = style.texture.baseTexture;\n if (native !== !!style.native) {\n native = !!style.native;\n drawMode = native ? DRAW_MODES.LINES : DRAW_MODES.TRIANGLES;\n // force the batch to break!\n currentTexture = null;\n textureCount = MAX_TEXTURES;\n TICK++;\n }\n if (currentTexture !== nextTexture) {\n currentTexture = nextTexture;\n if (nextTexture._batchEnabled !== TICK) {\n if (textureCount === MAX_TEXTURES) {\n TICK++;\n textureCount = 0;\n if (currentGroup.size > 0) {\n currentGroup = DRAW_CALL_POOL.pop();\n if (!currentGroup) {\n currentGroup = new BatchDrawCall();\n currentGroup.texArray = new BatchTextureArray();\n }\n this.drawCalls.push(currentGroup);\n }\n currentGroup.start = index;\n currentGroup.size = 0;\n currentGroup.texArray.count = 0;\n currentGroup.type = drawMode;\n }\n // TODO add this to the render part..\n // Hack! Because texture has protected `touched`\n nextTexture.touched = 1; // touch;\n nextTexture._batchEnabled = TICK;\n nextTexture._batchLocation = textureCount;\n nextTexture.wrapMode = WRAP_MODES.REPEAT;\n currentGroup.texArray.elements[currentGroup.texArray.count++] = nextTexture;\n textureCount++;\n }\n }\n currentGroup.size += data.size;\n index += data.size;\n textureId = nextTexture._batchLocation;\n this.addColors(colors, style.color, style.alpha, data.attribSize, data.attribStart);\n this.addTextureIds(textureIds, textureId, data.attribSize, data.attribStart);\n }\n BaseTexture._globalBatch = TICK;\n // upload..\n // merge for now!\n this.packAttributes();\n };\n /** Packs attributes to single buffer. */\n GraphicsGeometry.prototype.packAttributes = function () {\n var verts = this.points;\n var uvs = this.uvs;\n var colors = this.colors;\n var textureIds = this.textureIds;\n // verts are 2 positions.. so we * by 3 as there are 6 properties.. then 4 cos its bytes\n var glPoints = new ArrayBuffer(verts.length * 3 * 4);\n var f32 = new Float32Array(glPoints);\n var u32 = new Uint32Array(glPoints);\n var p = 0;\n for (var i = 0; i < verts.length / 2; i++) {\n f32[p++] = verts[i * 2];\n f32[p++] = verts[(i * 2) + 1];\n f32[p++] = uvs[i * 2];\n f32[p++] = uvs[(i * 2) + 1];\n u32[p++] = colors[i];\n f32[p++] = textureIds[i];\n }\n this._buffer.update(glPoints);\n this._indexBuffer.update(this.indicesUint16);\n };\n /**\n * Process fill part of Graphics.\n * @param data\n */\n GraphicsGeometry.prototype.processFill = function (data) {\n if (data.holes.length) {\n buildPoly.triangulate(data, this);\n }\n else {\n var command = FILL_COMMANDS[data.type];\n command.triangulate(data, this);\n }\n };\n /**\n * Process line part of Graphics.\n * @param data\n */\n GraphicsGeometry.prototype.processLine = function (data) {\n buildLine(data, this);\n for (var i = 0; i < data.holes.length; i++) {\n buildLine(data.holes[i], this);\n }\n };\n /**\n * Process the holes data.\n * @param holes\n */\n GraphicsGeometry.prototype.processHoles = function (holes) {\n for (var i = 0; i < holes.length; i++) {\n var hole = holes[i];\n var command = FILL_COMMANDS[hole.type];\n command.build(hole);\n if (hole.matrix) {\n this.transformPoints(hole.points, hole.matrix);\n }\n }\n };\n /** Update the local bounds of the object. Expensive to use performance-wise. */\n GraphicsGeometry.prototype.calculateBounds = function () {\n var bounds = this._bounds;\n bounds.clear();\n bounds.addVertexData(this.points, 0, this.points.length);\n bounds.pad(this.boundsPadding, this.boundsPadding);\n };\n /**\n * Transform points using matrix.\n * @param points - Points to transform\n * @param matrix - Transform matrix\n */\n GraphicsGeometry.prototype.transformPoints = function (points, matrix) {\n for (var i = 0; i < points.length / 2; i++) {\n var x = points[(i * 2)];\n var y = points[(i * 2) + 1];\n points[(i * 2)] = (matrix.a * x) + (matrix.c * y) + matrix.tx;\n points[(i * 2) + 1] = (matrix.b * x) + (matrix.d * y) + matrix.ty;\n }\n };\n /**\n * Add colors.\n * @param colors - List of colors to add to\n * @param color - Color to add\n * @param alpha - Alpha to use\n * @param size - Number of colors to add\n * @param offset\n */\n GraphicsGeometry.prototype.addColors = function (colors, color, alpha, size, offset) {\n if (offset === void 0) { offset = 0; }\n // TODO use the premultiply bits Ivan added\n var rgb = (color >> 16) + (color & 0xff00) + ((color & 0xff) << 16);\n var rgba = premultiplyTint(rgb, alpha);\n colors.length = Math.max(colors.length, offset + size);\n for (var i = 0; i < size; i++) {\n colors[offset + i] = rgba;\n }\n };\n /**\n * Add texture id that the shader/fragment wants to use.\n * @param textureIds\n * @param id\n * @param size\n * @param offset\n */\n GraphicsGeometry.prototype.addTextureIds = function (textureIds, id, size, offset) {\n if (offset === void 0) { offset = 0; }\n textureIds.length = Math.max(textureIds.length, offset + size);\n for (var i = 0; i < size; i++) {\n textureIds[offset + i] = id;\n }\n };\n /**\n * Generates the UVs for a shape.\n * @param verts - Vertices\n * @param uvs - UVs\n * @param texture - Reference to Texture\n * @param start - Index buffer start index.\n * @param size - The size/length for index buffer.\n * @param matrix - Optional transform for all points.\n */\n GraphicsGeometry.prototype.addUvs = function (verts, uvs, texture, start, size, matrix) {\n if (matrix === void 0) { matrix = null; }\n var index = 0;\n var uvsStart = uvs.length;\n var frame = texture.frame;\n while (index < size) {\n var x = verts[(start + index) * 2];\n var y = verts[((start + index) * 2) + 1];\n if (matrix) {\n var nx = (matrix.a * x) + (matrix.c * y) + matrix.tx;\n y = (matrix.b * x) + (matrix.d * y) + matrix.ty;\n x = nx;\n }\n index++;\n uvs.push(x / frame.width, y / frame.height);\n }\n var baseTexture = texture.baseTexture;\n if (frame.width < baseTexture.width\n || frame.height < baseTexture.height) {\n this.adjustUvs(uvs, texture, uvsStart, size);\n }\n };\n /**\n * Modify uvs array according to position of texture region\n * Does not work with rotated or trimmed textures\n * @param uvs - array\n * @param texture - region\n * @param start - starting index for uvs\n * @param size - how many points to adjust\n */\n GraphicsGeometry.prototype.adjustUvs = function (uvs, texture, start, size) {\n var baseTexture = texture.baseTexture;\n var eps = 1e-6;\n var finish = start + (size * 2);\n var frame = texture.frame;\n var scaleX = frame.width / baseTexture.width;\n var scaleY = frame.height / baseTexture.height;\n var offsetX = frame.x / frame.width;\n var offsetY = frame.y / frame.height;\n var minX = Math.floor(uvs[start] + eps);\n var minY = Math.floor(uvs[start + 1] + eps);\n for (var i = start + 2; i < finish; i += 2) {\n minX = Math.min(minX, Math.floor(uvs[i] + eps));\n minY = Math.min(minY, Math.floor(uvs[i + 1] + eps));\n }\n offsetX -= minX;\n offsetY -= minY;\n for (var i = start; i < finish; i += 2) {\n uvs[i] = (uvs[i] + offsetX) * scaleX;\n uvs[i + 1] = (uvs[i + 1] + offsetY) * scaleY;\n }\n };\n /**\n * The maximum number of points to consider an object \"batchable\",\n * able to be batched by the renderer's batch system.\n\\\n */\n GraphicsGeometry.BATCHABLE_SIZE = 100;\n return GraphicsGeometry;\n}(BatchGeometry));\n\n/**\n * Represents the line style for Graphics.\n * @memberof PIXI\n */\nvar LineStyle = /** @class */ (function (_super) {\n __extends(LineStyle, _super);\n function LineStyle() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n /** The width (thickness) of any lines drawn. */\n _this.width = 0;\n /** The alignment of any lines drawn (0.5 = middle, 1 = outer, 0 = inner). WebGL only. */\n _this.alignment = 0.5;\n /** If true the lines will be draw using LINES instead of TRIANGLE_STRIP. */\n _this.native = false;\n /**\n * Line cap style.\n * @member {PIXI.LINE_CAP}\n * @default PIXI.LINE_CAP.BUTT\n */\n _this.cap = LINE_CAP.BUTT;\n /**\n * Line join style.\n * @member {PIXI.LINE_JOIN}\n * @default PIXI.LINE_JOIN.MITER\n */\n _this.join = LINE_JOIN.MITER;\n /** Miter limit. */\n _this.miterLimit = 10;\n return _this;\n }\n /** Clones the object. */\n LineStyle.prototype.clone = function () {\n var obj = new LineStyle();\n obj.color = this.color;\n obj.alpha = this.alpha;\n obj.texture = this.texture;\n obj.matrix = this.matrix;\n obj.visible = this.visible;\n obj.width = this.width;\n obj.alignment = this.alignment;\n obj.native = this.native;\n obj.cap = this.cap;\n obj.join = this.join;\n obj.miterLimit = this.miterLimit;\n return obj;\n };\n /** Reset the line style to default. */\n LineStyle.prototype.reset = function () {\n _super.prototype.reset.call(this);\n // Override default line style color\n this.color = 0x0;\n this.alignment = 0.5;\n this.width = 0;\n this.native = false;\n };\n return LineStyle;\n}(FillStyle));\n\nvar temp = new Float32Array(3);\n// a default shaders map used by graphics..\nvar DEFAULT_SHADERS = {};\n/**\n * The Graphics class is primarily used to render primitive shapes such as lines, circles and\n * rectangles to the display, and to color and fill them. However, you can also use a Graphics\n * object to build a list of primitives to use as a mask, or as a complex hitArea.\n *\n * Please note that due to legacy naming conventions, the behavior of some functions in this class\n * can be confusing. Each call to `drawRect()`, `drawPolygon()`, etc. actually stores that primitive\n * in the Geometry class's GraphicsGeometry object for later use in rendering or hit testing - the\n * functions do not directly draw anything to the screen. Similarly, the `clear()` function doesn't\n * change the screen, it simply resets the list of primitives, which can be useful if you want to\n * rebuild the contents of an existing Graphics object.\n *\n * Once a GraphicsGeometry list is built, you can re-use it in other Geometry objects as\n * an optimization, by passing it into a new Geometry object's constructor. Because of this\n * ability, it's important to call `destroy()` on Geometry objects once you are done with them, to\n * properly dereference each GraphicsGeometry and prevent memory leaks.\n * @memberof PIXI\n */\nvar Graphics = /** @class */ (function (_super) {\n __extends(Graphics, _super);\n /**\n * @param geometry - Geometry to use, if omitted will create a new GraphicsGeometry instance.\n */\n function Graphics(geometry) {\n if (geometry === void 0) { geometry = null; }\n var _this = _super.call(this) || this;\n /**\n * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU.\n * Can be shared between multiple Graphics objects.\n */\n _this.shader = null;\n /** Renderer plugin for batching */\n _this.pluginName = 'batch';\n /**\n * Current path\n * @readonly\n */\n _this.currentPath = null;\n /** A collections of batches! These can be drawn by the renderer batch system. */\n _this.batches = [];\n /** Update dirty for limiting calculating tints for batches. */\n _this.batchTint = -1;\n /** Update dirty for limiting calculating batches.*/\n _this.batchDirty = -1;\n /** Copy of the object vertex data. */\n _this.vertexData = null;\n /** Current fill style. */\n _this._fillStyle = new FillStyle();\n /** Current line style. */\n _this._lineStyle = new LineStyle();\n /** Current shape transform matrix. */\n _this._matrix = null;\n /** Current hole mode is enabled. */\n _this._holeMode = false;\n /**\n * Represents the WebGL state the Graphics required to render, excludes shader and geometry. E.g.,\n * blend mode, culling, depth testing, direction of rendering triangles, backface, etc.\n */\n _this.state = State.for2d();\n _this._geometry = geometry || new GraphicsGeometry();\n _this._geometry.refCount++;\n /**\n * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite.\n * This is useful if your graphics element does not change often, as it will speed up the rendering\n * of the object in exchange for taking up texture memory. It is also useful if you need the graphics\n * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if\n * you are constantly redrawing the graphics element.\n * @name cacheAsBitmap\n * @member {boolean}\n * @memberof PIXI.Graphics#\n * @default false\n */\n _this._transformID = -1;\n // Set default\n _this.tint = 0xFFFFFF;\n _this.blendMode = BLEND_MODES.NORMAL;\n return _this;\n }\n Object.defineProperty(Graphics.prototype, \"geometry\", {\n /**\n * Includes vertex positions, face indices, normals, colors, UVs, and\n * custom attributes within buffers, reducing the cost of passing all\n * this data to the GPU. Can be shared between multiple Mesh or Graphics objects.\n * @readonly\n */\n get: function () {\n return this._geometry;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates a new Graphics object with the same values as this one.\n * Note that only the geometry of the object is cloned, not its transform (position,scale,etc)\n * @returns - A clone of the graphics object\n */\n Graphics.prototype.clone = function () {\n this.finishPoly();\n return new Graphics(this._geometry);\n };\n Object.defineProperty(Graphics.prototype, \"blendMode\", {\n get: function () {\n return this.state.blendMode;\n },\n /**\n * The blend mode to be applied to the graphic shape. Apply a value of\n * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. Note that, since each\n * primitive in the GraphicsGeometry list is rendered sequentially, modes\n * such as `PIXI.BLEND_MODES.ADD` and `PIXI.BLEND_MODES.MULTIPLY` will\n * be applied per-primitive.\n * @default PIXI.BLEND_MODES.NORMAL\n */\n set: function (value) {\n this.state.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Graphics.prototype, \"tint\", {\n /**\n * The tint applied to each graphic shape. This is a hex value. A value of\n * 0xFFFFFF will remove any tint effect.\n * @default 0xFFFFFF\n */\n get: function () {\n return this._tint;\n },\n set: function (value) {\n this._tint = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Graphics.prototype, \"fill\", {\n /**\n * The current fill style.\n * @readonly\n */\n get: function () {\n return this._fillStyle;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Graphics.prototype, \"line\", {\n /**\n * The current line style.\n * @readonly\n */\n get: function () {\n return this._lineStyle;\n },\n enumerable: false,\n configurable: true\n });\n Graphics.prototype.lineStyle = function (options, color, alpha, alignment, native) {\n if (options === void 0) { options = null; }\n if (color === void 0) { color = 0x0; }\n if (alpha === void 0) { alpha = 1; }\n if (alignment === void 0) { alignment = 0.5; }\n if (native === void 0) { native = false; }\n // Support non-object params: (width, color, alpha, alignment, native)\n if (typeof options === 'number') {\n options = { width: options, color: color, alpha: alpha, alignment: alignment, native: native };\n }\n return this.lineTextureStyle(options);\n };\n /**\n * Like line style but support texture for line fill.\n * @param [options] - Collection of options for setting line style.\n * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style\n * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to use\n * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style.\n * Default 0xFFFFFF if texture present.\n * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style\n * @param {PIXI.Matrix} [options.matrix=null] - Texture matrix to transform texture\n * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outer).\n * WebGL only.\n * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style\n * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style\n * @param {number}[options.miterLimit=10] - miter limit ratio\n * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.lineTextureStyle = function (options) {\n // Apply defaults\n options = Object.assign({\n width: 0,\n texture: Texture.WHITE,\n color: (options && options.texture) ? 0xFFFFFF : 0x0,\n alpha: 1,\n matrix: null,\n alignment: 0.5,\n native: false,\n cap: LINE_CAP.BUTT,\n join: LINE_JOIN.MITER,\n miterLimit: 10,\n }, options);\n if (this.currentPath) {\n this.startPoly();\n }\n var visible = options.width > 0 && options.alpha > 0;\n if (!visible) {\n this._lineStyle.reset();\n }\n else {\n if (options.matrix) {\n options.matrix = options.matrix.clone();\n options.matrix.invert();\n }\n Object.assign(this._lineStyle, { visible: visible }, options);\n }\n return this;\n };\n /**\n * Start a polygon object internally.\n * @protected\n */\n Graphics.prototype.startPoly = function () {\n if (this.currentPath) {\n var points = this.currentPath.points;\n var len = this.currentPath.points.length;\n if (len > 2) {\n this.drawShape(this.currentPath);\n this.currentPath = new Polygon();\n this.currentPath.closeStroke = false;\n this.currentPath.points.push(points[len - 2], points[len - 1]);\n }\n }\n else {\n this.currentPath = new Polygon();\n this.currentPath.closeStroke = false;\n }\n };\n /**\n * Finish the polygon object.\n * @protected\n */\n Graphics.prototype.finishPoly = function () {\n if (this.currentPath) {\n if (this.currentPath.points.length > 2) {\n this.drawShape(this.currentPath);\n this.currentPath = null;\n }\n else {\n this.currentPath.points.length = 0;\n }\n }\n };\n /**\n * Moves the current drawing position to x, y.\n * @param x - the X coordinate to move to\n * @param y - the Y coordinate to move to\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.moveTo = function (x, y) {\n this.startPoly();\n this.currentPath.points[0] = x;\n this.currentPath.points[1] = y;\n return this;\n };\n /**\n * Draws a line using the current line style from the current drawing position to (x, y);\n * The current drawing position is then set to (x, y).\n * @param x - the X coordinate to draw to\n * @param y - the Y coordinate to draw to\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.lineTo = function (x, y) {\n if (!this.currentPath) {\n this.moveTo(0, 0);\n }\n // remove duplicates..\n var points = this.currentPath.points;\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n if (fromX !== x || fromY !== y) {\n points.push(x, y);\n }\n return this;\n };\n /**\n * Initialize the curve\n * @param x\n * @param y\n */\n Graphics.prototype._initCurve = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (this.currentPath) {\n if (this.currentPath.points.length === 0) {\n this.currentPath.points = [x, y];\n }\n }\n else {\n this.moveTo(x, y);\n }\n };\n /**\n * Calculate the points for a quadratic bezier curve and then draws it.\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.quadraticCurveTo = function (cpX, cpY, toX, toY) {\n this._initCurve();\n var points = this.currentPath.points;\n if (points.length === 0) {\n this.moveTo(0, 0);\n }\n QuadraticUtils.curveTo(cpX, cpY, toX, toY, points);\n return this;\n };\n /**\n * Calculate the points for a bezier curve and then draws it.\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param cpX2 - Second Control point x\n * @param cpY2 - Second Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @returns This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.bezierCurveTo = function (cpX, cpY, cpX2, cpY2, toX, toY) {\n this._initCurve();\n BezierUtils.curveTo(cpX, cpY, cpX2, cpY2, toX, toY, this.currentPath.points);\n return this;\n };\n /**\n * The arcTo() method creates an arc/curve between two tangents on the canvas.\n *\n * \"borrowed\" from https://code.google.com/p/fxcanvas/ - thanks google!\n * @param x1 - The x-coordinate of the first tangent point of the arc\n * @param y1 - The y-coordinate of the first tangent point of the arc\n * @param x2 - The x-coordinate of the end of the arc\n * @param y2 - The y-coordinate of the end of the arc\n * @param radius - The radius of the arc\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.arcTo = function (x1, y1, x2, y2, radius) {\n this._initCurve(x1, y1);\n var points = this.currentPath.points;\n var result = ArcUtils.curveTo(x1, y1, x2, y2, radius, points);\n if (result) {\n var cx = result.cx, cy = result.cy, radius_1 = result.radius, startAngle = result.startAngle, endAngle = result.endAngle, anticlockwise = result.anticlockwise;\n this.arc(cx, cy, radius_1, startAngle, endAngle, anticlockwise);\n }\n return this;\n };\n /**\n * The arc method creates an arc/curve (used to create circles, or parts of circles).\n * @param cx - The x-coordinate of the center of the circle\n * @param cy - The y-coordinate of the center of the circle\n * @param radius - The radius of the circle\n * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position\n * of the arc's circle)\n * @param endAngle - The ending angle, in radians\n * @param anticlockwise - Specifies whether the drawing should be\n * counter-clockwise or clockwise. False is default, and indicates clockwise, while true\n * indicates counter-clockwise.\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.arc = function (cx, cy, radius, startAngle, endAngle, anticlockwise) {\n if (anticlockwise === void 0) { anticlockwise = false; }\n if (startAngle === endAngle) {\n return this;\n }\n if (!anticlockwise && endAngle <= startAngle) {\n endAngle += PI_2;\n }\n else if (anticlockwise && startAngle <= endAngle) {\n startAngle += PI_2;\n }\n var sweep = endAngle - startAngle;\n if (sweep === 0) {\n return this;\n }\n var startX = cx + (Math.cos(startAngle) * radius);\n var startY = cy + (Math.sin(startAngle) * radius);\n var eps = this._geometry.closePointEps;\n // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path.\n var points = this.currentPath ? this.currentPath.points : null;\n if (points) {\n // TODO: make a better fix.\n // We check how far our start is from the last existing point\n var xDiff = Math.abs(points[points.length - 2] - startX);\n var yDiff = Math.abs(points[points.length - 1] - startY);\n if (xDiff < eps && yDiff < eps) ;\n else {\n points.push(startX, startY);\n }\n }\n else {\n this.moveTo(startX, startY);\n points = this.currentPath.points;\n }\n ArcUtils.arc(startX, startY, cx, cy, radius, startAngle, endAngle, anticlockwise, points);\n return this;\n };\n /**\n * Specifies a simple one-color fill that subsequent calls to other Graphics methods\n * (such as lineTo() or drawCircle()) use when drawing.\n * @param color - the color of the fill\n * @param alpha - the alpha of the fill\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.beginFill = function (color, alpha) {\n if (color === void 0) { color = 0; }\n if (alpha === void 0) { alpha = 1; }\n return this.beginTextureFill({ texture: Texture.WHITE, color: color, alpha: alpha });\n };\n /**\n * Begin the texture fill\n * @param options - Object object.\n * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to fill\n * @param {number} [options.color=0xffffff] - Background to fill behind texture\n * @param {number} [options.alpha=1] - Alpha of fill\n * @param {PIXI.Matrix} [options.matrix=null] - Transform matrix\n * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.beginTextureFill = function (options) {\n // Apply defaults\n options = Object.assign({\n texture: Texture.WHITE,\n color: 0xFFFFFF,\n alpha: 1,\n matrix: null,\n }, options);\n if (this.currentPath) {\n this.startPoly();\n }\n var visible = options.alpha > 0;\n if (!visible) {\n this._fillStyle.reset();\n }\n else {\n if (options.matrix) {\n options.matrix = options.matrix.clone();\n options.matrix.invert();\n }\n Object.assign(this._fillStyle, { visible: visible }, options);\n }\n return this;\n };\n /**\n * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.endFill = function () {\n this.finishPoly();\n this._fillStyle.reset();\n return this;\n };\n /**\n * Draws a rectangle shape.\n * @param x - The X coord of the top-left of the rectangle\n * @param y - The Y coord of the top-left of the rectangle\n * @param width - The width of the rectangle\n * @param height - The height of the rectangle\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawRect = function (x, y, width, height) {\n return this.drawShape(new Rectangle(x, y, width, height));\n };\n /**\n * Draw a rectangle shape with rounded/beveled corners.\n * @param x - The X coord of the top-left of the rectangle\n * @param y - The Y coord of the top-left of the rectangle\n * @param width - The width of the rectangle\n * @param height - The height of the rectangle\n * @param radius - Radius of the rectangle corners\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawRoundedRect = function (x, y, width, height, radius) {\n return this.drawShape(new RoundedRectangle(x, y, width, height, radius));\n };\n /**\n * Draws a circle.\n * @param x - The X coordinate of the center of the circle\n * @param y - The Y coordinate of the center of the circle\n * @param radius - The radius of the circle\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawCircle = function (x, y, radius) {\n return this.drawShape(new Circle(x, y, radius));\n };\n /**\n * Draws an ellipse.\n * @param x - The X coordinate of the center of the ellipse\n * @param y - The Y coordinate of the center of the ellipse\n * @param width - The half width of the ellipse\n * @param height - The half height of the ellipse\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawEllipse = function (x, y, width, height) {\n return this.drawShape(new Ellipse(x, y, width, height));\n };\n /**\n * Draws a polygon using the given path.\n * @param {number[]|PIXI.Point[]|PIXI.Polygon} path - The path data used to construct the polygon.\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawPolygon = function () {\n var arguments$1 = arguments;\n\n var path = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n path[_i] = arguments$1[_i];\n }\n var points;\n var closeStroke = true; // !!this._fillStyle;\n var poly = path[0];\n // check if data has points..\n if (poly.points) {\n closeStroke = poly.closeStroke;\n points = poly.points;\n }\n else if (Array.isArray(path[0])) {\n points = path[0];\n }\n else {\n points = path;\n }\n var shape = new Polygon(points);\n shape.closeStroke = closeStroke;\n this.drawShape(shape);\n return this;\n };\n /**\n * Draw any shape.\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - Shape to draw\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawShape = function (shape) {\n if (!this._holeMode) {\n this._geometry.drawShape(shape, this._fillStyle.clone(), this._lineStyle.clone(), this._matrix);\n }\n else {\n this._geometry.drawHole(shape, this._matrix);\n }\n return this;\n };\n /**\n * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.clear = function () {\n this._geometry.clear();\n this._lineStyle.reset();\n this._fillStyle.reset();\n this._boundsID++;\n this._matrix = null;\n this._holeMode = false;\n this.currentPath = null;\n return this;\n };\n /**\n * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and\n * masked with gl.scissor.\n * @returns - True if only 1 rect.\n */\n Graphics.prototype.isFastRect = function () {\n var data = this._geometry.graphicsData;\n return data.length === 1\n && data[0].shape.type === SHAPES.RECT\n && !data[0].matrix\n && !data[0].holes.length\n && !(data[0].lineStyle.visible && data[0].lineStyle.width);\n };\n /**\n * Renders the object using the WebGL renderer\n * @param renderer - The renderer\n */\n Graphics.prototype._render = function (renderer) {\n this.finishPoly();\n var geometry = this._geometry;\n // batch part..\n // batch it!\n geometry.updateBatches();\n if (geometry.batchable) {\n if (this.batchDirty !== geometry.batchDirty) {\n this._populateBatches();\n }\n this._renderBatched(renderer);\n }\n else {\n // no batching...\n renderer.batch.flush();\n this._renderDirect(renderer);\n }\n };\n /** Populating batches for rendering. */\n Graphics.prototype._populateBatches = function () {\n var geometry = this._geometry;\n var blendMode = this.blendMode;\n var len = geometry.batches.length;\n this.batchTint = -1;\n this._transformID = -1;\n this.batchDirty = geometry.batchDirty;\n this.batches.length = len;\n this.vertexData = new Float32Array(geometry.points);\n for (var i = 0; i < len; i++) {\n var gI = geometry.batches[i];\n var color = gI.style.color;\n var vertexData = new Float32Array(this.vertexData.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2);\n var uvs = new Float32Array(geometry.uvsFloat32.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2);\n var indices = new Uint16Array(geometry.indicesUint16.buffer, gI.start * 2, gI.size);\n var batch = {\n vertexData: vertexData,\n blendMode: blendMode,\n indices: indices,\n uvs: uvs,\n _batchRGB: hex2rgb(color),\n _tintRGB: color,\n _texture: gI.style.texture,\n alpha: gI.style.alpha,\n worldAlpha: 1\n };\n this.batches[i] = batch;\n }\n };\n /**\n * Renders the batches using the BathedRenderer plugin\n * @param renderer - The renderer\n */\n Graphics.prototype._renderBatched = function (renderer) {\n if (!this.batches.length) {\n return;\n }\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n this.calculateVertices();\n this.calculateTints();\n for (var i = 0, l = this.batches.length; i < l; i++) {\n var batch = this.batches[i];\n batch.worldAlpha = this.worldAlpha * batch.alpha;\n renderer.plugins[this.pluginName].render(batch);\n }\n };\n /**\n * Renders the graphics direct\n * @param renderer - The renderer\n */\n Graphics.prototype._renderDirect = function (renderer) {\n var shader = this._resolveDirectShader(renderer);\n var geometry = this._geometry;\n var tint = this.tint;\n var worldAlpha = this.worldAlpha;\n var uniforms = shader.uniforms;\n var drawCalls = geometry.drawCalls;\n // lets set the transfomr\n uniforms.translationMatrix = this.transform.worldTransform;\n // and then lets set the tint..\n uniforms.tint[0] = (((tint >> 16) & 0xFF) / 255) * worldAlpha;\n uniforms.tint[1] = (((tint >> 8) & 0xFF) / 255) * worldAlpha;\n uniforms.tint[2] = ((tint & 0xFF) / 255) * worldAlpha;\n uniforms.tint[3] = worldAlpha;\n // the first draw call, we can set the uniforms of the shader directly here.\n // this means that we can tack advantage of the sync function of pixi!\n // bind and sync uniforms..\n // there is a way to optimise this..\n renderer.shader.bind(shader);\n renderer.geometry.bind(geometry, shader);\n // set state..\n renderer.state.set(this.state);\n // then render the rest of them...\n for (var i = 0, l = drawCalls.length; i < l; i++) {\n this._renderDrawCallDirect(renderer, geometry.drawCalls[i]);\n }\n };\n /**\n * Renders specific DrawCall\n * @param renderer\n * @param drawCall\n */\n Graphics.prototype._renderDrawCallDirect = function (renderer, drawCall) {\n var texArray = drawCall.texArray, type = drawCall.type, size = drawCall.size, start = drawCall.start;\n var groupTextureCount = texArray.count;\n for (var j = 0; j < groupTextureCount; j++) {\n renderer.texture.bind(texArray.elements[j], j);\n }\n renderer.geometry.draw(type, size, start);\n };\n /**\n * Resolves shader for direct rendering\n * @param renderer - The renderer\n */\n Graphics.prototype._resolveDirectShader = function (renderer) {\n var shader = this.shader;\n var pluginName = this.pluginName;\n if (!shader) {\n // if there is no shader here, we can use the default shader.\n // and that only gets created if we actually need it..\n // but may be more than one plugins for graphics\n if (!DEFAULT_SHADERS[pluginName]) {\n var MAX_TEXTURES = renderer.plugins[pluginName].MAX_TEXTURES;\n var sampleValues = new Int32Array(MAX_TEXTURES);\n for (var i = 0; i < MAX_TEXTURES; i++) {\n sampleValues[i] = i;\n }\n var uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: UniformGroup.from({ uSamplers: sampleValues }, true),\n };\n var program = renderer.plugins[pluginName]._shader.program;\n DEFAULT_SHADERS[pluginName] = new Shader(program, uniforms);\n }\n shader = DEFAULT_SHADERS[pluginName];\n }\n return shader;\n };\n /** Retrieves the bounds of the graphic shape as a rectangle object. */\n Graphics.prototype._calculateBounds = function () {\n this.finishPoly();\n var geometry = this._geometry;\n // skipping when graphics is empty, like a container\n if (!geometry.graphicsData.length) {\n return;\n }\n var _a = geometry.bounds, minX = _a.minX, minY = _a.minY, maxX = _a.maxX, maxY = _a.maxY;\n this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);\n };\n /**\n * Tests if a point is inside this graphics object\n * @param point - the point to test\n * @returns - the result of the test\n */\n Graphics.prototype.containsPoint = function (point) {\n this.worldTransform.applyInverse(point, Graphics._TEMP_POINT);\n return this._geometry.containsPoint(Graphics._TEMP_POINT);\n };\n /** Recalculate the tint by applying tint to batches using Graphics tint. */\n Graphics.prototype.calculateTints = function () {\n if (this.batchTint !== this.tint) {\n this.batchTint = this.tint;\n var tintRGB = hex2rgb(this.tint, temp);\n for (var i = 0; i < this.batches.length; i++) {\n var batch = this.batches[i];\n var batchTint = batch._batchRGB;\n var r = (tintRGB[0] * batchTint[0]) * 255;\n var g = (tintRGB[1] * batchTint[1]) * 255;\n var b = (tintRGB[2] * batchTint[2]) * 255;\n // TODO Ivan, can this be done in one go?\n var color = (r << 16) + (g << 8) + (b | 0);\n batch._tintRGB = (color >> 16)\n + (color & 0xff00)\n + ((color & 0xff) << 16);\n }\n }\n };\n /** If there's a transform update or a change to the shape of the geometry, recalculate the vertices. */\n Graphics.prototype.calculateVertices = function () {\n var wtID = this.transform._worldID;\n if (this._transformID === wtID) {\n return;\n }\n this._transformID = wtID;\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var data = this._geometry.points; // batch.vertexDataOriginal;\n var vertexData = this.vertexData;\n var count = 0;\n for (var i = 0; i < data.length; i += 2) {\n var x = data[i];\n var y = data[i + 1];\n vertexData[count++] = (a * x) + (c * y) + tx;\n vertexData[count++] = (d * y) + (b * x) + ty;\n }\n };\n /**\n * Closes the current path.\n * @returns - Returns itself.\n */\n Graphics.prototype.closePath = function () {\n var currentPath = this.currentPath;\n if (currentPath) {\n // we don't need to add extra point in the end because buildLine will take care of that\n currentPath.closeStroke = true;\n // ensure that the polygon is completed, and is available for hit detection\n // (even if the graphics is not rendered yet)\n this.finishPoly();\n }\n return this;\n };\n /**\n * Apply a matrix to the positional data.\n * @param matrix - Matrix to use for transform current shape.\n * @returns - Returns itself.\n */\n Graphics.prototype.setMatrix = function (matrix) {\n this._matrix = matrix;\n return this;\n };\n /**\n * Begin adding holes to the last draw shape\n * IMPORTANT: holes must be fully inside a shape to work\n * Also weirdness ensues if holes overlap!\n * Ellipses, Circles, Rectangles and Rounded Rectangles cannot be holes or host for holes in CanvasRenderer,\n * please use `moveTo` `lineTo`, `quadraticCurveTo` if you rely on pixi-legacy bundle.\n * @returns - Returns itself.\n */\n Graphics.prototype.beginHole = function () {\n this.finishPoly();\n this._holeMode = true;\n return this;\n };\n /**\n * End adding holes to the last draw shape.\n * @returns - Returns itself.\n */\n Graphics.prototype.endHole = function () {\n this.finishPoly();\n this._holeMode = false;\n return this;\n };\n /**\n * Destroys the Graphics object.\n * @param options - Options parameter. A boolean will act as if all\n * options have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have\n * their destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n Graphics.prototype.destroy = function (options) {\n this._geometry.refCount--;\n if (this._geometry.refCount === 0) {\n this._geometry.dispose();\n }\n this._matrix = null;\n this.currentPath = null;\n this._lineStyle.destroy();\n this._lineStyle = null;\n this._fillStyle.destroy();\n this._fillStyle = null;\n this._geometry = null;\n this.shader = null;\n this.vertexData = null;\n this.batches.length = 0;\n this.batches = null;\n _super.prototype.destroy.call(this, options);\n };\n /**\n * New rendering behavior for rounded rectangles: circular arcs instead of quadratic bezier curves.\n * In the next major release, we'll enable this by default.\n */\n Graphics.nextRoundedRectBehavior = false;\n /**\n * Temporary point to use for containsPoint.\n * @private\n */\n Graphics._TEMP_POINT = new Point();\n return Graphics;\n}(Container));\n\nvar graphicsUtils = {\n buildPoly: buildPoly,\n buildCircle: buildCircle,\n buildRectangle: buildRectangle,\n buildRoundedRectangle: buildRoundedRectangle,\n buildLine: buildLine,\n ArcUtils: ArcUtils,\n BezierUtils: BezierUtils,\n QuadraticUtils: QuadraticUtils,\n BatchPart: BatchPart,\n FILL_COMMANDS: FILL_COMMANDS,\n BATCH_POOL: BATCH_POOL,\n DRAW_CALL_POOL: DRAW_CALL_POOL\n};\n\nexport { FillStyle, GRAPHICS_CURVES, Graphics, GraphicsData, GraphicsGeometry, LINE_CAP, LINE_JOIN, LineStyle, graphicsUtils };\n//# sourceMappingURL=graphics.mjs.map\n","/*!\n * @pixi/sprite - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/sprite is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { BLEND_MODES } from '@pixi/constants';\nimport { Texture } from '@pixi/core';\nimport { Bounds, Container } from '@pixi/display';\nimport { Point, Rectangle, ObservablePoint } from '@pixi/math';\nimport { settings } from '@pixi/settings';\nimport { sign } from '@pixi/utils';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar tempPoint = new Point();\nvar indices = new Uint16Array([0, 1, 2, 0, 2, 3]);\n/**\n * The Sprite object is the base for all textured objects that are rendered to the screen\n *\n * A sprite can be created directly from an image like this:\n *\n * ```js\n * let sprite = PIXI.Sprite.from('assets/image.png');\n * ```\n *\n * The more efficient way to create sprites is using a {@link PIXI.Spritesheet},\n * as swapping base textures when rendering to the screen is inefficient.\n *\n * ```js\n * PIXI.Loader.shared.add(\"assets/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"assets/spritesheet.json\"].spritesheet;\n * let sprite = new PIXI.Sprite(sheet.textures[\"image.png\"]);\n * ...\n * }\n * ```\n * @memberof PIXI\n */\nvar Sprite = /** @class */ (function (_super) {\n __extends(Sprite, _super);\n /** @param texture - The texture for this sprite. */\n function Sprite(texture) {\n var _this = _super.call(this) || this;\n _this._anchor = new ObservablePoint(_this._onAnchorUpdate, _this, (texture ? texture.defaultAnchor.x : 0), (texture ? texture.defaultAnchor.y : 0));\n _this._texture = null;\n _this._width = 0;\n _this._height = 0;\n _this._tint = null;\n _this._tintRGB = null;\n _this.tint = 0xFFFFFF;\n _this.blendMode = BLEND_MODES.NORMAL;\n _this._cachedTint = 0xFFFFFF;\n _this.uvs = null;\n // call texture setter\n _this.texture = texture || Texture.EMPTY;\n _this.vertexData = new Float32Array(8);\n _this.vertexTrimmedData = null;\n _this._transformID = -1;\n _this._textureID = -1;\n _this._transformTrimmedID = -1;\n _this._textureTrimmedID = -1;\n // Batchable stuff..\n // TODO could make this a mixin?\n _this.indices = indices;\n _this.pluginName = 'batch';\n /**\n * Used to fast check if a sprite is.. a sprite!\n * @member {boolean}\n */\n _this.isSprite = true;\n _this._roundPixels = settings.ROUND_PIXELS;\n return _this;\n }\n /** When the texture is updated, this event will fire to update the scale and frame. */\n Sprite.prototype._onTextureUpdate = function () {\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this._cachedTint = 0xFFFFFF;\n // so if _width is 0 then width was not set..\n if (this._width) {\n this.scale.x = sign(this.scale.x) * this._width / this._texture.orig.width;\n }\n if (this._height) {\n this.scale.y = sign(this.scale.y) * this._height / this._texture.orig.height;\n }\n };\n /** Called when the anchor position updates. */\n Sprite.prototype._onAnchorUpdate = function () {\n this._transformID = -1;\n this._transformTrimmedID = -1;\n };\n /** Calculates worldTransform * vertices, store it in vertexData. */\n Sprite.prototype.calculateVertices = function () {\n var texture = this._texture;\n if (this._transformID === this.transform._worldID && this._textureID === texture._updateID) {\n return;\n }\n // update texture UV here, because base texture can be changed without calling `_onTextureUpdate`\n if (this._textureID !== texture._updateID) {\n this.uvs = this._texture._uvs.uvsFloat32;\n }\n this._transformID = this.transform._worldID;\n this._textureID = texture._updateID;\n // set the vertex data\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var vertexData = this.vertexData;\n var trim = texture.trim;\n var orig = texture.orig;\n var anchor = this._anchor;\n var w0 = 0;\n var w1 = 0;\n var h0 = 0;\n var h1 = 0;\n if (trim) {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the extra\n // space before transforming the sprite coords.\n w1 = trim.x - (anchor._x * orig.width);\n w0 = w1 + trim.width;\n h1 = trim.y - (anchor._y * orig.height);\n h0 = h1 + trim.height;\n }\n else {\n w1 = -anchor._x * orig.width;\n w0 = w1 + orig.width;\n h1 = -anchor._y * orig.height;\n h0 = h1 + orig.height;\n }\n // xy\n vertexData[0] = (a * w1) + (c * h1) + tx;\n vertexData[1] = (d * h1) + (b * w1) + ty;\n // xy\n vertexData[2] = (a * w0) + (c * h1) + tx;\n vertexData[3] = (d * h1) + (b * w0) + ty;\n // xy\n vertexData[4] = (a * w0) + (c * h0) + tx;\n vertexData[5] = (d * h0) + (b * w0) + ty;\n // xy\n vertexData[6] = (a * w1) + (c * h0) + tx;\n vertexData[7] = (d * h0) + (b * w1) + ty;\n if (this._roundPixels) {\n var resolution = settings.RESOLUTION;\n for (var i = 0; i < vertexData.length; ++i) {\n vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution);\n }\n }\n };\n /**\n * Calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData.\n *\n * This is used to ensure that the true width and height of a trimmed texture is respected.\n */\n Sprite.prototype.calculateTrimmedVertices = function () {\n if (!this.vertexTrimmedData) {\n this.vertexTrimmedData = new Float32Array(8);\n }\n else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) {\n return;\n }\n this._transformTrimmedID = this.transform._worldID;\n this._textureTrimmedID = this._texture._updateID;\n // lets do some special trim code!\n var texture = this._texture;\n var vertexData = this.vertexTrimmedData;\n var orig = texture.orig;\n var anchor = this._anchor;\n // lets calculate the new untrimmed bounds..\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var w1 = -anchor._x * orig.width;\n var w0 = w1 + orig.width;\n var h1 = -anchor._y * orig.height;\n var h0 = h1 + orig.height;\n // xy\n vertexData[0] = (a * w1) + (c * h1) + tx;\n vertexData[1] = (d * h1) + (b * w1) + ty;\n // xy\n vertexData[2] = (a * w0) + (c * h1) + tx;\n vertexData[3] = (d * h1) + (b * w0) + ty;\n // xy\n vertexData[4] = (a * w0) + (c * h0) + tx;\n vertexData[5] = (d * h0) + (b * w0) + ty;\n // xy\n vertexData[6] = (a * w1) + (c * h0) + tx;\n vertexData[7] = (d * h0) + (b * w1) + ty;\n };\n /**\n *\n * Renders the object using the WebGL renderer\n * @param renderer - The webgl renderer to use.\n */\n Sprite.prototype._render = function (renderer) {\n this.calculateVertices();\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n };\n /** Updates the bounds of the sprite. */\n Sprite.prototype._calculateBounds = function () {\n var trim = this._texture.trim;\n var orig = this._texture.orig;\n // First lets check to see if the current texture has a trim..\n if (!trim || (trim.width === orig.width && trim.height === orig.height)) {\n // no trim! lets use the usual calculations..\n this.calculateVertices();\n this._bounds.addQuad(this.vertexData);\n }\n else {\n // lets calculate a special trimmed bounds...\n this.calculateTrimmedVertices();\n this._bounds.addQuad(this.vertexTrimmedData);\n }\n };\n /**\n * Gets the local bounds of the sprite object.\n * @param rect - Optional output rectangle.\n * @returns The bounds.\n */\n Sprite.prototype.getLocalBounds = function (rect) {\n // we can do a fast local bounds if the sprite has no children!\n if (this.children.length === 0) {\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n this._localBounds.minX = this._texture.orig.width * -this._anchor._x;\n this._localBounds.minY = this._texture.orig.height * -this._anchor._y;\n this._localBounds.maxX = this._texture.orig.width * (1 - this._anchor._x);\n this._localBounds.maxY = this._texture.orig.height * (1 - this._anchor._y);\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n return this._localBounds.getRectangle(rect);\n }\n return _super.prototype.getLocalBounds.call(this, rect);\n };\n /**\n * Tests if a point is inside this sprite\n * @param point - the point to test\n * @returns The result of the test\n */\n Sprite.prototype.containsPoint = function (point) {\n this.worldTransform.applyInverse(point, tempPoint);\n var width = this._texture.orig.width;\n var height = this._texture.orig.height;\n var x1 = -width * this.anchor.x;\n var y1 = 0;\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width) {\n y1 = -height * this.anchor.y;\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Destroys this sprite and optionally its texture and children.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param [options.texture=false] - Should it destroy the current texture of the sprite as well\n * @param [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n */\n Sprite.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this, options);\n this._texture.off('update', this._onTextureUpdate, this);\n this._anchor = null;\n var destroyTexture = typeof options === 'boolean' ? options : options && options.texture;\n if (destroyTexture) {\n var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture;\n this._texture.destroy(!!destroyBaseTexture);\n }\n this._texture = null;\n };\n // some helper functions..\n /**\n * Helper function that creates a new sprite based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from\n * @param {object} [options] - See {@link PIXI.BaseTexture}'s constructor for options.\n * @returns The newly created sprite\n */\n Sprite.from = function (source, options) {\n var texture = (source instanceof Texture)\n ? source\n : Texture.from(source, options);\n return new Sprite(texture);\n };\n Object.defineProperty(Sprite.prototype, \"roundPixels\", {\n get: function () {\n return this._roundPixels;\n },\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n *\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n *\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}.\n * @default false\n */\n set: function (value) {\n if (this._roundPixels !== value) {\n this._transformID = -1;\n }\n this._roundPixels = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"width\", {\n /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return Math.abs(this.scale.x) * this._texture.orig.width;\n },\n set: function (value) {\n var s = sign(this.scale.x) || 1;\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"height\", {\n /** The height of the sprite, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return Math.abs(this.scale.y) * this._texture.orig.height;\n },\n set: function (value) {\n var s = sign(this.scale.y) || 1;\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"anchor\", {\n /**\n * The anchor sets the origin point of the sprite. The default value is taken from the {@link PIXI.Texture|Texture}\n * and passed to the constructor.\n *\n * The default is `(0,0)`, this means the sprite's origin is the top left.\n *\n * Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered.\n *\n * Setting the anchor to `(1,1)` would mean the sprite's origin point will be the bottom right corner.\n *\n * If you pass only single parameter, it will set both x and y to the same value as shown in the example below.\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5).\n */\n get: function () {\n return this._anchor;\n },\n set: function (value) {\n this._anchor.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"tint\", {\n /**\n * The tint applied to the sprite. This is a hex value.\n *\n * A value of 0xFFFFFF will remove any tint effect.\n * @default 0xFFFFFF\n */\n get: function () {\n return this._tint;\n },\n set: function (value) {\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"texture\", {\n /** The texture that the sprite is using. */\n get: function () {\n return this._texture;\n },\n set: function (value) {\n if (this._texture === value) {\n return;\n }\n if (this._texture) {\n this._texture.off('update', this._onTextureUpdate, this);\n }\n this._texture = value || Texture.EMPTY;\n this._cachedTint = 0xFFFFFF;\n this._textureID = -1;\n this._textureTrimmedID = -1;\n if (value) {\n // wait for the texture to load\n if (value.baseTexture.valid) {\n this._onTextureUpdate();\n }\n else {\n value.once('update', this._onTextureUpdate, this);\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return Sprite;\n}(Container));\n\nexport { Sprite };\n//# sourceMappingURL=sprite.mjs.map\n","/*!\n * @pixi/text - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/text is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Sprite } from '@pixi/sprite';\nimport { Texture } from '@pixi/core';\nimport { settings } from '@pixi/settings';\nimport { Rectangle } from '@pixi/math';\nimport { hex2string, hex2rgb, string2hex, trimCanvas, sign } from '@pixi/utils';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * Constants that define the type of gradient on text.\n * @static\n * @constant\n * @name TEXT_GRADIENT\n * @memberof PIXI\n * @type {object}\n * @property {number} LINEAR_VERTICAL Vertical gradient\n * @property {number} LINEAR_HORIZONTAL Linear gradient\n */\nvar TEXT_GRADIENT;\n(function (TEXT_GRADIENT) {\n TEXT_GRADIENT[TEXT_GRADIENT[\"LINEAR_VERTICAL\"] = 0] = \"LINEAR_VERTICAL\";\n TEXT_GRADIENT[TEXT_GRADIENT[\"LINEAR_HORIZONTAL\"] = 1] = \"LINEAR_HORIZONTAL\";\n})(TEXT_GRADIENT || (TEXT_GRADIENT = {}));\n\n// disabling eslint for now, going to rewrite this in v5\nvar defaultStyle = {\n align: 'left',\n breakWords: false,\n dropShadow: false,\n dropShadowAlpha: 1,\n dropShadowAngle: Math.PI / 6,\n dropShadowBlur: 0,\n dropShadowColor: 'black',\n dropShadowDistance: 5,\n fill: 'black',\n fillGradientType: TEXT_GRADIENT.LINEAR_VERTICAL,\n fillGradientStops: [],\n fontFamily: 'Arial',\n fontSize: 26,\n fontStyle: 'normal',\n fontVariant: 'normal',\n fontWeight: 'normal',\n letterSpacing: 0,\n lineHeight: 0,\n lineJoin: 'miter',\n miterLimit: 10,\n padding: 0,\n stroke: 'black',\n strokeThickness: 0,\n textBaseline: 'alphabetic',\n trim: false,\n whiteSpace: 'pre',\n wordWrap: false,\n wordWrapWidth: 100,\n leading: 0,\n};\nvar genericFontFamilies = [\n 'serif',\n 'sans-serif',\n 'monospace',\n 'cursive',\n 'fantasy',\n 'system-ui' ];\n/**\n * A TextStyle Object contains information to decorate a Text objects.\n *\n * An instance can be shared between multiple Text objects; then changing the style will update all text objects using it.\n *\n * A tool can be used to generate a text style [here](https://pixijs.io/pixi-text-style).\n *\n * @memberof PIXI\n */\nvar TextStyle = /** @class */ (function () {\n /**\n * @param {object} [style] - The style parameters\n * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'),\n * does not affect single line text\n * @param {boolean} [style.breakWords=false] - Indicates if lines can be wrapped within words, it\n * needs wordWrap to be set to true\n * @param {boolean} [style.dropShadow=false] - Set a drop shadow for the text\n * @param {number} [style.dropShadowAlpha=1] - Set alpha for the drop shadow\n * @param {number} [style.dropShadowAngle=Math.PI/6] - Set a angle of the drop shadow\n * @param {number} [style.dropShadowBlur=0] - Set a shadow blur radius\n * @param {string|number} [style.dropShadowColor='black'] - A fill style to be used on the dropshadow e.g 'red', '#00FF00'\n * @param {number} [style.dropShadowDistance=5] - Set a distance of the drop shadow\n * @param {string|string[]|number|number[]|CanvasGradient|CanvasPattern} [style.fill='black'] - A canvas\n * fillstyle that will be used on the text e.g 'red', '#00FF00'. Can be an array to create a gradient\n * eg ['#000000','#FFFFFF']\n * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN}\n * @param {number} [style.fillGradientType=PIXI.TEXT_GRADIENT.LINEAR_VERTICAL] - If fill is an array of colours\n * to create a gradient, this can change the type/direction of the gradient. See {@link PIXI.TEXT_GRADIENT}\n * @param {number[]} [style.fillGradientStops] - If fill is an array of colours to create a gradient, this array can set\n * the stop points (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them.\n * @param {string|string[]} [style.fontFamily='Arial'] - The font family\n * @param {number|string} [style.fontSize=26] - The font size (as a number it converts to px, but as a string,\n * equivalents are '26px','20pt','160%' or '1.6em')\n * @param {string} [style.fontStyle='normal'] - The font style ('normal', 'italic' or 'oblique')\n * @param {string} [style.fontVariant='normal'] - The font variant ('normal' or 'small-caps')\n * @param {string} [style.fontWeight='normal'] - The font weight ('normal', 'bold', 'bolder', 'lighter' and '100',\n * '200', '300', '400', '500', '600', '700', '800' or '900')\n * @param {number} [style.leading=0] - The space between lines\n * @param {number} [style.letterSpacing=0] - The amount of spacing between letters, default is 0\n * @param {number} [style.lineHeight] - The line height, a number that represents the vertical space that a letter uses\n * @param {string} [style.lineJoin='miter'] - The lineJoin property sets the type of corner created, it can resolve\n * spiked text issues. Possible values \"miter\" (creates a sharp corner), \"round\" (creates a round corner) or \"bevel\"\n * (creates a squared corner).\n * @param {number} [style.miterLimit=10] - The miter limit to use when using the 'miter' lineJoin mode. This can reduce\n * or increase the spikiness of rendered text.\n * @param {number} [style.padding=0] - Occasionally some fonts are cropped. Adding some padding will prevent this from\n * happening by adding padding to all sides of the text.\n * @param {string|number} [style.stroke='black'] - A canvas fillstyle that will be used on the text stroke\n * e.g 'blue', '#FCFF00'\n * @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke.\n * Default is 0 (no stroke)\n * @param {boolean} [style.trim=false] - Trim transparent borders\n * @param {string} [style.textBaseline='alphabetic'] - The baseline of the text that is rendered.\n * @param {string} [style.whiteSpace='pre'] - Determines whether newlines & spaces are collapsed or preserved \"normal\"\n * (collapse, collapse), \"pre\" (preserve, preserve) | \"pre-line\" (preserve, collapse). It needs wordWrap to be set to true\n * @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used\n * @param {number} [style.wordWrapWidth=100] - The width at which text will wrap, it needs wordWrap to be set to true\n */\n function TextStyle(style) {\n this.styleID = 0;\n this.reset();\n deepCopyProperties(this, style, style);\n }\n /**\n * Creates a new TextStyle object with the same values as this one.\n * Note that the only the properties of the object are cloned.\n *\n * @return New cloned TextStyle object\n */\n TextStyle.prototype.clone = function () {\n var clonedProperties = {};\n deepCopyProperties(clonedProperties, this, defaultStyle);\n return new TextStyle(clonedProperties);\n };\n /** Resets all properties to the defaults specified in TextStyle.prototype._default */\n TextStyle.prototype.reset = function () {\n deepCopyProperties(this, defaultStyle, defaultStyle);\n };\n Object.defineProperty(TextStyle.prototype, \"align\", {\n /**\n * Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text\n *\n * @member {string}\n */\n get: function () {\n return this._align;\n },\n set: function (align) {\n if (this._align !== align) {\n this._align = align;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"breakWords\", {\n /** Indicates if lines can be wrapped within words, it needs wordWrap to be set to true. */\n get: function () {\n return this._breakWords;\n },\n set: function (breakWords) {\n if (this._breakWords !== breakWords) {\n this._breakWords = breakWords;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadow\", {\n /** Set a drop shadow for the text. */\n get: function () {\n return this._dropShadow;\n },\n set: function (dropShadow) {\n if (this._dropShadow !== dropShadow) {\n this._dropShadow = dropShadow;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowAlpha\", {\n /** Set alpha for the drop shadow. */\n get: function () {\n return this._dropShadowAlpha;\n },\n set: function (dropShadowAlpha) {\n if (this._dropShadowAlpha !== dropShadowAlpha) {\n this._dropShadowAlpha = dropShadowAlpha;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowAngle\", {\n /** Set a angle of the drop shadow. */\n get: function () {\n return this._dropShadowAngle;\n },\n set: function (dropShadowAngle) {\n if (this._dropShadowAngle !== dropShadowAngle) {\n this._dropShadowAngle = dropShadowAngle;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowBlur\", {\n /** Set a shadow blur radius. */\n get: function () {\n return this._dropShadowBlur;\n },\n set: function (dropShadowBlur) {\n if (this._dropShadowBlur !== dropShadowBlur) {\n this._dropShadowBlur = dropShadowBlur;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowColor\", {\n /** A fill style to be used on the dropshadow e.g 'red', '#00FF00'. */\n get: function () {\n return this._dropShadowColor;\n },\n set: function (dropShadowColor) {\n var outputColor = getColor(dropShadowColor);\n if (this._dropShadowColor !== outputColor) {\n this._dropShadowColor = outputColor;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowDistance\", {\n /** Set a distance of the drop shadow. */\n get: function () {\n return this._dropShadowDistance;\n },\n set: function (dropShadowDistance) {\n if (this._dropShadowDistance !== dropShadowDistance) {\n this._dropShadowDistance = dropShadowDistance;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fill\", {\n /**\n * A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'.\n *\n * Can be an array to create a gradient eg ['#000000','#FFFFFF']\n * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN}\n *\n * @member {string|string[]|number|number[]|CanvasGradient|CanvasPattern}\n */\n get: function () {\n return this._fill;\n },\n set: function (fill) {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n // TODO: Not sure if getColor works properly with CanvasGradient and/or CanvasPattern, can't pass in\n // without casting here.\n var outputColor = getColor(fill);\n if (this._fill !== outputColor) {\n this._fill = outputColor;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fillGradientType\", {\n /**\n * If fill is an array of colours to create a gradient, this can change the type/direction of the gradient.\n *\n * @see PIXI.TEXT_GRADIENT\n */\n get: function () {\n return this._fillGradientType;\n },\n set: function (fillGradientType) {\n if (this._fillGradientType !== fillGradientType) {\n this._fillGradientType = fillGradientType;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fillGradientStops\", {\n /**\n * If fill is an array of colours to create a gradient, this array can set the stop points\n * (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them.\n */\n get: function () {\n return this._fillGradientStops;\n },\n set: function (fillGradientStops) {\n if (!areArraysEqual(this._fillGradientStops, fillGradientStops)) {\n this._fillGradientStops = fillGradientStops;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontFamily\", {\n /** The font family. */\n get: function () {\n return this._fontFamily;\n },\n set: function (fontFamily) {\n if (this.fontFamily !== fontFamily) {\n this._fontFamily = fontFamily;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontSize\", {\n /**\n * The font size\n * (as a number it converts to px, but as a string, equivalents are '26px','20pt','160%' or '1.6em')\n */\n get: function () {\n return this._fontSize;\n },\n set: function (fontSize) {\n if (this._fontSize !== fontSize) {\n this._fontSize = fontSize;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontStyle\", {\n /**\n * The font style\n * ('normal', 'italic' or 'oblique')\n *\n * @member {string}\n */\n get: function () {\n return this._fontStyle;\n },\n set: function (fontStyle) {\n if (this._fontStyle !== fontStyle) {\n this._fontStyle = fontStyle;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontVariant\", {\n /**\n * The font variant\n * ('normal' or 'small-caps')\n *\n * @member {string}\n */\n get: function () {\n return this._fontVariant;\n },\n set: function (fontVariant) {\n if (this._fontVariant !== fontVariant) {\n this._fontVariant = fontVariant;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontWeight\", {\n /**\n * The font weight\n * ('normal', 'bold', 'bolder', 'lighter' and '100', '200', '300', '400', '500', '600', '700', 800' or '900')\n *\n * @member {string}\n */\n get: function () {\n return this._fontWeight;\n },\n set: function (fontWeight) {\n if (this._fontWeight !== fontWeight) {\n this._fontWeight = fontWeight;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"letterSpacing\", {\n /** The amount of spacing between letters, default is 0. */\n get: function () {\n return this._letterSpacing;\n },\n set: function (letterSpacing) {\n if (this._letterSpacing !== letterSpacing) {\n this._letterSpacing = letterSpacing;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"lineHeight\", {\n /** The line height, a number that represents the vertical space that a letter uses. */\n get: function () {\n return this._lineHeight;\n },\n set: function (lineHeight) {\n if (this._lineHeight !== lineHeight) {\n this._lineHeight = lineHeight;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"leading\", {\n /** The space between lines. */\n get: function () {\n return this._leading;\n },\n set: function (leading) {\n if (this._leading !== leading) {\n this._leading = leading;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"lineJoin\", {\n /**\n * The lineJoin property sets the type of corner created, it can resolve spiked text issues.\n * Default is 'miter' (creates a sharp corner).\n *\n * @member {string}\n */\n get: function () {\n return this._lineJoin;\n },\n set: function (lineJoin) {\n if (this._lineJoin !== lineJoin) {\n this._lineJoin = lineJoin;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"miterLimit\", {\n /**\n * The miter limit to use when using the 'miter' lineJoin mode.\n *\n * This can reduce or increase the spikiness of rendered text.\n */\n get: function () {\n return this._miterLimit;\n },\n set: function (miterLimit) {\n if (this._miterLimit !== miterLimit) {\n this._miterLimit = miterLimit;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"padding\", {\n /**\n * Occasionally some fonts are cropped. Adding some padding will prevent this from happening\n * by adding padding to all sides of the text.\n */\n get: function () {\n return this._padding;\n },\n set: function (padding) {\n if (this._padding !== padding) {\n this._padding = padding;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"stroke\", {\n /**\n * A canvas fillstyle that will be used on the text stroke\n * e.g 'blue', '#FCFF00'\n */\n get: function () {\n return this._stroke;\n },\n set: function (stroke) {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n var outputColor = getColor(stroke);\n if (this._stroke !== outputColor) {\n this._stroke = outputColor;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"strokeThickness\", {\n /**\n * A number that represents the thickness of the stroke.\n *\n * @default 0\n */\n get: function () {\n return this._strokeThickness;\n },\n set: function (strokeThickness) {\n if (this._strokeThickness !== strokeThickness) {\n this._strokeThickness = strokeThickness;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"textBaseline\", {\n /**\n * The baseline of the text that is rendered.\n *\n * @member {string}\n */\n get: function () {\n return this._textBaseline;\n },\n set: function (textBaseline) {\n if (this._textBaseline !== textBaseline) {\n this._textBaseline = textBaseline;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"trim\", {\n /** Trim transparent borders. */\n get: function () {\n return this._trim;\n },\n set: function (trim) {\n if (this._trim !== trim) {\n this._trim = trim;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"whiteSpace\", {\n /**\n * How newlines and spaces should be handled.\n * Default is 'pre' (preserve, preserve).\n *\n * value | New lines | Spaces\n * --- | --- | ---\n * 'normal' | Collapse | Collapse\n * 'pre' | Preserve | Preserve\n * 'pre-line' | Preserve | Collapse\n *\n * @member {string}\n */\n get: function () {\n return this._whiteSpace;\n },\n set: function (whiteSpace) {\n if (this._whiteSpace !== whiteSpace) {\n this._whiteSpace = whiteSpace;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"wordWrap\", {\n /** Indicates if word wrap should be used. */\n get: function () {\n return this._wordWrap;\n },\n set: function (wordWrap) {\n if (this._wordWrap !== wordWrap) {\n this._wordWrap = wordWrap;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"wordWrapWidth\", {\n /** The width at which text will wrap, it needs wordWrap to be set to true. */\n get: function () {\n return this._wordWrapWidth;\n },\n set: function (wordWrapWidth) {\n if (this._wordWrapWidth !== wordWrapWidth) {\n this._wordWrapWidth = wordWrapWidth;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Generates a font style string to use for `TextMetrics.measureFont()`.\n *\n * @return Font style string, for passing to `TextMetrics.measureFont()`\n */\n TextStyle.prototype.toFontString = function () {\n // build canvas api font setting from individual components. Convert a numeric this.fontSize to px\n var fontSizeString = (typeof this.fontSize === 'number') ? this.fontSize + \"px\" : this.fontSize;\n // Clean-up fontFamily property by quoting each font name\n // this will support font names with spaces\n var fontFamilies = this.fontFamily;\n if (!Array.isArray(this.fontFamily)) {\n fontFamilies = this.fontFamily.split(',');\n }\n for (var i = fontFamilies.length - 1; i >= 0; i--) {\n // Trim any extra white-space\n var fontFamily = fontFamilies[i].trim();\n // Check if font already contains strings\n if (!(/([\\\"\\'])[^\\'\\\"]+\\1/).test(fontFamily) && genericFontFamilies.indexOf(fontFamily) < 0) {\n fontFamily = \"\\\"\" + fontFamily + \"\\\"\";\n }\n fontFamilies[i] = fontFamily;\n }\n return this.fontStyle + \" \" + this.fontVariant + \" \" + this.fontWeight + \" \" + fontSizeString + \" \" + fontFamilies.join(',');\n };\n return TextStyle;\n}());\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * @private\n * @param color\n * @return The color as a string.\n */\nfunction getSingleColor(color) {\n if (typeof color === 'number') {\n return hex2string(color);\n }\n else if (typeof color === 'string') {\n if (color.indexOf('0x') === 0) {\n color = color.replace('0x', '#');\n }\n }\n return color;\n}\nfunction getColor(color) {\n if (!Array.isArray(color)) {\n return getSingleColor(color);\n }\n else {\n for (var i = 0; i < color.length; ++i) {\n color[i] = getSingleColor(color[i]);\n }\n return color;\n }\n}\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * This version can also convert array of colors\n * @private\n * @param array1 - First array to compare\n * @param array2 - Second array to compare\n * @return Do the arrays contain the same values in the same order\n */\nfunction areArraysEqual(array1, array2) {\n if (!Array.isArray(array1) || !Array.isArray(array2)) {\n return false;\n }\n if (array1.length !== array2.length) {\n return false;\n }\n for (var i = 0; i < array1.length; ++i) {\n if (array1[i] !== array2[i]) {\n return false;\n }\n }\n return true;\n}\n/**\n * Utility function to ensure that object properties are copied by value, and not by reference\n * @private\n * @param target - Target object to copy properties into\n * @param source - Source object for the properties to copy\n * @param propertyObj - Object containing properties names we want to loop over\n */\nfunction deepCopyProperties(target, source, propertyObj) {\n for (var prop in propertyObj) {\n if (Array.isArray(source[prop])) {\n target[prop] = source[prop].slice();\n }\n else {\n target[prop] = source[prop];\n }\n }\n}\n\n/**\n * The TextMetrics object represents the measurement of a block of text with a specified style.\n *\n * ```js\n * let style = new PIXI.TextStyle({fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'})\n * let textMetrics = PIXI.TextMetrics.measureText('Your text', style)\n * ```\n * @memberof PIXI\n */\nvar TextMetrics = /** @class */ (function () {\n /**\n * @param text - the text that was measured\n * @param style - the style that was measured\n * @param width - the measured width of the text\n * @param height - the measured height of the text\n * @param lines - an array of the lines of text broken by new lines and wrapping if specified in style\n * @param lineWidths - an array of the line widths for each line matched to `lines`\n * @param lineHeight - the measured line height for this style\n * @param maxLineWidth - the maximum line width for all measured lines\n * @param {PIXI.IFontMetrics} fontProperties - the font properties object from TextMetrics.measureFont\n */\n function TextMetrics(text, style, width, height, lines, lineWidths, lineHeight, maxLineWidth, fontProperties) {\n this.text = text;\n this.style = style;\n this.width = width;\n this.height = height;\n this.lines = lines;\n this.lineWidths = lineWidths;\n this.lineHeight = lineHeight;\n this.maxLineWidth = maxLineWidth;\n this.fontProperties = fontProperties;\n }\n /**\n * Measures the supplied string of text and returns a Rectangle.\n * @param text - The text to measure.\n * @param style - The text style to use for measuring\n * @param wordWrap - Override for if word-wrap should be applied to the text.\n * @param canvas - optional specification of the canvas to use for measuring.\n * @returns Measured width and height of the text.\n */\n TextMetrics.measureText = function (text, style, wordWrap, canvas) {\n if (canvas === void 0) { canvas = TextMetrics._canvas; }\n wordWrap = (wordWrap === undefined || wordWrap === null) ? style.wordWrap : wordWrap;\n var font = style.toFontString();\n var fontProperties = TextMetrics.measureFont(font);\n // fallback in case UA disallow canvas data extraction\n // (toDataURI, getImageData functions)\n if (fontProperties.fontSize === 0) {\n fontProperties.fontSize = style.fontSize;\n fontProperties.ascent = style.fontSize;\n }\n var context = canvas.getContext('2d');\n context.font = font;\n var outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text;\n var lines = outputText.split(/(?:\\r\\n|\\r|\\n)/);\n var lineWidths = new Array(lines.length);\n var maxLineWidth = 0;\n for (var i = 0; i < lines.length; i++) {\n var lineWidth = context.measureText(lines[i]).width + ((lines[i].length - 1) * style.letterSpacing);\n lineWidths[i] = lineWidth;\n maxLineWidth = Math.max(maxLineWidth, lineWidth);\n }\n var width = maxLineWidth + style.strokeThickness;\n if (style.dropShadow) {\n width += style.dropShadowDistance;\n }\n var lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness;\n var height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness)\n + ((lines.length - 1) * (lineHeight + style.leading));\n if (style.dropShadow) {\n height += style.dropShadowDistance;\n }\n return new TextMetrics(text, style, width, height, lines, lineWidths, lineHeight + style.leading, maxLineWidth, fontProperties);\n };\n /**\n * Applies newlines to a string to have it optimally fit into the horizontal\n * bounds set by the Text object's wordWrapWidth property.\n * @param text - String to apply word wrapping to\n * @param style - the style to use when wrapping\n * @param canvas - optional specification of the canvas to use for measuring.\n * @returns New string with new lines applied where required\n */\n TextMetrics.wordWrap = function (text, style, canvas) {\n if (canvas === void 0) { canvas = TextMetrics._canvas; }\n var context = canvas.getContext('2d');\n var width = 0;\n var line = '';\n var lines = '';\n var cache = Object.create(null);\n var letterSpacing = style.letterSpacing, whiteSpace = style.whiteSpace;\n // How to handle whitespaces\n var collapseSpaces = TextMetrics.collapseSpaces(whiteSpace);\n var collapseNewlines = TextMetrics.collapseNewlines(whiteSpace);\n // whether or not spaces may be added to the beginning of lines\n var canPrependSpaces = !collapseSpaces;\n // There is letterSpacing after every char except the last one\n // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!\n // so for convenience the above needs to be compared to width + 1 extra letterSpace\n // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!_\n // ________________________________________________\n // And then the final space is simply no appended to each line\n var wordWrapWidth = style.wordWrapWidth + letterSpacing;\n // break text into words, spaces and newline chars\n var tokens = TextMetrics.tokenize(text);\n for (var i = 0; i < tokens.length; i++) {\n // get the word, space or newlineChar\n var token = tokens[i];\n // if word is a new line\n if (TextMetrics.isNewline(token)) {\n // keep the new line\n if (!collapseNewlines) {\n lines += TextMetrics.addLine(line);\n canPrependSpaces = !collapseSpaces;\n line = '';\n width = 0;\n continue;\n }\n // if we should collapse new lines\n // we simply convert it into a space\n token = ' ';\n }\n // if we should collapse repeated whitespaces\n if (collapseSpaces) {\n // check both this and the last tokens for spaces\n var currIsBreakingSpace = TextMetrics.isBreakingSpace(token);\n var lastIsBreakingSpace = TextMetrics.isBreakingSpace(line[line.length - 1]);\n if (currIsBreakingSpace && lastIsBreakingSpace) {\n continue;\n }\n }\n // get word width from cache if possible\n var tokenWidth = TextMetrics.getFromCache(token, letterSpacing, cache, context);\n // word is longer than desired bounds\n if (tokenWidth > wordWrapWidth) {\n // if we are not already at the beginning of a line\n if (line !== '') {\n // start newlines for overflow words\n lines += TextMetrics.addLine(line);\n line = '';\n width = 0;\n }\n // break large word over multiple lines\n if (TextMetrics.canBreakWords(token, style.breakWords)) {\n // break word into characters\n var characters = TextMetrics.wordWrapSplit(token);\n // loop the characters\n for (var j = 0; j < characters.length; j++) {\n var char = characters[j];\n var k = 1;\n // we are not at the end of the token\n while (characters[j + k]) {\n var nextChar = characters[j + k];\n var lastChar = char[char.length - 1];\n // should not split chars\n if (!TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords)) {\n // combine chars & move forward one\n char += nextChar;\n }\n else {\n break;\n }\n k++;\n }\n j += char.length - 1;\n var characterWidth = TextMetrics.getFromCache(char, letterSpacing, cache, context);\n if (characterWidth + width > wordWrapWidth) {\n lines += TextMetrics.addLine(line);\n canPrependSpaces = false;\n line = '';\n width = 0;\n }\n line += char;\n width += characterWidth;\n }\n }\n // run word out of the bounds\n else {\n // if there are words in this line already\n // finish that line and start a new one\n if (line.length > 0) {\n lines += TextMetrics.addLine(line);\n line = '';\n width = 0;\n }\n var isLastToken = i === tokens.length - 1;\n // give it its own line if it's not the end\n lines += TextMetrics.addLine(token, !isLastToken);\n canPrependSpaces = false;\n line = '';\n width = 0;\n }\n }\n // word could fit\n else {\n // word won't fit because of existing words\n // start a new line\n if (tokenWidth + width > wordWrapWidth) {\n // if its a space we don't want it\n canPrependSpaces = false;\n // add a new line\n lines += TextMetrics.addLine(line);\n // start a new line\n line = '';\n width = 0;\n }\n // don't add spaces to the beginning of lines\n if (line.length > 0 || !TextMetrics.isBreakingSpace(token) || canPrependSpaces) {\n // add the word to the current line\n line += token;\n // update width counter\n width += tokenWidth;\n }\n }\n }\n lines += TextMetrics.addLine(line, false);\n return lines;\n };\n /**\n * Convienience function for logging each line added during the wordWrap method.\n * @param line - The line of text to add\n * @param newLine - Add new line character to end\n * @returns A formatted line\n */\n TextMetrics.addLine = function (line, newLine) {\n if (newLine === void 0) { newLine = true; }\n line = TextMetrics.trimRight(line);\n line = (newLine) ? line + \"\\n\" : line;\n return line;\n };\n /**\n * Gets & sets the widths of calculated characters in a cache object\n * @param key - The key\n * @param letterSpacing - The letter spacing\n * @param cache - The cache\n * @param context - The canvas context\n * @returns The from cache.\n */\n TextMetrics.getFromCache = function (key, letterSpacing, cache, context) {\n var width = cache[key];\n if (typeof width !== 'number') {\n var spacing = ((key.length) * letterSpacing);\n width = context.measureText(key).width + spacing;\n cache[key] = width;\n }\n return width;\n };\n /**\n * Determines whether we should collapse breaking spaces.\n * @param whiteSpace - The TextStyle property whiteSpace\n * @returns Should collapse\n */\n TextMetrics.collapseSpaces = function (whiteSpace) {\n return (whiteSpace === 'normal' || whiteSpace === 'pre-line');\n };\n /**\n * Determines whether we should collapse newLine chars.\n * @param whiteSpace - The white space\n * @returns should collapse\n */\n TextMetrics.collapseNewlines = function (whiteSpace) {\n return (whiteSpace === 'normal');\n };\n /**\n * Trims breaking whitespaces from string.\n * @param text - The text\n * @returns Trimmed string\n */\n TextMetrics.trimRight = function (text) {\n if (typeof text !== 'string') {\n return '';\n }\n for (var i = text.length - 1; i >= 0; i--) {\n var char = text[i];\n if (!TextMetrics.isBreakingSpace(char)) {\n break;\n }\n text = text.slice(0, -1);\n }\n return text;\n };\n /**\n * Determines if char is a newline.\n * @param char - The character\n * @returns True if newline, False otherwise.\n */\n TextMetrics.isNewline = function (char) {\n if (typeof char !== 'string') {\n return false;\n }\n return (TextMetrics._newlines.indexOf(char.charCodeAt(0)) >= 0);\n };\n /**\n * Determines if char is a breaking whitespace.\n *\n * It allows one to determine whether char should be a breaking whitespace\n * For example certain characters in CJK langs or numbers.\n * It must return a boolean.\n * @param char - The character\n * @param [_nextChar] - The next character\n * @returns True if whitespace, False otherwise.\n */\n TextMetrics.isBreakingSpace = function (char, _nextChar) {\n if (typeof char !== 'string') {\n return false;\n }\n return (TextMetrics._breakingSpaces.indexOf(char.charCodeAt(0)) >= 0);\n };\n /**\n * Splits a string into words, breaking-spaces and newLine characters\n * @param text - The text\n * @returns A tokenized array\n */\n TextMetrics.tokenize = function (text) {\n var tokens = [];\n var token = '';\n if (typeof text !== 'string') {\n return tokens;\n }\n for (var i = 0; i < text.length; i++) {\n var char = text[i];\n var nextChar = text[i + 1];\n if (TextMetrics.isBreakingSpace(char, nextChar) || TextMetrics.isNewline(char)) {\n if (token !== '') {\n tokens.push(token);\n token = '';\n }\n tokens.push(char);\n continue;\n }\n token += char;\n }\n if (token !== '') {\n tokens.push(token);\n }\n return tokens;\n };\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It allows one to customise which words should break\n * Examples are if the token is CJK or numbers.\n * It must return a boolean.\n * @param _token - The token\n * @param breakWords - The style attr break words\n * @returns Whether to break word or not\n */\n TextMetrics.canBreakWords = function (_token, breakWords) {\n return breakWords;\n };\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It allows one to determine whether a pair of characters\n * should be broken by newlines\n * For example certain characters in CJK langs or numbers.\n * It must return a boolean.\n * @param _char - The character\n * @param _nextChar - The next character\n * @param _token - The token/word the characters are from\n * @param _index - The index in the token of the char\n * @param _breakWords - The style attr break words\n * @returns whether to break word or not\n */\n TextMetrics.canBreakChars = function (_char, _nextChar, _token, _index, _breakWords) {\n return true;\n };\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It is called when a token (usually a word) has to be split into separate pieces\n * in order to determine the point to break a word.\n * It must return an array of characters.\n * @example\n * // Correctly splits emojis, eg \"🤪🤪\" will result in two element array, each with one emoji.\n * TextMetrics.wordWrapSplit = (token) => [...token];\n * @param token - The token to split\n * @returns The characters of the token\n */\n TextMetrics.wordWrapSplit = function (token) {\n return token.split('');\n };\n /**\n * Calculates the ascent, descent and fontSize of a given font-style\n * @param font - String representing the style of the font\n * @returns Font properties object\n */\n TextMetrics.measureFont = function (font) {\n // as this method is used for preparing assets, don't recalculate things if we don't need to\n if (TextMetrics._fonts[font]) {\n return TextMetrics._fonts[font];\n }\n var properties = {\n ascent: 0,\n descent: 0,\n fontSize: 0,\n };\n var canvas = TextMetrics._canvas;\n var context = TextMetrics._context;\n context.font = font;\n var metricsString = TextMetrics.METRICS_STRING + TextMetrics.BASELINE_SYMBOL;\n var width = Math.ceil(context.measureText(metricsString).width);\n var baseline = Math.ceil(context.measureText(TextMetrics.BASELINE_SYMBOL).width);\n var height = Math.ceil(TextMetrics.HEIGHT_MULTIPLIER * baseline);\n baseline = baseline * TextMetrics.BASELINE_MULTIPLIER | 0;\n canvas.width = width;\n canvas.height = height;\n context.fillStyle = '#f00';\n context.fillRect(0, 0, width, height);\n context.font = font;\n context.textBaseline = 'alphabetic';\n context.fillStyle = '#000';\n context.fillText(metricsString, 0, baseline);\n var imagedata = context.getImageData(0, 0, width, height).data;\n var pixels = imagedata.length;\n var line = width * 4;\n var i = 0;\n var idx = 0;\n var stop = false;\n // ascent. scan from top to bottom until we find a non red pixel\n for (i = 0; i < baseline; ++i) {\n for (var j = 0; j < line; j += 4) {\n if (imagedata[idx + j] !== 255) {\n stop = true;\n break;\n }\n }\n if (!stop) {\n idx += line;\n }\n else {\n break;\n }\n }\n properties.ascent = baseline - i;\n idx = pixels - line;\n stop = false;\n // descent. scan from bottom to top until we find a non red pixel\n for (i = height; i > baseline; --i) {\n for (var j = 0; j < line; j += 4) {\n if (imagedata[idx + j] !== 255) {\n stop = true;\n break;\n }\n }\n if (!stop) {\n idx -= line;\n }\n else {\n break;\n }\n }\n properties.descent = i - baseline;\n properties.fontSize = properties.ascent + properties.descent;\n TextMetrics._fonts[font] = properties;\n return properties;\n };\n /**\n * Clear font metrics in metrics cache.\n * @param {string} [font] - font name. If font name not set then clear cache for all fonts.\n */\n TextMetrics.clearMetrics = function (font) {\n if (font === void 0) { font = ''; }\n if (font) {\n delete TextMetrics._fonts[font];\n }\n else {\n TextMetrics._fonts = {};\n }\n };\n Object.defineProperty(TextMetrics, \"_canvas\", {\n /**\n * Cached canvas element for measuring text\n * TODO: this should be private, but isn't because of backward compat, will fix later.\n * @ignore\n */\n get: function () {\n if (!TextMetrics.__canvas) {\n var canvas = void 0;\n try {\n // OffscreenCanvas2D measureText can be up to 40% faster.\n var c = new OffscreenCanvas(0, 0);\n var context = c.getContext('2d');\n if (context && context.measureText) {\n TextMetrics.__canvas = c;\n return c;\n }\n canvas = settings.ADAPTER.createCanvas();\n }\n catch (ex) {\n canvas = settings.ADAPTER.createCanvas();\n }\n canvas.width = canvas.height = 10;\n TextMetrics.__canvas = canvas;\n }\n return TextMetrics.__canvas;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextMetrics, \"_context\", {\n /**\n * TODO: this should be private, but isn't because of backward compat, will fix later.\n * @ignore\n */\n get: function () {\n if (!TextMetrics.__context) {\n TextMetrics.__context = TextMetrics._canvas.getContext('2d');\n }\n return TextMetrics.__context;\n },\n enumerable: false,\n configurable: true\n });\n return TextMetrics;\n}());\n/**\n * Internal return object for {@link PIXI.TextMetrics.measureFont `TextMetrics.measureFont`}.\n * @typedef {object} FontMetrics\n * @property {number} ascent - The ascent distance\n * @property {number} descent - The descent distance\n * @property {number} fontSize - Font size from ascent to descent\n * @memberof PIXI.TextMetrics\n * @private\n */\n/**\n * Cache of {@see PIXI.TextMetrics.FontMetrics} objects.\n * @memberof PIXI.TextMetrics\n * @type {object}\n * @private\n */\nTextMetrics._fonts = {};\n/**\n * String used for calculate font metrics.\n * These characters are all tall to help calculate the height required for text.\n * @static\n * @memberof PIXI.TextMetrics\n * @name METRICS_STRING\n * @type {string}\n * @default |ÉqÅ\n */\nTextMetrics.METRICS_STRING = '|ÉqÅ';\n/**\n * Baseline symbol for calculate font metrics.\n * @static\n * @memberof PIXI.TextMetrics\n * @name BASELINE_SYMBOL\n * @type {string}\n * @default M\n */\nTextMetrics.BASELINE_SYMBOL = 'M';\n/**\n * Baseline multiplier for calculate font metrics.\n * @static\n * @memberof PIXI.TextMetrics\n * @name BASELINE_MULTIPLIER\n * @type {number}\n * @default 1.4\n */\nTextMetrics.BASELINE_MULTIPLIER = 1.4;\n/**\n * Height multiplier for setting height of canvas to calculate font metrics.\n * @static\n * @memberof PIXI.TextMetrics\n * @name HEIGHT_MULTIPLIER\n * @type {number}\n * @default 2.00\n */\nTextMetrics.HEIGHT_MULTIPLIER = 2.0;\n/**\n * Cache of new line chars.\n * @memberof PIXI.TextMetrics\n * @type {number[]}\n * @private\n */\nTextMetrics._newlines = [\n 0x000A,\n 0x000D ];\n/**\n * Cache of breaking spaces.\n * @memberof PIXI.TextMetrics\n * @type {number[]}\n * @private\n */\nTextMetrics._breakingSpaces = [\n 0x0009,\n 0x0020,\n 0x2000,\n 0x2001,\n 0x2002,\n 0x2003,\n 0x2004,\n 0x2005,\n 0x2006,\n 0x2008,\n 0x2009,\n 0x200A,\n 0x205F,\n 0x3000 ];\n/**\n * A number, or a string containing a number.\n * @memberof PIXI\n * @typedef {object} IFontMetrics\n * @property {number} ascent - Font ascent\n * @property {number} descent - Font descent\n * @property {number} fontSize - Font size\n */\n\nvar defaultDestroyOptions = {\n texture: true,\n children: false,\n baseTexture: true,\n};\n/**\n * A Text Object will create a line or multiple lines of text.\n *\n * The text is created using the [Canvas API](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API).\n *\n * The primary advantage of this class over BitmapText is that you have great control over the style of the text,\n * which you can change at runtime.\n *\n * The primary disadvantages is that each piece of text has it's own texture, which can use more memory.\n * When text changes, this texture has to be re-generated and re-uploaded to the GPU, taking up time.\n *\n * To split a line you can use '\\n' in your text string, or, on the `style` object,\n * change its `wordWrap` property to true and and give the `wordWrapWidth` property a value.\n *\n * A Text can be created directly from a string and a style object,\n * which can be generated [here](https://pixijs.io/pixi-text-style).\n *\n * ```js\n * let text = new PIXI.Text('This is a PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'});\n * ```\n * @memberof PIXI\n */\nvar Text = /** @class */ (function (_super) {\n __extends(Text, _super);\n /**\n * @param text - The string that you would like the text to display\n * @param {object|PIXI.TextStyle} [style] - The style parameters\n * @param canvas - The canvas element for drawing text\n */\n function Text(text, style, canvas) {\n var _this = this;\n var ownCanvas = false;\n if (!canvas) {\n canvas = settings.ADAPTER.createCanvas();\n ownCanvas = true;\n }\n canvas.width = 3;\n canvas.height = 3;\n var texture = Texture.from(canvas);\n texture.orig = new Rectangle();\n texture.trim = new Rectangle();\n _this = _super.call(this, texture) || this;\n _this._ownCanvas = ownCanvas;\n _this.canvas = canvas;\n _this.context = canvas.getContext('2d');\n _this._resolution = settings.RESOLUTION;\n _this._autoResolution = true;\n _this._text = null;\n _this._style = null;\n _this._styleListener = null;\n _this._font = '';\n _this.text = text;\n _this.style = style;\n _this.localStyleID = -1;\n return _this;\n }\n /**\n * Renders text to its canvas, and updates its texture.\n *\n * By default this is used internally to ensure the texture is correct before rendering,\n * but it can be used called externally, for example from this class to 'pre-generate' the texture from a piece of text,\n * and then shared across multiple Sprites.\n * @param respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called.\n */\n Text.prototype.updateText = function (respectDirty) {\n var style = this._style;\n // check if style has changed..\n if (this.localStyleID !== style.styleID) {\n this.dirty = true;\n this.localStyleID = style.styleID;\n }\n if (!this.dirty && respectDirty) {\n return;\n }\n this._font = this._style.toFontString();\n var context = this.context;\n var measured = TextMetrics.measureText(this._text || ' ', this._style, this._style.wordWrap, this.canvas);\n var width = measured.width;\n var height = measured.height;\n var lines = measured.lines;\n var lineHeight = measured.lineHeight;\n var lineWidths = measured.lineWidths;\n var maxLineWidth = measured.maxLineWidth;\n var fontProperties = measured.fontProperties;\n this.canvas.width = Math.ceil(Math.ceil((Math.max(1, width) + (style.padding * 2))) * this._resolution);\n this.canvas.height = Math.ceil(Math.ceil((Math.max(1, height) + (style.padding * 2))) * this._resolution);\n context.scale(this._resolution, this._resolution);\n context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n context.font = this._font;\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n var linePositionX;\n var linePositionY;\n // require 2 passes if a shadow; the first to draw the drop shadow, the second to draw the text\n var passesCount = style.dropShadow ? 2 : 1;\n // For v4, we drew text at the colours of the drop shadow underneath the normal text. This gave the correct zIndex,\n // but features such as alpha and shadowblur did not look right at all, since we were using actual text as a shadow.\n //\n // For v5.0.0, we moved over to just use the canvas API for drop shadows, which made them look much nicer and more\n // visually please, but now because the stroke is drawn and then the fill, drop shadows would appear on both the fill\n // and the stroke; and fill drop shadows would appear over the top of the stroke.\n //\n // For v5.1.1, the new route is to revert to v4 style of drawing text first to get the drop shadows underneath normal\n // text, but instead drawing text in the correct location, we'll draw it off screen (-paddingY), and then adjust the\n // drop shadow so only that appears on screen (+paddingY). Now we'll have the correct draw order of the shadow\n // beneath the text, whilst also having the proper text shadow styling.\n for (var i = 0; i < passesCount; ++i) {\n var isShadowPass = style.dropShadow && i === 0;\n // we only want the drop shadow, so put text way off-screen\n var dsOffsetText = isShadowPass ? Math.ceil(Math.max(1, height) + (style.padding * 2)) : 0;\n var dsOffsetShadow = dsOffsetText * this._resolution;\n if (isShadowPass) {\n // On Safari, text with gradient and drop shadows together do not position correctly\n // if the scale of the canvas is not 1: https://bugs.webkit.org/show_bug.cgi?id=197689\n // Therefore we'll set the styles to be a plain black whilst generating this drop shadow\n context.fillStyle = 'black';\n context.strokeStyle = 'black';\n var dropShadowColor = style.dropShadowColor;\n var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor));\n var dropShadowBlur = style.dropShadowBlur * this._resolution;\n var dropShadowDistance = style.dropShadowDistance * this._resolution;\n context.shadowColor = \"rgba(\" + rgb[0] * 255 + \",\" + rgb[1] * 255 + \",\" + rgb[2] * 255 + \",\" + style.dropShadowAlpha + \")\";\n context.shadowBlur = dropShadowBlur;\n context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance;\n context.shadowOffsetY = (Math.sin(style.dropShadowAngle) * dropShadowDistance) + dsOffsetShadow;\n }\n else {\n // set canvas text styles\n context.fillStyle = this._generateFillStyle(style, lines, measured);\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n context.strokeStyle = style.stroke;\n context.shadowColor = 'black';\n context.shadowBlur = 0;\n context.shadowOffsetX = 0;\n context.shadowOffsetY = 0;\n }\n var linePositionYShift = (lineHeight - fontProperties.fontSize) / 2;\n if (!Text.nextLineHeightBehavior || lineHeight - fontProperties.fontSize < 0) {\n linePositionYShift = 0;\n }\n // draw lines line by line\n for (var i_1 = 0; i_1 < lines.length; i_1++) {\n linePositionX = style.strokeThickness / 2;\n linePositionY = ((style.strokeThickness / 2) + (i_1 * lineHeight)) + fontProperties.ascent\n + linePositionYShift;\n if (style.align === 'right') {\n linePositionX += maxLineWidth - lineWidths[i_1];\n }\n else if (style.align === 'center') {\n linePositionX += (maxLineWidth - lineWidths[i_1]) / 2;\n }\n if (style.stroke && style.strokeThickness) {\n this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText, true);\n }\n if (style.fill) {\n this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText);\n }\n }\n }\n this.updateTexture();\n };\n /**\n * Render the text with letter-spacing.\n * @param text - The text to draw\n * @param x - Horizontal position to draw the text\n * @param y - Vertical position to draw the text\n * @param isStroke - Is this drawing for the outside stroke of the\n * text? If not, it's for the inside fill\n */\n Text.prototype.drawLetterSpacing = function (text, x, y, isStroke) {\n if (isStroke === void 0) { isStroke = false; }\n var style = this._style;\n // letterSpacing of 0 means normal\n var letterSpacing = style.letterSpacing;\n // Checking that we can use moddern canvas2D api\n // https://developer.chrome.com/origintrials/#/view_trial/3585991203293757441\n // note: this is unstable API, Chrome less 94 use a `textLetterSpacing`, newest use a letterSpacing\n // eslint-disable-next-line max-len\n var supportLetterSpacing = Text.experimentalLetterSpacing\n && ('letterSpacing' in CanvasRenderingContext2D.prototype\n || 'textLetterSpacing' in CanvasRenderingContext2D.prototype);\n if (letterSpacing === 0 || supportLetterSpacing) {\n if (supportLetterSpacing) {\n this.context.letterSpacing = letterSpacing;\n this.context.textLetterSpacing = letterSpacing;\n }\n if (isStroke) {\n this.context.strokeText(text, x, y);\n }\n else {\n this.context.fillText(text, x, y);\n }\n return;\n }\n var currentPosition = x;\n // Using Array.from correctly splits characters whilst keeping emoji together.\n // This is not supported on IE as it requires ES6, so regular text splitting occurs.\n // This also doesn't account for emoji that are multiple emoji put together to make something else.\n // Handling all of this would require a big library itself.\n // https://medium.com/@giltayar/iterating-over-emoji-characters-the-es6-way-f06e4589516\n // https://github.com/orling/grapheme-splitter\n var stringArray = Array.from ? Array.from(text) : text.split('');\n var previousWidth = this.context.measureText(text).width;\n var currentWidth = 0;\n for (var i = 0; i < stringArray.length; ++i) {\n var currentChar = stringArray[i];\n if (isStroke) {\n this.context.strokeText(currentChar, currentPosition, y);\n }\n else {\n this.context.fillText(currentChar, currentPosition, y);\n }\n var textStr = '';\n for (var j = i + 1; j < stringArray.length; ++j) {\n textStr += stringArray[j];\n }\n currentWidth = this.context.measureText(textStr).width;\n currentPosition += previousWidth - currentWidth + letterSpacing;\n previousWidth = currentWidth;\n }\n };\n /** Updates texture size based on canvas size. */\n Text.prototype.updateTexture = function () {\n var canvas = this.canvas;\n if (this._style.trim) {\n var trimmed = trimCanvas(canvas);\n if (trimmed.data) {\n canvas.width = trimmed.width;\n canvas.height = trimmed.height;\n this.context.putImageData(trimmed.data, 0, 0);\n }\n }\n var texture = this._texture;\n var style = this._style;\n var padding = style.trim ? 0 : style.padding;\n var baseTexture = texture.baseTexture;\n texture.trim.width = texture._frame.width = canvas.width / this._resolution;\n texture.trim.height = texture._frame.height = canvas.height / this._resolution;\n texture.trim.x = -padding;\n texture.trim.y = -padding;\n texture.orig.width = texture._frame.width - (padding * 2);\n texture.orig.height = texture._frame.height - (padding * 2);\n // call sprite onTextureUpdate to update scale if _width or _height were set\n this._onTextureUpdate();\n baseTexture.setRealSize(canvas.width, canvas.height, this._resolution);\n texture.updateUvs();\n this.dirty = false;\n };\n /**\n * Renders the object using the WebGL renderer\n * @param renderer - The renderer\n */\n Text.prototype._render = function (renderer) {\n if (this._autoResolution && this._resolution !== renderer.resolution) {\n this._resolution = renderer.resolution;\n this.dirty = true;\n }\n this.updateText(true);\n _super.prototype._render.call(this, renderer);\n };\n /** Updates the transform on all children of this container for rendering. */\n Text.prototype.updateTransform = function () {\n this.updateText(true);\n _super.prototype.updateTransform.call(this);\n };\n Text.prototype.getBounds = function (skipUpdate, rect) {\n this.updateText(true);\n if (this._textureID === -1) {\n // texture was updated: recalculate transforms\n skipUpdate = false;\n }\n return _super.prototype.getBounds.call(this, skipUpdate, rect);\n };\n /**\n * Gets the local bounds of the text object.\n * @param rect - The output rectangle.\n * @returns The bounds.\n */\n Text.prototype.getLocalBounds = function (rect) {\n this.updateText(true);\n return _super.prototype.getLocalBounds.call(this, rect);\n };\n /** Calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account. */\n Text.prototype._calculateBounds = function () {\n this.calculateVertices();\n // if we have already done this on THIS frame.\n this._bounds.addQuad(this.vertexData);\n };\n /**\n * Generates the fill style. Can automatically generate a gradient based on the fill style being an array\n * @param style - The style.\n * @param lines - The lines of text.\n * @param metrics\n * @returns The fill style\n */\n Text.prototype._generateFillStyle = function (style, lines, metrics) {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n var fillStyle = style.fill;\n if (!Array.isArray(fillStyle)) {\n return fillStyle;\n }\n else if (fillStyle.length === 1) {\n return fillStyle[0];\n }\n // the gradient will be evenly spaced out according to how large the array is.\n // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75\n var gradient;\n // a dropshadow will enlarge the canvas and result in the gradient being\n // generated with the incorrect dimensions\n var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0;\n // should also take padding into account, padding can offset the gradient\n var padding = style.padding || 0;\n var width = (this.canvas.width / this._resolution) - dropShadowCorrection - (padding * 2);\n var height = (this.canvas.height / this._resolution) - dropShadowCorrection - (padding * 2);\n // make a copy of the style settings, so we can manipulate them later\n var fill = fillStyle.slice();\n var fillGradientStops = style.fillGradientStops.slice();\n // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75\n if (!fillGradientStops.length) {\n var lengthPlus1 = fill.length + 1;\n for (var i = 1; i < lengthPlus1; ++i) {\n fillGradientStops.push(i / lengthPlus1);\n }\n }\n // stop the bleeding of the last gradient on the line above to the top gradient of the this line\n // by hard defining the first gradient colour at point 0, and last gradient colour at point 1\n fill.unshift(fillStyle[0]);\n fillGradientStops.unshift(0);\n fill.push(fillStyle[fillStyle.length - 1]);\n fillGradientStops.push(1);\n if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) {\n // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas\n gradient = this.context.createLinearGradient(width / 2, padding, width / 2, height + padding);\n // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect\n // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875\n // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc\n var textHeight = metrics.fontProperties.fontSize + style.strokeThickness;\n for (var i = 0; i < lines.length; i++) {\n var lastLineBottom = (metrics.lineHeight * (i - 1)) + textHeight;\n var thisLineTop = metrics.lineHeight * i;\n var thisLineGradientStart = thisLineTop;\n // Handle case where last & this line overlap\n if (i > 0 && lastLineBottom > thisLineTop) {\n thisLineGradientStart = (thisLineTop + lastLineBottom) / 2;\n }\n var thisLineBottom = thisLineTop + textHeight;\n var nextLineTop = metrics.lineHeight * (i + 1);\n var thisLineGradientEnd = thisLineBottom;\n // Handle case where this & next line overlap\n if (i + 1 < lines.length && nextLineTop < thisLineBottom) {\n thisLineGradientEnd = (thisLineBottom + nextLineTop) / 2;\n }\n // textHeight, but as a 0-1 size in global gradient stop space\n var gradStopLineHeight = (thisLineGradientEnd - thisLineGradientStart) / height;\n for (var j = 0; j < fill.length; j++) {\n // 0-1 stop point for the current line, multiplied to global space afterwards\n var lineStop = 0;\n if (typeof fillGradientStops[j] === 'number') {\n lineStop = fillGradientStops[j];\n }\n else {\n lineStop = j / fill.length;\n }\n var globalStop = Math.min(1, Math.max(0, (thisLineGradientStart / height) + (lineStop * gradStopLineHeight)));\n // There's potential for floating point precision issues at the seams between gradient repeats.\n globalStop = Number(globalStop.toFixed(5));\n gradient.addColorStop(globalStop, fill[j]);\n }\n }\n }\n else {\n // start the gradient at the center left of the canvas, and end at the center right of the canvas\n gradient = this.context.createLinearGradient(padding, height / 2, width + padding, height / 2);\n // can just evenly space out the gradients in this case, as multiple lines makes no difference\n // to an even left to right gradient\n var totalIterations = fill.length + 1;\n var currentIteration = 1;\n for (var i = 0; i < fill.length; i++) {\n var stop = void 0;\n if (typeof fillGradientStops[i] === 'number') {\n stop = fillGradientStops[i];\n }\n else {\n stop = currentIteration / totalIterations;\n }\n gradient.addColorStop(stop, fill[i]);\n currentIteration++;\n }\n }\n return gradient;\n };\n /**\n * Destroys this text object.\n *\n * Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as\n * the majority of the time the texture will not be shared with any other Sprites.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their\n * destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well\n */\n Text.prototype.destroy = function (options) {\n if (typeof options === 'boolean') {\n options = { children: options };\n }\n options = Object.assign({}, defaultDestroyOptions, options);\n _super.prototype.destroy.call(this, options);\n // set canvas width and height to 0 to workaround memory leak in Safari < 13\n // https://stackoverflow.com/questions/52532614/total-canvas-memory-use-exceeds-the-maximum-limit-safari-12\n if (this._ownCanvas) {\n this.canvas.height = this.canvas.width = 0;\n }\n // make sure to reset the context and canvas.. dont want this hanging around in memory!\n this.context = null;\n this.canvas = null;\n this._style = null;\n };\n Object.defineProperty(Text.prototype, \"width\", {\n /** The width of the Text, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n this.updateText(true);\n return Math.abs(this.scale.x) * this._texture.orig.width;\n },\n set: function (value) {\n this.updateText(true);\n var s = sign(this.scale.x) || 1;\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Text.prototype, \"height\", {\n /** The height of the Text, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n this.updateText(true);\n return Math.abs(this.scale.y) * this._texture.orig.height;\n },\n set: function (value) {\n this.updateText(true);\n var s = sign(this.scale.y) || 1;\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Text.prototype, \"style\", {\n /**\n * Set the style of the text.\n *\n * Set up an event listener to listen for changes on the style object and mark the text as dirty.\n */\n get: function () {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the ITextStyle\n // since the setter creates the TextStyle. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n return this._style;\n },\n set: function (style) {\n style = style || {};\n if (style instanceof TextStyle) {\n this._style = style;\n }\n else {\n this._style = new TextStyle(style);\n }\n this.localStyleID = -1;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Text.prototype, \"text\", {\n /** Set the copy for the text object. To split a line you can use '\\n'. */\n get: function () {\n return this._text;\n },\n set: function (text) {\n text = String(text === null || text === undefined ? '' : text);\n if (this._text === text) {\n return;\n }\n this._text = text;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Text.prototype, \"resolution\", {\n /**\n * The resolution / device pixel ratio of the canvas.\n *\n * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually.\n * @default 1\n */\n get: function () {\n return this._resolution;\n },\n set: function (value) {\n this._autoResolution = false;\n if (this._resolution === value) {\n return;\n }\n this._resolution = value;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * New behavior for `lineHeight` that's meant to mimic HTML text. A value of `true` will\n * make sure the first baseline is offset by the `lineHeight` value if it is greater than `fontSize`.\n * A value of `false` will use the legacy behavior and not change the baseline of the first line.\n * In the next major release, we'll enable this by default.\n */\n Text.nextLineHeightBehavior = false;\n /**\n * New rendering behavior for letter-spacing which uses Chrome's new native API. This will\n * lead to more accurate letter-spacing results because it does not try to manually draw\n * each character. However, this Chrome API is experimental and may not serve all cases yet.\n */\n Text.experimentalLetterSpacing = false;\n return Text;\n}(Sprite));\n\nexport { TEXT_GRADIENT, Text, TextMetrics, TextStyle };\n//# sourceMappingURL=text.mjs.map\n","/*!\n * @pixi/prepare - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/prepare is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { Texture, BaseTexture, ExtensionType } from '@pixi/core';\nimport { Graphics } from '@pixi/graphics';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\nimport { Container } from '@pixi/display';\nimport { Text, TextStyle, TextMetrics } from '@pixi/text';\nimport { deprecation } from '@pixi/utils';\n\n/**\n * Default number of uploads per frame using prepare plugin.\n * @static\n * @memberof PIXI.settings\n * @name UPLOADS_PER_FRAME\n * @type {number}\n * @default 4\n */\nsettings.UPLOADS_PER_FRAME = 4;\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * CountLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified\n * number of items per frame.\n * @memberof PIXI\n */\nvar CountLimiter = /** @class */ (function () {\n /**\n * @param maxItemsPerFrame - The maximum number of items that can be prepared each frame.\n */\n function CountLimiter(maxItemsPerFrame) {\n this.maxItemsPerFrame = maxItemsPerFrame;\n this.itemsLeft = 0;\n }\n /** Resets any counting properties to start fresh on a new frame. */\n CountLimiter.prototype.beginFrame = function () {\n this.itemsLeft = this.maxItemsPerFrame;\n };\n /**\n * Checks to see if another item can be uploaded. This should only be called once per item.\n * @returns If the item is allowed to be uploaded.\n */\n CountLimiter.prototype.allowedToUpload = function () {\n return this.itemsLeft-- > 0;\n };\n return CountLimiter;\n}());\n\n/**\n * Built-in hook to find multiple textures from objects like AnimatedSprites.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns If a PIXI.Texture object was found.\n */\nfunction findMultipleBaseTextures(item, queue) {\n var result = false;\n // Objects with multiple textures\n if (item && item._textures && item._textures.length) {\n for (var i = 0; i < item._textures.length; i++) {\n if (item._textures[i] instanceof Texture) {\n var baseTexture = item._textures[i].baseTexture;\n if (queue.indexOf(baseTexture) === -1) {\n queue.push(baseTexture);\n result = true;\n }\n }\n }\n }\n return result;\n}\n/**\n * Built-in hook to find BaseTextures from Texture.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns If a PIXI.Texture object was found.\n */\nfunction findBaseTexture(item, queue) {\n if (item.baseTexture instanceof BaseTexture) {\n var texture = item.baseTexture;\n if (queue.indexOf(texture) === -1) {\n queue.push(texture);\n }\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to find textures from objects.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns If a PIXI.Texture object was found.\n */\nfunction findTexture(item, queue) {\n if (item._texture && item._texture instanceof Texture) {\n var texture = item._texture.baseTexture;\n if (queue.indexOf(texture) === -1) {\n queue.push(texture);\n }\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to draw PIXI.Text to its texture.\n * @private\n * @param _helper - Not used by this upload handler\n * @param item - Item to check\n * @returns If item was uploaded.\n */\nfunction drawText(_helper, item) {\n if (item instanceof Text) {\n // updating text will return early if it is not dirty\n item.updateText(true);\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to calculate a text style for a PIXI.Text object.\n * @private\n * @param _helper - Not used by this upload handler\n * @param item - Item to check\n * @returns If item was uploaded.\n */\nfunction calculateTextStyle(_helper, item) {\n if (item instanceof TextStyle) {\n var font = item.toFontString();\n TextMetrics.measureFont(font);\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to find Text objects.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns if a PIXI.Text object was found.\n */\nfunction findText(item, queue) {\n if (item instanceof Text) {\n // push the text style to prepare it - this can be really expensive\n if (queue.indexOf(item.style) === -1) {\n queue.push(item.style);\n }\n // also push the text object so that we can render it (to canvas/texture) if needed\n if (queue.indexOf(item) === -1) {\n queue.push(item);\n }\n // also push the Text's texture for upload to GPU\n var texture = item._texture.baseTexture;\n if (queue.indexOf(texture) === -1) {\n queue.push(texture);\n }\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to find TextStyle objects.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns If a PIXI.TextStyle object was found.\n */\nfunction findTextStyle(item, queue) {\n if (item instanceof TextStyle) {\n if (queue.indexOf(item) === -1) {\n queue.push(item);\n }\n return true;\n }\n return false;\n}\n/**\n * The prepare manager provides functionality to upload content to the GPU.\n *\n * BasePrepare handles basic queuing functionality and is extended by\n * {@link PIXI.Prepare} and {@link PIXI.CanvasPrepare}\n * to provide preparation capabilities specific to their respective renderers.\n * @example\n * // Create a sprite\n * const sprite = PIXI.Sprite.from('something.png');\n *\n * // Load object into GPU\n * app.renderer.plugins.prepare.upload(sprite, () => {\n *\n * //Texture(s) has been uploaded to GPU\n * app.stage.addChild(sprite);\n *\n * })\n * @abstract\n * @memberof PIXI\n */\nvar BasePrepare = /** @class */ (function () {\n /**\n * @param {PIXI.AbstractRenderer} renderer - A reference to the current renderer\n */\n function BasePrepare(renderer) {\n var _this = this;\n this.limiter = new CountLimiter(settings.UPLOADS_PER_FRAME);\n this.renderer = renderer;\n this.uploadHookHelper = null;\n this.queue = [];\n this.addHooks = [];\n this.uploadHooks = [];\n this.completes = [];\n this.ticking = false;\n this.delayedTick = function () {\n // unlikely, but in case we were destroyed between tick() and delayedTick()\n if (!_this.queue) {\n return;\n }\n _this.prepareItems();\n };\n // hooks to find the correct texture\n this.registerFindHook(findText);\n this.registerFindHook(findTextStyle);\n this.registerFindHook(findMultipleBaseTextures);\n this.registerFindHook(findBaseTexture);\n this.registerFindHook(findTexture);\n // upload hooks\n this.registerUploadHook(drawText);\n this.registerUploadHook(calculateTextStyle);\n }\n /** @ignore */\n BasePrepare.prototype.upload = function (item, done) {\n var _this = this;\n if (typeof item === 'function') {\n done = item;\n item = null;\n }\n if (done) {\n deprecation('6.5.0', 'BasePrepare.upload callback is deprecated, use the return Promise instead.');\n }\n return new Promise(function (resolve) {\n // If a display object, search for items\n // that we could upload\n if (item) {\n _this.add(item);\n }\n // TODO: remove done callback and just use resolve\n var complete = function () {\n done === null || done === void 0 ? void 0 : done();\n resolve();\n };\n // Get the items for upload from the display\n if (_this.queue.length) {\n _this.completes.push(complete);\n if (!_this.ticking) {\n _this.ticking = true;\n Ticker.system.addOnce(_this.tick, _this, UPDATE_PRIORITY.UTILITY);\n }\n }\n else {\n complete();\n }\n });\n };\n /**\n * Handle tick update\n * @private\n */\n BasePrepare.prototype.tick = function () {\n setTimeout(this.delayedTick, 0);\n };\n /**\n * Actually prepare items. This is handled outside of the tick because it will take a while\n * and we do NOT want to block the current animation frame from rendering.\n * @private\n */\n BasePrepare.prototype.prepareItems = function () {\n this.limiter.beginFrame();\n // Upload the graphics\n while (this.queue.length && this.limiter.allowedToUpload()) {\n var item = this.queue[0];\n var uploaded = false;\n if (item && !item._destroyed) {\n for (var i = 0, len = this.uploadHooks.length; i < len; i++) {\n if (this.uploadHooks[i](this.uploadHookHelper, item)) {\n this.queue.shift();\n uploaded = true;\n break;\n }\n }\n }\n if (!uploaded) {\n this.queue.shift();\n }\n }\n // We're finished\n if (!this.queue.length) {\n this.ticking = false;\n var completes = this.completes.slice(0);\n this.completes.length = 0;\n for (var i = 0, len = completes.length; i < len; i++) {\n completes[i]();\n }\n }\n else {\n // if we are not finished, on the next rAF do this again\n Ticker.system.addOnce(this.tick, this, UPDATE_PRIORITY.UTILITY);\n }\n };\n /**\n * Adds hooks for finding items.\n * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array`\n * function must return `true` if it was able to add item to the queue.\n * @returns Instance of plugin for chaining.\n */\n BasePrepare.prototype.registerFindHook = function (addHook) {\n if (addHook) {\n this.addHooks.push(addHook);\n }\n return this;\n };\n /**\n * Adds hooks for uploading items.\n * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and\n * function must return `true` if it was able to handle upload of item.\n * @returns Instance of plugin for chaining.\n */\n BasePrepare.prototype.registerUploadHook = function (uploadHook) {\n if (uploadHook) {\n this.uploadHooks.push(uploadHook);\n }\n return this;\n };\n /**\n * Manually add an item to the uploading queue.\n * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to\n * add to the queue\n * @returns Instance of plugin for chaining.\n */\n BasePrepare.prototype.add = function (item) {\n // Add additional hooks for finding elements on special\n // types of objects that\n for (var i = 0, len = this.addHooks.length; i < len; i++) {\n if (this.addHooks[i](item, this.queue)) {\n break;\n }\n }\n // Get children recursively\n if (item instanceof Container) {\n for (var i = item.children.length - 1; i >= 0; i--) {\n this.add(item.children[i]);\n }\n }\n return this;\n };\n /** Destroys the plugin, don't use after this. */\n BasePrepare.prototype.destroy = function () {\n if (this.ticking) {\n Ticker.system.remove(this.tick, this);\n }\n this.ticking = false;\n this.addHooks = null;\n this.uploadHooks = null;\n this.renderer = null;\n this.completes = null;\n this.queue = null;\n this.limiter = null;\n this.uploadHookHelper = null;\n };\n return BasePrepare;\n}());\n\n/**\n * Built-in hook to upload PIXI.Texture objects to the GPU.\n * @private\n * @param renderer - instance of the webgl renderer\n * @param item - Item to check\n * @returns If item was uploaded.\n */\nfunction uploadBaseTextures(renderer, item) {\n if (item instanceof BaseTexture) {\n // if the texture already has a GL texture, then the texture has been prepared or rendered\n // before now. If the texture changed, then the changer should be calling texture.update() which\n // reuploads the texture without need for preparing it again\n if (!item._glTextures[renderer.CONTEXT_UID]) {\n renderer.texture.bind(item);\n }\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to upload PIXI.Graphics to the GPU.\n * @private\n * @param renderer - instance of the webgl renderer\n * @param item - Item to check\n * @returns If item was uploaded.\n */\nfunction uploadGraphics(renderer, item) {\n if (!(item instanceof Graphics)) {\n return false;\n }\n var geometry = item.geometry;\n // update dirty graphics to get batches\n item.finishPoly();\n geometry.updateBatches();\n var batches = geometry.batches;\n // upload all textures found in styles\n for (var i = 0; i < batches.length; i++) {\n var texture = batches[i].style.texture;\n if (texture) {\n uploadBaseTextures(renderer, texture.baseTexture);\n }\n }\n // if its not batchable - update vao for particular shader\n if (!geometry.batchable) {\n renderer.geometry.bind(geometry, item._resolveDirectShader(renderer));\n }\n return true;\n}\n/**\n * Built-in hook to find graphics.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns if a PIXI.Graphics object was found.\n */\nfunction findGraphics(item, queue) {\n if (item instanceof Graphics) {\n queue.push(item);\n return true;\n }\n return false;\n}\n/**\n * The prepare plugin provides renderer-specific plugins for pre-rendering DisplayObjects. These plugins are useful for\n * asynchronously preparing and uploading to the GPU assets, textures, graphics waiting to be displayed.\n *\n * Do not instantiate this plugin directly. It is available from the `renderer.plugins` property.\n * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}.\n * @example\n * // Create a new application\n * const app = new PIXI.Application();\n * document.body.appendChild(app.view);\n *\n * // Don't start rendering right away\n * app.stop();\n *\n * // create a display object\n * const rect = new PIXI.Graphics()\n * .beginFill(0x00ff00)\n * .drawRect(40, 40, 200, 200);\n *\n * // Add to the stage\n * app.stage.addChild(rect);\n *\n * // Don't start rendering until the graphic is uploaded to the GPU\n * app.renderer.plugins.prepare.upload(app.stage, () => {\n * app.start();\n * });\n * @memberof PIXI\n */\nvar Prepare = /** @class */ (function (_super) {\n __extends(Prepare, _super);\n /**\n * @param {PIXI.Renderer} renderer - A reference to the current renderer\n */\n function Prepare(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.uploadHookHelper = _this.renderer;\n // Add textures and graphics to upload\n _this.registerFindHook(findGraphics);\n _this.registerUploadHook(uploadBaseTextures);\n _this.registerUploadHook(uploadGraphics);\n return _this;\n }\n /** @ignore */\n Prepare.extension = {\n name: 'prepare',\n type: ExtensionType.RendererPlugin,\n };\n return Prepare;\n}(BasePrepare));\n\n/**\n * TimeLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified\n * number of milliseconds per frame.\n * @memberof PIXI\n */\nvar TimeLimiter = /** @class */ (function () {\n /** @param maxMilliseconds - The maximum milliseconds that can be spent preparing items each frame. */\n function TimeLimiter(maxMilliseconds) {\n this.maxMilliseconds = maxMilliseconds;\n this.frameStart = 0;\n }\n /** Resets any counting properties to start fresh on a new frame. */\n TimeLimiter.prototype.beginFrame = function () {\n this.frameStart = Date.now();\n };\n /**\n * Checks to see if another item can be uploaded. This should only be called once per item.\n * @returns - If the item is allowed to be uploaded.\n */\n TimeLimiter.prototype.allowedToUpload = function () {\n return Date.now() - this.frameStart < this.maxMilliseconds;\n };\n return TimeLimiter;\n}());\n\nexport { BasePrepare, CountLimiter, Prepare, TimeLimiter };\n//# sourceMappingURL=prepare.mjs.map\n","/*!\n * @pixi/spritesheet - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/spritesheet is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Rectangle } from '@pixi/math';\nimport { Texture, BaseTexture, ExtensionType } from '@pixi/core';\nimport { getResolutionOfUrl, deprecation, url } from '@pixi/utils';\nimport { LoaderResource } from '@pixi/loaders';\n\n/**\n * Utility class for maintaining reference to a collection\n * of Textures on a single Spritesheet.\n *\n * To access a sprite sheet from your code you may pass its JSON data file to Pixi's loader:\n *\n * ```js\n * PIXI.Loader.shared.add(\"images/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"images/spritesheet.json\"].spritesheet;\n * ...\n * }\n * ```\n *\n * Alternately, you may circumvent the loader by instantiating the Spritesheet directly:\n * ```js\n * const sheet = new PIXI.Spritesheet(texture, spritesheetData);\n * await sheet.parse();\n * console.log('Spritesheet ready to use!');\n * ```\n *\n * With the `sheet.textures` you can create Sprite objects,`sheet.animations` can be used to create an AnimatedSprite.\n *\n * Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker},\n * {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}.\n * Default anchor points (see {@link PIXI.Texture#defaultAnchor}) and grouping of animation sprites are currently only\n * supported by TexturePacker.\n * @memberof PIXI\n */\nvar Spritesheet = /** @class */ (function () {\n /**\n * @param texture - Reference to the source BaseTexture object.\n * @param {object} data - Spritesheet image data.\n * @param resolutionFilename - The filename to consider when determining\n * the resolution of the spritesheet. If not provided, the imageUrl will\n * be used on the BaseTexture.\n */\n function Spritesheet(texture, data, resolutionFilename) {\n if (resolutionFilename === void 0) { resolutionFilename = null; }\n /** For multi-packed spritesheets, this contains a reference to all the other spritesheets it depends on. */\n this.linkedSheets = [];\n this._texture = texture instanceof Texture ? texture : null;\n this.baseTexture = texture instanceof BaseTexture ? texture : this._texture.baseTexture;\n this.textures = {};\n this.animations = {};\n this.data = data;\n var resource = this.baseTexture.resource;\n this.resolution = this._updateResolution(resolutionFilename || (resource ? resource.url : null));\n this._frames = this.data.frames;\n this._frameKeys = Object.keys(this._frames);\n this._batchIndex = 0;\n this._callback = null;\n }\n /**\n * Generate the resolution from the filename or fallback\n * to the meta.scale field of the JSON data.\n * @param resolutionFilename - The filename to use for resolving\n * the default resolution.\n * @returns Resolution to use for spritesheet.\n */\n Spritesheet.prototype._updateResolution = function (resolutionFilename) {\n if (resolutionFilename === void 0) { resolutionFilename = null; }\n var scale = this.data.meta.scale;\n // Use a defaultValue of `null` to check if a url-based resolution is set\n var resolution = getResolutionOfUrl(resolutionFilename, null);\n // No resolution found via URL\n if (resolution === null) {\n // Use the scale value or default to 1\n resolution = scale !== undefined ? parseFloat(scale) : 1;\n }\n // For non-1 resolutions, update baseTexture\n if (resolution !== 1) {\n this.baseTexture.setResolution(resolution);\n }\n return resolution;\n };\n /** @ignore */\n Spritesheet.prototype.parse = function (callback) {\n var _this = this;\n if (callback) {\n deprecation('6.5.0', 'Spritesheet.parse callback is deprecated, use the return Promise instead.');\n }\n return new Promise(function (resolve) {\n _this._callback = function (textures) {\n callback === null || callback === void 0 ? void 0 : callback(textures);\n resolve(textures);\n };\n _this._batchIndex = 0;\n if (_this._frameKeys.length <= Spritesheet.BATCH_SIZE) {\n _this._processFrames(0);\n _this._processAnimations();\n _this._parseComplete();\n }\n else {\n _this._nextBatch();\n }\n });\n };\n /**\n * Process a batch of frames\n * @param initialFrameIndex - The index of frame to start.\n */\n Spritesheet.prototype._processFrames = function (initialFrameIndex) {\n var frameIndex = initialFrameIndex;\n var maxFrames = Spritesheet.BATCH_SIZE;\n while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length) {\n var i = this._frameKeys[frameIndex];\n var data = this._frames[i];\n var rect = data.frame;\n if (rect) {\n var frame = null;\n var trim = null;\n var sourceSize = data.trimmed !== false && data.sourceSize\n ? data.sourceSize : data.frame;\n var orig = new Rectangle(0, 0, Math.floor(sourceSize.w) / this.resolution, Math.floor(sourceSize.h) / this.resolution);\n if (data.rotated) {\n frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.h) / this.resolution, Math.floor(rect.w) / this.resolution);\n }\n else {\n frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution);\n }\n // Check to see if the sprite is trimmed\n if (data.trimmed !== false && data.spriteSourceSize) {\n trim = new Rectangle(Math.floor(data.spriteSourceSize.x) / this.resolution, Math.floor(data.spriteSourceSize.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution);\n }\n this.textures[i] = new Texture(this.baseTexture, frame, orig, trim, data.rotated ? 2 : 0, data.anchor);\n // lets also add the frame to pixi's global cache for 'from' and 'fromLoader' functions\n Texture.addToCache(this.textures[i], i);\n }\n frameIndex++;\n }\n };\n /** Parse animations config. */\n Spritesheet.prototype._processAnimations = function () {\n var animations = this.data.animations || {};\n for (var animName in animations) {\n this.animations[animName] = [];\n for (var i = 0; i < animations[animName].length; i++) {\n var frameName = animations[animName][i];\n this.animations[animName].push(this.textures[frameName]);\n }\n }\n };\n /** The parse has completed. */\n Spritesheet.prototype._parseComplete = function () {\n var callback = this._callback;\n this._callback = null;\n this._batchIndex = 0;\n callback.call(this, this.textures);\n };\n /** Begin the next batch of textures. */\n Spritesheet.prototype._nextBatch = function () {\n var _this = this;\n this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE);\n this._batchIndex++;\n setTimeout(function () {\n if (_this._batchIndex * Spritesheet.BATCH_SIZE < _this._frameKeys.length) {\n _this._nextBatch();\n }\n else {\n _this._processAnimations();\n _this._parseComplete();\n }\n }, 0);\n };\n /**\n * Destroy Spritesheet and don't use after this.\n * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well\n */\n Spritesheet.prototype.destroy = function (destroyBase) {\n var _a;\n if (destroyBase === void 0) { destroyBase = false; }\n for (var i in this.textures) {\n this.textures[i].destroy();\n }\n this._frames = null;\n this._frameKeys = null;\n this.data = null;\n this.textures = null;\n if (destroyBase) {\n (_a = this._texture) === null || _a === void 0 ? void 0 : _a.destroy();\n this.baseTexture.destroy();\n }\n this._texture = null;\n this.baseTexture = null;\n this.linkedSheets = [];\n };\n /** The maximum number of Textures to build per process. */\n Spritesheet.BATCH_SIZE = 1000;\n return Spritesheet;\n}());\n/**\n * Reference to Spritesheet object created.\n * @member {PIXI.Spritesheet} spritesheet\n * @memberof PIXI.LoaderResource\n * @instance\n */\n/**\n * Dictionary of textures from Spritesheet.\n * @member {Object} textures\n * @memberof PIXI.LoaderResource\n * @instance\n */\n\n/**\n * {@link PIXI.Loader} middleware for loading texture atlases that have been created with\n * TexturePacker or similar JSON-based spritesheet.\n *\n * This middleware automatically generates Texture resources.\n *\n * If you're using Webpack or other bundlers and plan on bundling the atlas' JSON,\n * use the {@link PIXI.Spritesheet} class to directly parse the JSON.\n *\n * The Loader's image Resource name is automatically appended with `\"_image\"`.\n * If a Resource with this name is already loaded, the Loader will skip parsing the\n * Spritesheet. The code below will generate an internal Loader Resource called `\"myatlas_image\"`.\n * @example\n * loader.add('myatlas', 'path/to/myatlas.json');\n * loader.load(() => {\n * loader.resources.myatlas; // atlas JSON resource\n * loader.resources.myatlas_image; // atlas Image resource\n * });\n * @memberof PIXI\n */\nvar SpritesheetLoader = /** @class */ (function () {\n function SpritesheetLoader() {\n }\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param resource\n * @param next\n */\n SpritesheetLoader.use = function (resource, next) {\n var _a, _b;\n // because this is middleware, it execute in loader context. `this` = loader\n var loader = this;\n var imageResourceName = resource.name + \"_image\";\n // skip if no data, its not json, it isn't spritesheet data, or the image resource already exists\n if (!resource.data\n || resource.type !== LoaderResource.TYPE.JSON\n || !resource.data.frames\n || loader.resources[imageResourceName]) {\n next();\n return;\n }\n // Check and add the multi atlas\n // Heavily influenced and based on https://github.com/rocket-ua/pixi-tps-loader/blob/master/src/ResourceLoader.js\n // eslint-disable-next-line camelcase\n var multiPacks = (_b = (_a = resource.data) === null || _a === void 0 ? void 0 : _a.meta) === null || _b === void 0 ? void 0 : _b.related_multi_packs;\n if (Array.isArray(multiPacks)) {\n var _loop_1 = function (item) {\n if (typeof item !== 'string') {\n return \"continue\";\n }\n var itemName = item.replace('.json', '');\n var itemUrl = url.resolve(resource.url.replace(loader.baseUrl, ''), item);\n // Check if the file wasn't already added as multipacks are redundant\n if (loader.resources[itemName]\n || Object.values(loader.resources).some(function (r) { return url.format(url.parse(r.url)) === itemUrl; })) {\n return \"continue\";\n }\n var options = {\n crossOrigin: resource.crossOrigin,\n loadType: LoaderResource.LOAD_TYPE.XHR,\n xhrType: LoaderResource.XHR_RESPONSE_TYPE.JSON,\n parentResource: resource,\n metadata: resource.metadata\n };\n loader.add(itemName, itemUrl, options);\n };\n for (var _i = 0, multiPacks_1 = multiPacks; _i < multiPacks_1.length; _i++) {\n var item = multiPacks_1[_i];\n _loop_1(item);\n }\n }\n var loadOptions = {\n crossOrigin: resource.crossOrigin,\n metadata: resource.metadata.imageMetadata,\n parentResource: resource,\n };\n var resourcePath = SpritesheetLoader.getResourcePath(resource, loader.baseUrl);\n // load the image for this sheet\n loader.add(imageResourceName, resourcePath, loadOptions, function onImageLoad(res) {\n if (res.error) {\n next(res.error);\n return;\n }\n var spritesheet = new Spritesheet(res.texture, resource.data, resource.url);\n spritesheet.parse().then(function () {\n resource.spritesheet = spritesheet;\n resource.textures = spritesheet.textures;\n next();\n });\n });\n };\n /**\n * Get the spritesheets root path\n * @param resource - Resource to check path\n * @param baseUrl - Base root url\n */\n SpritesheetLoader.getResourcePath = function (resource, baseUrl) {\n // Prepend url path unless the resource image is a data url\n if (resource.isDataUrl) {\n return resource.data.meta.image;\n }\n return url.resolve(resource.url.replace(baseUrl, ''), resource.data.meta.image);\n };\n /** @ignore */\n SpritesheetLoader.extension = ExtensionType.Loader;\n return SpritesheetLoader;\n}());\n\nexport { Spritesheet, SpritesheetLoader };\n//# sourceMappingURL=spritesheet.mjs.map\n","/*!\n * @pixi/sprite-tiling - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/sprite-tiling is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Texture, TextureMatrix, Shader, ExtensionType, QuadUv, State, ObjectRenderer } from '@pixi/core';\nimport { Point, Rectangle, Transform, Matrix } from '@pixi/math';\nimport { Sprite } from '@pixi/sprite';\nimport { WRAP_MODES } from '@pixi/constants';\nimport { premultiplyTintToRgba, correctBlendMode } from '@pixi/utils';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar tempPoint = new Point();\n/**\n * A tiling sprite is a fast way of rendering a tiling image.\n * @memberof PIXI\n */\nvar TilingSprite = /** @class */ (function (_super) {\n __extends(TilingSprite, _super);\n /**\n * @param texture - The texture of the tiling sprite.\n * @param width - The width of the tiling sprite.\n * @param height - The height of the tiling sprite.\n */\n function TilingSprite(texture, width, height) {\n if (width === void 0) { width = 100; }\n if (height === void 0) { height = 100; }\n var _this = _super.call(this, texture) || this;\n _this.tileTransform = new Transform();\n // The width of the tiling sprite\n _this._width = width;\n // The height of the tiling sprite\n _this._height = height;\n _this.uvMatrix = _this.texture.uvMatrix || new TextureMatrix(texture);\n /**\n * Plugin that is responsible for rendering this element.\n * Allows to customize the rendering process without overriding '_render' method.\n * @default 'tilingSprite'\n */\n _this.pluginName = 'tilingSprite';\n _this.uvRespectAnchor = false;\n return _this;\n }\n Object.defineProperty(TilingSprite.prototype, \"clampMargin\", {\n /**\n * Changes frame clamping in corresponding textureTransform, shortcut\n * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas\n * @default 0.5\n * @member {number}\n */\n get: function () {\n return this.uvMatrix.clampMargin;\n },\n set: function (value) {\n this.uvMatrix.clampMargin = value;\n this.uvMatrix.update(true);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TilingSprite.prototype, \"tileScale\", {\n /** The scaling of the image that is being tiled. */\n get: function () {\n return this.tileTransform.scale;\n },\n set: function (value) {\n this.tileTransform.scale.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TilingSprite.prototype, \"tilePosition\", {\n /** The offset of the image that is being tiled. */\n get: function () {\n return this.tileTransform.position;\n },\n set: function (value) {\n this.tileTransform.position.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * @protected\n */\n TilingSprite.prototype._onTextureUpdate = function () {\n if (this.uvMatrix) {\n this.uvMatrix.texture = this._texture;\n }\n this._cachedTint = 0xFFFFFF;\n };\n /**\n * Renders the object using the WebGL renderer\n * @param renderer - The renderer\n */\n TilingSprite.prototype._render = function (renderer) {\n // tweak our texture temporarily..\n var texture = this._texture;\n if (!texture || !texture.valid) {\n return;\n }\n this.tileTransform.updateLocalTransform();\n this.uvMatrix.update();\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n };\n /** Updates the bounds of the tiling sprite. */\n TilingSprite.prototype._calculateBounds = function () {\n var minX = this._width * -this._anchor._x;\n var minY = this._height * -this._anchor._y;\n var maxX = this._width * (1 - this._anchor._x);\n var maxY = this._height * (1 - this._anchor._y);\n this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);\n };\n /**\n * Gets the local bounds of the sprite object.\n * @param rect - Optional output rectangle.\n * @returns The bounds.\n */\n TilingSprite.prototype.getLocalBounds = function (rect) {\n // we can do a fast local bounds if the sprite has no children!\n if (this.children.length === 0) {\n this._bounds.minX = this._width * -this._anchor._x;\n this._bounds.minY = this._height * -this._anchor._y;\n this._bounds.maxX = this._width * (1 - this._anchor._x);\n this._bounds.maxY = this._height * (1 - this._anchor._y);\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n return this._bounds.getRectangle(rect);\n }\n return _super.prototype.getLocalBounds.call(this, rect);\n };\n /**\n * Checks if a point is inside this tiling sprite.\n * @param point - The point to check.\n * @returns Whether or not the sprite contains the point.\n */\n TilingSprite.prototype.containsPoint = function (point) {\n this.worldTransform.applyInverse(point, tempPoint);\n var width = this._width;\n var height = this._height;\n var x1 = -width * this.anchor._x;\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width) {\n var y1 = -height * this.anchor._y;\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Destroys this sprite and optionally its texture and children\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n */\n TilingSprite.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this, options);\n this.tileTransform = null;\n this.uvMatrix = null;\n };\n /**\n * Helper function that creates a new tiling sprite based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n * @static\n * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from\n * @param {object} options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {number} options.width - required width of the tiling sprite\n * @param {number} options.height - required height of the tiling sprite\n * @returns {PIXI.TilingSprite} The newly created texture\n */\n TilingSprite.from = function (source, options) {\n var texture = (source instanceof Texture)\n ? source\n : Texture.from(source, options);\n return new TilingSprite(texture, options.width, options.height);\n };\n Object.defineProperty(TilingSprite.prototype, \"width\", {\n /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this._width;\n },\n set: function (value) {\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TilingSprite.prototype, \"height\", {\n /** The height of the TilingSprite, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this._height;\n },\n set: function (value) {\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n return TilingSprite;\n}(Sprite));\n\nvar fragmentSimpleSrc = \"#version 100\\n#define SHADER_NAME Tiling-Sprite-Simple-100\\n\\nprecision lowp float;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform vec4 uColor;\\n\\nvoid main(void)\\n{\\n vec4 texSample = texture2D(uSampler, vTextureCoord);\\n gl_FragColor = texSample * uColor;\\n}\\n\";\n\nvar gl1VertexSrc = \"#version 100\\n#define SHADER_NAME Tiling-Sprite-100\\n\\nprecision lowp float;\\n\\nattribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform mat3 uTransform;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\\n}\\n\";\n\nvar gl1FragmentSrc = \"#version 100\\n#ifdef GL_EXT_shader_texture_lod\\n #extension GL_EXT_shader_texture_lod : enable\\n#endif\\n#define SHADER_NAME Tiling-Sprite-100\\n\\nprecision lowp float;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform vec4 uColor;\\nuniform mat3 uMapCoord;\\nuniform vec4 uClampFrame;\\nuniform vec2 uClampOffset;\\n\\nvoid main(void)\\n{\\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\\n vec2 unclamped = coord;\\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\\n\\n #ifdef GL_EXT_shader_texture_lod\\n vec4 texSample = unclamped == coord\\n ? texture2D(uSampler, coord) \\n : texture2DLodEXT(uSampler, coord, 0);\\n #else\\n vec4 texSample = texture2D(uSampler, coord);\\n #endif\\n\\n gl_FragColor = texSample * uColor;\\n}\\n\";\n\nvar gl2VertexSrc = \"#version 300 es\\n#define SHADER_NAME Tiling-Sprite-300\\n\\nprecision lowp float;\\n\\nin vec2 aVertexPosition;\\nin vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform mat3 uTransform;\\n\\nout vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\\n}\\n\";\n\nvar gl2FragmentSrc = \"#version 300 es\\n#define SHADER_NAME Tiling-Sprite-100\\n\\nprecision lowp float;\\n\\nin vec2 vTextureCoord;\\n\\nout vec4 fragmentColor;\\n\\nuniform sampler2D uSampler;\\nuniform vec4 uColor;\\nuniform mat3 uMapCoord;\\nuniform vec4 uClampFrame;\\nuniform vec2 uClampOffset;\\n\\nvoid main(void)\\n{\\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\\n vec2 unclamped = coord;\\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\\n\\n vec4 texSample = texture(uSampler, coord, unclamped == coord ? 0.0f : -32.0f);// lod-bias very negative to force lod 0\\n\\n fragmentColor = texSample * uColor;\\n}\\n\";\n\nvar tempMat = new Matrix();\n/**\n * WebGL renderer plugin for tiling sprites\n * @class\n * @memberof PIXI\n * @extends PIXI.ObjectRenderer\n */\nvar TilingSpriteRenderer = /** @class */ (function (_super) {\n __extends(TilingSpriteRenderer, _super);\n /**\n * constructor for renderer\n * @param {PIXI.Renderer} renderer - The renderer this tiling awesomeness works for.\n */\n function TilingSpriteRenderer(renderer) {\n var _this = _super.call(this, renderer) || this;\n // WebGL version is not available during initialization!\n renderer.runners.contextChange.add(_this);\n _this.quad = new QuadUv();\n /**\n * The WebGL state in which this renderer will work.\n * @member {PIXI.State}\n * @readonly\n */\n _this.state = State.for2d();\n return _this;\n }\n /** Creates shaders when context is initialized. */\n TilingSpriteRenderer.prototype.contextChange = function () {\n var renderer = this.renderer;\n var uniforms = { globals: renderer.globalUniforms };\n this.simpleShader = Shader.from(gl1VertexSrc, fragmentSimpleSrc, uniforms);\n this.shader = renderer.context.webGLVersion > 1\n ? Shader.from(gl2VertexSrc, gl2FragmentSrc, uniforms)\n : Shader.from(gl1VertexSrc, gl1FragmentSrc, uniforms);\n };\n /**\n * @param {PIXI.TilingSprite} ts - tilingSprite to be rendered\n */\n TilingSpriteRenderer.prototype.render = function (ts) {\n var renderer = this.renderer;\n var quad = this.quad;\n var vertices = quad.vertices;\n vertices[0] = vertices[6] = (ts._width) * -ts.anchor.x;\n vertices[1] = vertices[3] = ts._height * -ts.anchor.y;\n vertices[2] = vertices[4] = (ts._width) * (1.0 - ts.anchor.x);\n vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y);\n var anchorX = ts.uvRespectAnchor ? ts.anchor.x : 0;\n var anchorY = ts.uvRespectAnchor ? ts.anchor.y : 0;\n vertices = quad.uvs;\n vertices[0] = vertices[6] = -anchorX;\n vertices[1] = vertices[3] = -anchorY;\n vertices[2] = vertices[4] = 1.0 - anchorX;\n vertices[5] = vertices[7] = 1.0 - anchorY;\n quad.invalidate();\n var tex = ts._texture;\n var baseTex = tex.baseTexture;\n var premultiplied = baseTex.alphaMode > 0;\n var lt = ts.tileTransform.localTransform;\n var uv = ts.uvMatrix;\n var isSimple = baseTex.isPowerOfTwo\n && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height;\n // auto, force repeat wrapMode for big tiling textures\n if (isSimple) {\n if (!baseTex._glTextures[renderer.CONTEXT_UID]) {\n if (baseTex.wrapMode === WRAP_MODES.CLAMP) {\n baseTex.wrapMode = WRAP_MODES.REPEAT;\n }\n }\n else {\n isSimple = baseTex.wrapMode !== WRAP_MODES.CLAMP;\n }\n }\n var shader = isSimple ? this.simpleShader : this.shader;\n var w = tex.width;\n var h = tex.height;\n var W = ts._width;\n var H = ts._height;\n tempMat.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H);\n // that part is the same as above:\n // tempMat.identity();\n // tempMat.scale(tex.width, tex.height);\n // tempMat.prepend(lt);\n // tempMat.scale(1.0 / ts._width, 1.0 / ts._height);\n tempMat.invert();\n if (isSimple) {\n tempMat.prepend(uv.mapCoord);\n }\n else {\n shader.uniforms.uMapCoord = uv.mapCoord.toArray(true);\n shader.uniforms.uClampFrame = uv.uClampFrame;\n shader.uniforms.uClampOffset = uv.uClampOffset;\n }\n shader.uniforms.uTransform = tempMat.toArray(true);\n shader.uniforms.uColor = premultiplyTintToRgba(ts.tint, ts.worldAlpha, shader.uniforms.uColor, premultiplied);\n shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true);\n shader.uniforms.uSampler = tex;\n renderer.shader.bind(shader);\n renderer.geometry.bind(quad);\n this.state.blendMode = correctBlendMode(ts.blendMode, premultiplied);\n renderer.state.set(this.state);\n renderer.geometry.draw(this.renderer.gl.TRIANGLES, 6, 0);\n };\n /** @ignore */\n TilingSpriteRenderer.extension = {\n name: 'tilingSprite',\n type: ExtensionType.RendererPlugin,\n };\n return TilingSpriteRenderer;\n}(ObjectRenderer));\n\nexport { TilingSprite, TilingSpriteRenderer };\n//# sourceMappingURL=sprite-tiling.mjs.map\n","/*!\n * @pixi/mesh - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/mesh is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { State, Program, TextureMatrix, Shader, Buffer, Geometry } from '@pixi/core';\nimport { Point, Polygon, Matrix } from '@pixi/math';\nimport { DRAW_MODES, TYPES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { settings } from '@pixi/settings';\nimport { premultiplyTintToRgba } from '@pixi/utils';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * Class controls cache for UV mapping from Texture normal space to BaseTexture normal space.\n * @memberof PIXI\n */\nvar MeshBatchUvs = /** @class */ (function () {\n /**\n * @param uvBuffer - Buffer with normalized uv's\n * @param uvMatrix - Material UV matrix\n */\n function MeshBatchUvs(uvBuffer, uvMatrix) {\n this.uvBuffer = uvBuffer;\n this.uvMatrix = uvMatrix;\n this.data = null;\n this._bufferUpdateId = -1;\n this._textureUpdateId = -1;\n this._updateID = 0;\n }\n /**\n * Updates\n * @param forceUpdate - force the update\n */\n MeshBatchUvs.prototype.update = function (forceUpdate) {\n if (!forceUpdate\n && this._bufferUpdateId === this.uvBuffer._updateID\n && this._textureUpdateId === this.uvMatrix._updateID) {\n return;\n }\n this._bufferUpdateId = this.uvBuffer._updateID;\n this._textureUpdateId = this.uvMatrix._updateID;\n var data = this.uvBuffer.data;\n if (!this.data || this.data.length !== data.length) {\n this.data = new Float32Array(data.length);\n }\n this.uvMatrix.multiplyUvs(data, this.data);\n this._updateID++;\n };\n return MeshBatchUvs;\n}());\n\nvar tempPoint = new Point();\nvar tempPolygon = new Polygon();\n/**\n * Base mesh class.\n *\n * This class empowers you to have maximum flexibility to render any kind of WebGL visuals you can think of.\n * This class assumes a certain level of WebGL knowledge.\n * If you know a bit this should abstract enough away to make your life easier!\n *\n * Pretty much ALL WebGL can be broken down into the following:\n * - Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc..\n * - Shader - This is the shader that PixiJS will render the geometry with (attributes in the shader must match the geometry)\n * - State - This is the state of WebGL required to render the mesh.\n *\n * Through a combination of the above elements you can render anything you want, 2D or 3D!\n * @memberof PIXI\n */\nvar Mesh = /** @class */ (function (_super) {\n __extends(Mesh, _super);\n /**\n * @param geometry - The geometry the mesh will use.\n * @param {PIXI.MeshMaterial} shader - The shader the mesh will use.\n * @param state - The state that the WebGL context is required to be in to render the mesh\n * if no state is provided, uses {@link PIXI.State.for2d} to create a 2D state for PixiJS.\n * @param drawMode - The drawMode, can be any of the {@link PIXI.DRAW_MODES} constants.\n */\n function Mesh(geometry, shader, state, drawMode) {\n if (drawMode === void 0) { drawMode = DRAW_MODES.TRIANGLES; }\n var _this = _super.call(this) || this;\n _this.geometry = geometry;\n _this.shader = shader;\n _this.state = state || State.for2d();\n _this.drawMode = drawMode;\n _this.start = 0;\n _this.size = 0;\n _this.uvs = null;\n _this.indices = null;\n _this.vertexData = new Float32Array(1);\n _this.vertexDirty = -1;\n _this._transformID = -1;\n _this._roundPixels = settings.ROUND_PIXELS;\n _this.batchUvs = null;\n return _this;\n }\n Object.defineProperty(Mesh.prototype, \"geometry\", {\n /**\n * Includes vertex positions, face indices, normals, colors, UVs, and\n * custom attributes within buffers, reducing the cost of passing all\n * this data to the GPU. Can be shared between multiple Mesh objects.\n */\n get: function () {\n return this._geometry;\n },\n set: function (value) {\n if (this._geometry === value) {\n return;\n }\n if (this._geometry) {\n this._geometry.refCount--;\n if (this._geometry.refCount === 0) {\n this._geometry.dispose();\n }\n }\n this._geometry = value;\n if (this._geometry) {\n this._geometry.refCount++;\n }\n this.vertexDirty = -1;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"uvBuffer\", {\n /**\n * To change mesh uv's, change its uvBuffer data and increment its _updateID.\n * @readonly\n */\n get: function () {\n return this.geometry.buffers[1];\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"verticesBuffer\", {\n /**\n * To change mesh vertices, change its uvBuffer data and increment its _updateID.\n * Incrementing _updateID is optional because most of Mesh objects do it anyway.\n * @readonly\n */\n get: function () {\n return this.geometry.buffers[0];\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"material\", {\n get: function () {\n return this.shader;\n },\n /** Alias for {@link PIXI.Mesh#shader}. */\n set: function (value) {\n this.shader = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"blendMode\", {\n get: function () {\n return this.state.blendMode;\n },\n /**\n * The blend mode to be applied to the Mesh. Apply a value of\n * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n * @default PIXI.BLEND_MODES.NORMAL;\n */\n set: function (value) {\n this.state.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"roundPixels\", {\n get: function () {\n return this._roundPixels;\n },\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n * @default false\n */\n set: function (value) {\n if (this._roundPixels !== value) {\n this._transformID = -1;\n }\n this._roundPixels = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"tint\", {\n /**\n * The multiply tint applied to the Mesh. This is a hex value. A value of\n * `0xFFFFFF` will remove any tint effect.\n *\n * Null for non-MeshMaterial shaders\n * @default 0xFFFFFF\n */\n get: function () {\n return 'tint' in this.shader ? this.shader.tint : null;\n },\n set: function (value) {\n this.shader.tint = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"texture\", {\n /** The texture that the Mesh uses. Null for non-MeshMaterial shaders */\n get: function () {\n return 'texture' in this.shader ? this.shader.texture : null;\n },\n set: function (value) {\n this.shader.texture = value;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Standard renderer draw.\n * @param renderer - Instance to renderer.\n */\n Mesh.prototype._render = function (renderer) {\n // set properties for batching..\n // TODO could use a different way to grab verts?\n var vertices = this.geometry.buffers[0].data;\n var shader = this.shader;\n // TODO benchmark check for attribute size..\n if (shader.batchable\n && this.drawMode === DRAW_MODES.TRIANGLES\n && vertices.length < Mesh.BATCHABLE_SIZE * 2) {\n this._renderToBatch(renderer);\n }\n else {\n this._renderDefault(renderer);\n }\n };\n /**\n * Standard non-batching way of rendering.\n * @param renderer - Instance to renderer.\n */\n Mesh.prototype._renderDefault = function (renderer) {\n var shader = this.shader;\n shader.alpha = this.worldAlpha;\n if (shader.update) {\n shader.update();\n }\n renderer.batch.flush();\n // bind and sync uniforms..\n shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true);\n renderer.shader.bind(shader);\n // set state..\n renderer.state.set(this.state);\n // bind the geometry...\n renderer.geometry.bind(this.geometry, shader);\n // then render it\n renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount);\n };\n /**\n * Rendering by using the Batch system.\n * @param renderer - Instance to renderer.\n */\n Mesh.prototype._renderToBatch = function (renderer) {\n var geometry = this.geometry;\n var shader = this.shader;\n if (shader.uvMatrix) {\n shader.uvMatrix.update();\n this.calculateUvs();\n }\n // set properties for batching..\n this.calculateVertices();\n this.indices = geometry.indexBuffer.data;\n this._tintRGB = shader._tintRGB;\n this._texture = shader.texture;\n var pluginName = this.material.pluginName;\n renderer.batch.setObjectRenderer(renderer.plugins[pluginName]);\n renderer.plugins[pluginName].render(this);\n };\n /** Updates vertexData field based on transform and vertices. */\n Mesh.prototype.calculateVertices = function () {\n var geometry = this.geometry;\n var verticesBuffer = geometry.buffers[0];\n var vertices = verticesBuffer.data;\n var vertexDirtyId = verticesBuffer._updateID;\n if (vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID) {\n return;\n }\n this._transformID = this.transform._worldID;\n if (this.vertexData.length !== vertices.length) {\n this.vertexData = new Float32Array(vertices.length);\n }\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var vertexData = this.vertexData;\n for (var i = 0; i < vertexData.length / 2; i++) {\n var x = vertices[(i * 2)];\n var y = vertices[(i * 2) + 1];\n vertexData[(i * 2)] = (a * x) + (c * y) + tx;\n vertexData[(i * 2) + 1] = (b * x) + (d * y) + ty;\n }\n if (this._roundPixels) {\n var resolution = settings.RESOLUTION;\n for (var i = 0; i < vertexData.length; ++i) {\n vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution);\n }\n }\n this.vertexDirty = vertexDirtyId;\n };\n /** Updates uv field based on from geometry uv's or batchUvs. */\n Mesh.prototype.calculateUvs = function () {\n var geomUvs = this.geometry.buffers[1];\n var shader = this.shader;\n if (!shader.uvMatrix.isSimple) {\n if (!this.batchUvs) {\n this.batchUvs = new MeshBatchUvs(geomUvs, shader.uvMatrix);\n }\n this.batchUvs.update();\n this.uvs = this.batchUvs.data;\n }\n else {\n this.uvs = geomUvs.data;\n }\n };\n /**\n * Updates the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.\n * there must be a aVertexPosition attribute present in the geometry for bounds to be calculated correctly.\n */\n Mesh.prototype._calculateBounds = function () {\n this.calculateVertices();\n this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length);\n };\n /**\n * Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES.\n * @param point - The point to test.\n * @returns - The result of the test.\n */\n Mesh.prototype.containsPoint = function (point) {\n if (!this.getBounds().contains(point.x, point.y)) {\n return false;\n }\n this.worldTransform.applyInverse(point, tempPoint);\n var vertices = this.geometry.getBuffer('aVertexPosition').data;\n var points = tempPolygon.points;\n var indices = this.geometry.getIndex().data;\n var len = indices.length;\n var step = this.drawMode === 4 ? 3 : 1;\n for (var i = 0; i + 2 < len; i += step) {\n var ind0 = indices[i] * 2;\n var ind1 = indices[i + 1] * 2;\n var ind2 = indices[i + 2] * 2;\n points[0] = vertices[ind0];\n points[1] = vertices[ind0 + 1];\n points[2] = vertices[ind1];\n points[3] = vertices[ind1 + 1];\n points[4] = vertices[ind2];\n points[5] = vertices[ind2 + 1];\n if (tempPolygon.contains(tempPoint.x, tempPoint.y)) {\n return true;\n }\n }\n return false;\n };\n Mesh.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this, options);\n if (this._cachedTexture) {\n this._cachedTexture.destroy();\n this._cachedTexture = null;\n }\n this.geometry = null;\n this.shader = null;\n this.state = null;\n this.uvs = null;\n this.indices = null;\n this.vertexData = null;\n };\n /** The maximum number of vertices to consider batchable. Generally, the complexity of the geometry. */\n Mesh.BATCHABLE_SIZE = 100;\n return Mesh;\n}(Container));\n\nvar fragment = \"varying vec2 vTextureCoord;\\nuniform vec4 uColor;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void)\\n{\\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;\\n}\\n\";\n\nvar vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform mat3 uTextureMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\\n}\\n\";\n\n/**\n * Slightly opinionated default shader for PixiJS 2D objects.\n * @memberof PIXI\n */\nvar MeshMaterial = /** @class */ (function (_super) {\n __extends(MeshMaterial, _super);\n /**\n * @param uSampler - Texture that material uses to render.\n * @param options - Additional options\n * @param {number} [options.alpha=1] - Default alpha.\n * @param {number} [options.tint=0xFFFFFF] - Default tint.\n * @param {string} [options.pluginName='batch'] - Renderer plugin for batching.\n * @param {PIXI.Program} [options.program=0xFFFFFF] - Custom program.\n * @param {object} [options.uniforms] - Custom uniforms.\n */\n function MeshMaterial(uSampler, options) {\n var _this = this;\n var uniforms = {\n uSampler: uSampler,\n alpha: 1,\n uTextureMatrix: Matrix.IDENTITY,\n uColor: new Float32Array([1, 1, 1, 1]),\n };\n // Set defaults\n options = Object.assign({\n tint: 0xFFFFFF,\n alpha: 1,\n pluginName: 'batch',\n }, options);\n if (options.uniforms) {\n Object.assign(uniforms, options.uniforms);\n }\n _this = _super.call(this, options.program || Program.from(vertex, fragment), uniforms) || this;\n _this._colorDirty = false;\n _this.uvMatrix = new TextureMatrix(uSampler);\n _this.batchable = options.program === undefined;\n _this.pluginName = options.pluginName;\n _this.tint = options.tint;\n _this.alpha = options.alpha;\n return _this;\n }\n Object.defineProperty(MeshMaterial.prototype, \"texture\", {\n /** Reference to the texture being rendered. */\n get: function () {\n return this.uniforms.uSampler;\n },\n set: function (value) {\n if (this.uniforms.uSampler !== value) {\n if (!this.uniforms.uSampler.baseTexture.alphaMode !== !value.baseTexture.alphaMode) {\n this._colorDirty = true;\n }\n this.uniforms.uSampler = value;\n this.uvMatrix.texture = value;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(MeshMaterial.prototype, \"alpha\", {\n get: function () {\n return this._alpha;\n },\n /**\n * This gets automatically set by the object using this.\n * @default 1\n */\n set: function (value) {\n if (value === this._alpha)\n { return; }\n this._alpha = value;\n this._colorDirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(MeshMaterial.prototype, \"tint\", {\n get: function () {\n return this._tint;\n },\n /**\n * Multiply tint for the material.\n * @default 0xFFFFFF\n */\n set: function (value) {\n if (value === this._tint)\n { return; }\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);\n this._colorDirty = true;\n },\n enumerable: false,\n configurable: true\n });\n /** Gets called automatically by the Mesh. Intended to be overridden for custom {@link MeshMaterial} objects. */\n MeshMaterial.prototype.update = function () {\n if (this._colorDirty) {\n this._colorDirty = false;\n var baseTexture = this.texture.baseTexture;\n premultiplyTintToRgba(this._tint, this._alpha, this.uniforms.uColor, baseTexture.alphaMode);\n }\n if (this.uvMatrix.update()) {\n this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord;\n }\n };\n return MeshMaterial;\n}(Shader));\n\n/**\n * Standard 2D geometry used in PixiJS.\n *\n * Geometry can be defined without passing in a style or data if required.\n *\n * ```js\n * const geometry = new PIXI.Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1], 2);\n * geometry.addIndex([0,1,2,1,3,2]);\n *\n * ```\n * @memberof PIXI\n */\nvar MeshGeometry = /** @class */ (function (_super) {\n __extends(MeshGeometry, _super);\n /**\n * @param {Float32Array|number[]} [vertices] - Positional data on geometry.\n * @param {Float32Array|number[]} [uvs] - Texture UVs.\n * @param {Uint16Array|number[]} [index] - IndexBuffer\n */\n function MeshGeometry(vertices, uvs, index) {\n var _this = _super.call(this) || this;\n var verticesBuffer = new Buffer(vertices);\n var uvsBuffer = new Buffer(uvs, true);\n var indexBuffer = new Buffer(index, true, true);\n _this.addAttribute('aVertexPosition', verticesBuffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', uvsBuffer, 2, false, TYPES.FLOAT)\n .addIndex(indexBuffer);\n _this._updateId = -1;\n return _this;\n }\n Object.defineProperty(MeshGeometry.prototype, \"vertexDirtyId\", {\n /**\n * If the vertex position is updated.\n * @readonly\n * @private\n */\n get: function () {\n return this.buffers[0]._updateID;\n },\n enumerable: false,\n configurable: true\n });\n return MeshGeometry;\n}(Geometry));\n\nexport { Mesh, MeshBatchUvs, MeshGeometry, MeshMaterial };\n//# sourceMappingURL=mesh.mjs.map\n","/*!\n * @pixi/text-bitmap - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/text-bitmap is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Rectangle, Point, ObservablePoint } from '@pixi/math';\nimport { settings } from '@pixi/settings';\nimport { MeshGeometry, MeshMaterial, Mesh } from '@pixi/mesh';\nimport { hex2rgb, string2hex, getResolutionOfUrl, removeItems } from '@pixi/utils';\nimport { BaseTexture, Texture, Program, ExtensionType } from '@pixi/core';\nimport { TEXT_GRADIENT, TextStyle, TextMetrics } from '@pixi/text';\nimport { ALPHA_MODES, BLEND_MODES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { LoaderResource } from '@pixi/loaders';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/* eslint-disable max-len */\n/**\n * Normalized parsed data from .fnt files.\n * @memberof PIXI\n */\nvar BitmapFontData = /** @class */ (function () {\n function BitmapFontData() {\n this.info = [];\n this.common = [];\n this.page = [];\n this.char = [];\n this.kerning = [];\n this.distanceField = [];\n }\n return BitmapFontData;\n}());\n\n/**\n * BitmapFont format that's Text-based.\n * @private\n */\nvar TextFormat = /** @class */ (function () {\n function TextFormat() {\n }\n /**\n * Check if resource refers to txt font data.\n * @param data\n * @returns - True if resource could be treated as font data, false otherwise.\n */\n TextFormat.test = function (data) {\n return typeof data === 'string' && data.indexOf('info face=') === 0;\n };\n /**\n * Convert text font data to a javascript object.\n * @param txt - Raw string data to be converted\n * @returns - Parsed font data\n */\n TextFormat.parse = function (txt) {\n // Retrieve data item\n var items = txt.match(/^[a-z]+\\s+.+$/gm);\n var rawData = {\n info: [],\n common: [],\n page: [],\n char: [],\n chars: [],\n kerning: [],\n kernings: [],\n distanceField: [],\n };\n for (var i in items) {\n // Extract item name\n var name = items[i].match(/^[a-z]+/gm)[0];\n // Extract item attribute list as string ex.: \"width=10\"\n var attributeList = items[i].match(/[a-zA-Z]+=([^\\s\"']+|\"([^\"]*)\")/gm);\n // Convert attribute list into an object\n var itemData = {};\n for (var i_1 in attributeList) {\n // Split key-value pairs\n var split = attributeList[i_1].split('=');\n var key = split[0];\n // Remove eventual quotes from value\n var strValue = split[1].replace(/\"/gm, '');\n // Try to convert value into float\n var floatValue = parseFloat(strValue);\n // Use string value case float value is NaN\n var value = isNaN(floatValue) ? strValue : floatValue;\n itemData[key] = value;\n }\n // Push current item to the resulting data\n rawData[name].push(itemData);\n }\n var font = new BitmapFontData();\n rawData.info.forEach(function (info) { return font.info.push({\n face: info.face,\n size: parseInt(info.size, 10),\n }); });\n rawData.common.forEach(function (common) { return font.common.push({\n lineHeight: parseInt(common.lineHeight, 10),\n }); });\n rawData.page.forEach(function (page) { return font.page.push({\n id: parseInt(page.id, 10),\n file: page.file,\n }); });\n rawData.char.forEach(function (char) { return font.char.push({\n id: parseInt(char.id, 10),\n page: parseInt(char.page, 10),\n x: parseInt(char.x, 10),\n y: parseInt(char.y, 10),\n width: parseInt(char.width, 10),\n height: parseInt(char.height, 10),\n xoffset: parseInt(char.xoffset, 10),\n yoffset: parseInt(char.yoffset, 10),\n xadvance: parseInt(char.xadvance, 10),\n }); });\n rawData.kerning.forEach(function (kerning) { return font.kerning.push({\n first: parseInt(kerning.first, 10),\n second: parseInt(kerning.second, 10),\n amount: parseInt(kerning.amount, 10),\n }); });\n rawData.distanceField.forEach(function (df) { return font.distanceField.push({\n distanceRange: parseInt(df.distanceRange, 10),\n fieldType: df.fieldType,\n }); });\n return font;\n };\n return TextFormat;\n}());\n\n/**\n * BitmapFont format that's XML-based.\n * @private\n */\nvar XMLFormat = /** @class */ (function () {\n function XMLFormat() {\n }\n /**\n * Check if resource refers to xml font data.\n * @param data\n * @returns - True if resource could be treated as font data, false otherwise.\n */\n XMLFormat.test = function (data) {\n return data instanceof XMLDocument\n && data.getElementsByTagName('page').length\n && data.getElementsByTagName('info')[0].getAttribute('face') !== null;\n };\n /**\n * Convert the XML into BitmapFontData that we can use.\n * @param xml\n * @returns - Data to use for BitmapFont\n */\n XMLFormat.parse = function (xml) {\n var data = new BitmapFontData();\n var info = xml.getElementsByTagName('info');\n var common = xml.getElementsByTagName('common');\n var page = xml.getElementsByTagName('page');\n var char = xml.getElementsByTagName('char');\n var kerning = xml.getElementsByTagName('kerning');\n var distanceField = xml.getElementsByTagName('distanceField');\n for (var i = 0; i < info.length; i++) {\n data.info.push({\n face: info[i].getAttribute('face'),\n size: parseInt(info[i].getAttribute('size'), 10),\n });\n }\n for (var i = 0; i < common.length; i++) {\n data.common.push({\n lineHeight: parseInt(common[i].getAttribute('lineHeight'), 10),\n });\n }\n for (var i = 0; i < page.length; i++) {\n data.page.push({\n id: parseInt(page[i].getAttribute('id'), 10) || 0,\n file: page[i].getAttribute('file'),\n });\n }\n for (var i = 0; i < char.length; i++) {\n var letter = char[i];\n data.char.push({\n id: parseInt(letter.getAttribute('id'), 10),\n page: parseInt(letter.getAttribute('page'), 10) || 0,\n x: parseInt(letter.getAttribute('x'), 10),\n y: parseInt(letter.getAttribute('y'), 10),\n width: parseInt(letter.getAttribute('width'), 10),\n height: parseInt(letter.getAttribute('height'), 10),\n xoffset: parseInt(letter.getAttribute('xoffset'), 10),\n yoffset: parseInt(letter.getAttribute('yoffset'), 10),\n xadvance: parseInt(letter.getAttribute('xadvance'), 10),\n });\n }\n for (var i = 0; i < kerning.length; i++) {\n data.kerning.push({\n first: parseInt(kerning[i].getAttribute('first'), 10),\n second: parseInt(kerning[i].getAttribute('second'), 10),\n amount: parseInt(kerning[i].getAttribute('amount'), 10),\n });\n }\n for (var i = 0; i < distanceField.length; i++) {\n data.distanceField.push({\n fieldType: distanceField[i].getAttribute('fieldType'),\n distanceRange: parseInt(distanceField[i].getAttribute('distanceRange'), 10),\n });\n }\n return data;\n };\n return XMLFormat;\n}());\n\n/**\n * BitmapFont format that's XML-based.\n * @private\n */\nvar XMLStringFormat = /** @class */ (function () {\n function XMLStringFormat() {\n }\n /**\n * Check if resource refers to text xml font data.\n * @param data\n * @returns - True if resource could be treated as font data, false otherwise.\n */\n XMLStringFormat.test = function (data) {\n if (typeof data === 'string' && data.indexOf('') > -1) {\n var xml = new globalThis.DOMParser().parseFromString(data, 'text/xml');\n return XMLFormat.test(xml);\n }\n return false;\n };\n /**\n * Convert the text XML into BitmapFontData that we can use.\n * @param xmlTxt\n * @returns - Data to use for BitmapFont\n */\n XMLStringFormat.parse = function (xmlTxt) {\n var xml = new globalThis.DOMParser().parseFromString(xmlTxt, 'text/xml');\n return XMLFormat.parse(xml);\n };\n return XMLStringFormat;\n}());\n\n// Registered formats, maybe make this extensible in the future?\nvar formats = [\n TextFormat,\n XMLFormat,\n XMLStringFormat ];\n/**\n * Auto-detect BitmapFont parsing format based on data.\n * @private\n * @param {any} data - Data to detect format\n * @returns {any} Format or null\n */\nfunction autoDetectFormat(data) {\n for (var i = 0; i < formats.length; i++) {\n if (formats[i].test(data)) {\n return formats[i];\n }\n }\n return null;\n}\n\n// TODO: Prevent code duplication b/w generateFillStyle & Text#generateFillStyle\n/**\n * Generates the fill style. Can automatically generate a gradient based on the fill style being an array\n * @private\n * @param canvas\n * @param context\n * @param {object} style - The style.\n * @param resolution\n * @param {string[]} lines - The lines of text.\n * @param metrics\n * @returns {string|number|CanvasGradient} The fill style\n */\nfunction generateFillStyle(canvas, context, style, resolution, lines, metrics) {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n var fillStyle = style.fill;\n if (!Array.isArray(fillStyle)) {\n return fillStyle;\n }\n else if (fillStyle.length === 1) {\n return fillStyle[0];\n }\n // the gradient will be evenly spaced out according to how large the array is.\n // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75\n var gradient;\n // a dropshadow will enlarge the canvas and result in the gradient being\n // generated with the incorrect dimensions\n var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0;\n // should also take padding into account, padding can offset the gradient\n var padding = style.padding || 0;\n var width = (canvas.width / resolution) - dropShadowCorrection - (padding * 2);\n var height = (canvas.height / resolution) - dropShadowCorrection - (padding * 2);\n // make a copy of the style settings, so we can manipulate them later\n var fill = fillStyle.slice();\n var fillGradientStops = style.fillGradientStops.slice();\n // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75\n if (!fillGradientStops.length) {\n var lengthPlus1 = fill.length + 1;\n for (var i = 1; i < lengthPlus1; ++i) {\n fillGradientStops.push(i / lengthPlus1);\n }\n }\n // stop the bleeding of the last gradient on the line above to the top gradient of the this line\n // by hard defining the first gradient colour at point 0, and last gradient colour at point 1\n fill.unshift(fillStyle[0]);\n fillGradientStops.unshift(0);\n fill.push(fillStyle[fillStyle.length - 1]);\n fillGradientStops.push(1);\n if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) {\n // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas\n gradient = context.createLinearGradient(width / 2, padding, width / 2, height + padding);\n // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect\n // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875\n // There's potential for floating point precision issues at the seams between gradient repeats.\n // The loop below generates the stops in order, so track the last generated one to prevent\n // floating point precision from making us go the teeniest bit backwards, resulting in\n // the first and last colors getting swapped.\n var lastIterationStop = 0;\n // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc\n var textHeight = metrics.fontProperties.fontSize + style.strokeThickness;\n // textHeight, but as a 0-1 size in global gradient stop space\n var gradStopLineHeight = textHeight / height;\n for (var i = 0; i < lines.length; i++) {\n var thisLineTop = metrics.lineHeight * i;\n for (var j = 0; j < fill.length; j++) {\n // 0-1 stop point for the current line, multiplied to global space afterwards\n var lineStop = 0;\n if (typeof fillGradientStops[j] === 'number') {\n lineStop = fillGradientStops[j];\n }\n else {\n lineStop = j / fill.length;\n }\n var globalStop = (thisLineTop / height) + (lineStop * gradStopLineHeight);\n // Prevent color stop generation going backwards from floating point imprecision\n var clampedStop = Math.max(lastIterationStop, globalStop);\n clampedStop = Math.min(clampedStop, 1); // Cap at 1 as well for safety's sake to avoid a possible throw.\n gradient.addColorStop(clampedStop, fill[j]);\n lastIterationStop = clampedStop;\n }\n }\n }\n else {\n // start the gradient at the center left of the canvas, and end at the center right of the canvas\n gradient = context.createLinearGradient(padding, height / 2, width + padding, height / 2);\n // can just evenly space out the gradients in this case, as multiple lines makes no difference\n // to an even left to right gradient\n var totalIterations = fill.length + 1;\n var currentIteration = 1;\n for (var i = 0; i < fill.length; i++) {\n var stop = void 0;\n if (typeof fillGradientStops[i] === 'number') {\n stop = fillGradientStops[i];\n }\n else {\n stop = currentIteration / totalIterations;\n }\n gradient.addColorStop(stop, fill[i]);\n currentIteration++;\n }\n }\n return gradient;\n}\n\n// TODO: Prevent code duplication b/w drawGlyph & Text#updateText\n/**\n * Draws the glyph `metrics.text` on the given canvas.\n *\n * Ignored because not directly exposed.\n * @ignore\n * @param {HTMLCanvasElement} canvas\n * @param {CanvasRenderingContext2D} context\n * @param {TextMetrics} metrics\n * @param {number} x\n * @param {number} y\n * @param {number} resolution\n * @param {TextStyle} style\n */\nfunction drawGlyph(canvas, context, metrics, x, y, resolution, style) {\n var char = metrics.text;\n var fontProperties = metrics.fontProperties;\n context.translate(x, y);\n context.scale(resolution, resolution);\n var tx = style.strokeThickness / 2;\n var ty = -(style.strokeThickness / 2);\n context.font = style.toFontString();\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n // set canvas text styles\n context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics);\n context.strokeStyle = style.stroke;\n if (style.dropShadow) {\n var dropShadowColor = style.dropShadowColor;\n var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor));\n var dropShadowBlur = style.dropShadowBlur * resolution;\n var dropShadowDistance = style.dropShadowDistance * resolution;\n context.shadowColor = \"rgba(\" + rgb[0] * 255 + \",\" + rgb[1] * 255 + \",\" + rgb[2] * 255 + \",\" + style.dropShadowAlpha + \")\";\n context.shadowBlur = dropShadowBlur;\n context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance;\n context.shadowOffsetY = Math.sin(style.dropShadowAngle) * dropShadowDistance;\n }\n else {\n context.shadowColor = 'black';\n context.shadowBlur = 0;\n context.shadowOffsetX = 0;\n context.shadowOffsetY = 0;\n }\n if (style.stroke && style.strokeThickness) {\n context.strokeText(char, tx, ty + metrics.lineHeight - fontProperties.descent);\n }\n if (style.fill) {\n context.fillText(char, tx, ty + metrics.lineHeight - fontProperties.descent);\n }\n context.setTransform(1, 0, 0, 1, 0, 0); // defaults needed for older browsers (e.g. Opera 29)\n context.fillStyle = 'rgba(0, 0, 0, 0)';\n}\n\n/**\n * Ponyfill for IE because it doesn't support `Array.from`\n * @param text\n * @private\n */\nfunction splitTextToCharacters(text) {\n return Array.from ? Array.from(text) : text.split('');\n}\n\n/**\n * Processes the passed character set data and returns a flattened array of all the characters.\n *\n * Ignored because not directly exposed.\n * @ignore\n * @param {string | string[] | string[][] } chars\n * @returns {string[]} the flattened array of characters\n */\nfunction resolveCharacters(chars) {\n // Split the chars string into individual characters\n if (typeof chars === 'string') {\n chars = [chars];\n }\n // Handle an array of characters+ranges\n var result = [];\n for (var i = 0, j = chars.length; i < j; i++) {\n var item = chars[i];\n // Handle range delimited by start/end chars\n if (Array.isArray(item)) {\n if (item.length !== 2) {\n throw new Error(\"[BitmapFont]: Invalid character range length, expecting 2 got \" + item.length + \".\");\n }\n var startCode = item[0].charCodeAt(0);\n var endCode = item[1].charCodeAt(0);\n if (endCode < startCode) {\n throw new Error('[BitmapFont]: Invalid character range.');\n }\n for (var i_1 = startCode, j_1 = endCode; i_1 <= j_1; i_1++) {\n result.push(String.fromCharCode(i_1));\n }\n }\n // Handle a character set string\n else {\n result.push.apply(result, splitTextToCharacters(item));\n }\n }\n if (result.length === 0) {\n throw new Error('[BitmapFont]: Empty set when resolving characters.');\n }\n return result;\n}\n\n/**\n * Ponyfill for IE because it doesn't support `codePointAt`\n * @param str\n * @private\n */\nfunction extractCharCode(str) {\n return str.codePointAt ? str.codePointAt(0) : str.charCodeAt(0);\n}\n\n/**\n * BitmapFont represents a typeface available for use with the BitmapText class. Use the `install`\n * method for adding a font to be used.\n * @memberof PIXI\n */\nvar BitmapFont = /** @class */ (function () {\n /**\n * @param data\n * @param textures\n * @param ownsTextures - Setting to `true` will destroy page textures\n * when the font is uninstalled.\n */\n function BitmapFont(data, textures, ownsTextures) {\n var _a, _b;\n var info = data.info[0];\n var common = data.common[0];\n var page = data.page[0];\n var distanceField = data.distanceField[0];\n var res = getResolutionOfUrl(page.file);\n var pageTextures = {};\n this._ownsTextures = ownsTextures;\n this.font = info.face;\n this.size = info.size;\n this.lineHeight = common.lineHeight / res;\n this.chars = {};\n this.pageTextures = pageTextures;\n // Convert the input Texture, Textures or object\n // into a page Texture lookup by \"id\"\n for (var i = 0; i < data.page.length; i++) {\n var _c = data.page[i], id = _c.id, file = _c.file;\n pageTextures[id] = textures instanceof Array\n ? textures[i] : textures[file];\n // only MSDF and SDF fonts need no-premultiplied-alpha\n if ((distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) && distanceField.fieldType !== 'none') {\n pageTextures[id].baseTexture.alphaMode = ALPHA_MODES.NO_PREMULTIPLIED_ALPHA;\n }\n }\n // parse letters\n for (var i = 0; i < data.char.length; i++) {\n var _d = data.char[i], id = _d.id, page_1 = _d.page;\n var _e = data.char[i], x = _e.x, y = _e.y, width = _e.width, height = _e.height, xoffset = _e.xoffset, yoffset = _e.yoffset, xadvance = _e.xadvance;\n x /= res;\n y /= res;\n width /= res;\n height /= res;\n xoffset /= res;\n yoffset /= res;\n xadvance /= res;\n var rect = new Rectangle(x + (pageTextures[page_1].frame.x / res), y + (pageTextures[page_1].frame.y / res), width, height);\n this.chars[id] = {\n xOffset: xoffset,\n yOffset: yoffset,\n xAdvance: xadvance,\n kerning: {},\n texture: new Texture(pageTextures[page_1].baseTexture, rect),\n page: page_1,\n };\n }\n // parse kernings\n for (var i = 0; i < data.kerning.length; i++) {\n var _f = data.kerning[i], first = _f.first, second = _f.second, amount = _f.amount;\n first /= res;\n second /= res;\n amount /= res;\n if (this.chars[second]) {\n this.chars[second].kerning[first] = amount;\n }\n }\n // Store distance field information\n this.distanceFieldRange = distanceField === null || distanceField === void 0 ? void 0 : distanceField.distanceRange;\n this.distanceFieldType = (_b = (_a = distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) === null || _a === void 0 ? void 0 : _a.toLowerCase()) !== null && _b !== void 0 ? _b : 'none';\n }\n /** Remove references to created glyph textures. */\n BitmapFont.prototype.destroy = function () {\n for (var id in this.chars) {\n this.chars[id].texture.destroy();\n this.chars[id].texture = null;\n }\n for (var id in this.pageTextures) {\n if (this._ownsTextures) {\n this.pageTextures[id].destroy(true);\n }\n this.pageTextures[id] = null;\n }\n // Set readonly null.\n this.chars = null;\n this.pageTextures = null;\n };\n /**\n * Register a new bitmap font.\n * @param data - The\n * characters map that could be provided as xml or raw string.\n * @param textures - List of textures for each page.\n * @param ownsTextures - Set to `true` to destroy page textures\n * when the font is uninstalled. By default fonts created with\n * `BitmapFont.from` or from the `BitmapFontLoader` are `true`.\n * @returns {PIXI.BitmapFont} Result font object with font, size, lineHeight\n * and char fields.\n */\n BitmapFont.install = function (data, textures, ownsTextures) {\n var fontData;\n if (data instanceof BitmapFontData) {\n fontData = data;\n }\n else {\n var format = autoDetectFormat(data);\n if (!format) {\n throw new Error('Unrecognized data format for font.');\n }\n fontData = format.parse(data);\n }\n // Single texture, convert to list\n if (textures instanceof Texture) {\n textures = [textures];\n }\n var font = new BitmapFont(fontData, textures, ownsTextures);\n BitmapFont.available[font.font] = font;\n return font;\n };\n /**\n * Remove bitmap font by name.\n * @param name - Name of the font to uninstall.\n */\n BitmapFont.uninstall = function (name) {\n var font = BitmapFont.available[name];\n if (!font) {\n throw new Error(\"No font found named '\" + name + \"'\");\n }\n font.destroy();\n delete BitmapFont.available[name];\n };\n /**\n * Generates a bitmap-font for the given style and character set. This does not support\n * kernings yet. With `style` properties, only the following non-layout properties are used:\n *\n * - {@link PIXI.TextStyle#dropShadow|dropShadow}\n * - {@link PIXI.TextStyle#dropShadowDistance|dropShadowDistance}\n * - {@link PIXI.TextStyle#dropShadowColor|dropShadowColor}\n * - {@link PIXI.TextStyle#dropShadowBlur|dropShadowBlur}\n * - {@link PIXI.TextStyle#dropShadowAngle|dropShadowAngle}\n * - {@link PIXI.TextStyle#fill|fill}\n * - {@link PIXI.TextStyle#fillGradientStops|fillGradientStops}\n * - {@link PIXI.TextStyle#fillGradientType|fillGradientType}\n * - {@link PIXI.TextStyle#fontFamily|fontFamily}\n * - {@link PIXI.TextStyle#fontSize|fontSize}\n * - {@link PIXI.TextStyle#fontVariant|fontVariant}\n * - {@link PIXI.TextStyle#fontWeight|fontWeight}\n * - {@link PIXI.TextStyle#lineJoin|lineJoin}\n * - {@link PIXI.TextStyle#miterLimit|miterLimit}\n * - {@link PIXI.TextStyle#stroke|stroke}\n * - {@link PIXI.TextStyle#strokeThickness|strokeThickness}\n * - {@link PIXI.TextStyle#textBaseline|textBaseline}\n * @param name - The name of the custom font to use with BitmapText.\n * @param textStyle - Style options to render with BitmapFont.\n * @param options - Setup options for font or name of the font.\n * @param {string|string[]|string[][]} [options.chars=PIXI.BitmapFont.ALPHANUMERIC] - characters included\n * in the font set. You can also use ranges. For example, `[['a', 'z'], ['A', 'Z'], \"!@#$%^&*()~{}[] \"]`.\n * Don't forget to include spaces ' ' in your character set!\n * @param {number} [options.resolution=1] - Render resolution for glyphs.\n * @param {number} [options.textureWidth=512] - Optional width of atlas, smaller values to reduce memory.\n * @param {number} [options.textureHeight=512] - Optional height of atlas, smaller values to reduce memory.\n * @param {number} [options.padding=4] - Padding between glyphs on texture atlas.\n * @returns Font generated by style options.\n * @example\n * PIXI.BitmapFont.from(\"TitleFont\", {\n * fontFamily: \"Arial\",\n * fontSize: 12,\n * strokeThickness: 2,\n * fill: \"purple\"\n * });\n *\n * const title = new PIXI.BitmapText(\"This is the title\", { fontName: \"TitleFont\" });\n */\n BitmapFont.from = function (name, textStyle, options) {\n if (!name) {\n throw new Error('[BitmapFont] Property `name` is required.');\n }\n var _a = Object.assign({}, BitmapFont.defaultOptions, options), chars = _a.chars, padding = _a.padding, resolution = _a.resolution, textureWidth = _a.textureWidth, textureHeight = _a.textureHeight;\n var charsList = resolveCharacters(chars);\n var style = textStyle instanceof TextStyle ? textStyle : new TextStyle(textStyle);\n var lineWidth = textureWidth;\n var fontData = new BitmapFontData();\n fontData.info[0] = {\n face: style.fontFamily,\n size: style.fontSize,\n };\n fontData.common[0] = {\n lineHeight: style.fontSize,\n };\n var positionX = 0;\n var positionY = 0;\n var canvas;\n var context;\n var baseTexture;\n var maxCharHeight = 0;\n var textures = [];\n for (var i = 0; i < charsList.length; i++) {\n if (!canvas) {\n canvas = settings.ADAPTER.createCanvas();\n canvas.width = textureWidth;\n canvas.height = textureHeight;\n context = canvas.getContext('2d');\n baseTexture = new BaseTexture(canvas, { resolution: resolution });\n textures.push(new Texture(baseTexture));\n fontData.page.push({\n id: textures.length - 1,\n file: '',\n });\n }\n // Measure glyph dimensions\n var metrics = TextMetrics.measureText(charsList[i], style, false, canvas);\n var width = metrics.width;\n var height = Math.ceil(metrics.height);\n // This is ugly - but italics are given more space so they don't overlap\n var textureGlyphWidth = Math.ceil((style.fontStyle === 'italic' ? 2 : 1) * width);\n // Can't fit char anymore: next canvas please!\n if (positionY >= textureHeight - (height * resolution)) {\n if (positionY === 0) {\n // We don't want user debugging an infinite loop (or do we? :)\n throw new Error(\"[BitmapFont] textureHeight \" + textureHeight + \"px is \"\n + (\"too small for \" + style.fontSize + \"px fonts\"));\n }\n --i;\n // Create new atlas once current has filled up\n canvas = null;\n context = null;\n baseTexture = null;\n positionY = 0;\n positionX = 0;\n maxCharHeight = 0;\n continue;\n }\n maxCharHeight = Math.max(height + metrics.fontProperties.descent, maxCharHeight);\n // Wrap line once full row has been rendered\n if ((textureGlyphWidth * resolution) + positionX >= lineWidth) {\n --i;\n positionY += maxCharHeight * resolution;\n positionY = Math.ceil(positionY);\n positionX = 0;\n maxCharHeight = 0;\n continue;\n }\n drawGlyph(canvas, context, metrics, positionX, positionY, resolution, style);\n // Unique (numeric) ID mapping to this glyph\n var id = extractCharCode(metrics.text);\n // Create a texture holding just the glyph\n fontData.char.push({\n id: id,\n page: textures.length - 1,\n x: positionX / resolution,\n y: positionY / resolution,\n width: textureGlyphWidth,\n height: height,\n xoffset: 0,\n yoffset: 0,\n xadvance: Math.ceil(width\n - (style.dropShadow ? style.dropShadowDistance : 0)\n - (style.stroke ? style.strokeThickness : 0)),\n });\n positionX += (textureGlyphWidth + (2 * padding)) * resolution;\n positionX = Math.ceil(positionX);\n }\n // Brute-force kerning info, this can be expensive b/c it's an O(n²),\n // but we're using measureText which is native and fast.\n for (var i = 0, len = charsList.length; i < len; i++) {\n var first = charsList[i];\n for (var j = 0; j < len; j++) {\n var second = charsList[j];\n var c1 = context.measureText(first).width;\n var c2 = context.measureText(second).width;\n var total = context.measureText(first + second).width;\n var amount = total - (c1 + c2);\n if (amount) {\n fontData.kerning.push({\n first: extractCharCode(first),\n second: extractCharCode(second),\n amount: amount,\n });\n }\n }\n }\n var font = new BitmapFont(fontData, textures, true);\n // Make it easier to replace a font\n if (BitmapFont.available[name] !== undefined) {\n BitmapFont.uninstall(name);\n }\n BitmapFont.available[name] = font;\n return font;\n };\n /**\n * This character set includes all the letters in the alphabet (both lower- and upper- case).\n * @type {string[][]}\n * @example\n * BitmapFont.from(\"ExampleFont\", style, { chars: BitmapFont.ALPHA })\n */\n BitmapFont.ALPHA = [['a', 'z'], ['A', 'Z'], ' '];\n /**\n * This character set includes all decimal digits (from 0 to 9).\n * @type {string[][]}\n * @example\n * BitmapFont.from(\"ExampleFont\", style, { chars: BitmapFont.NUMERIC })\n */\n BitmapFont.NUMERIC = [['0', '9']];\n /**\n * This character set is the union of `BitmapFont.ALPHA` and `BitmapFont.NUMERIC`.\n * @type {string[][]}\n */\n BitmapFont.ALPHANUMERIC = [['a', 'z'], ['A', 'Z'], ['0', '9'], ' '];\n /**\n * This character set consists of all the ASCII table.\n * @member {string[][]}\n * @see http://www.asciitable.com/\n */\n BitmapFont.ASCII = [[' ', '~']];\n /**\n * Collection of default options when using `BitmapFont.from`.\n * @property {number} [resolution=1] -\n * @property {number} [textureWidth=512] -\n * @property {number} [textureHeight=512] -\n * @property {number} [padding=4] -\n * @property {string|string[]|string[][]} chars = PIXI.BitmapFont.ALPHANUMERIC\n */\n BitmapFont.defaultOptions = {\n resolution: 1,\n textureWidth: 512,\n textureHeight: 512,\n padding: 4,\n chars: BitmapFont.ALPHANUMERIC,\n };\n /** Collection of available/installed fonts. */\n BitmapFont.available = {};\n return BitmapFont;\n}());\n\nvar msdfFrag = \"// Pixi texture info\\r\\nvarying vec2 vTextureCoord;\\r\\nuniform sampler2D uSampler;\\r\\n\\r\\n// Tint\\r\\nuniform vec4 uColor;\\r\\n\\r\\n// on 2D applications fwidth is screenScale / glyphAtlasScale * distanceFieldRange\\r\\nuniform float uFWidth;\\r\\n\\r\\nvoid main(void) {\\r\\n\\r\\n // To stack MSDF and SDF we need a non-pre-multiplied-alpha texture.\\r\\n vec4 texColor = texture2D(uSampler, vTextureCoord);\\r\\n\\r\\n // MSDF\\r\\n float median = texColor.r + texColor.g + texColor.b -\\r\\n min(texColor.r, min(texColor.g, texColor.b)) -\\r\\n max(texColor.r, max(texColor.g, texColor.b));\\r\\n // SDF\\r\\n median = min(median, texColor.a);\\r\\n\\r\\n float screenPxDistance = uFWidth * (median - 0.5);\\r\\n float alpha = clamp(screenPxDistance + 0.5, 0.0, 1.0);\\r\\n\\r\\n // NPM Textures, NPM outputs\\r\\n gl_FragColor = vec4(uColor.rgb, uColor.a * alpha);\\r\\n\\r\\n}\\r\\n\";\n\nvar msdfVert = \"// Mesh material default fragment\\r\\nattribute vec2 aVertexPosition;\\r\\nattribute vec2 aTextureCoord;\\r\\n\\r\\nuniform mat3 projectionMatrix;\\r\\nuniform mat3 translationMatrix;\\r\\nuniform mat3 uTextureMatrix;\\r\\n\\r\\nvarying vec2 vTextureCoord;\\r\\n\\r\\nvoid main(void)\\r\\n{\\r\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\r\\n\\r\\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\\r\\n}\\r\\n\";\n\n// If we ever need more than two pools, please make a Dict or something better.\nvar pageMeshDataDefaultPageMeshData = [];\nvar pageMeshDataMSDFPageMeshData = [];\nvar charRenderDataPool = [];\n/**\n * A BitmapText object will create a line or multiple lines of text using bitmap font.\n *\n * The primary advantage of this class over Text is that all of your textures are pre-generated and loading,\n * meaning that rendering is fast, and changing text has no performance implications.\n *\n * Supporting character sets other than latin, such as CJK languages, may be impractical due to the number of characters.\n *\n * To split a line you can use '\\n', '\\r' or '\\r\\n' in your string.\n *\n * PixiJS can auto-generate fonts on-the-fly using BitmapFont or use fnt files provided by:\n * http://www.angelcode.com/products/bmfont/ for Windows or\n * http://www.bmglyph.com/ for Mac.\n *\n * You can also use SDF, MSDF and MTSDF BitmapFonts for vector-like scaling appearance provided by:\n * https://github.com/soimy/msdf-bmfont-xml for SDF and MSDF fnt files or\n * https://github.com/Chlumsky/msdf-atlas-gen for SDF, MSDF and MTSDF json files\n *\n * A BitmapText can only be created when the font is loaded.\n *\n * ```js\n * // in this case the font is in a file called 'desyrel.fnt'\n * let bitmapText = new PIXI.BitmapText(\"text using a fancy font!\", {\n * fontName: \"Desyrel\",\n * fontSize: 35,\n * align: \"right\"\n * });\n * ```\n * @memberof PIXI\n */\nvar BitmapText = /** @class */ (function (_super) {\n __extends(BitmapText, _super);\n /**\n * @param text - A string that you would like the text to display.\n * @param style - The style parameters.\n * @param {string} style.fontName - The installed BitmapFont name.\n * @param {number} [style.fontSize] - The size of the font in pixels, e.g. 24. If undefined,\n *. this will default to the BitmapFont size.\n * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center', 'right' or 'justify'),\n * does not affect single line text.\n * @param {number} [style.tint=0xFFFFFF] - The tint color.\n * @param {number} [style.letterSpacing=0] - The amount of spacing between letters.\n * @param {number} [style.maxWidth=0] - The max width of the text before line wrapping.\n */\n function BitmapText(text, style) {\n if (style === void 0) { style = {}; }\n var _this = _super.call(this) || this;\n /**\n * Private tracker for the current tint.\n * @private\n */\n _this._tint = 0xFFFFFF;\n // Apply the defaults\n var _a = Object.assign({}, BitmapText.styleDefaults, style), align = _a.align, tint = _a.tint, maxWidth = _a.maxWidth, letterSpacing = _a.letterSpacing, fontName = _a.fontName, fontSize = _a.fontSize;\n if (!BitmapFont.available[fontName]) {\n throw new Error(\"Missing BitmapFont \\\"\" + fontName + \"\\\"\");\n }\n _this._activePagesMeshData = [];\n _this._textWidth = 0;\n _this._textHeight = 0;\n _this._align = align;\n _this._tint = tint;\n _this._fontName = fontName;\n _this._fontSize = fontSize || BitmapFont.available[fontName].size;\n _this.text = text;\n _this._maxWidth = maxWidth;\n _this._maxLineHeight = 0;\n _this._letterSpacing = letterSpacing;\n _this._anchor = new ObservablePoint(function () { _this.dirty = true; }, _this, 0, 0);\n _this._roundPixels = settings.ROUND_PIXELS;\n _this.dirty = true;\n _this._resolution = settings.RESOLUTION;\n _this._autoResolution = true;\n _this._textureCache = {};\n return _this;\n }\n /** Renders text and updates it when needed. This should only be called if the BitmapFont is regenerated. */\n BitmapText.prototype.updateText = function () {\n var _a;\n var data = BitmapFont.available[this._fontName];\n var scale = this._fontSize / data.size;\n var pos = new Point();\n var chars = [];\n var lineWidths = [];\n var lineSpaces = [];\n var text = this._text.replace(/(?:\\r\\n|\\r)/g, '\\n') || ' ';\n var charsInput = splitTextToCharacters(text);\n var maxWidth = this._maxWidth * data.size / this._fontSize;\n var pageMeshDataPool = data.distanceFieldType === 'none'\n ? pageMeshDataDefaultPageMeshData : pageMeshDataMSDFPageMeshData;\n var prevCharCode = null;\n var lastLineWidth = 0;\n var maxLineWidth = 0;\n var line = 0;\n var lastBreakPos = -1;\n var lastBreakWidth = 0;\n var spacesRemoved = 0;\n var maxLineHeight = 0;\n var spaceCount = 0;\n for (var i = 0; i < charsInput.length; i++) {\n var char = charsInput[i];\n var charCode = extractCharCode(char);\n if ((/(?:\\s)/).test(char)) {\n lastBreakPos = i;\n lastBreakWidth = lastLineWidth;\n spaceCount++;\n }\n if (char === '\\r' || char === '\\n') {\n lineWidths.push(lastLineWidth);\n lineSpaces.push(-1);\n maxLineWidth = Math.max(maxLineWidth, lastLineWidth);\n ++line;\n ++spacesRemoved;\n pos.x = 0;\n pos.y += data.lineHeight;\n prevCharCode = null;\n spaceCount = 0;\n continue;\n }\n var charData = data.chars[charCode];\n if (!charData) {\n continue;\n }\n if (prevCharCode && charData.kerning[prevCharCode]) {\n pos.x += charData.kerning[prevCharCode];\n }\n var charRenderData = charRenderDataPool.pop() || {\n texture: Texture.EMPTY,\n line: 0,\n charCode: 0,\n prevSpaces: 0,\n position: new Point(),\n };\n charRenderData.texture = charData.texture;\n charRenderData.line = line;\n charRenderData.charCode = charCode;\n charRenderData.position.x = pos.x + charData.xOffset + (this._letterSpacing / 2);\n charRenderData.position.y = pos.y + charData.yOffset;\n charRenderData.prevSpaces = spaceCount;\n chars.push(charRenderData);\n lastLineWidth = charRenderData.position.x + Math.max(charData.xAdvance, charData.texture.orig.width);\n pos.x += charData.xAdvance + this._letterSpacing;\n maxLineHeight = Math.max(maxLineHeight, (charData.yOffset + charData.texture.height));\n prevCharCode = charCode;\n if (lastBreakPos !== -1 && maxWidth > 0 && pos.x > maxWidth) {\n ++spacesRemoved;\n removeItems(chars, 1 + lastBreakPos - spacesRemoved, 1 + i - lastBreakPos);\n i = lastBreakPos;\n lastBreakPos = -1;\n lineWidths.push(lastBreakWidth);\n lineSpaces.push(chars.length > 0 ? chars[chars.length - 1].prevSpaces : 0);\n maxLineWidth = Math.max(maxLineWidth, lastBreakWidth);\n line++;\n pos.x = 0;\n pos.y += data.lineHeight;\n prevCharCode = null;\n spaceCount = 0;\n }\n }\n var lastChar = charsInput[charsInput.length - 1];\n if (lastChar !== '\\r' && lastChar !== '\\n') {\n if ((/(?:\\s)/).test(lastChar)) {\n lastLineWidth = lastBreakWidth;\n }\n lineWidths.push(lastLineWidth);\n maxLineWidth = Math.max(maxLineWidth, lastLineWidth);\n lineSpaces.push(-1);\n }\n var lineAlignOffsets = [];\n for (var i = 0; i <= line; i++) {\n var alignOffset = 0;\n if (this._align === 'right') {\n alignOffset = maxLineWidth - lineWidths[i];\n }\n else if (this._align === 'center') {\n alignOffset = (maxLineWidth - lineWidths[i]) / 2;\n }\n else if (this._align === 'justify') {\n alignOffset = lineSpaces[i] < 0 ? 0 : (maxLineWidth - lineWidths[i]) / lineSpaces[i];\n }\n lineAlignOffsets.push(alignOffset);\n }\n var lenChars = chars.length;\n var pagesMeshData = {};\n var newPagesMeshData = [];\n var activePagesMeshData = this._activePagesMeshData;\n for (var i = 0; i < activePagesMeshData.length; i++) {\n pageMeshDataPool.push(activePagesMeshData[i]);\n }\n for (var i = 0; i < lenChars; i++) {\n var texture = chars[i].texture;\n var baseTextureUid = texture.baseTexture.uid;\n if (!pagesMeshData[baseTextureUid]) {\n var pageMeshData = pageMeshDataPool.pop();\n if (!pageMeshData) {\n var geometry = new MeshGeometry();\n var material = void 0;\n var meshBlendMode = void 0;\n if (data.distanceFieldType === 'none') {\n material = new MeshMaterial(Texture.EMPTY);\n meshBlendMode = BLEND_MODES.NORMAL;\n }\n else {\n material = new MeshMaterial(Texture.EMPTY, { program: Program.from(msdfVert, msdfFrag), uniforms: { uFWidth: 0 } });\n meshBlendMode = BLEND_MODES.NORMAL_NPM;\n }\n var mesh = new Mesh(geometry, material);\n mesh.blendMode = meshBlendMode;\n pageMeshData = {\n index: 0,\n indexCount: 0,\n vertexCount: 0,\n uvsCount: 0,\n total: 0,\n mesh: mesh,\n vertices: null,\n uvs: null,\n indices: null,\n };\n }\n // reset data..\n pageMeshData.index = 0;\n pageMeshData.indexCount = 0;\n pageMeshData.vertexCount = 0;\n pageMeshData.uvsCount = 0;\n pageMeshData.total = 0;\n // TODO need to get page texture here somehow..\n var _textureCache = this._textureCache;\n _textureCache[baseTextureUid] = _textureCache[baseTextureUid] || new Texture(texture.baseTexture);\n pageMeshData.mesh.texture = _textureCache[baseTextureUid];\n pageMeshData.mesh.tint = this._tint;\n newPagesMeshData.push(pageMeshData);\n pagesMeshData[baseTextureUid] = pageMeshData;\n }\n pagesMeshData[baseTextureUid].total++;\n }\n // lets find any previously active pageMeshDatas that are no longer required for\n // the updated text (if any), removed and return them to the pool.\n for (var i = 0; i < activePagesMeshData.length; i++) {\n if (newPagesMeshData.indexOf(activePagesMeshData[i]) === -1) {\n this.removeChild(activePagesMeshData[i].mesh);\n }\n }\n // next lets add any new meshes, that have not yet been added to this BitmapText\n // we only add if its not already a child of this BitmapObject\n for (var i = 0; i < newPagesMeshData.length; i++) {\n if (newPagesMeshData[i].mesh.parent !== this) {\n this.addChild(newPagesMeshData[i].mesh);\n }\n }\n // active page mesh datas are set to be the new pages added.\n this._activePagesMeshData = newPagesMeshData;\n for (var i in pagesMeshData) {\n var pageMeshData = pagesMeshData[i];\n var total = pageMeshData.total;\n // lets only allocate new buffers if we can fit the new text in the current ones..\n // unless that is, we will be batching. Currently batching dose not respect the size property of mesh\n if (!(((_a = pageMeshData.indices) === null || _a === void 0 ? void 0 : _a.length) > 6 * total) || pageMeshData.vertices.length < Mesh.BATCHABLE_SIZE * 2) {\n pageMeshData.vertices = new Float32Array(4 * 2 * total);\n pageMeshData.uvs = new Float32Array(4 * 2 * total);\n pageMeshData.indices = new Uint16Array(6 * total);\n }\n else {\n var total_1 = pageMeshData.total;\n var vertices = pageMeshData.vertices;\n // Clear the garbage at the end of the vertices buffer. This will prevent the bounds miscalculation.\n for (var i_1 = total_1 * 4 * 2; i_1 < vertices.length; i_1++) {\n vertices[i_1] = 0;\n }\n }\n // as a buffer maybe bigger than the current word, we set the size of the meshMaterial\n // to match the number of letters needed\n pageMeshData.mesh.size = 6 * total;\n }\n for (var i = 0; i < lenChars; i++) {\n var char = chars[i];\n var offset = char.position.x + (lineAlignOffsets[char.line] * (this._align === 'justify' ? char.prevSpaces : 1));\n if (this._roundPixels) {\n offset = Math.round(offset);\n }\n var xPos = offset * scale;\n var yPos = char.position.y * scale;\n var texture = char.texture;\n var pageMesh = pagesMeshData[texture.baseTexture.uid];\n var textureFrame = texture.frame;\n var textureUvs = texture._uvs;\n var index = pageMesh.index++;\n pageMesh.indices[(index * 6) + 0] = 0 + (index * 4);\n pageMesh.indices[(index * 6) + 1] = 1 + (index * 4);\n pageMesh.indices[(index * 6) + 2] = 2 + (index * 4);\n pageMesh.indices[(index * 6) + 3] = 0 + (index * 4);\n pageMesh.indices[(index * 6) + 4] = 2 + (index * 4);\n pageMesh.indices[(index * 6) + 5] = 3 + (index * 4);\n pageMesh.vertices[(index * 8) + 0] = xPos;\n pageMesh.vertices[(index * 8) + 1] = yPos;\n pageMesh.vertices[(index * 8) + 2] = xPos + (textureFrame.width * scale);\n pageMesh.vertices[(index * 8) + 3] = yPos;\n pageMesh.vertices[(index * 8) + 4] = xPos + (textureFrame.width * scale);\n pageMesh.vertices[(index * 8) + 5] = yPos + (textureFrame.height * scale);\n pageMesh.vertices[(index * 8) + 6] = xPos;\n pageMesh.vertices[(index * 8) + 7] = yPos + (textureFrame.height * scale);\n pageMesh.uvs[(index * 8) + 0] = textureUvs.x0;\n pageMesh.uvs[(index * 8) + 1] = textureUvs.y0;\n pageMesh.uvs[(index * 8) + 2] = textureUvs.x1;\n pageMesh.uvs[(index * 8) + 3] = textureUvs.y1;\n pageMesh.uvs[(index * 8) + 4] = textureUvs.x2;\n pageMesh.uvs[(index * 8) + 5] = textureUvs.y2;\n pageMesh.uvs[(index * 8) + 6] = textureUvs.x3;\n pageMesh.uvs[(index * 8) + 7] = textureUvs.y3;\n }\n this._textWidth = maxLineWidth * scale;\n this._textHeight = (pos.y + data.lineHeight) * scale;\n for (var i in pagesMeshData) {\n var pageMeshData = pagesMeshData[i];\n // apply anchor\n if (this.anchor.x !== 0 || this.anchor.y !== 0) {\n var vertexCount = 0;\n var anchorOffsetX = this._textWidth * this.anchor.x;\n var anchorOffsetY = this._textHeight * this.anchor.y;\n for (var i_2 = 0; i_2 < pageMeshData.total; i_2++) {\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n }\n }\n this._maxLineHeight = maxLineHeight * scale;\n var vertexBuffer = pageMeshData.mesh.geometry.getBuffer('aVertexPosition');\n var textureBuffer = pageMeshData.mesh.geometry.getBuffer('aTextureCoord');\n var indexBuffer = pageMeshData.mesh.geometry.getIndex();\n vertexBuffer.data = pageMeshData.vertices;\n textureBuffer.data = pageMeshData.uvs;\n indexBuffer.data = pageMeshData.indices;\n vertexBuffer.update();\n textureBuffer.update();\n indexBuffer.update();\n }\n for (var i = 0; i < chars.length; i++) {\n charRenderDataPool.push(chars[i]);\n }\n };\n BitmapText.prototype.updateTransform = function () {\n this.validate();\n this.containerUpdateTransform();\n };\n BitmapText.prototype._render = function (renderer) {\n if (this._autoResolution && this._resolution !== renderer.resolution) {\n this._resolution = renderer.resolution;\n this.dirty = true;\n }\n // Update the uniform\n var _a = BitmapFont.available[this._fontName], distanceFieldRange = _a.distanceFieldRange, distanceFieldType = _a.distanceFieldType, size = _a.size;\n if (distanceFieldType !== 'none') {\n // Inject the shader code with the correct value\n var _b = this.worldTransform, a = _b.a, b = _b.b, c = _b.c, d = _b.d;\n var dx = Math.sqrt((a * a) + (b * b));\n var dy = Math.sqrt((c * c) + (d * d));\n var worldScale = (Math.abs(dx) + Math.abs(dy)) / 2;\n var fontScale = this._fontSize / size;\n for (var _i = 0, _c = this._activePagesMeshData; _i < _c.length; _i++) {\n var mesh = _c[_i];\n mesh.mesh.shader.uniforms.uFWidth = worldScale * distanceFieldRange * fontScale * this._resolution;\n }\n }\n _super.prototype._render.call(this, renderer);\n };\n /**\n * Validates text before calling parent's getLocalBounds\n * @returns - The rectangular bounding area\n */\n BitmapText.prototype.getLocalBounds = function () {\n this.validate();\n return _super.prototype.getLocalBounds.call(this);\n };\n /**\n * Updates text when needed\n * @private\n */\n BitmapText.prototype.validate = function () {\n if (this.dirty) {\n this.updateText();\n this.dirty = false;\n }\n };\n Object.defineProperty(BitmapText.prototype, \"tint\", {\n /**\n * The tint of the BitmapText object.\n * @default 0xffffff\n */\n get: function () {\n return this._tint;\n },\n set: function (value) {\n if (this._tint === value)\n { return; }\n this._tint = value;\n for (var i = 0; i < this._activePagesMeshData.length; i++) {\n this._activePagesMeshData[i].mesh.tint = value;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"align\", {\n /**\n * The alignment of the BitmapText object.\n * @member {string}\n * @default 'left'\n */\n get: function () {\n return this._align;\n },\n set: function (value) {\n if (this._align !== value) {\n this._align = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"fontName\", {\n /** The name of the BitmapFont. */\n get: function () {\n return this._fontName;\n },\n set: function (value) {\n if (!BitmapFont.available[value]) {\n throw new Error(\"Missing BitmapFont \\\"\" + value + \"\\\"\");\n }\n if (this._fontName !== value) {\n this._fontName = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"fontSize\", {\n /** The size of the font to display. */\n get: function () {\n return this._fontSize;\n },\n set: function (value) {\n if (this._fontSize !== value) {\n this._fontSize = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"anchor\", {\n /**\n * The anchor sets the origin point of the text.\n *\n * The default is `(0,0)`, this means the text's origin is the top left.\n *\n * Setting the anchor to `(0.5,0.5)` means the text's origin is centered.\n *\n * Setting the anchor to `(1,1)` would mean the text's origin point will be the bottom right corner.\n */\n get: function () {\n return this._anchor;\n },\n set: function (value) {\n if (typeof value === 'number') {\n this._anchor.set(value);\n }\n else {\n this._anchor.copyFrom(value);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"text\", {\n /** The text of the BitmapText object. */\n get: function () {\n return this._text;\n },\n set: function (text) {\n text = String(text === null || text === undefined ? '' : text);\n if (this._text === text) {\n return;\n }\n this._text = text;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"maxWidth\", {\n /**\n * The max width of this bitmap text in pixels. If the text provided is longer than the\n * value provided, line breaks will be automatically inserted in the last whitespace.\n * Disable by setting the value to 0.\n */\n get: function () {\n return this._maxWidth;\n },\n set: function (value) {\n if (this._maxWidth === value) {\n return;\n }\n this._maxWidth = value;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"maxLineHeight\", {\n /**\n * The max line height. This is useful when trying to use the total height of the Text,\n * i.e. when trying to vertically align.\n * @readonly\n */\n get: function () {\n this.validate();\n return this._maxLineHeight;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"textWidth\", {\n /**\n * The width of the overall text, different from fontSize,\n * which is defined in the style object.\n * @readonly\n */\n get: function () {\n this.validate();\n return this._textWidth;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"letterSpacing\", {\n /** Additional space between characters. */\n get: function () {\n return this._letterSpacing;\n },\n set: function (value) {\n if (this._letterSpacing !== value) {\n this._letterSpacing = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"roundPixels\", {\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n * @default PIXI.settings.ROUND_PIXELS\n */\n get: function () {\n return this._roundPixels;\n },\n set: function (value) {\n if (value !== this._roundPixels) {\n this._roundPixels = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"textHeight\", {\n /**\n * The height of the overall text, different from fontSize,\n * which is defined in the style object.\n * @readonly\n */\n get: function () {\n this.validate();\n return this._textHeight;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"resolution\", {\n /**\n * The resolution / device pixel ratio of the canvas.\n *\n * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually.\n * @default 1\n */\n get: function () {\n return this._resolution;\n },\n set: function (value) {\n this._autoResolution = false;\n if (this._resolution === value) {\n return;\n }\n this._resolution = value;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n BitmapText.prototype.destroy = function (options) {\n var _textureCache = this._textureCache;\n for (var id in _textureCache) {\n var texture = _textureCache[id];\n texture.destroy();\n delete _textureCache[id];\n }\n this._textureCache = null;\n _super.prototype.destroy.call(this, options);\n };\n BitmapText.styleDefaults = {\n align: 'left',\n tint: 0xFFFFFF,\n maxWidth: 0,\n letterSpacing: 0,\n };\n return BitmapText;\n}(Container));\n\n/**\n * {@link PIXI.Loader Loader} middleware for loading\n * bitmap-based fonts suitable for using with {@link PIXI.BitmapText}.\n * @memberof PIXI\n */\nvar BitmapFontLoader = /** @class */ (function () {\n function BitmapFontLoader() {\n }\n /**\n * Called when the plugin is installed.\n * @see PIXI.extensions.add\n */\n BitmapFontLoader.add = function () {\n LoaderResource.setExtensionXhrType('fnt', LoaderResource.XHR_RESPONSE_TYPE.TEXT);\n };\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param this\n * @param {PIXI.LoaderResource} resource\n * @param {Function} next\n */\n BitmapFontLoader.use = function (resource, next) {\n var format = autoDetectFormat(resource.data);\n // Resource was not recognised as any of the expected font data format\n if (!format) {\n next();\n return;\n }\n var baseUrl = BitmapFontLoader.getBaseUrl(this, resource);\n var data = format.parse(resource.data);\n var textures = {};\n // Handle completed, when the number of textures\n // load is the same number as references in the fnt file\n var completed = function (page) {\n textures[page.metadata.pageFile] = page.texture;\n if (Object.keys(textures).length === data.page.length) {\n resource.bitmapFont = BitmapFont.install(data, textures, true);\n next();\n }\n };\n for (var i = 0; i < data.page.length; ++i) {\n var pageFile = data.page[i].file;\n var url = baseUrl + pageFile;\n var exists = false;\n // incase the image is loaded outside\n // using the same loader, resource will be available\n for (var name in this.resources) {\n var bitmapResource = this.resources[name];\n if (bitmapResource.url === url) {\n bitmapResource.metadata.pageFile = pageFile;\n if (bitmapResource.texture) {\n completed(bitmapResource);\n }\n else {\n bitmapResource.onAfterMiddleware.add(completed);\n }\n exists = true;\n break;\n }\n }\n // texture is not loaded, we'll attempt to add\n // it to the load and add the texture to the list\n if (!exists) {\n // Standard loading options for images\n var options = {\n crossOrigin: resource.crossOrigin,\n loadType: LoaderResource.LOAD_TYPE.IMAGE,\n metadata: Object.assign({ pageFile: pageFile }, resource.metadata.imageMetadata),\n parentResource: resource,\n };\n this.add(url, options, completed);\n }\n }\n };\n /**\n * Get folder path from a resource.\n * @param loader\n * @param resource\n */\n BitmapFontLoader.getBaseUrl = function (loader, resource) {\n var resUrl = !resource.isDataUrl ? BitmapFontLoader.dirname(resource.url) : '';\n if (resource.isDataUrl) {\n if (resUrl === '.') {\n resUrl = '';\n }\n if (loader.baseUrl && resUrl) {\n // if baseurl has a trailing slash then add one to resUrl so the replace works below\n if (loader.baseUrl.charAt(loader.baseUrl.length - 1) === '/') {\n resUrl += '/';\n }\n }\n }\n // remove baseUrl from resUrl\n resUrl = resUrl.replace(loader.baseUrl, '');\n // if there is an resUrl now, it needs a trailing slash. Ensure that it does if the string isn't empty.\n if (resUrl && resUrl.charAt(resUrl.length - 1) !== '/') {\n resUrl += '/';\n }\n return resUrl;\n };\n /**\n * Replacement for NodeJS's path.dirname\n * @param {string} url - Path to get directory for\n */\n BitmapFontLoader.dirname = function (url) {\n var dir = url\n .replace(/\\\\/g, '/') // convert windows notation to UNIX notation, URL-safe because it's a forbidden character\n .replace(/\\/$/, '') // replace trailing slash\n .replace(/\\/[^\\/]*$/, ''); // remove everything after the last\n // File request is relative, use current directory\n if (dir === url) {\n return '.';\n }\n // Started with a slash\n else if (dir === '') {\n return '/';\n }\n return dir;\n };\n /** @ignore */\n BitmapFontLoader.extension = ExtensionType.Loader;\n return BitmapFontLoader;\n}());\n\nexport { BitmapFont, BitmapFontData, BitmapFontLoader, BitmapText, TextFormat, XMLFormat, XMLStringFormat, autoDetectFormat };\n//# sourceMappingURL=text-bitmap.mjs.map\n","/*!\n * @pixi/filter-alpha - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/filter-alpha is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { defaultVertex, Filter } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar fragment = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform float uAlpha;\\n\\nvoid main(void)\\n{\\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uAlpha;\\n}\\n\";\n\n/**\n * Simplest filter - applies alpha.\n *\n * Use this instead of Container's alpha property to avoid visual layering of individual elements.\n * AlphaFilter applies alpha evenly across the entire display object and any opaque elements it contains.\n * If elements are not opaque, they will blend with each other anyway.\n *\n * Very handy if you want to use common features of all filters:\n *\n * 1. Assign a blendMode to this filter, blend all elements inside display object with background.\n *\n * 2. To use clipping in display coordinates, assign a filterArea to the same container that has this filter.\n * @memberof PIXI.filters\n */\nvar AlphaFilter = /** @class */ (function (_super) {\n __extends(AlphaFilter, _super);\n /**\n * @param alpha - Amount of alpha from 0 to 1, where 0 is transparent\n */\n function AlphaFilter(alpha) {\n if (alpha === void 0) { alpha = 1.0; }\n var _this = _super.call(this, defaultVertex, fragment, { uAlpha: 1 }) || this;\n _this.alpha = alpha;\n return _this;\n }\n Object.defineProperty(AlphaFilter.prototype, \"alpha\", {\n /**\n * Coefficient for alpha multiplication\n * @default 1\n */\n get: function () {\n return this.uniforms.uAlpha;\n },\n set: function (value) {\n this.uniforms.uAlpha = value;\n },\n enumerable: false,\n configurable: true\n });\n return AlphaFilter;\n}(Filter));\n\nexport { AlphaFilter };\n//# sourceMappingURL=filter-alpha.mjs.map\n","/*!\n * @pixi/filter-blur - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/filter-blur is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Filter } from '@pixi/core';\nimport { settings } from '@pixi/settings';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar vertTemplate = \"\\n attribute vec2 aVertexPosition;\\n\\n uniform mat3 projectionMatrix;\\n\\n uniform float strength;\\n\\n varying vec2 vBlurTexCoords[%size%];\\n\\n uniform vec4 inputSize;\\n uniform vec4 outputFrame;\\n\\n vec4 filterVertexPosition( void )\\n {\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n }\\n\\n vec2 filterTextureCoord( void )\\n {\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n }\\n\\n void main(void)\\n {\\n gl_Position = filterVertexPosition();\\n\\n vec2 textureCoord = filterTextureCoord();\\n %blur%\\n }\";\nfunction generateBlurVertSource(kernelSize, x) {\n var halfLength = Math.ceil(kernelSize / 2);\n var vertSource = vertTemplate;\n var blurLoop = '';\n var template;\n if (x) {\n template = 'vBlurTexCoords[%index%] = textureCoord + vec2(%sampleIndex% * strength, 0.0);';\n }\n else {\n template = 'vBlurTexCoords[%index%] = textureCoord + vec2(0.0, %sampleIndex% * strength);';\n }\n for (var i = 0; i < kernelSize; i++) {\n var blur = template.replace('%index%', i.toString());\n blur = blur.replace('%sampleIndex%', i - (halfLength - 1) + \".0\");\n blurLoop += blur;\n blurLoop += '\\n';\n }\n vertSource = vertSource.replace('%blur%', blurLoop);\n vertSource = vertSource.replace('%size%', kernelSize.toString());\n return vertSource;\n}\n\nvar GAUSSIAN_VALUES = {\n 5: [0.153388, 0.221461, 0.250301],\n 7: [0.071303, 0.131514, 0.189879, 0.214607],\n 9: [0.028532, 0.067234, 0.124009, 0.179044, 0.20236],\n 11: [0.0093, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596],\n 13: [0.002406, 0.009255, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641],\n 15: [0.000489, 0.002403, 0.009246, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448],\n};\nvar fragTemplate = [\n 'varying vec2 vBlurTexCoords[%size%];',\n 'uniform sampler2D uSampler;',\n 'void main(void)',\n '{',\n ' gl_FragColor = vec4(0.0);',\n ' %blur%',\n '}' ].join('\\n');\nfunction generateBlurFragSource(kernelSize) {\n var kernel = GAUSSIAN_VALUES[kernelSize];\n var halfLength = kernel.length;\n var fragSource = fragTemplate;\n var blurLoop = '';\n var template = 'gl_FragColor += texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;';\n var value;\n for (var i = 0; i < kernelSize; i++) {\n var blur = template.replace('%index%', i.toString());\n value = i;\n if (i >= halfLength) {\n value = kernelSize - i - 1;\n }\n blur = blur.replace('%value%', kernel[value].toString());\n blurLoop += blur;\n blurLoop += '\\n';\n }\n fragSource = fragSource.replace('%blur%', blurLoop);\n fragSource = fragSource.replace('%size%', kernelSize.toString());\n return fragSource;\n}\n\n/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\n/**\n * The BlurFilterPass applies a horizontal or vertical Gaussian blur to an object.\n * @memberof PIXI.filters\n */\nvar BlurFilterPass = /** @class */ (function (_super) {\n __extends(BlurFilterPass, _super);\n /**\n * @param horizontal - Do pass along the x-axis (`true`) or y-axis (`false`).\n * @param strength - The strength of the blur filter.\n * @param quality - The quality of the blur filter.\n * @param resolution - The resolution of the blur filter.\n * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15.\n */\n function BlurFilterPass(horizontal, strength, quality, resolution, kernelSize) {\n if (strength === void 0) { strength = 8; }\n if (quality === void 0) { quality = 4; }\n if (resolution === void 0) { resolution = settings.FILTER_RESOLUTION; }\n if (kernelSize === void 0) { kernelSize = 5; }\n var _this = this;\n var vertSrc = generateBlurVertSource(kernelSize, horizontal);\n var fragSrc = generateBlurFragSource(kernelSize);\n _this = _super.call(this, \n // vertex shader\n vertSrc, \n // fragment shader\n fragSrc) || this;\n _this.horizontal = horizontal;\n _this.resolution = resolution;\n _this._quality = 0;\n _this.quality = quality;\n _this.blur = strength;\n return _this;\n }\n /**\n * Applies the filter.\n * @param filterManager - The manager.\n * @param input - The input target.\n * @param output - The output target.\n * @param clearMode - How to clear\n */\n BlurFilterPass.prototype.apply = function (filterManager, input, output, clearMode) {\n if (output) {\n if (this.horizontal) {\n this.uniforms.strength = (1 / output.width) * (output.width / input.width);\n }\n else {\n this.uniforms.strength = (1 / output.height) * (output.height / input.height);\n }\n }\n else {\n if (this.horizontal) // eslint-disable-line\n {\n this.uniforms.strength = (1 / filterManager.renderer.width) * (filterManager.renderer.width / input.width);\n }\n else {\n this.uniforms.strength = (1 / filterManager.renderer.height) * (filterManager.renderer.height / input.height); // eslint-disable-line\n }\n }\n // screen space!\n this.uniforms.strength *= this.strength;\n this.uniforms.strength /= this.passes;\n if (this.passes === 1) {\n filterManager.applyFilter(this, input, output, clearMode);\n }\n else {\n var renderTarget = filterManager.getFilterTexture();\n var renderer = filterManager.renderer;\n var flip = input;\n var flop = renderTarget;\n this.state.blend = false;\n filterManager.applyFilter(this, flip, flop, CLEAR_MODES.CLEAR);\n for (var i = 1; i < this.passes - 1; i++) {\n filterManager.bindAndClear(flip, CLEAR_MODES.BLIT);\n this.uniforms.uSampler = flop;\n var temp = flop;\n flop = flip;\n flip = temp;\n renderer.shader.bind(this);\n renderer.geometry.draw(5);\n }\n this.state.blend = true;\n filterManager.applyFilter(this, flop, output, clearMode);\n filterManager.returnFilterTexture(renderTarget);\n }\n };\n Object.defineProperty(BlurFilterPass.prototype, \"blur\", {\n /**\n * Sets the strength of both the blur.\n * @default 16\n */\n get: function () {\n return this.strength;\n },\n set: function (value) {\n this.padding = 1 + (Math.abs(value) * 2);\n this.strength = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilterPass.prototype, \"quality\", {\n /**\n * Sets the quality of the blur by modifying the number of passes. More passes means higher\n * quality bluring but the lower the performance.\n * @default 4\n */\n get: function () {\n return this._quality;\n },\n set: function (value) {\n this._quality = value;\n this.passes = value;\n },\n enumerable: false,\n configurable: true\n });\n return BlurFilterPass;\n}(Filter));\n\n/**\n * The BlurFilter applies a Gaussian blur to an object.\n *\n * The strength of the blur can be set for the x-axis and y-axis separately.\n * @memberof PIXI.filters\n */\nvar BlurFilter = /** @class */ (function (_super) {\n __extends(BlurFilter, _super);\n /**\n * @param strength - The strength of the blur filter.\n * @param quality - The quality of the blur filter.\n * @param [resolution=PIXI.settings.FILTER_RESOLUTION] - The resolution of the blur filter.\n * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15.\n */\n function BlurFilter(strength, quality, resolution, kernelSize) {\n if (strength === void 0) { strength = 8; }\n if (quality === void 0) { quality = 4; }\n if (resolution === void 0) { resolution = settings.FILTER_RESOLUTION; }\n if (kernelSize === void 0) { kernelSize = 5; }\n var _this = _super.call(this) || this;\n _this.blurXFilter = new BlurFilterPass(true, strength, quality, resolution, kernelSize);\n _this.blurYFilter = new BlurFilterPass(false, strength, quality, resolution, kernelSize);\n _this.resolution = resolution;\n _this.quality = quality;\n _this.blur = strength;\n _this.repeatEdgePixels = false;\n return _this;\n }\n /**\n * Applies the filter.\n * @param filterManager - The manager.\n * @param input - The input target.\n * @param output - The output target.\n * @param clearMode - How to clear\n */\n BlurFilter.prototype.apply = function (filterManager, input, output, clearMode) {\n var xStrength = Math.abs(this.blurXFilter.strength);\n var yStrength = Math.abs(this.blurYFilter.strength);\n if (xStrength && yStrength) {\n var renderTarget = filterManager.getFilterTexture();\n this.blurXFilter.apply(filterManager, input, renderTarget, CLEAR_MODES.CLEAR);\n this.blurYFilter.apply(filterManager, renderTarget, output, clearMode);\n filterManager.returnFilterTexture(renderTarget);\n }\n else if (yStrength) {\n this.blurYFilter.apply(filterManager, input, output, clearMode);\n }\n else {\n this.blurXFilter.apply(filterManager, input, output, clearMode);\n }\n };\n BlurFilter.prototype.updatePadding = function () {\n if (this._repeatEdgePixels) {\n this.padding = 0;\n }\n else {\n this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2;\n }\n };\n Object.defineProperty(BlurFilter.prototype, \"blur\", {\n /**\n * Sets the strength of both the blurX and blurY properties simultaneously\n * @default 2\n */\n get: function () {\n return this.blurXFilter.blur;\n },\n set: function (value) {\n this.blurXFilter.blur = this.blurYFilter.blur = value;\n this.updatePadding();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"quality\", {\n /**\n * Sets the number of passes for blur. More passes means higher quality bluring.\n * @default 1\n */\n get: function () {\n return this.blurXFilter.quality;\n },\n set: function (value) {\n this.blurXFilter.quality = this.blurYFilter.quality = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"blurX\", {\n /**\n * Sets the strength of the blurX property\n * @default 2\n */\n get: function () {\n return this.blurXFilter.blur;\n },\n set: function (value) {\n this.blurXFilter.blur = value;\n this.updatePadding();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"blurY\", {\n /**\n * Sets the strength of the blurY property\n * @default 2\n */\n get: function () {\n return this.blurYFilter.blur;\n },\n set: function (value) {\n this.blurYFilter.blur = value;\n this.updatePadding();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"blendMode\", {\n /**\n * Sets the blendmode of the filter\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get: function () {\n return this.blurYFilter.blendMode;\n },\n set: function (value) {\n this.blurYFilter.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"repeatEdgePixels\", {\n /**\n * If set to true the edge of the target will be clamped\n * @default false\n */\n get: function () {\n return this._repeatEdgePixels;\n },\n set: function (value) {\n this._repeatEdgePixels = value;\n this.updatePadding();\n },\n enumerable: false,\n configurable: true\n });\n return BlurFilter;\n}(Filter));\n\nexport { BlurFilter, BlurFilterPass };\n//# sourceMappingURL=filter-blur.mjs.map\n","/*!\n * @pixi/filter-color-matrix - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/filter-color-matrix is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { defaultFilterVertex, Filter } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar fragment = \"varying vec2 vTextureCoord;\\nuniform sampler2D uSampler;\\nuniform float m[20];\\nuniform float uAlpha;\\n\\nvoid main(void)\\n{\\n vec4 c = texture2D(uSampler, vTextureCoord);\\n\\n if (uAlpha == 0.0) {\\n gl_FragColor = c;\\n return;\\n }\\n\\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\\n if (c.a > 0.0) {\\n c.rgb /= c.a;\\n }\\n\\n vec4 result;\\n\\n result.r = (m[0] * c.r);\\n result.r += (m[1] * c.g);\\n result.r += (m[2] * c.b);\\n result.r += (m[3] * c.a);\\n result.r += m[4];\\n\\n result.g = (m[5] * c.r);\\n result.g += (m[6] * c.g);\\n result.g += (m[7] * c.b);\\n result.g += (m[8] * c.a);\\n result.g += m[9];\\n\\n result.b = (m[10] * c.r);\\n result.b += (m[11] * c.g);\\n result.b += (m[12] * c.b);\\n result.b += (m[13] * c.a);\\n result.b += m[14];\\n\\n result.a = (m[15] * c.r);\\n result.a += (m[16] * c.g);\\n result.a += (m[17] * c.b);\\n result.a += (m[18] * c.a);\\n result.a += m[19];\\n\\n vec3 rgb = mix(c.rgb, result.rgb, uAlpha);\\n\\n // Premultiply alpha again.\\n rgb *= result.a;\\n\\n gl_FragColor = vec4(rgb, result.a);\\n}\\n\";\n\n/**\n * The ColorMatrixFilter class lets you apply a 5x4 matrix transformation on the RGBA\n * color and alpha values of every pixel on your displayObject to produce a result\n * with a new set of RGBA color and alpha values. It's pretty powerful!\n *\n * ```js\n * let colorMatrix = new PIXI.filters.ColorMatrixFilter();\n * container.filters = [colorMatrix];\n * colorMatrix.contrast(2);\n * ```\n * @author Clément Chenebault \n * @memberof PIXI.filters\n */\nvar ColorMatrixFilter = /** @class */ (function (_super) {\n __extends(ColorMatrixFilter, _super);\n function ColorMatrixFilter() {\n var _this = this;\n var uniforms = {\n m: new Float32Array([1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0]),\n uAlpha: 1,\n };\n _this = _super.call(this, defaultFilterVertex, fragment, uniforms) || this;\n _this.alpha = 1;\n return _this;\n }\n /**\n * Transforms current matrix and set the new one\n * @param {number[]} matrix - 5x4 matrix\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype._loadMatrix = function (matrix, multiply) {\n if (multiply === void 0) { multiply = false; }\n var newMatrix = matrix;\n if (multiply) {\n this._multiply(newMatrix, this.uniforms.m, matrix);\n newMatrix = this._colorMatrix(newMatrix);\n }\n // set the new matrix\n this.uniforms.m = newMatrix;\n };\n /**\n * Multiplies two mat5's\n * @private\n * @param out - 5x4 matrix the receiving matrix\n * @param a - 5x4 matrix the first operand\n * @param b - 5x4 matrix the second operand\n * @returns {number[]} 5x4 matrix\n */\n ColorMatrixFilter.prototype._multiply = function (out, a, b) {\n // Red Channel\n out[0] = (a[0] * b[0]) + (a[1] * b[5]) + (a[2] * b[10]) + (a[3] * b[15]);\n out[1] = (a[0] * b[1]) + (a[1] * b[6]) + (a[2] * b[11]) + (a[3] * b[16]);\n out[2] = (a[0] * b[2]) + (a[1] * b[7]) + (a[2] * b[12]) + (a[3] * b[17]);\n out[3] = (a[0] * b[3]) + (a[1] * b[8]) + (a[2] * b[13]) + (a[3] * b[18]);\n out[4] = (a[0] * b[4]) + (a[1] * b[9]) + (a[2] * b[14]) + (a[3] * b[19]) + a[4];\n // Green Channel\n out[5] = (a[5] * b[0]) + (a[6] * b[5]) + (a[7] * b[10]) + (a[8] * b[15]);\n out[6] = (a[5] * b[1]) + (a[6] * b[6]) + (a[7] * b[11]) + (a[8] * b[16]);\n out[7] = (a[5] * b[2]) + (a[6] * b[7]) + (a[7] * b[12]) + (a[8] * b[17]);\n out[8] = (a[5] * b[3]) + (a[6] * b[8]) + (a[7] * b[13]) + (a[8] * b[18]);\n out[9] = (a[5] * b[4]) + (a[6] * b[9]) + (a[7] * b[14]) + (a[8] * b[19]) + a[9];\n // Blue Channel\n out[10] = (a[10] * b[0]) + (a[11] * b[5]) + (a[12] * b[10]) + (a[13] * b[15]);\n out[11] = (a[10] * b[1]) + (a[11] * b[6]) + (a[12] * b[11]) + (a[13] * b[16]);\n out[12] = (a[10] * b[2]) + (a[11] * b[7]) + (a[12] * b[12]) + (a[13] * b[17]);\n out[13] = (a[10] * b[3]) + (a[11] * b[8]) + (a[12] * b[13]) + (a[13] * b[18]);\n out[14] = (a[10] * b[4]) + (a[11] * b[9]) + (a[12] * b[14]) + (a[13] * b[19]) + a[14];\n // Alpha Channel\n out[15] = (a[15] * b[0]) + (a[16] * b[5]) + (a[17] * b[10]) + (a[18] * b[15]);\n out[16] = (a[15] * b[1]) + (a[16] * b[6]) + (a[17] * b[11]) + (a[18] * b[16]);\n out[17] = (a[15] * b[2]) + (a[16] * b[7]) + (a[17] * b[12]) + (a[18] * b[17]);\n out[18] = (a[15] * b[3]) + (a[16] * b[8]) + (a[17] * b[13]) + (a[18] * b[18]);\n out[19] = (a[15] * b[4]) + (a[16] * b[9]) + (a[17] * b[14]) + (a[18] * b[19]) + a[19];\n return out;\n };\n /**\n * Create a Float32 Array and normalize the offset component to 0-1\n * @param {number[]} matrix - 5x4 matrix\n * @returns {number[]} 5x4 matrix with all values between 0-1\n */\n ColorMatrixFilter.prototype._colorMatrix = function (matrix) {\n // Create a Float32 Array and normalize the offset component to 0-1\n var m = new Float32Array(matrix);\n m[4] /= 255;\n m[9] /= 255;\n m[14] /= 255;\n m[19] /= 255;\n return m;\n };\n /**\n * Adjusts brightness\n * @param b - value of the brigthness (0-1, where 0 is black)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.brightness = function (b, multiply) {\n var matrix = [\n b, 0, 0, 0, 0,\n 0, b, 0, 0, 0,\n 0, 0, b, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Sets each channel on the diagonal of the color matrix.\n * This can be used to achieve a tinting effect on Containers similar to the tint field of some\n * display objects like Sprite, Text, Graphics, and Mesh.\n * @param color - Color of the tint. This is a hex value.\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.tint = function (color, multiply) {\n var r = (color >> 16) & 0xff;\n var g = (color >> 8) & 0xff;\n var b = color & 0xff;\n var matrix = [\n r / 255, 0, 0, 0, 0,\n 0, g / 255, 0, 0, 0,\n 0, 0, b / 255, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the matrices in grey scales\n * @param scale - value of the grey (0-1, where 0 is black)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.greyscale = function (scale, multiply) {\n var matrix = [\n scale, scale, scale, 0, 0,\n scale, scale, scale, 0, 0,\n scale, scale, scale, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the black and white matrice.\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.blackAndWhite = function (multiply) {\n var matrix = [\n 0.3, 0.6, 0.1, 0, 0,\n 0.3, 0.6, 0.1, 0, 0,\n 0.3, 0.6, 0.1, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the hue property of the color\n * @param rotation - in degrees\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.hue = function (rotation, multiply) {\n rotation = (rotation || 0) / 180 * Math.PI;\n var cosR = Math.cos(rotation);\n var sinR = Math.sin(rotation);\n var sqrt = Math.sqrt;\n /* a good approximation for hue rotation\n This matrix is far better than the versions with magic luminance constants\n formerly used here, but also used in the starling framework (flash) and known from this\n old part of the internet: quasimondo.com/archives/000565.php\n\n This new matrix is based on rgb cube rotation in space. Look here for a more descriptive\n implementation as a shader not a general matrix:\n https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js\n\n This is the source for the code:\n see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751\n */\n var w = 1 / 3;\n var sqrW = sqrt(w); // weight is\n var a00 = cosR + ((1.0 - cosR) * w);\n var a01 = (w * (1.0 - cosR)) - (sqrW * sinR);\n var a02 = (w * (1.0 - cosR)) + (sqrW * sinR);\n var a10 = (w * (1.0 - cosR)) + (sqrW * sinR);\n var a11 = cosR + (w * (1.0 - cosR));\n var a12 = (w * (1.0 - cosR)) - (sqrW * sinR);\n var a20 = (w * (1.0 - cosR)) - (sqrW * sinR);\n var a21 = (w * (1.0 - cosR)) + (sqrW * sinR);\n var a22 = cosR + (w * (1.0 - cosR));\n var matrix = [\n a00, a01, a02, 0, 0,\n a10, a11, a12, 0, 0,\n a20, a21, a22, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the contrast matrix, increase the separation between dark and bright\n * Increase contrast : shadows darker and highlights brighter\n * Decrease contrast : bring the shadows up and the highlights down\n * @param amount - value of the contrast (0-1)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.contrast = function (amount, multiply) {\n var v = (amount || 0) + 1;\n var o = -0.5 * (v - 1);\n var matrix = [\n v, 0, 0, 0, o,\n 0, v, 0, 0, o,\n 0, 0, v, 0, o,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the saturation matrix, increase the separation between colors\n * Increase saturation : increase contrast, brightness, and sharpness\n * @param amount - The saturation amount (0-1)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.saturate = function (amount, multiply) {\n if (amount === void 0) { amount = 0; }\n var x = (amount * 2 / 3) + 1;\n var y = ((x - 1) * -0.5);\n var matrix = [\n x, y, y, 0, 0,\n y, x, y, 0, 0,\n y, y, x, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /** Desaturate image (remove color) Call the saturate function */\n ColorMatrixFilter.prototype.desaturate = function () {\n this.saturate(-1);\n };\n /**\n * Negative image (inverse of classic rgb matrix)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.negative = function (multiply) {\n var matrix = [\n -1, 0, 0, 1, 0,\n 0, -1, 0, 1, 0,\n 0, 0, -1, 1, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Sepia image\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.sepia = function (multiply) {\n var matrix = [\n 0.393, 0.7689999, 0.18899999, 0, 0,\n 0.349, 0.6859999, 0.16799999, 0, 0,\n 0.272, 0.5339999, 0.13099999, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Color motion picture process invented in 1916 (thanks Dominic Szablewski)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.technicolor = function (multiply) {\n var matrix = [\n 1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337,\n -0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398,\n -0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Polaroid filter\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.polaroid = function (multiply) {\n var matrix = [\n 1.438, -0.062, -0.062, 0, 0,\n -0.122, 1.378, -0.122, 0, 0,\n -0.016, -0.016, 1.483, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Filter who transforms : Red -> Blue and Blue -> Red\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.toBGR = function (multiply) {\n var matrix = [\n 0, 0, 1, 0, 0,\n 0, 1, 0, 0, 0,\n 1, 0, 0, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.kodachrome = function (multiply) {\n var matrix = [\n 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502,\n -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203,\n -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Brown delicious browni filter (thanks Dominic Szablewski)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.browni = function (multiply) {\n var matrix = [\n 0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873,\n -0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127,\n 0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Vintage filter (thanks Dominic Szablewski)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.vintage = function (multiply) {\n var matrix = [\n 0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123,\n 0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591,\n 0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * We don't know exactly what it does, kind of gradient map, but funny to play with!\n * @param desaturation - Tone values.\n * @param toned - Tone values.\n * @param lightColor - Tone values, example: `0xFFE580`\n * @param darkColor - Tone values, example: `0xFFE580`\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.colorTone = function (desaturation, toned, lightColor, darkColor, multiply) {\n desaturation = desaturation || 0.2;\n toned = toned || 0.15;\n lightColor = lightColor || 0xFFE580;\n darkColor = darkColor || 0x338000;\n var lR = ((lightColor >> 16) & 0xFF) / 255;\n var lG = ((lightColor >> 8) & 0xFF) / 255;\n var lB = (lightColor & 0xFF) / 255;\n var dR = ((darkColor >> 16) & 0xFF) / 255;\n var dG = ((darkColor >> 8) & 0xFF) / 255;\n var dB = (darkColor & 0xFF) / 255;\n var matrix = [\n 0.3, 0.59, 0.11, 0, 0,\n lR, lG, lB, desaturation, 0,\n dR, dG, dB, toned, 0,\n lR - dR, lG - dG, lB - dB, 0, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Night effect\n * @param intensity - The intensity of the night effect.\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.night = function (intensity, multiply) {\n intensity = intensity || 0.1;\n var matrix = [\n intensity * (-2.0), -intensity, 0, 0, 0,\n -intensity, 0, intensity, 0, 0,\n 0, intensity, intensity * 2.0, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Predator effect\n *\n * Erase the current matrix by setting a new indepent one\n * @param amount - how much the predator feels his future victim\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.predator = function (amount, multiply) {\n var matrix = [\n // row 1\n 11.224130630493164 * amount,\n -4.794486999511719 * amount,\n -2.8746118545532227 * amount,\n 0 * amount,\n 0.40342438220977783 * amount,\n // row 2\n -3.6330697536468506 * amount,\n 9.193157196044922 * amount,\n -2.951810836791992 * amount,\n 0 * amount,\n -1.316135048866272 * amount,\n // row 3\n -3.2184197902679443 * amount,\n -4.2375030517578125 * amount,\n 7.476448059082031 * amount,\n 0 * amount,\n 0.8044459223747253 * amount,\n // row 4\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * LSD effect\n *\n * Multiply the current matrix\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.lsd = function (multiply) {\n var matrix = [\n 2, -0.4, 0.5, 0, 0,\n -0.5, 2, -0.4, 0, 0,\n -0.4, -0.5, 3, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /** Erase the current matrix by setting the default one. */\n ColorMatrixFilter.prototype.reset = function () {\n var matrix = [\n 1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, false);\n };\n Object.defineProperty(ColorMatrixFilter.prototype, \"matrix\", {\n /**\n * The matrix of the color matrix filter\n * @member {number[]}\n * @default [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0]\n */\n get: function () {\n return this.uniforms.m;\n },\n set: function (value) {\n this.uniforms.m = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ColorMatrixFilter.prototype, \"alpha\", {\n /**\n * The opacity value to use when mixing the original and resultant colors.\n *\n * When the value is 0, the original color is used without modification.\n * When the value is 1, the result color is used.\n * When in the range (0, 1) the color is interpolated between the original and result by this amount.\n * @default 1\n */\n get: function () {\n return this.uniforms.uAlpha;\n },\n set: function (value) {\n this.uniforms.uAlpha = value;\n },\n enumerable: false,\n configurable: true\n });\n return ColorMatrixFilter;\n}(Filter));\n// Americanized alias\nColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale;\n\nexport { ColorMatrixFilter };\n//# sourceMappingURL=filter-color-matrix.mjs.map\n","/*!\n * @pixi/filter-displacement - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/filter-displacement is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Filter } from '@pixi/core';\nimport { Matrix, Point } from '@pixi/math';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar fragment = \"varying vec2 vFilterCoord;\\nvarying vec2 vTextureCoord;\\n\\nuniform vec2 scale;\\nuniform mat2 rotation;\\nuniform sampler2D uSampler;\\nuniform sampler2D mapSampler;\\n\\nuniform highp vec4 inputSize;\\nuniform vec4 inputClamp;\\n\\nvoid main(void)\\n{\\n vec4 map = texture2D(mapSampler, vFilterCoord);\\n\\n map -= 0.5;\\n map.xy = scale * inputSize.zw * (rotation * map.xy);\\n\\n gl_FragColor = texture2D(uSampler, clamp(vec2(vTextureCoord.x + map.x, vTextureCoord.y + map.y), inputClamp.xy, inputClamp.zw));\\n}\\n\";\n\nvar vertex = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 filterMatrix;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec2 vFilterCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n\\tgl_Position = filterVertexPosition();\\n\\tvTextureCoord = filterTextureCoord();\\n\\tvFilterCoord = ( filterMatrix * vec3( vTextureCoord, 1.0) ).xy;\\n}\\n\";\n\n/**\n * The DisplacementFilter class uses the pixel values from the specified texture\n * (called the displacement map) to perform a displacement of an object.\n *\n * You can use this filter to apply all manor of crazy warping effects.\n * Currently the `r` property of the texture is used to offset the `x`\n * and the `g` property of the texture is used to offset the `y`.\n *\n * The way it works is it uses the values of the displacement map to look up the\n * correct pixels to output. This means it's not technically moving the original.\n * Instead, it's starting at the output and asking \"which pixel from the original goes here\".\n * For example, if a displacement map pixel has `red = 1` and the filter scale is `20`,\n * this filter will output the pixel approximately 20 pixels to the right of the original.\n * @memberof PIXI.filters\n */\nvar DisplacementFilter = /** @class */ (function (_super) {\n __extends(DisplacementFilter, _super);\n /**\n * @param {PIXI.Sprite} sprite - The sprite used for the displacement map. (make sure its added to the scene!)\n * @param scale - The scale of the displacement\n */\n function DisplacementFilter(sprite, scale) {\n var _this = this;\n var maskMatrix = new Matrix();\n sprite.renderable = false;\n _this = _super.call(this, vertex, fragment, {\n mapSampler: sprite._texture,\n filterMatrix: maskMatrix,\n scale: { x: 1, y: 1 },\n rotation: new Float32Array([1, 0, 0, 1]),\n }) || this;\n _this.maskSprite = sprite;\n _this.maskMatrix = maskMatrix;\n if (scale === null || scale === undefined) {\n scale = 20;\n }\n /**\n * scaleX, scaleY for displacements\n * @member {PIXI.Point}\n */\n _this.scale = new Point(scale, scale);\n return _this;\n }\n /**\n * Applies the filter.\n * @param filterManager - The manager.\n * @param input - The input target.\n * @param output - The output target.\n * @param clearMode - clearMode.\n */\n DisplacementFilter.prototype.apply = function (filterManager, input, output, clearMode) {\n // fill maskMatrix with _normalized sprite texture coords_\n this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, this.maskSprite);\n this.uniforms.scale.x = this.scale.x;\n this.uniforms.scale.y = this.scale.y;\n // Extract rotation from world transform\n var wt = this.maskSprite.worldTransform;\n var lenX = Math.sqrt((wt.a * wt.a) + (wt.b * wt.b));\n var lenY = Math.sqrt((wt.c * wt.c) + (wt.d * wt.d));\n if (lenX !== 0 && lenY !== 0) {\n this.uniforms.rotation[0] = wt.a / lenX;\n this.uniforms.rotation[1] = wt.b / lenX;\n this.uniforms.rotation[2] = wt.c / lenY;\n this.uniforms.rotation[3] = wt.d / lenY;\n }\n // draw the filter...\n filterManager.applyFilter(this, input, output, clearMode);\n };\n Object.defineProperty(DisplacementFilter.prototype, \"map\", {\n /** The texture used for the displacement map. Must be power of 2 sized texture. */\n get: function () {\n return this.uniforms.mapSampler;\n },\n set: function (value) {\n this.uniforms.mapSampler = value;\n },\n enumerable: false,\n configurable: true\n });\n return DisplacementFilter;\n}(Filter));\n\nexport { DisplacementFilter };\n//# sourceMappingURL=filter-displacement.mjs.map\n","/*!\n * @pixi/filter-fxaa - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/filter-fxaa is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Filter } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar vertex = \"\\nattribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 v_rgbNW;\\nvarying vec2 v_rgbNE;\\nvarying vec2 v_rgbSW;\\nvarying vec2 v_rgbSE;\\nvarying vec2 v_rgbM;\\n\\nvarying vec2 vFragCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvoid texcoords(vec2 fragCoord, vec2 inverseVP,\\n out vec2 v_rgbNW, out vec2 v_rgbNE,\\n out vec2 v_rgbSW, out vec2 v_rgbSE,\\n out vec2 v_rgbM) {\\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\\n v_rgbM = vec2(fragCoord * inverseVP);\\n}\\n\\nvoid main(void) {\\n\\n gl_Position = filterVertexPosition();\\n\\n vFragCoord = aVertexPosition * outputFrame.zw;\\n\\n texcoords(vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\\n}\\n\";\n\nvar fragment = \"varying vec2 v_rgbNW;\\nvarying vec2 v_rgbNE;\\nvarying vec2 v_rgbSW;\\nvarying vec2 v_rgbSE;\\nvarying vec2 v_rgbM;\\n\\nvarying vec2 vFragCoord;\\nuniform sampler2D uSampler;\\nuniform highp vec4 inputSize;\\n\\n\\n/**\\n Basic FXAA implementation based on the code on geeks3d.com with the\\n modification that the texture2DLod stuff was removed since it's\\n unsupported by WebGL.\\n\\n --\\n\\n From:\\n https://github.com/mitsuhiko/webgl-meincraft\\n\\n Copyright (c) 2011 by Armin Ronacher.\\n\\n Some rights reserved.\\n\\n Redistribution and use in source and binary forms, with or without\\n modification, are permitted provided that the following conditions are\\n met:\\n\\n * Redistributions of source code must retain the above copyright\\n notice, this list of conditions and the following disclaimer.\\n\\n * Redistributions in binary form must reproduce the above\\n copyright notice, this list of conditions and the following\\n disclaimer in the documentation and/or other materials provided\\n with the distribution.\\n\\n * The names of the contributors may not be used to endorse or\\n promote products derived from this software without specific\\n prior written permission.\\n\\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\\n \\\"AS IS\\\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\\n LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\\n A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\\n OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\\n SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\\n LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\\n DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\\n THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\\n (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\\n */\\n\\n#ifndef FXAA_REDUCE_MIN\\n#define FXAA_REDUCE_MIN (1.0/ 128.0)\\n#endif\\n#ifndef FXAA_REDUCE_MUL\\n#define FXAA_REDUCE_MUL (1.0 / 8.0)\\n#endif\\n#ifndef FXAA_SPAN_MAX\\n#define FXAA_SPAN_MAX 8.0\\n#endif\\n\\n//optimized version for mobile, where dependent\\n//texture reads can be a bottleneck\\nvec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,\\n vec2 v_rgbNW, vec2 v_rgbNE,\\n vec2 v_rgbSW, vec2 v_rgbSE,\\n vec2 v_rgbM) {\\n vec4 color;\\n vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\\n vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\\n vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\\n vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\\n vec4 texColor = texture2D(tex, v_rgbM);\\n vec3 rgbM = texColor.xyz;\\n vec3 luma = vec3(0.299, 0.587, 0.114);\\n float lumaNW = dot(rgbNW, luma);\\n float lumaNE = dot(rgbNE, luma);\\n float lumaSW = dot(rgbSW, luma);\\n float lumaSE = dot(rgbSE, luma);\\n float lumaM = dot(rgbM, luma);\\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\\n\\n mediump vec2 dir;\\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\\n\\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\\n (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\\n\\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\\n dir * rcpDirMin)) * inverseVP;\\n\\n vec3 rgbA = 0.5 * (\\n texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\\n texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\\n texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\\n texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\\n\\n float lumaB = dot(rgbB, luma);\\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\\n color = vec4(rgbA, texColor.a);\\n else\\n color = vec4(rgbB, texColor.a);\\n return color;\\n}\\n\\nvoid main() {\\n\\n vec4 color;\\n\\n color = fxaa(uSampler, vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\\n\\n gl_FragColor = color;\\n}\\n\";\n\n/**\n * Basic FXAA (Fast Approximate Anti-Aliasing) implementation based on the code on geeks3d.com\n * with the modification that the texture2DLod stuff was removed since it is unsupported by WebGL.\n * @see https://github.com/mitsuhiko/webgl-meincraft\n * @memberof PIXI.filters\n */\nvar FXAAFilter = /** @class */ (function (_super) {\n __extends(FXAAFilter, _super);\n function FXAAFilter() {\n // TODO - needs work\n return _super.call(this, vertex, fragment) || this;\n }\n return FXAAFilter;\n}(Filter));\n\nexport { FXAAFilter };\n//# sourceMappingURL=filter-fxaa.mjs.map\n","/*!\n * @pixi/filter-noise - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/filter-noise is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { defaultFilterVertex, Filter } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar fragment = \"precision highp float;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\n\\nuniform float uNoise;\\nuniform float uSeed;\\nuniform sampler2D uSampler;\\n\\nfloat rand(vec2 co)\\n{\\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\\n}\\n\\nvoid main()\\n{\\n vec4 color = texture2D(uSampler, vTextureCoord);\\n float randomValue = rand(gl_FragCoord.xy * uSeed);\\n float diff = (randomValue - 0.5) * uNoise;\\n\\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\\n if (color.a > 0.0) {\\n color.rgb /= color.a;\\n }\\n\\n color.r += diff;\\n color.g += diff;\\n color.b += diff;\\n\\n // Premultiply alpha again.\\n color.rgb *= color.a;\\n\\n gl_FragColor = color;\\n}\\n\";\n\n/**\n * A Noise effect filter.\n *\n * original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/noise.js\n * @memberof PIXI.filters\n * @author Vico @vicocotea\n */\nvar NoiseFilter = /** @class */ (function (_super) {\n __extends(NoiseFilter, _super);\n /**\n * @param {number} [noise=0.5] - The noise intensity, should be a normalized value in the range [0, 1].\n * @param {number} [seed] - A random seed for the noise generation. Default is `Math.random()`.\n */\n function NoiseFilter(noise, seed) {\n if (noise === void 0) { noise = 0.5; }\n if (seed === void 0) { seed = Math.random(); }\n var _this = _super.call(this, defaultFilterVertex, fragment, {\n uNoise: 0,\n uSeed: 0,\n }) || this;\n _this.noise = noise;\n _this.seed = seed;\n return _this;\n }\n Object.defineProperty(NoiseFilter.prototype, \"noise\", {\n /**\n * The amount of noise to apply, this value should be in the range (0, 1].\n * @default 0.5\n */\n get: function () {\n return this.uniforms.uNoise;\n },\n set: function (value) {\n this.uniforms.uNoise = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NoiseFilter.prototype, \"seed\", {\n /** A seed value to apply to the random noise generation. `Math.random()` is a good value to use. */\n get: function () {\n return this.uniforms.uSeed;\n },\n set: function (value) {\n this.uniforms.uSeed = value;\n },\n enumerable: false,\n configurable: true\n });\n return NoiseFilter;\n}(Filter));\n\nexport { NoiseFilter };\n//# sourceMappingURL=filter-noise.mjs.map\n","/*!\n * @pixi/mixin-cache-as-bitmap - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/mixin-cache-as-bitmap is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { RenderTexture, BaseTexture, Texture } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\nimport { DisplayObject } from '@pixi/display';\nimport { Matrix } from '@pixi/math';\nimport { uid } from '@pixi/utils';\nimport { settings } from '@pixi/settings';\n\n/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\nvar _tempMatrix = new Matrix();\nDisplayObject.prototype._cacheAsBitmap = false;\nDisplayObject.prototype._cacheData = null;\nDisplayObject.prototype._cacheAsBitmapResolution = null;\nDisplayObject.prototype._cacheAsBitmapMultisample = MSAA_QUALITY.NONE;\n// figured there's no point adding ALL the extra variables to prototype.\n// this model can hold the information needed. This can also be generated on demand as\n// most objects are not cached as bitmaps.\n/**\n * @class\n * @ignore\n * @private\n */\nvar CacheData = /** @class */ (function () {\n function CacheData() {\n this.textureCacheId = null;\n this.originalRender = null;\n this.originalRenderCanvas = null;\n this.originalCalculateBounds = null;\n this.originalGetLocalBounds = null;\n this.originalUpdateTransform = null;\n this.originalDestroy = null;\n this.originalMask = null;\n this.originalFilterArea = null;\n this.originalContainsPoint = null;\n this.sprite = null;\n }\n return CacheData;\n}());\nObject.defineProperties(DisplayObject.prototype, {\n /**\n * The resolution to use for cacheAsBitmap. By default this will use the renderer's resolution\n * but can be overriden for performance. Lower values will reduce memory usage at the expense\n * of render quality. A falsey value of `null` or `0` will default to the renderer's resolution.\n * If `cacheAsBitmap` is set to `true`, this will re-render with the new resolution.\n * @member {number} cacheAsBitmapResolution\n * @memberof PIXI.DisplayObject#\n * @default null\n */\n cacheAsBitmapResolution: {\n get: function () {\n return this._cacheAsBitmapResolution;\n },\n set: function (resolution) {\n if (resolution === this._cacheAsBitmapResolution) {\n return;\n }\n this._cacheAsBitmapResolution = resolution;\n if (this.cacheAsBitmap) {\n // Toggle to re-render at the new resolution\n this.cacheAsBitmap = false;\n this.cacheAsBitmap = true;\n }\n },\n },\n /**\n * The number of samples to use for cacheAsBitmap. If set to `null`, the renderer's\n * sample count is used.\n * If `cacheAsBitmap` is set to `true`, this will re-render with the new number of samples.\n * @member {number} cacheAsBitmapMultisample\n * @memberof PIXI.DisplayObject#\n * @default PIXI.MSAA_QUALITY.NONE\n */\n cacheAsBitmapMultisample: {\n get: function () {\n return this._cacheAsBitmapMultisample;\n },\n set: function (multisample) {\n if (multisample === this._cacheAsBitmapMultisample) {\n return;\n }\n this._cacheAsBitmapMultisample = multisample;\n if (this.cacheAsBitmap) {\n // Toggle to re-render with new multisample\n this.cacheAsBitmap = false;\n this.cacheAsBitmap = true;\n }\n },\n },\n /**\n * Set this to true if you want this display object to be cached as a bitmap.\n * This basically takes a snap shot of the display object as it is at that moment. It can\n * provide a performance benefit for complex static displayObjects.\n * To remove simply set this property to `false`\n *\n * IMPORTANT GOTCHA - Make sure that all your textures are preloaded BEFORE setting this property to true\n * as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear.\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n cacheAsBitmap: {\n get: function () {\n return this._cacheAsBitmap;\n },\n set: function (value) {\n if (this._cacheAsBitmap === value) {\n return;\n }\n this._cacheAsBitmap = value;\n var data;\n if (value) {\n if (!this._cacheData) {\n this._cacheData = new CacheData();\n }\n data = this._cacheData;\n data.originalRender = this.render;\n data.originalRenderCanvas = this.renderCanvas;\n data.originalUpdateTransform = this.updateTransform;\n data.originalCalculateBounds = this.calculateBounds;\n data.originalGetLocalBounds = this.getLocalBounds;\n data.originalDestroy = this.destroy;\n data.originalContainsPoint = this.containsPoint;\n data.originalMask = this._mask;\n data.originalFilterArea = this.filterArea;\n this.render = this._renderCached;\n this.renderCanvas = this._renderCachedCanvas;\n this.destroy = this._cacheAsBitmapDestroy;\n }\n else {\n data = this._cacheData;\n if (data.sprite) {\n this._destroyCachedDisplayObject();\n }\n this.render = data.originalRender;\n this.renderCanvas = data.originalRenderCanvas;\n this.calculateBounds = data.originalCalculateBounds;\n this.getLocalBounds = data.originalGetLocalBounds;\n this.destroy = data.originalDestroy;\n this.updateTransform = data.originalUpdateTransform;\n this.containsPoint = data.originalContainsPoint;\n this._mask = data.originalMask;\n this.filterArea = data.originalFilterArea;\n }\n },\n },\n});\n/**\n * Renders a cached version of the sprite with WebGL\n * @private\n * @method _renderCached\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Renderer} renderer - the WebGL renderer\n */\nDisplayObject.prototype._renderCached = function _renderCached(renderer) {\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n this._initCachedDisplayObject(renderer);\n this._cacheData.sprite.transform._worldID = this.transform._worldID;\n this._cacheData.sprite.worldAlpha = this.worldAlpha;\n this._cacheData.sprite._render(renderer);\n};\n/**\n * Prepares the WebGL renderer to cache the sprite\n * @private\n * @method _initCachedDisplayObject\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Renderer} renderer - the WebGL renderer\n */\nDisplayObject.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer) {\n var _a;\n if (this._cacheData && this._cacheData.sprite) {\n return;\n }\n // make sure alpha is set to 1 otherwise it will get rendered as invisible!\n var cacheAlpha = this.alpha;\n this.alpha = 1;\n // first we flush anything left in the renderer (otherwise it would get rendered to the cached texture)\n renderer.batch.flush();\n // this.filters= [];\n // next we find the dimensions of the untransformed object\n // this function also calls updatetransform on all its children as part of the measuring.\n // This means we don't need to update the transform again in this function\n // TODO pass an object to clone too? saves having to create a new one each time!\n var bounds = this.getLocalBounds(null, true).clone();\n // add some padding!\n if (this.filters && this.filters.length) {\n var padding = this.filters[0].padding;\n bounds.pad(padding);\n }\n bounds.ceil(settings.RESOLUTION);\n // for now we cache the current renderTarget that the WebGL renderer is currently using.\n // this could be more elegant..\n var cachedRenderTexture = renderer.renderTexture.current;\n var cachedSourceFrame = renderer.renderTexture.sourceFrame.clone();\n var cachedDestinationFrame = renderer.renderTexture.destinationFrame.clone();\n var cachedProjectionTransform = renderer.projection.transform;\n // We also store the filter stack - I will definitely look to change how this works a little later down the line.\n // const stack = renderer.filterManager.filterStack;\n // this renderTexture will be used to store the cached DisplayObject\n var renderTexture = RenderTexture.create({\n width: bounds.width,\n height: bounds.height,\n resolution: this.cacheAsBitmapResolution || renderer.resolution,\n multisample: (_a = this.cacheAsBitmapMultisample) !== null && _a !== void 0 ? _a : renderer.multisample,\n });\n var textureCacheId = \"cacheAsBitmap_\" + uid();\n this._cacheData.textureCacheId = textureCacheId;\n BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);\n Texture.addToCache(renderTexture, textureCacheId);\n // need to set //\n var m = this.transform.localTransform.copyTo(_tempMatrix).invert().translate(-bounds.x, -bounds.y);\n // set all properties to there original so we can render to a texture\n this.render = this._cacheData.originalRender;\n renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false });\n renderer.framebuffer.blit();\n // now restore the state be setting the new properties\n renderer.projection.transform = cachedProjectionTransform;\n renderer.renderTexture.bind(cachedRenderTexture, cachedSourceFrame, cachedDestinationFrame);\n // renderer.filterManager.filterStack = stack;\n this.render = this._renderCached;\n // the rest is the same as for Canvas\n this.updateTransform = this.displayObjectUpdateTransform;\n this.calculateBounds = this._calculateCachedBounds;\n this.getLocalBounds = this._getCachedLocalBounds;\n this._mask = null;\n this.filterArea = null;\n this.alpha = cacheAlpha;\n // create our cached sprite\n var cachedSprite = new Sprite(renderTexture);\n cachedSprite.transform.worldTransform = this.transform.worldTransform;\n cachedSprite.anchor.x = -(bounds.x / bounds.width);\n cachedSprite.anchor.y = -(bounds.y / bounds.height);\n cachedSprite.alpha = cacheAlpha;\n cachedSprite._bounds = this._bounds;\n this._cacheData.sprite = cachedSprite;\n this.transform._parentID = -1;\n // restore the transform of the cached sprite to avoid the nasty flicker..\n if (!this.parent) {\n this.enableTempParent();\n this.updateTransform();\n this.disableTempParent(null);\n }\n else {\n this.updateTransform();\n }\n // map the hit test..\n this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite);\n};\n/**\n * Renders a cached version of the sprite with canvas\n * @private\n * @method _renderCachedCanvas\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer\n */\nDisplayObject.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer) {\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n this._initCachedDisplayObjectCanvas(renderer);\n this._cacheData.sprite.worldAlpha = this.worldAlpha;\n this._cacheData.sprite._renderCanvas(renderer);\n};\n// TODO this can be the same as the WebGL version.. will need to do a little tweaking first though..\n/**\n * Prepares the Canvas renderer to cache the sprite\n * @private\n * @method _initCachedDisplayObjectCanvas\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer\n */\nDisplayObject.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(renderer) {\n if (this._cacheData && this._cacheData.sprite) {\n return;\n }\n // get bounds actually transforms the object for us already!\n var bounds = this.getLocalBounds(null, true);\n var cacheAlpha = this.alpha;\n this.alpha = 1;\n var cachedRenderTarget = renderer.context;\n var cachedProjectionTransform = renderer._projTransform;\n bounds.ceil(settings.RESOLUTION);\n var renderTexture = RenderTexture.create({ width: bounds.width, height: bounds.height });\n var textureCacheId = \"cacheAsBitmap_\" + uid();\n this._cacheData.textureCacheId = textureCacheId;\n BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);\n Texture.addToCache(renderTexture, textureCacheId);\n // need to set //\n var m = _tempMatrix;\n this.transform.localTransform.copyTo(m);\n m.invert();\n m.tx -= bounds.x;\n m.ty -= bounds.y;\n // m.append(this.transform.worldTransform.)\n // set all properties to there original so we can render to a texture\n this.renderCanvas = this._cacheData.originalRenderCanvas;\n renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false });\n // now restore the state be setting the new properties\n renderer.context = cachedRenderTarget;\n renderer._projTransform = cachedProjectionTransform;\n this.renderCanvas = this._renderCachedCanvas;\n // the rest is the same as for WebGL\n this.updateTransform = this.displayObjectUpdateTransform;\n this.calculateBounds = this._calculateCachedBounds;\n this.getLocalBounds = this._getCachedLocalBounds;\n this._mask = null;\n this.filterArea = null;\n this.alpha = cacheAlpha;\n // create our cached sprite\n var cachedSprite = new Sprite(renderTexture);\n cachedSprite.transform.worldTransform = this.transform.worldTransform;\n cachedSprite.anchor.x = -(bounds.x / bounds.width);\n cachedSprite.anchor.y = -(bounds.y / bounds.height);\n cachedSprite.alpha = cacheAlpha;\n cachedSprite._bounds = this._bounds;\n this._cacheData.sprite = cachedSprite;\n this.transform._parentID = -1;\n // restore the transform of the cached sprite to avoid the nasty flicker..\n if (!this.parent) {\n this.parent = renderer._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else {\n this.updateTransform();\n }\n // map the hit test..\n this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite);\n};\n/**\n * Calculates the bounds of the cached sprite\n * @private\n * @method\n */\nDisplayObject.prototype._calculateCachedBounds = function _calculateCachedBounds() {\n this._bounds.clear();\n this._cacheData.sprite.transform._worldID = this.transform._worldID;\n this._cacheData.sprite._calculateBounds();\n this._bounds.updateID = this._boundsID;\n};\n/**\n * Gets the bounds of the cached sprite.\n * @private\n * @method\n * @returns {Rectangle} The local bounds.\n */\nDisplayObject.prototype._getCachedLocalBounds = function _getCachedLocalBounds() {\n return this._cacheData.sprite.getLocalBounds(null);\n};\n/**\n * Destroys the cached sprite.\n * @private\n * @method\n */\nDisplayObject.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject() {\n this._cacheData.sprite._texture.destroy(true);\n this._cacheData.sprite = null;\n BaseTexture.removeFromCache(this._cacheData.textureCacheId);\n Texture.removeFromCache(this._cacheData.textureCacheId);\n this._cacheData.textureCacheId = null;\n};\n/**\n * Destroys the cached object.\n * @private\n * @method\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value.\n * Used when destroying containers, see the Container.destroy method.\n */\nDisplayObject.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options) {\n this.cacheAsBitmap = false;\n this.destroy(options);\n};\n\nexport { CacheData };\n//# sourceMappingURL=mixin-cache-as-bitmap.mjs.map\n","/*!\n * @pixi/mixin-get-child-by-name - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/mixin-get-child-by-name is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { DisplayObject, Container } from '@pixi/display';\n\n/**\n * The instance name of the object.\n * @memberof PIXI.DisplayObject#\n * @member {string} name\n */\nDisplayObject.prototype.name = null;\n/**\n * Returns the display object in the container.\n *\n * Recursive searches are done in a preorder traversal.\n * @method getChildByName\n * @memberof PIXI.Container#\n * @param {string} name - Instance name.\n * @param {boolean}[deep=false] - Whether to search recursively\n * @returns {PIXI.DisplayObject} The child with the specified name.\n */\nContainer.prototype.getChildByName = function getChildByName(name, deep) {\n for (var i = 0, j = this.children.length; i < j; i++) {\n if (this.children[i].name === name) {\n return this.children[i];\n }\n }\n if (deep) {\n for (var i = 0, j = this.children.length; i < j; i++) {\n var child = this.children[i];\n if (!child.getChildByName) {\n continue;\n }\n var target = child.getChildByName(name, true);\n if (target) {\n return target;\n }\n }\n }\n return null;\n};\n//# sourceMappingURL=mixin-get-child-by-name.mjs.map\n","/*!\n * @pixi/mixin-get-global-position - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/mixin-get-global-position is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { DisplayObject } from '@pixi/display';\nimport { Point } from '@pixi/math';\n\n/**\n * Returns the global position of the displayObject. Does not depend on object scale, rotation and pivot.\n * @method getGlobalPosition\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Point} [point=new PIXI.Point()] - The point to write the global value to.\n * @param {boolean} [skipUpdate=false] - Setting to true will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @returns {PIXI.Point} The updated point.\n */\nDisplayObject.prototype.getGlobalPosition = function getGlobalPosition(point, skipUpdate) {\n if (point === void 0) { point = new Point(); }\n if (skipUpdate === void 0) { skipUpdate = false; }\n if (this.parent) {\n this.parent.toGlobal(this.position, point, skipUpdate);\n }\n else {\n point.x = this.position.x;\n point.y = this.position.y;\n }\n return point;\n};\n//# sourceMappingURL=mixin-get-global-position.mjs.map\n","/*!\n * @pixi/math - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/math is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Two Pi.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar PI_2 = Math.PI * 2;\n/**\n * Conversion factor for converting radians to degrees.\n * @static\n * @member {number} RAD_TO_DEG\n * @memberof PIXI\n */\nvar RAD_TO_DEG = 180 / Math.PI;\n/**\n * Conversion factor for converting degrees to radians.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar DEG_TO_RAD = Math.PI / 180;\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n * @static\n * @memberof PIXI\n * @enum {number}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n */\nvar SHAPES;\n(function (SHAPES) {\n SHAPES[SHAPES[\"POLY\"] = 0] = \"POLY\";\n SHAPES[SHAPES[\"RECT\"] = 1] = \"RECT\";\n SHAPES[SHAPES[\"CIRC\"] = 2] = \"CIRC\";\n SHAPES[SHAPES[\"ELIP\"] = 3] = \"ELIP\";\n SHAPES[SHAPES[\"RREC\"] = 4] = \"RREC\";\n})(SHAPES || (SHAPES = {}));\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis\n * @class\n * @memberof PIXI\n * @implements {IPoint}\n */\nvar Point = /** @class */ (function () {\n /**\n * Creates a new `Point`\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function Point(x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n /** Position of the point on the x axis */\n this.x = 0;\n /** Position of the point on the y axis */\n this.y = 0;\n this.x = x;\n this.y = y;\n }\n /**\n * Creates a clone of this point\n * @returns A clone of this point\n */\n Point.prototype.clone = function () {\n return new Point(this.x, this.y);\n };\n /**\n * Copies `x` and `y` from the given point into this point\n * @param p - The point to copy from\n * @returns The point instance itself\n */\n Point.prototype.copyFrom = function (p) {\n this.set(p.x, p.y);\n return this;\n };\n /**\n * Copies this point's x and y into the given point (`p`).\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n Point.prototype.copyTo = function (p) {\n p.set(this.x, this.y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n Point.prototype.equals = function (p) {\n return (p.x === this.x) && (p.y === this.y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the `x` axis\n * @param {number} [y=x] - position of the point on the `y` axis\n * @returns The point instance itself\n */\n Point.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n this.x = x;\n this.y = y;\n return this;\n };\n Point.prototype.toString = function () {\n return \"[@pixi/math:Point x=\" + this.x + \" y=\" + this.y + \"]\";\n };\n return Point;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\n/**\n * Size object, contains width and height\n * @memberof PIXI\n * @typedef {object} ISize\n * @property {number} width - Width component\n * @property {number} height - Height component\n */\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n * @memberof PIXI\n */\nvar Rectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rectangle\n * @param y - The Y coordinate of the upper-left corner of the rectangle\n * @param width - The overall width of the rectangle\n * @param height - The overall height of the rectangle\n */\n function Rectangle(x, y, width, height) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this.x = Number(x);\n this.y = Number(y);\n this.width = Number(width);\n this.height = Number(height);\n this.type = SHAPES.RECT;\n }\n Object.defineProperty(Rectangle.prototype, \"left\", {\n /** Returns the left edge of the rectangle. */\n get: function () {\n return this.x;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"right\", {\n /** Returns the right edge of the rectangle. */\n get: function () {\n return this.x + this.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"top\", {\n /** Returns the top edge of the rectangle. */\n get: function () {\n return this.y;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"bottom\", {\n /** Returns the bottom edge of the rectangle. */\n get: function () {\n return this.y + this.height;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle, \"EMPTY\", {\n /** A constant empty rectangle. */\n get: function () {\n return new Rectangle(0, 0, 0, 0);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates a clone of this Rectangle\n * @returns a copy of the rectangle\n */\n Rectangle.prototype.clone = function () {\n return new Rectangle(this.x, this.y, this.width, this.height);\n };\n /**\n * Copies another rectangle to this one.\n * @param rectangle - The rectangle to copy from.\n * @returns Returns itself.\n */\n Rectangle.prototype.copyFrom = function (rectangle) {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n return this;\n };\n /**\n * Copies this rectangle to another one.\n * @param rectangle - The rectangle to copy to.\n * @returns Returns given parameter.\n */\n Rectangle.prototype.copyTo = function (rectangle) {\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n return rectangle;\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Rectangle\n */\n Rectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x < this.x + this.width) {\n if (y >= this.y && y < this.y + this.height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object.\n * Returns true only if the area of the intersection is >0, this means that Rectangles\n * sharing a side are not overlapping. Another side effect is that an arealess rectangle\n * (width or height equal to zero) can't intersect any other rectangle.\n * @param {Rectangle} other - The Rectangle to intersect with `this`.\n * @param {Matrix} transform - The transformation matrix of `other`.\n * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`.\n */\n Rectangle.prototype.intersects = function (other, transform) {\n if (!transform) {\n var x0_1 = this.x < other.x ? other.x : this.x;\n var x1_1 = this.right > other.right ? other.right : this.right;\n if (x1_1 <= x0_1) {\n return false;\n }\n var y0_1 = this.y < other.y ? other.y : this.y;\n var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom;\n return y1_1 > y0_1;\n }\n var x0 = this.left;\n var x1 = this.right;\n var y0 = this.top;\n var y1 = this.bottom;\n if (x1 <= x0 || y1 <= y0) {\n return false;\n }\n var lt = tempPoints[0].set(other.left, other.top);\n var lb = tempPoints[1].set(other.left, other.bottom);\n var rt = tempPoints[2].set(other.right, other.top);\n var rb = tempPoints[3].set(other.right, other.bottom);\n if (rt.x <= lt.x || lb.y <= lt.y) {\n return false;\n }\n var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c));\n if (s === 0) {\n return false;\n }\n transform.apply(lt, lt);\n transform.apply(lb, lb);\n transform.apply(rt, rt);\n transform.apply(rb, rb);\n if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0\n || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1\n || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0\n || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) {\n return false;\n }\n var nx = s * (lb.y - lt.y);\n var ny = s * (lt.x - lb.x);\n var n00 = (nx * x0) + (ny * y0);\n var n10 = (nx * x1) + (ny * y0);\n var n01 = (nx * x0) + (ny * y1);\n var n11 = (nx * x1) + (ny * y1);\n if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y)\n || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) {\n return false;\n }\n var mx = s * (lt.y - rt.y);\n var my = s * (rt.x - lt.x);\n var m00 = (mx * x0) + (my * y0);\n var m10 = (mx * x1) + (my * y0);\n var m01 = (mx * x0) + (my * y1);\n var m11 = (mx * x1) + (my * y1);\n if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y)\n || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) {\n return false;\n }\n return true;\n };\n /**\n * Pads the rectangle making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n * @returns Returns itself.\n */\n Rectangle.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n this.x -= paddingX;\n this.y -= paddingY;\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n return this;\n };\n /**\n * Fits this rectangle around the passed one.\n * @param rectangle - The rectangle to fit.\n * @returns Returns itself.\n */\n Rectangle.prototype.fit = function (rectangle) {\n var x1 = Math.max(this.x, rectangle.x);\n var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.max(this.y, rectangle.y);\n var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = Math.max(x2 - x1, 0);\n this.y = y1;\n this.height = Math.max(y2 - y1, 0);\n return this;\n };\n /**\n * Enlarges rectangle that way its corners lie on grid\n * @param resolution - resolution\n * @param eps - precision\n * @returns Returns itself.\n */\n Rectangle.prototype.ceil = function (resolution, eps) {\n if (resolution === void 0) { resolution = 1; }\n if (eps === void 0) { eps = 0.001; }\n var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n return this;\n };\n /**\n * Enlarges this rectangle to include the passed rectangle.\n * @param rectangle - The rectangle to include.\n * @returns Returns itself.\n */\n Rectangle.prototype.enlarge = function (rectangle) {\n var x1 = Math.min(this.x, rectangle.x);\n var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.min(this.y, rectangle.y);\n var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n return this;\n };\n Rectangle.prototype.toString = function () {\n return \"[@pixi/math:Rectangle x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Rectangle;\n}());\n\n/**\n * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Circle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this circle\n * @param y - The Y coordinate of the center of this circle\n * @param radius - The radius of the circle\n */\n function Circle(x, y, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (radius === void 0) { radius = 0; }\n this.x = x;\n this.y = y;\n this.radius = radius;\n this.type = SHAPES.CIRC;\n }\n /**\n * Creates a clone of this Circle instance\n * @returns A copy of the Circle\n */\n Circle.prototype.clone = function () {\n return new Circle(this.x, this.y, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this circle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Circle\n */\n Circle.prototype.contains = function (x, y) {\n if (this.radius <= 0) {\n return false;\n }\n var r2 = this.radius * this.radius;\n var dx = (this.x - x);\n var dy = (this.y - y);\n dx *= dx;\n dy *= dy;\n return (dx + dy <= r2);\n };\n /**\n * Returns the framing rectangle of the circle as a Rectangle object\n * @returns The framing rectangle\n */\n Circle.prototype.getBounds = function () {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n };\n Circle.prototype.toString = function () {\n return \"[@pixi/math:Circle x=\" + this.x + \" y=\" + this.y + \" radius=\" + this.radius + \"]\";\n };\n return Circle;\n}());\n\n/**\n * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Ellipse = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this ellipse\n * @param y - The Y coordinate of the center of this ellipse\n * @param halfWidth - The half width of this ellipse\n * @param halfHeight - The half height of this ellipse\n */\n function Ellipse(x, y, halfWidth, halfHeight) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (halfWidth === void 0) { halfWidth = 0; }\n if (halfHeight === void 0) { halfHeight = 0; }\n this.x = x;\n this.y = y;\n this.width = halfWidth;\n this.height = halfHeight;\n this.type = SHAPES.ELIP;\n }\n /**\n * Creates a clone of this Ellipse instance\n * @returns {PIXI.Ellipse} A copy of the ellipse\n */\n Ellipse.prototype.clone = function () {\n return new Ellipse(this.x, this.y, this.width, this.height);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this ellipse\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coords are within this ellipse\n */\n Ellipse.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n // normalize the coords to an ellipse with center 0,0\n var normx = ((x - this.x) / this.width);\n var normy = ((y - this.y) / this.height);\n normx *= normx;\n normy *= normy;\n return (normx + normy <= 1);\n };\n /**\n * Returns the framing rectangle of the ellipse as a Rectangle object\n * @returns The framing rectangle\n */\n Ellipse.prototype.getBounds = function () {\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n };\n Ellipse.prototype.toString = function () {\n return \"[@pixi/math:Ellipse x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Ellipse;\n}());\n\n/**\n * A class to define a shape via user defined coordinates.\n * @memberof PIXI\n */\nvar Polygon = /** @class */ (function () {\n /**\n * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points\n * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or\n * the arguments passed can be all the points of the polygon e.g.\n * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat\n * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.\n */\n function Polygon() {\n var arguments$1 = arguments;\n\n var points = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n points[_i] = arguments$1[_i];\n }\n var flat = Array.isArray(points[0]) ? points[0] : points;\n // if this is an array of points, convert it to a flat array of numbers\n if (typeof flat[0] !== 'number') {\n var p = [];\n for (var i = 0, il = flat.length; i < il; i++) {\n p.push(flat[i].x, flat[i].y);\n }\n flat = p;\n }\n this.points = flat;\n this.type = SHAPES.POLY;\n this.closeStroke = true;\n }\n /**\n * Creates a clone of this polygon.\n * @returns - A copy of the polygon.\n */\n Polygon.prototype.clone = function () {\n var points = this.points.slice();\n var polygon = new Polygon(points);\n polygon.closeStroke = this.closeStroke;\n return polygon;\n };\n /**\n * Checks whether the x and y coordinates passed to this function are contained within this polygon.\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this polygon.\n */\n Polygon.prototype.contains = function (x, y) {\n var inside = false;\n // use some raycasting to test hits\n // https://github.com/substack/point-in-polygon/blob/master/index.js\n var length = this.points.length / 2;\n for (var i = 0, j = length - 1; i < length; j = i++) {\n var xi = this.points[i * 2];\n var yi = this.points[(i * 2) + 1];\n var xj = this.points[j * 2];\n var yj = this.points[(j * 2) + 1];\n var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);\n if (intersect) {\n inside = !inside;\n }\n }\n return inside;\n };\n Polygon.prototype.toString = function () {\n return \"[@pixi/math:Polygon\"\n + (\"closeStroke=\" + this.closeStroke)\n + (\"points=\" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + \", \" + currentPoint; }, '') + \"]\");\n };\n return Polygon;\n}());\n\n/**\n * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its\n * top-left corner point (x, y) and by its width and its height and its radius.\n * @memberof PIXI\n */\nvar RoundedRectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rounded rectangle\n * @param y - The Y coordinate of the upper-left corner of the rounded rectangle\n * @param width - The overall width of this rounded rectangle\n * @param height - The overall height of this rounded rectangle\n * @param radius - Controls the radius of the rounded corners\n */\n function RoundedRectangle(x, y, width, height, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n if (radius === void 0) { radius = 20; }\n this.x = x;\n this.y = y;\n this.width = width;\n this.height = height;\n this.radius = radius;\n this.type = SHAPES.RREC;\n }\n /**\n * Creates a clone of this Rounded Rectangle.\n * @returns - A copy of the rounded rectangle.\n */\n RoundedRectangle.prototype.clone = function () {\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rounded Rectangle\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this Rounded Rectangle.\n */\n RoundedRectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width) {\n if (y >= this.y && y <= this.y + this.height) {\n var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2));\n if ((y >= this.y + radius && y <= this.y + this.height - radius)\n || (x >= this.x + radius && x <= this.x + this.width - radius)) {\n return true;\n }\n var dx = x - (this.x + radius);\n var dy = y - (this.y + radius);\n var radius2 = radius * radius;\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + this.width - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dy = y - (this.y + this.height - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n }\n }\n return false;\n };\n RoundedRectangle.prototype.toString = function () {\n return \"[@pixi/math:RoundedRectangle x=\" + this.x + \" y=\" + this.y\n + (\"width=\" + this.width + \" height=\" + this.height + \" radius=\" + this.radius + \"]\");\n };\n return RoundedRectangle;\n}());\n\n/**\n * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis.\n *\n * An `ObservablePoint` is a point that triggers a callback when the point's position is changed.\n * @memberof PIXI\n */\nvar ObservablePoint = /** @class */ (function () {\n /**\n * Creates a new `ObservablePoint`\n * @param cb - callback function triggered when `x` and/or `y` are changed\n * @param scope - owner of callback\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function ObservablePoint(cb, scope, x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n this._x = x;\n this._y = y;\n this.cb = cb;\n this.scope = scope;\n }\n /**\n * Creates a clone of this point.\n * The callback and scope params can be overridden otherwise they will default\n * to the clone object's values.\n * @override\n * @param cb - The callback function triggered when `x` and/or `y` are changed\n * @param scope - The owner of the callback\n * @returns a copy of this observable point\n */\n ObservablePoint.prototype.clone = function (cb, scope) {\n if (cb === void 0) { cb = this.cb; }\n if (scope === void 0) { scope = this.scope; }\n return new ObservablePoint(cb, scope, this._x, this._y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n if (this._x !== x || this._y !== y) {\n this._x = x;\n this._y = y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies x and y from the given point (`p`)\n * @param p - The point to copy from. Can be any of type that is or extends `IPointData`\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.copyFrom = function (p) {\n if (this._x !== p.x || this._y !== p.y) {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies this point's x and y into that of the given point (`p`)\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n ObservablePoint.prototype.copyTo = function (p) {\n p.set(this._x, this._y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n ObservablePoint.prototype.equals = function (p) {\n return (p.x === this._x) && (p.y === this._y);\n };\n ObservablePoint.prototype.toString = function () {\n return \"[@pixi/math:ObservablePoint x=\" + 0 + \" y=\" + 0 + \" scope=\" + this.scope + \"]\";\n };\n Object.defineProperty(ObservablePoint.prototype, \"x\", {\n /** Position of the observable point on the x axis. */\n get: function () {\n return this._x;\n },\n set: function (value) {\n if (this._x !== value) {\n this._x = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ObservablePoint.prototype, \"y\", {\n /** Position of the observable point on the y axis. */\n get: function () {\n return this._y;\n },\n set: function (value) {\n if (this._y !== value) {\n this._y = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n return ObservablePoint;\n}());\n\n/**\n * The PixiJS Matrix as a class makes it a lot faster.\n *\n * Here is a representation of it:\n * ```js\n * | a | c | tx|\n * | b | d | ty|\n * | 0 | 0 | 1 |\n * ```\n * @memberof PIXI\n */\nvar Matrix = /** @class */ (function () {\n /**\n * @param a - x scale\n * @param b - y skew\n * @param c - x skew\n * @param d - y scale\n * @param tx - x translation\n * @param ty - y translation\n */\n function Matrix(a, b, c, d, tx, ty) {\n if (a === void 0) { a = 1; }\n if (b === void 0) { b = 0; }\n if (c === void 0) { c = 0; }\n if (d === void 0) { d = 1; }\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n this.array = null;\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n }\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n * @param array - The array that the matrix will be populated from.\n */\n Matrix.prototype.fromArray = function (array) {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n };\n /**\n * Sets the matrix properties.\n * @param a - Matrix component\n * @param b - Matrix component\n * @param c - Matrix component\n * @param d - Matrix component\n * @param tx - Matrix component\n * @param ty - Matrix component\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.set = function (a, b, c, d, tx, ty) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n return this;\n };\n /**\n * Creates an array from the current Matrix object.\n * @param transpose - Whether we need to transpose the matrix or not\n * @param [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @returns The newly created array which contains the matrix\n */\n Matrix.prototype.toArray = function (transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n var array = out || this.array;\n if (transpose) {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n }\n else {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n return array;\n };\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, transformed through this matrix\n */\n Matrix.prototype.apply = function (pos, newPos) {\n newPos = (newPos || new Point());\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.a * x) + (this.c * y) + this.tx;\n newPos.y = (this.b * x) + (this.d * y) + this.ty;\n return newPos;\n };\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n Matrix.prototype.applyInverse = function (pos, newPos) {\n newPos = (newPos || new Point());\n var id = 1 / ((this.a * this.d) + (this.c * -this.b));\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);\n newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);\n return newPos;\n };\n /**\n * Translates the matrix on the x and y.\n * @param x - How much to translate x by\n * @param y - How much to translate y by\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.translate = function (x, y) {\n this.tx += x;\n this.ty += y;\n return this;\n };\n /**\n * Applies a scale transformation to the matrix.\n * @param x - The amount to scale horizontally\n * @param y - The amount to scale vertically\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.scale = function (x, y) {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n return this;\n };\n /**\n * Applies a rotation transformation to the matrix.\n * @param angle - The angle in radians.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.rotate = function (angle) {\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n var a1 = this.a;\n var c1 = this.c;\n var tx1 = this.tx;\n this.a = (a1 * cos) - (this.b * sin);\n this.b = (a1 * sin) + (this.b * cos);\n this.c = (c1 * cos) - (this.d * sin);\n this.d = (c1 * sin) + (this.d * cos);\n this.tx = (tx1 * cos) - (this.ty * sin);\n this.ty = (tx1 * sin) + (this.ty * cos);\n return this;\n };\n /**\n * Appends the given Matrix to this Matrix.\n * @param matrix - The matrix to append.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.append = function (matrix) {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n this.a = (matrix.a * a1) + (matrix.b * c1);\n this.b = (matrix.a * b1) + (matrix.b * d1);\n this.c = (matrix.c * a1) + (matrix.d * c1);\n this.d = (matrix.c * b1) + (matrix.d * d1);\n this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;\n this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;\n return this;\n };\n /**\n * Sets the matrix based on all the available properties\n * @param x - Position on the x axis\n * @param y - Position on the y axis\n * @param pivotX - Pivot on the x axis\n * @param pivotY - Pivot on the y axis\n * @param scaleX - Scale on the x axis\n * @param scaleY - Scale on the y axis\n * @param rotation - Rotation in radians\n * @param skewX - Skew on the x axis\n * @param skewY - Skew on the y axis\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n this.a = Math.cos(rotation + skewY) * scaleX;\n this.b = Math.sin(rotation + skewY) * scaleX;\n this.c = -Math.sin(rotation - skewX) * scaleY;\n this.d = Math.cos(rotation - skewX) * scaleY;\n this.tx = x - ((pivotX * this.a) + (pivotY * this.c));\n this.ty = y - ((pivotX * this.b) + (pivotY * this.d));\n return this;\n };\n /**\n * Prepends the given Matrix to this Matrix.\n * @param matrix - The matrix to prepend\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.prepend = function (matrix) {\n var tx1 = this.tx;\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n var a1 = this.a;\n var c1 = this.c;\n this.a = (a1 * matrix.a) + (this.b * matrix.c);\n this.b = (a1 * matrix.b) + (this.b * matrix.d);\n this.c = (c1 * matrix.a) + (this.d * matrix.c);\n this.d = (c1 * matrix.b) + (this.d * matrix.d);\n }\n this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;\n this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;\n return this;\n };\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n * @param transform - The transform to apply the properties to.\n * @returns The transform with the newly applied properties\n */\n Matrix.prototype.decompose = function (transform) {\n // sort out rotation / skew..\n var a = this.a;\n var b = this.b;\n var c = this.c;\n var d = this.d;\n var pivot = transform.pivot;\n var skewX = -Math.atan2(-c, d);\n var skewY = Math.atan2(b, a);\n var delta = Math.abs(skewX + skewY);\n if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n }\n else {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n // next set scale\n transform.scale.x = Math.sqrt((a * a) + (b * b));\n transform.scale.y = Math.sqrt((c * c) + (d * d));\n // next set position\n transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c));\n transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d));\n return transform;\n };\n /**\n * Inverts this matrix\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.invert = function () {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n var tx1 = this.tx;\n var n = (a1 * d1) - (b1 * c1);\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;\n this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;\n return this;\n };\n /**\n * Resets this Matrix to an identity (default) matrix.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.identity = function () {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n return this;\n };\n /**\n * Creates a new Matrix object with the same values as this one.\n * @returns A copy of this matrix. Good for chaining method calls.\n */\n Matrix.prototype.clone = function () {\n var matrix = new Matrix();\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n * @param matrix - The matrix to copy to.\n * @returns The matrix given in parameter with its values updated.\n */\n Matrix.prototype.copyTo = function (matrix) {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the matrix to be the same as the ones in given matrix\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @returns {PIXI.Matrix} this\n */\n Matrix.prototype.copyFrom = function (matrix) {\n this.a = matrix.a;\n this.b = matrix.b;\n this.c = matrix.c;\n this.d = matrix.d;\n this.tx = matrix.tx;\n this.ty = matrix.ty;\n return this;\n };\n Matrix.prototype.toString = function () {\n return \"[@pixi/math:Matrix a=\" + this.a + \" b=\" + this.b + \" c=\" + this.c + \" d=\" + this.d + \" tx=\" + this.tx + \" ty=\" + this.ty + \"]\";\n };\n Object.defineProperty(Matrix, \"IDENTITY\", {\n /**\n * A default (identity) matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Matrix, \"TEMP_MATRIX\", {\n /**\n * A temp matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n return Matrix;\n}());\n\n// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group\n/*\n * Transform matrix for operation n is:\n * | ux | vx |\n * | uy | vy |\n */\nvar ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nvar uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\n/**\n * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * for the composition of each rotation in the dihederal group D8.\n * @type {number[][]}\n * @private\n */\nvar rotationCayley = [];\n/**\n * Matrices for each `GD8Symmetry` rotation.\n * @type {PIXI.Matrix[]}\n * @private\n */\nvar rotationMatrices = [];\n/*\n * Alias for {@code Math.sign}.\n */\nvar signum = Math.sign;\n/*\n * Initializes `rotationCayley` and `rotationMatrices`. It is called\n * only once below.\n */\nfunction init() {\n for (var i = 0; i < 16; i++) {\n var row = [];\n rotationCayley.push(row);\n for (var j = 0; j < 16; j++) {\n /* Multiplies rotation matrices i and j. */\n var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));\n var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));\n var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));\n var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));\n /* Finds rotation matrix matching the product and pushes it. */\n for (var k = 0; k < 16; k++) {\n if (ux[k] === _ux && uy[k] === _uy\n && vx[k] === _vx && vy[k] === _vy) {\n row.push(k);\n break;\n }\n }\n }\n }\n for (var i = 0; i < 16; i++) {\n var mat = new Matrix();\n mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);\n rotationMatrices.push(mat);\n }\n}\ninit();\n/**\n * @memberof PIXI\n * @typedef {number} GD8Symmetry\n * @see PIXI.groupD8\n */\n/**\n * Implements the dihedral group D8, which is similar to\n * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};\n * D8 is the same but with diagonals, and it is used for texture\n * rotations.\n *\n * The directions the U- and V- axes after rotation\n * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`\n * and `(vX(a), vY(a))`. These aren't necessarily unit vectors.\n *\n * **Origin:**
\n * This is the small part of gameofbombs.com portal system. It works.\n * @see PIXI.groupD8.E\n * @see PIXI.groupD8.SE\n * @see PIXI.groupD8.S\n * @see PIXI.groupD8.SW\n * @see PIXI.groupD8.W\n * @see PIXI.groupD8.NW\n * @see PIXI.groupD8.N\n * @see PIXI.groupD8.NE\n * @author Ivan @ivanpopelyshev\n * @namespace PIXI.groupD8\n * @memberof PIXI\n */\nvar groupD8 = {\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 0° | East |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n E: 0,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 45°↻ | Southeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SE: 1,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 90°↻ | South |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n S: 2,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 135°↻ | Southwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SW: 3,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 180° | West |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n W: 4,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -135°/225°↻ | Northwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NW: 5,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -90°/270°↻ | North |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n N: 6,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -45°/315°↻ | Northeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NE: 7,\n /**\n * Reflection about Y-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_VERTICAL: 8,\n /**\n * Reflection about the main diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MAIN_DIAGONAL: 10,\n /**\n * Reflection about X-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_HORIZONTAL: 12,\n /**\n * Reflection about reverse diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n REVERSE_DIAGONAL: 14,\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the U-axis\n * after rotating the axes.\n */\n uX: function (ind) { return ux[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis\n * after rotating the axes.\n */\n uY: function (ind) { return uy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the V-axis\n * after rotating the axes.\n */\n vX: function (ind) { return vx[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis\n * after rotating the axes.\n */\n vY: function (ind) { return vy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite\n * is needed. Only rotations have opposite symmetries while\n * reflections don't.\n * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation`\n */\n inv: function (rotation) {\n if (rotation & 8) // true only if between 8 & 15 (reflections)\n {\n return rotation & 15; // or rotation % 16\n }\n return (-rotation) & 7; // or (8 - rotation) % 8\n },\n /**\n * Composes the two D8 operations.\n *\n * Taking `^` as reflection:\n *\n * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |\n * |-------|-----|-----|-----|-----|------|-------|-------|-------|\n * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |\n * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |\n * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |\n * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |\n * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |\n * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |\n * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |\n * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |\n *\n * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which\n * is the row in the above cayley table.\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which\n * is the column in the above cayley table.\n * @returns {PIXI.GD8Symmetry} Composed operation\n */\n add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); },\n /**\n * Reverse of `add`.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation\n * @returns {PIXI.GD8Symmetry} Result\n */\n sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); },\n /**\n * Adds 180 degrees to rotation, which is a commutative\n * operation.\n * @memberof PIXI.groupD8\n * @param {number} rotation - The number to rotate.\n * @returns {number} Rotated number\n */\n rotate180: function (rotation) { return rotation ^ 4; },\n /**\n * Checks if the rotation angle is vertical, i.e. south\n * or north. It doesn't work for reflections.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - The number to check.\n * @returns {boolean} Whether or not the direction is vertical\n */\n isVertical: function (rotation) { return (rotation & 3) === 2; },\n /**\n * Approximates the vector `V(dx,dy)` into one of the\n * eight directions provided by `groupD8`.\n * @memberof PIXI.groupD8\n * @param {number} dx - X-component of the vector\n * @param {number} dy - Y-component of the vector\n * @returns {PIXI.GD8Symmetry} Approximation of the vector into\n * one of the eight symmetries.\n */\n byDirection: function (dx, dy) {\n if (Math.abs(dx) * 2 <= Math.abs(dy)) {\n if (dy >= 0) {\n return groupD8.S;\n }\n return groupD8.N;\n }\n else if (Math.abs(dy) * 2 <= Math.abs(dx)) {\n if (dx > 0) {\n return groupD8.E;\n }\n return groupD8.W;\n }\n else if (dy > 0) {\n if (dx > 0) {\n return groupD8.SE;\n }\n return groupD8.SW;\n }\n else if (dx > 0) {\n return groupD8.NE;\n }\n return groupD8.NW;\n },\n /**\n * Helps sprite to compensate texture packer rotation.\n * @memberof PIXI.groupD8\n * @param {PIXI.Matrix} matrix - sprite world matrix\n * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.\n * @param {number} tx - sprite anchoring\n * @param {number} ty - sprite anchoring\n */\n matrixAppendRotationInv: function (matrix, rotation, tx, ty) {\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n // Packer used \"rotation\", we use \"inv(rotation)\"\n var mat = rotationMatrices[groupD8.inv(rotation)];\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n },\n};\n\n/**\n * Transform that takes care about its versions.\n * @memberof PIXI\n */\nvar Transform = /** @class */ (function () {\n function Transform() {\n this.worldTransform = new Matrix();\n this.localTransform = new Matrix();\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n this._rotation = 0;\n this._cx = 1;\n this._sx = 0;\n this._cy = 0;\n this._sy = 1;\n this._localID = 0;\n this._currentLocalID = 0;\n this._worldID = 0;\n this._parentID = 0;\n }\n /** Called when a value changes. */\n Transform.prototype.onChange = function () {\n this._localID++;\n };\n /** Called when the skew or the rotation changes. */\n Transform.prototype.updateSkew = function () {\n this._cx = Math.cos(this._rotation + this.skew.y);\n this._sx = Math.sin(this._rotation + this.skew.y);\n this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2\n this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2\n this._localID++;\n };\n Transform.prototype.toString = function () {\n return \"[@pixi/math:Transform \"\n + (\"position=(\" + this.position.x + \", \" + this.position.y + \") \")\n + (\"rotation=\" + this.rotation + \" \")\n + (\"scale=(\" + this.scale.x + \", \" + this.scale.y + \") \")\n + (\"skew=(\" + this.skew.x + \", \" + this.skew.y + \") \")\n + \"]\";\n };\n /** Updates the local transformation matrix. */\n Transform.prototype.updateLocalTransform = function () {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n };\n /**\n * Updates the local and the world transformation matrices.\n * @param parentTransform - The parent transform\n */\n Transform.prototype.updateTransform = function (parentTransform) {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n if (this._parentID !== parentTransform._worldID) {\n // concat the parent matrix with the objects transform.\n var pt = parentTransform.worldTransform;\n var wt = this.worldTransform;\n wt.a = (lt.a * pt.a) + (lt.b * pt.c);\n wt.b = (lt.a * pt.b) + (lt.b * pt.d);\n wt.c = (lt.c * pt.a) + (lt.d * pt.c);\n wt.d = (lt.c * pt.b) + (lt.d * pt.d);\n wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;\n wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;\n this._parentID = parentTransform._worldID;\n // update the id of the transform..\n this._worldID++;\n }\n };\n /**\n * Decomposes a matrix and sets the transforms properties based on it.\n * @param matrix - The matrix to decompose\n */\n Transform.prototype.setFromMatrix = function (matrix) {\n matrix.decompose(this);\n this._localID++;\n };\n Object.defineProperty(Transform.prototype, \"rotation\", {\n /** The rotation of the object in radians. */\n get: function () {\n return this._rotation;\n },\n set: function (value) {\n if (this._rotation !== value) {\n this._rotation = value;\n this.updateSkew();\n }\n },\n enumerable: false,\n configurable: true\n });\n /** A default (identity) transform. */\n Transform.IDENTITY = new Transform();\n return Transform;\n}());\n\nexport { Circle, DEG_TO_RAD, Ellipse, Matrix, ObservablePoint, PI_2, Point, Polygon, RAD_TO_DEG, Rectangle, RoundedRectangle, SHAPES, Transform, groupD8 };\n//# sourceMappingURL=math.mjs.map\n","/*!\n * @pixi/display - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/display is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { Rectangle, RAD_TO_DEG, DEG_TO_RAD, Transform } from '@pixi/math';\nimport { EventEmitter, removeItems } from '@pixi/utils';\n\n/**\n * Sets the default value for the container property 'sortableChildren'.\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n * @static\n * @constant\n * @name SORTABLE_CHILDREN\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.SORTABLE_CHILDREN = false;\n\n/**\n * 'Builder' pattern for bounds rectangles.\n *\n * This could be called an Axis-Aligned Bounding Box.\n * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems.\n * @memberof PIXI\n */\nvar Bounds = /** @class */ (function () {\n function Bounds() {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n this.rect = null;\n this.updateID = -1;\n }\n /**\n * Checks if bounds are empty.\n * @returns - True if empty.\n */\n Bounds.prototype.isEmpty = function () {\n return this.minX > this.maxX || this.minY > this.maxY;\n };\n /** Clears the bounds and resets. */\n Bounds.prototype.clear = function () {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n };\n /**\n * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n * It is not guaranteed that it will return tempRect\n * @param rect - Temporary object will be used if AABB is not empty\n * @returns - A rectangle of the bounds\n */\n Bounds.prototype.getRectangle = function (rect) {\n if (this.minX > this.maxX || this.minY > this.maxY) {\n return Rectangle.EMPTY;\n }\n rect = rect || new Rectangle(0, 0, 1, 1);\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n return rect;\n };\n /**\n * This function should be inlined when its possible.\n * @param point - The point to add.\n */\n Bounds.prototype.addPoint = function (point) {\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n };\n /**\n * Adds a point, after transformed. This should be inlined when its possible.\n * @param matrix\n * @param point\n */\n Bounds.prototype.addPointMatrix = function (matrix, point) {\n var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty;\n var x = (a * point.x) + (c * point.y) + tx;\n var y = (b * point.x) + (d * point.y) + ty;\n this.minX = Math.min(this.minX, x);\n this.maxX = Math.max(this.maxX, x);\n this.minY = Math.min(this.minY, y);\n this.maxY = Math.max(this.maxY, y);\n };\n /**\n * Adds a quad, not transformed\n * @param vertices - The verts to add.\n */\n Bounds.prototype.addQuad = function (vertices) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = vertices[0];\n var y = vertices[1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds sprite frame, transformed.\n * @param transform - transform to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) {\n this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1);\n };\n /**\n * Adds sprite frame, multiplied by matrix\n * @param matrix - matrix to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) {\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = (a * x0) + (c * y0) + tx;\n var y = (b * x0) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y0) + tx;\n y = (b * x1) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x0) + (c * y1) + tx;\n y = (b * x0) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y1) + tx;\n y = (b * x1) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds screen vertices from array\n * @param vertexData - calculated vertices\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var x = vertexData[i];\n var y = vertexData[i + 1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Add an array of mesh vertices\n * @param transform - mesh transform\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) {\n this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset);\n };\n /**\n * Add an array of mesh vertices.\n * @param matrix - mesh matrix\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n * @param padX - x padding\n * @param padY - y padding\n */\n Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) {\n if (padX === void 0) { padX = 0; }\n if (padY === void 0) { padY = padX; }\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var rawX = vertices[i];\n var rawY = vertices[i + 1];\n var x = (a * rawX) + (c * rawY) + tx;\n var y = (d * rawY) + (b * rawX) + ty;\n minX = Math.min(minX, x - padX);\n maxX = Math.max(maxX, x + padX);\n minY = Math.min(minY, y - padY);\n maxY = Math.max(maxY, y + padY);\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds other {@link Bounds}.\n * @param bounds - The Bounds to be added\n */\n Bounds.prototype.addBounds = function (bounds) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = bounds.minX < minX ? bounds.minX : minX;\n this.minY = bounds.minY < minY ? bounds.minY : minY;\n this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX;\n this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY;\n };\n /**\n * Adds other Bounds, masked with Bounds.\n * @param bounds - The Bounds to be added.\n * @param mask - TODO\n */\n Bounds.prototype.addBoundsMask = function (bounds, mask) {\n var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX;\n var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY;\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty.\n * @param bounds - other bounds\n * @param matrix - multiplicator\n */\n Bounds.prototype.addBoundsMatrix = function (bounds, matrix) {\n this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY);\n };\n /**\n * Adds other Bounds, masked with Rectangle.\n * @param bounds - TODO\n * @param area - TODO\n */\n Bounds.prototype.addBoundsArea = function (bounds, area) {\n var _minX = bounds.minX > area.x ? bounds.minX : area.x;\n var _minY = bounds.minY > area.y ? bounds.minY : area.y;\n var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width);\n var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height);\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Pads bounds object, making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n */\n Bounds.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n if (!this.isEmpty()) {\n this.minX -= paddingX;\n this.maxX += paddingX;\n this.minY -= paddingY;\n this.maxY += paddingY;\n }\n };\n /**\n * Adds padded frame. (x0, y0) should be strictly less than (x1, y1)\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n * @param padX - padding X\n * @param padY - padding Y\n */\n Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) {\n x0 -= padX;\n y0 -= padY;\n x1 += padX;\n y1 += padY;\n this.minX = this.minX < x0 ? this.minX : x0;\n this.maxX = this.maxX > x1 ? this.maxX : x1;\n this.minY = this.minY < y0 ? this.minY : y0;\n this.maxY = this.maxY > y1 ? this.maxY : y1;\n };\n return Bounds;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * The base class for all objects that are rendered on the screen.\n *\n * This is an abstract class and can not be used on its own; rather it should be extended.\n *\n * ## Display objects implemented in PixiJS\n *\n * | Display Object | Description |\n * | ------------------------------- | --------------------------------------------------------------------- |\n * | {@link PIXI.Container} | Adds support for `children` to DisplayObject |\n * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API |\n * | {@link PIXI.Sprite} | Draws textures (i.e. images) |\n * | {@link PIXI.Text} | Draws text using the Canvas API internally |\n * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures |\n * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion |\n * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images |\n * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data |\n * | {@link PIXI.NineSlicePlane} | Mesh-related |\n * | {@link PIXI.SimpleMesh} | v4-compatible mesh |\n * | {@link PIXI.SimplePlane} | Mesh-related |\n * | {@link PIXI.SimpleRope} | Mesh-related |\n *\n * ## Transforms\n *\n * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its\n * local coordinate space to its parent's local coordinate space. The following properties are derived\n * from the transform:\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n *
PropertyDescription
[pivot]{@link PIXI.DisplayObject#pivot}\n * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot\n * is equal to position, regardless of the other three transformations. In other words, It is the center of\n * rotation, scaling, and skewing.\n *
[position]{@link PIXI.DisplayObject#position}\n * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local\n * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object\n * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space.\n *
[scale]{@link PIXI.DisplayObject#scale}\n * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the\n * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center\n * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}.\n *
[rotation]{@link PIXI.DisplayObject#rotation}\n * Rotation. This will rotate the display object's projection by this angle (in radians).\n *
[skew]{@link PIXI.DisplayObject#skew}\n *

Skewing. This can be used to deform a rectangular display object into a parallelogram.

\n *

\n * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be\n * thought of the net rotation applied to the coordinate axes (separately). For example, if \"skew.x\" is\n * ⍺ and \"skew.y\" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be\n * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will\n * be rotated by an angle between ⍺ and β.\n *

\n *

\n * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying\n * a rotation. Indeed, if \"skew.x\" = -ϴ and \"skew.y\" = ϴ, it will produce an equivalent of \"rotation\" = ϴ.\n *

\n *

\n * Another quite interesting observation is that \"skew.x\", \"skew.y\", rotation are communtative operations. Indeed,\n * because rotation is essentially a careful combination of the two.\n *

\n *
angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
xTranslation. This is an alias for position.x!
yTranslation. This is an alias for position.y!
width\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing\n * the \"requested\" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there\n * is no concept of user-defined width.\n *
height\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing\n * the \"requested\" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there\n * is no concept of user-defined height.\n *
\n *\n * ## Bounds\n *\n * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit\n * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the\n * `worldTransform` to calculate in world space).\n *\n * There are a few additional types of bounding boxes:\n *\n * | Bounds | Description |\n * | --------------------- | ---------------------------------------------------------------------------------------- |\n * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. |\n * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. |\n * | Render Bounds | The bounds, but including extra rendering effects like filter padding. |\n * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. |\n * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. |\n * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)|\n * | Content Bounds | The natural bounds when excluding all children of a `Container`. |\n *\n * ### calculateBounds\n *\n * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children.\n *\n * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and\n * `getLocalBounds` to work. This method must write the bounds into `this._bounds`.\n *\n * Generally, the following technique works for most simple cases: take the list of points\n * forming the \"hull\" of the object (i.e. outline of the object's shape), and then add them\n * using {@link PIXI.Bounds#addPointMatrix}.\n *\n * ```js\n * calculateBounds(): void\n * {\n * const points = [...];\n *\n * for (let i = 0, j = points.length; i < j; i++)\n * {\n * this._bounds.addPointMatrix(this.worldTransform, points[i]);\n * }\n * }\n * ```\n *\n * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them\n * in one array together.\n *\n * ## Alpha\n *\n * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display\n * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not\n * applied on any ancestor further up the chain).\n *\n * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}.\n *\n * ## Renderable vs Visible\n *\n * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the\n * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display\n * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not\n * be calculated.\n *\n * It is recommended that applications use the `renderable` property for culling. See\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details.\n *\n * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This\n * one is also better in terms of performance.\n * @memberof PIXI\n */\nvar DisplayObject = /** @class */ (function (_super) {\n __extends(DisplayObject, _super);\n function DisplayObject() {\n var _this = _super.call(this) || this;\n _this.tempDisplayObjectParent = null;\n // TODO: need to create Transform from factory\n _this.transform = new Transform();\n _this.alpha = 1;\n _this.visible = true;\n _this.renderable = true;\n _this.cullable = false;\n _this.cullArea = null;\n _this.parent = null;\n _this.worldAlpha = 1;\n _this._lastSortedIndex = 0;\n _this._zIndex = 0;\n _this.filterArea = null;\n _this.filters = null;\n _this._enabledFilters = null;\n _this._bounds = new Bounds();\n _this._localBounds = null;\n _this._boundsID = 0;\n _this._boundsRect = null;\n _this._localBoundsRect = null;\n _this._mask = null;\n _this._maskRefCount = 0;\n _this._destroyed = false;\n _this.isSprite = false;\n _this.isMask = false;\n return _this;\n }\n /**\n * Mixes all enumerable properties and methods from a source object to DisplayObject.\n * @param source - The source of properties and methods to mix in.\n */\n DisplayObject.mixin = function (source) {\n // in ES8/ES2017, this would be really easy:\n // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source));\n // get all the enumerable property keys\n var keys = Object.keys(source);\n // loop through properties\n for (var i = 0; i < keys.length; ++i) {\n var propertyName = keys[i];\n // Set the property using the property descriptor - this works for accessors and normal value properties\n Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName));\n }\n };\n Object.defineProperty(DisplayObject.prototype, \"destroyed\", {\n /**\n * Fired when this DisplayObject is added to a Container.\n * @instance\n * @event added\n * @param {PIXI.Container} container - The container added to.\n */\n /**\n * Fired when this DisplayObject is removed from a Container.\n * @instance\n * @event removed\n * @param {PIXI.Container} container - The container removed from.\n */\n /**\n * Fired when this DisplayObject is destroyed. This event is emitted once\n * destroy is finished.\n * @instance\n * @event destroyed\n */\n /** Readonly flag for destroyed display objects. */\n get: function () {\n return this._destroyed;\n },\n enumerable: false,\n configurable: true\n });\n /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */\n DisplayObject.prototype._recursivePostUpdateTransform = function () {\n if (this.parent) {\n this.parent._recursivePostUpdateTransform();\n this.transform.updateTransform(this.parent.transform);\n }\n else {\n this.transform.updateTransform(this._tempDisplayObjectParent.transform);\n }\n };\n /** Updates the object transform for rendering. TODO - Optimization pass! */\n DisplayObject.prototype.updateTransform = function () {\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // multiply the alphas..\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n };\n /**\n * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}.\n *\n * This method is expensive on containers with a large subtree (like the stage). This is because the bounds\n * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to\n * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update\n * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using\n * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise,\n * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as\n * its height increases.\n *\n * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated.\n * The world bounds of all display objects in a container's **subtree** will also be recalculated.\n *\n * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds\n * calculation if needed.\n *\n * ```js\n * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect);\n * ```\n *\n * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This\n * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more\n * details.\n *\n * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms\n * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain\n * cases.\n * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The minimum axis-aligned rectangle in world space that fits around this object.\n */\n DisplayObject.prototype.getBounds = function (skipUpdate, rect) {\n if (!skipUpdate) {\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else {\n this._recursivePostUpdateTransform();\n this.updateTransform();\n }\n }\n if (this._bounds.updateID !== this._boundsID) {\n this.calculateBounds();\n this._bounds.updateID = this._boundsID;\n }\n if (!rect) {\n if (!this._boundsRect) {\n this._boundsRect = new Rectangle();\n }\n rect = this._boundsRect;\n }\n return this._bounds.getRectangle(rect);\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The rectangular bounding area.\n */\n DisplayObject.prototype.getLocalBounds = function (rect) {\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n var transformRef = this.transform;\n var parentRef = this.parent;\n this.parent = null;\n this.transform = this._tempDisplayObjectParent.transform;\n var worldBounds = this._bounds;\n var worldBoundsID = this._boundsID;\n this._bounds = this._localBounds;\n var bounds = this.getBounds(false, rect);\n this.parent = parentRef;\n this.transform = transformRef;\n this._bounds = worldBounds;\n this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects\n return bounds;\n };\n /**\n * Calculates the global position of the display object.\n * @param position - The world origin to calculate from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform.\n * @returns - A point object representing the position of this object.\n */\n DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) {\n if (skipUpdate === void 0) { skipUpdate = false; }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // don't need to update the lot\n return this.worldTransform.apply(position, point);\n };\n /**\n * Calculates the local position of the display object relative to another point.\n * @param position - The world origin to calculate from.\n * @param from - The DisplayObject to calculate the global position from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform\n * @returns - A point object representing the position of this object\n */\n DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) {\n if (from) {\n position = from.toGlobal(position, point, skipUpdate);\n }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // simply apply the matrix..\n return this.worldTransform.applyInverse(position, point);\n };\n /**\n * Set the parent Container of this DisplayObject.\n * @param container - The Container to add this DisplayObject to.\n * @returns - The Container that this DisplayObject was added to.\n */\n DisplayObject.prototype.setParent = function (container) {\n if (!container || !container.addChild) {\n throw new Error('setParent: Argument must be a Container');\n }\n container.addChild(this);\n return container;\n };\n /**\n * Convenience function to set the position, scale, skew and pivot at once.\n * @param x - The X position\n * @param y - The Y position\n * @param scaleX - The X scale value\n * @param scaleY - The Y scale value\n * @param rotation - The rotation\n * @param skewX - The X skew value\n * @param skewY - The Y skew value\n * @param pivotX - The X pivot value\n * @param pivotY - The Y pivot value\n * @returns - The DisplayObject instance\n */\n DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (scaleX === void 0) { scaleX = 1; }\n if (scaleY === void 0) { scaleY = 1; }\n if (rotation === void 0) { rotation = 0; }\n if (skewX === void 0) { skewX = 0; }\n if (skewY === void 0) { skewY = 0; }\n if (pivotX === void 0) { pivotX = 0; }\n if (pivotY === void 0) { pivotY = 0; }\n this.position.x = x;\n this.position.y = y;\n this.scale.x = !scaleX ? 1 : scaleX;\n this.scale.y = !scaleY ? 1 : scaleY;\n this.rotation = rotation;\n this.skew.x = skewX;\n this.skew.y = skewY;\n this.pivot.x = pivotX;\n this.pivot.y = pivotY;\n return this;\n };\n /**\n * Base destroy method for generic display objects. This will automatically\n * remove the display object from its parent Container as well as remove\n * all current event listeners and internal references. Do not use a DisplayObject\n * after calling `destroy()`.\n * @param _options\n */\n DisplayObject.prototype.destroy = function (_options) {\n if (this.parent) {\n this.parent.removeChild(this);\n }\n this._destroyed = true;\n this.transform = null;\n this.parent = null;\n this._bounds = null;\n this.mask = null;\n this.cullArea = null;\n this.filters = null;\n this.filterArea = null;\n this.hitArea = null;\n this.interactive = false;\n this.interactiveChildren = false;\n this.emit('destroyed');\n this.removeAllListeners();\n };\n Object.defineProperty(DisplayObject.prototype, \"_tempDisplayObjectParent\", {\n /**\n * @protected\n * @member {PIXI.Container}\n */\n get: function () {\n if (this.tempDisplayObjectParent === null) {\n // eslint-disable-next-line @typescript-eslint/no-use-before-define\n this.tempDisplayObjectParent = new TemporaryDisplayObject();\n }\n return this.tempDisplayObjectParent;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root\n *\n * ```\n * const cacheParent = elem.enableTempParent();\n * elem.updateTransform();\n * elem.disableTempParent(cacheParent);\n * ```\n * @returns - current parent\n */\n DisplayObject.prototype.enableTempParent = function () {\n var myParent = this.parent;\n this.parent = this._tempDisplayObjectParent;\n return myParent;\n };\n /**\n * Pair method for `enableTempParent`\n * @param cacheParent - Actual parent of element\n */\n DisplayObject.prototype.disableTempParent = function (cacheParent) {\n this.parent = cacheParent;\n };\n Object.defineProperty(DisplayObject.prototype, \"x\", {\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n * An alias to position.x\n */\n get: function () {\n return this.position.x;\n },\n set: function (value) {\n this.transform.position.x = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"y\", {\n /**\n * The position of the displayObject on the y axis relative to the local coordinates of the parent.\n * An alias to position.y\n */\n get: function () {\n return this.position.y;\n },\n set: function (value) {\n this.transform.position.y = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldTransform\", {\n /**\n * Current transform of the object based on world (parent) factors.\n * @readonly\n */\n get: function () {\n return this.transform.worldTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"localTransform\", {\n /**\n * Current transform of the object based on local factors: position, scale, other stuff.\n * @readonly\n */\n get: function () {\n return this.transform.localTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"position\", {\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.position;\n },\n set: function (value) {\n this.transform.position.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"scale\", {\n /**\n * The scale factors of this object along the local coordinate axes.\n *\n * The default scale is (1, 1).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.scale;\n },\n set: function (value) {\n this.transform.scale.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"pivot\", {\n /**\n * The center of rotation, scaling, and skewing for this display object in its local space. The `position`\n * is the projection of `pivot` in the parent's local space.\n *\n * By default, the pivot is the origin (0, 0).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.pivot;\n },\n set: function (value) {\n this.transform.pivot.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"skew\", {\n /**\n * The skew factor for the object in radians.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.skew;\n },\n set: function (value) {\n this.transform.skew.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"rotation\", {\n /**\n * The rotation of the object in radians.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation;\n },\n set: function (value) {\n this.transform.rotation = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"angle\", {\n /**\n * The angle of the object in degrees.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation * RAD_TO_DEG;\n },\n set: function (value) {\n this.transform.rotation = value * DEG_TO_RAD;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"zIndex\", {\n /**\n * The zIndex of the displayObject.\n *\n * If a container has the sortableChildren property set to true, children will be automatically\n * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array,\n * and thus rendered on top of other display objects within the same container.\n * @see PIXI.Container#sortableChildren\n */\n get: function () {\n return this._zIndex;\n },\n set: function (value) {\n this._zIndex = value;\n if (this.parent) {\n this.parent.sortDirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldVisible\", {\n /**\n * Indicates if the object is globally visible.\n * @readonly\n */\n get: function () {\n var item = this;\n do {\n if (!item.visible) {\n return false;\n }\n item = item.parent;\n } while (item);\n return true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"mask\", {\n /**\n * Sets a mask for the displayObject. A mask is an object that limits the visibility of an\n * object to the shape of the mask applied to it. In PixiJS a regular mask must be a\n * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it\n * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent.\n * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong.\n * To remove a mask, set this property to `null`.\n *\n * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.\n * @example\n * const graphics = new PIXI.Graphics();\n * graphics.beginFill(0xFF3300);\n * graphics.drawRect(50, 250, 100, 100);\n * graphics.endFill();\n *\n * const sprite = new PIXI.Sprite(texture);\n * sprite.mask = graphics;\n * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.\n */\n get: function () {\n return this._mask;\n },\n set: function (value) {\n if (this._mask === value) {\n return;\n }\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n maskObject._maskRefCount--;\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = true;\n maskObject.isMask = false;\n }\n }\n }\n this._mask = value;\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = false;\n maskObject.isMask = true;\n }\n maskObject._maskRefCount++;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return DisplayObject;\n}(EventEmitter));\n/**\n * @private\n */\nvar TemporaryDisplayObject = /** @class */ (function (_super) {\n __extends(TemporaryDisplayObject, _super);\n function TemporaryDisplayObject() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n _this.sortDirty = null;\n return _this;\n }\n return TemporaryDisplayObject;\n}(DisplayObject));\n/**\n * DisplayObject default updateTransform, does not update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.DisplayObject#\n * @method displayObjectUpdateTransform\n */\nDisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;\n\n/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\nfunction sortChildren(a, b) {\n if (a.zIndex === b.zIndex) {\n return a._lastSortedIndex - b._lastSortedIndex;\n }\n return a.zIndex - b.zIndex;\n}\n/**\n * Container is a general-purpose display object that holds children. It also adds built-in support for advanced\n * rendering features like masking and filtering.\n *\n * It is the base class of all display objects that act as a container for other objects, including Graphics\n * and Sprite.\n *\n * ```js\n * import { BlurFilter } from '@pixi/filter-blur';\n * import { Container } from '@pixi/display';\n * import { Graphics } from '@pixi/graphics';\n * import { Sprite } from '@pixi/sprite';\n *\n * let container = new Container();\n * let sprite = Sprite.from(\"https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png\");\n *\n * sprite.width = 512;\n * sprite.height = 512;\n *\n * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container\n * // is rendered.\n * container.addChild(sprite);\n *\n * // Blurs whatever is rendered by the container\n * container.filters = [new BlurFilter()];\n *\n * // Only the contents within a circle at the center should be rendered onto the screen.\n * container.mask = new Graphics()\n * .beginFill(0xffffff)\n * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2)\n * .endFill();\n * ```\n * @memberof PIXI\n */\nvar Container = /** @class */ (function (_super) {\n __extends(Container, _super);\n function Container() {\n var _this = _super.call(this) || this;\n _this.children = [];\n _this.sortableChildren = settings.SORTABLE_CHILDREN;\n _this.sortDirty = false;\n return _this;\n /**\n * Fired when a DisplayObject is added to this Container.\n * @event PIXI.Container#childAdded\n * @param {PIXI.DisplayObject} child - The child added to the Container.\n * @param {PIXI.Container} container - The container that added the child.\n * @param {number} index - The children's index of the added child.\n */\n /**\n * Fired when a DisplayObject is removed from this Container.\n * @event PIXI.DisplayObject#removedFrom\n * @param {PIXI.DisplayObject} child - The child removed from the Container.\n * @param {PIXI.Container} container - The container that removed removed the child.\n * @param {number} index - The former children's index of the removed child\n */\n }\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified.\n * @param _length\n */\n Container.prototype.onChildrenChange = function (_length) {\n /* empty */\n };\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container\n * @returns {PIXI.DisplayObject} - The first child that was added.\n */\n Container.prototype.addChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the array and add all children\n for (var i = 0; i < children.length; i++) {\n // eslint-disable-next-line prefer-rest-params\n this.addChild(children[i]);\n }\n }\n else {\n var child = children[0];\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.push(child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n this.emit('childAdded', child, this, this.children.length - 1);\n child.emit('added', this);\n }\n return children[0];\n };\n /**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n * @param {PIXI.DisplayObject} child - The child to add\n * @param {number} index - The index to place the child in\n * @returns {PIXI.DisplayObject} The child that was added.\n */\n Container.prototype.addChildAt = function (child, index) {\n if (index < 0 || index > this.children.length) {\n throw new Error(child + \"addChildAt: The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.splice(index, 0, child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('added', this);\n this.emit('childAdded', child, this, index);\n return child;\n };\n /**\n * Swaps the position of 2 Display Objects within this container.\n * @param child - First display object to swap\n * @param child2 - Second display object to swap\n */\n Container.prototype.swapChildren = function (child, child2) {\n if (child === child2) {\n return;\n }\n var index1 = this.getChildIndex(child);\n var index2 = this.getChildIndex(child2);\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n };\n /**\n * Returns the index position of a child DisplayObject instance\n * @param child - The DisplayObject instance to identify\n * @returns - The index position of the child display object to identify\n */\n Container.prototype.getChildIndex = function (child) {\n var index = this.children.indexOf(child);\n if (index === -1) {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n return index;\n };\n /**\n * Changes the position of an existing child in the display object container\n * @param child - The child DisplayObject instance for which you want to change the index number\n * @param index - The resulting index number for the child display object\n */\n Container.prototype.setChildIndex = function (child, index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n var currentIndex = this.getChildIndex(child);\n removeItems(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n this.onChildrenChange(index);\n };\n /**\n * Returns the child at the specified index\n * @param index - The index to get the child at\n * @returns - The child at the given index, if any.\n */\n Container.prototype.getChildAt = function (index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"getChildAt: Index (\" + index + \") does not exist.\");\n }\n return this.children[index];\n };\n /**\n * Removes one or more children from the container.\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove\n * @returns {PIXI.DisplayObject} The first child that was removed.\n */\n Container.prototype.removeChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the arguments property and remove all children\n for (var i = 0; i < children.length; i++) {\n this.removeChild(children[i]);\n }\n }\n else {\n var child = children[0];\n var index = this.children.indexOf(child);\n if (index === -1)\n { return null; }\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n }\n return children[0];\n };\n /**\n * Removes a child from the specified index position.\n * @param index - The index to get the child from\n * @returns The child that was removed.\n */\n Container.prototype.removeChildAt = function (index) {\n var child = this.getChildAt(index);\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n return child;\n };\n /**\n * Removes all children from this container that are within the begin and end indexes.\n * @param beginIndex - The beginning position.\n * @param endIndex - The ending position. Default value is size of the container.\n * @returns - List of removed children\n */\n Container.prototype.removeChildren = function (beginIndex, endIndex) {\n if (beginIndex === void 0) { beginIndex = 0; }\n if (endIndex === void 0) { endIndex = this.children.length; }\n var begin = beginIndex;\n var end = endIndex;\n var range = end - begin;\n var removed;\n if (range > 0 && range <= end) {\n removed = this.children.splice(begin, range);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].parent = null;\n if (removed[i].transform) {\n removed[i].transform._parentID = -1;\n }\n }\n this._boundsID++;\n this.onChildrenChange(beginIndex);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].emit('removed', this);\n this.emit('childRemoved', removed[i], this, i);\n }\n return removed;\n }\n else if (range === 0 && this.children.length === 0) {\n return [];\n }\n throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n };\n /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */\n Container.prototype.sortChildren = function () {\n var sortRequired = false;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n child._lastSortedIndex = i;\n if (!sortRequired && child.zIndex !== 0) {\n sortRequired = true;\n }\n }\n if (sortRequired && this.children.length > 1) {\n this.children.sort(sortChildren);\n }\n this.sortDirty = false;\n };\n /** Updates the transform on all children of this container for rendering. */\n Container.prototype.updateTransform = function () {\n if (this.sortableChildren && this.sortDirty) {\n this.sortChildren();\n }\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // TODO: check render flags, how to process stuff here\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n };\n /**\n * Recalculates the bounds of the container.\n *\n * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds\n * is limited to its mask's bounds or filterArea, if any is applied.\n */\n Container.prototype.calculateBounds = function () {\n this._bounds.clear();\n this._calculateBounds();\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n if (!child.visible || !child.renderable) {\n continue;\n }\n child.calculateBounds();\n // TODO: filter+mask, need to mask both somehow\n if (child._mask) {\n var maskObject = (child._mask.isMaskData\n ? child._mask.maskObject : child._mask);\n if (maskObject) {\n maskObject.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, maskObject._bounds);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n else if (child.filterArea) {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n this._bounds.updateID = this._boundsID;\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n *\n * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render()\n * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms,\n * it was default behaviour of pixi 4.0-5.2 and caused many problems to users.\n * @returns - The rectangular bounding area.\n */\n Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) {\n if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; }\n var result = _super.prototype.getLocalBounds.call(this, rect);\n if (!skipChildrenUpdate) {\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n }\n return result;\n };\n /**\n * Recalculates the content bounds of this object. This should be overriden to\n * calculate the bounds of this specific object (not including children).\n * @protected\n */\n Container.prototype._calculateBounds = function () {\n // FILL IN//\n };\n /**\n * Renders this object and its children with culling.\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n Container.prototype._renderWithCulling = function (renderer) {\n var sourceFrame = renderer.renderTexture.sourceFrame;\n // If the source frame is empty, stop rendering.\n if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) {\n return;\n }\n // Render the content of the container only if its bounds intersect with the source frame.\n // All filters are on the stack at this point, and the filter source frame is bound:\n // therefore, even if the bounds to non intersect the filter frame, the filter\n // is still applied and any filter padding that is in the frame is rendered correctly.\n var bounds;\n var transform;\n // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea\n // rectangle must completely contain the container and its children including filter padding.\n if (this.cullArea) {\n bounds = this.cullArea;\n transform = this.worldTransform;\n }\n // If the container doesn't override _render, we can skip the bounds calculation and intersection test.\n else if (this._render !== Container.prototype._render) {\n bounds = this.getBounds(true);\n }\n // Render the container if the source frame intersects the bounds.\n if (bounds && sourceFrame.intersects(bounds, transform)) {\n this._render(renderer);\n }\n // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering.\n else if (this.cullArea) {\n return;\n }\n // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect\n // the source frame, because the children might have filters with nonzero padding, which may intersect\n // with the source frame while the bounds do not: filter padding is not included in the bounds.\n // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered\n // if they are out of frame; otherwise, render the children normally.\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n var childCullable = child.cullable;\n child.cullable = childCullable || !this.cullArea;\n child.render(renderer);\n child.cullable = childCullable;\n }\n };\n /**\n * Renders the object using the WebGL renderer.\n *\n * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the\n * container itself. This `render` method will invoke it, and also invoke the `render` methods of all\n * children afterward.\n *\n * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and\n * the bounds of this object are out of frame, this implementation will entirely skip rendering.\n * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally,\n * setting alpha to zero is not recommended for purely skipping rendering.\n *\n * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is\n * advised to employ **culling** to automatically skip rendering objects outside of the current screen.\n * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}.\n * Other culling methods might be better suited for a large number static objects; see\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}.\n *\n * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or\n * filtering is applied on a container. This does, however, break batching and can affect performance when\n * masking and filtering is applied extensively throughout the scene graph.\n * @param renderer - The renderer\n */\n Container.prototype.render = function (renderer) {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || (this.filters && this.filters.length)) {\n this.renderAdvanced(renderer);\n }\n else if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n };\n /**\n * Render the object using the WebGL renderer and advanced features.\n * @param renderer - The renderer\n */\n Container.prototype.renderAdvanced = function (renderer) {\n var filters = this.filters;\n var mask = this._mask;\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters) {\n if (!this._enabledFilters) {\n this._enabledFilters = [];\n }\n this._enabledFilters.length = 0;\n for (var i = 0; i < filters.length; i++) {\n if (filters[i].enabled) {\n this._enabledFilters.push(filters[i]);\n }\n }\n }\n var flush = (filters && this._enabledFilters && this._enabledFilters.length)\n || (mask && (!mask.isMaskData\n || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE))));\n if (flush) {\n renderer.batch.flush();\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.push(this, this._enabledFilters);\n }\n if (mask) {\n renderer.mask.push(this, this._mask);\n }\n if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n if (flush) {\n renderer.batch.flush();\n }\n if (mask) {\n renderer.mask.pop(this);\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.pop();\n }\n };\n /**\n * To be overridden by the subclasses.\n * @param _renderer - The renderer\n */\n Container.prototype._render = function (_renderer) {\n // this is where content itself gets rendered...\n };\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n Container.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this);\n this.sortDirty = false;\n var destroyChildren = typeof options === 'boolean' ? options : options && options.children;\n var oldChildren = this.removeChildren(0, this.children.length);\n if (destroyChildren) {\n for (var i = 0; i < oldChildren.length; ++i) {\n oldChildren[i].destroy(options);\n }\n }\n };\n Object.defineProperty(Container.prototype, \"width\", {\n /** The width of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.x * this.getLocalBounds().width;\n },\n set: function (value) {\n var width = this.getLocalBounds().width;\n if (width !== 0) {\n this.scale.x = value / width;\n }\n else {\n this.scale.x = 1;\n }\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Container.prototype, \"height\", {\n /** The height of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.y * this.getLocalBounds().height;\n },\n set: function (value) {\n var height = this.getLocalBounds().height;\n if (height !== 0) {\n this.scale.y = value / height;\n }\n else {\n this.scale.y = 1;\n }\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n return Container;\n}(DisplayObject));\n/**\n * Container default updateTransform, does update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.Container#\n * @method containerUpdateTransform\n */\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n\nexport { Bounds, Container, DisplayObject, TemporaryDisplayObject };\n//# sourceMappingURL=display.mjs.map\n","/*!\n * @pixi/app - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/app is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { ExtensionType, extensions, autoDetectRenderer } from '@pixi/core';\nimport { Container } from '@pixi/display';\n\n/**\n * Middleware for for Application's resize functionality\n * @private\n * @class\n */\nvar ResizePlugin = /** @class */ (function () {\n function ResizePlugin() {\n }\n /**\n * Initialize the plugin with scope of application instance\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n ResizePlugin.init = function (options) {\n var _this = this;\n Object.defineProperty(this, 'resizeTo', \n /**\n * The HTML element or window to automatically resize the\n * renderer's view element to match width and height.\n * @member {Window|HTMLElement}\n * @name resizeTo\n * @memberof PIXI.Application#\n */\n {\n set: function (dom) {\n globalThis.removeEventListener('resize', this.queueResize);\n this._resizeTo = dom;\n if (dom) {\n globalThis.addEventListener('resize', this.queueResize);\n this.resize();\n }\n },\n get: function () {\n return this._resizeTo;\n },\n });\n /**\n * Resize is throttled, so it's safe to call this multiple times per frame and it'll\n * only be called once.\n * @memberof PIXI.Application#\n * @method queueResize\n * @private\n */\n this.queueResize = function () {\n if (!_this._resizeTo) {\n return;\n }\n _this.cancelResize();\n // // Throttle resize events per raf\n _this._resizeId = requestAnimationFrame(function () { return _this.resize(); });\n };\n /**\n * Cancel the resize queue.\n * @memberof PIXI.Application#\n * @method cancelResize\n * @private\n */\n this.cancelResize = function () {\n if (_this._resizeId) {\n cancelAnimationFrame(_this._resizeId);\n _this._resizeId = null;\n }\n };\n /**\n * Execute an immediate resize on the renderer, this is not\n * throttled and can be expensive to call many times in a row.\n * Will resize only if `resizeTo` property is set.\n * @memberof PIXI.Application#\n * @method resize\n */\n this.resize = function () {\n if (!_this._resizeTo) {\n return;\n }\n // clear queue resize\n _this.cancelResize();\n var width;\n var height;\n // Resize to the window\n if (_this._resizeTo === globalThis.window) {\n width = globalThis.innerWidth;\n height = globalThis.innerHeight;\n }\n // Resize to other HTML entities\n else {\n var _a = _this._resizeTo, clientWidth = _a.clientWidth, clientHeight = _a.clientHeight;\n width = clientWidth;\n height = clientHeight;\n }\n _this.renderer.resize(width, height);\n };\n // On resize\n this._resizeId = null;\n this._resizeTo = null;\n this.resizeTo = options.resizeTo || null;\n };\n /**\n * Clean up the ticker, scoped to application\n * @static\n * @private\n */\n ResizePlugin.destroy = function () {\n globalThis.removeEventListener('resize', this.queueResize);\n this.cancelResize();\n this.cancelResize = null;\n this.queueResize = null;\n this.resizeTo = null;\n this.resize = null;\n };\n /** @ignore */\n ResizePlugin.extension = ExtensionType.Application;\n return ResizePlugin;\n}());\n\n/*!\n * @pixi/settings - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/settings is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV$1;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV$1 || (ENV$1 = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE$1;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE$1 || (RENDERER_TYPE$1 = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS$1;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS$1 || (BUFFER_BITS$1 = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES$1;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES$1 || (BLEND_MODES$1 = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES$1;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES$1 || (DRAW_MODES$1 = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS$1;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS$1 || (FORMATS$1 = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS$1;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS$1 || (TARGETS$1 = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES$1;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES$1 || (TYPES$1 = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES$1;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES$1 || (SAMPLER_TYPES$1 = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES$1;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES$1 || (SCALE_MODES$1 = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES$1;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES$1 || (WRAP_MODES$1 = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES$1;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES$1 || (MIPMAP_MODES$1 = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES$1;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES$1 || (ALPHA_MODES$1 = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES$1;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES$1 || (CLEAR_MODES$1 = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES$1;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES$1 || (GC_MODES$1 = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION$1;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION$1 || (PRECISION$1 = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES$1;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES$1 || (MASK_TYPES$1 = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS$1;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS$1 || (COLOR_MASK_BITS$1 = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY$1;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY$1 || (MSAA_QUALITY$1 = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE$1;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE$1 || (BUFFER_TYPE$1 = {}));\n\nvar BrowserAdapter = {\n /**\n * Creates a canvas element of the given size.\n * This canvas is created using the browser's native canvas element.\n * @param width - width of the canvas\n * @param height - height of the canvas\n */\n createCanvas: function (width, height) {\n var canvas = document.createElement('canvas');\n canvas.width = width;\n canvas.height = height;\n return canvas;\n },\n getWebGLRenderingContext: function () { return WebGLRenderingContext; },\n getNavigator: function () { return navigator; },\n getBaseUrl: function () { var _a; return (_a = document.baseURI) !== null && _a !== void 0 ? _a : window.location.href; },\n fetch: function (url, options) { return fetch(url, options); },\n};\n\nvar appleIphone = /iPhone/i;\nvar appleIpod = /iPod/i;\nvar appleTablet = /iPad/i;\nvar appleUniversal = /\\biOS-universal(?:.+)Mac\\b/i;\nvar androidPhone = /\\bAndroid(?:.+)Mobile\\b/i;\nvar androidTablet = /Android/i;\nvar amazonPhone = /(?:SD4930UR|\\bSilk(?:.+)Mobile\\b)/i;\nvar amazonTablet = /Silk/i;\nvar windowsPhone = /Windows Phone/i;\nvar windowsTablet = /\\bWindows(?:.+)ARM\\b/i;\nvar otherBlackBerry = /BlackBerry/i;\nvar otherBlackBerry10 = /BB10/i;\nvar otherOpera = /Opera Mini/i;\nvar otherChrome = /\\b(CriOS|Chrome)(?:.+)Mobile/i;\nvar otherFirefox = /Mobile(?:.+)Firefox\\b/i;\nvar isAppleTabletOnIos13 = function (navigator) {\n return (typeof navigator !== 'undefined' &&\n navigator.platform === 'MacIntel' &&\n typeof navigator.maxTouchPoints === 'number' &&\n navigator.maxTouchPoints > 1 &&\n typeof MSStream === 'undefined');\n};\nfunction createMatch(userAgent) {\n return function (regex) { return regex.test(userAgent); };\n}\nfunction isMobile$1(param) {\n var nav = {\n userAgent: '',\n platform: '',\n maxTouchPoints: 0\n };\n if (!param && typeof navigator !== 'undefined') {\n nav = {\n userAgent: navigator.userAgent,\n platform: navigator.platform,\n maxTouchPoints: navigator.maxTouchPoints || 0\n };\n }\n else if (typeof param === 'string') {\n nav.userAgent = param;\n }\n else if (param && param.userAgent) {\n nav = {\n userAgent: param.userAgent,\n platform: param.platform,\n maxTouchPoints: param.maxTouchPoints || 0\n };\n }\n var userAgent = nav.userAgent;\n var tmp = userAgent.split('[FBAN');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n tmp = userAgent.split('Twitter');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n var match = createMatch(userAgent);\n var result = {\n apple: {\n phone: match(appleIphone) && !match(windowsPhone),\n ipod: match(appleIpod),\n tablet: !match(appleIphone) &&\n (match(appleTablet) || isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone),\n universal: match(appleUniversal),\n device: (match(appleIphone) ||\n match(appleIpod) ||\n match(appleTablet) ||\n match(appleUniversal) ||\n isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone)\n },\n amazon: {\n phone: match(amazonPhone),\n tablet: !match(amazonPhone) && match(amazonTablet),\n device: match(amazonPhone) || match(amazonTablet)\n },\n android: {\n phone: (!match(windowsPhone) && match(amazonPhone)) ||\n (!match(windowsPhone) && match(androidPhone)),\n tablet: !match(windowsPhone) &&\n !match(amazonPhone) &&\n !match(androidPhone) &&\n (match(amazonTablet) || match(androidTablet)),\n device: (!match(windowsPhone) &&\n (match(amazonPhone) ||\n match(amazonTablet) ||\n match(androidPhone) ||\n match(androidTablet))) ||\n match(/\\bokhttp\\b/i)\n },\n windows: {\n phone: match(windowsPhone),\n tablet: match(windowsTablet),\n device: match(windowsPhone) || match(windowsTablet)\n },\n other: {\n blackberry: match(otherBlackBerry),\n blackberry10: match(otherBlackBerry10),\n opera: match(otherOpera),\n firefox: match(otherFirefox),\n chrome: match(otherChrome),\n device: match(otherBlackBerry) ||\n match(otherBlackBerry10) ||\n match(otherOpera) ||\n match(otherFirefox) ||\n match(otherChrome)\n },\n any: false,\n phone: false,\n tablet: false\n };\n result.any =\n result.apple.device ||\n result.android.device ||\n result.windows.device ||\n result.other.device;\n result.phone =\n result.apple.phone || result.android.phone || result.windows.phone;\n result.tablet =\n result.apple.tablet || result.android.tablet || result.windows.tablet;\n return result;\n}\n\nvar isMobile = isMobile$1(globalThis.navigator);\n\n/**\n * Uploading the same buffer multiple times in a single frame can cause performance issues.\n * Apparent on iOS so only check for that at the moment\n * This check may become more complex if this issue pops up elsewhere.\n * @private\n * @returns {boolean} `true` if the same buffer may be uploaded more than once.\n */\nfunction canUploadSameBuffer() {\n return !isMobile.apple.device;\n}\n\n/**\n * The maximum recommended texture units to use.\n * In theory the bigger the better, and for desktop we'll use as many as we can.\n * But some mobile devices slow down if there is to many branches in the shader.\n * So in practice there seems to be a sweet spot size that varies depending on the device.\n *\n * In v4, all mobile devices were limited to 4 texture units because for this.\n * In v5, we allow all texture units to be used on modern Apple or Android devices.\n * @private\n * @param {number} max\n * @returns {number} The maximum recommended texture units to use.\n */\nfunction maxRecommendedTextures(max) {\n var allowMax = true;\n if (isMobile.tablet || isMobile.phone) {\n if (isMobile.apple.device) {\n var match = (navigator.userAgent).match(/OS (\\d+)_(\\d+)?/);\n if (match) {\n var majorVersion = parseInt(match[1], 10);\n // Limit texture units on devices below iOS 11, which will be older hardware\n if (majorVersion < 11) {\n allowMax = false;\n }\n }\n }\n if (isMobile.android.device) {\n var match = (navigator.userAgent).match(/Android\\s([0-9.]*)/);\n if (match) {\n var majorVersion = parseInt(match[1], 10);\n // Limit texture units on devices below Android 7 (Nougat), which will be older hardware\n if (majorVersion < 7) {\n allowMax = false;\n }\n }\n }\n }\n return allowMax ? max : 4;\n}\n\n/**\n * User's customizable globals for overriding the default PIXI settings, such\n * as a renderer's default resolution, framerate, float precision, etc.\n * @example\n * // Use the native window resolution as the default resolution\n * // will support high-density displays when rendering\n * PIXI.settings.RESOLUTION = window.devicePixelRatio;\n *\n * // Disable interpolation when scaling, will make texture be pixelated\n * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST;\n * @namespace PIXI.settings\n */\nvar settings = {\n /**\n * This adapter is used to call methods that are platform dependent.\n * For example `document.createElement` only runs on the web but fails in node environments.\n * This allows us to support more platforms by abstracting away specific implementations per platform.\n *\n * By default the adapter is set to work in the browser. However you can create your own\n * by implementing the `IAdapter` interface. See `IAdapter` for more information.\n * @name ADAPTER\n * @memberof PIXI.settings\n * @type {PIXI.IAdapter}\n * @default PIXI.BrowserAdapter\n */\n ADAPTER: BrowserAdapter,\n /**\n * If set to true WebGL will attempt make textures mimpaped by default.\n * Mipmapping will only succeed if the base texture uploaded has power of two dimensions.\n * @static\n * @name MIPMAP_TEXTURES\n * @memberof PIXI.settings\n * @type {PIXI.MIPMAP_MODES}\n * @default PIXI.MIPMAP_MODES.POW2\n */\n MIPMAP_TEXTURES: MIPMAP_MODES$1.POW2,\n /**\n * Default anisotropic filtering level of textures.\n * Usually from 0 to 16\n * @static\n * @name ANISOTROPIC_LEVEL\n * @memberof PIXI.settings\n * @type {number}\n * @default 0\n */\n ANISOTROPIC_LEVEL: 0,\n /**\n * Default resolution / device pixel ratio of the renderer.\n * @static\n * @name RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n RESOLUTION: 1,\n /**\n * Default filter resolution.\n * @static\n * @name FILTER_RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n FILTER_RESOLUTION: 1,\n /**\n * Default filter samples.\n * @static\n * @name FILTER_MULTISAMPLE\n * @memberof PIXI.settings\n * @type {PIXI.MSAA_QUALITY}\n * @default PIXI.MSAA_QUALITY.NONE\n */\n FILTER_MULTISAMPLE: MSAA_QUALITY$1.NONE,\n /**\n * The maximum textures that this device supports.\n * @static\n * @name SPRITE_MAX_TEXTURES\n * @memberof PIXI.settings\n * @type {number}\n * @default 32\n */\n SPRITE_MAX_TEXTURES: maxRecommendedTextures(32),\n // TODO: maybe change to SPRITE.BATCH_SIZE: 2000\n // TODO: maybe add PARTICLE.BATCH_SIZE: 15000\n /**\n * The default sprite batch size.\n *\n * The default aims to balance desktop and mobile devices.\n * @static\n * @name SPRITE_BATCH_SIZE\n * @memberof PIXI.settings\n * @type {number}\n * @default 4096\n */\n SPRITE_BATCH_SIZE: 4096,\n /**\n * The default render options if none are supplied to {@link PIXI.Renderer}\n * or {@link PIXI.CanvasRenderer}.\n * @static\n * @name RENDER_OPTIONS\n * @memberof PIXI.settings\n * @type {object}\n * @property {HTMLCanvasElement} [view=null] -\n * @property {boolean} [antialias=false] -\n * @property {boolean} [autoDensity=false] -\n * @property {boolean} [useContextAlpha=true] -\n * @property {number} [backgroundColor=0x000000] -\n * @property {number} [backgroundAlpha=1] -\n * @property {boolean} [clearBeforeRender=true] -\n * @property {boolean} [preserveDrawingBuffer=false] -\n * @property {number} [width=800] -\n * @property {number} [height=600] -\n * @property {boolean} [legacy=false] -\n */\n RENDER_OPTIONS: {\n view: null,\n antialias: false,\n autoDensity: false,\n backgroundColor: 0x000000,\n backgroundAlpha: 1,\n useContextAlpha: true,\n clearBeforeRender: true,\n preserveDrawingBuffer: false,\n width: 800,\n height: 600,\n legacy: false,\n },\n /**\n * Default Garbage Collection mode.\n * @static\n * @name GC_MODE\n * @memberof PIXI.settings\n * @type {PIXI.GC_MODES}\n * @default PIXI.GC_MODES.AUTO\n */\n GC_MODE: GC_MODES$1.AUTO,\n /**\n * Default Garbage Collection max idle.\n * @static\n * @name GC_MAX_IDLE\n * @memberof PIXI.settings\n * @type {number}\n * @default 3600\n */\n GC_MAX_IDLE: 60 * 60,\n /**\n * Default Garbage Collection maximum check count.\n * @static\n * @name GC_MAX_CHECK_COUNT\n * @memberof PIXI.settings\n * @type {number}\n * @default 600\n */\n GC_MAX_CHECK_COUNT: 60 * 10,\n /**\n * Default wrap modes that are supported by pixi.\n * @static\n * @name WRAP_MODE\n * @memberof PIXI.settings\n * @type {PIXI.WRAP_MODES}\n * @default PIXI.WRAP_MODES.CLAMP\n */\n WRAP_MODE: WRAP_MODES$1.CLAMP,\n /**\n * Default scale mode for textures.\n * @static\n * @name SCALE_MODE\n * @memberof PIXI.settings\n * @type {PIXI.SCALE_MODES}\n * @default PIXI.SCALE_MODES.LINEAR\n */\n SCALE_MODE: SCALE_MODES$1.LINEAR,\n /**\n * Default specify float precision in vertex shader.\n * @static\n * @name PRECISION_VERTEX\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.HIGH\n */\n PRECISION_VERTEX: PRECISION$1.HIGH,\n /**\n * Default specify float precision in fragment shader.\n * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742\n * @static\n * @name PRECISION_FRAGMENT\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.MEDIUM\n */\n PRECISION_FRAGMENT: isMobile.apple.device ? PRECISION$1.HIGH : PRECISION$1.MEDIUM,\n /**\n * Can we upload the same buffer in a single frame?\n * @static\n * @name CAN_UPLOAD_SAME_BUFFER\n * @memberof PIXI.settings\n * @type {boolean}\n */\n CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(),\n /**\n * Enables bitmap creation before image load. This feature is experimental.\n * @static\n * @name CREATE_IMAGE_BITMAP\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n CREATE_IMAGE_BITMAP: false,\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * @static\n * @constant\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n ROUND_PIXELS: false,\n};\n\nvar commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {};\n\nfunction createCommonjsModule(fn, basedir, module) {\n\treturn module = {\n\t\tpath: basedir,\n\t\texports: {},\n\t\trequire: function (path, base) {\n\t\t\treturn commonjsRequire(path, (base === undefined || base === null) ? module.path : base);\n\t\t}\n\t}, fn(module, module.exports), module.exports;\n}\n\nfunction commonjsRequire () {\n\tthrow new Error('Dynamic requires are not currently supported by @rollup/plugin-commonjs');\n}\n\ncreateCommonjsModule(function (module) {\n\nvar has = Object.prototype.hasOwnProperty\n , prefix = '~';\n\n/**\n * Constructor to create a storage for our `EE` objects.\n * An `Events` instance is a plain object whose properties are event names.\n *\n * @constructor\n * @private\n */\nfunction Events() {}\n\n//\n// We try to not inherit from `Object.prototype`. In some engines creating an\n// instance in this way is faster than calling `Object.create(null)` directly.\n// If `Object.create(null)` is not supported we prefix the event names with a\n// character to make sure that the built-in object properties are not\n// overridden or used as an attack vector.\n//\nif (Object.create) {\n Events.prototype = Object.create(null);\n\n //\n // This hack is needed because the `__proto__` property is still inherited in\n // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.\n //\n if (!new Events().__proto__) { prefix = false; }\n}\n\n/**\n * Representation of a single event listener.\n *\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} [once=false] Specify if the listener is a one-time listener.\n * @constructor\n * @private\n */\nfunction EE(fn, context, once) {\n this.fn = fn;\n this.context = context;\n this.once = once || false;\n}\n\n/**\n * Add a listener for a given event.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} once Specify if the listener is a one-time listener.\n * @returns {EventEmitter}\n * @private\n */\nfunction addListener(emitter, event, fn, context, once) {\n if (typeof fn !== 'function') {\n throw new TypeError('The listener must be a function');\n }\n\n var listener = new EE(fn, context || emitter, once)\n , evt = prefix ? prefix + event : event;\n\n if (!emitter._events[evt]) { emitter._events[evt] = listener, emitter._eventsCount++; }\n else if (!emitter._events[evt].fn) { emitter._events[evt].push(listener); }\n else { emitter._events[evt] = [emitter._events[evt], listener]; }\n\n return emitter;\n}\n\n/**\n * Clear event by name.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} evt The Event name.\n * @private\n */\nfunction clearEvent(emitter, evt) {\n if (--emitter._eventsCount === 0) { emitter._events = new Events(); }\n else { delete emitter._events[evt]; }\n}\n\n/**\n * Minimal `EventEmitter` interface that is molded against the Node.js\n * `EventEmitter` interface.\n *\n * @constructor\n * @public\n */\nfunction EventEmitter() {\n this._events = new Events();\n this._eventsCount = 0;\n}\n\n/**\n * Return an array listing the events for which the emitter has registered\n * listeners.\n *\n * @returns {Array}\n * @public\n */\nEventEmitter.prototype.eventNames = function eventNames() {\n var names = []\n , events\n , name;\n\n if (this._eventsCount === 0) { return names; }\n\n for (name in (events = this._events)) {\n if (has.call(events, name)) { names.push(prefix ? name.slice(1) : name); }\n }\n\n if (Object.getOwnPropertySymbols) {\n return names.concat(Object.getOwnPropertySymbols(events));\n }\n\n return names;\n};\n\n/**\n * Return the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Array} The registered listeners.\n * @public\n */\nEventEmitter.prototype.listeners = function listeners(event) {\n var evt = prefix ? prefix + event : event\n , handlers = this._events[evt];\n\n if (!handlers) { return []; }\n if (handlers.fn) { return [handlers.fn]; }\n\n for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) {\n ee[i] = handlers[i].fn;\n }\n\n return ee;\n};\n\n/**\n * Return the number of listeners listening to a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Number} The number of listeners.\n * @public\n */\nEventEmitter.prototype.listenerCount = function listenerCount(event) {\n var evt = prefix ? prefix + event : event\n , listeners = this._events[evt];\n\n if (!listeners) { return 0; }\n if (listeners.fn) { return 1; }\n return listeners.length;\n};\n\n/**\n * Calls each of the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Boolean} `true` if the event had listeners, else `false`.\n * @public\n */\nEventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {\n var arguments$1 = arguments;\n\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) { return false; }\n\n var listeners = this._events[evt]\n , len = arguments.length\n , args\n , i;\n\n if (listeners.fn) {\n if (listeners.once) { this.removeListener(event, listeners.fn, undefined, true); }\n\n switch (len) {\n case 1: return listeners.fn.call(listeners.context), true;\n case 2: return listeners.fn.call(listeners.context, a1), true;\n case 3: return listeners.fn.call(listeners.context, a1, a2), true;\n case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;\n case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;\n case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;\n }\n\n for (i = 1, args = new Array(len -1); i < len; i++) {\n args[i - 1] = arguments$1[i];\n }\n\n listeners.fn.apply(listeners.context, args);\n } else {\n var length = listeners.length\n , j;\n\n for (i = 0; i < length; i++) {\n if (listeners[i].once) { this.removeListener(event, listeners[i].fn, undefined, true); }\n\n switch (len) {\n case 1: listeners[i].fn.call(listeners[i].context); break;\n case 2: listeners[i].fn.call(listeners[i].context, a1); break;\n case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;\n case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;\n default:\n if (!args) { for (j = 1, args = new Array(len -1); j < len; j++) {\n args[j - 1] = arguments$1[j];\n } }\n\n listeners[i].fn.apply(listeners[i].context, args);\n }\n }\n }\n\n return true;\n};\n\n/**\n * Add a listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.on = function on(event, fn, context) {\n return addListener(this, event, fn, context, false);\n};\n\n/**\n * Add a one-time listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.once = function once(event, fn, context) {\n return addListener(this, event, fn, context, true);\n};\n\n/**\n * Remove the listeners of a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn Only remove the listeners that match this function.\n * @param {*} context Only remove the listeners that have this context.\n * @param {Boolean} once Only remove one-time listeners.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) { return this; }\n if (!fn) {\n clearEvent(this, evt);\n return this;\n }\n\n var listeners = this._events[evt];\n\n if (listeners.fn) {\n if (\n listeners.fn === fn &&\n (!once || listeners.once) &&\n (!context || listeners.context === context)\n ) {\n clearEvent(this, evt);\n }\n } else {\n for (var i = 0, events = [], length = listeners.length; i < length; i++) {\n if (\n listeners[i].fn !== fn ||\n (once && !listeners[i].once) ||\n (context && listeners[i].context !== context)\n ) {\n events.push(listeners[i]);\n }\n }\n\n //\n // Reset the array, or remove it completely if we have no more listeners.\n //\n if (events.length) { this._events[evt] = events.length === 1 ? events[0] : events; }\n else { clearEvent(this, evt); }\n }\n\n return this;\n};\n\n/**\n * Remove all listeners, or those of the specified event.\n *\n * @param {(String|Symbol)} [event] The event name.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {\n var evt;\n\n if (event) {\n evt = prefix ? prefix + event : event;\n if (this._events[evt]) { clearEvent(this, evt); }\n } else {\n this._events = new Events();\n this._eventsCount = 0;\n }\n\n return this;\n};\n\n//\n// Alias methods names because people roll like that.\n//\nEventEmitter.prototype.off = EventEmitter.prototype.removeListener;\nEventEmitter.prototype.addListener = EventEmitter.prototype.on;\n\n//\n// Expose the prefix.\n//\nEventEmitter.prefixed = prefix;\n\n//\n// Allow `EventEmitter` to be imported as module namespace.\n//\nEventEmitter.EventEmitter = EventEmitter;\n\n//\n// Expose the module.\n//\n{\n module.exports = EventEmitter;\n}\n});\n\ncreateCommonjsModule(function (module, exports) {\n(function(root) {\n\n\t/** Detect free variables */\n\tvar freeExports = exports &&\n\t\t!exports.nodeType && exports;\n\tvar freeModule = module &&\n\t\t!module.nodeType && module;\n\tvar freeGlobal = typeof commonjsGlobal == 'object' && commonjsGlobal;\n\tif (\n\t\tfreeGlobal.global === freeGlobal ||\n\t\tfreeGlobal.window === freeGlobal ||\n\t\tfreeGlobal.self === freeGlobal\n\t) {\n\t\troot = freeGlobal;\n\t}\n\n\t/**\n\t * The `punycode` object.\n\t * @name punycode\n\t * @type Object\n\t */\n\tvar punycode,\n\n\t/** Highest positive signed 32-bit float value */\n\tmaxInt = 2147483647, // aka. 0x7FFFFFFF or 2^31-1\n\n\t/** Bootstring parameters */\n\tbase = 36,\n\ttMin = 1,\n\ttMax = 26,\n\tskew = 38,\n\tdamp = 700,\n\tinitialBias = 72,\n\tinitialN = 128, // 0x80\n\tdelimiter = '-', // '\\x2D'\n\n\t/** Regular expressions */\n\tregexPunycode = /^xn--/,\n\tregexNonASCII = /[^\\x20-\\x7E]/, // unprintable ASCII chars + non-ASCII chars\n\tregexSeparators = /[\\x2E\\u3002\\uFF0E\\uFF61]/g, // RFC 3490 separators\n\n\t/** Error messages */\n\terrors = {\n\t\t'overflow': 'Overflow: input needs wider integers to process',\n\t\t'not-basic': 'Illegal input >= 0x80 (not a basic code point)',\n\t\t'invalid-input': 'Invalid input'\n\t},\n\n\t/** Convenience shortcuts */\n\tbaseMinusTMin = base - tMin,\n\tfloor = Math.floor,\n\tstringFromCharCode = String.fromCharCode,\n\n\t/** Temporary variable */\n\tkey;\n\n\t/*--------------------------------------------------------------------------*/\n\n\t/**\n\t * A generic error utility function.\n\t * @private\n\t * @param {String} type The error type.\n\t * @returns {Error} Throws a `RangeError` with the applicable error message.\n\t */\n\tfunction error(type) {\n\t\tthrow RangeError(errors[type]);\n\t}\n\n\t/**\n\t * A generic `Array#map` utility function.\n\t * @private\n\t * @param {Array} array The array to iterate over.\n\t * @param {Function} callback The function that gets called for every array\n\t * item.\n\t * @returns {Array} A new array of values returned by the callback function.\n\t */\n\tfunction map(array, fn) {\n\t\tvar length = array.length;\n\t\tvar result = [];\n\t\twhile (length--) {\n\t\t\tresult[length] = fn(array[length]);\n\t\t}\n\t\treturn result;\n\t}\n\n\t/**\n\t * A simple `Array#map`-like wrapper to work with domain name strings or email\n\t * addresses.\n\t * @private\n\t * @param {String} domain The domain name or email address.\n\t * @param {Function} callback The function that gets called for every\n\t * character.\n\t * @returns {Array} A new string of characters returned by the callback\n\t * function.\n\t */\n\tfunction mapDomain(string, fn) {\n\t\tvar parts = string.split('@');\n\t\tvar result = '';\n\t\tif (parts.length > 1) {\n\t\t\t// In email addresses, only the domain name should be punycoded. Leave\n\t\t\t// the local part (i.e. everything up to `@`) intact.\n\t\t\tresult = parts[0] + '@';\n\t\t\tstring = parts[1];\n\t\t}\n\t\t// Avoid `split(regex)` for IE8 compatibility. See #17.\n\t\tstring = string.replace(regexSeparators, '\\x2E');\n\t\tvar labels = string.split('.');\n\t\tvar encoded = map(labels, fn).join('.');\n\t\treturn result + encoded;\n\t}\n\n\t/**\n\t * Creates an array containing the numeric code points of each Unicode\n\t * character in the string. While JavaScript uses UCS-2 internally,\n\t * this function will convert a pair of surrogate halves (each of which\n\t * UCS-2 exposes as separate characters) into a single code point,\n\t * matching UTF-16.\n\t * @see `punycode.ucs2.encode`\n\t * @see \n\t * @memberOf punycode.ucs2\n\t * @name decode\n\t * @param {String} string The Unicode input string (UCS-2).\n\t * @returns {Array} The new array of code points.\n\t */\n\tfunction ucs2decode(string) {\n\t\tvar output = [],\n\t\t counter = 0,\n\t\t length = string.length,\n\t\t value,\n\t\t extra;\n\t\twhile (counter < length) {\n\t\t\tvalue = string.charCodeAt(counter++);\n\t\t\tif (value >= 0xD800 && value <= 0xDBFF && counter < length) {\n\t\t\t\t// high surrogate, and there is a next character\n\t\t\t\textra = string.charCodeAt(counter++);\n\t\t\t\tif ((extra & 0xFC00) == 0xDC00) { // low surrogate\n\t\t\t\t\toutput.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000);\n\t\t\t\t} else {\n\t\t\t\t\t// unmatched surrogate; only append this code unit, in case the next\n\t\t\t\t\t// code unit is the high surrogate of a surrogate pair\n\t\t\t\t\toutput.push(value);\n\t\t\t\t\tcounter--;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\toutput.push(value);\n\t\t\t}\n\t\t}\n\t\treturn output;\n\t}\n\n\t/**\n\t * Creates a string based on an array of numeric code points.\n\t * @see `punycode.ucs2.decode`\n\t * @memberOf punycode.ucs2\n\t * @name encode\n\t * @param {Array} codePoints The array of numeric code points.\n\t * @returns {String} The new Unicode string (UCS-2).\n\t */\n\tfunction ucs2encode(array) {\n\t\treturn map(array, function(value) {\n\t\t\tvar output = '';\n\t\t\tif (value > 0xFFFF) {\n\t\t\t\tvalue -= 0x10000;\n\t\t\t\toutput += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800);\n\t\t\t\tvalue = 0xDC00 | value & 0x3FF;\n\t\t\t}\n\t\t\toutput += stringFromCharCode(value);\n\t\t\treturn output;\n\t\t}).join('');\n\t}\n\n\t/**\n\t * Converts a basic code point into a digit/integer.\n\t * @see `digitToBasic()`\n\t * @private\n\t * @param {Number} codePoint The basic numeric code point value.\n\t * @returns {Number} The numeric value of a basic code point (for use in\n\t * representing integers) in the range `0` to `base - 1`, or `base` if\n\t * the code point does not represent a value.\n\t */\n\tfunction basicToDigit(codePoint) {\n\t\tif (codePoint - 48 < 10) {\n\t\t\treturn codePoint - 22;\n\t\t}\n\t\tif (codePoint - 65 < 26) {\n\t\t\treturn codePoint - 65;\n\t\t}\n\t\tif (codePoint - 97 < 26) {\n\t\t\treturn codePoint - 97;\n\t\t}\n\t\treturn base;\n\t}\n\n\t/**\n\t * Converts a digit/integer into a basic code point.\n\t * @see `basicToDigit()`\n\t * @private\n\t * @param {Number} digit The numeric value of a basic code point.\n\t * @returns {Number} The basic code point whose value (when used for\n\t * representing integers) is `digit`, which needs to be in the range\n\t * `0` to `base - 1`. If `flag` is non-zero, the uppercase form is\n\t * used; else, the lowercase form is used. The behavior is undefined\n\t * if `flag` is non-zero and `digit` has no uppercase form.\n\t */\n\tfunction digitToBasic(digit, flag) {\n\t\t// 0..25 map to ASCII a..z or A..Z\n\t\t// 26..35 map to ASCII 0..9\n\t\treturn digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5);\n\t}\n\n\t/**\n\t * Bias adaptation function as per section 3.4 of RFC 3492.\n\t * http://tools.ietf.org/html/rfc3492#section-3.4\n\t * @private\n\t */\n\tfunction adapt(delta, numPoints, firstTime) {\n\t\tvar k = 0;\n\t\tdelta = firstTime ? floor(delta / damp) : delta >> 1;\n\t\tdelta += floor(delta / numPoints);\n\t\tfor (/* no initialization */; delta > baseMinusTMin * tMax >> 1; k += base) {\n\t\t\tdelta = floor(delta / baseMinusTMin);\n\t\t}\n\t\treturn floor(k + (baseMinusTMin + 1) * delta / (delta + skew));\n\t}\n\n\t/**\n\t * Converts a Punycode string of ASCII-only symbols to a string of Unicode\n\t * symbols.\n\t * @memberOf punycode\n\t * @param {String} input The Punycode string of ASCII-only symbols.\n\t * @returns {String} The resulting string of Unicode symbols.\n\t */\n\tfunction decode(input) {\n\t\t// Don't use UCS-2\n\t\tvar output = [],\n\t\t inputLength = input.length,\n\t\t out,\n\t\t i = 0,\n\t\t n = initialN,\n\t\t bias = initialBias,\n\t\t basic,\n\t\t j,\n\t\t index,\n\t\t oldi,\n\t\t w,\n\t\t k,\n\t\t digit,\n\t\t t,\n\t\t /** Cached calculation results */\n\t\t baseMinusT;\n\n\t\t// Handle the basic code points: let `basic` be the number of input code\n\t\t// points before the last delimiter, or `0` if there is none, then copy\n\t\t// the first basic code points to the output.\n\n\t\tbasic = input.lastIndexOf(delimiter);\n\t\tif (basic < 0) {\n\t\t\tbasic = 0;\n\t\t}\n\n\t\tfor (j = 0; j < basic; ++j) {\n\t\t\t// if it's not a basic code point\n\t\t\tif (input.charCodeAt(j) >= 0x80) {\n\t\t\t\terror('not-basic');\n\t\t\t}\n\t\t\toutput.push(input.charCodeAt(j));\n\t\t}\n\n\t\t// Main decoding loop: start just after the last delimiter if any basic code\n\t\t// points were copied; start at the beginning otherwise.\n\n\t\tfor (index = basic > 0 ? basic + 1 : 0; index < inputLength; /* no final expression */) {\n\n\t\t\t// `index` is the index of the next character to be consumed.\n\t\t\t// Decode a generalized variable-length integer into `delta`,\n\t\t\t// which gets added to `i`. The overflow checking is easier\n\t\t\t// if we increase `i` as we go, then subtract off its starting\n\t\t\t// value at the end to obtain `delta`.\n\t\t\tfor (oldi = i, w = 1, k = base; /* no condition */; k += base) {\n\n\t\t\t\tif (index >= inputLength) {\n\t\t\t\t\terror('invalid-input');\n\t\t\t\t}\n\n\t\t\t\tdigit = basicToDigit(input.charCodeAt(index++));\n\n\t\t\t\tif (digit >= base || digit > floor((maxInt - i) / w)) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\ti += digit * w;\n\t\t\t\tt = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n\n\t\t\t\tif (digit < t) {\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\n\t\t\t\tbaseMinusT = base - t;\n\t\t\t\tif (w > floor(maxInt / baseMinusT)) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\tw *= baseMinusT;\n\n\t\t\t}\n\n\t\t\tout = output.length + 1;\n\t\t\tbias = adapt(i - oldi, out, oldi == 0);\n\n\t\t\t// `i` was supposed to wrap around from `out` to `0`,\n\t\t\t// incrementing `n` each time, so we'll fix that now:\n\t\t\tif (floor(i / out) > maxInt - n) {\n\t\t\t\terror('overflow');\n\t\t\t}\n\n\t\t\tn += floor(i / out);\n\t\t\ti %= out;\n\n\t\t\t// Insert `n` at position `i` of the output\n\t\t\toutput.splice(i++, 0, n);\n\n\t\t}\n\n\t\treturn ucs2encode(output);\n\t}\n\n\t/**\n\t * Converts a string of Unicode symbols (e.g. a domain name label) to a\n\t * Punycode string of ASCII-only symbols.\n\t * @memberOf punycode\n\t * @param {String} input The string of Unicode symbols.\n\t * @returns {String} The resulting Punycode string of ASCII-only symbols.\n\t */\n\tfunction encode(input) {\n\t\tvar n,\n\t\t delta,\n\t\t handledCPCount,\n\t\t basicLength,\n\t\t bias,\n\t\t j,\n\t\t m,\n\t\t q,\n\t\t k,\n\t\t t,\n\t\t currentValue,\n\t\t output = [],\n\t\t /** `inputLength` will hold the number of code points in `input`. */\n\t\t inputLength,\n\t\t /** Cached calculation results */\n\t\t handledCPCountPlusOne,\n\t\t baseMinusT,\n\t\t qMinusT;\n\n\t\t// Convert the input in UCS-2 to Unicode\n\t\tinput = ucs2decode(input);\n\n\t\t// Cache the length\n\t\tinputLength = input.length;\n\n\t\t// Initialize the state\n\t\tn = initialN;\n\t\tdelta = 0;\n\t\tbias = initialBias;\n\n\t\t// Handle the basic code points\n\t\tfor (j = 0; j < inputLength; ++j) {\n\t\t\tcurrentValue = input[j];\n\t\t\tif (currentValue < 0x80) {\n\t\t\t\toutput.push(stringFromCharCode(currentValue));\n\t\t\t}\n\t\t}\n\n\t\thandledCPCount = basicLength = output.length;\n\n\t\t// `handledCPCount` is the number of code points that have been handled;\n\t\t// `basicLength` is the number of basic code points.\n\n\t\t// Finish the basic string - if it is not empty - with a delimiter\n\t\tif (basicLength) {\n\t\t\toutput.push(delimiter);\n\t\t}\n\n\t\t// Main encoding loop:\n\t\twhile (handledCPCount < inputLength) {\n\n\t\t\t// All non-basic code points < n have been handled already. Find the next\n\t\t\t// larger one:\n\t\t\tfor (m = maxInt, j = 0; j < inputLength; ++j) {\n\t\t\t\tcurrentValue = input[j];\n\t\t\t\tif (currentValue >= n && currentValue < m) {\n\t\t\t\t\tm = currentValue;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Increase `delta` enough to advance the decoder's state to ,\n\t\t\t// but guard against overflow\n\t\t\thandledCPCountPlusOne = handledCPCount + 1;\n\t\t\tif (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) {\n\t\t\t\terror('overflow');\n\t\t\t}\n\n\t\t\tdelta += (m - n) * handledCPCountPlusOne;\n\t\t\tn = m;\n\n\t\t\tfor (j = 0; j < inputLength; ++j) {\n\t\t\t\tcurrentValue = input[j];\n\n\t\t\t\tif (currentValue < n && ++delta > maxInt) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\tif (currentValue == n) {\n\t\t\t\t\t// Represent delta as a generalized variable-length integer\n\t\t\t\t\tfor (q = delta, k = base; /* no condition */; k += base) {\n\t\t\t\t\t\tt = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n\t\t\t\t\t\tif (q < t) {\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tqMinusT = q - t;\n\t\t\t\t\t\tbaseMinusT = base - t;\n\t\t\t\t\t\toutput.push(\n\t\t\t\t\t\t\tstringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0))\n\t\t\t\t\t\t);\n\t\t\t\t\t\tq = floor(qMinusT / baseMinusT);\n\t\t\t\t\t}\n\n\t\t\t\t\toutput.push(stringFromCharCode(digitToBasic(q, 0)));\n\t\t\t\t\tbias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength);\n\t\t\t\t\tdelta = 0;\n\t\t\t\t\t++handledCPCount;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t++delta;\n\t\t\t++n;\n\n\t\t}\n\t\treturn output.join('');\n\t}\n\n\t/**\n\t * Converts a Punycode string representing a domain name or an email address\n\t * to Unicode. Only the Punycoded parts of the input will be converted, i.e.\n\t * it doesn't matter if you call it on a string that has already been\n\t * converted to Unicode.\n\t * @memberOf punycode\n\t * @param {String} input The Punycoded domain name or email address to\n\t * convert to Unicode.\n\t * @returns {String} The Unicode representation of the given Punycode\n\t * string.\n\t */\n\tfunction toUnicode(input) {\n\t\treturn mapDomain(input, function(string) {\n\t\t\treturn regexPunycode.test(string)\n\t\t\t\t? decode(string.slice(4).toLowerCase())\n\t\t\t\t: string;\n\t\t});\n\t}\n\n\t/**\n\t * Converts a Unicode string representing a domain name or an email address to\n\t * Punycode. Only the non-ASCII parts of the domain name will be converted,\n\t * i.e. it doesn't matter if you call it with a domain that's already in\n\t * ASCII.\n\t * @memberOf punycode\n\t * @param {String} input The domain name or email address to convert, as a\n\t * Unicode string.\n\t * @returns {String} The Punycode representation of the given domain name or\n\t * email address.\n\t */\n\tfunction toASCII(input) {\n\t\treturn mapDomain(input, function(string) {\n\t\t\treturn regexNonASCII.test(string)\n\t\t\t\t? 'xn--' + encode(string)\n\t\t\t\t: string;\n\t\t});\n\t}\n\n\t/*--------------------------------------------------------------------------*/\n\n\t/** Define the public API */\n\tpunycode = {\n\t\t/**\n\t\t * A string representing the current Punycode.js version number.\n\t\t * @memberOf punycode\n\t\t * @type String\n\t\t */\n\t\t'version': '1.3.2',\n\t\t/**\n\t\t * An object of methods to convert from JavaScript's internal character\n\t\t * representation (UCS-2) to Unicode code points, and back.\n\t\t * @see \n\t\t * @memberOf punycode\n\t\t * @type Object\n\t\t */\n\t\t'ucs2': {\n\t\t\t'decode': ucs2decode,\n\t\t\t'encode': ucs2encode\n\t\t},\n\t\t'decode': decode,\n\t\t'encode': encode,\n\t\t'toASCII': toASCII,\n\t\t'toUnicode': toUnicode\n\t};\n\n\t/** Expose `punycode` */\n\t// Some AMD build optimizers, like r.js, check for specific condition patterns\n\t// like the following:\n\tif (freeExports && freeModule) {\n\t\tif (module.exports == freeExports) { // in Node.js or RingoJS v0.8.0+\n\t\t\tfreeModule.exports = punycode;\n\t\t} else { // in Narwhal or RingoJS v0.7.0-\n\t\t\tfor (key in punycode) {\n\t\t\t\tpunycode.hasOwnProperty(key) && (freeExports[key] = punycode[key]);\n\t\t\t}\n\t\t}\n\t} else { // in Rhino or a web browser\n\t\troot.punycode = punycode;\n\t}\n\n}(commonjsGlobal));\n});\n\n// Copyright Joyent, Inc. and other Node contributors.\n\n// If obj.hasOwnProperty has been overridden, then calling\n// obj.hasOwnProperty(prop) will break.\n// See: https://github.com/joyent/node/issues/1707\nfunction hasOwnProperty(obj, prop) {\n return Object.prototype.hasOwnProperty.call(obj, prop);\n}\n\nvar decode = function(qs, sep, eq, options) {\n sep = sep || '&';\n eq = eq || '=';\n var obj = {};\n\n if (typeof qs !== 'string' || qs.length === 0) {\n return obj;\n }\n\n var regexp = /\\+/g;\n qs = qs.split(sep);\n\n var maxKeys = 1000;\n if (options && typeof options.maxKeys === 'number') {\n maxKeys = options.maxKeys;\n }\n\n var len = qs.length;\n // maxKeys <= 0 means that we should not limit keys count\n if (maxKeys > 0 && len > maxKeys) {\n len = maxKeys;\n }\n\n for (var i = 0; i < len; ++i) {\n var x = qs[i].replace(regexp, '%20'),\n idx = x.indexOf(eq),\n kstr, vstr, k, v;\n\n if (idx >= 0) {\n kstr = x.substr(0, idx);\n vstr = x.substr(idx + 1);\n } else {\n kstr = x;\n vstr = '';\n }\n\n k = decodeURIComponent(kstr);\n v = decodeURIComponent(vstr);\n\n if (!hasOwnProperty(obj, k)) {\n obj[k] = v;\n } else if (Array.isArray(obj[k])) {\n obj[k].push(v);\n } else {\n obj[k] = [obj[k], v];\n }\n }\n\n return obj;\n};\n\n// Copyright Joyent, Inc. and other Node contributors.\n\nvar stringifyPrimitive = function(v) {\n switch (typeof v) {\n case 'string':\n return v;\n\n case 'boolean':\n return v ? 'true' : 'false';\n\n case 'number':\n return isFinite(v) ? v : '';\n\n default:\n return '';\n }\n};\n\nvar encode = function(obj, sep, eq, name) {\n sep = sep || '&';\n eq = eq || '=';\n if (obj === null) {\n obj = undefined;\n }\n\n if (typeof obj === 'object') {\n return Object.keys(obj).map(function(k) {\n var ks = encodeURIComponent(stringifyPrimitive(k)) + eq;\n if (Array.isArray(obj[k])) {\n return obj[k].map(function(v) {\n return ks + encodeURIComponent(stringifyPrimitive(v));\n }).join(sep);\n } else {\n return ks + encodeURIComponent(stringifyPrimitive(obj[k]));\n }\n }).join(sep);\n\n }\n\n if (!name) { return ''; }\n return encodeURIComponent(stringifyPrimitive(name)) + eq +\n encodeURIComponent(stringifyPrimitive(obj));\n};\n\ncreateCommonjsModule(function (module, exports) {\n\nexports.decode = exports.parse = decode;\nexports.encode = exports.stringify = encode;\n});\n\n/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\n/*!\n * @pixi/utils - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/utils is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n\n/**\n * The prefix that denotes a URL is for a retina asset.\n * @static\n * @name RETINA_PREFIX\n * @memberof PIXI.settings\n * @type {RegExp}\n * @default /@([0-9\\.]+)x/\n * @example `@2x`\n */\nsettings.RETINA_PREFIX = /@([0-9\\.]+)x/;\n/**\n * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function.\n * If set to true, a WebGL renderer can fail to be created if the browser thinks there could be performance issues when\n * using WebGL.\n *\n * In PixiJS v6 this has changed from true to false by default, to allow WebGL to work in as many scenarios as possible.\n * However, some users may have a poor experience, for example, if a user has a gpu or driver version blacklisted by the\n * browser.\n *\n * If your application requires high performance rendering, you may wish to set this to false.\n * We recommend one of two options if you decide to set this flag to false:\n *\n * 1: Use the `pixi.js-legacy` package, which includes a Canvas renderer as a fallback in case high performance WebGL is\n * not supported.\n *\n * 2: Call `isWebGLSupported` (which if found in the PIXI.utils package) in your code before attempting to create a PixiJS\n * renderer, and show an error message to the user if the function returns false, explaining that their device & browser\n * combination does not support high performance WebGL.\n * This is a much better strategy than trying to create a PixiJS renderer and finding it then fails.\n * @static\n * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false;\n\n/**\n * Corrects PixiJS blend, takes premultiplied alpha into account\n * @memberof PIXI.utils\n * @function mapPremultipliedBlendModes\n * @private\n * @returns {Array} Mapped modes.\n */\nfunction mapPremultipliedBlendModes() {\n var pm = [];\n var npm = [];\n for (var i = 0; i < 32; i++) {\n pm[i] = i;\n npm[i] = i;\n }\n pm[BLEND_MODES.NORMAL_NPM] = BLEND_MODES.NORMAL;\n pm[BLEND_MODES.ADD_NPM] = BLEND_MODES.ADD;\n pm[BLEND_MODES.SCREEN_NPM] = BLEND_MODES.SCREEN;\n npm[BLEND_MODES.NORMAL] = BLEND_MODES.NORMAL_NPM;\n npm[BLEND_MODES.ADD] = BLEND_MODES.ADD_NPM;\n npm[BLEND_MODES.SCREEN] = BLEND_MODES.SCREEN_NPM;\n var array = [];\n array.push(npm);\n array.push(pm);\n return array;\n}\n/**\n * maps premultiply flag and blendMode to adjusted blendMode\n * @memberof PIXI.utils\n * @constant premultiplyBlendMode\n * @type {Array}\n */\nmapPremultipliedBlendModes();\n\n// A map of warning messages already fired\nvar warnings = {};\n/**\n * Helper for warning developers about deprecated features & settings.\n * A stack track for warnings is given; useful for tracking-down where\n * deprecated methods/properties/classes are being used within the code.\n * @memberof PIXI.utils\n * @function deprecation\n * @param {string} version - The version where the feature became deprecated\n * @param {string} message - Message should include what is deprecated, where, and the new solution\n * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack\n * this is mostly to ignore internal deprecation calls.\n */\nfunction deprecation(version, message, ignoreDepth) {\n if (ignoreDepth === void 0) { ignoreDepth = 3; }\n // Ignore duplicat\n if (warnings[message]) {\n return;\n }\n /* eslint-disable no-console */\n var stack = new Error().stack;\n // Handle IE < 10 and Safari < 6\n if (typeof stack === 'undefined') {\n console.warn('PixiJS Deprecation Warning: ', message + \"\\nDeprecated since v\" + version);\n }\n else {\n // chop off the stack trace which includes PixiJS internal calls\n stack = stack.split('\\n').splice(ignoreDepth).join('\\n');\n if (console.groupCollapsed) {\n console.groupCollapsed('%cPixiJS Deprecation Warning: %c%s', 'color:#614108;background:#fffbe6', 'font-weight:normal;color:#614108;background:#fffbe6', message + \"\\nDeprecated since v\" + version);\n console.warn(stack);\n console.groupEnd();\n }\n else {\n console.warn('PixiJS Deprecation Warning: ', message + \"\\nDeprecated since v\" + version);\n console.warn(stack);\n }\n }\n /* eslint-enable no-console */\n warnings[message] = true;\n}\n\n/**\n * Creates a Canvas element of the given size to be used as a target for rendering to.\n * @class\n * @memberof PIXI.utils\n */\n/** @class */ ((function () {\n /**\n * @param width - the width for the newly created canvas\n * @param height - the height for the newly created canvas\n * @param {number} [resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the canvas\n */\n function CanvasRenderTarget(width, height, resolution) {\n this.canvas = settings.ADAPTER.createCanvas();\n this.context = this.canvas.getContext('2d');\n this.resolution = resolution || settings.RESOLUTION;\n this.resize(width, height);\n }\n /**\n * Clears the canvas that was created by the CanvasRenderTarget class.\n * @private\n */\n CanvasRenderTarget.prototype.clear = function () {\n this.context.setTransform(1, 0, 0, 1, 0, 0);\n this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n };\n /**\n * Resizes the canvas to the specified width and height.\n * @param desiredWidth - the desired width of the canvas\n * @param desiredHeight - the desired height of the canvas\n */\n CanvasRenderTarget.prototype.resize = function (desiredWidth, desiredHeight) {\n this.canvas.width = Math.round(desiredWidth * this.resolution);\n this.canvas.height = Math.round(desiredHeight * this.resolution);\n };\n /** Destroys this canvas. */\n CanvasRenderTarget.prototype.destroy = function () {\n this.context = null;\n this.canvas = null;\n };\n Object.defineProperty(CanvasRenderTarget.prototype, \"width\", {\n /**\n * The width of the canvas buffer in pixels.\n * @member {number}\n */\n get: function () {\n return this.canvas.width;\n },\n set: function (val) {\n this.canvas.width = Math.round(val);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(CanvasRenderTarget.prototype, \"height\", {\n /**\n * The height of the canvas buffer in pixels.\n * @member {number}\n */\n get: function () {\n return this.canvas.height;\n },\n set: function (val) {\n this.canvas.height = Math.round(val);\n },\n enumerable: false,\n configurable: true\n });\n return CanvasRenderTarget;\n})());\n\n/**\n * Convenience class to create a new PIXI application.\n *\n * This class automatically creates the renderer, ticker and root container.\n * @example\n * // Create the application\n * const app = new PIXI.Application();\n *\n * // Add the view to the DOM\n * document.body.appendChild(app.view);\n *\n * // ex, add display objects\n * app.stage.addChild(PIXI.Sprite.from('something.png'));\n * @class\n * @memberof PIXI\n */\nvar Application = /** @class */ (function () {\n /**\n * @param {object} [options] - The optional renderer parameters.\n * @param {boolean} [options.autoStart=true] - Automatically starts the rendering after the construction.\n * **Note**: Setting this parameter to false does NOT stop the shared ticker even if you set\n * options.sharedTicker to true in case that it is already started. Stop it by your own.\n * @param {number} [options.width=800] - The width of the renderers view.\n * @param {number} [options.height=600] - The height of the renderers view.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, enable this if you\n * need to call toDataUrl on the WebGL context.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this\n * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise\n * it is ignored.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card. **(WebGL only)**.\n * @param {boolean} [options.sharedTicker=false] - `true` to use PIXI.Ticker.shared, `false` to create new ticker.\n * If set to false, you cannot register a handler to occur before anything that runs on the shared ticker.\n * The system ticker will always run before both the shared ticker and the app ticker.\n * @param {boolean} [options.sharedLoader=false] - `true` to use PIXI.Loader.shared, `false` to create new Loader.\n * @param {Window|HTMLElement} [options.resizeTo] - Element to automatically resize stage to.\n */\n function Application(options) {\n var _this = this;\n /**\n * The root display container that's rendered.\n * @member {PIXI.Container}\n */\n this.stage = new Container();\n // The default options\n options = Object.assign({\n forceCanvas: false,\n }, options);\n this.renderer = autoDetectRenderer(options);\n // install plugins here\n Application._plugins.forEach(function (plugin) {\n plugin.init.call(_this, options);\n });\n }\n /**\n * Use the {@link PIXI.extensions.add} API to register plugins.\n * @deprecated since 6.5.0\n * @static\n * @param {PIXI.IApplicationPlugin} plugin - Plugin being installed\n */\n Application.registerPlugin = function (plugin) {\n deprecation('6.5.0', 'Application.registerPlugin() is deprecated, use extensions.add()');\n extensions.add({\n type: ExtensionType.Application,\n ref: plugin,\n });\n };\n /** Render the current stage. */\n Application.prototype.render = function () {\n this.renderer.render(this.stage);\n };\n Object.defineProperty(Application.prototype, \"view\", {\n /**\n * Reference to the renderer's canvas element.\n * @member {HTMLCanvasElement}\n * @readonly\n */\n get: function () {\n return this.renderer.view;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Application.prototype, \"screen\", {\n /**\n * Reference to the renderer's screen rectangle. Its safe to use as `filterArea` or `hitArea` for the whole screen.\n * @member {PIXI.Rectangle}\n * @readonly\n */\n get: function () {\n return this.renderer.screen;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Destroy and don't use after this.\n * @param {boolean} [removeView=false] - Automatically remove canvas from DOM.\n * @param {object|boolean} [stageOptions] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [stageOptions.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'stageOptions' will be passed on to those calls.\n * @param {boolean} [stageOptions.texture=false] - Only used for child Sprites if stageOptions.children is set\n * to true. Should it destroy the texture of the child sprite\n * @param {boolean} [stageOptions.baseTexture=false] - Only used for child Sprites if stageOptions.children is set\n * to true. Should it destroy the base texture of the child sprite\n */\n Application.prototype.destroy = function (removeView, stageOptions) {\n var _this = this;\n // Destroy plugins in the opposite order\n // which they were constructed\n var plugins = Application._plugins.slice(0);\n plugins.reverse();\n plugins.forEach(function (plugin) {\n plugin.destroy.call(_this);\n });\n this.stage.destroy(stageOptions);\n this.stage = null;\n this.renderer.destroy(removeView);\n this.renderer = null;\n };\n /** Collection of installed plugins. */\n Application._plugins = [];\n return Application;\n}());\nextensions.handleByList(ExtensionType.Application, Application._plugins);\n\nextensions.add(ResizePlugin);\n\nexport { Application, ResizePlugin };\n//# sourceMappingURL=app.mjs.map\n","/*!\n * @pixi/mesh-extras - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/mesh-extras is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { MeshGeometry, Mesh, MeshMaterial } from '@pixi/mesh';\nimport { WRAP_MODES } from '@pixi/constants';\nimport { Texture } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * @memberof PIXI\n */\nvar PlaneGeometry = /** @class */ (function (_super) {\n __extends(PlaneGeometry, _super);\n /**\n * @param width - The width of the plane.\n * @param height - The height of the plane.\n * @param segWidth - Number of horizontal segments.\n * @param segHeight - Number of vertical segments.\n */\n function PlaneGeometry(width, height, segWidth, segHeight) {\n if (width === void 0) { width = 100; }\n if (height === void 0) { height = 100; }\n if (segWidth === void 0) { segWidth = 10; }\n if (segHeight === void 0) { segHeight = 10; }\n var _this = _super.call(this) || this;\n _this.segWidth = segWidth;\n _this.segHeight = segHeight;\n _this.width = width;\n _this.height = height;\n _this.build();\n return _this;\n }\n /**\n * Refreshes plane coordinates\n * @private\n */\n PlaneGeometry.prototype.build = function () {\n var total = this.segWidth * this.segHeight;\n var verts = [];\n var uvs = [];\n var indices = [];\n var segmentsX = this.segWidth - 1;\n var segmentsY = this.segHeight - 1;\n var sizeX = (this.width) / segmentsX;\n var sizeY = (this.height) / segmentsY;\n for (var i = 0; i < total; i++) {\n var x = (i % this.segWidth);\n var y = ((i / this.segWidth) | 0);\n verts.push(x * sizeX, y * sizeY);\n uvs.push(x / segmentsX, y / segmentsY);\n }\n var totalSub = segmentsX * segmentsY;\n for (var i = 0; i < totalSub; i++) {\n var xpos = i % segmentsX;\n var ypos = (i / segmentsX) | 0;\n var value = (ypos * this.segWidth) + xpos;\n var value2 = (ypos * this.segWidth) + xpos + 1;\n var value3 = ((ypos + 1) * this.segWidth) + xpos;\n var value4 = ((ypos + 1) * this.segWidth) + xpos + 1;\n indices.push(value, value2, value3, value2, value4, value3);\n }\n this.buffers[0].data = new Float32Array(verts);\n this.buffers[1].data = new Float32Array(uvs);\n this.indexBuffer.data = new Uint16Array(indices);\n // ensure that the changes are uploaded\n this.buffers[0].update();\n this.buffers[1].update();\n this.indexBuffer.update();\n };\n return PlaneGeometry;\n}(MeshGeometry));\n\n/**\n * RopeGeometry allows you to draw a geometry across several points and then manipulate these points.\n *\n * ```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * const rope = new PIXI.RopeGeometry(100, points);\n * ```\n * @memberof PIXI\n */\nvar RopeGeometry = /** @class */ (function (_super) {\n __extends(RopeGeometry, _super);\n /**\n * @param width - The width (i.e., thickness) of the rope.\n * @param points - An array of {@link PIXI.Point} objects to construct this rope.\n * @param textureScale - By default the rope texture will be stretched to match\n * rope length. If textureScale is positive this value will be treated as a scaling\n * factor and the texture will preserve its aspect ratio instead. To create a tiling rope\n * set baseTexture.wrapMode to {@link PIXI.WRAP_MODES.REPEAT} and use a power of two texture,\n * then set textureScale=1 to keep the original texture pixel size.\n * In order to reduce alpha channel artifacts provide a larger texture and downsample -\n * i.e. set textureScale=0.5 to scale it down twice.\n */\n function RopeGeometry(width, points, textureScale) {\n if (width === void 0) { width = 200; }\n if (textureScale === void 0) { textureScale = 0; }\n var _this = _super.call(this, new Float32Array(points.length * 4), new Float32Array(points.length * 4), new Uint16Array((points.length - 1) * 6)) || this;\n _this.points = points;\n _this._width = width;\n _this.textureScale = textureScale;\n _this.build();\n return _this;\n }\n Object.defineProperty(RopeGeometry.prototype, \"width\", {\n /**\n * The width (i.e., thickness) of the rope.\n * @readonly\n */\n get: function () {\n return this._width;\n },\n enumerable: false,\n configurable: true\n });\n /** Refreshes Rope indices and uvs */\n RopeGeometry.prototype.build = function () {\n var points = this.points;\n if (!points)\n { return; }\n var vertexBuffer = this.getBuffer('aVertexPosition');\n var uvBuffer = this.getBuffer('aTextureCoord');\n var indexBuffer = this.getIndex();\n // if too little points, or texture hasn't got UVs set yet just move on.\n if (points.length < 1) {\n return;\n }\n // if the number of points has changed we will need to recreate the arraybuffers\n if (vertexBuffer.data.length / 4 !== points.length) {\n vertexBuffer.data = new Float32Array(points.length * 4);\n uvBuffer.data = new Float32Array(points.length * 4);\n indexBuffer.data = new Uint16Array((points.length - 1) * 6);\n }\n var uvs = uvBuffer.data;\n var indices = indexBuffer.data;\n uvs[0] = 0;\n uvs[1] = 0;\n uvs[2] = 0;\n uvs[3] = 1;\n var amount = 0;\n var prev = points[0];\n var textureWidth = this._width * this.textureScale;\n var total = points.length; // - 1;\n for (var i = 0; i < total; i++) {\n // time to do some smart drawing!\n var index = i * 4;\n if (this.textureScale > 0) {\n // calculate pixel distance from previous point\n var dx = prev.x - points[i].x;\n var dy = prev.y - points[i].y;\n var distance = Math.sqrt((dx * dx) + (dy * dy));\n prev = points[i];\n amount += distance / textureWidth;\n }\n else {\n // stretch texture\n amount = i / (total - 1);\n }\n uvs[index] = amount;\n uvs[index + 1] = 0;\n uvs[index + 2] = amount;\n uvs[index + 3] = 1;\n }\n var indexCount = 0;\n for (var i = 0; i < total - 1; i++) {\n var index = i * 2;\n indices[indexCount++] = index;\n indices[indexCount++] = index + 1;\n indices[indexCount++] = index + 2;\n indices[indexCount++] = index + 2;\n indices[indexCount++] = index + 1;\n indices[indexCount++] = index + 3;\n }\n // ensure that the changes are uploaded\n uvBuffer.update();\n indexBuffer.update();\n this.updateVertices();\n };\n /** refreshes vertices of Rope mesh */\n RopeGeometry.prototype.updateVertices = function () {\n var points = this.points;\n if (points.length < 1) {\n return;\n }\n var lastPoint = points[0];\n var nextPoint;\n var perpX = 0;\n var perpY = 0;\n var vertices = this.buffers[0].data;\n var total = points.length;\n for (var i = 0; i < total; i++) {\n var point = points[i];\n var index = i * 4;\n if (i < points.length - 1) {\n nextPoint = points[i + 1];\n }\n else {\n nextPoint = point;\n }\n perpY = -(nextPoint.x - lastPoint.x);\n perpX = nextPoint.y - lastPoint.y;\n var perpLength = Math.sqrt((perpX * perpX) + (perpY * perpY));\n var num = this.textureScale > 0 ? this.textureScale * this._width / 2 : this._width / 2;\n perpX /= perpLength;\n perpY /= perpLength;\n perpX *= num;\n perpY *= num;\n vertices[index] = point.x + perpX;\n vertices[index + 1] = point.y + perpY;\n vertices[index + 2] = point.x - perpX;\n vertices[index + 3] = point.y - perpY;\n lastPoint = point;\n }\n this.buffers[0].update();\n };\n RopeGeometry.prototype.update = function () {\n if (this.textureScale > 0) {\n this.build(); // we need to update UVs\n }\n else {\n this.updateVertices();\n }\n };\n return RopeGeometry;\n}(MeshGeometry));\n\n/**\n * The rope allows you to draw a texture across several points and then manipulate these points\n *\n *```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * let rope = new PIXI.SimpleRope(PIXI.Texture.from(\"snake.png\"), points);\n * ```\n * @memberof PIXI\n */\nvar SimpleRope = /** @class */ (function (_super) {\n __extends(SimpleRope, _super);\n /**\n * @param texture - The texture to use on the rope.\n * @param points - An array of {@link PIXI.Point} objects to construct this rope.\n * @param {number} textureScale - Optional. Positive values scale rope texture\n * keeping its aspect ratio. You can reduce alpha channel artifacts by providing a larger texture\n * and downsampling here. If set to zero, texture will be stretched instead.\n */\n function SimpleRope(texture, points, textureScale) {\n if (textureScale === void 0) { textureScale = 0; }\n var _this = this;\n var ropeGeometry = new RopeGeometry(texture.height, points, textureScale);\n var meshMaterial = new MeshMaterial(texture);\n if (textureScale > 0) {\n // attempt to set UV wrapping, will fail on non-power of two textures\n texture.baseTexture.wrapMode = WRAP_MODES.REPEAT;\n }\n _this = _super.call(this, ropeGeometry, meshMaterial) || this;\n /**\n * re-calculate vertices by rope points each frame\n * @member {boolean}\n */\n _this.autoUpdate = true;\n return _this;\n }\n SimpleRope.prototype._render = function (renderer) {\n var geometry = this.geometry;\n if (this.autoUpdate || geometry._width !== this.shader.texture.height) {\n geometry._width = this.shader.texture.height;\n geometry.update();\n }\n _super.prototype._render.call(this, renderer);\n };\n return SimpleRope;\n}(Mesh));\n\n/**\n * The SimplePlane allows you to draw a texture across several points and then manipulate these points\n *\n *```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * let SimplePlane = new PIXI.SimplePlane(PIXI.Texture.from(\"snake.png\"), points);\n * ```\n * @memberof PIXI\n */\nvar SimplePlane = /** @class */ (function (_super) {\n __extends(SimplePlane, _super);\n /**\n * @param texture - The texture to use on the SimplePlane.\n * @param verticesX - The number of vertices in the x-axis\n * @param verticesY - The number of vertices in the y-axis\n */\n function SimplePlane(texture, verticesX, verticesY) {\n var _this = this;\n var planeGeometry = new PlaneGeometry(texture.width, texture.height, verticesX, verticesY);\n var meshMaterial = new MeshMaterial(Texture.WHITE);\n _this = _super.call(this, planeGeometry, meshMaterial) || this;\n // lets call the setter to ensure all necessary updates are performed\n _this.texture = texture;\n _this.autoResize = true;\n return _this;\n }\n /**\n * Method used for overrides, to do something in case texture frame was changed.\n * Meshes based on plane can override it and change more details based on texture.\n */\n SimplePlane.prototype.textureUpdated = function () {\n this._textureID = this.shader.texture._updateID;\n var geometry = this.geometry;\n var _a = this.shader.texture, width = _a.width, height = _a.height;\n if (this.autoResize && (geometry.width !== width || geometry.height !== height)) {\n geometry.width = this.shader.texture.width;\n geometry.height = this.shader.texture.height;\n geometry.build();\n }\n };\n Object.defineProperty(SimplePlane.prototype, \"texture\", {\n get: function () {\n return this.shader.texture;\n },\n set: function (value) {\n // Track texture same way sprite does.\n // For generated meshes like NineSlicePlane it can change the geometry.\n // Unfortunately, this method might not work if you directly change texture in material.\n if (this.shader.texture === value) {\n return;\n }\n this.shader.texture = value;\n this._textureID = -1;\n if (value.baseTexture.valid) {\n this.textureUpdated();\n }\n else {\n value.once('update', this.textureUpdated, this);\n }\n },\n enumerable: false,\n configurable: true\n });\n SimplePlane.prototype._render = function (renderer) {\n if (this._textureID !== this.shader.texture._updateID) {\n this.textureUpdated();\n }\n _super.prototype._render.call(this, renderer);\n };\n SimplePlane.prototype.destroy = function (options) {\n this.shader.texture.off('update', this.textureUpdated, this);\n _super.prototype.destroy.call(this, options);\n };\n return SimplePlane;\n}(Mesh));\n\n/**\n * The Simple Mesh class mimics Mesh in PixiJS v4, providing easy-to-use constructor arguments.\n * For more robust customization, use {@link PIXI.Mesh}.\n * @memberof PIXI\n */\nvar SimpleMesh = /** @class */ (function (_super) {\n __extends(SimpleMesh, _super);\n /**\n * @param texture - The texture to use\n * @param {Float32Array} [vertices] - if you want to specify the vertices\n * @param {Float32Array} [uvs] - if you want to specify the uvs\n * @param {Uint16Array} [indices] - if you want to specify the indices\n * @param drawMode - the drawMode, can be any of the Mesh.DRAW_MODES consts\n */\n function SimpleMesh(texture, vertices, uvs, indices, drawMode) {\n if (texture === void 0) { texture = Texture.EMPTY; }\n var _this = this;\n var geometry = new MeshGeometry(vertices, uvs, indices);\n geometry.getBuffer('aVertexPosition').static = false;\n var meshMaterial = new MeshMaterial(texture);\n _this = _super.call(this, geometry, meshMaterial, null, drawMode) || this;\n _this.autoUpdate = true;\n return _this;\n }\n Object.defineProperty(SimpleMesh.prototype, \"vertices\", {\n /**\n * Collection of vertices data.\n * @type {Float32Array}\n */\n get: function () {\n return this.geometry.getBuffer('aVertexPosition').data;\n },\n set: function (value) {\n this.geometry.getBuffer('aVertexPosition').data = value;\n },\n enumerable: false,\n configurable: true\n });\n SimpleMesh.prototype._render = function (renderer) {\n if (this.autoUpdate) {\n this.geometry.getBuffer('aVertexPosition').update();\n }\n _super.prototype._render.call(this, renderer);\n };\n return SimpleMesh;\n}(Mesh));\n\nvar DEFAULT_BORDER_SIZE = 10;\n/**\n * The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful\n * for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically\n *\n *```js\n * let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.from('BoxWithRoundedCorners.png'), 15, 15, 15, 15);\n * ```\n *
\n *      A                          B\n *    +---+----------------------+---+\n *  C | 1 |          2           | 3 |\n *    +---+----------------------+---+\n *    |   |                      |   |\n *    | 4 |          5           | 6 |\n *    |   |                      |   |\n *    +---+----------------------+---+\n *  D | 7 |          8           | 9 |\n *    +---+----------------------+---+\n *  When changing this objects width and/or height:\n *     areas 1 3 7 and 9 will remain unscaled.\n *     areas 2 and 8 will be stretched horizontally\n *     areas 4 and 6 will be stretched vertically\n *     area 5 will be stretched both horizontally and vertically\n * 
\n * @memberof PIXI\n */\nvar NineSlicePlane = /** @class */ (function (_super) {\n __extends(NineSlicePlane, _super);\n /**\n * @param texture - The texture to use on the NineSlicePlane.\n * @param {number} [leftWidth=10] - size of the left vertical bar (A)\n * @param {number} [topHeight=10] - size of the top horizontal bar (C)\n * @param {number} [rightWidth=10] - size of the right vertical bar (B)\n * @param {number} [bottomHeight=10] - size of the bottom horizontal bar (D)\n */\n function NineSlicePlane(texture, leftWidth, topHeight, rightWidth, bottomHeight) {\n if (leftWidth === void 0) { leftWidth = DEFAULT_BORDER_SIZE; }\n if (topHeight === void 0) { topHeight = DEFAULT_BORDER_SIZE; }\n if (rightWidth === void 0) { rightWidth = DEFAULT_BORDER_SIZE; }\n if (bottomHeight === void 0) { bottomHeight = DEFAULT_BORDER_SIZE; }\n var _this = _super.call(this, Texture.WHITE, 4, 4) || this;\n _this._origWidth = texture.orig.width;\n _this._origHeight = texture.orig.height;\n /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */\n _this._width = _this._origWidth;\n /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */\n _this._height = _this._origHeight;\n _this._leftWidth = leftWidth;\n _this._rightWidth = rightWidth;\n _this._topHeight = topHeight;\n _this._bottomHeight = bottomHeight;\n // lets call the setter to ensure all necessary updates are performed\n _this.texture = texture;\n return _this;\n }\n NineSlicePlane.prototype.textureUpdated = function () {\n this._textureID = this.shader.texture._updateID;\n this._refresh();\n };\n Object.defineProperty(NineSlicePlane.prototype, \"vertices\", {\n get: function () {\n return this.geometry.getBuffer('aVertexPosition').data;\n },\n set: function (value) {\n this.geometry.getBuffer('aVertexPosition').data = value;\n },\n enumerable: false,\n configurable: true\n });\n /** Updates the horizontal vertices. */\n NineSlicePlane.prototype.updateHorizontalVertices = function () {\n var vertices = this.vertices;\n var scale = this._getMinScale();\n vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight * scale;\n vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - (this._bottomHeight * scale);\n vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height;\n };\n /** Updates the vertical vertices. */\n NineSlicePlane.prototype.updateVerticalVertices = function () {\n var vertices = this.vertices;\n var scale = this._getMinScale();\n vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth * scale;\n vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - (this._rightWidth * scale);\n vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width;\n };\n /**\n * Returns the smaller of a set of vertical and horizontal scale of nine slice corners.\n * @returns Smaller number of vertical and horizontal scale.\n */\n NineSlicePlane.prototype._getMinScale = function () {\n var w = this._leftWidth + this._rightWidth;\n var scaleW = this._width > w ? 1.0 : this._width / w;\n var h = this._topHeight + this._bottomHeight;\n var scaleH = this._height > h ? 1.0 : this._height / h;\n var scale = Math.min(scaleW, scaleH);\n return scale;\n };\n Object.defineProperty(NineSlicePlane.prototype, \"width\", {\n /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */\n get: function () {\n return this._width;\n },\n set: function (value) {\n this._width = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"height\", {\n /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */\n get: function () {\n return this._height;\n },\n set: function (value) {\n this._height = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"leftWidth\", {\n /** The width of the left column. */\n get: function () {\n return this._leftWidth;\n },\n set: function (value) {\n this._leftWidth = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"rightWidth\", {\n /** The width of the right column. */\n get: function () {\n return this._rightWidth;\n },\n set: function (value) {\n this._rightWidth = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"topHeight\", {\n /** The height of the top row. */\n get: function () {\n return this._topHeight;\n },\n set: function (value) {\n this._topHeight = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"bottomHeight\", {\n /** The height of the bottom row. */\n get: function () {\n return this._bottomHeight;\n },\n set: function (value) {\n this._bottomHeight = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n /** Refreshes NineSlicePlane coords. All of them. */\n NineSlicePlane.prototype._refresh = function () {\n var texture = this.texture;\n var uvs = this.geometry.buffers[1].data;\n this._origWidth = texture.orig.width;\n this._origHeight = texture.orig.height;\n var _uvw = 1.0 / this._origWidth;\n var _uvh = 1.0 / this._origHeight;\n uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0;\n uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0;\n uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1;\n uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1;\n uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth;\n uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - (_uvw * this._rightWidth);\n uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight;\n uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - (_uvh * this._bottomHeight);\n this.updateHorizontalVertices();\n this.updateVerticalVertices();\n this.geometry.buffers[0].update();\n this.geometry.buffers[1].update();\n };\n return NineSlicePlane;\n}(SimplePlane));\n\nexport { NineSlicePlane, PlaneGeometry, RopeGeometry, SimpleMesh, SimplePlane, SimpleRope };\n//# sourceMappingURL=mesh-extras.mjs.map\n","/*!\n * @pixi/sprite-animated - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/sprite-animated is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Texture } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * An AnimatedSprite is a simple way to display an animation depicted by a list of textures.\n *\n * ```js\n * let alienImages = [\"image_sequence_01.png\",\"image_sequence_02.png\",\"image_sequence_03.png\",\"image_sequence_04.png\"];\n * let textureArray = [];\n *\n * for (let i=0; i < 4; i++)\n * {\n * let texture = PIXI.Texture.from(alienImages[i]);\n * textureArray.push(texture);\n * };\n *\n * let animatedSprite = new PIXI.AnimatedSprite(textureArray);\n * ```\n *\n * The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet}\n * containing the animation definitions:\n *\n * ```js\n * PIXI.Loader.shared.add(\"assets/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"assets/spritesheet.json\"].spritesheet;\n * animatedSprite = new PIXI.AnimatedSprite(sheet.animations[\"image_sequence\"]);\n * ...\n * }\n * ```\n * @memberof PIXI\n */\nvar AnimatedSprite = /** @class */ (function (_super) {\n __extends(AnimatedSprite, _super);\n /**\n * @param textures - An array of {@link PIXI.Texture} or frame\n * objects that make up the animation.\n * @param {boolean} [autoUpdate=true] - Whether to use PIXI.Ticker.shared to auto update animation time.\n */\n function AnimatedSprite(textures, autoUpdate) {\n if (autoUpdate === void 0) { autoUpdate = true; }\n var _this = _super.call(this, textures[0] instanceof Texture ? textures[0] : textures[0].texture) || this;\n _this._textures = null;\n _this._durations = null;\n _this._autoUpdate = autoUpdate;\n _this._isConnectedToTicker = false;\n _this.animationSpeed = 1;\n _this.loop = true;\n _this.updateAnchor = false;\n _this.onComplete = null;\n _this.onFrameChange = null;\n _this.onLoop = null;\n _this._currentTime = 0;\n _this._playing = false;\n _this._previousFrame = null;\n _this.textures = textures;\n return _this;\n }\n /** Stops the AnimatedSprite. */\n AnimatedSprite.prototype.stop = function () {\n if (!this._playing) {\n return;\n }\n this._playing = false;\n if (this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n };\n /** Plays the AnimatedSprite. */\n AnimatedSprite.prototype.play = function () {\n if (this._playing) {\n return;\n }\n this._playing = true;\n if (this._autoUpdate && !this._isConnectedToTicker) {\n Ticker.shared.add(this.update, this, UPDATE_PRIORITY.HIGH);\n this._isConnectedToTicker = true;\n }\n };\n /**\n * Stops the AnimatedSprite and goes to a specific frame.\n * @param frameNumber - Frame index to stop at.\n */\n AnimatedSprite.prototype.gotoAndStop = function (frameNumber) {\n this.stop();\n var previousFrame = this.currentFrame;\n this._currentTime = frameNumber;\n if (previousFrame !== this.currentFrame) {\n this.updateTexture();\n }\n };\n /**\n * Goes to a specific frame and begins playing the AnimatedSprite.\n * @param frameNumber - Frame index to start at.\n */\n AnimatedSprite.prototype.gotoAndPlay = function (frameNumber) {\n var previousFrame = this.currentFrame;\n this._currentTime = frameNumber;\n if (previousFrame !== this.currentFrame) {\n this.updateTexture();\n }\n this.play();\n };\n /**\n * Updates the object transform for rendering.\n * @param deltaTime - Time since last tick.\n */\n AnimatedSprite.prototype.update = function (deltaTime) {\n if (!this._playing) {\n return;\n }\n var elapsed = this.animationSpeed * deltaTime;\n var previousFrame = this.currentFrame;\n if (this._durations !== null) {\n var lag = this._currentTime % 1 * this._durations[this.currentFrame];\n lag += elapsed / 60 * 1000;\n while (lag < 0) {\n this._currentTime--;\n lag += this._durations[this.currentFrame];\n }\n var sign = Math.sign(this.animationSpeed * deltaTime);\n this._currentTime = Math.floor(this._currentTime);\n while (lag >= this._durations[this.currentFrame]) {\n lag -= this._durations[this.currentFrame] * sign;\n this._currentTime += sign;\n }\n this._currentTime += lag / this._durations[this.currentFrame];\n }\n else {\n this._currentTime += elapsed;\n }\n if (this._currentTime < 0 && !this.loop) {\n this.gotoAndStop(0);\n if (this.onComplete) {\n this.onComplete();\n }\n }\n else if (this._currentTime >= this._textures.length && !this.loop) {\n this.gotoAndStop(this._textures.length - 1);\n if (this.onComplete) {\n this.onComplete();\n }\n }\n else if (previousFrame !== this.currentFrame) {\n if (this.loop && this.onLoop) {\n if (this.animationSpeed > 0 && this.currentFrame < previousFrame) {\n this.onLoop();\n }\n else if (this.animationSpeed < 0 && this.currentFrame > previousFrame) {\n this.onLoop();\n }\n }\n this.updateTexture();\n }\n };\n /** Updates the displayed texture to match the current frame index. */\n AnimatedSprite.prototype.updateTexture = function () {\n var currentFrame = this.currentFrame;\n if (this._previousFrame === currentFrame) {\n return;\n }\n this._previousFrame = currentFrame;\n this._texture = this._textures[currentFrame];\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this._cachedTint = 0xFFFFFF;\n this.uvs = this._texture._uvs.uvsFloat32;\n if (this.updateAnchor) {\n this._anchor.copyFrom(this._texture.defaultAnchor);\n }\n if (this.onFrameChange) {\n this.onFrameChange(this.currentFrame);\n }\n };\n /**\n * Stops the AnimatedSprite and destroys it.\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value.\n * @param {boolean} [options.children=false] - If set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well.\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well.\n */\n AnimatedSprite.prototype.destroy = function (options) {\n this.stop();\n _super.prototype.destroy.call(this, options);\n this.onComplete = null;\n this.onFrameChange = null;\n this.onLoop = null;\n };\n /**\n * A short hand way of creating an AnimatedSprite from an array of frame ids.\n * @param frames - The array of frames ids the AnimatedSprite will use as its texture frames.\n * @returns - The new animated sprite with the specified frames.\n */\n AnimatedSprite.fromFrames = function (frames) {\n var textures = [];\n for (var i = 0; i < frames.length; ++i) {\n textures.push(Texture.from(frames[i]));\n }\n return new AnimatedSprite(textures);\n };\n /**\n * A short hand way of creating an AnimatedSprite from an array of image ids.\n * @param images - The array of image urls the AnimatedSprite will use as its texture frames.\n * @returns The new animate sprite with the specified images as frames.\n */\n AnimatedSprite.fromImages = function (images) {\n var textures = [];\n for (var i = 0; i < images.length; ++i) {\n textures.push(Texture.from(images[i]));\n }\n return new AnimatedSprite(textures);\n };\n Object.defineProperty(AnimatedSprite.prototype, \"totalFrames\", {\n /**\n * The total number of frames in the AnimatedSprite. This is the same as number of textures\n * assigned to the AnimatedSprite.\n * @readonly\n * @default 0\n */\n get: function () {\n return this._textures.length;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AnimatedSprite.prototype, \"textures\", {\n /** The array of textures used for this AnimatedSprite. */\n get: function () {\n return this._textures;\n },\n set: function (value) {\n if (value[0] instanceof Texture) {\n this._textures = value;\n this._durations = null;\n }\n else {\n this._textures = [];\n this._durations = [];\n for (var i = 0; i < value.length; i++) {\n this._textures.push(value[i].texture);\n this._durations.push(value[i].time);\n }\n }\n this._previousFrame = null;\n this.gotoAndStop(0);\n this.updateTexture();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AnimatedSprite.prototype, \"currentFrame\", {\n /**\n * The AnimatedSprites current frame index.\n * @readonly\n */\n get: function () {\n var currentFrame = Math.floor(this._currentTime) % this._textures.length;\n if (currentFrame < 0) {\n currentFrame += this._textures.length;\n }\n return currentFrame;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AnimatedSprite.prototype, \"playing\", {\n /**\n * Indicates if the AnimatedSprite is currently playing.\n * @readonly\n */\n get: function () {\n return this._playing;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AnimatedSprite.prototype, \"autoUpdate\", {\n /** Whether to use PIXI.Ticker.shared to auto update animation time. */\n get: function () {\n return this._autoUpdate;\n },\n set: function (value) {\n if (value !== this._autoUpdate) {\n this._autoUpdate = value;\n if (!this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n else if (this._autoUpdate && !this._isConnectedToTicker && this._playing) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return AnimatedSprite;\n}(Sprite));\n\nexport { AnimatedSprite };\n//# sourceMappingURL=sprite-animated.mjs.map\n","/*!\n * pixi.js - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * pixi.js is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport '@pixi/polyfill';\nimport * as utils from '@pixi/utils';\nexport { utils };\nimport { AccessibilityManager } from '@pixi/accessibility';\nexport * from '@pixi/accessibility';\nimport { InteractionManager } from '@pixi/interaction';\nexport * from '@pixi/interaction';\nimport { extensions, BatchRenderer } from '@pixi/core';\nexport * from '@pixi/core';\nimport { Extract } from '@pixi/extract';\nexport * from '@pixi/extract';\nimport { AppLoaderPlugin } from '@pixi/loaders';\nexport * from '@pixi/loaders';\nimport { CompressedTextureLoader, DDSLoader, KTXLoader } from '@pixi/compressed-textures';\nexport * from '@pixi/compressed-textures';\nimport { ParticleRenderer } from '@pixi/particle-container';\nexport * from '@pixi/particle-container';\nimport { Prepare } from '@pixi/prepare';\nexport * from '@pixi/prepare';\nimport { SpritesheetLoader } from '@pixi/spritesheet';\nexport * from '@pixi/spritesheet';\nimport { TilingSpriteRenderer } from '@pixi/sprite-tiling';\nexport * from '@pixi/sprite-tiling';\nimport { BitmapFontLoader } from '@pixi/text-bitmap';\nexport * from '@pixi/text-bitmap';\nimport { TickerPlugin } from '@pixi/ticker';\nexport * from '@pixi/ticker';\nimport { AlphaFilter } from '@pixi/filter-alpha';\nimport { BlurFilter, BlurFilterPass } from '@pixi/filter-blur';\nimport { ColorMatrixFilter } from '@pixi/filter-color-matrix';\nimport { DisplacementFilter } from '@pixi/filter-displacement';\nimport { FXAAFilter } from '@pixi/filter-fxaa';\nimport { NoiseFilter } from '@pixi/filter-noise';\nimport '@pixi/mixin-cache-as-bitmap';\nimport '@pixi/mixin-get-child-by-name';\nimport '@pixi/mixin-get-global-position';\nexport * from '@pixi/app';\nexport * from '@pixi/constants';\nexport * from '@pixi/display';\nexport * from '@pixi/graphics';\nexport * from '@pixi/math';\nexport * from '@pixi/mesh';\nexport * from '@pixi/mesh-extras';\nexport * from '@pixi/runner';\nexport * from '@pixi/sprite';\nexport * from '@pixi/sprite-animated';\nexport * from '@pixi/text';\nexport * from '@pixi/settings';\n\nextensions.add(\n// Install renderer plugins\nAccessibilityManager, Extract, InteractionManager, ParticleRenderer, Prepare, BatchRenderer, TilingSpriteRenderer, \n// Install loader plugins\nBitmapFontLoader, CompressedTextureLoader, DDSLoader, KTXLoader, SpritesheetLoader, \n// Install application plugins\nTickerPlugin, AppLoaderPlugin);\n/**\n * This namespace contains WebGL-only display filters that can be applied\n * to DisplayObjects using the {@link PIXI.DisplayObject#filters filters} property.\n *\n * Since PixiJS only had a handful of built-in filters, additional filters\n * can be downloaded {@link https://github.com/pixijs/pixi-filters here} from the\n * PixiJS Filters repository.\n *\n * All filters must extend {@link PIXI.Filter}.\n * @example\n * // Create a new application\n * const app = new PIXI.Application();\n *\n * // Draw a green rectangle\n * const rect = new PIXI.Graphics()\n * .beginFill(0x00ff00)\n * .drawRect(40, 40, 200, 200);\n *\n * // Add a blur filter\n * rect.filters = [new PIXI.filters.BlurFilter()];\n *\n * // Display rectangle\n * app.stage.addChild(rect);\n * document.body.appendChild(app.view);\n * @namespace PIXI.filters\n */\nvar filters = {\n AlphaFilter: AlphaFilter,\n BlurFilter: BlurFilter,\n BlurFilterPass: BlurFilterPass,\n ColorMatrixFilter: ColorMatrixFilter,\n DisplacementFilter: DisplacementFilter,\n FXAAFilter: FXAAFilter,\n NoiseFilter: NoiseFilter,\n};\n\nexport { filters };\n//# sourceMappingURL=pixi.mjs.map\n","/*!\n * @pixi/math - v6.5.7\n * Compiled Thu, 20 Oct 2022 15:13:33 UTC\n *\n * @pixi/math is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Two Pi.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar PI_2 = Math.PI * 2;\n/**\n * Conversion factor for converting radians to degrees.\n * @static\n * @member {number} RAD_TO_DEG\n * @memberof PIXI\n */\nvar RAD_TO_DEG = 180 / Math.PI;\n/**\n * Conversion factor for converting degrees to radians.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar DEG_TO_RAD = Math.PI / 180;\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n * @static\n * @memberof PIXI\n * @enum {number}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n */\nvar SHAPES;\n(function (SHAPES) {\n SHAPES[SHAPES[\"POLY\"] = 0] = \"POLY\";\n SHAPES[SHAPES[\"RECT\"] = 1] = \"RECT\";\n SHAPES[SHAPES[\"CIRC\"] = 2] = \"CIRC\";\n SHAPES[SHAPES[\"ELIP\"] = 3] = \"ELIP\";\n SHAPES[SHAPES[\"RREC\"] = 4] = \"RREC\";\n})(SHAPES || (SHAPES = {}));\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis\n * @class\n * @memberof PIXI\n * @implements {IPoint}\n */\nvar Point = /** @class */ (function () {\n /**\n * Creates a new `Point`\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function Point(x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n /** Position of the point on the x axis */\n this.x = 0;\n /** Position of the point on the y axis */\n this.y = 0;\n this.x = x;\n this.y = y;\n }\n /**\n * Creates a clone of this point\n * @returns A clone of this point\n */\n Point.prototype.clone = function () {\n return new Point(this.x, this.y);\n };\n /**\n * Copies `x` and `y` from the given point into this point\n * @param p - The point to copy from\n * @returns The point instance itself\n */\n Point.prototype.copyFrom = function (p) {\n this.set(p.x, p.y);\n return this;\n };\n /**\n * Copies this point's x and y into the given point (`p`).\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n Point.prototype.copyTo = function (p) {\n p.set(this.x, this.y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n Point.prototype.equals = function (p) {\n return (p.x === this.x) && (p.y === this.y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the `x` axis\n * @param {number} [y=x] - position of the point on the `y` axis\n * @returns The point instance itself\n */\n Point.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n this.x = x;\n this.y = y;\n return this;\n };\n Point.prototype.toString = function () {\n return \"[@pixi/math:Point x=\" + this.x + \" y=\" + this.y + \"]\";\n };\n return Point;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\n/**\n * Size object, contains width and height\n * @memberof PIXI\n * @typedef {object} ISize\n * @property {number} width - Width component\n * @property {number} height - Height component\n */\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n * @memberof PIXI\n */\nvar Rectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rectangle\n * @param y - The Y coordinate of the upper-left corner of the rectangle\n * @param width - The overall width of the rectangle\n * @param height - The overall height of the rectangle\n */\n function Rectangle(x, y, width, height) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this.x = Number(x);\n this.y = Number(y);\n this.width = Number(width);\n this.height = Number(height);\n this.type = SHAPES.RECT;\n }\n Object.defineProperty(Rectangle.prototype, \"left\", {\n /** Returns the left edge of the rectangle. */\n get: function () {\n return this.x;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"right\", {\n /** Returns the right edge of the rectangle. */\n get: function () {\n return this.x + this.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"top\", {\n /** Returns the top edge of the rectangle. */\n get: function () {\n return this.y;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"bottom\", {\n /** Returns the bottom edge of the rectangle. */\n get: function () {\n return this.y + this.height;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle, \"EMPTY\", {\n /** A constant empty rectangle. */\n get: function () {\n return new Rectangle(0, 0, 0, 0);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates a clone of this Rectangle\n * @returns a copy of the rectangle\n */\n Rectangle.prototype.clone = function () {\n return new Rectangle(this.x, this.y, this.width, this.height);\n };\n /**\n * Copies another rectangle to this one.\n * @param rectangle - The rectangle to copy from.\n * @returns Returns itself.\n */\n Rectangle.prototype.copyFrom = function (rectangle) {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n return this;\n };\n /**\n * Copies this rectangle to another one.\n * @param rectangle - The rectangle to copy to.\n * @returns Returns given parameter.\n */\n Rectangle.prototype.copyTo = function (rectangle) {\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n return rectangle;\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Rectangle\n */\n Rectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x < this.x + this.width) {\n if (y >= this.y && y < this.y + this.height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object.\n * Returns true only if the area of the intersection is >0, this means that Rectangles\n * sharing a side are not overlapping. Another side effect is that an arealess rectangle\n * (width or height equal to zero) can't intersect any other rectangle.\n * @param {Rectangle} other - The Rectangle to intersect with `this`.\n * @param {Matrix} transform - The transformation matrix of `other`.\n * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`.\n */\n Rectangle.prototype.intersects = function (other, transform) {\n if (!transform) {\n var x0_1 = this.x < other.x ? other.x : this.x;\n var x1_1 = this.right > other.right ? other.right : this.right;\n if (x1_1 <= x0_1) {\n return false;\n }\n var y0_1 = this.y < other.y ? other.y : this.y;\n var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom;\n return y1_1 > y0_1;\n }\n var x0 = this.left;\n var x1 = this.right;\n var y0 = this.top;\n var y1 = this.bottom;\n if (x1 <= x0 || y1 <= y0) {\n return false;\n }\n var lt = tempPoints[0].set(other.left, other.top);\n var lb = tempPoints[1].set(other.left, other.bottom);\n var rt = tempPoints[2].set(other.right, other.top);\n var rb = tempPoints[3].set(other.right, other.bottom);\n if (rt.x <= lt.x || lb.y <= lt.y) {\n return false;\n }\n var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c));\n if (s === 0) {\n return false;\n }\n transform.apply(lt, lt);\n transform.apply(lb, lb);\n transform.apply(rt, rt);\n transform.apply(rb, rb);\n if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0\n || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1\n || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0\n || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) {\n return false;\n }\n var nx = s * (lb.y - lt.y);\n var ny = s * (lt.x - lb.x);\n var n00 = (nx * x0) + (ny * y0);\n var n10 = (nx * x1) + (ny * y0);\n var n01 = (nx * x0) + (ny * y1);\n var n11 = (nx * x1) + (ny * y1);\n if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y)\n || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) {\n return false;\n }\n var mx = s * (lt.y - rt.y);\n var my = s * (rt.x - lt.x);\n var m00 = (mx * x0) + (my * y0);\n var m10 = (mx * x1) + (my * y0);\n var m01 = (mx * x0) + (my * y1);\n var m11 = (mx * x1) + (my * y1);\n if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y)\n || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) {\n return false;\n }\n return true;\n };\n /**\n * Pads the rectangle making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n * @returns Returns itself.\n */\n Rectangle.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n this.x -= paddingX;\n this.y -= paddingY;\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n return this;\n };\n /**\n * Fits this rectangle around the passed one.\n * @param rectangle - The rectangle to fit.\n * @returns Returns itself.\n */\n Rectangle.prototype.fit = function (rectangle) {\n var x1 = Math.max(this.x, rectangle.x);\n var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.max(this.y, rectangle.y);\n var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = Math.max(x2 - x1, 0);\n this.y = y1;\n this.height = Math.max(y2 - y1, 0);\n return this;\n };\n /**\n * Enlarges rectangle that way its corners lie on grid\n * @param resolution - resolution\n * @param eps - precision\n * @returns Returns itself.\n */\n Rectangle.prototype.ceil = function (resolution, eps) {\n if (resolution === void 0) { resolution = 1; }\n if (eps === void 0) { eps = 0.001; }\n var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n return this;\n };\n /**\n * Enlarges this rectangle to include the passed rectangle.\n * @param rectangle - The rectangle to include.\n * @returns Returns itself.\n */\n Rectangle.prototype.enlarge = function (rectangle) {\n var x1 = Math.min(this.x, rectangle.x);\n var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.min(this.y, rectangle.y);\n var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n return this;\n };\n Rectangle.prototype.toString = function () {\n return \"[@pixi/math:Rectangle x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Rectangle;\n}());\n\n/**\n * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Circle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this circle\n * @param y - The Y coordinate of the center of this circle\n * @param radius - The radius of the circle\n */\n function Circle(x, y, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (radius === void 0) { radius = 0; }\n this.x = x;\n this.y = y;\n this.radius = radius;\n this.type = SHAPES.CIRC;\n }\n /**\n * Creates a clone of this Circle instance\n * @returns A copy of the Circle\n */\n Circle.prototype.clone = function () {\n return new Circle(this.x, this.y, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this circle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Circle\n */\n Circle.prototype.contains = function (x, y) {\n if (this.radius <= 0) {\n return false;\n }\n var r2 = this.radius * this.radius;\n var dx = (this.x - x);\n var dy = (this.y - y);\n dx *= dx;\n dy *= dy;\n return (dx + dy <= r2);\n };\n /**\n * Returns the framing rectangle of the circle as a Rectangle object\n * @returns The framing rectangle\n */\n Circle.prototype.getBounds = function () {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n };\n Circle.prototype.toString = function () {\n return \"[@pixi/math:Circle x=\" + this.x + \" y=\" + this.y + \" radius=\" + this.radius + \"]\";\n };\n return Circle;\n}());\n\n/**\n * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Ellipse = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this ellipse\n * @param y - The Y coordinate of the center of this ellipse\n * @param halfWidth - The half width of this ellipse\n * @param halfHeight - The half height of this ellipse\n */\n function Ellipse(x, y, halfWidth, halfHeight) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (halfWidth === void 0) { halfWidth = 0; }\n if (halfHeight === void 0) { halfHeight = 0; }\n this.x = x;\n this.y = y;\n this.width = halfWidth;\n this.height = halfHeight;\n this.type = SHAPES.ELIP;\n }\n /**\n * Creates a clone of this Ellipse instance\n * @returns {PIXI.Ellipse} A copy of the ellipse\n */\n Ellipse.prototype.clone = function () {\n return new Ellipse(this.x, this.y, this.width, this.height);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this ellipse\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coords are within this ellipse\n */\n Ellipse.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n // normalize the coords to an ellipse with center 0,0\n var normx = ((x - this.x) / this.width);\n var normy = ((y - this.y) / this.height);\n normx *= normx;\n normy *= normy;\n return (normx + normy <= 1);\n };\n /**\n * Returns the framing rectangle of the ellipse as a Rectangle object\n * @returns The framing rectangle\n */\n Ellipse.prototype.getBounds = function () {\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n };\n Ellipse.prototype.toString = function () {\n return \"[@pixi/math:Ellipse x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Ellipse;\n}());\n\n/**\n * A class to define a shape via user defined coordinates.\n * @memberof PIXI\n */\nvar Polygon = /** @class */ (function () {\n /**\n * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points\n * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or\n * the arguments passed can be all the points of the polygon e.g.\n * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat\n * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.\n */\n function Polygon() {\n var arguments$1 = arguments;\n\n var points = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n points[_i] = arguments$1[_i];\n }\n var flat = Array.isArray(points[0]) ? points[0] : points;\n // if this is an array of points, convert it to a flat array of numbers\n if (typeof flat[0] !== 'number') {\n var p = [];\n for (var i = 0, il = flat.length; i < il; i++) {\n p.push(flat[i].x, flat[i].y);\n }\n flat = p;\n }\n this.points = flat;\n this.type = SHAPES.POLY;\n this.closeStroke = true;\n }\n /**\n * Creates a clone of this polygon.\n * @returns - A copy of the polygon.\n */\n Polygon.prototype.clone = function () {\n var points = this.points.slice();\n var polygon = new Polygon(points);\n polygon.closeStroke = this.closeStroke;\n return polygon;\n };\n /**\n * Checks whether the x and y coordinates passed to this function are contained within this polygon.\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this polygon.\n */\n Polygon.prototype.contains = function (x, y) {\n var inside = false;\n // use some raycasting to test hits\n // https://github.com/substack/point-in-polygon/blob/master/index.js\n var length = this.points.length / 2;\n for (var i = 0, j = length - 1; i < length; j = i++) {\n var xi = this.points[i * 2];\n var yi = this.points[(i * 2) + 1];\n var xj = this.points[j * 2];\n var yj = this.points[(j * 2) + 1];\n var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);\n if (intersect) {\n inside = !inside;\n }\n }\n return inside;\n };\n Polygon.prototype.toString = function () {\n return \"[@pixi/math:Polygon\"\n + (\"closeStroke=\" + this.closeStroke)\n + (\"points=\" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + \", \" + currentPoint; }, '') + \"]\");\n };\n return Polygon;\n}());\n\n/**\n * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its\n * top-left corner point (x, y) and by its width and its height and its radius.\n * @memberof PIXI\n */\nvar RoundedRectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rounded rectangle\n * @param y - The Y coordinate of the upper-left corner of the rounded rectangle\n * @param width - The overall width of this rounded rectangle\n * @param height - The overall height of this rounded rectangle\n * @param radius - Controls the radius of the rounded corners\n */\n function RoundedRectangle(x, y, width, height, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n if (radius === void 0) { radius = 20; }\n this.x = x;\n this.y = y;\n this.width = width;\n this.height = height;\n this.radius = radius;\n this.type = SHAPES.RREC;\n }\n /**\n * Creates a clone of this Rounded Rectangle.\n * @returns - A copy of the rounded rectangle.\n */\n RoundedRectangle.prototype.clone = function () {\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rounded Rectangle\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this Rounded Rectangle.\n */\n RoundedRectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width) {\n if (y >= this.y && y <= this.y + this.height) {\n var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2));\n if ((y >= this.y + radius && y <= this.y + this.height - radius)\n || (x >= this.x + radius && x <= this.x + this.width - radius)) {\n return true;\n }\n var dx = x - (this.x + radius);\n var dy = y - (this.y + radius);\n var radius2 = radius * radius;\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + this.width - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dy = y - (this.y + this.height - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n }\n }\n return false;\n };\n RoundedRectangle.prototype.toString = function () {\n return \"[@pixi/math:RoundedRectangle x=\" + this.x + \" y=\" + this.y\n + (\"width=\" + this.width + \" height=\" + this.height + \" radius=\" + this.radius + \"]\");\n };\n return RoundedRectangle;\n}());\n\n/**\n * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis.\n *\n * An `ObservablePoint` is a point that triggers a callback when the point's position is changed.\n * @memberof PIXI\n */\nvar ObservablePoint = /** @class */ (function () {\n /**\n * Creates a new `ObservablePoint`\n * @param cb - callback function triggered when `x` and/or `y` are changed\n * @param scope - owner of callback\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function ObservablePoint(cb, scope, x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n this._x = x;\n this._y = y;\n this.cb = cb;\n this.scope = scope;\n }\n /**\n * Creates a clone of this point.\n * The callback and scope params can be overridden otherwise they will default\n * to the clone object's values.\n * @override\n * @param cb - The callback function triggered when `x` and/or `y` are changed\n * @param scope - The owner of the callback\n * @returns a copy of this observable point\n */\n ObservablePoint.prototype.clone = function (cb, scope) {\n if (cb === void 0) { cb = this.cb; }\n if (scope === void 0) { scope = this.scope; }\n return new ObservablePoint(cb, scope, this._x, this._y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n if (this._x !== x || this._y !== y) {\n this._x = x;\n this._y = y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies x and y from the given point (`p`)\n * @param p - The point to copy from. Can be any of type that is or extends `IPointData`\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.copyFrom = function (p) {\n if (this._x !== p.x || this._y !== p.y) {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies this point's x and y into that of the given point (`p`)\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n ObservablePoint.prototype.copyTo = function (p) {\n p.set(this._x, this._y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n ObservablePoint.prototype.equals = function (p) {\n return (p.x === this._x) && (p.y === this._y);\n };\n ObservablePoint.prototype.toString = function () {\n return \"[@pixi/math:ObservablePoint x=\" + 0 + \" y=\" + 0 + \" scope=\" + this.scope + \"]\";\n };\n Object.defineProperty(ObservablePoint.prototype, \"x\", {\n /** Position of the observable point on the x axis. */\n get: function () {\n return this._x;\n },\n set: function (value) {\n if (this._x !== value) {\n this._x = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ObservablePoint.prototype, \"y\", {\n /** Position of the observable point on the y axis. */\n get: function () {\n return this._y;\n },\n set: function (value) {\n if (this._y !== value) {\n this._y = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n return ObservablePoint;\n}());\n\n/**\n * The PixiJS Matrix as a class makes it a lot faster.\n *\n * Here is a representation of it:\n * ```js\n * | a | c | tx|\n * | b | d | ty|\n * | 0 | 0 | 1 |\n * ```\n * @memberof PIXI\n */\nvar Matrix = /** @class */ (function () {\n /**\n * @param a - x scale\n * @param b - y skew\n * @param c - x skew\n * @param d - y scale\n * @param tx - x translation\n * @param ty - y translation\n */\n function Matrix(a, b, c, d, tx, ty) {\n if (a === void 0) { a = 1; }\n if (b === void 0) { b = 0; }\n if (c === void 0) { c = 0; }\n if (d === void 0) { d = 1; }\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n this.array = null;\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n }\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n * @param array - The array that the matrix will be populated from.\n */\n Matrix.prototype.fromArray = function (array) {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n };\n /**\n * Sets the matrix properties.\n * @param a - Matrix component\n * @param b - Matrix component\n * @param c - Matrix component\n * @param d - Matrix component\n * @param tx - Matrix component\n * @param ty - Matrix component\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.set = function (a, b, c, d, tx, ty) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n return this;\n };\n /**\n * Creates an array from the current Matrix object.\n * @param transpose - Whether we need to transpose the matrix or not\n * @param [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @returns The newly created array which contains the matrix\n */\n Matrix.prototype.toArray = function (transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n var array = out || this.array;\n if (transpose) {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n }\n else {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n return array;\n };\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, transformed through this matrix\n */\n Matrix.prototype.apply = function (pos, newPos) {\n newPos = (newPos || new Point());\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.a * x) + (this.c * y) + this.tx;\n newPos.y = (this.b * x) + (this.d * y) + this.ty;\n return newPos;\n };\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n Matrix.prototype.applyInverse = function (pos, newPos) {\n newPos = (newPos || new Point());\n var id = 1 / ((this.a * this.d) + (this.c * -this.b));\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);\n newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);\n return newPos;\n };\n /**\n * Translates the matrix on the x and y.\n * @param x - How much to translate x by\n * @param y - How much to translate y by\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.translate = function (x, y) {\n this.tx += x;\n this.ty += y;\n return this;\n };\n /**\n * Applies a scale transformation to the matrix.\n * @param x - The amount to scale horizontally\n * @param y - The amount to scale vertically\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.scale = function (x, y) {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n return this;\n };\n /**\n * Applies a rotation transformation to the matrix.\n * @param angle - The angle in radians.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.rotate = function (angle) {\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n var a1 = this.a;\n var c1 = this.c;\n var tx1 = this.tx;\n this.a = (a1 * cos) - (this.b * sin);\n this.b = (a1 * sin) + (this.b * cos);\n this.c = (c1 * cos) - (this.d * sin);\n this.d = (c1 * sin) + (this.d * cos);\n this.tx = (tx1 * cos) - (this.ty * sin);\n this.ty = (tx1 * sin) + (this.ty * cos);\n return this;\n };\n /**\n * Appends the given Matrix to this Matrix.\n * @param matrix - The matrix to append.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.append = function (matrix) {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n this.a = (matrix.a * a1) + (matrix.b * c1);\n this.b = (matrix.a * b1) + (matrix.b * d1);\n this.c = (matrix.c * a1) + (matrix.d * c1);\n this.d = (matrix.c * b1) + (matrix.d * d1);\n this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;\n this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;\n return this;\n };\n /**\n * Sets the matrix based on all the available properties\n * @param x - Position on the x axis\n * @param y - Position on the y axis\n * @param pivotX - Pivot on the x axis\n * @param pivotY - Pivot on the y axis\n * @param scaleX - Scale on the x axis\n * @param scaleY - Scale on the y axis\n * @param rotation - Rotation in radians\n * @param skewX - Skew on the x axis\n * @param skewY - Skew on the y axis\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n this.a = Math.cos(rotation + skewY) * scaleX;\n this.b = Math.sin(rotation + skewY) * scaleX;\n this.c = -Math.sin(rotation - skewX) * scaleY;\n this.d = Math.cos(rotation - skewX) * scaleY;\n this.tx = x - ((pivotX * this.a) + (pivotY * this.c));\n this.ty = y - ((pivotX * this.b) + (pivotY * this.d));\n return this;\n };\n /**\n * Prepends the given Matrix to this Matrix.\n * @param matrix - The matrix to prepend\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.prepend = function (matrix) {\n var tx1 = this.tx;\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n var a1 = this.a;\n var c1 = this.c;\n this.a = (a1 * matrix.a) + (this.b * matrix.c);\n this.b = (a1 * matrix.b) + (this.b * matrix.d);\n this.c = (c1 * matrix.a) + (this.d * matrix.c);\n this.d = (c1 * matrix.b) + (this.d * matrix.d);\n }\n this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;\n this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;\n return this;\n };\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n * @param transform - The transform to apply the properties to.\n * @returns The transform with the newly applied properties\n */\n Matrix.prototype.decompose = function (transform) {\n // sort out rotation / skew..\n var a = this.a;\n var b = this.b;\n var c = this.c;\n var d = this.d;\n var pivot = transform.pivot;\n var skewX = -Math.atan2(-c, d);\n var skewY = Math.atan2(b, a);\n var delta = Math.abs(skewX + skewY);\n if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n }\n else {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n // next set scale\n transform.scale.x = Math.sqrt((a * a) + (b * b));\n transform.scale.y = Math.sqrt((c * c) + (d * d));\n // next set position\n transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c));\n transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d));\n return transform;\n };\n /**\n * Inverts this matrix\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.invert = function () {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n var tx1 = this.tx;\n var n = (a1 * d1) - (b1 * c1);\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;\n this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;\n return this;\n };\n /**\n * Resets this Matrix to an identity (default) matrix.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.identity = function () {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n return this;\n };\n /**\n * Creates a new Matrix object with the same values as this one.\n * @returns A copy of this matrix. Good for chaining method calls.\n */\n Matrix.prototype.clone = function () {\n var matrix = new Matrix();\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n * @param matrix - The matrix to copy to.\n * @returns The matrix given in parameter with its values updated.\n */\n Matrix.prototype.copyTo = function (matrix) {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the matrix to be the same as the ones in given matrix\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @returns {PIXI.Matrix} this\n */\n Matrix.prototype.copyFrom = function (matrix) {\n this.a = matrix.a;\n this.b = matrix.b;\n this.c = matrix.c;\n this.d = matrix.d;\n this.tx = matrix.tx;\n this.ty = matrix.ty;\n return this;\n };\n Matrix.prototype.toString = function () {\n return \"[@pixi/math:Matrix a=\" + this.a + \" b=\" + this.b + \" c=\" + this.c + \" d=\" + this.d + \" tx=\" + this.tx + \" ty=\" + this.ty + \"]\";\n };\n Object.defineProperty(Matrix, \"IDENTITY\", {\n /**\n * A default (identity) matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Matrix, \"TEMP_MATRIX\", {\n /**\n * A temp matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n return Matrix;\n}());\n\n// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group\n/*\n * Transform matrix for operation n is:\n * | ux | vx |\n * | uy | vy |\n */\nvar ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nvar uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\n/**\n * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * for the composition of each rotation in the dihederal group D8.\n * @type {number[][]}\n * @private\n */\nvar rotationCayley = [];\n/**\n * Matrices for each `GD8Symmetry` rotation.\n * @type {PIXI.Matrix[]}\n * @private\n */\nvar rotationMatrices = [];\n/*\n * Alias for {@code Math.sign}.\n */\nvar signum = Math.sign;\n/*\n * Initializes `rotationCayley` and `rotationMatrices`. It is called\n * only once below.\n */\nfunction init() {\n for (var i = 0; i < 16; i++) {\n var row = [];\n rotationCayley.push(row);\n for (var j = 0; j < 16; j++) {\n /* Multiplies rotation matrices i and j. */\n var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));\n var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));\n var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));\n var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));\n /* Finds rotation matrix matching the product and pushes it. */\n for (var k = 0; k < 16; k++) {\n if (ux[k] === _ux && uy[k] === _uy\n && vx[k] === _vx && vy[k] === _vy) {\n row.push(k);\n break;\n }\n }\n }\n }\n for (var i = 0; i < 16; i++) {\n var mat = new Matrix();\n mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);\n rotationMatrices.push(mat);\n }\n}\ninit();\n/**\n * @memberof PIXI\n * @typedef {number} GD8Symmetry\n * @see PIXI.groupD8\n */\n/**\n * Implements the dihedral group D8, which is similar to\n * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};\n * D8 is the same but with diagonals, and it is used for texture\n * rotations.\n *\n * The directions the U- and V- axes after rotation\n * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`\n * and `(vX(a), vY(a))`. These aren't necessarily unit vectors.\n *\n * **Origin:**
\n * This is the small part of gameofbombs.com portal system. It works.\n * @see PIXI.groupD8.E\n * @see PIXI.groupD8.SE\n * @see PIXI.groupD8.S\n * @see PIXI.groupD8.SW\n * @see PIXI.groupD8.W\n * @see PIXI.groupD8.NW\n * @see PIXI.groupD8.N\n * @see PIXI.groupD8.NE\n * @author Ivan @ivanpopelyshev\n * @namespace PIXI.groupD8\n * @memberof PIXI\n */\nvar groupD8 = {\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 0° | East |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n E: 0,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 45°↻ | Southeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SE: 1,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 90°↻ | South |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n S: 2,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 135°↻ | Southwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SW: 3,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 180° | West |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n W: 4,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -135°/225°↻ | Northwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NW: 5,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -90°/270°↻ | North |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n N: 6,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -45°/315°↻ | Northeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NE: 7,\n /**\n * Reflection about Y-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_VERTICAL: 8,\n /**\n * Reflection about the main diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MAIN_DIAGONAL: 10,\n /**\n * Reflection about X-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_HORIZONTAL: 12,\n /**\n * Reflection about reverse diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n REVERSE_DIAGONAL: 14,\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the U-axis\n * after rotating the axes.\n */\n uX: function (ind) { return ux[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis\n * after rotating the axes.\n */\n uY: function (ind) { return uy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the V-axis\n * after rotating the axes.\n */\n vX: function (ind) { return vx[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis\n * after rotating the axes.\n */\n vY: function (ind) { return vy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite\n * is needed. Only rotations have opposite symmetries while\n * reflections don't.\n * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation`\n */\n inv: function (rotation) {\n if (rotation & 8) // true only if between 8 & 15 (reflections)\n {\n return rotation & 15; // or rotation % 16\n }\n return (-rotation) & 7; // or (8 - rotation) % 8\n },\n /**\n * Composes the two D8 operations.\n *\n * Taking `^` as reflection:\n *\n * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |\n * |-------|-----|-----|-----|-----|------|-------|-------|-------|\n * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |\n * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |\n * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |\n * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |\n * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |\n * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |\n * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |\n * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |\n *\n * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which\n * is the row in the above cayley table.\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which\n * is the column in the above cayley table.\n * @returns {PIXI.GD8Symmetry} Composed operation\n */\n add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); },\n /**\n * Reverse of `add`.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation\n * @returns {PIXI.GD8Symmetry} Result\n */\n sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); },\n /**\n * Adds 180 degrees to rotation, which is a commutative\n * operation.\n * @memberof PIXI.groupD8\n * @param {number} rotation - The number to rotate.\n * @returns {number} Rotated number\n */\n rotate180: function (rotation) { return rotation ^ 4; },\n /**\n * Checks if the rotation angle is vertical, i.e. south\n * or north. It doesn't work for reflections.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - The number to check.\n * @returns {boolean} Whether or not the direction is vertical\n */\n isVertical: function (rotation) { return (rotation & 3) === 2; },\n /**\n * Approximates the vector `V(dx,dy)` into one of the\n * eight directions provided by `groupD8`.\n * @memberof PIXI.groupD8\n * @param {number} dx - X-component of the vector\n * @param {number} dy - Y-component of the vector\n * @returns {PIXI.GD8Symmetry} Approximation of the vector into\n * one of the eight symmetries.\n */\n byDirection: function (dx, dy) {\n if (Math.abs(dx) * 2 <= Math.abs(dy)) {\n if (dy >= 0) {\n return groupD8.S;\n }\n return groupD8.N;\n }\n else if (Math.abs(dy) * 2 <= Math.abs(dx)) {\n if (dx > 0) {\n return groupD8.E;\n }\n return groupD8.W;\n }\n else if (dy > 0) {\n if (dx > 0) {\n return groupD8.SE;\n }\n return groupD8.SW;\n }\n else if (dx > 0) {\n return groupD8.NE;\n }\n return groupD8.NW;\n },\n /**\n * Helps sprite to compensate texture packer rotation.\n * @memberof PIXI.groupD8\n * @param {PIXI.Matrix} matrix - sprite world matrix\n * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.\n * @param {number} tx - sprite anchoring\n * @param {number} ty - sprite anchoring\n */\n matrixAppendRotationInv: function (matrix, rotation, tx, ty) {\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n // Packer used \"rotation\", we use \"inv(rotation)\"\n var mat = rotationMatrices[groupD8.inv(rotation)];\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n },\n};\n\n/**\n * Transform that takes care about its versions.\n * @memberof PIXI\n */\nvar Transform = /** @class */ (function () {\n function Transform() {\n this.worldTransform = new Matrix();\n this.localTransform = new Matrix();\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n this._rotation = 0;\n this._cx = 1;\n this._sx = 0;\n this._cy = 0;\n this._sy = 1;\n this._localID = 0;\n this._currentLocalID = 0;\n this._worldID = 0;\n this._parentID = 0;\n }\n /** Called when a value changes. */\n Transform.prototype.onChange = function () {\n this._localID++;\n };\n /** Called when the skew or the rotation changes. */\n Transform.prototype.updateSkew = function () {\n this._cx = Math.cos(this._rotation + this.skew.y);\n this._sx = Math.sin(this._rotation + this.skew.y);\n this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2\n this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2\n this._localID++;\n };\n Transform.prototype.toString = function () {\n return \"[@pixi/math:Transform \"\n + (\"position=(\" + this.position.x + \", \" + this.position.y + \") \")\n + (\"rotation=\" + this.rotation + \" \")\n + (\"scale=(\" + this.scale.x + \", \" + this.scale.y + \") \")\n + (\"skew=(\" + this.skew.x + \", \" + this.skew.y + \") \")\n + \"]\";\n };\n /** Updates the local transformation matrix. */\n Transform.prototype.updateLocalTransform = function () {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n };\n /**\n * Updates the local and the world transformation matrices.\n * @param parentTransform - The parent transform\n */\n Transform.prototype.updateTransform = function (parentTransform) {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n if (this._parentID !== parentTransform._worldID) {\n // concat the parent matrix with the objects transform.\n var pt = parentTransform.worldTransform;\n var wt = this.worldTransform;\n wt.a = (lt.a * pt.a) + (lt.b * pt.c);\n wt.b = (lt.a * pt.b) + (lt.b * pt.d);\n wt.c = (lt.c * pt.a) + (lt.d * pt.c);\n wt.d = (lt.c * pt.b) + (lt.d * pt.d);\n wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;\n wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;\n this._parentID = parentTransform._worldID;\n // update the id of the transform..\n this._worldID++;\n }\n };\n /**\n * Decomposes a matrix and sets the transforms properties based on it.\n * @param matrix - The matrix to decompose\n */\n Transform.prototype.setFromMatrix = function (matrix) {\n matrix.decompose(this);\n this._localID++;\n };\n Object.defineProperty(Transform.prototype, \"rotation\", {\n /** The rotation of the object in radians. */\n get: function () {\n return this._rotation;\n },\n set: function (value) {\n if (this._rotation !== value) {\n this._rotation = value;\n this.updateSkew();\n }\n },\n enumerable: false,\n configurable: true\n });\n /** A default (identity) transform. */\n Transform.IDENTITY = new Transform();\n return Transform;\n}());\n\nexport { Circle, DEG_TO_RAD, Ellipse, Matrix, ObservablePoint, PI_2, Point, Polygon, RAD_TO_DEG, Rectangle, RoundedRectangle, SHAPES, Transform, groupD8 };\n//# sourceMappingURL=math.mjs.map\n","/*!\n * @pixi/display - v6.5.7\n * Compiled Thu, 20 Oct 2022 15:13:33 UTC\n *\n * @pixi/display is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { Rectangle, RAD_TO_DEG, DEG_TO_RAD, Transform } from '@pixi/math';\nimport { EventEmitter, removeItems } from '@pixi/utils';\n\n/**\n * Sets the default value for the container property 'sortableChildren'.\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n * @static\n * @constant\n * @name SORTABLE_CHILDREN\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.SORTABLE_CHILDREN = false;\n\n/**\n * 'Builder' pattern for bounds rectangles.\n *\n * This could be called an Axis-Aligned Bounding Box.\n * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems.\n * @memberof PIXI\n */\nvar Bounds = /** @class */ (function () {\n function Bounds() {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n this.rect = null;\n this.updateID = -1;\n }\n /**\n * Checks if bounds are empty.\n * @returns - True if empty.\n */\n Bounds.prototype.isEmpty = function () {\n return this.minX > this.maxX || this.minY > this.maxY;\n };\n /** Clears the bounds and resets. */\n Bounds.prototype.clear = function () {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n };\n /**\n * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n * It is not guaranteed that it will return tempRect\n * @param rect - Temporary object will be used if AABB is not empty\n * @returns - A rectangle of the bounds\n */\n Bounds.prototype.getRectangle = function (rect) {\n if (this.minX > this.maxX || this.minY > this.maxY) {\n return Rectangle.EMPTY;\n }\n rect = rect || new Rectangle(0, 0, 1, 1);\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n return rect;\n };\n /**\n * This function should be inlined when its possible.\n * @param point - The point to add.\n */\n Bounds.prototype.addPoint = function (point) {\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n };\n /**\n * Adds a point, after transformed. This should be inlined when its possible.\n * @param matrix\n * @param point\n */\n Bounds.prototype.addPointMatrix = function (matrix, point) {\n var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty;\n var x = (a * point.x) + (c * point.y) + tx;\n var y = (b * point.x) + (d * point.y) + ty;\n this.minX = Math.min(this.minX, x);\n this.maxX = Math.max(this.maxX, x);\n this.minY = Math.min(this.minY, y);\n this.maxY = Math.max(this.maxY, y);\n };\n /**\n * Adds a quad, not transformed\n * @param vertices - The verts to add.\n */\n Bounds.prototype.addQuad = function (vertices) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = vertices[0];\n var y = vertices[1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds sprite frame, transformed.\n * @param transform - transform to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) {\n this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1);\n };\n /**\n * Adds sprite frame, multiplied by matrix\n * @param matrix - matrix to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) {\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = (a * x0) + (c * y0) + tx;\n var y = (b * x0) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y0) + tx;\n y = (b * x1) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x0) + (c * y1) + tx;\n y = (b * x0) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y1) + tx;\n y = (b * x1) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds screen vertices from array\n * @param vertexData - calculated vertices\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var x = vertexData[i];\n var y = vertexData[i + 1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Add an array of mesh vertices\n * @param transform - mesh transform\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) {\n this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset);\n };\n /**\n * Add an array of mesh vertices.\n * @param matrix - mesh matrix\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n * @param padX - x padding\n * @param padY - y padding\n */\n Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) {\n if (padX === void 0) { padX = 0; }\n if (padY === void 0) { padY = padX; }\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var rawX = vertices[i];\n var rawY = vertices[i + 1];\n var x = (a * rawX) + (c * rawY) + tx;\n var y = (d * rawY) + (b * rawX) + ty;\n minX = Math.min(minX, x - padX);\n maxX = Math.max(maxX, x + padX);\n minY = Math.min(minY, y - padY);\n maxY = Math.max(maxY, y + padY);\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds other {@link Bounds}.\n * @param bounds - The Bounds to be added\n */\n Bounds.prototype.addBounds = function (bounds) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = bounds.minX < minX ? bounds.minX : minX;\n this.minY = bounds.minY < minY ? bounds.minY : minY;\n this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX;\n this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY;\n };\n /**\n * Adds other Bounds, masked with Bounds.\n * @param bounds - The Bounds to be added.\n * @param mask - TODO\n */\n Bounds.prototype.addBoundsMask = function (bounds, mask) {\n var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX;\n var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY;\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty.\n * @param bounds - other bounds\n * @param matrix - multiplicator\n */\n Bounds.prototype.addBoundsMatrix = function (bounds, matrix) {\n this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY);\n };\n /**\n * Adds other Bounds, masked with Rectangle.\n * @param bounds - TODO\n * @param area - TODO\n */\n Bounds.prototype.addBoundsArea = function (bounds, area) {\n var _minX = bounds.minX > area.x ? bounds.minX : area.x;\n var _minY = bounds.minY > area.y ? bounds.minY : area.y;\n var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width);\n var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height);\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Pads bounds object, making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n */\n Bounds.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n if (!this.isEmpty()) {\n this.minX -= paddingX;\n this.maxX += paddingX;\n this.minY -= paddingY;\n this.maxY += paddingY;\n }\n };\n /**\n * Adds padded frame. (x0, y0) should be strictly less than (x1, y1)\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n * @param padX - padding X\n * @param padY - padding Y\n */\n Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) {\n x0 -= padX;\n y0 -= padY;\n x1 += padX;\n y1 += padY;\n this.minX = this.minX < x0 ? this.minX : x0;\n this.maxX = this.maxX > x1 ? this.maxX : x1;\n this.minY = this.minY < y0 ? this.minY : y0;\n this.maxY = this.maxY > y1 ? this.maxY : y1;\n };\n return Bounds;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * The base class for all objects that are rendered on the screen.\n *\n * This is an abstract class and can not be used on its own; rather it should be extended.\n *\n * ## Display objects implemented in PixiJS\n *\n * | Display Object | Description |\n * | ------------------------------- | --------------------------------------------------------------------- |\n * | {@link PIXI.Container} | Adds support for `children` to DisplayObject |\n * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API |\n * | {@link PIXI.Sprite} | Draws textures (i.e. images) |\n * | {@link PIXI.Text} | Draws text using the Canvas API internally |\n * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures |\n * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion |\n * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images |\n * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data |\n * | {@link PIXI.NineSlicePlane} | Mesh-related |\n * | {@link PIXI.SimpleMesh} | v4-compatible mesh |\n * | {@link PIXI.SimplePlane} | Mesh-related |\n * | {@link PIXI.SimpleRope} | Mesh-related |\n *\n * ## Transforms\n *\n * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its\n * local coordinate space to its parent's local coordinate space. The following properties are derived\n * from the transform:\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n *
PropertyDescription
[pivot]{@link PIXI.DisplayObject#pivot}\n * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot\n * is equal to position, regardless of the other three transformations. In other words, It is the center of\n * rotation, scaling, and skewing.\n *
[position]{@link PIXI.DisplayObject#position}\n * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local\n * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object\n * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space.\n *
[scale]{@link PIXI.DisplayObject#scale}\n * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the\n * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center\n * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}.\n *
[rotation]{@link PIXI.DisplayObject#rotation}\n * Rotation. This will rotate the display object's projection by this angle (in radians).\n *
[skew]{@link PIXI.DisplayObject#skew}\n *

Skewing. This can be used to deform a rectangular display object into a parallelogram.

\n *

\n * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be\n * thought of the net rotation applied to the coordinate axes (separately). For example, if \"skew.x\" is\n * ⍺ and \"skew.y\" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be\n * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will\n * be rotated by an angle between ⍺ and β.\n *

\n *

\n * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying\n * a rotation. Indeed, if \"skew.x\" = -ϴ and \"skew.y\" = ϴ, it will produce an equivalent of \"rotation\" = ϴ.\n *

\n *

\n * Another quite interesting observation is that \"skew.x\", \"skew.y\", rotation are communtative operations. Indeed,\n * because rotation is essentially a careful combination of the two.\n *

\n *
angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
xTranslation. This is an alias for position.x!
yTranslation. This is an alias for position.y!
width\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing\n * the \"requested\" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there\n * is no concept of user-defined width.\n *
height\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing\n * the \"requested\" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there\n * is no concept of user-defined height.\n *
\n *\n * ## Bounds\n *\n * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit\n * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the\n * `worldTransform` to calculate in world space).\n *\n * There are a few additional types of bounding boxes:\n *\n * | Bounds | Description |\n * | --------------------- | ---------------------------------------------------------------------------------------- |\n * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. |\n * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. |\n * | Render Bounds | The bounds, but including extra rendering effects like filter padding. |\n * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. |\n * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. |\n * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)|\n * | Content Bounds | The natural bounds when excluding all children of a `Container`. |\n *\n * ### calculateBounds\n *\n * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children.\n *\n * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and\n * `getLocalBounds` to work. This method must write the bounds into `this._bounds`.\n *\n * Generally, the following technique works for most simple cases: take the list of points\n * forming the \"hull\" of the object (i.e. outline of the object's shape), and then add them\n * using {@link PIXI.Bounds#addPointMatrix}.\n *\n * ```js\n * calculateBounds(): void\n * {\n * const points = [...];\n *\n * for (let i = 0, j = points.length; i < j; i++)\n * {\n * this._bounds.addPointMatrix(this.worldTransform, points[i]);\n * }\n * }\n * ```\n *\n * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them\n * in one array together.\n *\n * ## Alpha\n *\n * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display\n * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not\n * applied on any ancestor further up the chain).\n *\n * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}.\n *\n * ## Renderable vs Visible\n *\n * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the\n * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display\n * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not\n * be calculated.\n *\n * It is recommended that applications use the `renderable` property for culling. See\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details.\n *\n * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This\n * one is also better in terms of performance.\n * @memberof PIXI\n */\nvar DisplayObject = /** @class */ (function (_super) {\n __extends(DisplayObject, _super);\n function DisplayObject() {\n var _this = _super.call(this) || this;\n _this.tempDisplayObjectParent = null;\n // TODO: need to create Transform from factory\n _this.transform = new Transform();\n _this.alpha = 1;\n _this.visible = true;\n _this.renderable = true;\n _this.cullable = false;\n _this.cullArea = null;\n _this.parent = null;\n _this.worldAlpha = 1;\n _this._lastSortedIndex = 0;\n _this._zIndex = 0;\n _this.filterArea = null;\n _this.filters = null;\n _this._enabledFilters = null;\n _this._bounds = new Bounds();\n _this._localBounds = null;\n _this._boundsID = 0;\n _this._boundsRect = null;\n _this._localBoundsRect = null;\n _this._mask = null;\n _this._maskRefCount = 0;\n _this._destroyed = false;\n _this.isSprite = false;\n _this.isMask = false;\n return _this;\n }\n /**\n * Mixes all enumerable properties and methods from a source object to DisplayObject.\n * @param source - The source of properties and methods to mix in.\n */\n DisplayObject.mixin = function (source) {\n // in ES8/ES2017, this would be really easy:\n // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source));\n // get all the enumerable property keys\n var keys = Object.keys(source);\n // loop through properties\n for (var i = 0; i < keys.length; ++i) {\n var propertyName = keys[i];\n // Set the property using the property descriptor - this works for accessors and normal value properties\n Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName));\n }\n };\n Object.defineProperty(DisplayObject.prototype, \"destroyed\", {\n /**\n * Fired when this DisplayObject is added to a Container.\n * @instance\n * @event added\n * @param {PIXI.Container} container - The container added to.\n */\n /**\n * Fired when this DisplayObject is removed from a Container.\n * @instance\n * @event removed\n * @param {PIXI.Container} container - The container removed from.\n */\n /**\n * Fired when this DisplayObject is destroyed. This event is emitted once\n * destroy is finished.\n * @instance\n * @event destroyed\n */\n /** Readonly flag for destroyed display objects. */\n get: function () {\n return this._destroyed;\n },\n enumerable: false,\n configurable: true\n });\n /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */\n DisplayObject.prototype._recursivePostUpdateTransform = function () {\n if (this.parent) {\n this.parent._recursivePostUpdateTransform();\n this.transform.updateTransform(this.parent.transform);\n }\n else {\n this.transform.updateTransform(this._tempDisplayObjectParent.transform);\n }\n };\n /** Updates the object transform for rendering. TODO - Optimization pass! */\n DisplayObject.prototype.updateTransform = function () {\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // multiply the alphas..\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n };\n /**\n * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}.\n *\n * This method is expensive on containers with a large subtree (like the stage). This is because the bounds\n * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to\n * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update\n * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using\n * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise,\n * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as\n * its height increases.\n *\n * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated.\n * The world bounds of all display objects in a container's **subtree** will also be recalculated.\n *\n * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds\n * calculation if needed.\n *\n * ```js\n * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect);\n * ```\n *\n * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This\n * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more\n * details.\n *\n * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms\n * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain\n * cases.\n * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The minimum axis-aligned rectangle in world space that fits around this object.\n */\n DisplayObject.prototype.getBounds = function (skipUpdate, rect) {\n if (!skipUpdate) {\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else {\n this._recursivePostUpdateTransform();\n this.updateTransform();\n }\n }\n if (this._bounds.updateID !== this._boundsID) {\n this.calculateBounds();\n this._bounds.updateID = this._boundsID;\n }\n if (!rect) {\n if (!this._boundsRect) {\n this._boundsRect = new Rectangle();\n }\n rect = this._boundsRect;\n }\n return this._bounds.getRectangle(rect);\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The rectangular bounding area.\n */\n DisplayObject.prototype.getLocalBounds = function (rect) {\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n var transformRef = this.transform;\n var parentRef = this.parent;\n this.parent = null;\n this.transform = this._tempDisplayObjectParent.transform;\n var worldBounds = this._bounds;\n var worldBoundsID = this._boundsID;\n this._bounds = this._localBounds;\n var bounds = this.getBounds(false, rect);\n this.parent = parentRef;\n this.transform = transformRef;\n this._bounds = worldBounds;\n this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects\n return bounds;\n };\n /**\n * Calculates the global position of the display object.\n * @param position - The world origin to calculate from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform.\n * @returns - A point object representing the position of this object.\n */\n DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) {\n if (skipUpdate === void 0) { skipUpdate = false; }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // don't need to update the lot\n return this.worldTransform.apply(position, point);\n };\n /**\n * Calculates the local position of the display object relative to another point.\n * @param position - The world origin to calculate from.\n * @param from - The DisplayObject to calculate the global position from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform\n * @returns - A point object representing the position of this object\n */\n DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) {\n if (from) {\n position = from.toGlobal(position, point, skipUpdate);\n }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // simply apply the matrix..\n return this.worldTransform.applyInverse(position, point);\n };\n /**\n * Set the parent Container of this DisplayObject.\n * @param container - The Container to add this DisplayObject to.\n * @returns - The Container that this DisplayObject was added to.\n */\n DisplayObject.prototype.setParent = function (container) {\n if (!container || !container.addChild) {\n throw new Error('setParent: Argument must be a Container');\n }\n container.addChild(this);\n return container;\n };\n /**\n * Convenience function to set the position, scale, skew and pivot at once.\n * @param x - The X position\n * @param y - The Y position\n * @param scaleX - The X scale value\n * @param scaleY - The Y scale value\n * @param rotation - The rotation\n * @param skewX - The X skew value\n * @param skewY - The Y skew value\n * @param pivotX - The X pivot value\n * @param pivotY - The Y pivot value\n * @returns - The DisplayObject instance\n */\n DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (scaleX === void 0) { scaleX = 1; }\n if (scaleY === void 0) { scaleY = 1; }\n if (rotation === void 0) { rotation = 0; }\n if (skewX === void 0) { skewX = 0; }\n if (skewY === void 0) { skewY = 0; }\n if (pivotX === void 0) { pivotX = 0; }\n if (pivotY === void 0) { pivotY = 0; }\n this.position.x = x;\n this.position.y = y;\n this.scale.x = !scaleX ? 1 : scaleX;\n this.scale.y = !scaleY ? 1 : scaleY;\n this.rotation = rotation;\n this.skew.x = skewX;\n this.skew.y = skewY;\n this.pivot.x = pivotX;\n this.pivot.y = pivotY;\n return this;\n };\n /**\n * Base destroy method for generic display objects. This will automatically\n * remove the display object from its parent Container as well as remove\n * all current event listeners and internal references. Do not use a DisplayObject\n * after calling `destroy()`.\n * @param _options\n */\n DisplayObject.prototype.destroy = function (_options) {\n if (this.parent) {\n this.parent.removeChild(this);\n }\n this._destroyed = true;\n this.transform = null;\n this.parent = null;\n this._bounds = null;\n this.mask = null;\n this.cullArea = null;\n this.filters = null;\n this.filterArea = null;\n this.hitArea = null;\n this.interactive = false;\n this.interactiveChildren = false;\n this.emit('destroyed');\n this.removeAllListeners();\n };\n Object.defineProperty(DisplayObject.prototype, \"_tempDisplayObjectParent\", {\n /**\n * @protected\n * @member {PIXI.Container}\n */\n get: function () {\n if (this.tempDisplayObjectParent === null) {\n // eslint-disable-next-line @typescript-eslint/no-use-before-define\n this.tempDisplayObjectParent = new TemporaryDisplayObject();\n }\n return this.tempDisplayObjectParent;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root\n *\n * ```\n * const cacheParent = elem.enableTempParent();\n * elem.updateTransform();\n * elem.disableTempParent(cacheParent);\n * ```\n * @returns - current parent\n */\n DisplayObject.prototype.enableTempParent = function () {\n var myParent = this.parent;\n this.parent = this._tempDisplayObjectParent;\n return myParent;\n };\n /**\n * Pair method for `enableTempParent`\n * @param cacheParent - Actual parent of element\n */\n DisplayObject.prototype.disableTempParent = function (cacheParent) {\n this.parent = cacheParent;\n };\n Object.defineProperty(DisplayObject.prototype, \"x\", {\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n * An alias to position.x\n */\n get: function () {\n return this.position.x;\n },\n set: function (value) {\n this.transform.position.x = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"y\", {\n /**\n * The position of the displayObject on the y axis relative to the local coordinates of the parent.\n * An alias to position.y\n */\n get: function () {\n return this.position.y;\n },\n set: function (value) {\n this.transform.position.y = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldTransform\", {\n /**\n * Current transform of the object based on world (parent) factors.\n * @readonly\n */\n get: function () {\n return this.transform.worldTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"localTransform\", {\n /**\n * Current transform of the object based on local factors: position, scale, other stuff.\n * @readonly\n */\n get: function () {\n return this.transform.localTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"position\", {\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.position;\n },\n set: function (value) {\n this.transform.position.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"scale\", {\n /**\n * The scale factors of this object along the local coordinate axes.\n *\n * The default scale is (1, 1).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.scale;\n },\n set: function (value) {\n this.transform.scale.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"pivot\", {\n /**\n * The center of rotation, scaling, and skewing for this display object in its local space. The `position`\n * is the projection of `pivot` in the parent's local space.\n *\n * By default, the pivot is the origin (0, 0).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.pivot;\n },\n set: function (value) {\n this.transform.pivot.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"skew\", {\n /**\n * The skew factor for the object in radians.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.skew;\n },\n set: function (value) {\n this.transform.skew.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"rotation\", {\n /**\n * The rotation of the object in radians.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation;\n },\n set: function (value) {\n this.transform.rotation = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"angle\", {\n /**\n * The angle of the object in degrees.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation * RAD_TO_DEG;\n },\n set: function (value) {\n this.transform.rotation = value * DEG_TO_RAD;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"zIndex\", {\n /**\n * The zIndex of the displayObject.\n *\n * If a container has the sortableChildren property set to true, children will be automatically\n * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array,\n * and thus rendered on top of other display objects within the same container.\n * @see PIXI.Container#sortableChildren\n */\n get: function () {\n return this._zIndex;\n },\n set: function (value) {\n this._zIndex = value;\n if (this.parent) {\n this.parent.sortDirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldVisible\", {\n /**\n * Indicates if the object is globally visible.\n * @readonly\n */\n get: function () {\n var item = this;\n do {\n if (!item.visible) {\n return false;\n }\n item = item.parent;\n } while (item);\n return true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"mask\", {\n /**\n * Sets a mask for the displayObject. A mask is an object that limits the visibility of an\n * object to the shape of the mask applied to it. In PixiJS a regular mask must be a\n * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it\n * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent.\n * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong.\n * To remove a mask, set this property to `null`.\n *\n * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.\n * @example\n * const graphics = new PIXI.Graphics();\n * graphics.beginFill(0xFF3300);\n * graphics.drawRect(50, 250, 100, 100);\n * graphics.endFill();\n *\n * const sprite = new PIXI.Sprite(texture);\n * sprite.mask = graphics;\n * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.\n */\n get: function () {\n return this._mask;\n },\n set: function (value) {\n if (this._mask === value) {\n return;\n }\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n maskObject._maskRefCount--;\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = true;\n maskObject.isMask = false;\n }\n }\n }\n this._mask = value;\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = false;\n maskObject.isMask = true;\n }\n maskObject._maskRefCount++;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return DisplayObject;\n}(EventEmitter));\n/**\n * @private\n */\nvar TemporaryDisplayObject = /** @class */ (function (_super) {\n __extends(TemporaryDisplayObject, _super);\n function TemporaryDisplayObject() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n _this.sortDirty = null;\n return _this;\n }\n return TemporaryDisplayObject;\n}(DisplayObject));\n/**\n * DisplayObject default updateTransform, does not update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.DisplayObject#\n * @method displayObjectUpdateTransform\n */\nDisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;\n\n/*!\n * @pixi/constants - v6.5.7\n * Compiled Thu, 20 Oct 2022 15:13:33 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\nfunction sortChildren(a, b) {\n if (a.zIndex === b.zIndex) {\n return a._lastSortedIndex - b._lastSortedIndex;\n }\n return a.zIndex - b.zIndex;\n}\n/**\n * Container is a general-purpose display object that holds children. It also adds built-in support for advanced\n * rendering features like masking and filtering.\n *\n * It is the base class of all display objects that act as a container for other objects, including Graphics\n * and Sprite.\n *\n * ```js\n * import { BlurFilter } from '@pixi/filter-blur';\n * import { Container } from '@pixi/display';\n * import { Graphics } from '@pixi/graphics';\n * import { Sprite } from '@pixi/sprite';\n *\n * let container = new Container();\n * let sprite = Sprite.from(\"https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png\");\n *\n * sprite.width = 512;\n * sprite.height = 512;\n *\n * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container\n * // is rendered.\n * container.addChild(sprite);\n *\n * // Blurs whatever is rendered by the container\n * container.filters = [new BlurFilter()];\n *\n * // Only the contents within a circle at the center should be rendered onto the screen.\n * container.mask = new Graphics()\n * .beginFill(0xffffff)\n * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2)\n * .endFill();\n * ```\n * @memberof PIXI\n */\nvar Container = /** @class */ (function (_super) {\n __extends(Container, _super);\n function Container() {\n var _this = _super.call(this) || this;\n _this.children = [];\n _this.sortableChildren = settings.SORTABLE_CHILDREN;\n _this.sortDirty = false;\n return _this;\n /**\n * Fired when a DisplayObject is added to this Container.\n * @event PIXI.Container#childAdded\n * @param {PIXI.DisplayObject} child - The child added to the Container.\n * @param {PIXI.Container} container - The container that added the child.\n * @param {number} index - The children's index of the added child.\n */\n /**\n * Fired when a DisplayObject is removed from this Container.\n * @event PIXI.DisplayObject#childRemoved\n * @param {PIXI.DisplayObject} child - The child removed from the Container.\n * @param {PIXI.Container} container - The container that removed the child.\n * @param {number} index - The former children's index of the removed child\n */\n }\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified.\n * @param _length\n */\n Container.prototype.onChildrenChange = function (_length) {\n /* empty */\n };\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container\n * @returns {PIXI.DisplayObject} - The first child that was added.\n */\n Container.prototype.addChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the array and add all children\n for (var i = 0; i < children.length; i++) {\n // eslint-disable-next-line prefer-rest-params\n this.addChild(children[i]);\n }\n }\n else {\n var child = children[0];\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.push(child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n this.emit('childAdded', child, this, this.children.length - 1);\n child.emit('added', this);\n }\n return children[0];\n };\n /**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n * @param {PIXI.DisplayObject} child - The child to add\n * @param {number} index - The index to place the child in\n * @returns {PIXI.DisplayObject} The child that was added.\n */\n Container.prototype.addChildAt = function (child, index) {\n if (index < 0 || index > this.children.length) {\n throw new Error(child + \"addChildAt: The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.splice(index, 0, child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('added', this);\n this.emit('childAdded', child, this, index);\n return child;\n };\n /**\n * Swaps the position of 2 Display Objects within this container.\n * @param child - First display object to swap\n * @param child2 - Second display object to swap\n */\n Container.prototype.swapChildren = function (child, child2) {\n if (child === child2) {\n return;\n }\n var index1 = this.getChildIndex(child);\n var index2 = this.getChildIndex(child2);\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n };\n /**\n * Returns the index position of a child DisplayObject instance\n * @param child - The DisplayObject instance to identify\n * @returns - The index position of the child display object to identify\n */\n Container.prototype.getChildIndex = function (child) {\n var index = this.children.indexOf(child);\n if (index === -1) {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n return index;\n };\n /**\n * Changes the position of an existing child in the display object container\n * @param child - The child DisplayObject instance for which you want to change the index number\n * @param index - The resulting index number for the child display object\n */\n Container.prototype.setChildIndex = function (child, index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n var currentIndex = this.getChildIndex(child);\n removeItems(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n this.onChildrenChange(index);\n };\n /**\n * Returns the child at the specified index\n * @param index - The index to get the child at\n * @returns - The child at the given index, if any.\n */\n Container.prototype.getChildAt = function (index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"getChildAt: Index (\" + index + \") does not exist.\");\n }\n return this.children[index];\n };\n /**\n * Removes one or more children from the container.\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove\n * @returns {PIXI.DisplayObject} The first child that was removed.\n */\n Container.prototype.removeChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the arguments property and remove all children\n for (var i = 0; i < children.length; i++) {\n this.removeChild(children[i]);\n }\n }\n else {\n var child = children[0];\n var index = this.children.indexOf(child);\n if (index === -1)\n { return null; }\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n }\n return children[0];\n };\n /**\n * Removes a child from the specified index position.\n * @param index - The index to get the child from\n * @returns The child that was removed.\n */\n Container.prototype.removeChildAt = function (index) {\n var child = this.getChildAt(index);\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n return child;\n };\n /**\n * Removes all children from this container that are within the begin and end indexes.\n * @param beginIndex - The beginning position.\n * @param endIndex - The ending position. Default value is size of the container.\n * @returns - List of removed children\n */\n Container.prototype.removeChildren = function (beginIndex, endIndex) {\n if (beginIndex === void 0) { beginIndex = 0; }\n if (endIndex === void 0) { endIndex = this.children.length; }\n var begin = beginIndex;\n var end = endIndex;\n var range = end - begin;\n var removed;\n if (range > 0 && range <= end) {\n removed = this.children.splice(begin, range);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].parent = null;\n if (removed[i].transform) {\n removed[i].transform._parentID = -1;\n }\n }\n this._boundsID++;\n this.onChildrenChange(beginIndex);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].emit('removed', this);\n this.emit('childRemoved', removed[i], this, i);\n }\n return removed;\n }\n else if (range === 0 && this.children.length === 0) {\n return [];\n }\n throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n };\n /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */\n Container.prototype.sortChildren = function () {\n var sortRequired = false;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n child._lastSortedIndex = i;\n if (!sortRequired && child.zIndex !== 0) {\n sortRequired = true;\n }\n }\n if (sortRequired && this.children.length > 1) {\n this.children.sort(sortChildren);\n }\n this.sortDirty = false;\n };\n /** Updates the transform on all children of this container for rendering. */\n Container.prototype.updateTransform = function () {\n if (this.sortableChildren && this.sortDirty) {\n this.sortChildren();\n }\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // TODO: check render flags, how to process stuff here\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n };\n /**\n * Recalculates the bounds of the container.\n *\n * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds\n * is limited to its mask's bounds or filterArea, if any is applied.\n */\n Container.prototype.calculateBounds = function () {\n this._bounds.clear();\n this._calculateBounds();\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n if (!child.visible || !child.renderable) {\n continue;\n }\n child.calculateBounds();\n // TODO: filter+mask, need to mask both somehow\n if (child._mask) {\n var maskObject = (child._mask.isMaskData\n ? child._mask.maskObject : child._mask);\n if (maskObject) {\n maskObject.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, maskObject._bounds);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n else if (child.filterArea) {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n this._bounds.updateID = this._boundsID;\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n *\n * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render()\n * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms,\n * it was default behaviour of pixi 4.0-5.2 and caused many problems to users.\n * @returns - The rectangular bounding area.\n */\n Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) {\n if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; }\n var result = _super.prototype.getLocalBounds.call(this, rect);\n if (!skipChildrenUpdate) {\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n }\n return result;\n };\n /**\n * Recalculates the content bounds of this object. This should be overriden to\n * calculate the bounds of this specific object (not including children).\n * @protected\n */\n Container.prototype._calculateBounds = function () {\n // FILL IN//\n };\n /**\n * Renders this object and its children with culling.\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n Container.prototype._renderWithCulling = function (renderer) {\n var sourceFrame = renderer.renderTexture.sourceFrame;\n // If the source frame is empty, stop rendering.\n if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) {\n return;\n }\n // Render the content of the container only if its bounds intersect with the source frame.\n // All filters are on the stack at this point, and the filter source frame is bound:\n // therefore, even if the bounds to non intersect the filter frame, the filter\n // is still applied and any filter padding that is in the frame is rendered correctly.\n var bounds;\n var transform;\n // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea\n // rectangle must completely contain the container and its children including filter padding.\n if (this.cullArea) {\n bounds = this.cullArea;\n transform = this.worldTransform;\n }\n // If the container doesn't override _render, we can skip the bounds calculation and intersection test.\n else if (this._render !== Container.prototype._render) {\n bounds = this.getBounds(true);\n }\n // Render the container if the source frame intersects the bounds.\n if (bounds && sourceFrame.intersects(bounds, transform)) {\n this._render(renderer);\n }\n // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering.\n else if (this.cullArea) {\n return;\n }\n // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect\n // the source frame, because the children might have filters with nonzero padding, which may intersect\n // with the source frame while the bounds do not: filter padding is not included in the bounds.\n // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered\n // if they are out of frame; otherwise, render the children normally.\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n var childCullable = child.cullable;\n child.cullable = childCullable || !this.cullArea;\n child.render(renderer);\n child.cullable = childCullable;\n }\n };\n /**\n * Renders the object using the WebGL renderer.\n *\n * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the\n * container itself. This `render` method will invoke it, and also invoke the `render` methods of all\n * children afterward.\n *\n * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and\n * the bounds of this object are out of frame, this implementation will entirely skip rendering.\n * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally,\n * setting alpha to zero is not recommended for purely skipping rendering.\n *\n * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is\n * advised to employ **culling** to automatically skip rendering objects outside of the current screen.\n * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}.\n * Other culling methods might be better suited for a large number static objects; see\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}.\n *\n * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or\n * filtering is applied on a container. This does, however, break batching and can affect performance when\n * masking and filtering is applied extensively throughout the scene graph.\n * @param renderer - The renderer\n */\n Container.prototype.render = function (renderer) {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || (this.filters && this.filters.length)) {\n this.renderAdvanced(renderer);\n }\n else if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n };\n /**\n * Render the object using the WebGL renderer and advanced features.\n * @param renderer - The renderer\n */\n Container.prototype.renderAdvanced = function (renderer) {\n var filters = this.filters;\n var mask = this._mask;\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters) {\n if (!this._enabledFilters) {\n this._enabledFilters = [];\n }\n this._enabledFilters.length = 0;\n for (var i = 0; i < filters.length; i++) {\n if (filters[i].enabled) {\n this._enabledFilters.push(filters[i]);\n }\n }\n }\n var flush = (filters && this._enabledFilters && this._enabledFilters.length)\n || (mask && (!mask.isMaskData\n || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE))));\n if (flush) {\n renderer.batch.flush();\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.push(this, this._enabledFilters);\n }\n if (mask) {\n renderer.mask.push(this, this._mask);\n }\n if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n if (flush) {\n renderer.batch.flush();\n }\n if (mask) {\n renderer.mask.pop(this);\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.pop();\n }\n };\n /**\n * To be overridden by the subclasses.\n * @param _renderer - The renderer\n */\n Container.prototype._render = function (_renderer) {\n // this is where content itself gets rendered...\n };\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n Container.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this);\n this.sortDirty = false;\n var destroyChildren = typeof options === 'boolean' ? options : options && options.children;\n var oldChildren = this.removeChildren(0, this.children.length);\n if (destroyChildren) {\n for (var i = 0; i < oldChildren.length; ++i) {\n oldChildren[i].destroy(options);\n }\n }\n };\n Object.defineProperty(Container.prototype, \"width\", {\n /** The width of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.x * this.getLocalBounds().width;\n },\n set: function (value) {\n var width = this.getLocalBounds().width;\n if (width !== 0) {\n this.scale.x = value / width;\n }\n else {\n this.scale.x = 1;\n }\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Container.prototype, \"height\", {\n /** The height of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.y * this.getLocalBounds().height;\n },\n set: function (value) {\n var height = this.getLocalBounds().height;\n if (height !== 0) {\n this.scale.y = value / height;\n }\n else {\n this.scale.y = 1;\n }\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n return Container;\n}(DisplayObject));\n/**\n * Container default updateTransform, does update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.Container#\n * @method containerUpdateTransform\n */\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n\nexport { Bounds, Container, DisplayObject, TemporaryDisplayObject };\n//# sourceMappingURL=display.mjs.map\n","/*!\n * @pixi/ticker - v6.5.7\n * Compiled Thu, 20 Oct 2022 15:13:33 UTC\n *\n * @pixi/ticker is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { ExtensionType } from '@pixi/extensions';\n\n/**\n * Target frames per millisecond.\n * @static\n * @name TARGET_FPMS\n * @memberof PIXI.settings\n * @type {number}\n * @default 0.06\n */\nsettings.TARGET_FPMS = 0.06;\n\n/**\n * Represents the update priorities used by internal PIXI classes when registered with\n * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower\n * priority items, such as render, should go later.\n * @static\n * @constant\n * @name UPDATE_PRIORITY\n * @memberof PIXI\n * @enum {number}\n * @property {number} [INTERACTION=50] Highest priority, used for {@link PIXI.InteractionManager}\n * @property {number} [HIGH=25] High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite}\n * @property {number} [NORMAL=0] Default priority for ticker events, see {@link PIXI.Ticker#add}.\n * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering.\n * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility.\n */\nvar UPDATE_PRIORITY;\n(function (UPDATE_PRIORITY) {\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"INTERACTION\"] = 50] = \"INTERACTION\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"HIGH\"] = 25] = \"HIGH\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"NORMAL\"] = 0] = \"NORMAL\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"LOW\"] = -25] = \"LOW\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"UTILITY\"] = -50] = \"UTILITY\";\n})(UPDATE_PRIORITY || (UPDATE_PRIORITY = {}));\n\n/**\n * Internal class for handling the priority sorting of ticker handlers.\n * @private\n * @class\n * @memberof PIXI\n */\nvar TickerListener = /** @class */ (function () {\n /**\n * Constructor\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param priority - The priority for emitting\n * @param once - If the handler should fire once\n */\n function TickerListener(fn, context, priority, once) {\n if (context === void 0) { context = null; }\n if (priority === void 0) { priority = 0; }\n if (once === void 0) { once = false; }\n /** The next item in chain. */\n this.next = null;\n /** The previous item in chain. */\n this.previous = null;\n /** `true` if this listener has been destroyed already. */\n this._destroyed = false;\n this.fn = fn;\n this.context = context;\n this.priority = priority;\n this.once = once;\n }\n /**\n * Simple compare function to figure out if a function and context match.\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @returns `true` if the listener match the arguments\n */\n TickerListener.prototype.match = function (fn, context) {\n if (context === void 0) { context = null; }\n return this.fn === fn && this.context === context;\n };\n /**\n * Emit by calling the current function.\n * @private\n * @param deltaTime - time since the last emit.\n * @returns Next ticker\n */\n TickerListener.prototype.emit = function (deltaTime) {\n if (this.fn) {\n if (this.context) {\n this.fn.call(this.context, deltaTime);\n }\n else {\n this.fn(deltaTime);\n }\n }\n var redirect = this.next;\n if (this.once) {\n this.destroy(true);\n }\n // Soft-destroying should remove\n // the next reference\n if (this._destroyed) {\n this.next = null;\n }\n return redirect;\n };\n /**\n * Connect to the list.\n * @private\n * @param previous - Input node, previous listener\n */\n TickerListener.prototype.connect = function (previous) {\n this.previous = previous;\n if (previous.next) {\n previous.next.previous = this;\n }\n this.next = previous.next;\n previous.next = this;\n };\n /**\n * Destroy and don't use after this.\n * @private\n * @param hard - `true` to remove the `next` reference, this\n * is considered a hard destroy. Soft destroy maintains the next reference.\n * @returns The listener to redirect while emitting or removing.\n */\n TickerListener.prototype.destroy = function (hard) {\n if (hard === void 0) { hard = false; }\n this._destroyed = true;\n this.fn = null;\n this.context = null;\n // Disconnect, hook up next and previous\n if (this.previous) {\n this.previous.next = this.next;\n }\n if (this.next) {\n this.next.previous = this.previous;\n }\n // Redirect to the next item\n var redirect = this.next;\n // Remove references\n this.next = hard ? null : redirect;\n this.previous = null;\n return redirect;\n };\n return TickerListener;\n}());\n\n/**\n * A Ticker class that runs an update loop that other objects listen to.\n *\n * This class is composed around listeners meant for execution on the next requested animation frame.\n * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners.\n * @class\n * @memberof PIXI\n */\nvar Ticker = /** @class */ (function () {\n function Ticker() {\n var _this = this;\n /**\n * Whether or not this ticker should invoke the method\n * {@link PIXI.Ticker#start} automatically\n * when a listener is added.\n */\n this.autoStart = false;\n /**\n * Scalar time value from last frame to this frame.\n * This value is capped by setting {@link PIXI.Ticker#minFPS}\n * and is scaled with {@link PIXI.Ticker#speed}.\n * **Note:** The cap may be exceeded by scaling.\n */\n this.deltaTime = 1;\n /**\n * The last time {@link PIXI.Ticker#update} was invoked.\n * This value is also reset internally outside of invoking\n * update, but only when a new animation frame is requested.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n */\n this.lastTime = -1;\n /**\n * Factor of current {@link PIXI.Ticker#deltaTime}.\n * @example\n * // Scales ticker.deltaTime to what would be\n * // the equivalent of approximately 120 FPS\n * ticker.speed = 2;\n */\n this.speed = 1;\n /**\n * Whether or not this ticker has been started.\n * `true` if {@link PIXI.Ticker#start} has been called.\n * `false` if {@link PIXI.Ticker#stop} has been called.\n * While `false`, this value may change to `true` in the\n * event of {@link PIXI.Ticker#autoStart} being `true`\n * and a listener is added.\n */\n this.started = false;\n /** Internal current frame request ID */\n this._requestId = null;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the maximum allowed milliseconds between updates.\n */\n this._maxElapsedMS = 100;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the minimum allowed milliseconds between updates.\n */\n this._minElapsedMS = 0;\n /** If enabled, deleting is disabled.*/\n this._protected = false;\n /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */\n this._lastFrame = -1;\n this._head = new TickerListener(null, null, Infinity);\n this.deltaMS = 1 / settings.TARGET_FPMS;\n this.elapsedMS = 1 / settings.TARGET_FPMS;\n this._tick = function (time) {\n _this._requestId = null;\n if (_this.started) {\n // Invoke listeners now\n _this.update(time);\n // Listener side effects may have modified ticker state.\n if (_this.started && _this._requestId === null && _this._head.next) {\n _this._requestId = requestAnimationFrame(_this._tick);\n }\n }\n };\n }\n /**\n * Conditionally requests a new animation frame.\n * If a frame has not already been requested, and if the internal\n * emitter has listeners, a new frame is requested.\n * @private\n */\n Ticker.prototype._requestIfNeeded = function () {\n if (this._requestId === null && this._head.next) {\n // ensure callbacks get correct delta\n this.lastTime = performance.now();\n this._lastFrame = this.lastTime;\n this._requestId = requestAnimationFrame(this._tick);\n }\n };\n /**\n * Conditionally cancels a pending animation frame.\n * @private\n */\n Ticker.prototype._cancelIfNeeded = function () {\n if (this._requestId !== null) {\n cancelAnimationFrame(this._requestId);\n this._requestId = null;\n }\n };\n /**\n * Conditionally requests a new animation frame.\n * If the ticker has been started it checks if a frame has not already\n * been requested, and if the internal emitter has listeners. If these\n * conditions are met, a new frame is requested. If the ticker has not\n * been started, but autoStart is `true`, then the ticker starts now,\n * and continues with the previous conditions to request a new frame.\n * @private\n */\n Ticker.prototype._startIfPossible = function () {\n if (this.started) {\n this._requestIfNeeded();\n }\n else if (this.autoStart) {\n this.start();\n }\n };\n /**\n * Register a handler for tick events. Calls continuously unless\n * it is removed or the ticker is stopped.\n * @param fn - The listener function to be added for updates\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.add = function (fn, context, priority) {\n if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority));\n };\n /**\n * Add a handler for the tick event which is only execute once.\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.addOnce = function (fn, context, priority) {\n if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority, true));\n };\n /**\n * Internally adds the event handler so that it can be sorted by priority.\n * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run\n * before the rendering.\n * @private\n * @param listener - Current listener being added.\n * @returns This instance of a ticker\n */\n Ticker.prototype._addListener = function (listener) {\n // For attaching to head\n var current = this._head.next;\n var previous = this._head;\n // Add the first item\n if (!current) {\n listener.connect(previous);\n }\n else {\n // Go from highest to lowest priority\n while (current) {\n if (listener.priority > current.priority) {\n listener.connect(previous);\n break;\n }\n previous = current;\n current = current.next;\n }\n // Not yet connected\n if (!listener.previous) {\n listener.connect(previous);\n }\n }\n this._startIfPossible();\n return this;\n };\n /**\n * Removes any handlers matching the function and context parameters.\n * If no handlers are left after removing, then it cancels the animation frame.\n * @param fn - The listener function to be removed\n * @param context - The listener context to be removed\n * @returns This instance of a ticker\n */\n Ticker.prototype.remove = function (fn, context) {\n var listener = this._head.next;\n while (listener) {\n // We found a match, lets remove it\n // no break to delete all possible matches\n // incase a listener was added 2+ times\n if (listener.match(fn, context)) {\n listener = listener.destroy();\n }\n else {\n listener = listener.next;\n }\n }\n if (!this._head.next) {\n this._cancelIfNeeded();\n }\n return this;\n };\n Object.defineProperty(Ticker.prototype, \"count\", {\n /**\n * The number of listeners on this ticker, calculated by walking through linked list\n * @readonly\n * @member {number}\n */\n get: function () {\n if (!this._head) {\n return 0;\n }\n var count = 0;\n var current = this._head;\n while ((current = current.next)) {\n count++;\n }\n return count;\n },\n enumerable: false,\n configurable: true\n });\n /** Starts the ticker. If the ticker has listeners a new animation frame is requested at this point. */\n Ticker.prototype.start = function () {\n if (!this.started) {\n this.started = true;\n this._requestIfNeeded();\n }\n };\n /** Stops the ticker. If the ticker has requested an animation frame it is canceled at this point. */\n Ticker.prototype.stop = function () {\n if (this.started) {\n this.started = false;\n this._cancelIfNeeded();\n }\n };\n /** Destroy the ticker and don't use after this. Calling this method removes all references to internal events. */\n Ticker.prototype.destroy = function () {\n if (!this._protected) {\n this.stop();\n var listener = this._head.next;\n while (listener) {\n listener = listener.destroy(true);\n }\n this._head.destroy();\n this._head = null;\n }\n };\n /**\n * Triggers an update. An update entails setting the\n * current {@link PIXI.Ticker#elapsedMS},\n * the current {@link PIXI.Ticker#deltaTime},\n * invoking all listeners with current deltaTime,\n * and then finally setting {@link PIXI.Ticker#lastTime}\n * with the value of currentTime that was provided.\n * This method will be called automatically by animation\n * frame callbacks if the ticker instance has been started\n * and listeners are added.\n * @param {number} [currentTime=performance.now()] - the current time of execution\n */\n Ticker.prototype.update = function (currentTime) {\n if (currentTime === void 0) { currentTime = performance.now(); }\n var elapsedMS;\n // If the difference in time is zero or negative, we ignore most of the work done here.\n // If there is no valid difference, then should be no reason to let anyone know about it.\n // A zero delta, is exactly that, nothing should update.\n //\n // The difference in time can be negative, and no this does not mean time traveling.\n // This can be the result of a race condition between when an animation frame is requested\n // on the current JavaScript engine event loop, and when the ticker's start method is invoked\n // (which invokes the internal _requestIfNeeded method). If a frame is requested before\n // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests,\n // can receive a time argument that can be less than the lastTime value that was set within\n // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems.\n //\n // This check covers this browser engine timing issue, as well as if consumers pass an invalid\n // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves.\n if (currentTime > this.lastTime) {\n // Save uncapped elapsedMS for measurement\n elapsedMS = this.elapsedMS = currentTime - this.lastTime;\n // cap the milliseconds elapsed used for deltaTime\n if (elapsedMS > this._maxElapsedMS) {\n elapsedMS = this._maxElapsedMS;\n }\n elapsedMS *= this.speed;\n // If not enough time has passed, exit the function.\n // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS\n // adjustment to ensure a relatively stable interval.\n if (this._minElapsedMS) {\n var delta = currentTime - this._lastFrame | 0;\n if (delta < this._minElapsedMS) {\n return;\n }\n this._lastFrame = currentTime - (delta % this._minElapsedMS);\n }\n this.deltaMS = elapsedMS;\n this.deltaTime = this.deltaMS * settings.TARGET_FPMS;\n // Cache a local reference, in-case ticker is destroyed\n // during the emit, we can still check for head.next\n var head = this._head;\n // Invoke listeners added to internal emitter\n var listener = head.next;\n while (listener) {\n listener = listener.emit(this.deltaTime);\n }\n if (!head.next) {\n this._cancelIfNeeded();\n }\n }\n else {\n this.deltaTime = this.deltaMS = this.elapsedMS = 0;\n }\n this.lastTime = currentTime;\n };\n Object.defineProperty(Ticker.prototype, \"FPS\", {\n /**\n * The frames per second at which this ticker is running.\n * The default is approximately 60 in most modern browsers.\n * **Note:** This does not factor in the value of\n * {@link PIXI.Ticker#speed}, which is specific\n * to scaling {@link PIXI.Ticker#deltaTime}.\n * @member {number}\n * @readonly\n */\n get: function () {\n return 1000 / this.elapsedMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"minFPS\", {\n /**\n * Manages the maximum amount of milliseconds allowed to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This value is used to cap {@link PIXI.Ticker#deltaTime},\n * but does not effect the measured value of {@link PIXI.Ticker#FPS}.\n * When setting this property it is clamped to a value between\n * `0` and `PIXI.settings.TARGET_FPMS * 1000`.\n * @member {number}\n * @default 10\n */\n get: function () {\n return 1000 / this._maxElapsedMS;\n },\n set: function (fps) {\n // Minimum must be below the maxFPS\n var minFPS = Math.min(this.maxFPS, fps);\n // Must be at least 0, but below 1 / settings.TARGET_FPMS\n var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.TARGET_FPMS);\n this._maxElapsedMS = 1 / minFPMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"maxFPS\", {\n /**\n * Manages the minimum amount of milliseconds required to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This will effect the measured value of {@link PIXI.Ticker#FPS}.\n * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can.\n * Otherwise it will be at least `minFPS`\n * @member {number}\n * @default 0\n */\n get: function () {\n if (this._minElapsedMS) {\n return Math.round(1000 / this._minElapsedMS);\n }\n return 0;\n },\n set: function (fps) {\n if (fps === 0) {\n this._minElapsedMS = 0;\n }\n else {\n // Max must be at least the minFPS\n var maxFPS = Math.max(this.minFPS, fps);\n this._minElapsedMS = 1 / (maxFPS / 1000);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"shared\", {\n /**\n * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by\n * {@link PIXI.VideoResource} to update animation frames / video textures.\n *\n * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker.\n * @example\n * let ticker = PIXI.Ticker.shared;\n * // Set this to prevent starting this ticker when listeners are added.\n * // By default this is true only for the PIXI.Ticker.shared instance.\n * ticker.autoStart = false;\n * // FYI, call this to ensure the ticker is stopped. It should be stopped\n * // if you have not attempted to render anything yet.\n * ticker.stop();\n * // Call this when you are ready for a running shared ticker.\n * ticker.start();\n * @example\n * // You may use the shared ticker to render...\n * let renderer = PIXI.autoDetectRenderer();\n * let stage = new PIXI.Container();\n * document.body.appendChild(renderer.view);\n * ticker.add(function (time) {\n * renderer.render(stage);\n * });\n * @example\n * // Or you can just update it manually.\n * ticker.autoStart = false;\n * ticker.stop();\n * function animate(time) {\n * ticker.update(time);\n * renderer.render(stage);\n * requestAnimationFrame(animate);\n * }\n * animate(performance.now());\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._shared) {\n var shared = Ticker._shared = new Ticker();\n shared.autoStart = true;\n shared._protected = true;\n }\n return Ticker._shared;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"system\", {\n /**\n * The system ticker instance used by {@link PIXI.InteractionManager} and by\n * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused,\n * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._system) {\n var system = Ticker._system = new Ticker();\n system.autoStart = true;\n system._protected = true;\n }\n return Ticker._system;\n },\n enumerable: false,\n configurable: true\n });\n return Ticker;\n}());\n\n/**\n * Middleware for for Application Ticker.\n * @example\n * import {TickerPlugin} from '@pixi/ticker';\n * import {Application} from '@pixi/app';\n * import {extensions} from '@pixi/extensions';\n * extensions.add(TickerPlugin);\n * @class\n * @memberof PIXI\n */\nvar TickerPlugin = /** @class */ (function () {\n function TickerPlugin() {\n }\n /**\n * Initialize the plugin with scope of application instance\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n TickerPlugin.init = function (options) {\n var _this = this;\n // Set default\n options = Object.assign({\n autoStart: true,\n sharedTicker: false,\n }, options);\n // Create ticker setter\n Object.defineProperty(this, 'ticker', {\n set: function (ticker) {\n if (this._ticker) {\n this._ticker.remove(this.render, this);\n }\n this._ticker = ticker;\n if (ticker) {\n ticker.add(this.render, this, UPDATE_PRIORITY.LOW);\n }\n },\n get: function () {\n return this._ticker;\n },\n });\n /**\n * Convenience method for stopping the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.stop = function () {\n _this._ticker.stop();\n };\n /**\n * Convenience method for starting the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.start = function () {\n _this._ticker.start();\n };\n /**\n * Internal reference to the ticker.\n * @type {PIXI.Ticker}\n * @name _ticker\n * @memberof PIXI.Application#\n * @private\n */\n this._ticker = null;\n /**\n * Ticker for doing render updates.\n * @type {PIXI.Ticker}\n * @name ticker\n * @memberof PIXI.Application#\n * @default PIXI.Ticker.shared\n */\n this.ticker = options.sharedTicker ? Ticker.shared : new Ticker();\n // Start the rendering\n if (options.autoStart) {\n this.start();\n }\n };\n /**\n * Clean up the ticker, scoped to application.\n * @static\n * @private\n */\n TickerPlugin.destroy = function () {\n if (this._ticker) {\n var oldTicker = this._ticker;\n this.ticker = null;\n oldTicker.destroy();\n }\n };\n /** @ignore */\n TickerPlugin.extension = ExtensionType.Application;\n return TickerPlugin;\n}());\n\nexport { Ticker, TickerPlugin, UPDATE_PRIORITY };\n//# sourceMappingURL=ticker.mjs.map\n","/* eslint-disable */\n \n/*!\n * pixi-viewport - v4.37.0\n * Compiled Sun, 23 Oct 2022 14:02:15 UTC\n *\n * pixi-viewport is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n * \n * Copyright 2019-2020, David Figatner, All Rights Reserved\n */\nimport { Point, Rectangle } from '@pixi/math';\nimport { Container } from '@pixi/display';\nimport { Ticker } from '@pixi/ticker';\n\n/**\n * Derive this class to create user-defined plugins\n *\n * @public\n */\nclass Plugin\n{\n /** The viewport to which this plugin is attached. */\n \n\n /**\n * Flags whether this plugin has been \"paused\".\n *\n * @see Plugin#pause\n * @see Plugin#resume\n */\n \n\n /** @param {Viewport} parent */\n constructor(parent)\n {\n this.parent = parent;\n this.paused = false;\n }\n\n /** Called when plugin is removed */\n destroy()\n {\n // Override for implementation\n }\n\n /** Handler for pointerdown PIXI event */\n down(_e)\n {\n return false;\n }\n\n /** Handler for pointermove PIXI event */\n move(_e)\n {\n return false;\n }\n\n /** Handler for pointerup PIXI event */\n up(_e)\n {\n return false;\n }\n\n /** Handler for wheel event on div */\n wheel(_e)\n {\n return false;\n }\n\n /**\n * Called on each tick\n * @param {number} elapsed time in millisecond since last update\n */\n update(_delta)\n {\n // Override for implementation\n }\n\n /** Called when the viewport is resized */\n resize()\n {\n // Override for implementation\n }\n\n /** Called when the viewport is manually moved */\n reset()\n {\n // Override for implementation\n }\n\n /** Pause the plugin */\n pause()\n {\n this.paused = true;\n }\n\n /** Un-pause the plugin */\n resume()\n {\n this.paused = false;\n }\n}\n\nvar commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {};\n\nfunction createCommonjsModule(fn, basedir, module) {\n\treturn module = {\n\t path: basedir,\n\t exports: {},\n\t require: function (path, base) {\n return commonjsRequire(path, (base === undefined || base === null) ? module.path : base);\n }\n\t}, fn(module, module.exports), module.exports;\n}\n\nfunction commonjsRequire () {\n\tthrow new Error('Dynamic requires are not currently supported by @rollup/plugin-commonjs');\n}\n\nvar penner = createCommonjsModule(function (module, exports) {\n/*\n\tCopyright © 2001 Robert Penner\n\tAll rights reserved.\n\n\tRedistribution and use in source and binary forms, with or without modification, \n\tare permitted provided that the following conditions are met:\n\n\tRedistributions of source code must retain the above copyright notice, this list of \n\tconditions and the following disclaimer.\n\tRedistributions in binary form must reproduce the above copyright notice, this list \n\tof conditions and the following disclaimer in the documentation and/or other materials \n\tprovided with the distribution.\n\n\tNeither the name of the author nor the names of contributors may be used to endorse \n\tor promote products derived from this software without specific prior written permission.\n\n\tTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY \n\tEXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n\tMERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n\tCOPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n\tEXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n\tGOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED \n\tAND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n\tNEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED \n\tOF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n(function() {\n var penner, umd;\n\n umd = function(factory) {\n {\n return module.exports = factory;\n }\n };\n\n penner = {\n linear: function(t, b, c, d) {\n return c * t / d + b;\n },\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n easeInOutQuad: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t + b;\n } else {\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n }\n },\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n easeOutCubic: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n },\n easeInOutCubic: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n },\n easeInQuart: function(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n },\n easeOutQuart: function(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n },\n easeInOutQuart: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t + b;\n } else {\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n },\n easeInQuint: function(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n },\n easeOutQuint: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n },\n easeInOutQuint: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n },\n easeInSine: function(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n },\n easeOutSine: function(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n },\n easeInOutSine: function(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n },\n easeInExpo: function(t, b, c, d) {\n if (t === 0) {\n return b;\n } else {\n return c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n },\n easeOutExpo: function(t, b, c, d) {\n if (t === d) {\n return b + c;\n } else {\n return c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n },\n easeInOutExpo: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n } else {\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n },\n easeInCirc: function(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n },\n easeOutCirc: function(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n },\n easeInOutCirc: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n } else {\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n },\n easeInElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) ; else if ((t /= d) === 1) ;\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n },\n easeOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) ; else if ((t /= d) === 1) ;\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b;\n },\n easeInOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) ; else if ((t /= d / 2) === 2) ;\n if (!p) {\n p = d * (.3 * 1.5);\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n if (t < 1) {\n return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n } else {\n return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;\n }\n },\n easeInBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n },\n easeOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n },\n easeInOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b;\n } else {\n return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b;\n }\n },\n easeInBounce: function(t, b, c, d) {\n var v;\n v = penner.easeOutBounce(d - t, 0, c, d);\n return c - v + b;\n },\n easeOutBounce: function(t, b, c, d) {\n if ((t /= d) < 1 / 2.75) {\n return c * (7.5625 * t * t) + b;\n } else if (t < 2 / 2.75) {\n return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b;\n } else if (t < 2.5 / 2.75) {\n return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b;\n } else {\n return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b;\n }\n },\n easeInOutBounce: function(t, b, c, d) {\n var v;\n if (t < d / 2) {\n v = penner.easeInBounce(t * 2, 0, c, d);\n return v * .5 + b;\n } else {\n v = penner.easeOutBounce(t * 2 - d, 0, c, d);\n return v * .5 + c * .5 + b;\n }\n }\n };\n\n umd(penner);\n\n}).call(commonjsGlobal);\n});\n\n// eslint-disable-next-line\n\n/**\n * Returns correct Penner equation using string or Function.\n *\n * @internal\n * @ignore\n * @param {(function|string)} [ease]\n * @param {defaults} default penner equation to use if none is provided\n */\nfunction ease(ease, defaults)\n{\n if (!ease)\n {\n return penner[defaults]\n }\n else if (typeof ease === 'function')\n {\n return ease\n }\n else if (typeof ease === 'string')\n {\n return penner[ease]\n }\n}\n\n/** Options for {@link Animate}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_ANIMATE_OPTIONS = {\n removeOnInterrupt: false,\n ease: 'linear',\n time: 1000,\n};\n\n/**\n * Animation plugin.\n *\n * @see Viewport#animate\n * @fires animate-end\n */\nclass Animate extends Plugin\n{\n \n\n /** The starting x-coordinate of the viewport. */\n \n\n /** The starting y-coordinate of the viewport. */\n \n\n /** The change in the x-coordinate of the viewport through the animation.*/\n \n\n /** The change in the y-coordinate of the viewport through the animation. */\n \n\n /** Marks whether the center of the viewport is preserved in the animation. */\n \n\n /** The starting viewport width. */\n __init() {this.startWidth = null;}\n\n /** The starting viewport height. */\n __init2() {this.startHeight = null;}\n\n /** The change in the viewport's width through the animation. */\n __init3() {this.deltaWidth = null;}\n\n /** The change in the viewport's height through the animation. */\n __init4() {this.deltaHeight = null;}\n\n /** The viewport's width post-animation. */\n __init5() {this.width = null;}\n\n /** The viewport's height post-animation. */\n __init6() {this.height = null;}\n\n /** The time since the animation started. */\n __init7() {this.time = 0;}\n\n /**\n * This is called by {@link Viewport.animate}.\n *\n * @param parent\n * @param options\n */\n constructor(parent, options = {})\n {\n super(parent);Animate.prototype.__init.call(this);Animate.prototype.__init2.call(this);Animate.prototype.__init3.call(this);Animate.prototype.__init4.call(this);Animate.prototype.__init5.call(this);Animate.prototype.__init6.call(this);Animate.prototype.__init7.call(this);\n this.options = Object.assign({}, DEFAULT_ANIMATE_OPTIONS, options);\n this.options.ease = ease(this.options.ease);\n\n this.setupPosition();\n this.setupZoom();\n\n this.time = 0;\n }\n\n /**\n * Setup `startX`, `startY`, `deltaX`, `deltaY`, `keepCenter`.\n *\n * This is called during construction.\n */\n setupPosition()\n {\n if (typeof this.options.position !== 'undefined')\n {\n this.startX = this.parent.center.x;\n this.startY = this.parent.center.y;\n this.deltaX = this.options.position.x - this.parent.center.x;\n this.deltaY = this.options.position.y - this.parent.center.y;\n this.keepCenter = false;\n }\n else\n {\n this.keepCenter = true;\n }\n }\n\n /**\n * Setup `startWidth, `startHeight`, `deltaWidth, `deltaHeight, `width`, `height`.\n *\n * This is called during construction.\n */\n setupZoom()\n {\n this.width = null;\n this.height = null;\n\n if (typeof this.options.scale !== 'undefined')\n {\n this.width = this.parent.screenWidth / this.options.scale;\n }\n else if (typeof this.options.scaleX !== 'undefined' || typeof this.options.scaleY !== 'undefined')\n {\n if (typeof this.options.scaleX !== 'undefined')\n {\n // screenSizeInWorldPixels = screenWidth / scale\n this.width = this.parent.screenWidth / this.options.scaleX;\n }\n if (typeof this.options.scaleY !== 'undefined')\n {\n this.height = this.parent.screenHeight / this.options.scaleY;\n }\n }\n else\n {\n if (typeof this.options.width !== 'undefined')\n {\n this.width = this.options.width;\n }\n if (typeof this.options.height !== 'undefined')\n {\n this.height = this.options.height;\n }\n }\n\n if (this.width !== null)\n {\n this.startWidth = this.parent.screenWidthInWorldPixels;\n this.deltaWidth = this.width - this.startWidth;\n }\n if (this.height !== null)\n {\n this.startHeight = this.parent.screenHeightInWorldPixels;\n this.deltaHeight = this.height - this.startHeight;\n }\n }\n\n down()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('animate');\n }\n\n return false;\n }\n\n complete()\n {\n this.parent.plugins.remove('animate');\n if (this.width !== null)\n {\n this.parent.fitWidth(this.width, this.keepCenter, this.height === null);\n }\n if (this.height !== null)\n {\n this.parent.fitHeight(this.height, this.keepCenter, this.width === null);\n }\n if (!this.keepCenter)\n {\n this.parent.moveCenter(this.options.position);\n }\n\n this.parent.emit('animate-end', this.parent);\n\n if (this.options.callbackOnComplete)\n {\n this.options.callbackOnComplete(this.parent);\n }\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n this.time += elapsed;\n\n const originalZoom = new Point(this.parent.scale.x, this.parent.scale.y);\n\n if (this.time >= this.options.time)\n {\n const originalWidth = this.parent.width;\n const originalHeight = this.parent.height;\n\n this.complete();\n if (originalWidth !== this.parent.width || originalHeight !== this.parent.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n else\n {\n const percent = this.options.ease(this.time, 0, 1, this.options.time);\n\n if (this.width !== null)\n {\n const startWidth = this.startWidth ;\n const deltaWidth = this.deltaWidth ;\n\n this.parent.fitWidth(\n startWidth + (deltaWidth * percent),\n this.keepCenter,\n this.height === null);\n }\n if (this.height !== null)\n {\n const startHeight = this.startHeight ;\n const deltaHeight = this.deltaHeight ;\n\n this.parent.fitHeight(\n startHeight + (deltaHeight * percent),\n this.keepCenter,\n this.width === null);\n }\n if (this.width === null)\n {\n this.parent.scale.x = this.parent.scale.y;\n }\n else if (this.height === null)\n {\n this.parent.scale.y = this.parent.scale.x;\n }\n if (!this.keepCenter)\n {\n const startX = this.startX ;\n const startY = this.startY ;\n const deltaX = this.deltaX ;\n const deltaY = this.deltaY ;\n const original = new Point(this.parent.x, this.parent.y);\n\n this.parent.moveCenter(startX + (deltaX * percent), startY + (deltaY * percent));\n this.parent.emit('moved', { viewport: this.parent, original, type: 'animate' });\n }\n if (this.width || this.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n }\n}\n\nfunction _optionalChain$1(ops) { let lastAccessLHS = undefined; let value = ops[0]; let i = 1; while (i < ops.length) { const op = ops[i]; const fn = ops[i + 1]; i += 2; if ((op === 'optionalAccess' || op === 'optionalCall') && value == null) { return undefined; } if (op === 'access' || op === 'optionalAccess') { lastAccessLHS = value; value = fn(value); } else if (op === 'call' || op === 'optionalCall') { value = fn((...args) => value.call(lastAccessLHS, ...args)); lastAccessLHS = undefined; } } return value; }\n\n\n\n\n\n/** Options for {@link Bounce}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_BOUNCE_OPTIONS = {\n sides: 'all',\n friction: 0.5,\n time: 150,\n ease: 'easeInOutSine',\n underflow: 'center',\n bounceBox: null\n};\n\n/**\n * @fires bounce-start-x\n * @fires bounce.end-x\n * @fires bounce-start-y\n * @fires bounce-end-y\n * @public\n */\nclass Bounce extends Plugin\n{\n /** The options passed to initialize this plugin, cannot be modified again. */\n \n\n /** Holds whether to bounce from left side. */\n \n\n /** Holds whether to bounce from top side. */\n \n\n /** Holds whether to bounce from right side. */\n \n\n /** Holds whether to bounce from bottom side. */\n \n\n /** Direction of underflow along x-axis. */\n \n\n /** Direction of underflow along y-axis. */\n \n\n /** Easing */\n \n\n /** Bounce state along x-axis */\n \n\n /** Bounce state along y-axis */\n \n\n /**\n * This is called by {@link Viewport.bounce}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_BOUNCE_OPTIONS, options);\n this.ease = ease(this.options.ease, 'easeInOutSine');\n\n if (this.options.sides)\n {\n if (this.options.sides === 'all')\n {\n this.top = this.bottom = this.left = this.right = true;\n }\n else if (this.options.sides === 'horizontal')\n {\n this.right = this.left = true;\n this.top = this.bottom = false;\n }\n else if (this.options.sides === 'vertical')\n {\n this.left = this.right = false;\n this.top = this.bottom = true;\n }\n else\n {\n this.top = this.options.sides.indexOf('top') !== -1;\n this.bottom = this.options.sides.indexOf('bottom') !== -1;\n this.left = this.options.sides.indexOf('left') !== -1;\n this.right = this.options.sides.indexOf('right') !== -1;\n }\n } else {\n this.left = this.top = this.right = this.bottom = false;\n }\n\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n }\n\n this.reset();\n }\n\n isActive()\n {\n return this.toX !== null || this.toY !== null;\n }\n\n down()\n {\n this.toX = this.toY = null;\n\n return false;\n }\n\n up()\n {\n this.bounce();\n\n return false;\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n\n this.bounce();\n\n if (this.toX)\n {\n const toX = this.toX;\n\n toX.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-x' });\n\n if (toX.time >= this.options.time)\n {\n this.parent.x = toX.end;\n this.toX = null;\n this.parent.emit('bounce-x-end', this.parent);\n }\n else\n {\n this.parent.x = this.ease(toX.time, toX.start, toX.delta, this.options.time);\n }\n }\n\n if (this.toY)\n {\n const toY = this.toY;\n\n toY.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-y' });\n\n if (toY.time >= this.options.time)\n {\n this.parent.y = toY.end;\n this.toY = null;\n this.parent.emit('bounce-y-end', this.parent);\n }\n else\n {\n this.parent.y = this.ease(toY.time, toY.start, toY.delta, this.options.time);\n }\n }\n }\n\n /** @internal */\n calcUnderflowX()\n {\n let x;\n\n switch (this.underflowX)\n {\n case -1:\n x = 0;\n break;\n case 1:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n\n return x;\n }\n\n /** @internal */\n calcUnderflowY()\n {\n let y;\n\n switch (this.underflowY)\n {\n case -1:\n y = 0;\n break;\n case 1:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n\n return y;\n }\n\n oob()\n {\n const box = this.options.bounceBox;\n\n if (box)\n {\n const x1 = typeof box.x === 'undefined' ? 0 : box.x;\n const y1 = typeof box.y === 'undefined' ? 0 : box.y;\n const width = typeof box.width === 'undefined' ? this.parent.worldWidth : box.width;\n const height = typeof box.height === 'undefined' ? this.parent.worldHeight : box.height;\n\n return {\n left: this.parent.left < x1,\n right: this.parent.right > width,\n top: this.parent.top < y1,\n bottom: this.parent.bottom > height,\n topLeft: new Point(\n x1 * this.parent.scale.x,\n y1 * this.parent.scale.y\n ),\n bottomRight: new Point(\n width * this.parent.scale.x - this.parent.screenWidth,\n height * this.parent.scale.y - this.parent.screenHeight\n )\n };\n }\n\n return {\n left: this.parent.left < 0,\n right: this.parent.right > this.parent.worldWidth,\n top: this.parent.top < 0,\n bottom: this.parent.bottom > this.parent.worldHeight,\n topLeft: new Point(0, 0),\n bottomRight: new Point(\n this.parent.worldWidth * this.parent.scale.x - this.parent.screenWidth,\n this.parent.worldHeight * this.parent.scale.y - this.parent.screenHeight\n )\n };\n }\n\n bounce()\n {\n if (this.paused)\n {\n return;\n }\n\n let oob;\n let decelerate\n\n\n\n\n\n = this.parent.plugins.get('decelerate', true) ;\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n if ((decelerate.x && decelerate.percentChangeX === _optionalChain$1([decelerate, 'access', _ => _.options, 'optionalAccess', _2 => _2.friction])) || (decelerate.y && decelerate.percentChangeY === _optionalChain$1([decelerate, 'access', _3 => _3.options, 'optionalAccess', _4 => _4.friction])))\n {\n oob = this.oob();\n if ((oob.left && this.left) || (oob.right && this.right))\n {\n decelerate.percentChangeX = this.options.friction;\n }\n if ((oob.top && this.top) || (oob.bottom && this.bottom))\n {\n decelerate.percentChangeY = this.options.friction;\n }\n }\n }\n const drag = this.parent.plugins.get('drag', true) || {};\n const pinch = this.parent.plugins.get('pinch', true) || {};\n\n decelerate = decelerate || {};\n\n if (!_optionalChain$1([drag, 'optionalAccess', _5 => _5.active]) && !_optionalChain$1([pinch, 'optionalAccess', _6 => _6.active]) && ((!this.toX || !this.toY) && (!decelerate.x || !decelerate.y)))\n {\n oob = oob || this.oob();\n const topLeft = oob.topLeft;\n const bottomRight = oob.bottomRight;\n\n if (!this.toX && !decelerate.x)\n {\n let x = null;\n\n if (oob.left && this.left)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -topLeft.x;\n }\n else if (oob.right && this.right)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -bottomRight.x;\n }\n if (x !== null && this.parent.x !== x)\n {\n this.toX = { time: 0, start: this.parent.x, delta: x - this.parent.x, end: x };\n this.parent.emit('bounce-x-start', this.parent);\n }\n }\n if (!this.toY && !decelerate.y)\n {\n let y = null;\n\n if (oob.top && this.top)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -topLeft.y;\n }\n else if (oob.bottom && this.bottom)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -bottomRight.y;\n }\n if (y !== null && this.parent.y !== y)\n {\n this.toY = { time: 0, start: this.parent.y, delta: y - this.parent.y, end: y };\n this.parent.emit('bounce-y-start', this.parent);\n }\n }\n }\n }\n\n reset()\n {\n this.toX = this.toY = null;\n this.bounce();\n }\n}\n\n/**\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of the world offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight]\n * eg: to allow the world to be completely dragged offscreen, set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the appropriate boundaries\n *\n */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_CLAMP_OPTIONS = {\n left: false,\n right: false,\n top: false,\n bottom: false,\n direction: null,\n underflow: 'center'\n};\n\n/**\n * Plugin to clamp the viewport to a specific world bounding box.\n *\n * @public\n */\nclass Clamp extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n \n\n /** Last state of viewport */\n \n\n\n\n\n\n\n \n \n \n\n /**\n * This is called by {@link Viewport.clamp}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_OPTIONS, options);\n\n if (this.options.direction)\n {\n this.options.left = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.right = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.top = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n this.options.bottom = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n }\n\n this.parseUnderflow();\n this.last = { x: null, y: null, scaleX: null, scaleY: null };\n this.update();\n }\n\n parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'none')\n {\n this.noUnderflow = true;\n }\n else if (clamp === 'center')\n {\n this.underflowX = this.underflowY = 0;\n this.noUnderflow = false;\n }\n else\n {\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n this.noUnderflow = false;\n }\n }\n\n move()\n {\n this.update();\n\n return false;\n }\n\n update()\n {\n if (this.paused)\n {\n return;\n }\n\n // only clamp on change\n if (this.parent.x === this.last.x\n && this.parent.y === this.last.y\n && this.parent.scale.x === this.last.scaleX\n && this.parent.scale.y === this.last.scaleY)\n {\n return;\n }\n const original = { x: this.parent.x, y: this.parent.y };\n // TODO: Fix\n const decelerate = (this.parent.plugins ).decelerate || {};\n\n if (this.options.left !== null || this.options.right !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n if (this.parent.x !== 0)\n {\n this.parent.x = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.x !== this.parent.screenWidth - this.parent.screenWorldWidth)\n {\n this.parent.x = this.parent.screenWidth - this.parent.screenWorldWidth;\n moved = true;\n }\n break;\n default:\n if (this.parent.x !== (this.parent.screenWidth - this.parent.screenWorldWidth) / 2)\n {\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.left !== null)\n {\n if (this.parent.left < (this.options.left === true ? 0 : this.options.left))\n {\n this.parent.x = -(this.options.left === true ? 0 : this.options.left) * this.parent.scale.x;\n decelerate.x = 0;\n moved = true;\n }\n }\n if (this.options.right !== null)\n {\n if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right))\n {\n this.parent.x = -(this.options.right === true ? this.parent.worldWidth : this.options.right) * this.parent.scale.x + this.parent.screenWidth;\n decelerate.x = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-x' });\n }\n }\n if (this.options.top !== null || this.options.bottom !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n if (this.parent.y !== 0)\n {\n this.parent.y = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.y !== this.parent.screenHeight - this.parent.screenWorldHeight)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n moved = true;\n }\n break;\n default:\n if (this.parent.y !== (this.parent.screenHeight - this.parent.screenWorldHeight) / 2)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.top !== null)\n {\n if (this.parent.top < (this.options.top === true ? 0 : this.options.top))\n {\n this.parent.y = -(this.options.top === true ? 0 : this.options.top)\n * this.parent.scale.y;\n decelerate.y = 0;\n moved = true;\n }\n }\n if (this.options.bottom !== null)\n {\n if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom))\n {\n this.parent.y = -(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)\n * this.parent.scale.y + this.parent.screenHeight;\n decelerate.y = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-y' });\n }\n }\n this.last.x = this.parent.x;\n this.last.y = this.parent.y;\n this.last.scaleX = this.parent.scale.x;\n this.last.scaleY = this.parent.scale.y;\n }\n\n reset()\n {\n this.update();\n }\n}\n\n/**\n * Options for {@link ClampZoom}.\n *\n * Use either minimum width/height or minimum scale\n */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_CLAMP_ZOOM_OPTIONS = {\n minWidth: null,\n minHeight: null,\n maxWidth: null,\n maxHeight: null,\n minScale: null,\n maxScale: null\n};\n\n/**\n * Plugin to clamp the viewport's zoom to a specific range.\n *\n * @public\n */\nclass ClampZoom extends Plugin\n{\n \n\n /**\n * This is called by {@link Viewport.clampZoom}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_ZOOM_OPTIONS, options);\n\n this.clamp();\n }\n\n resize()\n {\n this.clamp();\n }\n\n /** Clamp the viewport scale zoom) */\n clamp()\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.options.minWidth || this.options.minHeight || this.options.maxWidth || this.options.maxHeight)\n {\n let width = this.parent.worldScreenWidth;\n let height = this.parent.worldScreenHeight;\n\n if (this.options.minWidth !== null && width < this.options.minWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.minWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxWidth !== null && width > this.options.maxWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.maxWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.minHeight !== null && height < this.options.minHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.minHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxHeight !== null && height > this.options.maxHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.maxHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n else\n if (this.options.minScale || this.options.maxScale)\n {\n const minScale = { x: null, y: null };\n const maxScale = { x: null, y: null };\n\n if (typeof this.options.minScale === 'number')\n {\n minScale.x = this.options.minScale;\n minScale.y = this.options.minScale;\n }\n else if (this.options.minScale !== null)\n {\n const optsMinScale = this.options.minScale ;\n\n minScale.x = typeof optsMinScale.x === 'undefined' ? null : optsMinScale.x;\n minScale.y = typeof optsMinScale.y === 'undefined' ? null : optsMinScale.y;\n }\n\n if (typeof this.options.maxScale === 'number')\n {\n maxScale.x = this.options.maxScale;\n maxScale.y = this.options.maxScale;\n }\n else if (this.options.maxScale !== null)\n {\n const optsMaxScale = this.options.maxScale ;\n\n maxScale.x = typeof optsMaxScale.x === 'undefined' ? null : optsMaxScale.x;\n maxScale.y = typeof optsMaxScale.y === 'undefined' ? null : optsMaxScale.y;\n }\n\n let scaleX = this.parent.scale.x;\n let scaleY = this.parent.scale.y;\n\n if (minScale.x !== null && scaleX < minScale.x)\n {\n scaleX = minScale.x;\n }\n if (maxScale.x !== null && scaleX > maxScale.x)\n {\n scaleX = maxScale.x;\n }\n if (minScale.y !== null && scaleY < minScale.y)\n {\n scaleY = minScale.y;\n }\n if (maxScale.y !== null && scaleY > maxScale.y)\n {\n scaleY = maxScale.y;\n }\n if (scaleX !== this.parent.scale.x || scaleY !== this.parent.scale.y)\n {\n this.parent.scale.set(scaleX, scaleY);\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n }\n\n reset()\n {\n this.clamp();\n }\n}\n\n/** This allows independent x and y values for min/maxScale */\n\nconst DEFAULT_DECELERATE_OPTIONS = {\n friction: 0.98,\n bounce: 0.8,\n minSpeed: 0.01\n};\n\n/**\n * Time period of decay (1 frame)\n *\n * @internal\n * @ignore\n */\nconst TP = 16;\n\n/**\n * Plugin to decelerate viewport velocity smoothly after panning ends.\n *\n * @public\n */\nclass Decelerate extends Plugin\n{\n /** Options used to initialize this plugin. */\n \n\n /**\n * x-component of the velocity of viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n \n\n /**\n * y-component of the velocity of the viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n \n\n /**\n * The decay factor for the x-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n \n\n /**\n * The decay factor for the y-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n \n\n /** Saved list of recent viewport position snapshots, to estimate velocity. */\n \n\n /** The time since the user released panning of the viewport. */\n \n\n /**\n * This is called by {@link Viewport.decelerate}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DECELERATE_OPTIONS, options);\n this.saved = [];\n this.timeSinceRelease = 0;\n\n this.reset();\n this.parent.on('moved', (data) => this.moved(data));\n }\n\n down()\n {\n this.saved = [];\n this.x = this.y = null;\n\n return false;\n }\n\n isActive()\n {\n return !!(this.x || this.y);\n }\n\n move()\n {\n if (this.paused)\n {\n return false;\n }\n\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n this.saved.push({ x: this.parent.x, y: this.parent.y, time: performance.now() });\n\n if (this.saved.length > 60)\n {\n this.saved.splice(0, 30);\n }\n }\n\n // Silently recording viewport positions\n return false;\n }\n\n /** Listener to viewport's \"moved\" event. */\n moved(data)\n {\n if (this.saved.length)\n {\n const last = this.saved[this.saved.length - 1];\n\n if (data.type === 'clamp-x')\n {\n if (last.x === data.original.x)\n {\n last.x = this.parent.x;\n }\n }\n else if (data.type === 'clamp-y')\n {\n if (last.y === data.original.y)\n {\n last.y = this.parent.y;\n }\n }\n }\n }\n\n up()\n {\n if (this.parent.input.count() === 0 && this.saved.length)\n {\n const now = performance.now();\n\n for (const save of this.saved)\n {\n if (save.time >= now - 100)\n {\n const time = now - save.time;\n\n this.x = (this.parent.x - save.x) / time;\n this.y = (this.parent.y - save.y) / time;\n this.percentChangeX = this.percentChangeY = this.options.friction;\n this.timeSinceRelease = 0;\n break;\n }\n }\n }\n\n return false;\n }\n\n /**\n * Manually activate deceleration, starting from the (x, y) velocity components passed in the options.\n *\n * @param {object} options\n * @param {number} [options.x] - Specify x-component of initial velocity.\n * @param {number} [options.y] - Specify y-component of initial velocity.\n */\n activate(options)\n {\n options = options || {};\n\n if (typeof options.x !== 'undefined')\n {\n this.x = options.x;\n this.percentChangeX = this.options.friction;\n }\n if (typeof options.y !== 'undefined')\n {\n this.y = options.y;\n this.percentChangeY = this.options.friction;\n }\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n\n /*\n * See https://github.com/davidfig/pixi-viewport/issues/271 for math.\n *\n * The viewport velocity (this.x, this.y) decays exponentially by the the decay factor\n * (this.percentChangeX, this.percentChangeY) each frame. This velocity function is integrated\n * to calculate the displacement.\n */\n\n const moved = this.x || this.y;\n\n const ti = this.timeSinceRelease;\n const tf = this.timeSinceRelease + elapsed;\n\n if (this.x)\n {\n const k = this.percentChangeX;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport x-coordinate.\n this.parent.x += ((this.x * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on x-component of velocity\n this.x *= Math.pow(this.percentChangeX, elapsed / TP);\n }\n if (this.y)\n {\n const k = this.percentChangeY;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport y-coordinate.\n this.parent.y += ((this.y * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on y-component of velocity\n this.y *= Math.pow(this.percentChangeY, elapsed / TP);\n }\n\n this.timeSinceRelease += elapsed;\n\n // End decelerate velocity once it goes under a certain amount of precision.\n if (this.x && this.y) {\n if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) {\n this.x = 0;\n this.y = 0;\n }\n } else {\n if (Math.abs(this.x || 0) < this.options.minSpeed) {\n this.x = 0;\n }\n if (Math.abs(this.y || 0) < this.options.minSpeed) {\n this.y = 0;\n }\n }\n\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, type: 'decelerate' });\n }\n }\n\n reset()\n {\n this.x = this.y = null;\n }\n}\n\n/** Options for {@link Drag}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_DRAG_OPTIONS = {\n direction: 'all',\n pressDrag: true,\n wheel: true,\n wheelScroll: 1,\n reverse: false,\n clampWheel: false,\n underflow: 'center',\n factor: 1,\n mouseButtons: 'all',\n keyToPress: null,\n ignoreKeyToPressOnTouch: false,\n lineHeight: 20,\n wheelSwapAxes: false,\n};\n\n/**\n * Plugin to enable panning/dragging of the viewport to move around.\n *\n * @public\n */\nclass Drag extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n \n\n /** Flags when viewport is moving. */\n \n\n /** Factor to apply from {@link IDecelerateOptions}'s reverse. */\n \n\n /** Holds whether dragging is enabled along the x-axis. */\n \n\n /** Holds whether dragging is enabled along the y-axis. */\n \n\n /** Flags whether the keys required to drag are pressed currently. */\n \n\n /** Holds whether the left, center, and right buttons are required to pan. */\n \n\n /** Underflow factor along x-axis */\n \n\n /** Underflow factor along y-axis */\n \n\n /** Last pointer position while panning. */\n \n\n /** The ID of the pointer currently panning the viewport. */\n \n\n /**\n * This is called by {@link Viewport.drag}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options);\n this.moved = false;\n this.reverse = this.options.reverse ? 1 : -1;\n this.xDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'x';\n this.yDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'y';\n this.keyIsPressed = false;\n\n this.parseUnderflow();\n this.mouseButtons(this.options.mouseButtons);\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger drag event\n */\n handleKeyPresses(codes)\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n { this.keyIsPressed = true; }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n { this.keyIsPressed = false; }\n });\n }\n\n /**\n * initialize mousebuttons array\n * @param {string} buttons\n */\n mouseButtons(buttons)\n {\n if (!buttons || buttons === 'all')\n {\n this.mouse = [true, true, true];\n }\n else\n {\n this.mouse = [\n buttons.indexOf('left') !== -1,\n buttons.indexOf('middle') !== -1,\n buttons.indexOf('right') !== -1\n ];\n }\n }\n\n parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n if (clamp.includes('left'))\n {\n this.underflowX = -1;\n }\n else if (clamp.includes('right'))\n {\n this.underflowX = 1;\n }\n else\n {\n this.underflowX = 0;\n }\n if (clamp.includes('top'))\n {\n this.underflowY = -1;\n }\n else if (clamp.includes('bottom'))\n {\n this.underflowY = 1;\n }\n else\n {\n this.underflowY = 0;\n }\n }\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n checkButtons(event)\n {\n const isMouse = event.data.pointerType === 'mouse';\n const count = this.parent.input.count();\n\n if ((count === 1) || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n if (!isMouse || this.mouse[event.data.button])\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n checkKeyPress(event)\n {\n return (!this.options.keyToPress\n || this.keyIsPressed\n || (this.options.ignoreKeyToPressOnTouch && event.data.pointerType === 'touch'));\n }\n\n down(event)\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.checkButtons(event) && this.checkKeyPress(event))\n {\n this.last = { x: event.data.global.x, y: event.data.global.y };\n this.current = event.data.pointerId;\n\n return true;\n }\n this.last = null;\n\n return false;\n }\n\n get active()\n {\n return this.moved;\n }\n\n move(event)\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.last && this.current === event.data.pointerId)\n {\n const x = event.data.global.x;\n const y = event.data.global.y;\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n const distX = x - this.last.x;\n const distY = y - this.last.y;\n\n if (this.moved\n || ((this.xDirection && this.parent.input.checkThreshold(distX))\n || (this.yDirection && this.parent.input.checkThreshold(distY))))\n {\n const newPoint = { x, y };\n\n if (this.xDirection)\n {\n this.parent.x += (newPoint.x - this.last.x) * this.options.factor;\n }\n if (this.yDirection)\n {\n this.parent.y += (newPoint.y - this.last.y) * this.options.factor;\n }\n this.last = newPoint;\n if (!this.moved)\n {\n this.parent.emit('drag-start', {\n event,\n screen: new Point(this.last.x, this.last.y),\n world: this.parent.toWorld(new Point(this.last.x, this.last.y)),\n viewport: this.parent\n });\n }\n this.moved = true;\n this.parent.emit('moved', { viewport: this.parent, type: 'drag' });\n\n return true;\n }\n }\n else\n {\n this.moved = false;\n }\n }\n\n return false;\n }\n\n up(event)\n {\n if (this.paused)\n {\n return false;\n }\n\n const touches = this.parent.input.touches;\n\n if (touches.length === 1)\n {\n const pointer = touches[0];\n\n if (pointer.last)\n {\n this.last = { x: pointer.last.x, y: pointer.last.y };\n this.current = pointer.id;\n }\n this.moved = false;\n\n return true;\n }\n else if (this.last)\n {\n if (this.moved)\n {\n const screen = new Point(this.last.x, this.last.y);\n\n this.parent.emit('drag-end', {\n event, screen,\n world: this.parent.toWorld(screen),\n viewport: this.parent,\n });\n this.last = null;\n this.moved = false;\n\n return true;\n }\n }\n\n return false;\n }\n\n wheel(event)\n {\n if (this.paused)\n {\n return false;\n }\n\n if (this.options.wheel)\n {\n const wheel = this.parent.plugins.get('wheel', true);\n\n if (!wheel || (!wheel.options.wheelZoom && !event.ctrlKey))\n {\n const step = event.deltaMode ? this.options.lineHeight : 1;\n\n const deltas = [event.deltaX, event.deltaY];\n const [deltaX, deltaY] = this.options.wheelSwapAxes ? deltas.reverse() : deltas;\n\n if (this.xDirection)\n {\n this.parent.x += deltaX * step * this.options.wheelScroll * this.reverse;\n }\n if (this.yDirection)\n {\n this.parent.y += deltaY * step * this.options.wheelScroll * this.reverse;\n }\n if (this.options.clampWheel)\n {\n this.clamp();\n }\n this.parent.emit('wheel-scroll', this.parent);\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n if (!this.parent.options.passiveWheel)\n {\n event.preventDefault();\n }\n if (this.parent.options.stopPropagation)\n {\n event.stopPropagation();\n }\n\n return true;\n }\n }\n\n return false;\n }\n\n resume()\n {\n this.last = null;\n this.paused = false;\n }\n\n clamp()\n {\n const decelerate = this.parent.plugins.get('decelerate', true) || {};\n\n if (this.options.clampWheel !== 'y')\n {\n if (this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n this.parent.x = 0;\n break;\n case 1:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n }\n else\n if (this.parent.left < 0)\n {\n this.parent.x = 0;\n decelerate.x = 0;\n }\n else if (this.parent.right > this.parent.worldWidth)\n {\n this.parent.x = (-this.parent.worldWidth * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n }\n }\n if (this.options.clampWheel !== 'x')\n {\n if (this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n this.parent.y = 0;\n break;\n case 1:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n }\n else\n {\n if (this.parent.top < 0)\n {\n this.parent.y = 0;\n decelerate.y = 0;\n }\n if (this.parent.bottom > this.parent.worldHeight)\n {\n this.parent.y = (-this.parent.worldHeight * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n }\n }\n }\n }\n}\n\n/** Options for {@link Follow}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_FOLLOW_OPTIONS = {\n speed: 0,\n acceleration: null,\n radius: null\n};\n\n/**\n * Plugin to follow a display-object.\n *\n * @see Viewport.follow\n * @public\n */\nclass Follow extends Plugin\n{\n /** The options used to initialize this plugin. */\n \n\n /** The target this plugin will make the viewport follow. */\n \n\n /** The velocity provided the viewport by following, at the current time. */\n \n\n /**\n * This is called by {@link Viewport.follow}.\n *\n * @param parent\n * @param target - target to follow\n * @param options\n */\n constructor(parent, target, options = {})\n {\n super(parent);\n\n this.target = target;\n this.options = Object.assign({}, DEFAULT_FOLLOW_OPTIONS, options);\n this.velocity = { x: 0, y: 0 };\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n\n const center = this.parent.center;\n let toX = this.target.x;\n let toY = this.target.y;\n\n if (this.options.radius)\n {\n const distance = Math.sqrt(Math.pow(this.target.y - center.y, 2) + Math.pow(this.target.x - center.x, 2));\n\n if (distance > this.options.radius)\n {\n const angle = Math.atan2(this.target.y - center.y, this.target.x - center.x);\n\n toX = this.target.x - (Math.cos(angle) * this.options.radius);\n toY = this.target.y - (Math.sin(angle) * this.options.radius);\n }\n else\n {\n return;\n }\n }\n\n const deltaX = toX - center.x;\n const deltaY = toY - center.y;\n\n if (deltaX || deltaY)\n {\n if (this.options.speed)\n {\n if (this.options.acceleration)\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const distance = Math.sqrt(Math.pow(deltaX, 2) + Math.pow(deltaY, 2));\n\n if (distance)\n {\n const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) / (2 * this.options.acceleration);\n\n if (distance > decelerationDistance)\n {\n this.velocity = {\n x: Math.min(this.velocity.x + this.options.acceleration * elapsed, this.options.speed),\n y: Math.min(this.velocity.y + this.options.acceleration * elapsed, this.options.speed)\n };\n }\n else\n {\n this.velocity = {\n x: Math.max(this.velocity.x - this.options.acceleration * this.options.speed, 0),\n y: Math.max(this.velocity.y - this.options.acceleration * this.options.speed, 0)\n };\n }\n const changeX = Math.cos(angle) * this.velocity.x;\n const changeY = Math.sin(angle) * this.velocity.y;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const changeX = Math.cos(angle) * this.options.speed;\n const changeY = Math.sin(angle) * this.options.speed;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n this.parent.moveCenter(toX, toY);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n }\n}\n\n/** Insets for mouse edges scrolling regions */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst MOUSE_EDGES_OPTIONS = {\n radius: null,\n distance: null,\n top: null,\n bottom: null,\n left: null,\n right: null,\n speed: 8,\n reverse: false,\n noDecelerate: false,\n linear: false,\n allowButtons: false,\n};\n\n/**\n * Scroll viewport when mouse hovers near one of the edges.\n *\n * @event mouse-edge-start(Viewport) emitted when mouse-edge starts\n * @event mouse-edge-end(Viewport) emitted when mouse-edge ends\n */\nclass MouseEdges extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n \n\n /** Factor from reverse option. */\n \n\n /** Radius squared */\n \n\n /** Scroll region size on the left side. */\n \n\n /** Scroll region size on the top size. */\n \n\n /** Scroll region size on the right side. */\n \n\n /** Scroll region size on the bottom side. */\n \n\n \n\n \n\n /**\n * This is called by {@link Viewport.mouseEdges}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, MOUSE_EDGES_OPTIONS, options);\n this.reverse = this.options.reverse ? 1 : -1;\n this.radiusSquared = typeof this.options.radius === 'number' ? Math.pow(this.options.radius, 2) : null;\n\n this.resize();\n }\n\n resize()\n {\n const distance = this.options.distance;\n\n if (distance !== null)\n {\n this.left = distance;\n this.top = distance;\n this.right = this.parent.screenWidth - distance;\n this.bottom = this.parent.screenHeight - distance;\n }\n else if (!this.options.radius)\n {\n this.left = this.options.left;\n this.top = this.options.top;\n this.right = this.options.right === null ? null : this.parent.screenWidth - this.options.right;\n this.bottom = this.options.bottom === null ? null : this.parent.screenHeight - this.options.bottom;\n }\n }\n\n down()\n {\n if (this.paused)\n {\n return false;\n }\n if (!this.options.allowButtons)\n {\n this.horizontal = this.vertical = null;\n }\n\n return false;\n }\n\n move(event)\n {\n if (this.paused)\n {\n return false;\n }\n if ((event.data.pointerType !== 'mouse' && event.data.identifier !== 1)\n || (!this.options.allowButtons && event.data.buttons !== 0))\n {\n return false;\n }\n\n const x = event.data.global.x;\n const y = event.data.global.y;\n\n if (this.radiusSquared)\n {\n const center = this.parent.toScreen(this.parent.center);\n const distance = Math.pow(center.x - x, 2) + Math.pow(center.y - y, 2);\n\n if (distance >= this.radiusSquared)\n {\n const angle = Math.atan2(center.y - y, center.x - x);\n\n if (this.options.linear)\n {\n this.horizontal = Math.round(Math.cos(angle)) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.round(Math.sin(angle)) * this.options.speed * this.reverse * (60 / 1000);\n }\n else\n {\n this.horizontal = Math.cos(angle) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.sin(angle) * this.options.speed * this.reverse * (60 / 1000);\n }\n }\n else\n {\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n\n this.horizontal = this.vertical = 0;\n }\n }\n else\n {\n if (this.left !== null && x < this.left)\n {\n this.horizontal = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.right !== null && x > this.right)\n {\n this.horizontal = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateHorizontal();\n this.horizontal = 0;\n }\n if (this.top !== null && y < this.top)\n {\n this.vertical = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.bottom !== null && y > this.bottom)\n {\n this.vertical = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateVertical();\n this.vertical = 0;\n }\n }\n\n return false;\n }\n\n decelerateHorizontal()\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.horizontal && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ x: (this.horizontal * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n decelerateVertical()\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.vertical && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ y: (this.vertical * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n up()\n {\n if (this.paused)\n {\n return false;\n }\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n this.horizontal = this.vertical = null;\n\n return false;\n }\n\n update()\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.horizontal || this.vertical)\n {\n const center = this.parent.center;\n\n if (this.horizontal)\n {\n center.x += this.horizontal * this.options.speed;\n }\n if (this.vertical)\n {\n center.y += this.vertical * this.options.speed;\n }\n\n this.parent.moveCenter(center);\n this.parent.emit('moved', { viewport: this.parent, type: 'mouse-edges' });\n }\n }\n}\n\n/** Options for {@link Pinch}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_PINCH_OPTIONS = {\n noDrag: false,\n percent: 1,\n center: null,\n factor: 1,\n axis: 'all',\n};\n\n/**\n * Plugin for enabling two-finger pinching (or dragging).\n *\n * @public\n */\nclass Pinch extends Plugin\n{\n /** Options used to initialize this plugin. */\n \n\n /** Flags whether this plugin is active, i.e. a pointer is down on the viewport. */\n __init() {this.active = false;}\n\n /** Flags whether the viewport is being pinched. */\n __init2() {this.pinching = false;}\n\n __init3() {this.moved = false;}\n \n\n /**\n * This is called by {@link Viewport.pinch}.\n */\n constructor(parent, options = {})\n {\n super(parent);Pinch.prototype.__init.call(this);Pinch.prototype.__init2.call(this);Pinch.prototype.__init3.call(this); this.options = Object.assign({}, DEFAULT_PINCH_OPTIONS, options);\n }\n\n down()\n {\n if (this.parent.input.count() >= 2)\n {\n this.active = true;\n\n return true;\n }\n\n return false;\n }\n\n isAxisX()\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n isAxisY()\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n move(e)\n {\n if (this.paused || !this.active)\n {\n return false;\n }\n\n const x = e.data.global.x;\n const y = e.data.global.y;\n\n const pointers = this.parent.input.touches;\n\n if (pointers.length >= 2)\n {\n const first = pointers[0] ;\n const second = pointers[1] ;\n const last = (first.last && second.last)\n ? Math.sqrt(Math.pow(second.last.x - first.last.x, 2) + Math.pow(second.last.y - first.last.y, 2))\n : null;\n\n if (first.id === e.data.pointerId)\n {\n first.last = { x, y, data: e.data } ;\n }\n else if (second.id === e.data.pointerId)\n {\n second.last = { x, y, data: e.data } ;\n }\n if (last)\n {\n let oldPoint;\n\n const point = {\n x: (first.last ).x\n + ((second.last ).x - (first.last ).x) / 2,\n y: (first.last ).y\n + ((second.last ).y - (first.last ).y) / 2,\n };\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n let dist = Math.sqrt(Math.pow(\n (second.last ).x - (first.last ).x, 2)\n + Math.pow((second.last ).y - (first.last ).y, 2));\n\n dist = dist === 0 ? dist = 0.0000000001 : dist;\n\n const change = (1 - last / dist) * this.options.percent\n * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y);\n\n if (this.isAxisX())\n {\n this.parent.scale.x += change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'pinch', center: point });\n\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += (point.x - newPoint.x) * this.options.factor;\n this.parent.y += (point.y - newPoint.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n if (!this.options.noDrag && this.lastCenter)\n {\n this.parent.x += (point.x - this.lastCenter.x) * this.options.factor;\n this.parent.y += (point.y - this.lastCenter.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n\n this.lastCenter = point;\n this.moved = true;\n }\n else if (!this.pinching)\n {\n this.parent.emit('pinch-start', this.parent);\n this.pinching = true;\n }\n\n return true;\n }\n\n return false;\n }\n\n up()\n {\n if (this.pinching)\n {\n if (this.parent.input.touches.length <= 1)\n {\n this.active = false;\n this.lastCenter = null;\n this.pinching = false;\n this.moved = false;\n this.parent.emit('pinch-end', this.parent);\n\n return true;\n }\n }\n\n return false;\n }\n}\n\nconst DEFAULT_SNAP_OPTIONS = {\n topLeft: false,\n friction: 0.8,\n time: 1000,\n ease: 'easeInOutSine',\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false\n};\n\n/**\n * @event snap-start(Viewport) emitted each time a snap animation starts\n * @event snap-restart(Viewport) emitted each time a snap resets because of a change in viewport size\n * @event snap-end(Viewport) emitted each time snap reaches its target\n * @event snap-remove(Viewport) emitted if snap plugin is removed\n */\nclass Snap extends Plugin\n{\n \n \n \n \n\n \n \n \n \n \n \n\n /**\n * This is called by {@link Viewport.snap}.\n */\n constructor(parent, x, y, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_SNAP_OPTIONS, options);\n this.ease = ease(options.ease, 'easeInOutSine');\n this.x = x;\n this.y = y;\n\n if (this.options.forceStart)\n {\n this.snapStart();\n }\n }\n\n snapStart()\n {\n this.percent = 0;\n this.snapping = { time: 0 };\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n this.deltaX = this.x - current.x;\n this.deltaY = this.y - current.y;\n this.startX = current.x;\n this.startY = current.y;\n this.parent.emit('snap-start', this.parent);\n }\n\n wheel()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n\n return false;\n }\n\n down()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n up()\n {\n if (this.parent.input.count() === 0)\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n decelerate.percentChangeX = decelerate.percentChangeY = this.options.friction;\n }\n }\n\n return false;\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n if (!this.snapping)\n {\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n if (current.x !== this.x || current.y !== this.y)\n {\n this.snapStart();\n }\n }\n else\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n let finished;\n let x;\n let y;\n\n const startX = this.startX ;\n const startY = this.startY ;\n const deltaX = this.deltaX ;\n const deltaY = this.deltaY ;\n\n if (snapping.time > this.options.time)\n {\n finished = true;\n x = startX + deltaX;\n y = startY + deltaY;\n }\n else\n {\n const percent = this.ease(snapping.time, 0, 1, this.options.time);\n\n x = startX + (deltaX * percent);\n y = startY + (deltaY * percent);\n }\n if (this.options.topLeft)\n {\n this.parent.moveCorner(x, y);\n }\n else\n {\n this.parent.moveCenter(x, y);\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'snap' });\n\n if (finished)\n {\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap');\n }\n this.parent.emit('snap-end', this.parent);\n this.snapping = null;\n }\n }\n }\n}\n\n/** Options for {@link SnapZoom}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_SNAP_ZOOM_OPTIONS = {\n width: 0,\n height: 0,\n time: 1000,\n ease: 'easeInOutSine',\n center: null,\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false,\n noMove: false\n};\n\n/**\n * @event snap-zoom-start(Viewport) emitted each time a fit animation starts\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n */\nclass SnapZoom extends Plugin\n{\n \n\n \n \n \n \n \n \n\n\n\n\n\n\n\n /**\n * This is called by {@link Viewport.snapZoom}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_SNAP_ZOOM_OPTIONS, options);\n this.ease = ease(this.options.ease);\n\n // Assign defaults for typescript.\n this.xIndependent = false;\n this.yIndependent = false;\n this.xScale = 0;\n this.yScale = 0;\n\n if (this.options.width > 0)\n {\n this.xScale = parent.screenWidth / this.options.width;\n this.xIndependent = true;\n }\n if (this.options.height > 0)\n {\n this.yScale = parent.screenHeight / this.options.height;\n this.yIndependent = true;\n }\n\n this.xScale = this.xIndependent ? (this.xScale ) : (this.yScale );\n this.yScale = this.yIndependent ? (this.yScale ) : this.xScale;\n\n if (this.options.time === 0)\n {\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.x = this.xScale;\n\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.y = this.yScale;\n\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n }\n else if (options.forceStart)\n {\n this.createSnapping();\n }\n }\n\n createSnapping()\n {\n const startWorldScreenWidth = this.parent.worldScreenWidth;\n const startWorldScreenHeight = this.parent.worldScreenHeight;\n const endWorldScreenWidth = this.parent.screenWidth / this.xScale;\n const endWorldScreenHeight = this.parent.screenHeight / this.yScale;\n\n this.snapping = {\n time: 0,\n startX: startWorldScreenWidth,\n startY: startWorldScreenHeight,\n deltaX: endWorldScreenWidth - startWorldScreenWidth,\n deltaY: endWorldScreenHeight - startWorldScreenHeight\n };\n\n this.parent.emit('snap-zoom-start', this.parent);\n }\n\n resize()\n {\n this.snapping = null;\n\n if (this.options.width > 0)\n {\n this.xScale = this.parent.screenWidth / this.options.width;\n }\n if (this.options.height > 0)\n {\n this.yScale = this.parent.screenHeight / this.options.height;\n }\n this.xScale = this.xIndependent ? this.xScale : this.yScale;\n this.yScale = this.yIndependent ? this.yScale : this.xScale;\n }\n\n wheel()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n\n return false;\n }\n\n down()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n\n let oldCenter;\n\n if (!this.options.center && !this.options.noMove)\n {\n oldCenter = this.parent.center;\n }\n if (!this.snapping)\n {\n if (this.parent.scale.x !== this.xScale || this.parent.scale.y !== this.yScale)\n {\n this.createSnapping();\n }\n }\n else if (this.snapping)\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n\n if (snapping.time >= this.options.time)\n {\n this.parent.scale.set(this.xScale, this.yScale);\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n this.parent.emit('snap-zoom-end', this.parent);\n this.snapping = null;\n }\n else\n {\n const snapping = this.snapping;\n const worldScreenWidth = this.ease(snapping.time, snapping.startX, snapping.deltaX, this.options.time);\n const worldScreenHeight = this.ease(snapping.time, snapping.startY, snapping.deltaY, this.options.time);\n\n this.parent.scale.x = this.parent.screenWidth / worldScreenWidth;\n this.parent.scale.y = this.parent.screenHeight / worldScreenHeight;\n }\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (!this.options.noMove)\n {\n if (!this.options.center)\n {\n this.parent.moveCenter(oldCenter );\n }\n else\n {\n this.parent.moveCenter(this.options.center);\n }\n }\n }\n }\n\n resume()\n {\n this.snapping = null;\n super.resume();\n }\n}\n\n/** Options for {@link Wheel}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_WHEEL_OPTIONS = {\n percent: 0.1,\n smooth: false,\n interrupt: true,\n reverse: false,\n center: null,\n lineHeight: 20,\n axis: 'all',\n keyToPress: null,\n trackpadPinch: false,\n wheelZoom: true,\n};\n\n/**\n * Plugin for handling wheel scrolling for viewport zoom.\n *\n * @event wheel({wheel: {dx, dy, dz}, event, viewport})\n */\nclass Wheel extends Plugin\n{\n \n\n \n \n \n\n /** Flags whether the keys required to zoom are pressed currently. */\n \n\n /**\n * This is called by {@link Viewport.wheel}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_WHEEL_OPTIONS, options);\n this.keyIsPressed = false;\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger zoom event\n */\n handleKeyPresses(codes)\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = true;\n }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = false;\n }\n });\n }\n\n checkKeyPress()\n {\n return !this.options.keyToPress || this.keyIsPressed;\n }\n\n down()\n {\n if (this.options.interrupt)\n {\n this.smoothing = null;\n }\n\n return false;\n }\n\n isAxisX()\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n isAxisY()\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n update()\n {\n if (this.smoothing)\n {\n const point = this.smoothingCenter;\n const change = this.smoothing;\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point );\n }\n if (this.isAxisX())\n {\n this.parent.scale.x += change.x;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change.y;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += (point ).x - newPoint.x;\n this.parent.y += (point ).y - newPoint.y;\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n (this.smoothingCount )++;\n\n if ((this.smoothingCount ) >= this.options.smooth)\n {\n this.smoothing = null;\n }\n }\n }\n\n pinch(e)\n {\n if (this.paused)\n {\n return;\n }\n\n const point = this.parent.input.getPointerPosition(e);\n const step = -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 200;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n wheel(e)\n {\n if (this.paused)\n {\n return false;\n }\n\n if (!this.checkKeyPress())\n {\n return false;\n }\n\n if (e.ctrlKey && this.options.trackpadPinch)\n {\n this.pinch(e);\n }\n else if (this.options.wheelZoom)\n {\n const point = this.parent.input.getPointerPosition(e);\n const sign = this.options.reverse ? -1 : 1;\n const step = sign * -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 500;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n if (this.options.smooth)\n {\n const original = {\n x: this.smoothing ? this.smoothing.x * (this.options.smooth - (this.smoothingCount )) : 0,\n y: this.smoothing ? this.smoothing.y * (this.options.smooth - (this.smoothingCount )) : 0\n };\n\n this.smoothing = {\n x: ((this.parent.scale.x + original.x) * change - this.parent.scale.x) / this.options.smooth,\n y: ((this.parent.scale.y + original.y) * change - this.parent.scale.y) / this.options.smooth,\n };\n this.smoothingCount = 0;\n this.smoothingCenter = point;\n }\n else\n {\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n return !this.parent.options.passiveWheel;\n }\n}\n\n/**\n * Handles all input for Viewport\n *\n * @internal\n * @ignore\n * @private\n */\nclass InputManager\n{\n \n\n \n \n \n \n /** List of active touches on viewport */\n \n\n constructor(viewport)\n {\n this.viewport = viewport;\n this.touches = [];\n\n this.addListeners();\n }\n\n /** Add input listeners */\n addListeners()\n {\n this.viewport.interactive = true;\n if (!this.viewport.forceHitArea)\n {\n this.viewport.hitArea = new Rectangle(0, 0, this.viewport.worldWidth, this.viewport.worldHeight);\n }\n this.viewport.on('pointerdown', this.down, this);\n this.viewport.on('pointermove', this.move, this);\n this.viewport.on('pointerup', this.up, this);\n this.viewport.on('pointerupoutside', this.up, this);\n this.viewport.on('pointercancel', this.up, this);\n this.viewport.on('pointerout', this.up, this);\n this.wheelFunction = (e) => this.handleWheel(e);\n this.viewport.options.divWheel.addEventListener(\n 'wheel',\n this.wheelFunction ,\n { passive: this.viewport.options.passiveWheel });\n this.isMouseDown = false;\n }\n\n /**\n * Removes all event listeners from viewport\n * (useful for cleanup of wheel when removing viewport)\n */\n destroy()\n {\n this.viewport.options.divWheel.removeEventListener('wheel', this.wheelFunction );\n }\n\n /**\n * handle down events for viewport\n *\n * @param {PIXI.InteractionEvent} event\n */\n down(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = true;\n }\n else if (!this.get(event.data.pointerId))\n {\n this.touches.push({ id: event.data.pointerId, last: null });\n }\n if (this.count() === 1)\n {\n this.last = event.data.global.clone();\n\n // clicked event does not fire if viewport is decelerating or bouncing\n const decelerate = this.viewport.plugins.get('decelerate', true);\n const bounce = this.viewport.plugins.get('bounce', true);\n\n if ((!decelerate || !decelerate.isActive()) && (!bounce || !bounce.isActive()))\n {\n this.clickedAvailable = true;\n }\n else\n {\n this.clickedAvailable = false;\n }\n }\n else\n {\n this.clickedAvailable = false;\n }\n\n const stop = this.viewport.plugins.down(event);\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Clears all pointer events */\n clear()\n {\n this.isMouseDown = false;\n this.touches = [];\n this.last = null;\n }\n\n /**\n * @param {number} change\n * @returns whether change exceeds threshold\n */\n checkThreshold(change)\n {\n if (Math.abs(change) >= this.viewport.threshold)\n {\n return true;\n }\n\n return false;\n }\n\n /** Handle move events for viewport */\n move(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n const stop = this.viewport.plugins.move(event);\n\n if (this.clickedAvailable && this.last)\n {\n const distX = event.data.global.x - this.last.x;\n const distY = event.data.global.y - this.last.y;\n\n if (this.checkThreshold(distX) || this.checkThreshold(distY))\n {\n this.clickedAvailable = false;\n }\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Handle up events for viewport */\n up(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = false;\n }\n\n if (event.data.pointerType !== 'mouse')\n {\n this.remove(event.data.pointerId);\n }\n\n const stop = this.viewport.plugins.up(event);\n\n if (this.clickedAvailable && this.count() === 0 && this.last)\n {\n this.viewport.emit('clicked', {\n event,\n screen: this.last,\n world: this.viewport.toWorld(this.last),\n viewport: this\n });\n this.clickedAvailable = false;\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Gets pointer position if this.interaction is set */\n getPointerPosition(event)\n {\n const point = new Point();\n\n if (this.viewport.options.interaction)\n {\n this.viewport.options.interaction.mapPositionToPoint(point, event.clientX, event.clientY);\n }\n else if (this.viewport.options.useDivWheelForInputManager && this.viewport.options.divWheel)\n {\n const rect = this.viewport.options.divWheel.getBoundingClientRect();\n\n point.x = event.clientX - rect.left;\n point.y = event.clientY - rect.top;\n }\n else\n {\n point.x = event.clientX;\n point.y = event.clientY;\n }\n\n return point;\n }\n\n /** Handle wheel events */\n handleWheel(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n // do not handle events coming from other elements\n if (this.viewport.options.interaction\n && (this.viewport.options.interaction ).interactionDOMElement !== event.target)\n {\n return;\n }\n\n // only handle wheel events where the mouse is over the viewport\n const point = this.viewport.toLocal(this.getPointerPosition(event));\n\n if (this.viewport.left <= point.x\n && point.x <= this.viewport.right\n && this.viewport.top <= point.y\n && point.y <= this.viewport.bottom)\n {\n const stop = this.viewport.plugins.wheel(event);\n\n if (stop && !this.viewport.options.passiveWheel)\n {\n event.preventDefault();\n }\n }\n }\n\n pause()\n {\n this.touches = [];\n this.isMouseDown = false;\n }\n\n /** Get touch by id */\n get(id)\n {\n for (const touch of this.touches)\n {\n if (touch.id === id)\n {\n return touch;\n }\n }\n\n return null;\n }\n\n /** Remove touch by number */\n remove(id)\n {\n for (let i = 0; i < this.touches.length; i++)\n {\n if (this.touches[i].id === id)\n {\n this.touches.splice(i, 1);\n\n return;\n }\n }\n }\n\n /**\n * @returns {number} count of mouse/touch pointers that are down on the viewport\n */\n count()\n {\n return (this.isMouseDown ? 1 : 0) + this.touches.length;\n }\n}\n\nfunction _optionalChain(ops) { let lastAccessLHS = undefined; let value = ops[0]; let i = 1; while (i < ops.length) { const op = ops[i]; const fn = ops[i + 1]; i += 2; if ((op === 'optionalAccess' || op === 'optionalCall') && value == null) { return undefined; } if (op === 'access' || op === 'optionalAccess') { lastAccessLHS = value; value = fn(value); } else if (op === 'call' || op === 'optionalCall') { value = fn((...args) => value.call(lastAccessLHS, ...args)); lastAccessLHS = undefined; } } return value; }\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst PLUGIN_ORDER = [\n 'drag',\n 'pinch',\n 'wheel',\n 'follow',\n 'mouse-edges',\n 'decelerate',\n 'animate',\n 'bounce',\n 'snap-zoom',\n 'clamp-zoom',\n 'snap',\n 'clamp',\n];\n\n/**\n * Use this to access current plugins or add user-defined plugins\n *\n * @public\n */\nclass PluginManager\n{\n /** Maps mounted plugins by their type */\n \n\n /**\n * List of plugins mounted\n *\n * This list is kept sorted by the internal priority of plugins (hard-coded).\n */\n \n\n /** The viewport using the plugins managed by `this`. */\n \n\n /** This is called by {@link Viewport} to initialize the {@link Viewport.plugins plugins}. */\n constructor(viewport)\n {\n this.viewport = viewport;\n this.list = [];\n this.plugins = {};\n }\n\n /**\n * Inserts a named plugin or a user plugin into the viewport\n * default plugin order: 'drag', 'pinch', 'wheel', 'follow', 'mouse-edges', 'decelerate', 'bounce',\n * 'snap-zoom', 'clamp-zoom', 'snap', 'clamp'\n *\n * @param {string} name of plugin\n * @param {Plugin} plugin - instantiated Plugin class\n * @param {number} index to insert userPlugin (otherwise inserts it at the end)\n */\n add(name, plugin, index = PLUGIN_ORDER.length)\n {\n this.plugins[name] = plugin;\n\n const current = PLUGIN_ORDER.indexOf(name);\n\n if (current !== -1)\n {\n PLUGIN_ORDER.splice(current, 1);\n }\n\n PLUGIN_ORDER.splice(index, 0, name);\n this.sort();\n }\n\n \n\n\n\n\n\n\n\n\n\n\n\n\n\n /**\n * Get plugin\n *\n * @param {string} name of plugin\n * @param {boolean} [ignorePaused] return null if plugin is paused\n */\n get(name, ignorePaused)\n {\n if (ignorePaused)\n {\n if (_optionalChain([this, 'access', _ => _.plugins, 'access', _2 => _2[name], 'optionalAccess', _3 => _3.paused]))\n {\n return null;\n }\n }\n\n return this.plugins[name] ;\n }\n\n /**\n * Update all active plugins\n *\n * @internal\n * @ignore\n * @param {number} elapsed type in milliseconds since last update\n */\n update(elapsed)\n {\n for (const plugin of this.list)\n {\n plugin.update(elapsed);\n }\n }\n\n /**\n * Resize all active plugins\n *\n * @internal\n * @ignore\n */\n resize()\n {\n for (const plugin of this.list)\n {\n plugin.resize();\n }\n }\n\n /** Clamps and resets bounce and decelerate (as needed) after manually moving viewport */\n reset()\n {\n for (const plugin of this.list)\n {\n plugin.reset();\n }\n }\n\n /** removes all installed plugins */\n removeAll()\n {\n this.plugins = {};\n this.sort();\n }\n\n /**\n * Removes installed plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n remove(name)\n {\n if (this.plugins[name])\n {\n delete this.plugins[name];\n this.viewport.emit(`${name}-remove`);\n this.sort();\n }\n }\n\n /**\n * Pause plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n pause(name)\n {\n _optionalChain([this, 'access', _4 => _4.plugins, 'access', _5 => _5[name], 'optionalAccess', _6 => _6.pause, 'call', _7 => _7()]);\n }\n\n /**\n * Resume plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n resume(name)\n {\n _optionalChain([this, 'access', _8 => _8.plugins, 'access', _9 => _9[name], 'optionalAccess', _10 => _10.resume, 'call', _11 => _11()]);\n }\n\n /**\n * Sort plugins according to PLUGIN_ORDER\n *\n * @internal\n * @ignore\n */\n sort()\n {\n this.list = [];\n\n for (const plugin of PLUGIN_ORDER)\n {\n if (this.plugins[plugin])\n {\n this.list.push(this.plugins[plugin] );\n }\n }\n }\n\n /**\n * Handle down for all plugins\n *\n * @internal\n * @ignore\n */\n down(event)\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.down(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle move for all plugins\n *\n * @internal\n * @ignore\n */\n move(event)\n {\n let stop = false;\n\n for (const plugin of this.viewport.plugins.list)\n {\n if (plugin.move(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle up for all plugins\n *\n * @internal\n * @ignore\n */\n up(event)\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.up(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle wheel event for all plugins\n *\n * @internal\n * @ignore\n */\n wheel(e)\n {\n let result = false;\n\n for (const plugin of this.list)\n {\n if (plugin.wheel(e))\n {\n result = true;\n }\n }\n\n return result;\n }\n}\n\n/** Options for {@link Viewport}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_VIEWPORT_OPTIONS = {\n screenWidth: window.innerWidth,\n screenHeight: window.innerHeight,\n worldWidth: null,\n worldHeight: null,\n threshold: 5,\n passiveWheel: true,\n stopPropagation: false,\n forceHitArea: null,\n noTicker: false,\n interaction: null,\n disableOnContextMenu: false,\n ticker: Ticker.shared,\n};\n\n/**\n * Main class to use when creating a Viewport\n *\n * @public\n * @fires clicked\n * @fires drag-start\n * @fires drag-end\n * @fires drag-remove\n * @fires pinch-start\n * @fires pinch-end\n * @fires pinch-remove\n * @fires snap-start\n * @fires snap-end\n * @fires snap-remove\n * @fires snap-zoom-start\n * @fires snap-zoom-end\n * @fires snap-zoom-remove\n * @fires bounce-x-start\n * @fires bounce-x-end\n * @fires bounce-y-start\n * @fires bounce-y-end\n * @fires bounce-remove\n * @fires wheel\n * @fires wheel-remove\n * @fires wheel-scroll\n * @fires wheel-scroll-remove\n * @fires mouse-edge-start\n * @fires mouse-edge-end\n * @fires mouse-edge-remove\n * @fires moved\n * @fires moved-end\n * @fires zoomed\n * @fires zoomed-end\n * @fires frame-end\n */\nclass Viewport extends Container\n{\n /** Flags whether the viewport is being panned */\n \n\n \n \n\n /** Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event */\n \n\n \n\n /** Use this to add user plugins or access existing plugins (e.g., to pause, resume, or remove them) */\n \n\n /** Flags whether the viewport zoom is being changed. */\n \n\n \n\n /** The options passed when creating this viewport, merged with the default values */\n \n\n \n \n \n \n \n \n \n __init() {this._disableOnContextMenu = (e) => e.preventDefault();}\n\n /**\n * @param {IViewportOptions} ViewportOptions\n * @param {number} [options.screenWidth=window.innerWidth]\n * @param {number} [options.screenHeight=window.innerHeight]\n * @param {number} [options.worldWidth=this.width]\n * @param {number} [options.worldHeight=this.height]\n * @param {number} [options.threshold=5] number of pixels to move to trigger an input event (e.g., drag, pinch)\n * or disable a clicked event\n * @param {boolean} [options.passiveWheel=true] whether the 'wheel' event is set to passive (note: if false,\n * e.preventDefault() will be called when wheel is used over the viewport)\n * @param {boolean} [options.stopPropagation=false] whether to stopPropagation of events that impact the viewport\n * (except wheel events, see options.passiveWheel)\n * @param {HitArea} [options.forceHitArea] change the default hitArea from world size to a new value\n * @param {boolean} [options.noTicker] set this if you want to manually call update() function on each frame\n * @param {PIXI.Ticker} [options.ticker=PIXI.Ticker.shared] use this PIXI.ticker for updates\n * @param {PIXI.InteractionManager} [options.interaction=null] InteractionManager, available from instantiated\n * WebGLRenderer/CanvasRenderer.plugins.interaction - used to calculate pointer position relative to canvas\n * location on screen\n * @param {HTMLElement} [options.divWheel=document.body] div to attach the wheel event\n * @param {boolean} [options.disableOnContextMenu] remove oncontextmenu=() => {} from the divWheel element\n */\n constructor(options = {})\n {\n super();Viewport.prototype.__init.call(this); this.options = Object.assign(\n {},\n { divWheel: document.body },\n DEFAULT_VIEWPORT_OPTIONS,\n options\n );\n\n this.screenWidth = this.options.screenWidth;\n this.screenHeight = this.options.screenHeight;\n\n this._worldWidth = this.options.worldWidth;\n this._worldHeight = this.options.worldHeight;\n this.forceHitArea = this.options.forceHitArea;\n this.threshold = this.options.threshold;\n\n this.options.divWheel = this.options.divWheel || document.body;\n\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.addEventListener('contextmenu', this._disableOnContextMenu);\n }\n if (!this.options.noTicker)\n {\n this.tickerFunction = () => this.update(this.options.ticker.elapsedMS);\n this.options.ticker.add(this.tickerFunction);\n }\n\n this.input = new InputManager(this);\n this.plugins = new PluginManager(this);\n }\n\n /** Overrides PIXI.Container's destroy to also remove the 'wheel' and PIXI.Ticker listeners */\n destroy(options)\n {\n if (!this.options.noTicker && this.tickerFunction)\n {\n this.options.ticker.remove(this.tickerFunction);\n }\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.removeEventListener('contextmenu', this._disableOnContextMenu);\n }\n\n this.input.destroy();\n super.destroy(options);\n }\n\n /**\n * Update viewport on each frame.\n *\n * By default, you do not need to call this unless you set `options.noTicker=true`.\n *\n * @param {number} elapsed time in milliseconds since last update\n */\n update(elapsed)\n {\n if (!this.pause)\n {\n this.plugins.update(elapsed);\n\n if (this.lastViewport)\n {\n // Check for moved-end event\n if (this.lastViewport.x !== this.x || this.lastViewport.y !== this.y)\n {\n this.moving = true;\n }\n else if (this.moving)\n {\n this.emit('moved-end', this);\n this.moving = false;\n }\n\n // Check for zoomed-end event\n if (this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y)\n {\n this.zooming = true;\n }\n else if (this.zooming)\n {\n this.emit('zoomed-end', this);\n this.zooming = false;\n }\n }\n\n if (!this.forceHitArea)\n {\n this._hitAreaDefault = new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n this.hitArea = this._hitAreaDefault;\n }\n\n this._dirty = this._dirty || !this.lastViewport\n || this.lastViewport.x !== this.x || this.lastViewport.y !== this.y\n || this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y;\n\n this.lastViewport = {\n x: this.x,\n y: this.y,\n scaleX: this.scale.x,\n scaleY: this.scale.y\n };\n this.emit('frame-end', this);\n }\n }\n\n /**\n * Use this to set screen and world sizes, needed for pinch/wheel/clamp/bounce.\n * @param {number} screenWidth=window.innerWidth\n * @param {number} screenHeight=window.innerHeight\n * @param {number} [worldWidth]\n * @param {number} [worldHeight]\n */\n resize(\n screenWidth = window.innerWidth,\n screenHeight = window.innerHeight,\n worldWidth,\n worldHeight\n )\n {\n this.screenWidth = screenWidth;\n this.screenHeight = screenHeight;\n\n if (typeof worldWidth !== 'undefined')\n {\n this._worldWidth = worldWidth;\n }\n if (typeof worldHeight !== 'undefined')\n {\n this._worldHeight = worldHeight;\n }\n\n this.plugins.resize();\n this.dirty = true;\n }\n\n /** World width, in pixels */\n get worldWidth()\n {\n if (this._worldWidth)\n {\n return this._worldWidth;\n }\n\n return this.width / this.scale.x;\n }\n set worldWidth(value)\n {\n this._worldWidth = value;\n this.plugins.resize();\n }\n\n /** World height, in pixels */\n get worldHeight()\n {\n if (this._worldHeight)\n {\n return this._worldHeight;\n }\n\n return this.height / this.scale.y;\n }\n set worldHeight(value)\n {\n this._worldHeight = value;\n this.plugins.resize();\n }\n\n /** Get visible world bounds of viewport */\n getVisibleBounds()\n {\n return new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n }\n\n /** Change coordinates from screen to world */\n \n\n\n\n /**\n * Changes coordinate from screen to world\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n toWorld(x, y)\n {\n if (arguments.length === 2)\n {\n return this.toLocal(new Point(x , y));\n }\n\n return this.toLocal(x );\n }\n\n /** Change coordinates from world to screen */\n \n\n\n\n /**\n * Changes coordinate from world to screen\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n toScreen(x, y)\n {\n if (arguments.length === 2)\n {\n return this.toGlobal(new Point(x , y));\n }\n\n return this.toGlobal(x );\n }\n\n /** Screen width in world coordinates */\n get worldScreenWidth()\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Screen height in world coordinates */\n get worldScreenHeight()\n {\n return this.screenHeight / this.scale.y;\n }\n\n /** World width in screen coordinates */\n get screenWorldWidth()\n {\n return this.worldWidth * this.scale.x;\n }\n\n /** World height in screen coordinates */\n get screenWorldHeight()\n {\n return this.worldHeight * this.scale.y;\n }\n\n /** Center of screen in world coordinates */\n get center()\n {\n return new Point(\n (this.worldScreenWidth / 2) - (this.x / this.scale.x),\n (this.worldScreenHeight / 2) - (this.y / this.scale.y),\n );\n }\n set center(value)\n {\n this.moveCenter(value);\n }\n\n \n\n\n\n\n /**\n * Move center of viewport to (x, y)\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @return {Viewport}\n */\n moveCenter(...args)\n {\n let x;\n let y;\n\n if (typeof args[0] === 'number')\n {\n x = args[0];\n y = args[1] ;\n }\n else\n {\n x = args[0].x;\n y = args[0].y;\n }\n\n const newX = ((this.worldScreenWidth / 2) - x) * this.scale.x;\n const newY = ((this.worldScreenHeight / 2) - y) * this.scale.y;\n\n if (this.x !== newX || this.y !== newY)\n {\n this.position.set(newX, newY);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Top-left corner of Viewport */\n get corner()\n {\n return new Point(-this.x / this.scale.x, -this.y / this.scale.y);\n }\n set corner(value)\n {\n this.moveCorner(value);\n }\n\n /** Move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n \n\n\n\n\n /**\n * MoveCorner\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @returns {Viewport}\n */\n moveCorner(...args)\n {\n let x;\n let y;\n\n if (args.length === 1)\n {\n x = -args[0].x * this.scale.x;\n y = -args[0].y * this.scale.y;\n }\n else\n {\n x = -args[0] * this.scale.x;\n y = -args[1] * this.scale.y;\n }\n\n if (x !== this.x || y !== this.y)\n {\n this.position.set(x, y);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Get how many world pixels fit in screen's width */\n get screenWidthInWorldPixels()\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Get how many world pixels fit on screen's height */\n get screenHeightInWorldPixels()\n {\n return this.screenHeight / this.scale.y;\n }\n\n /**\n * Find the scale value that fits a world width on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param width - Width in world pixels\n * @return - scale\n */\n findFitWidth(width)\n {\n return this.screenWidth / width;\n }\n\n /**\n * Finds the scale value that fits a world height on the screens\n * does not change the viewport (use fit... to change)\n *\n * @param height - Height in world pixels\n * @return - scale\n */\n findFitHeight(height)\n {\n return this.screenHeight / height;\n }\n\n /**\n * Finds the scale value that fits the smaller of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findFit(width, height)\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.min(scaleX, scaleY);\n }\n\n /**\n * Finds the scale value that fits the larger of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findCover(width, height)\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.max(scaleX, scaleY);\n }\n\n /**\n * Change zoom so the width fits in the viewport\n *\n * @param width - width in world coordinates\n * @param center - maintain the same center\n * @param scaleY - whether to set scaleY=scaleX\n * @param noClamp - whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitWidth(width = this.worldWidth, center, scaleY = true, noClamp)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.x = this.screenWidth / width;\n\n if (scaleY)\n {\n this.scale.y = this.scale.x;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so the height fits in the viewport\n *\n * @param {number} [height=this.worldHeight] in world coordinates\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {boolean} [scaleX=true] whether to set scaleX = scaleY\n * @param {boolean} [noClamp] whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitHeight(height = this.worldHeight, center, scaleX = true, noClamp)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.y = this.screenHeight / height;\n\n if (scaleX)\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the entire world in the viewport\n *\n * @param {boolean} center maintain the same center of the screen after zoom\n * @returns {Viewport} this\n */\n fitWorld(center)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / this.worldWidth;\n this.scale.y = this.screenHeight / this.worldHeight;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the size or the entire world in the viewport\n *\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {number} [width=this.worldWidth] desired width\n * @param {number} [height=this.worldHeight] desired height\n * @returns {Viewport} this\n */\n fit(center, width = this.worldWidth, height = this.worldHeight)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / width;\n this.scale.y = this.screenHeight / height;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport to specific value.\n *\n * @param {number} scale value (e.g., 1 would be 100%, 0.25 would be 25%)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n setZoom(scale, center)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.set(scale);\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport by a certain percent (in both x and y direction).\n *\n * @param {number} percent change (e.g., 0.25 would increase a starting scale of 1.0 to 1.25)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoomPercent(percent, center)\n {\n return this.setZoom(this.scale.x + (this.scale.x * percent), center);\n }\n\n /**\n * Zoom viewport by increasing/decreasing width by a certain number of pixels.\n *\n * @param {number} change in pixels\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoom(change, center)\n {\n this.fitWidth(change + this.worldScreenWidth, center);\n\n return this;\n }\n\n /** Changes scale of viewport and maintains center of viewport */\n get scaled()\n {\n return this.scale.x;\n }\n set scaled(scale)\n {\n this.setZoom(scale, true);\n }\n\n /**\n * Returns zoom to the desired scale\n *\n * @param {ISnapZoomOptions} options\n * @param {number} [options.width=0] - the desired width to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.height=0] - the desired height to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.time=1000] - time for snapping in ms\n * @param {(string|function)} [options.ease=easeInOutSine] ease function or name (see http://easings.net/\n * for supported names)\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of the viewport\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at the\n * desired zoom\n * @param {boolean} [options.noMove] - zoom but do not move\n */\n snapZoom(options)\n {\n this.plugins.add('snap-zoom', new SnapZoom(this, options));\n\n return this;\n }\n\n /** Is container out of world bounds */\n OOB()\n\n\n\n\n\n\n {\n return {\n left: this.left < 0,\n right: this.right > this.worldWidth,\n top: this.top < 0,\n bottom: this.bottom > this.worldHeight,\n cornerPoint: new Point(\n (this.worldWidth * this.scale.x) - this.screenWidth,\n (this.worldHeight * this.scale.y) - this.screenHeight\n )\n };\n }\n\n /** World coordinates of the right edge of the screen */\n get right()\n {\n return (-this.x / this.scale.x) + this.worldScreenWidth;\n }\n set right(value)\n {\n this.x = (-value * this.scale.x) + this.screenWidth;\n this.plugins.reset();\n }\n\n /** World coordinates of the left edge of the screen */\n get left()\n {\n return -this.x / this.scale.x;\n }\n set left(value)\n {\n this.x = -value * this.scale.x;\n this.plugins.reset();\n }\n\n /** World coordinates of the top edge of the screen */\n get top()\n {\n return -this.y / this.scale.y;\n }\n set top(value)\n {\n this.y = -value * this.scale.y;\n this.plugins.reset();\n }\n\n /** World coordinates of the bottom edge of the screen */\n get bottom()\n {\n return (-this.y / this.scale.y) + this.worldScreenHeight;\n }\n set bottom(value)\n {\n this.y = (-value * this.scale.y) + this.screenHeight;\n this.plugins.reset();\n }\n\n /**\n * Determines whether the viewport is dirty (i.e., needs to be rendered to the screen because of a change)\n */\n get dirty()\n {\n return !!this._dirty;\n }\n set dirty(value)\n {\n this._dirty = value;\n }\n\n /**\n * Permanently changes the Viewport's hitArea\n *\n * NOTE: if not set then hitArea = PIXI.Rectangle(Viewport.left, Viewport.top, Viewport.worldScreenWidth,\n * Viewport.worldScreenHeight)\n */\n get forceHitArea()\n {\n return this._forceHitArea;\n }\n set forceHitArea(value)\n {\n if (value)\n {\n this._forceHitArea = value;\n this.hitArea = value;\n }\n else\n {\n this._forceHitArea = null;\n this.hitArea = new Rectangle(0, 0, this.worldWidth, this.worldHeight);\n }\n }\n\n /**\n * Enable one-finger touch to drag\n *\n * NOTE: if you expect users to use right-click dragging, you should enable `viewport.options.disableOnContextMenu`\n * to avoid the context menu popping up on each right-click drag.\n *\n * @param {IDragOptions} [options]\n * @param {string} [options.direction=all] direction to drag\n * @param {boolean} [options.pressDrag=true] whether click to drag is active\n * @param {boolean} [options.wheel=true] use wheel to scroll in direction (unless wheel plugin is active)\n * @param {number} [options.wheelScroll=1] number of pixels to scroll with each wheel spin\n * @param {boolean} [options.reverse] reverse the direction of the wheel scroll\n * @param {(boolean|string)} [options.clampWheel=false] clamp wheel(to avoid weird bounce with mouse wheel)\n * @param {string} [options.underflow=center] where to place world if too small for screen\n * @param {number} [options.factor=1] factor to multiply drag to increase the speed of movement\n * @param {string} [options.mouseButtons=all] changes which mouse buttons trigger drag, use: 'all', 'left',\n * 'right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * viewport.options.disableOnContextMenu if you want to use right-click dragging\n * @param {string[]} [options.keyToPress=null] - array containing\n * {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of keys that can be\n * pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n * @param {boolean} [options.ignoreKeyToPressOnTouch=false] - ignore keyToPress for touch events\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @returns {Viewport} this\n */\n drag(options)\n {\n this.plugins.add('drag', new Drag(this, options));\n\n return this;\n }\n\n /**\n * Clamp to world boundaries or other provided boundaries\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary\n * [0, viewport.worldWidth/viewport.worldHeight], eg: to allow the world to be completely dragged offscreen,\n * set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the\n * appropriate boundaries\n *\n * NOTES:\n * clamp is disabled if called with no options; use { direction: 'all' } for all edge clamping\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n *\n * @param {object} [options]\n * @param {(number|boolean)} [options.left=false] - clamp left; true = 0\n * @param {(number|boolean)} [options.right=false] - clamp right; true = viewport.worldWidth\n * @param {(number|boolean)} [options.top=false] - clamp top; true = 0\n * @param {(number|boolean)} [options.bottom=false] - clamp bottom; true = viewport.worldHeight\n * @param {string} [direction] - (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight];\n * replaces left/right/top/bottom if set\n * @param {string} [underflow=center] - where to place world if too small for screen (e.g., top-right, center,\n * none, bottomLeft) * @returns {Viewport} this\n */\n clamp(options)\n {\n this.plugins.add('clamp', new Clamp(this, options));\n\n return this;\n }\n\n /**\n * Decelerate after a move\n *\n * NOTE: this fires 'moved' event during deceleration\n *\n * @param {IDecelerateOptions} [options]\n * @param {number} [options.friction=0.95] - percent to decelerate after movement\n * @param {number} [options.bounce=0.8] - percent to decelerate when past boundaries (only applicable when\n * viewport.bounce() is active)\n * @param {number} [options.minSpeed=0.01] - minimum velocity before stopping/reversing acceleration\n * @return {Viewport} this\n */\n decelerate(options)\n {\n this.plugins.add('decelerate', new Decelerate(this, options));\n\n return this;\n }\n\n /**\n * Bounce on borders\n * NOTES:\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n * fires 'moved', 'bounce-x-start', 'bounce-y-start', 'bounce-x-end', and 'bounce-y-end' events\n * @param {object} [options]\n * @param {string} [options.sides=all] - all, horizontal, vertical, or combination of top, bottom, right, left\n * (e.g., 'top-bottom-right')\n * @param {number} [options.friction=0.5] - friction to apply to decelerate if active\n * @param {number} [options.time=150] - time in ms to finish bounce\n * @param {object} [options.bounceBox] - use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight)\n * @param {number} [options.bounceBox.x=0]\n * @param {number} [options.bounceBox.y=0]\n * @param {number} [options.bounceBox.width=viewport.worldWidth]\n * @param {number} [options.bounceBox.height=viewport.worldHeight]\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name\n * (see http://easings.net/ for supported names)\n * @param {string} [options.underflow=center] - (top/bottom/center and left/right/center, or center)\n * where to place world if too small for screen\n * @return {Viewport} this\n */\n bounce(options)\n {\n this.plugins.add('bounce', new Bounce(this, options));\n\n return this;\n }\n\n /**\n * Enable pinch to zoom and two-finger touch to drag\n *\n * @param {PinchOptions} [options]\n * @param {boolean} [options.noDrag] - disable two-finger dragging\n * @param {number} [options.percent=1] - percent to modify pinch speed\n * @param {number} [options.factor=1] - factor to multiply two-finger drag to increase the speed of movement\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of two fingers\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n pinch(options)\n {\n this.plugins.add('pinch', new Pinch(this, options));\n\n return this;\n }\n\n /**\n * Snap to a point\n *\n * @param {number} x\n * @param {number} y\n * @param {ISnapOptions} [options]\n * @param {boolean} [options.topLeft] - snap to the top-left of viewport instead of center\n * @param {number} [options.friction=0.8] - friction/frame to apply if decelerate is active\n * @param {number} [options.time=1000] - time in ms to snap\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name (see http://easings.net/\n * for supported names)\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at\n * the desired location\n * @return {Viewport} this\n */\n snap(x, y, options)\n {\n this.plugins.add('snap', new Snap(this, x, y, options));\n\n return this;\n }\n\n /**\n * Follow a target\n *\n * NOTES:\n * uses the (x, y) as the center to follow; for PIXI.Sprite to work properly, use sprite.anchor.set(0.5)\n * options.acceleration is not perfect as it doesn't know the velocity of the target. It adds acceleration\n * to the start of movement and deceleration to the end of movement when the target is stopped.\n * To cancel the follow, use: `viewport.plugins.remove('follow')`\n *\n * @fires 'moved' event\n *\n * @param {PIXI.DisplayObject} target to follow\n * @param {IFollowOptions} [options]\n * @param {number} [options.speed=0] - to follow in pixels/frame (0=teleport to location)\n * @param {number} [options.acceleration] - set acceleration to accelerate and decelerate at this rate; speed\n * cannot be 0 to use acceleration\n * @param {number} [options.radius] - radius (in world coordinates) of center circle where movement is allowed\n * without moving the viewport * @returns {Viewport} this\n * @returns {Viewport} this\n */\n follow(target, options)\n {\n this.plugins.add('follow', new Follow(this, target, options));\n\n return this;\n }\n\n /**\n * Zoom using mouse wheel\n *\n * NOTE: the default event listener for 'wheel' event is document.body. Use `Viewport.options.divWheel` to\n * change this default\n *\n * @param {IWheelOptions} [options]\n * @param {number} [options.percent=0.1] - percent to scroll with each spin\n * @param {number} [options.smooth] - smooth the zooming by providing the number of frames to zoom between wheel spins\n * @param {boolean} [options.interrupt=true] - stop smoothing with any user input on the viewport\n * @param {boolean} [options.reverse] - reverse the direction of the scroll\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of current mouse position\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n wheel(options)\n {\n this.plugins.add('wheel', new Wheel(this, options));\n\n return this;\n }\n\n /**\n * Animate the position and/or scale of the viewport\n * To set the zoom level, use: (1) scale, (2) scaleX and scaleY, or (3) width and/or height\n * @param {object} options\n * @param {number} [options.time=1000] - time to animate\n * @param {PIXI.Point} [options.position=viewport.center] - position to move viewport\n * @param {number} [options.width] - desired viewport width in world pixels (use instead of scale;\n * aspect ratio is maintained if height is not provided)\n * @param {number} [options.height] - desired viewport height in world pixels (use instead of scale;\n * aspect ratio is maintained if width is not provided)\n * @param {number} [options.scale] - scale to change zoom (scale.x = scale.y)\n * @param {number} [options.scaleX] - independently change zoom in x-direction\n * @param {number} [options.scaleY] - independently change zoom in y-direction\n * @param {(function|string)} [options.ease=linear] - easing function to use\n * @param {function} [options.callbackOnComplete]\n * @param {boolean} [options.removeOnInterrupt] removes this plugin if interrupted by any user input\n * @returns {Viewport} this\n */\n animate(options)\n {\n this.plugins.add('animate', new Animate(this, options));\n\n return this;\n }\n\n /**\n * Enable clamping of zoom to constraints\n *\n * The minWidth/Height settings are how small the world can get (as it would appear on the screen)\n * before clamping. The maxWidth/maxHeight is how larger the world can scale (as it would appear on\n * the screen) before clamping.\n *\n * For example, if you have a world size of 1000 x 1000 and a screen size of 100 x 100, if you set\n * minWidth/Height = 100 then the world will not be able to zoom smaller than the screen size (ie,\n * zooming out so it appears smaller than the screen). Similarly, if you set maxWidth/Height = 100\n * the world will not be able to zoom larger than the screen size (ie, zooming in so it appears\n * larger than the screen).\n *\n * @param {object} [options]\n * @param {number} [options.minWidth] - minimum width\n * @param {number} [options.minHeight] - minimum height\n * @param {number} [options.maxWidth] - maximum width\n * @param {number} [options.maxHeight] - maximum height\n * @param {number} [options.minScale] - minimum scale\n * @param {number} [options.maxScale] - minimum scale\n * @return {Viewport} this\n */\n clampZoom(options)\n {\n this.plugins.add('clamp-zoom', new ClampZoom(this, options));\n\n return this;\n }\n\n /**\n * Scroll viewport when mouse hovers near one of the edges or radius-distance from center of screen.\n *\n * NOTES: fires 'moved' event; there's a known bug where the mouseEdges does not work properly with \"windowed\" viewports\n *\n * @param {IMouseEdgesOptions} [options]\n * @param {number} [options.radius] - distance from center of screen in screen pixels\n * @param {number} [options.distance] - distance from all sides in screen pixels\n * @param {number} [options.top] - alternatively, set top distance (leave unset for no top scroll)\n * @param {number} [options.bottom] - alternatively, set bottom distance (leave unset for no top scroll)\n * @param {number} [options.left] - alternatively, set left distance (leave unset for no top scroll)\n * @param {number} [options.right] - alternatively, set right distance (leave unset for no top scroll)\n * @param {number} [options.speed=8] - speed in pixels/frame to scroll viewport\n * @param {boolean} [options.reverse] - reverse direction of scroll\n * @param {boolean} [options.noDecelerate] - don't use decelerate plugin even if it's installed\n * @param {boolean} [options.linear] - if using radius, use linear movement (+/- 1, +/- 1) instead of angled\n * movement (Math.cos(angle from center), Math.sin(angle from center))\n * @param {boolean} [options.allowButtons] allows plugin to continue working even when there's a mousedown event\n */\n mouseEdges(options)\n {\n this.plugins.add('mouse-edges', new MouseEdges(this, options));\n\n return this;\n }\n\n /** Pause viewport (including animation updates such as decelerate) */\n get pause()\n {\n return !!this._pause;\n }\n set pause(value)\n {\n this._pause = value;\n\n this.lastViewport = null;\n this.moving = false;\n this.zooming = false;\n\n if (value)\n {\n this.input.pause();\n }\n }\n\n /**\n * Move the viewport so the bounding box is visible\n *\n * @param x - left\n * @param y - top\n * @param width\n * @param height\n * @param resizeToFit - Resize the viewport so the box fits within the viewport\n */\n ensureVisible(x, y, width, height, resizeToFit)\n {\n if (resizeToFit && (width > this.worldScreenWidth || height > this.worldScreenHeight))\n {\n this.fit(true, width, height);\n this.emit('zoomed', { viewport: this, type: 'ensureVisible' });\n }\n let moved = false;\n\n if (x < this.left)\n {\n this.left = x;\n moved = true;\n }\n else if (x + width > this.right)\n {\n this.right = x + width;\n moved = true;\n }\n if (y < this.top)\n {\n this.top = y;\n moved = true;\n }\n else if (y + height > this.bottom)\n {\n this.bottom = y + height;\n moved = true;\n }\n if (moved)\n {\n this.emit('moved', { viewport: this, type: 'ensureVisible' });\n }\n }\n}\n\n/**\n * Fires after a mouse or touch click\n * @event Viewport#clicked\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag starts\n * @event Viewport#drag-start\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag ends\n * @event Viewport#drag-end\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a pinch starts\n * @event Viewport#pinch-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a pinch end\n * @event Viewport#pinch-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap starts\n * @event Viewport#snap-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap ends\n * @event Viewport#snap-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom starts\n * @event Viewport#snap-zoom-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom ends\n * @event Viewport#snap-zoom-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the x direction\n * @event Viewport#bounce-x-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the x direction\n * @event Viewport#bounce-x-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the y direction\n * @event Viewport#bounce-y-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the y direction\n * @event Viewport#bounce-y-end\n * @type {Viewport}\n */\n\n/**\n * Fires when for a mouse wheel event\n * @event Viewport#wheel\n * @type {object}\n * @property {object} wheel\n * @property {number} wheel.dx\n * @property {number} wheel.dy\n * @property {number} wheel.dz\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a wheel-scroll occurs\n * @event Viewport#wheel-scroll\n * @type {Viewport}\n */\n\n/**\n * Fires when a mouse-edge starts to scroll\n * @event Viewport#mouse-edge-start\n * @type {Viewport}\n */\n\n/**\n * Fires when the mouse-edge scrolling ends\n * @event Viewport#mouse-edge-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#moved\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type - (drag, snap, pinch, follow, bounce-x, bounce-y,\n * clamp-x, clamp-y, decelerate, mouse-edges, wheel, ensureVisible)\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#zoomed\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type (drag-zoom, pinch, wheel, clamp-zoom, ensureVisible)\n */\n\n/**\n * Fires when viewport stops moving\n * @event Viewport#moved-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport stops zooming\n * @event Viewport#zoomed-end\n * @type {Viewport}\n */\n\n/**\n* Fires at the end of an update frame\n* @event Viewport#frame-end\n* @type {Viewport}\n*/\n\nexport { Animate, Bounce, Clamp, ClampZoom, Decelerate, Drag, Follow, InputManager, MouseEdges, Pinch, Plugin, PluginManager, Snap, SnapZoom, Viewport, Wheel };\n//# sourceMappingURL=viewport.es.js.map\n","import * as PIXI from 'pixi.js'\r\nimport { Viewport } from '../../../'\r\n\r\nwindow.onload = () => {\r\n function rand(n: number) {\r\n return Math.round(Math.random() * n)\r\n }\r\n\r\n const app = new PIXI.Application()\r\n app.view.style.textAlign = 'center'\r\n document.body.appendChild(app.view)\r\n const div = document.createElement('div')\r\n div.innerHTML = '
Rollup + typescript pixi-viewport: viewport.drag().pinch().decelerate()
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=== 'function') {\n then.call(\n val,\n function(val) {\n res(i, val);\n },\n function(e) {\n args[i] = { status: 'rejected', reason: e };\n if (--remaining === 0) {\n resolve(args);\n }\n }\n );\n return;\n }\n }\n args[i] = { status: 'fulfilled', value: val };\n if (--remaining === 0) {\n resolve(args);\n }\n }\n\n for (var i = 0; i < args.length; i++) {\n res(i, args[i]);\n }\n });\n}\n\nexport default allSettled;\n","import promiseFinally from './finally';\nimport allSettled from './allSettled';\n\n// Store setTimeout reference so promise-polyfill will be unaffected by\n// other code modifying setTimeout (like sinon.useFakeTimers())\nvar setTimeoutFunc = setTimeout;\n\nfunction isArray(x) {\n return Boolean(x && typeof x.length !== 'undefined');\n}\n\nfunction noop() {}\n\n// Polyfill for Function.prototype.bind\nfunction bind(fn, thisArg) {\n return function() {\n fn.apply(thisArg, arguments);\n };\n}\n\n/**\n * @constructor\n * @param {Function} fn\n */\nfunction Promise(fn) {\n if (!(this instanceof Promise))\n throw new TypeError('Promises must be constructed via new');\n if (typeof fn !== 'function') throw new TypeError('not a function');\n /** @type {!number} */\n this._state = 0;\n /** @type {!boolean} */\n this._handled = false;\n /** @type {Promise|undefined} */\n this._value = undefined;\n /** @type {!Array} */\n this._deferreds = [];\n\n doResolve(fn, this);\n}\n\nfunction handle(self, deferred) {\n while (self._state === 3) {\n self = self._value;\n }\n if (self._state === 0) {\n self._deferreds.push(deferred);\n return;\n }\n self._handled = true;\n Promise._immediateFn(function() {\n var cb = self._state === 1 ? deferred.onFulfilled : deferred.onRejected;\n if (cb === null) {\n (self._state === 1 ? resolve : reject)(deferred.promise, self._value);\n return;\n }\n var ret;\n try {\n ret = cb(self._value);\n } catch (e) {\n reject(deferred.promise, e);\n return;\n }\n resolve(deferred.promise, ret);\n });\n}\n\nfunction resolve(self, newValue) {\n try {\n // Promise Resolution Procedure: https://github.com/promises-aplus/promises-spec#the-promise-resolution-procedure\n if (newValue === self)\n throw new TypeError('A promise cannot be resolved with itself.');\n if (\n newValue &&\n (typeof newValue === 'object' || typeof newValue === 'function')\n ) {\n var then = newValue.then;\n if (newValue instanceof Promise) {\n self._state = 3;\n self._value = newValue;\n finale(self);\n return;\n } else if (typeof then === 'function') {\n doResolve(bind(then, newValue), self);\n return;\n }\n }\n self._state = 1;\n self._value = newValue;\n finale(self);\n } catch (e) {\n reject(self, e);\n }\n}\n\nfunction reject(self, newValue) {\n self._state = 2;\n self._value = newValue;\n finale(self);\n}\n\nfunction finale(self) {\n if (self._state === 2 && self._deferreds.length === 0) {\n Promise._immediateFn(function() {\n if (!self._handled) {\n Promise._unhandledRejectionFn(self._value);\n }\n });\n }\n\n for (var i = 0, len = self._deferreds.length; i < len; i++) {\n handle(self, self._deferreds[i]);\n }\n self._deferreds = null;\n}\n\n/**\n * @constructor\n */\nfunction Handler(onFulfilled, onRejected, promise) {\n this.onFulfilled = typeof onFulfilled === 'function' ? onFulfilled : null;\n this.onRejected = typeof onRejected === 'function' ? onRejected : null;\n this.promise = promise;\n}\n\n/**\n * Take a potentially misbehaving resolver function and make sure\n * onFulfilled and onRejected are only called once.\n *\n * Makes no guarantees about asynchrony.\n */\nfunction doResolve(fn, self) {\n var done = false;\n try {\n fn(\n function(value) {\n if (done) return;\n done = true;\n resolve(self, value);\n },\n function(reason) {\n if (done) return;\n done = true;\n reject(self, reason);\n }\n );\n } catch (ex) {\n if (done) return;\n done = true;\n reject(self, ex);\n }\n}\n\nPromise.prototype['catch'] = function(onRejected) {\n return this.then(null, onRejected);\n};\n\nPromise.prototype.then = function(onFulfilled, onRejected) {\n // @ts-ignore\n var prom = new this.constructor(noop);\n\n handle(this, new Handler(onFulfilled, onRejected, prom));\n return prom;\n};\n\nPromise.prototype['finally'] = promiseFinally;\n\nPromise.all = function(arr) {\n return new Promise(function(resolve, reject) {\n if (!isArray(arr)) {\n return reject(new TypeError('Promise.all accepts an array'));\n }\n\n var args = Array.prototype.slice.call(arr);\n if (args.length === 0) return resolve([]);\n var remaining = args.length;\n\n function res(i, val) {\n try {\n if (val && (typeof val === 'object' || typeof val === 'function')) {\n var then = val.then;\n if (typeof then === 'function') {\n then.call(\n val,\n function(val) {\n res(i, val);\n },\n reject\n );\n return;\n }\n }\n args[i] = val;\n if (--remaining === 0) {\n resolve(args);\n }\n } catch (ex) {\n reject(ex);\n }\n }\n\n for (var i = 0; i < args.length; i++) {\n res(i, args[i]);\n }\n });\n};\n\nPromise.allSettled = allSettled;\n\nPromise.resolve = function(value) {\n if (value && typeof value === 'object' && value.constructor === Promise) {\n return value;\n }\n\n return new Promise(function(resolve) {\n resolve(value);\n });\n};\n\nPromise.reject = function(value) {\n return new Promise(function(resolve, reject) {\n reject(value);\n });\n};\n\nPromise.race = function(arr) {\n return new Promise(function(resolve, reject) {\n if (!isArray(arr)) {\n return reject(new TypeError('Promise.race accepts an array'));\n }\n\n for (var i = 0, len = arr.length; i < len; i++) {\n Promise.resolve(arr[i]).then(resolve, reject);\n }\n });\n};\n\n// Use polyfill for setImmediate for performance gains\nPromise._immediateFn =\n // @ts-ignore\n (typeof setImmediate === 'function' &&\n function(fn) {\n // @ts-ignore\n setImmediate(fn);\n }) ||\n function(fn) {\n setTimeoutFunc(fn, 0);\n };\n\nPromise._unhandledRejectionFn = function _unhandledRejectionFn(err) {\n if (typeof console !== 'undefined' && console) {\n console.warn('Possible Unhandled Promise Rejection:', err); // eslint-disable-line no-console\n }\n};\n\nexport default Promise;\n","/*\nobject-assign\n(c) Sindre Sorhus\n@license MIT\n*/\n\n'use strict';\n/* eslint-disable no-unused-vars */\nvar getOwnPropertySymbols = Object.getOwnPropertySymbols;\nvar hasOwnProperty = Object.prototype.hasOwnProperty;\nvar propIsEnumerable = Object.prototype.propertyIsEnumerable;\n\nfunction toObject(val) {\n\tif (val === null || val === undefined) {\n\t\tthrow new TypeError('Object.assign cannot be called with null or undefined');\n\t}\n\n\treturn Object(val);\n}\n\nfunction shouldUseNative() {\n\ttry {\n\t\tif (!Object.assign) {\n\t\t\treturn false;\n\t\t}\n\n\t\t// Detect buggy property enumeration order in older V8 versions.\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=4118\n\t\tvar test1 = new String('abc'); // eslint-disable-line no-new-wrappers\n\t\ttest1[5] = 'de';\n\t\tif (Object.getOwnPropertyNames(test1)[0] === '5') {\n\t\t\treturn false;\n\t\t}\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=3056\n\t\tvar test2 = {};\n\t\tfor (var i = 0; i < 10; i++) {\n\t\t\ttest2['_' + String.fromCharCode(i)] = i;\n\t\t}\n\t\tvar order2 = Object.getOwnPropertyNames(test2).map(function (n) {\n\t\t\treturn test2[n];\n\t\t});\n\t\tif (order2.join('') !== '0123456789') {\n\t\t\treturn false;\n\t\t}\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=3056\n\t\tvar test3 = {};\n\t\t'abcdefghijklmnopqrst'.split('').forEach(function (letter) {\n\t\t\ttest3[letter] = letter;\n\t\t});\n\t\tif (Object.keys(Object.assign({}, test3)).join('') !==\n\t\t\t\t'abcdefghijklmnopqrst') {\n\t\t\treturn false;\n\t\t}\n\n\t\treturn true;\n\t} catch (err) {\n\t\t// We don't expect any of the above to throw, but better to be safe.\n\t\treturn false;\n\t}\n}\n\nmodule.exports = shouldUseNative() ? Object.assign : function (target, source) {\n\tvar from;\n\tvar to = toObject(target);\n\tvar symbols;\n\n\tfor (var s = 1; s < arguments.length; s++) {\n\t\tfrom = Object(arguments[s]);\n\n\t\tfor (var key in from) {\n\t\t\tif (hasOwnProperty.call(from, key)) {\n\t\t\t\tto[key] = from[key];\n\t\t\t}\n\t\t}\n\n\t\tif (getOwnPropertySymbols) {\n\t\t\tsymbols = getOwnPropertySymbols(from);\n\t\t\tfor (var i = 0; i < symbols.length; i++) {\n\t\t\t\tif (propIsEnumerable.call(from, symbols[i])) {\n\t\t\t\t\tto[symbols[i]] = from[symbols[i]];\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\treturn to;\n};\n","/*!\n * @pixi/polyfill - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/polyfill is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport Polyfill from 'promise-polyfill';\nimport objectAssign from 'object-assign';\n\nif (typeof globalThis === 'undefined') {\n if (typeof self !== 'undefined') {\n // covers browsers\n // @ts-expect-error not-writable ts(2540) error only on node\n self.globalThis = self;\n }\n else if (typeof global !== 'undefined') {\n // covers versions of Node < 12\n // @ts-expect-error not-writable ts(2540) error only on node\n global.globalThis = global;\n }\n}\n\n// Support for IE 9 - 11 which does not include Promises\nif (!globalThis.Promise) {\n globalThis.Promise = Polyfill;\n}\n\n// References:\nif (!Object.assign) {\n Object.assign = objectAssign;\n}\n\n// References:\n// http://paulirish.com/2011/requestanimationframe-for-smart-animating/\n// https://gist.github.com/1579671\n// http://updates.html5rocks.com/2012/05/requestAnimationFrame-API-now-with-sub-millisecond-precision\n// https://gist.github.com/timhall/4078614\n// https://github.com/Financial-Times/polyfill-service/tree/master/polyfills/requestAnimationFrame\n// Expected to be used with Browserfiy\n// Browserify automatically detects the use of `global` and passes the\n// correct reference of `global`, `globalThis`, and finally `window`\nvar ONE_FRAME_TIME = 16;\n// Date.now\nif (!(Date.now && Date.prototype.getTime)) {\n Date.now = function now() {\n return new Date().getTime();\n };\n}\n// performance.now\nif (!(globalThis.performance && globalThis.performance.now)) {\n var startTime_1 = Date.now();\n if (!globalThis.performance) {\n globalThis.performance = {};\n }\n globalThis.performance.now = function () { return Date.now() - startTime_1; };\n}\n// requestAnimationFrame\nvar lastTime = Date.now();\nvar vendors = ['ms', 'moz', 'webkit', 'o'];\nfor (var x = 0; x < vendors.length && !globalThis.requestAnimationFrame; ++x) {\n var p = vendors[x];\n globalThis.requestAnimationFrame = globalThis[p + \"RequestAnimationFrame\"];\n globalThis.cancelAnimationFrame = globalThis[p + \"CancelAnimationFrame\"]\n || globalThis[p + \"CancelRequestAnimationFrame\"];\n}\nif (!globalThis.requestAnimationFrame) {\n globalThis.requestAnimationFrame = function (callback) {\n if (typeof callback !== 'function') {\n throw new TypeError(callback + \"is not a function\");\n }\n var currentTime = Date.now();\n var delay = ONE_FRAME_TIME + lastTime - currentTime;\n if (delay < 0) {\n delay = 0;\n }\n lastTime = currentTime;\n return globalThis.self.setTimeout(function () {\n lastTime = Date.now();\n callback(performance.now());\n }, delay);\n };\n}\nif (!globalThis.cancelAnimationFrame) {\n globalThis.cancelAnimationFrame = function (id) { return clearTimeout(id); };\n}\n\n// References:\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign\nif (!Math.sign) {\n Math.sign = function mathSign(x) {\n x = Number(x);\n if (x === 0 || isNaN(x)) {\n return x;\n }\n return x > 0 ? 1 : -1;\n };\n}\n\n// References:\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger\nif (!Number.isInteger) {\n Number.isInteger = function numberIsInteger(value) {\n return typeof value === 'number' && isFinite(value) && Math.floor(value) === value;\n };\n}\n\nif (!globalThis.ArrayBuffer) {\n globalThis.ArrayBuffer = Array;\n}\nif (!globalThis.Float32Array) {\n globalThis.Float32Array = Array;\n}\nif (!globalThis.Uint32Array) {\n globalThis.Uint32Array = Array;\n}\nif (!globalThis.Uint16Array) {\n globalThis.Uint16Array = Array;\n}\nif (!globalThis.Uint8Array) {\n globalThis.Uint8Array = Array;\n}\nif (!globalThis.Int32Array) {\n globalThis.Int32Array = Array;\n}\n//# sourceMappingURL=polyfill.mjs.map\n","/*!\n * @pixi/constants - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\nexport { ALPHA_MODES, BLEND_MODES, BUFFER_BITS, BUFFER_TYPE, CLEAR_MODES, COLOR_MASK_BITS, DRAW_MODES, ENV, FORMATS, GC_MODES, MASK_TYPES, MIPMAP_MODES, MSAA_QUALITY, PRECISION, RENDERER_TYPE, SAMPLER_TYPES, SCALE_MODES, TARGETS, TYPES, WRAP_MODES };\n//# sourceMappingURL=constants.mjs.map\n","/*!\n * @pixi/settings - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/settings is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { MIPMAP_MODES, MSAA_QUALITY, GC_MODES, WRAP_MODES, SCALE_MODES, PRECISION } from '@pixi/constants';\n\nvar BrowserAdapter = {\n /**\n * Creates a canvas element of the given size.\n * This canvas is created using the browser's native canvas element.\n * @param width - width of the canvas\n * @param height - height of the canvas\n */\n createCanvas: function (width, height) {\n var canvas = document.createElement('canvas');\n canvas.width = width;\n canvas.height = height;\n return canvas;\n },\n getWebGLRenderingContext: function () { return WebGLRenderingContext; },\n getNavigator: function () { return navigator; },\n getBaseUrl: function () { var _a; return ((_a = document.baseURI) !== null && _a !== void 0 ? _a : window.location.href); },\n fetch: function (url, options) { return fetch(url, options); },\n};\n\nvar appleIphone = /iPhone/i;\nvar appleIpod = /iPod/i;\nvar appleTablet = /iPad/i;\nvar appleUniversal = /\\biOS-universal(?:.+)Mac\\b/i;\nvar androidPhone = /\\bAndroid(?:.+)Mobile\\b/i;\nvar androidTablet = /Android/i;\nvar amazonPhone = /(?:SD4930UR|\\bSilk(?:.+)Mobile\\b)/i;\nvar amazonTablet = /Silk/i;\nvar windowsPhone = /Windows Phone/i;\nvar windowsTablet = /\\bWindows(?:.+)ARM\\b/i;\nvar otherBlackBerry = /BlackBerry/i;\nvar otherBlackBerry10 = /BB10/i;\nvar otherOpera = /Opera Mini/i;\nvar otherChrome = /\\b(CriOS|Chrome)(?:.+)Mobile/i;\nvar otherFirefox = /Mobile(?:.+)Firefox\\b/i;\nvar isAppleTabletOnIos13 = function (navigator) {\n return (typeof navigator !== 'undefined' &&\n navigator.platform === 'MacIntel' &&\n typeof navigator.maxTouchPoints === 'number' &&\n navigator.maxTouchPoints > 1 &&\n typeof MSStream === 'undefined');\n};\nfunction createMatch(userAgent) {\n return function (regex) { return regex.test(userAgent); };\n}\nfunction isMobile$1(param) {\n var nav = {\n userAgent: '',\n platform: '',\n maxTouchPoints: 0\n };\n if (!param && typeof navigator !== 'undefined') {\n nav = {\n userAgent: navigator.userAgent,\n platform: navigator.platform,\n maxTouchPoints: navigator.maxTouchPoints || 0\n };\n }\n else if (typeof param === 'string') {\n nav.userAgent = param;\n }\n else if (param && param.userAgent) {\n nav = {\n userAgent: param.userAgent,\n platform: param.platform,\n maxTouchPoints: param.maxTouchPoints || 0\n };\n }\n var userAgent = nav.userAgent;\n var tmp = userAgent.split('[FBAN');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n tmp = userAgent.split('Twitter');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n var match = createMatch(userAgent);\n var result = {\n apple: {\n phone: match(appleIphone) && !match(windowsPhone),\n ipod: match(appleIpod),\n tablet: !match(appleIphone) &&\n (match(appleTablet) || isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone),\n universal: match(appleUniversal),\n device: (match(appleIphone) ||\n match(appleIpod) ||\n match(appleTablet) ||\n match(appleUniversal) ||\n isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone)\n },\n amazon: {\n phone: match(amazonPhone),\n tablet: !match(amazonPhone) && match(amazonTablet),\n device: match(amazonPhone) || match(amazonTablet)\n },\n android: {\n phone: (!match(windowsPhone) && match(amazonPhone)) ||\n (!match(windowsPhone) && match(androidPhone)),\n tablet: !match(windowsPhone) &&\n !match(amazonPhone) &&\n !match(androidPhone) &&\n (match(amazonTablet) || match(androidTablet)),\n device: (!match(windowsPhone) &&\n (match(amazonPhone) ||\n match(amazonTablet) ||\n match(androidPhone) ||\n match(androidTablet))) ||\n match(/\\bokhttp\\b/i)\n },\n windows: {\n phone: match(windowsPhone),\n tablet: match(windowsTablet),\n device: match(windowsPhone) || match(windowsTablet)\n },\n other: {\n blackberry: match(otherBlackBerry),\n blackberry10: match(otherBlackBerry10),\n opera: match(otherOpera),\n firefox: match(otherFirefox),\n chrome: match(otherChrome),\n device: match(otherBlackBerry) ||\n match(otherBlackBerry10) ||\n match(otherOpera) ||\n match(otherFirefox) ||\n match(otherChrome)\n },\n any: false,\n phone: false,\n tablet: false\n };\n result.any =\n result.apple.device ||\n result.android.device ||\n result.windows.device ||\n result.other.device;\n result.phone =\n result.apple.phone || result.android.phone || result.windows.phone;\n result.tablet =\n result.apple.tablet || result.android.tablet || result.windows.tablet;\n return result;\n}\n\nvar isMobile = isMobile$1(globalThis.navigator);\n\n/**\n * Uploading the same buffer multiple times in a single frame can cause performance issues.\n * Apparent on iOS so only check for that at the moment\n * This check may become more complex if this issue pops up elsewhere.\n * @private\n * @returns {boolean} `true` if the same buffer may be uploaded more than once.\n */\nfunction canUploadSameBuffer() {\n return !isMobile.apple.device;\n}\n\n/**\n * The maximum recommended texture units to use.\n * In theory the bigger the better, and for desktop we'll use as many as we can.\n * But some mobile devices slow down if there is to many branches in the shader.\n * So in practice there seems to be a sweet spot size that varies depending on the device.\n *\n * In v4, all mobile devices were limited to 4 texture units because for this.\n * In v5, we allow all texture units to be used on modern Apple or Android devices.\n * @private\n * @param {number} max\n * @returns {number} The maximum recommended texture units to use.\n */\nfunction maxRecommendedTextures(max) {\n var allowMax = true;\n if (isMobile.tablet || isMobile.phone) {\n if (isMobile.apple.device) {\n var match = (navigator.userAgent).match(/OS (\\d+)_(\\d+)?/);\n if (match) {\n var majorVersion = parseInt(match[1], 10);\n // Limit texture units on devices below iOS 11, which will be older hardware\n if (majorVersion < 11) {\n allowMax = false;\n }\n }\n }\n if (isMobile.android.device) {\n var match = (navigator.userAgent).match(/Android\\s([0-9.]*)/);\n if (match) {\n var majorVersion = parseInt(match[1], 10);\n // Limit texture units on devices below Android 7 (Nougat), which will be older hardware\n if (majorVersion < 7) {\n allowMax = false;\n }\n }\n }\n }\n return allowMax ? max : 4;\n}\n\n/**\n * User's customizable globals for overriding the default PIXI settings, such\n * as a renderer's default resolution, framerate, float precision, etc.\n * @example\n * // Use the native window resolution as the default resolution\n * // will support high-density displays when rendering\n * PIXI.settings.RESOLUTION = window.devicePixelRatio;\n *\n * // Disable interpolation when scaling, will make texture be pixelated\n * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST;\n * @namespace PIXI.settings\n */\nvar settings = {\n /**\n * This adapter is used to call methods that are platform dependent.\n * For example `document.createElement` only runs on the web but fails in node environments.\n * This allows us to support more platforms by abstracting away specific implementations per platform.\n *\n * By default the adapter is set to work in the browser. However you can create your own\n * by implementing the `IAdapter` interface. See `IAdapter` for more information.\n * @name ADAPTER\n * @memberof PIXI.settings\n * @type {PIXI.IAdapter}\n * @default PIXI.BrowserAdapter\n */\n ADAPTER: BrowserAdapter,\n /**\n * If set to true WebGL will attempt make textures mimpaped by default.\n * Mipmapping will only succeed if the base texture uploaded has power of two dimensions.\n * @static\n * @name MIPMAP_TEXTURES\n * @memberof PIXI.settings\n * @type {PIXI.MIPMAP_MODES}\n * @default PIXI.MIPMAP_MODES.POW2\n */\n MIPMAP_TEXTURES: MIPMAP_MODES.POW2,\n /**\n * Default anisotropic filtering level of textures.\n * Usually from 0 to 16\n * @static\n * @name ANISOTROPIC_LEVEL\n * @memberof PIXI.settings\n * @type {number}\n * @default 0\n */\n ANISOTROPIC_LEVEL: 0,\n /**\n * Default resolution / device pixel ratio of the renderer.\n * @static\n * @name RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n RESOLUTION: 1,\n /**\n * Default filter resolution.\n * @static\n * @name FILTER_RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n FILTER_RESOLUTION: 1,\n /**\n * Default filter samples.\n * @static\n * @name FILTER_MULTISAMPLE\n * @memberof PIXI.settings\n * @type {PIXI.MSAA_QUALITY}\n * @default PIXI.MSAA_QUALITY.NONE\n */\n FILTER_MULTISAMPLE: MSAA_QUALITY.NONE,\n /**\n * The maximum textures that this device supports.\n * @static\n * @name SPRITE_MAX_TEXTURES\n * @memberof PIXI.settings\n * @type {number}\n * @default 32\n */\n SPRITE_MAX_TEXTURES: maxRecommendedTextures(32),\n // TODO: maybe change to SPRITE.BATCH_SIZE: 2000\n // TODO: maybe add PARTICLE.BATCH_SIZE: 15000\n /**\n * The default sprite batch size.\n *\n * The default aims to balance desktop and mobile devices.\n * @static\n * @name SPRITE_BATCH_SIZE\n * @memberof PIXI.settings\n * @type {number}\n * @default 4096\n */\n SPRITE_BATCH_SIZE: 4096,\n /**\n * The default render options if none are supplied to {@link PIXI.Renderer}\n * or {@link PIXI.CanvasRenderer}.\n * @static\n * @name RENDER_OPTIONS\n * @memberof PIXI.settings\n * @type {object}\n * @property {HTMLCanvasElement} [view=null] -\n * @property {boolean} [antialias=false] -\n * @property {boolean} [autoDensity=false] -\n * @property {boolean} [useContextAlpha=true] -\n * @property {number} [backgroundColor=0x000000] -\n * @property {number} [backgroundAlpha=1] -\n * @property {boolean} [clearBeforeRender=true] -\n * @property {boolean} [preserveDrawingBuffer=false] -\n * @property {number} [width=800] -\n * @property {number} [height=600] -\n * @property {boolean} [legacy=false] -\n */\n RENDER_OPTIONS: {\n view: null,\n antialias: false,\n autoDensity: false,\n backgroundColor: 0x000000,\n backgroundAlpha: 1,\n useContextAlpha: true,\n clearBeforeRender: true,\n preserveDrawingBuffer: false,\n width: 800,\n height: 600,\n legacy: false,\n },\n /**\n * Default Garbage Collection mode.\n * @static\n * @name GC_MODE\n * @memberof PIXI.settings\n * @type {PIXI.GC_MODES}\n * @default PIXI.GC_MODES.AUTO\n */\n GC_MODE: GC_MODES.AUTO,\n /**\n * Default Garbage Collection max idle.\n * @static\n * @name GC_MAX_IDLE\n * @memberof PIXI.settings\n * @type {number}\n * @default 3600\n */\n GC_MAX_IDLE: 60 * 60,\n /**\n * Default Garbage Collection maximum check count.\n * @static\n * @name GC_MAX_CHECK_COUNT\n * @memberof PIXI.settings\n * @type {number}\n * @default 600\n */\n GC_MAX_CHECK_COUNT: 60 * 10,\n /**\n * Default wrap modes that are supported by pixi.\n * @static\n * @name WRAP_MODE\n * @memberof PIXI.settings\n * @type {PIXI.WRAP_MODES}\n * @default PIXI.WRAP_MODES.CLAMP\n */\n WRAP_MODE: WRAP_MODES.CLAMP,\n /**\n * Default scale mode for textures.\n * @static\n * @name SCALE_MODE\n * @memberof PIXI.settings\n * @type {PIXI.SCALE_MODES}\n * @default PIXI.SCALE_MODES.LINEAR\n */\n SCALE_MODE: SCALE_MODES.LINEAR,\n /**\n * Default specify float precision in vertex shader.\n * @static\n * @name PRECISION_VERTEX\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.HIGH\n */\n PRECISION_VERTEX: PRECISION.HIGH,\n /**\n * Default specify float precision in fragment shader.\n * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742\n * @static\n * @name PRECISION_FRAGMENT\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.MEDIUM\n */\n PRECISION_FRAGMENT: isMobile.apple.device ? PRECISION.HIGH : PRECISION.MEDIUM,\n /**\n * Can we upload the same buffer in a single frame?\n * @static\n * @name CAN_UPLOAD_SAME_BUFFER\n * @memberof PIXI.settings\n * @type {boolean}\n */\n CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(),\n /**\n * Enables bitmap creation before image load. This feature is experimental.\n * @static\n * @name CREATE_IMAGE_BITMAP\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n CREATE_IMAGE_BITMAP: false,\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * @static\n * @constant\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n ROUND_PIXELS: false,\n};\n\nexport { BrowserAdapter, isMobile, settings };\n//# sourceMappingURL=settings.mjs.map\n","'use strict';\n\nvar has = Object.prototype.hasOwnProperty\n , prefix = '~';\n\n/**\n * Constructor to create a storage for our `EE` objects.\n * An `Events` instance is a plain object whose properties are event names.\n *\n * @constructor\n * @private\n */\nfunction Events() {}\n\n//\n// We try to not inherit from `Object.prototype`. In some engines creating an\n// instance in this way is faster than calling `Object.create(null)` directly.\n// If `Object.create(null)` is not supported we prefix the event names with a\n// character to make sure that the built-in object properties are not\n// overridden or used as an attack vector.\n//\nif (Object.create) {\n Events.prototype = Object.create(null);\n\n //\n // This hack is needed because the `__proto__` property is still inherited in\n // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.\n //\n if (!new Events().__proto__) prefix = false;\n}\n\n/**\n * Representation of a single event listener.\n *\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} [once=false] Specify if the listener is a one-time listener.\n * @constructor\n * @private\n */\nfunction EE(fn, context, once) {\n this.fn = fn;\n this.context = context;\n this.once = once || false;\n}\n\n/**\n * Add a listener for a given event.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} once Specify if the listener is a one-time listener.\n * @returns {EventEmitter}\n * @private\n */\nfunction addListener(emitter, event, fn, context, once) {\n if (typeof fn !== 'function') {\n throw new TypeError('The listener must be a function');\n }\n\n var listener = new EE(fn, context || emitter, once)\n , evt = prefix ? prefix + event : event;\n\n if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++;\n else if (!emitter._events[evt].fn) emitter._events[evt].push(listener);\n else emitter._events[evt] = [emitter._events[evt], listener];\n\n return emitter;\n}\n\n/**\n * Clear event by name.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} evt The Event name.\n * @private\n */\nfunction clearEvent(emitter, evt) {\n if (--emitter._eventsCount === 0) emitter._events = new Events();\n else delete emitter._events[evt];\n}\n\n/**\n * Minimal `EventEmitter` interface that is molded against the Node.js\n * `EventEmitter` interface.\n *\n * @constructor\n * @public\n */\nfunction EventEmitter() {\n this._events = new Events();\n this._eventsCount = 0;\n}\n\n/**\n * Return an array listing the events for which the emitter has registered\n * listeners.\n *\n * @returns {Array}\n * @public\n */\nEventEmitter.prototype.eventNames = function eventNames() {\n var names = []\n , events\n , name;\n\n if (this._eventsCount === 0) return names;\n\n for (name in (events = this._events)) {\n if (has.call(events, name)) names.push(prefix ? name.slice(1) : name);\n }\n\n if (Object.getOwnPropertySymbols) {\n return names.concat(Object.getOwnPropertySymbols(events));\n }\n\n return names;\n};\n\n/**\n * Return the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Array} The registered listeners.\n * @public\n */\nEventEmitter.prototype.listeners = function listeners(event) {\n var evt = prefix ? prefix + event : event\n , handlers = this._events[evt];\n\n if (!handlers) return [];\n if (handlers.fn) return [handlers.fn];\n\n for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) {\n ee[i] = handlers[i].fn;\n }\n\n return ee;\n};\n\n/**\n * Return the number of listeners listening to a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Number} The number of listeners.\n * @public\n */\nEventEmitter.prototype.listenerCount = function listenerCount(event) {\n var evt = prefix ? prefix + event : event\n , listeners = this._events[evt];\n\n if (!listeners) return 0;\n if (listeners.fn) return 1;\n return listeners.length;\n};\n\n/**\n * Calls each of the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Boolean} `true` if the event had listeners, else `false`.\n * @public\n */\nEventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return false;\n\n var listeners = this._events[evt]\n , len = arguments.length\n , args\n , i;\n\n if (listeners.fn) {\n if (listeners.once) this.removeListener(event, listeners.fn, undefined, true);\n\n switch (len) {\n case 1: return listeners.fn.call(listeners.context), true;\n case 2: return listeners.fn.call(listeners.context, a1), true;\n case 3: return listeners.fn.call(listeners.context, a1, a2), true;\n case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;\n case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;\n case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;\n }\n\n for (i = 1, args = new Array(len -1); i < len; i++) {\n args[i - 1] = arguments[i];\n }\n\n listeners.fn.apply(listeners.context, args);\n } else {\n var length = listeners.length\n , j;\n\n for (i = 0; i < length; i++) {\n if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true);\n\n switch (len) {\n case 1: listeners[i].fn.call(listeners[i].context); break;\n case 2: listeners[i].fn.call(listeners[i].context, a1); break;\n case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;\n case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;\n default:\n if (!args) for (j = 1, args = new Array(len -1); j < len; j++) {\n args[j - 1] = arguments[j];\n }\n\n listeners[i].fn.apply(listeners[i].context, args);\n }\n }\n }\n\n return true;\n};\n\n/**\n * Add a listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.on = function on(event, fn, context) {\n return addListener(this, event, fn, context, false);\n};\n\n/**\n * Add a one-time listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.once = function once(event, fn, context) {\n return addListener(this, event, fn, context, true);\n};\n\n/**\n * Remove the listeners of a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn Only remove the listeners that match this function.\n * @param {*} context Only remove the listeners that have this context.\n * @param {Boolean} once Only remove one-time listeners.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return this;\n if (!fn) {\n clearEvent(this, evt);\n return this;\n }\n\n var listeners = this._events[evt];\n\n if (listeners.fn) {\n if (\n listeners.fn === fn &&\n (!once || listeners.once) &&\n (!context || listeners.context === context)\n ) {\n clearEvent(this, evt);\n }\n } else {\n for (var i = 0, events = [], length = listeners.length; i < length; i++) {\n if (\n listeners[i].fn !== fn ||\n (once && !listeners[i].once) ||\n (context && listeners[i].context !== context)\n ) {\n events.push(listeners[i]);\n }\n }\n\n //\n // Reset the array, or remove it completely if we have no more listeners.\n //\n if (events.length) this._events[evt] = events.length === 1 ? events[0] : events;\n else clearEvent(this, evt);\n }\n\n return this;\n};\n\n/**\n * Remove all listeners, or those of the specified event.\n *\n * @param {(String|Symbol)} [event] The event name.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {\n var evt;\n\n if (event) {\n evt = prefix ? prefix + event : event;\n if (this._events[evt]) clearEvent(this, evt);\n } else {\n this._events = new Events();\n this._eventsCount = 0;\n }\n\n return this;\n};\n\n//\n// Alias methods names because people roll like that.\n//\nEventEmitter.prototype.off = EventEmitter.prototype.removeListener;\nEventEmitter.prototype.addListener = EventEmitter.prototype.on;\n\n//\n// Expose the prefix.\n//\nEventEmitter.prefixed = prefix;\n\n//\n// Allow `EventEmitter` to be imported as module namespace.\n//\nEventEmitter.EventEmitter = EventEmitter;\n\n//\n// Expose the module.\n//\nif ('undefined' !== typeof module) {\n module.exports = EventEmitter;\n}\n","'use strict';\n\nmodule.exports = earcut;\nmodule.exports.default = earcut;\n\nfunction earcut(data, holeIndices, dim) {\n\n dim = dim || 2;\n\n var hasHoles = holeIndices && holeIndices.length,\n outerLen = hasHoles ? holeIndices[0] * dim : data.length,\n outerNode = linkedList(data, 0, outerLen, dim, true),\n triangles = [];\n\n if (!outerNode || outerNode.next === outerNode.prev) return triangles;\n\n var minX, minY, maxX, maxY, x, y, invSize;\n\n if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);\n\n // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n if (data.length > 80 * dim) {\n minX = maxX = data[0];\n minY = maxY = data[1];\n\n for (var i = dim; i < outerLen; i += dim) {\n x = data[i];\n y = data[i + 1];\n if (x < minX) minX = x;\n if (y < minY) minY = y;\n if (x > maxX) maxX = x;\n if (y > maxY) maxY = y;\n }\n\n // minX, minY and invSize are later used to transform coords into integers for z-order calculation\n invSize = Math.max(maxX - minX, maxY - minY);\n invSize = invSize !== 0 ? 32767 / invSize : 0;\n }\n\n earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);\n\n return triangles;\n}\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList(data, start, end, dim, clockwise) {\n var i, last;\n\n if (clockwise === (signedArea(data, start, end, dim) > 0)) {\n for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);\n } else {\n for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);\n }\n\n if (last && equals(last, last.next)) {\n removeNode(last);\n last = last.next;\n }\n\n return last;\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints(start, end) {\n if (!start) return start;\n if (!end) end = start;\n\n var p = start,\n again;\n do {\n again = false;\n\n if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {\n removeNode(p);\n p = end = p.prev;\n if (p === p.next) break;\n again = true;\n\n } else {\n p = p.next;\n }\n } while (again || p !== end);\n\n return end;\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {\n if (!ear) return;\n\n // interlink polygon nodes in z-order\n if (!pass && invSize) indexCurve(ear, minX, minY, invSize);\n\n var stop = ear,\n prev, next;\n\n // iterate through ears, slicing them one by one\n while (ear.prev !== ear.next) {\n prev = ear.prev;\n next = ear.next;\n\n if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {\n // cut off the triangle\n triangles.push(prev.i / dim | 0);\n triangles.push(ear.i / dim | 0);\n triangles.push(next.i / dim | 0);\n\n removeNode(ear);\n\n // skipping the next vertex leads to less sliver triangles\n ear = next.next;\n stop = next.next;\n\n continue;\n }\n\n ear = next;\n\n // if we looped through the whole remaining polygon and can't find any more ears\n if (ear === stop) {\n // try filtering points and slicing again\n if (!pass) {\n earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);\n\n // if this didn't work, try curing all small self-intersections locally\n } else if (pass === 1) {\n ear = cureLocalIntersections(filterPoints(ear), triangles, dim);\n earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);\n\n // as a last resort, try splitting the remaining polygon into two\n } else if (pass === 2) {\n splitEarcut(ear, triangles, dim, minX, minY, invSize);\n }\n\n break;\n }\n }\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar(ear) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n // now make sure we don't have other points inside the potential ear\n var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n // triangle bbox; min & max are calculated like this for speed\n var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx),\n y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy),\n x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx),\n y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy);\n\n var p = c.next;\n while (p !== a) {\n if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&\n pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.next;\n }\n\n return true;\n}\n\nfunction isEarHashed(ear, minX, minY, invSize) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n // triangle bbox; min & max are calculated like this for speed\n var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx),\n y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy),\n x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx),\n y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy);\n\n // z-order range for the current triangle bbox;\n var minZ = zOrder(x0, y0, minX, minY, invSize),\n maxZ = zOrder(x1, y1, minX, minY, invSize);\n\n var p = ear.prevZ,\n n = ear.nextZ;\n\n // look for points inside the triangle in both directions\n while (p && p.z >= minZ && n && n.z <= maxZ) {\n if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n\n if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;\n n = n.nextZ;\n }\n\n // look for remaining points in decreasing z-order\n while (p && p.z >= minZ) {\n if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n }\n\n // look for remaining points in increasing z-order\n while (n && n.z <= maxZ) {\n if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;\n n = n.nextZ;\n }\n\n return true;\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections(start, triangles, dim) {\n var p = start;\n do {\n var a = p.prev,\n b = p.next.next;\n\n if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {\n\n triangles.push(a.i / dim | 0);\n triangles.push(p.i / dim | 0);\n triangles.push(b.i / dim | 0);\n\n // remove two nodes involved\n removeNode(p);\n removeNode(p.next);\n\n p = start = b;\n }\n p = p.next;\n } while (p !== start);\n\n return filterPoints(p);\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut(start, triangles, dim, minX, minY, invSize) {\n // look for a valid diagonal that divides the polygon into two\n var a = start;\n do {\n var b = a.next.next;\n while (b !== a.prev) {\n if (a.i !== b.i && isValidDiagonal(a, b)) {\n // split the polygon in two by the diagonal\n var c = splitPolygon(a, b);\n\n // filter colinear points around the cuts\n a = filterPoints(a, a.next);\n c = filterPoints(c, c.next);\n\n // run earcut on each half\n earcutLinked(a, triangles, dim, minX, minY, invSize, 0);\n earcutLinked(c, triangles, dim, minX, minY, invSize, 0);\n return;\n }\n b = b.next;\n }\n a = a.next;\n } while (a !== start);\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles(data, holeIndices, outerNode, dim) {\n var queue = [],\n i, len, start, end, list;\n\n for (i = 0, len = holeIndices.length; i < len; i++) {\n start = holeIndices[i] * dim;\n end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n list = linkedList(data, start, end, dim, false);\n if (list === list.next) list.steiner = true;\n queue.push(getLeftmost(list));\n }\n\n queue.sort(compareX);\n\n // process holes from left to right\n for (i = 0; i < queue.length; i++) {\n outerNode = eliminateHole(queue[i], outerNode);\n }\n\n return outerNode;\n}\n\nfunction compareX(a, b) {\n return a.x - b.x;\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole(hole, outerNode) {\n var bridge = findHoleBridge(hole, outerNode);\n if (!bridge) {\n return outerNode;\n }\n\n var bridgeReverse = splitPolygon(bridge, hole);\n\n // filter collinear points around the cuts\n filterPoints(bridgeReverse, bridgeReverse.next);\n return filterPoints(bridge, bridge.next);\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge(hole, outerNode) {\n var p = outerNode,\n hx = hole.x,\n hy = hole.y,\n qx = -Infinity,\n m;\n\n // find a segment intersected by a ray from the hole's leftmost point to the left;\n // segment's endpoint with lesser x will be potential connection point\n do {\n if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {\n var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);\n if (x <= hx && x > qx) {\n qx = x;\n m = p.x < p.next.x ? p : p.next;\n if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint\n }\n }\n p = p.next;\n } while (p !== outerNode);\n\n if (!m) return null;\n\n // look for points inside the triangle of hole point, segment intersection and endpoint;\n // if there are no points found, we have a valid connection;\n // otherwise choose the point of the minimum angle with the ray as connection point\n\n var stop = m,\n mx = m.x,\n my = m.y,\n tanMin = Infinity,\n tan;\n\n p = m;\n\n do {\n if (hx >= p.x && p.x >= mx && hx !== p.x &&\n pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {\n\n tan = Math.abs(hy - p.y) / (hx - p.x); // tangential\n\n if (locallyInside(p, hole) &&\n (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {\n m = p;\n tanMin = tan;\n }\n }\n\n p = p.next;\n } while (p !== stop);\n\n return m;\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector(m, p) {\n return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve(start, minX, minY, invSize) {\n var p = start;\n do {\n if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);\n p.prevZ = p.prev;\n p.nextZ = p.next;\n p = p.next;\n } while (p !== start);\n\n p.prevZ.nextZ = null;\n p.prevZ = null;\n\n sortLinked(p);\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked(list) {\n var i, p, q, e, tail, numMerges, pSize, qSize,\n inSize = 1;\n\n do {\n p = list;\n list = null;\n tail = null;\n numMerges = 0;\n\n while (p) {\n numMerges++;\n q = p;\n pSize = 0;\n for (i = 0; i < inSize; i++) {\n pSize++;\n q = q.nextZ;\n if (!q) break;\n }\n qSize = inSize;\n\n while (pSize > 0 || (qSize > 0 && q)) {\n\n if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {\n e = p;\n p = p.nextZ;\n pSize--;\n } else {\n e = q;\n q = q.nextZ;\n qSize--;\n }\n\n if (tail) tail.nextZ = e;\n else list = e;\n\n e.prevZ = tail;\n tail = e;\n }\n\n p = q;\n }\n\n tail.nextZ = null;\n inSize *= 2;\n\n } while (numMerges > 1);\n\n return list;\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder(x, y, minX, minY, invSize) {\n // coords are transformed into non-negative 15-bit integer range\n x = (x - minX) * invSize | 0;\n y = (y - minY) * invSize | 0;\n\n x = (x | (x << 8)) & 0x00FF00FF;\n x = (x | (x << 4)) & 0x0F0F0F0F;\n x = (x | (x << 2)) & 0x33333333;\n x = (x | (x << 1)) & 0x55555555;\n\n y = (y | (y << 8)) & 0x00FF00FF;\n y = (y | (y << 4)) & 0x0F0F0F0F;\n y = (y | (y << 2)) & 0x33333333;\n y = (y | (y << 1)) & 0x55555555;\n\n return x | (y << 1);\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost(start) {\n var p = start,\n leftmost = start;\n do {\n if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;\n p = p.next;\n } while (p !== start);\n\n return leftmost;\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {\n return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&\n (ax - px) * (by - py) >= (bx - px) * (ay - py) &&\n (bx - px) * (cy - py) >= (cx - px) * (by - py);\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal(a, b) {\n return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges\n (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible\n (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors\n equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case\n}\n\n// signed area of a triangle\nfunction area(p, q, r) {\n return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);\n}\n\n// check if two points are equal\nfunction equals(p1, p2) {\n return p1.x === p2.x && p1.y === p2.y;\n}\n\n// check if two segments intersect\nfunction intersects(p1, q1, p2, q2) {\n var o1 = sign(area(p1, q1, p2));\n var o2 = sign(area(p1, q1, q2));\n var o3 = sign(area(p2, q2, p1));\n var o4 = sign(area(p2, q2, q1));\n\n if (o1 !== o2 && o3 !== o4) return true; // general case\n\n if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n return false;\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment(p, q, r) {\n return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);\n}\n\nfunction sign(num) {\n return num > 0 ? 1 : num < 0 ? -1 : 0;\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon(a, b) {\n var p = a;\n do {\n if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n intersects(p, p.next, a, b)) return true;\n p = p.next;\n } while (p !== a);\n\n return false;\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside(a, b) {\n return area(a.prev, a, a.next) < 0 ?\n area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :\n area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside(a, b) {\n var p = a,\n inside = false,\n px = (a.x + b.x) / 2,\n py = (a.y + b.y) / 2;\n do {\n if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&\n (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))\n inside = !inside;\n p = p.next;\n } while (p !== a);\n\n return inside;\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon(a, b) {\n var a2 = new Node(a.i, a.x, a.y),\n b2 = new Node(b.i, b.x, b.y),\n an = a.next,\n bp = b.prev;\n\n a.next = b;\n b.prev = a;\n\n a2.next = an;\n an.prev = a2;\n\n b2.next = a2;\n a2.prev = b2;\n\n bp.next = b2;\n b2.prev = bp;\n\n return b2;\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode(i, x, y, last) {\n var p = new Node(i, x, y);\n\n if (!last) {\n p.prev = p;\n p.next = p;\n\n } else {\n p.next = last.next;\n p.prev = last;\n last.next.prev = p;\n last.next = p;\n }\n return p;\n}\n\nfunction removeNode(p) {\n p.next.prev = p.prev;\n p.prev.next = p.next;\n\n if (p.prevZ) p.prevZ.nextZ = p.nextZ;\n if (p.nextZ) p.nextZ.prevZ = p.prevZ;\n}\n\nfunction Node(i, x, y) {\n // vertex index in coordinates array\n this.i = i;\n\n // vertex coordinates\n this.x = x;\n this.y = y;\n\n // previous and next vertex nodes in a polygon ring\n this.prev = null;\n this.next = null;\n\n // z-order curve value\n this.z = 0;\n\n // previous and next nodes in z-order\n this.prevZ = null;\n this.nextZ = null;\n\n // indicates whether this is a steiner point\n this.steiner = false;\n}\n\n// return a percentage difference between the polygon area and its triangulation area;\n// used to verify correctness of triangulation\nearcut.deviation = function (data, holeIndices, dim, triangles) {\n var hasHoles = holeIndices && holeIndices.length;\n var outerLen = hasHoles ? holeIndices[0] * dim : data.length;\n\n var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));\n if (hasHoles) {\n for (var i = 0, len = holeIndices.length; i < len; i++) {\n var start = holeIndices[i] * dim;\n var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n polygonArea -= Math.abs(signedArea(data, start, end, dim));\n }\n }\n\n var trianglesArea = 0;\n for (i = 0; i < triangles.length; i += 3) {\n var a = triangles[i] * dim;\n var b = triangles[i + 1] * dim;\n var c = triangles[i + 2] * dim;\n trianglesArea += Math.abs(\n (data[a] - data[c]) * (data[b + 1] - data[a + 1]) -\n (data[a] - data[b]) * (data[c + 1] - data[a + 1]));\n }\n\n return polygonArea === 0 && trianglesArea === 0 ? 0 :\n Math.abs((trianglesArea - polygonArea) / polygonArea);\n};\n\nfunction signedArea(data, start, end, dim) {\n var sum = 0;\n for (var i = start, j = end - dim; i < end; i += dim) {\n sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);\n j = i;\n }\n return sum;\n}\n\n// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts\nearcut.flatten = function (data) {\n var dim = data[0][0].length,\n result = {vertices: [], holes: [], dimensions: dim},\n holeIndex = 0;\n\n for (var i = 0; i < data.length; i++) {\n for (var j = 0; j < data[i].length; j++) {\n for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]);\n }\n if (i > 0) {\n holeIndex += data[i - 1].length;\n result.holes.push(holeIndex);\n }\n }\n return result;\n};\n","/*! https://mths.be/punycode v1.4.1 by @mathias */\n\n\n/** Highest positive signed 32-bit float value */\nvar maxInt = 2147483647; // aka. 0x7FFFFFFF or 2^31-1\n\n/** Bootstring parameters */\nvar base = 36;\nvar tMin = 1;\nvar tMax = 26;\nvar skew = 38;\nvar damp = 700;\nvar initialBias = 72;\nvar initialN = 128; // 0x80\nvar delimiter = '-'; // '\\x2D'\n\n/** Regular expressions */\nvar regexPunycode = /^xn--/;\nvar regexNonASCII = /[^\\x20-\\x7E]/; // unprintable ASCII chars + non-ASCII chars\nvar regexSeparators = /[\\x2E\\u3002\\uFF0E\\uFF61]/g; // RFC 3490 separators\n\n/** Error messages */\nvar errors = {\n 'overflow': 'Overflow: input needs wider integers to process',\n 'not-basic': 'Illegal input >= 0x80 (not a basic code point)',\n 'invalid-input': 'Invalid input'\n};\n\n/** Convenience shortcuts */\nvar baseMinusTMin = base - tMin;\nvar floor = Math.floor;\nvar stringFromCharCode = String.fromCharCode;\n\n/*--------------------------------------------------------------------------*/\n\n/**\n * A generic error utility function.\n * @private\n * @param {String} type The error type.\n * @returns {Error} Throws a `RangeError` with the applicable error message.\n */\nfunction error(type) {\n throw new RangeError(errors[type]);\n}\n\n/**\n * A generic `Array#map` utility function.\n * @private\n * @param {Array} array The array to iterate over.\n * @param {Function} callback The function that gets called for every array\n * item.\n * @returns {Array} A new array of values returned by the callback function.\n */\nfunction map(array, fn) {\n var length = array.length;\n var result = [];\n while (length--) {\n result[length] = fn(array[length]);\n }\n return result;\n}\n\n/**\n * A simple `Array#map`-like wrapper to work with domain name strings or email\n * addresses.\n * @private\n * @param {String} domain The domain name or email address.\n * @param {Function} callback The function that gets called for every\n * character.\n * @returns {Array} A new string of characters returned by the callback\n * function.\n */\nfunction mapDomain(string, fn) {\n var parts = string.split('@');\n var result = '';\n if (parts.length > 1) {\n // In email addresses, only the domain name should be punycoded. Leave\n // the local part (i.e. everything up to `@`) intact.\n result = parts[0] + '@';\n string = parts[1];\n }\n // Avoid `split(regex)` for IE8 compatibility. See #17.\n string = string.replace(regexSeparators, '\\x2E');\n var labels = string.split('.');\n var encoded = map(labels, fn).join('.');\n return result + encoded;\n}\n\n/**\n * Creates an array containing the numeric code points of each Unicode\n * character in the string. While JavaScript uses UCS-2 internally,\n * this function will convert a pair of surrogate halves (each of which\n * UCS-2 exposes as separate characters) into a single code point,\n * matching UTF-16.\n * @see `punycode.ucs2.encode`\n * @see \n * @memberOf punycode.ucs2\n * @name decode\n * @param {String} string The Unicode input string (UCS-2).\n * @returns {Array} The new array of code points.\n */\nfunction ucs2decode(string) {\n var output = [],\n counter = 0,\n length = string.length,\n value,\n extra;\n while (counter < length) {\n value = string.charCodeAt(counter++);\n if (value >= 0xD800 && value <= 0xDBFF && counter < length) {\n // high surrogate, and there is a next character\n extra = string.charCodeAt(counter++);\n if ((extra & 0xFC00) == 0xDC00) { // low surrogate\n output.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000);\n } else {\n // unmatched surrogate; only append this code unit, in case the next\n // code unit is the high surrogate of a surrogate pair\n output.push(value);\n counter--;\n }\n } else {\n output.push(value);\n }\n }\n return output;\n}\n\n/**\n * Creates a string based on an array of numeric code points.\n * @see `punycode.ucs2.decode`\n * @memberOf punycode.ucs2\n * @name encode\n * @param {Array} codePoints The array of numeric code points.\n * @returns {String} The new Unicode string (UCS-2).\n */\nfunction ucs2encode(array) {\n return map(array, function(value) {\n var output = '';\n if (value > 0xFFFF) {\n value -= 0x10000;\n output += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800);\n value = 0xDC00 | value & 0x3FF;\n }\n output += stringFromCharCode(value);\n return output;\n }).join('');\n}\n\n/**\n * Converts a basic code point into a digit/integer.\n * @see `digitToBasic()`\n * @private\n * @param {Number} codePoint The basic numeric code point value.\n * @returns {Number} The numeric value of a basic code point (for use in\n * representing integers) in the range `0` to `base - 1`, or `base` if\n * the code point does not represent a value.\n */\nfunction basicToDigit(codePoint) {\n if (codePoint - 48 < 10) {\n return codePoint - 22;\n }\n if (codePoint - 65 < 26) {\n return codePoint - 65;\n }\n if (codePoint - 97 < 26) {\n return codePoint - 97;\n }\n return base;\n}\n\n/**\n * Converts a digit/integer into a basic code point.\n * @see `basicToDigit()`\n * @private\n * @param {Number} digit The numeric value of a basic code point.\n * @returns {Number} The basic code point whose value (when used for\n * representing integers) is `digit`, which needs to be in the range\n * `0` to `base - 1`. If `flag` is non-zero, the uppercase form is\n * used; else, the lowercase form is used. The behavior is undefined\n * if `flag` is non-zero and `digit` has no uppercase form.\n */\nfunction digitToBasic(digit, flag) {\n // 0..25 map to ASCII a..z or A..Z\n // 26..35 map to ASCII 0..9\n return digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5);\n}\n\n/**\n * Bias adaptation function as per section 3.4 of RFC 3492.\n * https://tools.ietf.org/html/rfc3492#section-3.4\n * @private\n */\nfunction adapt(delta, numPoints, firstTime) {\n var k = 0;\n delta = firstTime ? floor(delta / damp) : delta >> 1;\n delta += floor(delta / numPoints);\n for ( /* no initialization */ ; delta > baseMinusTMin * tMax >> 1; k += base) {\n delta = floor(delta / baseMinusTMin);\n }\n return floor(k + (baseMinusTMin + 1) * delta / (delta + skew));\n}\n\n/**\n * Converts a Punycode string of ASCII-only symbols to a string of Unicode\n * symbols.\n * @memberOf punycode\n * @param {String} input The Punycode string of ASCII-only symbols.\n * @returns {String} The resulting string of Unicode symbols.\n */\nexport function decode(input) {\n // Don't use UCS-2\n var output = [],\n inputLength = input.length,\n out,\n i = 0,\n n = initialN,\n bias = initialBias,\n basic,\n j,\n index,\n oldi,\n w,\n k,\n digit,\n t,\n /** Cached calculation results */\n baseMinusT;\n\n // Handle the basic code points: let `basic` be the number of input code\n // points before the last delimiter, or `0` if there is none, then copy\n // the first basic code points to the output.\n\n basic = input.lastIndexOf(delimiter);\n if (basic < 0) {\n basic = 0;\n }\n\n for (j = 0; j < basic; ++j) {\n // if it's not a basic code point\n if (input.charCodeAt(j) >= 0x80) {\n error('not-basic');\n }\n output.push(input.charCodeAt(j));\n }\n\n // Main decoding loop: start just after the last delimiter if any basic code\n // points were copied; start at the beginning otherwise.\n\n for (index = basic > 0 ? basic + 1 : 0; index < inputLength; /* no final expression */ ) {\n\n // `index` is the index of the next character to be consumed.\n // Decode a generalized variable-length integer into `delta`,\n // which gets added to `i`. The overflow checking is easier\n // if we increase `i` as we go, then subtract off its starting\n // value at the end to obtain `delta`.\n for (oldi = i, w = 1, k = base; /* no condition */ ; k += base) {\n\n if (index >= inputLength) {\n error('invalid-input');\n }\n\n digit = basicToDigit(input.charCodeAt(index++));\n\n if (digit >= base || digit > floor((maxInt - i) / w)) {\n error('overflow');\n }\n\n i += digit * w;\n t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n\n if (digit < t) {\n break;\n }\n\n baseMinusT = base - t;\n if (w > floor(maxInt / baseMinusT)) {\n error('overflow');\n }\n\n w *= baseMinusT;\n\n }\n\n out = output.length + 1;\n bias = adapt(i - oldi, out, oldi == 0);\n\n // `i` was supposed to wrap around from `out` to `0`,\n // incrementing `n` each time, so we'll fix that now:\n if (floor(i / out) > maxInt - n) {\n error('overflow');\n }\n\n n += floor(i / out);\n i %= out;\n\n // Insert `n` at position `i` of the output\n output.splice(i++, 0, n);\n\n }\n\n return ucs2encode(output);\n}\n\n/**\n * Converts a string of Unicode symbols (e.g. a domain name label) to a\n * Punycode string of ASCII-only symbols.\n * @memberOf punycode\n * @param {String} input The string of Unicode symbols.\n * @returns {String} The resulting Punycode string of ASCII-only symbols.\n */\nexport function encode(input) {\n var n,\n delta,\n handledCPCount,\n basicLength,\n bias,\n j,\n m,\n q,\n k,\n t,\n currentValue,\n output = [],\n /** `inputLength` will hold the number of code points in `input`. */\n inputLength,\n /** Cached calculation results */\n handledCPCountPlusOne,\n baseMinusT,\n qMinusT;\n\n // Convert the input in UCS-2 to Unicode\n input = ucs2decode(input);\n\n // Cache the length\n inputLength = input.length;\n\n // Initialize the state\n n = initialN;\n delta = 0;\n bias = initialBias;\n\n // Handle the basic code points\n for (j = 0; j < inputLength; ++j) {\n currentValue = input[j];\n if (currentValue < 0x80) {\n output.push(stringFromCharCode(currentValue));\n }\n }\n\n handledCPCount = basicLength = output.length;\n\n // `handledCPCount` is the number of code points that have been handled;\n // `basicLength` is the number of basic code points.\n\n // Finish the basic string - if it is not empty - with a delimiter\n if (basicLength) {\n output.push(delimiter);\n }\n\n // Main encoding loop:\n while (handledCPCount < inputLength) {\n\n // All non-basic code points < n have been handled already. Find the next\n // larger one:\n for (m = maxInt, j = 0; j < inputLength; ++j) {\n currentValue = input[j];\n if (currentValue >= n && currentValue < m) {\n m = currentValue;\n }\n }\n\n // Increase `delta` enough to advance the decoder's state to ,\n // but guard against overflow\n handledCPCountPlusOne = handledCPCount + 1;\n if (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) {\n error('overflow');\n }\n\n delta += (m - n) * handledCPCountPlusOne;\n n = m;\n\n for (j = 0; j < inputLength; ++j) {\n currentValue = input[j];\n\n if (currentValue < n && ++delta > maxInt) {\n error('overflow');\n }\n\n if (currentValue == n) {\n // Represent delta as a generalized variable-length integer\n for (q = delta, k = base; /* no condition */ ; k += base) {\n t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n if (q < t) {\n break;\n }\n qMinusT = q - t;\n baseMinusT = base - t;\n output.push(\n stringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0))\n );\n q = floor(qMinusT / baseMinusT);\n }\n\n output.push(stringFromCharCode(digitToBasic(q, 0)));\n bias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength);\n delta = 0;\n ++handledCPCount;\n }\n }\n\n ++delta;\n ++n;\n\n }\n return output.join('');\n}\n\n/**\n * Converts a Punycode string representing a domain name or an email address\n * to Unicode. Only the Punycoded parts of the input will be converted, i.e.\n * it doesn't matter if you call it on a string that has already been\n * converted to Unicode.\n * @memberOf punycode\n * @param {String} input The Punycoded domain name or email address to\n * convert to Unicode.\n * @returns {String} The Unicode representation of the given Punycode\n * string.\n */\nexport function toUnicode(input) {\n return mapDomain(input, function(string) {\n return regexPunycode.test(string) ?\n decode(string.slice(4).toLowerCase()) :\n string;\n });\n}\n\n/**\n * Converts a Unicode string representing a domain name or an email address to\n * Punycode. Only the non-ASCII parts of the domain name will be converted,\n * i.e. it doesn't matter if you call it with a domain that's already in\n * ASCII.\n * @memberOf punycode\n * @param {String} input The domain name or email address to convert, as a\n * Unicode string.\n * @returns {String} The Punycode representation of the given domain name or\n * email address.\n */\nexport function toASCII(input) {\n return mapDomain(input, function(string) {\n return regexNonASCII.test(string) ?\n 'xn--' + encode(string) :\n string;\n });\n}\nexport var version = '1.4.1';\n/**\n * An object of methods to convert from JavaScript's internal character\n * representation (UCS-2) to Unicode code points, and back.\n * @see \n * @memberOf punycode\n * @type Object\n */\n\nexport var ucs2 = {\n decode: ucs2decode,\n encode: ucs2encode\n};\nexport default {\n version: version,\n ucs2: ucs2,\n toASCII: toASCII,\n toUnicode: toUnicode,\n encode: encode,\n decode: decode\n}\n","export default (typeof global !== \"undefined\" ? global :\n typeof self !== \"undefined\" ? self :\n typeof window !== \"undefined\" ? window : {});\n","\nvar lookup = []\nvar revLookup = []\nvar Arr = typeof Uint8Array !== 'undefined' ? Uint8Array : Array\nvar inited = false;\nfunction init () {\n inited = true;\n var code = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'\n for (var i = 0, len = code.length; i < len; ++i) {\n lookup[i] = code[i]\n revLookup[code.charCodeAt(i)] = i\n }\n\n revLookup['-'.charCodeAt(0)] = 62\n revLookup['_'.charCodeAt(0)] = 63\n}\n\nexport function toByteArray (b64) {\n if (!inited) {\n init();\n }\n var i, j, l, tmp, placeHolders, arr\n var len = b64.length\n\n if (len % 4 > 0) {\n throw new Error('Invalid string. Length must be a multiple of 4')\n }\n\n // the number of equal signs (place holders)\n // if there are two placeholders, than the two characters before it\n // represent one byte\n // if there is only one, then the three characters before it represent 2 bytes\n // this is just a cheap hack to not do indexOf twice\n placeHolders = b64[len - 2] === '=' ? 2 : b64[len - 1] === '=' ? 1 : 0\n\n // base64 is 4/3 + up to two characters of the original data\n arr = new Arr(len * 3 / 4 - placeHolders)\n\n // if there are placeholders, only get up to the last complete 4 chars\n l = placeHolders > 0 ? len - 4 : len\n\n var L = 0\n\n for (i = 0, j = 0; i < l; i += 4, j += 3) {\n tmp = (revLookup[b64.charCodeAt(i)] << 18) | (revLookup[b64.charCodeAt(i + 1)] << 12) | (revLookup[b64.charCodeAt(i + 2)] << 6) | revLookup[b64.charCodeAt(i + 3)]\n arr[L++] = (tmp >> 16) & 0xFF\n arr[L++] = (tmp >> 8) & 0xFF\n arr[L++] = tmp & 0xFF\n }\n\n if (placeHolders === 2) {\n tmp = (revLookup[b64.charCodeAt(i)] << 2) | (revLookup[b64.charCodeAt(i + 1)] >> 4)\n arr[L++] = tmp & 0xFF\n } else if (placeHolders === 1) {\n tmp = (revLookup[b64.charCodeAt(i)] << 10) | (revLookup[b64.charCodeAt(i + 1)] << 4) | (revLookup[b64.charCodeAt(i + 2)] >> 2)\n arr[L++] = (tmp >> 8) & 0xFF\n arr[L++] = tmp & 0xFF\n }\n\n return arr\n}\n\nfunction tripletToBase64 (num) {\n return lookup[num >> 18 & 0x3F] + lookup[num >> 12 & 0x3F] + lookup[num >> 6 & 0x3F] + lookup[num & 0x3F]\n}\n\nfunction encodeChunk (uint8, start, end) {\n var tmp\n var output = []\n for (var i = start; i < end; i += 3) {\n tmp = (uint8[i] << 16) + (uint8[i + 1] << 8) + (uint8[i + 2])\n output.push(tripletToBase64(tmp))\n }\n return output.join('')\n}\n\nexport function fromByteArray (uint8) {\n if (!inited) {\n init();\n }\n var tmp\n var len = uint8.length\n var extraBytes = len % 3 // if we have 1 byte left, pad 2 bytes\n var output = ''\n var parts = []\n var maxChunkLength = 16383 // must be multiple of 3\n\n // go through the array every three bytes, we'll deal with trailing stuff later\n for (var i = 0, len2 = len - extraBytes; i < len2; i += maxChunkLength) {\n parts.push(encodeChunk(uint8, i, (i + maxChunkLength) > len2 ? len2 : (i + maxChunkLength)))\n }\n\n // pad the end with zeros, but make sure to not forget the extra bytes\n if (extraBytes === 1) {\n tmp = uint8[len - 1]\n output += lookup[tmp >> 2]\n output += lookup[(tmp << 4) & 0x3F]\n output += '=='\n } else if (extraBytes === 2) {\n tmp = (uint8[len - 2] << 8) + (uint8[len - 1])\n output += lookup[tmp >> 10]\n output += lookup[(tmp >> 4) & 0x3F]\n output += lookup[(tmp << 2) & 0x3F]\n output += '='\n }\n\n parts.push(output)\n\n return parts.join('')\n}\n","\nexport function read (buffer, offset, isLE, mLen, nBytes) {\n var e, m\n var eLen = nBytes * 8 - mLen - 1\n var eMax = (1 << eLen) - 1\n var eBias = eMax >> 1\n var nBits = -7\n var i = isLE ? (nBytes - 1) : 0\n var d = isLE ? -1 : 1\n var s = buffer[offset + i]\n\n i += d\n\n e = s & ((1 << (-nBits)) - 1)\n s >>= (-nBits)\n nBits += eLen\n for (; nBits > 0; e = e * 256 + buffer[offset + i], i += d, nBits -= 8) {}\n\n m = e & ((1 << (-nBits)) - 1)\n e >>= (-nBits)\n nBits += mLen\n for (; nBits > 0; m = m * 256 + buffer[offset + i], i += d, nBits -= 8) {}\n\n if (e === 0) {\n e = 1 - eBias\n } else if (e === eMax) {\n return m ? NaN : ((s ? -1 : 1) * Infinity)\n } else {\n m = m + Math.pow(2, mLen)\n e = e - eBias\n }\n return (s ? -1 : 1) * m * Math.pow(2, e - mLen)\n}\n\nexport function write (buffer, value, offset, isLE, mLen, nBytes) {\n var e, m, c\n var eLen = nBytes * 8 - mLen - 1\n var eMax = (1 << eLen) - 1\n var eBias = eMax >> 1\n var rt = (mLen === 23 ? Math.pow(2, -24) - Math.pow(2, -77) : 0)\n var i = isLE ? 0 : (nBytes - 1)\n var d = isLE ? 1 : -1\n var s = value < 0 || (value === 0 && 1 / value < 0) ? 1 : 0\n\n value = Math.abs(value)\n\n if (isNaN(value) || value === Infinity) {\n m = isNaN(value) ? 1 : 0\n e = eMax\n } else {\n e = Math.floor(Math.log(value) / Math.LN2)\n if (value * (c = Math.pow(2, -e)) < 1) {\n e--\n c *= 2\n }\n if (e + eBias >= 1) {\n value += rt / c\n } else {\n value += rt * Math.pow(2, 1 - eBias)\n }\n if (value * c >= 2) {\n e++\n c /= 2\n }\n\n if (e + eBias >= eMax) {\n m = 0\n e = eMax\n } else if (e + eBias >= 1) {\n m = (value * c - 1) * Math.pow(2, mLen)\n e = e + eBias\n } else {\n m = value * Math.pow(2, eBias - 1) * Math.pow(2, mLen)\n e = 0\n }\n }\n\n for (; mLen >= 8; buffer[offset + i] = m & 0xff, i += d, m /= 256, mLen -= 8) {}\n\n e = (e << mLen) | m\n eLen += mLen\n for (; eLen > 0; buffer[offset + i] = e & 0xff, i += d, e /= 256, eLen -= 8) {}\n\n buffer[offset + i - d] |= s * 128\n}\n","var toString = {}.toString;\n\nexport default Array.isArray || function (arr) {\n return toString.call(arr) == '[object Array]';\n};\n","/*!\n * The buffer module from node.js, for the browser.\n *\n * @author Feross Aboukhadijeh \n * @license MIT\n */\n/* eslint-disable no-proto */\n\n\nimport * as base64 from './base64'\nimport * as ieee754 from './ieee754'\nimport isArray from './isArray'\n\nexport var INSPECT_MAX_BYTES = 50\n\n/**\n * If `Buffer.TYPED_ARRAY_SUPPORT`:\n * === true Use Uint8Array implementation (fastest)\n * === false Use Object implementation (most compatible, even IE6)\n *\n * Browsers that support typed arrays are IE 10+, Firefox 4+, Chrome 7+, Safari 5.1+,\n * Opera 11.6+, iOS 4.2+.\n *\n * Due to various browser bugs, sometimes the Object implementation will be used even\n * when the browser supports typed arrays.\n *\n * Note:\n *\n * - Firefox 4-29 lacks support for adding new properties to `Uint8Array` instances,\n * See: https://bugzilla.mozilla.org/show_bug.cgi?id=695438.\n *\n * - Chrome 9-10 is missing the `TypedArray.prototype.subarray` function.\n *\n * - IE10 has a broken `TypedArray.prototype.subarray` function which returns arrays of\n * incorrect length in some situations.\n\n * We detect these buggy browsers and set `Buffer.TYPED_ARRAY_SUPPORT` to `false` so they\n * get the Object implementation, which is slower but behaves correctly.\n */\nBuffer.TYPED_ARRAY_SUPPORT = global.TYPED_ARRAY_SUPPORT !== undefined\n ? global.TYPED_ARRAY_SUPPORT\n : true\n\n/*\n * Export kMaxLength after typed array support is determined.\n */\nvar _kMaxLength = kMaxLength()\nexport {_kMaxLength as kMaxLength};\nfunction typedArraySupport () {\n return true;\n // rollup issues\n // try {\n // var arr = new Uint8Array(1)\n // arr.__proto__ = {\n // __proto__: Uint8Array.prototype,\n // foo: function () { return 42 }\n // }\n // return arr.foo() === 42 && // typed array instances can be augmented\n // typeof arr.subarray === 'function' && // chrome 9-10 lack `subarray`\n // arr.subarray(1, 1).byteLength === 0 // ie10 has broken `subarray`\n // } catch (e) {\n // return false\n // }\n}\n\nfunction kMaxLength () {\n return Buffer.TYPED_ARRAY_SUPPORT\n ? 0x7fffffff\n : 0x3fffffff\n}\n\nfunction createBuffer (that, length) {\n if (kMaxLength() < length) {\n throw new RangeError('Invalid typed array length')\n }\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n // Return an augmented `Uint8Array` instance, for best performance\n that = new Uint8Array(length)\n that.__proto__ = Buffer.prototype\n } else {\n // Fallback: Return an object instance of the Buffer class\n if (that === null) {\n that = new Buffer(length)\n }\n that.length = length\n }\n\n return that\n}\n\n/**\n * The Buffer constructor returns instances of `Uint8Array` that have their\n * prototype changed to `Buffer.prototype`. Furthermore, `Buffer` is a subclass of\n * `Uint8Array`, so the returned instances will have all the node `Buffer` methods\n * and the `Uint8Array` methods. Square bracket notation works as expected -- it\n * returns a single octet.\n *\n * The `Uint8Array` prototype remains unmodified.\n */\n\nexport function Buffer (arg, encodingOrOffset, length) {\n if (!Buffer.TYPED_ARRAY_SUPPORT && !(this instanceof Buffer)) {\n return new Buffer(arg, encodingOrOffset, length)\n }\n\n // Common case.\n if (typeof arg === 'number') {\n if (typeof encodingOrOffset === 'string') {\n throw new Error(\n 'If encoding is specified then the first argument must be a string'\n )\n }\n return allocUnsafe(this, arg)\n }\n return from(this, arg, encodingOrOffset, length)\n}\n\nBuffer.poolSize = 8192 // not used by this implementation\n\n// TODO: Legacy, not needed anymore. Remove in next major version.\nBuffer._augment = function (arr) {\n arr.__proto__ = Buffer.prototype\n return arr\n}\n\nfunction from (that, value, encodingOrOffset, length) {\n if (typeof value === 'number') {\n throw new TypeError('\"value\" argument must not be a number')\n }\n\n if (typeof ArrayBuffer !== 'undefined' && value instanceof ArrayBuffer) {\n return fromArrayBuffer(that, value, encodingOrOffset, length)\n }\n\n if (typeof value === 'string') {\n return fromString(that, value, encodingOrOffset)\n }\n\n return fromObject(that, value)\n}\n\n/**\n * Functionally equivalent to Buffer(arg, encoding) but throws a TypeError\n * if value is a number.\n * Buffer.from(str[, encoding])\n * Buffer.from(array)\n * Buffer.from(buffer)\n * Buffer.from(arrayBuffer[, byteOffset[, length]])\n **/\nBuffer.from = function (value, encodingOrOffset, length) {\n return from(null, value, encodingOrOffset, length)\n}\n\nif (Buffer.TYPED_ARRAY_SUPPORT) {\n Buffer.prototype.__proto__ = Uint8Array.prototype\n Buffer.__proto__ = Uint8Array\n if (typeof Symbol !== 'undefined' && Symbol.species &&\n Buffer[Symbol.species] === Buffer) {\n // Fix subarray() in ES2016. See: https://github.com/feross/buffer/pull/97\n // Object.defineProperty(Buffer, Symbol.species, {\n // value: null,\n // configurable: true\n // })\n }\n}\n\nfunction assertSize (size) {\n if (typeof size !== 'number') {\n throw new TypeError('\"size\" argument must be a number')\n } else if (size < 0) {\n throw new RangeError('\"size\" argument must not be negative')\n }\n}\n\nfunction alloc (that, size, fill, encoding) {\n assertSize(size)\n if (size <= 0) {\n return createBuffer(that, size)\n }\n if (fill !== undefined) {\n // Only pay attention to encoding if it's a string. This\n // prevents accidentally sending in a number that would\n // be interpretted as a start offset.\n return typeof encoding === 'string'\n ? createBuffer(that, size).fill(fill, encoding)\n : createBuffer(that, size).fill(fill)\n }\n return createBuffer(that, size)\n}\n\n/**\n * Creates a new filled Buffer instance.\n * alloc(size[, fill[, encoding]])\n **/\nBuffer.alloc = function (size, fill, encoding) {\n return alloc(null, size, fill, encoding)\n}\n\nfunction allocUnsafe (that, size) {\n assertSize(size)\n that = createBuffer(that, size < 0 ? 0 : checked(size) | 0)\n if (!Buffer.TYPED_ARRAY_SUPPORT) {\n for (var i = 0; i < size; ++i) {\n that[i] = 0\n }\n }\n return that\n}\n\n/**\n * Equivalent to Buffer(num), by default creates a non-zero-filled Buffer instance.\n * */\nBuffer.allocUnsafe = function (size) {\n return allocUnsafe(null, size)\n}\n/**\n * Equivalent to SlowBuffer(num), by default creates a non-zero-filled Buffer instance.\n */\nBuffer.allocUnsafeSlow = function (size) {\n return allocUnsafe(null, size)\n}\n\nfunction fromString (that, string, encoding) {\n if (typeof encoding !== 'string' || encoding === '') {\n encoding = 'utf8'\n }\n\n if (!Buffer.isEncoding(encoding)) {\n throw new TypeError('\"encoding\" must be a valid string encoding')\n }\n\n var length = byteLength(string, encoding) | 0\n that = createBuffer(that, length)\n\n var actual = that.write(string, encoding)\n\n if (actual !== length) {\n // Writing a hex string, for example, that contains invalid characters will\n // cause everything after the first invalid character to be ignored. (e.g.\n // 'abxxcd' will be treated as 'ab')\n that = that.slice(0, actual)\n }\n\n return that\n}\n\nfunction fromArrayLike (that, array) {\n var length = array.length < 0 ? 0 : checked(array.length) | 0\n that = createBuffer(that, length)\n for (var i = 0; i < length; i += 1) {\n that[i] = array[i] & 255\n }\n return that\n}\n\nfunction fromArrayBuffer (that, array, byteOffset, length) {\n array.byteLength // this throws if `array` is not a valid ArrayBuffer\n\n if (byteOffset < 0 || array.byteLength < byteOffset) {\n throw new RangeError('\\'offset\\' is out of bounds')\n }\n\n if (array.byteLength < byteOffset + (length || 0)) {\n throw new RangeError('\\'length\\' is out of bounds')\n }\n\n if (byteOffset === undefined && length === undefined) {\n array = new Uint8Array(array)\n } else if (length === undefined) {\n array = new Uint8Array(array, byteOffset)\n } else {\n array = new Uint8Array(array, byteOffset, length)\n }\n\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n // Return an augmented `Uint8Array` instance, for best performance\n that = array\n that.__proto__ = Buffer.prototype\n } else {\n // Fallback: Return an object instance of the Buffer class\n that = fromArrayLike(that, array)\n }\n return that\n}\n\nfunction fromObject (that, obj) {\n if (internalIsBuffer(obj)) {\n var len = checked(obj.length) | 0\n that = createBuffer(that, len)\n\n if (that.length === 0) {\n return that\n }\n\n obj.copy(that, 0, 0, len)\n return that\n }\n\n if (obj) {\n if ((typeof ArrayBuffer !== 'undefined' &&\n obj.buffer instanceof ArrayBuffer) || 'length' in obj) {\n if (typeof obj.length !== 'number' || isnan(obj.length)) {\n return createBuffer(that, 0)\n }\n return fromArrayLike(that, obj)\n }\n\n if (obj.type === 'Buffer' && isArray(obj.data)) {\n return fromArrayLike(that, obj.data)\n }\n }\n\n throw new TypeError('First argument must be a string, Buffer, ArrayBuffer, Array, or array-like object.')\n}\n\nfunction checked (length) {\n // Note: cannot use `length < kMaxLength()` here because that fails when\n // length is NaN (which is otherwise coerced to zero.)\n if (length >= kMaxLength()) {\n throw new RangeError('Attempt to allocate Buffer larger than maximum ' +\n 'size: 0x' + kMaxLength().toString(16) + ' bytes')\n }\n return length | 0\n}\n\nexport function SlowBuffer (length) {\n if (+length != length) { // eslint-disable-line eqeqeq\n length = 0\n }\n return Buffer.alloc(+length)\n}\nBuffer.isBuffer = isBuffer;\nfunction internalIsBuffer (b) {\n return !!(b != null && b._isBuffer)\n}\n\nBuffer.compare = function compare (a, b) {\n if (!internalIsBuffer(a) || !internalIsBuffer(b)) {\n throw new TypeError('Arguments must be Buffers')\n }\n\n if (a === b) return 0\n\n var x = a.length\n var y = b.length\n\n for (var i = 0, len = Math.min(x, y); i < len; ++i) {\n if (a[i] !== b[i]) {\n x = a[i]\n y = b[i]\n break\n }\n }\n\n if (x < y) return -1\n if (y < x) return 1\n return 0\n}\n\nBuffer.isEncoding = function isEncoding (encoding) {\n switch (String(encoding).toLowerCase()) {\n case 'hex':\n case 'utf8':\n case 'utf-8':\n case 'ascii':\n case 'latin1':\n case 'binary':\n case 'base64':\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return true\n default:\n return false\n }\n}\n\nBuffer.concat = function concat (list, length) {\n if (!isArray(list)) {\n throw new TypeError('\"list\" argument must be an Array of Buffers')\n }\n\n if (list.length === 0) {\n return Buffer.alloc(0)\n }\n\n var i\n if (length === undefined) {\n length = 0\n for (i = 0; i < list.length; ++i) {\n length += list[i].length\n }\n }\n\n var buffer = Buffer.allocUnsafe(length)\n var pos = 0\n for (i = 0; i < list.length; ++i) {\n var buf = list[i]\n if (!internalIsBuffer(buf)) {\n throw new TypeError('\"list\" argument must be an Array of Buffers')\n }\n buf.copy(buffer, pos)\n pos += buf.length\n }\n return buffer\n}\n\nfunction byteLength (string, encoding) {\n if (internalIsBuffer(string)) {\n return string.length\n }\n if (typeof ArrayBuffer !== 'undefined' && typeof ArrayBuffer.isView === 'function' &&\n (ArrayBuffer.isView(string) || string instanceof ArrayBuffer)) {\n return string.byteLength\n }\n if (typeof string !== 'string') {\n string = '' + string\n }\n\n var len = string.length\n if (len === 0) return 0\n\n // Use a for loop to avoid recursion\n var loweredCase = false\n for (;;) {\n switch (encoding) {\n case 'ascii':\n case 'latin1':\n case 'binary':\n return len\n case 'utf8':\n case 'utf-8':\n case undefined:\n return utf8ToBytes(string).length\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return len * 2\n case 'hex':\n return len >>> 1\n case 'base64':\n return base64ToBytes(string).length\n default:\n if (loweredCase) return utf8ToBytes(string).length // assume utf8\n encoding = ('' + encoding).toLowerCase()\n loweredCase = true\n }\n }\n}\nBuffer.byteLength = byteLength\n\nfunction slowToString (encoding, start, end) {\n var loweredCase = false\n\n // No need to verify that \"this.length <= MAX_UINT32\" since it's a read-only\n // property of a typed array.\n\n // This behaves neither like String nor Uint8Array in that we set start/end\n // to their upper/lower bounds if the value passed is out of range.\n // undefined is handled specially as per ECMA-262 6th Edition,\n // Section 13.3.3.7 Runtime Semantics: KeyedBindingInitialization.\n if (start === undefined || start < 0) {\n start = 0\n }\n // Return early if start > this.length. Done here to prevent potential uint32\n // coercion fail below.\n if (start > this.length) {\n return ''\n }\n\n if (end === undefined || end > this.length) {\n end = this.length\n }\n\n if (end <= 0) {\n return ''\n }\n\n // Force coersion to uint32. This will also coerce falsey/NaN values to 0.\n end >>>= 0\n start >>>= 0\n\n if (end <= start) {\n return ''\n }\n\n if (!encoding) encoding = 'utf8'\n\n while (true) {\n switch (encoding) {\n case 'hex':\n return hexSlice(this, start, end)\n\n case 'utf8':\n case 'utf-8':\n return utf8Slice(this, start, end)\n\n case 'ascii':\n return asciiSlice(this, start, end)\n\n case 'latin1':\n case 'binary':\n return latin1Slice(this, start, end)\n\n case 'base64':\n return base64Slice(this, start, end)\n\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return utf16leSlice(this, start, end)\n\n default:\n if (loweredCase) throw new TypeError('Unknown encoding: ' + encoding)\n encoding = (encoding + '').toLowerCase()\n loweredCase = true\n }\n }\n}\n\n// The property is used by `Buffer.isBuffer` and `is-buffer` (in Safari 5-7) to detect\n// Buffer instances.\nBuffer.prototype._isBuffer = true\n\nfunction swap (b, n, m) {\n var i = b[n]\n b[n] = b[m]\n b[m] = i\n}\n\nBuffer.prototype.swap16 = function swap16 () {\n var len = this.length\n if (len % 2 !== 0) {\n throw new RangeError('Buffer size must be a multiple of 16-bits')\n }\n for (var i = 0; i < len; i += 2) {\n swap(this, i, i + 1)\n }\n return this\n}\n\nBuffer.prototype.swap32 = function swap32 () {\n var len = this.length\n if (len % 4 !== 0) {\n throw new RangeError('Buffer size must be a multiple of 32-bits')\n }\n for (var i = 0; i < len; i += 4) {\n swap(this, i, i + 3)\n swap(this, i + 1, i + 2)\n }\n return this\n}\n\nBuffer.prototype.swap64 = function swap64 () {\n var len = this.length\n if (len % 8 !== 0) {\n throw new RangeError('Buffer size must be a multiple of 64-bits')\n }\n for (var i = 0; i < len; i += 8) {\n swap(this, i, i + 7)\n swap(this, i + 1, i + 6)\n swap(this, i + 2, i + 5)\n swap(this, i + 3, i + 4)\n }\n return this\n}\n\nBuffer.prototype.toString = function toString () {\n var length = this.length | 0\n if (length === 0) return ''\n if (arguments.length === 0) return utf8Slice(this, 0, length)\n return slowToString.apply(this, arguments)\n}\n\nBuffer.prototype.equals = function equals (b) {\n if (!internalIsBuffer(b)) throw new TypeError('Argument must be a Buffer')\n if (this === b) return true\n return Buffer.compare(this, b) === 0\n}\n\nBuffer.prototype.inspect = function inspect () {\n var str = ''\n var max = INSPECT_MAX_BYTES\n if (this.length > 0) {\n str = this.toString('hex', 0, max).match(/.{2}/g).join(' ')\n if (this.length > max) str += ' ... '\n }\n return ''\n}\n\nBuffer.prototype.compare = function compare (target, start, end, thisStart, thisEnd) {\n if (!internalIsBuffer(target)) {\n throw new TypeError('Argument must be a Buffer')\n }\n\n if (start === undefined) {\n start = 0\n }\n if (end === undefined) {\n end = target ? target.length : 0\n }\n if (thisStart === undefined) {\n thisStart = 0\n }\n if (thisEnd === undefined) {\n thisEnd = this.length\n }\n\n if (start < 0 || end > target.length || thisStart < 0 || thisEnd > this.length) {\n throw new RangeError('out of range index')\n }\n\n if (thisStart >= thisEnd && start >= end) {\n return 0\n }\n if (thisStart >= thisEnd) {\n return -1\n }\n if (start >= end) {\n return 1\n }\n\n start >>>= 0\n end >>>= 0\n thisStart >>>= 0\n thisEnd >>>= 0\n\n if (this === target) return 0\n\n var x = thisEnd - thisStart\n var y = end - start\n var len = Math.min(x, y)\n\n var thisCopy = this.slice(thisStart, thisEnd)\n var targetCopy = target.slice(start, end)\n\n for (var i = 0; i < len; ++i) {\n if (thisCopy[i] !== targetCopy[i]) {\n x = thisCopy[i]\n y = targetCopy[i]\n break\n }\n }\n\n if (x < y) return -1\n if (y < x) return 1\n return 0\n}\n\n// Finds either the first index of `val` in `buffer` at offset >= `byteOffset`,\n// OR the last index of `val` in `buffer` at offset <= `byteOffset`.\n//\n// Arguments:\n// - buffer - a Buffer to search\n// - val - a string, Buffer, or number\n// - byteOffset - an index into `buffer`; will be clamped to an int32\n// - encoding - an optional encoding, relevant is val is a string\n// - dir - true for indexOf, false for lastIndexOf\nfunction bidirectionalIndexOf (buffer, val, byteOffset, encoding, dir) {\n // Empty buffer means no match\n if (buffer.length === 0) return -1\n\n // Normalize byteOffset\n if (typeof byteOffset === 'string') {\n encoding = byteOffset\n byteOffset = 0\n } else if (byteOffset > 0x7fffffff) {\n byteOffset = 0x7fffffff\n } else if (byteOffset < -0x80000000) {\n byteOffset = -0x80000000\n }\n byteOffset = +byteOffset // Coerce to Number.\n if (isNaN(byteOffset)) {\n // byteOffset: it it's undefined, null, NaN, \"foo\", etc, search whole buffer\n byteOffset = dir ? 0 : (buffer.length - 1)\n }\n\n // Normalize byteOffset: negative offsets start from the end of the buffer\n if (byteOffset < 0) byteOffset = buffer.length + byteOffset\n if (byteOffset >= buffer.length) {\n if (dir) return -1\n else byteOffset = buffer.length - 1\n } else if (byteOffset < 0) {\n if (dir) byteOffset = 0\n else return -1\n }\n\n // Normalize val\n if (typeof val === 'string') {\n val = Buffer.from(val, encoding)\n }\n\n // Finally, search either indexOf (if dir is true) or lastIndexOf\n if (internalIsBuffer(val)) {\n // Special case: looking for empty string/buffer always fails\n if (val.length === 0) {\n return -1\n }\n return arrayIndexOf(buffer, val, byteOffset, encoding, dir)\n } else if (typeof val === 'number') {\n val = val & 0xFF // Search for a byte value [0-255]\n if (Buffer.TYPED_ARRAY_SUPPORT &&\n typeof Uint8Array.prototype.indexOf === 'function') {\n if (dir) {\n return Uint8Array.prototype.indexOf.call(buffer, val, byteOffset)\n } else {\n return Uint8Array.prototype.lastIndexOf.call(buffer, val, byteOffset)\n }\n }\n return arrayIndexOf(buffer, [ val ], byteOffset, encoding, dir)\n }\n\n throw new TypeError('val must be string, number or Buffer')\n}\n\nfunction arrayIndexOf (arr, val, byteOffset, encoding, dir) {\n var indexSize = 1\n var arrLength = arr.length\n var valLength = val.length\n\n if (encoding !== undefined) {\n encoding = String(encoding).toLowerCase()\n if (encoding === 'ucs2' || encoding === 'ucs-2' ||\n encoding === 'utf16le' || encoding === 'utf-16le') {\n if (arr.length < 2 || val.length < 2) {\n return -1\n }\n indexSize = 2\n arrLength /= 2\n valLength /= 2\n byteOffset /= 2\n }\n }\n\n function read (buf, i) {\n if (indexSize === 1) {\n return buf[i]\n } else {\n return buf.readUInt16BE(i * indexSize)\n }\n }\n\n var i\n if (dir) {\n var foundIndex = -1\n for (i = byteOffset; i < arrLength; i++) {\n if (read(arr, i) === read(val, foundIndex === -1 ? 0 : i - foundIndex)) {\n if (foundIndex === -1) foundIndex = i\n if (i - foundIndex + 1 === valLength) return foundIndex * indexSize\n } else {\n if (foundIndex !== -1) i -= i - foundIndex\n foundIndex = -1\n }\n }\n } else {\n if (byteOffset + valLength > arrLength) byteOffset = arrLength - valLength\n for (i = byteOffset; i >= 0; i--) {\n var found = true\n for (var j = 0; j < valLength; j++) {\n if (read(arr, i + j) !== read(val, j)) {\n found = false\n break\n }\n }\n if (found) return i\n }\n }\n\n return -1\n}\n\nBuffer.prototype.includes = function includes (val, byteOffset, encoding) {\n return this.indexOf(val, byteOffset, encoding) !== -1\n}\n\nBuffer.prototype.indexOf = function indexOf (val, byteOffset, encoding) {\n return bidirectionalIndexOf(this, val, byteOffset, encoding, true)\n}\n\nBuffer.prototype.lastIndexOf = function lastIndexOf (val, byteOffset, encoding) {\n return bidirectionalIndexOf(this, val, byteOffset, encoding, false)\n}\n\nfunction hexWrite (buf, string, offset, length) {\n offset = Number(offset) || 0\n var remaining = buf.length - offset\n if (!length) {\n length = remaining\n } else {\n length = Number(length)\n if (length > remaining) {\n length = remaining\n }\n }\n\n // must be an even number of digits\n var strLen = string.length\n if (strLen % 2 !== 0) throw new TypeError('Invalid hex string')\n\n if (length > strLen / 2) {\n length = strLen / 2\n }\n for (var i = 0; i < length; ++i) {\n var parsed = parseInt(string.substr(i * 2, 2), 16)\n if (isNaN(parsed)) return i\n buf[offset + i] = parsed\n }\n return i\n}\n\nfunction utf8Write (buf, string, offset, length) {\n return blitBuffer(utf8ToBytes(string, buf.length - offset), buf, offset, length)\n}\n\nfunction asciiWrite (buf, string, offset, length) {\n return blitBuffer(asciiToBytes(string), buf, offset, length)\n}\n\nfunction latin1Write (buf, string, offset, length) {\n return asciiWrite(buf, string, offset, length)\n}\n\nfunction base64Write (buf, string, offset, length) {\n return blitBuffer(base64ToBytes(string), buf, offset, length)\n}\n\nfunction ucs2Write (buf, string, offset, length) {\n return blitBuffer(utf16leToBytes(string, buf.length - offset), buf, offset, length)\n}\n\nBuffer.prototype.write = function write (string, offset, length, encoding) {\n // Buffer#write(string)\n if (offset === undefined) {\n encoding = 'utf8'\n length = this.length\n offset = 0\n // Buffer#write(string, encoding)\n } else if (length === undefined && typeof offset === 'string') {\n encoding = offset\n length = this.length\n offset = 0\n // Buffer#write(string, offset[, length][, encoding])\n } else if (isFinite(offset)) {\n offset = offset | 0\n if (isFinite(length)) {\n length = length | 0\n if (encoding === undefined) encoding = 'utf8'\n } else {\n encoding = length\n length = undefined\n }\n // legacy write(string, encoding, offset, length) - remove in v0.13\n } else {\n throw new Error(\n 'Buffer.write(string, encoding, offset[, length]) is no longer supported'\n )\n }\n\n var remaining = this.length - offset\n if (length === undefined || length > remaining) length = remaining\n\n if ((string.length > 0 && (length < 0 || offset < 0)) || offset > this.length) {\n throw new RangeError('Attempt to write outside buffer bounds')\n }\n\n if (!encoding) encoding = 'utf8'\n\n var loweredCase = false\n for (;;) {\n switch (encoding) {\n case 'hex':\n return hexWrite(this, string, offset, length)\n\n case 'utf8':\n case 'utf-8':\n return utf8Write(this, string, offset, length)\n\n case 'ascii':\n return asciiWrite(this, string, offset, length)\n\n case 'latin1':\n case 'binary':\n return latin1Write(this, string, offset, length)\n\n case 'base64':\n // Warning: maxLength not taken into account in base64Write\n return base64Write(this, string, offset, length)\n\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return ucs2Write(this, string, offset, length)\n\n default:\n if (loweredCase) throw new TypeError('Unknown encoding: ' + encoding)\n encoding = ('' + encoding).toLowerCase()\n loweredCase = true\n }\n }\n}\n\nBuffer.prototype.toJSON = function toJSON () {\n return {\n type: 'Buffer',\n data: Array.prototype.slice.call(this._arr || this, 0)\n }\n}\n\nfunction base64Slice (buf, start, end) {\n if (start === 0 && end === buf.length) {\n return base64.fromByteArray(buf)\n } else {\n return base64.fromByteArray(buf.slice(start, end))\n }\n}\n\nfunction utf8Slice (buf, start, end) {\n end = Math.min(buf.length, end)\n var res = []\n\n var i = start\n while (i < end) {\n var firstByte = buf[i]\n var codePoint = null\n var bytesPerSequence = (firstByte > 0xEF) ? 4\n : (firstByte > 0xDF) ? 3\n : (firstByte > 0xBF) ? 2\n : 1\n\n if (i + bytesPerSequence <= end) {\n var secondByte, thirdByte, fourthByte, tempCodePoint\n\n switch (bytesPerSequence) {\n case 1:\n if (firstByte < 0x80) {\n codePoint = firstByte\n }\n break\n case 2:\n secondByte = buf[i + 1]\n if ((secondByte & 0xC0) === 0x80) {\n tempCodePoint = (firstByte & 0x1F) << 0x6 | (secondByte & 0x3F)\n if (tempCodePoint > 0x7F) {\n codePoint = tempCodePoint\n }\n }\n break\n case 3:\n secondByte = buf[i + 1]\n thirdByte = buf[i + 2]\n if ((secondByte & 0xC0) === 0x80 && (thirdByte & 0xC0) === 0x80) {\n tempCodePoint = (firstByte & 0xF) << 0xC | (secondByte & 0x3F) << 0x6 | (thirdByte & 0x3F)\n if (tempCodePoint > 0x7FF && (tempCodePoint < 0xD800 || tempCodePoint > 0xDFFF)) {\n codePoint = tempCodePoint\n }\n }\n break\n case 4:\n secondByte = buf[i + 1]\n thirdByte = buf[i + 2]\n fourthByte = buf[i + 3]\n if ((secondByte & 0xC0) === 0x80 && (thirdByte & 0xC0) === 0x80 && (fourthByte & 0xC0) === 0x80) {\n tempCodePoint = (firstByte & 0xF) << 0x12 | (secondByte & 0x3F) << 0xC | (thirdByte & 0x3F) << 0x6 | (fourthByte & 0x3F)\n if (tempCodePoint > 0xFFFF && tempCodePoint < 0x110000) {\n codePoint = tempCodePoint\n }\n }\n }\n }\n\n if (codePoint === null) {\n // we did not generate a valid codePoint so insert a\n // replacement char (U+FFFD) and advance only 1 byte\n codePoint = 0xFFFD\n bytesPerSequence = 1\n } else if (codePoint > 0xFFFF) {\n // encode to utf16 (surrogate pair dance)\n codePoint -= 0x10000\n res.push(codePoint >>> 10 & 0x3FF | 0xD800)\n codePoint = 0xDC00 | codePoint & 0x3FF\n }\n\n res.push(codePoint)\n i += bytesPerSequence\n }\n\n return decodeCodePointsArray(res)\n}\n\n// Based on http://stackoverflow.com/a/22747272/680742, the browser with\n// the lowest limit is Chrome, with 0x10000 args.\n// We go 1 magnitude less, for safety\nvar MAX_ARGUMENTS_LENGTH = 0x1000\n\nfunction decodeCodePointsArray (codePoints) {\n var len = codePoints.length\n if (len <= MAX_ARGUMENTS_LENGTH) {\n return String.fromCharCode.apply(String, codePoints) // avoid extra slice()\n }\n\n // Decode in chunks to avoid \"call stack size exceeded\".\n var res = ''\n var i = 0\n while (i < len) {\n res += String.fromCharCode.apply(\n String,\n codePoints.slice(i, i += MAX_ARGUMENTS_LENGTH)\n )\n }\n return res\n}\n\nfunction asciiSlice (buf, start, end) {\n var ret = ''\n end = Math.min(buf.length, end)\n\n for (var i = start; i < end; ++i) {\n ret += String.fromCharCode(buf[i] & 0x7F)\n }\n return ret\n}\n\nfunction latin1Slice (buf, start, end) {\n var ret = ''\n end = Math.min(buf.length, end)\n\n for (var i = start; i < end; ++i) {\n ret += String.fromCharCode(buf[i])\n }\n return ret\n}\n\nfunction hexSlice (buf, start, end) {\n var len = buf.length\n\n if (!start || start < 0) start = 0\n if (!end || end < 0 || end > len) end = len\n\n var out = ''\n for (var i = start; i < end; ++i) {\n out += toHex(buf[i])\n }\n return out\n}\n\nfunction utf16leSlice (buf, start, end) {\n var bytes = buf.slice(start, end)\n var res = ''\n for (var i = 0; i < bytes.length; i += 2) {\n res += String.fromCharCode(bytes[i] + bytes[i + 1] * 256)\n }\n return res\n}\n\nBuffer.prototype.slice = function slice (start, end) {\n var len = this.length\n start = ~~start\n end = end === undefined ? len : ~~end\n\n if (start < 0) {\n start += len\n if (start < 0) start = 0\n } else if (start > len) {\n start = len\n }\n\n if (end < 0) {\n end += len\n if (end < 0) end = 0\n } else if (end > len) {\n end = len\n }\n\n if (end < start) end = start\n\n var newBuf\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n newBuf = this.subarray(start, end)\n newBuf.__proto__ = Buffer.prototype\n } else {\n var sliceLen = end - start\n newBuf = new Buffer(sliceLen, undefined)\n for (var i = 0; i < sliceLen; ++i) {\n newBuf[i] = this[i + start]\n }\n }\n\n return newBuf\n}\n\n/*\n * Need to make sure that buffer isn't trying to write out of bounds.\n */\nfunction checkOffset (offset, ext, length) {\n if ((offset % 1) !== 0 || offset < 0) throw new RangeError('offset is not uint')\n if (offset + ext > length) throw new RangeError('Trying to access beyond buffer length')\n}\n\nBuffer.prototype.readUIntLE = function readUIntLE (offset, byteLength, noAssert) {\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) checkOffset(offset, byteLength, this.length)\n\n var val = this[offset]\n var mul = 1\n var i = 0\n while (++i < byteLength && (mul *= 0x100)) {\n val += this[offset + i] * mul\n }\n\n return val\n}\n\nBuffer.prototype.readUIntBE = function readUIntBE (offset, byteLength, noAssert) {\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) {\n checkOffset(offset, byteLength, this.length)\n }\n\n var val = this[offset + --byteLength]\n var mul = 1\n while (byteLength > 0 && (mul *= 0x100)) {\n val += this[offset + --byteLength] * mul\n }\n\n return val\n}\n\nBuffer.prototype.readUInt8 = function readUInt8 (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 1, this.length)\n return this[offset]\n}\n\nBuffer.prototype.readUInt16LE = function readUInt16LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length)\n return this[offset] | (this[offset + 1] << 8)\n}\n\nBuffer.prototype.readUInt16BE = function readUInt16BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length)\n return (this[offset] << 8) | this[offset + 1]\n}\n\nBuffer.prototype.readUInt32LE = function readUInt32LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n\n return ((this[offset]) |\n (this[offset + 1] << 8) |\n (this[offset + 2] << 16)) +\n (this[offset + 3] * 0x1000000)\n}\n\nBuffer.prototype.readUInt32BE = function readUInt32BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n\n return (this[offset] * 0x1000000) +\n ((this[offset + 1] << 16) |\n (this[offset + 2] << 8) |\n this[offset + 3])\n}\n\nBuffer.prototype.readIntLE = function readIntLE (offset, byteLength, noAssert) {\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) checkOffset(offset, byteLength, this.length)\n\n var val = this[offset]\n var mul = 1\n var i = 0\n while (++i < byteLength && (mul *= 0x100)) {\n val += this[offset + i] * mul\n }\n mul *= 0x80\n\n if (val >= mul) val -= Math.pow(2, 8 * byteLength)\n\n return val\n}\n\nBuffer.prototype.readIntBE = function readIntBE (offset, byteLength, noAssert) {\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) checkOffset(offset, byteLength, this.length)\n\n var i = byteLength\n var mul = 1\n var val = this[offset + --i]\n while (i > 0 && (mul *= 0x100)) {\n val += this[offset + --i] * mul\n }\n mul *= 0x80\n\n if (val >= mul) val -= Math.pow(2, 8 * byteLength)\n\n return val\n}\n\nBuffer.prototype.readInt8 = function readInt8 (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 1, this.length)\n if (!(this[offset] & 0x80)) return (this[offset])\n return ((0xff - this[offset] + 1) * -1)\n}\n\nBuffer.prototype.readInt16LE = function readInt16LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length)\n var val = this[offset] | (this[offset + 1] << 8)\n return (val & 0x8000) ? val | 0xFFFF0000 : val\n}\n\nBuffer.prototype.readInt16BE = function readInt16BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length)\n var val = this[offset + 1] | (this[offset] << 8)\n return (val & 0x8000) ? val | 0xFFFF0000 : val\n}\n\nBuffer.prototype.readInt32LE = function readInt32LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n\n return (this[offset]) |\n (this[offset + 1] << 8) |\n (this[offset + 2] << 16) |\n (this[offset + 3] << 24)\n}\n\nBuffer.prototype.readInt32BE = function readInt32BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n\n return (this[offset] << 24) |\n (this[offset + 1] << 16) |\n (this[offset + 2] << 8) |\n (this[offset + 3])\n}\n\nBuffer.prototype.readFloatLE = function readFloatLE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n return ieee754.read(this, offset, true, 23, 4)\n}\n\nBuffer.prototype.readFloatBE = function readFloatBE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n return ieee754.read(this, offset, false, 23, 4)\n}\n\nBuffer.prototype.readDoubleLE = function readDoubleLE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 8, this.length)\n return ieee754.read(this, offset, true, 52, 8)\n}\n\nBuffer.prototype.readDoubleBE = function readDoubleBE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 8, this.length)\n return ieee754.read(this, offset, false, 52, 8)\n}\n\nfunction checkInt (buf, value, offset, ext, max, min) {\n if (!internalIsBuffer(buf)) throw new TypeError('\"buffer\" argument must be a Buffer instance')\n if (value > max || value < min) throw new RangeError('\"value\" argument is out of bounds')\n if (offset + ext > buf.length) throw new RangeError('Index out of range')\n}\n\nBuffer.prototype.writeUIntLE = function writeUIntLE (value, offset, byteLength, noAssert) {\n value = +value\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) {\n var maxBytes = Math.pow(2, 8 * byteLength) - 1\n checkInt(this, value, offset, byteLength, maxBytes, 0)\n }\n\n var mul = 1\n var i = 0\n this[offset] = value & 0xFF\n while (++i < byteLength && (mul *= 0x100)) {\n this[offset + i] = (value / mul) & 0xFF\n }\n\n return offset + byteLength\n}\n\nBuffer.prototype.writeUIntBE = function writeUIntBE (value, offset, byteLength, noAssert) {\n value = +value\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) {\n var maxBytes = Math.pow(2, 8 * byteLength) - 1\n checkInt(this, value, offset, byteLength, maxBytes, 0)\n }\n\n var i = byteLength - 1\n var mul = 1\n this[offset + i] = value & 0xFF\n while (--i >= 0 && (mul *= 0x100)) {\n this[offset + i] = (value / mul) & 0xFF\n }\n\n return offset + byteLength\n}\n\nBuffer.prototype.writeUInt8 = function writeUInt8 (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 1, 0xff, 0)\n if (!Buffer.TYPED_ARRAY_SUPPORT) value = Math.floor(value)\n this[offset] = (value & 0xff)\n return offset + 1\n}\n\nfunction objectWriteUInt16 (buf, value, offset, littleEndian) {\n if (value < 0) value = 0xffff + value + 1\n for (var i = 0, j = Math.min(buf.length - offset, 2); i < j; ++i) {\n buf[offset + i] = (value & (0xff << (8 * (littleEndian ? i : 1 - i)))) >>>\n (littleEndian ? i : 1 - i) * 8\n }\n}\n\nBuffer.prototype.writeUInt16LE = function writeUInt16LE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value & 0xff)\n this[offset + 1] = (value >>> 8)\n } else {\n objectWriteUInt16(this, value, offset, true)\n }\n return offset + 2\n}\n\nBuffer.prototype.writeUInt16BE = function writeUInt16BE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 8)\n this[offset + 1] = (value & 0xff)\n } else {\n objectWriteUInt16(this, value, offset, false)\n }\n return offset + 2\n}\n\nfunction objectWriteUInt32 (buf, value, offset, littleEndian) {\n if (value < 0) value = 0xffffffff + value + 1\n for (var i = 0, j = Math.min(buf.length - offset, 4); i < j; ++i) {\n buf[offset + i] = (value >>> (littleEndian ? i : 3 - i) * 8) & 0xff\n }\n}\n\nBuffer.prototype.writeUInt32LE = function writeUInt32LE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset + 3] = (value >>> 24)\n this[offset + 2] = (value >>> 16)\n this[offset + 1] = (value >>> 8)\n this[offset] = (value & 0xff)\n } else {\n objectWriteUInt32(this, value, offset, true)\n }\n return offset + 4\n}\n\nBuffer.prototype.writeUInt32BE = function writeUInt32BE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 24)\n this[offset + 1] = (value >>> 16)\n this[offset + 2] = (value >>> 8)\n this[offset + 3] = (value & 0xff)\n } else {\n objectWriteUInt32(this, value, offset, false)\n }\n return offset + 4\n}\n\nBuffer.prototype.writeIntLE = function writeIntLE (value, offset, byteLength, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) {\n var limit = Math.pow(2, 8 * byteLength - 1)\n\n checkInt(this, value, offset, byteLength, limit - 1, -limit)\n }\n\n var i = 0\n var mul = 1\n var sub = 0\n this[offset] = value & 0xFF\n while (++i < byteLength && (mul *= 0x100)) {\n if (value < 0 && sub === 0 && this[offset + i - 1] !== 0) {\n sub = 1\n }\n this[offset + i] = ((value / mul) >> 0) - sub & 0xFF\n }\n\n return offset + byteLength\n}\n\nBuffer.prototype.writeIntBE = function writeIntBE (value, offset, byteLength, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) {\n var limit = Math.pow(2, 8 * byteLength - 1)\n\n checkInt(this, value, offset, byteLength, limit - 1, -limit)\n }\n\n var i = byteLength - 1\n var mul = 1\n var sub = 0\n this[offset + i] = value & 0xFF\n while (--i >= 0 && (mul *= 0x100)) {\n if (value < 0 && sub === 0 && this[offset + i + 1] !== 0) {\n sub = 1\n }\n this[offset + i] = ((value / mul) >> 0) - sub & 0xFF\n }\n\n return offset + byteLength\n}\n\nBuffer.prototype.writeInt8 = function writeInt8 (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 1, 0x7f, -0x80)\n if (!Buffer.TYPED_ARRAY_SUPPORT) value = Math.floor(value)\n if (value < 0) value = 0xff + value + 1\n this[offset] = (value & 0xff)\n return offset + 1\n}\n\nBuffer.prototype.writeInt16LE = function writeInt16LE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value & 0xff)\n this[offset + 1] = (value >>> 8)\n } else {\n objectWriteUInt16(this, value, offset, true)\n }\n return offset + 2\n}\n\nBuffer.prototype.writeInt16BE = function writeInt16BE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 8)\n this[offset + 1] = (value & 0xff)\n } else {\n objectWriteUInt16(this, value, offset, false)\n }\n return offset + 2\n}\n\nBuffer.prototype.writeInt32LE = function writeInt32LE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value & 0xff)\n this[offset + 1] = (value >>> 8)\n this[offset + 2] = (value >>> 16)\n this[offset + 3] = (value >>> 24)\n } else {\n objectWriteUInt32(this, value, offset, true)\n }\n return offset + 4\n}\n\nBuffer.prototype.writeInt32BE = function writeInt32BE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000)\n if (value < 0) value = 0xffffffff + value + 1\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 24)\n this[offset + 1] = (value >>> 16)\n this[offset + 2] = (value >>> 8)\n this[offset + 3] = (value & 0xff)\n } else {\n objectWriteUInt32(this, value, offset, false)\n }\n return offset + 4\n}\n\nfunction checkIEEE754 (buf, value, offset, ext, max, min) {\n if (offset + ext > buf.length) throw new RangeError('Index out of range')\n if (offset < 0) throw new RangeError('Index out of range')\n}\n\nfunction writeFloat (buf, value, offset, littleEndian, noAssert) {\n if (!noAssert) {\n checkIEEE754(buf, value, offset, 4, 3.4028234663852886e+38, -3.4028234663852886e+38)\n }\n ieee754.write(buf, value, offset, littleEndian, 23, 4)\n return offset + 4\n}\n\nBuffer.prototype.writeFloatLE = function writeFloatLE (value, offset, noAssert) {\n return writeFloat(this, value, offset, true, noAssert)\n}\n\nBuffer.prototype.writeFloatBE = function writeFloatBE (value, offset, noAssert) {\n return writeFloat(this, value, offset, false, noAssert)\n}\n\nfunction writeDouble (buf, value, offset, littleEndian, noAssert) {\n if (!noAssert) {\n checkIEEE754(buf, value, offset, 8, 1.7976931348623157E+308, -1.7976931348623157E+308)\n }\n ieee754.write(buf, value, offset, littleEndian, 52, 8)\n return offset + 8\n}\n\nBuffer.prototype.writeDoubleLE = function writeDoubleLE (value, offset, noAssert) {\n return writeDouble(this, value, offset, true, noAssert)\n}\n\nBuffer.prototype.writeDoubleBE = function writeDoubleBE (value, offset, noAssert) {\n return writeDouble(this, value, offset, false, noAssert)\n}\n\n// copy(targetBuffer, targetStart=0, sourceStart=0, sourceEnd=buffer.length)\nBuffer.prototype.copy = function copy (target, targetStart, start, end) {\n if (!start) start = 0\n if (!end && end !== 0) end = this.length\n if (targetStart >= target.length) targetStart = target.length\n if (!targetStart) targetStart = 0\n if (end > 0 && end < start) end = start\n\n // Copy 0 bytes; we're done\n if (end === start) return 0\n if (target.length === 0 || this.length === 0) return 0\n\n // Fatal error conditions\n if (targetStart < 0) {\n throw new RangeError('targetStart out of bounds')\n }\n if (start < 0 || start >= this.length) throw new RangeError('sourceStart out of bounds')\n if (end < 0) throw new RangeError('sourceEnd out of bounds')\n\n // Are we oob?\n if (end > this.length) end = this.length\n if (target.length - targetStart < end - start) {\n end = target.length - targetStart + start\n }\n\n var len = end - start\n var i\n\n if (this === target && start < targetStart && targetStart < end) {\n // descending copy from end\n for (i = len - 1; i >= 0; --i) {\n target[i + targetStart] = this[i + start]\n }\n } else if (len < 1000 || !Buffer.TYPED_ARRAY_SUPPORT) {\n // ascending copy from start\n for (i = 0; i < len; ++i) {\n target[i + targetStart] = this[i + start]\n }\n } else {\n Uint8Array.prototype.set.call(\n target,\n this.subarray(start, start + len),\n targetStart\n )\n }\n\n return len\n}\n\n// Usage:\n// buffer.fill(number[, offset[, end]])\n// buffer.fill(buffer[, offset[, end]])\n// buffer.fill(string[, offset[, end]][, encoding])\nBuffer.prototype.fill = function fill (val, start, end, encoding) {\n // Handle string cases:\n if (typeof val === 'string') {\n if (typeof start === 'string') {\n encoding = start\n start = 0\n end = this.length\n } else if (typeof end === 'string') {\n encoding = end\n end = this.length\n }\n if (val.length === 1) {\n var code = val.charCodeAt(0)\n if (code < 256) {\n val = code\n }\n }\n if (encoding !== undefined && typeof encoding !== 'string') {\n throw new TypeError('encoding must be a string')\n }\n if (typeof encoding === 'string' && !Buffer.isEncoding(encoding)) {\n throw new TypeError('Unknown encoding: ' + encoding)\n }\n } else if (typeof val === 'number') {\n val = val & 255\n }\n\n // Invalid ranges are not set to a default, so can range check early.\n if (start < 0 || this.length < start || this.length < end) {\n throw new RangeError('Out of range index')\n }\n\n if (end <= start) {\n return this\n }\n\n start = start >>> 0\n end = end === undefined ? this.length : end >>> 0\n\n if (!val) val = 0\n\n var i\n if (typeof val === 'number') {\n for (i = start; i < end; ++i) {\n this[i] = val\n }\n } else {\n var bytes = internalIsBuffer(val)\n ? val\n : utf8ToBytes(new Buffer(val, encoding).toString())\n var len = bytes.length\n for (i = 0; i < end - start; ++i) {\n this[i + start] = bytes[i % len]\n }\n }\n\n return this\n}\n\n// HELPER FUNCTIONS\n// ================\n\nvar INVALID_BASE64_RE = /[^+\\/0-9A-Za-z-_]/g\n\nfunction base64clean (str) {\n // Node strips out invalid characters like \\n and \\t from the string, base64-js does not\n str = stringtrim(str).replace(INVALID_BASE64_RE, '')\n // Node converts strings with length < 2 to ''\n if (str.length < 2) return ''\n // Node allows for non-padded base64 strings (missing trailing ===), base64-js does not\n while (str.length % 4 !== 0) {\n str = str + '='\n }\n return str\n}\n\nfunction stringtrim (str) {\n if (str.trim) return str.trim()\n return str.replace(/^\\s+|\\s+$/g, '')\n}\n\nfunction toHex (n) {\n if (n < 16) return '0' + n.toString(16)\n return n.toString(16)\n}\n\nfunction utf8ToBytes (string, units) {\n units = units || Infinity\n var codePoint\n var length = string.length\n var leadSurrogate = null\n var bytes = []\n\n for (var i = 0; i < length; ++i) {\n codePoint = string.charCodeAt(i)\n\n // is surrogate component\n if (codePoint > 0xD7FF && codePoint < 0xE000) {\n // last char was a lead\n if (!leadSurrogate) {\n // no lead yet\n if (codePoint > 0xDBFF) {\n // unexpected trail\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)\n continue\n } else if (i + 1 === length) {\n // unpaired lead\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)\n continue\n }\n\n // valid lead\n leadSurrogate = codePoint\n\n continue\n }\n\n // 2 leads in a row\n if (codePoint < 0xDC00) {\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)\n leadSurrogate = codePoint\n continue\n }\n\n // valid surrogate pair\n codePoint = (leadSurrogate - 0xD800 << 10 | codePoint - 0xDC00) + 0x10000\n } else if (leadSurrogate) {\n // valid bmp char, but last char was a lead\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)\n }\n\n leadSurrogate = null\n\n // encode utf8\n if (codePoint < 0x80) {\n if ((units -= 1) < 0) break\n bytes.push(codePoint)\n } else if (codePoint < 0x800) {\n if ((units -= 2) < 0) break\n bytes.push(\n codePoint >> 0x6 | 0xC0,\n codePoint & 0x3F | 0x80\n )\n } else if (codePoint < 0x10000) {\n if ((units -= 3) < 0) break\n bytes.push(\n codePoint >> 0xC | 0xE0,\n codePoint >> 0x6 & 0x3F | 0x80,\n codePoint & 0x3F | 0x80\n )\n } else if (codePoint < 0x110000) {\n if ((units -= 4) < 0) break\n bytes.push(\n codePoint >> 0x12 | 0xF0,\n codePoint >> 0xC & 0x3F | 0x80,\n codePoint >> 0x6 & 0x3F | 0x80,\n codePoint & 0x3F | 0x80\n )\n } else {\n throw new Error('Invalid code point')\n }\n }\n\n return bytes\n}\n\nfunction asciiToBytes (str) {\n var byteArray = []\n for (var i = 0; i < str.length; ++i) {\n // Node's code seems to be doing this and not & 0x7F..\n byteArray.push(str.charCodeAt(i) & 0xFF)\n }\n return byteArray\n}\n\nfunction utf16leToBytes (str, units) {\n var c, hi, lo\n var byteArray = []\n for (var i = 0; i < str.length; ++i) {\n if ((units -= 2) < 0) break\n\n c = str.charCodeAt(i)\n hi = c >> 8\n lo = c % 256\n byteArray.push(lo)\n byteArray.push(hi)\n }\n\n return byteArray\n}\n\n\nfunction base64ToBytes (str) {\n return base64.toByteArray(base64clean(str))\n}\n\nfunction blitBuffer (src, dst, offset, length) {\n for (var i = 0; i < length; ++i) {\n if ((i + offset >= dst.length) || (i >= src.length)) break\n dst[i + offset] = src[i]\n }\n return i\n}\n\nfunction isnan (val) {\n return val !== val // eslint-disable-line no-self-compare\n}\n\n\n// the following is from is-buffer, also by Feross Aboukhadijeh and with same lisence\n// The _isBuffer check is for Safari 5-7 support, because it's missing\n// Object.prototype.constructor. Remove this eventually\nexport function isBuffer(obj) {\n return obj != null && (!!obj._isBuffer || isFastBuffer(obj) || isSlowBuffer(obj))\n}\n\nfunction isFastBuffer (obj) {\n return !!obj.constructor && typeof obj.constructor.isBuffer === 'function' && obj.constructor.isBuffer(obj)\n}\n\n// For Node v0.10 support. Remove this eventually.\nfunction isSlowBuffer (obj) {\n return typeof obj.readFloatLE === 'function' && typeof obj.slice === 'function' && isFastBuffer(obj.slice(0, 0))\n}\n","// shim for using process in browser\n// based off https://github.com/defunctzombie/node-process/blob/master/browser.js\n\nfunction defaultSetTimout() {\n throw new Error('setTimeout has not been defined');\n}\nfunction defaultClearTimeout () {\n throw new Error('clearTimeout has not been defined');\n}\nvar cachedSetTimeout = defaultSetTimout;\nvar cachedClearTimeout = defaultClearTimeout;\nif (typeof global.setTimeout === 'function') {\n cachedSetTimeout = setTimeout;\n}\nif (typeof global.clearTimeout === 'function') {\n cachedClearTimeout = clearTimeout;\n}\n\nfunction runTimeout(fun) {\n if (cachedSetTimeout === setTimeout) {\n //normal enviroments in sane situations\n return setTimeout(fun, 0);\n }\n // if setTimeout wasn't available but was latter defined\n if ((cachedSetTimeout === defaultSetTimout || !cachedSetTimeout) && setTimeout) {\n cachedSetTimeout = setTimeout;\n return setTimeout(fun, 0);\n }\n try {\n // when when somebody has screwed with setTimeout but no I.E. maddness\n return cachedSetTimeout(fun, 0);\n } catch(e){\n try {\n // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally\n return cachedSetTimeout.call(null, fun, 0);\n } catch(e){\n // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error\n return cachedSetTimeout.call(this, fun, 0);\n }\n }\n\n\n}\nfunction runClearTimeout(marker) {\n if (cachedClearTimeout === clearTimeout) {\n //normal enviroments in sane situations\n return clearTimeout(marker);\n }\n // if clearTimeout wasn't available but was latter defined\n if ((cachedClearTimeout === defaultClearTimeout || !cachedClearTimeout) && clearTimeout) {\n cachedClearTimeout = clearTimeout;\n return clearTimeout(marker);\n }\n try {\n // when when somebody has screwed with setTimeout but no I.E. maddness\n return cachedClearTimeout(marker);\n } catch (e){\n try {\n // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally\n return cachedClearTimeout.call(null, marker);\n } catch (e){\n // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error.\n // Some versions of I.E. have different rules for clearTimeout vs setTimeout\n return cachedClearTimeout.call(this, marker);\n }\n }\n\n\n\n}\nvar queue = [];\nvar draining = false;\nvar currentQueue;\nvar queueIndex = -1;\n\nfunction cleanUpNextTick() {\n if (!draining || !currentQueue) {\n return;\n }\n draining = false;\n if (currentQueue.length) {\n queue = currentQueue.concat(queue);\n } else {\n queueIndex = -1;\n }\n if (queue.length) {\n drainQueue();\n }\n}\n\nfunction drainQueue() {\n if (draining) {\n return;\n }\n var timeout = runTimeout(cleanUpNextTick);\n draining = true;\n\n var len = queue.length;\n while(len) {\n currentQueue = queue;\n queue = [];\n while (++queueIndex < len) {\n if (currentQueue) {\n currentQueue[queueIndex].run();\n }\n }\n queueIndex = -1;\n len = queue.length;\n }\n currentQueue = null;\n draining = false;\n runClearTimeout(timeout);\n}\nexport function nextTick(fun) {\n var args = new Array(arguments.length - 1);\n if (arguments.length > 1) {\n for (var i = 1; i < arguments.length; i++) {\n args[i - 1] = arguments[i];\n }\n }\n queue.push(new Item(fun, args));\n if (queue.length === 1 && !draining) {\n runTimeout(drainQueue);\n }\n}\n// v8 likes predictible objects\nfunction Item(fun, array) {\n this.fun = fun;\n this.array = array;\n}\nItem.prototype.run = function () {\n this.fun.apply(null, this.array);\n};\nexport var title = 'browser';\nexport var platform = 'browser';\nexport var browser = true;\nexport var env = {};\nexport var argv = [];\nexport var version = ''; // empty string to avoid regexp issues\nexport var versions = {};\nexport var release = {};\nexport var config = {};\n\nfunction noop() {}\n\nexport var on = noop;\nexport var addListener = noop;\nexport var once = noop;\nexport var off = noop;\nexport var removeListener = noop;\nexport var removeAllListeners = noop;\nexport var emit = noop;\n\nexport function binding(name) {\n throw new Error('process.binding is not supported');\n}\n\nexport function cwd () { return '/' }\nexport function chdir (dir) {\n throw new Error('process.chdir is not supported');\n};\nexport function umask() { return 0; }\n\n// from https://github.com/kumavis/browser-process-hrtime/blob/master/index.js\nvar performance = global.performance || {}\nvar performanceNow =\n performance.now ||\n performance.mozNow ||\n performance.msNow ||\n performance.oNow ||\n performance.webkitNow ||\n function(){ return (new Date()).getTime() }\n\n// generate timestamp or delta\n// see http://nodejs.org/api/process.html#process_process_hrtime\nexport function hrtime(previousTimestamp){\n var clocktime = performanceNow.call(performance)*1e-3\n var seconds = Math.floor(clocktime)\n var nanoseconds = Math.floor((clocktime%1)*1e9)\n if (previousTimestamp) {\n seconds = seconds - previousTimestamp[0]\n nanoseconds = nanoseconds - previousTimestamp[1]\n if (nanoseconds<0) {\n seconds--\n nanoseconds += 1e9\n }\n }\n return [seconds,nanoseconds]\n}\n\nvar startTime = new Date();\nexport function uptime() {\n var currentTime = new Date();\n var dif = currentTime - startTime;\n return dif / 1000;\n}\n\nexport default {\n nextTick: nextTick,\n title: title,\n browser: browser,\n env: env,\n argv: argv,\n version: version,\n versions: versions,\n on: on,\n addListener: addListener,\n once: once,\n off: off,\n removeListener: removeListener,\n removeAllListeners: removeAllListeners,\n emit: emit,\n binding: binding,\n cwd: cwd,\n chdir: chdir,\n umask: umask,\n hrtime: hrtime,\n platform: platform,\n release: release,\n config: config,\n uptime: uptime\n};\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\nimport process from 'process';\nvar formatRegExp = /%[sdj%]/g;\nexport function format(f) {\n if (!isString(f)) {\n var objects = [];\n for (var i = 0; i < arguments.length; i++) {\n objects.push(inspect(arguments[i]));\n }\n return objects.join(' ');\n }\n\n var i = 1;\n var args = arguments;\n var len = args.length;\n var str = String(f).replace(formatRegExp, function(x) {\n if (x === '%%') return '%';\n if (i >= len) return x;\n switch (x) {\n case '%s': return String(args[i++]);\n case '%d': return Number(args[i++]);\n case '%j':\n try {\n return JSON.stringify(args[i++]);\n } catch (_) {\n return '[Circular]';\n }\n default:\n return x;\n }\n });\n for (var x = args[i]; i < len; x = args[++i]) {\n if (isNull(x) || !isObject(x)) {\n str += ' ' + x;\n } else {\n str += ' ' + inspect(x);\n }\n }\n return str;\n};\n\n\n// Mark that a method should not be used.\n// Returns a modified function which warns once by default.\n// If --no-deprecation is set, then it is a no-op.\nexport function deprecate(fn, msg) {\n // Allow for deprecating things in the process of starting up.\n if (isUndefined(global.process)) {\n return function() {\n return deprecate(fn, msg).apply(this, arguments);\n };\n }\n\n if (process.noDeprecation === true) {\n return fn;\n }\n\n var warned = false;\n function deprecated() {\n if (!warned) {\n if (process.throwDeprecation) {\n throw new Error(msg);\n } else if (process.traceDeprecation) {\n console.trace(msg);\n } else {\n console.error(msg);\n }\n warned = true;\n }\n return fn.apply(this, arguments);\n }\n\n return deprecated;\n};\n\n\nvar debugs = {};\nvar debugEnviron;\nexport function debuglog(set) {\n if (isUndefined(debugEnviron))\n debugEnviron = process.env.NODE_DEBUG || '';\n set = set.toUpperCase();\n if (!debugs[set]) {\n if (new RegExp('\\\\b' + set + '\\\\b', 'i').test(debugEnviron)) {\n var pid = 0;\n debugs[set] = function() {\n var msg = format.apply(null, arguments);\n console.error('%s %d: %s', set, pid, msg);\n };\n } else {\n debugs[set] = function() {};\n }\n }\n return debugs[set];\n};\n\n\n/**\n * Echos the value of a value. Trys to print the value out\n * in the best way possible given the different types.\n *\n * @param {Object} obj The object to print out.\n * @param {Object} opts Optional options object that alters the output.\n */\n/* legacy: obj, showHidden, depth, colors*/\nexport function inspect(obj, opts) {\n // default options\n var ctx = {\n seen: [],\n stylize: stylizeNoColor\n };\n // legacy...\n if (arguments.length >= 3) ctx.depth = arguments[2];\n if (arguments.length >= 4) ctx.colors = arguments[3];\n if (isBoolean(opts)) {\n // legacy...\n ctx.showHidden = opts;\n } else if (opts) {\n // got an \"options\" object\n _extend(ctx, opts);\n }\n // set default options\n if (isUndefined(ctx.showHidden)) ctx.showHidden = false;\n if (isUndefined(ctx.depth)) ctx.depth = 2;\n if (isUndefined(ctx.colors)) ctx.colors = false;\n if (isUndefined(ctx.customInspect)) ctx.customInspect = true;\n if (ctx.colors) ctx.stylize = stylizeWithColor;\n return formatValue(ctx, obj, ctx.depth);\n}\n\n// http://en.wikipedia.org/wiki/ANSI_escape_code#graphics\ninspect.colors = {\n 'bold' : [1, 22],\n 'italic' : [3, 23],\n 'underline' : [4, 24],\n 'inverse' : [7, 27],\n 'white' : [37, 39],\n 'grey' : [90, 39],\n 'black' : [30, 39],\n 'blue' : [34, 39],\n 'cyan' : [36, 39],\n 'green' : [32, 39],\n 'magenta' : [35, 39],\n 'red' : [31, 39],\n 'yellow' : [33, 39]\n};\n\n// Don't use 'blue' not visible on cmd.exe\ninspect.styles = {\n 'special': 'cyan',\n 'number': 'yellow',\n 'boolean': 'yellow',\n 'undefined': 'grey',\n 'null': 'bold',\n 'string': 'green',\n 'date': 'magenta',\n // \"name\": intentionally not styling\n 'regexp': 'red'\n};\n\n\nfunction stylizeWithColor(str, styleType) {\n var style = inspect.styles[styleType];\n\n if (style) {\n return '\\u001b[' + inspect.colors[style][0] + 'm' + str +\n '\\u001b[' + inspect.colors[style][1] + 'm';\n } else {\n return str;\n }\n}\n\n\nfunction stylizeNoColor(str, styleType) {\n return str;\n}\n\n\nfunction arrayToHash(array) {\n var hash = {};\n\n array.forEach(function(val, idx) {\n hash[val] = true;\n });\n\n return hash;\n}\n\n\nfunction formatValue(ctx, value, recurseTimes) {\n // Provide a hook for user-specified inspect functions.\n // Check that value is an object with an inspect function on it\n if (ctx.customInspect &&\n value &&\n isFunction(value.inspect) &&\n // Filter out the util module, it's inspect function is special\n value.inspect !== inspect &&\n // Also filter out any prototype objects using the circular check.\n !(value.constructor && value.constructor.prototype === value)) {\n var ret = value.inspect(recurseTimes, ctx);\n if (!isString(ret)) {\n ret = formatValue(ctx, ret, recurseTimes);\n }\n return ret;\n }\n\n // Primitive types cannot have properties\n var primitive = formatPrimitive(ctx, value);\n if (primitive) {\n return primitive;\n }\n\n // Look up the keys of the object.\n var keys = Object.keys(value);\n var visibleKeys = arrayToHash(keys);\n\n if (ctx.showHidden) {\n keys = Object.getOwnPropertyNames(value);\n }\n\n // IE doesn't make error fields non-enumerable\n // http://msdn.microsoft.com/en-us/library/ie/dww52sbt(v=vs.94).aspx\n if (isError(value)\n && (keys.indexOf('message') >= 0 || keys.indexOf('description') >= 0)) {\n return formatError(value);\n }\n\n // Some type of object without properties can be shortcutted.\n if (keys.length === 0) {\n if (isFunction(value)) {\n var name = value.name ? ': ' + value.name : '';\n return ctx.stylize('[Function' + name + ']', 'special');\n }\n if (isRegExp(value)) {\n return ctx.stylize(RegExp.prototype.toString.call(value), 'regexp');\n }\n if (isDate(value)) {\n return ctx.stylize(Date.prototype.toString.call(value), 'date');\n }\n if (isError(value)) {\n return formatError(value);\n }\n }\n\n var base = '', array = false, braces = ['{', '}'];\n\n // Make Array say that they are Array\n if (isArray(value)) {\n array = true;\n braces = ['[', ']'];\n }\n\n // Make functions say that they are functions\n if (isFunction(value)) {\n var n = value.name ? ': ' + value.name : '';\n base = ' [Function' + n + ']';\n }\n\n // Make RegExps say that they are RegExps\n if (isRegExp(value)) {\n base = ' ' + RegExp.prototype.toString.call(value);\n }\n\n // Make dates with properties first say the date\n if (isDate(value)) {\n base = ' ' + Date.prototype.toUTCString.call(value);\n }\n\n // Make error with message first say the error\n if (isError(value)) {\n base = ' ' + formatError(value);\n }\n\n if (keys.length === 0 && (!array || value.length == 0)) {\n return braces[0] + base + braces[1];\n }\n\n if (recurseTimes < 0) {\n if (isRegExp(value)) {\n return ctx.stylize(RegExp.prototype.toString.call(value), 'regexp');\n } else {\n return ctx.stylize('[Object]', 'special');\n }\n }\n\n ctx.seen.push(value);\n\n var output;\n if (array) {\n output = formatArray(ctx, value, recurseTimes, visibleKeys, keys);\n } else {\n output = keys.map(function(key) {\n return formatProperty(ctx, value, recurseTimes, visibleKeys, key, array);\n });\n }\n\n ctx.seen.pop();\n\n return reduceToSingleString(output, base, braces);\n}\n\n\nfunction formatPrimitive(ctx, value) {\n if (isUndefined(value))\n return ctx.stylize('undefined', 'undefined');\n if (isString(value)) {\n var simple = '\\'' + JSON.stringify(value).replace(/^\"|\"$/g, '')\n .replace(/'/g, \"\\\\'\")\n .replace(/\\\\\"/g, '\"') + '\\'';\n return ctx.stylize(simple, 'string');\n }\n if (isNumber(value))\n return ctx.stylize('' + value, 'number');\n if (isBoolean(value))\n return ctx.stylize('' + value, 'boolean');\n // For some reason typeof null is \"object\", so special case here.\n if (isNull(value))\n return ctx.stylize('null', 'null');\n}\n\n\nfunction formatError(value) {\n return '[' + Error.prototype.toString.call(value) + ']';\n}\n\n\nfunction formatArray(ctx, value, recurseTimes, visibleKeys, keys) {\n var output = [];\n for (var i = 0, l = value.length; i < l; ++i) {\n if (hasOwnProperty(value, String(i))) {\n output.push(formatProperty(ctx, value, recurseTimes, visibleKeys,\n String(i), true));\n } else {\n output.push('');\n }\n }\n keys.forEach(function(key) {\n if (!key.match(/^\\d+$/)) {\n output.push(formatProperty(ctx, value, recurseTimes, visibleKeys,\n key, true));\n }\n });\n return output;\n}\n\n\nfunction formatProperty(ctx, value, recurseTimes, visibleKeys, key, array) {\n var name, str, desc;\n desc = Object.getOwnPropertyDescriptor(value, key) || { value: value[key] };\n if (desc.get) {\n if (desc.set) {\n str = ctx.stylize('[Getter/Setter]', 'special');\n } else {\n str = ctx.stylize('[Getter]', 'special');\n }\n } else {\n if (desc.set) {\n str = ctx.stylize('[Setter]', 'special');\n }\n }\n if (!hasOwnProperty(visibleKeys, key)) {\n name = '[' + key + ']';\n }\n if (!str) {\n if (ctx.seen.indexOf(desc.value) < 0) {\n if (isNull(recurseTimes)) {\n str = formatValue(ctx, desc.value, null);\n } else {\n str = formatValue(ctx, desc.value, recurseTimes - 1);\n }\n if (str.indexOf('\\n') > -1) {\n if (array) {\n str = str.split('\\n').map(function(line) {\n return ' ' + line;\n }).join('\\n').substr(2);\n } else {\n str = '\\n' + str.split('\\n').map(function(line) {\n return ' ' + line;\n }).join('\\n');\n }\n }\n } else {\n str = ctx.stylize('[Circular]', 'special');\n }\n }\n if (isUndefined(name)) {\n if (array && key.match(/^\\d+$/)) {\n return str;\n }\n name = JSON.stringify('' + key);\n if (name.match(/^\"([a-zA-Z_][a-zA-Z_0-9]*)\"$/)) {\n name = name.substr(1, name.length - 2);\n name = ctx.stylize(name, 'name');\n } else {\n name = name.replace(/'/g, \"\\\\'\")\n .replace(/\\\\\"/g, '\"')\n .replace(/(^\"|\"$)/g, \"'\");\n name = ctx.stylize(name, 'string');\n }\n }\n\n return name + ': ' + str;\n}\n\n\nfunction reduceToSingleString(output, base, braces) {\n var numLinesEst = 0;\n var length = output.reduce(function(prev, cur) {\n numLinesEst++;\n if (cur.indexOf('\\n') >= 0) numLinesEst++;\n return prev + cur.replace(/\\u001b\\[\\d\\d?m/g, '').length + 1;\n }, 0);\n\n if (length > 60) {\n return braces[0] +\n (base === '' ? '' : base + '\\n ') +\n ' ' +\n output.join(',\\n ') +\n ' ' +\n braces[1];\n }\n\n return braces[0] + base + ' ' + output.join(', ') + ' ' + braces[1];\n}\n\n\n// NOTE: These type checking functions intentionally don't use `instanceof`\n// because it is fragile and can be easily faked with `Object.create()`.\nexport function isArray(ar) {\n return Array.isArray(ar);\n}\n\nexport function isBoolean(arg) {\n return typeof arg === 'boolean';\n}\n\nexport function isNull(arg) {\n return arg === null;\n}\n\nexport function isNullOrUndefined(arg) {\n return arg == null;\n}\n\nexport function isNumber(arg) {\n return typeof arg === 'number';\n}\n\nexport function isString(arg) {\n return typeof arg === 'string';\n}\n\nexport function isSymbol(arg) {\n return typeof arg === 'symbol';\n}\n\nexport function isUndefined(arg) {\n return arg === void 0;\n}\n\nexport function isRegExp(re) {\n return isObject(re) && objectToString(re) === '[object RegExp]';\n}\n\nexport function isObject(arg) {\n return typeof arg === 'object' && arg !== null;\n}\n\nexport function isDate(d) {\n return isObject(d) && objectToString(d) === '[object Date]';\n}\n\nexport function isError(e) {\n return isObject(e) &&\n (objectToString(e) === '[object Error]' || e instanceof Error);\n}\n\nexport function isFunction(arg) {\n return typeof arg === 'function';\n}\n\nexport function isPrimitive(arg) {\n return arg === null ||\n typeof arg === 'boolean' ||\n typeof arg === 'number' ||\n typeof arg === 'string' ||\n typeof arg === 'symbol' || // ES6 symbol\n typeof arg === 'undefined';\n}\n\nexport function isBuffer(maybeBuf) {\n return Buffer.isBuffer(maybeBuf);\n}\n\nfunction objectToString(o) {\n return Object.prototype.toString.call(o);\n}\n\n\nfunction pad(n) {\n return n < 10 ? '0' + n.toString(10) : n.toString(10);\n}\n\n\nvar months = ['Jan', 'Feb', 'Mar', 'Apr', 'May', 'Jun', 'Jul', 'Aug', 'Sep',\n 'Oct', 'Nov', 'Dec'];\n\n// 26 Feb 16:19:34\nfunction timestamp() {\n var d = new Date();\n var time = [pad(d.getHours()),\n pad(d.getMinutes()),\n pad(d.getSeconds())].join(':');\n return [d.getDate(), months[d.getMonth()], time].join(' ');\n}\n\n\n// log is just a thin wrapper to console.log that prepends a timestamp\nexport function log() {\n console.log('%s - %s', timestamp(), format.apply(null, arguments));\n}\n\n\n/**\n * Inherit the prototype methods from one constructor into another.\n *\n * The Function.prototype.inherits from lang.js rewritten as a standalone\n * function (not on Function.prototype). NOTE: If this file is to be loaded\n * during bootstrapping this function needs to be rewritten using some native\n * functions as prototype setup using normal JavaScript does not work as\n * expected during bootstrapping (see mirror.js in r114903).\n *\n * @param {function} ctor Constructor function which needs to inherit the\n * prototype.\n * @param {function} superCtor Constructor function to inherit prototype from.\n */\nimport inherits from './inherits';\nexport {inherits}\n\nexport function _extend(origin, add) {\n // Don't do anything if add isn't an object\n if (!add || !isObject(add)) return origin;\n\n var keys = Object.keys(add);\n var i = keys.length;\n while (i--) {\n origin[keys[i]] = add[keys[i]];\n }\n return origin;\n};\n\nfunction hasOwnProperty(obj, prop) {\n return Object.prototype.hasOwnProperty.call(obj, prop);\n}\n\nexport default {\n inherits: inherits,\n _extend: _extend,\n log: log,\n isBuffer: isBuffer,\n isPrimitive: isPrimitive,\n isFunction: isFunction,\n isError: isError,\n isDate: isDate,\n isObject: isObject,\n isRegExp: isRegExp,\n isUndefined: isUndefined,\n isSymbol: isSymbol,\n isString: isString,\n isNumber: isNumber,\n isNullOrUndefined: isNullOrUndefined,\n isNull: isNull,\n isBoolean: isBoolean,\n isArray: isArray,\n inspect: inspect,\n deprecate: deprecate,\n format: format,\n debuglog: debuglog\n}\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n\n// If obj.hasOwnProperty has been overridden, then calling\n// obj.hasOwnProperty(prop) will break.\n// See: https://github.com/joyent/node/issues/1707\nfunction hasOwnProperty(obj, prop) {\n return Object.prototype.hasOwnProperty.call(obj, prop);\n}\nvar isArray = Array.isArray || function (xs) {\n return Object.prototype.toString.call(xs) === '[object Array]';\n};\nfunction stringifyPrimitive(v) {\n switch (typeof v) {\n case 'string':\n return v;\n\n case 'boolean':\n return v ? 'true' : 'false';\n\n case 'number':\n return isFinite(v) ? v : '';\n\n default:\n return '';\n }\n}\n\nexport function stringify (obj, sep, eq, name) {\n sep = sep || '&';\n eq = eq || '=';\n if (obj === null) {\n obj = undefined;\n }\n\n if (typeof obj === 'object') {\n return map(objectKeys(obj), function(k) {\n var ks = encodeURIComponent(stringifyPrimitive(k)) + eq;\n if (isArray(obj[k])) {\n return map(obj[k], function(v) {\n return ks + encodeURIComponent(stringifyPrimitive(v));\n }).join(sep);\n } else {\n return ks + encodeURIComponent(stringifyPrimitive(obj[k]));\n }\n }).join(sep);\n\n }\n\n if (!name) return '';\n return encodeURIComponent(stringifyPrimitive(name)) + eq +\n encodeURIComponent(stringifyPrimitive(obj));\n};\n\nfunction map (xs, f) {\n if (xs.map) return xs.map(f);\n var res = [];\n for (var i = 0; i < xs.length; i++) {\n res.push(f(xs[i], i));\n }\n return res;\n}\n\nvar objectKeys = Object.keys || function (obj) {\n var res = [];\n for (var key in obj) {\n if (Object.prototype.hasOwnProperty.call(obj, key)) res.push(key);\n }\n return res;\n};\n\nexport function parse(qs, sep, eq, options) {\n sep = sep || '&';\n eq = eq || '=';\n var obj = {};\n\n if (typeof qs !== 'string' || qs.length === 0) {\n return obj;\n }\n\n var regexp = /\\+/g;\n qs = qs.split(sep);\n\n var maxKeys = 1000;\n if (options && typeof options.maxKeys === 'number') {\n maxKeys = options.maxKeys;\n }\n\n var len = qs.length;\n // maxKeys <= 0 means that we should not limit keys count\n if (maxKeys > 0 && len > maxKeys) {\n len = maxKeys;\n }\n\n for (var i = 0; i < len; ++i) {\n var x = qs[i].replace(regexp, '%20'),\n idx = x.indexOf(eq),\n kstr, vstr, k, v;\n\n if (idx >= 0) {\n kstr = x.substr(0, idx);\n vstr = x.substr(idx + 1);\n } else {\n kstr = x;\n vstr = '';\n }\n\n k = decodeURIComponent(kstr);\n v = decodeURIComponent(vstr);\n\n if (!hasOwnProperty(obj, k)) {\n obj[k] = v;\n } else if (isArray(obj[k])) {\n obj[k].push(v);\n } else {\n obj[k] = [obj[k], v];\n }\n }\n\n return obj;\n};\nexport default {\n encode: stringify,\n stringify: stringify,\n decode: parse,\n parse: parse\n}\nexport {stringify as encode, parse as decode};\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n\nimport {toASCII} from 'punycode';\nimport {isObject,isString,isNullOrUndefined,isNull} from 'util';\nimport {parse as qsParse,stringify as qsStringify} from 'querystring';\nexport {\n urlParse as parse,\n urlResolve as resolve,\n urlResolveObject as resolveObject,\n urlFormat as format\n};\nexport default {\n parse: urlParse,\n resolve: urlResolve,\n resolveObject: urlResolveObject,\n format: urlFormat,\n Url: Url\n}\nexport function Url() {\n this.protocol = null;\n this.slashes = null;\n this.auth = null;\n this.host = null;\n this.port = null;\n this.hostname = null;\n this.hash = null;\n this.search = null;\n this.query = null;\n this.pathname = null;\n this.path = null;\n this.href = null;\n}\n\n// Reference: RFC 3986, RFC 1808, RFC 2396\n\n// define these here so at least they only have to be\n// compiled once on the first module load.\nvar protocolPattern = /^([a-z0-9.+-]+:)/i,\n portPattern = /:[0-9]*$/,\n\n // Special case for a simple path URL\n simplePathPattern = /^(\\/\\/?(?!\\/)[^\\?\\s]*)(\\?[^\\s]*)?$/,\n\n // RFC 2396: characters reserved for delimiting URLs.\n // We actually just auto-escape these.\n delims = ['<', '>', '\"', '`', ' ', '\\r', '\\n', '\\t'],\n\n // RFC 2396: characters not allowed for various reasons.\n unwise = ['{', '}', '|', '\\\\', '^', '`'].concat(delims),\n\n // Allowed by RFCs, but cause of XSS attacks. Always escape these.\n autoEscape = ['\\''].concat(unwise),\n // Characters that are never ever allowed in a hostname.\n // Note that any invalid chars are also handled, but these\n // are the ones that are *expected* to be seen, so we fast-path\n // them.\n nonHostChars = ['%', '/', '?', ';', '#'].concat(autoEscape),\n hostEndingChars = ['/', '?', '#'],\n hostnameMaxLen = 255,\n hostnamePartPattern = /^[+a-z0-9A-Z_-]{0,63}$/,\n hostnamePartStart = /^([+a-z0-9A-Z_-]{0,63})(.*)$/,\n // protocols that can allow \"unsafe\" and \"unwise\" chars.\n unsafeProtocol = {\n 'javascript': true,\n 'javascript:': true\n },\n // protocols that never have a hostname.\n hostlessProtocol = {\n 'javascript': true,\n 'javascript:': true\n },\n // protocols that always contain a // bit.\n slashedProtocol = {\n 'http': true,\n 'https': true,\n 'ftp': true,\n 'gopher': true,\n 'file': true,\n 'http:': true,\n 'https:': true,\n 'ftp:': true,\n 'gopher:': true,\n 'file:': true\n };\n\nfunction urlParse(url, parseQueryString, slashesDenoteHost) {\n if (url && isObject(url) && url instanceof Url) return url;\n\n var u = new Url;\n u.parse(url, parseQueryString, slashesDenoteHost);\n return u;\n}\nUrl.prototype.parse = function(url, parseQueryString, slashesDenoteHost) {\n return parse(this, url, parseQueryString, slashesDenoteHost);\n}\n\nfunction parse(self, url, parseQueryString, slashesDenoteHost) {\n if (!isString(url)) {\n throw new TypeError('Parameter \\'url\\' must be a string, not ' + typeof url);\n }\n\n // Copy chrome, IE, opera backslash-handling behavior.\n // Back slashes before the query string get converted to forward slashes\n // See: https://code.google.com/p/chromium/issues/detail?id=25916\n var queryIndex = url.indexOf('?'),\n splitter =\n (queryIndex !== -1 && queryIndex < url.indexOf('#')) ? '?' : '#',\n uSplit = url.split(splitter),\n slashRegex = /\\\\/g;\n uSplit[0] = uSplit[0].replace(slashRegex, '/');\n url = uSplit.join(splitter);\n\n var rest = url;\n\n // trim before proceeding.\n // This is to support parse stuff like \" http://foo.com \\n\"\n rest = rest.trim();\n\n if (!slashesDenoteHost && url.split('#').length === 1) {\n // Try fast path regexp\n var simplePath = simplePathPattern.exec(rest);\n if (simplePath) {\n self.path = rest;\n self.href = rest;\n self.pathname = simplePath[1];\n if (simplePath[2]) {\n self.search = simplePath[2];\n if (parseQueryString) {\n self.query = qsParse(self.search.substr(1));\n } else {\n self.query = self.search.substr(1);\n }\n } else if (parseQueryString) {\n self.search = '';\n self.query = {};\n }\n return self;\n }\n }\n\n var proto = protocolPattern.exec(rest);\n if (proto) {\n proto = proto[0];\n var lowerProto = proto.toLowerCase();\n self.protocol = lowerProto;\n rest = rest.substr(proto.length);\n }\n\n // figure out if it's got a host\n // user@server is *always* interpreted as a hostname, and url\n // resolution will treat //foo/bar as host=foo,path=bar because that's\n // how the browser resolves relative URLs.\n if (slashesDenoteHost || proto || rest.match(/^\\/\\/[^@\\/]+@[^@\\/]+/)) {\n var slashes = rest.substr(0, 2) === '//';\n if (slashes && !(proto && hostlessProtocol[proto])) {\n rest = rest.substr(2);\n self.slashes = true;\n }\n }\n var i, hec, l, p;\n if (!hostlessProtocol[proto] &&\n (slashes || (proto && !slashedProtocol[proto]))) {\n\n // there's a hostname.\n // the first instance of /, ?, ;, or # ends the host.\n //\n // If there is an @ in the hostname, then non-host chars *are* allowed\n // to the left of the last @ sign, unless some host-ending character\n // comes *before* the @-sign.\n // URLs are obnoxious.\n //\n // ex:\n // http://a@b@c/ => user:a@b host:c\n // http://a@b?@c => user:a host:c path:/?@c\n\n // v0.12 TODO(isaacs): This is not quite how Chrome does things.\n // Review our test case against browsers more comprehensively.\n\n // find the first instance of any hostEndingChars\n var hostEnd = -1;\n for (i = 0; i < hostEndingChars.length; i++) {\n hec = rest.indexOf(hostEndingChars[i]);\n if (hec !== -1 && (hostEnd === -1 || hec < hostEnd))\n hostEnd = hec;\n }\n\n // at this point, either we have an explicit point where the\n // auth portion cannot go past, or the last @ char is the decider.\n var auth, atSign;\n if (hostEnd === -1) {\n // atSign can be anywhere.\n atSign = rest.lastIndexOf('@');\n } else {\n // atSign must be in auth portion.\n // http://a@b/c@d => host:b auth:a path:/c@d\n atSign = rest.lastIndexOf('@', hostEnd);\n }\n\n // Now we have a portion which is definitely the auth.\n // Pull that off.\n if (atSign !== -1) {\n auth = rest.slice(0, atSign);\n rest = rest.slice(atSign + 1);\n self.auth = decodeURIComponent(auth);\n }\n\n // the host is the remaining to the left of the first non-host char\n hostEnd = -1;\n for (i = 0; i < nonHostChars.length; i++) {\n hec = rest.indexOf(nonHostChars[i]);\n if (hec !== -1 && (hostEnd === -1 || hec < hostEnd))\n hostEnd = hec;\n }\n // if we still have not hit it, then the entire thing is a host.\n if (hostEnd === -1)\n hostEnd = rest.length;\n\n self.host = rest.slice(0, hostEnd);\n rest = rest.slice(hostEnd);\n\n // pull out port.\n parseHost(self);\n\n // we've indicated that there is a hostname,\n // so even if it's empty, it has to be present.\n self.hostname = self.hostname || '';\n\n // if hostname begins with [ and ends with ]\n // assume that it's an IPv6 address.\n var ipv6Hostname = self.hostname[0] === '[' &&\n self.hostname[self.hostname.length - 1] === ']';\n\n // validate a little.\n if (!ipv6Hostname) {\n var hostparts = self.hostname.split(/\\./);\n for (i = 0, l = hostparts.length; i < l; i++) {\n var part = hostparts[i];\n if (!part) continue;\n if (!part.match(hostnamePartPattern)) {\n var newpart = '';\n for (var j = 0, k = part.length; j < k; j++) {\n if (part.charCodeAt(j) > 127) {\n // we replace non-ASCII char with a temporary placeholder\n // we need this to make sure size of hostname is not\n // broken by replacing non-ASCII by nothing\n newpart += 'x';\n } else {\n newpart += part[j];\n }\n }\n // we test again with ASCII char only\n if (!newpart.match(hostnamePartPattern)) {\n var validParts = hostparts.slice(0, i);\n var notHost = hostparts.slice(i + 1);\n var bit = part.match(hostnamePartStart);\n if (bit) {\n validParts.push(bit[1]);\n notHost.unshift(bit[2]);\n }\n if (notHost.length) {\n rest = '/' + notHost.join('.') + rest;\n }\n self.hostname = validParts.join('.');\n break;\n }\n }\n }\n }\n\n if (self.hostname.length > hostnameMaxLen) {\n self.hostname = '';\n } else {\n // hostnames are always lower case.\n self.hostname = self.hostname.toLowerCase();\n }\n\n if (!ipv6Hostname) {\n // IDNA Support: Returns a punycoded representation of \"domain\".\n // It only converts parts of the domain name that\n // have non-ASCII characters, i.e. it doesn't matter if\n // you call it with a domain that already is ASCII-only.\n self.hostname = toASCII(self.hostname);\n }\n\n p = self.port ? ':' + self.port : '';\n var h = self.hostname || '';\n self.host = h + p;\n self.href += self.host;\n\n // strip [ and ] from the hostname\n // the host field still retains them, though\n if (ipv6Hostname) {\n self.hostname = self.hostname.substr(1, self.hostname.length - 2);\n if (rest[0] !== '/') {\n rest = '/' + rest;\n }\n }\n }\n\n // now rest is set to the post-host stuff.\n // chop off any delim chars.\n if (!unsafeProtocol[lowerProto]) {\n\n // First, make 100% sure that any \"autoEscape\" chars get\n // escaped, even if encodeURIComponent doesn't think they\n // need to be.\n for (i = 0, l = autoEscape.length; i < l; i++) {\n var ae = autoEscape[i];\n if (rest.indexOf(ae) === -1)\n continue;\n var esc = encodeURIComponent(ae);\n if (esc === ae) {\n esc = escape(ae);\n }\n rest = rest.split(ae).join(esc);\n }\n }\n\n\n // chop off from the tail first.\n var hash = rest.indexOf('#');\n if (hash !== -1) {\n // got a fragment string.\n self.hash = rest.substr(hash);\n rest = rest.slice(0, hash);\n }\n var qm = rest.indexOf('?');\n if (qm !== -1) {\n self.search = rest.substr(qm);\n self.query = rest.substr(qm + 1);\n if (parseQueryString) {\n self.query = qsParse(self.query);\n }\n rest = rest.slice(0, qm);\n } else if (parseQueryString) {\n // no query string, but parseQueryString still requested\n self.search = '';\n self.query = {};\n }\n if (rest) self.pathname = rest;\n if (slashedProtocol[lowerProto] &&\n self.hostname && !self.pathname) {\n self.pathname = '/';\n }\n\n //to support http.request\n if (self.pathname || self.search) {\n p = self.pathname || '';\n var s = self.search || '';\n self.path = p + s;\n }\n\n // finally, reconstruct the href based on what has been validated.\n self.href = format(self);\n return self;\n}\n\n// format a parsed object into a url string\nfunction urlFormat(obj) {\n // ensure it's an object, and not a string url.\n // If it's an obj, this is a no-op.\n // this way, you can call url_format() on strings\n // to clean up potentially wonky urls.\n if (isString(obj)) obj = parse({}, obj);\n return format(obj);\n}\n\nfunction format(self) {\n var auth = self.auth || '';\n if (auth) {\n auth = encodeURIComponent(auth);\n auth = auth.replace(/%3A/i, ':');\n auth += '@';\n }\n\n var protocol = self.protocol || '',\n pathname = self.pathname || '',\n hash = self.hash || '',\n host = false,\n query = '';\n\n if (self.host) {\n host = auth + self.host;\n } else if (self.hostname) {\n host = auth + (self.hostname.indexOf(':') === -1 ?\n self.hostname :\n '[' + this.hostname + ']');\n if (self.port) {\n host += ':' + self.port;\n }\n }\n\n if (self.query &&\n isObject(self.query) &&\n Object.keys(self.query).length) {\n query = qsStringify(self.query);\n }\n\n var search = self.search || (query && ('?' + query)) || '';\n\n if (protocol && protocol.substr(-1) !== ':') protocol += ':';\n\n // only the slashedProtocols get the //. Not mailto:, xmpp:, etc.\n // unless they had them to begin with.\n if (self.slashes ||\n (!protocol || slashedProtocol[protocol]) && host !== false) {\n host = '//' + (host || '');\n if (pathname && pathname.charAt(0) !== '/') pathname = '/' + pathname;\n } else if (!host) {\n host = '';\n }\n\n if (hash && hash.charAt(0) !== '#') hash = '#' + hash;\n if (search && search.charAt(0) !== '?') search = '?' + search;\n\n pathname = pathname.replace(/[?#]/g, function(match) {\n return encodeURIComponent(match);\n });\n search = search.replace('#', '%23');\n\n return protocol + host + pathname + search + hash;\n}\n\nUrl.prototype.format = function() {\n return format(this);\n}\n\nfunction urlResolve(source, relative) {\n return urlParse(source, false, true).resolve(relative);\n}\n\nUrl.prototype.resolve = function(relative) {\n return this.resolveObject(urlParse(relative, false, true)).format();\n};\n\nfunction urlResolveObject(source, relative) {\n if (!source) return relative;\n return urlParse(source, false, true).resolveObject(relative);\n}\n\nUrl.prototype.resolveObject = function(relative) {\n if (isString(relative)) {\n var rel = new Url();\n rel.parse(relative, false, true);\n relative = rel;\n }\n\n var result = new Url();\n var tkeys = Object.keys(this);\n for (var tk = 0; tk < tkeys.length; tk++) {\n var tkey = tkeys[tk];\n result[tkey] = this[tkey];\n }\n\n // hash is always overridden, no matter what.\n // even href=\"\" will remove it.\n result.hash = relative.hash;\n\n // if the relative url is empty, then there's nothing left to do here.\n if (relative.href === '') {\n result.href = result.format();\n return result;\n }\n\n // hrefs like //foo/bar always cut to the protocol.\n if (relative.slashes && !relative.protocol) {\n // take everything except the protocol from relative\n var rkeys = Object.keys(relative);\n for (var rk = 0; rk < rkeys.length; rk++) {\n var rkey = rkeys[rk];\n if (rkey !== 'protocol')\n result[rkey] = relative[rkey];\n }\n\n //urlParse appends trailing / to urls like http://www.example.com\n if (slashedProtocol[result.protocol] &&\n result.hostname && !result.pathname) {\n result.path = result.pathname = '/';\n }\n\n result.href = result.format();\n return result;\n }\n var relPath;\n if (relative.protocol && relative.protocol !== result.protocol) {\n // if it's a known url protocol, then changing\n // the protocol does weird things\n // first, if it's not file:, then we MUST have a host,\n // and if there was a path\n // to begin with, then we MUST have a path.\n // if it is file:, then the host is dropped,\n // because that's known to be hostless.\n // anything else is assumed to be absolute.\n if (!slashedProtocol[relative.protocol]) {\n var keys = Object.keys(relative);\n for (var v = 0; v < keys.length; v++) {\n var k = keys[v];\n result[k] = relative[k];\n }\n result.href = result.format();\n return result;\n }\n\n result.protocol = relative.protocol;\n if (!relative.host && !hostlessProtocol[relative.protocol]) {\n relPath = (relative.pathname || '').split('/');\n while (relPath.length && !(relative.host = relPath.shift()));\n if (!relative.host) relative.host = '';\n if (!relative.hostname) relative.hostname = '';\n if (relPath[0] !== '') relPath.unshift('');\n if (relPath.length < 2) relPath.unshift('');\n result.pathname = relPath.join('/');\n } else {\n result.pathname = relative.pathname;\n }\n result.search = relative.search;\n result.query = relative.query;\n result.host = relative.host || '';\n result.auth = relative.auth;\n result.hostname = relative.hostname || relative.host;\n result.port = relative.port;\n // to support http.request\n if (result.pathname || result.search) {\n var p = result.pathname || '';\n var s = result.search || '';\n result.path = p + s;\n }\n result.slashes = result.slashes || relative.slashes;\n result.href = result.format();\n return result;\n }\n\n var isSourceAbs = (result.pathname && result.pathname.charAt(0) === '/'),\n isRelAbs = (\n relative.host ||\n relative.pathname && relative.pathname.charAt(0) === '/'\n ),\n mustEndAbs = (isRelAbs || isSourceAbs ||\n (result.host && relative.pathname)),\n removeAllDots = mustEndAbs,\n srcPath = result.pathname && result.pathname.split('/') || [],\n psychotic = result.protocol && !slashedProtocol[result.protocol];\n relPath = relative.pathname && relative.pathname.split('/') || [];\n // if the url is a non-slashed url, then relative\n // links like ../.. should be able\n // to crawl up to the hostname, as well. This is strange.\n // result.protocol has already been set by now.\n // Later on, put the first path part into the host field.\n if (psychotic) {\n result.hostname = '';\n result.port = null;\n if (result.host) {\n if (srcPath[0] === '') srcPath[0] = result.host;\n else srcPath.unshift(result.host);\n }\n result.host = '';\n if (relative.protocol) {\n relative.hostname = null;\n relative.port = null;\n if (relative.host) {\n if (relPath[0] === '') relPath[0] = relative.host;\n else relPath.unshift(relative.host);\n }\n relative.host = null;\n }\n mustEndAbs = mustEndAbs && (relPath[0] === '' || srcPath[0] === '');\n }\n var authInHost;\n if (isRelAbs) {\n // it's absolute.\n result.host = (relative.host || relative.host === '') ?\n relative.host : result.host;\n result.hostname = (relative.hostname || relative.hostname === '') ?\n relative.hostname : result.hostname;\n result.search = relative.search;\n result.query = relative.query;\n srcPath = relPath;\n // fall through to the dot-handling below.\n } else if (relPath.length) {\n // it's relative\n // throw away the existing file, and take the new path instead.\n if (!srcPath) srcPath = [];\n srcPath.pop();\n srcPath = srcPath.concat(relPath);\n result.search = relative.search;\n result.query = relative.query;\n } else if (!isNullOrUndefined(relative.search)) {\n // just pull out the search.\n // like href='?foo'.\n // Put this after the other two cases because it simplifies the booleans\n if (psychotic) {\n result.hostname = result.host = srcPath.shift();\n //occationaly the auth can get stuck only in host\n //this especially happens in cases like\n //url.resolveObject('mailto:local1@domain1', 'local2@domain2')\n authInHost = result.host && result.host.indexOf('@') > 0 ?\n result.host.split('@') : false;\n if (authInHost) {\n result.auth = authInHost.shift();\n result.host = result.hostname = authInHost.shift();\n }\n }\n result.search = relative.search;\n result.query = relative.query;\n //to support http.request\n if (!isNull(result.pathname) || !isNull(result.search)) {\n result.path = (result.pathname ? result.pathname : '') +\n (result.search ? result.search : '');\n }\n result.href = result.format();\n return result;\n }\n\n if (!srcPath.length) {\n // no path at all. easy.\n // we've already handled the other stuff above.\n result.pathname = null;\n //to support http.request\n if (result.search) {\n result.path = '/' + result.search;\n } else {\n result.path = null;\n }\n result.href = result.format();\n return result;\n }\n\n // if a url ENDs in . or .., then it must get a trailing slash.\n // however, if it ends in anything else non-slashy,\n // then it must NOT get a trailing slash.\n var last = srcPath.slice(-1)[0];\n var hasTrailingSlash = (\n (result.host || relative.host || srcPath.length > 1) &&\n (last === '.' || last === '..') || last === '');\n\n // strip single dots, resolve double dots to parent dir\n // if the path tries to go above the root, `up` ends up > 0\n var up = 0;\n for (var i = srcPath.length; i >= 0; i--) {\n last = srcPath[i];\n if (last === '.') {\n srcPath.splice(i, 1);\n } else if (last === '..') {\n srcPath.splice(i, 1);\n up++;\n } else if (up) {\n srcPath.splice(i, 1);\n up--;\n }\n }\n\n // if the path is allowed to go above the root, restore leading ..s\n if (!mustEndAbs && !removeAllDots) {\n for (; up--; up) {\n srcPath.unshift('..');\n }\n }\n\n if (mustEndAbs && srcPath[0] !== '' &&\n (!srcPath[0] || srcPath[0].charAt(0) !== '/')) {\n srcPath.unshift('');\n }\n\n if (hasTrailingSlash && (srcPath.join('/').substr(-1) !== '/')) {\n srcPath.push('');\n }\n\n var isAbsolute = srcPath[0] === '' ||\n (srcPath[0] && srcPath[0].charAt(0) === '/');\n\n // put the host back\n if (psychotic) {\n result.hostname = result.host = isAbsolute ? '' :\n srcPath.length ? srcPath.shift() : '';\n //occationaly the auth can get stuck only in host\n //this especially happens in cases like\n //url.resolveObject('mailto:local1@domain1', 'local2@domain2')\n authInHost = result.host && result.host.indexOf('@') > 0 ?\n result.host.split('@') : false;\n if (authInHost) {\n result.auth = authInHost.shift();\n result.host = result.hostname = authInHost.shift();\n }\n }\n\n mustEndAbs = mustEndAbs || (result.host && srcPath.length);\n\n if (mustEndAbs && !isAbsolute) {\n srcPath.unshift('');\n }\n\n if (!srcPath.length) {\n result.pathname = null;\n result.path = null;\n } else {\n result.pathname = srcPath.join('/');\n }\n\n //to support request.http\n if (!isNull(result.pathname) || !isNull(result.search)) {\n result.path = (result.pathname ? result.pathname : '') +\n (result.search ? result.search : '');\n }\n result.auth = relative.auth || result.auth;\n result.slashes = result.slashes || relative.slashes;\n result.href = result.format();\n return result;\n};\n\nUrl.prototype.parseHost = function() {\n return parseHost(this);\n};\n\nfunction parseHost(self) {\n var host = self.host;\n var port = portPattern.exec(host);\n if (port) {\n port = port[0];\n if (port !== ':') {\n self.port = port.substr(1);\n }\n host = host.substr(0, host.length - port.length);\n }\n if (host) self.hostname = host;\n}\n","/*!\n * @pixi/utils - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/utils is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nexport { isMobile } from '@pixi/settings';\nexport { default as EventEmitter } from 'eventemitter3';\nexport { default as earcut } from 'earcut';\nimport { parse, format, resolve } from 'url';\nimport { BLEND_MODES } from '@pixi/constants';\n\n/**\n * This file contains redeclared types for Node `url` and `querystring` modules. These modules\n * don't provide their own typings but instead are a part of the full Node typings. The purpose of\n * this file is to redeclare the required types to avoid having the whole Node types as a\n * dependency.\n */\nvar url = {\n parse: parse,\n format: format,\n resolve: resolve,\n};\n\nfunction assertPath(path) {\n if (typeof path !== 'string') {\n throw new TypeError(\"Path must be a string. Received \" + JSON.stringify(path));\n }\n}\nfunction removeUrlParams(url) {\n var re = url.split('?')[0];\n return re.split('#')[0];\n}\nfunction escapeRegExp(string) {\n return string.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\$&'); // $& means the whole matched string\n}\nfunction replaceAll(str, find, replace) {\n return str.replace(new RegExp(escapeRegExp(find), 'g'), replace);\n}\n// Resolves . and .. elements in a path with directory names\nfunction normalizeStringPosix(path, allowAboveRoot) {\n var res = '';\n var lastSegmentLength = 0;\n var lastSlash = -1;\n var dots = 0;\n var code;\n for (var i = 0; i <= path.length; ++i) {\n if (i < path.length) {\n code = path.charCodeAt(i);\n }\n else if (code === 47) {\n break;\n }\n else {\n code = 47;\n }\n if (code === 47) {\n if (lastSlash === i - 1 || dots === 1) ;\n else if (lastSlash !== i - 1 && dots === 2) {\n if (res.length < 2\n || lastSegmentLength !== 2\n || res.charCodeAt(res.length - 1) !== 46\n || res.charCodeAt(res.length - 2) !== 46) {\n if (res.length > 2) {\n var lastSlashIndex = res.lastIndexOf('/');\n if (lastSlashIndex !== res.length - 1) {\n if (lastSlashIndex === -1) {\n res = '';\n lastSegmentLength = 0;\n }\n else {\n res = res.slice(0, lastSlashIndex);\n lastSegmentLength = res.length - 1 - res.lastIndexOf('/');\n }\n lastSlash = i;\n dots = 0;\n continue;\n }\n }\n else if (res.length === 2 || res.length === 1) {\n res = '';\n lastSegmentLength = 0;\n lastSlash = i;\n dots = 0;\n continue;\n }\n }\n if (allowAboveRoot) {\n if (res.length > 0) {\n res += '/..';\n }\n else {\n res = '..';\n }\n lastSegmentLength = 2;\n }\n }\n else {\n if (res.length > 0) {\n res += \"/\" + path.slice(lastSlash + 1, i);\n }\n else {\n res = path.slice(lastSlash + 1, i);\n }\n lastSegmentLength = i - lastSlash - 1;\n }\n lastSlash = i;\n dots = 0;\n }\n else if (code === 46 && dots !== -1) {\n ++dots;\n }\n else {\n dots = -1;\n }\n }\n return res;\n}\nvar path = {\n /**\n * Converts a path to posix format.\n * @param path - The path to convert to posix\n */\n toPosix: function (path) { return replaceAll(path, '\\\\', '/'); },\n /**\n * Checks if the path is a URL\n * @param path - The path to check\n */\n isUrl: function (path) { return (/^https?:/).test(this.toPosix(path)); },\n /**\n * Checks if the path is a data URL\n * @param path - The path to check\n */\n isDataUrl: function (path) {\n // eslint-disable-next-line max-len\n return (/^data:([a-z]+\\/[a-z0-9-+.]+(;[a-z0-9-.!#$%*+.{}|~`]+=[a-z0-9-.!#$%*+.{}()_|~`]+)*)?(;base64)?,([a-z0-9!$&',()*+;=\\-._~:@\\/?%\\s<>]*?)$/i)\n .test(path);\n },\n /**\n * Checks if the path has a protocol e.g. http://\n * This will return true for windows file paths\n * @param path - The path to check\n */\n hasProtocol: function (path) { return (/^[^/:]+:\\//).test(this.toPosix(path)); },\n /**\n * Returns the protocol of the path e.g. http://, C:/, file:///\n * @param path - The path to get the protocol from\n */\n getProtocol: function (path) {\n assertPath(path);\n path = this.toPosix(path);\n var protocol = '';\n var isFile = (/^file:\\/\\/\\//).exec(path);\n var isHttp = (/^[^/:]+:\\/\\//).exec(path);\n var isWindows = (/^[^/:]+:\\//).exec(path);\n if (isFile || isHttp || isWindows) {\n var arr = (isFile === null || isFile === void 0 ? void 0 : isFile[0]) || (isHttp === null || isHttp === void 0 ? void 0 : isHttp[0]) || (isWindows === null || isWindows === void 0 ? void 0 : isWindows[0]);\n protocol = arr;\n path = path.slice(arr.length);\n }\n return protocol;\n },\n /**\n * Converts URL to an absolute path.\n * When loading from a Web Worker, we must use absolute paths.\n * If the URL is already absolute we return it as is\n * If it's not, we convert it\n * @param url - The URL to test\n * @param customBaseUrl - The base URL to use\n * @param customRootUrl - The root URL to use\n */\n toAbsolute: function (url, customBaseUrl, customRootUrl) {\n if (this.isDataUrl(url))\n { return url; }\n var baseUrl = removeUrlParams(this.toPosix(customBaseUrl !== null && customBaseUrl !== void 0 ? customBaseUrl : settings.ADAPTER.getBaseUrl()));\n var rootUrl = removeUrlParams(this.toPosix(customRootUrl !== null && customRootUrl !== void 0 ? customRootUrl : this.rootname(baseUrl)));\n assertPath(url);\n url = this.toPosix(url);\n // root relative url\n if (url.startsWith('/')) {\n return path.join(rootUrl, url.slice(1));\n }\n var absolutePath = this.isAbsolute(url) ? url : this.join(baseUrl, url);\n return absolutePath;\n },\n /**\n * Normalizes the given path, resolving '..' and '.' segments\n * @param path - The path to normalize\n */\n normalize: function (path) {\n path = this.toPosix(path);\n assertPath(path);\n if (path.length === 0)\n { return '.'; }\n var protocol = '';\n var isAbsolute = path.startsWith('/');\n if (this.hasProtocol(path)) {\n protocol = this.rootname(path);\n path = path.slice(protocol.length);\n }\n var trailingSeparator = path.endsWith('/');\n // Normalize the path\n path = normalizeStringPosix(path, false);\n if (path.length > 0 && trailingSeparator)\n { path += '/'; }\n if (isAbsolute)\n { return \"/\" + path; }\n return protocol + path;\n },\n /**\n * Determines if path is an absolute path.\n * Absolute paths can be urls, data urls, or paths on disk\n * @param path - The path to test\n */\n isAbsolute: function (path) {\n assertPath(path);\n path = this.toPosix(path);\n if (this.hasProtocol(path))\n { return true; }\n return path.startsWith('/');\n },\n /**\n * Joins all given path segments together using the platform-specific separator as a delimiter,\n * then normalizes the resulting path\n * @param segments - The segments of the path to join\n */\n join: function () {\n var arguments$1 = arguments;\n\n var _a;\n var segments = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n segments[_i] = arguments$1[_i];\n }\n if (segments.length === 0) {\n return '.';\n }\n var joined;\n for (var i = 0; i < segments.length; ++i) {\n var arg = segments[i];\n assertPath(arg);\n if (arg.length > 0) {\n if (joined === undefined)\n { joined = arg; }\n else {\n var prevArg = (_a = segments[i - 1]) !== null && _a !== void 0 ? _a : '';\n if (this.extname(prevArg)) {\n joined += \"/../\" + arg;\n }\n else {\n joined += \"/\" + arg;\n }\n }\n }\n }\n if (joined === undefined) {\n return '.';\n }\n return this.normalize(joined);\n },\n /**\n * Returns the directory name of a path\n * @param path - The path to parse\n */\n dirname: function (path) {\n assertPath(path);\n if (path.length === 0)\n { return '.'; }\n path = this.toPosix(path);\n var code = path.charCodeAt(0);\n var hasRoot = code === 47;\n var end = -1;\n var matchedSlash = true;\n var proto = this.getProtocol(path);\n var origpath = path;\n path = path.slice(proto.length);\n for (var i = path.length - 1; i >= 1; --i) {\n code = path.charCodeAt(i);\n if (code === 47) {\n if (!matchedSlash) {\n end = i;\n break;\n }\n }\n else {\n // We saw the first non-path separator\n matchedSlash = false;\n }\n }\n // if end is -1 and its a url then we need to add the path back\n // eslint-disable-next-line no-nested-ternary\n if (end === -1)\n { return hasRoot ? '/' : this.isUrl(origpath) ? proto + path : proto; }\n if (hasRoot && end === 1)\n { return '//'; }\n return proto + path.slice(0, end);\n },\n /**\n * Returns the root of the path e.g. /, C:/, file:///, http://domain.com/\n * @param path - The path to parse\n */\n rootname: function (path) {\n assertPath(path);\n path = this.toPosix(path);\n var root = '';\n if (path.startsWith('/'))\n { root = '/'; }\n else {\n root = this.getProtocol(path);\n }\n if (this.isUrl(path)) {\n // need to find the first path separator\n var index = path.indexOf('/', root.length);\n if (index !== -1) {\n root = path.slice(0, index);\n }\n else\n { root = path; }\n if (!root.endsWith('/'))\n { root += '/'; }\n }\n return root;\n },\n /**\n * Returns the last portion of a path\n * @param path - The path to test\n * @param ext - Optional extension to remove\n */\n basename: function (path, ext) {\n assertPath(path);\n if (ext)\n { assertPath(ext); }\n path = this.toPosix(path);\n var start = 0;\n var end = -1;\n var matchedSlash = true;\n var i;\n if (ext !== undefined && ext.length > 0 && ext.length <= path.length) {\n if (ext.length === path.length && ext === path)\n { return ''; }\n var extIdx = ext.length - 1;\n var firstNonSlashEnd = -1;\n for (i = path.length - 1; i >= 0; --i) {\n var code = path.charCodeAt(i);\n if (code === 47) {\n // If we reached a path separator that was not part of a set of path\n // separators at the end of the string, stop now\n if (!matchedSlash) {\n start = i + 1;\n break;\n }\n }\n else {\n if (firstNonSlashEnd === -1) {\n // We saw the first non-path separator, remember this index in case\n // we need it if the extension ends up not matching\n matchedSlash = false;\n firstNonSlashEnd = i + 1;\n }\n if (extIdx >= 0) {\n // Try to match the explicit extension\n if (code === ext.charCodeAt(extIdx)) {\n if (--extIdx === -1) {\n // We matched the extension, so mark this as the end of our path\n // component\n end = i;\n }\n }\n else {\n // Extension does not match, so our result is the entire path\n // component\n extIdx = -1;\n end = firstNonSlashEnd;\n }\n }\n }\n }\n if (start === end)\n { end = firstNonSlashEnd; }\n else if (end === -1)\n { end = path.length; }\n return path.slice(start, end);\n }\n for (i = path.length - 1; i >= 0; --i) {\n if (path.charCodeAt(i) === 47) {\n // If we reached a path separator that was not part of a set of path\n // separators at the end of the string, stop now\n if (!matchedSlash) {\n start = i + 1;\n break;\n }\n }\n else if (end === -1) {\n // We saw the first non-path separator, mark this as the end of our\n // path component\n matchedSlash = false;\n end = i + 1;\n }\n }\n if (end === -1)\n { return ''; }\n return path.slice(start, end);\n },\n /**\n * Returns the extension of the path, from the last occurrence of the . (period) character to end of string in the last\n * portion of the path. If there is no . in the last portion of the path, or if there are no . characters other than\n * the first character of the basename of path, an empty string is returned.\n * @param path - The path to parse\n */\n extname: function (path) {\n assertPath(path);\n path = this.toPosix(path);\n var startDot = -1;\n var startPart = 0;\n var end = -1;\n var matchedSlash = true;\n // Track the state of characters (if any) we see before our first dot and\n // after any path separator we find\n var preDotState = 0;\n for (var i = path.length - 1; i >= 0; --i) {\n var code = path.charCodeAt(i);\n if (code === 47) {\n // If we reached a path separator that was not part of a set of path\n // separators at the end of the string, stop now\n if (!matchedSlash) {\n startPart = i + 1;\n break;\n }\n continue;\n }\n if (end === -1) {\n // We saw the first non-path separator, mark this as the end of our\n // extension\n matchedSlash = false;\n end = i + 1;\n }\n if (code === 46) {\n // If this is our first dot, mark it as the start of our extension\n if (startDot === -1)\n { startDot = i; }\n else if (preDotState !== 1)\n { preDotState = 1; }\n }\n else if (startDot !== -1) {\n // We saw a non-dot and non-path separator before our dot, so we should\n // have a good chance at having a non-empty extension\n preDotState = -1;\n }\n }\n if (startDot === -1 || end === -1\n // We saw a non-dot character immediately before the dot\n || preDotState === 0\n // The (right-most) trimmed path component is exactly '..'\n // eslint-disable-next-line no-mixed-operators\n || preDotState === 1 && startDot === end - 1 && startDot === startPart + 1) {\n return '';\n }\n return path.slice(startDot, end);\n },\n /**\n * Parses a path into an object containing the 'root', `dir`, `base`, `ext`, and `name` properties.\n * @param path - The path to parse\n */\n parse: function (path) {\n assertPath(path);\n var ret = { root: '', dir: '', base: '', ext: '', name: '' };\n if (path.length === 0)\n { return ret; }\n path = this.toPosix(path);\n var code = path.charCodeAt(0);\n var isAbsolute = this.isAbsolute(path);\n var start;\n ret.root = this.rootname(path);\n if (isAbsolute || this.hasProtocol(path)) {\n start = 1;\n }\n else {\n start = 0;\n }\n var startDot = -1;\n var startPart = 0;\n var end = -1;\n var matchedSlash = true;\n var i = path.length - 1;\n // Track the state of characters (if any) we see before our first dot and\n // after any path separator we find\n var preDotState = 0;\n // Get non-dir info\n for (; i >= start; --i) {\n code = path.charCodeAt(i);\n if (code === 47) {\n // If we reached a path separator that was not part of a set of path\n // separators at the end of the string, stop now\n if (!matchedSlash) {\n startPart = i + 1;\n break;\n }\n continue;\n }\n if (end === -1) {\n // We saw the first non-path separator, mark this as the end of our\n // extension\n matchedSlash = false;\n end = i + 1;\n }\n if (code === 46) {\n // If this is our first dot, mark it as the start of our extension\n if (startDot === -1)\n { startDot = i; }\n else if (preDotState !== 1)\n { preDotState = 1; }\n }\n else if (startDot !== -1) {\n // We saw a non-dot and non-path separator before our dot, so we should\n // have a good chance at having a non-empty extension\n preDotState = -1;\n }\n }\n if (startDot === -1 || end === -1\n // We saw a non-dot character immediately before the dot\n || preDotState === 0\n // The (right-most) trimmed path component is exactly '..'\n // eslint-disable-next-line no-mixed-operators\n || preDotState === 1 && startDot === end - 1 && startDot === startPart + 1) {\n if (end !== -1) {\n if (startPart === 0 && isAbsolute)\n { ret.base = ret.name = path.slice(1, end); }\n else\n { ret.base = ret.name = path.slice(startPart, end); }\n }\n }\n else {\n if (startPart === 0 && isAbsolute) {\n ret.name = path.slice(1, startDot);\n ret.base = path.slice(1, end);\n }\n else {\n ret.name = path.slice(startPart, startDot);\n ret.base = path.slice(startPart, end);\n }\n ret.ext = path.slice(startDot, end);\n }\n ret.dir = this.dirname(path);\n return ret;\n },\n sep: '/',\n delimiter: ':'\n};\n\n/**\n * The prefix that denotes a URL is for a retina asset.\n * @static\n * @name RETINA_PREFIX\n * @memberof PIXI.settings\n * @type {RegExp}\n * @default /@([0-9\\.]+)x/\n * @example `@2x`\n */\nsettings.RETINA_PREFIX = /@([0-9\\.]+)x/;\n/**\n * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function.\n * If set to true, a WebGL renderer can fail to be created if the browser thinks there could be performance issues when\n * using WebGL.\n *\n * In PixiJS v6 this has changed from true to false by default, to allow WebGL to work in as many scenarios as possible.\n * However, some users may have a poor experience, for example, if a user has a gpu or driver version blacklisted by the\n * browser.\n *\n * If your application requires high performance rendering, you may wish to set this to false.\n * We recommend one of two options if you decide to set this flag to false:\n *\n * 1: Use the `pixi.js-legacy` package, which includes a Canvas renderer as a fallback in case high performance WebGL is\n * not supported.\n *\n * 2: Call `isWebGLSupported` (which if found in the PIXI.utils package) in your code before attempting to create a PixiJS\n * renderer, and show an error message to the user if the function returns false, explaining that their device & browser\n * combination does not support high performance WebGL.\n * This is a much better strategy than trying to create a PixiJS renderer and finding it then fails.\n * @static\n * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false;\n\nvar saidHello = false;\nvar VERSION = '6.5.8';\n/**\n * Skips the hello message of renderers that are created after this is run.\n * @function skipHello\n * @memberof PIXI.utils\n */\nfunction skipHello() {\n saidHello = true;\n}\n/**\n * Logs out the version and renderer information for this running instance of PIXI.\n * If you don't want to see this message you can run `PIXI.utils.skipHello()` before\n * creating your renderer. Keep in mind that doing that will forever make you a jerk face.\n * @static\n * @function sayHello\n * @memberof PIXI.utils\n * @param {string} type - The string renderer type to log.\n */\nfunction sayHello(type) {\n var _a;\n if (saidHello) {\n return;\n }\n if (settings.ADAPTER.getNavigator().userAgent.toLowerCase().indexOf('chrome') > -1) {\n var args = [\n \"\\n %c %c %c PixiJS \" + VERSION + \" - \\u2730 \" + type + \" \\u2730 %c %c http://www.pixijs.com/ %c %c \\u2665%c\\u2665%c\\u2665 \\n\\n\",\n 'background: #ff66a5; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'color: #ff66a5; background: #030307; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'background: #ffc3dc; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;' ];\n (_a = globalThis.console).log.apply(_a, args);\n }\n else if (globalThis.console) {\n globalThis.console.log(\"PixiJS \" + VERSION + \" - \" + type + \" - http://www.pixijs.com/\");\n }\n saidHello = true;\n}\n\nvar supported;\n/**\n * Helper for checking for WebGL support.\n * @memberof PIXI.utils\n * @function isWebGLSupported\n * @returns {boolean} Is WebGL supported.\n */\nfunction isWebGLSupported() {\n if (typeof supported === 'undefined') {\n supported = (function supported() {\n var contextOptions = {\n stencil: true,\n failIfMajorPerformanceCaveat: settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT,\n };\n try {\n if (!settings.ADAPTER.getWebGLRenderingContext()) {\n return false;\n }\n var canvas = settings.ADAPTER.createCanvas();\n var gl = (canvas.getContext('webgl', contextOptions)\n || canvas.getContext('experimental-webgl', contextOptions));\n var success = !!(gl && gl.getContextAttributes().stencil);\n if (gl) {\n var loseContext = gl.getExtension('WEBGL_lose_context');\n if (loseContext) {\n loseContext.loseContext();\n }\n }\n gl = null;\n return success;\n }\n catch (e) {\n return false;\n }\n })();\n }\n return supported;\n}\n\nvar aliceblue = \"#f0f8ff\";\nvar antiquewhite = \"#faebd7\";\nvar aqua = \"#00ffff\";\nvar aquamarine = \"#7fffd4\";\nvar azure = \"#f0ffff\";\nvar beige = \"#f5f5dc\";\nvar bisque = \"#ffe4c4\";\nvar black = \"#000000\";\nvar blanchedalmond = \"#ffebcd\";\nvar blue = \"#0000ff\";\nvar blueviolet = \"#8a2be2\";\nvar brown = \"#a52a2a\";\nvar burlywood = \"#deb887\";\nvar cadetblue = \"#5f9ea0\";\nvar chartreuse = \"#7fff00\";\nvar chocolate = \"#d2691e\";\nvar coral = \"#ff7f50\";\nvar cornflowerblue = \"#6495ed\";\nvar cornsilk = \"#fff8dc\";\nvar crimson = \"#dc143c\";\nvar cyan = \"#00ffff\";\nvar darkblue = \"#00008b\";\nvar darkcyan = \"#008b8b\";\nvar darkgoldenrod = \"#b8860b\";\nvar darkgray = \"#a9a9a9\";\nvar darkgreen = \"#006400\";\nvar darkgrey = \"#a9a9a9\";\nvar darkkhaki = \"#bdb76b\";\nvar darkmagenta = \"#8b008b\";\nvar darkolivegreen = \"#556b2f\";\nvar darkorange = \"#ff8c00\";\nvar darkorchid = \"#9932cc\";\nvar darkred = \"#8b0000\";\nvar darksalmon = \"#e9967a\";\nvar darkseagreen = \"#8fbc8f\";\nvar darkslateblue = \"#483d8b\";\nvar darkslategray = \"#2f4f4f\";\nvar darkslategrey = \"#2f4f4f\";\nvar darkturquoise = \"#00ced1\";\nvar darkviolet = \"#9400d3\";\nvar deeppink = \"#ff1493\";\nvar deepskyblue = \"#00bfff\";\nvar dimgray = \"#696969\";\nvar dimgrey = \"#696969\";\nvar dodgerblue = \"#1e90ff\";\nvar firebrick = \"#b22222\";\nvar floralwhite = \"#fffaf0\";\nvar forestgreen = \"#228b22\";\nvar fuchsia = \"#ff00ff\";\nvar gainsboro = \"#dcdcdc\";\nvar ghostwhite = \"#f8f8ff\";\nvar goldenrod = \"#daa520\";\nvar gold = \"#ffd700\";\nvar gray = \"#808080\";\nvar green = \"#008000\";\nvar greenyellow = \"#adff2f\";\nvar grey = \"#808080\";\nvar honeydew = \"#f0fff0\";\nvar hotpink = \"#ff69b4\";\nvar indianred = \"#cd5c5c\";\nvar indigo = \"#4b0082\";\nvar ivory = \"#fffff0\";\nvar khaki = \"#f0e68c\";\nvar lavenderblush = \"#fff0f5\";\nvar lavender = \"#e6e6fa\";\nvar lawngreen = \"#7cfc00\";\nvar lemonchiffon = \"#fffacd\";\nvar lightblue = \"#add8e6\";\nvar lightcoral = \"#f08080\";\nvar lightcyan = \"#e0ffff\";\nvar lightgoldenrodyellow = \"#fafad2\";\nvar lightgray = \"#d3d3d3\";\nvar lightgreen = \"#90ee90\";\nvar lightgrey = \"#d3d3d3\";\nvar lightpink = \"#ffb6c1\";\nvar lightsalmon = \"#ffa07a\";\nvar lightseagreen = \"#20b2aa\";\nvar lightskyblue = \"#87cefa\";\nvar lightslategray = \"#778899\";\nvar lightslategrey = \"#778899\";\nvar lightsteelblue = \"#b0c4de\";\nvar lightyellow = \"#ffffe0\";\nvar lime = \"#00ff00\";\nvar limegreen = \"#32cd32\";\nvar linen = \"#faf0e6\";\nvar magenta = \"#ff00ff\";\nvar maroon = \"#800000\";\nvar mediumaquamarine = \"#66cdaa\";\nvar mediumblue = \"#0000cd\";\nvar mediumorchid = \"#ba55d3\";\nvar mediumpurple = \"#9370db\";\nvar mediumseagreen = \"#3cb371\";\nvar mediumslateblue = \"#7b68ee\";\nvar mediumspringgreen = \"#00fa9a\";\nvar mediumturquoise = \"#48d1cc\";\nvar mediumvioletred = \"#c71585\";\nvar midnightblue = \"#191970\";\nvar mintcream = \"#f5fffa\";\nvar mistyrose = \"#ffe4e1\";\nvar moccasin = \"#ffe4b5\";\nvar navajowhite = \"#ffdead\";\nvar navy = \"#000080\";\nvar oldlace = \"#fdf5e6\";\nvar olive = \"#808000\";\nvar olivedrab = \"#6b8e23\";\nvar orange = \"#ffa500\";\nvar orangered = \"#ff4500\";\nvar orchid = \"#da70d6\";\nvar palegoldenrod = \"#eee8aa\";\nvar palegreen = \"#98fb98\";\nvar paleturquoise = \"#afeeee\";\nvar palevioletred = \"#db7093\";\nvar papayawhip = \"#ffefd5\";\nvar peachpuff = \"#ffdab9\";\nvar peru = \"#cd853f\";\nvar pink = \"#ffc0cb\";\nvar plum = \"#dda0dd\";\nvar powderblue = \"#b0e0e6\";\nvar purple = \"#800080\";\nvar rebeccapurple = \"#663399\";\nvar red = \"#ff0000\";\nvar rosybrown = \"#bc8f8f\";\nvar royalblue = \"#4169e1\";\nvar saddlebrown = \"#8b4513\";\nvar salmon = \"#fa8072\";\nvar sandybrown = \"#f4a460\";\nvar seagreen = \"#2e8b57\";\nvar seashell = \"#fff5ee\";\nvar sienna = \"#a0522d\";\nvar silver = \"#c0c0c0\";\nvar skyblue = \"#87ceeb\";\nvar slateblue = \"#6a5acd\";\nvar slategray = \"#708090\";\nvar slategrey = \"#708090\";\nvar snow = \"#fffafa\";\nvar springgreen = \"#00ff7f\";\nvar steelblue = \"#4682b4\";\nvar tan = \"#d2b48c\";\nvar teal = \"#008080\";\nvar thistle = \"#d8bfd8\";\nvar tomato = \"#ff6347\";\nvar turquoise = \"#40e0d0\";\nvar violet = \"#ee82ee\";\nvar wheat = \"#f5deb3\";\nvar white = \"#ffffff\";\nvar whitesmoke = \"#f5f5f5\";\nvar yellow = \"#ffff00\";\nvar yellowgreen = \"#9acd32\";\nvar cssColorNames = {\n\taliceblue: aliceblue,\n\tantiquewhite: antiquewhite,\n\taqua: aqua,\n\taquamarine: aquamarine,\n\tazure: azure,\n\tbeige: beige,\n\tbisque: bisque,\n\tblack: black,\n\tblanchedalmond: blanchedalmond,\n\tblue: blue,\n\tblueviolet: blueviolet,\n\tbrown: brown,\n\tburlywood: burlywood,\n\tcadetblue: cadetblue,\n\tchartreuse: chartreuse,\n\tchocolate: chocolate,\n\tcoral: coral,\n\tcornflowerblue: cornflowerblue,\n\tcornsilk: cornsilk,\n\tcrimson: crimson,\n\tcyan: cyan,\n\tdarkblue: darkblue,\n\tdarkcyan: darkcyan,\n\tdarkgoldenrod: darkgoldenrod,\n\tdarkgray: darkgray,\n\tdarkgreen: darkgreen,\n\tdarkgrey: darkgrey,\n\tdarkkhaki: darkkhaki,\n\tdarkmagenta: darkmagenta,\n\tdarkolivegreen: darkolivegreen,\n\tdarkorange: darkorange,\n\tdarkorchid: darkorchid,\n\tdarkred: darkred,\n\tdarksalmon: darksalmon,\n\tdarkseagreen: darkseagreen,\n\tdarkslateblue: darkslateblue,\n\tdarkslategray: darkslategray,\n\tdarkslategrey: darkslategrey,\n\tdarkturquoise: darkturquoise,\n\tdarkviolet: darkviolet,\n\tdeeppink: deeppink,\n\tdeepskyblue: deepskyblue,\n\tdimgray: dimgray,\n\tdimgrey: dimgrey,\n\tdodgerblue: dodgerblue,\n\tfirebrick: firebrick,\n\tfloralwhite: floralwhite,\n\tforestgreen: forestgreen,\n\tfuchsia: fuchsia,\n\tgainsboro: gainsboro,\n\tghostwhite: ghostwhite,\n\tgoldenrod: goldenrod,\n\tgold: gold,\n\tgray: gray,\n\tgreen: green,\n\tgreenyellow: greenyellow,\n\tgrey: grey,\n\thoneydew: honeydew,\n\thotpink: hotpink,\n\tindianred: indianred,\n\tindigo: indigo,\n\tivory: ivory,\n\tkhaki: khaki,\n\tlavenderblush: lavenderblush,\n\tlavender: lavender,\n\tlawngreen: lawngreen,\n\tlemonchiffon: lemonchiffon,\n\tlightblue: lightblue,\n\tlightcoral: lightcoral,\n\tlightcyan: lightcyan,\n\tlightgoldenrodyellow: lightgoldenrodyellow,\n\tlightgray: lightgray,\n\tlightgreen: lightgreen,\n\tlightgrey: lightgrey,\n\tlightpink: lightpink,\n\tlightsalmon: lightsalmon,\n\tlightseagreen: lightseagreen,\n\tlightskyblue: lightskyblue,\n\tlightslategray: lightslategray,\n\tlightslategrey: lightslategrey,\n\tlightsteelblue: lightsteelblue,\n\tlightyellow: lightyellow,\n\tlime: lime,\n\tlimegreen: limegreen,\n\tlinen: linen,\n\tmagenta: magenta,\n\tmaroon: maroon,\n\tmediumaquamarine: mediumaquamarine,\n\tmediumblue: mediumblue,\n\tmediumorchid: mediumorchid,\n\tmediumpurple: mediumpurple,\n\tmediumseagreen: mediumseagreen,\n\tmediumslateblue: mediumslateblue,\n\tmediumspringgreen: mediumspringgreen,\n\tmediumturquoise: mediumturquoise,\n\tmediumvioletred: mediumvioletred,\n\tmidnightblue: midnightblue,\n\tmintcream: mintcream,\n\tmistyrose: mistyrose,\n\tmoccasin: moccasin,\n\tnavajowhite: navajowhite,\n\tnavy: navy,\n\toldlace: oldlace,\n\tolive: olive,\n\tolivedrab: olivedrab,\n\torange: orange,\n\torangered: orangered,\n\torchid: orchid,\n\tpalegoldenrod: palegoldenrod,\n\tpalegreen: palegreen,\n\tpaleturquoise: paleturquoise,\n\tpalevioletred: palevioletred,\n\tpapayawhip: papayawhip,\n\tpeachpuff: peachpuff,\n\tperu: peru,\n\tpink: pink,\n\tplum: plum,\n\tpowderblue: powderblue,\n\tpurple: purple,\n\trebeccapurple: rebeccapurple,\n\tred: red,\n\trosybrown: rosybrown,\n\troyalblue: royalblue,\n\tsaddlebrown: saddlebrown,\n\tsalmon: salmon,\n\tsandybrown: sandybrown,\n\tseagreen: seagreen,\n\tseashell: seashell,\n\tsienna: sienna,\n\tsilver: silver,\n\tskyblue: skyblue,\n\tslateblue: slateblue,\n\tslategray: slategray,\n\tslategrey: slategrey,\n\tsnow: snow,\n\tspringgreen: springgreen,\n\tsteelblue: steelblue,\n\ttan: tan,\n\tteal: teal,\n\tthistle: thistle,\n\ttomato: tomato,\n\tturquoise: turquoise,\n\tviolet: violet,\n\twheat: wheat,\n\twhite: white,\n\twhitesmoke: whitesmoke,\n\tyellow: yellow,\n\tyellowgreen: yellowgreen\n};\n\n/**\n * Converts a hexadecimal color number to an [R, G, B] array of normalized floats (numbers from 0.0 to 1.0).\n * @example\n * PIXI.utils.hex2rgb(0xffffff); // returns [1, 1, 1]\n * @memberof PIXI.utils\n * @function hex2rgb\n * @param {number} hex - The hexadecimal number to convert\n * @param {number[]} [out=[]] - If supplied, this array will be used rather than returning a new one\n * @returns {number[]} An array representing the [R, G, B] of the color where all values are floats.\n */\nfunction hex2rgb(hex, out) {\n if (out === void 0) { out = []; }\n out[0] = ((hex >> 16) & 0xFF) / 255;\n out[1] = ((hex >> 8) & 0xFF) / 255;\n out[2] = (hex & 0xFF) / 255;\n return out;\n}\n/**\n * Converts a hexadecimal color number to a string.\n * @example\n * PIXI.utils.hex2string(0xffffff); // returns \"#ffffff\"\n * @memberof PIXI.utils\n * @function hex2string\n * @param {number} hex - Number in hex (e.g., `0xffffff`)\n * @returns {string} The string color (e.g., `\"#ffffff\"`).\n */\nfunction hex2string(hex) {\n var hexString = hex.toString(16);\n hexString = '000000'.substring(0, 6 - hexString.length) + hexString;\n return \"#\" + hexString;\n}\n/**\n * Converts a string to a hexadecimal color number.\n * It can handle:\n * hex strings starting with #: \"#ffffff\"\n * hex strings starting with 0x: \"0xffffff\"\n * hex strings without prefix: \"ffffff\"\n * css colors: \"black\"\n * @example\n * PIXI.utils.string2hex(\"#ffffff\"); // returns 0xffffff, which is 16777215 as an integer\n * @memberof PIXI.utils\n * @function string2hex\n * @param {string} string - The string color (e.g., `\"#ffffff\"`)\n * @returns {number} Number in hexadecimal.\n */\nfunction string2hex(string) {\n if (typeof string === 'string') {\n string = cssColorNames[string.toLowerCase()] || string;\n if (string[0] === '#') {\n string = string.slice(1);\n }\n }\n return parseInt(string, 16);\n}\n/**\n * Converts a color as an [R, G, B] array of normalized floats to a hexadecimal number.\n * @example\n * PIXI.utils.rgb2hex([1, 1, 1]); // returns 0xffffff, which is 16777215 as an integer\n * @memberof PIXI.utils\n * @function rgb2hex\n * @param {number[]} rgb - Array of numbers where all values are normalized floats from 0.0 to 1.0.\n * @returns {number} Number in hexadecimal.\n */\nfunction rgb2hex(rgb) {\n return (((rgb[0] * 255) << 16) + ((rgb[1] * 255) << 8) + (rgb[2] * 255 | 0));\n}\n\n/**\n * Corrects PixiJS blend, takes premultiplied alpha into account\n * @memberof PIXI.utils\n * @function mapPremultipliedBlendModes\n * @private\n * @returns {Array} Mapped modes.\n */\nfunction mapPremultipliedBlendModes() {\n var pm = [];\n var npm = [];\n for (var i = 0; i < 32; i++) {\n pm[i] = i;\n npm[i] = i;\n }\n pm[BLEND_MODES.NORMAL_NPM] = BLEND_MODES.NORMAL;\n pm[BLEND_MODES.ADD_NPM] = BLEND_MODES.ADD;\n pm[BLEND_MODES.SCREEN_NPM] = BLEND_MODES.SCREEN;\n npm[BLEND_MODES.NORMAL] = BLEND_MODES.NORMAL_NPM;\n npm[BLEND_MODES.ADD] = BLEND_MODES.ADD_NPM;\n npm[BLEND_MODES.SCREEN] = BLEND_MODES.SCREEN_NPM;\n var array = [];\n array.push(npm);\n array.push(pm);\n return array;\n}\n/**\n * maps premultiply flag and blendMode to adjusted blendMode\n * @memberof PIXI.utils\n * @constant premultiplyBlendMode\n * @type {Array}\n */\nvar premultiplyBlendMode = mapPremultipliedBlendModes();\n/**\n * changes blendMode according to texture format\n * @memberof PIXI.utils\n * @function correctBlendMode\n * @param {number} blendMode - supposed blend mode\n * @param {boolean} premultiplied - whether source is premultiplied\n * @returns {number} true blend mode for this texture\n */\nfunction correctBlendMode(blendMode, premultiplied) {\n return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode];\n}\n/**\n * combines rgb and alpha to out array\n * @memberof PIXI.utils\n * @function premultiplyRgba\n * @param {Float32Array|number[]} rgb - input rgb\n * @param {number} alpha - alpha param\n * @param {Float32Array} [out] - output\n * @param {boolean} [premultiply=true] - do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nfunction premultiplyRgba(rgb, alpha, out, premultiply) {\n out = out || new Float32Array(4);\n if (premultiply || premultiply === undefined) {\n out[0] = rgb[0] * alpha;\n out[1] = rgb[1] * alpha;\n out[2] = rgb[2] * alpha;\n }\n else {\n out[0] = rgb[0];\n out[1] = rgb[1];\n out[2] = rgb[2];\n }\n out[3] = alpha;\n return out;\n}\n/**\n * premultiplies tint\n * @memberof PIXI.utils\n * @function premultiplyTint\n * @param {number} tint - integer RGB\n * @param {number} alpha - floating point alpha (0.0-1.0)\n * @returns {number} tint multiplied by alpha\n */\nfunction premultiplyTint(tint, alpha) {\n if (alpha === 1.0) {\n return (alpha * 255 << 24) + tint;\n }\n if (alpha === 0.0) {\n return 0;\n }\n var R = ((tint >> 16) & 0xFF);\n var G = ((tint >> 8) & 0xFF);\n var B = (tint & 0xFF);\n R = ((R * alpha) + 0.5) | 0;\n G = ((G * alpha) + 0.5) | 0;\n B = ((B * alpha) + 0.5) | 0;\n return (alpha * 255 << 24) + (R << 16) + (G << 8) + B;\n}\n/**\n * converts integer tint and float alpha to vec4 form, premultiplies by default\n * @memberof PIXI.utils\n * @function premultiplyTintToRgba\n * @param {number} tint - input tint\n * @param {number} alpha - alpha param\n * @param {Float32Array} [out] - output\n * @param {boolean} [premultiply=true] - do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nfunction premultiplyTintToRgba(tint, alpha, out, premultiply) {\n out = out || new Float32Array(4);\n out[0] = ((tint >> 16) & 0xFF) / 255.0;\n out[1] = ((tint >> 8) & 0xFF) / 255.0;\n out[2] = (tint & 0xFF) / 255.0;\n if (premultiply || premultiply === undefined) {\n out[0] *= alpha;\n out[1] *= alpha;\n out[2] *= alpha;\n }\n out[3] = alpha;\n return out;\n}\n\n/**\n * Generic Mask Stack data structure\n * @memberof PIXI.utils\n * @function createIndicesForQuads\n * @param {number} size - Number of quads\n * @param {Uint16Array|Uint32Array} [outBuffer] - Buffer for output, length has to be `6 * size`\n * @returns {Uint16Array|Uint32Array} - Resulting index buffer\n */\nfunction createIndicesForQuads(size, outBuffer) {\n if (outBuffer === void 0) { outBuffer = null; }\n // the total number of indices in our array, there are 6 points per quad.\n var totalIndices = size * 6;\n outBuffer = outBuffer || new Uint16Array(totalIndices);\n if (outBuffer.length !== totalIndices) {\n throw new Error(\"Out buffer length is incorrect, got \" + outBuffer.length + \" and expected \" + totalIndices);\n }\n // fill the indices with the quads to draw\n for (var i = 0, j = 0; i < totalIndices; i += 6, j += 4) {\n outBuffer[i + 0] = j + 0;\n outBuffer[i + 1] = j + 1;\n outBuffer[i + 2] = j + 2;\n outBuffer[i + 3] = j + 0;\n outBuffer[i + 4] = j + 2;\n outBuffer[i + 5] = j + 3;\n }\n return outBuffer;\n}\n\nfunction getBufferType(array) {\n if (array.BYTES_PER_ELEMENT === 4) {\n if (array instanceof Float32Array) {\n return 'Float32Array';\n }\n else if (array instanceof Uint32Array) {\n return 'Uint32Array';\n }\n return 'Int32Array';\n }\n else if (array.BYTES_PER_ELEMENT === 2) {\n if (array instanceof Uint16Array) {\n return 'Uint16Array';\n }\n }\n else if (array.BYTES_PER_ELEMENT === 1) {\n if (array instanceof Uint8Array) {\n return 'Uint8Array';\n }\n }\n // TODO map out the rest of the array elements!\n return null;\n}\n\n/* eslint-disable object-shorthand */\nvar map = { Float32Array: Float32Array, Uint32Array: Uint32Array, Int32Array: Int32Array, Uint8Array: Uint8Array };\nfunction interleaveTypedArrays(arrays, sizes) {\n var outSize = 0;\n var stride = 0;\n var views = {};\n for (var i = 0; i < arrays.length; i++) {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n var buffer = new ArrayBuffer(outSize * 4);\n var out = null;\n var littleOffset = 0;\n for (var i = 0; i < arrays.length; i++) {\n var size = sizes[i];\n var array = arrays[i];\n /*\n @todo This is unsafe casting but consistent with how the code worked previously. Should it stay this way\n or should and `getBufferTypeUnsafe` function be exposed that throws an Error if unsupported type is passed?\n */\n var type = getBufferType(array);\n if (!views[type]) {\n views[type] = new map[type](buffer);\n }\n out = views[type];\n for (var j = 0; j < array.length; j++) {\n var indexStart = ((j / size | 0) * stride) + littleOffset;\n var index = j % size;\n out[indexStart + index] = array[j];\n }\n littleOffset += size;\n }\n return new Float32Array(buffer);\n}\n\n// Taken from the bit-twiddle package\n/**\n * Rounds to next power of two.\n * @function nextPow2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @returns {number} - next rounded power of two\n */\nfunction nextPow2(v) {\n v += v === 0 ? 1 : 0;\n --v;\n v |= v >>> 1;\n v |= v >>> 2;\n v |= v >>> 4;\n v |= v >>> 8;\n v |= v >>> 16;\n return v + 1;\n}\n/**\n * Checks if a number is a power of two.\n * @function isPow2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @returns {boolean} `true` if value is power of two\n */\nfunction isPow2(v) {\n return !(v & (v - 1)) && (!!v);\n}\n/**\n * Computes ceil of log base 2\n * @function log2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @returns {number} logarithm base 2\n */\nfunction log2(v) {\n var r = (v > 0xFFFF ? 1 : 0) << 4;\n v >>>= r;\n var shift = (v > 0xFF ? 1 : 0) << 3;\n v >>>= shift;\n r |= shift;\n shift = (v > 0xF ? 1 : 0) << 2;\n v >>>= shift;\n r |= shift;\n shift = (v > 0x3 ? 1 : 0) << 1;\n v >>>= shift;\n r |= shift;\n return r | (v >> 1);\n}\n\n/**\n * Remove items from a javascript array without generating garbage\n * @function removeItems\n * @memberof PIXI.utils\n * @param {Array} arr - Array to remove elements from\n * @param {number} startIdx - starting index\n * @param {number} removeCount - how many to remove\n */\nfunction removeItems(arr, startIdx, removeCount) {\n var length = arr.length;\n var i;\n if (startIdx >= length || removeCount === 0) {\n return;\n }\n removeCount = (startIdx + removeCount > length ? length - startIdx : removeCount);\n var len = length - removeCount;\n for (i = startIdx; i < len; ++i) {\n arr[i] = arr[i + removeCount];\n }\n arr.length = len;\n}\n\n/**\n * Returns sign of number\n * @memberof PIXI.utils\n * @function sign\n * @param {number} n - the number to check the sign of\n * @returns {number} 0 if `n` is 0, -1 if `n` is negative, 1 if `n` is positive\n */\nfunction sign(n) {\n if (n === 0)\n { return 0; }\n return n < 0 ? -1 : 1;\n}\n\nvar nextUid = 0;\n/**\n * Gets the next unique identifier\n * @memberof PIXI.utils\n * @function uid\n * @returns {number} The next unique identifier to use.\n */\nfunction uid() {\n return ++nextUid;\n}\n\n// A map of warning messages already fired\nvar warnings = {};\n/**\n * Helper for warning developers about deprecated features & settings.\n * A stack track for warnings is given; useful for tracking-down where\n * deprecated methods/properties/classes are being used within the code.\n * @memberof PIXI.utils\n * @function deprecation\n * @param {string} version - The version where the feature became deprecated\n * @param {string} message - Message should include what is deprecated, where, and the new solution\n * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack\n * this is mostly to ignore internal deprecation calls.\n */\nfunction deprecation(version, message, ignoreDepth) {\n if (ignoreDepth === void 0) { ignoreDepth = 3; }\n // Ignore duplicat\n if (warnings[message]) {\n return;\n }\n /* eslint-disable no-console */\n var stack = new Error().stack;\n // Handle IE < 10 and Safari < 6\n if (typeof stack === 'undefined') {\n console.warn('PixiJS Deprecation Warning: ', message + \"\\nDeprecated since v\" + version);\n }\n else {\n // chop off the stack trace which includes PixiJS internal calls\n stack = stack.split('\\n').splice(ignoreDepth).join('\\n');\n if (console.groupCollapsed) {\n console.groupCollapsed('%cPixiJS Deprecation Warning: %c%s', 'color:#614108;background:#fffbe6', 'font-weight:normal;color:#614108;background:#fffbe6', message + \"\\nDeprecated since v\" + version);\n console.warn(stack);\n console.groupEnd();\n }\n else {\n console.warn('PixiJS Deprecation Warning: ', message + \"\\nDeprecated since v\" + version);\n console.warn(stack);\n }\n }\n /* eslint-enable no-console */\n warnings[message] = true;\n}\n\n/**\n * @todo Describe property usage\n * @static\n * @name ProgramCache\n * @memberof PIXI.utils\n * @type {object}\n */\nvar ProgramCache = {};\n/**\n * @todo Describe property usage\n * @static\n * @name TextureCache\n * @memberof PIXI.utils\n * @type {object}\n */\nvar TextureCache = Object.create(null);\n/**\n * @todo Describe property usage\n * @static\n * @name BaseTextureCache\n * @memberof PIXI.utils\n * @type {object}\n */\nvar BaseTextureCache = Object.create(null);\n/**\n * Destroys all texture in the cache\n * @memberof PIXI.utils\n * @function destroyTextureCache\n */\nfunction destroyTextureCache() {\n var key;\n for (key in TextureCache) {\n TextureCache[key].destroy();\n }\n for (key in BaseTextureCache) {\n BaseTextureCache[key].destroy();\n }\n}\n/**\n * Removes all textures from cache, but does not destroy them\n * @memberof PIXI.utils\n * @function clearTextureCache\n */\nfunction clearTextureCache() {\n var key;\n for (key in TextureCache) {\n delete TextureCache[key];\n }\n for (key in BaseTextureCache) {\n delete BaseTextureCache[key];\n }\n}\n\n/**\n * Creates a Canvas element of the given size to be used as a target for rendering to.\n * @class\n * @memberof PIXI.utils\n */\nvar CanvasRenderTarget = /** @class */ (function () {\n /**\n * @param width - the width for the newly created canvas\n * @param height - the height for the newly created canvas\n * @param {number} [resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the canvas\n */\n function CanvasRenderTarget(width, height, resolution) {\n this.canvas = settings.ADAPTER.createCanvas();\n this.context = this.canvas.getContext('2d');\n this.resolution = resolution || settings.RESOLUTION;\n this.resize(width, height);\n }\n /**\n * Clears the canvas that was created by the CanvasRenderTarget class.\n * @private\n */\n CanvasRenderTarget.prototype.clear = function () {\n this.context.setTransform(1, 0, 0, 1, 0, 0);\n this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n };\n /**\n * Resizes the canvas to the specified width and height.\n * @param desiredWidth - the desired width of the canvas\n * @param desiredHeight - the desired height of the canvas\n */\n CanvasRenderTarget.prototype.resize = function (desiredWidth, desiredHeight) {\n this.canvas.width = Math.round(desiredWidth * this.resolution);\n this.canvas.height = Math.round(desiredHeight * this.resolution);\n };\n /** Destroys this canvas. */\n CanvasRenderTarget.prototype.destroy = function () {\n this.context = null;\n this.canvas = null;\n };\n Object.defineProperty(CanvasRenderTarget.prototype, \"width\", {\n /**\n * The width of the canvas buffer in pixels.\n * @member {number}\n */\n get: function () {\n return this.canvas.width;\n },\n set: function (val) {\n this.canvas.width = Math.round(val);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(CanvasRenderTarget.prototype, \"height\", {\n /**\n * The height of the canvas buffer in pixels.\n * @member {number}\n */\n get: function () {\n return this.canvas.height;\n },\n set: function (val) {\n this.canvas.height = Math.round(val);\n },\n enumerable: false,\n configurable: true\n });\n return CanvasRenderTarget;\n}());\n\n/**\n * Trim transparent borders from a canvas\n * @memberof PIXI.utils\n * @function trimCanvas\n * @param {HTMLCanvasElement} canvas - the canvas to trim\n * @returns {object} Trim data\n */\nfunction trimCanvas(canvas) {\n // https://gist.github.com/remy/784508\n var width = canvas.width;\n var height = canvas.height;\n var context = canvas.getContext('2d', {\n willReadFrequently: true,\n });\n var imageData = context.getImageData(0, 0, width, height);\n var pixels = imageData.data;\n var len = pixels.length;\n var bound = {\n top: null,\n left: null,\n right: null,\n bottom: null,\n };\n var data = null;\n var i;\n var x;\n var y;\n for (i = 0; i < len; i += 4) {\n if (pixels[i + 3] !== 0) {\n x = (i / 4) % width;\n y = ~~((i / 4) / width);\n if (bound.top === null) {\n bound.top = y;\n }\n if (bound.left === null) {\n bound.left = x;\n }\n else if (x < bound.left) {\n bound.left = x;\n }\n if (bound.right === null) {\n bound.right = x + 1;\n }\n else if (bound.right < x) {\n bound.right = x + 1;\n }\n if (bound.bottom === null) {\n bound.bottom = y;\n }\n else if (bound.bottom < y) {\n bound.bottom = y;\n }\n }\n }\n if (bound.top !== null) {\n width = bound.right - bound.left;\n height = bound.bottom - bound.top + 1;\n data = context.getImageData(bound.left, bound.top, width, height);\n }\n return {\n height: height,\n width: width,\n data: data,\n };\n}\n\n/**\n * Regexp for data URI.\n * Based on: {@link https://github.com/ragingwind/data-uri-regex}\n * @static\n * @constant {RegExp|string} DATA_URI\n * @memberof PIXI\n * @example data:image/png;base64\n */\nvar DATA_URI = /^\\s*data:(?:([\\w-]+)\\/([\\w+.-]+))?(?:;charset=([\\w-]+))?(?:;(base64))?,(.*)/i;\n\n/**\n * @memberof PIXI.utils\n * @interface DecomposedDataUri\n */\n/**\n * type, eg. `image`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} mediaType\n */\n/**\n * Sub type, eg. `png`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} subType\n */\n/**\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} charset\n */\n/**\n * Data encoding, eg. `base64`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} encoding\n */\n/**\n * The actual data\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} data\n */\n/**\n * Split a data URI into components. Returns undefined if\n * parameter `dataUri` is not a valid data URI.\n * @memberof PIXI.utils\n * @function decomposeDataUri\n * @param {string} dataUri - the data URI to check\n * @returns {PIXI.utils.DecomposedDataUri|undefined} The decomposed data uri or undefined\n */\nfunction decomposeDataUri(dataUri) {\n var dataUriMatch = DATA_URI.exec(dataUri);\n if (dataUriMatch) {\n return {\n mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : undefined,\n subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : undefined,\n charset: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : undefined,\n encoding: dataUriMatch[4] ? dataUriMatch[4].toLowerCase() : undefined,\n data: dataUriMatch[5],\n };\n }\n return undefined;\n}\n\nvar tempAnchor;\n/**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n * Nipped from the resource loader!\n * @ignore\n * @param {string} url - The url to test.\n * @param {object} [loc=window.location] - The location object to test against.\n * @returns {string} The crossOrigin value to use (or empty string for none).\n */\nfunction determineCrossOrigin(url$1, loc) {\n if (loc === void 0) { loc = globalThis.location; }\n // data: and javascript: urls are considered same-origin\n if (url$1.indexOf('data:') === 0) {\n return '';\n }\n // default is window.location\n loc = loc || globalThis.location;\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url$1;\n var parsedUrl = url.parse(tempAnchor.href);\n var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port);\n // if cross origin\n if (parsedUrl.hostname !== loc.hostname || !samePort || parsedUrl.protocol !== loc.protocol) {\n return 'anonymous';\n }\n return '';\n}\n\n/**\n * get the resolution / device pixel ratio of an asset by looking for the prefix\n * used by spritesheets and image urls\n * @memberof PIXI.utils\n * @function getResolutionOfUrl\n * @param {string} url - the image path\n * @param {number} [defaultValue=1] - the defaultValue if no filename prefix is set.\n * @returns {number} resolution / device pixel ratio of an asset\n */\nfunction getResolutionOfUrl(url, defaultValue) {\n var resolution = settings.RETINA_PREFIX.exec(url);\n if (resolution) {\n return parseFloat(resolution[1]);\n }\n return defaultValue !== undefined ? defaultValue : 1;\n}\n\nexport { BaseTextureCache, CanvasRenderTarget, DATA_URI, ProgramCache, TextureCache, clearTextureCache, correctBlendMode, createIndicesForQuads, decomposeDataUri, deprecation, destroyTextureCache, determineCrossOrigin, getBufferType, getResolutionOfUrl, hex2rgb, hex2string, interleaveTypedArrays, isPow2, isWebGLSupported, log2, nextPow2, path, premultiplyBlendMode, premultiplyRgba, premultiplyTint, premultiplyTintToRgba, removeItems, rgb2hex, sayHello, sign, skipHello, string2hex, trimCanvas, uid, url };\n//# sourceMappingURL=utils.mjs.map\n","/*!\n * @pixi/math - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/math is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Two Pi.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar PI_2 = Math.PI * 2;\n/**\n * Conversion factor for converting radians to degrees.\n * @static\n * @member {number} RAD_TO_DEG\n * @memberof PIXI\n */\nvar RAD_TO_DEG = 180 / Math.PI;\n/**\n * Conversion factor for converting degrees to radians.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar DEG_TO_RAD = Math.PI / 180;\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n * @static\n * @memberof PIXI\n * @enum {number}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n */\nvar SHAPES;\n(function (SHAPES) {\n SHAPES[SHAPES[\"POLY\"] = 0] = \"POLY\";\n SHAPES[SHAPES[\"RECT\"] = 1] = \"RECT\";\n SHAPES[SHAPES[\"CIRC\"] = 2] = \"CIRC\";\n SHAPES[SHAPES[\"ELIP\"] = 3] = \"ELIP\";\n SHAPES[SHAPES[\"RREC\"] = 4] = \"RREC\";\n})(SHAPES || (SHAPES = {}));\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis\n * @class\n * @memberof PIXI\n * @implements {IPoint}\n */\nvar Point = /** @class */ (function () {\n /**\n * Creates a new `Point`\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function Point(x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n /** Position of the point on the x axis */\n this.x = 0;\n /** Position of the point on the y axis */\n this.y = 0;\n this.x = x;\n this.y = y;\n }\n /**\n * Creates a clone of this point\n * @returns A clone of this point\n */\n Point.prototype.clone = function () {\n return new Point(this.x, this.y);\n };\n /**\n * Copies `x` and `y` from the given point into this point\n * @param p - The point to copy from\n * @returns The point instance itself\n */\n Point.prototype.copyFrom = function (p) {\n this.set(p.x, p.y);\n return this;\n };\n /**\n * Copies this point's x and y into the given point (`p`).\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n Point.prototype.copyTo = function (p) {\n p.set(this.x, this.y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n Point.prototype.equals = function (p) {\n return (p.x === this.x) && (p.y === this.y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the `x` axis\n * @param {number} [y=x] - position of the point on the `y` axis\n * @returns The point instance itself\n */\n Point.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n this.x = x;\n this.y = y;\n return this;\n };\n Point.prototype.toString = function () {\n return \"[@pixi/math:Point x=\" + this.x + \" y=\" + this.y + \"]\";\n };\n return Point;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\n/**\n * Size object, contains width and height\n * @memberof PIXI\n * @typedef {object} ISize\n * @property {number} width - Width component\n * @property {number} height - Height component\n */\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n * @memberof PIXI\n */\nvar Rectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rectangle\n * @param y - The Y coordinate of the upper-left corner of the rectangle\n * @param width - The overall width of the rectangle\n * @param height - The overall height of the rectangle\n */\n function Rectangle(x, y, width, height) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this.x = Number(x);\n this.y = Number(y);\n this.width = Number(width);\n this.height = Number(height);\n this.type = SHAPES.RECT;\n }\n Object.defineProperty(Rectangle.prototype, \"left\", {\n /** Returns the left edge of the rectangle. */\n get: function () {\n return this.x;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"right\", {\n /** Returns the right edge of the rectangle. */\n get: function () {\n return this.x + this.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"top\", {\n /** Returns the top edge of the rectangle. */\n get: function () {\n return this.y;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"bottom\", {\n /** Returns the bottom edge of the rectangle. */\n get: function () {\n return this.y + this.height;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle, \"EMPTY\", {\n /** A constant empty rectangle. */\n get: function () {\n return new Rectangle(0, 0, 0, 0);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates a clone of this Rectangle\n * @returns a copy of the rectangle\n */\n Rectangle.prototype.clone = function () {\n return new Rectangle(this.x, this.y, this.width, this.height);\n };\n /**\n * Copies another rectangle to this one.\n * @param rectangle - The rectangle to copy from.\n * @returns Returns itself.\n */\n Rectangle.prototype.copyFrom = function (rectangle) {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n return this;\n };\n /**\n * Copies this rectangle to another one.\n * @param rectangle - The rectangle to copy to.\n * @returns Returns given parameter.\n */\n Rectangle.prototype.copyTo = function (rectangle) {\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n return rectangle;\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Rectangle\n */\n Rectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x < this.x + this.width) {\n if (y >= this.y && y < this.y + this.height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object.\n * Returns true only if the area of the intersection is >0, this means that Rectangles\n * sharing a side are not overlapping. Another side effect is that an arealess rectangle\n * (width or height equal to zero) can't intersect any other rectangle.\n * @param {Rectangle} other - The Rectangle to intersect with `this`.\n * @param {Matrix} transform - The transformation matrix of `other`.\n * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`.\n */\n Rectangle.prototype.intersects = function (other, transform) {\n if (!transform) {\n var x0_1 = this.x < other.x ? other.x : this.x;\n var x1_1 = this.right > other.right ? other.right : this.right;\n if (x1_1 <= x0_1) {\n return false;\n }\n var y0_1 = this.y < other.y ? other.y : this.y;\n var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom;\n return y1_1 > y0_1;\n }\n var x0 = this.left;\n var x1 = this.right;\n var y0 = this.top;\n var y1 = this.bottom;\n if (x1 <= x0 || y1 <= y0) {\n return false;\n }\n var lt = tempPoints[0].set(other.left, other.top);\n var lb = tempPoints[1].set(other.left, other.bottom);\n var rt = tempPoints[2].set(other.right, other.top);\n var rb = tempPoints[3].set(other.right, other.bottom);\n if (rt.x <= lt.x || lb.y <= lt.y) {\n return false;\n }\n var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c));\n if (s === 0) {\n return false;\n }\n transform.apply(lt, lt);\n transform.apply(lb, lb);\n transform.apply(rt, rt);\n transform.apply(rb, rb);\n if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0\n || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1\n || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0\n || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) {\n return false;\n }\n var nx = s * (lb.y - lt.y);\n var ny = s * (lt.x - lb.x);\n var n00 = (nx * x0) + (ny * y0);\n var n10 = (nx * x1) + (ny * y0);\n var n01 = (nx * x0) + (ny * y1);\n var n11 = (nx * x1) + (ny * y1);\n if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y)\n || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) {\n return false;\n }\n var mx = s * (lt.y - rt.y);\n var my = s * (rt.x - lt.x);\n var m00 = (mx * x0) + (my * y0);\n var m10 = (mx * x1) + (my * y0);\n var m01 = (mx * x0) + (my * y1);\n var m11 = (mx * x1) + (my * y1);\n if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y)\n || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) {\n return false;\n }\n return true;\n };\n /**\n * Pads the rectangle making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n * @returns Returns itself.\n */\n Rectangle.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n this.x -= paddingX;\n this.y -= paddingY;\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n return this;\n };\n /**\n * Fits this rectangle around the passed one.\n * @param rectangle - The rectangle to fit.\n * @returns Returns itself.\n */\n Rectangle.prototype.fit = function (rectangle) {\n var x1 = Math.max(this.x, rectangle.x);\n var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.max(this.y, rectangle.y);\n var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = Math.max(x2 - x1, 0);\n this.y = y1;\n this.height = Math.max(y2 - y1, 0);\n return this;\n };\n /**\n * Enlarges rectangle that way its corners lie on grid\n * @param resolution - resolution\n * @param eps - precision\n * @returns Returns itself.\n */\n Rectangle.prototype.ceil = function (resolution, eps) {\n if (resolution === void 0) { resolution = 1; }\n if (eps === void 0) { eps = 0.001; }\n var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n return this;\n };\n /**\n * Enlarges this rectangle to include the passed rectangle.\n * @param rectangle - The rectangle to include.\n * @returns Returns itself.\n */\n Rectangle.prototype.enlarge = function (rectangle) {\n var x1 = Math.min(this.x, rectangle.x);\n var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.min(this.y, rectangle.y);\n var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n return this;\n };\n Rectangle.prototype.toString = function () {\n return \"[@pixi/math:Rectangle x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Rectangle;\n}());\n\n/**\n * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Circle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this circle\n * @param y - The Y coordinate of the center of this circle\n * @param radius - The radius of the circle\n */\n function Circle(x, y, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (radius === void 0) { radius = 0; }\n this.x = x;\n this.y = y;\n this.radius = radius;\n this.type = SHAPES.CIRC;\n }\n /**\n * Creates a clone of this Circle instance\n * @returns A copy of the Circle\n */\n Circle.prototype.clone = function () {\n return new Circle(this.x, this.y, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this circle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Circle\n */\n Circle.prototype.contains = function (x, y) {\n if (this.radius <= 0) {\n return false;\n }\n var r2 = this.radius * this.radius;\n var dx = (this.x - x);\n var dy = (this.y - y);\n dx *= dx;\n dy *= dy;\n return (dx + dy <= r2);\n };\n /**\n * Returns the framing rectangle of the circle as a Rectangle object\n * @returns The framing rectangle\n */\n Circle.prototype.getBounds = function () {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n };\n Circle.prototype.toString = function () {\n return \"[@pixi/math:Circle x=\" + this.x + \" y=\" + this.y + \" radius=\" + this.radius + \"]\";\n };\n return Circle;\n}());\n\n/**\n * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Ellipse = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this ellipse\n * @param y - The Y coordinate of the center of this ellipse\n * @param halfWidth - The half width of this ellipse\n * @param halfHeight - The half height of this ellipse\n */\n function Ellipse(x, y, halfWidth, halfHeight) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (halfWidth === void 0) { halfWidth = 0; }\n if (halfHeight === void 0) { halfHeight = 0; }\n this.x = x;\n this.y = y;\n this.width = halfWidth;\n this.height = halfHeight;\n this.type = SHAPES.ELIP;\n }\n /**\n * Creates a clone of this Ellipse instance\n * @returns {PIXI.Ellipse} A copy of the ellipse\n */\n Ellipse.prototype.clone = function () {\n return new Ellipse(this.x, this.y, this.width, this.height);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this ellipse\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coords are within this ellipse\n */\n Ellipse.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n // normalize the coords to an ellipse with center 0,0\n var normx = ((x - this.x) / this.width);\n var normy = ((y - this.y) / this.height);\n normx *= normx;\n normy *= normy;\n return (normx + normy <= 1);\n };\n /**\n * Returns the framing rectangle of the ellipse as a Rectangle object\n * @returns The framing rectangle\n */\n Ellipse.prototype.getBounds = function () {\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n };\n Ellipse.prototype.toString = function () {\n return \"[@pixi/math:Ellipse x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Ellipse;\n}());\n\n/**\n * A class to define a shape via user defined coordinates.\n * @memberof PIXI\n */\nvar Polygon = /** @class */ (function () {\n /**\n * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points\n * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or\n * the arguments passed can be all the points of the polygon e.g.\n * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat\n * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.\n */\n function Polygon() {\n var arguments$1 = arguments;\n\n var points = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n points[_i] = arguments$1[_i];\n }\n var flat = Array.isArray(points[0]) ? points[0] : points;\n // if this is an array of points, convert it to a flat array of numbers\n if (typeof flat[0] !== 'number') {\n var p = [];\n for (var i = 0, il = flat.length; i < il; i++) {\n p.push(flat[i].x, flat[i].y);\n }\n flat = p;\n }\n this.points = flat;\n this.type = SHAPES.POLY;\n this.closeStroke = true;\n }\n /**\n * Creates a clone of this polygon.\n * @returns - A copy of the polygon.\n */\n Polygon.prototype.clone = function () {\n var points = this.points.slice();\n var polygon = new Polygon(points);\n polygon.closeStroke = this.closeStroke;\n return polygon;\n };\n /**\n * Checks whether the x and y coordinates passed to this function are contained within this polygon.\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this polygon.\n */\n Polygon.prototype.contains = function (x, y) {\n var inside = false;\n // use some raycasting to test hits\n // https://github.com/substack/point-in-polygon/blob/master/index.js\n var length = this.points.length / 2;\n for (var i = 0, j = length - 1; i < length; j = i++) {\n var xi = this.points[i * 2];\n var yi = this.points[(i * 2) + 1];\n var xj = this.points[j * 2];\n var yj = this.points[(j * 2) + 1];\n var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);\n if (intersect) {\n inside = !inside;\n }\n }\n return inside;\n };\n Polygon.prototype.toString = function () {\n return \"[@pixi/math:Polygon\"\n + (\"closeStroke=\" + this.closeStroke)\n + (\"points=\" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + \", \" + currentPoint; }, '') + \"]\");\n };\n return Polygon;\n}());\n\n/**\n * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its\n * top-left corner point (x, y) and by its width and its height and its radius.\n * @memberof PIXI\n */\nvar RoundedRectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rounded rectangle\n * @param y - The Y coordinate of the upper-left corner of the rounded rectangle\n * @param width - The overall width of this rounded rectangle\n * @param height - The overall height of this rounded rectangle\n * @param radius - Controls the radius of the rounded corners\n */\n function RoundedRectangle(x, y, width, height, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n if (radius === void 0) { radius = 20; }\n this.x = x;\n this.y = y;\n this.width = width;\n this.height = height;\n this.radius = radius;\n this.type = SHAPES.RREC;\n }\n /**\n * Creates a clone of this Rounded Rectangle.\n * @returns - A copy of the rounded rectangle.\n */\n RoundedRectangle.prototype.clone = function () {\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rounded Rectangle\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this Rounded Rectangle.\n */\n RoundedRectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width) {\n if (y >= this.y && y <= this.y + this.height) {\n var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2));\n if ((y >= this.y + radius && y <= this.y + this.height - radius)\n || (x >= this.x + radius && x <= this.x + this.width - radius)) {\n return true;\n }\n var dx = x - (this.x + radius);\n var dy = y - (this.y + radius);\n var radius2 = radius * radius;\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + this.width - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dy = y - (this.y + this.height - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n }\n }\n return false;\n };\n RoundedRectangle.prototype.toString = function () {\n return \"[@pixi/math:RoundedRectangle x=\" + this.x + \" y=\" + this.y\n + (\"width=\" + this.width + \" height=\" + this.height + \" radius=\" + this.radius + \"]\");\n };\n return RoundedRectangle;\n}());\n\n/**\n * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis.\n *\n * An `ObservablePoint` is a point that triggers a callback when the point's position is changed.\n * @memberof PIXI\n */\nvar ObservablePoint = /** @class */ (function () {\n /**\n * Creates a new `ObservablePoint`\n * @param cb - callback function triggered when `x` and/or `y` are changed\n * @param scope - owner of callback\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function ObservablePoint(cb, scope, x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n this._x = x;\n this._y = y;\n this.cb = cb;\n this.scope = scope;\n }\n /**\n * Creates a clone of this point.\n * The callback and scope params can be overridden otherwise they will default\n * to the clone object's values.\n * @override\n * @param cb - The callback function triggered when `x` and/or `y` are changed\n * @param scope - The owner of the callback\n * @returns a copy of this observable point\n */\n ObservablePoint.prototype.clone = function (cb, scope) {\n if (cb === void 0) { cb = this.cb; }\n if (scope === void 0) { scope = this.scope; }\n return new ObservablePoint(cb, scope, this._x, this._y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n if (this._x !== x || this._y !== y) {\n this._x = x;\n this._y = y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies x and y from the given point (`p`)\n * @param p - The point to copy from. Can be any of type that is or extends `IPointData`\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.copyFrom = function (p) {\n if (this._x !== p.x || this._y !== p.y) {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies this point's x and y into that of the given point (`p`)\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n ObservablePoint.prototype.copyTo = function (p) {\n p.set(this._x, this._y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n ObservablePoint.prototype.equals = function (p) {\n return (p.x === this._x) && (p.y === this._y);\n };\n ObservablePoint.prototype.toString = function () {\n return \"[@pixi/math:ObservablePoint x=\" + 0 + \" y=\" + 0 + \" scope=\" + this.scope + \"]\";\n };\n Object.defineProperty(ObservablePoint.prototype, \"x\", {\n /** Position of the observable point on the x axis. */\n get: function () {\n return this._x;\n },\n set: function (value) {\n if (this._x !== value) {\n this._x = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ObservablePoint.prototype, \"y\", {\n /** Position of the observable point on the y axis. */\n get: function () {\n return this._y;\n },\n set: function (value) {\n if (this._y !== value) {\n this._y = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n return ObservablePoint;\n}());\n\n/**\n * The PixiJS Matrix as a class makes it a lot faster.\n *\n * Here is a representation of it:\n * ```js\n * | a | c | tx|\n * | b | d | ty|\n * | 0 | 0 | 1 |\n * ```\n * @memberof PIXI\n */\nvar Matrix = /** @class */ (function () {\n /**\n * @param a - x scale\n * @param b - y skew\n * @param c - x skew\n * @param d - y scale\n * @param tx - x translation\n * @param ty - y translation\n */\n function Matrix(a, b, c, d, tx, ty) {\n if (a === void 0) { a = 1; }\n if (b === void 0) { b = 0; }\n if (c === void 0) { c = 0; }\n if (d === void 0) { d = 1; }\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n this.array = null;\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n }\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n * @param array - The array that the matrix will be populated from.\n */\n Matrix.prototype.fromArray = function (array) {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n };\n /**\n * Sets the matrix properties.\n * @param a - Matrix component\n * @param b - Matrix component\n * @param c - Matrix component\n * @param d - Matrix component\n * @param tx - Matrix component\n * @param ty - Matrix component\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.set = function (a, b, c, d, tx, ty) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n return this;\n };\n /**\n * Creates an array from the current Matrix object.\n * @param transpose - Whether we need to transpose the matrix or not\n * @param [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @returns The newly created array which contains the matrix\n */\n Matrix.prototype.toArray = function (transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n var array = out || this.array;\n if (transpose) {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n }\n else {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n return array;\n };\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, transformed through this matrix\n */\n Matrix.prototype.apply = function (pos, newPos) {\n newPos = (newPos || new Point());\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.a * x) + (this.c * y) + this.tx;\n newPos.y = (this.b * x) + (this.d * y) + this.ty;\n return newPos;\n };\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n Matrix.prototype.applyInverse = function (pos, newPos) {\n newPos = (newPos || new Point());\n var id = 1 / ((this.a * this.d) + (this.c * -this.b));\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);\n newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);\n return newPos;\n };\n /**\n * Translates the matrix on the x and y.\n * @param x - How much to translate x by\n * @param y - How much to translate y by\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.translate = function (x, y) {\n this.tx += x;\n this.ty += y;\n return this;\n };\n /**\n * Applies a scale transformation to the matrix.\n * @param x - The amount to scale horizontally\n * @param y - The amount to scale vertically\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.scale = function (x, y) {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n return this;\n };\n /**\n * Applies a rotation transformation to the matrix.\n * @param angle - The angle in radians.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.rotate = function (angle) {\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n var a1 = this.a;\n var c1 = this.c;\n var tx1 = this.tx;\n this.a = (a1 * cos) - (this.b * sin);\n this.b = (a1 * sin) + (this.b * cos);\n this.c = (c1 * cos) - (this.d * sin);\n this.d = (c1 * sin) + (this.d * cos);\n this.tx = (tx1 * cos) - (this.ty * sin);\n this.ty = (tx1 * sin) + (this.ty * cos);\n return this;\n };\n /**\n * Appends the given Matrix to this Matrix.\n * @param matrix - The matrix to append.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.append = function (matrix) {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n this.a = (matrix.a * a1) + (matrix.b * c1);\n this.b = (matrix.a * b1) + (matrix.b * d1);\n this.c = (matrix.c * a1) + (matrix.d * c1);\n this.d = (matrix.c * b1) + (matrix.d * d1);\n this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;\n this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;\n return this;\n };\n /**\n * Sets the matrix based on all the available properties\n * @param x - Position on the x axis\n * @param y - Position on the y axis\n * @param pivotX - Pivot on the x axis\n * @param pivotY - Pivot on the y axis\n * @param scaleX - Scale on the x axis\n * @param scaleY - Scale on the y axis\n * @param rotation - Rotation in radians\n * @param skewX - Skew on the x axis\n * @param skewY - Skew on the y axis\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n this.a = Math.cos(rotation + skewY) * scaleX;\n this.b = Math.sin(rotation + skewY) * scaleX;\n this.c = -Math.sin(rotation - skewX) * scaleY;\n this.d = Math.cos(rotation - skewX) * scaleY;\n this.tx = x - ((pivotX * this.a) + (pivotY * this.c));\n this.ty = y - ((pivotX * this.b) + (pivotY * this.d));\n return this;\n };\n /**\n * Prepends the given Matrix to this Matrix.\n * @param matrix - The matrix to prepend\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.prepend = function (matrix) {\n var tx1 = this.tx;\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n var a1 = this.a;\n var c1 = this.c;\n this.a = (a1 * matrix.a) + (this.b * matrix.c);\n this.b = (a1 * matrix.b) + (this.b * matrix.d);\n this.c = (c1 * matrix.a) + (this.d * matrix.c);\n this.d = (c1 * matrix.b) + (this.d * matrix.d);\n }\n this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;\n this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;\n return this;\n };\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n * @param transform - The transform to apply the properties to.\n * @returns The transform with the newly applied properties\n */\n Matrix.prototype.decompose = function (transform) {\n // sort out rotation / skew..\n var a = this.a;\n var b = this.b;\n var c = this.c;\n var d = this.d;\n var pivot = transform.pivot;\n var skewX = -Math.atan2(-c, d);\n var skewY = Math.atan2(b, a);\n var delta = Math.abs(skewX + skewY);\n if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n }\n else {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n // next set scale\n transform.scale.x = Math.sqrt((a * a) + (b * b));\n transform.scale.y = Math.sqrt((c * c) + (d * d));\n // next set position\n transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c));\n transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d));\n return transform;\n };\n /**\n * Inverts this matrix\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.invert = function () {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n var tx1 = this.tx;\n var n = (a1 * d1) - (b1 * c1);\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;\n this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;\n return this;\n };\n /**\n * Resets this Matrix to an identity (default) matrix.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.identity = function () {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n return this;\n };\n /**\n * Creates a new Matrix object with the same values as this one.\n * @returns A copy of this matrix. Good for chaining method calls.\n */\n Matrix.prototype.clone = function () {\n var matrix = new Matrix();\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n * @param matrix - The matrix to copy to.\n * @returns The matrix given in parameter with its values updated.\n */\n Matrix.prototype.copyTo = function (matrix) {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the matrix to be the same as the ones in given matrix\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @returns {PIXI.Matrix} this\n */\n Matrix.prototype.copyFrom = function (matrix) {\n this.a = matrix.a;\n this.b = matrix.b;\n this.c = matrix.c;\n this.d = matrix.d;\n this.tx = matrix.tx;\n this.ty = matrix.ty;\n return this;\n };\n Matrix.prototype.toString = function () {\n return \"[@pixi/math:Matrix a=\" + this.a + \" b=\" + this.b + \" c=\" + this.c + \" d=\" + this.d + \" tx=\" + this.tx + \" ty=\" + this.ty + \"]\";\n };\n Object.defineProperty(Matrix, \"IDENTITY\", {\n /**\n * A default (identity) matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Matrix, \"TEMP_MATRIX\", {\n /**\n * A temp matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n return Matrix;\n}());\n\n// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group\n/*\n * Transform matrix for operation n is:\n * | ux | vx |\n * | uy | vy |\n */\nvar ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nvar uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\n/**\n * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * for the composition of each rotation in the dihederal group D8.\n * @type {number[][]}\n * @private\n */\nvar rotationCayley = [];\n/**\n * Matrices for each `GD8Symmetry` rotation.\n * @type {PIXI.Matrix[]}\n * @private\n */\nvar rotationMatrices = [];\n/*\n * Alias for {@code Math.sign}.\n */\nvar signum = Math.sign;\n/*\n * Initializes `rotationCayley` and `rotationMatrices`. It is called\n * only once below.\n */\nfunction init() {\n for (var i = 0; i < 16; i++) {\n var row = [];\n rotationCayley.push(row);\n for (var j = 0; j < 16; j++) {\n /* Multiplies rotation matrices i and j. */\n var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));\n var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));\n var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));\n var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));\n /* Finds rotation matrix matching the product and pushes it. */\n for (var k = 0; k < 16; k++) {\n if (ux[k] === _ux && uy[k] === _uy\n && vx[k] === _vx && vy[k] === _vy) {\n row.push(k);\n break;\n }\n }\n }\n }\n for (var i = 0; i < 16; i++) {\n var mat = new Matrix();\n mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);\n rotationMatrices.push(mat);\n }\n}\ninit();\n/**\n * @memberof PIXI\n * @typedef {number} GD8Symmetry\n * @see PIXI.groupD8\n */\n/**\n * Implements the dihedral group D8, which is similar to\n * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};\n * D8 is the same but with diagonals, and it is used for texture\n * rotations.\n *\n * The directions the U- and V- axes after rotation\n * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`\n * and `(vX(a), vY(a))`. These aren't necessarily unit vectors.\n *\n * **Origin:**
\n * This is the small part of gameofbombs.com portal system. It works.\n * @see PIXI.groupD8.E\n * @see PIXI.groupD8.SE\n * @see PIXI.groupD8.S\n * @see PIXI.groupD8.SW\n * @see PIXI.groupD8.W\n * @see PIXI.groupD8.NW\n * @see PIXI.groupD8.N\n * @see PIXI.groupD8.NE\n * @author Ivan @ivanpopelyshev\n * @namespace PIXI.groupD8\n * @memberof PIXI\n */\nvar groupD8 = {\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 0° | East |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n E: 0,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 45°↻ | Southeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SE: 1,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 90°↻ | South |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n S: 2,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 135°↻ | Southwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SW: 3,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 180° | West |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n W: 4,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -135°/225°↻ | Northwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NW: 5,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -90°/270°↻ | North |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n N: 6,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -45°/315°↻ | Northeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NE: 7,\n /**\n * Reflection about Y-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_VERTICAL: 8,\n /**\n * Reflection about the main diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MAIN_DIAGONAL: 10,\n /**\n * Reflection about X-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_HORIZONTAL: 12,\n /**\n * Reflection about reverse diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n REVERSE_DIAGONAL: 14,\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the U-axis\n * after rotating the axes.\n */\n uX: function (ind) { return ux[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis\n * after rotating the axes.\n */\n uY: function (ind) { return uy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the V-axis\n * after rotating the axes.\n */\n vX: function (ind) { return vx[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis\n * after rotating the axes.\n */\n vY: function (ind) { return vy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite\n * is needed. Only rotations have opposite symmetries while\n * reflections don't.\n * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation`\n */\n inv: function (rotation) {\n if (rotation & 8) // true only if between 8 & 15 (reflections)\n {\n return rotation & 15; // or rotation % 16\n }\n return (-rotation) & 7; // or (8 - rotation) % 8\n },\n /**\n * Composes the two D8 operations.\n *\n * Taking `^` as reflection:\n *\n * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |\n * |-------|-----|-----|-----|-----|------|-------|-------|-------|\n * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |\n * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |\n * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |\n * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |\n * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |\n * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |\n * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |\n * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |\n *\n * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which\n * is the row in the above cayley table.\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which\n * is the column in the above cayley table.\n * @returns {PIXI.GD8Symmetry} Composed operation\n */\n add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); },\n /**\n * Reverse of `add`.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation\n * @returns {PIXI.GD8Symmetry} Result\n */\n sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); },\n /**\n * Adds 180 degrees to rotation, which is a commutative\n * operation.\n * @memberof PIXI.groupD8\n * @param {number} rotation - The number to rotate.\n * @returns {number} Rotated number\n */\n rotate180: function (rotation) { return rotation ^ 4; },\n /**\n * Checks if the rotation angle is vertical, i.e. south\n * or north. It doesn't work for reflections.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - The number to check.\n * @returns {boolean} Whether or not the direction is vertical\n */\n isVertical: function (rotation) { return (rotation & 3) === 2; },\n /**\n * Approximates the vector `V(dx,dy)` into one of the\n * eight directions provided by `groupD8`.\n * @memberof PIXI.groupD8\n * @param {number} dx - X-component of the vector\n * @param {number} dy - Y-component of the vector\n * @returns {PIXI.GD8Symmetry} Approximation of the vector into\n * one of the eight symmetries.\n */\n byDirection: function (dx, dy) {\n if (Math.abs(dx) * 2 <= Math.abs(dy)) {\n if (dy >= 0) {\n return groupD8.S;\n }\n return groupD8.N;\n }\n else if (Math.abs(dy) * 2 <= Math.abs(dx)) {\n if (dx > 0) {\n return groupD8.E;\n }\n return groupD8.W;\n }\n else if (dy > 0) {\n if (dx > 0) {\n return groupD8.SE;\n }\n return groupD8.SW;\n }\n else if (dx > 0) {\n return groupD8.NE;\n }\n return groupD8.NW;\n },\n /**\n * Helps sprite to compensate texture packer rotation.\n * @memberof PIXI.groupD8\n * @param {PIXI.Matrix} matrix - sprite world matrix\n * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.\n * @param {number} tx - sprite anchoring\n * @param {number} ty - sprite anchoring\n */\n matrixAppendRotationInv: function (matrix, rotation, tx, ty) {\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n // Packer used \"rotation\", we use \"inv(rotation)\"\n var mat = rotationMatrices[groupD8.inv(rotation)];\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n },\n};\n\n/**\n * Transform that takes care about its versions.\n * @memberof PIXI\n */\nvar Transform = /** @class */ (function () {\n function Transform() {\n this.worldTransform = new Matrix();\n this.localTransform = new Matrix();\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n this._rotation = 0;\n this._cx = 1;\n this._sx = 0;\n this._cy = 0;\n this._sy = 1;\n this._localID = 0;\n this._currentLocalID = 0;\n this._worldID = 0;\n this._parentID = 0;\n }\n /** Called when a value changes. */\n Transform.prototype.onChange = function () {\n this._localID++;\n };\n /** Called when the skew or the rotation changes. */\n Transform.prototype.updateSkew = function () {\n this._cx = Math.cos(this._rotation + this.skew.y);\n this._sx = Math.sin(this._rotation + this.skew.y);\n this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2\n this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2\n this._localID++;\n };\n Transform.prototype.toString = function () {\n return \"[@pixi/math:Transform \"\n + (\"position=(\" + this.position.x + \", \" + this.position.y + \") \")\n + (\"rotation=\" + this.rotation + \" \")\n + (\"scale=(\" + this.scale.x + \", \" + this.scale.y + \") \")\n + (\"skew=(\" + this.skew.x + \", \" + this.skew.y + \") \")\n + \"]\";\n };\n /** Updates the local transformation matrix. */\n Transform.prototype.updateLocalTransform = function () {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n };\n /**\n * Updates the local and the world transformation matrices.\n * @param parentTransform - The parent transform\n */\n Transform.prototype.updateTransform = function (parentTransform) {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n if (this._parentID !== parentTransform._worldID) {\n // concat the parent matrix with the objects transform.\n var pt = parentTransform.worldTransform;\n var wt = this.worldTransform;\n wt.a = (lt.a * pt.a) + (lt.b * pt.c);\n wt.b = (lt.a * pt.b) + (lt.b * pt.d);\n wt.c = (lt.c * pt.a) + (lt.d * pt.c);\n wt.d = (lt.c * pt.b) + (lt.d * pt.d);\n wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;\n wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;\n this._parentID = parentTransform._worldID;\n // update the id of the transform..\n this._worldID++;\n }\n };\n /**\n * Decomposes a matrix and sets the transforms properties based on it.\n * @param matrix - The matrix to decompose\n */\n Transform.prototype.setFromMatrix = function (matrix) {\n matrix.decompose(this);\n this._localID++;\n };\n Object.defineProperty(Transform.prototype, \"rotation\", {\n /** The rotation of the object in radians. */\n get: function () {\n return this._rotation;\n },\n set: function (value) {\n if (this._rotation !== value) {\n this._rotation = value;\n this.updateSkew();\n }\n },\n enumerable: false,\n configurable: true\n });\n /** A default (identity) transform. */\n Transform.IDENTITY = new Transform();\n return Transform;\n}());\n\nexport { Circle, DEG_TO_RAD, Ellipse, Matrix, ObservablePoint, PI_2, Point, Polygon, RAD_TO_DEG, Rectangle, RoundedRectangle, SHAPES, Transform, groupD8 };\n//# sourceMappingURL=math.mjs.map\n","/*!\n * @pixi/display - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/display is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { Rectangle, RAD_TO_DEG, DEG_TO_RAD, Transform } from '@pixi/math';\nimport { EventEmitter, removeItems } from '@pixi/utils';\nimport { MASK_TYPES } from '@pixi/constants';\n\n/**\n * Sets the default value for the container property 'sortableChildren'.\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n * @static\n * @constant\n * @name SORTABLE_CHILDREN\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.SORTABLE_CHILDREN = false;\n\n/**\n * 'Builder' pattern for bounds rectangles.\n *\n * This could be called an Axis-Aligned Bounding Box.\n * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems.\n * @memberof PIXI\n */\nvar Bounds = /** @class */ (function () {\n function Bounds() {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n this.rect = null;\n this.updateID = -1;\n }\n /**\n * Checks if bounds are empty.\n * @returns - True if empty.\n */\n Bounds.prototype.isEmpty = function () {\n return this.minX > this.maxX || this.minY > this.maxY;\n };\n /** Clears the bounds and resets. */\n Bounds.prototype.clear = function () {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n };\n /**\n * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n * It is not guaranteed that it will return tempRect\n * @param rect - Temporary object will be used if AABB is not empty\n * @returns - A rectangle of the bounds\n */\n Bounds.prototype.getRectangle = function (rect) {\n if (this.minX > this.maxX || this.minY > this.maxY) {\n return Rectangle.EMPTY;\n }\n rect = rect || new Rectangle(0, 0, 1, 1);\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n return rect;\n };\n /**\n * This function should be inlined when its possible.\n * @param point - The point to add.\n */\n Bounds.prototype.addPoint = function (point) {\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n };\n /**\n * Adds a point, after transformed. This should be inlined when its possible.\n * @param matrix\n * @param point\n */\n Bounds.prototype.addPointMatrix = function (matrix, point) {\n var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty;\n var x = (a * point.x) + (c * point.y) + tx;\n var y = (b * point.x) + (d * point.y) + ty;\n this.minX = Math.min(this.minX, x);\n this.maxX = Math.max(this.maxX, x);\n this.minY = Math.min(this.minY, y);\n this.maxY = Math.max(this.maxY, y);\n };\n /**\n * Adds a quad, not transformed\n * @param vertices - The verts to add.\n */\n Bounds.prototype.addQuad = function (vertices) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = vertices[0];\n var y = vertices[1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds sprite frame, transformed.\n * @param transform - transform to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) {\n this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1);\n };\n /**\n * Adds sprite frame, multiplied by matrix\n * @param matrix - matrix to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) {\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = (a * x0) + (c * y0) + tx;\n var y = (b * x0) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y0) + tx;\n y = (b * x1) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x0) + (c * y1) + tx;\n y = (b * x0) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y1) + tx;\n y = (b * x1) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds screen vertices from array\n * @param vertexData - calculated vertices\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var x = vertexData[i];\n var y = vertexData[i + 1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Add an array of mesh vertices\n * @param transform - mesh transform\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) {\n this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset);\n };\n /**\n * Add an array of mesh vertices.\n * @param matrix - mesh matrix\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n * @param padX - x padding\n * @param padY - y padding\n */\n Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) {\n if (padX === void 0) { padX = 0; }\n if (padY === void 0) { padY = padX; }\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var rawX = vertices[i];\n var rawY = vertices[i + 1];\n var x = (a * rawX) + (c * rawY) + tx;\n var y = (d * rawY) + (b * rawX) + ty;\n minX = Math.min(minX, x - padX);\n maxX = Math.max(maxX, x + padX);\n minY = Math.min(minY, y - padY);\n maxY = Math.max(maxY, y + padY);\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds other {@link Bounds}.\n * @param bounds - The Bounds to be added\n */\n Bounds.prototype.addBounds = function (bounds) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = bounds.minX < minX ? bounds.minX : minX;\n this.minY = bounds.minY < minY ? bounds.minY : minY;\n this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX;\n this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY;\n };\n /**\n * Adds other Bounds, masked with Bounds.\n * @param bounds - The Bounds to be added.\n * @param mask - TODO\n */\n Bounds.prototype.addBoundsMask = function (bounds, mask) {\n var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX;\n var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY;\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty.\n * @param bounds - other bounds\n * @param matrix - multiplicator\n */\n Bounds.prototype.addBoundsMatrix = function (bounds, matrix) {\n this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY);\n };\n /**\n * Adds other Bounds, masked with Rectangle.\n * @param bounds - TODO\n * @param area - TODO\n */\n Bounds.prototype.addBoundsArea = function (bounds, area) {\n var _minX = bounds.minX > area.x ? bounds.minX : area.x;\n var _minY = bounds.minY > area.y ? bounds.minY : area.y;\n var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width);\n var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height);\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Pads bounds object, making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n */\n Bounds.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n if (!this.isEmpty()) {\n this.minX -= paddingX;\n this.maxX += paddingX;\n this.minY -= paddingY;\n this.maxY += paddingY;\n }\n };\n /**\n * Adds padded frame. (x0, y0) should be strictly less than (x1, y1)\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n * @param padX - padding X\n * @param padY - padding Y\n */\n Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) {\n x0 -= padX;\n y0 -= padY;\n x1 += padX;\n y1 += padY;\n this.minX = this.minX < x0 ? this.minX : x0;\n this.maxX = this.maxX > x1 ? this.maxX : x1;\n this.minY = this.minY < y0 ? this.minY : y0;\n this.maxY = this.maxY > y1 ? this.maxY : y1;\n };\n return Bounds;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * The base class for all objects that are rendered on the screen.\n *\n * This is an abstract class and can not be used on its own; rather it should be extended.\n *\n * ## Display objects implemented in PixiJS\n *\n * | Display Object | Description |\n * | ------------------------------- | --------------------------------------------------------------------- |\n * | {@link PIXI.Container} | Adds support for `children` to DisplayObject |\n * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API |\n * | {@link PIXI.Sprite} | Draws textures (i.e. images) |\n * | {@link PIXI.Text} | Draws text using the Canvas API internally |\n * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures |\n * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion |\n * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images |\n * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data |\n * | {@link PIXI.NineSlicePlane} | Mesh-related |\n * | {@link PIXI.SimpleMesh} | v4-compatible mesh |\n * | {@link PIXI.SimplePlane} | Mesh-related |\n * | {@link PIXI.SimpleRope} | Mesh-related |\n *\n * ## Transforms\n *\n * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its\n * local coordinate space to its parent's local coordinate space. The following properties are derived\n * from the transform:\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n *
PropertyDescription
[pivot]{@link PIXI.DisplayObject#pivot}\n * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot\n * is equal to position, regardless of the other three transformations. In other words, It is the center of\n * rotation, scaling, and skewing.\n *
[position]{@link PIXI.DisplayObject#position}\n * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local\n * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object\n * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space.\n *
[scale]{@link PIXI.DisplayObject#scale}\n * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the\n * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center\n * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}.\n *
[rotation]{@link PIXI.DisplayObject#rotation}\n * Rotation. This will rotate the display object's projection by this angle (in radians).\n *
[skew]{@link PIXI.DisplayObject#skew}\n *

Skewing. This can be used to deform a rectangular display object into a parallelogram.

\n *

\n * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be\n * thought of the net rotation applied to the coordinate axes (separately). For example, if \"skew.x\" is\n * ⍺ and \"skew.y\" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be\n * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will\n * be rotated by an angle between ⍺ and β.\n *

\n *

\n * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying\n * a rotation. Indeed, if \"skew.x\" = -ϴ and \"skew.y\" = ϴ, it will produce an equivalent of \"rotation\" = ϴ.\n *

\n *

\n * Another quite interesting observation is that \"skew.x\", \"skew.y\", rotation are communtative operations. Indeed,\n * because rotation is essentially a careful combination of the two.\n *

\n *
angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
xTranslation. This is an alias for position.x!
yTranslation. This is an alias for position.y!
width\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing\n * the \"requested\" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there\n * is no concept of user-defined width.\n *
height\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing\n * the \"requested\" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there\n * is no concept of user-defined height.\n *
\n *\n * ## Bounds\n *\n * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit\n * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the\n * `worldTransform` to calculate in world space).\n *\n * There are a few additional types of bounding boxes:\n *\n * | Bounds | Description |\n * | --------------------- | ---------------------------------------------------------------------------------------- |\n * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. |\n * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. |\n * | Render Bounds | The bounds, but including extra rendering effects like filter padding. |\n * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. |\n * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. |\n * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)|\n * | Content Bounds | The natural bounds when excluding all children of a `Container`. |\n *\n * ### calculateBounds\n *\n * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children.\n *\n * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and\n * `getLocalBounds` to work. This method must write the bounds into `this._bounds`.\n *\n * Generally, the following technique works for most simple cases: take the list of points\n * forming the \"hull\" of the object (i.e. outline of the object's shape), and then add them\n * using {@link PIXI.Bounds#addPointMatrix}.\n *\n * ```js\n * calculateBounds(): void\n * {\n * const points = [...];\n *\n * for (let i = 0, j = points.length; i < j; i++)\n * {\n * this._bounds.addPointMatrix(this.worldTransform, points[i]);\n * }\n * }\n * ```\n *\n * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them\n * in one array together.\n *\n * ## Alpha\n *\n * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display\n * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not\n * applied on any ancestor further up the chain).\n *\n * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}.\n *\n * ## Renderable vs Visible\n *\n * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the\n * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display\n * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not\n * be calculated.\n *\n * It is recommended that applications use the `renderable` property for culling. See\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details.\n *\n * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This\n * one is also better in terms of performance.\n * @memberof PIXI\n */\nvar DisplayObject = /** @class */ (function (_super) {\n __extends(DisplayObject, _super);\n function DisplayObject() {\n var _this = _super.call(this) || this;\n _this.tempDisplayObjectParent = null;\n // TODO: need to create Transform from factory\n _this.transform = new Transform();\n _this.alpha = 1;\n _this.visible = true;\n _this.renderable = true;\n _this.cullable = false;\n _this.cullArea = null;\n _this.parent = null;\n _this.worldAlpha = 1;\n _this._lastSortedIndex = 0;\n _this._zIndex = 0;\n _this.filterArea = null;\n _this.filters = null;\n _this._enabledFilters = null;\n _this._bounds = new Bounds();\n _this._localBounds = null;\n _this._boundsID = 0;\n _this._boundsRect = null;\n _this._localBoundsRect = null;\n _this._mask = null;\n _this._maskRefCount = 0;\n _this._destroyed = false;\n _this.isSprite = false;\n _this.isMask = false;\n return _this;\n }\n /**\n * Mixes all enumerable properties and methods from a source object to DisplayObject.\n * @param source - The source of properties and methods to mix in.\n */\n DisplayObject.mixin = function (source) {\n // in ES8/ES2017, this would be really easy:\n // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source));\n // get all the enumerable property keys\n var keys = Object.keys(source);\n // loop through properties\n for (var i = 0; i < keys.length; ++i) {\n var propertyName = keys[i];\n // Set the property using the property descriptor - this works for accessors and normal value properties\n Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName));\n }\n };\n Object.defineProperty(DisplayObject.prototype, \"destroyed\", {\n /**\n * Fired when this DisplayObject is added to a Container.\n * @instance\n * @event added\n * @param {PIXI.Container} container - The container added to.\n */\n /**\n * Fired when this DisplayObject is removed from a Container.\n * @instance\n * @event removed\n * @param {PIXI.Container} container - The container removed from.\n */\n /**\n * Fired when this DisplayObject is destroyed. This event is emitted once\n * destroy is finished.\n * @instance\n * @event destroyed\n */\n /** Readonly flag for destroyed display objects. */\n get: function () {\n return this._destroyed;\n },\n enumerable: false,\n configurable: true\n });\n /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */\n DisplayObject.prototype._recursivePostUpdateTransform = function () {\n if (this.parent) {\n this.parent._recursivePostUpdateTransform();\n this.transform.updateTransform(this.parent.transform);\n }\n else {\n this.transform.updateTransform(this._tempDisplayObjectParent.transform);\n }\n };\n /** Updates the object transform for rendering. TODO - Optimization pass! */\n DisplayObject.prototype.updateTransform = function () {\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // multiply the alphas..\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n };\n /**\n * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}.\n *\n * This method is expensive on containers with a large subtree (like the stage). This is because the bounds\n * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to\n * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update\n * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using\n * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise,\n * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as\n * its height increases.\n *\n * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated.\n * The world bounds of all display objects in a container's **subtree** will also be recalculated.\n *\n * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds\n * calculation if needed.\n *\n * ```js\n * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect);\n * ```\n *\n * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This\n * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more\n * details.\n *\n * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms\n * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain\n * cases.\n * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The minimum axis-aligned rectangle in world space that fits around this object.\n */\n DisplayObject.prototype.getBounds = function (skipUpdate, rect) {\n if (!skipUpdate) {\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else {\n this._recursivePostUpdateTransform();\n this.updateTransform();\n }\n }\n if (this._bounds.updateID !== this._boundsID) {\n this.calculateBounds();\n this._bounds.updateID = this._boundsID;\n }\n if (!rect) {\n if (!this._boundsRect) {\n this._boundsRect = new Rectangle();\n }\n rect = this._boundsRect;\n }\n return this._bounds.getRectangle(rect);\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The rectangular bounding area.\n */\n DisplayObject.prototype.getLocalBounds = function (rect) {\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n var transformRef = this.transform;\n var parentRef = this.parent;\n this.parent = null;\n this.transform = this._tempDisplayObjectParent.transform;\n var worldBounds = this._bounds;\n var worldBoundsID = this._boundsID;\n this._bounds = this._localBounds;\n var bounds = this.getBounds(false, rect);\n this.parent = parentRef;\n this.transform = transformRef;\n this._bounds = worldBounds;\n this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects\n return bounds;\n };\n /**\n * Calculates the global position of the display object.\n * @param position - The world origin to calculate from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform.\n * @returns - A point object representing the position of this object.\n */\n DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) {\n if (skipUpdate === void 0) { skipUpdate = false; }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // don't need to update the lot\n return this.worldTransform.apply(position, point);\n };\n /**\n * Calculates the local position of the display object relative to another point.\n * @param position - The world origin to calculate from.\n * @param from - The DisplayObject to calculate the global position from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform\n * @returns - A point object representing the position of this object\n */\n DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) {\n if (from) {\n position = from.toGlobal(position, point, skipUpdate);\n }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // simply apply the matrix..\n return this.worldTransform.applyInverse(position, point);\n };\n /**\n * Set the parent Container of this DisplayObject.\n * @param container - The Container to add this DisplayObject to.\n * @returns - The Container that this DisplayObject was added to.\n */\n DisplayObject.prototype.setParent = function (container) {\n if (!container || !container.addChild) {\n throw new Error('setParent: Argument must be a Container');\n }\n container.addChild(this);\n return container;\n };\n /**\n * Convenience function to set the position, scale, skew and pivot at once.\n * @param x - The X position\n * @param y - The Y position\n * @param scaleX - The X scale value\n * @param scaleY - The Y scale value\n * @param rotation - The rotation\n * @param skewX - The X skew value\n * @param skewY - The Y skew value\n * @param pivotX - The X pivot value\n * @param pivotY - The Y pivot value\n * @returns - The DisplayObject instance\n */\n DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (scaleX === void 0) { scaleX = 1; }\n if (scaleY === void 0) { scaleY = 1; }\n if (rotation === void 0) { rotation = 0; }\n if (skewX === void 0) { skewX = 0; }\n if (skewY === void 0) { skewY = 0; }\n if (pivotX === void 0) { pivotX = 0; }\n if (pivotY === void 0) { pivotY = 0; }\n this.position.x = x;\n this.position.y = y;\n this.scale.x = !scaleX ? 1 : scaleX;\n this.scale.y = !scaleY ? 1 : scaleY;\n this.rotation = rotation;\n this.skew.x = skewX;\n this.skew.y = skewY;\n this.pivot.x = pivotX;\n this.pivot.y = pivotY;\n return this;\n };\n /**\n * Base destroy method for generic display objects. This will automatically\n * remove the display object from its parent Container as well as remove\n * all current event listeners and internal references. Do not use a DisplayObject\n * after calling `destroy()`.\n * @param _options\n */\n DisplayObject.prototype.destroy = function (_options) {\n if (this.parent) {\n this.parent.removeChild(this);\n }\n this._destroyed = true;\n this.transform = null;\n this.parent = null;\n this._bounds = null;\n this.mask = null;\n this.cullArea = null;\n this.filters = null;\n this.filterArea = null;\n this.hitArea = null;\n this.interactive = false;\n this.interactiveChildren = false;\n this.emit('destroyed');\n this.removeAllListeners();\n };\n Object.defineProperty(DisplayObject.prototype, \"_tempDisplayObjectParent\", {\n /**\n * @protected\n * @member {PIXI.Container}\n */\n get: function () {\n if (this.tempDisplayObjectParent === null) {\n // eslint-disable-next-line @typescript-eslint/no-use-before-define\n this.tempDisplayObjectParent = new TemporaryDisplayObject();\n }\n return this.tempDisplayObjectParent;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root\n *\n * ```\n * const cacheParent = elem.enableTempParent();\n * elem.updateTransform();\n * elem.disableTempParent(cacheParent);\n * ```\n * @returns - current parent\n */\n DisplayObject.prototype.enableTempParent = function () {\n var myParent = this.parent;\n this.parent = this._tempDisplayObjectParent;\n return myParent;\n };\n /**\n * Pair method for `enableTempParent`\n * @param cacheParent - Actual parent of element\n */\n DisplayObject.prototype.disableTempParent = function (cacheParent) {\n this.parent = cacheParent;\n };\n Object.defineProperty(DisplayObject.prototype, \"x\", {\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n * An alias to position.x\n */\n get: function () {\n return this.position.x;\n },\n set: function (value) {\n this.transform.position.x = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"y\", {\n /**\n * The position of the displayObject on the y axis relative to the local coordinates of the parent.\n * An alias to position.y\n */\n get: function () {\n return this.position.y;\n },\n set: function (value) {\n this.transform.position.y = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldTransform\", {\n /**\n * Current transform of the object based on world (parent) factors.\n * @readonly\n */\n get: function () {\n return this.transform.worldTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"localTransform\", {\n /**\n * Current transform of the object based on local factors: position, scale, other stuff.\n * @readonly\n */\n get: function () {\n return this.transform.localTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"position\", {\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.position;\n },\n set: function (value) {\n this.transform.position.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"scale\", {\n /**\n * The scale factors of this object along the local coordinate axes.\n *\n * The default scale is (1, 1).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.scale;\n },\n set: function (value) {\n this.transform.scale.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"pivot\", {\n /**\n * The center of rotation, scaling, and skewing for this display object in its local space. The `position`\n * is the projection of `pivot` in the parent's local space.\n *\n * By default, the pivot is the origin (0, 0).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.pivot;\n },\n set: function (value) {\n this.transform.pivot.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"skew\", {\n /**\n * The skew factor for the object in radians.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.skew;\n },\n set: function (value) {\n this.transform.skew.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"rotation\", {\n /**\n * The rotation of the object in radians.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation;\n },\n set: function (value) {\n this.transform.rotation = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"angle\", {\n /**\n * The angle of the object in degrees.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation * RAD_TO_DEG;\n },\n set: function (value) {\n this.transform.rotation = value * DEG_TO_RAD;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"zIndex\", {\n /**\n * The zIndex of the displayObject.\n *\n * If a container has the sortableChildren property set to true, children will be automatically\n * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array,\n * and thus rendered on top of other display objects within the same container.\n * @see PIXI.Container#sortableChildren\n */\n get: function () {\n return this._zIndex;\n },\n set: function (value) {\n this._zIndex = value;\n if (this.parent) {\n this.parent.sortDirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldVisible\", {\n /**\n * Indicates if the object is globally visible.\n * @readonly\n */\n get: function () {\n var item = this;\n do {\n if (!item.visible) {\n return false;\n }\n item = item.parent;\n } while (item);\n return true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"mask\", {\n /**\n * Sets a mask for the displayObject. A mask is an object that limits the visibility of an\n * object to the shape of the mask applied to it. In PixiJS a regular mask must be a\n * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it\n * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent.\n * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong.\n * To remove a mask, set this property to `null`.\n *\n * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.\n * @example\n * const graphics = new PIXI.Graphics();\n * graphics.beginFill(0xFF3300);\n * graphics.drawRect(50, 250, 100, 100);\n * graphics.endFill();\n *\n * const sprite = new PIXI.Sprite(texture);\n * sprite.mask = graphics;\n * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.\n */\n get: function () {\n return this._mask;\n },\n set: function (value) {\n if (this._mask === value) {\n return;\n }\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n maskObject._maskRefCount--;\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = true;\n maskObject.isMask = false;\n }\n }\n }\n this._mask = value;\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = false;\n maskObject.isMask = true;\n }\n maskObject._maskRefCount++;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return DisplayObject;\n}(EventEmitter));\n/**\n * @private\n */\nvar TemporaryDisplayObject = /** @class */ (function (_super) {\n __extends(TemporaryDisplayObject, _super);\n function TemporaryDisplayObject() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n _this.sortDirty = null;\n return _this;\n }\n return TemporaryDisplayObject;\n}(DisplayObject));\n/**\n * DisplayObject default updateTransform, does not update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.DisplayObject#\n * @method displayObjectUpdateTransform\n */\nDisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;\n\nfunction sortChildren(a, b) {\n if (a.zIndex === b.zIndex) {\n return a._lastSortedIndex - b._lastSortedIndex;\n }\n return a.zIndex - b.zIndex;\n}\n/**\n * Container is a general-purpose display object that holds children. It also adds built-in support for advanced\n * rendering features like masking and filtering.\n *\n * It is the base class of all display objects that act as a container for other objects, including Graphics\n * and Sprite.\n *\n * ```js\n * import { BlurFilter } from '@pixi/filter-blur';\n * import { Container } from '@pixi/display';\n * import { Graphics } from '@pixi/graphics';\n * import { Sprite } from '@pixi/sprite';\n *\n * let container = new Container();\n * let sprite = Sprite.from(\"https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png\");\n *\n * sprite.width = 512;\n * sprite.height = 512;\n *\n * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container\n * // is rendered.\n * container.addChild(sprite);\n *\n * // Blurs whatever is rendered by the container\n * container.filters = [new BlurFilter()];\n *\n * // Only the contents within a circle at the center should be rendered onto the screen.\n * container.mask = new Graphics()\n * .beginFill(0xffffff)\n * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2)\n * .endFill();\n * ```\n * @memberof PIXI\n */\nvar Container = /** @class */ (function (_super) {\n __extends(Container, _super);\n function Container() {\n var _this = _super.call(this) || this;\n _this.children = [];\n _this.sortableChildren = settings.SORTABLE_CHILDREN;\n _this.sortDirty = false;\n return _this;\n /**\n * Fired when a DisplayObject is added to this Container.\n * @event PIXI.Container#childAdded\n * @param {PIXI.DisplayObject} child - The child added to the Container.\n * @param {PIXI.Container} container - The container that added the child.\n * @param {number} index - The children's index of the added child.\n */\n /**\n * Fired when a DisplayObject is removed from this Container.\n * @event PIXI.DisplayObject#childRemoved\n * @param {PIXI.DisplayObject} child - The child removed from the Container.\n * @param {PIXI.Container} container - The container that removed the child.\n * @param {number} index - The former children's index of the removed child\n */\n }\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified.\n * @param _length\n */\n Container.prototype.onChildrenChange = function (_length) {\n /* empty */\n };\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container\n * @returns {PIXI.DisplayObject} - The first child that was added.\n */\n Container.prototype.addChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the array and add all children\n for (var i = 0; i < children.length; i++) {\n // eslint-disable-next-line prefer-rest-params\n this.addChild(children[i]);\n }\n }\n else {\n var child = children[0];\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.push(child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n this.emit('childAdded', child, this, this.children.length - 1);\n child.emit('added', this);\n }\n return children[0];\n };\n /**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n * @param {PIXI.DisplayObject} child - The child to add\n * @param {number} index - The index to place the child in\n * @returns {PIXI.DisplayObject} The child that was added.\n */\n Container.prototype.addChildAt = function (child, index) {\n if (index < 0 || index > this.children.length) {\n throw new Error(child + \"addChildAt: The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.splice(index, 0, child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('added', this);\n this.emit('childAdded', child, this, index);\n return child;\n };\n /**\n * Swaps the position of 2 Display Objects within this container.\n * @param child - First display object to swap\n * @param child2 - Second display object to swap\n */\n Container.prototype.swapChildren = function (child, child2) {\n if (child === child2) {\n return;\n }\n var index1 = this.getChildIndex(child);\n var index2 = this.getChildIndex(child2);\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n };\n /**\n * Returns the index position of a child DisplayObject instance\n * @param child - The DisplayObject instance to identify\n * @returns - The index position of the child display object to identify\n */\n Container.prototype.getChildIndex = function (child) {\n var index = this.children.indexOf(child);\n if (index === -1) {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n return index;\n };\n /**\n * Changes the position of an existing child in the display object container\n * @param child - The child DisplayObject instance for which you want to change the index number\n * @param index - The resulting index number for the child display object\n */\n Container.prototype.setChildIndex = function (child, index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n var currentIndex = this.getChildIndex(child);\n removeItems(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n this.onChildrenChange(index);\n };\n /**\n * Returns the child at the specified index\n * @param index - The index to get the child at\n * @returns - The child at the given index, if any.\n */\n Container.prototype.getChildAt = function (index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"getChildAt: Index (\" + index + \") does not exist.\");\n }\n return this.children[index];\n };\n /**\n * Removes one or more children from the container.\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove\n * @returns {PIXI.DisplayObject} The first child that was removed.\n */\n Container.prototype.removeChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the arguments property and remove all children\n for (var i = 0; i < children.length; i++) {\n this.removeChild(children[i]);\n }\n }\n else {\n var child = children[0];\n var index = this.children.indexOf(child);\n if (index === -1)\n { return null; }\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n }\n return children[0];\n };\n /**\n * Removes a child from the specified index position.\n * @param index - The index to get the child from\n * @returns The child that was removed.\n */\n Container.prototype.removeChildAt = function (index) {\n var child = this.getChildAt(index);\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n return child;\n };\n /**\n * Removes all children from this container that are within the begin and end indexes.\n * @param beginIndex - The beginning position.\n * @param endIndex - The ending position. Default value is size of the container.\n * @returns - List of removed children\n */\n Container.prototype.removeChildren = function (beginIndex, endIndex) {\n if (beginIndex === void 0) { beginIndex = 0; }\n if (endIndex === void 0) { endIndex = this.children.length; }\n var begin = beginIndex;\n var end = endIndex;\n var range = end - begin;\n var removed;\n if (range > 0 && range <= end) {\n removed = this.children.splice(begin, range);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].parent = null;\n if (removed[i].transform) {\n removed[i].transform._parentID = -1;\n }\n }\n this._boundsID++;\n this.onChildrenChange(beginIndex);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].emit('removed', this);\n this.emit('childRemoved', removed[i], this, i);\n }\n return removed;\n }\n else if (range === 0 && this.children.length === 0) {\n return [];\n }\n throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n };\n /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */\n Container.prototype.sortChildren = function () {\n var sortRequired = false;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n child._lastSortedIndex = i;\n if (!sortRequired && child.zIndex !== 0) {\n sortRequired = true;\n }\n }\n if (sortRequired && this.children.length > 1) {\n this.children.sort(sortChildren);\n }\n this.sortDirty = false;\n };\n /** Updates the transform on all children of this container for rendering. */\n Container.prototype.updateTransform = function () {\n if (this.sortableChildren && this.sortDirty) {\n this.sortChildren();\n }\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // TODO: check render flags, how to process stuff here\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n };\n /**\n * Recalculates the bounds of the container.\n *\n * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds\n * is limited to its mask's bounds or filterArea, if any is applied.\n */\n Container.prototype.calculateBounds = function () {\n this._bounds.clear();\n this._calculateBounds();\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n if (!child.visible || !child.renderable) {\n continue;\n }\n child.calculateBounds();\n // TODO: filter+mask, need to mask both somehow\n if (child._mask) {\n var maskObject = (child._mask.isMaskData\n ? child._mask.maskObject : child._mask);\n if (maskObject) {\n maskObject.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, maskObject._bounds);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n else if (child.filterArea) {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n this._bounds.updateID = this._boundsID;\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n *\n * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render()\n * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms,\n * it was default behaviour of pixi 4.0-5.2 and caused many problems to users.\n * @returns - The rectangular bounding area.\n */\n Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) {\n if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; }\n var result = _super.prototype.getLocalBounds.call(this, rect);\n if (!skipChildrenUpdate) {\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n }\n return result;\n };\n /**\n * Recalculates the content bounds of this object. This should be overriden to\n * calculate the bounds of this specific object (not including children).\n * @protected\n */\n Container.prototype._calculateBounds = function () {\n // FILL IN//\n };\n /**\n * Renders this object and its children with culling.\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n Container.prototype._renderWithCulling = function (renderer) {\n var sourceFrame = renderer.renderTexture.sourceFrame;\n // If the source frame is empty, stop rendering.\n if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) {\n return;\n }\n // Render the content of the container only if its bounds intersect with the source frame.\n // All filters are on the stack at this point, and the filter source frame is bound:\n // therefore, even if the bounds to non intersect the filter frame, the filter\n // is still applied and any filter padding that is in the frame is rendered correctly.\n var bounds;\n var transform;\n // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea\n // rectangle must completely contain the container and its children including filter padding.\n if (this.cullArea) {\n bounds = this.cullArea;\n transform = this.worldTransform;\n }\n // If the container doesn't override _render, we can skip the bounds calculation and intersection test.\n else if (this._render !== Container.prototype._render) {\n bounds = this.getBounds(true);\n }\n // Render the container if the source frame intersects the bounds.\n if (bounds && sourceFrame.intersects(bounds, transform)) {\n this._render(renderer);\n }\n // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering.\n else if (this.cullArea) {\n return;\n }\n // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect\n // the source frame, because the children might have filters with nonzero padding, which may intersect\n // with the source frame while the bounds do not: filter padding is not included in the bounds.\n // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered\n // if they are out of frame; otherwise, render the children normally.\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n var childCullable = child.cullable;\n child.cullable = childCullable || !this.cullArea;\n child.render(renderer);\n child.cullable = childCullable;\n }\n };\n /**\n * Renders the object using the WebGL renderer.\n *\n * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the\n * container itself. This `render` method will invoke it, and also invoke the `render` methods of all\n * children afterward.\n *\n * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and\n * the bounds of this object are out of frame, this implementation will entirely skip rendering.\n * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally,\n * setting alpha to zero is not recommended for purely skipping rendering.\n *\n * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is\n * advised to employ **culling** to automatically skip rendering objects outside of the current screen.\n * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}.\n * Other culling methods might be better suited for a large number static objects; see\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}.\n *\n * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or\n * filtering is applied on a container. This does, however, break batching and can affect performance when\n * masking and filtering is applied extensively throughout the scene graph.\n * @param renderer - The renderer\n */\n Container.prototype.render = function (renderer) {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || (this.filters && this.filters.length)) {\n this.renderAdvanced(renderer);\n }\n else if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n };\n /**\n * Render the object using the WebGL renderer and advanced features.\n * @param renderer - The renderer\n */\n Container.prototype.renderAdvanced = function (renderer) {\n var filters = this.filters;\n var mask = this._mask;\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters) {\n if (!this._enabledFilters) {\n this._enabledFilters = [];\n }\n this._enabledFilters.length = 0;\n for (var i = 0; i < filters.length; i++) {\n if (filters[i].enabled) {\n this._enabledFilters.push(filters[i]);\n }\n }\n }\n var flush = (filters && this._enabledFilters && this._enabledFilters.length)\n || (mask && (!mask.isMaskData\n || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE))));\n if (flush) {\n renderer.batch.flush();\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.push(this, this._enabledFilters);\n }\n if (mask) {\n renderer.mask.push(this, this._mask);\n }\n if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n if (flush) {\n renderer.batch.flush();\n }\n if (mask) {\n renderer.mask.pop(this);\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.pop();\n }\n };\n /**\n * To be overridden by the subclasses.\n * @param _renderer - The renderer\n */\n Container.prototype._render = function (_renderer) {\n // this is where content itself gets rendered...\n };\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n Container.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this);\n this.sortDirty = false;\n var destroyChildren = typeof options === 'boolean' ? options : options && options.children;\n var oldChildren = this.removeChildren(0, this.children.length);\n if (destroyChildren) {\n for (var i = 0; i < oldChildren.length; ++i) {\n oldChildren[i].destroy(options);\n }\n }\n };\n Object.defineProperty(Container.prototype, \"width\", {\n /** The width of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.x * this.getLocalBounds().width;\n },\n set: function (value) {\n var width = this.getLocalBounds().width;\n if (width !== 0) {\n this.scale.x = value / width;\n }\n else {\n this.scale.x = 1;\n }\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Container.prototype, \"height\", {\n /** The height of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.y * this.getLocalBounds().height;\n },\n set: function (value) {\n var height = this.getLocalBounds().height;\n if (height !== 0) {\n this.scale.y = value / height;\n }\n else {\n this.scale.y = 1;\n }\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n return Container;\n}(DisplayObject));\n/**\n * Container default updateTransform, does update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.Container#\n * @method containerUpdateTransform\n */\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n\nexport { Bounds, Container, DisplayObject, TemporaryDisplayObject };\n//# sourceMappingURL=display.mjs.map\n","/*!\n * @pixi/extensions - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/extensions is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n\r\nvar __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\n var arguments$1 = arguments;\n\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments$1[i];\r\n for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } }\r\n }\r\n return t;\r\n };\r\n return __assign.apply(this, arguments);\r\n};\n\n/**\n * Collection of valid extension types.\n * @memberof PIXI\n * @property {string} Application - Application plugins\n * @property {string} RendererPlugin - Plugins for Renderer\n * @property {string} CanvasRendererPlugin - Plugins for CanvasRenderer\n * @property {string} Loader - Plugins to use with Loader\n * @property {string} LoadParser - Parsers for Assets loader.\n * @property {string} ResolveParser - Parsers for Assets resolvers.\n * @property {string} CacheParser - Parsers for Assets cache.\n */\nvar ExtensionType;\n(function (ExtensionType) {\n ExtensionType[\"Application\"] = \"application\";\n ExtensionType[\"RendererPlugin\"] = \"renderer-webgl-plugin\";\n ExtensionType[\"CanvasRendererPlugin\"] = \"renderer-canvas-plugin\";\n ExtensionType[\"Loader\"] = \"loader\";\n ExtensionType[\"LoadParser\"] = \"load-parser\";\n ExtensionType[\"ResolveParser\"] = \"resolve-parser\";\n ExtensionType[\"CacheParser\"] = \"cache-parser\";\n ExtensionType[\"DetectionParser\"] = \"detection-parser\";\n})(ExtensionType || (ExtensionType = {}));\n/**\n * Convert input into extension format data.\n * @ignore\n */\nvar normalizeExtension = function (ext) {\n // Class/Object submission, use extension object\n if (typeof ext === 'function' || (typeof ext === 'object' && ext.extension)) {\n if (!ext.extension) {\n throw new Error('Extension class must have an extension object');\n }\n var metadata = (typeof ext.extension !== 'object')\n ? { type: ext.extension }\n : ext.extension;\n ext = __assign(__assign({}, metadata), { ref: ext });\n }\n if (typeof ext === 'object') {\n ext = __assign({}, ext);\n }\n else {\n throw new Error('Invalid extension type');\n }\n if (typeof ext.type === 'string') {\n ext.type = [ext.type];\n }\n return ext;\n};\n/**\n * Global registration of all PixiJS extensions. One-stop-shop for extensibility.\n * @memberof PIXI\n * @namespace extensions\n */\nvar extensions = {\n /** @ignore */\n _addHandlers: null,\n /** @ignore */\n _removeHandlers: null,\n /** @ignore */\n _queue: {},\n /**\n * Remove extensions from PixiJS.\n * @param extensions - Extensions to be removed.\n * @returns {PIXI.extensions} For chaining.\n */\n remove: function () {\n var arguments$1 = arguments;\n\n var _this = this;\n var extensions = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n extensions[_i] = arguments$1[_i];\n }\n extensions.map(normalizeExtension).forEach(function (ext) {\n ext.type.forEach(function (type) { var _a, _b; return (_b = (_a = _this._removeHandlers)[type]) === null || _b === void 0 ? void 0 : _b.call(_a, ext); });\n });\n return this;\n },\n /**\n * Register new extensions with PixiJS.\n * @param extensions - The spread of extensions to add to PixiJS.\n * @returns {PIXI.extensions} For chaining.\n */\n add: function () {\n var arguments$1 = arguments;\n\n var _this = this;\n var extensions = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n extensions[_i] = arguments$1[_i];\n }\n // Handle any extensions either passed as class w/ data or as data\n extensions.map(normalizeExtension).forEach(function (ext) {\n ext.type.forEach(function (type) {\n var handlers = _this._addHandlers;\n var queue = _this._queue;\n if (!handlers[type]) {\n queue[type] = queue[type] || [];\n queue[type].push(ext);\n }\n else {\n handlers[type](ext);\n }\n });\n });\n return this;\n },\n /**\n * Internal method to handle extensions by name.\n * @param type - The extension type.\n * @param onAdd - Function for handling when extensions are added/registered passes {@link PIXI.ExtensionFormat}.\n * @param onRemove - Function for handling when extensions are removed/unregistered passes {@link PIXI.ExtensionFormat}.\n * @returns {PIXI.extensions} For chaining.\n */\n handle: function (type, onAdd, onRemove) {\n var addHandlers = this._addHandlers = this._addHandlers || {};\n var removeHandlers = this._removeHandlers = this._removeHandlers || {};\n if (addHandlers[type] || removeHandlers[type]) {\n throw new Error(\"Extension type \" + type + \" already has a handler\");\n }\n addHandlers[type] = onAdd;\n removeHandlers[type] = onRemove;\n // Process the queue\n var queue = this._queue;\n // Process any plugins that have been registered before the handler\n if (queue[type]) {\n queue[type].forEach(function (ext) { return onAdd(ext); });\n delete queue[type];\n }\n return this;\n },\n /**\n * Handle a type, but using a map by `name` property.\n * @param type - Type of extension to handle.\n * @param map - The object map of named extensions.\n * @returns {PIXI.extensions} For chaining.\n */\n handleByMap: function (type, map) {\n return this.handle(type, function (extension) {\n map[extension.name] = extension.ref;\n }, function (extension) {\n delete map[extension.name];\n });\n },\n /**\n * Handle a type, but using a list of extensions.\n * @param type - Type of extension to handle.\n * @param list - The list of extensions.\n * @returns {PIXI.extensions} For chaining.\n */\n handleByList: function (type, list) {\n return this.handle(type, function (extension) {\n var _a, _b;\n list.push(extension.ref);\n // TODO: remove me later, only added for @pixi/loaders\n if (type === ExtensionType.Loader) {\n (_b = (_a = extension.ref).add) === null || _b === void 0 ? void 0 : _b.call(_a);\n }\n }, function (extension) {\n var index = list.indexOf(extension.ref);\n if (index !== -1) {\n list.splice(index, 1);\n }\n });\n },\n};\n\nexport { ExtensionType, extensions };\n//# sourceMappingURL=extensions.mjs.map\n","/*!\n * @pixi/runner - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/runner is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * A Runner is a highly performant and simple alternative to signals. Best used in situations\n * where events are dispatched to many objects at high frequency (say every frame!)\n *\n *\n * like a signal..\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const myObject = {\n * loaded: new Runner('loaded')\n * }\n *\n * const listener = {\n * loaded: function(){\n * // thin\n * }\n * }\n *\n * myObject.loaded.add(listener);\n *\n * myObject.loaded.emit();\n * ```\n *\n * Or for handling calling the same function on many items\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const myGame = {\n * update: new Runner('update')\n * }\n *\n * const gameObject = {\n * update: function(time){\n * // update my gamey state\n * }\n * }\n *\n * myGame.update.add(gameObject);\n *\n * myGame.update.emit(time);\n * ```\n * @memberof PIXI\n */\nvar Runner = /** @class */ (function () {\n /**\n * @param name - The function name that will be executed on the listeners added to this Runner.\n */\n function Runner(name) {\n this.items = [];\n this._name = name;\n this._aliasCount = 0;\n }\n /* eslint-disable jsdoc/require-param, jsdoc/check-param-names */\n /**\n * Dispatch/Broadcast Runner to all listeners added to the queue.\n * @param {...any} params - (optional) parameters to pass to each listener\n */\n /* eslint-enable jsdoc/require-param, jsdoc/check-param-names */\n Runner.prototype.emit = function (a0, a1, a2, a3, a4, a5, a6, a7) {\n if (arguments.length > 8) {\n throw new Error('max arguments reached');\n }\n var _a = this, name = _a.name, items = _a.items;\n this._aliasCount++;\n for (var i = 0, len = items.length; i < len; i++) {\n items[i][name](a0, a1, a2, a3, a4, a5, a6, a7);\n }\n if (items === this.items) {\n this._aliasCount--;\n }\n return this;\n };\n Runner.prototype.ensureNonAliasedItems = function () {\n if (this._aliasCount > 0 && this.items.length > 1) {\n this._aliasCount = 0;\n this.items = this.items.slice(0);\n }\n };\n /**\n * Add a listener to the Runner\n *\n * Runners do not need to have scope or functions passed to them.\n * All that is required is to pass the listening object and ensure that it has contains a function that has the same name\n * as the name provided to the Runner when it was created.\n *\n * Eg A listener passed to this Runner will require a 'complete' function.\n *\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const complete = new Runner('complete');\n * ```\n *\n * The scope used will be the object itself.\n * @param {any} item - The object that will be listening.\n */\n Runner.prototype.add = function (item) {\n if (item[this._name]) {\n this.ensureNonAliasedItems();\n this.remove(item);\n this.items.push(item);\n }\n return this;\n };\n /**\n * Remove a single listener from the dispatch queue.\n * @param {any} item - The listener that you would like to remove.\n */\n Runner.prototype.remove = function (item) {\n var index = this.items.indexOf(item);\n if (index !== -1) {\n this.ensureNonAliasedItems();\n this.items.splice(index, 1);\n }\n return this;\n };\n /**\n * Check to see if the listener is already in the Runner\n * @param {any} item - The listener that you would like to check.\n */\n Runner.prototype.contains = function (item) {\n return this.items.indexOf(item) !== -1;\n };\n /** Remove all listeners from the Runner */\n Runner.prototype.removeAll = function () {\n this.ensureNonAliasedItems();\n this.items.length = 0;\n return this;\n };\n /** Remove all references, don't use after this. */\n Runner.prototype.destroy = function () {\n this.removeAll();\n this.items = null;\n this._name = null;\n };\n Object.defineProperty(Runner.prototype, \"empty\", {\n /**\n * `true` if there are no this Runner contains no listeners\n * @readonly\n */\n get: function () {\n return this.items.length === 0;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Runner.prototype, \"name\", {\n /**\n * The name of the runner.\n * @readonly\n */\n get: function () {\n return this._name;\n },\n enumerable: false,\n configurable: true\n });\n return Runner;\n}());\nObject.defineProperties(Runner.prototype, {\n /**\n * Alias for `emit`\n * @memberof PIXI.Runner#\n * @method dispatch\n * @see PIXI.Runner#emit\n */\n dispatch: { value: Runner.prototype.emit },\n /**\n * Alias for `emit`\n * @memberof PIXI.Runner#\n * @method run\n * @see PIXI.Runner#emit\n */\n run: { value: Runner.prototype.emit },\n});\n\nexport { Runner };\n//# sourceMappingURL=runner.mjs.map\n","/*!\n * @pixi/ticker - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/ticker is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { ExtensionType } from '@pixi/extensions';\n\n/**\n * Target frames per millisecond.\n * @static\n * @name TARGET_FPMS\n * @memberof PIXI.settings\n * @type {number}\n * @default 0.06\n */\nsettings.TARGET_FPMS = 0.06;\n\n/**\n * Represents the update priorities used by internal PIXI classes when registered with\n * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower\n * priority items, such as render, should go later.\n * @static\n * @constant\n * @name UPDATE_PRIORITY\n * @memberof PIXI\n * @enum {number}\n * @property {number} [INTERACTION=50] Highest priority, used for {@link PIXI.InteractionManager}\n * @property {number} [HIGH=25] High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite}\n * @property {number} [NORMAL=0] Default priority for ticker events, see {@link PIXI.Ticker#add}.\n * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering.\n * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility.\n */\nvar UPDATE_PRIORITY;\n(function (UPDATE_PRIORITY) {\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"INTERACTION\"] = 50] = \"INTERACTION\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"HIGH\"] = 25] = \"HIGH\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"NORMAL\"] = 0] = \"NORMAL\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"LOW\"] = -25] = \"LOW\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"UTILITY\"] = -50] = \"UTILITY\";\n})(UPDATE_PRIORITY || (UPDATE_PRIORITY = {}));\n\n/**\n * Internal class for handling the priority sorting of ticker handlers.\n * @private\n * @class\n * @memberof PIXI\n */\nvar TickerListener = /** @class */ (function () {\n /**\n * Constructor\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param priority - The priority for emitting\n * @param once - If the handler should fire once\n */\n function TickerListener(fn, context, priority, once) {\n if (context === void 0) { context = null; }\n if (priority === void 0) { priority = 0; }\n if (once === void 0) { once = false; }\n /** The next item in chain. */\n this.next = null;\n /** The previous item in chain. */\n this.previous = null;\n /** `true` if this listener has been destroyed already. */\n this._destroyed = false;\n this.fn = fn;\n this.context = context;\n this.priority = priority;\n this.once = once;\n }\n /**\n * Simple compare function to figure out if a function and context match.\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @returns `true` if the listener match the arguments\n */\n TickerListener.prototype.match = function (fn, context) {\n if (context === void 0) { context = null; }\n return this.fn === fn && this.context === context;\n };\n /**\n * Emit by calling the current function.\n * @private\n * @param deltaTime - time since the last emit.\n * @returns Next ticker\n */\n TickerListener.prototype.emit = function (deltaTime) {\n if (this.fn) {\n if (this.context) {\n this.fn.call(this.context, deltaTime);\n }\n else {\n this.fn(deltaTime);\n }\n }\n var redirect = this.next;\n if (this.once) {\n this.destroy(true);\n }\n // Soft-destroying should remove\n // the next reference\n if (this._destroyed) {\n this.next = null;\n }\n return redirect;\n };\n /**\n * Connect to the list.\n * @private\n * @param previous - Input node, previous listener\n */\n TickerListener.prototype.connect = function (previous) {\n this.previous = previous;\n if (previous.next) {\n previous.next.previous = this;\n }\n this.next = previous.next;\n previous.next = this;\n };\n /**\n * Destroy and don't use after this.\n * @private\n * @param hard - `true` to remove the `next` reference, this\n * is considered a hard destroy. Soft destroy maintains the next reference.\n * @returns The listener to redirect while emitting or removing.\n */\n TickerListener.prototype.destroy = function (hard) {\n if (hard === void 0) { hard = false; }\n this._destroyed = true;\n this.fn = null;\n this.context = null;\n // Disconnect, hook up next and previous\n if (this.previous) {\n this.previous.next = this.next;\n }\n if (this.next) {\n this.next.previous = this.previous;\n }\n // Redirect to the next item\n var redirect = this.next;\n // Remove references\n this.next = hard ? null : redirect;\n this.previous = null;\n return redirect;\n };\n return TickerListener;\n}());\n\n/**\n * A Ticker class that runs an update loop that other objects listen to.\n *\n * This class is composed around listeners meant for execution on the next requested animation frame.\n * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners.\n * @class\n * @memberof PIXI\n */\nvar Ticker = /** @class */ (function () {\n function Ticker() {\n var _this = this;\n /**\n * Whether or not this ticker should invoke the method\n * {@link PIXI.Ticker#start} automatically\n * when a listener is added.\n */\n this.autoStart = false;\n /**\n * Scalar time value from last frame to this frame.\n * This value is capped by setting {@link PIXI.Ticker#minFPS}\n * and is scaled with {@link PIXI.Ticker#speed}.\n * **Note:** The cap may be exceeded by scaling.\n */\n this.deltaTime = 1;\n /**\n * The last time {@link PIXI.Ticker#update} was invoked.\n * This value is also reset internally outside of invoking\n * update, but only when a new animation frame is requested.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n */\n this.lastTime = -1;\n /**\n * Factor of current {@link PIXI.Ticker#deltaTime}.\n * @example\n * // Scales ticker.deltaTime to what would be\n * // the equivalent of approximately 120 FPS\n * ticker.speed = 2;\n */\n this.speed = 1;\n /**\n * Whether or not this ticker has been started.\n * `true` if {@link PIXI.Ticker#start} has been called.\n * `false` if {@link PIXI.Ticker#stop} has been called.\n * While `false`, this value may change to `true` in the\n * event of {@link PIXI.Ticker#autoStart} being `true`\n * and a listener is added.\n */\n this.started = false;\n /** Internal current frame request ID */\n this._requestId = null;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the maximum allowed milliseconds between updates.\n */\n this._maxElapsedMS = 100;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the minimum allowed milliseconds between updates.\n */\n this._minElapsedMS = 0;\n /** If enabled, deleting is disabled.*/\n this._protected = false;\n /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */\n this._lastFrame = -1;\n this._head = new TickerListener(null, null, Infinity);\n this.deltaMS = 1 / settings.TARGET_FPMS;\n this.elapsedMS = 1 / settings.TARGET_FPMS;\n this._tick = function (time) {\n _this._requestId = null;\n if (_this.started) {\n // Invoke listeners now\n _this.update(time);\n // Listener side effects may have modified ticker state.\n if (_this.started && _this._requestId === null && _this._head.next) {\n _this._requestId = requestAnimationFrame(_this._tick);\n }\n }\n };\n }\n /**\n * Conditionally requests a new animation frame.\n * If a frame has not already been requested, and if the internal\n * emitter has listeners, a new frame is requested.\n * @private\n */\n Ticker.prototype._requestIfNeeded = function () {\n if (this._requestId === null && this._head.next) {\n // ensure callbacks get correct delta\n this.lastTime = performance.now();\n this._lastFrame = this.lastTime;\n this._requestId = requestAnimationFrame(this._tick);\n }\n };\n /**\n * Conditionally cancels a pending animation frame.\n * @private\n */\n Ticker.prototype._cancelIfNeeded = function () {\n if (this._requestId !== null) {\n cancelAnimationFrame(this._requestId);\n this._requestId = null;\n }\n };\n /**\n * Conditionally requests a new animation frame.\n * If the ticker has been started it checks if a frame has not already\n * been requested, and if the internal emitter has listeners. If these\n * conditions are met, a new frame is requested. If the ticker has not\n * been started, but autoStart is `true`, then the ticker starts now,\n * and continues with the previous conditions to request a new frame.\n * @private\n */\n Ticker.prototype._startIfPossible = function () {\n if (this.started) {\n this._requestIfNeeded();\n }\n else if (this.autoStart) {\n this.start();\n }\n };\n /**\n * Register a handler for tick events. Calls continuously unless\n * it is removed or the ticker is stopped.\n * @param fn - The listener function to be added for updates\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.add = function (fn, context, priority) {\n if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority));\n };\n /**\n * Add a handler for the tick event which is only execute once.\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.addOnce = function (fn, context, priority) {\n if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority, true));\n };\n /**\n * Internally adds the event handler so that it can be sorted by priority.\n * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run\n * before the rendering.\n * @private\n * @param listener - Current listener being added.\n * @returns This instance of a ticker\n */\n Ticker.prototype._addListener = function (listener) {\n // For attaching to head\n var current = this._head.next;\n var previous = this._head;\n // Add the first item\n if (!current) {\n listener.connect(previous);\n }\n else {\n // Go from highest to lowest priority\n while (current) {\n if (listener.priority > current.priority) {\n listener.connect(previous);\n break;\n }\n previous = current;\n current = current.next;\n }\n // Not yet connected\n if (!listener.previous) {\n listener.connect(previous);\n }\n }\n this._startIfPossible();\n return this;\n };\n /**\n * Removes any handlers matching the function and context parameters.\n * If no handlers are left after removing, then it cancels the animation frame.\n * @param fn - The listener function to be removed\n * @param context - The listener context to be removed\n * @returns This instance of a ticker\n */\n Ticker.prototype.remove = function (fn, context) {\n var listener = this._head.next;\n while (listener) {\n // We found a match, lets remove it\n // no break to delete all possible matches\n // incase a listener was added 2+ times\n if (listener.match(fn, context)) {\n listener = listener.destroy();\n }\n else {\n listener = listener.next;\n }\n }\n if (!this._head.next) {\n this._cancelIfNeeded();\n }\n return this;\n };\n Object.defineProperty(Ticker.prototype, \"count\", {\n /**\n * The number of listeners on this ticker, calculated by walking through linked list\n * @readonly\n * @member {number}\n */\n get: function () {\n if (!this._head) {\n return 0;\n }\n var count = 0;\n var current = this._head;\n while ((current = current.next)) {\n count++;\n }\n return count;\n },\n enumerable: false,\n configurable: true\n });\n /** Starts the ticker. If the ticker has listeners a new animation frame is requested at this point. */\n Ticker.prototype.start = function () {\n if (!this.started) {\n this.started = true;\n this._requestIfNeeded();\n }\n };\n /** Stops the ticker. If the ticker has requested an animation frame it is canceled at this point. */\n Ticker.prototype.stop = function () {\n if (this.started) {\n this.started = false;\n this._cancelIfNeeded();\n }\n };\n /** Destroy the ticker and don't use after this. Calling this method removes all references to internal events. */\n Ticker.prototype.destroy = function () {\n if (!this._protected) {\n this.stop();\n var listener = this._head.next;\n while (listener) {\n listener = listener.destroy(true);\n }\n this._head.destroy();\n this._head = null;\n }\n };\n /**\n * Triggers an update. An update entails setting the\n * current {@link PIXI.Ticker#elapsedMS},\n * the current {@link PIXI.Ticker#deltaTime},\n * invoking all listeners with current deltaTime,\n * and then finally setting {@link PIXI.Ticker#lastTime}\n * with the value of currentTime that was provided.\n * This method will be called automatically by animation\n * frame callbacks if the ticker instance has been started\n * and listeners are added.\n * @param {number} [currentTime=performance.now()] - the current time of execution\n */\n Ticker.prototype.update = function (currentTime) {\n if (currentTime === void 0) { currentTime = performance.now(); }\n var elapsedMS;\n // If the difference in time is zero or negative, we ignore most of the work done here.\n // If there is no valid difference, then should be no reason to let anyone know about it.\n // A zero delta, is exactly that, nothing should update.\n //\n // The difference in time can be negative, and no this does not mean time traveling.\n // This can be the result of a race condition between when an animation frame is requested\n // on the current JavaScript engine event loop, and when the ticker's start method is invoked\n // (which invokes the internal _requestIfNeeded method). If a frame is requested before\n // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests,\n // can receive a time argument that can be less than the lastTime value that was set within\n // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems.\n //\n // This check covers this browser engine timing issue, as well as if consumers pass an invalid\n // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves.\n if (currentTime > this.lastTime) {\n // Save uncapped elapsedMS for measurement\n elapsedMS = this.elapsedMS = currentTime - this.lastTime;\n // cap the milliseconds elapsed used for deltaTime\n if (elapsedMS > this._maxElapsedMS) {\n elapsedMS = this._maxElapsedMS;\n }\n elapsedMS *= this.speed;\n // If not enough time has passed, exit the function.\n // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS\n // adjustment to ensure a relatively stable interval.\n if (this._minElapsedMS) {\n var delta = currentTime - this._lastFrame | 0;\n if (delta < this._minElapsedMS) {\n return;\n }\n this._lastFrame = currentTime - (delta % this._minElapsedMS);\n }\n this.deltaMS = elapsedMS;\n this.deltaTime = this.deltaMS * settings.TARGET_FPMS;\n // Cache a local reference, in-case ticker is destroyed\n // during the emit, we can still check for head.next\n var head = this._head;\n // Invoke listeners added to internal emitter\n var listener = head.next;\n while (listener) {\n listener = listener.emit(this.deltaTime);\n }\n if (!head.next) {\n this._cancelIfNeeded();\n }\n }\n else {\n this.deltaTime = this.deltaMS = this.elapsedMS = 0;\n }\n this.lastTime = currentTime;\n };\n Object.defineProperty(Ticker.prototype, \"FPS\", {\n /**\n * The frames per second at which this ticker is running.\n * The default is approximately 60 in most modern browsers.\n * **Note:** This does not factor in the value of\n * {@link PIXI.Ticker#speed}, which is specific\n * to scaling {@link PIXI.Ticker#deltaTime}.\n * @member {number}\n * @readonly\n */\n get: function () {\n return 1000 / this.elapsedMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"minFPS\", {\n /**\n * Manages the maximum amount of milliseconds allowed to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This value is used to cap {@link PIXI.Ticker#deltaTime},\n * but does not effect the measured value of {@link PIXI.Ticker#FPS}.\n * When setting this property it is clamped to a value between\n * `0` and `PIXI.settings.TARGET_FPMS * 1000`.\n * @member {number}\n * @default 10\n */\n get: function () {\n return 1000 / this._maxElapsedMS;\n },\n set: function (fps) {\n // Minimum must be below the maxFPS\n var minFPS = Math.min(this.maxFPS, fps);\n // Must be at least 0, but below 1 / settings.TARGET_FPMS\n var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.TARGET_FPMS);\n this._maxElapsedMS = 1 / minFPMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"maxFPS\", {\n /**\n * Manages the minimum amount of milliseconds required to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This will effect the measured value of {@link PIXI.Ticker#FPS}.\n * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can.\n * Otherwise it will be at least `minFPS`\n * @member {number}\n * @default 0\n */\n get: function () {\n if (this._minElapsedMS) {\n return Math.round(1000 / this._minElapsedMS);\n }\n return 0;\n },\n set: function (fps) {\n if (fps === 0) {\n this._minElapsedMS = 0;\n }\n else {\n // Max must be at least the minFPS\n var maxFPS = Math.max(this.minFPS, fps);\n this._minElapsedMS = 1 / (maxFPS / 1000);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"shared\", {\n /**\n * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by\n * {@link PIXI.VideoResource} to update animation frames / video textures.\n *\n * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker.\n * @example\n * let ticker = PIXI.Ticker.shared;\n * // Set this to prevent starting this ticker when listeners are added.\n * // By default this is true only for the PIXI.Ticker.shared instance.\n * ticker.autoStart = false;\n * // FYI, call this to ensure the ticker is stopped. It should be stopped\n * // if you have not attempted to render anything yet.\n * ticker.stop();\n * // Call this when you are ready for a running shared ticker.\n * ticker.start();\n * @example\n * // You may use the shared ticker to render...\n * let renderer = PIXI.autoDetectRenderer();\n * let stage = new PIXI.Container();\n * document.body.appendChild(renderer.view);\n * ticker.add(function (time) {\n * renderer.render(stage);\n * });\n * @example\n * // Or you can just update it manually.\n * ticker.autoStart = false;\n * ticker.stop();\n * function animate(time) {\n * ticker.update(time);\n * renderer.render(stage);\n * requestAnimationFrame(animate);\n * }\n * animate(performance.now());\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._shared) {\n var shared = Ticker._shared = new Ticker();\n shared.autoStart = true;\n shared._protected = true;\n }\n return Ticker._shared;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"system\", {\n /**\n * The system ticker instance used by {@link PIXI.InteractionManager} and by\n * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused,\n * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._system) {\n var system = Ticker._system = new Ticker();\n system.autoStart = true;\n system._protected = true;\n }\n return Ticker._system;\n },\n enumerable: false,\n configurable: true\n });\n return Ticker;\n}());\n\n/**\n * Middleware for for Application Ticker.\n * @example\n * import {TickerPlugin} from '@pixi/ticker';\n * import {Application} from '@pixi/app';\n * import {extensions} from '@pixi/extensions';\n * extensions.add(TickerPlugin);\n * @class\n * @memberof PIXI\n */\nvar TickerPlugin = /** @class */ (function () {\n function TickerPlugin() {\n }\n /**\n * Initialize the plugin with scope of application instance\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n TickerPlugin.init = function (options) {\n var _this = this;\n // Set default\n options = Object.assign({\n autoStart: true,\n sharedTicker: false,\n }, options);\n // Create ticker setter\n Object.defineProperty(this, 'ticker', {\n set: function (ticker) {\n if (this._ticker) {\n this._ticker.remove(this.render, this);\n }\n this._ticker = ticker;\n if (ticker) {\n ticker.add(this.render, this, UPDATE_PRIORITY.LOW);\n }\n },\n get: function () {\n return this._ticker;\n },\n });\n /**\n * Convenience method for stopping the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.stop = function () {\n _this._ticker.stop();\n };\n /**\n * Convenience method for starting the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.start = function () {\n _this._ticker.start();\n };\n /**\n * Internal reference to the ticker.\n * @type {PIXI.Ticker}\n * @name _ticker\n * @memberof PIXI.Application#\n * @private\n */\n this._ticker = null;\n /**\n * Ticker for doing render updates.\n * @type {PIXI.Ticker}\n * @name ticker\n * @memberof PIXI.Application#\n * @default PIXI.Ticker.shared\n */\n this.ticker = options.sharedTicker ? Ticker.shared : new Ticker();\n // Start the rendering\n if (options.autoStart) {\n this.start();\n }\n };\n /**\n * Clean up the ticker, scoped to application.\n * @static\n * @private\n */\n TickerPlugin.destroy = function () {\n if (this._ticker) {\n var oldTicker = this._ticker;\n this.ticker = null;\n oldTicker.destroy();\n }\n };\n /** @ignore */\n TickerPlugin.extension = ExtensionType.Application;\n return TickerPlugin;\n}());\n\nexport { Ticker, TickerPlugin, UPDATE_PRIORITY };\n//# sourceMappingURL=ticker.mjs.map\n","/*!\n * @pixi/core - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/core is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { ENV, ALPHA_MODES, SCALE_MODES, FORMATS, TYPES, TARGETS, MIPMAP_MODES, MSAA_QUALITY, BUFFER_TYPE, CLEAR_MODES, DRAW_MODES, BUFFER_BITS, MASK_TYPES, PRECISION, BLEND_MODES, GC_MODES, SAMPLER_TYPES, WRAP_MODES, RENDERER_TYPE } from '@pixi/constants';\nimport { isMobile, isPow2, BaseTextureCache, TextureCache, uid, EventEmitter, determineCrossOrigin, getResolutionOfUrl, deprecation, nextPow2, getBufferType, ProgramCache, removeItems, hex2string, hex2rgb, sayHello, isWebGLSupported, premultiplyBlendMode, log2, premultiplyTint } from '@pixi/utils';\nimport { extensions as extensions$1, ExtensionType } from '@pixi/extensions';\nexport * from '@pixi/extensions';\nimport { Runner } from '@pixi/runner';\nimport { Ticker } from '@pixi/ticker';\nimport { groupD8, Rectangle, Point, Matrix } from '@pixi/math';\n\n/**\n * The maximum support for using WebGL. If a device does not\n * support WebGL version, for instance WebGL 2, it will still\n * attempt to fallback support to WebGL 1. If you want to\n * explicitly remove feature support to target a more stable\n * baseline, prefer a lower environment.\n *\n * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium}\n * we disable webgl2 by default for all non-apple mobile devices.\n * @static\n * @name PREFER_ENV\n * @memberof PIXI.settings\n * @type {number}\n * @default PIXI.ENV.WEBGL2\n */\nsettings.PREFER_ENV = isMobile.any ? ENV.WEBGL : ENV.WEBGL2;\n/**\n * If set to `true`, *only* Textures and BaseTexture objects stored\n * in the caches ({@link PIXI.utils.TextureCache TextureCache} and\n * {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can be\n * used when calling {@link PIXI.Texture.from Texture.from} or\n * {@link PIXI.BaseTexture.from BaseTexture.from}.\n * Otherwise, these `from` calls throw an exception. Using this property\n * can be useful if you want to enforce preloading all assets with\n * {@link PIXI.Loader Loader}.\n * @static\n * @name STRICT_TEXTURE_CACHE\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.STRICT_TEXTURE_CACHE = false;\n\n/**\n * Collection of installed resource types, class must extend {@link PIXI.Resource}.\n * @example\n * class CustomResource extends PIXI.Resource {\n * // MUST have source, options constructor signature\n * // for auto-detected resources to be created.\n * constructor(source, options) {\n * super();\n * }\n * upload(renderer, baseTexture, glTexture) {\n * // upload with GL\n * return true;\n * }\n * // used to auto-detect resource\n * static test(source, extension) {\n * return extension === 'xyz'|| source instanceof SomeClass;\n * }\n * }\n * // Install the new resource type\n * PIXI.INSTALLED.push(CustomResource);\n * @memberof PIXI\n * @type {Array}\n * @static\n * @readonly\n */\nvar INSTALLED = [];\n/**\n * Create a resource element from a single source element. This\n * auto-detects which type of resource to create. All resources that\n * are auto-detectable must have a static `test` method and a constructor\n * with the arguments `(source, options?)`. Currently, the supported\n * resources for auto-detection include:\n * - {@link PIXI.ImageResource}\n * - {@link PIXI.CanvasResource}\n * - {@link PIXI.VideoResource}\n * - {@link PIXI.SVGResource}\n * - {@link PIXI.BufferResource}\n * @static\n * @memberof PIXI\n * @function autoDetectResource\n * @param {string|*} source - Resource source, this can be the URL to the resource,\n * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri\n * or any other resource that can be auto-detected. If not resource is\n * detected, it's assumed to be an ImageResource.\n * @param {object} [options] - Pass-through options to use for Resource\n * @param {number} [options.width] - Width of BufferResource or SVG rasterization\n * @param {number} [options.height] - Height of BufferResource or SVG rasterization\n * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading\n * @param {number} [options.scale=1] - SVG source scale. Overridden by width, height\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object\n * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin\n * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately\n * @param {number} [options.updateFPS=0] - Video option to update how many times a second the\n * texture should be updated from the video. Leave at 0 to update at every render\n * @returns {PIXI.Resource} The created resource.\n */\nfunction autoDetectResource(source, options) {\n if (!source) {\n return null;\n }\n var extension = '';\n if (typeof source === 'string') {\n // search for file extension: period, 3-4 chars, then ?, # or EOL\n var result = (/\\.(\\w{3,4})(?:$|\\?|#)/i).exec(source);\n if (result) {\n extension = result[1].toLowerCase();\n }\n }\n for (var i = INSTALLED.length - 1; i >= 0; --i) {\n var ResourcePlugin = INSTALLED[i];\n if (ResourcePlugin.test && ResourcePlugin.test(source, extension)) {\n return new ResourcePlugin(source, options);\n }\n }\n throw new Error('Unrecognized source type to auto-detect Resource');\n}\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nvar __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\n var arguments$1 = arguments;\n\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments$1[i];\r\n for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } }\r\n }\r\n return t;\r\n };\r\n return __assign.apply(this, arguments);\r\n};\r\n\r\nfunction __rest(s, e) {\r\n var t = {};\r\n for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n { t[p] = s[p]; } }\r\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n { for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\r\n if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\r\n { t[p[i]] = s[p[i]]; }\r\n } }\r\n return t;\r\n}\n\n/**\n * Base resource class for textures that manages validation and uploading, depending on its type.\n *\n * Uploading of a base texture to the GPU is required.\n * @memberof PIXI\n */\nvar Resource = /** @class */ (function () {\n /**\n * @param width - Width of the resource\n * @param height - Height of the resource\n */\n function Resource(width, height) {\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this._width = width;\n this._height = height;\n this.destroyed = false;\n this.internal = false;\n this.onResize = new Runner('setRealSize');\n this.onUpdate = new Runner('update');\n this.onError = new Runner('onError');\n }\n /**\n * Bind to a parent BaseTexture\n * @param baseTexture - Parent texture\n */\n Resource.prototype.bind = function (baseTexture) {\n this.onResize.add(baseTexture);\n this.onUpdate.add(baseTexture);\n this.onError.add(baseTexture);\n // Call a resize immediate if we already\n // have the width and height of the resource\n if (this._width || this._height) {\n this.onResize.emit(this._width, this._height);\n }\n };\n /**\n * Unbind to a parent BaseTexture\n * @param baseTexture - Parent texture\n */\n Resource.prototype.unbind = function (baseTexture) {\n this.onResize.remove(baseTexture);\n this.onUpdate.remove(baseTexture);\n this.onError.remove(baseTexture);\n };\n /**\n * Trigger a resize event\n * @param width - X dimension\n * @param height - Y dimension\n */\n Resource.prototype.resize = function (width, height) {\n if (width !== this._width || height !== this._height) {\n this._width = width;\n this._height = height;\n this.onResize.emit(width, height);\n }\n };\n Object.defineProperty(Resource.prototype, \"valid\", {\n /**\n * Has been validated\n * @readonly\n */\n get: function () {\n return !!this._width && !!this._height;\n },\n enumerable: false,\n configurable: true\n });\n /** Has been updated trigger event. */\n Resource.prototype.update = function () {\n if (!this.destroyed) {\n this.onUpdate.emit();\n }\n };\n /**\n * This can be overridden to start preloading a resource\n * or do any other prepare step.\n * @protected\n * @returns Handle the validate event\n */\n Resource.prototype.load = function () {\n return Promise.resolve(this);\n };\n Object.defineProperty(Resource.prototype, \"width\", {\n /**\n * The width of the resource.\n * @readonly\n */\n get: function () {\n return this._width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Resource.prototype, \"height\", {\n /**\n * The height of the resource.\n * @readonly\n */\n get: function () {\n return this._height;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Set the style, optional to override\n * @param _renderer - yeah, renderer!\n * @param _baseTexture - the texture\n * @param _glTexture - texture instance for this webgl context\n * @returns - `true` is success\n */\n Resource.prototype.style = function (_renderer, _baseTexture, _glTexture) {\n return false;\n };\n /** Clean up anything, this happens when destroying is ready. */\n Resource.prototype.dispose = function () {\n // override\n };\n /**\n * Call when destroying resource, unbind any BaseTexture object\n * before calling this method, as reference counts are maintained\n * internally.\n */\n Resource.prototype.destroy = function () {\n if (!this.destroyed) {\n this.destroyed = true;\n this.dispose();\n this.onError.removeAll();\n this.onError = null;\n this.onResize.removeAll();\n this.onResize = null;\n this.onUpdate.removeAll();\n this.onUpdate = null;\n }\n };\n /**\n * Abstract, used to auto-detect resource type.\n * @param {*} _source - The source object\n * @param {string} _extension - The extension of source, if set\n */\n Resource.test = function (_source, _extension) {\n return false;\n };\n return Resource;\n}());\n\n/**\n * @interface SharedArrayBuffer\n */\n/**\n * Buffer resource with data of typed array.\n * @memberof PIXI\n */\nvar BufferResource = /** @class */ (function (_super) {\n __extends(BufferResource, _super);\n /**\n * @param source - Source buffer\n * @param options - Options\n * @param {number} options.width - Width of the texture\n * @param {number} options.height - Height of the texture\n */\n function BufferResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n if (!width || !height) {\n throw new Error('BufferResource width or height invalid');\n }\n _this = _super.call(this, width, height) || this;\n _this.data = source;\n return _this;\n }\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture - glTexture\n * @returns - true is success\n */\n BufferResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n var gl = renderer.gl;\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n if (glTexture.width === width && glTexture.height === height) {\n gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data);\n }\n return true;\n };\n /** Destroy and don't use after this. */\n BufferResource.prototype.dispose = function () {\n this.data = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if \n */\n BufferResource.test = function (source) {\n return source instanceof Float32Array\n || source instanceof Uint8Array\n || source instanceof Uint32Array;\n };\n return BufferResource;\n}(Resource));\n\nvar defaultBufferOptions = {\n scaleMode: SCALE_MODES.NEAREST,\n format: FORMATS.RGBA,\n alphaMode: ALPHA_MODES.NPM,\n};\n/**\n * A Texture stores the information that represents an image.\n * All textures have a base texture, which contains information about the source.\n * Therefore you can have many textures all using a single BaseTexture\n * @memberof PIXI\n * @typeParam R - The BaseTexture's Resource type.\n * @typeParam RO - The options for constructing resource.\n */\nvar BaseTexture = /** @class */ (function (_super) {\n __extends(BaseTexture, _super);\n /**\n * @param {PIXI.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null] -\n * The current resource to use, for things that aren't Resource objects, will be converted\n * into a Resource.\n * @param options - Collection of options\n * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture\n * @param {number} [options.anisotropicLevel=PIXI.settings.ANISOTROPIC_LEVEL] - Anisotropic filtering level of texture\n * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest\n * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type\n * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type\n * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Pre multiply the image alpha\n * @param {number} [options.width=0] - Width of the texture\n * @param {number} [options.height=0] - Height of the texture\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - Resolution of the base texture\n * @param {object} [options.resourceOptions] - Optional resource options,\n * see {@link PIXI.autoDetectResource autoDetectResource}\n */\n function BaseTexture(resource, options) {\n if (resource === void 0) { resource = null; }\n if (options === void 0) { options = null; }\n var _this = _super.call(this) || this;\n options = options || {};\n var alphaMode = options.alphaMode, mipmap = options.mipmap, anisotropicLevel = options.anisotropicLevel, scaleMode = options.scaleMode, width = options.width, height = options.height, wrapMode = options.wrapMode, format = options.format, type = options.type, target = options.target, resolution = options.resolution, resourceOptions = options.resourceOptions;\n // Convert the resource to a Resource object\n if (resource && !(resource instanceof Resource)) {\n resource = autoDetectResource(resource, resourceOptions);\n resource.internal = true;\n }\n _this.resolution = resolution || settings.RESOLUTION;\n _this.width = Math.round((width || 0) * _this.resolution) / _this.resolution;\n _this.height = Math.round((height || 0) * _this.resolution) / _this.resolution;\n _this._mipmap = mipmap !== undefined ? mipmap : settings.MIPMAP_TEXTURES;\n _this.anisotropicLevel = anisotropicLevel !== undefined ? anisotropicLevel : settings.ANISOTROPIC_LEVEL;\n _this._wrapMode = wrapMode || settings.WRAP_MODE;\n _this._scaleMode = scaleMode !== undefined ? scaleMode : settings.SCALE_MODE;\n _this.format = format || FORMATS.RGBA;\n _this.type = type || TYPES.UNSIGNED_BYTE;\n _this.target = target || TARGETS.TEXTURE_2D;\n _this.alphaMode = alphaMode !== undefined ? alphaMode : ALPHA_MODES.UNPACK;\n _this.uid = uid();\n _this.touched = 0;\n _this.isPowerOfTwo = false;\n _this._refreshPOT();\n _this._glTextures = {};\n _this.dirtyId = 0;\n _this.dirtyStyleId = 0;\n _this.cacheId = null;\n _this.valid = width > 0 && height > 0;\n _this.textureCacheIds = [];\n _this.destroyed = false;\n _this.resource = null;\n _this._batchEnabled = 0;\n _this._batchLocation = 0;\n _this.parentTextureArray = null;\n /**\n * Fired when a not-immediately-available source finishes loading.\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n /**\n * Fired when a not-immediately-available source fails to load.\n * @protected\n * @event PIXI.BaseTexture#error\n * @param {PIXI.BaseTexture} baseTexture - Resource errored.\n * @param {ErrorEvent} event - Load error event.\n */\n /**\n * Fired when BaseTexture is updated.\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n /**\n * Fired when BaseTexture is updated.\n * @protected\n * @event PIXI.BaseTexture#update\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated.\n */\n /**\n * Fired when BaseTexture is destroyed.\n * @protected\n * @event PIXI.BaseTexture#dispose\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed.\n */\n // Set the resource\n _this.setResource(resource);\n return _this;\n }\n Object.defineProperty(BaseTexture.prototype, \"realWidth\", {\n /**\n * Pixel width of the source of this texture\n * @readonly\n */\n get: function () {\n return Math.round(this.width * this.resolution);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"realHeight\", {\n /**\n * Pixel height of the source of this texture\n * @readonly\n */\n get: function () {\n return Math.round(this.height * this.resolution);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"mipmap\", {\n /**\n * Mipmap mode of the texture, affects downscaled images\n * @default PIXI.settings.MIPMAP_TEXTURES\n */\n get: function () {\n return this._mipmap;\n },\n set: function (value) {\n if (this._mipmap !== value) {\n this._mipmap = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"scaleMode\", {\n /**\n * The scale mode to apply when scaling this texture\n * @default PIXI.settings.SCALE_MODE\n */\n get: function () {\n return this._scaleMode;\n },\n set: function (value) {\n if (this._scaleMode !== value) {\n this._scaleMode = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"wrapMode\", {\n /**\n * How the texture wraps\n * @default PIXI.settings.WRAP_MODE\n */\n get: function () {\n return this._wrapMode;\n },\n set: function (value) {\n if (this._wrapMode !== value) {\n this._wrapMode = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Changes style options of BaseTexture\n * @param scaleMode - Pixi scalemode\n * @param mipmap - enable mipmaps\n * @returns - this\n */\n BaseTexture.prototype.setStyle = function (scaleMode, mipmap) {\n var dirty;\n if (scaleMode !== undefined && scaleMode !== this.scaleMode) {\n this.scaleMode = scaleMode;\n dirty = true;\n }\n if (mipmap !== undefined && mipmap !== this.mipmap) {\n this.mipmap = mipmap;\n dirty = true;\n }\n if (dirty) {\n this.dirtyStyleId++;\n }\n return this;\n };\n /**\n * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero.\n * @param desiredWidth - Desired visual width\n * @param desiredHeight - Desired visual height\n * @param resolution - Optionally set resolution\n * @returns - this\n */\n BaseTexture.prototype.setSize = function (desiredWidth, desiredHeight, resolution) {\n resolution = resolution || this.resolution;\n return this.setRealSize(desiredWidth * resolution, desiredHeight * resolution, resolution);\n };\n /**\n * Sets real size of baseTexture, preserves current resolution.\n * @param realWidth - Full rendered width\n * @param realHeight - Full rendered height\n * @param resolution - Optionally set resolution\n * @returns - this\n */\n BaseTexture.prototype.setRealSize = function (realWidth, realHeight, resolution) {\n this.resolution = resolution || this.resolution;\n this.width = Math.round(realWidth) / this.resolution;\n this.height = Math.round(realHeight) / this.resolution;\n this._refreshPOT();\n this.update();\n return this;\n };\n /**\n * Refresh check for isPowerOfTwo texture based on size\n * @private\n */\n BaseTexture.prototype._refreshPOT = function () {\n this.isPowerOfTwo = isPow2(this.realWidth) && isPow2(this.realHeight);\n };\n /**\n * Changes resolution\n * @param resolution - res\n * @returns - this\n */\n BaseTexture.prototype.setResolution = function (resolution) {\n var oldResolution = this.resolution;\n if (oldResolution === resolution) {\n return this;\n }\n this.resolution = resolution;\n if (this.valid) {\n this.width = Math.round(this.width * oldResolution) / resolution;\n this.height = Math.round(this.height * oldResolution) / resolution;\n this.emit('update', this);\n }\n this._refreshPOT();\n return this;\n };\n /**\n * Sets the resource if it wasn't set. Throws error if resource already present\n * @param resource - that is managing this BaseTexture\n * @returns - this\n */\n BaseTexture.prototype.setResource = function (resource) {\n if (this.resource === resource) {\n return this;\n }\n if (this.resource) {\n throw new Error('Resource can be set only once');\n }\n resource.bind(this);\n this.resource = resource;\n return this;\n };\n /** Invalidates the object. Texture becomes valid if width and height are greater than zero. */\n BaseTexture.prototype.update = function () {\n if (!this.valid) {\n if (this.width > 0 && this.height > 0) {\n this.valid = true;\n this.emit('loaded', this);\n this.emit('update', this);\n }\n }\n else {\n this.dirtyId++;\n this.dirtyStyleId++;\n this.emit('update', this);\n }\n };\n /**\n * Handle errors with resources.\n * @private\n * @param event - Error event emitted.\n */\n BaseTexture.prototype.onError = function (event) {\n this.emit('error', this, event);\n };\n /**\n * Destroys this base texture.\n * The method stops if resource doesn't want this texture to be destroyed.\n * Removes texture from all caches.\n */\n BaseTexture.prototype.destroy = function () {\n // remove and destroy the resource\n if (this.resource) {\n this.resource.unbind(this);\n // only destroy resourced created internally\n if (this.resource.internal) {\n this.resource.destroy();\n }\n this.resource = null;\n }\n if (this.cacheId) {\n delete BaseTextureCache[this.cacheId];\n delete TextureCache[this.cacheId];\n this.cacheId = null;\n }\n // finally let the WebGL renderer know..\n this.dispose();\n BaseTexture.removeFromCache(this);\n this.textureCacheIds = null;\n this.destroyed = true;\n };\n /**\n * Frees the texture from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n * @fires PIXI.BaseTexture#dispose\n */\n BaseTexture.prototype.dispose = function () {\n this.emit('dispose', this);\n };\n /** Utility function for BaseTexture|Texture cast. */\n BaseTexture.prototype.castToBaseTexture = function () {\n return this;\n };\n /**\n * Helper function that creates a base texture based on the source you provide.\n * The source can be - image url, image element, canvas element. If the\n * source is an image url or an image element and not in the base texture\n * cache, it will be created and loaded.\n * @static\n * @param {string|string[]|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The\n * source to create base texture from.\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id\n * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}.\n * @returns {PIXI.BaseTexture} The new base texture.\n */\n BaseTexture.from = function (source, options, strict) {\n if (strict === void 0) { strict = settings.STRICT_TEXTURE_CACHE; }\n var isFrame = typeof source === 'string';\n var cacheId = null;\n if (isFrame) {\n cacheId = source;\n }\n else {\n if (!source._pixiId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source._pixiId = prefix + \"_\" + uid();\n }\n cacheId = source._pixiId;\n }\n var baseTexture = BaseTextureCache[cacheId];\n // Strict-mode rejects invalid cacheIds\n if (isFrame && strict && !baseTexture) {\n throw new Error(\"The cacheId \\\"\" + cacheId + \"\\\" does not exist in BaseTextureCache.\");\n }\n if (!baseTexture) {\n baseTexture = new BaseTexture(source, options);\n baseTexture.cacheId = cacheId;\n BaseTexture.addToCache(baseTexture, cacheId);\n }\n return baseTexture;\n };\n /**\n * Create a new BaseTexture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param width - Width of the resource\n * @param height - Height of the resource\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * Default properties are different from the constructor's defaults.\n * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.NPM] - Image alpha, not premultiplied by default\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.SCALE_MODES.NEAREST] - Scale mode, pixelating by default\n * @returns - The resulting new BaseTexture\n */\n BaseTexture.fromBuffer = function (buffer, width, height, options) {\n buffer = buffer || new Float32Array(width * height * 4);\n var resource = new BufferResource(buffer, { width: width, height: height });\n var type = buffer instanceof Float32Array ? TYPES.FLOAT : TYPES.UNSIGNED_BYTE;\n return new BaseTexture(resource, Object.assign({}, defaultBufferOptions, options || { width: width, height: height, type: type }));\n };\n /**\n * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object.\n * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache.\n * @param {string} id - The id that the BaseTexture will be stored against.\n */\n BaseTexture.addToCache = function (baseTexture, id) {\n if (id) {\n if (baseTexture.textureCacheIds.indexOf(id) === -1) {\n baseTexture.textureCacheIds.push(id);\n }\n if (BaseTextureCache[id]) {\n // eslint-disable-next-line no-console\n console.warn(\"BaseTexture added to the cache with an id [\" + id + \"] that already had an entry\");\n }\n BaseTextureCache[id] = baseTexture;\n }\n };\n /**\n * Remove a BaseTexture from the global BaseTextureCache.\n * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself.\n * @returns {PIXI.BaseTexture|null} The BaseTexture that was removed.\n */\n BaseTexture.removeFromCache = function (baseTexture) {\n if (typeof baseTexture === 'string') {\n var baseTextureFromCache = BaseTextureCache[baseTexture];\n if (baseTextureFromCache) {\n var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture);\n if (index > -1) {\n baseTextureFromCache.textureCacheIds.splice(index, 1);\n }\n delete BaseTextureCache[baseTexture];\n return baseTextureFromCache;\n }\n }\n else if (baseTexture && baseTexture.textureCacheIds) {\n for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) {\n delete BaseTextureCache[baseTexture.textureCacheIds[i]];\n }\n baseTexture.textureCacheIds.length = 0;\n return baseTexture;\n }\n return null;\n };\n /** Global number of the texture batch, used by multi-texture renderers. */\n BaseTexture._globalBatch = 0;\n return BaseTexture;\n}(EventEmitter));\n\n/**\n * Resource that can manage several resource (items) inside.\n * All resources need to have the same pixel size.\n * Parent class for CubeResource and ArrayResource\n * @memberof PIXI\n */\nvar AbstractMultiResource = /** @class */ (function (_super) {\n __extends(AbstractMultiResource, _super);\n /**\n * @param length\n * @param options - Options to for Resource constructor\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\n function AbstractMultiResource(length, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n _this = _super.call(this, width, height) || this;\n _this.items = [];\n _this.itemDirtyIds = [];\n for (var i = 0; i < length; i++) {\n var partTexture = new BaseTexture();\n _this.items.push(partTexture);\n // -2 - first run of texture array upload\n // -1 - texture item was allocated\n // >=0 - texture item uploaded , in sync with items[i].dirtyId\n _this.itemDirtyIds.push(-2);\n }\n _this.length = length;\n _this._load = null;\n _this.baseTexture = null;\n return _this;\n }\n /**\n * Used from ArrayResource and CubeResource constructors.\n * @param resources - Can be resources, image elements, canvas, etc. ,\n * length should be same as constructor length\n * @param options - Detect options for resources\n */\n AbstractMultiResource.prototype.initFromArray = function (resources, options) {\n for (var i = 0; i < this.length; i++) {\n if (!resources[i]) {\n continue;\n }\n if (resources[i].castToBaseTexture) {\n this.addBaseTextureAt(resources[i].castToBaseTexture(), i);\n }\n else if (resources[i] instanceof Resource) {\n this.addResourceAt(resources[i], i);\n }\n else {\n this.addResourceAt(autoDetectResource(resources[i], options), i);\n }\n }\n };\n /** Destroy this BaseImageResource. */\n AbstractMultiResource.prototype.dispose = function () {\n for (var i = 0, len = this.length; i < len; i++) {\n this.items[i].destroy();\n }\n this.items = null;\n this.itemDirtyIds = null;\n this._load = null;\n };\n /**\n * Set a resource by ID\n * @param resource\n * @param index - Zero-based index of resource to set\n * @returns - Instance for chaining\n */\n AbstractMultiResource.prototype.addResourceAt = function (resource, index) {\n if (!this.items[index]) {\n throw new Error(\"Index \" + index + \" is out of bounds\");\n }\n // Inherit the first resource dimensions\n if (resource.valid && !this.valid) {\n this.resize(resource.width, resource.height);\n }\n this.items[index].setResource(resource);\n return this;\n };\n /**\n * Set the parent base texture.\n * @param baseTexture\n */\n AbstractMultiResource.prototype.bind = function (baseTexture) {\n if (this.baseTexture !== null) {\n throw new Error('Only one base texture per TextureArray is allowed');\n }\n _super.prototype.bind.call(this, baseTexture);\n for (var i = 0; i < this.length; i++) {\n this.items[i].parentTextureArray = baseTexture;\n this.items[i].on('update', baseTexture.update, baseTexture);\n }\n };\n /**\n * Unset the parent base texture.\n * @param baseTexture\n */\n AbstractMultiResource.prototype.unbind = function (baseTexture) {\n _super.prototype.unbind.call(this, baseTexture);\n for (var i = 0; i < this.length; i++) {\n this.items[i].parentTextureArray = null;\n this.items[i].off('update', baseTexture.update, baseTexture);\n }\n };\n /**\n * Load all the resources simultaneously\n * @returns - When load is resolved\n */\n AbstractMultiResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n var resources = this.items.map(function (item) { return item.resource; }).filter(function (item) { return item; });\n // TODO: also implement load part-by-part strategy\n var promises = resources.map(function (item) { return item.load(); });\n this._load = Promise.all(promises)\n .then(function () {\n var _a = _this.items[0], realWidth = _a.realWidth, realHeight = _a.realHeight;\n _this.resize(realWidth, realHeight);\n return Promise.resolve(_this);\n });\n return this._load;\n };\n return AbstractMultiResource;\n}(Resource));\n\n/**\n * A resource that contains a number of sources.\n * @memberof PIXI\n */\nvar ArrayResource = /** @class */ (function (_super) {\n __extends(ArrayResource, _super);\n /**\n * @param source - Number of items in array or the collection\n * of image URLs to use. Can also be resources, image elements, canvas, etc.\n * @param options - Options to apply to {@link PIXI.autoDetectResource}\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\n function ArrayResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n var urls;\n var length;\n if (Array.isArray(source)) {\n urls = source;\n length = source.length;\n }\n else {\n length = source;\n }\n _this = _super.call(this, length, { width: width, height: height }) || this;\n if (urls) {\n _this.initFromArray(urls, options);\n }\n return _this;\n }\n /**\n * Set a baseTexture by ID,\n * ArrayResource just takes resource from it, nothing more\n * @param baseTexture\n * @param index - Zero-based index of resource to set\n * @returns - Instance for chaining\n */\n ArrayResource.prototype.addBaseTextureAt = function (baseTexture, index) {\n if (baseTexture.resource) {\n this.addResourceAt(baseTexture.resource, index);\n }\n else {\n throw new Error('ArrayResource does not support RenderTexture');\n }\n return this;\n };\n /**\n * Add binding\n * @param baseTexture\n */\n ArrayResource.prototype.bind = function (baseTexture) {\n _super.prototype.bind.call(this, baseTexture);\n baseTexture.target = TARGETS.TEXTURE_2D_ARRAY;\n };\n /**\n * Upload the resources to the GPU.\n * @param renderer\n * @param texture\n * @param glTexture\n * @returns - whether texture was uploaded\n */\n ArrayResource.prototype.upload = function (renderer, texture, glTexture) {\n var _a = this, length = _a.length, itemDirtyIds = _a.itemDirtyIds, items = _a.items;\n var gl = renderer.gl;\n if (glTexture.dirtyId < 0) {\n gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, glTexture.internalFormat, this._width, this._height, length, 0, texture.format, glTexture.type, null);\n }\n for (var i = 0; i < length; i++) {\n var item = items[i];\n if (itemDirtyIds[i] < item.dirtyId) {\n itemDirtyIds[i] = item.dirtyId;\n if (item.valid) {\n gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, // xoffset\n 0, // yoffset\n i, // zoffset\n item.resource.width, item.resource.height, 1, texture.format, glTexture.type, item.resource.source);\n }\n }\n }\n return true;\n };\n return ArrayResource;\n}(AbstractMultiResource));\n\n/**\n * Base for all the image/canvas resources.\n * @memberof PIXI\n */\nvar BaseImageResource = /** @class */ (function (_super) {\n __extends(BaseImageResource, _super);\n /**\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} source\n */\n function BaseImageResource(source) {\n var _this = this;\n var sourceAny = source;\n var width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width;\n var height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height;\n _this = _super.call(this, width, height) || this;\n _this.source = source;\n _this.noSubImage = false;\n return _this;\n }\n /**\n * Set cross origin based detecting the url and the crossorigin\n * @param element - Element to apply crossOrigin\n * @param url - URL to check\n * @param crossorigin - Cross origin value to use\n */\n BaseImageResource.crossOrigin = function (element, url, crossorigin) {\n if (crossorigin === undefined && url.indexOf('data:') !== 0) {\n element.crossOrigin = determineCrossOrigin(url);\n }\n else if (crossorigin !== false) {\n element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous';\n }\n };\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] - (optional)\n * @returns - true is success\n */\n BaseImageResource.prototype.upload = function (renderer, baseTexture, glTexture, source) {\n var gl = renderer.gl;\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n source = source || this.source;\n if (source instanceof HTMLImageElement) {\n if (!source.complete || source.naturalWidth === 0) {\n return false;\n }\n }\n else if (source instanceof HTMLVideoElement) {\n if (source.readyState <= 1) {\n return false;\n }\n }\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n if (!this.noSubImage\n && baseTexture.target === gl.TEXTURE_2D\n && glTexture.width === width\n && glTexture.height === height) {\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, glTexture.type, source);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, baseTexture.format, glTexture.type, source);\n }\n return true;\n };\n /**\n * Checks if source width/height was changed, resize can cause extra baseTexture update.\n * Triggers one update in any case.\n */\n BaseImageResource.prototype.update = function () {\n if (this.destroyed) {\n return;\n }\n var source = this.source;\n var width = source.naturalWidth || source.videoWidth || source.width;\n var height = source.naturalHeight || source.videoHeight || source.height;\n this.resize(width, height);\n _super.prototype.update.call(this);\n };\n /** Destroy this {@link BaseImageResource} */\n BaseImageResource.prototype.dispose = function () {\n this.source = null;\n };\n return BaseImageResource;\n}(Resource));\n\n/**\n * @interface OffscreenCanvas\n */\n/**\n * Resource type for HTMLCanvasElement.\n * @memberof PIXI\n */\nvar CanvasResource = /** @class */ (function (_super) {\n __extends(CanvasResource, _super);\n /**\n * @param source - Canvas element to use\n */\n // eslint-disable-next-line @typescript-eslint/no-useless-constructor\n function CanvasResource(source) {\n return _super.call(this, source) || this;\n }\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is HTMLCanvasElement or OffscreenCanvas\n */\n CanvasResource.test = function (source) {\n var OffscreenCanvas = globalThis.OffscreenCanvas;\n // Check for browsers that don't yet support OffscreenCanvas\n if (OffscreenCanvas && source instanceof OffscreenCanvas) {\n return true;\n }\n return globalThis.HTMLCanvasElement && source instanceof HTMLCanvasElement;\n };\n return CanvasResource;\n}(BaseImageResource));\n\n/**\n * Resource for a CubeTexture which contains six resources.\n * @memberof PIXI\n */\nvar CubeResource = /** @class */ (function (_super) {\n __extends(CubeResource, _super);\n /**\n * @param {Array} [source] - Collection of URLs or resources\n * to use as the sides of the cube.\n * @param options - ImageResource options\n * @param {number} [options.width] - Width of resource\n * @param {number} [options.height] - Height of resource\n * @param {number} [options.autoLoad=true] - Whether to auto-load resources\n * @param {number} [options.linkBaseTexture=true] - In case BaseTextures are supplied,\n * whether to copy them or use\n */\n function CubeResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height, autoLoad = _a.autoLoad, linkBaseTexture = _a.linkBaseTexture;\n if (source && source.length !== CubeResource.SIDES) {\n throw new Error(\"Invalid length. Got \" + source.length + \", expected 6\");\n }\n _this = _super.call(this, 6, { width: width, height: height }) || this;\n for (var i = 0; i < CubeResource.SIDES; i++) {\n _this.items[i].target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + i;\n }\n _this.linkBaseTexture = linkBaseTexture !== false;\n if (source) {\n _this.initFromArray(source, options);\n }\n if (autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Add binding.\n * @param baseTexture - parent base texture\n */\n CubeResource.prototype.bind = function (baseTexture) {\n _super.prototype.bind.call(this, baseTexture);\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP;\n };\n CubeResource.prototype.addBaseTextureAt = function (baseTexture, index, linkBaseTexture) {\n if (!this.items[index]) {\n throw new Error(\"Index \" + index + \" is out of bounds\");\n }\n if (!this.linkBaseTexture\n || baseTexture.parentTextureArray\n || Object.keys(baseTexture._glTextures).length > 0) {\n // copy mode\n if (baseTexture.resource) {\n this.addResourceAt(baseTexture.resource, index);\n }\n else {\n throw new Error(\"CubeResource does not support copying of renderTexture.\");\n }\n }\n else {\n // link mode, the difficult one!\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + index;\n baseTexture.parentTextureArray = this.baseTexture;\n this.items[index] = baseTexture;\n }\n if (baseTexture.valid && !this.valid) {\n this.resize(baseTexture.realWidth, baseTexture.realHeight);\n }\n this.items[index] = baseTexture;\n return this;\n };\n /**\n * Upload the resource\n * @param renderer\n * @param _baseTexture\n * @param glTexture\n * @returns {boolean} true is success\n */\n CubeResource.prototype.upload = function (renderer, _baseTexture, glTexture) {\n var dirty = this.itemDirtyIds;\n for (var i = 0; i < CubeResource.SIDES; i++) {\n var side = this.items[i];\n if (dirty[i] < side.dirtyId || glTexture.dirtyId < _baseTexture.dirtyId) {\n if (side.valid && side.resource) {\n side.resource.upload(renderer, side, glTexture);\n dirty[i] = side.dirtyId;\n }\n else if (dirty[i] < -1) {\n // either item is not valid yet, either its a renderTexture\n // allocate the memory\n renderer.gl.texImage2D(side.target, 0, glTexture.internalFormat, _baseTexture.realWidth, _baseTexture.realHeight, 0, _baseTexture.format, glTexture.type, null);\n dirty[i] = -1;\n }\n }\n }\n return true;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is an array of 6 elements\n */\n CubeResource.test = function (source) {\n return Array.isArray(source) && source.length === CubeResource.SIDES;\n };\n /** Number of texture sides to store for CubeResources. */\n CubeResource.SIDES = 6;\n return CubeResource;\n}(AbstractMultiResource));\n\n/**\n * Resource type for HTMLImageElement.\n * @memberof PIXI\n */\nvar ImageResource = /** @class */ (function (_super) {\n __extends(ImageResource, _super);\n /**\n * @param source - image source or URL\n * @param options\n * @param {boolean} [options.autoLoad=true] - start loading process\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - whether its required to create\n * a bitmap before upload\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Premultiply image alpha in bitmap\n */\n function ImageResource(source, options) {\n var _this = this;\n options = options || {};\n if (!(source instanceof HTMLImageElement)) {\n var imageElement = new Image();\n BaseImageResource.crossOrigin(imageElement, source, options.crossorigin);\n imageElement.src = source;\n source = imageElement;\n }\n _this = _super.call(this, source) || this;\n // FireFox 68, and possibly other versions, seems like setting the HTMLImageElement#width and #height\n // to non-zero values before its loading completes if images are in a cache.\n // Because of this, need to set the `_width` and the `_height` to zero to avoid uploading incomplete images.\n // Please refer to the issue #5968 (https://github.com/pixijs/pixi.js/issues/5968).\n if (!source.complete && !!_this._width && !!_this._height) {\n _this._width = 0;\n _this._height = 0;\n }\n _this.url = source.src;\n _this._process = null;\n _this.preserveBitmap = false;\n _this.createBitmap = (options.createBitmap !== undefined\n ? options.createBitmap : settings.CREATE_IMAGE_BITMAP) && !!globalThis.createImageBitmap;\n _this.alphaMode = typeof options.alphaMode === 'number' ? options.alphaMode : null;\n _this.bitmap = null;\n _this._load = null;\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Returns a promise when image will be loaded and processed.\n * @param createBitmap - whether process image into bitmap\n */\n ImageResource.prototype.load = function (createBitmap) {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n if (createBitmap !== undefined) {\n this.createBitmap = createBitmap;\n }\n this._load = new Promise(function (resolve, reject) {\n var source = _this.source;\n _this.url = source.src;\n var completed = function () {\n if (_this.destroyed) {\n return;\n }\n source.onload = null;\n source.onerror = null;\n _this.resize(source.width, source.height);\n _this._load = null;\n if (_this.createBitmap) {\n resolve(_this.process());\n }\n else {\n resolve(_this);\n }\n };\n if (source.complete && source.src) {\n completed();\n }\n else {\n source.onload = completed;\n source.onerror = function (event) {\n // Avoids Promise freezing when resource broken\n reject(event);\n _this.onError.emit(event);\n };\n }\n });\n return this._load;\n };\n /**\n * Called when we need to convert image into BitmapImage.\n * Can be called multiple times, real promise is cached inside.\n * @returns - Cached promise to fill that bitmap\n */\n ImageResource.prototype.process = function () {\n var _this = this;\n var source = this.source;\n if (this._process !== null) {\n return this._process;\n }\n if (this.bitmap !== null || !globalThis.createImageBitmap) {\n return Promise.resolve(this);\n }\n var createImageBitmap = globalThis.createImageBitmap;\n var cors = !source.crossOrigin || source.crossOrigin === 'anonymous';\n this._process = fetch(source.src, {\n mode: cors ? 'cors' : 'no-cors'\n })\n .then(function (r) { return r.blob(); })\n .then(function (blob) { return createImageBitmap(blob, 0, 0, source.width, source.height, {\n premultiplyAlpha: _this.alphaMode === null || _this.alphaMode === ALPHA_MODES.UNPACK\n ? 'premultiply' : 'none',\n }); })\n .then(function (bitmap) {\n if (_this.destroyed) {\n return Promise.reject();\n }\n _this.bitmap = bitmap;\n _this.update();\n _this._process = null;\n return Promise.resolve(_this);\n });\n return this._process;\n };\n /**\n * Upload the image resource to GPU.\n * @param renderer - Renderer to upload to\n * @param baseTexture - BaseTexture for this resource\n * @param glTexture - GLTexture to use\n * @returns {boolean} true is success\n */\n ImageResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n if (typeof this.alphaMode === 'number') {\n // bitmap stores unpack premultiply flag, we dont have to notify texImage2D about it\n baseTexture.alphaMode = this.alphaMode;\n }\n if (!this.createBitmap) {\n return _super.prototype.upload.call(this, renderer, baseTexture, glTexture);\n }\n if (!this.bitmap) {\n // yeah, ignore the output\n this.process();\n if (!this.bitmap) {\n return false;\n }\n }\n _super.prototype.upload.call(this, renderer, baseTexture, glTexture, this.bitmap);\n if (!this.preserveBitmap) {\n // checks if there are other renderers that possibly need this bitmap\n var flag = true;\n var glTextures = baseTexture._glTextures;\n for (var key in glTextures) {\n var otherTex = glTextures[key];\n if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId) {\n flag = false;\n break;\n }\n }\n if (flag) {\n if (this.bitmap.close) {\n this.bitmap.close();\n }\n this.bitmap = null;\n }\n }\n return true;\n };\n /** Destroys this resource. */\n ImageResource.prototype.dispose = function () {\n this.source.onload = null;\n this.source.onerror = null;\n _super.prototype.dispose.call(this);\n if (this.bitmap) {\n this.bitmap.close();\n this.bitmap = null;\n }\n this._process = null;\n this._load = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is string or HTMLImageElement\n */\n ImageResource.test = function (source) {\n return typeof source === 'string' || source instanceof HTMLImageElement;\n };\n return ImageResource;\n}(BaseImageResource));\n\n/**\n * Resource type for SVG elements and graphics.\n * @memberof PIXI\n */\nvar SVGResource = /** @class */ (function (_super) {\n __extends(SVGResource, _super);\n /**\n * @param sourceBase64 - Base64 encoded SVG element or URL for SVG file.\n * @param {object} [options] - Options to use\n * @param {number} [options.scale=1] - Scale to apply to SVG. Overridden by...\n * @param {number} [options.width] - Rasterize SVG this wide. Aspect ratio preserved if height not specified.\n * @param {number} [options.height] - Rasterize SVG this high. Aspect ratio preserved if width not specified.\n * @param {boolean} [options.autoLoad=true] - Start loading right away.\n */\n function SVGResource(sourceBase64, options) {\n var _this = this;\n options = options || {};\n _this = _super.call(this, settings.ADAPTER.createCanvas()) || this;\n _this._width = 0;\n _this._height = 0;\n _this.svg = sourceBase64;\n _this.scale = options.scale || 1;\n _this._overrideWidth = options.width;\n _this._overrideHeight = options.height;\n _this._resolve = null;\n _this._crossorigin = options.crossorigin;\n _this._load = null;\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n SVGResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n this._load = new Promise(function (resolve) {\n // Save this until after load is finished\n _this._resolve = function () {\n _this.resize(_this.source.width, _this.source.height);\n resolve(_this);\n };\n // Convert SVG inline string to data-uri\n if (SVGResource.SVG_XML.test(_this.svg.trim())) {\n if (!btoa) {\n throw new Error('Your browser doesn\\'t support base64 conversions.');\n }\n _this.svg = \"data:image/svg+xml;base64,\" + btoa(unescape(encodeURIComponent(_this.svg)));\n }\n _this._loadSvg();\n });\n return this._load;\n };\n /** Loads an SVG image from `imageUrl` or `data URL`. */\n SVGResource.prototype._loadSvg = function () {\n var _this = this;\n var tempImage = new Image();\n BaseImageResource.crossOrigin(tempImage, this.svg, this._crossorigin);\n tempImage.src = this.svg;\n tempImage.onerror = function (event) {\n if (!_this._resolve) {\n return;\n }\n tempImage.onerror = null;\n _this.onError.emit(event);\n };\n tempImage.onload = function () {\n if (!_this._resolve) {\n return;\n }\n var svgWidth = tempImage.width;\n var svgHeight = tempImage.height;\n if (!svgWidth || !svgHeight) {\n throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.');\n }\n // Set render size\n var width = svgWidth * _this.scale;\n var height = svgHeight * _this.scale;\n if (_this._overrideWidth || _this._overrideHeight) {\n width = _this._overrideWidth || _this._overrideHeight / svgHeight * svgWidth;\n height = _this._overrideHeight || _this._overrideWidth / svgWidth * svgHeight;\n }\n width = Math.round(width);\n height = Math.round(height);\n // Create a canvas element\n var canvas = _this.source;\n canvas.width = width;\n canvas.height = height;\n canvas._pixiId = \"canvas_\" + uid();\n // Draw the Svg to the canvas\n canvas\n .getContext('2d')\n .drawImage(tempImage, 0, 0, svgWidth, svgHeight, 0, 0, width, height);\n _this._resolve();\n _this._resolve = null;\n };\n };\n /**\n * Get size from an svg string using a regular expression.\n * @param svgString - a serialized svg element\n * @returns - image extension\n */\n SVGResource.getSize = function (svgString) {\n var sizeMatch = SVGResource.SVG_SIZE.exec(svgString);\n var size = {};\n if (sizeMatch) {\n size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3]));\n size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7]));\n }\n return size;\n };\n /** Destroys this texture. */\n SVGResource.prototype.dispose = function () {\n _super.prototype.dispose.call(this);\n this._resolve = null;\n this._crossorigin = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n * @returns {boolean} - If the source is a SVG source or data file\n */\n SVGResource.test = function (source, extension) {\n // url file extension is SVG\n return extension === 'svg'\n // source is SVG data-uri\n || (typeof source === 'string' && source.startsWith('data:image/svg+xml'))\n // source is SVG inline\n || (typeof source === 'string' && SVGResource.SVG_XML.test(source));\n };\n /**\n * Regular expression for SVG XML document.\n * @example <?xml version=\"1.0\" encoding=\"utf-8\" ?><!-- image/svg --><svg\n * @readonly\n */\n SVGResource.SVG_XML = /^(<\\?xml[^?]+\\?>)?\\s*()]*-->)?\\s*\\]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*>/i; // eslint-disable-line max-len\n return SVGResource;\n}(BaseImageResource));\n\n/**\n * Resource type for {@code HTMLVideoElement}.\n * @memberof PIXI\n */\nvar VideoResource = /** @class */ (function (_super) {\n __extends(VideoResource, _super);\n /**\n * @param {HTMLVideoElement|object|string|Array} source - Video element to use.\n * @param {object} [options] - Options to use\n * @param {boolean} [options.autoLoad=true] - Start loading the video immediately\n * @param {boolean} [options.autoPlay=true] - Start playing video immediately\n * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video.\n * Leave at 0 to update at every render.\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n */\n function VideoResource(source, options) {\n var _this = this;\n options = options || {};\n if (!(source instanceof HTMLVideoElement)) {\n var videoElement = document.createElement('video');\n // workaround for https://github.com/pixijs/pixi.js/issues/5996\n videoElement.setAttribute('preload', 'auto');\n videoElement.setAttribute('webkit-playsinline', '');\n videoElement.setAttribute('playsinline', '');\n if (typeof source === 'string') {\n source = [source];\n }\n var firstSrc = source[0].src || source[0];\n BaseImageResource.crossOrigin(videoElement, firstSrc, options.crossorigin);\n // array of objects or strings\n for (var i = 0; i < source.length; ++i) {\n var sourceElement = document.createElement('source');\n var _a = source[i], src = _a.src, mime = _a.mime;\n src = src || source[i];\n var baseSrc = src.split('?').shift().toLowerCase();\n var ext = baseSrc.slice(baseSrc.lastIndexOf('.') + 1);\n mime = mime || VideoResource.MIME_TYPES[ext] || \"video/\" + ext;\n sourceElement.src = src;\n sourceElement.type = mime;\n videoElement.appendChild(sourceElement);\n }\n // Override the source\n source = videoElement;\n }\n _this = _super.call(this, source) || this;\n _this.noSubImage = true;\n _this._autoUpdate = true;\n _this._isConnectedToTicker = false;\n _this._updateFPS = options.updateFPS || 0;\n _this._msToNextUpdate = 0;\n _this.autoPlay = options.autoPlay !== false;\n _this._load = null;\n _this._resolve = null;\n // Bind for listeners\n _this._onCanPlay = _this._onCanPlay.bind(_this);\n _this._onError = _this._onError.bind(_this);\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Trigger updating of the texture.\n * @param _deltaTime - time delta since last tick\n */\n VideoResource.prototype.update = function (_deltaTime) {\n if (!this.destroyed) {\n // account for if video has had its playbackRate changed\n var elapsedMS = Ticker.shared.elapsedMS * this.source.playbackRate;\n this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS);\n if (!this._updateFPS || this._msToNextUpdate <= 0) {\n _super.prototype.update.call(this);\n this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0;\n }\n }\n };\n /**\n * Start preloading the video resource.\n * @returns {Promise} Handle the validate event\n */\n VideoResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n var source = this.source;\n if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA)\n && source.width && source.height) {\n source.complete = true;\n }\n source.addEventListener('play', this._onPlayStart.bind(this));\n source.addEventListener('pause', this._onPlayStop.bind(this));\n if (!this._isSourceReady()) {\n source.addEventListener('canplay', this._onCanPlay);\n source.addEventListener('canplaythrough', this._onCanPlay);\n source.addEventListener('error', this._onError, true);\n }\n else {\n this._onCanPlay();\n }\n this._load = new Promise(function (resolve) {\n if (_this.valid) {\n resolve(_this);\n }\n else {\n _this._resolve = resolve;\n source.load();\n }\n });\n return this._load;\n };\n /**\n * Handle video error events.\n * @param event\n */\n VideoResource.prototype._onError = function (event) {\n this.source.removeEventListener('error', this._onError, true);\n this.onError.emit(event);\n };\n /**\n * Returns true if the underlying source is playing.\n * @returns - True if playing.\n */\n VideoResource.prototype._isSourcePlaying = function () {\n var source = this.source;\n return (!source.paused && !source.ended && this._isSourceReady());\n };\n /**\n * Returns true if the underlying source is ready for playing.\n * @returns - True if ready.\n */\n VideoResource.prototype._isSourceReady = function () {\n var source = this.source;\n return source.readyState > 2;\n };\n /** Runs the update loop when the video is ready to play. */\n VideoResource.prototype._onPlayStart = function () {\n // Just in case the video has not received its can play even yet..\n if (!this.valid) {\n this._onCanPlay();\n }\n if (this.autoUpdate && !this._isConnectedToTicker) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n };\n /** Fired when a pause event is triggered, stops the update loop. */\n VideoResource.prototype._onPlayStop = function () {\n if (this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n };\n /** Fired when the video is loaded and ready to play. */\n VideoResource.prototype._onCanPlay = function () {\n var source = this.source;\n source.removeEventListener('canplay', this._onCanPlay);\n source.removeEventListener('canplaythrough', this._onCanPlay);\n var valid = this.valid;\n this.resize(source.videoWidth, source.videoHeight);\n // prevent multiple loaded dispatches..\n if (!valid && this._resolve) {\n this._resolve(this);\n this._resolve = null;\n }\n if (this._isSourcePlaying()) {\n this._onPlayStart();\n }\n else if (this.autoPlay) {\n source.play();\n }\n };\n /** Destroys this texture. */\n VideoResource.prototype.dispose = function () {\n if (this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n var source = this.source;\n if (source) {\n source.removeEventListener('error', this._onError, true);\n source.pause();\n source.src = '';\n source.load();\n }\n _super.prototype.dispose.call(this);\n };\n Object.defineProperty(VideoResource.prototype, \"autoUpdate\", {\n /** Should the base texture automatically update itself, set to true by default. */\n get: function () {\n return this._autoUpdate;\n },\n set: function (value) {\n if (value !== this._autoUpdate) {\n this._autoUpdate = value;\n if (!this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying()) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(VideoResource.prototype, \"updateFPS\", {\n /**\n * How many times a second to update the texture from the video. Leave at 0 to update at every render.\n * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient.\n */\n get: function () {\n return this._updateFPS;\n },\n set: function (value) {\n if (value !== this._updateFPS) {\n this._updateFPS = value;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n * @returns {boolean} `true` if video source\n */\n VideoResource.test = function (source, extension) {\n return (globalThis.HTMLVideoElement && source instanceof HTMLVideoElement)\n || VideoResource.TYPES.indexOf(extension) > -1;\n };\n /**\n * List of common video file extensions supported by VideoResource.\n * @readonly\n */\n VideoResource.TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov'];\n /**\n * Map of video MIME types that can't be directly derived from file extensions.\n * @readonly\n */\n VideoResource.MIME_TYPES = {\n ogv: 'video/ogg',\n mov: 'video/quicktime',\n m4v: 'video/mp4',\n };\n return VideoResource;\n}(BaseImageResource));\n\n/**\n * Resource type for ImageBitmap.\n * @memberof PIXI\n */\nvar ImageBitmapResource = /** @class */ (function (_super) {\n __extends(ImageBitmapResource, _super);\n /**\n * @param source - Image element to use\n */\n // eslint-disable-next-line @typescript-eslint/no-useless-constructor\n function ImageBitmapResource(source) {\n return _super.call(this, source) || this;\n }\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is an ImageBitmap\n */\n ImageBitmapResource.test = function (source) {\n return !!globalThis.createImageBitmap && typeof ImageBitmap !== 'undefined' && source instanceof ImageBitmap;\n };\n return ImageBitmapResource;\n}(BaseImageResource));\n\nINSTALLED.push(ImageResource, ImageBitmapResource, CanvasResource, VideoResource, SVGResource, BufferResource, CubeResource, ArrayResource);\n\nvar _resources = {\n __proto__: null,\n Resource: Resource,\n BaseImageResource: BaseImageResource,\n INSTALLED: INSTALLED,\n autoDetectResource: autoDetectResource,\n AbstractMultiResource: AbstractMultiResource,\n ArrayResource: ArrayResource,\n BufferResource: BufferResource,\n CanvasResource: CanvasResource,\n CubeResource: CubeResource,\n ImageResource: ImageResource,\n SVGResource: SVGResource,\n VideoResource: VideoResource,\n ImageBitmapResource: ImageBitmapResource\n};\n\n/**\n * Resource type for DepthTexture.\n * @memberof PIXI\n */\nvar DepthResource = /** @class */ (function (_super) {\n __extends(DepthResource, _super);\n function DepthResource() {\n return _super !== null && _super.apply(this, arguments) || this;\n }\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture - glTexture\n * @returns - true is success\n */\n DepthResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n var gl = renderer.gl;\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n if (glTexture.width === width && glTexture.height === height) {\n gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data);\n }\n return true;\n };\n return DepthResource;\n}(BufferResource));\n\n/**\n * A framebuffer can be used to render contents off of the screen. {@link PIXI.BaseRenderTexture} uses\n * one internally to render into itself. You can attach a depth or stencil buffer to a framebuffer.\n *\n * On WebGL 2 machines, shaders can output to multiple textures simultaneously with GLSL 300 ES.\n * @memberof PIXI\n */\nvar Framebuffer = /** @class */ (function () {\n /**\n * @param width - Width of the frame buffer\n * @param height - Height of the frame buffer\n */\n function Framebuffer(width, height) {\n this.width = Math.round(width || 100);\n this.height = Math.round(height || 100);\n this.stencil = false;\n this.depth = false;\n this.dirtyId = 0;\n this.dirtyFormat = 0;\n this.dirtySize = 0;\n this.depthTexture = null;\n this.colorTextures = [];\n this.glFramebuffers = {};\n this.disposeRunner = new Runner('disposeFramebuffer');\n this.multisample = MSAA_QUALITY.NONE;\n }\n Object.defineProperty(Framebuffer.prototype, \"colorTexture\", {\n /**\n * Reference to the colorTexture.\n * @readonly\n */\n get: function () {\n return this.colorTextures[0];\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Add texture to the colorTexture array.\n * @param index - Index of the array to add the texture to\n * @param texture - Texture to add to the array\n */\n Framebuffer.prototype.addColorTexture = function (index, texture) {\n if (index === void 0) { index = 0; }\n // TODO add some validation to the texture - same width / height etc?\n this.colorTextures[index] = texture || new BaseTexture(null, {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n mipmap: MIPMAP_MODES.OFF,\n width: this.width,\n height: this.height,\n });\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /**\n * Add a depth texture to the frame buffer.\n * @param texture - Texture to add.\n */\n Framebuffer.prototype.addDepthTexture = function (texture) {\n /* eslint-disable max-len */\n this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n width: this.width,\n height: this.height,\n mipmap: MIPMAP_MODES.OFF,\n format: FORMATS.DEPTH_COMPONENT,\n type: TYPES.UNSIGNED_SHORT,\n });\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /** Enable depth on the frame buffer. */\n Framebuffer.prototype.enableDepth = function () {\n this.depth = true;\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /** Enable stencil on the frame buffer. */\n Framebuffer.prototype.enableStencil = function () {\n this.stencil = true;\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /**\n * Resize the frame buffer\n * @param width - Width of the frame buffer to resize to\n * @param height - Height of the frame buffer to resize to\n */\n Framebuffer.prototype.resize = function (width, height) {\n width = Math.round(width);\n height = Math.round(height);\n if (width === this.width && height === this.height)\n { return; }\n this.width = width;\n this.height = height;\n this.dirtyId++;\n this.dirtySize++;\n for (var i = 0; i < this.colorTextures.length; i++) {\n var texture = this.colorTextures[i];\n var resolution = texture.resolution;\n // take into account the fact the texture may have a different resolution..\n texture.setSize(width / resolution, height / resolution);\n }\n if (this.depthTexture) {\n var resolution = this.depthTexture.resolution;\n this.depthTexture.setSize(width / resolution, height / resolution);\n }\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Framebuffer.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys and removes the depth texture added to this framebuffer. */\n Framebuffer.prototype.destroyDepthTexture = function () {\n if (this.depthTexture) {\n this.depthTexture.destroy();\n this.depthTexture = null;\n ++this.dirtyId;\n ++this.dirtyFormat;\n }\n };\n return Framebuffer;\n}());\n\n/**\n * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position\n * and rotation of the given Display Objects is ignored. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, {renderTexture});\n * ```\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n *\n * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture\n * ```\n * @memberof PIXI\n */\nvar BaseRenderTexture = /** @class */ (function (_super) {\n __extends(BaseRenderTexture, _super);\n /**\n * @param options\n * @param {number} [options.width=100] - The width of the base render texture.\n * @param {number} [options.height=100] - The height of the base render texture.\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES}\n * for possible values.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio\n * of the texture being generated.\n * @param {PIXI.MSAA_QUALITY} [options.multisample=PIXI.MSAA_QUALITY.NONE] - The number of samples of the frame buffer.\n */\n function BaseRenderTexture(options) {\n if (options === void 0) { options = {}; }\n var _this = this;\n if (typeof options === 'number') {\n /* eslint-disable prefer-rest-params */\n // Backward compatibility of signature\n var width = arguments[0];\n var height = arguments[1];\n var scaleMode = arguments[2];\n var resolution = arguments[3];\n options = { width: width, height: height, scaleMode: scaleMode, resolution: resolution };\n /* eslint-enable prefer-rest-params */\n }\n options.width = options.width || 100;\n options.height = options.height || 100;\n options.multisample = options.multisample !== undefined ? options.multisample : MSAA_QUALITY.NONE;\n _this = _super.call(this, null, options) || this;\n // Set defaults\n _this.mipmap = MIPMAP_MODES.OFF;\n _this.valid = true;\n _this.clearColor = [0, 0, 0, 0];\n _this.framebuffer = new Framebuffer(_this.realWidth, _this.realHeight)\n .addColorTexture(0, _this);\n _this.framebuffer.multisample = options.multisample;\n // TODO - could this be added the systems?\n _this.maskStack = [];\n _this.filterStack = [{}];\n return _this;\n }\n /**\n * Resizes the BaseRenderTexture.\n * @param desiredWidth - The desired width to resize to.\n * @param desiredHeight - The desired height to resize to.\n */\n BaseRenderTexture.prototype.resize = function (desiredWidth, desiredHeight) {\n this.framebuffer.resize(desiredWidth * this.resolution, desiredHeight * this.resolution);\n this.setRealSize(this.framebuffer.width, this.framebuffer.height);\n };\n /**\n * Frees the texture and framebuffer from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n * @fires PIXI.BaseTexture#dispose\n */\n BaseRenderTexture.prototype.dispose = function () {\n this.framebuffer.dispose();\n _super.prototype.dispose.call(this);\n };\n /** Destroys this texture. */\n BaseRenderTexture.prototype.destroy = function () {\n _super.prototype.destroy.call(this);\n this.framebuffer.destroyDepthTexture();\n this.framebuffer = null;\n };\n return BaseRenderTexture;\n}(BaseTexture));\n\n/**\n * Stores a texture's frame in UV coordinates, in\n * which everything lies in the rectangle `[(0,0), (1,0),\n * (1,1), (0,1)]`.\n *\n * | Corner | Coordinates |\n * |--------------|-------------|\n * | Top-Left | `(x0,y0)` |\n * | Top-Right | `(x1,y1)` |\n * | Bottom-Right | `(x2,y2)` |\n * | Bottom-Left | `(x3,y3)` |\n * @protected\n * @memberof PIXI\n */\nvar TextureUvs = /** @class */ (function () {\n function TextureUvs() {\n this.x0 = 0;\n this.y0 = 0;\n this.x1 = 1;\n this.y1 = 0;\n this.x2 = 1;\n this.y2 = 1;\n this.x3 = 0;\n this.y3 = 1;\n this.uvsFloat32 = new Float32Array(8);\n }\n /**\n * Sets the texture Uvs based on the given frame information.\n * @protected\n * @param frame - The frame of the texture\n * @param baseFrame - The base frame of the texture\n * @param rotate - Rotation of frame, see {@link PIXI.groupD8}\n */\n TextureUvs.prototype.set = function (frame, baseFrame, rotate) {\n var tw = baseFrame.width;\n var th = baseFrame.height;\n if (rotate) {\n // width and height div 2 div baseFrame size\n var w2 = frame.width / 2 / tw;\n var h2 = frame.height / 2 / th;\n // coordinates of center\n var cX = (frame.x / tw) + w2;\n var cY = (frame.y / th) + h2;\n rotate = groupD8.add(rotate, groupD8.NW); // NW is top-left corner\n this.x0 = cX + (w2 * groupD8.uX(rotate));\n this.y0 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2); // rotate 90 degrees clockwise\n this.x1 = cX + (w2 * groupD8.uX(rotate));\n this.y1 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2);\n this.x2 = cX + (w2 * groupD8.uX(rotate));\n this.y2 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2);\n this.x3 = cX + (w2 * groupD8.uX(rotate));\n this.y3 = cY + (h2 * groupD8.uY(rotate));\n }\n else {\n this.x0 = frame.x / tw;\n this.y0 = frame.y / th;\n this.x1 = (frame.x + frame.width) / tw;\n this.y1 = frame.y / th;\n this.x2 = (frame.x + frame.width) / tw;\n this.y2 = (frame.y + frame.height) / th;\n this.x3 = frame.x / tw;\n this.y3 = (frame.y + frame.height) / th;\n }\n this.uvsFloat32[0] = this.x0;\n this.uvsFloat32[1] = this.y0;\n this.uvsFloat32[2] = this.x1;\n this.uvsFloat32[3] = this.y1;\n this.uvsFloat32[4] = this.x2;\n this.uvsFloat32[5] = this.y2;\n this.uvsFloat32[6] = this.x3;\n this.uvsFloat32[7] = this.y3;\n };\n TextureUvs.prototype.toString = function () {\n return \"[@pixi/core:TextureUvs \"\n + (\"x0=\" + this.x0 + \" y0=\" + this.y0 + \" \")\n + (\"x1=\" + this.x1 + \" y1=\" + this.y1 + \" x2=\" + this.x2 + \" \")\n + (\"y2=\" + this.y2 + \" x3=\" + this.x3 + \" y3=\" + this.y3)\n + \"]\";\n };\n return TextureUvs;\n}());\n\nvar DEFAULT_UVS = new TextureUvs();\n/**\n * Used to remove listeners from WHITE and EMPTY Textures\n * @ignore\n */\nfunction removeAllHandlers(tex) {\n tex.destroy = function _emptyDestroy() { };\n tex.on = function _emptyOn() { };\n tex.once = function _emptyOnce() { };\n tex.emit = function _emptyEmit() { };\n}\n/**\n * A texture stores the information that represents an image or part of an image.\n *\n * It cannot be added to the display list directly; instead use it as the texture for a Sprite.\n * If no frame is provided for a texture, then the whole image is used.\n *\n * You can directly create a texture from an image and then reuse it multiple times like this :\n *\n * ```js\n * let texture = PIXI.Texture.from('assets/image.png');\n * let sprite1 = new PIXI.Sprite(texture);\n * let sprite2 = new PIXI.Sprite(texture);\n * ```\n *\n * If you didnt pass the texture frame to constructor, it enables `noFrame` mode:\n * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture.\n *\n * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing.\n * You can check for this by checking the sprite's _textureID property.\n * ```js\n * var texture = PIXI.Texture.from('assets/image.svg');\n * var sprite1 = new PIXI.Sprite(texture);\n * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file\n * ```\n * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068.\n * @memberof PIXI\n * @typeParam R - The BaseTexture's Resource type.\n */\nvar Texture = /** @class */ (function (_super) {\n __extends(Texture, _super);\n /**\n * @param baseTexture - The base texture source to create the texture from\n * @param frame - The rectangle frame of the texture to show\n * @param orig - The area of original texture\n * @param trim - Trimmed rectangle of original texture\n * @param rotate - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8}\n * @param anchor - Default anchor point used for sprite placement / rotation\n */\n function Texture(baseTexture, frame, orig, trim, rotate, anchor) {\n var _this = _super.call(this) || this;\n _this.noFrame = false;\n if (!frame) {\n _this.noFrame = true;\n frame = new Rectangle(0, 0, 1, 1);\n }\n if (baseTexture instanceof Texture) {\n baseTexture = baseTexture.baseTexture;\n }\n _this.baseTexture = baseTexture;\n _this._frame = frame;\n _this.trim = trim;\n _this.valid = false;\n _this._uvs = DEFAULT_UVS;\n _this.uvMatrix = null;\n _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1);\n _this._rotate = Number(rotate || 0);\n if (rotate === true) {\n // this is old texturepacker legacy, some games/libraries are passing \"true\" for rotated textures\n _this._rotate = 2;\n }\n else if (_this._rotate % 2 !== 0) {\n throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually');\n }\n _this.defaultAnchor = anchor ? new Point(anchor.x, anchor.y) : new Point(0, 0);\n _this._updateID = 0;\n _this.textureCacheIds = [];\n if (!baseTexture.valid) {\n baseTexture.once('loaded', _this.onBaseTextureUpdated, _this);\n }\n else if (_this.noFrame) {\n // if there is no frame we should monitor for any base texture changes..\n if (baseTexture.valid) {\n _this.onBaseTextureUpdated(baseTexture);\n }\n }\n else {\n _this.frame = frame;\n }\n if (_this.noFrame) {\n baseTexture.on('update', _this.onBaseTextureUpdated, _this);\n }\n return _this;\n }\n /**\n * Updates this texture on the gpu.\n *\n * Calls the TextureResource update.\n *\n * If you adjusted `frame` manually, please call `updateUvs()` instead.\n */\n Texture.prototype.update = function () {\n if (this.baseTexture.resource) {\n this.baseTexture.resource.update();\n }\n };\n /**\n * Called when the base texture is updated\n * @protected\n * @param baseTexture - The base texture.\n */\n Texture.prototype.onBaseTextureUpdated = function (baseTexture) {\n if (this.noFrame) {\n if (!this.baseTexture.valid) {\n return;\n }\n this._frame.width = baseTexture.width;\n this._frame.height = baseTexture.height;\n this.valid = true;\n this.updateUvs();\n }\n else {\n // TODO this code looks confusing.. boo to abusing getters and setters!\n // if user gave us frame that has bigger size than resized texture it can be a problem\n this.frame = this._frame;\n }\n this.emit('update', this);\n };\n /**\n * Destroys this texture\n * @param [destroyBase=false] - Whether to destroy the base texture as well\n */\n Texture.prototype.destroy = function (destroyBase) {\n if (this.baseTexture) {\n if (destroyBase) {\n var resource = this.baseTexture.resource;\n // delete the texture if it exists in the texture cache..\n // this only needs to be removed if the base texture is actually destroyed too..\n if (resource && resource.url && TextureCache[resource.url]) {\n Texture.removeFromCache(resource.url);\n }\n this.baseTexture.destroy();\n }\n this.baseTexture.off('loaded', this.onBaseTextureUpdated, this);\n this.baseTexture.off('update', this.onBaseTextureUpdated, this);\n this.baseTexture = null;\n }\n this._frame = null;\n this._uvs = null;\n this.trim = null;\n this.orig = null;\n this.valid = false;\n Texture.removeFromCache(this);\n this.textureCacheIds = null;\n };\n /**\n * Creates a new texture object that acts the same as this one.\n * @returns - The new texture\n */\n Texture.prototype.clone = function () {\n var clonedFrame = this._frame.clone();\n var clonedOrig = this._frame === this.orig ? clonedFrame : this.orig.clone();\n var clonedTexture = new Texture(this.baseTexture, !this.noFrame && clonedFrame, clonedOrig, this.trim && this.trim.clone(), this.rotate, this.defaultAnchor);\n if (this.noFrame) {\n clonedTexture._frame = clonedFrame;\n }\n return clonedTexture;\n };\n /**\n * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture.\n * Call it after changing the frame\n */\n Texture.prototype.updateUvs = function () {\n if (this._uvs === DEFAULT_UVS) {\n this._uvs = new TextureUvs();\n }\n this._uvs.set(this._frame, this.baseTexture, this.rotate);\n this._updateID++;\n };\n /**\n * Helper function that creates a new Texture based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n * @param {string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source -\n * Source or array of sources to create texture from\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id\n * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}.\n * @returns {PIXI.Texture} The newly created texture\n */\n Texture.from = function (source, options, strict) {\n if (options === void 0) { options = {}; }\n if (strict === void 0) { strict = settings.STRICT_TEXTURE_CACHE; }\n var isFrame = typeof source === 'string';\n var cacheId = null;\n if (isFrame) {\n cacheId = source;\n }\n else if (source instanceof BaseTexture) {\n if (!source.cacheId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source.cacheId = prefix + \"-\" + uid();\n BaseTexture.addToCache(source, source.cacheId);\n }\n cacheId = source.cacheId;\n }\n else {\n if (!source._pixiId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source._pixiId = prefix + \"_\" + uid();\n }\n cacheId = source._pixiId;\n }\n var texture = TextureCache[cacheId];\n // Strict-mode rejects invalid cacheIds\n if (isFrame && strict && !texture) {\n throw new Error(\"The cacheId \\\"\" + cacheId + \"\\\" does not exist in TextureCache.\");\n }\n if (!texture && !(source instanceof BaseTexture)) {\n if (!options.resolution) {\n options.resolution = getResolutionOfUrl(source);\n }\n texture = new Texture(new BaseTexture(source, options));\n texture.baseTexture.cacheId = cacheId;\n BaseTexture.addToCache(texture.baseTexture, cacheId);\n Texture.addToCache(texture, cacheId);\n }\n else if (!texture && (source instanceof BaseTexture)) {\n texture = new Texture(source);\n Texture.addToCache(texture, cacheId);\n }\n // lets assume its a base texture!\n return texture;\n };\n /**\n * Useful for loading textures via URLs. Use instead of `Texture.from` because\n * it does a better job of handling failed URLs more effectively. This also ignores\n * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images.\n * @param url - The remote URL or array of URLs to load.\n * @param options - Optional options to include\n * @returns - A Promise that resolves to a Texture.\n */\n Texture.fromURL = function (url, options) {\n var resourceOptions = Object.assign({ autoLoad: false }, options === null || options === void 0 ? void 0 : options.resourceOptions);\n var texture = Texture.from(url, Object.assign({ resourceOptions: resourceOptions }, options), false);\n var resource = texture.baseTexture.resource;\n // The texture was already loaded\n if (texture.baseTexture.valid) {\n return Promise.resolve(texture);\n }\n // Manually load the texture, this should allow users to handle load errors\n return resource.load().then(function () { return Promise.resolve(texture); });\n };\n /**\n * Create a new Texture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param width - Width of the resource\n * @param height - Height of the resource\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @returns - The resulting new BaseTexture\n */\n Texture.fromBuffer = function (buffer, width, height, options) {\n return new Texture(BaseTexture.fromBuffer(buffer, width, height, options));\n };\n /**\n * Create a texture from a source and add to the cache.\n * @param {HTMLImageElement|HTMLCanvasElement|string} source - The input source.\n * @param imageUrl - File name of texture, for cache and resolving resolution.\n * @param name - Human readable name for the texture cache. If no name is\n * specified, only `imageUrl` will be used as the cache ID.\n * @param options\n * @returns - Output texture\n */\n Texture.fromLoader = function (source, imageUrl, name, options) {\n var baseTexture = new BaseTexture(source, Object.assign({\n scaleMode: settings.SCALE_MODE,\n resolution: getResolutionOfUrl(imageUrl),\n }, options));\n var resource = baseTexture.resource;\n if (resource instanceof ImageResource) {\n resource.url = imageUrl;\n }\n var texture = new Texture(baseTexture);\n // No name, use imageUrl instead\n if (!name) {\n name = imageUrl;\n }\n // lets also add the frame to pixi's global cache for 'fromLoader' function\n BaseTexture.addToCache(texture.baseTexture, name);\n Texture.addToCache(texture, name);\n // also add references by url if they are different.\n if (name !== imageUrl) {\n BaseTexture.addToCache(texture.baseTexture, imageUrl);\n Texture.addToCache(texture, imageUrl);\n }\n // Generally images are valid right away\n if (texture.baseTexture.valid) {\n return Promise.resolve(texture);\n }\n // SVG assets need to be parsed async, let's wait\n return new Promise(function (resolve) {\n texture.baseTexture.once('loaded', function () { return resolve(texture); });\n });\n };\n /**\n * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object.\n * @param texture - The Texture to add to the cache.\n * @param id - The id that the Texture will be stored against.\n */\n Texture.addToCache = function (texture, id) {\n if (id) {\n if (texture.textureCacheIds.indexOf(id) === -1) {\n texture.textureCacheIds.push(id);\n }\n if (TextureCache[id]) {\n // eslint-disable-next-line no-console\n console.warn(\"Texture added to the cache with an id [\" + id + \"] that already had an entry\");\n }\n TextureCache[id] = texture;\n }\n };\n /**\n * Remove a Texture from the global TextureCache.\n * @param texture - id of a Texture to be removed, or a Texture instance itself\n * @returns - The Texture that was removed\n */\n Texture.removeFromCache = function (texture) {\n if (typeof texture === 'string') {\n var textureFromCache = TextureCache[texture];\n if (textureFromCache) {\n var index = textureFromCache.textureCacheIds.indexOf(texture);\n if (index > -1) {\n textureFromCache.textureCacheIds.splice(index, 1);\n }\n delete TextureCache[texture];\n return textureFromCache;\n }\n }\n else if (texture && texture.textureCacheIds) {\n for (var i = 0; i < texture.textureCacheIds.length; ++i) {\n // Check that texture matches the one being passed in before deleting it from the cache.\n if (TextureCache[texture.textureCacheIds[i]] === texture) {\n delete TextureCache[texture.textureCacheIds[i]];\n }\n }\n texture.textureCacheIds.length = 0;\n return texture;\n }\n return null;\n };\n Object.defineProperty(Texture.prototype, \"resolution\", {\n /**\n * Returns resolution of baseTexture\n * @readonly\n */\n get: function () {\n return this.baseTexture.resolution;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"frame\", {\n /**\n * The frame specifies the region of the base texture that this texture uses.\n * Please call `updateUvs()` after you change coordinates of `frame` manually.\n */\n get: function () {\n return this._frame;\n },\n set: function (frame) {\n this._frame = frame;\n this.noFrame = false;\n var x = frame.x, y = frame.y, width = frame.width, height = frame.height;\n var xNotFit = x + width > this.baseTexture.width;\n var yNotFit = y + height > this.baseTexture.height;\n if (xNotFit || yNotFit) {\n var relationship = xNotFit && yNotFit ? 'and' : 'or';\n var errorX = \"X: \" + x + \" + \" + width + \" = \" + (x + width) + \" > \" + this.baseTexture.width;\n var errorY = \"Y: \" + y + \" + \" + height + \" = \" + (y + height) + \" > \" + this.baseTexture.height;\n throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: '\n + (errorX + \" \" + relationship + \" \" + errorY));\n }\n this.valid = width && height && this.baseTexture.valid;\n if (!this.trim && !this.rotate) {\n this.orig = frame;\n }\n if (this.valid) {\n this.updateUvs();\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"rotate\", {\n /**\n * Indicates whether the texture is rotated inside the atlas\n * set to 2 to compensate for texture packer rotation\n * set to 6 to compensate for spine packer rotation\n * can be used to rotate or mirror sprites\n * See {@link PIXI.groupD8} for explanation\n */\n get: function () {\n return this._rotate;\n },\n set: function (rotate) {\n this._rotate = rotate;\n if (this.valid) {\n this.updateUvs();\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"width\", {\n /** The width of the Texture in pixels. */\n get: function () {\n return this.orig.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"height\", {\n /** The height of the Texture in pixels. */\n get: function () {\n return this.orig.height;\n },\n enumerable: false,\n configurable: true\n });\n /** Utility function for BaseTexture|Texture cast. */\n Texture.prototype.castToBaseTexture = function () {\n return this.baseTexture;\n };\n Object.defineProperty(Texture, \"EMPTY\", {\n /** An empty texture, used often to not have to create multiple empty textures. Can not be destroyed. */\n get: function () {\n if (!Texture._EMPTY) {\n Texture._EMPTY = new Texture(new BaseTexture());\n removeAllHandlers(Texture._EMPTY);\n removeAllHandlers(Texture._EMPTY.baseTexture);\n }\n return Texture._EMPTY;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture, \"WHITE\", {\n /** A white texture of 16x16 size, used for graphics and other things Can not be destroyed. */\n get: function () {\n if (!Texture._WHITE) {\n var canvas = settings.ADAPTER.createCanvas(16, 16);\n var context = canvas.getContext('2d');\n canvas.width = 16;\n canvas.height = 16;\n context.fillStyle = 'white';\n context.fillRect(0, 0, 16, 16);\n Texture._WHITE = new Texture(BaseTexture.from(canvas));\n removeAllHandlers(Texture._WHITE);\n removeAllHandlers(Texture._WHITE.baseTexture);\n }\n return Texture._WHITE;\n },\n enumerable: false,\n configurable: true\n });\n return Texture;\n}(EventEmitter));\n\n/**\n * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * __Hint-2__: The actual memory allocation will happen on first render.\n * You shouldn't create renderTextures each frame just to delete them after, try to reuse them.\n *\n * A RenderTexture takes a snapshot of any Display Object given to its render method. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let renderTexture = PIXI.RenderTexture.create({ width: 800, height: 600 });\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, {renderTexture});\n * ```\n * Note that you should not create a new renderer, but reuse the same one as the rest of the application.\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let renderTexture = new PIXI.RenderTexture.create({ width: 100, height: 100 });\n *\n * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture\n * ```\n * @memberof PIXI\n */\nvar RenderTexture = /** @class */ (function (_super) {\n __extends(RenderTexture, _super);\n /**\n * @param baseRenderTexture - The base texture object that this texture uses.\n * @param frame - The rectangle frame of the texture to show.\n */\n function RenderTexture(baseRenderTexture, frame) {\n var _this = _super.call(this, baseRenderTexture, frame) || this;\n _this.valid = true;\n _this.filterFrame = null;\n _this.filterPoolKey = null;\n _this.updateUvs();\n return _this;\n }\n Object.defineProperty(RenderTexture.prototype, \"framebuffer\", {\n /**\n * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast.\n * @readonly\n */\n get: function () {\n return this.baseTexture.framebuffer;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(RenderTexture.prototype, \"multisample\", {\n /**\n * Shortcut to `this.framebuffer.multisample`.\n * @default PIXI.MSAA_QUALITY.NONE\n */\n get: function () {\n return this.framebuffer.multisample;\n },\n set: function (value) {\n this.framebuffer.multisample = value;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Resizes the RenderTexture.\n * @param desiredWidth - The desired width to resize to.\n * @param desiredHeight - The desired height to resize to.\n * @param resizeBaseTexture - Should the baseTexture.width and height values be resized as well?\n */\n RenderTexture.prototype.resize = function (desiredWidth, desiredHeight, resizeBaseTexture) {\n if (resizeBaseTexture === void 0) { resizeBaseTexture = true; }\n var resolution = this.baseTexture.resolution;\n var width = Math.round(desiredWidth * resolution) / resolution;\n var height = Math.round(desiredHeight * resolution) / resolution;\n // TODO - could be not required..\n this.valid = (width > 0 && height > 0);\n this._frame.width = this.orig.width = width;\n this._frame.height = this.orig.height = height;\n if (resizeBaseTexture) {\n this.baseTexture.resize(width, height);\n }\n this.updateUvs();\n };\n /**\n * Changes the resolution of baseTexture, but does not change framebuffer size.\n * @param resolution - The new resolution to apply to RenderTexture\n */\n RenderTexture.prototype.setResolution = function (resolution) {\n var baseTexture = this.baseTexture;\n if (baseTexture.resolution === resolution) {\n return;\n }\n baseTexture.setResolution(resolution);\n this.resize(baseTexture.width, baseTexture.height, false);\n };\n RenderTexture.create = function (options) {\n var arguments$1 = arguments;\n\n var rest = [];\n for (var _i = 1; _i < arguments.length; _i++) {\n rest[_i - 1] = arguments$1[_i];\n }\n // @deprecated fallback, old-style: create(width, height, scaleMode, resolution)\n if (typeof options === 'number') {\n deprecation('6.0.0', 'Arguments (width, height, scaleMode, resolution) have been deprecated.');\n /* eslint-disable prefer-rest-params */\n options = {\n width: options,\n height: rest[0],\n scaleMode: rest[1],\n resolution: rest[2],\n };\n /* eslint-enable prefer-rest-params */\n }\n return new RenderTexture(new BaseRenderTexture(options));\n };\n return RenderTexture;\n}(Texture));\n\n/**\n * Texture pool, used by FilterSystem and plugins.\n *\n * Stores collection of temporary pow2 or screen-sized renderTextures\n *\n * If you use custom RenderTexturePool for your filters, you can use methods\n * `getFilterTexture` and `returnFilterTexture` same as in\n * @memberof PIXI\n */\nvar RenderTexturePool = /** @class */ (function () {\n /**\n * @param textureOptions - options that will be passed to BaseRenderTexture constructor\n * @param {PIXI.SCALE_MODES} [textureOptions.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values.\n */\n function RenderTexturePool(textureOptions) {\n this.texturePool = {};\n this.textureOptions = textureOptions || {};\n this.enableFullScreen = false;\n this._pixelsWidth = 0;\n this._pixelsHeight = 0;\n }\n /**\n * Creates texture with params that were specified in pool constructor.\n * @param realWidth - Width of texture in pixels.\n * @param realHeight - Height of texture in pixels.\n * @param multisample - Number of samples of the framebuffer.\n */\n RenderTexturePool.prototype.createTexture = function (realWidth, realHeight, multisample) {\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n var baseRenderTexture = new BaseRenderTexture(Object.assign({\n width: realWidth,\n height: realHeight,\n resolution: 1,\n multisample: multisample,\n }, this.textureOptions));\n return new RenderTexture(baseRenderTexture);\n };\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n * @param minWidth - The minimum width of the render texture.\n * @param minHeight - The minimum height of the render texture.\n * @param resolution - The resolution of the render texture.\n * @param multisample - Number of samples of the render texture.\n * @returns The new render texture.\n */\n RenderTexturePool.prototype.getOptimalTexture = function (minWidth, minHeight, resolution, multisample) {\n if (resolution === void 0) { resolution = 1; }\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n var key;\n minWidth = Math.ceil((minWidth * resolution) - 1e-6);\n minHeight = Math.ceil((minHeight * resolution) - 1e-6);\n if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight) {\n minWidth = nextPow2(minWidth);\n minHeight = nextPow2(minHeight);\n key = (((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF)) >>> 0;\n if (multisample > 1) {\n key += multisample * 0x100000000;\n }\n }\n else {\n key = multisample > 1 ? -multisample : -1;\n }\n if (!this.texturePool[key]) {\n this.texturePool[key] = [];\n }\n var renderTexture = this.texturePool[key].pop();\n if (!renderTexture) {\n renderTexture = this.createTexture(minWidth, minHeight, multisample);\n }\n renderTexture.filterPoolKey = key;\n renderTexture.setResolution(resolution);\n return renderTexture;\n };\n /**\n * Gets extra texture of the same size as input renderTexture\n *\n * `getFilterTexture(input, 0.5)` or `getFilterTexture(0.5, input)`\n * @param input - renderTexture from which size and resolution will be copied\n * @param resolution - override resolution of the renderTexture\n * It overrides, it does not multiply\n * @param multisample - number of samples of the renderTexture\n */\n RenderTexturePool.prototype.getFilterTexture = function (input, resolution, multisample) {\n var filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE);\n filterTexture.filterFrame = input.filterFrame;\n return filterTexture;\n };\n /**\n * Place a render texture back into the pool.\n * @param renderTexture - The renderTexture to free\n */\n RenderTexturePool.prototype.returnTexture = function (renderTexture) {\n var key = renderTexture.filterPoolKey;\n renderTexture.filterFrame = null;\n this.texturePool[key].push(renderTexture);\n };\n /**\n * Alias for returnTexture, to be compliant with FilterSystem interface.\n * @param renderTexture - The renderTexture to free\n */\n RenderTexturePool.prototype.returnFilterTexture = function (renderTexture) {\n this.returnTexture(renderTexture);\n };\n /**\n * Clears the pool.\n * @param destroyTextures - Destroy all stored textures.\n */\n RenderTexturePool.prototype.clear = function (destroyTextures) {\n destroyTextures = destroyTextures !== false;\n if (destroyTextures) {\n for (var i in this.texturePool) {\n var textures = this.texturePool[i];\n if (textures) {\n for (var j = 0; j < textures.length; j++) {\n textures[j].destroy(true);\n }\n }\n }\n }\n this.texturePool = {};\n };\n /**\n * If screen size was changed, drops all screen-sized textures,\n * sets new screen size, sets `enableFullScreen` to true\n *\n * Size is measured in pixels, `renderer.view` can be passed here, not `renderer.screen`\n * @param size - Initial size of screen.\n */\n RenderTexturePool.prototype.setScreenSize = function (size) {\n if (size.width === this._pixelsWidth\n && size.height === this._pixelsHeight) {\n return;\n }\n this.enableFullScreen = size.width > 0 && size.height > 0;\n for (var i in this.texturePool) {\n if (!(Number(i) < 0)) {\n continue;\n }\n var textures = this.texturePool[i];\n if (textures) {\n for (var j = 0; j < textures.length; j++) {\n textures[j].destroy(true);\n }\n }\n this.texturePool[i] = [];\n }\n this._pixelsWidth = size.width;\n this._pixelsHeight = size.height;\n };\n /**\n * Key that is used to store fullscreen renderTextures in a pool\n * @constant\n */\n RenderTexturePool.SCREEN_KEY = -1;\n return RenderTexturePool;\n}());\n\n/* eslint-disable max-len */\n/**\n * Holds the information for a single attribute structure required to render geometry.\n *\n * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer}\n * This can include anything from positions, uvs, normals, colors etc.\n * @memberof PIXI\n */\nvar Attribute = /** @class */ (function () {\n /**\n * @param buffer - the id of the buffer that this attribute will look for\n * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2.\n * @param normalized - should the data be normalized.\n * @param {PIXI.TYPES} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @param [start=0] - How far into the array to start reading values (used for interleaving data)\n * @param [instance=false] - Whether the geometry is instanced.\n */\n function Attribute(buffer, size, normalized, type, stride, start, instance) {\n if (size === void 0) { size = 0; }\n if (normalized === void 0) { normalized = false; }\n if (type === void 0) { type = TYPES.FLOAT; }\n this.buffer = buffer;\n this.size = size;\n this.normalized = normalized;\n this.type = type;\n this.stride = stride;\n this.start = start;\n this.instance = instance;\n }\n /** Destroys the Attribute. */\n Attribute.prototype.destroy = function () {\n this.buffer = null;\n };\n /**\n * Helper function that creates an Attribute based on the information provided\n * @param buffer - the id of the buffer that this attribute will look for\n * @param [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param [normalized=false] - should the data be normalized.\n * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @returns - A new {@link PIXI.Attribute} based on the information provided\n */\n Attribute.from = function (buffer, size, normalized, type, stride) {\n return new Attribute(buffer, size, normalized, type, stride);\n };\n return Attribute;\n}());\n\nvar UID$4 = 0;\n/**\n * A wrapper for data so that it can be used and uploaded by WebGL\n * @memberof PIXI\n */\nvar Buffer = /** @class */ (function () {\n /**\n * @param {PIXI.IArrayBuffer} data - the data to store in the buffer.\n * @param _static - `true` for static buffer\n * @param index - `true` for index buffer\n */\n function Buffer(data, _static, index) {\n if (_static === void 0) { _static = true; }\n if (index === void 0) { index = false; }\n this.data = (data || new Float32Array(1));\n this._glBuffers = {};\n this._updateID = 0;\n this.index = index;\n this.static = _static;\n this.id = UID$4++;\n this.disposeRunner = new Runner('disposeBuffer');\n }\n // TODO could explore flagging only a partial upload?\n /**\n * Flags this buffer as requiring an upload to the GPU.\n * @param {PIXI.IArrayBuffer|number[]} [data] - the data to update in the buffer.\n */\n Buffer.prototype.update = function (data) {\n if (data instanceof Array) {\n data = new Float32Array(data);\n }\n this.data = data || this.data;\n this._updateID++;\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Buffer.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys the buffer. */\n Buffer.prototype.destroy = function () {\n this.dispose();\n this.data = null;\n };\n Object.defineProperty(Buffer.prototype, \"index\", {\n get: function () {\n return this.type === BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n },\n /**\n * Flags whether this is an index buffer.\n *\n * Index buffers are of type `ELEMENT_ARRAY_BUFFER`. Note that setting this property to false will make\n * the buffer of type `ARRAY_BUFFER`.\n *\n * For backwards compatibility.\n */\n set: function (value) {\n this.type = value ? BUFFER_TYPE.ELEMENT_ARRAY_BUFFER : BUFFER_TYPE.ARRAY_BUFFER;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Helper function that creates a buffer based on an array or TypedArray\n * @param {ArrayBufferView | number[]} data - the TypedArray that the buffer will store. If this is a regular Array it will be converted to a Float32Array.\n * @returns - A new Buffer based on the data provided.\n */\n Buffer.from = function (data) {\n if (data instanceof Array) {\n data = new Float32Array(data);\n }\n return new Buffer(data);\n };\n return Buffer;\n}());\n\n/* eslint-disable object-shorthand */\nvar map$1 = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n};\nfunction interleaveTypedArrays(arrays, sizes) {\n var outSize = 0;\n var stride = 0;\n var views = {};\n for (var i = 0; i < arrays.length; i++) {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n var buffer = new ArrayBuffer(outSize * 4);\n var out = null;\n var littleOffset = 0;\n for (var i = 0; i < arrays.length; i++) {\n var size = sizes[i];\n var array = arrays[i];\n var type = getBufferType(array);\n if (!views[type]) {\n views[type] = new map$1[type](buffer);\n }\n out = views[type];\n for (var j = 0; j < array.length; j++) {\n var indexStart = ((j / size | 0) * stride) + littleOffset;\n var index = j % size;\n out[indexStart + index] = array[j];\n }\n littleOffset += size;\n }\n return new Float32Array(buffer);\n}\n\nvar byteSizeMap$1 = { 5126: 4, 5123: 2, 5121: 1 };\nvar UID$3 = 0;\n/* eslint-disable object-shorthand */\nvar map = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n Uint16Array: Uint16Array,\n};\n/* eslint-disable max-len */\n/**\n * The Geometry represents a model. It consists of two components:\n * - GeometryStyle - The structure of the model such as the attributes layout\n * - GeometryData - the data of the model - this consists of buffers.\n * This can include anything from positions, uvs, normals, colors etc.\n *\n * Geometry can be defined without passing in a style or data if required (thats how I prefer!)\n *\n * ```js\n * let geometry = new PIXI.Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1],2)\n * geometry.addIndex([0,1,2,1,3,2])\n * ```\n * @memberof PIXI\n */\nvar Geometry = /** @class */ (function () {\n /**\n * @param buffers - An array of buffers. optional.\n * @param attributes - Of the geometry, optional structure of the attributes layout\n */\n function Geometry(buffers, attributes) {\n if (buffers === void 0) { buffers = []; }\n if (attributes === void 0) { attributes = {}; }\n this.buffers = buffers;\n this.indexBuffer = null;\n this.attributes = attributes;\n this.glVertexArrayObjects = {};\n this.id = UID$3++;\n this.instanced = false;\n this.instanceCount = 1;\n this.disposeRunner = new Runner('disposeGeometry');\n this.refCount = 0;\n }\n /**\n *\n * Adds an attribute to the geometry\n * Note: `stride` and `start` should be `undefined` if you dont know them, not 0!\n * @param id - the name of the attribute (matching up to a shader)\n * @param {PIXI.Buffer|number[]} buffer - the buffer that holds the data of the attribute . You can also provide an Array and a buffer will be created from it.\n * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param normalized - should the data be normalized.\n * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @param [start=0] - How far into the array to start reading values (used for interleaving data)\n * @param instance - Instancing flag\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.addAttribute = function (id, buffer, size, normalized, type, stride, start, instance) {\n if (size === void 0) { size = 0; }\n if (normalized === void 0) { normalized = false; }\n if (instance === void 0) { instance = false; }\n if (!buffer) {\n throw new Error('You must pass a buffer when creating an attribute');\n }\n // check if this is a buffer!\n if (!(buffer instanceof Buffer)) {\n // its an array!\n if (buffer instanceof Array) {\n buffer = new Float32Array(buffer);\n }\n buffer = new Buffer(buffer);\n }\n var ids = id.split('|');\n if (ids.length > 1) {\n for (var i = 0; i < ids.length; i++) {\n this.addAttribute(ids[i], buffer, size, normalized, type);\n }\n return this;\n }\n var bufferIndex = this.buffers.indexOf(buffer);\n if (bufferIndex === -1) {\n this.buffers.push(buffer);\n bufferIndex = this.buffers.length - 1;\n }\n this.attributes[id] = new Attribute(bufferIndex, size, normalized, type, stride, start, instance);\n // assuming that if there is instanced data then this will be drawn with instancing!\n this.instanced = this.instanced || instance;\n return this;\n };\n /**\n * Returns the requested attribute.\n * @param id - The name of the attribute required\n * @returns - The attribute requested.\n */\n Geometry.prototype.getAttribute = function (id) {\n return this.attributes[id];\n };\n /**\n * Returns the requested buffer.\n * @param id - The name of the buffer required.\n * @returns - The buffer requested.\n */\n Geometry.prototype.getBuffer = function (id) {\n return this.buffers[this.getAttribute(id).buffer];\n };\n /**\n *\n * Adds an index buffer to the geometry\n * The index buffer contains integers, three for each triangle in the geometry, which reference the various attribute buffers (position, colour, UV coordinates, other UV coordinates, normal, …). There is only ONE index buffer.\n * @param {PIXI.Buffer|number[]} [buffer] - The buffer that holds the data of the index buffer. You can also provide an Array and a buffer will be created from it.\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.addIndex = function (buffer) {\n if (!(buffer instanceof Buffer)) {\n // its an array!\n if (buffer instanceof Array) {\n buffer = new Uint16Array(buffer);\n }\n buffer = new Buffer(buffer);\n }\n buffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n this.indexBuffer = buffer;\n if (this.buffers.indexOf(buffer) === -1) {\n this.buffers.push(buffer);\n }\n return this;\n };\n /**\n * Returns the index buffer\n * @returns - The index buffer.\n */\n Geometry.prototype.getIndex = function () {\n return this.indexBuffer;\n };\n /**\n * This function modifies the structure so that all current attributes become interleaved into a single buffer\n * This can be useful if your model remains static as it offers a little performance boost\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.interleave = function () {\n // a simple check to see if buffers are already interleaved..\n if (this.buffers.length === 1 || (this.buffers.length === 2 && this.indexBuffer))\n { return this; }\n // assume already that no buffers are interleaved\n var arrays = [];\n var sizes = [];\n var interleavedBuffer = new Buffer();\n var i;\n for (i in this.attributes) {\n var attribute = this.attributes[i];\n var buffer = this.buffers[attribute.buffer];\n arrays.push(buffer.data);\n sizes.push((attribute.size * byteSizeMap$1[attribute.type]) / 4);\n attribute.buffer = 0;\n }\n interleavedBuffer.data = interleaveTypedArrays(arrays, sizes);\n for (i = 0; i < this.buffers.length; i++) {\n if (this.buffers[i] !== this.indexBuffer) {\n this.buffers[i].destroy();\n }\n }\n this.buffers = [interleavedBuffer];\n if (this.indexBuffer) {\n this.buffers.push(this.indexBuffer);\n }\n return this;\n };\n /** Get the size of the geometries, in vertices. */\n Geometry.prototype.getSize = function () {\n for (var i in this.attributes) {\n var attribute = this.attributes[i];\n var buffer = this.buffers[attribute.buffer];\n return buffer.data.length / ((attribute.stride / 4) || attribute.size);\n }\n return 0;\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Geometry.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys the geometry. */\n Geometry.prototype.destroy = function () {\n this.dispose();\n this.buffers = null;\n this.indexBuffer = null;\n this.attributes = null;\n };\n /**\n * Returns a clone of the geometry.\n * @returns - A new clone of this geometry.\n */\n Geometry.prototype.clone = function () {\n var geometry = new Geometry();\n for (var i = 0; i < this.buffers.length; i++) {\n geometry.buffers[i] = new Buffer(this.buffers[i].data.slice(0));\n }\n for (var i in this.attributes) {\n var attrib = this.attributes[i];\n geometry.attributes[i] = new Attribute(attrib.buffer, attrib.size, attrib.normalized, attrib.type, attrib.stride, attrib.start, attrib.instance);\n }\n if (this.indexBuffer) {\n geometry.indexBuffer = geometry.buffers[this.buffers.indexOf(this.indexBuffer)];\n geometry.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n }\n return geometry;\n };\n /**\n * Merges an array of geometries into a new single one.\n *\n * Geometry attribute styles must match for this operation to work.\n * @param geometries - array of geometries to merge\n * @returns - Shiny new geometry!\n */\n Geometry.merge = function (geometries) {\n // todo add a geometry check!\n // also a size check.. cant be too big!]\n var geometryOut = new Geometry();\n var arrays = [];\n var sizes = [];\n var offsets = [];\n var geometry;\n // pass one.. get sizes..\n for (var i = 0; i < geometries.length; i++) {\n geometry = geometries[i];\n for (var j = 0; j < geometry.buffers.length; j++) {\n sizes[j] = sizes[j] || 0;\n sizes[j] += geometry.buffers[j].data.length;\n offsets[j] = 0;\n }\n }\n // build the correct size arrays..\n for (var i = 0; i < geometry.buffers.length; i++) {\n // TODO types!\n arrays[i] = new map[getBufferType(geometry.buffers[i].data)](sizes[i]);\n geometryOut.buffers[i] = new Buffer(arrays[i]);\n }\n // pass to set data..\n for (var i = 0; i < geometries.length; i++) {\n geometry = geometries[i];\n for (var j = 0; j < geometry.buffers.length; j++) {\n arrays[j].set(geometry.buffers[j].data, offsets[j]);\n offsets[j] += geometry.buffers[j].data.length;\n }\n }\n geometryOut.attributes = geometry.attributes;\n if (geometry.indexBuffer) {\n geometryOut.indexBuffer = geometryOut.buffers[geometry.buffers.indexOf(geometry.indexBuffer)];\n geometryOut.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n var offset = 0;\n var stride = 0;\n var offset2 = 0;\n var bufferIndexToCount = 0;\n // get a buffer\n for (var i = 0; i < geometry.buffers.length; i++) {\n if (geometry.buffers[i] !== geometry.indexBuffer) {\n bufferIndexToCount = i;\n break;\n }\n }\n // figure out the stride of one buffer..\n for (var i in geometry.attributes) {\n var attribute = geometry.attributes[i];\n if ((attribute.buffer | 0) === bufferIndexToCount) {\n stride += ((attribute.size * byteSizeMap$1[attribute.type]) / 4);\n }\n }\n // time to off set all indexes..\n for (var i = 0; i < geometries.length; i++) {\n var indexBufferData = geometries[i].indexBuffer.data;\n for (var j = 0; j < indexBufferData.length; j++) {\n geometryOut.indexBuffer.data[j + offset2] += offset;\n }\n offset += geometries[i].buffers[bufferIndexToCount].data.length / (stride);\n offset2 += indexBufferData.length;\n }\n }\n return geometryOut;\n };\n return Geometry;\n}());\n\n/**\n * Helper class to create a quad\n * @memberof PIXI\n */\nvar Quad = /** @class */ (function (_super) {\n __extends(Quad, _super);\n function Quad() {\n var _this = _super.call(this) || this;\n _this.addAttribute('aVertexPosition', new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1 ]))\n .addIndex([0, 1, 3, 2]);\n return _this;\n }\n return Quad;\n}(Geometry));\n\n/**\n * Helper class to create a quad with uvs like in v4\n * @memberof PIXI\n */\nvar QuadUv = /** @class */ (function (_super) {\n __extends(QuadUv, _super);\n function QuadUv() {\n var _this = _super.call(this) || this;\n _this.vertices = new Float32Array([\n -1, -1,\n 1, -1,\n 1, 1,\n -1, 1 ]);\n _this.uvs = new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1 ]);\n _this.vertexBuffer = new Buffer(_this.vertices);\n _this.uvBuffer = new Buffer(_this.uvs);\n _this.addAttribute('aVertexPosition', _this.vertexBuffer)\n .addAttribute('aTextureCoord', _this.uvBuffer)\n .addIndex([0, 1, 2, 0, 2, 3]);\n return _this;\n }\n /**\n * Maps two Rectangle to the quad.\n * @param targetTextureFrame - The first rectangle\n * @param destinationFrame - The second rectangle\n * @returns - Returns itself.\n */\n QuadUv.prototype.map = function (targetTextureFrame, destinationFrame) {\n var x = 0; // destinationFrame.x / targetTextureFrame.width;\n var y = 0; // destinationFrame.y / targetTextureFrame.height;\n this.uvs[0] = x;\n this.uvs[1] = y;\n this.uvs[2] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[3] = y;\n this.uvs[4] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[5] = y + (destinationFrame.height / targetTextureFrame.height);\n this.uvs[6] = x;\n this.uvs[7] = y + (destinationFrame.height / targetTextureFrame.height);\n x = destinationFrame.x;\n y = destinationFrame.y;\n this.vertices[0] = x;\n this.vertices[1] = y;\n this.vertices[2] = x + destinationFrame.width;\n this.vertices[3] = y;\n this.vertices[4] = x + destinationFrame.width;\n this.vertices[5] = y + destinationFrame.height;\n this.vertices[6] = x;\n this.vertices[7] = y + destinationFrame.height;\n this.invalidate();\n return this;\n };\n /**\n * Legacy upload method, just marks buffers dirty.\n * @returns - Returns itself.\n */\n QuadUv.prototype.invalidate = function () {\n this.vertexBuffer._updateID++;\n this.uvBuffer._updateID++;\n return this;\n };\n return QuadUv;\n}(Geometry));\n\nvar UID$2 = 0;\n/**\n * Uniform group holds uniform map and some ID's for work\n *\n * `UniformGroup` has two modes:\n *\n * 1: Normal mode\n * Normal mode will upload the uniforms with individual function calls as required\n *\n * 2: Uniform buffer mode\n * This mode will treat the uniforms as a uniform buffer. You can pass in either a buffer that you manually handle, or\n * or a generic object that PixiJS will automatically map to a buffer for you.\n * For maximum benefits, make Ubo UniformGroups static, and only update them each frame.\n *\n * Rules of UBOs:\n * - UBOs only work with WebGL2, so make sure you have a fallback!\n * - Only floats are supported (including vec[2,3,4], mat[2,3,4])\n * - Samplers cannot be used in ubo's (a GPU limitation)\n * - You must ensure that the object you pass in exactly matches in the shader ubo structure.\n * Otherwise, weirdness will ensue!\n * - The name of the ubo object added to the group must match exactly the name of the ubo in the shader.\n *\n * ```\n * // ubo in shader:\n * uniform myCoolData { // declaring a ubo..\n * mat4 uCoolMatrix;\n * float uFloatyMcFloatFace\n *\n *\n * // a new uniform buffer object..\n * const myCoolData = new UniformBufferGroup({\n * uCoolMatrix: new Matrix(),\n * uFloatyMcFloatFace: 23,\n * }}\n *\n * // build a shader...\n * const shader = Shader.from(srcVert, srcFrag, {\n * myCoolData // name matches the ubo name in the shader. will be processed accordingly.\n * })\n *\n * ```\n * @memberof PIXI\n */\nvar UniformGroup = /** @class */ (function () {\n /**\n * @param {object | Buffer} [uniforms] - Custom uniforms to use to augment the built-in ones. Or a pixi buffer.\n * @param isStatic - Uniforms wont be changed after creation.\n * @param isUbo - If true, will treat this uniform group as a uniform buffer object.\n */\n function UniformGroup(uniforms, isStatic, isUbo) {\n this.group = true;\n // lets generate this when the shader ?\n this.syncUniforms = {};\n this.dirtyId = 0;\n this.id = UID$2++;\n this.static = !!isStatic;\n this.ubo = !!isUbo;\n if (uniforms instanceof Buffer) {\n this.buffer = uniforms;\n this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER;\n this.autoManage = false;\n this.ubo = true;\n }\n else {\n this.uniforms = uniforms;\n if (this.ubo) {\n this.buffer = new Buffer(new Float32Array(1));\n this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER;\n this.autoManage = true;\n }\n }\n }\n UniformGroup.prototype.update = function () {\n this.dirtyId++;\n if (!this.autoManage && this.buffer) {\n this.buffer.update();\n }\n };\n UniformGroup.prototype.add = function (name, uniforms, _static) {\n if (!this.ubo) {\n this.uniforms[name] = new UniformGroup(uniforms, _static);\n }\n else {\n // eslint-disable-next-line max-len\n throw new Error('[UniformGroup] uniform groups in ubo mode cannot be modified, or have uniform groups nested in them');\n }\n };\n UniformGroup.from = function (uniforms, _static, _ubo) {\n return new UniformGroup(uniforms, _static, _ubo);\n };\n /**\n * A short hand function for creating a static UBO UniformGroup.\n * @param uniforms - the ubo item\n * @param _static - should this be updated each time it is used? defaults to true here!\n */\n UniformGroup.uboFrom = function (uniforms, _static) {\n return new UniformGroup(uniforms, _static !== null && _static !== void 0 ? _static : true, true);\n };\n return UniformGroup;\n}());\n\n/**\n * System plugin to the renderer to manage filter states.\n * @ignore\n */\nvar FilterState = /** @class */ (function () {\n function FilterState() {\n this.renderTexture = null;\n this.target = null;\n this.legacy = false;\n this.resolution = 1;\n this.multisample = MSAA_QUALITY.NONE;\n // next three fields are created only for root\n // re-assigned for everything else\n this.sourceFrame = new Rectangle();\n this.destinationFrame = new Rectangle();\n this.bindingSourceFrame = new Rectangle();\n this.bindingDestinationFrame = new Rectangle();\n this.filters = [];\n this.transform = null;\n }\n /** Clears the state */\n FilterState.prototype.clear = function () {\n this.target = null;\n this.filters = null;\n this.renderTexture = null;\n };\n return FilterState;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\nvar tempMatrix$2 = new Matrix();\n/**\n * System plugin to the renderer to manage filters.\n *\n * ## Pipeline\n *\n * The FilterSystem executes the filtering pipeline by rendering the display-object into a texture, applying its\n * [filters]{@link PIXI.Filter} in series, and the last filter outputs into the final render-target.\n *\n * The filter-frame is the rectangle in world space being filtered, and those contents are mapped into\n * `(0, 0, filterFrame.width, filterFrame.height)` into the filter render-texture. The filter-frame is also called\n * the source-frame, as it is used to bind the filter render-textures. The last filter outputs to the `filterFrame`\n * in the final render-target.\n *\n * ## Usage\n *\n * {@link PIXI.Container#renderAdvanced} is an example of how to use the filter system. It is a 3 step process:\n *\n * **push**: Use {@link PIXI.FilterSystem#push} to push the set of filters to be applied on a filter-target.\n * **render**: Render the contents to be filtered using the renderer. The filter-system will only capture the contents\n * inside the bounds of the filter-target. NOTE: Using {@link PIXI.Renderer#render} is\n * illegal during an existing render cycle, and it may reset the filter system.\n * **pop**: Use {@link PIXI.FilterSystem#pop} to pop & execute the filters you initially pushed. It will apply them\n * serially and output to the bounds of the filter-target.\n * @memberof PIXI\n */\nvar FilterSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function FilterSystem(renderer) {\n this.renderer = renderer;\n this.defaultFilterStack = [{}];\n this.texturePool = new RenderTexturePool();\n this.texturePool.setScreenSize(renderer.view);\n this.statePool = [];\n this.quad = new Quad();\n this.quadUv = new QuadUv();\n this.tempRect = new Rectangle();\n this.activeState = {};\n this.globalUniforms = new UniformGroup({\n outputFrame: new Rectangle(),\n inputSize: new Float32Array(4),\n inputPixel: new Float32Array(4),\n inputClamp: new Float32Array(4),\n resolution: 1,\n // legacy variables\n filterArea: new Float32Array(4),\n filterClamp: new Float32Array(4),\n }, true);\n this.forceClear = false;\n this.useMaxPadding = false;\n }\n /**\n * Pushes a set of filters to be applied later to the system. This will redirect further rendering into an\n * input render-texture for the rest of the filtering pipeline.\n * @param {PIXI.DisplayObject} target - The target of the filter to render.\n * @param filters - The filters to apply.\n */\n FilterSystem.prototype.push = function (target, filters) {\n var _a, _b;\n var renderer = this.renderer;\n var filterStack = this.defaultFilterStack;\n var state = this.statePool.pop() || new FilterState();\n var renderTextureSystem = this.renderer.renderTexture;\n var resolution = filters[0].resolution;\n var multisample = filters[0].multisample;\n var padding = filters[0].padding;\n var autoFit = filters[0].autoFit;\n // We don't know whether it's a legacy filter until it was bound for the first time,\n // therefore we have to assume that it is if legacy is undefined.\n var legacy = (_a = filters[0].legacy) !== null && _a !== void 0 ? _a : true;\n for (var i = 1; i < filters.length; i++) {\n var filter = filters[i];\n // let's use the lowest resolution\n resolution = Math.min(resolution, filter.resolution);\n // let's use the lowest number of samples\n multisample = Math.min(multisample, filter.multisample);\n // figure out the padding required for filters\n padding = this.useMaxPadding\n // old behavior: use largest amount of padding!\n ? Math.max(padding, filter.padding)\n // new behavior: sum the padding\n : padding + filter.padding;\n // only auto fit if all filters are autofit\n autoFit = autoFit && filter.autoFit;\n legacy = legacy || ((_b = filter.legacy) !== null && _b !== void 0 ? _b : true);\n }\n if (filterStack.length === 1) {\n this.defaultFilterStack[0].renderTexture = renderTextureSystem.current;\n }\n filterStack.push(state);\n state.resolution = resolution;\n state.multisample = multisample;\n state.legacy = legacy;\n state.target = target;\n state.sourceFrame.copyFrom(target.filterArea || target.getBounds(true));\n state.sourceFrame.pad(padding);\n var sourceFrameProjected = this.tempRect.copyFrom(renderTextureSystem.sourceFrame);\n // Project source frame into world space (if projection is applied)\n if (renderer.projection.transform) {\n this.transformAABB(tempMatrix$2.copyFrom(renderer.projection.transform).invert(), sourceFrameProjected);\n }\n if (autoFit) {\n state.sourceFrame.fit(sourceFrameProjected);\n if (state.sourceFrame.width <= 0 || state.sourceFrame.height <= 0) {\n state.sourceFrame.width = 0;\n state.sourceFrame.height = 0;\n }\n }\n else if (!state.sourceFrame.intersects(sourceFrameProjected)) {\n state.sourceFrame.width = 0;\n state.sourceFrame.height = 0;\n }\n // Round sourceFrame in screen space based on render-texture.\n this.roundFrame(state.sourceFrame, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform);\n state.renderTexture = this.getOptimalFilterTexture(state.sourceFrame.width, state.sourceFrame.height, resolution, multisample);\n state.filters = filters;\n state.destinationFrame.width = state.renderTexture.width;\n state.destinationFrame.height = state.renderTexture.height;\n var destinationFrame = this.tempRect;\n destinationFrame.x = 0;\n destinationFrame.y = 0;\n destinationFrame.width = state.sourceFrame.width;\n destinationFrame.height = state.sourceFrame.height;\n state.renderTexture.filterFrame = state.sourceFrame;\n state.bindingSourceFrame.copyFrom(renderTextureSystem.sourceFrame);\n state.bindingDestinationFrame.copyFrom(renderTextureSystem.destinationFrame);\n state.transform = renderer.projection.transform;\n renderer.projection.transform = null;\n renderTextureSystem.bind(state.renderTexture, state.sourceFrame, destinationFrame);\n renderer.framebuffer.clear(0, 0, 0, 0);\n };\n /** Pops off the filter and applies it. */\n FilterSystem.prototype.pop = function () {\n var filterStack = this.defaultFilterStack;\n var state = filterStack.pop();\n var filters = state.filters;\n this.activeState = state;\n var globalUniforms = this.globalUniforms.uniforms;\n globalUniforms.outputFrame = state.sourceFrame;\n globalUniforms.resolution = state.resolution;\n var inputSize = globalUniforms.inputSize;\n var inputPixel = globalUniforms.inputPixel;\n var inputClamp = globalUniforms.inputClamp;\n inputSize[0] = state.destinationFrame.width;\n inputSize[1] = state.destinationFrame.height;\n inputSize[2] = 1.0 / inputSize[0];\n inputSize[3] = 1.0 / inputSize[1];\n inputPixel[0] = Math.round(inputSize[0] * state.resolution);\n inputPixel[1] = Math.round(inputSize[1] * state.resolution);\n inputPixel[2] = 1.0 / inputPixel[0];\n inputPixel[3] = 1.0 / inputPixel[1];\n inputClamp[0] = 0.5 * inputPixel[2];\n inputClamp[1] = 0.5 * inputPixel[3];\n inputClamp[2] = (state.sourceFrame.width * inputSize[2]) - (0.5 * inputPixel[2]);\n inputClamp[3] = (state.sourceFrame.height * inputSize[3]) - (0.5 * inputPixel[3]);\n // only update the rect if its legacy..\n if (state.legacy) {\n var filterArea = globalUniforms.filterArea;\n filterArea[0] = state.destinationFrame.width;\n filterArea[1] = state.destinationFrame.height;\n filterArea[2] = state.sourceFrame.x;\n filterArea[3] = state.sourceFrame.y;\n globalUniforms.filterClamp = globalUniforms.inputClamp;\n }\n this.globalUniforms.update();\n var lastState = filterStack[filterStack.length - 1];\n this.renderer.framebuffer.blit();\n if (filters.length === 1) {\n filters[0].apply(this, state.renderTexture, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n this.returnFilterTexture(state.renderTexture);\n }\n else {\n var flip = state.renderTexture;\n var flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution);\n flop.filterFrame = flip.filterFrame;\n var i = 0;\n for (i = 0; i < filters.length - 1; ++i) {\n if (i === 1 && state.multisample > 1) {\n flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution);\n flop.filterFrame = flip.filterFrame;\n }\n filters[i].apply(this, flip, flop, CLEAR_MODES.CLEAR, state);\n var t = flip;\n flip = flop;\n flop = t;\n }\n filters[i].apply(this, flip, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n if (i > 1 && state.multisample > 1) {\n this.returnFilterTexture(state.renderTexture);\n }\n this.returnFilterTexture(flip);\n this.returnFilterTexture(flop);\n }\n // lastState.renderTexture is blitted when lastState is popped\n state.clear();\n this.statePool.push(state);\n };\n /**\n * Binds a renderTexture with corresponding `filterFrame`, clears it if mode corresponds.\n * @param filterTexture - renderTexture to bind, should belong to filter pool or filter stack\n * @param clearMode - clearMode, by default its CLEAR/YES. See {@link PIXI.CLEAR_MODES}\n */\n FilterSystem.prototype.bindAndClear = function (filterTexture, clearMode) {\n if (clearMode === void 0) { clearMode = CLEAR_MODES.CLEAR; }\n var _a = this.renderer, renderTextureSystem = _a.renderTexture, stateSystem = _a.state;\n if (filterTexture === this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) {\n // Restore projection transform if rendering into the output render-target.\n this.renderer.projection.transform = this.activeState.transform;\n }\n else {\n // Prevent projection within filtering pipeline.\n this.renderer.projection.transform = null;\n }\n if (filterTexture && filterTexture.filterFrame) {\n var destinationFrame = this.tempRect;\n destinationFrame.x = 0;\n destinationFrame.y = 0;\n destinationFrame.width = filterTexture.filterFrame.width;\n destinationFrame.height = filterTexture.filterFrame.height;\n renderTextureSystem.bind(filterTexture, filterTexture.filterFrame, destinationFrame);\n }\n else if (filterTexture !== this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) {\n renderTextureSystem.bind(filterTexture);\n }\n else {\n // Restore binding for output render-target.\n this.renderer.renderTexture.bind(filterTexture, this.activeState.bindingSourceFrame, this.activeState.bindingDestinationFrame);\n }\n // Clear the texture in BLIT mode if blending is disabled or the forceClear flag is set. The blending\n // is stored in the 0th bit of the state.\n var autoClear = (stateSystem.stateId & 1) || this.forceClear;\n if (clearMode === CLEAR_MODES.CLEAR\n || (clearMode === CLEAR_MODES.BLIT && autoClear)) {\n // Use framebuffer.clear because we want to clear the whole filter texture, not just the filtering\n // area over which the shaders are run. This is because filters may sampling outside of it (e.g. blur)\n // instead of clamping their arithmetic.\n this.renderer.framebuffer.clear(0, 0, 0, 0);\n }\n };\n /**\n * Draws a filter using the default rendering process.\n *\n * This should be called only by {@link Filter#apply}.\n * @param filter - The filter to draw.\n * @param input - The input render target.\n * @param output - The target to output to.\n * @param clearMode - Should the output be cleared before rendering to it\n */\n FilterSystem.prototype.applyFilter = function (filter, input, output, clearMode) {\n var renderer = this.renderer;\n // Set state before binding, so bindAndClear gets the blend mode.\n renderer.state.set(filter.state);\n this.bindAndClear(output, clearMode);\n // set the uniforms..\n filter.uniforms.uSampler = input;\n filter.uniforms.filterGlobals = this.globalUniforms;\n // TODO make it so that the order of this does not matter..\n // because it does at the moment cos of global uniforms.\n // they need to get resynced\n renderer.shader.bind(filter);\n // check to see if the filter is a legacy one..\n filter.legacy = !!filter.program.attributeData.aTextureCoord;\n if (filter.legacy) {\n this.quadUv.map(input._frame, input.filterFrame);\n renderer.geometry.bind(this.quadUv);\n renderer.geometry.draw(DRAW_MODES.TRIANGLES);\n }\n else {\n renderer.geometry.bind(this.quad);\n renderer.geometry.draw(DRAW_MODES.TRIANGLE_STRIP);\n }\n };\n /**\n * Multiply _input normalized coordinates_ to this matrix to get _sprite texture normalized coordinates_.\n *\n * Use `outputMatrix * vTextureCoord` in the shader.\n * @param outputMatrix - The matrix to output to.\n * @param {PIXI.Sprite} sprite - The sprite to map to.\n * @returns The mapped matrix.\n */\n FilterSystem.prototype.calculateSpriteMatrix = function (outputMatrix, sprite) {\n var _a = this.activeState, sourceFrame = _a.sourceFrame, destinationFrame = _a.destinationFrame;\n var orig = sprite._texture.orig;\n var mappedMatrix = outputMatrix.set(destinationFrame.width, 0, 0, destinationFrame.height, sourceFrame.x, sourceFrame.y);\n var worldTransform = sprite.worldTransform.copyTo(Matrix.TEMP_MATRIX);\n worldTransform.invert();\n mappedMatrix.prepend(worldTransform);\n mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height);\n mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y);\n return mappedMatrix;\n };\n /** Destroys this Filter System. */\n FilterSystem.prototype.destroy = function () {\n this.renderer = null;\n // Those textures has to be destroyed by RenderTextureSystem or FramebufferSystem\n this.texturePool.clear(false);\n };\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n * @param minWidth - The minimum width of the render texture in real pixels.\n * @param minHeight - The minimum height of the render texture in real pixels.\n * @param resolution - The resolution of the render texture.\n * @param multisample - Number of samples of the render texture.\n * @returns - The new render texture.\n */\n FilterSystem.prototype.getOptimalFilterTexture = function (minWidth, minHeight, resolution, multisample) {\n if (resolution === void 0) { resolution = 1; }\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n return this.texturePool.getOptimalTexture(minWidth, minHeight, resolution, multisample);\n };\n /**\n * Gets extra render texture to use inside current filter\n * To be compliant with older filters, you can use params in any order\n * @param input - renderTexture from which size and resolution will be copied\n * @param resolution - override resolution of the renderTexture\n * @param multisample - number of samples of the renderTexture\n */\n FilterSystem.prototype.getFilterTexture = function (input, resolution, multisample) {\n if (typeof input === 'number') {\n var swap = input;\n input = resolution;\n resolution = swap;\n }\n input = input || this.activeState.renderTexture;\n var filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE);\n filterTexture.filterFrame = input.filterFrame;\n return filterTexture;\n };\n /**\n * Frees a render texture back into the pool.\n * @param renderTexture - The renderTarget to free\n */\n FilterSystem.prototype.returnFilterTexture = function (renderTexture) {\n this.texturePool.returnTexture(renderTexture);\n };\n /** Empties the texture pool. */\n FilterSystem.prototype.emptyPool = function () {\n this.texturePool.clear(true);\n };\n /** Calls `texturePool.resize()`, affects fullScreen renderTextures. */\n FilterSystem.prototype.resize = function () {\n this.texturePool.setScreenSize(this.renderer.view);\n };\n /**\n * @param matrix - first param\n * @param rect - second param\n */\n FilterSystem.prototype.transformAABB = function (matrix, rect) {\n var lt = tempPoints[0];\n var lb = tempPoints[1];\n var rt = tempPoints[2];\n var rb = tempPoints[3];\n lt.set(rect.left, rect.top);\n lb.set(rect.left, rect.bottom);\n rt.set(rect.right, rect.top);\n rb.set(rect.right, rect.bottom);\n matrix.apply(lt, lt);\n matrix.apply(lb, lb);\n matrix.apply(rt, rt);\n matrix.apply(rb, rb);\n var x0 = Math.min(lt.x, lb.x, rt.x, rb.x);\n var y0 = Math.min(lt.y, lb.y, rt.y, rb.y);\n var x1 = Math.max(lt.x, lb.x, rt.x, rb.x);\n var y1 = Math.max(lt.y, lb.y, rt.y, rb.y);\n rect.x = x0;\n rect.y = y0;\n rect.width = x1 - x0;\n rect.height = y1 - y0;\n };\n FilterSystem.prototype.roundFrame = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) {\n if (frame.width <= 0 || frame.height <= 0 || bindingSourceFrame.width <= 0 || bindingSourceFrame.height <= 0) {\n return;\n }\n if (transform) {\n var a = transform.a, b = transform.b, c = transform.c, d = transform.d;\n // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation\n // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0).\n if ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4)\n && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4)) {\n return;\n }\n }\n transform = transform ? tempMatrix$2.copyFrom(transform) : tempMatrix$2.identity();\n // Get forward transform from world space to screen space\n transform\n .translate(-bindingSourceFrame.x, -bindingSourceFrame.y)\n .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height)\n .translate(bindingDestinationFrame.x, bindingDestinationFrame.y);\n // Convert frame to screen space\n this.transformAABB(transform, frame);\n // Round frame in screen space\n frame.ceil(resolution);\n // Project back into world space.\n this.transformAABB(transform.invert(), frame);\n };\n return FilterSystem;\n}());\n\n/**\n * Base for a common object renderer that can be used as a\n * system renderer plugin.\n * @memberof PIXI\n */\nvar ObjectRenderer = /** @class */ (function () {\n /**\n * @param renderer - The renderer this manager works for.\n */\n function ObjectRenderer(renderer) {\n this.renderer = renderer;\n }\n /** Stub method that should be used to empty the current batch by rendering objects now. */\n ObjectRenderer.prototype.flush = function () {\n // flush!\n };\n /** Generic destruction method that frees all resources. This should be called by subclasses. */\n ObjectRenderer.prototype.destroy = function () {\n this.renderer = null;\n };\n /**\n * Stub method that initializes any state required before\n * rendering starts. It is different from the `prerender`\n * signal, which occurs every frame, in that it is called\n * whenever an object requests _this_ renderer specifically.\n */\n ObjectRenderer.prototype.start = function () {\n // set the shader..\n };\n /** Stops the renderer. It should free up any state and become dormant. */\n ObjectRenderer.prototype.stop = function () {\n this.flush();\n };\n /**\n * Keeps the object to render. It doesn't have to be\n * rendered immediately.\n * @param {PIXI.DisplayObject} _object - The object to render.\n */\n ObjectRenderer.prototype.render = function (_object) {\n // render the object\n };\n return ObjectRenderer;\n}());\n\n/**\n * System plugin to the renderer to manage batching.\n * @memberof PIXI\n */\nvar BatchSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function BatchSystem(renderer) {\n this.renderer = renderer;\n this.emptyRenderer = new ObjectRenderer(renderer);\n this.currentRenderer = this.emptyRenderer;\n }\n /**\n * Changes the current renderer to the one given in parameter\n * @param objectRenderer - The object renderer to use.\n */\n BatchSystem.prototype.setObjectRenderer = function (objectRenderer) {\n if (this.currentRenderer === objectRenderer) {\n return;\n }\n this.currentRenderer.stop();\n this.currentRenderer = objectRenderer;\n this.currentRenderer.start();\n };\n /**\n * This should be called if you wish to do some custom rendering\n * It will basically render anything that may be batched up such as sprites\n */\n BatchSystem.prototype.flush = function () {\n this.setObjectRenderer(this.emptyRenderer);\n };\n /** Reset the system to an empty renderer */\n BatchSystem.prototype.reset = function () {\n this.setObjectRenderer(this.emptyRenderer);\n };\n /**\n * Handy function for batch renderers: copies bound textures in first maxTextures locations to array\n * sets actual _batchLocation for them\n * @param arr - arr copy destination\n * @param maxTextures - number of copied elements\n */\n BatchSystem.prototype.copyBoundTextures = function (arr, maxTextures) {\n var boundTextures = this.renderer.texture.boundTextures;\n for (var i = maxTextures - 1; i >= 0; --i) {\n arr[i] = boundTextures[i] || null;\n if (arr[i]) {\n arr[i]._batchLocation = i;\n }\n }\n };\n /**\n * Assigns batch locations to textures in array based on boundTextures state.\n * All textures in texArray should have `_batchEnabled = _batchId`,\n * and their count should be less than `maxTextures`.\n * @param texArray - textures to bound\n * @param boundTextures - current state of bound textures\n * @param batchId - marker for _batchEnabled param of textures in texArray\n * @param maxTextures - number of texture locations to manipulate\n */\n BatchSystem.prototype.boundArray = function (texArray, boundTextures, batchId, maxTextures) {\n var elements = texArray.elements, ids = texArray.ids, count = texArray.count;\n var j = 0;\n for (var i = 0; i < count; i++) {\n var tex = elements[i];\n var loc = tex._batchLocation;\n if (loc >= 0 && loc < maxTextures\n && boundTextures[loc] === tex) {\n ids[i] = loc;\n continue;\n }\n while (j < maxTextures) {\n var bound = boundTextures[j];\n if (bound && bound._batchEnabled === batchId\n && bound._batchLocation === j) {\n j++;\n continue;\n }\n ids[i] = j;\n tex._batchLocation = j;\n boundTextures[j] = tex;\n break;\n }\n }\n };\n /**\n * @ignore\n */\n BatchSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return BatchSystem;\n}());\n\nvar CONTEXT_UID_COUNTER = 0;\n/**\n * System plugin to the renderer to manage the context.\n * @memberof PIXI\n */\nvar ContextSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ContextSystem(renderer) {\n this.renderer = renderer;\n this.webGLVersion = 1;\n this.extensions = {};\n this.supports = {\n uint32Indices: false,\n };\n // Bind functions\n this.handleContextLost = this.handleContextLost.bind(this);\n this.handleContextRestored = this.handleContextRestored.bind(this);\n renderer.view.addEventListener('webglcontextlost', this.handleContextLost, false);\n renderer.view.addEventListener('webglcontextrestored', this.handleContextRestored, false);\n }\n Object.defineProperty(ContextSystem.prototype, \"isLost\", {\n /**\n * `true` if the context is lost\n * @readonly\n */\n get: function () {\n return (!this.gl || this.gl.isContextLost());\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Handles the context change event.\n * @param {WebGLRenderingContext} gl - New WebGL context.\n */\n ContextSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n // restore a context if it was previously lost\n if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) {\n gl.getExtension('WEBGL_lose_context').restoreContext();\n }\n };\n /**\n * Initializes the context.\n * @protected\n * @param {WebGLRenderingContext} gl - WebGL context\n */\n ContextSystem.prototype.initFromContext = function (gl) {\n this.gl = gl;\n this.validateContext(gl);\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n this.renderer.runners.contextChange.emit(gl);\n };\n /**\n * Initialize from context options\n * @protected\n * @see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext\n * @param {object} options - context attributes\n */\n ContextSystem.prototype.initFromOptions = function (options) {\n var gl = this.createContext(this.renderer.view, options);\n this.initFromContext(gl);\n };\n /**\n * Helper class to create a WebGL Context\n * @param canvas - the canvas element that we will get the context from\n * @param options - An options object that gets passed in to the canvas element containing the\n * context attributes\n * @see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext\n * @returns {WebGLRenderingContext} the WebGL context\n */\n ContextSystem.prototype.createContext = function (canvas, options) {\n var gl;\n if (settings.PREFER_ENV >= ENV.WEBGL2) {\n gl = canvas.getContext('webgl2', options);\n }\n if (gl) {\n this.webGLVersion = 2;\n }\n else {\n this.webGLVersion = 1;\n gl = canvas.getContext('webgl', options) || canvas.getContext('experimental-webgl', options);\n if (!gl) {\n // fail, not able to get a context\n throw new Error('This browser does not support WebGL. Try using the canvas renderer');\n }\n }\n this.gl = gl;\n this.getExtensions();\n return this.gl;\n };\n /** Auto-populate the {@link PIXI.ContextSystem.extensions extensions}. */\n ContextSystem.prototype.getExtensions = function () {\n // time to set up default extensions that Pixi uses.\n var gl = this.gl;\n var common = {\n anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'),\n floatTextureLinear: gl.getExtension('OES_texture_float_linear'),\n s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'),\n s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'),\n etc: gl.getExtension('WEBGL_compressed_texture_etc'),\n etc1: gl.getExtension('WEBGL_compressed_texture_etc1'),\n pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc')\n || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'),\n atc: gl.getExtension('WEBGL_compressed_texture_atc'),\n astc: gl.getExtension('WEBGL_compressed_texture_astc')\n };\n if (this.webGLVersion === 1) {\n Object.assign(this.extensions, common, {\n drawBuffers: gl.getExtension('WEBGL_draw_buffers'),\n depthTexture: gl.getExtension('WEBGL_depth_texture'),\n loseContext: gl.getExtension('WEBGL_lose_context'),\n vertexArrayObject: gl.getExtension('OES_vertex_array_object')\n || gl.getExtension('MOZ_OES_vertex_array_object')\n || gl.getExtension('WEBKIT_OES_vertex_array_object'),\n uint32ElementIndex: gl.getExtension('OES_element_index_uint'),\n // Floats and half-floats\n floatTexture: gl.getExtension('OES_texture_float'),\n floatTextureLinear: gl.getExtension('OES_texture_float_linear'),\n textureHalfFloat: gl.getExtension('OES_texture_half_float'),\n textureHalfFloatLinear: gl.getExtension('OES_texture_half_float_linear'),\n });\n }\n else if (this.webGLVersion === 2) {\n Object.assign(this.extensions, common, {\n // Floats and half-floats\n colorBufferFloat: gl.getExtension('EXT_color_buffer_float')\n });\n }\n };\n /**\n * Handles a lost webgl context\n * @param {WebGLContextEvent} event - The context lost event.\n */\n ContextSystem.prototype.handleContextLost = function (event) {\n event.preventDefault();\n };\n /** Handles a restored webgl context. */\n ContextSystem.prototype.handleContextRestored = function () {\n this.renderer.runners.contextChange.emit(this.gl);\n };\n ContextSystem.prototype.destroy = function () {\n var view = this.renderer.view;\n this.renderer = null;\n // remove listeners\n view.removeEventListener('webglcontextlost', this.handleContextLost);\n view.removeEventListener('webglcontextrestored', this.handleContextRestored);\n this.gl.useProgram(null);\n if (this.extensions.loseContext) {\n this.extensions.loseContext.loseContext();\n }\n };\n /** Handle the post-render runner event. */\n ContextSystem.prototype.postrender = function () {\n if (this.renderer.renderingToScreen) {\n this.gl.flush();\n }\n };\n /**\n * Validate context.\n * @param {WebGLRenderingContext} gl - Render context.\n */\n ContextSystem.prototype.validateContext = function (gl) {\n var attributes = gl.getContextAttributes();\n var isWebGl2 = 'WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext;\n if (isWebGl2) {\n this.webGLVersion = 2;\n }\n // this is going to be fairly simple for now.. but at least we have room to grow!\n if (attributes && !attributes.stencil) {\n /* eslint-disable max-len, no-console */\n console.warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly');\n /* eslint-enable max-len, no-console */\n }\n var hasuint32 = isWebGl2 || !!gl.getExtension('OES_element_index_uint');\n this.supports.uint32Indices = hasuint32;\n if (!hasuint32) {\n /* eslint-disable max-len, no-console */\n console.warn('Provided WebGL context does not support 32 index buffer, complex graphics may not render correctly');\n /* eslint-enable max-len, no-console */\n }\n };\n return ContextSystem;\n}());\n\n/**\n * Internal framebuffer for WebGL context.\n * @memberof PIXI\n */\nvar GLFramebuffer = /** @class */ (function () {\n function GLFramebuffer(framebuffer) {\n this.framebuffer = framebuffer;\n this.stencil = null;\n this.dirtyId = -1;\n this.dirtyFormat = -1;\n this.dirtySize = -1;\n this.multisample = MSAA_QUALITY.NONE;\n this.msaaBuffer = null;\n this.blitFramebuffer = null;\n this.mipLevel = 0;\n }\n return GLFramebuffer;\n}());\n\nvar tempRectangle = new Rectangle();\n/**\n * System plugin to the renderer to manage framebuffers.\n * @memberof PIXI\n */\nvar FramebufferSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function FramebufferSystem(renderer) {\n this.renderer = renderer;\n this.managedFramebuffers = [];\n this.unknownFramebuffer = new Framebuffer(10, 10);\n this.msaaSamples = null;\n }\n /** Sets up the renderer context and necessary buffers. */\n FramebufferSystem.prototype.contextChange = function () {\n var gl = this.gl = this.renderer.gl;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n this.hasMRT = true;\n this.writeDepthTexture = true;\n this.disposeAll(true);\n // webgl2\n if (this.renderer.context.webGLVersion === 1) {\n // webgl 1!\n var nativeDrawBuffersExtension_1 = this.renderer.context.extensions.drawBuffers;\n var nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n nativeDrawBuffersExtension_1 = null;\n nativeDepthTextureExtension = null;\n }\n if (nativeDrawBuffersExtension_1) {\n gl.drawBuffers = function (activeTextures) {\n return nativeDrawBuffersExtension_1.drawBuffersWEBGL(activeTextures);\n };\n }\n else {\n this.hasMRT = false;\n gl.drawBuffers = function () {\n // empty\n };\n }\n if (!nativeDepthTextureExtension) {\n this.writeDepthTexture = false;\n }\n }\n else {\n // WebGL2\n // cache possible MSAA samples\n this.msaaSamples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES);\n }\n };\n /**\n * Bind a framebuffer.\n * @param framebuffer\n * @param frame - frame, default is framebuffer size\n * @param mipLevel - optional mip level to set on the framebuffer - defaults to 0\n */\n FramebufferSystem.prototype.bind = function (framebuffer, frame, mipLevel) {\n if (mipLevel === void 0) { mipLevel = 0; }\n var gl = this.gl;\n if (framebuffer) {\n // TODO caching layer!\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID] || this.initFramebuffer(framebuffer);\n if (this.current !== framebuffer) {\n this.current = framebuffer;\n gl.bindFramebuffer(gl.FRAMEBUFFER, fbo.framebuffer);\n }\n // make sure all textures are unbound..\n if (fbo.mipLevel !== mipLevel) {\n framebuffer.dirtyId++;\n framebuffer.dirtyFormat++;\n fbo.mipLevel = mipLevel;\n }\n // now check for updates...\n if (fbo.dirtyId !== framebuffer.dirtyId) {\n fbo.dirtyId = framebuffer.dirtyId;\n if (fbo.dirtyFormat !== framebuffer.dirtyFormat) {\n fbo.dirtyFormat = framebuffer.dirtyFormat;\n fbo.dirtySize = framebuffer.dirtySize;\n this.updateFramebuffer(framebuffer, mipLevel);\n }\n else if (fbo.dirtySize !== framebuffer.dirtySize) {\n fbo.dirtySize = framebuffer.dirtySize;\n this.resizeFramebuffer(framebuffer);\n }\n }\n for (var i = 0; i < framebuffer.colorTextures.length; i++) {\n var tex = framebuffer.colorTextures[i];\n this.renderer.texture.unbind(tex.parentTextureArray || tex);\n }\n if (framebuffer.depthTexture) {\n this.renderer.texture.unbind(framebuffer.depthTexture);\n }\n if (frame) {\n var mipWidth = (frame.width >> mipLevel);\n var mipHeight = (frame.height >> mipLevel);\n var scale = mipWidth / frame.width;\n this.setViewport(frame.x * scale, frame.y * scale, mipWidth, mipHeight);\n }\n else {\n var mipWidth = (framebuffer.width >> mipLevel);\n var mipHeight = (framebuffer.height >> mipLevel);\n this.setViewport(0, 0, mipWidth, mipHeight);\n }\n }\n else {\n if (this.current) {\n this.current = null;\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n }\n if (frame) {\n this.setViewport(frame.x, frame.y, frame.width, frame.height);\n }\n else {\n this.setViewport(0, 0, this.renderer.width, this.renderer.height);\n }\n }\n };\n /**\n * Set the WebGLRenderingContext's viewport.\n * @param x - X position of viewport\n * @param y - Y position of viewport\n * @param width - Width of viewport\n * @param height - Height of viewport\n */\n FramebufferSystem.prototype.setViewport = function (x, y, width, height) {\n var v = this.viewport;\n x = Math.round(x);\n y = Math.round(y);\n width = Math.round(width);\n height = Math.round(height);\n if (v.width !== width || v.height !== height || v.x !== x || v.y !== y) {\n v.x = x;\n v.y = y;\n v.width = width;\n v.height = height;\n this.gl.viewport(x, y, width, height);\n }\n };\n Object.defineProperty(FramebufferSystem.prototype, \"size\", {\n /**\n * Get the size of the current width and height. Returns object with `width` and `height` values.\n * @readonly\n */\n get: function () {\n if (this.current) {\n // TODO store temp\n return { x: 0, y: 0, width: this.current.width, height: this.current.height };\n }\n return { x: 0, y: 0, width: this.renderer.width, height: this.renderer.height };\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Clear the color of the context\n * @param r - Red value from 0 to 1\n * @param g - Green value from 0 to 1\n * @param b - Blue value from 0 to 1\n * @param a - Alpha value from 0 to 1\n * @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks\n * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.\n */\n FramebufferSystem.prototype.clear = function (r, g, b, a, mask) {\n if (mask === void 0) { mask = BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH; }\n var gl = this.gl;\n // TODO clear color can be set only one right?\n gl.clearColor(r, g, b, a);\n gl.clear(mask);\n };\n /**\n * Initialize framebuffer for this context\n * @protected\n * @param framebuffer\n * @returns - created GLFramebuffer\n */\n FramebufferSystem.prototype.initFramebuffer = function (framebuffer) {\n var gl = this.gl;\n var fbo = new GLFramebuffer(gl.createFramebuffer());\n fbo.multisample = this.detectSamples(framebuffer.multisample);\n framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo;\n this.managedFramebuffers.push(framebuffer);\n framebuffer.disposeRunner.add(this);\n return fbo;\n };\n /**\n * Resize the framebuffer\n * @param framebuffer\n * @protected\n */\n FramebufferSystem.prototype.resizeFramebuffer = function (framebuffer) {\n var gl = this.gl;\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n if (fbo.msaaBuffer) {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height);\n }\n if (fbo.stencil) {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n }\n var colorTextures = framebuffer.colorTextures;\n var count = colorTextures.length;\n if (!gl.drawBuffers) {\n count = Math.min(count, 1);\n }\n for (var i = 0; i < count; i++) {\n var texture = colorTextures[i];\n var parentTexture = texture.parentTextureArray || texture;\n this.renderer.texture.bind(parentTexture, 0);\n }\n if (framebuffer.depthTexture && this.writeDepthTexture) {\n this.renderer.texture.bind(framebuffer.depthTexture, 0);\n }\n };\n /**\n * Update the framebuffer\n * @param framebuffer\n * @param mipLevel\n * @protected\n */\n FramebufferSystem.prototype.updateFramebuffer = function (framebuffer, mipLevel) {\n var gl = this.gl;\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n // bind the color texture\n var colorTextures = framebuffer.colorTextures;\n var count = colorTextures.length;\n if (!gl.drawBuffers) {\n count = Math.min(count, 1);\n }\n if (fbo.multisample > 1 && this.canMultisampleFramebuffer(framebuffer)) {\n fbo.msaaBuffer = fbo.msaaBuffer || gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height);\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, fbo.msaaBuffer);\n }\n else if (fbo.msaaBuffer) {\n gl.deleteRenderbuffer(fbo.msaaBuffer);\n fbo.msaaBuffer = null;\n if (fbo.blitFramebuffer) {\n fbo.blitFramebuffer.dispose();\n fbo.blitFramebuffer = null;\n }\n }\n var activeTextures = [];\n for (var i = 0; i < count; i++) {\n var texture = colorTextures[i];\n var parentTexture = texture.parentTextureArray || texture;\n this.renderer.texture.bind(parentTexture, 0);\n if (i === 0 && fbo.msaaBuffer) {\n continue;\n }\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, texture.target, parentTexture._glTextures[this.CONTEXT_UID].texture, mipLevel);\n activeTextures.push(gl.COLOR_ATTACHMENT0 + i);\n }\n if (activeTextures.length > 1) {\n gl.drawBuffers(activeTextures);\n }\n if (framebuffer.depthTexture) {\n var writeDepthTexture = this.writeDepthTexture;\n if (writeDepthTexture) {\n var depthTexture = framebuffer.depthTexture;\n this.renderer.texture.bind(depthTexture, 0);\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._glTextures[this.CONTEXT_UID].texture, mipLevel);\n }\n }\n if ((framebuffer.stencil || framebuffer.depth) && !(framebuffer.depthTexture && this.writeDepthTexture)) {\n fbo.stencil = fbo.stencil || gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, fbo.stencil);\n }\n else if (fbo.stencil) {\n gl.deleteRenderbuffer(fbo.stencil);\n fbo.stencil = null;\n }\n };\n /**\n * Returns true if the frame buffer can be multisampled.\n * @param framebuffer\n */\n FramebufferSystem.prototype.canMultisampleFramebuffer = function (framebuffer) {\n return this.renderer.context.webGLVersion !== 1\n && framebuffer.colorTextures.length <= 1 && !framebuffer.depthTexture;\n };\n /**\n * Detects number of samples that is not more than a param but as close to it as possible\n * @param samples - number of samples\n * @returns - recommended number of samples\n */\n FramebufferSystem.prototype.detectSamples = function (samples) {\n var msaaSamples = this.msaaSamples;\n var res = MSAA_QUALITY.NONE;\n if (samples <= 1 || msaaSamples === null) {\n return res;\n }\n for (var i = 0; i < msaaSamples.length; i++) {\n if (msaaSamples[i] <= samples) {\n res = msaaSamples[i];\n break;\n }\n }\n if (res === 1) {\n res = MSAA_QUALITY.NONE;\n }\n return res;\n };\n /**\n * Only works with WebGL2\n *\n * blits framebuffer to another of the same or bigger size\n * after that target framebuffer is bound\n *\n * Fails with WebGL warning if blits multisample framebuffer to different size\n * @param framebuffer - by default it blits \"into itself\", from renderBuffer to texture.\n * @param sourcePixels - source rectangle in pixels\n * @param destPixels - dest rectangle in pixels, assumed to be the same as sourcePixels\n */\n FramebufferSystem.prototype.blit = function (framebuffer, sourcePixels, destPixels) {\n var _a = this, current = _a.current, renderer = _a.renderer, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n if (renderer.context.webGLVersion !== 2) {\n return;\n }\n if (!current) {\n return;\n }\n var fbo = current.glFramebuffers[CONTEXT_UID];\n if (!fbo) {\n return;\n }\n if (!framebuffer) {\n if (!fbo.msaaBuffer) {\n return;\n }\n var colorTexture = current.colorTextures[0];\n if (!colorTexture) {\n return;\n }\n if (!fbo.blitFramebuffer) {\n fbo.blitFramebuffer = new Framebuffer(current.width, current.height);\n fbo.blitFramebuffer.addColorTexture(0, colorTexture);\n }\n framebuffer = fbo.blitFramebuffer;\n if (framebuffer.colorTextures[0] !== colorTexture) {\n framebuffer.colorTextures[0] = colorTexture;\n framebuffer.dirtyId++;\n framebuffer.dirtyFormat++;\n }\n if (framebuffer.width !== current.width || framebuffer.height !== current.height) {\n framebuffer.width = current.width;\n framebuffer.height = current.height;\n framebuffer.dirtyId++;\n framebuffer.dirtySize++;\n }\n }\n if (!sourcePixels) {\n sourcePixels = tempRectangle;\n sourcePixels.width = current.width;\n sourcePixels.height = current.height;\n }\n if (!destPixels) {\n destPixels = sourcePixels;\n }\n var sameSize = sourcePixels.width === destPixels.width && sourcePixels.height === destPixels.height;\n this.bind(framebuffer);\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo.framebuffer);\n gl.blitFramebuffer(sourcePixels.left, sourcePixels.top, sourcePixels.right, sourcePixels.bottom, destPixels.left, destPixels.top, destPixels.right, destPixels.bottom, gl.COLOR_BUFFER_BIT, sameSize ? gl.NEAREST : gl.LINEAR);\n };\n /**\n * Disposes framebuffer.\n * @param framebuffer - framebuffer that has to be disposed of\n * @param contextLost - If context was lost, we suppress all delete function calls\n */\n FramebufferSystem.prototype.disposeFramebuffer = function (framebuffer, contextLost) {\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n var gl = this.gl;\n if (!fbo) {\n return;\n }\n delete framebuffer.glFramebuffers[this.CONTEXT_UID];\n var index = this.managedFramebuffers.indexOf(framebuffer);\n if (index >= 0) {\n this.managedFramebuffers.splice(index, 1);\n }\n framebuffer.disposeRunner.remove(this);\n if (!contextLost) {\n gl.deleteFramebuffer(fbo.framebuffer);\n if (fbo.msaaBuffer) {\n gl.deleteRenderbuffer(fbo.msaaBuffer);\n }\n if (fbo.stencil) {\n gl.deleteRenderbuffer(fbo.stencil);\n }\n }\n if (fbo.blitFramebuffer) {\n fbo.blitFramebuffer.dispose();\n }\n };\n /**\n * Disposes all framebuffers, but not textures bound to them.\n * @param [contextLost=false] - If context was lost, we suppress all delete function calls\n */\n FramebufferSystem.prototype.disposeAll = function (contextLost) {\n var list = this.managedFramebuffers;\n this.managedFramebuffers = [];\n for (var i = 0; i < list.length; i++) {\n this.disposeFramebuffer(list[i], contextLost);\n }\n };\n /**\n * Forcing creation of stencil buffer for current framebuffer, if it wasn't done before.\n * Used by MaskSystem, when its time to use stencil mask for Graphics element.\n *\n * Its an alternative for public lazy `framebuffer.enableStencil`, in case we need stencil without rebind.\n * @private\n */\n FramebufferSystem.prototype.forceStencil = function () {\n var framebuffer = this.current;\n if (!framebuffer) {\n return;\n }\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n if (!fbo || fbo.stencil) {\n return;\n }\n framebuffer.stencil = true;\n var w = framebuffer.width;\n var h = framebuffer.height;\n var gl = this.gl;\n var stencil = gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, w, h);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, w, h);\n }\n fbo.stencil = stencil;\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencil);\n };\n /** Resets framebuffer stored state, binds screen framebuffer. Should be called before renderTexture reset(). */\n FramebufferSystem.prototype.reset = function () {\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n };\n FramebufferSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return FramebufferSystem;\n}());\n\nvar byteSizeMap = { 5126: 4, 5123: 2, 5121: 1 };\n/**\n * System plugin to the renderer to manage geometry.\n * @memberof PIXI\n */\nvar GeometrySystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function GeometrySystem(renderer) {\n this.renderer = renderer;\n this._activeGeometry = null;\n this._activeVao = null;\n this.hasVao = true;\n this.hasInstance = true;\n this.canUseUInt32ElementIndex = false;\n this.managedGeometries = {};\n }\n /** Sets up the renderer context and necessary buffers. */\n GeometrySystem.prototype.contextChange = function () {\n this.disposeAll(true);\n var gl = this.gl = this.renderer.gl;\n var context = this.renderer.context;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n // webgl2\n if (context.webGLVersion !== 2) {\n // webgl 1!\n var nativeVaoExtension_1 = this.renderer.context.extensions.vertexArrayObject;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n nativeVaoExtension_1 = null;\n }\n if (nativeVaoExtension_1) {\n gl.createVertexArray = function () {\n return nativeVaoExtension_1.createVertexArrayOES();\n };\n gl.bindVertexArray = function (vao) {\n return nativeVaoExtension_1.bindVertexArrayOES(vao);\n };\n gl.deleteVertexArray = function (vao) {\n return nativeVaoExtension_1.deleteVertexArrayOES(vao);\n };\n }\n else {\n this.hasVao = false;\n gl.createVertexArray = function () {\n return null;\n };\n gl.bindVertexArray = function () {\n return null;\n };\n gl.deleteVertexArray = function () {\n return null;\n };\n }\n }\n if (context.webGLVersion !== 2) {\n var instanceExt_1 = gl.getExtension('ANGLE_instanced_arrays');\n if (instanceExt_1) {\n gl.vertexAttribDivisor = function (a, b) {\n return instanceExt_1.vertexAttribDivisorANGLE(a, b);\n };\n gl.drawElementsInstanced = function (a, b, c, d, e) {\n return instanceExt_1.drawElementsInstancedANGLE(a, b, c, d, e);\n };\n gl.drawArraysInstanced = function (a, b, c, d) {\n return instanceExt_1.drawArraysInstancedANGLE(a, b, c, d);\n };\n }\n else {\n this.hasInstance = false;\n }\n }\n this.canUseUInt32ElementIndex = context.webGLVersion === 2 || !!context.extensions.uint32ElementIndex;\n };\n /**\n * Binds geometry so that is can be drawn. Creating a Vao if required\n * @param geometry - Instance of geometry to bind.\n * @param shader - Instance of shader to use vao for.\n */\n GeometrySystem.prototype.bind = function (geometry, shader) {\n shader = shader || this.renderer.shader.shader;\n var gl = this.gl;\n // not sure the best way to address this..\n // currently different shaders require different VAOs for the same geometry\n // Still mulling over the best way to solve this one..\n // will likely need to modify the shader attribute locations at run time!\n var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var incRefCount = false;\n if (!vaos) {\n this.managedGeometries[geometry.id] = geometry;\n geometry.disposeRunner.add(this);\n geometry.glVertexArrayObjects[this.CONTEXT_UID] = vaos = {};\n incRefCount = true;\n }\n var vao = vaos[shader.program.id] || this.initGeometryVao(geometry, shader, incRefCount);\n this._activeGeometry = geometry;\n if (this._activeVao !== vao) {\n this._activeVao = vao;\n if (this.hasVao) {\n gl.bindVertexArray(vao);\n }\n else {\n this.activateVao(geometry, shader.program);\n }\n }\n // TODO - optimise later!\n // don't need to loop through if nothing changed!\n // maybe look to add an 'autoupdate' to geometry?\n this.updateBuffers();\n };\n /** Reset and unbind any active VAO and geometry. */\n GeometrySystem.prototype.reset = function () {\n this.unbind();\n };\n /** Update buffers of the currently bound geometry. */\n GeometrySystem.prototype.updateBuffers = function () {\n var geometry = this._activeGeometry;\n var bufferSystem = this.renderer.buffer;\n for (var i = 0; i < geometry.buffers.length; i++) {\n var buffer = geometry.buffers[i];\n bufferSystem.update(buffer);\n }\n };\n /**\n * Check compatibility between a geometry and a program\n * @param geometry - Geometry instance.\n * @param program - Program instance.\n */\n GeometrySystem.prototype.checkCompatibility = function (geometry, program) {\n // geometry must have at least all the attributes that the shader requires.\n var geometryAttributes = geometry.attributes;\n var shaderAttributes = program.attributeData;\n for (var j in shaderAttributes) {\n if (!geometryAttributes[j]) {\n throw new Error(\"shader and geometry incompatible, geometry missing the \\\"\" + j + \"\\\" attribute\");\n }\n }\n };\n /**\n * Takes a geometry and program and generates a unique signature for them.\n * @param geometry - To get signature from.\n * @param program - To test geometry against.\n * @returns - Unique signature of the geometry and program\n */\n GeometrySystem.prototype.getSignature = function (geometry, program) {\n var attribs = geometry.attributes;\n var shaderAttributes = program.attributeData;\n var strings = ['g', geometry.id];\n for (var i in attribs) {\n if (shaderAttributes[i]) {\n strings.push(i, shaderAttributes[i].location);\n }\n }\n return strings.join('-');\n };\n /**\n * Creates or gets Vao with the same structure as the geometry and stores it on the geometry.\n * If vao is created, it is bound automatically. We use a shader to infer what and how to set up the\n * attribute locations.\n * @param geometry - Instance of geometry to to generate Vao for.\n * @param shader - Instance of the shader.\n * @param incRefCount - Increment refCount of all geometry buffers.\n */\n GeometrySystem.prototype.initGeometryVao = function (geometry, shader, incRefCount) {\n if (incRefCount === void 0) { incRefCount = true; }\n var gl = this.gl;\n var CONTEXT_UID = this.CONTEXT_UID;\n var bufferSystem = this.renderer.buffer;\n var program = shader.program;\n if (!program.glPrograms[CONTEXT_UID]) {\n this.renderer.shader.generateProgram(shader);\n }\n this.checkCompatibility(geometry, program);\n var signature = this.getSignature(geometry, program);\n var vaoObjectHash = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var vao = vaoObjectHash[signature];\n if (vao) {\n // this will give us easy access to the vao\n vaoObjectHash[program.id] = vao;\n return vao;\n }\n var buffers = geometry.buffers;\n var attributes = geometry.attributes;\n var tempStride = {};\n var tempStart = {};\n for (var j in buffers) {\n tempStride[j] = 0;\n tempStart[j] = 0;\n }\n for (var j in attributes) {\n if (!attributes[j].size && program.attributeData[j]) {\n attributes[j].size = program.attributeData[j].size;\n }\n else if (!attributes[j].size) {\n console.warn(\"PIXI Geometry attribute '\" + j + \"' size cannot be determined (likely the bound shader does not have the attribute)\"); // eslint-disable-line\n }\n tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap[attributes[j].type];\n }\n for (var j in attributes) {\n var attribute = attributes[j];\n var attribSize = attribute.size;\n if (attribute.stride === undefined) {\n if (tempStride[attribute.buffer] === attribSize * byteSizeMap[attribute.type]) {\n attribute.stride = 0;\n }\n else {\n attribute.stride = tempStride[attribute.buffer];\n }\n }\n if (attribute.start === undefined) {\n attribute.start = tempStart[attribute.buffer];\n tempStart[attribute.buffer] += attribSize * byteSizeMap[attribute.type];\n }\n }\n vao = gl.createVertexArray();\n gl.bindVertexArray(vao);\n // first update - and create the buffers!\n // only create a gl buffer if it actually gets\n for (var i = 0; i < buffers.length; i++) {\n var buffer = buffers[i];\n bufferSystem.bind(buffer);\n if (incRefCount) {\n buffer._glBuffers[CONTEXT_UID].refCount++;\n }\n }\n // TODO - maybe make this a data object?\n // lets wait to see if we need to first!\n this.activateVao(geometry, program);\n this._activeVao = vao;\n // add it to the cache!\n vaoObjectHash[program.id] = vao;\n vaoObjectHash[signature] = vao;\n return vao;\n };\n /**\n * Disposes geometry.\n * @param geometry - Geometry with buffers. Only VAO will be disposed\n * @param [contextLost=false] - If context was lost, we suppress deleteVertexArray\n */\n GeometrySystem.prototype.disposeGeometry = function (geometry, contextLost) {\n var _a;\n if (!this.managedGeometries[geometry.id]) {\n return;\n }\n delete this.managedGeometries[geometry.id];\n var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var gl = this.gl;\n var buffers = geometry.buffers;\n var bufferSystem = (_a = this.renderer) === null || _a === void 0 ? void 0 : _a.buffer;\n geometry.disposeRunner.remove(this);\n if (!vaos) {\n return;\n }\n // bufferSystem may have already been destroyed..\n // if this is the case, there is no need to destroy the geometry buffers...\n // they already have been!\n if (bufferSystem) {\n for (var i = 0; i < buffers.length; i++) {\n var buf = buffers[i]._glBuffers[this.CONTEXT_UID];\n // my be null as context may have changed right before the dispose is called\n if (buf) {\n buf.refCount--;\n if (buf.refCount === 0 && !contextLost) {\n bufferSystem.dispose(buffers[i], contextLost);\n }\n }\n }\n }\n if (!contextLost) {\n for (var vaoId in vaos) {\n // delete only signatures, everything else are copies\n if (vaoId[0] === 'g') {\n var vao = vaos[vaoId];\n if (this._activeVao === vao) {\n this.unbind();\n }\n gl.deleteVertexArray(vao);\n }\n }\n }\n delete geometry.glVertexArrayObjects[this.CONTEXT_UID];\n };\n /**\n * Dispose all WebGL resources of all managed geometries.\n * @param [contextLost=false] - If context was lost, we suppress `gl.delete` calls\n */\n GeometrySystem.prototype.disposeAll = function (contextLost) {\n var all = Object.keys(this.managedGeometries);\n for (var i = 0; i < all.length; i++) {\n this.disposeGeometry(this.managedGeometries[all[i]], contextLost);\n }\n };\n /**\n * Activate vertex array object.\n * @param geometry - Geometry instance.\n * @param program - Shader program instance.\n */\n GeometrySystem.prototype.activateVao = function (geometry, program) {\n var gl = this.gl;\n var CONTEXT_UID = this.CONTEXT_UID;\n var bufferSystem = this.renderer.buffer;\n var buffers = geometry.buffers;\n var attributes = geometry.attributes;\n if (geometry.indexBuffer) {\n // first update the index buffer if we have one..\n bufferSystem.bind(geometry.indexBuffer);\n }\n var lastBuffer = null;\n // add a new one!\n for (var j in attributes) {\n var attribute = attributes[j];\n var buffer = buffers[attribute.buffer];\n var glBuffer = buffer._glBuffers[CONTEXT_UID];\n if (program.attributeData[j]) {\n if (lastBuffer !== glBuffer) {\n bufferSystem.bind(buffer);\n lastBuffer = glBuffer;\n }\n var location = program.attributeData[j].location;\n // TODO introduce state again\n // we can optimise this for older devices that have no VAOs\n gl.enableVertexAttribArray(location);\n gl.vertexAttribPointer(location, attribute.size, attribute.type || gl.FLOAT, attribute.normalized, attribute.stride, attribute.start);\n if (attribute.instance) {\n // TODO calculate instance count based of this...\n if (this.hasInstance) {\n gl.vertexAttribDivisor(location, 1);\n }\n else {\n throw new Error('geometry error, GPU Instancing is not supported on this device');\n }\n }\n }\n }\n };\n /**\n * Draws the currently bound geometry.\n * @param type - The type primitive to render.\n * @param size - The number of elements to be rendered. If not specified, all vertices after the\n * starting vertex will be drawn.\n * @param start - The starting vertex in the geometry to start drawing from. If not specified,\n * drawing will start from the first vertex.\n * @param instanceCount - The number of instances of the set of elements to execute. If not specified,\n * all instances will be drawn.\n */\n GeometrySystem.prototype.draw = function (type, size, start, instanceCount) {\n var gl = this.gl;\n var geometry = this._activeGeometry;\n // TODO.. this should not change so maybe cache the function?\n if (geometry.indexBuffer) {\n var byteSize = geometry.indexBuffer.data.BYTES_PER_ELEMENT;\n var glType = byteSize === 2 ? gl.UNSIGNED_SHORT : gl.UNSIGNED_INT;\n if (byteSize === 2 || (byteSize === 4 && this.canUseUInt32ElementIndex)) {\n if (geometry.instanced) {\n /* eslint-disable max-len */\n gl.drawElementsInstanced(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize, instanceCount || 1);\n /* eslint-enable max-len */\n }\n else {\n /* eslint-disable max-len */\n gl.drawElements(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize);\n /* eslint-enable max-len */\n }\n }\n else {\n console.warn('unsupported index buffer type: uint32');\n }\n }\n else if (geometry.instanced) {\n // TODO need a better way to calculate size..\n gl.drawArraysInstanced(type, start, size || geometry.getSize(), instanceCount || 1);\n }\n else {\n gl.drawArrays(type, start, size || geometry.getSize());\n }\n return this;\n };\n /** Unbind/reset everything. */\n GeometrySystem.prototype.unbind = function () {\n this.gl.bindVertexArray(null);\n this._activeVao = null;\n this._activeGeometry = null;\n };\n GeometrySystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return GeometrySystem;\n}());\n\n/**\n * Component for masked elements.\n *\n * Holds mask mode and temporary data about current mask.\n * @memberof PIXI\n */\nvar MaskData = /** @class */ (function () {\n /**\n * Create MaskData\n * @param {PIXI.DisplayObject} [maskObject=null] - object that describes the mask\n */\n function MaskData(maskObject) {\n if (maskObject === void 0) { maskObject = null; }\n this.type = MASK_TYPES.NONE;\n this.autoDetect = true;\n this.maskObject = maskObject || null;\n this.pooled = false;\n this.isMaskData = true;\n this.resolution = null;\n this.multisample = settings.FILTER_MULTISAMPLE;\n this.enabled = true;\n this.colorMask = 0xf;\n this._filters = null;\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n this._scissorRectLocal = null;\n this._colorMask = 0xf;\n this._target = null;\n }\n Object.defineProperty(MaskData.prototype, \"filter\", {\n /**\n * The sprite mask filter.\n * If set to `null`, the default sprite mask filter is used.\n * @default null\n */\n get: function () {\n return this._filters ? this._filters[0] : null;\n },\n set: function (value) {\n if (value) {\n if (this._filters) {\n this._filters[0] = value;\n }\n else {\n this._filters = [value];\n }\n }\n else {\n this._filters = null;\n }\n },\n enumerable: false,\n configurable: true\n });\n /** Resets the mask data after popMask(). */\n MaskData.prototype.reset = function () {\n if (this.pooled) {\n this.maskObject = null;\n this.type = MASK_TYPES.NONE;\n this.autoDetect = true;\n }\n this._target = null;\n this._scissorRectLocal = null;\n };\n /**\n * Copies counters from maskData above, called from pushMask().\n * @param maskAbove\n */\n MaskData.prototype.copyCountersOrReset = function (maskAbove) {\n if (maskAbove) {\n this._stencilCounter = maskAbove._stencilCounter;\n this._scissorCounter = maskAbove._scissorCounter;\n this._scissorRect = maskAbove._scissorRect;\n }\n else {\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n }\n };\n return MaskData;\n}());\n\n/**\n * @private\n * @param {WebGLRenderingContext} gl - The current WebGL context {WebGLProgram}\n * @param {number} type - the type, can be either VERTEX_SHADER or FRAGMENT_SHADER\n * @param {string} src - The vertex shader source as an array of strings.\n * @returns {WebGLShader} the shader\n */\nfunction compileShader(gl, type, src) {\n var shader = gl.createShader(type);\n gl.shaderSource(shader, src);\n gl.compileShader(shader);\n return shader;\n}\n\n/**\n * will log a shader error highlighting the lines with the error\n * also will add numbers along the side.\n * @param gl - the WebGLContext\n * @param shader - the shader to log errors for\n */\nfunction logPrettyShaderError(gl, shader) {\n var shaderSrc = gl.getShaderSource(shader)\n .split('\\n')\n .map(function (line, index) { return index + \": \" + line; });\n var shaderLog = gl.getShaderInfoLog(shader);\n var splitShader = shaderLog.split('\\n');\n var dedupe = {};\n var lineNumbers = splitShader.map(function (line) { return parseFloat(line.replace(/^ERROR\\: 0\\:([\\d]+)\\:.*$/, '$1')); })\n .filter(function (n) {\n if (n && !dedupe[n]) {\n dedupe[n] = true;\n return true;\n }\n return false;\n });\n var logArgs = [''];\n lineNumbers.forEach(function (number) {\n shaderSrc[number - 1] = \"%c\" + shaderSrc[number - 1] + \"%c\";\n logArgs.push('background: #FF0000; color:#FFFFFF; font-size: 10px', 'font-size: 10px');\n });\n var fragmentSourceToLog = shaderSrc\n .join('\\n');\n logArgs[0] = fragmentSourceToLog;\n console.error(shaderLog);\n // eslint-disable-next-line no-console\n console.groupCollapsed('click to view full shader code');\n console.warn.apply(console, logArgs);\n // eslint-disable-next-line no-console\n console.groupEnd();\n}\n/**\n *\n * logs out any program errors\n * @param gl - The current WebGL context\n * @param program - the WebGL program to display errors for\n * @param vertexShader - the fragment WebGL shader program\n * @param fragmentShader - the vertex WebGL shader program\n */\nfunction logProgramError(gl, program, vertexShader, fragmentShader) {\n // if linking fails, then log and cleanup\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {\n logPrettyShaderError(gl, vertexShader);\n }\n if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {\n logPrettyShaderError(gl, fragmentShader);\n }\n console.error('PixiJS Error: Could not initialize shader.');\n // if there is a program info log, log it\n if (gl.getProgramInfoLog(program) !== '') {\n console.warn('PixiJS Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program));\n }\n }\n}\n\nfunction booleanArray(size) {\n var array = new Array(size);\n for (var i = 0; i < array.length; i++) {\n array[i] = false;\n }\n return array;\n}\n/**\n * @method defaultValue\n * @memberof PIXI.glCore.shader\n * @param {string} type - Type of value\n * @param {number} size\n * @private\n */\nfunction defaultValue(type, size) {\n switch (type) {\n case 'float':\n return 0;\n case 'vec2':\n return new Float32Array(2 * size);\n case 'vec3':\n return new Float32Array(3 * size);\n case 'vec4':\n return new Float32Array(4 * size);\n case 'int':\n case 'uint':\n case 'sampler2D':\n case 'sampler2DArray':\n return 0;\n case 'ivec2':\n return new Int32Array(2 * size);\n case 'ivec3':\n return new Int32Array(3 * size);\n case 'ivec4':\n return new Int32Array(4 * size);\n case 'uvec2':\n return new Uint32Array(2 * size);\n case 'uvec3':\n return new Uint32Array(3 * size);\n case 'uvec4':\n return new Uint32Array(4 * size);\n case 'bool':\n return false;\n case 'bvec2':\n return booleanArray(2 * size);\n case 'bvec3':\n return booleanArray(3 * size);\n case 'bvec4':\n return booleanArray(4 * size);\n case 'mat2':\n return new Float32Array([1, 0,\n 0, 1]);\n case 'mat3':\n return new Float32Array([1, 0, 0,\n 0, 1, 0,\n 0, 0, 1]);\n case 'mat4':\n return new Float32Array([1, 0, 0, 0,\n 0, 1, 0, 0,\n 0, 0, 1, 0,\n 0, 0, 0, 1]);\n }\n return null;\n}\n\nvar unknownContext = {};\nvar context = unknownContext;\n/**\n * returns a little WebGL context to use for program inspection.\n * @static\n * @private\n * @returns {WebGLRenderingContext} a gl context to test with\n */\nfunction getTestContext() {\n if (context === unknownContext || (context && context.isContextLost())) {\n var canvas = settings.ADAPTER.createCanvas();\n var gl = void 0;\n if (settings.PREFER_ENV >= ENV.WEBGL2) {\n gl = canvas.getContext('webgl2', {});\n }\n if (!gl) {\n gl = (canvas.getContext('webgl', {})\n || canvas.getContext('experimental-webgl', {}));\n if (!gl) {\n // fail, not able to get a context\n gl = null;\n }\n else {\n // for shader testing..\n gl.getExtension('WEBGL_draw_buffers');\n }\n }\n context = gl;\n }\n return context;\n}\n\nvar maxFragmentPrecision;\nfunction getMaxFragmentPrecision() {\n if (!maxFragmentPrecision) {\n maxFragmentPrecision = PRECISION.MEDIUM;\n var gl = getTestContext();\n if (gl) {\n if (gl.getShaderPrecisionFormat) {\n var shaderFragment = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);\n maxFragmentPrecision = shaderFragment.precision ? PRECISION.HIGH : PRECISION.MEDIUM;\n }\n }\n }\n return maxFragmentPrecision;\n}\n\n/**\n * Sets the float precision on the shader, ensuring the device supports the request precision.\n * If the precision is already present, it just ensures that the device is able to handle it.\n * @private\n * @param {string} src - The shader source\n * @param {PIXI.PRECISION} requestedPrecision - The request float precision of the shader.\n * @param {PIXI.PRECISION} maxSupportedPrecision - The maximum precision the shader supports.\n * @returns {string} modified shader source\n */\nfunction setPrecision(src, requestedPrecision, maxSupportedPrecision) {\n if (src.substring(0, 9) !== 'precision') {\n // no precision supplied, so PixiJS will add the requested level.\n var precision = requestedPrecision;\n // If highp is requested but not supported, downgrade precision to a level all devices support.\n if (requestedPrecision === PRECISION.HIGH && maxSupportedPrecision !== PRECISION.HIGH) {\n precision = PRECISION.MEDIUM;\n }\n return \"precision \" + precision + \" float;\\n\" + src;\n }\n else if (maxSupportedPrecision !== PRECISION.HIGH && src.substring(0, 15) === 'precision highp') {\n // precision was supplied, but at a level this device does not support, so downgrading to mediump.\n return src.replace('precision highp', 'precision mediump');\n }\n return src;\n}\n\nvar GLSL_TO_SIZE = {\n float: 1,\n vec2: 2,\n vec3: 3,\n vec4: 4,\n int: 1,\n ivec2: 2,\n ivec3: 3,\n ivec4: 4,\n uint: 1,\n uvec2: 2,\n uvec3: 3,\n uvec4: 4,\n bool: 1,\n bvec2: 2,\n bvec3: 3,\n bvec4: 4,\n mat2: 4,\n mat3: 9,\n mat4: 16,\n sampler2D: 1,\n};\n/**\n * @private\n * @method mapSize\n * @memberof PIXI.glCore.shader\n * @param {string} type\n */\nfunction mapSize(type) {\n return GLSL_TO_SIZE[type];\n}\n\nvar GL_TABLE = null;\nvar GL_TO_GLSL_TYPES = {\n FLOAT: 'float',\n FLOAT_VEC2: 'vec2',\n FLOAT_VEC3: 'vec3',\n FLOAT_VEC4: 'vec4',\n INT: 'int',\n INT_VEC2: 'ivec2',\n INT_VEC3: 'ivec3',\n INT_VEC4: 'ivec4',\n UNSIGNED_INT: 'uint',\n UNSIGNED_INT_VEC2: 'uvec2',\n UNSIGNED_INT_VEC3: 'uvec3',\n UNSIGNED_INT_VEC4: 'uvec4',\n BOOL: 'bool',\n BOOL_VEC2: 'bvec2',\n BOOL_VEC3: 'bvec3',\n BOOL_VEC4: 'bvec4',\n FLOAT_MAT2: 'mat2',\n FLOAT_MAT3: 'mat3',\n FLOAT_MAT4: 'mat4',\n SAMPLER_2D: 'sampler2D',\n INT_SAMPLER_2D: 'sampler2D',\n UNSIGNED_INT_SAMPLER_2D: 'sampler2D',\n SAMPLER_CUBE: 'samplerCube',\n INT_SAMPLER_CUBE: 'samplerCube',\n UNSIGNED_INT_SAMPLER_CUBE: 'samplerCube',\n SAMPLER_2D_ARRAY: 'sampler2DArray',\n INT_SAMPLER_2D_ARRAY: 'sampler2DArray',\n UNSIGNED_INT_SAMPLER_2D_ARRAY: 'sampler2DArray',\n};\n// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\nfunction mapType(gl, type) {\n if (!GL_TABLE) {\n var typeNames = Object.keys(GL_TO_GLSL_TYPES);\n GL_TABLE = {};\n for (var i = 0; i < typeNames.length; ++i) {\n var tn = typeNames[i];\n GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn];\n }\n }\n return GL_TABLE[type];\n}\n\n/* eslint-disable @typescript-eslint/explicit-module-boundary-types */\n// Parsers, each one of these will take a look at the type of shader property and uniform.\n// if they pass the test function then the code function is called that returns a the shader upload code for that uniform.\n// Shader upload code is automagically generated with these parsers.\n// If no parser is valid then the default upload functions are used.\n// exposing Parsers means that custom upload logic can be added to pixi's shaders.\n// A good example would be a pixi rectangle can be directly set on a uniform.\n// If the shader sees it it knows how to upload the rectangle structure as a vec4\n// format is as follows:\n//\n// {\n// test: (data, uniform) => {} <--- test is this code should be used for this uniform\n// code: (name, uniform) => {} <--- returns the string of the piece of code that uploads the uniform\n// codeUbo: (name, uniform) => {} <--- returns the string of the piece of code that uploads the\n// uniform to a uniform buffer\n// }\nvar uniformParsers = [\n // a float cache layer\n {\n test: function (data) {\n return data.type === 'float' && data.size === 1 && !data.isArray;\n },\n code: function (name) {\n return \"\\n if(uv[\\\"\" + name + \"\\\"] !== ud[\\\"\" + name + \"\\\"].value)\\n {\\n ud[\\\"\" + name + \"\\\"].value = uv[\\\"\" + name + \"\\\"]\\n gl.uniform1f(ud[\\\"\" + name + \"\\\"].location, uv[\\\"\" + name + \"\\\"])\\n }\\n \";\n },\n },\n // handling samplers\n {\n test: function (data, uniform) {\n // eslint-disable-next-line max-len,no-eq-null,eqeqeq\n return (data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray && (uniform == null || uniform.castToBaseTexture !== undefined);\n },\n code: function (name) { return \"t = syncData.textureCount++;\\n\\n renderer.texture.bind(uv[\\\"\" + name + \"\\\"], t);\\n\\n if(ud[\\\"\" + name + \"\\\"].value !== t)\\n {\\n ud[\\\"\" + name + \"\\\"].value = t;\\n gl.uniform1i(ud[\\\"\" + name + \"\\\"].location, t);\\n; // eslint-disable-line max-len\\n }\"; },\n },\n // uploading pixi matrix object to mat3\n {\n test: function (data, uniform) {\n return data.type === 'mat3' && data.size === 1 && !data.isArray && uniform.a !== undefined;\n },\n code: function (name) {\n // TODO and some smart caching dirty ids here!\n return \"\\n gl.uniformMatrix3fv(ud[\\\"\" + name + \"\\\"].location, false, uv[\\\"\" + name + \"\\\"].toArray(true));\\n \";\n },\n codeUbo: function (name) {\n return \"\\n var \" + name + \"_matrix = uv.\" + name + \".toArray(true);\\n\\n data[offset] = \" + name + \"_matrix[0];\\n data[offset+1] = \" + name + \"_matrix[1];\\n data[offset+2] = \" + name + \"_matrix[2];\\n \\n data[offset + 4] = \" + name + \"_matrix[3];\\n data[offset + 5] = \" + name + \"_matrix[4];\\n data[offset + 6] = \" + name + \"_matrix[5];\\n \\n data[offset + 8] = \" + name + \"_matrix[6];\\n data[offset + 9] = \" + name + \"_matrix[7];\\n data[offset + 10] = \" + name + \"_matrix[8];\\n \";\n },\n },\n // uploading a pixi point as a vec2 with caching layer\n {\n test: function (data, uniform) {\n return data.type === 'vec2' && data.size === 1 && !data.isArray && uniform.x !== undefined;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v.x || cv[1] !== v.y)\\n {\\n cv[0] = v.x;\\n cv[1] = v.y;\\n gl.uniform2f(ud[\\\"\" + name + \"\\\"].location, v.x, v.y);\\n }\";\n },\n codeUbo: function (name) {\n return \"\\n v = uv.\" + name + \";\\n\\n data[offset] = v.x;\\n data[offset+1] = v.y;\\n \";\n }\n },\n // caching layer for a vec2\n {\n test: function (data) {\n return data.type === 'vec2' && data.size === 1 && !data.isArray;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n gl.uniform2f(ud[\\\"\" + name + \"\\\"].location, v[0], v[1]);\\n }\\n \";\n },\n },\n // upload a pixi rectangle as a vec4 with caching layer\n {\n test: function (data, uniform) {\n return data.type === 'vec4' && data.size === 1 && !data.isArray && uniform.width !== undefined;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height)\\n {\\n cv[0] = v.x;\\n cv[1] = v.y;\\n cv[2] = v.width;\\n cv[3] = v.height;\\n gl.uniform4f(ud[\\\"\" + name + \"\\\"].location, v.x, v.y, v.width, v.height)\\n }\";\n },\n codeUbo: function (name) {\n return \"\\n v = uv.\" + name + \";\\n\\n data[offset] = v.x;\\n data[offset+1] = v.y;\\n data[offset+2] = v.width;\\n data[offset+3] = v.height;\\n \";\n }\n },\n // a caching layer for vec4 uploading\n {\n test: function (data) {\n return data.type === 'vec4' && data.size === 1 && !data.isArray;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4f(ud[\\\"\" + name + \"\\\"].location, v[0], v[1], v[2], v[3])\\n }\";\n },\n } ];\n\n// cu = Cached value's uniform data field\n// cv = Cached value\n// v = value to upload\n// ud = uniformData\n// uv = uniformValue\n// l = location\nvar GLSL_TO_SINGLE_SETTERS_CACHED = {\n float: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n gl.uniform1f(location, v);\\n }\",\n vec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2f(location, v[0], v[1])\\n }\",\n vec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3f(location, v[0], v[1], v[2])\\n }\",\n vec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4f(location, v[0], v[1], v[2], v[3]);\\n }\",\n int: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1i(location, v);\\n }\",\n ivec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2i(location, v[0], v[1]);\\n }\",\n ivec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3i(location, v[0], v[1], v[2]);\\n }\",\n ivec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\\n }\",\n uint: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1ui(location, v);\\n }\",\n uvec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2ui(location, v[0], v[1]);\\n }\",\n uvec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3ui(location, v[0], v[1], v[2]);\\n }\",\n uvec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4ui(location, v[0], v[1], v[2], v[3]);\\n }\",\n bool: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n gl.uniform1i(location, v);\\n }\",\n bvec2: \"\\n if (cv[0] != v[0] || cv[1] != v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2i(location, v[0], v[1]);\\n }\",\n bvec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3i(location, v[0], v[1], v[2]);\\n }\",\n bvec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\\n }\",\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n sampler2D: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1i(location, v);\\n }\",\n samplerCube: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1i(location, v);\\n }\",\n sampler2DArray: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1i(location, v);\\n }\",\n};\nvar GLSL_TO_ARRAY_SETTERS = {\n float: \"gl.uniform1fv(location, v)\",\n vec2: \"gl.uniform2fv(location, v)\",\n vec3: \"gl.uniform3fv(location, v)\",\n vec4: 'gl.uniform4fv(location, v)',\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n int: 'gl.uniform1iv(location, v)',\n ivec2: 'gl.uniform2iv(location, v)',\n ivec3: 'gl.uniform3iv(location, v)',\n ivec4: 'gl.uniform4iv(location, v)',\n uint: 'gl.uniform1uiv(location, v)',\n uvec2: 'gl.uniform2uiv(location, v)',\n uvec3: 'gl.uniform3uiv(location, v)',\n uvec4: 'gl.uniform4uiv(location, v)',\n bool: 'gl.uniform1iv(location, v)',\n bvec2: 'gl.uniform2iv(location, v)',\n bvec3: 'gl.uniform3iv(location, v)',\n bvec4: 'gl.uniform4iv(location, v)',\n sampler2D: 'gl.uniform1iv(location, v)',\n samplerCube: 'gl.uniform1iv(location, v)',\n sampler2DArray: 'gl.uniform1iv(location, v)',\n};\nfunction generateUniformsSync(group, uniformData) {\n var _a;\n var funcFragments = [\"\\n var v = null;\\n var cv = null;\\n var cu = null;\\n var t = 0;\\n var gl = renderer.gl;\\n \"];\n for (var i in group.uniforms) {\n var data = uniformData[i];\n if (!data) {\n if ((_a = group.uniforms[i]) === null || _a === void 0 ? void 0 : _a.group) {\n if (group.uniforms[i].ubo) {\n funcFragments.push(\"\\n renderer.shader.syncUniformBufferGroup(uv.\" + i + \", '\" + i + \"');\\n \");\n }\n else {\n funcFragments.push(\"\\n renderer.shader.syncUniformGroup(uv.\" + i + \", syncData);\\n \");\n }\n }\n continue;\n }\n var uniform = group.uniforms[i];\n var parsed = false;\n for (var j = 0; j < uniformParsers.length; j++) {\n if (uniformParsers[j].test(data, uniform)) {\n funcFragments.push(uniformParsers[j].code(i, uniform));\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n var templateType = data.size === 1 && !data.isArray ? GLSL_TO_SINGLE_SETTERS_CACHED : GLSL_TO_ARRAY_SETTERS;\n var template = templateType[data.type].replace('location', \"ud[\\\"\" + i + \"\\\"].location\");\n funcFragments.push(\"\\n cu = ud[\\\"\" + i + \"\\\"];\\n cv = cu.value;\\n v = uv[\\\"\" + i + \"\\\"];\\n \" + template + \";\");\n }\n }\n /*\n * the introduction of syncData is to solve an issue where textures in uniform groups are not set correctly\n * the texture count was always starting from 0 in each group. This needs to increment each time a texture is used\n * no matter which group is being used\n *\n */\n // eslint-disable-next-line no-new-func\n return new Function('ud', 'uv', 'renderer', 'syncData', funcFragments.join('\\n'));\n}\n\nvar fragTemplate = [\n 'precision mediump float;',\n 'void main(void){',\n 'float test = 0.1;',\n '%forloop%',\n 'gl_FragColor = vec4(0.0);',\n '}' ].join('\\n');\nfunction generateIfTestSrc(maxIfs) {\n var src = '';\n for (var i = 0; i < maxIfs; ++i) {\n if (i > 0) {\n src += '\\nelse ';\n }\n if (i < maxIfs - 1) {\n src += \"if(test == \" + i + \".0){}\";\n }\n }\n return src;\n}\nfunction checkMaxIfStatementsInShader(maxIfs, gl) {\n if (maxIfs === 0) {\n throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`');\n }\n var shader = gl.createShader(gl.FRAGMENT_SHADER);\n while (true) // eslint-disable-line no-constant-condition\n {\n var fragmentSrc = fragTemplate.replace(/%forloop%/gi, generateIfTestSrc(maxIfs));\n gl.shaderSource(shader, fragmentSrc);\n gl.compileShader(shader);\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n maxIfs = (maxIfs / 2) | 0;\n }\n else {\n // valid!\n break;\n }\n }\n return maxIfs;\n}\n\n// Cache the result to prevent running this over and over\nvar unsafeEval;\n/**\n * Not all platforms allow to generate function code (e.g., `new Function`).\n * this provides the platform-level detection.\n * @private\n * @returns {boolean} `true` if `new Function` is supported.\n */\nfunction unsafeEvalSupported() {\n if (typeof unsafeEval === 'boolean') {\n return unsafeEval;\n }\n try {\n /* eslint-disable no-new-func */\n var func = new Function('param1', 'param2', 'param3', 'return param1[param2] === param3;');\n /* eslint-enable no-new-func */\n unsafeEval = func({ a: 'b' }, 'a', 'b') === true;\n }\n catch (e) {\n unsafeEval = false;\n }\n return unsafeEval;\n}\n\nvar defaultFragment$2 = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n gl_FragColor *= texture2D(uSampler, vTextureCoord);\\n}\";\n\nvar defaultVertex$3 = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void){\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n vTextureCoord = aTextureCoord;\\n}\\n\";\n\nvar UID$1 = 0;\nvar nameCache = {};\n/**\n * Helper class to create a shader program.\n * @memberof PIXI\n */\nvar Program = /** @class */ (function () {\n /**\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param name - Name for shader\n */\n function Program(vertexSrc, fragmentSrc, name) {\n if (name === void 0) { name = 'pixi-shader'; }\n this.id = UID$1++;\n this.vertexSrc = vertexSrc || Program.defaultVertexSrc;\n this.fragmentSrc = fragmentSrc || Program.defaultFragmentSrc;\n this.vertexSrc = this.vertexSrc.trim();\n this.fragmentSrc = this.fragmentSrc.trim();\n if (this.vertexSrc.substring(0, 8) !== '#version') {\n name = name.replace(/\\s+/g, '-');\n if (nameCache[name]) {\n nameCache[name]++;\n name += \"-\" + nameCache[name];\n }\n else {\n nameCache[name] = 1;\n }\n this.vertexSrc = \"#define SHADER_NAME \" + name + \"\\n\" + this.vertexSrc;\n this.fragmentSrc = \"#define SHADER_NAME \" + name + \"\\n\" + this.fragmentSrc;\n this.vertexSrc = setPrecision(this.vertexSrc, settings.PRECISION_VERTEX, PRECISION.HIGH);\n this.fragmentSrc = setPrecision(this.fragmentSrc, settings.PRECISION_FRAGMENT, getMaxFragmentPrecision());\n }\n // currently this does not extract structs only default types\n // this is where we store shader references..\n this.glPrograms = {};\n this.syncUniforms = null;\n }\n Object.defineProperty(Program, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source.\n * @constant\n */\n get: function () {\n return defaultVertex$3;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Program, \"defaultFragmentSrc\", {\n /**\n * The default fragment shader source.\n * @constant\n */\n get: function () {\n return defaultFragment$2;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * A short hand function to create a program based of a vertex and fragment shader.\n *\n * This method will also check to see if there is a cached program.\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param name - Name for shader\n * @returns A shiny new PixiJS shader program!\n */\n Program.from = function (vertexSrc, fragmentSrc, name) {\n var key = vertexSrc + fragmentSrc;\n var program = ProgramCache[key];\n if (!program) {\n ProgramCache[key] = program = new Program(vertexSrc, fragmentSrc, name);\n }\n return program;\n };\n return Program;\n}());\n\n/**\n * A helper class for shaders.\n * @memberof PIXI\n */\nvar Shader = /** @class */ (function () {\n /**\n * @param program - The program the shader will use.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n */\n function Shader(program, uniforms) {\n /**\n * Used internally to bind uniform buffer objects.\n * @ignore\n */\n this.uniformBindCount = 0;\n this.program = program;\n // lets see whats been passed in\n // uniforms should be converted to a uniform group\n if (uniforms) {\n if (uniforms instanceof UniformGroup) {\n this.uniformGroup = uniforms;\n }\n else {\n this.uniformGroup = new UniformGroup(uniforms);\n }\n }\n else {\n this.uniformGroup = new UniformGroup({});\n }\n this.disposeRunner = new Runner('disposeShader');\n }\n // TODO move to shader system..\n Shader.prototype.checkUniformExists = function (name, group) {\n if (group.uniforms[name]) {\n return true;\n }\n for (var i in group.uniforms) {\n var uniform = group.uniforms[i];\n if (uniform.group) {\n if (this.checkUniformExists(name, uniform)) {\n return true;\n }\n }\n }\n return false;\n };\n Shader.prototype.destroy = function () {\n // usage count on programs?\n // remove if not used!\n this.uniformGroup = null;\n this.disposeRunner.emit(this);\n this.disposeRunner.destroy();\n };\n Object.defineProperty(Shader.prototype, \"uniforms\", {\n /**\n * Shader uniform values, shortcut for `uniformGroup.uniforms`.\n * @readonly\n */\n get: function () {\n return this.uniformGroup.uniforms;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * A short hand function to create a shader based of a vertex and fragment shader.\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n * @returns A shiny new PixiJS shader!\n */\n Shader.from = function (vertexSrc, fragmentSrc, uniforms) {\n var program = Program.from(vertexSrc, fragmentSrc);\n return new Shader(program, uniforms);\n };\n return Shader;\n}());\n\n/* eslint-disable max-len */\nvar BLEND$1 = 0;\nvar OFFSET$1 = 1;\nvar CULLING$1 = 2;\nvar DEPTH_TEST$1 = 3;\nvar WINDING$1 = 4;\nvar DEPTH_MASK$1 = 5;\n/**\n * This is a WebGL state, and is is passed to {@link PIXI.StateSystem}.\n *\n * Each mesh rendered may require WebGL to be in a different state.\n * For example you may want different blend mode or to enable polygon offsets\n * @memberof PIXI\n */\nvar State = /** @class */ (function () {\n function State() {\n this.data = 0;\n this.blendMode = BLEND_MODES.NORMAL;\n this.polygonOffset = 0;\n this.blend = true;\n this.depthMask = true;\n // this.depthTest = true;\n }\n Object.defineProperty(State.prototype, \"blend\", {\n /**\n * Activates blending of the computed fragment color values.\n * @default true\n */\n get: function () {\n return !!(this.data & (1 << BLEND$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << BLEND$1)) !== value) {\n this.data ^= (1 << BLEND$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"offsets\", {\n /**\n * Activates adding an offset to depth values of polygon's fragments\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << OFFSET$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << OFFSET$1)) !== value) {\n this.data ^= (1 << OFFSET$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"culling\", {\n /**\n * Activates culling of polygons.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << CULLING$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << CULLING$1)) !== value) {\n this.data ^= (1 << CULLING$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"depthTest\", {\n /**\n * Activates depth comparisons and updates to the depth buffer.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << DEPTH_TEST$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << DEPTH_TEST$1)) !== value) {\n this.data ^= (1 << DEPTH_TEST$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"depthMask\", {\n /**\n * Enables or disables writing to the depth buffer.\n * @default true\n */\n get: function () {\n return !!(this.data & (1 << DEPTH_MASK$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << DEPTH_MASK$1)) !== value) {\n this.data ^= (1 << DEPTH_MASK$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"clockwiseFrontFace\", {\n /**\n * Specifies whether or not front or back-facing polygons can be culled.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << WINDING$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << WINDING$1)) !== value) {\n this.data ^= (1 << WINDING$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"blendMode\", {\n /**\n * The blend mode to be applied when this state is set. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n * Setting this mode to anything other than NO_BLEND will automatically switch blending on.\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get: function () {\n return this._blendMode;\n },\n set: function (value) {\n this.blend = (value !== BLEND_MODES.NONE);\n this._blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"polygonOffset\", {\n /**\n * The polygon offset. Setting this property to anything other than 0 will automatically enable polygon offset fill.\n * @default 0\n */\n get: function () {\n return this._polygonOffset;\n },\n set: function (value) {\n this.offsets = !!value;\n this._polygonOffset = value;\n },\n enumerable: false,\n configurable: true\n });\n State.prototype.toString = function () {\n return \"[@pixi/core:State \"\n + (\"blendMode=\" + this.blendMode + \" \")\n + (\"clockwiseFrontFace=\" + this.clockwiseFrontFace + \" \")\n + (\"culling=\" + this.culling + \" \")\n + (\"depthMask=\" + this.depthMask + \" \")\n + (\"polygonOffset=\" + this.polygonOffset)\n + \"]\";\n };\n State.for2d = function () {\n var state = new State();\n state.depthTest = false;\n state.blend = true;\n return state;\n };\n return State;\n}());\n\nvar defaultFragment$1 = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n gl_FragColor = texture2D(uSampler, vTextureCoord);\\n}\\n\";\n\nvar defaultVertex$2 = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n gl_Position = filterVertexPosition();\\n vTextureCoord = filterTextureCoord();\\n}\\n\";\n\n/**\n * A filter is a special shader that applies post-processing effects to an input texture and writes into an output\n * render-target.\n *\n * {@link http://pixijs.io/examples/#/filters/blur-filter.js Example} of the\n * {@link PIXI.filters.BlurFilter BlurFilter}.\n *\n * ### Usage\n * Filters can be applied to any DisplayObject or Container.\n * PixiJS' `FilterSystem` renders the container into temporary Framebuffer,\n * then filter renders it to the screen.\n * Multiple filters can be added to the `filters` array property and stacked on each other.\n *\n * ```\n * const filter = new PIXI.Filter(myShaderVert, myShaderFrag, { myUniform: 0.5 });\n * const container = new PIXI.Container();\n * container.filters = [filter];\n * ```\n *\n * ### Previous Version Differences\n *\n * In PixiJS **v3**, a filter was always applied to _whole screen_.\n *\n * In PixiJS **v4**, a filter can be applied _only part of the screen_.\n * Developers had to create a set of uniforms to deal with coordinates.\n *\n * In PixiJS **v5** combines _both approaches_.\n * Developers can use normal coordinates of v3 and then allow filter to use partial Framebuffers,\n * bringing those extra uniforms into account.\n *\n * Also be aware that we have changed default vertex shader, please consult\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * ### Frames\n *\n * The following table summarizes the coordinate spaces used in the filtering pipeline:\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n *
Coordinate SpaceDescription
Texture Coordinates\n * The texture (or UV) coordinates in the input base-texture's space. These are normalized into the (0,1) range along\n * both axes.\n *
World Space\n * A point in the same space as the world bounds of any display-object (i.e. in the scene graph's space).\n *
Physical Pixels\n * This is base-texture's space with the origin on the top-left. You can calculate these by multiplying the texture\n * coordinates by the dimensions of the texture.\n *
\n *\n * ### Built-in Uniforms\n *\n * PixiJS viewport uses screen (CSS) coordinates, `(0, 0, renderer.screen.width, renderer.screen.height)`,\n * and `projectionMatrix` uniform maps it to the gl viewport.\n *\n * **uSampler**\n *\n * The most important uniform is the input texture that container was rendered into.\n * _Important note: as with all Framebuffers in PixiJS, both input and output are\n * premultiplied by alpha._\n *\n * By default, input normalized coordinates are passed to fragment shader with `vTextureCoord`.\n * Use it to sample the input.\n *\n * ```\n * const fragment = `\n * varying vec2 vTextureCoord;\n * uniform sampler2D uSampler;\n * void main(void)\n * {\n * gl_FragColor = texture2D(uSampler, vTextureCoord);\n * }\n * `;\n *\n * const myFilter = new PIXI.Filter(null, fragment);\n * ```\n *\n * This filter is just one uniform less than {@link PIXI.filters.AlphaFilter AlphaFilter}.\n *\n * **outputFrame**\n *\n * The `outputFrame` holds the rectangle where filter is applied in screen (CSS) coordinates.\n * It's the same as `renderer.screen` for a fullscreen filter.\n * Only a part of `outputFrame.zw` size of temporary Framebuffer is used,\n * `(0, 0, outputFrame.width, outputFrame.height)`,\n *\n * Filters uses this quad to normalized (0-1) space, its passed into `aVertexPosition` attribute.\n * To calculate vertex position in screen space using normalized (0-1) space:\n *\n * ```\n * vec4 filterVertexPosition( void )\n * {\n * vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n * return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n * }\n * ```\n *\n * **inputSize**\n *\n * Temporary framebuffer is different, it can be either the size of screen, either power-of-two.\n * The `inputSize.xy` are size of temporary framebuffer that holds input.\n * The `inputSize.zw` is inverted, it's a shortcut to evade division inside the shader.\n *\n * Set `inputSize.xy = outputFrame.zw` for a fullscreen filter.\n *\n * To calculate input normalized coordinate, you have to map it to filter normalized space.\n * Multiply by `outputFrame.zw` to get input coordinate.\n * Divide by `inputSize.xy` to get input normalized coordinate.\n *\n * ```\n * vec2 filterTextureCoord( void )\n * {\n * return aVertexPosition * (outputFrame.zw * inputSize.zw); // same as /inputSize.xy\n * }\n * ```\n * **resolution**\n *\n * The `resolution` is the ratio of screen (CSS) pixels to real pixels.\n *\n * **inputPixel**\n *\n * `inputPixel.xy` is the size of framebuffer in real pixels, same as `inputSize.xy * resolution`\n * `inputPixel.zw` is inverted `inputPixel.xy`.\n *\n * It's handy for filters that use neighbour pixels, like {@link PIXI.filters.FXAAFilter FXAAFilter}.\n *\n * **inputClamp**\n *\n * If you try to get info from outside of used part of Framebuffer - you'll get undefined behaviour.\n * For displacements, coordinates has to be clamped.\n *\n * The `inputClamp.xy` is left-top pixel center, you may ignore it, because we use left-top part of Framebuffer\n * `inputClamp.zw` is bottom-right pixel center.\n *\n * ```\n * vec4 color = texture2D(uSampler, clamp(modifiedTextureCoord, inputClamp.xy, inputClamp.zw))\n * ```\n * OR\n * ```\n * vec4 color = texture2D(uSampler, min(modifigedTextureCoord, inputClamp.zw))\n * ```\n *\n * ### Additional Information\n *\n * Complete documentation on Filter usage is located in the\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * Since PixiJS only had a handful of built-in filters, additional filters can be downloaded\n * {@link https://github.com/pixijs/pixi-filters here} from the PixiJS Filters repository.\n * @memberof PIXI\n */\nvar Filter = /** @class */ (function (_super) {\n __extends(Filter, _super);\n /**\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n */\n function Filter(vertexSrc, fragmentSrc, uniforms) {\n var _this = this;\n var program = Program.from(vertexSrc || Filter.defaultVertexSrc, fragmentSrc || Filter.defaultFragmentSrc);\n _this = _super.call(this, program, uniforms) || this;\n _this.padding = 0;\n _this.resolution = settings.FILTER_RESOLUTION;\n _this.multisample = settings.FILTER_MULTISAMPLE;\n _this.enabled = true;\n _this.autoFit = true;\n _this.state = new State();\n return _this;\n }\n /**\n * Applies the filter\n * @param {PIXI.FilterSystem} filterManager - The renderer to retrieve the filter from\n * @param {PIXI.RenderTexture} input - The input render target.\n * @param {PIXI.RenderTexture} output - The target to output to.\n * @param {PIXI.CLEAR_MODES} [clearMode] - Should the output be cleared before rendering to it.\n * @param {object} [_currentState] - It's current state of filter.\n * There are some useful properties in the currentState :\n * target, filters, sourceFrame, destinationFrame, renderTarget, resolution\n */\n Filter.prototype.apply = function (filterManager, input, output, clearMode, _currentState) {\n // do as you please!\n filterManager.applyFilter(this, input, output, clearMode);\n // or just do a regular render..\n };\n Object.defineProperty(Filter.prototype, \"blendMode\", {\n /**\n * Sets the blend mode of the filter.\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get: function () {\n return this.state.blendMode;\n },\n set: function (value) {\n this.state.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter.prototype, \"resolution\", {\n /**\n * The resolution of the filter. Setting this to be lower will lower the quality but\n * increase the performance of the filter.\n */\n get: function () {\n return this._resolution;\n },\n set: function (value) {\n this._resolution = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source\n * @constant\n */\n get: function () {\n return defaultVertex$2;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter, \"defaultFragmentSrc\", {\n /**\n * The default fragment shader source\n * @constant\n */\n get: function () {\n return defaultFragment$1;\n },\n enumerable: false,\n configurable: true\n });\n return Filter;\n}(Shader));\n\nvar vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 otherMatrix;\\n\\nvarying vec2 vMaskCoord;\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\\n}\\n\";\n\nvar fragment = \"varying vec2 vMaskCoord;\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform sampler2D mask;\\nuniform float alpha;\\nuniform float npmAlpha;\\nuniform vec4 maskClamp;\\n\\nvoid main(void)\\n{\\n float clip = step(3.5,\\n step(maskClamp.x, vMaskCoord.x) +\\n step(maskClamp.y, vMaskCoord.y) +\\n step(vMaskCoord.x, maskClamp.z) +\\n step(vMaskCoord.y, maskClamp.w));\\n\\n vec4 original = texture2D(uSampler, vTextureCoord);\\n vec4 masky = texture2D(mask, vMaskCoord);\\n float alphaMul = 1.0 - npmAlpha * (1.0 - masky.a);\\n\\n original *= (alphaMul * masky.r * alpha * clip);\\n\\n gl_FragColor = original;\\n}\\n\";\n\nvar tempMat = new Matrix();\n/**\n * Class controls uv mapping from Texture normal space to BaseTexture normal space.\n *\n * Takes `trim` and `rotate` into account. May contain clamp settings for Meshes and TilingSprite.\n *\n * Can be used in Texture `uvMatrix` field, or separately, you can use different clamp settings on the same texture.\n * If you want to add support for texture region of certain feature or filter, that's what you're looking for.\n *\n * Takes track of Texture changes through `_lastTextureID` private field.\n * Use `update()` method call to track it from outside.\n * @see PIXI.Texture\n * @see PIXI.Mesh\n * @see PIXI.TilingSprite\n * @memberof PIXI\n */\nvar TextureMatrix = /** @class */ (function () {\n /**\n * @param texture - observed texture\n * @param clampMargin - Changes frame clamping, 0.5 by default. Use -0.5 for extra border.\n */\n function TextureMatrix(texture, clampMargin) {\n this._texture = texture;\n this.mapCoord = new Matrix();\n this.uClampFrame = new Float32Array(4);\n this.uClampOffset = new Float32Array(2);\n this._textureID = -1;\n this._updateID = 0;\n this.clampOffset = 0;\n this.clampMargin = (typeof clampMargin === 'undefined') ? 0.5 : clampMargin;\n this.isSimple = false;\n }\n Object.defineProperty(TextureMatrix.prototype, \"texture\", {\n /** Texture property. */\n get: function () {\n return this._texture;\n },\n set: function (value) {\n this._texture = value;\n this._textureID = -1;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Multiplies uvs array to transform\n * @param uvs - mesh uvs\n * @param [out=uvs] - output\n * @returns - output\n */\n TextureMatrix.prototype.multiplyUvs = function (uvs, out) {\n if (out === undefined) {\n out = uvs;\n }\n var mat = this.mapCoord;\n for (var i = 0; i < uvs.length; i += 2) {\n var x = uvs[i];\n var y = uvs[i + 1];\n out[i] = (x * mat.a) + (y * mat.c) + mat.tx;\n out[i + 1] = (x * mat.b) + (y * mat.d) + mat.ty;\n }\n return out;\n };\n /**\n * Updates matrices if texture was changed.\n * @param [forceUpdate=false] - if true, matrices will be updated any case\n * @returns - Whether or not it was updated\n */\n TextureMatrix.prototype.update = function (forceUpdate) {\n var tex = this._texture;\n if (!tex || !tex.valid) {\n return false;\n }\n if (!forceUpdate\n && this._textureID === tex._updateID) {\n return false;\n }\n this._textureID = tex._updateID;\n this._updateID++;\n var uvs = tex._uvs;\n this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0);\n var orig = tex.orig;\n var trim = tex.trim;\n if (trim) {\n tempMat.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height);\n this.mapCoord.append(tempMat);\n }\n var texBase = tex.baseTexture;\n var frame = this.uClampFrame;\n var margin = this.clampMargin / texBase.resolution;\n var offset = this.clampOffset;\n frame[0] = (tex._frame.x + margin + offset) / texBase.width;\n frame[1] = (tex._frame.y + margin + offset) / texBase.height;\n frame[2] = (tex._frame.x + tex._frame.width - margin + offset) / texBase.width;\n frame[3] = (tex._frame.y + tex._frame.height - margin + offset) / texBase.height;\n this.uClampOffset[0] = offset / texBase.realWidth;\n this.uClampOffset[1] = offset / texBase.realHeight;\n this.isSimple = tex._frame.width === texBase.width\n && tex._frame.height === texBase.height\n && tex.rotate === 0;\n return true;\n };\n return TextureMatrix;\n}());\n\n/**\n * This handles a Sprite acting as a mask, as opposed to a Graphic.\n *\n * WebGL only.\n * @memberof PIXI\n */\nvar SpriteMaskFilter = /** @class */ (function (_super) {\n __extends(SpriteMaskFilter, _super);\n /** @ignore */\n function SpriteMaskFilter(vertexSrc, fragmentSrc, uniforms) {\n var _this = this;\n var sprite = null;\n if (typeof vertexSrc !== 'string' && fragmentSrc === undefined && uniforms === undefined) {\n sprite = vertexSrc;\n vertexSrc = undefined;\n fragmentSrc = undefined;\n uniforms = undefined;\n }\n _this = _super.call(this, vertexSrc || vertex, fragmentSrc || fragment, uniforms) || this;\n _this.maskSprite = sprite;\n _this.maskMatrix = new Matrix();\n return _this;\n }\n Object.defineProperty(SpriteMaskFilter.prototype, \"maskSprite\", {\n /**\n * Sprite mask\n * @type {PIXI.DisplayObject}\n */\n get: function () {\n return this._maskSprite;\n },\n set: function (value) {\n this._maskSprite = value;\n if (this._maskSprite) {\n this._maskSprite.renderable = false;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Applies the filter\n * @param filterManager - The renderer to retrieve the filter from\n * @param input - The input render target.\n * @param output - The target to output to.\n * @param clearMode - Should the output be cleared before rendering to it.\n */\n SpriteMaskFilter.prototype.apply = function (filterManager, input, output, clearMode) {\n var maskSprite = this._maskSprite;\n var tex = maskSprite._texture;\n if (!tex.valid) {\n return;\n }\n if (!tex.uvMatrix) {\n // margin = 0.0, let it bleed a bit, shader code becomes easier\n // assuming that atlas textures were made with 1-pixel padding\n tex.uvMatrix = new TextureMatrix(tex, 0.0);\n }\n tex.uvMatrix.update();\n this.uniforms.npmAlpha = tex.baseTexture.alphaMode ? 0.0 : 1.0;\n this.uniforms.mask = tex;\n // get _normalized sprite texture coords_ and convert them to _normalized atlas texture coords_ with `prepend`\n this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite)\n .prepend(tex.uvMatrix.mapCoord);\n this.uniforms.alpha = maskSprite.worldAlpha;\n this.uniforms.maskClamp = tex.uvMatrix.uClampFrame;\n filterManager.applyFilter(this, input, output, clearMode);\n };\n return SpriteMaskFilter;\n}(Filter));\n\n/**\n * System plugin to the renderer to manage masks.\n *\n * There are three built-in types of masking:\n * **Scissor Masking**: Scissor masking discards pixels that are outside of a rectangle called the scissor box. It is\n * the most performant as the scissor test is inexpensive. However, it can only be used when the mask is rectangular.\n * **Stencil Masking**: Stencil masking discards pixels that don't overlap with the pixels rendered into the stencil\n * buffer. It is the next fastest option as it does not require rendering into a separate framebuffer. However, it does\n * cause the mask to be rendered **twice** for each masking operation; hence, minimize the rendering cost of your masks.\n * **Sprite Mask Filtering**: Sprite mask filtering discards pixels based on the red channel of the sprite-mask's\n * texture. (Generally, the masking texture is grayscale). Using advanced techniques, you might be able to embed this\n * type of masking in a custom shader - and hence, bypassing the masking system fully for performance wins.\n *\n * The best type of masking is auto-detected when you `push` one. To use scissor masking, you must pass in a `Graphics`\n * object with just a rectangle drawn.\n *\n * ## Mask Stacks\n *\n * In the scene graph, masks can be applied recursively, i.e. a mask can be applied during a masking operation. The mask\n * stack stores the currently applied masks in order. Each {@link PIXI.BaseRenderTexture} holds its own mask stack, i.e.\n * when you switch render-textures, the old masks only applied when you switch back to rendering to the old render-target.\n * @memberof PIXI\n */\nvar MaskSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function MaskSystem(renderer) {\n this.renderer = renderer;\n this.enableScissor = true;\n this.alphaMaskPool = [];\n this.maskDataPool = [];\n this.maskStack = [];\n this.alphaMaskIndex = 0;\n }\n /**\n * Changes the mask stack that is used by this System.\n * @param maskStack - The mask stack\n */\n MaskSystem.prototype.setMaskStack = function (maskStack) {\n this.maskStack = maskStack;\n this.renderer.scissor.setMaskStack(maskStack);\n this.renderer.stencil.setMaskStack(maskStack);\n };\n /**\n * Enables the mask and appends it to the current mask stack.\n *\n * NOTE: The batch renderer should be flushed beforehand to prevent pending renders from being masked.\n * @param {PIXI.DisplayObject} target - Display Object to push the mask to\n * @param {PIXI.MaskData|PIXI.Sprite|PIXI.Graphics|PIXI.DisplayObject} maskDataOrTarget - The masking data.\n */\n MaskSystem.prototype.push = function (target, maskDataOrTarget) {\n var maskData = maskDataOrTarget;\n if (!maskData.isMaskData) {\n var d = this.maskDataPool.pop() || new MaskData();\n d.pooled = true;\n d.maskObject = maskDataOrTarget;\n maskData = d;\n }\n var maskAbove = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null;\n maskData.copyCountersOrReset(maskAbove);\n maskData._colorMask = maskAbove ? maskAbove._colorMask : 0xf;\n if (maskData.autoDetect) {\n this.detect(maskData);\n }\n maskData._target = target;\n if (maskData.type !== MASK_TYPES.SPRITE) {\n this.maskStack.push(maskData);\n }\n if (maskData.enabled) {\n switch (maskData.type) {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.push(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.push(maskData);\n break;\n case MASK_TYPES.SPRITE:\n maskData.copyCountersOrReset(null);\n this.pushSpriteMask(maskData);\n break;\n case MASK_TYPES.COLOR:\n this.pushColorMask(maskData);\n break;\n }\n }\n if (maskData.type === MASK_TYPES.SPRITE) {\n this.maskStack.push(maskData);\n }\n };\n /**\n * Removes the last mask from the mask stack and doesn't return it.\n *\n * NOTE: The batch renderer should be flushed beforehand to render the masked contents before the mask is removed.\n * @param {PIXI.IMaskTarget} target - Display Object to pop the mask from\n */\n MaskSystem.prototype.pop = function (target) {\n var maskData = this.maskStack.pop();\n if (!maskData || maskData._target !== target) {\n // TODO: add an assert when we have it\n return;\n }\n if (maskData.enabled) {\n switch (maskData.type) {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.pop(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.pop(maskData.maskObject);\n break;\n case MASK_TYPES.SPRITE:\n this.popSpriteMask(maskData);\n break;\n case MASK_TYPES.COLOR:\n this.popColorMask(maskData);\n break;\n }\n }\n maskData.reset();\n if (maskData.pooled) {\n this.maskDataPool.push(maskData);\n }\n if (this.maskStack.length !== 0) {\n var maskCurrent = this.maskStack[this.maskStack.length - 1];\n if (maskCurrent.type === MASK_TYPES.SPRITE && maskCurrent._filters) {\n maskCurrent._filters[0].maskSprite = maskCurrent.maskObject;\n }\n }\n };\n /**\n * Sets type of MaskData based on its maskObject.\n * @param maskData\n */\n MaskSystem.prototype.detect = function (maskData) {\n var maskObject = maskData.maskObject;\n if (!maskObject) {\n maskData.type = MASK_TYPES.COLOR;\n }\n else if (maskObject.isSprite) {\n maskData.type = MASK_TYPES.SPRITE;\n }\n else if (this.enableScissor && this.renderer.scissor.testScissor(maskData)) {\n maskData.type = MASK_TYPES.SCISSOR;\n }\n else {\n maskData.type = MASK_TYPES.STENCIL;\n }\n };\n /**\n * Applies the Mask and adds it to the current filter stack.\n * @param maskData - Sprite to be used as the mask.\n */\n MaskSystem.prototype.pushSpriteMask = function (maskData) {\n var _a, _b;\n var maskObject = maskData.maskObject;\n var target = maskData._target;\n var alphaMaskFilter = maskData._filters;\n if (!alphaMaskFilter) {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex];\n if (!alphaMaskFilter) {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter()];\n }\n }\n var renderer = this.renderer;\n var renderTextureSystem = renderer.renderTexture;\n var resolution;\n var multisample;\n if (renderTextureSystem.current) {\n var renderTexture = renderTextureSystem.current;\n resolution = maskData.resolution || renderTexture.resolution;\n multisample = (_a = maskData.multisample) !== null && _a !== void 0 ? _a : renderTexture.multisample;\n }\n else {\n resolution = maskData.resolution || renderer.resolution;\n multisample = (_b = maskData.multisample) !== null && _b !== void 0 ? _b : renderer.multisample;\n }\n alphaMaskFilter[0].resolution = resolution;\n alphaMaskFilter[0].multisample = multisample;\n alphaMaskFilter[0].maskSprite = maskObject;\n var stashFilterArea = target.filterArea;\n target.filterArea = maskObject.getBounds(true);\n renderer.filter.push(target, alphaMaskFilter);\n target.filterArea = stashFilterArea;\n if (!maskData._filters) {\n this.alphaMaskIndex++;\n }\n };\n /**\n * Removes the last filter from the filter stack and doesn't return it.\n * @param maskData - Sprite to be used as the mask.\n */\n MaskSystem.prototype.popSpriteMask = function (maskData) {\n this.renderer.filter.pop();\n if (maskData._filters) {\n maskData._filters[0].maskSprite = null;\n }\n else {\n this.alphaMaskIndex--;\n this.alphaMaskPool[this.alphaMaskIndex][0].maskSprite = null;\n }\n };\n /**\n * Pushes the color mask.\n * @param maskData - The mask data\n */\n MaskSystem.prototype.pushColorMask = function (maskData) {\n var currColorMask = maskData._colorMask;\n var nextColorMask = maskData._colorMask = currColorMask & maskData.colorMask;\n if (nextColorMask !== currColorMask) {\n this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0);\n }\n };\n /**\n * Pops the color mask.\n * @param maskData - The mask data\n */\n MaskSystem.prototype.popColorMask = function (maskData) {\n var currColorMask = maskData._colorMask;\n var nextColorMask = this.maskStack.length > 0\n ? this.maskStack[this.maskStack.length - 1]._colorMask : 0xf;\n if (nextColorMask !== currColorMask) {\n this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0);\n }\n };\n MaskSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return MaskSystem;\n}());\n\n/**\n * System plugin to the renderer to manage specific types of masking operations.\n * @memberof PIXI\n */\nvar AbstractMaskSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function AbstractMaskSystem(renderer) {\n this.renderer = renderer;\n this.maskStack = [];\n this.glConst = 0;\n }\n /** Gets count of masks of certain type. */\n AbstractMaskSystem.prototype.getStackLength = function () {\n return this.maskStack.length;\n };\n /**\n * Changes the mask stack that is used by this System.\n * @param {PIXI.MaskData[]} maskStack - The mask stack\n */\n AbstractMaskSystem.prototype.setMaskStack = function (maskStack) {\n var gl = this.renderer.gl;\n var curStackLen = this.getStackLength();\n this.maskStack = maskStack;\n var newStackLen = this.getStackLength();\n if (newStackLen !== curStackLen) {\n if (newStackLen === 0) {\n gl.disable(this.glConst);\n }\n else {\n gl.enable(this.glConst);\n this._useCurrent();\n }\n }\n };\n /**\n * Setup renderer to use the current mask data.\n * @private\n */\n AbstractMaskSystem.prototype._useCurrent = function () {\n // OVERWRITE;\n };\n /** Destroys the mask stack. */\n AbstractMaskSystem.prototype.destroy = function () {\n this.renderer = null;\n this.maskStack = null;\n };\n return AbstractMaskSystem;\n}());\n\nvar tempMatrix$1 = new Matrix();\nvar rectPool = [];\n/**\n * System plugin to the renderer to manage scissor masking.\n *\n * Scissor masking discards pixels outside of a rectangle called the scissor box. The scissor box is in the framebuffer\n * viewport's space; however, the mask's rectangle is projected from world-space to viewport space automatically\n * by this system.\n * @memberof PIXI\n */\nvar ScissorSystem = /** @class */ (function (_super) {\n __extends(ScissorSystem, _super);\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n function ScissorSystem(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.glConst = settings.ADAPTER.getWebGLRenderingContext().SCISSOR_TEST;\n return _this;\n }\n ScissorSystem.prototype.getStackLength = function () {\n var maskData = this.maskStack[this.maskStack.length - 1];\n if (maskData) {\n return maskData._scissorCounter;\n }\n return 0;\n };\n /**\n * evaluates _boundsTransformed, _scissorRect for MaskData\n * @param maskData\n */\n ScissorSystem.prototype.calcScissorRect = function (maskData) {\n var _a;\n if (maskData._scissorRectLocal) {\n return;\n }\n var prevData = maskData._scissorRect;\n var maskObject = maskData.maskObject;\n var renderer = this.renderer;\n var renderTextureSystem = renderer.renderTexture;\n var rect = maskObject.getBounds(true, (_a = rectPool.pop()) !== null && _a !== void 0 ? _a : new Rectangle());\n this.roundFrameToPixels(rect, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform);\n if (prevData) {\n rect.fit(prevData);\n }\n maskData._scissorRectLocal = rect;\n };\n ScissorSystem.isMatrixRotated = function (matrix) {\n if (!matrix) {\n return false;\n }\n var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d;\n // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation\n // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0).\n return ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4)\n && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4));\n };\n /**\n * Test, whether the object can be scissor mask with current renderer projection.\n * Calls \"calcScissorRect()\" if its true.\n * @param maskData - mask data\n * @returns whether Whether the object can be scissor mask\n */\n ScissorSystem.prototype.testScissor = function (maskData) {\n var maskObject = maskData.maskObject;\n if (!maskObject.isFastRect || !maskObject.isFastRect()) {\n return false;\n }\n if (ScissorSystem.isMatrixRotated(maskObject.worldTransform)) {\n return false;\n }\n if (ScissorSystem.isMatrixRotated(this.renderer.projection.transform)) {\n return false;\n }\n this.calcScissorRect(maskData);\n var rect = maskData._scissorRectLocal;\n return rect.width > 0 && rect.height > 0;\n };\n ScissorSystem.prototype.roundFrameToPixels = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) {\n if (ScissorSystem.isMatrixRotated(transform)) {\n return;\n }\n transform = transform ? tempMatrix$1.copyFrom(transform) : tempMatrix$1.identity();\n // Get forward transform from world space to screen space\n transform\n .translate(-bindingSourceFrame.x, -bindingSourceFrame.y)\n .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height)\n .translate(bindingDestinationFrame.x, bindingDestinationFrame.y);\n // Convert frame to screen space\n this.renderer.filter.transformAABB(transform, frame);\n frame.fit(bindingDestinationFrame);\n frame.x = Math.round(frame.x * resolution);\n frame.y = Math.round(frame.y * resolution);\n frame.width = Math.round(frame.width * resolution);\n frame.height = Math.round(frame.height * resolution);\n };\n /**\n * Applies the Mask and adds it to the current stencil stack.\n * @author alvin\n * @param maskData - The mask data.\n */\n ScissorSystem.prototype.push = function (maskData) {\n if (!maskData._scissorRectLocal) {\n this.calcScissorRect(maskData);\n }\n var gl = this.renderer.gl;\n if (!maskData._scissorRect) {\n gl.enable(gl.SCISSOR_TEST);\n }\n maskData._scissorCounter++;\n maskData._scissorRect = maskData._scissorRectLocal;\n this._useCurrent();\n };\n /**\n * This should be called after a mask is popped off the mask stack. It will rebind the scissor box to be latest with the\n * last mask in the stack.\n *\n * This can also be called when you directly modify the scissor box and want to restore PixiJS state.\n * @param maskData - The mask data.\n */\n ScissorSystem.prototype.pop = function (maskData) {\n var gl = this.renderer.gl;\n if (maskData) {\n rectPool.push(maskData._scissorRectLocal);\n }\n if (this.getStackLength() > 0) {\n this._useCurrent();\n }\n else {\n gl.disable(gl.SCISSOR_TEST);\n }\n };\n /**\n * Setup renderer to use the current scissor data.\n * @private\n */\n ScissorSystem.prototype._useCurrent = function () {\n var rect = this.maskStack[this.maskStack.length - 1]._scissorRect;\n var y;\n if (this.renderer.renderTexture.current) {\n y = rect.y;\n }\n else {\n // flipY. In future we'll have it over renderTextures as an option\n y = this.renderer.height - rect.height - rect.y;\n }\n this.renderer.gl.scissor(rect.x, y, rect.width, rect.height);\n };\n return ScissorSystem;\n}(AbstractMaskSystem));\n\n/**\n * System plugin to the renderer to manage stencils (used for masks).\n * @memberof PIXI\n */\nvar StencilSystem = /** @class */ (function (_super) {\n __extends(StencilSystem, _super);\n /**\n * @param renderer - The renderer this System works for.\n */\n function StencilSystem(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.glConst = settings.ADAPTER.getWebGLRenderingContext().STENCIL_TEST;\n return _this;\n }\n StencilSystem.prototype.getStackLength = function () {\n var maskData = this.maskStack[this.maskStack.length - 1];\n if (maskData) {\n return maskData._stencilCounter;\n }\n return 0;\n };\n /**\n * Applies the Mask and adds it to the current stencil stack.\n * @param maskData - The mask data\n */\n StencilSystem.prototype.push = function (maskData) {\n var maskObject = maskData.maskObject;\n var gl = this.renderer.gl;\n var prevMaskCount = maskData._stencilCounter;\n if (prevMaskCount === 0) {\n // force use stencil texture in current framebuffer\n this.renderer.framebuffer.forceStencil();\n gl.clearStencil(0);\n gl.clear(gl.STENCIL_BUFFER_BIT);\n gl.enable(gl.STENCIL_TEST);\n }\n maskData._stencilCounter++;\n var colorMask = maskData._colorMask;\n if (colorMask !== 0) {\n maskData._colorMask = 0;\n gl.colorMask(false, false, false, false);\n }\n // Increment the reference stencil value where the new mask overlaps with the old ones.\n gl.stencilFunc(gl.EQUAL, prevMaskCount, 0xFFFFFFFF);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR);\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n if (colorMask !== 0) {\n maskData._colorMask = colorMask;\n gl.colorMask((colorMask & 1) !== 0, (colorMask & 2) !== 0, (colorMask & 4) !== 0, (colorMask & 8) !== 0);\n }\n this._useCurrent();\n };\n /**\n * Pops stencil mask. MaskData is already removed from stack\n * @param {PIXI.DisplayObject} maskObject - object of popped mask data\n */\n StencilSystem.prototype.pop = function (maskObject) {\n var gl = this.renderer.gl;\n if (this.getStackLength() === 0) {\n // the stack is empty!\n gl.disable(gl.STENCIL_TEST);\n }\n else {\n var maskData = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null;\n var colorMask = maskData ? maskData._colorMask : 0xf;\n if (colorMask !== 0) {\n maskData._colorMask = 0;\n gl.colorMask(false, false, false, false);\n }\n // Decrement the reference stencil value where the popped mask overlaps with the other ones\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR);\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n if (colorMask !== 0) {\n maskData._colorMask = colorMask;\n gl.colorMask((colorMask & 0x1) !== 0, (colorMask & 0x2) !== 0, (colorMask & 0x4) !== 0, (colorMask & 0x8) !== 0);\n }\n this._useCurrent();\n }\n };\n /**\n * Setup renderer to use the current stencil data.\n * @private\n */\n StencilSystem.prototype._useCurrent = function () {\n var gl = this.renderer.gl;\n gl.stencilFunc(gl.EQUAL, this.getStackLength(), 0xFFFFFFFF);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);\n };\n return StencilSystem;\n}(AbstractMaskSystem));\n\n/**\n * System plugin to the renderer to manage the projection matrix.\n *\n * The `projectionMatrix` is a global uniform provided to all shaders. It is used to transform points in world space to\n * normalized device coordinates.\n * @memberof PIXI\n */\nvar ProjectionSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ProjectionSystem(renderer) {\n this.renderer = renderer;\n this.destinationFrame = null;\n this.sourceFrame = null;\n this.defaultFrame = null;\n this.projectionMatrix = new Matrix();\n this.transform = null;\n }\n /**\n * Updates the projection-matrix based on the sourceFrame → destinationFrame mapping provided.\n *\n * NOTE: It is expected you call `renderer.framebuffer.setViewport(destinationFrame)` after this. This is because\n * the framebuffer viewport converts shader vertex output in normalized device coordinates to window coordinates.\n *\n * NOTE-2: {@link RenderTextureSystem#bind} updates the projection-matrix when you bind a render-texture. It is expected\n * that you dirty the current bindings when calling this manually.\n * @param destinationFrame - The rectangle in the render-target to render the contents into. If rendering to the canvas,\n * the origin is on the top-left; if rendering to a render-texture, the origin is on the bottom-left.\n * @param sourceFrame - The rectangle in world space that contains the contents being rendered.\n * @param resolution - The resolution of the render-target, which is the ratio of\n * world-space (or CSS) pixels to physical pixels.\n * @param root - Whether the render-target is the screen. This is required because rendering to textures\n * is y-flipped (i.e. upside down relative to the screen).\n */\n ProjectionSystem.prototype.update = function (destinationFrame, sourceFrame, resolution, root) {\n this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame;\n this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame;\n // Calculate object-space to clip-space projection\n this.calculateProjection(this.destinationFrame, this.sourceFrame, resolution, root);\n if (this.transform) {\n this.projectionMatrix.append(this.transform);\n }\n var renderer = this.renderer;\n renderer.globalUniforms.uniforms.projectionMatrix = this.projectionMatrix;\n renderer.globalUniforms.update();\n // this will work for now\n // but would be sweet to stick and even on the global uniforms..\n if (renderer.shader.shader) {\n renderer.shader.syncUniformGroup(renderer.shader.shader.uniforms.globals);\n }\n };\n /**\n * Calculates the `projectionMatrix` to map points inside `sourceFrame` to inside `destinationFrame`.\n * @param _destinationFrame - The destination frame in the render-target.\n * @param sourceFrame - The source frame in world space.\n * @param _resolution - The render-target's resolution, i.e. ratio of CSS to physical pixels.\n * @param root - Whether rendering into the screen. Otherwise, if rendering to a framebuffer, the projection\n * is y-flipped.\n */\n ProjectionSystem.prototype.calculateProjection = function (_destinationFrame, sourceFrame, _resolution, root) {\n var pm = this.projectionMatrix;\n var sign = !root ? 1 : -1;\n pm.identity();\n pm.a = (1 / sourceFrame.width * 2);\n pm.d = sign * (1 / sourceFrame.height * 2);\n pm.tx = -1 - (sourceFrame.x * pm.a);\n pm.ty = -sign - (sourceFrame.y * pm.d);\n };\n /**\n * Sets the transform of the active render target to the given matrix.\n * @param _matrix - The transformation matrix\n */\n ProjectionSystem.prototype.setTransform = function (_matrix) {\n // this._activeRenderTarget.transform = matrix;\n };\n ProjectionSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return ProjectionSystem;\n}());\n\n// Temporary rectangle for assigned sourceFrame or destinationFrame\nvar tempRect = new Rectangle();\n// Temporary rectangle for renderTexture destinationFrame\nvar tempRect2 = new Rectangle();\n/* eslint-disable max-len */\n/**\n * System plugin to the renderer to manage render textures.\n *\n * Should be added after FramebufferSystem\n *\n * ### Frames\n *\n * The `RenderTextureSystem` holds a sourceFrame → destinationFrame projection. The following table explains the different\n * coordinate spaces used:\n *\n * | Frame | Description | Coordinate System |\n * | ---------------------- | ---------------------------------------------------------------- | ------------------------------------------------------- |\n * | sourceFrame | The rectangle inside of which display-objects are being rendered | **World Space**: The origin on the top-left |\n * | destinationFrame | The rectangle in the render-target (canvas or texture) into which contents should be rendered | If rendering to the canvas, this is in screen space and the origin is on the top-left. If rendering to a render-texture, this is in its base-texture's space with the origin on the bottom-left. |\n * | viewportFrame | The framebuffer viewport corresponding to the destination-frame | **Window Coordinates**: The origin is always on the bottom-left. |\n * @memberof PIXI\n */\nvar RenderTextureSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function RenderTextureSystem(renderer) {\n this.renderer = renderer;\n this.clearColor = renderer._backgroundColorRgba;\n this.defaultMaskStack = [];\n this.current = null;\n this.sourceFrame = new Rectangle();\n this.destinationFrame = new Rectangle();\n this.viewportFrame = new Rectangle();\n }\n /**\n * Bind the current render texture.\n * @param renderTexture - RenderTexture to bind, by default its `null` - the screen.\n * @param sourceFrame - Part of world that is mapped to the renderTexture.\n * @param destinationFrame - Part of renderTexture, by default it has the same size as sourceFrame.\n */\n RenderTextureSystem.prototype.bind = function (renderTexture, sourceFrame, destinationFrame) {\n if (renderTexture === void 0) { renderTexture = null; }\n var renderer = this.renderer;\n this.current = renderTexture;\n var baseTexture;\n var framebuffer;\n var resolution;\n if (renderTexture) {\n baseTexture = renderTexture.baseTexture;\n resolution = baseTexture.resolution;\n if (!sourceFrame) {\n tempRect.width = renderTexture.frame.width;\n tempRect.height = renderTexture.frame.height;\n sourceFrame = tempRect;\n }\n if (!destinationFrame) {\n tempRect2.x = renderTexture.frame.x;\n tempRect2.y = renderTexture.frame.y;\n tempRect2.width = sourceFrame.width;\n tempRect2.height = sourceFrame.height;\n destinationFrame = tempRect2;\n }\n framebuffer = baseTexture.framebuffer;\n }\n else {\n resolution = renderer.resolution;\n if (!sourceFrame) {\n tempRect.width = renderer.screen.width;\n tempRect.height = renderer.screen.height;\n sourceFrame = tempRect;\n }\n if (!destinationFrame) {\n destinationFrame = tempRect;\n destinationFrame.width = sourceFrame.width;\n destinationFrame.height = sourceFrame.height;\n }\n }\n var viewportFrame = this.viewportFrame;\n viewportFrame.x = destinationFrame.x * resolution;\n viewportFrame.y = destinationFrame.y * resolution;\n viewportFrame.width = destinationFrame.width * resolution;\n viewportFrame.height = destinationFrame.height * resolution;\n if (!renderTexture) {\n viewportFrame.y = renderer.view.height - (viewportFrame.y + viewportFrame.height);\n }\n viewportFrame.ceil();\n this.renderer.framebuffer.bind(framebuffer, viewportFrame);\n this.renderer.projection.update(destinationFrame, sourceFrame, resolution, !framebuffer);\n if (renderTexture) {\n this.renderer.mask.setMaskStack(baseTexture.maskStack);\n }\n else {\n this.renderer.mask.setMaskStack(this.defaultMaskStack);\n }\n this.sourceFrame.copyFrom(sourceFrame);\n this.destinationFrame.copyFrom(destinationFrame);\n };\n /**\n * Erases the render texture and fills the drawing area with a colour.\n * @param clearColor - The color as rgba, default to use the renderer backgroundColor\n * @param [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks\n * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.\n */\n RenderTextureSystem.prototype.clear = function (clearColor, mask) {\n if (this.current) {\n clearColor = clearColor || this.current.baseTexture.clearColor;\n }\n else {\n clearColor = clearColor || this.clearColor;\n }\n var destinationFrame = this.destinationFrame;\n var baseFrame = this.current ? this.current.baseTexture : this.renderer.screen;\n var clearMask = destinationFrame.width !== baseFrame.width || destinationFrame.height !== baseFrame.height;\n if (clearMask) {\n var _a = this.viewportFrame, x = _a.x, y = _a.y, width = _a.width, height = _a.height;\n x = Math.round(x);\n y = Math.round(y);\n width = Math.round(width);\n height = Math.round(height);\n // TODO: ScissorSystem should cache whether the scissor test is enabled or not.\n this.renderer.gl.enable(this.renderer.gl.SCISSOR_TEST);\n this.renderer.gl.scissor(x, y, width, height);\n }\n this.renderer.framebuffer.clear(clearColor[0], clearColor[1], clearColor[2], clearColor[3], mask);\n if (clearMask) {\n // Restore the scissor box\n this.renderer.scissor.pop();\n }\n };\n RenderTextureSystem.prototype.resize = function () {\n // resize the root only!\n this.bind(null);\n };\n /** Resets render-texture state. */\n RenderTextureSystem.prototype.reset = function () {\n this.bind(null);\n };\n RenderTextureSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return RenderTextureSystem;\n}());\n\nfunction uboUpdate(_ud, _uv, _renderer, _syncData, buffer) {\n _renderer.buffer.update(buffer);\n}\n// cv = CachedValue\n// v = value\n// ud = uniformData\n// uv = uniformValue\n// l = location\nvar UBO_TO_SINGLE_SETTERS = {\n float: \"\\n data[offset] = v;\\n \",\n vec2: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n \",\n vec3: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n\\n \",\n vec4: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n data[offset+3] = v[3];\\n \",\n mat2: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n\\n data[offset+4] = v[2];\\n data[offset+5] = v[3];\\n \",\n mat3: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n\\n data[offset + 4] = v[3];\\n data[offset + 5] = v[4];\\n data[offset + 6] = v[5];\\n\\n data[offset + 8] = v[6];\\n data[offset + 9] = v[7];\\n data[offset + 10] = v[8];\\n \",\n mat4: \"\\n for(var i = 0; i < 16; i++)\\n {\\n data[offset + i] = v[i];\\n }\\n \"\n};\nvar GLSL_TO_STD40_SIZE = {\n float: 4,\n vec2: 8,\n vec3: 12,\n vec4: 16,\n int: 4,\n ivec2: 8,\n ivec3: 12,\n ivec4: 16,\n uint: 4,\n uvec2: 8,\n uvec3: 12,\n uvec4: 16,\n bool: 4,\n bvec2: 8,\n bvec3: 12,\n bvec4: 16,\n mat2: 16 * 2,\n mat3: 16 * 3,\n mat4: 16 * 4,\n};\n/**\n * logic originally from here: https://github.com/sketchpunk/FunWithWebGL2/blob/master/lesson_022/Shaders.js\n * rewrote it, but this was a great starting point to get a solid understanding of whats going on :)\n * @ignore\n * @param uniformData\n */\nfunction createUBOElements(uniformData) {\n var uboElements = uniformData.map(function (data) {\n return ({\n data: data,\n offset: 0,\n dataLen: 0,\n dirty: 0\n });\n });\n var size = 0;\n var chunkSize = 0;\n var offset = 0;\n for (var i = 0; i < uboElements.length; i++) {\n var uboElement = uboElements[i];\n size = GLSL_TO_STD40_SIZE[uboElement.data.type];\n if (uboElement.data.size > 1) {\n size = Math.max(size, 16) * uboElement.data.size;\n }\n uboElement.dataLen = size;\n // add some size offset..\n // must align to the nearest 16 bytes or internally nearest round size\n if (chunkSize % size !== 0 && chunkSize < 16) {\n // diff required to line up..\n var lineUpValue = (chunkSize % size) % 16;\n chunkSize += lineUpValue;\n offset += lineUpValue;\n }\n if ((chunkSize + size) > 16) {\n offset = Math.ceil(offset / 16) * 16;\n uboElement.offset = offset;\n offset += size;\n chunkSize = size;\n }\n else {\n uboElement.offset = offset;\n chunkSize += size;\n offset += size;\n }\n }\n offset = Math.ceil(offset / 16) * 16;\n return { uboElements: uboElements, size: offset };\n}\nfunction getUBOData(uniforms, uniformData) {\n var usedUniformDatas = [];\n // build..\n for (var i in uniforms) {\n if (uniformData[i]) {\n usedUniformDatas.push(uniformData[i]);\n }\n }\n // sort them out by index!\n usedUniformDatas.sort(function (a, b) { return a.index - b.index; });\n return usedUniformDatas;\n}\nfunction generateUniformBufferSync(group, uniformData) {\n if (!group.autoManage) {\n // if the group is nott automatically managed, we don't need to generate a special function for it...\n return { size: 0, syncFunc: uboUpdate };\n }\n var usedUniformDatas = getUBOData(group.uniforms, uniformData);\n var _a = createUBOElements(usedUniformDatas), uboElements = _a.uboElements, size = _a.size;\n var funcFragments = [\"\\n var v = null;\\n var v2 = null;\\n var cv = null;\\n var t = 0;\\n var gl = renderer.gl\\n var index = 0;\\n var data = buffer.data;\\n \"];\n for (var i = 0; i < uboElements.length; i++) {\n var uboElement = uboElements[i];\n var uniform = group.uniforms[uboElement.data.name];\n var name = uboElement.data.name;\n var parsed = false;\n for (var j = 0; j < uniformParsers.length; j++) {\n var uniformParser = uniformParsers[j];\n if (uniformParser.codeUbo && uniformParser.test(uboElement.data, uniform)) {\n funcFragments.push(\"offset = \" + uboElement.offset / 4 + \";\", uniformParsers[j].codeUbo(uboElement.data.name, uniform));\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n if (uboElement.data.size > 1) {\n var size_1 = mapSize(uboElement.data.type);\n var rowSize = Math.max(GLSL_TO_STD40_SIZE[uboElement.data.type] / 16, 1);\n var elementSize = size_1 / rowSize;\n var remainder = (4 - (elementSize % 4)) % 4;\n funcFragments.push(\"\\n cv = ud.\" + name + \".value;\\n v = uv.\" + name + \";\\n offset = \" + uboElement.offset / 4 + \";\\n\\n t = 0;\\n\\n for(var i=0; i < \" + uboElement.data.size * rowSize + \"; i++)\\n {\\n for(var j = 0; j < \" + elementSize + \"; j++)\\n {\\n data[offset++] = v[t++];\\n }\\n offset += \" + remainder + \";\\n }\\n\\n \");\n }\n else {\n var template = UBO_TO_SINGLE_SETTERS[uboElement.data.type];\n funcFragments.push(\"\\n cv = ud.\" + name + \".value;\\n v = uv.\" + name + \";\\n offset = \" + uboElement.offset / 4 + \";\\n \" + template + \";\\n \");\n }\n }\n }\n funcFragments.push(\"\\n renderer.buffer.update(buffer);\\n \");\n return {\n size: size,\n // eslint-disable-next-line no-new-func\n syncFunc: new Function('ud', 'uv', 'renderer', 'syncData', 'buffer', funcFragments.join('\\n'))\n };\n}\n\n/**\n * @private\n */\nvar IGLUniformData = /** @class */ (function () {\n function IGLUniformData() {\n }\n return IGLUniformData;\n}());\n/**\n * Helper class to create a WebGL Program\n * @memberof PIXI\n */\nvar GLProgram = /** @class */ (function () {\n /**\n * Makes a new Pixi program.\n * @param program - webgl program\n * @param uniformData - uniforms\n */\n function GLProgram(program, uniformData) {\n this.program = program;\n this.uniformData = uniformData;\n this.uniformGroups = {};\n this.uniformDirtyGroups = {};\n this.uniformBufferBindings = {};\n }\n /** Destroys this program. */\n GLProgram.prototype.destroy = function () {\n this.uniformData = null;\n this.uniformGroups = null;\n this.uniformDirtyGroups = null;\n this.uniformBufferBindings = null;\n this.program = null;\n };\n return GLProgram;\n}());\n\n/**\n * returns the attribute data from the program\n * @private\n * @param {WebGLProgram} [program] - the WebGL program\n * @param {WebGLRenderingContext} [gl] - the WebGL context\n * @returns {object} the attribute data for this program\n */\nfunction getAttributeData(program, gl) {\n var attributes = {};\n var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);\n for (var i = 0; i < totalAttributes; i++) {\n var attribData = gl.getActiveAttrib(program, i);\n if (attribData.name.indexOf('gl_') === 0) {\n continue;\n }\n var type = mapType(gl, attribData.type);\n var data = {\n type: type,\n name: attribData.name,\n size: mapSize(type),\n location: gl.getAttribLocation(program, attribData.name),\n };\n attributes[attribData.name] = data;\n }\n return attributes;\n}\n\n/**\n * returns the uniform data from the program\n * @private\n * @param program - the webgl program\n * @param gl - the WebGL context\n * @returns {object} the uniform data for this program\n */\nfunction getUniformData(program, gl) {\n var uniforms = {};\n var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);\n for (var i = 0; i < totalUniforms; i++) {\n var uniformData = gl.getActiveUniform(program, i);\n var name = uniformData.name.replace(/\\[.*?\\]$/, '');\n var isArray = !!(uniformData.name.match(/\\[.*?\\]$/));\n var type = mapType(gl, uniformData.type);\n uniforms[name] = {\n name: name,\n index: i,\n type: type,\n size: uniformData.size,\n isArray: isArray,\n value: defaultValue(type, uniformData.size),\n };\n }\n return uniforms;\n}\n\n/**\n * generates a WebGL Program object from a high level Pixi Program.\n * @param gl - a rendering context on which to generate the program\n * @param program - the high level Pixi Program.\n */\nfunction generateProgram(gl, program) {\n var glVertShader = compileShader(gl, gl.VERTEX_SHADER, program.vertexSrc);\n var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, program.fragmentSrc);\n var webGLProgram = gl.createProgram();\n gl.attachShader(webGLProgram, glVertShader);\n gl.attachShader(webGLProgram, glFragShader);\n gl.linkProgram(webGLProgram);\n if (!gl.getProgramParameter(webGLProgram, gl.LINK_STATUS)) {\n logProgramError(gl, webGLProgram, glVertShader, glFragShader);\n }\n program.attributeData = getAttributeData(webGLProgram, gl);\n program.uniformData = getUniformData(webGLProgram, gl);\n // GLSL 1.00: bind attributes sorted by name in ascending order\n // GLSL 3.00: don't change the attribute locations that where chosen by the compiler\n // or assigned by the layout specifier in the shader source code\n if (!(/^[ \\t]*#[ \\t]*version[ \\t]+300[ \\t]+es[ \\t]*$/m).test(program.vertexSrc)) {\n var keys = Object.keys(program.attributeData);\n keys.sort(function (a, b) { return (a > b) ? 1 : -1; }); // eslint-disable-line no-confusing-arrow\n for (var i = 0; i < keys.length; i++) {\n program.attributeData[keys[i]].location = i;\n gl.bindAttribLocation(webGLProgram, i, keys[i]);\n }\n gl.linkProgram(webGLProgram);\n }\n gl.deleteShader(glVertShader);\n gl.deleteShader(glFragShader);\n var uniformData = {};\n for (var i in program.uniformData) {\n var data = program.uniformData[i];\n uniformData[i] = {\n location: gl.getUniformLocation(webGLProgram, i),\n value: defaultValue(data.type, data.size),\n };\n }\n var glProgram = new GLProgram(webGLProgram, uniformData);\n return glProgram;\n}\n\nvar UID = 0;\n// default sync data so we don't create a new one each time!\nvar defaultSyncData = { textureCount: 0, uboCount: 0 };\n/**\n * System plugin to the renderer to manage shaders.\n * @memberof PIXI\n */\nvar ShaderSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ShaderSystem(renderer) {\n this.destroyed = false;\n this.renderer = renderer;\n // Validation check that this environment support `new Function`\n this.systemCheck();\n this.gl = null;\n this.shader = null;\n this.program = null;\n this.cache = {};\n this._uboCache = {};\n this.id = UID++;\n }\n /**\n * Overrideable function by `@pixi/unsafe-eval` to silence\n * throwing an error if platform doesn't support unsafe-evals.\n * @private\n */\n ShaderSystem.prototype.systemCheck = function () {\n if (!unsafeEvalSupported()) {\n throw new Error('Current environment does not allow unsafe-eval, '\n + 'please use @pixi/unsafe-eval module to enable support.');\n }\n };\n ShaderSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.reset();\n };\n /**\n * Changes the current shader to the one given in parameter.\n * @param shader - the new shader\n * @param dontSync - false if the shader should automatically sync its uniforms.\n * @returns the glProgram that belongs to the shader.\n */\n ShaderSystem.prototype.bind = function (shader, dontSync) {\n shader.disposeRunner.add(this);\n shader.uniforms.globals = this.renderer.globalUniforms;\n var program = shader.program;\n var glProgram = program.glPrograms[this.renderer.CONTEXT_UID] || this.generateProgram(shader);\n this.shader = shader;\n // TODO - some current Pixi plugins bypass this.. so it not safe to use yet..\n if (this.program !== program) {\n this.program = program;\n this.gl.useProgram(glProgram.program);\n }\n if (!dontSync) {\n defaultSyncData.textureCount = 0;\n defaultSyncData.uboCount = 0;\n this.syncUniformGroup(shader.uniformGroup, defaultSyncData);\n }\n return glProgram;\n };\n /**\n * Uploads the uniforms values to the currently bound shader.\n * @param uniforms - the uniforms values that be applied to the current shader\n */\n ShaderSystem.prototype.setUniforms = function (uniforms) {\n var shader = this.shader.program;\n var glProgram = shader.glPrograms[this.renderer.CONTEXT_UID];\n shader.syncUniforms(glProgram.uniformData, uniforms, this.renderer);\n };\n /* eslint-disable @typescript-eslint/explicit-module-boundary-types */\n /**\n * Syncs uniforms on the group\n * @param group - the uniform group to sync\n * @param syncData - this is data that is passed to the sync function and any nested sync functions\n */\n ShaderSystem.prototype.syncUniformGroup = function (group, syncData) {\n var glProgram = this.getGlProgram();\n if (!group.static || group.dirtyId !== glProgram.uniformDirtyGroups[group.id]) {\n glProgram.uniformDirtyGroups[group.id] = group.dirtyId;\n this.syncUniforms(group, glProgram, syncData);\n }\n };\n /**\n * Overrideable by the @pixi/unsafe-eval package to use static syncUniforms instead.\n * @param group\n * @param glProgram\n * @param syncData\n */\n ShaderSystem.prototype.syncUniforms = function (group, glProgram, syncData) {\n var syncFunc = group.syncUniforms[this.shader.program.id] || this.createSyncGroups(group);\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer, syncData);\n };\n ShaderSystem.prototype.createSyncGroups = function (group) {\n var id = this.getSignature(group, this.shader.program.uniformData, 'u');\n if (!this.cache[id]) {\n this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData);\n }\n group.syncUniforms[this.shader.program.id] = this.cache[id];\n return group.syncUniforms[this.shader.program.id];\n };\n /**\n * Syncs uniform buffers\n * @param group - the uniform buffer group to sync\n * @param name - the name of the uniform buffer\n */\n ShaderSystem.prototype.syncUniformBufferGroup = function (group, name) {\n var glProgram = this.getGlProgram();\n if (!group.static || group.dirtyId !== 0 || !glProgram.uniformGroups[group.id]) {\n group.dirtyId = 0;\n var syncFunc = glProgram.uniformGroups[group.id]\n || this.createSyncBufferGroup(group, glProgram, name);\n // TODO wrap update in a cache??\n group.buffer.update();\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer, defaultSyncData, group.buffer);\n }\n this.renderer.buffer.bindBufferBase(group.buffer, glProgram.uniformBufferBindings[name]);\n };\n /**\n * Will create a function that uploads a uniform buffer using the STD140 standard.\n * The upload function will then be cached for future calls\n * If a group is manually managed, then a simple upload function is generated\n * @param group - the uniform buffer group to sync\n * @param glProgram - the gl program to attach the uniform bindings to\n * @param name - the name of the uniform buffer (must exist on the shader)\n */\n ShaderSystem.prototype.createSyncBufferGroup = function (group, glProgram, name) {\n var gl = this.renderer.gl;\n this.renderer.buffer.bind(group.buffer);\n // bind them...\n var uniformBlockIndex = this.gl.getUniformBlockIndex(glProgram.program, name);\n glProgram.uniformBufferBindings[name] = this.shader.uniformBindCount;\n gl.uniformBlockBinding(glProgram.program, uniformBlockIndex, this.shader.uniformBindCount);\n this.shader.uniformBindCount++;\n var id = this.getSignature(group, this.shader.program.uniformData, 'ubo');\n var uboData = this._uboCache[id];\n if (!uboData) {\n uboData = this._uboCache[id] = generateUniformBufferSync(group, this.shader.program.uniformData);\n }\n if (group.autoManage) {\n var data = new Float32Array(uboData.size / 4);\n group.buffer.update(data);\n }\n glProgram.uniformGroups[group.id] = uboData.syncFunc;\n return glProgram.uniformGroups[group.id];\n };\n /**\n * Takes a uniform group and data and generates a unique signature for them.\n * @param group - The uniform group to get signature of\n * @param group.uniforms\n * @param uniformData - Uniform information generated by the shader\n * @param preFix\n * @returns Unique signature of the uniform group\n */\n ShaderSystem.prototype.getSignature = function (group, uniformData, preFix) {\n var uniforms = group.uniforms;\n var strings = [preFix + \"-\"];\n for (var i in uniforms) {\n strings.push(i);\n if (uniformData[i]) {\n strings.push(uniformData[i].type);\n }\n }\n return strings.join('-');\n };\n /**\n * Returns the underlying GLShade rof the currently bound shader.\n *\n * This can be handy for when you to have a little more control over the setting of your uniforms.\n * @returns The glProgram for the currently bound Shader for this context\n */\n ShaderSystem.prototype.getGlProgram = function () {\n if (this.shader) {\n return this.shader.program.glPrograms[this.renderer.CONTEXT_UID];\n }\n return null;\n };\n /**\n * Generates a glProgram version of the Shader provided.\n * @param shader - The shader that the glProgram will be based on.\n * @returns A shiny new glProgram!\n */\n ShaderSystem.prototype.generateProgram = function (shader) {\n var gl = this.gl;\n var program = shader.program;\n var glProgram = generateProgram(gl, program);\n program.glPrograms[this.renderer.CONTEXT_UID] = glProgram;\n return glProgram;\n };\n /** Resets ShaderSystem state, does not affect WebGL state. */\n ShaderSystem.prototype.reset = function () {\n this.program = null;\n this.shader = null;\n };\n /**\n * Disposes shader.\n * If disposing one equals with current shader, set current as null.\n * @param shader - Shader object\n */\n ShaderSystem.prototype.disposeShader = function (shader) {\n if (this.shader === shader) {\n this.shader = null;\n }\n };\n /** Destroys this System and removes all its textures. */\n ShaderSystem.prototype.destroy = function () {\n this.renderer = null;\n // TODO implement destroy method for ShaderSystem\n this.destroyed = true;\n };\n return ShaderSystem;\n}());\n\n/**\n * Maps gl blend combinations to WebGL.\n * @memberof PIXI\n * @function mapWebGLBlendModesToPixi\n * @private\n * @param {WebGLRenderingContext} gl - The rendering context.\n * @param {number[][]} [array=[]] - The array to output into.\n * @returns {number[][]} Mapped modes.\n */\nfunction mapWebGLBlendModesToPixi(gl, array) {\n if (array === void 0) { array = []; }\n // TODO - premultiply alpha would be different.\n // add a boolean for that!\n array[BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD] = [gl.ONE, gl.ONE];\n array[BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.NONE] = [0, 0];\n // not-premultiplied blend modes\n array[BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE];\n array[BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n // composite operations\n array[BLEND_MODES.SRC_IN] = [gl.DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE];\n array[BLEND_MODES.DST_IN] = [gl.ZERO, gl.SRC_ALPHA];\n array[BLEND_MODES.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA];\n array[BLEND_MODES.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n // SUBTRACT from flash\n array[BLEND_MODES.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD];\n return array;\n}\n\nvar BLEND = 0;\nvar OFFSET = 1;\nvar CULLING = 2;\nvar DEPTH_TEST = 3;\nvar WINDING = 4;\nvar DEPTH_MASK = 5;\n/**\n * System plugin to the renderer to manage WebGL state machines.\n * @memberof PIXI\n */\nvar StateSystem = /** @class */ (function () {\n function StateSystem() {\n this.gl = null;\n this.stateId = 0;\n this.polygonOffset = 0;\n this.blendMode = BLEND_MODES.NONE;\n this._blendEq = false;\n // map functions for when we set state..\n this.map = [];\n this.map[BLEND] = this.setBlend;\n this.map[OFFSET] = this.setOffset;\n this.map[CULLING] = this.setCullFace;\n this.map[DEPTH_TEST] = this.setDepthTest;\n this.map[WINDING] = this.setFrontFace;\n this.map[DEPTH_MASK] = this.setDepthMask;\n this.checks = [];\n this.defaultState = new State();\n this.defaultState.blend = true;\n }\n StateSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.blendModes = mapWebGLBlendModesToPixi(gl);\n this.set(this.defaultState);\n this.reset();\n };\n /**\n * Sets the current state\n * @param {*} state - The state to set.\n */\n StateSystem.prototype.set = function (state) {\n state = state || this.defaultState;\n // TODO maybe to an object check? ( this.state === state )?\n if (this.stateId !== state.data) {\n var diff = this.stateId ^ state.data;\n var i = 0;\n // order from least to most common\n while (diff) {\n if (diff & 1) {\n // state change!\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n diff = diff >> 1;\n i++;\n }\n this.stateId = state.data;\n }\n // based on the above settings we check for specific modes..\n // for example if blend is active we check and set the blend modes\n // or of polygon offset is active we check the poly depth.\n for (var i = 0; i < this.checks.length; i++) {\n this.checks[i](this, state);\n }\n };\n /**\n * Sets the state, when previous state is unknown.\n * @param {*} state - The state to set\n */\n StateSystem.prototype.forceState = function (state) {\n state = state || this.defaultState;\n for (var i = 0; i < this.map.length; i++) {\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n for (var i = 0; i < this.checks.length; i++) {\n this.checks[i](this, state);\n }\n this.stateId = state.data;\n };\n /**\n * Sets whether to enable or disable blending.\n * @param value - Turn on or off WebGl blending.\n */\n StateSystem.prototype.setBlend = function (value) {\n this.updateCheck(StateSystem.checkBlendMode, value);\n this.gl[value ? 'enable' : 'disable'](this.gl.BLEND);\n };\n /**\n * Sets whether to enable or disable polygon offset fill.\n * @param value - Turn on or off webgl polygon offset testing.\n */\n StateSystem.prototype.setOffset = function (value) {\n this.updateCheck(StateSystem.checkPolygonOffset, value);\n this.gl[value ? 'enable' : 'disable'](this.gl.POLYGON_OFFSET_FILL);\n };\n /**\n * Sets whether to enable or disable depth test.\n * @param value - Turn on or off webgl depth testing.\n */\n StateSystem.prototype.setDepthTest = function (value) {\n this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST);\n };\n /**\n * Sets whether to enable or disable depth mask.\n * @param value - Turn on or off webgl depth mask.\n */\n StateSystem.prototype.setDepthMask = function (value) {\n this.gl.depthMask(value);\n };\n /**\n * Sets whether to enable or disable cull face.\n * @param {boolean} value - Turn on or off webgl cull face.\n */\n StateSystem.prototype.setCullFace = function (value) {\n this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE);\n };\n /**\n * Sets the gl front face.\n * @param {boolean} value - true is clockwise and false is counter-clockwise\n */\n StateSystem.prototype.setFrontFace = function (value) {\n this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']);\n };\n /**\n * Sets the blend mode.\n * @param {number} value - The blend mode to set to.\n */\n StateSystem.prototype.setBlendMode = function (value) {\n if (value === this.blendMode) {\n return;\n }\n this.blendMode = value;\n var mode = this.blendModes[value];\n var gl = this.gl;\n if (mode.length === 2) {\n gl.blendFunc(mode[0], mode[1]);\n }\n else {\n gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]);\n }\n if (mode.length === 6) {\n this._blendEq = true;\n gl.blendEquationSeparate(mode[4], mode[5]);\n }\n else if (this._blendEq) {\n this._blendEq = false;\n gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);\n }\n };\n /**\n * Sets the polygon offset.\n * @param {number} value - the polygon offset\n * @param {number} scale - the polygon offset scale\n */\n StateSystem.prototype.setPolygonOffset = function (value, scale) {\n this.gl.polygonOffset(value, scale);\n };\n // used\n /** Resets all the logic and disables the VAOs. */\n StateSystem.prototype.reset = function () {\n this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false);\n this.forceState(this.defaultState);\n this._blendEq = true;\n this.blendMode = -1;\n this.setBlendMode(0);\n };\n /**\n * Checks to see which updates should be checked based on which settings have been activated.\n *\n * For example, if blend is enabled then we should check the blend modes each time the state is changed\n * or if polygon fill is activated then we need to check if the polygon offset changes.\n * The idea is that we only check what we have too.\n * @param func - the checking function to add or remove\n * @param value - should the check function be added or removed.\n */\n StateSystem.prototype.updateCheck = function (func, value) {\n var index = this.checks.indexOf(func);\n if (value && index === -1) {\n this.checks.push(func);\n }\n else if (!value && index !== -1) {\n this.checks.splice(index, 1);\n }\n };\n /**\n * A private little wrapper function that we call to check the blend mode.\n * @param system - the System to perform the state check on\n * @param state - the state that the blendMode will pulled from\n */\n StateSystem.checkBlendMode = function (system, state) {\n system.setBlendMode(state.blendMode);\n };\n /**\n * A private little wrapper function that we call to check the polygon offset.\n * @param system - the System to perform the state check on\n * @param state - the state that the blendMode will pulled from\n */\n StateSystem.checkPolygonOffset = function (system, state) {\n system.setPolygonOffset(1, state.polygonOffset);\n };\n /**\n * @ignore\n */\n StateSystem.prototype.destroy = function () {\n this.gl = null;\n };\n return StateSystem;\n}());\n\n/**\n * System plugin to the renderer to manage texture garbage collection on the GPU,\n * ensuring that it does not get clogged up with textures that are no longer being used.\n * @memberof PIXI\n */\nvar TextureGCSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function TextureGCSystem(renderer) {\n this.renderer = renderer;\n this.count = 0;\n this.checkCount = 0;\n this.maxIdle = settings.GC_MAX_IDLE;\n this.checkCountMax = settings.GC_MAX_CHECK_COUNT;\n this.mode = settings.GC_MODE;\n }\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n TextureGCSystem.prototype.postrender = function () {\n if (!this.renderer.renderingToScreen) {\n return;\n }\n this.count++;\n if (this.mode === GC_MODES.MANUAL) {\n return;\n }\n this.checkCount++;\n if (this.checkCount > this.checkCountMax) {\n this.checkCount = 0;\n this.run();\n }\n };\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n TextureGCSystem.prototype.run = function () {\n var tm = this.renderer.texture;\n var managedTextures = tm.managedTextures;\n var wasRemoved = false;\n for (var i = 0; i < managedTextures.length; i++) {\n var texture = managedTextures[i];\n // only supports non generated textures at the moment!\n if (!texture.framebuffer && this.count - texture.touched > this.maxIdle) {\n tm.destroyTexture(texture, true);\n managedTextures[i] = null;\n wasRemoved = true;\n }\n }\n if (wasRemoved) {\n var j = 0;\n for (var i = 0; i < managedTextures.length; i++) {\n if (managedTextures[i] !== null) {\n managedTextures[j++] = managedTextures[i];\n }\n }\n managedTextures.length = j;\n }\n };\n /**\n * Removes all the textures within the specified displayObject and its children from the GPU\n * @param {PIXI.DisplayObject} displayObject - the displayObject to remove the textures from.\n */\n TextureGCSystem.prototype.unload = function (displayObject) {\n var tm = this.renderer.texture;\n var texture = displayObject._texture;\n // only destroy non generated textures\n if (texture && !texture.framebuffer) {\n tm.destroyTexture(texture);\n }\n for (var i = displayObject.children.length - 1; i >= 0; i--) {\n this.unload(displayObject.children[i]);\n }\n };\n TextureGCSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return TextureGCSystem;\n}());\n\n/**\n * Returns a lookup table that maps each type-format pair to a compatible internal format.\n * @memberof PIXI\n * @function mapTypeAndFormatToInternalFormat\n * @private\n * @param {WebGLRenderingContext} gl - The rendering context.\n * @returns Lookup table.\n */\nfunction mapTypeAndFormatToInternalFormat(gl) {\n var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s, _t, _u, _v, _w, _x;\n var table;\n if ('WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext) {\n table = (_a = {},\n _a[TYPES.UNSIGNED_BYTE] = (_b = {},\n _b[FORMATS.RGBA] = gl.RGBA8,\n _b[FORMATS.RGB] = gl.RGB8,\n _b[FORMATS.RG] = gl.RG8,\n _b[FORMATS.RED] = gl.R8,\n _b[FORMATS.RGBA_INTEGER] = gl.RGBA8UI,\n _b[FORMATS.RGB_INTEGER] = gl.RGB8UI,\n _b[FORMATS.RG_INTEGER] = gl.RG8UI,\n _b[FORMATS.RED_INTEGER] = gl.R8UI,\n _b[FORMATS.ALPHA] = gl.ALPHA,\n _b[FORMATS.LUMINANCE] = gl.LUMINANCE,\n _b[FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA,\n _b),\n _a[TYPES.BYTE] = (_c = {},\n _c[FORMATS.RGBA] = gl.RGBA8_SNORM,\n _c[FORMATS.RGB] = gl.RGB8_SNORM,\n _c[FORMATS.RG] = gl.RG8_SNORM,\n _c[FORMATS.RED] = gl.R8_SNORM,\n _c[FORMATS.RGBA_INTEGER] = gl.RGBA8I,\n _c[FORMATS.RGB_INTEGER] = gl.RGB8I,\n _c[FORMATS.RG_INTEGER] = gl.RG8I,\n _c[FORMATS.RED_INTEGER] = gl.R8I,\n _c),\n _a[TYPES.UNSIGNED_SHORT] = (_d = {},\n _d[FORMATS.RGBA_INTEGER] = gl.RGBA16UI,\n _d[FORMATS.RGB_INTEGER] = gl.RGB16UI,\n _d[FORMATS.RG_INTEGER] = gl.RG16UI,\n _d[FORMATS.RED_INTEGER] = gl.R16UI,\n _d[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT16,\n _d),\n _a[TYPES.SHORT] = (_e = {},\n _e[FORMATS.RGBA_INTEGER] = gl.RGBA16I,\n _e[FORMATS.RGB_INTEGER] = gl.RGB16I,\n _e[FORMATS.RG_INTEGER] = gl.RG16I,\n _e[FORMATS.RED_INTEGER] = gl.R16I,\n _e),\n _a[TYPES.UNSIGNED_INT] = (_f = {},\n _f[FORMATS.RGBA_INTEGER] = gl.RGBA32UI,\n _f[FORMATS.RGB_INTEGER] = gl.RGB32UI,\n _f[FORMATS.RG_INTEGER] = gl.RG32UI,\n _f[FORMATS.RED_INTEGER] = gl.R32UI,\n _f[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT24,\n _f),\n _a[TYPES.INT] = (_g = {},\n _g[FORMATS.RGBA_INTEGER] = gl.RGBA32I,\n _g[FORMATS.RGB_INTEGER] = gl.RGB32I,\n _g[FORMATS.RG_INTEGER] = gl.RG32I,\n _g[FORMATS.RED_INTEGER] = gl.R32I,\n _g),\n _a[TYPES.FLOAT] = (_h = {},\n _h[FORMATS.RGBA] = gl.RGBA32F,\n _h[FORMATS.RGB] = gl.RGB32F,\n _h[FORMATS.RG] = gl.RG32F,\n _h[FORMATS.RED] = gl.R32F,\n _h[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT32F,\n _h),\n _a[TYPES.HALF_FLOAT] = (_j = {},\n _j[FORMATS.RGBA] = gl.RGBA16F,\n _j[FORMATS.RGB] = gl.RGB16F,\n _j[FORMATS.RG] = gl.RG16F,\n _j[FORMATS.RED] = gl.R16F,\n _j),\n _a[TYPES.UNSIGNED_SHORT_5_6_5] = (_k = {},\n _k[FORMATS.RGB] = gl.RGB565,\n _k),\n _a[TYPES.UNSIGNED_SHORT_4_4_4_4] = (_l = {},\n _l[FORMATS.RGBA] = gl.RGBA4,\n _l),\n _a[TYPES.UNSIGNED_SHORT_5_5_5_1] = (_m = {},\n _m[FORMATS.RGBA] = gl.RGB5_A1,\n _m),\n _a[TYPES.UNSIGNED_INT_2_10_10_10_REV] = (_o = {},\n _o[FORMATS.RGBA] = gl.RGB10_A2,\n _o[FORMATS.RGBA_INTEGER] = gl.RGB10_A2UI,\n _o),\n _a[TYPES.UNSIGNED_INT_10F_11F_11F_REV] = (_p = {},\n _p[FORMATS.RGB] = gl.R11F_G11F_B10F,\n _p),\n _a[TYPES.UNSIGNED_INT_5_9_9_9_REV] = (_q = {},\n _q[FORMATS.RGB] = gl.RGB9_E5,\n _q),\n _a[TYPES.UNSIGNED_INT_24_8] = (_r = {},\n _r[FORMATS.DEPTH_STENCIL] = gl.DEPTH24_STENCIL8,\n _r),\n _a[TYPES.FLOAT_32_UNSIGNED_INT_24_8_REV] = (_s = {},\n _s[FORMATS.DEPTH_STENCIL] = gl.DEPTH32F_STENCIL8,\n _s),\n _a);\n }\n else {\n table = (_t = {},\n _t[TYPES.UNSIGNED_BYTE] = (_u = {},\n _u[FORMATS.RGBA] = gl.RGBA,\n _u[FORMATS.RGB] = gl.RGB,\n _u[FORMATS.ALPHA] = gl.ALPHA,\n _u[FORMATS.LUMINANCE] = gl.LUMINANCE,\n _u[FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA,\n _u),\n _t[TYPES.UNSIGNED_SHORT_5_6_5] = (_v = {},\n _v[FORMATS.RGB] = gl.RGB,\n _v),\n _t[TYPES.UNSIGNED_SHORT_4_4_4_4] = (_w = {},\n _w[FORMATS.RGBA] = gl.RGBA,\n _w),\n _t[TYPES.UNSIGNED_SHORT_5_5_5_1] = (_x = {},\n _x[FORMATS.RGBA] = gl.RGBA,\n _x),\n _t);\n }\n return table;\n}\n\n/**\n * Internal texture for WebGL context.\n * @memberof PIXI\n */\nvar GLTexture = /** @class */ (function () {\n function GLTexture(texture) {\n this.texture = texture;\n this.width = -1;\n this.height = -1;\n this.dirtyId = -1;\n this.dirtyStyleId = -1;\n this.mipmap = false;\n this.wrapMode = 33071;\n this.type = TYPES.UNSIGNED_BYTE;\n this.internalFormat = FORMATS.RGBA;\n this.samplerType = 0;\n }\n return GLTexture;\n}());\n\n/**\n * System plugin to the renderer to manage textures.\n * @memberof PIXI\n */\nvar TextureSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this system works for.\n */\n function TextureSystem(renderer) {\n this.renderer = renderer;\n // TODO set to max textures...\n this.boundTextures = [];\n this.currentLocation = -1;\n this.managedTextures = [];\n this._unknownBoundTextures = false;\n this.unknownTexture = new BaseTexture();\n this.hasIntegerTextures = false;\n }\n /** Sets up the renderer context and necessary buffers. */\n TextureSystem.prototype.contextChange = function () {\n var gl = this.gl = this.renderer.gl;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n this.webGLVersion = this.renderer.context.webGLVersion;\n this.internalFormats = mapTypeAndFormatToInternalFormat(gl);\n var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);\n this.boundTextures.length = maxTextures;\n for (var i = 0; i < maxTextures; i++) {\n this.boundTextures[i] = null;\n }\n // TODO move this.. to a nice make empty textures class..\n this.emptyTextures = {};\n var emptyTexture2D = new GLTexture(gl.createTexture());\n gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4));\n this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D;\n this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(gl.createTexture());\n gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture);\n for (var i = 0; i < 6; i++) {\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n }\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\n for (var i = 0; i < this.boundTextures.length; i++) {\n this.bind(null, i);\n }\n };\n /**\n * Bind a texture to a specific location\n *\n * If you want to unbind something, please use `unbind(texture)` instead of `bind(null, textureLocation)`\n * @param texture - Texture to bind\n * @param [location=0] - Location to bind at\n */\n TextureSystem.prototype.bind = function (texture, location) {\n if (location === void 0) { location = 0; }\n var gl = this.gl;\n texture = texture === null || texture === void 0 ? void 0 : texture.castToBaseTexture();\n // cannot bind partial texture\n // TODO: report a warning\n if (texture && texture.valid && !texture.parentTextureArray) {\n texture.touched = this.renderer.textureGC.count;\n var glTexture = texture._glTextures[this.CONTEXT_UID] || this.initTexture(texture);\n if (this.boundTextures[location] !== texture) {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n gl.bindTexture(texture.target, glTexture.texture);\n }\n if (glTexture.dirtyId !== texture.dirtyId) {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n this.updateTexture(texture);\n }\n else if (glTexture.dirtyStyleId !== texture.dirtyStyleId) {\n this.updateTextureStyle(texture);\n }\n this.boundTextures[location] = texture;\n }\n else {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[gl.TEXTURE_2D].texture);\n this.boundTextures[location] = null;\n }\n };\n /** Resets texture location and bound textures Actual `bind(null, i)` calls will be performed at next `unbind()` call */\n TextureSystem.prototype.reset = function () {\n this._unknownBoundTextures = true;\n this.hasIntegerTextures = false;\n this.currentLocation = -1;\n for (var i = 0; i < this.boundTextures.length; i++) {\n this.boundTextures[i] = this.unknownTexture;\n }\n };\n /**\n * Unbind a texture.\n * @param texture - Texture to bind\n */\n TextureSystem.prototype.unbind = function (texture) {\n var _a = this, gl = _a.gl, boundTextures = _a.boundTextures;\n if (this._unknownBoundTextures) {\n this._unknownBoundTextures = false;\n // someone changed webGL state,\n // we have to be sure that our texture does not appear in multi-texture renderer samplers\n for (var i = 0; i < boundTextures.length; i++) {\n if (boundTextures[i] === this.unknownTexture) {\n this.bind(null, i);\n }\n }\n }\n for (var i = 0; i < boundTextures.length; i++) {\n if (boundTextures[i] === texture) {\n if (this.currentLocation !== i) {\n gl.activeTexture(gl.TEXTURE0 + i);\n this.currentLocation = i;\n }\n gl.bindTexture(texture.target, this.emptyTextures[texture.target].texture);\n boundTextures[i] = null;\n }\n }\n };\n /**\n * Ensures that current boundTextures all have FLOAT sampler type,\n * see {@link PIXI.SAMPLER_TYPES} for explanation.\n * @param maxTextures - number of locations to check\n */\n TextureSystem.prototype.ensureSamplerType = function (maxTextures) {\n var _a = this, boundTextures = _a.boundTextures, hasIntegerTextures = _a.hasIntegerTextures, CONTEXT_UID = _a.CONTEXT_UID;\n if (!hasIntegerTextures) {\n return;\n }\n for (var i = maxTextures - 1; i >= 0; --i) {\n var tex = boundTextures[i];\n if (tex) {\n var glTexture = tex._glTextures[CONTEXT_UID];\n if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) {\n this.renderer.texture.unbind(tex);\n }\n }\n }\n };\n /**\n * Initialize a texture\n * @private\n * @param texture - Texture to initialize\n */\n TextureSystem.prototype.initTexture = function (texture) {\n var glTexture = new GLTexture(this.gl.createTexture());\n // guarantee an update..\n glTexture.dirtyId = -1;\n texture._glTextures[this.CONTEXT_UID] = glTexture;\n this.managedTextures.push(texture);\n texture.on('dispose', this.destroyTexture, this);\n return glTexture;\n };\n TextureSystem.prototype.initTextureType = function (texture, glTexture) {\n var _a, _b;\n glTexture.internalFormat = (_b = (_a = this.internalFormats[texture.type]) === null || _a === void 0 ? void 0 : _a[texture.format]) !== null && _b !== void 0 ? _b : texture.format;\n if (this.webGLVersion === 2 && texture.type === TYPES.HALF_FLOAT) {\n // TYPES.HALF_FLOAT is WebGL1 HALF_FLOAT_OES\n // we have to convert it to WebGL HALF_FLOAT\n glTexture.type = this.gl.HALF_FLOAT;\n }\n else {\n glTexture.type = texture.type;\n }\n };\n /**\n * Update a texture\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to initialize\n */\n TextureSystem.prototype.updateTexture = function (texture) {\n var glTexture = texture._glTextures[this.CONTEXT_UID];\n if (!glTexture) {\n return;\n }\n var renderer = this.renderer;\n this.initTextureType(texture, glTexture);\n if (texture.resource && texture.resource.upload(renderer, texture, glTexture)) {\n // texture is uploaded, dont do anything!\n if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) {\n this.hasIntegerTextures = true;\n }\n }\n else {\n // default, renderTexture-like logic\n var width = texture.realWidth;\n var height = texture.realHeight;\n var gl = renderer.gl;\n if (glTexture.width !== width\n || glTexture.height !== height\n || glTexture.dirtyId < 0) {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(texture.target, 0, glTexture.internalFormat, width, height, 0, texture.format, glTexture.type, null);\n }\n }\n // lets only update what changes..\n if (texture.dirtyStyleId !== glTexture.dirtyStyleId) {\n this.updateTextureStyle(texture);\n }\n glTexture.dirtyId = texture.dirtyId;\n };\n /**\n * Deletes the texture from WebGL\n * @private\n * @param texture - the texture to destroy\n * @param [skipRemove=false] - Whether to skip removing the texture from the TextureManager.\n */\n TextureSystem.prototype.destroyTexture = function (texture, skipRemove) {\n var gl = this.gl;\n texture = texture.castToBaseTexture();\n if (texture._glTextures[this.CONTEXT_UID]) {\n this.unbind(texture);\n gl.deleteTexture(texture._glTextures[this.CONTEXT_UID].texture);\n texture.off('dispose', this.destroyTexture, this);\n delete texture._glTextures[this.CONTEXT_UID];\n if (!skipRemove) {\n var i = this.managedTextures.indexOf(texture);\n if (i !== -1) {\n removeItems(this.managedTextures, i, 1);\n }\n }\n }\n };\n /**\n * Update texture style such as mipmap flag\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to update\n */\n TextureSystem.prototype.updateTextureStyle = function (texture) {\n var glTexture = texture._glTextures[this.CONTEXT_UID];\n if (!glTexture) {\n return;\n }\n if ((texture.mipmap === MIPMAP_MODES.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo) {\n glTexture.mipmap = false;\n }\n else {\n glTexture.mipmap = texture.mipmap >= 1;\n }\n if (this.webGLVersion !== 2 && !texture.isPowerOfTwo) {\n glTexture.wrapMode = WRAP_MODES.CLAMP;\n }\n else {\n glTexture.wrapMode = texture.wrapMode;\n }\n if (texture.resource && texture.resource.style(this.renderer, texture, glTexture)) ;\n else {\n this.setStyle(texture, glTexture);\n }\n glTexture.dirtyStyleId = texture.dirtyStyleId;\n };\n /**\n * Set style for texture\n * @private\n * @param texture - Texture to update\n * @param glTexture\n */\n TextureSystem.prototype.setStyle = function (texture, glTexture) {\n var gl = this.gl;\n if (glTexture.mipmap && texture.mipmap !== MIPMAP_MODES.ON_MANUAL) {\n gl.generateMipmap(texture.target);\n }\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode);\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode);\n if (glTexture.mipmap) {\n /* eslint-disable max-len */\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);\n /* eslint-disable max-len */\n var anisotropicExt = this.renderer.context.extensions.anisotropicFiltering;\n if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === SCALE_MODES.LINEAR) {\n var level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT));\n gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level);\n }\n }\n else {\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n }\n gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n };\n TextureSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return TextureSystem;\n}());\n\nvar _systems = {\n __proto__: null,\n FilterSystem: FilterSystem,\n BatchSystem: BatchSystem,\n ContextSystem: ContextSystem,\n FramebufferSystem: FramebufferSystem,\n GeometrySystem: GeometrySystem,\n MaskSystem: MaskSystem,\n ScissorSystem: ScissorSystem,\n StencilSystem: StencilSystem,\n ProjectionSystem: ProjectionSystem,\n RenderTextureSystem: RenderTextureSystem,\n ShaderSystem: ShaderSystem,\n StateSystem: StateSystem,\n TextureGCSystem: TextureGCSystem,\n TextureSystem: TextureSystem\n};\n\nvar tempMatrix = new Matrix();\n/**\n * The AbstractRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer}\n * and {@link PIXI.Renderer} which can be used for rendering a PixiJS scene.\n * @abstract\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nvar AbstractRenderer = /** @class */ (function (_super) {\n __extends(AbstractRenderer, _super);\n /**\n * @param type - The renderer type.\n * @param [options] - The optional renderer parameters.\n * @param {number} [options.width=800] - The width of the screen.\n * @param {number} [options.height=600] - The height of the screen.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the WebGL context.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n */\n function AbstractRenderer(type, options) {\n if (type === void 0) { type = RENDERER_TYPE.UNKNOWN; }\n var _this = _super.call(this) || this;\n // Add the default render options\n options = Object.assign({}, settings.RENDER_OPTIONS, options);\n /**\n * The supplied constructor options.\n * @member {object}\n * @readonly\n */\n _this.options = options;\n /**\n * The type of the renderer.\n * @member {number}\n * @default PIXI.RENDERER_TYPE.UNKNOWN\n * @see PIXI.RENDERER_TYPE\n */\n _this.type = type;\n /**\n * Measurements of the screen. (0, 0, screenWidth, screenHeight).\n *\n * Its safe to use as filterArea or hitArea for the whole stage.\n * @member {PIXI.Rectangle}\n */\n _this.screen = new Rectangle(0, 0, options.width, options.height);\n /**\n * The canvas element that everything is drawn to.\n * @member {HTMLCanvasElement}\n */\n _this.view = options.view || settings.ADAPTER.createCanvas();\n /**\n * The resolution / device pixel ratio of the renderer.\n * @member {number}\n * @default PIXI.settings.RESOLUTION\n */\n _this.resolution = options.resolution || settings.RESOLUTION;\n /**\n * Pass-thru setting for the canvas' context `alpha` property. This is typically\n * not something you need to fiddle with. If you want transparency, use `backgroundAlpha`.\n * @member {boolean}\n */\n _this.useContextAlpha = options.useContextAlpha;\n /**\n * Whether CSS dimensions of canvas view should be resized to screen dimensions automatically.\n * @member {boolean}\n */\n _this.autoDensity = !!options.autoDensity;\n /**\n * The value of the preserveDrawingBuffer flag affects whether or not the contents of\n * the stencil buffer is retained after rendering.\n * @member {boolean}\n */\n _this.preserveDrawingBuffer = options.preserveDrawingBuffer;\n /**\n * This sets if the CanvasRenderer will clear the canvas or not before the new render pass.\n * If the scene is NOT transparent PixiJS will use a canvas sized fillRect operation every\n * frame to set the canvas background color. If the scene is transparent PixiJS will use clearRect\n * to clear the canvas every frame. Disable this by setting this to false. For example, if\n * your game has a canvas filling background image you often don't need this set.\n * @member {boolean}\n * @default\n */\n _this.clearBeforeRender = options.clearBeforeRender;\n /**\n * The background color as a number.\n * @member {number}\n * @protected\n */\n _this._backgroundColor = 0x000000;\n /**\n * The background color as an [R, G, B, A] array.\n * @member {number[]}\n * @protected\n */\n _this._backgroundColorRgba = [0, 0, 0, 1];\n /**\n * The background color as a string.\n * @member {string}\n * @protected\n */\n _this._backgroundColorString = '#000000';\n _this.backgroundColor = options.backgroundColor || _this._backgroundColor; // run bg color setter\n _this.backgroundAlpha = options.backgroundAlpha;\n // @deprecated\n if (options.transparent !== undefined) {\n deprecation('6.0.0', 'Option transparent is deprecated, please use backgroundAlpha instead.');\n _this.useContextAlpha = options.transparent;\n _this.backgroundAlpha = options.transparent ? 0 : 1;\n }\n /**\n * The last root object that the renderer tried to render.\n * @member {PIXI.DisplayObject}\n * @protected\n */\n _this._lastObjectRendered = null;\n /**\n * Collection of plugins.\n * @readonly\n * @member {object}\n */\n _this.plugins = {};\n return _this;\n }\n /**\n * Initialize the plugins.\n * @protected\n * @param {object} staticMap - The dictionary of statically saved plugins.\n */\n AbstractRenderer.prototype.initPlugins = function (staticMap) {\n for (var o in staticMap) {\n this.plugins[o] = new (staticMap[o])(this);\n }\n };\n Object.defineProperty(AbstractRenderer.prototype, \"width\", {\n /**\n * Same as view.width, actual number of pixels in the canvas by horizontal.\n * @member {number}\n * @readonly\n * @default 800\n */\n get: function () {\n return this.view.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AbstractRenderer.prototype, \"height\", {\n /**\n * Same as view.height, actual number of pixels in the canvas by vertical.\n * @member {number}\n * @readonly\n * @default 600\n */\n get: function () {\n return this.view.height;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Resizes the screen and canvas as close as possible to the specified width and height.\n * Canvas dimensions are multiplied by resolution and rounded to the nearest integers.\n * The new canvas dimensions divided by the resolution become the new screen dimensions.\n * @param desiredScreenWidth - The desired width of the screen.\n * @param desiredScreenHeight - The desired height of the screen.\n */\n AbstractRenderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) {\n this.view.width = Math.round(desiredScreenWidth * this.resolution);\n this.view.height = Math.round(desiredScreenHeight * this.resolution);\n var screenWidth = this.view.width / this.resolution;\n var screenHeight = this.view.height / this.resolution;\n this.screen.width = screenWidth;\n this.screen.height = screenHeight;\n if (this.autoDensity) {\n this.view.style.width = screenWidth + \"px\";\n this.view.style.height = screenHeight + \"px\";\n }\n /**\n * Fired after view has been resized.\n * @event PIXI.Renderer#resize\n * @param {number} screenWidth - The new width of the screen.\n * @param {number} screenHeight - The new height of the screen.\n */\n this.emit('resize', screenWidth, screenHeight);\n };\n /**\n * @ignore\n */\n AbstractRenderer.prototype.generateTexture = function (displayObject, options, resolution, region) {\n if (options === void 0) { options = {}; }\n // @deprecated parameters spread, use options instead\n if (typeof options === 'number') {\n deprecation('6.1.0', 'generateTexture options (scaleMode, resolution, region) are now object options.');\n options = { scaleMode: options, resolution: resolution, region: region };\n }\n var manualRegion = options.region, textureOptions = __rest(options, [\"region\"]);\n region = manualRegion || displayObject.getLocalBounds(null, true);\n // minimum texture size is 1x1, 0x0 will throw an error\n if (region.width === 0)\n { region.width = 1; }\n if (region.height === 0)\n { region.height = 1; }\n var renderTexture = RenderTexture.create(__assign({ width: region.width, height: region.height }, textureOptions));\n tempMatrix.tx = -region.x;\n tempMatrix.ty = -region.y;\n this.render(displayObject, {\n renderTexture: renderTexture,\n clear: false,\n transform: tempMatrix,\n skipUpdateTransform: !!displayObject.parent\n });\n return renderTexture;\n };\n /**\n * Removes everything from the renderer and optionally removes the Canvas DOM element.\n * @param [removeView=false] - Removes the Canvas element from the DOM.\n */\n AbstractRenderer.prototype.destroy = function (removeView) {\n for (var o in this.plugins) {\n this.plugins[o].destroy();\n this.plugins[o] = null;\n }\n if (removeView && this.view.parentNode) {\n this.view.parentNode.removeChild(this.view);\n }\n var thisAny = this;\n // null-ing all objects, that's a tradition!\n thisAny.plugins = null;\n thisAny.type = RENDERER_TYPE.UNKNOWN;\n thisAny.view = null;\n thisAny.screen = null;\n thisAny._tempDisplayObjectParent = null;\n thisAny.options = null;\n this._backgroundColorRgba = null;\n this._backgroundColorString = null;\n this._lastObjectRendered = null;\n };\n Object.defineProperty(AbstractRenderer.prototype, \"backgroundColor\", {\n /**\n * The background color to fill if not transparent\n * @member {number}\n */\n get: function () {\n return this._backgroundColor;\n },\n set: function (value) {\n this._backgroundColor = value;\n this._backgroundColorString = hex2string(value);\n hex2rgb(value, this._backgroundColorRgba);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AbstractRenderer.prototype, \"backgroundAlpha\", {\n /**\n * The background color alpha. Setting this to 0 will make the canvas transparent.\n * @member {number}\n */\n get: function () {\n return this._backgroundColorRgba[3];\n },\n set: function (value) {\n this._backgroundColorRgba[3] = value;\n },\n enumerable: false,\n configurable: true\n });\n return AbstractRenderer;\n}(EventEmitter));\n\nvar GLBuffer = /** @class */ (function () {\n function GLBuffer(buffer) {\n this.buffer = buffer || null;\n this.updateID = -1;\n this.byteLength = -1;\n this.refCount = 0;\n }\n return GLBuffer;\n}());\n\n/**\n * System plugin to the renderer to manage buffers.\n *\n * WebGL uses Buffers as a way to store objects to the GPU.\n * This system makes working with them a lot easier.\n *\n * Buffers are used in three main places in WebGL\n * - geometry information\n * - Uniform information (via uniform buffer objects - a WebGL 2 only feature)\n * - Transform feedback information. (WebGL 2 only feature)\n *\n * This system will handle the binding of buffers to the GPU as well as uploading\n * them. With this system, you never need to work directly with GPU buffers, but instead work with\n * the PIXI.Buffer class.\n * @class\n * @memberof PIXI\n */\nvar BufferSystem = /** @class */ (function () {\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n function BufferSystem(renderer) {\n this.renderer = renderer;\n this.managedBuffers = {};\n this.boundBufferBases = {};\n }\n /**\n * @ignore\n */\n BufferSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n /** Sets up the renderer context and necessary buffers. */\n BufferSystem.prototype.contextChange = function () {\n this.disposeAll(true);\n this.gl = this.renderer.gl;\n // TODO fill out...\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n };\n /**\n * This binds specified buffer. On first run, it will create the webGL buffers for the context too\n * @param buffer - the buffer to bind to the renderer\n */\n BufferSystem.prototype.bind = function (buffer) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n gl.bindBuffer(buffer.type, glBuffer.buffer);\n };\n /**\n * Binds an uniform buffer to at the given index.\n *\n * A cache is used so a buffer will not be bound again if already bound.\n * @param buffer - the buffer to bind\n * @param index - the base index to bind it to.\n */\n BufferSystem.prototype.bindBufferBase = function (buffer, index) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n if (this.boundBufferBases[index] !== buffer) {\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n this.boundBufferBases[index] = buffer;\n gl.bindBufferBase(gl.UNIFORM_BUFFER, index, glBuffer.buffer);\n }\n };\n /**\n * Binds a buffer whilst also binding its range.\n * This will make the buffer start from the offset supplied rather than 0 when it is read.\n * @param buffer - the buffer to bind\n * @param index - the base index to bind at, defaults to 0\n * @param offset - the offset to bind at (this is blocks of 256). 0 = 0, 1 = 256, 2 = 512 etc\n */\n BufferSystem.prototype.bindBufferRange = function (buffer, index, offset) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n offset = offset || 0;\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n gl.bindBufferRange(gl.UNIFORM_BUFFER, index || 0, glBuffer.buffer, offset * 256, 256);\n };\n /**\n * Will ensure the data in the buffer is uploaded to the GPU.\n * @param {PIXI.Buffer} buffer - the buffer to update\n */\n BufferSystem.prototype.update = function (buffer) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n var glBuffer = buffer._glBuffers[CONTEXT_UID];\n if (buffer._updateID === glBuffer.updateID) {\n return;\n }\n glBuffer.updateID = buffer._updateID;\n gl.bindBuffer(buffer.type, glBuffer.buffer);\n if (glBuffer.byteLength >= buffer.data.byteLength) {\n // offset is always zero for now!\n gl.bufferSubData(buffer.type, 0, buffer.data);\n }\n else {\n var drawType = buffer.static ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW;\n glBuffer.byteLength = buffer.data.byteLength;\n gl.bufferData(buffer.type, buffer.data, drawType);\n }\n };\n /**\n * Disposes buffer\n * @param {PIXI.Buffer} buffer - buffer with data\n * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray\n */\n BufferSystem.prototype.dispose = function (buffer, contextLost) {\n if (!this.managedBuffers[buffer.id]) {\n return;\n }\n delete this.managedBuffers[buffer.id];\n var glBuffer = buffer._glBuffers[this.CONTEXT_UID];\n var gl = this.gl;\n buffer.disposeRunner.remove(this);\n if (!glBuffer) {\n return;\n }\n if (!contextLost) {\n gl.deleteBuffer(glBuffer.buffer);\n }\n delete buffer._glBuffers[this.CONTEXT_UID];\n };\n /**\n * dispose all WebGL resources of all managed buffers\n * @param {boolean} [contextLost=false] - If context was lost, we suppress `gl.delete` calls\n */\n BufferSystem.prototype.disposeAll = function (contextLost) {\n var all = Object.keys(this.managedBuffers);\n for (var i = 0; i < all.length; i++) {\n this.dispose(this.managedBuffers[all[i]], contextLost);\n }\n };\n /**\n * creates and attaches a GLBuffer object tied to the current context.\n * @param buffer\n * @protected\n */\n BufferSystem.prototype.createGLBuffer = function (buffer) {\n var _a = this, CONTEXT_UID = _a.CONTEXT_UID, gl = _a.gl;\n buffer._glBuffers[CONTEXT_UID] = new GLBuffer(gl.createBuffer());\n this.managedBuffers[buffer.id] = buffer;\n buffer.disposeRunner.add(this);\n return buffer._glBuffers[CONTEXT_UID];\n };\n return BufferSystem;\n}());\n\n/**\n * The Renderer draws the scene and all its content onto a WebGL enabled canvas.\n *\n * This renderer should be used for browsers that support WebGL.\n *\n * This renderer works by automatically managing WebGLBatchesm, so no need for Sprite Batches or Sprite Clouds.\n * Don't forget to add the view to your DOM or you will not see anything!\n *\n * Renderer is composed of systems that manage specific tasks. The following systems are added by default\n * whenever you create a renderer:\n *\n * | System | Description |\n * | ------------------------------------ | ----------------------------------------------------------------------------- |\n * | {@link PIXI.BatchSystem} | This manages object renderers that defer rendering until a flush. |\n * | {@link PIXI.ContextSystem} | This manages the WebGL context and extensions. |\n * | {@link PIXI.EventSystem} | This manages UI events. |\n * | {@link PIXI.FilterSystem} | This manages the filtering pipeline for post-processing effects. |\n * | {@link PIXI.FramebufferSystem} | This manages framebuffers, which are used for offscreen rendering. |\n * | {@link PIXI.GeometrySystem} | This manages geometries & buffers, which are used to draw object meshes. |\n * | {@link PIXI.MaskSystem} | This manages masking operations. |\n * | {@link PIXI.ProjectionSystem} | This manages the `projectionMatrix`, used by shaders to get NDC coordinates. |\n * | {@link PIXI.RenderTextureSystem} | This manages render-textures, which are an abstraction over framebuffers. |\n * | {@link PIXI.ScissorSystem} | This handles scissor masking, and is used internally by {@link MaskSystem} |\n * | {@link PIXI.ShaderSystem} | This manages shaders, programs that run on the GPU to calculate 'em pixels. |\n * | {@link PIXI.StateSystem} | This manages the WebGL state variables like blend mode, depth testing, etc. |\n * | {@link PIXI.StencilSystem} | This handles stencil masking, and is used internally by {@link MaskSystem} |\n * | {@link PIXI.TextureSystem} | This manages textures and their resources on the GPU. |\n * | {@link PIXI.TextureGCSystem} | This will automatically remove textures from the GPU if they are not used. |\n *\n * The breadth of the API surface provided by the renderer is contained within these systems.\n * @memberof PIXI\n */\nvar Renderer = /** @class */ (function (_super) {\n __extends(Renderer, _super);\n /**\n * @param [options] - The optional renderer parameters.\n * @param {number} [options.width=800] - The width of the screen.\n * @param {number} [options.height=600] - The height of the screen.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias. If not available natively then FXAA\n * antialiasing is used.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear\n * the canvas or not before the new render pass. If you wish to set this to false, you *must* set\n * preserveDrawingBuffer to `true`.\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the WebGL context.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n * @param {string} [options.powerPreference] - Parameter passed to WebGL context, set to \"high-performance\"\n * for devices with dual graphics card.\n * @param {object} [options.context] - If WebGL context already exists, all parameters must be taken from it.\n */\n function Renderer(options) {\n var _this = _super.call(this, RENDERER_TYPE.WEBGL, options) || this;\n // the options will have been modified here in the super constructor with pixi's default settings..\n options = _this.options;\n _this.gl = null;\n _this.CONTEXT_UID = 0;\n _this.runners = {\n destroy: new Runner('destroy'),\n contextChange: new Runner('contextChange'),\n reset: new Runner('reset'),\n update: new Runner('update'),\n postrender: new Runner('postrender'),\n prerender: new Runner('prerender'),\n resize: new Runner('resize'),\n };\n _this.runners.contextChange.add(_this);\n _this.globalUniforms = new UniformGroup({\n projectionMatrix: new Matrix(),\n }, true);\n _this.addSystem(MaskSystem, 'mask')\n .addSystem(ContextSystem, 'context')\n .addSystem(StateSystem, 'state')\n .addSystem(ShaderSystem, 'shader')\n .addSystem(TextureSystem, 'texture')\n .addSystem(BufferSystem, 'buffer')\n .addSystem(GeometrySystem, 'geometry')\n .addSystem(FramebufferSystem, 'framebuffer')\n .addSystem(ScissorSystem, 'scissor')\n .addSystem(StencilSystem, 'stencil')\n .addSystem(ProjectionSystem, 'projection')\n .addSystem(TextureGCSystem, 'textureGC')\n .addSystem(FilterSystem, 'filter')\n .addSystem(RenderTextureSystem, 'renderTexture')\n .addSystem(BatchSystem, 'batch');\n _this.initPlugins(Renderer.__plugins);\n _this.multisample = undefined;\n /*\n * The options passed in to create a new WebGL context.\n */\n if (options.context) {\n _this.context.initFromContext(options.context);\n }\n else {\n _this.context.initFromOptions({\n alpha: !!_this.useContextAlpha,\n antialias: options.antialias,\n premultipliedAlpha: _this.useContextAlpha && _this.useContextAlpha !== 'notMultiplied',\n stencil: true,\n preserveDrawingBuffer: options.preserveDrawingBuffer,\n powerPreference: _this.options.powerPreference,\n });\n }\n _this.renderingToScreen = true;\n sayHello(_this.context.webGLVersion === 2 ? 'WebGL 2' : 'WebGL 1');\n _this.resize(_this.options.width, _this.options.height);\n return _this;\n }\n /**\n * Create renderer if WebGL is available. Overrideable\n * by the **@pixi/canvas-renderer** package to allow fallback.\n * throws error if WebGL is not available.\n * @param options\n * @private\n */\n Renderer.create = function (options) {\n if (isWebGLSupported()) {\n return new Renderer(options);\n }\n throw new Error('WebGL unsupported in this browser, use \"pixi.js-legacy\" for fallback canvas2d support.');\n };\n Renderer.prototype.contextChange = function () {\n var gl = this.gl;\n var samples;\n if (this.context.webGLVersion === 1) {\n var framebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING);\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n samples = gl.getParameter(gl.SAMPLES);\n gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);\n }\n else {\n var framebuffer = gl.getParameter(gl.DRAW_FRAMEBUFFER_BINDING);\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);\n samples = gl.getParameter(gl.SAMPLES);\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, framebuffer);\n }\n if (samples >= MSAA_QUALITY.HIGH) {\n this.multisample = MSAA_QUALITY.HIGH;\n }\n else if (samples >= MSAA_QUALITY.MEDIUM) {\n this.multisample = MSAA_QUALITY.MEDIUM;\n }\n else if (samples >= MSAA_QUALITY.LOW) {\n this.multisample = MSAA_QUALITY.LOW;\n }\n else {\n this.multisample = MSAA_QUALITY.NONE;\n }\n };\n /**\n * Add a new system to the renderer.\n * @param ClassRef - Class reference\n * @param name - Property name for system, if not specified\n * will use a static `name` property on the class itself. This\n * name will be assigned as s property on the Renderer so make\n * sure it doesn't collide with properties on Renderer.\n * @returns Return instance of renderer\n */\n Renderer.prototype.addSystem = function (ClassRef, name) {\n var system = new ClassRef(this);\n if (this[name]) {\n throw new Error(\"Whoops! The name \\\"\" + name + \"\\\" is already in use\");\n }\n this[name] = system;\n for (var i in this.runners) {\n this.runners[i].add(system);\n }\n /**\n * Fired after rendering finishes.\n * @event PIXI.Renderer#postrender\n */\n /**\n * Fired before rendering starts.\n * @event PIXI.Renderer#prerender\n */\n /**\n * Fired when the WebGL context is set.\n * @event PIXI.Renderer#context\n * @param {WebGLRenderingContext} gl - WebGL context.\n */\n return this;\n };\n /**\n * @ignore\n */\n Renderer.prototype.render = function (displayObject, options) {\n var renderTexture;\n var clear;\n var transform;\n var skipUpdateTransform;\n if (options) {\n if (options instanceof RenderTexture) {\n deprecation('6.0.0', 'Renderer#render arguments changed, use options instead.');\n /* eslint-disable prefer-rest-params */\n renderTexture = options;\n clear = arguments[2];\n transform = arguments[3];\n skipUpdateTransform = arguments[4];\n /* eslint-enable prefer-rest-params */\n }\n else {\n renderTexture = options.renderTexture;\n clear = options.clear;\n transform = options.transform;\n skipUpdateTransform = options.skipUpdateTransform;\n }\n }\n // can be handy to know!\n this.renderingToScreen = !renderTexture;\n this.runners.prerender.emit();\n this.emit('prerender');\n // apply a transform at a GPU level\n this.projection.transform = transform;\n // no point rendering if our context has been blown up!\n if (this.context.isLost) {\n return;\n }\n if (!renderTexture) {\n this._lastObjectRendered = displayObject;\n }\n if (!skipUpdateTransform) {\n // update the scene graph\n var cacheParent = displayObject.enableTempParent();\n displayObject.updateTransform();\n displayObject.disableTempParent(cacheParent);\n // displayObject.hitArea = //TODO add a temp hit area\n }\n this.renderTexture.bind(renderTexture);\n this.batch.currentRenderer.start();\n if (clear !== undefined ? clear : this.clearBeforeRender) {\n this.renderTexture.clear();\n }\n displayObject.render(this);\n // apply transform..\n this.batch.currentRenderer.flush();\n if (renderTexture) {\n renderTexture.baseTexture.update();\n }\n this.runners.postrender.emit();\n // reset transform after render\n this.projection.transform = null;\n this.emit('postrender');\n };\n /**\n * @override\n * @ignore\n */\n Renderer.prototype.generateTexture = function (displayObject, options, resolution, region) {\n if (options === void 0) { options = {}; }\n var renderTexture = _super.prototype.generateTexture.call(this, displayObject, options, resolution, region);\n this.framebuffer.blit();\n return renderTexture;\n };\n /**\n * Resizes the WebGL view to the specified width and height.\n * @param desiredScreenWidth - The desired width of the screen.\n * @param desiredScreenHeight - The desired height of the screen.\n */\n Renderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) {\n _super.prototype.resize.call(this, desiredScreenWidth, desiredScreenHeight);\n this.runners.resize.emit(this.screen.height, this.screen.width);\n };\n /**\n * Resets the WebGL state so you can render things however you fancy!\n * @returns Returns itself.\n */\n Renderer.prototype.reset = function () {\n this.runners.reset.emit();\n return this;\n };\n /** Clear the frame buffer. */\n Renderer.prototype.clear = function () {\n this.renderTexture.bind();\n this.renderTexture.clear();\n };\n /**\n * Removes everything from the renderer (event listeners, spritebatch, etc...)\n * @param [removeView=false] - Removes the Canvas element from the DOM.\n * See: https://github.com/pixijs/pixi.js/issues/2233\n */\n Renderer.prototype.destroy = function (removeView) {\n this.runners.destroy.emit();\n for (var r in this.runners) {\n this.runners[r].destroy();\n }\n // call base destroy\n _super.prototype.destroy.call(this, removeView);\n // TODO nullify all the managers..\n this.gl = null;\n };\n Object.defineProperty(Renderer.prototype, \"extract\", {\n /**\n * Please use `plugins.extract` instead.\n * @member {PIXI.Extract} extract\n * @deprecated since 6.0.0\n * @readonly\n */\n get: function () {\n deprecation('6.0.0', 'Renderer#extract has been deprecated, please use Renderer#plugins.extract instead.');\n return this.plugins.extract;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Use the {@link PIXI.extensions.add} API to register plugins.\n * @deprecated since 6.5.0\n * @param pluginName - The name of the plugin.\n * @param ctor - The constructor function or class for the plugin.\n */\n Renderer.registerPlugin = function (pluginName, ctor) {\n deprecation('6.5.0', 'Renderer.registerPlugin() has been deprecated, please use extensions.add() instead.');\n extensions$1.add({\n name: pluginName,\n type: ExtensionType.RendererPlugin,\n ref: ctor,\n });\n };\n /**\n * Collection of installed plugins. These are included by default in PIXI, but can be excluded\n * by creating a custom build. Consult the README for more information about creating custom\n * builds and excluding plugins.\n * @readonly\n * @property {PIXI.AccessibilityManager} accessibility Support tabbing interactive elements.\n * @property {PIXI.Extract} extract Extract image data from renderer.\n * @property {PIXI.InteractionManager} interaction Handles mouse, touch and pointer events.\n * @property {PIXI.ParticleRenderer} particle Renderer for ParticleContainer objects.\n * @property {PIXI.Prepare} prepare Pre-render display objects.\n * @property {PIXI.BatchRenderer} batch Batching of Sprite, Graphics and Mesh objects.\n * @property {PIXI.TilingSpriteRenderer} tilingSprite Renderer for TilingSprite objects.\n */\n Renderer.__plugins = {};\n return Renderer;\n}(AbstractRenderer));\n// Handle registration of extensions\nextensions$1.handleByMap(ExtensionType.RendererPlugin, Renderer.__plugins);\n\n/**\n * This helper function will automatically detect which renderer you should be using.\n * WebGL is the preferred renderer as it is a lot faster. If WebGL is not supported by\n * the browser then this function will return a canvas renderer\n * @memberof PIXI\n * @function autoDetectRenderer\n * @param {object} [options] - The optional renderer parameters\n * @param {number} [options.width=800] - the width of the renderers view\n * @param {number} [options.height=600] - the height of the renderers view\n * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1\n * @param {boolean} [options.antialias=false] - sets antialias\n * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, enable this if you\n * need to call toDataUrl on the webgl context\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this\n * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise\n * it is ignored.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card **webgl only**\n * @returns {PIXI.Renderer|PIXI.CanvasRenderer} Returns WebGL renderer if available, otherwise CanvasRenderer\n */\nfunction autoDetectRenderer(options) {\n return Renderer.create(options);\n}\n\nvar $defaultVertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n vTextureCoord = aTextureCoord;\\n}\";\n\nvar $defaultFilterVertex = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n gl_Position = filterVertexPosition();\\n vTextureCoord = filterTextureCoord();\\n}\\n\";\n\n/**\n * Default vertex shader\n * @memberof PIXI\n * @member {string} defaultVertex\n */\n/**\n * Default filter vertex shader\n * @memberof PIXI\n * @member {string} defaultFilterVertex\n */\n// NOTE: This black magic is so that @microsoft/api-extractor does not complain! This explicitly specifies the types\n// of defaultVertex, defaultFilterVertex.\nvar defaultVertex$1 = $defaultVertex;\nvar defaultFilterVertex = $defaultFilterVertex;\n\n/**\n * Use the ISystem interface instead.\n * @deprecated since 6.1.0\n * @memberof PIXI\n */\nvar System = /** @class */ (function () {\n /**\n * @param renderer - Reference to Renderer\n */\n function System(renderer) {\n deprecation('6.1.0', 'System class is deprecated, implemement ISystem interface instead.');\n this.renderer = renderer;\n }\n /** Destroy and don't use after this. */\n System.prototype.destroy = function () {\n this.renderer = null;\n };\n return System;\n}());\n\n/**\n * Used by the batcher to draw batches.\n * Each one of these contains all information required to draw a bound geometry.\n * @memberof PIXI\n */\nvar BatchDrawCall = /** @class */ (function () {\n function BatchDrawCall() {\n this.texArray = null;\n this.blend = 0;\n this.type = DRAW_MODES.TRIANGLES;\n this.start = 0;\n this.size = 0;\n this.data = null;\n }\n return BatchDrawCall;\n}());\n\n/**\n * Used by the batcher to build texture batches.\n * Holds list of textures and their respective locations.\n * @memberof PIXI\n */\nvar BatchTextureArray = /** @class */ (function () {\n function BatchTextureArray() {\n this.elements = [];\n this.ids = [];\n this.count = 0;\n }\n BatchTextureArray.prototype.clear = function () {\n for (var i = 0; i < this.count; i++) {\n this.elements[i] = null;\n }\n this.count = 0;\n };\n return BatchTextureArray;\n}());\n\n/**\n * Flexible wrapper around `ArrayBuffer` that also provides typed array views on demand.\n * @memberof PIXI\n */\nvar ViewableBuffer = /** @class */ (function () {\n function ViewableBuffer(sizeOrBuffer) {\n if (typeof sizeOrBuffer === 'number') {\n this.rawBinaryData = new ArrayBuffer(sizeOrBuffer);\n }\n else if (sizeOrBuffer instanceof Uint8Array) {\n this.rawBinaryData = sizeOrBuffer.buffer;\n }\n else {\n this.rawBinaryData = sizeOrBuffer;\n }\n this.uint32View = new Uint32Array(this.rawBinaryData);\n this.float32View = new Float32Array(this.rawBinaryData);\n }\n Object.defineProperty(ViewableBuffer.prototype, \"int8View\", {\n /** View on the raw binary data as a `Int8Array`. */\n get: function () {\n if (!this._int8View) {\n this._int8View = new Int8Array(this.rawBinaryData);\n }\n return this._int8View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"uint8View\", {\n /** View on the raw binary data as a `Uint8Array`. */\n get: function () {\n if (!this._uint8View) {\n this._uint8View = new Uint8Array(this.rawBinaryData);\n }\n return this._uint8View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"int16View\", {\n /** View on the raw binary data as a `Int16Array`. */\n get: function () {\n if (!this._int16View) {\n this._int16View = new Int16Array(this.rawBinaryData);\n }\n return this._int16View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"uint16View\", {\n /** View on the raw binary data as a `Uint16Array`. */\n get: function () {\n if (!this._uint16View) {\n this._uint16View = new Uint16Array(this.rawBinaryData);\n }\n return this._uint16View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"int32View\", {\n /** View on the raw binary data as a `Int32Array`. */\n get: function () {\n if (!this._int32View) {\n this._int32View = new Int32Array(this.rawBinaryData);\n }\n return this._int32View;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Returns the view of the given type.\n * @param type - One of `int8`, `uint8`, `int16`,\n * `uint16`, `int32`, `uint32`, and `float32`.\n * @returns - typed array of given type\n */\n ViewableBuffer.prototype.view = function (type) {\n return this[type + \"View\"];\n };\n /** Destroys all buffer references. Do not use after calling this. */\n ViewableBuffer.prototype.destroy = function () {\n this.rawBinaryData = null;\n this._int8View = null;\n this._uint8View = null;\n this._int16View = null;\n this._uint16View = null;\n this._int32View = null;\n this.uint32View = null;\n this.float32View = null;\n };\n ViewableBuffer.sizeOf = function (type) {\n switch (type) {\n case 'int8':\n case 'uint8':\n return 1;\n case 'int16':\n case 'uint16':\n return 2;\n case 'int32':\n case 'uint32':\n case 'float32':\n return 4;\n default:\n throw new Error(type + \" isn't a valid view type\");\n }\n };\n return ViewableBuffer;\n}());\n\n/**\n * Renderer dedicated to drawing and batching sprites.\n *\n * This is the default batch renderer. It buffers objects\n * with texture-based geometries and renders them in\n * batches. It uploads multiple textures to the GPU to\n * reduce to the number of draw calls.\n * @memberof PIXI\n */\nvar AbstractBatchRenderer = /** @class */ (function (_super) {\n __extends(AbstractBatchRenderer, _super);\n /**\n * This will hook onto the renderer's `contextChange`\n * and `prerender` signals.\n * @param {PIXI.Renderer} renderer - The renderer this works for.\n */\n function AbstractBatchRenderer(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.shaderGenerator = null;\n _this.geometryClass = null;\n _this.vertexSize = null;\n _this.state = State.for2d();\n _this.size = settings.SPRITE_BATCH_SIZE * 4;\n _this._vertexCount = 0;\n _this._indexCount = 0;\n _this._bufferedElements = [];\n _this._bufferedTextures = [];\n _this._bufferSize = 0;\n _this._shader = null;\n _this._packedGeometries = [];\n _this._packedGeometryPoolSize = 2;\n _this._flushId = 0;\n _this._aBuffers = {};\n _this._iBuffers = {};\n _this.MAX_TEXTURES = 1;\n _this.renderer.on('prerender', _this.onPrerender, _this);\n renderer.runners.contextChange.add(_this);\n _this._dcIndex = 0;\n _this._aIndex = 0;\n _this._iIndex = 0;\n _this._attributeBuffer = null;\n _this._indexBuffer = null;\n _this._tempBoundTextures = [];\n return _this;\n }\n /**\n * Handles the `contextChange` signal.\n *\n * It calculates `this.MAX_TEXTURES` and allocating the packed-geometry object pool.\n */\n AbstractBatchRenderer.prototype.contextChange = function () {\n var gl = this.renderer.gl;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n this.MAX_TEXTURES = 1;\n }\n else {\n // step 1: first check max textures the GPU can handle.\n this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), settings.SPRITE_MAX_TEXTURES);\n // step 2: check the maximum number of if statements the shader can have too..\n this.MAX_TEXTURES = checkMaxIfStatementsInShader(this.MAX_TEXTURES, gl);\n }\n this._shader = this.shaderGenerator.generateShader(this.MAX_TEXTURES);\n // we use the second shader as the first one depending on your browser\n // may omit aTextureId as it is not used by the shader so is optimized out.\n for (var i = 0; i < this._packedGeometryPoolSize; i++) {\n /* eslint-disable max-len */\n this._packedGeometries[i] = new (this.geometryClass)();\n }\n this.initFlushBuffers();\n };\n /** Makes sure that static and dynamic flush pooled objects have correct dimensions. */\n AbstractBatchRenderer.prototype.initFlushBuffers = function () {\n var _drawCallPool = AbstractBatchRenderer._drawCallPool, _textureArrayPool = AbstractBatchRenderer._textureArrayPool;\n // max draw calls\n var MAX_SPRITES = this.size / 4;\n // max texture arrays\n var MAX_TA = Math.floor(MAX_SPRITES / this.MAX_TEXTURES) + 1;\n while (_drawCallPool.length < MAX_SPRITES) {\n _drawCallPool.push(new BatchDrawCall());\n }\n while (_textureArrayPool.length < MAX_TA) {\n _textureArrayPool.push(new BatchTextureArray());\n }\n for (var i = 0; i < this.MAX_TEXTURES; i++) {\n this._tempBoundTextures[i] = null;\n }\n };\n /** Handles the `prerender` signal. It ensures that flushes start from the first geometry object again. */\n AbstractBatchRenderer.prototype.onPrerender = function () {\n this._flushId = 0;\n };\n /**\n * Buffers the \"batchable\" object. It need not be rendered immediately.\n * @param {PIXI.DisplayObject} element - the element to render when\n * using this renderer\n */\n AbstractBatchRenderer.prototype.render = function (element) {\n if (!element._texture.valid) {\n return;\n }\n if (this._vertexCount + (element.vertexData.length / 2) > this.size) {\n this.flush();\n }\n this._vertexCount += element.vertexData.length / 2;\n this._indexCount += element.indices.length;\n this._bufferedTextures[this._bufferSize] = element._texture.baseTexture;\n this._bufferedElements[this._bufferSize++] = element;\n };\n AbstractBatchRenderer.prototype.buildTexturesAndDrawCalls = function () {\n var _a = this, textures = _a._bufferedTextures, MAX_TEXTURES = _a.MAX_TEXTURES;\n var textureArrays = AbstractBatchRenderer._textureArrayPool;\n var batch = this.renderer.batch;\n var boundTextures = this._tempBoundTextures;\n var touch = this.renderer.textureGC.count;\n var TICK = ++BaseTexture._globalBatch;\n var countTexArrays = 0;\n var texArray = textureArrays[0];\n var start = 0;\n batch.copyBoundTextures(boundTextures, MAX_TEXTURES);\n for (var i = 0; i < this._bufferSize; ++i) {\n var tex = textures[i];\n textures[i] = null;\n if (tex._batchEnabled === TICK) {\n continue;\n }\n if (texArray.count >= MAX_TEXTURES) {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, i);\n start = i;\n texArray = textureArrays[++countTexArrays];\n ++TICK;\n }\n tex._batchEnabled = TICK;\n tex.touched = touch;\n texArray.elements[texArray.count++] = tex;\n }\n if (texArray.count > 0) {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, this._bufferSize);\n ++countTexArrays;\n ++TICK;\n }\n // Clean-up\n for (var i = 0; i < boundTextures.length; i++) {\n boundTextures[i] = null;\n }\n BaseTexture._globalBatch = TICK;\n };\n /**\n * Populating drawcalls for rendering\n * @param texArray\n * @param start\n * @param finish\n */\n AbstractBatchRenderer.prototype.buildDrawCalls = function (texArray, start, finish) {\n var _a = this, elements = _a._bufferedElements, _attributeBuffer = _a._attributeBuffer, _indexBuffer = _a._indexBuffer, vertexSize = _a.vertexSize;\n var drawCalls = AbstractBatchRenderer._drawCallPool;\n var dcIndex = this._dcIndex;\n var aIndex = this._aIndex;\n var iIndex = this._iIndex;\n var drawCall = drawCalls[dcIndex];\n drawCall.start = this._iIndex;\n drawCall.texArray = texArray;\n for (var i = start; i < finish; ++i) {\n var sprite = elements[i];\n var tex = sprite._texture.baseTexture;\n var spriteBlendMode = premultiplyBlendMode[tex.alphaMode ? 1 : 0][sprite.blendMode];\n elements[i] = null;\n if (start < i && drawCall.blend !== spriteBlendMode) {\n drawCall.size = iIndex - drawCall.start;\n start = i;\n drawCall = drawCalls[++dcIndex];\n drawCall.texArray = texArray;\n drawCall.start = iIndex;\n }\n this.packInterleavedGeometry(sprite, _attributeBuffer, _indexBuffer, aIndex, iIndex);\n aIndex += sprite.vertexData.length / 2 * vertexSize;\n iIndex += sprite.indices.length;\n drawCall.blend = spriteBlendMode;\n }\n if (start < finish) {\n drawCall.size = iIndex - drawCall.start;\n ++dcIndex;\n }\n this._dcIndex = dcIndex;\n this._aIndex = aIndex;\n this._iIndex = iIndex;\n };\n /**\n * Bind textures for current rendering\n * @param texArray\n */\n AbstractBatchRenderer.prototype.bindAndClearTexArray = function (texArray) {\n var textureSystem = this.renderer.texture;\n for (var j = 0; j < texArray.count; j++) {\n textureSystem.bind(texArray.elements[j], texArray.ids[j]);\n texArray.elements[j] = null;\n }\n texArray.count = 0;\n };\n AbstractBatchRenderer.prototype.updateGeometry = function () {\n var _a = this, packedGeometries = _a._packedGeometries, attributeBuffer = _a._attributeBuffer, indexBuffer = _a._indexBuffer;\n if (!settings.CAN_UPLOAD_SAME_BUFFER) { /* Usually on iOS devices, where the browser doesn't\n like uploads to the same buffer in a single frame. */\n if (this._packedGeometryPoolSize <= this._flushId) {\n this._packedGeometryPoolSize++;\n packedGeometries[this._flushId] = new (this.geometryClass)();\n }\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n this.renderer.geometry.bind(packedGeometries[this._flushId]);\n this.renderer.geometry.updateBuffers();\n this._flushId++;\n }\n else {\n // lets use the faster option, always use buffer number 0\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n this.renderer.geometry.updateBuffers();\n }\n };\n AbstractBatchRenderer.prototype.drawBatches = function () {\n var dcCount = this._dcIndex;\n var _a = this.renderer, gl = _a.gl, stateSystem = _a.state;\n var drawCalls = AbstractBatchRenderer._drawCallPool;\n var curTexArray = null;\n // Upload textures and do the draw calls\n for (var i = 0; i < dcCount; i++) {\n var _b = drawCalls[i], texArray = _b.texArray, type = _b.type, size = _b.size, start = _b.start, blend = _b.blend;\n if (curTexArray !== texArray) {\n curTexArray = texArray;\n this.bindAndClearTexArray(texArray);\n }\n this.state.blendMode = blend;\n stateSystem.set(this.state);\n gl.drawElements(type, size, gl.UNSIGNED_SHORT, start * 2);\n }\n };\n /** Renders the content _now_ and empties the current batch. */\n AbstractBatchRenderer.prototype.flush = function () {\n if (this._vertexCount === 0) {\n return;\n }\n this._attributeBuffer = this.getAttributeBuffer(this._vertexCount);\n this._indexBuffer = this.getIndexBuffer(this._indexCount);\n this._aIndex = 0;\n this._iIndex = 0;\n this._dcIndex = 0;\n this.buildTexturesAndDrawCalls();\n this.updateGeometry();\n this.drawBatches();\n // reset elements buffer for the next flush\n this._bufferSize = 0;\n this._vertexCount = 0;\n this._indexCount = 0;\n };\n /** Starts a new sprite batch. */\n AbstractBatchRenderer.prototype.start = function () {\n this.renderer.state.set(this.state);\n this.renderer.texture.ensureSamplerType(this.MAX_TEXTURES);\n this.renderer.shader.bind(this._shader);\n if (settings.CAN_UPLOAD_SAME_BUFFER) {\n // bind buffer #0, we don't need others\n this.renderer.geometry.bind(this._packedGeometries[this._flushId]);\n }\n };\n /** Stops and flushes the current batch. */\n AbstractBatchRenderer.prototype.stop = function () {\n this.flush();\n };\n /** Destroys this `AbstractBatchRenderer`. It cannot be used again. */\n AbstractBatchRenderer.prototype.destroy = function () {\n for (var i = 0; i < this._packedGeometryPoolSize; i++) {\n if (this._packedGeometries[i]) {\n this._packedGeometries[i].destroy();\n }\n }\n this.renderer.off('prerender', this.onPrerender, this);\n this._aBuffers = null;\n this._iBuffers = null;\n this._packedGeometries = null;\n this._attributeBuffer = null;\n this._indexBuffer = null;\n if (this._shader) {\n this._shader.destroy();\n this._shader = null;\n }\n _super.prototype.destroy.call(this);\n };\n /**\n * Fetches an attribute buffer from `this._aBuffers` that can hold atleast `size` floats.\n * @param size - minimum capacity required\n * @returns - buffer than can hold atleast `size` floats\n */\n AbstractBatchRenderer.prototype.getAttributeBuffer = function (size) {\n // 8 vertices is enough for 2 quads\n var roundedP2 = nextPow2(Math.ceil(size / 8));\n var roundedSizeIndex = log2(roundedP2);\n var roundedSize = roundedP2 * 8;\n if (this._aBuffers.length <= roundedSizeIndex) {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n var buffer = this._aBuffers[roundedSize];\n if (!buffer) {\n this._aBuffers[roundedSize] = buffer = new ViewableBuffer(roundedSize * this.vertexSize * 4);\n }\n return buffer;\n };\n /**\n * Fetches an index buffer from `this._iBuffers` that can\n * have at least `size` capacity.\n * @param size - minimum required capacity\n * @returns - buffer that can fit `size` indices.\n */\n AbstractBatchRenderer.prototype.getIndexBuffer = function (size) {\n // 12 indices is enough for 2 quads\n var roundedP2 = nextPow2(Math.ceil(size / 12));\n var roundedSizeIndex = log2(roundedP2);\n var roundedSize = roundedP2 * 12;\n if (this._iBuffers.length <= roundedSizeIndex) {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n var buffer = this._iBuffers[roundedSizeIndex];\n if (!buffer) {\n this._iBuffers[roundedSizeIndex] = buffer = new Uint16Array(roundedSize);\n }\n return buffer;\n };\n /**\n * Takes the four batching parameters of `element`, interleaves\n * and pushes them into the batching attribute/index buffers given.\n *\n * It uses these properties: `vertexData` `uvs`, `textureId` and\n * `indicies`. It also uses the \"tint\" of the base-texture, if\n * present.\n * @param {PIXI.DisplayObject} element - element being rendered\n * @param attributeBuffer - attribute buffer.\n * @param indexBuffer - index buffer\n * @param aIndex - number of floats already in the attribute buffer\n * @param iIndex - number of indices already in `indexBuffer`\n */\n AbstractBatchRenderer.prototype.packInterleavedGeometry = function (element, attributeBuffer, indexBuffer, aIndex, iIndex) {\n var uint32View = attributeBuffer.uint32View, float32View = attributeBuffer.float32View;\n var packedVertices = aIndex / this.vertexSize;\n var uvs = element.uvs;\n var indicies = element.indices;\n var vertexData = element.vertexData;\n var textureId = element._texture.baseTexture._batchLocation;\n var alpha = Math.min(element.worldAlpha, 1.0);\n var argb = (alpha < 1.0\n && element._texture.baseTexture.alphaMode)\n ? premultiplyTint(element._tintRGB, alpha)\n : element._tintRGB + (alpha * 255 << 24);\n // lets not worry about tint! for now..\n for (var i = 0; i < vertexData.length; i += 2) {\n float32View[aIndex++] = vertexData[i];\n float32View[aIndex++] = vertexData[i + 1];\n float32View[aIndex++] = uvs[i];\n float32View[aIndex++] = uvs[i + 1];\n uint32View[aIndex++] = argb;\n float32View[aIndex++] = textureId;\n }\n for (var i = 0; i < indicies.length; i++) {\n indexBuffer[iIndex++] = packedVertices + indicies[i];\n }\n };\n /**\n * Pool of `BatchDrawCall` objects that `flush` used\n * to create \"batches\" of the objects being rendered.\n *\n * These are never re-allocated again.\n * Shared between all batch renderers because it can be only one \"flush\" working at the moment.\n * @member {PIXI.BatchDrawCall[]}\n */\n AbstractBatchRenderer._drawCallPool = [];\n /**\n * Pool of `BatchDrawCall` objects that `flush` used\n * to create \"batches\" of the objects being rendered.\n *\n * These are never re-allocated again.\n * Shared between all batch renderers because it can be only one \"flush\" working at the moment.\n * @member {PIXI.BatchTextureArray[]}\n */\n AbstractBatchRenderer._textureArrayPool = [];\n return AbstractBatchRenderer;\n}(ObjectRenderer));\n\n/**\n * Helper that generates batching multi-texture shader. Use it with your new BatchRenderer\n * @memberof PIXI\n */\nvar BatchShaderGenerator = /** @class */ (function () {\n /**\n * @param vertexSrc - Vertex shader\n * @param fragTemplate - Fragment shader template\n */\n function BatchShaderGenerator(vertexSrc, fragTemplate) {\n this.vertexSrc = vertexSrc;\n this.fragTemplate = fragTemplate;\n this.programCache = {};\n this.defaultGroupCache = {};\n if (fragTemplate.indexOf('%count%') < 0) {\n throw new Error('Fragment template must contain \"%count%\".');\n }\n if (fragTemplate.indexOf('%forloop%') < 0) {\n throw new Error('Fragment template must contain \"%forloop%\".');\n }\n }\n BatchShaderGenerator.prototype.generateShader = function (maxTextures) {\n if (!this.programCache[maxTextures]) {\n var sampleValues = new Int32Array(maxTextures);\n for (var i = 0; i < maxTextures; i++) {\n sampleValues[i] = i;\n }\n this.defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true);\n var fragmentSrc = this.fragTemplate;\n fragmentSrc = fragmentSrc.replace(/%count%/gi, \"\" + maxTextures);\n fragmentSrc = fragmentSrc.replace(/%forloop%/gi, this.generateSampleSrc(maxTextures));\n this.programCache[maxTextures] = new Program(this.vertexSrc, fragmentSrc);\n }\n var uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: this.defaultGroupCache[maxTextures],\n };\n return new Shader(this.programCache[maxTextures], uniforms);\n };\n BatchShaderGenerator.prototype.generateSampleSrc = function (maxTextures) {\n var src = '';\n src += '\\n';\n src += '\\n';\n for (var i = 0; i < maxTextures; i++) {\n if (i > 0) {\n src += '\\nelse ';\n }\n if (i < maxTextures - 1) {\n src += \"if(vTextureId < \" + i + \".5)\";\n }\n src += '\\n{';\n src += \"\\n\\tcolor = texture2D(uSamplers[\" + i + \"], vTextureCoord);\";\n src += '\\n}';\n }\n src += '\\n';\n src += '\\n';\n return src;\n };\n return BatchShaderGenerator;\n}());\n\n/**\n * Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects).\n * @memberof PIXI\n */\nvar BatchGeometry = /** @class */ (function (_super) {\n __extends(BatchGeometry, _super);\n /**\n * @param {boolean} [_static=false] - Optimization flag, where `false`\n * is updated every frame, `true` doesn't change frame-to-frame.\n */\n function BatchGeometry(_static) {\n if (_static === void 0) { _static = false; }\n var _this = _super.call(this) || this;\n _this._buffer = new Buffer(null, _static, false);\n _this._indexBuffer = new Buffer(null, _static, true);\n _this.addAttribute('aVertexPosition', _this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', _this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aColor', _this._buffer, 4, true, TYPES.UNSIGNED_BYTE)\n .addAttribute('aTextureId', _this._buffer, 1, true, TYPES.FLOAT)\n .addIndex(_this._indexBuffer);\n return _this;\n }\n return BatchGeometry;\n}(Geometry));\n\nvar defaultVertex = \"precision highp float;\\nattribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\nattribute vec4 aColor;\\nattribute float aTextureId;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform vec4 tint;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\nvarying float vTextureId;\\n\\nvoid main(void){\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vTextureId = aTextureId;\\n vColor = aColor * tint;\\n}\\n\";\n\nvar defaultFragment = \"varying vec2 vTextureCoord;\\nvarying vec4 vColor;\\nvarying float vTextureId;\\nuniform sampler2D uSamplers[%count%];\\n\\nvoid main(void){\\n vec4 color;\\n %forloop%\\n gl_FragColor = color * vColor;\\n}\\n\";\n\n/** @memberof PIXI */\nvar BatchPluginFactory = /** @class */ (function () {\n function BatchPluginFactory() {\n }\n /**\n * Create a new BatchRenderer plugin for Renderer. this convenience can provide an easy way\n * to extend BatchRenderer with all the necessary pieces.\n * @example\n * const fragment = `\n * varying vec2 vTextureCoord;\n * varying vec4 vColor;\n * varying float vTextureId;\n * uniform sampler2D uSamplers[%count%];\n *\n * void main(void){\n * vec4 color;\n * %forloop%\n * gl_FragColor = vColor * vec4(color.a - color.rgb, color.a);\n * }\n * `;\n * const InvertBatchRenderer = PIXI.BatchPluginFactory.create({ fragment });\n * PIXI.extensions.add({\n * name: 'invert',\n * ref: InvertBatchRenderer,\n * type: PIXI.ExtensionType.RendererPlugin,\n * });\n * const sprite = new PIXI.Sprite();\n * sprite.pluginName = 'invert';\n * @param {object} [options]\n * @param {string} [options.vertex=PIXI.BatchPluginFactory.defaultVertexSrc] - Vertex shader source\n * @param {string} [options.fragment=PIXI.BatchPluginFactory.defaultFragmentTemplate] - Fragment shader template\n * @param {number} [options.vertexSize=6] - Vertex size\n * @param {object} [options.geometryClass=PIXI.BatchGeometry]\n * @returns {*} New batch renderer plugin\n */\n BatchPluginFactory.create = function (options) {\n var _a = Object.assign({\n vertex: defaultVertex,\n fragment: defaultFragment,\n geometryClass: BatchGeometry,\n vertexSize: 6,\n }, options), vertex = _a.vertex, fragment = _a.fragment, vertexSize = _a.vertexSize, geometryClass = _a.geometryClass;\n return /** @class */ (function (_super) {\n __extends(BatchPlugin, _super);\n function BatchPlugin(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.shaderGenerator = new BatchShaderGenerator(vertex, fragment);\n _this.geometryClass = geometryClass;\n _this.vertexSize = vertexSize;\n return _this;\n }\n return BatchPlugin;\n }(AbstractBatchRenderer));\n };\n Object.defineProperty(BatchPluginFactory, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source\n * @readonly\n */\n get: function () {\n return defaultVertex;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BatchPluginFactory, \"defaultFragmentTemplate\", {\n /**\n * The default fragment shader source\n * @readonly\n */\n get: function () {\n return defaultFragment;\n },\n enumerable: false,\n configurable: true\n });\n return BatchPluginFactory;\n}());\n// Setup the default BatchRenderer plugin, this is what\n// we'll actually export at the root level\nvar BatchRenderer = BatchPluginFactory.create();\nObject.assign(BatchRenderer, {\n extension: {\n name: 'batch',\n type: ExtensionType.RendererPlugin,\n },\n});\n\n/**\n * @memberof PIXI\n * @namespace resources\n * @see PIXI\n * @deprecated since 6.0.0\n */\nvar resources = {};\nvar _loop_1 = function (name) {\n Object.defineProperty(resources, name, {\n get: function () {\n deprecation('6.0.0', \"PIXI.systems.\" + name + \" has moved to PIXI.\" + name);\n return _resources[name];\n },\n });\n};\nfor (var name in _resources) {\n _loop_1(name);\n}\n/**\n * @memberof PIXI\n * @namespace systems\n * @see PIXI\n * @deprecated since 6.0.0\n */\nvar systems = {};\nvar _loop_2 = function (name) {\n Object.defineProperty(systems, name, {\n get: function () {\n deprecation('6.0.0', \"PIXI.resources.\" + name + \" has moved to PIXI.\" + name);\n return _systems[name];\n },\n });\n};\nfor (var name in _systems) {\n _loop_2(name);\n}\n\n/**\n * @namespace PIXI\n */\n/**\n * String of the current PIXI version.\n * @memberof PIXI\n */\nvar VERSION = '6.5.8';\n\nexport { AbstractBatchRenderer, AbstractMultiResource, AbstractRenderer, ArrayResource, Attribute, BaseImageResource, BaseRenderTexture, BaseTexture, BatchDrawCall, BatchGeometry, BatchPluginFactory, BatchRenderer, BatchShaderGenerator, BatchSystem, BatchTextureArray, Buffer, BufferResource, CanvasResource, ContextSystem, CubeResource, Filter, FilterState, FilterSystem, Framebuffer, FramebufferSystem, GLFramebuffer, GLProgram, GLTexture, Geometry, GeometrySystem, IGLUniformData, INSTALLED, ImageBitmapResource, ImageResource, MaskData, MaskSystem, ObjectRenderer, Program, ProjectionSystem, Quad, QuadUv, RenderTexture, RenderTexturePool, RenderTextureSystem, Renderer, Resource, SVGResource, ScissorSystem, Shader, ShaderSystem, SpriteMaskFilter, State, StateSystem, StencilSystem, System, Texture, TextureGCSystem, TextureMatrix, TextureSystem, TextureUvs, UniformGroup, VERSION, VideoResource, ViewableBuffer, autoDetectRenderer, autoDetectResource, checkMaxIfStatementsInShader, createUBOElements, defaultFilterVertex, defaultVertex$1 as defaultVertex, generateProgram, generateUniformBufferSync, getTestContext, getUBOData, resources, systems, uniformParsers };\n//# sourceMappingURL=core.mjs.map\n","/*!\n * @pixi/accessibility - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/accessibility is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { DisplayObject } from '@pixi/display';\nimport { isMobile, removeItems } from '@pixi/utils';\nimport { ExtensionType } from '@pixi/core';\n\n/**\n * Default property values of accessible objects\n * used by {@link PIXI.AccessibilityManager}.\n * @private\n * @function accessibleTarget\n * @memberof PIXI\n * @type {object}\n * @example\n * function MyObject() {}\n *\n * Object.assign(\n * MyObject.prototype,\n * PIXI.accessibleTarget\n * );\n */\nvar accessibleTarget = {\n /**\n * Flag for if the object is accessible. If true AccessibilityManager will overlay a\n * shadow div with attributes set\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n accessible: false,\n /**\n * Sets the title attribute of the shadow div\n * If accessibleTitle AND accessibleHint has not been this will default to 'displayObject [tabIndex]'\n * @member {?string}\n * @memberof PIXI.DisplayObject#\n */\n accessibleTitle: null,\n /**\n * Sets the aria-label attribute of the shadow div\n * @member {string}\n * @memberof PIXI.DisplayObject#\n */\n accessibleHint: null,\n /**\n * @member {number}\n * @memberof PIXI.DisplayObject#\n * @private\n * @todo Needs docs.\n */\n tabIndex: 0,\n /**\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @todo Needs docs.\n */\n _accessibleActive: false,\n /**\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @todo Needs docs.\n */\n _accessibleDiv: null,\n /**\n * Specify the type of div the accessible layer is. Screen readers treat the element differently\n * depending on this type. Defaults to button.\n * @member {string}\n * @memberof PIXI.DisplayObject#\n * @default 'button'\n */\n accessibleType: 'button',\n /**\n * Specify the pointer-events the accessible div will use\n * Defaults to auto.\n * @member {string}\n * @memberof PIXI.DisplayObject#\n * @default 'auto'\n */\n accessiblePointerEvents: 'auto',\n /**\n * Setting to false will prevent any children inside this container to\n * be accessible. Defaults to true.\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @default true\n */\n accessibleChildren: true,\n renderId: -1,\n};\n\n// add some extra variables to the container..\nDisplayObject.mixin(accessibleTarget);\nvar KEY_CODE_TAB = 9;\nvar DIV_TOUCH_SIZE = 100;\nvar DIV_TOUCH_POS_X = 0;\nvar DIV_TOUCH_POS_Y = 0;\nvar DIV_TOUCH_ZINDEX = 2;\nvar DIV_HOOK_SIZE = 1;\nvar DIV_HOOK_POS_X = -1000;\nvar DIV_HOOK_POS_Y = -1000;\nvar DIV_HOOK_ZINDEX = 2;\n/**\n * The Accessibility manager recreates the ability to tab and have content read by screen readers.\n * This is very important as it can possibly help people with disabilities access PixiJS content.\n *\n * A DisplayObject can be made accessible just like it can be made interactive. This manager will map the\n * events as if the mouse was being used, minimizing the effort required to implement.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.accessibility`\n * @class\n * @memberof PIXI\n */\nvar AccessibilityManager = /** @class */ (function () {\n /**\n * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer\n */\n function AccessibilityManager(renderer) {\n /** Setting this to true will visually show the divs. */\n this.debug = false;\n /** Internal variable, see isActive getter. */\n this._isActive = false;\n /** Internal variable, see isMobileAccessibility getter. */\n this._isMobileAccessibility = false;\n /** A simple pool for storing divs. */\n this.pool = [];\n /** This is a tick used to check if an object is no longer being rendered. */\n this.renderId = 0;\n /** The array of currently active accessible items. */\n this.children = [];\n /** Count to throttle div updates on android devices. */\n this.androidUpdateCount = 0;\n /** The frequency to update the div elements. */\n this.androidUpdateFrequency = 500; // 2fps\n this._hookDiv = null;\n if (isMobile.tablet || isMobile.phone) {\n this.createTouchHook();\n }\n // first we create a div that will sit over the PixiJS element. This is where the div overlays will go.\n var div = document.createElement('div');\n div.style.width = DIV_TOUCH_SIZE + \"px\";\n div.style.height = DIV_TOUCH_SIZE + \"px\";\n div.style.position = 'absolute';\n div.style.top = DIV_TOUCH_POS_X + \"px\";\n div.style.left = DIV_TOUCH_POS_Y + \"px\";\n div.style.zIndex = DIV_TOUCH_ZINDEX.toString();\n this.div = div;\n this.renderer = renderer;\n /**\n * pre-bind the functions\n * @type {Function}\n * @private\n */\n this._onKeyDown = this._onKeyDown.bind(this);\n /**\n * pre-bind the functions\n * @type {Function}\n * @private\n */\n this._onMouseMove = this._onMouseMove.bind(this);\n // let listen for tab.. once pressed we can fire up and show the accessibility layer\n globalThis.addEventListener('keydown', this._onKeyDown, false);\n }\n Object.defineProperty(AccessibilityManager.prototype, \"isActive\", {\n /**\n * Value of `true` if accessibility is currently active and accessibility layers are showing.\n * @member {boolean}\n * @readonly\n */\n get: function () {\n return this._isActive;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AccessibilityManager.prototype, \"isMobileAccessibility\", {\n /**\n * Value of `true` if accessibility is enabled for touch devices.\n * @member {boolean}\n * @readonly\n */\n get: function () {\n return this._isMobileAccessibility;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates the touch hooks.\n * @private\n */\n AccessibilityManager.prototype.createTouchHook = function () {\n var _this = this;\n var hookDiv = document.createElement('button');\n hookDiv.style.width = DIV_HOOK_SIZE + \"px\";\n hookDiv.style.height = DIV_HOOK_SIZE + \"px\";\n hookDiv.style.position = 'absolute';\n hookDiv.style.top = DIV_HOOK_POS_X + \"px\";\n hookDiv.style.left = DIV_HOOK_POS_Y + \"px\";\n hookDiv.style.zIndex = DIV_HOOK_ZINDEX.toString();\n hookDiv.style.backgroundColor = '#FF0000';\n hookDiv.title = 'select to enable accessibility for this content';\n hookDiv.addEventListener('focus', function () {\n _this._isMobileAccessibility = true;\n _this.activate();\n _this.destroyTouchHook();\n });\n document.body.appendChild(hookDiv);\n this._hookDiv = hookDiv;\n };\n /**\n * Destroys the touch hooks.\n * @private\n */\n AccessibilityManager.prototype.destroyTouchHook = function () {\n if (!this._hookDiv) {\n return;\n }\n document.body.removeChild(this._hookDiv);\n this._hookDiv = null;\n };\n /**\n * Activating will cause the Accessibility layer to be shown.\n * This is called when a user presses the tab key.\n * @private\n */\n AccessibilityManager.prototype.activate = function () {\n var _a;\n if (this._isActive) {\n return;\n }\n this._isActive = true;\n globalThis.document.addEventListener('mousemove', this._onMouseMove, true);\n globalThis.removeEventListener('keydown', this._onKeyDown, false);\n this.renderer.on('postrender', this.update, this);\n (_a = this.renderer.view.parentNode) === null || _a === void 0 ? void 0 : _a.appendChild(this.div);\n };\n /**\n * Deactivating will cause the Accessibility layer to be hidden.\n * This is called when a user moves the mouse.\n * @private\n */\n AccessibilityManager.prototype.deactivate = function () {\n var _a;\n if (!this._isActive || this._isMobileAccessibility) {\n return;\n }\n this._isActive = false;\n globalThis.document.removeEventListener('mousemove', this._onMouseMove, true);\n globalThis.addEventListener('keydown', this._onKeyDown, false);\n this.renderer.off('postrender', this.update);\n (_a = this.div.parentNode) === null || _a === void 0 ? void 0 : _a.removeChild(this.div);\n };\n /**\n * This recursive function will run through the scene graph and add any new accessible objects to the DOM layer.\n * @private\n * @param {PIXI.Container} displayObject - The DisplayObject to check.\n */\n AccessibilityManager.prototype.updateAccessibleObjects = function (displayObject) {\n if (!displayObject.visible || !displayObject.accessibleChildren) {\n return;\n }\n if (displayObject.accessible && displayObject.interactive) {\n if (!displayObject._accessibleActive) {\n this.addChild(displayObject);\n }\n displayObject.renderId = this.renderId;\n }\n var children = displayObject.children;\n if (children) {\n for (var i = 0; i < children.length; i++) {\n this.updateAccessibleObjects(children[i]);\n }\n }\n };\n /**\n * Before each render this function will ensure that all divs are mapped correctly to their DisplayObjects.\n * @private\n */\n AccessibilityManager.prototype.update = function () {\n /* On Android default web browser, tab order seems to be calculated by position rather than tabIndex,\n * moving buttons can cause focus to flicker between two buttons making it hard/impossible to navigate,\n * so I am just running update every half a second, seems to fix it.\n */\n var now = performance.now();\n if (isMobile.android.device && now < this.androidUpdateCount) {\n return;\n }\n this.androidUpdateCount = now + this.androidUpdateFrequency;\n if (!this.renderer.renderingToScreen) {\n return;\n }\n // update children...\n if (this.renderer._lastObjectRendered) {\n this.updateAccessibleObjects(this.renderer._lastObjectRendered);\n }\n var _a = this.renderer.view.getBoundingClientRect(), left = _a.left, top = _a.top, width = _a.width, height = _a.height;\n var _b = this.renderer, viewWidth = _b.width, viewHeight = _b.height, resolution = _b.resolution;\n var sx = (width / viewWidth) * resolution;\n var sy = (height / viewHeight) * resolution;\n var div = this.div;\n div.style.left = left + \"px\";\n div.style.top = top + \"px\";\n div.style.width = viewWidth + \"px\";\n div.style.height = viewHeight + \"px\";\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n if (child.renderId !== this.renderId) {\n child._accessibleActive = false;\n removeItems(this.children, i, 1);\n this.div.removeChild(child._accessibleDiv);\n this.pool.push(child._accessibleDiv);\n child._accessibleDiv = null;\n i--;\n }\n else {\n // map div to display..\n div = child._accessibleDiv;\n var hitArea = child.hitArea;\n var wt = child.worldTransform;\n if (child.hitArea) {\n div.style.left = (wt.tx + (hitArea.x * wt.a)) * sx + \"px\";\n div.style.top = (wt.ty + (hitArea.y * wt.d)) * sy + \"px\";\n div.style.width = hitArea.width * wt.a * sx + \"px\";\n div.style.height = hitArea.height * wt.d * sy + \"px\";\n }\n else {\n hitArea = child.getBounds();\n this.capHitArea(hitArea);\n div.style.left = hitArea.x * sx + \"px\";\n div.style.top = hitArea.y * sy + \"px\";\n div.style.width = hitArea.width * sx + \"px\";\n div.style.height = hitArea.height * sy + \"px\";\n // update button titles and hints if they exist and they've changed\n if (div.title !== child.accessibleTitle && child.accessibleTitle !== null) {\n div.title = child.accessibleTitle;\n }\n if (div.getAttribute('aria-label') !== child.accessibleHint\n && child.accessibleHint !== null) {\n div.setAttribute('aria-label', child.accessibleHint);\n }\n }\n // the title or index may have changed, if so lets update it!\n if (child.accessibleTitle !== div.title || child.tabIndex !== div.tabIndex) {\n div.title = child.accessibleTitle;\n div.tabIndex = child.tabIndex;\n if (this.debug)\n { this.updateDebugHTML(div); }\n }\n }\n }\n // increment the render id..\n this.renderId++;\n };\n /**\n * private function that will visually add the information to the\n * accessability div\n * @param {HTMLElement} div -\n */\n AccessibilityManager.prototype.updateDebugHTML = function (div) {\n div.innerHTML = \"type: \" + div.type + \"
title : \" + div.title + \"
tabIndex: \" + div.tabIndex;\n };\n /**\n * Adjust the hit area based on the bounds of a display object\n * @param {PIXI.Rectangle} hitArea - Bounds of the child\n */\n AccessibilityManager.prototype.capHitArea = function (hitArea) {\n if (hitArea.x < 0) {\n hitArea.width += hitArea.x;\n hitArea.x = 0;\n }\n if (hitArea.y < 0) {\n hitArea.height += hitArea.y;\n hitArea.y = 0;\n }\n var _a = this.renderer, viewWidth = _a.width, viewHeight = _a.height;\n if (hitArea.x + hitArea.width > viewWidth) {\n hitArea.width = viewWidth - hitArea.x;\n }\n if (hitArea.y + hitArea.height > viewHeight) {\n hitArea.height = viewHeight - hitArea.y;\n }\n };\n /**\n * Adds a DisplayObject to the accessibility manager\n * @private\n * @param {PIXI.DisplayObject} displayObject - The child to make accessible.\n */\n AccessibilityManager.prototype.addChild = function (displayObject) {\n // this.activate();\n var div = this.pool.pop();\n if (!div) {\n div = document.createElement('button');\n div.style.width = DIV_TOUCH_SIZE + \"px\";\n div.style.height = DIV_TOUCH_SIZE + \"px\";\n div.style.backgroundColor = this.debug ? 'rgba(255,255,255,0.5)' : 'transparent';\n div.style.position = 'absolute';\n div.style.zIndex = DIV_TOUCH_ZINDEX.toString();\n div.style.borderStyle = 'none';\n // ARIA attributes ensure that button title and hint updates are announced properly\n if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) {\n // Chrome doesn't need aria-live to work as intended; in fact it just gets more confused.\n div.setAttribute('aria-live', 'off');\n }\n else {\n div.setAttribute('aria-live', 'polite');\n }\n if (navigator.userAgent.match(/rv:.*Gecko\\//)) {\n // FireFox needs this to announce only the new button name\n div.setAttribute('aria-relevant', 'additions');\n }\n else {\n // required by IE, other browsers don't much care\n div.setAttribute('aria-relevant', 'text');\n }\n div.addEventListener('click', this._onClick.bind(this));\n div.addEventListener('focus', this._onFocus.bind(this));\n div.addEventListener('focusout', this._onFocusOut.bind(this));\n }\n // set pointer events\n div.style.pointerEvents = displayObject.accessiblePointerEvents;\n // set the type, this defaults to button!\n div.type = displayObject.accessibleType;\n if (displayObject.accessibleTitle && displayObject.accessibleTitle !== null) {\n div.title = displayObject.accessibleTitle;\n }\n else if (!displayObject.accessibleHint\n || displayObject.accessibleHint === null) {\n div.title = \"displayObject \" + displayObject.tabIndex;\n }\n if (displayObject.accessibleHint\n && displayObject.accessibleHint !== null) {\n div.setAttribute('aria-label', displayObject.accessibleHint);\n }\n if (this.debug)\n { this.updateDebugHTML(div); }\n displayObject._accessibleActive = true;\n displayObject._accessibleDiv = div;\n div.displayObject = displayObject;\n this.children.push(displayObject);\n this.div.appendChild(displayObject._accessibleDiv);\n displayObject._accessibleDiv.tabIndex = displayObject.tabIndex;\n };\n /**\n * Maps the div button press to pixi's InteractionManager (click)\n * @private\n * @param {MouseEvent} e - The click event.\n */\n AccessibilityManager.prototype._onClick = function (e) {\n var interactionManager = this.renderer.plugins.interaction;\n var displayObject = e.target.displayObject;\n var eventData = interactionManager.eventData;\n interactionManager.dispatchEvent(displayObject, 'click', eventData);\n interactionManager.dispatchEvent(displayObject, 'pointertap', eventData);\n interactionManager.dispatchEvent(displayObject, 'tap', eventData);\n };\n /**\n * Maps the div focus events to pixi's InteractionManager (mouseover)\n * @private\n * @param {FocusEvent} e - The focus event.\n */\n AccessibilityManager.prototype._onFocus = function (e) {\n if (!e.target.getAttribute('aria-live')) {\n e.target.setAttribute('aria-live', 'assertive');\n }\n var interactionManager = this.renderer.plugins.interaction;\n var displayObject = e.target.displayObject;\n var eventData = interactionManager.eventData;\n interactionManager.dispatchEvent(displayObject, 'mouseover', eventData);\n };\n /**\n * Maps the div focus events to pixi's InteractionManager (mouseout)\n * @private\n * @param {FocusEvent} e - The focusout event.\n */\n AccessibilityManager.prototype._onFocusOut = function (e) {\n if (!e.target.getAttribute('aria-live')) {\n e.target.setAttribute('aria-live', 'polite');\n }\n var interactionManager = this.renderer.plugins.interaction;\n var displayObject = e.target.displayObject;\n var eventData = interactionManager.eventData;\n interactionManager.dispatchEvent(displayObject, 'mouseout', eventData);\n };\n /**\n * Is called when a key is pressed\n * @private\n * @param {KeyboardEvent} e - The keydown event.\n */\n AccessibilityManager.prototype._onKeyDown = function (e) {\n if (e.keyCode !== KEY_CODE_TAB) {\n return;\n }\n this.activate();\n };\n /**\n * Is called when the mouse moves across the renderer element\n * @private\n * @param {MouseEvent} e - The mouse event.\n */\n AccessibilityManager.prototype._onMouseMove = function (e) {\n if (e.movementX === 0 && e.movementY === 0) {\n return;\n }\n this.deactivate();\n };\n /** Destroys the accessibility manager */\n AccessibilityManager.prototype.destroy = function () {\n this.destroyTouchHook();\n this.div = null;\n globalThis.document.removeEventListener('mousemove', this._onMouseMove, true);\n globalThis.removeEventListener('keydown', this._onKeyDown);\n this.pool = null;\n this.children = null;\n this.renderer = null;\n };\n /** @ignore */\n AccessibilityManager.extension = {\n name: 'accessibility',\n type: [\n ExtensionType.RendererPlugin,\n ExtensionType.CanvasRendererPlugin ],\n };\n return AccessibilityManager;\n}());\n\nexport { AccessibilityManager, accessibleTarget };\n//# sourceMappingURL=accessibility.mjs.map\n","/*!\n * @pixi/interaction - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/interaction is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Point } from '@pixi/math';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\nimport { DisplayObject, TemporaryDisplayObject } from '@pixi/display';\nimport { EventEmitter } from '@pixi/utils';\nimport { ExtensionType } from '@pixi/core';\n\n/**\n * Holds all information related to an Interaction event\n * @memberof PIXI\n */\nvar InteractionData = /** @class */ (function () {\n function InteractionData() {\n /**\n * Pressure applied by the pointing device during the event. A Touch's force property\n * will be represented by this value.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pressure\n */\n this.pressure = 0;\n /**\n * From TouchEvents (not PointerEvents triggered by touches), the rotationAngle of the Touch.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/Touch/rotationAngle\n */\n this.rotationAngle = 0;\n /**\n * Twist of a stylus pointer.\n * @see https://w3c.github.io/pointerevents/#pointerevent-interface\n */\n this.twist = 0;\n /**\n * Barrel pressure on a stylus pointer.\n * @see https://w3c.github.io/pointerevents/#pointerevent-interface\n */\n this.tangentialPressure = 0;\n this.global = new Point();\n this.target = null;\n this.originalEvent = null;\n this.identifier = null;\n this.isPrimary = false;\n this.button = 0;\n this.buttons = 0;\n this.width = 0;\n this.height = 0;\n this.tiltX = 0;\n this.tiltY = 0;\n this.pointerType = null;\n this.pressure = 0;\n this.rotationAngle = 0;\n this.twist = 0;\n this.tangentialPressure = 0;\n }\n Object.defineProperty(InteractionData.prototype, \"pointerId\", {\n /**\n * The unique identifier of the pointer. It will be the same as `identifier`.\n * @readonly\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerId\n */\n get: function () {\n return this.identifier;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * This will return the local coordinates of the specified displayObject for this InteractionData\n * @param displayObject - The DisplayObject that you would like the local\n * coords off\n * @param point - A Point object in which to store the value, optional (otherwise\n * will create a new point)\n * @param globalPos - A Point object containing your custom global coords, optional\n * (otherwise will use the current global coords)\n * @returns - A point containing the coordinates of the InteractionData position relative\n * to the DisplayObject\n */\n InteractionData.prototype.getLocalPosition = function (displayObject, point, globalPos) {\n return displayObject.worldTransform.applyInverse(globalPos || this.global, point);\n };\n /**\n * Copies properties from normalized event data.\n * @param {Touch|MouseEvent|PointerEvent} event - The normalized event data\n */\n InteractionData.prototype.copyEvent = function (event) {\n // isPrimary should only change on touchstart/pointerdown, so we don't want to overwrite\n // it with \"false\" on later events when our shim for it on touch events might not be\n // accurate\n if ('isPrimary' in event && event.isPrimary) {\n this.isPrimary = true;\n }\n this.button = 'button' in event && event.button;\n // event.buttons is not available in all browsers (ie. Safari), but it does have a non-standard\n // event.which property instead, which conveys the same information.\n var buttons = 'buttons' in event && event.buttons;\n this.buttons = Number.isInteger(buttons) ? buttons : 'which' in event && event.which;\n this.width = 'width' in event && event.width;\n this.height = 'height' in event && event.height;\n this.tiltX = 'tiltX' in event && event.tiltX;\n this.tiltY = 'tiltY' in event && event.tiltY;\n this.pointerType = 'pointerType' in event && event.pointerType;\n this.pressure = 'pressure' in event && event.pressure;\n this.rotationAngle = 'rotationAngle' in event && event.rotationAngle;\n this.twist = ('twist' in event && event.twist) || 0;\n this.tangentialPressure = ('tangentialPressure' in event && event.tangentialPressure) || 0;\n };\n /** Resets the data for pooling. */\n InteractionData.prototype.reset = function () {\n // isPrimary is the only property that we really need to reset - everything else is\n // guaranteed to be overwritten\n this.isPrimary = false;\n };\n return InteractionData;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * Event class that mimics native DOM events.\n * @memberof PIXI\n */\nvar InteractionEvent = /** @class */ (function () {\n function InteractionEvent() {\n this.stopped = false;\n this.stopsPropagatingAt = null;\n this.stopPropagationHint = false;\n this.target = null;\n this.currentTarget = null;\n this.type = null;\n this.data = null;\n }\n /** Prevents event from reaching any objects other than the current object. */\n InteractionEvent.prototype.stopPropagation = function () {\n this.stopped = true;\n this.stopPropagationHint = true;\n this.stopsPropagatingAt = this.currentTarget;\n };\n /** Resets the event. */\n InteractionEvent.prototype.reset = function () {\n this.stopped = false;\n this.stopsPropagatingAt = null;\n this.stopPropagationHint = false;\n this.currentTarget = null;\n this.target = null;\n };\n return InteractionEvent;\n}());\n\n/**\n * DisplayObjects with the {@link PIXI.interactiveTarget} mixin use this class to track interactions\n * @class\n * @private\n * @memberof PIXI\n */\nvar InteractionTrackingData = /** @class */ (function () {\n /**\n * @param {number} pointerId - Unique pointer id of the event\n * @private\n */\n function InteractionTrackingData(pointerId) {\n this._pointerId = pointerId;\n this._flags = InteractionTrackingData.FLAGS.NONE;\n }\n /**\n *\n * @private\n * @param {number} flag - The interaction flag to set\n * @param {boolean} yn - Should the flag be set or unset\n */\n InteractionTrackingData.prototype._doSet = function (flag, yn) {\n if (yn) {\n this._flags = this._flags | flag;\n }\n else {\n this._flags = this._flags & (~flag);\n }\n };\n Object.defineProperty(InteractionTrackingData.prototype, \"pointerId\", {\n /**\n * Unique pointer id of the event\n * @readonly\n * @private\n * @member {number}\n */\n get: function () {\n return this._pointerId;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"flags\", {\n /**\n * State of the tracking data, expressed as bit flags\n * @private\n * @member {number}\n */\n get: function () {\n return this._flags;\n },\n set: function (flags) {\n this._flags = flags;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"none\", {\n /**\n * Is the tracked event inactive (not over or down)?\n * @private\n * @member {number}\n */\n get: function () {\n return this._flags === InteractionTrackingData.FLAGS.NONE;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"over\", {\n /**\n * Is the tracked event over the DisplayObject?\n * @private\n * @member {boolean}\n */\n get: function () {\n return (this._flags & InteractionTrackingData.FLAGS.OVER) !== 0;\n },\n set: function (yn) {\n this._doSet(InteractionTrackingData.FLAGS.OVER, yn);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"rightDown\", {\n /**\n * Did the right mouse button come down in the DisplayObject?\n * @private\n * @member {boolean}\n */\n get: function () {\n return (this._flags & InteractionTrackingData.FLAGS.RIGHT_DOWN) !== 0;\n },\n set: function (yn) {\n this._doSet(InteractionTrackingData.FLAGS.RIGHT_DOWN, yn);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"leftDown\", {\n /**\n * Did the left mouse button come down in the DisplayObject?\n * @private\n * @member {boolean}\n */\n get: function () {\n return (this._flags & InteractionTrackingData.FLAGS.LEFT_DOWN) !== 0;\n },\n set: function (yn) {\n this._doSet(InteractionTrackingData.FLAGS.LEFT_DOWN, yn);\n },\n enumerable: false,\n configurable: true\n });\n InteractionTrackingData.FLAGS = Object.freeze({\n NONE: 0,\n OVER: 1 << 0,\n LEFT_DOWN: 1 << 1,\n RIGHT_DOWN: 1 << 2,\n });\n return InteractionTrackingData;\n}());\n\n/**\n * Strategy how to search through stage tree for interactive objects\n * @memberof PIXI\n */\nvar TreeSearch = /** @class */ (function () {\n function TreeSearch() {\n this._tempPoint = new Point();\n }\n /**\n * Recursive implementation for findHit\n * @private\n * @param interactionEvent - event containing the point that\n * is tested for collision\n * @param displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param func - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param hitTest - this indicates if the objects inside should be hit test against the point\n * @param interactive - Whether the displayObject is interactive\n * @returns - Returns true if the displayObject hit the point\n */\n TreeSearch.prototype.recursiveFindHit = function (interactionEvent, displayObject, func, hitTest, interactive) {\n var _a;\n if (!displayObject || !displayObject.visible) {\n return false;\n }\n var point = interactionEvent.data.global;\n // Took a little while to rework this function correctly! But now it is done and nice and optimized! ^_^\n //\n // This function will now loop through all objects and then only hit test the objects it HAS\n // to, not all of them. MUCH faster..\n // An object will be hit test if the following is true:\n //\n // 1: It is interactive.\n // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit.\n //\n // As another little optimization once an interactive object has been hit we can carry on\n // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests\n // A final optimization is that an object is not hit test directly if a child has already been hit.\n interactive = displayObject.interactive || interactive;\n var hit = false;\n var interactiveParent = interactive;\n // Flag here can set to false if the event is outside the parents hitArea or mask\n var hitTestChildren = true;\n // If there is a hitArea, no need to test against anything else if the pointer is not within the hitArea\n // There is also no longer a need to hitTest children.\n if (displayObject.hitArea) {\n if (hitTest) {\n displayObject.worldTransform.applyInverse(point, this._tempPoint);\n if (!displayObject.hitArea.contains(this._tempPoint.x, this._tempPoint.y)) {\n hitTest = false;\n hitTestChildren = false;\n }\n else {\n hit = true;\n }\n }\n interactiveParent = false;\n }\n // If there is a mask, no need to hitTest against anything else if the pointer is not within the mask.\n // We still want to hitTestChildren, however, to ensure a mouseout can still be generated.\n // https://github.com/pixijs/pixi.js/issues/5135\n else if (displayObject._mask) {\n if (hitTest) {\n var maskObject = (displayObject._mask.isMaskData\n ? displayObject._mask.maskObject : displayObject._mask);\n if (maskObject && !((_a = maskObject.containsPoint) === null || _a === void 0 ? void 0 : _a.call(maskObject, point))) {\n hitTest = false;\n }\n }\n }\n // ** FREE TIP **! If an object is not interactive or has no buttons in it\n // (such as a game scene!) set interactiveChildren to false for that displayObject.\n // This will allow PixiJS to completely ignore and bypass checking the displayObjects children.\n if (hitTestChildren && displayObject.interactiveChildren && displayObject.children) {\n var children = displayObject.children;\n for (var i = children.length - 1; i >= 0; i--) {\n var child = children[i];\n // time to get recursive.. if this function will return if something is hit..\n var childHit = this.recursiveFindHit(interactionEvent, child, func, hitTest, interactiveParent);\n if (childHit) {\n // its a good idea to check if a child has lost its parent.\n // this means it has been removed whilst looping so its best\n if (!child.parent) {\n continue;\n }\n // we no longer need to hit test any more objects in this container as we we\n // now know the parent has been hit\n interactiveParent = false;\n // If the child is interactive , that means that the object hit was actually\n // interactive and not just the child of an interactive object.\n // This means we no longer need to hit test anything else. We still need to run\n // through all objects, but we don't need to perform any hit tests.\n if (childHit) {\n if (interactionEvent.target) {\n hitTest = false;\n }\n hit = true;\n }\n }\n }\n }\n // no point running this if the item is not interactive or does not have an interactive parent.\n if (interactive) {\n // if we are hit testing (as in we have no hit any objects yet)\n // We also don't need to worry about hit testing if once of the displayObjects children\n // has already been hit - but only if it was interactive, otherwise we need to keep\n // looking for an interactive child, just in case we hit one\n if (hitTest && !interactionEvent.target) {\n // already tested against hitArea if it is defined\n if (!displayObject.hitArea && displayObject.containsPoint) {\n if (displayObject.containsPoint(point)) {\n hit = true;\n }\n }\n }\n if (displayObject.interactive) {\n if (hit && !interactionEvent.target) {\n interactionEvent.target = displayObject;\n }\n if (func) {\n func(interactionEvent, displayObject, !!hit);\n }\n }\n }\n return hit;\n };\n /**\n * This function is provides a neat way of crawling through the scene graph and running a\n * specified function on all interactive objects it finds. It will also take care of hit\n * testing the interactive objects and passes the hit across in the function.\n * @private\n * @param interactionEvent - event containing the point that\n * is tested for collision\n * @param displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param func - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param hitTest - this indicates if the objects inside should be hit test against the point\n * @returns - Returns true if the displayObject hit the point\n */\n TreeSearch.prototype.findHit = function (interactionEvent, displayObject, func, hitTest) {\n this.recursiveFindHit(interactionEvent, displayObject, func, hitTest, false);\n };\n return TreeSearch;\n}());\n\n/**\n * Interface for classes that represent a hit area.\n *\n * It is implemented by the following classes:\n * - {@link PIXI.Circle}\n * - {@link PIXI.Ellipse}\n * - {@link PIXI.Polygon}\n * - {@link PIXI.RoundedRectangle}\n * @interface IHitArea\n * @memberof PIXI\n */\n/**\n * Checks whether the x and y coordinates given are contained within this area\n * @method\n * @name contains\n * @memberof PIXI.IHitArea#\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @returns {boolean} Whether the x/y coordinates are within this area\n */\n/**\n * Default property values of interactive objects\n * Used by {@link PIXI.InteractionManager} to automatically give all DisplayObjects these properties\n * @private\n * @name interactiveTarget\n * @type {object}\n * @memberof PIXI\n * @example\n * function MyObject() {}\n *\n * Object.assign(\n * DisplayObject.prototype,\n * PIXI.interactiveTarget\n * );\n */\nvar interactiveTarget = {\n interactive: false,\n interactiveChildren: true,\n hitArea: null,\n /**\n * If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive\n * Setting this changes the 'cursor' property to `'pointer'`.\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.buttonMode = true;\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n get buttonMode() {\n return this.cursor === 'pointer';\n },\n set buttonMode(value) {\n if (value) {\n this.cursor = 'pointer';\n }\n else if (this.cursor === 'pointer') {\n this.cursor = null;\n }\n },\n /**\n * This defines what cursor mode is used when the mouse cursor\n * is hovered over the displayObject.\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.cursor = 'wait';\n * @see https://developer.mozilla.org/en/docs/Web/CSS/cursor\n * @member {string}\n * @memberof PIXI.DisplayObject#\n */\n cursor: null,\n /**\n * Internal set of all active pointers, by identifier\n * @member {Map}\n * @memberof PIXI.DisplayObject#\n * @private\n */\n get trackedPointers() {\n if (this._trackedPointers === undefined)\n { this._trackedPointers = {}; }\n return this._trackedPointers;\n },\n /**\n * Map of all tracked pointers, by identifier. Use trackedPointers to access.\n * @private\n * @type {Map}\n */\n _trackedPointers: undefined,\n};\n\n// Mix interactiveTarget into DisplayObject.prototype\nDisplayObject.mixin(interactiveTarget);\nvar MOUSE_POINTER_ID = 1;\n// helpers for hitTest() - only used inside hitTest()\nvar hitTestEvent = {\n target: null,\n data: {\n global: null,\n },\n};\n/**\n * The interaction manager deals with mouse, touch and pointer events.\n *\n * Any DisplayObject can be interactive if its `interactive` property is set to true.\n *\n * This manager also supports multitouch.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.interaction`\n * @memberof PIXI\n */\nvar InteractionManager = /** @class */ (function (_super) {\n __extends(InteractionManager, _super);\n /**\n * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer\n * @param options - The options for the manager.\n * @param {boolean} [options.autoPreventDefault=true] - Should the manager automatically prevent default browser actions.\n * @param {number} [options.interactionFrequency=10] - Maximum frequency (ms) at pointer over/out states will be checked.\n * @param {number} [options.useSystemTicker=true] - Whether to add {@link tickerUpdate} to {@link PIXI.Ticker.system}.\n */\n function InteractionManager(renderer, options) {\n var _this = _super.call(this) || this;\n options = options || {};\n _this.renderer = renderer;\n _this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true;\n _this.interactionFrequency = options.interactionFrequency || 10;\n _this.mouse = new InteractionData();\n _this.mouse.identifier = MOUSE_POINTER_ID;\n // setting the mouse to start off far off screen will mean that mouse over does\n // not get called before we even move the mouse.\n _this.mouse.global.set(-999999);\n _this.activeInteractionData = {};\n _this.activeInteractionData[MOUSE_POINTER_ID] = _this.mouse;\n _this.interactionDataPool = [];\n _this.eventData = new InteractionEvent();\n _this.interactionDOMElement = null;\n _this.moveWhenInside = false;\n _this.eventsAdded = false;\n _this.tickerAdded = false;\n _this.mouseOverRenderer = !('PointerEvent' in globalThis);\n _this.supportsTouchEvents = 'ontouchstart' in globalThis;\n _this.supportsPointerEvents = !!globalThis.PointerEvent;\n // this will make it so that you don't have to call bind all the time\n _this.onPointerUp = _this.onPointerUp.bind(_this);\n _this.processPointerUp = _this.processPointerUp.bind(_this);\n _this.onPointerCancel = _this.onPointerCancel.bind(_this);\n _this.processPointerCancel = _this.processPointerCancel.bind(_this);\n _this.onPointerDown = _this.onPointerDown.bind(_this);\n _this.processPointerDown = _this.processPointerDown.bind(_this);\n _this.onPointerMove = _this.onPointerMove.bind(_this);\n _this.processPointerMove = _this.processPointerMove.bind(_this);\n _this.onPointerOut = _this.onPointerOut.bind(_this);\n _this.processPointerOverOut = _this.processPointerOverOut.bind(_this);\n _this.onPointerOver = _this.onPointerOver.bind(_this);\n _this.cursorStyles = {\n default: 'inherit',\n pointer: 'pointer',\n };\n _this.currentCursorMode = null;\n _this.cursor = null;\n _this.resolution = 1;\n _this.delayedEvents = [];\n _this.search = new TreeSearch();\n _this._tempDisplayObject = new TemporaryDisplayObject();\n _this._eventListenerOptions = { capture: true, passive: false };\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed on the display\n * object.\n * @event PIXI.InteractionManager#mousedown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * on the display object.\n * @event PIXI.InteractionManager#rightdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released over the display\n * object.\n * @event PIXI.InteractionManager#mouseup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * over the display object.\n * @event PIXI.InteractionManager#rightup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed and released on\n * the display object.\n * @event PIXI.InteractionManager#click\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * and released on the display object.\n * @event PIXI.InteractionManager#rightclick\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released outside the\n * display object that initially registered a\n * [mousedown]{@link PIXI.InteractionManager#event:mousedown}.\n * @event PIXI.InteractionManager#mouseupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * outside the display object that initially registered a\n * [rightdown]{@link PIXI.InteractionManager#event:rightdown}.\n * @event PIXI.InteractionManager#rightupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved while over the display object\n * @event PIXI.InteractionManager#mousemove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved onto the display object\n * @event PIXI.InteractionManager#mouseover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved off the display object\n * @event PIXI.InteractionManager#mouseout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is pressed on the display object.\n * @event PIXI.InteractionManager#pointerdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is released over the display object.\n * Not always fired when some buttons are held down while others are released. In those cases,\n * use [mousedown]{@link PIXI.InteractionManager#event:mousedown} and\n * [mouseup]{@link PIXI.InteractionManager#event:mouseup} instead.\n * @event PIXI.InteractionManager#pointerup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when the operating system cancels a pointer event\n * @event PIXI.InteractionManager#pointercancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is pressed and released on the display object.\n * @event PIXI.InteractionManager#pointertap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is released outside the display object that initially\n * registered a [pointerdown]{@link PIXI.InteractionManager#event:pointerdown}.\n * @event PIXI.InteractionManager#pointerupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved while over the display object\n * @event PIXI.InteractionManager#pointermove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved onto the display object\n * @event PIXI.InteractionManager#pointerover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved off the display object\n * @event PIXI.InteractionManager#pointerout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is placed on the display object.\n * @event PIXI.InteractionManager#touchstart\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is removed from the display object.\n * @event PIXI.InteractionManager#touchend\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when the operating system cancels a touch\n * @event PIXI.InteractionManager#touchcancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is placed and removed from the display object.\n * @event PIXI.InteractionManager#tap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is removed outside of the display object that initially\n * registered a [touchstart]{@link PIXI.InteractionManager#event:touchstart}.\n * @event PIXI.InteractionManager#touchendoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is moved along the display object.\n * @event PIXI.InteractionManager#touchmove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed on the display.\n * object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mousedown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#rightdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released over the display\n * object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mouseup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#rightup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed and released on\n * the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#click\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#rightclick\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released outside the\n * display object that initially registered a\n * [mousedown]{@link PIXI.DisplayObject#event:mousedown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mouseupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * outside the display object that initially registered a\n * [rightdown]{@link PIXI.DisplayObject#event:rightdown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#rightupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved while over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mousemove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved onto the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mouseover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved off the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mouseout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is pressed on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is released over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when the operating system cancels a pointer event.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointercancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is pressed and released on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointertap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is released outside the display object that initially\n * registered a [pointerdown]{@link PIXI.DisplayObject#event:pointerdown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved while over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointermove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved onto the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved off the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is placed on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchstart\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is removed from the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchend\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when the operating system cancels a touch.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchcancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is placed and removed from the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#tap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is removed outside of the display object that initially\n * registered a [touchstart]{@link PIXI.DisplayObject#event:touchstart}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchendoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is moved along the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchmove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n _this._useSystemTicker = options.useSystemTicker !== undefined ? options.useSystemTicker : true;\n _this.setTargetElement(_this.renderer.view, _this.renderer.resolution);\n return _this;\n }\n Object.defineProperty(InteractionManager.prototype, \"useSystemTicker\", {\n /**\n * Should the InteractionManager automatically add {@link tickerUpdate} to {@link PIXI.Ticker.system}.\n * @default true\n */\n get: function () {\n return this._useSystemTicker;\n },\n set: function (useSystemTicker) {\n this._useSystemTicker = useSystemTicker;\n if (useSystemTicker) {\n this.addTickerListener();\n }\n else {\n this.removeTickerListener();\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionManager.prototype, \"lastObjectRendered\", {\n /**\n * Last rendered object or temp object.\n * @readonly\n * @protected\n */\n get: function () {\n return this.renderer._lastObjectRendered || this._tempDisplayObject;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Hit tests a point against the display tree, returning the first interactive object that is hit.\n * @param globalPoint - A point to hit test with, in global space.\n * @param root - The root display object to start from. If omitted, defaults\n * to the last rendered root of the associated renderer.\n * @returns - The hit display object, if any.\n */\n InteractionManager.prototype.hitTest = function (globalPoint, root) {\n // clear the target for our hit test\n hitTestEvent.target = null;\n // assign the global point\n hitTestEvent.data.global = globalPoint;\n // ensure safety of the root\n if (!root) {\n root = this.lastObjectRendered;\n }\n // run the hit test\n this.processInteractive(hitTestEvent, root, null, true);\n // return our found object - it'll be null if we didn't hit anything\n return hitTestEvent.target;\n };\n /**\n * Sets the DOM element which will receive mouse/touch events. This is useful for when you have\n * other DOM elements on top of the renderers Canvas element. With this you'll be bale to delegate\n * another DOM element to receive those events.\n * @param element - the DOM element which will receive mouse and touch events.\n * @param resolution - The resolution / device pixel ratio of the new element (relative to the canvas).\n */\n InteractionManager.prototype.setTargetElement = function (element, resolution) {\n if (resolution === void 0) { resolution = 1; }\n this.removeTickerListener();\n this.removeEvents();\n this.interactionDOMElement = element;\n this.resolution = resolution;\n this.addEvents();\n this.addTickerListener();\n };\n /** Adds the ticker listener. */\n InteractionManager.prototype.addTickerListener = function () {\n if (this.tickerAdded || !this.interactionDOMElement || !this._useSystemTicker) {\n return;\n }\n Ticker.system.add(this.tickerUpdate, this, UPDATE_PRIORITY.INTERACTION);\n this.tickerAdded = true;\n };\n /** Removes the ticker listener. */\n InteractionManager.prototype.removeTickerListener = function () {\n if (!this.tickerAdded) {\n return;\n }\n Ticker.system.remove(this.tickerUpdate, this);\n this.tickerAdded = false;\n };\n /** Registers all the DOM events. */\n InteractionManager.prototype.addEvents = function () {\n if (this.eventsAdded || !this.interactionDOMElement) {\n return;\n }\n var style = this.interactionDOMElement.style;\n if (globalThis.navigator.msPointerEnabled) {\n style.msContentZooming = 'none';\n style.msTouchAction = 'none';\n }\n else if (this.supportsPointerEvents) {\n style.touchAction = 'none';\n }\n /*\n * These events are added first, so that if pointer events are normalized, they are fired\n * in the same order as non-normalized events. ie. pointer event 1st, mouse / touch 2nd\n */\n if (this.supportsPointerEvents) {\n globalThis.document.addEventListener('pointermove', this.onPointerMove, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions);\n // pointerout is fired in addition to pointerup (for touch events) and pointercancel\n // we already handle those, so for the purposes of what we do in onPointerOut, we only\n // care about the pointerleave event\n this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, this._eventListenerOptions);\n globalThis.addEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions);\n globalThis.addEventListener('pointerup', this.onPointerUp, this._eventListenerOptions);\n }\n else {\n globalThis.document.addEventListener('mousemove', this.onPointerMove, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, this._eventListenerOptions);\n globalThis.addEventListener('mouseup', this.onPointerUp, this._eventListenerOptions);\n }\n // always look directly for touch events so that we can provide original data\n // In a future version we should change this to being just a fallback and rely solely on\n // PointerEvents whenever available\n if (this.supportsTouchEvents) {\n this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, this._eventListenerOptions);\n }\n this.eventsAdded = true;\n };\n /** Removes all the DOM events that were previously registered. */\n InteractionManager.prototype.removeEvents = function () {\n if (!this.eventsAdded || !this.interactionDOMElement) {\n return;\n }\n var style = this.interactionDOMElement.style;\n if (globalThis.navigator.msPointerEnabled) {\n style.msContentZooming = '';\n style.msTouchAction = '';\n }\n else if (this.supportsPointerEvents) {\n style.touchAction = '';\n }\n if (this.supportsPointerEvents) {\n globalThis.document.removeEventListener('pointermove', this.onPointerMove, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, this._eventListenerOptions);\n globalThis.removeEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions);\n globalThis.removeEventListener('pointerup', this.onPointerUp, this._eventListenerOptions);\n }\n else {\n globalThis.document.removeEventListener('mousemove', this.onPointerMove, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, this._eventListenerOptions);\n globalThis.removeEventListener('mouseup', this.onPointerUp, this._eventListenerOptions);\n }\n if (this.supportsTouchEvents) {\n this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, this._eventListenerOptions);\n }\n this.interactionDOMElement = null;\n this.eventsAdded = false;\n };\n /**\n * Updates the state of interactive objects if at least {@link interactionFrequency}\n * milliseconds have passed since the last invocation.\n *\n * Invoked by a throttled ticker update from {@link PIXI.Ticker.system}.\n * @param deltaTime - time delta since the last call\n */\n InteractionManager.prototype.tickerUpdate = function (deltaTime) {\n this._deltaTime += deltaTime;\n if (this._deltaTime < this.interactionFrequency) {\n return;\n }\n this._deltaTime = 0;\n this.update();\n };\n /** Updates the state of interactive objects. */\n InteractionManager.prototype.update = function () {\n if (!this.interactionDOMElement) {\n return;\n }\n // if the user move the mouse this check has already been done using the mouse move!\n if (this._didMove) {\n this._didMove = false;\n return;\n }\n this.cursor = null;\n // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind,\n // but there was a scenario of a display object moving under a static mouse cursor.\n // In this case, mouseover and mouseevents would not pass the flag test in dispatchEvent function\n for (var k in this.activeInteractionData) {\n // eslint-disable-next-line no-prototype-builtins\n if (this.activeInteractionData.hasOwnProperty(k)) {\n var interactionData = this.activeInteractionData[k];\n if (interactionData.originalEvent && interactionData.pointerType !== 'touch') {\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, interactionData.originalEvent, interactionData);\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, true);\n }\n }\n }\n this.setCursorMode(this.cursor);\n };\n /**\n * Sets the current cursor mode, handling any callbacks or CSS style changes.\n * @param mode - cursor mode, a key from the cursorStyles dictionary\n */\n InteractionManager.prototype.setCursorMode = function (mode) {\n mode = mode || 'default';\n var applyStyles = true;\n // offscreen canvas does not support setting styles, but cursor modes can be functions,\n // in order to handle pixi rendered cursors, so we can't bail\n if (globalThis.OffscreenCanvas && this.interactionDOMElement instanceof OffscreenCanvas) {\n applyStyles = false;\n }\n // if the mode didn't actually change, bail early\n if (this.currentCursorMode === mode) {\n return;\n }\n this.currentCursorMode = mode;\n var style = this.cursorStyles[mode];\n // only do things if there is a cursor style for it\n if (style) {\n switch (typeof style) {\n case 'string':\n // string styles are handled as cursor CSS\n if (applyStyles) {\n this.interactionDOMElement.style.cursor = style;\n }\n break;\n case 'function':\n // functions are just called, and passed the cursor mode\n style(mode);\n break;\n case 'object':\n // if it is an object, assume that it is a dictionary of CSS styles,\n // apply it to the interactionDOMElement\n if (applyStyles) {\n Object.assign(this.interactionDOMElement.style, style);\n }\n break;\n }\n }\n else if (applyStyles && typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode)) {\n // if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry\n // for the mode, then assume that the dev wants it to be CSS for the cursor.\n this.interactionDOMElement.style.cursor = mode;\n }\n };\n /**\n * Dispatches an event on the display object that was interacted with.\n * @param displayObject - the display object in question\n * @param eventString - the name of the event (e.g, mousedown)\n * @param eventData - the event data object\n */\n InteractionManager.prototype.dispatchEvent = function (displayObject, eventString, eventData) {\n // Even if the event was stopped, at least dispatch any remaining events\n // for the same display object.\n if (!eventData.stopPropagationHint || displayObject === eventData.stopsPropagatingAt) {\n eventData.currentTarget = displayObject;\n eventData.type = eventString;\n displayObject.emit(eventString, eventData);\n if (displayObject[eventString]) {\n displayObject[eventString](eventData);\n }\n }\n };\n /**\n * Puts a event on a queue to be dispatched later. This is used to guarantee correct\n * ordering of over/out events.\n * @param displayObject - the display object in question\n * @param eventString - the name of the event (e.g, mousedown)\n * @param eventData - the event data object\n */\n InteractionManager.prototype.delayDispatchEvent = function (displayObject, eventString, eventData) {\n this.delayedEvents.push({ displayObject: displayObject, eventString: eventString, eventData: eventData });\n };\n /**\n * Maps x and y coords from a DOM object and maps them correctly to the PixiJS view. The\n * resulting value is stored in the point. This takes into account the fact that the DOM\n * element could be scaled and positioned anywhere on the screen.\n * @param point - the point that the result will be stored in\n * @param x - the x coord of the position to map\n * @param y - the y coord of the position to map\n */\n InteractionManager.prototype.mapPositionToPoint = function (point, x, y) {\n var rect;\n // IE 11 fix\n if (!this.interactionDOMElement.parentElement) {\n rect = {\n x: 0,\n y: 0,\n width: this.interactionDOMElement.width,\n height: this.interactionDOMElement.height,\n left: 0,\n top: 0\n };\n }\n else {\n rect = this.interactionDOMElement.getBoundingClientRect();\n }\n var resolutionMultiplier = 1.0 / this.resolution;\n point.x = ((x - rect.left) * (this.interactionDOMElement.width / rect.width)) * resolutionMultiplier;\n point.y = ((y - rect.top) * (this.interactionDOMElement.height / rect.height)) * resolutionMultiplier;\n };\n /**\n * This function is provides a neat way of crawling through the scene graph and running a\n * specified function on all interactive objects it finds. It will also take care of hit\n * testing the interactive objects and passes the hit across in the function.\n * @protected\n * @param interactionEvent - event containing the point that\n * is tested for collision\n * @param displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param func - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param hitTest - indicates whether we want to calculate hits\n * or just iterate through all interactive objects\n */\n InteractionManager.prototype.processInteractive = function (interactionEvent, displayObject, func, hitTest) {\n var hit = this.search.findHit(interactionEvent, displayObject, func, hitTest);\n var delayedEvents = this.delayedEvents;\n if (!delayedEvents.length) {\n return hit;\n }\n // Reset the propagation hint, because we start deeper in the tree again.\n interactionEvent.stopPropagationHint = false;\n var delayedLen = delayedEvents.length;\n this.delayedEvents = [];\n for (var i = 0; i < delayedLen; i++) {\n var _a = delayedEvents[i], displayObject_1 = _a.displayObject, eventString = _a.eventString, eventData = _a.eventData;\n // When we reach the object we wanted to stop propagating at,\n // set the propagation hint.\n if (eventData.stopsPropagatingAt === displayObject_1) {\n eventData.stopPropagationHint = true;\n }\n this.dispatchEvent(displayObject_1, eventString, eventData);\n }\n return hit;\n };\n /**\n * Is called when the pointer button is pressed down on the renderer element\n * @param originalEvent - The DOM event of a pointer button being pressed down\n */\n InteractionManager.prototype.onPointerDown = function (originalEvent) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && originalEvent.pointerType === 'touch')\n { return; }\n var events = this.normalizeToPointerData(originalEvent);\n /*\n * No need to prevent default on natural pointer events, as there are no side effects\n * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser,\n * so still need to be prevented.\n */\n // Guaranteed that there will be at least one event in events, and all events must have the same pointer type\n if (this.autoPreventDefault && events[0].isNormalized) {\n var cancelable = originalEvent.cancelable || !('cancelable' in originalEvent);\n if (cancelable) {\n originalEvent.preventDefault();\n }\n }\n var eventLen = events.length;\n for (var i = 0; i < eventLen; i++) {\n var event = events[i];\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = originalEvent;\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerDown, true);\n this.emit('pointerdown', interactionEvent);\n if (event.pointerType === 'touch') {\n this.emit('touchstart', interactionEvent);\n }\n // emit a mouse event for \"pen\" pointers, the way a browser would emit a fallback event\n else if (event.pointerType === 'mouse' || event.pointerType === 'pen') {\n var isRightButton = event.button === 2;\n this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData);\n }\n }\n };\n /**\n * Processes the result of the pointer down check and dispatches the event if need be\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n * @param hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerDown = function (interactionEvent, displayObject, hit) {\n var data = interactionEvent.data;\n var id = interactionEvent.data.identifier;\n if (hit) {\n if (!displayObject.trackedPointers[id]) {\n displayObject.trackedPointers[id] = new InteractionTrackingData(id);\n }\n this.dispatchEvent(displayObject, 'pointerdown', interactionEvent);\n if (data.pointerType === 'touch') {\n this.dispatchEvent(displayObject, 'touchstart', interactionEvent);\n }\n else if (data.pointerType === 'mouse' || data.pointerType === 'pen') {\n var isRightButton = data.button === 2;\n if (isRightButton) {\n displayObject.trackedPointers[id].rightDown = true;\n }\n else {\n displayObject.trackedPointers[id].leftDown = true;\n }\n this.dispatchEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent);\n }\n }\n };\n /**\n * Is called when the pointer button is released on the renderer element\n * @param originalEvent - The DOM event of a pointer button being released\n * @param cancelled - true if the pointer is cancelled\n * @param func - Function passed to {@link processInteractive}\n */\n InteractionManager.prototype.onPointerComplete = function (originalEvent, cancelled, func) {\n var events = this.normalizeToPointerData(originalEvent);\n var eventLen = events.length;\n // if the event wasn't targeting our canvas, then consider it to be pointerupoutside\n // in all cases (unless it was a pointercancel)\n var target = originalEvent.target;\n // if in shadow DOM use composedPath to access target\n if (originalEvent.composedPath && originalEvent.composedPath().length > 0) {\n target = originalEvent.composedPath()[0];\n }\n var eventAppend = target !== this.interactionDOMElement ? 'outside' : '';\n for (var i = 0; i < eventLen; i++) {\n var event = events[i];\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = originalEvent;\n // perform hit testing for events targeting our canvas or cancel events\n this.processInteractive(interactionEvent, this.lastObjectRendered, func, cancelled || !eventAppend);\n this.emit(cancelled ? 'pointercancel' : \"pointerup\" + eventAppend, interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen') {\n var isRightButton = event.button === 2;\n this.emit(isRightButton ? \"rightup\" + eventAppend : \"mouseup\" + eventAppend, interactionEvent);\n }\n else if (event.pointerType === 'touch') {\n this.emit(cancelled ? 'touchcancel' : \"touchend\" + eventAppend, interactionEvent);\n this.releaseInteractionDataForPointerId(event.pointerId);\n }\n }\n };\n /**\n * Is called when the pointer button is cancelled\n * @param event - The DOM event of a pointer button being released\n */\n InteractionManager.prototype.onPointerCancel = function (event) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && event.pointerType === 'touch')\n { return; }\n this.onPointerComplete(event, true, this.processPointerCancel);\n };\n /**\n * Processes the result of the pointer cancel check and dispatches the event if need be\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n */\n InteractionManager.prototype.processPointerCancel = function (interactionEvent, displayObject) {\n var data = interactionEvent.data;\n var id = interactionEvent.data.identifier;\n if (displayObject.trackedPointers[id] !== undefined) {\n delete displayObject.trackedPointers[id];\n this.dispatchEvent(displayObject, 'pointercancel', interactionEvent);\n if (data.pointerType === 'touch') {\n this.dispatchEvent(displayObject, 'touchcancel', interactionEvent);\n }\n }\n };\n /**\n * Is called when the pointer button is released on the renderer element\n * @param event - The DOM event of a pointer button being released\n */\n InteractionManager.prototype.onPointerUp = function (event) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && event.pointerType === 'touch')\n { return; }\n this.onPointerComplete(event, false, this.processPointerUp);\n };\n /**\n * Processes the result of the pointer up check and dispatches the event if need be\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n * @param hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerUp = function (interactionEvent, displayObject, hit) {\n var data = interactionEvent.data;\n var id = interactionEvent.data.identifier;\n var trackingData = displayObject.trackedPointers[id];\n var isTouch = data.pointerType === 'touch';\n var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n // need to track mouse down status in the mouse block so that we can emit\n // event in a later block\n var isMouseTap = false;\n // Mouse only\n if (isMouse) {\n var isRightButton = data.button === 2;\n var flags = InteractionTrackingData.FLAGS;\n var test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN;\n var isDown = trackingData !== undefined && (trackingData.flags & test);\n if (hit) {\n this.dispatchEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent);\n if (isDown) {\n this.dispatchEvent(displayObject, isRightButton ? 'rightclick' : 'click', interactionEvent);\n // because we can confirm that the mousedown happened on this object, flag for later emit of pointertap\n isMouseTap = true;\n }\n }\n else if (isDown) {\n this.dispatchEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent);\n }\n // update the down state of the tracking data\n if (trackingData) {\n if (isRightButton) {\n trackingData.rightDown = false;\n }\n else {\n trackingData.leftDown = false;\n }\n }\n }\n // Pointers and Touches, and Mouse\n if (hit) {\n this.dispatchEvent(displayObject, 'pointerup', interactionEvent);\n if (isTouch)\n { this.dispatchEvent(displayObject, 'touchend', interactionEvent); }\n if (trackingData) {\n // emit pointertap if not a mouse, or if the mouse block decided it was a tap\n if (!isMouse || isMouseTap) {\n this.dispatchEvent(displayObject, 'pointertap', interactionEvent);\n }\n if (isTouch) {\n this.dispatchEvent(displayObject, 'tap', interactionEvent);\n // touches are no longer over (if they ever were) when we get the touchend\n // so we should ensure that we don't keep pretending that they are\n trackingData.over = false;\n }\n }\n }\n else if (trackingData) {\n this.dispatchEvent(displayObject, 'pointerupoutside', interactionEvent);\n if (isTouch)\n { this.dispatchEvent(displayObject, 'touchendoutside', interactionEvent); }\n }\n // Only remove the tracking data if there is no over/down state still associated with it\n if (trackingData && trackingData.none) {\n delete displayObject.trackedPointers[id];\n }\n };\n /**\n * Is called when the pointer moves across the renderer element\n * @param originalEvent - The DOM event of a pointer moving\n */\n InteractionManager.prototype.onPointerMove = function (originalEvent) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && originalEvent.pointerType === 'touch')\n { return; }\n var events = this.normalizeToPointerData(originalEvent);\n if (events[0].pointerType === 'mouse' || events[0].pointerType === 'pen') {\n this._didMove = true;\n this.cursor = null;\n }\n var eventLen = events.length;\n for (var i = 0; i < eventLen; i++) {\n var event = events[i];\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = originalEvent;\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerMove, true);\n this.emit('pointermove', interactionEvent);\n if (event.pointerType === 'touch')\n { this.emit('touchmove', interactionEvent); }\n if (event.pointerType === 'mouse' || event.pointerType === 'pen')\n { this.emit('mousemove', interactionEvent); }\n }\n if (events[0].pointerType === 'mouse') {\n this.setCursorMode(this.cursor);\n // TODO BUG for parents interactive object (border order issue)\n }\n };\n /**\n * Processes the result of the pointer move check and dispatches the event if need be\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n * @param hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerMove = function (interactionEvent, displayObject, hit) {\n var data = interactionEvent.data;\n var isTouch = data.pointerType === 'touch';\n var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n if (isMouse) {\n this.processPointerOverOut(interactionEvent, displayObject, hit);\n }\n if (!this.moveWhenInside || hit) {\n this.dispatchEvent(displayObject, 'pointermove', interactionEvent);\n if (isTouch)\n { this.dispatchEvent(displayObject, 'touchmove', interactionEvent); }\n if (isMouse)\n { this.dispatchEvent(displayObject, 'mousemove', interactionEvent); }\n }\n };\n /**\n * Is called when the pointer is moved out of the renderer element\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out\n */\n InteractionManager.prototype.onPointerOut = function (originalEvent) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && originalEvent.pointerType === 'touch')\n { return; }\n var events = this.normalizeToPointerData(originalEvent);\n // Only mouse and pointer can call onPointerOut, so events will always be length 1\n var event = events[0];\n if (event.pointerType === 'mouse') {\n this.mouseOverRenderer = false;\n this.setCursorMode(null);\n }\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = event;\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, false);\n this.emit('pointerout', interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen') {\n this.emit('mouseout', interactionEvent);\n }\n else {\n // we can get touchleave events after touchend, so we want to make sure we don't\n // introduce memory leaks\n this.releaseInteractionDataForPointerId(interactionData.identifier);\n }\n };\n /**\n * Processes the result of the pointer over/out check and dispatches the event if need be.\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n * @param hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerOverOut = function (interactionEvent, displayObject, hit) {\n var data = interactionEvent.data;\n var id = interactionEvent.data.identifier;\n var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n var trackingData = displayObject.trackedPointers[id];\n // if we just moused over the display object, then we need to track that state\n if (hit && !trackingData) {\n trackingData = displayObject.trackedPointers[id] = new InteractionTrackingData(id);\n }\n if (trackingData === undefined)\n { return; }\n if (hit && this.mouseOverRenderer) {\n if (!trackingData.over) {\n trackingData.over = true;\n this.delayDispatchEvent(displayObject, 'pointerover', interactionEvent);\n if (isMouse) {\n this.delayDispatchEvent(displayObject, 'mouseover', interactionEvent);\n }\n }\n // only change the cursor if it has not already been changed (by something deeper in the\n // display tree)\n if (isMouse && this.cursor === null) {\n this.cursor = displayObject.cursor;\n }\n }\n else if (trackingData.over) {\n trackingData.over = false;\n this.dispatchEvent(displayObject, 'pointerout', this.eventData);\n if (isMouse) {\n this.dispatchEvent(displayObject, 'mouseout', interactionEvent);\n }\n // if there is no mouse down information for the pointer, then it is safe to delete\n if (trackingData.none) {\n delete displayObject.trackedPointers[id];\n }\n }\n };\n /**\n * Is called when the pointer is moved into the renderer element.\n * @param originalEvent - The DOM event of a pointer button being moved into the renderer view.\n */\n InteractionManager.prototype.onPointerOver = function (originalEvent) {\n if (this.supportsTouchEvents && originalEvent.pointerType === 'touch')\n { return; }\n var events = this.normalizeToPointerData(originalEvent);\n // Only mouse and pointer can call onPointerOver, so events will always be length 1\n var event = events[0];\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = event;\n if (event.pointerType === 'mouse') {\n this.mouseOverRenderer = true;\n }\n this.emit('pointerover', interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen') {\n this.emit('mouseover', interactionEvent);\n }\n };\n /**\n * Get InteractionData for a given pointerId. Store that data as well.\n * @param event - Normalized pointer event, output from normalizeToPointerData.\n * @returns - Interaction data for the given pointer identifier.\n */\n InteractionManager.prototype.getInteractionDataForPointerId = function (event) {\n var pointerId = event.pointerId;\n var interactionData;\n if (pointerId === MOUSE_POINTER_ID || event.pointerType === 'mouse') {\n interactionData = this.mouse;\n }\n else if (this.activeInteractionData[pointerId]) {\n interactionData = this.activeInteractionData[pointerId];\n }\n else {\n interactionData = this.interactionDataPool.pop() || new InteractionData();\n interactionData.identifier = pointerId;\n this.activeInteractionData[pointerId] = interactionData;\n }\n // copy properties from the event, so that we can make sure that touch/pointer specific\n // data is available\n interactionData.copyEvent(event);\n return interactionData;\n };\n /**\n * Return unused InteractionData to the pool, for a given pointerId\n * @param pointerId - Identifier from a pointer event\n */\n InteractionManager.prototype.releaseInteractionDataForPointerId = function (pointerId) {\n var interactionData = this.activeInteractionData[pointerId];\n if (interactionData) {\n delete this.activeInteractionData[pointerId];\n interactionData.reset();\n this.interactionDataPool.push(interactionData);\n }\n };\n /**\n * Configure an InteractionEvent to wrap a DOM PointerEvent and InteractionData\n * @param interactionEvent - The event to be configured\n * @param pointerEvent - The DOM event that will be paired with the InteractionEvent\n * @param interactionData - The InteractionData that will be paired\n * with the InteractionEvent\n * @returns - the interaction event that was passed in\n */\n InteractionManager.prototype.configureInteractionEventForDOMEvent = function (interactionEvent, pointerEvent, interactionData) {\n interactionEvent.data = interactionData;\n this.mapPositionToPoint(interactionData.global, pointerEvent.clientX, pointerEvent.clientY);\n // Not really sure why this is happening, but it's how a previous version handled things\n if (pointerEvent.pointerType === 'touch') {\n pointerEvent.globalX = interactionData.global.x;\n pointerEvent.globalY = interactionData.global.y;\n }\n interactionData.originalEvent = pointerEvent;\n interactionEvent.reset();\n return interactionEvent;\n };\n /**\n * Ensures that the original event object contains all data that a regular pointer event would have\n * @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event\n * @returns - An array containing a single normalized pointer event, in the case of a pointer\n * or mouse event, or a multiple normalized pointer events if there are multiple changed touches\n */\n InteractionManager.prototype.normalizeToPointerData = function (event) {\n var normalizedEvents = [];\n if (this.supportsTouchEvents && event instanceof TouchEvent) {\n for (var i = 0, li = event.changedTouches.length; i < li; i++) {\n var touch = event.changedTouches[i];\n if (typeof touch.button === 'undefined')\n { touch.button = event.touches.length ? 1 : 0; }\n if (typeof touch.buttons === 'undefined')\n { touch.buttons = event.touches.length ? 1 : 0; }\n if (typeof touch.isPrimary === 'undefined') {\n touch.isPrimary = event.touches.length === 1 && event.type === 'touchstart';\n }\n if (typeof touch.width === 'undefined')\n { touch.width = touch.radiusX || 1; }\n if (typeof touch.height === 'undefined')\n { touch.height = touch.radiusY || 1; }\n if (typeof touch.tiltX === 'undefined')\n { touch.tiltX = 0; }\n if (typeof touch.tiltY === 'undefined')\n { touch.tiltY = 0; }\n if (typeof touch.pointerType === 'undefined')\n { touch.pointerType = 'touch'; }\n if (typeof touch.pointerId === 'undefined')\n { touch.pointerId = touch.identifier || 0; }\n if (typeof touch.pressure === 'undefined')\n { touch.pressure = touch.force || 0.5; }\n if (typeof touch.twist === 'undefined')\n { touch.twist = 0; }\n if (typeof touch.tangentialPressure === 'undefined')\n { touch.tangentialPressure = 0; }\n // TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven\n // support, and the fill ins are not quite the same\n // offsetX/Y might be okay, but is not the same as clientX/Y when the canvas's top\n // left is not 0,0 on the page\n if (typeof touch.layerX === 'undefined')\n { touch.layerX = touch.offsetX = touch.clientX; }\n if (typeof touch.layerY === 'undefined')\n { touch.layerY = touch.offsetY = touch.clientY; }\n // mark the touch as normalized, just so that we know we did it\n touch.isNormalized = true;\n normalizedEvents.push(touch);\n }\n }\n // apparently PointerEvent subclasses MouseEvent, so yay\n else if (!globalThis.MouseEvent\n || (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof globalThis.PointerEvent)))) {\n var tempEvent = event;\n if (typeof tempEvent.isPrimary === 'undefined')\n { tempEvent.isPrimary = true; }\n if (typeof tempEvent.width === 'undefined')\n { tempEvent.width = 1; }\n if (typeof tempEvent.height === 'undefined')\n { tempEvent.height = 1; }\n if (typeof tempEvent.tiltX === 'undefined')\n { tempEvent.tiltX = 0; }\n if (typeof tempEvent.tiltY === 'undefined')\n { tempEvent.tiltY = 0; }\n if (typeof tempEvent.pointerType === 'undefined')\n { tempEvent.pointerType = 'mouse'; }\n if (typeof tempEvent.pointerId === 'undefined')\n { tempEvent.pointerId = MOUSE_POINTER_ID; }\n if (typeof tempEvent.pressure === 'undefined')\n { tempEvent.pressure = 0.5; }\n if (typeof tempEvent.twist === 'undefined')\n { tempEvent.twist = 0; }\n if (typeof tempEvent.tangentialPressure === 'undefined')\n { tempEvent.tangentialPressure = 0; }\n // mark the mouse event as normalized, just so that we know we did it\n tempEvent.isNormalized = true;\n normalizedEvents.push(tempEvent);\n }\n else {\n normalizedEvents.push(event);\n }\n return normalizedEvents;\n };\n /** Destroys the interaction manager. */\n InteractionManager.prototype.destroy = function () {\n this.removeEvents();\n this.removeTickerListener();\n this.removeAllListeners();\n this.renderer = null;\n this.mouse = null;\n this.eventData = null;\n this.interactionDOMElement = null;\n this.onPointerDown = null;\n this.processPointerDown = null;\n this.onPointerUp = null;\n this.processPointerUp = null;\n this.onPointerCancel = null;\n this.processPointerCancel = null;\n this.onPointerMove = null;\n this.processPointerMove = null;\n this.onPointerOut = null;\n this.processPointerOverOut = null;\n this.onPointerOver = null;\n this.search = null;\n };\n /** @ignore */\n InteractionManager.extension = {\n name: 'interaction',\n type: [\n ExtensionType.RendererPlugin,\n ExtensionType.CanvasRendererPlugin ],\n };\n return InteractionManager;\n}(EventEmitter));\n\nexport { InteractionData, InteractionEvent, InteractionManager, InteractionTrackingData, interactiveTarget };\n//# sourceMappingURL=interaction.mjs.map\n","/*!\n * @pixi/extract - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/extract is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { CanvasRenderTarget } from '@pixi/utils';\nimport { Rectangle } from '@pixi/math';\nimport { ExtensionType, RenderTexture } from '@pixi/core';\n\nvar TEMP_RECT = new Rectangle();\nvar BYTES_PER_PIXEL = 4;\n/**\n * This class provides renderer-specific plugins for exporting content from a renderer.\n * For instance, these plugins can be used for saving an Image, Canvas element or for exporting the raw image data (pixels).\n *\n * Do not instantiate these plugins directly. It is available from the `renderer.plugins` property.\n * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}.\n * @example\n * // Create a new app (will auto-add extract plugin to renderer)\n * const app = new PIXI.Application();\n *\n * // Draw a red circle\n * const graphics = new PIXI.Graphics()\n * .beginFill(0xFF0000)\n * .drawCircle(0, 0, 50);\n *\n * // Render the graphics as an HTMLImageElement\n * const image = app.renderer.plugins.extract.image(graphics);\n * document.body.appendChild(image);\n * @memberof PIXI\n */\nvar Extract = /** @class */ (function () {\n /**\n * @param renderer - A reference to the current renderer\n */\n function Extract(renderer) {\n this.renderer = renderer;\n }\n /**\n * Will return a HTML Image of the target\n * @param target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param format - Image format, e.g. \"image/jpeg\" or \"image/webp\".\n * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92.\n * @returns - HTML Image of the target\n */\n Extract.prototype.image = function (target, format, quality) {\n var image = new Image();\n image.src = this.base64(target, format, quality);\n return image;\n };\n /**\n * Will return a base64 encoded string of this target. It works by calling\n * `Extract.getCanvas` and then running toDataURL on that.\n * @param target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param format - Image format, e.g. \"image/jpeg\" or \"image/webp\".\n * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92.\n * @returns - A base64 encoded string of the texture.\n */\n Extract.prototype.base64 = function (target, format, quality) {\n return this.canvas(target).toDataURL(format, quality);\n };\n /**\n * Creates a Canvas element, renders this target to it and then returns it.\n * @param target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param frame - The frame the extraction is restricted to.\n * @returns - A Canvas element with the texture rendered on.\n */\n Extract.prototype.canvas = function (target, frame) {\n var renderer = this.renderer;\n var resolution;\n var flipY = false;\n var renderTexture;\n var generated = false;\n if (target) {\n if (target instanceof RenderTexture) {\n renderTexture = target;\n }\n else {\n renderTexture = this.renderer.generateTexture(target);\n generated = true;\n }\n }\n if (renderTexture) {\n resolution = renderTexture.baseTexture.resolution;\n frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame;\n flipY = false;\n renderer.renderTexture.bind(renderTexture);\n }\n else {\n resolution = renderer.resolution;\n if (!frame) {\n frame = TEMP_RECT;\n frame.width = renderer.width;\n frame.height = renderer.height;\n }\n flipY = true;\n renderer.renderTexture.bind(null);\n }\n var width = Math.round(frame.width * resolution);\n var height = Math.round(frame.height * resolution);\n var canvasBuffer = new CanvasRenderTarget(width, height, 1);\n var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height);\n // read pixels to the array\n var gl = renderer.gl;\n gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels);\n // add the pixels to the canvas\n var canvasData = canvasBuffer.context.getImageData(0, 0, width, height);\n Extract.arrayPostDivide(webglPixels, canvasData.data);\n canvasBuffer.context.putImageData(canvasData, 0, 0);\n // pulling pixels\n if (flipY) {\n var target_1 = new CanvasRenderTarget(canvasBuffer.width, canvasBuffer.height, 1);\n target_1.context.scale(1, -1);\n // we can't render to itself because we should be empty before render.\n target_1.context.drawImage(canvasBuffer.canvas, 0, -height);\n canvasBuffer.destroy();\n canvasBuffer = target_1;\n }\n if (generated) {\n renderTexture.destroy(true);\n }\n // send the canvas back..\n return canvasBuffer.canvas;\n };\n /**\n * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA\n * order, with integer values between 0 and 255 (included).\n * @param target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param frame - The frame the extraction is restricted to.\n * @returns - One-dimensional array containing the pixel data of the entire texture\n */\n Extract.prototype.pixels = function (target, frame) {\n var renderer = this.renderer;\n var resolution;\n var renderTexture;\n var generated = false;\n if (target) {\n if (target instanceof RenderTexture) {\n renderTexture = target;\n }\n else {\n renderTexture = this.renderer.generateTexture(target);\n generated = true;\n }\n }\n if (renderTexture) {\n resolution = renderTexture.baseTexture.resolution;\n frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame;\n renderer.renderTexture.bind(renderTexture);\n }\n else {\n resolution = renderer.resolution;\n if (!frame) {\n frame = TEMP_RECT;\n frame.width = renderer.width;\n frame.height = renderer.height;\n }\n renderer.renderTexture.bind(null);\n }\n var width = Math.round(frame.width * resolution);\n var height = Math.round(frame.height * resolution);\n var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height);\n // read pixels to the array\n var gl = renderer.gl;\n gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels);\n if (generated) {\n renderTexture.destroy(true);\n }\n Extract.arrayPostDivide(webglPixels, webglPixels);\n return webglPixels;\n };\n /** Destroys the extract. */\n Extract.prototype.destroy = function () {\n this.renderer = null;\n };\n /**\n * Takes premultiplied pixel data and produces regular pixel data\n * @private\n * @param pixels - array of pixel data\n * @param out - output array\n */\n Extract.arrayPostDivide = function (pixels, out) {\n for (var i = 0; i < pixels.length; i += 4) {\n var alpha = out[i + 3] = pixels[i + 3];\n if (alpha !== 0) {\n out[i] = Math.round(Math.min(pixels[i] * 255.0 / alpha, 255.0));\n out[i + 1] = Math.round(Math.min(pixels[i + 1] * 255.0 / alpha, 255.0));\n out[i + 2] = Math.round(Math.min(pixels[i + 2] * 255.0 / alpha, 255.0));\n }\n else {\n out[i] = pixels[i];\n out[i + 1] = pixels[i + 1];\n out[i + 2] = pixels[i + 2];\n }\n }\n };\n /** @ignore */\n Extract.extension = {\n name: 'extract',\n type: ExtensionType.RendererPlugin,\n };\n return Extract;\n}());\n\nexport { Extract };\n//# sourceMappingURL=extract.mjs.map\n","/*!\n * @pixi/loaders - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/loaders is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { extensions, ExtensionType, Texture } from '@pixi/core';\nimport { deprecation } from '@pixi/utils';\n\n/* jshint -W097 */\n/**\n * @memberof PIXI\n */\nvar SignalBinding = /** @class */ (function () {\n /**\n * SignalBinding constructor.\n * @constructs SignalBinding\n * @param {Function} fn - Event handler to be called.\n * @param {boolean} [once=false] - Should this listener be removed after dispatch\n * @param {object} [thisArg] - The context of the callback function.\n * @api private\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n function SignalBinding(fn, once, thisArg) {\n if (once === void 0) { once = false; }\n this._fn = fn;\n this._once = once;\n this._thisArg = thisArg;\n this._next = this._prev = this._owner = null;\n }\n SignalBinding.prototype.detach = function () {\n if (this._owner === null)\n { return false; }\n this._owner.detach(this);\n return true;\n };\n return SignalBinding;\n}());\n/**\n * @param self\n * @param node\n * @private\n */\nfunction _addSignalBinding(self, node) {\n if (!self._head) {\n self._head = node;\n self._tail = node;\n }\n else {\n self._tail._next = node;\n node._prev = self._tail;\n self._tail = node;\n }\n node._owner = self;\n return node;\n}\n/**\n * @memberof PIXI\n */\nvar Signal = /** @class */ (function () {\n /**\n * MiniSignal constructor.\n * @example\n * let mySignal = new Signal();\n * let binding = mySignal.add(onSignal);\n * mySignal.dispatch('foo', 'bar');\n * mySignal.detach(binding);\n */\n function Signal() {\n this._head = this._tail = undefined;\n }\n /**\n * Return an array of attached SignalBinding.\n * @param {boolean} [exists=false] - We only need to know if there are handlers.\n * @returns {PIXI.SignalBinding[] | boolean} Array of attached SignalBinding or Boolean if called with exists = true\n * @api public\n */\n Signal.prototype.handlers = function (exists) {\n if (exists === void 0) { exists = false; }\n var node = this._head;\n if (exists)\n { return !!node; }\n var ee = [];\n while (node) {\n ee.push(node);\n node = node._next;\n }\n return ee;\n };\n /**\n * Return true if node is a SignalBinding attached to this MiniSignal\n * @param {PIXI.SignalBinding} node - Node to check.\n * @returns {boolean} True if node is attache to mini-signal\n */\n Signal.prototype.has = function (node) {\n if (!(node instanceof SignalBinding)) {\n throw new Error('MiniSignal#has(): First arg must be a SignalBinding object.');\n }\n return node._owner === this;\n };\n /**\n * Dispaches a signal to all registered listeners.\n * @param {...any} args\n * @returns {boolean} Indication if we've emitted an event.\n */\n Signal.prototype.dispatch = function () {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n var node = this._head;\n if (!node)\n { return false; }\n while (node) {\n if (node._once)\n { this.detach(node); }\n node._fn.apply(node._thisArg, args);\n node = node._next;\n }\n return true;\n };\n /**\n * Register a new listener.\n * @param {Function} fn - Callback function.\n * @param {object} [thisArg] - The context of the callback function.\n * @returns {PIXI.SignalBinding} The SignalBinding node that was added.\n */\n Signal.prototype.add = function (fn, thisArg) {\n if (thisArg === void 0) { thisArg = null; }\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#add(): First arg must be a Function.');\n }\n return _addSignalBinding(this, new SignalBinding(fn, false, thisArg));\n };\n /**\n * Register a new listener that will be executed only once.\n * @param {Function} fn - Callback function.\n * @param {object} [thisArg] - The context of the callback function.\n * @returns {PIXI.SignalBinding} The SignalBinding node that was added.\n */\n Signal.prototype.once = function (fn, thisArg) {\n if (thisArg === void 0) { thisArg = null; }\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#once(): First arg must be a Function.');\n }\n return _addSignalBinding(this, new SignalBinding(fn, true, thisArg));\n };\n /**\n * Remove binding object.\n * @param {PIXI.SignalBinding} node - The binding node that will be removed.\n * @returns {Signal} The instance on which this method was called.\n @api public */\n Signal.prototype.detach = function (node) {\n if (!(node instanceof SignalBinding)) {\n throw new Error('MiniSignal#detach(): First arg must be a SignalBinding object.');\n }\n if (node._owner !== this)\n { return this; } // todo: or error?\n if (node._prev)\n { node._prev._next = node._next; }\n if (node._next)\n { node._next._prev = node._prev; }\n if (node === this._head) { // first node\n this._head = node._next;\n if (node._next === null) {\n this._tail = null;\n }\n }\n else if (node === this._tail) { // last node\n this._tail = node._prev;\n this._tail._next = null;\n }\n node._owner = null;\n return this;\n };\n /**\n * Detach all listeners.\n * @returns {Signal} The instance on which this method was called.\n */\n Signal.prototype.detachAll = function () {\n var node = this._head;\n if (!node)\n { return this; }\n this._head = this._tail = null;\n while (node) {\n node._owner = null;\n node = node._next;\n }\n return this;\n };\n return Signal;\n}());\n\n/**\n * function from npm package `parseUri`, converted to TS to avoid leftpad incident\n * @param {string} str\n * @param [opts] - options\n * @param {boolean} [opts.strictMode] - type of parser\n */\nfunction parseUri(str, opts) {\n opts = opts || {};\n var o = {\n // eslint-disable-next-line max-len\n key: ['source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host', 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'],\n q: {\n name: 'queryKey',\n parser: /(?:^|&)([^&=]*)=?([^&]*)/g\n },\n parser: {\n // eslint-disable-next-line max-len\n strict: /^(?:([^:\\/?#]+):)?(?:\\/\\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?))?((((?:[^?#\\/]*\\/)*)([^?#]*))(?:\\?([^#]*))?(?:#(.*))?)/,\n // eslint-disable-next-line max-len\n loose: /^(?:(?![^:@]+:[^:@\\/]*@)([^:\\/?#.]+):)?(?:\\/\\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?)(((\\/(?:[^?#](?![^?#\\/]*\\.[^?#\\/.]+(?:[?#]|$)))*\\/?)?([^?#\\/]*))(?:\\?([^#]*))?(?:#(.*))?)/\n }\n };\n var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str);\n var uri = {};\n var i = 14;\n while (i--)\n { uri[o.key[i]] = m[i] || ''; }\n uri[o.q.name] = {};\n uri[o.key[12]].replace(o.q.parser, function (_t0, t1, t2) {\n if (t1)\n { uri[o.q.name][t1] = t2; }\n });\n return uri;\n}\n\n// tests if CORS is supported in XHR, if not we need to use XDR\nvar useXdr;\nvar tempAnchor = null;\n// some status constants\nvar STATUS_NONE = 0;\nvar STATUS_OK = 200;\nvar STATUS_EMPTY = 204;\nvar STATUS_IE_BUG_EMPTY = 1223;\nvar STATUS_TYPE_OK = 2;\n// noop\nfunction _noop$1() { }\n/**\n * Quick helper to set a value on one of the extension maps. Ensures there is no\n * dot at the start of the extension.\n * @ignore\n * @param map - The map to set on.\n * @param extname - The extension (or key) to set.\n * @param val - The value to set.\n */\nfunction setExtMap(map, extname, val) {\n if (extname && extname.indexOf('.') === 0) {\n extname = extname.substring(1);\n }\n if (!extname) {\n return;\n }\n map[extname] = val;\n}\n/**\n * Quick helper to get string xhr type.\n * @ignore\n * @param xhr - The request to check.\n * @returns The type.\n */\nfunction reqType(xhr) {\n return xhr.toString().replace('object ', '');\n}\n/**\n * Manages the state and loading of a resource and all child resources.\n *\n * Can be extended in `GlobalMixins.LoaderResource`.\n * @memberof PIXI\n */\nvar LoaderResource = /** @class */ (function () {\n /**\n * @param {string} name - The name of the resource to load.\n * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass\n * an array of sources.\n * @param {object} [options] - The options for the load.\n * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to\n * determine automatically.\n * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes\n * longer than this time it is cancelled and the load is considered a failure. If this value is\n * set to `0` then there is no explicit timeout.\n * @param {PIXI.LoaderResource.LOAD_TYPE} [options.loadType=LOAD_TYPE.XHR] - How should this resource\n * be loaded?\n * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} [options.xhrType=XHR_RESPONSE_TYPE.DEFAULT] - How\n * should the data being loaded be interpreted when using XHR?\n * @param {PIXI.LoaderResource.IMetadata} [options.metadata] - Extra configuration for middleware\n * and the Resource object.\n */\n function LoaderResource(name, url, options) {\n /**\n * The `dequeue` method that will be used a storage place for the async queue dequeue method\n * used privately by the loader.\n * @private\n * @member {Function}\n */\n this._dequeue = _noop$1;\n /**\n * Used a storage place for the on load binding used privately by the loader.\n * @private\n * @member {Function}\n */\n this._onLoadBinding = null;\n /**\n * The timer for element loads to check if they timeout.\n * @private\n */\n this._elementTimer = 0;\n /**\n * The `complete` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundComplete = null;\n /**\n * The `_onError` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnError = null;\n /**\n * The `_onProgress` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnProgress = null;\n /**\n * The `_onTimeout` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnTimeout = null;\n this._boundXhrOnError = null;\n this._boundXhrOnTimeout = null;\n this._boundXhrOnAbort = null;\n this._boundXhrOnLoad = null;\n if (typeof name !== 'string' || typeof url !== 'string') {\n throw new Error('Both name and url are required for constructing a resource.');\n }\n options = options || {};\n this._flags = 0;\n // set data url flag, needs to be set early for some _determineX checks to work.\n this._setFlag(LoaderResource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0);\n this.name = name;\n this.url = url;\n this.extension = this._getExtension();\n this.data = null;\n this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin;\n this.timeout = options.timeout || 0;\n this.loadType = options.loadType || this._determineLoadType();\n // The type used to load the resource via XHR. If unset, determined automatically.\n this.xhrType = options.xhrType;\n // Extra info for middleware, and controlling specifics about how the resource loads.\n // Note that if you pass in a `loadElement`, the Resource class takes ownership of it.\n // Meaning it will modify it as it sees fit.\n this.metadata = options.metadata || {};\n // The error that occurred while loading (if any).\n this.error = null;\n // The XHR object that was used to load this resource. This is only set\n // when `loadType` is `LoaderResource.LOAD_TYPE.XHR`.\n this.xhr = null;\n // The child resources this resource owns.\n this.children = [];\n // The resource type.\n this.type = LoaderResource.TYPE.UNKNOWN;\n // The progress chunk owned by this resource.\n this.progressChunk = 0;\n // The `dequeue` method that will be used a storage place for the async queue dequeue method\n // used privately by the loader.\n this._dequeue = _noop$1;\n // Used a storage place for the on load binding used privately by the loader.\n this._onLoadBinding = null;\n // The timer for element loads to check if they timeout.\n this._elementTimer = 0;\n this._boundComplete = this.complete.bind(this);\n this._boundOnError = this._onError.bind(this);\n this._boundOnProgress = this._onProgress.bind(this);\n this._boundOnTimeout = this._onTimeout.bind(this);\n // xhr callbacks\n this._boundXhrOnError = this._xhrOnError.bind(this);\n this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this);\n this._boundXhrOnAbort = this._xhrOnAbort.bind(this);\n this._boundXhrOnLoad = this._xhrOnLoad.bind(this);\n // Dispatched when the resource beings to load.\n this.onStart = new Signal();\n // Dispatched each time progress of this resource load updates.\n // Not all resources types and loader systems can support this event\n // so sometimes it may not be available. If the resource\n // is being loaded on a modern browser, using XHR, and the remote server\n // properly sets Content-Length headers, then this will be available.\n this.onProgress = new Signal();\n // Dispatched once this resource has loaded, if there was an error it will\n // be in the `error` property.\n this.onComplete = new Signal();\n // Dispatched after this resource has had all the *after* middleware run on it.\n this.onAfterMiddleware = new Signal();\n }\n /**\n * Sets the load type to be used for a specific extension.\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {PIXI.LoaderResource.LOAD_TYPE} loadType - The load type to set it to.\n */\n LoaderResource.setExtensionLoadType = function (extname, loadType) {\n setExtMap(LoaderResource._loadTypeMap, extname, loadType);\n };\n /**\n * Sets the load type to be used for a specific extension.\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to.\n */\n LoaderResource.setExtensionXhrType = function (extname, xhrType) {\n setExtMap(LoaderResource._xhrTypeMap, extname, xhrType);\n };\n Object.defineProperty(LoaderResource.prototype, \"isDataUrl\", {\n /**\n * When the resource starts to load.\n * @memberof PIXI.LoaderResource\n * @callback OnStartSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n */\n /**\n * When the resource reports loading progress.\n * @memberof PIXI.LoaderResource\n * @callback OnProgressSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n * @param {number} percentage - The progress of the load in the range [0, 1].\n */\n /**\n * When the resource finishes loading.\n * @memberof PIXI.LoaderResource\n * @callback OnCompleteSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n */\n /**\n * @memberof PIXI.LoaderResource\n * @typedef {object} IMetadata\n * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The\n * element to use for loading, instead of creating one.\n * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This\n * is useful if you want to pass in a `loadElement` that you already added load sources to.\n * @property {string|string[]} [mimeType] - The mime type to use for the source element\n * of a video/audio elment. If the urls are an array, you can pass this as an array as well\n * where each index is the mime type to use for the corresponding url index.\n */\n /**\n * Stores whether or not this url is a data url.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.DATA_URL);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(LoaderResource.prototype, \"isComplete\", {\n /**\n * Describes if this resource has finished loading. Is true when the resource has completely\n * loaded.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.COMPLETE);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(LoaderResource.prototype, \"isLoading\", {\n /**\n * Describes if this resource is currently loading. Is true when the resource starts loading,\n * and is false again when complete.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.LOADING);\n },\n enumerable: false,\n configurable: true\n });\n /** Marks the resource as complete. */\n LoaderResource.prototype.complete = function () {\n this._clearEvents();\n this._finish();\n };\n /**\n * Aborts the loading of this resource, with an optional message.\n * @param {string} message - The message to use for the error\n */\n LoaderResource.prototype.abort = function (message) {\n // abort can be called multiple times, ignore subsequent calls.\n if (this.error) {\n return;\n }\n // store error\n this.error = new Error(message);\n // clear events before calling aborts\n this._clearEvents();\n // abort the actual loading\n if (this.xhr) {\n this.xhr.abort();\n }\n else if (this.xdr) {\n this.xdr.abort();\n }\n else if (this.data) {\n // single source\n if (this.data.src) {\n this.data.src = LoaderResource.EMPTY_GIF;\n }\n // multi-source\n else {\n while (this.data.firstChild) {\n this.data.removeChild(this.data.firstChild);\n }\n }\n }\n // done now.\n this._finish();\n };\n /**\n * Kicks off loading of this resource. This method is asynchronous.\n * @param {PIXI.LoaderResource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded.\n */\n LoaderResource.prototype.load = function (cb) {\n var _this = this;\n if (this.isLoading) {\n return;\n }\n if (this.isComplete) {\n if (cb) {\n setTimeout(function () { return cb(_this); }, 1);\n }\n return;\n }\n else if (cb) {\n this.onComplete.once(cb);\n }\n this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, true);\n this.onStart.dispatch(this);\n // if unset, determine the value\n if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') {\n this.crossOrigin = this._determineCrossOrigin(this.url);\n }\n switch (this.loadType) {\n case LoaderResource.LOAD_TYPE.IMAGE:\n this.type = LoaderResource.TYPE.IMAGE;\n this._loadElement('image');\n break;\n case LoaderResource.LOAD_TYPE.AUDIO:\n this.type = LoaderResource.TYPE.AUDIO;\n this._loadSourceElement('audio');\n break;\n case LoaderResource.LOAD_TYPE.VIDEO:\n this.type = LoaderResource.TYPE.VIDEO;\n this._loadSourceElement('video');\n break;\n case LoaderResource.LOAD_TYPE.XHR:\n /* falls through */\n default:\n if (typeof useXdr === 'undefined') {\n useXdr = !!(globalThis.XDomainRequest && !('withCredentials' in (new XMLHttpRequest())));\n }\n if (useXdr && this.crossOrigin) {\n this._loadXdr();\n }\n else {\n this._loadXhr();\n }\n break;\n }\n };\n /**\n * Checks if the flag is set.\n * @param flag - The flag to check.\n * @returns True if the flag is set.\n */\n LoaderResource.prototype._hasFlag = function (flag) {\n return (this._flags & flag) !== 0;\n };\n /**\n * (Un)Sets the flag.\n * @param flag - The flag to (un)set.\n * @param value - Whether to set or (un)set the flag.\n */\n LoaderResource.prototype._setFlag = function (flag, value) {\n this._flags = value ? (this._flags | flag) : (this._flags & ~flag);\n };\n /** Clears all the events from the underlying loading source. */\n LoaderResource.prototype._clearEvents = function () {\n clearTimeout(this._elementTimer);\n if (this.data && this.data.removeEventListener) {\n this.data.removeEventListener('error', this._boundOnError, false);\n this.data.removeEventListener('load', this._boundComplete, false);\n this.data.removeEventListener('progress', this._boundOnProgress, false);\n this.data.removeEventListener('canplaythrough', this._boundComplete, false);\n }\n if (this.xhr) {\n if (this.xhr.removeEventListener) {\n this.xhr.removeEventListener('error', this._boundXhrOnError, false);\n this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false);\n this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false);\n this.xhr.removeEventListener('progress', this._boundOnProgress, false);\n this.xhr.removeEventListener('load', this._boundXhrOnLoad, false);\n }\n else {\n this.xhr.onerror = null;\n this.xhr.ontimeout = null;\n this.xhr.onprogress = null;\n this.xhr.onload = null;\n }\n }\n };\n /** Finalizes the load. */\n LoaderResource.prototype._finish = function () {\n if (this.isComplete) {\n throw new Error('Complete called again for an already completed resource.');\n }\n this._setFlag(LoaderResource.STATUS_FLAGS.COMPLETE, true);\n this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, false);\n this.onComplete.dispatch(this);\n };\n /**\n * Loads this resources using an element that has a single source,\n * like an HTMLImageElement.\n * @private\n * @param type - The type of element to use.\n */\n LoaderResource.prototype._loadElement = function (type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n }\n else if (type === 'image' && typeof globalThis.Image !== 'undefined') {\n this.data = new Image();\n }\n else {\n this.data = document.createElement(type);\n }\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n if (!this.metadata.skipSource) {\n this.data.src = this.url;\n }\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n };\n /**\n * Loads this resources using an element that has multiple sources,\n * like an HTMLAudioElement or HTMLVideoElement.\n * @param type - The type of element to use.\n */\n LoaderResource.prototype._loadSourceElement = function (type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n }\n else if (type === 'audio' && typeof globalThis.Audio !== 'undefined') {\n this.data = new Audio();\n }\n else {\n this.data = document.createElement(type);\n }\n if (this.data === null) {\n this.abort(\"Unsupported element: \" + type);\n return;\n }\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n if (!this.metadata.skipSource) {\n // support for CocoonJS Canvas+ runtime, lacks document.createElement('source')\n if (navigator.isCocoonJS) {\n this.data.src = Array.isArray(this.url) ? this.url[0] : this.url;\n }\n else if (Array.isArray(this.url)) {\n var mimeTypes = this.metadata.mimeType;\n for (var i = 0; i < this.url.length; ++i) {\n this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes));\n }\n }\n else {\n var mimeTypes = this.metadata.mimeType;\n this.data.appendChild(this._createSource(type, this.url, Array.isArray(mimeTypes) ? mimeTypes[0] : mimeTypes));\n }\n }\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n this.data.addEventListener('canplaythrough', this._boundComplete, false);\n this.data.load();\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n };\n /** Loads this resources using an XMLHttpRequest. */\n LoaderResource.prototype._loadXhr = function () {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n var xhr = this.xhr = new XMLHttpRequest();\n // send credentials when crossOrigin with credentials requested\n if (this.crossOrigin === 'use-credentials') {\n xhr.withCredentials = true;\n }\n // set the request type and url\n xhr.open('GET', this.url, true);\n xhr.timeout = this.timeout;\n // load json as text and parse it ourselves. We do this because some browsers\n // *cough* safari *cough* can't deal with it.\n if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON\n || this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) {\n xhr.responseType = LoaderResource.XHR_RESPONSE_TYPE.TEXT;\n }\n else {\n xhr.responseType = this.xhrType;\n }\n xhr.addEventListener('error', this._boundXhrOnError, false);\n xhr.addEventListener('timeout', this._boundXhrOnTimeout, false);\n xhr.addEventListener('abort', this._boundXhrOnAbort, false);\n xhr.addEventListener('progress', this._boundOnProgress, false);\n xhr.addEventListener('load', this._boundXhrOnLoad, false);\n xhr.send();\n };\n /** Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross). */\n LoaderResource.prototype._loadXdr = function () {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n var xdr = this.xhr = new globalThis.XDomainRequest(); // eslint-disable-line no-undef\n // XDomainRequest has a few quirks. Occasionally it will abort requests\n // A way to avoid this is to make sure ALL callbacks are set even if not used\n // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9\n xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9\n xdr.onerror = this._boundXhrOnError;\n xdr.ontimeout = this._boundXhrOnTimeout;\n xdr.onprogress = this._boundOnProgress;\n xdr.onload = this._boundXhrOnLoad;\n xdr.open('GET', this.url, true);\n // Note: The xdr.send() call is wrapped in a timeout to prevent an\n // issue with the interface where some requests are lost if multiple\n // XDomainRequests are being sent at the same time.\n // Some info here: https://github.com/photonstorm/phaser/issues/1248\n setTimeout(function () { return xdr.send(); }, 1);\n };\n /**\n * Creates a source used in loading via an element.\n * @param type - The element type (video or audio).\n * @param url - The source URL to load from.\n * @param [mime] - The mime type of the video\n * @returns The source element.\n */\n LoaderResource.prototype._createSource = function (type, url, mime) {\n if (!mime) {\n mime = type + \"/\" + this._getExtension(url);\n }\n var source = document.createElement('source');\n source.src = url;\n source.type = mime;\n return source;\n };\n /**\n * Called if a load errors out.\n * @param event - The error event from the element that emits it.\n */\n LoaderResource.prototype._onError = function (event) {\n this.abort(\"Failed to load element using: \" + event.target.nodeName);\n };\n /**\n * Called if a load progress event fires for an element or xhr/xdr.\n * @param event - Progress event.\n */\n LoaderResource.prototype._onProgress = function (event) {\n if (event && event.lengthComputable) {\n this.onProgress.dispatch(this, event.loaded / event.total);\n }\n };\n /** Called if a timeout event fires for an element. */\n LoaderResource.prototype._onTimeout = function () {\n this.abort(\"Load timed out.\");\n };\n /** Called if an error event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnError = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request failed. Status: \" + xhr.status + \", text: \\\"\" + xhr.statusText + \"\\\"\");\n };\n /** Called if an error event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnTimeout = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request timed out.\");\n };\n /** Called if an abort event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnAbort = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request was aborted by the user.\");\n };\n /** Called when data successfully loads from an xhr/xdr request. */\n LoaderResource.prototype._xhrOnLoad = function () {\n var xhr = this.xhr;\n var text = '';\n var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200.\n // responseText is accessible only if responseType is '' or 'text' and on older browsers\n if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') {\n text = xhr.responseText;\n }\n // status can be 0 when using the `file://` protocol so we also check if a response is set.\n // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request.\n if (status === STATUS_NONE && (text.length > 0 || xhr.responseType === LoaderResource.XHR_RESPONSE_TYPE.BUFFER)) {\n status = STATUS_OK;\n }\n // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request\n else if (status === STATUS_IE_BUG_EMPTY) {\n status = STATUS_EMPTY;\n }\n var statusType = (status / 100) | 0;\n if (statusType === STATUS_TYPE_OK) {\n // if text, just return it\n if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.TEXT) {\n this.data = text;\n this.type = LoaderResource.TYPE.TEXT;\n }\n // if json, parse into json object\n else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON) {\n try {\n this.data = JSON.parse(text);\n this.type = LoaderResource.TYPE.JSON;\n }\n catch (e) {\n this.abort(\"Error trying to parse loaded json: \" + e);\n return;\n }\n }\n // if xml, parse into an xml document or div element\n else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) {\n try {\n if (globalThis.DOMParser) {\n var domparser = new DOMParser();\n this.data = domparser.parseFromString(text, 'text/xml');\n }\n else {\n var div = document.createElement('div');\n div.innerHTML = text;\n this.data = div;\n }\n this.type = LoaderResource.TYPE.XML;\n }\n catch (e$1) {\n this.abort(\"Error trying to parse loaded xml: \" + e$1);\n return;\n }\n }\n // other types just return the response\n else {\n this.data = xhr.response || text;\n }\n }\n else {\n this.abort(\"[\" + xhr.status + \"] \" + xhr.statusText + \": \" + xhr.responseURL);\n return;\n }\n this.complete();\n };\n /**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n * @private\n * @param url - The url to test.\n * @param [loc=globalThis.location] - The location object to test against.\n * @returns The crossOrigin value to use (or empty string for none).\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n LoaderResource.prototype._determineCrossOrigin = function (url, loc) {\n // data: and javascript: urls are considered same-origin\n if (url.indexOf('data:') === 0) {\n return '';\n }\n // A sandboxed iframe without the 'allow-same-origin' attribute will have a special\n // origin designed not to match globalThis.location.origin, and will always require\n // crossOrigin requests regardless of whether the location matches.\n if (globalThis.origin !== globalThis.location.origin) {\n return 'anonymous';\n }\n // default is globalThis.location\n loc = loc || globalThis.location;\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url;\n var parsedUrl = parseUri(tempAnchor.href, { strictMode: true });\n var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port);\n var protocol = parsedUrl.protocol ? parsedUrl.protocol + \":\" : '';\n // if cross origin\n if (parsedUrl.host !== loc.hostname || !samePort || protocol !== loc.protocol) {\n return 'anonymous';\n }\n return '';\n };\n /**\n * Determines the responseType of an XHR request based on the extension of the\n * resource being loaded.\n * @private\n * @returns {PIXI.LoaderResource.XHR_RESPONSE_TYPE} The responseType to use.\n */\n LoaderResource.prototype._determineXhrType = function () {\n return LoaderResource._xhrTypeMap[this.extension] || LoaderResource.XHR_RESPONSE_TYPE.TEXT;\n };\n /**\n * Determines the loadType of a resource based on the extension of the\n * resource being loaded.\n * @private\n * @returns {PIXI.LoaderResource.LOAD_TYPE} The loadType to use.\n */\n LoaderResource.prototype._determineLoadType = function () {\n return LoaderResource._loadTypeMap[this.extension] || LoaderResource.LOAD_TYPE.XHR;\n };\n /**\n * Extracts the extension (sans '.') of the file being loaded by the resource.\n * @param [url] - url to parse, `this.url` by default.\n * @returns The extension.\n */\n LoaderResource.prototype._getExtension = function (url) {\n if (url === void 0) { url = this.url; }\n var ext = '';\n if (this.isDataUrl) {\n var slashIndex = url.indexOf('/');\n ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex));\n }\n else {\n var queryStart = url.indexOf('?');\n var hashStart = url.indexOf('#');\n var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length);\n url = url.substring(0, index);\n ext = url.substring(url.lastIndexOf('.') + 1);\n }\n return ext.toLowerCase();\n };\n /**\n * Determines the mime type of an XHR request based on the responseType of\n * resource being loaded.\n * @param type - The type to get a mime type for.\n * @private\n * @returns The mime type to use.\n */\n LoaderResource.prototype._getMimeFromXhrType = function (type) {\n switch (type) {\n case LoaderResource.XHR_RESPONSE_TYPE.BUFFER:\n return 'application/octet-binary';\n case LoaderResource.XHR_RESPONSE_TYPE.BLOB:\n return 'application/blob';\n case LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT:\n return 'application/xml';\n case LoaderResource.XHR_RESPONSE_TYPE.JSON:\n return 'application/json';\n case LoaderResource.XHR_RESPONSE_TYPE.DEFAULT:\n case LoaderResource.XHR_RESPONSE_TYPE.TEXT:\n /* falls through */\n default:\n return 'text/plain';\n }\n };\n return LoaderResource;\n}());\n// eslint-disable-next-line @typescript-eslint/no-namespace\n(function (LoaderResource) {\n (function (STATUS_FLAGS) {\n /** None */\n STATUS_FLAGS[STATUS_FLAGS[\"NONE\"] = 0] = \"NONE\";\n /** Data URL */\n STATUS_FLAGS[STATUS_FLAGS[\"DATA_URL\"] = 1] = \"DATA_URL\";\n /** Complete */\n STATUS_FLAGS[STATUS_FLAGS[\"COMPLETE\"] = 2] = \"COMPLETE\";\n /** Loading */\n STATUS_FLAGS[STATUS_FLAGS[\"LOADING\"] = 4] = \"LOADING\";\n })(LoaderResource.STATUS_FLAGS || (LoaderResource.STATUS_FLAGS = {}));\n (function (TYPE) {\n /** Unknown */\n TYPE[TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n /** JSON */\n TYPE[TYPE[\"JSON\"] = 1] = \"JSON\";\n /** XML */\n TYPE[TYPE[\"XML\"] = 2] = \"XML\";\n /** Image */\n TYPE[TYPE[\"IMAGE\"] = 3] = \"IMAGE\";\n /** Audio */\n TYPE[TYPE[\"AUDIO\"] = 4] = \"AUDIO\";\n /** Video */\n TYPE[TYPE[\"VIDEO\"] = 5] = \"VIDEO\";\n /** Plain text */\n TYPE[TYPE[\"TEXT\"] = 6] = \"TEXT\";\n })(LoaderResource.TYPE || (LoaderResource.TYPE = {}));\n (function (LOAD_TYPE) {\n /** Uses XMLHttpRequest to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"XHR\"] = 1] = \"XHR\";\n /** Uses an `Image` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"IMAGE\"] = 2] = \"IMAGE\";\n /** Uses an `Audio` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"AUDIO\"] = 3] = \"AUDIO\";\n /** Uses a `Video` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"VIDEO\"] = 4] = \"VIDEO\";\n })(LoaderResource.LOAD_TYPE || (LoaderResource.LOAD_TYPE = {}));\n (function (XHR_RESPONSE_TYPE) {\n /** string */\n XHR_RESPONSE_TYPE[\"DEFAULT\"] = \"text\";\n /** ArrayBuffer */\n XHR_RESPONSE_TYPE[\"BUFFER\"] = \"arraybuffer\";\n /** Blob */\n XHR_RESPONSE_TYPE[\"BLOB\"] = \"blob\";\n /** Document */\n XHR_RESPONSE_TYPE[\"DOCUMENT\"] = \"document\";\n /** Object */\n XHR_RESPONSE_TYPE[\"JSON\"] = \"json\";\n /** String */\n XHR_RESPONSE_TYPE[\"TEXT\"] = \"text\";\n })(LoaderResource.XHR_RESPONSE_TYPE || (LoaderResource.XHR_RESPONSE_TYPE = {}));\n LoaderResource._loadTypeMap = {\n // images\n gif: LoaderResource.LOAD_TYPE.IMAGE,\n png: LoaderResource.LOAD_TYPE.IMAGE,\n bmp: LoaderResource.LOAD_TYPE.IMAGE,\n jpg: LoaderResource.LOAD_TYPE.IMAGE,\n jpeg: LoaderResource.LOAD_TYPE.IMAGE,\n tif: LoaderResource.LOAD_TYPE.IMAGE,\n tiff: LoaderResource.LOAD_TYPE.IMAGE,\n webp: LoaderResource.LOAD_TYPE.IMAGE,\n tga: LoaderResource.LOAD_TYPE.IMAGE,\n avif: LoaderResource.LOAD_TYPE.IMAGE,\n svg: LoaderResource.LOAD_TYPE.IMAGE,\n 'svg+xml': LoaderResource.LOAD_TYPE.IMAGE,\n // audio\n mp3: LoaderResource.LOAD_TYPE.AUDIO,\n ogg: LoaderResource.LOAD_TYPE.AUDIO,\n wav: LoaderResource.LOAD_TYPE.AUDIO,\n // videos\n mp4: LoaderResource.LOAD_TYPE.VIDEO,\n webm: LoaderResource.LOAD_TYPE.VIDEO,\n };\n LoaderResource._xhrTypeMap = {\n // xml\n xhtml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n html: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n htm: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n xml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n tmx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n svg: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component.\n // Since it is way less likely for people to be loading TypeScript files instead of Tiled files,\n // this should probably be fine.\n tsx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n // images\n gif: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n png: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n bmp: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n jpg: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n jpeg: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tif: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tiff: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n webp: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tga: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n avif: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n // json\n json: LoaderResource.XHR_RESPONSE_TYPE.JSON,\n // text\n text: LoaderResource.XHR_RESPONSE_TYPE.TEXT,\n txt: LoaderResource.XHR_RESPONSE_TYPE.TEXT,\n // fonts\n ttf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER,\n otf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER,\n };\n // We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif\n LoaderResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw==';\n})(LoaderResource || (LoaderResource = {}));\n\n/**\n * Smaller version of the async library constructs.\n * @ignore\n */\nfunction _noop() {\n}\n/**\n * Ensures a function is only called once.\n * @ignore\n * @param {Function} fn - The function to wrap.\n * @returns {Function} The wrapping function.\n */\nfunction onlyOnce(fn) {\n return function onceWrapper() {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n if (fn === null) {\n throw new Error('Callback was already called.');\n }\n var callFn = fn;\n fn = null;\n callFn.apply(this, args);\n };\n}\n/**\n * @private\n * @memberof PIXI\n */\nvar AsyncQueueItem = /** @class */ (function () {\n /**\n * @param data\n * @param callback\n * @private\n */\n function AsyncQueueItem(data, callback) {\n this.data = data;\n this.callback = callback;\n }\n return AsyncQueueItem;\n}());\n/**\n * @private\n * @memberof PIXI\n */\nvar AsyncQueue = /** @class */ (function () {\n /**\n * @param worker\n * @param concurrency\n * @private\n */\n function AsyncQueue(worker, concurrency) {\n var _this = this;\n if (concurrency === void 0) { concurrency = 1; }\n this.workers = 0;\n this.saturated = _noop;\n this.unsaturated = _noop;\n this.empty = _noop;\n this.drain = _noop;\n this.error = _noop;\n this.started = false;\n this.paused = false;\n this._tasks = [];\n this._insert = function (data, insertAtFront, callback) {\n if (callback && typeof callback !== 'function') {\n throw new Error('task callback must be a function');\n }\n _this.started = true;\n // eslint-disable-next-line no-eq-null,eqeqeq\n if (data == null && _this.idle()) {\n // call drain immediately if there are no tasks\n setTimeout(function () { return _this.drain(); }, 1);\n return;\n }\n var item = new AsyncQueueItem(data, typeof callback === 'function' ? callback : _noop);\n if (insertAtFront) {\n _this._tasks.unshift(item);\n }\n else {\n _this._tasks.push(item);\n }\n setTimeout(_this.process, 1);\n };\n this.process = function () {\n while (!_this.paused && _this.workers < _this.concurrency && _this._tasks.length) {\n var task = _this._tasks.shift();\n if (_this._tasks.length === 0) {\n _this.empty();\n }\n _this.workers += 1;\n if (_this.workers === _this.concurrency) {\n _this.saturated();\n }\n _this._worker(task.data, onlyOnce(_this._next(task)));\n }\n };\n this._worker = worker;\n if (concurrency === 0) {\n throw new Error('Concurrency must not be zero');\n }\n this.concurrency = concurrency;\n this.buffer = concurrency / 4.0;\n }\n /**\n * @param task\n * @private\n */\n AsyncQueue.prototype._next = function (task) {\n var _this = this;\n return function () {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n _this.workers -= 1;\n task.callback.apply(task, args);\n // eslint-disable-next-line no-eq-null,eqeqeq\n if (args[0] != null) {\n _this.error(args[0], task.data);\n }\n if (_this.workers <= (_this.concurrency - _this.buffer)) {\n _this.unsaturated();\n }\n if (_this.idle()) {\n _this.drain();\n }\n _this.process();\n };\n };\n // That was in object\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n AsyncQueue.prototype.push = function (data, callback) {\n this._insert(data, false, callback);\n };\n AsyncQueue.prototype.kill = function () {\n this.workers = 0;\n this.drain = _noop;\n this.started = false;\n this._tasks = [];\n };\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n AsyncQueue.prototype.unshift = function (data, callback) {\n this._insert(data, true, callback);\n };\n AsyncQueue.prototype.length = function () {\n return this._tasks.length;\n };\n AsyncQueue.prototype.running = function () {\n return this.workers;\n };\n AsyncQueue.prototype.idle = function () {\n return this._tasks.length + this.workers === 0;\n };\n AsyncQueue.prototype.pause = function () {\n if (this.paused === true) {\n return;\n }\n this.paused = true;\n };\n AsyncQueue.prototype.resume = function () {\n if (this.paused === false) {\n return;\n }\n this.paused = false;\n // Need to call this.process once per concurrent\n // worker to preserve full concurrency after pause\n for (var w = 1; w <= this.concurrency; w++) {\n this.process();\n }\n };\n /**\n * Iterates an array in series.\n * @param {Array.<*>} array - Array to iterate.\n * @param {Function} iterator - Function to call for each element.\n * @param {Function} callback - Function to call when done, or on error.\n * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1.\n */\n AsyncQueue.eachSeries = function (array, iterator, callback, deferNext) {\n var i = 0;\n var len = array.length;\n function next(err) {\n if (err || i === len) {\n if (callback) {\n callback(err);\n }\n return;\n }\n if (deferNext) {\n setTimeout(function () {\n iterator(array[i++], next);\n }, 1);\n }\n else {\n iterator(array[i++], next);\n }\n }\n next();\n };\n /**\n * Async queue implementation,\n * @param {Function} worker - The worker function to call for each task.\n * @param {number} concurrency - How many workers to run in parrallel.\n * @returns {*} The async queue object.\n */\n AsyncQueue.queue = function (worker, concurrency) {\n return new AsyncQueue(worker, concurrency);\n };\n return AsyncQueue;\n}());\n\n// some constants\nvar MAX_PROGRESS = 100;\nvar rgxExtractUrlHash = /(#[\\w-]+)?$/;\n/**\n * The new loader, forked from Resource Loader by Chad Engler: https://github.com/englercj/resource-loader\n *\n * ```js\n * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use.\n * // or\n * const loader = new PIXI.Loader(); // You can also create your own if you want\n *\n * const sprites = {};\n *\n * // Chainable `add` to enqueue a resource\n * loader.add('bunny', 'data/bunny.png')\n * .add('spaceship', 'assets/spritesheet.json');\n * loader.add('scoreFont', 'assets/score.fnt');\n *\n * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource.\n * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc).\n * loader.pre(cachingMiddleware);\n *\n * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource.\n * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc).\n * loader.use(parsingMiddleware);\n *\n * // The `load` method loads the queue of resources, and calls the passed in callback called once all\n * // resources have loaded.\n * loader.load((loader, resources) => {\n * // resources is an object where the key is the name of the resource loaded and the value is the resource object.\n * // They have a couple default properties:\n * // - `url`: The URL that the resource was loaded from\n * // - `error`: The error that happened when trying to load (if any)\n * // - `data`: The raw data that was loaded\n * // also may contain other properties based on the middleware that runs.\n * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture);\n * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture);\n * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture);\n * });\n *\n * // throughout the process multiple signals can be dispatched.\n * loader.onProgress.add(() => {}); // called once per loaded/errored file\n * loader.onError.add(() => {}); // called once per errored file\n * loader.onLoad.add(() => {}); // called once per loaded file\n * loader.onComplete.add(() => {}); // called once when the queued resources all load.\n * ```\n * @memberof PIXI\n */\nvar Loader = /** @class */ (function () {\n /**\n * @param baseUrl - The base url for all resources loaded by this loader.\n * @param concurrency - The number of resources to load concurrently.\n */\n function Loader(baseUrl, concurrency) {\n var _this = this;\n if (baseUrl === void 0) { baseUrl = ''; }\n if (concurrency === void 0) { concurrency = 10; }\n /** The progress percent of the loader going through the queue. */\n this.progress = 0;\n /** Loading state of the loader, true if it is currently loading resources. */\n this.loading = false;\n /**\n * A querystring to append to every URL added to the loader.\n *\n * This should be a valid query string *without* the question-mark (`?`). The loader will\n * also *not* escape values for you. Make sure to escape your parameters with\n * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property.\n * @example\n * const loader = new Loader();\n *\n * loader.defaultQueryString = 'user=me&password=secret';\n *\n * // This will request 'image.png?user=me&password=secret'\n * loader.add('image.png').load();\n *\n * loader.reset();\n *\n * // This will request 'image.png?v=1&user=me&password=secret'\n * loader.add('iamge.png?v=1').load();\n */\n this.defaultQueryString = '';\n /** The middleware to run before loading each resource. */\n this._beforeMiddleware = [];\n /** The middleware to run after loading each resource. */\n this._afterMiddleware = [];\n /** The tracks the resources we are currently completing parsing for. */\n this._resourcesParsing = [];\n /**\n * The `_loadResource` function bound with this object context.\n * @param r - The resource to load\n * @param d - The dequeue function\n */\n this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); };\n /** All the resources for this loader keyed by name. */\n this.resources = {};\n this.baseUrl = baseUrl;\n this._beforeMiddleware = [];\n this._afterMiddleware = [];\n this._resourcesParsing = [];\n this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); };\n this._queue = AsyncQueue.queue(this._boundLoadResource, concurrency);\n this._queue.pause();\n this.resources = {};\n this.onProgress = new Signal();\n this.onError = new Signal();\n this.onLoad = new Signal();\n this.onStart = new Signal();\n this.onComplete = new Signal();\n for (var i = 0; i < Loader._plugins.length; ++i) {\n var plugin = Loader._plugins[i];\n var pre = plugin.pre, use = plugin.use;\n if (pre) {\n this.pre(pre);\n }\n if (use) {\n this.use(use);\n }\n }\n this._protected = false;\n }\n /**\n * Same as add, params have strict order\n * @private\n * @param name - The name of the resource to load.\n * @param url - The url for this resource, relative to the baseUrl of this loader.\n * @param options - The options for the load.\n * @param callback - Function to call when this specific resource completes loading.\n * @returns The loader itself.\n */\n Loader.prototype._add = function (name, url, options, callback) {\n // if loading already you can only add resources that have a parent.\n if (this.loading && (!options || !options.parentResource)) {\n throw new Error('Cannot add resources while the loader is running.');\n }\n // check if resource already exists.\n if (this.resources[name]) {\n throw new Error(\"Resource named \\\"\" + name + \"\\\" already exists.\");\n }\n // add base url if this isn't an absolute url\n url = this._prepareUrl(url);\n // create the store the resource\n this.resources[name] = new LoaderResource(name, url, options);\n if (typeof callback === 'function') {\n this.resources[name].onAfterMiddleware.once(callback);\n }\n // if actively loading, make sure to adjust progress chunks for that parent and its children\n if (this.loading) {\n var parent = options.parentResource;\n var incompleteChildren = [];\n for (var i = 0; i < parent.children.length; ++i) {\n if (!parent.children[i].isComplete) {\n incompleteChildren.push(parent.children[i]);\n }\n }\n var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent\n var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child\n parent.children.push(this.resources[name]);\n parent.progressChunk = eachChunk;\n for (var i = 0; i < incompleteChildren.length; ++i) {\n incompleteChildren[i].progressChunk = eachChunk;\n }\n this.resources[name].progressChunk = eachChunk;\n }\n // add the resource to the queue\n this._queue.push(this.resources[name]);\n return this;\n };\n /* eslint-enable require-jsdoc,valid-jsdoc */\n /**\n * Sets up a middleware function that will run *before* the\n * resource is loaded.\n * @param fn - The middleware function to register.\n * @returns The loader itself.\n */\n Loader.prototype.pre = function (fn) {\n this._beforeMiddleware.push(fn);\n return this;\n };\n /**\n * Sets up a middleware function that will run *after* the\n * resource is loaded.\n * @param fn - The middleware function to register.\n * @returns The loader itself.\n */\n Loader.prototype.use = function (fn) {\n this._afterMiddleware.push(fn);\n return this;\n };\n /**\n * Resets the queue of the loader to prepare for a new load.\n * @returns The loader itself.\n */\n Loader.prototype.reset = function () {\n this.progress = 0;\n this.loading = false;\n this._queue.kill();\n this._queue.pause();\n // abort all resource loads\n for (var k in this.resources) {\n var res = this.resources[k];\n if (res._onLoadBinding) {\n res._onLoadBinding.detach();\n }\n if (res.isLoading) {\n res.abort('loader reset');\n }\n }\n this.resources = {};\n return this;\n };\n /**\n * Starts loading the queued resources.\n * @param cb - Optional callback that will be bound to the `complete` event.\n * @returns The loader itself.\n */\n Loader.prototype.load = function (cb) {\n deprecation('6.5.0', '@pixi/loaders is being replaced with @pixi/assets in the next major release.');\n // register complete callback if they pass one\n if (typeof cb === 'function') {\n this.onComplete.once(cb);\n }\n // if the queue has already started we are done here\n if (this.loading) {\n return this;\n }\n if (this._queue.idle()) {\n this._onStart();\n this._onComplete();\n }\n else {\n // distribute progress chunks\n var numTasks = this._queue._tasks.length;\n var chunk = MAX_PROGRESS / numTasks;\n for (var i = 0; i < this._queue._tasks.length; ++i) {\n this._queue._tasks[i].data.progressChunk = chunk;\n }\n // notify we are starting\n this._onStart();\n // start loading\n this._queue.resume();\n }\n return this;\n };\n Object.defineProperty(Loader.prototype, \"concurrency\", {\n /**\n * The number of resources to load concurrently.\n * @default 10\n */\n get: function () {\n return this._queue.concurrency;\n },\n set: function (concurrency) {\n this._queue.concurrency = concurrency;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Prepares a url for usage based on the configuration of this object\n * @param url - The url to prepare.\n * @returns The prepared url.\n */\n Loader.prototype._prepareUrl = function (url) {\n var parsedUrl = parseUri(url, { strictMode: true });\n var result;\n // absolute url, just use it as is.\n if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) {\n result = url;\n }\n // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween\n else if (this.baseUrl.length\n && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1\n && url.charAt(0) !== '/') {\n result = this.baseUrl + \"/\" + url;\n }\n else {\n result = this.baseUrl + url;\n }\n // if we need to add a default querystring, there is a bit more work\n if (this.defaultQueryString) {\n var hash = rgxExtractUrlHash.exec(result)[0];\n result = result.slice(0, result.length - hash.length);\n if (result.indexOf('?') !== -1) {\n result += \"&\" + this.defaultQueryString;\n }\n else {\n result += \"?\" + this.defaultQueryString;\n }\n result += hash;\n }\n return result;\n };\n /**\n * Loads a single resource.\n * @param resource - The resource to load.\n * @param dequeue - The function to call when we need to dequeue this item.\n */\n Loader.prototype._loadResource = function (resource, dequeue) {\n var _this = this;\n resource._dequeue = dequeue;\n // run before middleware\n AsyncQueue.eachSeries(this._beforeMiddleware, function (fn, next) {\n fn.call(_this, resource, function () {\n // if the before middleware marks the resource as complete,\n // break and don't process any more before middleware\n next(resource.isComplete ? {} : null);\n });\n }, function () {\n if (resource.isComplete) {\n _this._onLoad(resource);\n }\n else {\n resource._onLoadBinding = resource.onComplete.once(_this._onLoad, _this);\n resource.load();\n }\n }, true);\n };\n /** Called once loading has started. */\n Loader.prototype._onStart = function () {\n this.progress = 0;\n this.loading = true;\n this.onStart.dispatch(this);\n };\n /** Called once each resource has loaded. */\n Loader.prototype._onComplete = function () {\n this.progress = MAX_PROGRESS;\n this.loading = false;\n this.onComplete.dispatch(this, this.resources);\n };\n /**\n * Called each time a resources is loaded.\n * @param resource - The resource that was loaded\n */\n Loader.prototype._onLoad = function (resource) {\n var _this = this;\n resource._onLoadBinding = null;\n // remove this resource from the async queue, and add it to our list of resources that are being parsed\n this._resourcesParsing.push(resource);\n resource._dequeue();\n // run all the after middleware for this resource\n AsyncQueue.eachSeries(this._afterMiddleware, function (fn, next) {\n fn.call(_this, resource, next);\n }, function () {\n resource.onAfterMiddleware.dispatch(resource);\n _this.progress = Math.min(MAX_PROGRESS, _this.progress + resource.progressChunk);\n _this.onProgress.dispatch(_this, resource);\n if (resource.error) {\n _this.onError.dispatch(resource.error, _this, resource);\n }\n else {\n _this.onLoad.dispatch(_this, resource);\n }\n _this._resourcesParsing.splice(_this._resourcesParsing.indexOf(resource), 1);\n // do completion check\n if (_this._queue.idle() && _this._resourcesParsing.length === 0) {\n _this._onComplete();\n }\n }, true);\n };\n /** Destroy the loader, removes references. */\n Loader.prototype.destroy = function () {\n if (!this._protected) {\n this.reset();\n }\n };\n Object.defineProperty(Loader, \"shared\", {\n /** A premade instance of the loader that can be used to load resources. */\n get: function () {\n var shared = Loader._shared;\n if (!shared) {\n shared = new Loader();\n shared._protected = true;\n Loader._shared = shared;\n }\n return shared;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Use the {@link PIXI.extensions.add} API to register plugins.\n * @deprecated since 6.5.0\n * @param plugin - The plugin to add\n * @returns Reference to PIXI.Loader for chaining\n */\n Loader.registerPlugin = function (plugin) {\n deprecation('6.5.0', 'Loader.registerPlugin() is deprecated, use extensions.add() instead.');\n extensions.add({\n type: ExtensionType.Loader,\n ref: plugin,\n });\n return Loader;\n };\n Loader._plugins = [];\n return Loader;\n}());\nextensions.handleByList(ExtensionType.Loader, Loader._plugins);\nLoader.prototype.add = function add(name, url, options, callback) {\n // special case of an array of objects or urls\n if (Array.isArray(name)) {\n for (var i = 0; i < name.length; ++i) {\n this.add(name[i]);\n }\n return this;\n }\n // if an object is passed instead of params\n if (typeof name === 'object') {\n options = name;\n callback = url || options.callback || options.onComplete;\n url = options.url;\n name = options.name || options.key || options.url;\n }\n // case where no name is passed shift all args over by one.\n if (typeof url !== 'string') {\n callback = options;\n options = url;\n url = name;\n }\n // now that we shifted make sure we have a proper url.\n if (typeof url !== 'string') {\n throw new Error('No url passed to add resource to loader.');\n }\n // options are optional so people might pass a function and no options\n if (typeof options === 'function') {\n callback = options;\n options = null;\n }\n return this._add(name, url, options, callback);\n};\n\n/**\n * Application plugin for supporting loader option. Installing the LoaderPlugin\n * is not necessary if using **pixi.js** or **pixi.js-legacy**.\n * @example\n * import {AppLoaderPlugin} from '@pixi/loaders';\n * import {extensions} from '@pixi/core';\n * extensions.add(AppLoaderPlugin);\n * @memberof PIXI\n */\nvar AppLoaderPlugin = /** @class */ (function () {\n function AppLoaderPlugin() {\n }\n /**\n * Called on application constructor\n * @param options\n * @private\n */\n AppLoaderPlugin.init = function (options) {\n options = Object.assign({\n sharedLoader: false,\n }, options);\n this.loader = options.sharedLoader ? Loader.shared : new Loader();\n };\n /**\n * Called when application destroyed\n * @private\n */\n AppLoaderPlugin.destroy = function () {\n if (this.loader) {\n this.loader.destroy();\n this.loader = null;\n }\n };\n /** @ignore */\n AppLoaderPlugin.extension = ExtensionType.Application;\n return AppLoaderPlugin;\n}());\n\n/**\n * Loader plugin for handling Texture resources.\n * @memberof PIXI\n */\nvar TextureLoader = /** @class */ (function () {\n function TextureLoader() {\n }\n /** Handle SVG elements a text, render with SVGResource. */\n TextureLoader.add = function () {\n LoaderResource.setExtensionLoadType('svg', LoaderResource.LOAD_TYPE.XHR);\n LoaderResource.setExtensionXhrType('svg', LoaderResource.XHR_RESPONSE_TYPE.TEXT);\n };\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param resource\n * @param {Function} next\n */\n TextureLoader.use = function (resource, next) {\n // create a new texture if the data is an Image object\n if (resource.data && (resource.type === LoaderResource.TYPE.IMAGE || resource.extension === 'svg')) {\n var data = resource.data, url = resource.url, name = resource.name, metadata = resource.metadata;\n Texture.fromLoader(data, url, name, metadata).then(function (texture) {\n resource.texture = texture;\n next();\n })\n // TODO: handle errors in Texture.fromLoader\n // so we can pass them to the Loader\n .catch(next);\n }\n else {\n next();\n }\n };\n /** @ignore */\n TextureLoader.extension = ExtensionType.Loader;\n return TextureLoader;\n}());\n\nvar _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=';\n/**\n * Encodes binary into base64.\n * @function encodeBinary\n * @param {string} input - The input data to encode.\n * @returns {string} The encoded base64 string\n */\nfunction encodeBinary(input) {\n var output = '';\n var inx = 0;\n while (inx < input.length) {\n // Fill byte buffer array\n var bytebuffer = [0, 0, 0];\n var encodedCharIndexes = [0, 0, 0, 0];\n for (var jnx = 0; jnx < bytebuffer.length; ++jnx) {\n if (inx < input.length) {\n // throw away high-order byte, as documented at:\n // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data\n bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff;\n }\n else {\n bytebuffer[jnx] = 0;\n }\n }\n // Get each encoded character, 6 bits at a time\n // index 1: first 6 bits\n encodedCharIndexes[0] = bytebuffer[0] >> 2;\n // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2)\n encodedCharIndexes[1] = ((bytebuffer[0] & 0x3) << 4) | (bytebuffer[1] >> 4);\n // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3)\n encodedCharIndexes[2] = ((bytebuffer[1] & 0x0f) << 2) | (bytebuffer[2] >> 6);\n // index 3: forth 6 bits (6 least significant bits from input byte 3)\n encodedCharIndexes[3] = bytebuffer[2] & 0x3f;\n // Determine whether padding happened, and adjust accordingly\n var paddingBytes = inx - (input.length - 1);\n switch (paddingBytes) {\n case 2:\n // Set last 2 characters to padding char\n encodedCharIndexes[3] = 64;\n encodedCharIndexes[2] = 64;\n break;\n case 1:\n // Set last character to padding char\n encodedCharIndexes[3] = 64;\n break;\n }\n // Now we will grab each appropriate character out of our keystring\n // based on our index array and append it to the output string\n for (var jnx = 0; jnx < encodedCharIndexes.length; ++jnx) {\n output += _keyStr.charAt(encodedCharIndexes[jnx]);\n }\n }\n return output;\n}\n\n/**\n * A middleware for transforming XHR loaded Blobs into more useful objects\n * @ignore\n * @function parsing\n * @example\n * import { Loader, middleware } from 'resource-loader';\n * const loader = new Loader();\n * loader.use(middleware.parsing);\n * @param resource - Current Resource\n * @param next - Callback when complete\n */\nfunction parsing(resource, next) {\n if (!resource.data) {\n next();\n return;\n }\n // if this was an XHR load of a blob\n if (resource.xhr && resource.xhrType === LoaderResource.XHR_RESPONSE_TYPE.BLOB) {\n // if there is no blob support we probably got a binary string back\n if (!self.Blob || typeof resource.data === 'string') {\n var type = resource.xhr.getResponseHeader('content-type');\n // this is an image, convert the binary string into a data url\n if (type && type.indexOf('image') === 0) {\n resource.data = new Image();\n resource.data.src = \"data:\" + type + \";base64,\" + encodeBinary(resource.xhr.responseText);\n resource.type = LoaderResource.TYPE.IMAGE;\n // wait until the image loads and then callback\n resource.data.onload = function () {\n resource.data.onload = null;\n next();\n };\n // next will be called on load\n return;\n }\n }\n // if content type says this is an image, then we should transform the blob into an Image object\n else if (resource.data.type.indexOf('image') === 0) {\n var Url_1 = globalThis.URL || globalThis.webkitURL;\n var src_1 = Url_1.createObjectURL(resource.data);\n resource.blob = resource.data;\n resource.data = new Image();\n resource.data.src = src_1;\n resource.type = LoaderResource.TYPE.IMAGE;\n // cleanup the no longer used blob after the image loads\n // TODO: Is this correct? Will the image be invalid after revoking?\n resource.data.onload = function () {\n Url_1.revokeObjectURL(src_1);\n resource.data.onload = null;\n next();\n };\n // next will be called on load.\n return;\n }\n }\n next();\n}\n\n/**\n * Parse any blob into more usable objects (e.g. Image).\n * @memberof PIXI\n */\nvar ParsingLoader = /** @class */ (function () {\n function ParsingLoader() {\n }\n /** @ignore */\n ParsingLoader.extension = ExtensionType.Loader;\n ParsingLoader.use = parsing;\n return ParsingLoader;\n}());\n\nextensions.add(TextureLoader, ParsingLoader);\n\nexport { AppLoaderPlugin, Loader, LoaderResource, TextureLoader };\n//# sourceMappingURL=loaders.mjs.map\n","/*!\n * @pixi/compressed-textures - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/compressed-textures is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { ViewableBuffer, BufferResource, ExtensionType, Texture, BaseTexture } from '@pixi/core';\nimport { LoaderResource } from '@pixi/loaders';\nimport { url } from '@pixi/utils';\nimport { settings } from '@pixi/settings';\nimport { MIPMAP_MODES, ALPHA_MODES, TYPES, FORMATS } from '@pixi/constants';\n\nvar _a$2;\n/**\n * WebGL internal formats, including compressed texture formats provided by extensions\n * @memberof PIXI\n * @static\n * @name INTERNAL_FORMATS\n * @enum {number}\n * @property {number} [COMPRESSED_RGB_S3TC_DXT1_EXT=0x83F0] -\n * @property {number} [COMPRESSED_RGBA_S3TC_DXT1_EXT=0x83F1] -\n * @property {number} [COMPRESSED_RGBA_S3TC_DXT3_EXT=0x83F2] -\n * @property {number} [COMPRESSED_RGBA_S3TC_DXT5_EXT=0x83F3] -\n * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT=35917] -\n * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT=35918] -\n * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT=35919] -\n * @property {number} [COMPRESSED_SRGB_S3TC_DXT1_EXT=35916] -\n * @property {number} [COMPRESSED_R11_EAC=0x9270] -\n * @property {number} [COMPRESSED_SIGNED_R11_EAC=0x9271] -\n * @property {number} [COMPRESSED_RG11_EAC=0x9272] -\n * @property {number} [COMPRESSED_SIGNED_RG11_EAC=0x9273] -\n * @property {number} [COMPRESSED_RGB8_ETC2=0x9274] -\n * @property {number} [COMPRESSED_RGBA8_ETC2_EAC=0x9278] -\n * @property {number} [COMPRESSED_SRGB8_ETC2=0x9275] -\n * @property {number} [COMPRESSED_SRGB8_ALPHA8_ETC2_EAC=0x9279] -\n * @property {number} [COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9276] -\n * @property {number} [COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9277] -\n * @property {number} [COMPRESSED_RGB_PVRTC_4BPPV1_IMG=0x8C00] -\n * @property {number} [COMPRESSED_RGBA_PVRTC_4BPPV1_IMG=0x8C02] -\n * @property {number} [COMPRESSED_RGB_PVRTC_2BPPV1_IMG=0x8C01] -\n * @property {number} [COMPRESSED_RGBA_PVRTC_2BPPV1_IMG=0x8C03] -\n * @property {number} [COMPRESSED_RGB_ETC1_WEBGL=0x8D64] -\n * @property {number} [COMPRESSED_RGB_ATC_WEBGL=0x8C92] -\n * @property {number} [COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL=0x8C92] -\n * @property {number} [COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL=0x87EE] -\n * @property {number} [COMPRESSED_RGBA_ASTC_4x4_KHR=0x93B0] -\n */\nvar INTERNAL_FORMATS;\n(function (INTERNAL_FORMATS) {\n // WEBGL_compressed_texture_s3tc\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_S3TC_DXT1_EXT\"] = 33776] = \"COMPRESSED_RGB_S3TC_DXT1_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_S3TC_DXT1_EXT\"] = 33777] = \"COMPRESSED_RGBA_S3TC_DXT1_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_S3TC_DXT3_EXT\"] = 33778] = \"COMPRESSED_RGBA_S3TC_DXT3_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_S3TC_DXT5_EXT\"] = 33779] = \"COMPRESSED_RGBA_S3TC_DXT5_EXT\";\n // WEBGL_compressed_texture_s3tc_srgb\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT\"] = 35917] = \"COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT\"] = 35918] = \"COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT\"] = 35919] = \"COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB_S3TC_DXT1_EXT\"] = 35916] = \"COMPRESSED_SRGB_S3TC_DXT1_EXT\";\n // WEBGL_compressed_texture_etc\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_R11_EAC\"] = 37488] = \"COMPRESSED_R11_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SIGNED_R11_EAC\"] = 37489] = \"COMPRESSED_SIGNED_R11_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RG11_EAC\"] = 37490] = \"COMPRESSED_RG11_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SIGNED_RG11_EAC\"] = 37491] = \"COMPRESSED_SIGNED_RG11_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB8_ETC2\"] = 37492] = \"COMPRESSED_RGB8_ETC2\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA8_ETC2_EAC\"] = 37496] = \"COMPRESSED_RGBA8_ETC2_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB8_ETC2\"] = 37493] = \"COMPRESSED_SRGB8_ETC2\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB8_ALPHA8_ETC2_EAC\"] = 37497] = \"COMPRESSED_SRGB8_ALPHA8_ETC2_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2\"] = 37494] = \"COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2\"] = 37495] = \"COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2\";\n // WEBGL_compressed_texture_pvrtc\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_PVRTC_4BPPV1_IMG\"] = 35840] = \"COMPRESSED_RGB_PVRTC_4BPPV1_IMG\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_PVRTC_4BPPV1_IMG\"] = 35842] = \"COMPRESSED_RGBA_PVRTC_4BPPV1_IMG\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_PVRTC_2BPPV1_IMG\"] = 35841] = \"COMPRESSED_RGB_PVRTC_2BPPV1_IMG\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_PVRTC_2BPPV1_IMG\"] = 35843] = \"COMPRESSED_RGBA_PVRTC_2BPPV1_IMG\";\n // WEBGL_compressed_texture_etc1\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_ETC1_WEBGL\"] = 36196] = \"COMPRESSED_RGB_ETC1_WEBGL\";\n // WEBGL_compressed_texture_atc\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_ATC_WEBGL\"] = 35986] = \"COMPRESSED_RGB_ATC_WEBGL\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL\"] = 35986] = \"COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL\"] = 34798] = \"COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL\";\n // WEBGL_compressed_texture_astc\n /* eslint-disable-next-line camelcase */\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_ASTC_4x4_KHR\"] = 37808] = \"COMPRESSED_RGBA_ASTC_4x4_KHR\";\n})(INTERNAL_FORMATS || (INTERNAL_FORMATS = {}));\n/**\n * Maps the compressed texture formats in {@link PIXI.INTERNAL_FORMATS} to the number of bytes taken by\n * each texel.\n * @memberof PIXI\n * @static\n * @ignore\n */\nvar INTERNAL_FORMAT_TO_BYTES_PER_PIXEL = (_a$2 = {},\n // WEBGL_compressed_texture_s3tc\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_S3TC_DXT1_EXT] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT] = 1,\n // WEBGL_compressed_texture_s3tc\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_S3TC_DXT1_EXT] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT] = 1,\n // WEBGL_compressed_texture_etc\n _a$2[INTERNAL_FORMATS.COMPRESSED_R11_EAC] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SIGNED_R11_EAC] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RG11_EAC] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SIGNED_RG11_EAC] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB8_ETC2] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA8_ETC2_EAC] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_ETC2] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5,\n // WEBGL_compressed_texture_pvrtc\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_4BPPV1_IMG] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_2BPPV1_IMG] = 0.25,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG] = 0.25,\n // WEBGL_compressed_texture_etc1\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_ETC1_WEBGL] = 0.5,\n // @see https://www.khronos.org/registry/OpenGL/extensions/AMD/AMD_compressed_ATC_texture.txt\n // WEBGL_compressed_texture_atc\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_ATC_WEBGL] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL] = 1,\n // @see https://registry.khronos.org/OpenGL/extensions/KHR/KHR_texture_compression_astc_hdr.txt\n // WEBGL_compressed_texture_astc\n /* eslint-disable-next-line camelcase */\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ASTC_4x4_KHR] = 1,\n _a$2);\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nfunction __awaiter(thisArg, _arguments, P, generator) {\r\n function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\nfunction __generator(thisArg, body) {\r\n var _ = { label: 0, sent: function() { if (t[0] & 1) { throw t[1]; } return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n function verb(n) { return function (v) { return step([n, v]); }; }\r\n function step(op) {\r\n if (f) { throw new TypeError(\"Generator is already executing.\"); }\r\n while (_) { try {\r\n if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) { return t; }\r\n if (y = 0, t) { op = [op[0] & 2, t.value]; }\r\n switch (op[0]) {\r\n case 0: case 1: t = op; break;\r\n case 4: _.label++; return { value: op[1], done: false };\r\n case 5: _.label++; y = op[1]; op = [0]; continue;\r\n case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n default:\r\n if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n if (t[2]) { _.ops.pop(); }\r\n _.trys.pop(); continue;\r\n }\r\n op = body.call(thisArg, _);\r\n } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; } }\r\n if (op[0] & 5) { throw op[1]; } return { value: op[0] ? op[1] : void 0, done: true };\r\n }\r\n}\n\n/**\n * Resource that fetches texture data over the network and stores it in a buffer.\n * @class\n * @extends PIXI.Resource\n * @memberof PIXI\n */\nvar BlobResource = /** @class */ (function (_super) {\n __extends(BlobResource, _super);\n /**\n * @param {string} source - the URL of the texture file\n * @param {PIXI.IBlobOptions} options\n * @param {boolean}[options.autoLoad] - whether to fetch the data immediately;\n * you can fetch it later via {@link BlobResource#load}\n * @param {boolean}[options.width] - the width in pixels.\n * @param {boolean}[options.height] - the height in pixels.\n */\n function BlobResource(source, options) {\n if (options === void 0) { options = { width: 1, height: 1, autoLoad: true }; }\n var _this = this;\n var origin;\n var data;\n if (typeof source === 'string') {\n origin = source;\n data = new Uint8Array();\n }\n else {\n origin = null;\n data = source;\n }\n _this = _super.call(this, data, options) || this;\n /**\n * The URL of the texture file\n * @member {string}\n */\n _this.origin = origin;\n /**\n * The viewable buffer on the data\n * @member {ViewableBuffer}\n */\n // HINT: BlobResource allows \"null\" sources, assuming the child class provides an alternative\n _this.buffer = data ? new ViewableBuffer(data) : null;\n // Allow autoLoad = \"undefined\" still load the resource by default\n if (_this.origin && options.autoLoad !== false) {\n _this.load();\n }\n if (data && data.length) {\n _this.loaded = true;\n _this.onBlobLoaded(_this.buffer.rawBinaryData);\n }\n return _this;\n }\n BlobResource.prototype.onBlobLoaded = function (_data) {\n // TODO: Override this method\n };\n /** Loads the blob */\n BlobResource.prototype.load = function () {\n return __awaiter(this, void 0, Promise, function () {\n var response, blob, arrayBuffer;\n return __generator(this, function (_a) {\n switch (_a.label) {\n case 0: return [4 /*yield*/, fetch(this.origin)];\n case 1:\n response = _a.sent();\n return [4 /*yield*/, response.blob()];\n case 2:\n blob = _a.sent();\n return [4 /*yield*/, blob.arrayBuffer()];\n case 3:\n arrayBuffer = _a.sent();\n this.data = new Uint32Array(arrayBuffer);\n this.buffer = new ViewableBuffer(arrayBuffer);\n this.loaded = true;\n this.onBlobLoaded(arrayBuffer);\n this.update();\n return [2 /*return*/, this];\n }\n });\n });\n };\n return BlobResource;\n}(BufferResource));\n\n/**\n * Resource for compressed texture formats, as follows: S3TC/DXTn (& their sRGB formats), ATC, ASTC, ETC 1/2, PVRTC.\n *\n * Compressed textures improve performance when rendering is texture-bound. The texture data stays compressed in\n * graphics memory, increasing memory locality and speeding up texture fetches. These formats can also be used to store\n * more detail in the same amount of memory.\n *\n * For most developers, container file formats are a better abstraction instead of directly handling raw texture\n * data. PixiJS provides native support for the following texture file formats (via {@link PIXI.Loader}):\n *\n * **.dds** - the DirectDraw Surface file format stores DXTn (DXT-1,3,5) data. See {@link PIXI.DDSLoader}\n * **.ktx** - the Khronos Texture Container file format supports storing all the supported WebGL compression formats.\n * See {@link PIXI.KTXLoader}.\n * **.basis** - the BASIS supercompressed file format stores texture data in an internal format that is transcoded\n * to the compression format supported on the device at _runtime_. It also supports transcoding into a uncompressed\n * format as a fallback; you must install the `@pixi/basis-loader`, `@pixi/basis-transcoder` packages separately to\n * use these files. See {@link PIXI.BasisLoader}.\n *\n * The loaders for the aforementioned formats use `CompressedTextureResource` internally. It is strongly suggested that\n * they be used instead.\n *\n * ## Working directly with CompressedTextureResource\n *\n * Since `CompressedTextureResource` inherits `BlobResource`, you can provide it a URL pointing to a file containing\n * the raw texture data (with no file headers!):\n *\n * ```js\n * // The resource backing the texture data for your textures.\n * // NOTE: You can also provide a ArrayBufferView instead of a URL. This is used when loading data from a container file\n * // format such as KTX, DDS, or BASIS.\n * const compressedResource = new PIXI.CompressedTextureResource(\"bunny.dxt5\", {\n * format: PIXI.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n * width: 256,\n * height: 256\n * });\n *\n * // You can create a base-texture to the cache, so that future `Texture`s can be created using the `Texture.from` API.\n * const baseTexture = new PIXI.BaseTexture(compressedResource, { pmaMode: PIXI.ALPHA_MODES.NPM });\n *\n * // Create a Texture to add to the TextureCache\n * const texture = new PIXI.Texture(baseTexture);\n *\n * // Add baseTexture & texture to the global texture cache\n * PIXI.BaseTexture.addToCache(baseTexture, \"bunny.dxt5\");\n * PIXI.Texture.addToCache(texture, \"bunny.dxt5\");\n * ```\n * @memberof PIXI\n */\nvar CompressedTextureResource = /** @class */ (function (_super) {\n __extends(CompressedTextureResource, _super);\n /**\n * @param source - the buffer/URL holding the compressed texture data\n * @param options\n * @param {PIXI.INTERNAL_FORMATS} options.format - the compression format\n * @param {number} options.width - the image width in pixels.\n * @param {number} options.height - the image height in pixels.\n * @param {number} [options.level=1] - the mipmap levels stored in the compressed texture, including level 0.\n * @param {number} [options.levelBuffers] - the buffers for each mipmap level. `CompressedTextureResource` can allows you\n * to pass `null` for `source`, for cases where each level is stored in non-contiguous memory.\n */\n function CompressedTextureResource(source, options) {\n var _this = _super.call(this, source, options) || this;\n _this.format = options.format;\n _this.levels = options.levels || 1;\n _this._width = options.width;\n _this._height = options.height;\n _this._extension = CompressedTextureResource._formatToExtension(_this.format);\n if (options.levelBuffers || _this.buffer) {\n // ViewableBuffer doesn't support byteOffset :-( so allow source to be Uint8Array\n _this._levelBuffers = options.levelBuffers\n || CompressedTextureResource._createLevelBuffers(source instanceof Uint8Array ? source : _this.buffer.uint8View, _this.format, _this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode\n _this.width, _this.height);\n }\n return _this;\n }\n /**\n * @override\n * @param renderer - A reference to the current renderer\n * @param _texture - the texture\n * @param _glTexture - texture instance for this webgl context\n */\n CompressedTextureResource.prototype.upload = function (renderer, _texture, _glTexture) {\n var gl = renderer.gl;\n var extension = renderer.context.extensions[this._extension];\n if (!extension) {\n throw new Error(this._extension + \" textures are not supported on the current machine\");\n }\n if (!this._levelBuffers) {\n // Do not try to upload data before BlobResource loads, unless the levelBuffers were provided directly!\n return false;\n }\n for (var i = 0, j = this.levels; i < j; i++) {\n var _a = this._levelBuffers[i], levelID = _a.levelID, levelWidth = _a.levelWidth, levelHeight = _a.levelHeight, levelBuffer = _a.levelBuffer;\n gl.compressedTexImage2D(gl.TEXTURE_2D, levelID, this.format, levelWidth, levelHeight, 0, levelBuffer);\n }\n return true;\n };\n /** @protected */\n CompressedTextureResource.prototype.onBlobLoaded = function () {\n this._levelBuffers = CompressedTextureResource._createLevelBuffers(this.buffer.uint8View, this.format, this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode\n this.width, this.height);\n };\n /**\n * Returns the key (to ContextSystem#extensions) for the WebGL extension supporting the compression format\n * @private\n * @param format - the compression format to get the extension for.\n */\n CompressedTextureResource._formatToExtension = function (format) {\n if (format >= 0x83F0 && format <= 0x83F3) {\n return 's3tc';\n }\n else if (format >= 0x9270 && format <= 0x9279) {\n return 'etc';\n }\n else if (format >= 0x8C00 && format <= 0x8C03) {\n return 'pvrtc';\n }\n else if (format >= 0x8D64) {\n return 'etc1';\n }\n else if (format >= 0x8C92 && format <= 0x87EE) {\n return 'atc';\n }\n throw new Error('Invalid (compressed) texture format given!');\n };\n /**\n * Pre-creates buffer views for each mipmap level\n * @private\n * @param buffer -\n * @param format - compression formats\n * @param levels - mipmap levels\n * @param blockWidth -\n * @param blockHeight -\n * @param imageWidth - width of the image in pixels\n * @param imageHeight - height of the image in pixels\n */\n CompressedTextureResource._createLevelBuffers = function (buffer, format, levels, blockWidth, blockHeight, imageWidth, imageHeight) {\n // The byte-size of the first level buffer\n var buffers = new Array(levels);\n var offset = buffer.byteOffset;\n var levelWidth = imageWidth;\n var levelHeight = imageHeight;\n var alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1);\n var alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1);\n var levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format];\n for (var i = 0; i < levels; i++) {\n buffers[i] = {\n levelID: i,\n levelWidth: levels > 1 ? levelWidth : alignedLevelWidth,\n levelHeight: levels > 1 ? levelHeight : alignedLevelHeight,\n levelBuffer: new Uint8Array(buffer.buffer, offset, levelSize)\n };\n offset += levelSize;\n // Calculate levelBuffer dimensions for next iteration\n levelWidth = (levelWidth >> 1) || 1;\n levelHeight = (levelHeight >> 1) || 1;\n alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1);\n alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1);\n levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format];\n }\n return buffers;\n };\n return CompressedTextureResource;\n}(BlobResource));\n\n/* eslint-enable camelcase */\n/**\n * Loader plugin for handling compressed textures for all platforms.\n * @class\n * @memberof PIXI\n * @implements {PIXI.ILoaderPlugin}\n */\nvar CompressedTextureLoader = /** @class */ (function () {\n function CompressedTextureLoader() {\n }\n /**\n * Called after a compressed-textures manifest is loaded.\n *\n * This will then load the correct compression format for the device. Your manifest should adhere\n * to the following schema:\n *\n * ```js\n * import { INTERNAL_FORMATS } from '@pixi/constants';\n *\n * type CompressedTextureManifest = {\n * textures: Array<{ src: string, format?: keyof INTERNAL_FORMATS}>,\n * cacheID: string;\n * };\n * ```\n *\n * This is an example of a .json manifest file\n *\n * ```json\n * {\n * \"cacheID\":\"asset\",\n * \"textures\":[\n * { \"src\":\"asset.fallback.png\" },\n * { \"format\":\"COMPRESSED_RGBA_S3TC_DXT5_EXT\", \"src\":\"asset.s3tc.ktx\" },\n * { \"format\":\"COMPRESSED_RGBA8_ETC2_EAC\", \"src\":\"asset.etc.ktx\" },\n * { \"format\":\"RGBA_PVRTC_4BPPV1_IMG\", \"src\":\"asset.pvrtc.ktx\" }\n * ]\n * }\n * ```\n */\n CompressedTextureLoader.use = function (resource, next) {\n var data = resource.data;\n var loader = this;\n if (resource.type === LoaderResource.TYPE.JSON\n && data\n && data.cacheID\n && data.textures) {\n var textures = data.textures;\n var textureURL = void 0;\n var fallbackURL = void 0;\n // Search for an extension that holds one the formats\n for (var i = 0, j = textures.length; i < j; i++) {\n var texture = textures[i];\n var url_1 = texture.src;\n var format = texture.format;\n if (!format) {\n fallbackURL = url_1;\n }\n if (CompressedTextureLoader.textureFormats[format]) {\n textureURL = url_1;\n break;\n }\n }\n textureURL = textureURL || fallbackURL;\n // Make sure we have a URL\n if (!textureURL) {\n next(new Error(\"Cannot load compressed-textures in \" + resource.url + \", make sure you provide a fallback\"));\n return;\n }\n if (textureURL === resource.url) {\n // Prevent infinite loops\n next(new Error('URL of compressed texture cannot be the same as the manifest\\'s URL'));\n return;\n }\n var loadOptions = {\n crossOrigin: resource.crossOrigin,\n metadata: resource.metadata.imageMetadata,\n parentResource: resource\n };\n var resourcePath = url.resolve(resource.url.replace(loader.baseUrl, ''), textureURL);\n var resourceName = data.cacheID;\n // The appropriate loader should register the texture\n loader.add(resourceName, resourcePath, loadOptions, function (res) {\n if (res.error) {\n next(res.error);\n return;\n }\n var _a = res.texture, texture = _a === void 0 ? null : _a, _b = res.textures, textures = _b === void 0 ? {} : _b;\n // Make sure texture/textures is assigned to parent resource\n Object.assign(resource, { texture: texture, textures: textures });\n // Pass along any error\n next();\n });\n }\n else {\n next();\n }\n };\n Object.defineProperty(CompressedTextureLoader, \"textureExtensions\", {\n /** Map of available texture extensions. */\n get: function () {\n if (!CompressedTextureLoader._textureExtensions) {\n // Auto-detect WebGL compressed-texture extensions\n var canvas = settings.ADAPTER.createCanvas();\n var gl = canvas.getContext('webgl');\n if (!gl) {\n console.warn('WebGL not available for compressed textures. Silently failing.');\n return {};\n }\n var extensions = {\n s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'),\n s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'),\n etc: gl.getExtension('WEBGL_compressed_texture_etc'),\n etc1: gl.getExtension('WEBGL_compressed_texture_etc1'),\n pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc')\n || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'),\n atc: gl.getExtension('WEBGL_compressed_texture_atc'),\n astc: gl.getExtension('WEBGL_compressed_texture_astc')\n };\n CompressedTextureLoader._textureExtensions = extensions;\n }\n return CompressedTextureLoader._textureExtensions;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(CompressedTextureLoader, \"textureFormats\", {\n /** Map of available texture formats. */\n get: function () {\n if (!CompressedTextureLoader._textureFormats) {\n var extensions = CompressedTextureLoader.textureExtensions;\n CompressedTextureLoader._textureFormats = {};\n // Assign all available compressed-texture formats\n for (var extensionName in extensions) {\n var extension = extensions[extensionName];\n if (!extension) {\n continue;\n }\n Object.assign(CompressedTextureLoader._textureFormats, Object.getPrototypeOf(extension));\n }\n }\n return CompressedTextureLoader._textureFormats;\n },\n enumerable: false,\n configurable: true\n });\n /** @ignore */\n CompressedTextureLoader.extension = ExtensionType.Loader;\n return CompressedTextureLoader;\n}());\n\n/**\n * Creates base-textures and textures for each compressed-texture resource and adds them into the global\n * texture cache. The first texture has two IDs - `${url}`, `${url}-1`; while the rest have an ID of the\n * form `${url}-i`.\n * @param url - the original address of the resources\n * @param resources - the resources backing texture data\n * @ignore\n */\nfunction registerCompressedTextures(url, resources, metadata) {\n var result = {\n textures: {},\n texture: null,\n };\n if (!resources) {\n return result;\n }\n var textures = resources.map(function (resource) {\n return (new Texture(new BaseTexture(resource, Object.assign({\n mipmap: MIPMAP_MODES.OFF,\n alphaMode: ALPHA_MODES.NO_PREMULTIPLIED_ALPHA\n }, metadata))));\n });\n textures.forEach(function (texture, i) {\n var baseTexture = texture.baseTexture;\n var cacheID = url + \"-\" + (i + 1);\n BaseTexture.addToCache(baseTexture, cacheID);\n Texture.addToCache(texture, cacheID);\n if (i === 0) {\n BaseTexture.addToCache(baseTexture, url);\n Texture.addToCache(texture, url);\n result.texture = texture;\n }\n result.textures[cacheID] = texture;\n });\n return result;\n}\n\nvar _a$1, _b$1;\nvar DDS_MAGIC_SIZE = 4;\nvar DDS_HEADER_SIZE = 124;\nvar DDS_HEADER_PF_SIZE = 32;\nvar DDS_HEADER_DX10_SIZE = 20;\n// DDS file format magic word\nvar DDS_MAGIC = 0x20534444;\n/**\n * DWORD offsets of the DDS file header fields (relative to file start).\n * @ignore\n */\nvar DDS_FIELDS = {\n SIZE: 1,\n FLAGS: 2,\n HEIGHT: 3,\n WIDTH: 4,\n MIPMAP_COUNT: 7,\n PIXEL_FORMAT: 19,\n};\n/**\n * DWORD offsets of the DDS PIXEL_FORMAT fields.\n * @ignore\n */\nvar DDS_PF_FIELDS = {\n SIZE: 0,\n FLAGS: 1,\n FOURCC: 2,\n RGB_BITCOUNT: 3,\n R_BIT_MASK: 4,\n G_BIT_MASK: 5,\n B_BIT_MASK: 6,\n A_BIT_MASK: 7\n};\n/**\n * DWORD offsets of the DDS_HEADER_DX10 fields.\n * @ignore\n */\nvar DDS_DX10_FIELDS = {\n DXGI_FORMAT: 0,\n RESOURCE_DIMENSION: 1,\n MISC_FLAG: 2,\n ARRAY_SIZE: 3,\n MISC_FLAGS2: 4\n};\n/**\n * @see https://docs.microsoft.com/en-us/windows/win32/api/dxgiformat/ne-dxgiformat-dxgi_format\n * @ignore\n */\n// This is way over-blown for us! Lend us a hand, and remove the ones that aren't used (but set the remaining\n// ones to their correct value)\nvar DXGI_FORMAT;\n(function (DXGI_FORMAT) {\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_UNKNOWN\"] = 0] = \"DXGI_FORMAT_UNKNOWN\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32A32_TYPELESS\"] = 1] = \"DXGI_FORMAT_R32G32B32A32_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32A32_FLOAT\"] = 2] = \"DXGI_FORMAT_R32G32B32A32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32A32_UINT\"] = 3] = \"DXGI_FORMAT_R32G32B32A32_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32A32_SINT\"] = 4] = \"DXGI_FORMAT_R32G32B32A32_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32_TYPELESS\"] = 5] = \"DXGI_FORMAT_R32G32B32_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32_FLOAT\"] = 6] = \"DXGI_FORMAT_R32G32B32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32_UINT\"] = 7] = \"DXGI_FORMAT_R32G32B32_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32_SINT\"] = 8] = \"DXGI_FORMAT_R32G32B32_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_TYPELESS\"] = 9] = \"DXGI_FORMAT_R16G16B16A16_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_FLOAT\"] = 10] = \"DXGI_FORMAT_R16G16B16A16_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_UNORM\"] = 11] = \"DXGI_FORMAT_R16G16B16A16_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_UINT\"] = 12] = \"DXGI_FORMAT_R16G16B16A16_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_SNORM\"] = 13] = \"DXGI_FORMAT_R16G16B16A16_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_SINT\"] = 14] = \"DXGI_FORMAT_R16G16B16A16_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32_TYPELESS\"] = 15] = \"DXGI_FORMAT_R32G32_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32_FLOAT\"] = 16] = \"DXGI_FORMAT_R32G32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32_UINT\"] = 17] = \"DXGI_FORMAT_R32G32_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32_SINT\"] = 18] = \"DXGI_FORMAT_R32G32_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G8X24_TYPELESS\"] = 19] = \"DXGI_FORMAT_R32G8X24_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_D32_FLOAT_S8X24_UINT\"] = 20] = \"DXGI_FORMAT_D32_FLOAT_S8X24_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS\"] = 21] = \"DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_X32_TYPELESS_G8X24_UINT\"] = 22] = \"DXGI_FORMAT_X32_TYPELESS_G8X24_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R10G10B10A2_TYPELESS\"] = 23] = \"DXGI_FORMAT_R10G10B10A2_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R10G10B10A2_UNORM\"] = 24] = \"DXGI_FORMAT_R10G10B10A2_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R10G10B10A2_UINT\"] = 25] = \"DXGI_FORMAT_R10G10B10A2_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R11G11B10_FLOAT\"] = 26] = \"DXGI_FORMAT_R11G11B10_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_TYPELESS\"] = 27] = \"DXGI_FORMAT_R8G8B8A8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_UNORM\"] = 28] = \"DXGI_FORMAT_R8G8B8A8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_UNORM_SRGB\"] = 29] = \"DXGI_FORMAT_R8G8B8A8_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_UINT\"] = 30] = \"DXGI_FORMAT_R8G8B8A8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_SNORM\"] = 31] = \"DXGI_FORMAT_R8G8B8A8_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_SINT\"] = 32] = \"DXGI_FORMAT_R8G8B8A8_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_TYPELESS\"] = 33] = \"DXGI_FORMAT_R16G16_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_FLOAT\"] = 34] = \"DXGI_FORMAT_R16G16_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_UNORM\"] = 35] = \"DXGI_FORMAT_R16G16_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_UINT\"] = 36] = \"DXGI_FORMAT_R16G16_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_SNORM\"] = 37] = \"DXGI_FORMAT_R16G16_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_SINT\"] = 38] = \"DXGI_FORMAT_R16G16_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_TYPELESS\"] = 39] = \"DXGI_FORMAT_R32_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_D32_FLOAT\"] = 40] = \"DXGI_FORMAT_D32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_FLOAT\"] = 41] = \"DXGI_FORMAT_R32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_UINT\"] = 42] = \"DXGI_FORMAT_R32_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_SINT\"] = 43] = \"DXGI_FORMAT_R32_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R24G8_TYPELESS\"] = 44] = \"DXGI_FORMAT_R24G8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_D24_UNORM_S8_UINT\"] = 45] = \"DXGI_FORMAT_D24_UNORM_S8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R24_UNORM_X8_TYPELESS\"] = 46] = \"DXGI_FORMAT_R24_UNORM_X8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_X24_TYPELESS_G8_UINT\"] = 47] = \"DXGI_FORMAT_X24_TYPELESS_G8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_TYPELESS\"] = 48] = \"DXGI_FORMAT_R8G8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_UNORM\"] = 49] = \"DXGI_FORMAT_R8G8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_UINT\"] = 50] = \"DXGI_FORMAT_R8G8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_SNORM\"] = 51] = \"DXGI_FORMAT_R8G8_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_SINT\"] = 52] = \"DXGI_FORMAT_R8G8_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_TYPELESS\"] = 53] = \"DXGI_FORMAT_R16_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_FLOAT\"] = 54] = \"DXGI_FORMAT_R16_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_D16_UNORM\"] = 55] = \"DXGI_FORMAT_D16_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_UNORM\"] = 56] = \"DXGI_FORMAT_R16_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_UINT\"] = 57] = \"DXGI_FORMAT_R16_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_SNORM\"] = 58] = \"DXGI_FORMAT_R16_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_SINT\"] = 59] = \"DXGI_FORMAT_R16_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_TYPELESS\"] = 60] = \"DXGI_FORMAT_R8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_UNORM\"] = 61] = \"DXGI_FORMAT_R8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_UINT\"] = 62] = \"DXGI_FORMAT_R8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_SNORM\"] = 63] = \"DXGI_FORMAT_R8_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_SINT\"] = 64] = \"DXGI_FORMAT_R8_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_A8_UNORM\"] = 65] = \"DXGI_FORMAT_A8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R1_UNORM\"] = 66] = \"DXGI_FORMAT_R1_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R9G9B9E5_SHAREDEXP\"] = 67] = \"DXGI_FORMAT_R9G9B9E5_SHAREDEXP\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_B8G8_UNORM\"] = 68] = \"DXGI_FORMAT_R8G8_B8G8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_G8R8_G8B8_UNORM\"] = 69] = \"DXGI_FORMAT_G8R8_G8B8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC1_TYPELESS\"] = 70] = \"DXGI_FORMAT_BC1_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC1_UNORM\"] = 71] = \"DXGI_FORMAT_BC1_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC1_UNORM_SRGB\"] = 72] = \"DXGI_FORMAT_BC1_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC2_TYPELESS\"] = 73] = \"DXGI_FORMAT_BC2_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC2_UNORM\"] = 74] = \"DXGI_FORMAT_BC2_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC2_UNORM_SRGB\"] = 75] = \"DXGI_FORMAT_BC2_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC3_TYPELESS\"] = 76] = \"DXGI_FORMAT_BC3_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC3_UNORM\"] = 77] = \"DXGI_FORMAT_BC3_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC3_UNORM_SRGB\"] = 78] = \"DXGI_FORMAT_BC3_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC4_TYPELESS\"] = 79] = \"DXGI_FORMAT_BC4_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC4_UNORM\"] = 80] = \"DXGI_FORMAT_BC4_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC4_SNORM\"] = 81] = \"DXGI_FORMAT_BC4_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC5_TYPELESS\"] = 82] = \"DXGI_FORMAT_BC5_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC5_UNORM\"] = 83] = \"DXGI_FORMAT_BC5_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC5_SNORM\"] = 84] = \"DXGI_FORMAT_BC5_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B5G6R5_UNORM\"] = 85] = \"DXGI_FORMAT_B5G6R5_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B5G5R5A1_UNORM\"] = 86] = \"DXGI_FORMAT_B5G5R5A1_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8A8_UNORM\"] = 87] = \"DXGI_FORMAT_B8G8R8A8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8X8_UNORM\"] = 88] = \"DXGI_FORMAT_B8G8R8X8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM\"] = 89] = \"DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8A8_TYPELESS\"] = 90] = \"DXGI_FORMAT_B8G8R8A8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8A8_UNORM_SRGB\"] = 91] = \"DXGI_FORMAT_B8G8R8A8_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8X8_TYPELESS\"] = 92] = \"DXGI_FORMAT_B8G8R8X8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8X8_UNORM_SRGB\"] = 93] = \"DXGI_FORMAT_B8G8R8X8_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC6H_TYPELESS\"] = 94] = \"DXGI_FORMAT_BC6H_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC6H_UF16\"] = 95] = \"DXGI_FORMAT_BC6H_UF16\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC6H_SF16\"] = 96] = \"DXGI_FORMAT_BC6H_SF16\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC7_TYPELESS\"] = 97] = \"DXGI_FORMAT_BC7_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC7_UNORM\"] = 98] = \"DXGI_FORMAT_BC7_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC7_UNORM_SRGB\"] = 99] = \"DXGI_FORMAT_BC7_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_AYUV\"] = 100] = \"DXGI_FORMAT_AYUV\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_Y410\"] = 101] = \"DXGI_FORMAT_Y410\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_Y416\"] = 102] = \"DXGI_FORMAT_Y416\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_NV12\"] = 103] = \"DXGI_FORMAT_NV12\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_P010\"] = 104] = \"DXGI_FORMAT_P010\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_P016\"] = 105] = \"DXGI_FORMAT_P016\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_420_OPAQUE\"] = 106] = \"DXGI_FORMAT_420_OPAQUE\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_YUY2\"] = 107] = \"DXGI_FORMAT_YUY2\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_Y210\"] = 108] = \"DXGI_FORMAT_Y210\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_Y216\"] = 109] = \"DXGI_FORMAT_Y216\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_NV11\"] = 110] = \"DXGI_FORMAT_NV11\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_AI44\"] = 111] = \"DXGI_FORMAT_AI44\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_IA44\"] = 112] = \"DXGI_FORMAT_IA44\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_P8\"] = 113] = \"DXGI_FORMAT_P8\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_A8P8\"] = 114] = \"DXGI_FORMAT_A8P8\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B4G4R4A4_UNORM\"] = 115] = \"DXGI_FORMAT_B4G4R4A4_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_P208\"] = 116] = \"DXGI_FORMAT_P208\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_V208\"] = 117] = \"DXGI_FORMAT_V208\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_V408\"] = 118] = \"DXGI_FORMAT_V408\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE\"] = 119] = \"DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE\"] = 120] = \"DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_FORCE_UINT\"] = 121] = \"DXGI_FORMAT_FORCE_UINT\";\n})(DXGI_FORMAT || (DXGI_FORMAT = {}));\n/**\n * Possible values of the field {@link DDS_DX10_FIELDS.RESOURCE_DIMENSION}\n * @ignore\n */\nvar D3D10_RESOURCE_DIMENSION;\n(function (D3D10_RESOURCE_DIMENSION) {\n D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION[\"DDS_DIMENSION_TEXTURE1D\"] = 2] = \"DDS_DIMENSION_TEXTURE1D\";\n D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION[\"DDS_DIMENSION_TEXTURE2D\"] = 3] = \"DDS_DIMENSION_TEXTURE2D\";\n D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION[\"DDS_DIMENSION_TEXTURE3D\"] = 6] = \"DDS_DIMENSION_TEXTURE3D\";\n})(D3D10_RESOURCE_DIMENSION || (D3D10_RESOURCE_DIMENSION = {}));\nvar PF_FLAGS = 1;\n// PIXEL_FORMAT flags\nvar DDPF_ALPHA = 0x2;\nvar DDPF_FOURCC = 0x4;\nvar DDPF_RGB = 0x40;\nvar DDPF_YUV = 0x200;\nvar DDPF_LUMINANCE = 0x20000;\n// Four character codes for DXTn formats\nvar FOURCC_DXT1 = 0x31545844;\nvar FOURCC_DXT3 = 0x33545844;\nvar FOURCC_DXT5 = 0x35545844;\nvar FOURCC_DX10 = 0x30315844;\n// Cubemap texture flag (for DDS_DX10_FIELDS.MISC_FLAG)\nvar DDS_RESOURCE_MISC_TEXTURECUBE = 0x4;\n/**\n * Maps `FOURCC_*` formats to internal formats (see {@link PIXI.INTERNAL_FORMATS}).\n * @ignore\n */\nvar FOURCC_TO_FORMAT = (_a$1 = {},\n _a$1[FOURCC_DXT1] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT,\n _a$1[FOURCC_DXT3] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT,\n _a$1[FOURCC_DXT5] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n _a$1);\n/**\n * Maps {@link DXGI_FORMAT} to types/internal-formats (see {@link PIXI.TYPES}, {@link PIXI.INTERNAL_FORMATS})\n * @ignore\n */\nvar DXGI_TO_FORMAT = (_b$1 = {},\n // WEBGL_compressed_texture_s3tc\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n // WEBGL_compressed_texture_s3tc_srgb\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT,\n _b$1);\n/**\n * @class\n * @memberof PIXI\n * @implements {PIXI.ILoaderPlugin}\n * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide\n */\n/**\n * Parses the DDS file header, generates base-textures, and puts them into the texture cache.\n * @param arrayBuffer\n */\nfunction parseDDS(arrayBuffer) {\n var data = new Uint32Array(arrayBuffer);\n var magicWord = data[0];\n if (magicWord !== DDS_MAGIC) {\n throw new Error('Invalid DDS file magic word');\n }\n var header = new Uint32Array(arrayBuffer, 0, DDS_HEADER_SIZE / Uint32Array.BYTES_PER_ELEMENT);\n // DDS header fields\n var height = header[DDS_FIELDS.HEIGHT];\n var width = header[DDS_FIELDS.WIDTH];\n var mipmapCount = header[DDS_FIELDS.MIPMAP_COUNT];\n // PIXEL_FORMAT fields\n var pixelFormat = new Uint32Array(arrayBuffer, DDS_FIELDS.PIXEL_FORMAT * Uint32Array.BYTES_PER_ELEMENT, DDS_HEADER_PF_SIZE / Uint32Array.BYTES_PER_ELEMENT);\n var formatFlags = pixelFormat[PF_FLAGS];\n // File contains compressed texture(s)\n if (formatFlags & DDPF_FOURCC) {\n var fourCC = pixelFormat[DDS_PF_FIELDS.FOURCC];\n // File contains one DXTn compressed texture\n if (fourCC !== FOURCC_DX10) {\n var internalFormat_1 = FOURCC_TO_FORMAT[fourCC];\n var dataOffset_1 = DDS_MAGIC_SIZE + DDS_HEADER_SIZE;\n var texData = new Uint8Array(arrayBuffer, dataOffset_1);\n var resource = new CompressedTextureResource(texData, {\n format: internalFormat_1,\n width: width,\n height: height,\n levels: mipmapCount // CompressedTextureResource will separate the levelBuffers for us!\n });\n return [resource];\n }\n // FOURCC_DX10 indicates there is a 20-byte DDS_HEADER_DX10 after DDS_HEADER\n var dx10Offset = DDS_MAGIC_SIZE + DDS_HEADER_SIZE;\n var dx10Header = new Uint32Array(data.buffer, dx10Offset, DDS_HEADER_DX10_SIZE / Uint32Array.BYTES_PER_ELEMENT);\n var dxgiFormat = dx10Header[DDS_DX10_FIELDS.DXGI_FORMAT];\n var resourceDimension = dx10Header[DDS_DX10_FIELDS.RESOURCE_DIMENSION];\n var miscFlag = dx10Header[DDS_DX10_FIELDS.MISC_FLAG];\n var arraySize = dx10Header[DDS_DX10_FIELDS.ARRAY_SIZE];\n // Map dxgiFormat to PIXI.INTERNAL_FORMATS\n var internalFormat_2 = DXGI_TO_FORMAT[dxgiFormat];\n if (internalFormat_2 === undefined) {\n throw new Error(\"DDSParser cannot parse texture data with DXGI format \" + dxgiFormat);\n }\n if (miscFlag === DDS_RESOURCE_MISC_TEXTURECUBE) {\n // FIXME: Anybody excited about cubemap compressed textures?\n throw new Error('DDSParser does not support cubemap textures');\n }\n if (resourceDimension === D3D10_RESOURCE_DIMENSION.DDS_DIMENSION_TEXTURE3D) {\n // FIXME: Anybody excited about 3D compressed textures?\n throw new Error('DDSParser does not supported 3D texture data');\n }\n // Uint8Array buffers of image data, including all mipmap levels in each image\n var imageBuffers = new Array();\n var dataOffset = DDS_MAGIC_SIZE\n + DDS_HEADER_SIZE\n + DDS_HEADER_DX10_SIZE;\n if (arraySize === 1) {\n // No need bothering with the imageSize calculation!\n imageBuffers.push(new Uint8Array(arrayBuffer, dataOffset));\n }\n else {\n // Calculate imageSize for each texture, and then locate each image's texture data\n var pixelSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[internalFormat_2];\n var imageSize = 0;\n var levelWidth = width;\n var levelHeight = height;\n for (var i = 0; i < mipmapCount; i++) {\n var alignedLevelWidth = Math.max(1, (levelWidth + 3) & ~3);\n var alignedLevelHeight = Math.max(1, (levelHeight + 3) & ~3);\n var levelSize = alignedLevelWidth * alignedLevelHeight * pixelSize;\n imageSize += levelSize;\n levelWidth = levelWidth >>> 1;\n levelHeight = levelHeight >>> 1;\n }\n var imageOffset = dataOffset;\n // NOTE: Cubemaps have 6-images per texture (but they aren't supported so ^_^)\n for (var i = 0; i < arraySize; i++) {\n imageBuffers.push(new Uint8Array(arrayBuffer, imageOffset, imageSize));\n imageOffset += imageSize;\n }\n }\n // Uint8Array -> CompressedTextureResource, and we're done!\n return imageBuffers.map(function (buffer) { return new CompressedTextureResource(buffer, {\n format: internalFormat_2,\n width: width,\n height: height,\n levels: mipmapCount\n }); });\n }\n if (formatFlags & DDPF_RGB) {\n // FIXME: We might want to allow uncompressed *.dds files?\n throw new Error('DDSParser does not support uncompressed texture data.');\n }\n if (formatFlags & DDPF_YUV) {\n // FIXME: Does anybody need this feature?\n throw new Error('DDSParser does not supported YUV uncompressed texture data.');\n }\n if (formatFlags & DDPF_LUMINANCE) {\n // FIXME: Microsoft says older DDS filers use this feature! Probably not worth the effort!\n throw new Error('DDSParser does not support single-channel (lumninance) texture data!');\n }\n if (formatFlags & DDPF_ALPHA) {\n // FIXME: I'm tired! See above =)\n throw new Error('DDSParser does not support single-channel (alpha) texture data!');\n }\n throw new Error('DDSParser failed to load a texture file due to an unknown reason!');\n}\n\nvar _a, _b, _c;\n/**\n * The 12-byte KTX file identifier\n * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.1\n * @ignore\n */\nvar FILE_IDENTIFIER = [0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A];\n/**\n * The value stored in the \"endianness\" field.\n * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.2\n * @ignore\n */\nvar ENDIANNESS = 0x04030201;\n/**\n * Byte offsets of the KTX file header fields\n * @ignore\n */\nvar KTX_FIELDS = {\n FILE_IDENTIFIER: 0,\n ENDIANNESS: 12,\n GL_TYPE: 16,\n GL_TYPE_SIZE: 20,\n GL_FORMAT: 24,\n GL_INTERNAL_FORMAT: 28,\n GL_BASE_INTERNAL_FORMAT: 32,\n PIXEL_WIDTH: 36,\n PIXEL_HEIGHT: 40,\n PIXEL_DEPTH: 44,\n NUMBER_OF_ARRAY_ELEMENTS: 48,\n NUMBER_OF_FACES: 52,\n NUMBER_OF_MIPMAP_LEVELS: 56,\n BYTES_OF_KEY_VALUE_DATA: 60\n};\n/**\n * Byte size of the file header fields in {@code KTX_FIELDS}\n * @ignore\n */\nvar FILE_HEADER_SIZE = 64;\n/**\n * Maps {@link PIXI.TYPES} to the bytes taken per component, excluding those ones that are bit-fields.\n * @ignore\n */\nvar TYPES_TO_BYTES_PER_COMPONENT = (_a = {},\n _a[TYPES.UNSIGNED_BYTE] = 1,\n _a[TYPES.UNSIGNED_SHORT] = 2,\n _a[TYPES.INT] = 4,\n _a[TYPES.UNSIGNED_INT] = 4,\n _a[TYPES.FLOAT] = 4,\n _a[TYPES.HALF_FLOAT] = 8,\n _a);\n/**\n * Number of components in each {@link PIXI.FORMATS}\n * @ignore\n */\nvar FORMATS_TO_COMPONENTS = (_b = {},\n _b[FORMATS.RGBA] = 4,\n _b[FORMATS.RGB] = 3,\n _b[FORMATS.RG] = 2,\n _b[FORMATS.RED] = 1,\n _b[FORMATS.LUMINANCE] = 1,\n _b[FORMATS.LUMINANCE_ALPHA] = 2,\n _b[FORMATS.ALPHA] = 1,\n _b);\n/**\n * Number of bytes per pixel in bit-field types in {@link PIXI.TYPES}\n * @ignore\n */\nvar TYPES_TO_BYTES_PER_PIXEL = (_c = {},\n _c[TYPES.UNSIGNED_SHORT_4_4_4_4] = 2,\n _c[TYPES.UNSIGNED_SHORT_5_5_5_1] = 2,\n _c[TYPES.UNSIGNED_SHORT_5_6_5] = 2,\n _c);\nfunction parseKTX(url, arrayBuffer, loadKeyValueData) {\n if (loadKeyValueData === void 0) { loadKeyValueData = false; }\n var dataView = new DataView(arrayBuffer);\n if (!validate(url, dataView)) {\n return null;\n }\n var littleEndian = dataView.getUint32(KTX_FIELDS.ENDIANNESS, true) === ENDIANNESS;\n var glType = dataView.getUint32(KTX_FIELDS.GL_TYPE, littleEndian);\n // const glTypeSize = dataView.getUint32(KTX_FIELDS.GL_TYPE_SIZE, littleEndian);\n var glFormat = dataView.getUint32(KTX_FIELDS.GL_FORMAT, littleEndian);\n var glInternalFormat = dataView.getUint32(KTX_FIELDS.GL_INTERNAL_FORMAT, littleEndian);\n var pixelWidth = dataView.getUint32(KTX_FIELDS.PIXEL_WIDTH, littleEndian);\n var pixelHeight = dataView.getUint32(KTX_FIELDS.PIXEL_HEIGHT, littleEndian) || 1; // \"pixelHeight = 0\" -> \"1\"\n var pixelDepth = dataView.getUint32(KTX_FIELDS.PIXEL_DEPTH, littleEndian) || 1; // ^^\n var numberOfArrayElements = dataView.getUint32(KTX_FIELDS.NUMBER_OF_ARRAY_ELEMENTS, littleEndian) || 1; // ^^\n var numberOfFaces = dataView.getUint32(KTX_FIELDS.NUMBER_OF_FACES, littleEndian);\n var numberOfMipmapLevels = dataView.getUint32(KTX_FIELDS.NUMBER_OF_MIPMAP_LEVELS, littleEndian);\n var bytesOfKeyValueData = dataView.getUint32(KTX_FIELDS.BYTES_OF_KEY_VALUE_DATA, littleEndian);\n // Whether the platform architecture is little endian. If littleEndian !== platformLittleEndian, then the\n // file contents must be endian-converted!\n // TODO: Endianness conversion\n // const platformLittleEndian = new Uint8Array((new Uint32Array([ENDIANNESS])).buffer)[0] === 0x01;\n if (pixelHeight === 0 || pixelDepth !== 1) {\n throw new Error('Only 2D textures are supported');\n }\n if (numberOfFaces !== 1) {\n throw new Error('CubeTextures are not supported by KTXLoader yet!');\n }\n if (numberOfArrayElements !== 1) {\n // TODO: Support splitting array-textures into multiple BaseTextures\n throw new Error('WebGL does not support array textures');\n }\n // TODO: 8x4 blocks for 2bpp pvrtc\n var blockWidth = 4;\n var blockHeight = 4;\n var alignedWidth = (pixelWidth + 3) & ~3;\n var alignedHeight = (pixelHeight + 3) & ~3;\n var imageBuffers = new Array(numberOfArrayElements);\n var imagePixels = pixelWidth * pixelHeight;\n if (glType === 0) {\n // Align to 16 pixels (4x4 blocks)\n imagePixels = alignedWidth * alignedHeight;\n }\n var imagePixelByteSize;\n if (glType !== 0) {\n // Uncompressed texture format\n if (TYPES_TO_BYTES_PER_COMPONENT[glType]) {\n imagePixelByteSize = TYPES_TO_BYTES_PER_COMPONENT[glType] * FORMATS_TO_COMPONENTS[glFormat];\n }\n else {\n imagePixelByteSize = TYPES_TO_BYTES_PER_PIXEL[glType];\n }\n }\n else {\n imagePixelByteSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[glInternalFormat];\n }\n if (imagePixelByteSize === undefined) {\n throw new Error('Unable to resolve the pixel format stored in the *.ktx file!');\n }\n var kvData = loadKeyValueData\n ? parseKvData(dataView, bytesOfKeyValueData, littleEndian)\n : null;\n var imageByteSize = imagePixels * imagePixelByteSize;\n var mipByteSize = imageByteSize;\n var mipWidth = pixelWidth;\n var mipHeight = pixelHeight;\n var alignedMipWidth = alignedWidth;\n var alignedMipHeight = alignedHeight;\n var imageOffset = FILE_HEADER_SIZE + bytesOfKeyValueData;\n for (var mipmapLevel = 0; mipmapLevel < numberOfMipmapLevels; mipmapLevel++) {\n var imageSize = dataView.getUint32(imageOffset, littleEndian);\n var elementOffset = imageOffset + 4;\n for (var arrayElement = 0; arrayElement < numberOfArrayElements; arrayElement++) {\n // TODO: Maybe support 3D textures? :-)\n // for (let zSlice = 0; zSlice < pixelDepth; zSlice)\n var mips = imageBuffers[arrayElement];\n if (!mips) {\n mips = imageBuffers[arrayElement] = new Array(numberOfMipmapLevels);\n }\n mips[mipmapLevel] = {\n levelID: mipmapLevel,\n // don't align mipWidth when texture not compressed! (glType not zero)\n levelWidth: numberOfMipmapLevels > 1 || glType !== 0 ? mipWidth : alignedMipWidth,\n levelHeight: numberOfMipmapLevels > 1 || glType !== 0 ? mipHeight : alignedMipHeight,\n levelBuffer: new Uint8Array(arrayBuffer, elementOffset, mipByteSize)\n };\n elementOffset += mipByteSize;\n }\n // HINT: Aligns to 4-byte boundary after jumping imageSize (in lieu of mipPadding)\n imageOffset += imageSize + 4; // (+4 to jump the imageSize field itself)\n imageOffset = imageOffset % 4 !== 0 ? imageOffset + 4 - (imageOffset % 4) : imageOffset;\n // Calculate mipWidth, mipHeight for _next_ iteration\n mipWidth = (mipWidth >> 1) || 1;\n mipHeight = (mipHeight >> 1) || 1;\n alignedMipWidth = (mipWidth + blockWidth - 1) & ~(blockWidth - 1);\n alignedMipHeight = (mipHeight + blockHeight - 1) & ~(blockHeight - 1);\n // Each mipmap level is 4-times smaller?\n mipByteSize = alignedMipWidth * alignedMipHeight * imagePixelByteSize;\n }\n // We use the levelBuffers feature of CompressedTextureResource b/c texture data is image-major, not level-major.\n if (glType !== 0) {\n return {\n uncompressed: imageBuffers.map(function (levelBuffers) {\n var buffer = levelBuffers[0].levelBuffer;\n var convertToInt = false;\n if (glType === TYPES.FLOAT) {\n buffer = new Float32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4);\n }\n else if (glType === TYPES.UNSIGNED_INT) {\n convertToInt = true;\n buffer = new Uint32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4);\n }\n else if (glType === TYPES.INT) {\n convertToInt = true;\n buffer = new Int32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4);\n }\n return {\n resource: new BufferResource(buffer, {\n width: levelBuffers[0].levelWidth,\n height: levelBuffers[0].levelHeight,\n }),\n type: glType,\n format: convertToInt ? convertFormatToInteger(glFormat) : glFormat,\n };\n }),\n kvData: kvData\n };\n }\n return {\n compressed: imageBuffers.map(function (levelBuffers) { return new CompressedTextureResource(null, {\n format: glInternalFormat,\n width: pixelWidth,\n height: pixelHeight,\n levels: numberOfMipmapLevels,\n levelBuffers: levelBuffers,\n }); }),\n kvData: kvData\n };\n}\n/**\n * Checks whether the arrayBuffer contains a valid *.ktx file.\n * @param url\n * @param dataView\n */\nfunction validate(url, dataView) {\n // NOTE: Do not optimize this into 3 32-bit integer comparison because the endianness\n // of the data is not specified.\n for (var i = 0; i < FILE_IDENTIFIER.length; i++) {\n if (dataView.getUint8(i) !== FILE_IDENTIFIER[i]) {\n console.error(url + \" is not a valid *.ktx file!\");\n return false;\n }\n }\n return true;\n}\nfunction convertFormatToInteger(format) {\n switch (format) {\n case FORMATS.RGBA: return FORMATS.RGBA_INTEGER;\n case FORMATS.RGB: return FORMATS.RGB_INTEGER;\n case FORMATS.RG: return FORMATS.RG_INTEGER;\n case FORMATS.RED: return FORMATS.RED_INTEGER;\n default: return format;\n }\n}\nfunction parseKvData(dataView, bytesOfKeyValueData, littleEndian) {\n var kvData = new Map();\n var bytesIntoKeyValueData = 0;\n while (bytesIntoKeyValueData < bytesOfKeyValueData) {\n var keyAndValueByteSize = dataView.getUint32(FILE_HEADER_SIZE + bytesIntoKeyValueData, littleEndian);\n var keyAndValueByteOffset = FILE_HEADER_SIZE + bytesIntoKeyValueData + 4;\n var valuePadding = 3 - ((keyAndValueByteSize + 3) % 4);\n // Bounds check\n if (keyAndValueByteSize === 0 || keyAndValueByteSize > bytesOfKeyValueData - bytesIntoKeyValueData) {\n console.error('KTXLoader: keyAndValueByteSize out of bounds');\n break;\n }\n // Note: keyNulByte can't be 0 otherwise the key is an empty string.\n var keyNulByte = 0;\n for (; keyNulByte < keyAndValueByteSize; keyNulByte++) {\n if (dataView.getUint8(keyAndValueByteOffset + keyNulByte) === 0x00) {\n break;\n }\n }\n if (keyNulByte === -1) {\n console.error('KTXLoader: Failed to find null byte terminating kvData key');\n break;\n }\n var key = new TextDecoder().decode(new Uint8Array(dataView.buffer, keyAndValueByteOffset, keyNulByte));\n var value = new DataView(dataView.buffer, keyAndValueByteOffset + keyNulByte + 1, keyAndValueByteSize - keyNulByte - 1);\n kvData.set(key, value);\n // 4 = the keyAndValueByteSize field itself\n // keyAndValueByteSize = the bytes taken by the key and value\n // valuePadding = extra padding to align with 4 bytes\n bytesIntoKeyValueData += 4 + keyAndValueByteSize + valuePadding;\n }\n return kvData;\n}\n\n// Set DDS files to be loaded as an ArrayBuffer\nLoaderResource.setExtensionXhrType('dds', LoaderResource.XHR_RESPONSE_TYPE.BUFFER);\n/**\n * @class\n * @memberof PIXI\n * @implements {PIXI.ILoaderPlugin}\n * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide\n */\nvar DDSLoader = /** @class */ (function () {\n function DDSLoader() {\n }\n /**\n * Registers a DDS compressed texture\n * @see PIXI.Loader.loaderMiddleware\n * @param resource - loader resource that is checked to see if it is a DDS file\n * @param next - callback Function to call when done\n */\n DDSLoader.use = function (resource, next) {\n if (resource.extension === 'dds' && resource.data) {\n try {\n Object.assign(resource, registerCompressedTextures(resource.name || resource.url, parseDDS(resource.data), resource.metadata));\n }\n catch (err) {\n next(err);\n return;\n }\n }\n next();\n };\n /** @ignore */\n DDSLoader.extension = ExtensionType.Loader;\n return DDSLoader;\n}());\n\n// Set KTX files to be loaded as an ArrayBuffer\nLoaderResource.setExtensionXhrType('ktx', LoaderResource.XHR_RESPONSE_TYPE.BUFFER);\n/**\n * Loader plugin for handling KTX texture container files.\n *\n * This KTX loader does not currently support the following features:\n * * cube textures\n * * 3D textures\n * * endianness conversion for big-endian machines\n * * embedded *.basis files\n *\n * It does supports the following features:\n * * multiple textures per file\n * * mipmapping (only for compressed formats)\n * * vendor-specific key/value data parsing (enable {@link PIXI.KTXLoader.loadKeyValueData})\n * @class\n * @memberof PIXI\n * @implements {PIXI.ILoaderPlugin}\n */\nvar KTXLoader = /** @class */ (function () {\n function KTXLoader() {\n }\n /**\n * Called after a KTX file is loaded.\n *\n * This will parse the KTX file header and add a {@code BaseTexture} to the texture\n * cache.\n * @see PIXI.Loader.loaderMiddleware\n * @param resource - loader resource that is checked to see if it is a KTX file\n * @param next - callback Function to call when done\n */\n KTXLoader.use = function (resource, next) {\n if (resource.extension === 'ktx' && resource.data) {\n try {\n var url_1 = resource.name || resource.url;\n var _a = parseKTX(url_1, resource.data, this.loadKeyValueData), compressed = _a.compressed, uncompressed = _a.uncompressed, kvData_1 = _a.kvData;\n if (compressed) {\n var result = registerCompressedTextures(url_1, compressed, resource.metadata);\n if (kvData_1 && result.textures) {\n for (var textureId in result.textures) {\n result.textures[textureId].baseTexture.ktxKeyValueData = kvData_1;\n }\n }\n Object.assign(resource, result);\n }\n else if (uncompressed) {\n var textures_1 = {};\n uncompressed.forEach(function (image, i) {\n var texture = new Texture(new BaseTexture(image.resource, {\n mipmap: MIPMAP_MODES.OFF,\n alphaMode: ALPHA_MODES.NO_PREMULTIPLIED_ALPHA,\n type: image.type,\n format: image.format,\n }));\n var cacheID = url_1 + \"-\" + (i + 1);\n if (kvData_1)\n { texture.baseTexture.ktxKeyValueData = kvData_1; }\n BaseTexture.addToCache(texture.baseTexture, cacheID);\n Texture.addToCache(texture, cacheID);\n if (i === 0) {\n textures_1[url_1] = texture;\n BaseTexture.addToCache(texture.baseTexture, url_1);\n Texture.addToCache(texture, url_1);\n }\n textures_1[cacheID] = texture;\n });\n Object.assign(resource, { textures: textures_1 });\n }\n }\n catch (err) {\n next(err);\n return;\n }\n }\n next();\n };\n /** @ignore */\n KTXLoader.extension = ExtensionType.Loader;\n /**\n * If set to `true`, {@link PIXI.KTXLoader} will parse key-value data in KTX textures. This feature relies\n * on the [Encoding Standard]{@link https://encoding.spec.whatwg.org}.\n *\n * The key-value data will be available on the base-textures as {@code PIXI.BaseTexture.ktxKeyValueData}. They\n * will hold a reference to the texture data buffer, so make sure to delete key-value data once you are done\n * using it.\n */\n KTXLoader.loadKeyValueData = false;\n return KTXLoader;\n}());\n\nexport { BlobResource, CompressedTextureLoader, CompressedTextureResource, DDSLoader, FORMATS_TO_COMPONENTS, INTERNAL_FORMATS, INTERNAL_FORMAT_TO_BYTES_PER_PIXEL, KTXLoader, TYPES_TO_BYTES_PER_COMPONENT, TYPES_TO_BYTES_PER_PIXEL, parseDDS, parseKTX };\n//# sourceMappingURL=compressed-textures.mjs.map\n","/*!\n * @pixi/particle-container - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/particle-container is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { BLEND_MODES, TYPES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { hex2rgb, createIndicesForQuads, correctBlendMode, premultiplyRgba, premultiplyTint } from '@pixi/utils';\nimport { Geometry, Buffer, ExtensionType, ObjectRenderer, Shader, State } from '@pixi/core';\nimport { Matrix } from '@pixi/math';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * The ParticleContainer class is a really fast version of the Container built solely for speed,\n * so use when you need a lot of sprites or particles.\n *\n * The tradeoff of the ParticleContainer is that most advanced functionality will not work.\n * ParticleContainer implements the basic object transform (position, scale, rotation)\n * and some advanced functionality like tint (as of v4.5.6).\n *\n * Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch.\n *\n * It's extremely easy to use:\n * ```js\n * let container = new ParticleContainer();\n *\n * for (let i = 0; i < 100; ++i)\n * {\n * let sprite = PIXI.Sprite.from(\"myImage.png\");\n * container.addChild(sprite);\n * }\n * ```\n *\n * And here you have a hundred sprites that will be rendered at the speed of light.\n * @memberof PIXI\n */\nvar ParticleContainer = /** @class */ (function (_super) {\n __extends(ParticleContainer, _super);\n /**\n * @param maxSize - The maximum number of particles that can be rendered by the container.\n * Affects size of allocated buffers.\n * @param properties - The properties of children that should be uploaded to the gpu and applied.\n * @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied.\n * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`.\n * @param {boolean} [properties.position=true] - When true, position be uploaded and applied.\n * @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied.\n * @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied.\n * @param {boolean} [properties.tint=false] - When true, alpha and tint be uploaded and applied.\n * @param {number} [batchSize=16384] - Number of particles per batch. If less than maxSize, it uses maxSize instead.\n * @param {boolean} [autoResize=false] - If true, container allocates more batches in case\n * there are more than `maxSize` particles.\n */\n function ParticleContainer(maxSize, properties, batchSize, autoResize) {\n if (maxSize === void 0) { maxSize = 1500; }\n if (batchSize === void 0) { batchSize = 16384; }\n if (autoResize === void 0) { autoResize = false; }\n var _this = _super.call(this) || this;\n // Making sure the batch size is valid\n // 65535 is max vertex index in the index buffer (see ParticleRenderer)\n // so max number of particles is 65536 / 4 = 16384\n var maxBatchSize = 16384;\n if (batchSize > maxBatchSize) {\n batchSize = maxBatchSize;\n }\n _this._properties = [false, true, false, false, false];\n _this._maxSize = maxSize;\n _this._batchSize = batchSize;\n _this._buffers = null;\n _this._bufferUpdateIDs = [];\n _this._updateID = 0;\n _this.interactiveChildren = false;\n _this.blendMode = BLEND_MODES.NORMAL;\n _this.autoResize = autoResize;\n _this.roundPixels = true;\n _this.baseTexture = null;\n _this.setProperties(properties);\n _this._tint = 0;\n _this.tintRgb = new Float32Array(4);\n _this.tint = 0xFFFFFF;\n return _this;\n }\n /**\n * Sets the private properties array to dynamic / static based on the passed properties object\n * @param properties - The properties to be uploaded\n */\n ParticleContainer.prototype.setProperties = function (properties) {\n if (properties) {\n this._properties[0] = 'vertices' in properties || 'scale' in properties\n ? !!properties.vertices || !!properties.scale : this._properties[0];\n this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1];\n this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2];\n this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3];\n this._properties[4] = 'tint' in properties || 'alpha' in properties\n ? !!properties.tint || !!properties.alpha : this._properties[4];\n }\n };\n ParticleContainer.prototype.updateTransform = function () {\n // TODO don't need to!\n this.displayObjectUpdateTransform();\n };\n Object.defineProperty(ParticleContainer.prototype, \"tint\", {\n /**\n * The tint applied to the container. This is a hex value.\n * A value of 0xFFFFFF will remove any tint effect.\n * IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.\n * @default 0xFFFFFF\n */\n get: function () {\n return this._tint;\n },\n set: function (value) {\n this._tint = value;\n hex2rgb(value, this.tintRgb);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Renders the container using the WebGL renderer.\n * @param renderer - The WebGL renderer.\n */\n ParticleContainer.prototype.render = function (renderer) {\n var _this = this;\n if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) {\n return;\n }\n if (!this.baseTexture) {\n this.baseTexture = this.children[0]._texture.baseTexture;\n if (!this.baseTexture.valid) {\n this.baseTexture.once('update', function () { return _this.onChildrenChange(0); });\n }\n }\n renderer.batch.setObjectRenderer(renderer.plugins.particle);\n renderer.plugins.particle.render(this);\n };\n /**\n * Set the flag that static data should be updated to true\n * @param smallestChildIndex - The smallest child index.\n */\n ParticleContainer.prototype.onChildrenChange = function (smallestChildIndex) {\n var bufferIndex = Math.floor(smallestChildIndex / this._batchSize);\n while (this._bufferUpdateIDs.length < bufferIndex) {\n this._bufferUpdateIDs.push(0);\n }\n this._bufferUpdateIDs[bufferIndex] = ++this._updateID;\n };\n ParticleContainer.prototype.dispose = function () {\n if (this._buffers) {\n for (var i = 0; i < this._buffers.length; ++i) {\n this._buffers[i].destroy();\n }\n this._buffers = null;\n }\n };\n /**\n * Destroys the container\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their\n * destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n ParticleContainer.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this, options);\n this.dispose();\n this._properties = null;\n this._buffers = null;\n this._bufferUpdateIDs = null;\n };\n return ParticleContainer;\n}(Container));\n\n/*\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that\n * they now share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's ParticleBuffer:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java\n */\n/**\n * The particle buffer manages the static and dynamic buffers for a particle container.\n * @private\n * @memberof PIXI\n */\nvar ParticleBuffer = /** @class */ (function () {\n /**\n * @param {object} properties - The properties to upload.\n * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic.\n * @param {number} size - The size of the batch.\n */\n function ParticleBuffer(properties, dynamicPropertyFlags, size) {\n this.geometry = new Geometry();\n this.indexBuffer = null;\n this.size = size;\n this.dynamicProperties = [];\n this.staticProperties = [];\n for (var i = 0; i < properties.length; ++i) {\n var property = properties[i];\n // Make copy of properties object so that when we edit the offset it doesn't\n // change all other instances of the object literal\n property = {\n attributeName: property.attributeName,\n size: property.size,\n uploadFunction: property.uploadFunction,\n type: property.type || TYPES.FLOAT,\n offset: property.offset,\n };\n if (dynamicPropertyFlags[i]) {\n this.dynamicProperties.push(property);\n }\n else {\n this.staticProperties.push(property);\n }\n }\n this.staticStride = 0;\n this.staticBuffer = null;\n this.staticData = null;\n this.staticDataUint32 = null;\n this.dynamicStride = 0;\n this.dynamicBuffer = null;\n this.dynamicData = null;\n this.dynamicDataUint32 = null;\n this._updateID = 0;\n this.initBuffers();\n }\n /** Sets up the renderer context and necessary buffers. */\n ParticleBuffer.prototype.initBuffers = function () {\n var geometry = this.geometry;\n var dynamicOffset = 0;\n this.indexBuffer = new Buffer(createIndicesForQuads(this.size), true, true);\n geometry.addIndex(this.indexBuffer);\n this.dynamicStride = 0;\n for (var i = 0; i < this.dynamicProperties.length; ++i) {\n var property = this.dynamicProperties[i];\n property.offset = dynamicOffset;\n dynamicOffset += property.size;\n this.dynamicStride += property.size;\n }\n var dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4);\n this.dynamicData = new Float32Array(dynBuffer);\n this.dynamicDataUint32 = new Uint32Array(dynBuffer);\n this.dynamicBuffer = new Buffer(this.dynamicData, false, false);\n // static //\n var staticOffset = 0;\n this.staticStride = 0;\n for (var i = 0; i < this.staticProperties.length; ++i) {\n var property = this.staticProperties[i];\n property.offset = staticOffset;\n staticOffset += property.size;\n this.staticStride += property.size;\n }\n var statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4);\n this.staticData = new Float32Array(statBuffer);\n this.staticDataUint32 = new Uint32Array(statBuffer);\n this.staticBuffer = new Buffer(this.staticData, true, false);\n for (var i = 0; i < this.dynamicProperties.length; ++i) {\n var property = this.dynamicProperties[i];\n geometry.addAttribute(property.attributeName, this.dynamicBuffer, 0, property.type === TYPES.UNSIGNED_BYTE, property.type, this.dynamicStride * 4, property.offset * 4);\n }\n for (var i = 0; i < this.staticProperties.length; ++i) {\n var property = this.staticProperties[i];\n geometry.addAttribute(property.attributeName, this.staticBuffer, 0, property.type === TYPES.UNSIGNED_BYTE, property.type, this.staticStride * 4, property.offset * 4);\n }\n };\n /**\n * Uploads the dynamic properties.\n * @param children - The children to upload.\n * @param startIndex - The index to start at.\n * @param amount - The number to upload.\n */\n ParticleBuffer.prototype.uploadDynamic = function (children, startIndex, amount) {\n for (var i = 0; i < this.dynamicProperties.length; i++) {\n var property = this.dynamicProperties[i];\n property.uploadFunction(children, startIndex, amount, property.type === TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData, this.dynamicStride, property.offset);\n }\n this.dynamicBuffer._updateID++;\n };\n /**\n * Uploads the static properties.\n * @param children - The children to upload.\n * @param startIndex - The index to start at.\n * @param amount - The number to upload.\n */\n ParticleBuffer.prototype.uploadStatic = function (children, startIndex, amount) {\n for (var i = 0; i < this.staticProperties.length; i++) {\n var property = this.staticProperties[i];\n property.uploadFunction(children, startIndex, amount, property.type === TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData, this.staticStride, property.offset);\n }\n this.staticBuffer._updateID++;\n };\n /** Destroys the ParticleBuffer. */\n ParticleBuffer.prototype.destroy = function () {\n this.indexBuffer = null;\n this.dynamicProperties = null;\n this.dynamicBuffer = null;\n this.dynamicData = null;\n this.dynamicDataUint32 = null;\n this.staticProperties = null;\n this.staticBuffer = null;\n this.staticData = null;\n this.staticDataUint32 = null;\n // all buffers are destroyed inside geometry\n this.geometry.destroy();\n };\n return ParticleBuffer;\n}());\n\nvar fragment = \"varying vec2 vTextureCoord;\\nvarying vec4 vColor;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n vec4 color = texture2D(uSampler, vTextureCoord) * vColor;\\n gl_FragColor = color;\\n}\";\n\nvar vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\nattribute vec4 aColor;\\n\\nattribute vec2 aPositionCoord;\\nattribute float aRotation;\\n\\nuniform mat3 translationMatrix;\\nuniform vec4 uColor;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\n\\nvoid main(void){\\n float x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);\\n float y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);\\n\\n vec2 v = vec2(x, y);\\n v = v + aPositionCoord;\\n\\n gl_Position = vec4((translationMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vColor = aColor * uColor;\\n}\\n\";\n\n/*\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now\n * share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's ParticleRenderer:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java\n */\n/**\n * Renderer for Particles that is designer for speed over feature set.\n * @memberof PIXI\n */\nvar ParticleRenderer = /** @class */ (function (_super) {\n __extends(ParticleRenderer, _super);\n /**\n * @param renderer - The renderer this sprite batch works for.\n */\n function ParticleRenderer(renderer) {\n var _this = _super.call(this, renderer) || this;\n // 65535 is max vertex index in the index buffer (see ParticleRenderer)\n // so max number of particles is 65536 / 4 = 16384\n // and max number of element in the index buffer is 16384 * 6 = 98304\n // Creating a full index buffer, overhead is 98304 * 2 = 196Ko\n // let numIndices = 98304;\n _this.shader = null;\n _this.properties = null;\n _this.tempMatrix = new Matrix();\n _this.properties = [\n // verticesData\n {\n attributeName: 'aVertexPosition',\n size: 2,\n uploadFunction: _this.uploadVertices,\n offset: 0,\n },\n // positionData\n {\n attributeName: 'aPositionCoord',\n size: 2,\n uploadFunction: _this.uploadPosition,\n offset: 0,\n },\n // rotationData\n {\n attributeName: 'aRotation',\n size: 1,\n uploadFunction: _this.uploadRotation,\n offset: 0,\n },\n // uvsData\n {\n attributeName: 'aTextureCoord',\n size: 2,\n uploadFunction: _this.uploadUvs,\n offset: 0,\n },\n // tintData\n {\n attributeName: 'aColor',\n size: 1,\n type: TYPES.UNSIGNED_BYTE,\n uploadFunction: _this.uploadTint,\n offset: 0,\n } ];\n _this.shader = Shader.from(vertex, fragment, {});\n _this.state = State.for2d();\n return _this;\n }\n /**\n * Renders the particle container object.\n * @param container - The container to render using this ParticleRenderer.\n */\n ParticleRenderer.prototype.render = function (container) {\n var children = container.children;\n var maxSize = container._maxSize;\n var batchSize = container._batchSize;\n var renderer = this.renderer;\n var totalChildren = children.length;\n if (totalChildren === 0) {\n return;\n }\n else if (totalChildren > maxSize && !container.autoResize) {\n totalChildren = maxSize;\n }\n var buffers = container._buffers;\n if (!buffers) {\n buffers = container._buffers = this.generateBuffers(container);\n }\n var baseTexture = children[0]._texture.baseTexture;\n var premultiplied = baseTexture.alphaMode > 0;\n // if the uvs have not updated then no point rendering just yet!\n this.state.blendMode = correctBlendMode(container.blendMode, premultiplied);\n renderer.state.set(this.state);\n var gl = renderer.gl;\n var m = container.worldTransform.copyTo(this.tempMatrix);\n m.prepend(renderer.globalUniforms.uniforms.projectionMatrix);\n this.shader.uniforms.translationMatrix = m.toArray(true);\n this.shader.uniforms.uColor = premultiplyRgba(container.tintRgb, container.worldAlpha, this.shader.uniforms.uColor, premultiplied);\n this.shader.uniforms.uSampler = baseTexture;\n this.renderer.shader.bind(this.shader);\n var updateStatic = false;\n // now lets upload and render the buffers..\n for (var i = 0, j = 0; i < totalChildren; i += batchSize, j += 1) {\n var amount = (totalChildren - i);\n if (amount > batchSize) {\n amount = batchSize;\n }\n if (j >= buffers.length) {\n buffers.push(this._generateOneMoreBuffer(container));\n }\n var buffer = buffers[j];\n // we always upload the dynamic\n buffer.uploadDynamic(children, i, amount);\n var bid = container._bufferUpdateIDs[j] || 0;\n updateStatic = updateStatic || (buffer._updateID < bid);\n // we only upload the static content when we have to!\n if (updateStatic) {\n buffer._updateID = container._updateID;\n buffer.uploadStatic(children, i, amount);\n }\n // bind the buffer\n renderer.geometry.bind(buffer.geometry);\n gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0);\n }\n };\n /**\n * Creates one particle buffer for each child in the container we want to render and updates internal properties.\n * @param container - The container to render using this ParticleRenderer\n * @returns - The buffers\n */\n ParticleRenderer.prototype.generateBuffers = function (container) {\n var buffers = [];\n var size = container._maxSize;\n var batchSize = container._batchSize;\n var dynamicPropertyFlags = container._properties;\n for (var i = 0; i < size; i += batchSize) {\n buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize));\n }\n return buffers;\n };\n /**\n * Creates one more particle buffer, because container has autoResize feature.\n * @param container - The container to render using this ParticleRenderer\n * @returns - The generated buffer\n */\n ParticleRenderer.prototype._generateOneMoreBuffer = function (container) {\n var batchSize = container._batchSize;\n var dynamicPropertyFlags = container._properties;\n return new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize);\n };\n /**\n * Uploads the vertices.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their vertices uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadVertices = function (children, startIndex, amount, array, stride, offset) {\n var w0 = 0;\n var w1 = 0;\n var h0 = 0;\n var h1 = 0;\n for (var i = 0; i < amount; ++i) {\n var sprite = children[startIndex + i];\n var texture = sprite._texture;\n var sx = sprite.scale.x;\n var sy = sprite.scale.y;\n var trim = texture.trim;\n var orig = texture.orig;\n if (trim) {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the\n // extra space before transforming the sprite coords..\n w1 = trim.x - (sprite.anchor.x * orig.width);\n w0 = w1 + trim.width;\n h1 = trim.y - (sprite.anchor.y * orig.height);\n h0 = h1 + trim.height;\n }\n else {\n w0 = (orig.width) * (1 - sprite.anchor.x);\n w1 = (orig.width) * -sprite.anchor.x;\n h0 = orig.height * (1 - sprite.anchor.y);\n h1 = orig.height * -sprite.anchor.y;\n }\n array[offset] = w1 * sx;\n array[offset + 1] = h1 * sy;\n array[offset + stride] = w0 * sx;\n array[offset + stride + 1] = h1 * sy;\n array[offset + (stride * 2)] = w0 * sx;\n array[offset + (stride * 2) + 1] = h0 * sy;\n array[offset + (stride * 3)] = w1 * sx;\n array[offset + (stride * 3) + 1] = h0 * sy;\n offset += stride * 4;\n }\n };\n /**\n * Uploads the position.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their positions uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadPosition = function (children, startIndex, amount, array, stride, offset) {\n for (var i = 0; i < amount; i++) {\n var spritePosition = children[startIndex + i].position;\n array[offset] = spritePosition.x;\n array[offset + 1] = spritePosition.y;\n array[offset + stride] = spritePosition.x;\n array[offset + stride + 1] = spritePosition.y;\n array[offset + (stride * 2)] = spritePosition.x;\n array[offset + (stride * 2) + 1] = spritePosition.y;\n array[offset + (stride * 3)] = spritePosition.x;\n array[offset + (stride * 3) + 1] = spritePosition.y;\n offset += stride * 4;\n }\n };\n /**\n * Uploads the rotation.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their rotation uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadRotation = function (children, startIndex, amount, array, stride, offset) {\n for (var i = 0; i < amount; i++) {\n var spriteRotation = children[startIndex + i].rotation;\n array[offset] = spriteRotation;\n array[offset + stride] = spriteRotation;\n array[offset + (stride * 2)] = spriteRotation;\n array[offset + (stride * 3)] = spriteRotation;\n offset += stride * 4;\n }\n };\n /**\n * Uploads the UVs.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their rotation uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadUvs = function (children, startIndex, amount, array, stride, offset) {\n for (var i = 0; i < amount; ++i) {\n var textureUvs = children[startIndex + i]._texture._uvs;\n if (textureUvs) {\n array[offset] = textureUvs.x0;\n array[offset + 1] = textureUvs.y0;\n array[offset + stride] = textureUvs.x1;\n array[offset + stride + 1] = textureUvs.y1;\n array[offset + (stride * 2)] = textureUvs.x2;\n array[offset + (stride * 2) + 1] = textureUvs.y2;\n array[offset + (stride * 3)] = textureUvs.x3;\n array[offset + (stride * 3) + 1] = textureUvs.y3;\n offset += stride * 4;\n }\n else {\n // TODO you know this can be easier!\n array[offset] = 0;\n array[offset + 1] = 0;\n array[offset + stride] = 0;\n array[offset + stride + 1] = 0;\n array[offset + (stride * 2)] = 0;\n array[offset + (stride * 2) + 1] = 0;\n array[offset + (stride * 3)] = 0;\n array[offset + (stride * 3) + 1] = 0;\n offset += stride * 4;\n }\n }\n };\n /**\n * Uploads the tint.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their rotation uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadTint = function (children, startIndex, amount, array, stride, offset) {\n for (var i = 0; i < amount; ++i) {\n var sprite = children[startIndex + i];\n var premultiplied = sprite._texture.baseTexture.alphaMode > 0;\n var alpha = sprite.alpha;\n // we dont call extra function if alpha is 1.0, that's faster\n var argb = alpha < 1.0 && premultiplied\n ? premultiplyTint(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24);\n array[offset] = argb;\n array[offset + stride] = argb;\n array[offset + (stride * 2)] = argb;\n array[offset + (stride * 3)] = argb;\n offset += stride * 4;\n }\n };\n /** Destroys the ParticleRenderer. */\n ParticleRenderer.prototype.destroy = function () {\n _super.prototype.destroy.call(this);\n if (this.shader) {\n this.shader.destroy();\n this.shader = null;\n }\n this.tempMatrix = null;\n };\n /** @ignore */\n ParticleRenderer.extension = {\n name: 'particle',\n type: ExtensionType.RendererPlugin,\n };\n return ParticleRenderer;\n}(ObjectRenderer));\n\nexport { ParticleContainer, ParticleRenderer };\n//# sourceMappingURL=particle-container.mjs.map\n","/*!\n * @pixi/graphics - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/graphics is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Texture, BaseTexture, BatchDrawCall, BatchTextureArray, BatchGeometry, UniformGroup, Shader, State } from '@pixi/core';\nimport { SHAPES, Point, PI_2, Polygon, Rectangle, RoundedRectangle, Circle, Ellipse, Matrix } from '@pixi/math';\nimport { earcut, premultiplyTint, hex2rgb } from '@pixi/utils';\nimport { WRAP_MODES, DRAW_MODES, BLEND_MODES } from '@pixi/constants';\nimport { Bounds, Container } from '@pixi/display';\n\n/**\n * Supported line joints in `PIXI.LineStyle` for graphics.\n * @see PIXI.Graphics#lineStyle\n * @see https://graphicdesign.stackexchange.com/questions/59018/what-is-a-bevel-join-of-two-lines-exactly-illustrator\n * @name LINE_JOIN\n * @memberof PIXI\n * @static\n * @enum {string}\n * @property {string} MITER - 'miter': make a sharp corner where outer part of lines meet\n * @property {string} BEVEL - 'bevel': add a square butt at each end of line segment and fill the triangle at turn\n * @property {string} ROUND - 'round': add an arc at the joint\n */\nvar LINE_JOIN;\n(function (LINE_JOIN) {\n LINE_JOIN[\"MITER\"] = \"miter\";\n LINE_JOIN[\"BEVEL\"] = \"bevel\";\n LINE_JOIN[\"ROUND\"] = \"round\";\n})(LINE_JOIN || (LINE_JOIN = {}));\n/**\n * Support line caps in `PIXI.LineStyle` for graphics.\n * @see PIXI.Graphics#lineStyle\n * @name LINE_CAP\n * @memberof PIXI\n * @static\n * @enum {string}\n * @property {string} BUTT - 'butt': don't add any cap at line ends (leaves orthogonal edges)\n * @property {string} ROUND - 'round': add semicircle at ends\n * @property {string} SQUARE - 'square': add square at end (like `BUTT` except more length at end)\n */\nvar LINE_CAP;\n(function (LINE_CAP) {\n LINE_CAP[\"BUTT\"] = \"butt\";\n LINE_CAP[\"ROUND\"] = \"round\";\n LINE_CAP[\"SQUARE\"] = \"square\";\n})(LINE_CAP || (LINE_CAP = {}));\n/**\n * Graphics curves resolution settings. If `adaptive` flag is set to `true`,\n * the resolution is calculated based on the curve's length to ensure better visual quality.\n * Adaptive draw works with `bezierCurveTo` and `quadraticCurveTo`.\n * @static\n * @constant\n * @memberof PIXI\n * @name GRAPHICS_CURVES\n * @type {object}\n * @property {boolean} [adaptive=true] - flag indicating if the resolution should be adaptive\n * @property {number} [maxLength=10] - maximal length of a single segment of the curve (if adaptive = false, ignored)\n * @property {number} [minSegments=8] - minimal number of segments in the curve (if adaptive = false, ignored)\n * @property {number} [maxSegments=2048] - maximal number of segments in the curve (if adaptive = false, ignored)\n */\nvar GRAPHICS_CURVES = {\n adaptive: true,\n maxLength: 10,\n minSegments: 8,\n maxSegments: 2048,\n epsilon: 0.0001,\n _segmentsCount: function (length, defaultSegments) {\n if (defaultSegments === void 0) { defaultSegments = 20; }\n if (!this.adaptive || !length || isNaN(length)) {\n return defaultSegments;\n }\n var result = Math.ceil(length / this.maxLength);\n if (result < this.minSegments) {\n result = this.minSegments;\n }\n else if (result > this.maxSegments) {\n result = this.maxSegments;\n }\n return result;\n },\n};\n\n/**\n * Fill style object for Graphics.\n * @memberof PIXI\n */\nvar FillStyle = /** @class */ (function () {\n function FillStyle() {\n /**\n * The hex color value used when coloring the Graphics object.\n * @default 0xFFFFFF\n */\n this.color = 0xFFFFFF;\n /** The alpha value used when filling the Graphics object. */\n this.alpha = 1.0;\n /**\n * The texture to be used for the fill.\n * @default 0\n */\n this.texture = Texture.WHITE;\n /**\n * The transform applied to the texture.\n * @default null\n */\n this.matrix = null;\n /** If the current fill is visible. */\n this.visible = false;\n this.reset();\n }\n /** Clones the object */\n FillStyle.prototype.clone = function () {\n var obj = new FillStyle();\n obj.color = this.color;\n obj.alpha = this.alpha;\n obj.texture = this.texture;\n obj.matrix = this.matrix;\n obj.visible = this.visible;\n return obj;\n };\n /** Reset */\n FillStyle.prototype.reset = function () {\n this.color = 0xFFFFFF;\n this.alpha = 1;\n this.texture = Texture.WHITE;\n this.matrix = null;\n this.visible = false;\n };\n /** Destroy and don't use after this. */\n FillStyle.prototype.destroy = function () {\n this.texture = null;\n this.matrix = null;\n };\n return FillStyle;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nfunction fixOrientation(points, hole) {\n var _a, _b;\n if (hole === void 0) { hole = false; }\n var m = points.length;\n if (m < 6) {\n return;\n }\n var area = 0;\n for (var i = 0, x1 = points[m - 2], y1 = points[m - 1]; i < m; i += 2) {\n var x2 = points[i];\n var y2 = points[i + 1];\n area += (x2 - x1) * (y2 + y1);\n x1 = x2;\n y1 = y2;\n }\n if ((!hole && area > 0) || (hole && area <= 0)) {\n var n = m / 2;\n for (var i = n + (n % 2); i < m; i += 2) {\n var i1 = m - i - 2;\n var i2 = m - i - 1;\n var i3 = i;\n var i4 = i + 1;\n _a = [points[i3], points[i1]], points[i1] = _a[0], points[i3] = _a[1];\n _b = [points[i4], points[i2]], points[i2] = _b[0], points[i4] = _b[1];\n }\n }\n}\n/**\n * Builds a polygon to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildPoly = {\n build: function (graphicsData) {\n graphicsData.points = graphicsData.shape.points.slice();\n },\n triangulate: function (graphicsData, graphicsGeometry) {\n var points = graphicsData.points;\n var holes = graphicsData.holes;\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n if (points.length >= 6) {\n fixOrientation(points, false);\n var holeArray = [];\n // Process holes..\n for (var i = 0; i < holes.length; i++) {\n var hole = holes[i];\n fixOrientation(hole.points, true);\n holeArray.push(points.length / 2);\n points = points.concat(hole.points);\n }\n // sort color\n var triangles = earcut(points, holeArray, 2);\n if (!triangles) {\n return;\n }\n var vertPos = verts.length / 2;\n for (var i = 0; i < triangles.length; i += 3) {\n indices.push(triangles[i] + vertPos);\n indices.push(triangles[i + 1] + vertPos);\n indices.push(triangles[i + 2] + vertPos);\n }\n for (var i = 0; i < points.length; i++) {\n verts.push(points[i]);\n }\n }\n },\n};\n\n// for type only\n/**\n * Builds a circle to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object to draw\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildCircle = {\n build: function (graphicsData) {\n // need to convert points to a nice regular data\n var points = graphicsData.points;\n var x;\n var y;\n var dx;\n var dy;\n var rx;\n var ry;\n if (graphicsData.type === SHAPES.CIRC) {\n var circle = graphicsData.shape;\n x = circle.x;\n y = circle.y;\n rx = ry = circle.radius;\n dx = dy = 0;\n }\n else if (graphicsData.type === SHAPES.ELIP) {\n var ellipse = graphicsData.shape;\n x = ellipse.x;\n y = ellipse.y;\n rx = ellipse.width;\n ry = ellipse.height;\n dx = dy = 0;\n }\n else {\n var roundedRect = graphicsData.shape;\n var halfWidth = roundedRect.width / 2;\n var halfHeight = roundedRect.height / 2;\n x = roundedRect.x + halfWidth;\n y = roundedRect.y + halfHeight;\n rx = ry = Math.max(0, Math.min(roundedRect.radius, Math.min(halfWidth, halfHeight)));\n dx = halfWidth - rx;\n dy = halfHeight - ry;\n }\n if (!(rx >= 0 && ry >= 0 && dx >= 0 && dy >= 0)) {\n points.length = 0;\n return;\n }\n // Choose a number of segments such that the maximum absolute deviation from the circle is approximately 0.029\n var n = Math.ceil(2.3 * Math.sqrt(rx + ry));\n var m = (n * 8) + (dx ? 4 : 0) + (dy ? 4 : 0);\n points.length = m;\n if (m === 0) {\n return;\n }\n if (n === 0) {\n points.length = 8;\n points[0] = points[6] = x + dx;\n points[1] = points[3] = y + dy;\n points[2] = points[4] = x - dx;\n points[5] = points[7] = y - dy;\n return;\n }\n var j1 = 0;\n var j2 = (n * 4) + (dx ? 2 : 0) + 2;\n var j3 = j2;\n var j4 = m;\n {\n var x0 = dx + rx;\n var y0 = dy;\n var x1 = x + x0;\n var x2 = x - x0;\n var y1 = y + y0;\n points[j1++] = x1;\n points[j1++] = y1;\n points[--j2] = y1;\n points[--j2] = x2;\n if (dy) {\n var y2 = y - y0;\n points[j3++] = x2;\n points[j3++] = y2;\n points[--j4] = y2;\n points[--j4] = x1;\n }\n }\n for (var i = 1; i < n; i++) {\n var a = Math.PI / 2 * (i / n);\n var x0 = dx + (Math.cos(a) * rx);\n var y0 = dy + (Math.sin(a) * ry);\n var x1 = x + x0;\n var x2 = x - x0;\n var y1 = y + y0;\n var y2 = y - y0;\n points[j1++] = x1;\n points[j1++] = y1;\n points[--j2] = y1;\n points[--j2] = x2;\n points[j3++] = x2;\n points[j3++] = y2;\n points[--j4] = y2;\n points[--j4] = x1;\n }\n {\n var x0 = dx;\n var y0 = dy + ry;\n var x1 = x + x0;\n var x2 = x - x0;\n var y1 = y + y0;\n var y2 = y - y0;\n points[j1++] = x1;\n points[j1++] = y1;\n points[--j4] = y2;\n points[--j4] = x1;\n if (dx) {\n points[j1++] = x2;\n points[j1++] = y1;\n points[--j4] = y2;\n points[--j4] = x2;\n }\n }\n },\n triangulate: function (graphicsData, graphicsGeometry) {\n var points = graphicsData.points;\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n if (points.length === 0) {\n return;\n }\n var vertPos = verts.length / 2;\n var center = vertPos;\n var x;\n var y;\n if (graphicsData.type !== SHAPES.RREC) {\n var circle = graphicsData.shape;\n x = circle.x;\n y = circle.y;\n }\n else {\n var roundedRect = graphicsData.shape;\n x = roundedRect.x + (roundedRect.width / 2);\n y = roundedRect.y + (roundedRect.height / 2);\n }\n var matrix = graphicsData.matrix;\n // Push center (special point)\n verts.push(graphicsData.matrix ? (matrix.a * x) + (matrix.c * y) + matrix.tx : x, graphicsData.matrix ? (matrix.b * x) + (matrix.d * y) + matrix.ty : y);\n vertPos++;\n verts.push(points[0], points[1]);\n for (var i = 2; i < points.length; i += 2) {\n verts.push(points[i], points[i + 1]);\n // add some uvs\n indices.push(vertPos++, center, vertPos);\n }\n indices.push(center + 1, center, vertPos);\n },\n};\n\n/**\n * Builds a rectangle to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildRectangle = {\n build: function (graphicsData) {\n // --- //\n // need to convert points to a nice regular data\n //\n var rectData = graphicsData.shape;\n var x = rectData.x;\n var y = rectData.y;\n var width = rectData.width;\n var height = rectData.height;\n var points = graphicsData.points;\n points.length = 0;\n points.push(x, y, x + width, y, x + width, y + height, x, y + height);\n },\n triangulate: function (graphicsData, graphicsGeometry) {\n var points = graphicsData.points;\n var verts = graphicsGeometry.points;\n var vertPos = verts.length / 2;\n verts.push(points[0], points[1], points[2], points[3], points[6], points[7], points[4], points[5]);\n graphicsGeometry.indices.push(vertPos, vertPos + 1, vertPos + 2, vertPos + 1, vertPos + 2, vertPos + 3);\n },\n};\n\n/**\n * Calculate a single point for a quadratic bezier curve.\n * Utility function used by quadraticBezierCurve.\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {number} n1 - first number\n * @param {number} n2 - second number\n * @param {number} perc - percentage\n * @returns {number} the result\n */\nfunction getPt(n1, n2, perc) {\n var diff = n2 - n1;\n return n1 + (diff * perc);\n}\n/**\n * Calculate the points for a quadratic bezier curve. (helper function..)\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {number} fromX - Origin point x\n * @param {number} fromY - Origin point x\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @param {number[]} [out=[]] - The output array to add points into. If not passed, a new array is created.\n * @returns {number[]} an array of points\n */\nfunction quadraticBezierCurve(fromX, fromY, cpX, cpY, toX, toY, out) {\n if (out === void 0) { out = []; }\n var n = 20;\n var points = out;\n var xa = 0;\n var ya = 0;\n var xb = 0;\n var yb = 0;\n var x = 0;\n var y = 0;\n for (var i = 0, j = 0; i <= n; ++i) {\n j = i / n;\n // The Green Line\n xa = getPt(fromX, cpX, j);\n ya = getPt(fromY, cpY, j);\n xb = getPt(cpX, toX, j);\n yb = getPt(cpY, toY, j);\n // The Black Dot\n x = getPt(xa, xb, j);\n y = getPt(ya, yb, j);\n // Handle case when first curve points overlaps and earcut fails to triangulate\n if (i === 0 && points[points.length - 2] === x && points[points.length - 1] === y) {\n continue;\n }\n points.push(x, y);\n }\n return points;\n}\n/**\n * Builds a rounded rectangle to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildRoundedRectangle = {\n build: function (graphicsData) {\n if (Graphics.nextRoundedRectBehavior) {\n buildCircle.build(graphicsData);\n return;\n }\n var rrectData = graphicsData.shape;\n var points = graphicsData.points;\n var x = rrectData.x;\n var y = rrectData.y;\n var width = rrectData.width;\n var height = rrectData.height;\n // Don't allow negative radius or greater than half the smallest width\n var radius = Math.max(0, Math.min(rrectData.radius, Math.min(width, height) / 2));\n points.length = 0;\n // No radius, do a simple rectangle\n if (!radius) {\n points.push(x, y, x + width, y, x + width, y + height, x, y + height);\n }\n else {\n quadraticBezierCurve(x, y + radius, x, y, x + radius, y, points);\n quadraticBezierCurve(x + width - radius, y, x + width, y, x + width, y + radius, points);\n quadraticBezierCurve(x + width, y + height - radius, x + width, y + height, x + width - radius, y + height, points);\n quadraticBezierCurve(x + radius, y + height, x, y + height, x, y + height - radius, points);\n }\n },\n triangulate: function (graphicsData, graphicsGeometry) {\n if (Graphics.nextRoundedRectBehavior) {\n buildCircle.triangulate(graphicsData, graphicsGeometry);\n return;\n }\n var points = graphicsData.points;\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n var vecPos = verts.length / 2;\n var triangles = earcut(points, null, 2);\n for (var i = 0, j = triangles.length; i < j; i += 3) {\n indices.push(triangles[i] + vecPos);\n // indices.push(triangles[i] + vecPos);\n indices.push(triangles[i + 1] + vecPos);\n // indices.push(triangles[i + 2] + vecPos);\n indices.push(triangles[i + 2] + vecPos);\n }\n for (var i = 0, j = points.length; i < j; i++) {\n verts.push(points[i], points[++i]);\n }\n },\n};\n\n/**\n * Buffers vertices to draw a square cap.\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {number} x - X-coord of end point\n * @param {number} y - Y-coord of end point\n * @param {number} nx - X-coord of line normal pointing inside\n * @param {number} ny - Y-coord of line normal pointing inside\n * @param {number} innerWeight - Weight of inner points\n * @param {number} outerWeight - Weight of outer points\n * @param {boolean} clockwise - Whether the cap is drawn clockwise\n * @param {Array} verts - vertex buffer\n * @returns {number} - no. of vertices pushed\n */\nfunction square(x, y, nx, ny, innerWeight, outerWeight, clockwise, /* rotation for square (true at left end, false at right end) */ verts) {\n var ix = x - (nx * innerWeight);\n var iy = y - (ny * innerWeight);\n var ox = x + (nx * outerWeight);\n var oy = y + (ny * outerWeight);\n /* Rotate nx,ny for extension vector */\n var exx;\n var eyy;\n if (clockwise) {\n exx = ny;\n eyy = -nx;\n }\n else {\n exx = -ny;\n eyy = nx;\n }\n /* [i|0]x,y extended at cap */\n var eix = ix + exx;\n var eiy = iy + eyy;\n var eox = ox + exx;\n var eoy = oy + eyy;\n /* Square itself must be inserted clockwise*/\n verts.push(eix, eiy);\n verts.push(eox, eoy);\n return 2;\n}\n/**\n * Buffers vertices to draw an arc at the line joint or cap.\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {number} cx - X-coord of center\n * @param {number} cy - Y-coord of center\n * @param {number} sx - X-coord of arc start\n * @param {number} sy - Y-coord of arc start\n * @param {number} ex - X-coord of arc end\n * @param {number} ey - Y-coord of arc end\n * @param {Array} verts - buffer of vertices\n * @param {boolean} clockwise - orientation of vertices\n * @returns {number} - no. of vertices pushed\n */\nfunction round(cx, cy, sx, sy, ex, ey, verts, clockwise) {\n var cx2p0x = sx - cx;\n var cy2p0y = sy - cy;\n var angle0 = Math.atan2(cx2p0x, cy2p0y);\n var angle1 = Math.atan2(ex - cx, ey - cy);\n if (clockwise && angle0 < angle1) {\n angle0 += Math.PI * 2;\n }\n else if (!clockwise && angle0 > angle1) {\n angle1 += Math.PI * 2;\n }\n var startAngle = angle0;\n var angleDiff = angle1 - angle0;\n var absAngleDiff = Math.abs(angleDiff);\n /* if (absAngleDiff >= PI_LBOUND && absAngleDiff <= PI_UBOUND)\n {\n const r1x = cx - nxtPx;\n const r1y = cy - nxtPy;\n\n if (r1x === 0)\n {\n if (r1y > 0)\n {\n angleDiff = -angleDiff;\n }\n }\n else if (r1x >= -GRAPHICS_CURVES.epsilon)\n {\n angleDiff = -angleDiff;\n }\n }*/\n var radius = Math.sqrt((cx2p0x * cx2p0x) + (cy2p0y * cy2p0y));\n var segCount = ((15 * absAngleDiff * Math.sqrt(radius) / Math.PI) >> 0) + 1;\n var angleInc = angleDiff / segCount;\n startAngle += angleInc;\n if (clockwise) {\n verts.push(cx, cy);\n verts.push(sx, sy);\n for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) {\n verts.push(cx, cy);\n verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius)));\n }\n verts.push(cx, cy);\n verts.push(ex, ey);\n }\n else {\n verts.push(sx, sy);\n verts.push(cx, cy);\n for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) {\n verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius)));\n verts.push(cx, cy);\n }\n verts.push(ex, ey);\n verts.push(cx, cy);\n }\n return segCount * 2;\n}\n/**\n * Builds a line to draw using the polygon method.\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildNonNativeLine(graphicsData, graphicsGeometry) {\n var shape = graphicsData.shape;\n var points = graphicsData.points || shape.points.slice();\n var eps = graphicsGeometry.closePointEps;\n if (points.length === 0) {\n return;\n }\n // if the line width is an odd number add 0.5 to align to a whole pixel\n // commenting this out fixes #711 and #1620\n // if (graphicsData.lineWidth%2)\n // {\n // for (i = 0; i < points.length; i++)\n // {\n // points[i] += 0.5;\n // }\n // }\n var style = graphicsData.lineStyle;\n // get first and last point.. figure out the middle!\n var firstPoint = new Point(points[0], points[1]);\n var lastPoint = new Point(points[points.length - 2], points[points.length - 1]);\n var closedShape = shape.type !== SHAPES.POLY || shape.closeStroke;\n var closedPath = Math.abs(firstPoint.x - lastPoint.x) < eps\n && Math.abs(firstPoint.y - lastPoint.y) < eps;\n // if the first point is the last point - gonna have issues :)\n if (closedShape) {\n // need to clone as we are going to slightly modify the shape..\n points = points.slice();\n if (closedPath) {\n points.pop();\n points.pop();\n lastPoint.set(points[points.length - 2], points[points.length - 1]);\n }\n var midPointX = (firstPoint.x + lastPoint.x) * 0.5;\n var midPointY = (lastPoint.y + firstPoint.y) * 0.5;\n points.unshift(midPointX, midPointY);\n points.push(midPointX, midPointY);\n }\n var verts = graphicsGeometry.points;\n var length = points.length / 2;\n var indexCount = points.length;\n var indexStart = verts.length / 2;\n // Max. inner and outer width\n var width = style.width / 2;\n var widthSquared = width * width;\n var miterLimitSquared = style.miterLimit * style.miterLimit;\n /* Line segments of interest where (x1,y1) forms the corner. */\n var x0 = points[0];\n var y0 = points[1];\n var x1 = points[2];\n var y1 = points[3];\n var x2 = 0;\n var y2 = 0;\n /* perp[?](x|y) = the line normal with magnitude lineWidth. */\n var perpx = -(y0 - y1);\n var perpy = x0 - x1;\n var perp1x = 0;\n var perp1y = 0;\n var dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n var ratio = style.alignment; // 0.5;\n var innerWeight = (1 - ratio) * 2;\n var outerWeight = ratio * 2;\n if (!closedShape) {\n if (style.cap === LINE_CAP.ROUND) {\n indexCount += round(x0 - (perpx * (innerWeight - outerWeight) * 0.5), y0 - (perpy * (innerWeight - outerWeight) * 0.5), x0 - (perpx * innerWeight), y0 - (perpy * innerWeight), x0 + (perpx * outerWeight), y0 + (perpy * outerWeight), verts, true) + 2;\n }\n else if (style.cap === LINE_CAP.SQUARE) {\n indexCount += square(x0, y0, perpx, perpy, innerWeight, outerWeight, true, verts);\n }\n }\n // Push first point (below & above vertices)\n verts.push(x0 - (perpx * innerWeight), y0 - (perpy * innerWeight));\n verts.push(x0 + (perpx * outerWeight), y0 + (perpy * outerWeight));\n for (var i = 1; i < length - 1; ++i) {\n x0 = points[(i - 1) * 2];\n y0 = points[((i - 1) * 2) + 1];\n x1 = points[i * 2];\n y1 = points[(i * 2) + 1];\n x2 = points[(i + 1) * 2];\n y2 = points[((i + 1) * 2) + 1];\n perpx = -(y0 - y1);\n perpy = x0 - x1;\n dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n perp1x = -(y1 - y2);\n perp1y = x1 - x2;\n dist = Math.sqrt((perp1x * perp1x) + (perp1y * perp1y));\n perp1x /= dist;\n perp1y /= dist;\n perp1x *= width;\n perp1y *= width;\n /* d[x|y](0|1) = the component displacement between points p(0,1|1,2) */\n var dx0 = x1 - x0;\n var dy0 = y0 - y1;\n var dx1 = x1 - x2;\n var dy1 = y2 - y1;\n /* +ve if internal angle < 90 degree, -ve if internal angle > 90 degree. */\n var dot = (dx0 * dx1) + (dy0 * dy1);\n /* +ve if internal angle counterclockwise, -ve if internal angle clockwise. */\n var cross = (dy0 * dx1) - (dy1 * dx0);\n var clockwise = (cross < 0);\n /* Going nearly parallel? */\n /* atan(0.001) ~= 0.001 rad ~= 0.057 degree */\n if (Math.abs(cross) < 0.001 * Math.abs(dot)) {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));\n /* 180 degree corner? */\n if (dot >= 0) {\n if (style.join === LINE_JOIN.ROUND) {\n indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 4;\n }\n else {\n indexCount += 2;\n }\n verts.push(x1 - (perp1x * outerWeight), y1 - (perp1y * outerWeight));\n verts.push(x1 + (perp1x * innerWeight), y1 + (perp1y * innerWeight));\n }\n continue;\n }\n /* p[x|y] is the miter point. pdist is the distance between miter point and p1. */\n var c1 = ((-perpx + x0) * (-perpy + y1)) - ((-perpx + x1) * (-perpy + y0));\n var c2 = ((-perp1x + x2) * (-perp1y + y1)) - ((-perp1x + x1) * (-perp1y + y2));\n var px = ((dx0 * c2) - (dx1 * c1)) / cross;\n var py = ((dy1 * c1) - (dy0 * c2)) / cross;\n var pdist = ((px - x1) * (px - x1)) + ((py - y1) * (py - y1));\n /* Inner miter point */\n var imx = x1 + ((px - x1) * innerWeight);\n var imy = y1 + ((py - y1) * innerWeight);\n /* Outer miter point */\n var omx = x1 - ((px - x1) * outerWeight);\n var omy = y1 - ((py - y1) * outerWeight);\n /* Is the inside miter point too far away, creating a spike? */\n var smallerInsideSegmentSq = Math.min((dx0 * dx0) + (dy0 * dy0), (dx1 * dx1) + (dy1 * dy1));\n var insideWeight = clockwise ? innerWeight : outerWeight;\n var smallerInsideDiagonalSq = smallerInsideSegmentSq + (insideWeight * insideWeight * widthSquared);\n var insideMiterOk = pdist <= smallerInsideDiagonalSq;\n if (insideMiterOk) {\n if (style.join === LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared) {\n if (clockwise) /* rotating at inner angle */ {\n verts.push(imx, imy); // inner miter point\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex\n verts.push(imx, imy); // inner miter point\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex\n }\n else /* rotating at outer angle */ {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex\n verts.push(omx, omy); // outer miter point\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's outer vertex\n verts.push(omx, omy); // outer miter point\n }\n indexCount += 2;\n }\n else if (style.join === LINE_JOIN.ROUND) {\n if (clockwise) /* arc is outside */ {\n verts.push(imx, imy);\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));\n indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 4;\n verts.push(imx, imy);\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight));\n }\n else /* arc is inside */ {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));\n verts.push(omx, omy);\n indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 4;\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight));\n verts.push(omx, omy);\n }\n }\n else {\n verts.push(imx, imy);\n verts.push(omx, omy);\n }\n }\n else // inside miter is NOT ok\n {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex\n if (style.join === LINE_JOIN.ROUND) {\n if (clockwise) /* arc is outside */ {\n indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 2;\n }\n else /* arc is inside */ {\n indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 2;\n }\n }\n else if (style.join === LINE_JOIN.MITER && pdist / widthSquared <= miterLimitSquared) {\n if (clockwise) {\n verts.push(omx, omy); // inner miter point\n verts.push(omx, omy); // inner miter point\n }\n else {\n verts.push(imx, imy); // outer miter point\n verts.push(imx, imy); // outer miter point\n }\n indexCount += 2;\n }\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's inner vertex\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex\n indexCount += 2;\n }\n }\n x0 = points[(length - 2) * 2];\n y0 = points[((length - 2) * 2) + 1];\n x1 = points[(length - 1) * 2];\n y1 = points[((length - 1) * 2) + 1];\n perpx = -(y0 - y1);\n perpy = x0 - x1;\n dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));\n if (!closedShape) {\n if (style.cap === LINE_CAP.ROUND) {\n indexCount += round(x1 - (perpx * (innerWeight - outerWeight) * 0.5), y1 - (perpy * (innerWeight - outerWeight) * 0.5), x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), verts, false) + 2;\n }\n else if (style.cap === LINE_CAP.SQUARE) {\n indexCount += square(x1, y1, perpx, perpy, innerWeight, outerWeight, false, verts);\n }\n }\n var indices = graphicsGeometry.indices;\n var eps2 = GRAPHICS_CURVES.epsilon * GRAPHICS_CURVES.epsilon;\n // indices.push(indexStart);\n for (var i = indexStart; i < indexCount + indexStart - 2; ++i) {\n x0 = verts[(i * 2)];\n y0 = verts[(i * 2) + 1];\n x1 = verts[(i + 1) * 2];\n y1 = verts[((i + 1) * 2) + 1];\n x2 = verts[(i + 2) * 2];\n y2 = verts[((i + 2) * 2) + 1];\n /* Skip zero area triangles */\n if (Math.abs((x0 * (y1 - y2)) + (x1 * (y2 - y0)) + (x2 * (y0 - y1))) < eps2) {\n continue;\n }\n indices.push(i, i + 1, i + 2);\n }\n}\n/**\n * Builds a line to draw using the gl.drawArrays(gl.LINES) method\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildNativeLine(graphicsData, graphicsGeometry) {\n var i = 0;\n var shape = graphicsData.shape;\n var points = graphicsData.points || shape.points;\n var closedShape = shape.type !== SHAPES.POLY || shape.closeStroke;\n if (points.length === 0)\n { return; }\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n var length = points.length / 2;\n var startIndex = verts.length / 2;\n var currentIndex = startIndex;\n verts.push(points[0], points[1]);\n for (i = 1; i < length; i++) {\n verts.push(points[i * 2], points[(i * 2) + 1]);\n indices.push(currentIndex, currentIndex + 1);\n currentIndex++;\n }\n if (closedShape) {\n indices.push(currentIndex, startIndex);\n }\n}\n/**\n * Builds a line to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildLine(graphicsData, graphicsGeometry) {\n if (graphicsData.lineStyle.native) {\n buildNativeLine(graphicsData, graphicsGeometry);\n }\n else {\n buildNonNativeLine(graphicsData, graphicsGeometry);\n }\n}\n\n/**\n * Utilities for arc curves.\n * @private\n */\nvar ArcUtils = /** @class */ (function () {\n function ArcUtils() {\n }\n /**\n * The arcTo() method creates an arc/curve between two tangents on the canvas.\n *\n * \"borrowed\" from https://code.google.com/p/fxcanvas/ - thanks google!\n * @private\n * @param x1 - The x-coordinate of the beginning of the arc\n * @param y1 - The y-coordinate of the beginning of the arc\n * @param x2 - The x-coordinate of the end of the arc\n * @param y2 - The y-coordinate of the end of the arc\n * @param radius - The radius of the arc\n * @param points -\n * @returns - If the arc length is valid, return center of circle, radius and other info otherwise `null`.\n */\n ArcUtils.curveTo = function (x1, y1, x2, y2, radius, points) {\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n var a1 = fromY - y1;\n var b1 = fromX - x1;\n var a2 = y2 - y1;\n var b2 = x2 - x1;\n var mm = Math.abs((a1 * b2) - (b1 * a2));\n if (mm < 1.0e-8 || radius === 0) {\n if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1) {\n points.push(x1, y1);\n }\n return null;\n }\n var dd = (a1 * a1) + (b1 * b1);\n var cc = (a2 * a2) + (b2 * b2);\n var tt = (a1 * a2) + (b1 * b2);\n var k1 = radius * Math.sqrt(dd) / mm;\n var k2 = radius * Math.sqrt(cc) / mm;\n var j1 = k1 * tt / dd;\n var j2 = k2 * tt / cc;\n var cx = (k1 * b2) + (k2 * b1);\n var cy = (k1 * a2) + (k2 * a1);\n var px = b1 * (k2 + j1);\n var py = a1 * (k2 + j1);\n var qx = b2 * (k1 + j2);\n var qy = a2 * (k1 + j2);\n var startAngle = Math.atan2(py - cy, px - cx);\n var endAngle = Math.atan2(qy - cy, qx - cx);\n return {\n cx: (cx + x1),\n cy: (cy + y1),\n radius: radius,\n startAngle: startAngle,\n endAngle: endAngle,\n anticlockwise: (b1 * a2 > b2 * a1),\n };\n };\n /* eslint-disable max-len */\n /**\n * The arc method creates an arc/curve (used to create circles, or parts of circles).\n * @private\n * @param _startX - Start x location of arc\n * @param _startY - Start y location of arc\n * @param cx - The x-coordinate of the center of the circle\n * @param cy - The y-coordinate of the center of the circle\n * @param radius - The radius of the circle\n * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position\n * of the arc's circle)\n * @param endAngle - The ending angle, in radians\n * @param _anticlockwise - Specifies whether the drawing should be\n * counter-clockwise or clockwise. False is default, and indicates clockwise, while true\n * indicates counter-clockwise.\n * @param points - Collection of points to add to\n */\n ArcUtils.arc = function (_startX, _startY, cx, cy, radius, startAngle, endAngle, _anticlockwise, points) {\n var sweep = endAngle - startAngle;\n var n = GRAPHICS_CURVES._segmentsCount(Math.abs(sweep) * radius, Math.ceil(Math.abs(sweep) / PI_2) * 40);\n var theta = (sweep) / (n * 2);\n var theta2 = theta * 2;\n var cTheta = Math.cos(theta);\n var sTheta = Math.sin(theta);\n var segMinus = n - 1;\n var remainder = (segMinus % 1) / segMinus;\n for (var i = 0; i <= segMinus; ++i) {\n var real = i + (remainder * i);\n var angle = ((theta) + startAngle + (theta2 * real));\n var c = Math.cos(angle);\n var s = -Math.sin(angle);\n points.push((((cTheta * c) + (sTheta * s)) * radius) + cx, (((cTheta * -s) + (sTheta * c)) * radius) + cy);\n }\n };\n return ArcUtils;\n}());\n\n/**\n * Utilities for bezier curves\n * @private\n */\nvar BezierUtils = /** @class */ (function () {\n function BezierUtils() {\n }\n /**\n * Calculate length of bezier curve.\n * Analytical solution is impossible, since it involves an integral that does not integrate in general.\n * Therefore numerical solution is used.\n * @private\n * @param fromX - Starting point x\n * @param fromY - Starting point y\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param cpX2 - Second Control point x\n * @param cpY2 - Second Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @returns - Length of bezier curve\n */\n BezierUtils.curveLength = function (fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY) {\n var n = 10;\n var result = 0.0;\n var t = 0.0;\n var t2 = 0.0;\n var t3 = 0.0;\n var nt = 0.0;\n var nt2 = 0.0;\n var nt3 = 0.0;\n var x = 0.0;\n var y = 0.0;\n var dx = 0.0;\n var dy = 0.0;\n var prevX = fromX;\n var prevY = fromY;\n for (var i = 1; i <= n; ++i) {\n t = i / n;\n t2 = t * t;\n t3 = t2 * t;\n nt = (1.0 - t);\n nt2 = nt * nt;\n nt3 = nt2 * nt;\n x = (nt3 * fromX) + (3.0 * nt2 * t * cpX) + (3.0 * nt * t2 * cpX2) + (t3 * toX);\n y = (nt3 * fromY) + (3.0 * nt2 * t * cpY) + (3 * nt * t2 * cpY2) + (t3 * toY);\n dx = prevX - x;\n dy = prevY - y;\n prevX = x;\n prevY = y;\n result += Math.sqrt((dx * dx) + (dy * dy));\n }\n return result;\n };\n /**\n * Calculate the points for a bezier curve and then draws it.\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param cpX2 - Second Control point x\n * @param cpY2 - Second Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @param points - Path array to push points into\n */\n BezierUtils.curveTo = function (cpX, cpY, cpX2, cpY2, toX, toY, points) {\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n points.length -= 2;\n var n = GRAPHICS_CURVES._segmentsCount(BezierUtils.curveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY));\n var dt = 0;\n var dt2 = 0;\n var dt3 = 0;\n var t2 = 0;\n var t3 = 0;\n points.push(fromX, fromY);\n for (var i = 1, j = 0; i <= n; ++i) {\n j = i / n;\n dt = (1 - j);\n dt2 = dt * dt;\n dt3 = dt2 * dt;\n t2 = j * j;\n t3 = t2 * j;\n points.push((dt3 * fromX) + (3 * dt2 * j * cpX) + (3 * dt * t2 * cpX2) + (t3 * toX), (dt3 * fromY) + (3 * dt2 * j * cpY) + (3 * dt * t2 * cpY2) + (t3 * toY));\n }\n };\n return BezierUtils;\n}());\n\n/**\n * Utilities for quadratic curves.\n * @private\n */\nvar QuadraticUtils = /** @class */ (function () {\n function QuadraticUtils() {\n }\n /**\n * Calculate length of quadratic curve\n * @see {@link http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/}\n * for the detailed explanation of math behind this.\n * @private\n * @param fromX - x-coordinate of curve start point\n * @param fromY - y-coordinate of curve start point\n * @param cpX - x-coordinate of curve control point\n * @param cpY - y-coordinate of curve control point\n * @param toX - x-coordinate of curve end point\n * @param toY - y-coordinate of curve end point\n * @returns - Length of quadratic curve\n */\n QuadraticUtils.curveLength = function (fromX, fromY, cpX, cpY, toX, toY) {\n var ax = fromX - (2.0 * cpX) + toX;\n var ay = fromY - (2.0 * cpY) + toY;\n var bx = (2.0 * cpX) - (2.0 * fromX);\n var by = (2.0 * cpY) - (2.0 * fromY);\n var a = 4.0 * ((ax * ax) + (ay * ay));\n var b = 4.0 * ((ax * bx) + (ay * by));\n var c = (bx * bx) + (by * by);\n var s = 2.0 * Math.sqrt(a + b + c);\n var a2 = Math.sqrt(a);\n var a32 = 2.0 * a * a2;\n var c2 = 2.0 * Math.sqrt(c);\n var ba = b / a2;\n return ((a32 * s)\n + (a2 * b * (s - c2))\n + (((4.0 * c * a) - (b * b))\n * Math.log(((2.0 * a2) + ba + s) / (ba + c2)))) / (4.0 * a32);\n };\n /**\n * Calculate the points for a quadratic bezier curve and then draws it.\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n * @private\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @param points - Points to add segments to.\n */\n QuadraticUtils.curveTo = function (cpX, cpY, toX, toY, points) {\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n var n = GRAPHICS_CURVES._segmentsCount(QuadraticUtils.curveLength(fromX, fromY, cpX, cpY, toX, toY));\n var xa = 0;\n var ya = 0;\n for (var i = 1; i <= n; ++i) {\n var j = i / n;\n xa = fromX + ((cpX - fromX) * j);\n ya = fromY + ((cpY - fromY) * j);\n points.push(xa + (((cpX + ((toX - cpX) * j)) - xa) * j), ya + (((cpY + ((toY - cpY) * j)) - ya) * j));\n }\n };\n return QuadraticUtils;\n}());\n\n/**\n * A structure to hold interim batch objects for Graphics.\n * @memberof PIXI.graphicsUtils\n */\nvar BatchPart = /** @class */ (function () {\n function BatchPart() {\n this.reset();\n }\n /**\n * Begin batch part.\n * @param style\n * @param startIndex\n * @param attribStart\n */\n BatchPart.prototype.begin = function (style, startIndex, attribStart) {\n this.reset();\n this.style = style;\n this.start = startIndex;\n this.attribStart = attribStart;\n };\n /**\n * End batch part.\n * @param endIndex\n * @param endAttrib\n */\n BatchPart.prototype.end = function (endIndex, endAttrib) {\n this.attribSize = endAttrib - this.attribStart;\n this.size = endIndex - this.start;\n };\n BatchPart.prototype.reset = function () {\n this.style = null;\n this.size = 0;\n this.start = 0;\n this.attribStart = 0;\n this.attribSize = 0;\n };\n return BatchPart;\n}());\n\n/**\n * Generalized convenience utilities for Graphics.\n * @namespace graphicsUtils\n * @memberof PIXI\n */\nvar _a;\n/**\n * Map of fill commands for each shape type.\n * @memberof PIXI.graphicsUtils\n * @member {object} FILL_COMMANDS\n */\nvar FILL_COMMANDS = (_a = {},\n _a[SHAPES.POLY] = buildPoly,\n _a[SHAPES.CIRC] = buildCircle,\n _a[SHAPES.ELIP] = buildCircle,\n _a[SHAPES.RECT] = buildRectangle,\n _a[SHAPES.RREC] = buildRoundedRectangle,\n _a);\n/**\n * Batch pool, stores unused batches for preventing allocations.\n * @memberof PIXI.graphicsUtils\n * @member {Array} BATCH_POOL\n */\nvar BATCH_POOL = [];\n/**\n * Draw call pool, stores unused draw calls for preventing allocations.\n * @memberof PIXI.graphicsUtils\n * @member {Array} DRAW_CALL_POOL\n */\nvar DRAW_CALL_POOL = [];\n\n/**\n * A class to contain data useful for Graphics objects\n * @memberof PIXI\n */\nvar GraphicsData = /** @class */ (function () {\n /**\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param fillStyle - the width of the line to draw\n * @param lineStyle - the color of the line to draw\n * @param matrix - Transform matrix\n */\n function GraphicsData(shape, fillStyle, lineStyle, matrix) {\n if (fillStyle === void 0) { fillStyle = null; }\n if (lineStyle === void 0) { lineStyle = null; }\n if (matrix === void 0) { matrix = null; }\n /** The collection of points. */\n this.points = [];\n /** The collection of holes. */\n this.holes = [];\n this.shape = shape;\n this.lineStyle = lineStyle;\n this.fillStyle = fillStyle;\n this.matrix = matrix;\n this.type = shape.type;\n }\n /**\n * Creates a new GraphicsData object with the same values as this one.\n * @returns - Cloned GraphicsData object\n */\n GraphicsData.prototype.clone = function () {\n return new GraphicsData(this.shape, this.fillStyle, this.lineStyle, this.matrix);\n };\n /** Destroys the Graphics data. */\n GraphicsData.prototype.destroy = function () {\n this.shape = null;\n this.holes.length = 0;\n this.holes = null;\n this.points.length = 0;\n this.points = null;\n this.lineStyle = null;\n this.fillStyle = null;\n };\n return GraphicsData;\n}());\n\nvar tmpPoint = new Point();\n/**\n * The Graphics class contains methods used to draw primitive shapes such as lines, circles and\n * rectangles to the display, and to color and fill them.\n *\n * GraphicsGeometry is designed to not be continually updating the geometry since it's expensive\n * to re-tesselate using **earcut**. Consider using {@link PIXI.Mesh} for this use-case, it's much faster.\n * @memberof PIXI\n */\nvar GraphicsGeometry = /** @class */ (function (_super) {\n __extends(GraphicsGeometry, _super);\n // eslint-disable-next-line @typescript-eslint/no-useless-constructor\n function GraphicsGeometry() {\n var _this = _super.call(this) || this;\n /** Minimal distance between points that are considered different. Affects line tesselation. */\n _this.closePointEps = 1e-4;\n /** Padding to add to the bounds. */\n _this.boundsPadding = 0;\n _this.uvsFloat32 = null;\n _this.indicesUint16 = null;\n _this.batchable = false;\n /** An array of points to draw, 2 numbers per point */\n _this.points = [];\n /** The collection of colors */\n _this.colors = [];\n /** The UVs collection */\n _this.uvs = [];\n /** The indices of the vertices */\n _this.indices = [];\n /** Reference to the texture IDs. */\n _this.textureIds = [];\n /**\n * The collection of drawn shapes.\n * @member {PIXI.GraphicsData[]}\n */\n _this.graphicsData = [];\n /**\n * List of current draw calls drived from the batches.\n * @member {PIXI.BatchDrawCall[]}\n */\n _this.drawCalls = [];\n /** Batches need to regenerated if the geometry is updated. */\n _this.batchDirty = -1;\n /**\n * Intermediate abstract format sent to batch system.\n * Can be converted to drawCalls or to batchable objects.\n * @member {PIXI.graphicsUtils.BatchPart[]}\n */\n _this.batches = [];\n /** Used to detect if the graphics object has changed. */\n _this.dirty = 0;\n /** Used to check if the cache is dirty. */\n _this.cacheDirty = -1;\n /** Used to detect if we cleared the graphicsData. */\n _this.clearDirty = 0;\n /** Index of the last batched shape in the stack of calls. */\n _this.shapeIndex = 0;\n /** Cached bounds. */\n _this._bounds = new Bounds();\n /** The bounds dirty flag. */\n _this.boundsDirty = -1;\n return _this;\n }\n Object.defineProperty(GraphicsGeometry.prototype, \"bounds\", {\n /**\n * Get the current bounds of the graphic geometry.\n * @readonly\n */\n get: function () {\n this.updateBatches();\n if (this.boundsDirty !== this.dirty) {\n this.boundsDirty = this.dirty;\n this.calculateBounds();\n }\n return this._bounds;\n },\n enumerable: false,\n configurable: true\n });\n /** Call if you changed graphicsData manually. Empties all batch buffers. */\n GraphicsGeometry.prototype.invalidate = function () {\n this.boundsDirty = -1;\n this.dirty++;\n this.batchDirty++;\n this.shapeIndex = 0;\n this.points.length = 0;\n this.colors.length = 0;\n this.uvs.length = 0;\n this.indices.length = 0;\n this.textureIds.length = 0;\n for (var i = 0; i < this.drawCalls.length; i++) {\n this.drawCalls[i].texArray.clear();\n DRAW_CALL_POOL.push(this.drawCalls[i]);\n }\n this.drawCalls.length = 0;\n for (var i = 0; i < this.batches.length; i++) {\n var batchPart = this.batches[i];\n batchPart.reset();\n BATCH_POOL.push(batchPart);\n }\n this.batches.length = 0;\n };\n /**\n * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.\n * @returns - This GraphicsGeometry object. Good for chaining method calls\n */\n GraphicsGeometry.prototype.clear = function () {\n if (this.graphicsData.length > 0) {\n this.invalidate();\n this.clearDirty++;\n this.graphicsData.length = 0;\n }\n return this;\n };\n /**\n * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param fillStyle - Defines style of the fill.\n * @param lineStyle - Defines style of the lines.\n * @param matrix - Transform applied to the points of the shape.\n * @returns - Returns geometry for chaining.\n */\n GraphicsGeometry.prototype.drawShape = function (shape, fillStyle, lineStyle, matrix) {\n if (fillStyle === void 0) { fillStyle = null; }\n if (lineStyle === void 0) { lineStyle = null; }\n if (matrix === void 0) { matrix = null; }\n var data = new GraphicsData(shape, fillStyle, lineStyle, matrix);\n this.graphicsData.push(data);\n this.dirty++;\n return this;\n };\n /**\n * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param matrix - Transform applied to the points of the shape.\n * @returns - Returns geometry for chaining.\n */\n GraphicsGeometry.prototype.drawHole = function (shape, matrix) {\n if (matrix === void 0) { matrix = null; }\n if (!this.graphicsData.length) {\n return null;\n }\n var data = new GraphicsData(shape, null, null, matrix);\n var lastShape = this.graphicsData[this.graphicsData.length - 1];\n data.lineStyle = lastShape.lineStyle;\n lastShape.holes.push(data);\n this.dirty++;\n return this;\n };\n /** Destroys the GraphicsGeometry object. */\n GraphicsGeometry.prototype.destroy = function () {\n _super.prototype.destroy.call(this);\n // destroy each of the GraphicsData objects\n for (var i = 0; i < this.graphicsData.length; ++i) {\n this.graphicsData[i].destroy();\n }\n this.points.length = 0;\n this.points = null;\n this.colors.length = 0;\n this.colors = null;\n this.uvs.length = 0;\n this.uvs = null;\n this.indices.length = 0;\n this.indices = null;\n this.indexBuffer.destroy();\n this.indexBuffer = null;\n this.graphicsData.length = 0;\n this.graphicsData = null;\n this.drawCalls.length = 0;\n this.drawCalls = null;\n this.batches.length = 0;\n this.batches = null;\n this._bounds = null;\n };\n /**\n * Check to see if a point is contained within this geometry.\n * @param point - Point to check if it's contained.\n * @returns {boolean} `true` if the point is contained within geometry.\n */\n GraphicsGeometry.prototype.containsPoint = function (point) {\n var graphicsData = this.graphicsData;\n for (var i = 0; i < graphicsData.length; ++i) {\n var data = graphicsData[i];\n if (!data.fillStyle.visible) {\n continue;\n }\n // only deal with fills..\n if (data.shape) {\n if (data.matrix) {\n data.matrix.applyInverse(point, tmpPoint);\n }\n else {\n tmpPoint.copyFrom(point);\n }\n if (data.shape.contains(tmpPoint.x, tmpPoint.y)) {\n var hitHole = false;\n if (data.holes) {\n for (var i_1 = 0; i_1 < data.holes.length; i_1++) {\n var hole = data.holes[i_1];\n if (hole.shape.contains(tmpPoint.x, tmpPoint.y)) {\n hitHole = true;\n break;\n }\n }\n }\n if (!hitHole) {\n return true;\n }\n }\n }\n }\n return false;\n };\n /**\n * Generates intermediate batch data. Either gets converted to drawCalls\n * or used to convert to batch objects directly by the Graphics object.\n */\n GraphicsGeometry.prototype.updateBatches = function () {\n if (!this.graphicsData.length) {\n this.batchable = true;\n return;\n }\n if (!this.validateBatching()) {\n return;\n }\n this.cacheDirty = this.dirty;\n var uvs = this.uvs;\n var graphicsData = this.graphicsData;\n var batchPart = null;\n var currentStyle = null;\n if (this.batches.length > 0) {\n batchPart = this.batches[this.batches.length - 1];\n currentStyle = batchPart.style;\n }\n for (var i = this.shapeIndex; i < graphicsData.length; i++) {\n this.shapeIndex++;\n var data = graphicsData[i];\n var fillStyle = data.fillStyle;\n var lineStyle = data.lineStyle;\n var command = FILL_COMMANDS[data.type];\n // build out the shapes points..\n command.build(data);\n if (data.matrix) {\n this.transformPoints(data.points, data.matrix);\n }\n if (fillStyle.visible || lineStyle.visible) {\n this.processHoles(data.holes);\n }\n for (var j = 0; j < 2; j++) {\n var style = (j === 0) ? fillStyle : lineStyle;\n if (!style.visible)\n { continue; }\n var nextTexture = style.texture.baseTexture;\n var index_1 = this.indices.length;\n var attribIndex = this.points.length / 2;\n nextTexture.wrapMode = WRAP_MODES.REPEAT;\n if (j === 0) {\n this.processFill(data);\n }\n else {\n this.processLine(data);\n }\n var size = (this.points.length / 2) - attribIndex;\n if (size === 0)\n { continue; }\n // close batch if style is different\n if (batchPart && !this._compareStyles(currentStyle, style)) {\n batchPart.end(index_1, attribIndex);\n batchPart = null;\n }\n // spawn new batch if its first batch or previous was closed\n if (!batchPart) {\n batchPart = BATCH_POOL.pop() || new BatchPart();\n batchPart.begin(style, index_1, attribIndex);\n this.batches.push(batchPart);\n currentStyle = style;\n }\n this.addUvs(this.points, uvs, style.texture, attribIndex, size, style.matrix);\n }\n }\n var index = this.indices.length;\n var attrib = this.points.length / 2;\n if (batchPart) {\n batchPart.end(index, attrib);\n }\n if (this.batches.length === 0) {\n // there are no visible styles in GraphicsData\n // its possible that someone wants Graphics just for the bounds\n this.batchable = true;\n return;\n }\n var need32 = attrib > 0xffff;\n // prevent allocation when length is same as buffer\n if (this.indicesUint16 && this.indices.length === this.indicesUint16.length\n && need32 === (this.indicesUint16.BYTES_PER_ELEMENT > 2)) {\n this.indicesUint16.set(this.indices);\n }\n else {\n this.indicesUint16 = need32 ? new Uint32Array(this.indices) : new Uint16Array(this.indices);\n }\n // TODO make this a const..\n this.batchable = this.isBatchable();\n if (this.batchable) {\n this.packBatches();\n }\n else {\n this.buildDrawCalls();\n }\n };\n /**\n * Affinity check\n * @param styleA\n * @param styleB\n */\n GraphicsGeometry.prototype._compareStyles = function (styleA, styleB) {\n if (!styleA || !styleB) {\n return false;\n }\n if (styleA.texture.baseTexture !== styleB.texture.baseTexture) {\n return false;\n }\n if (styleA.color + styleA.alpha !== styleB.color + styleB.alpha) {\n return false;\n }\n if (!!styleA.native !== !!styleB.native) {\n return false;\n }\n return true;\n };\n /** Test geometry for batching process. */\n GraphicsGeometry.prototype.validateBatching = function () {\n if (this.dirty === this.cacheDirty || !this.graphicsData.length) {\n return false;\n }\n for (var i = 0, l = this.graphicsData.length; i < l; i++) {\n var data = this.graphicsData[i];\n var fill = data.fillStyle;\n var line = data.lineStyle;\n if (fill && !fill.texture.baseTexture.valid)\n { return false; }\n if (line && !line.texture.baseTexture.valid)\n { return false; }\n }\n return true;\n };\n /** Offset the indices so that it works with the batcher. */\n GraphicsGeometry.prototype.packBatches = function () {\n this.batchDirty++;\n this.uvsFloat32 = new Float32Array(this.uvs);\n var batches = this.batches;\n for (var i = 0, l = batches.length; i < l; i++) {\n var batch = batches[i];\n for (var j = 0; j < batch.size; j++) {\n var index = batch.start + j;\n this.indicesUint16[index] = this.indicesUint16[index] - batch.attribStart;\n }\n }\n };\n /**\n * Checks to see if this graphics geometry can be batched.\n * Currently it needs to be small enough and not contain any native lines.\n */\n GraphicsGeometry.prototype.isBatchable = function () {\n // prevent heavy mesh batching\n if (this.points.length > 0xffff * 2) {\n return false;\n }\n var batches = this.batches;\n for (var i = 0; i < batches.length; i++) {\n if (batches[i].style.native) {\n return false;\n }\n }\n return (this.points.length < GraphicsGeometry.BATCHABLE_SIZE * 2);\n };\n /** Converts intermediate batches data to drawCalls. */\n GraphicsGeometry.prototype.buildDrawCalls = function () {\n var TICK = ++BaseTexture._globalBatch;\n for (var i = 0; i < this.drawCalls.length; i++) {\n this.drawCalls[i].texArray.clear();\n DRAW_CALL_POOL.push(this.drawCalls[i]);\n }\n this.drawCalls.length = 0;\n var colors = this.colors;\n var textureIds = this.textureIds;\n var currentGroup = DRAW_CALL_POOL.pop();\n if (!currentGroup) {\n currentGroup = new BatchDrawCall();\n currentGroup.texArray = new BatchTextureArray();\n }\n currentGroup.texArray.count = 0;\n currentGroup.start = 0;\n currentGroup.size = 0;\n currentGroup.type = DRAW_MODES.TRIANGLES;\n var textureCount = 0;\n var currentTexture = null;\n var textureId = 0;\n var native = false;\n var drawMode = DRAW_MODES.TRIANGLES;\n var index = 0;\n this.drawCalls.push(currentGroup);\n // TODO - this can be simplified\n for (var i = 0; i < this.batches.length; i++) {\n var data = this.batches[i];\n // TODO add some full on MAX_TEXTURE CODE..\n var MAX_TEXTURES = 8;\n // Forced cast for checking `native` without errors\n var style = data.style;\n var nextTexture = style.texture.baseTexture;\n if (native !== !!style.native) {\n native = !!style.native;\n drawMode = native ? DRAW_MODES.LINES : DRAW_MODES.TRIANGLES;\n // force the batch to break!\n currentTexture = null;\n textureCount = MAX_TEXTURES;\n TICK++;\n }\n if (currentTexture !== nextTexture) {\n currentTexture = nextTexture;\n if (nextTexture._batchEnabled !== TICK) {\n if (textureCount === MAX_TEXTURES) {\n TICK++;\n textureCount = 0;\n if (currentGroup.size > 0) {\n currentGroup = DRAW_CALL_POOL.pop();\n if (!currentGroup) {\n currentGroup = new BatchDrawCall();\n currentGroup.texArray = new BatchTextureArray();\n }\n this.drawCalls.push(currentGroup);\n }\n currentGroup.start = index;\n currentGroup.size = 0;\n currentGroup.texArray.count = 0;\n currentGroup.type = drawMode;\n }\n // TODO add this to the render part..\n // Hack! Because texture has protected `touched`\n nextTexture.touched = 1; // touch;\n nextTexture._batchEnabled = TICK;\n nextTexture._batchLocation = textureCount;\n nextTexture.wrapMode = WRAP_MODES.REPEAT;\n currentGroup.texArray.elements[currentGroup.texArray.count++] = nextTexture;\n textureCount++;\n }\n }\n currentGroup.size += data.size;\n index += data.size;\n textureId = nextTexture._batchLocation;\n this.addColors(colors, style.color, style.alpha, data.attribSize, data.attribStart);\n this.addTextureIds(textureIds, textureId, data.attribSize, data.attribStart);\n }\n BaseTexture._globalBatch = TICK;\n // upload..\n // merge for now!\n this.packAttributes();\n };\n /** Packs attributes to single buffer. */\n GraphicsGeometry.prototype.packAttributes = function () {\n var verts = this.points;\n var uvs = this.uvs;\n var colors = this.colors;\n var textureIds = this.textureIds;\n // verts are 2 positions.. so we * by 3 as there are 6 properties.. then 4 cos its bytes\n var glPoints = new ArrayBuffer(verts.length * 3 * 4);\n var f32 = new Float32Array(glPoints);\n var u32 = new Uint32Array(glPoints);\n var p = 0;\n for (var i = 0; i < verts.length / 2; i++) {\n f32[p++] = verts[i * 2];\n f32[p++] = verts[(i * 2) + 1];\n f32[p++] = uvs[i * 2];\n f32[p++] = uvs[(i * 2) + 1];\n u32[p++] = colors[i];\n f32[p++] = textureIds[i];\n }\n this._buffer.update(glPoints);\n this._indexBuffer.update(this.indicesUint16);\n };\n /**\n * Process fill part of Graphics.\n * @param data\n */\n GraphicsGeometry.prototype.processFill = function (data) {\n if (data.holes.length) {\n buildPoly.triangulate(data, this);\n }\n else {\n var command = FILL_COMMANDS[data.type];\n command.triangulate(data, this);\n }\n };\n /**\n * Process line part of Graphics.\n * @param data\n */\n GraphicsGeometry.prototype.processLine = function (data) {\n buildLine(data, this);\n for (var i = 0; i < data.holes.length; i++) {\n buildLine(data.holes[i], this);\n }\n };\n /**\n * Process the holes data.\n * @param holes\n */\n GraphicsGeometry.prototype.processHoles = function (holes) {\n for (var i = 0; i < holes.length; i++) {\n var hole = holes[i];\n var command = FILL_COMMANDS[hole.type];\n command.build(hole);\n if (hole.matrix) {\n this.transformPoints(hole.points, hole.matrix);\n }\n }\n };\n /** Update the local bounds of the object. Expensive to use performance-wise. */\n GraphicsGeometry.prototype.calculateBounds = function () {\n var bounds = this._bounds;\n bounds.clear();\n bounds.addVertexData(this.points, 0, this.points.length);\n bounds.pad(this.boundsPadding, this.boundsPadding);\n };\n /**\n * Transform points using matrix.\n * @param points - Points to transform\n * @param matrix - Transform matrix\n */\n GraphicsGeometry.prototype.transformPoints = function (points, matrix) {\n for (var i = 0; i < points.length / 2; i++) {\n var x = points[(i * 2)];\n var y = points[(i * 2) + 1];\n points[(i * 2)] = (matrix.a * x) + (matrix.c * y) + matrix.tx;\n points[(i * 2) + 1] = (matrix.b * x) + (matrix.d * y) + matrix.ty;\n }\n };\n /**\n * Add colors.\n * @param colors - List of colors to add to\n * @param color - Color to add\n * @param alpha - Alpha to use\n * @param size - Number of colors to add\n * @param offset\n */\n GraphicsGeometry.prototype.addColors = function (colors, color, alpha, size, offset) {\n if (offset === void 0) { offset = 0; }\n // TODO use the premultiply bits Ivan added\n var rgb = (color >> 16) + (color & 0xff00) + ((color & 0xff) << 16);\n var rgba = premultiplyTint(rgb, alpha);\n colors.length = Math.max(colors.length, offset + size);\n for (var i = 0; i < size; i++) {\n colors[offset + i] = rgba;\n }\n };\n /**\n * Add texture id that the shader/fragment wants to use.\n * @param textureIds\n * @param id\n * @param size\n * @param offset\n */\n GraphicsGeometry.prototype.addTextureIds = function (textureIds, id, size, offset) {\n if (offset === void 0) { offset = 0; }\n textureIds.length = Math.max(textureIds.length, offset + size);\n for (var i = 0; i < size; i++) {\n textureIds[offset + i] = id;\n }\n };\n /**\n * Generates the UVs for a shape.\n * @param verts - Vertices\n * @param uvs - UVs\n * @param texture - Reference to Texture\n * @param start - Index buffer start index.\n * @param size - The size/length for index buffer.\n * @param matrix - Optional transform for all points.\n */\n GraphicsGeometry.prototype.addUvs = function (verts, uvs, texture, start, size, matrix) {\n if (matrix === void 0) { matrix = null; }\n var index = 0;\n var uvsStart = uvs.length;\n var frame = texture.frame;\n while (index < size) {\n var x = verts[(start + index) * 2];\n var y = verts[((start + index) * 2) + 1];\n if (matrix) {\n var nx = (matrix.a * x) + (matrix.c * y) + matrix.tx;\n y = (matrix.b * x) + (matrix.d * y) + matrix.ty;\n x = nx;\n }\n index++;\n uvs.push(x / frame.width, y / frame.height);\n }\n var baseTexture = texture.baseTexture;\n if (frame.width < baseTexture.width\n || frame.height < baseTexture.height) {\n this.adjustUvs(uvs, texture, uvsStart, size);\n }\n };\n /**\n * Modify uvs array according to position of texture region\n * Does not work with rotated or trimmed textures\n * @param uvs - array\n * @param texture - region\n * @param start - starting index for uvs\n * @param size - how many points to adjust\n */\n GraphicsGeometry.prototype.adjustUvs = function (uvs, texture, start, size) {\n var baseTexture = texture.baseTexture;\n var eps = 1e-6;\n var finish = start + (size * 2);\n var frame = texture.frame;\n var scaleX = frame.width / baseTexture.width;\n var scaleY = frame.height / baseTexture.height;\n var offsetX = frame.x / frame.width;\n var offsetY = frame.y / frame.height;\n var minX = Math.floor(uvs[start] + eps);\n var minY = Math.floor(uvs[start + 1] + eps);\n for (var i = start + 2; i < finish; i += 2) {\n minX = Math.min(minX, Math.floor(uvs[i] + eps));\n minY = Math.min(minY, Math.floor(uvs[i + 1] + eps));\n }\n offsetX -= minX;\n offsetY -= minY;\n for (var i = start; i < finish; i += 2) {\n uvs[i] = (uvs[i] + offsetX) * scaleX;\n uvs[i + 1] = (uvs[i + 1] + offsetY) * scaleY;\n }\n };\n /**\n * The maximum number of points to consider an object \"batchable\",\n * able to be batched by the renderer's batch system.\n\\\n */\n GraphicsGeometry.BATCHABLE_SIZE = 100;\n return GraphicsGeometry;\n}(BatchGeometry));\n\n/**\n * Represents the line style for Graphics.\n * @memberof PIXI\n */\nvar LineStyle = /** @class */ (function (_super) {\n __extends(LineStyle, _super);\n function LineStyle() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n /** The width (thickness) of any lines drawn. */\n _this.width = 0;\n /** The alignment of any lines drawn (0.5 = middle, 1 = outer, 0 = inner). WebGL only. */\n _this.alignment = 0.5;\n /** If true the lines will be draw using LINES instead of TRIANGLE_STRIP. */\n _this.native = false;\n /**\n * Line cap style.\n * @member {PIXI.LINE_CAP}\n * @default PIXI.LINE_CAP.BUTT\n */\n _this.cap = LINE_CAP.BUTT;\n /**\n * Line join style.\n * @member {PIXI.LINE_JOIN}\n * @default PIXI.LINE_JOIN.MITER\n */\n _this.join = LINE_JOIN.MITER;\n /** Miter limit. */\n _this.miterLimit = 10;\n return _this;\n }\n /** Clones the object. */\n LineStyle.prototype.clone = function () {\n var obj = new LineStyle();\n obj.color = this.color;\n obj.alpha = this.alpha;\n obj.texture = this.texture;\n obj.matrix = this.matrix;\n obj.visible = this.visible;\n obj.width = this.width;\n obj.alignment = this.alignment;\n obj.native = this.native;\n obj.cap = this.cap;\n obj.join = this.join;\n obj.miterLimit = this.miterLimit;\n return obj;\n };\n /** Reset the line style to default. */\n LineStyle.prototype.reset = function () {\n _super.prototype.reset.call(this);\n // Override default line style color\n this.color = 0x0;\n this.alignment = 0.5;\n this.width = 0;\n this.native = false;\n };\n return LineStyle;\n}(FillStyle));\n\nvar temp = new Float32Array(3);\n// a default shaders map used by graphics..\nvar DEFAULT_SHADERS = {};\n/**\n * The Graphics class is primarily used to render primitive shapes such as lines, circles and\n * rectangles to the display, and to color and fill them. However, you can also use a Graphics\n * object to build a list of primitives to use as a mask, or as a complex hitArea.\n *\n * Please note that due to legacy naming conventions, the behavior of some functions in this class\n * can be confusing. Each call to `drawRect()`, `drawPolygon()`, etc. actually stores that primitive\n * in the Geometry class's GraphicsGeometry object for later use in rendering or hit testing - the\n * functions do not directly draw anything to the screen. Similarly, the `clear()` function doesn't\n * change the screen, it simply resets the list of primitives, which can be useful if you want to\n * rebuild the contents of an existing Graphics object.\n *\n * Once a GraphicsGeometry list is built, you can re-use it in other Geometry objects as\n * an optimization, by passing it into a new Geometry object's constructor. Because of this\n * ability, it's important to call `destroy()` on Geometry objects once you are done with them, to\n * properly dereference each GraphicsGeometry and prevent memory leaks.\n * @memberof PIXI\n */\nvar Graphics = /** @class */ (function (_super) {\n __extends(Graphics, _super);\n /**\n * @param geometry - Geometry to use, if omitted will create a new GraphicsGeometry instance.\n */\n function Graphics(geometry) {\n if (geometry === void 0) { geometry = null; }\n var _this = _super.call(this) || this;\n /**\n * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU.\n * Can be shared between multiple Graphics objects.\n */\n _this.shader = null;\n /** Renderer plugin for batching */\n _this.pluginName = 'batch';\n /**\n * Current path\n * @readonly\n */\n _this.currentPath = null;\n /** A collections of batches! These can be drawn by the renderer batch system. */\n _this.batches = [];\n /** Update dirty for limiting calculating tints for batches. */\n _this.batchTint = -1;\n /** Update dirty for limiting calculating batches.*/\n _this.batchDirty = -1;\n /** Copy of the object vertex data. */\n _this.vertexData = null;\n /** Current fill style. */\n _this._fillStyle = new FillStyle();\n /** Current line style. */\n _this._lineStyle = new LineStyle();\n /** Current shape transform matrix. */\n _this._matrix = null;\n /** Current hole mode is enabled. */\n _this._holeMode = false;\n /**\n * Represents the WebGL state the Graphics required to render, excludes shader and geometry. E.g.,\n * blend mode, culling, depth testing, direction of rendering triangles, backface, etc.\n */\n _this.state = State.for2d();\n _this._geometry = geometry || new GraphicsGeometry();\n _this._geometry.refCount++;\n /**\n * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite.\n * This is useful if your graphics element does not change often, as it will speed up the rendering\n * of the object in exchange for taking up texture memory. It is also useful if you need the graphics\n * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if\n * you are constantly redrawing the graphics element.\n * @name cacheAsBitmap\n * @member {boolean}\n * @memberof PIXI.Graphics#\n * @default false\n */\n _this._transformID = -1;\n // Set default\n _this.tint = 0xFFFFFF;\n _this.blendMode = BLEND_MODES.NORMAL;\n return _this;\n }\n Object.defineProperty(Graphics.prototype, \"geometry\", {\n /**\n * Includes vertex positions, face indices, normals, colors, UVs, and\n * custom attributes within buffers, reducing the cost of passing all\n * this data to the GPU. Can be shared between multiple Mesh or Graphics objects.\n * @readonly\n */\n get: function () {\n return this._geometry;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates a new Graphics object with the same values as this one.\n * Note that only the geometry of the object is cloned, not its transform (position,scale,etc)\n * @returns - A clone of the graphics object\n */\n Graphics.prototype.clone = function () {\n this.finishPoly();\n return new Graphics(this._geometry);\n };\n Object.defineProperty(Graphics.prototype, \"blendMode\", {\n get: function () {\n return this.state.blendMode;\n },\n /**\n * The blend mode to be applied to the graphic shape. Apply a value of\n * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. Note that, since each\n * primitive in the GraphicsGeometry list is rendered sequentially, modes\n * such as `PIXI.BLEND_MODES.ADD` and `PIXI.BLEND_MODES.MULTIPLY` will\n * be applied per-primitive.\n * @default PIXI.BLEND_MODES.NORMAL\n */\n set: function (value) {\n this.state.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Graphics.prototype, \"tint\", {\n /**\n * The tint applied to each graphic shape. This is a hex value. A value of\n * 0xFFFFFF will remove any tint effect.\n * @default 0xFFFFFF\n */\n get: function () {\n return this._tint;\n },\n set: function (value) {\n this._tint = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Graphics.prototype, \"fill\", {\n /**\n * The current fill style.\n * @readonly\n */\n get: function () {\n return this._fillStyle;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Graphics.prototype, \"line\", {\n /**\n * The current line style.\n * @readonly\n */\n get: function () {\n return this._lineStyle;\n },\n enumerable: false,\n configurable: true\n });\n Graphics.prototype.lineStyle = function (options, color, alpha, alignment, native) {\n if (options === void 0) { options = null; }\n if (color === void 0) { color = 0x0; }\n if (alpha === void 0) { alpha = 1; }\n if (alignment === void 0) { alignment = 0.5; }\n if (native === void 0) { native = false; }\n // Support non-object params: (width, color, alpha, alignment, native)\n if (typeof options === 'number') {\n options = { width: options, color: color, alpha: alpha, alignment: alignment, native: native };\n }\n return this.lineTextureStyle(options);\n };\n /**\n * Like line style but support texture for line fill.\n * @param [options] - Collection of options for setting line style.\n * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style\n * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to use\n * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style.\n * Default 0xFFFFFF if texture present.\n * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style\n * @param {PIXI.Matrix} [options.matrix=null] - Texture matrix to transform texture\n * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outer).\n * WebGL only.\n * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style\n * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style\n * @param {number}[options.miterLimit=10] - miter limit ratio\n * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.lineTextureStyle = function (options) {\n // Apply defaults\n options = Object.assign({\n width: 0,\n texture: Texture.WHITE,\n color: (options && options.texture) ? 0xFFFFFF : 0x0,\n alpha: 1,\n matrix: null,\n alignment: 0.5,\n native: false,\n cap: LINE_CAP.BUTT,\n join: LINE_JOIN.MITER,\n miterLimit: 10,\n }, options);\n if (this.currentPath) {\n this.startPoly();\n }\n var visible = options.width > 0 && options.alpha > 0;\n if (!visible) {\n this._lineStyle.reset();\n }\n else {\n if (options.matrix) {\n options.matrix = options.matrix.clone();\n options.matrix.invert();\n }\n Object.assign(this._lineStyle, { visible: visible }, options);\n }\n return this;\n };\n /**\n * Start a polygon object internally.\n * @protected\n */\n Graphics.prototype.startPoly = function () {\n if (this.currentPath) {\n var points = this.currentPath.points;\n var len = this.currentPath.points.length;\n if (len > 2) {\n this.drawShape(this.currentPath);\n this.currentPath = new Polygon();\n this.currentPath.closeStroke = false;\n this.currentPath.points.push(points[len - 2], points[len - 1]);\n }\n }\n else {\n this.currentPath = new Polygon();\n this.currentPath.closeStroke = false;\n }\n };\n /**\n * Finish the polygon object.\n * @protected\n */\n Graphics.prototype.finishPoly = function () {\n if (this.currentPath) {\n if (this.currentPath.points.length > 2) {\n this.drawShape(this.currentPath);\n this.currentPath = null;\n }\n else {\n this.currentPath.points.length = 0;\n }\n }\n };\n /**\n * Moves the current drawing position to x, y.\n * @param x - the X coordinate to move to\n * @param y - the Y coordinate to move to\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.moveTo = function (x, y) {\n this.startPoly();\n this.currentPath.points[0] = x;\n this.currentPath.points[1] = y;\n return this;\n };\n /**\n * Draws a line using the current line style from the current drawing position to (x, y);\n * The current drawing position is then set to (x, y).\n * @param x - the X coordinate to draw to\n * @param y - the Y coordinate to draw to\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.lineTo = function (x, y) {\n if (!this.currentPath) {\n this.moveTo(0, 0);\n }\n // remove duplicates..\n var points = this.currentPath.points;\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n if (fromX !== x || fromY !== y) {\n points.push(x, y);\n }\n return this;\n };\n /**\n * Initialize the curve\n * @param x\n * @param y\n */\n Graphics.prototype._initCurve = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (this.currentPath) {\n if (this.currentPath.points.length === 0) {\n this.currentPath.points = [x, y];\n }\n }\n else {\n this.moveTo(x, y);\n }\n };\n /**\n * Calculate the points for a quadratic bezier curve and then draws it.\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.quadraticCurveTo = function (cpX, cpY, toX, toY) {\n this._initCurve();\n var points = this.currentPath.points;\n if (points.length === 0) {\n this.moveTo(0, 0);\n }\n QuadraticUtils.curveTo(cpX, cpY, toX, toY, points);\n return this;\n };\n /**\n * Calculate the points for a bezier curve and then draws it.\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param cpX2 - Second Control point x\n * @param cpY2 - Second Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @returns This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.bezierCurveTo = function (cpX, cpY, cpX2, cpY2, toX, toY) {\n this._initCurve();\n BezierUtils.curveTo(cpX, cpY, cpX2, cpY2, toX, toY, this.currentPath.points);\n return this;\n };\n /**\n * The arcTo() method creates an arc/curve between two tangents on the canvas.\n *\n * \"borrowed\" from https://code.google.com/p/fxcanvas/ - thanks google!\n * @param x1 - The x-coordinate of the first tangent point of the arc\n * @param y1 - The y-coordinate of the first tangent point of the arc\n * @param x2 - The x-coordinate of the end of the arc\n * @param y2 - The y-coordinate of the end of the arc\n * @param radius - The radius of the arc\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.arcTo = function (x1, y1, x2, y2, radius) {\n this._initCurve(x1, y1);\n var points = this.currentPath.points;\n var result = ArcUtils.curveTo(x1, y1, x2, y2, radius, points);\n if (result) {\n var cx = result.cx, cy = result.cy, radius_1 = result.radius, startAngle = result.startAngle, endAngle = result.endAngle, anticlockwise = result.anticlockwise;\n this.arc(cx, cy, radius_1, startAngle, endAngle, anticlockwise);\n }\n return this;\n };\n /**\n * The arc method creates an arc/curve (used to create circles, or parts of circles).\n * @param cx - The x-coordinate of the center of the circle\n * @param cy - The y-coordinate of the center of the circle\n * @param radius - The radius of the circle\n * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position\n * of the arc's circle)\n * @param endAngle - The ending angle, in radians\n * @param anticlockwise - Specifies whether the drawing should be\n * counter-clockwise or clockwise. False is default, and indicates clockwise, while true\n * indicates counter-clockwise.\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.arc = function (cx, cy, radius, startAngle, endAngle, anticlockwise) {\n if (anticlockwise === void 0) { anticlockwise = false; }\n if (startAngle === endAngle) {\n return this;\n }\n if (!anticlockwise && endAngle <= startAngle) {\n endAngle += PI_2;\n }\n else if (anticlockwise && startAngle <= endAngle) {\n startAngle += PI_2;\n }\n var sweep = endAngle - startAngle;\n if (sweep === 0) {\n return this;\n }\n var startX = cx + (Math.cos(startAngle) * radius);\n var startY = cy + (Math.sin(startAngle) * radius);\n var eps = this._geometry.closePointEps;\n // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path.\n var points = this.currentPath ? this.currentPath.points : null;\n if (points) {\n // TODO: make a better fix.\n // We check how far our start is from the last existing point\n var xDiff = Math.abs(points[points.length - 2] - startX);\n var yDiff = Math.abs(points[points.length - 1] - startY);\n if (xDiff < eps && yDiff < eps) ;\n else {\n points.push(startX, startY);\n }\n }\n else {\n this.moveTo(startX, startY);\n points = this.currentPath.points;\n }\n ArcUtils.arc(startX, startY, cx, cy, radius, startAngle, endAngle, anticlockwise, points);\n return this;\n };\n /**\n * Specifies a simple one-color fill that subsequent calls to other Graphics methods\n * (such as lineTo() or drawCircle()) use when drawing.\n * @param color - the color of the fill\n * @param alpha - the alpha of the fill\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.beginFill = function (color, alpha) {\n if (color === void 0) { color = 0; }\n if (alpha === void 0) { alpha = 1; }\n return this.beginTextureFill({ texture: Texture.WHITE, color: color, alpha: alpha });\n };\n /**\n * Begin the texture fill\n * @param options - Object object.\n * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to fill\n * @param {number} [options.color=0xffffff] - Background to fill behind texture\n * @param {number} [options.alpha=1] - Alpha of fill\n * @param {PIXI.Matrix} [options.matrix=null] - Transform matrix\n * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.beginTextureFill = function (options) {\n // Apply defaults\n options = Object.assign({\n texture: Texture.WHITE,\n color: 0xFFFFFF,\n alpha: 1,\n matrix: null,\n }, options);\n if (this.currentPath) {\n this.startPoly();\n }\n var visible = options.alpha > 0;\n if (!visible) {\n this._fillStyle.reset();\n }\n else {\n if (options.matrix) {\n options.matrix = options.matrix.clone();\n options.matrix.invert();\n }\n Object.assign(this._fillStyle, { visible: visible }, options);\n }\n return this;\n };\n /**\n * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.endFill = function () {\n this.finishPoly();\n this._fillStyle.reset();\n return this;\n };\n /**\n * Draws a rectangle shape.\n * @param x - The X coord of the top-left of the rectangle\n * @param y - The Y coord of the top-left of the rectangle\n * @param width - The width of the rectangle\n * @param height - The height of the rectangle\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawRect = function (x, y, width, height) {\n return this.drawShape(new Rectangle(x, y, width, height));\n };\n /**\n * Draw a rectangle shape with rounded/beveled corners.\n * @param x - The X coord of the top-left of the rectangle\n * @param y - The Y coord of the top-left of the rectangle\n * @param width - The width of the rectangle\n * @param height - The height of the rectangle\n * @param radius - Radius of the rectangle corners\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawRoundedRect = function (x, y, width, height, radius) {\n return this.drawShape(new RoundedRectangle(x, y, width, height, radius));\n };\n /**\n * Draws a circle.\n * @param x - The X coordinate of the center of the circle\n * @param y - The Y coordinate of the center of the circle\n * @param radius - The radius of the circle\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawCircle = function (x, y, radius) {\n return this.drawShape(new Circle(x, y, radius));\n };\n /**\n * Draws an ellipse.\n * @param x - The X coordinate of the center of the ellipse\n * @param y - The Y coordinate of the center of the ellipse\n * @param width - The half width of the ellipse\n * @param height - The half height of the ellipse\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawEllipse = function (x, y, width, height) {\n return this.drawShape(new Ellipse(x, y, width, height));\n };\n /**\n * Draws a polygon using the given path.\n * @param {number[]|PIXI.IPointData[]|PIXI.Polygon} path - The path data used to construct the polygon.\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawPolygon = function () {\n var arguments$1 = arguments;\n\n var path = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n path[_i] = arguments$1[_i];\n }\n var points;\n var closeStroke = true; // !!this._fillStyle;\n var poly = path[0];\n // check if data has points..\n if (poly.points) {\n closeStroke = poly.closeStroke;\n points = poly.points;\n }\n else if (Array.isArray(path[0])) {\n points = path[0];\n }\n else {\n points = path;\n }\n var shape = new Polygon(points);\n shape.closeStroke = closeStroke;\n this.drawShape(shape);\n return this;\n };\n /**\n * Draw any shape.\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - Shape to draw\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawShape = function (shape) {\n if (!this._holeMode) {\n this._geometry.drawShape(shape, this._fillStyle.clone(), this._lineStyle.clone(), this._matrix);\n }\n else {\n this._geometry.drawHole(shape, this._matrix);\n }\n return this;\n };\n /**\n * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.clear = function () {\n this._geometry.clear();\n this._lineStyle.reset();\n this._fillStyle.reset();\n this._boundsID++;\n this._matrix = null;\n this._holeMode = false;\n this.currentPath = null;\n return this;\n };\n /**\n * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and\n * masked with gl.scissor.\n * @returns - True if only 1 rect.\n */\n Graphics.prototype.isFastRect = function () {\n var data = this._geometry.graphicsData;\n return data.length === 1\n && data[0].shape.type === SHAPES.RECT\n && !data[0].matrix\n && !data[0].holes.length\n && !(data[0].lineStyle.visible && data[0].lineStyle.width);\n };\n /**\n * Renders the object using the WebGL renderer\n * @param renderer - The renderer\n */\n Graphics.prototype._render = function (renderer) {\n this.finishPoly();\n var geometry = this._geometry;\n // batch part..\n // batch it!\n geometry.updateBatches();\n if (geometry.batchable) {\n if (this.batchDirty !== geometry.batchDirty) {\n this._populateBatches();\n }\n this._renderBatched(renderer);\n }\n else {\n // no batching...\n renderer.batch.flush();\n this._renderDirect(renderer);\n }\n };\n /** Populating batches for rendering. */\n Graphics.prototype._populateBatches = function () {\n var geometry = this._geometry;\n var blendMode = this.blendMode;\n var len = geometry.batches.length;\n this.batchTint = -1;\n this._transformID = -1;\n this.batchDirty = geometry.batchDirty;\n this.batches.length = len;\n this.vertexData = new Float32Array(geometry.points);\n for (var i = 0; i < len; i++) {\n var gI = geometry.batches[i];\n var color = gI.style.color;\n var vertexData = new Float32Array(this.vertexData.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2);\n var uvs = new Float32Array(geometry.uvsFloat32.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2);\n var indices = new Uint16Array(geometry.indicesUint16.buffer, gI.start * 2, gI.size);\n var batch = {\n vertexData: vertexData,\n blendMode: blendMode,\n indices: indices,\n uvs: uvs,\n _batchRGB: hex2rgb(color),\n _tintRGB: color,\n _texture: gI.style.texture,\n alpha: gI.style.alpha,\n worldAlpha: 1\n };\n this.batches[i] = batch;\n }\n };\n /**\n * Renders the batches using the BathedRenderer plugin\n * @param renderer - The renderer\n */\n Graphics.prototype._renderBatched = function (renderer) {\n if (!this.batches.length) {\n return;\n }\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n this.calculateVertices();\n this.calculateTints();\n for (var i = 0, l = this.batches.length; i < l; i++) {\n var batch = this.batches[i];\n batch.worldAlpha = this.worldAlpha * batch.alpha;\n renderer.plugins[this.pluginName].render(batch);\n }\n };\n /**\n * Renders the graphics direct\n * @param renderer - The renderer\n */\n Graphics.prototype._renderDirect = function (renderer) {\n var shader = this._resolveDirectShader(renderer);\n var geometry = this._geometry;\n var tint = this.tint;\n var worldAlpha = this.worldAlpha;\n var uniforms = shader.uniforms;\n var drawCalls = geometry.drawCalls;\n // lets set the transfomr\n uniforms.translationMatrix = this.transform.worldTransform;\n // and then lets set the tint..\n uniforms.tint[0] = (((tint >> 16) & 0xFF) / 255) * worldAlpha;\n uniforms.tint[1] = (((tint >> 8) & 0xFF) / 255) * worldAlpha;\n uniforms.tint[2] = ((tint & 0xFF) / 255) * worldAlpha;\n uniforms.tint[3] = worldAlpha;\n // the first draw call, we can set the uniforms of the shader directly here.\n // this means that we can tack advantage of the sync function of pixi!\n // bind and sync uniforms..\n // there is a way to optimise this..\n renderer.shader.bind(shader);\n renderer.geometry.bind(geometry, shader);\n // set state..\n renderer.state.set(this.state);\n // then render the rest of them...\n for (var i = 0, l = drawCalls.length; i < l; i++) {\n this._renderDrawCallDirect(renderer, geometry.drawCalls[i]);\n }\n };\n /**\n * Renders specific DrawCall\n * @param renderer\n * @param drawCall\n */\n Graphics.prototype._renderDrawCallDirect = function (renderer, drawCall) {\n var texArray = drawCall.texArray, type = drawCall.type, size = drawCall.size, start = drawCall.start;\n var groupTextureCount = texArray.count;\n for (var j = 0; j < groupTextureCount; j++) {\n renderer.texture.bind(texArray.elements[j], j);\n }\n renderer.geometry.draw(type, size, start);\n };\n /**\n * Resolves shader for direct rendering\n * @param renderer - The renderer\n */\n Graphics.prototype._resolveDirectShader = function (renderer) {\n var shader = this.shader;\n var pluginName = this.pluginName;\n if (!shader) {\n // if there is no shader here, we can use the default shader.\n // and that only gets created if we actually need it..\n // but may be more than one plugins for graphics\n if (!DEFAULT_SHADERS[pluginName]) {\n var MAX_TEXTURES = renderer.plugins[pluginName].MAX_TEXTURES;\n var sampleValues = new Int32Array(MAX_TEXTURES);\n for (var i = 0; i < MAX_TEXTURES; i++) {\n sampleValues[i] = i;\n }\n var uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: UniformGroup.from({ uSamplers: sampleValues }, true),\n };\n var program = renderer.plugins[pluginName]._shader.program;\n DEFAULT_SHADERS[pluginName] = new Shader(program, uniforms);\n }\n shader = DEFAULT_SHADERS[pluginName];\n }\n return shader;\n };\n /** Retrieves the bounds of the graphic shape as a rectangle object. */\n Graphics.prototype._calculateBounds = function () {\n this.finishPoly();\n var geometry = this._geometry;\n // skipping when graphics is empty, like a container\n if (!geometry.graphicsData.length) {\n return;\n }\n var _a = geometry.bounds, minX = _a.minX, minY = _a.minY, maxX = _a.maxX, maxY = _a.maxY;\n this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);\n };\n /**\n * Tests if a point is inside this graphics object\n * @param point - the point to test\n * @returns - the result of the test\n */\n Graphics.prototype.containsPoint = function (point) {\n this.worldTransform.applyInverse(point, Graphics._TEMP_POINT);\n return this._geometry.containsPoint(Graphics._TEMP_POINT);\n };\n /** Recalculate the tint by applying tint to batches using Graphics tint. */\n Graphics.prototype.calculateTints = function () {\n if (this.batchTint !== this.tint) {\n this.batchTint = this.tint;\n var tintRGB = hex2rgb(this.tint, temp);\n for (var i = 0; i < this.batches.length; i++) {\n var batch = this.batches[i];\n var batchTint = batch._batchRGB;\n var r = (tintRGB[0] * batchTint[0]) * 255;\n var g = (tintRGB[1] * batchTint[1]) * 255;\n var b = (tintRGB[2] * batchTint[2]) * 255;\n // TODO Ivan, can this be done in one go?\n var color = (r << 16) + (g << 8) + (b | 0);\n batch._tintRGB = (color >> 16)\n + (color & 0xff00)\n + ((color & 0xff) << 16);\n }\n }\n };\n /** If there's a transform update or a change to the shape of the geometry, recalculate the vertices. */\n Graphics.prototype.calculateVertices = function () {\n var wtID = this.transform._worldID;\n if (this._transformID === wtID) {\n return;\n }\n this._transformID = wtID;\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var data = this._geometry.points; // batch.vertexDataOriginal;\n var vertexData = this.vertexData;\n var count = 0;\n for (var i = 0; i < data.length; i += 2) {\n var x = data[i];\n var y = data[i + 1];\n vertexData[count++] = (a * x) + (c * y) + tx;\n vertexData[count++] = (d * y) + (b * x) + ty;\n }\n };\n /**\n * Closes the current path.\n * @returns - Returns itself.\n */\n Graphics.prototype.closePath = function () {\n var currentPath = this.currentPath;\n if (currentPath) {\n // we don't need to add extra point in the end because buildLine will take care of that\n currentPath.closeStroke = true;\n // ensure that the polygon is completed, and is available for hit detection\n // (even if the graphics is not rendered yet)\n this.finishPoly();\n }\n return this;\n };\n /**\n * Apply a matrix to the positional data.\n * @param matrix - Matrix to use for transform current shape.\n * @returns - Returns itself.\n */\n Graphics.prototype.setMatrix = function (matrix) {\n this._matrix = matrix;\n return this;\n };\n /**\n * Begin adding holes to the last draw shape\n * IMPORTANT: holes must be fully inside a shape to work\n * Also weirdness ensues if holes overlap!\n * Ellipses, Circles, Rectangles and Rounded Rectangles cannot be holes or host for holes in CanvasRenderer,\n * please use `moveTo` `lineTo`, `quadraticCurveTo` if you rely on pixi-legacy bundle.\n * @returns - Returns itself.\n */\n Graphics.prototype.beginHole = function () {\n this.finishPoly();\n this._holeMode = true;\n return this;\n };\n /**\n * End adding holes to the last draw shape.\n * @returns - Returns itself.\n */\n Graphics.prototype.endHole = function () {\n this.finishPoly();\n this._holeMode = false;\n return this;\n };\n /**\n * Destroys the Graphics object.\n * @param options - Options parameter. A boolean will act as if all\n * options have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have\n * their destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n Graphics.prototype.destroy = function (options) {\n this._geometry.refCount--;\n if (this._geometry.refCount === 0) {\n this._geometry.dispose();\n }\n this._matrix = null;\n this.currentPath = null;\n this._lineStyle.destroy();\n this._lineStyle = null;\n this._fillStyle.destroy();\n this._fillStyle = null;\n this._geometry = null;\n this.shader = null;\n this.vertexData = null;\n this.batches.length = 0;\n this.batches = null;\n _super.prototype.destroy.call(this, options);\n };\n /**\n * New rendering behavior for rounded rectangles: circular arcs instead of quadratic bezier curves.\n * In the next major release, we'll enable this by default.\n */\n Graphics.nextRoundedRectBehavior = false;\n /**\n * Temporary point to use for containsPoint.\n * @private\n */\n Graphics._TEMP_POINT = new Point();\n return Graphics;\n}(Container));\n\nvar graphicsUtils = {\n buildPoly: buildPoly,\n buildCircle: buildCircle,\n buildRectangle: buildRectangle,\n buildRoundedRectangle: buildRoundedRectangle,\n buildLine: buildLine,\n ArcUtils: ArcUtils,\n BezierUtils: BezierUtils,\n QuadraticUtils: QuadraticUtils,\n BatchPart: BatchPart,\n FILL_COMMANDS: FILL_COMMANDS,\n BATCH_POOL: BATCH_POOL,\n DRAW_CALL_POOL: DRAW_CALL_POOL\n};\n\nexport { FillStyle, GRAPHICS_CURVES, Graphics, GraphicsData, GraphicsGeometry, LINE_CAP, LINE_JOIN, LineStyle, graphicsUtils };\n//# sourceMappingURL=graphics.mjs.map\n","/*!\n * @pixi/sprite - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/sprite is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { BLEND_MODES } from '@pixi/constants';\nimport { Texture } from '@pixi/core';\nimport { Bounds, Container } from '@pixi/display';\nimport { Point, Rectangle, ObservablePoint } from '@pixi/math';\nimport { settings } from '@pixi/settings';\nimport { sign } from '@pixi/utils';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar tempPoint = new Point();\nvar indices = new Uint16Array([0, 1, 2, 0, 2, 3]);\n/**\n * The Sprite object is the base for all textured objects that are rendered to the screen\n *\n * A sprite can be created directly from an image like this:\n *\n * ```js\n * let sprite = PIXI.Sprite.from('assets/image.png');\n * ```\n *\n * The more efficient way to create sprites is using a {@link PIXI.Spritesheet},\n * as swapping base textures when rendering to the screen is inefficient.\n *\n * ```js\n * PIXI.Loader.shared.add(\"assets/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"assets/spritesheet.json\"].spritesheet;\n * let sprite = new PIXI.Sprite(sheet.textures[\"image.png\"]);\n * ...\n * }\n * ```\n * @memberof PIXI\n */\nvar Sprite = /** @class */ (function (_super) {\n __extends(Sprite, _super);\n /** @param texture - The texture for this sprite. */\n function Sprite(texture) {\n var _this = _super.call(this) || this;\n _this._anchor = new ObservablePoint(_this._onAnchorUpdate, _this, (texture ? texture.defaultAnchor.x : 0), (texture ? texture.defaultAnchor.y : 0));\n _this._texture = null;\n _this._width = 0;\n _this._height = 0;\n _this._tint = null;\n _this._tintRGB = null;\n _this.tint = 0xFFFFFF;\n _this.blendMode = BLEND_MODES.NORMAL;\n _this._cachedTint = 0xFFFFFF;\n _this.uvs = null;\n // call texture setter\n _this.texture = texture || Texture.EMPTY;\n _this.vertexData = new Float32Array(8);\n _this.vertexTrimmedData = null;\n _this._transformID = -1;\n _this._textureID = -1;\n _this._transformTrimmedID = -1;\n _this._textureTrimmedID = -1;\n // Batchable stuff..\n // TODO could make this a mixin?\n _this.indices = indices;\n _this.pluginName = 'batch';\n /**\n * Used to fast check if a sprite is.. a sprite!\n * @member {boolean}\n */\n _this.isSprite = true;\n _this._roundPixels = settings.ROUND_PIXELS;\n return _this;\n }\n /** When the texture is updated, this event will fire to update the scale and frame. */\n Sprite.prototype._onTextureUpdate = function () {\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this._cachedTint = 0xFFFFFF;\n // so if _width is 0 then width was not set..\n if (this._width) {\n this.scale.x = sign(this.scale.x) * this._width / this._texture.orig.width;\n }\n if (this._height) {\n this.scale.y = sign(this.scale.y) * this._height / this._texture.orig.height;\n }\n };\n /** Called when the anchor position updates. */\n Sprite.prototype._onAnchorUpdate = function () {\n this._transformID = -1;\n this._transformTrimmedID = -1;\n };\n /** Calculates worldTransform * vertices, store it in vertexData. */\n Sprite.prototype.calculateVertices = function () {\n var texture = this._texture;\n if (this._transformID === this.transform._worldID && this._textureID === texture._updateID) {\n return;\n }\n // update texture UV here, because base texture can be changed without calling `_onTextureUpdate`\n if (this._textureID !== texture._updateID) {\n this.uvs = this._texture._uvs.uvsFloat32;\n }\n this._transformID = this.transform._worldID;\n this._textureID = texture._updateID;\n // set the vertex data\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var vertexData = this.vertexData;\n var trim = texture.trim;\n var orig = texture.orig;\n var anchor = this._anchor;\n var w0 = 0;\n var w1 = 0;\n var h0 = 0;\n var h1 = 0;\n if (trim) {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the extra\n // space before transforming the sprite coords.\n w1 = trim.x - (anchor._x * orig.width);\n w0 = w1 + trim.width;\n h1 = trim.y - (anchor._y * orig.height);\n h0 = h1 + trim.height;\n }\n else {\n w1 = -anchor._x * orig.width;\n w0 = w1 + orig.width;\n h1 = -anchor._y * orig.height;\n h0 = h1 + orig.height;\n }\n // xy\n vertexData[0] = (a * w1) + (c * h1) + tx;\n vertexData[1] = (d * h1) + (b * w1) + ty;\n // xy\n vertexData[2] = (a * w0) + (c * h1) + tx;\n vertexData[3] = (d * h1) + (b * w0) + ty;\n // xy\n vertexData[4] = (a * w0) + (c * h0) + tx;\n vertexData[5] = (d * h0) + (b * w0) + ty;\n // xy\n vertexData[6] = (a * w1) + (c * h0) + tx;\n vertexData[7] = (d * h0) + (b * w1) + ty;\n if (this._roundPixels) {\n var resolution = settings.RESOLUTION;\n for (var i = 0; i < vertexData.length; ++i) {\n vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution);\n }\n }\n };\n /**\n * Calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData.\n *\n * This is used to ensure that the true width and height of a trimmed texture is respected.\n */\n Sprite.prototype.calculateTrimmedVertices = function () {\n if (!this.vertexTrimmedData) {\n this.vertexTrimmedData = new Float32Array(8);\n }\n else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) {\n return;\n }\n this._transformTrimmedID = this.transform._worldID;\n this._textureTrimmedID = this._texture._updateID;\n // lets do some special trim code!\n var texture = this._texture;\n var vertexData = this.vertexTrimmedData;\n var orig = texture.orig;\n var anchor = this._anchor;\n // lets calculate the new untrimmed bounds..\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var w1 = -anchor._x * orig.width;\n var w0 = w1 + orig.width;\n var h1 = -anchor._y * orig.height;\n var h0 = h1 + orig.height;\n // xy\n vertexData[0] = (a * w1) + (c * h1) + tx;\n vertexData[1] = (d * h1) + (b * w1) + ty;\n // xy\n vertexData[2] = (a * w0) + (c * h1) + tx;\n vertexData[3] = (d * h1) + (b * w0) + ty;\n // xy\n vertexData[4] = (a * w0) + (c * h0) + tx;\n vertexData[5] = (d * h0) + (b * w0) + ty;\n // xy\n vertexData[6] = (a * w1) + (c * h0) + tx;\n vertexData[7] = (d * h0) + (b * w1) + ty;\n };\n /**\n *\n * Renders the object using the WebGL renderer\n * @param renderer - The webgl renderer to use.\n */\n Sprite.prototype._render = function (renderer) {\n this.calculateVertices();\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n };\n /** Updates the bounds of the sprite. */\n Sprite.prototype._calculateBounds = function () {\n var trim = this._texture.trim;\n var orig = this._texture.orig;\n // First lets check to see if the current texture has a trim..\n if (!trim || (trim.width === orig.width && trim.height === orig.height)) {\n // no trim! lets use the usual calculations..\n this.calculateVertices();\n this._bounds.addQuad(this.vertexData);\n }\n else {\n // lets calculate a special trimmed bounds...\n this.calculateTrimmedVertices();\n this._bounds.addQuad(this.vertexTrimmedData);\n }\n };\n /**\n * Gets the local bounds of the sprite object.\n * @param rect - Optional output rectangle.\n * @returns The bounds.\n */\n Sprite.prototype.getLocalBounds = function (rect) {\n // we can do a fast local bounds if the sprite has no children!\n if (this.children.length === 0) {\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n this._localBounds.minX = this._texture.orig.width * -this._anchor._x;\n this._localBounds.minY = this._texture.orig.height * -this._anchor._y;\n this._localBounds.maxX = this._texture.orig.width * (1 - this._anchor._x);\n this._localBounds.maxY = this._texture.orig.height * (1 - this._anchor._y);\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n return this._localBounds.getRectangle(rect);\n }\n return _super.prototype.getLocalBounds.call(this, rect);\n };\n /**\n * Tests if a point is inside this sprite\n * @param point - the point to test\n * @returns The result of the test\n */\n Sprite.prototype.containsPoint = function (point) {\n this.worldTransform.applyInverse(point, tempPoint);\n var width = this._texture.orig.width;\n var height = this._texture.orig.height;\n var x1 = -width * this.anchor.x;\n var y1 = 0;\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width) {\n y1 = -height * this.anchor.y;\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Destroys this sprite and optionally its texture and children.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param [options.texture=false] - Should it destroy the current texture of the sprite as well\n * @param [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n */\n Sprite.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this, options);\n this._texture.off('update', this._onTextureUpdate, this);\n this._anchor = null;\n var destroyTexture = typeof options === 'boolean' ? options : options && options.texture;\n if (destroyTexture) {\n var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture;\n this._texture.destroy(!!destroyBaseTexture);\n }\n this._texture = null;\n };\n // some helper functions..\n /**\n * Helper function that creates a new sprite based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from\n * @param {object} [options] - See {@link PIXI.BaseTexture}'s constructor for options.\n * @returns The newly created sprite\n */\n Sprite.from = function (source, options) {\n var texture = (source instanceof Texture)\n ? source\n : Texture.from(source, options);\n return new Sprite(texture);\n };\n Object.defineProperty(Sprite.prototype, \"roundPixels\", {\n get: function () {\n return this._roundPixels;\n },\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n *\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n *\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}.\n * @default false\n */\n set: function (value) {\n if (this._roundPixels !== value) {\n this._transformID = -1;\n }\n this._roundPixels = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"width\", {\n /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return Math.abs(this.scale.x) * this._texture.orig.width;\n },\n set: function (value) {\n var s = sign(this.scale.x) || 1;\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"height\", {\n /** The height of the sprite, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return Math.abs(this.scale.y) * this._texture.orig.height;\n },\n set: function (value) {\n var s = sign(this.scale.y) || 1;\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"anchor\", {\n /**\n * The anchor sets the origin point of the sprite. The default value is taken from the {@link PIXI.Texture|Texture}\n * and passed to the constructor.\n *\n * The default is `(0,0)`, this means the sprite's origin is the top left.\n *\n * Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered.\n *\n * Setting the anchor to `(1,1)` would mean the sprite's origin point will be the bottom right corner.\n *\n * If you pass only single parameter, it will set both x and y to the same value as shown in the example below.\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5).\n */\n get: function () {\n return this._anchor;\n },\n set: function (value) {\n this._anchor.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"tint\", {\n /**\n * The tint applied to the sprite. This is a hex value.\n *\n * A value of 0xFFFFFF will remove any tint effect.\n * @default 0xFFFFFF\n */\n get: function () {\n return this._tint;\n },\n set: function (value) {\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"texture\", {\n /** The texture that the sprite is using. */\n get: function () {\n return this._texture;\n },\n set: function (value) {\n if (this._texture === value) {\n return;\n }\n if (this._texture) {\n this._texture.off('update', this._onTextureUpdate, this);\n }\n this._texture = value || Texture.EMPTY;\n this._cachedTint = 0xFFFFFF;\n this._textureID = -1;\n this._textureTrimmedID = -1;\n if (value) {\n // wait for the texture to load\n if (value.baseTexture.valid) {\n this._onTextureUpdate();\n }\n else {\n value.once('update', this._onTextureUpdate, this);\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return Sprite;\n}(Container));\n\nexport { Sprite };\n//# sourceMappingURL=sprite.mjs.map\n","/*!\n * @pixi/text - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/text is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Sprite } from '@pixi/sprite';\nimport { Texture } from '@pixi/core';\nimport { settings } from '@pixi/settings';\nimport { Rectangle } from '@pixi/math';\nimport { hex2string, hex2rgb, string2hex, trimCanvas, sign } from '@pixi/utils';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * Constants that define the type of gradient on text.\n * @static\n * @constant\n * @name TEXT_GRADIENT\n * @memberof PIXI\n * @type {object}\n * @property {number} LINEAR_VERTICAL Vertical gradient\n * @property {number} LINEAR_HORIZONTAL Linear gradient\n */\nvar TEXT_GRADIENT;\n(function (TEXT_GRADIENT) {\n TEXT_GRADIENT[TEXT_GRADIENT[\"LINEAR_VERTICAL\"] = 0] = \"LINEAR_VERTICAL\";\n TEXT_GRADIENT[TEXT_GRADIENT[\"LINEAR_HORIZONTAL\"] = 1] = \"LINEAR_HORIZONTAL\";\n})(TEXT_GRADIENT || (TEXT_GRADIENT = {}));\n\n// disabling eslint for now, going to rewrite this in v5\nvar defaultStyle = {\n align: 'left',\n breakWords: false,\n dropShadow: false,\n dropShadowAlpha: 1,\n dropShadowAngle: Math.PI / 6,\n dropShadowBlur: 0,\n dropShadowColor: 'black',\n dropShadowDistance: 5,\n fill: 'black',\n fillGradientType: TEXT_GRADIENT.LINEAR_VERTICAL,\n fillGradientStops: [],\n fontFamily: 'Arial',\n fontSize: 26,\n fontStyle: 'normal',\n fontVariant: 'normal',\n fontWeight: 'normal',\n letterSpacing: 0,\n lineHeight: 0,\n lineJoin: 'miter',\n miterLimit: 10,\n padding: 0,\n stroke: 'black',\n strokeThickness: 0,\n textBaseline: 'alphabetic',\n trim: false,\n whiteSpace: 'pre',\n wordWrap: false,\n wordWrapWidth: 100,\n leading: 0,\n};\nvar genericFontFamilies = [\n 'serif',\n 'sans-serif',\n 'monospace',\n 'cursive',\n 'fantasy',\n 'system-ui' ];\n/**\n * A TextStyle Object contains information to decorate a Text objects.\n *\n * An instance can be shared between multiple Text objects; then changing the style will update all text objects using it.\n *\n * A tool can be used to generate a text style [here](https://pixijs.io/pixi-text-style).\n *\n * @memberof PIXI\n */\nvar TextStyle = /** @class */ (function () {\n /**\n * @param {object} [style] - The style parameters\n * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'),\n * does not affect single line text\n * @param {boolean} [style.breakWords=false] - Indicates if lines can be wrapped within words, it\n * needs wordWrap to be set to true\n * @param {boolean} [style.dropShadow=false] - Set a drop shadow for the text\n * @param {number} [style.dropShadowAlpha=1] - Set alpha for the drop shadow\n * @param {number} [style.dropShadowAngle=Math.PI/6] - Set a angle of the drop shadow\n * @param {number} [style.dropShadowBlur=0] - Set a shadow blur radius\n * @param {string|number} [style.dropShadowColor='black'] - A fill style to be used on the dropshadow e.g 'red', '#00FF00'\n * @param {number} [style.dropShadowDistance=5] - Set a distance of the drop shadow\n * @param {string|string[]|number|number[]|CanvasGradient|CanvasPattern} [style.fill='black'] - A canvas\n * fillstyle that will be used on the text e.g 'red', '#00FF00'. Can be an array to create a gradient\n * eg ['#000000','#FFFFFF']\n * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN}\n * @param {number} [style.fillGradientType=PIXI.TEXT_GRADIENT.LINEAR_VERTICAL] - If fill is an array of colours\n * to create a gradient, this can change the type/direction of the gradient. See {@link PIXI.TEXT_GRADIENT}\n * @param {number[]} [style.fillGradientStops] - If fill is an array of colours to create a gradient, this array can set\n * the stop points (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them.\n * @param {string|string[]} [style.fontFamily='Arial'] - The font family\n * @param {number|string} [style.fontSize=26] - The font size (as a number it converts to px, but as a string,\n * equivalents are '26px','20pt','160%' or '1.6em')\n * @param {string} [style.fontStyle='normal'] - The font style ('normal', 'italic' or 'oblique')\n * @param {string} [style.fontVariant='normal'] - The font variant ('normal' or 'small-caps')\n * @param {string} [style.fontWeight='normal'] - The font weight ('normal', 'bold', 'bolder', 'lighter' and '100',\n * '200', '300', '400', '500', '600', '700', '800' or '900')\n * @param {number} [style.leading=0] - The space between lines\n * @param {number} [style.letterSpacing=0] - The amount of spacing between letters, default is 0\n * @param {number} [style.lineHeight] - The line height, a number that represents the vertical space that a letter uses\n * @param {string} [style.lineJoin='miter'] - The lineJoin property sets the type of corner created, it can resolve\n * spiked text issues. Possible values \"miter\" (creates a sharp corner), \"round\" (creates a round corner) or \"bevel\"\n * (creates a squared corner).\n * @param {number} [style.miterLimit=10] - The miter limit to use when using the 'miter' lineJoin mode. This can reduce\n * or increase the spikiness of rendered text.\n * @param {number} [style.padding=0] - Occasionally some fonts are cropped. Adding some padding will prevent this from\n * happening by adding padding to all sides of the text.\n * @param {string|number} [style.stroke='black'] - A canvas fillstyle that will be used on the text stroke\n * e.g 'blue', '#FCFF00'\n * @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke.\n * Default is 0 (no stroke)\n * @param {boolean} [style.trim=false] - Trim transparent borders\n * @param {string} [style.textBaseline='alphabetic'] - The baseline of the text that is rendered.\n * @param {string} [style.whiteSpace='pre'] - Determines whether newlines & spaces are collapsed or preserved \"normal\"\n * (collapse, collapse), \"pre\" (preserve, preserve) | \"pre-line\" (preserve, collapse). It needs wordWrap to be set to true\n * @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used\n * @param {number} [style.wordWrapWidth=100] - The width at which text will wrap, it needs wordWrap to be set to true\n */\n function TextStyle(style) {\n this.styleID = 0;\n this.reset();\n deepCopyProperties(this, style, style);\n }\n /**\n * Creates a new TextStyle object with the same values as this one.\n * Note that the only the properties of the object are cloned.\n *\n * @return New cloned TextStyle object\n */\n TextStyle.prototype.clone = function () {\n var clonedProperties = {};\n deepCopyProperties(clonedProperties, this, defaultStyle);\n return new TextStyle(clonedProperties);\n };\n /** Resets all properties to the defaults specified in TextStyle.prototype._default */\n TextStyle.prototype.reset = function () {\n deepCopyProperties(this, defaultStyle, defaultStyle);\n };\n Object.defineProperty(TextStyle.prototype, \"align\", {\n /**\n * Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text\n *\n * @member {string}\n */\n get: function () {\n return this._align;\n },\n set: function (align) {\n if (this._align !== align) {\n this._align = align;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"breakWords\", {\n /** Indicates if lines can be wrapped within words, it needs wordWrap to be set to true. */\n get: function () {\n return this._breakWords;\n },\n set: function (breakWords) {\n if (this._breakWords !== breakWords) {\n this._breakWords = breakWords;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadow\", {\n /** Set a drop shadow for the text. */\n get: function () {\n return this._dropShadow;\n },\n set: function (dropShadow) {\n if (this._dropShadow !== dropShadow) {\n this._dropShadow = dropShadow;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowAlpha\", {\n /** Set alpha for the drop shadow. */\n get: function () {\n return this._dropShadowAlpha;\n },\n set: function (dropShadowAlpha) {\n if (this._dropShadowAlpha !== dropShadowAlpha) {\n this._dropShadowAlpha = dropShadowAlpha;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowAngle\", {\n /** Set a angle of the drop shadow. */\n get: function () {\n return this._dropShadowAngle;\n },\n set: function (dropShadowAngle) {\n if (this._dropShadowAngle !== dropShadowAngle) {\n this._dropShadowAngle = dropShadowAngle;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowBlur\", {\n /** Set a shadow blur radius. */\n get: function () {\n return this._dropShadowBlur;\n },\n set: function (dropShadowBlur) {\n if (this._dropShadowBlur !== dropShadowBlur) {\n this._dropShadowBlur = dropShadowBlur;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowColor\", {\n /** A fill style to be used on the dropshadow e.g 'red', '#00FF00'. */\n get: function () {\n return this._dropShadowColor;\n },\n set: function (dropShadowColor) {\n var outputColor = getColor(dropShadowColor);\n if (this._dropShadowColor !== outputColor) {\n this._dropShadowColor = outputColor;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowDistance\", {\n /** Set a distance of the drop shadow. */\n get: function () {\n return this._dropShadowDistance;\n },\n set: function (dropShadowDistance) {\n if (this._dropShadowDistance !== dropShadowDistance) {\n this._dropShadowDistance = dropShadowDistance;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fill\", {\n /**\n * A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'.\n *\n * Can be an array to create a gradient eg ['#000000','#FFFFFF']\n * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN}\n *\n * @member {string|string[]|number|number[]|CanvasGradient|CanvasPattern}\n */\n get: function () {\n return this._fill;\n },\n set: function (fill) {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n // TODO: Not sure if getColor works properly with CanvasGradient and/or CanvasPattern, can't pass in\n // without casting here.\n var outputColor = getColor(fill);\n if (this._fill !== outputColor) {\n this._fill = outputColor;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fillGradientType\", {\n /**\n * If fill is an array of colours to create a gradient, this can change the type/direction of the gradient.\n *\n * @see PIXI.TEXT_GRADIENT\n */\n get: function () {\n return this._fillGradientType;\n },\n set: function (fillGradientType) {\n if (this._fillGradientType !== fillGradientType) {\n this._fillGradientType = fillGradientType;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fillGradientStops\", {\n /**\n * If fill is an array of colours to create a gradient, this array can set the stop points\n * (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them.\n */\n get: function () {\n return this._fillGradientStops;\n },\n set: function (fillGradientStops) {\n if (!areArraysEqual(this._fillGradientStops, fillGradientStops)) {\n this._fillGradientStops = fillGradientStops;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontFamily\", {\n /** The font family. */\n get: function () {\n return this._fontFamily;\n },\n set: function (fontFamily) {\n if (this.fontFamily !== fontFamily) {\n this._fontFamily = fontFamily;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontSize\", {\n /**\n * The font size\n * (as a number it converts to px, but as a string, equivalents are '26px','20pt','160%' or '1.6em')\n */\n get: function () {\n return this._fontSize;\n },\n set: function (fontSize) {\n if (this._fontSize !== fontSize) {\n this._fontSize = fontSize;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontStyle\", {\n /**\n * The font style\n * ('normal', 'italic' or 'oblique')\n *\n * @member {string}\n */\n get: function () {\n return this._fontStyle;\n },\n set: function (fontStyle) {\n if (this._fontStyle !== fontStyle) {\n this._fontStyle = fontStyle;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontVariant\", {\n /**\n * The font variant\n * ('normal' or 'small-caps')\n *\n * @member {string}\n */\n get: function () {\n return this._fontVariant;\n },\n set: function (fontVariant) {\n if (this._fontVariant !== fontVariant) {\n this._fontVariant = fontVariant;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontWeight\", {\n /**\n * The font weight\n * ('normal', 'bold', 'bolder', 'lighter' and '100', '200', '300', '400', '500', '600', '700', 800' or '900')\n *\n * @member {string}\n */\n get: function () {\n return this._fontWeight;\n },\n set: function (fontWeight) {\n if (this._fontWeight !== fontWeight) {\n this._fontWeight = fontWeight;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"letterSpacing\", {\n /** The amount of spacing between letters, default is 0. */\n get: function () {\n return this._letterSpacing;\n },\n set: function (letterSpacing) {\n if (this._letterSpacing !== letterSpacing) {\n this._letterSpacing = letterSpacing;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"lineHeight\", {\n /** The line height, a number that represents the vertical space that a letter uses. */\n get: function () {\n return this._lineHeight;\n },\n set: function (lineHeight) {\n if (this._lineHeight !== lineHeight) {\n this._lineHeight = lineHeight;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"leading\", {\n /** The space between lines. */\n get: function () {\n return this._leading;\n },\n set: function (leading) {\n if (this._leading !== leading) {\n this._leading = leading;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"lineJoin\", {\n /**\n * The lineJoin property sets the type of corner created, it can resolve spiked text issues.\n * Default is 'miter' (creates a sharp corner).\n *\n * @member {string}\n */\n get: function () {\n return this._lineJoin;\n },\n set: function (lineJoin) {\n if (this._lineJoin !== lineJoin) {\n this._lineJoin = lineJoin;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"miterLimit\", {\n /**\n * The miter limit to use when using the 'miter' lineJoin mode.\n *\n * This can reduce or increase the spikiness of rendered text.\n */\n get: function () {\n return this._miterLimit;\n },\n set: function (miterLimit) {\n if (this._miterLimit !== miterLimit) {\n this._miterLimit = miterLimit;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"padding\", {\n /**\n * Occasionally some fonts are cropped. Adding some padding will prevent this from happening\n * by adding padding to all sides of the text.\n */\n get: function () {\n return this._padding;\n },\n set: function (padding) {\n if (this._padding !== padding) {\n this._padding = padding;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"stroke\", {\n /**\n * A canvas fillstyle that will be used on the text stroke\n * e.g 'blue', '#FCFF00'\n */\n get: function () {\n return this._stroke;\n },\n set: function (stroke) {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n var outputColor = getColor(stroke);\n if (this._stroke !== outputColor) {\n this._stroke = outputColor;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"strokeThickness\", {\n /**\n * A number that represents the thickness of the stroke.\n *\n * @default 0\n */\n get: function () {\n return this._strokeThickness;\n },\n set: function (strokeThickness) {\n if (this._strokeThickness !== strokeThickness) {\n this._strokeThickness = strokeThickness;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"textBaseline\", {\n /**\n * The baseline of the text that is rendered.\n *\n * @member {string}\n */\n get: function () {\n return this._textBaseline;\n },\n set: function (textBaseline) {\n if (this._textBaseline !== textBaseline) {\n this._textBaseline = textBaseline;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"trim\", {\n /** Trim transparent borders. */\n get: function () {\n return this._trim;\n },\n set: function (trim) {\n if (this._trim !== trim) {\n this._trim = trim;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"whiteSpace\", {\n /**\n * How newlines and spaces should be handled.\n * Default is 'pre' (preserve, preserve).\n *\n * value | New lines | Spaces\n * --- | --- | ---\n * 'normal' | Collapse | Collapse\n * 'pre' | Preserve | Preserve\n * 'pre-line' | Preserve | Collapse\n *\n * @member {string}\n */\n get: function () {\n return this._whiteSpace;\n },\n set: function (whiteSpace) {\n if (this._whiteSpace !== whiteSpace) {\n this._whiteSpace = whiteSpace;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"wordWrap\", {\n /** Indicates if word wrap should be used. */\n get: function () {\n return this._wordWrap;\n },\n set: function (wordWrap) {\n if (this._wordWrap !== wordWrap) {\n this._wordWrap = wordWrap;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"wordWrapWidth\", {\n /** The width at which text will wrap, it needs wordWrap to be set to true. */\n get: function () {\n return this._wordWrapWidth;\n },\n set: function (wordWrapWidth) {\n if (this._wordWrapWidth !== wordWrapWidth) {\n this._wordWrapWidth = wordWrapWidth;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Generates a font style string to use for `TextMetrics.measureFont()`.\n *\n * @return Font style string, for passing to `TextMetrics.measureFont()`\n */\n TextStyle.prototype.toFontString = function () {\n // build canvas api font setting from individual components. Convert a numeric this.fontSize to px\n var fontSizeString = (typeof this.fontSize === 'number') ? this.fontSize + \"px\" : this.fontSize;\n // Clean-up fontFamily property by quoting each font name\n // this will support font names with spaces\n var fontFamilies = this.fontFamily;\n if (!Array.isArray(this.fontFamily)) {\n fontFamilies = this.fontFamily.split(',');\n }\n for (var i = fontFamilies.length - 1; i >= 0; i--) {\n // Trim any extra white-space\n var fontFamily = fontFamilies[i].trim();\n // Check if font already contains strings\n if (!(/([\\\"\\'])[^\\'\\\"]+\\1/).test(fontFamily) && genericFontFamilies.indexOf(fontFamily) < 0) {\n fontFamily = \"\\\"\" + fontFamily + \"\\\"\";\n }\n fontFamilies[i] = fontFamily;\n }\n return this.fontStyle + \" \" + this.fontVariant + \" \" + this.fontWeight + \" \" + fontSizeString + \" \" + fontFamilies.join(',');\n };\n return TextStyle;\n}());\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * @private\n * @param color\n * @return The color as a string.\n */\nfunction getSingleColor(color) {\n if (typeof color === 'number') {\n return hex2string(color);\n }\n else if (typeof color === 'string') {\n if (color.indexOf('0x') === 0) {\n color = color.replace('0x', '#');\n }\n }\n return color;\n}\nfunction getColor(color) {\n if (!Array.isArray(color)) {\n return getSingleColor(color);\n }\n else {\n for (var i = 0; i < color.length; ++i) {\n color[i] = getSingleColor(color[i]);\n }\n return color;\n }\n}\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * This version can also convert array of colors\n * @private\n * @param array1 - First array to compare\n * @param array2 - Second array to compare\n * @return Do the arrays contain the same values in the same order\n */\nfunction areArraysEqual(array1, array2) {\n if (!Array.isArray(array1) || !Array.isArray(array2)) {\n return false;\n }\n if (array1.length !== array2.length) {\n return false;\n }\n for (var i = 0; i < array1.length; ++i) {\n if (array1[i] !== array2[i]) {\n return false;\n }\n }\n return true;\n}\n/**\n * Utility function to ensure that object properties are copied by value, and not by reference\n * @private\n * @param target - Target object to copy properties into\n * @param source - Source object for the properties to copy\n * @param propertyObj - Object containing properties names we want to loop over\n */\nfunction deepCopyProperties(target, source, propertyObj) {\n for (var prop in propertyObj) {\n if (Array.isArray(source[prop])) {\n target[prop] = source[prop].slice();\n }\n else {\n target[prop] = source[prop];\n }\n }\n}\n\n// Default settings used for all getContext calls\nvar contextSettings = {\n // TextMetrics requires getImageData readback for measuring fonts.\n willReadFrequently: true,\n};\n/**\n * The TextMetrics object represents the measurement of a block of text with a specified style.\n *\n * ```js\n * let style = new PIXI.TextStyle({fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'})\n * let textMetrics = PIXI.TextMetrics.measureText('Your text', style)\n * ```\n * @memberof PIXI\n */\nvar TextMetrics = /** @class */ (function () {\n /**\n * @param text - the text that was measured\n * @param style - the style that was measured\n * @param width - the measured width of the text\n * @param height - the measured height of the text\n * @param lines - an array of the lines of text broken by new lines and wrapping if specified in style\n * @param lineWidths - an array of the line widths for each line matched to `lines`\n * @param lineHeight - the measured line height for this style\n * @param maxLineWidth - the maximum line width for all measured lines\n * @param {PIXI.IFontMetrics} fontProperties - the font properties object from TextMetrics.measureFont\n */\n function TextMetrics(text, style, width, height, lines, lineWidths, lineHeight, maxLineWidth, fontProperties) {\n this.text = text;\n this.style = style;\n this.width = width;\n this.height = height;\n this.lines = lines;\n this.lineWidths = lineWidths;\n this.lineHeight = lineHeight;\n this.maxLineWidth = maxLineWidth;\n this.fontProperties = fontProperties;\n }\n /**\n * Measures the supplied string of text and returns a Rectangle.\n * @param text - The text to measure.\n * @param style - The text style to use for measuring\n * @param wordWrap - Override for if word-wrap should be applied to the text.\n * @param canvas - optional specification of the canvas to use for measuring.\n * @returns Measured width and height of the text.\n */\n TextMetrics.measureText = function (text, style, wordWrap, canvas) {\n if (canvas === void 0) { canvas = TextMetrics._canvas; }\n wordWrap = (wordWrap === undefined || wordWrap === null) ? style.wordWrap : wordWrap;\n var font = style.toFontString();\n var fontProperties = TextMetrics.measureFont(font);\n // fallback in case UA disallow canvas data extraction\n // (toDataURI, getImageData functions)\n if (fontProperties.fontSize === 0) {\n fontProperties.fontSize = style.fontSize;\n fontProperties.ascent = style.fontSize;\n }\n var context = canvas.getContext('2d', contextSettings);\n context.font = font;\n var outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text;\n var lines = outputText.split(/(?:\\r\\n|\\r|\\n)/);\n var lineWidths = new Array(lines.length);\n var maxLineWidth = 0;\n for (var i = 0; i < lines.length; i++) {\n var lineWidth = context.measureText(lines[i]).width + ((lines[i].length - 1) * style.letterSpacing);\n lineWidths[i] = lineWidth;\n maxLineWidth = Math.max(maxLineWidth, lineWidth);\n }\n var width = maxLineWidth + style.strokeThickness;\n if (style.dropShadow) {\n width += style.dropShadowDistance;\n }\n var lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness;\n var height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness)\n + ((lines.length - 1) * (lineHeight + style.leading));\n if (style.dropShadow) {\n height += style.dropShadowDistance;\n }\n return new TextMetrics(text, style, width, height, lines, lineWidths, lineHeight + style.leading, maxLineWidth, fontProperties);\n };\n /**\n * Applies newlines to a string to have it optimally fit into the horizontal\n * bounds set by the Text object's wordWrapWidth property.\n * @param text - String to apply word wrapping to\n * @param style - the style to use when wrapping\n * @param canvas - optional specification of the canvas to use for measuring.\n * @returns New string with new lines applied where required\n */\n TextMetrics.wordWrap = function (text, style, canvas) {\n if (canvas === void 0) { canvas = TextMetrics._canvas; }\n var context = canvas.getContext('2d', contextSettings);\n var width = 0;\n var line = '';\n var lines = '';\n var cache = Object.create(null);\n var letterSpacing = style.letterSpacing, whiteSpace = style.whiteSpace;\n // How to handle whitespaces\n var collapseSpaces = TextMetrics.collapseSpaces(whiteSpace);\n var collapseNewlines = TextMetrics.collapseNewlines(whiteSpace);\n // whether or not spaces may be added to the beginning of lines\n var canPrependSpaces = !collapseSpaces;\n // There is letterSpacing after every char except the last one\n // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!\n // so for convenience the above needs to be compared to width + 1 extra letterSpace\n // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!_\n // ________________________________________________\n // And then the final space is simply no appended to each line\n var wordWrapWidth = style.wordWrapWidth + letterSpacing;\n // break text into words, spaces and newline chars\n var tokens = TextMetrics.tokenize(text);\n for (var i = 0; i < tokens.length; i++) {\n // get the word, space or newlineChar\n var token = tokens[i];\n // if word is a new line\n if (TextMetrics.isNewline(token)) {\n // keep the new line\n if (!collapseNewlines) {\n lines += TextMetrics.addLine(line);\n canPrependSpaces = !collapseSpaces;\n line = '';\n width = 0;\n continue;\n }\n // if we should collapse new lines\n // we simply convert it into a space\n token = ' ';\n }\n // if we should collapse repeated whitespaces\n if (collapseSpaces) {\n // check both this and the last tokens for spaces\n var currIsBreakingSpace = TextMetrics.isBreakingSpace(token);\n var lastIsBreakingSpace = TextMetrics.isBreakingSpace(line[line.length - 1]);\n if (currIsBreakingSpace && lastIsBreakingSpace) {\n continue;\n }\n }\n // get word width from cache if possible\n var tokenWidth = TextMetrics.getFromCache(token, letterSpacing, cache, context);\n // word is longer than desired bounds\n if (tokenWidth > wordWrapWidth) {\n // if we are not already at the beginning of a line\n if (line !== '') {\n // start newlines for overflow words\n lines += TextMetrics.addLine(line);\n line = '';\n width = 0;\n }\n // break large word over multiple lines\n if (TextMetrics.canBreakWords(token, style.breakWords)) {\n // break word into characters\n var characters = TextMetrics.wordWrapSplit(token);\n // loop the characters\n for (var j = 0; j < characters.length; j++) {\n var char = characters[j];\n var k = 1;\n // we are not at the end of the token\n while (characters[j + k]) {\n var nextChar = characters[j + k];\n var lastChar = char[char.length - 1];\n // should not split chars\n if (!TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords)) {\n // combine chars & move forward one\n char += nextChar;\n }\n else {\n break;\n }\n k++;\n }\n j += char.length - 1;\n var characterWidth = TextMetrics.getFromCache(char, letterSpacing, cache, context);\n if (characterWidth + width > wordWrapWidth) {\n lines += TextMetrics.addLine(line);\n canPrependSpaces = false;\n line = '';\n width = 0;\n }\n line += char;\n width += characterWidth;\n }\n }\n // run word out of the bounds\n else {\n // if there are words in this line already\n // finish that line and start a new one\n if (line.length > 0) {\n lines += TextMetrics.addLine(line);\n line = '';\n width = 0;\n }\n var isLastToken = i === tokens.length - 1;\n // give it its own line if it's not the end\n lines += TextMetrics.addLine(token, !isLastToken);\n canPrependSpaces = false;\n line = '';\n width = 0;\n }\n }\n // word could fit\n else {\n // word won't fit because of existing words\n // start a new line\n if (tokenWidth + width > wordWrapWidth) {\n // if its a space we don't want it\n canPrependSpaces = false;\n // add a new line\n lines += TextMetrics.addLine(line);\n // start a new line\n line = '';\n width = 0;\n }\n // don't add spaces to the beginning of lines\n if (line.length > 0 || !TextMetrics.isBreakingSpace(token) || canPrependSpaces) {\n // add the word to the current line\n line += token;\n // update width counter\n width += tokenWidth;\n }\n }\n }\n lines += TextMetrics.addLine(line, false);\n return lines;\n };\n /**\n * Convienience function for logging each line added during the wordWrap method.\n * @param line - The line of text to add\n * @param newLine - Add new line character to end\n * @returns A formatted line\n */\n TextMetrics.addLine = function (line, newLine) {\n if (newLine === void 0) { newLine = true; }\n line = TextMetrics.trimRight(line);\n line = (newLine) ? line + \"\\n\" : line;\n return line;\n };\n /**\n * Gets & sets the widths of calculated characters in a cache object\n * @param key - The key\n * @param letterSpacing - The letter spacing\n * @param cache - The cache\n * @param context - The canvas context\n * @returns The from cache.\n */\n TextMetrics.getFromCache = function (key, letterSpacing, cache, context) {\n var width = cache[key];\n if (typeof width !== 'number') {\n var spacing = ((key.length) * letterSpacing);\n width = context.measureText(key).width + spacing;\n cache[key] = width;\n }\n return width;\n };\n /**\n * Determines whether we should collapse breaking spaces.\n * @param whiteSpace - The TextStyle property whiteSpace\n * @returns Should collapse\n */\n TextMetrics.collapseSpaces = function (whiteSpace) {\n return (whiteSpace === 'normal' || whiteSpace === 'pre-line');\n };\n /**\n * Determines whether we should collapse newLine chars.\n * @param whiteSpace - The white space\n * @returns should collapse\n */\n TextMetrics.collapseNewlines = function (whiteSpace) {\n return (whiteSpace === 'normal');\n };\n /**\n * Trims breaking whitespaces from string.\n * @param text - The text\n * @returns Trimmed string\n */\n TextMetrics.trimRight = function (text) {\n if (typeof text !== 'string') {\n return '';\n }\n for (var i = text.length - 1; i >= 0; i--) {\n var char = text[i];\n if (!TextMetrics.isBreakingSpace(char)) {\n break;\n }\n text = text.slice(0, -1);\n }\n return text;\n };\n /**\n * Determines if char is a newline.\n * @param char - The character\n * @returns True if newline, False otherwise.\n */\n TextMetrics.isNewline = function (char) {\n if (typeof char !== 'string') {\n return false;\n }\n return (TextMetrics._newlines.indexOf(char.charCodeAt(0)) >= 0);\n };\n /**\n * Determines if char is a breaking whitespace.\n *\n * It allows one to determine whether char should be a breaking whitespace\n * For example certain characters in CJK langs or numbers.\n * It must return a boolean.\n * @param char - The character\n * @param [_nextChar] - The next character\n * @returns True if whitespace, False otherwise.\n */\n TextMetrics.isBreakingSpace = function (char, _nextChar) {\n if (typeof char !== 'string') {\n return false;\n }\n return (TextMetrics._breakingSpaces.indexOf(char.charCodeAt(0)) >= 0);\n };\n /**\n * Splits a string into words, breaking-spaces and newLine characters\n * @param text - The text\n * @returns A tokenized array\n */\n TextMetrics.tokenize = function (text) {\n var tokens = [];\n var token = '';\n if (typeof text !== 'string') {\n return tokens;\n }\n for (var i = 0; i < text.length; i++) {\n var char = text[i];\n var nextChar = text[i + 1];\n if (TextMetrics.isBreakingSpace(char, nextChar) || TextMetrics.isNewline(char)) {\n if (token !== '') {\n tokens.push(token);\n token = '';\n }\n tokens.push(char);\n continue;\n }\n token += char;\n }\n if (token !== '') {\n tokens.push(token);\n }\n return tokens;\n };\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It allows one to customise which words should break\n * Examples are if the token is CJK or numbers.\n * It must return a boolean.\n * @param _token - The token\n * @param breakWords - The style attr break words\n * @returns Whether to break word or not\n */\n TextMetrics.canBreakWords = function (_token, breakWords) {\n return breakWords;\n };\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It allows one to determine whether a pair of characters\n * should be broken by newlines\n * For example certain characters in CJK langs or numbers.\n * It must return a boolean.\n * @param _char - The character\n * @param _nextChar - The next character\n * @param _token - The token/word the characters are from\n * @param _index - The index in the token of the char\n * @param _breakWords - The style attr break words\n * @returns whether to break word or not\n */\n TextMetrics.canBreakChars = function (_char, _nextChar, _token, _index, _breakWords) {\n return true;\n };\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It is called when a token (usually a word) has to be split into separate pieces\n * in order to determine the point to break a word.\n * It must return an array of characters.\n * @example\n * // Correctly splits emojis, eg \"🤪🤪\" will result in two element array, each with one emoji.\n * TextMetrics.wordWrapSplit = (token) => [...token];\n * @param token - The token to split\n * @returns The characters of the token\n */\n TextMetrics.wordWrapSplit = function (token) {\n return token.split('');\n };\n /**\n * Calculates the ascent, descent and fontSize of a given font-style\n * @param font - String representing the style of the font\n * @returns Font properties object\n */\n TextMetrics.measureFont = function (font) {\n // as this method is used for preparing assets, don't recalculate things if we don't need to\n if (TextMetrics._fonts[font]) {\n return TextMetrics._fonts[font];\n }\n var properties = {\n ascent: 0,\n descent: 0,\n fontSize: 0,\n };\n var canvas = TextMetrics._canvas;\n var context = TextMetrics._context;\n context.font = font;\n var metricsString = TextMetrics.METRICS_STRING + TextMetrics.BASELINE_SYMBOL;\n var width = Math.ceil(context.measureText(metricsString).width);\n var baseline = Math.ceil(context.measureText(TextMetrics.BASELINE_SYMBOL).width);\n var height = Math.ceil(TextMetrics.HEIGHT_MULTIPLIER * baseline);\n baseline = baseline * TextMetrics.BASELINE_MULTIPLIER | 0;\n canvas.width = width;\n canvas.height = height;\n context.fillStyle = '#f00';\n context.fillRect(0, 0, width, height);\n context.font = font;\n context.textBaseline = 'alphabetic';\n context.fillStyle = '#000';\n context.fillText(metricsString, 0, baseline);\n var imagedata = context.getImageData(0, 0, width, height).data;\n var pixels = imagedata.length;\n var line = width * 4;\n var i = 0;\n var idx = 0;\n var stop = false;\n // ascent. scan from top to bottom until we find a non red pixel\n for (i = 0; i < baseline; ++i) {\n for (var j = 0; j < line; j += 4) {\n if (imagedata[idx + j] !== 255) {\n stop = true;\n break;\n }\n }\n if (!stop) {\n idx += line;\n }\n else {\n break;\n }\n }\n properties.ascent = baseline - i;\n idx = pixels - line;\n stop = false;\n // descent. scan from bottom to top until we find a non red pixel\n for (i = height; i > baseline; --i) {\n for (var j = 0; j < line; j += 4) {\n if (imagedata[idx + j] !== 255) {\n stop = true;\n break;\n }\n }\n if (!stop) {\n idx -= line;\n }\n else {\n break;\n }\n }\n properties.descent = i - baseline;\n properties.fontSize = properties.ascent + properties.descent;\n TextMetrics._fonts[font] = properties;\n return properties;\n };\n /**\n * Clear font metrics in metrics cache.\n * @param {string} [font] - font name. If font name not set then clear cache for all fonts.\n */\n TextMetrics.clearMetrics = function (font) {\n if (font === void 0) { font = ''; }\n if (font) {\n delete TextMetrics._fonts[font];\n }\n else {\n TextMetrics._fonts = {};\n }\n };\n Object.defineProperty(TextMetrics, \"_canvas\", {\n /**\n * Cached canvas element for measuring text\n * TODO: this should be private, but isn't because of backward compat, will fix later.\n * @ignore\n */\n get: function () {\n if (!TextMetrics.__canvas) {\n var canvas = void 0;\n try {\n // OffscreenCanvas2D measureText can be up to 40% faster.\n var c = new OffscreenCanvas(0, 0);\n var context = c.getContext('2d', contextSettings);\n if (context && context.measureText) {\n TextMetrics.__canvas = c;\n return c;\n }\n canvas = settings.ADAPTER.createCanvas();\n }\n catch (ex) {\n canvas = settings.ADAPTER.createCanvas();\n }\n canvas.width = canvas.height = 10;\n TextMetrics.__canvas = canvas;\n }\n return TextMetrics.__canvas;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextMetrics, \"_context\", {\n /**\n * TODO: this should be private, but isn't because of backward compat, will fix later.\n * @ignore\n */\n get: function () {\n if (!TextMetrics.__context) {\n TextMetrics.__context = TextMetrics._canvas.getContext('2d', contextSettings);\n }\n return TextMetrics.__context;\n },\n enumerable: false,\n configurable: true\n });\n return TextMetrics;\n}());\n/**\n * Internal return object for {@link PIXI.TextMetrics.measureFont `TextMetrics.measureFont`}.\n * @typedef {object} FontMetrics\n * @property {number} ascent - The ascent distance\n * @property {number} descent - The descent distance\n * @property {number} fontSize - Font size from ascent to descent\n * @memberof PIXI.TextMetrics\n * @private\n */\n/**\n * Cache of {@see PIXI.TextMetrics.FontMetrics} objects.\n * @memberof PIXI.TextMetrics\n * @type {object}\n * @private\n */\nTextMetrics._fonts = {};\n/**\n * String used for calculate font metrics.\n * These characters are all tall to help calculate the height required for text.\n * @static\n * @memberof PIXI.TextMetrics\n * @name METRICS_STRING\n * @type {string}\n * @default |ÉqÅ\n */\nTextMetrics.METRICS_STRING = '|ÉqÅ';\n/**\n * Baseline symbol for calculate font metrics.\n * @static\n * @memberof PIXI.TextMetrics\n * @name BASELINE_SYMBOL\n * @type {string}\n * @default M\n */\nTextMetrics.BASELINE_SYMBOL = 'M';\n/**\n * Baseline multiplier for calculate font metrics.\n * @static\n * @memberof PIXI.TextMetrics\n * @name BASELINE_MULTIPLIER\n * @type {number}\n * @default 1.4\n */\nTextMetrics.BASELINE_MULTIPLIER = 1.4;\n/**\n * Height multiplier for setting height of canvas to calculate font metrics.\n * @static\n * @memberof PIXI.TextMetrics\n * @name HEIGHT_MULTIPLIER\n * @type {number}\n * @default 2.00\n */\nTextMetrics.HEIGHT_MULTIPLIER = 2.0;\n/**\n * Cache of new line chars.\n * @memberof PIXI.TextMetrics\n * @type {number[]}\n * @private\n */\nTextMetrics._newlines = [\n 0x000A,\n 0x000D ];\n/**\n * Cache of breaking spaces.\n * @memberof PIXI.TextMetrics\n * @type {number[]}\n * @private\n */\nTextMetrics._breakingSpaces = [\n 0x0009,\n 0x0020,\n 0x2000,\n 0x2001,\n 0x2002,\n 0x2003,\n 0x2004,\n 0x2005,\n 0x2006,\n 0x2008,\n 0x2009,\n 0x200A,\n 0x205F,\n 0x3000 ];\n/**\n * A number, or a string containing a number.\n * @memberof PIXI\n * @typedef {object} IFontMetrics\n * @property {number} ascent - Font ascent\n * @property {number} descent - Font descent\n * @property {number} fontSize - Font size\n */\n\nvar defaultDestroyOptions = {\n texture: true,\n children: false,\n baseTexture: true,\n};\n/**\n * A Text Object will create a line or multiple lines of text.\n *\n * The text is created using the [Canvas API](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API).\n *\n * The primary advantage of this class over BitmapText is that you have great control over the style of the text,\n * which you can change at runtime.\n *\n * The primary disadvantages is that each piece of text has it's own texture, which can use more memory.\n * When text changes, this texture has to be re-generated and re-uploaded to the GPU, taking up time.\n *\n * To split a line you can use '\\n' in your text string, or, on the `style` object,\n * change its `wordWrap` property to true and and give the `wordWrapWidth` property a value.\n *\n * A Text can be created directly from a string and a style object,\n * which can be generated [here](https://pixijs.io/pixi-text-style).\n *\n * ```js\n * let text = new PIXI.Text('This is a PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'});\n * ```\n * @memberof PIXI\n */\nvar Text = /** @class */ (function (_super) {\n __extends(Text, _super);\n /**\n * @param text - The string that you would like the text to display\n * @param {object|PIXI.TextStyle} [style] - The style parameters\n * @param canvas - The canvas element for drawing text\n */\n function Text(text, style, canvas) {\n var _this = this;\n var ownCanvas = false;\n if (!canvas) {\n canvas = settings.ADAPTER.createCanvas();\n ownCanvas = true;\n }\n canvas.width = 3;\n canvas.height = 3;\n var texture = Texture.from(canvas);\n texture.orig = new Rectangle();\n texture.trim = new Rectangle();\n _this = _super.call(this, texture) || this;\n _this._ownCanvas = ownCanvas;\n _this.canvas = canvas;\n _this.context = canvas.getContext('2d', {\n // required for trimming to work without warnings\n willReadFrequently: true,\n });\n _this._resolution = settings.RESOLUTION;\n _this._autoResolution = true;\n _this._text = null;\n _this._style = null;\n _this._styleListener = null;\n _this._font = '';\n _this.text = text;\n _this.style = style;\n _this.localStyleID = -1;\n return _this;\n }\n /**\n * Renders text to its canvas, and updates its texture.\n *\n * By default this is used internally to ensure the texture is correct before rendering,\n * but it can be used called externally, for example from this class to 'pre-generate' the texture from a piece of text,\n * and then shared across multiple Sprites.\n * @param respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called.\n */\n Text.prototype.updateText = function (respectDirty) {\n var style = this._style;\n // check if style has changed..\n if (this.localStyleID !== style.styleID) {\n this.dirty = true;\n this.localStyleID = style.styleID;\n }\n if (!this.dirty && respectDirty) {\n return;\n }\n this._font = this._style.toFontString();\n var context = this.context;\n var measured = TextMetrics.measureText(this._text || ' ', this._style, this._style.wordWrap, this.canvas);\n var width = measured.width;\n var height = measured.height;\n var lines = measured.lines;\n var lineHeight = measured.lineHeight;\n var lineWidths = measured.lineWidths;\n var maxLineWidth = measured.maxLineWidth;\n var fontProperties = measured.fontProperties;\n this.canvas.width = Math.ceil(Math.ceil((Math.max(1, width) + (style.padding * 2))) * this._resolution);\n this.canvas.height = Math.ceil(Math.ceil((Math.max(1, height) + (style.padding * 2))) * this._resolution);\n context.scale(this._resolution, this._resolution);\n context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n context.font = this._font;\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n var linePositionX;\n var linePositionY;\n // require 2 passes if a shadow; the first to draw the drop shadow, the second to draw the text\n var passesCount = style.dropShadow ? 2 : 1;\n // For v4, we drew text at the colours of the drop shadow underneath the normal text. This gave the correct zIndex,\n // but features such as alpha and shadowblur did not look right at all, since we were using actual text as a shadow.\n //\n // For v5.0.0, we moved over to just use the canvas API for drop shadows, which made them look much nicer and more\n // visually please, but now because the stroke is drawn and then the fill, drop shadows would appear on both the fill\n // and the stroke; and fill drop shadows would appear over the top of the stroke.\n //\n // For v5.1.1, the new route is to revert to v4 style of drawing text first to get the drop shadows underneath normal\n // text, but instead drawing text in the correct location, we'll draw it off screen (-paddingY), and then adjust the\n // drop shadow so only that appears on screen (+paddingY). Now we'll have the correct draw order of the shadow\n // beneath the text, whilst also having the proper text shadow styling.\n for (var i = 0; i < passesCount; ++i) {\n var isShadowPass = style.dropShadow && i === 0;\n // we only want the drop shadow, so put text way off-screen\n var dsOffsetText = isShadowPass ? Math.ceil(Math.max(1, height) + (style.padding * 2)) : 0;\n var dsOffsetShadow = dsOffsetText * this._resolution;\n if (isShadowPass) {\n // On Safari, text with gradient and drop shadows together do not position correctly\n // if the scale of the canvas is not 1: https://bugs.webkit.org/show_bug.cgi?id=197689\n // Therefore we'll set the styles to be a plain black whilst generating this drop shadow\n context.fillStyle = 'black';\n context.strokeStyle = 'black';\n var dropShadowColor = style.dropShadowColor;\n var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor));\n var dropShadowBlur = style.dropShadowBlur * this._resolution;\n var dropShadowDistance = style.dropShadowDistance * this._resolution;\n context.shadowColor = \"rgba(\" + rgb[0] * 255 + \",\" + rgb[1] * 255 + \",\" + rgb[2] * 255 + \",\" + style.dropShadowAlpha + \")\";\n context.shadowBlur = dropShadowBlur;\n context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance;\n context.shadowOffsetY = (Math.sin(style.dropShadowAngle) * dropShadowDistance) + dsOffsetShadow;\n }\n else {\n // set canvas text styles\n context.fillStyle = this._generateFillStyle(style, lines, measured);\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n context.strokeStyle = style.stroke;\n context.shadowColor = 'black';\n context.shadowBlur = 0;\n context.shadowOffsetX = 0;\n context.shadowOffsetY = 0;\n }\n var linePositionYShift = (lineHeight - fontProperties.fontSize) / 2;\n if (!Text.nextLineHeightBehavior || lineHeight - fontProperties.fontSize < 0) {\n linePositionYShift = 0;\n }\n // draw lines line by line\n for (var i_1 = 0; i_1 < lines.length; i_1++) {\n linePositionX = style.strokeThickness / 2;\n linePositionY = ((style.strokeThickness / 2) + (i_1 * lineHeight)) + fontProperties.ascent\n + linePositionYShift;\n if (style.align === 'right') {\n linePositionX += maxLineWidth - lineWidths[i_1];\n }\n else if (style.align === 'center') {\n linePositionX += (maxLineWidth - lineWidths[i_1]) / 2;\n }\n if (style.stroke && style.strokeThickness) {\n this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText, true);\n }\n if (style.fill) {\n this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText);\n }\n }\n }\n this.updateTexture();\n };\n /**\n * Render the text with letter-spacing.\n * @param text - The text to draw\n * @param x - Horizontal position to draw the text\n * @param y - Vertical position to draw the text\n * @param isStroke - Is this drawing for the outside stroke of the\n * text? If not, it's for the inside fill\n */\n Text.prototype.drawLetterSpacing = function (text, x, y, isStroke) {\n if (isStroke === void 0) { isStroke = false; }\n var style = this._style;\n // letterSpacing of 0 means normal\n var letterSpacing = style.letterSpacing;\n // Checking that we can use moddern canvas2D api\n // https://developer.chrome.com/origintrials/#/view_trial/3585991203293757441\n // note: this is unstable API, Chrome less 94 use a `textLetterSpacing`, newest use a letterSpacing\n // eslint-disable-next-line max-len\n var supportLetterSpacing = Text.experimentalLetterSpacing\n && ('letterSpacing' in CanvasRenderingContext2D.prototype\n || 'textLetterSpacing' in CanvasRenderingContext2D.prototype);\n if (letterSpacing === 0 || supportLetterSpacing) {\n if (supportLetterSpacing) {\n this.context.letterSpacing = letterSpacing;\n this.context.textLetterSpacing = letterSpacing;\n }\n if (isStroke) {\n this.context.strokeText(text, x, y);\n }\n else {\n this.context.fillText(text, x, y);\n }\n return;\n }\n var currentPosition = x;\n // Using Array.from correctly splits characters whilst keeping emoji together.\n // This is not supported on IE as it requires ES6, so regular text splitting occurs.\n // This also doesn't account for emoji that are multiple emoji put together to make something else.\n // Handling all of this would require a big library itself.\n // https://medium.com/@giltayar/iterating-over-emoji-characters-the-es6-way-f06e4589516\n // https://github.com/orling/grapheme-splitter\n var stringArray = Array.from ? Array.from(text) : text.split('');\n var previousWidth = this.context.measureText(text).width;\n var currentWidth = 0;\n for (var i = 0; i < stringArray.length; ++i) {\n var currentChar = stringArray[i];\n if (isStroke) {\n this.context.strokeText(currentChar, currentPosition, y);\n }\n else {\n this.context.fillText(currentChar, currentPosition, y);\n }\n var textStr = '';\n for (var j = i + 1; j < stringArray.length; ++j) {\n textStr += stringArray[j];\n }\n currentWidth = this.context.measureText(textStr).width;\n currentPosition += previousWidth - currentWidth + letterSpacing;\n previousWidth = currentWidth;\n }\n };\n /** Updates texture size based on canvas size. */\n Text.prototype.updateTexture = function () {\n var canvas = this.canvas;\n if (this._style.trim) {\n var trimmed = trimCanvas(canvas);\n if (trimmed.data) {\n canvas.width = trimmed.width;\n canvas.height = trimmed.height;\n this.context.putImageData(trimmed.data, 0, 0);\n }\n }\n var texture = this._texture;\n var style = this._style;\n var padding = style.trim ? 0 : style.padding;\n var baseTexture = texture.baseTexture;\n texture.trim.width = texture._frame.width = canvas.width / this._resolution;\n texture.trim.height = texture._frame.height = canvas.height / this._resolution;\n texture.trim.x = -padding;\n texture.trim.y = -padding;\n texture.orig.width = texture._frame.width - (padding * 2);\n texture.orig.height = texture._frame.height - (padding * 2);\n // call sprite onTextureUpdate to update scale if _width or _height were set\n this._onTextureUpdate();\n baseTexture.setRealSize(canvas.width, canvas.height, this._resolution);\n texture.updateUvs();\n this.dirty = false;\n };\n /**\n * Renders the object using the WebGL renderer\n * @param renderer - The renderer\n */\n Text.prototype._render = function (renderer) {\n if (this._autoResolution && this._resolution !== renderer.resolution) {\n this._resolution = renderer.resolution;\n this.dirty = true;\n }\n this.updateText(true);\n _super.prototype._render.call(this, renderer);\n };\n /** Updates the transform on all children of this container for rendering. */\n Text.prototype.updateTransform = function () {\n this.updateText(true);\n _super.prototype.updateTransform.call(this);\n };\n Text.prototype.getBounds = function (skipUpdate, rect) {\n this.updateText(true);\n if (this._textureID === -1) {\n // texture was updated: recalculate transforms\n skipUpdate = false;\n }\n return _super.prototype.getBounds.call(this, skipUpdate, rect);\n };\n /**\n * Gets the local bounds of the text object.\n * @param rect - The output rectangle.\n * @returns The bounds.\n */\n Text.prototype.getLocalBounds = function (rect) {\n this.updateText(true);\n return _super.prototype.getLocalBounds.call(this, rect);\n };\n /** Calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account. */\n Text.prototype._calculateBounds = function () {\n this.calculateVertices();\n // if we have already done this on THIS frame.\n this._bounds.addQuad(this.vertexData);\n };\n /**\n * Generates the fill style. Can automatically generate a gradient based on the fill style being an array\n * @param style - The style.\n * @param lines - The lines of text.\n * @param metrics\n * @returns The fill style\n */\n Text.prototype._generateFillStyle = function (style, lines, metrics) {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n var fillStyle = style.fill;\n if (!Array.isArray(fillStyle)) {\n return fillStyle;\n }\n else if (fillStyle.length === 1) {\n return fillStyle[0];\n }\n // the gradient will be evenly spaced out according to how large the array is.\n // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75\n var gradient;\n // a dropshadow will enlarge the canvas and result in the gradient being\n // generated with the incorrect dimensions\n var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0;\n // should also take padding into account, padding can offset the gradient\n var padding = style.padding || 0;\n var width = (this.canvas.width / this._resolution) - dropShadowCorrection - (padding * 2);\n var height = (this.canvas.height / this._resolution) - dropShadowCorrection - (padding * 2);\n // make a copy of the style settings, so we can manipulate them later\n var fill = fillStyle.slice();\n var fillGradientStops = style.fillGradientStops.slice();\n // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75\n if (!fillGradientStops.length) {\n var lengthPlus1 = fill.length + 1;\n for (var i = 1; i < lengthPlus1; ++i) {\n fillGradientStops.push(i / lengthPlus1);\n }\n }\n // stop the bleeding of the last gradient on the line above to the top gradient of the this line\n // by hard defining the first gradient colour at point 0, and last gradient colour at point 1\n fill.unshift(fillStyle[0]);\n fillGradientStops.unshift(0);\n fill.push(fillStyle[fillStyle.length - 1]);\n fillGradientStops.push(1);\n if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) {\n // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas\n gradient = this.context.createLinearGradient(width / 2, padding, width / 2, height + padding);\n // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect\n // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875\n // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc\n var textHeight = metrics.fontProperties.fontSize + style.strokeThickness;\n for (var i = 0; i < lines.length; i++) {\n var lastLineBottom = (metrics.lineHeight * (i - 1)) + textHeight;\n var thisLineTop = metrics.lineHeight * i;\n var thisLineGradientStart = thisLineTop;\n // Handle case where last & this line overlap\n if (i > 0 && lastLineBottom > thisLineTop) {\n thisLineGradientStart = (thisLineTop + lastLineBottom) / 2;\n }\n var thisLineBottom = thisLineTop + textHeight;\n var nextLineTop = metrics.lineHeight * (i + 1);\n var thisLineGradientEnd = thisLineBottom;\n // Handle case where this & next line overlap\n if (i + 1 < lines.length && nextLineTop < thisLineBottom) {\n thisLineGradientEnd = (thisLineBottom + nextLineTop) / 2;\n }\n // textHeight, but as a 0-1 size in global gradient stop space\n var gradStopLineHeight = (thisLineGradientEnd - thisLineGradientStart) / height;\n for (var j = 0; j < fill.length; j++) {\n // 0-1 stop point for the current line, multiplied to global space afterwards\n var lineStop = 0;\n if (typeof fillGradientStops[j] === 'number') {\n lineStop = fillGradientStops[j];\n }\n else {\n lineStop = j / fill.length;\n }\n var globalStop = Math.min(1, Math.max(0, (thisLineGradientStart / height) + (lineStop * gradStopLineHeight)));\n // There's potential for floating point precision issues at the seams between gradient repeats.\n globalStop = Number(globalStop.toFixed(5));\n gradient.addColorStop(globalStop, fill[j]);\n }\n }\n }\n else {\n // start the gradient at the center left of the canvas, and end at the center right of the canvas\n gradient = this.context.createLinearGradient(padding, height / 2, width + padding, height / 2);\n // can just evenly space out the gradients in this case, as multiple lines makes no difference\n // to an even left to right gradient\n var totalIterations = fill.length + 1;\n var currentIteration = 1;\n for (var i = 0; i < fill.length; i++) {\n var stop = void 0;\n if (typeof fillGradientStops[i] === 'number') {\n stop = fillGradientStops[i];\n }\n else {\n stop = currentIteration / totalIterations;\n }\n gradient.addColorStop(stop, fill[i]);\n currentIteration++;\n }\n }\n return gradient;\n };\n /**\n * Destroys this text object.\n *\n * Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as\n * the majority of the time the texture will not be shared with any other Sprites.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their\n * destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well\n */\n Text.prototype.destroy = function (options) {\n if (typeof options === 'boolean') {\n options = { children: options };\n }\n options = Object.assign({}, defaultDestroyOptions, options);\n _super.prototype.destroy.call(this, options);\n // set canvas width and height to 0 to workaround memory leak in Safari < 13\n // https://stackoverflow.com/questions/52532614/total-canvas-memory-use-exceeds-the-maximum-limit-safari-12\n if (this._ownCanvas) {\n this.canvas.height = this.canvas.width = 0;\n }\n // make sure to reset the context and canvas.. dont want this hanging around in memory!\n this.context = null;\n this.canvas = null;\n this._style = null;\n };\n Object.defineProperty(Text.prototype, \"width\", {\n /** The width of the Text, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n this.updateText(true);\n return Math.abs(this.scale.x) * this._texture.orig.width;\n },\n set: function (value) {\n this.updateText(true);\n var s = sign(this.scale.x) || 1;\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Text.prototype, \"height\", {\n /** The height of the Text, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n this.updateText(true);\n return Math.abs(this.scale.y) * this._texture.orig.height;\n },\n set: function (value) {\n this.updateText(true);\n var s = sign(this.scale.y) || 1;\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Text.prototype, \"style\", {\n /**\n * Set the style of the text.\n *\n * Set up an event listener to listen for changes on the style object and mark the text as dirty.\n */\n get: function () {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the ITextStyle\n // since the setter creates the TextStyle. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n return this._style;\n },\n set: function (style) {\n style = style || {};\n if (style instanceof TextStyle) {\n this._style = style;\n }\n else {\n this._style = new TextStyle(style);\n }\n this.localStyleID = -1;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Text.prototype, \"text\", {\n /** Set the copy for the text object. To split a line you can use '\\n'. */\n get: function () {\n return this._text;\n },\n set: function (text) {\n text = String(text === null || text === undefined ? '' : text);\n if (this._text === text) {\n return;\n }\n this._text = text;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Text.prototype, \"resolution\", {\n /**\n * The resolution / device pixel ratio of the canvas.\n *\n * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually.\n * @default 1\n */\n get: function () {\n return this._resolution;\n },\n set: function (value) {\n this._autoResolution = false;\n if (this._resolution === value) {\n return;\n }\n this._resolution = value;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * New behavior for `lineHeight` that's meant to mimic HTML text. A value of `true` will\n * make sure the first baseline is offset by the `lineHeight` value if it is greater than `fontSize`.\n * A value of `false` will use the legacy behavior and not change the baseline of the first line.\n * In the next major release, we'll enable this by default.\n */\n Text.nextLineHeightBehavior = false;\n /**\n * New rendering behavior for letter-spacing which uses Chrome's new native API. This will\n * lead to more accurate letter-spacing results because it does not try to manually draw\n * each character. However, this Chrome API is experimental and may not serve all cases yet.\n */\n Text.experimentalLetterSpacing = false;\n return Text;\n}(Sprite));\n\nexport { TEXT_GRADIENT, Text, TextMetrics, TextStyle };\n//# sourceMappingURL=text.mjs.map\n","/*!\n * @pixi/prepare - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/prepare is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { Texture, BaseTexture, ExtensionType } from '@pixi/core';\nimport { Graphics } from '@pixi/graphics';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\nimport { Container } from '@pixi/display';\nimport { Text, TextStyle, TextMetrics } from '@pixi/text';\nimport { deprecation } from '@pixi/utils';\n\n/**\n * Default number of uploads per frame using prepare plugin.\n * @static\n * @memberof PIXI.settings\n * @name UPLOADS_PER_FRAME\n * @type {number}\n * @default 4\n */\nsettings.UPLOADS_PER_FRAME = 4;\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * CountLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified\n * number of items per frame.\n * @memberof PIXI\n */\nvar CountLimiter = /** @class */ (function () {\n /**\n * @param maxItemsPerFrame - The maximum number of items that can be prepared each frame.\n */\n function CountLimiter(maxItemsPerFrame) {\n this.maxItemsPerFrame = maxItemsPerFrame;\n this.itemsLeft = 0;\n }\n /** Resets any counting properties to start fresh on a new frame. */\n CountLimiter.prototype.beginFrame = function () {\n this.itemsLeft = this.maxItemsPerFrame;\n };\n /**\n * Checks to see if another item can be uploaded. This should only be called once per item.\n * @returns If the item is allowed to be uploaded.\n */\n CountLimiter.prototype.allowedToUpload = function () {\n return this.itemsLeft-- > 0;\n };\n return CountLimiter;\n}());\n\n/**\n * Built-in hook to find multiple textures from objects like AnimatedSprites.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns If a PIXI.Texture object was found.\n */\nfunction findMultipleBaseTextures(item, queue) {\n var result = false;\n // Objects with multiple textures\n if (item && item._textures && item._textures.length) {\n for (var i = 0; i < item._textures.length; i++) {\n if (item._textures[i] instanceof Texture) {\n var baseTexture = item._textures[i].baseTexture;\n if (queue.indexOf(baseTexture) === -1) {\n queue.push(baseTexture);\n result = true;\n }\n }\n }\n }\n return result;\n}\n/**\n * Built-in hook to find BaseTextures from Texture.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns If a PIXI.Texture object was found.\n */\nfunction findBaseTexture(item, queue) {\n if (item.baseTexture instanceof BaseTexture) {\n var texture = item.baseTexture;\n if (queue.indexOf(texture) === -1) {\n queue.push(texture);\n }\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to find textures from objects.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns If a PIXI.Texture object was found.\n */\nfunction findTexture(item, queue) {\n if (item._texture && item._texture instanceof Texture) {\n var texture = item._texture.baseTexture;\n if (queue.indexOf(texture) === -1) {\n queue.push(texture);\n }\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to draw PIXI.Text to its texture.\n * @private\n * @param _helper - Not used by this upload handler\n * @param item - Item to check\n * @returns If item was uploaded.\n */\nfunction drawText(_helper, item) {\n if (item instanceof Text) {\n // updating text will return early if it is not dirty\n item.updateText(true);\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to calculate a text style for a PIXI.Text object.\n * @private\n * @param _helper - Not used by this upload handler\n * @param item - Item to check\n * @returns If item was uploaded.\n */\nfunction calculateTextStyle(_helper, item) {\n if (item instanceof TextStyle) {\n var font = item.toFontString();\n TextMetrics.measureFont(font);\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to find Text objects.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns if a PIXI.Text object was found.\n */\nfunction findText(item, queue) {\n if (item instanceof Text) {\n // push the text style to prepare it - this can be really expensive\n if (queue.indexOf(item.style) === -1) {\n queue.push(item.style);\n }\n // also push the text object so that we can render it (to canvas/texture) if needed\n if (queue.indexOf(item) === -1) {\n queue.push(item);\n }\n // also push the Text's texture for upload to GPU\n var texture = item._texture.baseTexture;\n if (queue.indexOf(texture) === -1) {\n queue.push(texture);\n }\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to find TextStyle objects.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns If a PIXI.TextStyle object was found.\n */\nfunction findTextStyle(item, queue) {\n if (item instanceof TextStyle) {\n if (queue.indexOf(item) === -1) {\n queue.push(item);\n }\n return true;\n }\n return false;\n}\n/**\n * The prepare manager provides functionality to upload content to the GPU.\n *\n * BasePrepare handles basic queuing functionality and is extended by\n * {@link PIXI.Prepare} and {@link PIXI.CanvasPrepare}\n * to provide preparation capabilities specific to their respective renderers.\n * @example\n * // Create a sprite\n * const sprite = PIXI.Sprite.from('something.png');\n *\n * // Load object into GPU\n * app.renderer.plugins.prepare.upload(sprite, () => {\n *\n * //Texture(s) has been uploaded to GPU\n * app.stage.addChild(sprite);\n *\n * })\n * @abstract\n * @memberof PIXI\n */\nvar BasePrepare = /** @class */ (function () {\n /**\n * @param {PIXI.AbstractRenderer} renderer - A reference to the current renderer\n */\n function BasePrepare(renderer) {\n var _this = this;\n this.limiter = new CountLimiter(settings.UPLOADS_PER_FRAME);\n this.renderer = renderer;\n this.uploadHookHelper = null;\n this.queue = [];\n this.addHooks = [];\n this.uploadHooks = [];\n this.completes = [];\n this.ticking = false;\n this.delayedTick = function () {\n // unlikely, but in case we were destroyed between tick() and delayedTick()\n if (!_this.queue) {\n return;\n }\n _this.prepareItems();\n };\n // hooks to find the correct texture\n this.registerFindHook(findText);\n this.registerFindHook(findTextStyle);\n this.registerFindHook(findMultipleBaseTextures);\n this.registerFindHook(findBaseTexture);\n this.registerFindHook(findTexture);\n // upload hooks\n this.registerUploadHook(drawText);\n this.registerUploadHook(calculateTextStyle);\n }\n /** @ignore */\n BasePrepare.prototype.upload = function (item, done) {\n var _this = this;\n if (typeof item === 'function') {\n done = item;\n item = null;\n }\n if (done) {\n deprecation('6.5.0', 'BasePrepare.upload callback is deprecated, use the return Promise instead.');\n }\n return new Promise(function (resolve) {\n // If a display object, search for items\n // that we could upload\n if (item) {\n _this.add(item);\n }\n // TODO: remove done callback and just use resolve\n var complete = function () {\n done === null || done === void 0 ? void 0 : done();\n resolve();\n };\n // Get the items for upload from the display\n if (_this.queue.length) {\n _this.completes.push(complete);\n if (!_this.ticking) {\n _this.ticking = true;\n Ticker.system.addOnce(_this.tick, _this, UPDATE_PRIORITY.UTILITY);\n }\n }\n else {\n complete();\n }\n });\n };\n /**\n * Handle tick update\n * @private\n */\n BasePrepare.prototype.tick = function () {\n setTimeout(this.delayedTick, 0);\n };\n /**\n * Actually prepare items. This is handled outside of the tick because it will take a while\n * and we do NOT want to block the current animation frame from rendering.\n * @private\n */\n BasePrepare.prototype.prepareItems = function () {\n this.limiter.beginFrame();\n // Upload the graphics\n while (this.queue.length && this.limiter.allowedToUpload()) {\n var item = this.queue[0];\n var uploaded = false;\n if (item && !item._destroyed) {\n for (var i = 0, len = this.uploadHooks.length; i < len; i++) {\n if (this.uploadHooks[i](this.uploadHookHelper, item)) {\n this.queue.shift();\n uploaded = true;\n break;\n }\n }\n }\n if (!uploaded) {\n this.queue.shift();\n }\n }\n // We're finished\n if (!this.queue.length) {\n this.ticking = false;\n var completes = this.completes.slice(0);\n this.completes.length = 0;\n for (var i = 0, len = completes.length; i < len; i++) {\n completes[i]();\n }\n }\n else {\n // if we are not finished, on the next rAF do this again\n Ticker.system.addOnce(this.tick, this, UPDATE_PRIORITY.UTILITY);\n }\n };\n /**\n * Adds hooks for finding items.\n * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array`\n * function must return `true` if it was able to add item to the queue.\n * @returns Instance of plugin for chaining.\n */\n BasePrepare.prototype.registerFindHook = function (addHook) {\n if (addHook) {\n this.addHooks.push(addHook);\n }\n return this;\n };\n /**\n * Adds hooks for uploading items.\n * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and\n * function must return `true` if it was able to handle upload of item.\n * @returns Instance of plugin for chaining.\n */\n BasePrepare.prototype.registerUploadHook = function (uploadHook) {\n if (uploadHook) {\n this.uploadHooks.push(uploadHook);\n }\n return this;\n };\n /**\n * Manually add an item to the uploading queue.\n * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to\n * add to the queue\n * @returns Instance of plugin for chaining.\n */\n BasePrepare.prototype.add = function (item) {\n // Add additional hooks for finding elements on special\n // types of objects that\n for (var i = 0, len = this.addHooks.length; i < len; i++) {\n if (this.addHooks[i](item, this.queue)) {\n break;\n }\n }\n // Get children recursively\n if (item instanceof Container) {\n for (var i = item.children.length - 1; i >= 0; i--) {\n this.add(item.children[i]);\n }\n }\n return this;\n };\n /** Destroys the plugin, don't use after this. */\n BasePrepare.prototype.destroy = function () {\n if (this.ticking) {\n Ticker.system.remove(this.tick, this);\n }\n this.ticking = false;\n this.addHooks = null;\n this.uploadHooks = null;\n this.renderer = null;\n this.completes = null;\n this.queue = null;\n this.limiter = null;\n this.uploadHookHelper = null;\n };\n return BasePrepare;\n}());\n\n/**\n * Built-in hook to upload PIXI.Texture objects to the GPU.\n * @private\n * @param renderer - instance of the webgl renderer\n * @param item - Item to check\n * @returns If item was uploaded.\n */\nfunction uploadBaseTextures(renderer, item) {\n if (item instanceof BaseTexture) {\n // if the texture already has a GL texture, then the texture has been prepared or rendered\n // before now. If the texture changed, then the changer should be calling texture.update() which\n // reuploads the texture without need for preparing it again\n if (!item._glTextures[renderer.CONTEXT_UID]) {\n renderer.texture.bind(item);\n }\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to upload PIXI.Graphics to the GPU.\n * @private\n * @param renderer - instance of the webgl renderer\n * @param item - Item to check\n * @returns If item was uploaded.\n */\nfunction uploadGraphics(renderer, item) {\n if (!(item instanceof Graphics)) {\n return false;\n }\n var geometry = item.geometry;\n // update dirty graphics to get batches\n item.finishPoly();\n geometry.updateBatches();\n var batches = geometry.batches;\n // upload all textures found in styles\n for (var i = 0; i < batches.length; i++) {\n var texture = batches[i].style.texture;\n if (texture) {\n uploadBaseTextures(renderer, texture.baseTexture);\n }\n }\n // if its not batchable - update vao for particular shader\n if (!geometry.batchable) {\n renderer.geometry.bind(geometry, item._resolveDirectShader(renderer));\n }\n return true;\n}\n/**\n * Built-in hook to find graphics.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns if a PIXI.Graphics object was found.\n */\nfunction findGraphics(item, queue) {\n if (item instanceof Graphics) {\n queue.push(item);\n return true;\n }\n return false;\n}\n/**\n * The prepare plugin provides renderer-specific plugins for pre-rendering DisplayObjects. These plugins are useful for\n * asynchronously preparing and uploading to the GPU assets, textures, graphics waiting to be displayed.\n *\n * Do not instantiate this plugin directly. It is available from the `renderer.plugins` property.\n * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}.\n * @example\n * // Create a new application\n * const app = new PIXI.Application();\n * document.body.appendChild(app.view);\n *\n * // Don't start rendering right away\n * app.stop();\n *\n * // create a display object\n * const rect = new PIXI.Graphics()\n * .beginFill(0x00ff00)\n * .drawRect(40, 40, 200, 200);\n *\n * // Add to the stage\n * app.stage.addChild(rect);\n *\n * // Don't start rendering until the graphic is uploaded to the GPU\n * app.renderer.plugins.prepare.upload(app.stage, () => {\n * app.start();\n * });\n * @memberof PIXI\n */\nvar Prepare = /** @class */ (function (_super) {\n __extends(Prepare, _super);\n /**\n * @param {PIXI.Renderer} renderer - A reference to the current renderer\n */\n function Prepare(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.uploadHookHelper = _this.renderer;\n // Add textures and graphics to upload\n _this.registerFindHook(findGraphics);\n _this.registerUploadHook(uploadBaseTextures);\n _this.registerUploadHook(uploadGraphics);\n return _this;\n }\n /** @ignore */\n Prepare.extension = {\n name: 'prepare',\n type: ExtensionType.RendererPlugin,\n };\n return Prepare;\n}(BasePrepare));\n\n/**\n * TimeLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified\n * number of milliseconds per frame.\n * @memberof PIXI\n */\nvar TimeLimiter = /** @class */ (function () {\n /** @param maxMilliseconds - The maximum milliseconds that can be spent preparing items each frame. */\n function TimeLimiter(maxMilliseconds) {\n this.maxMilliseconds = maxMilliseconds;\n this.frameStart = 0;\n }\n /** Resets any counting properties to start fresh on a new frame. */\n TimeLimiter.prototype.beginFrame = function () {\n this.frameStart = Date.now();\n };\n /**\n * Checks to see if another item can be uploaded. This should only be called once per item.\n * @returns - If the item is allowed to be uploaded.\n */\n TimeLimiter.prototype.allowedToUpload = function () {\n return Date.now() - this.frameStart < this.maxMilliseconds;\n };\n return TimeLimiter;\n}());\n\nexport { BasePrepare, CountLimiter, Prepare, TimeLimiter };\n//# sourceMappingURL=prepare.mjs.map\n","/*!\n * @pixi/spritesheet - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/spritesheet is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Rectangle } from '@pixi/math';\nimport { Texture, BaseTexture, ExtensionType } from '@pixi/core';\nimport { getResolutionOfUrl, deprecation, url } from '@pixi/utils';\nimport { LoaderResource } from '@pixi/loaders';\n\n/**\n * Utility class for maintaining reference to a collection\n * of Textures on a single Spritesheet.\n *\n * To access a sprite sheet from your code you may pass its JSON data file to Pixi's loader:\n *\n * ```js\n * PIXI.Loader.shared.add(\"images/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"images/spritesheet.json\"].spritesheet;\n * ...\n * }\n * ```\n *\n * Alternately, you may circumvent the loader by instantiating the Spritesheet directly:\n * ```js\n * const sheet = new PIXI.Spritesheet(texture, spritesheetData);\n * await sheet.parse();\n * console.log('Spritesheet ready to use!');\n * ```\n *\n * With the `sheet.textures` you can create Sprite objects,`sheet.animations` can be used to create an AnimatedSprite.\n *\n * Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker},\n * {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}.\n * Default anchor points (see {@link PIXI.Texture#defaultAnchor}) and grouping of animation sprites are currently only\n * supported by TexturePacker.\n * @memberof PIXI\n */\nvar Spritesheet = /** @class */ (function () {\n /**\n * @param texture - Reference to the source BaseTexture object.\n * @param {object} data - Spritesheet image data.\n * @param resolutionFilename - The filename to consider when determining\n * the resolution of the spritesheet. If not provided, the imageUrl will\n * be used on the BaseTexture.\n */\n function Spritesheet(texture, data, resolutionFilename) {\n if (resolutionFilename === void 0) { resolutionFilename = null; }\n /** For multi-packed spritesheets, this contains a reference to all the other spritesheets it depends on. */\n this.linkedSheets = [];\n this._texture = texture instanceof Texture ? texture : null;\n this.baseTexture = texture instanceof BaseTexture ? texture : this._texture.baseTexture;\n this.textures = {};\n this.animations = {};\n this.data = data;\n var resource = this.baseTexture.resource;\n this.resolution = this._updateResolution(resolutionFilename || (resource ? resource.url : null));\n this._frames = this.data.frames;\n this._frameKeys = Object.keys(this._frames);\n this._batchIndex = 0;\n this._callback = null;\n }\n /**\n * Generate the resolution from the filename or fallback\n * to the meta.scale field of the JSON data.\n * @param resolutionFilename - The filename to use for resolving\n * the default resolution.\n * @returns Resolution to use for spritesheet.\n */\n Spritesheet.prototype._updateResolution = function (resolutionFilename) {\n if (resolutionFilename === void 0) { resolutionFilename = null; }\n var scale = this.data.meta.scale;\n // Use a defaultValue of `null` to check if a url-based resolution is set\n var resolution = getResolutionOfUrl(resolutionFilename, null);\n // No resolution found via URL\n if (resolution === null) {\n // Use the scale value or default to 1\n resolution = scale !== undefined ? parseFloat(scale) : 1;\n }\n // For non-1 resolutions, update baseTexture\n if (resolution !== 1) {\n this.baseTexture.setResolution(resolution);\n }\n return resolution;\n };\n /** @ignore */\n Spritesheet.prototype.parse = function (callback) {\n var _this = this;\n if (callback) {\n deprecation('6.5.0', 'Spritesheet.parse callback is deprecated, use the return Promise instead.');\n }\n return new Promise(function (resolve) {\n _this._callback = function (textures) {\n callback === null || callback === void 0 ? void 0 : callback(textures);\n resolve(textures);\n };\n _this._batchIndex = 0;\n if (_this._frameKeys.length <= Spritesheet.BATCH_SIZE) {\n _this._processFrames(0);\n _this._processAnimations();\n _this._parseComplete();\n }\n else {\n _this._nextBatch();\n }\n });\n };\n /**\n * Process a batch of frames\n * @param initialFrameIndex - The index of frame to start.\n */\n Spritesheet.prototype._processFrames = function (initialFrameIndex) {\n var frameIndex = initialFrameIndex;\n var maxFrames = Spritesheet.BATCH_SIZE;\n while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length) {\n var i = this._frameKeys[frameIndex];\n var data = this._frames[i];\n var rect = data.frame;\n if (rect) {\n var frame = null;\n var trim = null;\n var sourceSize = data.trimmed !== false && data.sourceSize\n ? data.sourceSize : data.frame;\n var orig = new Rectangle(0, 0, Math.floor(sourceSize.w) / this.resolution, Math.floor(sourceSize.h) / this.resolution);\n if (data.rotated) {\n frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.h) / this.resolution, Math.floor(rect.w) / this.resolution);\n }\n else {\n frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution);\n }\n // Check to see if the sprite is trimmed\n if (data.trimmed !== false && data.spriteSourceSize) {\n trim = new Rectangle(Math.floor(data.spriteSourceSize.x) / this.resolution, Math.floor(data.spriteSourceSize.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution);\n }\n this.textures[i] = new Texture(this.baseTexture, frame, orig, trim, data.rotated ? 2 : 0, data.anchor);\n // lets also add the frame to pixi's global cache for 'from' and 'fromLoader' functions\n Texture.addToCache(this.textures[i], i);\n }\n frameIndex++;\n }\n };\n /** Parse animations config. */\n Spritesheet.prototype._processAnimations = function () {\n var animations = this.data.animations || {};\n for (var animName in animations) {\n this.animations[animName] = [];\n for (var i = 0; i < animations[animName].length; i++) {\n var frameName = animations[animName][i];\n this.animations[animName].push(this.textures[frameName]);\n }\n }\n };\n /** The parse has completed. */\n Spritesheet.prototype._parseComplete = function () {\n var callback = this._callback;\n this._callback = null;\n this._batchIndex = 0;\n callback.call(this, this.textures);\n };\n /** Begin the next batch of textures. */\n Spritesheet.prototype._nextBatch = function () {\n var _this = this;\n this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE);\n this._batchIndex++;\n setTimeout(function () {\n if (_this._batchIndex * Spritesheet.BATCH_SIZE < _this._frameKeys.length) {\n _this._nextBatch();\n }\n else {\n _this._processAnimations();\n _this._parseComplete();\n }\n }, 0);\n };\n /**\n * Destroy Spritesheet and don't use after this.\n * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well\n */\n Spritesheet.prototype.destroy = function (destroyBase) {\n var _a;\n if (destroyBase === void 0) { destroyBase = false; }\n for (var i in this.textures) {\n this.textures[i].destroy();\n }\n this._frames = null;\n this._frameKeys = null;\n this.data = null;\n this.textures = null;\n if (destroyBase) {\n (_a = this._texture) === null || _a === void 0 ? void 0 : _a.destroy();\n this.baseTexture.destroy();\n }\n this._texture = null;\n this.baseTexture = null;\n this.linkedSheets = [];\n };\n /** The maximum number of Textures to build per process. */\n Spritesheet.BATCH_SIZE = 1000;\n return Spritesheet;\n}());\n/**\n * Reference to Spritesheet object created.\n * @member {PIXI.Spritesheet} spritesheet\n * @memberof PIXI.LoaderResource\n * @instance\n */\n/**\n * Dictionary of textures from Spritesheet.\n * @member {Object} textures\n * @memberof PIXI.LoaderResource\n * @instance\n */\n\n/**\n * {@link PIXI.Loader} middleware for loading texture atlases that have been created with\n * TexturePacker or similar JSON-based spritesheet.\n *\n * This middleware automatically generates Texture resources.\n *\n * If you're using Webpack or other bundlers and plan on bundling the atlas' JSON,\n * use the {@link PIXI.Spritesheet} class to directly parse the JSON.\n *\n * The Loader's image Resource name is automatically appended with `\"_image\"`.\n * If a Resource with this name is already loaded, the Loader will skip parsing the\n * Spritesheet. The code below will generate an internal Loader Resource called `\"myatlas_image\"`.\n * @example\n * loader.add('myatlas', 'path/to/myatlas.json');\n * loader.load(() => {\n * loader.resources.myatlas; // atlas JSON resource\n * loader.resources.myatlas_image; // atlas Image resource\n * });\n * @memberof PIXI\n */\nvar SpritesheetLoader = /** @class */ (function () {\n function SpritesheetLoader() {\n }\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param resource\n * @param next\n */\n SpritesheetLoader.use = function (resource, next) {\n var _a, _b;\n // because this is middleware, it execute in loader context. `this` = loader\n var loader = this;\n var imageResourceName = resource.name + \"_image\";\n // skip if no data, its not json, it isn't spritesheet data, or the image resource already exists\n if (!resource.data\n || resource.type !== LoaderResource.TYPE.JSON\n || !resource.data.frames\n || loader.resources[imageResourceName]) {\n next();\n return;\n }\n // Check and add the multi atlas\n // Heavily influenced and based on https://github.com/rocket-ua/pixi-tps-loader/blob/master/src/ResourceLoader.js\n // eslint-disable-next-line camelcase\n var multiPacks = (_b = (_a = resource.data) === null || _a === void 0 ? void 0 : _a.meta) === null || _b === void 0 ? void 0 : _b.related_multi_packs;\n if (Array.isArray(multiPacks)) {\n var _loop_1 = function (item) {\n if (typeof item !== 'string') {\n return \"continue\";\n }\n var itemName = item.replace('.json', '');\n var itemUrl = url.resolve(resource.url.replace(loader.baseUrl, ''), item);\n // Check if the file wasn't already added as multipacks are redundant\n if (loader.resources[itemName]\n || Object.values(loader.resources).some(function (r) { return url.format(url.parse(r.url)) === itemUrl; })) {\n return \"continue\";\n }\n var options = {\n crossOrigin: resource.crossOrigin,\n loadType: LoaderResource.LOAD_TYPE.XHR,\n xhrType: LoaderResource.XHR_RESPONSE_TYPE.JSON,\n parentResource: resource,\n metadata: resource.metadata\n };\n loader.add(itemName, itemUrl, options);\n };\n for (var _i = 0, multiPacks_1 = multiPacks; _i < multiPacks_1.length; _i++) {\n var item = multiPacks_1[_i];\n _loop_1(item);\n }\n }\n var loadOptions = {\n crossOrigin: resource.crossOrigin,\n metadata: resource.metadata.imageMetadata,\n parentResource: resource,\n };\n var resourcePath = SpritesheetLoader.getResourcePath(resource, loader.baseUrl);\n // load the image for this sheet\n loader.add(imageResourceName, resourcePath, loadOptions, function onImageLoad(res) {\n if (res.error) {\n next(res.error);\n return;\n }\n var spritesheet = new Spritesheet(res.texture, resource.data, resource.url);\n spritesheet.parse().then(function () {\n resource.spritesheet = spritesheet;\n resource.textures = spritesheet.textures;\n next();\n });\n });\n };\n /**\n * Get the spritesheets root path\n * @param resource - Resource to check path\n * @param baseUrl - Base root url\n */\n SpritesheetLoader.getResourcePath = function (resource, baseUrl) {\n // Prepend url path unless the resource image is a data url\n if (resource.isDataUrl) {\n return resource.data.meta.image;\n }\n return url.resolve(resource.url.replace(baseUrl, ''), resource.data.meta.image);\n };\n /** @ignore */\n SpritesheetLoader.extension = ExtensionType.Loader;\n return SpritesheetLoader;\n}());\n\nexport { Spritesheet, SpritesheetLoader };\n//# sourceMappingURL=spritesheet.mjs.map\n","/*!\n * @pixi/sprite-tiling - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/sprite-tiling is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Texture, TextureMatrix, Shader, ExtensionType, QuadUv, State, ObjectRenderer } from '@pixi/core';\nimport { Point, Rectangle, Transform, Matrix } from '@pixi/math';\nimport { Sprite } from '@pixi/sprite';\nimport { WRAP_MODES } from '@pixi/constants';\nimport { premultiplyTintToRgba, correctBlendMode } from '@pixi/utils';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar tempPoint = new Point();\n/**\n * A tiling sprite is a fast way of rendering a tiling image.\n * @memberof PIXI\n */\nvar TilingSprite = /** @class */ (function (_super) {\n __extends(TilingSprite, _super);\n /**\n * @param texture - The texture of the tiling sprite.\n * @param width - The width of the tiling sprite.\n * @param height - The height of the tiling sprite.\n */\n function TilingSprite(texture, width, height) {\n if (width === void 0) { width = 100; }\n if (height === void 0) { height = 100; }\n var _this = _super.call(this, texture) || this;\n _this.tileTransform = new Transform();\n // The width of the tiling sprite\n _this._width = width;\n // The height of the tiling sprite\n _this._height = height;\n _this.uvMatrix = _this.texture.uvMatrix || new TextureMatrix(texture);\n /**\n * Plugin that is responsible for rendering this element.\n * Allows to customize the rendering process without overriding '_render' method.\n * @default 'tilingSprite'\n */\n _this.pluginName = 'tilingSprite';\n _this.uvRespectAnchor = false;\n return _this;\n }\n Object.defineProperty(TilingSprite.prototype, \"clampMargin\", {\n /**\n * Changes frame clamping in corresponding textureTransform, shortcut\n * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas\n * @default 0.5\n * @member {number}\n */\n get: function () {\n return this.uvMatrix.clampMargin;\n },\n set: function (value) {\n this.uvMatrix.clampMargin = value;\n this.uvMatrix.update(true);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TilingSprite.prototype, \"tileScale\", {\n /** The scaling of the image that is being tiled. */\n get: function () {\n return this.tileTransform.scale;\n },\n set: function (value) {\n this.tileTransform.scale.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TilingSprite.prototype, \"tilePosition\", {\n /** The offset of the image that is being tiled. */\n get: function () {\n return this.tileTransform.position;\n },\n set: function (value) {\n this.tileTransform.position.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * @protected\n */\n TilingSprite.prototype._onTextureUpdate = function () {\n if (this.uvMatrix) {\n this.uvMatrix.texture = this._texture;\n }\n this._cachedTint = 0xFFFFFF;\n };\n /**\n * Renders the object using the WebGL renderer\n * @param renderer - The renderer\n */\n TilingSprite.prototype._render = function (renderer) {\n // tweak our texture temporarily..\n var texture = this._texture;\n if (!texture || !texture.valid) {\n return;\n }\n this.tileTransform.updateLocalTransform();\n this.uvMatrix.update();\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n };\n /** Updates the bounds of the tiling sprite. */\n TilingSprite.prototype._calculateBounds = function () {\n var minX = this._width * -this._anchor._x;\n var minY = this._height * -this._anchor._y;\n var maxX = this._width * (1 - this._anchor._x);\n var maxY = this._height * (1 - this._anchor._y);\n this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);\n };\n /**\n * Gets the local bounds of the sprite object.\n * @param rect - Optional output rectangle.\n * @returns The bounds.\n */\n TilingSprite.prototype.getLocalBounds = function (rect) {\n // we can do a fast local bounds if the sprite has no children!\n if (this.children.length === 0) {\n this._bounds.minX = this._width * -this._anchor._x;\n this._bounds.minY = this._height * -this._anchor._y;\n this._bounds.maxX = this._width * (1 - this._anchor._x);\n this._bounds.maxY = this._height * (1 - this._anchor._y);\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n return this._bounds.getRectangle(rect);\n }\n return _super.prototype.getLocalBounds.call(this, rect);\n };\n /**\n * Checks if a point is inside this tiling sprite.\n * @param point - The point to check.\n * @returns Whether or not the sprite contains the point.\n */\n TilingSprite.prototype.containsPoint = function (point) {\n this.worldTransform.applyInverse(point, tempPoint);\n var width = this._width;\n var height = this._height;\n var x1 = -width * this.anchor._x;\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width) {\n var y1 = -height * this.anchor._y;\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Destroys this sprite and optionally its texture and children\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n */\n TilingSprite.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this, options);\n this.tileTransform = null;\n this.uvMatrix = null;\n };\n /**\n * Helper function that creates a new tiling sprite based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n * @static\n * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from\n * @param {object} options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {number} options.width - required width of the tiling sprite\n * @param {number} options.height - required height of the tiling sprite\n * @returns {PIXI.TilingSprite} The newly created texture\n */\n TilingSprite.from = function (source, options) {\n var texture = (source instanceof Texture)\n ? source\n : Texture.from(source, options);\n return new TilingSprite(texture, options.width, options.height);\n };\n Object.defineProperty(TilingSprite.prototype, \"width\", {\n /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this._width;\n },\n set: function (value) {\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TilingSprite.prototype, \"height\", {\n /** The height of the TilingSprite, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this._height;\n },\n set: function (value) {\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n return TilingSprite;\n}(Sprite));\n\nvar fragmentSimpleSrc = \"#version 100\\n#define SHADER_NAME Tiling-Sprite-Simple-100\\n\\nprecision lowp float;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform vec4 uColor;\\n\\nvoid main(void)\\n{\\n vec4 texSample = texture2D(uSampler, vTextureCoord);\\n gl_FragColor = texSample * uColor;\\n}\\n\";\n\nvar gl1VertexSrc = \"#version 100\\n#define SHADER_NAME Tiling-Sprite-100\\n\\nprecision lowp float;\\n\\nattribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform mat3 uTransform;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\\n}\\n\";\n\nvar gl1FragmentSrc = \"#version 100\\n#ifdef GL_EXT_shader_texture_lod\\n #extension GL_EXT_shader_texture_lod : enable\\n#endif\\n#define SHADER_NAME Tiling-Sprite-100\\n\\nprecision lowp float;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform vec4 uColor;\\nuniform mat3 uMapCoord;\\nuniform vec4 uClampFrame;\\nuniform vec2 uClampOffset;\\n\\nvoid main(void)\\n{\\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\\n vec2 unclamped = coord;\\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\\n\\n #ifdef GL_EXT_shader_texture_lod\\n vec4 texSample = unclamped == coord\\n ? texture2D(uSampler, coord) \\n : texture2DLodEXT(uSampler, coord, 0);\\n #else\\n vec4 texSample = texture2D(uSampler, coord);\\n #endif\\n\\n gl_FragColor = texSample * uColor;\\n}\\n\";\n\nvar gl2VertexSrc = \"#version 300 es\\n#define SHADER_NAME Tiling-Sprite-300\\n\\nprecision lowp float;\\n\\nin vec2 aVertexPosition;\\nin vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform mat3 uTransform;\\n\\nout vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\\n}\\n\";\n\nvar gl2FragmentSrc = \"#version 300 es\\n#define SHADER_NAME Tiling-Sprite-100\\n\\nprecision lowp float;\\n\\nin vec2 vTextureCoord;\\n\\nout vec4 fragmentColor;\\n\\nuniform sampler2D uSampler;\\nuniform vec4 uColor;\\nuniform mat3 uMapCoord;\\nuniform vec4 uClampFrame;\\nuniform vec2 uClampOffset;\\n\\nvoid main(void)\\n{\\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\\n vec2 unclamped = coord;\\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\\n\\n vec4 texSample = texture(uSampler, coord, unclamped == coord ? 0.0f : -32.0f);// lod-bias very negative to force lod 0\\n\\n fragmentColor = texSample * uColor;\\n}\\n\";\n\nvar tempMat = new Matrix();\n/**\n * WebGL renderer plugin for tiling sprites\n * @class\n * @memberof PIXI\n * @extends PIXI.ObjectRenderer\n */\nvar TilingSpriteRenderer = /** @class */ (function (_super) {\n __extends(TilingSpriteRenderer, _super);\n /**\n * constructor for renderer\n * @param {PIXI.Renderer} renderer - The renderer this tiling awesomeness works for.\n */\n function TilingSpriteRenderer(renderer) {\n var _this = _super.call(this, renderer) || this;\n // WebGL version is not available during initialization!\n renderer.runners.contextChange.add(_this);\n _this.quad = new QuadUv();\n /**\n * The WebGL state in which this renderer will work.\n * @member {PIXI.State}\n * @readonly\n */\n _this.state = State.for2d();\n return _this;\n }\n /** Creates shaders when context is initialized. */\n TilingSpriteRenderer.prototype.contextChange = function () {\n var renderer = this.renderer;\n var uniforms = { globals: renderer.globalUniforms };\n this.simpleShader = Shader.from(gl1VertexSrc, fragmentSimpleSrc, uniforms);\n this.shader = renderer.context.webGLVersion > 1\n ? Shader.from(gl2VertexSrc, gl2FragmentSrc, uniforms)\n : Shader.from(gl1VertexSrc, gl1FragmentSrc, uniforms);\n };\n /**\n * @param {PIXI.TilingSprite} ts - tilingSprite to be rendered\n */\n TilingSpriteRenderer.prototype.render = function (ts) {\n var renderer = this.renderer;\n var quad = this.quad;\n var vertices = quad.vertices;\n vertices[0] = vertices[6] = (ts._width) * -ts.anchor.x;\n vertices[1] = vertices[3] = ts._height * -ts.anchor.y;\n vertices[2] = vertices[4] = (ts._width) * (1.0 - ts.anchor.x);\n vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y);\n var anchorX = ts.uvRespectAnchor ? ts.anchor.x : 0;\n var anchorY = ts.uvRespectAnchor ? ts.anchor.y : 0;\n vertices = quad.uvs;\n vertices[0] = vertices[6] = -anchorX;\n vertices[1] = vertices[3] = -anchorY;\n vertices[2] = vertices[4] = 1.0 - anchorX;\n vertices[5] = vertices[7] = 1.0 - anchorY;\n quad.invalidate();\n var tex = ts._texture;\n var baseTex = tex.baseTexture;\n var premultiplied = baseTex.alphaMode > 0;\n var lt = ts.tileTransform.localTransform;\n var uv = ts.uvMatrix;\n var isSimple = baseTex.isPowerOfTwo\n && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height;\n // auto, force repeat wrapMode for big tiling textures\n if (isSimple) {\n if (!baseTex._glTextures[renderer.CONTEXT_UID]) {\n if (baseTex.wrapMode === WRAP_MODES.CLAMP) {\n baseTex.wrapMode = WRAP_MODES.REPEAT;\n }\n }\n else {\n isSimple = baseTex.wrapMode !== WRAP_MODES.CLAMP;\n }\n }\n var shader = isSimple ? this.simpleShader : this.shader;\n var w = tex.width;\n var h = tex.height;\n var W = ts._width;\n var H = ts._height;\n tempMat.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H);\n // that part is the same as above:\n // tempMat.identity();\n // tempMat.scale(tex.width, tex.height);\n // tempMat.prepend(lt);\n // tempMat.scale(1.0 / ts._width, 1.0 / ts._height);\n tempMat.invert();\n if (isSimple) {\n tempMat.prepend(uv.mapCoord);\n }\n else {\n shader.uniforms.uMapCoord = uv.mapCoord.toArray(true);\n shader.uniforms.uClampFrame = uv.uClampFrame;\n shader.uniforms.uClampOffset = uv.uClampOffset;\n }\n shader.uniforms.uTransform = tempMat.toArray(true);\n shader.uniforms.uColor = premultiplyTintToRgba(ts.tint, ts.worldAlpha, shader.uniforms.uColor, premultiplied);\n shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true);\n shader.uniforms.uSampler = tex;\n renderer.shader.bind(shader);\n renderer.geometry.bind(quad);\n this.state.blendMode = correctBlendMode(ts.blendMode, premultiplied);\n renderer.state.set(this.state);\n renderer.geometry.draw(this.renderer.gl.TRIANGLES, 6, 0);\n };\n /** @ignore */\n TilingSpriteRenderer.extension = {\n name: 'tilingSprite',\n type: ExtensionType.RendererPlugin,\n };\n return TilingSpriteRenderer;\n}(ObjectRenderer));\n\nexport { TilingSprite, TilingSpriteRenderer };\n//# sourceMappingURL=sprite-tiling.mjs.map\n","/*!\n * @pixi/mesh - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/mesh is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { State, Program, TextureMatrix, Shader, Buffer, Geometry } from '@pixi/core';\nimport { Point, Polygon, Matrix } from '@pixi/math';\nimport { DRAW_MODES, TYPES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { settings } from '@pixi/settings';\nimport { premultiplyTintToRgba } from '@pixi/utils';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * Class controls cache for UV mapping from Texture normal space to BaseTexture normal space.\n * @memberof PIXI\n */\nvar MeshBatchUvs = /** @class */ (function () {\n /**\n * @param uvBuffer - Buffer with normalized uv's\n * @param uvMatrix - Material UV matrix\n */\n function MeshBatchUvs(uvBuffer, uvMatrix) {\n this.uvBuffer = uvBuffer;\n this.uvMatrix = uvMatrix;\n this.data = null;\n this._bufferUpdateId = -1;\n this._textureUpdateId = -1;\n this._updateID = 0;\n }\n /**\n * Updates\n * @param forceUpdate - force the update\n */\n MeshBatchUvs.prototype.update = function (forceUpdate) {\n if (!forceUpdate\n && this._bufferUpdateId === this.uvBuffer._updateID\n && this._textureUpdateId === this.uvMatrix._updateID) {\n return;\n }\n this._bufferUpdateId = this.uvBuffer._updateID;\n this._textureUpdateId = this.uvMatrix._updateID;\n var data = this.uvBuffer.data;\n if (!this.data || this.data.length !== data.length) {\n this.data = new Float32Array(data.length);\n }\n this.uvMatrix.multiplyUvs(data, this.data);\n this._updateID++;\n };\n return MeshBatchUvs;\n}());\n\nvar tempPoint = new Point();\nvar tempPolygon = new Polygon();\n/**\n * Base mesh class.\n *\n * This class empowers you to have maximum flexibility to render any kind of WebGL visuals you can think of.\n * This class assumes a certain level of WebGL knowledge.\n * If you know a bit this should abstract enough away to make your life easier!\n *\n * Pretty much ALL WebGL can be broken down into the following:\n * - Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc..\n * - Shader - This is the shader that PixiJS will render the geometry with (attributes in the shader must match the geometry)\n * - State - This is the state of WebGL required to render the mesh.\n *\n * Through a combination of the above elements you can render anything you want, 2D or 3D!\n * @memberof PIXI\n */\nvar Mesh = /** @class */ (function (_super) {\n __extends(Mesh, _super);\n /**\n * @param geometry - The geometry the mesh will use.\n * @param {PIXI.MeshMaterial} shader - The shader the mesh will use.\n * @param state - The state that the WebGL context is required to be in to render the mesh\n * if no state is provided, uses {@link PIXI.State.for2d} to create a 2D state for PixiJS.\n * @param drawMode - The drawMode, can be any of the {@link PIXI.DRAW_MODES} constants.\n */\n function Mesh(geometry, shader, state, drawMode) {\n if (drawMode === void 0) { drawMode = DRAW_MODES.TRIANGLES; }\n var _this = _super.call(this) || this;\n _this.geometry = geometry;\n _this.shader = shader;\n _this.state = state || State.for2d();\n _this.drawMode = drawMode;\n _this.start = 0;\n _this.size = 0;\n _this.uvs = null;\n _this.indices = null;\n _this.vertexData = new Float32Array(1);\n _this.vertexDirty = -1;\n _this._transformID = -1;\n _this._roundPixels = settings.ROUND_PIXELS;\n _this.batchUvs = null;\n return _this;\n }\n Object.defineProperty(Mesh.prototype, \"geometry\", {\n /**\n * Includes vertex positions, face indices, normals, colors, UVs, and\n * custom attributes within buffers, reducing the cost of passing all\n * this data to the GPU. Can be shared between multiple Mesh objects.\n */\n get: function () {\n return this._geometry;\n },\n set: function (value) {\n if (this._geometry === value) {\n return;\n }\n if (this._geometry) {\n this._geometry.refCount--;\n if (this._geometry.refCount === 0) {\n this._geometry.dispose();\n }\n }\n this._geometry = value;\n if (this._geometry) {\n this._geometry.refCount++;\n }\n this.vertexDirty = -1;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"uvBuffer\", {\n /**\n * To change mesh uv's, change its uvBuffer data and increment its _updateID.\n * @readonly\n */\n get: function () {\n return this.geometry.buffers[1];\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"verticesBuffer\", {\n /**\n * To change mesh vertices, change its uvBuffer data and increment its _updateID.\n * Incrementing _updateID is optional because most of Mesh objects do it anyway.\n * @readonly\n */\n get: function () {\n return this.geometry.buffers[0];\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"material\", {\n get: function () {\n return this.shader;\n },\n /** Alias for {@link PIXI.Mesh#shader}. */\n set: function (value) {\n this.shader = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"blendMode\", {\n get: function () {\n return this.state.blendMode;\n },\n /**\n * The blend mode to be applied to the Mesh. Apply a value of\n * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n * @default PIXI.BLEND_MODES.NORMAL;\n */\n set: function (value) {\n this.state.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"roundPixels\", {\n get: function () {\n return this._roundPixels;\n },\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n * @default false\n */\n set: function (value) {\n if (this._roundPixels !== value) {\n this._transformID = -1;\n }\n this._roundPixels = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"tint\", {\n /**\n * The multiply tint applied to the Mesh. This is a hex value. A value of\n * `0xFFFFFF` will remove any tint effect.\n *\n * Null for non-MeshMaterial shaders\n * @default 0xFFFFFF\n */\n get: function () {\n return 'tint' in this.shader ? this.shader.tint : null;\n },\n set: function (value) {\n this.shader.tint = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"texture\", {\n /** The texture that the Mesh uses. Null for non-MeshMaterial shaders */\n get: function () {\n return 'texture' in this.shader ? this.shader.texture : null;\n },\n set: function (value) {\n this.shader.texture = value;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Standard renderer draw.\n * @param renderer - Instance to renderer.\n */\n Mesh.prototype._render = function (renderer) {\n // set properties for batching..\n // TODO could use a different way to grab verts?\n var vertices = this.geometry.buffers[0].data;\n var shader = this.shader;\n // TODO benchmark check for attribute size..\n if (shader.batchable\n && this.drawMode === DRAW_MODES.TRIANGLES\n && vertices.length < Mesh.BATCHABLE_SIZE * 2) {\n this._renderToBatch(renderer);\n }\n else {\n this._renderDefault(renderer);\n }\n };\n /**\n * Standard non-batching way of rendering.\n * @param renderer - Instance to renderer.\n */\n Mesh.prototype._renderDefault = function (renderer) {\n var shader = this.shader;\n shader.alpha = this.worldAlpha;\n if (shader.update) {\n shader.update();\n }\n renderer.batch.flush();\n // bind and sync uniforms..\n shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true);\n renderer.shader.bind(shader);\n // set state..\n renderer.state.set(this.state);\n // bind the geometry...\n renderer.geometry.bind(this.geometry, shader);\n // then render it\n renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount);\n };\n /**\n * Rendering by using the Batch system.\n * @param renderer - Instance to renderer.\n */\n Mesh.prototype._renderToBatch = function (renderer) {\n var geometry = this.geometry;\n var shader = this.shader;\n if (shader.uvMatrix) {\n shader.uvMatrix.update();\n this.calculateUvs();\n }\n // set properties for batching..\n this.calculateVertices();\n this.indices = geometry.indexBuffer.data;\n this._tintRGB = shader._tintRGB;\n this._texture = shader.texture;\n var pluginName = this.material.pluginName;\n renderer.batch.setObjectRenderer(renderer.plugins[pluginName]);\n renderer.plugins[pluginName].render(this);\n };\n /** Updates vertexData field based on transform and vertices. */\n Mesh.prototype.calculateVertices = function () {\n var geometry = this.geometry;\n var verticesBuffer = geometry.buffers[0];\n var vertices = verticesBuffer.data;\n var vertexDirtyId = verticesBuffer._updateID;\n if (vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID) {\n return;\n }\n this._transformID = this.transform._worldID;\n if (this.vertexData.length !== vertices.length) {\n this.vertexData = new Float32Array(vertices.length);\n }\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var vertexData = this.vertexData;\n for (var i = 0; i < vertexData.length / 2; i++) {\n var x = vertices[(i * 2)];\n var y = vertices[(i * 2) + 1];\n vertexData[(i * 2)] = (a * x) + (c * y) + tx;\n vertexData[(i * 2) + 1] = (b * x) + (d * y) + ty;\n }\n if (this._roundPixels) {\n var resolution = settings.RESOLUTION;\n for (var i = 0; i < vertexData.length; ++i) {\n vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution);\n }\n }\n this.vertexDirty = vertexDirtyId;\n };\n /** Updates uv field based on from geometry uv's or batchUvs. */\n Mesh.prototype.calculateUvs = function () {\n var geomUvs = this.geometry.buffers[1];\n var shader = this.shader;\n if (!shader.uvMatrix.isSimple) {\n if (!this.batchUvs) {\n this.batchUvs = new MeshBatchUvs(geomUvs, shader.uvMatrix);\n }\n this.batchUvs.update();\n this.uvs = this.batchUvs.data;\n }\n else {\n this.uvs = geomUvs.data;\n }\n };\n /**\n * Updates the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.\n * there must be a aVertexPosition attribute present in the geometry for bounds to be calculated correctly.\n */\n Mesh.prototype._calculateBounds = function () {\n this.calculateVertices();\n this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length);\n };\n /**\n * Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES.\n * @param point - The point to test.\n * @returns - The result of the test.\n */\n Mesh.prototype.containsPoint = function (point) {\n if (!this.getBounds().contains(point.x, point.y)) {\n return false;\n }\n this.worldTransform.applyInverse(point, tempPoint);\n var vertices = this.geometry.getBuffer('aVertexPosition').data;\n var points = tempPolygon.points;\n var indices = this.geometry.getIndex().data;\n var len = indices.length;\n var step = this.drawMode === 4 ? 3 : 1;\n for (var i = 0; i + 2 < len; i += step) {\n var ind0 = indices[i] * 2;\n var ind1 = indices[i + 1] * 2;\n var ind2 = indices[i + 2] * 2;\n points[0] = vertices[ind0];\n points[1] = vertices[ind0 + 1];\n points[2] = vertices[ind1];\n points[3] = vertices[ind1 + 1];\n points[4] = vertices[ind2];\n points[5] = vertices[ind2 + 1];\n if (tempPolygon.contains(tempPoint.x, tempPoint.y)) {\n return true;\n }\n }\n return false;\n };\n Mesh.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this, options);\n if (this._cachedTexture) {\n this._cachedTexture.destroy();\n this._cachedTexture = null;\n }\n this.geometry = null;\n this.shader = null;\n this.state = null;\n this.uvs = null;\n this.indices = null;\n this.vertexData = null;\n };\n /** The maximum number of vertices to consider batchable. Generally, the complexity of the geometry. */\n Mesh.BATCHABLE_SIZE = 100;\n return Mesh;\n}(Container));\n\nvar fragment = \"varying vec2 vTextureCoord;\\nuniform vec4 uColor;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void)\\n{\\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;\\n}\\n\";\n\nvar vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform mat3 uTextureMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\\n}\\n\";\n\n/**\n * Slightly opinionated default shader for PixiJS 2D objects.\n * @memberof PIXI\n */\nvar MeshMaterial = /** @class */ (function (_super) {\n __extends(MeshMaterial, _super);\n /**\n * @param uSampler - Texture that material uses to render.\n * @param options - Additional options\n * @param {number} [options.alpha=1] - Default alpha.\n * @param {number} [options.tint=0xFFFFFF] - Default tint.\n * @param {string} [options.pluginName='batch'] - Renderer plugin for batching.\n * @param {PIXI.Program} [options.program=0xFFFFFF] - Custom program.\n * @param {object} [options.uniforms] - Custom uniforms.\n */\n function MeshMaterial(uSampler, options) {\n var _this = this;\n var uniforms = {\n uSampler: uSampler,\n alpha: 1,\n uTextureMatrix: Matrix.IDENTITY,\n uColor: new Float32Array([1, 1, 1, 1]),\n };\n // Set defaults\n options = Object.assign({\n tint: 0xFFFFFF,\n alpha: 1,\n pluginName: 'batch',\n }, options);\n if (options.uniforms) {\n Object.assign(uniforms, options.uniforms);\n }\n _this = _super.call(this, options.program || Program.from(vertex, fragment), uniforms) || this;\n _this._colorDirty = false;\n _this.uvMatrix = new TextureMatrix(uSampler);\n _this.batchable = options.program === undefined;\n _this.pluginName = options.pluginName;\n _this.tint = options.tint;\n _this.alpha = options.alpha;\n return _this;\n }\n Object.defineProperty(MeshMaterial.prototype, \"texture\", {\n /** Reference to the texture being rendered. */\n get: function () {\n return this.uniforms.uSampler;\n },\n set: function (value) {\n if (this.uniforms.uSampler !== value) {\n if (!this.uniforms.uSampler.baseTexture.alphaMode !== !value.baseTexture.alphaMode) {\n this._colorDirty = true;\n }\n this.uniforms.uSampler = value;\n this.uvMatrix.texture = value;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(MeshMaterial.prototype, \"alpha\", {\n get: function () {\n return this._alpha;\n },\n /**\n * This gets automatically set by the object using this.\n * @default 1\n */\n set: function (value) {\n if (value === this._alpha)\n { return; }\n this._alpha = value;\n this._colorDirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(MeshMaterial.prototype, \"tint\", {\n get: function () {\n return this._tint;\n },\n /**\n * Multiply tint for the material.\n * @default 0xFFFFFF\n */\n set: function (value) {\n if (value === this._tint)\n { return; }\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);\n this._colorDirty = true;\n },\n enumerable: false,\n configurable: true\n });\n /** Gets called automatically by the Mesh. Intended to be overridden for custom {@link MeshMaterial} objects. */\n MeshMaterial.prototype.update = function () {\n if (this._colorDirty) {\n this._colorDirty = false;\n var baseTexture = this.texture.baseTexture;\n premultiplyTintToRgba(this._tint, this._alpha, this.uniforms.uColor, baseTexture.alphaMode);\n }\n if (this.uvMatrix.update()) {\n this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord;\n }\n };\n return MeshMaterial;\n}(Shader));\n\n/**\n * Standard 2D geometry used in PixiJS.\n *\n * Geometry can be defined without passing in a style or data if required.\n *\n * ```js\n * const geometry = new PIXI.Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1], 2);\n * geometry.addIndex([0,1,2,1,3,2]);\n *\n * ```\n * @memberof PIXI\n */\nvar MeshGeometry = /** @class */ (function (_super) {\n __extends(MeshGeometry, _super);\n /**\n * @param {Float32Array|number[]} [vertices] - Positional data on geometry.\n * @param {Float32Array|number[]} [uvs] - Texture UVs.\n * @param {Uint16Array|number[]} [index] - IndexBuffer\n */\n function MeshGeometry(vertices, uvs, index) {\n var _this = _super.call(this) || this;\n var verticesBuffer = new Buffer(vertices);\n var uvsBuffer = new Buffer(uvs, true);\n var indexBuffer = new Buffer(index, true, true);\n _this.addAttribute('aVertexPosition', verticesBuffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', uvsBuffer, 2, false, TYPES.FLOAT)\n .addIndex(indexBuffer);\n _this._updateId = -1;\n return _this;\n }\n Object.defineProperty(MeshGeometry.prototype, \"vertexDirtyId\", {\n /**\n * If the vertex position is updated.\n * @readonly\n * @private\n */\n get: function () {\n return this.buffers[0]._updateID;\n },\n enumerable: false,\n configurable: true\n });\n return MeshGeometry;\n}(Geometry));\n\nexport { Mesh, MeshBatchUvs, MeshGeometry, MeshMaterial };\n//# sourceMappingURL=mesh.mjs.map\n","/*!\n * @pixi/text-bitmap - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/text-bitmap is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Rectangle, Point, ObservablePoint } from '@pixi/math';\nimport { settings } from '@pixi/settings';\nimport { MeshGeometry, MeshMaterial, Mesh } from '@pixi/mesh';\nimport { hex2rgb, string2hex, getResolutionOfUrl, removeItems } from '@pixi/utils';\nimport { BaseTexture, Texture, Program, ExtensionType } from '@pixi/core';\nimport { TEXT_GRADIENT, TextStyle, TextMetrics } from '@pixi/text';\nimport { ALPHA_MODES, MIPMAP_MODES, BLEND_MODES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { LoaderResource } from '@pixi/loaders';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/* eslint-disable max-len */\n/**\n * Normalized parsed data from .fnt files.\n * @memberof PIXI\n */\nvar BitmapFontData = /** @class */ (function () {\n function BitmapFontData() {\n this.info = [];\n this.common = [];\n this.page = [];\n this.char = [];\n this.kerning = [];\n this.distanceField = [];\n }\n return BitmapFontData;\n}());\n\n/**\n * BitmapFont format that's Text-based.\n * @private\n */\nvar TextFormat = /** @class */ (function () {\n function TextFormat() {\n }\n /**\n * Check if resource refers to txt font data.\n * @param data\n * @returns - True if resource could be treated as font data, false otherwise.\n */\n TextFormat.test = function (data) {\n return typeof data === 'string' && data.indexOf('info face=') === 0;\n };\n /**\n * Convert text font data to a javascript object.\n * @param txt - Raw string data to be converted\n * @returns - Parsed font data\n */\n TextFormat.parse = function (txt) {\n // Retrieve data item\n var items = txt.match(/^[a-z]+\\s+.+$/gm);\n var rawData = {\n info: [],\n common: [],\n page: [],\n char: [],\n chars: [],\n kerning: [],\n kernings: [],\n distanceField: [],\n };\n for (var i in items) {\n // Extract item name\n var name = items[i].match(/^[a-z]+/gm)[0];\n // Extract item attribute list as string ex.: \"width=10\"\n var attributeList = items[i].match(/[a-zA-Z]+=([^\\s\"']+|\"([^\"]*)\")/gm);\n // Convert attribute list into an object\n var itemData = {};\n for (var i_1 in attributeList) {\n // Split key-value pairs\n var split = attributeList[i_1].split('=');\n var key = split[0];\n // Remove eventual quotes from value\n var strValue = split[1].replace(/\"/gm, '');\n // Try to convert value into float\n var floatValue = parseFloat(strValue);\n // Use string value case float value is NaN\n var value = isNaN(floatValue) ? strValue : floatValue;\n itemData[key] = value;\n }\n // Push current item to the resulting data\n rawData[name].push(itemData);\n }\n var font = new BitmapFontData();\n rawData.info.forEach(function (info) { return font.info.push({\n face: info.face,\n size: parseInt(info.size, 10),\n }); });\n rawData.common.forEach(function (common) { return font.common.push({\n lineHeight: parseInt(common.lineHeight, 10),\n }); });\n rawData.page.forEach(function (page) { return font.page.push({\n id: parseInt(page.id, 10),\n file: page.file,\n }); });\n rawData.char.forEach(function (char) { return font.char.push({\n id: parseInt(char.id, 10),\n page: parseInt(char.page, 10),\n x: parseInt(char.x, 10),\n y: parseInt(char.y, 10),\n width: parseInt(char.width, 10),\n height: parseInt(char.height, 10),\n xoffset: parseInt(char.xoffset, 10),\n yoffset: parseInt(char.yoffset, 10),\n xadvance: parseInt(char.xadvance, 10),\n }); });\n rawData.kerning.forEach(function (kerning) { return font.kerning.push({\n first: parseInt(kerning.first, 10),\n second: parseInt(kerning.second, 10),\n amount: parseInt(kerning.amount, 10),\n }); });\n rawData.distanceField.forEach(function (df) { return font.distanceField.push({\n distanceRange: parseInt(df.distanceRange, 10),\n fieldType: df.fieldType,\n }); });\n return font;\n };\n return TextFormat;\n}());\n\n/**\n * BitmapFont format that's XML-based.\n * @private\n */\nvar XMLFormat = /** @class */ (function () {\n function XMLFormat() {\n }\n /**\n * Check if resource refers to xml font data.\n * @param data\n * @returns - True if resource could be treated as font data, false otherwise.\n */\n XMLFormat.test = function (data) {\n return data instanceof XMLDocument\n && data.getElementsByTagName('page').length\n && data.getElementsByTagName('info')[0].getAttribute('face') !== null;\n };\n /**\n * Convert the XML into BitmapFontData that we can use.\n * @param xml\n * @returns - Data to use for BitmapFont\n */\n XMLFormat.parse = function (xml) {\n var data = new BitmapFontData();\n var info = xml.getElementsByTagName('info');\n var common = xml.getElementsByTagName('common');\n var page = xml.getElementsByTagName('page');\n var char = xml.getElementsByTagName('char');\n var kerning = xml.getElementsByTagName('kerning');\n var distanceField = xml.getElementsByTagName('distanceField');\n for (var i = 0; i < info.length; i++) {\n data.info.push({\n face: info[i].getAttribute('face'),\n size: parseInt(info[i].getAttribute('size'), 10),\n });\n }\n for (var i = 0; i < common.length; i++) {\n data.common.push({\n lineHeight: parseInt(common[i].getAttribute('lineHeight'), 10),\n });\n }\n for (var i = 0; i < page.length; i++) {\n data.page.push({\n id: parseInt(page[i].getAttribute('id'), 10) || 0,\n file: page[i].getAttribute('file'),\n });\n }\n for (var i = 0; i < char.length; i++) {\n var letter = char[i];\n data.char.push({\n id: parseInt(letter.getAttribute('id'), 10),\n page: parseInt(letter.getAttribute('page'), 10) || 0,\n x: parseInt(letter.getAttribute('x'), 10),\n y: parseInt(letter.getAttribute('y'), 10),\n width: parseInt(letter.getAttribute('width'), 10),\n height: parseInt(letter.getAttribute('height'), 10),\n xoffset: parseInt(letter.getAttribute('xoffset'), 10),\n yoffset: parseInt(letter.getAttribute('yoffset'), 10),\n xadvance: parseInt(letter.getAttribute('xadvance'), 10),\n });\n }\n for (var i = 0; i < kerning.length; i++) {\n data.kerning.push({\n first: parseInt(kerning[i].getAttribute('first'), 10),\n second: parseInt(kerning[i].getAttribute('second'), 10),\n amount: parseInt(kerning[i].getAttribute('amount'), 10),\n });\n }\n for (var i = 0; i < distanceField.length; i++) {\n data.distanceField.push({\n fieldType: distanceField[i].getAttribute('fieldType'),\n distanceRange: parseInt(distanceField[i].getAttribute('distanceRange'), 10),\n });\n }\n return data;\n };\n return XMLFormat;\n}());\n\n/**\n * BitmapFont format that's XML-based.\n * @private\n */\nvar XMLStringFormat = /** @class */ (function () {\n function XMLStringFormat() {\n }\n /**\n * Check if resource refers to text xml font data.\n * @param data\n * @returns - True if resource could be treated as font data, false otherwise.\n */\n XMLStringFormat.test = function (data) {\n if (typeof data === 'string' && data.indexOf('') > -1) {\n var xml = new globalThis.DOMParser().parseFromString(data, 'text/xml');\n return XMLFormat.test(xml);\n }\n return false;\n };\n /**\n * Convert the text XML into BitmapFontData that we can use.\n * @param xmlTxt\n * @returns - Data to use for BitmapFont\n */\n XMLStringFormat.parse = function (xmlTxt) {\n var xml = new globalThis.DOMParser().parseFromString(xmlTxt, 'text/xml');\n return XMLFormat.parse(xml);\n };\n return XMLStringFormat;\n}());\n\n// Registered formats, maybe make this extensible in the future?\nvar formats = [\n TextFormat,\n XMLFormat,\n XMLStringFormat ];\n/**\n * Auto-detect BitmapFont parsing format based on data.\n * @private\n * @param {any} data - Data to detect format\n * @returns {any} Format or null\n */\nfunction autoDetectFormat(data) {\n for (var i = 0; i < formats.length; i++) {\n if (formats[i].test(data)) {\n return formats[i];\n }\n }\n return null;\n}\n\n// TODO: Prevent code duplication b/w generateFillStyle & Text#generateFillStyle\n/**\n * Generates the fill style. Can automatically generate a gradient based on the fill style being an array\n * @private\n * @param canvas\n * @param context\n * @param {object} style - The style.\n * @param resolution\n * @param {string[]} lines - The lines of text.\n * @param metrics\n * @returns {string|number|CanvasGradient} The fill style\n */\nfunction generateFillStyle(canvas, context, style, resolution, lines, metrics) {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n var fillStyle = style.fill;\n if (!Array.isArray(fillStyle)) {\n return fillStyle;\n }\n else if (fillStyle.length === 1) {\n return fillStyle[0];\n }\n // the gradient will be evenly spaced out according to how large the array is.\n // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75\n var gradient;\n // a dropshadow will enlarge the canvas and result in the gradient being\n // generated with the incorrect dimensions\n var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0;\n // should also take padding into account, padding can offset the gradient\n var padding = style.padding || 0;\n var width = (canvas.width / resolution) - dropShadowCorrection - (padding * 2);\n var height = (canvas.height / resolution) - dropShadowCorrection - (padding * 2);\n // make a copy of the style settings, so we can manipulate them later\n var fill = fillStyle.slice();\n var fillGradientStops = style.fillGradientStops.slice();\n // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75\n if (!fillGradientStops.length) {\n var lengthPlus1 = fill.length + 1;\n for (var i = 1; i < lengthPlus1; ++i) {\n fillGradientStops.push(i / lengthPlus1);\n }\n }\n // stop the bleeding of the last gradient on the line above to the top gradient of the this line\n // by hard defining the first gradient colour at point 0, and last gradient colour at point 1\n fill.unshift(fillStyle[0]);\n fillGradientStops.unshift(0);\n fill.push(fillStyle[fillStyle.length - 1]);\n fillGradientStops.push(1);\n if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) {\n // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas\n gradient = context.createLinearGradient(width / 2, padding, width / 2, height + padding);\n // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect\n // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875\n // There's potential for floating point precision issues at the seams between gradient repeats.\n // The loop below generates the stops in order, so track the last generated one to prevent\n // floating point precision from making us go the teeniest bit backwards, resulting in\n // the first and last colors getting swapped.\n var lastIterationStop = 0;\n // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc\n var textHeight = metrics.fontProperties.fontSize + style.strokeThickness;\n // textHeight, but as a 0-1 size in global gradient stop space\n var gradStopLineHeight = textHeight / height;\n for (var i = 0; i < lines.length; i++) {\n var thisLineTop = metrics.lineHeight * i;\n for (var j = 0; j < fill.length; j++) {\n // 0-1 stop point for the current line, multiplied to global space afterwards\n var lineStop = 0;\n if (typeof fillGradientStops[j] === 'number') {\n lineStop = fillGradientStops[j];\n }\n else {\n lineStop = j / fill.length;\n }\n var globalStop = (thisLineTop / height) + (lineStop * gradStopLineHeight);\n // Prevent color stop generation going backwards from floating point imprecision\n var clampedStop = Math.max(lastIterationStop, globalStop);\n clampedStop = Math.min(clampedStop, 1); // Cap at 1 as well for safety's sake to avoid a possible throw.\n gradient.addColorStop(clampedStop, fill[j]);\n lastIterationStop = clampedStop;\n }\n }\n }\n else {\n // start the gradient at the center left of the canvas, and end at the center right of the canvas\n gradient = context.createLinearGradient(padding, height / 2, width + padding, height / 2);\n // can just evenly space out the gradients in this case, as multiple lines makes no difference\n // to an even left to right gradient\n var totalIterations = fill.length + 1;\n var currentIteration = 1;\n for (var i = 0; i < fill.length; i++) {\n var stop = void 0;\n if (typeof fillGradientStops[i] === 'number') {\n stop = fillGradientStops[i];\n }\n else {\n stop = currentIteration / totalIterations;\n }\n gradient.addColorStop(stop, fill[i]);\n currentIteration++;\n }\n }\n return gradient;\n}\n\n// TODO: Prevent code duplication b/w drawGlyph & Text#updateText\n/**\n * Draws the glyph `metrics.text` on the given canvas.\n *\n * Ignored because not directly exposed.\n * @ignore\n * @param {HTMLCanvasElement} canvas\n * @param {CanvasRenderingContext2D} context\n * @param {TextMetrics} metrics\n * @param {number} x\n * @param {number} y\n * @param {number} resolution\n * @param {TextStyle} style\n */\nfunction drawGlyph(canvas, context, metrics, x, y, resolution, style) {\n var char = metrics.text;\n var fontProperties = metrics.fontProperties;\n context.translate(x, y);\n context.scale(resolution, resolution);\n var tx = style.strokeThickness / 2;\n var ty = -(style.strokeThickness / 2);\n context.font = style.toFontString();\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n // set canvas text styles\n context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics);\n context.strokeStyle = style.stroke;\n if (style.dropShadow) {\n var dropShadowColor = style.dropShadowColor;\n var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor));\n var dropShadowBlur = style.dropShadowBlur * resolution;\n var dropShadowDistance = style.dropShadowDistance * resolution;\n context.shadowColor = \"rgba(\" + rgb[0] * 255 + \",\" + rgb[1] * 255 + \",\" + rgb[2] * 255 + \",\" + style.dropShadowAlpha + \")\";\n context.shadowBlur = dropShadowBlur;\n context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance;\n context.shadowOffsetY = Math.sin(style.dropShadowAngle) * dropShadowDistance;\n }\n else {\n context.shadowColor = 'black';\n context.shadowBlur = 0;\n context.shadowOffsetX = 0;\n context.shadowOffsetY = 0;\n }\n if (style.stroke && style.strokeThickness) {\n context.strokeText(char, tx, ty + metrics.lineHeight - fontProperties.descent);\n }\n if (style.fill) {\n context.fillText(char, tx, ty + metrics.lineHeight - fontProperties.descent);\n }\n context.setTransform(1, 0, 0, 1, 0, 0); // defaults needed for older browsers (e.g. Opera 29)\n context.fillStyle = 'rgba(0, 0, 0, 0)';\n}\n\n/**\n * Ponyfill for IE because it doesn't support `Array.from`\n * @param text\n * @private\n */\nfunction splitTextToCharacters(text) {\n return Array.from ? Array.from(text) : text.split('');\n}\n\n/**\n * Processes the passed character set data and returns a flattened array of all the characters.\n *\n * Ignored because not directly exposed.\n * @ignore\n * @param {string | string[] | string[][] } chars\n * @returns {string[]} the flattened array of characters\n */\nfunction resolveCharacters(chars) {\n // Split the chars string into individual characters\n if (typeof chars === 'string') {\n chars = [chars];\n }\n // Handle an array of characters+ranges\n var result = [];\n for (var i = 0, j = chars.length; i < j; i++) {\n var item = chars[i];\n // Handle range delimited by start/end chars\n if (Array.isArray(item)) {\n if (item.length !== 2) {\n throw new Error(\"[BitmapFont]: Invalid character range length, expecting 2 got \" + item.length + \".\");\n }\n var startCode = item[0].charCodeAt(0);\n var endCode = item[1].charCodeAt(0);\n if (endCode < startCode) {\n throw new Error('[BitmapFont]: Invalid character range.');\n }\n for (var i_1 = startCode, j_1 = endCode; i_1 <= j_1; i_1++) {\n result.push(String.fromCharCode(i_1));\n }\n }\n // Handle a character set string\n else {\n result.push.apply(result, splitTextToCharacters(item));\n }\n }\n if (result.length === 0) {\n throw new Error('[BitmapFont]: Empty set when resolving characters.');\n }\n return result;\n}\n\n/**\n * Ponyfill for IE because it doesn't support `codePointAt`\n * @param str\n * @private\n */\nfunction extractCharCode(str) {\n return str.codePointAt ? str.codePointAt(0) : str.charCodeAt(0);\n}\n\n/**\n * BitmapFont represents a typeface available for use with the BitmapText class. Use the `install`\n * method for adding a font to be used.\n * @memberof PIXI\n */\nvar BitmapFont = /** @class */ (function () {\n /**\n * @param data\n * @param textures\n * @param ownsTextures - Setting to `true` will destroy page textures\n * when the font is uninstalled.\n */\n function BitmapFont(data, textures, ownsTextures) {\n var _a, _b;\n var info = data.info[0];\n var common = data.common[0];\n var page = data.page[0];\n var distanceField = data.distanceField[0];\n var res = getResolutionOfUrl(page.file);\n var pageTextures = {};\n this._ownsTextures = ownsTextures;\n this.font = info.face;\n this.size = info.size;\n this.lineHeight = common.lineHeight / res;\n this.chars = {};\n this.pageTextures = pageTextures;\n // Convert the input Texture, Textures or object\n // into a page Texture lookup by \"id\"\n for (var i = 0; i < data.page.length; i++) {\n var _c = data.page[i], id = _c.id, file = _c.file;\n pageTextures[id] = textures instanceof Array\n ? textures[i] : textures[file];\n // only MSDF and SDF fonts need no-premultiplied-alpha\n if ((distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) && distanceField.fieldType !== 'none') {\n pageTextures[id].baseTexture.alphaMode = ALPHA_MODES.NO_PREMULTIPLIED_ALPHA;\n pageTextures[id].baseTexture.mipmap = MIPMAP_MODES.OFF;\n }\n }\n // parse letters\n for (var i = 0; i < data.char.length; i++) {\n var _d = data.char[i], id = _d.id, page_1 = _d.page;\n var _e = data.char[i], x = _e.x, y = _e.y, width = _e.width, height = _e.height, xoffset = _e.xoffset, yoffset = _e.yoffset, xadvance = _e.xadvance;\n x /= res;\n y /= res;\n width /= res;\n height /= res;\n xoffset /= res;\n yoffset /= res;\n xadvance /= res;\n var rect = new Rectangle(x + (pageTextures[page_1].frame.x / res), y + (pageTextures[page_1].frame.y / res), width, height);\n this.chars[id] = {\n xOffset: xoffset,\n yOffset: yoffset,\n xAdvance: xadvance,\n kerning: {},\n texture: new Texture(pageTextures[page_1].baseTexture, rect),\n page: page_1,\n };\n }\n // parse kernings\n for (var i = 0; i < data.kerning.length; i++) {\n var _f = data.kerning[i], first = _f.first, second = _f.second, amount = _f.amount;\n first /= res;\n second /= res;\n amount /= res;\n if (this.chars[second]) {\n this.chars[second].kerning[first] = amount;\n }\n }\n // Store distance field information\n this.distanceFieldRange = distanceField === null || distanceField === void 0 ? void 0 : distanceField.distanceRange;\n this.distanceFieldType = (_b = (_a = distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) === null || _a === void 0 ? void 0 : _a.toLowerCase()) !== null && _b !== void 0 ? _b : 'none';\n }\n /** Remove references to created glyph textures. */\n BitmapFont.prototype.destroy = function () {\n for (var id in this.chars) {\n this.chars[id].texture.destroy();\n this.chars[id].texture = null;\n }\n for (var id in this.pageTextures) {\n if (this._ownsTextures) {\n this.pageTextures[id].destroy(true);\n }\n this.pageTextures[id] = null;\n }\n // Set readonly null.\n this.chars = null;\n this.pageTextures = null;\n };\n /**\n * Register a new bitmap font.\n * @param data - The\n * characters map that could be provided as xml or raw string.\n * @param textures - List of textures for each page.\n * @param ownsTextures - Set to `true` to destroy page textures\n * when the font is uninstalled. By default fonts created with\n * `BitmapFont.from` or from the `BitmapFontLoader` are `true`.\n * @returns {PIXI.BitmapFont} Result font object with font, size, lineHeight\n * and char fields.\n */\n BitmapFont.install = function (data, textures, ownsTextures) {\n var fontData;\n if (data instanceof BitmapFontData) {\n fontData = data;\n }\n else {\n var format = autoDetectFormat(data);\n if (!format) {\n throw new Error('Unrecognized data format for font.');\n }\n fontData = format.parse(data);\n }\n // Single texture, convert to list\n if (textures instanceof Texture) {\n textures = [textures];\n }\n var font = new BitmapFont(fontData, textures, ownsTextures);\n BitmapFont.available[font.font] = font;\n return font;\n };\n /**\n * Remove bitmap font by name.\n * @param name - Name of the font to uninstall.\n */\n BitmapFont.uninstall = function (name) {\n var font = BitmapFont.available[name];\n if (!font) {\n throw new Error(\"No font found named '\" + name + \"'\");\n }\n font.destroy();\n delete BitmapFont.available[name];\n };\n /**\n * Generates a bitmap-font for the given style and character set. This does not support\n * kernings yet. With `style` properties, only the following non-layout properties are used:\n *\n * - {@link PIXI.TextStyle#dropShadow|dropShadow}\n * - {@link PIXI.TextStyle#dropShadowDistance|dropShadowDistance}\n * - {@link PIXI.TextStyle#dropShadowColor|dropShadowColor}\n * - {@link PIXI.TextStyle#dropShadowBlur|dropShadowBlur}\n * - {@link PIXI.TextStyle#dropShadowAngle|dropShadowAngle}\n * - {@link PIXI.TextStyle#fill|fill}\n * - {@link PIXI.TextStyle#fillGradientStops|fillGradientStops}\n * - {@link PIXI.TextStyle#fillGradientType|fillGradientType}\n * - {@link PIXI.TextStyle#fontFamily|fontFamily}\n * - {@link PIXI.TextStyle#fontSize|fontSize}\n * - {@link PIXI.TextStyle#fontVariant|fontVariant}\n * - {@link PIXI.TextStyle#fontWeight|fontWeight}\n * - {@link PIXI.TextStyle#lineJoin|lineJoin}\n * - {@link PIXI.TextStyle#miterLimit|miterLimit}\n * - {@link PIXI.TextStyle#stroke|stroke}\n * - {@link PIXI.TextStyle#strokeThickness|strokeThickness}\n * - {@link PIXI.TextStyle#textBaseline|textBaseline}\n * @param name - The name of the custom font to use with BitmapText.\n * @param textStyle - Style options to render with BitmapFont.\n * @param options - Setup options for font or name of the font.\n * @param {string|string[]|string[][]} [options.chars=PIXI.BitmapFont.ALPHANUMERIC] - characters included\n * in the font set. You can also use ranges. For example, `[['a', 'z'], ['A', 'Z'], \"!@#$%^&*()~{}[] \"]`.\n * Don't forget to include spaces ' ' in your character set!\n * @param {number} [options.resolution=1] - Render resolution for glyphs.\n * @param {number} [options.textureWidth=512] - Optional width of atlas, smaller values to reduce memory.\n * @param {number} [options.textureHeight=512] - Optional height of atlas, smaller values to reduce memory.\n * @param {number} [options.padding=4] - Padding between glyphs on texture atlas.\n * @returns Font generated by style options.\n * @example\n * PIXI.BitmapFont.from(\"TitleFont\", {\n * fontFamily: \"Arial\",\n * fontSize: 12,\n * strokeThickness: 2,\n * fill: \"purple\"\n * });\n *\n * const title = new PIXI.BitmapText(\"This is the title\", { fontName: \"TitleFont\" });\n */\n BitmapFont.from = function (name, textStyle, options) {\n if (!name) {\n throw new Error('[BitmapFont] Property `name` is required.');\n }\n var _a = Object.assign({}, BitmapFont.defaultOptions, options), chars = _a.chars, padding = _a.padding, resolution = _a.resolution, textureWidth = _a.textureWidth, textureHeight = _a.textureHeight;\n var charsList = resolveCharacters(chars);\n var style = textStyle instanceof TextStyle ? textStyle : new TextStyle(textStyle);\n var lineWidth = textureWidth;\n var fontData = new BitmapFontData();\n fontData.info[0] = {\n face: style.fontFamily,\n size: style.fontSize,\n };\n fontData.common[0] = {\n lineHeight: style.fontSize,\n };\n var positionX = 0;\n var positionY = 0;\n var canvas;\n var context;\n var baseTexture;\n var maxCharHeight = 0;\n var textures = [];\n for (var i = 0; i < charsList.length; i++) {\n if (!canvas) {\n canvas = settings.ADAPTER.createCanvas();\n canvas.width = textureWidth;\n canvas.height = textureHeight;\n context = canvas.getContext('2d');\n baseTexture = new BaseTexture(canvas, { resolution: resolution });\n textures.push(new Texture(baseTexture));\n fontData.page.push({\n id: textures.length - 1,\n file: '',\n });\n }\n // Measure glyph dimensions\n var character = charsList[i];\n var metrics = TextMetrics.measureText(character, style, false, canvas);\n var width = metrics.width;\n var height = Math.ceil(metrics.height);\n // This is ugly - but italics are given more space so they don't overlap\n var textureGlyphWidth = Math.ceil((style.fontStyle === 'italic' ? 2 : 1) * width);\n // Can't fit char anymore: next canvas please!\n if (positionY >= textureHeight - (height * resolution)) {\n if (positionY === 0) {\n // We don't want user debugging an infinite loop (or do we? :)\n throw new Error(\"[BitmapFont] textureHeight \" + textureHeight + \"px is too small \"\n + (\"(fontFamily: '\" + style.fontFamily + \"', fontSize: \" + style.fontSize + \"px, char: '\" + character + \"')\"));\n }\n --i;\n // Create new atlas once current has filled up\n canvas = null;\n context = null;\n baseTexture = null;\n positionY = 0;\n positionX = 0;\n maxCharHeight = 0;\n continue;\n }\n maxCharHeight = Math.max(height + metrics.fontProperties.descent, maxCharHeight);\n // Wrap line once full row has been rendered\n if ((textureGlyphWidth * resolution) + positionX >= lineWidth) {\n if (positionX === 0) {\n // Avoid infinite loop (There can be some very wide char like '\\uFDFD'!)\n throw new Error(\"[BitmapFont] textureWidth \" + textureWidth + \"px is too small \"\n + (\"(fontFamily: '\" + style.fontFamily + \"', fontSize: \" + style.fontSize + \"px, char: '\" + character + \"')\"));\n }\n --i;\n positionY += maxCharHeight * resolution;\n positionY = Math.ceil(positionY);\n positionX = 0;\n maxCharHeight = 0;\n continue;\n }\n drawGlyph(canvas, context, metrics, positionX, positionY, resolution, style);\n // Unique (numeric) ID mapping to this glyph\n var id = extractCharCode(metrics.text);\n // Create a texture holding just the glyph\n fontData.char.push({\n id: id,\n page: textures.length - 1,\n x: positionX / resolution,\n y: positionY / resolution,\n width: textureGlyphWidth,\n height: height,\n xoffset: 0,\n yoffset: 0,\n xadvance: Math.ceil(width\n - (style.dropShadow ? style.dropShadowDistance : 0)\n - (style.stroke ? style.strokeThickness : 0)),\n });\n positionX += (textureGlyphWidth + (2 * padding)) * resolution;\n positionX = Math.ceil(positionX);\n }\n // Brute-force kerning info, this can be expensive b/c it's an O(n²),\n // but we're using measureText which is native and fast.\n for (var i = 0, len = charsList.length; i < len; i++) {\n var first = charsList[i];\n for (var j = 0; j < len; j++) {\n var second = charsList[j];\n var c1 = context.measureText(first).width;\n var c2 = context.measureText(second).width;\n var total = context.measureText(first + second).width;\n var amount = total - (c1 + c2);\n if (amount) {\n fontData.kerning.push({\n first: extractCharCode(first),\n second: extractCharCode(second),\n amount: amount,\n });\n }\n }\n }\n var font = new BitmapFont(fontData, textures, true);\n // Make it easier to replace a font\n if (BitmapFont.available[name] !== undefined) {\n BitmapFont.uninstall(name);\n }\n BitmapFont.available[name] = font;\n return font;\n };\n /**\n * This character set includes all the letters in the alphabet (both lower- and upper- case).\n * @type {string[][]}\n * @example\n * BitmapFont.from(\"ExampleFont\", style, { chars: BitmapFont.ALPHA })\n */\n BitmapFont.ALPHA = [['a', 'z'], ['A', 'Z'], ' '];\n /**\n * This character set includes all decimal digits (from 0 to 9).\n * @type {string[][]}\n * @example\n * BitmapFont.from(\"ExampleFont\", style, { chars: BitmapFont.NUMERIC })\n */\n BitmapFont.NUMERIC = [['0', '9']];\n /**\n * This character set is the union of `BitmapFont.ALPHA` and `BitmapFont.NUMERIC`.\n * @type {string[][]}\n */\n BitmapFont.ALPHANUMERIC = [['a', 'z'], ['A', 'Z'], ['0', '9'], ' '];\n /**\n * This character set consists of all the ASCII table.\n * @member {string[][]}\n * @see http://www.asciitable.com/\n */\n BitmapFont.ASCII = [[' ', '~']];\n /**\n * Collection of default options when using `BitmapFont.from`.\n * @property {number} [resolution=1] -\n * @property {number} [textureWidth=512] -\n * @property {number} [textureHeight=512] -\n * @property {number} [padding=4] -\n * @property {string|string[]|string[][]} chars = PIXI.BitmapFont.ALPHANUMERIC\n */\n BitmapFont.defaultOptions = {\n resolution: 1,\n textureWidth: 512,\n textureHeight: 512,\n padding: 4,\n chars: BitmapFont.ALPHANUMERIC,\n };\n /** Collection of available/installed fonts. */\n BitmapFont.available = {};\n return BitmapFont;\n}());\n\nvar msdfFrag = \"// Pixi texture info\\r\\nvarying vec2 vTextureCoord;\\r\\nuniform sampler2D uSampler;\\r\\n\\r\\n// Tint\\r\\nuniform vec4 uColor;\\r\\n\\r\\n// on 2D applications fwidth is screenScale / glyphAtlasScale * distanceFieldRange\\r\\nuniform float uFWidth;\\r\\n\\r\\nvoid main(void) {\\r\\n\\r\\n // To stack MSDF and SDF we need a non-pre-multiplied-alpha texture.\\r\\n vec4 texColor = texture2D(uSampler, vTextureCoord);\\r\\n\\r\\n // MSDF\\r\\n float median = texColor.r + texColor.g + texColor.b -\\r\\n min(texColor.r, min(texColor.g, texColor.b)) -\\r\\n max(texColor.r, max(texColor.g, texColor.b));\\r\\n // SDF\\r\\n median = min(median, texColor.a);\\r\\n\\r\\n float screenPxDistance = uFWidth * (median - 0.5);\\r\\n float alpha = clamp(screenPxDistance + 0.5, 0.0, 1.0);\\r\\n if (median < 0.01) {\\r\\n alpha = 0.0;\\r\\n } else if (median > 0.99) {\\r\\n alpha = 1.0;\\r\\n }\\r\\n\\r\\n // NPM Textures, NPM outputs\\r\\n gl_FragColor = vec4(uColor.rgb, uColor.a * alpha);\\r\\n\\r\\n}\\r\\n\";\n\nvar msdfVert = \"// Mesh material default fragment\\r\\nattribute vec2 aVertexPosition;\\r\\nattribute vec2 aTextureCoord;\\r\\n\\r\\nuniform mat3 projectionMatrix;\\r\\nuniform mat3 translationMatrix;\\r\\nuniform mat3 uTextureMatrix;\\r\\n\\r\\nvarying vec2 vTextureCoord;\\r\\n\\r\\nvoid main(void)\\r\\n{\\r\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\r\\n\\r\\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\\r\\n}\\r\\n\";\n\n// If we ever need more than two pools, please make a Dict or something better.\nvar pageMeshDataDefaultPageMeshData = [];\nvar pageMeshDataMSDFPageMeshData = [];\nvar charRenderDataPool = [];\n/**\n * A BitmapText object will create a line or multiple lines of text using bitmap font.\n *\n * The primary advantage of this class over Text is that all of your textures are pre-generated and loading,\n * meaning that rendering is fast, and changing text has no performance implications.\n *\n * Supporting character sets other than latin, such as CJK languages, may be impractical due to the number of characters.\n *\n * To split a line you can use '\\n', '\\r' or '\\r\\n' in your string.\n *\n * PixiJS can auto-generate fonts on-the-fly using BitmapFont or use fnt files provided by:\n * http://www.angelcode.com/products/bmfont/ for Windows or\n * http://www.bmglyph.com/ for Mac.\n *\n * You can also use SDF, MSDF and MTSDF BitmapFonts for vector-like scaling appearance provided by:\n * https://github.com/soimy/msdf-bmfont-xml for SDF and MSDF fnt files or\n * https://github.com/Chlumsky/msdf-atlas-gen for SDF, MSDF and MTSDF json files\n *\n * A BitmapText can only be created when the font is loaded.\n *\n * ```js\n * // in this case the font is in a file called 'desyrel.fnt'\n * let bitmapText = new PIXI.BitmapText(\"text using a fancy font!\", {\n * fontName: \"Desyrel\",\n * fontSize: 35,\n * align: \"right\"\n * });\n * ```\n * @memberof PIXI\n */\nvar BitmapText = /** @class */ (function (_super) {\n __extends(BitmapText, _super);\n /**\n * @param text - A string that you would like the text to display.\n * @param style - The style parameters.\n * @param {string} style.fontName - The installed BitmapFont name.\n * @param {number} [style.fontSize] - The size of the font in pixels, e.g. 24. If undefined,\n *. this will default to the BitmapFont size.\n * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center', 'right' or 'justify'),\n * does not affect single line text.\n * @param {number} [style.tint=0xFFFFFF] - The tint color.\n * @param {number} [style.letterSpacing=0] - The amount of spacing between letters.\n * @param {number} [style.maxWidth=0] - The max width of the text before line wrapping.\n */\n function BitmapText(text, style) {\n if (style === void 0) { style = {}; }\n var _this = _super.call(this) || this;\n /**\n * Private tracker for the current tint.\n * @private\n */\n _this._tint = 0xFFFFFF;\n // Apply the defaults\n var _a = Object.assign({}, BitmapText.styleDefaults, style), align = _a.align, tint = _a.tint, maxWidth = _a.maxWidth, letterSpacing = _a.letterSpacing, fontName = _a.fontName, fontSize = _a.fontSize;\n if (!BitmapFont.available[fontName]) {\n throw new Error(\"Missing BitmapFont \\\"\" + fontName + \"\\\"\");\n }\n _this._activePagesMeshData = [];\n _this._textWidth = 0;\n _this._textHeight = 0;\n _this._align = align;\n _this._tint = tint;\n _this._font = undefined;\n _this._fontName = fontName;\n _this._fontSize = fontSize;\n _this.text = text;\n _this._maxWidth = maxWidth;\n _this._maxLineHeight = 0;\n _this._letterSpacing = letterSpacing;\n _this._anchor = new ObservablePoint(function () { _this.dirty = true; }, _this, 0, 0);\n _this._roundPixels = settings.ROUND_PIXELS;\n _this.dirty = true;\n _this._resolution = settings.RESOLUTION;\n _this._autoResolution = true;\n _this._textureCache = {};\n return _this;\n }\n /** Renders text and updates it when needed. This should only be called if the BitmapFont is regenerated. */\n BitmapText.prototype.updateText = function () {\n var _a;\n var data = BitmapFont.available[this._fontName];\n var fontSize = this.fontSize;\n var scale = fontSize / data.size;\n var pos = new Point();\n var chars = [];\n var lineWidths = [];\n var lineSpaces = [];\n var text = this._text.replace(/(?:\\r\\n|\\r)/g, '\\n') || ' ';\n var charsInput = splitTextToCharacters(text);\n var maxWidth = this._maxWidth * data.size / fontSize;\n var pageMeshDataPool = data.distanceFieldType === 'none'\n ? pageMeshDataDefaultPageMeshData : pageMeshDataMSDFPageMeshData;\n var prevCharCode = null;\n var lastLineWidth = 0;\n var maxLineWidth = 0;\n var line = 0;\n var lastBreakPos = -1;\n var lastBreakWidth = 0;\n var spacesRemoved = 0;\n var maxLineHeight = 0;\n var spaceCount = 0;\n for (var i = 0; i < charsInput.length; i++) {\n var char = charsInput[i];\n var charCode = extractCharCode(char);\n if ((/(?:\\s)/).test(char)) {\n lastBreakPos = i;\n lastBreakWidth = lastLineWidth;\n spaceCount++;\n }\n if (char === '\\r' || char === '\\n') {\n lineWidths.push(lastLineWidth);\n lineSpaces.push(-1);\n maxLineWidth = Math.max(maxLineWidth, lastLineWidth);\n ++line;\n ++spacesRemoved;\n pos.x = 0;\n pos.y += data.lineHeight;\n prevCharCode = null;\n spaceCount = 0;\n continue;\n }\n var charData = data.chars[charCode];\n if (!charData) {\n continue;\n }\n if (prevCharCode && charData.kerning[prevCharCode]) {\n pos.x += charData.kerning[prevCharCode];\n }\n var charRenderData = charRenderDataPool.pop() || {\n texture: Texture.EMPTY,\n line: 0,\n charCode: 0,\n prevSpaces: 0,\n position: new Point(),\n };\n charRenderData.texture = charData.texture;\n charRenderData.line = line;\n charRenderData.charCode = charCode;\n charRenderData.position.x = pos.x + charData.xOffset + (this._letterSpacing / 2);\n charRenderData.position.y = pos.y + charData.yOffset;\n charRenderData.prevSpaces = spaceCount;\n chars.push(charRenderData);\n lastLineWidth = charRenderData.position.x\n + Math.max(charData.xAdvance - charData.xOffset, charData.texture.orig.width);\n pos.x += charData.xAdvance + this._letterSpacing;\n maxLineHeight = Math.max(maxLineHeight, (charData.yOffset + charData.texture.height));\n prevCharCode = charCode;\n if (lastBreakPos !== -1 && maxWidth > 0 && pos.x > maxWidth) {\n ++spacesRemoved;\n removeItems(chars, 1 + lastBreakPos - spacesRemoved, 1 + i - lastBreakPos);\n i = lastBreakPos;\n lastBreakPos = -1;\n lineWidths.push(lastBreakWidth);\n lineSpaces.push(chars.length > 0 ? chars[chars.length - 1].prevSpaces : 0);\n maxLineWidth = Math.max(maxLineWidth, lastBreakWidth);\n line++;\n pos.x = 0;\n pos.y += data.lineHeight;\n prevCharCode = null;\n spaceCount = 0;\n }\n }\n var lastChar = charsInput[charsInput.length - 1];\n if (lastChar !== '\\r' && lastChar !== '\\n') {\n if ((/(?:\\s)/).test(lastChar)) {\n lastLineWidth = lastBreakWidth;\n }\n lineWidths.push(lastLineWidth);\n maxLineWidth = Math.max(maxLineWidth, lastLineWidth);\n lineSpaces.push(-1);\n }\n var lineAlignOffsets = [];\n for (var i = 0; i <= line; i++) {\n var alignOffset = 0;\n if (this._align === 'right') {\n alignOffset = maxLineWidth - lineWidths[i];\n }\n else if (this._align === 'center') {\n alignOffset = (maxLineWidth - lineWidths[i]) / 2;\n }\n else if (this._align === 'justify') {\n alignOffset = lineSpaces[i] < 0 ? 0 : (maxLineWidth - lineWidths[i]) / lineSpaces[i];\n }\n lineAlignOffsets.push(alignOffset);\n }\n var lenChars = chars.length;\n var pagesMeshData = {};\n var newPagesMeshData = [];\n var activePagesMeshData = this._activePagesMeshData;\n pageMeshDataPool.push.apply(pageMeshDataPool, activePagesMeshData);\n for (var i = 0; i < lenChars; i++) {\n var texture = chars[i].texture;\n var baseTextureUid = texture.baseTexture.uid;\n if (!pagesMeshData[baseTextureUid]) {\n var pageMeshData = pageMeshDataPool.pop();\n if (!pageMeshData) {\n var geometry = new MeshGeometry();\n var material = void 0;\n var meshBlendMode = void 0;\n if (data.distanceFieldType === 'none') {\n material = new MeshMaterial(Texture.EMPTY);\n meshBlendMode = BLEND_MODES.NORMAL;\n }\n else {\n material = new MeshMaterial(Texture.EMPTY, { program: Program.from(msdfVert, msdfFrag), uniforms: { uFWidth: 0 } });\n meshBlendMode = BLEND_MODES.NORMAL_NPM;\n }\n var mesh = new Mesh(geometry, material);\n mesh.blendMode = meshBlendMode;\n pageMeshData = {\n index: 0,\n indexCount: 0,\n vertexCount: 0,\n uvsCount: 0,\n total: 0,\n mesh: mesh,\n vertices: null,\n uvs: null,\n indices: null,\n };\n }\n // reset data..\n pageMeshData.index = 0;\n pageMeshData.indexCount = 0;\n pageMeshData.vertexCount = 0;\n pageMeshData.uvsCount = 0;\n pageMeshData.total = 0;\n // TODO need to get page texture here somehow..\n var _textureCache = this._textureCache;\n _textureCache[baseTextureUid] = _textureCache[baseTextureUid] || new Texture(texture.baseTexture);\n pageMeshData.mesh.texture = _textureCache[baseTextureUid];\n pageMeshData.mesh.tint = this._tint;\n newPagesMeshData.push(pageMeshData);\n pagesMeshData[baseTextureUid] = pageMeshData;\n }\n pagesMeshData[baseTextureUid].total++;\n }\n // lets find any previously active pageMeshDatas that are no longer required for\n // the updated text (if any), removed and return them to the pool.\n for (var i = 0; i < activePagesMeshData.length; i++) {\n if (newPagesMeshData.indexOf(activePagesMeshData[i]) === -1) {\n this.removeChild(activePagesMeshData[i].mesh);\n }\n }\n // next lets add any new meshes, that have not yet been added to this BitmapText\n // we only add if its not already a child of this BitmapObject\n for (var i = 0; i < newPagesMeshData.length; i++) {\n if (newPagesMeshData[i].mesh.parent !== this) {\n this.addChild(newPagesMeshData[i].mesh);\n }\n }\n // active page mesh datas are set to be the new pages added.\n this._activePagesMeshData = newPagesMeshData;\n for (var i in pagesMeshData) {\n var pageMeshData = pagesMeshData[i];\n var total = pageMeshData.total;\n // lets only allocate new buffers if we can fit the new text in the current ones..\n // unless that is, we will be batching. Currently batching dose not respect the size property of mesh\n if (!(((_a = pageMeshData.indices) === null || _a === void 0 ? void 0 : _a.length) > 6 * total) || pageMeshData.vertices.length < Mesh.BATCHABLE_SIZE * 2) {\n pageMeshData.vertices = new Float32Array(4 * 2 * total);\n pageMeshData.uvs = new Float32Array(4 * 2 * total);\n pageMeshData.indices = new Uint16Array(6 * total);\n }\n else {\n var total_1 = pageMeshData.total;\n var vertices = pageMeshData.vertices;\n // Clear the garbage at the end of the vertices buffer. This will prevent the bounds miscalculation.\n for (var i_1 = total_1 * 4 * 2; i_1 < vertices.length; i_1++) {\n vertices[i_1] = 0;\n }\n }\n // as a buffer maybe bigger than the current word, we set the size of the meshMaterial\n // to match the number of letters needed\n pageMeshData.mesh.size = 6 * total;\n }\n for (var i = 0; i < lenChars; i++) {\n var char = chars[i];\n var offset = char.position.x + (lineAlignOffsets[char.line] * (this._align === 'justify' ? char.prevSpaces : 1));\n if (this._roundPixels) {\n offset = Math.round(offset);\n }\n var xPos = offset * scale;\n var yPos = char.position.y * scale;\n var texture = char.texture;\n var pageMesh = pagesMeshData[texture.baseTexture.uid];\n var textureFrame = texture.frame;\n var textureUvs = texture._uvs;\n var index = pageMesh.index++;\n pageMesh.indices[(index * 6) + 0] = 0 + (index * 4);\n pageMesh.indices[(index * 6) + 1] = 1 + (index * 4);\n pageMesh.indices[(index * 6) + 2] = 2 + (index * 4);\n pageMesh.indices[(index * 6) + 3] = 0 + (index * 4);\n pageMesh.indices[(index * 6) + 4] = 2 + (index * 4);\n pageMesh.indices[(index * 6) + 5] = 3 + (index * 4);\n pageMesh.vertices[(index * 8) + 0] = xPos;\n pageMesh.vertices[(index * 8) + 1] = yPos;\n pageMesh.vertices[(index * 8) + 2] = xPos + (textureFrame.width * scale);\n pageMesh.vertices[(index * 8) + 3] = yPos;\n pageMesh.vertices[(index * 8) + 4] = xPos + (textureFrame.width * scale);\n pageMesh.vertices[(index * 8) + 5] = yPos + (textureFrame.height * scale);\n pageMesh.vertices[(index * 8) + 6] = xPos;\n pageMesh.vertices[(index * 8) + 7] = yPos + (textureFrame.height * scale);\n pageMesh.uvs[(index * 8) + 0] = textureUvs.x0;\n pageMesh.uvs[(index * 8) + 1] = textureUvs.y0;\n pageMesh.uvs[(index * 8) + 2] = textureUvs.x1;\n pageMesh.uvs[(index * 8) + 3] = textureUvs.y1;\n pageMesh.uvs[(index * 8) + 4] = textureUvs.x2;\n pageMesh.uvs[(index * 8) + 5] = textureUvs.y2;\n pageMesh.uvs[(index * 8) + 6] = textureUvs.x3;\n pageMesh.uvs[(index * 8) + 7] = textureUvs.y3;\n }\n this._textWidth = maxLineWidth * scale;\n this._textHeight = (pos.y + data.lineHeight) * scale;\n for (var i in pagesMeshData) {\n var pageMeshData = pagesMeshData[i];\n // apply anchor\n if (this.anchor.x !== 0 || this.anchor.y !== 0) {\n var vertexCount = 0;\n var anchorOffsetX = this._textWidth * this.anchor.x;\n var anchorOffsetY = this._textHeight * this.anchor.y;\n for (var i_2 = 0; i_2 < pageMeshData.total; i_2++) {\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n }\n }\n this._maxLineHeight = maxLineHeight * scale;\n var vertexBuffer = pageMeshData.mesh.geometry.getBuffer('aVertexPosition');\n var textureBuffer = pageMeshData.mesh.geometry.getBuffer('aTextureCoord');\n var indexBuffer = pageMeshData.mesh.geometry.getIndex();\n vertexBuffer.data = pageMeshData.vertices;\n textureBuffer.data = pageMeshData.uvs;\n indexBuffer.data = pageMeshData.indices;\n vertexBuffer.update();\n textureBuffer.update();\n indexBuffer.update();\n }\n for (var i = 0; i < chars.length; i++) {\n charRenderDataPool.push(chars[i]);\n }\n this._font = data;\n this.dirty = false;\n };\n BitmapText.prototype.updateTransform = function () {\n this.validate();\n this.containerUpdateTransform();\n };\n BitmapText.prototype._render = function (renderer) {\n if (this._autoResolution && this._resolution !== renderer.resolution) {\n this._resolution = renderer.resolution;\n this.dirty = true;\n }\n // Update the uniform\n var _a = BitmapFont.available[this._fontName], distanceFieldRange = _a.distanceFieldRange, distanceFieldType = _a.distanceFieldType, size = _a.size;\n if (distanceFieldType !== 'none') {\n // Inject the shader code with the correct value\n var _b = this.worldTransform, a = _b.a, b = _b.b, c = _b.c, d = _b.d;\n var dx = Math.sqrt((a * a) + (b * b));\n var dy = Math.sqrt((c * c) + (d * d));\n var worldScale = (Math.abs(dx) + Math.abs(dy)) / 2;\n var fontScale = this.fontSize / size;\n for (var _i = 0, _c = this._activePagesMeshData; _i < _c.length; _i++) {\n var mesh = _c[_i];\n mesh.mesh.shader.uniforms.uFWidth = worldScale * distanceFieldRange * fontScale * this._resolution;\n }\n }\n _super.prototype._render.call(this, renderer);\n };\n /**\n * Validates text before calling parent's getLocalBounds\n * @returns - The rectangular bounding area\n */\n BitmapText.prototype.getLocalBounds = function () {\n this.validate();\n return _super.prototype.getLocalBounds.call(this);\n };\n /**\n * Updates text when needed\n * @private\n */\n BitmapText.prototype.validate = function () {\n var font = BitmapFont.available[this._fontName];\n if (!font) {\n throw new Error(\"Missing BitmapFont \\\"\" + this._fontName + \"\\\"\");\n }\n if (this._font !== font) {\n this.dirty = true;\n }\n if (this.dirty) {\n this.updateText();\n }\n };\n Object.defineProperty(BitmapText.prototype, \"tint\", {\n /**\n * The tint of the BitmapText object.\n * @default 0xffffff\n */\n get: function () {\n return this._tint;\n },\n set: function (value) {\n if (this._tint === value)\n { return; }\n this._tint = value;\n for (var i = 0; i < this._activePagesMeshData.length; i++) {\n this._activePagesMeshData[i].mesh.tint = value;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"align\", {\n /**\n * The alignment of the BitmapText object.\n * @member {string}\n * @default 'left'\n */\n get: function () {\n return this._align;\n },\n set: function (value) {\n if (this._align !== value) {\n this._align = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"fontName\", {\n /** The name of the BitmapFont. */\n get: function () {\n return this._fontName;\n },\n set: function (value) {\n if (!BitmapFont.available[value]) {\n throw new Error(\"Missing BitmapFont \\\"\" + value + \"\\\"\");\n }\n if (this._fontName !== value) {\n this._fontName = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"fontSize\", {\n /** The size of the font to display. */\n get: function () {\n var _a;\n return (_a = this._fontSize) !== null && _a !== void 0 ? _a : BitmapFont.available[this._fontName].size;\n },\n set: function (value) {\n if (this._fontSize !== value) {\n this._fontSize = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"anchor\", {\n /**\n * The anchor sets the origin point of the text.\n *\n * The default is `(0,0)`, this means the text's origin is the top left.\n *\n * Setting the anchor to `(0.5,0.5)` means the text's origin is centered.\n *\n * Setting the anchor to `(1,1)` would mean the text's origin point will be the bottom right corner.\n */\n get: function () {\n return this._anchor;\n },\n set: function (value) {\n if (typeof value === 'number') {\n this._anchor.set(value);\n }\n else {\n this._anchor.copyFrom(value);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"text\", {\n /** The text of the BitmapText object. */\n get: function () {\n return this._text;\n },\n set: function (text) {\n text = String(text === null || text === undefined ? '' : text);\n if (this._text === text) {\n return;\n }\n this._text = text;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"maxWidth\", {\n /**\n * The max width of this bitmap text in pixels. If the text provided is longer than the\n * value provided, line breaks will be automatically inserted in the last whitespace.\n * Disable by setting the value to 0.\n */\n get: function () {\n return this._maxWidth;\n },\n set: function (value) {\n if (this._maxWidth === value) {\n return;\n }\n this._maxWidth = value;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"maxLineHeight\", {\n /**\n * The max line height. This is useful when trying to use the total height of the Text,\n * i.e. when trying to vertically align.\n * @readonly\n */\n get: function () {\n this.validate();\n return this._maxLineHeight;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"textWidth\", {\n /**\n * The width of the overall text, different from fontSize,\n * which is defined in the style object.\n * @readonly\n */\n get: function () {\n this.validate();\n return this._textWidth;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"letterSpacing\", {\n /** Additional space between characters. */\n get: function () {\n return this._letterSpacing;\n },\n set: function (value) {\n if (this._letterSpacing !== value) {\n this._letterSpacing = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"roundPixels\", {\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n * @default PIXI.settings.ROUND_PIXELS\n */\n get: function () {\n return this._roundPixels;\n },\n set: function (value) {\n if (value !== this._roundPixels) {\n this._roundPixels = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"textHeight\", {\n /**\n * The height of the overall text, different from fontSize,\n * which is defined in the style object.\n * @readonly\n */\n get: function () {\n this.validate();\n return this._textHeight;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"resolution\", {\n /**\n * The resolution / device pixel ratio of the canvas.\n *\n * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually.\n * @default 1\n */\n get: function () {\n return this._resolution;\n },\n set: function (value) {\n this._autoResolution = false;\n if (this._resolution === value) {\n return;\n }\n this._resolution = value;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n BitmapText.prototype.destroy = function (options) {\n var _textureCache = this._textureCache;\n var data = BitmapFont.available[this._fontName];\n var pageMeshDataPool = data.distanceFieldType === 'none'\n ? pageMeshDataDefaultPageMeshData : pageMeshDataMSDFPageMeshData;\n pageMeshDataPool.push.apply(pageMeshDataPool, this._activePagesMeshData);\n for (var _i = 0, _a = this._activePagesMeshData; _i < _a.length; _i++) {\n var pageMeshData = _a[_i];\n this.removeChild(pageMeshData.mesh);\n }\n this._activePagesMeshData = [];\n // Release references to any cached textures in page pool\n pageMeshDataPool\n .filter(function (page) { return _textureCache[page.mesh.texture.baseTexture.uid]; })\n .forEach(function (page) {\n page.mesh.texture = Texture.EMPTY;\n });\n for (var id in _textureCache) {\n var texture = _textureCache[id];\n texture.destroy();\n delete _textureCache[id];\n }\n this._font = null;\n this._textureCache = null;\n _super.prototype.destroy.call(this, options);\n };\n BitmapText.styleDefaults = {\n align: 'left',\n tint: 0xFFFFFF,\n maxWidth: 0,\n letterSpacing: 0,\n };\n return BitmapText;\n}(Container));\n\n/**\n * {@link PIXI.Loader Loader} middleware for loading\n * bitmap-based fonts suitable for using with {@link PIXI.BitmapText}.\n * @memberof PIXI\n */\nvar BitmapFontLoader = /** @class */ (function () {\n function BitmapFontLoader() {\n }\n /**\n * Called when the plugin is installed.\n * @see PIXI.extensions.add\n */\n BitmapFontLoader.add = function () {\n LoaderResource.setExtensionXhrType('fnt', LoaderResource.XHR_RESPONSE_TYPE.TEXT);\n };\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param this\n * @param {PIXI.LoaderResource} resource\n * @param {Function} next\n */\n BitmapFontLoader.use = function (resource, next) {\n var format = autoDetectFormat(resource.data);\n // Resource was not recognised as any of the expected font data format\n if (!format) {\n next();\n return;\n }\n var baseUrl = BitmapFontLoader.getBaseUrl(this, resource);\n var data = format.parse(resource.data);\n var textures = {};\n // Handle completed, when the number of textures\n // load is the same number as references in the fnt file\n var completed = function (page) {\n textures[page.metadata.pageFile] = page.texture;\n if (Object.keys(textures).length === data.page.length) {\n resource.bitmapFont = BitmapFont.install(data, textures, true);\n next();\n }\n };\n for (var i = 0; i < data.page.length; ++i) {\n var pageFile = data.page[i].file;\n var url = baseUrl + pageFile;\n var exists = false;\n // incase the image is loaded outside\n // using the same loader, resource will be available\n for (var name in this.resources) {\n var bitmapResource = this.resources[name];\n if (bitmapResource.url === url) {\n bitmapResource.metadata.pageFile = pageFile;\n if (bitmapResource.texture) {\n completed(bitmapResource);\n }\n else {\n bitmapResource.onAfterMiddleware.add(completed);\n }\n exists = true;\n break;\n }\n }\n // texture is not loaded, we'll attempt to add\n // it to the load and add the texture to the list\n if (!exists) {\n // Standard loading options for images\n var options = {\n crossOrigin: resource.crossOrigin,\n loadType: LoaderResource.LOAD_TYPE.IMAGE,\n metadata: Object.assign({ pageFile: pageFile }, resource.metadata.imageMetadata),\n parentResource: resource,\n };\n this.add(url, options, completed);\n }\n }\n };\n /**\n * Get folder path from a resource.\n * @param loader\n * @param resource\n */\n BitmapFontLoader.getBaseUrl = function (loader, resource) {\n var resUrl = !resource.isDataUrl ? BitmapFontLoader.dirname(resource.url) : '';\n if (resource.isDataUrl) {\n if (resUrl === '.') {\n resUrl = '';\n }\n if (loader.baseUrl && resUrl) {\n // if baseurl has a trailing slash then add one to resUrl so the replace works below\n if (loader.baseUrl.charAt(loader.baseUrl.length - 1) === '/') {\n resUrl += '/';\n }\n }\n }\n // remove baseUrl from resUrl\n resUrl = resUrl.replace(loader.baseUrl, '');\n // if there is an resUrl now, it needs a trailing slash. Ensure that it does if the string isn't empty.\n if (resUrl && resUrl.charAt(resUrl.length - 1) !== '/') {\n resUrl += '/';\n }\n return resUrl;\n };\n /**\n * Replacement for NodeJS's path.dirname\n * @param {string} url - Path to get directory for\n */\n BitmapFontLoader.dirname = function (url) {\n var dir = url\n .replace(/\\\\/g, '/') // convert windows notation to UNIX notation, URL-safe because it's a forbidden character\n .replace(/\\/$/, '') // replace trailing slash\n .replace(/\\/[^\\/]*$/, ''); // remove everything after the last\n // File request is relative, use current directory\n if (dir === url) {\n return '.';\n }\n // Started with a slash\n else if (dir === '') {\n return '/';\n }\n return dir;\n };\n /** @ignore */\n BitmapFontLoader.extension = ExtensionType.Loader;\n return BitmapFontLoader;\n}());\n\nexport { BitmapFont, BitmapFontData, BitmapFontLoader, BitmapText, TextFormat, XMLFormat, XMLStringFormat, autoDetectFormat };\n//# sourceMappingURL=text-bitmap.mjs.map\n","/*!\n * @pixi/filter-alpha - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/filter-alpha is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { defaultVertex, Filter } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar fragment = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform float uAlpha;\\n\\nvoid main(void)\\n{\\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uAlpha;\\n}\\n\";\n\n/**\n * Simplest filter - applies alpha.\n *\n * Use this instead of Container's alpha property to avoid visual layering of individual elements.\n * AlphaFilter applies alpha evenly across the entire display object and any opaque elements it contains.\n * If elements are not opaque, they will blend with each other anyway.\n *\n * Very handy if you want to use common features of all filters:\n *\n * 1. Assign a blendMode to this filter, blend all elements inside display object with background.\n *\n * 2. To use clipping in display coordinates, assign a filterArea to the same container that has this filter.\n * @memberof PIXI.filters\n */\nvar AlphaFilter = /** @class */ (function (_super) {\n __extends(AlphaFilter, _super);\n /**\n * @param alpha - Amount of alpha from 0 to 1, where 0 is transparent\n */\n function AlphaFilter(alpha) {\n if (alpha === void 0) { alpha = 1.0; }\n var _this = _super.call(this, defaultVertex, fragment, { uAlpha: 1 }) || this;\n _this.alpha = alpha;\n return _this;\n }\n Object.defineProperty(AlphaFilter.prototype, \"alpha\", {\n /**\n * Coefficient for alpha multiplication\n * @default 1\n */\n get: function () {\n return this.uniforms.uAlpha;\n },\n set: function (value) {\n this.uniforms.uAlpha = value;\n },\n enumerable: false,\n configurable: true\n });\n return AlphaFilter;\n}(Filter));\n\nexport { AlphaFilter };\n//# sourceMappingURL=filter-alpha.mjs.map\n","/*!\n * @pixi/filter-blur - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/filter-blur is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Filter } from '@pixi/core';\nimport { settings } from '@pixi/settings';\nimport { CLEAR_MODES } from '@pixi/constants';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar vertTemplate = \"\\n attribute vec2 aVertexPosition;\\n\\n uniform mat3 projectionMatrix;\\n\\n uniform float strength;\\n\\n varying vec2 vBlurTexCoords[%size%];\\n\\n uniform vec4 inputSize;\\n uniform vec4 outputFrame;\\n\\n vec4 filterVertexPosition( void )\\n {\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n }\\n\\n vec2 filterTextureCoord( void )\\n {\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n }\\n\\n void main(void)\\n {\\n gl_Position = filterVertexPosition();\\n\\n vec2 textureCoord = filterTextureCoord();\\n %blur%\\n }\";\nfunction generateBlurVertSource(kernelSize, x) {\n var halfLength = Math.ceil(kernelSize / 2);\n var vertSource = vertTemplate;\n var blurLoop = '';\n var template;\n if (x) {\n template = 'vBlurTexCoords[%index%] = textureCoord + vec2(%sampleIndex% * strength, 0.0);';\n }\n else {\n template = 'vBlurTexCoords[%index%] = textureCoord + vec2(0.0, %sampleIndex% * strength);';\n }\n for (var i = 0; i < kernelSize; i++) {\n var blur = template.replace('%index%', i.toString());\n blur = blur.replace('%sampleIndex%', i - (halfLength - 1) + \".0\");\n blurLoop += blur;\n blurLoop += '\\n';\n }\n vertSource = vertSource.replace('%blur%', blurLoop);\n vertSource = vertSource.replace('%size%', kernelSize.toString());\n return vertSource;\n}\n\nvar GAUSSIAN_VALUES = {\n 5: [0.153388, 0.221461, 0.250301],\n 7: [0.071303, 0.131514, 0.189879, 0.214607],\n 9: [0.028532, 0.067234, 0.124009, 0.179044, 0.20236],\n 11: [0.0093, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596],\n 13: [0.002406, 0.009255, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641],\n 15: [0.000489, 0.002403, 0.009246, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448],\n};\nvar fragTemplate = [\n 'varying vec2 vBlurTexCoords[%size%];',\n 'uniform sampler2D uSampler;',\n 'void main(void)',\n '{',\n ' gl_FragColor = vec4(0.0);',\n ' %blur%',\n '}' ].join('\\n');\nfunction generateBlurFragSource(kernelSize) {\n var kernel = GAUSSIAN_VALUES[kernelSize];\n var halfLength = kernel.length;\n var fragSource = fragTemplate;\n var blurLoop = '';\n var template = 'gl_FragColor += texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;';\n var value;\n for (var i = 0; i < kernelSize; i++) {\n var blur = template.replace('%index%', i.toString());\n value = i;\n if (i >= halfLength) {\n value = kernelSize - i - 1;\n }\n blur = blur.replace('%value%', kernel[value].toString());\n blurLoop += blur;\n blurLoop += '\\n';\n }\n fragSource = fragSource.replace('%blur%', blurLoop);\n fragSource = fragSource.replace('%size%', kernelSize.toString());\n return fragSource;\n}\n\n/**\n * The BlurFilterPass applies a horizontal or vertical Gaussian blur to an object.\n * @memberof PIXI.filters\n */\nvar BlurFilterPass = /** @class */ (function (_super) {\n __extends(BlurFilterPass, _super);\n /**\n * @param horizontal - Do pass along the x-axis (`true`) or y-axis (`false`).\n * @param strength - The strength of the blur filter.\n * @param quality - The quality of the blur filter.\n * @param resolution - The resolution of the blur filter.\n * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15.\n */\n function BlurFilterPass(horizontal, strength, quality, resolution, kernelSize) {\n if (strength === void 0) { strength = 8; }\n if (quality === void 0) { quality = 4; }\n if (resolution === void 0) { resolution = settings.FILTER_RESOLUTION; }\n if (kernelSize === void 0) { kernelSize = 5; }\n var _this = this;\n var vertSrc = generateBlurVertSource(kernelSize, horizontal);\n var fragSrc = generateBlurFragSource(kernelSize);\n _this = _super.call(this, \n // vertex shader\n vertSrc, \n // fragment shader\n fragSrc) || this;\n _this.horizontal = horizontal;\n _this.resolution = resolution;\n _this._quality = 0;\n _this.quality = quality;\n _this.blur = strength;\n return _this;\n }\n /**\n * Applies the filter.\n * @param filterManager - The manager.\n * @param input - The input target.\n * @param output - The output target.\n * @param clearMode - How to clear\n */\n BlurFilterPass.prototype.apply = function (filterManager, input, output, clearMode) {\n if (output) {\n if (this.horizontal) {\n this.uniforms.strength = (1 / output.width) * (output.width / input.width);\n }\n else {\n this.uniforms.strength = (1 / output.height) * (output.height / input.height);\n }\n }\n else {\n if (this.horizontal) // eslint-disable-line\n {\n this.uniforms.strength = (1 / filterManager.renderer.width) * (filterManager.renderer.width / input.width);\n }\n else {\n this.uniforms.strength = (1 / filterManager.renderer.height) * (filterManager.renderer.height / input.height); // eslint-disable-line\n }\n }\n // screen space!\n this.uniforms.strength *= this.strength;\n this.uniforms.strength /= this.passes;\n if (this.passes === 1) {\n filterManager.applyFilter(this, input, output, clearMode);\n }\n else {\n var renderTarget = filterManager.getFilterTexture();\n var renderer = filterManager.renderer;\n var flip = input;\n var flop = renderTarget;\n this.state.blend = false;\n filterManager.applyFilter(this, flip, flop, CLEAR_MODES.CLEAR);\n for (var i = 1; i < this.passes - 1; i++) {\n filterManager.bindAndClear(flip, CLEAR_MODES.BLIT);\n this.uniforms.uSampler = flop;\n var temp = flop;\n flop = flip;\n flip = temp;\n renderer.shader.bind(this);\n renderer.geometry.draw(5);\n }\n this.state.blend = true;\n filterManager.applyFilter(this, flop, output, clearMode);\n filterManager.returnFilterTexture(renderTarget);\n }\n };\n Object.defineProperty(BlurFilterPass.prototype, \"blur\", {\n /**\n * Sets the strength of both the blur.\n * @default 16\n */\n get: function () {\n return this.strength;\n },\n set: function (value) {\n this.padding = 1 + (Math.abs(value) * 2);\n this.strength = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilterPass.prototype, \"quality\", {\n /**\n * Sets the quality of the blur by modifying the number of passes. More passes means higher\n * quality bluring but the lower the performance.\n * @default 4\n */\n get: function () {\n return this._quality;\n },\n set: function (value) {\n this._quality = value;\n this.passes = value;\n },\n enumerable: false,\n configurable: true\n });\n return BlurFilterPass;\n}(Filter));\n\n/**\n * The BlurFilter applies a Gaussian blur to an object.\n *\n * The strength of the blur can be set for the x-axis and y-axis separately.\n * @memberof PIXI.filters\n */\nvar BlurFilter = /** @class */ (function (_super) {\n __extends(BlurFilter, _super);\n /**\n * @param strength - The strength of the blur filter.\n * @param quality - The quality of the blur filter.\n * @param [resolution=PIXI.settings.FILTER_RESOLUTION] - The resolution of the blur filter.\n * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15.\n */\n function BlurFilter(strength, quality, resolution, kernelSize) {\n if (strength === void 0) { strength = 8; }\n if (quality === void 0) { quality = 4; }\n if (resolution === void 0) { resolution = settings.FILTER_RESOLUTION; }\n if (kernelSize === void 0) { kernelSize = 5; }\n var _this = _super.call(this) || this;\n _this.blurXFilter = new BlurFilterPass(true, strength, quality, resolution, kernelSize);\n _this.blurYFilter = new BlurFilterPass(false, strength, quality, resolution, kernelSize);\n _this.resolution = resolution;\n _this.quality = quality;\n _this.blur = strength;\n _this.repeatEdgePixels = false;\n return _this;\n }\n /**\n * Applies the filter.\n * @param filterManager - The manager.\n * @param input - The input target.\n * @param output - The output target.\n * @param clearMode - How to clear\n */\n BlurFilter.prototype.apply = function (filterManager, input, output, clearMode) {\n var xStrength = Math.abs(this.blurXFilter.strength);\n var yStrength = Math.abs(this.blurYFilter.strength);\n if (xStrength && yStrength) {\n var renderTarget = filterManager.getFilterTexture();\n this.blurXFilter.apply(filterManager, input, renderTarget, CLEAR_MODES.CLEAR);\n this.blurYFilter.apply(filterManager, renderTarget, output, clearMode);\n filterManager.returnFilterTexture(renderTarget);\n }\n else if (yStrength) {\n this.blurYFilter.apply(filterManager, input, output, clearMode);\n }\n else {\n this.blurXFilter.apply(filterManager, input, output, clearMode);\n }\n };\n BlurFilter.prototype.updatePadding = function () {\n if (this._repeatEdgePixels) {\n this.padding = 0;\n }\n else {\n this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2;\n }\n };\n Object.defineProperty(BlurFilter.prototype, \"blur\", {\n /**\n * Sets the strength of both the blurX and blurY properties simultaneously\n * @default 2\n */\n get: function () {\n return this.blurXFilter.blur;\n },\n set: function (value) {\n this.blurXFilter.blur = this.blurYFilter.blur = value;\n this.updatePadding();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"quality\", {\n /**\n * Sets the number of passes for blur. More passes means higher quality bluring.\n * @default 1\n */\n get: function () {\n return this.blurXFilter.quality;\n },\n set: function (value) {\n this.blurXFilter.quality = this.blurYFilter.quality = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"blurX\", {\n /**\n * Sets the strength of the blurX property\n * @default 2\n */\n get: function () {\n return this.blurXFilter.blur;\n },\n set: function (value) {\n this.blurXFilter.blur = value;\n this.updatePadding();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"blurY\", {\n /**\n * Sets the strength of the blurY property\n * @default 2\n */\n get: function () {\n return this.blurYFilter.blur;\n },\n set: function (value) {\n this.blurYFilter.blur = value;\n this.updatePadding();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"blendMode\", {\n /**\n * Sets the blendmode of the filter\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get: function () {\n return this.blurYFilter.blendMode;\n },\n set: function (value) {\n this.blurYFilter.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"repeatEdgePixels\", {\n /**\n * If set to true the edge of the target will be clamped\n * @default false\n */\n get: function () {\n return this._repeatEdgePixels;\n },\n set: function (value) {\n this._repeatEdgePixels = value;\n this.updatePadding();\n },\n enumerable: false,\n configurable: true\n });\n return BlurFilter;\n}(Filter));\n\nexport { BlurFilter, BlurFilterPass };\n//# sourceMappingURL=filter-blur.mjs.map\n","/*!\n * @pixi/filter-color-matrix - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/filter-color-matrix is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { defaultFilterVertex, Filter } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar fragment = \"varying vec2 vTextureCoord;\\nuniform sampler2D uSampler;\\nuniform float m[20];\\nuniform float uAlpha;\\n\\nvoid main(void)\\n{\\n vec4 c = texture2D(uSampler, vTextureCoord);\\n\\n if (uAlpha == 0.0) {\\n gl_FragColor = c;\\n return;\\n }\\n\\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\\n if (c.a > 0.0) {\\n c.rgb /= c.a;\\n }\\n\\n vec4 result;\\n\\n result.r = (m[0] * c.r);\\n result.r += (m[1] * c.g);\\n result.r += (m[2] * c.b);\\n result.r += (m[3] * c.a);\\n result.r += m[4];\\n\\n result.g = (m[5] * c.r);\\n result.g += (m[6] * c.g);\\n result.g += (m[7] * c.b);\\n result.g += (m[8] * c.a);\\n result.g += m[9];\\n\\n result.b = (m[10] * c.r);\\n result.b += (m[11] * c.g);\\n result.b += (m[12] * c.b);\\n result.b += (m[13] * c.a);\\n result.b += m[14];\\n\\n result.a = (m[15] * c.r);\\n result.a += (m[16] * c.g);\\n result.a += (m[17] * c.b);\\n result.a += (m[18] * c.a);\\n result.a += m[19];\\n\\n vec3 rgb = mix(c.rgb, result.rgb, uAlpha);\\n\\n // Premultiply alpha again.\\n rgb *= result.a;\\n\\n gl_FragColor = vec4(rgb, result.a);\\n}\\n\";\n\n/**\n * The ColorMatrixFilter class lets you apply a 5x4 matrix transformation on the RGBA\n * color and alpha values of every pixel on your displayObject to produce a result\n * with a new set of RGBA color and alpha values. It's pretty powerful!\n *\n * ```js\n * let colorMatrix = new PIXI.filters.ColorMatrixFilter();\n * container.filters = [colorMatrix];\n * colorMatrix.contrast(2);\n * ```\n * @author Clément Chenebault \n * @memberof PIXI.filters\n */\nvar ColorMatrixFilter = /** @class */ (function (_super) {\n __extends(ColorMatrixFilter, _super);\n function ColorMatrixFilter() {\n var _this = this;\n var uniforms = {\n m: new Float32Array([1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0]),\n uAlpha: 1,\n };\n _this = _super.call(this, defaultFilterVertex, fragment, uniforms) || this;\n _this.alpha = 1;\n return _this;\n }\n /**\n * Transforms current matrix and set the new one\n * @param {number[]} matrix - 5x4 matrix\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype._loadMatrix = function (matrix, multiply) {\n if (multiply === void 0) { multiply = false; }\n var newMatrix = matrix;\n if (multiply) {\n this._multiply(newMatrix, this.uniforms.m, matrix);\n newMatrix = this._colorMatrix(newMatrix);\n }\n // set the new matrix\n this.uniforms.m = newMatrix;\n };\n /**\n * Multiplies two mat5's\n * @private\n * @param out - 5x4 matrix the receiving matrix\n * @param a - 5x4 matrix the first operand\n * @param b - 5x4 matrix the second operand\n * @returns {number[]} 5x4 matrix\n */\n ColorMatrixFilter.prototype._multiply = function (out, a, b) {\n // Red Channel\n out[0] = (a[0] * b[0]) + (a[1] * b[5]) + (a[2] * b[10]) + (a[3] * b[15]);\n out[1] = (a[0] * b[1]) + (a[1] * b[6]) + (a[2] * b[11]) + (a[3] * b[16]);\n out[2] = (a[0] * b[2]) + (a[1] * b[7]) + (a[2] * b[12]) + (a[3] * b[17]);\n out[3] = (a[0] * b[3]) + (a[1] * b[8]) + (a[2] * b[13]) + (a[3] * b[18]);\n out[4] = (a[0] * b[4]) + (a[1] * b[9]) + (a[2] * b[14]) + (a[3] * b[19]) + a[4];\n // Green Channel\n out[5] = (a[5] * b[0]) + (a[6] * b[5]) + (a[7] * b[10]) + (a[8] * b[15]);\n out[6] = (a[5] * b[1]) + (a[6] * b[6]) + (a[7] * b[11]) + (a[8] * b[16]);\n out[7] = (a[5] * b[2]) + (a[6] * b[7]) + (a[7] * b[12]) + (a[8] * b[17]);\n out[8] = (a[5] * b[3]) + (a[6] * b[8]) + (a[7] * b[13]) + (a[8] * b[18]);\n out[9] = (a[5] * b[4]) + (a[6] * b[9]) + (a[7] * b[14]) + (a[8] * b[19]) + a[9];\n // Blue Channel\n out[10] = (a[10] * b[0]) + (a[11] * b[5]) + (a[12] * b[10]) + (a[13] * b[15]);\n out[11] = (a[10] * b[1]) + (a[11] * b[6]) + (a[12] * b[11]) + (a[13] * b[16]);\n out[12] = (a[10] * b[2]) + (a[11] * b[7]) + (a[12] * b[12]) + (a[13] * b[17]);\n out[13] = (a[10] * b[3]) + (a[11] * b[8]) + (a[12] * b[13]) + (a[13] * b[18]);\n out[14] = (a[10] * b[4]) + (a[11] * b[9]) + (a[12] * b[14]) + (a[13] * b[19]) + a[14];\n // Alpha Channel\n out[15] = (a[15] * b[0]) + (a[16] * b[5]) + (a[17] * b[10]) + (a[18] * b[15]);\n out[16] = (a[15] * b[1]) + (a[16] * b[6]) + (a[17] * b[11]) + (a[18] * b[16]);\n out[17] = (a[15] * b[2]) + (a[16] * b[7]) + (a[17] * b[12]) + (a[18] * b[17]);\n out[18] = (a[15] * b[3]) + (a[16] * b[8]) + (a[17] * b[13]) + (a[18] * b[18]);\n out[19] = (a[15] * b[4]) + (a[16] * b[9]) + (a[17] * b[14]) + (a[18] * b[19]) + a[19];\n return out;\n };\n /**\n * Create a Float32 Array and normalize the offset component to 0-1\n * @param {number[]} matrix - 5x4 matrix\n * @returns {number[]} 5x4 matrix with all values between 0-1\n */\n ColorMatrixFilter.prototype._colorMatrix = function (matrix) {\n // Create a Float32 Array and normalize the offset component to 0-1\n var m = new Float32Array(matrix);\n m[4] /= 255;\n m[9] /= 255;\n m[14] /= 255;\n m[19] /= 255;\n return m;\n };\n /**\n * Adjusts brightness\n * @param b - value of the brigthness (0-1, where 0 is black)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.brightness = function (b, multiply) {\n var matrix = [\n b, 0, 0, 0, 0,\n 0, b, 0, 0, 0,\n 0, 0, b, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Sets each channel on the diagonal of the color matrix.\n * This can be used to achieve a tinting effect on Containers similar to the tint field of some\n * display objects like Sprite, Text, Graphics, and Mesh.\n * @param color - Color of the tint. This is a hex value.\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.tint = function (color, multiply) {\n var r = (color >> 16) & 0xff;\n var g = (color >> 8) & 0xff;\n var b = color & 0xff;\n var matrix = [\n r / 255, 0, 0, 0, 0,\n 0, g / 255, 0, 0, 0,\n 0, 0, b / 255, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the matrices in grey scales\n * @param scale - value of the grey (0-1, where 0 is black)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.greyscale = function (scale, multiply) {\n var matrix = [\n scale, scale, scale, 0, 0,\n scale, scale, scale, 0, 0,\n scale, scale, scale, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the black and white matrice.\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.blackAndWhite = function (multiply) {\n var matrix = [\n 0.3, 0.6, 0.1, 0, 0,\n 0.3, 0.6, 0.1, 0, 0,\n 0.3, 0.6, 0.1, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the hue property of the color\n * @param rotation - in degrees\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.hue = function (rotation, multiply) {\n rotation = (rotation || 0) / 180 * Math.PI;\n var cosR = Math.cos(rotation);\n var sinR = Math.sin(rotation);\n var sqrt = Math.sqrt;\n /* a good approximation for hue rotation\n This matrix is far better than the versions with magic luminance constants\n formerly used here, but also used in the starling framework (flash) and known from this\n old part of the internet: quasimondo.com/archives/000565.php\n\n This new matrix is based on rgb cube rotation in space. Look here for a more descriptive\n implementation as a shader not a general matrix:\n https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js\n\n This is the source for the code:\n see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751\n */\n var w = 1 / 3;\n var sqrW = sqrt(w); // weight is\n var a00 = cosR + ((1.0 - cosR) * w);\n var a01 = (w * (1.0 - cosR)) - (sqrW * sinR);\n var a02 = (w * (1.0 - cosR)) + (sqrW * sinR);\n var a10 = (w * (1.0 - cosR)) + (sqrW * sinR);\n var a11 = cosR + (w * (1.0 - cosR));\n var a12 = (w * (1.0 - cosR)) - (sqrW * sinR);\n var a20 = (w * (1.0 - cosR)) - (sqrW * sinR);\n var a21 = (w * (1.0 - cosR)) + (sqrW * sinR);\n var a22 = cosR + (w * (1.0 - cosR));\n var matrix = [\n a00, a01, a02, 0, 0,\n a10, a11, a12, 0, 0,\n a20, a21, a22, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the contrast matrix, increase the separation between dark and bright\n * Increase contrast : shadows darker and highlights brighter\n * Decrease contrast : bring the shadows up and the highlights down\n * @param amount - value of the contrast (0-1)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.contrast = function (amount, multiply) {\n var v = (amount || 0) + 1;\n var o = -0.5 * (v - 1);\n var matrix = [\n v, 0, 0, 0, o,\n 0, v, 0, 0, o,\n 0, 0, v, 0, o,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the saturation matrix, increase the separation between colors\n * Increase saturation : increase contrast, brightness, and sharpness\n * @param amount - The saturation amount (0-1)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.saturate = function (amount, multiply) {\n if (amount === void 0) { amount = 0; }\n var x = (amount * 2 / 3) + 1;\n var y = ((x - 1) * -0.5);\n var matrix = [\n x, y, y, 0, 0,\n y, x, y, 0, 0,\n y, y, x, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /** Desaturate image (remove color) Call the saturate function */\n ColorMatrixFilter.prototype.desaturate = function () {\n this.saturate(-1);\n };\n /**\n * Negative image (inverse of classic rgb matrix)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.negative = function (multiply) {\n var matrix = [\n -1, 0, 0, 1, 0,\n 0, -1, 0, 1, 0,\n 0, 0, -1, 1, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Sepia image\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.sepia = function (multiply) {\n var matrix = [\n 0.393, 0.7689999, 0.18899999, 0, 0,\n 0.349, 0.6859999, 0.16799999, 0, 0,\n 0.272, 0.5339999, 0.13099999, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Color motion picture process invented in 1916 (thanks Dominic Szablewski)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.technicolor = function (multiply) {\n var matrix = [\n 1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337,\n -0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398,\n -0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Polaroid filter\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.polaroid = function (multiply) {\n var matrix = [\n 1.438, -0.062, -0.062, 0, 0,\n -0.122, 1.378, -0.122, 0, 0,\n -0.016, -0.016, 1.483, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Filter who transforms : Red -> Blue and Blue -> Red\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.toBGR = function (multiply) {\n var matrix = [\n 0, 0, 1, 0, 0,\n 0, 1, 0, 0, 0,\n 1, 0, 0, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.kodachrome = function (multiply) {\n var matrix = [\n 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502,\n -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203,\n -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Brown delicious browni filter (thanks Dominic Szablewski)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.browni = function (multiply) {\n var matrix = [\n 0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873,\n -0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127,\n 0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Vintage filter (thanks Dominic Szablewski)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.vintage = function (multiply) {\n var matrix = [\n 0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123,\n 0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591,\n 0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * We don't know exactly what it does, kind of gradient map, but funny to play with!\n * @param desaturation - Tone values.\n * @param toned - Tone values.\n * @param lightColor - Tone values, example: `0xFFE580`\n * @param darkColor - Tone values, example: `0xFFE580`\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.colorTone = function (desaturation, toned, lightColor, darkColor, multiply) {\n desaturation = desaturation || 0.2;\n toned = toned || 0.15;\n lightColor = lightColor || 0xFFE580;\n darkColor = darkColor || 0x338000;\n var lR = ((lightColor >> 16) & 0xFF) / 255;\n var lG = ((lightColor >> 8) & 0xFF) / 255;\n var lB = (lightColor & 0xFF) / 255;\n var dR = ((darkColor >> 16) & 0xFF) / 255;\n var dG = ((darkColor >> 8) & 0xFF) / 255;\n var dB = (darkColor & 0xFF) / 255;\n var matrix = [\n 0.3, 0.59, 0.11, 0, 0,\n lR, lG, lB, desaturation, 0,\n dR, dG, dB, toned, 0,\n lR - dR, lG - dG, lB - dB, 0, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Night effect\n * @param intensity - The intensity of the night effect.\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.night = function (intensity, multiply) {\n intensity = intensity || 0.1;\n var matrix = [\n intensity * (-2.0), -intensity, 0, 0, 0,\n -intensity, 0, intensity, 0, 0,\n 0, intensity, intensity * 2.0, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Predator effect\n *\n * Erase the current matrix by setting a new indepent one\n * @param amount - how much the predator feels his future victim\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.predator = function (amount, multiply) {\n var matrix = [\n // row 1\n 11.224130630493164 * amount,\n -4.794486999511719 * amount,\n -2.8746118545532227 * amount,\n 0 * amount,\n 0.40342438220977783 * amount,\n // row 2\n -3.6330697536468506 * amount,\n 9.193157196044922 * amount,\n -2.951810836791992 * amount,\n 0 * amount,\n -1.316135048866272 * amount,\n // row 3\n -3.2184197902679443 * amount,\n -4.2375030517578125 * amount,\n 7.476448059082031 * amount,\n 0 * amount,\n 0.8044459223747253 * amount,\n // row 4\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * LSD effect\n *\n * Multiply the current matrix\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.lsd = function (multiply) {\n var matrix = [\n 2, -0.4, 0.5, 0, 0,\n -0.5, 2, -0.4, 0, 0,\n -0.4, -0.5, 3, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /** Erase the current matrix by setting the default one. */\n ColorMatrixFilter.prototype.reset = function () {\n var matrix = [\n 1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, false);\n };\n Object.defineProperty(ColorMatrixFilter.prototype, \"matrix\", {\n /**\n * The matrix of the color matrix filter\n * @member {number[]}\n * @default [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0]\n */\n get: function () {\n return this.uniforms.m;\n },\n set: function (value) {\n this.uniforms.m = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ColorMatrixFilter.prototype, \"alpha\", {\n /**\n * The opacity value to use when mixing the original and resultant colors.\n *\n * When the value is 0, the original color is used without modification.\n * When the value is 1, the result color is used.\n * When in the range (0, 1) the color is interpolated between the original and result by this amount.\n * @default 1\n */\n get: function () {\n return this.uniforms.uAlpha;\n },\n set: function (value) {\n this.uniforms.uAlpha = value;\n },\n enumerable: false,\n configurable: true\n });\n return ColorMatrixFilter;\n}(Filter));\n// Americanized alias\nColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale;\n\nexport { ColorMatrixFilter };\n//# sourceMappingURL=filter-color-matrix.mjs.map\n","/*!\n * @pixi/filter-displacement - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/filter-displacement is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Filter } from '@pixi/core';\nimport { Matrix, Point } from '@pixi/math';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar fragment = \"varying vec2 vFilterCoord;\\nvarying vec2 vTextureCoord;\\n\\nuniform vec2 scale;\\nuniform mat2 rotation;\\nuniform sampler2D uSampler;\\nuniform sampler2D mapSampler;\\n\\nuniform highp vec4 inputSize;\\nuniform vec4 inputClamp;\\n\\nvoid main(void)\\n{\\n vec4 map = texture2D(mapSampler, vFilterCoord);\\n\\n map -= 0.5;\\n map.xy = scale * inputSize.zw * (rotation * map.xy);\\n\\n gl_FragColor = texture2D(uSampler, clamp(vec2(vTextureCoord.x + map.x, vTextureCoord.y + map.y), inputClamp.xy, inputClamp.zw));\\n}\\n\";\n\nvar vertex = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 filterMatrix;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec2 vFilterCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n\\tgl_Position = filterVertexPosition();\\n\\tvTextureCoord = filterTextureCoord();\\n\\tvFilterCoord = ( filterMatrix * vec3( vTextureCoord, 1.0) ).xy;\\n}\\n\";\n\n/**\n * The DisplacementFilter class uses the pixel values from the specified texture\n * (called the displacement map) to perform a displacement of an object.\n *\n * You can use this filter to apply all manor of crazy warping effects.\n * Currently the `r` property of the texture is used to offset the `x`\n * and the `g` property of the texture is used to offset the `y`.\n *\n * The way it works is it uses the values of the displacement map to look up the\n * correct pixels to output. This means it's not technically moving the original.\n * Instead, it's starting at the output and asking \"which pixel from the original goes here\".\n * For example, if a displacement map pixel has `red = 1` and the filter scale is `20`,\n * this filter will output the pixel approximately 20 pixels to the right of the original.\n * @memberof PIXI.filters\n */\nvar DisplacementFilter = /** @class */ (function (_super) {\n __extends(DisplacementFilter, _super);\n /**\n * @param {PIXI.Sprite} sprite - The sprite used for the displacement map. (make sure its added to the scene!)\n * @param scale - The scale of the displacement\n */\n function DisplacementFilter(sprite, scale) {\n var _this = this;\n var maskMatrix = new Matrix();\n sprite.renderable = false;\n _this = _super.call(this, vertex, fragment, {\n mapSampler: sprite._texture,\n filterMatrix: maskMatrix,\n scale: { x: 1, y: 1 },\n rotation: new Float32Array([1, 0, 0, 1]),\n }) || this;\n _this.maskSprite = sprite;\n _this.maskMatrix = maskMatrix;\n if (scale === null || scale === undefined) {\n scale = 20;\n }\n /**\n * scaleX, scaleY for displacements\n * @member {PIXI.Point}\n */\n _this.scale = new Point(scale, scale);\n return _this;\n }\n /**\n * Applies the filter.\n * @param filterManager - The manager.\n * @param input - The input target.\n * @param output - The output target.\n * @param clearMode - clearMode.\n */\n DisplacementFilter.prototype.apply = function (filterManager, input, output, clearMode) {\n // fill maskMatrix with _normalized sprite texture coords_\n this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, this.maskSprite);\n this.uniforms.scale.x = this.scale.x;\n this.uniforms.scale.y = this.scale.y;\n // Extract rotation from world transform\n var wt = this.maskSprite.worldTransform;\n var lenX = Math.sqrt((wt.a * wt.a) + (wt.b * wt.b));\n var lenY = Math.sqrt((wt.c * wt.c) + (wt.d * wt.d));\n if (lenX !== 0 && lenY !== 0) {\n this.uniforms.rotation[0] = wt.a / lenX;\n this.uniforms.rotation[1] = wt.b / lenX;\n this.uniforms.rotation[2] = wt.c / lenY;\n this.uniforms.rotation[3] = wt.d / lenY;\n }\n // draw the filter...\n filterManager.applyFilter(this, input, output, clearMode);\n };\n Object.defineProperty(DisplacementFilter.prototype, \"map\", {\n /** The texture used for the displacement map. Must be power of 2 sized texture. */\n get: function () {\n return this.uniforms.mapSampler;\n },\n set: function (value) {\n this.uniforms.mapSampler = value;\n },\n enumerable: false,\n configurable: true\n });\n return DisplacementFilter;\n}(Filter));\n\nexport { DisplacementFilter };\n//# sourceMappingURL=filter-displacement.mjs.map\n","/*!\n * @pixi/filter-fxaa - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/filter-fxaa is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Filter } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar vertex = \"\\nattribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 v_rgbNW;\\nvarying vec2 v_rgbNE;\\nvarying vec2 v_rgbSW;\\nvarying vec2 v_rgbSE;\\nvarying vec2 v_rgbM;\\n\\nvarying vec2 vFragCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvoid texcoords(vec2 fragCoord, vec2 inverseVP,\\n out vec2 v_rgbNW, out vec2 v_rgbNE,\\n out vec2 v_rgbSW, out vec2 v_rgbSE,\\n out vec2 v_rgbM) {\\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\\n v_rgbM = vec2(fragCoord * inverseVP);\\n}\\n\\nvoid main(void) {\\n\\n gl_Position = filterVertexPosition();\\n\\n vFragCoord = aVertexPosition * outputFrame.zw;\\n\\n texcoords(vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\\n}\\n\";\n\nvar fragment = \"varying vec2 v_rgbNW;\\nvarying vec2 v_rgbNE;\\nvarying vec2 v_rgbSW;\\nvarying vec2 v_rgbSE;\\nvarying vec2 v_rgbM;\\n\\nvarying vec2 vFragCoord;\\nuniform sampler2D uSampler;\\nuniform highp vec4 inputSize;\\n\\n\\n/**\\n Basic FXAA implementation based on the code on geeks3d.com with the\\n modification that the texture2DLod stuff was removed since it's\\n unsupported by WebGL.\\n\\n --\\n\\n From:\\n https://github.com/mitsuhiko/webgl-meincraft\\n\\n Copyright (c) 2011 by Armin Ronacher.\\n\\n Some rights reserved.\\n\\n Redistribution and use in source and binary forms, with or without\\n modification, are permitted provided that the following conditions are\\n met:\\n\\n * Redistributions of source code must retain the above copyright\\n notice, this list of conditions and the following disclaimer.\\n\\n * Redistributions in binary form must reproduce the above\\n copyright notice, this list of conditions and the following\\n disclaimer in the documentation and/or other materials provided\\n with the distribution.\\n\\n * The names of the contributors may not be used to endorse or\\n promote products derived from this software without specific\\n prior written permission.\\n\\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\\n \\\"AS IS\\\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\\n LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\\n A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\\n OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\\n SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\\n LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\\n DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\\n THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\\n (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\\n */\\n\\n#ifndef FXAA_REDUCE_MIN\\n#define FXAA_REDUCE_MIN (1.0/ 128.0)\\n#endif\\n#ifndef FXAA_REDUCE_MUL\\n#define FXAA_REDUCE_MUL (1.0 / 8.0)\\n#endif\\n#ifndef FXAA_SPAN_MAX\\n#define FXAA_SPAN_MAX 8.0\\n#endif\\n\\n//optimized version for mobile, where dependent\\n//texture reads can be a bottleneck\\nvec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,\\n vec2 v_rgbNW, vec2 v_rgbNE,\\n vec2 v_rgbSW, vec2 v_rgbSE,\\n vec2 v_rgbM) {\\n vec4 color;\\n vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\\n vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\\n vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\\n vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\\n vec4 texColor = texture2D(tex, v_rgbM);\\n vec3 rgbM = texColor.xyz;\\n vec3 luma = vec3(0.299, 0.587, 0.114);\\n float lumaNW = dot(rgbNW, luma);\\n float lumaNE = dot(rgbNE, luma);\\n float lumaSW = dot(rgbSW, luma);\\n float lumaSE = dot(rgbSE, luma);\\n float lumaM = dot(rgbM, luma);\\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\\n\\n mediump vec2 dir;\\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\\n\\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\\n (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\\n\\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\\n dir * rcpDirMin)) * inverseVP;\\n\\n vec3 rgbA = 0.5 * (\\n texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\\n texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\\n texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\\n texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\\n\\n float lumaB = dot(rgbB, luma);\\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\\n color = vec4(rgbA, texColor.a);\\n else\\n color = vec4(rgbB, texColor.a);\\n return color;\\n}\\n\\nvoid main() {\\n\\n vec4 color;\\n\\n color = fxaa(uSampler, vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\\n\\n gl_FragColor = color;\\n}\\n\";\n\n/**\n * Basic FXAA (Fast Approximate Anti-Aliasing) implementation based on the code on geeks3d.com\n * with the modification that the texture2DLod stuff was removed since it is unsupported by WebGL.\n * @see https://github.com/mitsuhiko/webgl-meincraft\n * @memberof PIXI.filters\n */\nvar FXAAFilter = /** @class */ (function (_super) {\n __extends(FXAAFilter, _super);\n function FXAAFilter() {\n // TODO - needs work\n return _super.call(this, vertex, fragment) || this;\n }\n return FXAAFilter;\n}(Filter));\n\nexport { FXAAFilter };\n//# sourceMappingURL=filter-fxaa.mjs.map\n","/*!\n * @pixi/filter-noise - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/filter-noise is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { defaultFilterVertex, Filter } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar fragment = \"precision highp float;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\n\\nuniform float uNoise;\\nuniform float uSeed;\\nuniform sampler2D uSampler;\\n\\nfloat rand(vec2 co)\\n{\\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\\n}\\n\\nvoid main()\\n{\\n vec4 color = texture2D(uSampler, vTextureCoord);\\n float randomValue = rand(gl_FragCoord.xy * uSeed);\\n float diff = (randomValue - 0.5) * uNoise;\\n\\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\\n if (color.a > 0.0) {\\n color.rgb /= color.a;\\n }\\n\\n color.r += diff;\\n color.g += diff;\\n color.b += diff;\\n\\n // Premultiply alpha again.\\n color.rgb *= color.a;\\n\\n gl_FragColor = color;\\n}\\n\";\n\n/**\n * A Noise effect filter.\n *\n * original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/noise.js\n * @memberof PIXI.filters\n * @author Vico @vicocotea\n */\nvar NoiseFilter = /** @class */ (function (_super) {\n __extends(NoiseFilter, _super);\n /**\n * @param {number} [noise=0.5] - The noise intensity, should be a normalized value in the range [0, 1].\n * @param {number} [seed] - A random seed for the noise generation. Default is `Math.random()`.\n */\n function NoiseFilter(noise, seed) {\n if (noise === void 0) { noise = 0.5; }\n if (seed === void 0) { seed = Math.random(); }\n var _this = _super.call(this, defaultFilterVertex, fragment, {\n uNoise: 0,\n uSeed: 0,\n }) || this;\n _this.noise = noise;\n _this.seed = seed;\n return _this;\n }\n Object.defineProperty(NoiseFilter.prototype, \"noise\", {\n /**\n * The amount of noise to apply, this value should be in the range (0, 1].\n * @default 0.5\n */\n get: function () {\n return this.uniforms.uNoise;\n },\n set: function (value) {\n this.uniforms.uNoise = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NoiseFilter.prototype, \"seed\", {\n /** A seed value to apply to the random noise generation. `Math.random()` is a good value to use. */\n get: function () {\n return this.uniforms.uSeed;\n },\n set: function (value) {\n this.uniforms.uSeed = value;\n },\n enumerable: false,\n configurable: true\n });\n return NoiseFilter;\n}(Filter));\n\nexport { NoiseFilter };\n//# sourceMappingURL=filter-noise.mjs.map\n","/*!\n * @pixi/mixin-cache-as-bitmap - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/mixin-cache-as-bitmap is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { RenderTexture, BaseTexture, Texture } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\nimport { DisplayObject } from '@pixi/display';\nimport { Matrix } from '@pixi/math';\nimport { uid } from '@pixi/utils';\nimport { settings } from '@pixi/settings';\nimport { MSAA_QUALITY } from '@pixi/constants';\n\nvar _tempMatrix = new Matrix();\nDisplayObject.prototype._cacheAsBitmap = false;\nDisplayObject.prototype._cacheData = null;\nDisplayObject.prototype._cacheAsBitmapResolution = null;\nDisplayObject.prototype._cacheAsBitmapMultisample = MSAA_QUALITY.NONE;\n// figured there's no point adding ALL the extra variables to prototype.\n// this model can hold the information needed. This can also be generated on demand as\n// most objects are not cached as bitmaps.\n/**\n * @class\n * @ignore\n * @private\n */\nvar CacheData = /** @class */ (function () {\n function CacheData() {\n this.textureCacheId = null;\n this.originalRender = null;\n this.originalRenderCanvas = null;\n this.originalCalculateBounds = null;\n this.originalGetLocalBounds = null;\n this.originalUpdateTransform = null;\n this.originalDestroy = null;\n this.originalMask = null;\n this.originalFilterArea = null;\n this.originalContainsPoint = null;\n this.sprite = null;\n }\n return CacheData;\n}());\nObject.defineProperties(DisplayObject.prototype, {\n /**\n * The resolution to use for cacheAsBitmap. By default this will use the renderer's resolution\n * but can be overriden for performance. Lower values will reduce memory usage at the expense\n * of render quality. A falsey value of `null` or `0` will default to the renderer's resolution.\n * If `cacheAsBitmap` is set to `true`, this will re-render with the new resolution.\n * @member {number} cacheAsBitmapResolution\n * @memberof PIXI.DisplayObject#\n * @default null\n */\n cacheAsBitmapResolution: {\n get: function () {\n return this._cacheAsBitmapResolution;\n },\n set: function (resolution) {\n if (resolution === this._cacheAsBitmapResolution) {\n return;\n }\n this._cacheAsBitmapResolution = resolution;\n if (this.cacheAsBitmap) {\n // Toggle to re-render at the new resolution\n this.cacheAsBitmap = false;\n this.cacheAsBitmap = true;\n }\n },\n },\n /**\n * The number of samples to use for cacheAsBitmap. If set to `null`, the renderer's\n * sample count is used.\n * If `cacheAsBitmap` is set to `true`, this will re-render with the new number of samples.\n * @member {number} cacheAsBitmapMultisample\n * @memberof PIXI.DisplayObject#\n * @default PIXI.MSAA_QUALITY.NONE\n */\n cacheAsBitmapMultisample: {\n get: function () {\n return this._cacheAsBitmapMultisample;\n },\n set: function (multisample) {\n if (multisample === this._cacheAsBitmapMultisample) {\n return;\n }\n this._cacheAsBitmapMultisample = multisample;\n if (this.cacheAsBitmap) {\n // Toggle to re-render with new multisample\n this.cacheAsBitmap = false;\n this.cacheAsBitmap = true;\n }\n },\n },\n /**\n * Set this to true if you want this display object to be cached as a bitmap.\n * This basically takes a snap shot of the display object as it is at that moment. It can\n * provide a performance benefit for complex static displayObjects.\n * To remove simply set this property to `false`\n *\n * IMPORTANT GOTCHA - Make sure that all your textures are preloaded BEFORE setting this property to true\n * as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear.\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n cacheAsBitmap: {\n get: function () {\n return this._cacheAsBitmap;\n },\n set: function (value) {\n if (this._cacheAsBitmap === value) {\n return;\n }\n this._cacheAsBitmap = value;\n var data;\n if (value) {\n if (!this._cacheData) {\n this._cacheData = new CacheData();\n }\n data = this._cacheData;\n data.originalRender = this.render;\n data.originalRenderCanvas = this.renderCanvas;\n data.originalUpdateTransform = this.updateTransform;\n data.originalCalculateBounds = this.calculateBounds;\n data.originalGetLocalBounds = this.getLocalBounds;\n data.originalDestroy = this.destroy;\n data.originalContainsPoint = this.containsPoint;\n data.originalMask = this._mask;\n data.originalFilterArea = this.filterArea;\n this.render = this._renderCached;\n this.renderCanvas = this._renderCachedCanvas;\n this.destroy = this._cacheAsBitmapDestroy;\n }\n else {\n data = this._cacheData;\n if (data.sprite) {\n this._destroyCachedDisplayObject();\n }\n this.render = data.originalRender;\n this.renderCanvas = data.originalRenderCanvas;\n this.calculateBounds = data.originalCalculateBounds;\n this.getLocalBounds = data.originalGetLocalBounds;\n this.destroy = data.originalDestroy;\n this.updateTransform = data.originalUpdateTransform;\n this.containsPoint = data.originalContainsPoint;\n this._mask = data.originalMask;\n this.filterArea = data.originalFilterArea;\n }\n },\n },\n});\n/**\n * Renders a cached version of the sprite with WebGL\n * @private\n * @method _renderCached\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Renderer} renderer - the WebGL renderer\n */\nDisplayObject.prototype._renderCached = function _renderCached(renderer) {\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n this._initCachedDisplayObject(renderer);\n this._cacheData.sprite.transform._worldID = this.transform._worldID;\n this._cacheData.sprite.worldAlpha = this.worldAlpha;\n this._cacheData.sprite._render(renderer);\n};\n/**\n * Prepares the WebGL renderer to cache the sprite\n * @private\n * @method _initCachedDisplayObject\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Renderer} renderer - the WebGL renderer\n */\nDisplayObject.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer) {\n var _a;\n if (this._cacheData && this._cacheData.sprite) {\n return;\n }\n // make sure alpha is set to 1 otherwise it will get rendered as invisible!\n var cacheAlpha = this.alpha;\n this.alpha = 1;\n // first we flush anything left in the renderer (otherwise it would get rendered to the cached texture)\n renderer.batch.flush();\n // this.filters= [];\n // next we find the dimensions of the untransformed object\n // this function also calls updatetransform on all its children as part of the measuring.\n // This means we don't need to update the transform again in this function\n // TODO pass an object to clone too? saves having to create a new one each time!\n var bounds = this.getLocalBounds(null, true).clone();\n // add some padding!\n if (this.filters && this.filters.length) {\n var padding = this.filters[0].padding;\n bounds.pad(padding);\n }\n bounds.ceil(settings.RESOLUTION);\n // for now we cache the current renderTarget that the WebGL renderer is currently using.\n // this could be more elegant..\n var cachedRenderTexture = renderer.renderTexture.current;\n var cachedSourceFrame = renderer.renderTexture.sourceFrame.clone();\n var cachedDestinationFrame = renderer.renderTexture.destinationFrame.clone();\n var cachedProjectionTransform = renderer.projection.transform;\n // We also store the filter stack - I will definitely look to change how this works a little later down the line.\n // const stack = renderer.filterManager.filterStack;\n // this renderTexture will be used to store the cached DisplayObject\n var renderTexture = RenderTexture.create({\n width: bounds.width,\n height: bounds.height,\n resolution: this.cacheAsBitmapResolution || renderer.resolution,\n multisample: (_a = this.cacheAsBitmapMultisample) !== null && _a !== void 0 ? _a : renderer.multisample,\n });\n var textureCacheId = \"cacheAsBitmap_\" + uid();\n this._cacheData.textureCacheId = textureCacheId;\n BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);\n Texture.addToCache(renderTexture, textureCacheId);\n // need to set //\n var m = this.transform.localTransform.copyTo(_tempMatrix).invert().translate(-bounds.x, -bounds.y);\n // set all properties to there original so we can render to a texture\n this.render = this._cacheData.originalRender;\n renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false });\n renderer.framebuffer.blit();\n // now restore the state be setting the new properties\n renderer.projection.transform = cachedProjectionTransform;\n renderer.renderTexture.bind(cachedRenderTexture, cachedSourceFrame, cachedDestinationFrame);\n // renderer.filterManager.filterStack = stack;\n this.render = this._renderCached;\n // the rest is the same as for Canvas\n this.updateTransform = this.displayObjectUpdateTransform;\n this.calculateBounds = this._calculateCachedBounds;\n this.getLocalBounds = this._getCachedLocalBounds;\n this._mask = null;\n this.filterArea = null;\n this.alpha = cacheAlpha;\n // create our cached sprite\n var cachedSprite = new Sprite(renderTexture);\n cachedSprite.transform.worldTransform = this.transform.worldTransform;\n cachedSprite.anchor.x = -(bounds.x / bounds.width);\n cachedSprite.anchor.y = -(bounds.y / bounds.height);\n cachedSprite.alpha = cacheAlpha;\n cachedSprite._bounds = this._bounds;\n this._cacheData.sprite = cachedSprite;\n this.transform._parentID = -1;\n // restore the transform of the cached sprite to avoid the nasty flicker..\n if (!this.parent) {\n this.enableTempParent();\n this.updateTransform();\n this.disableTempParent(null);\n }\n else {\n this.updateTransform();\n }\n // map the hit test..\n this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite);\n};\n/**\n * Renders a cached version of the sprite with canvas\n * @private\n * @method _renderCachedCanvas\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer\n */\nDisplayObject.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer) {\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n this._initCachedDisplayObjectCanvas(renderer);\n this._cacheData.sprite.worldAlpha = this.worldAlpha;\n this._cacheData.sprite._renderCanvas(renderer);\n};\n// TODO this can be the same as the WebGL version.. will need to do a little tweaking first though..\n/**\n * Prepares the Canvas renderer to cache the sprite\n * @private\n * @method _initCachedDisplayObjectCanvas\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer\n */\nDisplayObject.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(renderer) {\n if (this._cacheData && this._cacheData.sprite) {\n return;\n }\n // get bounds actually transforms the object for us already!\n var bounds = this.getLocalBounds(null, true);\n var cacheAlpha = this.alpha;\n this.alpha = 1;\n var cachedRenderTarget = renderer.context;\n var cachedProjectionTransform = renderer._projTransform;\n bounds.ceil(settings.RESOLUTION);\n var renderTexture = RenderTexture.create({ width: bounds.width, height: bounds.height });\n var textureCacheId = \"cacheAsBitmap_\" + uid();\n this._cacheData.textureCacheId = textureCacheId;\n BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);\n Texture.addToCache(renderTexture, textureCacheId);\n // need to set //\n var m = _tempMatrix;\n this.transform.localTransform.copyTo(m);\n m.invert();\n m.tx -= bounds.x;\n m.ty -= bounds.y;\n // m.append(this.transform.worldTransform.)\n // set all properties to there original so we can render to a texture\n this.renderCanvas = this._cacheData.originalRenderCanvas;\n renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false });\n // now restore the state be setting the new properties\n renderer.context = cachedRenderTarget;\n renderer._projTransform = cachedProjectionTransform;\n this.renderCanvas = this._renderCachedCanvas;\n // the rest is the same as for WebGL\n this.updateTransform = this.displayObjectUpdateTransform;\n this.calculateBounds = this._calculateCachedBounds;\n this.getLocalBounds = this._getCachedLocalBounds;\n this._mask = null;\n this.filterArea = null;\n this.alpha = cacheAlpha;\n // create our cached sprite\n var cachedSprite = new Sprite(renderTexture);\n cachedSprite.transform.worldTransform = this.transform.worldTransform;\n cachedSprite.anchor.x = -(bounds.x / bounds.width);\n cachedSprite.anchor.y = -(bounds.y / bounds.height);\n cachedSprite.alpha = cacheAlpha;\n cachedSprite._bounds = this._bounds;\n this._cacheData.sprite = cachedSprite;\n this.transform._parentID = -1;\n // restore the transform of the cached sprite to avoid the nasty flicker..\n if (!this.parent) {\n this.parent = renderer._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else {\n this.updateTransform();\n }\n // map the hit test..\n this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite);\n};\n/**\n * Calculates the bounds of the cached sprite\n * @private\n * @method\n */\nDisplayObject.prototype._calculateCachedBounds = function _calculateCachedBounds() {\n this._bounds.clear();\n this._cacheData.sprite.transform._worldID = this.transform._worldID;\n this._cacheData.sprite._calculateBounds();\n this._bounds.updateID = this._boundsID;\n};\n/**\n * Gets the bounds of the cached sprite.\n * @private\n * @method\n * @returns {Rectangle} The local bounds.\n */\nDisplayObject.prototype._getCachedLocalBounds = function _getCachedLocalBounds() {\n return this._cacheData.sprite.getLocalBounds(null);\n};\n/**\n * Destroys the cached sprite.\n * @private\n * @method\n */\nDisplayObject.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject() {\n this._cacheData.sprite._texture.destroy(true);\n this._cacheData.sprite = null;\n BaseTexture.removeFromCache(this._cacheData.textureCacheId);\n Texture.removeFromCache(this._cacheData.textureCacheId);\n this._cacheData.textureCacheId = null;\n};\n/**\n * Destroys the cached object.\n * @private\n * @method\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value.\n * Used when destroying containers, see the Container.destroy method.\n */\nDisplayObject.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options) {\n this.cacheAsBitmap = false;\n this.destroy(options);\n};\n\nexport { CacheData };\n//# sourceMappingURL=mixin-cache-as-bitmap.mjs.map\n","/*!\n * @pixi/mixin-get-child-by-name - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/mixin-get-child-by-name is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { DisplayObject, Container } from '@pixi/display';\n\n/**\n * The instance name of the object.\n * @memberof PIXI.DisplayObject#\n * @member {string} name\n */\nDisplayObject.prototype.name = null;\n/**\n * Returns the display object in the container.\n *\n * Recursive searches are done in a preorder traversal.\n * @method getChildByName\n * @memberof PIXI.Container#\n * @param {string} name - Instance name.\n * @param {boolean}[deep=false] - Whether to search recursively\n * @returns {PIXI.DisplayObject} The child with the specified name.\n */\nContainer.prototype.getChildByName = function getChildByName(name, deep) {\n for (var i = 0, j = this.children.length; i < j; i++) {\n if (this.children[i].name === name) {\n return this.children[i];\n }\n }\n if (deep) {\n for (var i = 0, j = this.children.length; i < j; i++) {\n var child = this.children[i];\n if (!child.getChildByName) {\n continue;\n }\n var target = child.getChildByName(name, true);\n if (target) {\n return target;\n }\n }\n }\n return null;\n};\n//# sourceMappingURL=mixin-get-child-by-name.mjs.map\n","/*!\n * @pixi/mixin-get-global-position - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/mixin-get-global-position is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { DisplayObject } from '@pixi/display';\nimport { Point } from '@pixi/math';\n\n/**\n * Returns the global position of the displayObject. Does not depend on object scale, rotation and pivot.\n * @method getGlobalPosition\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Point} [point=new PIXI.Point()] - The point to write the global value to.\n * @param {boolean} [skipUpdate=false] - Setting to true will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @returns {PIXI.Point} The updated point.\n */\nDisplayObject.prototype.getGlobalPosition = function getGlobalPosition(point, skipUpdate) {\n if (point === void 0) { point = new Point(); }\n if (skipUpdate === void 0) { skipUpdate = false; }\n if (this.parent) {\n this.parent.toGlobal(this.position, point, skipUpdate);\n }\n else {\n point.x = this.position.x;\n point.y = this.position.y;\n }\n return point;\n};\n//# sourceMappingURL=mixin-get-global-position.mjs.map\n","/*!\n * @pixi/app - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/app is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { ExtensionType, extensions, autoDetectRenderer } from '@pixi/core';\nimport { Container } from '@pixi/display';\nimport { deprecation } from '@pixi/utils';\n\n/**\n * Middleware for for Application's resize functionality\n * @private\n * @class\n */\nvar ResizePlugin = /** @class */ (function () {\n function ResizePlugin() {\n }\n /**\n * Initialize the plugin with scope of application instance\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n ResizePlugin.init = function (options) {\n var _this = this;\n Object.defineProperty(this, 'resizeTo', \n /**\n * The HTML element or window to automatically resize the\n * renderer's view element to match width and height.\n * @member {Window|HTMLElement}\n * @name resizeTo\n * @memberof PIXI.Application#\n */\n {\n set: function (dom) {\n globalThis.removeEventListener('resize', this.queueResize);\n this._resizeTo = dom;\n if (dom) {\n globalThis.addEventListener('resize', this.queueResize);\n this.resize();\n }\n },\n get: function () {\n return this._resizeTo;\n },\n });\n /**\n * Resize is throttled, so it's safe to call this multiple times per frame and it'll\n * only be called once.\n * @memberof PIXI.Application#\n * @method queueResize\n * @private\n */\n this.queueResize = function () {\n if (!_this._resizeTo) {\n return;\n }\n _this.cancelResize();\n // // Throttle resize events per raf\n _this._resizeId = requestAnimationFrame(function () { return _this.resize(); });\n };\n /**\n * Cancel the resize queue.\n * @memberof PIXI.Application#\n * @method cancelResize\n * @private\n */\n this.cancelResize = function () {\n if (_this._resizeId) {\n cancelAnimationFrame(_this._resizeId);\n _this._resizeId = null;\n }\n };\n /**\n * Execute an immediate resize on the renderer, this is not\n * throttled and can be expensive to call many times in a row.\n * Will resize only if `resizeTo` property is set.\n * @memberof PIXI.Application#\n * @method resize\n */\n this.resize = function () {\n if (!_this._resizeTo) {\n return;\n }\n // clear queue resize\n _this.cancelResize();\n var width;\n var height;\n // Resize to the window\n if (_this._resizeTo === globalThis.window) {\n width = globalThis.innerWidth;\n height = globalThis.innerHeight;\n }\n // Resize to other HTML entities\n else {\n var _a = _this._resizeTo, clientWidth = _a.clientWidth, clientHeight = _a.clientHeight;\n width = clientWidth;\n height = clientHeight;\n }\n _this.renderer.resize(width, height);\n };\n // On resize\n this._resizeId = null;\n this._resizeTo = null;\n this.resizeTo = options.resizeTo || null;\n };\n /**\n * Clean up the ticker, scoped to application\n * @static\n * @private\n */\n ResizePlugin.destroy = function () {\n globalThis.removeEventListener('resize', this.queueResize);\n this.cancelResize();\n this.cancelResize = null;\n this.queueResize = null;\n this.resizeTo = null;\n this.resize = null;\n };\n /** @ignore */\n ResizePlugin.extension = ExtensionType.Application;\n return ResizePlugin;\n}());\n\n/**\n * Convenience class to create a new PIXI application.\n *\n * This class automatically creates the renderer, ticker and root container.\n * @example\n * // Create the application\n * const app = new PIXI.Application();\n *\n * // Add the view to the DOM\n * document.body.appendChild(app.view);\n *\n * // ex, add display objects\n * app.stage.addChild(PIXI.Sprite.from('something.png'));\n * @class\n * @memberof PIXI\n */\nvar Application = /** @class */ (function () {\n /**\n * @param {object} [options] - The optional renderer parameters.\n * @param {boolean} [options.autoStart=true] - Automatically starts the rendering after the construction.\n * **Note**: Setting this parameter to false does NOT stop the shared ticker even if you set\n * options.sharedTicker to true in case that it is already started. Stop it by your own.\n * @param {number} [options.width=800] - The width of the renderers view.\n * @param {number} [options.height=600] - The height of the renderers view.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, enable this if you\n * need to call toDataUrl on the WebGL context.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this\n * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise\n * it is ignored.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card. **(WebGL only)**.\n * @param {boolean} [options.sharedTicker=false] - `true` to use PIXI.Ticker.shared, `false` to create new ticker.\n * If set to false, you cannot register a handler to occur before anything that runs on the shared ticker.\n * The system ticker will always run before both the shared ticker and the app ticker.\n * @param {boolean} [options.sharedLoader=false] - `true` to use PIXI.Loader.shared, `false` to create new Loader.\n * @param {Window|HTMLElement} [options.resizeTo] - Element to automatically resize stage to.\n */\n function Application(options) {\n var _this = this;\n /**\n * The root display container that's rendered.\n * @member {PIXI.Container}\n */\n this.stage = new Container();\n // The default options\n options = Object.assign({\n forceCanvas: false,\n }, options);\n this.renderer = autoDetectRenderer(options);\n // install plugins here\n Application._plugins.forEach(function (plugin) {\n plugin.init.call(_this, options);\n });\n }\n /**\n * Use the {@link PIXI.extensions.add} API to register plugins.\n * @deprecated since 6.5.0\n * @static\n * @param {PIXI.IApplicationPlugin} plugin - Plugin being installed\n */\n Application.registerPlugin = function (plugin) {\n deprecation('6.5.0', 'Application.registerPlugin() is deprecated, use extensions.add()');\n extensions.add({\n type: ExtensionType.Application,\n ref: plugin,\n });\n };\n /** Render the current stage. */\n Application.prototype.render = function () {\n this.renderer.render(this.stage);\n };\n Object.defineProperty(Application.prototype, \"view\", {\n /**\n * Reference to the renderer's canvas element.\n * @member {HTMLCanvasElement}\n * @readonly\n */\n get: function () {\n return this.renderer.view;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Application.prototype, \"screen\", {\n /**\n * Reference to the renderer's screen rectangle. Its safe to use as `filterArea` or `hitArea` for the whole screen.\n * @member {PIXI.Rectangle}\n * @readonly\n */\n get: function () {\n return this.renderer.screen;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Destroy and don't use after this.\n * @param {boolean} [removeView=false] - Automatically remove canvas from DOM.\n * @param {object|boolean} [stageOptions] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [stageOptions.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'stageOptions' will be passed on to those calls.\n * @param {boolean} [stageOptions.texture=false] - Only used for child Sprites if stageOptions.children is set\n * to true. Should it destroy the texture of the child sprite\n * @param {boolean} [stageOptions.baseTexture=false] - Only used for child Sprites if stageOptions.children is set\n * to true. Should it destroy the base texture of the child sprite\n */\n Application.prototype.destroy = function (removeView, stageOptions) {\n var _this = this;\n // Destroy plugins in the opposite order\n // which they were constructed\n var plugins = Application._plugins.slice(0);\n plugins.reverse();\n plugins.forEach(function (plugin) {\n plugin.destroy.call(_this);\n });\n this.stage.destroy(stageOptions);\n this.stage = null;\n this.renderer.destroy(removeView);\n this.renderer = null;\n };\n /** Collection of installed plugins. */\n Application._plugins = [];\n return Application;\n}());\nextensions.handleByList(ExtensionType.Application, Application._plugins);\n\nextensions.add(ResizePlugin);\n\nexport { Application, ResizePlugin };\n//# sourceMappingURL=app.mjs.map\n","/*!\n * @pixi/mesh-extras - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/mesh-extras is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { MeshGeometry, Mesh, MeshMaterial } from '@pixi/mesh';\nimport { WRAP_MODES } from '@pixi/constants';\nimport { Texture } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * @memberof PIXI\n */\nvar PlaneGeometry = /** @class */ (function (_super) {\n __extends(PlaneGeometry, _super);\n /**\n * @param width - The width of the plane.\n * @param height - The height of the plane.\n * @param segWidth - Number of horizontal segments.\n * @param segHeight - Number of vertical segments.\n */\n function PlaneGeometry(width, height, segWidth, segHeight) {\n if (width === void 0) { width = 100; }\n if (height === void 0) { height = 100; }\n if (segWidth === void 0) { segWidth = 10; }\n if (segHeight === void 0) { segHeight = 10; }\n var _this = _super.call(this) || this;\n _this.segWidth = segWidth;\n _this.segHeight = segHeight;\n _this.width = width;\n _this.height = height;\n _this.build();\n return _this;\n }\n /**\n * Refreshes plane coordinates\n * @private\n */\n PlaneGeometry.prototype.build = function () {\n var total = this.segWidth * this.segHeight;\n var verts = [];\n var uvs = [];\n var indices = [];\n var segmentsX = this.segWidth - 1;\n var segmentsY = this.segHeight - 1;\n var sizeX = (this.width) / segmentsX;\n var sizeY = (this.height) / segmentsY;\n for (var i = 0; i < total; i++) {\n var x = (i % this.segWidth);\n var y = ((i / this.segWidth) | 0);\n verts.push(x * sizeX, y * sizeY);\n uvs.push(x / segmentsX, y / segmentsY);\n }\n var totalSub = segmentsX * segmentsY;\n for (var i = 0; i < totalSub; i++) {\n var xpos = i % segmentsX;\n var ypos = (i / segmentsX) | 0;\n var value = (ypos * this.segWidth) + xpos;\n var value2 = (ypos * this.segWidth) + xpos + 1;\n var value3 = ((ypos + 1) * this.segWidth) + xpos;\n var value4 = ((ypos + 1) * this.segWidth) + xpos + 1;\n indices.push(value, value2, value3, value2, value4, value3);\n }\n this.buffers[0].data = new Float32Array(verts);\n this.buffers[1].data = new Float32Array(uvs);\n this.indexBuffer.data = new Uint16Array(indices);\n // ensure that the changes are uploaded\n this.buffers[0].update();\n this.buffers[1].update();\n this.indexBuffer.update();\n };\n return PlaneGeometry;\n}(MeshGeometry));\n\n/**\n * RopeGeometry allows you to draw a geometry across several points and then manipulate these points.\n *\n * ```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * const rope = new PIXI.RopeGeometry(100, points);\n * ```\n * @memberof PIXI\n */\nvar RopeGeometry = /** @class */ (function (_super) {\n __extends(RopeGeometry, _super);\n /**\n * @param width - The width (i.e., thickness) of the rope.\n * @param points - An array of {@link PIXI.Point} objects to construct this rope.\n * @param textureScale - By default the rope texture will be stretched to match\n * rope length. If textureScale is positive this value will be treated as a scaling\n * factor and the texture will preserve its aspect ratio instead. To create a tiling rope\n * set baseTexture.wrapMode to {@link PIXI.WRAP_MODES.REPEAT} and use a power of two texture,\n * then set textureScale=1 to keep the original texture pixel size.\n * In order to reduce alpha channel artifacts provide a larger texture and downsample -\n * i.e. set textureScale=0.5 to scale it down twice.\n */\n function RopeGeometry(width, points, textureScale) {\n if (width === void 0) { width = 200; }\n if (textureScale === void 0) { textureScale = 0; }\n var _this = _super.call(this, new Float32Array(points.length * 4), new Float32Array(points.length * 4), new Uint16Array((points.length - 1) * 6)) || this;\n _this.points = points;\n _this._width = width;\n _this.textureScale = textureScale;\n _this.build();\n return _this;\n }\n Object.defineProperty(RopeGeometry.prototype, \"width\", {\n /**\n * The width (i.e., thickness) of the rope.\n * @readonly\n */\n get: function () {\n return this._width;\n },\n enumerable: false,\n configurable: true\n });\n /** Refreshes Rope indices and uvs */\n RopeGeometry.prototype.build = function () {\n var points = this.points;\n if (!points)\n { return; }\n var vertexBuffer = this.getBuffer('aVertexPosition');\n var uvBuffer = this.getBuffer('aTextureCoord');\n var indexBuffer = this.getIndex();\n // if too little points, or texture hasn't got UVs set yet just move on.\n if (points.length < 1) {\n return;\n }\n // if the number of points has changed we will need to recreate the arraybuffers\n if (vertexBuffer.data.length / 4 !== points.length) {\n vertexBuffer.data = new Float32Array(points.length * 4);\n uvBuffer.data = new Float32Array(points.length * 4);\n indexBuffer.data = new Uint16Array((points.length - 1) * 6);\n }\n var uvs = uvBuffer.data;\n var indices = indexBuffer.data;\n uvs[0] = 0;\n uvs[1] = 0;\n uvs[2] = 0;\n uvs[3] = 1;\n var amount = 0;\n var prev = points[0];\n var textureWidth = this._width * this.textureScale;\n var total = points.length; // - 1;\n for (var i = 0; i < total; i++) {\n // time to do some smart drawing!\n var index = i * 4;\n if (this.textureScale > 0) {\n // calculate pixel distance from previous point\n var dx = prev.x - points[i].x;\n var dy = prev.y - points[i].y;\n var distance = Math.sqrt((dx * dx) + (dy * dy));\n prev = points[i];\n amount += distance / textureWidth;\n }\n else {\n // stretch texture\n amount = i / (total - 1);\n }\n uvs[index] = amount;\n uvs[index + 1] = 0;\n uvs[index + 2] = amount;\n uvs[index + 3] = 1;\n }\n var indexCount = 0;\n for (var i = 0; i < total - 1; i++) {\n var index = i * 2;\n indices[indexCount++] = index;\n indices[indexCount++] = index + 1;\n indices[indexCount++] = index + 2;\n indices[indexCount++] = index + 2;\n indices[indexCount++] = index + 1;\n indices[indexCount++] = index + 3;\n }\n // ensure that the changes are uploaded\n uvBuffer.update();\n indexBuffer.update();\n this.updateVertices();\n };\n /** refreshes vertices of Rope mesh */\n RopeGeometry.prototype.updateVertices = function () {\n var points = this.points;\n if (points.length < 1) {\n return;\n }\n var lastPoint = points[0];\n var nextPoint;\n var perpX = 0;\n var perpY = 0;\n var vertices = this.buffers[0].data;\n var total = points.length;\n for (var i = 0; i < total; i++) {\n var point = points[i];\n var index = i * 4;\n if (i < points.length - 1) {\n nextPoint = points[i + 1];\n }\n else {\n nextPoint = point;\n }\n perpY = -(nextPoint.x - lastPoint.x);\n perpX = nextPoint.y - lastPoint.y;\n var perpLength = Math.sqrt((perpX * perpX) + (perpY * perpY));\n var num = this.textureScale > 0 ? this.textureScale * this._width / 2 : this._width / 2;\n perpX /= perpLength;\n perpY /= perpLength;\n perpX *= num;\n perpY *= num;\n vertices[index] = point.x + perpX;\n vertices[index + 1] = point.y + perpY;\n vertices[index + 2] = point.x - perpX;\n vertices[index + 3] = point.y - perpY;\n lastPoint = point;\n }\n this.buffers[0].update();\n };\n RopeGeometry.prototype.update = function () {\n if (this.textureScale > 0) {\n this.build(); // we need to update UVs\n }\n else {\n this.updateVertices();\n }\n };\n return RopeGeometry;\n}(MeshGeometry));\n\n/**\n * The rope allows you to draw a texture across several points and then manipulate these points\n *\n *```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * let rope = new PIXI.SimpleRope(PIXI.Texture.from(\"snake.png\"), points);\n * ```\n * @memberof PIXI\n */\nvar SimpleRope = /** @class */ (function (_super) {\n __extends(SimpleRope, _super);\n /**\n * @param texture - The texture to use on the rope.\n * @param points - An array of {@link PIXI.Point} objects to construct this rope.\n * @param {number} textureScale - Optional. Positive values scale rope texture\n * keeping its aspect ratio. You can reduce alpha channel artifacts by providing a larger texture\n * and downsampling here. If set to zero, texture will be stretched instead.\n */\n function SimpleRope(texture, points, textureScale) {\n if (textureScale === void 0) { textureScale = 0; }\n var _this = this;\n var ropeGeometry = new RopeGeometry(texture.height, points, textureScale);\n var meshMaterial = new MeshMaterial(texture);\n if (textureScale > 0) {\n // attempt to set UV wrapping, will fail on non-power of two textures\n texture.baseTexture.wrapMode = WRAP_MODES.REPEAT;\n }\n _this = _super.call(this, ropeGeometry, meshMaterial) || this;\n /**\n * re-calculate vertices by rope points each frame\n * @member {boolean}\n */\n _this.autoUpdate = true;\n return _this;\n }\n SimpleRope.prototype._render = function (renderer) {\n var geometry = this.geometry;\n if (this.autoUpdate || geometry._width !== this.shader.texture.height) {\n geometry._width = this.shader.texture.height;\n geometry.update();\n }\n _super.prototype._render.call(this, renderer);\n };\n return SimpleRope;\n}(Mesh));\n\n/**\n * The SimplePlane allows you to draw a texture across several points and then manipulate these points\n *\n *```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * let SimplePlane = new PIXI.SimplePlane(PIXI.Texture.from(\"snake.png\"), points);\n * ```\n * @memberof PIXI\n */\nvar SimplePlane = /** @class */ (function (_super) {\n __extends(SimplePlane, _super);\n /**\n * @param texture - The texture to use on the SimplePlane.\n * @param verticesX - The number of vertices in the x-axis\n * @param verticesY - The number of vertices in the y-axis\n */\n function SimplePlane(texture, verticesX, verticesY) {\n var _this = this;\n var planeGeometry = new PlaneGeometry(texture.width, texture.height, verticesX, verticesY);\n var meshMaterial = new MeshMaterial(Texture.WHITE);\n _this = _super.call(this, planeGeometry, meshMaterial) || this;\n // lets call the setter to ensure all necessary updates are performed\n _this.texture = texture;\n _this.autoResize = true;\n return _this;\n }\n /**\n * Method used for overrides, to do something in case texture frame was changed.\n * Meshes based on plane can override it and change more details based on texture.\n */\n SimplePlane.prototype.textureUpdated = function () {\n this._textureID = this.shader.texture._updateID;\n var geometry = this.geometry;\n var _a = this.shader.texture, width = _a.width, height = _a.height;\n if (this.autoResize && (geometry.width !== width || geometry.height !== height)) {\n geometry.width = this.shader.texture.width;\n geometry.height = this.shader.texture.height;\n geometry.build();\n }\n };\n Object.defineProperty(SimplePlane.prototype, \"texture\", {\n get: function () {\n return this.shader.texture;\n },\n set: function (value) {\n // Track texture same way sprite does.\n // For generated meshes like NineSlicePlane it can change the geometry.\n // Unfortunately, this method might not work if you directly change texture in material.\n if (this.shader.texture === value) {\n return;\n }\n this.shader.texture = value;\n this._textureID = -1;\n if (value.baseTexture.valid) {\n this.textureUpdated();\n }\n else {\n value.once('update', this.textureUpdated, this);\n }\n },\n enumerable: false,\n configurable: true\n });\n SimplePlane.prototype._render = function (renderer) {\n if (this._textureID !== this.shader.texture._updateID) {\n this.textureUpdated();\n }\n _super.prototype._render.call(this, renderer);\n };\n SimplePlane.prototype.destroy = function (options) {\n this.shader.texture.off('update', this.textureUpdated, this);\n _super.prototype.destroy.call(this, options);\n };\n return SimplePlane;\n}(Mesh));\n\n/**\n * The Simple Mesh class mimics Mesh in PixiJS v4, providing easy-to-use constructor arguments.\n * For more robust customization, use {@link PIXI.Mesh}.\n * @memberof PIXI\n */\nvar SimpleMesh = /** @class */ (function (_super) {\n __extends(SimpleMesh, _super);\n /**\n * @param texture - The texture to use\n * @param {Float32Array} [vertices] - if you want to specify the vertices\n * @param {Float32Array} [uvs] - if you want to specify the uvs\n * @param {Uint16Array} [indices] - if you want to specify the indices\n * @param drawMode - the drawMode, can be any of the Mesh.DRAW_MODES consts\n */\n function SimpleMesh(texture, vertices, uvs, indices, drawMode) {\n if (texture === void 0) { texture = Texture.EMPTY; }\n var _this = this;\n var geometry = new MeshGeometry(vertices, uvs, indices);\n geometry.getBuffer('aVertexPosition').static = false;\n var meshMaterial = new MeshMaterial(texture);\n _this = _super.call(this, geometry, meshMaterial, null, drawMode) || this;\n _this.autoUpdate = true;\n return _this;\n }\n Object.defineProperty(SimpleMesh.prototype, \"vertices\", {\n /**\n * Collection of vertices data.\n * @type {Float32Array}\n */\n get: function () {\n return this.geometry.getBuffer('aVertexPosition').data;\n },\n set: function (value) {\n this.geometry.getBuffer('aVertexPosition').data = value;\n },\n enumerable: false,\n configurable: true\n });\n SimpleMesh.prototype._render = function (renderer) {\n if (this.autoUpdate) {\n this.geometry.getBuffer('aVertexPosition').update();\n }\n _super.prototype._render.call(this, renderer);\n };\n return SimpleMesh;\n}(Mesh));\n\nvar DEFAULT_BORDER_SIZE = 10;\n/**\n * The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful\n * for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically\n *\n *```js\n * let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.from('BoxWithRoundedCorners.png'), 15, 15, 15, 15);\n * ```\n *
\n *      A                          B\n *    +---+----------------------+---+\n *  C | 1 |          2           | 3 |\n *    +---+----------------------+---+\n *    |   |                      |   |\n *    | 4 |          5           | 6 |\n *    |   |                      |   |\n *    +---+----------------------+---+\n *  D | 7 |          8           | 9 |\n *    +---+----------------------+---+\n *  When changing this objects width and/or height:\n *     areas 1 3 7 and 9 will remain unscaled.\n *     areas 2 and 8 will be stretched horizontally\n *     areas 4 and 6 will be stretched vertically\n *     area 5 will be stretched both horizontally and vertically\n * 
\n * @memberof PIXI\n */\nvar NineSlicePlane = /** @class */ (function (_super) {\n __extends(NineSlicePlane, _super);\n /**\n * @param texture - The texture to use on the NineSlicePlane.\n * @param {number} [leftWidth=10] - size of the left vertical bar (A)\n * @param {number} [topHeight=10] - size of the top horizontal bar (C)\n * @param {number} [rightWidth=10] - size of the right vertical bar (B)\n * @param {number} [bottomHeight=10] - size of the bottom horizontal bar (D)\n */\n function NineSlicePlane(texture, leftWidth, topHeight, rightWidth, bottomHeight) {\n if (leftWidth === void 0) { leftWidth = DEFAULT_BORDER_SIZE; }\n if (topHeight === void 0) { topHeight = DEFAULT_BORDER_SIZE; }\n if (rightWidth === void 0) { rightWidth = DEFAULT_BORDER_SIZE; }\n if (bottomHeight === void 0) { bottomHeight = DEFAULT_BORDER_SIZE; }\n var _this = _super.call(this, Texture.WHITE, 4, 4) || this;\n _this._origWidth = texture.orig.width;\n _this._origHeight = texture.orig.height;\n /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */\n _this._width = _this._origWidth;\n /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */\n _this._height = _this._origHeight;\n _this._leftWidth = leftWidth;\n _this._rightWidth = rightWidth;\n _this._topHeight = topHeight;\n _this._bottomHeight = bottomHeight;\n // lets call the setter to ensure all necessary updates are performed\n _this.texture = texture;\n return _this;\n }\n NineSlicePlane.prototype.textureUpdated = function () {\n this._textureID = this.shader.texture._updateID;\n this._refresh();\n };\n Object.defineProperty(NineSlicePlane.prototype, \"vertices\", {\n get: function () {\n return this.geometry.getBuffer('aVertexPosition').data;\n },\n set: function (value) {\n this.geometry.getBuffer('aVertexPosition').data = value;\n },\n enumerable: false,\n configurable: true\n });\n /** Updates the horizontal vertices. */\n NineSlicePlane.prototype.updateHorizontalVertices = function () {\n var vertices = this.vertices;\n var scale = this._getMinScale();\n vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight * scale;\n vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - (this._bottomHeight * scale);\n vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height;\n };\n /** Updates the vertical vertices. */\n NineSlicePlane.prototype.updateVerticalVertices = function () {\n var vertices = this.vertices;\n var scale = this._getMinScale();\n vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth * scale;\n vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - (this._rightWidth * scale);\n vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width;\n };\n /**\n * Returns the smaller of a set of vertical and horizontal scale of nine slice corners.\n * @returns Smaller number of vertical and horizontal scale.\n */\n NineSlicePlane.prototype._getMinScale = function () {\n var w = this._leftWidth + this._rightWidth;\n var scaleW = this._width > w ? 1.0 : this._width / w;\n var h = this._topHeight + this._bottomHeight;\n var scaleH = this._height > h ? 1.0 : this._height / h;\n var scale = Math.min(scaleW, scaleH);\n return scale;\n };\n Object.defineProperty(NineSlicePlane.prototype, \"width\", {\n /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */\n get: function () {\n return this._width;\n },\n set: function (value) {\n this._width = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"height\", {\n /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */\n get: function () {\n return this._height;\n },\n set: function (value) {\n this._height = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"leftWidth\", {\n /** The width of the left column. */\n get: function () {\n return this._leftWidth;\n },\n set: function (value) {\n this._leftWidth = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"rightWidth\", {\n /** The width of the right column. */\n get: function () {\n return this._rightWidth;\n },\n set: function (value) {\n this._rightWidth = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"topHeight\", {\n /** The height of the top row. */\n get: function () {\n return this._topHeight;\n },\n set: function (value) {\n this._topHeight = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"bottomHeight\", {\n /** The height of the bottom row. */\n get: function () {\n return this._bottomHeight;\n },\n set: function (value) {\n this._bottomHeight = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n /** Refreshes NineSlicePlane coords. All of them. */\n NineSlicePlane.prototype._refresh = function () {\n var texture = this.texture;\n var uvs = this.geometry.buffers[1].data;\n this._origWidth = texture.orig.width;\n this._origHeight = texture.orig.height;\n var _uvw = 1.0 / this._origWidth;\n var _uvh = 1.0 / this._origHeight;\n uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0;\n uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0;\n uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1;\n uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1;\n uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth;\n uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - (_uvw * this._rightWidth);\n uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight;\n uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - (_uvh * this._bottomHeight);\n this.updateHorizontalVertices();\n this.updateVerticalVertices();\n this.geometry.buffers[0].update();\n this.geometry.buffers[1].update();\n };\n return NineSlicePlane;\n}(SimplePlane));\n\nexport { NineSlicePlane, PlaneGeometry, RopeGeometry, SimpleMesh, SimplePlane, SimpleRope };\n//# sourceMappingURL=mesh-extras.mjs.map\n","/*!\n * @pixi/sprite-animated - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/sprite-animated is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Texture } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * An AnimatedSprite is a simple way to display an animation depicted by a list of textures.\n *\n * ```js\n * let alienImages = [\"image_sequence_01.png\",\"image_sequence_02.png\",\"image_sequence_03.png\",\"image_sequence_04.png\"];\n * let textureArray = [];\n *\n * for (let i=0; i < 4; i++)\n * {\n * let texture = PIXI.Texture.from(alienImages[i]);\n * textureArray.push(texture);\n * };\n *\n * let animatedSprite = new PIXI.AnimatedSprite(textureArray);\n * ```\n *\n * The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet}\n * containing the animation definitions:\n *\n * ```js\n * PIXI.Loader.shared.add(\"assets/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"assets/spritesheet.json\"].spritesheet;\n * animatedSprite = new PIXI.AnimatedSprite(sheet.animations[\"image_sequence\"]);\n * ...\n * }\n * ```\n * @memberof PIXI\n */\nvar AnimatedSprite = /** @class */ (function (_super) {\n __extends(AnimatedSprite, _super);\n /**\n * @param textures - An array of {@link PIXI.Texture} or frame\n * objects that make up the animation.\n * @param {boolean} [autoUpdate=true] - Whether to use PIXI.Ticker.shared to auto update animation time.\n */\n function AnimatedSprite(textures, autoUpdate) {\n if (autoUpdate === void 0) { autoUpdate = true; }\n var _this = _super.call(this, textures[0] instanceof Texture ? textures[0] : textures[0].texture) || this;\n _this._textures = null;\n _this._durations = null;\n _this._autoUpdate = autoUpdate;\n _this._isConnectedToTicker = false;\n _this.animationSpeed = 1;\n _this.loop = true;\n _this.updateAnchor = false;\n _this.onComplete = null;\n _this.onFrameChange = null;\n _this.onLoop = null;\n _this._currentTime = 0;\n _this._playing = false;\n _this._previousFrame = null;\n _this.textures = textures;\n return _this;\n }\n /** Stops the AnimatedSprite. */\n AnimatedSprite.prototype.stop = function () {\n if (!this._playing) {\n return;\n }\n this._playing = false;\n if (this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n };\n /** Plays the AnimatedSprite. */\n AnimatedSprite.prototype.play = function () {\n if (this._playing) {\n return;\n }\n this._playing = true;\n if (this._autoUpdate && !this._isConnectedToTicker) {\n Ticker.shared.add(this.update, this, UPDATE_PRIORITY.HIGH);\n this._isConnectedToTicker = true;\n }\n };\n /**\n * Stops the AnimatedSprite and goes to a specific frame.\n * @param frameNumber - Frame index to stop at.\n */\n AnimatedSprite.prototype.gotoAndStop = function (frameNumber) {\n this.stop();\n var previousFrame = this.currentFrame;\n this._currentTime = frameNumber;\n if (previousFrame !== this.currentFrame) {\n this.updateTexture();\n }\n };\n /**\n * Goes to a specific frame and begins playing the AnimatedSprite.\n * @param frameNumber - Frame index to start at.\n */\n AnimatedSprite.prototype.gotoAndPlay = function (frameNumber) {\n var previousFrame = this.currentFrame;\n this._currentTime = frameNumber;\n if (previousFrame !== this.currentFrame) {\n this.updateTexture();\n }\n this.play();\n };\n /**\n * Updates the object transform for rendering.\n * @param deltaTime - Time since last tick.\n */\n AnimatedSprite.prototype.update = function (deltaTime) {\n if (!this._playing) {\n return;\n }\n var elapsed = this.animationSpeed * deltaTime;\n var previousFrame = this.currentFrame;\n if (this._durations !== null) {\n var lag = this._currentTime % 1 * this._durations[this.currentFrame];\n lag += elapsed / 60 * 1000;\n while (lag < 0) {\n this._currentTime--;\n lag += this._durations[this.currentFrame];\n }\n var sign = Math.sign(this.animationSpeed * deltaTime);\n this._currentTime = Math.floor(this._currentTime);\n while (lag >= this._durations[this.currentFrame]) {\n lag -= this._durations[this.currentFrame] * sign;\n this._currentTime += sign;\n }\n this._currentTime += lag / this._durations[this.currentFrame];\n }\n else {\n this._currentTime += elapsed;\n }\n if (this._currentTime < 0 && !this.loop) {\n this.gotoAndStop(0);\n if (this.onComplete) {\n this.onComplete();\n }\n }\n else if (this._currentTime >= this._textures.length && !this.loop) {\n this.gotoAndStop(this._textures.length - 1);\n if (this.onComplete) {\n this.onComplete();\n }\n }\n else if (previousFrame !== this.currentFrame) {\n if (this.loop && this.onLoop) {\n if (this.animationSpeed > 0 && this.currentFrame < previousFrame) {\n this.onLoop();\n }\n else if (this.animationSpeed < 0 && this.currentFrame > previousFrame) {\n this.onLoop();\n }\n }\n this.updateTexture();\n }\n };\n /** Updates the displayed texture to match the current frame index. */\n AnimatedSprite.prototype.updateTexture = function () {\n var currentFrame = this.currentFrame;\n if (this._previousFrame === currentFrame) {\n return;\n }\n this._previousFrame = currentFrame;\n this._texture = this._textures[currentFrame];\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this._cachedTint = 0xFFFFFF;\n this.uvs = this._texture._uvs.uvsFloat32;\n if (this.updateAnchor) {\n this._anchor.copyFrom(this._texture.defaultAnchor);\n }\n if (this.onFrameChange) {\n this.onFrameChange(this.currentFrame);\n }\n };\n /**\n * Stops the AnimatedSprite and destroys it.\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value.\n * @param {boolean} [options.children=false] - If set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well.\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well.\n */\n AnimatedSprite.prototype.destroy = function (options) {\n this.stop();\n _super.prototype.destroy.call(this, options);\n this.onComplete = null;\n this.onFrameChange = null;\n this.onLoop = null;\n };\n /**\n * A short hand way of creating an AnimatedSprite from an array of frame ids.\n * @param frames - The array of frames ids the AnimatedSprite will use as its texture frames.\n * @returns - The new animated sprite with the specified frames.\n */\n AnimatedSprite.fromFrames = function (frames) {\n var textures = [];\n for (var i = 0; i < frames.length; ++i) {\n textures.push(Texture.from(frames[i]));\n }\n return new AnimatedSprite(textures);\n };\n /**\n * A short hand way of creating an AnimatedSprite from an array of image ids.\n * @param images - The array of image urls the AnimatedSprite will use as its texture frames.\n * @returns The new animate sprite with the specified images as frames.\n */\n AnimatedSprite.fromImages = function (images) {\n var textures = [];\n for (var i = 0; i < images.length; ++i) {\n textures.push(Texture.from(images[i]));\n }\n return new AnimatedSprite(textures);\n };\n Object.defineProperty(AnimatedSprite.prototype, \"totalFrames\", {\n /**\n * The total number of frames in the AnimatedSprite. This is the same as number of textures\n * assigned to the AnimatedSprite.\n * @readonly\n * @default 0\n */\n get: function () {\n return this._textures.length;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AnimatedSprite.prototype, \"textures\", {\n /** The array of textures used for this AnimatedSprite. */\n get: function () {\n return this._textures;\n },\n set: function (value) {\n if (value[0] instanceof Texture) {\n this._textures = value;\n this._durations = null;\n }\n else {\n this._textures = [];\n this._durations = [];\n for (var i = 0; i < value.length; i++) {\n this._textures.push(value[i].texture);\n this._durations.push(value[i].time);\n }\n }\n this._previousFrame = null;\n this.gotoAndStop(0);\n this.updateTexture();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AnimatedSprite.prototype, \"currentFrame\", {\n /**\n * The AnimatedSprites current frame index.\n * @readonly\n */\n get: function () {\n var currentFrame = Math.floor(this._currentTime) % this._textures.length;\n if (currentFrame < 0) {\n currentFrame += this._textures.length;\n }\n return currentFrame;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AnimatedSprite.prototype, \"playing\", {\n /**\n * Indicates if the AnimatedSprite is currently playing.\n * @readonly\n */\n get: function () {\n return this._playing;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AnimatedSprite.prototype, \"autoUpdate\", {\n /** Whether to use PIXI.Ticker.shared to auto update animation time. */\n get: function () {\n return this._autoUpdate;\n },\n set: function (value) {\n if (value !== this._autoUpdate) {\n this._autoUpdate = value;\n if (!this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n else if (this._autoUpdate && !this._isConnectedToTicker && this._playing) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return AnimatedSprite;\n}(Sprite));\n\nexport { AnimatedSprite };\n//# sourceMappingURL=sprite-animated.mjs.map\n","/*!\n * pixi.js - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * pixi.js is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport '@pixi/polyfill';\nimport * as utils from '@pixi/utils';\nexport { utils };\nimport { AccessibilityManager } from '@pixi/accessibility';\nexport * from '@pixi/accessibility';\nimport { InteractionManager } from '@pixi/interaction';\nexport * from '@pixi/interaction';\nimport { extensions, BatchRenderer } from '@pixi/core';\nexport * from '@pixi/core';\nimport { Extract } from '@pixi/extract';\nexport * from '@pixi/extract';\nimport { AppLoaderPlugin } from '@pixi/loaders';\nexport * from '@pixi/loaders';\nimport { CompressedTextureLoader, DDSLoader, KTXLoader } from '@pixi/compressed-textures';\nexport * from '@pixi/compressed-textures';\nimport { ParticleRenderer } from '@pixi/particle-container';\nexport * from '@pixi/particle-container';\nimport { Prepare } from '@pixi/prepare';\nexport * from '@pixi/prepare';\nimport { SpritesheetLoader } from '@pixi/spritesheet';\nexport * from '@pixi/spritesheet';\nimport { TilingSpriteRenderer } from '@pixi/sprite-tiling';\nexport * from '@pixi/sprite-tiling';\nimport { BitmapFontLoader } from '@pixi/text-bitmap';\nexport * from '@pixi/text-bitmap';\nimport { TickerPlugin } from '@pixi/ticker';\nexport * from '@pixi/ticker';\nimport { AlphaFilter } from '@pixi/filter-alpha';\nimport { BlurFilter, BlurFilterPass } from '@pixi/filter-blur';\nimport { ColorMatrixFilter } from '@pixi/filter-color-matrix';\nimport { DisplacementFilter } from '@pixi/filter-displacement';\nimport { FXAAFilter } from '@pixi/filter-fxaa';\nimport { NoiseFilter } from '@pixi/filter-noise';\nimport '@pixi/mixin-cache-as-bitmap';\nimport '@pixi/mixin-get-child-by-name';\nimport '@pixi/mixin-get-global-position';\nexport * from '@pixi/app';\nexport * from '@pixi/constants';\nexport * from '@pixi/display';\nexport * from '@pixi/graphics';\nexport * from '@pixi/math';\nexport * from '@pixi/mesh';\nexport * from '@pixi/mesh-extras';\nexport * from '@pixi/runner';\nexport * from '@pixi/sprite';\nexport * from '@pixi/sprite-animated';\nexport * from '@pixi/text';\nexport * from '@pixi/settings';\n\nextensions.add(\n// Install renderer plugins\nAccessibilityManager, Extract, InteractionManager, ParticleRenderer, Prepare, BatchRenderer, TilingSpriteRenderer, \n// Install loader plugins\nBitmapFontLoader, CompressedTextureLoader, DDSLoader, KTXLoader, SpritesheetLoader, \n// Install application plugins\nTickerPlugin, AppLoaderPlugin);\n/**\n * This namespace contains WebGL-only display filters that can be applied\n * to DisplayObjects using the {@link PIXI.DisplayObject#filters filters} property.\n *\n * Since PixiJS only had a handful of built-in filters, additional filters\n * can be downloaded {@link https://github.com/pixijs/pixi-filters here} from the\n * PixiJS Filters repository.\n *\n * All filters must extend {@link PIXI.Filter}.\n * @example\n * // Create a new application\n * const app = new PIXI.Application();\n *\n * // Draw a green rectangle\n * const rect = new PIXI.Graphics()\n * .beginFill(0x00ff00)\n * .drawRect(40, 40, 200, 200);\n *\n * // Add a blur filter\n * rect.filters = [new PIXI.filters.BlurFilter()];\n *\n * // Display rectangle\n * app.stage.addChild(rect);\n * document.body.appendChild(app.view);\n * @namespace PIXI.filters\n */\nvar filters = {\n AlphaFilter: AlphaFilter,\n BlurFilter: BlurFilter,\n BlurFilterPass: BlurFilterPass,\n ColorMatrixFilter: ColorMatrixFilter,\n DisplacementFilter: DisplacementFilter,\n FXAAFilter: FXAAFilter,\n NoiseFilter: NoiseFilter,\n};\n\nexport { filters };\n//# sourceMappingURL=pixi.mjs.map\n","/* eslint-disable */\n \n/*!\n * pixi-viewport - v4.38.0\n * Compiled Sun, 27 Nov 2022 13:43:58 UTC\n *\n * pixi-viewport is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n * \n * Copyright 2019-2020, David Figatner, All Rights Reserved\n */\nimport { Point, Rectangle } from '@pixi/math';\nimport { Container } from '@pixi/display';\nimport { Ticker } from '@pixi/ticker';\n\n/**\n * Derive this class to create user-defined plugins\n *\n * @public\n */\nclass Plugin\n{\n /** The viewport to which this plugin is attached. */\n \n\n /**\n * Flags whether this plugin has been \"paused\".\n *\n * @see Plugin#pause\n * @see Plugin#resume\n */\n \n\n /** @param {Viewport} parent */\n constructor(parent)\n {\n this.parent = parent;\n this.paused = false;\n }\n\n /** Called when plugin is removed */\n destroy()\n {\n // Override for implementation\n }\n\n /** Handler for pointerdown PIXI event */\n down(_e)\n {\n return false;\n }\n\n /** Handler for pointermove PIXI event */\n move(_e)\n {\n return false;\n }\n\n /** Handler for pointerup PIXI event */\n up(_e)\n {\n return false;\n }\n\n /** Handler for wheel event on div */\n wheel(_e)\n {\n return false;\n }\n\n /**\n * Called on each tick\n * @param {number} elapsed time in millisecond since last update\n */\n update(_delta)\n {\n // Override for implementation\n }\n\n /** Called when the viewport is resized */\n resize()\n {\n // Override for implementation\n }\n\n /** Called when the viewport is manually moved */\n reset()\n {\n // Override for implementation\n }\n\n /** Pause the plugin */\n pause()\n {\n this.paused = true;\n }\n\n /** Un-pause the plugin */\n resume()\n {\n this.paused = false;\n }\n}\n\nvar commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {};\n\nfunction createCommonjsModule(fn, basedir, module) {\n\treturn module = {\n\t path: basedir,\n\t exports: {},\n\t require: function (path, base) {\n return commonjsRequire(path, (base === undefined || base === null) ? module.path : base);\n }\n\t}, fn(module, module.exports), module.exports;\n}\n\nfunction commonjsRequire () {\n\tthrow new Error('Dynamic requires are not currently supported by @rollup/plugin-commonjs');\n}\n\nvar penner = createCommonjsModule(function (module, exports) {\n/*\n\tCopyright © 2001 Robert Penner\n\tAll rights reserved.\n\n\tRedistribution and use in source and binary forms, with or without modification, \n\tare permitted provided that the following conditions are met:\n\n\tRedistributions of source code must retain the above copyright notice, this list of \n\tconditions and the following disclaimer.\n\tRedistributions in binary form must reproduce the above copyright notice, this list \n\tof conditions and the following disclaimer in the documentation and/or other materials \n\tprovided with the distribution.\n\n\tNeither the name of the author nor the names of contributors may be used to endorse \n\tor promote products derived from this software without specific prior written permission.\n\n\tTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY \n\tEXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n\tMERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n\tCOPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n\tEXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n\tGOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED \n\tAND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n\tNEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED \n\tOF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n(function() {\n var penner, umd;\n\n umd = function(factory) {\n {\n return module.exports = factory;\n }\n };\n\n penner = {\n linear: function(t, b, c, d) {\n return c * t / d + b;\n },\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n easeInOutQuad: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t + b;\n } else {\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n }\n },\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n easeOutCubic: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n },\n easeInOutCubic: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n },\n easeInQuart: function(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n },\n easeOutQuart: function(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n },\n easeInOutQuart: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t + b;\n } else {\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n },\n easeInQuint: function(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n },\n easeOutQuint: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n },\n easeInOutQuint: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n },\n easeInSine: function(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n },\n easeOutSine: function(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n },\n easeInOutSine: function(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n },\n easeInExpo: function(t, b, c, d) {\n if (t === 0) {\n return b;\n } else {\n return c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n },\n easeOutExpo: function(t, b, c, d) {\n if (t === d) {\n return b + c;\n } else {\n return c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n },\n easeInOutExpo: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n } else {\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n },\n easeInCirc: function(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n },\n easeOutCirc: function(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n },\n easeInOutCirc: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n } else {\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n },\n easeInElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) ; else if ((t /= d) === 1) ;\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n },\n easeOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) ; else if ((t /= d) === 1) ;\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b;\n },\n easeInOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) ; else if ((t /= d / 2) === 2) ;\n if (!p) {\n p = d * (.3 * 1.5);\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n if (t < 1) {\n return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n } else {\n return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;\n }\n },\n easeInBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n },\n easeOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n },\n easeInOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b;\n } else {\n return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b;\n }\n },\n easeInBounce: function(t, b, c, d) {\n var v;\n v = penner.easeOutBounce(d - t, 0, c, d);\n return c - v + b;\n },\n easeOutBounce: function(t, b, c, d) {\n if ((t /= d) < 1 / 2.75) {\n return c * (7.5625 * t * t) + b;\n } else if (t < 2 / 2.75) {\n return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b;\n } else if (t < 2.5 / 2.75) {\n return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b;\n } else {\n return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b;\n }\n },\n easeInOutBounce: function(t, b, c, d) {\n var v;\n if (t < d / 2) {\n v = penner.easeInBounce(t * 2, 0, c, d);\n return v * .5 + b;\n } else {\n v = penner.easeOutBounce(t * 2 - d, 0, c, d);\n return v * .5 + c * .5 + b;\n }\n }\n };\n\n umd(penner);\n\n}).call(commonjsGlobal);\n});\n\n// eslint-disable-next-line\n\n/**\n * Returns correct Penner equation using string or Function.\n *\n * @internal\n * @ignore\n * @param {(function|string)} [ease]\n * @param {defaults} default penner equation to use if none is provided\n */\n// eslint-disable-next-line consistent-return\nfunction ease(ease, defaults)\n{\n if (!ease)\n {\n return penner[defaults];\n }\n else if (typeof ease === 'function')\n {\n return ease;\n }\n else if (typeof ease === 'string')\n {\n return penner[ease];\n }\n}\n\n/** Options for {@link Animate}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_ANIMATE_OPTIONS = {\n removeOnInterrupt: false,\n ease: 'linear',\n time: 1000,\n};\n\n/**\n * Animation plugin.\n *\n * @see Viewport#animate\n * @fires animate-end\n */\nclass Animate extends Plugin\n{\n \n\n /** The starting x-coordinate of the viewport. */\n \n\n /** The starting y-coordinate of the viewport. */\n \n\n /** The change in the x-coordinate of the viewport through the animation.*/\n \n\n /** The change in the y-coordinate of the viewport through the animation. */\n \n\n /** Marks whether the center of the viewport is preserved in the animation. */\n \n\n /** The starting viewport width. */\n __init() {this.startWidth = null;}\n\n /** The starting viewport height. */\n __init2() {this.startHeight = null;}\n\n /** The change in the viewport's width through the animation. */\n __init3() {this.deltaWidth = null;}\n\n /** The change in the viewport's height through the animation. */\n __init4() {this.deltaHeight = null;}\n\n /** The viewport's width post-animation. */\n __init5() {this.width = null;}\n\n /** The viewport's height post-animation. */\n __init6() {this.height = null;}\n\n /** The time since the animation started. */\n __init7() {this.time = 0;}\n\n /**\n * This is called by {@link Viewport.animate}.\n *\n * @param parent\n * @param options\n */\n constructor(parent, options = {})\n {\n super(parent);Animate.prototype.__init.call(this);Animate.prototype.__init2.call(this);Animate.prototype.__init3.call(this);Animate.prototype.__init4.call(this);Animate.prototype.__init5.call(this);Animate.prototype.__init6.call(this);Animate.prototype.__init7.call(this);\n this.options = Object.assign({}, DEFAULT_ANIMATE_OPTIONS, options);\n this.options.ease = ease(this.options.ease);\n\n this.setupPosition();\n this.setupZoom();\n\n this.time = 0;\n }\n\n /**\n * Setup `startX`, `startY`, `deltaX`, `deltaY`, `keepCenter`.\n *\n * This is called during construction.\n */\n setupPosition()\n {\n if (typeof this.options.position !== 'undefined')\n {\n this.startX = this.parent.center.x;\n this.startY = this.parent.center.y;\n this.deltaX = this.options.position.x - this.parent.center.x;\n this.deltaY = this.options.position.y - this.parent.center.y;\n this.keepCenter = false;\n }\n else\n {\n this.keepCenter = true;\n }\n }\n\n /**\n * Setup `startWidth, `startHeight`, `deltaWidth, `deltaHeight, `width`, `height`.\n *\n * This is called during construction.\n */\n setupZoom()\n {\n this.width = null;\n this.height = null;\n\n if (typeof this.options.scale !== 'undefined')\n {\n this.width = this.parent.screenWidth / this.options.scale;\n }\n else if (typeof this.options.scaleX !== 'undefined' || typeof this.options.scaleY !== 'undefined')\n {\n if (typeof this.options.scaleX !== 'undefined')\n {\n // screenSizeInWorldPixels = screenWidth / scale\n this.width = this.parent.screenWidth / this.options.scaleX;\n }\n if (typeof this.options.scaleY !== 'undefined')\n {\n this.height = this.parent.screenHeight / this.options.scaleY;\n }\n }\n else\n {\n if (typeof this.options.width !== 'undefined')\n {\n this.width = this.options.width;\n }\n if (typeof this.options.height !== 'undefined')\n {\n this.height = this.options.height;\n }\n }\n\n if (this.width !== null)\n {\n this.startWidth = this.parent.screenWidthInWorldPixels;\n this.deltaWidth = this.width - this.startWidth;\n }\n if (this.height !== null)\n {\n this.startHeight = this.parent.screenHeightInWorldPixels;\n this.deltaHeight = this.height - this.startHeight;\n }\n }\n\n down()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('animate');\n }\n\n return false;\n }\n\n complete()\n {\n this.parent.plugins.remove('animate');\n if (this.width !== null)\n {\n this.parent.fitWidth(this.width, this.keepCenter, this.height === null);\n }\n if (this.height !== null)\n {\n this.parent.fitHeight(this.height, this.keepCenter, this.width === null);\n }\n if (!this.keepCenter && this.options.position)\n {\n this.parent.moveCenter(this.options.position);\n }\n\n this.parent.emit('animate-end', this.parent);\n\n if (this.options.callbackOnComplete)\n {\n this.options.callbackOnComplete(this.parent);\n }\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n this.time += elapsed;\n\n const originalZoom = new Point(this.parent.scale.x, this.parent.scale.y);\n\n if (this.time >= this.options.time)\n {\n const originalWidth = this.parent.width;\n const originalHeight = this.parent.height;\n\n this.complete();\n if (originalWidth !== this.parent.width || originalHeight !== this.parent.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n else\n {\n const percent = this.options.ease(this.time, 0, 1, this.options.time);\n\n if (this.width !== null)\n {\n const startWidth = this.startWidth ;\n const deltaWidth = this.deltaWidth ;\n\n this.parent.fitWidth(\n startWidth + (deltaWidth * percent),\n this.keepCenter,\n this.height === null);\n }\n if (this.height !== null)\n {\n const startHeight = this.startHeight ;\n const deltaHeight = this.deltaHeight ;\n\n this.parent.fitHeight(\n startHeight + (deltaHeight * percent),\n this.keepCenter,\n this.width === null);\n }\n if (this.width === null)\n {\n this.parent.scale.x = this.parent.scale.y;\n }\n else if (this.height === null)\n {\n this.parent.scale.y = this.parent.scale.x;\n }\n if (!this.keepCenter)\n {\n const startX = this.startX ;\n const startY = this.startY ;\n const deltaX = this.deltaX ;\n const deltaY = this.deltaY ;\n const original = new Point(this.parent.x, this.parent.y);\n\n this.parent.moveCenter(startX + (deltaX * percent), startY + (deltaY * percent));\n this.parent.emit('moved', { viewport: this.parent, original, type: 'animate' });\n }\n if (this.width || this.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n }\n}\n\nfunction _optionalChain$1(ops) { let lastAccessLHS = undefined; let value = ops[0]; let i = 1; while (i < ops.length) { const op = ops[i]; const fn = ops[i + 1]; i += 2; if ((op === 'optionalAccess' || op === 'optionalCall') && value == null) { return undefined; } if (op === 'access' || op === 'optionalAccess') { lastAccessLHS = value; value = fn(value); } else if (op === 'call' || op === 'optionalCall') { value = fn((...args) => value.call(lastAccessLHS, ...args)); lastAccessLHS = undefined; } } return value; }\n\n\n\n\n\n/** Options for {@link Bounce}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_BOUNCE_OPTIONS = {\n sides: 'all',\n friction: 0.5,\n time: 150,\n ease: 'easeInOutSine',\n underflow: 'center',\n bounceBox: null\n};\n\n/**\n * @fires bounce-start-x\n * @fires bounce.end-x\n * @fires bounce-start-y\n * @fires bounce-end-y\n * @public\n */\nclass Bounce extends Plugin\n{\n /** The options passed to initialize this plugin, cannot be modified again. */\n \n\n /** Holds whether to bounce from left side. */\n \n\n /** Holds whether to bounce from top side. */\n \n\n /** Holds whether to bounce from right side. */\n \n\n /** Holds whether to bounce from bottom side. */\n \n\n /** Direction of underflow along x-axis. */\n \n\n /** Direction of underflow along y-axis. */\n \n\n /** Easing */\n \n\n /** Bounce state along x-axis */\n \n\n /** Bounce state along y-axis */\n \n\n /**\n * This is called by {@link Viewport.bounce}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_BOUNCE_OPTIONS, options);\n this.ease = ease(this.options.ease, 'easeInOutSine');\n\n if (this.options.sides)\n {\n if (this.options.sides === 'all')\n {\n this.top = this.bottom = this.left = this.right = true;\n }\n else if (this.options.sides === 'horizontal')\n {\n this.right = this.left = true;\n this.top = this.bottom = false;\n }\n else if (this.options.sides === 'vertical')\n {\n this.left = this.right = false;\n this.top = this.bottom = true;\n }\n else\n {\n this.top = this.options.sides.indexOf('top') !== -1;\n this.bottom = this.options.sides.indexOf('bottom') !== -1;\n this.left = this.options.sides.indexOf('left') !== -1;\n this.right = this.options.sides.indexOf('right') !== -1;\n }\n }\n else\n {\n this.left = this.top = this.right = this.bottom = false;\n }\n\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n // eslint-disable-next-line no-nested-ternary\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n // eslint-disable-next-line no-nested-ternary\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n }\n\n this.reset();\n }\n\n isActive()\n {\n return this.toX !== null || this.toY !== null;\n }\n\n down()\n {\n this.toX = this.toY = null;\n\n return false;\n }\n\n up()\n {\n this.bounce();\n\n return false;\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n\n this.bounce();\n\n if (this.toX)\n {\n const toX = this.toX;\n\n toX.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-x' });\n\n if (toX.time >= this.options.time)\n {\n this.parent.x = toX.end;\n this.toX = null;\n this.parent.emit('bounce-x-end', this.parent);\n }\n else\n {\n this.parent.x = this.ease(toX.time, toX.start, toX.delta, this.options.time);\n }\n }\n\n if (this.toY)\n {\n const toY = this.toY;\n\n toY.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-y' });\n\n if (toY.time >= this.options.time)\n {\n this.parent.y = toY.end;\n this.toY = null;\n this.parent.emit('bounce-y-end', this.parent);\n }\n else\n {\n this.parent.y = this.ease(toY.time, toY.start, toY.delta, this.options.time);\n }\n }\n }\n\n /** @internal */\n calcUnderflowX()\n {\n let x;\n\n switch (this.underflowX)\n {\n case -1:\n x = 0;\n break;\n case 1:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n\n return x;\n }\n\n /** @internal */\n calcUnderflowY()\n {\n let y;\n\n switch (this.underflowY)\n {\n case -1:\n y = 0;\n break;\n case 1:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n\n return y;\n }\n\n oob()\n {\n const box = this.options.bounceBox;\n\n if (box)\n {\n const x1 = typeof box.x === 'undefined' ? 0 : box.x;\n const y1 = typeof box.y === 'undefined' ? 0 : box.y;\n const width = typeof box.width === 'undefined' ? this.parent.worldWidth : box.width;\n const height = typeof box.height === 'undefined' ? this.parent.worldHeight : box.height;\n\n return {\n left: this.parent.left < x1,\n right: this.parent.right > width,\n top: this.parent.top < y1,\n bottom: this.parent.bottom > height,\n topLeft: new Point(\n x1 * this.parent.scale.x,\n y1 * this.parent.scale.y\n ),\n bottomRight: new Point(\n (width * this.parent.scale.x) - this.parent.screenWidth,\n (height * this.parent.scale.y) - this.parent.screenHeight\n )\n };\n }\n\n return {\n left: this.parent.left < 0,\n right: this.parent.right > this.parent.worldWidth,\n top: this.parent.top < 0,\n bottom: this.parent.bottom > this.parent.worldHeight,\n topLeft: new Point(0, 0),\n bottomRight: new Point(\n (this.parent.worldWidth * this.parent.scale.x) - this.parent.screenWidth,\n (this.parent.worldHeight * this.parent.scale.y) - this.parent.screenHeight\n )\n };\n }\n\n bounce()\n {\n if (this.paused)\n {\n return;\n }\n\n let oob;\n let decelerate\n\n\n\n\n\n = this.parent.plugins.get('decelerate', true) ;\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n if ((decelerate.x && decelerate.percentChangeX === _optionalChain$1([decelerate, 'access', _ => _.options, 'optionalAccess', _2 => _2.friction]))\n || (decelerate.y && decelerate.percentChangeY === _optionalChain$1([decelerate, 'access', _3 => _3.options, 'optionalAccess', _4 => _4.friction])))\n {\n oob = this.oob();\n if ((oob.left && this.left) || (oob.right && this.right))\n {\n decelerate.percentChangeX = this.options.friction;\n }\n if ((oob.top && this.top) || (oob.bottom && this.bottom))\n {\n decelerate.percentChangeY = this.options.friction;\n }\n }\n }\n const drag = this.parent.plugins.get('drag', true) || {};\n const pinch = this.parent.plugins.get('pinch', true) || {};\n\n decelerate = decelerate || {};\n\n if (!_optionalChain$1([drag, 'optionalAccess', _5 => _5.active]) && !_optionalChain$1([pinch, 'optionalAccess', _6 => _6.active]) && ((!this.toX || !this.toY) && (!decelerate.x || !decelerate.y)))\n {\n oob = oob || this.oob();\n const topLeft = oob.topLeft;\n const bottomRight = oob.bottomRight;\n\n if (!this.toX && !decelerate.x)\n {\n let x = null;\n\n if (oob.left && this.left)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -topLeft.x;\n }\n else if (oob.right && this.right)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -bottomRight.x;\n }\n if (x !== null && this.parent.x !== x)\n {\n this.toX = { time: 0, start: this.parent.x, delta: x - this.parent.x, end: x };\n this.parent.emit('bounce-x-start', this.parent);\n }\n }\n if (!this.toY && !decelerate.y)\n {\n let y = null;\n\n if (oob.top && this.top)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -topLeft.y;\n }\n else if (oob.bottom && this.bottom)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -bottomRight.y;\n }\n if (y !== null && this.parent.y !== y)\n {\n this.toY = { time: 0, start: this.parent.y, delta: y - this.parent.y, end: y };\n this.parent.emit('bounce-y-start', this.parent);\n }\n }\n }\n }\n\n reset()\n {\n this.toX = this.toY = null;\n this.bounce();\n }\n}\n\n/**\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of the world offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight]\n * eg: to allow the world to be completely dragged offscreen, set\n * [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) =\n * the world is stuck to the appropriate boundaries\n *\n */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_CLAMP_OPTIONS = {\n left: false,\n right: false,\n top: false,\n bottom: false,\n direction: null,\n underflow: 'center'\n};\n\n/**\n * Plugin to clamp the viewport to a specific world bounding box.\n *\n * @public\n */\nclass Clamp extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n \n\n /** Last state of viewport */\n \n\n\n\n\n\n\n \n \n \n\n /**\n * This is called by {@link Viewport.clamp}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_OPTIONS, options);\n\n if (this.options.direction)\n {\n this.options.left = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.right = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.top = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n this.options.bottom = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n }\n\n this.parseUnderflow();\n this.last = { x: null, y: null, scaleX: null, scaleY: null };\n this.update();\n }\n\n parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'none')\n {\n this.noUnderflow = true;\n }\n else if (clamp === 'center')\n {\n this.underflowX = this.underflowY = 0;\n this.noUnderflow = false;\n }\n else\n {\n // eslint-disable-next-line no-nested-ternary\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n // eslint-disable-next-line no-nested-ternary\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n this.noUnderflow = false;\n }\n }\n\n move()\n {\n this.update();\n\n return false;\n }\n\n update()\n {\n if (this.paused)\n {\n return;\n }\n\n // only clamp on change\n if (this.parent.x === this.last.x\n && this.parent.y === this.last.y\n && this.parent.scale.x === this.last.scaleX\n && this.parent.scale.y === this.last.scaleY)\n {\n return;\n }\n const original = { x: this.parent.x, y: this.parent.y };\n // TODO: Fix\n const decelerate = (this.parent.plugins ).decelerate || {};\n\n if (this.options.left !== null || this.options.right !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n if (this.parent.x !== 0)\n {\n this.parent.x = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.x !== this.parent.screenWidth - this.parent.screenWorldWidth)\n {\n this.parent.x = this.parent.screenWidth - this.parent.screenWorldWidth;\n moved = true;\n }\n break;\n default:\n if (this.parent.x !== (this.parent.screenWidth - this.parent.screenWorldWidth) / 2)\n {\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.left !== null)\n {\n if (this.parent.left < (this.options.left === true ? 0 : this.options.left))\n {\n this.parent.x = -(this.options.left === true ? 0 : this.options.left) * this.parent.scale.x;\n decelerate.x = 0;\n moved = true;\n }\n }\n if (this.options.right !== null)\n {\n if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right))\n {\n this.parent.x = (-(this.options.right === true ? this.parent.worldWidth : this.options.right)\n * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-x' });\n }\n }\n if (this.options.top !== null || this.options.bottom !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n if (this.parent.y !== 0)\n {\n this.parent.y = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.y !== this.parent.screenHeight - this.parent.screenWorldHeight)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n moved = true;\n }\n break;\n default:\n if (this.parent.y !== (this.parent.screenHeight - this.parent.screenWorldHeight) / 2)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.top !== null)\n {\n if (this.parent.top < (this.options.top === true ? 0 : this.options.top))\n {\n this.parent.y = -(this.options.top === true ? 0 : this.options.top)\n * this.parent.scale.y;\n decelerate.y = 0;\n moved = true;\n }\n }\n if (this.options.bottom !== null)\n {\n if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom))\n {\n this.parent.y = (-(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)\n * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-y' });\n }\n }\n this.last.x = this.parent.x;\n this.last.y = this.parent.y;\n this.last.scaleX = this.parent.scale.x;\n this.last.scaleY = this.parent.scale.y;\n }\n\n reset()\n {\n this.update();\n }\n}\n\n/**\n * Options for {@link ClampZoom}.\n *\n * Use either minimum width/height or minimum scale\n */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_CLAMP_ZOOM_OPTIONS = {\n minWidth: null,\n minHeight: null,\n maxWidth: null,\n maxHeight: null,\n minScale: null,\n maxScale: null\n};\n\n/**\n * Plugin to clamp the viewport's zoom to a specific range.\n *\n * @public\n */\nclass ClampZoom extends Plugin\n{\n \n\n /**\n * This is called by {@link Viewport.clampZoom}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_ZOOM_OPTIONS, options);\n\n this.clamp();\n }\n\n resize()\n {\n this.clamp();\n }\n\n /** Clamp the viewport scale zoom) */\n clamp()\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.options.minWidth || this.options.minHeight || this.options.maxWidth || this.options.maxHeight)\n {\n let width = this.parent.worldScreenWidth;\n let height = this.parent.worldScreenHeight;\n\n if (this.options.minWidth !== null && width < this.options.minWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.minWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxWidth !== null && width > this.options.maxWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.maxWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.minHeight !== null && height < this.options.minHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.minHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxHeight !== null && height > this.options.maxHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.maxHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n else\n if (this.options.minScale || this.options.maxScale)\n {\n const minScale = { x: null, y: null };\n const maxScale = { x: null, y: null };\n\n if (typeof this.options.minScale === 'number')\n {\n minScale.x = this.options.minScale;\n minScale.y = this.options.minScale;\n }\n else if (this.options.minScale !== null)\n {\n const optsMinScale = this.options.minScale ;\n\n minScale.x = typeof optsMinScale.x === 'undefined' ? null : optsMinScale.x;\n minScale.y = typeof optsMinScale.y === 'undefined' ? null : optsMinScale.y;\n }\n\n if (typeof this.options.maxScale === 'number')\n {\n maxScale.x = this.options.maxScale;\n maxScale.y = this.options.maxScale;\n }\n else if (this.options.maxScale !== null)\n {\n const optsMaxScale = this.options.maxScale ;\n\n maxScale.x = typeof optsMaxScale.x === 'undefined' ? null : optsMaxScale.x;\n maxScale.y = typeof optsMaxScale.y === 'undefined' ? null : optsMaxScale.y;\n }\n\n let scaleX = this.parent.scale.x;\n let scaleY = this.parent.scale.y;\n\n if (minScale.x !== null && scaleX < minScale.x)\n {\n scaleX = minScale.x;\n }\n if (maxScale.x !== null && scaleX > maxScale.x)\n {\n scaleX = maxScale.x;\n }\n if (minScale.y !== null && scaleY < minScale.y)\n {\n scaleY = minScale.y;\n }\n if (maxScale.y !== null && scaleY > maxScale.y)\n {\n scaleY = maxScale.y;\n }\n if (scaleX !== this.parent.scale.x || scaleY !== this.parent.scale.y)\n {\n this.parent.scale.set(scaleX, scaleY);\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n }\n\n reset()\n {\n this.clamp();\n }\n}\n\n/** This allows independent x and y values for min/maxScale */\n\nconst DEFAULT_DECELERATE_OPTIONS = {\n friction: 0.98,\n bounce: 0.8,\n minSpeed: 0.01\n};\n\n/**\n * Time period of decay (1 frame)\n *\n * @internal\n * @ignore\n */\nconst TP = 16;\n\n/**\n * Plugin to decelerate viewport velocity smoothly after panning ends.\n *\n * @public\n */\nclass Decelerate extends Plugin\n{\n /** Options used to initialize this plugin. */\n \n\n /**\n * x-component of the velocity of viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n \n\n /**\n * y-component of the velocity of the viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n \n\n /**\n * The decay factor for the x-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n \n\n /**\n * The decay factor for the y-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n \n\n /** Saved list of recent viewport position snapshots, to estimate velocity. */\n \n\n /** The time since the user released panning of the viewport. */\n \n\n /**\n * This is called by {@link Viewport.decelerate}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DECELERATE_OPTIONS, options);\n this.saved = [];\n this.timeSinceRelease = 0;\n\n this.reset();\n this.parent.on('moved', (data) => this.moved(data));\n }\n\n down()\n {\n this.saved = [];\n this.x = this.y = null;\n\n return false;\n }\n\n isActive()\n {\n return !!(this.x || this.y);\n }\n\n move()\n {\n if (this.paused)\n {\n return false;\n }\n\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n this.saved.push({ x: this.parent.x, y: this.parent.y, time: performance.now() });\n\n if (this.saved.length > 60)\n {\n this.saved.splice(0, 30);\n }\n }\n\n // Silently recording viewport positions\n return false;\n }\n\n /** Listener to viewport's \"moved\" event. */\n moved(data)\n {\n if (this.saved.length)\n {\n const last = this.saved[this.saved.length - 1];\n\n if (data.type === 'clamp-x')\n {\n if (last.x === data.original.x)\n {\n last.x = this.parent.x;\n }\n }\n else if (data.type === 'clamp-y')\n {\n if (last.y === data.original.y)\n {\n last.y = this.parent.y;\n }\n }\n }\n }\n\n up()\n {\n if (this.parent.input.count() === 0 && this.saved.length)\n {\n const now = performance.now();\n\n for (const save of this.saved)\n {\n if (save.time >= now - 100)\n {\n const time = now - save.time;\n\n this.x = (this.parent.x - save.x) / time;\n this.y = (this.parent.y - save.y) / time;\n this.percentChangeX = this.percentChangeY = this.options.friction;\n this.timeSinceRelease = 0;\n break;\n }\n }\n }\n\n return false;\n }\n\n /**\n * Manually activate deceleration, starting from the (x, y) velocity components passed in the options.\n *\n * @param {object} options\n * @param {number} [options.x] - Specify x-component of initial velocity.\n * @param {number} [options.y] - Specify y-component of initial velocity.\n */\n activate(options)\n {\n options = options || {};\n\n if (typeof options.x !== 'undefined')\n {\n this.x = options.x;\n this.percentChangeX = this.options.friction;\n }\n if (typeof options.y !== 'undefined')\n {\n this.y = options.y;\n this.percentChangeY = this.options.friction;\n }\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n\n /*\n * See https://github.com/davidfig/pixi-viewport/issues/271 for math.\n *\n * The viewport velocity (this.x, this.y) decays exponentially by the the decay factor\n * (this.percentChangeX, this.percentChangeY) each frame. This velocity function is integrated\n * to calculate the displacement.\n */\n\n const moved = this.x || this.y;\n\n const ti = this.timeSinceRelease;\n const tf = this.timeSinceRelease + elapsed;\n\n if (this.x)\n {\n const k = this.percentChangeX;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport x-coordinate.\n this.parent.x += ((this.x * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on x-component of velocity\n this.x *= Math.pow(this.percentChangeX, elapsed / TP);\n }\n if (this.y)\n {\n const k = this.percentChangeY;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport y-coordinate.\n this.parent.y += ((this.y * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on y-component of velocity\n this.y *= Math.pow(this.percentChangeY, elapsed / TP);\n }\n\n this.timeSinceRelease += elapsed;\n\n // End decelerate velocity once it goes under a certain amount of precision.\n if (this.x && this.y)\n {\n if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed)\n {\n this.x = 0;\n this.y = 0;\n }\n }\n else\n {\n if (Math.abs(this.x || 0) < this.options.minSpeed)\n {\n this.x = 0;\n }\n if (Math.abs(this.y || 0) < this.options.minSpeed)\n {\n this.y = 0;\n }\n }\n\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, type: 'decelerate' });\n }\n }\n\n reset()\n {\n this.x = this.y = null;\n }\n}\n\n/** Options for {@link Drag}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_DRAG_OPTIONS = {\n direction: 'all',\n pressDrag: true,\n wheel: true,\n wheelScroll: 1,\n reverse: false,\n clampWheel: false,\n underflow: 'center',\n factor: 1,\n mouseButtons: 'all',\n keyToPress: null,\n ignoreKeyToPressOnTouch: false,\n lineHeight: 20,\n wheelSwapAxes: false,\n};\n\n/**\n * Plugin to enable panning/dragging of the viewport to move around.\n *\n * @public\n */\nclass Drag extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n \n\n /** Flags when viewport is moving. */\n \n\n /** Factor to apply from {@link IDecelerateOptions}'s reverse. */\n \n\n /** Holds whether dragging is enabled along the x-axis. */\n \n\n /** Holds whether dragging is enabled along the y-axis. */\n \n\n /** Flags whether the keys required to drag are pressed currently. */\n \n\n /** Holds whether the left, center, and right buttons are required to pan. */\n \n\n /** Underflow factor along x-axis */\n \n\n /** Underflow factor along y-axis */\n \n\n /** Last pointer position while panning. */\n \n\n /** The ID of the pointer currently panning the viewport. */\n \n\n /** Array of event-handlers for window */\n __init() {this.windowEventHandlers = new Array();}\n\n /**\n * This is called by {@link Viewport.drag}.\n */\n constructor(parent, options = {})\n {\n super(parent);Drag.prototype.__init.call(this);\n this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options);\n this.moved = false;\n this.reverse = this.options.reverse ? 1 : -1;\n this.xDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'x';\n this.yDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'y';\n this.keyIsPressed = false;\n\n this.parseUnderflow();\n this.mouseButtons(this.options.mouseButtons);\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger drag event\n */\n handleKeyPresses(codes)\n {\n const keydownHandler = (e) => {\n if (codes.includes(e.code))\n { this.keyIsPressed = true; }\n };\n\n const keyupHandler = (e) => {\n if (codes.includes(e.code))\n { this.keyIsPressed = false; }\n };\n\n this.addWindowEventHandler(\"keyup\", keyupHandler);\n this.addWindowEventHandler(\"keydown\", keydownHandler);\n }\n\n addWindowEventHandler(event, handler)\n {\n window.addEventListener(event, handler);\n this.windowEventHandlers.push({event, handler});\n }\n\n destroy()\n {\n this.windowEventHandlers.forEach(({event, handler}) => {\n window.removeEventListener(event, handler);\n });\n }\n\n /**\n * initialize mousebuttons array\n * @param {string} buttons\n */\n mouseButtons(buttons)\n {\n if (!buttons || buttons === 'all')\n {\n this.mouse = [true, true, true];\n }\n else\n {\n this.mouse = [\n buttons.indexOf('left') !== -1,\n buttons.indexOf('middle') !== -1,\n buttons.indexOf('right') !== -1\n ];\n }\n }\n\n parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n if (clamp.includes('left'))\n {\n this.underflowX = -1;\n }\n else if (clamp.includes('right'))\n {\n this.underflowX = 1;\n }\n else\n {\n this.underflowX = 0;\n }\n if (clamp.includes('top'))\n {\n this.underflowY = -1;\n }\n else if (clamp.includes('bottom'))\n {\n this.underflowY = 1;\n }\n else\n {\n this.underflowY = 0;\n }\n }\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n checkButtons(event)\n {\n const isMouse = event.data.pointerType === 'mouse';\n const count = this.parent.input.count();\n\n if ((count === 1) || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n if (!isMouse || this.mouse[event.data.button])\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n checkKeyPress(event)\n {\n return (!this.options.keyToPress\n || this.keyIsPressed\n || (this.options.ignoreKeyToPressOnTouch && event.data.pointerType === 'touch'));\n }\n\n down(event)\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.checkButtons(event) && this.checkKeyPress(event))\n {\n this.last = { x: event.data.global.x, y: event.data.global.y };\n this.current = event.data.pointerId;\n\n return true;\n }\n this.last = null;\n\n return false;\n }\n\n get active()\n {\n return this.moved;\n }\n\n move(event)\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.last && this.current === event.data.pointerId)\n {\n const x = event.data.global.x;\n const y = event.data.global.y;\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n const distX = x - this.last.x;\n const distY = y - this.last.y;\n\n if (this.moved\n || ((this.xDirection && this.parent.input.checkThreshold(distX))\n || (this.yDirection && this.parent.input.checkThreshold(distY))))\n {\n const newPoint = { x, y };\n\n if (this.xDirection)\n {\n this.parent.x += (newPoint.x - this.last.x) * this.options.factor;\n }\n if (this.yDirection)\n {\n this.parent.y += (newPoint.y - this.last.y) * this.options.factor;\n }\n this.last = newPoint;\n if (!this.moved)\n {\n this.parent.emit('drag-start', {\n event,\n screen: new Point(this.last.x, this.last.y),\n world: this.parent.toWorld(new Point(this.last.x, this.last.y)),\n viewport: this.parent\n });\n }\n this.moved = true;\n this.parent.emit('moved', { viewport: this.parent, type: 'drag' });\n\n return true;\n }\n }\n else\n {\n this.moved = false;\n }\n }\n\n return false;\n }\n\n up(event)\n {\n if (this.paused)\n {\n return false;\n }\n\n const touches = this.parent.input.touches;\n\n if (touches.length === 1)\n {\n const pointer = touches[0];\n\n if (pointer.last)\n {\n this.last = { x: pointer.last.x, y: pointer.last.y };\n this.current = pointer.id;\n }\n this.moved = false;\n\n return true;\n }\n else if (this.last)\n {\n if (this.moved)\n {\n const screen = new Point(this.last.x, this.last.y);\n\n this.parent.emit('drag-end', {\n event, screen,\n world: this.parent.toWorld(screen),\n viewport: this.parent,\n });\n this.last = null;\n this.moved = false;\n\n return true;\n }\n }\n\n return false;\n }\n\n wheel(event)\n {\n if (this.paused)\n {\n return false;\n }\n\n if (this.options.wheel)\n {\n const wheel = this.parent.plugins.get('wheel', true);\n\n if (!wheel || (!wheel.options.wheelZoom && !event.ctrlKey))\n {\n const step = event.deltaMode ? this.options.lineHeight : 1;\n\n const deltas = [event.deltaX, event.deltaY];\n const [deltaX, deltaY] = this.options.wheelSwapAxes ? deltas.reverse() : deltas;\n\n if (this.xDirection)\n {\n this.parent.x += deltaX * step * this.options.wheelScroll * this.reverse;\n }\n if (this.yDirection)\n {\n this.parent.y += deltaY * step * this.options.wheelScroll * this.reverse;\n }\n if (this.options.clampWheel)\n {\n this.clamp();\n }\n this.parent.emit('wheel-scroll', this.parent);\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n if (!this.parent.options.passiveWheel)\n {\n event.preventDefault();\n }\n if (this.parent.options.stopPropagation)\n {\n event.stopPropagation();\n }\n\n return true;\n }\n }\n\n return false;\n }\n\n resume()\n {\n this.last = null;\n this.paused = false;\n }\n\n clamp()\n {\n const decelerate = this.parent.plugins.get('decelerate', true) || {};\n\n if (this.options.clampWheel !== 'y')\n {\n if (this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n this.parent.x = 0;\n break;\n case 1:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n }\n else\n if (this.parent.left < 0)\n {\n this.parent.x = 0;\n decelerate.x = 0;\n }\n else if (this.parent.right > this.parent.worldWidth)\n {\n this.parent.x = (-this.parent.worldWidth * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n }\n }\n if (this.options.clampWheel !== 'x')\n {\n if (this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n this.parent.y = 0;\n break;\n case 1:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n }\n else\n {\n if (this.parent.top < 0)\n {\n this.parent.y = 0;\n decelerate.y = 0;\n }\n if (this.parent.bottom > this.parent.worldHeight)\n {\n this.parent.y = (-this.parent.worldHeight * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n }\n }\n }\n }\n}\n\n/** Options for {@link Follow}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_FOLLOW_OPTIONS = {\n speed: 0,\n acceleration: null,\n radius: null\n};\n\n/**\n * Plugin to follow a display-object.\n *\n * @see Viewport.follow\n * @public\n */\nclass Follow extends Plugin\n{\n /** The options used to initialize this plugin. */\n \n\n /** The target this plugin will make the viewport follow. */\n \n\n /** The velocity provided the viewport by following, at the current time. */\n \n\n /**\n * This is called by {@link Viewport.follow}.\n *\n * @param parent\n * @param target - target to follow\n * @param options\n */\n constructor(parent, target, options = {})\n {\n super(parent);\n\n this.target = target;\n this.options = Object.assign({}, DEFAULT_FOLLOW_OPTIONS, options);\n this.velocity = { x: 0, y: 0 };\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n\n const center = this.parent.center;\n let toX = this.target.x;\n let toY = this.target.y;\n\n if (this.options.radius)\n {\n const distance = Math.sqrt(Math.pow(this.target.y - center.y, 2) + Math.pow(this.target.x - center.x, 2));\n\n if (distance > this.options.radius)\n {\n const angle = Math.atan2(this.target.y - center.y, this.target.x - center.x);\n\n toX = this.target.x - (Math.cos(angle) * this.options.radius);\n toY = this.target.y - (Math.sin(angle) * this.options.radius);\n }\n else\n {\n return;\n }\n }\n\n const deltaX = toX - center.x;\n const deltaY = toY - center.y;\n\n if (deltaX || deltaY)\n {\n if (this.options.speed)\n {\n if (this.options.acceleration)\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const distance = Math.sqrt(Math.pow(deltaX, 2) + Math.pow(deltaY, 2));\n\n if (distance)\n {\n const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2))\n / (2 * this.options.acceleration);\n\n if (distance > decelerationDistance)\n {\n this.velocity = {\n x: Math.min(this.velocity.x + (this.options.acceleration * elapsed, this.options.speed)),\n y: Math.min(this.velocity.y + (this.options.acceleration * elapsed, this.options.speed))\n };\n }\n else\n {\n this.velocity = {\n x: Math.max(this.velocity.x - (this.options.acceleration * this.options.speed), 0),\n y: Math.max(this.velocity.y - (this.options.acceleration * this.options.speed), 0)\n };\n }\n const changeX = Math.cos(angle) * this.velocity.x;\n const changeY = Math.sin(angle) * this.velocity.y;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const changeX = Math.cos(angle) * this.options.speed;\n const changeY = Math.sin(angle) * this.options.speed;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n this.parent.moveCenter(toX, toY);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n }\n}\n\n/** Insets for mouse edges scrolling regions */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst MOUSE_EDGES_OPTIONS = {\n radius: null,\n distance: null,\n top: null,\n bottom: null,\n left: null,\n right: null,\n speed: 8,\n reverse: false,\n noDecelerate: false,\n linear: false,\n allowButtons: false,\n};\n\n/**\n * Scroll viewport when mouse hovers near one of the edges.\n *\n * @event mouse-edge-start(Viewport) emitted when mouse-edge starts\n * @event mouse-edge-end(Viewport) emitted when mouse-edge ends\n */\nclass MouseEdges extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n \n\n /** Factor from reverse option. */\n \n\n /** Radius squared */\n \n\n /** Scroll region size on the left side. */\n \n\n /** Scroll region size on the top size. */\n \n\n /** Scroll region size on the right side. */\n \n\n /** Scroll region size on the bottom side. */\n \n\n \n\n \n\n /**\n * This is called by {@link Viewport.mouseEdges}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, MOUSE_EDGES_OPTIONS, options);\n this.reverse = this.options.reverse ? 1 : -1;\n this.radiusSquared = typeof this.options.radius === 'number' ? Math.pow(this.options.radius, 2) : null;\n\n this.resize();\n }\n\n resize()\n {\n const distance = this.options.distance;\n\n if (distance !== null)\n {\n this.left = distance;\n this.top = distance;\n this.right = this.parent.screenWidth - distance;\n this.bottom = this.parent.screenHeight - distance;\n }\n else if (!this.options.radius)\n {\n this.left = this.options.left;\n this.top = this.options.top;\n this.right = this.options.right === null ? null : this.parent.screenWidth - this.options.right;\n this.bottom = this.options.bottom === null ? null : this.parent.screenHeight - this.options.bottom;\n }\n }\n\n down()\n {\n if (this.paused)\n {\n return false;\n }\n if (!this.options.allowButtons)\n {\n this.horizontal = this.vertical = null;\n }\n\n return false;\n }\n\n move(event)\n {\n if (this.paused)\n {\n return false;\n }\n if ((event.data.pointerType !== 'mouse' && event.data.identifier !== 1)\n || (!this.options.allowButtons && event.data.buttons !== 0))\n {\n return false;\n }\n\n const x = event.data.global.x;\n const y = event.data.global.y;\n\n if (this.radiusSquared)\n {\n const center = this.parent.toScreen(this.parent.center);\n const distance = Math.pow(center.x - x, 2) + Math.pow(center.y - y, 2);\n\n if (distance >= this.radiusSquared)\n {\n const angle = Math.atan2(center.y - y, center.x - x);\n\n if (this.options.linear)\n {\n this.horizontal = Math.round(Math.cos(angle)) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.round(Math.sin(angle)) * this.options.speed * this.reverse * (60 / 1000);\n }\n else\n {\n this.horizontal = Math.cos(angle) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.sin(angle) * this.options.speed * this.reverse * (60 / 1000);\n }\n }\n else\n {\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n\n this.horizontal = this.vertical = 0;\n }\n }\n else\n {\n if (this.left !== null && x < this.left)\n {\n this.horizontal = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.right !== null && x > this.right)\n {\n this.horizontal = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateHorizontal();\n this.horizontal = 0;\n }\n if (this.top !== null && y < this.top)\n {\n this.vertical = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.bottom !== null && y > this.bottom)\n {\n this.vertical = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateVertical();\n this.vertical = 0;\n }\n }\n\n return false;\n }\n\n decelerateHorizontal()\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.horizontal && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ x: (this.horizontal * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n decelerateVertical()\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.vertical && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ y: (this.vertical * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n up()\n {\n if (this.paused)\n {\n return false;\n }\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n this.horizontal = this.vertical = null;\n\n return false;\n }\n\n update()\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.horizontal || this.vertical)\n {\n const center = this.parent.center;\n\n if (this.horizontal)\n {\n center.x += this.horizontal * this.options.speed;\n }\n if (this.vertical)\n {\n center.y += this.vertical * this.options.speed;\n }\n\n this.parent.moveCenter(center);\n this.parent.emit('moved', { viewport: this.parent, type: 'mouse-edges' });\n }\n }\n}\n\n/** Options for {@link Pinch}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_PINCH_OPTIONS = {\n noDrag: false,\n percent: 1,\n center: null,\n factor: 1,\n axis: 'all',\n};\n\n/**\n * Plugin for enabling two-finger pinching (or dragging).\n *\n * @public\n */\nclass Pinch extends Plugin\n{\n /** Options used to initialize this plugin. */\n \n\n /** Flags whether this plugin is active, i.e. a pointer is down on the viewport. */\n __init() {this.active = false;}\n\n /** Flags whether the viewport is being pinched. */\n __init2() {this.pinching = false;}\n\n __init3() {this.moved = false;}\n \n\n /**\n * This is called by {@link Viewport.pinch}.\n */\n constructor(parent, options = {})\n {\n super(parent);Pinch.prototype.__init.call(this);Pinch.prototype.__init2.call(this);Pinch.prototype.__init3.call(this); this.options = Object.assign({}, DEFAULT_PINCH_OPTIONS, options);\n }\n\n down()\n {\n if (this.parent.input.count() >= 2)\n {\n this.active = true;\n\n return true;\n }\n\n return false;\n }\n\n isAxisX()\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n isAxisY()\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n move(e)\n {\n if (this.paused || !this.active)\n {\n return false;\n }\n\n const x = e.data.global.x;\n const y = e.data.global.y;\n\n const pointers = this.parent.input.touches;\n\n if (pointers.length >= 2)\n {\n const first = pointers[0] ;\n const second = pointers[1] ;\n const last = (first.last && second.last)\n ? Math.sqrt(Math.pow(second.last.x - first.last.x, 2) + Math.pow(second.last.y - first.last.y, 2))\n : null;\n\n if (first.id === e.data.pointerId)\n {\n first.last = { x, y, data: e.data } ;\n }\n else if (second.id === e.data.pointerId)\n {\n second.last = { x, y, data: e.data } ;\n }\n if (last)\n {\n let oldPoint;\n\n const point = {\n x: (first.last ).x\n + (((second.last ).x - (first.last ).x) / 2),\n y: (first.last ).y\n + (((second.last ).y - (first.last ).y) / 2),\n };\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n let dist = Math.sqrt(Math.pow(\n (second.last ).x - (first.last ).x, 2)\n + Math.pow((second.last ).y - (first.last ).y, 2));\n\n dist = dist === 0 ? dist = 0.0000000001 : dist;\n\n const change = (1 - (last / dist)) * this.options.percent\n * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y);\n\n if (this.isAxisX())\n {\n this.parent.scale.x += change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'pinch', center: point });\n\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += (point.x - newPoint.x) * this.options.factor;\n this.parent.y += (point.y - newPoint.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n if (!this.options.noDrag && this.lastCenter)\n {\n this.parent.x += (point.x - this.lastCenter.x) * this.options.factor;\n this.parent.y += (point.y - this.lastCenter.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n\n this.lastCenter = point;\n this.moved = true;\n }\n else if (!this.pinching)\n {\n this.parent.emit('pinch-start', this.parent);\n this.pinching = true;\n }\n\n return true;\n }\n\n return false;\n }\n\n up()\n {\n if (this.pinching)\n {\n if (this.parent.input.touches.length <= 1)\n {\n this.active = false;\n this.lastCenter = null;\n this.pinching = false;\n this.moved = false;\n this.parent.emit('pinch-end', this.parent);\n\n return true;\n }\n }\n\n return false;\n }\n}\n\nconst DEFAULT_SNAP_OPTIONS = {\n topLeft: false,\n friction: 0.8,\n time: 1000,\n ease: 'easeInOutSine',\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false\n};\n\n/**\n * @event snap-start(Viewport) emitted each time a snap animation starts\n * @event snap-restart(Viewport) emitted each time a snap resets because of a change in viewport size\n * @event snap-end(Viewport) emitted each time snap reaches its target\n * @event snap-remove(Viewport) emitted if snap plugin is removed\n */\nclass Snap extends Plugin\n{\n \n \n \n \n\n \n \n \n \n \n \n\n /**\n * This is called by {@link Viewport.snap}.\n */\n constructor(parent, x, y, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_SNAP_OPTIONS, options);\n this.ease = ease(options.ease, 'easeInOutSine');\n this.x = x;\n this.y = y;\n\n if (this.options.forceStart)\n {\n this.snapStart();\n }\n }\n\n snapStart()\n {\n this.percent = 0;\n this.snapping = { time: 0 };\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n this.deltaX = this.x - current.x;\n this.deltaY = this.y - current.y;\n this.startX = current.x;\n this.startY = current.y;\n this.parent.emit('snap-start', this.parent);\n }\n\n wheel()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n\n return false;\n }\n\n down()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n up()\n {\n if (this.parent.input.count() === 0)\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n decelerate.percentChangeX = decelerate.percentChangeY = this.options.friction;\n }\n }\n\n return false;\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n if (!this.snapping)\n {\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n if (current.x !== this.x || current.y !== this.y)\n {\n this.snapStart();\n }\n }\n else\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n let finished;\n let x;\n let y;\n\n const startX = this.startX ;\n const startY = this.startY ;\n const deltaX = this.deltaX ;\n const deltaY = this.deltaY ;\n\n if (snapping.time > this.options.time)\n {\n finished = true;\n x = startX + deltaX;\n y = startY + deltaY;\n }\n else\n {\n const percent = this.ease(snapping.time, 0, 1, this.options.time);\n\n x = startX + (deltaX * percent);\n y = startY + (deltaY * percent);\n }\n if (this.options.topLeft)\n {\n this.parent.moveCorner(x, y);\n }\n else\n {\n this.parent.moveCenter(x, y);\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'snap' });\n\n if (finished)\n {\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap');\n }\n this.parent.emit('snap-end', this.parent);\n this.snapping = null;\n }\n }\n }\n}\n\n/** Options for {@link SnapZoom}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_SNAP_ZOOM_OPTIONS = {\n width: 0,\n height: 0,\n time: 1000,\n ease: 'easeInOutSine',\n center: null,\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false,\n noMove: false\n};\n\n/**\n * @event snap-zoom-start(Viewport) emitted each time a fit animation starts\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n */\nclass SnapZoom extends Plugin\n{\n \n\n \n \n \n \n \n \n\n\n\n\n\n\n\n /**\n * This is called by {@link Viewport.snapZoom}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_SNAP_ZOOM_OPTIONS, options);\n this.ease = ease(this.options.ease);\n\n // Assign defaults for typescript.\n this.xIndependent = false;\n this.yIndependent = false;\n this.xScale = 0;\n this.yScale = 0;\n\n if (this.options.width > 0)\n {\n this.xScale = parent.screenWidth / this.options.width;\n this.xIndependent = true;\n }\n if (this.options.height > 0)\n {\n this.yScale = parent.screenHeight / this.options.height;\n this.yIndependent = true;\n }\n\n this.xScale = this.xIndependent ? (this.xScale ) : (this.yScale );\n this.yScale = this.yIndependent ? (this.yScale ) : this.xScale;\n\n if (this.options.time === 0)\n {\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.x = this.xScale;\n\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.y = this.yScale;\n\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n }\n else if (options.forceStart)\n {\n this.createSnapping();\n }\n }\n\n createSnapping()\n {\n const startWorldScreenWidth = this.parent.worldScreenWidth;\n const startWorldScreenHeight = this.parent.worldScreenHeight;\n const endWorldScreenWidth = this.parent.screenWidth / this.xScale;\n const endWorldScreenHeight = this.parent.screenHeight / this.yScale;\n\n this.snapping = {\n time: 0,\n startX: startWorldScreenWidth,\n startY: startWorldScreenHeight,\n deltaX: endWorldScreenWidth - startWorldScreenWidth,\n deltaY: endWorldScreenHeight - startWorldScreenHeight\n };\n\n this.parent.emit('snap-zoom-start', this.parent);\n }\n\n resize()\n {\n this.snapping = null;\n\n if (this.options.width > 0)\n {\n this.xScale = this.parent.screenWidth / this.options.width;\n }\n if (this.options.height > 0)\n {\n this.yScale = this.parent.screenHeight / this.options.height;\n }\n this.xScale = this.xIndependent ? this.xScale : this.yScale;\n this.yScale = this.yIndependent ? this.yScale : this.xScale;\n }\n\n wheel()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n\n return false;\n }\n\n down()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n\n let oldCenter;\n\n if (!this.options.center && !this.options.noMove)\n {\n oldCenter = this.parent.center;\n }\n if (!this.snapping)\n {\n if (this.parent.scale.x !== this.xScale || this.parent.scale.y !== this.yScale)\n {\n this.createSnapping();\n }\n }\n else if (this.snapping)\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n\n if (snapping.time >= this.options.time)\n {\n this.parent.scale.set(this.xScale, this.yScale);\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n this.parent.emit('snap-zoom-end', this.parent);\n this.snapping = null;\n }\n else\n {\n const snapping = this.snapping;\n const worldScreenWidth = this.ease(snapping.time, snapping.startX, snapping.deltaX, this.options.time);\n const worldScreenHeight = this.ease(snapping.time, snapping.startY, snapping.deltaY, this.options.time);\n\n this.parent.scale.x = this.parent.screenWidth / worldScreenWidth;\n this.parent.scale.y = this.parent.screenHeight / worldScreenHeight;\n }\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (!this.options.noMove)\n {\n if (!this.options.center)\n {\n this.parent.moveCenter(oldCenter );\n }\n else\n {\n this.parent.moveCenter(this.options.center);\n }\n }\n }\n }\n\n resume()\n {\n this.snapping = null;\n super.resume();\n }\n}\n\n/** Options for {@link Wheel}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_WHEEL_OPTIONS = {\n percent: 0.1,\n smooth: false,\n interrupt: true,\n reverse: false,\n center: null,\n lineHeight: 20,\n axis: 'all',\n keyToPress: null,\n trackpadPinch: false,\n wheelZoom: true,\n};\n\n/**\n * Plugin for handling wheel scrolling for viewport zoom.\n *\n * @event wheel({wheel: {dx, dy, dz}, event, viewport})\n */\nclass Wheel extends Plugin\n{\n \n\n \n \n \n\n /** Flags whether the keys required to zoom are pressed currently. */\n \n\n /**\n * This is called by {@link Viewport.wheel}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_WHEEL_OPTIONS, options);\n this.keyIsPressed = false;\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger zoom event\n */\n handleKeyPresses(codes)\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = true;\n }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = false;\n }\n });\n }\n\n checkKeyPress()\n {\n return !this.options.keyToPress || this.keyIsPressed;\n }\n\n down()\n {\n if (this.options.interrupt)\n {\n this.smoothing = null;\n }\n\n return false;\n }\n\n isAxisX()\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n isAxisY()\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n update()\n {\n if (this.smoothing)\n {\n const point = this.smoothingCenter;\n const change = this.smoothing;\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point );\n }\n if (this.isAxisX())\n {\n this.parent.scale.x += change.x;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change.y;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += (point ).x - newPoint.x;\n this.parent.y += (point ).y - newPoint.y;\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n (this.smoothingCount )++;\n\n if ((this.smoothingCount ) >= this.options.smooth)\n {\n this.smoothing = null;\n }\n }\n }\n\n pinch(e)\n {\n if (this.paused)\n {\n return;\n }\n\n const point = this.parent.input.getPointerPosition(e);\n const step = -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 200;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n wheel(e)\n {\n if (this.paused)\n {\n return false;\n }\n\n if (!this.checkKeyPress())\n {\n return false;\n }\n\n if (e.ctrlKey && this.options.trackpadPinch)\n {\n this.pinch(e);\n }\n else if (this.options.wheelZoom)\n {\n const point = this.parent.input.getPointerPosition(e);\n const sign = this.options.reverse ? -1 : 1;\n const step = sign * -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 500;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n if (this.options.smooth)\n {\n const original = {\n x: this.smoothing ? this.smoothing.x * (this.options.smooth - (this.smoothingCount )) : 0,\n y: this.smoothing ? this.smoothing.y * (this.options.smooth - (this.smoothingCount )) : 0\n };\n\n this.smoothing = {\n x: (((this.parent.scale.x + original.x) * change) - this.parent.scale.x) / this.options.smooth,\n y: (((this.parent.scale.y + original.y) * change) - this.parent.scale.y) / this.options.smooth,\n };\n this.smoothingCount = 0;\n this.smoothingCenter = point;\n }\n else\n {\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n return !this.parent.options.passiveWheel;\n }\n}\n\n/**\n * Handles all input for Viewport\n *\n * @internal\n * @ignore\n * @private\n */\nclass InputManager\n{\n \n\n \n \n \n \n /** List of active touches on viewport */\n \n\n constructor(viewport)\n {\n this.viewport = viewport;\n this.touches = [];\n\n this.addListeners();\n }\n\n /** Add input listeners */\n addListeners()\n {\n this.viewport.interactive = true;\n if (!this.viewport.forceHitArea)\n {\n this.viewport.hitArea = new Rectangle(0, 0, this.viewport.worldWidth, this.viewport.worldHeight);\n }\n this.viewport.on('pointerdown', this.down, this);\n this.viewport.on('pointermove', this.move, this);\n this.viewport.on('pointerup', this.up, this);\n this.viewport.on('pointerupoutside', this.up, this);\n this.viewport.on('pointercancel', this.up, this);\n this.viewport.on('pointerout', this.up, this);\n this.wheelFunction = (e) => this.handleWheel(e);\n this.viewport.options.divWheel.addEventListener(\n 'wheel',\n this.wheelFunction ,\n { passive: this.viewport.options.passiveWheel });\n this.isMouseDown = false;\n }\n\n /**\n * Removes all event listeners from viewport\n * (useful for cleanup of wheel when removing viewport)\n */\n destroy()\n {\n this.viewport.options.divWheel.removeEventListener('wheel', this.wheelFunction );\n }\n\n /**\n * handle down events for viewport\n *\n * @param {PIXI.InteractionEvent} event\n */\n down(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = true;\n }\n else if (!this.get(event.data.pointerId))\n {\n this.touches.push({ id: event.data.pointerId, last: null });\n }\n if (this.count() === 1)\n {\n this.last = event.data.global.clone();\n\n // clicked event does not fire if viewport is decelerating or bouncing\n const decelerate = this.viewport.plugins.get('decelerate', true);\n const bounce = this.viewport.plugins.get('bounce', true);\n\n if ((!decelerate || !decelerate.isActive()) && (!bounce || !bounce.isActive()))\n {\n this.clickedAvailable = true;\n }\n else\n {\n this.clickedAvailable = false;\n }\n }\n else\n {\n this.clickedAvailable = false;\n }\n\n const stop = this.viewport.plugins.down(event);\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Clears all pointer events */\n clear()\n {\n this.isMouseDown = false;\n this.touches = [];\n this.last = null;\n }\n\n /**\n * @param {number} change\n * @returns whether change exceeds threshold\n */\n checkThreshold(change)\n {\n if (Math.abs(change) >= this.viewport.threshold)\n {\n return true;\n }\n\n return false;\n }\n\n /** Handle move events for viewport */\n move(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n const stop = this.viewport.plugins.move(event);\n\n if (this.clickedAvailable && this.last)\n {\n const distX = event.data.global.x - this.last.x;\n const distY = event.data.global.y - this.last.y;\n\n if (this.checkThreshold(distX) || this.checkThreshold(distY))\n {\n this.clickedAvailable = false;\n }\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Handle up events for viewport */\n up(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = false;\n }\n\n if (event.data.pointerType !== 'mouse')\n {\n this.remove(event.data.pointerId);\n }\n\n const stop = this.viewport.plugins.up(event);\n\n if (this.clickedAvailable && this.count() === 0 && this.last)\n {\n this.viewport.emit('clicked', {\n event,\n screen: this.last,\n world: this.viewport.toWorld(this.last),\n viewport: this\n });\n this.clickedAvailable = false;\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Gets pointer position if this.interaction is set */\n getPointerPosition(event)\n {\n const point = new Point();\n\n if (this.viewport.options.interaction)\n {\n this.viewport.options.interaction.mapPositionToPoint(point, event.clientX, event.clientY);\n }\n else if (this.viewport.options.useDivWheelForInputManager && this.viewport.options.divWheel)\n {\n const rect = this.viewport.options.divWheel.getBoundingClientRect();\n\n point.x = event.clientX - rect.left;\n point.y = event.clientY - rect.top;\n }\n else\n {\n point.x = event.clientX;\n point.y = event.clientY;\n }\n\n return point;\n }\n\n /** Handle wheel events */\n handleWheel(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n // do not handle events coming from other elements\n if (this.viewport.options.interaction\n && (this.viewport.options.interaction ).interactionDOMElement !== event.target)\n {\n return;\n }\n\n // only handle wheel events where the mouse is over the viewport\n const point = this.viewport.toLocal(this.getPointerPosition(event));\n\n if (this.viewport.left <= point.x\n && point.x <= this.viewport.right\n && this.viewport.top <= point.y\n && point.y <= this.viewport.bottom)\n {\n const stop = this.viewport.plugins.wheel(event);\n\n if (stop && !this.viewport.options.passiveWheel)\n {\n event.preventDefault();\n }\n }\n }\n\n pause()\n {\n this.touches = [];\n this.isMouseDown = false;\n }\n\n /** Get touch by id */\n get(id)\n {\n for (const touch of this.touches)\n {\n if (touch.id === id)\n {\n return touch;\n }\n }\n\n return null;\n }\n\n /** Remove touch by number */\n remove(id)\n {\n for (let i = 0; i < this.touches.length; i++)\n {\n if (this.touches[i].id === id)\n {\n this.touches.splice(i, 1);\n\n return;\n }\n }\n }\n\n /**\n * @returns {number} count of mouse/touch pointers that are down on the viewport\n */\n count()\n {\n return (this.isMouseDown ? 1 : 0) + this.touches.length;\n }\n}\n\nfunction _optionalChain(ops) { let lastAccessLHS = undefined; let value = ops[0]; let i = 1; while (i < ops.length) { const op = ops[i]; const fn = ops[i + 1]; i += 2; if ((op === 'optionalAccess' || op === 'optionalCall') && value == null) { return undefined; } if (op === 'access' || op === 'optionalAccess') { lastAccessLHS = value; value = fn(value); } else if (op === 'call' || op === 'optionalCall') { value = fn((...args) => value.call(lastAccessLHS, ...args)); lastAccessLHS = undefined; } } return value; }\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst PLUGIN_ORDER = [\n 'drag',\n 'pinch',\n 'wheel',\n 'follow',\n 'mouse-edges',\n 'decelerate',\n 'animate',\n 'bounce',\n 'snap-zoom',\n 'clamp-zoom',\n 'snap',\n 'clamp',\n];\n\n/**\n * Use this to access current plugins or add user-defined plugins\n *\n * @public\n */\nclass PluginManager\n{\n /** Maps mounted plugins by their type */\n \n\n /**\n * List of plugins mounted\n *\n * This list is kept sorted by the internal priority of plugins (hard-coded).\n */\n \n\n /** The viewport using the plugins managed by `this`. */\n \n\n /** This is called by {@link Viewport} to initialize the {@link Viewport.plugins plugins}. */\n constructor(viewport)\n {\n this.viewport = viewport;\n this.list = [];\n this.plugins = {};\n }\n\n /**\n * Inserts a named plugin or a user plugin into the viewport\n * default plugin order: 'drag', 'pinch', 'wheel', 'follow', 'mouse-edges', 'decelerate', 'bounce',\n * 'snap-zoom', 'clamp-zoom', 'snap', 'clamp'\n *\n * @param {string} name of plugin\n * @param {Plugin} plugin - instantiated Plugin class\n * @param {number} index to insert userPlugin (otherwise inserts it at the end)\n */\n add(name, plugin, index = PLUGIN_ORDER.length)\n {\n\n const oldPlugin = this.plugins[name];\n\n if (oldPlugin)\n {\n oldPlugin.destroy();\n }\n\n this.plugins[name] = plugin;\n\n const current = PLUGIN_ORDER.indexOf(name);\n\n if (current !== -1)\n {\n PLUGIN_ORDER.splice(current, 1);\n }\n\n PLUGIN_ORDER.splice(index, 0, name);\n this.sort();\n }\n\n \n\n\n\n\n\n\n\n\n\n\n\n\n\n /**\n * Get plugin\n *\n * @param {string} name of plugin\n * @param {boolean} [ignorePaused] return null if plugin is paused\n */\n get(name, ignorePaused)\n {\n if (ignorePaused)\n {\n if (_optionalChain([this, 'access', _ => _.plugins, 'access', _2 => _2[name], 'optionalAccess', _3 => _3.paused]))\n {\n return null;\n }\n }\n\n return this.plugins[name] ;\n }\n\n /**\n * Update all active plugins\n *\n * @internal\n * @ignore\n * @param {number} elapsed type in milliseconds since last update\n */\n update(elapsed)\n {\n for (const plugin of this.list)\n {\n plugin.update(elapsed);\n }\n }\n\n /**\n * Resize all active plugins\n *\n * @internal\n * @ignore\n */\n resize()\n {\n for (const plugin of this.list)\n {\n plugin.resize();\n }\n }\n\n /** Clamps and resets bounce and decelerate (as needed) after manually moving viewport */\n reset()\n {\n for (const plugin of this.list)\n {\n plugin.reset();\n }\n }\n\n /** removes all installed plugins */\n removeAll()\n {\n this.list.forEach((plugin) => {\n plugin.destroy();\n });\n this.plugins = {};\n this.sort();\n }\n\n /**\n * Removes installed plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n remove(name)\n {\n if (this.plugins[name])\n {\n _optionalChain([this, 'access', _4 => _4.plugins, 'access', _5 => _5[name], 'optionalAccess', _6 => _6.destroy, 'call', _7 => _7()]);\n delete this.plugins[name];\n this.viewport.emit(`${name}-remove`);\n this.sort();\n }\n }\n\n /**\n * Pause plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n pause(name)\n {\n _optionalChain([this, 'access', _8 => _8.plugins, 'access', _9 => _9[name], 'optionalAccess', _10 => _10.pause, 'call', _11 => _11()]);\n }\n\n /**\n * Resume plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n resume(name)\n {\n _optionalChain([this, 'access', _12 => _12.plugins, 'access', _13 => _13[name], 'optionalAccess', _14 => _14.resume, 'call', _15 => _15()]);\n }\n\n /**\n * Sort plugins according to PLUGIN_ORDER\n *\n * @internal\n * @ignore\n */\n sort()\n {\n this.list = [];\n\n for (const plugin of PLUGIN_ORDER)\n {\n if (this.plugins[plugin])\n {\n this.list.push(this.plugins[plugin] );\n }\n }\n }\n\n /**\n * Handle down for all plugins\n *\n * @internal\n * @ignore\n */\n down(event)\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.down(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle move for all plugins\n *\n * @internal\n * @ignore\n */\n move(event)\n {\n let stop = false;\n\n for (const plugin of this.viewport.plugins.list)\n {\n if (plugin.move(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle up for all plugins\n *\n * @internal\n * @ignore\n */\n up(event)\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.up(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle wheel event for all plugins\n *\n * @internal\n * @ignore\n */\n wheel(e)\n {\n let result = false;\n\n for (const plugin of this.list)\n {\n if (plugin.wheel(e))\n {\n result = true;\n }\n }\n\n return result;\n }\n}\n\n/** Options for {@link Viewport}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_VIEWPORT_OPTIONS = {\n screenWidth: window.innerWidth,\n screenHeight: window.innerHeight,\n worldWidth: null,\n worldHeight: null,\n threshold: 5,\n passiveWheel: true,\n stopPropagation: false,\n forceHitArea: null,\n noTicker: false,\n interaction: null,\n disableOnContextMenu: false,\n ticker: Ticker.shared,\n};\n\n/**\n * Main class to use when creating a Viewport\n *\n * @public\n * @fires clicked\n * @fires drag-start\n * @fires drag-end\n * @fires drag-remove\n * @fires pinch-start\n * @fires pinch-end\n * @fires pinch-remove\n * @fires snap-start\n * @fires snap-end\n * @fires snap-remove\n * @fires snap-zoom-start\n * @fires snap-zoom-end\n * @fires snap-zoom-remove\n * @fires bounce-x-start\n * @fires bounce-x-end\n * @fires bounce-y-start\n * @fires bounce-y-end\n * @fires bounce-remove\n * @fires wheel\n * @fires wheel-remove\n * @fires wheel-scroll\n * @fires wheel-scroll-remove\n * @fires mouse-edge-start\n * @fires mouse-edge-end\n * @fires mouse-edge-remove\n * @fires moved\n * @fires moved-end\n * @fires zoomed\n * @fires zoomed-end\n * @fires frame-end\n */\nclass Viewport extends Container\n{\n /** Flags whether the viewport is being panned */\n \n\n \n \n\n /** Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event */\n \n\n \n\n /** Use this to add user plugins or access existing plugins (e.g., to pause, resume, or remove them) */\n \n\n /** Flags whether the viewport zoom is being changed. */\n \n\n \n\n /** The options passed when creating this viewport, merged with the default values */\n \n\n \n \n \n \n \n \n \n __init() {this._disableOnContextMenu = (e) => e.preventDefault();}\n\n /**\n * @param {IViewportOptions} ViewportOptions\n * @param {number} [options.screenWidth=window.innerWidth]\n * @param {number} [options.screenHeight=window.innerHeight]\n * @param {number} [options.worldWidth=this.width]\n * @param {number} [options.worldHeight=this.height]\n * @param {number} [options.threshold=5] number of pixels to move to trigger an input event (e.g., drag, pinch)\n * or disable a clicked event\n * @param {boolean} [options.passiveWheel=true] whether the 'wheel' event is set to passive (note: if false,\n * e.preventDefault() will be called when wheel is used over the viewport)\n * @param {boolean} [options.stopPropagation=false] whether to stopPropagation of events that impact the viewport\n * (except wheel events, see options.passiveWheel)\n * @param {HitArea} [options.forceHitArea] change the default hitArea from world size to a new value\n * @param {boolean} [options.noTicker] set this if you want to manually call update() function on each frame\n * @param {PIXI.Ticker} [options.ticker=PIXI.Ticker.shared] use this PIXI.ticker for updates\n * @param {PIXI.InteractionManager} [options.interaction=null] InteractionManager, available from instantiated\n * WebGLRenderer/CanvasRenderer.plugins.interaction - used to calculate pointer position relative to canvas\n * location on screen\n * @param {HTMLElement} [options.divWheel=document.body] div to attach the wheel event\n * @param {boolean} [options.disableOnContextMenu] remove oncontextmenu=() => {} from the divWheel element\n */\n constructor(options = {})\n {\n super();Viewport.prototype.__init.call(this); this.options = Object.assign(\n {},\n { divWheel: document.body },\n DEFAULT_VIEWPORT_OPTIONS,\n options\n );\n\n this.screenWidth = this.options.screenWidth;\n this.screenHeight = this.options.screenHeight;\n\n this._worldWidth = this.options.worldWidth;\n this._worldHeight = this.options.worldHeight;\n this.forceHitArea = this.options.forceHitArea;\n this.threshold = this.options.threshold;\n\n this.options.divWheel = this.options.divWheel || document.body;\n\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.addEventListener('contextmenu', this._disableOnContextMenu);\n }\n if (!this.options.noTicker)\n {\n this.tickerFunction = () => this.update(this.options.ticker.elapsedMS);\n this.options.ticker.add(this.tickerFunction);\n }\n\n this.input = new InputManager(this);\n this.plugins = new PluginManager(this);\n }\n\n /** Overrides PIXI.Container's destroy to also remove the 'wheel' and PIXI.Ticker listeners */\n destroy(options)\n {\n if (!this.options.noTicker && this.tickerFunction)\n {\n this.options.ticker.remove(this.tickerFunction);\n }\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.removeEventListener('contextmenu', this._disableOnContextMenu);\n }\n\n this.input.destroy();\n super.destroy(options);\n }\n\n /**\n * Update viewport on each frame.\n *\n * By default, you do not need to call this unless you set `options.noTicker=true`.\n *\n * @param {number} elapsed time in milliseconds since last update\n */\n update(elapsed)\n {\n if (!this.pause)\n {\n this.plugins.update(elapsed);\n\n if (this.lastViewport)\n {\n // Check for moved-end event\n if (this.lastViewport.x !== this.x || this.lastViewport.y !== this.y)\n {\n this.moving = true;\n }\n else if (this.moving)\n {\n this.emit('moved-end', this);\n this.moving = false;\n }\n\n // Check for zoomed-end event\n if (this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y)\n {\n this.zooming = true;\n }\n else if (this.zooming)\n {\n this.emit('zoomed-end', this);\n this.zooming = false;\n }\n }\n\n if (!this.forceHitArea)\n {\n this._hitAreaDefault = new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n this.hitArea = this._hitAreaDefault;\n }\n\n this._dirty = this._dirty || !this.lastViewport\n || this.lastViewport.x !== this.x || this.lastViewport.y !== this.y\n || this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y;\n\n this.lastViewport = {\n x: this.x,\n y: this.y,\n scaleX: this.scale.x,\n scaleY: this.scale.y\n };\n this.emit('frame-end', this);\n }\n }\n\n /**\n * Use this to set screen and world sizes, needed for pinch/wheel/clamp/bounce.\n * @param {number} screenWidth=window.innerWidth\n * @param {number} screenHeight=window.innerHeight\n * @param {number} [worldWidth]\n * @param {number} [worldHeight]\n */\n resize(\n screenWidth = window.innerWidth,\n screenHeight = window.innerHeight,\n worldWidth,\n worldHeight\n )\n {\n this.screenWidth = screenWidth;\n this.screenHeight = screenHeight;\n\n if (typeof worldWidth !== 'undefined')\n {\n this._worldWidth = worldWidth;\n }\n if (typeof worldHeight !== 'undefined')\n {\n this._worldHeight = worldHeight;\n }\n\n this.plugins.resize();\n this.dirty = true;\n }\n\n /** World width, in pixels */\n get worldWidth()\n {\n if (this._worldWidth)\n {\n return this._worldWidth;\n }\n\n return this.width / this.scale.x;\n }\n set worldWidth(value)\n {\n this._worldWidth = value;\n this.plugins.resize();\n }\n\n /** World height, in pixels */\n get worldHeight()\n {\n if (this._worldHeight)\n {\n return this._worldHeight;\n }\n\n return this.height / this.scale.y;\n }\n set worldHeight(value)\n {\n this._worldHeight = value;\n this.plugins.resize();\n }\n\n /** Get visible world bounds of viewport */\n getVisibleBounds()\n {\n return new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n }\n\n /** Change coordinates from screen to world */\n \n\n\n\n /**\n * Changes coordinate from screen to world\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n toWorld(x, y)\n {\n if (arguments.length === 2)\n {\n return this.toLocal(new Point(x , y));\n }\n\n return this.toLocal(x );\n }\n\n /** Change coordinates from world to screen */\n \n\n\n\n /**\n * Changes coordinate from world to screen\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n toScreen(x, y)\n {\n if (arguments.length === 2)\n {\n return this.toGlobal(new Point(x , y));\n }\n\n return this.toGlobal(x );\n }\n\n /** Screen width in world coordinates */\n get worldScreenWidth()\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Screen height in world coordinates */\n get worldScreenHeight()\n {\n return this.screenHeight / this.scale.y;\n }\n\n /** World width in screen coordinates */\n get screenWorldWidth()\n {\n return this.worldWidth * this.scale.x;\n }\n\n /** World height in screen coordinates */\n get screenWorldHeight()\n {\n return this.worldHeight * this.scale.y;\n }\n\n /** Center of screen in world coordinates */\n get center()\n {\n return new Point(\n (this.worldScreenWidth / 2) - (this.x / this.scale.x),\n (this.worldScreenHeight / 2) - (this.y / this.scale.y),\n );\n }\n set center(value)\n {\n this.moveCenter(value);\n }\n\n \n\n\n\n\n /**\n * Move center of viewport to (x, y)\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @return {Viewport}\n */\n moveCenter(...args)\n {\n let x;\n let y;\n\n if (typeof args[0] === 'number')\n {\n x = args[0];\n y = args[1] ;\n }\n else\n {\n x = args[0].x;\n y = args[0].y;\n }\n\n const newX = ((this.worldScreenWidth / 2) - x) * this.scale.x;\n const newY = ((this.worldScreenHeight / 2) - y) * this.scale.y;\n\n if (this.x !== newX || this.y !== newY)\n {\n this.position.set(newX, newY);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Top-left corner of Viewport */\n get corner()\n {\n return new Point(-this.x / this.scale.x, -this.y / this.scale.y);\n }\n set corner(value)\n {\n this.moveCorner(value);\n }\n\n /** Move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n \n\n\n\n\n /**\n * MoveCorner\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @returns {Viewport}\n */\n moveCorner(...args)\n {\n let x;\n let y;\n\n if (args.length === 1)\n {\n x = -args[0].x * this.scale.x;\n y = -args[0].y * this.scale.y;\n }\n else\n {\n x = -args[0] * this.scale.x;\n y = -args[1] * this.scale.y;\n }\n\n if (x !== this.x || y !== this.y)\n {\n this.position.set(x, y);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Get how many world pixels fit in screen's width */\n get screenWidthInWorldPixels()\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Get how many world pixels fit on screen's height */\n get screenHeightInWorldPixels()\n {\n return this.screenHeight / this.scale.y;\n }\n\n /**\n * Find the scale value that fits a world width on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param width - Width in world pixels\n * @return - scale\n */\n findFitWidth(width)\n {\n return this.screenWidth / width;\n }\n\n /**\n * Finds the scale value that fits a world height on the screens\n * does not change the viewport (use fit... to change)\n *\n * @param height - Height in world pixels\n * @return - scale\n */\n findFitHeight(height)\n {\n return this.screenHeight / height;\n }\n\n /**\n * Finds the scale value that fits the smaller of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findFit(width, height)\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.min(scaleX, scaleY);\n }\n\n /**\n * Finds the scale value that fits the larger of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findCover(width, height)\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.max(scaleX, scaleY);\n }\n\n /**\n * Change zoom so the width fits in the viewport\n *\n * @param width - width in world coordinates\n * @param center - maintain the same center\n * @param scaleY - whether to set scaleY=scaleX\n * @param noClamp - whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitWidth(width = this.worldWidth, center, scaleY = true, noClamp)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.x = this.screenWidth / width;\n\n if (scaleY)\n {\n this.scale.y = this.scale.x;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so the height fits in the viewport\n *\n * @param {number} [height=this.worldHeight] in world coordinates\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {boolean} [scaleX=true] whether to set scaleX = scaleY\n * @param {boolean} [noClamp] whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitHeight(height = this.worldHeight, center, scaleX = true, noClamp)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.y = this.screenHeight / height;\n\n if (scaleX)\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the entire world in the viewport\n *\n * @param {boolean} center maintain the same center of the screen after zoom\n * @returns {Viewport} this\n */\n fitWorld(center)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / this.worldWidth;\n this.scale.y = this.screenHeight / this.worldHeight;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the size or the entire world in the viewport\n *\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {number} [width=this.worldWidth] desired width\n * @param {number} [height=this.worldHeight] desired height\n * @returns {Viewport} this\n */\n fit(center, width = this.worldWidth, height = this.worldHeight)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / width;\n this.scale.y = this.screenHeight / height;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport to specific value.\n *\n * @param {number} scale value (e.g., 1 would be 100%, 0.25 would be 25%)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n setZoom(scale, center)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.set(scale);\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport by a certain percent (in both x and y direction).\n *\n * @param {number} percent change (e.g., 0.25 would increase a starting scale of 1.0 to 1.25)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoomPercent(percent, center)\n {\n return this.setZoom(this.scale.x + (this.scale.x * percent), center);\n }\n\n /**\n * Zoom viewport by increasing/decreasing width by a certain number of pixels.\n *\n * @param {number} change in pixels\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoom(change, center)\n {\n this.fitWidth(change + this.worldScreenWidth, center);\n\n return this;\n }\n\n /** Changes scale of viewport and maintains center of viewport */\n get scaled()\n {\n return this.scale.x;\n }\n set scaled(scale)\n {\n this.setZoom(scale, true);\n }\n\n /**\n * Returns zoom to the desired scale\n *\n * @param {ISnapZoomOptions} options\n * @param {number} [options.width=0] - the desired width to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.height=0] - the desired height to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.time=1000] - time for snapping in ms\n * @param {(string|function)} [options.ease=easeInOutSine] ease function or name (see http://easings.net/\n * for supported names)\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of the viewport\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at the\n * desired zoom\n * @param {boolean} [options.noMove] - zoom but do not move\n */\n snapZoom(options)\n {\n this.plugins.add('snap-zoom', new SnapZoom(this, options));\n\n return this;\n }\n\n /** Is container out of world bounds */\n OOB()\n\n\n\n\n\n\n {\n return {\n left: this.left < 0,\n right: this.right > this.worldWidth,\n top: this.top < 0,\n bottom: this.bottom > this.worldHeight,\n cornerPoint: new Point(\n (this.worldWidth * this.scale.x) - this.screenWidth,\n (this.worldHeight * this.scale.y) - this.screenHeight\n )\n };\n }\n\n /** World coordinates of the right edge of the screen */\n get right()\n {\n return (-this.x / this.scale.x) + this.worldScreenWidth;\n }\n set right(value)\n {\n this.x = (-value * this.scale.x) + this.screenWidth;\n this.plugins.reset();\n }\n\n /** World coordinates of the left edge of the screen */\n get left()\n {\n return -this.x / this.scale.x;\n }\n set left(value)\n {\n this.x = -value * this.scale.x;\n this.plugins.reset();\n }\n\n /** World coordinates of the top edge of the screen */\n get top()\n {\n return -this.y / this.scale.y;\n }\n set top(value)\n {\n this.y = -value * this.scale.y;\n this.plugins.reset();\n }\n\n /** World coordinates of the bottom edge of the screen */\n get bottom()\n {\n return (-this.y / this.scale.y) + this.worldScreenHeight;\n }\n set bottom(value)\n {\n this.y = (-value * this.scale.y) + this.screenHeight;\n this.plugins.reset();\n }\n\n /**\n * Determines whether the viewport is dirty (i.e., needs to be rendered to the screen because of a change)\n */\n get dirty()\n {\n return !!this._dirty;\n }\n set dirty(value)\n {\n this._dirty = value;\n }\n\n /**\n * Permanently changes the Viewport's hitArea\n *\n * NOTE: if not set then hitArea = PIXI.Rectangle(Viewport.left, Viewport.top, Viewport.worldScreenWidth,\n * Viewport.worldScreenHeight)\n */\n get forceHitArea()\n {\n return this._forceHitArea;\n }\n set forceHitArea(value)\n {\n if (value)\n {\n this._forceHitArea = value;\n this.hitArea = value;\n }\n else\n {\n this._forceHitArea = null;\n this.hitArea = new Rectangle(0, 0, this.worldWidth, this.worldHeight);\n }\n }\n\n /**\n * Enable one-finger touch to drag\n *\n * NOTE: if you expect users to use right-click dragging, you should enable `viewport.options.disableOnContextMenu`\n * to avoid the context menu popping up on each right-click drag.\n *\n * @param {IDragOptions} [options]\n * @param {string} [options.direction=all] direction to drag\n * @param {boolean} [options.pressDrag=true] whether click to drag is active\n * @param {boolean} [options.wheel=true] use wheel to scroll in direction (unless wheel plugin is active)\n * @param {number} [options.wheelScroll=1] number of pixels to scroll with each wheel spin\n * @param {boolean} [options.reverse] reverse the direction of the wheel scroll\n * @param {(boolean|string)} [options.clampWheel=false] clamp wheel(to avoid weird bounce with mouse wheel)\n * @param {string} [options.underflow=center] where to place world if too small for screen\n * @param {number} [options.factor=1] factor to multiply drag to increase the speed of movement\n * @param {string} [options.mouseButtons=all] changes which mouse buttons trigger drag, use: 'all', 'left',\n * 'right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * viewport.options.disableOnContextMenu if you want to use right-click dragging\n * @param {string[]} [options.keyToPress=null] - array containing\n * {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of keys that can be\n * pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n * @param {boolean} [options.ignoreKeyToPressOnTouch=false] - ignore keyToPress for touch events\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @returns {Viewport} this\n */\n drag(options)\n {\n this.plugins.add('drag', new Drag(this, options));\n\n return this;\n }\n\n /**\n * Clamp to world boundaries or other provided boundaries\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary\n * [0, viewport.worldWidth/viewport.worldHeight], eg: to allow the world to be completely dragged offscreen,\n * set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the\n * appropriate boundaries\n *\n * NOTES:\n * clamp is disabled if called with no options; use { direction: 'all' } for all edge clamping\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n *\n * @param {object} [options]\n * @param {(number|boolean)} [options.left=false] - clamp left; true = 0\n * @param {(number|boolean)} [options.right=false] - clamp right; true = viewport.worldWidth\n * @param {(number|boolean)} [options.top=false] - clamp top; true = 0\n * @param {(number|boolean)} [options.bottom=false] - clamp bottom; true = viewport.worldHeight\n * @param {string} [direction] - (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight];\n * replaces left/right/top/bottom if set\n * @param {string} [underflow=center] - where to place world if too small for screen (e.g., top-right, center,\n * none, bottomLeft) * @returns {Viewport} this\n */\n clamp(options)\n {\n this.plugins.add('clamp', new Clamp(this, options));\n\n return this;\n }\n\n /**\n * Decelerate after a move\n *\n * NOTE: this fires 'moved' event during deceleration\n *\n * @param {IDecelerateOptions} [options]\n * @param {number} [options.friction=0.95] - percent to decelerate after movement\n * @param {number} [options.bounce=0.8] - percent to decelerate when past boundaries (only applicable when\n * viewport.bounce() is active)\n * @param {number} [options.minSpeed=0.01] - minimum velocity before stopping/reversing acceleration\n * @return {Viewport} this\n */\n decelerate(options)\n {\n this.plugins.add('decelerate', new Decelerate(this, options));\n\n return this;\n }\n\n /**\n * Bounce on borders\n * NOTES:\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n * fires 'moved', 'bounce-x-start', 'bounce-y-start', 'bounce-x-end', and 'bounce-y-end' events\n * @param {object} [options]\n * @param {string} [options.sides=all] - all, horizontal, vertical, or combination of top, bottom, right, left\n * (e.g., 'top-bottom-right')\n * @param {number} [options.friction=0.5] - friction to apply to decelerate if active\n * @param {number} [options.time=150] - time in ms to finish bounce\n * @param {object} [options.bounceBox] - use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight)\n * @param {number} [options.bounceBox.x=0]\n * @param {number} [options.bounceBox.y=0]\n * @param {number} [options.bounceBox.width=viewport.worldWidth]\n * @param {number} [options.bounceBox.height=viewport.worldHeight]\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name\n * (see http://easings.net/ for supported names)\n * @param {string} [options.underflow=center] - (top/bottom/center and left/right/center, or center)\n * where to place world if too small for screen\n * @return {Viewport} this\n */\n bounce(options)\n {\n this.plugins.add('bounce', new Bounce(this, options));\n\n return this;\n }\n\n /**\n * Enable pinch to zoom and two-finger touch to drag\n *\n * @param {PinchOptions} [options]\n * @param {boolean} [options.noDrag] - disable two-finger dragging\n * @param {number} [options.percent=1] - percent to modify pinch speed\n * @param {number} [options.factor=1] - factor to multiply two-finger drag to increase the speed of movement\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of two fingers\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n pinch(options)\n {\n this.plugins.add('pinch', new Pinch(this, options));\n\n return this;\n }\n\n /**\n * Snap to a point\n *\n * @param {number} x\n * @param {number} y\n * @param {ISnapOptions} [options]\n * @param {boolean} [options.topLeft] - snap to the top-left of viewport instead of center\n * @param {number} [options.friction=0.8] - friction/frame to apply if decelerate is active\n * @param {number} [options.time=1000] - time in ms to snap\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name (see http://easings.net/\n * for supported names)\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at\n * the desired location\n * @return {Viewport} this\n */\n snap(x, y, options)\n {\n this.plugins.add('snap', new Snap(this, x, y, options));\n\n return this;\n }\n\n /**\n * Follow a target\n *\n * NOTES:\n * uses the (x, y) as the center to follow; for PIXI.Sprite to work properly, use sprite.anchor.set(0.5)\n * options.acceleration is not perfect as it doesn't know the velocity of the target. It adds acceleration\n * to the start of movement and deceleration to the end of movement when the target is stopped.\n * To cancel the follow, use: `viewport.plugins.remove('follow')`\n *\n * @fires 'moved' event\n *\n * @param {PIXI.DisplayObject} target to follow\n * @param {IFollowOptions} [options]\n * @param {number} [options.speed=0] - to follow in pixels/frame (0=teleport to location)\n * @param {number} [options.acceleration] - set acceleration to accelerate and decelerate at this rate; speed\n * cannot be 0 to use acceleration\n * @param {number} [options.radius] - radius (in world coordinates) of center circle where movement is allowed\n * without moving the viewport * @returns {Viewport} this\n * @returns {Viewport} this\n */\n follow(target, options)\n {\n this.plugins.add('follow', new Follow(this, target, options));\n\n return this;\n }\n\n /**\n * Zoom using mouse wheel\n *\n * NOTE: the default event listener for 'wheel' event is document.body. Use `Viewport.options.divWheel` to\n * change this default\n *\n * @param {IWheelOptions} [options]\n * @param {number} [options.percent=0.1] - percent to scroll with each spin\n * @param {number} [options.smooth] - smooth the zooming by providing the number of frames to zoom between wheel spins\n * @param {boolean} [options.interrupt=true] - stop smoothing with any user input on the viewport\n * @param {boolean} [options.reverse] - reverse the direction of the scroll\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of current mouse position\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n wheel(options)\n {\n this.plugins.add('wheel', new Wheel(this, options));\n\n return this;\n }\n\n /**\n * Animate the position and/or scale of the viewport\n * To set the zoom level, use: (1) scale, (2) scaleX and scaleY, or (3) width and/or height\n * @param {object} options\n * @param {number} [options.time=1000] - time to animate\n * @param {PIXI.Point} [options.position=viewport.center] - position to move viewport\n * @param {number} [options.width] - desired viewport width in world pixels (use instead of scale;\n * aspect ratio is maintained if height is not provided)\n * @param {number} [options.height] - desired viewport height in world pixels (use instead of scale;\n * aspect ratio is maintained if width is not provided)\n * @param {number} [options.scale] - scale to change zoom (scale.x = scale.y)\n * @param {number} [options.scaleX] - independently change zoom in x-direction\n * @param {number} [options.scaleY] - independently change zoom in y-direction\n * @param {(function|string)} [options.ease=linear] - easing function to use\n * @param {function} [options.callbackOnComplete]\n * @param {boolean} [options.removeOnInterrupt] removes this plugin if interrupted by any user input\n * @returns {Viewport} this\n */\n animate(options)\n {\n this.plugins.add('animate', new Animate(this, options));\n\n return this;\n }\n\n /**\n * Enable clamping of zoom to constraints\n *\n * The minWidth/Height settings are how small the world can get (as it would appear on the screen)\n * before clamping. The maxWidth/maxHeight is how larger the world can scale (as it would appear on\n * the screen) before clamping.\n *\n * For example, if you have a world size of 1000 x 1000 and a screen size of 100 x 100, if you set\n * minWidth/Height = 100 then the world will not be able to zoom smaller than the screen size (ie,\n * zooming out so it appears smaller than the screen). Similarly, if you set maxWidth/Height = 100\n * the world will not be able to zoom larger than the screen size (ie, zooming in so it appears\n * larger than the screen).\n *\n * @param {object} [options]\n * @param {number} [options.minWidth] - minimum width\n * @param {number} [options.minHeight] - minimum height\n * @param {number} [options.maxWidth] - maximum width\n * @param {number} [options.maxHeight] - maximum height\n * @param {number} [options.minScale] - minimum scale\n * @param {number} [options.maxScale] - minimum scale\n * @return {Viewport} this\n */\n clampZoom(options)\n {\n this.plugins.add('clamp-zoom', new ClampZoom(this, options));\n\n return this;\n }\n\n /**\n * Scroll viewport when mouse hovers near one of the edges or radius-distance from center of screen.\n *\n * NOTES: fires 'moved' event; there's a known bug where the mouseEdges does not work properly with \"windowed\" viewports\n *\n * @param {IMouseEdgesOptions} [options]\n * @param {number} [options.radius] - distance from center of screen in screen pixels\n * @param {number} [options.distance] - distance from all sides in screen pixels\n * @param {number} [options.top] - alternatively, set top distance (leave unset for no top scroll)\n * @param {number} [options.bottom] - alternatively, set bottom distance (leave unset for no top scroll)\n * @param {number} [options.left] - alternatively, set left distance (leave unset for no top scroll)\n * @param {number} [options.right] - alternatively, set right distance (leave unset for no top scroll)\n * @param {number} [options.speed=8] - speed in pixels/frame to scroll viewport\n * @param {boolean} [options.reverse] - reverse direction of scroll\n * @param {boolean} [options.noDecelerate] - don't use decelerate plugin even if it's installed\n * @param {boolean} [options.linear] - if using radius, use linear movement (+/- 1, +/- 1) instead of angled\n * movement (Math.cos(angle from center), Math.sin(angle from center))\n * @param {boolean} [options.allowButtons] allows plugin to continue working even when there's a mousedown event\n */\n mouseEdges(options)\n {\n this.plugins.add('mouse-edges', new MouseEdges(this, options));\n\n return this;\n }\n\n /** Pause viewport (including animation updates such as decelerate) */\n get pause()\n {\n return !!this._pause;\n }\n set pause(value)\n {\n this._pause = value;\n\n this.lastViewport = null;\n this.moving = false;\n this.zooming = false;\n\n if (value)\n {\n this.input.pause();\n }\n }\n\n /**\n * Move the viewport so the bounding box is visible\n *\n * @param x - left\n * @param y - top\n * @param width\n * @param height\n * @param resizeToFit - Resize the viewport so the box fits within the viewport\n */\n ensureVisible(x, y, width, height, resizeToFit)\n {\n if (resizeToFit && (width > this.worldScreenWidth || height > this.worldScreenHeight))\n {\n this.fit(true, width, height);\n this.emit('zoomed', { viewport: this, type: 'ensureVisible' });\n }\n let moved = false;\n\n if (x < this.left)\n {\n this.left = x;\n moved = true;\n }\n else if (x + width > this.right)\n {\n this.right = x + width;\n moved = true;\n }\n if (y < this.top)\n {\n this.top = y;\n moved = true;\n }\n else if (y + height > this.bottom)\n {\n this.bottom = y + height;\n moved = true;\n }\n if (moved)\n {\n this.emit('moved', { viewport: this, type: 'ensureVisible' });\n }\n }\n}\n\n/**\n * Fires after a mouse or touch click\n * @event Viewport#clicked\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag starts\n * @event Viewport#drag-start\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag ends\n * @event Viewport#drag-end\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a pinch starts\n * @event Viewport#pinch-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a pinch end\n * @event Viewport#pinch-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap starts\n * @event Viewport#snap-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap ends\n * @event Viewport#snap-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom starts\n * @event Viewport#snap-zoom-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom ends\n * @event Viewport#snap-zoom-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the x direction\n * @event Viewport#bounce-x-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the x direction\n * @event Viewport#bounce-x-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the y direction\n * @event Viewport#bounce-y-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the y direction\n * @event Viewport#bounce-y-end\n * @type {Viewport}\n */\n\n/**\n * Fires when for a mouse wheel event\n * @event Viewport#wheel\n * @type {object}\n * @property {object} wheel\n * @property {number} wheel.dx\n * @property {number} wheel.dy\n * @property {number} wheel.dz\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a wheel-scroll occurs\n * @event Viewport#wheel-scroll\n * @type {Viewport}\n */\n\n/**\n * Fires when a mouse-edge starts to scroll\n * @event Viewport#mouse-edge-start\n * @type {Viewport}\n */\n\n/**\n * Fires when the mouse-edge scrolling ends\n * @event Viewport#mouse-edge-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#moved\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type - (drag, snap, pinch, follow, bounce-x, bounce-y,\n * clamp-x, clamp-y, decelerate, mouse-edges, wheel, ensureVisible)\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#zoomed\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type (drag-zoom, pinch, wheel, clamp-zoom, ensureVisible)\n */\n\n/**\n * Fires when viewport stops moving\n * @event Viewport#moved-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport stops zooming\n * @event Viewport#zoomed-end\n * @type {Viewport}\n */\n\n/**\n* Fires at the end of an update frame\n* @event Viewport#frame-end\n* @type {Viewport}\n*/\n\nexport { Animate, Bounce, Clamp, ClampZoom, Decelerate, Drag, Follow, InputManager, MouseEdges, Pinch, Plugin, PluginManager, Snap, SnapZoom, Viewport, Wheel };\n//# sourceMappingURL=viewport.es.js.map\n","import * as PIXI from 'pixi.js'\r\nimport { Viewport } from '../../../'\r\n\r\nwindow.onload = () => {\r\n function rand(n: number) {\r\n return Math.round(Math.random() * n)\r\n }\r\n\r\n const app = new PIXI.Application()\r\n app.view.style.textAlign = 'center'\r\n document.body.appendChild(app.view)\r\n const div = document.createElement('div')\r\n div.innerHTML = '
Rollup + typescript pixi-viewport: viewport.drag().pinch().decelerate()
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\ No newline at end of file diff --git a/docs/cjs/viewport.js b/docs/cjs/viewport.js index 435b540d..e619156b 100644 --- a/docs/cjs/viewport.js +++ b/docs/cjs/viewport.js @@ -1,8 +1,8 @@ /* eslint-disable */ /*! - * pixi-viewport - v4.37.0 - * Compiled Sun, 23 Oct 2022 14:02:15 UTC + * pixi-viewport - v4.38.0 + * Compiled Sun, 27 Nov 2022 13:43:58 UTC * * pixi-viewport is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -378,19 +378,20 @@ var penner = createCommonjsModule(function (module, exports) { * @param {(function|string)} [ease] * @param {defaults} default penner equation to use if none is provided */ +// eslint-disable-next-line consistent-return function ease(ease, defaults) { if (!ease) { - return penner[defaults] + return penner[defaults]; } else if (typeof ease === 'function') { - return ease + return ease; } else if (typeof ease === 'string') { - return penner[ease] + return penner[ease]; } } @@ -598,7 +599,7 @@ class Animate extends Plugin { this.parent.fitHeight(this.height, this.keepCenter, this.width === null); } - if (!this.keepCenter) + if (!this.keepCenter && this.options.position) { this.parent.moveCenter(this.options.position); } @@ -726,6 +727,8 @@ function _optionalChain$1(ops) { let lastAccessLHS = undefined; let value = ops[ + + @@ -751,7 +754,7 @@ class Bounce extends Plugin /** Holds whether to bounce from left side. */ - + /** Holds whether to bounce from top side. */ @@ -810,7 +813,9 @@ class Bounce extends Plugin this.left = this.options.sides.indexOf('left') !== -1; this.right = this.options.sides.indexOf('right') !== -1; } - } else { + } + else + { this.left = this.top = this.right = this.bottom = false; } @@ -823,7 +828,9 @@ class Bounce extends Plugin } else { + // eslint-disable-next-line no-nested-ternary this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0; + // eslint-disable-next-line no-nested-ternary this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0; } @@ -958,8 +965,8 @@ class Bounce extends Plugin y1 * this.parent.scale.y ), bottomRight: new math.Point( - width * this.parent.scale.x - this.parent.screenWidth, - height * this.parent.scale.y - this.parent.screenHeight + (width * this.parent.scale.x) - this.parent.screenWidth, + (height * this.parent.scale.y) - this.parent.screenHeight ) }; } @@ -971,8 +978,8 @@ class Bounce extends Plugin bottom: this.parent.bottom > this.parent.worldHeight, topLeft: new math.Point(0, 0), bottomRight: new math.Point( - this.parent.worldWidth * this.parent.scale.x - this.parent.screenWidth, - this.parent.worldHeight * this.parent.scale.y - this.parent.screenHeight + (this.parent.worldWidth * this.parent.scale.x) - this.parent.screenWidth, + (this.parent.worldHeight * this.parent.scale.y) - this.parent.screenHeight ) }; } @@ -995,7 +1002,8 @@ class Bounce extends Plugin if (decelerate && (decelerate.x || decelerate.y)) { - if ((decelerate.x && decelerate.percentChangeX === _optionalChain$1([decelerate, 'access', _ => _.options, 'optionalAccess', _2 => _2.friction])) || (decelerate.y && decelerate.percentChangeY === _optionalChain$1([decelerate, 'access', _3 => _3.options, 'optionalAccess', _4 => _4.friction]))) + if ((decelerate.x && decelerate.percentChangeX === _optionalChain$1([decelerate, 'access', _ => _.options, 'optionalAccess', _2 => _2.friction])) + || (decelerate.y && decelerate.percentChangeY === _optionalChain$1([decelerate, 'access', _3 => _3.options, 'optionalAccess', _4 => _4.friction]))) { oob = this.oob(); if ((oob.left && this.left) || (oob.right && this.right)) @@ -1071,12 +1079,14 @@ class Bounce extends Plugin * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side; * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight] - * eg: to allow the world to be completely dragged offscreen, set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2] + * eg: to allow the world to be completely dragged offscreen, set + * [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2] * * Underflow determines what happens when the world is smaller than the viewport * 1. none = the world is clamped but there is no special behavior * 2. center = the world is centered on the viewport - * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the appropriate boundaries + * 3. combination of top/bottom/center and left/right/center (case insensitive) = + * the world is stuck to the appropriate boundaries * */ @@ -1191,7 +1201,9 @@ class Clamp extends Plugin } else { + // eslint-disable-next-line no-nested-ternary this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0; + // eslint-disable-next-line no-nested-ternary this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0; this.noUnderflow = false; } @@ -1268,7 +1280,8 @@ class Clamp extends Plugin { if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right)) { - this.parent.x = -(this.options.right === true ? this.parent.worldWidth : this.options.right) * this.parent.scale.x + this.parent.screenWidth; + this.parent.x = (-(this.options.right === true ? this.parent.worldWidth : this.options.right) + * this.parent.scale.x) + this.parent.screenWidth; decelerate.x = 0; moved = true; } @@ -1325,8 +1338,8 @@ class Clamp extends Plugin { if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)) { - this.parent.y = -(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom) - * this.parent.scale.y + this.parent.screenHeight; + this.parent.y = (-(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom) + * this.parent.scale.y) + this.parent.screenHeight; decelerate.y = 0; moved = true; } @@ -1754,16 +1767,22 @@ class Decelerate extends Plugin this.timeSinceRelease += elapsed; // End decelerate velocity once it goes under a certain amount of precision. - if (this.x && this.y) { - if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) { - this.x = 0; - this.y = 0; + if (this.x && this.y) + { + if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) + { + this.x = 0; + this.y = 0; } - } else { - if (Math.abs(this.x || 0) < this.options.minSpeed) { + } + else + { + if (Math.abs(this.x || 0) < this.options.minSpeed) + { this.x = 0; } - if (Math.abs(this.y || 0) < this.options.minSpeed) { + if (Math.abs(this.y || 0) < this.options.minSpeed) + { this.y = 0; } } @@ -1876,6 +1895,7 @@ class Decelerate extends Plugin + const DEFAULT_DRAG_OPTIONS = { @@ -1934,13 +1954,15 @@ class Drag extends Plugin /** The ID of the pointer currently panning the viewport. */ + /** Array of event-handlers for window */ + __init() {this.windowEventHandlers = new Array();} + /** * This is called by {@link Viewport.drag}. */ constructor(parent, options = {}) { - super(parent); - + super(parent);Drag.prototype.__init.call(this); this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options); this.moved = false; this.reverse = this.options.reverse ? 1 : -1; @@ -1964,16 +1986,30 @@ class Drag extends Plugin */ handleKeyPresses(codes) { - window.addEventListener('keydown', (e) => - { + const keydownHandler = (e) => { if (codes.includes(e.code)) { this.keyIsPressed = true; } - }); + }; - window.addEventListener('keyup', (e) => - { + const keyupHandler = (e) => { if (codes.includes(e.code)) { this.keyIsPressed = false; } + }; + + this.addWindowEventHandler("keyup", keyupHandler); + this.addWindowEventHandler("keydown", keydownHandler); + } + + addWindowEventHandler(event, handler) + { + window.addEventListener(event, handler); + this.windowEventHandlers.push({event, handler}); + } + + destroy() + { + this.windowEventHandlers.forEach(({event, handler}) => { + window.removeEventListener(event, handler); }); } @@ -2413,20 +2449,21 @@ class Follow extends Plugin if (distance) { - const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) / (2 * this.options.acceleration); + const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) + / (2 * this.options.acceleration); if (distance > decelerationDistance) { this.velocity = { - x: Math.min(this.velocity.x + this.options.acceleration * elapsed, this.options.speed), - y: Math.min(this.velocity.y + this.options.acceleration * elapsed, this.options.speed) + x: Math.min(this.velocity.x + (this.options.acceleration * elapsed, this.options.speed)), + y: Math.min(this.velocity.y + (this.options.acceleration * elapsed, this.options.speed)) }; } else { this.velocity = { - x: Math.max(this.velocity.x - this.options.acceleration * this.options.speed, 0), - y: Math.max(this.velocity.y - this.options.acceleration * this.options.speed, 0) + x: Math.max(this.velocity.x - (this.options.acceleration * this.options.speed), 0), + y: Math.max(this.velocity.y - (this.options.acceleration * this.options.speed), 0) }; } const changeX = Math.cos(angle) * this.velocity.x; @@ -2499,6 +2536,8 @@ class Follow extends Plugin + + @@ -2862,9 +2901,9 @@ class Pinch extends Plugin const point = { x: (first.last ).x - + ((second.last ).x - (first.last ).x) / 2, + + (((second.last ).x - (first.last ).x) / 2), y: (first.last ).y - + ((second.last ).y - (first.last ).y) / 2, + + (((second.last ).y - (first.last ).y) / 2), }; if (!this.options.center) @@ -2877,7 +2916,7 @@ class Pinch extends Plugin dist = dist === 0 ? dist = 0.0000000001 : dist; - const change = (1 - last / dist) * this.options.percent + const change = (1 - (last / dist)) * this.options.percent * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y); if (this.isAxisX()) @@ -3692,8 +3731,8 @@ class Wheel extends Plugin }; this.smoothing = { - x: ((this.parent.scale.x + original.x) * change - this.parent.scale.x) / this.options.smooth, - y: ((this.parent.scale.y + original.y) * change - this.parent.scale.y) / this.options.smooth, + x: (((this.parent.scale.x + original.x) * change) - this.parent.scale.x) / this.options.smooth, + y: (((this.parent.scale.y + original.y) * change) - this.parent.scale.y) / this.options.smooth, }; this.smoothingCount = 0; this.smoothingCenter = point; @@ -4107,6 +4146,14 @@ class PluginManager */ add(name, plugin, index = PLUGIN_ORDER.length) { + + const oldPlugin = this.plugins[name]; + + if (oldPlugin) + { + oldPlugin.destroy(); + } + this.plugins[name] = plugin; const current = PLUGIN_ORDER.indexOf(name); @@ -4194,6 +4241,9 @@ class PluginManager /** removes all installed plugins */ removeAll() { + this.list.forEach((plugin) => { + plugin.destroy(); + }); this.plugins = {}; this.sort(); } @@ -4207,6 +4257,7 @@ class PluginManager { if (this.plugins[name]) { + _optionalChain([this, 'access', _4 => _4.plugins, 'access', _5 => _5[name], 'optionalAccess', _6 => _6.destroy, 'call', _7 => _7()]); delete this.plugins[name]; this.viewport.emit(`${name}-remove`); this.sort(); @@ -4220,7 +4271,7 @@ class PluginManager */ pause(name) { - _optionalChain([this, 'access', _4 => _4.plugins, 'access', _5 => _5[name], 'optionalAccess', _6 => _6.pause, 'call', _7 => _7()]); + _optionalChain([this, 'access', _8 => _8.plugins, 'access', _9 => _9[name], 'optionalAccess', _10 => _10.pause, 'call', _11 => _11()]); } /** @@ -4230,7 +4281,7 @@ class PluginManager */ resume(name) { - _optionalChain([this, 'access', _8 => _8.plugins, 'access', _9 => _9[name], 'optionalAccess', _10 => _10.resume, 'call', _11 => _11()]); + _optionalChain([this, 'access', _12 => _12.plugins, 'access', _13 => _13[name], 'optionalAccess', _14 => _14.resume, 'call', _15 => _15()]); } /** diff --git a/docs/cjs/viewport.js.map b/docs/cjs/viewport.js.map index 45546c60..0d885b57 100644 --- a/docs/cjs/viewport.js.map +++ b/docs/cjs/viewport.js.map @@ -1 +1 @@ -{"version":3,"file":"viewport.js","sources":["../../src/plugins/Plugin.ts","../../node_modules/penner/penner.js","../../src/ease.ts","../../src/plugins/Animate.ts","../../src/plugins/Bounce.ts","../../src/plugins/Clamp.ts","../../src/plugins/ClampZoom.ts","../../src/plugins/Decelerate.ts","../../src/plugins/Drag.ts","../../src/plugins/Follow.ts","../../src/plugins/MouseEdges.ts","../../src/plugins/Pinch.ts","../../src/plugins/Snap.ts","../../src/plugins/SnapZoom.ts","../../src/plugins/Wheel.ts","../../src/InputManager.ts","../../src/PluginManager.ts","../../src/Viewport.ts"],"sourcesContent":["import type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from '../Viewport';\n\n/**\n * Derive this class to create user-defined plugins\n *\n * @public\n */\nexport class Plugin\n{\n /** The viewport to which this plugin is attached. */\n public readonly parent: Viewport;\n\n /**\n * Flags whether this plugin has been \"paused\".\n *\n * @see Plugin#pause\n * @see Plugin#resume\n */\n public paused: boolean;\n\n /** @param {Viewport} parent */\n constructor(parent: Viewport)\n {\n this.parent = parent;\n this.paused = false;\n }\n\n /** Called when plugin is removed */\n public destroy()\n {\n // Override for implementation\n }\n\n /** Handler for pointerdown PIXI event */\n public down(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for pointermove PIXI event */\n public move(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for pointerup PIXI event */\n public up(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for wheel event on div */\n public wheel(_e: WheelEvent): boolean | undefined\n {\n return false;\n }\n\n /**\n * Called on each tick\n * @param {number} elapsed time in millisecond since last update\n */\n public update(_delta: number): void\n {\n // Override for implementation\n }\n\n /** Called when the viewport is resized */\n public resize()\n {\n // Override for implementation\n }\n\n /** Called when the viewport is manually moved */\n public reset(): void\n {\n // Override for implementation\n }\n\n /** Pause the plugin */\n public pause(): void\n {\n this.paused = true;\n }\n\n /** Un-pause the plugin */\n public resume(): void\n {\n this.paused = false;\n }\n}\n","\n/*\n\tCopyright © 2001 Robert Penner\n\tAll rights reserved.\n\n\tRedistribution and use in source and binary forms, with or without modification, \n\tare permitted provided that the following conditions are met:\n\n\tRedistributions of source code must retain the above copyright notice, this list of \n\tconditions and the following disclaimer.\n\tRedistributions in binary form must reproduce the above copyright notice, this list \n\tof conditions and the following disclaimer in the documentation and/or other materials \n\tprovided with the distribution.\n\n\tNeither the name of the author nor the names of contributors may be used to endorse \n\tor promote products derived from this software without specific prior written permission.\n\n\tTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY \n\tEXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n\tMERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n\tCOPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n\tEXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n\tGOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED \n\tAND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n\tNEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED \n\tOF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n(function() {\n var penner, umd;\n\n umd = function(factory) {\n if (typeof exports === 'object') {\n return module.exports = factory;\n } else if (typeof define === 'function' && define.amd) {\n return define([], factory);\n } else {\n return this.penner = factory;\n }\n };\n\n penner = {\n linear: function(t, b, c, d) {\n return c * t / d + b;\n },\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n easeInOutQuad: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t + b;\n } else {\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n }\n },\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n easeOutCubic: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n },\n easeInOutCubic: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n },\n easeInQuart: function(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n },\n easeOutQuart: function(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n },\n easeInOutQuart: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t + b;\n } else {\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n },\n easeInQuint: function(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n },\n easeOutQuint: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n },\n easeInOutQuint: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n },\n easeInSine: function(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n },\n easeOutSine: function(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n },\n easeInOutSine: function(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n },\n easeInExpo: function(t, b, c, d) {\n if (t === 0) {\n return b;\n } else {\n return c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n },\n easeOutExpo: function(t, b, c, d) {\n if (t === d) {\n return b + c;\n } else {\n return c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n },\n easeInOutExpo: function(t, b, c, d) {\n if (t === 0) {\n b;\n }\n if (t === d) {\n b + c;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n } else {\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n },\n easeInCirc: function(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n },\n easeOutCirc: function(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n },\n easeInOutCirc: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n } else {\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n },\n easeInElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n },\n easeOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b;\n },\n easeInOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d / 2) === 2) {\n b + c;\n }\n if (!p) {\n p = d * (.3 * 1.5);\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n if (t < 1) {\n return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n } else {\n return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;\n }\n },\n easeInBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n },\n easeOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n },\n easeInOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b;\n } else {\n return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b;\n }\n },\n easeInBounce: function(t, b, c, d) {\n var v;\n v = penner.easeOutBounce(d - t, 0, c, d);\n return c - v + b;\n },\n easeOutBounce: function(t, b, c, d) {\n if ((t /= d) < 1 / 2.75) {\n return c * (7.5625 * t * t) + b;\n } else if (t < 2 / 2.75) {\n return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b;\n } else if (t < 2.5 / 2.75) {\n return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b;\n } else {\n return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b;\n }\n },\n easeInOutBounce: function(t, b, c, d) {\n var v;\n if (t < d / 2) {\n v = penner.easeInBounce(t * 2, 0, c, d);\n return v * .5 + b;\n } else {\n v = penner.easeOutBounce(t * 2 - d, 0, c, d);\n return v * .5 + c * .5 + b;\n }\n }\n };\n\n umd(penner);\n\n}).call(this);\n","// eslint-disable-next-line\n// @ts-expect-error Penner seems to have no typings.\nimport Penner from 'penner';\n\n/**\n * Returns correct Penner equation using string or Function.\n *\n * @internal\n * @ignore\n * @param {(function|string)} [ease]\n * @param {defaults} default penner equation to use if none is provided\n */\nexport default function ease(ease: any, defaults?: any): any\n{\n if (!ease)\n {\n return Penner[defaults]\n }\n else if (typeof ease === 'function')\n {\n return ease\n }\n else if (typeof ease === 'string')\n {\n return Penner[ease]\n }\n}","import { IPointData, Point } from '@pixi/math';\nimport { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Animate}. */\nexport interface IAnimateOptions\n{\n /** Time to animate */\n time?: number;\n\n /** Position to move the viewport to */\n position?: IPointData;\n\n /**\n * Desired viewport width in world pixels\n *\n * (use instead of scale; aspect ratio is maintained if height is not provided)\n */\n width?: number;\n\n /**\n * Desired viewport height in world pixels\n *\n * (use instead of scale; aspect ratio is maintained if width is not provided)\n */\n height?: number;\n\n /** Scale to change zoom (scale.x = scale.y) */\n scale?: number;\n\n /** Independently change zoom in x-direction */\n scaleX?: number;\n\n /** Independently change zoom in y-direction */\n scaleY?: number;\n\n /** Easing function to use */\n ease?: any;\n\n /** Callback to invoke when the animation completes */\n callbackOnComplete?: (viewport: Viewport) => void;\n\n /** Removes this plugin if interrupted by any user input */\n removeOnInterrupt?: boolean;\n}\n\nconst DEFAULT_ANIMATE_OPTIONS = {\n removeOnInterrupt: false,\n ease: 'linear',\n time: 1000,\n};\n\n/**\n * Animation plugin.\n *\n * @see Viewport#animate\n * @fires animate-end\n */\nexport class Animate extends Plugin\n{\n public readonly options: IAnimateOptions & { ease: any; time: number };\n\n /** The starting x-coordinate of the viewport. */\n protected startX?: number;\n\n /** The starting y-coordinate of the viewport. */\n protected startY?: number;\n\n /** The change in the x-coordinate of the viewport through the animation.*/\n protected deltaX?: number;\n\n /** The change in the y-coordinate of the viewport through the animation. */\n protected deltaY?: number;\n\n /** Marks whether the center of the viewport is preserved in the animation. */\n protected keepCenter!: boolean;\n\n /** The starting viewport width. */\n protected startWidth: number | null = null;\n\n /** The starting viewport height. */\n protected startHeight: number | null = null;\n\n /** The change in the viewport's width through the animation. */\n protected deltaWidth: number | null = null;\n\n /** The change in the viewport's height through the animation. */\n protected deltaHeight: number | null = null;\n\n /** The viewport's width post-animation. */\n protected width: number | null = null;\n\n /** The viewport's height post-animation. */\n protected height: number | null = null;\n\n /** The time since the animation started. */\n protected time = 0;\n\n /**\n * This is called by {@link Viewport.animate}.\n *\n * @param parent\n * @param options\n */\n constructor(parent: Viewport, options: IAnimateOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_ANIMATE_OPTIONS, options);\n this.options.ease = ease(this.options.ease);\n\n this.setupPosition();\n this.setupZoom();\n\n this.time = 0;\n }\n\n /**\n * Setup `startX`, `startY`, `deltaX`, `deltaY`, `keepCenter`.\n *\n * This is called during construction.\n */\n protected setupPosition(): void\n {\n if (typeof this.options.position !== 'undefined')\n {\n this.startX = this.parent.center.x;\n this.startY = this.parent.center.y;\n this.deltaX = this.options.position.x - this.parent.center.x;\n this.deltaY = this.options.position.y - this.parent.center.y;\n this.keepCenter = false;\n }\n else\n {\n this.keepCenter = true;\n }\n }\n\n /**\n * Setup `startWidth, `startHeight`, `deltaWidth, `deltaHeight, `width`, `height`.\n *\n * This is called during construction.\n */\n protected setupZoom(): void\n {\n this.width = null;\n this.height = null;\n\n if (typeof this.options.scale !== 'undefined')\n {\n this.width = this.parent.screenWidth / this.options.scale;\n }\n else if (typeof this.options.scaleX !== 'undefined' || typeof this.options.scaleY !== 'undefined')\n {\n if (typeof this.options.scaleX !== 'undefined')\n {\n // screenSizeInWorldPixels = screenWidth / scale\n this.width = this.parent.screenWidth / this.options.scaleX;\n }\n if (typeof this.options.scaleY !== 'undefined')\n {\n this.height = this.parent.screenHeight / this.options.scaleY;\n }\n }\n else\n {\n if (typeof this.options.width !== 'undefined')\n {\n this.width = this.options.width;\n }\n if (typeof this.options.height !== 'undefined')\n {\n this.height = this.options.height;\n }\n }\n\n if (this.width !== null)\n {\n this.startWidth = this.parent.screenWidthInWorldPixels;\n this.deltaWidth = this.width - this.startWidth;\n }\n if (this.height !== null)\n {\n this.startHeight = this.parent.screenHeightInWorldPixels;\n this.deltaHeight = this.height - this.startHeight;\n }\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('animate');\n }\n\n return false;\n }\n\n public complete(): void\n {\n this.parent.plugins.remove('animate');\n if (this.width !== null)\n {\n this.parent.fitWidth(this.width, this.keepCenter, this.height === null);\n }\n if (this.height !== null)\n {\n this.parent.fitHeight(this.height, this.keepCenter, this.width === null);\n }\n if (!this.keepCenter)\n {\n this.parent.moveCenter(this.options.position!);\n }\n\n this.parent.emit('animate-end', this.parent);\n\n if (this.options.callbackOnComplete)\n {\n this.options.callbackOnComplete(this.parent);\n }\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n this.time += elapsed;\n\n const originalZoom = new Point(this.parent.scale.x, this.parent.scale.y);\n\n if (this.time >= this.options.time)\n {\n const originalWidth = this.parent.width;\n const originalHeight = this.parent.height;\n\n this.complete();\n if (originalWidth !== this.parent.width || originalHeight !== this.parent.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n else\n {\n const percent = this.options.ease(this.time, 0, 1, this.options.time);\n\n if (this.width !== null)\n {\n const startWidth = this.startWidth as number;\n const deltaWidth = this.deltaWidth as number;\n\n this.parent.fitWidth(\n startWidth + (deltaWidth * percent),\n this.keepCenter,\n this.height === null);\n }\n if (this.height !== null)\n {\n const startHeight = this.startHeight as number;\n const deltaHeight = this.deltaHeight as number;\n\n this.parent.fitHeight(\n startHeight + (deltaHeight * percent),\n this.keepCenter,\n this.width === null);\n }\n if (this.width === null)\n {\n this.parent.scale.x = this.parent.scale.y;\n }\n else if (this.height === null)\n {\n this.parent.scale.y = this.parent.scale.x;\n }\n if (!this.keepCenter)\n {\n const startX = this.startX as number;\n const startY = this.startY as number;\n const deltaX = this.deltaX as number;\n const deltaY = this.deltaY as number;\n const original = new Point(this.parent.x, this.parent.y);\n\n this.parent.moveCenter(startX + (deltaX * percent), startY + (deltaY * percent));\n this.parent.emit('moved', { viewport: this.parent, original, type: 'animate' });\n }\n if (this.width || this.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n }\n}\n","import { Point, Rectangle } from '@pixi/math';\nimport { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Drag } from './Drag';\nimport type { IDecelerateOptions } from './Decelerate';\nimport type { Pinch } from './Pinch';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Bounce}. */\nexport interface IBounceOptions {\n /** \"all\", \"horizontal\", \"vertical\", or combination of \"top\", \"bottom\", \"right\", \"left\" (e.g., 'top-bottom-right') */\n sides?:\n 'all'\n | 'horizontal'\n | 'vertical'\n | string;\n\n /** Friction to apply to decelerate if active */\n friction?: number;\n\n /** Time in ms to finish bounce */\n time?: number;\n\n /** Use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight) */\n bounceBox?: Rectangle | null;\n\n /** Ease function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /** (top/bottom/center and left/right/center, or center) where to place world if too small for screen */\n underflow?: 'center' | string;\n}\n\n/** Bounce state along an axis */\nexport interface IBounceState {\n /** Elapsed time since bounce started */\n time: number;\n\n /** Starting coordinate */\n start: number;\n\n /** Change in coordinate through bounce */\n delta: number;\n\n /** Ending coordinate */\n end: number;\n}\n\nconst DEFAULT_BOUNCE_OPTIONS: Required = {\n sides: 'all',\n friction: 0.5,\n time: 150,\n ease: 'easeInOutSine',\n underflow: 'center',\n bounceBox: null\n};\n\n/**\n * @fires bounce-start-x\n * @fires bounce.end-x\n * @fires bounce-start-y\n * @fires bounce-end-y\n * @public\n */\nexport class Bounce extends Plugin\n{\n /** The options passed to initialize this plugin, cannot be modified again. */\n public readonly options: Readonly>;\n\n /** Holds whether to bounce from left side. */\n public readonly left: boolean ;\n\n /** Holds whether to bounce from top side. */\n public readonly top: boolean;\n\n /** Holds whether to bounce from right side. */\n public readonly right: boolean;\n\n /** Holds whether to bounce from bottom side. */\n public readonly bottom: boolean;\n\n /** Direction of underflow along x-axis. */\n public readonly underflowX: -1 | 0 | 1;\n\n /** Direction of underflow along y-axis. */\n public readonly underflowY: -1 | 0 | 1;\n\n /** Easing */\n protected ease: any;\n\n /** Bounce state along x-axis */\n protected toX!: IBounceState | null;\n\n /** Bounce state along y-axis */\n protected toY!: IBounceState | null;\n\n /**\n * This is called by {@link Viewport.bounce}.\n */\n constructor(parent: Viewport, options: IBounceOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_BOUNCE_OPTIONS, options);\n this.ease = ease(this.options.ease, 'easeInOutSine');\n\n if (this.options.sides)\n {\n if (this.options.sides === 'all')\n {\n this.top = this.bottom = this.left = this.right = true;\n }\n else if (this.options.sides === 'horizontal')\n {\n this.right = this.left = true;\n this.top = this.bottom = false;\n }\n else if (this.options.sides === 'vertical')\n {\n this.left = this.right = false;\n this.top = this.bottom = true;\n }\n else\n {\n this.top = this.options.sides.indexOf('top') !== -1;\n this.bottom = this.options.sides.indexOf('bottom') !== -1;\n this.left = this.options.sides.indexOf('left') !== -1;\n this.right = this.options.sides.indexOf('right') !== -1;\n }\n } else {\n this.left = this.top = this.right = this.bottom = false;\n }\n\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n }\n\n this.reset();\n }\n\n public isActive(): boolean\n {\n return this.toX !== null || this.toY !== null;\n }\n\n public down(): boolean\n {\n this.toX = this.toY = null;\n\n return false;\n }\n\n public up(): boolean\n {\n this.bounce();\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n this.bounce();\n\n if (this.toX)\n {\n const toX = this.toX;\n\n toX.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-x' });\n\n if (toX.time >= this.options.time)\n {\n this.parent.x = toX.end;\n this.toX = null;\n this.parent.emit('bounce-x-end', this.parent);\n }\n else\n {\n this.parent.x = this.ease(toX.time, toX.start, toX.delta, this.options.time);\n }\n }\n\n if (this.toY)\n {\n const toY = this.toY;\n\n toY.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-y' });\n\n if (toY.time >= this.options.time)\n {\n this.parent.y = toY.end;\n this.toY = null;\n this.parent.emit('bounce-y-end', this.parent);\n }\n else\n {\n this.parent.y = this.ease(toY.time, toY.start, toY.delta, this.options.time);\n }\n }\n }\n\n /** @internal */\n protected calcUnderflowX(): number\n {\n let x: number;\n\n switch (this.underflowX)\n {\n case -1:\n x = 0;\n break;\n case 1:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n\n return x;\n }\n\n /** @internal */\n protected calcUnderflowY(): number\n {\n let y: number;\n\n switch (this.underflowY)\n {\n case -1:\n y = 0;\n break;\n case 1:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n\n return y;\n }\n\n private oob(): Record<'left' | 'right' | 'top' | 'bottom', boolean> & Record<'topLeft' | 'bottomRight', Point>\n {\n const box = this.options.bounceBox;\n\n if (box)\n {\n const x1 = typeof box.x === 'undefined' ? 0 : box.x;\n const y1 = typeof box.y === 'undefined' ? 0 : box.y;\n const width = typeof box.width === 'undefined' ? this.parent.worldWidth : box.width;\n const height = typeof box.height === 'undefined' ? this.parent.worldHeight : box.height;\n\n return {\n left: this.parent.left < x1,\n right: this.parent.right > width,\n top: this.parent.top < y1,\n bottom: this.parent.bottom > height,\n topLeft: new Point(\n x1 * this.parent.scale.x,\n y1 * this.parent.scale.y\n ),\n bottomRight: new Point(\n width * this.parent.scale.x - this.parent.screenWidth,\n height * this.parent.scale.y - this.parent.screenHeight\n )\n };\n }\n\n return {\n left: this.parent.left < 0,\n right: this.parent.right > this.parent.worldWidth,\n top: this.parent.top < 0,\n bottom: this.parent.bottom > this.parent.worldHeight,\n topLeft: new Point(0, 0),\n bottomRight: new Point(\n this.parent.worldWidth * this.parent.scale.x - this.parent.screenWidth,\n this.parent.worldHeight * this.parent.scale.y - this.parent.screenHeight\n )\n };\n }\n\n public bounce(): void\n {\n if (this.paused)\n {\n return;\n }\n\n let oob;\n let decelerate: undefined | null | {\n percentChangeX?: number;\n percentChangeY?: number;\n x?: number;\n y?: number;\n options?: IDecelerateOptions\n } = this.parent.plugins.get('decelerate', true) as any;\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n if ((decelerate.x && decelerate.percentChangeX === decelerate.options?.friction) || (decelerate.y && decelerate.percentChangeY === decelerate.options?.friction))\n {\n oob = this.oob();\n if ((oob.left && this.left) || (oob.right && this.right))\n {\n decelerate.percentChangeX = this.options.friction;\n }\n if ((oob.top && this.top) || (oob.bottom && this.bottom))\n {\n decelerate.percentChangeY = this.options.friction;\n }\n }\n }\n const drag: Partial = this.parent.plugins.get('drag', true) || {};\n const pinch: Partial = this.parent.plugins.get('pinch', true) || {};\n\n decelerate = decelerate || {};\n\n if (!drag?.active && !pinch?.active && ((!this.toX || !this.toY) && (!decelerate.x || !decelerate.y)))\n {\n oob = oob || this.oob();\n const topLeft = oob.topLeft;\n const bottomRight = oob.bottomRight;\n\n if (!this.toX && !decelerate.x)\n {\n let x = null;\n\n if (oob.left && this.left)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -topLeft.x;\n }\n else if (oob.right && this.right)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -bottomRight.x;\n }\n if (x !== null && this.parent.x !== x)\n {\n this.toX = { time: 0, start: this.parent.x, delta: x - this.parent.x, end: x };\n this.parent.emit('bounce-x-start', this.parent);\n }\n }\n if (!this.toY && !decelerate.y)\n {\n let y = null;\n\n if (oob.top && this.top)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -topLeft.y;\n }\n else if (oob.bottom && this.bottom)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -bottomRight.y;\n }\n if (y !== null && this.parent.y !== y)\n {\n this.toY = { time: 0, start: this.parent.y, delta: y - this.parent.y, end: y };\n this.parent.emit('bounce-y-start', this.parent);\n }\n }\n }\n }\n\n public reset(): void\n {\n this.toX = this.toY = null;\n this.bounce();\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\n\n/**\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of the world offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight]\n * eg: to allow the world to be completely dragged offscreen, set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the appropriate boundaries\n *\n */\nexport interface IClampOptions\n{\n /**\n * Clamp left; true = 0\n *\n * @default false\n */\n left?: number | boolean | null;\n\n /**\n * Clamp top; true = 0\n *\n * @default false\n */\n top?: number | boolean | null;\n\n /**\n * Clamp right; true = viewport.worldWidth\n *\n * @default false\n */\n right?: number | boolean | null;\n\n /**\n * Clamp bottom; true = viewport.worldHeight\n *\n * @default false\n */\n bottom?: number | boolean | null;\n\n /**\n * (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight]; replaces left/right/top/bottom if set\n *\n * @default null\n */\n direction?: 'all' | 'x' | 'y' | null;\n\n /**\n * Where to place world if too small for screen (e.g., top-right, center, none, bottomleft)\n *\n * @default 'center'\n */\n underflow?: 'center' | string;\n}\n\nconst DEFAULT_CLAMP_OPTIONS: Required = {\n left: false,\n right: false,\n top: false,\n bottom: false,\n direction: null,\n underflow: 'center'\n};\n\n/**\n * Plugin to clamp the viewport to a specific world bounding box.\n *\n * @public\n */\nexport class Clamp extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Required;\n\n /** Last state of viewport */\n protected last: {\n x: number | null;\n y: number | null;\n scaleX: number | null;\n scaleY: number | null;\n };\n\n protected noUnderflow!: boolean;\n protected underflowX!: -1 | 0 | 1;\n protected underflowY!: -1 | 0 | 1;\n\n /**\n * This is called by {@link Viewport.clamp}.\n */\n constructor(parent: Viewport, options : IClampOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_OPTIONS, options);\n\n if (this.options.direction)\n {\n this.options.left = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.right = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.top = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n this.options.bottom = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n }\n\n this.parseUnderflow();\n this.last = { x: null, y: null, scaleX: null, scaleY: null };\n this.update();\n }\n\n private parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'none')\n {\n this.noUnderflow = true;\n }\n else if (clamp === 'center')\n {\n this.underflowX = this.underflowY = 0;\n this.noUnderflow = false;\n }\n else\n {\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n this.noUnderflow = false;\n }\n }\n\n public move(): boolean\n {\n this.update();\n\n return false;\n }\n\n public update(): void\n {\n if (this.paused)\n {\n return;\n }\n\n // only clamp on change\n if (this.parent.x === this.last.x\n && this.parent.y === this.last.y\n && this.parent.scale.x === this.last.scaleX\n && this.parent.scale.y === this.last.scaleY)\n {\n return;\n }\n const original = { x: this.parent.x, y: this.parent.y };\n // TODO: Fix\n const decelerate: any = (this.parent.plugins as any).decelerate || {};\n\n if (this.options.left !== null || this.options.right !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n if (this.parent.x !== 0)\n {\n this.parent.x = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.x !== this.parent.screenWidth - this.parent.screenWorldWidth)\n {\n this.parent.x = this.parent.screenWidth - this.parent.screenWorldWidth;\n moved = true;\n }\n break;\n default:\n if (this.parent.x !== (this.parent.screenWidth - this.parent.screenWorldWidth) / 2)\n {\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.left !== null)\n {\n if (this.parent.left < (this.options.left === true ? 0 : this.options.left))\n {\n this.parent.x = -(this.options.left === true ? 0 : this.options.left) * this.parent.scale.x;\n decelerate.x = 0;\n moved = true;\n }\n }\n if (this.options.right !== null)\n {\n if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right))\n {\n this.parent.x = -(this.options.right === true ? this.parent.worldWidth : this.options.right) * this.parent.scale.x + this.parent.screenWidth;\n decelerate.x = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-x' });\n }\n }\n if (this.options.top !== null || this.options.bottom !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n if (this.parent.y !== 0)\n {\n this.parent.y = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.y !== this.parent.screenHeight - this.parent.screenWorldHeight)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n moved = true;\n }\n break;\n default:\n if (this.parent.y !== (this.parent.screenHeight - this.parent.screenWorldHeight) / 2)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.top !== null)\n {\n if (this.parent.top < (this.options.top === true ? 0 : this.options.top))\n {\n this.parent.y = -(this.options.top === true ? 0 : this.options.top)\n * this.parent.scale.y;\n decelerate.y = 0;\n moved = true;\n }\n }\n if (this.options.bottom !== null)\n {\n if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom))\n {\n this.parent.y = -(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)\n * this.parent.scale.y + this.parent.screenHeight;\n decelerate.y = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-y' });\n }\n }\n this.last.x = this.parent.x;\n this.last.y = this.parent.y;\n this.last.scaleX = this.parent.scale.x;\n this.last.scaleY = this.parent.scale.y;\n }\n\n public reset(): void\n {\n this.update();\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\n\n/**\n * Options for {@link ClampZoom}.\n *\n * Use either minimum width/height or minimum scale\n */\nexport interface IClampZoomOptions\n{\n /** Minimum width */\n minWidth?: number | null;\n\n /** Minimum height */\n minHeight?: number | null;\n\n /** Maximum width */\n maxWidth?: number | null;\n\n /** Maximum height */\n maxHeight?: number | null;\n\n /** Minimum scale */\n minScale?: number | null | IScale;\n\n /** Maximum scale */\n maxScale?: number | null | IScale;\n}\n\nconst DEFAULT_CLAMP_ZOOM_OPTIONS: Required = {\n minWidth: null,\n minHeight: null,\n maxWidth: null,\n maxHeight: null,\n minScale: null,\n maxScale: null\n};\n\n/**\n * Plugin to clamp the viewport's zoom to a specific range.\n *\n * @public\n */\nexport class ClampZoom extends Plugin\n{\n public readonly options: Required;\n\n /**\n * This is called by {@link Viewport.clampZoom}.\n */\n constructor(parent: Viewport, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_ZOOM_OPTIONS, options);\n\n this.clamp();\n }\n\n public resize(): void\n {\n this.clamp();\n }\n\n /** Clamp the viewport scale zoom) */\n public clamp(): void\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.options.minWidth || this.options.minHeight || this.options.maxWidth || this.options.maxHeight)\n {\n let width = this.parent.worldScreenWidth;\n let height = this.parent.worldScreenHeight;\n\n if (this.options.minWidth !== null && width < this.options.minWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.minWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxWidth !== null && width > this.options.maxWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.maxWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.minHeight !== null && height < this.options.minHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.minHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxHeight !== null && height > this.options.maxHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.maxHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n else\n if (this.options.minScale || this.options.maxScale)\n {\n const minScale: IScale = { x: null, y: null };\n const maxScale: IScale = { x: null, y: null };\n\n if (typeof this.options.minScale === 'number')\n {\n minScale.x = this.options.minScale;\n minScale.y = this.options.minScale;\n }\n else if (this.options.minScale !== null)\n {\n const optsMinScale = this.options.minScale as IScale;\n\n minScale.x = typeof optsMinScale.x === 'undefined' ? null : optsMinScale.x;\n minScale.y = typeof optsMinScale.y === 'undefined' ? null : optsMinScale.y;\n }\n\n if (typeof this.options.maxScale === 'number')\n {\n maxScale.x = this.options.maxScale;\n maxScale.y = this.options.maxScale;\n }\n else if (this.options.maxScale !== null)\n {\n const optsMaxScale = this.options.maxScale as IScale;\n\n maxScale.x = typeof optsMaxScale.x === 'undefined' ? null : optsMaxScale.x;\n maxScale.y = typeof optsMaxScale.y === 'undefined' ? null : optsMaxScale.y;\n }\n\n let scaleX = this.parent.scale.x;\n let scaleY = this.parent.scale.y;\n\n if (minScale.x !== null && scaleX < minScale.x)\n {\n scaleX = minScale.x;\n }\n if (maxScale.x !== null && scaleX > maxScale.x)\n {\n scaleX = maxScale.x;\n }\n if (minScale.y !== null && scaleY < minScale.y)\n {\n scaleY = minScale.y;\n }\n if (maxScale.y !== null && scaleY > maxScale.y)\n {\n scaleY = maxScale.y;\n }\n if (scaleX !== this.parent.scale.x || scaleY !== this.parent.scale.y)\n {\n this.parent.scale.set(scaleX, scaleY);\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n }\n\n public reset(): void\n {\n this.clamp();\n }\n}\n\n/** This allows independent x and y values for min/maxScale */\nexport interface IScale {\n x: null | number\n y: null | number\n}\n","import { Plugin } from './Plugin';\n\nimport type { Point } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\nexport interface IDecelerateOptions {\n /**\n * Percent to decelerate after movement. This should be between 0 and 1, exclusive.\n *\n * @default 0.95\n */\n friction?: number;\n\n /**\n * Percent to decelerate when past boundaries (only applicable when viewport.bounce() is active)\n *\n * @default 0.8\n */\n bounce?: number;\n\n /**\n * Minimum velocity before stopping/reversing acceleration\n *\n * @default 0.01\n */\n minSpeed?: number;\n}\n\n/** Viewport position snapshot that's saved by {@link DeceleratePlugin} to estimate panning velocity. */\nexport interface IDecelerateSnapshot {\n /** x-coordinate of the viewport. */\n x: number;\n\n /** y-coordinate of the viewport. */\n y: number;\n\n /** Time at which this snapshot was taken. */\n time: number;\n}\n\nconst DEFAULT_DECELERATE_OPTIONS: Required = {\n friction: 0.98,\n bounce: 0.8,\n minSpeed: 0.01\n};\n\n/**\n * Time period of decay (1 frame)\n *\n * @internal\n * @ignore\n */\nconst TP = 16;\n\n/**\n * Plugin to decelerate viewport velocity smoothly after panning ends.\n *\n * @public\n */\nexport class Decelerate extends Plugin\n{\n /** Options used to initialize this plugin. */\n public readonly options: Required;\n\n /**\n * x-component of the velocity of viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n public x!: number | null;\n\n /**\n * y-component of the velocity of the viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n public y!: number | null;\n\n /**\n * The decay factor for the x-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n public percentChangeX!: number;\n\n /**\n * The decay factor for the y-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n public percentChangeY!: number;\n\n /** Saved list of recent viewport position snapshots, to estimate velocity. */\n protected saved: Array;\n\n /** The time since the user released panning of the viewport. */\n protected timeSinceRelease: number;\n\n /**\n * This is called by {@link Viewport.decelerate}.\n */\n constructor(parent: Viewport, options: IDecelerateOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DECELERATE_OPTIONS, options);\n this.saved = [];\n this.timeSinceRelease = 0;\n\n this.reset();\n this.parent.on('moved', (data) => this.moved(data));\n }\n\n public down(): boolean\n {\n this.saved = [];\n this.x = this.y = null;\n\n return false;\n }\n\n public isActive(): boolean\n {\n return !!(this.x || this.y);\n }\n\n public move(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n this.saved.push({ x: this.parent.x, y: this.parent.y, time: performance.now() });\n\n if (this.saved.length > 60)\n {\n this.saved.splice(0, 30);\n }\n }\n\n // Silently recording viewport positions\n return false;\n }\n\n /** Listener to viewport's \"moved\" event. */\n protected moved(data: { type: 'clamp-x' | 'clamp-y'; original: Point }): void\n {\n if (this.saved.length)\n {\n const last = this.saved[this.saved.length - 1];\n\n if (data.type === 'clamp-x')\n {\n if (last.x === data.original.x)\n {\n last.x = this.parent.x;\n }\n }\n else if (data.type === 'clamp-y')\n {\n if (last.y === data.original.y)\n {\n last.y = this.parent.y;\n }\n }\n }\n }\n\n public up(): boolean\n {\n if (this.parent.input.count() === 0 && this.saved.length)\n {\n const now = performance.now();\n\n for (const save of this.saved)\n {\n if (save.time >= now - 100)\n {\n const time = now - save.time;\n\n this.x = (this.parent.x - save.x) / time;\n this.y = (this.parent.y - save.y) / time;\n this.percentChangeX = this.percentChangeY = this.options.friction;\n this.timeSinceRelease = 0;\n break;\n }\n }\n }\n\n return false;\n }\n\n /**\n * Manually activate deceleration, starting from the (x, y) velocity components passed in the options.\n *\n * @param {object} options\n * @param {number} [options.x] - Specify x-component of initial velocity.\n * @param {number} [options.y] - Specify y-component of initial velocity.\n */\n public activate(options: { x?: number; y?: number; }): void\n {\n options = options || {};\n\n if (typeof options.x !== 'undefined')\n {\n this.x = options.x;\n this.percentChangeX = this.options.friction;\n }\n if (typeof options.y !== 'undefined')\n {\n this.y = options.y;\n this.percentChangeY = this.options.friction;\n }\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n /*\n * See https://github.com/davidfig/pixi-viewport/issues/271 for math.\n *\n * The viewport velocity (this.x, this.y) decays exponentially by the the decay factor\n * (this.percentChangeX, this.percentChangeY) each frame. This velocity function is integrated\n * to calculate the displacement.\n */\n\n const moved = this.x || this.y;\n\n const ti = this.timeSinceRelease;\n const tf = this.timeSinceRelease + elapsed;\n\n if (this.x)\n {\n const k = this.percentChangeX;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport x-coordinate.\n this.parent.x += ((this.x * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on x-component of velocity\n this.x *= Math.pow(this.percentChangeX, elapsed / TP);\n }\n if (this.y)\n {\n const k = this.percentChangeY;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport y-coordinate.\n this.parent.y += ((this.y * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on y-component of velocity\n this.y *= Math.pow(this.percentChangeY, elapsed / TP);\n }\n\n this.timeSinceRelease += elapsed;\n\n // End decelerate velocity once it goes under a certain amount of precision.\n if (this.x && this.y) {\n if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) {\n this.x = 0;\n this.y = 0;\n }\n } else {\n if (Math.abs(this.x || 0) < this.options.minSpeed) {\n this.x = 0;\n }\n if (Math.abs(this.y || 0) < this.options.minSpeed) {\n this.y = 0;\n }\n }\n\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, type: 'decelerate' });\n }\n }\n\n public reset(): void\n {\n this.x = this.y = null;\n }\n}\n","import { Point } from '@pixi/math';\nimport { Plugin } from './Plugin';\n\nimport type { Decelerate } from './Decelerate';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { IPointData } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Drag}. */\nexport interface IDragOptions {\n /**\n * direction to drag\n *\n * @default \"all\"\n */\n direction?: string;\n\n /**\n * whether click to drag is active\n *\n * @default true\n */\n pressDrag?: boolean;\n\n /**\n * Use wheel to scroll in direction (unless wheel plugin is active)\n *\n * @default true\n */\n wheel?: boolean;\n\n /**\n * number of pixels to scroll with each wheel spin\n *\n * @default 1\n */\n wheelScroll?: number;\n\n /**\n * reverse the direction of the wheel scroll\n *\n * @default false\n */\n reverse?: boolean;\n\n /**\n * clamp wheel(to avoid weird bounce with mouse wheel). Can be 'x' or 'y' or `true`.\n *\n * @default false\n */\n clampWheel?: boolean | string;\n\n /**\n * where to place world if too small for screen\n *\n * @default \"center\"\n */\n underflow?: string;\n\n /**\n * factor to multiply drag to increase the speed of movement\n *\n * @default 1\n */\n factor?: number;\n\n /**\n * Changes which mouse buttons trigger drag.\n *\n * Use: 'all', 'left', right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * `viewport.options.disableOnContextMenu` if you want to use right-click dragging.\n *\n * @default \"all\"\n */\n mouseButtons?: 'all' | string;\n\n /**\n * Array containing {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of\n * keys that can be pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n *\n * @default null\n */\n keyToPress?: string[] | null;\n\n /**\n * Ignore keyToPress for touch events.\n *\n * @default false\n */\n ignoreKeyToPressOnTouch?: boolean;\n\n /**\n * Scaling factor for non-DOM_DELTA_PIXEL scrolling events.\n *\n * @default 20\n */\n lineHeight?: number;\n\n /**\n * Swap x and y axes when scrolling.\n *\n * @default false\n */\n wheelSwapAxes?: boolean;\n}\n\nconst DEFAULT_DRAG_OPTIONS: Required = {\n direction: 'all',\n pressDrag: true,\n wheel: true,\n wheelScroll: 1,\n reverse: false,\n clampWheel: false,\n underflow: 'center',\n factor: 1,\n mouseButtons: 'all',\n keyToPress: null,\n ignoreKeyToPressOnTouch: false,\n lineHeight: 20,\n wheelSwapAxes: false,\n};\n\n/**\n * Plugin to enable panning/dragging of the viewport to move around.\n *\n * @public\n */\nexport class Drag extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Readonly>;\n\n /** Flags when viewport is moving. */\n protected moved: boolean;\n\n /** Factor to apply from {@link IDecelerateOptions}'s reverse. */\n protected reverse: 1 | -1;\n\n /** Holds whether dragging is enabled along the x-axis. */\n protected xDirection: boolean;\n\n /** Holds whether dragging is enabled along the y-axis. */\n protected yDirection: boolean;\n\n /** Flags whether the keys required to drag are pressed currently. */\n protected keyIsPressed: boolean;\n\n /** Holds whether the left, center, and right buttons are required to pan. */\n protected mouse!: [boolean, boolean, boolean];\n\n /** Underflow factor along x-axis */\n protected underflowX!: -1 | 0 | 1;\n\n /** Underflow factor along y-axis */\n protected underflowY!: -1 | 0 | 1;\n\n /** Last pointer position while panning. */\n protected last?: IPointData | null;\n\n /** The ID of the pointer currently panning the viewport. */\n protected current?: number;\n\n /**\n * This is called by {@link Viewport.drag}.\n */\n constructor(parent: Viewport, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options);\n this.moved = false;\n this.reverse = this.options.reverse ? 1 : -1;\n this.xDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'x';\n this.yDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'y';\n this.keyIsPressed = false;\n\n this.parseUnderflow();\n this.mouseButtons(this.options.mouseButtons);\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger drag event\n */\n protected handleKeyPresses(codes: string[]): void\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n { this.keyIsPressed = true; }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n { this.keyIsPressed = false; }\n });\n }\n\n /**\n * initialize mousebuttons array\n * @param {string} buttons\n */\n protected mouseButtons(buttons: string): void\n {\n if (!buttons || buttons === 'all')\n {\n this.mouse = [true, true, true];\n }\n else\n {\n this.mouse = [\n buttons.indexOf('left') !== -1,\n buttons.indexOf('middle') !== -1,\n buttons.indexOf('right') !== -1\n ];\n }\n }\n\n protected parseUnderflow(): void\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n if (clamp.includes('left'))\n {\n this.underflowX = -1;\n }\n else if (clamp.includes('right'))\n {\n this.underflowX = 1;\n }\n else\n {\n this.underflowX = 0;\n }\n if (clamp.includes('top'))\n {\n this.underflowY = -1;\n }\n else if (clamp.includes('bottom'))\n {\n this.underflowY = 1;\n }\n else\n {\n this.underflowY = 0;\n }\n }\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n protected checkButtons(event: InteractionEvent): boolean\n {\n const isMouse = event.data.pointerType === 'mouse';\n const count = this.parent.input.count();\n\n if ((count === 1) || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n if (!isMouse || this.mouse[event.data.button])\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n protected checkKeyPress(event: InteractionEvent): boolean\n {\n return (!this.options.keyToPress\n || this.keyIsPressed\n || (this.options.ignoreKeyToPressOnTouch && event.data.pointerType === 'touch'));\n }\n\n public down(event: InteractionEvent): boolean\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.checkButtons(event) && this.checkKeyPress(event))\n {\n this.last = { x: event.data.global.x, y: event.data.global.y };\n this.current = event.data.pointerId;\n\n return true;\n }\n this.last = null;\n\n return false;\n }\n\n get active(): boolean\n {\n return this.moved;\n }\n\n public move(event: InteractionEvent): boolean\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.last && this.current === event.data.pointerId)\n {\n const x = event.data.global.x;\n const y = event.data.global.y;\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n const distX = x - this.last.x;\n const distY = y - this.last.y;\n\n if (this.moved\n || ((this.xDirection && this.parent.input.checkThreshold(distX))\n || (this.yDirection && this.parent.input.checkThreshold(distY))))\n {\n const newPoint = { x, y };\n\n if (this.xDirection)\n {\n this.parent.x += (newPoint.x - this.last.x) * this.options.factor;\n }\n if (this.yDirection)\n {\n this.parent.y += (newPoint.y - this.last.y) * this.options.factor;\n }\n this.last = newPoint;\n if (!this.moved)\n {\n this.parent.emit('drag-start', {\n event,\n screen: new Point(this.last.x, this.last.y),\n world: this.parent.toWorld(new Point(this.last.x, this.last.y)),\n viewport: this.parent\n });\n }\n this.moved = true;\n this.parent.emit('moved', { viewport: this.parent, type: 'drag' });\n\n return true;\n }\n }\n else\n {\n this.moved = false;\n }\n }\n\n return false;\n }\n\n public up(event: InteractionEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n const touches = this.parent.input.touches;\n\n if (touches.length === 1)\n {\n const pointer = touches[0];\n\n if (pointer.last)\n {\n this.last = { x: pointer.last.x, y: pointer.last.y };\n this.current = pointer.id;\n }\n this.moved = false;\n\n return true;\n }\n else if (this.last)\n {\n if (this.moved)\n {\n const screen = new Point(this.last.x, this.last.y);\n\n this.parent.emit('drag-end', {\n event, screen,\n world: this.parent.toWorld(screen),\n viewport: this.parent,\n });\n this.last = null;\n this.moved = false;\n\n return true;\n }\n }\n\n return false;\n }\n\n public wheel(event: WheelEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n if (this.options.wheel)\n {\n const wheel = this.parent.plugins.get('wheel', true);\n\n if (!wheel || (!wheel.options.wheelZoom && !event.ctrlKey))\n {\n const step = event.deltaMode ? this.options.lineHeight : 1;\n\n const deltas = [event.deltaX, event.deltaY];\n const [deltaX, deltaY] = this.options.wheelSwapAxes ? deltas.reverse() : deltas;\n\n if (this.xDirection)\n {\n this.parent.x += deltaX * step * this.options.wheelScroll * this.reverse;\n }\n if (this.yDirection)\n {\n this.parent.y += deltaY * step * this.options.wheelScroll * this.reverse;\n }\n if (this.options.clampWheel)\n {\n this.clamp();\n }\n this.parent.emit('wheel-scroll', this.parent);\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n if (!this.parent.options.passiveWheel)\n {\n event.preventDefault();\n }\n if (this.parent.options.stopPropagation)\n {\n event.stopPropagation();\n }\n\n return true;\n }\n }\n\n return false;\n }\n\n public resume(): void\n {\n this.last = null;\n this.paused = false;\n }\n\n public clamp(): void\n {\n const decelerate: Partial = this.parent.plugins.get('decelerate', true) || {};\n\n if (this.options.clampWheel !== 'y')\n {\n if (this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n this.parent.x = 0;\n break;\n case 1:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n }\n else\n if (this.parent.left < 0)\n {\n this.parent.x = 0;\n decelerate.x = 0;\n }\n else if (this.parent.right > this.parent.worldWidth)\n {\n this.parent.x = (-this.parent.worldWidth * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n }\n }\n if (this.options.clampWheel !== 'x')\n {\n if (this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n this.parent.y = 0;\n break;\n case 1:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n }\n else\n {\n if (this.parent.top < 0)\n {\n this.parent.y = 0;\n decelerate.y = 0;\n }\n if (this.parent.bottom > this.parent.worldHeight)\n {\n this.parent.y = (-this.parent.worldHeight * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n }\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { DisplayObject } from '@pixi/display';\nimport type { IPointData } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Follow}. */\nexport interface IFollowOptions\n{\n /**\n * Speed to follow in px/frame (0 = teleport to location)\n *\n * @default 9\n */\n speed?: number;\n\n /**\n * Set acceleration to accelerate and decelerate at this rate; speed cannot be 0 to use acceleration\n *\n * @default null\n */\n acceleration?: number | null;\n\n /**\n * Radius (in world coordinates) of center circle where movement is allowed without moving the viewport\n *\n * @default null\n */\n radius?: number | null;\n}\n\nconst DEFAULT_FOLLOW_OPTIONS: Required = {\n speed: 0,\n acceleration: null,\n radius: null\n};\n\n/**\n * Plugin to follow a display-object.\n *\n * @see Viewport.follow\n * @public\n */\nexport class Follow extends Plugin\n{\n /** The options used to initialize this plugin. */\n public readonly options: Required;\n\n /** The target this plugin will make the viewport follow. */\n public target: DisplayObject;\n\n /** The velocity provided the viewport by following, at the current time. */\n protected velocity: IPointData;\n\n /**\n * This is called by {@link Viewport.follow}.\n *\n * @param parent\n * @param target - target to follow\n * @param options\n */\n constructor(parent: Viewport, target: DisplayObject, options: IFollowOptions = {})\n {\n super(parent);\n\n this.target = target;\n this.options = Object.assign({}, DEFAULT_FOLLOW_OPTIONS, options);\n this.velocity = { x: 0, y: 0 };\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n const center = this.parent.center;\n let toX = this.target.x;\n let toY = this.target.y;\n\n if (this.options.radius)\n {\n const distance = Math.sqrt(Math.pow(this.target.y - center.y, 2) + Math.pow(this.target.x - center.x, 2));\n\n if (distance > this.options.radius)\n {\n const angle = Math.atan2(this.target.y - center.y, this.target.x - center.x);\n\n toX = this.target.x - (Math.cos(angle) * this.options.radius);\n toY = this.target.y - (Math.sin(angle) * this.options.radius);\n }\n else\n {\n return;\n }\n }\n\n const deltaX = toX - center.x;\n const deltaY = toY - center.y;\n\n if (deltaX || deltaY)\n {\n if (this.options.speed)\n {\n if (this.options.acceleration)\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const distance = Math.sqrt(Math.pow(deltaX, 2) + Math.pow(deltaY, 2));\n\n if (distance)\n {\n const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) / (2 * this.options.acceleration);\n\n if (distance > decelerationDistance)\n {\n this.velocity = {\n x: Math.min(this.velocity.x + this.options.acceleration * elapsed, this.options.speed),\n y: Math.min(this.velocity.y + this.options.acceleration * elapsed, this.options.speed)\n };\n }\n else\n {\n this.velocity = {\n x: Math.max(this.velocity.x - this.options.acceleration * this.options.speed, 0),\n y: Math.max(this.velocity.y - this.options.acceleration * this.options.speed, 0)\n };\n }\n const changeX = Math.cos(angle) * this.velocity.x;\n const changeY = Math.sin(angle) * this.velocity.y;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const changeX = Math.cos(angle) * this.options.speed;\n const changeY = Math.sin(angle) * this.options.speed;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n this.parent.moveCenter(toX, toY);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\nimport type { InteractionEvent } from '@pixi/interaction';\n\n/** Insets for mouse edges scrolling regions */\nexport interface IMouseEdgesInsets {\n /** Distance from center of screen in screen pixels */\n radius?: number | null;\n\n /** Distance from all sides in screen pixels */\n distance?: number | null;\n\n /** Alternatively, set top distance (leave unset for no top scroll) */\n top?: number | null;\n\n /** Alternatively, set bottom distance (leave unset for no top scroll) */\n bottom?: number | null;\n\n /** Alternatively, set left distance (leave unset for no top scroll) */\n left?: number | null;\n\n /** Alternatively, set right distance (leave unset for no top scroll) */\n right?: number | null;\n}\n\n/** Options for {@link MouseEdges}. */\nexport interface IMouseEdgesOptions extends IMouseEdgesInsets {\n /** Speed in pixels/frame to scroll viewport */\n speed?: number;\n\n /** Reverse direction of scroll */\n reverse?: boolean;\n\n /** Don't use decelerate plugin even if it's installed */\n noDecelerate?: boolean;\n\n /**\n * If using radius, use linear movement (+/- 1, +/- 1) instead of angled movement.\n *\n * (Math.cos(angle from center), Math.sin(angle from center))\n */\n linear?: boolean;\n\n /** Allows plugin to continue working even when there's a `mousedown` event. */\n allowButtons?: boolean;\n}\n\nconst MOUSE_EDGES_OPTIONS: Required = {\n radius: null,\n distance: null,\n top: null,\n bottom: null,\n left: null,\n right: null,\n speed: 8,\n reverse: false,\n noDecelerate: false,\n linear: false,\n allowButtons: false,\n};\n\n/**\n * Scroll viewport when mouse hovers near one of the edges.\n *\n * @event mouse-edge-start(Viewport) emitted when mouse-edge starts\n * @event mouse-edge-end(Viewport) emitted when mouse-edge ends\n */\nexport class MouseEdges extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Readonly>;\n\n /** Factor from reverse option. */\n protected readonly reverse: -1 | 1;\n\n /** Radius squared */\n protected readonly radiusSquared: number | null;\n\n /** Scroll region size on the left side. */\n protected left!: number | null;\n\n /** Scroll region size on the top size. */\n protected top!: number | null;\n\n /** Scroll region size on the right side. */\n protected right!: number | null;\n\n /** Scroll region size on the bottom side. */\n protected bottom!: number | null;\n\n protected horizontal?: number | null;\n\n protected vertical?: number | null;\n\n /**\n * This is called by {@link Viewport.mouseEdges}.\n */\n constructor(parent: Viewport, options: IMouseEdgesOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, MOUSE_EDGES_OPTIONS, options);\n this.reverse = this.options.reverse ? 1 : -1;\n this.radiusSquared = typeof this.options.radius === 'number' ? Math.pow(this.options.radius, 2) : null;\n\n this.resize();\n }\n\n public resize(): void\n {\n const distance = this.options.distance;\n\n if (distance !== null)\n {\n this.left = distance;\n this.top = distance;\n this.right = this.parent.screenWidth - distance;\n this.bottom = this.parent.screenHeight - distance;\n }\n else if (!this.options.radius)\n {\n this.left = this.options.left;\n this.top = this.options.top;\n this.right = this.options.right === null ? null : this.parent.screenWidth - this.options.right;\n this.bottom = this.options.bottom === null ? null : this.parent.screenHeight - this.options.bottom;\n }\n }\n\n public down(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if (!this.options.allowButtons)\n {\n this.horizontal = this.vertical = null;\n }\n\n return false;\n }\n\n public move(event: InteractionEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if ((event.data.pointerType !== 'mouse' && event.data.identifier !== 1)\n || (!this.options.allowButtons && event.data.buttons !== 0))\n {\n return false;\n }\n\n const x = event.data.global.x;\n const y = event.data.global.y;\n\n if (this.radiusSquared)\n {\n const center = this.parent.toScreen(this.parent.center);\n const distance = Math.pow(center.x - x, 2) + Math.pow(center.y - y, 2);\n\n if (distance >= this.radiusSquared)\n {\n const angle = Math.atan2(center.y - y, center.x - x);\n\n if (this.options.linear)\n {\n this.horizontal = Math.round(Math.cos(angle)) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.round(Math.sin(angle)) * this.options.speed * this.reverse * (60 / 1000);\n }\n else\n {\n this.horizontal = Math.cos(angle) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.sin(angle) * this.options.speed * this.reverse * (60 / 1000);\n }\n }\n else\n {\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n\n this.horizontal = this.vertical = 0;\n }\n }\n else\n {\n if (this.left !== null && x < this.left)\n {\n this.horizontal = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.right !== null && x > this.right)\n {\n this.horizontal = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateHorizontal();\n this.horizontal = 0;\n }\n if (this.top !== null && y < this.top)\n {\n this.vertical = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.bottom !== null && y > this.bottom)\n {\n this.vertical = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateVertical();\n this.vertical = 0;\n }\n }\n\n return false;\n }\n\n private decelerateHorizontal(): void\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.horizontal && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ x: (this.horizontal * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n private decelerateVertical(): void\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.vertical && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ y: (this.vertical * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n public up(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n this.horizontal = this.vertical = null;\n\n return false;\n }\n\n public update(): void\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.horizontal || this.vertical)\n {\n const center = this.parent.center;\n\n if (this.horizontal)\n {\n center.x += this.horizontal * this.options.speed;\n }\n if (this.vertical)\n {\n center.y += this.vertical * this.options.speed;\n }\n\n this.parent.moveCenter(center);\n this.parent.emit('moved', { viewport: this.parent, type: 'mouse-edges' });\n }\n }\n}\n","import { Plugin } from './Plugin';\nimport { Point } from '@pixi/math';\n\nimport type { IPointData } from '@pixi/math';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { IViewportTouch } from '../InputManager';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Pinch}. */\nexport interface IPinchOptions\n{\n /** Disable two-finger dragging. */\n noDrag?: boolean;\n\n /**\n * Percent to modify pinch speed.\n *\n * @default 1\n */\n percent?: number;\n\n /**\n * Factor to multiply two-finger drag to increase speed of movement\n *\n * @default 1\n */\n factor?: number;\n\n /** Place this point at center during zoom instead of center of two fingers */\n center?: Point | null;\n\n /** Axis to zoom */\n axis?: 'all' | 'x' | 'y';\n}\n\nconst DEFAULT_PINCH_OPTIONS: Required = {\n noDrag: false,\n percent: 1,\n center: null,\n factor: 1,\n axis: 'all',\n};\n\n/**\n * Plugin for enabling two-finger pinching (or dragging).\n *\n * @public\n */\nexport class Pinch extends Plugin\n{\n /** Options used to initialize this plugin. */\n public readonly options: Required;\n\n /** Flags whether this plugin is active, i.e. a pointer is down on the viewport. */\n public active = false;\n\n /** Flags whether the viewport is being pinched. */\n public pinching = false;\n\n protected moved = false;\n protected lastCenter?: IPointData | null;\n\n /**\n * This is called by {@link Viewport.pinch}.\n */\n constructor(parent: Viewport, options: IPinchOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_PINCH_OPTIONS, options);\n }\n\n public down(): boolean\n {\n if (this.parent.input.count() >= 2)\n {\n this.active = true;\n\n return true;\n }\n\n return false;\n }\n\n public isAxisX(): boolean\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n public isAxisY(): boolean\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n public move(e: InteractionEvent): boolean\n {\n if (this.paused || !this.active)\n {\n return false;\n }\n\n const x = e.data.global.x;\n const y = e.data.global.y;\n\n const pointers = this.parent.input.touches;\n\n if (pointers.length >= 2)\n {\n const first = pointers[0] as IViewportTouch;\n const second = pointers[1] as IViewportTouch;\n const last = (first.last && second.last)\n ? Math.sqrt(Math.pow(second.last.x - first.last.x, 2) + Math.pow(second.last.y - first.last.y, 2))\n : null;\n\n if (first.id === e.data.pointerId)\n {\n first.last = { x, y, data: e.data } as IPointData;\n }\n else if (second.id === e.data.pointerId)\n {\n second.last = { x, y, data: e.data } as IPointData;\n }\n if (last)\n {\n let oldPoint: IPointData | undefined;\n\n const point = {\n x: (first.last as IPointData).x\n + ((second.last as IPointData).x - (first.last as IPointData).x) / 2,\n y: (first.last as IPointData).y\n + ((second.last as IPointData).y - (first.last as IPointData).y) / 2,\n };\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n let dist = Math.sqrt(Math.pow(\n (second.last as IPointData).x - (first.last as IPointData).x, 2)\n + Math.pow((second.last as IPointData).y - (first.last as IPointData).y, 2));\n\n dist = dist === 0 ? dist = 0.0000000001 : dist;\n\n const change = (1 - last / dist) * this.options.percent\n * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y);\n\n if (this.isAxisX())\n {\n this.parent.scale.x += change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'pinch', center: point });\n\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += (point.x - newPoint.x) * this.options.factor;\n this.parent.y += (point.y - newPoint.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n if (!this.options.noDrag && this.lastCenter)\n {\n this.parent.x += (point.x - this.lastCenter.x) * this.options.factor;\n this.parent.y += (point.y - this.lastCenter.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n\n this.lastCenter = point;\n this.moved = true;\n }\n else if (!this.pinching)\n {\n this.parent.emit('pinch-start', this.parent);\n this.pinching = true;\n }\n\n return true;\n }\n\n return false;\n }\n\n public up(): boolean\n {\n if (this.pinching)\n {\n if (this.parent.input.touches.length <= 1)\n {\n this.active = false;\n this.lastCenter = null;\n this.pinching = false;\n this.moved = false;\n this.parent.emit('pinch-end', this.parent);\n\n return true;\n }\n }\n\n return false;\n }\n}\n","import { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Viewport } from '../Viewport';\n\nexport interface ISnapOptions\n{\n /** snap to the top-left of viewport instead of center */\n topLeft?: boolean;\n\n /**\n * Friction/frame to apply if decelerate is active\n *\n * @default 0.8\n */\n friction?: number;\n\n /**\n * @default 1000\n */\n time?: number;\n\n /** Easing function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /**\n * Pause snapping with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Removes this plugin after snapping is complete\n *\n * @default false\n */\n removeOnComplete?: boolean;\n\n /**\n * Removes this plugin if interrupted by any user input\n *\n * @default false\n */\n removeOnInterrupt?: boolean;\n\n /**\n * Starts the snap immediately regardless of whether the viewport is at the desired location\n *\n * @default false\n */\n forceStart?: boolean;\n}\n\nconst DEFAULT_SNAP_OPTIONS: Required = {\n topLeft: false,\n friction: 0.8,\n time: 1000,\n ease: 'easeInOutSine',\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false\n};\n\n/**\n * @event snap-start(Viewport) emitted each time a snap animation starts\n * @event snap-restart(Viewport) emitted each time a snap resets because of a change in viewport size\n * @event snap-end(Viewport) emitted each time snap reaches its target\n * @event snap-remove(Viewport) emitted if snap plugin is removed\n */\nexport class Snap extends Plugin\n{\n public readonly options: Required;\n public ease?: any;\n public x: number;\n public y: number;\n\n protected percent?: number;\n protected snapping?: { time: number } | null;\n protected deltaX?: number;\n protected deltaY?: number;\n protected startX?: number;\n protected startY?: number;\n\n /**\n * This is called by {@link Viewport.snap}.\n */\n constructor(parent: Viewport, x: number, y: number, options: ISnapOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_SNAP_OPTIONS, options);\n this.ease = ease(options.ease, 'easeInOutSine');\n this.x = x;\n this.y = y;\n\n if (this.options.forceStart)\n {\n this.snapStart();\n }\n }\n\n public snapStart(): void\n {\n this.percent = 0;\n this.snapping = { time: 0 };\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n this.deltaX = this.x - current.x;\n this.deltaY = this.y - current.y;\n this.startX = current.x;\n this.startY = current.y;\n this.parent.emit('snap-start', this.parent);\n }\n\n public wheel(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n\n return false;\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n public up(): boolean\n {\n if (this.parent.input.count() === 0)\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n decelerate.percentChangeX = decelerate.percentChangeY = this.options.friction;\n }\n }\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n if (!this.snapping)\n {\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n if (current.x !== this.x || current.y !== this.y)\n {\n this.snapStart();\n }\n }\n else\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n let finished;\n let x;\n let y;\n\n const startX = this.startX as number;\n const startY = this.startY as number;\n const deltaX = this.deltaX as number;\n const deltaY = this.deltaY as number;\n\n if (snapping.time > this.options.time)\n {\n finished = true;\n x = startX + deltaX;\n y = startY + deltaY;\n }\n else\n {\n const percent = this.ease(snapping.time, 0, 1, this.options.time);\n\n x = startX + (deltaX * percent);\n y = startY + (deltaY * percent);\n }\n if (this.options.topLeft)\n {\n this.parent.moveCorner(x, y);\n }\n else\n {\n this.parent.moveCenter(x, y);\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'snap' });\n\n if (finished)\n {\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap');\n }\n this.parent.emit('snap-end', this.parent);\n this.snapping = null;\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Point } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link SnapZoom}. */\nexport interface ISnapZoomOptions\n{\n /** the desired width to snap (to maintain aspect ratio, choose only width or height) */\n width?: number;\n\n /** the desired height to snap (to maintain aspect ratio, choose only width or height) */\n height?: number;\n\n /**\n * time for snapping in ms\n *\n * @default 1000\n */\n time?: number;\n\n /** ease function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /** Place this point at center during zoom instead of center of the viewport */\n center?: Point | null;\n\n /**\n * Pause snapping with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Removes this plugin after snapping is complete\n *\n * @default false\n */\n removeOnComplete?: boolean;\n\n /**\n * Removes this plugin if interrupted by any user input\n *\n * @default false\n */\n removeOnInterrupt?: boolean;\n\n /**\n * Starts the snap immediately regardless of whether the viewport is at the desired zoom\n *\n * @default false\n */\n forceStart?: boolean;\n\n /**\n * Zoom but do not move\n *\n * @default false\n */\n noMove?: boolean;\n}\n\nconst DEFAULT_SNAP_ZOOM_OPTIONS: Required = {\n width: 0,\n height: 0,\n time: 1000,\n ease: 'easeInOutSine',\n center: null,\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false,\n noMove: false\n};\n\n/**\n * @event snap-zoom-start(Viewport) emitted each time a fit animation starts\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n */\nexport class SnapZoom extends Plugin\n{\n public readonly options: Required;\n\n protected ease: any;\n protected xScale: number;\n protected yScale: number;\n protected xIndependent: boolean;\n protected yIndependent: boolean;\n protected snapping?: {\n time: number;\n startX: number;\n startY: number;\n deltaX: number;\n deltaY: number;\n } | null;\n\n /**\n * This is called by {@link Viewport.snapZoom}.\n */\n constructor(parent: Viewport, options: ISnapZoomOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_SNAP_ZOOM_OPTIONS, options);\n this.ease = ease(this.options.ease);\n\n // Assign defaults for typescript.\n this.xIndependent = false;\n this.yIndependent = false;\n this.xScale = 0;\n this.yScale = 0;\n\n if (this.options.width > 0)\n {\n this.xScale = parent.screenWidth / this.options.width;\n this.xIndependent = true;\n }\n if (this.options.height > 0)\n {\n this.yScale = parent.screenHeight / this.options.height;\n this.yIndependent = true;\n }\n\n this.xScale = this.xIndependent ? (this.xScale as number) : (this.yScale as number);\n this.yScale = this.yIndependent ? (this.yScale as number) : this.xScale;\n\n if (this.options.time === 0)\n {\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.x = this.xScale;\n\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.y = this.yScale;\n\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n }\n else if (options.forceStart)\n {\n this.createSnapping();\n }\n }\n\n private createSnapping(): void\n {\n const startWorldScreenWidth = this.parent.worldScreenWidth;\n const startWorldScreenHeight = this.parent.worldScreenHeight;\n const endWorldScreenWidth = this.parent.screenWidth / this.xScale;\n const endWorldScreenHeight = this.parent.screenHeight / this.yScale;\n\n this.snapping = {\n time: 0,\n startX: startWorldScreenWidth,\n startY: startWorldScreenHeight,\n deltaX: endWorldScreenWidth - startWorldScreenWidth,\n deltaY: endWorldScreenHeight - startWorldScreenHeight\n };\n\n this.parent.emit('snap-zoom-start', this.parent);\n }\n\n public resize(): void\n {\n this.snapping = null;\n\n if (this.options.width > 0)\n {\n this.xScale = this.parent.screenWidth / this.options.width;\n }\n if (this.options.height > 0)\n {\n this.yScale = this.parent.screenHeight / this.options.height;\n }\n this.xScale = this.xIndependent ? this.xScale : this.yScale;\n this.yScale = this.yIndependent ? this.yScale : this.xScale;\n }\n\n public wheel(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n\n return false;\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n\n let oldCenter: Point | undefined;\n\n if (!this.options.center && !this.options.noMove)\n {\n oldCenter = this.parent.center;\n }\n if (!this.snapping)\n {\n if (this.parent.scale.x !== this.xScale || this.parent.scale.y !== this.yScale)\n {\n this.createSnapping();\n }\n }\n else if (this.snapping)\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n\n if (snapping.time >= this.options.time)\n {\n this.parent.scale.set(this.xScale, this.yScale);\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n this.parent.emit('snap-zoom-end', this.parent);\n this.snapping = null;\n }\n else\n {\n const snapping = this.snapping;\n const worldScreenWidth = this.ease(snapping.time, snapping.startX, snapping.deltaX, this.options.time);\n const worldScreenHeight = this.ease(snapping.time, snapping.startY, snapping.deltaY, this.options.time);\n\n this.parent.scale.x = this.parent.screenWidth / worldScreenWidth;\n this.parent.scale.y = this.parent.screenHeight / worldScreenHeight;\n }\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (!this.options.noMove)\n {\n if (!this.options.center)\n {\n this.parent.moveCenter(oldCenter as Point);\n }\n else\n {\n this.parent.moveCenter(this.options.center);\n }\n }\n }\n }\n\n public resume(): void\n {\n this.snapping = null;\n super.resume();\n }\n}\n","import { Plugin } from './Plugin';\nimport { IPointData, Point } from '@pixi/math';\n\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Wheel}. */\nexport interface IWheelOptions\n{\n /**\n * Percent to scroll with each spin\n *\n * @default 0.1\n */\n percent?: number;\n\n /**\n * smooth the zooming by providing the number of frames to zoom between wheel spins\n *\n * @default false\n */\n smooth?: false | number;\n\n /**\n * Stop smoothing with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Reverse the direction of the scroll\n *\n * @default false\n */\n reverse?: boolean;\n\n /**\n * Place this point at center during zoom instead of current mouse position\n *\n * @default null\n */\n center?: Point | null;\n\n /**\n * Scaling factor for non-DOM_DELTA_PIXEL scrolling events\n *\n * @default 20\n */\n lineHeight?: number;\n\n /**\n * Axis to zoom\n *\n * @default 'all'\n */\n axis?: 'all' | 'x' | 'y';\n\n /**\n * Array containing {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of\n * keys that can be pressed for the zoom to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n *\n * @default null\n */\n keyToPress?: string[] | null;\n\n /**\n * pinch the trackpad to zoom\n */\n trackpadPinch?: boolean;\n\n /**\n * zooms on wheel spin (use this as an alternative to drag.options.wheel)\n */\n wheelZoom?: boolean;\n}\n\nconst DEFAULT_WHEEL_OPTIONS: Required = {\n percent: 0.1,\n smooth: false,\n interrupt: true,\n reverse: false,\n center: null,\n lineHeight: 20,\n axis: 'all',\n keyToPress: null,\n trackpadPinch: false,\n wheelZoom: true,\n};\n\n/**\n * Plugin for handling wheel scrolling for viewport zoom.\n *\n * @event wheel({wheel: {dx, dy, dz}, event, viewport})\n */\nexport class Wheel extends Plugin\n{\n public readonly options: Required;\n\n protected smoothing?: IPointData | null;\n protected smoothingCenter?: Point | null;\n protected smoothingCount?: number;\n\n /** Flags whether the keys required to zoom are pressed currently. */\n protected keyIsPressed: boolean;\n\n /**\n * This is called by {@link Viewport.wheel}.\n */\n constructor(parent: Viewport, options: IWheelOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_WHEEL_OPTIONS, options);\n this.keyIsPressed = false;\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger zoom event\n */\n protected handleKeyPresses(codes: string[]): void\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = true;\n }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = false;\n }\n });\n }\n\n protected checkKeyPress(): boolean\n {\n return !this.options.keyToPress || this.keyIsPressed;\n }\n\n public down(): boolean\n {\n if (this.options.interrupt)\n {\n this.smoothing = null;\n }\n\n return false;\n }\n\n protected isAxisX(): boolean\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n protected isAxisY(): boolean\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n public update(): void\n {\n if (this.smoothing)\n {\n const point = this.smoothingCenter;\n const change = this.smoothing;\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point as IPointData);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x += change.x;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change.y;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += (point as IPointData).x - newPoint.x;\n this.parent.y += (point as IPointData).y - newPoint.y;\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n (this.smoothingCount as number)++;\n\n if ((this.smoothingCount as number) >= this.options.smooth)\n {\n this.smoothing = null;\n }\n }\n }\n\n private pinch(e: WheelEvent)\n {\n if (this.paused)\n {\n return;\n }\n\n const point = this.parent.input.getPointerPosition(e);\n const step = -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 200;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n let oldPoint: IPointData | undefined;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n public wheel(e: WheelEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n if (!this.checkKeyPress())\n {\n return false;\n }\n\n if (e.ctrlKey && this.options.trackpadPinch)\n {\n this.pinch(e);\n }\n else if (this.options.wheelZoom)\n {\n const point = this.parent.input.getPointerPosition(e);\n const sign = this.options.reverse ? -1 : 1;\n const step = sign * -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 500;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n if (this.options.smooth)\n {\n const original = {\n x: this.smoothing ? this.smoothing.x * (this.options.smooth - (this.smoothingCount as number)) : 0,\n y: this.smoothing ? this.smoothing.y * (this.options.smooth - (this.smoothingCount as number)) : 0\n };\n\n this.smoothing = {\n x: ((this.parent.scale.x + original.x) * change - this.parent.scale.x) / this.options.smooth,\n y: ((this.parent.scale.y + original.y) * change - this.parent.scale.y) / this.options.smooth,\n };\n this.smoothingCount = 0;\n this.smoothingCenter = point;\n }\n else\n {\n let oldPoint: IPointData | undefined;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n return !this.parent.options.passiveWheel;\n }\n}\n","import { Point, Rectangle } from '@pixi/math';\n\nimport type { IPointData } from '@pixi/math';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from './Viewport';\n\nexport interface IViewportTouch\n{\n id: number;\n last: IPointData | null;\n}\n\n/**\n * Handles all input for Viewport\n *\n * @internal\n * @ignore\n * @private\n */\nexport class InputManager\n{\n public readonly viewport: Viewport;\n\n public clickedAvailable?: boolean;\n public isMouseDown?: boolean;\n public last?: Point | null;\n public wheelFunction?: (e: WheelEvent) => void;\n /** List of active touches on viewport */\n public touches: IViewportTouch[];\n\n constructor(viewport: Viewport)\n {\n this.viewport = viewport;\n this.touches = [];\n\n this.addListeners();\n }\n\n /** Add input listeners */\n private addListeners()\n {\n this.viewport.interactive = true;\n if (!this.viewport.forceHitArea)\n {\n this.viewport.hitArea = new Rectangle(0, 0, this.viewport.worldWidth, this.viewport.worldHeight);\n }\n this.viewport.on('pointerdown', this.down, this);\n this.viewport.on('pointermove', this.move, this);\n this.viewport.on('pointerup', this.up, this);\n this.viewport.on('pointerupoutside', this.up, this);\n this.viewport.on('pointercancel', this.up, this);\n this.viewport.on('pointerout', this.up, this);\n this.wheelFunction = (e) => this.handleWheel(e);\n this.viewport.options.divWheel.addEventListener(\n 'wheel',\n this.wheelFunction as any,\n { passive: this.viewport.options.passiveWheel });\n this.isMouseDown = false;\n }\n\n /**\n * Removes all event listeners from viewport\n * (useful for cleanup of wheel when removing viewport)\n */\n public destroy(): void\n {\n this.viewport.options.divWheel.removeEventListener('wheel', this.wheelFunction as any);\n }\n\n /**\n * handle down events for viewport\n *\n * @param {PIXI.InteractionEvent} event\n */\n public down(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = true;\n }\n else if (!this.get(event.data.pointerId))\n {\n this.touches.push({ id: event.data.pointerId, last: null });\n }\n if (this.count() === 1)\n {\n this.last = event.data.global.clone();\n\n // clicked event does not fire if viewport is decelerating or bouncing\n const decelerate = this.viewport.plugins.get('decelerate', true);\n const bounce = this.viewport.plugins.get('bounce', true);\n\n if ((!decelerate || !decelerate.isActive()) && (!bounce || !bounce.isActive()))\n {\n this.clickedAvailable = true;\n }\n else\n {\n this.clickedAvailable = false;\n }\n }\n else\n {\n this.clickedAvailable = false;\n }\n\n const stop = this.viewport.plugins.down(event);\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Clears all pointer events */\n public clear(): void\n {\n this.isMouseDown = false;\n this.touches = [];\n this.last = null;\n }\n\n /**\n * @param {number} change\n * @returns whether change exceeds threshold\n */\n public checkThreshold(change: number): boolean\n {\n if (Math.abs(change) >= this.viewport.threshold)\n {\n return true;\n }\n\n return false;\n }\n\n /** Handle move events for viewport */\n public move(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n const stop = this.viewport.plugins.move(event);\n\n if (this.clickedAvailable && this.last)\n {\n const distX = event.data.global.x - this.last.x;\n const distY = event.data.global.y - this.last.y;\n\n if (this.checkThreshold(distX) || this.checkThreshold(distY))\n {\n this.clickedAvailable = false;\n }\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Handle up events for viewport */\n public up(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = false;\n }\n\n if (event.data.pointerType !== 'mouse')\n {\n this.remove(event.data.pointerId);\n }\n\n const stop = this.viewport.plugins.up(event);\n\n if (this.clickedAvailable && this.count() === 0 && this.last)\n {\n this.viewport.emit('clicked', {\n event,\n screen: this.last,\n world: this.viewport.toWorld(this.last),\n viewport: this\n });\n this.clickedAvailable = false;\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Gets pointer position if this.interaction is set */\n public getPointerPosition(event: WheelEvent): Point\n {\n const point = new Point();\n\n if (this.viewport.options.interaction)\n {\n this.viewport.options.interaction.mapPositionToPoint(point, event.clientX, event.clientY);\n }\n else if (this.viewport.options.useDivWheelForInputManager && this.viewport.options.divWheel)\n {\n const rect = this.viewport.options.divWheel.getBoundingClientRect();\n\n point.x = event.clientX - rect.left;\n point.y = event.clientY - rect.top;\n }\n else\n {\n point.x = event.clientX;\n point.y = event.clientY;\n }\n\n return point;\n }\n\n /** Handle wheel events */\n public handleWheel(event: WheelEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n // do not handle events coming from other elements\n if (this.viewport.options.interaction\n && (this.viewport.options.interaction as any).interactionDOMElement !== event.target)\n {\n return;\n }\n\n // only handle wheel events where the mouse is over the viewport\n const point = this.viewport.toLocal(this.getPointerPosition(event));\n\n if (this.viewport.left <= point.x\n && point.x <= this.viewport.right\n && this.viewport.top <= point.y\n && point.y <= this.viewport.bottom)\n {\n const stop = this.viewport.plugins.wheel(event);\n\n if (stop && !this.viewport.options.passiveWheel)\n {\n event.preventDefault();\n }\n }\n }\n\n public pause(): void\n {\n this.touches = [];\n this.isMouseDown = false;\n }\n\n /** Get touch by id */\n public get(id: number): IViewportTouch | null\n {\n for (const touch of this.touches)\n {\n if (touch.id === id)\n {\n return touch;\n }\n }\n\n return null;\n }\n\n /** Remove touch by number */\n remove(id: number): void\n {\n for (let i = 0; i < this.touches.length; i++)\n {\n if (this.touches[i].id === id)\n {\n this.touches.splice(i, 1);\n\n return;\n }\n }\n }\n\n /**\n * @returns {number} count of mouse/touch pointers that are down on the viewport\n */\n count(): number\n {\n return (this.isMouseDown ? 1 : 0) + this.touches.length;\n }\n}\n","import type {\n Animate,\n Bounce,\n Clamp,\n ClampZoom,\n Decelerate,\n Drag,\n Follow,\n MouseEdges,\n Pinch,\n Plugin,\n Snap,\n SnapZoom,\n Wheel,\n} from './plugins';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from './Viewport';\n\nconst PLUGIN_ORDER = [\n 'drag',\n 'pinch',\n 'wheel',\n 'follow',\n 'mouse-edges',\n 'decelerate',\n 'animate',\n 'bounce',\n 'snap-zoom',\n 'clamp-zoom',\n 'snap',\n 'clamp',\n];\n\n/**\n * Use this to access current plugins or add user-defined plugins\n *\n * @public\n */\nexport class PluginManager\n{\n /** Maps mounted plugins by their type */\n public plugins: Partial>;\n\n /**\n * List of plugins mounted\n *\n * This list is kept sorted by the internal priority of plugins (hard-coded).\n */\n public list: Array;\n\n /** The viewport using the plugins managed by `this`. */\n public readonly viewport: Viewport;\n\n /** This is called by {@link Viewport} to initialize the {@link Viewport.plugins plugins}. */\n constructor(viewport: Viewport)\n {\n this.viewport = viewport;\n this.list = [];\n this.plugins = {};\n }\n\n /**\n * Inserts a named plugin or a user plugin into the viewport\n * default plugin order: 'drag', 'pinch', 'wheel', 'follow', 'mouse-edges', 'decelerate', 'bounce',\n * 'snap-zoom', 'clamp-zoom', 'snap', 'clamp'\n *\n * @param {string} name of plugin\n * @param {Plugin} plugin - instantiated Plugin class\n * @param {number} index to insert userPlugin (otherwise inserts it at the end)\n */\n public add(name: string, plugin: Plugin, index: number = PLUGIN_ORDER.length)\n {\n this.plugins[name] = plugin;\n\n const current = PLUGIN_ORDER.indexOf(name);\n\n if (current !== -1)\n {\n PLUGIN_ORDER.splice(current, 1);\n }\n\n PLUGIN_ORDER.splice(index, 0, name);\n this.sort();\n }\n\n public get(name: 'animate', ignorePaused?: boolean): Animate | undefined | null;\n public get(name: 'bounce', ignorePaused?: boolean): Bounce | undefined | null;\n public get(name: 'clamp', ignorePaused?: boolean): Clamp | undefined | null;\n public get(name: 'clamp-zoom', ignorePaused?: boolean): ClampZoom | undefined | null;\n public get(name: 'decelerate', ignorePaused?: boolean): Decelerate | undefined | null;\n public get(name: 'drag', ignorePaused?: boolean): Drag | undefined | null;\n public get(name: 'follow', ignorePaused?: boolean): Follow | undefined | null;\n public get(name: 'mouse-edges', ignorePaused?: boolean): MouseEdges | undefined | null;\n public get(name: 'pinch', ignorePaused?: boolean): Pinch | undefined | null;\n public get(name: 'snap', ignorePaused?: boolean): Snap | undefined | null;\n public get(name: 'snap-zoom', ignorePaused?: boolean): SnapZoom | undefined | null;\n public get(name: 'wheel', ignorePaused?: boolean): Wheel | undefined | null;\n public get(name: string, ignorePaused?: boolean): T | undefined | null;\n\n /**\n * Get plugin\n *\n * @param {string} name of plugin\n * @param {boolean} [ignorePaused] return null if plugin is paused\n */\n public get(name: string, ignorePaused?: boolean): T | undefined | null\n {\n if (ignorePaused)\n {\n if (this.plugins[name]?.paused)\n {\n return null;\n }\n }\n\n return this.plugins[name] as T;\n }\n\n /**\n * Update all active plugins\n *\n * @internal\n * @ignore\n * @param {number} elapsed type in milliseconds since last update\n */\n public update(elapsed: number): void\n {\n for (const plugin of this.list)\n {\n plugin.update(elapsed);\n }\n }\n\n /**\n * Resize all active plugins\n *\n * @internal\n * @ignore\n */\n public resize(): void\n {\n for (const plugin of this.list)\n {\n plugin.resize();\n }\n }\n\n /** Clamps and resets bounce and decelerate (as needed) after manually moving viewport */\n public reset(): void\n {\n for (const plugin of this.list)\n {\n plugin.reset();\n }\n }\n\n /** removes all installed plugins */\n public removeAll(): void\n {\n this.plugins = {};\n this.sort();\n }\n\n /**\n * Removes installed plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public remove(name: string): void\n {\n if (this.plugins[name])\n {\n delete this.plugins[name];\n this.viewport.emit(`${name}-remove`);\n this.sort();\n }\n }\n\n /**\n * Pause plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public pause(name: string): void\n {\n this.plugins[name]?.pause();\n }\n\n /**\n * Resume plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public resume(name: string): void\n {\n this.plugins[name]?.resume();\n }\n\n /**\n * Sort plugins according to PLUGIN_ORDER\n *\n * @internal\n * @ignore\n */\n public sort()\n {\n this.list = [];\n\n for (const plugin of PLUGIN_ORDER)\n {\n if (this.plugins[plugin])\n {\n this.list.push(this.plugins[plugin] as Plugin);\n }\n }\n }\n\n /**\n * Handle down for all plugins\n *\n * @internal\n * @ignore\n */\n public down(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.down(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle move for all plugins\n *\n * @internal\n * @ignore\n */\n public move(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.viewport.plugins.list)\n {\n if (plugin.move(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle up for all plugins\n *\n * @internal\n * @ignore\n */\n public up(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.up(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle wheel event for all plugins\n *\n * @internal\n * @ignore\n */\n public wheel(e: WheelEvent): boolean\n {\n let result = false;\n\n for (const plugin of this.list)\n {\n if (plugin.wheel(e))\n {\n result = true;\n }\n }\n\n return result;\n }\n}\n","import { Container } from '@pixi/display';\nimport { IPointData, Point, Rectangle } from '@pixi/math';\nimport { Ticker } from '@pixi/ticker';\n\nimport { InputManager } from './InputManager';\nimport { PluginManager } from './PluginManager';\nimport {\n Animate, IAnimateOptions,\n Bounce, IBounceOptions,\n Clamp, IClampOptions,\n ClampZoom, IClampZoomOptions,\n Decelerate, IDecelerateOptions,\n Drag, IDragOptions,\n Follow, IFollowOptions,\n MouseEdges, IMouseEdgesOptions,\n Pinch, IPinchOptions,\n Snap, ISnapOptions,\n SnapZoom, ISnapZoomOptions,\n Wheel, IWheelOptions,\n} from './plugins';\n\nimport type { DisplayObject, IDestroyOptions } from '@pixi/display';\nimport type { IHitArea, InteractionManager } from '@pixi/interaction';\n\n/** Options for {@link Viewport}. */\nexport interface IViewportOptions\n{\n /** @default window.innerWidth */\n screenWidth?: number;\n\n /** @default window.innerHeight */\n screenHeight?: number;\n\n /** @default this.width */\n worldWidth?: number | null;\n\n /** @default this.height */\n worldHeight?: number | null;\n\n /**\n * Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event\n *\n * @default 5\n */\n threshold?: number;\n\n /**\n * Whether the 'wheel' event is set to passive (note: if false, e.preventDefault() will be called when wheel\n * is used over the viewport)\n *\n * @default true\n */\n passiveWheel?: boolean;\n\n /**\n * Whether to stopPropagation of events that impact the viewport (except wheel events, see options.passiveWheel)\n */\n stopPropagation?: boolean;\n\n /**\n * Change the default hitArea from world size to a new value\n */\n forceHitArea?: Rectangle | null;\n\n /**\n * Set this if you want to manually call update() function on each frame\n *\n * @default false\n */\n noTicker?: boolean;\n\n /**\n * InteractionManager, available from instantiated `WebGLRenderer/CanvasRenderer.plugins.interaction`\n *\n * It's used to calculate pointer postion relative to canvas location on screen\n */\n interaction?: InteractionManager | null;\n\n /**\n * Remove oncontextmenu=() => {} from the divWheel element\n */\n disableOnContextMenu?: boolean;\n\n /**\n * div to attach the wheel event\n *\n * @default document.body\n */\n divWheel?: HTMLElement;\n\n /**\n * Use this PIXI.ticker for updates\n *\n * @default PIXI.Ticker.shared\n */\n ticker?: Ticker;\n\n /**\n * Uses divWheel definition for InputManager to calculate positioning relative to containing div\n * this is used only if options.interaction is not defined\n */\n useDivWheelForInputManager?: boolean;\n}\n\nexport interface ICompleteViewportOptions extends IViewportOptions\n{\n screenWidth: number;\n screenHeight: number;\n threshold: number;\n passiveWheel: boolean;\n stopPropagation: boolean;\n noTicker: boolean;\n ticker: Ticker;\n}\n\nexport interface IViewportTransformState\n{\n x: number;\n y: number;\n scaleX: number;\n scaleY: number;\n}\n\nconst DEFAULT_VIEWPORT_OPTIONS: ICompleteViewportOptions = {\n screenWidth: window.innerWidth,\n screenHeight: window.innerHeight,\n worldWidth: null,\n worldHeight: null,\n threshold: 5,\n passiveWheel: true,\n stopPropagation: false,\n forceHitArea: null,\n noTicker: false,\n interaction: null,\n disableOnContextMenu: false,\n ticker: Ticker.shared,\n};\n\n/**\n * Main class to use when creating a Viewport\n *\n * @public\n * @fires clicked\n * @fires drag-start\n * @fires drag-end\n * @fires drag-remove\n * @fires pinch-start\n * @fires pinch-end\n * @fires pinch-remove\n * @fires snap-start\n * @fires snap-end\n * @fires snap-remove\n * @fires snap-zoom-start\n * @fires snap-zoom-end\n * @fires snap-zoom-remove\n * @fires bounce-x-start\n * @fires bounce-x-end\n * @fires bounce-y-start\n * @fires bounce-y-end\n * @fires bounce-remove\n * @fires wheel\n * @fires wheel-remove\n * @fires wheel-scroll\n * @fires wheel-scroll-remove\n * @fires mouse-edge-start\n * @fires mouse-edge-end\n * @fires mouse-edge-remove\n * @fires moved\n * @fires moved-end\n * @fires zoomed\n * @fires zoomed-end\n * @fires frame-end\n */\nexport class Viewport extends Container\n{\n /** Flags whether the viewport is being panned */\n public moving?: boolean;\n\n public screenWidth: number;\n public screenHeight: number;\n\n /** Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event */\n public threshold: number;\n\n public readonly input: InputManager;\n\n /** Use this to add user plugins or access existing plugins (e.g., to pause, resume, or remove them) */\n public readonly plugins: PluginManager;\n\n /** Flags whether the viewport zoom is being changed. */\n public zooming?: boolean;\n\n public lastViewport?: IViewportTransformState | null;\n\n /** The options passed when creating this viewport, merged with the default values */\n public readonly options: ICompleteViewportOptions & { divWheel: HTMLElement };\n\n private _dirty?: boolean;\n private _forceHitArea?: IHitArea | null;\n private _hitAreaDefault?: Rectangle;\n private _pause?: boolean;\n private readonly tickerFunction?: () => void;\n private _worldWidth?: number | null;\n private _worldHeight?: number | null;\n private _disableOnContextMenu = (e: MouseEvent) => e.preventDefault();\n\n /**\n * @param {IViewportOptions} ViewportOptions\n * @param {number} [options.screenWidth=window.innerWidth]\n * @param {number} [options.screenHeight=window.innerHeight]\n * @param {number} [options.worldWidth=this.width]\n * @param {number} [options.worldHeight=this.height]\n * @param {number} [options.threshold=5] number of pixels to move to trigger an input event (e.g., drag, pinch)\n * or disable a clicked event\n * @param {boolean} [options.passiveWheel=true] whether the 'wheel' event is set to passive (note: if false,\n * e.preventDefault() will be called when wheel is used over the viewport)\n * @param {boolean} [options.stopPropagation=false] whether to stopPropagation of events that impact the viewport\n * (except wheel events, see options.passiveWheel)\n * @param {HitArea} [options.forceHitArea] change the default hitArea from world size to a new value\n * @param {boolean} [options.noTicker] set this if you want to manually call update() function on each frame\n * @param {PIXI.Ticker} [options.ticker=PIXI.Ticker.shared] use this PIXI.ticker for updates\n * @param {PIXI.InteractionManager} [options.interaction=null] InteractionManager, available from instantiated\n * WebGLRenderer/CanvasRenderer.plugins.interaction - used to calculate pointer position relative to canvas\n * location on screen\n * @param {HTMLElement} [options.divWheel=document.body] div to attach the wheel event\n * @param {boolean} [options.disableOnContextMenu] remove oncontextmenu=() => {} from the divWheel element\n */\n constructor(options: IViewportOptions = {})\n {\n super();\n this.options = Object.assign(\n {},\n { divWheel: document.body },\n DEFAULT_VIEWPORT_OPTIONS,\n options\n );\n\n this.screenWidth = this.options.screenWidth;\n this.screenHeight = this.options.screenHeight;\n\n this._worldWidth = this.options.worldWidth;\n this._worldHeight = this.options.worldHeight;\n this.forceHitArea = this.options.forceHitArea;\n this.threshold = this.options.threshold;\n\n this.options.divWheel = this.options.divWheel || document.body;\n\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.addEventListener('contextmenu', this._disableOnContextMenu);\n }\n if (!this.options.noTicker)\n {\n this.tickerFunction = () => this.update(this.options.ticker.elapsedMS);\n this.options.ticker.add(this.tickerFunction);\n }\n\n this.input = new InputManager(this);\n this.plugins = new PluginManager(this);\n }\n\n /** Overrides PIXI.Container's destroy to also remove the 'wheel' and PIXI.Ticker listeners */\n destroy(options?: IDestroyOptions): void\n {\n if (!this.options.noTicker && this.tickerFunction)\n {\n this.options.ticker.remove(this.tickerFunction);\n }\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.removeEventListener('contextmenu', this._disableOnContextMenu);\n }\n\n this.input.destroy();\n super.destroy(options);\n }\n\n /**\n * Update viewport on each frame.\n *\n * By default, you do not need to call this unless you set `options.noTicker=true`.\n *\n * @param {number} elapsed time in milliseconds since last update\n */\n update(elapsed: number): void\n {\n if (!this.pause)\n {\n this.plugins.update(elapsed);\n\n if (this.lastViewport)\n {\n // Check for moved-end event\n if (this.lastViewport.x !== this.x || this.lastViewport.y !== this.y)\n {\n this.moving = true;\n }\n else if (this.moving)\n {\n this.emit('moved-end', this);\n this.moving = false;\n }\n\n // Check for zoomed-end event\n if (this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y)\n {\n this.zooming = true;\n }\n else if (this.zooming)\n {\n this.emit('zoomed-end', this);\n this.zooming = false;\n }\n }\n\n if (!this.forceHitArea)\n {\n this._hitAreaDefault = new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n this.hitArea = this._hitAreaDefault;\n }\n\n this._dirty = this._dirty || !this.lastViewport\n || this.lastViewport.x !== this.x || this.lastViewport.y !== this.y\n || this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y;\n\n this.lastViewport = {\n x: this.x,\n y: this.y,\n scaleX: this.scale.x,\n scaleY: this.scale.y\n };\n this.emit('frame-end', this);\n }\n }\n\n /**\n * Use this to set screen and world sizes, needed for pinch/wheel/clamp/bounce.\n * @param {number} screenWidth=window.innerWidth\n * @param {number} screenHeight=window.innerHeight\n * @param {number} [worldWidth]\n * @param {number} [worldHeight]\n */\n resize(\n screenWidth: number = window.innerWidth,\n screenHeight: number = window.innerHeight,\n worldWidth?: number,\n worldHeight?: number\n ): void\n {\n this.screenWidth = screenWidth;\n this.screenHeight = screenHeight;\n\n if (typeof worldWidth !== 'undefined')\n {\n this._worldWidth = worldWidth;\n }\n if (typeof worldHeight !== 'undefined')\n {\n this._worldHeight = worldHeight;\n }\n\n this.plugins.resize();\n this.dirty = true;\n }\n\n /** World width, in pixels */\n get worldWidth(): number\n {\n if (this._worldWidth)\n {\n return this._worldWidth;\n }\n\n return this.width / this.scale.x;\n }\n set worldWidth(value: number)\n {\n this._worldWidth = value;\n this.plugins.resize();\n }\n\n /** World height, in pixels */\n get worldHeight(): number\n {\n if (this._worldHeight)\n {\n return this._worldHeight;\n }\n\n return this.height / this.scale.y;\n }\n set worldHeight(value: number)\n {\n this._worldHeight = value;\n this.plugins.resize();\n }\n\n /** Get visible world bounds of viewport */\n public getVisibleBounds(): Rectangle\n {\n return new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n }\n\n /** Change coordinates from screen to world */\n public toWorld

(x: number, y: number): P;\n /** Change coordinates from screen to world */\n public toWorld

(screenPoint: IPointData): P;\n\n /**\n * Changes coordinate from screen to world\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n public toWorld

(x: number | IPointData, y?: number): P\n {\n if (arguments.length === 2)\n {\n return this.toLocal

(new Point(x as number, y));\n }\n\n return this.toLocal

(x as IPointData);\n }\n\n /** Change coordinates from world to screen */\n public toScreen

(x: number, y: number): P\n /** Change coordinates from world to screen */\n public toScreen

(worldPoint: IPointData): P\n\n /**\n * Changes coordinate from world to screen\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n public toScreen

(x: number | IPointData, y?: number): P\n {\n if (arguments.length === 2)\n {\n return this.toGlobal

(new Point(x as number, y));\n }\n\n return this.toGlobal

(x as IPointData);\n }\n\n /** Screen width in world coordinates */\n get worldScreenWidth(): number\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Screen height in world coordinates */\n get worldScreenHeight(): number\n {\n return this.screenHeight / this.scale.y;\n }\n\n /** World width in screen coordinates */\n get screenWorldWidth(): number\n {\n return this.worldWidth * this.scale.x;\n }\n\n /** World height in screen coordinates */\n get screenWorldHeight(): number\n {\n return this.worldHeight * this.scale.y;\n }\n\n /** Center of screen in world coordinates */\n get center(): Point\n {\n return new Point(\n (this.worldScreenWidth / 2) - (this.x / this.scale.x),\n (this.worldScreenHeight / 2) - (this.y / this.scale.y),\n );\n }\n set center(value: Point)\n {\n this.moveCenter(value);\n }\n\n public moveCenter(x: number, y: number): Viewport;\n\n /** Move center of viewport to {@code center}. */\n public moveCenter(center: IPointData): Viewport;\n\n /**\n * Move center of viewport to (x, y)\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @return {Viewport}\n */\n public moveCenter(...args: [number, number] | [IPointData]): Viewport\n {\n let x: number;\n let y: number;\n\n if (typeof args[0] === 'number')\n {\n x = args[0];\n y = args[1] as number;\n }\n else\n {\n x = args[0].x;\n y = args[0].y;\n }\n\n const newX = ((this.worldScreenWidth / 2) - x) * this.scale.x;\n const newY = ((this.worldScreenHeight / 2) - y) * this.scale.y;\n\n if (this.x !== newX || this.y !== newY)\n {\n this.position.set(newX, newY);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Top-left corner of Viewport */\n get corner(): Point\n {\n return new Point(-this.x / this.scale.x, -this.y / this.scale.y);\n }\n set corner(value: Point)\n {\n this.moveCorner(value);\n }\n\n /** Move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n public moveCorner(x: number, y: number): Viewport;\n\n /** move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n public moveCorner(center: Point): Viewport;\n\n /**\n * MoveCorner\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @returns {Viewport}\n */\n public moveCorner(...args: [number, number] | [Point]): Viewport\n {\n let x;\n let y;\n\n if (args.length === 1)\n {\n x = -args[0].x * this.scale.x;\n y = -args[0].y * this.scale.y;\n }\n else\n {\n x = -args[0] * this.scale.x;\n y = -args[1] * this.scale.y;\n }\n\n if (x !== this.x || y !== this.y)\n {\n this.position.set(x, y);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Get how many world pixels fit in screen's width */\n get screenWidthInWorldPixels(): number\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Get how many world pixels fit on screen's height */\n get screenHeightInWorldPixels(): number\n {\n return this.screenHeight / this.scale.y;\n }\n\n /**\n * Find the scale value that fits a world width on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param width - Width in world pixels\n * @return - scale\n */\n findFitWidth(width: number): number\n {\n return this.screenWidth / width;\n }\n\n /**\n * Finds the scale value that fits a world height on the screens\n * does not change the viewport (use fit... to change)\n *\n * @param height - Height in world pixels\n * @return - scale\n */\n findFitHeight(height: number): number\n {\n return this.screenHeight / height;\n }\n\n /**\n * Finds the scale value that fits the smaller of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findFit(width: number, height: number): number\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.min(scaleX, scaleY);\n }\n\n /**\n * Finds the scale value that fits the larger of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findCover(width: number, height: number): number\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.max(scaleX, scaleY);\n }\n\n /**\n * Change zoom so the width fits in the viewport\n *\n * @param width - width in world coordinates\n * @param center - maintain the same center\n * @param scaleY - whether to set scaleY=scaleX\n * @param noClamp - whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitWidth(width = this.worldWidth, center?: boolean, scaleY = true, noClamp?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.x = this.screenWidth / width;\n\n if (scaleY)\n {\n this.scale.y = this.scale.x;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so the height fits in the viewport\n *\n * @param {number} [height=this.worldHeight] in world coordinates\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {boolean} [scaleX=true] whether to set scaleX = scaleY\n * @param {boolean} [noClamp] whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitHeight(height = this.worldHeight, center?: boolean, scaleX = true, noClamp?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.y = this.screenHeight / height;\n\n if (scaleX)\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the entire world in the viewport\n *\n * @param {boolean} center maintain the same center of the screen after zoom\n * @returns {Viewport} this\n */\n fitWorld(center?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / this.worldWidth;\n this.scale.y = this.screenHeight / this.worldHeight;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the size or the entire world in the viewport\n *\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {number} [width=this.worldWidth] desired width\n * @param {number} [height=this.worldHeight] desired height\n * @returns {Viewport} this\n */\n fit(center?: boolean, width = this.worldWidth, height = this.worldHeight): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / width;\n this.scale.y = this.screenHeight / height;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport to specific value.\n *\n * @param {number} scale value (e.g., 1 would be 100%, 0.25 would be 25%)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n setZoom(scale: number, center?: boolean): Viewport\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.set(scale);\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport by a certain percent (in both x and y direction).\n *\n * @param {number} percent change (e.g., 0.25 would increase a starting scale of 1.0 to 1.25)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoomPercent(percent: number, center?: boolean): Viewport\n {\n return this.setZoom(this.scale.x + (this.scale.x * percent), center);\n }\n\n /**\n * Zoom viewport by increasing/decreasing width by a certain number of pixels.\n *\n * @param {number} change in pixels\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoom(change: number, center?: boolean): Viewport\n {\n this.fitWidth(change + this.worldScreenWidth, center);\n\n return this;\n }\n\n /** Changes scale of viewport and maintains center of viewport */\n get scaled(): number\n {\n return this.scale.x;\n }\n set scaled(scale: number)\n {\n this.setZoom(scale, true);\n }\n\n /**\n * Returns zoom to the desired scale\n *\n * @param {ISnapZoomOptions} options\n * @param {number} [options.width=0] - the desired width to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.height=0] - the desired height to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.time=1000] - time for snapping in ms\n * @param {(string|function)} [options.ease=easeInOutSine] ease function or name (see http://easings.net/\n * for supported names)\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of the viewport\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at the\n * desired zoom\n * @param {boolean} [options.noMove] - zoom but do not move\n */\n snapZoom(options?: ISnapZoomOptions): Viewport\n {\n this.plugins.add('snap-zoom', new SnapZoom(this, options));\n\n return this;\n }\n\n /** Is container out of world bounds */\n OOB(): {\n left: boolean;\n right: boolean;\n top: boolean;\n bottom: boolean;\n cornerPoint: Point;\n }\n {\n return {\n left: this.left < 0,\n right: this.right > this.worldWidth,\n top: this.top < 0,\n bottom: this.bottom > this.worldHeight,\n cornerPoint: new Point(\n (this.worldWidth * this.scale.x) - this.screenWidth,\n (this.worldHeight * this.scale.y) - this.screenHeight\n )\n };\n }\n\n /** World coordinates of the right edge of the screen */\n get right(): number\n {\n return (-this.x / this.scale.x) + this.worldScreenWidth;\n }\n set right(value: number)\n {\n this.x = (-value * this.scale.x) + this.screenWidth;\n this.plugins.reset();\n }\n\n /** World coordinates of the left edge of the screen */\n get left(): number\n {\n return -this.x / this.scale.x;\n }\n set left(value: number)\n {\n this.x = -value * this.scale.x;\n this.plugins.reset();\n }\n\n /** World coordinates of the top edge of the screen */\n get top(): number\n {\n return -this.y / this.scale.y;\n }\n set top(value: number)\n {\n this.y = -value * this.scale.y;\n this.plugins.reset();\n }\n\n /** World coordinates of the bottom edge of the screen */\n get bottom(): number\n {\n return (-this.y / this.scale.y) + this.worldScreenHeight;\n }\n set bottom(value: number)\n {\n this.y = (-value * this.scale.y) + this.screenHeight;\n this.plugins.reset();\n }\n\n /**\n * Determines whether the viewport is dirty (i.e., needs to be rendered to the screen because of a change)\n */\n get dirty(): boolean\n {\n return !!this._dirty;\n }\n set dirty(value: boolean)\n {\n this._dirty = value;\n }\n\n /**\n * Permanently changes the Viewport's hitArea\n *\n * NOTE: if not set then hitArea = PIXI.Rectangle(Viewport.left, Viewport.top, Viewport.worldScreenWidth,\n * Viewport.worldScreenHeight)\n */\n get forceHitArea(): IHitArea | null | undefined\n {\n return this._forceHitArea;\n }\n set forceHitArea(value: IHitArea | null | undefined)\n {\n if (value)\n {\n this._forceHitArea = value;\n this.hitArea = value;\n }\n else\n {\n this._forceHitArea = null;\n this.hitArea = new Rectangle(0, 0, this.worldWidth, this.worldHeight);\n }\n }\n\n /**\n * Enable one-finger touch to drag\n *\n * NOTE: if you expect users to use right-click dragging, you should enable `viewport.options.disableOnContextMenu`\n * to avoid the context menu popping up on each right-click drag.\n *\n * @param {IDragOptions} [options]\n * @param {string} [options.direction=all] direction to drag\n * @param {boolean} [options.pressDrag=true] whether click to drag is active\n * @param {boolean} [options.wheel=true] use wheel to scroll in direction (unless wheel plugin is active)\n * @param {number} [options.wheelScroll=1] number of pixels to scroll with each wheel spin\n * @param {boolean} [options.reverse] reverse the direction of the wheel scroll\n * @param {(boolean|string)} [options.clampWheel=false] clamp wheel(to avoid weird bounce with mouse wheel)\n * @param {string} [options.underflow=center] where to place world if too small for screen\n * @param {number} [options.factor=1] factor to multiply drag to increase the speed of movement\n * @param {string} [options.mouseButtons=all] changes which mouse buttons trigger drag, use: 'all', 'left',\n * 'right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * viewport.options.disableOnContextMenu if you want to use right-click dragging\n * @param {string[]} [options.keyToPress=null] - array containing\n * {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of keys that can be\n * pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n * @param {boolean} [options.ignoreKeyToPressOnTouch=false] - ignore keyToPress for touch events\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @returns {Viewport} this\n */\n public drag(options?: IDragOptions): Viewport\n {\n this.plugins.add('drag', new Drag(this, options));\n\n return this;\n }\n\n /**\n * Clamp to world boundaries or other provided boundaries\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary\n * [0, viewport.worldWidth/viewport.worldHeight], eg: to allow the world to be completely dragged offscreen,\n * set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the\n * appropriate boundaries\n *\n * NOTES:\n * clamp is disabled if called with no options; use { direction: 'all' } for all edge clamping\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n *\n * @param {object} [options]\n * @param {(number|boolean)} [options.left=false] - clamp left; true = 0\n * @param {(number|boolean)} [options.right=false] - clamp right; true = viewport.worldWidth\n * @param {(number|boolean)} [options.top=false] - clamp top; true = 0\n * @param {(number|boolean)} [options.bottom=false] - clamp bottom; true = viewport.worldHeight\n * @param {string} [direction] - (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight];\n * replaces left/right/top/bottom if set\n * @param {string} [underflow=center] - where to place world if too small for screen (e.g., top-right, center,\n * none, bottomLeft) * @returns {Viewport} this\n */\n public clamp(options?: IClampOptions): Viewport\n {\n this.plugins.add('clamp', new Clamp(this, options));\n\n return this;\n }\n\n /**\n * Decelerate after a move\n *\n * NOTE: this fires 'moved' event during deceleration\n *\n * @param {IDecelerateOptions} [options]\n * @param {number} [options.friction=0.95] - percent to decelerate after movement\n * @param {number} [options.bounce=0.8] - percent to decelerate when past boundaries (only applicable when\n * viewport.bounce() is active)\n * @param {number} [options.minSpeed=0.01] - minimum velocity before stopping/reversing acceleration\n * @return {Viewport} this\n */\n public decelerate(options?: IDecelerateOptions): Viewport\n {\n this.plugins.add('decelerate', new Decelerate(this, options));\n\n return this;\n }\n\n /**\n * Bounce on borders\n * NOTES:\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n * fires 'moved', 'bounce-x-start', 'bounce-y-start', 'bounce-x-end', and 'bounce-y-end' events\n * @param {object} [options]\n * @param {string} [options.sides=all] - all, horizontal, vertical, or combination of top, bottom, right, left\n * (e.g., 'top-bottom-right')\n * @param {number} [options.friction=0.5] - friction to apply to decelerate if active\n * @param {number} [options.time=150] - time in ms to finish bounce\n * @param {object} [options.bounceBox] - use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight)\n * @param {number} [options.bounceBox.x=0]\n * @param {number} [options.bounceBox.y=0]\n * @param {number} [options.bounceBox.width=viewport.worldWidth]\n * @param {number} [options.bounceBox.height=viewport.worldHeight]\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name\n * (see http://easings.net/ for supported names)\n * @param {string} [options.underflow=center] - (top/bottom/center and left/right/center, or center)\n * where to place world if too small for screen\n * @return {Viewport} this\n */\n public bounce(options?: IBounceOptions): Viewport\n {\n this.plugins.add('bounce', new Bounce(this, options));\n\n return this;\n }\n\n /**\n * Enable pinch to zoom and two-finger touch to drag\n *\n * @param {PinchOptions} [options]\n * @param {boolean} [options.noDrag] - disable two-finger dragging\n * @param {number} [options.percent=1] - percent to modify pinch speed\n * @param {number} [options.factor=1] - factor to multiply two-finger drag to increase the speed of movement\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of two fingers\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n public pinch(options?: IPinchOptions): Viewport\n {\n this.plugins.add('pinch', new Pinch(this, options));\n\n return this;\n }\n\n /**\n * Snap to a point\n *\n * @param {number} x\n * @param {number} y\n * @param {ISnapOptions} [options]\n * @param {boolean} [options.topLeft] - snap to the top-left of viewport instead of center\n * @param {number} [options.friction=0.8] - friction/frame to apply if decelerate is active\n * @param {number} [options.time=1000] - time in ms to snap\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name (see http://easings.net/\n * for supported names)\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at\n * the desired location\n * @return {Viewport} this\n */\n public snap(x: number, y: number, options?: ISnapOptions): Viewport\n {\n this.plugins.add('snap', new Snap(this, x, y, options));\n\n return this;\n }\n\n /**\n * Follow a target\n *\n * NOTES:\n * uses the (x, y) as the center to follow; for PIXI.Sprite to work properly, use sprite.anchor.set(0.5)\n * options.acceleration is not perfect as it doesn't know the velocity of the target. It adds acceleration\n * to the start of movement and deceleration to the end of movement when the target is stopped.\n * To cancel the follow, use: `viewport.plugins.remove('follow')`\n *\n * @fires 'moved' event\n *\n * @param {PIXI.DisplayObject} target to follow\n * @param {IFollowOptions} [options]\n * @param {number} [options.speed=0] - to follow in pixels/frame (0=teleport to location)\n * @param {number} [options.acceleration] - set acceleration to accelerate and decelerate at this rate; speed\n * cannot be 0 to use acceleration\n * @param {number} [options.radius] - radius (in world coordinates) of center circle where movement is allowed\n * without moving the viewport * @returns {Viewport} this\n * @returns {Viewport} this\n */\n public follow(target: DisplayObject, options?: IFollowOptions): Viewport\n {\n this.plugins.add('follow', new Follow(this, target, options));\n\n return this;\n }\n\n /**\n * Zoom using mouse wheel\n *\n * NOTE: the default event listener for 'wheel' event is document.body. Use `Viewport.options.divWheel` to\n * change this default\n *\n * @param {IWheelOptions} [options]\n * @param {number} [options.percent=0.1] - percent to scroll with each spin\n * @param {number} [options.smooth] - smooth the zooming by providing the number of frames to zoom between wheel spins\n * @param {boolean} [options.interrupt=true] - stop smoothing with any user input on the viewport\n * @param {boolean} [options.reverse] - reverse the direction of the scroll\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of current mouse position\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n public wheel(options?: IWheelOptions): Viewport\n {\n this.plugins.add('wheel', new Wheel(this, options));\n\n return this;\n }\n\n /**\n * Animate the position and/or scale of the viewport\n * To set the zoom level, use: (1) scale, (2) scaleX and scaleY, or (3) width and/or height\n * @param {object} options\n * @param {number} [options.time=1000] - time to animate\n * @param {PIXI.Point} [options.position=viewport.center] - position to move viewport\n * @param {number} [options.width] - desired viewport width in world pixels (use instead of scale;\n * aspect ratio is maintained if height is not provided)\n * @param {number} [options.height] - desired viewport height in world pixels (use instead of scale;\n * aspect ratio is maintained if width is not provided)\n * @param {number} [options.scale] - scale to change zoom (scale.x = scale.y)\n * @param {number} [options.scaleX] - independently change zoom in x-direction\n * @param {number} [options.scaleY] - independently change zoom in y-direction\n * @param {(function|string)} [options.ease=linear] - easing function to use\n * @param {function} [options.callbackOnComplete]\n * @param {boolean} [options.removeOnInterrupt] removes this plugin if interrupted by any user input\n * @returns {Viewport} this\n */\n public animate(options: IAnimateOptions): Viewport\n {\n this.plugins.add('animate', new Animate(this, options));\n\n return this;\n }\n\n /**\n * Enable clamping of zoom to constraints\n *\n * The minWidth/Height settings are how small the world can get (as it would appear on the screen)\n * before clamping. The maxWidth/maxHeight is how larger the world can scale (as it would appear on\n * the screen) before clamping.\n *\n * For example, if you have a world size of 1000 x 1000 and a screen size of 100 x 100, if you set\n * minWidth/Height = 100 then the world will not be able to zoom smaller than the screen size (ie,\n * zooming out so it appears smaller than the screen). Similarly, if you set maxWidth/Height = 100\n * the world will not be able to zoom larger than the screen size (ie, zooming in so it appears\n * larger than the screen).\n *\n * @param {object} [options]\n * @param {number} [options.minWidth] - minimum width\n * @param {number} [options.minHeight] - minimum height\n * @param {number} [options.maxWidth] - maximum width\n * @param {number} [options.maxHeight] - maximum height\n * @param {number} [options.minScale] - minimum scale\n * @param {number} [options.maxScale] - minimum scale\n * @return {Viewport} this\n */\n public clampZoom(options: IClampZoomOptions): Viewport\n {\n this.plugins.add('clamp-zoom', new ClampZoom(this, options));\n\n return this;\n }\n\n /**\n * Scroll viewport when mouse hovers near one of the edges or radius-distance from center of screen.\n *\n * NOTES: fires 'moved' event; there's a known bug where the mouseEdges does not work properly with \"windowed\" viewports\n *\n * @param {IMouseEdgesOptions} [options]\n * @param {number} [options.radius] - distance from center of screen in screen pixels\n * @param {number} [options.distance] - distance from all sides in screen pixels\n * @param {number} [options.top] - alternatively, set top distance (leave unset for no top scroll)\n * @param {number} [options.bottom] - alternatively, set bottom distance (leave unset for no top scroll)\n * @param {number} [options.left] - alternatively, set left distance (leave unset for no top scroll)\n * @param {number} [options.right] - alternatively, set right distance (leave unset for no top scroll)\n * @param {number} [options.speed=8] - speed in pixels/frame to scroll viewport\n * @param {boolean} [options.reverse] - reverse direction of scroll\n * @param {boolean} [options.noDecelerate] - don't use decelerate plugin even if it's installed\n * @param {boolean} [options.linear] - if using radius, use linear movement (+/- 1, +/- 1) instead of angled\n * movement (Math.cos(angle from center), Math.sin(angle from center))\n * @param {boolean} [options.allowButtons] allows plugin to continue working even when there's a mousedown event\n */\n public mouseEdges(options: IMouseEdgesOptions): Viewport\n {\n this.plugins.add('mouse-edges', new MouseEdges(this, options));\n\n return this;\n }\n\n /** Pause viewport (including animation updates such as decelerate) */\n get pause(): boolean\n {\n return !!this._pause;\n }\n set pause(value: boolean)\n {\n this._pause = value;\n\n this.lastViewport = null;\n this.moving = false;\n this.zooming = false;\n\n if (value)\n {\n this.input.pause();\n }\n }\n\n /**\n * Move the viewport so the bounding box is visible\n *\n * @param x - left\n * @param y - top\n * @param width\n * @param height\n * @param resizeToFit - Resize the viewport so the box fits within the viewport\n */\n public ensureVisible(x: number, y: number, width: number, height: number, resizeToFit?: boolean): void\n {\n if (resizeToFit && (width > this.worldScreenWidth || height > this.worldScreenHeight))\n {\n this.fit(true, width, height);\n this.emit('zoomed', { viewport: this, type: 'ensureVisible' });\n }\n let moved = false;\n\n if (x < this.left)\n {\n this.left = x;\n moved = true;\n }\n else if (x + width > this.right)\n {\n this.right = x + width;\n moved = true;\n }\n if (y < this.top)\n {\n this.top = y;\n moved = true;\n }\n else if (y + height > this.bottom)\n {\n this.bottom = y + height;\n moved = true;\n }\n if (moved)\n {\n this.emit('moved', { viewport: this, type: 'ensureVisible' });\n }\n }\n}\n\n/**\n * Fires after a mouse or touch click\n * @event Viewport#clicked\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag starts\n * @event Viewport#drag-start\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag ends\n * @event Viewport#drag-end\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a pinch starts\n * @event Viewport#pinch-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a pinch end\n * @event Viewport#pinch-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap starts\n * @event Viewport#snap-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap ends\n * @event Viewport#snap-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom starts\n * @event Viewport#snap-zoom-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom ends\n * @event Viewport#snap-zoom-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the x direction\n * @event Viewport#bounce-x-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the x direction\n * @event Viewport#bounce-x-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the y direction\n * @event Viewport#bounce-y-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the y direction\n * @event Viewport#bounce-y-end\n * @type {Viewport}\n */\n\n/**\n * Fires when for a mouse wheel event\n * @event Viewport#wheel\n * @type {object}\n * @property {object} wheel\n * @property {number} wheel.dx\n * @property {number} wheel.dy\n * @property {number} wheel.dz\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a wheel-scroll occurs\n * @event Viewport#wheel-scroll\n * @type {Viewport}\n */\n\n/**\n * Fires when a mouse-edge starts to scroll\n * @event Viewport#mouse-edge-start\n * @type {Viewport}\n */\n\n/**\n * Fires when the mouse-edge scrolling ends\n * @event Viewport#mouse-edge-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#moved\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type - (drag, snap, pinch, follow, bounce-x, bounce-y,\n * clamp-x, clamp-y, decelerate, mouse-edges, wheel, ensureVisible)\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#zoomed\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type (drag-zoom, pinch, wheel, clamp-zoom, ensureVisible)\n */\n\n/**\n * Fires when viewport stops moving\n * @event Viewport#moved-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport stops zooming\n * @event Viewport#zoomed-end\n * @type {Viewport}\n */\n\n/**\n* Fires at the end of an update frame\n* @event Viewport#frame-end\n* @type 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\ No newline at end of file +{"version":3,"file":"viewport.js","sources":["../../src/plugins/Plugin.ts","../../node_modules/penner/penner.js","../../src/ease.ts","../../src/plugins/Animate.ts","../../src/plugins/Bounce.ts","../../src/plugins/Clamp.ts","../../src/plugins/ClampZoom.ts","../../src/plugins/Decelerate.ts","../../src/plugins/Drag.ts","../../src/plugins/Follow.ts","../../src/plugins/MouseEdges.ts","../../src/plugins/Pinch.ts","../../src/plugins/Snap.ts","../../src/plugins/SnapZoom.ts","../../src/plugins/Wheel.ts","../../src/InputManager.ts","../../src/PluginManager.ts","../../src/Viewport.ts"],"sourcesContent":["import type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from '../Viewport';\n\n/**\n * Derive this class to create user-defined plugins\n *\n * @public\n */\nexport class Plugin\n{\n /** The viewport to which this plugin is attached. */\n public readonly parent: Viewport;\n\n /**\n * Flags whether this plugin has been \"paused\".\n *\n * @see Plugin#pause\n * @see Plugin#resume\n */\n public paused: boolean;\n\n /** @param {Viewport} parent */\n constructor(parent: Viewport)\n {\n this.parent = parent;\n this.paused = false;\n }\n\n /** Called when plugin is removed */\n public destroy()\n {\n // Override for implementation\n }\n\n /** Handler for pointerdown PIXI event */\n public down(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for pointermove PIXI event */\n public move(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for pointerup PIXI event */\n public up(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for wheel event on div */\n public wheel(_e: WheelEvent): boolean | undefined\n {\n return false;\n }\n\n /**\n * Called on each tick\n * @param {number} elapsed time in millisecond since last update\n */\n public update(_delta: number): void\n {\n // Override for implementation\n }\n\n /** Called when the viewport is resized */\n public resize()\n {\n // Override for implementation\n }\n\n /** Called when the viewport is manually moved */\n public reset(): void\n {\n // Override for implementation\n }\n\n /** Pause the plugin */\n public pause(): void\n {\n this.paused = true;\n }\n\n /** Un-pause the plugin */\n public resume(): void\n {\n this.paused = false;\n }\n}\n","\n/*\n\tCopyright © 2001 Robert Penner\n\tAll rights reserved.\n\n\tRedistribution and use in source and binary forms, with or without modification, \n\tare permitted provided that the following conditions are met:\n\n\tRedistributions of source code must retain the above copyright notice, this list of \n\tconditions and the following disclaimer.\n\tRedistributions in binary form must reproduce the above copyright notice, this list \n\tof conditions and the following disclaimer in the documentation and/or other materials \n\tprovided with the distribution.\n\n\tNeither the name of the author nor the names of contributors may be used to endorse \n\tor promote products derived from this software without specific prior written permission.\n\n\tTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY \n\tEXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n\tMERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n\tCOPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n\tEXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n\tGOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED \n\tAND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n\tNEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED \n\tOF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n(function() {\n var penner, umd;\n\n umd = function(factory) {\n if (typeof exports === 'object') {\n return module.exports = factory;\n } else if (typeof define === 'function' && define.amd) {\n return define([], factory);\n } else {\n return this.penner = factory;\n }\n };\n\n penner = {\n linear: function(t, b, c, d) {\n return c * t / d + b;\n },\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n easeInOutQuad: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t + b;\n } else {\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n }\n },\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n easeOutCubic: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n },\n easeInOutCubic: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n },\n easeInQuart: function(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n },\n easeOutQuart: function(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n },\n easeInOutQuart: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t + b;\n } else {\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n },\n easeInQuint: function(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n },\n easeOutQuint: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n },\n easeInOutQuint: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n },\n easeInSine: function(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n },\n easeOutSine: function(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n },\n easeInOutSine: function(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n },\n easeInExpo: function(t, b, c, d) {\n if (t === 0) {\n return b;\n } else {\n return c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n },\n easeOutExpo: function(t, b, c, d) {\n if (t === d) {\n return b + c;\n } else {\n return c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n },\n easeInOutExpo: function(t, b, c, d) {\n if (t === 0) {\n b;\n }\n if (t === d) {\n b + c;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n } else {\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n },\n easeInCirc: function(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n },\n easeOutCirc: function(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n },\n easeInOutCirc: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n } else {\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n },\n easeInElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n },\n easeOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b;\n },\n easeInOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d / 2) === 2) {\n b + c;\n }\n if (!p) {\n p = d * (.3 * 1.5);\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n if (t < 1) {\n return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n } else {\n return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;\n }\n },\n easeInBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n },\n easeOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n },\n easeInOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b;\n } else {\n return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b;\n }\n },\n easeInBounce: function(t, b, c, d) {\n var v;\n v = penner.easeOutBounce(d - t, 0, c, d);\n return c - v + b;\n },\n easeOutBounce: function(t, b, c, d) {\n if ((t /= d) < 1 / 2.75) {\n return c * (7.5625 * t * t) + b;\n } else if (t < 2 / 2.75) {\n return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b;\n } else if (t < 2.5 / 2.75) {\n return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b;\n } else {\n return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b;\n }\n },\n easeInOutBounce: function(t, b, c, d) {\n var v;\n if (t < d / 2) {\n v = penner.easeInBounce(t * 2, 0, c, d);\n return v * .5 + b;\n } else {\n v = penner.easeOutBounce(t * 2 - d, 0, c, d);\n return v * .5 + c * .5 + b;\n }\n }\n };\n\n umd(penner);\n\n}).call(this);\n","// eslint-disable-next-line\n// @ts-expect-error Penner seems to have no typings.\nimport Penner from 'penner';\n\n/**\n * Returns correct Penner equation using string or Function.\n *\n * @internal\n * @ignore\n * @param {(function|string)} [ease]\n * @param {defaults} default penner equation to use if none is provided\n */\n// eslint-disable-next-line consistent-return\nexport default function ease(ease: any, defaults?: any): any\n{\n if (!ease)\n {\n return Penner[defaults];\n }\n else if (typeof ease === 'function')\n {\n return ease;\n }\n else if (typeof ease === 'string')\n {\n return Penner[ease];\n }\n}\n","import { IPointData, Point } from '@pixi/math';\nimport { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Animate}. */\nexport interface IAnimateOptions\n{\n /** Time to animate */\n time?: number;\n\n /** Position to move the viewport to */\n position?: IPointData;\n\n /**\n * Desired viewport width in world pixels\n *\n * (use instead of scale; aspect ratio is maintained if height is not provided)\n */\n width?: number;\n\n /**\n * Desired viewport height in world pixels\n *\n * (use instead of scale; aspect ratio is maintained if width is not provided)\n */\n height?: number;\n\n /** Scale to change zoom (scale.x = scale.y) */\n scale?: number;\n\n /** Independently change zoom in x-direction */\n scaleX?: number;\n\n /** Independently change zoom in y-direction */\n scaleY?: number;\n\n /** Easing function to use */\n ease?: any;\n\n /** Callback to invoke when the animation completes */\n callbackOnComplete?: (viewport: Viewport) => void;\n\n /** Removes this plugin if interrupted by any user input */\n removeOnInterrupt?: boolean;\n}\n\nconst DEFAULT_ANIMATE_OPTIONS = {\n removeOnInterrupt: false,\n ease: 'linear',\n time: 1000,\n};\n\n/**\n * Animation plugin.\n *\n * @see Viewport#animate\n * @fires animate-end\n */\nexport class Animate extends Plugin\n{\n public readonly options: IAnimateOptions & { ease: any; time: number };\n\n /** The starting x-coordinate of the viewport. */\n protected startX?: number;\n\n /** The starting y-coordinate of the viewport. */\n protected startY?: number;\n\n /** The change in the x-coordinate of the viewport through the animation.*/\n protected deltaX?: number;\n\n /** The change in the y-coordinate of the viewport through the animation. */\n protected deltaY?: number;\n\n /** Marks whether the center of the viewport is preserved in the animation. */\n protected keepCenter!: boolean;\n\n /** The starting viewport width. */\n protected startWidth: number | null = null;\n\n /** The starting viewport height. */\n protected startHeight: number | null = null;\n\n /** The change in the viewport's width through the animation. */\n protected deltaWidth: number | null = null;\n\n /** The change in the viewport's height through the animation. */\n protected deltaHeight: number | null = null;\n\n /** The viewport's width post-animation. */\n protected width: number | null = null;\n\n /** The viewport's height post-animation. */\n protected height: number | null = null;\n\n /** The time since the animation started. */\n protected time = 0;\n\n /**\n * This is called by {@link Viewport.animate}.\n *\n * @param parent\n * @param options\n */\n constructor(parent: Viewport, options: IAnimateOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_ANIMATE_OPTIONS, options);\n this.options.ease = ease(this.options.ease);\n\n this.setupPosition();\n this.setupZoom();\n\n this.time = 0;\n }\n\n /**\n * Setup `startX`, `startY`, `deltaX`, `deltaY`, `keepCenter`.\n *\n * This is called during construction.\n */\n protected setupPosition(): void\n {\n if (typeof this.options.position !== 'undefined')\n {\n this.startX = this.parent.center.x;\n this.startY = this.parent.center.y;\n this.deltaX = this.options.position.x - this.parent.center.x;\n this.deltaY = this.options.position.y - this.parent.center.y;\n this.keepCenter = false;\n }\n else\n {\n this.keepCenter = true;\n }\n }\n\n /**\n * Setup `startWidth, `startHeight`, `deltaWidth, `deltaHeight, `width`, `height`.\n *\n * This is called during construction.\n */\n protected setupZoom(): void\n {\n this.width = null;\n this.height = null;\n\n if (typeof this.options.scale !== 'undefined')\n {\n this.width = this.parent.screenWidth / this.options.scale;\n }\n else if (typeof this.options.scaleX !== 'undefined' || typeof this.options.scaleY !== 'undefined')\n {\n if (typeof this.options.scaleX !== 'undefined')\n {\n // screenSizeInWorldPixels = screenWidth / scale\n this.width = this.parent.screenWidth / this.options.scaleX;\n }\n if (typeof this.options.scaleY !== 'undefined')\n {\n this.height = this.parent.screenHeight / this.options.scaleY;\n }\n }\n else\n {\n if (typeof this.options.width !== 'undefined')\n {\n this.width = this.options.width;\n }\n if (typeof this.options.height !== 'undefined')\n {\n this.height = this.options.height;\n }\n }\n\n if (this.width !== null)\n {\n this.startWidth = this.parent.screenWidthInWorldPixels;\n this.deltaWidth = this.width - this.startWidth;\n }\n if (this.height !== null)\n {\n this.startHeight = this.parent.screenHeightInWorldPixels;\n this.deltaHeight = this.height - this.startHeight;\n }\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('animate');\n }\n\n return false;\n }\n\n public complete(): void\n {\n this.parent.plugins.remove('animate');\n if (this.width !== null)\n {\n this.parent.fitWidth(this.width, this.keepCenter, this.height === null);\n }\n if (this.height !== null)\n {\n this.parent.fitHeight(this.height, this.keepCenter, this.width === null);\n }\n if (!this.keepCenter && this.options.position)\n {\n this.parent.moveCenter(this.options.position);\n }\n\n this.parent.emit('animate-end', this.parent);\n\n if (this.options.callbackOnComplete)\n {\n this.options.callbackOnComplete(this.parent);\n }\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n this.time += elapsed;\n\n const originalZoom = new Point(this.parent.scale.x, this.parent.scale.y);\n\n if (this.time >= this.options.time)\n {\n const originalWidth = this.parent.width;\n const originalHeight = this.parent.height;\n\n this.complete();\n if (originalWidth !== this.parent.width || originalHeight !== this.parent.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n else\n {\n const percent = this.options.ease(this.time, 0, 1, this.options.time);\n\n if (this.width !== null)\n {\n const startWidth = this.startWidth as number;\n const deltaWidth = this.deltaWidth as number;\n\n this.parent.fitWidth(\n startWidth + (deltaWidth * percent),\n this.keepCenter,\n this.height === null);\n }\n if (this.height !== null)\n {\n const startHeight = this.startHeight as number;\n const deltaHeight = this.deltaHeight as number;\n\n this.parent.fitHeight(\n startHeight + (deltaHeight * percent),\n this.keepCenter,\n this.width === null);\n }\n if (this.width === null)\n {\n this.parent.scale.x = this.parent.scale.y;\n }\n else if (this.height === null)\n {\n this.parent.scale.y = this.parent.scale.x;\n }\n if (!this.keepCenter)\n {\n const startX = this.startX as number;\n const startY = this.startY as number;\n const deltaX = this.deltaX as number;\n const deltaY = this.deltaY as number;\n const original = new Point(this.parent.x, this.parent.y);\n\n this.parent.moveCenter(startX + (deltaX * percent), startY + (deltaY * percent));\n this.parent.emit('moved', { viewport: this.parent, original, type: 'animate' });\n }\n if (this.width || this.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n }\n}\n","import { Point, Rectangle } from '@pixi/math';\nimport { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Drag } from './Drag';\nimport type { IDecelerateOptions } from './Decelerate';\nimport type { Pinch } from './Pinch';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Bounce}. */\nexport interface IBounceOptions\n{\n /** \"all\", \"horizontal\", \"vertical\", or combination of \"top\", \"bottom\", \"right\", \"left\" (e.g., 'top-bottom-right') */\n sides?:\n 'all'\n | 'horizontal'\n | 'vertical'\n | string;\n\n /** Friction to apply to decelerate if active */\n friction?: number;\n\n /** Time in ms to finish bounce */\n time?: number;\n\n /** Use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight) */\n bounceBox?: Rectangle | null;\n\n /** Ease function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /** (top/bottom/center and left/right/center, or center) where to place world if too small for screen */\n underflow?: 'center' | string;\n}\n\n/** Bounce state along an axis */\nexport interface IBounceState\n{\n /** Elapsed time since bounce started */\n time: number;\n\n /** Starting coordinate */\n start: number;\n\n /** Change in coordinate through bounce */\n delta: number;\n\n /** Ending coordinate */\n end: number;\n}\n\nconst DEFAULT_BOUNCE_OPTIONS: Required = {\n sides: 'all',\n friction: 0.5,\n time: 150,\n ease: 'easeInOutSine',\n underflow: 'center',\n bounceBox: null\n};\n\n/**\n * @fires bounce-start-x\n * @fires bounce.end-x\n * @fires bounce-start-y\n * @fires bounce-end-y\n * @public\n */\nexport class Bounce extends Plugin\n{\n /** The options passed to initialize this plugin, cannot be modified again. */\n public readonly options: Readonly>;\n\n /** Holds whether to bounce from left side. */\n public readonly left: boolean;\n\n /** Holds whether to bounce from top side. */\n public readonly top: boolean;\n\n /** Holds whether to bounce from right side. */\n public readonly right: boolean;\n\n /** Holds whether to bounce from bottom side. */\n public readonly bottom: boolean;\n\n /** Direction of underflow along x-axis. */\n public readonly underflowX: -1 | 0 | 1;\n\n /** Direction of underflow along y-axis. */\n public readonly underflowY: -1 | 0 | 1;\n\n /** Easing */\n protected ease: any;\n\n /** Bounce state along x-axis */\n protected toX!: IBounceState | null;\n\n /** Bounce state along y-axis */\n protected toY!: IBounceState | null;\n\n /**\n * This is called by {@link Viewport.bounce}.\n */\n constructor(parent: Viewport, options: IBounceOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_BOUNCE_OPTIONS, options);\n this.ease = ease(this.options.ease, 'easeInOutSine');\n\n if (this.options.sides)\n {\n if (this.options.sides === 'all')\n {\n this.top = this.bottom = this.left = this.right = true;\n }\n else if (this.options.sides === 'horizontal')\n {\n this.right = this.left = true;\n this.top = this.bottom = false;\n }\n else if (this.options.sides === 'vertical')\n {\n this.left = this.right = false;\n this.top = this.bottom = true;\n }\n else\n {\n this.top = this.options.sides.indexOf('top') !== -1;\n this.bottom = this.options.sides.indexOf('bottom') !== -1;\n this.left = this.options.sides.indexOf('left') !== -1;\n this.right = this.options.sides.indexOf('right') !== -1;\n }\n }\n else\n {\n this.left = this.top = this.right = this.bottom = false;\n }\n\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n // eslint-disable-next-line no-nested-ternary\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n // eslint-disable-next-line no-nested-ternary\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n }\n\n this.reset();\n }\n\n public isActive(): boolean\n {\n return this.toX !== null || this.toY !== null;\n }\n\n public down(): boolean\n {\n this.toX = this.toY = null;\n\n return false;\n }\n\n public up(): boolean\n {\n this.bounce();\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n this.bounce();\n\n if (this.toX)\n {\n const toX = this.toX;\n\n toX.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-x' });\n\n if (toX.time >= this.options.time)\n {\n this.parent.x = toX.end;\n this.toX = null;\n this.parent.emit('bounce-x-end', this.parent);\n }\n else\n {\n this.parent.x = this.ease(toX.time, toX.start, toX.delta, this.options.time);\n }\n }\n\n if (this.toY)\n {\n const toY = this.toY;\n\n toY.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-y' });\n\n if (toY.time >= this.options.time)\n {\n this.parent.y = toY.end;\n this.toY = null;\n this.parent.emit('bounce-y-end', this.parent);\n }\n else\n {\n this.parent.y = this.ease(toY.time, toY.start, toY.delta, this.options.time);\n }\n }\n }\n\n /** @internal */\n protected calcUnderflowX(): number\n {\n let x: number;\n\n switch (this.underflowX)\n {\n case -1:\n x = 0;\n break;\n case 1:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n\n return x;\n }\n\n /** @internal */\n protected calcUnderflowY(): number\n {\n let y: number;\n\n switch (this.underflowY)\n {\n case -1:\n y = 0;\n break;\n case 1:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n\n return y;\n }\n\n private oob(): Record<'left' | 'right' | 'top' | 'bottom', boolean> & Record<'topLeft' | 'bottomRight', Point>\n {\n const box = this.options.bounceBox;\n\n if (box)\n {\n const x1 = typeof box.x === 'undefined' ? 0 : box.x;\n const y1 = typeof box.y === 'undefined' ? 0 : box.y;\n const width = typeof box.width === 'undefined' ? this.parent.worldWidth : box.width;\n const height = typeof box.height === 'undefined' ? this.parent.worldHeight : box.height;\n\n return {\n left: this.parent.left < x1,\n right: this.parent.right > width,\n top: this.parent.top < y1,\n bottom: this.parent.bottom > height,\n topLeft: new Point(\n x1 * this.parent.scale.x,\n y1 * this.parent.scale.y\n ),\n bottomRight: new Point(\n (width * this.parent.scale.x) - this.parent.screenWidth,\n (height * this.parent.scale.y) - this.parent.screenHeight\n )\n };\n }\n\n return {\n left: this.parent.left < 0,\n right: this.parent.right > this.parent.worldWidth,\n top: this.parent.top < 0,\n bottom: this.parent.bottom > this.parent.worldHeight,\n topLeft: new Point(0, 0),\n bottomRight: new Point(\n (this.parent.worldWidth * this.parent.scale.x) - this.parent.screenWidth,\n (this.parent.worldHeight * this.parent.scale.y) - this.parent.screenHeight\n )\n };\n }\n\n public bounce(): void\n {\n if (this.paused)\n {\n return;\n }\n\n let oob;\n let decelerate: undefined | null | {\n percentChangeX?: number;\n percentChangeY?: number;\n x?: number;\n y?: number;\n options?: IDecelerateOptions\n } = this.parent.plugins.get('decelerate', true) as any;\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n if ((decelerate.x && decelerate.percentChangeX === decelerate.options?.friction)\n || (decelerate.y && decelerate.percentChangeY === decelerate.options?.friction))\n {\n oob = this.oob();\n if ((oob.left && this.left) || (oob.right && this.right))\n {\n decelerate.percentChangeX = this.options.friction;\n }\n if ((oob.top && this.top) || (oob.bottom && this.bottom))\n {\n decelerate.percentChangeY = this.options.friction;\n }\n }\n }\n const drag: Partial = this.parent.plugins.get('drag', true) || {};\n const pinch: Partial = this.parent.plugins.get('pinch', true) || {};\n\n decelerate = decelerate || {};\n\n if (!drag?.active && !pinch?.active && ((!this.toX || !this.toY) && (!decelerate.x || !decelerate.y)))\n {\n oob = oob || this.oob();\n const topLeft = oob.topLeft;\n const bottomRight = oob.bottomRight;\n\n if (!this.toX && !decelerate.x)\n {\n let x = null;\n\n if (oob.left && this.left)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -topLeft.x;\n }\n else if (oob.right && this.right)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -bottomRight.x;\n }\n if (x !== null && this.parent.x !== x)\n {\n this.toX = { time: 0, start: this.parent.x, delta: x - this.parent.x, end: x };\n this.parent.emit('bounce-x-start', this.parent);\n }\n }\n if (!this.toY && !decelerate.y)\n {\n let y = null;\n\n if (oob.top && this.top)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -topLeft.y;\n }\n else if (oob.bottom && this.bottom)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -bottomRight.y;\n }\n if (y !== null && this.parent.y !== y)\n {\n this.toY = { time: 0, start: this.parent.y, delta: y - this.parent.y, end: y };\n this.parent.emit('bounce-y-start', this.parent);\n }\n }\n }\n }\n\n public reset(): void\n {\n this.toX = this.toY = null;\n this.bounce();\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\n\n/**\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of the world offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight]\n * eg: to allow the world to be completely dragged offscreen, set\n * [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) =\n * the world is stuck to the appropriate boundaries\n *\n */\nexport interface IClampOptions\n{\n /**\n * Clamp left; true = 0\n *\n * @default false\n */\n left?: number | boolean | null;\n\n /**\n * Clamp top; true = 0\n *\n * @default false\n */\n top?: number | boolean | null;\n\n /**\n * Clamp right; true = viewport.worldWidth\n *\n * @default false\n */\n right?: number | boolean | null;\n\n /**\n * Clamp bottom; true = viewport.worldHeight\n *\n * @default false\n */\n bottom?: number | boolean | null;\n\n /**\n * (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight]; replaces left/right/top/bottom if set\n *\n * @default null\n */\n direction?: 'all' | 'x' | 'y' | null;\n\n /**\n * Where to place world if too small for screen (e.g., top-right, center, none, bottomleft)\n *\n * @default 'center'\n */\n underflow?: 'center' | string;\n}\n\nconst DEFAULT_CLAMP_OPTIONS: Required = {\n left: false,\n right: false,\n top: false,\n bottom: false,\n direction: null,\n underflow: 'center'\n};\n\n/**\n * Plugin to clamp the viewport to a specific world bounding box.\n *\n * @public\n */\nexport class Clamp extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Required;\n\n /** Last state of viewport */\n protected last: {\n x: number | null;\n y: number | null;\n scaleX: number | null;\n scaleY: number | null;\n };\n\n protected noUnderflow!: boolean;\n protected underflowX!: -1 | 0 | 1;\n protected underflowY!: -1 | 0 | 1;\n\n /**\n * This is called by {@link Viewport.clamp}.\n */\n constructor(parent: Viewport, options : IClampOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_OPTIONS, options);\n\n if (this.options.direction)\n {\n this.options.left = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.right = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.top = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n this.options.bottom = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n }\n\n this.parseUnderflow();\n this.last = { x: null, y: null, scaleX: null, scaleY: null };\n this.update();\n }\n\n private parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'none')\n {\n this.noUnderflow = true;\n }\n else if (clamp === 'center')\n {\n this.underflowX = this.underflowY = 0;\n this.noUnderflow = false;\n }\n else\n {\n // eslint-disable-next-line no-nested-ternary\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n // eslint-disable-next-line no-nested-ternary\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n this.noUnderflow = false;\n }\n }\n\n public move(): boolean\n {\n this.update();\n\n return false;\n }\n\n public update(): void\n {\n if (this.paused)\n {\n return;\n }\n\n // only clamp on change\n if (this.parent.x === this.last.x\n && this.parent.y === this.last.y\n && this.parent.scale.x === this.last.scaleX\n && this.parent.scale.y === this.last.scaleY)\n {\n return;\n }\n const original = { x: this.parent.x, y: this.parent.y };\n // TODO: Fix\n const decelerate: any = (this.parent.plugins as any).decelerate || {};\n\n if (this.options.left !== null || this.options.right !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n if (this.parent.x !== 0)\n {\n this.parent.x = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.x !== this.parent.screenWidth - this.parent.screenWorldWidth)\n {\n this.parent.x = this.parent.screenWidth - this.parent.screenWorldWidth;\n moved = true;\n }\n break;\n default:\n if (this.parent.x !== (this.parent.screenWidth - this.parent.screenWorldWidth) / 2)\n {\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.left !== null)\n {\n if (this.parent.left < (this.options.left === true ? 0 : this.options.left))\n {\n this.parent.x = -(this.options.left === true ? 0 : this.options.left) * this.parent.scale.x;\n decelerate.x = 0;\n moved = true;\n }\n }\n if (this.options.right !== null)\n {\n if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right))\n {\n this.parent.x = (-(this.options.right === true ? this.parent.worldWidth : this.options.right)\n * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-x' });\n }\n }\n if (this.options.top !== null || this.options.bottom !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n if (this.parent.y !== 0)\n {\n this.parent.y = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.y !== this.parent.screenHeight - this.parent.screenWorldHeight)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n moved = true;\n }\n break;\n default:\n if (this.parent.y !== (this.parent.screenHeight - this.parent.screenWorldHeight) / 2)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.top !== null)\n {\n if (this.parent.top < (this.options.top === true ? 0 : this.options.top))\n {\n this.parent.y = -(this.options.top === true ? 0 : this.options.top)\n * this.parent.scale.y;\n decelerate.y = 0;\n moved = true;\n }\n }\n if (this.options.bottom !== null)\n {\n if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom))\n {\n this.parent.y = (-(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)\n * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-y' });\n }\n }\n this.last.x = this.parent.x;\n this.last.y = this.parent.y;\n this.last.scaleX = this.parent.scale.x;\n this.last.scaleY = this.parent.scale.y;\n }\n\n public reset(): void\n {\n this.update();\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\n\n/**\n * Options for {@link ClampZoom}.\n *\n * Use either minimum width/height or minimum scale\n */\nexport interface IClampZoomOptions\n{\n /** Minimum width */\n minWidth?: number | null;\n\n /** Minimum height */\n minHeight?: number | null;\n\n /** Maximum width */\n maxWidth?: number | null;\n\n /** Maximum height */\n maxHeight?: number | null;\n\n /** Minimum scale */\n minScale?: number | null | IScale;\n\n /** Maximum scale */\n maxScale?: number | null | IScale;\n}\n\nconst DEFAULT_CLAMP_ZOOM_OPTIONS: Required = {\n minWidth: null,\n minHeight: null,\n maxWidth: null,\n maxHeight: null,\n minScale: null,\n maxScale: null\n};\n\n/**\n * Plugin to clamp the viewport's zoom to a specific range.\n *\n * @public\n */\nexport class ClampZoom extends Plugin\n{\n public readonly options: Required;\n\n /**\n * This is called by {@link Viewport.clampZoom}.\n */\n constructor(parent: Viewport, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_ZOOM_OPTIONS, options);\n\n this.clamp();\n }\n\n public resize(): void\n {\n this.clamp();\n }\n\n /** Clamp the viewport scale zoom) */\n public clamp(): void\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.options.minWidth || this.options.minHeight || this.options.maxWidth || this.options.maxHeight)\n {\n let width = this.parent.worldScreenWidth;\n let height = this.parent.worldScreenHeight;\n\n if (this.options.minWidth !== null && width < this.options.minWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.minWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxWidth !== null && width > this.options.maxWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.maxWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.minHeight !== null && height < this.options.minHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.minHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxHeight !== null && height > this.options.maxHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.maxHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n else\n if (this.options.minScale || this.options.maxScale)\n {\n const minScale: IScale = { x: null, y: null };\n const maxScale: IScale = { x: null, y: null };\n\n if (typeof this.options.minScale === 'number')\n {\n minScale.x = this.options.minScale;\n minScale.y = this.options.minScale;\n }\n else if (this.options.minScale !== null)\n {\n const optsMinScale = this.options.minScale as IScale;\n\n minScale.x = typeof optsMinScale.x === 'undefined' ? null : optsMinScale.x;\n minScale.y = typeof optsMinScale.y === 'undefined' ? null : optsMinScale.y;\n }\n\n if (typeof this.options.maxScale === 'number')\n {\n maxScale.x = this.options.maxScale;\n maxScale.y = this.options.maxScale;\n }\n else if (this.options.maxScale !== null)\n {\n const optsMaxScale = this.options.maxScale as IScale;\n\n maxScale.x = typeof optsMaxScale.x === 'undefined' ? null : optsMaxScale.x;\n maxScale.y = typeof optsMaxScale.y === 'undefined' ? null : optsMaxScale.y;\n }\n\n let scaleX = this.parent.scale.x;\n let scaleY = this.parent.scale.y;\n\n if (minScale.x !== null && scaleX < minScale.x)\n {\n scaleX = minScale.x;\n }\n if (maxScale.x !== null && scaleX > maxScale.x)\n {\n scaleX = maxScale.x;\n }\n if (minScale.y !== null && scaleY < minScale.y)\n {\n scaleY = minScale.y;\n }\n if (maxScale.y !== null && scaleY > maxScale.y)\n {\n scaleY = maxScale.y;\n }\n if (scaleX !== this.parent.scale.x || scaleY !== this.parent.scale.y)\n {\n this.parent.scale.set(scaleX, scaleY);\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n }\n\n public reset(): void\n {\n this.clamp();\n }\n}\n\n/** This allows independent x and y values for min/maxScale */\nexport interface IScale\n{\n x: null | number\n y: null | number\n}\n","import { Plugin } from './Plugin';\n\nimport type { Point } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\nexport interface IDecelerateOptions\n{\n /**\n * Percent to decelerate after movement. This should be between 0 and 1, exclusive.\n *\n * @default 0.95\n */\n friction?: number;\n\n /**\n * Percent to decelerate when past boundaries (only applicable when viewport.bounce() is active)\n *\n * @default 0.8\n */\n bounce?: number;\n\n /**\n * Minimum velocity before stopping/reversing acceleration\n *\n * @default 0.01\n */\n minSpeed?: number;\n}\n\n/** Viewport position snapshot that's saved by {@link DeceleratePlugin} to estimate panning velocity. */\nexport interface IDecelerateSnapshot\n{\n /** x-coordinate of the viewport. */\n x: number;\n\n /** y-coordinate of the viewport. */\n y: number;\n\n /** Time at which this snapshot was taken. */\n time: number;\n}\n\nconst DEFAULT_DECELERATE_OPTIONS: Required = {\n friction: 0.98,\n bounce: 0.8,\n minSpeed: 0.01\n};\n\n/**\n * Time period of decay (1 frame)\n *\n * @internal\n * @ignore\n */\nconst TP = 16;\n\n/**\n * Plugin to decelerate viewport velocity smoothly after panning ends.\n *\n * @public\n */\nexport class Decelerate extends Plugin\n{\n /** Options used to initialize this plugin. */\n public readonly options: Required;\n\n /**\n * x-component of the velocity of viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n public x!: number | null;\n\n /**\n * y-component of the velocity of the viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n public y!: number | null;\n\n /**\n * The decay factor for the x-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n public percentChangeX!: number;\n\n /**\n * The decay factor for the y-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n public percentChangeY!: number;\n\n /** Saved list of recent viewport position snapshots, to estimate velocity. */\n protected saved: Array;\n\n /** The time since the user released panning of the viewport. */\n protected timeSinceRelease: number;\n\n /**\n * This is called by {@link Viewport.decelerate}.\n */\n constructor(parent: Viewport, options: IDecelerateOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DECELERATE_OPTIONS, options);\n this.saved = [];\n this.timeSinceRelease = 0;\n\n this.reset();\n this.parent.on('moved', (data) => this.moved(data));\n }\n\n public down(): boolean\n {\n this.saved = [];\n this.x = this.y = null;\n\n return false;\n }\n\n public isActive(): boolean\n {\n return !!(this.x || this.y);\n }\n\n public move(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n this.saved.push({ x: this.parent.x, y: this.parent.y, time: performance.now() });\n\n if (this.saved.length > 60)\n {\n this.saved.splice(0, 30);\n }\n }\n\n // Silently recording viewport positions\n return false;\n }\n\n /** Listener to viewport's \"moved\" event. */\n protected moved(data: { type: 'clamp-x' | 'clamp-y'; original: Point }): void\n {\n if (this.saved.length)\n {\n const last = this.saved[this.saved.length - 1];\n\n if (data.type === 'clamp-x')\n {\n if (last.x === data.original.x)\n {\n last.x = this.parent.x;\n }\n }\n else if (data.type === 'clamp-y')\n {\n if (last.y === data.original.y)\n {\n last.y = this.parent.y;\n }\n }\n }\n }\n\n public up(): boolean\n {\n if (this.parent.input.count() === 0 && this.saved.length)\n {\n const now = performance.now();\n\n for (const save of this.saved)\n {\n if (save.time >= now - 100)\n {\n const time = now - save.time;\n\n this.x = (this.parent.x - save.x) / time;\n this.y = (this.parent.y - save.y) / time;\n this.percentChangeX = this.percentChangeY = this.options.friction;\n this.timeSinceRelease = 0;\n break;\n }\n }\n }\n\n return false;\n }\n\n /**\n * Manually activate deceleration, starting from the (x, y) velocity components passed in the options.\n *\n * @param {object} options\n * @param {number} [options.x] - Specify x-component of initial velocity.\n * @param {number} [options.y] - Specify y-component of initial velocity.\n */\n public activate(options: { x?: number; y?: number; }): void\n {\n options = options || {};\n\n if (typeof options.x !== 'undefined')\n {\n this.x = options.x;\n this.percentChangeX = this.options.friction;\n }\n if (typeof options.y !== 'undefined')\n {\n this.y = options.y;\n this.percentChangeY = this.options.friction;\n }\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n /*\n * See https://github.com/davidfig/pixi-viewport/issues/271 for math.\n *\n * The viewport velocity (this.x, this.y) decays exponentially by the the decay factor\n * (this.percentChangeX, this.percentChangeY) each frame. This velocity function is integrated\n * to calculate the displacement.\n */\n\n const moved = this.x || this.y;\n\n const ti = this.timeSinceRelease;\n const tf = this.timeSinceRelease + elapsed;\n\n if (this.x)\n {\n const k = this.percentChangeX;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport x-coordinate.\n this.parent.x += ((this.x * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on x-component of velocity\n this.x *= Math.pow(this.percentChangeX, elapsed / TP);\n }\n if (this.y)\n {\n const k = this.percentChangeY;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport y-coordinate.\n this.parent.y += ((this.y * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on y-component of velocity\n this.y *= Math.pow(this.percentChangeY, elapsed / TP);\n }\n\n this.timeSinceRelease += elapsed;\n\n // End decelerate velocity once it goes under a certain amount of precision.\n if (this.x && this.y)\n {\n if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed)\n {\n this.x = 0;\n this.y = 0;\n }\n }\n else\n {\n if (Math.abs(this.x || 0) < this.options.minSpeed)\n {\n this.x = 0;\n }\n if (Math.abs(this.y || 0) < this.options.minSpeed)\n {\n this.y = 0;\n }\n }\n\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, type: 'decelerate' });\n }\n }\n\n public reset(): void\n {\n this.x = this.y = null;\n }\n}\n","import { Point } from '@pixi/math';\nimport { Plugin } from './Plugin';\n\nimport type { Decelerate } from './Decelerate';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { IPointData } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Drag}. */\nexport interface IDragOptions\n{\n /**\n * direction to drag\n *\n * @default \"all\"\n */\n direction?: string;\n\n /**\n * whether click to drag is active\n *\n * @default true\n */\n pressDrag?: boolean;\n\n /**\n * Use wheel to scroll in direction (unless wheel plugin is active)\n *\n * @default true\n */\n wheel?: boolean;\n\n /**\n * number of pixels to scroll with each wheel spin\n *\n * @default 1\n */\n wheelScroll?: number;\n\n /**\n * reverse the direction of the wheel scroll\n *\n * @default false\n */\n reverse?: boolean;\n\n /**\n * clamp wheel(to avoid weird bounce with mouse wheel). Can be 'x' or 'y' or `true`.\n *\n * @default false\n */\n clampWheel?: boolean | string;\n\n /**\n * where to place world if too small for screen\n *\n * @default \"center\"\n */\n underflow?: string;\n\n /**\n * factor to multiply drag to increase the speed of movement\n *\n * @default 1\n */\n factor?: number;\n\n /**\n * Changes which mouse buttons trigger drag.\n *\n * Use: 'all', 'left', right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * `viewport.options.disableOnContextMenu` if you want to use right-click dragging.\n *\n * @default \"all\"\n */\n mouseButtons?: 'all' | string;\n\n /**\n * Array containing {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of\n * keys that can be pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n *\n * @default null\n */\n keyToPress?: string[] | null;\n\n /**\n * Ignore keyToPress for touch events.\n *\n * @default false\n */\n ignoreKeyToPressOnTouch?: boolean;\n\n /**\n * Scaling factor for non-DOM_DELTA_PIXEL scrolling events.\n *\n * @default 20\n */\n lineHeight?: number;\n\n /**\n * Swap x and y axes when scrolling.\n *\n * @default false\n */\n wheelSwapAxes?: boolean;\n}\n\nconst DEFAULT_DRAG_OPTIONS: Required = {\n direction: 'all',\n pressDrag: true,\n wheel: true,\n wheelScroll: 1,\n reverse: false,\n clampWheel: false,\n underflow: 'center',\n factor: 1,\n mouseButtons: 'all',\n keyToPress: null,\n ignoreKeyToPressOnTouch: false,\n lineHeight: 20,\n wheelSwapAxes: false,\n};\n\n/**\n * Plugin to enable panning/dragging of the viewport to move around.\n *\n * @public\n */\nexport class Drag extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Readonly>;\n\n /** Flags when viewport is moving. */\n protected moved: boolean;\n\n /** Factor to apply from {@link IDecelerateOptions}'s reverse. */\n protected reverse: 1 | -1;\n\n /** Holds whether dragging is enabled along the x-axis. */\n protected xDirection: boolean;\n\n /** Holds whether dragging is enabled along the y-axis. */\n protected yDirection: boolean;\n\n /** Flags whether the keys required to drag are pressed currently. */\n protected keyIsPressed: boolean;\n\n /** Holds whether the left, center, and right buttons are required to pan. */\n protected mouse!: [boolean, boolean, boolean];\n\n /** Underflow factor along x-axis */\n protected underflowX!: -1 | 0 | 1;\n\n /** Underflow factor along y-axis */\n protected underflowY!: -1 | 0 | 1;\n\n /** Last pointer position while panning. */\n protected last?: IPointData | null;\n\n /** The ID of the pointer currently panning the viewport. */\n protected current?: number;\n\n /** Array of event-handlers for window */\n private windowEventHandlers: Array<{event: string, handler: (e: any) => void}> = new Array();\n\n /**\n * This is called by {@link Viewport.drag}.\n */\n constructor(parent: Viewport, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options);\n this.moved = false;\n this.reverse = this.options.reverse ? 1 : -1;\n this.xDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'x';\n this.yDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'y';\n this.keyIsPressed = false;\n\n this.parseUnderflow();\n this.mouseButtons(this.options.mouseButtons);\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger drag event\n */\n protected handleKeyPresses(codes: string[]): void\n {\n const keydownHandler = (e: KeyboardEvent) => {\n if (codes.includes(e.code))\n { this.keyIsPressed = true; }\n }\n\n const keyupHandler = (e: KeyboardEvent) => {\n if (codes.includes(e.code))\n { this.keyIsPressed = false; }\n }\n\n this.addWindowEventHandler(\"keyup\", keyupHandler);\n this.addWindowEventHandler(\"keydown\", keydownHandler);\n }\n\n private addWindowEventHandler(event: string, handler: (e: any) => void): void\n {\n window.addEventListener(event, handler);\n this.windowEventHandlers.push({event, handler});\n }\n\n public override destroy(): void\n {\n this.windowEventHandlers.forEach(({event, handler}) => {\n window.removeEventListener(event, handler);\n })\n }\n\n /**\n * initialize mousebuttons array\n * @param {string} buttons\n */\n protected mouseButtons(buttons: string): void\n {\n if (!buttons || buttons === 'all')\n {\n this.mouse = [true, true, true];\n }\n else\n {\n this.mouse = [\n buttons.indexOf('left') !== -1,\n buttons.indexOf('middle') !== -1,\n buttons.indexOf('right') !== -1\n ];\n }\n }\n\n protected parseUnderflow(): void\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n if (clamp.includes('left'))\n {\n this.underflowX = -1;\n }\n else if (clamp.includes('right'))\n {\n this.underflowX = 1;\n }\n else\n {\n this.underflowX = 0;\n }\n if (clamp.includes('top'))\n {\n this.underflowY = -1;\n }\n else if (clamp.includes('bottom'))\n {\n this.underflowY = 1;\n }\n else\n {\n this.underflowY = 0;\n }\n }\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n protected checkButtons(event: InteractionEvent): boolean\n {\n const isMouse = event.data.pointerType === 'mouse';\n const count = this.parent.input.count();\n\n if ((count === 1) || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n if (!isMouse || this.mouse[event.data.button])\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n protected checkKeyPress(event: InteractionEvent): boolean\n {\n return (!this.options.keyToPress\n || this.keyIsPressed\n || (this.options.ignoreKeyToPressOnTouch && event.data.pointerType === 'touch'));\n }\n\n public down(event: InteractionEvent): boolean\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.checkButtons(event) && this.checkKeyPress(event))\n {\n this.last = { x: event.data.global.x, y: event.data.global.y };\n this.current = event.data.pointerId;\n\n return true;\n }\n this.last = null;\n\n return false;\n }\n\n get active(): boolean\n {\n return this.moved;\n }\n\n public move(event: InteractionEvent): boolean\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.last && this.current === event.data.pointerId)\n {\n const x = event.data.global.x;\n const y = event.data.global.y;\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n const distX = x - this.last.x;\n const distY = y - this.last.y;\n\n if (this.moved\n || ((this.xDirection && this.parent.input.checkThreshold(distX))\n || (this.yDirection && this.parent.input.checkThreshold(distY))))\n {\n const newPoint = { x, y };\n\n if (this.xDirection)\n {\n this.parent.x += (newPoint.x - this.last.x) * this.options.factor;\n }\n if (this.yDirection)\n {\n this.parent.y += (newPoint.y - this.last.y) * this.options.factor;\n }\n this.last = newPoint;\n if (!this.moved)\n {\n this.parent.emit('drag-start', {\n event,\n screen: new Point(this.last.x, this.last.y),\n world: this.parent.toWorld(new Point(this.last.x, this.last.y)),\n viewport: this.parent\n });\n }\n this.moved = true;\n this.parent.emit('moved', { viewport: this.parent, type: 'drag' });\n\n return true;\n }\n }\n else\n {\n this.moved = false;\n }\n }\n\n return false;\n }\n\n public up(event: InteractionEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n const touches = this.parent.input.touches;\n\n if (touches.length === 1)\n {\n const pointer = touches[0];\n\n if (pointer.last)\n {\n this.last = { x: pointer.last.x, y: pointer.last.y };\n this.current = pointer.id;\n }\n this.moved = false;\n\n return true;\n }\n else if (this.last)\n {\n if (this.moved)\n {\n const screen = new Point(this.last.x, this.last.y);\n\n this.parent.emit('drag-end', {\n event, screen,\n world: this.parent.toWorld(screen),\n viewport: this.parent,\n });\n this.last = null;\n this.moved = false;\n\n return true;\n }\n }\n\n return false;\n }\n\n public wheel(event: WheelEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n if (this.options.wheel)\n {\n const wheel = this.parent.plugins.get('wheel', true);\n\n if (!wheel || (!wheel.options.wheelZoom && !event.ctrlKey))\n {\n const step = event.deltaMode ? this.options.lineHeight : 1;\n\n const deltas = [event.deltaX, event.deltaY];\n const [deltaX, deltaY] = this.options.wheelSwapAxes ? deltas.reverse() : deltas;\n\n if (this.xDirection)\n {\n this.parent.x += deltaX * step * this.options.wheelScroll * this.reverse;\n }\n if (this.yDirection)\n {\n this.parent.y += deltaY * step * this.options.wheelScroll * this.reverse;\n }\n if (this.options.clampWheel)\n {\n this.clamp();\n }\n this.parent.emit('wheel-scroll', this.parent);\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n if (!this.parent.options.passiveWheel)\n {\n event.preventDefault();\n }\n if (this.parent.options.stopPropagation)\n {\n event.stopPropagation();\n }\n\n return true;\n }\n }\n\n return false;\n }\n\n public resume(): void\n {\n this.last = null;\n this.paused = false;\n }\n\n public clamp(): void\n {\n const decelerate: Partial = this.parent.plugins.get('decelerate', true) || {};\n\n if (this.options.clampWheel !== 'y')\n {\n if (this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n this.parent.x = 0;\n break;\n case 1:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n }\n else\n if (this.parent.left < 0)\n {\n this.parent.x = 0;\n decelerate.x = 0;\n }\n else if (this.parent.right > this.parent.worldWidth)\n {\n this.parent.x = (-this.parent.worldWidth * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n }\n }\n if (this.options.clampWheel !== 'x')\n {\n if (this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n this.parent.y = 0;\n break;\n case 1:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n }\n else\n {\n if (this.parent.top < 0)\n {\n this.parent.y = 0;\n decelerate.y = 0;\n }\n if (this.parent.bottom > this.parent.worldHeight)\n {\n this.parent.y = (-this.parent.worldHeight * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n }\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { DisplayObject } from '@pixi/display';\nimport type { IPointData } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Follow}. */\nexport interface IFollowOptions\n{\n /**\n * Speed to follow in px/frame (0 = teleport to location)\n *\n * @default 9\n */\n speed?: number;\n\n /**\n * Set acceleration to accelerate and decelerate at this rate; speed cannot be 0 to use acceleration\n *\n * @default null\n */\n acceleration?: number | null;\n\n /**\n * Radius (in world coordinates) of center circle where movement is allowed without moving the viewport\n *\n * @default null\n */\n radius?: number | null;\n}\n\nconst DEFAULT_FOLLOW_OPTIONS: Required = {\n speed: 0,\n acceleration: null,\n radius: null\n};\n\n/**\n * Plugin to follow a display-object.\n *\n * @see Viewport.follow\n * @public\n */\nexport class Follow extends Plugin\n{\n /** The options used to initialize this plugin. */\n public readonly options: Required;\n\n /** The target this plugin will make the viewport follow. */\n public target: DisplayObject;\n\n /** The velocity provided the viewport by following, at the current time. */\n protected velocity: IPointData;\n\n /**\n * This is called by {@link Viewport.follow}.\n *\n * @param parent\n * @param target - target to follow\n * @param options\n */\n constructor(parent: Viewport, target: DisplayObject, options: IFollowOptions = {})\n {\n super(parent);\n\n this.target = target;\n this.options = Object.assign({}, DEFAULT_FOLLOW_OPTIONS, options);\n this.velocity = { x: 0, y: 0 };\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n const center = this.parent.center;\n let toX = this.target.x;\n let toY = this.target.y;\n\n if (this.options.radius)\n {\n const distance = Math.sqrt(Math.pow(this.target.y - center.y, 2) + Math.pow(this.target.x - center.x, 2));\n\n if (distance > this.options.radius)\n {\n const angle = Math.atan2(this.target.y - center.y, this.target.x - center.x);\n\n toX = this.target.x - (Math.cos(angle) * this.options.radius);\n toY = this.target.y - (Math.sin(angle) * this.options.radius);\n }\n else\n {\n return;\n }\n }\n\n const deltaX = toX - center.x;\n const deltaY = toY - center.y;\n\n if (deltaX || deltaY)\n {\n if (this.options.speed)\n {\n if (this.options.acceleration)\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const distance = Math.sqrt(Math.pow(deltaX, 2) + Math.pow(deltaY, 2));\n\n if (distance)\n {\n const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2))\n / (2 * this.options.acceleration);\n\n if (distance > decelerationDistance)\n {\n this.velocity = {\n x: Math.min(this.velocity.x + (this.options.acceleration * elapsed, this.options.speed)),\n y: Math.min(this.velocity.y + (this.options.acceleration * elapsed, this.options.speed))\n };\n }\n else\n {\n this.velocity = {\n x: Math.max(this.velocity.x - (this.options.acceleration * this.options.speed), 0),\n y: Math.max(this.velocity.y - (this.options.acceleration * this.options.speed), 0)\n };\n }\n const changeX = Math.cos(angle) * this.velocity.x;\n const changeY = Math.sin(angle) * this.velocity.y;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const changeX = Math.cos(angle) * this.options.speed;\n const changeY = Math.sin(angle) * this.options.speed;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n this.parent.moveCenter(toX, toY);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\nimport type { InteractionEvent } from '@pixi/interaction';\n\n/** Insets for mouse edges scrolling regions */\nexport interface IMouseEdgesInsets\n{\n /** Distance from center of screen in screen pixels */\n radius?: number | null;\n\n /** Distance from all sides in screen pixels */\n distance?: number | null;\n\n /** Alternatively, set top distance (leave unset for no top scroll) */\n top?: number | null;\n\n /** Alternatively, set bottom distance (leave unset for no top scroll) */\n bottom?: number | null;\n\n /** Alternatively, set left distance (leave unset for no top scroll) */\n left?: number | null;\n\n /** Alternatively, set right distance (leave unset for no top scroll) */\n right?: number | null;\n}\n\n/** Options for {@link MouseEdges}. */\nexport interface IMouseEdgesOptions extends IMouseEdgesInsets\n{\n /** Speed in pixels/frame to scroll viewport */\n speed?: number;\n\n /** Reverse direction of scroll */\n reverse?: boolean;\n\n /** Don't use decelerate plugin even if it's installed */\n noDecelerate?: boolean;\n\n /**\n * If using radius, use linear movement (+/- 1, +/- 1) instead of angled movement.\n *\n * (Math.cos(angle from center), Math.sin(angle from center))\n */\n linear?: boolean;\n\n /** Allows plugin to continue working even when there's a `mousedown` event. */\n allowButtons?: boolean;\n}\n\nconst MOUSE_EDGES_OPTIONS: Required = {\n radius: null,\n distance: null,\n top: null,\n bottom: null,\n left: null,\n right: null,\n speed: 8,\n reverse: false,\n noDecelerate: false,\n linear: false,\n allowButtons: false,\n};\n\n/**\n * Scroll viewport when mouse hovers near one of the edges.\n *\n * @event mouse-edge-start(Viewport) emitted when mouse-edge starts\n * @event mouse-edge-end(Viewport) emitted when mouse-edge ends\n */\nexport class MouseEdges extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Readonly>;\n\n /** Factor from reverse option. */\n protected readonly reverse: -1 | 1;\n\n /** Radius squared */\n protected readonly radiusSquared: number | null;\n\n /** Scroll region size on the left side. */\n protected left!: number | null;\n\n /** Scroll region size on the top size. */\n protected top!: number | null;\n\n /** Scroll region size on the right side. */\n protected right!: number | null;\n\n /** Scroll region size on the bottom side. */\n protected bottom!: number | null;\n\n protected horizontal?: number | null;\n\n protected vertical?: number | null;\n\n /**\n * This is called by {@link Viewport.mouseEdges}.\n */\n constructor(parent: Viewport, options: IMouseEdgesOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, MOUSE_EDGES_OPTIONS, options);\n this.reverse = this.options.reverse ? 1 : -1;\n this.radiusSquared = typeof this.options.radius === 'number' ? Math.pow(this.options.radius, 2) : null;\n\n this.resize();\n }\n\n public resize(): void\n {\n const distance = this.options.distance;\n\n if (distance !== null)\n {\n this.left = distance;\n this.top = distance;\n this.right = this.parent.screenWidth - distance;\n this.bottom = this.parent.screenHeight - distance;\n }\n else if (!this.options.radius)\n {\n this.left = this.options.left;\n this.top = this.options.top;\n this.right = this.options.right === null ? null : this.parent.screenWidth - this.options.right;\n this.bottom = this.options.bottom === null ? null : this.parent.screenHeight - this.options.bottom;\n }\n }\n\n public down(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if (!this.options.allowButtons)\n {\n this.horizontal = this.vertical = null;\n }\n\n return false;\n }\n\n public move(event: InteractionEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if ((event.data.pointerType !== 'mouse' && event.data.identifier !== 1)\n || (!this.options.allowButtons && event.data.buttons !== 0))\n {\n return false;\n }\n\n const x = event.data.global.x;\n const y = event.data.global.y;\n\n if (this.radiusSquared)\n {\n const center = this.parent.toScreen(this.parent.center);\n const distance = Math.pow(center.x - x, 2) + Math.pow(center.y - y, 2);\n\n if (distance >= this.radiusSquared)\n {\n const angle = Math.atan2(center.y - y, center.x - x);\n\n if (this.options.linear)\n {\n this.horizontal = Math.round(Math.cos(angle)) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.round(Math.sin(angle)) * this.options.speed * this.reverse * (60 / 1000);\n }\n else\n {\n this.horizontal = Math.cos(angle) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.sin(angle) * this.options.speed * this.reverse * (60 / 1000);\n }\n }\n else\n {\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n\n this.horizontal = this.vertical = 0;\n }\n }\n else\n {\n if (this.left !== null && x < this.left)\n {\n this.horizontal = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.right !== null && x > this.right)\n {\n this.horizontal = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateHorizontal();\n this.horizontal = 0;\n }\n if (this.top !== null && y < this.top)\n {\n this.vertical = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.bottom !== null && y > this.bottom)\n {\n this.vertical = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateVertical();\n this.vertical = 0;\n }\n }\n\n return false;\n }\n\n private decelerateHorizontal(): void\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.horizontal && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ x: (this.horizontal * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n private decelerateVertical(): void\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.vertical && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ y: (this.vertical * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n public up(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n this.horizontal = this.vertical = null;\n\n return false;\n }\n\n public update(): void\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.horizontal || this.vertical)\n {\n const center = this.parent.center;\n\n if (this.horizontal)\n {\n center.x += this.horizontal * this.options.speed;\n }\n if (this.vertical)\n {\n center.y += this.vertical * this.options.speed;\n }\n\n this.parent.moveCenter(center);\n this.parent.emit('moved', { viewport: this.parent, type: 'mouse-edges' });\n }\n }\n}\n","import { Plugin } from './Plugin';\nimport { Point } from '@pixi/math';\n\nimport type { IPointData } from '@pixi/math';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { IViewportTouch } from '../InputManager';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Pinch}. */\nexport interface IPinchOptions\n{\n /** Disable two-finger dragging. */\n noDrag?: boolean;\n\n /**\n * Percent to modify pinch speed.\n *\n * @default 1\n */\n percent?: number;\n\n /**\n * Factor to multiply two-finger drag to increase speed of movement\n *\n * @default 1\n */\n factor?: number;\n\n /** Place this point at center during zoom instead of center of two fingers */\n center?: Point | null;\n\n /** Axis to zoom */\n axis?: 'all' | 'x' | 'y';\n}\n\nconst DEFAULT_PINCH_OPTIONS: Required = {\n noDrag: false,\n percent: 1,\n center: null,\n factor: 1,\n axis: 'all',\n};\n\n/**\n * Plugin for enabling two-finger pinching (or dragging).\n *\n * @public\n */\nexport class Pinch extends Plugin\n{\n /** Options used to initialize this plugin. */\n public readonly options: Required;\n\n /** Flags whether this plugin is active, i.e. a pointer is down on the viewport. */\n public active = false;\n\n /** Flags whether the viewport is being pinched. */\n public pinching = false;\n\n protected moved = false;\n protected lastCenter?: IPointData | null;\n\n /**\n * This is called by {@link Viewport.pinch}.\n */\n constructor(parent: Viewport, options: IPinchOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_PINCH_OPTIONS, options);\n }\n\n public down(): boolean\n {\n if (this.parent.input.count() >= 2)\n {\n this.active = true;\n\n return true;\n }\n\n return false;\n }\n\n public isAxisX(): boolean\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n public isAxisY(): boolean\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n public move(e: InteractionEvent): boolean\n {\n if (this.paused || !this.active)\n {\n return false;\n }\n\n const x = e.data.global.x;\n const y = e.data.global.y;\n\n const pointers = this.parent.input.touches;\n\n if (pointers.length >= 2)\n {\n const first = pointers[0] as IViewportTouch;\n const second = pointers[1] as IViewportTouch;\n const last = (first.last && second.last)\n ? Math.sqrt(Math.pow(second.last.x - first.last.x, 2) + Math.pow(second.last.y - first.last.y, 2))\n : null;\n\n if (first.id === e.data.pointerId)\n {\n first.last = { x, y, data: e.data } as IPointData;\n }\n else if (second.id === e.data.pointerId)\n {\n second.last = { x, y, data: e.data } as IPointData;\n }\n if (last)\n {\n let oldPoint: IPointData | undefined;\n\n const point = {\n x: (first.last as IPointData).x\n + (((second.last as IPointData).x - (first.last as IPointData).x) / 2),\n y: (first.last as IPointData).y\n + (((second.last as IPointData).y - (first.last as IPointData).y) / 2),\n };\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n let dist = Math.sqrt(Math.pow(\n (second.last as IPointData).x - (first.last as IPointData).x, 2)\n + Math.pow((second.last as IPointData).y - (first.last as IPointData).y, 2));\n\n dist = dist === 0 ? dist = 0.0000000001 : dist;\n\n const change = (1 - (last / dist)) * this.options.percent\n * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y);\n\n if (this.isAxisX())\n {\n this.parent.scale.x += change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'pinch', center: point });\n\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += (point.x - newPoint.x) * this.options.factor;\n this.parent.y += (point.y - newPoint.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n if (!this.options.noDrag && this.lastCenter)\n {\n this.parent.x += (point.x - this.lastCenter.x) * this.options.factor;\n this.parent.y += (point.y - this.lastCenter.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n\n this.lastCenter = point;\n this.moved = true;\n }\n else if (!this.pinching)\n {\n this.parent.emit('pinch-start', this.parent);\n this.pinching = true;\n }\n\n return true;\n }\n\n return false;\n }\n\n public up(): boolean\n {\n if (this.pinching)\n {\n if (this.parent.input.touches.length <= 1)\n {\n this.active = false;\n this.lastCenter = null;\n this.pinching = false;\n this.moved = false;\n this.parent.emit('pinch-end', this.parent);\n\n return true;\n }\n }\n\n return false;\n }\n}\n","import { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Viewport } from '../Viewport';\n\nexport interface ISnapOptions\n{\n /** snap to the top-left of viewport instead of center */\n topLeft?: boolean;\n\n /**\n * Friction/frame to apply if decelerate is active\n *\n * @default 0.8\n */\n friction?: number;\n\n /**\n * @default 1000\n */\n time?: number;\n\n /** Easing function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /**\n * Pause snapping with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Removes this plugin after snapping is complete\n *\n * @default false\n */\n removeOnComplete?: boolean;\n\n /**\n * Removes this plugin if interrupted by any user input\n *\n * @default false\n */\n removeOnInterrupt?: boolean;\n\n /**\n * Starts the snap immediately regardless of whether the viewport is at the desired location\n *\n * @default false\n */\n forceStart?: boolean;\n}\n\nconst DEFAULT_SNAP_OPTIONS: Required = {\n topLeft: false,\n friction: 0.8,\n time: 1000,\n ease: 'easeInOutSine',\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false\n};\n\n/**\n * @event snap-start(Viewport) emitted each time a snap animation starts\n * @event snap-restart(Viewport) emitted each time a snap resets because of a change in viewport size\n * @event snap-end(Viewport) emitted each time snap reaches its target\n * @event snap-remove(Viewport) emitted if snap plugin is removed\n */\nexport class Snap extends Plugin\n{\n public readonly options: Required;\n public ease?: any;\n public x: number;\n public y: number;\n\n protected percent?: number;\n protected snapping?: { time: number } | null;\n protected deltaX?: number;\n protected deltaY?: number;\n protected startX?: number;\n protected startY?: number;\n\n /**\n * This is called by {@link Viewport.snap}.\n */\n constructor(parent: Viewport, x: number, y: number, options: ISnapOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_SNAP_OPTIONS, options);\n this.ease = ease(options.ease, 'easeInOutSine');\n this.x = x;\n this.y = y;\n\n if (this.options.forceStart)\n {\n this.snapStart();\n }\n }\n\n public snapStart(): void\n {\n this.percent = 0;\n this.snapping = { time: 0 };\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n this.deltaX = this.x - current.x;\n this.deltaY = this.y - current.y;\n this.startX = current.x;\n this.startY = current.y;\n this.parent.emit('snap-start', this.parent);\n }\n\n public wheel(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n\n return false;\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n public up(): boolean\n {\n if (this.parent.input.count() === 0)\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n decelerate.percentChangeX = decelerate.percentChangeY = this.options.friction;\n }\n }\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n if (!this.snapping)\n {\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n if (current.x !== this.x || current.y !== this.y)\n {\n this.snapStart();\n }\n }\n else\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n let finished;\n let x;\n let y;\n\n const startX = this.startX as number;\n const startY = this.startY as number;\n const deltaX = this.deltaX as number;\n const deltaY = this.deltaY as number;\n\n if (snapping.time > this.options.time)\n {\n finished = true;\n x = startX + deltaX;\n y = startY + deltaY;\n }\n else\n {\n const percent = this.ease(snapping.time, 0, 1, this.options.time);\n\n x = startX + (deltaX * percent);\n y = startY + (deltaY * percent);\n }\n if (this.options.topLeft)\n {\n this.parent.moveCorner(x, y);\n }\n else\n {\n this.parent.moveCenter(x, y);\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'snap' });\n\n if (finished)\n {\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap');\n }\n this.parent.emit('snap-end', this.parent);\n this.snapping = null;\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Point } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link SnapZoom}. */\nexport interface ISnapZoomOptions\n{\n /** the desired width to snap (to maintain aspect ratio, choose only width or height) */\n width?: number;\n\n /** the desired height to snap (to maintain aspect ratio, choose only width or height) */\n height?: number;\n\n /**\n * time for snapping in ms\n *\n * @default 1000\n */\n time?: number;\n\n /** ease function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /** Place this point at center during zoom instead of center of the viewport */\n center?: Point | null;\n\n /**\n * Pause snapping with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Removes this plugin after snapping is complete\n *\n * @default false\n */\n removeOnComplete?: boolean;\n\n /**\n * Removes this plugin if interrupted by any user input\n *\n * @default false\n */\n removeOnInterrupt?: boolean;\n\n /**\n * Starts the snap immediately regardless of whether the viewport is at the desired zoom\n *\n * @default false\n */\n forceStart?: boolean;\n\n /**\n * Zoom but do not move\n *\n * @default false\n */\n noMove?: boolean;\n}\n\nconst DEFAULT_SNAP_ZOOM_OPTIONS: Required = {\n width: 0,\n height: 0,\n time: 1000,\n ease: 'easeInOutSine',\n center: null,\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false,\n noMove: false\n};\n\n/**\n * @event snap-zoom-start(Viewport) emitted each time a fit animation starts\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n */\nexport class SnapZoom extends Plugin\n{\n public readonly options: Required;\n\n protected ease: any;\n protected xScale: number;\n protected yScale: number;\n protected xIndependent: boolean;\n protected yIndependent: boolean;\n protected snapping?: {\n time: number;\n startX: number;\n startY: number;\n deltaX: number;\n deltaY: number;\n } | null;\n\n /**\n * This is called by {@link Viewport.snapZoom}.\n */\n constructor(parent: Viewport, options: ISnapZoomOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_SNAP_ZOOM_OPTIONS, options);\n this.ease = ease(this.options.ease);\n\n // Assign defaults for typescript.\n this.xIndependent = false;\n this.yIndependent = false;\n this.xScale = 0;\n this.yScale = 0;\n\n if (this.options.width > 0)\n {\n this.xScale = parent.screenWidth / this.options.width;\n this.xIndependent = true;\n }\n if (this.options.height > 0)\n {\n this.yScale = parent.screenHeight / this.options.height;\n this.yIndependent = true;\n }\n\n this.xScale = this.xIndependent ? (this.xScale as number) : (this.yScale as number);\n this.yScale = this.yIndependent ? (this.yScale as number) : this.xScale;\n\n if (this.options.time === 0)\n {\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.x = this.xScale;\n\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.y = this.yScale;\n\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n }\n else if (options.forceStart)\n {\n this.createSnapping();\n }\n }\n\n private createSnapping(): void\n {\n const startWorldScreenWidth = this.parent.worldScreenWidth;\n const startWorldScreenHeight = this.parent.worldScreenHeight;\n const endWorldScreenWidth = this.parent.screenWidth / this.xScale;\n const endWorldScreenHeight = this.parent.screenHeight / this.yScale;\n\n this.snapping = {\n time: 0,\n startX: startWorldScreenWidth,\n startY: startWorldScreenHeight,\n deltaX: endWorldScreenWidth - startWorldScreenWidth,\n deltaY: endWorldScreenHeight - startWorldScreenHeight\n };\n\n this.parent.emit('snap-zoom-start', this.parent);\n }\n\n public resize(): void\n {\n this.snapping = null;\n\n if (this.options.width > 0)\n {\n this.xScale = this.parent.screenWidth / this.options.width;\n }\n if (this.options.height > 0)\n {\n this.yScale = this.parent.screenHeight / this.options.height;\n }\n this.xScale = this.xIndependent ? this.xScale : this.yScale;\n this.yScale = this.yIndependent ? this.yScale : this.xScale;\n }\n\n public wheel(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n\n return false;\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n\n let oldCenter: Point | undefined;\n\n if (!this.options.center && !this.options.noMove)\n {\n oldCenter = this.parent.center;\n }\n if (!this.snapping)\n {\n if (this.parent.scale.x !== this.xScale || this.parent.scale.y !== this.yScale)\n {\n this.createSnapping();\n }\n }\n else if (this.snapping)\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n\n if (snapping.time >= this.options.time)\n {\n this.parent.scale.set(this.xScale, this.yScale);\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n this.parent.emit('snap-zoom-end', this.parent);\n this.snapping = null;\n }\n else\n {\n const snapping = this.snapping;\n const worldScreenWidth = this.ease(snapping.time, snapping.startX, snapping.deltaX, this.options.time);\n const worldScreenHeight = this.ease(snapping.time, snapping.startY, snapping.deltaY, this.options.time);\n\n this.parent.scale.x = this.parent.screenWidth / worldScreenWidth;\n this.parent.scale.y = this.parent.screenHeight / worldScreenHeight;\n }\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (!this.options.noMove)\n {\n if (!this.options.center)\n {\n this.parent.moveCenter(oldCenter as Point);\n }\n else\n {\n this.parent.moveCenter(this.options.center);\n }\n }\n }\n }\n\n public resume(): void\n {\n this.snapping = null;\n super.resume();\n }\n}\n","import { Plugin } from './Plugin';\nimport { IPointData, Point } from '@pixi/math';\n\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Wheel}. */\nexport interface IWheelOptions\n{\n /**\n * Percent to scroll with each spin\n *\n * @default 0.1\n */\n percent?: number;\n\n /**\n * smooth the zooming by providing the number of frames to zoom between wheel spins\n *\n * @default false\n */\n smooth?: false | number;\n\n /**\n * Stop smoothing with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Reverse the direction of the scroll\n *\n * @default false\n */\n reverse?: boolean;\n\n /**\n * Place this point at center during zoom instead of current mouse position\n *\n * @default null\n */\n center?: Point | null;\n\n /**\n * Scaling factor for non-DOM_DELTA_PIXEL scrolling events\n *\n * @default 20\n */\n lineHeight?: number;\n\n /**\n * Axis to zoom\n *\n * @default 'all'\n */\n axis?: 'all' | 'x' | 'y';\n\n /**\n * Array containing {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of\n * keys that can be pressed for the zoom to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n *\n * @default null\n */\n keyToPress?: string[] | null;\n\n /**\n * pinch the trackpad to zoom\n */\n trackpadPinch?: boolean;\n\n /**\n * zooms on wheel spin (use this as an alternative to drag.options.wheel)\n */\n wheelZoom?: boolean;\n}\n\nconst DEFAULT_WHEEL_OPTIONS: Required = {\n percent: 0.1,\n smooth: false,\n interrupt: true,\n reverse: false,\n center: null,\n lineHeight: 20,\n axis: 'all',\n keyToPress: null,\n trackpadPinch: false,\n wheelZoom: true,\n};\n\n/**\n * Plugin for handling wheel scrolling for viewport zoom.\n *\n * @event wheel({wheel: {dx, dy, dz}, event, viewport})\n */\nexport class Wheel extends Plugin\n{\n public readonly options: Required;\n\n protected smoothing?: IPointData | null;\n protected smoothingCenter?: Point | null;\n protected smoothingCount?: number;\n\n /** Flags whether the keys required to zoom are pressed currently. */\n protected keyIsPressed: boolean;\n\n /**\n * This is called by {@link Viewport.wheel}.\n */\n constructor(parent: Viewport, options: IWheelOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_WHEEL_OPTIONS, options);\n this.keyIsPressed = false;\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger zoom event\n */\n protected handleKeyPresses(codes: string[]): void\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = true;\n }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = false;\n }\n });\n }\n\n protected checkKeyPress(): boolean\n {\n return !this.options.keyToPress || this.keyIsPressed;\n }\n\n public down(): boolean\n {\n if (this.options.interrupt)\n {\n this.smoothing = null;\n }\n\n return false;\n }\n\n protected isAxisX(): boolean\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n protected isAxisY(): boolean\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n public update(): void\n {\n if (this.smoothing)\n {\n const point = this.smoothingCenter;\n const change = this.smoothing;\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point as IPointData);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x += change.x;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change.y;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += (point as IPointData).x - newPoint.x;\n this.parent.y += (point as IPointData).y - newPoint.y;\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n (this.smoothingCount as number)++;\n\n if ((this.smoothingCount as number) >= this.options.smooth)\n {\n this.smoothing = null;\n }\n }\n }\n\n private pinch(e: WheelEvent)\n {\n if (this.paused)\n {\n return;\n }\n\n const point = this.parent.input.getPointerPosition(e);\n const step = -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 200;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n let oldPoint: IPointData | undefined;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n public wheel(e: WheelEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n if (!this.checkKeyPress())\n {\n return false;\n }\n\n if (e.ctrlKey && this.options.trackpadPinch)\n {\n this.pinch(e);\n }\n else if (this.options.wheelZoom)\n {\n const point = this.parent.input.getPointerPosition(e);\n const sign = this.options.reverse ? -1 : 1;\n const step = sign * -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 500;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n if (this.options.smooth)\n {\n const original = {\n x: this.smoothing ? this.smoothing.x * (this.options.smooth - (this.smoothingCount as number)) : 0,\n y: this.smoothing ? this.smoothing.y * (this.options.smooth - (this.smoothingCount as number)) : 0\n };\n\n this.smoothing = {\n x: (((this.parent.scale.x + original.x) * change) - this.parent.scale.x) / this.options.smooth,\n y: (((this.parent.scale.y + original.y) * change) - this.parent.scale.y) / this.options.smooth,\n };\n this.smoothingCount = 0;\n this.smoothingCenter = point;\n }\n else\n {\n let oldPoint: IPointData | undefined;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n return !this.parent.options.passiveWheel;\n }\n}\n","import { Point, Rectangle } from '@pixi/math';\n\nimport type { IPointData } from '@pixi/math';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from './Viewport';\n\nexport interface IViewportTouch\n{\n id: number;\n last: IPointData | null;\n}\n\n/**\n * Handles all input for Viewport\n *\n * @internal\n * @ignore\n * @private\n */\nexport class InputManager\n{\n public readonly viewport: Viewport;\n\n public clickedAvailable?: boolean;\n public isMouseDown?: boolean;\n public last?: Point | null;\n public wheelFunction?: (e: WheelEvent) => void;\n /** List of active touches on viewport */\n public touches: IViewportTouch[];\n\n constructor(viewport: Viewport)\n {\n this.viewport = viewport;\n this.touches = [];\n\n this.addListeners();\n }\n\n /** Add input listeners */\n private addListeners()\n {\n this.viewport.interactive = true;\n if (!this.viewport.forceHitArea)\n {\n this.viewport.hitArea = new Rectangle(0, 0, this.viewport.worldWidth, this.viewport.worldHeight);\n }\n this.viewport.on('pointerdown', this.down, this);\n this.viewport.on('pointermove', this.move, this);\n this.viewport.on('pointerup', this.up, this);\n this.viewport.on('pointerupoutside', this.up, this);\n this.viewport.on('pointercancel', this.up, this);\n this.viewport.on('pointerout', this.up, this);\n this.wheelFunction = (e) => this.handleWheel(e);\n this.viewport.options.divWheel.addEventListener(\n 'wheel',\n this.wheelFunction as any,\n { passive: this.viewport.options.passiveWheel });\n this.isMouseDown = false;\n }\n\n /**\n * Removes all event listeners from viewport\n * (useful for cleanup of wheel when removing viewport)\n */\n public destroy(): void\n {\n this.viewport.options.divWheel.removeEventListener('wheel', this.wheelFunction as any);\n }\n\n /**\n * handle down events for viewport\n *\n * @param {PIXI.InteractionEvent} event\n */\n public down(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = true;\n }\n else if (!this.get(event.data.pointerId))\n {\n this.touches.push({ id: event.data.pointerId, last: null });\n }\n if (this.count() === 1)\n {\n this.last = event.data.global.clone();\n\n // clicked event does not fire if viewport is decelerating or bouncing\n const decelerate = this.viewport.plugins.get('decelerate', true);\n const bounce = this.viewport.plugins.get('bounce', true);\n\n if ((!decelerate || !decelerate.isActive()) && (!bounce || !bounce.isActive()))\n {\n this.clickedAvailable = true;\n }\n else\n {\n this.clickedAvailable = false;\n }\n }\n else\n {\n this.clickedAvailable = false;\n }\n\n const stop = this.viewport.plugins.down(event);\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Clears all pointer events */\n public clear(): void\n {\n this.isMouseDown = false;\n this.touches = [];\n this.last = null;\n }\n\n /**\n * @param {number} change\n * @returns whether change exceeds threshold\n */\n public checkThreshold(change: number): boolean\n {\n if (Math.abs(change) >= this.viewport.threshold)\n {\n return true;\n }\n\n return false;\n }\n\n /** Handle move events for viewport */\n public move(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n const stop = this.viewport.plugins.move(event);\n\n if (this.clickedAvailable && this.last)\n {\n const distX = event.data.global.x - this.last.x;\n const distY = event.data.global.y - this.last.y;\n\n if (this.checkThreshold(distX) || this.checkThreshold(distY))\n {\n this.clickedAvailable = false;\n }\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Handle up events for viewport */\n public up(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = false;\n }\n\n if (event.data.pointerType !== 'mouse')\n {\n this.remove(event.data.pointerId);\n }\n\n const stop = this.viewport.plugins.up(event);\n\n if (this.clickedAvailable && this.count() === 0 && this.last)\n {\n this.viewport.emit('clicked', {\n event,\n screen: this.last,\n world: this.viewport.toWorld(this.last),\n viewport: this\n });\n this.clickedAvailable = false;\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Gets pointer position if this.interaction is set */\n public getPointerPosition(event: WheelEvent): Point\n {\n const point = new Point();\n\n if (this.viewport.options.interaction)\n {\n this.viewport.options.interaction.mapPositionToPoint(point, event.clientX, event.clientY);\n }\n else if (this.viewport.options.useDivWheelForInputManager && this.viewport.options.divWheel)\n {\n const rect = this.viewport.options.divWheel.getBoundingClientRect();\n\n point.x = event.clientX - rect.left;\n point.y = event.clientY - rect.top;\n }\n else\n {\n point.x = event.clientX;\n point.y = event.clientY;\n }\n\n return point;\n }\n\n /** Handle wheel events */\n public handleWheel(event: WheelEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n // do not handle events coming from other elements\n if (this.viewport.options.interaction\n && (this.viewport.options.interaction as any).interactionDOMElement !== event.target)\n {\n return;\n }\n\n // only handle wheel events where the mouse is over the viewport\n const point = this.viewport.toLocal(this.getPointerPosition(event));\n\n if (this.viewport.left <= point.x\n && point.x <= this.viewport.right\n && this.viewport.top <= point.y\n && point.y <= this.viewport.bottom)\n {\n const stop = this.viewport.plugins.wheel(event);\n\n if (stop && !this.viewport.options.passiveWheel)\n {\n event.preventDefault();\n }\n }\n }\n\n public pause(): void\n {\n this.touches = [];\n this.isMouseDown = false;\n }\n\n /** Get touch by id */\n public get(id: number): IViewportTouch | null\n {\n for (const touch of this.touches)\n {\n if (touch.id === id)\n {\n return touch;\n }\n }\n\n return null;\n }\n\n /** Remove touch by number */\n remove(id: number): void\n {\n for (let i = 0; i < this.touches.length; i++)\n {\n if (this.touches[i].id === id)\n {\n this.touches.splice(i, 1);\n\n return;\n }\n }\n }\n\n /**\n * @returns {number} count of mouse/touch pointers that are down on the viewport\n */\n count(): number\n {\n return (this.isMouseDown ? 1 : 0) + this.touches.length;\n }\n}\n","import type {\n Animate,\n Bounce,\n Clamp,\n ClampZoom,\n Decelerate,\n Drag,\n Follow,\n MouseEdges,\n Pinch,\n Plugin,\n Snap,\n SnapZoom,\n Wheel,\n} from './plugins';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from './Viewport';\n\nconst PLUGIN_ORDER = [\n 'drag',\n 'pinch',\n 'wheel',\n 'follow',\n 'mouse-edges',\n 'decelerate',\n 'animate',\n 'bounce',\n 'snap-zoom',\n 'clamp-zoom',\n 'snap',\n 'clamp',\n];\n\n/**\n * Use this to access current plugins or add user-defined plugins\n *\n * @public\n */\nexport class PluginManager\n{\n /** Maps mounted plugins by their type */\n public plugins: Partial>;\n\n /**\n * List of plugins mounted\n *\n * This list is kept sorted by the internal priority of plugins (hard-coded).\n */\n public list: Array;\n\n /** The viewport using the plugins managed by `this`. */\n public readonly viewport: Viewport;\n\n /** This is called by {@link Viewport} to initialize the {@link Viewport.plugins plugins}. */\n constructor(viewport: Viewport)\n {\n this.viewport = viewport;\n this.list = [];\n this.plugins = {};\n }\n\n /**\n * Inserts a named plugin or a user plugin into the viewport\n * default plugin order: 'drag', 'pinch', 'wheel', 'follow', 'mouse-edges', 'decelerate', 'bounce',\n * 'snap-zoom', 'clamp-zoom', 'snap', 'clamp'\n *\n * @param {string} name of plugin\n * @param {Plugin} plugin - instantiated Plugin class\n * @param {number} index to insert userPlugin (otherwise inserts it at the end)\n */\n public add(name: string, plugin: Plugin, index: number = PLUGIN_ORDER.length)\n {\n\n const oldPlugin = this.plugins[name];\n\n if (oldPlugin)\n {\n oldPlugin.destroy();\n }\n\n this.plugins[name] = plugin;\n\n const current = PLUGIN_ORDER.indexOf(name);\n\n if (current !== -1)\n {\n PLUGIN_ORDER.splice(current, 1);\n }\n\n PLUGIN_ORDER.splice(index, 0, name);\n this.sort();\n }\n\n public get(name: 'animate', ignorePaused?: boolean): Animate | undefined | null;\n public get(name: 'bounce', ignorePaused?: boolean): Bounce | undefined | null;\n public get(name: 'clamp', ignorePaused?: boolean): Clamp | undefined | null;\n public get(name: 'clamp-zoom', ignorePaused?: boolean): ClampZoom | undefined | null;\n public get(name: 'decelerate', ignorePaused?: boolean): Decelerate | undefined | null;\n public get(name: 'drag', ignorePaused?: boolean): Drag | undefined | null;\n public get(name: 'follow', ignorePaused?: boolean): Follow | undefined | null;\n public get(name: 'mouse-edges', ignorePaused?: boolean): MouseEdges | undefined | null;\n public get(name: 'pinch', ignorePaused?: boolean): Pinch | undefined | null;\n public get(name: 'snap', ignorePaused?: boolean): Snap | undefined | null;\n public get(name: 'snap-zoom', ignorePaused?: boolean): SnapZoom | undefined | null;\n public get(name: 'wheel', ignorePaused?: boolean): Wheel | undefined | null;\n public get(name: string, ignorePaused?: boolean): T | undefined | null;\n\n /**\n * Get plugin\n *\n * @param {string} name of plugin\n * @param {boolean} [ignorePaused] return null if plugin is paused\n */\n public get(name: string, ignorePaused?: boolean): T | undefined | null\n {\n if (ignorePaused)\n {\n if (this.plugins[name]?.paused)\n {\n return null;\n }\n }\n\n return this.plugins[name] as T;\n }\n\n /**\n * Update all active plugins\n *\n * @internal\n * @ignore\n * @param {number} elapsed type in milliseconds since last update\n */\n public update(elapsed: number): void\n {\n for (const plugin of this.list)\n {\n plugin.update(elapsed);\n }\n }\n\n /**\n * Resize all active plugins\n *\n * @internal\n * @ignore\n */\n public resize(): void\n {\n for (const plugin of this.list)\n {\n plugin.resize();\n }\n }\n\n /** Clamps and resets bounce and decelerate (as needed) after manually moving viewport */\n public reset(): void\n {\n for (const plugin of this.list)\n {\n plugin.reset();\n }\n }\n\n /** removes all installed plugins */\n public removeAll(): void\n {\n this.list.forEach((plugin) => {\n plugin.destroy();\n })\n this.plugins = {};\n this.sort();\n }\n\n /**\n * Removes installed plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public remove(name: string): void\n {\n if (this.plugins[name])\n {\n this.plugins[name]?.destroy();\n delete this.plugins[name];\n this.viewport.emit(`${name}-remove`);\n this.sort();\n }\n }\n\n /**\n * Pause plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public pause(name: string): void\n {\n this.plugins[name]?.pause();\n }\n\n /**\n * Resume plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public resume(name: string): void\n {\n this.plugins[name]?.resume();\n }\n\n /**\n * Sort plugins according to PLUGIN_ORDER\n *\n * @internal\n * @ignore\n */\n public sort()\n {\n this.list = [];\n\n for (const plugin of PLUGIN_ORDER)\n {\n if (this.plugins[plugin])\n {\n this.list.push(this.plugins[plugin] as Plugin);\n }\n }\n }\n\n /**\n * Handle down for all plugins\n *\n * @internal\n * @ignore\n */\n public down(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.down(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle move for all plugins\n *\n * @internal\n * @ignore\n */\n public move(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.viewport.plugins.list)\n {\n if (plugin.move(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle up for all plugins\n *\n * @internal\n * @ignore\n */\n public up(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.up(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle wheel event for all plugins\n *\n * @internal\n * @ignore\n */\n public wheel(e: WheelEvent): boolean\n {\n let result = false;\n\n for (const plugin of this.list)\n {\n if (plugin.wheel(e))\n {\n result = true;\n }\n }\n\n return result;\n }\n}\n","import { Container } from '@pixi/display';\nimport { IPointData, Point, Rectangle } from '@pixi/math';\nimport { Ticker } from '@pixi/ticker';\n\nimport { InputManager } from './InputManager';\nimport { PluginManager } from './PluginManager';\nimport {\n Animate, IAnimateOptions,\n Bounce, IBounceOptions,\n Clamp, IClampOptions,\n ClampZoom, IClampZoomOptions,\n Decelerate, IDecelerateOptions,\n Drag, IDragOptions,\n Follow, IFollowOptions,\n MouseEdges, IMouseEdgesOptions,\n Pinch, IPinchOptions,\n Snap, ISnapOptions,\n SnapZoom, ISnapZoomOptions,\n Wheel, IWheelOptions,\n} from './plugins';\n\nimport type { DisplayObject, IDestroyOptions } from '@pixi/display';\nimport type { IHitArea, InteractionManager } from '@pixi/interaction';\n\n/** Options for {@link Viewport}. */\nexport interface IViewportOptions\n{\n /** @default window.innerWidth */\n screenWidth?: number;\n\n /** @default window.innerHeight */\n screenHeight?: number;\n\n /** @default this.width */\n worldWidth?: number | null;\n\n /** @default this.height */\n worldHeight?: number | null;\n\n /**\n * Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event\n *\n * @default 5\n */\n threshold?: number;\n\n /**\n * Whether the 'wheel' event is set to passive (note: if false, e.preventDefault() will be called when wheel\n * is used over the viewport)\n *\n * @default true\n */\n passiveWheel?: boolean;\n\n /**\n * Whether to stopPropagation of events that impact the viewport (except wheel events, see options.passiveWheel)\n */\n stopPropagation?: boolean;\n\n /**\n * Change the default hitArea from world size to a new value\n */\n forceHitArea?: Rectangle | null;\n\n /**\n * Set this if you want to manually call update() function on each frame\n *\n * @default false\n */\n noTicker?: boolean;\n\n /**\n * InteractionManager, available from instantiated `WebGLRenderer/CanvasRenderer.plugins.interaction`\n *\n * It's used to calculate pointer postion relative to canvas location on screen\n */\n interaction?: InteractionManager | null;\n\n /**\n * Remove oncontextmenu=() => {} from the divWheel element\n */\n disableOnContextMenu?: boolean;\n\n /**\n * div to attach the wheel event\n *\n * @default document.body\n */\n divWheel?: HTMLElement;\n\n /**\n * Use this PIXI.ticker for updates\n *\n * @default PIXI.Ticker.shared\n */\n ticker?: Ticker;\n\n /**\n * Uses divWheel definition for InputManager to calculate positioning relative to containing div\n * this is used only if options.interaction is not defined\n */\n useDivWheelForInputManager?: boolean;\n}\n\nexport interface ICompleteViewportOptions extends IViewportOptions\n{\n screenWidth: number;\n screenHeight: number;\n threshold: number;\n passiveWheel: boolean;\n stopPropagation: boolean;\n noTicker: boolean;\n ticker: Ticker;\n}\n\nexport interface IViewportTransformState\n{\n x: number;\n y: number;\n scaleX: number;\n scaleY: number;\n}\n\nconst DEFAULT_VIEWPORT_OPTIONS: ICompleteViewportOptions = {\n screenWidth: window.innerWidth,\n screenHeight: window.innerHeight,\n worldWidth: null,\n worldHeight: null,\n threshold: 5,\n passiveWheel: true,\n stopPropagation: false,\n forceHitArea: null,\n noTicker: false,\n interaction: null,\n disableOnContextMenu: false,\n ticker: Ticker.shared,\n};\n\n/**\n * Main class to use when creating a Viewport\n *\n * @public\n * @fires clicked\n * @fires drag-start\n * @fires drag-end\n * @fires drag-remove\n * @fires pinch-start\n * @fires pinch-end\n * @fires pinch-remove\n * @fires snap-start\n * @fires snap-end\n * @fires snap-remove\n * @fires snap-zoom-start\n * @fires snap-zoom-end\n * @fires snap-zoom-remove\n * @fires bounce-x-start\n * @fires bounce-x-end\n * @fires bounce-y-start\n * @fires bounce-y-end\n * @fires bounce-remove\n * @fires wheel\n * @fires wheel-remove\n * @fires wheel-scroll\n * @fires wheel-scroll-remove\n * @fires mouse-edge-start\n * @fires mouse-edge-end\n * @fires mouse-edge-remove\n * @fires moved\n * @fires moved-end\n * @fires zoomed\n * @fires zoomed-end\n * @fires frame-end\n */\nexport class Viewport extends Container\n{\n /** Flags whether the viewport is being panned */\n public moving?: boolean;\n\n public screenWidth: number;\n public screenHeight: number;\n\n /** Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event */\n public threshold: number;\n\n public readonly input: InputManager;\n\n /** Use this to add user plugins or access existing plugins (e.g., to pause, resume, or remove them) */\n public readonly plugins: PluginManager;\n\n /** Flags whether the viewport zoom is being changed. */\n public zooming?: boolean;\n\n public lastViewport?: IViewportTransformState | null;\n\n /** The options passed when creating this viewport, merged with the default values */\n public readonly options: ICompleteViewportOptions & { divWheel: HTMLElement };\n\n private _dirty?: boolean;\n private _forceHitArea?: IHitArea | null;\n private _hitAreaDefault?: Rectangle;\n private _pause?: boolean;\n private readonly tickerFunction?: () => void;\n private _worldWidth?: number | null;\n private _worldHeight?: number | null;\n private _disableOnContextMenu = (e: MouseEvent) => e.preventDefault();\n\n /**\n * @param {IViewportOptions} ViewportOptions\n * @param {number} [options.screenWidth=window.innerWidth]\n * @param {number} [options.screenHeight=window.innerHeight]\n * @param {number} [options.worldWidth=this.width]\n * @param {number} [options.worldHeight=this.height]\n * @param {number} [options.threshold=5] number of pixels to move to trigger an input event (e.g., drag, pinch)\n * or disable a clicked event\n * @param {boolean} [options.passiveWheel=true] whether the 'wheel' event is set to passive (note: if false,\n * e.preventDefault() will be called when wheel is used over the viewport)\n * @param {boolean} [options.stopPropagation=false] whether to stopPropagation of events that impact the viewport\n * (except wheel events, see options.passiveWheel)\n * @param {HitArea} [options.forceHitArea] change the default hitArea from world size to a new value\n * @param {boolean} [options.noTicker] set this if you want to manually call update() function on each frame\n * @param {PIXI.Ticker} [options.ticker=PIXI.Ticker.shared] use this PIXI.ticker for updates\n * @param {PIXI.InteractionManager} [options.interaction=null] InteractionManager, available from instantiated\n * WebGLRenderer/CanvasRenderer.plugins.interaction - used to calculate pointer position relative to canvas\n * location on screen\n * @param {HTMLElement} [options.divWheel=document.body] div to attach the wheel event\n * @param {boolean} [options.disableOnContextMenu] remove oncontextmenu=() => {} from the divWheel element\n */\n constructor(options: IViewportOptions = {})\n {\n super();\n this.options = Object.assign(\n {},\n { divWheel: document.body },\n DEFAULT_VIEWPORT_OPTIONS,\n options\n );\n\n this.screenWidth = this.options.screenWidth;\n this.screenHeight = this.options.screenHeight;\n\n this._worldWidth = this.options.worldWidth;\n this._worldHeight = this.options.worldHeight;\n this.forceHitArea = this.options.forceHitArea;\n this.threshold = this.options.threshold;\n\n this.options.divWheel = this.options.divWheel || document.body;\n\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.addEventListener('contextmenu', this._disableOnContextMenu);\n }\n if (!this.options.noTicker)\n {\n this.tickerFunction = () => this.update(this.options.ticker.elapsedMS);\n this.options.ticker.add(this.tickerFunction);\n }\n\n this.input = new InputManager(this);\n this.plugins = new PluginManager(this);\n }\n\n /** Overrides PIXI.Container's destroy to also remove the 'wheel' and PIXI.Ticker listeners */\n destroy(options?: IDestroyOptions): void\n {\n if (!this.options.noTicker && this.tickerFunction)\n {\n this.options.ticker.remove(this.tickerFunction);\n }\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.removeEventListener('contextmenu', this._disableOnContextMenu);\n }\n\n this.input.destroy();\n super.destroy(options);\n }\n\n /**\n * Update viewport on each frame.\n *\n * By default, you do not need to call this unless you set `options.noTicker=true`.\n *\n * @param {number} elapsed time in milliseconds since last update\n */\n update(elapsed: number): void\n {\n if (!this.pause)\n {\n this.plugins.update(elapsed);\n\n if (this.lastViewport)\n {\n // Check for moved-end event\n if (this.lastViewport.x !== this.x || this.lastViewport.y !== this.y)\n {\n this.moving = true;\n }\n else if (this.moving)\n {\n this.emit('moved-end', this);\n this.moving = false;\n }\n\n // Check for zoomed-end event\n if (this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y)\n {\n this.zooming = true;\n }\n else if (this.zooming)\n {\n this.emit('zoomed-end', this);\n this.zooming = false;\n }\n }\n\n if (!this.forceHitArea)\n {\n this._hitAreaDefault = new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n this.hitArea = this._hitAreaDefault;\n }\n\n this._dirty = this._dirty || !this.lastViewport\n || this.lastViewport.x !== this.x || this.lastViewport.y !== this.y\n || this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y;\n\n this.lastViewport = {\n x: this.x,\n y: this.y,\n scaleX: this.scale.x,\n scaleY: this.scale.y\n };\n this.emit('frame-end', this);\n }\n }\n\n /**\n * Use this to set screen and world sizes, needed for pinch/wheel/clamp/bounce.\n * @param {number} screenWidth=window.innerWidth\n * @param {number} screenHeight=window.innerHeight\n * @param {number} [worldWidth]\n * @param {number} [worldHeight]\n */\n resize(\n screenWidth: number = window.innerWidth,\n screenHeight: number = window.innerHeight,\n worldWidth?: number,\n worldHeight?: number\n ): void\n {\n this.screenWidth = screenWidth;\n this.screenHeight = screenHeight;\n\n if (typeof worldWidth !== 'undefined')\n {\n this._worldWidth = worldWidth;\n }\n if (typeof worldHeight !== 'undefined')\n {\n this._worldHeight = worldHeight;\n }\n\n this.plugins.resize();\n this.dirty = true;\n }\n\n /** World width, in pixels */\n get worldWidth(): number\n {\n if (this._worldWidth)\n {\n return this._worldWidth;\n }\n\n return this.width / this.scale.x;\n }\n set worldWidth(value: number)\n {\n this._worldWidth = value;\n this.plugins.resize();\n }\n\n /** World height, in pixels */\n get worldHeight(): number\n {\n if (this._worldHeight)\n {\n return this._worldHeight;\n }\n\n return this.height / this.scale.y;\n }\n set worldHeight(value: number)\n {\n this._worldHeight = value;\n this.plugins.resize();\n }\n\n /** Get visible world bounds of viewport */\n public getVisibleBounds(): Rectangle\n {\n return new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n }\n\n /** Change coordinates from screen to world */\n public toWorld

(x: number, y: number): P;\n /** Change coordinates from screen to world */\n public toWorld

(screenPoint: IPointData): P;\n\n /**\n * Changes coordinate from screen to world\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n public toWorld

(x: number | IPointData, y?: number): P\n {\n if (arguments.length === 2)\n {\n return this.toLocal

(new Point(x as number, y));\n }\n\n return this.toLocal

(x as IPointData);\n }\n\n /** Change coordinates from world to screen */\n public toScreen

(x: number, y: number): P;\n /** Change coordinates from world to screen */\n public toScreen

(worldPoint: IPointData): P;\n\n /**\n * Changes coordinate from world to screen\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n public toScreen

(x: number | IPointData, y?: number): P\n {\n if (arguments.length === 2)\n {\n return this.toGlobal

(new Point(x as number, y));\n }\n\n return this.toGlobal

(x as IPointData);\n }\n\n /** Screen width in world coordinates */\n get worldScreenWidth(): number\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Screen height in world coordinates */\n get worldScreenHeight(): number\n {\n return this.screenHeight / this.scale.y;\n }\n\n /** World width in screen coordinates */\n get screenWorldWidth(): number\n {\n return this.worldWidth * this.scale.x;\n }\n\n /** World height in screen coordinates */\n get screenWorldHeight(): number\n {\n return this.worldHeight * this.scale.y;\n }\n\n /** Center of screen in world coordinates */\n get center(): Point\n {\n return new Point(\n (this.worldScreenWidth / 2) - (this.x / this.scale.x),\n (this.worldScreenHeight / 2) - (this.y / this.scale.y),\n );\n }\n set center(value: Point)\n {\n this.moveCenter(value);\n }\n\n public moveCenter(x: number, y: number): Viewport;\n\n /** Move center of viewport to {@code center}. */\n public moveCenter(center: IPointData): Viewport;\n\n /**\n * Move center of viewport to (x, y)\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @return {Viewport}\n */\n public moveCenter(...args: [number, number] | [IPointData]): Viewport\n {\n let x: number;\n let y: number;\n\n if (typeof args[0] === 'number')\n {\n x = args[0];\n y = args[1] as number;\n }\n else\n {\n x = args[0].x;\n y = args[0].y;\n }\n\n const newX = ((this.worldScreenWidth / 2) - x) * this.scale.x;\n const newY = ((this.worldScreenHeight / 2) - y) * this.scale.y;\n\n if (this.x !== newX || this.y !== newY)\n {\n this.position.set(newX, newY);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Top-left corner of Viewport */\n get corner(): Point\n {\n return new Point(-this.x / this.scale.x, -this.y / this.scale.y);\n }\n set corner(value: Point)\n {\n this.moveCorner(value);\n }\n\n /** Move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n public moveCorner(x: number, y: number): Viewport;\n\n /** move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n public moveCorner(center: Point): Viewport;\n\n /**\n * MoveCorner\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @returns {Viewport}\n */\n public moveCorner(...args: [number, number] | [Point]): Viewport\n {\n let x;\n let y;\n\n if (args.length === 1)\n {\n x = -args[0].x * this.scale.x;\n y = -args[0].y * this.scale.y;\n }\n else\n {\n x = -args[0] * this.scale.x;\n y = -args[1] * this.scale.y;\n }\n\n if (x !== this.x || y !== this.y)\n {\n this.position.set(x, y);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Get how many world pixels fit in screen's width */\n get screenWidthInWorldPixels(): number\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Get how many world pixels fit on screen's height */\n get screenHeightInWorldPixels(): number\n {\n return this.screenHeight / this.scale.y;\n }\n\n /**\n * Find the scale value that fits a world width on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param width - Width in world pixels\n * @return - scale\n */\n findFitWidth(width: number): number\n {\n return this.screenWidth / width;\n }\n\n /**\n * Finds the scale value that fits a world height on the screens\n * does not change the viewport (use fit... to change)\n *\n * @param height - Height in world pixels\n * @return - scale\n */\n findFitHeight(height: number): number\n {\n return this.screenHeight / height;\n }\n\n /**\n * Finds the scale value that fits the smaller of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findFit(width: number, height: number): number\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.min(scaleX, scaleY);\n }\n\n /**\n * Finds the scale value that fits the larger of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findCover(width: number, height: number): number\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.max(scaleX, scaleY);\n }\n\n /**\n * Change zoom so the width fits in the viewport\n *\n * @param width - width in world coordinates\n * @param center - maintain the same center\n * @param scaleY - whether to set scaleY=scaleX\n * @param noClamp - whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitWidth(width = this.worldWidth, center?: boolean, scaleY = true, noClamp?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.x = this.screenWidth / width;\n\n if (scaleY)\n {\n this.scale.y = this.scale.x;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so the height fits in the viewport\n *\n * @param {number} [height=this.worldHeight] in world coordinates\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {boolean} [scaleX=true] whether to set scaleX = scaleY\n * @param {boolean} [noClamp] whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitHeight(height = this.worldHeight, center?: boolean, scaleX = true, noClamp?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.y = this.screenHeight / height;\n\n if (scaleX)\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the entire world in the viewport\n *\n * @param {boolean} center maintain the same center of the screen after zoom\n * @returns {Viewport} this\n */\n fitWorld(center?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / this.worldWidth;\n this.scale.y = this.screenHeight / this.worldHeight;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the size or the entire world in the viewport\n *\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {number} [width=this.worldWidth] desired width\n * @param {number} [height=this.worldHeight] desired height\n * @returns {Viewport} this\n */\n fit(center?: boolean, width = this.worldWidth, height = this.worldHeight): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / width;\n this.scale.y = this.screenHeight / height;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport to specific value.\n *\n * @param {number} scale value (e.g., 1 would be 100%, 0.25 would be 25%)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n setZoom(scale: number, center?: boolean): Viewport\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.set(scale);\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport by a certain percent (in both x and y direction).\n *\n * @param {number} percent change (e.g., 0.25 would increase a starting scale of 1.0 to 1.25)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoomPercent(percent: number, center?: boolean): Viewport\n {\n return this.setZoom(this.scale.x + (this.scale.x * percent), center);\n }\n\n /**\n * Zoom viewport by increasing/decreasing width by a certain number of pixels.\n *\n * @param {number} change in pixels\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoom(change: number, center?: boolean): Viewport\n {\n this.fitWidth(change + this.worldScreenWidth, center);\n\n return this;\n }\n\n /** Changes scale of viewport and maintains center of viewport */\n get scaled(): number\n {\n return this.scale.x;\n }\n set scaled(scale: number)\n {\n this.setZoom(scale, true);\n }\n\n /**\n * Returns zoom to the desired scale\n *\n * @param {ISnapZoomOptions} options\n * @param {number} [options.width=0] - the desired width to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.height=0] - the desired height to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.time=1000] - time for snapping in ms\n * @param {(string|function)} [options.ease=easeInOutSine] ease function or name (see http://easings.net/\n * for supported names)\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of the viewport\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at the\n * desired zoom\n * @param {boolean} [options.noMove] - zoom but do not move\n */\n snapZoom(options?: ISnapZoomOptions): Viewport\n {\n this.plugins.add('snap-zoom', new SnapZoom(this, options));\n\n return this;\n }\n\n /** Is container out of world bounds */\n OOB(): {\n left: boolean;\n right: boolean;\n top: boolean;\n bottom: boolean;\n cornerPoint: Point;\n }\n {\n return {\n left: this.left < 0,\n right: this.right > this.worldWidth,\n top: this.top < 0,\n bottom: this.bottom > this.worldHeight,\n cornerPoint: new Point(\n (this.worldWidth * this.scale.x) - this.screenWidth,\n (this.worldHeight * this.scale.y) - this.screenHeight\n )\n };\n }\n\n /** World coordinates of the right edge of the screen */\n get right(): number\n {\n return (-this.x / this.scale.x) + this.worldScreenWidth;\n }\n set right(value: number)\n {\n this.x = (-value * this.scale.x) + this.screenWidth;\n this.plugins.reset();\n }\n\n /** World coordinates of the left edge of the screen */\n get left(): number\n {\n return -this.x / this.scale.x;\n }\n set left(value: number)\n {\n this.x = -value * this.scale.x;\n this.plugins.reset();\n }\n\n /** World coordinates of the top edge of the screen */\n get top(): number\n {\n return -this.y / this.scale.y;\n }\n set top(value: number)\n {\n this.y = -value * this.scale.y;\n this.plugins.reset();\n }\n\n /** World coordinates of the bottom edge of the screen */\n get bottom(): number\n {\n return (-this.y / this.scale.y) + this.worldScreenHeight;\n }\n set bottom(value: number)\n {\n this.y = (-value * this.scale.y) + this.screenHeight;\n this.plugins.reset();\n }\n\n /**\n * Determines whether the viewport is dirty (i.e., needs to be rendered to the screen because of a change)\n */\n get dirty(): boolean\n {\n return !!this._dirty;\n }\n set dirty(value: boolean)\n {\n this._dirty = value;\n }\n\n /**\n * Permanently changes the Viewport's hitArea\n *\n * NOTE: if not set then hitArea = PIXI.Rectangle(Viewport.left, Viewport.top, Viewport.worldScreenWidth,\n * Viewport.worldScreenHeight)\n */\n get forceHitArea(): IHitArea | null | undefined\n {\n return this._forceHitArea;\n }\n set forceHitArea(value: IHitArea | null | undefined)\n {\n if (value)\n {\n this._forceHitArea = value;\n this.hitArea = value;\n }\n else\n {\n this._forceHitArea = null;\n this.hitArea = new Rectangle(0, 0, this.worldWidth, this.worldHeight);\n }\n }\n\n /**\n * Enable one-finger touch to drag\n *\n * NOTE: if you expect users to use right-click dragging, you should enable `viewport.options.disableOnContextMenu`\n * to avoid the context menu popping up on each right-click drag.\n *\n * @param {IDragOptions} [options]\n * @param {string} [options.direction=all] direction to drag\n * @param {boolean} [options.pressDrag=true] whether click to drag is active\n * @param {boolean} [options.wheel=true] use wheel to scroll in direction (unless wheel plugin is active)\n * @param {number} [options.wheelScroll=1] number of pixels to scroll with each wheel spin\n * @param {boolean} [options.reverse] reverse the direction of the wheel scroll\n * @param {(boolean|string)} [options.clampWheel=false] clamp wheel(to avoid weird bounce with mouse wheel)\n * @param {string} [options.underflow=center] where to place world if too small for screen\n * @param {number} [options.factor=1] factor to multiply drag to increase the speed of movement\n * @param {string} [options.mouseButtons=all] changes which mouse buttons trigger drag, use: 'all', 'left',\n * 'right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * viewport.options.disableOnContextMenu if you want to use right-click dragging\n * @param {string[]} [options.keyToPress=null] - array containing\n * {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of keys that can be\n * pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n * @param {boolean} [options.ignoreKeyToPressOnTouch=false] - ignore keyToPress for touch events\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @returns {Viewport} this\n */\n public drag(options?: IDragOptions): Viewport\n {\n this.plugins.add('drag', new Drag(this, options));\n\n return this;\n }\n\n /**\n * Clamp to world boundaries or other provided boundaries\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary\n * [0, viewport.worldWidth/viewport.worldHeight], eg: to allow the world to be completely dragged offscreen,\n * set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the\n * appropriate boundaries\n *\n * NOTES:\n * clamp is disabled if called with no options; use { direction: 'all' } for all edge clamping\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n *\n * @param {object} [options]\n * @param {(number|boolean)} [options.left=false] - clamp left; true = 0\n * @param {(number|boolean)} [options.right=false] - clamp right; true = viewport.worldWidth\n * @param {(number|boolean)} [options.top=false] - clamp top; true = 0\n * @param {(number|boolean)} [options.bottom=false] - clamp bottom; true = viewport.worldHeight\n * @param {string} [direction] - (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight];\n * replaces left/right/top/bottom if set\n * @param {string} [underflow=center] - where to place world if too small for screen (e.g., top-right, center,\n * none, bottomLeft) * @returns {Viewport} this\n */\n public clamp(options?: IClampOptions): Viewport\n {\n this.plugins.add('clamp', new Clamp(this, options));\n\n return this;\n }\n\n /**\n * Decelerate after a move\n *\n * NOTE: this fires 'moved' event during deceleration\n *\n * @param {IDecelerateOptions} [options]\n * @param {number} [options.friction=0.95] - percent to decelerate after movement\n * @param {number} [options.bounce=0.8] - percent to decelerate when past boundaries (only applicable when\n * viewport.bounce() is active)\n * @param {number} [options.minSpeed=0.01] - minimum velocity before stopping/reversing acceleration\n * @return {Viewport} this\n */\n public decelerate(options?: IDecelerateOptions): Viewport\n {\n this.plugins.add('decelerate', new Decelerate(this, options));\n\n return this;\n }\n\n /**\n * Bounce on borders\n * NOTES:\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n * fires 'moved', 'bounce-x-start', 'bounce-y-start', 'bounce-x-end', and 'bounce-y-end' events\n * @param {object} [options]\n * @param {string} [options.sides=all] - all, horizontal, vertical, or combination of top, bottom, right, left\n * (e.g., 'top-bottom-right')\n * @param {number} [options.friction=0.5] - friction to apply to decelerate if active\n * @param {number} [options.time=150] - time in ms to finish bounce\n * @param {object} [options.bounceBox] - use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight)\n * @param {number} [options.bounceBox.x=0]\n * @param {number} [options.bounceBox.y=0]\n * @param {number} [options.bounceBox.width=viewport.worldWidth]\n * @param {number} [options.bounceBox.height=viewport.worldHeight]\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name\n * (see http://easings.net/ for supported names)\n * @param {string} [options.underflow=center] - (top/bottom/center and left/right/center, or center)\n * where to place world if too small for screen\n * @return {Viewport} this\n */\n public bounce(options?: IBounceOptions): Viewport\n {\n this.plugins.add('bounce', new Bounce(this, options));\n\n return this;\n }\n\n /**\n * Enable pinch to zoom and two-finger touch to drag\n *\n * @param {PinchOptions} [options]\n * @param {boolean} [options.noDrag] - disable two-finger dragging\n * @param {number} [options.percent=1] - percent to modify pinch speed\n * @param {number} [options.factor=1] - factor to multiply two-finger drag to increase the speed of movement\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of two fingers\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n public pinch(options?: IPinchOptions): Viewport\n {\n this.plugins.add('pinch', new Pinch(this, options));\n\n return this;\n }\n\n /**\n * Snap to a point\n *\n * @param {number} x\n * @param {number} y\n * @param {ISnapOptions} [options]\n * @param {boolean} [options.topLeft] - snap to the top-left of viewport instead of center\n * @param {number} [options.friction=0.8] - friction/frame to apply if decelerate is active\n * @param {number} [options.time=1000] - time in ms to snap\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name (see http://easings.net/\n * for supported names)\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at\n * the desired location\n * @return {Viewport} this\n */\n public snap(x: number, y: number, options?: ISnapOptions): Viewport\n {\n this.plugins.add('snap', new Snap(this, x, y, options));\n\n return this;\n }\n\n /**\n * Follow a target\n *\n * NOTES:\n * uses the (x, y) as the center to follow; for PIXI.Sprite to work properly, use sprite.anchor.set(0.5)\n * options.acceleration is not perfect as it doesn't know the velocity of the target. It adds acceleration\n * to the start of movement and deceleration to the end of movement when the target is stopped.\n * To cancel the follow, use: `viewport.plugins.remove('follow')`\n *\n * @fires 'moved' event\n *\n * @param {PIXI.DisplayObject} target to follow\n * @param {IFollowOptions} [options]\n * @param {number} [options.speed=0] - to follow in pixels/frame (0=teleport to location)\n * @param {number} [options.acceleration] - set acceleration to accelerate and decelerate at this rate; speed\n * cannot be 0 to use acceleration\n * @param {number} [options.radius] - radius (in world coordinates) of center circle where movement is allowed\n * without moving the viewport * @returns {Viewport} this\n * @returns {Viewport} this\n */\n public follow(target: DisplayObject, options?: IFollowOptions): Viewport\n {\n this.plugins.add('follow', new Follow(this, target, options));\n\n return this;\n }\n\n /**\n * Zoom using mouse wheel\n *\n * NOTE: the default event listener for 'wheel' event is document.body. Use `Viewport.options.divWheel` to\n * change this default\n *\n * @param {IWheelOptions} [options]\n * @param {number} [options.percent=0.1] - percent to scroll with each spin\n * @param {number} [options.smooth] - smooth the zooming by providing the number of frames to zoom between wheel spins\n * @param {boolean} [options.interrupt=true] - stop smoothing with any user input on the viewport\n * @param {boolean} [options.reverse] - reverse the direction of the scroll\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of current mouse position\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n public wheel(options?: IWheelOptions): Viewport\n {\n this.plugins.add('wheel', new Wheel(this, options));\n\n return this;\n }\n\n /**\n * Animate the position and/or scale of the viewport\n * To set the zoom level, use: (1) scale, (2) scaleX and scaleY, or (3) width and/or height\n * @param {object} options\n * @param {number} [options.time=1000] - time to animate\n * @param {PIXI.Point} [options.position=viewport.center] - position to move viewport\n * @param {number} [options.width] - desired viewport width in world pixels (use instead of scale;\n * aspect ratio is maintained if height is not provided)\n * @param {number} [options.height] - desired viewport height in world pixels (use instead of scale;\n * aspect ratio is maintained if width is not provided)\n * @param {number} [options.scale] - scale to change zoom (scale.x = scale.y)\n * @param {number} [options.scaleX] - independently change zoom in x-direction\n * @param {number} [options.scaleY] - independently change zoom in y-direction\n * @param {(function|string)} [options.ease=linear] - easing function to use\n * @param {function} [options.callbackOnComplete]\n * @param {boolean} [options.removeOnInterrupt] removes this plugin if interrupted by any user input\n * @returns {Viewport} this\n */\n public animate(options: IAnimateOptions): Viewport\n {\n this.plugins.add('animate', new Animate(this, options));\n\n return this;\n }\n\n /**\n * Enable clamping of zoom to constraints\n *\n * The minWidth/Height settings are how small the world can get (as it would appear on the screen)\n * before clamping. The maxWidth/maxHeight is how larger the world can scale (as it would appear on\n * the screen) before clamping.\n *\n * For example, if you have a world size of 1000 x 1000 and a screen size of 100 x 100, if you set\n * minWidth/Height = 100 then the world will not be able to zoom smaller than the screen size (ie,\n * zooming out so it appears smaller than the screen). Similarly, if you set maxWidth/Height = 100\n * the world will not be able to zoom larger than the screen size (ie, zooming in so it appears\n * larger than the screen).\n *\n * @param {object} [options]\n * @param {number} [options.minWidth] - minimum width\n * @param {number} [options.minHeight] - minimum height\n * @param {number} [options.maxWidth] - maximum width\n * @param {number} [options.maxHeight] - maximum height\n * @param {number} [options.minScale] - minimum scale\n * @param {number} [options.maxScale] - minimum scale\n * @return {Viewport} this\n */\n public clampZoom(options: IClampZoomOptions): Viewport\n {\n this.plugins.add('clamp-zoom', new ClampZoom(this, options));\n\n return this;\n }\n\n /**\n * Scroll viewport when mouse hovers near one of the edges or radius-distance from center of screen.\n *\n * NOTES: fires 'moved' event; there's a known bug where the mouseEdges does not work properly with \"windowed\" viewports\n *\n * @param {IMouseEdgesOptions} [options]\n * @param {number} [options.radius] - distance from center of screen in screen pixels\n * @param {number} [options.distance] - distance from all sides in screen pixels\n * @param {number} [options.top] - alternatively, set top distance (leave unset for no top scroll)\n * @param {number} [options.bottom] - alternatively, set bottom distance (leave unset for no top scroll)\n * @param {number} [options.left] - alternatively, set left distance (leave unset for no top scroll)\n * @param {number} [options.right] - alternatively, set right distance (leave unset for no top scroll)\n * @param {number} [options.speed=8] - speed in pixels/frame to scroll viewport\n * @param {boolean} [options.reverse] - reverse direction of scroll\n * @param {boolean} [options.noDecelerate] - don't use decelerate plugin even if it's installed\n * @param {boolean} [options.linear] - if using radius, use linear movement (+/- 1, +/- 1) instead of angled\n * movement (Math.cos(angle from center), Math.sin(angle from center))\n * @param {boolean} [options.allowButtons] allows plugin to continue working even when there's a mousedown event\n */\n public mouseEdges(options: IMouseEdgesOptions): Viewport\n {\n this.plugins.add('mouse-edges', new MouseEdges(this, options));\n\n return this;\n }\n\n /** Pause viewport (including animation updates such as decelerate) */\n get pause(): boolean\n {\n return !!this._pause;\n }\n set pause(value: boolean)\n {\n this._pause = value;\n\n this.lastViewport = null;\n this.moving = false;\n this.zooming = false;\n\n if (value)\n {\n this.input.pause();\n }\n }\n\n /**\n * Move the viewport so the bounding box is visible\n *\n * @param x - left\n * @param y - top\n * @param width\n * @param height\n * @param resizeToFit - Resize the viewport so the box fits within the viewport\n */\n public ensureVisible(x: number, y: number, width: number, height: number, resizeToFit?: boolean): void\n {\n if (resizeToFit && (width > this.worldScreenWidth || height > this.worldScreenHeight))\n {\n this.fit(true, width, height);\n this.emit('zoomed', { viewport: this, type: 'ensureVisible' });\n }\n let moved = false;\n\n if (x < this.left)\n {\n this.left = x;\n moved = true;\n }\n else if (x + width > this.right)\n {\n this.right = x + width;\n moved = true;\n }\n if (y < this.top)\n {\n this.top = y;\n moved = true;\n }\n else if (y + height > this.bottom)\n {\n this.bottom = y + height;\n moved = true;\n }\n if (moved)\n {\n this.emit('moved', { viewport: this, type: 'ensureVisible' });\n }\n }\n}\n\n/**\n * Fires after a mouse or touch click\n * @event Viewport#clicked\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag starts\n * @event Viewport#drag-start\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag ends\n * @event Viewport#drag-end\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a pinch starts\n * @event Viewport#pinch-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a pinch end\n * @event Viewport#pinch-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap starts\n * @event Viewport#snap-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap ends\n * @event Viewport#snap-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom starts\n * @event Viewport#snap-zoom-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom ends\n * @event Viewport#snap-zoom-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the x direction\n * @event Viewport#bounce-x-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the x direction\n * @event Viewport#bounce-x-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the y direction\n * @event Viewport#bounce-y-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the y direction\n * @event Viewport#bounce-y-end\n * @type {Viewport}\n */\n\n/**\n * Fires when for a mouse wheel event\n * @event Viewport#wheel\n * @type {object}\n * @property {object} wheel\n * @property {number} wheel.dx\n * @property {number} wheel.dy\n * @property {number} wheel.dz\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a wheel-scroll occurs\n * @event Viewport#wheel-scroll\n * @type {Viewport}\n */\n\n/**\n * Fires when a mouse-edge starts to scroll\n * @event Viewport#mouse-edge-start\n * @type {Viewport}\n */\n\n/**\n * Fires when the mouse-edge scrolling ends\n * @event Viewport#mouse-edge-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#moved\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type - (drag, snap, pinch, 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pixi-viewport

    @@ -1367,7 +1371,7 @@

    diff --git a/docs/jsdoc/Bounce.html b/docs/jsdoc/Bounce.html index 34fa0a9f..546688ee 100644 --- a/docs/jsdoc/Bounce.html +++ b/docs/jsdoc/Bounce.html @@ -205,6 +205,10 @@

    pixi-viewport

      @@ -789,7 +793,7 @@

      @@ -861,7 +865,7 @@

      @@ -935,7 +939,7 @@

      diff --git a/docs/jsdoc/Clamp.html b/docs/jsdoc/Clamp.html index c10e5810..354b72af 100644 --- a/docs/jsdoc/Clamp.html +++ b/docs/jsdoc/Clamp.html @@ -205,6 +205,10 @@

      pixi-viewport

        @@ -778,7 +782,7 @@

        Classes

        diff --git a/docs/jsdoc/ClampZoom.html b/docs/jsdoc/ClampZoom.html index 755ea10f..f6fe0ac1 100644 --- a/docs/jsdoc/ClampZoom.html +++ b/docs/jsdoc/ClampZoom.html @@ -205,6 +205,10 @@

        pixi-viewport

          @@ -858,7 +862,7 @@

          diff --git a/docs/jsdoc/Decelerate.html b/docs/jsdoc/Decelerate.html index 666b4eb2..441780d8 100644 --- a/docs/jsdoc/Decelerate.html +++ b/docs/jsdoc/Decelerate.html @@ -205,6 +205,10 @@

          pixi-viewport

            @@ -1061,7 +1065,7 @@

            diff --git a/docs/jsdoc/Drag.html b/docs/jsdoc/Drag.html index 2c771009..5223057a 100644 --- a/docs/jsdoc/Drag.html +++ b/docs/jsdoc/Drag.html @@ -205,6 +205,10 @@

            pixi-viewport

              @@ -758,6 +762,61 @@

              Classes

              +

              Members

              + +
              + +
              +
              +

              + + windowEventHandlers + + + + + +

              +
              + + +
              +
              + +
              +

              Array of event-handlers for window

              +
              + + + +
              + + + + + + + + + + + + + + + + + + + +
              + + + +
              + +
              +

              Methods

              @@ -780,7 +839,7 @@

              @@ -926,7 +985,7 @@

              @@ -1072,7 +1131,7 @@

              @@ -1193,7 +1252,7 @@

              @@ -1316,7 +1375,7 @@

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              pixi-viewport

                @@ -770,7 +774,7 @@

                diff --git a/docs/jsdoc/Follow.html b/docs/jsdoc/Follow.html index e0858824..0bb05578 100644 --- a/docs/jsdoc/Follow.html +++ b/docs/jsdoc/Follow.html @@ -205,6 +205,10 @@

                pixi-viewport

                  @@ -861,7 +865,7 @@

                  Classes

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                  pixi-viewport

                    @@ -769,7 +773,7 @@

                    diff --git a/docs/jsdoc/Pinch.html b/docs/jsdoc/Pinch.html index b3072f33..f9a227d7 100644 --- a/docs/jsdoc/Pinch.html +++ b/docs/jsdoc/Pinch.html @@ -205,6 +205,10 @@

                    pixi-viewport

                      @@ -884,7 +888,7 @@

                      diff --git a/docs/jsdoc/Plugin.html b/docs/jsdoc/Plugin.html index d6a3c4c6..43f1c57c 100644 --- a/docs/jsdoc/Plugin.html +++ b/docs/jsdoc/Plugin.html @@ -205,6 +205,10 @@

                      pixi-viewport

                        @@ -1628,7 +1632,7 @@

                        diff --git a/docs/jsdoc/PluginManager.html b/docs/jsdoc/PluginManager.html index 6b7e03e5..6aae683d 100644 --- a/docs/jsdoc/PluginManager.html +++ b/docs/jsdoc/PluginManager.html @@ -205,6 +205,10 @@

                        pixi-viewport

                          @@ -949,7 +953,7 @@

                          @@ -1105,7 +1109,7 @@

                          @@ -1226,7 +1230,7 @@

                          @@ -1347,7 +1351,7 @@

                          @@ -1423,7 +1427,7 @@

                          @@ -1499,7 +1503,7 @@

                          @@ -1622,7 +1626,7 @@

                          diff --git a/docs/jsdoc/SnapZoom_SnapZoom.html b/docs/jsdoc/SnapZoom_SnapZoom.html index 5ce0a092..46948f4f 100644 --- a/docs/jsdoc/SnapZoom_SnapZoom.html +++ b/docs/jsdoc/SnapZoom_SnapZoom.html @@ -205,6 +205,10 @@

                          pixi-viewport

                            @@ -769,7 +773,7 @@

                            diff --git a/docs/jsdoc/Snap_Snap.html b/docs/jsdoc/Snap_Snap.html index 65a05751..46b3caf0 100644 --- a/docs/jsdoc/Snap_Snap.html +++ b/docs/jsdoc/Snap_Snap.html @@ -205,6 +205,10 @@

                            pixi-viewport

                              @@ -769,7 +773,7 @@

                              diff --git a/docs/jsdoc/Viewport.html b/docs/jsdoc/Viewport.html index 3de1e4f1..b9013e77 100644 --- a/docs/jsdoc/Viewport.html +++ b/docs/jsdoc/Viewport.html @@ -205,6 +205,10 @@

                              pixi-viewport

                                @@ -13781,7 +13785,7 @@
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                                pixi-viewport

                                  @@ -769,7 +773,7 @@

                                  diff --git a/docs/jsdoc/index.html b/docs/jsdoc/index.html index adf08163..20d95381 100644 --- a/docs/jsdoc/index.html +++ b/docs/jsdoc/index.html @@ -205,6 +205,10 @@

                                  pixi-viewport

                                    @@ -801,7 +805,7 @@

                                    license

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                                    pixi-viewport

                                      @@ -863,7 +867,7 @@

                                      js/InputManager.js

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                                      pixi-viewport

                                        @@ -688,6 +692,10 @@

                                        js/PluginManager.js

                                        * @param {number} index to insert userPlugin (otherwise inserts it at the end) */ add(name, plugin, index = PLUGIN_ORDER.length) { + const oldPlugin = this.plugins[name]; + if (oldPlugin) { + oldPlugin.destroy(); + } this.plugins[name] = plugin; const current = PLUGIN_ORDER.indexOf(name); if (current !== -1) { @@ -742,6 +750,9 @@

                                        js/PluginManager.js

                                        } /** removes all installed plugins */ removeAll() { + this.list.forEach((plugin) => { + plugin.destroy(); + }); this.plugins = {}; this.sort(); } @@ -751,7 +762,9 @@

                                        js/PluginManager.js

                                        * @param {string} name of plugin (e.g., 'drag', 'pinch') */ remove(name) { + var _a; if (this.plugins[name]) { + (_a = this.plugins[name]) === null || _a === void 0 ? void 0 : _a.destroy(); delete this.plugins[name]; this.viewport.emit(`${name}-remove`); this.sort(); @@ -863,7 +876,7 @@

                                        js/PluginManager.js

                                        diff --git a/docs/jsdoc/js_Viewport.js.html b/docs/jsdoc/js_Viewport.js.html index 0f2f3533..f12dd0f9 100644 --- a/docs/jsdoc/js_Viewport.js.html +++ b/docs/jsdoc/js_Viewport.js.html @@ -205,6 +205,10 @@

                                        pixi-viewport

                                          @@ -1708,7 +1712,7 @@

                                          js/Viewport.js

                                          diff --git a/docs/jsdoc/js_plugins_Animate.js.html b/docs/jsdoc/js_plugins_Animate.js.html index 5e616e9c..3a1acbd3 100644 --- a/docs/jsdoc/js_plugins_Animate.js.html +++ b/docs/jsdoc/js_plugins_Animate.js.html @@ -205,6 +205,10 @@

                                          pixi-viewport

                                            @@ -763,7 +767,7 @@

                                            js/plugins/Animate.js

                                            if (this.height !== null) { this.parent.fitHeight(this.height, this.keepCenter, this.width === null); } - if (!this.keepCenter) { + if (!this.keepCenter && this.options.position) { this.parent.moveCenter(this.options.position); } this.parent.emit('animate-end', this.parent); @@ -831,7 +835,7 @@

                                            js/plugins/Animate.js

                                            diff --git a/docs/jsdoc/js_plugins_Bounce.js.html b/docs/jsdoc/js_plugins_Bounce.js.html index 7c8f6f01..03b1f511 100644 --- a/docs/jsdoc/js_plugins_Bounce.js.html +++ b/docs/jsdoc/js_plugins_Bounce.js.html @@ -205,6 +205,10 @@

                                            pixi-viewport

                                              @@ -706,7 +710,9 @@

                                              js/plugins/Bounce.js

                                              this.underflowY = 0; } else { + // eslint-disable-next-line no-nested-ternary this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0; + // eslint-disable-next-line no-nested-ternary this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0; } this.reset(); @@ -797,7 +803,7 @@

                                              js/plugins/Bounce.js

                                              top: this.parent.top < y1, bottom: this.parent.bottom > height, topLeft: new Point(x1 * this.parent.scale.x, y1 * this.parent.scale.y), - bottomRight: new Point(width * this.parent.scale.x - this.parent.screenWidth, height * this.parent.scale.y - this.parent.screenHeight) + bottomRight: new Point((width * this.parent.scale.x) - this.parent.screenWidth, (height * this.parent.scale.y) - this.parent.screenHeight) }; } return { @@ -806,7 +812,7 @@

                                              js/plugins/Bounce.js

                                              top: this.parent.top < 0, bottom: this.parent.bottom > this.parent.worldHeight, topLeft: new Point(0, 0), - bottomRight: new Point(this.parent.worldWidth * this.parent.scale.x - this.parent.screenWidth, this.parent.worldHeight * this.parent.scale.y - this.parent.screenHeight) + bottomRight: new Point((this.parent.worldWidth * this.parent.scale.x) - this.parent.screenWidth, (this.parent.worldHeight * this.parent.scale.y) - this.parent.screenHeight) }; } bounce() { @@ -817,7 +823,8 @@

                                              js/plugins/Bounce.js

                                              let oob; let decelerate = this.parent.plugins.get('decelerate', true); if (decelerate && (decelerate.x || decelerate.y)) { - if ((decelerate.x && decelerate.percentChangeX === ((_a = decelerate.options) === null || _a === void 0 ? void 0 : _a.friction)) || (decelerate.y && decelerate.percentChangeY === ((_b = decelerate.options) === null || _b === void 0 ? void 0 : _b.friction))) { + if ((decelerate.x && decelerate.percentChangeX === ((_a = decelerate.options) === null || _a === void 0 ? void 0 : _a.friction)) + || (decelerate.y && decelerate.percentChangeY === ((_b = decelerate.options) === null || _b === void 0 ? void 0 : _b.friction))) { oob = this.oob(); if ((oob.left && this.left) || (oob.right && this.right)) { decelerate.percentChangeX = this.options.friction; @@ -880,7 +887,7 @@

                                              js/plugins/Bounce.js

                                              diff --git a/docs/jsdoc/js_plugins_Clamp.js.html b/docs/jsdoc/js_plugins_Clamp.js.html index ed2c6a50..d168a86b 100644 --- a/docs/jsdoc/js_plugins_Clamp.js.html +++ b/docs/jsdoc/js_plugins_Clamp.js.html @@ -205,6 +205,10 @@

                                              pixi-viewport

                                                @@ -693,7 +697,9 @@

                                                js/plugins/Clamp.js

                                                this.noUnderflow = false; } else { + // eslint-disable-next-line no-nested-ternary this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0; + // eslint-disable-next-line no-nested-ternary this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0; this.noUnderflow = false; } @@ -749,7 +755,8 @@

                                                js/plugins/Clamp.js

                                                } if (this.options.right !== null) { if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right)) { - this.parent.x = -(this.options.right === true ? this.parent.worldWidth : this.options.right) * this.parent.scale.x + this.parent.screenWidth; + this.parent.x = (-(this.options.right === true ? this.parent.worldWidth : this.options.right) + * this.parent.scale.x) + this.parent.screenWidth; decelerate.x = 0; moved = true; } @@ -793,8 +800,8 @@

                                                js/plugins/Clamp.js

                                                } if (this.options.bottom !== null) { if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)) { - this.parent.y = -(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom) - * this.parent.scale.y + this.parent.screenHeight; + this.parent.y = (-(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom) + * this.parent.scale.y) + this.parent.screenHeight; decelerate.y = 0; moved = true; } @@ -826,7 +833,7 @@

                                                js/plugins/Clamp.js

                                                diff --git a/docs/jsdoc/js_plugins_ClampZoom.js.html b/docs/jsdoc/js_plugins_ClampZoom.js.html index 0d5eed86..57503c56 100644 --- a/docs/jsdoc/js_plugins_ClampZoom.js.html +++ b/docs/jsdoc/js_plugins_ClampZoom.js.html @@ -205,6 +205,10 @@

                                                pixi-viewport

                                                  @@ -775,7 +779,7 @@

                                                  js/plugins/ClampZoom.js

                                                  diff --git a/docs/jsdoc/js_plugins_Decelerate.js.html b/docs/jsdoc/js_plugins_Decelerate.js.html index cb638c9d..ee7ff7fa 100644 --- a/docs/jsdoc/js_plugins_Decelerate.js.html +++ b/docs/jsdoc/js_plugins_Decelerate.js.html @@ -205,6 +205,10 @@

                                                  pixi-viewport

                                                    @@ -821,7 +825,7 @@

                                                    js/plugins/Decelerate.js

                                                    diff --git a/docs/jsdoc/js_plugins_Drag.js.html b/docs/jsdoc/js_plugins_Drag.js.html index 66dac363..bb8ed30d 100644 --- a/docs/jsdoc/js_plugins_Drag.js.html +++ b/docs/jsdoc/js_plugins_Drag.js.html @@ -205,6 +205,10 @@

                                                    pixi-viewport

                                                      @@ -680,6 +684,8 @@

                                                      js/plugins/Drag.js

                                                      */ constructor(parent, options = {}) { super(parent); + /** Array of event-handlers for window */ + this.windowEventHandlers = new Array(); this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options); this.moved = false; this.reverse = this.options.reverse ? 1 : -1; @@ -698,15 +704,26 @@

                                                      js/plugins/Drag.js

                                                      * @param {array} codes - key codes that can be used to trigger drag event */ handleKeyPresses(codes) { - window.addEventListener('keydown', (e) => { + const keydownHandler = (e) => { if (codes.includes(e.code)) { this.keyIsPressed = true; } - }); - window.addEventListener('keyup', (e) => { + }; + const keyupHandler = (e) => { if (codes.includes(e.code)) { this.keyIsPressed = false; } + }; + this.addWindowEventHandler("keyup", keyupHandler); + this.addWindowEventHandler("keydown", keydownHandler); + } + addWindowEventHandler(event, handler) { + window.addEventListener(event, handler); + this.windowEventHandlers.push({ event, handler }); + } + destroy() { + this.windowEventHandlers.forEach(({ event, handler }) => { + window.removeEventListener(event, handler); }); } /** @@ -959,7 +976,7 @@

                                                      js/plugins/Drag.js

                                                      diff --git a/docs/jsdoc/js_plugins_Follow.js.html b/docs/jsdoc/js_plugins_Follow.js.html index 6b562d94..43c9652e 100644 --- a/docs/jsdoc/js_plugins_Follow.js.html +++ b/docs/jsdoc/js_plugins_Follow.js.html @@ -205,6 +205,10 @@

                                                      pixi-viewport

                                                        @@ -704,17 +708,18 @@

                                                        js/plugins/Follow.js

                                                        const angle = Math.atan2(toY - center.y, toX - center.x); const distance = Math.sqrt(Math.pow(deltaX, 2) + Math.pow(deltaY, 2)); if (distance) { - const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) / (2 * this.options.acceleration); + const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) + / (2 * this.options.acceleration); if (distance > decelerationDistance) { this.velocity = { - x: Math.min(this.velocity.x + this.options.acceleration * elapsed, this.options.speed), - y: Math.min(this.velocity.y + this.options.acceleration * elapsed, this.options.speed) + x: Math.min(this.velocity.x + (this.options.acceleration * elapsed, this.options.speed)), + y: Math.min(this.velocity.y + (this.options.acceleration * elapsed, this.options.speed)) }; } else { this.velocity = { - x: Math.max(this.velocity.x - this.options.acceleration * this.options.speed, 0), - y: Math.max(this.velocity.y - this.options.acceleration * this.options.speed, 0) + x: Math.max(this.velocity.x - (this.options.acceleration * this.options.speed), 0), + y: Math.max(this.velocity.y - (this.options.acceleration * this.options.speed), 0) }; } const changeX = Math.cos(angle) * this.velocity.x; @@ -755,7 +760,7 @@

                                                        js/plugins/Follow.js

                                                        diff --git a/docs/jsdoc/js_plugins_MouseEdges.js.html b/docs/jsdoc/js_plugins_MouseEdges.js.html index c1d9001f..0fed62be 100644 --- a/docs/jsdoc/js_plugins_MouseEdges.js.html +++ b/docs/jsdoc/js_plugins_MouseEdges.js.html @@ -205,6 +205,10 @@

                                                        pixi-viewport

                                                          @@ -820,7 +824,7 @@

                                                          js/plugins/MouseEdges.js

                                                          diff --git a/docs/jsdoc/js_plugins_Pinch.js.html b/docs/jsdoc/js_plugins_Pinch.js.html index 359f48e7..0d477c09 100644 --- a/docs/jsdoc/js_plugins_Pinch.js.html +++ b/docs/jsdoc/js_plugins_Pinch.js.html @@ -205,6 +205,10 @@

                                                          pixi-viewport

                                                            @@ -714,9 +718,9 @@

                                                            js/plugins/Pinch.js

                                                            let oldPoint; const point = { x: first.last.x - + (second.last.x - first.last.x) / 2, + + ((second.last.x - first.last.x) / 2), y: first.last.y - + (second.last.y - first.last.y) / 2, + + ((second.last.y - first.last.y) / 2), }; if (!this.options.center) { oldPoint = this.parent.toLocal(point); @@ -724,7 +728,7 @@

                                                            js/plugins/Pinch.js

                                                            let dist = Math.sqrt(Math.pow(second.last.x - first.last.x, 2) + Math.pow(second.last.y - first.last.y, 2)); dist = dist === 0 ? dist = 0.0000000001 : dist; - const change = (1 - last / dist) * this.options.percent + const change = (1 - (last / dist)) * this.options.percent * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y); if (this.isAxisX()) { this.parent.scale.x += change; @@ -789,7 +793,7 @@

                                                            js/plugins/Pinch.js

                                                            diff --git a/docs/jsdoc/js_plugins_Plugin.js.html b/docs/jsdoc/js_plugins_Plugin.js.html index 24fb1692..46ecfe30 100644 --- a/docs/jsdoc/js_plugins_Plugin.js.html +++ b/docs/jsdoc/js_plugins_Plugin.js.html @@ -205,6 +205,10 @@

                                                            pixi-viewport

                                                              @@ -720,7 +724,7 @@

                                                              js/plugins/Plugin.js

                                                              diff --git a/docs/jsdoc/js_plugins_Snap.js.html b/docs/jsdoc/js_plugins_Snap.js.html index 3261b340..e9a08696 100644 --- a/docs/jsdoc/js_plugins_Snap.js.html +++ b/docs/jsdoc/js_plugins_Snap.js.html @@ -205,6 +205,10 @@

                                                              pixi-viewport

                                                                @@ -781,7 +785,7 @@

                                                                js/plugins/Snap.js

                                                                diff --git a/docs/jsdoc/js_plugins_SnapZoom.js.html b/docs/jsdoc/js_plugins_SnapZoom.js.html index bd019d79..22fb3653 100644 --- a/docs/jsdoc/js_plugins_SnapZoom.js.html +++ b/docs/jsdoc/js_plugins_SnapZoom.js.html @@ -205,6 +205,10 @@

                                                                pixi-viewport

                                                                  @@ -815,7 +819,7 @@

                                                                  js/plugins/SnapZoom.js

                                                                  diff --git a/docs/jsdoc/js_plugins_Wheel.js.html b/docs/jsdoc/js_plugins_Wheel.js.html index a47e68f4..42b50d5d 100644 --- a/docs/jsdoc/js_plugins_Wheel.js.html +++ b/docs/jsdoc/js_plugins_Wheel.js.html @@ -205,6 +205,10 @@

                                                                  pixi-viewport

                                                                    @@ -802,8 +806,8 @@

                                                                    js/plugins/Wheel.js

                                                                    y: this.smoothing ? this.smoothing.y * (this.options.smooth - this.smoothingCount) : 0 }; this.smoothing = { - x: ((this.parent.scale.x + original.x) * change - this.parent.scale.x) / this.options.smooth, - y: ((this.parent.scale.y + original.y) * change - this.parent.scale.y) / this.options.smooth, + x: (((this.parent.scale.x + original.x) * change) - this.parent.scale.x) / this.options.smooth, + y: (((this.parent.scale.y + original.y) * change) - this.parent.scale.y) / this.options.smooth, }; this.smoothingCount = 0; this.smoothingCenter = point; @@ -852,7 +856,7 @@

                                                                    js/plugins/Wheel.js

                                                                    diff --git a/docs/jsdoc/node_modules_eventemitter3_index.js.html b/docs/jsdoc/node_modules_eventemitter3_index.js.html index 40518e78..4ecf23fb 100644 --- a/docs/jsdoc/node_modules_eventemitter3_index.js.html +++ b/docs/jsdoc/node_modules_eventemitter3_index.js.html @@ -205,6 +205,10 @@

                                                                    pixi-viewport

                                                                      @@ -1001,7 +1005,7 @@

                                                                      node_modules/eventemitter3/index.js

                                                                      diff --git a/docs/jsdoc/node_modules_eventemitter3_umd_eventemitter3.js.html b/docs/jsdoc/node_modules_eventemitter3_umd_eventemitter3.js.html index 55e1dc2f..569443cd 100644 --- a/docs/jsdoc/node_modules_eventemitter3_umd_eventemitter3.js.html +++ b/docs/jsdoc/node_modules_eventemitter3_umd_eventemitter3.js.html @@ -205,6 +205,10 @@

                                                                      pixi-viewport

                                                                        @@ -1005,7 +1009,7 @@

                                                                        node_modules/eventemitter3/umd/eventemitter3.js

                                                                        diff --git a/docs/original/index.js b/docs/original/index.js index 4d28898b..09c6981a 100644 --- a/docs/original/index.js +++ b/docs/original/index.js @@ -322,7 +322,7 @@ } }; - var commonjsGlobal$3 = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {}; + var commonjsGlobal$2 = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {}; function getAugmentedNamespace(n) { var f = n.default; @@ -352,7 +352,7 @@ */ /* eslint-disable no-unused-vars */ var getOwnPropertySymbols = Object.getOwnPropertySymbols; - var hasOwnProperty$2 = Object.prototype.hasOwnProperty; + var hasOwnProperty$1 = Object.prototype.hasOwnProperty; var propIsEnumerable = Object.prototype.propertyIsEnumerable; function toObject(val) { @@ -416,7 +416,7 @@ from = Object(arguments[s]); for (var key in from) { - if (hasOwnProperty$2.call(from, key)) { + if (hasOwnProperty$1.call(from, key)) { to[key] = from[key]; } } @@ -435,8 +435,8 @@ }; /*! - * @pixi/polyfill - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/polyfill - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * * @pixi/polyfill is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -559,15 +559,8 @@ } /*! - * @pixi/settings - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/settings is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/constants - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * * @pixi/constants is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -583,12 +576,12 @@ * @property {number} WEBGL - Version 1 of WebGL * @property {number} WEBGL2 - Version 2 of WebGL */ - var ENV$9; + var ENV; (function (ENV) { ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; ENV[ENV["WEBGL"] = 1] = "WEBGL"; ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$9 || (ENV$9 = {})); + })(ENV || (ENV = {})); /** * Constant to identify the Renderer Type. * @static @@ -599,12 +592,12 @@ * @property {number} WEBGL - WebGL render type. * @property {number} CANVAS - Canvas render type. */ - var RENDERER_TYPE$9; + var RENDERER_TYPE; (function (RENDERER_TYPE) { RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$9 || (RENDERER_TYPE$9 = {})); + })(RENDERER_TYPE || (RENDERER_TYPE = {})); /** * Bitwise OR of masks that indicate the buffers to be cleared. * @static @@ -615,12 +608,12 @@ * @property {number} DEPTH - Indicates the depth buffer. * @property {number} STENCIL - Indicates the stencil buffer. */ - var BUFFER_BITS$9; + var BUFFER_BITS; (function (BUFFER_BITS) { BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$9 || (BUFFER_BITS$9 = {})); + })(BUFFER_BITS || (BUFFER_BITS = {})); /** * Various blend modes supported by PIXI. * @@ -662,7 +655,7 @@ * @property {number} ERASE - * @property {number} XOR - */ - var BLEND_MODES$9; + var BLEND_MODES; (function (BLEND_MODES) { BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; @@ -696,7 +689,7 @@ BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$9 || (BLEND_MODES$9 = {})); + })(BLEND_MODES || (BLEND_MODES = {})); /** * Various webgl draw modes. These can be used to specify which GL drawMode to use * under certain situations and renderers. @@ -712,7 +705,7 @@ * @property {number} TRIANGLE_STRIP - * @property {number} TRIANGLE_FAN - */ - var DRAW_MODES$9; + var DRAW_MODES; (function (DRAW_MODES) { DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; @@ -721,7 +714,7 @@ DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$9 || (DRAW_MODES$9 = {})); + })(DRAW_MODES || (DRAW_MODES = {})); /** * Various GL texture/resources formats. * @memberof PIXI @@ -742,7 +735,7 @@ * @property {number} [DEPTH_COMPONENT=6402] - * @property {number} [DEPTH_STENCIL=34041] - */ - var FORMATS$9; + var FORMATS; (function (FORMATS) { FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; FORMATS[FORMATS["RGB"] = 6407] = "RGB"; @@ -757,7 +750,7 @@ FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$9 || (FORMATS$9 = {})); + })(FORMATS || (FORMATS = {})); /** * Various GL target types. * @memberof PIXI @@ -774,7 +767,7 @@ * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - */ - var TARGETS$9; + var TARGETS; (function (TARGETS) { TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; @@ -785,7 +778,7 @@ TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$9 || (TARGETS$9 = {})); + })(TARGETS || (TARGETS = {})); /** * Various GL data format types. * @memberof PIXI @@ -809,7 +802,7 @@ * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - * @property {number} [HALF_FLOAT=36193] - */ - var TYPES$9; + var TYPES; (function (TYPES) { TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; @@ -827,7 +820,7 @@ TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$9 || (TYPES$9 = {})); + })(TYPES || (TYPES = {})); /** * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. * WebGL1 works only with FLOAT. @@ -839,12 +832,12 @@ * @property {number} [INT=1] - * @property {number} [UINT=2] - */ - var SAMPLER_TYPES$9; + var SAMPLER_TYPES; (function (SAMPLER_TYPES) { SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$9 || (SAMPLER_TYPES$9 = {})); + })(SAMPLER_TYPES || (SAMPLER_TYPES = {})); /** * The scale modes that are supported by pixi. * @@ -857,11 +850,11 @@ * @property {number} LINEAR Smooth scaling * @property {number} NEAREST Pixelating scaling */ - var SCALE_MODES$9; + var SCALE_MODES; (function (SCALE_MODES) { SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$9 || (SCALE_MODES$9 = {})); + })(SCALE_MODES || (SCALE_MODES = {})); /** * The wrap modes that are supported by pixi. * @@ -879,12 +872,12 @@ * @property {number} REPEAT - The texture uvs tile and repeat * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring */ - var WRAP_MODES$9; + var WRAP_MODES; (function (WRAP_MODES) { WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$9 || (WRAP_MODES$9 = {})); + })(WRAP_MODES || (WRAP_MODES = {})); /** * Mipmap filtering modes that are supported by pixi. * @@ -904,13 +897,13 @@ * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource * that supports buffering each level-of-detail. */ - var MIPMAP_MODES$9; + var MIPMAP_MODES; (function (MIPMAP_MODES) { MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$9 || (MIPMAP_MODES$9 = {})); + })(MIPMAP_MODES || (MIPMAP_MODES = {})); /** * How to treat textures with premultiplied alpha * @name ALPHA_MODES @@ -927,7 +920,7 @@ * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. */ - var ALPHA_MODES$9; + var ALPHA_MODES; (function (ALPHA_MODES) { ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; @@ -936,7 +929,7 @@ ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$9 || (ALPHA_MODES$9 = {})); + })(ALPHA_MODES || (ALPHA_MODES = {})); /** * Configure whether filter textures are cleared after binding. * @@ -953,7 +946,7 @@ * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions * @property {number} AUTO - Alias for BLIT */ - var CLEAR_MODES$9; + var CLEAR_MODES; (function (CLEAR_MODES) { CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; @@ -961,7 +954,7 @@ CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$9 || (CLEAR_MODES$9 = {})); + })(CLEAR_MODES || (CLEAR_MODES = {})); /** * The gc modes that are supported by pixi. * @@ -980,11 +973,11 @@ * @property {number} AUTO - Garbage collection will happen periodically automatically * @property {number} MANUAL - Garbage collection will need to be called manually */ - var GC_MODES$9; + var GC_MODES; (function (GC_MODES) { GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$9 || (GC_MODES$9 = {})); + })(GC_MODES || (GC_MODES = {})); /** * Constants that specify float precision in shaders. * @name PRECISION @@ -996,12 +989,12 @@ * @property {string} [MEDIUM='mediump'] - * @property {string} [HIGH='highp'] - */ - var PRECISION$9; + var PRECISION; (function (PRECISION) { PRECISION["LOW"] = "lowp"; PRECISION["MEDIUM"] = "mediump"; PRECISION["HIGH"] = "highp"; - })(PRECISION$9 || (PRECISION$9 = {})); + })(PRECISION || (PRECISION = {})); /** * Constants for mask implementations. * We use `type` suffix because it leads to very different behaviours @@ -1015,14 +1008,14 @@ * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture * @property {number} COLOR - Color mask (RGBA) */ - var MASK_TYPES$9; + var MASK_TYPES; (function (MASK_TYPES) { MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$9 || (MASK_TYPES$9 = {})); + })(MASK_TYPES || (MASK_TYPES = {})); /** * Bitwise OR of masks that indicate the color channels that are rendered to. * @static @@ -1034,13 +1027,13 @@ * @property {number} BLUE - Blue channel. * @property {number} ALPHA - Alpha channel. */ - var COLOR_MASK_BITS$9; + var COLOR_MASK_BITS; (function (COLOR_MASK_BITS) { COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$9 || (COLOR_MASK_BITS$9 = {})); + })(COLOR_MASK_BITS || (COLOR_MASK_BITS = {})); /** * Constants for multi-sampling antialiasing. * @see PIXI.Framebuffer#multisample @@ -1053,13 +1046,13 @@ * @property {number} MEDIUM - Try 4 samples * @property {number} HIGH - Try 8 samples */ - var MSAA_QUALITY$9; + var MSAA_QUALITY; (function (MSAA_QUALITY) { MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$9 || (MSAA_QUALITY$9 = {})); + })(MSAA_QUALITY || (MSAA_QUALITY = {})); /** * Constants for various buffer types in Pixi * @see PIXI.BUFFER_TYPE @@ -1071,15 +1064,23 @@ * @property {number} ARRAY_BUFFER - buffer type for using attribute data * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects */ - var BUFFER_TYPE$9; + var BUFFER_TYPE; (function (BUFFER_TYPE) { BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; // NOT YET SUPPORTED BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$9 || (BUFFER_TYPE$9 = {})); + })(BUFFER_TYPE || (BUFFER_TYPE = {})); - var BrowserAdapter$1 = { + /*! + * @pixi/settings - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/settings is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + var BrowserAdapter = { /** * Creates a canvas element of the given size. * This canvas is created using the browser's native canvas element. @@ -1094,36 +1095,36 @@ }, getWebGLRenderingContext: function () { return WebGLRenderingContext; }, getNavigator: function () { return navigator; }, - getBaseUrl: function () { var _a; return (_a = document.baseURI) !== null && _a !== void 0 ? _a : window.location.href; }, + getBaseUrl: function () { var _a; return ((_a = document.baseURI) !== null && _a !== void 0 ? _a : window.location.href); }, fetch: function (url, options) { return fetch(url, options); }, }; - var appleIphone$1 = /iPhone/i; - var appleIpod$1 = /iPod/i; - var appleTablet$1 = /iPad/i; - var appleUniversal$1 = /\biOS-universal(?:.+)Mac\b/i; - var androidPhone$1 = /\bAndroid(?:.+)Mobile\b/i; - var androidTablet$1 = /Android/i; - var amazonPhone$1 = /(?:SD4930UR|\bSilk(?:.+)Mobile\b)/i; - var amazonTablet$1 = /Silk/i; - var windowsPhone$1 = /Windows Phone/i; - var windowsTablet$1 = /\bWindows(?:.+)ARM\b/i; - var otherBlackBerry$1 = /BlackBerry/i; - var otherBlackBerry10$1 = /BB10/i; - var otherOpera$1 = /Opera Mini/i; - var otherChrome$1 = /\b(CriOS|Chrome)(?:.+)Mobile/i; - var otherFirefox$1 = /Mobile(?:.+)Firefox\b/i; - var isAppleTabletOnIos13$1 = function (navigator) { + var appleIphone = /iPhone/i; + var appleIpod = /iPod/i; + var appleTablet = /iPad/i; + var appleUniversal = /\biOS-universal(?:.+)Mac\b/i; + var androidPhone = /\bAndroid(?:.+)Mobile\b/i; + var androidTablet = /Android/i; + var amazonPhone = /(?:SD4930UR|\bSilk(?:.+)Mobile\b)/i; + var amazonTablet = /Silk/i; + var windowsPhone = /Windows Phone/i; + var windowsTablet = /\bWindows(?:.+)ARM\b/i; + var otherBlackBerry = /BlackBerry/i; + var otherBlackBerry10 = /BB10/i; + var otherOpera = /Opera Mini/i; + var otherChrome = /\b(CriOS|Chrome)(?:.+)Mobile/i; + var otherFirefox = /Mobile(?:.+)Firefox\b/i; + var isAppleTabletOnIos13 = function (navigator) { return (typeof navigator !== 'undefined' && navigator.platform === 'MacIntel' && typeof navigator.maxTouchPoints === 'number' && navigator.maxTouchPoints > 1 && typeof MSStream === 'undefined'); }; - function createMatch$1(userAgent) { + function createMatch(userAgent) { return function (regex) { return regex.test(userAgent); }; } - function isMobile$1$1(param) { + function isMobile$1(param) { var nav = { userAgent: '', platform: '', @@ -1155,57 +1156,57 @@ if (typeof tmp[1] !== 'undefined') { userAgent = tmp[0]; } - var match = createMatch$1(userAgent); + var match = createMatch(userAgent); var result = { apple: { - phone: match(appleIphone$1) && !match(windowsPhone$1), - ipod: match(appleIpod$1), - tablet: !match(appleIphone$1) && - (match(appleTablet$1) || isAppleTabletOnIos13$1(nav)) && - !match(windowsPhone$1), - universal: match(appleUniversal$1), - device: (match(appleIphone$1) || - match(appleIpod$1) || - match(appleTablet$1) || - match(appleUniversal$1) || - isAppleTabletOnIos13$1(nav)) && - !match(windowsPhone$1) + phone: match(appleIphone) && !match(windowsPhone), + ipod: match(appleIpod), + tablet: !match(appleIphone) && + (match(appleTablet) || isAppleTabletOnIos13(nav)) && + !match(windowsPhone), + universal: match(appleUniversal), + device: (match(appleIphone) || + match(appleIpod) || + match(appleTablet) || + match(appleUniversal) || + isAppleTabletOnIos13(nav)) && + !match(windowsPhone) }, amazon: { - phone: match(amazonPhone$1), - tablet: !match(amazonPhone$1) && match(amazonTablet$1), - device: match(amazonPhone$1) || match(amazonTablet$1) + phone: match(amazonPhone), + tablet: !match(amazonPhone) && match(amazonTablet), + device: match(amazonPhone) || match(amazonTablet) }, android: { - phone: (!match(windowsPhone$1) && match(amazonPhone$1)) || - (!match(windowsPhone$1) && match(androidPhone$1)), - tablet: !match(windowsPhone$1) && - !match(amazonPhone$1) && - !match(androidPhone$1) && - (match(amazonTablet$1) || match(androidTablet$1)), - device: (!match(windowsPhone$1) && - (match(amazonPhone$1) || - match(amazonTablet$1) || - match(androidPhone$1) || - match(androidTablet$1))) || + phone: (!match(windowsPhone) && match(amazonPhone)) || + (!match(windowsPhone) && match(androidPhone)), + tablet: !match(windowsPhone) && + !match(amazonPhone) && + !match(androidPhone) && + (match(amazonTablet) || match(androidTablet)), + device: (!match(windowsPhone) && + (match(amazonPhone) || + match(amazonTablet) || + match(androidPhone) || + match(androidTablet))) || match(/\bokhttp\b/i) }, windows: { - phone: match(windowsPhone$1), - tablet: match(windowsTablet$1), - device: match(windowsPhone$1) || match(windowsTablet$1) + phone: match(windowsPhone), + tablet: match(windowsTablet), + device: match(windowsPhone) || match(windowsTablet) }, other: { - blackberry: match(otherBlackBerry$1), - blackberry10: match(otherBlackBerry10$1), - opera: match(otherOpera$1), - firefox: match(otherFirefox$1), - chrome: match(otherChrome$1), - device: match(otherBlackBerry$1) || - match(otherBlackBerry10$1) || - match(otherOpera$1) || - match(otherFirefox$1) || - match(otherChrome$1) + blackberry: match(otherBlackBerry), + blackberry10: match(otherBlackBerry10), + opera: match(otherOpera), + firefox: match(otherFirefox), + chrome: match(otherChrome), + device: match(otherBlackBerry) || + match(otherBlackBerry10) || + match(otherOpera) || + match(otherFirefox) || + match(otherChrome) }, any: false, phone: false, @@ -1223,7 +1224,7 @@ return result; } - var isMobile$2 = isMobile$1$1(globalThis.navigator); + var isMobile = isMobile$1(globalThis.navigator); /** * Uploading the same buffer multiple times in a single frame can cause performance issues. @@ -1232,8 +1233,8 @@ * @private * @returns {boolean} `true` if the same buffer may be uploaded more than once. */ - function canUploadSameBuffer$1() { - return !isMobile$2.apple.device; + function canUploadSameBuffer() { + return !isMobile.apple.device; } /** @@ -1248,10 +1249,10 @@ * @param {number} max * @returns {number} The maximum recommended texture units to use. */ - function maxRecommendedTextures$1(max) { + function maxRecommendedTextures(max) { var allowMax = true; - if (isMobile$2.tablet || isMobile$2.phone) { - if (isMobile$2.apple.device) { + if (isMobile.tablet || isMobile.phone) { + if (isMobile.apple.device) { var match = (navigator.userAgent).match(/OS (\d+)_(\d+)?/); if (match) { var majorVersion = parseInt(match[1], 10); @@ -1261,7 +1262,7 @@ } } } - if (isMobile$2.android.device) { + if (isMobile.android.device) { var match = (navigator.userAgent).match(/Android\s([0-9.]*)/); if (match) { var majorVersion = parseInt(match[1], 10); @@ -1287,7 +1288,7 @@ * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST; * @namespace PIXI.settings */ - var settings$2 = { + var settings$1 = { /** * This adapter is used to call methods that are platform dependent. * For example `document.createElement` only runs on the web but fails in node environments. @@ -1300,7 +1301,7 @@ * @type {PIXI.IAdapter} * @default PIXI.BrowserAdapter */ - ADAPTER: BrowserAdapter$1, + ADAPTER: BrowserAdapter, /** * If set to true WebGL will attempt make textures mimpaped by default. * Mipmapping will only succeed if the base texture uploaded has power of two dimensions. @@ -1310,7 +1311,7 @@ * @type {PIXI.MIPMAP_MODES} * @default PIXI.MIPMAP_MODES.POW2 */ - MIPMAP_TEXTURES: MIPMAP_MODES$9.POW2, + MIPMAP_TEXTURES: MIPMAP_MODES.POW2, /** * Default anisotropic filtering level of textures. * Usually from 0 to 16 @@ -1347,7 +1348,7 @@ * @type {PIXI.MSAA_QUALITY} * @default PIXI.MSAA_QUALITY.NONE */ - FILTER_MULTISAMPLE: MSAA_QUALITY$9.NONE, + FILTER_MULTISAMPLE: MSAA_QUALITY.NONE, /** * The maximum textures that this device supports. * @static @@ -1356,7 +1357,7 @@ * @type {number} * @default 32 */ - SPRITE_MAX_TEXTURES: maxRecommendedTextures$1(32), + SPRITE_MAX_TEXTURES: maxRecommendedTextures(32), // TODO: maybe change to SPRITE.BATCH_SIZE: 2000 // TODO: maybe add PARTICLE.BATCH_SIZE: 15000 /** @@ -1410,7 +1411,7 @@ * @type {PIXI.GC_MODES} * @default PIXI.GC_MODES.AUTO */ - GC_MODE: GC_MODES$9.AUTO, + GC_MODE: GC_MODES.AUTO, /** * Default Garbage Collection max idle. * @static @@ -1437,7 +1438,7 @@ * @type {PIXI.WRAP_MODES} * @default PIXI.WRAP_MODES.CLAMP */ - WRAP_MODE: WRAP_MODES$9.CLAMP, + WRAP_MODE: WRAP_MODES.CLAMP, /** * Default scale mode for textures. * @static @@ -1446,7 +1447,7 @@ * @type {PIXI.SCALE_MODES} * @default PIXI.SCALE_MODES.LINEAR */ - SCALE_MODE: SCALE_MODES$9.LINEAR, + SCALE_MODE: SCALE_MODES.LINEAR, /** * Default specify float precision in vertex shader. * @static @@ -1455,7 +1456,7 @@ * @type {PIXI.PRECISION} * @default PIXI.PRECISION.HIGH */ - PRECISION_VERTEX: PRECISION$9.HIGH, + PRECISION_VERTEX: PRECISION.HIGH, /** * Default specify float precision in fragment shader. * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742 @@ -1465,7 +1466,7 @@ * @type {PIXI.PRECISION} * @default PIXI.PRECISION.MEDIUM */ - PRECISION_FRAGMENT: isMobile$2.apple.device ? PRECISION$9.HIGH : PRECISION$9.MEDIUM, + PRECISION_FRAGMENT: isMobile.apple.device ? PRECISION.HIGH : PRECISION.MEDIUM, /** * Can we upload the same buffer in a single frame? * @static @@ -1473,7 +1474,7 @@ * @memberof PIXI.settings * @type {boolean} */ - CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer$1(), + CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(), /** * Enables bitmap creation before image load. This feature is experimental. * @static @@ -1838,697 +1839,687 @@ var EventEmitter$2 = eventemitter3$1.exports; - var earcut = {exports: {}}; + var earcut$1 = {exports: {}}; - var hasRequiredEarcut; + earcut$1.exports = earcut; + earcut$1.exports.default = earcut; - function requireEarcut () { - if (hasRequiredEarcut) return earcut.exports; - hasRequiredEarcut = 1; + function earcut(data, holeIndices, dim) { - earcut.exports = earcut$1; - earcut.exports.default = earcut$1; + dim = dim || 2; - function earcut$1(data, holeIndices, dim) { + var hasHoles = holeIndices && holeIndices.length, + outerLen = hasHoles ? holeIndices[0] * dim : data.length, + outerNode = linkedList(data, 0, outerLen, dim, true), + triangles = []; - dim = dim || 2; + if (!outerNode || outerNode.next === outerNode.prev) return triangles; - var hasHoles = holeIndices && holeIndices.length, - outerLen = hasHoles ? holeIndices[0] * dim : data.length, - outerNode = linkedList(data, 0, outerLen, dim, true), - triangles = []; + var minX, minY, maxX, maxY, x, y, invSize; - if (!outerNode || outerNode.next === outerNode.prev) return triangles; + if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim); - var minX, minY, maxX, maxY, x, y, invSize; + // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox + if (data.length > 80 * dim) { + minX = maxX = data[0]; + minY = maxY = data[1]; - if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim); + for (var i = dim; i < outerLen; i += dim) { + x = data[i]; + y = data[i + 1]; + if (x < minX) minX = x; + if (y < minY) minY = y; + if (x > maxX) maxX = x; + if (y > maxY) maxY = y; + } - // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox - if (data.length > 80 * dim) { - minX = maxX = data[0]; - minY = maxY = data[1]; + // minX, minY and invSize are later used to transform coords into integers for z-order calculation + invSize = Math.max(maxX - minX, maxY - minY); + invSize = invSize !== 0 ? 32767 / invSize : 0; + } - for (var i = dim; i < outerLen; i += dim) { - x = data[i]; - y = data[i + 1]; - if (x < minX) minX = x; - if (y < minY) minY = y; - if (x > maxX) maxX = x; - if (y > maxY) maxY = y; - } + earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0); - // minX, minY and invSize are later used to transform coords into integers for z-order calculation - invSize = Math.max(maxX - minX, maxY - minY); - invSize = invSize !== 0 ? 32767 / invSize : 0; - } + return triangles; + } - earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0); + // create a circular doubly linked list from polygon points in the specified winding order + function linkedList(data, start, end, dim, clockwise) { + var i, last; - return triangles; - } + if (clockwise === (signedArea(data, start, end, dim) > 0)) { + for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last); + } else { + for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last); + } - // create a circular doubly linked list from polygon points in the specified winding order - function linkedList(data, start, end, dim, clockwise) { - var i, last; + if (last && equals(last, last.next)) { + removeNode(last); + last = last.next; + } - if (clockwise === (signedArea(data, start, end, dim) > 0)) { - for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last); - } else { - for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last); - } + return last; + } - if (last && equals(last, last.next)) { - removeNode(last); - last = last.next; - } + // eliminate colinear or duplicate points + function filterPoints(start, end) { + if (!start) return start; + if (!end) end = start; - return last; - } + var p = start, + again; + do { + again = false; - // eliminate colinear or duplicate points - function filterPoints(start, end) { - if (!start) return start; - if (!end) end = start; + if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) { + removeNode(p); + p = end = p.prev; + if (p === p.next) break; + again = true; - var p = start, - again; - do { - again = false; + } else { + p = p.next; + } + } while (again || p !== end); - if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) { - removeNode(p); - p = end = p.prev; - if (p === p.next) break; - again = true; + return end; + } - } else { - p = p.next; - } - } while (again || p !== end); + // main ear slicing loop which triangulates a polygon (given as a linked list) + function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) { + if (!ear) return; - return end; - } + // interlink polygon nodes in z-order + if (!pass && invSize) indexCurve(ear, minX, minY, invSize); - // main ear slicing loop which triangulates a polygon (given as a linked list) - function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) { - if (!ear) return; + var stop = ear, + prev, next; - // interlink polygon nodes in z-order - if (!pass && invSize) indexCurve(ear, minX, minY, invSize); + // iterate through ears, slicing them one by one + while (ear.prev !== ear.next) { + prev = ear.prev; + next = ear.next; - var stop = ear, - prev, next; + if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) { + // cut off the triangle + triangles.push(prev.i / dim | 0); + triangles.push(ear.i / dim | 0); + triangles.push(next.i / dim | 0); - // iterate through ears, slicing them one by one - while (ear.prev !== ear.next) { - prev = ear.prev; - next = ear.next; + removeNode(ear); - if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) { - // cut off the triangle - triangles.push(prev.i / dim | 0); - triangles.push(ear.i / dim | 0); - triangles.push(next.i / dim | 0); + // skipping the next vertex leads to less sliver triangles + ear = next.next; + stop = next.next; - removeNode(ear); + continue; + } - // skipping the next vertex leads to less sliver triangles - ear = next.next; - stop = next.next; + ear = next; - continue; - } + // if we looped through the whole remaining polygon and can't find any more ears + if (ear === stop) { + // try filtering points and slicing again + if (!pass) { + earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1); - ear = next; + // if this didn't work, try curing all small self-intersections locally + } else if (pass === 1) { + ear = cureLocalIntersections(filterPoints(ear), triangles, dim); + earcutLinked(ear, triangles, dim, minX, minY, invSize, 2); - // if we looped through the whole remaining polygon and can't find any more ears - if (ear === stop) { - // try filtering points and slicing again - if (!pass) { - earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1); + // as a last resort, try splitting the remaining polygon into two + } else if (pass === 2) { + splitEarcut(ear, triangles, dim, minX, minY, invSize); + } - // if this didn't work, try curing all small self-intersections locally - } else if (pass === 1) { - ear = cureLocalIntersections(filterPoints(ear), triangles, dim); - earcutLinked(ear, triangles, dim, minX, minY, invSize, 2); + break; + } + } + } - // as a last resort, try splitting the remaining polygon into two - } else if (pass === 2) { - splitEarcut(ear, triangles, dim, minX, minY, invSize); - } + // check whether a polygon node forms a valid ear with adjacent nodes + function isEar(ear) { + var a = ear.prev, + b = ear, + c = ear.next; - break; - } - } - } + if (area(a, b, c) >= 0) return false; // reflex, can't be an ear - // check whether a polygon node forms a valid ear with adjacent nodes - function isEar(ear) { - var a = ear.prev, - b = ear, - c = ear.next; - - if (area(a, b, c) >= 0) return false; // reflex, can't be an ear - - // now make sure we don't have other points inside the potential ear - var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y; - - // triangle bbox; min & max are calculated like this for speed - var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx), - y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy), - x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx), - y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy); - - var p = c.next; - while (p !== a) { - if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && - pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && - area(p.prev, p, p.next) >= 0) return false; - p = p.next; - } + // now make sure we don't have other points inside the potential ear + var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y; - return true; - } + // triangle bbox; min & max are calculated like this for speed + var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx), + y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy), + x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx), + y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy); - function isEarHashed(ear, minX, minY, invSize) { - var a = ear.prev, - b = ear, - c = ear.next; + var p = c.next; + while (p !== a) { + if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && + pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && + area(p.prev, p, p.next) >= 0) return false; + p = p.next; + } - if (area(a, b, c) >= 0) return false; // reflex, can't be an ear + return true; + } - var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y; + function isEarHashed(ear, minX, minY, invSize) { + var a = ear.prev, + b = ear, + c = ear.next; - // triangle bbox; min & max are calculated like this for speed - var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx), - y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy), - x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx), - y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy); + if (area(a, b, c) >= 0) return false; // reflex, can't be an ear - // z-order range for the current triangle bbox; - var minZ = zOrder(x0, y0, minX, minY, invSize), - maxZ = zOrder(x1, y1, minX, minY, invSize); + var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y; - var p = ear.prevZ, - n = ear.nextZ; + // triangle bbox; min & max are calculated like this for speed + var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx), + y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy), + x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx), + y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy); - // look for points inside the triangle in both directions - while (p && p.z >= minZ && n && n.z <= maxZ) { - if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && - pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; - p = p.prevZ; + // z-order range for the current triangle bbox; + var minZ = zOrder(x0, y0, minX, minY, invSize), + maxZ = zOrder(x1, y1, minX, minY, invSize); - if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && - pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false; - n = n.nextZ; - } + var p = ear.prevZ, + n = ear.nextZ; - // look for remaining points in decreasing z-order - while (p && p.z >= minZ) { - if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && - pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; - p = p.prevZ; - } + // look for points inside the triangle in both directions + while (p && p.z >= minZ && n && n.z <= maxZ) { + if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && + pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; + p = p.prevZ; - // look for remaining points in increasing z-order - while (n && n.z <= maxZ) { - if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && - pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false; - n = n.nextZ; - } + if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && + pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false; + n = n.nextZ; + } - return true; - } + // look for remaining points in decreasing z-order + while (p && p.z >= minZ) { + if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && + pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; + p = p.prevZ; + } - // go through all polygon nodes and cure small local self-intersections - function cureLocalIntersections(start, triangles, dim) { - var p = start; - do { - var a = p.prev, - b = p.next.next; + // look for remaining points in increasing z-order + while (n && n.z <= maxZ) { + if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && + pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false; + n = n.nextZ; + } - if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) { + return true; + } - triangles.push(a.i / dim | 0); - triangles.push(p.i / dim | 0); - triangles.push(b.i / dim | 0); + // go through all polygon nodes and cure small local self-intersections + function cureLocalIntersections(start, triangles, dim) { + var p = start; + do { + var a = p.prev, + b = p.next.next; - // remove two nodes involved - removeNode(p); - removeNode(p.next); + if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) { - p = start = b; - } - p = p.next; - } while (p !== start); + triangles.push(a.i / dim | 0); + triangles.push(p.i / dim | 0); + triangles.push(b.i / dim | 0); - return filterPoints(p); - } + // remove two nodes involved + removeNode(p); + removeNode(p.next); - // try splitting polygon into two and triangulate them independently - function splitEarcut(start, triangles, dim, minX, minY, invSize) { - // look for a valid diagonal that divides the polygon into two - var a = start; - do { - var b = a.next.next; - while (b !== a.prev) { - if (a.i !== b.i && isValidDiagonal(a, b)) { - // split the polygon in two by the diagonal - var c = splitPolygon(a, b); - - // filter colinear points around the cuts - a = filterPoints(a, a.next); - c = filterPoints(c, c.next); - - // run earcut on each half - earcutLinked(a, triangles, dim, minX, minY, invSize, 0); - earcutLinked(c, triangles, dim, minX, minY, invSize, 0); - return; - } - b = b.next; - } - a = a.next; - } while (a !== start); - } + p = start = b; + } + p = p.next; + } while (p !== start); - // link every hole into the outer loop, producing a single-ring polygon without holes - function eliminateHoles(data, holeIndices, outerNode, dim) { - var queue = [], - i, len, start, end, list; - - for (i = 0, len = holeIndices.length; i < len; i++) { - start = holeIndices[i] * dim; - end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; - list = linkedList(data, start, end, dim, false); - if (list === list.next) list.steiner = true; - queue.push(getLeftmost(list)); - } + return filterPoints(p); + } - queue.sort(compareX); + // try splitting polygon into two and triangulate them independently + function splitEarcut(start, triangles, dim, minX, minY, invSize) { + // look for a valid diagonal that divides the polygon into two + var a = start; + do { + var b = a.next.next; + while (b !== a.prev) { + if (a.i !== b.i && isValidDiagonal(a, b)) { + // split the polygon in two by the diagonal + var c = splitPolygon(a, b); - // process holes from left to right - for (i = 0; i < queue.length; i++) { - outerNode = eliminateHole(queue[i], outerNode); - } + // filter colinear points around the cuts + a = filterPoints(a, a.next); + c = filterPoints(c, c.next); - return outerNode; - } + // run earcut on each half + earcutLinked(a, triangles, dim, minX, minY, invSize, 0); + earcutLinked(c, triangles, dim, minX, minY, invSize, 0); + return; + } + b = b.next; + } + a = a.next; + } while (a !== start); + } - function compareX(a, b) { - return a.x - b.x; - } + // link every hole into the outer loop, producing a single-ring polygon without holes + function eliminateHoles(data, holeIndices, outerNode, dim) { + var queue = [], + i, len, start, end, list; - // find a bridge between vertices that connects hole with an outer ring and and link it - function eliminateHole(hole, outerNode) { - var bridge = findHoleBridge(hole, outerNode); - if (!bridge) { - return outerNode; - } + for (i = 0, len = holeIndices.length; i < len; i++) { + start = holeIndices[i] * dim; + end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; + list = linkedList(data, start, end, dim, false); + if (list === list.next) list.steiner = true; + queue.push(getLeftmost(list)); + } - var bridgeReverse = splitPolygon(bridge, hole); + queue.sort(compareX); - // filter collinear points around the cuts - filterPoints(bridgeReverse, bridgeReverse.next); - return filterPoints(bridge, bridge.next); - } + // process holes from left to right + for (i = 0; i < queue.length; i++) { + outerNode = eliminateHole(queue[i], outerNode); + } - // David Eberly's algorithm for finding a bridge between hole and outer polygon - function findHoleBridge(hole, outerNode) { - var p = outerNode, - hx = hole.x, - hy = hole.y, - qx = -Infinity, - m; + return outerNode; + } - // find a segment intersected by a ray from the hole's leftmost point to the left; - // segment's endpoint with lesser x will be potential connection point - do { - if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) { - var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y); - if (x <= hx && x > qx) { - qx = x; - m = p.x < p.next.x ? p : p.next; - if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint - } - } - p = p.next; - } while (p !== outerNode); + function compareX(a, b) { + return a.x - b.x; + } - if (!m) return null; + // find a bridge between vertices that connects hole with an outer ring and and link it + function eliminateHole(hole, outerNode) { + var bridge = findHoleBridge(hole, outerNode); + if (!bridge) { + return outerNode; + } - // look for points inside the triangle of hole point, segment intersection and endpoint; - // if there are no points found, we have a valid connection; - // otherwise choose the point of the minimum angle with the ray as connection point + var bridgeReverse = splitPolygon(bridge, hole); - var stop = m, - mx = m.x, - my = m.y, - tanMin = Infinity, - tan; + // filter collinear points around the cuts + filterPoints(bridgeReverse, bridgeReverse.next); + return filterPoints(bridge, bridge.next); + } - p = m; + // David Eberly's algorithm for finding a bridge between hole and outer polygon + function findHoleBridge(hole, outerNode) { + var p = outerNode, + hx = hole.x, + hy = hole.y, + qx = -Infinity, + m; - do { - if (hx >= p.x && p.x >= mx && hx !== p.x && - pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) { + // find a segment intersected by a ray from the hole's leftmost point to the left; + // segment's endpoint with lesser x will be potential connection point + do { + if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) { + var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y); + if (x <= hx && x > qx) { + qx = x; + m = p.x < p.next.x ? p : p.next; + if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint + } + } + p = p.next; + } while (p !== outerNode); - tan = Math.abs(hy - p.y) / (hx - p.x); // tangential + if (!m) return null; - if (locallyInside(p, hole) && - (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) { - m = p; - tanMin = tan; - } - } + // look for points inside the triangle of hole point, segment intersection and endpoint; + // if there are no points found, we have a valid connection; + // otherwise choose the point of the minimum angle with the ray as connection point - p = p.next; - } while (p !== stop); + var stop = m, + mx = m.x, + my = m.y, + tanMin = Infinity, + tan; - return m; - } + p = m; - // whether sector in vertex m contains sector in vertex p in the same coordinates - function sectorContainsSector(m, p) { - return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0; - } + do { + if (hx >= p.x && p.x >= mx && hx !== p.x && + pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) { - // interlink polygon nodes in z-order - function indexCurve(start, minX, minY, invSize) { - var p = start; - do { - if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize); - p.prevZ = p.prev; - p.nextZ = p.next; - p = p.next; - } while (p !== start); + tan = Math.abs(hy - p.y) / (hx - p.x); // tangential - p.prevZ.nextZ = null; - p.prevZ = null; + if (locallyInside(p, hole) && + (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) { + m = p; + tanMin = tan; + } + } - sortLinked(p); - } + p = p.next; + } while (p !== stop); - // Simon Tatham's linked list merge sort algorithm - // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html - function sortLinked(list) { - var i, p, q, e, tail, numMerges, pSize, qSize, - inSize = 1; + return m; + } - do { - p = list; - list = null; - tail = null; - numMerges = 0; - - while (p) { - numMerges++; - q = p; - pSize = 0; - for (i = 0; i < inSize; i++) { - pSize++; - q = q.nextZ; - if (!q) break; - } - qSize = inSize; - - while (pSize > 0 || (qSize > 0 && q)) { - - if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) { - e = p; - p = p.nextZ; - pSize--; - } else { - e = q; - q = q.nextZ; - qSize--; - } + // whether sector in vertex m contains sector in vertex p in the same coordinates + function sectorContainsSector(m, p) { + return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0; + } - if (tail) tail.nextZ = e; - else list = e; + // interlink polygon nodes in z-order + function indexCurve(start, minX, minY, invSize) { + var p = start; + do { + if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize); + p.prevZ = p.prev; + p.nextZ = p.next; + p = p.next; + } while (p !== start); - e.prevZ = tail; - tail = e; - } + p.prevZ.nextZ = null; + p.prevZ = null; - p = q; - } + sortLinked(p); + } - tail.nextZ = null; - inSize *= 2; + // Simon Tatham's linked list merge sort algorithm + // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html + function sortLinked(list) { + var i, p, q, e, tail, numMerges, pSize, qSize, + inSize = 1; - } while (numMerges > 1); + do { + p = list; + list = null; + tail = null; + numMerges = 0; - return list; - } + while (p) { + numMerges++; + q = p; + pSize = 0; + for (i = 0; i < inSize; i++) { + pSize++; + q = q.nextZ; + if (!q) break; + } + qSize = inSize; - // z-order of a point given coords and inverse of the longer side of data bbox - function zOrder(x, y, minX, minY, invSize) { - // coords are transformed into non-negative 15-bit integer range - x = (x - minX) * invSize | 0; - y = (y - minY) * invSize | 0; + while (pSize > 0 || (qSize > 0 && q)) { - x = (x | (x << 8)) & 0x00FF00FF; - x = (x | (x << 4)) & 0x0F0F0F0F; - x = (x | (x << 2)) & 0x33333333; - x = (x | (x << 1)) & 0x55555555; + if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) { + e = p; + p = p.nextZ; + pSize--; + } else { + e = q; + q = q.nextZ; + qSize--; + } - y = (y | (y << 8)) & 0x00FF00FF; - y = (y | (y << 4)) & 0x0F0F0F0F; - y = (y | (y << 2)) & 0x33333333; - y = (y | (y << 1)) & 0x55555555; + if (tail) tail.nextZ = e; + else list = e; - return x | (y << 1); - } + e.prevZ = tail; + tail = e; + } - // find the leftmost node of a polygon ring - function getLeftmost(start) { - var p = start, - leftmost = start; - do { - if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p; - p = p.next; - } while (p !== start); + p = q; + } - return leftmost; - } + tail.nextZ = null; + inSize *= 2; - // check if a point lies within a convex triangle - function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) { - return (cx - px) * (ay - py) >= (ax - px) * (cy - py) && - (ax - px) * (by - py) >= (bx - px) * (ay - py) && - (bx - px) * (cy - py) >= (cx - px) * (by - py); - } + } while (numMerges > 1); - // check if a diagonal between two polygon nodes is valid (lies in polygon interior) - function isValidDiagonal(a, b) { - return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges - (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible - (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors - equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case - } + return list; + } - // signed area of a triangle - function area(p, q, r) { - return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y); - } + // z-order of a point given coords and inverse of the longer side of data bbox + function zOrder(x, y, minX, minY, invSize) { + // coords are transformed into non-negative 15-bit integer range + x = (x - minX) * invSize | 0; + y = (y - minY) * invSize | 0; - // check if two points are equal - function equals(p1, p2) { - return p1.x === p2.x && p1.y === p2.y; - } + x = (x | (x << 8)) & 0x00FF00FF; + x = (x | (x << 4)) & 0x0F0F0F0F; + x = (x | (x << 2)) & 0x33333333; + x = (x | (x << 1)) & 0x55555555; - // check if two segments intersect - function intersects(p1, q1, p2, q2) { - var o1 = sign(area(p1, q1, p2)); - var o2 = sign(area(p1, q1, q2)); - var o3 = sign(area(p2, q2, p1)); - var o4 = sign(area(p2, q2, q1)); + y = (y | (y << 8)) & 0x00FF00FF; + y = (y | (y << 4)) & 0x0F0F0F0F; + y = (y | (y << 2)) & 0x33333333; + y = (y | (y << 1)) & 0x55555555; - if (o1 !== o2 && o3 !== o4) return true; // general case + return x | (y << 1); + } - if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1 - if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1 - if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2 - if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2 + // find the leftmost node of a polygon ring + function getLeftmost(start) { + var p = start, + leftmost = start; + do { + if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p; + p = p.next; + } while (p !== start); - return false; - } + return leftmost; + } - // for collinear points p, q, r, check if point q lies on segment pr - function onSegment(p, q, r) { - return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y); - } + // check if a point lies within a convex triangle + function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) { + return (cx - px) * (ay - py) >= (ax - px) * (cy - py) && + (ax - px) * (by - py) >= (bx - px) * (ay - py) && + (bx - px) * (cy - py) >= (cx - px) * (by - py); + } - function sign(num) { - return num > 0 ? 1 : num < 0 ? -1 : 0; - } + // check if a diagonal between two polygon nodes is valid (lies in polygon interior) + function isValidDiagonal(a, b) { + return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges + (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible + (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors + equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case + } - // check if a polygon diagonal intersects any polygon segments - function intersectsPolygon(a, b) { - var p = a; - do { - if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && - intersects(p, p.next, a, b)) return true; - p = p.next; - } while (p !== a); + // signed area of a triangle + function area(p, q, r) { + return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y); + } - return false; - } + // check if two points are equal + function equals(p1, p2) { + return p1.x === p2.x && p1.y === p2.y; + } - // check if a polygon diagonal is locally inside the polygon - function locallyInside(a, b) { - return area(a.prev, a, a.next) < 0 ? - area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 : - area(a, b, a.prev) < 0 || area(a, a.next, b) < 0; - } + // check if two segments intersect + function intersects(p1, q1, p2, q2) { + var o1 = sign$1(area(p1, q1, p2)); + var o2 = sign$1(area(p1, q1, q2)); + var o3 = sign$1(area(p2, q2, p1)); + var o4 = sign$1(area(p2, q2, q1)); - // check if the middle point of a polygon diagonal is inside the polygon - function middleInside(a, b) { - var p = a, - inside = false, - px = (a.x + b.x) / 2, - py = (a.y + b.y) / 2; - do { - if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y && - (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x)) - inside = !inside; - p = p.next; - } while (p !== a); + if (o1 !== o2 && o3 !== o4) return true; // general case - return inside; - } + if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1 + if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1 + if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2 + if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2 - // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; - // if one belongs to the outer ring and another to a hole, it merges it into a single ring - function splitPolygon(a, b) { - var a2 = new Node(a.i, a.x, a.y), - b2 = new Node(b.i, b.x, b.y), - an = a.next, - bp = b.prev; + return false; + } - a.next = b; - b.prev = a; + // for collinear points p, q, r, check if point q lies on segment pr + function onSegment(p, q, r) { + return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y); + } - a2.next = an; - an.prev = a2; + function sign$1(num) { + return num > 0 ? 1 : num < 0 ? -1 : 0; + } - b2.next = a2; - a2.prev = b2; + // check if a polygon diagonal intersects any polygon segments + function intersectsPolygon(a, b) { + var p = a; + do { + if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && + intersects(p, p.next, a, b)) return true; + p = p.next; + } while (p !== a); - bp.next = b2; - b2.prev = bp; + return false; + } - return b2; - } + // check if a polygon diagonal is locally inside the polygon + function locallyInside(a, b) { + return area(a.prev, a, a.next) < 0 ? + area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 : + area(a, b, a.prev) < 0 || area(a, a.next, b) < 0; + } - // create a node and optionally link it with previous one (in a circular doubly linked list) - function insertNode(i, x, y, last) { - var p = new Node(i, x, y); + // check if the middle point of a polygon diagonal is inside the polygon + function middleInside(a, b) { + var p = a, + inside = false, + px = (a.x + b.x) / 2, + py = (a.y + b.y) / 2; + do { + if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y && + (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x)) + inside = !inside; + p = p.next; + } while (p !== a); - if (!last) { - p.prev = p; - p.next = p; + return inside; + } - } else { - p.next = last.next; - p.prev = last; - last.next.prev = p; - last.next = p; - } - return p; - } + // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; + // if one belongs to the outer ring and another to a hole, it merges it into a single ring + function splitPolygon(a, b) { + var a2 = new Node(a.i, a.x, a.y), + b2 = new Node(b.i, b.x, b.y), + an = a.next, + bp = b.prev; - function removeNode(p) { - p.next.prev = p.prev; - p.prev.next = p.next; + a.next = b; + b.prev = a; - if (p.prevZ) p.prevZ.nextZ = p.nextZ; - if (p.nextZ) p.nextZ.prevZ = p.prevZ; - } + a2.next = an; + an.prev = a2; - function Node(i, x, y) { - // vertex index in coordinates array - this.i = i; + b2.next = a2; + a2.prev = b2; - // vertex coordinates - this.x = x; - this.y = y; + bp.next = b2; + b2.prev = bp; - // previous and next vertex nodes in a polygon ring - this.prev = null; - this.next = null; + return b2; + } - // z-order curve value - this.z = 0; + // create a node and optionally link it with previous one (in a circular doubly linked list) + function insertNode(i, x, y, last) { + var p = new Node(i, x, y); - // previous and next nodes in z-order - this.prevZ = null; - this.nextZ = null; + if (!last) { + p.prev = p; + p.next = p; - // indicates whether this is a steiner point - this.steiner = false; - } + } else { + p.next = last.next; + p.prev = last; + last.next.prev = p; + last.next = p; + } + return p; + } - // return a percentage difference between the polygon area and its triangulation area; - // used to verify correctness of triangulation - earcut$1.deviation = function (data, holeIndices, dim, triangles) { - var hasHoles = holeIndices && holeIndices.length; - var outerLen = hasHoles ? holeIndices[0] * dim : data.length; - - var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim)); - if (hasHoles) { - for (var i = 0, len = holeIndices.length; i < len; i++) { - var start = holeIndices[i] * dim; - var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; - polygonArea -= Math.abs(signedArea(data, start, end, dim)); - } - } + function removeNode(p) { + p.next.prev = p.prev; + p.prev.next = p.next; - var trianglesArea = 0; - for (i = 0; i < triangles.length; i += 3) { - var a = triangles[i] * dim; - var b = triangles[i + 1] * dim; - var c = triangles[i + 2] * dim; - trianglesArea += Math.abs( - (data[a] - data[c]) * (data[b + 1] - data[a + 1]) - - (data[a] - data[b]) * (data[c + 1] - data[a + 1])); - } + if (p.prevZ) p.prevZ.nextZ = p.nextZ; + if (p.nextZ) p.nextZ.prevZ = p.prevZ; + } - return polygonArea === 0 && trianglesArea === 0 ? 0 : - Math.abs((trianglesArea - polygonArea) / polygonArea); - }; + function Node(i, x, y) { + // vertex index in coordinates array + this.i = i; - function signedArea(data, start, end, dim) { - var sum = 0; - for (var i = start, j = end - dim; i < end; i += dim) { - sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]); - j = i; - } - return sum; - } + // vertex coordinates + this.x = x; + this.y = y; - // turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts - earcut$1.flatten = function (data) { - var dim = data[0][0].length, - result = {vertices: [], holes: [], dimensions: dim}, - holeIndex = 0; + // previous and next vertex nodes in a polygon ring + this.prev = null; + this.next = null; - for (var i = 0; i < data.length; i++) { - for (var j = 0; j < data[i].length; j++) { - for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]); - } - if (i > 0) { - holeIndex += data[i - 1].length; - result.holes.push(holeIndex); - } - } - return result; - }; - return earcut.exports; + // z-order curve value + this.z = 0; + + // previous and next nodes in z-order + this.prevZ = null; + this.nextZ = null; + + // indicates whether this is a steiner point + this.steiner = false; } - var earcutExports = requireEarcut(); + // return a percentage difference between the polygon area and its triangulation area; + // used to verify correctness of triangulation + earcut.deviation = function (data, holeIndices, dim, triangles) { + var hasHoles = holeIndices && holeIndices.length; + var outerLen = hasHoles ? holeIndices[0] * dim : data.length; + + var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim)); + if (hasHoles) { + for (var i = 0, len = holeIndices.length; i < len; i++) { + var start = holeIndices[i] * dim; + var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; + polygonArea -= Math.abs(signedArea(data, start, end, dim)); + } + } + + var trianglesArea = 0; + for (i = 0; i < triangles.length; i += 3) { + var a = triangles[i] * dim; + var b = triangles[i + 1] * dim; + var c = triangles[i + 2] * dim; + trianglesArea += Math.abs( + (data[a] - data[c]) * (data[b + 1] - data[a + 1]) - + (data[a] - data[b]) * (data[c + 1] - data[a + 1])); + } + + return polygonArea === 0 && trianglesArea === 0 ? 0 : + Math.abs((trianglesArea - polygonArea) / polygonArea); + }; + + function signedArea(data, start, end, dim) { + var sum = 0; + for (var i = start, j = end - dim; i < end; i += dim) { + sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]); + j = i; + } + return sum; + } + + // turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts + earcut.flatten = function (data) { + var dim = data[0][0].length, + result = {vertices: [], holes: [], dimensions: dim}, + holeIndex = 0; + + for (var i = 0; i < data.length; i++) { + for (var j = 0; j < data[i].length; j++) { + for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]); + } + if (i > 0) { + holeIndex += data[i - 1].length; + result.holes.push(holeIndex); + } + } + return result; + }; /*! https://mths.be/punycode v1.4.1 by @mathias */ @@ -2580,7 +2571,7 @@ * item. * @returns {Array} A new array of values returned by the callback function. */ - function map$4(array, fn) { + function map$3(array, fn) { var length = array.length; var result = []; while (length--) { @@ -2611,7 +2602,7 @@ // Avoid `split(regex)` for IE8 compatibility. See #17. string = string.replace(regexSeparators, '\x2E'); var labels = string.split('.'); - var encoded = map$4(labels, fn).join('.'); + var encoded = map$3(labels, fn).join('.'); return result + encoded; } @@ -2693,7 +2684,7 @@ * @param {String} input The string of Unicode symbols. * @returns {String} The resulting Punycode string of ASCII-only symbols. */ - function encode$1(input) { + function encode(input) { var n, delta, handledCPCount, @@ -2814,7 +2805,7 @@ function toASCII(input) { return mapDomain(input, function(string) { return regexNonASCII.test(string) ? - 'xn--' + encode$1(string) : + 'xn--' + encode(string) : string; }); } @@ -2827,7 +2818,7 @@ var revLookup = []; var Arr = typeof Uint8Array !== 'undefined' ? Uint8Array : Array; var inited = false; - function init$5 () { + function init$1 () { inited = true; var code = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'; for (var i = 0, len = code.length; i < len; ++i) { @@ -2841,7 +2832,7 @@ function toByteArray (b64) { if (!inited) { - init$5(); + init$1(); } var i, j, l, tmp, placeHolders, arr; var len = b64.length; @@ -2900,7 +2891,7 @@ function fromByteArray (uint8) { if (!inited) { - init$5(); + init$1(); } var tmp; var len = uint8.length; @@ -3050,7 +3041,7 @@ * We detect these buggy browsers and set `Buffer.TYPED_ARRAY_SUPPORT` to `false` so they * get the Object implementation, which is slower but behaves correctly. */ - Buffer$2.TYPED_ARRAY_SUPPORT = global$1.TYPED_ARRAY_SUPPORT !== undefined + Buffer$1.TYPED_ARRAY_SUPPORT = global$1.TYPED_ARRAY_SUPPORT !== undefined ? global$1.TYPED_ARRAY_SUPPORT : true; @@ -3060,7 +3051,7 @@ kMaxLength(); function kMaxLength () { - return Buffer$2.TYPED_ARRAY_SUPPORT + return Buffer$1.TYPED_ARRAY_SUPPORT ? 0x7fffffff : 0x3fffffff } @@ -3069,14 +3060,14 @@ if (kMaxLength() < length) { throw new RangeError('Invalid typed array length') } - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { // Return an augmented `Uint8Array` instance, for best performance that = new Uint8Array(length); - that.__proto__ = Buffer$2.prototype; + that.__proto__ = Buffer$1.prototype; } else { // Fallback: Return an object instance of the Buffer class if (that === null) { - that = new Buffer$2(length); + that = new Buffer$1(length); } that.length = length; } @@ -3094,9 +3085,9 @@ * The `Uint8Array` prototype remains unmodified. */ - function Buffer$2 (arg, encodingOrOffset, length) { - if (!Buffer$2.TYPED_ARRAY_SUPPORT && !(this instanceof Buffer$2)) { - return new Buffer$2(arg, encodingOrOffset, length) + function Buffer$1 (arg, encodingOrOffset, length) { + if (!Buffer$1.TYPED_ARRAY_SUPPORT && !(this instanceof Buffer$1)) { + return new Buffer$1(arg, encodingOrOffset, length) } // Common case. @@ -3111,11 +3102,11 @@ return from(this, arg, encodingOrOffset, length) } - Buffer$2.poolSize = 8192; // not used by this implementation + Buffer$1.poolSize = 8192; // not used by this implementation // TODO: Legacy, not needed anymore. Remove in next major version. - Buffer$2._augment = function (arr) { - arr.__proto__ = Buffer$2.prototype; + Buffer$1._augment = function (arr) { + arr.__proto__ = Buffer$1.prototype; return arr }; @@ -3143,15 +3134,15 @@ * Buffer.from(buffer) * Buffer.from(arrayBuffer[, byteOffset[, length]]) **/ - Buffer$2.from = function (value, encodingOrOffset, length) { + Buffer$1.from = function (value, encodingOrOffset, length) { return from(null, value, encodingOrOffset, length) }; - if (Buffer$2.TYPED_ARRAY_SUPPORT) { - Buffer$2.prototype.__proto__ = Uint8Array.prototype; - Buffer$2.__proto__ = Uint8Array; + if (Buffer$1.TYPED_ARRAY_SUPPORT) { + Buffer$1.prototype.__proto__ = Uint8Array.prototype; + Buffer$1.__proto__ = Uint8Array; if (typeof Symbol !== 'undefined' && Symbol.species && - Buffer$2[Symbol.species] === Buffer$2) ; + Buffer$1[Symbol.species] === Buffer$1) ; } function assertSize (size) { @@ -3182,14 +3173,14 @@ * Creates a new filled Buffer instance. * alloc(size[, fill[, encoding]]) **/ - Buffer$2.alloc = function (size, fill, encoding) { + Buffer$1.alloc = function (size, fill, encoding) { return alloc(null, size, fill, encoding) }; function allocUnsafe (that, size) { assertSize(size); that = createBuffer(that, size < 0 ? 0 : checked(size) | 0); - if (!Buffer$2.TYPED_ARRAY_SUPPORT) { + if (!Buffer$1.TYPED_ARRAY_SUPPORT) { for (var i = 0; i < size; ++i) { that[i] = 0; } @@ -3200,13 +3191,13 @@ /** * Equivalent to Buffer(num), by default creates a non-zero-filled Buffer instance. * */ - Buffer$2.allocUnsafe = function (size) { + Buffer$1.allocUnsafe = function (size) { return allocUnsafe(null, size) }; /** * Equivalent to SlowBuffer(num), by default creates a non-zero-filled Buffer instance. */ - Buffer$2.allocUnsafeSlow = function (size) { + Buffer$1.allocUnsafeSlow = function (size) { return allocUnsafe(null, size) }; @@ -3215,7 +3206,7 @@ encoding = 'utf8'; } - if (!Buffer$2.isEncoding(encoding)) { + if (!Buffer$1.isEncoding(encoding)) { throw new TypeError('"encoding" must be a valid string encoding') } @@ -3262,10 +3253,10 @@ array = new Uint8Array(array, byteOffset, length); } - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { // Return an augmented `Uint8Array` instance, for best performance that = array; - that.__proto__ = Buffer$2.prototype; + that.__proto__ = Buffer$1.prototype; } else { // Fallback: Return an object instance of the Buffer class that = fromArrayLike(that, array); @@ -3312,12 +3303,12 @@ } return length | 0 } - Buffer$2.isBuffer = isBuffer; + Buffer$1.isBuffer = isBuffer; function internalIsBuffer (b) { return !!(b != null && b._isBuffer) } - Buffer$2.compare = function compare (a, b) { + Buffer$1.compare = function compare (a, b) { if (!internalIsBuffer(a) || !internalIsBuffer(b)) { throw new TypeError('Arguments must be Buffers') } @@ -3340,7 +3331,7 @@ return 0 }; - Buffer$2.isEncoding = function isEncoding (encoding) { + Buffer$1.isEncoding = function isEncoding (encoding) { switch (String(encoding).toLowerCase()) { case 'hex': case 'utf8': @@ -3359,13 +3350,13 @@ } }; - Buffer$2.concat = function concat (list, length) { + Buffer$1.concat = function concat (list, length) { if (!isArray$1(list)) { throw new TypeError('"list" argument must be an Array of Buffers') } if (list.length === 0) { - return Buffer$2.alloc(0) + return Buffer$1.alloc(0) } var i; @@ -3376,7 +3367,7 @@ } } - var buffer = Buffer$2.allocUnsafe(length); + var buffer = Buffer$1.allocUnsafe(length); var pos = 0; for (i = 0; i < list.length; ++i) { var buf = list[i]; @@ -3432,7 +3423,7 @@ } } } - Buffer$2.byteLength = byteLength; + Buffer$1.byteLength = byteLength; function slowToString (encoding, start, end) { var loweredCase = false; @@ -3506,7 +3497,7 @@ // The property is used by `Buffer.isBuffer` and `is-buffer` (in Safari 5-7) to detect // Buffer instances. - Buffer$2.prototype._isBuffer = true; + Buffer$1.prototype._isBuffer = true; function swap (b, n, m) { var i = b[n]; @@ -3514,7 +3505,7 @@ b[m] = i; } - Buffer$2.prototype.swap16 = function swap16 () { + Buffer$1.prototype.swap16 = function swap16 () { var len = this.length; if (len % 2 !== 0) { throw new RangeError('Buffer size must be a multiple of 16-bits') @@ -3525,7 +3516,7 @@ return this }; - Buffer$2.prototype.swap32 = function swap32 () { + Buffer$1.prototype.swap32 = function swap32 () { var len = this.length; if (len % 4 !== 0) { throw new RangeError('Buffer size must be a multiple of 32-bits') @@ -3537,7 +3528,7 @@ return this }; - Buffer$2.prototype.swap64 = function swap64 () { + Buffer$1.prototype.swap64 = function swap64 () { var len = this.length; if (len % 8 !== 0) { throw new RangeError('Buffer size must be a multiple of 64-bits') @@ -3551,20 +3542,20 @@ return this }; - Buffer$2.prototype.toString = function toString () { + Buffer$1.prototype.toString = function toString () { var length = this.length | 0; if (length === 0) return '' if (arguments.length === 0) return utf8Slice(this, 0, length) return slowToString.apply(this, arguments) }; - Buffer$2.prototype.equals = function equals (b) { + Buffer$1.prototype.equals = function equals (b) { if (!internalIsBuffer(b)) throw new TypeError('Argument must be a Buffer') if (this === b) return true - return Buffer$2.compare(this, b) === 0 + return Buffer$1.compare(this, b) === 0 }; - Buffer$2.prototype.inspect = function inspect () { + Buffer$1.prototype.inspect = function inspect () { var str = ''; var max = INSPECT_MAX_BYTES; if (this.length > 0) { @@ -3574,7 +3565,7 @@ return '' }; - Buffer$2.prototype.compare = function compare (target, start, end, thisStart, thisEnd) { + Buffer$1.prototype.compare = function compare (target, start, end, thisStart, thisEnd) { if (!internalIsBuffer(target)) { throw new TypeError('Argument must be a Buffer') } @@ -3673,7 +3664,7 @@ // Normalize val if (typeof val === 'string') { - val = Buffer$2.from(val, encoding); + val = Buffer$1.from(val, encoding); } // Finally, search either indexOf (if dir is true) or lastIndexOf @@ -3685,7 +3676,7 @@ return arrayIndexOf(buffer, val, byteOffset, encoding, dir) } else if (typeof val === 'number') { val = val & 0xFF; // Search for a byte value [0-255] - if (Buffer$2.TYPED_ARRAY_SUPPORT && + if (Buffer$1.TYPED_ARRAY_SUPPORT && typeof Uint8Array.prototype.indexOf === 'function') { if (dir) { return Uint8Array.prototype.indexOf.call(buffer, val, byteOffset) @@ -3755,15 +3746,15 @@ return -1 } - Buffer$2.prototype.includes = function includes (val, byteOffset, encoding) { + Buffer$1.prototype.includes = function includes (val, byteOffset, encoding) { return this.indexOf(val, byteOffset, encoding) !== -1 }; - Buffer$2.prototype.indexOf = function indexOf (val, byteOffset, encoding) { + Buffer$1.prototype.indexOf = function indexOf (val, byteOffset, encoding) { return bidirectionalIndexOf(this, val, byteOffset, encoding, true) }; - Buffer$2.prototype.lastIndexOf = function lastIndexOf (val, byteOffset, encoding) { + Buffer$1.prototype.lastIndexOf = function lastIndexOf (val, byteOffset, encoding) { return bidirectionalIndexOf(this, val, byteOffset, encoding, false) }; @@ -3814,7 +3805,7 @@ return blitBuffer(utf16leToBytes(string, buf.length - offset), buf, offset, length) } - Buffer$2.prototype.write = function write (string, offset, length, encoding) { + Buffer$1.prototype.write = function write (string, offset, length, encoding) { // Buffer#write(string) if (offset === undefined) { encoding = 'utf8'; @@ -3886,7 +3877,7 @@ } }; - Buffer$2.prototype.toJSON = function toJSON () { + Buffer$1.prototype.toJSON = function toJSON () { return { type: 'Buffer', data: Array.prototype.slice.call(this._arr || this, 0) @@ -4039,7 +4030,7 @@ return res } - Buffer$2.prototype.slice = function slice (start, end) { + Buffer$1.prototype.slice = function slice (start, end) { var len = this.length; start = ~~start; end = end === undefined ? len : ~~end; @@ -4061,12 +4052,12 @@ if (end < start) end = start; var newBuf; - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { newBuf = this.subarray(start, end); - newBuf.__proto__ = Buffer$2.prototype; + newBuf.__proto__ = Buffer$1.prototype; } else { var sliceLen = end - start; - newBuf = new Buffer$2(sliceLen, undefined); + newBuf = new Buffer$1(sliceLen, undefined); for (var i = 0; i < sliceLen; ++i) { newBuf[i] = this[i + start]; } @@ -4083,7 +4074,7 @@ if (offset + ext > length) throw new RangeError('Trying to access beyond buffer length') } - Buffer$2.prototype.readUIntLE = function readUIntLE (offset, byteLength, noAssert) { + Buffer$1.prototype.readUIntLE = function readUIntLE (offset, byteLength, noAssert) { offset = offset | 0; byteLength = byteLength | 0; if (!noAssert) checkOffset(offset, byteLength, this.length); @@ -4098,7 +4089,7 @@ return val }; - Buffer$2.prototype.readUIntBE = function readUIntBE (offset, byteLength, noAssert) { + Buffer$1.prototype.readUIntBE = function readUIntBE (offset, byteLength, noAssert) { offset = offset | 0; byteLength = byteLength | 0; if (!noAssert) { @@ -4114,22 +4105,22 @@ return val }; - Buffer$2.prototype.readUInt8 = function readUInt8 (offset, noAssert) { + Buffer$1.prototype.readUInt8 = function readUInt8 (offset, noAssert) { if (!noAssert) checkOffset(offset, 1, this.length); return this[offset] }; - Buffer$2.prototype.readUInt16LE = function readUInt16LE (offset, noAssert) { + Buffer$1.prototype.readUInt16LE = function readUInt16LE (offset, noAssert) { if (!noAssert) checkOffset(offset, 2, this.length); return this[offset] | (this[offset + 1] << 8) }; - Buffer$2.prototype.readUInt16BE = function readUInt16BE (offset, noAssert) { + Buffer$1.prototype.readUInt16BE = function readUInt16BE (offset, noAssert) { if (!noAssert) checkOffset(offset, 2, this.length); return (this[offset] << 8) | this[offset + 1] }; - Buffer$2.prototype.readUInt32LE = function readUInt32LE (offset, noAssert) { + Buffer$1.prototype.readUInt32LE = function readUInt32LE (offset, noAssert) { if (!noAssert) checkOffset(offset, 4, this.length); return ((this[offset]) | @@ -4138,7 +4129,7 @@ (this[offset + 3] * 0x1000000) }; - Buffer$2.prototype.readUInt32BE = function readUInt32BE (offset, noAssert) { + Buffer$1.prototype.readUInt32BE = function readUInt32BE (offset, noAssert) { if (!noAssert) checkOffset(offset, 4, this.length); return (this[offset] * 0x1000000) + @@ -4147,7 +4138,7 @@ this[offset + 3]) }; - Buffer$2.prototype.readIntLE = function readIntLE (offset, byteLength, noAssert) { + Buffer$1.prototype.readIntLE = function readIntLE (offset, byteLength, noAssert) { offset = offset | 0; byteLength = byteLength | 0; if (!noAssert) checkOffset(offset, byteLength, this.length); @@ -4165,7 +4156,7 @@ return val }; - Buffer$2.prototype.readIntBE = function readIntBE (offset, byteLength, noAssert) { + Buffer$1.prototype.readIntBE = function readIntBE (offset, byteLength, noAssert) { offset = offset | 0; byteLength = byteLength | 0; if (!noAssert) checkOffset(offset, byteLength, this.length); @@ -4183,25 +4174,25 @@ return val }; - Buffer$2.prototype.readInt8 = function readInt8 (offset, noAssert) { + Buffer$1.prototype.readInt8 = function readInt8 (offset, noAssert) { if (!noAssert) checkOffset(offset, 1, this.length); if (!(this[offset] & 0x80)) return (this[offset]) return ((0xff - this[offset] + 1) * -1) }; - Buffer$2.prototype.readInt16LE = function readInt16LE (offset, noAssert) { + Buffer$1.prototype.readInt16LE = function readInt16LE (offset, noAssert) { if (!noAssert) checkOffset(offset, 2, this.length); var val = this[offset] | (this[offset + 1] << 8); return (val & 0x8000) ? val | 0xFFFF0000 : val }; - Buffer$2.prototype.readInt16BE = function readInt16BE (offset, noAssert) { + Buffer$1.prototype.readInt16BE = function readInt16BE (offset, noAssert) { if (!noAssert) checkOffset(offset, 2, this.length); var val = this[offset + 1] | (this[offset] << 8); return (val & 0x8000) ? val | 0xFFFF0000 : val }; - Buffer$2.prototype.readInt32LE = function readInt32LE (offset, noAssert) { + Buffer$1.prototype.readInt32LE = function readInt32LE (offset, noAssert) { if (!noAssert) checkOffset(offset, 4, this.length); return (this[offset]) | @@ -4210,7 +4201,7 @@ (this[offset + 3] << 24) }; - Buffer$2.prototype.readInt32BE = function readInt32BE (offset, noAssert) { + Buffer$1.prototype.readInt32BE = function readInt32BE (offset, noAssert) { if (!noAssert) checkOffset(offset, 4, this.length); return (this[offset] << 24) | @@ -4219,22 +4210,22 @@ (this[offset + 3]) }; - Buffer$2.prototype.readFloatLE = function readFloatLE (offset, noAssert) { + Buffer$1.prototype.readFloatLE = function readFloatLE (offset, noAssert) { if (!noAssert) checkOffset(offset, 4, this.length); return read(this, offset, true, 23, 4) }; - Buffer$2.prototype.readFloatBE = function readFloatBE (offset, noAssert) { + Buffer$1.prototype.readFloatBE = function readFloatBE (offset, noAssert) { if (!noAssert) checkOffset(offset, 4, this.length); return read(this, offset, false, 23, 4) }; - Buffer$2.prototype.readDoubleLE = function readDoubleLE (offset, noAssert) { + Buffer$1.prototype.readDoubleLE = function readDoubleLE (offset, noAssert) { if (!noAssert) checkOffset(offset, 8, this.length); return read(this, offset, true, 52, 8) }; - Buffer$2.prototype.readDoubleBE = function readDoubleBE (offset, noAssert) { + Buffer$1.prototype.readDoubleBE = function readDoubleBE (offset, noAssert) { if (!noAssert) checkOffset(offset, 8, this.length); return read(this, offset, false, 52, 8) }; @@ -4245,7 +4236,7 @@ if (offset + ext > buf.length) throw new RangeError('Index out of range') } - Buffer$2.prototype.writeUIntLE = function writeUIntLE (value, offset, byteLength, noAssert) { + Buffer$1.prototype.writeUIntLE = function writeUIntLE (value, offset, byteLength, noAssert) { value = +value; offset = offset | 0; byteLength = byteLength | 0; @@ -4264,7 +4255,7 @@ return offset + byteLength }; - Buffer$2.prototype.writeUIntBE = function writeUIntBE (value, offset, byteLength, noAssert) { + Buffer$1.prototype.writeUIntBE = function writeUIntBE (value, offset, byteLength, noAssert) { value = +value; offset = offset | 0; byteLength = byteLength | 0; @@ -4283,11 +4274,11 @@ return offset + byteLength }; - Buffer$2.prototype.writeUInt8 = function writeUInt8 (value, offset, noAssert) { + Buffer$1.prototype.writeUInt8 = function writeUInt8 (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 1, 0xff, 0); - if (!Buffer$2.TYPED_ARRAY_SUPPORT) value = Math.floor(value); + if (!Buffer$1.TYPED_ARRAY_SUPPORT) value = Math.floor(value); this[offset] = (value & 0xff); return offset + 1 }; @@ -4300,11 +4291,11 @@ } } - Buffer$2.prototype.writeUInt16LE = function writeUInt16LE (value, offset, noAssert) { + Buffer$1.prototype.writeUInt16LE = function writeUInt16LE (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0); - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { this[offset] = (value & 0xff); this[offset + 1] = (value >>> 8); } else { @@ -4313,11 +4304,11 @@ return offset + 2 }; - Buffer$2.prototype.writeUInt16BE = function writeUInt16BE (value, offset, noAssert) { + Buffer$1.prototype.writeUInt16BE = function writeUInt16BE (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0); - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { this[offset] = (value >>> 8); this[offset + 1] = (value & 0xff); } else { @@ -4333,11 +4324,11 @@ } } - Buffer$2.prototype.writeUInt32LE = function writeUInt32LE (value, offset, noAssert) { + Buffer$1.prototype.writeUInt32LE = function writeUInt32LE (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0); - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { this[offset + 3] = (value >>> 24); this[offset + 2] = (value >>> 16); this[offset + 1] = (value >>> 8); @@ -4348,11 +4339,11 @@ return offset + 4 }; - Buffer$2.prototype.writeUInt32BE = function writeUInt32BE (value, offset, noAssert) { + Buffer$1.prototype.writeUInt32BE = function writeUInt32BE (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0); - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { this[offset] = (value >>> 24); this[offset + 1] = (value >>> 16); this[offset + 2] = (value >>> 8); @@ -4363,7 +4354,7 @@ return offset + 4 }; - Buffer$2.prototype.writeIntLE = function writeIntLE (value, offset, byteLength, noAssert) { + Buffer$1.prototype.writeIntLE = function writeIntLE (value, offset, byteLength, noAssert) { value = +value; offset = offset | 0; if (!noAssert) { @@ -4386,7 +4377,7 @@ return offset + byteLength }; - Buffer$2.prototype.writeIntBE = function writeIntBE (value, offset, byteLength, noAssert) { + Buffer$1.prototype.writeIntBE = function writeIntBE (value, offset, byteLength, noAssert) { value = +value; offset = offset | 0; if (!noAssert) { @@ -4409,21 +4400,21 @@ return offset + byteLength }; - Buffer$2.prototype.writeInt8 = function writeInt8 (value, offset, noAssert) { + Buffer$1.prototype.writeInt8 = function writeInt8 (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 1, 0x7f, -0x80); - if (!Buffer$2.TYPED_ARRAY_SUPPORT) value = Math.floor(value); + if (!Buffer$1.TYPED_ARRAY_SUPPORT) value = Math.floor(value); if (value < 0) value = 0xff + value + 1; this[offset] = (value & 0xff); return offset + 1 }; - Buffer$2.prototype.writeInt16LE = function writeInt16LE (value, offset, noAssert) { + Buffer$1.prototype.writeInt16LE = function writeInt16LE (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000); - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { this[offset] = (value & 0xff); this[offset + 1] = (value >>> 8); } else { @@ -4432,11 +4423,11 @@ return offset + 2 }; - Buffer$2.prototype.writeInt16BE = function writeInt16BE (value, offset, noAssert) { + Buffer$1.prototype.writeInt16BE = function writeInt16BE (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000); - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { this[offset] = (value >>> 8); this[offset + 1] = (value & 0xff); } else { @@ -4445,11 +4436,11 @@ return offset + 2 }; - Buffer$2.prototype.writeInt32LE = function writeInt32LE (value, offset, noAssert) { + Buffer$1.prototype.writeInt32LE = function writeInt32LE (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000); - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { this[offset] = (value & 0xff); this[offset + 1] = (value >>> 8); this[offset + 2] = (value >>> 16); @@ -4460,12 +4451,12 @@ return offset + 4 }; - Buffer$2.prototype.writeInt32BE = function writeInt32BE (value, offset, noAssert) { + Buffer$1.prototype.writeInt32BE = function writeInt32BE (value, offset, noAssert) { value = +value; offset = offset | 0; if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000); if (value < 0) value = 0xffffffff + value + 1; - if (Buffer$2.TYPED_ARRAY_SUPPORT) { + if (Buffer$1.TYPED_ARRAY_SUPPORT) { this[offset] = (value >>> 24); this[offset + 1] = (value >>> 16); this[offset + 2] = (value >>> 8); @@ -4489,11 +4480,11 @@ return offset + 4 } - Buffer$2.prototype.writeFloatLE = function writeFloatLE (value, offset, noAssert) { + Buffer$1.prototype.writeFloatLE = function writeFloatLE (value, offset, noAssert) { return writeFloat(this, value, offset, true, noAssert) }; - Buffer$2.prototype.writeFloatBE = function writeFloatBE (value, offset, noAssert) { + Buffer$1.prototype.writeFloatBE = function writeFloatBE (value, offset, noAssert) { return writeFloat(this, value, offset, false, noAssert) }; @@ -4505,16 +4496,16 @@ return offset + 8 } - Buffer$2.prototype.writeDoubleLE = function writeDoubleLE (value, offset, noAssert) { + Buffer$1.prototype.writeDoubleLE = function writeDoubleLE (value, offset, noAssert) { return writeDouble(this, value, offset, true, noAssert) }; - Buffer$2.prototype.writeDoubleBE = function writeDoubleBE (value, offset, noAssert) { + Buffer$1.prototype.writeDoubleBE = function writeDoubleBE (value, offset, noAssert) { return writeDouble(this, value, offset, false, noAssert) }; // copy(targetBuffer, targetStart=0, sourceStart=0, sourceEnd=buffer.length) - Buffer$2.prototype.copy = function copy (target, targetStart, start, end) { + Buffer$1.prototype.copy = function copy (target, targetStart, start, end) { if (!start) start = 0; if (!end && end !== 0) end = this.length; if (targetStart >= target.length) targetStart = target.length; @@ -4546,7 +4537,7 @@ for (i = len - 1; i >= 0; --i) { target[i + targetStart] = this[i + start]; } - } else if (len < 1000 || !Buffer$2.TYPED_ARRAY_SUPPORT) { + } else if (len < 1000 || !Buffer$1.TYPED_ARRAY_SUPPORT) { // ascending copy from start for (i = 0; i < len; ++i) { target[i + targetStart] = this[i + start]; @@ -4566,7 +4557,7 @@ // buffer.fill(number[, offset[, end]]) // buffer.fill(buffer[, offset[, end]]) // buffer.fill(string[, offset[, end]][, encoding]) - Buffer$2.prototype.fill = function fill (val, start, end, encoding) { + Buffer$1.prototype.fill = function fill (val, start, end, encoding) { // Handle string cases: if (typeof val === 'string') { if (typeof start === 'string') { @@ -4586,7 +4577,7 @@ if (encoding !== undefined && typeof encoding !== 'string') { throw new TypeError('encoding must be a string') } - if (typeof encoding === 'string' && !Buffer$2.isEncoding(encoding)) { + if (typeof encoding === 'string' && !Buffer$1.isEncoding(encoding)) { throw new TypeError('Unknown encoding: ' + encoding) } } else if (typeof val === 'number') { @@ -4615,7 +4606,7 @@ } else { var bytes = internalIsBuffer(val) ? val - : utf8ToBytes(new Buffer$2(val, encoding).toString()); + : utf8ToBytes(new Buffer$1(val, encoding).toString()); var len = bytes.length; for (i = 0; i < end - start; ++i) { this[i + start] = bytes[i % len]; @@ -4844,13 +4835,13 @@ // If obj.hasOwnProperty has been overridden, then calling // obj.hasOwnProperty(prop) will break. // See: https://github.com/joyent/node/issues/1707 - function hasOwnProperty$1(obj, prop) { + function hasOwnProperty(obj, prop) { return Object.prototype.hasOwnProperty.call(obj, prop); } var isArray = Array.isArray || function (xs) { return Object.prototype.toString.call(xs) === '[object Array]'; }; - function stringifyPrimitive$1(v) { + function stringifyPrimitive(v) { switch (typeof v) { case 'string': return v; @@ -4874,24 +4865,24 @@ } if (typeof obj === 'object') { - return map$3(objectKeys(obj), function(k) { - var ks = encodeURIComponent(stringifyPrimitive$1(k)) + eq; + return map$2(objectKeys(obj), function(k) { + var ks = encodeURIComponent(stringifyPrimitive(k)) + eq; if (isArray(obj[k])) { - return map$3(obj[k], function(v) { - return ks + encodeURIComponent(stringifyPrimitive$1(v)); + return map$2(obj[k], function(v) { + return ks + encodeURIComponent(stringifyPrimitive(v)); }).join(sep); } else { - return ks + encodeURIComponent(stringifyPrimitive$1(obj[k])); + return ks + encodeURIComponent(stringifyPrimitive(obj[k])); } }).join(sep); } if (!name) return ''; - return encodeURIComponent(stringifyPrimitive$1(name)) + eq + - encodeURIComponent(stringifyPrimitive$1(obj)); + return encodeURIComponent(stringifyPrimitive(name)) + eq + + encodeURIComponent(stringifyPrimitive(obj)); } - function map$3 (xs, f) { + function map$2 (xs, f) { if (xs.map) return xs.map(f); var res = []; for (var i = 0; i < xs.length; i++) { @@ -4947,7 +4938,7 @@ k = decodeURIComponent(kstr); v = decodeURIComponent(vstr); - if (!hasOwnProperty$1(obj, k)) { + if (!hasOwnProperty(obj, k)) { obj[k] = v; } else if (isArray(obj[k])) { obj[k].push(v); @@ -5686,522 +5677,8 @@ }); /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV$8; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$8 || (ENV$8 = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE$8; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$8 || (RENDERER_TYPE$8 = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ - var BUFFER_BITS$8; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$8 || (BUFFER_BITS$8 = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES$8; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$8 || (BLEND_MODES$8 = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES$8; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$8 || (DRAW_MODES$8 = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS$8; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$8 || (FORMATS$8 = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS$8; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$8 || (TARGETS$8 = {})); - /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ - var TYPES$8; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$8 || (TYPES$8 = {})); - /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ - var SAMPLER_TYPES$8; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$8 || (SAMPLER_TYPES$8 = {})); - /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ - var SCALE_MODES$8; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$8 || (SCALE_MODES$8 = {})); - /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ - var WRAP_MODES$8; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$8 || (WRAP_MODES$8 = {})); - /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. - */ - var MIPMAP_MODES$8; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$8 || (MIPMAP_MODES$8 = {})); - /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ - var ALPHA_MODES$8; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$8 || (ALPHA_MODES$8 = {})); - /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ - var CLEAR_MODES$8; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$8 || (CLEAR_MODES$8 = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES$8; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$8 || (GC_MODES$8 = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION$8; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION$8 || (PRECISION$8 = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES$8; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$8 || (MASK_TYPES$8 = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ - var COLOR_MASK_BITS$8; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$8 || (COLOR_MASK_BITS$8 = {})); - /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ - var MSAA_QUALITY$8; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$8 || (MSAA_QUALITY$8 = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ - var BUFFER_TYPE$8; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$8 || (BUFFER_TYPE$8 = {})); - - /*! - * @pixi/utils - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/utils - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * * @pixi/utils is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -6228,7 +5705,7 @@ * @default /@([0-9\.]+)x/ * @example `@2x` */ - settings$2.RETINA_PREFIX = /@([0-9\.]+)x/; + settings$1.RETINA_PREFIX = /@([0-9\.]+)x/; /** * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function. * If set to true, a WebGL renderer can fail to be created if the browser thinks there could be performance issues when @@ -6254,10 +5731,10 @@ * @type {boolean} * @default false */ - settings$2.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false; + settings$1.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false; var saidHello = false; - var VERSION = '6.5.1'; + var VERSION = '6.5.8'; /** * Logs out the version and renderer information for this running instance of PIXI. * If you don't want to see this message you can run `PIXI.utils.skipHello()` before @@ -6272,7 +5749,7 @@ if (saidHello) { return; } - if (settings$2.ADAPTER.getNavigator().userAgent.toLowerCase().indexOf('chrome') > -1) { + if (settings$1.ADAPTER.getNavigator().userAgent.toLowerCase().indexOf('chrome') > -1) { var args = [ "\n %c %c %c PixiJS " + VERSION + " - \u2730 " + type + " \u2730 %c %c http://www.pixijs.com/ %c %c \u2665%c\u2665%c\u2665 \n\n", 'background: #ff66a5; padding:5px 0;', @@ -6304,13 +5781,13 @@ supported = (function supported() { var contextOptions = { stencil: true, - failIfMajorPerformanceCaveat: settings$2.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT, + failIfMajorPerformanceCaveat: settings$1.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT, }; try { - if (!settings$2.ADAPTER.getWebGLRenderingContext()) { + if (!settings$1.ADAPTER.getWebGLRenderingContext()) { return false; } - var canvas = settings$2.ADAPTER.createCanvas(); + var canvas = settings$1.ADAPTER.createCanvas(); var gl = (canvas.getContext('webgl', contextOptions) || canvas.getContext('experimental-webgl', contextOptions)); var success = !!(gl && gl.getContextAttributes().stencil); @@ -6669,7 +6146,7 @@ * hex strings without prefix: "ffffff" * css colors: "black" * @example - * PIXI.utils.string2hex("#ffffff"); // returns 0xffffff + * PIXI.utils.string2hex("#ffffff"); // returns 0xffffff, which is 16777215 as an integer * @memberof PIXI.utils * @function string2hex * @param {string} string - The string color (e.g., `"#ffffff"`) @@ -6692,19 +6169,19 @@ * @private * @returns {Array} Mapped modes. */ - function mapPremultipliedBlendModes$1() { + function mapPremultipliedBlendModes() { var pm = []; var npm = []; for (var i = 0; i < 32; i++) { pm[i] = i; npm[i] = i; } - pm[BLEND_MODES$8.NORMAL_NPM] = BLEND_MODES$8.NORMAL; - pm[BLEND_MODES$8.ADD_NPM] = BLEND_MODES$8.ADD; - pm[BLEND_MODES$8.SCREEN_NPM] = BLEND_MODES$8.SCREEN; - npm[BLEND_MODES$8.NORMAL] = BLEND_MODES$8.NORMAL_NPM; - npm[BLEND_MODES$8.ADD] = BLEND_MODES$8.ADD_NPM; - npm[BLEND_MODES$8.SCREEN] = BLEND_MODES$8.SCREEN_NPM; + pm[BLEND_MODES.NORMAL_NPM] = BLEND_MODES.NORMAL; + pm[BLEND_MODES.ADD_NPM] = BLEND_MODES.ADD; + pm[BLEND_MODES.SCREEN_NPM] = BLEND_MODES.SCREEN; + npm[BLEND_MODES.NORMAL] = BLEND_MODES.NORMAL_NPM; + npm[BLEND_MODES.ADD] = BLEND_MODES.ADD_NPM; + npm[BLEND_MODES.SCREEN] = BLEND_MODES.SCREEN_NPM; var array = []; array.push(npm); array.push(pm); @@ -6716,7 +6193,7 @@ * @constant premultiplyBlendMode * @type {Array} */ - var premultiplyBlendMode = mapPremultipliedBlendModes$1(); + var premultiplyBlendMode = mapPremultipliedBlendModes(); /** * changes blendMode according to texture format * @memberof PIXI.utils @@ -6949,7 +6426,7 @@ } // A map of warning messages already fired - var warnings$1 = {}; + var warnings = {}; /** * Helper for warning developers about deprecated features & settings. * A stack track for warnings is given; useful for tracking-down where @@ -6961,10 +6438,10 @@ * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack * this is mostly to ignore internal deprecation calls. */ - function deprecation$1(version, message, ignoreDepth) { + function deprecation(version, message, ignoreDepth) { if (ignoreDepth === void 0) { ignoreDepth = 3; } // Ignore duplicat - if (warnings$1[message]) { + if (warnings[message]) { return; } /* eslint-disable no-console */ @@ -6987,7 +6464,7 @@ } } /* eslint-enable no-console */ - warnings$1[message] = true; + warnings[message] = true; } /** @@ -7027,9 +6504,9 @@ * @param {number} [resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the canvas */ function CanvasRenderTarget(width, height, resolution) { - this.canvas = settings$2.ADAPTER.createCanvas(); + this.canvas = settings$1.ADAPTER.createCanvas(); this.context = this.canvas.getContext('2d'); - this.resolution = resolution || settings$2.RESOLUTION; + this.resolution = resolution || settings$1.RESOLUTION; this.resize(width, height); } /** @@ -7096,7 +6573,9 @@ // https://gist.github.com/remy/784508 var width = canvas.width; var height = canvas.height; - var context = canvas.getContext('2d'); + var context = canvas.getContext('2d', { + willReadFrequently: true, + }); var imageData = context.getImageData(0, 0, width, height); var pixels = imageData.data; var len = pixels.length; @@ -7149,7 +6628,7 @@ }; } - var tempAnchor$2; + var tempAnchor$1; /** * Sets the `crossOrigin` property for this resource based on if the url * for this resource is cross-origin. If crossOrigin was manually set, this @@ -7168,14 +6647,14 @@ } // default is window.location loc = loc || globalThis.location; - if (!tempAnchor$2) { - tempAnchor$2 = document.createElement('a'); + if (!tempAnchor$1) { + tempAnchor$1 = document.createElement('a'); } // let the browser determine the full href for the url of this resource and then // parse with the node url lib, we can't use the properties of the anchor element // because they don't work in IE9 :( - tempAnchor$2.href = url$1; - var parsedUrl = url.parse(tempAnchor$2.href); + tempAnchor$1.href = url$1; + var parsedUrl = url.parse(tempAnchor$1.href); var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port); // if cross origin if (parsedUrl.hostname !== loc.hostname || !samePort || parsedUrl.protocol !== loc.protocol) { @@ -7194,7 +6673,7 @@ * @returns {number} resolution / device pixel ratio of an asset */ function getResolutionOfUrl(url, defaultValue) { - var resolution = settings$2.RETINA_PREFIX.exec(url); + var resolution = settings$1.RETINA_PREFIX.exec(url); if (resolution) { return parseFloat(resolution[1]); } @@ -7202,8 +6681,8 @@ } /*! - * @pixi/math - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/math - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * * @pixi/math is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -7214,21 +6693,21 @@ * @member {number} * @memberof PIXI */ - var PI_2$4 = Math.PI * 2; + var PI_2 = Math.PI * 2; /** * Conversion factor for converting radians to degrees. * @static * @member {number} RAD_TO_DEG * @memberof PIXI */ - var RAD_TO_DEG$3 = 180 / Math.PI; + var RAD_TO_DEG = 180 / Math.PI; /** * Conversion factor for converting degrees to radians. * @static * @member {number} * @memberof PIXI */ - var DEG_TO_RAD$3 = Math.PI / 180; + var DEG_TO_RAD = Math.PI / 180; /** * Constants that identify shapes, mainly to prevent `instanceof` calls. * @static @@ -7240,14 +6719,14 @@ * @property {number} ELIP Ellipse * @property {number} RREC Rounded Rectangle */ - var SHAPES$4; + var SHAPES; (function (SHAPES) { SHAPES[SHAPES["POLY"] = 0] = "POLY"; SHAPES[SHAPES["RECT"] = 1] = "RECT"; SHAPES[SHAPES["CIRC"] = 2] = "CIRC"; SHAPES[SHAPES["ELIP"] = 3] = "ELIP"; SHAPES[SHAPES["RREC"] = 4] = "RREC"; - })(SHAPES$4 || (SHAPES$4 = {})); + })(SHAPES || (SHAPES = {})); /** * The Point object represents a location in a two-dimensional coordinate system, where `x` represents @@ -7256,7 +6735,7 @@ * @memberof PIXI * @implements {IPoint} */ - var Point$4 = /** @class */ (function () { + var Point = /** @class */ (function () { /** * Creates a new `Point` * @param {number} [x=0] - position of the point on the x axis @@ -7325,7 +6804,7 @@ return Point; }()); - var tempPoints$6 = [new Point$4(), new Point$4(), new Point$4(), new Point$4()]; + var tempPoints$1 = [new Point(), new Point(), new Point(), new Point()]; /** * Size object, contains width and height * @memberof PIXI @@ -7338,7 +6817,7 @@ * point (x, y) and by its width and its height. * @memberof PIXI */ - var Rectangle$4 = /** @class */ (function () { + var Rectangle = /** @class */ (function () { /** * @param x - The X coordinate of the upper-left corner of the rectangle * @param y - The Y coordinate of the upper-left corner of the rectangle @@ -7354,7 +6833,7 @@ this.y = Number(y); this.width = Number(width); this.height = Number(height); - this.type = SHAPES$4.RECT; + this.type = SHAPES.RECT; } Object.defineProperty(Rectangle.prototype, "left", { /** Returns the left edge of the rectangle. */ @@ -7471,10 +6950,10 @@ if (x1 <= x0 || y1 <= y0) { return false; } - var lt = tempPoints$6[0].set(other.left, other.top); - var lb = tempPoints$6[1].set(other.left, other.bottom); - var rt = tempPoints$6[2].set(other.right, other.top); - var rb = tempPoints$6[3].set(other.right, other.bottom); + var lt = tempPoints$1[0].set(other.left, other.top); + var lb = tempPoints$1[1].set(other.left, other.bottom); + var rt = tempPoints$1[2].set(other.right, other.top); + var rb = tempPoints$1[3].set(other.right, other.bottom); if (rt.x <= lt.x || lb.y <= lt.y) { return false; } @@ -7585,6 +7064,273 @@ return Rectangle; }()); + /** + * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects. + * @memberof PIXI + */ + var Circle = /** @class */ (function () { + /** + * @param x - The X coordinate of the center of this circle + * @param y - The Y coordinate of the center of this circle + * @param radius - The radius of the circle + */ + function Circle(x, y, radius) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (radius === void 0) { radius = 0; } + this.x = x; + this.y = y; + this.radius = radius; + this.type = SHAPES.CIRC; + } + /** + * Creates a clone of this Circle instance + * @returns A copy of the Circle + */ + Circle.prototype.clone = function () { + return new Circle(this.x, this.y, this.radius); + }; + /** + * Checks whether the x and y coordinates given are contained within this circle + * @param x - The X coordinate of the point to test + * @param y - The Y coordinate of the point to test + * @returns Whether the x/y coordinates are within this Circle + */ + Circle.prototype.contains = function (x, y) { + if (this.radius <= 0) { + return false; + } + var r2 = this.radius * this.radius; + var dx = (this.x - x); + var dy = (this.y - y); + dx *= dx; + dy *= dy; + return (dx + dy <= r2); + }; + /** + * Returns the framing rectangle of the circle as a Rectangle object + * @returns The framing rectangle + */ + Circle.prototype.getBounds = function () { + return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2); + }; + Circle.prototype.toString = function () { + return "[@pixi/math:Circle x=" + this.x + " y=" + this.y + " radius=" + this.radius + "]"; + }; + return Circle; + }()); + + /** + * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects. + * @memberof PIXI + */ + var Ellipse = /** @class */ (function () { + /** + * @param x - The X coordinate of the center of this ellipse + * @param y - The Y coordinate of the center of this ellipse + * @param halfWidth - The half width of this ellipse + * @param halfHeight - The half height of this ellipse + */ + function Ellipse(x, y, halfWidth, halfHeight) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (halfWidth === void 0) { halfWidth = 0; } + if (halfHeight === void 0) { halfHeight = 0; } + this.x = x; + this.y = y; + this.width = halfWidth; + this.height = halfHeight; + this.type = SHAPES.ELIP; + } + /** + * Creates a clone of this Ellipse instance + * @returns {PIXI.Ellipse} A copy of the ellipse + */ + Ellipse.prototype.clone = function () { + return new Ellipse(this.x, this.y, this.width, this.height); + }; + /** + * Checks whether the x and y coordinates given are contained within this ellipse + * @param x - The X coordinate of the point to test + * @param y - The Y coordinate of the point to test + * @returns Whether the x/y coords are within this ellipse + */ + Ellipse.prototype.contains = function (x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; + } + // normalize the coords to an ellipse with center 0,0 + var normx = ((x - this.x) / this.width); + var normy = ((y - this.y) / this.height); + normx *= normx; + normy *= normy; + return (normx + normy <= 1); + }; + /** + * Returns the framing rectangle of the ellipse as a Rectangle object + * @returns The framing rectangle + */ + Ellipse.prototype.getBounds = function () { + return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height); + }; + Ellipse.prototype.toString = function () { + return "[@pixi/math:Ellipse x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; + }; + return Ellipse; + }()); + + /** + * A class to define a shape via user defined coordinates. + * @memberof PIXI + */ + var Polygon = /** @class */ (function () { + /** + * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points + * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or + * the arguments passed can be all the points of the polygon e.g. + * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat + * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers. + */ + function Polygon() { + var arguments$1 = arguments; + + var points = []; + for (var _i = 0; _i < arguments.length; _i++) { + points[_i] = arguments$1[_i]; + } + var flat = Array.isArray(points[0]) ? points[0] : points; + // if this is an array of points, convert it to a flat array of numbers + if (typeof flat[0] !== 'number') { + var p = []; + for (var i = 0, il = flat.length; i < il; i++) { + p.push(flat[i].x, flat[i].y); + } + flat = p; + } + this.points = flat; + this.type = SHAPES.POLY; + this.closeStroke = true; + } + /** + * Creates a clone of this polygon. + * @returns - A copy of the polygon. + */ + Polygon.prototype.clone = function () { + var points = this.points.slice(); + var polygon = new Polygon(points); + polygon.closeStroke = this.closeStroke; + return polygon; + }; + /** + * Checks whether the x and y coordinates passed to this function are contained within this polygon. + * @param x - The X coordinate of the point to test. + * @param y - The Y coordinate of the point to test. + * @returns - Whether the x/y coordinates are within this polygon. + */ + Polygon.prototype.contains = function (x, y) { + var inside = false; + // use some raycasting to test hits + // https://github.com/substack/point-in-polygon/blob/master/index.js + var length = this.points.length / 2; + for (var i = 0, j = length - 1; i < length; j = i++) { + var xi = this.points[i * 2]; + var yi = this.points[(i * 2) + 1]; + var xj = this.points[j * 2]; + var yj = this.points[(j * 2) + 1]; + var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi); + if (intersect) { + inside = !inside; + } + } + return inside; + }; + Polygon.prototype.toString = function () { + return "[@pixi/math:Polygon" + + ("closeStroke=" + this.closeStroke) + + ("points=" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + ", " + currentPoint; }, '') + "]"); + }; + return Polygon; + }()); + + /** + * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its + * top-left corner point (x, y) and by its width and its height and its radius. + * @memberof PIXI + */ + var RoundedRectangle = /** @class */ (function () { + /** + * @param x - The X coordinate of the upper-left corner of the rounded rectangle + * @param y - The Y coordinate of the upper-left corner of the rounded rectangle + * @param width - The overall width of this rounded rectangle + * @param height - The overall height of this rounded rectangle + * @param radius - Controls the radius of the rounded corners + */ + function RoundedRectangle(x, y, width, height, radius) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (width === void 0) { width = 0; } + if (height === void 0) { height = 0; } + if (radius === void 0) { radius = 20; } + this.x = x; + this.y = y; + this.width = width; + this.height = height; + this.radius = radius; + this.type = SHAPES.RREC; + } + /** + * Creates a clone of this Rounded Rectangle. + * @returns - A copy of the rounded rectangle. + */ + RoundedRectangle.prototype.clone = function () { + return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius); + }; + /** + * Checks whether the x and y coordinates given are contained within this Rounded Rectangle + * @param x - The X coordinate of the point to test. + * @param y - The Y coordinate of the point to test. + * @returns - Whether the x/y coordinates are within this Rounded Rectangle. + */ + RoundedRectangle.prototype.contains = function (x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; + } + if (x >= this.x && x <= this.x + this.width) { + if (y >= this.y && y <= this.y + this.height) { + var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2)); + if ((y >= this.y + radius && y <= this.y + this.height - radius) + || (x >= this.x + radius && x <= this.x + this.width - radius)) { + return true; + } + var dx = x - (this.x + radius); + var dy = y - (this.y + radius); + var radius2 = radius * radius; + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + dx = x - (this.x + this.width - radius); + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + dy = y - (this.y + this.height - radius); + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + dx = x - (this.x + radius); + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + } + } + return false; + }; + RoundedRectangle.prototype.toString = function () { + return "[@pixi/math:RoundedRectangle x=" + this.x + " y=" + this.y + + ("width=" + this.width + " height=" + this.height + " radius=" + this.radius + "]"); + }; + return RoundedRectangle; + }()); + /** * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents * the position on the horizontal axis and `y` represents the position on the vertical axis. @@ -7592,7 +7338,7 @@ * An `ObservablePoint` is a point that triggers a callback when the point's position is changed. * @memberof PIXI */ - var ObservablePoint$4 = /** @class */ (function () { + var ObservablePoint = /** @class */ (function () { /** * Creates a new `ObservablePoint` * @param cb - callback function triggered when `x` and/or `y` are changed @@ -7714,7 +7460,7 @@ * ``` * @memberof PIXI */ - var Matrix$4 = /** @class */ (function () { + var Matrix = /** @class */ (function () { /** * @param a - x scale * @param b - y skew @@ -7819,7 +7565,7 @@ * @returns {PIXI.Point} The new point, transformed through this matrix */ Matrix.prototype.apply = function (pos, newPos) { - newPos = (newPos || new Point$4()); + newPos = (newPos || new Point()); var x = pos.x; var y = pos.y; newPos.x = (this.a * x) + (this.c * y) + this.tx; @@ -7834,7 +7580,7 @@ * @returns {PIXI.Point} The new point, inverse-transformed through this matrix */ Matrix.prototype.applyInverse = function (pos, newPos) { - newPos = (newPos || new Point$4()); + newPos = (newPos || new Point()); var id = 1 / ((this.a * this.d) + (this.c * -this.b)); var x = pos.x; var y = pos.y; @@ -7961,7 +7707,7 @@ var skewX = -Math.atan2(-c, d); var skewY = Math.atan2(b, a); var delta = Math.abs(skewX + skewY); - if (delta < 0.00001 || Math.abs(PI_2$4 - delta) < 0.00001) { + if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) { transform.rotation = skewY; transform.skew.x = transform.skew.y = 0; } @@ -8086,31 +7832,45 @@ * | ux | vx | * | uy | vy | */ - var ux$4 = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; - var uy$4 = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vx$4 = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vy$4 = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; + var ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; + var uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; + var vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; + var vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; + /** + * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table} + * for the composition of each rotation in the dihederal group D8. + * @type {number[][]} + * @private + */ + var rotationCayley = []; + /** + * Matrices for each `GD8Symmetry` rotation. + * @type {PIXI.Matrix[]} + * @private + */ + var rotationMatrices = []; /* * Alias for {@code Math.sign}. */ - var signum$4 = Math.sign; + var signum = Math.sign; /* * Initializes `rotationCayley` and `rotationMatrices`. It is called * only once below. */ - function init$4() { + function init() { for (var i = 0; i < 16; i++) { var row = []; + rotationCayley.push(row); for (var j = 0; j < 16; j++) { /* Multiplies rotation matrices i and j. */ - var _ux = signum$4((ux$4[i] * ux$4[j]) + (vx$4[i] * uy$4[j])); - var _uy = signum$4((uy$4[i] * ux$4[j]) + (vy$4[i] * uy$4[j])); - var _vx = signum$4((ux$4[i] * vx$4[j]) + (vx$4[i] * vy$4[j])); - var _vy = signum$4((uy$4[i] * vx$4[j]) + (vy$4[i] * vy$4[j])); + var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j])); + var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j])); + var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j])); + var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j])); /* Finds rotation matrix matching the product and pushes it. */ for (var k = 0; k < 16; k++) { - if (ux$4[k] === _ux && uy$4[k] === _uy - && vx$4[k] === _vx && vy$4[k] === _vy) { + if (ux[k] === _ux && uy[k] === _uy + && vx[k] === _vx && vy[k] === _vy) { row.push(k); break; } @@ -8118,24 +7878,285 @@ } } for (var i = 0; i < 16; i++) { - var mat = new Matrix$4(); - mat.set(ux$4[i], uy$4[i], vx$4[i], vy$4[i], 0, 0); + var mat = new Matrix(); + mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0); + rotationMatrices.push(mat); } } - init$4(); + init(); + /** + * @memberof PIXI + * @typedef {number} GD8Symmetry + * @see PIXI.groupD8 + */ + /** + * Implements the dihedral group D8, which is similar to + * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html}; + * D8 is the same but with diagonals, and it is used for texture + * rotations. + * + * The directions the U- and V- axes after rotation + * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))` + * and `(vX(a), vY(a))`. These aren't necessarily unit vectors. + * + * **Origin:**
                                                                        + * This is the small part of gameofbombs.com portal system. It works. + * @see PIXI.groupD8.E + * @see PIXI.groupD8.SE + * @see PIXI.groupD8.S + * @see PIXI.groupD8.SW + * @see PIXI.groupD8.W + * @see PIXI.groupD8.NW + * @see PIXI.groupD8.N + * @see PIXI.groupD8.NE + * @author Ivan @ivanpopelyshev + * @namespace PIXI.groupD8 + * @memberof PIXI + */ + var groupD8 = { + /** + * | Rotation | Direction | + * |----------|-----------| + * | 0° | East | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + E: 0, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 45°↻ | Southeast | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + SE: 1, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 90°↻ | South | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + S: 2, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 135°↻ | Southwest | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + SW: 3, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 180° | West | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + W: 4, + /** + * | Rotation | Direction | + * |-------------|--------------| + * | -135°/225°↻ | Northwest | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + NW: 5, + /** + * | Rotation | Direction | + * |-------------|--------------| + * | -90°/270°↻ | North | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + N: 6, + /** + * | Rotation | Direction | + * |-------------|--------------| + * | -45°/315°↻ | Northeast | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + NE: 7, + /** + * Reflection about Y-axis. + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + MIRROR_VERTICAL: 8, + /** + * Reflection about the main diagonal. + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + MAIN_DIAGONAL: 10, + /** + * Reflection about X-axis. + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + MIRROR_HORIZONTAL: 12, + /** + * Reflection about reverse diagonal. + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + REVERSE_DIAGONAL: 14, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @returns {PIXI.GD8Symmetry} The X-component of the U-axis + * after rotating the axes. + */ + uX: function (ind) { return ux[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis + * after rotating the axes. + */ + uY: function (ind) { return uy[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @returns {PIXI.GD8Symmetry} The X-component of the V-axis + * after rotating the axes. + */ + vX: function (ind) { return vx[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis + * after rotating the axes. + */ + vY: function (ind) { return vy[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite + * is needed. Only rotations have opposite symmetries while + * reflections don't. + * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation` + */ + inv: function (rotation) { + if (rotation & 8) // true only if between 8 & 15 (reflections) + { + return rotation & 15; // or rotation % 16 + } + return (-rotation) & 7; // or (8 - rotation) % 8 + }, + /** + * Composes the two D8 operations. + * + * Taking `^` as reflection: + * + * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 | + * |-------|-----|-----|-----|-----|------|-------|-------|-------| + * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ | + * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ | + * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ | + * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ | + * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S | + * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W | + * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N | + * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E | + * + * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table} + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which + * is the row in the above cayley table. + * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which + * is the column in the above cayley table. + * @returns {PIXI.GD8Symmetry} Composed operation + */ + add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); }, + /** + * Reverse of `add`. + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotationSecond - Second operation + * @param {PIXI.GD8Symmetry} rotationFirst - First operation + * @returns {PIXI.GD8Symmetry} Result + */ + sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); }, + /** + * Adds 180 degrees to rotation, which is a commutative + * operation. + * @memberof PIXI.groupD8 + * @param {number} rotation - The number to rotate. + * @returns {number} Rotated number + */ + rotate180: function (rotation) { return rotation ^ 4; }, + /** + * Checks if the rotation angle is vertical, i.e. south + * or north. It doesn't work for reflections. + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotation - The number to check. + * @returns {boolean} Whether or not the direction is vertical + */ + isVertical: function (rotation) { return (rotation & 3) === 2; }, + /** + * Approximates the vector `V(dx,dy)` into one of the + * eight directions provided by `groupD8`. + * @memberof PIXI.groupD8 + * @param {number} dx - X-component of the vector + * @param {number} dy - Y-component of the vector + * @returns {PIXI.GD8Symmetry} Approximation of the vector into + * one of the eight symmetries. + */ + byDirection: function (dx, dy) { + if (Math.abs(dx) * 2 <= Math.abs(dy)) { + if (dy >= 0) { + return groupD8.S; + } + return groupD8.N; + } + else if (Math.abs(dy) * 2 <= Math.abs(dx)) { + if (dx > 0) { + return groupD8.E; + } + return groupD8.W; + } + else if (dy > 0) { + if (dx > 0) { + return groupD8.SE; + } + return groupD8.SW; + } + else if (dx > 0) { + return groupD8.NE; + } + return groupD8.NW; + }, + /** + * Helps sprite to compensate texture packer rotation. + * @memberof PIXI.groupD8 + * @param {PIXI.Matrix} matrix - sprite world matrix + * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use. + * @param {number} tx - sprite anchoring + * @param {number} ty - sprite anchoring + */ + matrixAppendRotationInv: function (matrix, rotation, tx, ty) { + if (tx === void 0) { tx = 0; } + if (ty === void 0) { ty = 0; } + // Packer used "rotation", we use "inv(rotation)" + var mat = rotationMatrices[groupD8.inv(rotation)]; + mat.tx = tx; + mat.ty = ty; + matrix.append(mat); + }, + }; /** * Transform that takes care about its versions. * @memberof PIXI */ - var Transform$4 = /** @class */ (function () { + var Transform$1 = /** @class */ (function () { function Transform() { - this.worldTransform = new Matrix$4(); - this.localTransform = new Matrix$4(); - this.position = new ObservablePoint$4(this.onChange, this, 0, 0); - this.scale = new ObservablePoint$4(this.onChange, this, 1, 1); - this.pivot = new ObservablePoint$4(this.onChange, this, 0, 0); - this.skew = new ObservablePoint$4(this.updateSkew, this, 0, 0); + this.worldTransform = new Matrix(); + this.localTransform = new Matrix(); + this.position = new ObservablePoint(this.onChange, this, 0, 0); + this.scale = new ObservablePoint(this.onChange, this, 1, 1); + this.pivot = new ObservablePoint(this.onChange, this, 0, 0); + this.skew = new ObservablePoint(this.updateSkew, this, 0, 0); this._rotation = 0; this._cx = 1; this._sx = 0; @@ -8243,8 +8264,8 @@ }()); /*! - * @pixi/display - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/display - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * * @pixi/display is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -8268,7 +8289,7 @@ * @type {boolean} * @default false */ - settings$2.SORTABLE_CHILDREN = false; + settings$1.SORTABLE_CHILDREN = false; /** * 'Builder' pattern for bounds rectangles. @@ -8277,7 +8298,7 @@ * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems. * @memberof PIXI */ - var Bounds$3 = /** @class */ (function () { + var Bounds = /** @class */ (function () { function Bounds() { this.minX = Infinity; this.minY = Infinity; @@ -8308,9 +8329,9 @@ */ Bounds.prototype.getRectangle = function (rect) { if (this.minX > this.maxX || this.minY > this.maxY) { - return Rectangle$4.EMPTY; + return Rectangle.EMPTY; } - rect = rect || new Rectangle$4(0, 0, 1, 1); + rect = rect || new Rectangle(0, 0, 1, 1); rect.x = this.minX; rect.y = this.minY; rect.width = this.maxX - this.minX; @@ -8627,15 +8648,15 @@ ***************************************************************************** */ /* global Reflect, Promise */ - var extendStatics$n = function(d, b) { - extendStatics$n = Object.setPrototypeOf || + var extendStatics$j = function(d, b) { + extendStatics$j = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$n(d, b); + return extendStatics$j(d, b); }; - function __extends$n(d, b) { - extendStatics$n(d, b); + function __extends$j(d, b) { + extendStatics$j(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); } @@ -8825,13 +8846,13 @@ * one is also better in terms of performance. * @memberof PIXI */ - var DisplayObject$3 = /** @class */ (function (_super) { - __extends$n(DisplayObject, _super); + var DisplayObject = /** @class */ (function (_super) { + __extends$j(DisplayObject, _super); function DisplayObject() { var _this = _super.call(this) || this; _this.tempDisplayObjectParent = null; // TODO: need to create Transform from factory - _this.transform = new Transform$4(); + _this.transform = new Transform$1(); _this.alpha = 1; _this.visible = true; _this.renderable = true; @@ -8844,7 +8865,7 @@ _this.filterArea = null; _this.filters = null; _this._enabledFilters = null; - _this._bounds = new Bounds$3(); + _this._bounds = new Bounds(); _this._localBounds = null; _this._boundsID = 0; _this._boundsRect = null; @@ -8967,7 +8988,7 @@ } if (!rect) { if (!this._boundsRect) { - this._boundsRect = new Rectangle$4(); + this._boundsRect = new Rectangle(); } rect = this._boundsRect; } @@ -8981,12 +9002,12 @@ DisplayObject.prototype.getLocalBounds = function (rect) { if (!rect) { if (!this._localBoundsRect) { - this._localBoundsRect = new Rectangle$4(); + this._localBoundsRect = new Rectangle(); } rect = this._localBoundsRect; } if (!this._localBounds) { - this._localBounds = new Bounds$3(); + this._localBounds = new Bounds(); } var transformRef = this.transform; var parentRef = this.parent; @@ -9138,7 +9159,7 @@ get: function () { if (this.tempDisplayObjectParent === null) { // eslint-disable-next-line @typescript-eslint/no-use-before-define - this.tempDisplayObjectParent = new TemporaryDisplayObject$3(); + this.tempDisplayObjectParent = new TemporaryDisplayObject(); } return this.tempDisplayObjectParent; }, @@ -9298,10 +9319,10 @@ * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. */ get: function () { - return this.transform.rotation * RAD_TO_DEG$3; + return this.transform.rotation * RAD_TO_DEG; }, set: function (value) { - this.transform.rotation = value * DEG_TO_RAD$3; + this.transform.rotation = value * DEG_TO_RAD; }, enumerable: false, configurable: true @@ -9404,538 +9425,24 @@ /** * @private */ - var TemporaryDisplayObject$3 = /** @class */ (function (_super) { - __extends$n(TemporaryDisplayObject, _super); + var TemporaryDisplayObject = /** @class */ (function (_super) { + __extends$j(TemporaryDisplayObject, _super); function TemporaryDisplayObject() { var _this = _super !== null && _super.apply(this, arguments) || this; _this.sortDirty = null; return _this; } return TemporaryDisplayObject; - }(DisplayObject$3)); + }(DisplayObject)); /** * DisplayObject default updateTransform, does not update children of container. * Will crash if there's no parent element. * @memberof PIXI.DisplayObject# * @method displayObjectUpdateTransform */ - DisplayObject$3.prototype.displayObjectUpdateTransform = DisplayObject$3.prototype.updateTransform; - - /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV$7; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$7 || (ENV$7 = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE$7; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$7 || (RENDERER_TYPE$7 = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ - var BUFFER_BITS$7; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$7 || (BUFFER_BITS$7 = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES$7; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$7 || (BLEND_MODES$7 = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES$7; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$7 || (DRAW_MODES$7 = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS$7; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$7 || (FORMATS$7 = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS$7; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$7 || (TARGETS$7 = {})); - /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ - var TYPES$7; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$7 || (TYPES$7 = {})); - /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ - var SAMPLER_TYPES$7; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$7 || (SAMPLER_TYPES$7 = {})); - /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ - var SCALE_MODES$7; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$7 || (SCALE_MODES$7 = {})); - /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ - var WRAP_MODES$7; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$7 || (WRAP_MODES$7 = {})); - /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. - */ - var MIPMAP_MODES$7; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$7 || (MIPMAP_MODES$7 = {})); - /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ - var ALPHA_MODES$7; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$7 || (ALPHA_MODES$7 = {})); - /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ - var CLEAR_MODES$7; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$7 || (CLEAR_MODES$7 = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES$7; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$7 || (GC_MODES$7 = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION$7; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION$7 || (PRECISION$7 = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES$7; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$7 || (MASK_TYPES$7 = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ - var COLOR_MASK_BITS$7; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$7 || (COLOR_MASK_BITS$7 = {})); - /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ - var MSAA_QUALITY$7; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$7 || (MSAA_QUALITY$7 = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ - var BUFFER_TYPE$7; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$7 || (BUFFER_TYPE$7 = {})); + DisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform; - function sortChildren$3(a, b) { + function sortChildren(a, b) { if (a.zIndex === b.zIndex) { return a._lastSortedIndex - b._lastSortedIndex; } @@ -9975,12 +9482,12 @@ * ``` * @memberof PIXI */ - var Container$3 = /** @class */ (function (_super) { - __extends$n(Container, _super); + var Container = /** @class */ (function (_super) { + __extends$j(Container, _super); function Container() { var _this = _super.call(this) || this; _this.children = []; - _this.sortableChildren = settings$2.SORTABLE_CHILDREN; + _this.sortableChildren = settings$1.SORTABLE_CHILDREN; _this.sortDirty = false; return _this; /** @@ -9992,9 +9499,9 @@ */ /** * Fired when a DisplayObject is removed from this Container. - * @event PIXI.DisplayObject#removedFrom + * @event PIXI.DisplayObject#childRemoved * @param {PIXI.DisplayObject} child - The child removed from the Container. - * @param {PIXI.Container} container - The container that removed removed the child. + * @param {PIXI.Container} container - The container that removed the child. * @param {number} index - The former children's index of the removed child */ } @@ -10226,7 +9733,7 @@ } } if (sortRequired && this.children.length > 1) { - this.children.sort(sortChildren$3); + this.children.sort(sortChildren); } this.sortDirty = false; }; @@ -10425,7 +9932,7 @@ } var flush = (filters && this._enabledFilters && this._enabledFilters.length) || (mask && (!mask.isMaskData - || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES$7.NONE)))); + || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE)))); if (flush) { renderer.batch.flush(); } @@ -10521,18 +10028,18 @@ configurable: true }); return Container; - }(DisplayObject$3)); + }(DisplayObject)); /** * Container default updateTransform, does update children of container. * Will crash if there's no parent element. * @memberof PIXI.Container# * @method containerUpdateTransform */ - Container$3.prototype.containerUpdateTransform = Container$3.prototype.updateTransform; + Container.prototype.containerUpdateTransform = Container.prototype.updateTransform; /*! - * @pixi/extensions - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/extensions - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * * @pixi/extensions is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -10552,8 +10059,8 @@ PERFORMANCE OF THIS SOFTWARE. ***************************************************************************** */ - var __assign$3 = function() { - __assign$3 = Object.assign || function __assign(t) { + var __assign$2 = function() { + __assign$2 = Object.assign || function __assign(t) { var arguments$1 = arguments; for (var s, i = 1, n = arguments.length; i < n; i++) { @@ -10562,7 +10069,7 @@ } return t; }; - return __assign$3.apply(this, arguments); + return __assign$2.apply(this, arguments); }; /** @@ -10600,10 +10107,10 @@ var metadata = (typeof ext.extension !== 'object') ? { type: ext.extension } : ext.extension; - ext = __assign$3(__assign$3({}, metadata), { ref: ext }); + ext = __assign$2(__assign$2({}, metadata), { ref: ext }); } if (typeof ext === 'object') { - ext = __assign$3({}, ext); + ext = __assign$2({}, ext); } else { throw new Error('Invalid extension type'); @@ -10733,8 +10240,8 @@ }; /*! - * @pixi/runner - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/runner - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * * @pixi/runner is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -10917,8 +10424,8 @@ }); /*! - * @pixi/ticker - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/ticker - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * * @pixi/ticker is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -10932,7 +10439,7 @@ * @type {number} * @default 0.06 */ - settings$2.TARGET_FPMS = 0.06; + settings$1.TARGET_FPMS = 0.06; /** * Represents the update priorities used by internal PIXI classes when registered with @@ -10949,14 +10456,14 @@ * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering. * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility. */ - var UPDATE_PRIORITY$2; + var UPDATE_PRIORITY; (function (UPDATE_PRIORITY) { UPDATE_PRIORITY[UPDATE_PRIORITY["INTERACTION"] = 50] = "INTERACTION"; UPDATE_PRIORITY[UPDATE_PRIORITY["HIGH"] = 25] = "HIGH"; UPDATE_PRIORITY[UPDATE_PRIORITY["NORMAL"] = 0] = "NORMAL"; UPDATE_PRIORITY[UPDATE_PRIORITY["LOW"] = -25] = "LOW"; UPDATE_PRIORITY[UPDATE_PRIORITY["UTILITY"] = -50] = "UTILITY"; - })(UPDATE_PRIORITY$2 || (UPDATE_PRIORITY$2 = {})); + })(UPDATE_PRIORITY || (UPDATE_PRIORITY = {})); /** * Internal class for handling the priority sorting of ticker handlers. @@ -10964,7 +10471,7 @@ * @class * @memberof PIXI */ - var TickerListener$2 = /** @class */ (function () { + var TickerListener = /** @class */ (function () { /** * Constructor * @private @@ -11075,7 +10582,7 @@ * @class * @memberof PIXI */ - var Ticker$2 = /** @class */ (function () { + var Ticker = /** @class */ (function () { function Ticker() { var _this = this; /** @@ -11132,9 +10639,9 @@ this._protected = false; /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */ this._lastFrame = -1; - this._head = new TickerListener$2(null, null, Infinity); - this.deltaMS = 1 / settings$2.TARGET_FPMS; - this.elapsedMS = 1 / settings$2.TARGET_FPMS; + this._head = new TickerListener(null, null, Infinity); + this.deltaMS = 1 / settings$1.TARGET_FPMS; + this.elapsedMS = 1 / settings$1.TARGET_FPMS; this._tick = function (time) { _this._requestId = null; if (_this.started) { @@ -11197,8 +10704,8 @@ * @returns This instance of a ticker */ Ticker.prototype.add = function (fn, context, priority) { - if (priority === void 0) { priority = UPDATE_PRIORITY$2.NORMAL; } - return this._addListener(new TickerListener$2(fn, context, priority)); + if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; } + return this._addListener(new TickerListener(fn, context, priority)); }; /** * Add a handler for the tick event which is only execute once. @@ -11208,8 +10715,8 @@ * @returns This instance of a ticker */ Ticker.prototype.addOnce = function (fn, context, priority) { - if (priority === void 0) { priority = UPDATE_PRIORITY$2.NORMAL; } - return this._addListener(new TickerListener$2(fn, context, priority, true)); + if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; } + return this._addListener(new TickerListener(fn, context, priority, true)); }; /** * Internally adds the event handler so that it can be sorted by priority. @@ -11364,7 +10871,7 @@ this._lastFrame = currentTime - (delta % this._minElapsedMS); } this.deltaMS = elapsedMS; - this.deltaTime = this.deltaMS * settings$2.TARGET_FPMS; + this.deltaTime = this.deltaMS * settings$1.TARGET_FPMS; // Cache a local reference, in-case ticker is destroyed // during the emit, we can still check for head.next var head = this._head; @@ -11416,7 +10923,7 @@ // Minimum must be below the maxFPS var minFPS = Math.min(this.maxFPS, fps); // Must be at least 0, but below 1 / settings.TARGET_FPMS - var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings$2.TARGET_FPMS); + var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings$1.TARGET_FPMS); this._maxElapsedMS = 1 / minFPMS; }, enumerable: false, @@ -11536,7 +11043,7 @@ * @class * @memberof PIXI */ - /** @class */ ((function () { + var TickerPlugin = /** @class */ (function () { function TickerPlugin() { } /** @@ -11560,7 +11067,7 @@ } this._ticker = ticker; if (ticker) { - ticker.add(this.render, this, UPDATE_PRIORITY$2.LOW); + ticker.add(this.render, this, UPDATE_PRIORITY.LOW); } }, get: function () { @@ -11600,7 +11107,7 @@ * @memberof PIXI.Application# * @default PIXI.Ticker.shared */ - this.ticker = options.sharedTicker ? Ticker$2.shared : new Ticker$2(); + this.ticker = options.sharedTicker ? Ticker.shared : new Ticker(); // Start the rendering if (options.autoStart) { this.start(); @@ -11621,3367 +11128,2727 @@ /** @ignore */ TickerPlugin.extension = ExtensionType.Application; return TickerPlugin; - })()); + }()); /*! - * @pixi/math - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/core - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/math is licensed under the MIT License. + * @pixi/core is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ + /** - * Two Pi. + * The maximum support for using WebGL. If a device does not + * support WebGL version, for instance WebGL 2, it will still + * attempt to fallback support to WebGL 1. If you want to + * explicitly remove feature support to target a more stable + * baseline, prefer a lower environment. + * + * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium} + * we disable webgl2 by default for all non-apple mobile devices. * @static - * @member {number} + * @name PREFER_ENV + * @memberof PIXI.settings + * @type {number} + * @default PIXI.ENV.WEBGL2 + */ + settings$1.PREFER_ENV = isMobile.any ? ENV.WEBGL : ENV.WEBGL2; + /** + * If set to `true`, *only* Textures and BaseTexture objects stored + * in the caches ({@link PIXI.utils.TextureCache TextureCache} and + * {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can be + * used when calling {@link PIXI.Texture.from Texture.from} or + * {@link PIXI.BaseTexture.from BaseTexture.from}. + * Otherwise, these `from` calls throw an exception. Using this property + * can be useful if you want to enforce preloading all assets with + * {@link PIXI.Loader Loader}. + * @static + * @name STRICT_TEXTURE_CACHE + * @memberof PIXI.settings + * @type {boolean} + * @default false + */ + settings$1.STRICT_TEXTURE_CACHE = false; + + /** + * Collection of installed resource types, class must extend {@link PIXI.Resource}. + * @example + * class CustomResource extends PIXI.Resource { + * // MUST have source, options constructor signature + * // for auto-detected resources to be created. + * constructor(source, options) { + * super(); + * } + * upload(renderer, baseTexture, glTexture) { + * // upload with GL + * return true; + * } + * // used to auto-detect resource + * static test(source, extension) { + * return extension === 'xyz'|| source instanceof SomeClass; + * } + * } + * // Install the new resource type + * PIXI.INSTALLED.push(CustomResource); * @memberof PIXI + * @type {Array} + * @static + * @readonly */ - var PI_2$3 = Math.PI * 2; + var INSTALLED = []; /** - * Constants that identify shapes, mainly to prevent `instanceof` calls. + * Create a resource element from a single source element. This + * auto-detects which type of resource to create. All resources that + * are auto-detectable must have a static `test` method and a constructor + * with the arguments `(source, options?)`. Currently, the supported + * resources for auto-detection include: + * - {@link PIXI.ImageResource} + * - {@link PIXI.CanvasResource} + * - {@link PIXI.VideoResource} + * - {@link PIXI.SVGResource} + * - {@link PIXI.BufferResource} * @static * @memberof PIXI - * @enum {number} - * @property {number} POLY Polygon - * @property {number} RECT Rectangle - * @property {number} CIRC Circle - * @property {number} ELIP Ellipse - * @property {number} RREC Rounded Rectangle + * @function autoDetectResource + * @param {string|*} source - Resource source, this can be the URL to the resource, + * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri + * or any other resource that can be auto-detected. If not resource is + * detected, it's assumed to be an ImageResource. + * @param {object} [options] - Pass-through options to use for Resource + * @param {number} [options.width] - Width of BufferResource or SVG rasterization + * @param {number} [options.height] - Height of BufferResource or SVG rasterization + * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading + * @param {number} [options.scale=1] - SVG source scale. Overridden by width, height + * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object + * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin + * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately + * @param {number} [options.updateFPS=0] - Video option to update how many times a second the + * texture should be updated from the video. Leave at 0 to update at every render + * @returns {PIXI.Resource} The created resource. */ - var SHAPES$3; - (function (SHAPES) { - SHAPES[SHAPES["POLY"] = 0] = "POLY"; - SHAPES[SHAPES["RECT"] = 1] = "RECT"; - SHAPES[SHAPES["CIRC"] = 2] = "CIRC"; - SHAPES[SHAPES["ELIP"] = 3] = "ELIP"; - SHAPES[SHAPES["RREC"] = 4] = "RREC"; - })(SHAPES$3 || (SHAPES$3 = {})); + function autoDetectResource(source, options) { + if (!source) { + return null; + } + var extension = ''; + if (typeof source === 'string') { + // search for file extension: period, 3-4 chars, then ?, # or EOL + var result = (/\.(\w{3,4})(?:$|\?|#)/i).exec(source); + if (result) { + extension = result[1].toLowerCase(); + } + } + for (var i = INSTALLED.length - 1; i >= 0; --i) { + var ResourcePlugin = INSTALLED[i]; + if (ResourcePlugin.test && ResourcePlugin.test(source, extension)) { + return new ResourcePlugin(source, options); + } + } + throw new Error('Unrecognized source type to auto-detect Resource'); + } + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$i = function(d, b) { + extendStatics$i = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$i(d, b); + }; + + function __extends$i(d, b) { + extendStatics$i(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var __assign$1 = function() { + __assign$1 = Object.assign || function __assign(t) { + var arguments$1 = arguments; + + for (var s, i = 1, n = arguments.length; i < n; i++) { + s = arguments$1[i]; + for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } } + } + return t; + }; + return __assign$1.apply(this, arguments); + }; + + function __rest(s, e) { + var t = {}; + for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0) + { t[p] = s[p]; } } + if (s != null && typeof Object.getOwnPropertySymbols === "function") + { for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) { + if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i])) + { t[p[i]] = s[p[i]]; } + } } + return t; + } /** - * The Point object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis - * @class + * Base resource class for textures that manages validation and uploading, depending on its type. + * + * Uploading of a base texture to the GPU is required. * @memberof PIXI - * @implements {IPoint} */ - var Point$3 = /** @class */ (function () { + var Resource = /** @class */ (function () { /** - * Creates a new `Point` - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis + * @param width - Width of the resource + * @param height - Height of the resource */ - function Point(x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - /** Position of the point on the x axis */ - this.x = 0; - /** Position of the point on the y axis */ - this.y = 0; - this.x = x; - this.y = y; + function Resource(width, height) { + if (width === void 0) { width = 0; } + if (height === void 0) { height = 0; } + this._width = width; + this._height = height; + this.destroyed = false; + this.internal = false; + this.onResize = new Runner('setRealSize'); + this.onUpdate = new Runner('update'); + this.onError = new Runner('onError'); } /** - * Creates a clone of this point - * @returns A clone of this point - */ - Point.prototype.clone = function () { - return new Point(this.x, this.y); - }; - /** - * Copies `x` and `y` from the given point into this point - * @param p - The point to copy from - * @returns The point instance itself - */ - Point.prototype.copyFrom = function (p) { - this.set(p.x, p.y); - return this; - }; - /** - * Copies this point's x and y into the given point (`p`). - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated + * Bind to a parent BaseTexture + * @param baseTexture - Parent texture */ - Point.prototype.copyTo = function (p) { - p.set(this.x, this.y); - return p; + Resource.prototype.bind = function (baseTexture) { + this.onResize.add(baseTexture); + this.onUpdate.add(baseTexture); + this.onError.add(baseTexture); + // Call a resize immediate if we already + // have the width and height of the resource + if (this._width || this._height) { + this.onResize.emit(this._width, this._height); + } }; /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal + * Unbind to a parent BaseTexture + * @param baseTexture - Parent texture */ - Point.prototype.equals = function (p) { - return (p.x === this.x) && (p.y === this.y); + Resource.prototype.unbind = function (baseTexture) { + this.onResize.remove(baseTexture); + this.onUpdate.remove(baseTexture); + this.onError.remove(baseTexture); }; /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the `x` axis - * @param {number} [y=x] - position of the point on the `y` axis - * @returns The point instance itself + * Trigger a resize event + * @param width - X dimension + * @param height - Y dimension */ - Point.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - this.x = x; - this.y = y; - return this; - }; - Point.prototype.toString = function () { - return "[@pixi/math:Point x=" + this.x + " y=" + this.y + "]"; + Resource.prototype.resize = function (width, height) { + if (width !== this._width || height !== this._height) { + this._width = width; + this._height = height; + this.onResize.emit(width, height); + } }; - return Point; - }()); - - var tempPoints$5 = [new Point$3(), new Point$3(), new Point$3(), new Point$3()]; - /** - * Size object, contains width and height - * @memberof PIXI - * @typedef {object} ISize - * @property {number} width - Width component - * @property {number} height - Height component - */ - /** - * Rectangle object is an area defined by its position, as indicated by its top-left corner - * point (x, y) and by its width and its height. - * @memberof PIXI - */ - var Rectangle$3 = /** @class */ (function () { - /** - * @param x - The X coordinate of the upper-left corner of the rectangle - * @param y - The Y coordinate of the upper-left corner of the rectangle - * @param width - The overall width of the rectangle - * @param height - The overall height of the rectangle - */ - function Rectangle(x, y, width, height) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - this.x = Number(x); - this.y = Number(y); - this.width = Number(width); - this.height = Number(height); - this.type = SHAPES$3.RECT; - } - Object.defineProperty(Rectangle.prototype, "left", { - /** Returns the left edge of the rectangle. */ - get: function () { - return this.x; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "right", { - /** Returns the right edge of the rectangle. */ - get: function () { - return this.x + this.width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "top", { - /** Returns the top edge of the rectangle. */ + Object.defineProperty(Resource.prototype, "valid", { + /** + * Has been validated + * @readonly + */ get: function () { - return this.y; + return !!this._width && !!this._height; }, enumerable: false, configurable: true }); - Object.defineProperty(Rectangle.prototype, "bottom", { - /** Returns the bottom edge of the rectangle. */ + /** Has been updated trigger event. */ + Resource.prototype.update = function () { + if (!this.destroyed) { + this.onUpdate.emit(); + } + }; + /** + * This can be overridden to start preloading a resource + * or do any other prepare step. + * @protected + * @returns Handle the validate event + */ + Resource.prototype.load = function () { + return Promise.resolve(this); + }; + Object.defineProperty(Resource.prototype, "width", { + /** + * The width of the resource. + * @readonly + */ get: function () { - return this.y + this.height; + return this._width; }, enumerable: false, configurable: true }); - Object.defineProperty(Rectangle, "EMPTY", { - /** A constant empty rectangle. */ + Object.defineProperty(Resource.prototype, "height", { + /** + * The height of the resource. + * @readonly + */ get: function () { - return new Rectangle(0, 0, 0, 0); + return this._height; }, enumerable: false, configurable: true }); /** - * Creates a clone of this Rectangle - * @returns a copy of the rectangle + * Set the style, optional to override + * @param _renderer - yeah, renderer! + * @param _baseTexture - the texture + * @param _glTexture - texture instance for this webgl context + * @returns - `true` is success */ - Rectangle.prototype.clone = function () { - return new Rectangle(this.x, this.y, this.width, this.height); + Resource.prototype.style = function (_renderer, _baseTexture, _glTexture) { + return false; }; - /** - * Copies another rectangle to this one. - * @param rectangle - The rectangle to copy from. - * @returns Returns itself. - */ - Rectangle.prototype.copyFrom = function (rectangle) { - this.x = rectangle.x; - this.y = rectangle.y; - this.width = rectangle.width; - this.height = rectangle.height; - return this; + /** Clean up anything, this happens when destroying is ready. */ + Resource.prototype.dispose = function () { + // override }; /** - * Copies this rectangle to another one. - * @param rectangle - The rectangle to copy to. - * @returns Returns given parameter. + * Call when destroying resource, unbind any BaseTexture object + * before calling this method, as reference counts are maintained + * internally. */ - Rectangle.prototype.copyTo = function (rectangle) { - rectangle.x = this.x; - rectangle.y = this.y; - rectangle.width = this.width; - rectangle.height = this.height; - return rectangle; + Resource.prototype.destroy = function () { + if (!this.destroyed) { + this.destroyed = true; + this.dispose(); + this.onError.removeAll(); + this.onError = null; + this.onResize.removeAll(); + this.onResize = null; + this.onUpdate.removeAll(); + this.onUpdate = null; + } }; /** - * Checks whether the x and y coordinates given are contained within this Rectangle - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coordinates are within this Rectangle + * Abstract, used to auto-detect resource type. + * @param {*} _source - The source object + * @param {string} _extension - The extension of source, if set */ - Rectangle.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { - return false; - } - if (x >= this.x && x < this.x + this.width) { - if (y >= this.y && y < this.y + this.height) { - return true; - } - } + Resource.test = function (_source, _extension) { return false; }; + return Resource; + }()); + + /** + * @interface SharedArrayBuffer + */ + /** + * Buffer resource with data of typed array. + * @memberof PIXI + */ + var BufferResource = /** @class */ (function (_super) { + __extends$i(BufferResource, _super); /** - * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object. - * Returns true only if the area of the intersection is >0, this means that Rectangles - * sharing a side are not overlapping. Another side effect is that an arealess rectangle - * (width or height equal to zero) can't intersect any other rectangle. - * @param {Rectangle} other - The Rectangle to intersect with `this`. - * @param {Matrix} transform - The transformation matrix of `other`. - * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`. + * @param source - Source buffer + * @param options - Options + * @param {number} options.width - Width of the texture + * @param {number} options.height - Height of the texture */ - Rectangle.prototype.intersects = function (other, transform) { - if (!transform) { - var x0_1 = this.x < other.x ? other.x : this.x; - var x1_1 = this.right > other.right ? other.right : this.right; - if (x1_1 <= x0_1) { - return false; - } - var y0_1 = this.y < other.y ? other.y : this.y; - var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom; - return y1_1 > y0_1; + function BufferResource(source, options) { + var _this = this; + var _a = options || {}, width = _a.width, height = _a.height; + if (!width || !height) { + throw new Error('BufferResource width or height invalid'); } - var x0 = this.left; - var x1 = this.right; - var y0 = this.top; - var y1 = this.bottom; - if (x1 <= x0 || y1 <= y0) { - return false; + _this = _super.call(this, width, height) || this; + _this.data = source; + return _this; + } + /** + * Upload the texture to the GPU. + * @param renderer - Upload to the renderer + * @param baseTexture - Reference to parent texture + * @param glTexture - glTexture + * @returns - true is success + */ + BufferResource.prototype.upload = function (renderer, baseTexture, glTexture) { + var gl = renderer.gl; + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK); + var width = baseTexture.realWidth; + var height = baseTexture.realHeight; + if (glTexture.width === width && glTexture.height === height) { + gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data); } - var lt = tempPoints$5[0].set(other.left, other.top); - var lb = tempPoints$5[1].set(other.left, other.bottom); - var rt = tempPoints$5[2].set(other.right, other.top); - var rb = tempPoints$5[3].set(other.right, other.bottom); - if (rt.x <= lt.x || lb.y <= lt.y) { - return false; - } - var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c)); - if (s === 0) { - return false; - } - transform.apply(lt, lt); - transform.apply(lb, lb); - transform.apply(rt, rt); - transform.apply(rb, rb); - if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0 - || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1 - || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0 - || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) { - return false; - } - var nx = s * (lb.y - lt.y); - var ny = s * (lt.x - lb.x); - var n00 = (nx * x0) + (ny * y0); - var n10 = (nx * x1) + (ny * y0); - var n01 = (nx * x0) + (ny * y1); - var n11 = (nx * x1) + (ny * y1); - if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y) - || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) { - return false; - } - var mx = s * (lt.y - rt.y); - var my = s * (rt.x - lt.x); - var m00 = (mx * x0) + (my * y0); - var m10 = (mx * x1) + (my * y0); - var m01 = (mx * x0) + (my * y1); - var m11 = (mx * x1) + (my * y1); - if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y) - || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) { - return false; + else { + glTexture.width = width; + glTexture.height = height; + gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data); } return true; }; - /** - * Pads the rectangle making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. - * @returns Returns itself. - */ - Rectangle.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - this.x -= paddingX; - this.y -= paddingY; - this.width += paddingX * 2; - this.height += paddingY * 2; - return this; - }; - /** - * Fits this rectangle around the passed one. - * @param rectangle - The rectangle to fit. - * @returns Returns itself. - */ - Rectangle.prototype.fit = function (rectangle) { - var x1 = Math.max(this.x, rectangle.x); - var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.max(this.y, rectangle.y); - var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = Math.max(x2 - x1, 0); - this.y = y1; - this.height = Math.max(y2 - y1, 0); - return this; - }; - /** - * Enlarges rectangle that way its corners lie on grid - * @param resolution - resolution - * @param eps - precision - * @returns Returns itself. - */ - Rectangle.prototype.ceil = function (resolution, eps) { - if (resolution === void 0) { resolution = 1; } - if (eps === void 0) { eps = 0.001; } - var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution; - var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution; - this.x = Math.floor((this.x + eps) * resolution) / resolution; - this.y = Math.floor((this.y + eps) * resolution) / resolution; - this.width = x2 - this.x; - this.height = y2 - this.y; - return this; + /** Destroy and don't use after this. */ + BufferResource.prototype.dispose = function () { + this.data = null; }; /** - * Enlarges this rectangle to include the passed rectangle. - * @param rectangle - The rectangle to include. - * @returns Returns itself. + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @returns {boolean} `true` if */ - Rectangle.prototype.enlarge = function (rectangle) { - var x1 = Math.min(this.x, rectangle.x); - var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.min(this.y, rectangle.y); - var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = x2 - x1; - this.y = y1; - this.height = y2 - y1; - return this; - }; - Rectangle.prototype.toString = function () { - return "[@pixi/math:Rectangle x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; + BufferResource.test = function (source) { + return source instanceof Float32Array + || source instanceof Uint8Array + || source instanceof Uint32Array; }; - return Rectangle; - }()); + return BufferResource; + }(Resource)); + var defaultBufferOptions = { + scaleMode: SCALE_MODES.NEAREST, + format: FORMATS.RGBA, + alphaMode: ALPHA_MODES.NPM, + }; /** - * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis. - * - * An `ObservablePoint` is a point that triggers a callback when the point's position is changed. + * A Texture stores the information that represents an image. + * All textures have a base texture, which contains information about the source. + * Therefore you can have many textures all using a single BaseTexture * @memberof PIXI + * @typeParam R - The BaseTexture's Resource type. + * @typeParam RO - The options for constructing resource. */ - var ObservablePoint$3 = /** @class */ (function () { - /** - * Creates a new `ObservablePoint` - * @param cb - callback function triggered when `x` and/or `y` are changed - * @param scope - owner of callback - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis - */ - function ObservablePoint(cb, scope, x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - this._x = x; - this._y = y; - this.cb = cb; - this.scope = scope; - } - /** - * Creates a clone of this point. - * The callback and scope params can be overridden otherwise they will default - * to the clone object's values. - * @override - * @param cb - The callback function triggered when `x` and/or `y` are changed - * @param scope - The owner of the callback - * @returns a copy of this observable point - */ - ObservablePoint.prototype.clone = function (cb, scope) { - if (cb === void 0) { cb = this.cb; } - if (scope === void 0) { scope = this.scope; } - return new ObservablePoint(cb, scope, this._x, this._y); - }; - /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=x] - position of the point on the y axis - * @returns The observable point instance itself - */ - ObservablePoint.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - if (this._x !== x || this._y !== y) { - this._x = x; - this._y = y; - this.cb.call(this.scope); - } - return this; - }; + var BaseTexture = /** @class */ (function (_super) { + __extends$i(BaseTexture, _super); /** - * Copies x and y from the given point (`p`) - * @param p - The point to copy from. Can be any of type that is or extends `IPointData` - * @returns The observable point instance itself + * @param {PIXI.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null] - + * The current resource to use, for things that aren't Resource objects, will be converted + * into a Resource. + * @param options - Collection of options + * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture + * @param {number} [options.anisotropicLevel=PIXI.settings.ANISOTROPIC_LEVEL] - Anisotropic filtering level of texture + * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures + * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest + * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type + * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type + * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target + * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Pre multiply the image alpha + * @param {number} [options.width=0] - Width of the texture + * @param {number} [options.height=0] - Height of the texture + * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - Resolution of the base texture + * @param {object} [options.resourceOptions] - Optional resource options, + * see {@link PIXI.autoDetectResource autoDetectResource} */ - ObservablePoint.prototype.copyFrom = function (p) { - if (this._x !== p.x || this._y !== p.y) { - this._x = p.x; - this._y = p.y; - this.cb.call(this.scope); + function BaseTexture(resource, options) { + if (resource === void 0) { resource = null; } + if (options === void 0) { options = null; } + var _this = _super.call(this) || this; + options = options || {}; + var alphaMode = options.alphaMode, mipmap = options.mipmap, anisotropicLevel = options.anisotropicLevel, scaleMode = options.scaleMode, width = options.width, height = options.height, wrapMode = options.wrapMode, format = options.format, type = options.type, target = options.target, resolution = options.resolution, resourceOptions = options.resourceOptions; + // Convert the resource to a Resource object + if (resource && !(resource instanceof Resource)) { + resource = autoDetectResource(resource, resourceOptions); + resource.internal = true; } - return this; - }; - /** - * Copies this point's x and y into that of the given point (`p`) - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated - */ - ObservablePoint.prototype.copyTo = function (p) { - p.set(this._x, this._y); - return p; - }; - /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal - */ - ObservablePoint.prototype.equals = function (p) { - return (p.x === this._x) && (p.y === this._y); - }; - ObservablePoint.prototype.toString = function () { - return "[@pixi/math:ObservablePoint x=" + 0 + " y=" + 0 + " scope=" + this.scope + "]"; - }; - Object.defineProperty(ObservablePoint.prototype, "x", { - /** Position of the observable point on the x axis. */ + _this.resolution = resolution || settings$1.RESOLUTION; + _this.width = Math.round((width || 0) * _this.resolution) / _this.resolution; + _this.height = Math.round((height || 0) * _this.resolution) / _this.resolution; + _this._mipmap = mipmap !== undefined ? mipmap : settings$1.MIPMAP_TEXTURES; + _this.anisotropicLevel = anisotropicLevel !== undefined ? anisotropicLevel : settings$1.ANISOTROPIC_LEVEL; + _this._wrapMode = wrapMode || settings$1.WRAP_MODE; + _this._scaleMode = scaleMode !== undefined ? scaleMode : settings$1.SCALE_MODE; + _this.format = format || FORMATS.RGBA; + _this.type = type || TYPES.UNSIGNED_BYTE; + _this.target = target || TARGETS.TEXTURE_2D; + _this.alphaMode = alphaMode !== undefined ? alphaMode : ALPHA_MODES.UNPACK; + _this.uid = uid(); + _this.touched = 0; + _this.isPowerOfTwo = false; + _this._refreshPOT(); + _this._glTextures = {}; + _this.dirtyId = 0; + _this.dirtyStyleId = 0; + _this.cacheId = null; + _this.valid = width > 0 && height > 0; + _this.textureCacheIds = []; + _this.destroyed = false; + _this.resource = null; + _this._batchEnabled = 0; + _this._batchLocation = 0; + _this.parentTextureArray = null; + /** + * Fired when a not-immediately-available source finishes loading. + * @protected + * @event PIXI.BaseTexture#loaded + * @param {PIXI.BaseTexture} baseTexture - Resource loaded. + */ + /** + * Fired when a not-immediately-available source fails to load. + * @protected + * @event PIXI.BaseTexture#error + * @param {PIXI.BaseTexture} baseTexture - Resource errored. + * @param {ErrorEvent} event - Load error event. + */ + /** + * Fired when BaseTexture is updated. + * @protected + * @event PIXI.BaseTexture#loaded + * @param {PIXI.BaseTexture} baseTexture - Resource loaded. + */ + /** + * Fired when BaseTexture is updated. + * @protected + * @event PIXI.BaseTexture#update + * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated. + */ + /** + * Fired when BaseTexture is destroyed. + * @protected + * @event PIXI.BaseTexture#dispose + * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed. + */ + // Set the resource + _this.setResource(resource); + return _this; + } + Object.defineProperty(BaseTexture.prototype, "realWidth", { + /** + * Pixel width of the source of this texture + * @readonly + */ get: function () { - return this._x; + return Math.round(this.width * this.resolution); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BaseTexture.prototype, "realHeight", { + /** + * Pixel height of the source of this texture + * @readonly + */ + get: function () { + return Math.round(this.height * this.resolution); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BaseTexture.prototype, "mipmap", { + /** + * Mipmap mode of the texture, affects downscaled images + * @default PIXI.settings.MIPMAP_TEXTURES + */ + get: function () { + return this._mipmap; }, set: function (value) { - if (this._x !== value) { - this._x = value; - this.cb.call(this.scope); + if (this._mipmap !== value) { + this._mipmap = value; + this.dirtyStyleId++; } }, enumerable: false, configurable: true }); - Object.defineProperty(ObservablePoint.prototype, "y", { - /** Position of the observable point on the y axis. */ + Object.defineProperty(BaseTexture.prototype, "scaleMode", { + /** + * The scale mode to apply when scaling this texture + * @default PIXI.settings.SCALE_MODE + */ get: function () { - return this._y; + return this._scaleMode; }, set: function (value) { - if (this._y !== value) { - this._y = value; - this.cb.call(this.scope); + if (this._scaleMode !== value) { + this._scaleMode = value; + this.dirtyStyleId++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BaseTexture.prototype, "wrapMode", { + /** + * How the texture wraps + * @default PIXI.settings.WRAP_MODE + */ + get: function () { + return this._wrapMode; + }, + set: function (value) { + if (this._wrapMode !== value) { + this._wrapMode = value; + this.dirtyStyleId++; } }, enumerable: false, configurable: true }); - return ObservablePoint; - }()); - - /** - * The PixiJS Matrix as a class makes it a lot faster. - * - * Here is a representation of it: - * ```js - * | a | c | tx| - * | b | d | ty| - * | 0 | 0 | 1 | - * ``` - * @memberof PIXI - */ - var Matrix$3 = /** @class */ (function () { /** - * @param a - x scale - * @param b - y skew - * @param c - x skew - * @param d - y scale - * @param tx - x translation - * @param ty - y translation + * Changes style options of BaseTexture + * @param scaleMode - Pixi scalemode + * @param mipmap - enable mipmaps + * @returns - this */ - function Matrix(a, b, c, d, tx, ty) { - if (a === void 0) { a = 1; } - if (b === void 0) { b = 0; } - if (c === void 0) { c = 0; } - if (d === void 0) { d = 1; } - if (tx === void 0) { tx = 0; } - if (ty === void 0) { ty = 0; } - this.array = null; - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - } + BaseTexture.prototype.setStyle = function (scaleMode, mipmap) { + var dirty; + if (scaleMode !== undefined && scaleMode !== this.scaleMode) { + this.scaleMode = scaleMode; + dirty = true; + } + if (mipmap !== undefined && mipmap !== this.mipmap) { + this.mipmap = mipmap; + dirty = true; + } + if (dirty) { + this.dirtyStyleId++; + } + return this; + }; /** - * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: - * - * a = array[0] - * b = array[1] - * c = array[3] - * d = array[4] - * tx = array[2] - * ty = array[5] - * @param array - The array that the matrix will be populated from. + * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero. + * @param desiredWidth - Desired visual width + * @param desiredHeight - Desired visual height + * @param resolution - Optionally set resolution + * @returns - this */ - Matrix.prototype.fromArray = function (array) { - this.a = array[0]; - this.b = array[1]; - this.c = array[3]; - this.d = array[4]; - this.tx = array[2]; - this.ty = array[5]; + BaseTexture.prototype.setSize = function (desiredWidth, desiredHeight, resolution) { + resolution = resolution || this.resolution; + return this.setRealSize(desiredWidth * resolution, desiredHeight * resolution, resolution); }; /** - * Sets the matrix properties. - * @param a - Matrix component - * @param b - Matrix component - * @param c - Matrix component - * @param d - Matrix component - * @param tx - Matrix component - * @param ty - Matrix component - * @returns This matrix. Good for chaining method calls. + * Sets real size of baseTexture, preserves current resolution. + * @param realWidth - Full rendered width + * @param realHeight - Full rendered height + * @param resolution - Optionally set resolution + * @returns - this */ - Matrix.prototype.set = function (a, b, c, d, tx, ty) { - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; + BaseTexture.prototype.setRealSize = function (realWidth, realHeight, resolution) { + this.resolution = resolution || this.resolution; + this.width = Math.round(realWidth) / this.resolution; + this.height = Math.round(realHeight) / this.resolution; + this._refreshPOT(); + this.update(); return this; }; /** - * Creates an array from the current Matrix object. - * @param transpose - Whether we need to transpose the matrix or not - * @param [out=new Float32Array(9)] - If provided the array will be assigned to out - * @returns The newly created array which contains the matrix + * Refresh check for isPowerOfTwo texture based on size + * @private */ - Matrix.prototype.toArray = function (transpose, out) { - if (!this.array) { - this.array = new Float32Array(9); - } - var array = out || this.array; - if (transpose) { - array[0] = this.a; - array[1] = this.b; - array[2] = 0; - array[3] = this.c; - array[4] = this.d; - array[5] = 0; - array[6] = this.tx; - array[7] = this.ty; - array[8] = 1; + BaseTexture.prototype._refreshPOT = function () { + this.isPowerOfTwo = isPow2(this.realWidth) && isPow2(this.realHeight); + }; + /** + * Changes resolution + * @param resolution - res + * @returns - this + */ + BaseTexture.prototype.setResolution = function (resolution) { + var oldResolution = this.resolution; + if (oldResolution === resolution) { + return this; } - else { - array[0] = this.a; - array[1] = this.c; - array[2] = this.tx; - array[3] = this.b; - array[4] = this.d; - array[5] = this.ty; - array[6] = 0; - array[7] = 0; - array[8] = 1; + this.resolution = resolution; + if (this.valid) { + this.width = Math.round(this.width * oldResolution) / resolution; + this.height = Math.round(this.height * oldResolution) / resolution; + this.emit('update', this); } - return array; + this._refreshPOT(); + return this; }; /** - * Get a new position with the current transformation applied. - * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, transformed through this matrix + * Sets the resource if it wasn't set. Throws error if resource already present + * @param resource - that is managing this BaseTexture + * @returns - this */ - Matrix.prototype.apply = function (pos, newPos) { - newPos = (newPos || new Point$3()); - var x = pos.x; - var y = pos.y; - newPos.x = (this.a * x) + (this.c * y) + this.tx; - newPos.y = (this.b * x) + (this.d * y) + this.ty; - return newPos; + BaseTexture.prototype.setResource = function (resource) { + if (this.resource === resource) { + return this; + } + if (this.resource) { + throw new Error('Resource can be set only once'); + } + resource.bind(this); + this.resource = resource; + return this; + }; + /** Invalidates the object. Texture becomes valid if width and height are greater than zero. */ + BaseTexture.prototype.update = function () { + if (!this.valid) { + if (this.width > 0 && this.height > 0) { + this.valid = true; + this.emit('loaded', this); + this.emit('update', this); + } + } + else { + this.dirtyId++; + this.dirtyStyleId++; + this.emit('update', this); + } }; /** - * Get a new position with the inverse of the current transformation applied. - * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, inverse-transformed through this matrix + * Handle errors with resources. + * @private + * @param event - Error event emitted. */ - Matrix.prototype.applyInverse = function (pos, newPos) { - newPos = (newPos || new Point$3()); - var id = 1 / ((this.a * this.d) + (this.c * -this.b)); - var x = pos.x; - var y = pos.y; - newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id); - newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id); - return newPos; + BaseTexture.prototype.onError = function (event) { + this.emit('error', this, event); }; /** - * Translates the matrix on the x and y. - * @param x - How much to translate x by - * @param y - How much to translate y by - * @returns This matrix. Good for chaining method calls. + * Destroys this base texture. + * The method stops if resource doesn't want this texture to be destroyed. + * Removes texture from all caches. */ - Matrix.prototype.translate = function (x, y) { - this.tx += x; - this.ty += y; - return this; + BaseTexture.prototype.destroy = function () { + // remove and destroy the resource + if (this.resource) { + this.resource.unbind(this); + // only destroy resourced created internally + if (this.resource.internal) { + this.resource.destroy(); + } + this.resource = null; + } + if (this.cacheId) { + delete BaseTextureCache[this.cacheId]; + delete TextureCache[this.cacheId]; + this.cacheId = null; + } + // finally let the WebGL renderer know.. + this.dispose(); + BaseTexture.removeFromCache(this); + this.textureCacheIds = null; + this.destroyed = true; }; /** - * Applies a scale transformation to the matrix. - * @param x - The amount to scale horizontally - * @param y - The amount to scale vertically - * @returns This matrix. Good for chaining method calls. + * Frees the texture from WebGL memory without destroying this texture object. + * This means you can still use the texture later which will upload it to GPU + * memory again. + * @fires PIXI.BaseTexture#dispose */ - Matrix.prototype.scale = function (x, y) { - this.a *= x; - this.d *= y; - this.c *= x; - this.b *= y; - this.tx *= x; - this.ty *= y; + BaseTexture.prototype.dispose = function () { + this.emit('dispose', this); + }; + /** Utility function for BaseTexture|Texture cast. */ + BaseTexture.prototype.castToBaseTexture = function () { return this; }; /** - * Applies a rotation transformation to the matrix. - * @param angle - The angle in radians. - * @returns This matrix. Good for chaining method calls. + * Helper function that creates a base texture based on the source you provide. + * The source can be - image url, image element, canvas element. If the + * source is an image url or an image element and not in the base texture + * cache, it will be created and loaded. + * @static + * @param {string|string[]|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The + * source to create base texture from. + * @param options - See {@link PIXI.BaseTexture}'s constructor for options. + * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id + * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. + * @returns {PIXI.BaseTexture} The new base texture. */ - Matrix.prototype.rotate = function (angle) { - var cos = Math.cos(angle); - var sin = Math.sin(angle); - var a1 = this.a; - var c1 = this.c; - var tx1 = this.tx; - this.a = (a1 * cos) - (this.b * sin); - this.b = (a1 * sin) + (this.b * cos); - this.c = (c1 * cos) - (this.d * sin); - this.d = (c1 * sin) + (this.d * cos); - this.tx = (tx1 * cos) - (this.ty * sin); - this.ty = (tx1 * sin) + (this.ty * cos); - return this; + BaseTexture.from = function (source, options, strict) { + if (strict === void 0) { strict = settings$1.STRICT_TEXTURE_CACHE; } + var isFrame = typeof source === 'string'; + var cacheId = null; + if (isFrame) { + cacheId = source; + } + else { + if (!source._pixiId) { + var prefix = (options && options.pixiIdPrefix) || 'pixiid'; + source._pixiId = prefix + "_" + uid(); + } + cacheId = source._pixiId; + } + var baseTexture = BaseTextureCache[cacheId]; + // Strict-mode rejects invalid cacheIds + if (isFrame && strict && !baseTexture) { + throw new Error("The cacheId \"" + cacheId + "\" does not exist in BaseTextureCache."); + } + if (!baseTexture) { + baseTexture = new BaseTexture(source, options); + baseTexture.cacheId = cacheId; + BaseTexture.addToCache(baseTexture, cacheId); + } + return baseTexture; }; /** - * Appends the given Matrix to this Matrix. - * @param matrix - The matrix to append. - * @returns This matrix. Good for chaining method calls. + * Create a new BaseTexture with a BufferResource from a Float32Array. + * RGBA values are floats from 0 to 1. + * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data + * is provided, a new Float32Array is created. + * @param width - Width of the resource + * @param height - Height of the resource + * @param options - See {@link PIXI.BaseTexture}'s constructor for options. + * Default properties are different from the constructor's defaults. + * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type + * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.NPM] - Image alpha, not premultiplied by default + * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.SCALE_MODES.NEAREST] - Scale mode, pixelating by default + * @returns - The resulting new BaseTexture */ - Matrix.prototype.append = function (matrix) { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - this.a = (matrix.a * a1) + (matrix.b * c1); - this.b = (matrix.a * b1) + (matrix.b * d1); - this.c = (matrix.c * a1) + (matrix.d * c1); - this.d = (matrix.c * b1) + (matrix.d * d1); - this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx; - this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty; - return this; + BaseTexture.fromBuffer = function (buffer, width, height, options) { + buffer = buffer || new Float32Array(width * height * 4); + var resource = new BufferResource(buffer, { width: width, height: height }); + var type = buffer instanceof Float32Array ? TYPES.FLOAT : TYPES.UNSIGNED_BYTE; + return new BaseTexture(resource, Object.assign({}, defaultBufferOptions, options || { width: width, height: height, type: type })); }; /** - * Sets the matrix based on all the available properties - * @param x - Position on the x axis - * @param y - Position on the y axis - * @param pivotX - Pivot on the x axis - * @param pivotY - Pivot on the y axis - * @param scaleX - Scale on the x axis - * @param scaleY - Scale on the y axis - * @param rotation - Rotation in radians - * @param skewX - Skew on the x axis - * @param skewY - Skew on the y axis - * @returns This matrix. Good for chaining method calls. + * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object. + * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache. + * @param {string} id - The id that the BaseTexture will be stored against. */ - Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) { - this.a = Math.cos(rotation + skewY) * scaleX; - this.b = Math.sin(rotation + skewY) * scaleX; - this.c = -Math.sin(rotation - skewX) * scaleY; - this.d = Math.cos(rotation - skewX) * scaleY; - this.tx = x - ((pivotX * this.a) + (pivotY * this.c)); - this.ty = y - ((pivotX * this.b) + (pivotY * this.d)); - return this; + BaseTexture.addToCache = function (baseTexture, id) { + if (id) { + if (baseTexture.textureCacheIds.indexOf(id) === -1) { + baseTexture.textureCacheIds.push(id); + } + if (BaseTextureCache[id]) { + // eslint-disable-next-line no-console + console.warn("BaseTexture added to the cache with an id [" + id + "] that already had an entry"); + } + BaseTextureCache[id] = baseTexture; + } }; /** - * Prepends the given Matrix to this Matrix. - * @param matrix - The matrix to prepend - * @returns This matrix. Good for chaining method calls. + * Remove a BaseTexture from the global BaseTextureCache. + * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself. + * @returns {PIXI.BaseTexture|null} The BaseTexture that was removed. */ - Matrix.prototype.prepend = function (matrix) { - var tx1 = this.tx; - if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) { - var a1 = this.a; - var c1 = this.c; - this.a = (a1 * matrix.a) + (this.b * matrix.c); - this.b = (a1 * matrix.b) + (this.b * matrix.d); - this.c = (c1 * matrix.a) + (this.d * matrix.c); - this.d = (c1 * matrix.b) + (this.d * matrix.d); + BaseTexture.removeFromCache = function (baseTexture) { + if (typeof baseTexture === 'string') { + var baseTextureFromCache = BaseTextureCache[baseTexture]; + if (baseTextureFromCache) { + var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture); + if (index > -1) { + baseTextureFromCache.textureCacheIds.splice(index, 1); + } + delete BaseTextureCache[baseTexture]; + return baseTextureFromCache; + } } - this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx; - this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty; - return this; + else if (baseTexture && baseTexture.textureCacheIds) { + for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) { + delete BaseTextureCache[baseTexture.textureCacheIds[i]]; + } + baseTexture.textureCacheIds.length = 0; + return baseTexture; + } + return null; }; + /** Global number of the texture batch, used by multi-texture renderers. */ + BaseTexture._globalBatch = 0; + return BaseTexture; + }(EventEmitter$2)); + + /** + * Resource that can manage several resource (items) inside. + * All resources need to have the same pixel size. + * Parent class for CubeResource and ArrayResource + * @memberof PIXI + */ + var AbstractMultiResource = /** @class */ (function (_super) { + __extends$i(AbstractMultiResource, _super); /** - * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. - * @param transform - The transform to apply the properties to. - * @returns The transform with the newly applied properties + * @param length + * @param options - Options to for Resource constructor + * @param {number} [options.width] - Width of the resource + * @param {number} [options.height] - Height of the resource */ - Matrix.prototype.decompose = function (transform) { - // sort out rotation / skew.. - var a = this.a; - var b = this.b; - var c = this.c; - var d = this.d; - var pivot = transform.pivot; - var skewX = -Math.atan2(-c, d); - var skewY = Math.atan2(b, a); - var delta = Math.abs(skewX + skewY); - if (delta < 0.00001 || Math.abs(PI_2$3 - delta) < 0.00001) { - transform.rotation = skewY; - transform.skew.x = transform.skew.y = 0; + function AbstractMultiResource(length, options) { + var _this = this; + var _a = options || {}, width = _a.width, height = _a.height; + _this = _super.call(this, width, height) || this; + _this.items = []; + _this.itemDirtyIds = []; + for (var i = 0; i < length; i++) { + var partTexture = new BaseTexture(); + _this.items.push(partTexture); + // -2 - first run of texture array upload + // -1 - texture item was allocated + // >=0 - texture item uploaded , in sync with items[i].dirtyId + _this.itemDirtyIds.push(-2); } - else { - transform.rotation = 0; - transform.skew.x = skewX; - transform.skew.y = skewY; + _this.length = length; + _this._load = null; + _this.baseTexture = null; + return _this; + } + /** + * Used from ArrayResource and CubeResource constructors. + * @param resources - Can be resources, image elements, canvas, etc. , + * length should be same as constructor length + * @param options - Detect options for resources + */ + AbstractMultiResource.prototype.initFromArray = function (resources, options) { + for (var i = 0; i < this.length; i++) { + if (!resources[i]) { + continue; + } + if (resources[i].castToBaseTexture) { + this.addBaseTextureAt(resources[i].castToBaseTexture(), i); + } + else if (resources[i] instanceof Resource) { + this.addResourceAt(resources[i], i); + } + else { + this.addResourceAt(autoDetectResource(resources[i], options), i); + } } - // next set scale - transform.scale.x = Math.sqrt((a * a) + (b * b)); - transform.scale.y = Math.sqrt((c * c) + (d * d)); - // next set position - transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c)); - transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d)); - return transform; + }; + /** Destroy this BaseImageResource. */ + AbstractMultiResource.prototype.dispose = function () { + for (var i = 0, len = this.length; i < len; i++) { + this.items[i].destroy(); + } + this.items = null; + this.itemDirtyIds = null; + this._load = null; }; /** - * Inverts this matrix - * @returns This matrix. Good for chaining method calls. + * Set a resource by ID + * @param resource + * @param index - Zero-based index of resource to set + * @returns - Instance for chaining */ - Matrix.prototype.invert = function () { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - var tx1 = this.tx; - var n = (a1 * d1) - (b1 * c1); - this.a = d1 / n; - this.b = -b1 / n; - this.c = -c1 / n; - this.d = a1 / n; - this.tx = ((c1 * this.ty) - (d1 * tx1)) / n; - this.ty = -((a1 * this.ty) - (b1 * tx1)) / n; + AbstractMultiResource.prototype.addResourceAt = function (resource, index) { + if (!this.items[index]) { + throw new Error("Index " + index + " is out of bounds"); + } + // Inherit the first resource dimensions + if (resource.valid && !this.valid) { + this.resize(resource.width, resource.height); + } + this.items[index].setResource(resource); return this; }; /** - * Resets this Matrix to an identity (default) matrix. - * @returns This matrix. Good for chaining method calls. + * Set the parent base texture. + * @param baseTexture */ - Matrix.prototype.identity = function () { - this.a = 1; - this.b = 0; - this.c = 0; - this.d = 1; - this.tx = 0; - this.ty = 0; - return this; + AbstractMultiResource.prototype.bind = function (baseTexture) { + if (this.baseTexture !== null) { + throw new Error('Only one base texture per TextureArray is allowed'); + } + _super.prototype.bind.call(this, baseTexture); + for (var i = 0; i < this.length; i++) { + this.items[i].parentTextureArray = baseTexture; + this.items[i].on('update', baseTexture.update, baseTexture); + } }; /** - * Creates a new Matrix object with the same values as this one. - * @returns A copy of this matrix. Good for chaining method calls. + * Unset the parent base texture. + * @param baseTexture */ - Matrix.prototype.clone = function () { - var matrix = new Matrix(); - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; + AbstractMultiResource.prototype.unbind = function (baseTexture) { + _super.prototype.unbind.call(this, baseTexture); + for (var i = 0; i < this.length; i++) { + this.items[i].parentTextureArray = null; + this.items[i].off('update', baseTexture.update, baseTexture); + } }; /** - * Changes the values of the given matrix to be the same as the ones in this matrix - * @param matrix - The matrix to copy to. - * @returns The matrix given in parameter with its values updated. + * Load all the resources simultaneously + * @returns - When load is resolved */ - Matrix.prototype.copyTo = function (matrix) { - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; + AbstractMultiResource.prototype.load = function () { + var _this = this; + if (this._load) { + return this._load; + } + var resources = this.items.map(function (item) { return item.resource; }).filter(function (item) { return item; }); + // TODO: also implement load part-by-part strategy + var promises = resources.map(function (item) { return item.load(); }); + this._load = Promise.all(promises) + .then(function () { + var _a = _this.items[0], realWidth = _a.realWidth, realHeight = _a.realHeight; + _this.resize(realWidth, realHeight); + return Promise.resolve(_this); + }); + return this._load; }; + return AbstractMultiResource; + }(Resource)); + + /** + * A resource that contains a number of sources. + * @memberof PIXI + */ + var ArrayResource = /** @class */ (function (_super) { + __extends$i(ArrayResource, _super); /** - * Changes the values of the matrix to be the same as the ones in given matrix - * @param {PIXI.Matrix} matrix - The matrix to copy from. - * @returns {PIXI.Matrix} this + * @param source - Number of items in array or the collection + * of image URLs to use. Can also be resources, image elements, canvas, etc. + * @param options - Options to apply to {@link PIXI.autoDetectResource} + * @param {number} [options.width] - Width of the resource + * @param {number} [options.height] - Height of the resource */ - Matrix.prototype.copyFrom = function (matrix) { - this.a = matrix.a; - this.b = matrix.b; - this.c = matrix.c; - this.d = matrix.d; - this.tx = matrix.tx; - this.ty = matrix.ty; + function ArrayResource(source, options) { + var _this = this; + var _a = options || {}, width = _a.width, height = _a.height; + var urls; + var length; + if (Array.isArray(source)) { + urls = source; + length = source.length; + } + else { + length = source; + } + _this = _super.call(this, length, { width: width, height: height }) || this; + if (urls) { + _this.initFromArray(urls, options); + } + return _this; + } + /** + * Set a baseTexture by ID, + * ArrayResource just takes resource from it, nothing more + * @param baseTexture + * @param index - Zero-based index of resource to set + * @returns - Instance for chaining + */ + ArrayResource.prototype.addBaseTextureAt = function (baseTexture, index) { + if (baseTexture.resource) { + this.addResourceAt(baseTexture.resource, index); + } + else { + throw new Error('ArrayResource does not support RenderTexture'); + } return this; }; - Matrix.prototype.toString = function () { - return "[@pixi/math:Matrix a=" + this.a + " b=" + this.b + " c=" + this.c + " d=" + this.d + " tx=" + this.tx + " ty=" + this.ty + "]"; + /** + * Add binding + * @param baseTexture + */ + ArrayResource.prototype.bind = function (baseTexture) { + _super.prototype.bind.call(this, baseTexture); + baseTexture.target = TARGETS.TEXTURE_2D_ARRAY; }; - Object.defineProperty(Matrix, "IDENTITY", { - /** - * A default (identity) matrix - * @readonly - */ - get: function () { - return new Matrix(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Matrix, "TEMP_MATRIX", { - /** - * A temp matrix - * @readonly - */ - get: function () { - return new Matrix(); - }, - enumerable: false, - configurable: true - }); - return Matrix; - }()); - - // Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group - /* - * Transform matrix for operation n is: - * | ux | vx | - * | uy | vy | - */ - var ux$3 = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; - var uy$3 = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vx$3 = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vy$3 = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; - /** - * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table} - * for the composition of each rotation in the dihederal group D8. - * @type {number[][]} - * @private - */ - var rotationCayley$1 = []; - /** - * Matrices for each `GD8Symmetry` rotation. - * @type {PIXI.Matrix[]} - * @private - */ - var rotationMatrices$1 = []; - /* - * Alias for {@code Math.sign}. - */ - var signum$3 = Math.sign; - /* - * Initializes `rotationCayley` and `rotationMatrices`. It is called - * only once below. - */ - function init$3() { - for (var i = 0; i < 16; i++) { - var row = []; - rotationCayley$1.push(row); - for (var j = 0; j < 16; j++) { - /* Multiplies rotation matrices i and j. */ - var _ux = signum$3((ux$3[i] * ux$3[j]) + (vx$3[i] * uy$3[j])); - var _uy = signum$3((uy$3[i] * ux$3[j]) + (vy$3[i] * uy$3[j])); - var _vx = signum$3((ux$3[i] * vx$3[j]) + (vx$3[i] * vy$3[j])); - var _vy = signum$3((uy$3[i] * vx$3[j]) + (vy$3[i] * vy$3[j])); - /* Finds rotation matrix matching the product and pushes it. */ - for (var k = 0; k < 16; k++) { - if (ux$3[k] === _ux && uy$3[k] === _uy - && vx$3[k] === _vx && vy$3[k] === _vy) { - row.push(k); - break; + /** + * Upload the resources to the GPU. + * @param renderer + * @param texture + * @param glTexture + * @returns - whether texture was uploaded + */ + ArrayResource.prototype.upload = function (renderer, texture, glTexture) { + var _a = this, length = _a.length, itemDirtyIds = _a.itemDirtyIds, items = _a.items; + var gl = renderer.gl; + if (glTexture.dirtyId < 0) { + gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, glTexture.internalFormat, this._width, this._height, length, 0, texture.format, glTexture.type, null); + } + for (var i = 0; i < length; i++) { + var item = items[i]; + if (itemDirtyIds[i] < item.dirtyId) { + itemDirtyIds[i] = item.dirtyId; + if (item.valid) { + gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, // xoffset + 0, // yoffset + i, // zoffset + item.resource.width, item.resource.height, 1, texture.format, glTexture.type, item.resource.source); } } } - } - for (var i = 0; i < 16; i++) { - var mat = new Matrix$3(); - mat.set(ux$3[i], uy$3[i], vx$3[i], vy$3[i], 0, 0); - rotationMatrices$1.push(mat); - } - } - init$3(); - /** - * @memberof PIXI - * @typedef {number} GD8Symmetry - * @see PIXI.groupD8 - */ + return true; + }; + return ArrayResource; + }(AbstractMultiResource)); + /** - * Implements the dihedral group D8, which is similar to - * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html}; - * D8 is the same but with diagonals, and it is used for texture - * rotations. - * - * The directions the U- and V- axes after rotation - * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))` - * and `(vX(a), vY(a))`. These aren't necessarily unit vectors. - * - * **Origin:**
                                                                        - * This is the small part of gameofbombs.com portal system. It works. - * @see PIXI.groupD8.E - * @see PIXI.groupD8.SE - * @see PIXI.groupD8.S - * @see PIXI.groupD8.SW - * @see PIXI.groupD8.W - * @see PIXI.groupD8.NW - * @see PIXI.groupD8.N - * @see PIXI.groupD8.NE - * @author Ivan @ivanpopelyshev - * @namespace PIXI.groupD8 + * Base for all the image/canvas resources. * @memberof PIXI */ - var groupD8$1 = { - /** - * | Rotation | Direction | - * |----------|-----------| - * | 0° | East | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - E: 0, - /** - * | Rotation | Direction | - * |----------|-----------| - * | 45°↻ | Southeast | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - SE: 1, - /** - * | Rotation | Direction | - * |----------|-----------| - * | 90°↻ | South | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - S: 2, - /** - * | Rotation | Direction | - * |----------|-----------| - * | 135°↻ | Southwest | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - SW: 3, - /** - * | Rotation | Direction | - * |----------|-----------| - * | 180° | West | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - W: 4, - /** - * | Rotation | Direction | - * |-------------|--------------| - * | -135°/225°↻ | Northwest | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - NW: 5, - /** - * | Rotation | Direction | - * |-------------|--------------| - * | -90°/270°↻ | North | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - N: 6, - /** - * | Rotation | Direction | - * |-------------|--------------| - * | -45°/315°↻ | Northeast | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - NE: 7, - /** - * Reflection about Y-axis. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - MIRROR_VERTICAL: 8, - /** - * Reflection about the main diagonal. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - MAIN_DIAGONAL: 10, - /** - * Reflection about X-axis. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - MIRROR_HORIZONTAL: 12, - /** - * Reflection about reverse diagonal. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - REVERSE_DIAGONAL: 14, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The X-component of the U-axis - * after rotating the axes. - */ - uX: function (ind) { return ux$3[ind]; }, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis - * after rotating the axes. - */ - uY: function (ind) { return uy$3[ind]; }, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The X-component of the V-axis - * after rotating the axes. - */ - vX: function (ind) { return vx$3[ind]; }, + var BaseImageResource = /** @class */ (function (_super) { + __extends$i(BaseImageResource, _super); /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis - * after rotating the axes. + * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} source */ - vY: function (ind) { return vy$3[ind]; }, + function BaseImageResource(source) { + var _this = this; + var sourceAny = source; + var width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width; + var height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height; + _this = _super.call(this, width, height) || this; + _this.source = source; + _this.noSubImage = false; + return _this; + } /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite - * is needed. Only rotations have opposite symmetries while - * reflections don't. - * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation` + * Set cross origin based detecting the url and the crossorigin + * @param element - Element to apply crossOrigin + * @param url - URL to check + * @param crossorigin - Cross origin value to use */ - inv: function (rotation) { - if (rotation & 8) // true only if between 8 & 15 (reflections) - { - return rotation & 15; // or rotation % 16 + BaseImageResource.crossOrigin = function (element, url, crossorigin) { + if (crossorigin === undefined && url.indexOf('data:') !== 0) { + element.crossOrigin = determineCrossOrigin(url); } - return (-rotation) & 7; // or (8 - rotation) % 8 - }, - /** - * Composes the two D8 operations. - * - * Taking `^` as reflection: - * - * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 | - * |-------|-----|-----|-----|-----|------|-------|-------|-------| - * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ | - * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ | - * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ | - * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ | - * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S | - * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W | - * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N | - * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E | - * - * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table} - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which - * is the row in the above cayley table. - * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which - * is the column in the above cayley table. - * @returns {PIXI.GD8Symmetry} Composed operation - */ - add: function (rotationSecond, rotationFirst) { return (rotationCayley$1[rotationSecond][rotationFirst]); }, - /** - * Reverse of `add`. - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotationSecond - Second operation - * @param {PIXI.GD8Symmetry} rotationFirst - First operation - * @returns {PIXI.GD8Symmetry} Result - */ - sub: function (rotationSecond, rotationFirst) { return (rotationCayley$1[rotationSecond][groupD8$1.inv(rotationFirst)]); }, - /** - * Adds 180 degrees to rotation, which is a commutative - * operation. - * @memberof PIXI.groupD8 - * @param {number} rotation - The number to rotate. - * @returns {number} Rotated number - */ - rotate180: function (rotation) { return rotation ^ 4; }, - /** - * Checks if the rotation angle is vertical, i.e. south - * or north. It doesn't work for reflections. - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotation - The number to check. - * @returns {boolean} Whether or not the direction is vertical - */ - isVertical: function (rotation) { return (rotation & 3) === 2; }, + else if (crossorigin !== false) { + element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous'; + } + }; /** - * Approximates the vector `V(dx,dy)` into one of the - * eight directions provided by `groupD8`. - * @memberof PIXI.groupD8 - * @param {number} dx - X-component of the vector - * @param {number} dy - Y-component of the vector - * @returns {PIXI.GD8Symmetry} Approximation of the vector into - * one of the eight symmetries. + * Upload the texture to the GPU. + * @param renderer - Upload to the renderer + * @param baseTexture - Reference to parent texture + * @param glTexture + * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] - (optional) + * @returns - true is success */ - byDirection: function (dx, dy) { - if (Math.abs(dx) * 2 <= Math.abs(dy)) { - if (dy >= 0) { - return groupD8$1.S; + BaseImageResource.prototype.upload = function (renderer, baseTexture, glTexture, source) { + var gl = renderer.gl; + var width = baseTexture.realWidth; + var height = baseTexture.realHeight; + source = source || this.source; + if (source instanceof HTMLImageElement) { + if (!source.complete || source.naturalWidth === 0) { + return false; } - return groupD8$1.N; } - else if (Math.abs(dy) * 2 <= Math.abs(dx)) { - if (dx > 0) { - return groupD8$1.E; + else if (source instanceof HTMLVideoElement) { + if (source.readyState <= 1) { + return false; } - return groupD8$1.W; } - else if (dy > 0) { - if (dx > 0) { - return groupD8$1.SE; - } - return groupD8$1.SW; + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK); + if (!this.noSubImage + && baseTexture.target === gl.TEXTURE_2D + && glTexture.width === width + && glTexture.height === height) { + gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, glTexture.type, source); } - else if (dx > 0) { - return groupD8$1.NE; + else { + glTexture.width = width; + glTexture.height = height; + gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, baseTexture.format, glTexture.type, source); } - return groupD8$1.NW; - }, + return true; + }; /** - * Helps sprite to compensate texture packer rotation. - * @memberof PIXI.groupD8 - * @param {PIXI.Matrix} matrix - sprite world matrix - * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use. - * @param {number} tx - sprite anchoring - * @param {number} ty - sprite anchoring + * Checks if source width/height was changed, resize can cause extra baseTexture update. + * Triggers one update in any case. */ - matrixAppendRotationInv: function (matrix, rotation, tx, ty) { - if (tx === void 0) { tx = 0; } - if (ty === void 0) { ty = 0; } - // Packer used "rotation", we use "inv(rotation)" - var mat = rotationMatrices$1[groupD8$1.inv(rotation)]; - mat.tx = tx; - mat.ty = ty; - matrix.append(mat); - }, - }; + BaseImageResource.prototype.update = function () { + if (this.destroyed) { + return; + } + var source = this.source; + var width = source.naturalWidth || source.videoWidth || source.width; + var height = source.naturalHeight || source.videoHeight || source.height; + this.resize(width, height); + _super.prototype.update.call(this); + }; + /** Destroy this {@link BaseImageResource} */ + BaseImageResource.prototype.dispose = function () { + this.source = null; + }; + return BaseImageResource; + }(Resource)); /** - * Transform that takes care about its versions. + * @interface OffscreenCanvas + */ + /** + * Resource type for HTMLCanvasElement. * @memberof PIXI */ - /** @class */ ((function () { - function Transform() { - this.worldTransform = new Matrix$3(); - this.localTransform = new Matrix$3(); - this.position = new ObservablePoint$3(this.onChange, this, 0, 0); - this.scale = new ObservablePoint$3(this.onChange, this, 1, 1); - this.pivot = new ObservablePoint$3(this.onChange, this, 0, 0); - this.skew = new ObservablePoint$3(this.updateSkew, this, 0, 0); - this._rotation = 0; - this._cx = 1; - this._sx = 0; - this._cy = 0; - this._sy = 1; - this._localID = 0; - this._currentLocalID = 0; - this._worldID = 0; - this._parentID = 0; + var CanvasResource = /** @class */ (function (_super) { + __extends$i(CanvasResource, _super); + /** + * @param source - Canvas element to use + */ + // eslint-disable-next-line @typescript-eslint/no-useless-constructor + function CanvasResource(source) { + return _super.call(this, source) || this; } - /** Called when a value changes. */ - Transform.prototype.onChange = function () { - this._localID++; - }; - /** Called when the skew or the rotation changes. */ - Transform.prototype.updateSkew = function () { - this._cx = Math.cos(this._rotation + this.skew.y); - this._sx = Math.sin(this._rotation + this.skew.y); - this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2 - this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2 - this._localID++; - }; - Transform.prototype.toString = function () { - return "[@pixi/math:Transform " - + ("position=(" + this.position.x + ", " + this.position.y + ") ") - + ("rotation=" + this.rotation + " ") - + ("scale=(" + this.scale.x + ", " + this.scale.y + ") ") - + ("skew=(" + this.skew.x + ", " + this.skew.y + ") ") - + "]"; - }; - /** Updates the local transformation matrix. */ - Transform.prototype.updateLocalTransform = function () { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; + /** + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @returns {boolean} `true` if source is HTMLCanvasElement or OffscreenCanvas + */ + CanvasResource.test = function (source) { + var OffscreenCanvas = globalThis.OffscreenCanvas; + // Check for browsers that don't yet support OffscreenCanvas + if (OffscreenCanvas && source instanceof OffscreenCanvas) { + return true; } + return globalThis.HTMLCanvasElement && source instanceof HTMLCanvasElement; }; + return CanvasResource; + }(BaseImageResource)); + + /** + * Resource for a CubeTexture which contains six resources. + * @memberof PIXI + */ + var CubeResource = /** @class */ (function (_super) { + __extends$i(CubeResource, _super); /** - * Updates the local and the world transformation matrices. - * @param parentTransform - The parent transform + * @param {Array} [source] - Collection of URLs or resources + * to use as the sides of the cube. + * @param options - ImageResource options + * @param {number} [options.width] - Width of resource + * @param {number} [options.height] - Height of resource + * @param {number} [options.autoLoad=true] - Whether to auto-load resources + * @param {number} [options.linkBaseTexture=true] - In case BaseTextures are supplied, + * whether to copy them or use */ - Transform.prototype.updateTransform = function (parentTransform) { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; + function CubeResource(source, options) { + var _this = this; + var _a = options || {}, width = _a.width, height = _a.height, autoLoad = _a.autoLoad, linkBaseTexture = _a.linkBaseTexture; + if (source && source.length !== CubeResource.SIDES) { + throw new Error("Invalid length. Got " + source.length + ", expected 6"); } - if (this._parentID !== parentTransform._worldID) { - // concat the parent matrix with the objects transform. - var pt = parentTransform.worldTransform; - var wt = this.worldTransform; - wt.a = (lt.a * pt.a) + (lt.b * pt.c); - wt.b = (lt.a * pt.b) + (lt.b * pt.d); - wt.c = (lt.c * pt.a) + (lt.d * pt.c); - wt.d = (lt.c * pt.b) + (lt.d * pt.d); - wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx; - wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty; - this._parentID = parentTransform._worldID; - // update the id of the transform.. - this._worldID++; + _this = _super.call(this, 6, { width: width, height: height }) || this; + for (var i = 0; i < CubeResource.SIDES; i++) { + _this.items[i].target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + i; } - }; + _this.linkBaseTexture = linkBaseTexture !== false; + if (source) { + _this.initFromArray(source, options); + } + if (autoLoad !== false) { + _this.load(); + } + return _this; + } /** - * Decomposes a matrix and sets the transforms properties based on it. - * @param matrix - The matrix to decompose + * Add binding. + * @param baseTexture - parent base texture */ - Transform.prototype.setFromMatrix = function (matrix) { - matrix.decompose(this); - this._localID++; + CubeResource.prototype.bind = function (baseTexture) { + _super.prototype.bind.call(this, baseTexture); + baseTexture.target = TARGETS.TEXTURE_CUBE_MAP; }; - Object.defineProperty(Transform.prototype, "rotation", { - /** The rotation of the object in radians. */ - get: function () { - return this._rotation; - }, - set: function (value) { - if (this._rotation !== value) { - this._rotation = value; - this.updateSkew(); - } - }, - enumerable: false, - configurable: true - }); - /** A default (identity) transform. */ - Transform.IDENTITY = new Transform(); - return Transform; - })()); - - /*! - * @pixi/core - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/core is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * The maximum support for using WebGL. If a device does not - * support WebGL version, for instance WebGL 2, it will still - * attempt to fallback support to WebGL 1. If you want to - * explicitly remove feature support to target a more stable - * baseline, prefer a lower environment. - * - * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium} - * we disable webgl2 by default for all non-apple mobile devices. - * @static - * @name PREFER_ENV - * @memberof PIXI.settings - * @type {number} - * @default PIXI.ENV.WEBGL2 - */ - settings$2.PREFER_ENV = isMobile$2.any ? ENV$8.WEBGL : ENV$8.WEBGL2; - /** - * If set to `true`, *only* Textures and BaseTexture objects stored - * in the caches ({@link PIXI.utils.TextureCache TextureCache} and - * {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can be - * used when calling {@link PIXI.Texture.from Texture.from} or - * {@link PIXI.BaseTexture.from BaseTexture.from}. - * Otherwise, these `from` calls throw an exception. Using this property - * can be useful if you want to enforce preloading all assets with - * {@link PIXI.Loader Loader}. - * @static - * @name STRICT_TEXTURE_CACHE - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ - settings$2.STRICT_TEXTURE_CACHE = false; - - /** - * Collection of installed resource types, class must extend {@link PIXI.Resource}. - * @example - * class CustomResource extends PIXI.Resource { - * // MUST have source, options constructor signature - * // for auto-detected resources to be created. - * constructor(source, options) { - * super(); - * } - * upload(renderer, baseTexture, glTexture) { - * // upload with GL - * return true; - * } - * // used to auto-detect resource - * static test(source, extension) { - * return extension === 'xyz'|| source instanceof SomeClass; - * } - * } - * // Install the new resource type - * PIXI.INSTALLED.push(CustomResource); - * @memberof PIXI - * @type {Array} - * @static - * @readonly - */ - var INSTALLED$1 = []; - /** - * Create a resource element from a single source element. This - * auto-detects which type of resource to create. All resources that - * are auto-detectable must have a static `test` method and a constructor - * with the arguments `(source, options?)`. Currently, the supported - * resources for auto-detection include: - * - {@link PIXI.ImageResource} - * - {@link PIXI.CanvasResource} - * - {@link PIXI.VideoResource} - * - {@link PIXI.SVGResource} - * - {@link PIXI.BufferResource} - * @static - * @memberof PIXI - * @function autoDetectResource - * @param {string|*} source - Resource source, this can be the URL to the resource, - * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri - * or any other resource that can be auto-detected. If not resource is - * detected, it's assumed to be an ImageResource. - * @param {object} [options] - Pass-through options to use for Resource - * @param {number} [options.width] - Width of BufferResource or SVG rasterization - * @param {number} [options.height] - Height of BufferResource or SVG rasterization - * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading - * @param {number} [options.scale=1] - SVG source scale. Overridden by width, height - * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object - * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin - * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately - * @param {number} [options.updateFPS=0] - Video option to update how many times a second the - * texture should be updated from the video. Leave at 0 to update at every render - * @returns {PIXI.Resource} The created resource. - */ - function autoDetectResource$1(source, options) { - if (!source) { - return null; - } - var extension = ''; - if (typeof source === 'string') { - // search for file extension: period, 3-4 chars, then ?, # or EOL - var result = (/\.(\w{3,4})(?:$|\?|#)/i).exec(source); - if (result) { - extension = result[1].toLowerCase(); - } - } - for (var i = INSTALLED$1.length - 1; i >= 0; --i) { - var ResourcePlugin = INSTALLED$1[i]; - if (ResourcePlugin.test && ResourcePlugin.test(source, extension)) { - return new ResourcePlugin(source, options); + CubeResource.prototype.addBaseTextureAt = function (baseTexture, index, linkBaseTexture) { + if (!this.items[index]) { + throw new Error("Index " + index + " is out of bounds"); } - } - throw new Error('Unrecognized source type to auto-detect Resource'); - } - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$m = function(d, b) { - extendStatics$m = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$m(d, b); - }; - - function __extends$m(d, b) { - extendStatics$m(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var __assign$2 = function() { - __assign$2 = Object.assign || function __assign(t) { - var arguments$1 = arguments; - - for (var s, i = 1, n = arguments.length; i < n; i++) { - s = arguments$1[i]; - for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } } - } - return t; - }; - return __assign$2.apply(this, arguments); - }; - - function __rest$1(s, e) { - var t = {}; - for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0) - { t[p] = s[p]; } } - if (s != null && typeof Object.getOwnPropertySymbols === "function") - { for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) { - if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i])) - { t[p[i]] = s[p[i]]; } - } } - return t; - } - - /** - * Base resource class for textures that manages validation and uploading, depending on its type. - * - * Uploading of a base texture to the GPU is required. - * @memberof PIXI - */ - var Resource$1 = /** @class */ (function () { - /** - * @param width - Width of the resource - * @param height - Height of the resource - */ - function Resource(width, height) { - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - this._width = width; - this._height = height; - this.destroyed = false; - this.internal = false; - this.onResize = new Runner('setRealSize'); - this.onUpdate = new Runner('update'); - this.onError = new Runner('onError'); - } - /** - * Bind to a parent BaseTexture - * @param baseTexture - Parent texture - */ - Resource.prototype.bind = function (baseTexture) { - this.onResize.add(baseTexture); - this.onUpdate.add(baseTexture); - this.onError.add(baseTexture); - // Call a resize immediate if we already - // have the width and height of the resource - if (this._width || this._height) { - this.onResize.emit(this._width, this._height); + if (!this.linkBaseTexture + || baseTexture.parentTextureArray + || Object.keys(baseTexture._glTextures).length > 0) { + // copy mode + if (baseTexture.resource) { + this.addResourceAt(baseTexture.resource, index); + } + else { + throw new Error("CubeResource does not support copying of renderTexture."); + } } - }; - /** - * Unbind to a parent BaseTexture - * @param baseTexture - Parent texture - */ - Resource.prototype.unbind = function (baseTexture) { - this.onResize.remove(baseTexture); - this.onUpdate.remove(baseTexture); - this.onError.remove(baseTexture); - }; - /** - * Trigger a resize event - * @param width - X dimension - * @param height - Y dimension - */ - Resource.prototype.resize = function (width, height) { - if (width !== this._width || height !== this._height) { - this._width = width; - this._height = height; - this.onResize.emit(width, height); + else { + // link mode, the difficult one! + baseTexture.target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + index; + baseTexture.parentTextureArray = this.baseTexture; + this.items[index] = baseTexture; } - }; - Object.defineProperty(Resource.prototype, "valid", { - /** - * Has been validated - * @readonly - */ - get: function () { - return !!this._width && !!this._height; - }, - enumerable: false, - configurable: true - }); - /** Has been updated trigger event. */ - Resource.prototype.update = function () { - if (!this.destroyed) { - this.onUpdate.emit(); + if (baseTexture.valid && !this.valid) { + this.resize(baseTexture.realWidth, baseTexture.realHeight); } + this.items[index] = baseTexture; + return this; }; /** - * This can be overridden to start preloading a resource - * or do any other prepare step. - * @protected - * @returns Handle the validate event - */ - Resource.prototype.load = function () { - return Promise.resolve(this); - }; - Object.defineProperty(Resource.prototype, "width", { - /** - * The width of the resource. - * @readonly - */ - get: function () { - return this._width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Resource.prototype, "height", { - /** - * The height of the resource. - * @readonly - */ - get: function () { - return this._height; - }, - enumerable: false, - configurable: true - }); - /** - * Set the style, optional to override - * @param _renderer - yeah, renderer! - * @param _baseTexture - the texture - * @param _glTexture - texture instance for this webgl context - * @returns - `true` is success - */ - Resource.prototype.style = function (_renderer, _baseTexture, _glTexture) { - return false; - }; - /** Clean up anything, this happens when destroying is ready. */ - Resource.prototype.dispose = function () { - // override - }; - /** - * Call when destroying resource, unbind any BaseTexture object - * before calling this method, as reference counts are maintained - * internally. + * Upload the resource + * @param renderer + * @param _baseTexture + * @param glTexture + * @returns {boolean} true is success */ - Resource.prototype.destroy = function () { - if (!this.destroyed) { - this.destroyed = true; - this.dispose(); - this.onError.removeAll(); - this.onError = null; - this.onResize.removeAll(); - this.onResize = null; - this.onUpdate.removeAll(); - this.onUpdate = null; + CubeResource.prototype.upload = function (renderer, _baseTexture, glTexture) { + var dirty = this.itemDirtyIds; + for (var i = 0; i < CubeResource.SIDES; i++) { + var side = this.items[i]; + if (dirty[i] < side.dirtyId || glTexture.dirtyId < _baseTexture.dirtyId) { + if (side.valid && side.resource) { + side.resource.upload(renderer, side, glTexture); + dirty[i] = side.dirtyId; + } + else if (dirty[i] < -1) { + // either item is not valid yet, either its a renderTexture + // allocate the memory + renderer.gl.texImage2D(side.target, 0, glTexture.internalFormat, _baseTexture.realWidth, _baseTexture.realHeight, 0, _baseTexture.format, glTexture.type, null); + dirty[i] = -1; + } + } } + return true; }; /** - * Abstract, used to auto-detect resource type. - * @param {*} _source - The source object - * @param {string} _extension - The extension of source, if set + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @returns {boolean} `true` if source is an array of 6 elements */ - Resource.test = function (_source, _extension) { - return false; + CubeResource.test = function (source) { + return Array.isArray(source) && source.length === CubeResource.SIDES; }; - return Resource; - }()); + /** Number of texture sides to store for CubeResources. */ + CubeResource.SIDES = 6; + return CubeResource; + }(AbstractMultiResource)); /** - * @interface SharedArrayBuffer - */ - /** - * Buffer resource with data of typed array. + * Resource type for HTMLImageElement. * @memberof PIXI */ - var BufferResource$1 = /** @class */ (function (_super) { - __extends$m(BufferResource, _super); + var ImageResource = /** @class */ (function (_super) { + __extends$i(ImageResource, _super); /** - * @param source - Source buffer - * @param options - Options - * @param {number} options.width - Width of the texture - * @param {number} options.height - Height of the texture + * @param source - image source or URL + * @param options + * @param {boolean} [options.autoLoad=true] - start loading process + * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - whether its required to create + * a bitmap before upload + * @param {boolean} [options.crossorigin=true] - Load image using cross origin + * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Premultiply image alpha in bitmap */ - function BufferResource(source, options) { + function ImageResource(source, options) { var _this = this; - var _a = options || {}, width = _a.width, height = _a.height; - if (!width || !height) { - throw new Error('BufferResource width or height invalid'); + options = options || {}; + if (!(source instanceof HTMLImageElement)) { + var imageElement = new Image(); + BaseImageResource.crossOrigin(imageElement, source, options.crossorigin); + imageElement.src = source; + source = imageElement; + } + _this = _super.call(this, source) || this; + // FireFox 68, and possibly other versions, seems like setting the HTMLImageElement#width and #height + // to non-zero values before its loading completes if images are in a cache. + // Because of this, need to set the `_width` and the `_height` to zero to avoid uploading incomplete images. + // Please refer to the issue #5968 (https://github.com/pixijs/pixi.js/issues/5968). + if (!source.complete && !!_this._width && !!_this._height) { + _this._width = 0; + _this._height = 0; + } + _this.url = source.src; + _this._process = null; + _this.preserveBitmap = false; + _this.createBitmap = (options.createBitmap !== undefined + ? options.createBitmap : settings$1.CREATE_IMAGE_BITMAP) && !!globalThis.createImageBitmap; + _this.alphaMode = typeof options.alphaMode === 'number' ? options.alphaMode : null; + _this.bitmap = null; + _this._load = null; + if (options.autoLoad !== false) { + _this.load(); } - _this = _super.call(this, width, height) || this; - _this.data = source; return _this; } /** - * Upload the texture to the GPU. - * @param renderer - Upload to the renderer - * @param baseTexture - Reference to parent texture - * @param glTexture - glTexture - * @returns - true is success + * Returns a promise when image will be loaded and processed. + * @param createBitmap - whether process image into bitmap */ - BufferResource.prototype.upload = function (renderer, baseTexture, glTexture) { - var gl = renderer.gl; - gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES$8.UNPACK); - var width = baseTexture.realWidth; - var height = baseTexture.realHeight; - if (glTexture.width === width && glTexture.height === height) { - gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data); + ImageResource.prototype.load = function (createBitmap) { + var _this = this; + if (this._load) { + return this._load; } - else { - glTexture.width = width; - glTexture.height = height; - gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data); + if (createBitmap !== undefined) { + this.createBitmap = createBitmap; } - return true; - }; - /** Destroy and don't use after this. */ - BufferResource.prototype.dispose = function () { - this.data = null; + this._load = new Promise(function (resolve, reject) { + var source = _this.source; + _this.url = source.src; + var completed = function () { + if (_this.destroyed) { + return; + } + source.onload = null; + source.onerror = null; + _this.resize(source.width, source.height); + _this._load = null; + if (_this.createBitmap) { + resolve(_this.process()); + } + else { + resolve(_this); + } + }; + if (source.complete && source.src) { + completed(); + } + else { + source.onload = completed; + source.onerror = function (event) { + // Avoids Promise freezing when resource broken + reject(event); + _this.onError.emit(event); + }; + } + }); + return this._load; }; /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if + * Called when we need to convert image into BitmapImage. + * Can be called multiple times, real promise is cached inside. + * @returns - Cached promise to fill that bitmap */ - BufferResource.test = function (source) { - return source instanceof Float32Array - || source instanceof Uint8Array - || source instanceof Uint32Array; + ImageResource.prototype.process = function () { + var _this = this; + var source = this.source; + if (this._process !== null) { + return this._process; + } + if (this.bitmap !== null || !globalThis.createImageBitmap) { + return Promise.resolve(this); + } + var createImageBitmap = globalThis.createImageBitmap; + var cors = !source.crossOrigin || source.crossOrigin === 'anonymous'; + this._process = fetch(source.src, { + mode: cors ? 'cors' : 'no-cors' + }) + .then(function (r) { return r.blob(); }) + .then(function (blob) { return createImageBitmap(blob, 0, 0, source.width, source.height, { + premultiplyAlpha: _this.alphaMode === null || _this.alphaMode === ALPHA_MODES.UNPACK + ? 'premultiply' : 'none', + }); }) + .then(function (bitmap) { + if (_this.destroyed) { + return Promise.reject(); + } + _this.bitmap = bitmap; + _this.update(); + _this._process = null; + return Promise.resolve(_this); + }); + return this._process; }; - return BufferResource; - }(Resource$1)); - - var defaultBufferOptions$1 = { - scaleMode: SCALE_MODES$8.NEAREST, - format: FORMATS$8.RGBA, - alphaMode: ALPHA_MODES$8.NPM, - }; - /** - * A Texture stores the information that represents an image. - * All textures have a base texture, which contains information about the source. - * Therefore you can have many textures all using a single BaseTexture - * @memberof PIXI - * @typeParam R - The BaseTexture's Resource type. - * @typeParam RO - The options for constructing resource. - */ - var BaseTexture$1 = /** @class */ (function (_super) { - __extends$m(BaseTexture, _super); /** - * @param {PIXI.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null] - - * The current resource to use, for things that aren't Resource objects, will be converted - * into a Resource. - * @param options - Collection of options - * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture - * @param {number} [options.anisotropicLevel=PIXI.settings.ANISOTROPIC_LEVEL] - Anisotropic filtering level of texture - * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures - * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest - * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type - * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type - * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target - * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Pre multiply the image alpha - * @param {number} [options.width=0] - Width of the texture - * @param {number} [options.height=0] - Height of the texture - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - Resolution of the base texture - * @param {object} [options.resourceOptions] - Optional resource options, - * see {@link PIXI.autoDetectResource autoDetectResource} + * Upload the image resource to GPU. + * @param renderer - Renderer to upload to + * @param baseTexture - BaseTexture for this resource + * @param glTexture - GLTexture to use + * @returns {boolean} true is success */ - function BaseTexture(resource, options) { - if (resource === void 0) { resource = null; } - if (options === void 0) { options = null; } - var _this = _super.call(this) || this; + ImageResource.prototype.upload = function (renderer, baseTexture, glTexture) { + if (typeof this.alphaMode === 'number') { + // bitmap stores unpack premultiply flag, we dont have to notify texImage2D about it + baseTexture.alphaMode = this.alphaMode; + } + if (!this.createBitmap) { + return _super.prototype.upload.call(this, renderer, baseTexture, glTexture); + } + if (!this.bitmap) { + // yeah, ignore the output + this.process(); + if (!this.bitmap) { + return false; + } + } + _super.prototype.upload.call(this, renderer, baseTexture, glTexture, this.bitmap); + if (!this.preserveBitmap) { + // checks if there are other renderers that possibly need this bitmap + var flag = true; + var glTextures = baseTexture._glTextures; + for (var key in glTextures) { + var otherTex = glTextures[key]; + if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId) { + flag = false; + break; + } + } + if (flag) { + if (this.bitmap.close) { + this.bitmap.close(); + } + this.bitmap = null; + } + } + return true; + }; + /** Destroys this resource. */ + ImageResource.prototype.dispose = function () { + this.source.onload = null; + this.source.onerror = null; + _super.prototype.dispose.call(this); + if (this.bitmap) { + this.bitmap.close(); + this.bitmap = null; + } + this._process = null; + this._load = null; + }; + /** + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @returns {boolean} `true` if source is string or HTMLImageElement + */ + ImageResource.test = function (source) { + return typeof source === 'string' || source instanceof HTMLImageElement; + }; + return ImageResource; + }(BaseImageResource)); + + /** + * Resource type for SVG elements and graphics. + * @memberof PIXI + */ + var SVGResource = /** @class */ (function (_super) { + __extends$i(SVGResource, _super); + /** + * @param sourceBase64 - Base64 encoded SVG element or URL for SVG file. + * @param {object} [options] - Options to use + * @param {number} [options.scale=1] - Scale to apply to SVG. Overridden by... + * @param {number} [options.width] - Rasterize SVG this wide. Aspect ratio preserved if height not specified. + * @param {number} [options.height] - Rasterize SVG this high. Aspect ratio preserved if width not specified. + * @param {boolean} [options.autoLoad=true] - Start loading right away. + */ + function SVGResource(sourceBase64, options) { + var _this = this; options = options || {}; - var alphaMode = options.alphaMode, mipmap = options.mipmap, anisotropicLevel = options.anisotropicLevel, scaleMode = options.scaleMode, width = options.width, height = options.height, wrapMode = options.wrapMode, format = options.format, type = options.type, target = options.target, resolution = options.resolution, resourceOptions = options.resourceOptions; - // Convert the resource to a Resource object - if (resource && !(resource instanceof Resource$1)) { - resource = autoDetectResource$1(resource, resourceOptions); - resource.internal = true; + _this = _super.call(this, settings$1.ADAPTER.createCanvas()) || this; + _this._width = 0; + _this._height = 0; + _this.svg = sourceBase64; + _this.scale = options.scale || 1; + _this._overrideWidth = options.width; + _this._overrideHeight = options.height; + _this._resolve = null; + _this._crossorigin = options.crossorigin; + _this._load = null; + if (options.autoLoad !== false) { + _this.load(); } - _this.resolution = resolution || settings$2.RESOLUTION; - _this.width = Math.round((width || 0) * _this.resolution) / _this.resolution; - _this.height = Math.round((height || 0) * _this.resolution) / _this.resolution; - _this._mipmap = mipmap !== undefined ? mipmap : settings$2.MIPMAP_TEXTURES; - _this.anisotropicLevel = anisotropicLevel !== undefined ? anisotropicLevel : settings$2.ANISOTROPIC_LEVEL; - _this._wrapMode = wrapMode || settings$2.WRAP_MODE; - _this._scaleMode = scaleMode !== undefined ? scaleMode : settings$2.SCALE_MODE; - _this.format = format || FORMATS$8.RGBA; - _this.type = type || TYPES$8.UNSIGNED_BYTE; - _this.target = target || TARGETS$8.TEXTURE_2D; - _this.alphaMode = alphaMode !== undefined ? alphaMode : ALPHA_MODES$8.UNPACK; - _this.uid = uid(); - _this.touched = 0; - _this.isPowerOfTwo = false; - _this._refreshPOT(); - _this._glTextures = {}; - _this.dirtyId = 0; - _this.dirtyStyleId = 0; - _this.cacheId = null; - _this.valid = width > 0 && height > 0; - _this.textureCacheIds = []; - _this.destroyed = false; - _this.resource = null; - _this._batchEnabled = 0; - _this._batchLocation = 0; - _this.parentTextureArray = null; - /** - * Fired when a not-immediately-available source finishes loading. - * @protected - * @event PIXI.BaseTexture#loaded - * @param {PIXI.BaseTexture} baseTexture - Resource loaded. - */ - /** - * Fired when a not-immediately-available source fails to load. - * @protected - * @event PIXI.BaseTexture#error - * @param {PIXI.BaseTexture} baseTexture - Resource errored. - * @param {ErrorEvent} event - Load error event. - */ - /** - * Fired when BaseTexture is updated. - * @protected - * @event PIXI.BaseTexture#loaded - * @param {PIXI.BaseTexture} baseTexture - Resource loaded. - */ - /** - * Fired when BaseTexture is updated. - * @protected - * @event PIXI.BaseTexture#update - * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated. - */ - /** - * Fired when BaseTexture is destroyed. - * @protected - * @event PIXI.BaseTexture#dispose - * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed. - */ - // Set the resource - _this.setResource(resource); return _this; } - Object.defineProperty(BaseTexture.prototype, "realWidth", { - /** - * Pixel width of the source of this texture - * @readonly - */ - get: function () { - return Math.round(this.width * this.resolution); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BaseTexture.prototype, "realHeight", { - /** - * Pixel height of the source of this texture - * @readonly - */ - get: function () { - return Math.round(this.height * this.resolution); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BaseTexture.prototype, "mipmap", { - /** - * Mipmap mode of the texture, affects downscaled images - * @default PIXI.settings.MIPMAP_TEXTURES - */ - get: function () { - return this._mipmap; - }, - set: function (value) { - if (this._mipmap !== value) { - this._mipmap = value; - this.dirtyStyleId++; + SVGResource.prototype.load = function () { + var _this = this; + if (this._load) { + return this._load; + } + this._load = new Promise(function (resolve) { + // Save this until after load is finished + _this._resolve = function () { + _this.resize(_this.source.width, _this.source.height); + resolve(_this); + }; + // Convert SVG inline string to data-uri + if (SVGResource.SVG_XML.test(_this.svg.trim())) { + if (!btoa) { + throw new Error('Your browser doesn\'t support base64 conversions.'); + } + _this.svg = "data:image/svg+xml;base64," + btoa(unescape(encodeURIComponent(_this.svg))); } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BaseTexture.prototype, "scaleMode", { - /** - * The scale mode to apply when scaling this texture - * @default PIXI.settings.SCALE_MODE - */ - get: function () { - return this._scaleMode; - }, - set: function (value) { - if (this._scaleMode !== value) { - this._scaleMode = value; - this.dirtyStyleId++; + _this._loadSvg(); + }); + return this._load; + }; + /** Loads an SVG image from `imageUrl` or `data URL`. */ + SVGResource.prototype._loadSvg = function () { + var _this = this; + var tempImage = new Image(); + BaseImageResource.crossOrigin(tempImage, this.svg, this._crossorigin); + tempImage.src = this.svg; + tempImage.onerror = function (event) { + if (!_this._resolve) { + return; } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BaseTexture.prototype, "wrapMode", { - /** - * How the texture wraps - * @default PIXI.settings.WRAP_MODE - */ - get: function () { - return this._wrapMode; - }, - set: function (value) { - if (this._wrapMode !== value) { - this._wrapMode = value; - this.dirtyStyleId++; + tempImage.onerror = null; + _this.onError.emit(event); + }; + tempImage.onload = function () { + if (!_this._resolve) { + return; } - }, - enumerable: false, - configurable: true - }); + var svgWidth = tempImage.width; + var svgHeight = tempImage.height; + if (!svgWidth || !svgHeight) { + throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.'); + } + // Set render size + var width = svgWidth * _this.scale; + var height = svgHeight * _this.scale; + if (_this._overrideWidth || _this._overrideHeight) { + width = _this._overrideWidth || _this._overrideHeight / svgHeight * svgWidth; + height = _this._overrideHeight || _this._overrideWidth / svgWidth * svgHeight; + } + width = Math.round(width); + height = Math.round(height); + // Create a canvas element + var canvas = _this.source; + canvas.width = width; + canvas.height = height; + canvas._pixiId = "canvas_" + uid(); + // Draw the Svg to the canvas + canvas + .getContext('2d') + .drawImage(tempImage, 0, 0, svgWidth, svgHeight, 0, 0, width, height); + _this._resolve(); + _this._resolve = null; + }; + }; /** - * Changes style options of BaseTexture - * @param scaleMode - Pixi scalemode - * @param mipmap - enable mipmaps - * @returns - this + * Get size from an svg string using a regular expression. + * @param svgString - a serialized svg element + * @returns - image extension */ - BaseTexture.prototype.setStyle = function (scaleMode, mipmap) { - var dirty; - if (scaleMode !== undefined && scaleMode !== this.scaleMode) { - this.scaleMode = scaleMode; - dirty = true; - } - if (mipmap !== undefined && mipmap !== this.mipmap) { - this.mipmap = mipmap; - dirty = true; - } - if (dirty) { - this.dirtyStyleId++; + SVGResource.getSize = function (svgString) { + var sizeMatch = SVGResource.SVG_SIZE.exec(svgString); + var size = {}; + if (sizeMatch) { + size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3])); + size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7])); } - return this; + return size; + }; + /** Destroys this texture. */ + SVGResource.prototype.dispose = function () { + _super.prototype.dispose.call(this); + this._resolve = null; + this._crossorigin = null; }; /** - * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero. - * @param desiredWidth - Desired visual width - * @param desiredHeight - Desired visual height - * @param resolution - Optionally set resolution - * @returns - this + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @param {string} extension - The extension of source, if set + * @returns {boolean} - If the source is a SVG source or data file */ - BaseTexture.prototype.setSize = function (desiredWidth, desiredHeight, resolution) { - resolution = resolution || this.resolution; - return this.setRealSize(desiredWidth * resolution, desiredHeight * resolution, resolution); + SVGResource.test = function (source, extension) { + // url file extension is SVG + return extension === 'svg' + // source is SVG data-uri + || (typeof source === 'string' && source.startsWith('data:image/svg+xml')) + // source is SVG inline + || (typeof source === 'string' && SVGResource.SVG_XML.test(source)); }; /** - * Sets real size of baseTexture, preserves current resolution. - * @param realWidth - Full rendered width - * @param realHeight - Full rendered height - * @param resolution - Optionally set resolution - * @returns - this + * Regular expression for SVG XML document. + * @example <?xml version="1.0" encoding="utf-8" ?><!-- image/svg --><svg + * @readonly */ - BaseTexture.prototype.setRealSize = function (realWidth, realHeight, resolution) { - this.resolution = resolution || this.resolution; - this.width = Math.round(realWidth) / this.resolution; - this.height = Math.round(realHeight) / this.resolution; - this._refreshPOT(); - this.update(); - return this; - }; + SVGResource.SVG_XML = /^(<\?xml[^?]+\?>)?\s*()]*-->)?\s*\]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*>/i; // eslint-disable-line max-len + return SVGResource; + }(BaseImageResource)); + + /** + * Resource type for {@code HTMLVideoElement}. + * @memberof PIXI + */ + var VideoResource = /** @class */ (function (_super) { + __extends$i(VideoResource, _super); /** - * Changes resolution - * @param resolution - res - * @returns - this + * @param {HTMLVideoElement|object|string|Array} source - Video element to use. + * @param {object} [options] - Options to use + * @param {boolean} [options.autoLoad=true] - Start loading the video immediately + * @param {boolean} [options.autoPlay=true] - Start playing video immediately + * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video. + * Leave at 0 to update at every render. + * @param {boolean} [options.crossorigin=true] - Load image using cross origin */ - BaseTexture.prototype.setResolution = function (resolution) { - var oldResolution = this.resolution; - if (oldResolution === resolution) { - return this; + function VideoResource(source, options) { + var _this = this; + options = options || {}; + if (!(source instanceof HTMLVideoElement)) { + var videoElement = document.createElement('video'); + // workaround for https://github.com/pixijs/pixi.js/issues/5996 + videoElement.setAttribute('preload', 'auto'); + videoElement.setAttribute('webkit-playsinline', ''); + videoElement.setAttribute('playsinline', ''); + if (typeof source === 'string') { + source = [source]; + } + var firstSrc = source[0].src || source[0]; + BaseImageResource.crossOrigin(videoElement, firstSrc, options.crossorigin); + // array of objects or strings + for (var i = 0; i < source.length; ++i) { + var sourceElement = document.createElement('source'); + var _a = source[i], src = _a.src, mime = _a.mime; + src = src || source[i]; + var baseSrc = src.split('?').shift().toLowerCase(); + var ext = baseSrc.slice(baseSrc.lastIndexOf('.') + 1); + mime = mime || VideoResource.MIME_TYPES[ext] || "video/" + ext; + sourceElement.src = src; + sourceElement.type = mime; + videoElement.appendChild(sourceElement); + } + // Override the source + source = videoElement; } - this.resolution = resolution; - if (this.valid) { - this.width = Math.round(this.width * oldResolution) / resolution; - this.height = Math.round(this.height * oldResolution) / resolution; - this.emit('update', this); + _this = _super.call(this, source) || this; + _this.noSubImage = true; + _this._autoUpdate = true; + _this._isConnectedToTicker = false; + _this._updateFPS = options.updateFPS || 0; + _this._msToNextUpdate = 0; + _this.autoPlay = options.autoPlay !== false; + _this._load = null; + _this._resolve = null; + // Bind for listeners + _this._onCanPlay = _this._onCanPlay.bind(_this); + _this._onError = _this._onError.bind(_this); + if (options.autoLoad !== false) { + _this.load(); + } + return _this; + } + /** + * Trigger updating of the texture. + * @param _deltaTime - time delta since last tick + */ + VideoResource.prototype.update = function (_deltaTime) { + if (!this.destroyed) { + // account for if video has had its playbackRate changed + var elapsedMS = Ticker.shared.elapsedMS * this.source.playbackRate; + this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS); + if (!this._updateFPS || this._msToNextUpdate <= 0) { + _super.prototype.update.call(this); + this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0; + } } - this._refreshPOT(); - return this; }; /** - * Sets the resource if it wasn't set. Throws error if resource already present - * @param resource - that is managing this BaseTexture - * @returns - this + * Start preloading the video resource. + * @returns {Promise} Handle the validate event */ - BaseTexture.prototype.setResource = function (resource) { - if (this.resource === resource) { - return this; + VideoResource.prototype.load = function () { + var _this = this; + if (this._load) { + return this._load; } - if (this.resource) { - throw new Error('Resource can be set only once'); + var source = this.source; + if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA) + && source.width && source.height) { + source.complete = true; } - resource.bind(this); - this.resource = resource; - return this; - }; - /** Invalidates the object. Texture becomes valid if width and height are greater than zero. */ - BaseTexture.prototype.update = function () { - if (!this.valid) { - if (this.width > 0 && this.height > 0) { - this.valid = true; - this.emit('loaded', this); - this.emit('update', this); - } + source.addEventListener('play', this._onPlayStart.bind(this)); + source.addEventListener('pause', this._onPlayStop.bind(this)); + if (!this._isSourceReady()) { + source.addEventListener('canplay', this._onCanPlay); + source.addEventListener('canplaythrough', this._onCanPlay); + source.addEventListener('error', this._onError, true); } else { - this.dirtyId++; - this.dirtyStyleId++; - this.emit('update', this); + this._onCanPlay(); } + this._load = new Promise(function (resolve) { + if (_this.valid) { + resolve(_this); + } + else { + _this._resolve = resolve; + source.load(); + } + }); + return this._load; }; /** - * Handle errors with resources. - * @private - * @param event - Error event emitted. + * Handle video error events. + * @param event */ - BaseTexture.prototype.onError = function (event) { - this.emit('error', this, event); + VideoResource.prototype._onError = function (event) { + this.source.removeEventListener('error', this._onError, true); + this.onError.emit(event); }; /** - * Destroys this base texture. - * The method stops if resource doesn't want this texture to be destroyed. - * Removes texture from all caches. + * Returns true if the underlying source is playing. + * @returns - True if playing. */ - BaseTexture.prototype.destroy = function () { - // remove and destroy the resource - if (this.resource) { - this.resource.unbind(this); - // only destroy resourced created internally - if (this.resource.internal) { - this.resource.destroy(); - } - this.resource = null; - } - if (this.cacheId) { - delete BaseTextureCache[this.cacheId]; - delete TextureCache[this.cacheId]; - this.cacheId = null; - } - // finally let the WebGL renderer know.. - this.dispose(); - BaseTexture.removeFromCache(this); - this.textureCacheIds = null; - this.destroyed = true; + VideoResource.prototype._isSourcePlaying = function () { + var source = this.source; + return (!source.paused && !source.ended && this._isSourceReady()); }; /** - * Frees the texture from WebGL memory without destroying this texture object. - * This means you can still use the texture later which will upload it to GPU - * memory again. - * @fires PIXI.BaseTexture#dispose + * Returns true if the underlying source is ready for playing. + * @returns - True if ready. */ - BaseTexture.prototype.dispose = function () { - this.emit('dispose', this); - }; - /** Utility function for BaseTexture|Texture cast. */ - BaseTexture.prototype.castToBaseTexture = function () { - return this; + VideoResource.prototype._isSourceReady = function () { + var source = this.source; + return source.readyState > 2; }; - /** - * Helper function that creates a base texture based on the source you provide. - * The source can be - image url, image element, canvas element. If the - * source is an image url or an image element and not in the base texture - * cache, it will be created and loaded. - * @static - * @param {string|string[]|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The - * source to create base texture from. - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id - * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. - * @returns {PIXI.BaseTexture} The new base texture. - */ - BaseTexture.from = function (source, options, strict) { - if (strict === void 0) { strict = settings$2.STRICT_TEXTURE_CACHE; } - var isFrame = typeof source === 'string'; - var cacheId = null; - if (isFrame) { - cacheId = source; - } - else { - if (!source._pixiId) { - var prefix = (options && options.pixiIdPrefix) || 'pixiid'; - source._pixiId = prefix + "_" + uid(); - } - cacheId = source._pixiId; - } - var baseTexture = BaseTextureCache[cacheId]; - // Strict-mode rejects invalid cacheIds - if (isFrame && strict && !baseTexture) { - throw new Error("The cacheId \"" + cacheId + "\" does not exist in BaseTextureCache."); - } - if (!baseTexture) { - baseTexture = new BaseTexture(source, options); - baseTexture.cacheId = cacheId; - BaseTexture.addToCache(baseTexture, cacheId); + /** Runs the update loop when the video is ready to play. */ + VideoResource.prototype._onPlayStart = function () { + // Just in case the video has not received its can play even yet.. + if (!this.valid) { + this._onCanPlay(); } - return baseTexture; - }; - /** - * Create a new BaseTexture with a BufferResource from a Float32Array. - * RGBA values are floats from 0 to 1. - * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data - * is provided, a new Float32Array is created. - * @param width - Width of the resource - * @param height - Height of the resource - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * Default properties are different from the constructor's defaults. - * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type - * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.NPM] - Image alpha, not premultiplied by default - * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.SCALE_MODES.NEAREST] - Scale mode, pixelating by default - * @returns - The resulting new BaseTexture - */ - BaseTexture.fromBuffer = function (buffer, width, height, options) { - buffer = buffer || new Float32Array(width * height * 4); - var resource = new BufferResource$1(buffer, { width: width, height: height }); - var type = buffer instanceof Float32Array ? TYPES$8.FLOAT : TYPES$8.UNSIGNED_BYTE; - return new BaseTexture(resource, Object.assign(defaultBufferOptions$1, options || { width: width, height: height, type: type })); - }; - /** - * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object. - * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache. - * @param {string} id - The id that the BaseTexture will be stored against. - */ - BaseTexture.addToCache = function (baseTexture, id) { - if (id) { - if (baseTexture.textureCacheIds.indexOf(id) === -1) { - baseTexture.textureCacheIds.push(id); - } - if (BaseTextureCache[id]) { - // eslint-disable-next-line no-console - console.warn("BaseTexture added to the cache with an id [" + id + "] that already had an entry"); - } - BaseTextureCache[id] = baseTexture; + if (this.autoUpdate && !this._isConnectedToTicker) { + Ticker.shared.add(this.update, this); + this._isConnectedToTicker = true; } }; - /** - * Remove a BaseTexture from the global BaseTextureCache. - * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself. - * @returns {PIXI.BaseTexture|null} The BaseTexture that was removed. - */ - BaseTexture.removeFromCache = function (baseTexture) { - if (typeof baseTexture === 'string') { - var baseTextureFromCache = BaseTextureCache[baseTexture]; - if (baseTextureFromCache) { - var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture); - if (index > -1) { - baseTextureFromCache.textureCacheIds.splice(index, 1); - } - delete BaseTextureCache[baseTexture]; - return baseTextureFromCache; - } - } - else if (baseTexture && baseTexture.textureCacheIds) { - for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) { - delete BaseTextureCache[baseTexture.textureCacheIds[i]]; - } - baseTexture.textureCacheIds.length = 0; - return baseTexture; + /** Fired when a pause event is triggered, stops the update loop. */ + VideoResource.prototype._onPlayStop = function () { + if (this._isConnectedToTicker) { + Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; } - return null; }; - /** Global number of the texture batch, used by multi-texture renderers. */ - BaseTexture._globalBatch = 0; - return BaseTexture; - }(EventEmitter$2)); - - /** - * Resource that can manage several resource (items) inside. - * All resources need to have the same pixel size. - * Parent class for CubeResource and ArrayResource - * @memberof PIXI - */ - var AbstractMultiResource$1 = /** @class */ (function (_super) { - __extends$m(AbstractMultiResource, _super); - /** - * @param length - * @param options - Options to for Resource constructor - * @param {number} [options.width] - Width of the resource - * @param {number} [options.height] - Height of the resource - */ - function AbstractMultiResource(length, options) { - var _this = this; - var _a = options || {}, width = _a.width, height = _a.height; - _this = _super.call(this, width, height) || this; - _this.items = []; - _this.itemDirtyIds = []; - for (var i = 0; i < length; i++) { - var partTexture = new BaseTexture$1(); - _this.items.push(partTexture); - // -2 - first run of texture array upload - // -1 - texture item was allocated - // >=0 - texture item uploaded , in sync with items[i].dirtyId - _this.itemDirtyIds.push(-2); + /** Fired when the video is loaded and ready to play. */ + VideoResource.prototype._onCanPlay = function () { + var source = this.source; + source.removeEventListener('canplay', this._onCanPlay); + source.removeEventListener('canplaythrough', this._onCanPlay); + var valid = this.valid; + this.resize(source.videoWidth, source.videoHeight); + // prevent multiple loaded dispatches.. + if (!valid && this._resolve) { + this._resolve(this); + this._resolve = null; } - _this.length = length; - _this._load = null; - _this.baseTexture = null; - return _this; - } - /** - * Used from ArrayResource and CubeResource constructors. - * @param resources - Can be resources, image elements, canvas, etc. , - * length should be same as constructor length - * @param options - Detect options for resources - */ - AbstractMultiResource.prototype.initFromArray = function (resources, options) { - for (var i = 0; i < this.length; i++) { - if (!resources[i]) { - continue; - } - if (resources[i].castToBaseTexture) { - this.addBaseTextureAt(resources[i].castToBaseTexture(), i); - } - else if (resources[i] instanceof Resource$1) { - this.addResourceAt(resources[i], i); - } - else { - this.addResourceAt(autoDetectResource$1(resources[i], options), i); - } + if (this._isSourcePlaying()) { + this._onPlayStart(); } - }; - /** Destroy this BaseImageResource. */ - AbstractMultiResource.prototype.dispose = function () { - for (var i = 0, len = this.length; i < len; i++) { - this.items[i].destroy(); + else if (this.autoPlay) { + source.play(); } - this.items = null; - this.itemDirtyIds = null; - this._load = null; }; - /** - * Set a resource by ID - * @param resource - * @param index - Zero-based index of resource to set - * @returns - Instance for chaining - */ - AbstractMultiResource.prototype.addResourceAt = function (resource, index) { - if (!this.items[index]) { - throw new Error("Index " + index + " is out of bounds"); + /** Destroys this texture. */ + VideoResource.prototype.dispose = function () { + if (this._isConnectedToTicker) { + Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; } - // Inherit the first resource dimensions - if (resource.valid && !this.valid) { - this.resize(resource.width, resource.height); + var source = this.source; + if (source) { + source.removeEventListener('error', this._onError, true); + source.pause(); + source.src = ''; + source.load(); } - this.items[index].setResource(resource); - return this; + _super.prototype.dispose.call(this); }; + Object.defineProperty(VideoResource.prototype, "autoUpdate", { + /** Should the base texture automatically update itself, set to true by default. */ + get: function () { + return this._autoUpdate; + }, + set: function (value) { + if (value !== this._autoUpdate) { + this._autoUpdate = value; + if (!this._autoUpdate && this._isConnectedToTicker) { + Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; + } + else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying()) { + Ticker.shared.add(this.update, this); + this._isConnectedToTicker = true; + } + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(VideoResource.prototype, "updateFPS", { + /** + * How many times a second to update the texture from the video. Leave at 0 to update at every render. + * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient. + */ + get: function () { + return this._updateFPS; + }, + set: function (value) { + if (value !== this._updateFPS) { + this._updateFPS = value; + } + }, + enumerable: false, + configurable: true + }); /** - * Set the parent base texture. - * @param baseTexture + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @param {string} extension - The extension of source, if set + * @returns {boolean} `true` if video source */ - AbstractMultiResource.prototype.bind = function (baseTexture) { - if (this.baseTexture !== null) { - throw new Error('Only one base texture per TextureArray is allowed'); - } - _super.prototype.bind.call(this, baseTexture); - for (var i = 0; i < this.length; i++) { - this.items[i].parentTextureArray = baseTexture; - this.items[i].on('update', baseTexture.update, baseTexture); - } + VideoResource.test = function (source, extension) { + return (globalThis.HTMLVideoElement && source instanceof HTMLVideoElement) + || VideoResource.TYPES.indexOf(extension) > -1; }; /** - * Unset the parent base texture. - * @param baseTexture + * List of common video file extensions supported by VideoResource. + * @readonly */ - AbstractMultiResource.prototype.unbind = function (baseTexture) { - _super.prototype.unbind.call(this, baseTexture); - for (var i = 0; i < this.length; i++) { - this.items[i].parentTextureArray = null; - this.items[i].off('update', baseTexture.update, baseTexture); - } - }; + VideoResource.TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov']; /** - * Load all the resources simultaneously - * @returns - When load is resolved + * Map of video MIME types that can't be directly derived from file extensions. + * @readonly */ - AbstractMultiResource.prototype.load = function () { - var _this = this; - if (this._load) { - return this._load; - } - var resources = this.items.map(function (item) { return item.resource; }).filter(function (item) { return item; }); - // TODO: also implement load part-by-part strategy - var promises = resources.map(function (item) { return item.load(); }); - this._load = Promise.all(promises) - .then(function () { - var _a = _this.items[0], realWidth = _a.realWidth, realHeight = _a.realHeight; - _this.resize(realWidth, realHeight); - return Promise.resolve(_this); - }); - return this._load; + VideoResource.MIME_TYPES = { + ogv: 'video/ogg', + mov: 'video/quicktime', + m4v: 'video/mp4', }; - return AbstractMultiResource; - }(Resource$1)); + return VideoResource; + }(BaseImageResource)); /** - * A resource that contains a number of sources. + * Resource type for ImageBitmap. * @memberof PIXI */ - var ArrayResource$1 = /** @class */ (function (_super) { - __extends$m(ArrayResource, _super); + var ImageBitmapResource = /** @class */ (function (_super) { + __extends$i(ImageBitmapResource, _super); /** - * @param source - Number of items in array or the collection - * of image URLs to use. Can also be resources, image elements, canvas, etc. - * @param options - Options to apply to {@link PIXI.autoDetectResource} - * @param {number} [options.width] - Width of the resource - * @param {number} [options.height] - Height of the resource + * @param source - Image element to use */ - function ArrayResource(source, options) { - var _this = this; - var _a = options || {}, width = _a.width, height = _a.height; - var urls; - var length; - if (Array.isArray(source)) { - urls = source; - length = source.length; - } - else { - length = source; - } - _this = _super.call(this, length, { width: width, height: height }) || this; - if (urls) { - _this.initFromArray(urls, options); - } - return _this; + // eslint-disable-next-line @typescript-eslint/no-useless-constructor + function ImageBitmapResource(source) { + return _super.call(this, source) || this; } /** - * Set a baseTexture by ID, - * ArrayResource just takes resource from it, nothing more - * @param baseTexture - * @param index - Zero-based index of resource to set - * @returns - Instance for chaining - */ - ArrayResource.prototype.addBaseTextureAt = function (baseTexture, index) { - if (baseTexture.resource) { - this.addResourceAt(baseTexture.resource, index); - } - else { - throw new Error('ArrayResource does not support RenderTexture'); - } - return this; - }; - /** - * Add binding - * @param baseTexture - */ - ArrayResource.prototype.bind = function (baseTexture) { - _super.prototype.bind.call(this, baseTexture); - baseTexture.target = TARGETS$8.TEXTURE_2D_ARRAY; - }; - /** - * Upload the resources to the GPU. - * @param renderer - * @param texture - * @param glTexture - * @returns - whether texture was uploaded + * Used to auto-detect the type of resource. + * @param {*} source - The source object + * @returns {boolean} `true` if source is an ImageBitmap */ - ArrayResource.prototype.upload = function (renderer, texture, glTexture) { - var _a = this, length = _a.length, itemDirtyIds = _a.itemDirtyIds, items = _a.items; - var gl = renderer.gl; - if (glTexture.dirtyId < 0) { - gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, glTexture.internalFormat, this._width, this._height, length, 0, texture.format, glTexture.type, null); - } - for (var i = 0; i < length; i++) { - var item = items[i]; - if (itemDirtyIds[i] < item.dirtyId) { - itemDirtyIds[i] = item.dirtyId; - if (item.valid) { - gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, // xoffset - 0, // yoffset - i, // zoffset - item.resource.width, item.resource.height, 1, texture.format, glTexture.type, item.resource.source); - } - } - } - return true; + ImageBitmapResource.test = function (source) { + return !!globalThis.createImageBitmap && typeof ImageBitmap !== 'undefined' && source instanceof ImageBitmap; }; - return ArrayResource; - }(AbstractMultiResource$1)); + return ImageBitmapResource; + }(BaseImageResource)); + + INSTALLED.push(ImageResource, ImageBitmapResource, CanvasResource, VideoResource, SVGResource, BufferResource, CubeResource, ArrayResource); /** - * Base for all the image/canvas resources. + * Resource type for DepthTexture. * @memberof PIXI */ - var BaseImageResource$1 = /** @class */ (function (_super) { - __extends$m(BaseImageResource, _super); - /** - * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} source - */ - function BaseImageResource(source) { - var _this = this; - var sourceAny = source; - var width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width; - var height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height; - _this = _super.call(this, width, height) || this; - _this.source = source; - _this.noSubImage = false; - return _this; + var DepthResource = /** @class */ (function (_super) { + __extends$i(DepthResource, _super); + function DepthResource() { + return _super !== null && _super.apply(this, arguments) || this; } - /** - * Set cross origin based detecting the url and the crossorigin - * @param element - Element to apply crossOrigin - * @param url - URL to check - * @param crossorigin - Cross origin value to use - */ - BaseImageResource.crossOrigin = function (element, url, crossorigin) { - if (crossorigin === undefined && url.indexOf('data:') !== 0) { - element.crossOrigin = determineCrossOrigin(url); - } - else if (crossorigin !== false) { - element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous'; - } - }; /** * Upload the texture to the GPU. * @param renderer - Upload to the renderer * @param baseTexture - Reference to parent texture - * @param glTexture - * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] - (optional) + * @param glTexture - glTexture * @returns - true is success */ - BaseImageResource.prototype.upload = function (renderer, baseTexture, glTexture, source) { + DepthResource.prototype.upload = function (renderer, baseTexture, glTexture) { var gl = renderer.gl; + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK); var width = baseTexture.realWidth; var height = baseTexture.realHeight; - source = source || this.source; - if (source instanceof HTMLImageElement) { - if (!source.complete || source.naturalWidth === 0) { - return false; - } - } - else if (source instanceof HTMLVideoElement) { - if (source.readyState <= 1) { - return false; - } - } - gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES$8.UNPACK); - if (!this.noSubImage - && baseTexture.target === gl.TEXTURE_2D - && glTexture.width === width - && glTexture.height === height) { - gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, glTexture.type, source); + if (glTexture.width === width && glTexture.height === height) { + gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data); } else { glTexture.width = width; glTexture.height = height; - gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, baseTexture.format, glTexture.type, source); + gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data); } return true; }; - /** - * Checks if source width/height was changed, resize can cause extra baseTexture update. - * Triggers one update in any case. - */ - BaseImageResource.prototype.update = function () { - if (this.destroyed) { - return; - } - var source = this.source; - var width = source.naturalWidth || source.videoWidth || source.width; - var height = source.naturalHeight || source.videoHeight || source.height; - this.resize(width, height); - _super.prototype.update.call(this); - }; - /** Destroy this {@link BaseImageResource} */ - BaseImageResource.prototype.dispose = function () { - this.source = null; - }; - return BaseImageResource; - }(Resource$1)); + return DepthResource; + }(BufferResource)); /** - * @interface OffscreenCanvas - */ - /** - * Resource type for HTMLCanvasElement. + * A framebuffer can be used to render contents off of the screen. {@link PIXI.BaseRenderTexture} uses + * one internally to render into itself. You can attach a depth or stencil buffer to a framebuffer. + * + * On WebGL 2 machines, shaders can output to multiple textures simultaneously with GLSL 300 ES. * @memberof PIXI */ - var CanvasResource$1 = /** @class */ (function (_super) { - __extends$m(CanvasResource, _super); + var Framebuffer = /** @class */ (function () { /** - * @param source - Canvas element to use + * @param width - Width of the frame buffer + * @param height - Height of the frame buffer */ - // eslint-disable-next-line @typescript-eslint/no-useless-constructor - function CanvasResource(source) { - return _super.call(this, source) || this; + function Framebuffer(width, height) { + this.width = Math.round(width || 100); + this.height = Math.round(height || 100); + this.stencil = false; + this.depth = false; + this.dirtyId = 0; + this.dirtyFormat = 0; + this.dirtySize = 0; + this.depthTexture = null; + this.colorTextures = []; + this.glFramebuffers = {}; + this.disposeRunner = new Runner('disposeFramebuffer'); + this.multisample = MSAA_QUALITY.NONE; } + Object.defineProperty(Framebuffer.prototype, "colorTexture", { + /** + * Reference to the colorTexture. + * @readonly + */ + get: function () { + return this.colorTextures[0]; + }, + enumerable: false, + configurable: true + }); /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is HTMLCanvasElement or OffscreenCanvas + * Add texture to the colorTexture array. + * @param index - Index of the array to add the texture to + * @param texture - Texture to add to the array */ - CanvasResource.test = function (source) { - var OffscreenCanvas = globalThis.OffscreenCanvas; - // Check for browsers that don't yet support OffscreenCanvas - if (OffscreenCanvas && source instanceof OffscreenCanvas) { - return true; - } - return globalThis.HTMLCanvasElement && source instanceof HTMLCanvasElement; + Framebuffer.prototype.addColorTexture = function (index, texture) { + if (index === void 0) { index = 0; } + // TODO add some validation to the texture - same width / height etc? + this.colorTextures[index] = texture || new BaseTexture(null, { + scaleMode: SCALE_MODES.NEAREST, + resolution: 1, + mipmap: MIPMAP_MODES.OFF, + width: this.width, + height: this.height, + }); + this.dirtyId++; + this.dirtyFormat++; + return this; }; - return CanvasResource; - }(BaseImageResource$1)); - - /** - * Resource for a CubeTexture which contains six resources. - * @memberof PIXI - */ - var CubeResource$1 = /** @class */ (function (_super) { - __extends$m(CubeResource, _super); - /** - * @param {Array} [source] - Collection of URLs or resources - * to use as the sides of the cube. - * @param options - ImageResource options - * @param {number} [options.width] - Width of resource - * @param {number} [options.height] - Height of resource - * @param {number} [options.autoLoad=true] - Whether to auto-load resources - * @param {number} [options.linkBaseTexture=true] - In case BaseTextures are supplied, - * whether to copy them or use - */ - function CubeResource(source, options) { - var _this = this; - var _a = options || {}, width = _a.width, height = _a.height, autoLoad = _a.autoLoad, linkBaseTexture = _a.linkBaseTexture; - if (source && source.length !== CubeResource.SIDES) { - throw new Error("Invalid length. Got " + source.length + ", expected 6"); - } - _this = _super.call(this, 6, { width: width, height: height }) || this; - for (var i = 0; i < CubeResource.SIDES; i++) { - _this.items[i].target = TARGETS$8.TEXTURE_CUBE_MAP_POSITIVE_X + i; - } - _this.linkBaseTexture = linkBaseTexture !== false; - if (source) { - _this.initFromArray(source, options); - } - if (autoLoad !== false) { - _this.load(); - } - return _this; - } /** - * Add binding. - * @param baseTexture - parent base texture + * Add a depth texture to the frame buffer. + * @param texture - Texture to add. */ - CubeResource.prototype.bind = function (baseTexture) { - _super.prototype.bind.call(this, baseTexture); - baseTexture.target = TARGETS$8.TEXTURE_CUBE_MAP; + Framebuffer.prototype.addDepthTexture = function (texture) { + /* eslint-disable max-len */ + this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), { + scaleMode: SCALE_MODES.NEAREST, + resolution: 1, + width: this.width, + height: this.height, + mipmap: MIPMAP_MODES.OFF, + format: FORMATS.DEPTH_COMPONENT, + type: TYPES.UNSIGNED_SHORT, + }); + this.dirtyId++; + this.dirtyFormat++; + return this; }; - CubeResource.prototype.addBaseTextureAt = function (baseTexture, index, linkBaseTexture) { - if (!this.items[index]) { - throw new Error("Index " + index + " is out of bounds"); - } - if (!this.linkBaseTexture - || baseTexture.parentTextureArray - || Object.keys(baseTexture._glTextures).length > 0) { - // copy mode - if (baseTexture.resource) { - this.addResourceAt(baseTexture.resource, index); - } - else { - throw new Error("CubeResource does not support copying of renderTexture."); - } - } - else { - // link mode, the difficult one! - baseTexture.target = TARGETS$8.TEXTURE_CUBE_MAP_POSITIVE_X + index; - baseTexture.parentTextureArray = this.baseTexture; - this.items[index] = baseTexture; - } - if (baseTexture.valid && !this.valid) { - this.resize(baseTexture.realWidth, baseTexture.realHeight); - } - this.items[index] = baseTexture; + /** Enable depth on the frame buffer. */ + Framebuffer.prototype.enableDepth = function () { + this.depth = true; + this.dirtyId++; + this.dirtyFormat++; + return this; + }; + /** Enable stencil on the frame buffer. */ + Framebuffer.prototype.enableStencil = function () { + this.stencil = true; + this.dirtyId++; + this.dirtyFormat++; return this; }; /** - * Upload the resource - * @param renderer - * @param _baseTexture - * @param glTexture - * @returns {boolean} true is success + * Resize the frame buffer + * @param width - Width of the frame buffer to resize to + * @param height - Height of the frame buffer to resize to */ - CubeResource.prototype.upload = function (renderer, _baseTexture, glTexture) { - var dirty = this.itemDirtyIds; - for (var i = 0; i < CubeResource.SIDES; i++) { - var side = this.items[i]; - if (dirty[i] < side.dirtyId || glTexture.dirtyId < _baseTexture.dirtyId) { - if (side.valid && side.resource) { - side.resource.upload(renderer, side, glTexture); - dirty[i] = side.dirtyId; - } - else if (dirty[i] < -1) { - // either item is not valid yet, either its a renderTexture - // allocate the memory - renderer.gl.texImage2D(side.target, 0, glTexture.internalFormat, _baseTexture.realWidth, _baseTexture.realHeight, 0, _baseTexture.format, glTexture.type, null); - dirty[i] = -1; - } - } + Framebuffer.prototype.resize = function (width, height) { + width = Math.round(width); + height = Math.round(height); + if (width === this.width && height === this.height) + { return; } + this.width = width; + this.height = height; + this.dirtyId++; + this.dirtySize++; + for (var i = 0; i < this.colorTextures.length; i++) { + var texture = this.colorTextures[i]; + var resolution = texture.resolution; + // take into account the fact the texture may have a different resolution.. + texture.setSize(width / resolution, height / resolution); + } + if (this.depthTexture) { + var resolution = this.depthTexture.resolution; + this.depthTexture.setSize(width / resolution, height / resolution); } - return true; }; - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is an array of 6 elements - */ - CubeResource.test = function (source) { - return Array.isArray(source) && source.length === CubeResource.SIDES; + /** Disposes WebGL resources that are connected to this geometry. */ + Framebuffer.prototype.dispose = function () { + this.disposeRunner.emit(this, false); }; - /** Number of texture sides to store for CubeResources. */ - CubeResource.SIDES = 6; - return CubeResource; - }(AbstractMultiResource$1)); + /** Destroys and removes the depth texture added to this framebuffer. */ + Framebuffer.prototype.destroyDepthTexture = function () { + if (this.depthTexture) { + this.depthTexture.destroy(); + this.depthTexture = null; + ++this.dirtyId; + ++this.dirtyFormat; + } + }; + return Framebuffer; + }()); /** - * Resource type for HTMLImageElement. + * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it. + * + * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded + * otherwise black rectangles will be drawn instead. + * + * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position + * and rotation of the given Display Objects is ignored. For example: + * + * ```js + * let renderer = PIXI.autoDetectRenderer(); + * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 }); + * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); + * let sprite = PIXI.Sprite.from("spinObj_01.png"); + * + * sprite.position.x = 800/2; + * sprite.position.y = 600/2; + * sprite.anchor.x = 0.5; + * sprite.anchor.y = 0.5; + * + * renderer.render(sprite, {renderTexture}); + * ``` + * + * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 + * you can clear the transform + * + * ```js + * + * sprite.setTransform() + * + * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 }); + * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); + * + * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture + * ``` * @memberof PIXI */ - var ImageResource$1 = /** @class */ (function (_super) { - __extends$m(ImageResource, _super); + var BaseRenderTexture = /** @class */ (function (_super) { + __extends$i(BaseRenderTexture, _super); /** - * @param source - image source or URL * @param options - * @param {boolean} [options.autoLoad=true] - start loading process - * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - whether its required to create - * a bitmap before upload - * @param {boolean} [options.crossorigin=true] - Load image using cross origin - * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Premultiply image alpha in bitmap + * @param {number} [options.width=100] - The width of the base render texture. + * @param {number} [options.height=100] - The height of the base render texture. + * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} + * for possible values. + * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio + * of the texture being generated. + * @param {PIXI.MSAA_QUALITY} [options.multisample=PIXI.MSAA_QUALITY.NONE] - The number of samples of the frame buffer. */ - function ImageResource(source, options) { + function BaseRenderTexture(options) { + if (options === void 0) { options = {}; } var _this = this; - options = options || {}; - if (!(source instanceof HTMLImageElement)) { - var imageElement = new Image(); - BaseImageResource$1.crossOrigin(imageElement, source, options.crossorigin); - imageElement.src = source; - source = imageElement; - } - _this = _super.call(this, source) || this; - // FireFox 68, and possibly other versions, seems like setting the HTMLImageElement#width and #height - // to non-zero values before its loading completes if images are in a cache. - // Because of this, need to set the `_width` and the `_height` to zero to avoid uploading incomplete images. - // Please refer to the issue #5968 (https://github.com/pixijs/pixi.js/issues/5968). - if (!source.complete && !!_this._width && !!_this._height) { - _this._width = 0; - _this._height = 0; - } - _this.url = source.src; - _this._process = null; - _this.preserveBitmap = false; - _this.createBitmap = (options.createBitmap !== undefined - ? options.createBitmap : settings$2.CREATE_IMAGE_BITMAP) && !!globalThis.createImageBitmap; - _this.alphaMode = typeof options.alphaMode === 'number' ? options.alphaMode : null; - _this.bitmap = null; - _this._load = null; - if (options.autoLoad !== false) { - _this.load(); + if (typeof options === 'number') { + /* eslint-disable prefer-rest-params */ + // Backward compatibility of signature + var width = arguments[0]; + var height = arguments[1]; + var scaleMode = arguments[2]; + var resolution = arguments[3]; + options = { width: width, height: height, scaleMode: scaleMode, resolution: resolution }; + /* eslint-enable prefer-rest-params */ } + options.width = options.width || 100; + options.height = options.height || 100; + options.multisample = options.multisample !== undefined ? options.multisample : MSAA_QUALITY.NONE; + _this = _super.call(this, null, options) || this; + // Set defaults + _this.mipmap = MIPMAP_MODES.OFF; + _this.valid = true; + _this.clearColor = [0, 0, 0, 0]; + _this.framebuffer = new Framebuffer(_this.realWidth, _this.realHeight) + .addColorTexture(0, _this); + _this.framebuffer.multisample = options.multisample; + // TODO - could this be added the systems? + _this.maskStack = []; + _this.filterStack = [{}]; return _this; } /** - * Returns a promise when image will be loaded and processed. - * @param createBitmap - whether process image into bitmap - */ - ImageResource.prototype.load = function (createBitmap) { - var _this = this; - if (this._load) { - return this._load; - } - if (createBitmap !== undefined) { - this.createBitmap = createBitmap; - } - this._load = new Promise(function (resolve, reject) { - var source = _this.source; - _this.url = source.src; - var completed = function () { - if (_this.destroyed) { - return; - } - source.onload = null; - source.onerror = null; - _this.resize(source.width, source.height); - _this._load = null; - if (_this.createBitmap) { - resolve(_this.process()); - } - else { - resolve(_this); - } - }; - if (source.complete && source.src) { - completed(); - } - else { - source.onload = completed; - source.onerror = function (event) { - // Avoids Promise freezing when resource broken - reject(event); - _this.onError.emit(event); - }; - } - }); - return this._load; - }; - /** - * Called when we need to convert image into BitmapImage. - * Can be called multiple times, real promise is cached inside. - * @returns - Cached promise to fill that bitmap + * Resizes the BaseRenderTexture. + * @param desiredWidth - The desired width to resize to. + * @param desiredHeight - The desired height to resize to. */ - ImageResource.prototype.process = function () { - var _this = this; - var source = this.source; - if (this._process !== null) { - return this._process; - } - if (this.bitmap !== null || !globalThis.createImageBitmap) { - return Promise.resolve(this); - } - var createImageBitmap = globalThis.createImageBitmap; - var cors = !source.crossOrigin || source.crossOrigin === 'anonymous'; - this._process = fetch(source.src, { - mode: cors ? 'cors' : 'no-cors' - }) - .then(function (r) { return r.blob(); }) - .then(function (blob) { return createImageBitmap(blob, 0, 0, source.width, source.height, { - premultiplyAlpha: _this.alphaMode === ALPHA_MODES$8.UNPACK ? 'premultiply' : 'none', - }); }) - .then(function (bitmap) { - if (_this.destroyed) { - return Promise.reject(); - } - _this.bitmap = bitmap; - _this.update(); - _this._process = null; - return Promise.resolve(_this); - }); - return this._process; + BaseRenderTexture.prototype.resize = function (desiredWidth, desiredHeight) { + this.framebuffer.resize(desiredWidth * this.resolution, desiredHeight * this.resolution); + this.setRealSize(this.framebuffer.width, this.framebuffer.height); }; /** - * Upload the image resource to GPU. - * @param renderer - Renderer to upload to - * @param baseTexture - BaseTexture for this resource - * @param glTexture - GLTexture to use - * @returns {boolean} true is success + * Frees the texture and framebuffer from WebGL memory without destroying this texture object. + * This means you can still use the texture later which will upload it to GPU + * memory again. + * @fires PIXI.BaseTexture#dispose */ - ImageResource.prototype.upload = function (renderer, baseTexture, glTexture) { - if (typeof this.alphaMode === 'number') { - // bitmap stores unpack premultiply flag, we dont have to notify texImage2D about it - baseTexture.alphaMode = this.alphaMode; - } - if (!this.createBitmap) { - return _super.prototype.upload.call(this, renderer, baseTexture, glTexture); - } - if (!this.bitmap) { - // yeah, ignore the output - this.process(); - if (!this.bitmap) { - return false; - } - } - _super.prototype.upload.call(this, renderer, baseTexture, glTexture, this.bitmap); - if (!this.preserveBitmap) { - // checks if there are other renderers that possibly need this bitmap - var flag = true; - var glTextures = baseTexture._glTextures; - for (var key in glTextures) { - var otherTex = glTextures[key]; - if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId) { - flag = false; - break; - } - } - if (flag) { - if (this.bitmap.close) { - this.bitmap.close(); - } - this.bitmap = null; - } - } - return true; - }; - /** Destroys this resource. */ - ImageResource.prototype.dispose = function () { - this.source.onload = null; - this.source.onerror = null; + BaseRenderTexture.prototype.dispose = function () { + this.framebuffer.dispose(); _super.prototype.dispose.call(this); - if (this.bitmap) { - this.bitmap.close(); - this.bitmap = null; - } - this._process = null; - this._load = null; }; - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is string or HTMLImageElement - */ - ImageResource.test = function (source) { - return typeof source === 'string' || source instanceof HTMLImageElement; + /** Destroys this texture. */ + BaseRenderTexture.prototype.destroy = function () { + _super.prototype.destroy.call(this); + this.framebuffer.destroyDepthTexture(); + this.framebuffer = null; }; - return ImageResource; - }(BaseImageResource$1)); + return BaseRenderTexture; + }(BaseTexture)); /** - * Resource type for SVG elements and graphics. + * Stores a texture's frame in UV coordinates, in + * which everything lies in the rectangle `[(0,0), (1,0), + * (1,1), (0,1)]`. + * + * | Corner | Coordinates | + * |--------------|-------------| + * | Top-Left | `(x0,y0)` | + * | Top-Right | `(x1,y1)` | + * | Bottom-Right | `(x2,y2)` | + * | Bottom-Left | `(x3,y3)` | + * @protected * @memberof PIXI */ - var SVGResource$1 = /** @class */ (function (_super) { - __extends$m(SVGResource, _super); + var TextureUvs = /** @class */ (function () { + function TextureUvs() { + this.x0 = 0; + this.y0 = 0; + this.x1 = 1; + this.y1 = 0; + this.x2 = 1; + this.y2 = 1; + this.x3 = 0; + this.y3 = 1; + this.uvsFloat32 = new Float32Array(8); + } /** - * @param sourceBase64 - Base64 encoded SVG element or URL for SVG file. - * @param {object} [options] - Options to use - * @param {number} [options.scale=1] - Scale to apply to SVG. Overridden by... - * @param {number} [options.width] - Rasterize SVG this wide. Aspect ratio preserved if height not specified. - * @param {number} [options.height] - Rasterize SVG this high. Aspect ratio preserved if width not specified. - * @param {boolean} [options.autoLoad=true] - Start loading right away. + * Sets the texture Uvs based on the given frame information. + * @protected + * @param frame - The frame of the texture + * @param baseFrame - The base frame of the texture + * @param rotate - Rotation of frame, see {@link PIXI.groupD8} */ - function SVGResource(sourceBase64, options) { - var _this = this; - options = options || {}; - _this = _super.call(this, document.createElement('canvas')) || this; - _this._width = 0; - _this._height = 0; - _this.svg = sourceBase64; - _this.scale = options.scale || 1; - _this._overrideWidth = options.width; - _this._overrideHeight = options.height; - _this._resolve = null; - _this._crossorigin = options.crossorigin; - _this._load = null; - if (options.autoLoad !== false) { - _this.load(); - } - return _this; - } - SVGResource.prototype.load = function () { - var _this = this; - if (this._load) { - return this._load; + TextureUvs.prototype.set = function (frame, baseFrame, rotate) { + var tw = baseFrame.width; + var th = baseFrame.height; + if (rotate) { + // width and height div 2 div baseFrame size + var w2 = frame.width / 2 / tw; + var h2 = frame.height / 2 / th; + // coordinates of center + var cX = (frame.x / tw) + w2; + var cY = (frame.y / th) + h2; + rotate = groupD8.add(rotate, groupD8.NW); // NW is top-left corner + this.x0 = cX + (w2 * groupD8.uX(rotate)); + this.y0 = cY + (h2 * groupD8.uY(rotate)); + rotate = groupD8.add(rotate, 2); // rotate 90 degrees clockwise + this.x1 = cX + (w2 * groupD8.uX(rotate)); + this.y1 = cY + (h2 * groupD8.uY(rotate)); + rotate = groupD8.add(rotate, 2); + this.x2 = cX + (w2 * groupD8.uX(rotate)); + this.y2 = cY + (h2 * groupD8.uY(rotate)); + rotate = groupD8.add(rotate, 2); + this.x3 = cX + (w2 * groupD8.uX(rotate)); + this.y3 = cY + (h2 * groupD8.uY(rotate)); } - this._load = new Promise(function (resolve) { - // Save this until after load is finished - _this._resolve = function () { - _this.resize(_this.source.width, _this.source.height); - resolve(_this); - }; - // Convert SVG inline string to data-uri - if (SVGResource.SVG_XML.test(_this.svg.trim())) { - if (!btoa) { - throw new Error('Your browser doesn\'t support base64 conversions.'); - } - _this.svg = "data:image/svg+xml;base64," + btoa(unescape(encodeURIComponent(_this.svg))); - } - _this._loadSvg(); - }); - return this._load; - }; - /** Loads an SVG image from `imageUrl` or `data URL`. */ - SVGResource.prototype._loadSvg = function () { - var _this = this; - var tempImage = new Image(); - BaseImageResource$1.crossOrigin(tempImage, this.svg, this._crossorigin); - tempImage.src = this.svg; - tempImage.onerror = function (event) { - if (!_this._resolve) { - return; - } - tempImage.onerror = null; - _this.onError.emit(event); - }; - tempImage.onload = function () { - if (!_this._resolve) { - return; - } - var svgWidth = tempImage.width; - var svgHeight = tempImage.height; - if (!svgWidth || !svgHeight) { - throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.'); - } - // Set render size - var width = svgWidth * _this.scale; - var height = svgHeight * _this.scale; - if (_this._overrideWidth || _this._overrideHeight) { - width = _this._overrideWidth || _this._overrideHeight / svgHeight * svgWidth; - height = _this._overrideHeight || _this._overrideWidth / svgWidth * svgHeight; - } - width = Math.round(width); - height = Math.round(height); - // Create a canvas element - var canvas = _this.source; - canvas.width = width; - canvas.height = height; - canvas._pixiId = "canvas_" + uid(); - // Draw the Svg to the canvas - canvas - .getContext('2d') - .drawImage(tempImage, 0, 0, svgWidth, svgHeight, 0, 0, width, height); - _this._resolve(); - _this._resolve = null; - }; - }; - /** - * Get size from an svg string using a regular expression. - * @param svgString - a serialized svg element - * @returns - image extension - */ - SVGResource.getSize = function (svgString) { - var sizeMatch = SVGResource.SVG_SIZE.exec(svgString); - var size = {}; - if (sizeMatch) { - size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3])); - size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7])); + else { + this.x0 = frame.x / tw; + this.y0 = frame.y / th; + this.x1 = (frame.x + frame.width) / tw; + this.y1 = frame.y / th; + this.x2 = (frame.x + frame.width) / tw; + this.y2 = (frame.y + frame.height) / th; + this.x3 = frame.x / tw; + this.y3 = (frame.y + frame.height) / th; } - return size; - }; - /** Destroys this texture. */ - SVGResource.prototype.dispose = function () { - _super.prototype.dispose.call(this); - this._resolve = null; - this._crossorigin = null; + this.uvsFloat32[0] = this.x0; + this.uvsFloat32[1] = this.y0; + this.uvsFloat32[2] = this.x1; + this.uvsFloat32[3] = this.y1; + this.uvsFloat32[4] = this.x2; + this.uvsFloat32[5] = this.y2; + this.uvsFloat32[6] = this.x3; + this.uvsFloat32[7] = this.y3; }; - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @param {string} extension - The extension of source, if set - * @returns {boolean} - If the source is a SVG source or data file - */ - SVGResource.test = function (source, extension) { - // url file extension is SVG - return extension === 'svg' - // source is SVG data-uri - || (typeof source === 'string' && (/^data:image\/svg\+xml(;(charset=utf8|utf8))?;base64/).test(source)) - // source is SVG inline - || (typeof source === 'string' && SVGResource.SVG_XML.test(source)); + TextureUvs.prototype.toString = function () { + return "[@pixi/core:TextureUvs " + + ("x0=" + this.x0 + " y0=" + this.y0 + " ") + + ("x1=" + this.x1 + " y1=" + this.y1 + " x2=" + this.x2 + " ") + + ("y2=" + this.y2 + " x3=" + this.x3 + " y3=" + this.y3) + + "]"; }; - /** - * Regular expression for SVG XML document. - * @example <?xml version="1.0" encoding="utf-8" ?><!-- image/svg --><svg - * @readonly - */ - SVGResource.SVG_XML = /^(<\?xml[^?]+\?>)?\s*()]*-->)?\s*\]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*>/i; // eslint-disable-line max-len - return SVGResource; - }(BaseImageResource$1)); + return TextureUvs; + }()); + var DEFAULT_UVS = new TextureUvs(); /** - * Resource type for {@code HTMLVideoElement}. + * Used to remove listeners from WHITE and EMPTY Textures + * @ignore + */ + function removeAllHandlers(tex) { + tex.destroy = function _emptyDestroy() { }; + tex.on = function _emptyOn() { }; + tex.once = function _emptyOnce() { }; + tex.emit = function _emptyEmit() { }; + } + /** + * A texture stores the information that represents an image or part of an image. + * + * It cannot be added to the display list directly; instead use it as the texture for a Sprite. + * If no frame is provided for a texture, then the whole image is used. + * + * You can directly create a texture from an image and then reuse it multiple times like this : + * + * ```js + * let texture = PIXI.Texture.from('assets/image.png'); + * let sprite1 = new PIXI.Sprite(texture); + * let sprite2 = new PIXI.Sprite(texture); + * ``` + * + * If you didnt pass the texture frame to constructor, it enables `noFrame` mode: + * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture. + * + * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing. + * You can check for this by checking the sprite's _textureID property. + * ```js + * var texture = PIXI.Texture.from('assets/image.svg'); + * var sprite1 = new PIXI.Sprite(texture); + * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file + * ``` + * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068. * @memberof PIXI + * @typeParam R - The BaseTexture's Resource type. */ - var VideoResource$1 = /** @class */ (function (_super) { - __extends$m(VideoResource, _super); + var Texture = /** @class */ (function (_super) { + __extends$i(Texture, _super); /** - * @param {HTMLVideoElement|object|string|Array} source - Video element to use. - * @param {object} [options] - Options to use - * @param {boolean} [options.autoLoad=true] - Start loading the video immediately - * @param {boolean} [options.autoPlay=true] - Start playing video immediately - * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video. - * Leave at 0 to update at every render. - * @param {boolean} [options.crossorigin=true] - Load image using cross origin + * @param baseTexture - The base texture source to create the texture from + * @param frame - The rectangle frame of the texture to show + * @param orig - The area of original texture + * @param trim - Trimmed rectangle of original texture + * @param rotate - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8} + * @param anchor - Default anchor point used for sprite placement / rotation */ - function VideoResource(source, options) { - var _this = this; - options = options || {}; - if (!(source instanceof HTMLVideoElement)) { - var videoElement = document.createElement('video'); - // workaround for https://github.com/pixijs/pixi.js/issues/5996 - videoElement.setAttribute('preload', 'auto'); - videoElement.setAttribute('webkit-playsinline', ''); - videoElement.setAttribute('playsinline', ''); - if (typeof source === 'string') { - source = [source]; - } - var firstSrc = source[0].src || source[0]; - BaseImageResource$1.crossOrigin(videoElement, firstSrc, options.crossorigin); - // array of objects or strings - for (var i = 0; i < source.length; ++i) { - var sourceElement = document.createElement('source'); - var _a = source[i], src = _a.src, mime = _a.mime; - src = src || source[i]; - var baseSrc = src.split('?').shift().toLowerCase(); - var ext = baseSrc.slice(baseSrc.lastIndexOf('.') + 1); - mime = mime || VideoResource.MIME_TYPES[ext] || "video/" + ext; - sourceElement.src = src; - sourceElement.type = mime; - videoElement.appendChild(sourceElement); + function Texture(baseTexture, frame, orig, trim, rotate, anchor) { + var _this = _super.call(this) || this; + _this.noFrame = false; + if (!frame) { + _this.noFrame = true; + frame = new Rectangle(0, 0, 1, 1); + } + if (baseTexture instanceof Texture) { + baseTexture = baseTexture.baseTexture; + } + _this.baseTexture = baseTexture; + _this._frame = frame; + _this.trim = trim; + _this.valid = false; + _this._uvs = DEFAULT_UVS; + _this.uvMatrix = null; + _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1); + _this._rotate = Number(rotate || 0); + if (rotate === true) { + // this is old texturepacker legacy, some games/libraries are passing "true" for rotated textures + _this._rotate = 2; + } + else if (_this._rotate % 2 !== 0) { + throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually'); + } + _this.defaultAnchor = anchor ? new Point(anchor.x, anchor.y) : new Point(0, 0); + _this._updateID = 0; + _this.textureCacheIds = []; + if (!baseTexture.valid) { + baseTexture.once('loaded', _this.onBaseTextureUpdated, _this); + } + else if (_this.noFrame) { + // if there is no frame we should monitor for any base texture changes.. + if (baseTexture.valid) { + _this.onBaseTextureUpdated(baseTexture); } - // Override the source - source = videoElement; } - _this = _super.call(this, source) || this; - _this.noSubImage = true; - _this._autoUpdate = true; - _this._isConnectedToTicker = false; - _this._updateFPS = options.updateFPS || 0; - _this._msToNextUpdate = 0; - _this.autoPlay = options.autoPlay !== false; - _this._load = null; - _this._resolve = null; - // Bind for listeners - _this._onCanPlay = _this._onCanPlay.bind(_this); - _this._onError = _this._onError.bind(_this); - if (options.autoLoad !== false) { - _this.load(); + else { + _this.frame = frame; + } + if (_this.noFrame) { + baseTexture.on('update', _this.onBaseTextureUpdated, _this); } return _this; } /** - * Trigger updating of the texture. - * @param _deltaTime - time delta since last tick + * Updates this texture on the gpu. + * + * Calls the TextureResource update. + * + * If you adjusted `frame` manually, please call `updateUvs()` instead. */ - VideoResource.prototype.update = function (_deltaTime) { - if (!this.destroyed) { - // account for if video has had its playbackRate changed - var elapsedMS = Ticker$2.shared.elapsedMS * this.source.playbackRate; - this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS); - if (!this._updateFPS || this._msToNextUpdate <= 0) { - _super.prototype.update.call(this); - this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0; - } + Texture.prototype.update = function () { + if (this.baseTexture.resource) { + this.baseTexture.resource.update(); } }; /** - * Start preloading the video resource. - * @returns {Promise} Handle the validate event + * Called when the base texture is updated + * @protected + * @param baseTexture - The base texture. */ - VideoResource.prototype.load = function () { - var _this = this; - if (this._load) { - return this._load; - } - var source = this.source; - if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA) - && source.width && source.height) { - source.complete = true; - } - source.addEventListener('play', this._onPlayStart.bind(this)); - source.addEventListener('pause', this._onPlayStop.bind(this)); - if (!this._isSourceReady()) { - source.addEventListener('canplay', this._onCanPlay); - source.addEventListener('canplaythrough', this._onCanPlay); - source.addEventListener('error', this._onError, true); + Texture.prototype.onBaseTextureUpdated = function (baseTexture) { + if (this.noFrame) { + if (!this.baseTexture.valid) { + return; + } + this._frame.width = baseTexture.width; + this._frame.height = baseTexture.height; + this.valid = true; + this.updateUvs(); } else { - this._onCanPlay(); + // TODO this code looks confusing.. boo to abusing getters and setters! + // if user gave us frame that has bigger size than resized texture it can be a problem + this.frame = this._frame; } - this._load = new Promise(function (resolve) { - if (_this.valid) { - resolve(_this); - } - else { - _this._resolve = resolve; - source.load(); - } - }); - return this._load; + this.emit('update', this); }; /** - * Handle video error events. - * @param event + * Destroys this texture + * @param [destroyBase=false] - Whether to destroy the base texture as well */ - VideoResource.prototype._onError = function (event) { - this.source.removeEventListener('error', this._onError, true); - this.onError.emit(event); + Texture.prototype.destroy = function (destroyBase) { + if (this.baseTexture) { + if (destroyBase) { + var resource = this.baseTexture.resource; + // delete the texture if it exists in the texture cache.. + // this only needs to be removed if the base texture is actually destroyed too.. + if (resource && resource.url && TextureCache[resource.url]) { + Texture.removeFromCache(resource.url); + } + this.baseTexture.destroy(); + } + this.baseTexture.off('loaded', this.onBaseTextureUpdated, this); + this.baseTexture.off('update', this.onBaseTextureUpdated, this); + this.baseTexture = null; + } + this._frame = null; + this._uvs = null; + this.trim = null; + this.orig = null; + this.valid = false; + Texture.removeFromCache(this); + this.textureCacheIds = null; }; /** - * Returns true if the underlying source is playing. - * @returns - True if playing. + * Creates a new texture object that acts the same as this one. + * @returns - The new texture */ - VideoResource.prototype._isSourcePlaying = function () { - var source = this.source; - return (source.currentTime > 0 && source.paused === false && source.ended === false && source.readyState > 2); + Texture.prototype.clone = function () { + var clonedFrame = this._frame.clone(); + var clonedOrig = this._frame === this.orig ? clonedFrame : this.orig.clone(); + var clonedTexture = new Texture(this.baseTexture, !this.noFrame && clonedFrame, clonedOrig, this.trim && this.trim.clone(), this.rotate, this.defaultAnchor); + if (this.noFrame) { + clonedTexture._frame = clonedFrame; + } + return clonedTexture; }; /** - * Returns true if the underlying source is ready for playing. - * @returns - True if ready. + * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture. + * Call it after changing the frame */ - VideoResource.prototype._isSourceReady = function () { - var source = this.source; - return source.readyState === 3 || source.readyState === 4; + Texture.prototype.updateUvs = function () { + if (this._uvs === DEFAULT_UVS) { + this._uvs = new TextureUvs(); + } + this._uvs.set(this._frame, this.baseTexture, this.rotate); + this._updateID++; }; - /** Runs the update loop when the video is ready to play. */ - VideoResource.prototype._onPlayStart = function () { - // Just in case the video has not received its can play even yet.. - if (!this.valid) { - this._onCanPlay(); + /** + * Helper function that creates a new Texture based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * @param {string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source - + * Source or array of sources to create texture from + * @param options - See {@link PIXI.BaseTexture}'s constructor for options. + * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id + * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. + * @returns {PIXI.Texture} The newly created texture + */ + Texture.from = function (source, options, strict) { + if (options === void 0) { options = {}; } + if (strict === void 0) { strict = settings$1.STRICT_TEXTURE_CACHE; } + var isFrame = typeof source === 'string'; + var cacheId = null; + if (isFrame) { + cacheId = source; } - if (this.autoUpdate && !this._isConnectedToTicker) { - Ticker$2.shared.add(this.update, this); - this._isConnectedToTicker = true; + else if (source instanceof BaseTexture) { + if (!source.cacheId) { + var prefix = (options && options.pixiIdPrefix) || 'pixiid'; + source.cacheId = prefix + "-" + uid(); + BaseTexture.addToCache(source, source.cacheId); + } + cacheId = source.cacheId; } - }; - /** Fired when a pause event is triggered, stops the update loop. */ - VideoResource.prototype._onPlayStop = function () { - if (this._isConnectedToTicker) { - Ticker$2.shared.remove(this.update, this); - this._isConnectedToTicker = false; + else { + if (!source._pixiId) { + var prefix = (options && options.pixiIdPrefix) || 'pixiid'; + source._pixiId = prefix + "_" + uid(); + } + cacheId = source._pixiId; } - }; - /** Fired when the video is loaded and ready to play. */ - VideoResource.prototype._onCanPlay = function () { - var source = this.source; - source.removeEventListener('canplay', this._onCanPlay); - source.removeEventListener('canplaythrough', this._onCanPlay); - var valid = this.valid; - this.resize(source.videoWidth, source.videoHeight); - // prevent multiple loaded dispatches.. - if (!valid && this._resolve) { - this._resolve(this); - this._resolve = null; + var texture = TextureCache[cacheId]; + // Strict-mode rejects invalid cacheIds + if (isFrame && strict && !texture) { + throw new Error("The cacheId \"" + cacheId + "\" does not exist in TextureCache."); } - if (this._isSourcePlaying()) { - this._onPlayStart(); + if (!texture && !(source instanceof BaseTexture)) { + if (!options.resolution) { + options.resolution = getResolutionOfUrl(source); + } + texture = new Texture(new BaseTexture(source, options)); + texture.baseTexture.cacheId = cacheId; + BaseTexture.addToCache(texture.baseTexture, cacheId); + Texture.addToCache(texture, cacheId); } - else if (this.autoPlay) { - source.play(); + else if (!texture && (source instanceof BaseTexture)) { + texture = new Texture(source); + Texture.addToCache(texture, cacheId); } + // lets assume its a base texture! + return texture; }; - /** Destroys this texture. */ - VideoResource.prototype.dispose = function () { - if (this._isConnectedToTicker) { - Ticker$2.shared.remove(this.update, this); - this._isConnectedToTicker = false; - } - var source = this.source; - if (source) { - source.removeEventListener('error', this._onError, true); - source.pause(); - source.src = ''; - source.load(); + /** + * Useful for loading textures via URLs. Use instead of `Texture.from` because + * it does a better job of handling failed URLs more effectively. This also ignores + * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images. + * @param url - The remote URL or array of URLs to load. + * @param options - Optional options to include + * @returns - A Promise that resolves to a Texture. + */ + Texture.fromURL = function (url, options) { + var resourceOptions = Object.assign({ autoLoad: false }, options === null || options === void 0 ? void 0 : options.resourceOptions); + var texture = Texture.from(url, Object.assign({ resourceOptions: resourceOptions }, options), false); + var resource = texture.baseTexture.resource; + // The texture was already loaded + if (texture.baseTexture.valid) { + return Promise.resolve(texture); } - _super.prototype.dispose.call(this); + // Manually load the texture, this should allow users to handle load errors + return resource.load().then(function () { return Promise.resolve(texture); }); }; - Object.defineProperty(VideoResource.prototype, "autoUpdate", { - /** Should the base texture automatically update itself, set to true by default. */ - get: function () { - return this._autoUpdate; - }, - set: function (value) { - if (value !== this._autoUpdate) { - this._autoUpdate = value; - if (!this._autoUpdate && this._isConnectedToTicker) { - Ticker$2.shared.remove(this.update, this); - this._isConnectedToTicker = false; - } - else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying()) { - Ticker$2.shared.add(this.update, this); - this._isConnectedToTicker = true; - } - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(VideoResource.prototype, "updateFPS", { - /** - * How many times a second to update the texture from the video. Leave at 0 to update at every render. - * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient. - */ - get: function () { - return this._updateFPS; - }, - set: function (value) { - if (value !== this._updateFPS) { - this._updateFPS = value; - } - }, - enumerable: false, - configurable: true - }); /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @param {string} extension - The extension of source, if set - * @returns {boolean} `true` if video source + * Create a new Texture with a BufferResource from a Float32Array. + * RGBA values are floats from 0 to 1. + * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data + * is provided, a new Float32Array is created. + * @param width - Width of the resource + * @param height - Height of the resource + * @param options - See {@link PIXI.BaseTexture}'s constructor for options. + * @returns - The resulting new BaseTexture */ - VideoResource.test = function (source, extension) { - return (globalThis.HTMLVideoElement && source instanceof HTMLVideoElement) - || VideoResource.TYPES.indexOf(extension) > -1; + Texture.fromBuffer = function (buffer, width, height, options) { + return new Texture(BaseTexture.fromBuffer(buffer, width, height, options)); }; /** - * List of common video file extensions supported by VideoResource. - * @readonly - */ - VideoResource.TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov']; - /** - * Map of video MIME types that can't be directly derived from file extensions. - * @readonly + * Create a texture from a source and add to the cache. + * @param {HTMLImageElement|HTMLCanvasElement|string} source - The input source. + * @param imageUrl - File name of texture, for cache and resolving resolution. + * @param name - Human readable name for the texture cache. If no name is + * specified, only `imageUrl` will be used as the cache ID. + * @param options + * @returns - Output texture */ - VideoResource.MIME_TYPES = { - ogv: 'video/ogg', - mov: 'video/quicktime', - m4v: 'video/mp4', + Texture.fromLoader = function (source, imageUrl, name, options) { + var baseTexture = new BaseTexture(source, Object.assign({ + scaleMode: settings$1.SCALE_MODE, + resolution: getResolutionOfUrl(imageUrl), + }, options)); + var resource = baseTexture.resource; + if (resource instanceof ImageResource) { + resource.url = imageUrl; + } + var texture = new Texture(baseTexture); + // No name, use imageUrl instead + if (!name) { + name = imageUrl; + } + // lets also add the frame to pixi's global cache for 'fromLoader' function + BaseTexture.addToCache(texture.baseTexture, name); + Texture.addToCache(texture, name); + // also add references by url if they are different. + if (name !== imageUrl) { + BaseTexture.addToCache(texture.baseTexture, imageUrl); + Texture.addToCache(texture, imageUrl); + } + // Generally images are valid right away + if (texture.baseTexture.valid) { + return Promise.resolve(texture); + } + // SVG assets need to be parsed async, let's wait + return new Promise(function (resolve) { + texture.baseTexture.once('loaded', function () { return resolve(texture); }); + }); }; - return VideoResource; - }(BaseImageResource$1)); - - /** - * Resource type for ImageBitmap. - * @memberof PIXI - */ - var ImageBitmapResource$1 = /** @class */ (function (_super) { - __extends$m(ImageBitmapResource, _super); - /** - * @param source - Image element to use - */ - // eslint-disable-next-line @typescript-eslint/no-useless-constructor - function ImageBitmapResource(source) { - return _super.call(this, source) || this; - } /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is an ImageBitmap + * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object. + * @param texture - The Texture to add to the cache. + * @param id - The id that the Texture will be stored against. */ - ImageBitmapResource.test = function (source) { - return !!globalThis.createImageBitmap && typeof ImageBitmap !== 'undefined' && source instanceof ImageBitmap; + Texture.addToCache = function (texture, id) { + if (id) { + if (texture.textureCacheIds.indexOf(id) === -1) { + texture.textureCacheIds.push(id); + } + if (TextureCache[id]) { + // eslint-disable-next-line no-console + console.warn("Texture added to the cache with an id [" + id + "] that already had an entry"); + } + TextureCache[id] = texture; + } }; - return ImageBitmapResource; - }(BaseImageResource$1)); - - INSTALLED$1.push(ImageResource$1, ImageBitmapResource$1, CanvasResource$1, VideoResource$1, SVGResource$1, BufferResource$1, CubeResource$1, ArrayResource$1); - - /** - * Resource type for DepthTexture. - * @memberof PIXI - */ - var DepthResource$1 = /** @class */ (function (_super) { - __extends$m(DepthResource, _super); - function DepthResource() { - return _super !== null && _super.apply(this, arguments) || this; - } /** - * Upload the texture to the GPU. - * @param renderer - Upload to the renderer - * @param baseTexture - Reference to parent texture - * @param glTexture - glTexture - * @returns - true is success + * Remove a Texture from the global TextureCache. + * @param texture - id of a Texture to be removed, or a Texture instance itself + * @returns - The Texture that was removed */ - DepthResource.prototype.upload = function (renderer, baseTexture, glTexture) { - var gl = renderer.gl; - gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES$8.UNPACK); - var width = baseTexture.realWidth; - var height = baseTexture.realHeight; - if (glTexture.width === width && glTexture.height === height) { - gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data); + Texture.removeFromCache = function (texture) { + if (typeof texture === 'string') { + var textureFromCache = TextureCache[texture]; + if (textureFromCache) { + var index = textureFromCache.textureCacheIds.indexOf(texture); + if (index > -1) { + textureFromCache.textureCacheIds.splice(index, 1); + } + delete TextureCache[texture]; + return textureFromCache; + } } - else { - glTexture.width = width; - glTexture.height = height; - gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data); + else if (texture && texture.textureCacheIds) { + for (var i = 0; i < texture.textureCacheIds.length; ++i) { + // Check that texture matches the one being passed in before deleting it from the cache. + if (TextureCache[texture.textureCacheIds[i]] === texture) { + delete TextureCache[texture.textureCacheIds[i]]; + } + } + texture.textureCacheIds.length = 0; + return texture; } - return true; + return null; }; - return DepthResource; - }(BufferResource$1)); - - /** - * A framebuffer can be used to render contents off of the screen. {@link PIXI.BaseRenderTexture} uses - * one internally to render into itself. You can attach a depth or stencil buffer to a framebuffer. - * - * On WebGL 2 machines, shaders can output to multiple textures simultaneously with GLSL 300 ES. - * @memberof PIXI - */ - var Framebuffer$1 = /** @class */ (function () { - /** - * @param width - Width of the frame buffer - * @param height - Height of the frame buffer - */ - function Framebuffer(width, height) { - this.width = Math.round(width || 100); - this.height = Math.round(height || 100); - this.stencil = false; - this.depth = false; - this.dirtyId = 0; - this.dirtyFormat = 0; - this.dirtySize = 0; - this.depthTexture = null; - this.colorTextures = []; - this.glFramebuffers = {}; - this.disposeRunner = new Runner('disposeFramebuffer'); - this.multisample = MSAA_QUALITY$8.NONE; - } - Object.defineProperty(Framebuffer.prototype, "colorTexture", { + Object.defineProperty(Texture.prototype, "resolution", { /** - * Reference to the colorTexture. + * Returns resolution of baseTexture * @readonly */ get: function () { - return this.colorTextures[0]; + return this.baseTexture.resolution; }, enumerable: false, configurable: true }); - /** - * Add texture to the colorTexture array. - * @param index - Index of the array to add the texture to - * @param texture - Texture to add to the array - */ - Framebuffer.prototype.addColorTexture = function (index, texture) { - if (index === void 0) { index = 0; } - // TODO add some validation to the texture - same width / height etc? - this.colorTextures[index] = texture || new BaseTexture$1(null, { - scaleMode: SCALE_MODES$8.NEAREST, - resolution: 1, - mipmap: MIPMAP_MODES$8.OFF, - width: this.width, - height: this.height, - }); - this.dirtyId++; - this.dirtyFormat++; - return this; - }; - /** - * Add a depth texture to the frame buffer. - * @param texture - Texture to add. - */ - Framebuffer.prototype.addDepthTexture = function (texture) { - /* eslint-disable max-len */ - this.depthTexture = texture || new BaseTexture$1(new DepthResource$1(null, { width: this.width, height: this.height }), { - scaleMode: SCALE_MODES$8.NEAREST, - resolution: 1, - width: this.width, - height: this.height, - mipmap: MIPMAP_MODES$8.OFF, - format: FORMATS$8.DEPTH_COMPONENT, - type: TYPES$8.UNSIGNED_SHORT, - }); - this.dirtyId++; - this.dirtyFormat++; - return this; - }; - /** Enable depth on the frame buffer. */ - Framebuffer.prototype.enableDepth = function () { - this.depth = true; - this.dirtyId++; - this.dirtyFormat++; - return this; - }; - /** Enable stencil on the frame buffer. */ - Framebuffer.prototype.enableStencil = function () { - this.stencil = true; - this.dirtyId++; - this.dirtyFormat++; - return this; - }; - /** - * Resize the frame buffer - * @param width - Width of the frame buffer to resize to - * @param height - Height of the frame buffer to resize to - */ - Framebuffer.prototype.resize = function (width, height) { - width = Math.round(width); - height = Math.round(height); - if (width === this.width && height === this.height) - { return; } - this.width = width; - this.height = height; - this.dirtyId++; - this.dirtySize++; - for (var i = 0; i < this.colorTextures.length; i++) { - var texture = this.colorTextures[i]; - var resolution = texture.resolution; - // take into account the fact the texture may have a different resolution.. - texture.setSize(width / resolution, height / resolution); - } - if (this.depthTexture) { - var resolution = this.depthTexture.resolution; - this.depthTexture.setSize(width / resolution, height / resolution); - } - }; - /** Disposes WebGL resources that are connected to this geometry. */ - Framebuffer.prototype.dispose = function () { - this.disposeRunner.emit(this, false); - }; - /** Destroys and removes the depth texture added to this framebuffer. */ - Framebuffer.prototype.destroyDepthTexture = function () { - if (this.depthTexture) { - this.depthTexture.destroy(); - this.depthTexture = null; - ++this.dirtyId; - ++this.dirtyFormat; - } + Object.defineProperty(Texture.prototype, "frame", { + /** + * The frame specifies the region of the base texture that this texture uses. + * Please call `updateUvs()` after you change coordinates of `frame` manually. + */ + get: function () { + return this._frame; + }, + set: function (frame) { + this._frame = frame; + this.noFrame = false; + var x = frame.x, y = frame.y, width = frame.width, height = frame.height; + var xNotFit = x + width > this.baseTexture.width; + var yNotFit = y + height > this.baseTexture.height; + if (xNotFit || yNotFit) { + var relationship = xNotFit && yNotFit ? 'and' : 'or'; + var errorX = "X: " + x + " + " + width + " = " + (x + width) + " > " + this.baseTexture.width; + var errorY = "Y: " + y + " + " + height + " = " + (y + height) + " > " + this.baseTexture.height; + throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: ' + + (errorX + " " + relationship + " " + errorY)); + } + this.valid = width && height && this.baseTexture.valid; + if (!this.trim && !this.rotate) { + this.orig = frame; + } + if (this.valid) { + this.updateUvs(); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Texture.prototype, "rotate", { + /** + * Indicates whether the texture is rotated inside the atlas + * set to 2 to compensate for texture packer rotation + * set to 6 to compensate for spine packer rotation + * can be used to rotate or mirror sprites + * See {@link PIXI.groupD8} for explanation + */ + get: function () { + return this._rotate; + }, + set: function (rotate) { + this._rotate = rotate; + if (this.valid) { + this.updateUvs(); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Texture.prototype, "width", { + /** The width of the Texture in pixels. */ + get: function () { + return this.orig.width; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Texture.prototype, "height", { + /** The height of the Texture in pixels. */ + get: function () { + return this.orig.height; + }, + enumerable: false, + configurable: true + }); + /** Utility function for BaseTexture|Texture cast. */ + Texture.prototype.castToBaseTexture = function () { + return this.baseTexture; }; - return Framebuffer; - }()); + Object.defineProperty(Texture, "EMPTY", { + /** An empty texture, used often to not have to create multiple empty textures. Can not be destroyed. */ + get: function () { + if (!Texture._EMPTY) { + Texture._EMPTY = new Texture(new BaseTexture()); + removeAllHandlers(Texture._EMPTY); + removeAllHandlers(Texture._EMPTY.baseTexture); + } + return Texture._EMPTY; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Texture, "WHITE", { + /** A white texture of 16x16 size, used for graphics and other things Can not be destroyed. */ + get: function () { + if (!Texture._WHITE) { + var canvas = settings$1.ADAPTER.createCanvas(16, 16); + var context = canvas.getContext('2d'); + canvas.width = 16; + canvas.height = 16; + context.fillStyle = 'white'; + context.fillRect(0, 0, 16, 16); + Texture._WHITE = new Texture(BaseTexture.from(canvas)); + removeAllHandlers(Texture._WHITE); + removeAllHandlers(Texture._WHITE.baseTexture); + } + return Texture._WHITE; + }, + enumerable: false, + configurable: true + }); + return Texture; + }(EventEmitter$2)); /** - * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it. + * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it. * - * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded + * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded * otherwise black rectangles will be drawn instead. * - * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position - * and rotation of the given Display Objects is ignored. For example: + * __Hint-2__: The actual memory allocation will happen on first render. + * You shouldn't create renderTextures each frame just to delete them after, try to reuse them. + * + * A RenderTexture takes a snapshot of any Display Object given to its render method. For example: * * ```js * let renderer = PIXI.autoDetectRenderer(); - * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 }); - * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); + * let renderTexture = PIXI.RenderTexture.create({ width: 800, height: 600 }); * let sprite = PIXI.Sprite.from("spinObj_01.png"); * * sprite.position.x = 800/2; @@ -14991,6 +13858,7 @@ * * renderer.render(sprite, {renderTexture}); * ``` + * Note that you should not create a new renderer, but reuse the same one as the rest of the application. * * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 * you can clear the transform @@ -14999,981 +13867,319 @@ * * sprite.setTransform() * - * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 }); - * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); + * let renderTexture = new PIXI.RenderTexture.create({ width: 100, height: 100 }); * * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture * ``` * @memberof PIXI */ - var BaseRenderTexture$1 = /** @class */ (function (_super) { - __extends$m(BaseRenderTexture, _super); + var RenderTexture = /** @class */ (function (_super) { + __extends$i(RenderTexture, _super); /** - * @param options - * @param {number} [options.width=100] - The width of the base render texture. - * @param {number} [options.height=100] - The height of the base render texture. - * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} - * for possible values. - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio - * of the texture being generated. - * @param {PIXI.MSAA_QUALITY} [options.multisample=PIXI.MSAA_QUALITY.NONE] - The number of samples of the frame buffer. + * @param baseRenderTexture - The base texture object that this texture uses. + * @param frame - The rectangle frame of the texture to show. */ - function BaseRenderTexture(options) { - if (options === void 0) { options = {}; } - var _this = this; - if (typeof options === 'number') { - /* eslint-disable prefer-rest-params */ - // Backward compatibility of signature - var width = arguments[0]; - var height = arguments[1]; - var scaleMode = arguments[2]; - var resolution = arguments[3]; - options = { width: width, height: height, scaleMode: scaleMode, resolution: resolution }; - /* eslint-enable prefer-rest-params */ - } - options.width = options.width || 100; - options.height = options.height || 100; - options.multisample = options.multisample !== undefined ? options.multisample : MSAA_QUALITY$8.NONE; - _this = _super.call(this, null, options) || this; - // Set defaults - _this.mipmap = MIPMAP_MODES$8.OFF; + function RenderTexture(baseRenderTexture, frame) { + var _this = _super.call(this, baseRenderTexture, frame) || this; _this.valid = true; - _this.clearColor = [0, 0, 0, 0]; - _this.framebuffer = new Framebuffer$1(_this.realWidth, _this.realHeight) - .addColorTexture(0, _this); - _this.framebuffer.multisample = options.multisample; - // TODO - could this be added the systems? - _this.maskStack = []; - _this.filterStack = [{}]; + _this.filterFrame = null; + _this.filterPoolKey = null; + _this.updateUvs(); return _this; } + Object.defineProperty(RenderTexture.prototype, "framebuffer", { + /** + * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast. + * @readonly + */ + get: function () { + return this.baseTexture.framebuffer; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(RenderTexture.prototype, "multisample", { + /** + * Shortcut to `this.framebuffer.multisample`. + * @default PIXI.MSAA_QUALITY.NONE + */ + get: function () { + return this.framebuffer.multisample; + }, + set: function (value) { + this.framebuffer.multisample = value; + }, + enumerable: false, + configurable: true + }); /** - * Resizes the BaseRenderTexture. + * Resizes the RenderTexture. * @param desiredWidth - The desired width to resize to. * @param desiredHeight - The desired height to resize to. + * @param resizeBaseTexture - Should the baseTexture.width and height values be resized as well? */ - BaseRenderTexture.prototype.resize = function (desiredWidth, desiredHeight) { - this.framebuffer.resize(desiredWidth * this.resolution, desiredHeight * this.resolution); - this.setRealSize(this.framebuffer.width, this.framebuffer.height); + RenderTexture.prototype.resize = function (desiredWidth, desiredHeight, resizeBaseTexture) { + if (resizeBaseTexture === void 0) { resizeBaseTexture = true; } + var resolution = this.baseTexture.resolution; + var width = Math.round(desiredWidth * resolution) / resolution; + var height = Math.round(desiredHeight * resolution) / resolution; + // TODO - could be not required.. + this.valid = (width > 0 && height > 0); + this._frame.width = this.orig.width = width; + this._frame.height = this.orig.height = height; + if (resizeBaseTexture) { + this.baseTexture.resize(width, height); + } + this.updateUvs(); }; /** - * Frees the texture and framebuffer from WebGL memory without destroying this texture object. - * This means you can still use the texture later which will upload it to GPU - * memory again. - * @fires PIXI.BaseTexture#dispose + * Changes the resolution of baseTexture, but does not change framebuffer size. + * @param resolution - The new resolution to apply to RenderTexture */ - BaseRenderTexture.prototype.dispose = function () { - this.framebuffer.dispose(); - _super.prototype.dispose.call(this); - }; - /** Destroys this texture. */ - BaseRenderTexture.prototype.destroy = function () { - _super.prototype.destroy.call(this); - this.framebuffer.destroyDepthTexture(); - this.framebuffer = null; + RenderTexture.prototype.setResolution = function (resolution) { + var baseTexture = this.baseTexture; + if (baseTexture.resolution === resolution) { + return; + } + baseTexture.setResolution(resolution); + this.resize(baseTexture.width, baseTexture.height, false); }; - return BaseRenderTexture; - }(BaseTexture$1)); - - /** - * Stores a texture's frame in UV coordinates, in - * which everything lies in the rectangle `[(0,0), (1,0), - * (1,1), (0,1)]`. - * - * | Corner | Coordinates | - * |--------------|-------------| - * | Top-Left | `(x0,y0)` | - * | Top-Right | `(x1,y1)` | - * | Bottom-Right | `(x2,y2)` | - * | Bottom-Left | `(x3,y3)` | - * @protected - * @memberof PIXI - */ - var TextureUvs$1 = /** @class */ (function () { - function TextureUvs() { - this.x0 = 0; - this.y0 = 0; - this.x1 = 1; - this.y1 = 0; - this.x2 = 1; - this.y2 = 1; - this.x3 = 0; - this.y3 = 1; - this.uvsFloat32 = new Float32Array(8); - } - /** - * Sets the texture Uvs based on the given frame information. - * @protected - * @param frame - The frame of the texture - * @param baseFrame - The base frame of the texture - * @param rotate - Rotation of frame, see {@link PIXI.groupD8} - */ - TextureUvs.prototype.set = function (frame, baseFrame, rotate) { - var tw = baseFrame.width; - var th = baseFrame.height; - if (rotate) { - // width and height div 2 div baseFrame size - var w2 = frame.width / 2 / tw; - var h2 = frame.height / 2 / th; - // coordinates of center - var cX = (frame.x / tw) + w2; - var cY = (frame.y / th) + h2; - rotate = groupD8$1.add(rotate, groupD8$1.NW); // NW is top-left corner - this.x0 = cX + (w2 * groupD8$1.uX(rotate)); - this.y0 = cY + (h2 * groupD8$1.uY(rotate)); - rotate = groupD8$1.add(rotate, 2); // rotate 90 degrees clockwise - this.x1 = cX + (w2 * groupD8$1.uX(rotate)); - this.y1 = cY + (h2 * groupD8$1.uY(rotate)); - rotate = groupD8$1.add(rotate, 2); - this.x2 = cX + (w2 * groupD8$1.uX(rotate)); - this.y2 = cY + (h2 * groupD8$1.uY(rotate)); - rotate = groupD8$1.add(rotate, 2); - this.x3 = cX + (w2 * groupD8$1.uX(rotate)); - this.y3 = cY + (h2 * groupD8$1.uY(rotate)); + RenderTexture.create = function (options) { + var arguments$1 = arguments; + + var rest = []; + for (var _i = 1; _i < arguments.length; _i++) { + rest[_i - 1] = arguments$1[_i]; } - else { - this.x0 = frame.x / tw; - this.y0 = frame.y / th; - this.x1 = (frame.x + frame.width) / tw; - this.y1 = frame.y / th; - this.x2 = (frame.x + frame.width) / tw; - this.y2 = (frame.y + frame.height) / th; - this.x3 = frame.x / tw; - this.y3 = (frame.y + frame.height) / th; + // @deprecated fallback, old-style: create(width, height, scaleMode, resolution) + if (typeof options === 'number') { + deprecation('6.0.0', 'Arguments (width, height, scaleMode, resolution) have been deprecated.'); + /* eslint-disable prefer-rest-params */ + options = { + width: options, + height: rest[0], + scaleMode: rest[1], + resolution: rest[2], + }; + /* eslint-enable prefer-rest-params */ } - this.uvsFloat32[0] = this.x0; - this.uvsFloat32[1] = this.y0; - this.uvsFloat32[2] = this.x1; - this.uvsFloat32[3] = this.y1; - this.uvsFloat32[4] = this.x2; - this.uvsFloat32[5] = this.y2; - this.uvsFloat32[6] = this.x3; - this.uvsFloat32[7] = this.y3; - }; - TextureUvs.prototype.toString = function () { - return "[@pixi/core:TextureUvs " - + ("x0=" + this.x0 + " y0=" + this.y0 + " ") - + ("x1=" + this.x1 + " y1=" + this.y1 + " x2=" + this.x2 + " ") - + ("y2=" + this.y2 + " x3=" + this.x3 + " y3=" + this.y3) - + "]"; + return new RenderTexture(new BaseRenderTexture(options)); }; - return TextureUvs; - }()); + return RenderTexture; + }(Texture)); - var DEFAULT_UVS$1 = new TextureUvs$1(); - /** - * Used to remove listeners from WHITE and EMPTY Textures - * @ignore - */ - function removeAllHandlers$1(tex) { - tex.destroy = function _emptyDestroy() { }; - tex.on = function _emptyOn() { }; - tex.once = function _emptyOnce() { }; - tex.emit = function _emptyEmit() { }; - } /** - * A texture stores the information that represents an image or part of an image. - * - * It cannot be added to the display list directly; instead use it as the texture for a Sprite. - * If no frame is provided for a texture, then the whole image is used. - * - * You can directly create a texture from an image and then reuse it multiple times like this : - * - * ```js - * let texture = PIXI.Texture.from('assets/image.png'); - * let sprite1 = new PIXI.Sprite(texture); - * let sprite2 = new PIXI.Sprite(texture); - * ``` + * Texture pool, used by FilterSystem and plugins. * - * If you didnt pass the texture frame to constructor, it enables `noFrame` mode: - * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture. + * Stores collection of temporary pow2 or screen-sized renderTextures * - * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing. - * You can check for this by checking the sprite's _textureID property. - * ```js - * var texture = PIXI.Texture.from('assets/image.svg'); - * var sprite1 = new PIXI.Sprite(texture); - * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file - * ``` - * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068. + * If you use custom RenderTexturePool for your filters, you can use methods + * `getFilterTexture` and `returnFilterTexture` same as in * @memberof PIXI - * @typeParam R - The BaseTexture's Resource type. */ - var Texture$1 = /** @class */ (function (_super) { - __extends$m(Texture, _super); + var RenderTexturePool = /** @class */ (function () { /** - * @param baseTexture - The base texture source to create the texture from - * @param frame - The rectangle frame of the texture to show - * @param orig - The area of original texture - * @param trim - Trimmed rectangle of original texture - * @param rotate - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8} - * @param anchor - Default anchor point used for sprite placement / rotation + * @param textureOptions - options that will be passed to BaseRenderTexture constructor + * @param {PIXI.SCALE_MODES} [textureOptions.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values. */ - function Texture(baseTexture, frame, orig, trim, rotate, anchor) { - var _this = _super.call(this) || this; - _this.noFrame = false; - if (!frame) { - _this.noFrame = true; - frame = new Rectangle$3(0, 0, 1, 1); - } - if (baseTexture instanceof Texture) { - baseTexture = baseTexture.baseTexture; - } - _this.baseTexture = baseTexture; - _this._frame = frame; - _this.trim = trim; - _this.valid = false; - _this._uvs = DEFAULT_UVS$1; - _this.uvMatrix = null; - _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1); - _this._rotate = Number(rotate || 0); - if (rotate === true) { - // this is old texturepacker legacy, some games/libraries are passing "true" for rotated textures - _this._rotate = 2; - } - else if (_this._rotate % 2 !== 0) { - throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually'); - } - _this.defaultAnchor = anchor ? new Point$3(anchor.x, anchor.y) : new Point$3(0, 0); - _this._updateID = 0; - _this.textureCacheIds = []; - if (!baseTexture.valid) { - baseTexture.once('loaded', _this.onBaseTextureUpdated, _this); - } - else if (_this.noFrame) { - // if there is no frame we should monitor for any base texture changes.. - if (baseTexture.valid) { - _this.onBaseTextureUpdated(baseTexture); - } - } - else { - _this.frame = frame; - } - if (_this.noFrame) { - baseTexture.on('update', _this.onBaseTextureUpdated, _this); - } - return _this; + function RenderTexturePool(textureOptions) { + this.texturePool = {}; + this.textureOptions = textureOptions || {}; + this.enableFullScreen = false; + this._pixelsWidth = 0; + this._pixelsHeight = 0; } /** - * Updates this texture on the gpu. - * - * Calls the TextureResource update. - * - * If you adjusted `frame` manually, please call `updateUvs()` instead. + * Creates texture with params that were specified in pool constructor. + * @param realWidth - Width of texture in pixels. + * @param realHeight - Height of texture in pixels. + * @param multisample - Number of samples of the framebuffer. */ - Texture.prototype.update = function () { - if (this.baseTexture.resource) { - this.baseTexture.resource.update(); - } + RenderTexturePool.prototype.createTexture = function (realWidth, realHeight, multisample) { + if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; } + var baseRenderTexture = new BaseRenderTexture(Object.assign({ + width: realWidth, + height: realHeight, + resolution: 1, + multisample: multisample, + }, this.textureOptions)); + return new RenderTexture(baseRenderTexture); }; /** - * Called when the base texture is updated - * @protected - * @param baseTexture - The base texture. + * Gets a Power-of-Two render texture or fullScreen texture + * @param minWidth - The minimum width of the render texture. + * @param minHeight - The minimum height of the render texture. + * @param resolution - The resolution of the render texture. + * @param multisample - Number of samples of the render texture. + * @returns The new render texture. */ - Texture.prototype.onBaseTextureUpdated = function (baseTexture) { - if (this.noFrame) { - if (!this.baseTexture.valid) { - return; + RenderTexturePool.prototype.getOptimalTexture = function (minWidth, minHeight, resolution, multisample) { + if (resolution === void 0) { resolution = 1; } + if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; } + var key; + minWidth = Math.ceil((minWidth * resolution) - 1e-6); + minHeight = Math.ceil((minHeight * resolution) - 1e-6); + if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight) { + minWidth = nextPow2(minWidth); + minHeight = nextPow2(minHeight); + key = (((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF)) >>> 0; + if (multisample > 1) { + key += multisample * 0x100000000; } - this._frame.width = baseTexture.width; - this._frame.height = baseTexture.height; - this.valid = true; - this.updateUvs(); } else { - // TODO this code looks confusing.. boo to abusing getters and setters! - // if user gave us frame that has bigger size than resized texture it can be a problem - this.frame = this._frame; + key = multisample > 1 ? -multisample : -1; } - this.emit('update', this); + if (!this.texturePool[key]) { + this.texturePool[key] = []; + } + var renderTexture = this.texturePool[key].pop(); + if (!renderTexture) { + renderTexture = this.createTexture(minWidth, minHeight, multisample); + } + renderTexture.filterPoolKey = key; + renderTexture.setResolution(resolution); + return renderTexture; }; /** - * Destroys this texture - * @param [destroyBase=false] - Whether to destroy the base texture as well + * Gets extra texture of the same size as input renderTexture + * + * `getFilterTexture(input, 0.5)` or `getFilterTexture(0.5, input)` + * @param input - renderTexture from which size and resolution will be copied + * @param resolution - override resolution of the renderTexture + * It overrides, it does not multiply + * @param multisample - number of samples of the renderTexture */ - Texture.prototype.destroy = function (destroyBase) { - if (this.baseTexture) { - if (destroyBase) { - var resource = this.baseTexture.resource; - // delete the texture if it exists in the texture cache.. - // this only needs to be removed if the base texture is actually destroyed too.. - if (resource && resource.url && TextureCache[resource.url]) { - Texture.removeFromCache(resource.url); - } - this.baseTexture.destroy(); - } - this.baseTexture.off('loaded', this.onBaseTextureUpdated, this); - this.baseTexture.off('update', this.onBaseTextureUpdated, this); - this.baseTexture = null; - } - this._frame = null; - this._uvs = null; - this.trim = null; - this.orig = null; - this.valid = false; - Texture.removeFromCache(this); - this.textureCacheIds = null; + RenderTexturePool.prototype.getFilterTexture = function (input, resolution, multisample) { + var filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE); + filterTexture.filterFrame = input.filterFrame; + return filterTexture; }; /** - * Creates a new texture object that acts the same as this one. - * @returns - The new texture + * Place a render texture back into the pool. + * @param renderTexture - The renderTexture to free */ - Texture.prototype.clone = function () { - var clonedFrame = this._frame.clone(); - var clonedOrig = this._frame === this.orig ? clonedFrame : this.orig.clone(); - var clonedTexture = new Texture(this.baseTexture, !this.noFrame && clonedFrame, clonedOrig, this.trim && this.trim.clone(), this.rotate, this.defaultAnchor); - if (this.noFrame) { - clonedTexture._frame = clonedFrame; - } - return clonedTexture; + RenderTexturePool.prototype.returnTexture = function (renderTexture) { + var key = renderTexture.filterPoolKey; + renderTexture.filterFrame = null; + this.texturePool[key].push(renderTexture); }; /** - * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture. - * Call it after changing the frame + * Alias for returnTexture, to be compliant with FilterSystem interface. + * @param renderTexture - The renderTexture to free */ - Texture.prototype.updateUvs = function () { - if (this._uvs === DEFAULT_UVS$1) { - this._uvs = new TextureUvs$1(); - } - this._uvs.set(this._frame, this.baseTexture, this.rotate); - this._updateID++; + RenderTexturePool.prototype.returnFilterTexture = function (renderTexture) { + this.returnTexture(renderTexture); }; /** - * Helper function that creates a new Texture based on the source you provide. - * The source can be - frame id, image url, video url, canvas element, video element, base texture - * @param {string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source - - * Source or array of sources to create texture from - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id - * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. - * @returns {PIXI.Texture} The newly created texture + * Clears the pool. + * @param destroyTextures - Destroy all stored textures. */ - Texture.from = function (source, options, strict) { - if (options === void 0) { options = {}; } - if (strict === void 0) { strict = settings$2.STRICT_TEXTURE_CACHE; } - var isFrame = typeof source === 'string'; - var cacheId = null; - if (isFrame) { - cacheId = source; - } - else if (source instanceof BaseTexture$1) { - if (!source.cacheId) { - var prefix = (options && options.pixiIdPrefix) || 'pixiid'; - source.cacheId = prefix + "-" + uid(); - BaseTexture$1.addToCache(source, source.cacheId); - } - cacheId = source.cacheId; - } - else { - if (!source._pixiId) { - var prefix = (options && options.pixiIdPrefix) || 'pixiid'; - source._pixiId = prefix + "_" + uid(); - } - cacheId = source._pixiId; - } - var texture = TextureCache[cacheId]; - // Strict-mode rejects invalid cacheIds - if (isFrame && strict && !texture) { - throw new Error("The cacheId \"" + cacheId + "\" does not exist in TextureCache."); - } - if (!texture && !(source instanceof BaseTexture$1)) { - if (!options.resolution) { - options.resolution = getResolutionOfUrl(source); + RenderTexturePool.prototype.clear = function (destroyTextures) { + destroyTextures = destroyTextures !== false; + if (destroyTextures) { + for (var i in this.texturePool) { + var textures = this.texturePool[i]; + if (textures) { + for (var j = 0; j < textures.length; j++) { + textures[j].destroy(true); + } + } } - texture = new Texture(new BaseTexture$1(source, options)); - texture.baseTexture.cacheId = cacheId; - BaseTexture$1.addToCache(texture.baseTexture, cacheId); - Texture.addToCache(texture, cacheId); } - else if (!texture && (source instanceof BaseTexture$1)) { - texture = new Texture(source); - Texture.addToCache(texture, cacheId); - } - // lets assume its a base texture! - return texture; + this.texturePool = {}; }; /** - * Useful for loading textures via URLs. Use instead of `Texture.from` because - * it does a better job of handling failed URLs more effectively. This also ignores - * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images. - * @param url - The remote URL or array of URLs to load. - * @param options - Optional options to include - * @returns - A Promise that resolves to a Texture. + * If screen size was changed, drops all screen-sized textures, + * sets new screen size, sets `enableFullScreen` to true + * + * Size is measured in pixels, `renderer.view` can be passed here, not `renderer.screen` + * @param size - Initial size of screen. */ - Texture.fromURL = function (url, options) { - var resourceOptions = Object.assign({ autoLoad: false }, options === null || options === void 0 ? void 0 : options.resourceOptions); - var texture = Texture.from(url, Object.assign({ resourceOptions: resourceOptions }, options), false); - var resource = texture.baseTexture.resource; - // The texture was already loaded - if (texture.baseTexture.valid) { - return Promise.resolve(texture); + RenderTexturePool.prototype.setScreenSize = function (size) { + if (size.width === this._pixelsWidth + && size.height === this._pixelsHeight) { + return; } - // Manually load the texture, this should allow users to handle load errors - return resource.load().then(function () { return Promise.resolve(texture); }); + this.enableFullScreen = size.width > 0 && size.height > 0; + for (var i in this.texturePool) { + if (!(Number(i) < 0)) { + continue; + } + var textures = this.texturePool[i]; + if (textures) { + for (var j = 0; j < textures.length; j++) { + textures[j].destroy(true); + } + } + this.texturePool[i] = []; + } + this._pixelsWidth = size.width; + this._pixelsHeight = size.height; }; /** - * Create a new Texture with a BufferResource from a Float32Array. - * RGBA values are floats from 0 to 1. - * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data - * is provided, a new Float32Array is created. - * @param width - Width of the resource - * @param height - Height of the resource - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * @returns - The resulting new BaseTexture + * Key that is used to store fullscreen renderTextures in a pool + * @constant */ - Texture.fromBuffer = function (buffer, width, height, options) { - return new Texture(BaseTexture$1.fromBuffer(buffer, width, height, options)); - }; + RenderTexturePool.SCREEN_KEY = -1; + return RenderTexturePool; + }()); + + /* eslint-disable max-len */ + /** + * Holds the information for a single attribute structure required to render geometry. + * + * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer} + * This can include anything from positions, uvs, normals, colors etc. + * @memberof PIXI + */ + var Attribute = /** @class */ (function () { /** - * Create a texture from a source and add to the cache. - * @param {HTMLImageElement|HTMLCanvasElement|string} source - The input source. - * @param imageUrl - File name of texture, for cache and resolving resolution. - * @param name - Human readable name for the texture cache. If no name is - * specified, only `imageUrl` will be used as the cache ID. - * @param options - * @returns - Output texture + * @param buffer - the id of the buffer that this attribute will look for + * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2. + * @param normalized - should the data be normalized. + * @param {PIXI.TYPES} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available + * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) + * @param [start=0] - How far into the array to start reading values (used for interleaving data) + * @param [instance=false] - Whether the geometry is instanced. */ - Texture.fromLoader = function (source, imageUrl, name, options) { - var baseTexture = new BaseTexture$1(source, Object.assign({ - scaleMode: settings$2.SCALE_MODE, - resolution: getResolutionOfUrl(imageUrl), - }, options)); - var resource = baseTexture.resource; - if (resource instanceof ImageResource$1) { - resource.url = imageUrl; - } - var texture = new Texture(baseTexture); - // No name, use imageUrl instead - if (!name) { - name = imageUrl; - } - // lets also add the frame to pixi's global cache for 'fromLoader' function - BaseTexture$1.addToCache(texture.baseTexture, name); - Texture.addToCache(texture, name); - // also add references by url if they are different. - if (name !== imageUrl) { - BaseTexture$1.addToCache(texture.baseTexture, imageUrl); - Texture.addToCache(texture, imageUrl); - } - // Generally images are valid right away - if (texture.baseTexture.valid) { - return Promise.resolve(texture); - } - // SVG assets need to be parsed async, let's wait - return new Promise(function (resolve) { - texture.baseTexture.once('loaded', function () { return resolve(texture); }); - }); + function Attribute(buffer, size, normalized, type, stride, start, instance) { + if (size === void 0) { size = 0; } + if (normalized === void 0) { normalized = false; } + if (type === void 0) { type = TYPES.FLOAT; } + this.buffer = buffer; + this.size = size; + this.normalized = normalized; + this.type = type; + this.stride = stride; + this.start = start; + this.instance = instance; + } + /** Destroys the Attribute. */ + Attribute.prototype.destroy = function () { + this.buffer = null; }; /** - * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object. - * @param texture - The Texture to add to the cache. - * @param id - The id that the Texture will be stored against. + * Helper function that creates an Attribute based on the information provided + * @param buffer - the id of the buffer that this attribute will look for + * @param [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2 + * @param [normalized=false] - should the data be normalized. + * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available + * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) + * @returns - A new {@link PIXI.Attribute} based on the information provided */ - Texture.addToCache = function (texture, id) { - if (id) { - if (texture.textureCacheIds.indexOf(id) === -1) { - texture.textureCacheIds.push(id); - } - if (TextureCache[id]) { - // eslint-disable-next-line no-console - console.warn("Texture added to the cache with an id [" + id + "] that already had an entry"); - } - TextureCache[id] = texture; - } + Attribute.from = function (buffer, size, normalized, type, stride) { + return new Attribute(buffer, size, normalized, type, stride); }; - /** - * Remove a Texture from the global TextureCache. - * @param texture - id of a Texture to be removed, or a Texture instance itself - * @returns - The Texture that was removed - */ - Texture.removeFromCache = function (texture) { - if (typeof texture === 'string') { - var textureFromCache = TextureCache[texture]; - if (textureFromCache) { - var index = textureFromCache.textureCacheIds.indexOf(texture); - if (index > -1) { - textureFromCache.textureCacheIds.splice(index, 1); - } - delete TextureCache[texture]; - return textureFromCache; - } - } - else if (texture && texture.textureCacheIds) { - for (var i = 0; i < texture.textureCacheIds.length; ++i) { - // Check that texture matches the one being passed in before deleting it from the cache. - if (TextureCache[texture.textureCacheIds[i]] === texture) { - delete TextureCache[texture.textureCacheIds[i]]; - } - } - texture.textureCacheIds.length = 0; - return texture; - } - return null; - }; - Object.defineProperty(Texture.prototype, "resolution", { - /** - * Returns resolution of baseTexture - * @readonly - */ - get: function () { - return this.baseTexture.resolution; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "frame", { - /** - * The frame specifies the region of the base texture that this texture uses. - * Please call `updateUvs()` after you change coordinates of `frame` manually. - */ - get: function () { - return this._frame; - }, - set: function (frame) { - this._frame = frame; - this.noFrame = false; - var x = frame.x, y = frame.y, width = frame.width, height = frame.height; - var xNotFit = x + width > this.baseTexture.width; - var yNotFit = y + height > this.baseTexture.height; - if (xNotFit || yNotFit) { - var relationship = xNotFit && yNotFit ? 'and' : 'or'; - var errorX = "X: " + x + " + " + width + " = " + (x + width) + " > " + this.baseTexture.width; - var errorY = "Y: " + y + " + " + height + " = " + (y + height) + " > " + this.baseTexture.height; - throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: ' - + (errorX + " " + relationship + " " + errorY)); - } - this.valid = width && height && this.baseTexture.valid; - if (!this.trim && !this.rotate) { - this.orig = frame; - } - if (this.valid) { - this.updateUvs(); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "rotate", { - /** - * Indicates whether the texture is rotated inside the atlas - * set to 2 to compensate for texture packer rotation - * set to 6 to compensate for spine packer rotation - * can be used to rotate or mirror sprites - * See {@link PIXI.groupD8} for explanation - */ - get: function () { - return this._rotate; - }, - set: function (rotate) { - this._rotate = rotate; - if (this.valid) { - this.updateUvs(); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "width", { - /** The width of the Texture in pixels. */ - get: function () { - return this.orig.width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "height", { - /** The height of the Texture in pixels. */ - get: function () { - return this.orig.height; - }, - enumerable: false, - configurable: true - }); - /** Utility function for BaseTexture|Texture cast. */ - Texture.prototype.castToBaseTexture = function () { - return this.baseTexture; - }; - Object.defineProperty(Texture, "EMPTY", { - /** An empty texture, used often to not have to create multiple empty textures. Can not be destroyed. */ - get: function () { - if (!Texture._EMPTY) { - Texture._EMPTY = new Texture(new BaseTexture$1()); - removeAllHandlers$1(Texture._EMPTY); - removeAllHandlers$1(Texture._EMPTY.baseTexture); - } - return Texture._EMPTY; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture, "WHITE", { - /** A white texture of 16x16 size, used for graphics and other things Can not be destroyed. */ - get: function () { - if (!Texture._WHITE) { - var canvas = settings$2.ADAPTER.createCanvas(16, 16); - var context = canvas.getContext('2d'); - canvas.width = 16; - canvas.height = 16; - context.fillStyle = 'white'; - context.fillRect(0, 0, 16, 16); - Texture._WHITE = new Texture(BaseTexture$1.from(canvas)); - removeAllHandlers$1(Texture._WHITE); - removeAllHandlers$1(Texture._WHITE.baseTexture); - } - return Texture._WHITE; - }, - enumerable: false, - configurable: true - }); - return Texture; - }(EventEmitter$2)); - - /** - * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it. - * - * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded - * otherwise black rectangles will be drawn instead. - * - * __Hint-2__: The actual memory allocation will happen on first render. - * You shouldn't create renderTextures each frame just to delete them after, try to reuse them. - * - * A RenderTexture takes a snapshot of any Display Object given to its render method. For example: - * - * ```js - * let renderer = PIXI.autoDetectRenderer(); - * let renderTexture = PIXI.RenderTexture.create({ width: 800, height: 600 }); - * let sprite = PIXI.Sprite.from("spinObj_01.png"); - * - * sprite.position.x = 800/2; - * sprite.position.y = 600/2; - * sprite.anchor.x = 0.5; - * sprite.anchor.y = 0.5; - * - * renderer.render(sprite, {renderTexture}); - * ``` - * Note that you should not create a new renderer, but reuse the same one as the rest of the application. - * - * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 - * you can clear the transform - * - * ```js - * - * sprite.setTransform() - * - * let renderTexture = new PIXI.RenderTexture.create({ width: 100, height: 100 }); - * - * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture - * ``` - * @memberof PIXI - */ - var RenderTexture$1 = /** @class */ (function (_super) { - __extends$m(RenderTexture, _super); - /** - * @param baseRenderTexture - The base texture object that this texture uses. - * @param frame - The rectangle frame of the texture to show. - */ - function RenderTexture(baseRenderTexture, frame) { - var _this = _super.call(this, baseRenderTexture, frame) || this; - _this.valid = true; - _this.filterFrame = null; - _this.filterPoolKey = null; - _this.updateUvs(); - return _this; - } - Object.defineProperty(RenderTexture.prototype, "framebuffer", { - /** - * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast. - * @readonly - */ - get: function () { - return this.baseTexture.framebuffer; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(RenderTexture.prototype, "multisample", { - /** - * Shortcut to `this.framebuffer.multisample`. - * @default PIXI.MSAA_QUALITY.NONE - */ - get: function () { - return this.framebuffer.multisample; - }, - set: function (value) { - this.framebuffer.multisample = value; - }, - enumerable: false, - configurable: true - }); - /** - * Resizes the RenderTexture. - * @param desiredWidth - The desired width to resize to. - * @param desiredHeight - The desired height to resize to. - * @param resizeBaseTexture - Should the baseTexture.width and height values be resized as well? - */ - RenderTexture.prototype.resize = function (desiredWidth, desiredHeight, resizeBaseTexture) { - if (resizeBaseTexture === void 0) { resizeBaseTexture = true; } - var resolution = this.baseTexture.resolution; - var width = Math.round(desiredWidth * resolution) / resolution; - var height = Math.round(desiredHeight * resolution) / resolution; - // TODO - could be not required.. - this.valid = (width > 0 && height > 0); - this._frame.width = this.orig.width = width; - this._frame.height = this.orig.height = height; - if (resizeBaseTexture) { - this.baseTexture.resize(width, height); - } - this.updateUvs(); - }; - /** - * Changes the resolution of baseTexture, but does not change framebuffer size. - * @param resolution - The new resolution to apply to RenderTexture - */ - RenderTexture.prototype.setResolution = function (resolution) { - var baseTexture = this.baseTexture; - if (baseTexture.resolution === resolution) { - return; - } - baseTexture.setResolution(resolution); - this.resize(baseTexture.width, baseTexture.height, false); - }; - RenderTexture.create = function (options) { - var arguments$1 = arguments; - - var rest = []; - for (var _i = 1; _i < arguments.length; _i++) { - rest[_i - 1] = arguments$1[_i]; - } - // @deprecated fallback, old-style: create(width, height, scaleMode, resolution) - if (typeof options === 'number') { - deprecation$1('6.0.0', 'Arguments (width, height, scaleMode, resolution) have been deprecated.'); - /* eslint-disable prefer-rest-params */ - options = { - width: options, - height: rest[0], - scaleMode: rest[1], - resolution: rest[2], - }; - /* eslint-enable prefer-rest-params */ - } - return new RenderTexture(new BaseRenderTexture$1(options)); - }; - return RenderTexture; - }(Texture$1)); - - /** - * Texture pool, used by FilterSystem and plugins. - * - * Stores collection of temporary pow2 or screen-sized renderTextures - * - * If you use custom RenderTexturePool for your filters, you can use methods - * `getFilterTexture` and `returnFilterTexture` same as in - * @memberof PIXI - */ - var RenderTexturePool$1 = /** @class */ (function () { - /** - * @param textureOptions - options that will be passed to BaseRenderTexture constructor - * @param {PIXI.SCALE_MODES} [textureOptions.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values. - */ - function RenderTexturePool(textureOptions) { - this.texturePool = {}; - this.textureOptions = textureOptions || {}; - this.enableFullScreen = false; - this._pixelsWidth = 0; - this._pixelsHeight = 0; - } - /** - * Creates texture with params that were specified in pool constructor. - * @param realWidth - Width of texture in pixels. - * @param realHeight - Height of texture in pixels. - * @param multisample - Number of samples of the framebuffer. - */ - RenderTexturePool.prototype.createTexture = function (realWidth, realHeight, multisample) { - if (multisample === void 0) { multisample = MSAA_QUALITY$8.NONE; } - var baseRenderTexture = new BaseRenderTexture$1(Object.assign({ - width: realWidth, - height: realHeight, - resolution: 1, - multisample: multisample, - }, this.textureOptions)); - return new RenderTexture$1(baseRenderTexture); - }; - /** - * Gets a Power-of-Two render texture or fullScreen texture - * @param minWidth - The minimum width of the render texture. - * @param minHeight - The minimum height of the render texture. - * @param resolution - The resolution of the render texture. - * @param multisample - Number of samples of the render texture. - * @returns The new render texture. - */ - RenderTexturePool.prototype.getOptimalTexture = function (minWidth, minHeight, resolution, multisample) { - if (resolution === void 0) { resolution = 1; } - if (multisample === void 0) { multisample = MSAA_QUALITY$8.NONE; } - var key; - minWidth = Math.ceil((minWidth * resolution) - 1e-6); - minHeight = Math.ceil((minHeight * resolution) - 1e-6); - if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight) { - minWidth = nextPow2(minWidth); - minHeight = nextPow2(minHeight); - key = (((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF)) >>> 0; - if (multisample > 1) { - key += multisample * 0x100000000; - } - } - else { - key = multisample > 1 ? -multisample : -1; - } - if (!this.texturePool[key]) { - this.texturePool[key] = []; - } - var renderTexture = this.texturePool[key].pop(); - if (!renderTexture) { - renderTexture = this.createTexture(minWidth, minHeight, multisample); - } - renderTexture.filterPoolKey = key; - renderTexture.setResolution(resolution); - return renderTexture; - }; - /** - * Gets extra texture of the same size as input renderTexture - * - * `getFilterTexture(input, 0.5)` or `getFilterTexture(0.5, input)` - * @param input - renderTexture from which size and resolution will be copied - * @param resolution - override resolution of the renderTexture - * It overrides, it does not multiply - * @param multisample - number of samples of the renderTexture - */ - RenderTexturePool.prototype.getFilterTexture = function (input, resolution, multisample) { - var filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY$8.NONE); - filterTexture.filterFrame = input.filterFrame; - return filterTexture; - }; - /** - * Place a render texture back into the pool. - * @param renderTexture - The renderTexture to free - */ - RenderTexturePool.prototype.returnTexture = function (renderTexture) { - var key = renderTexture.filterPoolKey; - renderTexture.filterFrame = null; - this.texturePool[key].push(renderTexture); - }; - /** - * Alias for returnTexture, to be compliant with FilterSystem interface. - * @param renderTexture - The renderTexture to free - */ - RenderTexturePool.prototype.returnFilterTexture = function (renderTexture) { - this.returnTexture(renderTexture); - }; - /** - * Clears the pool. - * @param destroyTextures - Destroy all stored textures. - */ - RenderTexturePool.prototype.clear = function (destroyTextures) { - destroyTextures = destroyTextures !== false; - if (destroyTextures) { - for (var i in this.texturePool) { - var textures = this.texturePool[i]; - if (textures) { - for (var j = 0; j < textures.length; j++) { - textures[j].destroy(true); - } - } - } - } - this.texturePool = {}; - }; - /** - * If screen size was changed, drops all screen-sized textures, - * sets new screen size, sets `enableFullScreen` to true - * - * Size is measured in pixels, `renderer.view` can be passed here, not `renderer.screen` - * @param size - Initial size of screen. - */ - RenderTexturePool.prototype.setScreenSize = function (size) { - if (size.width === this._pixelsWidth - && size.height === this._pixelsHeight) { - return; - } - this.enableFullScreen = size.width > 0 && size.height > 0; - for (var i in this.texturePool) { - if (!(Number(i) < 0)) { - continue; - } - var textures = this.texturePool[i]; - if (textures) { - for (var j = 0; j < textures.length; j++) { - textures[j].destroy(true); - } - } - this.texturePool[i] = []; - } - this._pixelsWidth = size.width; - this._pixelsHeight = size.height; - }; - /** - * Key that is used to store fullscreen renderTextures in a pool - * @constant - */ - RenderTexturePool.SCREEN_KEY = -1; - return RenderTexturePool; - }()); - - /* eslint-disable max-len */ - /** - * Holds the information for a single attribute structure required to render geometry. - * - * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer} - * This can include anything from positions, uvs, normals, colors etc. - * @memberof PIXI - */ - var Attribute$1 = /** @class */ (function () { - /** - * @param buffer - the id of the buffer that this attribute will look for - * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2. - * @param normalized - should the data be normalized. - * @param {PIXI.TYPES} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available - * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) - * @param [start=0] - How far into the array to start reading values (used for interleaving data) - * @param [instance=false] - Whether the geometry is instanced. - */ - function Attribute(buffer, size, normalized, type, stride, start, instance) { - if (size === void 0) { size = 0; } - if (normalized === void 0) { normalized = false; } - if (type === void 0) { type = TYPES$8.FLOAT; } - this.buffer = buffer; - this.size = size; - this.normalized = normalized; - this.type = type; - this.stride = stride; - this.start = start; - this.instance = instance; - } - /** Destroys the Attribute. */ - Attribute.prototype.destroy = function () { - this.buffer = null; - }; - /** - * Helper function that creates an Attribute based on the information provided - * @param buffer - the id of the buffer that this attribute will look for - * @param [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2 - * @param [normalized=false] - should the data be normalized. - * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available - * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) - * @returns - A new {@link PIXI.Attribute} based on the information provided - */ - Attribute.from = function (buffer, size, normalized, type, stride) { - return new Attribute(buffer, size, normalized, type, stride); - }; - return Attribute; - }()); - - var UID$4$1 = 0; - /** - * A wrapper for data so that it can be used and uploaded by WebGL - * @memberof PIXI - */ - var Buffer$1 = /** @class */ (function () { + return Attribute; + }()); + + var UID$4 = 0; + /** + * A wrapper for data so that it can be used and uploaded by WebGL + * @memberof PIXI + */ + var Buffer = /** @class */ (function () { /** * @param {PIXI.IArrayBuffer} data - the data to store in the buffer. * @param _static - `true` for static buffer @@ -15987,7 +14193,7 @@ this._updateID = 0; this.index = index; this.static = _static; - this.id = UID$4$1++; + this.id = UID$4++; this.disposeRunner = new Runner('disposeBuffer'); } // TODO could explore flagging only a partial upload? @@ -16013,7 +14219,7 @@ }; Object.defineProperty(Buffer.prototype, "index", { get: function () { - return this.type === BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER; + return this.type === BUFFER_TYPE.ELEMENT_ARRAY_BUFFER; }, /** * Flags whether this is an index buffer. @@ -16024,7 +14230,7 @@ * For backwards compatibility. */ set: function (value) { - this.type = value ? BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER : BUFFER_TYPE$8.ARRAY_BUFFER; + this.type = value ? BUFFER_TYPE.ELEMENT_ARRAY_BUFFER : BUFFER_TYPE.ARRAY_BUFFER; }, enumerable: false, configurable: true @@ -16044,13 +14250,13 @@ }()); /* eslint-disable object-shorthand */ - var map$1$1 = { + var map$1 = { Float32Array: Float32Array, Uint32Array: Uint32Array, Int32Array: Int32Array, Uint8Array: Uint8Array, }; - function interleaveTypedArrays$1(arrays, sizes) { + function interleaveTypedArrays(arrays, sizes) { var outSize = 0; var stride = 0; var views = {}; @@ -16066,7 +14272,7 @@ var array = arrays[i]; var type = getBufferType(array); if (!views[type]) { - views[type] = new map$1$1[type](buffer); + views[type] = new map$1[type](buffer); } out = views[type]; for (var j = 0; j < array.length; j++) { @@ -16079,10 +14285,10 @@ return new Float32Array(buffer); } - var byteSizeMap$1$1 = { 5126: 4, 5123: 2, 5121: 1 }; - var UID$3$1 = 0; + var byteSizeMap$1 = { 5126: 4, 5123: 2, 5121: 1 }; + var UID$3 = 0; /* eslint-disable object-shorthand */ - var map$2 = { + var map = { Float32Array: Float32Array, Uint32Array: Uint32Array, Int32Array: Int32Array, @@ -16107,7 +14313,7 @@ * ``` * @memberof PIXI */ - var Geometry$1 = /** @class */ (function () { + var Geometry = /** @class */ (function () { /** * @param buffers - An array of buffers. optional. * @param attributes - Of the geometry, optional structure of the attributes layout @@ -16119,7 +14325,7 @@ this.indexBuffer = null; this.attributes = attributes; this.glVertexArrayObjects = {}; - this.id = UID$3$1++; + this.id = UID$3++; this.instanced = false; this.instanceCount = 1; this.disposeRunner = new Runner('disposeGeometry'); @@ -16147,12 +14353,12 @@ throw new Error('You must pass a buffer when creating an attribute'); } // check if this is a buffer! - if (!(buffer instanceof Buffer$1)) { + if (!(buffer instanceof Buffer)) { // its an array! if (buffer instanceof Array) { buffer = new Float32Array(buffer); } - buffer = new Buffer$1(buffer); + buffer = new Buffer(buffer); } var ids = id.split('|'); if (ids.length > 1) { @@ -16166,7 +14372,7 @@ this.buffers.push(buffer); bufferIndex = this.buffers.length - 1; } - this.attributes[id] = new Attribute$1(bufferIndex, size, normalized, type, stride, start, instance); + this.attributes[id] = new Attribute(bufferIndex, size, normalized, type, stride, start, instance); // assuming that if there is instanced data then this will be drawn with instancing! this.instanced = this.instanced || instance; return this; @@ -16195,14 +14401,14 @@ * @returns - Returns self, useful for chaining. */ Geometry.prototype.addIndex = function (buffer) { - if (!(buffer instanceof Buffer$1)) { + if (!(buffer instanceof Buffer)) { // its an array! if (buffer instanceof Array) { buffer = new Uint16Array(buffer); } - buffer = new Buffer$1(buffer); + buffer = new Buffer(buffer); } - buffer.type = BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER; + buffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER; this.indexBuffer = buffer; if (this.buffers.indexOf(buffer) === -1) { this.buffers.push(buffer); @@ -16228,16 +14434,16 @@ // assume already that no buffers are interleaved var arrays = []; var sizes = []; - var interleavedBuffer = new Buffer$1(); + var interleavedBuffer = new Buffer(); var i; for (i in this.attributes) { var attribute = this.attributes[i]; var buffer = this.buffers[attribute.buffer]; arrays.push(buffer.data); - sizes.push((attribute.size * byteSizeMap$1$1[attribute.type]) / 4); + sizes.push((attribute.size * byteSizeMap$1[attribute.type]) / 4); attribute.buffer = 0; } - interleavedBuffer.data = interleaveTypedArrays$1(arrays, sizes); + interleavedBuffer.data = interleaveTypedArrays(arrays, sizes); for (i = 0; i < this.buffers.length; i++) { if (this.buffers[i] !== this.indexBuffer) { this.buffers[i].destroy(); @@ -16276,15 +14482,15 @@ Geometry.prototype.clone = function () { var geometry = new Geometry(); for (var i = 0; i < this.buffers.length; i++) { - geometry.buffers[i] = new Buffer$1(this.buffers[i].data.slice(0)); + geometry.buffers[i] = new Buffer(this.buffers[i].data.slice(0)); } for (var i in this.attributes) { var attrib = this.attributes[i]; - geometry.attributes[i] = new Attribute$1(attrib.buffer, attrib.size, attrib.normalized, attrib.type, attrib.stride, attrib.start, attrib.instance); + geometry.attributes[i] = new Attribute(attrib.buffer, attrib.size, attrib.normalized, attrib.type, attrib.stride, attrib.start, attrib.instance); } if (this.indexBuffer) { geometry.indexBuffer = geometry.buffers[this.buffers.indexOf(this.indexBuffer)]; - geometry.indexBuffer.type = BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER; + geometry.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER; } return geometry; }; @@ -16315,8 +14521,8 @@ // build the correct size arrays.. for (var i = 0; i < geometry.buffers.length; i++) { // TODO types! - arrays[i] = new map$2[getBufferType(geometry.buffers[i].data)](sizes[i]); - geometryOut.buffers[i] = new Buffer$1(arrays[i]); + arrays[i] = new map[getBufferType(geometry.buffers[i].data)](sizes[i]); + geometryOut.buffers[i] = new Buffer(arrays[i]); } // pass to set data.. for (var i = 0; i < geometries.length; i++) { @@ -16329,7 +14535,7 @@ geometryOut.attributes = geometry.attributes; if (geometry.indexBuffer) { geometryOut.indexBuffer = geometryOut.buffers[geometry.buffers.indexOf(geometry.indexBuffer)]; - geometryOut.indexBuffer.type = BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER; + geometryOut.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER; var offset = 0; var stride = 0; var offset2 = 0; @@ -16345,7 +14551,7 @@ for (var i in geometry.attributes) { var attribute = geometry.attributes[i]; if ((attribute.buffer | 0) === bufferIndexToCount) { - stride += ((attribute.size * byteSizeMap$1$1[attribute.type]) / 4); + stride += ((attribute.size * byteSizeMap$1[attribute.type]) / 4); } } // time to off set all indexes.. @@ -16367,8 +14573,8 @@ * Helper class to create a quad * @memberof PIXI */ - var Quad$1 = /** @class */ (function (_super) { - __extends$m(Quad, _super); + var Quad = /** @class */ (function (_super) { + __extends$i(Quad, _super); function Quad() { var _this = _super.call(this) || this; _this.addAttribute('aVertexPosition', new Float32Array([ @@ -16380,14 +14586,14 @@ return _this; } return Quad; - }(Geometry$1)); + }(Geometry)); /** * Helper class to create a quad with uvs like in v4 * @memberof PIXI */ - var QuadUv$1 = /** @class */ (function (_super) { - __extends$m(QuadUv, _super); + var QuadUv = /** @class */ (function (_super) { + __extends$i(QuadUv, _super); function QuadUv() { var _this = _super.call(this) || this; _this.vertices = new Float32Array([ @@ -16400,8 +14606,8 @@ 1, 0, 1, 1, 0, 1 ]); - _this.vertexBuffer = new Buffer$1(_this.vertices); - _this.uvBuffer = new Buffer$1(_this.uvs); + _this.vertexBuffer = new Buffer(_this.vertices); + _this.uvBuffer = new Buffer(_this.uvs); _this.addAttribute('aVertexPosition', _this.vertexBuffer) .addAttribute('aTextureCoord', _this.uvBuffer) .addIndex([0, 1, 2, 0, 2, 3]); @@ -16447,9 +14653,9 @@ return this; }; return QuadUv; - }(Geometry$1)); + }(Geometry)); - var UID$2$1 = 0; + var UID$2 = 0; /** * Uniform group holds uniform map and some ID's for work * @@ -16492,7 +14698,7 @@ * ``` * @memberof PIXI */ - var UniformGroup$1 = /** @class */ (function () { + var UniformGroup = /** @class */ (function () { /** * @param {object | Buffer} [uniforms] - Custom uniforms to use to augment the built-in ones. Or a pixi buffer. * @param isStatic - Uniforms wont be changed after creation. @@ -16503,20 +14709,20 @@ // lets generate this when the shader ? this.syncUniforms = {}; this.dirtyId = 0; - this.id = UID$2$1++; + this.id = UID$2++; this.static = !!isStatic; this.ubo = !!isUbo; - if (uniforms instanceof Buffer$1) { + if (uniforms instanceof Buffer) { this.buffer = uniforms; - this.buffer.type = BUFFER_TYPE$8.UNIFORM_BUFFER; + this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER; this.autoManage = false; this.ubo = true; } else { this.uniforms = uniforms; if (this.ubo) { - this.buffer = new Buffer$1(new Float32Array(1)); - this.buffer.type = BUFFER_TYPE$8.UNIFORM_BUFFER; + this.buffer = new Buffer(new Float32Array(1)); + this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER; this.autoManage = true; } } @@ -16554,19 +14760,19 @@ * System plugin to the renderer to manage filter states. * @ignore */ - var FilterState$1 = /** @class */ (function () { + var FilterState = /** @class */ (function () { function FilterState() { this.renderTexture = null; this.target = null; this.legacy = false; this.resolution = 1; - this.multisample = MSAA_QUALITY$8.NONE; + this.multisample = MSAA_QUALITY.NONE; // next three fields are created only for root // re-assigned for everything else - this.sourceFrame = new Rectangle$3(); - this.destinationFrame = new Rectangle$3(); - this.bindingSourceFrame = new Rectangle$3(); - this.bindingDestinationFrame = new Rectangle$3(); + this.sourceFrame = new Rectangle(); + this.destinationFrame = new Rectangle(); + this.bindingSourceFrame = new Rectangle(); + this.bindingDestinationFrame = new Rectangle(); this.filters = []; this.transform = null; } @@ -16579,8 +14785,8 @@ return FilterState; }()); - var tempPoints$4 = [new Point$3(), new Point$3(), new Point$3(), new Point$3()]; - var tempMatrix$2$1 = new Matrix$3(); + var tempPoints = [new Point(), new Point(), new Point(), new Point()]; + var tempMatrix$2 = new Matrix(); /** * System plugin to the renderer to manage filters. * @@ -16606,22 +14812,22 @@ * serially and output to the bounds of the filter-target. * @memberof PIXI */ - var FilterSystem$1 = /** @class */ (function () { + var FilterSystem = /** @class */ (function () { /** * @param renderer - The renderer this System works for. */ function FilterSystem(renderer) { this.renderer = renderer; this.defaultFilterStack = [{}]; - this.texturePool = new RenderTexturePool$1(); + this.texturePool = new RenderTexturePool(); this.texturePool.setScreenSize(renderer.view); this.statePool = []; - this.quad = new Quad$1(); - this.quadUv = new QuadUv$1(); - this.tempRect = new Rectangle$3(); + this.quad = new Quad(); + this.quadUv = new QuadUv(); + this.tempRect = new Rectangle(); this.activeState = {}; - this.globalUniforms = new UniformGroup$1({ - outputFrame: new Rectangle$3(), + this.globalUniforms = new UniformGroup({ + outputFrame: new Rectangle(), inputSize: new Float32Array(4), inputPixel: new Float32Array(4), inputClamp: new Float32Array(4), @@ -16643,7 +14849,7 @@ var _a, _b; var renderer = this.renderer; var filterStack = this.defaultFilterStack; - var state = this.statePool.pop() || new FilterState$1(); + var state = this.statePool.pop() || new FilterState(); var renderTextureSystem = this.renderer.renderTexture; var resolution = filters[0].resolution; var multisample = filters[0].multisample; @@ -16681,7 +14887,7 @@ var sourceFrameProjected = this.tempRect.copyFrom(renderTextureSystem.sourceFrame); // Project source frame into world space (if projection is applied) if (renderer.projection.transform) { - this.transformAABB(tempMatrix$2$1.copyFrom(renderer.projection.transform).invert(), sourceFrameProjected); + this.transformAABB(tempMatrix$2.copyFrom(renderer.projection.transform).invert(), sourceFrameProjected); } if (autoFit) { state.sourceFrame.fit(sourceFrameProjected); @@ -16750,7 +14956,7 @@ var lastState = filterStack[filterStack.length - 1]; this.renderer.framebuffer.blit(); if (filters.length === 1) { - filters[0].apply(this, state.renderTexture, lastState.renderTexture, CLEAR_MODES$8.BLEND, state); + filters[0].apply(this, state.renderTexture, lastState.renderTexture, CLEAR_MODES.BLEND, state); this.returnFilterTexture(state.renderTexture); } else { @@ -16763,12 +14969,12 @@ flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution); flop.filterFrame = flip.filterFrame; } - filters[i].apply(this, flip, flop, CLEAR_MODES$8.CLEAR, state); + filters[i].apply(this, flip, flop, CLEAR_MODES.CLEAR, state); var t = flip; flip = flop; flop = t; } - filters[i].apply(this, flip, lastState.renderTexture, CLEAR_MODES$8.BLEND, state); + filters[i].apply(this, flip, lastState.renderTexture, CLEAR_MODES.BLEND, state); if (i > 1 && state.multisample > 1) { this.returnFilterTexture(state.renderTexture); } @@ -16785,7 +14991,7 @@ * @param clearMode - clearMode, by default its CLEAR/YES. See {@link PIXI.CLEAR_MODES} */ FilterSystem.prototype.bindAndClear = function (filterTexture, clearMode) { - if (clearMode === void 0) { clearMode = CLEAR_MODES$8.CLEAR; } + if (clearMode === void 0) { clearMode = CLEAR_MODES.CLEAR; } var _a = this.renderer, renderTextureSystem = _a.renderTexture, stateSystem = _a.state; if (filterTexture === this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) { // Restore projection transform if rendering into the output render-target. @@ -16813,8 +15019,8 @@ // Clear the texture in BLIT mode if blending is disabled or the forceClear flag is set. The blending // is stored in the 0th bit of the state. var autoClear = (stateSystem.stateId & 1) || this.forceClear; - if (clearMode === CLEAR_MODES$8.CLEAR - || (clearMode === CLEAR_MODES$8.BLIT && autoClear)) { + if (clearMode === CLEAR_MODES.CLEAR + || (clearMode === CLEAR_MODES.BLIT && autoClear)) { // Use framebuffer.clear because we want to clear the whole filter texture, not just the filtering // area over which the shaders are run. This is because filters may sampling outside of it (e.g. blur) // instead of clamping their arithmetic. @@ -16847,11 +15053,11 @@ if (filter.legacy) { this.quadUv.map(input._frame, input.filterFrame); renderer.geometry.bind(this.quadUv); - renderer.geometry.draw(DRAW_MODES$8.TRIANGLES); + renderer.geometry.draw(DRAW_MODES.TRIANGLES); } else { renderer.geometry.bind(this.quad); - renderer.geometry.draw(DRAW_MODES$8.TRIANGLE_STRIP); + renderer.geometry.draw(DRAW_MODES.TRIANGLE_STRIP); } }; /** @@ -16866,7 +15072,7 @@ var _a = this.activeState, sourceFrame = _a.sourceFrame, destinationFrame = _a.destinationFrame; var orig = sprite._texture.orig; var mappedMatrix = outputMatrix.set(destinationFrame.width, 0, 0, destinationFrame.height, sourceFrame.x, sourceFrame.y); - var worldTransform = sprite.worldTransform.copyTo(Matrix$3.TEMP_MATRIX); + var worldTransform = sprite.worldTransform.copyTo(Matrix.TEMP_MATRIX); worldTransform.invert(); mappedMatrix.prepend(worldTransform); mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height); @@ -16889,7 +15095,7 @@ */ FilterSystem.prototype.getOptimalFilterTexture = function (minWidth, minHeight, resolution, multisample) { if (resolution === void 0) { resolution = 1; } - if (multisample === void 0) { multisample = MSAA_QUALITY$8.NONE; } + if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; } return this.texturePool.getOptimalTexture(minWidth, minHeight, resolution, multisample); }; /** @@ -16906,7 +15112,7 @@ resolution = swap; } input = input || this.activeState.renderTexture; - var filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY$8.NONE); + var filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE); filterTexture.filterFrame = input.filterFrame; return filterTexture; }; @@ -16930,10 +15136,10 @@ * @param rect - second param */ FilterSystem.prototype.transformAABB = function (matrix, rect) { - var lt = tempPoints$4[0]; - var lb = tempPoints$4[1]; - var rt = tempPoints$4[2]; - var rb = tempPoints$4[3]; + var lt = tempPoints[0]; + var lb = tempPoints[1]; + var rt = tempPoints[2]; + var rb = tempPoints[3]; lt.set(rect.left, rect.top); lb.set(rect.left, rect.bottom); rt.set(rect.right, rect.top); @@ -16964,7 +15170,7 @@ return; } } - transform = transform ? tempMatrix$2$1.copyFrom(transform) : tempMatrix$2$1.identity(); + transform = transform ? tempMatrix$2.copyFrom(transform) : tempMatrix$2.identity(); // Get forward transform from world space to screen space transform .translate(-bindingSourceFrame.x, -bindingSourceFrame.y) @@ -16985,7 +15191,7 @@ * system renderer plugin. * @memberof PIXI */ - var ObjectRenderer$1 = /** @class */ (function () { + var ObjectRenderer = /** @class */ (function () { /** * @param renderer - The renderer this manager works for. */ @@ -17028,13 +15234,13 @@ * System plugin to the renderer to manage batching. * @memberof PIXI */ - var BatchSystem$1 = /** @class */ (function () { + var BatchSystem = /** @class */ (function () { /** * @param renderer - The renderer this System works for. */ function BatchSystem(renderer) { this.renderer = renderer; - this.emptyRenderer = new ObjectRenderer$1(renderer); + this.emptyRenderer = new ObjectRenderer(renderer); this.currentRenderer = this.emptyRenderer; } /** @@ -17118,12 +15324,12 @@ return BatchSystem; }()); - var CONTEXT_UID_COUNTER$1 = 0; + var CONTEXT_UID_COUNTER = 0; /** * System plugin to the renderer to manage the context. * @memberof PIXI */ - var ContextSystem$1 = /** @class */ (function () { + var ContextSystem = /** @class */ (function () { /** @param renderer - The renderer this System works for. */ function ContextSystem(renderer) { this.renderer = renderer; @@ -17156,7 +15362,7 @@ ContextSystem.prototype.contextChange = function (gl) { this.gl = gl; this.renderer.gl = gl; - this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER$1++; + this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++; // restore a context if it was previously lost if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) { gl.getExtension('WEBGL_lose_context').restoreContext(); @@ -17171,7 +15377,7 @@ this.gl = gl; this.validateContext(gl); this.renderer.gl = gl; - this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER$1++; + this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++; this.renderer.runners.contextChange.emit(gl); }; /** @@ -17194,7 +15400,7 @@ */ ContextSystem.prototype.createContext = function (canvas, options) { var gl; - if (settings$2.PREFER_ENV >= ENV$8.WEBGL2) { + if (settings$1.PREFER_ENV >= ENV.WEBGL2) { gl = canvas.getContext('webgl2', options); } if (gl) { @@ -17310,14 +15516,14 @@ * Internal framebuffer for WebGL context. * @memberof PIXI */ - var GLFramebuffer$1 = /** @class */ (function () { + var GLFramebuffer = /** @class */ (function () { function GLFramebuffer(framebuffer) { this.framebuffer = framebuffer; this.stencil = null; this.dirtyId = -1; this.dirtyFormat = -1; this.dirtySize = -1; - this.multisample = MSAA_QUALITY$8.NONE; + this.multisample = MSAA_QUALITY.NONE; this.msaaBuffer = null; this.blitFramebuffer = null; this.mipLevel = 0; @@ -17325,19 +15531,19 @@ return GLFramebuffer; }()); - var tempRectangle$1 = new Rectangle$3(); + var tempRectangle = new Rectangle(); /** * System plugin to the renderer to manage framebuffers. * @memberof PIXI */ - var FramebufferSystem$1 = /** @class */ (function () { + var FramebufferSystem = /** @class */ (function () { /** * @param renderer - The renderer this System works for. */ function FramebufferSystem(renderer) { this.renderer = renderer; this.managedFramebuffers = []; - this.unknownFramebuffer = new Framebuffer$1(10, 10); + this.unknownFramebuffer = new Framebuffer(10, 10); this.msaaSamples = null; } /** Sets up the renderer context and necessary buffers. */ @@ -17345,7 +15551,7 @@ var gl = this.gl = this.renderer.gl; this.CONTEXT_UID = this.renderer.CONTEXT_UID; this.current = this.unknownFramebuffer; - this.viewport = new Rectangle$3(); + this.viewport = new Rectangle(); this.hasMRT = true; this.writeDepthTexture = true; this.disposeAll(true); @@ -17354,7 +15560,7 @@ // webgl 1! var nativeDrawBuffersExtension_1 = this.renderer.context.extensions.drawBuffers; var nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture; - if (settings$2.PREFER_ENV === ENV$8.WEBGL_LEGACY) { + if (settings$1.PREFER_ENV === ENV.WEBGL_LEGACY) { nativeDrawBuffersExtension_1 = null; nativeDepthTextureExtension = null; } @@ -17492,7 +15698,7 @@ * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers. */ FramebufferSystem.prototype.clear = function (r, g, b, a, mask) { - if (mask === void 0) { mask = BUFFER_BITS$8.COLOR | BUFFER_BITS$8.DEPTH; } + if (mask === void 0) { mask = BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH; } var gl = this.gl; // TODO clear color can be set only one right? gl.clearColor(r, g, b, a); @@ -17506,7 +15712,7 @@ */ FramebufferSystem.prototype.initFramebuffer = function (framebuffer) { var gl = this.gl; - var fbo = new GLFramebuffer$1(gl.createFramebuffer()); + var fbo = new GLFramebuffer(gl.createFramebuffer()); fbo.multisample = this.detectSamples(framebuffer.multisample); framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo; this.managedFramebuffers.push(framebuffer); @@ -17630,7 +15836,7 @@ */ FramebufferSystem.prototype.detectSamples = function (samples) { var msaaSamples = this.msaaSamples; - var res = MSAA_QUALITY$8.NONE; + var res = MSAA_QUALITY.NONE; if (samples <= 1 || msaaSamples === null) { return res; } @@ -17641,7 +15847,7 @@ } } if (res === 1) { - res = MSAA_QUALITY$8.NONE; + res = MSAA_QUALITY.NONE; } return res; }; @@ -17677,7 +15883,7 @@ return; } if (!fbo.blitFramebuffer) { - fbo.blitFramebuffer = new Framebuffer$1(current.width, current.height); + fbo.blitFramebuffer = new Framebuffer(current.width, current.height); fbo.blitFramebuffer.addColorTexture(0, colorTexture); } framebuffer = fbo.blitFramebuffer; @@ -17694,7 +15900,7 @@ } } if (!sourcePixels) { - sourcePixels = tempRectangle$1; + sourcePixels = tempRectangle; sourcePixels.width = current.width; sourcePixels.height = current.height; } @@ -17781,7 +15987,7 @@ /** Resets framebuffer stored state, binds screen framebuffer. Should be called before renderTexture reset(). */ FramebufferSystem.prototype.reset = function () { this.current = this.unknownFramebuffer; - this.viewport = new Rectangle$3(); + this.viewport = new Rectangle(); }; FramebufferSystem.prototype.destroy = function () { this.renderer = null; @@ -17789,12 +15995,12 @@ return FramebufferSystem; }()); - var byteSizeMap$2 = { 5126: 4, 5123: 2, 5121: 1 }; + var byteSizeMap = { 5126: 4, 5123: 2, 5121: 1 }; /** * System plugin to the renderer to manage geometry. * @memberof PIXI */ - var GeometrySystem$1 = /** @class */ (function () { + var GeometrySystem = /** @class */ (function () { /** @param renderer - The renderer this System works for. */ function GeometrySystem(renderer) { this.renderer = renderer; @@ -17815,7 +16021,7 @@ if (context.webGLVersion !== 2) { // webgl 1! var nativeVaoExtension_1 = this.renderer.context.extensions.vertexArrayObject; - if (settings$2.PREFER_ENV === ENV$8.WEBGL_LEGACY) { + if (settings$1.PREFER_ENV === ENV.WEBGL_LEGACY) { nativeVaoExtension_1 = null; } if (nativeVaoExtension_1) { @@ -17983,13 +16189,13 @@ else if (!attributes[j].size) { console.warn("PIXI Geometry attribute '" + j + "' size cannot be determined (likely the bound shader does not have the attribute)"); // eslint-disable-line } - tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap$2[attributes[j].type]; + tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap[attributes[j].type]; } for (var j in attributes) { var attribute = attributes[j]; var attribSize = attribute.size; if (attribute.stride === undefined) { - if (tempStride[attribute.buffer] === attribSize * byteSizeMap$2[attribute.type]) { + if (tempStride[attribute.buffer] === attribSize * byteSizeMap[attribute.type]) { attribute.stride = 0; } else { @@ -17998,7 +16204,7 @@ } if (attribute.start === undefined) { attribute.start = tempStart[attribute.buffer]; - tempStart[attribute.buffer] += attribSize * byteSizeMap$2[attribute.type]; + tempStart[attribute.buffer] += attribSize * byteSizeMap[attribute.type]; } } vao = gl.createVertexArray(); @@ -18182,20 +16388,20 @@ * Holds mask mode and temporary data about current mask. * @memberof PIXI */ - var MaskData$1 = /** @class */ (function () { + var MaskData = /** @class */ (function () { /** * Create MaskData * @param {PIXI.DisplayObject} [maskObject=null] - object that describes the mask */ function MaskData(maskObject) { if (maskObject === void 0) { maskObject = null; } - this.type = MASK_TYPES$8.NONE; + this.type = MASK_TYPES.NONE; this.autoDetect = true; this.maskObject = maskObject || null; this.pooled = false; this.isMaskData = true; this.resolution = null; - this.multisample = settings$2.FILTER_MULTISAMPLE; + this.multisample = settings$1.FILTER_MULTISAMPLE; this.enabled = true; this.colorMask = 0xf; this._filters = null; @@ -18235,7 +16441,7 @@ MaskData.prototype.reset = function () { if (this.pooled) { this.maskObject = null; - this.type = MASK_TYPES$8.NONE; + this.type = MASK_TYPES.NONE; this.autoDetect = true; } this._target = null; @@ -18267,7 +16473,7 @@ * @param {string} src - The vertex shader source as an array of strings. * @returns {WebGLShader} the shader */ - function compileShader$1(gl, type, src) { + function compileShader(gl, type, src) { var shader = gl.createShader(type); gl.shaderSource(shader, src); gl.compileShader(shader); @@ -18280,7 +16486,7 @@ * @param gl - the WebGLContext * @param shader - the shader to log errors for */ - function logPrettyShaderError$1(gl, shader) { + function logPrettyShaderError(gl, shader) { var shaderSrc = gl.getShaderSource(shader) .split('\n') .map(function (line, index) { return index + ": " + line; }); @@ -18318,14 +16524,14 @@ * @param vertexShader - the fragment WebGL shader program * @param fragmentShader - the vertex WebGL shader program */ - function logProgramError$1(gl, program, vertexShader, fragmentShader) { + function logProgramError(gl, program, vertexShader, fragmentShader) { // if linking fails, then log and cleanup if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) { - logPrettyShaderError$1(gl, vertexShader); + logPrettyShaderError(gl, vertexShader); } if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) { - logPrettyShaderError$1(gl, fragmentShader); + logPrettyShaderError(gl, fragmentShader); } console.error('PixiJS Error: Could not initialize shader.'); // if there is a program info log, log it @@ -18335,7 +16541,7 @@ } } - function booleanArray$1(size) { + function booleanArray(size) { var array = new Array(size); for (var i = 0; i < array.length; i++) { array[i] = false; @@ -18349,7 +16555,7 @@ * @param {number} size * @private */ - function defaultValue$1(type, size) { + function defaultValue(type, size) { switch (type) { case 'float': return 0; @@ -18379,11 +16585,11 @@ case 'bool': return false; case 'bvec2': - return booleanArray$1(2 * size); + return booleanArray(2 * size); case 'bvec3': - return booleanArray$1(3 * size); + return booleanArray(3 * size); case 'bvec4': - return booleanArray$1(4 * size); + return booleanArray(4 * size); case 'mat2': return new Float32Array([1, 0, 0, 1]); @@ -18400,19 +16606,19 @@ return null; } - var unknownContext$1 = {}; - var context$1 = unknownContext$1; + var unknownContext = {}; + var context = unknownContext; /** * returns a little WebGL context to use for program inspection. * @static * @private * @returns {WebGLRenderingContext} a gl context to test with */ - function getTestContext$1() { - if (context$1 === unknownContext$1 || (context$1 && context$1.isContextLost())) { - var canvas = settings$2.ADAPTER.createCanvas(); + function getTestContext() { + if (context === unknownContext || (context && context.isContextLost())) { + var canvas = settings$1.ADAPTER.createCanvas(); var gl = void 0; - if (settings$2.PREFER_ENV >= ENV$8.WEBGL2) { + if (settings$1.PREFER_ENV >= ENV.WEBGL2) { gl = canvas.getContext('webgl2', {}); } if (!gl) { @@ -18427,24 +16633,24 @@ gl.getExtension('WEBGL_draw_buffers'); } } - context$1 = gl; + context = gl; } - return context$1; + return context; } - var maxFragmentPrecision$1; - function getMaxFragmentPrecision$1() { - if (!maxFragmentPrecision$1) { - maxFragmentPrecision$1 = PRECISION$8.MEDIUM; - var gl = getTestContext$1(); + var maxFragmentPrecision; + function getMaxFragmentPrecision() { + if (!maxFragmentPrecision) { + maxFragmentPrecision = PRECISION.MEDIUM; + var gl = getTestContext(); if (gl) { if (gl.getShaderPrecisionFormat) { var shaderFragment = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT); - maxFragmentPrecision$1 = shaderFragment.precision ? PRECISION$8.HIGH : PRECISION$8.MEDIUM; + maxFragmentPrecision = shaderFragment.precision ? PRECISION.HIGH : PRECISION.MEDIUM; } } } - return maxFragmentPrecision$1; + return maxFragmentPrecision; } /** @@ -18456,24 +16662,24 @@ * @param {PIXI.PRECISION} maxSupportedPrecision - The maximum precision the shader supports. * @returns {string} modified shader source */ - function setPrecision$1(src, requestedPrecision, maxSupportedPrecision) { + function setPrecision(src, requestedPrecision, maxSupportedPrecision) { if (src.substring(0, 9) !== 'precision') { // no precision supplied, so PixiJS will add the requested level. var precision = requestedPrecision; // If highp is requested but not supported, downgrade precision to a level all devices support. - if (requestedPrecision === PRECISION$8.HIGH && maxSupportedPrecision !== PRECISION$8.HIGH) { - precision = PRECISION$8.MEDIUM; + if (requestedPrecision === PRECISION.HIGH && maxSupportedPrecision !== PRECISION.HIGH) { + precision = PRECISION.MEDIUM; } return "precision " + precision + " float;\n" + src; } - else if (maxSupportedPrecision !== PRECISION$8.HIGH && src.substring(0, 15) === 'precision highp') { + else if (maxSupportedPrecision !== PRECISION.HIGH && src.substring(0, 15) === 'precision highp') { // precision was supplied, but at a level this device does not support, so downgrading to mediump. return src.replace('precision highp', 'precision mediump'); } return src; } - var GLSL_TO_SIZE$1 = { + var GLSL_TO_SIZE = { float: 1, vec2: 2, vec3: 3, @@ -18501,12 +16707,12 @@ * @memberof PIXI.glCore.shader * @param {string} type */ - function mapSize$1(type) { - return GLSL_TO_SIZE$1[type]; + function mapSize(type) { + return GLSL_TO_SIZE[type]; } - var GL_TABLE$1 = null; - var GL_TO_GLSL_TYPES$1 = { + var GL_TABLE = null; + var GL_TO_GLSL_TYPES = { FLOAT: 'float', FLOAT_VEC2: 'vec2', FLOAT_VEC3: 'vec3', @@ -18537,16 +16743,16 @@ UNSIGNED_INT_SAMPLER_2D_ARRAY: 'sampler2DArray', }; // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - function mapType$1(gl, type) { - if (!GL_TABLE$1) { - var typeNames = Object.keys(GL_TO_GLSL_TYPES$1); - GL_TABLE$1 = {}; + function mapType(gl, type) { + if (!GL_TABLE) { + var typeNames = Object.keys(GL_TO_GLSL_TYPES); + GL_TABLE = {}; for (var i = 0; i < typeNames.length; ++i) { var tn = typeNames[i]; - GL_TABLE$1[gl[tn]] = GL_TO_GLSL_TYPES$1[tn]; + GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn]; } } - return GL_TABLE$1[type]; + return GL_TABLE[type]; } /* eslint-disable @typescript-eslint/explicit-module-boundary-types */ @@ -18565,11 +16771,11 @@ // codeUbo: (name, uniform) => {} <--- returns the string of the piece of code that uploads the // uniform to a uniform buffer // } - var uniformParsers$1 = [ + var uniformParsers = [ // a float cache layer { test: function (data) { - return data.type === 'float' && data.size === 1; + return data.type === 'float' && data.size === 1 && !data.isArray; }, code: function (name) { return "\n if(uv[\"" + name + "\"] !== ud[\"" + name + "\"].value)\n {\n ud[\"" + name + "\"].value = uv[\"" + name + "\"]\n gl.uniform1f(ud[\"" + name + "\"].location, uv[\"" + name + "\"])\n }\n "; @@ -18577,16 +16783,16 @@ }, // handling samplers { - test: function (data) { - // eslint-disable-next-line max-len - return (data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray; + test: function (data, uniform) { + // eslint-disable-next-line max-len,no-eq-null,eqeqeq + return (data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray && (uniform == null || uniform.castToBaseTexture !== undefined); }, code: function (name) { return "t = syncData.textureCount++;\n\n renderer.texture.bind(uv[\"" + name + "\"], t);\n\n if(ud[\"" + name + "\"].value !== t)\n {\n ud[\"" + name + "\"].value = t;\n gl.uniform1i(ud[\"" + name + "\"].location, t);\n; // eslint-disable-line max-len\n }"; }, }, // uploading pixi matrix object to mat3 { test: function (data, uniform) { - return data.type === 'mat3' && data.size === 1 && uniform.a !== undefined; + return data.type === 'mat3' && data.size === 1 && !data.isArray && uniform.a !== undefined; }, code: function (name) { // TODO and some smart caching dirty ids here! @@ -18599,7 +16805,7 @@ // uploading a pixi point as a vec2 with caching layer { test: function (data, uniform) { - return data.type === 'vec2' && data.size === 1 && uniform.x !== undefined; + return data.type === 'vec2' && data.size === 1 && !data.isArray && uniform.x !== undefined; }, code: function (name) { return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n gl.uniform2f(ud[\"" + name + "\"].location, v.x, v.y);\n }"; @@ -18611,7 +16817,7 @@ // caching layer for a vec2 { test: function (data) { - return data.type === 'vec2' && data.size === 1; + return data.type === 'vec2' && data.size === 1 && !data.isArray; }, code: function (name) { return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n gl.uniform2f(ud[\"" + name + "\"].location, v[0], v[1]);\n }\n "; @@ -18620,7 +16826,7 @@ // upload a pixi rectangle as a vec4 with caching layer { test: function (data, uniform) { - return data.type === 'vec4' && data.size === 1 && uniform.width !== undefined; + return data.type === 'vec4' && data.size === 1 && !data.isArray && uniform.width !== undefined; }, code: function (name) { return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n cv[2] = v.width;\n cv[3] = v.height;\n gl.uniform4f(ud[\"" + name + "\"].location, v.x, v.y, v.width, v.height)\n }"; @@ -18632,7 +16838,7 @@ // a caching layer for vec4 uploading { test: function (data) { - return data.type === 'vec4' && data.size === 1; + return data.type === 'vec4' && data.size === 1 && !data.isArray; }, code: function (name) { return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4f(ud[\"" + name + "\"].location, v[0], v[1], v[2], v[3])\n }"; @@ -18645,7 +16851,7 @@ // ud = uniformData // uv = uniformValue // l = location - var GLSL_TO_SINGLE_SETTERS_CACHED$1 = { + var GLSL_TO_SINGLE_SETTERS_CACHED = { float: "\n if (cv !== v)\n {\n cu.value = v;\n gl.uniform1f(location, v);\n }", vec2: "\n if (cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2f(location, v[0], v[1])\n }", vec3: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3f(location, v[0], v[1], v[2])\n }", @@ -18665,11 +16871,11 @@ mat2: 'gl.uniformMatrix2fv(location, false, v)', mat3: 'gl.uniformMatrix3fv(location, false, v)', mat4: 'gl.uniformMatrix4fv(location, false, v)', - sampler2D: 'gl.uniform1i(location, v)', - samplerCube: 'gl.uniform1i(location, v)', - sampler2DArray: 'gl.uniform1i(location, v)', + sampler2D: "\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1i(location, v);\n }", + samplerCube: "\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1i(location, v);\n }", + sampler2DArray: "\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1i(location, v);\n }", }; - var GLSL_TO_ARRAY_SETTERS$1 = { + var GLSL_TO_ARRAY_SETTERS = { float: "gl.uniform1fv(location, v)", vec2: "gl.uniform2fv(location, v)", vec3: "gl.uniform3fv(location, v)", @@ -18693,7 +16899,7 @@ samplerCube: 'gl.uniform1iv(location, v)', sampler2DArray: 'gl.uniform1iv(location, v)', }; - function generateUniformsSync$1(group, uniformData) { + function generateUniformsSync(group, uniformData) { var _a; var funcFragments = ["\n var v = null;\n var cv = null;\n var cu = null;\n var t = 0;\n var gl = renderer.gl;\n "]; for (var i in group.uniforms) { @@ -18711,15 +16917,15 @@ } var uniform = group.uniforms[i]; var parsed = false; - for (var j = 0; j < uniformParsers$1.length; j++) { - if (uniformParsers$1[j].test(data, uniform)) { - funcFragments.push(uniformParsers$1[j].code(i, uniform)); + for (var j = 0; j < uniformParsers.length; j++) { + if (uniformParsers[j].test(data, uniform)) { + funcFragments.push(uniformParsers[j].code(i, uniform)); parsed = true; break; } } if (!parsed) { - var templateType = (data.size === 1) ? GLSL_TO_SINGLE_SETTERS_CACHED$1 : GLSL_TO_ARRAY_SETTERS$1; + var templateType = data.size === 1 && !data.isArray ? GLSL_TO_SINGLE_SETTERS_CACHED : GLSL_TO_ARRAY_SETTERS; var template = templateType[data.type].replace('location', "ud[\"" + i + "\"].location"); funcFragments.push("\n cu = ud[\"" + i + "\"];\n cv = cu.value;\n v = uv[\"" + i + "\"];\n " + template + ";"); } @@ -18734,14 +16940,14 @@ return new Function('ud', 'uv', 'renderer', 'syncData', funcFragments.join('\n')); } - var fragTemplate$2 = [ + var fragTemplate$1 = [ 'precision mediump float;', 'void main(void){', 'float test = 0.1;', '%forloop%', 'gl_FragColor = vec4(0.0);', '}' ].join('\n'); - function generateIfTestSrc$1(maxIfs) { + function generateIfTestSrc(maxIfs) { var src = ''; for (var i = 0; i < maxIfs; ++i) { if (i > 0) { @@ -18753,14 +16959,14 @@ } return src; } - function checkMaxIfStatementsInShader$1(maxIfs, gl) { + function checkMaxIfStatementsInShader(maxIfs, gl) { if (maxIfs === 0) { throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`'); } var shader = gl.createShader(gl.FRAGMENT_SHADER); while (true) // eslint-disable-line no-constant-condition { - var fragmentSrc = fragTemplate$2.replace(/%forloop%/gi, generateIfTestSrc$1(maxIfs)); + var fragmentSrc = fragTemplate$1.replace(/%forloop%/gi, generateIfTestSrc(maxIfs)); gl.shaderSource(shader, fragmentSrc); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { @@ -18775,40 +16981,40 @@ } // Cache the result to prevent running this over and over - var unsafeEval$1; + var unsafeEval; /** * Not all platforms allow to generate function code (e.g., `new Function`). * this provides the platform-level detection. * @private * @returns {boolean} `true` if `new Function` is supported. */ - function unsafeEvalSupported$1() { - if (typeof unsafeEval$1 === 'boolean') { - return unsafeEval$1; + function unsafeEvalSupported() { + if (typeof unsafeEval === 'boolean') { + return unsafeEval; } try { /* eslint-disable no-new-func */ var func = new Function('param1', 'param2', 'param3', 'return param1[param2] === param3;'); /* eslint-enable no-new-func */ - unsafeEval$1 = func({ a: 'b' }, 'a', 'b') === true; + unsafeEval = func({ a: 'b' }, 'a', 'b') === true; } catch (e) { - unsafeEval$1 = false; + unsafeEval = false; } - return unsafeEval$1; + return unsafeEval; } - var defaultFragment$2$1 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n gl_FragColor *= texture2D(uSampler, vTextureCoord);\n}"; + var defaultFragment$2 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n gl_FragColor *= texture2D(uSampler, vTextureCoord);\n}"; - var defaultVertex$3$1 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}\n"; + var defaultVertex$3 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}\n"; - var UID$1$1 = 0; - var nameCache$1 = {}; + var UID$1 = 0; + var nameCache = {}; /** * Helper class to create a shader program. * @memberof PIXI */ - var Program$1 = /** @class */ (function () { + var Program = /** @class */ (function () { /** * @param vertexSrc - The source of the vertex shader. * @param fragmentSrc - The source of the fragment shader. @@ -18816,24 +17022,24 @@ */ function Program(vertexSrc, fragmentSrc, name) { if (name === void 0) { name = 'pixi-shader'; } - this.id = UID$1$1++; + this.id = UID$1++; this.vertexSrc = vertexSrc || Program.defaultVertexSrc; this.fragmentSrc = fragmentSrc || Program.defaultFragmentSrc; this.vertexSrc = this.vertexSrc.trim(); this.fragmentSrc = this.fragmentSrc.trim(); if (this.vertexSrc.substring(0, 8) !== '#version') { name = name.replace(/\s+/g, '-'); - if (nameCache$1[name]) { - nameCache$1[name]++; - name += "-" + nameCache$1[name]; + if (nameCache[name]) { + nameCache[name]++; + name += "-" + nameCache[name]; } else { - nameCache$1[name] = 1; + nameCache[name] = 1; } this.vertexSrc = "#define SHADER_NAME " + name + "\n" + this.vertexSrc; this.fragmentSrc = "#define SHADER_NAME " + name + "\n" + this.fragmentSrc; - this.vertexSrc = setPrecision$1(this.vertexSrc, settings$2.PRECISION_VERTEX, PRECISION$8.HIGH); - this.fragmentSrc = setPrecision$1(this.fragmentSrc, settings$2.PRECISION_FRAGMENT, getMaxFragmentPrecision$1()); + this.vertexSrc = setPrecision(this.vertexSrc, settings$1.PRECISION_VERTEX, PRECISION.HIGH); + this.fragmentSrc = setPrecision(this.fragmentSrc, settings$1.PRECISION_FRAGMENT, getMaxFragmentPrecision()); } // currently this does not extract structs only default types // this is where we store shader references.. @@ -18846,7 +17052,7 @@ * @constant */ get: function () { - return defaultVertex$3$1; + return defaultVertex$3; }, enumerable: false, configurable: true @@ -18857,7 +17063,7 @@ * @constant */ get: function () { - return defaultFragment$2$1; + return defaultFragment$2; }, enumerable: false, configurable: true @@ -18886,7 +17092,7 @@ * A helper class for shaders. * @memberof PIXI */ - var Shader$1 = /** @class */ (function () { + var Shader = /** @class */ (function () { /** * @param program - The program the shader will use. * @param uniforms - Custom uniforms to use to augment the built-in ones. @@ -18901,16 +17107,17 @@ // lets see whats been passed in // uniforms should be converted to a uniform group if (uniforms) { - if (uniforms instanceof UniformGroup$1) { + if (uniforms instanceof UniformGroup) { this.uniformGroup = uniforms; } else { - this.uniformGroup = new UniformGroup$1(uniforms); + this.uniformGroup = new UniformGroup(uniforms); } } else { - this.uniformGroup = new UniformGroup$1({}); + this.uniformGroup = new UniformGroup({}); } + this.disposeRunner = new Runner('disposeShader'); } // TODO move to shader system.. Shader.prototype.checkUniformExists = function (name, group) { @@ -18931,6 +17138,8 @@ // usage count on programs? // remove if not used! this.uniformGroup = null; + this.disposeRunner.emit(this); + this.disposeRunner.destroy(); }; Object.defineProperty(Shader.prototype, "uniforms", { /** @@ -18951,19 +17160,19 @@ * @returns A shiny new PixiJS shader! */ Shader.from = function (vertexSrc, fragmentSrc, uniforms) { - var program = Program$1.from(vertexSrc, fragmentSrc); + var program = Program.from(vertexSrc, fragmentSrc); return new Shader(program, uniforms); }; return Shader; }()); /* eslint-disable max-len */ - var BLEND$1$1 = 0; - var OFFSET$1$1 = 1; - var CULLING$1$1 = 2; - var DEPTH_TEST$1$1 = 3; - var WINDING$1$1 = 4; - var DEPTH_MASK$1$1 = 5; + var BLEND$1 = 0; + var OFFSET$1 = 1; + var CULLING$1 = 2; + var DEPTH_TEST$1 = 3; + var WINDING$1 = 4; + var DEPTH_MASK$1 = 5; /** * This is a WebGL state, and is is passed to {@link PIXI.StateSystem}. * @@ -18971,10 +17180,10 @@ * For example you may want different blend mode or to enable polygon offsets * @memberof PIXI */ - var State$1 = /** @class */ (function () { + var State = /** @class */ (function () { function State() { this.data = 0; - this.blendMode = BLEND_MODES$8.NORMAL; + this.blendMode = BLEND_MODES.NORMAL; this.polygonOffset = 0; this.blend = true; this.depthMask = true; @@ -18986,11 +17195,11 @@ * @default true */ get: function () { - return !!(this.data & (1 << BLEND$1$1)); + return !!(this.data & (1 << BLEND$1)); }, set: function (value) { - if (!!(this.data & (1 << BLEND$1$1)) !== value) { - this.data ^= (1 << BLEND$1$1); + if (!!(this.data & (1 << BLEND$1)) !== value) { + this.data ^= (1 << BLEND$1); } }, enumerable: false, @@ -19002,11 +17211,11 @@ * @default false */ get: function () { - return !!(this.data & (1 << OFFSET$1$1)); + return !!(this.data & (1 << OFFSET$1)); }, set: function (value) { - if (!!(this.data & (1 << OFFSET$1$1)) !== value) { - this.data ^= (1 << OFFSET$1$1); + if (!!(this.data & (1 << OFFSET$1)) !== value) { + this.data ^= (1 << OFFSET$1); } }, enumerable: false, @@ -19018,11 +17227,11 @@ * @default false */ get: function () { - return !!(this.data & (1 << CULLING$1$1)); + return !!(this.data & (1 << CULLING$1)); }, set: function (value) { - if (!!(this.data & (1 << CULLING$1$1)) !== value) { - this.data ^= (1 << CULLING$1$1); + if (!!(this.data & (1 << CULLING$1)) !== value) { + this.data ^= (1 << CULLING$1); } }, enumerable: false, @@ -19034,11 +17243,11 @@ * @default false */ get: function () { - return !!(this.data & (1 << DEPTH_TEST$1$1)); + return !!(this.data & (1 << DEPTH_TEST$1)); }, set: function (value) { - if (!!(this.data & (1 << DEPTH_TEST$1$1)) !== value) { - this.data ^= (1 << DEPTH_TEST$1$1); + if (!!(this.data & (1 << DEPTH_TEST$1)) !== value) { + this.data ^= (1 << DEPTH_TEST$1); } }, enumerable: false, @@ -19050,11 +17259,11 @@ * @default true */ get: function () { - return !!(this.data & (1 << DEPTH_MASK$1$1)); + return !!(this.data & (1 << DEPTH_MASK$1)); }, set: function (value) { - if (!!(this.data & (1 << DEPTH_MASK$1$1)) !== value) { - this.data ^= (1 << DEPTH_MASK$1$1); + if (!!(this.data & (1 << DEPTH_MASK$1)) !== value) { + this.data ^= (1 << DEPTH_MASK$1); } }, enumerable: false, @@ -19066,11 +17275,11 @@ * @default false */ get: function () { - return !!(this.data & (1 << WINDING$1$1)); + return !!(this.data & (1 << WINDING$1)); }, set: function (value) { - if (!!(this.data & (1 << WINDING$1$1)) !== value) { - this.data ^= (1 << WINDING$1$1); + if (!!(this.data & (1 << WINDING$1)) !== value) { + this.data ^= (1 << WINDING$1); } }, enumerable: false, @@ -19086,7 +17295,7 @@ return this._blendMode; }, set: function (value) { - this.blend = (value !== BLEND_MODES$8.NONE); + this.blend = (value !== BLEND_MODES.NONE); this._blendMode = value; }, enumerable: false, @@ -19125,9 +17334,9 @@ return State; }()); - var defaultFragment$1$1 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n}\n"; + var defaultFragment$1 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n}\n"; - var defaultVertex$2$1 = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n gl_Position = filterVertexPosition();\n vTextureCoord = filterTextureCoord();\n}\n"; + var defaultVertex$2 = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n gl_Position = filterVertexPosition();\n vTextureCoord = filterTextureCoord();\n}\n"; /** * A filter is a special shader that applies post-processing effects to an input texture and writes into an output @@ -19298,8 +17507,8 @@ * {@link https://github.com/pixijs/pixi-filters here} from the PixiJS Filters repository. * @memberof PIXI */ - var Filter$1 = /** @class */ (function (_super) { - __extends$m(Filter, _super); + var Filter = /** @class */ (function (_super) { + __extends$i(Filter, _super); /** * @param vertexSrc - The source of the vertex shader. * @param fragmentSrc - The source of the fragment shader. @@ -19307,14 +17516,14 @@ */ function Filter(vertexSrc, fragmentSrc, uniforms) { var _this = this; - var program = Program$1.from(vertexSrc || Filter.defaultVertexSrc, fragmentSrc || Filter.defaultFragmentSrc); + var program = Program.from(vertexSrc || Filter.defaultVertexSrc, fragmentSrc || Filter.defaultFragmentSrc); _this = _super.call(this, program, uniforms) || this; _this.padding = 0; - _this.resolution = settings$2.FILTER_RESOLUTION; - _this.multisample = settings$2.FILTER_MULTISAMPLE; + _this.resolution = settings$1.FILTER_RESOLUTION; + _this.multisample = settings$1.FILTER_MULTISAMPLE; _this.enabled = true; _this.autoFit = true; - _this.state = new State$1(); + _this.state = new State(); return _this; } /** @@ -19366,7 +17575,7 @@ * @constant */ get: function () { - return defaultVertex$2$1; + return defaultVertex$2; }, enumerable: false, configurable: true @@ -19377,19 +17586,19 @@ * @constant */ get: function () { - return defaultFragment$1$1; + return defaultFragment$1; }, enumerable: false, configurable: true }); return Filter; - }(Shader$1)); + }(Shader)); - var vertex$5 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 otherMatrix;\n\nvarying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\n}\n"; + var vertex$4 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 otherMatrix;\n\nvarying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\n}\n"; - var fragment$8 = "varying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform sampler2D mask;\nuniform float alpha;\nuniform float npmAlpha;\nuniform vec4 maskClamp;\n\nvoid main(void)\n{\n float clip = step(3.5,\n step(maskClamp.x, vMaskCoord.x) +\n step(maskClamp.y, vMaskCoord.y) +\n step(vMaskCoord.x, maskClamp.z) +\n step(vMaskCoord.y, maskClamp.w));\n\n vec4 original = texture2D(uSampler, vTextureCoord);\n vec4 masky = texture2D(mask, vMaskCoord);\n float alphaMul = 1.0 - npmAlpha * (1.0 - masky.a);\n\n original *= (alphaMul * masky.r * alpha * clip);\n\n gl_FragColor = original;\n}\n"; + var fragment$7 = "varying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform sampler2D mask;\nuniform float alpha;\nuniform float npmAlpha;\nuniform vec4 maskClamp;\n\nvoid main(void)\n{\n float clip = step(3.5,\n step(maskClamp.x, vMaskCoord.x) +\n step(maskClamp.y, vMaskCoord.y) +\n step(vMaskCoord.x, maskClamp.z) +\n step(vMaskCoord.y, maskClamp.w));\n\n vec4 original = texture2D(uSampler, vTextureCoord);\n vec4 masky = texture2D(mask, vMaskCoord);\n float alphaMul = 1.0 - npmAlpha * (1.0 - masky.a);\n\n original *= (alphaMul * masky.r * alpha * clip);\n\n gl_FragColor = original;\n}\n"; - var tempMat$2 = new Matrix$3(); + var tempMat$1 = new Matrix(); /** * Class controls uv mapping from Texture normal space to BaseTexture normal space. * @@ -19405,14 +17614,14 @@ * @see PIXI.TilingSprite * @memberof PIXI */ - var TextureMatrix$1 = /** @class */ (function () { + var TextureMatrix = /** @class */ (function () { /** * @param texture - observed texture * @param clampMargin - Changes frame clamping, 0.5 by default. Use -0.5 for extra border. */ function TextureMatrix(texture, clampMargin) { this._texture = texture; - this.mapCoord = new Matrix$3(); + this.mapCoord = new Matrix(); this.uClampFrame = new Float32Array(4); this.uClampOffset = new Float32Array(2); this._textureID = -1; @@ -19473,8 +17682,8 @@ var orig = tex.orig; var trim = tex.trim; if (trim) { - tempMat$2.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height); - this.mapCoord.append(tempMat$2); + tempMat$1.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height); + this.mapCoord.append(tempMat$1); } var texBase = tex.baseTexture; var frame = this.uClampFrame; @@ -19500,8 +17709,8 @@ * WebGL only. * @memberof PIXI */ - var SpriteMaskFilter$1 = /** @class */ (function (_super) { - __extends$m(SpriteMaskFilter, _super); + var SpriteMaskFilter = /** @class */ (function (_super) { + __extends$i(SpriteMaskFilter, _super); /** @ignore */ function SpriteMaskFilter(vertexSrc, fragmentSrc, uniforms) { var _this = this; @@ -19512,9 +17721,9 @@ fragmentSrc = undefined; uniforms = undefined; } - _this = _super.call(this, vertexSrc || vertex$5, fragmentSrc || fragment$8, uniforms) || this; + _this = _super.call(this, vertexSrc || vertex$4, fragmentSrc || fragment$7, uniforms) || this; _this.maskSprite = sprite; - _this.maskMatrix = new Matrix$3(); + _this.maskMatrix = new Matrix(); return _this; } Object.defineProperty(SpriteMaskFilter.prototype, "maskSprite", { @@ -19550,7 +17759,7 @@ if (!tex.uvMatrix) { // margin = 0.0, let it bleed a bit, shader code becomes easier // assuming that atlas textures were made with 1-pixel padding - tex.uvMatrix = new TextureMatrix$1(tex, 0.0); + tex.uvMatrix = new TextureMatrix(tex, 0.0); } tex.uvMatrix.update(); this.uniforms.npmAlpha = tex.baseTexture.alphaMode ? 0.0 : 1.0; @@ -19563,7 +17772,7 @@ filterManager.applyFilter(this, input, output, clearMode); }; return SpriteMaskFilter; - }(Filter$1)); + }(Filter)); /** * System plugin to the renderer to manage masks. @@ -19588,7 +17797,7 @@ * when you switch render-textures, the old masks only applied when you switch back to rendering to the old render-target. * @memberof PIXI */ - var MaskSystem$1 = /** @class */ (function () { + var MaskSystem = /** @class */ (function () { /** * @param renderer - The renderer this System works for. */ @@ -19619,7 +17828,7 @@ MaskSystem.prototype.push = function (target, maskDataOrTarget) { var maskData = maskDataOrTarget; if (!maskData.isMaskData) { - var d = this.maskDataPool.pop() || new MaskData$1(); + var d = this.maskDataPool.pop() || new MaskData(); d.pooled = true; d.maskObject = maskDataOrTarget; maskData = d; @@ -19631,27 +17840,27 @@ this.detect(maskData); } maskData._target = target; - if (maskData.type !== MASK_TYPES$8.SPRITE) { + if (maskData.type !== MASK_TYPES.SPRITE) { this.maskStack.push(maskData); } if (maskData.enabled) { switch (maskData.type) { - case MASK_TYPES$8.SCISSOR: + case MASK_TYPES.SCISSOR: this.renderer.scissor.push(maskData); break; - case MASK_TYPES$8.STENCIL: + case MASK_TYPES.STENCIL: this.renderer.stencil.push(maskData); break; - case MASK_TYPES$8.SPRITE: + case MASK_TYPES.SPRITE: maskData.copyCountersOrReset(null); this.pushSpriteMask(maskData); break; - case MASK_TYPES$8.COLOR: + case MASK_TYPES.COLOR: this.pushColorMask(maskData); break; } } - if (maskData.type === MASK_TYPES$8.SPRITE) { + if (maskData.type === MASK_TYPES.SPRITE) { this.maskStack.push(maskData); } }; @@ -19669,16 +17878,16 @@ } if (maskData.enabled) { switch (maskData.type) { - case MASK_TYPES$8.SCISSOR: + case MASK_TYPES.SCISSOR: this.renderer.scissor.pop(maskData); break; - case MASK_TYPES$8.STENCIL: + case MASK_TYPES.STENCIL: this.renderer.stencil.pop(maskData.maskObject); break; - case MASK_TYPES$8.SPRITE: + case MASK_TYPES.SPRITE: this.popSpriteMask(maskData); break; - case MASK_TYPES$8.COLOR: + case MASK_TYPES.COLOR: this.popColorMask(maskData); break; } @@ -19689,7 +17898,7 @@ } if (this.maskStack.length !== 0) { var maskCurrent = this.maskStack[this.maskStack.length - 1]; - if (maskCurrent.type === MASK_TYPES$8.SPRITE && maskCurrent._filters) { + if (maskCurrent.type === MASK_TYPES.SPRITE && maskCurrent._filters) { maskCurrent._filters[0].maskSprite = maskCurrent.maskObject; } } @@ -19701,16 +17910,16 @@ MaskSystem.prototype.detect = function (maskData) { var maskObject = maskData.maskObject; if (!maskObject) { - maskData.type = MASK_TYPES$8.COLOR; + maskData.type = MASK_TYPES.COLOR; } else if (maskObject.isSprite) { - maskData.type = MASK_TYPES$8.SPRITE; + maskData.type = MASK_TYPES.SPRITE; } else if (this.enableScissor && this.renderer.scissor.testScissor(maskData)) { - maskData.type = MASK_TYPES$8.SCISSOR; + maskData.type = MASK_TYPES.SCISSOR; } else { - maskData.type = MASK_TYPES$8.STENCIL; + maskData.type = MASK_TYPES.STENCIL; } }; /** @@ -19725,7 +17934,7 @@ if (!alphaMaskFilter) { alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex]; if (!alphaMaskFilter) { - alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter$1()]; + alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter()]; } } var renderer = this.renderer; @@ -19799,7 +18008,7 @@ * System plugin to the renderer to manage specific types of masking operations. * @memberof PIXI */ - var AbstractMaskSystem$1 = /** @class */ (function () { + var AbstractMaskSystem = /** @class */ (function () { /** * @param renderer - The renderer this System works for. */ @@ -19846,8 +18055,8 @@ return AbstractMaskSystem; }()); - var tempMatrix$1$1 = new Matrix$3(); - var rectPool$1 = []; + var tempMatrix$1 = new Matrix(); + var rectPool = []; /** * System plugin to the renderer to manage scissor masking. * @@ -19856,14 +18065,14 @@ * by this system. * @memberof PIXI */ - var ScissorSystem$1 = /** @class */ (function (_super) { - __extends$m(ScissorSystem, _super); + var ScissorSystem = /** @class */ (function (_super) { + __extends$i(ScissorSystem, _super); /** * @param {PIXI.Renderer} renderer - The renderer this System works for. */ function ScissorSystem(renderer) { var _this = _super.call(this, renderer) || this; - _this.glConst = settings$2.ADAPTER.getWebGLRenderingContext().SCISSOR_TEST; + _this.glConst = settings$1.ADAPTER.getWebGLRenderingContext().SCISSOR_TEST; return _this; } ScissorSystem.prototype.getStackLength = function () { @@ -19886,7 +18095,7 @@ var maskObject = maskData.maskObject; var renderer = this.renderer; var renderTextureSystem = renderer.renderTexture; - var rect = maskObject.getBounds(true, (_a = rectPool$1.pop()) !== null && _a !== void 0 ? _a : new Rectangle$3()); + var rect = maskObject.getBounds(true, (_a = rectPool.pop()) !== null && _a !== void 0 ? _a : new Rectangle()); this.roundFrameToPixels(rect, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform); if (prevData) { rect.fit(prevData); @@ -19928,7 +18137,7 @@ if (ScissorSystem.isMatrixRotated(transform)) { return; } - transform = transform ? tempMatrix$1$1.copyFrom(transform) : tempMatrix$1$1.identity(); + transform = transform ? tempMatrix$1.copyFrom(transform) : tempMatrix$1.identity(); // Get forward transform from world space to screen space transform .translate(-bindingSourceFrame.x, -bindingSourceFrame.y) @@ -19969,7 +18178,7 @@ ScissorSystem.prototype.pop = function (maskData) { var gl = this.renderer.gl; if (maskData) { - rectPool$1.push(maskData._scissorRectLocal); + rectPool.push(maskData._scissorRectLocal); } if (this.getStackLength() > 0) { this._useCurrent(); @@ -19995,20 +18204,20 @@ this.renderer.gl.scissor(rect.x, y, rect.width, rect.height); }; return ScissorSystem; - }(AbstractMaskSystem$1)); + }(AbstractMaskSystem)); /** * System plugin to the renderer to manage stencils (used for masks). * @memberof PIXI */ - var StencilSystem$1 = /** @class */ (function (_super) { - __extends$m(StencilSystem, _super); + var StencilSystem = /** @class */ (function (_super) { + __extends$i(StencilSystem, _super); /** * @param renderer - The renderer this System works for. */ function StencilSystem(renderer) { var _this = _super.call(this, renderer) || this; - _this.glConst = settings$2.ADAPTER.getWebGLRenderingContext().STENCIL_TEST; + _this.glConst = settings$1.ADAPTER.getWebGLRenderingContext().STENCIL_TEST; return _this; } StencilSystem.prototype.getStackLength = function () { @@ -20092,7 +18301,7 @@ gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP); }; return StencilSystem; - }(AbstractMaskSystem$1)); + }(AbstractMaskSystem)); /** * System plugin to the renderer to manage the projection matrix. @@ -20101,14 +18310,14 @@ * normalized device coordinates. * @memberof PIXI */ - var ProjectionSystem$1 = /** @class */ (function () { + var ProjectionSystem = /** @class */ (function () { /** @param renderer - The renderer this System works for. */ function ProjectionSystem(renderer) { this.renderer = renderer; this.destinationFrame = null; this.sourceFrame = null; this.defaultFrame = null; - this.projectionMatrix = new Matrix$3(); + this.projectionMatrix = new Matrix(); this.transform = null; } /** @@ -20175,9 +18384,9 @@ }()); // Temporary rectangle for assigned sourceFrame or destinationFrame - var tempRect$1 = new Rectangle$3(); + var tempRect = new Rectangle(); // Temporary rectangle for renderTexture destinationFrame - var tempRect2$1 = new Rectangle$3(); + var tempRect2 = new Rectangle(); /* eslint-disable max-len */ /** * System plugin to the renderer to manage render textures. @@ -20196,7 +18405,7 @@ * | viewportFrame | The framebuffer viewport corresponding to the destination-frame | **Window Coordinates**: The origin is always on the bottom-left. | * @memberof PIXI */ - var RenderTextureSystem$1 = /** @class */ (function () { + var RenderTextureSystem = /** @class */ (function () { /** * @param renderer - The renderer this System works for. */ @@ -20205,9 +18414,9 @@ this.clearColor = renderer._backgroundColorRgba; this.defaultMaskStack = []; this.current = null; - this.sourceFrame = new Rectangle$3(); - this.destinationFrame = new Rectangle$3(); - this.viewportFrame = new Rectangle$3(); + this.sourceFrame = new Rectangle(); + this.destinationFrame = new Rectangle(); + this.viewportFrame = new Rectangle(); } /** * Bind the current render texture. @@ -20226,28 +18435,28 @@ baseTexture = renderTexture.baseTexture; resolution = baseTexture.resolution; if (!sourceFrame) { - tempRect$1.width = renderTexture.frame.width; - tempRect$1.height = renderTexture.frame.height; - sourceFrame = tempRect$1; + tempRect.width = renderTexture.frame.width; + tempRect.height = renderTexture.frame.height; + sourceFrame = tempRect; } if (!destinationFrame) { - tempRect2$1.x = renderTexture.frame.x; - tempRect2$1.y = renderTexture.frame.y; - tempRect2$1.width = sourceFrame.width; - tempRect2$1.height = sourceFrame.height; - destinationFrame = tempRect2$1; + tempRect2.x = renderTexture.frame.x; + tempRect2.y = renderTexture.frame.y; + tempRect2.width = sourceFrame.width; + tempRect2.height = sourceFrame.height; + destinationFrame = tempRect2; } framebuffer = baseTexture.framebuffer; } else { resolution = renderer.resolution; if (!sourceFrame) { - tempRect$1.width = renderer.screen.width; - tempRect$1.height = renderer.screen.height; - sourceFrame = tempRect$1; + tempRect.width = renderer.screen.width; + tempRect.height = renderer.screen.height; + sourceFrame = tempRect; } if (!destinationFrame) { - destinationFrame = tempRect$1; + destinationFrame = tempRect; destinationFrame.width = sourceFrame.width; destinationFrame.height = sourceFrame.height; } @@ -20318,7 +18527,7 @@ return RenderTextureSystem; }()); - function uboUpdate$1(_ud, _uv, _renderer, _syncData, buffer) { + function uboUpdate(_ud, _uv, _renderer, _syncData, buffer) { _renderer.buffer.update(buffer); } // cv = CachedValue @@ -20326,7 +18535,7 @@ // ud = uniformData // uv = uniformValue // l = location - var UBO_TO_SINGLE_SETTERS$1 = { + var UBO_TO_SINGLE_SETTERS = { float: "\n data[offset] = v;\n ", vec2: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n ", vec3: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n\n ", @@ -20335,7 +18544,7 @@ mat3: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n\n data[offset + 4] = v[3];\n data[offset + 5] = v[4];\n data[offset + 6] = v[5];\n\n data[offset + 8] = v[6];\n data[offset + 9] = v[7];\n data[offset + 10] = v[8];\n ", mat4: "\n for(var i = 0; i < 16; i++)\n {\n data[offset + i] = v[i];\n }\n " }; - var GLSL_TO_STD40_SIZE$1 = { + var GLSL_TO_STD40_SIZE = { float: 4, vec2: 8, vec3: 12, @@ -20362,7 +18571,7 @@ * @ignore * @param uniformData */ - function createUBOElements$1(uniformData) { + function createUBOElements(uniformData) { var uboElements = uniformData.map(function (data) { return ({ data: data, @@ -20376,7 +18585,7 @@ var offset = 0; for (var i = 0; i < uboElements.length; i++) { var uboElement = uboElements[i]; - size = GLSL_TO_STD40_SIZE$1[uboElement.data.type]; + size = GLSL_TO_STD40_SIZE[uboElement.data.type]; if (uboElement.data.size > 1) { size = Math.max(size, 16) * uboElement.data.size; } @@ -20404,7 +18613,7 @@ offset = Math.ceil(offset / 16) * 16; return { uboElements: uboElements, size: offset }; } - function getUBOData$1(uniforms, uniformData) { + function getUBOData(uniforms, uniformData) { var usedUniformDatas = []; // build.. for (var i in uniforms) { @@ -20416,37 +18625,37 @@ usedUniformDatas.sort(function (a, b) { return a.index - b.index; }); return usedUniformDatas; } - function generateUniformBufferSync$1(group, uniformData) { + function generateUniformBufferSync(group, uniformData) { if (!group.autoManage) { // if the group is nott automatically managed, we don't need to generate a special function for it... - return { size: 0, syncFunc: uboUpdate$1 }; + return { size: 0, syncFunc: uboUpdate }; } - var usedUniformDatas = getUBOData$1(group.uniforms, uniformData); - var _a = createUBOElements$1(usedUniformDatas), uboElements = _a.uboElements, size = _a.size; + var usedUniformDatas = getUBOData(group.uniforms, uniformData); + var _a = createUBOElements(usedUniformDatas), uboElements = _a.uboElements, size = _a.size; var funcFragments = ["\n var v = null;\n var v2 = null;\n var cv = null;\n var t = 0;\n var gl = renderer.gl\n var index = 0;\n var data = buffer.data;\n "]; for (var i = 0; i < uboElements.length; i++) { var uboElement = uboElements[i]; var uniform = group.uniforms[uboElement.data.name]; var name = uboElement.data.name; var parsed = false; - for (var j = 0; j < uniformParsers$1.length; j++) { - var uniformParser = uniformParsers$1[j]; + for (var j = 0; j < uniformParsers.length; j++) { + var uniformParser = uniformParsers[j]; if (uniformParser.codeUbo && uniformParser.test(uboElement.data, uniform)) { - funcFragments.push("offset = " + uboElement.offset / 4 + ";", uniformParsers$1[j].codeUbo(uboElement.data.name, uniform)); + funcFragments.push("offset = " + uboElement.offset / 4 + ";", uniformParsers[j].codeUbo(uboElement.data.name, uniform)); parsed = true; break; } } if (!parsed) { if (uboElement.data.size > 1) { - var size_1 = mapSize$1(uboElement.data.type); - var rowSize = Math.max(GLSL_TO_STD40_SIZE$1[uboElement.data.type] / 16, 1); + var size_1 = mapSize(uboElement.data.type); + var rowSize = Math.max(GLSL_TO_STD40_SIZE[uboElement.data.type] / 16, 1); var elementSize = size_1 / rowSize; var remainder = (4 - (elementSize % 4)) % 4; funcFragments.push("\n cv = ud." + name + ".value;\n v = uv." + name + ";\n offset = " + uboElement.offset / 4 + ";\n\n t = 0;\n\n for(var i=0; i < " + uboElement.data.size * rowSize + "; i++)\n {\n for(var j = 0; j < " + elementSize + "; j++)\n {\n data[offset++] = v[t++];\n }\n offset += " + remainder + ";\n }\n\n "); } else { - var template = UBO_TO_SINGLE_SETTERS$1[uboElement.data.type]; + var template = UBO_TO_SINGLE_SETTERS[uboElement.data.type]; funcFragments.push("\n cv = ud." + name + ".value;\n v = uv." + name + ";\n offset = " + uboElement.offset / 4 + ";\n " + template + ";\n "); } } @@ -20462,7 +18671,7 @@ * Helper class to create a WebGL Program * @memberof PIXI */ - var GLProgram$1 = /** @class */ (function () { + var GLProgram = /** @class */ (function () { /** * Makes a new Pixi program. * @param program - webgl program @@ -20493,7 +18702,7 @@ * @param {WebGLRenderingContext} [gl] - the WebGL context * @returns {object} the attribute data for this program */ - function getAttributeData$1(program, gl) { + function getAttributeData(program, gl) { var attributes = {}; var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES); for (var i = 0; i < totalAttributes; i++) { @@ -20501,11 +18710,11 @@ if (attribData.name.indexOf('gl_') === 0) { continue; } - var type = mapType$1(gl, attribData.type); + var type = mapType(gl, attribData.type); var data = { type: type, name: attribData.name, - size: mapSize$1(type), + size: mapSize(type), location: gl.getAttribLocation(program, attribData.name), }; attributes[attribData.name] = data; @@ -20520,21 +18729,21 @@ * @param gl - the WebGL context * @returns {object} the uniform data for this program */ - function getUniformData$1(program, gl) { + function getUniformData(program, gl) { var uniforms = {}; var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); for (var i = 0; i < totalUniforms; i++) { var uniformData = gl.getActiveUniform(program, i); var name = uniformData.name.replace(/\[.*?\]$/, ''); var isArray = !!(uniformData.name.match(/\[.*?\]$/)); - var type = mapType$1(gl, uniformData.type); + var type = mapType(gl, uniformData.type); uniforms[name] = { name: name, index: i, type: type, size: uniformData.size, isArray: isArray, - value: defaultValue$1(type, uniformData.size), + value: defaultValue(type, uniformData.size), }; } return uniforms; @@ -20545,18 +18754,18 @@ * @param gl - a rendering context on which to generate the program * @param program - the high level Pixi Program. */ - function generateProgram$1(gl, program) { - var glVertShader = compileShader$1(gl, gl.VERTEX_SHADER, program.vertexSrc); - var glFragShader = compileShader$1(gl, gl.FRAGMENT_SHADER, program.fragmentSrc); + function generateProgram(gl, program) { + var glVertShader = compileShader(gl, gl.VERTEX_SHADER, program.vertexSrc); + var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, program.fragmentSrc); var webGLProgram = gl.createProgram(); gl.attachShader(webGLProgram, glVertShader); gl.attachShader(webGLProgram, glFragShader); gl.linkProgram(webGLProgram); if (!gl.getProgramParameter(webGLProgram, gl.LINK_STATUS)) { - logProgramError$1(gl, webGLProgram, glVertShader, glFragShader); + logProgramError(gl, webGLProgram, glVertShader, glFragShader); } - program.attributeData = getAttributeData$1(webGLProgram, gl); - program.uniformData = getUniformData$1(webGLProgram, gl); + program.attributeData = getAttributeData(webGLProgram, gl); + program.uniformData = getUniformData(webGLProgram, gl); // GLSL 1.00: bind attributes sorted by name in ascending order // GLSL 3.00: don't change the attribute locations that where chosen by the compiler // or assigned by the layout specifier in the shader source code @@ -20576,21 +18785,21 @@ var data = program.uniformData[i]; uniformData[i] = { location: gl.getUniformLocation(webGLProgram, i), - value: defaultValue$1(data.type, data.size), + value: defaultValue(data.type, data.size), }; } - var glProgram = new GLProgram$1(webGLProgram, uniformData); + var glProgram = new GLProgram(webGLProgram, uniformData); return glProgram; } - var UID$5 = 0; + var UID = 0; // default sync data so we don't create a new one each time! - var defaultSyncData$1 = { textureCount: 0, uboCount: 0 }; + var defaultSyncData = { textureCount: 0, uboCount: 0 }; /** * System plugin to the renderer to manage shaders. * @memberof PIXI */ - var ShaderSystem$1 = /** @class */ (function () { + var ShaderSystem = /** @class */ (function () { /** @param renderer - The renderer this System works for. */ function ShaderSystem(renderer) { this.destroyed = false; @@ -20602,7 +18811,7 @@ this.program = null; this.cache = {}; this._uboCache = {}; - this.id = UID$5++; + this.id = UID++; } /** * Overrideable function by `@pixi/unsafe-eval` to silence @@ -20610,7 +18819,7 @@ * @private */ ShaderSystem.prototype.systemCheck = function () { - if (!unsafeEvalSupported$1()) { + if (!unsafeEvalSupported()) { throw new Error('Current environment does not allow unsafe-eval, ' + 'please use @pixi/unsafe-eval module to enable support.'); } @@ -20626,6 +18835,7 @@ * @returns the glProgram that belongs to the shader. */ ShaderSystem.prototype.bind = function (shader, dontSync) { + shader.disposeRunner.add(this); shader.uniforms.globals = this.renderer.globalUniforms; var program = shader.program; var glProgram = program.glPrograms[this.renderer.CONTEXT_UID] || this.generateProgram(shader); @@ -20636,9 +18846,9 @@ this.gl.useProgram(glProgram.program); } if (!dontSync) { - defaultSyncData$1.textureCount = 0; - defaultSyncData$1.uboCount = 0; - this.syncUniformGroup(shader.uniformGroup, defaultSyncData$1); + defaultSyncData.textureCount = 0; + defaultSyncData.uboCount = 0; + this.syncUniformGroup(shader.uniformGroup, defaultSyncData); } return glProgram; }; @@ -20677,7 +18887,7 @@ ShaderSystem.prototype.createSyncGroups = function (group) { var id = this.getSignature(group, this.shader.program.uniformData, 'u'); if (!this.cache[id]) { - this.cache[id] = generateUniformsSync$1(group, this.shader.program.uniformData); + this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData); } group.syncUniforms[this.shader.program.id] = this.cache[id]; return group.syncUniforms[this.shader.program.id]; @@ -20695,7 +18905,7 @@ || this.createSyncBufferGroup(group, glProgram, name); // TODO wrap update in a cache?? group.buffer.update(); - syncFunc(glProgram.uniformData, group.uniforms, this.renderer, defaultSyncData$1, group.buffer); + syncFunc(glProgram.uniformData, group.uniforms, this.renderer, defaultSyncData, group.buffer); } this.renderer.buffer.bindBufferBase(group.buffer, glProgram.uniformBufferBindings[name]); }; @@ -20718,7 +18928,7 @@ var id = this.getSignature(group, this.shader.program.uniformData, 'ubo'); var uboData = this._uboCache[id]; if (!uboData) { - uboData = this._uboCache[id] = generateUniformBufferSync$1(group, this.shader.program.uniformData); + uboData = this._uboCache[id] = generateUniformBufferSync(group, this.shader.program.uniformData); } if (group.autoManage) { var data = new Float32Array(uboData.size / 4); @@ -20766,7 +18976,7 @@ ShaderSystem.prototype.generateProgram = function (shader) { var gl = this.gl; var program = shader.program; - var glProgram = generateProgram$1(gl, program); + var glProgram = generateProgram(gl, program); program.glPrograms[this.renderer.CONTEXT_UID] = glProgram; return glProgram; }; @@ -20775,6 +18985,16 @@ this.program = null; this.shader = null; }; + /** + * Disposes shader. + * If disposing one equals with current shader, set current as null. + * @param shader - Shader object + */ + ShaderSystem.prototype.disposeShader = function (shader) { + if (this.shader === shader) { + this.shader = null; + } + }; /** Destroys this System and removes all its textures. */ ShaderSystem.prototype.destroy = function () { this.renderer = null; @@ -20793,78 +19013,78 @@ * @param {number[][]} [array=[]] - The array to output into. * @returns {number[][]} Mapped modes. */ - function mapWebGLBlendModesToPixi$1(gl, array) { + function mapWebGLBlendModesToPixi(gl, array) { if (array === void 0) { array = []; } // TODO - premultiply alpha would be different. // add a boolean for that! - array[BLEND_MODES$8.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.ADD] = [gl.ONE, gl.ONE]; - array[BLEND_MODES$8.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.NONE] = [0, 0]; + array[BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.ADD] = [gl.ONE, gl.ONE]; + array[BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.NONE] = [0, 0]; // not-premultiplied blend modes - array[BLEND_MODES$8.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE]; - array[BLEND_MODES$8.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE]; + array[BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; // composite operations - array[BLEND_MODES$8.SRC_IN] = [gl.DST_ALPHA, gl.ZERO]; - array[BLEND_MODES$8.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO]; - array[BLEND_MODES$8.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE]; - array[BLEND_MODES$8.DST_IN] = [gl.ZERO, gl.SRC_ALPHA]; - array[BLEND_MODES$8.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA]; - array[BLEND_MODES$8.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.SRC_IN] = [gl.DST_ALPHA, gl.ZERO]; + array[BLEND_MODES.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO]; + array[BLEND_MODES.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE]; + array[BLEND_MODES.DST_IN] = [gl.ZERO, gl.SRC_ALPHA]; + array[BLEND_MODES.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA]; + array[BLEND_MODES.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA]; + array[BLEND_MODES.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA]; // SUBTRACT from flash - array[BLEND_MODES$8.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD]; + array[BLEND_MODES.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD]; return array; } - var BLEND$2 = 0; - var OFFSET$2 = 1; - var CULLING$2 = 2; - var DEPTH_TEST$2 = 3; - var WINDING$2 = 4; - var DEPTH_MASK$2 = 5; + var BLEND = 0; + var OFFSET = 1; + var CULLING = 2; + var DEPTH_TEST = 3; + var WINDING = 4; + var DEPTH_MASK = 5; /** * System plugin to the renderer to manage WebGL state machines. * @memberof PIXI */ - var StateSystem$1 = /** @class */ (function () { + var StateSystem = /** @class */ (function () { function StateSystem() { this.gl = null; this.stateId = 0; this.polygonOffset = 0; - this.blendMode = BLEND_MODES$8.NONE; + this.blendMode = BLEND_MODES.NONE; this._blendEq = false; // map functions for when we set state.. this.map = []; - this.map[BLEND$2] = this.setBlend; - this.map[OFFSET$2] = this.setOffset; - this.map[CULLING$2] = this.setCullFace; - this.map[DEPTH_TEST$2] = this.setDepthTest; - this.map[WINDING$2] = this.setFrontFace; - this.map[DEPTH_MASK$2] = this.setDepthMask; + this.map[BLEND] = this.setBlend; + this.map[OFFSET] = this.setOffset; + this.map[CULLING] = this.setCullFace; + this.map[DEPTH_TEST] = this.setDepthTest; + this.map[WINDING] = this.setFrontFace; + this.map[DEPTH_MASK] = this.setDepthMask; this.checks = []; - this.defaultState = new State$1(); + this.defaultState = new State(); this.defaultState.blend = true; } StateSystem.prototype.contextChange = function (gl) { this.gl = gl; - this.blendModes = mapWebGLBlendModesToPixi$1(gl); + this.blendModes = mapWebGLBlendModesToPixi(gl); this.set(this.defaultState); this.reset(); }; @@ -21045,15 +19265,15 @@ * ensuring that it does not get clogged up with textures that are no longer being used. * @memberof PIXI */ - var TextureGCSystem$1 = /** @class */ (function () { + var TextureGCSystem = /** @class */ (function () { /** @param renderer - The renderer this System works for. */ function TextureGCSystem(renderer) { this.renderer = renderer; this.count = 0; this.checkCount = 0; - this.maxIdle = settings$2.GC_MAX_IDLE; - this.checkCountMax = settings$2.GC_MAX_CHECK_COUNT; - this.mode = settings$2.GC_MODE; + this.maxIdle = settings$1.GC_MAX_IDLE; + this.checkCountMax = settings$1.GC_MAX_CHECK_COUNT; + this.mode = settings$1.GC_MODE; } /** * Checks to see when the last time a texture was used @@ -21064,7 +19284,7 @@ return; } this.count++; - if (this.mode === GC_MODES$8.MANUAL) { + if (this.mode === GC_MODES.MANUAL) { return; } this.checkCount++; @@ -21129,117 +19349,117 @@ * @param {WebGLRenderingContext} gl - The rendering context. * @returns Lookup table. */ - function mapTypeAndFormatToInternalFormat$1(gl) { + function mapTypeAndFormatToInternalFormat(gl) { var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s, _t, _u, _v, _w, _x; var table; if ('WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext) { table = (_a = {}, - _a[TYPES$8.UNSIGNED_BYTE] = (_b = {}, - _b[FORMATS$8.RGBA] = gl.RGBA8, - _b[FORMATS$8.RGB] = gl.RGB8, - _b[FORMATS$8.RG] = gl.RG8, - _b[FORMATS$8.RED] = gl.R8, - _b[FORMATS$8.RGBA_INTEGER] = gl.RGBA8UI, - _b[FORMATS$8.RGB_INTEGER] = gl.RGB8UI, - _b[FORMATS$8.RG_INTEGER] = gl.RG8UI, - _b[FORMATS$8.RED_INTEGER] = gl.R8UI, - _b[FORMATS$8.ALPHA] = gl.ALPHA, - _b[FORMATS$8.LUMINANCE] = gl.LUMINANCE, - _b[FORMATS$8.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA, + _a[TYPES.UNSIGNED_BYTE] = (_b = {}, + _b[FORMATS.RGBA] = gl.RGBA8, + _b[FORMATS.RGB] = gl.RGB8, + _b[FORMATS.RG] = gl.RG8, + _b[FORMATS.RED] = gl.R8, + _b[FORMATS.RGBA_INTEGER] = gl.RGBA8UI, + _b[FORMATS.RGB_INTEGER] = gl.RGB8UI, + _b[FORMATS.RG_INTEGER] = gl.RG8UI, + _b[FORMATS.RED_INTEGER] = gl.R8UI, + _b[FORMATS.ALPHA] = gl.ALPHA, + _b[FORMATS.LUMINANCE] = gl.LUMINANCE, + _b[FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA, _b), - _a[TYPES$8.BYTE] = (_c = {}, - _c[FORMATS$8.RGBA] = gl.RGBA8_SNORM, - _c[FORMATS$8.RGB] = gl.RGB8_SNORM, - _c[FORMATS$8.RG] = gl.RG8_SNORM, - _c[FORMATS$8.RED] = gl.R8_SNORM, - _c[FORMATS$8.RGBA_INTEGER] = gl.RGBA8I, - _c[FORMATS$8.RGB_INTEGER] = gl.RGB8I, - _c[FORMATS$8.RG_INTEGER] = gl.RG8I, - _c[FORMATS$8.RED_INTEGER] = gl.R8I, + _a[TYPES.BYTE] = (_c = {}, + _c[FORMATS.RGBA] = gl.RGBA8_SNORM, + _c[FORMATS.RGB] = gl.RGB8_SNORM, + _c[FORMATS.RG] = gl.RG8_SNORM, + _c[FORMATS.RED] = gl.R8_SNORM, + _c[FORMATS.RGBA_INTEGER] = gl.RGBA8I, + _c[FORMATS.RGB_INTEGER] = gl.RGB8I, + _c[FORMATS.RG_INTEGER] = gl.RG8I, + _c[FORMATS.RED_INTEGER] = gl.R8I, _c), - _a[TYPES$8.UNSIGNED_SHORT] = (_d = {}, - _d[FORMATS$8.RGBA_INTEGER] = gl.RGBA16UI, - _d[FORMATS$8.RGB_INTEGER] = gl.RGB16UI, - _d[FORMATS$8.RG_INTEGER] = gl.RG16UI, - _d[FORMATS$8.RED_INTEGER] = gl.R16UI, - _d[FORMATS$8.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT16, + _a[TYPES.UNSIGNED_SHORT] = (_d = {}, + _d[FORMATS.RGBA_INTEGER] = gl.RGBA16UI, + _d[FORMATS.RGB_INTEGER] = gl.RGB16UI, + _d[FORMATS.RG_INTEGER] = gl.RG16UI, + _d[FORMATS.RED_INTEGER] = gl.R16UI, + _d[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT16, _d), - _a[TYPES$8.SHORT] = (_e = {}, - _e[FORMATS$8.RGBA_INTEGER] = gl.RGBA16I, - _e[FORMATS$8.RGB_INTEGER] = gl.RGB16I, - _e[FORMATS$8.RG_INTEGER] = gl.RG16I, - _e[FORMATS$8.RED_INTEGER] = gl.R16I, + _a[TYPES.SHORT] = (_e = {}, + _e[FORMATS.RGBA_INTEGER] = gl.RGBA16I, + _e[FORMATS.RGB_INTEGER] = gl.RGB16I, + _e[FORMATS.RG_INTEGER] = gl.RG16I, + _e[FORMATS.RED_INTEGER] = gl.R16I, _e), - _a[TYPES$8.UNSIGNED_INT] = (_f = {}, - _f[FORMATS$8.RGBA_INTEGER] = gl.RGBA32UI, - _f[FORMATS$8.RGB_INTEGER] = gl.RGB32UI, - _f[FORMATS$8.RG_INTEGER] = gl.RG32UI, - _f[FORMATS$8.RED_INTEGER] = gl.R32UI, - _f[FORMATS$8.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT24, + _a[TYPES.UNSIGNED_INT] = (_f = {}, + _f[FORMATS.RGBA_INTEGER] = gl.RGBA32UI, + _f[FORMATS.RGB_INTEGER] = gl.RGB32UI, + _f[FORMATS.RG_INTEGER] = gl.RG32UI, + _f[FORMATS.RED_INTEGER] = gl.R32UI, + _f[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT24, _f), - _a[TYPES$8.INT] = (_g = {}, - _g[FORMATS$8.RGBA_INTEGER] = gl.RGBA32I, - _g[FORMATS$8.RGB_INTEGER] = gl.RGB32I, - _g[FORMATS$8.RG_INTEGER] = gl.RG32I, - _g[FORMATS$8.RED_INTEGER] = gl.R32I, + _a[TYPES.INT] = (_g = {}, + _g[FORMATS.RGBA_INTEGER] = gl.RGBA32I, + _g[FORMATS.RGB_INTEGER] = gl.RGB32I, + _g[FORMATS.RG_INTEGER] = gl.RG32I, + _g[FORMATS.RED_INTEGER] = gl.R32I, _g), - _a[TYPES$8.FLOAT] = (_h = {}, - _h[FORMATS$8.RGBA] = gl.RGBA32F, - _h[FORMATS$8.RGB] = gl.RGB32F, - _h[FORMATS$8.RG] = gl.RG32F, - _h[FORMATS$8.RED] = gl.R32F, - _h[FORMATS$8.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT32F, + _a[TYPES.FLOAT] = (_h = {}, + _h[FORMATS.RGBA] = gl.RGBA32F, + _h[FORMATS.RGB] = gl.RGB32F, + _h[FORMATS.RG] = gl.RG32F, + _h[FORMATS.RED] = gl.R32F, + _h[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT32F, _h), - _a[TYPES$8.HALF_FLOAT] = (_j = {}, - _j[FORMATS$8.RGBA] = gl.RGBA16F, - _j[FORMATS$8.RGB] = gl.RGB16F, - _j[FORMATS$8.RG] = gl.RG16F, - _j[FORMATS$8.RED] = gl.R16F, + _a[TYPES.HALF_FLOAT] = (_j = {}, + _j[FORMATS.RGBA] = gl.RGBA16F, + _j[FORMATS.RGB] = gl.RGB16F, + _j[FORMATS.RG] = gl.RG16F, + _j[FORMATS.RED] = gl.R16F, _j), - _a[TYPES$8.UNSIGNED_SHORT_5_6_5] = (_k = {}, - _k[FORMATS$8.RGB] = gl.RGB565, + _a[TYPES.UNSIGNED_SHORT_5_6_5] = (_k = {}, + _k[FORMATS.RGB] = gl.RGB565, _k), - _a[TYPES$8.UNSIGNED_SHORT_4_4_4_4] = (_l = {}, - _l[FORMATS$8.RGBA] = gl.RGBA4, + _a[TYPES.UNSIGNED_SHORT_4_4_4_4] = (_l = {}, + _l[FORMATS.RGBA] = gl.RGBA4, _l), - _a[TYPES$8.UNSIGNED_SHORT_5_5_5_1] = (_m = {}, - _m[FORMATS$8.RGBA] = gl.RGB5_A1, + _a[TYPES.UNSIGNED_SHORT_5_5_5_1] = (_m = {}, + _m[FORMATS.RGBA] = gl.RGB5_A1, _m), - _a[TYPES$8.UNSIGNED_INT_2_10_10_10_REV] = (_o = {}, - _o[FORMATS$8.RGBA] = gl.RGB10_A2, - _o[FORMATS$8.RGBA_INTEGER] = gl.RGB10_A2UI, + _a[TYPES.UNSIGNED_INT_2_10_10_10_REV] = (_o = {}, + _o[FORMATS.RGBA] = gl.RGB10_A2, + _o[FORMATS.RGBA_INTEGER] = gl.RGB10_A2UI, _o), - _a[TYPES$8.UNSIGNED_INT_10F_11F_11F_REV] = (_p = {}, - _p[FORMATS$8.RGB] = gl.R11F_G11F_B10F, + _a[TYPES.UNSIGNED_INT_10F_11F_11F_REV] = (_p = {}, + _p[FORMATS.RGB] = gl.R11F_G11F_B10F, _p), - _a[TYPES$8.UNSIGNED_INT_5_9_9_9_REV] = (_q = {}, - _q[FORMATS$8.RGB] = gl.RGB9_E5, + _a[TYPES.UNSIGNED_INT_5_9_9_9_REV] = (_q = {}, + _q[FORMATS.RGB] = gl.RGB9_E5, _q), - _a[TYPES$8.UNSIGNED_INT_24_8] = (_r = {}, - _r[FORMATS$8.DEPTH_STENCIL] = gl.DEPTH24_STENCIL8, + _a[TYPES.UNSIGNED_INT_24_8] = (_r = {}, + _r[FORMATS.DEPTH_STENCIL] = gl.DEPTH24_STENCIL8, _r), - _a[TYPES$8.FLOAT_32_UNSIGNED_INT_24_8_REV] = (_s = {}, - _s[FORMATS$8.DEPTH_STENCIL] = gl.DEPTH32F_STENCIL8, + _a[TYPES.FLOAT_32_UNSIGNED_INT_24_8_REV] = (_s = {}, + _s[FORMATS.DEPTH_STENCIL] = gl.DEPTH32F_STENCIL8, _s), _a); } else { table = (_t = {}, - _t[TYPES$8.UNSIGNED_BYTE] = (_u = {}, - _u[FORMATS$8.RGBA] = gl.RGBA, - _u[FORMATS$8.RGB] = gl.RGB, - _u[FORMATS$8.ALPHA] = gl.ALPHA, - _u[FORMATS$8.LUMINANCE] = gl.LUMINANCE, - _u[FORMATS$8.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA, + _t[TYPES.UNSIGNED_BYTE] = (_u = {}, + _u[FORMATS.RGBA] = gl.RGBA, + _u[FORMATS.RGB] = gl.RGB, + _u[FORMATS.ALPHA] = gl.ALPHA, + _u[FORMATS.LUMINANCE] = gl.LUMINANCE, + _u[FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA, _u), - _t[TYPES$8.UNSIGNED_SHORT_5_6_5] = (_v = {}, - _v[FORMATS$8.RGB] = gl.RGB, + _t[TYPES.UNSIGNED_SHORT_5_6_5] = (_v = {}, + _v[FORMATS.RGB] = gl.RGB, _v), - _t[TYPES$8.UNSIGNED_SHORT_4_4_4_4] = (_w = {}, - _w[FORMATS$8.RGBA] = gl.RGBA, + _t[TYPES.UNSIGNED_SHORT_4_4_4_4] = (_w = {}, + _w[FORMATS.RGBA] = gl.RGBA, _w), - _t[TYPES$8.UNSIGNED_SHORT_5_5_5_1] = (_x = {}, - _x[FORMATS$8.RGBA] = gl.RGBA, + _t[TYPES.UNSIGNED_SHORT_5_5_5_1] = (_x = {}, + _x[FORMATS.RGBA] = gl.RGBA, _x), _t); } @@ -21250,7 +19470,7 @@ * Internal texture for WebGL context. * @memberof PIXI */ - var GLTexture$1 = /** @class */ (function () { + var GLTexture = /** @class */ (function () { function GLTexture(texture) { this.texture = texture; this.width = -1; @@ -21259,8 +19479,8 @@ this.dirtyStyleId = -1; this.mipmap = false; this.wrapMode = 33071; - this.type = TYPES$8.UNSIGNED_BYTE; - this.internalFormat = FORMATS$8.RGBA; + this.type = TYPES.UNSIGNED_BYTE; + this.internalFormat = FORMATS.RGBA; this.samplerType = 0; } return GLTexture; @@ -21270,7 +19490,7 @@ * System plugin to the renderer to manage textures. * @memberof PIXI */ - var TextureSystem$1 = /** @class */ (function () { + var TextureSystem = /** @class */ (function () { /** * @param renderer - The renderer this system works for. */ @@ -21281,7 +19501,7 @@ this.currentLocation = -1; this.managedTextures = []; this._unknownBoundTextures = false; - this.unknownTexture = new BaseTexture$1(); + this.unknownTexture = new BaseTexture(); this.hasIntegerTextures = false; } /** Sets up the renderer context and necessary buffers. */ @@ -21289,7 +19509,7 @@ var gl = this.gl = this.renderer.gl; this.CONTEXT_UID = this.renderer.CONTEXT_UID; this.webGLVersion = this.renderer.context.webGLVersion; - this.internalFormats = mapTypeAndFormatToInternalFormat$1(gl); + this.internalFormats = mapTypeAndFormatToInternalFormat(gl); var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); this.boundTextures.length = maxTextures; for (var i = 0; i < maxTextures; i++) { @@ -21297,11 +19517,11 @@ } // TODO move this.. to a nice make empty textures class.. this.emptyTextures = {}; - var emptyTexture2D = new GLTexture$1(gl.createTexture()); + var emptyTexture2D = new GLTexture(gl.createTexture()); gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4)); this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D; - this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture$1(gl.createTexture()); + this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(gl.createTexture()); gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture); for (var i = 0; i < 6; i++) { gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); @@ -21342,6 +19562,9 @@ } this.updateTexture(texture); } + else if (glTexture.dirtyStyleId !== texture.dirtyStyleId) { + this.updateTextureStyle(texture); + } this.boundTextures[location] = texture; } else { @@ -21403,7 +19626,7 @@ var tex = boundTextures[i]; if (tex) { var glTexture = tex._glTextures[CONTEXT_UID]; - if (glTexture.samplerType !== SAMPLER_TYPES$8.FLOAT) { + if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) { this.renderer.texture.unbind(tex); } } @@ -21415,7 +19638,7 @@ * @param texture - Texture to initialize */ TextureSystem.prototype.initTexture = function (texture) { - var glTexture = new GLTexture$1(this.gl.createTexture()); + var glTexture = new GLTexture(this.gl.createTexture()); // guarantee an update.. glTexture.dirtyId = -1; texture._glTextures[this.CONTEXT_UID] = glTexture; @@ -21426,7 +19649,7 @@ TextureSystem.prototype.initTextureType = function (texture, glTexture) { var _a, _b; glTexture.internalFormat = (_b = (_a = this.internalFormats[texture.type]) === null || _a === void 0 ? void 0 : _a[texture.format]) !== null && _b !== void 0 ? _b : texture.format; - if (this.webGLVersion === 2 && texture.type === TYPES$8.HALF_FLOAT) { + if (this.webGLVersion === 2 && texture.type === TYPES.HALF_FLOAT) { // TYPES.HALF_FLOAT is WebGL1 HALF_FLOAT_OES // we have to convert it to WebGL HALF_FLOAT glTexture.type = this.gl.HALF_FLOAT; @@ -21449,7 +19672,7 @@ this.initTextureType(texture, glTexture); if (texture.resource && texture.resource.upload(renderer, texture, glTexture)) { // texture is uploaded, dont do anything! - if (glTexture.samplerType !== SAMPLER_TYPES$8.FLOAT) { + if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) { this.hasIntegerTextures = true; } } @@ -21504,14 +19727,14 @@ if (!glTexture) { return; } - if ((texture.mipmap === MIPMAP_MODES$8.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo) { + if ((texture.mipmap === MIPMAP_MODES.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo) { glTexture.mipmap = false; } else { glTexture.mipmap = texture.mipmap >= 1; } if (this.webGLVersion !== 2 && !texture.isPowerOfTwo) { - glTexture.wrapMode = WRAP_MODES$8.CLAMP; + glTexture.wrapMode = WRAP_MODES.CLAMP; } else { glTexture.wrapMode = texture.wrapMode; @@ -21530,25 +19753,25 @@ */ TextureSystem.prototype.setStyle = function (texture, glTexture) { var gl = this.gl; - if (glTexture.mipmap && texture.mipmap !== MIPMAP_MODES$8.ON_MANUAL) { + if (glTexture.mipmap && texture.mipmap !== MIPMAP_MODES.ON_MANUAL) { gl.generateMipmap(texture.target); } gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode); gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode); if (glTexture.mipmap) { /* eslint-disable max-len */ - gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES$8.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST); + gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST); /* eslint-disable max-len */ var anisotropicExt = this.renderer.context.extensions.anisotropicFiltering; - if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === SCALE_MODES$8.LINEAR) { + if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === SCALE_MODES.LINEAR) { var level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT)); gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level); } } else { - gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES$8.LINEAR ? gl.LINEAR : gl.NEAREST); + gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST); } - gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === SCALE_MODES$8.LINEAR ? gl.LINEAR : gl.NEAREST); + gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST); }; TextureSystem.prototype.destroy = function () { this.renderer = null; @@ -21556,7 +19779,7 @@ return TextureSystem; }()); - var tempMatrix$3 = new Matrix$3(); + var tempMatrix = new Matrix(); /** * The AbstractRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer} * and {@link PIXI.Renderer} which can be used for rendering a PixiJS scene. @@ -21565,8 +19788,8 @@ * @extends PIXI.utils.EventEmitter * @memberof PIXI */ - var AbstractRenderer$1 = /** @class */ (function (_super) { - __extends$m(AbstractRenderer, _super); + var AbstractRenderer = /** @class */ (function (_super) { + __extends$i(AbstractRenderer, _super); /** * @param type - The renderer type. * @param [options] - The optional renderer parameters. @@ -21589,10 +19812,10 @@ * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque). */ function AbstractRenderer(type, options) { - if (type === void 0) { type = RENDERER_TYPE$8.UNKNOWN; } + if (type === void 0) { type = RENDERER_TYPE.UNKNOWN; } var _this = _super.call(this) || this; // Add the default render options - options = Object.assign({}, settings$2.RENDER_OPTIONS, options); + options = Object.assign({}, settings$1.RENDER_OPTIONS, options); /** * The supplied constructor options. * @member {object} @@ -21612,18 +19835,18 @@ * Its safe to use as filterArea or hitArea for the whole stage. * @member {PIXI.Rectangle} */ - _this.screen = new Rectangle$3(0, 0, options.width, options.height); + _this.screen = new Rectangle(0, 0, options.width, options.height); /** * The canvas element that everything is drawn to. * @member {HTMLCanvasElement} */ - _this.view = options.view || settings$2.ADAPTER.createCanvas(); + _this.view = options.view || settings$1.ADAPTER.createCanvas(); /** * The resolution / device pixel ratio of the renderer. * @member {number} * @default PIXI.settings.RESOLUTION */ - _this.resolution = options.resolution || settings$2.RESOLUTION; + _this.resolution = options.resolution || settings$1.RESOLUTION; /** * Pass-thru setting for the canvas' context `alpha` property. This is typically * not something you need to fiddle with. If you want transparency, use `backgroundAlpha`. @@ -21673,7 +19896,7 @@ _this.backgroundAlpha = options.backgroundAlpha; // @deprecated if (options.transparent !== undefined) { - deprecation$1('6.0.0', 'Option transparent is deprecated, please use backgroundAlpha instead.'); + deprecation('6.0.0', 'Option transparent is deprecated, please use backgroundAlpha instead.'); _this.useContextAlpha = options.transparent; _this.backgroundAlpha = options.transparent ? 0 : 1; } @@ -21760,23 +19983,23 @@ if (options === void 0) { options = {}; } // @deprecated parameters spread, use options instead if (typeof options === 'number') { - deprecation$1('6.1.0', 'generateTexture options (scaleMode, resolution, region) are now object options.'); + deprecation('6.1.0', 'generateTexture options (scaleMode, resolution, region) are now object options.'); options = { scaleMode: options, resolution: resolution, region: region }; } - var manualRegion = options.region, textureOptions = __rest$1(options, ["region"]); + var manualRegion = options.region, textureOptions = __rest(options, ["region"]); region = manualRegion || displayObject.getLocalBounds(null, true); // minimum texture size is 1x1, 0x0 will throw an error if (region.width === 0) { region.width = 1; } if (region.height === 0) { region.height = 1; } - var renderTexture = RenderTexture$1.create(__assign$2({ width: region.width, height: region.height }, textureOptions)); - tempMatrix$3.tx = -region.x; - tempMatrix$3.ty = -region.y; + var renderTexture = RenderTexture.create(__assign$1({ width: region.width, height: region.height }, textureOptions)); + tempMatrix.tx = -region.x; + tempMatrix.ty = -region.y; this.render(displayObject, { renderTexture: renderTexture, clear: false, - transform: tempMatrix$3, + transform: tempMatrix, skipUpdateTransform: !!displayObject.parent }); return renderTexture; @@ -21796,7 +20019,7 @@ var thisAny = this; // null-ing all objects, that's a tradition! thisAny.plugins = null; - thisAny.type = RENDERER_TYPE$8.UNKNOWN; + thisAny.type = RENDERER_TYPE.UNKNOWN; thisAny.view = null; thisAny.screen = null; thisAny._tempDisplayObjectParent = null; @@ -21838,7 +20061,7 @@ return AbstractRenderer; }(EventEmitter$2)); - var GLBuffer$1 = /** @class */ (function () { + var GLBuffer = /** @class */ (function () { function GLBuffer(buffer) { this.buffer = buffer || null; this.updateID = -1; @@ -21865,7 +20088,7 @@ * @class * @memberof PIXI */ - var BufferSystem$1 = /** @class */ (function () { + var BufferSystem = /** @class */ (function () { /** * @param {PIXI.Renderer} renderer - The renderer this System works for. */ @@ -21984,7 +20207,7 @@ */ BufferSystem.prototype.createGLBuffer = function (buffer) { var _a = this, CONTEXT_UID = _a.CONTEXT_UID, gl = _a.gl; - buffer._glBuffers[CONTEXT_UID] = new GLBuffer$1(gl.createBuffer()); + buffer._glBuffers[CONTEXT_UID] = new GLBuffer(gl.createBuffer()); this.managedBuffers[buffer.id] = buffer; buffer.disposeRunner.add(this); return buffer._glBuffers[CONTEXT_UID]; @@ -22024,8 +20247,8 @@ * The breadth of the API surface provided by the renderer is contained within these systems. * @memberof PIXI */ - var Renderer$1 = /** @class */ (function (_super) { - __extends$m(Renderer, _super); + var Renderer = /** @class */ (function (_super) { + __extends$i(Renderer, _super); /** * @param [options] - The optional renderer parameters. * @param {number} [options.width=800] - The width of the screen. @@ -22052,7 +20275,7 @@ * @param {object} [options.context] - If WebGL context already exists, all parameters must be taken from it. */ function Renderer(options) { - var _this = _super.call(this, RENDERER_TYPE$8.WEBGL, options) || this; + var _this = _super.call(this, RENDERER_TYPE.WEBGL, options) || this; // the options will have been modified here in the super constructor with pixi's default settings.. options = _this.options; _this.gl = null; @@ -22067,24 +20290,24 @@ resize: new Runner('resize'), }; _this.runners.contextChange.add(_this); - _this.globalUniforms = new UniformGroup$1({ - projectionMatrix: new Matrix$3(), + _this.globalUniforms = new UniformGroup({ + projectionMatrix: new Matrix(), }, true); - _this.addSystem(MaskSystem$1, 'mask') - .addSystem(ContextSystem$1, 'context') - .addSystem(StateSystem$1, 'state') - .addSystem(ShaderSystem$1, 'shader') - .addSystem(TextureSystem$1, 'texture') - .addSystem(BufferSystem$1, 'buffer') - .addSystem(GeometrySystem$1, 'geometry') - .addSystem(FramebufferSystem$1, 'framebuffer') - .addSystem(ScissorSystem$1, 'scissor') - .addSystem(StencilSystem$1, 'stencil') - .addSystem(ProjectionSystem$1, 'projection') - .addSystem(TextureGCSystem$1, 'textureGC') - .addSystem(FilterSystem$1, 'filter') - .addSystem(RenderTextureSystem$1, 'renderTexture') - .addSystem(BatchSystem$1, 'batch'); + _this.addSystem(MaskSystem, 'mask') + .addSystem(ContextSystem, 'context') + .addSystem(StateSystem, 'state') + .addSystem(ShaderSystem, 'shader') + .addSystem(TextureSystem, 'texture') + .addSystem(BufferSystem, 'buffer') + .addSystem(GeometrySystem, 'geometry') + .addSystem(FramebufferSystem, 'framebuffer') + .addSystem(ScissorSystem, 'scissor') + .addSystem(StencilSystem, 'stencil') + .addSystem(ProjectionSystem, 'projection') + .addSystem(TextureGCSystem, 'textureGC') + .addSystem(FilterSystem, 'filter') + .addSystem(RenderTextureSystem, 'renderTexture') + .addSystem(BatchSystem, 'batch'); _this.initPlugins(Renderer.__plugins); _this.multisample = undefined; /* @@ -22136,17 +20359,17 @@ samples = gl.getParameter(gl.SAMPLES); gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, framebuffer); } - if (samples >= MSAA_QUALITY$8.HIGH) { - this.multisample = MSAA_QUALITY$8.HIGH; + if (samples >= MSAA_QUALITY.HIGH) { + this.multisample = MSAA_QUALITY.HIGH; } - else if (samples >= MSAA_QUALITY$8.MEDIUM) { - this.multisample = MSAA_QUALITY$8.MEDIUM; + else if (samples >= MSAA_QUALITY.MEDIUM) { + this.multisample = MSAA_QUALITY.MEDIUM; } - else if (samples >= MSAA_QUALITY$8.LOW) { - this.multisample = MSAA_QUALITY$8.LOW; + else if (samples >= MSAA_QUALITY.LOW) { + this.multisample = MSAA_QUALITY.LOW; } else { - this.multisample = MSAA_QUALITY$8.NONE; + this.multisample = MSAA_QUALITY.NONE; } }; /** @@ -22191,8 +20414,8 @@ var transform; var skipUpdateTransform; if (options) { - if (options instanceof RenderTexture$1) { - deprecation$1('6.0.0', 'Renderer#render arguments changed, use options instead.'); + if (options instanceof RenderTexture) { + deprecation('6.0.0', 'Renderer#render arguments changed, use options instead.'); /* eslint-disable prefer-rest-params */ renderTexture = options; clear = arguments[2]; @@ -22298,7 +20521,7 @@ * @readonly */ get: function () { - deprecation$1('6.0.0', 'Renderer#extract has been deprecated, please use Renderer#plugins.extract instead.'); + deprecation('6.0.0', 'Renderer#extract has been deprecated, please use Renderer#plugins.extract instead.'); return this.plugins.extract; }, enumerable: false, @@ -22311,7 +20534,7 @@ * @param ctor - The constructor function or class for the plugin. */ Renderer.registerPlugin = function (pluginName, ctor) { - deprecation$1('6.5.0', 'Renderer.registerPlugin() has been deprecated, please use extensions.add() instead.'); + deprecation('6.5.0', 'Renderer.registerPlugin() has been deprecated, please use extensions.add() instead.'); extensions$1.add({ name: pluginName, type: ExtensionType.RendererPlugin, @@ -22333,9 +20556,9 @@ */ Renderer.__plugins = {}; return Renderer; - }(AbstractRenderer$1)); + }(AbstractRenderer)); // Handle registration of extensions - extensions$1.handleByMap(ExtensionType.RendererPlugin, Renderer$1.__plugins); + extensions$1.handleByMap(ExtensionType.RendererPlugin, Renderer.__plugins); /** * This helper function will automatically detect which renderer you should be using. @@ -22369,19 +20592,38 @@ * @returns {PIXI.Renderer|PIXI.CanvasRenderer} Returns WebGL renderer if available, otherwise CanvasRenderer */ function autoDetectRenderer(options) { - return Renderer$1.create(options); + return Renderer.create(options); } + var $defaultVertex = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}"; + + var $defaultFilterVertex = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n gl_Position = filterVertexPosition();\n vTextureCoord = filterTextureCoord();\n}\n"; + + /** + * Default vertex shader + * @memberof PIXI + * @member {string} defaultVertex + */ + /** + * Default filter vertex shader + * @memberof PIXI + * @member {string} defaultFilterVertex + */ + // NOTE: This black magic is so that @microsoft/api-extractor does not complain! This explicitly specifies the types + // of defaultVertex, defaultFilterVertex. + var defaultVertex$1 = $defaultVertex; + var defaultFilterVertex = $defaultFilterVertex; + /** * Used by the batcher to draw batches. * Each one of these contains all information required to draw a bound geometry. * @memberof PIXI */ - var BatchDrawCall$1 = /** @class */ (function () { + var BatchDrawCall = /** @class */ (function () { function BatchDrawCall() { this.texArray = null; this.blend = 0; - this.type = DRAW_MODES$8.TRIANGLES; + this.type = DRAW_MODES.TRIANGLES; this.start = 0; this.size = 0; this.data = null; @@ -22394,7 +20636,7 @@ * Holds list of textures and their respective locations. * @memberof PIXI */ - var BatchTextureArray$1 = /** @class */ (function () { + var BatchTextureArray = /** @class */ (function () { function BatchTextureArray() { this.elements = []; this.ids = []; @@ -22413,7 +20655,7 @@ * Flexible wrapper around `ArrayBuffer` that also provides typed array views on demand. * @memberof PIXI */ - var ViewableBuffer$1 = /** @class */ (function () { + var ViewableBuffer = /** @class */ (function () { function ViewableBuffer(sizeOrBuffer) { if (typeof sizeOrBuffer === 'number') { this.rawBinaryData = new ArrayBuffer(sizeOrBuffer); @@ -22530,8 +20772,8 @@ * reduce to the number of draw calls. * @memberof PIXI */ - var AbstractBatchRenderer$1 = /** @class */ (function (_super) { - __extends$m(AbstractBatchRenderer, _super); + var AbstractBatchRenderer = /** @class */ (function (_super) { + __extends$i(AbstractBatchRenderer, _super); /** * This will hook onto the renderer's `contextChange` * and `prerender` signals. @@ -22542,8 +20784,8 @@ _this.shaderGenerator = null; _this.geometryClass = null; _this.vertexSize = null; - _this.state = State$1.for2d(); - _this.size = settings$2.SPRITE_BATCH_SIZE * 4; + _this.state = State.for2d(); + _this.size = settings$1.SPRITE_BATCH_SIZE * 4; _this._vertexCount = 0; _this._indexCount = 0; _this._bufferedElements = []; @@ -22573,14 +20815,14 @@ */ AbstractBatchRenderer.prototype.contextChange = function () { var gl = this.renderer.gl; - if (settings$2.PREFER_ENV === ENV$8.WEBGL_LEGACY) { + if (settings$1.PREFER_ENV === ENV.WEBGL_LEGACY) { this.MAX_TEXTURES = 1; } else { // step 1: first check max textures the GPU can handle. - this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), settings$2.SPRITE_MAX_TEXTURES); + this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), settings$1.SPRITE_MAX_TEXTURES); // step 2: check the maximum number of if statements the shader can have too.. - this.MAX_TEXTURES = checkMaxIfStatementsInShader$1(this.MAX_TEXTURES, gl); + this.MAX_TEXTURES = checkMaxIfStatementsInShader(this.MAX_TEXTURES, gl); } this._shader = this.shaderGenerator.generateShader(this.MAX_TEXTURES); // we use the second shader as the first one depending on your browser @@ -22599,10 +20841,10 @@ // max texture arrays var MAX_TA = Math.floor(MAX_SPRITES / this.MAX_TEXTURES) + 1; while (_drawCallPool.length < MAX_SPRITES) { - _drawCallPool.push(new BatchDrawCall$1()); + _drawCallPool.push(new BatchDrawCall()); } while (_textureArrayPool.length < MAX_TA) { - _textureArrayPool.push(new BatchTextureArray$1()); + _textureArrayPool.push(new BatchTextureArray()); } for (var i = 0; i < this.MAX_TEXTURES; i++) { this._tempBoundTextures[i] = null; @@ -22635,7 +20877,7 @@ var batch = this.renderer.batch; var boundTextures = this._tempBoundTextures; var touch = this.renderer.textureGC.count; - var TICK = ++BaseTexture$1._globalBatch; + var TICK = ++BaseTexture._globalBatch; var countTexArrays = 0; var texArray = textureArrays[0]; var start = 0; @@ -22667,7 +20909,7 @@ for (var i = 0; i < boundTextures.length; i++) { boundTextures[i] = null; } - BaseTexture$1._globalBatch = TICK; + BaseTexture._globalBatch = TICK; }; /** * Populating drawcalls for rendering @@ -22723,7 +20965,7 @@ }; AbstractBatchRenderer.prototype.updateGeometry = function () { var _a = this, packedGeometries = _a._packedGeometries, attributeBuffer = _a._attributeBuffer, indexBuffer = _a._indexBuffer; - if (!settings$2.CAN_UPLOAD_SAME_BUFFER) { /* Usually on iOS devices, where the browser doesn't + if (!settings$1.CAN_UPLOAD_SAME_BUFFER) { /* Usually on iOS devices, where the browser doesn't like uploads to the same buffer in a single frame. */ if (this._packedGeometryPoolSize <= this._flushId) { this._packedGeometryPoolSize++; @@ -22782,7 +21024,7 @@ this.renderer.state.set(this.state); this.renderer.texture.ensureSamplerType(this.MAX_TEXTURES); this.renderer.shader.bind(this._shader); - if (settings$2.CAN_UPLOAD_SAME_BUFFER) { + if (settings$1.CAN_UPLOAD_SAME_BUFFER) { // bind buffer #0, we don't need others this.renderer.geometry.bind(this._packedGeometries[this._flushId]); } @@ -22825,7 +21067,7 @@ } var buffer = this._aBuffers[roundedSize]; if (!buffer) { - this._aBuffers[roundedSize] = buffer = new ViewableBuffer$1(roundedSize * this.vertexSize * 4); + this._aBuffers[roundedSize] = buffer = new ViewableBuffer(roundedSize * this.vertexSize * 4); } return buffer; }; @@ -22906,13 +21148,13 @@ */ AbstractBatchRenderer._textureArrayPool = []; return AbstractBatchRenderer; - }(ObjectRenderer$1)); + }(ObjectRenderer)); /** * Helper that generates batching multi-texture shader. Use it with your new BatchRenderer * @memberof PIXI */ - var BatchShaderGenerator$1 = /** @class */ (function () { + var BatchShaderGenerator = /** @class */ (function () { /** * @param vertexSrc - Vertex shader * @param fragTemplate - Fragment shader template @@ -22935,18 +21177,18 @@ for (var i = 0; i < maxTextures; i++) { sampleValues[i] = i; } - this.defaultGroupCache[maxTextures] = UniformGroup$1.from({ uSamplers: sampleValues }, true); + this.defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true); var fragmentSrc = this.fragTemplate; fragmentSrc = fragmentSrc.replace(/%count%/gi, "" + maxTextures); fragmentSrc = fragmentSrc.replace(/%forloop%/gi, this.generateSampleSrc(maxTextures)); - this.programCache[maxTextures] = new Program$1(this.vertexSrc, fragmentSrc); + this.programCache[maxTextures] = new Program(this.vertexSrc, fragmentSrc); } var uniforms = { tint: new Float32Array([1, 1, 1, 1]), - translationMatrix: new Matrix$3(), + translationMatrix: new Matrix(), default: this.defaultGroupCache[maxTextures], }; - return new Shader$1(this.programCache[maxTextures], uniforms); + return new Shader(this.programCache[maxTextures], uniforms); }; BatchShaderGenerator.prototype.generateSampleSrc = function (maxTextures) { var src = ''; @@ -22974,8 +21216,8 @@ * Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects). * @memberof PIXI */ - var BatchGeometry$1 = /** @class */ (function (_super) { - __extends$m(BatchGeometry, _super); + var BatchGeometry = /** @class */ (function (_super) { + __extends$i(BatchGeometry, _super); /** * @param {boolean} [_static=false] - Optimization flag, where `false` * is updated every frame, `true` doesn't change frame-to-frame. @@ -22983,24 +21225,24 @@ function BatchGeometry(_static) { if (_static === void 0) { _static = false; } var _this = _super.call(this) || this; - _this._buffer = new Buffer$1(null, _static, false); - _this._indexBuffer = new Buffer$1(null, _static, true); - _this.addAttribute('aVertexPosition', _this._buffer, 2, false, TYPES$8.FLOAT) - .addAttribute('aTextureCoord', _this._buffer, 2, false, TYPES$8.FLOAT) - .addAttribute('aColor', _this._buffer, 4, true, TYPES$8.UNSIGNED_BYTE) - .addAttribute('aTextureId', _this._buffer, 1, true, TYPES$8.FLOAT) + _this._buffer = new Buffer(null, _static, false); + _this._indexBuffer = new Buffer(null, _static, true); + _this.addAttribute('aVertexPosition', _this._buffer, 2, false, TYPES.FLOAT) + .addAttribute('aTextureCoord', _this._buffer, 2, false, TYPES.FLOAT) + .addAttribute('aColor', _this._buffer, 4, true, TYPES.UNSIGNED_BYTE) + .addAttribute('aTextureId', _this._buffer, 1, true, TYPES.FLOAT) .addIndex(_this._indexBuffer); return _this; } return BatchGeometry; - }(Geometry$1)); + }(Geometry)); - var defaultVertex$4 = "precision highp float;\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\nattribute float aTextureId;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform vec4 tint;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vTextureId = aTextureId;\n vColor = aColor * tint;\n}\n"; + var defaultVertex = "precision highp float;\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\nattribute float aTextureId;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform vec4 tint;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vTextureId = aTextureId;\n vColor = aColor * tint;\n}\n"; - var defaultFragment$3 = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\nuniform sampler2D uSamplers[%count%];\n\nvoid main(void){\n vec4 color;\n %forloop%\n gl_FragColor = color * vColor;\n}\n"; + var defaultFragment = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\nuniform sampler2D uSamplers[%count%];\n\nvoid main(void){\n vec4 color;\n %forloop%\n gl_FragColor = color * vColor;\n}\n"; /** @memberof PIXI */ - var BatchPluginFactory$1 = /** @class */ (function () { + var BatchPluginFactory = /** @class */ (function () { function BatchPluginFactory() { } /** @@ -23036,22 +21278,22 @@ */ BatchPluginFactory.create = function (options) { var _a = Object.assign({ - vertex: defaultVertex$4, - fragment: defaultFragment$3, - geometryClass: BatchGeometry$1, + vertex: defaultVertex, + fragment: defaultFragment, + geometryClass: BatchGeometry, vertexSize: 6, }, options), vertex = _a.vertex, fragment = _a.fragment, vertexSize = _a.vertexSize, geometryClass = _a.geometryClass; return /** @class */ (function (_super) { - __extends$m(BatchPlugin, _super); + __extends$i(BatchPlugin, _super); function BatchPlugin(renderer) { var _this = _super.call(this, renderer) || this; - _this.shaderGenerator = new BatchShaderGenerator$1(vertex, fragment); + _this.shaderGenerator = new BatchShaderGenerator(vertex, fragment); _this.geometryClass = geometryClass; _this.vertexSize = vertexSize; return _this; } return BatchPlugin; - }(AbstractBatchRenderer$1)); + }(AbstractBatchRenderer)); }; Object.defineProperty(BatchPluginFactory, "defaultVertexSrc", { /** @@ -23059,7 +21301,7 @@ * @readonly */ get: function () { - return defaultVertex$4; + return defaultVertex; }, enumerable: false, configurable: true @@ -23070,7 +21312,7 @@ * @readonly */ get: function () { - return defaultFragment$3; + return defaultFragment; }, enumerable: false, configurable: true @@ -23079,8 +21321,8 @@ }()); // Setup the default BatchRenderer plugin, this is what // we'll actually export at the root level - var BatchRenderer$1 = BatchPluginFactory$1.create(); - Object.assign(BatchRenderer$1, { + var BatchRenderer = BatchPluginFactory.create(); + Object.assign(BatchRenderer, { extension: { name: 'batch', type: ExtensionType.RendererPlugin, @@ -23088,8 +21330,8 @@ }); /*! - * @pixi/accessibility - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/accessibility - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * * @pixi/accessibility is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -23178,7 +21420,7 @@ }; // add some extra variables to the container.. - DisplayObject$3.mixin(accessibleTarget); + DisplayObject.mixin(accessibleTarget); var KEY_CODE_TAB = 9; var DIV_TOUCH_SIZE = 100; var DIV_TOUCH_POS_X = 0; @@ -23221,7 +21463,7 @@ /** The frequency to update the div elements. */ this.androidUpdateFrequency = 500; // 2fps this._hookDiv = null; - if (isMobile$2.tablet || isMobile$2.phone) { + if (isMobile.tablet || isMobile.phone) { this.createTouchHook(); } // first we create a div that will sit over the PixiJS element. This is where the div overlays will go. @@ -23371,7 +21613,7 @@ * so I am just running update every half a second, seems to fix it. */ var now = performance.now(); - if (isMobile$2.android.device && now < this.androidUpdateCount) { + if (isMobile.android.device && now < this.androidUpdateCount) { return; } this.androidUpdateCount = now + this.androidUpdateFrequency; @@ -23613,14842 +21855,14713 @@ }()); /*! - * @pixi/math - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/interaction - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/math is licensed under the MIT License. + * @pixi/interaction is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ - /** - * Two Pi. - * @static - * @member {number} - * @memberof PIXI - */ - var PI_2$2 = Math.PI * 2; - /** - * Conversion factor for converting radians to degrees. - * @static - * @member {number} RAD_TO_DEG - * @memberof PIXI - */ - var RAD_TO_DEG$2 = 180 / Math.PI; - /** - * Conversion factor for converting degrees to radians. - * @static - * @member {number} - * @memberof PIXI - */ - var DEG_TO_RAD$2 = Math.PI / 180; - /** - * Constants that identify shapes, mainly to prevent `instanceof` calls. - * @static - * @memberof PIXI - * @enum {number} - * @property {number} POLY Polygon - * @property {number} RECT Rectangle - * @property {number} CIRC Circle - * @property {number} ELIP Ellipse - * @property {number} RREC Rounded Rectangle - */ - var SHAPES$2; - (function (SHAPES) { - SHAPES[SHAPES["POLY"] = 0] = "POLY"; - SHAPES[SHAPES["RECT"] = 1] = "RECT"; - SHAPES[SHAPES["CIRC"] = 2] = "CIRC"; - SHAPES[SHAPES["ELIP"] = 3] = "ELIP"; - SHAPES[SHAPES["RREC"] = 4] = "RREC"; - })(SHAPES$2 || (SHAPES$2 = {})); /** - * The Point object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis - * @class + * Holds all information related to an Interaction event * @memberof PIXI - * @implements {IPoint} */ - var Point$2 = /** @class */ (function () { - /** - * Creates a new `Point` - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis - */ - function Point(x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - /** Position of the point on the x axis */ - this.x = 0; - /** Position of the point on the y axis */ - this.y = 0; - this.x = x; - this.y = y; + var InteractionData = /** @class */ (function () { + function InteractionData() { + /** + * Pressure applied by the pointing device during the event. A Touch's force property + * will be represented by this value. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pressure + */ + this.pressure = 0; + /** + * From TouchEvents (not PointerEvents triggered by touches), the rotationAngle of the Touch. + * @see https://developer.mozilla.org/en-US/docs/Web/API/Touch/rotationAngle + */ + this.rotationAngle = 0; + /** + * Twist of a stylus pointer. + * @see https://w3c.github.io/pointerevents/#pointerevent-interface + */ + this.twist = 0; + /** + * Barrel pressure on a stylus pointer. + * @see https://w3c.github.io/pointerevents/#pointerevent-interface + */ + this.tangentialPressure = 0; + this.global = new Point(); + this.target = null; + this.originalEvent = null; + this.identifier = null; + this.isPrimary = false; + this.button = 0; + this.buttons = 0; + this.width = 0; + this.height = 0; + this.tiltX = 0; + this.tiltY = 0; + this.pointerType = null; + this.pressure = 0; + this.rotationAngle = 0; + this.twist = 0; + this.tangentialPressure = 0; } + Object.defineProperty(InteractionData.prototype, "pointerId", { + /** + * The unique identifier of the pointer. It will be the same as `identifier`. + * @readonly + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerId + */ + get: function () { + return this.identifier; + }, + enumerable: false, + configurable: true + }); /** - * Creates a clone of this point - * @returns A clone of this point - */ - Point.prototype.clone = function () { - return new Point(this.x, this.y); - }; - /** - * Copies `x` and `y` from the given point into this point - * @param p - The point to copy from - * @returns The point instance itself - */ - Point.prototype.copyFrom = function (p) { - this.set(p.x, p.y); - return this; - }; - /** - * Copies this point's x and y into the given point (`p`). - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated - */ - Point.prototype.copyTo = function (p) { - p.set(this.x, this.y); - return p; - }; - /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal + * This will return the local coordinates of the specified displayObject for this InteractionData + * @param displayObject - The DisplayObject that you would like the local + * coords off + * @param point - A Point object in which to store the value, optional (otherwise + * will create a new point) + * @param globalPos - A Point object containing your custom global coords, optional + * (otherwise will use the current global coords) + * @returns - A point containing the coordinates of the InteractionData position relative + * to the DisplayObject */ - Point.prototype.equals = function (p) { - return (p.x === this.x) && (p.y === this.y); + InteractionData.prototype.getLocalPosition = function (displayObject, point, globalPos) { + return displayObject.worldTransform.applyInverse(globalPos || this.global, point); }; /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the `x` axis - * @param {number} [y=x] - position of the point on the `y` axis - * @returns The point instance itself + * Copies properties from normalized event data. + * @param {Touch|MouseEvent|PointerEvent} event - The normalized event data */ - Point.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - this.x = x; - this.y = y; - return this; + InteractionData.prototype.copyEvent = function (event) { + // isPrimary should only change on touchstart/pointerdown, so we don't want to overwrite + // it with "false" on later events when our shim for it on touch events might not be + // accurate + if ('isPrimary' in event && event.isPrimary) { + this.isPrimary = true; + } + this.button = 'button' in event && event.button; + // event.buttons is not available in all browsers (ie. Safari), but it does have a non-standard + // event.which property instead, which conveys the same information. + var buttons = 'buttons' in event && event.buttons; + this.buttons = Number.isInteger(buttons) ? buttons : 'which' in event && event.which; + this.width = 'width' in event && event.width; + this.height = 'height' in event && event.height; + this.tiltX = 'tiltX' in event && event.tiltX; + this.tiltY = 'tiltY' in event && event.tiltY; + this.pointerType = 'pointerType' in event && event.pointerType; + this.pressure = 'pressure' in event && event.pressure; + this.rotationAngle = 'rotationAngle' in event && event.rotationAngle; + this.twist = ('twist' in event && event.twist) || 0; + this.tangentialPressure = ('tangentialPressure' in event && event.tangentialPressure) || 0; }; - Point.prototype.toString = function () { - return "[@pixi/math:Point x=" + this.x + " y=" + this.y + "]"; + /** Resets the data for pooling. */ + InteractionData.prototype.reset = function () { + // isPrimary is the only property that we really need to reset - everything else is + // guaranteed to be overwritten + this.isPrimary = false; }; - return Point; + return InteractionData; }()); - var tempPoints$3 = [new Point$2(), new Point$2(), new Point$2(), new Point$2()]; + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$h = function(d, b) { + extendStatics$h = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$h(d, b); + }; + + function __extends$h(d, b) { + extendStatics$h(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + /** - * Size object, contains width and height + * Event class that mimics native DOM events. * @memberof PIXI - * @typedef {object} ISize - * @property {number} width - Width component - * @property {number} height - Height component */ + var InteractionEvent = /** @class */ (function () { + function InteractionEvent() { + this.stopped = false; + this.stopsPropagatingAt = null; + this.stopPropagationHint = false; + this.target = null; + this.currentTarget = null; + this.type = null; + this.data = null; + } + /** Prevents event from reaching any objects other than the current object. */ + InteractionEvent.prototype.stopPropagation = function () { + this.stopped = true; + this.stopPropagationHint = true; + this.stopsPropagatingAt = this.currentTarget; + }; + /** Resets the event. */ + InteractionEvent.prototype.reset = function () { + this.stopped = false; + this.stopsPropagatingAt = null; + this.stopPropagationHint = false; + this.currentTarget = null; + this.target = null; + }; + return InteractionEvent; + }()); + /** - * Rectangle object is an area defined by its position, as indicated by its top-left corner - * point (x, y) and by its width and its height. + * DisplayObjects with the {@link PIXI.interactiveTarget} mixin use this class to track interactions + * @class + * @private * @memberof PIXI */ - var Rectangle$2 = /** @class */ (function () { + var InteractionTrackingData = /** @class */ (function () { /** - * @param x - The X coordinate of the upper-left corner of the rectangle - * @param y - The Y coordinate of the upper-left corner of the rectangle - * @param width - The overall width of the rectangle - * @param height - The overall height of the rectangle + * @param {number} pointerId - Unique pointer id of the event + * @private */ - function Rectangle(x, y, width, height) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - this.x = Number(x); - this.y = Number(y); - this.width = Number(width); - this.height = Number(height); - this.type = SHAPES$2.RECT; + function InteractionTrackingData(pointerId) { + this._pointerId = pointerId; + this._flags = InteractionTrackingData.FLAGS.NONE; } - Object.defineProperty(Rectangle.prototype, "left", { - /** Returns the left edge of the rectangle. */ + /** + * + * @private + * @param {number} flag - The interaction flag to set + * @param {boolean} yn - Should the flag be set or unset + */ + InteractionTrackingData.prototype._doSet = function (flag, yn) { + if (yn) { + this._flags = this._flags | flag; + } + else { + this._flags = this._flags & (~flag); + } + }; + Object.defineProperty(InteractionTrackingData.prototype, "pointerId", { + /** + * Unique pointer id of the event + * @readonly + * @private + * @member {number} + */ get: function () { - return this.x; + return this._pointerId; }, enumerable: false, configurable: true }); - Object.defineProperty(Rectangle.prototype, "right", { - /** Returns the right edge of the rectangle. */ + Object.defineProperty(InteractionTrackingData.prototype, "flags", { + /** + * State of the tracking data, expressed as bit flags + * @private + * @member {number} + */ get: function () { - return this.x + this.width; + return this._flags; + }, + set: function (flags) { + this._flags = flags; }, enumerable: false, configurable: true }); - Object.defineProperty(Rectangle.prototype, "top", { - /** Returns the top edge of the rectangle. */ + Object.defineProperty(InteractionTrackingData.prototype, "none", { + /** + * Is the tracked event inactive (not over or down)? + * @private + * @member {number} + */ get: function () { - return this.y; + return this._flags === InteractionTrackingData.FLAGS.NONE; }, enumerable: false, configurable: true }); - Object.defineProperty(Rectangle.prototype, "bottom", { - /** Returns the bottom edge of the rectangle. */ + Object.defineProperty(InteractionTrackingData.prototype, "over", { + /** + * Is the tracked event over the DisplayObject? + * @private + * @member {boolean} + */ get: function () { - return this.y + this.height; + return (this._flags & InteractionTrackingData.FLAGS.OVER) !== 0; + }, + set: function (yn) { + this._doSet(InteractionTrackingData.FLAGS.OVER, yn); }, enumerable: false, configurable: true }); - Object.defineProperty(Rectangle, "EMPTY", { - /** A constant empty rectangle. */ + Object.defineProperty(InteractionTrackingData.prototype, "rightDown", { + /** + * Did the right mouse button come down in the DisplayObject? + * @private + * @member {boolean} + */ get: function () { - return new Rectangle(0, 0, 0, 0); + return (this._flags & InteractionTrackingData.FLAGS.RIGHT_DOWN) !== 0; + }, + set: function (yn) { + this._doSet(InteractionTrackingData.FLAGS.RIGHT_DOWN, yn); }, enumerable: false, configurable: true }); + Object.defineProperty(InteractionTrackingData.prototype, "leftDown", { + /** + * Did the left mouse button come down in the DisplayObject? + * @private + * @member {boolean} + */ + get: function () { + return (this._flags & InteractionTrackingData.FLAGS.LEFT_DOWN) !== 0; + }, + set: function (yn) { + this._doSet(InteractionTrackingData.FLAGS.LEFT_DOWN, yn); + }, + enumerable: false, + configurable: true + }); + InteractionTrackingData.FLAGS = Object.freeze({ + NONE: 0, + OVER: 1 << 0, + LEFT_DOWN: 1 << 1, + RIGHT_DOWN: 1 << 2, + }); + return InteractionTrackingData; + }()); + + /** + * Strategy how to search through stage tree for interactive objects + * @memberof PIXI + */ + var TreeSearch = /** @class */ (function () { + function TreeSearch() { + this._tempPoint = new Point(); + } /** - * Creates a clone of this Rectangle - * @returns a copy of the rectangle - */ - Rectangle.prototype.clone = function () { - return new Rectangle(this.x, this.y, this.width, this.height); - }; - /** - * Copies another rectangle to this one. - * @param rectangle - The rectangle to copy from. - * @returns Returns itself. - */ - Rectangle.prototype.copyFrom = function (rectangle) { - this.x = rectangle.x; - this.y = rectangle.y; - this.width = rectangle.width; - this.height = rectangle.height; - return this; - }; - /** - * Copies this rectangle to another one. - * @param rectangle - The rectangle to copy to. - * @returns Returns given parameter. - */ - Rectangle.prototype.copyTo = function (rectangle) { - rectangle.x = this.x; - rectangle.y = this.y; - rectangle.width = this.width; - rectangle.height = this.height; - return rectangle; - }; - /** - * Checks whether the x and y coordinates given are contained within this Rectangle - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coordinates are within this Rectangle + * Recursive implementation for findHit + * @private + * @param interactionEvent - event containing the point that + * is tested for collision + * @param displayObject - the displayObject + * that will be hit test (recursively crawls its children) + * @param func - the function that will be called on each interactive object. The + * interactionEvent, displayObject and hit will be passed to the function + * @param hitTest - this indicates if the objects inside should be hit test against the point + * @param interactive - Whether the displayObject is interactive + * @returns - Returns true if the displayObject hit the point */ - Rectangle.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { + TreeSearch.prototype.recursiveFindHit = function (interactionEvent, displayObject, func, hitTest, interactive) { + var _a; + if (!displayObject || !displayObject.visible) { return false; } - if (x >= this.x && x < this.x + this.width) { - if (y >= this.y && y < this.y + this.height) { - return true; - } - } - return false; - }; - /** - * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object. - * Returns true only if the area of the intersection is >0, this means that Rectangles - * sharing a side are not overlapping. Another side effect is that an arealess rectangle - * (width or height equal to zero) can't intersect any other rectangle. - * @param {Rectangle} other - The Rectangle to intersect with `this`. - * @param {Matrix} transform - The transformation matrix of `other`. - * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`. - */ - Rectangle.prototype.intersects = function (other, transform) { - if (!transform) { - var x0_1 = this.x < other.x ? other.x : this.x; - var x1_1 = this.right > other.right ? other.right : this.right; - if (x1_1 <= x0_1) { - return false; - } - var y0_1 = this.y < other.y ? other.y : this.y; - var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom; - return y1_1 > y0_1; - } - var x0 = this.left; - var x1 = this.right; - var y0 = this.top; - var y1 = this.bottom; - if (x1 <= x0 || y1 <= y0) { - return false; - } - var lt = tempPoints$3[0].set(other.left, other.top); - var lb = tempPoints$3[1].set(other.left, other.bottom); - var rt = tempPoints$3[2].set(other.right, other.top); - var rb = tempPoints$3[3].set(other.right, other.bottom); - if (rt.x <= lt.x || lb.y <= lt.y) { - return false; - } - var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c)); - if (s === 0) { - return false; + var point = interactionEvent.data.global; + // Took a little while to rework this function correctly! But now it is done and nice and optimized! ^_^ + // + // This function will now loop through all objects and then only hit test the objects it HAS + // to, not all of them. MUCH faster.. + // An object will be hit test if the following is true: + // + // 1: It is interactive. + // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit. + // + // As another little optimization once an interactive object has been hit we can carry on + // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests + // A final optimization is that an object is not hit test directly if a child has already been hit. + interactive = displayObject.interactive || interactive; + var hit = false; + var interactiveParent = interactive; + // Flag here can set to false if the event is outside the parents hitArea or mask + var hitTestChildren = true; + // If there is a hitArea, no need to test against anything else if the pointer is not within the hitArea + // There is also no longer a need to hitTest children. + if (displayObject.hitArea) { + if (hitTest) { + displayObject.worldTransform.applyInverse(point, this._tempPoint); + if (!displayObject.hitArea.contains(this._tempPoint.x, this._tempPoint.y)) { + hitTest = false; + hitTestChildren = false; + } + else { + hit = true; + } + } + interactiveParent = false; } - transform.apply(lt, lt); - transform.apply(lb, lb); - transform.apply(rt, rt); - transform.apply(rb, rb); - if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0 - || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1 - || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0 - || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) { - return false; + // If there is a mask, no need to hitTest against anything else if the pointer is not within the mask. + // We still want to hitTestChildren, however, to ensure a mouseout can still be generated. + // https://github.com/pixijs/pixi.js/issues/5135 + else if (displayObject._mask) { + if (hitTest) { + var maskObject = (displayObject._mask.isMaskData + ? displayObject._mask.maskObject : displayObject._mask); + if (maskObject && !((_a = maskObject.containsPoint) === null || _a === void 0 ? void 0 : _a.call(maskObject, point))) { + hitTest = false; + } + } } - var nx = s * (lb.y - lt.y); - var ny = s * (lt.x - lb.x); - var n00 = (nx * x0) + (ny * y0); - var n10 = (nx * x1) + (ny * y0); - var n01 = (nx * x0) + (ny * y1); - var n11 = (nx * x1) + (ny * y1); - if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y) - || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) { - return false; + // ** FREE TIP **! If an object is not interactive or has no buttons in it + // (such as a game scene!) set interactiveChildren to false for that displayObject. + // This will allow PixiJS to completely ignore and bypass checking the displayObjects children. + if (hitTestChildren && displayObject.interactiveChildren && displayObject.children) { + var children = displayObject.children; + for (var i = children.length - 1; i >= 0; i--) { + var child = children[i]; + // time to get recursive.. if this function will return if something is hit.. + var childHit = this.recursiveFindHit(interactionEvent, child, func, hitTest, interactiveParent); + if (childHit) { + // its a good idea to check if a child has lost its parent. + // this means it has been removed whilst looping so its best + if (!child.parent) { + continue; + } + // we no longer need to hit test any more objects in this container as we we + // now know the parent has been hit + interactiveParent = false; + // If the child is interactive , that means that the object hit was actually + // interactive and not just the child of an interactive object. + // This means we no longer need to hit test anything else. We still need to run + // through all objects, but we don't need to perform any hit tests. + if (childHit) { + if (interactionEvent.target) { + hitTest = false; + } + hit = true; + } + } + } } - var mx = s * (lt.y - rt.y); - var my = s * (rt.x - lt.x); - var m00 = (mx * x0) + (my * y0); - var m10 = (mx * x1) + (my * y0); - var m01 = (mx * x0) + (my * y1); - var m11 = (mx * x1) + (my * y1); - if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y) - || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) { - return false; + // no point running this if the item is not interactive or does not have an interactive parent. + if (interactive) { + // if we are hit testing (as in we have no hit any objects yet) + // We also don't need to worry about hit testing if once of the displayObjects children + // has already been hit - but only if it was interactive, otherwise we need to keep + // looking for an interactive child, just in case we hit one + if (hitTest && !interactionEvent.target) { + // already tested against hitArea if it is defined + if (!displayObject.hitArea && displayObject.containsPoint) { + if (displayObject.containsPoint(point)) { + hit = true; + } + } + } + if (displayObject.interactive) { + if (hit && !interactionEvent.target) { + interactionEvent.target = displayObject; + } + if (func) { + func(interactionEvent, displayObject, !!hit); + } + } } - return true; - }; - /** - * Pads the rectangle making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. - * @returns Returns itself. - */ - Rectangle.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - this.x -= paddingX; - this.y -= paddingY; - this.width += paddingX * 2; - this.height += paddingY * 2; - return this; - }; - /** - * Fits this rectangle around the passed one. - * @param rectangle - The rectangle to fit. - * @returns Returns itself. - */ - Rectangle.prototype.fit = function (rectangle) { - var x1 = Math.max(this.x, rectangle.x); - var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.max(this.y, rectangle.y); - var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = Math.max(x2 - x1, 0); - this.y = y1; - this.height = Math.max(y2 - y1, 0); - return this; - }; - /** - * Enlarges rectangle that way its corners lie on grid - * @param resolution - resolution - * @param eps - precision - * @returns Returns itself. - */ - Rectangle.prototype.ceil = function (resolution, eps) { - if (resolution === void 0) { resolution = 1; } - if (eps === void 0) { eps = 0.001; } - var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution; - var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution; - this.x = Math.floor((this.x + eps) * resolution) / resolution; - this.y = Math.floor((this.y + eps) * resolution) / resolution; - this.width = x2 - this.x; - this.height = y2 - this.y; - return this; + return hit; }; /** - * Enlarges this rectangle to include the passed rectangle. - * @param rectangle - The rectangle to include. - * @returns Returns itself. + * This function is provides a neat way of crawling through the scene graph and running a + * specified function on all interactive objects it finds. It will also take care of hit + * testing the interactive objects and passes the hit across in the function. + * @private + * @param interactionEvent - event containing the point that + * is tested for collision + * @param displayObject - the displayObject + * that will be hit test (recursively crawls its children) + * @param func - the function that will be called on each interactive object. The + * interactionEvent, displayObject and hit will be passed to the function + * @param hitTest - this indicates if the objects inside should be hit test against the point + * @returns - Returns true if the displayObject hit the point */ - Rectangle.prototype.enlarge = function (rectangle) { - var x1 = Math.min(this.x, rectangle.x); - var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.min(this.y, rectangle.y); - var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = x2 - x1; - this.y = y1; - this.height = y2 - y1; - return this; - }; - Rectangle.prototype.toString = function () { - return "[@pixi/math:Rectangle x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; + TreeSearch.prototype.findHit = function (interactionEvent, displayObject, func, hitTest) { + this.recursiveFindHit(interactionEvent, displayObject, func, hitTest, false); }; - return Rectangle; + return TreeSearch; }()); /** - * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects. + * Interface for classes that represent a hit area. + * + * It is implemented by the following classes: + * - {@link PIXI.Circle} + * - {@link PIXI.Ellipse} + * - {@link PIXI.Polygon} + * - {@link PIXI.RoundedRectangle} + * @interface IHitArea * @memberof PIXI */ - var Circle = /** @class */ (function () { - /** - * @param x - The X coordinate of the center of this circle - * @param y - The Y coordinate of the center of this circle - * @param radius - The radius of the circle - */ - function Circle(x, y, radius) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (radius === void 0) { radius = 0; } - this.x = x; - this.y = y; - this.radius = radius; - this.type = SHAPES$2.CIRC; - } - /** - * Creates a clone of this Circle instance - * @returns A copy of the Circle - */ - Circle.prototype.clone = function () { - return new Circle(this.x, this.y, this.radius); - }; - /** - * Checks whether the x and y coordinates given are contained within this circle - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coordinates are within this Circle - */ - Circle.prototype.contains = function (x, y) { - if (this.radius <= 0) { - return false; - } - var r2 = this.radius * this.radius; - var dx = (this.x - x); - var dy = (this.y - y); - dx *= dx; - dy *= dy; - return (dx + dy <= r2); - }; - /** - * Returns the framing rectangle of the circle as a Rectangle object - * @returns The framing rectangle - */ - Circle.prototype.getBounds = function () { - return new Rectangle$2(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2); - }; - Circle.prototype.toString = function () { - return "[@pixi/math:Circle x=" + this.x + " y=" + this.y + " radius=" + this.radius + "]"; - }; - return Circle; - }()); - /** - * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects. - * @memberof PIXI + * Checks whether the x and y coordinates given are contained within this area + * @method + * @name contains + * @memberof PIXI.IHitArea# + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @returns {boolean} Whether the x/y coordinates are within this area */ - var Ellipse = /** @class */ (function () { - /** - * @param x - The X coordinate of the center of this ellipse - * @param y - The Y coordinate of the center of this ellipse - * @param halfWidth - The half width of this ellipse - * @param halfHeight - The half height of this ellipse - */ - function Ellipse(x, y, halfWidth, halfHeight) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (halfWidth === void 0) { halfWidth = 0; } - if (halfHeight === void 0) { halfHeight = 0; } - this.x = x; - this.y = y; - this.width = halfWidth; - this.height = halfHeight; - this.type = SHAPES$2.ELIP; - } - /** - * Creates a clone of this Ellipse instance - * @returns {PIXI.Ellipse} A copy of the ellipse - */ - Ellipse.prototype.clone = function () { - return new Ellipse(this.x, this.y, this.width, this.height); - }; - /** - * Checks whether the x and y coordinates given are contained within this ellipse - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coords are within this ellipse - */ - Ellipse.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { - return false; - } - // normalize the coords to an ellipse with center 0,0 - var normx = ((x - this.x) / this.width); - var normy = ((y - this.y) / this.height); - normx *= normx; - normy *= normy; - return (normx + normy <= 1); - }; - /** - * Returns the framing rectangle of the ellipse as a Rectangle object - * @returns The framing rectangle - */ - Ellipse.prototype.getBounds = function () { - return new Rectangle$2(this.x - this.width, this.y - this.height, this.width, this.height); - }; - Ellipse.prototype.toString = function () { - return "[@pixi/math:Ellipse x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; - }; - return Ellipse; - }()); - /** - * A class to define a shape via user defined coordinates. + * Default property values of interactive objects + * Used by {@link PIXI.InteractionManager} to automatically give all DisplayObjects these properties + * @private + * @name interactiveTarget + * @type {object} * @memberof PIXI + * @example + * function MyObject() {} + * + * Object.assign( + * DisplayObject.prototype, + * PIXI.interactiveTarget + * ); */ - var Polygon = /** @class */ (function () { + var interactiveTarget = { + interactive: false, + interactiveChildren: true, + hitArea: null, /** - * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points - * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or - * the arguments passed can be all the points of the polygon e.g. - * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat - * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers. + * If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive + * Setting this changes the 'cursor' property to `'pointer'`. + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.buttonMode = true; + * @member {boolean} + * @memberof PIXI.DisplayObject# */ - function Polygon() { - var arguments$1 = arguments; - - var points = []; - for (var _i = 0; _i < arguments.length; _i++) { - points[_i] = arguments$1[_i]; + get buttonMode() { + return this.cursor === 'pointer'; + }, + set buttonMode(value) { + if (value) { + this.cursor = 'pointer'; } - var flat = Array.isArray(points[0]) ? points[0] : points; - // if this is an array of points, convert it to a flat array of numbers - if (typeof flat[0] !== 'number') { - var p = []; - for (var i = 0, il = flat.length; i < il; i++) { - p.push(flat[i].x, flat[i].y); - } - flat = p; + else if (this.cursor === 'pointer') { + this.cursor = null; } - this.points = flat; - this.type = SHAPES$2.POLY; - this.closeStroke = true; - } + }, /** - * Creates a clone of this polygon. - * @returns - A copy of the polygon. + * This defines what cursor mode is used when the mouse cursor + * is hovered over the displayObject. + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.cursor = 'wait'; + * @see https://developer.mozilla.org/en/docs/Web/CSS/cursor + * @member {string} + * @memberof PIXI.DisplayObject# */ - Polygon.prototype.clone = function () { - var points = this.points.slice(); - var polygon = new Polygon(points); - polygon.closeStroke = this.closeStroke; - return polygon; - }; + cursor: null, /** - * Checks whether the x and y coordinates passed to this function are contained within this polygon. - * @param x - The X coordinate of the point to test. - * @param y - The Y coordinate of the point to test. - * @returns - Whether the x/y coordinates are within this polygon. + * Internal set of all active pointers, by identifier + * @member {Map} + * @memberof PIXI.DisplayObject# + * @private */ - Polygon.prototype.contains = function (x, y) { - var inside = false; - // use some raycasting to test hits - // https://github.com/substack/point-in-polygon/blob/master/index.js - var length = this.points.length / 2; - for (var i = 0, j = length - 1; i < length; j = i++) { - var xi = this.points[i * 2]; - var yi = this.points[(i * 2) + 1]; - var xj = this.points[j * 2]; - var yj = this.points[(j * 2) + 1]; - var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi); - if (intersect) { - inside = !inside; - } - } - return inside; - }; - Polygon.prototype.toString = function () { - return "[@pixi/math:Polygon" - + ("closeStroke=" + this.closeStroke) - + ("points=" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + ", " + currentPoint; }, '') + "]"); - }; - return Polygon; - }()); + get trackedPointers() { + if (this._trackedPointers === undefined) + { this._trackedPointers = {}; } + return this._trackedPointers; + }, + /** + * Map of all tracked pointers, by identifier. Use trackedPointers to access. + * @private + * @type {Map} + */ + _trackedPointers: undefined, + }; + // Mix interactiveTarget into DisplayObject.prototype + DisplayObject.mixin(interactiveTarget); + var MOUSE_POINTER_ID = 1; + // helpers for hitTest() - only used inside hitTest() + var hitTestEvent = { + target: null, + data: { + global: null, + }, + }; /** - * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its - * top-left corner point (x, y) and by its width and its height and its radius. + * The interaction manager deals with mouse, touch and pointer events. + * + * Any DisplayObject can be interactive if its `interactive` property is set to true. + * + * This manager also supports multitouch. + * + * An instance of this class is automatically created by default, and can be found at `renderer.plugins.interaction` * @memberof PIXI */ - var RoundedRectangle = /** @class */ (function () { - /** - * @param x - The X coordinate of the upper-left corner of the rounded rectangle - * @param y - The Y coordinate of the upper-left corner of the rounded rectangle - * @param width - The overall width of this rounded rectangle - * @param height - The overall height of this rounded rectangle - * @param radius - Controls the radius of the rounded corners - */ - function RoundedRectangle(x, y, width, height, radius) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - if (radius === void 0) { radius = 20; } - this.x = x; - this.y = y; - this.width = width; - this.height = height; - this.radius = radius; - this.type = SHAPES$2.RREC; - } - /** - * Creates a clone of this Rounded Rectangle. - * @returns - A copy of the rounded rectangle. - */ - RoundedRectangle.prototype.clone = function () { - return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius); - }; + var InteractionManager = /** @class */ (function (_super) { + __extends$h(InteractionManager, _super); /** - * Checks whether the x and y coordinates given are contained within this Rounded Rectangle - * @param x - The X coordinate of the point to test. - * @param y - The Y coordinate of the point to test. - * @returns - Whether the x/y coordinates are within this Rounded Rectangle. + * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer + * @param options - The options for the manager. + * @param {boolean} [options.autoPreventDefault=true] - Should the manager automatically prevent default browser actions. + * @param {number} [options.interactionFrequency=10] - Maximum frequency (ms) at pointer over/out states will be checked. + * @param {number} [options.useSystemTicker=true] - Whether to add {@link tickerUpdate} to {@link PIXI.Ticker.system}. */ - RoundedRectangle.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { - return false; - } - if (x >= this.x && x <= this.x + this.width) { - if (y >= this.y && y <= this.y + this.height) { - var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2)); - if ((y >= this.y + radius && y <= this.y + this.height - radius) - || (x >= this.x + radius && x <= this.x + this.width - radius)) { - return true; - } - var dx = x - (this.x + radius); - var dy = y - (this.y + radius); - var radius2 = radius * radius; - if ((dx * dx) + (dy * dy) <= radius2) { - return true; - } - dx = x - (this.x + this.width - radius); - if ((dx * dx) + (dy * dy) <= radius2) { - return true; - } - dy = y - (this.y + this.height - radius); - if ((dx * dx) + (dy * dy) <= radius2) { - return true; - } - dx = x - (this.x + radius); - if ((dx * dx) + (dy * dy) <= radius2) { - return true; - } + function InteractionManager(renderer, options) { + var _this = _super.call(this) || this; + options = options || {}; + _this.renderer = renderer; + _this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true; + _this.interactionFrequency = options.interactionFrequency || 10; + _this.mouse = new InteractionData(); + _this.mouse.identifier = MOUSE_POINTER_ID; + // setting the mouse to start off far off screen will mean that mouse over does + // not get called before we even move the mouse. + _this.mouse.global.set(-999999); + _this.activeInteractionData = {}; + _this.activeInteractionData[MOUSE_POINTER_ID] = _this.mouse; + _this.interactionDataPool = []; + _this.eventData = new InteractionEvent(); + _this.interactionDOMElement = null; + _this.moveWhenInside = false; + _this.eventsAdded = false; + _this.tickerAdded = false; + _this.mouseOverRenderer = !('PointerEvent' in globalThis); + _this.supportsTouchEvents = 'ontouchstart' in globalThis; + _this.supportsPointerEvents = !!globalThis.PointerEvent; + // this will make it so that you don't have to call bind all the time + _this.onPointerUp = _this.onPointerUp.bind(_this); + _this.processPointerUp = _this.processPointerUp.bind(_this); + _this.onPointerCancel = _this.onPointerCancel.bind(_this); + _this.processPointerCancel = _this.processPointerCancel.bind(_this); + _this.onPointerDown = _this.onPointerDown.bind(_this); + _this.processPointerDown = _this.processPointerDown.bind(_this); + _this.onPointerMove = _this.onPointerMove.bind(_this); + _this.processPointerMove = _this.processPointerMove.bind(_this); + _this.onPointerOut = _this.onPointerOut.bind(_this); + _this.processPointerOverOut = _this.processPointerOverOut.bind(_this); + _this.onPointerOver = _this.onPointerOver.bind(_this); + _this.cursorStyles = { + default: 'inherit', + pointer: 'pointer', + }; + _this.currentCursorMode = null; + _this.cursor = null; + _this.resolution = 1; + _this.delayedEvents = []; + _this.search = new TreeSearch(); + _this._tempDisplayObject = new TemporaryDisplayObject(); + _this._eventListenerOptions = { capture: true, passive: false }; + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed on the display + * object. + * @event PIXI.InteractionManager#mousedown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * on the display object. + * @event PIXI.InteractionManager#rightdown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is released over the display + * object. + * @event PIXI.InteractionManager#mouseup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * over the display object. + * @event PIXI.InteractionManager#rightup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed and released on + * the display object. + * @event PIXI.InteractionManager#click + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * and released on the display object. + * @event PIXI.InteractionManager#rightclick + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is released outside the + * display object that initially registered a + * [mousedown]{@link PIXI.InteractionManager#event:mousedown}. + * @event PIXI.InteractionManager#mouseupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * outside the display object that initially registered a + * [rightdown]{@link PIXI.InteractionManager#event:rightdown}. + * @event PIXI.InteractionManager#rightupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved while over the display object + * @event PIXI.InteractionManager#mousemove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved onto the display object + * @event PIXI.InteractionManager#mouseover + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved off the display object + * @event PIXI.InteractionManager#mouseout + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is pressed on the display object. + * @event PIXI.InteractionManager#pointerdown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is released over the display object. + * Not always fired when some buttons are held down while others are released. In those cases, + * use [mousedown]{@link PIXI.InteractionManager#event:mousedown} and + * [mouseup]{@link PIXI.InteractionManager#event:mouseup} instead. + * @event PIXI.InteractionManager#pointerup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when the operating system cancels a pointer event + * @event PIXI.InteractionManager#pointercancel + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is pressed and released on the display object. + * @event PIXI.InteractionManager#pointertap + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is released outside the display object that initially + * registered a [pointerdown]{@link PIXI.InteractionManager#event:pointerdown}. + * @event PIXI.InteractionManager#pointerupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved while over the display object + * @event PIXI.InteractionManager#pointermove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved onto the display object + * @event PIXI.InteractionManager#pointerover + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved off the display object + * @event PIXI.InteractionManager#pointerout + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is placed on the display object. + * @event PIXI.InteractionManager#touchstart + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is removed from the display object. + * @event PIXI.InteractionManager#touchend + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when the operating system cancels a touch + * @event PIXI.InteractionManager#touchcancel + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is placed and removed from the display object. + * @event PIXI.InteractionManager#tap + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is removed outside of the display object that initially + * registered a [touchstart]{@link PIXI.InteractionManager#event:touchstart}. + * @event PIXI.InteractionManager#touchendoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is moved along the display object. + * @event PIXI.InteractionManager#touchmove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed on the display. + * object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#mousedown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#rightdown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is released over the display + * object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#mouseup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#rightup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed and released on + * the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#click + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#rightclick + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is released outside the + * display object that initially registered a + * [mousedown]{@link PIXI.DisplayObject#event:mousedown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#mouseupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * outside the display object that initially registered a + * [rightdown]{@link PIXI.DisplayObject#event:rightdown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#rightupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved while over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#mousemove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved onto the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#mouseover + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved off the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#mouseout + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is pressed on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointerdown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is released over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointerup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when the operating system cancels a pointer event. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointercancel + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is pressed and released on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointertap + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is released outside the display object that initially + * registered a [pointerdown]{@link PIXI.DisplayObject#event:pointerdown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointerupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved while over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointermove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved onto the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointerover + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved off the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#pointerout + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is placed on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#touchstart + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is removed from the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#touchend + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when the operating system cancels a touch. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#touchcancel + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is placed and removed from the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#tap + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is removed outside of the display object that initially + * registered a [touchstart]{@link PIXI.DisplayObject#event:touchstart}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#touchendoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is moved along the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * This comes from the @pixi/interaction package. + * @event PIXI.DisplayObject#touchmove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + _this._useSystemTicker = options.useSystemTicker !== undefined ? options.useSystemTicker : true; + _this.setTargetElement(_this.renderer.view, _this.renderer.resolution); + return _this; + } + Object.defineProperty(InteractionManager.prototype, "useSystemTicker", { + /** + * Should the InteractionManager automatically add {@link tickerUpdate} to {@link PIXI.Ticker.system}. + * @default true + */ + get: function () { + return this._useSystemTicker; + }, + set: function (useSystemTicker) { + this._useSystemTicker = useSystemTicker; + if (useSystemTicker) { + this.addTickerListener(); + } + else { + this.removeTickerListener(); } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(InteractionManager.prototype, "lastObjectRendered", { + /** + * Last rendered object or temp object. + * @readonly + * @protected + */ + get: function () { + return this.renderer._lastObjectRendered || this._tempDisplayObject; + }, + enumerable: false, + configurable: true + }); + /** + * Hit tests a point against the display tree, returning the first interactive object that is hit. + * @param globalPoint - A point to hit test with, in global space. + * @param root - The root display object to start from. If omitted, defaults + * to the last rendered root of the associated renderer. + * @returns - The hit display object, if any. + */ + InteractionManager.prototype.hitTest = function (globalPoint, root) { + // clear the target for our hit test + hitTestEvent.target = null; + // assign the global point + hitTestEvent.data.global = globalPoint; + // ensure safety of the root + if (!root) { + root = this.lastObjectRendered; } - return false; - }; - RoundedRectangle.prototype.toString = function () { - return "[@pixi/math:RoundedRectangle x=" + this.x + " y=" + this.y - + ("width=" + this.width + " height=" + this.height + " radius=" + this.radius + "]"); + // run the hit test + this.processInteractive(hitTestEvent, root, null, true); + // return our found object - it'll be null if we didn't hit anything + return hitTestEvent.target; }; - return RoundedRectangle; - }()); - - /** - * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis. - * - * An `ObservablePoint` is a point that triggers a callback when the point's position is changed. - * @memberof PIXI - */ - var ObservablePoint$2 = /** @class */ (function () { /** - * Creates a new `ObservablePoint` - * @param cb - callback function triggered when `x` and/or `y` are changed - * @param scope - owner of callback - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis + * Sets the DOM element which will receive mouse/touch events. This is useful for when you have + * other DOM elements on top of the renderers Canvas element. With this you'll be bale to delegate + * another DOM element to receive those events. + * @param element - the DOM element which will receive mouse and touch events. + * @param resolution - The resolution / device pixel ratio of the new element (relative to the canvas). */ - function ObservablePoint(cb, scope, x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - this._x = x; - this._y = y; - this.cb = cb; - this.scope = scope; - } - /** - * Creates a clone of this point. - * The callback and scope params can be overridden otherwise they will default - * to the clone object's values. - * @override - * @param cb - The callback function triggered when `x` and/or `y` are changed - * @param scope - The owner of the callback - * @returns a copy of this observable point - */ - ObservablePoint.prototype.clone = function (cb, scope) { - if (cb === void 0) { cb = this.cb; } - if (scope === void 0) { scope = this.scope; } - return new ObservablePoint(cb, scope, this._x, this._y); + InteractionManager.prototype.setTargetElement = function (element, resolution) { + if (resolution === void 0) { resolution = 1; } + this.removeTickerListener(); + this.removeEvents(); + this.interactionDOMElement = element; + this.resolution = resolution; + this.addEvents(); + this.addTickerListener(); }; - /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=x] - position of the point on the y axis - * @returns The observable point instance itself - */ - ObservablePoint.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - if (this._x !== x || this._y !== y) { - this._x = x; - this._y = y; - this.cb.call(this.scope); + /** Adds the ticker listener. */ + InteractionManager.prototype.addTickerListener = function () { + if (this.tickerAdded || !this.interactionDOMElement || !this._useSystemTicker) { + return; } - return this; + Ticker.system.add(this.tickerUpdate, this, UPDATE_PRIORITY.INTERACTION); + this.tickerAdded = true; }; - /** - * Copies x and y from the given point (`p`) - * @param p - The point to copy from. Can be any of type that is or extends `IPointData` - * @returns The observable point instance itself - */ - ObservablePoint.prototype.copyFrom = function (p) { - if (this._x !== p.x || this._y !== p.y) { - this._x = p.x; - this._y = p.y; - this.cb.call(this.scope); + /** Removes the ticker listener. */ + InteractionManager.prototype.removeTickerListener = function () { + if (!this.tickerAdded) { + return; } - return this; - }; - /** - * Copies this point's x and y into that of the given point (`p`) - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated - */ - ObservablePoint.prototype.copyTo = function (p) { - p.set(this._x, this._y); - return p; + Ticker.system.remove(this.tickerUpdate, this); + this.tickerAdded = false; }; - /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal - */ - ObservablePoint.prototype.equals = function (p) { - return (p.x === this._x) && (p.y === this._y); + /** Registers all the DOM events. */ + InteractionManager.prototype.addEvents = function () { + if (this.eventsAdded || !this.interactionDOMElement) { + return; + } + var style = this.interactionDOMElement.style; + if (globalThis.navigator.msPointerEnabled) { + style.msContentZooming = 'none'; + style.msTouchAction = 'none'; + } + else if (this.supportsPointerEvents) { + style.touchAction = 'none'; + } + /* + * These events are added first, so that if pointer events are normalized, they are fired + * in the same order as non-normalized events. ie. pointer event 1st, mouse / touch 2nd + */ + if (this.supportsPointerEvents) { + globalThis.document.addEventListener('pointermove', this.onPointerMove, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions); + // pointerout is fired in addition to pointerup (for touch events) and pointercancel + // we already handle those, so for the purposes of what we do in onPointerOut, we only + // care about the pointerleave event + this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, this._eventListenerOptions); + globalThis.addEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions); + globalThis.addEventListener('pointerup', this.onPointerUp, this._eventListenerOptions); + } + else { + globalThis.document.addEventListener('mousemove', this.onPointerMove, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, this._eventListenerOptions); + globalThis.addEventListener('mouseup', this.onPointerUp, this._eventListenerOptions); + } + // always look directly for touch events so that we can provide original data + // In a future version we should change this to being just a fallback and rely solely on + // PointerEvents whenever available + if (this.supportsTouchEvents) { + this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, this._eventListenerOptions); + this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, this._eventListenerOptions); + } + this.eventsAdded = true; }; - ObservablePoint.prototype.toString = function () { - return "[@pixi/math:ObservablePoint x=" + 0 + " y=" + 0 + " scope=" + this.scope + "]"; + /** Removes all the DOM events that were previously registered. */ + InteractionManager.prototype.removeEvents = function () { + if (!this.eventsAdded || !this.interactionDOMElement) { + return; + } + var style = this.interactionDOMElement.style; + if (globalThis.navigator.msPointerEnabled) { + style.msContentZooming = ''; + style.msTouchAction = ''; + } + else if (this.supportsPointerEvents) { + style.touchAction = ''; + } + if (this.supportsPointerEvents) { + globalThis.document.removeEventListener('pointermove', this.onPointerMove, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, this._eventListenerOptions); + globalThis.removeEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions); + globalThis.removeEventListener('pointerup', this.onPointerUp, this._eventListenerOptions); + } + else { + globalThis.document.removeEventListener('mousemove', this.onPointerMove, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, this._eventListenerOptions); + globalThis.removeEventListener('mouseup', this.onPointerUp, this._eventListenerOptions); + } + if (this.supportsTouchEvents) { + this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, this._eventListenerOptions); + this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, this._eventListenerOptions); + } + this.interactionDOMElement = null; + this.eventsAdded = false; }; - Object.defineProperty(ObservablePoint.prototype, "x", { - /** Position of the observable point on the x axis. */ - get: function () { - return this._x; - }, - set: function (value) { - if (this._x !== value) { - this._x = value; - this.cb.call(this.scope); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(ObservablePoint.prototype, "y", { - /** Position of the observable point on the y axis. */ - get: function () { - return this._y; - }, - set: function (value) { - if (this._y !== value) { - this._y = value; - this.cb.call(this.scope); - } - }, - enumerable: false, - configurable: true - }); - return ObservablePoint; - }()); - - /** - * The PixiJS Matrix as a class makes it a lot faster. - * - * Here is a representation of it: - * ```js - * | a | c | tx| - * | b | d | ty| - * | 0 | 0 | 1 | - * ``` - * @memberof PIXI - */ - var Matrix$2 = /** @class */ (function () { /** - * @param a - x scale - * @param b - y skew - * @param c - x skew - * @param d - y scale - * @param tx - x translation - * @param ty - y translation - */ - function Matrix(a, b, c, d, tx, ty) { - if (a === void 0) { a = 1; } - if (b === void 0) { b = 0; } - if (c === void 0) { c = 0; } - if (d === void 0) { d = 1; } - if (tx === void 0) { tx = 0; } - if (ty === void 0) { ty = 0; } - this.array = null; - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - } - /** - * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: + * Updates the state of interactive objects if at least {@link interactionFrequency} + * milliseconds have passed since the last invocation. * - * a = array[0] - * b = array[1] - * c = array[3] - * d = array[4] - * tx = array[2] - * ty = array[5] - * @param array - The array that the matrix will be populated from. - */ - Matrix.prototype.fromArray = function (array) { - this.a = array[0]; - this.b = array[1]; - this.c = array[3]; - this.d = array[4]; - this.tx = array[2]; - this.ty = array[5]; - }; - /** - * Sets the matrix properties. - * @param a - Matrix component - * @param b - Matrix component - * @param c - Matrix component - * @param d - Matrix component - * @param tx - Matrix component - * @param ty - Matrix component - * @returns This matrix. Good for chaining method calls. + * Invoked by a throttled ticker update from {@link PIXI.Ticker.system}. + * @param deltaTime - time delta since the last call */ - Matrix.prototype.set = function (a, b, c, d, tx, ty) { - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - return this; + InteractionManager.prototype.tickerUpdate = function (deltaTime) { + this._deltaTime += deltaTime; + if (this._deltaTime < this.interactionFrequency) { + return; + } + this._deltaTime = 0; + this.update(); }; - /** - * Creates an array from the current Matrix object. - * @param transpose - Whether we need to transpose the matrix or not - * @param [out=new Float32Array(9)] - If provided the array will be assigned to out - * @returns The newly created array which contains the matrix - */ - Matrix.prototype.toArray = function (transpose, out) { - if (!this.array) { - this.array = new Float32Array(9); + /** Updates the state of interactive objects. */ + InteractionManager.prototype.update = function () { + if (!this.interactionDOMElement) { + return; } - var array = out || this.array; - if (transpose) { - array[0] = this.a; - array[1] = this.b; - array[2] = 0; - array[3] = this.c; - array[4] = this.d; - array[5] = 0; - array[6] = this.tx; - array[7] = this.ty; - array[8] = 1; + // if the user move the mouse this check has already been done using the mouse move! + if (this._didMove) { + this._didMove = false; + return; } - else { - array[0] = this.a; - array[1] = this.c; - array[2] = this.tx; - array[3] = this.b; - array[4] = this.d; - array[5] = this.ty; - array[6] = 0; - array[7] = 0; - array[8] = 1; + this.cursor = null; + // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind, + // but there was a scenario of a display object moving under a static mouse cursor. + // In this case, mouseover and mouseevents would not pass the flag test in dispatchEvent function + for (var k in this.activeInteractionData) { + // eslint-disable-next-line no-prototype-builtins + if (this.activeInteractionData.hasOwnProperty(k)) { + var interactionData = this.activeInteractionData[k]; + if (interactionData.originalEvent && interactionData.pointerType !== 'touch') { + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, interactionData.originalEvent, interactionData); + this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, true); + } + } } - return array; + this.setCursorMode(this.cursor); }; /** - * Get a new position with the current transformation applied. - * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, transformed through this matrix + * Sets the current cursor mode, handling any callbacks or CSS style changes. + * @param mode - cursor mode, a key from the cursorStyles dictionary */ - Matrix.prototype.apply = function (pos, newPos) { - newPos = (newPos || new Point$2()); - var x = pos.x; - var y = pos.y; - newPos.x = (this.a * x) + (this.c * y) + this.tx; - newPos.y = (this.b * x) + (this.d * y) + this.ty; - return newPos; + InteractionManager.prototype.setCursorMode = function (mode) { + mode = mode || 'default'; + var applyStyles = true; + // offscreen canvas does not support setting styles, but cursor modes can be functions, + // in order to handle pixi rendered cursors, so we can't bail + if (globalThis.OffscreenCanvas && this.interactionDOMElement instanceof OffscreenCanvas) { + applyStyles = false; + } + // if the mode didn't actually change, bail early + if (this.currentCursorMode === mode) { + return; + } + this.currentCursorMode = mode; + var style = this.cursorStyles[mode]; + // only do things if there is a cursor style for it + if (style) { + switch (typeof style) { + case 'string': + // string styles are handled as cursor CSS + if (applyStyles) { + this.interactionDOMElement.style.cursor = style; + } + break; + case 'function': + // functions are just called, and passed the cursor mode + style(mode); + break; + case 'object': + // if it is an object, assume that it is a dictionary of CSS styles, + // apply it to the interactionDOMElement + if (applyStyles) { + Object.assign(this.interactionDOMElement.style, style); + } + break; + } + } + else if (applyStyles && typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode)) { + // if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry + // for the mode, then assume that the dev wants it to be CSS for the cursor. + this.interactionDOMElement.style.cursor = mode; + } }; /** - * Get a new position with the inverse of the current transformation applied. - * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, inverse-transformed through this matrix + * Dispatches an event on the display object that was interacted with. + * @param displayObject - the display object in question + * @param eventString - the name of the event (e.g, mousedown) + * @param eventData - the event data object */ - Matrix.prototype.applyInverse = function (pos, newPos) { - newPos = (newPos || new Point$2()); - var id = 1 / ((this.a * this.d) + (this.c * -this.b)); - var x = pos.x; - var y = pos.y; - newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id); - newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id); - return newPos; + InteractionManager.prototype.dispatchEvent = function (displayObject, eventString, eventData) { + // Even if the event was stopped, at least dispatch any remaining events + // for the same display object. + if (!eventData.stopPropagationHint || displayObject === eventData.stopsPropagatingAt) { + eventData.currentTarget = displayObject; + eventData.type = eventString; + displayObject.emit(eventString, eventData); + if (displayObject[eventString]) { + displayObject[eventString](eventData); + } + } }; /** - * Translates the matrix on the x and y. - * @param x - How much to translate x by - * @param y - How much to translate y by - * @returns This matrix. Good for chaining method calls. + * Puts a event on a queue to be dispatched later. This is used to guarantee correct + * ordering of over/out events. + * @param displayObject - the display object in question + * @param eventString - the name of the event (e.g, mousedown) + * @param eventData - the event data object */ - Matrix.prototype.translate = function (x, y) { - this.tx += x; - this.ty += y; - return this; + InteractionManager.prototype.delayDispatchEvent = function (displayObject, eventString, eventData) { + this.delayedEvents.push({ displayObject: displayObject, eventString: eventString, eventData: eventData }); }; /** - * Applies a scale transformation to the matrix. - * @param x - The amount to scale horizontally - * @param y - The amount to scale vertically - * @returns This matrix. Good for chaining method calls. + * Maps x and y coords from a DOM object and maps them correctly to the PixiJS view. The + * resulting value is stored in the point. This takes into account the fact that the DOM + * element could be scaled and positioned anywhere on the screen. + * @param point - the point that the result will be stored in + * @param x - the x coord of the position to map + * @param y - the y coord of the position to map */ - Matrix.prototype.scale = function (x, y) { - this.a *= x; - this.d *= y; - this.c *= x; - this.b *= y; - this.tx *= x; - this.ty *= y; - return this; + InteractionManager.prototype.mapPositionToPoint = function (point, x, y) { + var rect; + // IE 11 fix + if (!this.interactionDOMElement.parentElement) { + rect = { + x: 0, + y: 0, + width: this.interactionDOMElement.width, + height: this.interactionDOMElement.height, + left: 0, + top: 0 + }; + } + else { + rect = this.interactionDOMElement.getBoundingClientRect(); + } + var resolutionMultiplier = 1.0 / this.resolution; + point.x = ((x - rect.left) * (this.interactionDOMElement.width / rect.width)) * resolutionMultiplier; + point.y = ((y - rect.top) * (this.interactionDOMElement.height / rect.height)) * resolutionMultiplier; }; /** - * Applies a rotation transformation to the matrix. - * @param angle - The angle in radians. - * @returns This matrix. Good for chaining method calls. + * This function is provides a neat way of crawling through the scene graph and running a + * specified function on all interactive objects it finds. It will also take care of hit + * testing the interactive objects and passes the hit across in the function. + * @protected + * @param interactionEvent - event containing the point that + * is tested for collision + * @param displayObject - the displayObject + * that will be hit test (recursively crawls its children) + * @param func - the function that will be called on each interactive object. The + * interactionEvent, displayObject and hit will be passed to the function + * @param hitTest - indicates whether we want to calculate hits + * or just iterate through all interactive objects */ - Matrix.prototype.rotate = function (angle) { - var cos = Math.cos(angle); - var sin = Math.sin(angle); - var a1 = this.a; - var c1 = this.c; - var tx1 = this.tx; - this.a = (a1 * cos) - (this.b * sin); - this.b = (a1 * sin) + (this.b * cos); - this.c = (c1 * cos) - (this.d * sin); - this.d = (c1 * sin) + (this.d * cos); - this.tx = (tx1 * cos) - (this.ty * sin); - this.ty = (tx1 * sin) + (this.ty * cos); - return this; + InteractionManager.prototype.processInteractive = function (interactionEvent, displayObject, func, hitTest) { + var hit = this.search.findHit(interactionEvent, displayObject, func, hitTest); + var delayedEvents = this.delayedEvents; + if (!delayedEvents.length) { + return hit; + } + // Reset the propagation hint, because we start deeper in the tree again. + interactionEvent.stopPropagationHint = false; + var delayedLen = delayedEvents.length; + this.delayedEvents = []; + for (var i = 0; i < delayedLen; i++) { + var _a = delayedEvents[i], displayObject_1 = _a.displayObject, eventString = _a.eventString, eventData = _a.eventData; + // When we reach the object we wanted to stop propagating at, + // set the propagation hint. + if (eventData.stopsPropagatingAt === displayObject_1) { + eventData.stopPropagationHint = true; + } + this.dispatchEvent(displayObject_1, eventString, eventData); + } + return hit; }; /** - * Appends the given Matrix to this Matrix. - * @param matrix - The matrix to append. - * @returns This matrix. Good for chaining method calls. + * Is called when the pointer button is pressed down on the renderer element + * @param originalEvent - The DOM event of a pointer button being pressed down */ - Matrix.prototype.append = function (matrix) { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - this.a = (matrix.a * a1) + (matrix.b * c1); - this.b = (matrix.a * b1) + (matrix.b * d1); - this.c = (matrix.c * a1) + (matrix.d * c1); - this.d = (matrix.c * b1) + (matrix.d * d1); - this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx; - this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty; - return this; - }; - /** - * Sets the matrix based on all the available properties - * @param x - Position on the x axis - * @param y - Position on the y axis - * @param pivotX - Pivot on the x axis - * @param pivotY - Pivot on the y axis - * @param scaleX - Scale on the x axis - * @param scaleY - Scale on the y axis - * @param rotation - Rotation in radians - * @param skewX - Skew on the x axis - * @param skewY - Skew on the y axis - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) { - this.a = Math.cos(rotation + skewY) * scaleX; - this.b = Math.sin(rotation + skewY) * scaleX; - this.c = -Math.sin(rotation - skewX) * scaleY; - this.d = Math.cos(rotation - skewX) * scaleY; - this.tx = x - ((pivotX * this.a) + (pivotY * this.c)); - this.ty = y - ((pivotX * this.b) + (pivotY * this.d)); - return this; + InteractionManager.prototype.onPointerDown = function (originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') + { return; } + var events = this.normalizeToPointerData(originalEvent); + /* + * No need to prevent default on natural pointer events, as there are no side effects + * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser, + * so still need to be prevented. + */ + // Guaranteed that there will be at least one event in events, and all events must have the same pointer type + if (this.autoPreventDefault && events[0].isNormalized) { + var cancelable = originalEvent.cancelable || !('cancelable' in originalEvent); + if (cancelable) { + originalEvent.preventDefault(); + } + } + var eventLen = events.length; + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = originalEvent; + this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerDown, true); + this.emit('pointerdown', interactionEvent); + if (event.pointerType === 'touch') { + this.emit('touchstart', interactionEvent); + } + // emit a mouse event for "pen" pointers, the way a browser would emit a fallback event + else if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + var isRightButton = event.button === 2; + this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData); + } + } }; /** - * Prepends the given Matrix to this Matrix. - * @param matrix - The matrix to prepend - * @returns This matrix. Good for chaining method calls. + * Processes the result of the pointer down check and dispatches the event if need be + * @param interactionEvent - The interaction event wrapping the DOM event + * @param displayObject - The display object that was tested + * @param hit - the result of the hit test on the display object */ - Matrix.prototype.prepend = function (matrix) { - var tx1 = this.tx; - if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) { - var a1 = this.a; - var c1 = this.c; - this.a = (a1 * matrix.a) + (this.b * matrix.c); - this.b = (a1 * matrix.b) + (this.b * matrix.d); - this.c = (c1 * matrix.a) + (this.d * matrix.c); - this.d = (c1 * matrix.b) + (this.d * matrix.d); + InteractionManager.prototype.processPointerDown = function (interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + if (hit) { + if (!displayObject.trackedPointers[id]) { + displayObject.trackedPointers[id] = new InteractionTrackingData(id); + } + this.dispatchEvent(displayObject, 'pointerdown', interactionEvent); + if (data.pointerType === 'touch') { + this.dispatchEvent(displayObject, 'touchstart', interactionEvent); + } + else if (data.pointerType === 'mouse' || data.pointerType === 'pen') { + var isRightButton = data.button === 2; + if (isRightButton) { + displayObject.trackedPointers[id].rightDown = true; + } + else { + displayObject.trackedPointers[id].leftDown = true; + } + this.dispatchEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent); + } } - this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx; - this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty; - return this; }; /** - * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. - * @param transform - The transform to apply the properties to. - * @returns The transform with the newly applied properties + * Is called when the pointer button is released on the renderer element + * @param originalEvent - The DOM event of a pointer button being released + * @param cancelled - true if the pointer is cancelled + * @param func - Function passed to {@link processInteractive} */ - Matrix.prototype.decompose = function (transform) { - // sort out rotation / skew.. - var a = this.a; - var b = this.b; - var c = this.c; - var d = this.d; - var pivot = transform.pivot; - var skewX = -Math.atan2(-c, d); - var skewY = Math.atan2(b, a); - var delta = Math.abs(skewX + skewY); - if (delta < 0.00001 || Math.abs(PI_2$2 - delta) < 0.00001) { - transform.rotation = skewY; - transform.skew.x = transform.skew.y = 0; + InteractionManager.prototype.onPointerComplete = function (originalEvent, cancelled, func) { + var events = this.normalizeToPointerData(originalEvent); + var eventLen = events.length; + // if the event wasn't targeting our canvas, then consider it to be pointerupoutside + // in all cases (unless it was a pointercancel) + var target = originalEvent.target; + // if in shadow DOM use composedPath to access target + if (originalEvent.composedPath && originalEvent.composedPath().length > 0) { + target = originalEvent.composedPath()[0]; } - else { - transform.rotation = 0; - transform.skew.x = skewX; - transform.skew.y = skewY; + var eventAppend = target !== this.interactionDOMElement ? 'outside' : ''; + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = originalEvent; + // perform hit testing for events targeting our canvas or cancel events + this.processInteractive(interactionEvent, this.lastObjectRendered, func, cancelled || !eventAppend); + this.emit(cancelled ? 'pointercancel' : "pointerup" + eventAppend, interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + var isRightButton = event.button === 2; + this.emit(isRightButton ? "rightup" + eventAppend : "mouseup" + eventAppend, interactionEvent); + } + else if (event.pointerType === 'touch') { + this.emit(cancelled ? 'touchcancel' : "touchend" + eventAppend, interactionEvent); + this.releaseInteractionDataForPointerId(event.pointerId); + } } - // next set scale - transform.scale.x = Math.sqrt((a * a) + (b * b)); - transform.scale.y = Math.sqrt((c * c) + (d * d)); - // next set position - transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c)); - transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d)); - return transform; - }; - /** - * Inverts this matrix - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.invert = function () { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - var tx1 = this.tx; - var n = (a1 * d1) - (b1 * c1); - this.a = d1 / n; - this.b = -b1 / n; - this.c = -c1 / n; - this.d = a1 / n; - this.tx = ((c1 * this.ty) - (d1 * tx1)) / n; - this.ty = -((a1 * this.ty) - (b1 * tx1)) / n; - return this; }; /** - * Resets this Matrix to an identity (default) matrix. - * @returns This matrix. Good for chaining method calls. + * Is called when the pointer button is cancelled + * @param event - The DOM event of a pointer button being released */ - Matrix.prototype.identity = function () { - this.a = 1; - this.b = 0; - this.c = 0; - this.d = 1; - this.tx = 0; - this.ty = 0; - return this; + InteractionManager.prototype.onPointerCancel = function (event) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && event.pointerType === 'touch') + { return; } + this.onPointerComplete(event, true, this.processPointerCancel); }; /** - * Creates a new Matrix object with the same values as this one. - * @returns A copy of this matrix. Good for chaining method calls. + * Processes the result of the pointer cancel check and dispatches the event if need be + * @param interactionEvent - The interaction event wrapping the DOM event + * @param displayObject - The display object that was tested */ - Matrix.prototype.clone = function () { - var matrix = new Matrix(); - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; + InteractionManager.prototype.processPointerCancel = function (interactionEvent, displayObject) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + if (displayObject.trackedPointers[id] !== undefined) { + delete displayObject.trackedPointers[id]; + this.dispatchEvent(displayObject, 'pointercancel', interactionEvent); + if (data.pointerType === 'touch') { + this.dispatchEvent(displayObject, 'touchcancel', interactionEvent); + } + } }; /** - * Changes the values of the given matrix to be the same as the ones in this matrix - * @param matrix - The matrix to copy to. - * @returns The matrix given in parameter with its values updated. + * Is called when the pointer button is released on the renderer element + * @param event - The DOM event of a pointer button being released */ - Matrix.prototype.copyTo = function (matrix) { - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; + InteractionManager.prototype.onPointerUp = function (event) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && event.pointerType === 'touch') + { return; } + this.onPointerComplete(event, false, this.processPointerUp); }; /** - * Changes the values of the matrix to be the same as the ones in given matrix - * @param {PIXI.Matrix} matrix - The matrix to copy from. - * @returns {PIXI.Matrix} this + * Processes the result of the pointer up check and dispatches the event if need be + * @param interactionEvent - The interaction event wrapping the DOM event + * @param displayObject - The display object that was tested + * @param hit - the result of the hit test on the display object */ - Matrix.prototype.copyFrom = function (matrix) { - this.a = matrix.a; - this.b = matrix.b; - this.c = matrix.c; - this.d = matrix.d; - this.tx = matrix.tx; - this.ty = matrix.ty; - return this; - }; - Matrix.prototype.toString = function () { - return "[@pixi/math:Matrix a=" + this.a + " b=" + this.b + " c=" + this.c + " d=" + this.d + " tx=" + this.tx + " ty=" + this.ty + "]"; - }; - Object.defineProperty(Matrix, "IDENTITY", { - /** - * A default (identity) matrix - * @readonly - */ - get: function () { - return new Matrix(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Matrix, "TEMP_MATRIX", { - /** - * A temp matrix - * @readonly - */ - get: function () { - return new Matrix(); - }, - enumerable: false, - configurable: true - }); - return Matrix; - }()); - - // Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group - /* - * Transform matrix for operation n is: - * | ux | vx | - * | uy | vy | - */ - var ux$2 = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; - var uy$2 = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vx$2 = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vy$2 = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; - /** - * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table} - * for the composition of each rotation in the dihederal group D8. - * @type {number[][]} - * @private - */ - var rotationCayley = []; - /** - * Matrices for each `GD8Symmetry` rotation. - * @type {PIXI.Matrix[]} - * @private - */ - var rotationMatrices = []; - /* - * Alias for {@code Math.sign}. - */ - var signum$2 = Math.sign; - /* - * Initializes `rotationCayley` and `rotationMatrices`. It is called - * only once below. - */ - function init$2() { - for (var i = 0; i < 16; i++) { - var row = []; - rotationCayley.push(row); - for (var j = 0; j < 16; j++) { - /* Multiplies rotation matrices i and j. */ - var _ux = signum$2((ux$2[i] * ux$2[j]) + (vx$2[i] * uy$2[j])); - var _uy = signum$2((uy$2[i] * ux$2[j]) + (vy$2[i] * uy$2[j])); - var _vx = signum$2((ux$2[i] * vx$2[j]) + (vx$2[i] * vy$2[j])); - var _vy = signum$2((uy$2[i] * vx$2[j]) + (vy$2[i] * vy$2[j])); - /* Finds rotation matrix matching the product and pushes it. */ - for (var k = 0; k < 16; k++) { - if (ux$2[k] === _ux && uy$2[k] === _uy - && vx$2[k] === _vx && vy$2[k] === _vy) { - row.push(k); - break; + InteractionManager.prototype.processPointerUp = function (interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + var trackingData = displayObject.trackedPointers[id]; + var isTouch = data.pointerType === 'touch'; + var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); + // need to track mouse down status in the mouse block so that we can emit + // event in a later block + var isMouseTap = false; + // Mouse only + if (isMouse) { + var isRightButton = data.button === 2; + var flags = InteractionTrackingData.FLAGS; + var test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN; + var isDown = trackingData !== undefined && (trackingData.flags & test); + if (hit) { + this.dispatchEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent); + if (isDown) { + this.dispatchEvent(displayObject, isRightButton ? 'rightclick' : 'click', interactionEvent); + // because we can confirm that the mousedown happened on this object, flag for later emit of pointertap + isMouseTap = true; + } + } + else if (isDown) { + this.dispatchEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent); + } + // update the down state of the tracking data + if (trackingData) { + if (isRightButton) { + trackingData.rightDown = false; + } + else { + trackingData.leftDown = false; } } } - } - for (var i = 0; i < 16; i++) { - var mat = new Matrix$2(); - mat.set(ux$2[i], uy$2[i], vx$2[i], vy$2[i], 0, 0); - rotationMatrices.push(mat); - } - } - init$2(); - /** - * @memberof PIXI - * @typedef {number} GD8Symmetry - * @see PIXI.groupD8 - */ - /** - * Implements the dihedral group D8, which is similar to - * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html}; - * D8 is the same but with diagonals, and it is used for texture - * rotations. - * - * The directions the U- and V- axes after rotation - * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))` - * and `(vX(a), vY(a))`. These aren't necessarily unit vectors. - * - * **Origin:**
                                                                        - * This is the small part of gameofbombs.com portal system. It works. - * @see PIXI.groupD8.E - * @see PIXI.groupD8.SE - * @see PIXI.groupD8.S - * @see PIXI.groupD8.SW - * @see PIXI.groupD8.W - * @see PIXI.groupD8.NW - * @see PIXI.groupD8.N - * @see PIXI.groupD8.NE - * @author Ivan @ivanpopelyshev - * @namespace PIXI.groupD8 - * @memberof PIXI - */ - var groupD8 = { + // Pointers and Touches, and Mouse + if (hit) { + this.dispatchEvent(displayObject, 'pointerup', interactionEvent); + if (isTouch) + { this.dispatchEvent(displayObject, 'touchend', interactionEvent); } + if (trackingData) { + // emit pointertap if not a mouse, or if the mouse block decided it was a tap + if (!isMouse || isMouseTap) { + this.dispatchEvent(displayObject, 'pointertap', interactionEvent); + } + if (isTouch) { + this.dispatchEvent(displayObject, 'tap', interactionEvent); + // touches are no longer over (if they ever were) when we get the touchend + // so we should ensure that we don't keep pretending that they are + trackingData.over = false; + } + } + } + else if (trackingData) { + this.dispatchEvent(displayObject, 'pointerupoutside', interactionEvent); + if (isTouch) + { this.dispatchEvent(displayObject, 'touchendoutside', interactionEvent); } + } + // Only remove the tracking data if there is no over/down state still associated with it + if (trackingData && trackingData.none) { + delete displayObject.trackedPointers[id]; + } + }; /** - * | Rotation | Direction | - * |----------|-----------| - * | 0° | East | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} + * Is called when the pointer moves across the renderer element + * @param originalEvent - The DOM event of a pointer moving */ - E: 0, + InteractionManager.prototype.onPointerMove = function (originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') + { return; } + var events = this.normalizeToPointerData(originalEvent); + if (events[0].pointerType === 'mouse' || events[0].pointerType === 'pen') { + this._didMove = true; + this.cursor = null; + } + var eventLen = events.length; + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = originalEvent; + this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerMove, true); + this.emit('pointermove', interactionEvent); + if (event.pointerType === 'touch') + { this.emit('touchmove', interactionEvent); } + if (event.pointerType === 'mouse' || event.pointerType === 'pen') + { this.emit('mousemove', interactionEvent); } + } + if (events[0].pointerType === 'mouse') { + this.setCursorMode(this.cursor); + // TODO BUG for parents interactive object (border order issue) + } + }; /** - * | Rotation | Direction | - * |----------|-----------| - * | 45°↻ | Southeast | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} + * Processes the result of the pointer move check and dispatches the event if need be + * @param interactionEvent - The interaction event wrapping the DOM event + * @param displayObject - The display object that was tested + * @param hit - the result of the hit test on the display object */ - SE: 1, + InteractionManager.prototype.processPointerMove = function (interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var isTouch = data.pointerType === 'touch'; + var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); + if (isMouse) { + this.processPointerOverOut(interactionEvent, displayObject, hit); + } + if (!this.moveWhenInside || hit) { + this.dispatchEvent(displayObject, 'pointermove', interactionEvent); + if (isTouch) + { this.dispatchEvent(displayObject, 'touchmove', interactionEvent); } + if (isMouse) + { this.dispatchEvent(displayObject, 'mousemove', interactionEvent); } + } + }; /** - * | Rotation | Direction | - * |----------|-----------| - * | 90°↻ | South | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} + * Is called when the pointer is moved out of the renderer element + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out */ - S: 2, + InteractionManager.prototype.onPointerOut = function (originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') + { return; } + var events = this.normalizeToPointerData(originalEvent); + // Only mouse and pointer can call onPointerOut, so events will always be length 1 + var event = events[0]; + if (event.pointerType === 'mouse') { + this.mouseOverRenderer = false; + this.setCursorMode(null); + } + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = event; + this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, false); + this.emit('pointerout', interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + this.emit('mouseout', interactionEvent); + } + else { + // we can get touchleave events after touchend, so we want to make sure we don't + // introduce memory leaks + this.releaseInteractionDataForPointerId(interactionData.identifier); + } + }; /** - * | Rotation | Direction | - * |----------|-----------| - * | 135°↻ | Southwest | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} + * Processes the result of the pointer over/out check and dispatches the event if need be. + * @param interactionEvent - The interaction event wrapping the DOM event + * @param displayObject - The display object that was tested + * @param hit - the result of the hit test on the display object */ - SW: 3, - /** - * | Rotation | Direction | - * |----------|-----------| - * | 180° | West | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - W: 4, - /** - * | Rotation | Direction | - * |-------------|--------------| - * | -135°/225°↻ | Northwest | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - NW: 5, - /** - * | Rotation | Direction | - * |-------------|--------------| - * | -90°/270°↻ | North | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - N: 6, - /** - * | Rotation | Direction | - * |-------------|--------------| - * | -45°/315°↻ | Northeast | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - NE: 7, - /** - * Reflection about Y-axis. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - MIRROR_VERTICAL: 8, - /** - * Reflection about the main diagonal. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - MAIN_DIAGONAL: 10, - /** - * Reflection about X-axis. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - MIRROR_HORIZONTAL: 12, - /** - * Reflection about reverse diagonal. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - REVERSE_DIAGONAL: 14, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The X-component of the U-axis - * after rotating the axes. - */ - uX: function (ind) { return ux$2[ind]; }, + InteractionManager.prototype.processPointerOverOut = function (interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); + var trackingData = displayObject.trackedPointers[id]; + // if we just moused over the display object, then we need to track that state + if (hit && !trackingData) { + trackingData = displayObject.trackedPointers[id] = new InteractionTrackingData(id); + } + if (trackingData === undefined) + { return; } + if (hit && this.mouseOverRenderer) { + if (!trackingData.over) { + trackingData.over = true; + this.delayDispatchEvent(displayObject, 'pointerover', interactionEvent); + if (isMouse) { + this.delayDispatchEvent(displayObject, 'mouseover', interactionEvent); + } + } + // only change the cursor if it has not already been changed (by something deeper in the + // display tree) + if (isMouse && this.cursor === null) { + this.cursor = displayObject.cursor; + } + } + else if (trackingData.over) { + trackingData.over = false; + this.dispatchEvent(displayObject, 'pointerout', this.eventData); + if (isMouse) { + this.dispatchEvent(displayObject, 'mouseout', interactionEvent); + } + // if there is no mouse down information for the pointer, then it is safe to delete + if (trackingData.none) { + delete displayObject.trackedPointers[id]; + } + } + }; /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis - * after rotating the axes. + * Is called when the pointer is moved into the renderer element. + * @param originalEvent - The DOM event of a pointer button being moved into the renderer view. */ - uY: function (ind) { return uy$2[ind]; }, + InteractionManager.prototype.onPointerOver = function (originalEvent) { + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') + { return; } + var events = this.normalizeToPointerData(originalEvent); + // Only mouse and pointer can call onPointerOver, so events will always be length 1 + var event = events[0]; + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = event; + if (event.pointerType === 'mouse') { + this.mouseOverRenderer = true; + } + this.emit('pointerover', interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + this.emit('mouseover', interactionEvent); + } + }; /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The X-component of the V-axis - * after rotating the axes. + * Get InteractionData for a given pointerId. Store that data as well. + * @param event - Normalized pointer event, output from normalizeToPointerData. + * @returns - Interaction data for the given pointer identifier. */ - vX: function (ind) { return vx$2[ind]; }, + InteractionManager.prototype.getInteractionDataForPointerId = function (event) { + var pointerId = event.pointerId; + var interactionData; + if (pointerId === MOUSE_POINTER_ID || event.pointerType === 'mouse') { + interactionData = this.mouse; + } + else if (this.activeInteractionData[pointerId]) { + interactionData = this.activeInteractionData[pointerId]; + } + else { + interactionData = this.interactionDataPool.pop() || new InteractionData(); + interactionData.identifier = pointerId; + this.activeInteractionData[pointerId] = interactionData; + } + // copy properties from the event, so that we can make sure that touch/pointer specific + // data is available + interactionData.copyEvent(event); + return interactionData; + }; /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis - * after rotating the axes. + * Return unused InteractionData to the pool, for a given pointerId + * @param pointerId - Identifier from a pointer event */ - vY: function (ind) { return vy$2[ind]; }, + InteractionManager.prototype.releaseInteractionDataForPointerId = function (pointerId) { + var interactionData = this.activeInteractionData[pointerId]; + if (interactionData) { + delete this.activeInteractionData[pointerId]; + interactionData.reset(); + this.interactionDataPool.push(interactionData); + } + }; /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite - * is needed. Only rotations have opposite symmetries while - * reflections don't. - * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation` + * Configure an InteractionEvent to wrap a DOM PointerEvent and InteractionData + * @param interactionEvent - The event to be configured + * @param pointerEvent - The DOM event that will be paired with the InteractionEvent + * @param interactionData - The InteractionData that will be paired + * with the InteractionEvent + * @returns - the interaction event that was passed in */ - inv: function (rotation) { - if (rotation & 8) // true only if between 8 & 15 (reflections) - { - return rotation & 15; // or rotation % 16 + InteractionManager.prototype.configureInteractionEventForDOMEvent = function (interactionEvent, pointerEvent, interactionData) { + interactionEvent.data = interactionData; + this.mapPositionToPoint(interactionData.global, pointerEvent.clientX, pointerEvent.clientY); + // Not really sure why this is happening, but it's how a previous version handled things + if (pointerEvent.pointerType === 'touch') { + pointerEvent.globalX = interactionData.global.x; + pointerEvent.globalY = interactionData.global.y; } - return (-rotation) & 7; // or (8 - rotation) % 8 - }, + interactionData.originalEvent = pointerEvent; + interactionEvent.reset(); + return interactionEvent; + }; /** - * Composes the two D8 operations. - * - * Taking `^` as reflection: - * - * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 | - * |-------|-----|-----|-----|-----|------|-------|-------|-------| - * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ | - * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ | - * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ | - * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ | - * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S | - * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W | - * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N | - * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E | - * - * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table} - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which - * is the row in the above cayley table. - * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which - * is the column in the above cayley table. - * @returns {PIXI.GD8Symmetry} Composed operation + * Ensures that the original event object contains all data that a regular pointer event would have + * @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event + * @returns - An array containing a single normalized pointer event, in the case of a pointer + * or mouse event, or a multiple normalized pointer events if there are multiple changed touches */ - add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); }, + InteractionManager.prototype.normalizeToPointerData = function (event) { + var normalizedEvents = []; + if (this.supportsTouchEvents && event instanceof TouchEvent) { + for (var i = 0, li = event.changedTouches.length; i < li; i++) { + var touch = event.changedTouches[i]; + if (typeof touch.button === 'undefined') + { touch.button = event.touches.length ? 1 : 0; } + if (typeof touch.buttons === 'undefined') + { touch.buttons = event.touches.length ? 1 : 0; } + if (typeof touch.isPrimary === 'undefined') { + touch.isPrimary = event.touches.length === 1 && event.type === 'touchstart'; + } + if (typeof touch.width === 'undefined') + { touch.width = touch.radiusX || 1; } + if (typeof touch.height === 'undefined') + { touch.height = touch.radiusY || 1; } + if (typeof touch.tiltX === 'undefined') + { touch.tiltX = 0; } + if (typeof touch.tiltY === 'undefined') + { touch.tiltY = 0; } + if (typeof touch.pointerType === 'undefined') + { touch.pointerType = 'touch'; } + if (typeof touch.pointerId === 'undefined') + { touch.pointerId = touch.identifier || 0; } + if (typeof touch.pressure === 'undefined') + { touch.pressure = touch.force || 0.5; } + if (typeof touch.twist === 'undefined') + { touch.twist = 0; } + if (typeof touch.tangentialPressure === 'undefined') + { touch.tangentialPressure = 0; } + // TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven + // support, and the fill ins are not quite the same + // offsetX/Y might be okay, but is not the same as clientX/Y when the canvas's top + // left is not 0,0 on the page + if (typeof touch.layerX === 'undefined') + { touch.layerX = touch.offsetX = touch.clientX; } + if (typeof touch.layerY === 'undefined') + { touch.layerY = touch.offsetY = touch.clientY; } + // mark the touch as normalized, just so that we know we did it + touch.isNormalized = true; + normalizedEvents.push(touch); + } + } + // apparently PointerEvent subclasses MouseEvent, so yay + else if (!globalThis.MouseEvent + || (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof globalThis.PointerEvent)))) { + var tempEvent = event; + if (typeof tempEvent.isPrimary === 'undefined') + { tempEvent.isPrimary = true; } + if (typeof tempEvent.width === 'undefined') + { tempEvent.width = 1; } + if (typeof tempEvent.height === 'undefined') + { tempEvent.height = 1; } + if (typeof tempEvent.tiltX === 'undefined') + { tempEvent.tiltX = 0; } + if (typeof tempEvent.tiltY === 'undefined') + { tempEvent.tiltY = 0; } + if (typeof tempEvent.pointerType === 'undefined') + { tempEvent.pointerType = 'mouse'; } + if (typeof tempEvent.pointerId === 'undefined') + { tempEvent.pointerId = MOUSE_POINTER_ID; } + if (typeof tempEvent.pressure === 'undefined') + { tempEvent.pressure = 0.5; } + if (typeof tempEvent.twist === 'undefined') + { tempEvent.twist = 0; } + if (typeof tempEvent.tangentialPressure === 'undefined') + { tempEvent.tangentialPressure = 0; } + // mark the mouse event as normalized, just so that we know we did it + tempEvent.isNormalized = true; + normalizedEvents.push(tempEvent); + } + else { + normalizedEvents.push(event); + } + return normalizedEvents; + }; + /** Destroys the interaction manager. */ + InteractionManager.prototype.destroy = function () { + this.removeEvents(); + this.removeTickerListener(); + this.removeAllListeners(); + this.renderer = null; + this.mouse = null; + this.eventData = null; + this.interactionDOMElement = null; + this.onPointerDown = null; + this.processPointerDown = null; + this.onPointerUp = null; + this.processPointerUp = null; + this.onPointerCancel = null; + this.processPointerCancel = null; + this.onPointerMove = null; + this.processPointerMove = null; + this.onPointerOut = null; + this.processPointerOverOut = null; + this.onPointerOver = null; + this.search = null; + }; + /** @ignore */ + InteractionManager.extension = { + name: 'interaction', + type: [ + ExtensionType.RendererPlugin, + ExtensionType.CanvasRendererPlugin ], + }; + return InteractionManager; + }(EventEmitter$2)); + + /*! + * @pixi/extract - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/extract is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + var TEMP_RECT = new Rectangle(); + var BYTES_PER_PIXEL = 4; + /** + * This class provides renderer-specific plugins for exporting content from a renderer. + * For instance, these plugins can be used for saving an Image, Canvas element or for exporting the raw image data (pixels). + * + * Do not instantiate these plugins directly. It is available from the `renderer.plugins` property. + * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}. + * @example + * // Create a new app (will auto-add extract plugin to renderer) + * const app = new PIXI.Application(); + * + * // Draw a red circle + * const graphics = new PIXI.Graphics() + * .beginFill(0xFF0000) + * .drawCircle(0, 0, 50); + * + * // Render the graphics as an HTMLImageElement + * const image = app.renderer.plugins.extract.image(graphics); + * document.body.appendChild(image); + * @memberof PIXI + */ + var Extract = /** @class */ (function () { /** - * Reverse of `add`. - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotationSecond - Second operation - * @param {PIXI.GD8Symmetry} rotationFirst - First operation - * @returns {PIXI.GD8Symmetry} Result + * @param renderer - A reference to the current renderer */ - sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); }, + function Extract(renderer) { + this.renderer = renderer; + } /** - * Adds 180 degrees to rotation, which is a commutative - * operation. - * @memberof PIXI.groupD8 - * @param {number} rotation - The number to rotate. - * @returns {number} Rotated number + * Will return a HTML Image of the target + * @param target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @param format - Image format, e.g. "image/jpeg" or "image/webp". + * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92. + * @returns - HTML Image of the target */ - rotate180: function (rotation) { return rotation ^ 4; }, + Extract.prototype.image = function (target, format, quality) { + var image = new Image(); + image.src = this.base64(target, format, quality); + return image; + }; /** - * Checks if the rotation angle is vertical, i.e. south - * or north. It doesn't work for reflections. - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotation - The number to check. - * @returns {boolean} Whether or not the direction is vertical + * Will return a base64 encoded string of this target. It works by calling + * `Extract.getCanvas` and then running toDataURL on that. + * @param target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @param format - Image format, e.g. "image/jpeg" or "image/webp". + * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92. + * @returns - A base64 encoded string of the texture. */ - isVertical: function (rotation) { return (rotation & 3) === 2; }, + Extract.prototype.base64 = function (target, format, quality) { + return this.canvas(target).toDataURL(format, quality); + }; /** - * Approximates the vector `V(dx,dy)` into one of the - * eight directions provided by `groupD8`. - * @memberof PIXI.groupD8 - * @param {number} dx - X-component of the vector - * @param {number} dy - Y-component of the vector - * @returns {PIXI.GD8Symmetry} Approximation of the vector into - * one of the eight symmetries. + * Creates a Canvas element, renders this target to it and then returns it. + * @param target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @param frame - The frame the extraction is restricted to. + * @returns - A Canvas element with the texture rendered on. */ - byDirection: function (dx, dy) { - if (Math.abs(dx) * 2 <= Math.abs(dy)) { - if (dy >= 0) { - return groupD8.S; + Extract.prototype.canvas = function (target, frame) { + var renderer = this.renderer; + var resolution; + var flipY = false; + var renderTexture; + var generated = false; + if (target) { + if (target instanceof RenderTexture) { + renderTexture = target; } - return groupD8.N; - } - else if (Math.abs(dy) * 2 <= Math.abs(dx)) { - if (dx > 0) { - return groupD8.E; + else { + renderTexture = this.renderer.generateTexture(target); + generated = true; } - return groupD8.W; } - else if (dy > 0) { - if (dx > 0) { - return groupD8.SE; + if (renderTexture) { + resolution = renderTexture.baseTexture.resolution; + frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame; + flipY = false; + renderer.renderTexture.bind(renderTexture); + } + else { + resolution = renderer.resolution; + if (!frame) { + frame = TEMP_RECT; + frame.width = renderer.width; + frame.height = renderer.height; } - return groupD8.SW; + flipY = true; + renderer.renderTexture.bind(null); } - else if (dx > 0) { - return groupD8.NE; + var width = Math.round(frame.width * resolution); + var height = Math.round(frame.height * resolution); + var canvasBuffer = new CanvasRenderTarget(width, height, 1); + var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height); + // read pixels to the array + var gl = renderer.gl; + gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels); + // add the pixels to the canvas + var canvasData = canvasBuffer.context.getImageData(0, 0, width, height); + Extract.arrayPostDivide(webglPixels, canvasData.data); + canvasBuffer.context.putImageData(canvasData, 0, 0); + // pulling pixels + if (flipY) { + var target_1 = new CanvasRenderTarget(canvasBuffer.width, canvasBuffer.height, 1); + target_1.context.scale(1, -1); + // we can't render to itself because we should be empty before render. + target_1.context.drawImage(canvasBuffer.canvas, 0, -height); + canvasBuffer.destroy(); + canvasBuffer = target_1; } - return groupD8.NW; - }, + if (generated) { + renderTexture.destroy(true); + } + // send the canvas back.. + return canvasBuffer.canvas; + }; /** - * Helps sprite to compensate texture packer rotation. - * @memberof PIXI.groupD8 - * @param {PIXI.Matrix} matrix - sprite world matrix - * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use. - * @param {number} tx - sprite anchoring - * @param {number} ty - sprite anchoring + * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA + * order, with integer values between 0 and 255 (included). + * @param target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @param frame - The frame the extraction is restricted to. + * @returns - One-dimensional array containing the pixel data of the entire texture */ - matrixAppendRotationInv: function (matrix, rotation, tx, ty) { - if (tx === void 0) { tx = 0; } - if (ty === void 0) { ty = 0; } - // Packer used "rotation", we use "inv(rotation)" - var mat = rotationMatrices[groupD8.inv(rotation)]; - mat.tx = tx; - mat.ty = ty; - matrix.append(mat); - }, - }; - - /** - * Transform that takes care about its versions. - * @memberof PIXI - */ - var Transform$3 = /** @class */ (function () { - function Transform() { - this.worldTransform = new Matrix$2(); - this.localTransform = new Matrix$2(); - this.position = new ObservablePoint$2(this.onChange, this, 0, 0); - this.scale = new ObservablePoint$2(this.onChange, this, 1, 1); - this.pivot = new ObservablePoint$2(this.onChange, this, 0, 0); - this.skew = new ObservablePoint$2(this.updateSkew, this, 0, 0); - this._rotation = 0; - this._cx = 1; - this._sx = 0; - this._cy = 0; - this._sy = 1; - this._localID = 0; - this._currentLocalID = 0; - this._worldID = 0; - this._parentID = 0; - } - /** Called when a value changes. */ - Transform.prototype.onChange = function () { - this._localID++; - }; - /** Called when the skew or the rotation changes. */ - Transform.prototype.updateSkew = function () { - this._cx = Math.cos(this._rotation + this.skew.y); - this._sx = Math.sin(this._rotation + this.skew.y); - this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2 - this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2 - this._localID++; - }; - Transform.prototype.toString = function () { - return "[@pixi/math:Transform " - + ("position=(" + this.position.x + ", " + this.position.y + ") ") - + ("rotation=" + this.rotation + " ") - + ("scale=(" + this.scale.x + ", " + this.scale.y + ") ") - + ("skew=(" + this.skew.x + ", " + this.skew.y + ") ") - + "]"; - }; - /** Updates the local transformation matrix. */ - Transform.prototype.updateLocalTransform = function () { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; + Extract.prototype.pixels = function (target, frame) { + var renderer = this.renderer; + var resolution; + var renderTexture; + var generated = false; + if (target) { + if (target instanceof RenderTexture) { + renderTexture = target; + } + else { + renderTexture = this.renderer.generateTexture(target); + generated = true; + } } - }; - /** - * Updates the local and the world transformation matrices. - * @param parentTransform - The parent transform - */ - Transform.prototype.updateTransform = function (parentTransform) { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; + if (renderTexture) { + resolution = renderTexture.baseTexture.resolution; + frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame; + renderer.renderTexture.bind(renderTexture); } - if (this._parentID !== parentTransform._worldID) { - // concat the parent matrix with the objects transform. - var pt = parentTransform.worldTransform; - var wt = this.worldTransform; - wt.a = (lt.a * pt.a) + (lt.b * pt.c); - wt.b = (lt.a * pt.b) + (lt.b * pt.d); - wt.c = (lt.c * pt.a) + (lt.d * pt.c); - wt.d = (lt.c * pt.b) + (lt.d * pt.d); - wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx; - wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty; - this._parentID = parentTransform._worldID; - // update the id of the transform.. - this._worldID++; + else { + resolution = renderer.resolution; + if (!frame) { + frame = TEMP_RECT; + frame.width = renderer.width; + frame.height = renderer.height; + } + renderer.renderTexture.bind(null); + } + var width = Math.round(frame.width * resolution); + var height = Math.round(frame.height * resolution); + var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height); + // read pixels to the array + var gl = renderer.gl; + gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels); + if (generated) { + renderTexture.destroy(true); } + Extract.arrayPostDivide(webglPixels, webglPixels); + return webglPixels; + }; + /** Destroys the extract. */ + Extract.prototype.destroy = function () { + this.renderer = null; }; /** - * Decomposes a matrix and sets the transforms properties based on it. - * @param matrix - The matrix to decompose + * Takes premultiplied pixel data and produces regular pixel data + * @private + * @param pixels - array of pixel data + * @param out - output array */ - Transform.prototype.setFromMatrix = function (matrix) { - matrix.decompose(this); - this._localID++; - }; - Object.defineProperty(Transform.prototype, "rotation", { - /** The rotation of the object in radians. */ - get: function () { - return this._rotation; - }, - set: function (value) { - if (this._rotation !== value) { - this._rotation = value; - this.updateSkew(); + Extract.arrayPostDivide = function (pixels, out) { + for (var i = 0; i < pixels.length; i += 4) { + var alpha = out[i + 3] = pixels[i + 3]; + if (alpha !== 0) { + out[i] = Math.round(Math.min(pixels[i] * 255.0 / alpha, 255.0)); + out[i + 1] = Math.round(Math.min(pixels[i + 1] * 255.0 / alpha, 255.0)); + out[i + 2] = Math.round(Math.min(pixels[i + 2] * 255.0 / alpha, 255.0)); } - }, - enumerable: false, - configurable: true - }); - /** A default (identity) transform. */ - Transform.IDENTITY = new Transform(); - return Transform; + else { + out[i] = pixels[i]; + out[i + 1] = pixels[i + 1]; + out[i + 2] = pixels[i + 2]; + } + } + }; + /** @ignore */ + Extract.extension = { + name: 'extract', + type: ExtensionType.RendererPlugin, + }; + return Extract; }()); /*! - * @pixi/ticker - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/loaders - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/ticker is licensed under the MIT License. + * @pixi/loaders is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ + /* jshint -W097 */ /** - * Target frames per millisecond. - * @static - * @name TARGET_FPMS - * @memberof PIXI.settings - * @type {number} - * @default 0.06 - */ - settings$2.TARGET_FPMS = 0.06; - - /** - * Represents the update priorities used by internal PIXI classes when registered with - * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower - * priority items, such as render, should go later. - * @static - * @constant - * @name UPDATE_PRIORITY * @memberof PIXI - * @enum {number} - * @property {number} [INTERACTION=50] Highest priority, used for {@link PIXI.InteractionManager} - * @property {number} [HIGH=25] High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite} - * @property {number} [NORMAL=0] Default priority for ticker events, see {@link PIXI.Ticker#add}. - * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering. - * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility. */ - var UPDATE_PRIORITY$1; - (function (UPDATE_PRIORITY) { - UPDATE_PRIORITY[UPDATE_PRIORITY["INTERACTION"] = 50] = "INTERACTION"; - UPDATE_PRIORITY[UPDATE_PRIORITY["HIGH"] = 25] = "HIGH"; - UPDATE_PRIORITY[UPDATE_PRIORITY["NORMAL"] = 0] = "NORMAL"; - UPDATE_PRIORITY[UPDATE_PRIORITY["LOW"] = -25] = "LOW"; - UPDATE_PRIORITY[UPDATE_PRIORITY["UTILITY"] = -50] = "UTILITY"; - })(UPDATE_PRIORITY$1 || (UPDATE_PRIORITY$1 = {})); - + var SignalBinding = /** @class */ (function () { + /** + * SignalBinding constructor. + * @constructs SignalBinding + * @param {Function} fn - Event handler to be called. + * @param {boolean} [once=false] - Should this listener be removed after dispatch + * @param {object} [thisArg] - The context of the callback function. + * @api private + */ + // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types + function SignalBinding(fn, once, thisArg) { + if (once === void 0) { once = false; } + this._fn = fn; + this._once = once; + this._thisArg = thisArg; + this._next = this._prev = this._owner = null; + } + SignalBinding.prototype.detach = function () { + if (this._owner === null) + { return false; } + this._owner.detach(this); + return true; + }; + return SignalBinding; + }()); /** - * Internal class for handling the priority sorting of ticker handlers. + * @param self + * @param node * @private - * @class + */ + function _addSignalBinding(self, node) { + if (!self._head) { + self._head = node; + self._tail = node; + } + else { + self._tail._next = node; + node._prev = self._tail; + self._tail = node; + } + node._owner = self; + return node; + } + /** * @memberof PIXI */ - var TickerListener$1 = /** @class */ (function () { + var Signal = /** @class */ (function () { /** - * Constructor - * @private - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @param priority - The priority for emitting - * @param once - If the handler should fire once + * MiniSignal constructor. + * @example + * let mySignal = new Signal(); + * let binding = mySignal.add(onSignal); + * mySignal.dispatch('foo', 'bar'); + * mySignal.detach(binding); */ - function TickerListener(fn, context, priority, once) { - if (context === void 0) { context = null; } - if (priority === void 0) { priority = 0; } - if (once === void 0) { once = false; } - /** The next item in chain. */ - this.next = null; - /** The previous item in chain. */ - this.previous = null; - /** `true` if this listener has been destroyed already. */ - this._destroyed = false; - this.fn = fn; - this.context = context; - this.priority = priority; - this.once = once; + function Signal() { + this._head = this._tail = undefined; } /** - * Simple compare function to figure out if a function and context match. - * @private - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @returns `true` if the listener match the arguments - */ - TickerListener.prototype.match = function (fn, context) { - if (context === void 0) { context = null; } - return this.fn === fn && this.context === context; - }; - /** - * Emit by calling the current function. - * @private - * @param deltaTime - time since the last emit. - * @returns Next ticker + * Return an array of attached SignalBinding. + * @param {boolean} [exists=false] - We only need to know if there are handlers. + * @returns {PIXI.SignalBinding[] | boolean} Array of attached SignalBinding or Boolean if called with exists = true + * @api public */ - TickerListener.prototype.emit = function (deltaTime) { - if (this.fn) { - if (this.context) { - this.fn.call(this.context, deltaTime); - } - else { - this.fn(deltaTime); - } - } - var redirect = this.next; - if (this.once) { - this.destroy(true); - } - // Soft-destroying should remove - // the next reference - if (this._destroyed) { - this.next = null; + Signal.prototype.handlers = function (exists) { + if (exists === void 0) { exists = false; } + var node = this._head; + if (exists) + { return !!node; } + var ee = []; + while (node) { + ee.push(node); + node = node._next; } - return redirect; + return ee; }; /** - * Connect to the list. - * @private - * @param previous - Input node, previous listener + * Return true if node is a SignalBinding attached to this MiniSignal + * @param {PIXI.SignalBinding} node - Node to check. + * @returns {boolean} True if node is attache to mini-signal */ - TickerListener.prototype.connect = function (previous) { - this.previous = previous; - if (previous.next) { - previous.next.previous = this; + Signal.prototype.has = function (node) { + if (!(node instanceof SignalBinding)) { + throw new Error('MiniSignal#has(): First arg must be a SignalBinding object.'); } - this.next = previous.next; - previous.next = this; + return node._owner === this; }; /** - * Destroy and don't use after this. - * @private - * @param hard - `true` to remove the `next` reference, this - * is considered a hard destroy. Soft destroy maintains the next reference. - * @returns The listener to redirect while emitting or removing. + * Dispaches a signal to all registered listeners. + * @param {...any} args + * @returns {boolean} Indication if we've emitted an event. */ - TickerListener.prototype.destroy = function (hard) { - if (hard === void 0) { hard = false; } - this._destroyed = true; - this.fn = null; - this.context = null; - // Disconnect, hook up next and previous - if (this.previous) { - this.previous.next = this.next; + Signal.prototype.dispatch = function () { + var arguments$1 = arguments; + + var args = []; + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments$1[_i]; } - if (this.next) { - this.next.previous = this.previous; + var node = this._head; + if (!node) + { return false; } + while (node) { + if (node._once) + { this.detach(node); } + node._fn.apply(node._thisArg, args); + node = node._next; } - // Redirect to the next item - var redirect = this.next; - // Remove references - this.next = hard ? null : redirect; - this.previous = null; - return redirect; + return true; }; - return TickerListener; - }()); - - /** - * A Ticker class that runs an update loop that other objects listen to. - * - * This class is composed around listeners meant for execution on the next requested animation frame. - * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners. - * @class - * @memberof PIXI - */ - var Ticker$1 = /** @class */ (function () { - function Ticker() { - var _this = this; - /** - * Whether or not this ticker should invoke the method - * {@link PIXI.Ticker#start} automatically - * when a listener is added. - */ - this.autoStart = false; - /** - * Scalar time value from last frame to this frame. - * This value is capped by setting {@link PIXI.Ticker#minFPS} - * and is scaled with {@link PIXI.Ticker#speed}. - * **Note:** The cap may be exceeded by scaling. - */ - this.deltaTime = 1; - /** - * The last time {@link PIXI.Ticker#update} was invoked. - * This value is also reset internally outside of invoking - * update, but only when a new animation frame is requested. - * If the platform supports DOMHighResTimeStamp, - * this value will have a precision of 1 µs. - */ - this.lastTime = -1; - /** - * Factor of current {@link PIXI.Ticker#deltaTime}. - * @example - * // Scales ticker.deltaTime to what would be - * // the equivalent of approximately 120 FPS - * ticker.speed = 2; - */ - this.speed = 1; - /** - * Whether or not this ticker has been started. - * `true` if {@link PIXI.Ticker#start} has been called. - * `false` if {@link PIXI.Ticker#stop} has been called. - * While `false`, this value may change to `true` in the - * event of {@link PIXI.Ticker#autoStart} being `true` - * and a listener is added. - */ - this.started = false; - /** Internal current frame request ID */ - this._requestId = null; - /** - * Internal value managed by minFPS property setter and getter. - * This is the maximum allowed milliseconds between updates. - */ - this._maxElapsedMS = 100; - /** - * Internal value managed by minFPS property setter and getter. - * This is the minimum allowed milliseconds between updates. - */ - this._minElapsedMS = 0; - /** If enabled, deleting is disabled.*/ - this._protected = false; - /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */ - this._lastFrame = -1; - this._head = new TickerListener$1(null, null, Infinity); - this.deltaMS = 1 / settings$2.TARGET_FPMS; - this.elapsedMS = 1 / settings$2.TARGET_FPMS; - this._tick = function (time) { - _this._requestId = null; - if (_this.started) { - // Invoke listeners now - _this.update(time); - // Listener side effects may have modified ticker state. - if (_this.started && _this._requestId === null && _this._head.next) { - _this._requestId = requestAnimationFrame(_this._tick); - } - } - }; - } /** - * Conditionally requests a new animation frame. - * If a frame has not already been requested, and if the internal - * emitter has listeners, a new frame is requested. - * @private + * Register a new listener. + * @param {Function} fn - Callback function. + * @param {object} [thisArg] - The context of the callback function. + * @returns {PIXI.SignalBinding} The SignalBinding node that was added. */ - Ticker.prototype._requestIfNeeded = function () { - if (this._requestId === null && this._head.next) { - // ensure callbacks get correct delta - this.lastTime = performance.now(); - this._lastFrame = this.lastTime; - this._requestId = requestAnimationFrame(this._tick); + Signal.prototype.add = function (fn, thisArg) { + if (thisArg === void 0) { thisArg = null; } + if (typeof fn !== 'function') { + throw new Error('MiniSignal#add(): First arg must be a Function.'); } + return _addSignalBinding(this, new SignalBinding(fn, false, thisArg)); }; /** - * Conditionally cancels a pending animation frame. - * @private + * Register a new listener that will be executed only once. + * @param {Function} fn - Callback function. + * @param {object} [thisArg] - The context of the callback function. + * @returns {PIXI.SignalBinding} The SignalBinding node that was added. */ - Ticker.prototype._cancelIfNeeded = function () { - if (this._requestId !== null) { - cancelAnimationFrame(this._requestId); - this._requestId = null; + Signal.prototype.once = function (fn, thisArg) { + if (thisArg === void 0) { thisArg = null; } + if (typeof fn !== 'function') { + throw new Error('MiniSignal#once(): First arg must be a Function.'); } + return _addSignalBinding(this, new SignalBinding(fn, true, thisArg)); }; /** - * Conditionally requests a new animation frame. - * If the ticker has been started it checks if a frame has not already - * been requested, and if the internal emitter has listeners. If these - * conditions are met, a new frame is requested. If the ticker has not - * been started, but autoStart is `true`, then the ticker starts now, - * and continues with the previous conditions to request a new frame. - * @private - */ - Ticker.prototype._startIfPossible = function () { - if (this.started) { - this._requestIfNeeded(); + * Remove binding object. + * @param {PIXI.SignalBinding} node - The binding node that will be removed. + * @returns {Signal} The instance on which this method was called. + @api public */ + Signal.prototype.detach = function (node) { + if (!(node instanceof SignalBinding)) { + throw new Error('MiniSignal#detach(): First arg must be a SignalBinding object.'); } - else if (this.autoStart) { - this.start(); + if (node._owner !== this) + { return this; } // todo: or error? + if (node._prev) + { node._prev._next = node._next; } + if (node._next) + { node._next._prev = node._prev; } + if (node === this._head) { // first node + this._head = node._next; + if (node._next === null) { + this._tail = null; + } + } + else if (node === this._tail) { // last node + this._tail = node._prev; + this._tail._next = null; } + node._owner = null; + return this; }; /** - * Register a handler for tick events. Calls continuously unless - * it is removed or the ticker is stopped. - * @param fn - The listener function to be added for updates - * @param context - The listener context - * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting - * @returns This instance of a ticker - */ - Ticker.prototype.add = function (fn, context, priority) { - if (priority === void 0) { priority = UPDATE_PRIORITY$1.NORMAL; } - return this._addListener(new TickerListener$1(fn, context, priority)); - }; - /** - * Add a handler for the tick event which is only execute once. - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting - * @returns This instance of a ticker - */ - Ticker.prototype.addOnce = function (fn, context, priority) { - if (priority === void 0) { priority = UPDATE_PRIORITY$1.NORMAL; } - return this._addListener(new TickerListener$1(fn, context, priority, true)); - }; - /** - * Internally adds the event handler so that it can be sorted by priority. - * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run - * before the rendering. - * @private - * @param listener - Current listener being added. - * @returns This instance of a ticker + * Detach all listeners. + * @returns {Signal} The instance on which this method was called. */ - Ticker.prototype._addListener = function (listener) { - // For attaching to head - var current = this._head.next; - var previous = this._head; - // Add the first item - if (!current) { - listener.connect(previous); - } - else { - // Go from highest to lowest priority - while (current) { - if (listener.priority > current.priority) { - listener.connect(previous); - break; - } - previous = current; - current = current.next; - } - // Not yet connected - if (!listener.previous) { - listener.connect(previous); - } + Signal.prototype.detachAll = function () { + var node = this._head; + if (!node) + { return this; } + this._head = this._tail = null; + while (node) { + node._owner = null; + node = node._next; } - this._startIfPossible(); return this; }; - /** - * Removes any handlers matching the function and context parameters. - * If no handlers are left after removing, then it cancels the animation frame. - * @param fn - The listener function to be removed - * @param context - The listener context to be removed - * @returns This instance of a ticker - */ - Ticker.prototype.remove = function (fn, context) { - var listener = this._head.next; - while (listener) { - // We found a match, lets remove it - // no break to delete all possible matches - // incase a listener was added 2+ times - if (listener.match(fn, context)) { - listener = listener.destroy(); - } - else { - listener = listener.next; - } - } - if (!this._head.next) { - this._cancelIfNeeded(); + return Signal; + }()); + + /** + * function from npm package `parseUri`, converted to TS to avoid leftpad incident + * @param {string} str + * @param [opts] - options + * @param {boolean} [opts.strictMode] - type of parser + */ + function parseUri(str, opts) { + opts = opts || {}; + var o = { + // eslint-disable-next-line max-len + key: ['source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host', 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'], + q: { + name: 'queryKey', + parser: /(?:^|&)([^&=]*)=?([^&]*)/g + }, + parser: { + // eslint-disable-next-line max-len + strict: /^(?:([^:\/?#]+):)?(?:\/\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?))?((((?:[^?#\/]*\/)*)([^?#]*))(?:\?([^#]*))?(?:#(.*))?)/, + // eslint-disable-next-line max-len + loose: /^(?:(?![^:@]+:[^:@\/]*@)([^:\/?#.]+):)?(?:\/\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?)(((\/(?:[^?#](?![^?#\/]*\.[^?#\/.]+(?:[?#]|$)))*\/?)?([^?#\/]*))(?:\?([^#]*))?(?:#(.*))?)/ } - return this; }; - Object.defineProperty(Ticker.prototype, "count", { + var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str); + var uri = {}; + var i = 14; + while (i--) + { uri[o.key[i]] = m[i] || ''; } + uri[o.q.name] = {}; + uri[o.key[12]].replace(o.q.parser, function (_t0, t1, t2) { + if (t1) + { uri[o.q.name][t1] = t2; } + }); + return uri; + } + + // tests if CORS is supported in XHR, if not we need to use XDR + var useXdr; + var tempAnchor = null; + // some status constants + var STATUS_NONE = 0; + var STATUS_OK = 200; + var STATUS_EMPTY = 204; + var STATUS_IE_BUG_EMPTY = 1223; + var STATUS_TYPE_OK = 2; + // noop + function _noop$1() { } + /** + * Quick helper to set a value on one of the extension maps. Ensures there is no + * dot at the start of the extension. + * @ignore + * @param map - The map to set on. + * @param extname - The extension (or key) to set. + * @param val - The value to set. + */ + function setExtMap(map, extname, val) { + if (extname && extname.indexOf('.') === 0) { + extname = extname.substring(1); + } + if (!extname) { + return; + } + map[extname] = val; + } + /** + * Quick helper to get string xhr type. + * @ignore + * @param xhr - The request to check. + * @returns The type. + */ + function reqType(xhr) { + return xhr.toString().replace('object ', ''); + } + /** + * Manages the state and loading of a resource and all child resources. + * + * Can be extended in `GlobalMixins.LoaderResource`. + * @memberof PIXI + */ + var LoaderResource = /** @class */ (function () { + /** + * @param {string} name - The name of the resource to load. + * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass + * an array of sources. + * @param {object} [options] - The options for the load. + * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to + * determine automatically. + * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes + * longer than this time it is cancelled and the load is considered a failure. If this value is + * set to `0` then there is no explicit timeout. + * @param {PIXI.LoaderResource.LOAD_TYPE} [options.loadType=LOAD_TYPE.XHR] - How should this resource + * be loaded? + * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} [options.xhrType=XHR_RESPONSE_TYPE.DEFAULT] - How + * should the data being loaded be interpreted when using XHR? + * @param {PIXI.LoaderResource.IMetadata} [options.metadata] - Extra configuration for middleware + * and the Resource object. + */ + function LoaderResource(name, url, options) { /** - * The number of listeners on this ticker, calculated by walking through linked list - * @readonly - * @member {number} + * The `dequeue` method that will be used a storage place for the async queue dequeue method + * used privately by the loader. + * @private + * @member {Function} */ - get: function () { - if (!this._head) { - return 0; - } - var count = 0; - var current = this._head; - while ((current = current.next)) { - count++; - } - return count; - }, - enumerable: false, - configurable: true - }); - /** Starts the ticker. If the ticker has listeners a new animation frame is requested at this point. */ - Ticker.prototype.start = function () { - if (!this.started) { - this.started = true; - this._requestIfNeeded(); - } - }; - /** Stops the ticker. If the ticker has requested an animation frame it is canceled at this point. */ - Ticker.prototype.stop = function () { - if (this.started) { - this.started = false; - this._cancelIfNeeded(); - } - }; - /** Destroy the ticker and don't use after this. Calling this method removes all references to internal events. */ - Ticker.prototype.destroy = function () { - if (!this._protected) { - this.stop(); - var listener = this._head.next; - while (listener) { - listener = listener.destroy(true); - } - this._head.destroy(); - this._head = null; + this._dequeue = _noop$1; + /** + * Used a storage place for the on load binding used privately by the loader. + * @private + * @member {Function} + */ + this._onLoadBinding = null; + /** + * The timer for element loads to check if they timeout. + * @private + */ + this._elementTimer = 0; + /** + * The `complete` function bound to this resource's context. + * @private + * @type {Function} + */ + this._boundComplete = null; + /** + * The `_onError` function bound to this resource's context. + * @private + * @type {Function} + */ + this._boundOnError = null; + /** + * The `_onProgress` function bound to this resource's context. + * @private + * @type {Function} + */ + this._boundOnProgress = null; + /** + * The `_onTimeout` function bound to this resource's context. + * @private + * @type {Function} + */ + this._boundOnTimeout = null; + this._boundXhrOnError = null; + this._boundXhrOnTimeout = null; + this._boundXhrOnAbort = null; + this._boundXhrOnLoad = null; + if (typeof name !== 'string' || typeof url !== 'string') { + throw new Error('Both name and url are required for constructing a resource.'); } + options = options || {}; + this._flags = 0; + // set data url flag, needs to be set early for some _determineX checks to work. + this._setFlag(LoaderResource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0); + this.name = name; + this.url = url; + this.extension = this._getExtension(); + this.data = null; + this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin; + this.timeout = options.timeout || 0; + this.loadType = options.loadType || this._determineLoadType(); + // The type used to load the resource via XHR. If unset, determined automatically. + this.xhrType = options.xhrType; + // Extra info for middleware, and controlling specifics about how the resource loads. + // Note that if you pass in a `loadElement`, the Resource class takes ownership of it. + // Meaning it will modify it as it sees fit. + this.metadata = options.metadata || {}; + // The error that occurred while loading (if any). + this.error = null; + // The XHR object that was used to load this resource. This is only set + // when `loadType` is `LoaderResource.LOAD_TYPE.XHR`. + this.xhr = null; + // The child resources this resource owns. + this.children = []; + // The resource type. + this.type = LoaderResource.TYPE.UNKNOWN; + // The progress chunk owned by this resource. + this.progressChunk = 0; + // The `dequeue` method that will be used a storage place for the async queue dequeue method + // used privately by the loader. + this._dequeue = _noop$1; + // Used a storage place for the on load binding used privately by the loader. + this._onLoadBinding = null; + // The timer for element loads to check if they timeout. + this._elementTimer = 0; + this._boundComplete = this.complete.bind(this); + this._boundOnError = this._onError.bind(this); + this._boundOnProgress = this._onProgress.bind(this); + this._boundOnTimeout = this._onTimeout.bind(this); + // xhr callbacks + this._boundXhrOnError = this._xhrOnError.bind(this); + this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this); + this._boundXhrOnAbort = this._xhrOnAbort.bind(this); + this._boundXhrOnLoad = this._xhrOnLoad.bind(this); + // Dispatched when the resource beings to load. + this.onStart = new Signal(); + // Dispatched each time progress of this resource load updates. + // Not all resources types and loader systems can support this event + // so sometimes it may not be available. If the resource + // is being loaded on a modern browser, using XHR, and the remote server + // properly sets Content-Length headers, then this will be available. + this.onProgress = new Signal(); + // Dispatched once this resource has loaded, if there was an error it will + // be in the `error` property. + this.onComplete = new Signal(); + // Dispatched after this resource has had all the *after* middleware run on it. + this.onAfterMiddleware = new Signal(); + } + /** + * Sets the load type to be used for a specific extension. + * @static + * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" + * @param {PIXI.LoaderResource.LOAD_TYPE} loadType - The load type to set it to. + */ + LoaderResource.setExtensionLoadType = function (extname, loadType) { + setExtMap(LoaderResource._loadTypeMap, extname, loadType); }; /** - * Triggers an update. An update entails setting the - * current {@link PIXI.Ticker#elapsedMS}, - * the current {@link PIXI.Ticker#deltaTime}, - * invoking all listeners with current deltaTime, - * and then finally setting {@link PIXI.Ticker#lastTime} - * with the value of currentTime that was provided. - * This method will be called automatically by animation - * frame callbacks if the ticker instance has been started - * and listeners are added. - * @param {number} [currentTime=performance.now()] - the current time of execution + * Sets the load type to be used for a specific extension. + * @static + * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" + * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to. */ - Ticker.prototype.update = function (currentTime) { - if (currentTime === void 0) { currentTime = performance.now(); } - var elapsedMS; - // If the difference in time is zero or negative, we ignore most of the work done here. - // If there is no valid difference, then should be no reason to let anyone know about it. - // A zero delta, is exactly that, nothing should update. - // - // The difference in time can be negative, and no this does not mean time traveling. - // This can be the result of a race condition between when an animation frame is requested - // on the current JavaScript engine event loop, and when the ticker's start method is invoked - // (which invokes the internal _requestIfNeeded method). If a frame is requested before - // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests, - // can receive a time argument that can be less than the lastTime value that was set within - // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems. - // - // This check covers this browser engine timing issue, as well as if consumers pass an invalid - // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves. - if (currentTime > this.lastTime) { - // Save uncapped elapsedMS for measurement - elapsedMS = this.elapsedMS = currentTime - this.lastTime; - // cap the milliseconds elapsed used for deltaTime - if (elapsedMS > this._maxElapsedMS) { - elapsedMS = this._maxElapsedMS; - } - elapsedMS *= this.speed; - // If not enough time has passed, exit the function. - // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS - // adjustment to ensure a relatively stable interval. - if (this._minElapsedMS) { - var delta = currentTime - this._lastFrame | 0; - if (delta < this._minElapsedMS) { - return; - } - this._lastFrame = currentTime - (delta % this._minElapsedMS); - } - this.deltaMS = elapsedMS; - this.deltaTime = this.deltaMS * settings$2.TARGET_FPMS; - // Cache a local reference, in-case ticker is destroyed - // during the emit, we can still check for head.next - var head = this._head; - // Invoke listeners added to internal emitter - var listener = head.next; - while (listener) { - listener = listener.emit(this.deltaTime); - } - if (!head.next) { - this._cancelIfNeeded(); - } - } - else { - this.deltaTime = this.deltaMS = this.elapsedMS = 0; - } - this.lastTime = currentTime; + LoaderResource.setExtensionXhrType = function (extname, xhrType) { + setExtMap(LoaderResource._xhrTypeMap, extname, xhrType); }; - Object.defineProperty(Ticker.prototype, "FPS", { + Object.defineProperty(LoaderResource.prototype, "isDataUrl", { /** - * The frames per second at which this ticker is running. - * The default is approximately 60 in most modern browsers. - * **Note:** This does not factor in the value of - * {@link PIXI.Ticker#speed}, which is specific - * to scaling {@link PIXI.Ticker#deltaTime}. - * @member {number} + * When the resource starts to load. + * @memberof PIXI.LoaderResource + * @callback OnStartSignal + * @param {PIXI.Resource} resource - The resource that the event happened on. + */ + /** + * When the resource reports loading progress. + * @memberof PIXI.LoaderResource + * @callback OnProgressSignal + * @param {PIXI.Resource} resource - The resource that the event happened on. + * @param {number} percentage - The progress of the load in the range [0, 1]. + */ + /** + * When the resource finishes loading. + * @memberof PIXI.LoaderResource + * @callback OnCompleteSignal + * @param {PIXI.Resource} resource - The resource that the event happened on. + */ + /** + * @memberof PIXI.LoaderResource + * @typedef {object} IMetadata + * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The + * element to use for loading, instead of creating one. + * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This + * is useful if you want to pass in a `loadElement` that you already added load sources to. + * @property {string|string[]} [mimeType] - The mime type to use for the source element + * of a video/audio elment. If the urls are an array, you can pass this as an array as well + * where each index is the mime type to use for the corresponding url index. + */ + /** + * Stores whether or not this url is a data url. * @readonly + * @member {boolean} */ get: function () { - return 1000 / this.elapsedMS; + return this._hasFlag(LoaderResource.STATUS_FLAGS.DATA_URL); }, enumerable: false, configurable: true }); - Object.defineProperty(Ticker.prototype, "minFPS", { + Object.defineProperty(LoaderResource.prototype, "isComplete", { /** - * Manages the maximum amount of milliseconds allowed to - * elapse between invoking {@link PIXI.Ticker#update}. - * This value is used to cap {@link PIXI.Ticker#deltaTime}, - * but does not effect the measured value of {@link PIXI.Ticker#FPS}. - * When setting this property it is clamped to a value between - * `0` and `PIXI.settings.TARGET_FPMS * 1000`. - * @member {number} - * @default 10 + * Describes if this resource has finished loading. Is true when the resource has completely + * loaded. + * @readonly + * @member {boolean} */ get: function () { - return 1000 / this._maxElapsedMS; - }, - set: function (fps) { - // Minimum must be below the maxFPS - var minFPS = Math.min(this.maxFPS, fps); - // Must be at least 0, but below 1 / settings.TARGET_FPMS - var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings$2.TARGET_FPMS); - this._maxElapsedMS = 1 / minFPMS; + return this._hasFlag(LoaderResource.STATUS_FLAGS.COMPLETE); }, enumerable: false, configurable: true }); - Object.defineProperty(Ticker.prototype, "maxFPS", { + Object.defineProperty(LoaderResource.prototype, "isLoading", { /** - * Manages the minimum amount of milliseconds required to - * elapse between invoking {@link PIXI.Ticker#update}. - * This will effect the measured value of {@link PIXI.Ticker#FPS}. - * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can. - * Otherwise it will be at least `minFPS` - * @member {number} - * @default 0 + * Describes if this resource is currently loading. Is true when the resource starts loading, + * and is false again when complete. + * @readonly + * @member {boolean} */ get: function () { - if (this._minElapsedMS) { - return Math.round(1000 / this._minElapsedMS); - } - return 0; - }, - set: function (fps) { - if (fps === 0) { - this._minElapsedMS = 0; - } - else { - // Max must be at least the minFPS - var maxFPS = Math.max(this.minFPS, fps); - this._minElapsedMS = 1 / (maxFPS / 1000); - } + return this._hasFlag(LoaderResource.STATUS_FLAGS.LOADING); }, enumerable: false, configurable: true }); - Object.defineProperty(Ticker, "shared", { - /** - * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by - * {@link PIXI.VideoResource} to update animation frames / video textures. - * - * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true. - * - * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance. - * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker. - * @example - * let ticker = PIXI.Ticker.shared; - * // Set this to prevent starting this ticker when listeners are added. - * // By default this is true only for the PIXI.Ticker.shared instance. - * ticker.autoStart = false; - * // FYI, call this to ensure the ticker is stopped. It should be stopped - * // if you have not attempted to render anything yet. - * ticker.stop(); - * // Call this when you are ready for a running shared ticker. - * ticker.start(); - * @example - * // You may use the shared ticker to render... - * let renderer = PIXI.autoDetectRenderer(); - * let stage = new PIXI.Container(); - * document.body.appendChild(renderer.view); - * ticker.add(function (time) { - * renderer.render(stage); - * }); - * @example - * // Or you can just update it manually. - * ticker.autoStart = false; - * ticker.stop(); - * function animate(time) { - * ticker.update(time); - * renderer.render(stage); - * requestAnimationFrame(animate); - * } - * animate(performance.now()); - * @member {PIXI.Ticker} - * @static - */ - get: function () { - if (!Ticker._shared) { - var shared = Ticker._shared = new Ticker(); - shared.autoStart = true; - shared._protected = true; + /** Marks the resource as complete. */ + LoaderResource.prototype.complete = function () { + this._clearEvents(); + this._finish(); + }; + /** + * Aborts the loading of this resource, with an optional message. + * @param {string} message - The message to use for the error + */ + LoaderResource.prototype.abort = function (message) { + // abort can be called multiple times, ignore subsequent calls. + if (this.error) { + return; + } + // store error + this.error = new Error(message); + // clear events before calling aborts + this._clearEvents(); + // abort the actual loading + if (this.xhr) { + this.xhr.abort(); + } + else if (this.xdr) { + this.xdr.abort(); + } + else if (this.data) { + // single source + if (this.data.src) { + this.data.src = LoaderResource.EMPTY_GIF; } - return Ticker._shared; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Ticker, "system", { - /** - * The system ticker instance used by {@link PIXI.InteractionManager} and by - * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused, - * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused. - * - * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance. - * @member {PIXI.Ticker} - * @static - */ - get: function () { - if (!Ticker._system) { - var system = Ticker._system = new Ticker(); - system.autoStart = true; - system._protected = true; + // multi-source + else { + while (this.data.firstChild) { + this.data.removeChild(this.data.firstChild); + } } - return Ticker._system; - }, - enumerable: false, - configurable: true - }); - return Ticker; - }()); - - /** - * Middleware for for Application Ticker. - * @example - * import {TickerPlugin} from '@pixi/ticker'; - * import {Application} from '@pixi/app'; - * import {extensions} from '@pixi/extensions'; - * extensions.add(TickerPlugin); - * @class - * @memberof PIXI - */ - var TickerPlugin = /** @class */ (function () { - function TickerPlugin() { - } + } + // done now. + this._finish(); + }; /** - * Initialize the plugin with scope of application instance - * @static - * @private - * @param {object} [options] - See application options + * Kicks off loading of this resource. This method is asynchronous. + * @param {PIXI.LoaderResource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded. */ - TickerPlugin.init = function (options) { + LoaderResource.prototype.load = function (cb) { var _this = this; - // Set default - options = Object.assign({ - autoStart: true, - sharedTicker: false, - }, options); - // Create ticker setter - Object.defineProperty(this, 'ticker', { - set: function (ticker) { - if (this._ticker) { - this._ticker.remove(this.render, this); + if (this.isLoading) { + return; + } + if (this.isComplete) { + if (cb) { + setTimeout(function () { return cb(_this); }, 1); + } + return; + } + else if (cb) { + this.onComplete.once(cb); + } + this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, true); + this.onStart.dispatch(this); + // if unset, determine the value + if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') { + this.crossOrigin = this._determineCrossOrigin(this.url); + } + switch (this.loadType) { + case LoaderResource.LOAD_TYPE.IMAGE: + this.type = LoaderResource.TYPE.IMAGE; + this._loadElement('image'); + break; + case LoaderResource.LOAD_TYPE.AUDIO: + this.type = LoaderResource.TYPE.AUDIO; + this._loadSourceElement('audio'); + break; + case LoaderResource.LOAD_TYPE.VIDEO: + this.type = LoaderResource.TYPE.VIDEO; + this._loadSourceElement('video'); + break; + case LoaderResource.LOAD_TYPE.XHR: + /* falls through */ + default: + if (typeof useXdr === 'undefined') { + useXdr = !!(globalThis.XDomainRequest && !('withCredentials' in (new XMLHttpRequest()))); } - this._ticker = ticker; - if (ticker) { - ticker.add(this.render, this, UPDATE_PRIORITY$1.LOW); + if (useXdr && this.crossOrigin) { + this._loadXdr(); } - }, - get: function () { - return this._ticker; - }, - }); - /** - * Convenience method for stopping the render. - * @method - * @memberof PIXI.Application - * @instance - */ - this.stop = function () { - _this._ticker.stop(); - }; - /** - * Convenience method for starting the render. - * @method - * @memberof PIXI.Application - * @instance - */ - this.start = function () { - _this._ticker.start(); - }; - /** - * Internal reference to the ticker. - * @type {PIXI.Ticker} - * @name _ticker - * @memberof PIXI.Application# - * @private - */ - this._ticker = null; - /** - * Ticker for doing render updates. - * @type {PIXI.Ticker} - * @name ticker - * @memberof PIXI.Application# - * @default PIXI.Ticker.shared - */ - this.ticker = options.sharedTicker ? Ticker$1.shared : new Ticker$1(); - // Start the rendering - if (options.autoStart) { - this.start(); + else { + this._loadXhr(); + } + break; } }; /** - * Clean up the ticker, scoped to application. - * @static - * @private + * Checks if the flag is set. + * @param flag - The flag to check. + * @returns True if the flag is set. */ - TickerPlugin.destroy = function () { - if (this._ticker) { - var oldTicker = this._ticker; - this.ticker = null; - oldTicker.destroy(); - } + LoaderResource.prototype._hasFlag = function (flag) { + return (this._flags & flag) !== 0; }; - /** @ignore */ - TickerPlugin.extension = ExtensionType.Application; - return TickerPlugin; - }()); - - /*! - * @pixi/display - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/display is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * Sets the default value for the container property 'sortableChildren'. - * If set to true, the container will sort its children by zIndex value - * when updateTransform() is called, or manually if sortChildren() is called. - * - * This actually changes the order of elements in the array, so should be treated - * as a basic solution that is not performant compared to other solutions, - * such as @link https://github.com/pixijs/pixi-display - * - * Also be aware of that this may not work nicely with the addChildAt() function, - * as the zIndex sorting may cause the child to automatically sorted to another position. - * @static - * @constant - * @name SORTABLE_CHILDREN - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ - settings$2.SORTABLE_CHILDREN = false; - - /** - * 'Builder' pattern for bounds rectangles. - * - * This could be called an Axis-Aligned Bounding Box. - * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems. - * @memberof PIXI - */ - var Bounds$2 = /** @class */ (function () { - function Bounds() { - this.minX = Infinity; - this.minY = Infinity; - this.maxX = -Infinity; - this.maxY = -Infinity; - this.rect = null; - this.updateID = -1; - } /** - * Checks if bounds are empty. - * @returns - True if empty. + * (Un)Sets the flag. + * @param flag - The flag to (un)set. + * @param value - Whether to set or (un)set the flag. */ - Bounds.prototype.isEmpty = function () { - return this.minX > this.maxX || this.minY > this.maxY; + LoaderResource.prototype._setFlag = function (flag, value) { + this._flags = value ? (this._flags | flag) : (this._flags & ~flag); }; - /** Clears the bounds and resets. */ - Bounds.prototype.clear = function () { - this.minX = Infinity; - this.minY = Infinity; - this.maxX = -Infinity; - this.maxY = -Infinity; + /** Clears all the events from the underlying loading source. */ + LoaderResource.prototype._clearEvents = function () { + clearTimeout(this._elementTimer); + if (this.data && this.data.removeEventListener) { + this.data.removeEventListener('error', this._boundOnError, false); + this.data.removeEventListener('load', this._boundComplete, false); + this.data.removeEventListener('progress', this._boundOnProgress, false); + this.data.removeEventListener('canplaythrough', this._boundComplete, false); + } + if (this.xhr) { + if (this.xhr.removeEventListener) { + this.xhr.removeEventListener('error', this._boundXhrOnError, false); + this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false); + this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false); + this.xhr.removeEventListener('progress', this._boundOnProgress, false); + this.xhr.removeEventListener('load', this._boundXhrOnLoad, false); + } + else { + this.xhr.onerror = null; + this.xhr.ontimeout = null; + this.xhr.onprogress = null; + this.xhr.onload = null; + } + } + }; + /** Finalizes the load. */ + LoaderResource.prototype._finish = function () { + if (this.isComplete) { + throw new Error('Complete called again for an already completed resource.'); + } + this._setFlag(LoaderResource.STATUS_FLAGS.COMPLETE, true); + this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, false); + this.onComplete.dispatch(this); }; /** - * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle - * It is not guaranteed that it will return tempRect - * @param rect - Temporary object will be used if AABB is not empty - * @returns - A rectangle of the bounds + * Loads this resources using an element that has a single source, + * like an HTMLImageElement. + * @private + * @param type - The type of element to use. */ - Bounds.prototype.getRectangle = function (rect) { - if (this.minX > this.maxX || this.minY > this.maxY) { - return Rectangle$2.EMPTY; + LoaderResource.prototype._loadElement = function (type) { + if (this.metadata.loadElement) { + this.data = this.metadata.loadElement; + } + else if (type === 'image' && typeof globalThis.Image !== 'undefined') { + this.data = new Image(); + } + else { + this.data = document.createElement(type); + } + if (this.crossOrigin) { + this.data.crossOrigin = this.crossOrigin; + } + if (!this.metadata.skipSource) { + this.data.src = this.url; + } + this.data.addEventListener('error', this._boundOnError, false); + this.data.addEventListener('load', this._boundComplete, false); + this.data.addEventListener('progress', this._boundOnProgress, false); + if (this.timeout) { + this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); } - rect = rect || new Rectangle$2(0, 0, 1, 1); - rect.x = this.minX; - rect.y = this.minY; - rect.width = this.maxX - this.minX; - rect.height = this.maxY - this.minY; - return rect; }; /** - * This function should be inlined when its possible. - * @param point - The point to add. + * Loads this resources using an element that has multiple sources, + * like an HTMLAudioElement or HTMLVideoElement. + * @param type - The type of element to use. */ - Bounds.prototype.addPoint = function (point) { - this.minX = Math.min(this.minX, point.x); - this.maxX = Math.max(this.maxX, point.x); - this.minY = Math.min(this.minY, point.y); - this.maxY = Math.max(this.maxY, point.y); + LoaderResource.prototype._loadSourceElement = function (type) { + if (this.metadata.loadElement) { + this.data = this.metadata.loadElement; + } + else if (type === 'audio' && typeof globalThis.Audio !== 'undefined') { + this.data = new Audio(); + } + else { + this.data = document.createElement(type); + } + if (this.data === null) { + this.abort("Unsupported element: " + type); + return; + } + if (this.crossOrigin) { + this.data.crossOrigin = this.crossOrigin; + } + if (!this.metadata.skipSource) { + // support for CocoonJS Canvas+ runtime, lacks document.createElement('source') + if (navigator.isCocoonJS) { + this.data.src = Array.isArray(this.url) ? this.url[0] : this.url; + } + else if (Array.isArray(this.url)) { + var mimeTypes = this.metadata.mimeType; + for (var i = 0; i < this.url.length; ++i) { + this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes)); + } + } + else { + var mimeTypes = this.metadata.mimeType; + this.data.appendChild(this._createSource(type, this.url, Array.isArray(mimeTypes) ? mimeTypes[0] : mimeTypes)); + } + } + this.data.addEventListener('error', this._boundOnError, false); + this.data.addEventListener('load', this._boundComplete, false); + this.data.addEventListener('progress', this._boundOnProgress, false); + this.data.addEventListener('canplaythrough', this._boundComplete, false); + this.data.load(); + if (this.timeout) { + this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); + } + }; + /** Loads this resources using an XMLHttpRequest. */ + LoaderResource.prototype._loadXhr = function () { + // if unset, determine the value + if (typeof this.xhrType !== 'string') { + this.xhrType = this._determineXhrType(); + } + var xhr = this.xhr = new XMLHttpRequest(); + // send credentials when crossOrigin with credentials requested + if (this.crossOrigin === 'use-credentials') { + xhr.withCredentials = true; + } + // set the request type and url + xhr.open('GET', this.url, true); + xhr.timeout = this.timeout; + // load json as text and parse it ourselves. We do this because some browsers + // *cough* safari *cough* can't deal with it. + if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON + || this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) { + xhr.responseType = LoaderResource.XHR_RESPONSE_TYPE.TEXT; + } + else { + xhr.responseType = this.xhrType; + } + xhr.addEventListener('error', this._boundXhrOnError, false); + xhr.addEventListener('timeout', this._boundXhrOnTimeout, false); + xhr.addEventListener('abort', this._boundXhrOnAbort, false); + xhr.addEventListener('progress', this._boundOnProgress, false); + xhr.addEventListener('load', this._boundXhrOnLoad, false); + xhr.send(); + }; + /** Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross). */ + LoaderResource.prototype._loadXdr = function () { + // if unset, determine the value + if (typeof this.xhrType !== 'string') { + this.xhrType = this._determineXhrType(); + } + var xdr = this.xhr = new globalThis.XDomainRequest(); // eslint-disable-line no-undef + // XDomainRequest has a few quirks. Occasionally it will abort requests + // A way to avoid this is to make sure ALL callbacks are set even if not used + // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9 + xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9 + xdr.onerror = this._boundXhrOnError; + xdr.ontimeout = this._boundXhrOnTimeout; + xdr.onprogress = this._boundOnProgress; + xdr.onload = this._boundXhrOnLoad; + xdr.open('GET', this.url, true); + // Note: The xdr.send() call is wrapped in a timeout to prevent an + // issue with the interface where some requests are lost if multiple + // XDomainRequests are being sent at the same time. + // Some info here: https://github.com/photonstorm/phaser/issues/1248 + setTimeout(function () { return xdr.send(); }, 1); }; /** - * Adds a point, after transformed. This should be inlined when its possible. - * @param matrix - * @param point + * Creates a source used in loading via an element. + * @param type - The element type (video or audio). + * @param url - The source URL to load from. + * @param [mime] - The mime type of the video + * @returns The source element. */ - Bounds.prototype.addPointMatrix = function (matrix, point) { - var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty; - var x = (a * point.x) + (c * point.y) + tx; - var y = (b * point.x) + (d * point.y) + ty; - this.minX = Math.min(this.minX, x); - this.maxX = Math.max(this.maxX, x); - this.minY = Math.min(this.minY, y); - this.maxY = Math.max(this.maxY, y); + LoaderResource.prototype._createSource = function (type, url, mime) { + if (!mime) { + mime = type + "/" + this._getExtension(url); + } + var source = document.createElement('source'); + source.src = url; + source.type = mime; + return source; }; /** - * Adds a quad, not transformed - * @param vertices - The verts to add. + * Called if a load errors out. + * @param event - The error event from the element that emits it. */ - Bounds.prototype.addQuad = function (vertices) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - var x = vertices[0]; - var y = vertices[1]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[2]; - y = vertices[3]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[4]; - y = vertices[5]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[6]; - y = vertices[7]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; + LoaderResource.prototype._onError = function (event) { + this.abort("Failed to load element using: " + event.target.nodeName); }; /** - * Adds sprite frame, transformed. - * @param transform - transform to apply - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame + * Called if a load progress event fires for an element or xhr/xdr. + * @param event - Progress event. */ - Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) { - this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1); + LoaderResource.prototype._onProgress = function (event) { + if (event && event.lengthComputable) { + this.onProgress.dispatch(this, event.loaded / event.total); + } }; - /** - * Adds sprite frame, multiplied by matrix - * @param matrix - matrix to apply - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - */ - Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) { - var a = matrix.a; - var b = matrix.b; - var c = matrix.c; - var d = matrix.d; - var tx = matrix.tx; - var ty = matrix.ty; - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - var x = (a * x0) + (c * y0) + tx; - var y = (b * x0) + (d * y0) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x1) + (c * y0) + tx; - y = (b * x1) + (d * y0) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x0) + (c * y1) + tx; - y = (b * x0) + (d * y1) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x1) + (c * y1) + tx; - y = (b * x1) + (d * y1) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; + /** Called if a timeout event fires for an element. */ + LoaderResource.prototype._onTimeout = function () { + this.abort("Load timed out."); }; - /** - * Adds screen vertices from array - * @param vertexData - calculated vertices - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - */ - Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - for (var i = beginOffset; i < endOffset; i += 2) { - var x = vertexData[i]; - var y = vertexData[i + 1]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - } - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; + /** Called if an error event fires for xhr/xdr. */ + LoaderResource.prototype._xhrOnError = function () { + var xhr = this.xhr; + this.abort(reqType(xhr) + " Request failed. Status: " + xhr.status + ", text: \"" + xhr.statusText + "\""); }; - /** - * Add an array of mesh vertices - * @param transform - mesh transform - * @param vertices - mesh coordinates in array - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - */ - Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) { - this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset); + /** Called if an error event fires for xhr/xdr. */ + LoaderResource.prototype._xhrOnTimeout = function () { + var xhr = this.xhr; + this.abort(reqType(xhr) + " Request timed out."); }; - /** - * Add an array of mesh vertices. - * @param matrix - mesh matrix - * @param vertices - mesh coordinates in array - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - * @param padX - x padding - * @param padY - y padding - */ - Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) { - if (padX === void 0) { padX = 0; } - if (padY === void 0) { padY = padX; } - var a = matrix.a; - var b = matrix.b; - var c = matrix.c; - var d = matrix.d; - var tx = matrix.tx; - var ty = matrix.ty; - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - for (var i = beginOffset; i < endOffset; i += 2) { - var rawX = vertices[i]; - var rawY = vertices[i + 1]; - var x = (a * rawX) + (c * rawY) + tx; - var y = (d * rawY) + (b * rawX) + ty; - minX = Math.min(minX, x - padX); - maxX = Math.max(maxX, x + padX); - minY = Math.min(minY, y - padY); - maxY = Math.max(maxY, y + padY); - } - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; + /** Called if an abort event fires for xhr/xdr. */ + LoaderResource.prototype._xhrOnAbort = function () { + var xhr = this.xhr; + this.abort(reqType(xhr) + " Request was aborted by the user."); }; - /** - * Adds other {@link Bounds}. - * @param bounds - The Bounds to be added - */ - Bounds.prototype.addBounds = function (bounds) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = bounds.minX < minX ? bounds.minX : minX; - this.minY = bounds.minY < minY ? bounds.minY : minY; - this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX; - this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY; + /** Called when data successfully loads from an xhr/xdr request. */ + LoaderResource.prototype._xhrOnLoad = function () { + var xhr = this.xhr; + var text = ''; + var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200. + // responseText is accessible only if responseType is '' or 'text' and on older browsers + if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') { + text = xhr.responseText; + } + // status can be 0 when using the `file://` protocol so we also check if a response is set. + // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request. + if (status === STATUS_NONE && (text.length > 0 || xhr.responseType === LoaderResource.XHR_RESPONSE_TYPE.BUFFER)) { + status = STATUS_OK; + } + // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request + else if (status === STATUS_IE_BUG_EMPTY) { + status = STATUS_EMPTY; + } + var statusType = (status / 100) | 0; + if (statusType === STATUS_TYPE_OK) { + // if text, just return it + if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.TEXT) { + this.data = text; + this.type = LoaderResource.TYPE.TEXT; + } + // if json, parse into json object + else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON) { + try { + this.data = JSON.parse(text); + this.type = LoaderResource.TYPE.JSON; + } + catch (e) { + this.abort("Error trying to parse loaded json: " + e); + return; + } + } + // if xml, parse into an xml document or div element + else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) { + try { + if (globalThis.DOMParser) { + var domparser = new DOMParser(); + this.data = domparser.parseFromString(text, 'text/xml'); + } + else { + var div = document.createElement('div'); + div.innerHTML = text; + this.data = div; + } + this.type = LoaderResource.TYPE.XML; + } + catch (e$1) { + this.abort("Error trying to parse loaded xml: " + e$1); + return; + } + } + // other types just return the response + else { + this.data = xhr.response || text; + } + } + else { + this.abort("[" + xhr.status + "] " + xhr.statusText + ": " + xhr.responseURL); + return; + } + this.complete(); }; /** - * Adds other Bounds, masked with Bounds. - * @param bounds - The Bounds to be added. - * @param mask - TODO + * Sets the `crossOrigin` property for this resource based on if the url + * for this resource is cross-origin. If crossOrigin was manually set, this + * function does nothing. + * @private + * @param url - The url to test. + * @param [loc=globalThis.location] - The location object to test against. + * @returns The crossOrigin value to use (or empty string for none). */ - Bounds.prototype.addBoundsMask = function (bounds, mask) { - var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX; - var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY; - var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX; - var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY; - if (_minX <= _maxX && _minY <= _maxY) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = _minX < minX ? _minX : minX; - this.minY = _minY < minY ? _minY : minY; - this.maxX = _maxX > maxX ? _maxX : maxX; - this.maxY = _maxY > maxY ? _maxY : maxY; + // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types + LoaderResource.prototype._determineCrossOrigin = function (url, loc) { + // data: and javascript: urls are considered same-origin + if (url.indexOf('data:') === 0) { + return ''; + } + // A sandboxed iframe without the 'allow-same-origin' attribute will have a special + // origin designed not to match globalThis.location.origin, and will always require + // crossOrigin requests regardless of whether the location matches. + if (globalThis.origin !== globalThis.location.origin) { + return 'anonymous'; } + // default is globalThis.location + loc = loc || globalThis.location; + if (!tempAnchor) { + tempAnchor = document.createElement('a'); + } + // let the browser determine the full href for the url of this resource and then + // parse with the node url lib, we can't use the properties of the anchor element + // because they don't work in IE9 :( + tempAnchor.href = url; + var parsedUrl = parseUri(tempAnchor.href, { strictMode: true }); + var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port); + var protocol = parsedUrl.protocol ? parsedUrl.protocol + ":" : ''; + // if cross origin + if (parsedUrl.host !== loc.hostname || !samePort || protocol !== loc.protocol) { + return 'anonymous'; + } + return ''; }; /** - * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty. - * @param bounds - other bounds - * @param matrix - multiplicator + * Determines the responseType of an XHR request based on the extension of the + * resource being loaded. + * @private + * @returns {PIXI.LoaderResource.XHR_RESPONSE_TYPE} The responseType to use. */ - Bounds.prototype.addBoundsMatrix = function (bounds, matrix) { - this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY); + LoaderResource.prototype._determineXhrType = function () { + return LoaderResource._xhrTypeMap[this.extension] || LoaderResource.XHR_RESPONSE_TYPE.TEXT; }; /** - * Adds other Bounds, masked with Rectangle. - * @param bounds - TODO - * @param area - TODO + * Determines the loadType of a resource based on the extension of the + * resource being loaded. + * @private + * @returns {PIXI.LoaderResource.LOAD_TYPE} The loadType to use. */ - Bounds.prototype.addBoundsArea = function (bounds, area) { - var _minX = bounds.minX > area.x ? bounds.minX : area.x; - var _minY = bounds.minY > area.y ? bounds.minY : area.y; - var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width); - var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height); - if (_minX <= _maxX && _minY <= _maxY) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = _minX < minX ? _minX : minX; - this.minY = _minY < minY ? _minY : minY; - this.maxX = _maxX > maxX ? _maxX : maxX; - this.maxY = _maxY > maxY ? _maxY : maxY; - } + LoaderResource.prototype._determineLoadType = function () { + return LoaderResource._loadTypeMap[this.extension] || LoaderResource.LOAD_TYPE.XHR; }; /** - * Pads bounds object, making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. + * Extracts the extension (sans '.') of the file being loaded by the resource. + * @param [url] - url to parse, `this.url` by default. + * @returns The extension. */ - Bounds.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - if (!this.isEmpty()) { - this.minX -= paddingX; - this.maxX += paddingX; - this.minY -= paddingY; - this.maxY += paddingY; + LoaderResource.prototype._getExtension = function (url) { + if (url === void 0) { url = this.url; } + var ext = ''; + if (this.isDataUrl) { + var slashIndex = url.indexOf('/'); + ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex)); + } + else { + var queryStart = url.indexOf('?'); + var hashStart = url.indexOf('#'); + var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length); + url = url.substring(0, index); + ext = url.substring(url.lastIndexOf('.') + 1); } + return ext.toLowerCase(); }; /** - * Adds padded frame. (x0, y0) should be strictly less than (x1, y1) - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - * @param padX - padding X - * @param padY - padding Y + * Determines the mime type of an XHR request based on the responseType of + * resource being loaded. + * @param type - The type to get a mime type for. + * @private + * @returns The mime type to use. */ - Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) { - x0 -= padX; - y0 -= padY; - x1 += padX; - y1 += padY; - this.minX = this.minX < x0 ? this.minX : x0; - this.maxX = this.maxX > x1 ? this.maxX : x1; - this.minY = this.minY < y0 ? this.minY : y0; - this.maxY = this.maxY > y1 ? this.maxY : y1; + LoaderResource.prototype._getMimeFromXhrType = function (type) { + switch (type) { + case LoaderResource.XHR_RESPONSE_TYPE.BUFFER: + return 'application/octet-binary'; + case LoaderResource.XHR_RESPONSE_TYPE.BLOB: + return 'application/blob'; + case LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT: + return 'application/xml'; + case LoaderResource.XHR_RESPONSE_TYPE.JSON: + return 'application/json'; + case LoaderResource.XHR_RESPONSE_TYPE.DEFAULT: + case LoaderResource.XHR_RESPONSE_TYPE.TEXT: + /* falls through */ + default: + return 'text/plain'; + } }; - return Bounds; + return LoaderResource; }()); + // eslint-disable-next-line @typescript-eslint/no-namespace + (function (LoaderResource) { + (function (STATUS_FLAGS) { + /** None */ + STATUS_FLAGS[STATUS_FLAGS["NONE"] = 0] = "NONE"; + /** Data URL */ + STATUS_FLAGS[STATUS_FLAGS["DATA_URL"] = 1] = "DATA_URL"; + /** Complete */ + STATUS_FLAGS[STATUS_FLAGS["COMPLETE"] = 2] = "COMPLETE"; + /** Loading */ + STATUS_FLAGS[STATUS_FLAGS["LOADING"] = 4] = "LOADING"; + })(LoaderResource.STATUS_FLAGS || (LoaderResource.STATUS_FLAGS = {})); + (function (TYPE) { + /** Unknown */ + TYPE[TYPE["UNKNOWN"] = 0] = "UNKNOWN"; + /** JSON */ + TYPE[TYPE["JSON"] = 1] = "JSON"; + /** XML */ + TYPE[TYPE["XML"] = 2] = "XML"; + /** Image */ + TYPE[TYPE["IMAGE"] = 3] = "IMAGE"; + /** Audio */ + TYPE[TYPE["AUDIO"] = 4] = "AUDIO"; + /** Video */ + TYPE[TYPE["VIDEO"] = 5] = "VIDEO"; + /** Plain text */ + TYPE[TYPE["TEXT"] = 6] = "TEXT"; + })(LoaderResource.TYPE || (LoaderResource.TYPE = {})); + (function (LOAD_TYPE) { + /** Uses XMLHttpRequest to load the resource. */ + LOAD_TYPE[LOAD_TYPE["XHR"] = 1] = "XHR"; + /** Uses an `Image` object to load the resource. */ + LOAD_TYPE[LOAD_TYPE["IMAGE"] = 2] = "IMAGE"; + /** Uses an `Audio` object to load the resource. */ + LOAD_TYPE[LOAD_TYPE["AUDIO"] = 3] = "AUDIO"; + /** Uses a `Video` object to load the resource. */ + LOAD_TYPE[LOAD_TYPE["VIDEO"] = 4] = "VIDEO"; + })(LoaderResource.LOAD_TYPE || (LoaderResource.LOAD_TYPE = {})); + (function (XHR_RESPONSE_TYPE) { + /** string */ + XHR_RESPONSE_TYPE["DEFAULT"] = "text"; + /** ArrayBuffer */ + XHR_RESPONSE_TYPE["BUFFER"] = "arraybuffer"; + /** Blob */ + XHR_RESPONSE_TYPE["BLOB"] = "blob"; + /** Document */ + XHR_RESPONSE_TYPE["DOCUMENT"] = "document"; + /** Object */ + XHR_RESPONSE_TYPE["JSON"] = "json"; + /** String */ + XHR_RESPONSE_TYPE["TEXT"] = "text"; + })(LoaderResource.XHR_RESPONSE_TYPE || (LoaderResource.XHR_RESPONSE_TYPE = {})); + LoaderResource._loadTypeMap = { + // images + gif: LoaderResource.LOAD_TYPE.IMAGE, + png: LoaderResource.LOAD_TYPE.IMAGE, + bmp: LoaderResource.LOAD_TYPE.IMAGE, + jpg: LoaderResource.LOAD_TYPE.IMAGE, + jpeg: LoaderResource.LOAD_TYPE.IMAGE, + tif: LoaderResource.LOAD_TYPE.IMAGE, + tiff: LoaderResource.LOAD_TYPE.IMAGE, + webp: LoaderResource.LOAD_TYPE.IMAGE, + tga: LoaderResource.LOAD_TYPE.IMAGE, + avif: LoaderResource.LOAD_TYPE.IMAGE, + svg: LoaderResource.LOAD_TYPE.IMAGE, + 'svg+xml': LoaderResource.LOAD_TYPE.IMAGE, + // audio + mp3: LoaderResource.LOAD_TYPE.AUDIO, + ogg: LoaderResource.LOAD_TYPE.AUDIO, + wav: LoaderResource.LOAD_TYPE.AUDIO, + // videos + mp4: LoaderResource.LOAD_TYPE.VIDEO, + webm: LoaderResource.LOAD_TYPE.VIDEO, + }; + LoaderResource._xhrTypeMap = { + // xml + xhtml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + html: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + htm: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + xml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + tmx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + svg: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component. + // Since it is way less likely for people to be loading TypeScript files instead of Tiled files, + // this should probably be fine. + tsx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, + // images + gif: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + png: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + bmp: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + jpg: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + jpeg: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + tif: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + tiff: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + webp: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + tga: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + avif: LoaderResource.XHR_RESPONSE_TYPE.BLOB, + // json + json: LoaderResource.XHR_RESPONSE_TYPE.JSON, + // text + text: LoaderResource.XHR_RESPONSE_TYPE.TEXT, + txt: LoaderResource.XHR_RESPONSE_TYPE.TEXT, + // fonts + ttf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER, + otf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER, + }; + // We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif + LoaderResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw=='; + })(LoaderResource || (LoaderResource = {})); - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$l = function(d, b) { - extendStatics$l = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$l(d, b); - }; - - function __extends$l(d, b) { - extendStatics$l(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + /** + * Smaller version of the async library constructs. + * @ignore + */ + function _noop() { } - /** - * The base class for all objects that are rendered on the screen. - * - * This is an abstract class and can not be used on its own; rather it should be extended. - * - * ## Display objects implemented in PixiJS - * - * | Display Object | Description | - * | ------------------------------- | --------------------------------------------------------------------- | - * | {@link PIXI.Container} | Adds support for `children` to DisplayObject | - * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API | - * | {@link PIXI.Sprite} | Draws textures (i.e. images) | - * | {@link PIXI.Text} | Draws text using the Canvas API internally | - * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures | - * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion | - * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images | - * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data | - * | {@link PIXI.NineSlicePlane} | Mesh-related | - * | {@link PIXI.SimpleMesh} | v4-compatible mesh | - * | {@link PIXI.SimplePlane} | Mesh-related | - * | {@link PIXI.SimpleRope} | Mesh-related | - * - * ## Transforms - * - * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its - * local coordinate space to its parent's local coordinate space. The following properties are derived - * from the transform: - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - *
                                                                        PropertyDescription
                                                                        [pivot]{@link PIXI.DisplayObject#pivot} - * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot - * is equal to position, regardless of the other three transformations. In other words, It is the center of - * rotation, scaling, and skewing. - *
                                                                        [position]{@link PIXI.DisplayObject#position} - * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local - * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object - * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space. - *
                                                                        [scale]{@link PIXI.DisplayObject#scale} - * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the - * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center - * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}. - *
                                                                        [rotation]{@link PIXI.DisplayObject#rotation} - * Rotation. This will rotate the display object's projection by this angle (in radians). - *
                                                                        [skew]{@link PIXI.DisplayObject#skew} - *

                                                                        Skewing. This can be used to deform a rectangular display object into a parallelogram.

                                                                        - *

                                                                        - * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be - * thought of the net rotation applied to the coordinate axes (separately). For example, if "skew.x" is - * ⍺ and "skew.y" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be - * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will - * be rotated by an angle between ⍺ and β. - *

                                                                        - *

                                                                        - * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying - * a rotation. Indeed, if "skew.x" = -ϴ and "skew.y" = ϴ, it will produce an equivalent of "rotation" = ϴ. - *

                                                                        - *

                                                                        - * Another quite interesting observation is that "skew.x", "skew.y", rotation are communtative operations. Indeed, - * because rotation is essentially a careful combination of the two. - *

                                                                        - *
                                                                        angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
                                                                        xTranslation. This is an alias for position.x!
                                                                        yTranslation. This is an alias for position.y!
                                                                        width - * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing - * the "requested" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there - * is no concept of user-defined width. - *
                                                                        height - * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing - * the "requested" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there - * is no concept of user-defined height. - *
                                                                        - * - * ## Bounds - * - * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit - * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the - * `worldTransform` to calculate in world space). - * - * There are a few additional types of bounding boxes: - * - * | Bounds | Description | - * | --------------------- | ---------------------------------------------------------------------------------------- | - * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. | - * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. | - * | Render Bounds | The bounds, but including extra rendering effects like filter padding. | - * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. | - * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. | - * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)| - * | Content Bounds | The natural bounds when excluding all children of a `Container`. | - * - * ### calculateBounds - * - * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children. - * - * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and - * `getLocalBounds` to work. This method must write the bounds into `this._bounds`. - * - * Generally, the following technique works for most simple cases: take the list of points - * forming the "hull" of the object (i.e. outline of the object's shape), and then add them - * using {@link PIXI.Bounds#addPointMatrix}. - * - * ```js - * calculateBounds(): void - * { - * const points = [...]; - * - * for (let i = 0, j = points.length; i < j; i++) - * { - * this._bounds.addPointMatrix(this.worldTransform, points[i]); - * } - * } - * ``` - * - * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them - * in one array together. - * - * ## Alpha - * - * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display - * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not - * applied on any ancestor further up the chain). - * - * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}. - * - * ## Renderable vs Visible - * - * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the - * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display - * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not - * be calculated. - * - * It is recommended that applications use the `renderable` property for culling. See - * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or - * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details. - * - * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This - * one is also better in terms of performance. + * Ensures a function is only called once. + * @ignore + * @param {Function} fn - The function to wrap. + * @returns {Function} The wrapping function. + */ + function onlyOnce(fn) { + return function onceWrapper() { + var arguments$1 = arguments; + + var args = []; + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments$1[_i]; + } + if (fn === null) { + throw new Error('Callback was already called.'); + } + var callFn = fn; + fn = null; + callFn.apply(this, args); + }; + } + /** + * @private * @memberof PIXI */ - var DisplayObject$2 = /** @class */ (function (_super) { - __extends$l(DisplayObject, _super); - function DisplayObject() { - var _this = _super.call(this) || this; - _this.tempDisplayObjectParent = null; - // TODO: need to create Transform from factory - _this.transform = new Transform$3(); - _this.alpha = 1; - _this.visible = true; - _this.renderable = true; - _this.cullable = false; - _this.cullArea = null; - _this.parent = null; - _this.worldAlpha = 1; - _this._lastSortedIndex = 0; - _this._zIndex = 0; - _this.filterArea = null; - _this.filters = null; - _this._enabledFilters = null; - _this._bounds = new Bounds$2(); - _this._localBounds = null; - _this._boundsID = 0; - _this._boundsRect = null; - _this._localBoundsRect = null; - _this._mask = null; - _this._maskRefCount = 0; - _this._destroyed = false; - _this.isSprite = false; - _this.isMask = false; - return _this; + var AsyncQueueItem = /** @class */ (function () { + /** + * @param data + * @param callback + * @private + */ + function AsyncQueueItem(data, callback) { + this.data = data; + this.callback = callback; } + return AsyncQueueItem; + }()); + /** + * @private + * @memberof PIXI + */ + var AsyncQueue = /** @class */ (function () { /** - * Mixes all enumerable properties and methods from a source object to DisplayObject. - * @param source - The source of properties and methods to mix in. + * @param worker + * @param concurrency + * @private */ - DisplayObject.mixin = function (source) { - // in ES8/ES2017, this would be really easy: - // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source)); - // get all the enumerable property keys - var keys = Object.keys(source); - // loop through properties - for (var i = 0; i < keys.length; ++i) { - var propertyName = keys[i]; - // Set the property using the property descriptor - this works for accessors and normal value properties - Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName)); - } - }; - Object.defineProperty(DisplayObject.prototype, "destroyed", { - /** - * Fired when this DisplayObject is added to a Container. - * @instance - * @event added - * @param {PIXI.Container} container - The container added to. - */ - /** - * Fired when this DisplayObject is removed from a Container. - * @instance - * @event removed - * @param {PIXI.Container} container - The container removed from. - */ - /** - * Fired when this DisplayObject is destroyed. This event is emitted once - * destroy is finished. - * @instance - * @event destroyed - */ - /** Readonly flag for destroyed display objects. */ - get: function () { - return this._destroyed; - }, - enumerable: false, - configurable: true - }); - /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */ - DisplayObject.prototype._recursivePostUpdateTransform = function () { - if (this.parent) { - this.parent._recursivePostUpdateTransform(); - this.transform.updateTransform(this.parent.transform); - } - else { - this.transform.updateTransform(this._tempDisplayObjectParent.transform); + function AsyncQueue(worker, concurrency) { + var _this = this; + if (concurrency === void 0) { concurrency = 1; } + this.workers = 0; + this.saturated = _noop; + this.unsaturated = _noop; + this.empty = _noop; + this.drain = _noop; + this.error = _noop; + this.started = false; + this.paused = false; + this._tasks = []; + this._insert = function (data, insertAtFront, callback) { + if (callback && typeof callback !== 'function') { + throw new Error('task callback must be a function'); + } + _this.started = true; + // eslint-disable-next-line no-eq-null,eqeqeq + if (data == null && _this.idle()) { + // call drain immediately if there are no tasks + setTimeout(function () { return _this.drain(); }, 1); + return; + } + var item = new AsyncQueueItem(data, typeof callback === 'function' ? callback : _noop); + if (insertAtFront) { + _this._tasks.unshift(item); + } + else { + _this._tasks.push(item); + } + setTimeout(_this.process, 1); + }; + this.process = function () { + while (!_this.paused && _this.workers < _this.concurrency && _this._tasks.length) { + var task = _this._tasks.shift(); + if (_this._tasks.length === 0) { + _this.empty(); + } + _this.workers += 1; + if (_this.workers === _this.concurrency) { + _this.saturated(); + } + _this._worker(task.data, onlyOnce(_this._next(task))); + } + }; + this._worker = worker; + if (concurrency === 0) { + throw new Error('Concurrency must not be zero'); } - }; - /** Updates the object transform for rendering. TODO - Optimization pass! */ - DisplayObject.prototype.updateTransform = function () { - this._boundsID++; - this.transform.updateTransform(this.parent.transform); - // multiply the alphas.. - this.worldAlpha = this.alpha * this.parent.worldAlpha; - }; + this.concurrency = concurrency; + this.buffer = concurrency / 4.0; + } /** - * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}. - * - * This method is expensive on containers with a large subtree (like the stage). This is because the bounds - * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to - * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update - * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using - * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise, - * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as - * its height increases. - * - * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated. - * The world bounds of all display objects in a container's **subtree** will also be recalculated. - * - * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds - * calculation if needed. - * - * ```js - * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect); - * ``` - * - * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This - * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more - * details. - * - * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms - * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain - * cases. - * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from - * being updated. This means the calculation returned MAY be out of date BUT will give you a - * nice performance boost. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @returns - The minimum axis-aligned rectangle in world space that fits around this object. + * @param task + * @private */ - DisplayObject.prototype.getBounds = function (skipUpdate, rect) { - if (!skipUpdate) { - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.updateTransform(); - this.parent = null; + AsyncQueue.prototype._next = function (task) { + var _this = this; + return function () { + var arguments$1 = arguments; + + var args = []; + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments$1[_i]; } - else { - this._recursivePostUpdateTransform(); - this.updateTransform(); + _this.workers -= 1; + task.callback.apply(task, args); + // eslint-disable-next-line no-eq-null,eqeqeq + if (args[0] != null) { + _this.error(args[0], task.data); + } + if (_this.workers <= (_this.concurrency - _this.buffer)) { + _this.unsaturated(); + } + if (_this.idle()) { + _this.drain(); } + _this.process(); + }; + }; + // That was in object + // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types + AsyncQueue.prototype.push = function (data, callback) { + this._insert(data, false, callback); + }; + AsyncQueue.prototype.kill = function () { + this.workers = 0; + this.drain = _noop; + this.started = false; + this._tasks = []; + }; + // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types + AsyncQueue.prototype.unshift = function (data, callback) { + this._insert(data, true, callback); + }; + AsyncQueue.prototype.length = function () { + return this._tasks.length; + }; + AsyncQueue.prototype.running = function () { + return this.workers; + }; + AsyncQueue.prototype.idle = function () { + return this._tasks.length + this.workers === 0; + }; + AsyncQueue.prototype.pause = function () { + if (this.paused === true) { + return; } - if (this._bounds.updateID !== this._boundsID) { - this.calculateBounds(); - this._bounds.updateID = this._boundsID; + this.paused = true; + }; + AsyncQueue.prototype.resume = function () { + if (this.paused === false) { + return; } - if (!rect) { - if (!this._boundsRect) { - this._boundsRect = new Rectangle$2(); - } - rect = this._boundsRect; + this.paused = false; + // Need to call this.process once per concurrent + // worker to preserve full concurrency after pause + for (var w = 1; w <= this.concurrency; w++) { + this.process(); } - return this._bounds.getRectangle(rect); }; /** - * Retrieves the local bounds of the displayObject as a rectangle object. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @returns - The rectangular bounding area. + * Iterates an array in series. + * @param {Array.<*>} array - Array to iterate. + * @param {Function} iterator - Function to call for each element. + * @param {Function} callback - Function to call when done, or on error. + * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1. */ - DisplayObject.prototype.getLocalBounds = function (rect) { - if (!rect) { - if (!this._localBoundsRect) { - this._localBoundsRect = new Rectangle$2(); + AsyncQueue.eachSeries = function (array, iterator, callback, deferNext) { + var i = 0; + var len = array.length; + function next(err) { + if (err || i === len) { + if (callback) { + callback(err); + } + return; + } + if (deferNext) { + setTimeout(function () { + iterator(array[i++], next); + }, 1); + } + else { + iterator(array[i++], next); } - rect = this._localBoundsRect; - } - if (!this._localBounds) { - this._localBounds = new Bounds$2(); } - var transformRef = this.transform; - var parentRef = this.parent; - this.parent = null; - this.transform = this._tempDisplayObjectParent.transform; - var worldBounds = this._bounds; - var worldBoundsID = this._boundsID; - this._bounds = this._localBounds; - var bounds = this.getBounds(false, rect); - this.parent = parentRef; - this.transform = transformRef; - this._bounds = worldBounds; - this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects - return bounds; + next(); }; /** - * Calculates the global position of the display object. - * @param position - The world origin to calculate from. - * @param point - A Point object in which to store the value, optional - * (otherwise will create a new Point). - * @param skipUpdate - Should we skip the update transform. - * @returns - A point object representing the position of this object. + * Async queue implementation, + * @param {Function} worker - The worker function to call for each task. + * @param {number} concurrency - How many workers to run in parrallel. + * @returns {*} The async queue object. */ - DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) { - if (skipUpdate === void 0) { skipUpdate = false; } - if (!skipUpdate) { - this._recursivePostUpdateTransform(); - // this parent check is for just in case the item is a root object. - // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly - // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.displayObjectUpdateTransform(); - this.parent = null; + AsyncQueue.queue = function (worker, concurrency) { + return new AsyncQueue(worker, concurrency); + }; + return AsyncQueue; + }()); + + // some constants + var MAX_PROGRESS = 100; + var rgxExtractUrlHash = /(#[\w-]+)?$/; + /** + * The new loader, forked from Resource Loader by Chad Engler: https://github.com/englercj/resource-loader + * + * ```js + * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use. + * // or + * const loader = new PIXI.Loader(); // You can also create your own if you want + * + * const sprites = {}; + * + * // Chainable `add` to enqueue a resource + * loader.add('bunny', 'data/bunny.png') + * .add('spaceship', 'assets/spritesheet.json'); + * loader.add('scoreFont', 'assets/score.fnt'); + * + * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource. + * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc). + * loader.pre(cachingMiddleware); + * + * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource. + * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc). + * loader.use(parsingMiddleware); + * + * // The `load` method loads the queue of resources, and calls the passed in callback called once all + * // resources have loaded. + * loader.load((loader, resources) => { + * // resources is an object where the key is the name of the resource loaded and the value is the resource object. + * // They have a couple default properties: + * // - `url`: The URL that the resource was loaded from + * // - `error`: The error that happened when trying to load (if any) + * // - `data`: The raw data that was loaded + * // also may contain other properties based on the middleware that runs. + * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture); + * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture); + * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture); + * }); + * + * // throughout the process multiple signals can be dispatched. + * loader.onProgress.add(() => {}); // called once per loaded/errored file + * loader.onError.add(() => {}); // called once per errored file + * loader.onLoad.add(() => {}); // called once per loaded file + * loader.onComplete.add(() => {}); // called once when the queued resources all load. + * ``` + * @memberof PIXI + */ + var Loader = /** @class */ (function () { + /** + * @param baseUrl - The base url for all resources loaded by this loader. + * @param concurrency - The number of resources to load concurrently. + */ + function Loader(baseUrl, concurrency) { + var _this = this; + if (baseUrl === void 0) { baseUrl = ''; } + if (concurrency === void 0) { concurrency = 10; } + /** The progress percent of the loader going through the queue. */ + this.progress = 0; + /** Loading state of the loader, true if it is currently loading resources. */ + this.loading = false; + /** + * A querystring to append to every URL added to the loader. + * + * This should be a valid query string *without* the question-mark (`?`). The loader will + * also *not* escape values for you. Make sure to escape your parameters with + * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property. + * @example + * const loader = new Loader(); + * + * loader.defaultQueryString = 'user=me&password=secret'; + * + * // This will request 'image.png?user=me&password=secret' + * loader.add('image.png').load(); + * + * loader.reset(); + * + * // This will request 'image.png?v=1&user=me&password=secret' + * loader.add('iamge.png?v=1').load(); + */ + this.defaultQueryString = ''; + /** The middleware to run before loading each resource. */ + this._beforeMiddleware = []; + /** The middleware to run after loading each resource. */ + this._afterMiddleware = []; + /** The tracks the resources we are currently completing parsing for. */ + this._resourcesParsing = []; + /** + * The `_loadResource` function bound with this object context. + * @param r - The resource to load + * @param d - The dequeue function + */ + this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); }; + /** All the resources for this loader keyed by name. */ + this.resources = {}; + this.baseUrl = baseUrl; + this._beforeMiddleware = []; + this._afterMiddleware = []; + this._resourcesParsing = []; + this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); }; + this._queue = AsyncQueue.queue(this._boundLoadResource, concurrency); + this._queue.pause(); + this.resources = {}; + this.onProgress = new Signal(); + this.onError = new Signal(); + this.onLoad = new Signal(); + this.onStart = new Signal(); + this.onComplete = new Signal(); + for (var i = 0; i < Loader._plugins.length; ++i) { + var plugin = Loader._plugins[i]; + var pre = plugin.pre, use = plugin.use; + if (pre) { + this.pre(pre); } - else { - this.displayObjectUpdateTransform(); + if (use) { + this.use(use); } } - // don't need to update the lot - return this.worldTransform.apply(position, point); - }; + this._protected = false; + } /** - * Calculates the local position of the display object relative to another point. - * @param position - The world origin to calculate from. - * @param from - The DisplayObject to calculate the global position from. - * @param point - A Point object in which to store the value, optional - * (otherwise will create a new Point). - * @param skipUpdate - Should we skip the update transform - * @returns - A point object representing the position of this object + * Same as add, params have strict order + * @private + * @param name - The name of the resource to load. + * @param url - The url for this resource, relative to the baseUrl of this loader. + * @param options - The options for the load. + * @param callback - Function to call when this specific resource completes loading. + * @returns The loader itself. */ - DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) { - if (from) { - position = from.toGlobal(position, point, skipUpdate); + Loader.prototype._add = function (name, url, options, callback) { + // if loading already you can only add resources that have a parent. + if (this.loading && (!options || !options.parentResource)) { + throw new Error('Cannot add resources while the loader is running.'); } - if (!skipUpdate) { - this._recursivePostUpdateTransform(); - // this parent check is for just in case the item is a root object. - // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly - // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.displayObjectUpdateTransform(); - this.parent = null; + // check if resource already exists. + if (this.resources[name]) { + throw new Error("Resource named \"" + name + "\" already exists."); + } + // add base url if this isn't an absolute url + url = this._prepareUrl(url); + // create the store the resource + this.resources[name] = new LoaderResource(name, url, options); + if (typeof callback === 'function') { + this.resources[name].onAfterMiddleware.once(callback); + } + // if actively loading, make sure to adjust progress chunks for that parent and its children + if (this.loading) { + var parent = options.parentResource; + var incompleteChildren = []; + for (var i = 0; i < parent.children.length; ++i) { + if (!parent.children[i].isComplete) { + incompleteChildren.push(parent.children[i]); + } } - else { - this.displayObjectUpdateTransform(); + var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent + var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child + parent.children.push(this.resources[name]); + parent.progressChunk = eachChunk; + for (var i = 0; i < incompleteChildren.length; ++i) { + incompleteChildren[i].progressChunk = eachChunk; } + this.resources[name].progressChunk = eachChunk; } - // simply apply the matrix.. - return this.worldTransform.applyInverse(position, point); + // add the resource to the queue + this._queue.push(this.resources[name]); + return this; }; + /* eslint-enable require-jsdoc,valid-jsdoc */ /** - * Set the parent Container of this DisplayObject. - * @param container - The Container to add this DisplayObject to. - * @returns - The Container that this DisplayObject was added to. + * Sets up a middleware function that will run *before* the + * resource is loaded. + * @param fn - The middleware function to register. + * @returns The loader itself. */ - DisplayObject.prototype.setParent = function (container) { - if (!container || !container.addChild) { - throw new Error('setParent: Argument must be a Container'); - } - container.addChild(this); - return container; + Loader.prototype.pre = function (fn) { + this._beforeMiddleware.push(fn); + return this; }; /** - * Convenience function to set the position, scale, skew and pivot at once. - * @param x - The X position - * @param y - The Y position - * @param scaleX - The X scale value - * @param scaleY - The Y scale value - * @param rotation - The rotation - * @param skewX - The X skew value - * @param skewY - The Y skew value - * @param pivotX - The X pivot value - * @param pivotY - The Y pivot value - * @returns - The DisplayObject instance + * Sets up a middleware function that will run *after* the + * resource is loaded. + * @param fn - The middleware function to register. + * @returns The loader itself. */ - DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (scaleX === void 0) { scaleX = 1; } - if (scaleY === void 0) { scaleY = 1; } - if (rotation === void 0) { rotation = 0; } - if (skewX === void 0) { skewX = 0; } - if (skewY === void 0) { skewY = 0; } - if (pivotX === void 0) { pivotX = 0; } - if (pivotY === void 0) { pivotY = 0; } - this.position.x = x; - this.position.y = y; - this.scale.x = !scaleX ? 1 : scaleX; - this.scale.y = !scaleY ? 1 : scaleY; - this.rotation = rotation; - this.skew.x = skewX; - this.skew.y = skewY; - this.pivot.x = pivotX; - this.pivot.y = pivotY; + Loader.prototype.use = function (fn) { + this._afterMiddleware.push(fn); return this; }; /** - * Base destroy method for generic display objects. This will automatically - * remove the display object from its parent Container as well as remove - * all current event listeners and internal references. Do not use a DisplayObject - * after calling `destroy()`. - * @param _options + * Resets the queue of the loader to prepare for a new load. + * @returns The loader itself. */ - DisplayObject.prototype.destroy = function (_options) { - if (this.parent) { - this.parent.removeChild(this); + Loader.prototype.reset = function () { + this.progress = 0; + this.loading = false; + this._queue.kill(); + this._queue.pause(); + // abort all resource loads + for (var k in this.resources) { + var res = this.resources[k]; + if (res._onLoadBinding) { + res._onLoadBinding.detach(); + } + if (res.isLoading) { + res.abort('loader reset'); + } } - this._destroyed = true; - this.transform = null; - this.parent = null; - this._bounds = null; - this.mask = null; - this.cullArea = null; - this.filters = null; - this.filterArea = null; - this.hitArea = null; - this.interactive = false; - this.interactiveChildren = false; - this.emit('destroyed'); - this.removeAllListeners(); + this.resources = {}; + return this; }; - Object.defineProperty(DisplayObject.prototype, "_tempDisplayObjectParent", { + /** + * Starts loading the queued resources. + * @param cb - Optional callback that will be bound to the `complete` event. + * @returns The loader itself. + */ + Loader.prototype.load = function (cb) { + deprecation('6.5.0', '@pixi/loaders is being replaced with @pixi/assets in the next major release.'); + // register complete callback if they pass one + if (typeof cb === 'function') { + this.onComplete.once(cb); + } + // if the queue has already started we are done here + if (this.loading) { + return this; + } + if (this._queue.idle()) { + this._onStart(); + this._onComplete(); + } + else { + // distribute progress chunks + var numTasks = this._queue._tasks.length; + var chunk = MAX_PROGRESS / numTasks; + for (var i = 0; i < this._queue._tasks.length; ++i) { + this._queue._tasks[i].data.progressChunk = chunk; + } + // notify we are starting + this._onStart(); + // start loading + this._queue.resume(); + } + return this; + }; + Object.defineProperty(Loader.prototype, "concurrency", { /** - * @protected - * @member {PIXI.Container} + * The number of resources to load concurrently. + * @default 10 */ get: function () { - if (this.tempDisplayObjectParent === null) { - // eslint-disable-next-line @typescript-eslint/no-use-before-define - this.tempDisplayObjectParent = new TemporaryDisplayObject$2(); - } - return this.tempDisplayObjectParent; + return this._queue.concurrency; + }, + set: function (concurrency) { + this._queue.concurrency = concurrency; }, enumerable: false, configurable: true }); /** - * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root - * - * ``` - * const cacheParent = elem.enableTempParent(); - * elem.updateTransform(); - * elem.disableTempParent(cacheParent); - * ``` - * @returns - current parent + * Prepares a url for usage based on the configuration of this object + * @param url - The url to prepare. + * @returns The prepared url. */ - DisplayObject.prototype.enableTempParent = function () { - var myParent = this.parent; - this.parent = this._tempDisplayObjectParent; - return myParent; + Loader.prototype._prepareUrl = function (url) { + var parsedUrl = parseUri(url, { strictMode: true }); + var result; + // absolute url, just use it as is. + if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) { + result = url; + } + // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween + else if (this.baseUrl.length + && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1 + && url.charAt(0) !== '/') { + result = this.baseUrl + "/" + url; + } + else { + result = this.baseUrl + url; + } + // if we need to add a default querystring, there is a bit more work + if (this.defaultQueryString) { + var hash = rgxExtractUrlHash.exec(result)[0]; + result = result.slice(0, result.length - hash.length); + if (result.indexOf('?') !== -1) { + result += "&" + this.defaultQueryString; + } + else { + result += "?" + this.defaultQueryString; + } + result += hash; + } + return result; }; /** - * Pair method for `enableTempParent` - * @param cacheParent - Actual parent of element + * Loads a single resource. + * @param resource - The resource to load. + * @param dequeue - The function to call when we need to dequeue this item. */ - DisplayObject.prototype.disableTempParent = function (cacheParent) { - this.parent = cacheParent; + Loader.prototype._loadResource = function (resource, dequeue) { + var _this = this; + resource._dequeue = dequeue; + // run before middleware + AsyncQueue.eachSeries(this._beforeMiddleware, function (fn, next) { + fn.call(_this, resource, function () { + // if the before middleware marks the resource as complete, + // break and don't process any more before middleware + next(resource.isComplete ? {} : null); + }); + }, function () { + if (resource.isComplete) { + _this._onLoad(resource); + } + else { + resource._onLoadBinding = resource.onComplete.once(_this._onLoad, _this); + resource.load(); + } + }, true); }; - Object.defineProperty(DisplayObject.prototype, "x", { - /** - * The position of the displayObject on the x axis relative to the local coordinates of the parent. - * An alias to position.x - */ - get: function () { - return this.position.x; - }, - set: function (value) { - this.transform.position.x = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "y", { - /** - * The position of the displayObject on the y axis relative to the local coordinates of the parent. - * An alias to position.y - */ - get: function () { - return this.position.y; - }, - set: function (value) { - this.transform.position.y = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "worldTransform", { - /** - * Current transform of the object based on world (parent) factors. - * @readonly - */ + /** Called once loading has started. */ + Loader.prototype._onStart = function () { + this.progress = 0; + this.loading = true; + this.onStart.dispatch(this); + }; + /** Called once each resource has loaded. */ + Loader.prototype._onComplete = function () { + this.progress = MAX_PROGRESS; + this.loading = false; + this.onComplete.dispatch(this, this.resources); + }; + /** + * Called each time a resources is loaded. + * @param resource - The resource that was loaded + */ + Loader.prototype._onLoad = function (resource) { + var _this = this; + resource._onLoadBinding = null; + // remove this resource from the async queue, and add it to our list of resources that are being parsed + this._resourcesParsing.push(resource); + resource._dequeue(); + // run all the after middleware for this resource + AsyncQueue.eachSeries(this._afterMiddleware, function (fn, next) { + fn.call(_this, resource, next); + }, function () { + resource.onAfterMiddleware.dispatch(resource); + _this.progress = Math.min(MAX_PROGRESS, _this.progress + resource.progressChunk); + _this.onProgress.dispatch(_this, resource); + if (resource.error) { + _this.onError.dispatch(resource.error, _this, resource); + } + else { + _this.onLoad.dispatch(_this, resource); + } + _this._resourcesParsing.splice(_this._resourcesParsing.indexOf(resource), 1); + // do completion check + if (_this._queue.idle() && _this._resourcesParsing.length === 0) { + _this._onComplete(); + } + }, true); + }; + /** Destroy the loader, removes references. */ + Loader.prototype.destroy = function () { + if (!this._protected) { + this.reset(); + } + }; + Object.defineProperty(Loader, "shared", { + /** A premade instance of the loader that can be used to load resources. */ get: function () { - return this.transform.worldTransform; + var shared = Loader._shared; + if (!shared) { + shared = new Loader(); + shared._protected = true; + Loader._shared = shared; + } + return shared; }, enumerable: false, configurable: true }); - Object.defineProperty(DisplayObject.prototype, "localTransform", { - /** - * Current transform of the object based on local factors: position, scale, other stuff. - * @readonly - */ - get: function () { - return this.transform.localTransform; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "position", { - /** - * The coordinate of the object relative to the local coordinates of the parent. - * @since 4.0.0 - */ - get: function () { - return this.transform.position; - }, - set: function (value) { - this.transform.position.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "scale", { - /** - * The scale factors of this object along the local coordinate axes. - * - * The default scale is (1, 1). - * @since 4.0.0 - */ - get: function () { - return this.transform.scale; - }, - set: function (value) { - this.transform.scale.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "pivot", { - /** - * The center of rotation, scaling, and skewing for this display object in its local space. The `position` - * is the projection of `pivot` in the parent's local space. - * - * By default, the pivot is the origin (0, 0). - * @since 4.0.0 - */ - get: function () { - return this.transform.pivot; - }, - set: function (value) { - this.transform.pivot.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "skew", { - /** - * The skew factor for the object in radians. - * @since 4.0.0 - */ - get: function () { - return this.transform.skew; - }, - set: function (value) { - this.transform.skew.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "rotation", { - /** - * The rotation of the object in radians. - * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. - */ - get: function () { - return this.transform.rotation; - }, - set: function (value) { - this.transform.rotation = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "angle", { - /** - * The angle of the object in degrees. - * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. - */ - get: function () { - return this.transform.rotation * RAD_TO_DEG$2; - }, - set: function (value) { - this.transform.rotation = value * DEG_TO_RAD$2; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "zIndex", { - /** - * The zIndex of the displayObject. - * - * If a container has the sortableChildren property set to true, children will be automatically - * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array, - * and thus rendered on top of other display objects within the same container. - * @see PIXI.Container#sortableChildren - */ - get: function () { - return this._zIndex; - }, - set: function (value) { - this._zIndex = value; - if (this.parent) { - this.parent.sortDirty = true; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "worldVisible", { - /** - * Indicates if the object is globally visible. - * @readonly - */ - get: function () { - var item = this; - do { - if (!item.visible) { - return false; - } - item = item.parent; - } while (item); - return true; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "mask", { - /** - * Sets a mask for the displayObject. A mask is an object that limits the visibility of an - * object to the shape of the mask applied to it. In PixiJS a regular mask must be a - * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it - * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent. - * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong. - * To remove a mask, set this property to `null`. - * - * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask. - * @example - * const graphics = new PIXI.Graphics(); - * graphics.beginFill(0xFF3300); - * graphics.drawRect(50, 250, 100, 100); - * graphics.endFill(); - * - * const sprite = new PIXI.Sprite(texture); - * sprite.mask = graphics; - * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask. - */ - get: function () { - return this._mask; - }, - set: function (value) { - if (this._mask === value) { - return; - } - if (this._mask) { - var maskObject = (this._mask.isMaskData - ? this._mask.maskObject : this._mask); - if (maskObject) { - maskObject._maskRefCount--; - if (maskObject._maskRefCount === 0) { - maskObject.renderable = true; - maskObject.isMask = false; - } - } + /** + * Use the {@link PIXI.extensions.add} API to register plugins. + * @deprecated since 6.5.0 + * @param plugin - The plugin to add + * @returns Reference to PIXI.Loader for chaining + */ + Loader.registerPlugin = function (plugin) { + deprecation('6.5.0', 'Loader.registerPlugin() is deprecated, use extensions.add() instead.'); + extensions$1.add({ + type: ExtensionType.Loader, + ref: plugin, + }); + return Loader; + }; + Loader._plugins = []; + return Loader; + }()); + extensions$1.handleByList(ExtensionType.Loader, Loader._plugins); + Loader.prototype.add = function add(name, url, options, callback) { + // special case of an array of objects or urls + if (Array.isArray(name)) { + for (var i = 0; i < name.length; ++i) { + this.add(name[i]); + } + return this; + } + // if an object is passed instead of params + if (typeof name === 'object') { + options = name; + callback = url || options.callback || options.onComplete; + url = options.url; + name = options.name || options.key || options.url; + } + // case where no name is passed shift all args over by one. + if (typeof url !== 'string') { + callback = options; + options = url; + url = name; + } + // now that we shifted make sure we have a proper url. + if (typeof url !== 'string') { + throw new Error('No url passed to add resource to loader.'); + } + // options are optional so people might pass a function and no options + if (typeof options === 'function') { + callback = options; + options = null; + } + return this._add(name, url, options, callback); + }; + + /** + * Application plugin for supporting loader option. Installing the LoaderPlugin + * is not necessary if using **pixi.js** or **pixi.js-legacy**. + * @example + * import {AppLoaderPlugin} from '@pixi/loaders'; + * import {extensions} from '@pixi/core'; + * extensions.add(AppLoaderPlugin); + * @memberof PIXI + */ + var AppLoaderPlugin = /** @class */ (function () { + function AppLoaderPlugin() { + } + /** + * Called on application constructor + * @param options + * @private + */ + AppLoaderPlugin.init = function (options) { + options = Object.assign({ + sharedLoader: false, + }, options); + this.loader = options.sharedLoader ? Loader.shared : new Loader(); + }; + /** + * Called when application destroyed + * @private + */ + AppLoaderPlugin.destroy = function () { + if (this.loader) { + this.loader.destroy(); + this.loader = null; + } + }; + /** @ignore */ + AppLoaderPlugin.extension = ExtensionType.Application; + return AppLoaderPlugin; + }()); + + /** + * Loader plugin for handling Texture resources. + * @memberof PIXI + */ + var TextureLoader = /** @class */ (function () { + function TextureLoader() { + } + /** Handle SVG elements a text, render with SVGResource. */ + TextureLoader.add = function () { + LoaderResource.setExtensionLoadType('svg', LoaderResource.LOAD_TYPE.XHR); + LoaderResource.setExtensionXhrType('svg', LoaderResource.XHR_RESPONSE_TYPE.TEXT); + }; + /** + * Called after a resource is loaded. + * @see PIXI.Loader.loaderMiddleware + * @param resource + * @param {Function} next + */ + TextureLoader.use = function (resource, next) { + // create a new texture if the data is an Image object + if (resource.data && (resource.type === LoaderResource.TYPE.IMAGE || resource.extension === 'svg')) { + var data = resource.data, url = resource.url, name = resource.name, metadata = resource.metadata; + Texture.fromLoader(data, url, name, metadata).then(function (texture) { + resource.texture = texture; + next(); + }) + // TODO: handle errors in Texture.fromLoader + // so we can pass them to the Loader + .catch(next); + } + else { + next(); + } + }; + /** @ignore */ + TextureLoader.extension = ExtensionType.Loader; + return TextureLoader; + }()); + + var _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/='; + /** + * Encodes binary into base64. + * @function encodeBinary + * @param {string} input - The input data to encode. + * @returns {string} The encoded base64 string + */ + function encodeBinary(input) { + var output = ''; + var inx = 0; + while (inx < input.length) { + // Fill byte buffer array + var bytebuffer = [0, 0, 0]; + var encodedCharIndexes = [0, 0, 0, 0]; + for (var jnx = 0; jnx < bytebuffer.length; ++jnx) { + if (inx < input.length) { + // throw away high-order byte, as documented at: + // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data + bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff; } - this._mask = value; - if (this._mask) { - var maskObject = (this._mask.isMaskData - ? this._mask.maskObject : this._mask); - if (maskObject) { - if (maskObject._maskRefCount === 0) { - maskObject.renderable = false; - maskObject.isMask = true; - } - maskObject._maskRefCount++; - } + else { + bytebuffer[jnx] = 0; } - }, - enumerable: false, - configurable: true - }); - return DisplayObject; - }(EventEmitter$2)); + } + // Get each encoded character, 6 bits at a time + // index 1: first 6 bits + encodedCharIndexes[0] = bytebuffer[0] >> 2; + // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2) + encodedCharIndexes[1] = ((bytebuffer[0] & 0x3) << 4) | (bytebuffer[1] >> 4); + // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3) + encodedCharIndexes[2] = ((bytebuffer[1] & 0x0f) << 2) | (bytebuffer[2] >> 6); + // index 3: forth 6 bits (6 least significant bits from input byte 3) + encodedCharIndexes[3] = bytebuffer[2] & 0x3f; + // Determine whether padding happened, and adjust accordingly + var paddingBytes = inx - (input.length - 1); + switch (paddingBytes) { + case 2: + // Set last 2 characters to padding char + encodedCharIndexes[3] = 64; + encodedCharIndexes[2] = 64; + break; + case 1: + // Set last character to padding char + encodedCharIndexes[3] = 64; + break; + } + // Now we will grab each appropriate character out of our keystring + // based on our index array and append it to the output string + for (var jnx = 0; jnx < encodedCharIndexes.length; ++jnx) { + output += _keyStr.charAt(encodedCharIndexes[jnx]); + } + } + return output; + } + /** - * @private + * A middleware for transforming XHR loaded Blobs into more useful objects + * @ignore + * @function parsing + * @example + * import { Loader, middleware } from 'resource-loader'; + * const loader = new Loader(); + * loader.use(middleware.parsing); + * @param resource - Current Resource + * @param next - Callback when complete */ - var TemporaryDisplayObject$2 = /** @class */ (function (_super) { - __extends$l(TemporaryDisplayObject, _super); - function TemporaryDisplayObject() { - var _this = _super !== null && _super.apply(this, arguments) || this; - _this.sortDirty = null; - return _this; + function parsing(resource, next) { + if (!resource.data) { + next(); + return; } - return TemporaryDisplayObject; - }(DisplayObject$2)); + // if this was an XHR load of a blob + if (resource.xhr && resource.xhrType === LoaderResource.XHR_RESPONSE_TYPE.BLOB) { + // if there is no blob support we probably got a binary string back + if (!self.Blob || typeof resource.data === 'string') { + var type = resource.xhr.getResponseHeader('content-type'); + // this is an image, convert the binary string into a data url + if (type && type.indexOf('image') === 0) { + resource.data = new Image(); + resource.data.src = "data:" + type + ";base64," + encodeBinary(resource.xhr.responseText); + resource.type = LoaderResource.TYPE.IMAGE; + // wait until the image loads and then callback + resource.data.onload = function () { + resource.data.onload = null; + next(); + }; + // next will be called on load + return; + } + } + // if content type says this is an image, then we should transform the blob into an Image object + else if (resource.data.type.indexOf('image') === 0) { + var Url_1 = globalThis.URL || globalThis.webkitURL; + var src_1 = Url_1.createObjectURL(resource.data); + resource.blob = resource.data; + resource.data = new Image(); + resource.data.src = src_1; + resource.type = LoaderResource.TYPE.IMAGE; + // cleanup the no longer used blob after the image loads + // TODO: Is this correct? Will the image be invalid after revoking? + resource.data.onload = function () { + Url_1.revokeObjectURL(src_1); + resource.data.onload = null; + next(); + }; + // next will be called on load. + return; + } + } + next(); + } + /** - * DisplayObject default updateTransform, does not update children of container. - * Will crash if there's no parent element. - * @memberof PIXI.DisplayObject# - * @method displayObjectUpdateTransform + * Parse any blob into more usable objects (e.g. Image). + * @memberof PIXI */ - DisplayObject$2.prototype.displayObjectUpdateTransform = DisplayObject$2.prototype.updateTransform; + var ParsingLoader = /** @class */ (function () { + function ParsingLoader() { + } + /** @ignore */ + ParsingLoader.extension = ExtensionType.Loader; + ParsingLoader.use = parsing; + return ParsingLoader; + }()); + + extensions$1.add(TextureLoader, ParsingLoader); /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/compressed-textures - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/constants is licensed under the MIT License. + * @pixi/compressed-textures is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ + + var _a$2; /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV$6; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$6 || (ENV$6 = {})); - /** - * Constant to identify the Renderer Type. - * @static + * WebGL internal formats, including compressed texture formats provided by extensions * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE$6; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$6 || (RENDERER_TYPE$6 = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. * @static - * @memberof PIXI - * @name BUFFER_BITS + * @name INTERNAL_FORMATS * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. + * @property {number} [COMPRESSED_RGB_S3TC_DXT1_EXT=0x83F0] - + * @property {number} [COMPRESSED_RGBA_S3TC_DXT1_EXT=0x83F1] - + * @property {number} [COMPRESSED_RGBA_S3TC_DXT3_EXT=0x83F2] - + * @property {number} [COMPRESSED_RGBA_S3TC_DXT5_EXT=0x83F3] - + * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT=35917] - + * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT=35918] - + * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT=35919] - + * @property {number} [COMPRESSED_SRGB_S3TC_DXT1_EXT=35916] - + * @property {number} [COMPRESSED_R11_EAC=0x9270] - + * @property {number} [COMPRESSED_SIGNED_R11_EAC=0x9271] - + * @property {number} [COMPRESSED_RG11_EAC=0x9272] - + * @property {number} [COMPRESSED_SIGNED_RG11_EAC=0x9273] - + * @property {number} [COMPRESSED_RGB8_ETC2=0x9274] - + * @property {number} [COMPRESSED_RGBA8_ETC2_EAC=0x9278] - + * @property {number} [COMPRESSED_SRGB8_ETC2=0x9275] - + * @property {number} [COMPRESSED_SRGB8_ALPHA8_ETC2_EAC=0x9279] - + * @property {number} [COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9276] - + * @property {number} [COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9277] - + * @property {number} [COMPRESSED_RGB_PVRTC_4BPPV1_IMG=0x8C00] - + * @property {number} [COMPRESSED_RGBA_PVRTC_4BPPV1_IMG=0x8C02] - + * @property {number} [COMPRESSED_RGB_PVRTC_2BPPV1_IMG=0x8C01] - + * @property {number} [COMPRESSED_RGBA_PVRTC_2BPPV1_IMG=0x8C03] - + * @property {number} [COMPRESSED_RGB_ETC1_WEBGL=0x8D64] - + * @property {number} [COMPRESSED_RGB_ATC_WEBGL=0x8C92] - + * @property {number} [COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL=0x8C92] - + * @property {number} [COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL=0x87EE] - + * @property {number} [COMPRESSED_RGBA_ASTC_4x4_KHR=0x93B0] - */ - var BUFFER_BITS$6; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$6 || (BUFFER_BITS$6 = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES$6; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$6 || (BLEND_MODES$6 = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES$6; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$6 || (DRAW_MODES$6 = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS$6; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$6 || (FORMATS$6 = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS$6; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$6 || (TARGETS$6 = {})); + var INTERNAL_FORMATS; + (function (INTERNAL_FORMATS) { + // WEBGL_compressed_texture_s3tc + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_S3TC_DXT1_EXT"] = 33776] = "COMPRESSED_RGB_S3TC_DXT1_EXT"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_S3TC_DXT1_EXT"] = 33777] = "COMPRESSED_RGBA_S3TC_DXT1_EXT"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_S3TC_DXT3_EXT"] = 33778] = "COMPRESSED_RGBA_S3TC_DXT3_EXT"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_S3TC_DXT5_EXT"] = 33779] = "COMPRESSED_RGBA_S3TC_DXT5_EXT"; + // WEBGL_compressed_texture_s3tc_srgb + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT"] = 35917] = "COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT"] = 35918] = "COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT"] = 35919] = "COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_S3TC_DXT1_EXT"] = 35916] = "COMPRESSED_SRGB_S3TC_DXT1_EXT"; + // WEBGL_compressed_texture_etc + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_R11_EAC"] = 37488] = "COMPRESSED_R11_EAC"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SIGNED_R11_EAC"] = 37489] = "COMPRESSED_SIGNED_R11_EAC"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RG11_EAC"] = 37490] = "COMPRESSED_RG11_EAC"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SIGNED_RG11_EAC"] = 37491] = "COMPRESSED_SIGNED_RG11_EAC"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB8_ETC2"] = 37492] = "COMPRESSED_RGB8_ETC2"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA8_ETC2_EAC"] = 37496] = "COMPRESSED_RGBA8_ETC2_EAC"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB8_ETC2"] = 37493] = "COMPRESSED_SRGB8_ETC2"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"] = 37497] = "COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"] = 37494] = "COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"] = 37495] = "COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; + // WEBGL_compressed_texture_pvrtc + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_PVRTC_4BPPV1_IMG"] = 35840] = "COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"] = 35842] = "COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_PVRTC_2BPPV1_IMG"] = 35841] = "COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"] = 35843] = "COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; + // WEBGL_compressed_texture_etc1 + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_ETC1_WEBGL"] = 36196] = "COMPRESSED_RGB_ETC1_WEBGL"; + // WEBGL_compressed_texture_atc + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_ATC_WEBGL"] = 35986] = "COMPRESSED_RGB_ATC_WEBGL"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL"] = 35986] = "COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL"; + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL"] = 34798] = "COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL"; + // WEBGL_compressed_texture_astc + /* eslint-disable-next-line camelcase */ + INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_ASTC_4x4_KHR"] = 37808] = "COMPRESSED_RGBA_ASTC_4x4_KHR"; + })(INTERNAL_FORMATS || (INTERNAL_FORMATS = {})); /** - * Various GL data format types. + * Maps the compressed texture formats in {@link PIXI.INTERNAL_FORMATS} to the number of bytes taken by + * each texel. * @memberof PIXI * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - + * @ignore */ - var TYPES$6; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$6 || (TYPES$6 = {})); + var INTERNAL_FORMAT_TO_BYTES_PER_PIXEL = (_a$2 = {}, + // WEBGL_compressed_texture_s3tc + _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_S3TC_DXT1_EXT] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT] = 1, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT] = 1, + // WEBGL_compressed_texture_s3tc + _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_S3TC_DXT1_EXT] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT] = 1, + _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT] = 1, + // WEBGL_compressed_texture_etc + _a$2[INTERNAL_FORMATS.COMPRESSED_R11_EAC] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_SIGNED_R11_EAC] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_RG11_EAC] = 1, + _a$2[INTERNAL_FORMATS.COMPRESSED_SIGNED_RG11_EAC] = 1, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGB8_ETC2] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA8_ETC2_EAC] = 1, + _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_ETC2] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC] = 1, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5, + // WEBGL_compressed_texture_pvrtc + _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_4BPPV1_IMG] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_2BPPV1_IMG] = 0.25, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG] = 0.25, + // WEBGL_compressed_texture_etc1 + _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_ETC1_WEBGL] = 0.5, + // @see https://www.khronos.org/registry/OpenGL/extensions/AMD/AMD_compressed_ATC_texture.txt + // WEBGL_compressed_texture_atc + _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_ATC_WEBGL] = 0.5, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL] = 1, + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL] = 1, + // @see https://registry.khronos.org/OpenGL/extensions/KHR/KHR_texture_compression_astc_hdr.txt + // WEBGL_compressed_texture_astc + /* eslint-disable-next-line camelcase */ + _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ASTC_4x4_KHR] = 1, + _a$2); + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$g = function(d, b) { + extendStatics$g = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$g(d, b); + }; + + function __extends$g(d, b) { + extendStatics$g(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + function __awaiter(thisArg, _arguments, P, generator) { + function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); } + return new (P || (P = Promise))(function (resolve, reject) { + function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } } + function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } } + function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); } + step((generator = generator.apply(thisArg, _arguments || [])).next()); + }); + } + + function __generator(thisArg, body) { + var _ = { label: 0, sent: function() { if (t[0] & 1) { throw t[1]; } return t[1]; }, trys: [], ops: [] }, f, y, t, g; + return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g; + function verb(n) { return function (v) { return step([n, v]); }; } + function step(op) { + if (f) { throw new TypeError("Generator is already executing."); } + while (_) { try { + if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) { return t; } + if (y = 0, t) { op = [op[0] & 2, t.value]; } + switch (op[0]) { + case 0: case 1: t = op; break; + case 4: _.label++; return { value: op[1], done: false }; + case 5: _.label++; y = op[1]; op = [0]; continue; + case 7: op = _.ops.pop(); _.trys.pop(); continue; + default: + if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; } + if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; } + if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; } + if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; } + if (t[2]) { _.ops.pop(); } + _.trys.pop(); continue; + } + op = body.call(thisArg, _); + } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; } } + if (op[0] & 5) { throw op[1]; } return { value: op[0] ? op[1] : void 0, done: true }; + } + } + /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. + * Resource that fetches texture data over the network and stores it in a buffer. + * @class + * @extends PIXI.Resource * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - */ - var SAMPLER_TYPES$6; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$6 || (SAMPLER_TYPES$6 = {})); + var BlobResource = /** @class */ (function (_super) { + __extends$g(BlobResource, _super); + /** + * @param {string} source - the URL of the texture file + * @param {PIXI.IBlobOptions} options + * @param {boolean}[options.autoLoad] - whether to fetch the data immediately; + * you can fetch it later via {@link BlobResource#load} + * @param {boolean}[options.width] - the width in pixels. + * @param {boolean}[options.height] - the height in pixels. + */ + function BlobResource(source, options) { + if (options === void 0) { options = { width: 1, height: 1, autoLoad: true }; } + var _this = this; + var origin; + var data; + if (typeof source === 'string') { + origin = source; + data = new Uint8Array(); + } + else { + origin = null; + data = source; + } + _this = _super.call(this, data, options) || this; + /** + * The URL of the texture file + * @member {string} + */ + _this.origin = origin; + /** + * The viewable buffer on the data + * @member {ViewableBuffer} + */ + // HINT: BlobResource allows "null" sources, assuming the child class provides an alternative + _this.buffer = data ? new ViewableBuffer(data) : null; + // Allow autoLoad = "undefined" still load the resource by default + if (_this.origin && options.autoLoad !== false) { + _this.load(); + } + if (data && data.length) { + _this.loaded = true; + _this.onBlobLoaded(_this.buffer.rawBinaryData); + } + return _this; + } + BlobResource.prototype.onBlobLoaded = function (_data) { + // TODO: Override this method + }; + /** Loads the blob */ + BlobResource.prototype.load = function () { + return __awaiter(this, void 0, Promise, function () { + var response, blob, arrayBuffer; + return __generator(this, function (_a) { + switch (_a.label) { + case 0: return [4 /*yield*/, fetch(this.origin)]; + case 1: + response = _a.sent(); + return [4 /*yield*/, response.blob()]; + case 2: + blob = _a.sent(); + return [4 /*yield*/, blob.arrayBuffer()]; + case 3: + arrayBuffer = _a.sent(); + this.data = new Uint32Array(arrayBuffer); + this.buffer = new ViewableBuffer(arrayBuffer); + this.loaded = true; + this.onBlobLoaded(arrayBuffer); + this.update(); + return [2 /*return*/, this]; + } + }); + }); + }; + return BlobResource; + }(BufferResource)); + /** - * The scale modes that are supported by pixi. + * Resource for compressed texture formats, as follows: S3TC/DXTn (& their sRGB formats), ATC, ASTC, ETC 1/2, PVRTC. * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ - var SCALE_MODES$6; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$6 || (SCALE_MODES$6 = {})); - /** - * The wrap modes that are supported by pixi. + * Compressed textures improve performance when rendering is texture-bound. The texture data stays compressed in + * graphics memory, increasing memory locality and speeding up texture fetches. These formats can also be used to store + * more detail in the same amount of memory. * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. + * For most developers, container file formats are a better abstraction instead of directly handling raw texture + * data. PixiJS provides native support for the following texture file formats (via {@link PIXI.Loader}): * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ - var WRAP_MODES$6; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$6 || (WRAP_MODES$6 = {})); - /** - * Mipmap filtering modes that are supported by pixi. + * **.dds** - the DirectDraw Surface file format stores DXTn (DXT-1,3,5) data. See {@link PIXI.DDSLoader} + * **.ktx** - the Khronos Texture Container file format supports storing all the supported WebGL compression formats. + * See {@link PIXI.KTXLoader}. + * **.basis** - the BASIS supercompressed file format stores texture data in an internal format that is transcoded + * to the compression format supported on the device at _runtime_. It also supports transcoding into a uncompressed + * format as a fallback; you must install the `@pixi/basis-loader`, `@pixi/basis-transcoder` packages separately to + * use these files. See {@link PIXI.BasisLoader}. * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. + * The loaders for the aforementioned formats use `CompressedTextureResource` internally. It is strongly suggested that + * they be used instead. * - * This property only affects WebGL. - * @name MIPMAP_MODES + * ## Working directly with CompressedTextureResource + * + * Since `CompressedTextureResource` inherits `BlobResource`, you can provide it a URL pointing to a file containing + * the raw texture data (with no file headers!): + * + * ```js + * // The resource backing the texture data for your textures. + * // NOTE: You can also provide a ArrayBufferView instead of a URL. This is used when loading data from a container file + * // format such as KTX, DDS, or BASIS. + * const compressedResource = new PIXI.CompressedTextureResource("bunny.dxt5", { + * format: PIXI.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, + * width: 256, + * height: 256 + * }); + * + * // You can create a base-texture to the cache, so that future `Texture`s can be created using the `Texture.from` API. + * const baseTexture = new PIXI.BaseTexture(compressedResource, { pmaMode: PIXI.ALPHA_MODES.NPM }); + * + * // Create a Texture to add to the TextureCache + * const texture = new PIXI.Texture(baseTexture); + * + * // Add baseTexture & texture to the global texture cache + * PIXI.BaseTexture.addToCache(baseTexture, "bunny.dxt5"); + * PIXI.Texture.addToCache(texture, "bunny.dxt5"); + * ``` * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. */ - var MIPMAP_MODES$6; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$6 || (MIPMAP_MODES$6 = {})); - /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ - var ALPHA_MODES$6; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$6 || (ALPHA_MODES$6 = {})); - /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ - var CLEAR_MODES$6; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$6 || (CLEAR_MODES$6 = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES$6; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$6 || (GC_MODES$6 = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION$6; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION$6 || (PRECISION$6 = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES$6; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$6 || (MASK_TYPES$6 = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ - var COLOR_MASK_BITS$6; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$6 || (COLOR_MASK_BITS$6 = {})); - /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ - var MSAA_QUALITY$6; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$6 || (MSAA_QUALITY$6 = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ - var BUFFER_TYPE$6; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$6 || (BUFFER_TYPE$6 = {})); - - function sortChildren$2(a, b) { - if (a.zIndex === b.zIndex) { - return a._lastSortedIndex - b._lastSortedIndex; - } - return a.zIndex - b.zIndex; - } - /** - * Container is a general-purpose display object that holds children. It also adds built-in support for advanced - * rendering features like masking and filtering. - * - * It is the base class of all display objects that act as a container for other objects, including Graphics - * and Sprite. - * - * ```js - * import { BlurFilter } from '@pixi/filter-blur'; - * import { Container } from '@pixi/display'; - * import { Graphics } from '@pixi/graphics'; - * import { Sprite } from '@pixi/sprite'; - * - * let container = new Container(); - * let sprite = Sprite.from("https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png"); - * - * sprite.width = 512; - * sprite.height = 512; - * - * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container - * // is rendered. - * container.addChild(sprite); - * - * // Blurs whatever is rendered by the container - * container.filters = [new BlurFilter()]; - * - * // Only the contents within a circle at the center should be rendered onto the screen. - * container.mask = new Graphics() - * .beginFill(0xffffff) - * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2) - * .endFill(); - * ``` - * @memberof PIXI - */ - var Container$2 = /** @class */ (function (_super) { - __extends$l(Container, _super); - function Container() { - var _this = _super.call(this) || this; - _this.children = []; - _this.sortableChildren = settings$2.SORTABLE_CHILDREN; - _this.sortDirty = false; - return _this; - /** - * Fired when a DisplayObject is added to this Container. - * @event PIXI.Container#childAdded - * @param {PIXI.DisplayObject} child - The child added to the Container. - * @param {PIXI.Container} container - The container that added the child. - * @param {number} index - The children's index of the added child. - */ - /** - * Fired when a DisplayObject is removed from this Container. - * @event PIXI.DisplayObject#removedFrom - * @param {PIXI.DisplayObject} child - The child removed from the Container. - * @param {PIXI.Container} container - The container that removed removed the child. - * @param {number} index - The former children's index of the removed child - */ - } - /** - * Overridable method that can be used by Container subclasses whenever the children array is modified. - * @param _length - */ - Container.prototype.onChildrenChange = function (_length) { - /* empty */ - }; + var CompressedTextureResource = /** @class */ (function (_super) { + __extends$g(CompressedTextureResource, _super); /** - * Adds one or more children to the container. - * - * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)` - * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container - * @returns {PIXI.DisplayObject} - The first child that was added. + * @param source - the buffer/URL holding the compressed texture data + * @param options + * @param {PIXI.INTERNAL_FORMATS} options.format - the compression format + * @param {number} options.width - the image width in pixels. + * @param {number} options.height - the image height in pixels. + * @param {number} [options.level=1] - the mipmap levels stored in the compressed texture, including level 0. + * @param {number} [options.levelBuffers] - the buffers for each mipmap level. `CompressedTextureResource` can allows you + * to pass `null` for `source`, for cases where each level is stored in non-contiguous memory. */ - Container.prototype.addChild = function () { - var arguments$1 = arguments; - - var children = []; - for (var _i = 0; _i < arguments.length; _i++) { - children[_i] = arguments$1[_i]; - } - // if there is only one argument we can bypass looping through the them - if (children.length > 1) { - // loop through the array and add all children - for (var i = 0; i < children.length; i++) { - // eslint-disable-next-line prefer-rest-params - this.addChild(children[i]); - } - } - else { - var child = children[0]; - // if the child has a parent then lets remove it as PixiJS objects can only exist in one place - if (child.parent) { - child.parent.removeChild(child); - } - child.parent = this; - this.sortDirty = true; - // ensure child transform will be recalculated - child.transform._parentID = -1; - this.children.push(child); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(this.children.length - 1); - this.emit('childAdded', child, this, this.children.length - 1); - child.emit('added', this); + function CompressedTextureResource(source, options) { + var _this = _super.call(this, source, options) || this; + _this.format = options.format; + _this.levels = options.levels || 1; + _this._width = options.width; + _this._height = options.height; + _this._extension = CompressedTextureResource._formatToExtension(_this.format); + if (options.levelBuffers || _this.buffer) { + // ViewableBuffer doesn't support byteOffset :-( so allow source to be Uint8Array + _this._levelBuffers = options.levelBuffers + || CompressedTextureResource._createLevelBuffers(source instanceof Uint8Array ? source : _this.buffer.uint8View, _this.format, _this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode + _this.width, _this.height); } - return children[0]; - }; + return _this; + } /** - * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown - * @param {PIXI.DisplayObject} child - The child to add - * @param {number} index - The index to place the child in - * @returns {PIXI.DisplayObject} The child that was added. + * @override + * @param renderer - A reference to the current renderer + * @param _texture - the texture + * @param _glTexture - texture instance for this webgl context */ - Container.prototype.addChildAt = function (child, index) { - if (index < 0 || index > this.children.length) { - throw new Error(child + "addChildAt: The index " + index + " supplied is out of bounds " + this.children.length); + CompressedTextureResource.prototype.upload = function (renderer, _texture, _glTexture) { + var gl = renderer.gl; + var extension = renderer.context.extensions[this._extension]; + if (!extension) { + throw new Error(this._extension + " textures are not supported on the current machine"); } - if (child.parent) { - child.parent.removeChild(child); + if (!this._levelBuffers) { + // Do not try to upload data before BlobResource loads, unless the levelBuffers were provided directly! + return false; } - child.parent = this; - this.sortDirty = true; - // ensure child transform will be recalculated - child.transform._parentID = -1; - this.children.splice(index, 0, child); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('added', this); - this.emit('childAdded', child, this, index); - return child; - }; - /** - * Swaps the position of 2 Display Objects within this container. - * @param child - First display object to swap - * @param child2 - Second display object to swap - */ - Container.prototype.swapChildren = function (child, child2) { - if (child === child2) { - return; + for (var i = 0, j = this.levels; i < j; i++) { + var _a = this._levelBuffers[i], levelID = _a.levelID, levelWidth = _a.levelWidth, levelHeight = _a.levelHeight, levelBuffer = _a.levelBuffer; + gl.compressedTexImage2D(gl.TEXTURE_2D, levelID, this.format, levelWidth, levelHeight, 0, levelBuffer); } - var index1 = this.getChildIndex(child); - var index2 = this.getChildIndex(child2); - this.children[index1] = child2; - this.children[index2] = child; - this.onChildrenChange(index1 < index2 ? index1 : index2); + return true; }; - /** - * Returns the index position of a child DisplayObject instance - * @param child - The DisplayObject instance to identify - * @returns - The index position of the child display object to identify - */ - Container.prototype.getChildIndex = function (child) { - var index = this.children.indexOf(child); - if (index === -1) { - throw new Error('The supplied DisplayObject must be a child of the caller'); - } - return index; + /** @protected */ + CompressedTextureResource.prototype.onBlobLoaded = function () { + this._levelBuffers = CompressedTextureResource._createLevelBuffers(this.buffer.uint8View, this.format, this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode + this.width, this.height); }; /** - * Changes the position of an existing child in the display object container - * @param child - The child DisplayObject instance for which you want to change the index number - * @param index - The resulting index number for the child display object + * Returns the key (to ContextSystem#extensions) for the WebGL extension supporting the compression format + * @private + * @param format - the compression format to get the extension for. */ - Container.prototype.setChildIndex = function (child, index) { - if (index < 0 || index >= this.children.length) { - throw new Error("The index " + index + " supplied is out of bounds " + this.children.length); + CompressedTextureResource._formatToExtension = function (format) { + if (format >= 0x83F0 && format <= 0x83F3) { + return 's3tc'; } - var currentIndex = this.getChildIndex(child); - removeItems(this.children, currentIndex, 1); // remove from old position - this.children.splice(index, 0, child); // add at new position - this.onChildrenChange(index); - }; - /** - * Returns the child at the specified index - * @param index - The index to get the child at - * @returns - The child at the given index, if any. - */ - Container.prototype.getChildAt = function (index) { - if (index < 0 || index >= this.children.length) { - throw new Error("getChildAt: Index (" + index + ") does not exist."); + else if (format >= 0x9270 && format <= 0x9279) { + return 'etc'; } - return this.children[index]; - }; - /** - * Removes one or more children from the container. - * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove - * @returns {PIXI.DisplayObject} The first child that was removed. - */ - Container.prototype.removeChild = function () { - var arguments$1 = arguments; - - var children = []; - for (var _i = 0; _i < arguments.length; _i++) { - children[_i] = arguments$1[_i]; + else if (format >= 0x8C00 && format <= 0x8C03) { + return 'pvrtc'; } - // if there is only one argument we can bypass looping through the them - if (children.length > 1) { - // loop through the arguments property and remove all children - for (var i = 0; i < children.length; i++) { - this.removeChild(children[i]); - } + else if (format >= 0x8D64) { + return 'etc1'; } - else { - var child = children[0]; - var index = this.children.indexOf(child); - if (index === -1) - { return null; } - child.parent = null; - // ensure child transform will be recalculated - child.transform._parentID = -1; - removeItems(this.children, index, 1); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('removed', this); - this.emit('childRemoved', child, this, index); + else if (format >= 0x8C92 && format <= 0x87EE) { + return 'atc'; } - return children[0]; + throw new Error('Invalid (compressed) texture format given!'); }; /** - * Removes a child from the specified index position. - * @param index - The index to get the child from - * @returns The child that was removed. + * Pre-creates buffer views for each mipmap level + * @private + * @param buffer - + * @param format - compression formats + * @param levels - mipmap levels + * @param blockWidth - + * @param blockHeight - + * @param imageWidth - width of the image in pixels + * @param imageHeight - height of the image in pixels */ - Container.prototype.removeChildAt = function (index) { - var child = this.getChildAt(index); - // ensure child transform will be recalculated.. - child.parent = null; - child.transform._parentID = -1; - removeItems(this.children, index, 1); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('removed', this); - this.emit('childRemoved', child, this, index); - return child; + CompressedTextureResource._createLevelBuffers = function (buffer, format, levels, blockWidth, blockHeight, imageWidth, imageHeight) { + // The byte-size of the first level buffer + var buffers = new Array(levels); + var offset = buffer.byteOffset; + var levelWidth = imageWidth; + var levelHeight = imageHeight; + var alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1); + var alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1); + var levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format]; + for (var i = 0; i < levels; i++) { + buffers[i] = { + levelID: i, + levelWidth: levels > 1 ? levelWidth : alignedLevelWidth, + levelHeight: levels > 1 ? levelHeight : alignedLevelHeight, + levelBuffer: new Uint8Array(buffer.buffer, offset, levelSize) + }; + offset += levelSize; + // Calculate levelBuffer dimensions for next iteration + levelWidth = (levelWidth >> 1) || 1; + levelHeight = (levelHeight >> 1) || 1; + alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1); + alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1); + levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format]; + } + return buffers; }; + return CompressedTextureResource; + }(BlobResource)); + + /* eslint-enable camelcase */ + /** + * Loader plugin for handling compressed textures for all platforms. + * @class + * @memberof PIXI + * @implements {PIXI.ILoaderPlugin} + */ + var CompressedTextureLoader = /** @class */ (function () { + function CompressedTextureLoader() { + } /** - * Removes all children from this container that are within the begin and end indexes. - * @param beginIndex - The beginning position. - * @param endIndex - The ending position. Default value is size of the container. - * @returns - List of removed children + * Called after a compressed-textures manifest is loaded. + * + * This will then load the correct compression format for the device. Your manifest should adhere + * to the following schema: + * + * ```js + * import { INTERNAL_FORMATS } from '@pixi/constants'; + * + * type CompressedTextureManifest = { + * textures: Array<{ src: string, format?: keyof INTERNAL_FORMATS}>, + * cacheID: string; + * }; + * ``` + * + * This is an example of a .json manifest file + * + * ```json + * { + * "cacheID":"asset", + * "textures":[ + * { "src":"asset.fallback.png" }, + * { "format":"COMPRESSED_RGBA_S3TC_DXT5_EXT", "src":"asset.s3tc.ktx" }, + * { "format":"COMPRESSED_RGBA8_ETC2_EAC", "src":"asset.etc.ktx" }, + * { "format":"RGBA_PVRTC_4BPPV1_IMG", "src":"asset.pvrtc.ktx" } + * ] + * } + * ``` */ - Container.prototype.removeChildren = function (beginIndex, endIndex) { - if (beginIndex === void 0) { beginIndex = 0; } - if (endIndex === void 0) { endIndex = this.children.length; } - var begin = beginIndex; - var end = endIndex; - var range = end - begin; - var removed; - if (range > 0 && range <= end) { - removed = this.children.splice(begin, range); - for (var i = 0; i < removed.length; ++i) { - removed[i].parent = null; - if (removed[i].transform) { - removed[i].transform._parentID = -1; - } - } - this._boundsID++; - this.onChildrenChange(beginIndex); - for (var i = 0; i < removed.length; ++i) { - removed[i].emit('removed', this); - this.emit('childRemoved', removed[i], this, i); - } - return removed; - } - else if (range === 0 && this.children.length === 0) { - return []; - } - throw new RangeError('removeChildren: numeric values are outside the acceptable range.'); - }; - /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */ - Container.prototype.sortChildren = function () { - var sortRequired = false; - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - child._lastSortedIndex = i; - if (!sortRequired && child.zIndex !== 0) { - sortRequired = true; - } - } - if (sortRequired && this.children.length > 1) { - this.children.sort(sortChildren$2); - } - this.sortDirty = false; - }; - /** Updates the transform on all children of this container for rendering. */ - Container.prototype.updateTransform = function () { - if (this.sortableChildren && this.sortDirty) { - this.sortChildren(); - } - this._boundsID++; - this.transform.updateTransform(this.parent.transform); - // TODO: check render flags, how to process stuff here - this.worldAlpha = this.alpha * this.parent.worldAlpha; - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - if (child.visible) { - child.updateTransform(); - } - } - }; - /** - * Recalculates the bounds of the container. - * - * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds - * is limited to its mask's bounds or filterArea, if any is applied. - */ - Container.prototype.calculateBounds = function () { - this._bounds.clear(); - this._calculateBounds(); - for (var i = 0; i < this.children.length; i++) { - var child = this.children[i]; - if (!child.visible || !child.renderable) { - continue; - } - child.calculateBounds(); - // TODO: filter+mask, need to mask both somehow - if (child._mask) { - var maskObject = (child._mask.isMaskData - ? child._mask.maskObject : child._mask); - if (maskObject) { - maskObject.calculateBounds(); - this._bounds.addBoundsMask(child._bounds, maskObject._bounds); - } - else { - this._bounds.addBounds(child._bounds); + CompressedTextureLoader.use = function (resource, next) { + var data = resource.data; + var loader = this; + if (resource.type === LoaderResource.TYPE.JSON + && data + && data.cacheID + && data.textures) { + var textures = data.textures; + var textureURL = void 0; + var fallbackURL = void 0; + // Search for an extension that holds one the formats + for (var i = 0, j = textures.length; i < j; i++) { + var texture = textures[i]; + var url_1 = texture.src; + var format = texture.format; + if (!format) { + fallbackURL = url_1; } - } - else if (child.filterArea) { - this._bounds.addBoundsArea(child._bounds, child.filterArea); - } - else { - this._bounds.addBounds(child._bounds); - } - } - this._bounds.updateID = this._boundsID; - }; - /** - * Retrieves the local bounds of the displayObject as a rectangle object. - * - * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render() - * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms, - * it was default behaviour of pixi 4.0-5.2 and caused many problems to users. - * @returns - The rectangular bounding area. - */ - Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) { - if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; } - var result = _super.prototype.getLocalBounds.call(this, rect); - if (!skipChildrenUpdate) { - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - if (child.visible) { - child.updateTransform(); + if (CompressedTextureLoader.textureFormats[format]) { + textureURL = url_1; + break; } } - } - return result; - }; - /** - * Recalculates the content bounds of this object. This should be overriden to - * calculate the bounds of this specific object (not including children). - * @protected - */ - Container.prototype._calculateBounds = function () { - // FILL IN// - }; - /** - * Renders this object and its children with culling. - * @protected - * @param {PIXI.Renderer} renderer - The renderer - */ - Container.prototype._renderWithCulling = function (renderer) { - var sourceFrame = renderer.renderTexture.sourceFrame; - // If the source frame is empty, stop rendering. - if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) { - return; - } - // Render the content of the container only if its bounds intersect with the source frame. - // All filters are on the stack at this point, and the filter source frame is bound: - // therefore, even if the bounds to non intersect the filter frame, the filter - // is still applied and any filter padding that is in the frame is rendered correctly. - var bounds; - var transform; - // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea - // rectangle must completely contain the container and its children including filter padding. - if (this.cullArea) { - bounds = this.cullArea; - transform = this.worldTransform; - } - // If the container doesn't override _render, we can skip the bounds calculation and intersection test. - else if (this._render !== Container.prototype._render) { - bounds = this.getBounds(true); - } - // Render the container if the source frame intersects the bounds. - if (bounds && sourceFrame.intersects(bounds, transform)) { - this._render(renderer); - } - // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering. - else if (this.cullArea) { - return; - } - // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect - // the source frame, because the children might have filters with nonzero padding, which may intersect - // with the source frame while the bounds do not: filter padding is not included in the bounds. - // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered - // if they are out of frame; otherwise, render the children normally. - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - var childCullable = child.cullable; - child.cullable = childCullable || !this.cullArea; - child.render(renderer); - child.cullable = childCullable; - } - }; - /** - * Renders the object using the WebGL renderer. - * - * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the - * container itself. This `render` method will invoke it, and also invoke the `render` methods of all - * children afterward. - * - * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and - * the bounds of this object are out of frame, this implementation will entirely skip rendering. - * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally, - * setting alpha to zero is not recommended for purely skipping rendering. - * - * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is - * advised to employ **culling** to automatically skip rendering objects outside of the current screen. - * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}. - * Other culling methods might be better suited for a large number static objects; see - * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and - * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}. - * - * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or - * filtering is applied on a container. This does, however, break batching and can affect performance when - * masking and filtering is applied extensively throughout the scene graph. - * @param renderer - The renderer - */ - Container.prototype.render = function (renderer) { - // if the object is not visible or the alpha is 0 then no need to render this element - if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { - return; - } - // do a quick check to see if this element has a mask or a filter. - if (this._mask || (this.filters && this.filters.length)) { - this.renderAdvanced(renderer); - } - else if (this.cullable) { - this._renderWithCulling(renderer); - } - else { - this._render(renderer); - for (var i = 0, j = this.children.length; i < j; ++i) { - this.children[i].render(renderer); + textureURL = textureURL || fallbackURL; + // Make sure we have a URL + if (!textureURL) { + next(new Error("Cannot load compressed-textures in " + resource.url + ", make sure you provide a fallback")); + return; } - } - }; - /** - * Render the object using the WebGL renderer and advanced features. - * @param renderer - The renderer - */ - Container.prototype.renderAdvanced = function (renderer) { - var filters = this.filters; - var mask = this._mask; - // push filter first as we need to ensure the stencil buffer is correct for any masking - if (filters) { - if (!this._enabledFilters) { - this._enabledFilters = []; + if (textureURL === resource.url) { + // Prevent infinite loops + next(new Error('URL of compressed texture cannot be the same as the manifest\'s URL')); + return; } - this._enabledFilters.length = 0; - for (var i = 0; i < filters.length; i++) { - if (filters[i].enabled) { - this._enabledFilters.push(filters[i]); + var loadOptions = { + crossOrigin: resource.crossOrigin, + metadata: resource.metadata.imageMetadata, + parentResource: resource + }; + var resourcePath = url.resolve(resource.url.replace(loader.baseUrl, ''), textureURL); + var resourceName = data.cacheID; + // The appropriate loader should register the texture + loader.add(resourceName, resourcePath, loadOptions, function (res) { + if (res.error) { + next(res.error); + return; } - } - } - var flush = (filters && this._enabledFilters && this._enabledFilters.length) - || (mask && (!mask.isMaskData - || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES$6.NONE)))); - if (flush) { - renderer.batch.flush(); - } - if (filters && this._enabledFilters && this._enabledFilters.length) { - renderer.filter.push(this, this._enabledFilters); - } - if (mask) { - renderer.mask.push(this, this._mask); - } - if (this.cullable) { - this._renderWithCulling(renderer); + var _a = res.texture, texture = _a === void 0 ? null : _a, _b = res.textures, textures = _b === void 0 ? {} : _b; + // Make sure texture/textures is assigned to parent resource + Object.assign(resource, { texture: texture, textures: textures }); + // Pass along any error + next(); + }); } else { - this._render(renderer); - for (var i = 0, j = this.children.length; i < j; ++i) { - this.children[i].render(renderer); - } - } - if (flush) { - renderer.batch.flush(); - } - if (mask) { - renderer.mask.pop(this); - } - if (filters && this._enabledFilters && this._enabledFilters.length) { - renderer.filter.pop(); - } - }; - /** - * To be overridden by the subclasses. - * @param _renderer - The renderer - */ - Container.prototype._render = function (_renderer) { - // this is where content itself gets rendered... - }; - /** - * Removes all internal references and listeners as well as removes children from the display list. - * Do not use a Container after calling `destroy`. - * @param options - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy - * method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the texture of the child sprite - * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the base texture of the child sprite - */ - Container.prototype.destroy = function (options) { - _super.prototype.destroy.call(this); - this.sortDirty = false; - var destroyChildren = typeof options === 'boolean' ? options : options && options.children; - var oldChildren = this.removeChildren(0, this.children.length); - if (destroyChildren) { - for (var i = 0; i < oldChildren.length; ++i) { - oldChildren[i].destroy(options); - } + next(); } }; - Object.defineProperty(Container.prototype, "width", { - /** The width of the Container, setting this will actually modify the scale to achieve the value set. */ + Object.defineProperty(CompressedTextureLoader, "textureExtensions", { + /** Map of available texture extensions. */ get: function () { - return this.scale.x * this.getLocalBounds().width; - }, - set: function (value) { - var width = this.getLocalBounds().width; - if (width !== 0) { - this.scale.x = value / width; - } - else { - this.scale.x = 1; + if (!CompressedTextureLoader._textureExtensions) { + // Auto-detect WebGL compressed-texture extensions + var canvas = settings$1.ADAPTER.createCanvas(); + var gl = canvas.getContext('webgl'); + if (!gl) { + console.warn('WebGL not available for compressed textures. Silently failing.'); + return {}; + } + var extensions = { + s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'), + s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'), + etc: gl.getExtension('WEBGL_compressed_texture_etc'), + etc1: gl.getExtension('WEBGL_compressed_texture_etc1'), + pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc') + || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'), + atc: gl.getExtension('WEBGL_compressed_texture_atc'), + astc: gl.getExtension('WEBGL_compressed_texture_astc') + }; + CompressedTextureLoader._textureExtensions = extensions; } - this._width = value; + return CompressedTextureLoader._textureExtensions; }, enumerable: false, configurable: true }); - Object.defineProperty(Container.prototype, "height", { - /** The height of the Container, setting this will actually modify the scale to achieve the value set. */ + Object.defineProperty(CompressedTextureLoader, "textureFormats", { + /** Map of available texture formats. */ get: function () { - return this.scale.y * this.getLocalBounds().height; - }, - set: function (value) { - var height = this.getLocalBounds().height; - if (height !== 0) { - this.scale.y = value / height; - } - else { - this.scale.y = 1; + if (!CompressedTextureLoader._textureFormats) { + var extensions = CompressedTextureLoader.textureExtensions; + CompressedTextureLoader._textureFormats = {}; + // Assign all available compressed-texture formats + for (var extensionName in extensions) { + var extension = extensions[extensionName]; + if (!extension) { + continue; + } + Object.assign(CompressedTextureLoader._textureFormats, Object.getPrototypeOf(extension)); + } } - this._height = value; + return CompressedTextureLoader._textureFormats; }, enumerable: false, configurable: true }); - return Container; - }(DisplayObject$2)); + /** @ignore */ + CompressedTextureLoader.extension = ExtensionType.Loader; + return CompressedTextureLoader; + }()); + /** - * Container default updateTransform, does update children of container. - * Will crash if there's no parent element. - * @memberof PIXI.Container# - * @method containerUpdateTransform + * Creates base-textures and textures for each compressed-texture resource and adds them into the global + * texture cache. The first texture has two IDs - `${url}`, `${url}-1`; while the rest have an ID of the + * form `${url}-i`. + * @param url - the original address of the resources + * @param resources - the resources backing texture data + * @ignore */ - Container$2.prototype.containerUpdateTransform = Container$2.prototype.updateTransform; + function registerCompressedTextures(url, resources, metadata) { + var result = { + textures: {}, + texture: null, + }; + if (!resources) { + return result; + } + var textures = resources.map(function (resource) { + return (new Texture(new BaseTexture(resource, Object.assign({ + mipmap: MIPMAP_MODES.OFF, + alphaMode: ALPHA_MODES.NO_PREMULTIPLIED_ALPHA + }, metadata)))); + }); + textures.forEach(function (texture, i) { + var baseTexture = texture.baseTexture; + var cacheID = url + "-" + (i + 1); + BaseTexture.addToCache(baseTexture, cacheID); + Texture.addToCache(texture, cacheID); + if (i === 0) { + BaseTexture.addToCache(baseTexture, url); + Texture.addToCache(texture, url); + result.texture = texture; + } + result.textures[cacheID] = texture; + }); + return result; + } - /*! - * @pixi/core - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/core is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license + var _a$1, _b$1; + var DDS_MAGIC_SIZE = 4; + var DDS_HEADER_SIZE = 124; + var DDS_HEADER_PF_SIZE = 32; + var DDS_HEADER_DX10_SIZE = 20; + // DDS file format magic word + var DDS_MAGIC = 0x20534444; + /** + * DWORD offsets of the DDS file header fields (relative to file start). + * @ignore */ - + var DDS_FIELDS = { + SIZE: 1, + FLAGS: 2, + HEIGHT: 3, + WIDTH: 4, + MIPMAP_COUNT: 7, + PIXEL_FORMAT: 19, + }; /** - * The maximum support for using WebGL. If a device does not - * support WebGL version, for instance WebGL 2, it will still - * attempt to fallback support to WebGL 1. If you want to - * explicitly remove feature support to target a more stable - * baseline, prefer a lower environment. - * - * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium} - * we disable webgl2 by default for all non-apple mobile devices. - * @static - * @name PREFER_ENV - * @memberof PIXI.settings - * @type {number} - * @default PIXI.ENV.WEBGL2 + * DWORD offsets of the DDS PIXEL_FORMAT fields. + * @ignore */ - settings$2.PREFER_ENV = isMobile$2.any ? ENV$8.WEBGL : ENV$8.WEBGL2; + var DDS_PF_FIELDS = { + SIZE: 0, + FLAGS: 1, + FOURCC: 2, + RGB_BITCOUNT: 3, + R_BIT_MASK: 4, + G_BIT_MASK: 5, + B_BIT_MASK: 6, + A_BIT_MASK: 7 + }; /** - * If set to `true`, *only* Textures and BaseTexture objects stored - * in the caches ({@link PIXI.utils.TextureCache TextureCache} and - * {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can be - * used when calling {@link PIXI.Texture.from Texture.from} or - * {@link PIXI.BaseTexture.from BaseTexture.from}. - * Otherwise, these `from` calls throw an exception. Using this property - * can be useful if you want to enforce preloading all assets with - * {@link PIXI.Loader Loader}. - * @static - * @name STRICT_TEXTURE_CACHE - * @memberof PIXI.settings - * @type {boolean} - * @default false + * DWORD offsets of the DDS_HEADER_DX10 fields. + * @ignore */ - settings$2.STRICT_TEXTURE_CACHE = false; - + var DDS_DX10_FIELDS = { + DXGI_FORMAT: 0, + RESOURCE_DIMENSION: 1, + MISC_FLAG: 2, + ARRAY_SIZE: 3, + MISC_FLAGS2: 4 + }; /** - * Collection of installed resource types, class must extend {@link PIXI.Resource}. - * @example - * class CustomResource extends PIXI.Resource { - * // MUST have source, options constructor signature - * // for auto-detected resources to be created. - * constructor(source, options) { - * super(); - * } - * upload(renderer, baseTexture, glTexture) { - * // upload with GL - * return true; - * } - * // used to auto-detect resource - * static test(source, extension) { - * return extension === 'xyz'|| source instanceof SomeClass; - * } - * } - * // Install the new resource type - * PIXI.INSTALLED.push(CustomResource); - * @memberof PIXI - * @type {Array} - * @static - * @readonly + * @see https://docs.microsoft.com/en-us/windows/win32/api/dxgiformat/ne-dxgiformat-dxgi_format + * @ignore */ - var INSTALLED = []; + // This is way over-blown for us! Lend us a hand, and remove the ones that aren't used (but set the remaining + // ones to their correct value) + var DXGI_FORMAT; + (function (DXGI_FORMAT) { + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_UNKNOWN"] = 0] = "DXGI_FORMAT_UNKNOWN"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_TYPELESS"] = 1] = "DXGI_FORMAT_R32G32B32A32_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_FLOAT"] = 2] = "DXGI_FORMAT_R32G32B32A32_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_UINT"] = 3] = "DXGI_FORMAT_R32G32B32A32_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_SINT"] = 4] = "DXGI_FORMAT_R32G32B32A32_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_TYPELESS"] = 5] = "DXGI_FORMAT_R32G32B32_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_FLOAT"] = 6] = "DXGI_FORMAT_R32G32B32_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_UINT"] = 7] = "DXGI_FORMAT_R32G32B32_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_SINT"] = 8] = "DXGI_FORMAT_R32G32B32_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_TYPELESS"] = 9] = "DXGI_FORMAT_R16G16B16A16_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_FLOAT"] = 10] = "DXGI_FORMAT_R16G16B16A16_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_UNORM"] = 11] = "DXGI_FORMAT_R16G16B16A16_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_UINT"] = 12] = "DXGI_FORMAT_R16G16B16A16_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_SNORM"] = 13] = "DXGI_FORMAT_R16G16B16A16_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_SINT"] = 14] = "DXGI_FORMAT_R16G16B16A16_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_TYPELESS"] = 15] = "DXGI_FORMAT_R32G32_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_FLOAT"] = 16] = "DXGI_FORMAT_R32G32_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_UINT"] = 17] = "DXGI_FORMAT_R32G32_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_SINT"] = 18] = "DXGI_FORMAT_R32G32_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G8X24_TYPELESS"] = 19] = "DXGI_FORMAT_R32G8X24_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D32_FLOAT_S8X24_UINT"] = 20] = "DXGI_FORMAT_D32_FLOAT_S8X24_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS"] = 21] = "DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_X32_TYPELESS_G8X24_UINT"] = 22] = "DXGI_FORMAT_X32_TYPELESS_G8X24_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10A2_TYPELESS"] = 23] = "DXGI_FORMAT_R10G10B10A2_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10A2_UNORM"] = 24] = "DXGI_FORMAT_R10G10B10A2_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10A2_UINT"] = 25] = "DXGI_FORMAT_R10G10B10A2_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R11G11B10_FLOAT"] = 26] = "DXGI_FORMAT_R11G11B10_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_TYPELESS"] = 27] = "DXGI_FORMAT_R8G8B8A8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_UNORM"] = 28] = "DXGI_FORMAT_R8G8B8A8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_UNORM_SRGB"] = 29] = "DXGI_FORMAT_R8G8B8A8_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_UINT"] = 30] = "DXGI_FORMAT_R8G8B8A8_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_SNORM"] = 31] = "DXGI_FORMAT_R8G8B8A8_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_SINT"] = 32] = "DXGI_FORMAT_R8G8B8A8_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_TYPELESS"] = 33] = "DXGI_FORMAT_R16G16_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_FLOAT"] = 34] = "DXGI_FORMAT_R16G16_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_UNORM"] = 35] = "DXGI_FORMAT_R16G16_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_UINT"] = 36] = "DXGI_FORMAT_R16G16_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_SNORM"] = 37] = "DXGI_FORMAT_R16G16_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_SINT"] = 38] = "DXGI_FORMAT_R16G16_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_TYPELESS"] = 39] = "DXGI_FORMAT_R32_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D32_FLOAT"] = 40] = "DXGI_FORMAT_D32_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_FLOAT"] = 41] = "DXGI_FORMAT_R32_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_UINT"] = 42] = "DXGI_FORMAT_R32_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_SINT"] = 43] = "DXGI_FORMAT_R32_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R24G8_TYPELESS"] = 44] = "DXGI_FORMAT_R24G8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D24_UNORM_S8_UINT"] = 45] = "DXGI_FORMAT_D24_UNORM_S8_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R24_UNORM_X8_TYPELESS"] = 46] = "DXGI_FORMAT_R24_UNORM_X8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_X24_TYPELESS_G8_UINT"] = 47] = "DXGI_FORMAT_X24_TYPELESS_G8_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_TYPELESS"] = 48] = "DXGI_FORMAT_R8G8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_UNORM"] = 49] = "DXGI_FORMAT_R8G8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_UINT"] = 50] = "DXGI_FORMAT_R8G8_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_SNORM"] = 51] = "DXGI_FORMAT_R8G8_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_SINT"] = 52] = "DXGI_FORMAT_R8G8_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_TYPELESS"] = 53] = "DXGI_FORMAT_R16_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_FLOAT"] = 54] = "DXGI_FORMAT_R16_FLOAT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D16_UNORM"] = 55] = "DXGI_FORMAT_D16_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_UNORM"] = 56] = "DXGI_FORMAT_R16_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_UINT"] = 57] = "DXGI_FORMAT_R16_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_SNORM"] = 58] = "DXGI_FORMAT_R16_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_SINT"] = 59] = "DXGI_FORMAT_R16_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_TYPELESS"] = 60] = "DXGI_FORMAT_R8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_UNORM"] = 61] = "DXGI_FORMAT_R8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_UINT"] = 62] = "DXGI_FORMAT_R8_UINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_SNORM"] = 63] = "DXGI_FORMAT_R8_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_SINT"] = 64] = "DXGI_FORMAT_R8_SINT"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_A8_UNORM"] = 65] = "DXGI_FORMAT_A8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R1_UNORM"] = 66] = "DXGI_FORMAT_R1_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R9G9B9E5_SHAREDEXP"] = 67] = "DXGI_FORMAT_R9G9B9E5_SHAREDEXP"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_B8G8_UNORM"] = 68] = "DXGI_FORMAT_R8G8_B8G8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_G8R8_G8B8_UNORM"] = 69] = "DXGI_FORMAT_G8R8_G8B8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC1_TYPELESS"] = 70] = "DXGI_FORMAT_BC1_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC1_UNORM"] = 71] = "DXGI_FORMAT_BC1_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC1_UNORM_SRGB"] = 72] = "DXGI_FORMAT_BC1_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC2_TYPELESS"] = 73] = "DXGI_FORMAT_BC2_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC2_UNORM"] = 74] = "DXGI_FORMAT_BC2_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC2_UNORM_SRGB"] = 75] = "DXGI_FORMAT_BC2_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC3_TYPELESS"] = 76] = "DXGI_FORMAT_BC3_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC3_UNORM"] = 77] = "DXGI_FORMAT_BC3_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC3_UNORM_SRGB"] = 78] = "DXGI_FORMAT_BC3_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC4_TYPELESS"] = 79] = "DXGI_FORMAT_BC4_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC4_UNORM"] = 80] = "DXGI_FORMAT_BC4_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC4_SNORM"] = 81] = "DXGI_FORMAT_BC4_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC5_TYPELESS"] = 82] = "DXGI_FORMAT_BC5_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC5_UNORM"] = 83] = "DXGI_FORMAT_BC5_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC5_SNORM"] = 84] = "DXGI_FORMAT_BC5_SNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B5G6R5_UNORM"] = 85] = "DXGI_FORMAT_B5G6R5_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B5G5R5A1_UNORM"] = 86] = "DXGI_FORMAT_B5G5R5A1_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8A8_UNORM"] = 87] = "DXGI_FORMAT_B8G8R8A8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8X8_UNORM"] = 88] = "DXGI_FORMAT_B8G8R8X8_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM"] = 89] = "DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8A8_TYPELESS"] = 90] = "DXGI_FORMAT_B8G8R8A8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8A8_UNORM_SRGB"] = 91] = "DXGI_FORMAT_B8G8R8A8_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8X8_TYPELESS"] = 92] = "DXGI_FORMAT_B8G8R8X8_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8X8_UNORM_SRGB"] = 93] = "DXGI_FORMAT_B8G8R8X8_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC6H_TYPELESS"] = 94] = "DXGI_FORMAT_BC6H_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC6H_UF16"] = 95] = "DXGI_FORMAT_BC6H_UF16"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC6H_SF16"] = 96] = "DXGI_FORMAT_BC6H_SF16"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC7_TYPELESS"] = 97] = "DXGI_FORMAT_BC7_TYPELESS"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC7_UNORM"] = 98] = "DXGI_FORMAT_BC7_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC7_UNORM_SRGB"] = 99] = "DXGI_FORMAT_BC7_UNORM_SRGB"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_AYUV"] = 100] = "DXGI_FORMAT_AYUV"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y410"] = 101] = "DXGI_FORMAT_Y410"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y416"] = 102] = "DXGI_FORMAT_Y416"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_NV12"] = 103] = "DXGI_FORMAT_NV12"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P010"] = 104] = "DXGI_FORMAT_P010"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P016"] = 105] = "DXGI_FORMAT_P016"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_420_OPAQUE"] = 106] = "DXGI_FORMAT_420_OPAQUE"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_YUY2"] = 107] = "DXGI_FORMAT_YUY2"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y210"] = 108] = "DXGI_FORMAT_Y210"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y216"] = 109] = "DXGI_FORMAT_Y216"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_NV11"] = 110] = "DXGI_FORMAT_NV11"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_AI44"] = 111] = "DXGI_FORMAT_AI44"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_IA44"] = 112] = "DXGI_FORMAT_IA44"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P8"] = 113] = "DXGI_FORMAT_P8"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_A8P8"] = 114] = "DXGI_FORMAT_A8P8"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B4G4R4A4_UNORM"] = 115] = "DXGI_FORMAT_B4G4R4A4_UNORM"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P208"] = 116] = "DXGI_FORMAT_P208"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_V208"] = 117] = "DXGI_FORMAT_V208"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_V408"] = 118] = "DXGI_FORMAT_V408"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE"] = 119] = "DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE"] = 120] = "DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE"; + DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_FORCE_UINT"] = 121] = "DXGI_FORMAT_FORCE_UINT"; + })(DXGI_FORMAT || (DXGI_FORMAT = {})); /** - * Create a resource element from a single source element. This - * auto-detects which type of resource to create. All resources that - * are auto-detectable must have a static `test` method and a constructor - * with the arguments `(source, options?)`. Currently, the supported - * resources for auto-detection include: - * - {@link PIXI.ImageResource} - * - {@link PIXI.CanvasResource} - * - {@link PIXI.VideoResource} - * - {@link PIXI.SVGResource} - * - {@link PIXI.BufferResource} - * @static - * @memberof PIXI - * @function autoDetectResource - * @param {string|*} source - Resource source, this can be the URL to the resource, - * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri - * or any other resource that can be auto-detected. If not resource is - * detected, it's assumed to be an ImageResource. - * @param {object} [options] - Pass-through options to use for Resource - * @param {number} [options.width] - Width of BufferResource or SVG rasterization - * @param {number} [options.height] - Height of BufferResource or SVG rasterization - * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading - * @param {number} [options.scale=1] - SVG source scale. Overridden by width, height - * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object - * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin - * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately - * @param {number} [options.updateFPS=0] - Video option to update how many times a second the - * texture should be updated from the video. Leave at 0 to update at every render - * @returns {PIXI.Resource} The created resource. + * Possible values of the field {@link DDS_DX10_FIELDS.RESOURCE_DIMENSION} + * @ignore */ - function autoDetectResource(source, options) { - if (!source) { - return null; - } - var extension = ''; - if (typeof source === 'string') { - // search for file extension: period, 3-4 chars, then ?, # or EOL - var result = (/\.(\w{3,4})(?:$|\?|#)/i).exec(source); - if (result) { - extension = result[1].toLowerCase(); - } - } - for (var i = INSTALLED.length - 1; i >= 0; --i) { - var ResourcePlugin = INSTALLED[i]; - if (ResourcePlugin.test && ResourcePlugin.test(source, extension)) { - return new ResourcePlugin(source, options); - } - } - throw new Error('Unrecognized source type to auto-detect Resource'); - } - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$k = function(d, b) { - extendStatics$k = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$k(d, b); - }; - - function __extends$k(d, b) { - extendStatics$k(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var __assign$1 = function() { - __assign$1 = Object.assign || function __assign(t) { - var arguments$1 = arguments; - - for (var s, i = 1, n = arguments.length; i < n; i++) { - s = arguments$1[i]; - for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } } - } - return t; - }; - return __assign$1.apply(this, arguments); - }; - - function __rest(s, e) { - var t = {}; - for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0) - { t[p] = s[p]; } } - if (s != null && typeof Object.getOwnPropertySymbols === "function") - { for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) { - if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i])) - { t[p[i]] = s[p[i]]; } - } } - return t; - } - + var D3D10_RESOURCE_DIMENSION; + (function (D3D10_RESOURCE_DIMENSION) { + D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION["DDS_DIMENSION_TEXTURE1D"] = 2] = "DDS_DIMENSION_TEXTURE1D"; + D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION["DDS_DIMENSION_TEXTURE2D"] = 3] = "DDS_DIMENSION_TEXTURE2D"; + D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION["DDS_DIMENSION_TEXTURE3D"] = 6] = "DDS_DIMENSION_TEXTURE3D"; + })(D3D10_RESOURCE_DIMENSION || (D3D10_RESOURCE_DIMENSION = {})); + var PF_FLAGS = 1; + // PIXEL_FORMAT flags + var DDPF_ALPHA = 0x2; + var DDPF_FOURCC = 0x4; + var DDPF_RGB = 0x40; + var DDPF_YUV = 0x200; + var DDPF_LUMINANCE = 0x20000; + // Four character codes for DXTn formats + var FOURCC_DXT1 = 0x31545844; + var FOURCC_DXT3 = 0x33545844; + var FOURCC_DXT5 = 0x35545844; + var FOURCC_DX10 = 0x30315844; + // Cubemap texture flag (for DDS_DX10_FIELDS.MISC_FLAG) + var DDS_RESOURCE_MISC_TEXTURECUBE = 0x4; /** - * Base resource class for textures that manages validation and uploading, depending on its type. - * - * Uploading of a base texture to the GPU is required. - * @memberof PIXI + * Maps `FOURCC_*` formats to internal formats (see {@link PIXI.INTERNAL_FORMATS}). + * @ignore */ - var Resource = /** @class */ (function () { - /** - * @param width - Width of the resource - * @param height - Height of the resource - */ - function Resource(width, height) { - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - this._width = width; - this._height = height; - this.destroyed = false; - this.internal = false; - this.onResize = new Runner('setRealSize'); - this.onUpdate = new Runner('update'); - this.onError = new Runner('onError'); - } - /** - * Bind to a parent BaseTexture - * @param baseTexture - Parent texture - */ - Resource.prototype.bind = function (baseTexture) { - this.onResize.add(baseTexture); - this.onUpdate.add(baseTexture); - this.onError.add(baseTexture); - // Call a resize immediate if we already - // have the width and height of the resource - if (this._width || this._height) { - this.onResize.emit(this._width, this._height); - } - }; - /** - * Unbind to a parent BaseTexture - * @param baseTexture - Parent texture - */ - Resource.prototype.unbind = function (baseTexture) { - this.onResize.remove(baseTexture); - this.onUpdate.remove(baseTexture); - this.onError.remove(baseTexture); - }; - /** - * Trigger a resize event - * @param width - X dimension - * @param height - Y dimension - */ - Resource.prototype.resize = function (width, height) { - if (width !== this._width || height !== this._height) { - this._width = width; - this._height = height; - this.onResize.emit(width, height); - } - }; - Object.defineProperty(Resource.prototype, "valid", { - /** - * Has been validated - * @readonly - */ - get: function () { - return !!this._width && !!this._height; - }, - enumerable: false, - configurable: true - }); - /** Has been updated trigger event. */ - Resource.prototype.update = function () { - if (!this.destroyed) { - this.onUpdate.emit(); - } - }; - /** - * This can be overridden to start preloading a resource - * or do any other prepare step. - * @protected - * @returns Handle the validate event - */ - Resource.prototype.load = function () { - return Promise.resolve(this); - }; - Object.defineProperty(Resource.prototype, "width", { - /** - * The width of the resource. - * @readonly - */ - get: function () { - return this._width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Resource.prototype, "height", { - /** - * The height of the resource. - * @readonly - */ - get: function () { - return this._height; - }, - enumerable: false, - configurable: true - }); - /** - * Set the style, optional to override - * @param _renderer - yeah, renderer! - * @param _baseTexture - the texture - * @param _glTexture - texture instance for this webgl context - * @returns - `true` is success - */ - Resource.prototype.style = function (_renderer, _baseTexture, _glTexture) { - return false; - }; - /** Clean up anything, this happens when destroying is ready. */ - Resource.prototype.dispose = function () { - // override - }; - /** - * Call when destroying resource, unbind any BaseTexture object - * before calling this method, as reference counts are maintained - * internally. - */ - Resource.prototype.destroy = function () { - if (!this.destroyed) { - this.destroyed = true; - this.dispose(); - this.onError.removeAll(); - this.onError = null; - this.onResize.removeAll(); - this.onResize = null; - this.onUpdate.removeAll(); - this.onUpdate = null; - } - }; - /** - * Abstract, used to auto-detect resource type. - * @param {*} _source - The source object - * @param {string} _extension - The extension of source, if set - */ - Resource.test = function (_source, _extension) { - return false; - }; - return Resource; - }()); - + var FOURCC_TO_FORMAT = (_a$1 = {}, + _a$1[FOURCC_DXT1] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT, + _a$1[FOURCC_DXT3] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT, + _a$1[FOURCC_DXT5] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, + _a$1); /** - * @interface SharedArrayBuffer + * Maps {@link DXGI_FORMAT} to types/internal-formats (see {@link PIXI.TYPES}, {@link PIXI.INTERNAL_FORMATS}) + * @ignore */ + var DXGI_TO_FORMAT = (_b$1 = {}, + // WEBGL_compressed_texture_s3tc + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, + // WEBGL_compressed_texture_s3tc_srgb + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, + _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, + _b$1); /** - * Buffer resource with data of typed array. + * @class * @memberof PIXI + * @implements {PIXI.ILoaderPlugin} + * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide */ - var BufferResource = /** @class */ (function (_super) { - __extends$k(BufferResource, _super); - /** - * @param source - Source buffer - * @param options - Options - * @param {number} options.width - Width of the texture - * @param {number} options.height - Height of the texture - */ - function BufferResource(source, options) { - var _this = this; - var _a = options || {}, width = _a.width, height = _a.height; - if (!width || !height) { - throw new Error('BufferResource width or height invalid'); - } - _this = _super.call(this, width, height) || this; - _this.data = source; - return _this; + /** + * Parses the DDS file header, generates base-textures, and puts them into the texture cache. + * @param arrayBuffer + */ + function parseDDS(arrayBuffer) { + var data = new Uint32Array(arrayBuffer); + var magicWord = data[0]; + if (magicWord !== DDS_MAGIC) { + throw new Error('Invalid DDS file magic word'); } - /** - * Upload the texture to the GPU. - * @param renderer - Upload to the renderer - * @param baseTexture - Reference to parent texture - * @param glTexture - glTexture - * @returns - true is success - */ - BufferResource.prototype.upload = function (renderer, baseTexture, glTexture) { - var gl = renderer.gl; - gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES$8.UNPACK); - var width = baseTexture.realWidth; - var height = baseTexture.realHeight; - if (glTexture.width === width && glTexture.height === height) { - gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data); + var header = new Uint32Array(arrayBuffer, 0, DDS_HEADER_SIZE / Uint32Array.BYTES_PER_ELEMENT); + // DDS header fields + var height = header[DDS_FIELDS.HEIGHT]; + var width = header[DDS_FIELDS.WIDTH]; + var mipmapCount = header[DDS_FIELDS.MIPMAP_COUNT]; + // PIXEL_FORMAT fields + var pixelFormat = new Uint32Array(arrayBuffer, DDS_FIELDS.PIXEL_FORMAT * Uint32Array.BYTES_PER_ELEMENT, DDS_HEADER_PF_SIZE / Uint32Array.BYTES_PER_ELEMENT); + var formatFlags = pixelFormat[PF_FLAGS]; + // File contains compressed texture(s) + if (formatFlags & DDPF_FOURCC) { + var fourCC = pixelFormat[DDS_PF_FIELDS.FOURCC]; + // File contains one DXTn compressed texture + if (fourCC !== FOURCC_DX10) { + var internalFormat_1 = FOURCC_TO_FORMAT[fourCC]; + var dataOffset_1 = DDS_MAGIC_SIZE + DDS_HEADER_SIZE; + var texData = new Uint8Array(arrayBuffer, dataOffset_1); + var resource = new CompressedTextureResource(texData, { + format: internalFormat_1, + width: width, + height: height, + levels: mipmapCount // CompressedTextureResource will separate the levelBuffers for us! + }); + return [resource]; } - else { - glTexture.width = width; - glTexture.height = height; - gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data); + // FOURCC_DX10 indicates there is a 20-byte DDS_HEADER_DX10 after DDS_HEADER + var dx10Offset = DDS_MAGIC_SIZE + DDS_HEADER_SIZE; + var dx10Header = new Uint32Array(data.buffer, dx10Offset, DDS_HEADER_DX10_SIZE / Uint32Array.BYTES_PER_ELEMENT); + var dxgiFormat = dx10Header[DDS_DX10_FIELDS.DXGI_FORMAT]; + var resourceDimension = dx10Header[DDS_DX10_FIELDS.RESOURCE_DIMENSION]; + var miscFlag = dx10Header[DDS_DX10_FIELDS.MISC_FLAG]; + var arraySize = dx10Header[DDS_DX10_FIELDS.ARRAY_SIZE]; + // Map dxgiFormat to PIXI.INTERNAL_FORMATS + var internalFormat_2 = DXGI_TO_FORMAT[dxgiFormat]; + if (internalFormat_2 === undefined) { + throw new Error("DDSParser cannot parse texture data with DXGI format " + dxgiFormat); } - return true; - }; - /** Destroy and don't use after this. */ - BufferResource.prototype.dispose = function () { - this.data = null; - }; - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if - */ - BufferResource.test = function (source) { - return source instanceof Float32Array - || source instanceof Uint8Array - || source instanceof Uint32Array; - }; - return BufferResource; - }(Resource)); + if (miscFlag === DDS_RESOURCE_MISC_TEXTURECUBE) { + // FIXME: Anybody excited about cubemap compressed textures? + throw new Error('DDSParser does not support cubemap textures'); + } + if (resourceDimension === D3D10_RESOURCE_DIMENSION.DDS_DIMENSION_TEXTURE3D) { + // FIXME: Anybody excited about 3D compressed textures? + throw new Error('DDSParser does not supported 3D texture data'); + } + // Uint8Array buffers of image data, including all mipmap levels in each image + var imageBuffers = new Array(); + var dataOffset = DDS_MAGIC_SIZE + + DDS_HEADER_SIZE + + DDS_HEADER_DX10_SIZE; + if (arraySize === 1) { + // No need bothering with the imageSize calculation! + imageBuffers.push(new Uint8Array(arrayBuffer, dataOffset)); + } + else { + // Calculate imageSize for each texture, and then locate each image's texture data + var pixelSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[internalFormat_2]; + var imageSize = 0; + var levelWidth = width; + var levelHeight = height; + for (var i = 0; i < mipmapCount; i++) { + var alignedLevelWidth = Math.max(1, (levelWidth + 3) & ~3); + var alignedLevelHeight = Math.max(1, (levelHeight + 3) & ~3); + var levelSize = alignedLevelWidth * alignedLevelHeight * pixelSize; + imageSize += levelSize; + levelWidth = levelWidth >>> 1; + levelHeight = levelHeight >>> 1; + } + var imageOffset = dataOffset; + // NOTE: Cubemaps have 6-images per texture (but they aren't supported so ^_^) + for (var i = 0; i < arraySize; i++) { + imageBuffers.push(new Uint8Array(arrayBuffer, imageOffset, imageSize)); + imageOffset += imageSize; + } + } + // Uint8Array -> CompressedTextureResource, and we're done! + return imageBuffers.map(function (buffer) { return new CompressedTextureResource(buffer, { + format: internalFormat_2, + width: width, + height: height, + levels: mipmapCount + }); }); + } + if (formatFlags & DDPF_RGB) { + // FIXME: We might want to allow uncompressed *.dds files? + throw new Error('DDSParser does not support uncompressed texture data.'); + } + if (formatFlags & DDPF_YUV) { + // FIXME: Does anybody need this feature? + throw new Error('DDSParser does not supported YUV uncompressed texture data.'); + } + if (formatFlags & DDPF_LUMINANCE) { + // FIXME: Microsoft says older DDS filers use this feature! Probably not worth the effort! + throw new Error('DDSParser does not support single-channel (lumninance) texture data!'); + } + if (formatFlags & DDPF_ALPHA) { + // FIXME: I'm tired! See above =) + throw new Error('DDSParser does not support single-channel (alpha) texture data!'); + } + throw new Error('DDSParser failed to load a texture file due to an unknown reason!'); + } - var defaultBufferOptions = { - scaleMode: SCALE_MODES$8.NEAREST, - format: FORMATS$8.RGBA, - alphaMode: ALPHA_MODES$8.NPM, + var _a$3, _b, _c; + /** + * The 12-byte KTX file identifier + * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.1 + * @ignore + */ + var FILE_IDENTIFIER = [0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A]; + /** + * The value stored in the "endianness" field. + * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.2 + * @ignore + */ + var ENDIANNESS = 0x04030201; + /** + * Byte offsets of the KTX file header fields + * @ignore + */ + var KTX_FIELDS = { + FILE_IDENTIFIER: 0, + ENDIANNESS: 12, + GL_TYPE: 16, + GL_TYPE_SIZE: 20, + GL_FORMAT: 24, + GL_INTERNAL_FORMAT: 28, + GL_BASE_INTERNAL_FORMAT: 32, + PIXEL_WIDTH: 36, + PIXEL_HEIGHT: 40, + PIXEL_DEPTH: 44, + NUMBER_OF_ARRAY_ELEMENTS: 48, + NUMBER_OF_FACES: 52, + NUMBER_OF_MIPMAP_LEVELS: 56, + BYTES_OF_KEY_VALUE_DATA: 60 }; /** - * A Texture stores the information that represents an image. - * All textures have a base texture, which contains information about the source. - * Therefore you can have many textures all using a single BaseTexture - * @memberof PIXI - * @typeParam R - The BaseTexture's Resource type. - * @typeParam RO - The options for constructing resource. + * Byte size of the file header fields in {@code KTX_FIELDS} + * @ignore */ - var BaseTexture = /** @class */ (function (_super) { - __extends$k(BaseTexture, _super); - /** - * @param {PIXI.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null] - - * The current resource to use, for things that aren't Resource objects, will be converted - * into a Resource. - * @param options - Collection of options - * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture - * @param {number} [options.anisotropicLevel=PIXI.settings.ANISOTROPIC_LEVEL] - Anisotropic filtering level of texture - * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures - * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest - * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type - * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type - * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target - * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Pre multiply the image alpha - * @param {number} [options.width=0] - Width of the texture - * @param {number} [options.height=0] - Height of the texture - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - Resolution of the base texture - * @param {object} [options.resourceOptions] - Optional resource options, - * see {@link PIXI.autoDetectResource autoDetectResource} - */ - function BaseTexture(resource, options) { - if (resource === void 0) { resource = null; } - if (options === void 0) { options = null; } - var _this = _super.call(this) || this; - options = options || {}; - var alphaMode = options.alphaMode, mipmap = options.mipmap, anisotropicLevel = options.anisotropicLevel, scaleMode = options.scaleMode, width = options.width, height = options.height, wrapMode = options.wrapMode, format = options.format, type = options.type, target = options.target, resolution = options.resolution, resourceOptions = options.resourceOptions; - // Convert the resource to a Resource object - if (resource && !(resource instanceof Resource)) { - resource = autoDetectResource(resource, resourceOptions); - resource.internal = true; + var FILE_HEADER_SIZE = 64; + /** + * Maps {@link PIXI.TYPES} to the bytes taken per component, excluding those ones that are bit-fields. + * @ignore + */ + var TYPES_TO_BYTES_PER_COMPONENT = (_a$3 = {}, + _a$3[TYPES.UNSIGNED_BYTE] = 1, + _a$3[TYPES.UNSIGNED_SHORT] = 2, + _a$3[TYPES.INT] = 4, + _a$3[TYPES.UNSIGNED_INT] = 4, + _a$3[TYPES.FLOAT] = 4, + _a$3[TYPES.HALF_FLOAT] = 8, + _a$3); + /** + * Number of components in each {@link PIXI.FORMATS} + * @ignore + */ + var FORMATS_TO_COMPONENTS = (_b = {}, + _b[FORMATS.RGBA] = 4, + _b[FORMATS.RGB] = 3, + _b[FORMATS.RG] = 2, + _b[FORMATS.RED] = 1, + _b[FORMATS.LUMINANCE] = 1, + _b[FORMATS.LUMINANCE_ALPHA] = 2, + _b[FORMATS.ALPHA] = 1, + _b); + /** + * Number of bytes per pixel in bit-field types in {@link PIXI.TYPES} + * @ignore + */ + var TYPES_TO_BYTES_PER_PIXEL = (_c = {}, + _c[TYPES.UNSIGNED_SHORT_4_4_4_4] = 2, + _c[TYPES.UNSIGNED_SHORT_5_5_5_1] = 2, + _c[TYPES.UNSIGNED_SHORT_5_6_5] = 2, + _c); + function parseKTX(url, arrayBuffer, loadKeyValueData) { + if (loadKeyValueData === void 0) { loadKeyValueData = false; } + var dataView = new DataView(arrayBuffer); + if (!validate(url, dataView)) { + return null; + } + var littleEndian = dataView.getUint32(KTX_FIELDS.ENDIANNESS, true) === ENDIANNESS; + var glType = dataView.getUint32(KTX_FIELDS.GL_TYPE, littleEndian); + // const glTypeSize = dataView.getUint32(KTX_FIELDS.GL_TYPE_SIZE, littleEndian); + var glFormat = dataView.getUint32(KTX_FIELDS.GL_FORMAT, littleEndian); + var glInternalFormat = dataView.getUint32(KTX_FIELDS.GL_INTERNAL_FORMAT, littleEndian); + var pixelWidth = dataView.getUint32(KTX_FIELDS.PIXEL_WIDTH, littleEndian); + var pixelHeight = dataView.getUint32(KTX_FIELDS.PIXEL_HEIGHT, littleEndian) || 1; // "pixelHeight = 0" -> "1" + var pixelDepth = dataView.getUint32(KTX_FIELDS.PIXEL_DEPTH, littleEndian) || 1; // ^^ + var numberOfArrayElements = dataView.getUint32(KTX_FIELDS.NUMBER_OF_ARRAY_ELEMENTS, littleEndian) || 1; // ^^ + var numberOfFaces = dataView.getUint32(KTX_FIELDS.NUMBER_OF_FACES, littleEndian); + var numberOfMipmapLevels = dataView.getUint32(KTX_FIELDS.NUMBER_OF_MIPMAP_LEVELS, littleEndian); + var bytesOfKeyValueData = dataView.getUint32(KTX_FIELDS.BYTES_OF_KEY_VALUE_DATA, littleEndian); + // Whether the platform architecture is little endian. If littleEndian !== platformLittleEndian, then the + // file contents must be endian-converted! + // TODO: Endianness conversion + // const platformLittleEndian = new Uint8Array((new Uint32Array([ENDIANNESS])).buffer)[0] === 0x01; + if (pixelHeight === 0 || pixelDepth !== 1) { + throw new Error('Only 2D textures are supported'); + } + if (numberOfFaces !== 1) { + throw new Error('CubeTextures are not supported by KTXLoader yet!'); + } + if (numberOfArrayElements !== 1) { + // TODO: Support splitting array-textures into multiple BaseTextures + throw new Error('WebGL does not support array textures'); + } + // TODO: 8x4 blocks for 2bpp pvrtc + var blockWidth = 4; + var blockHeight = 4; + var alignedWidth = (pixelWidth + 3) & ~3; + var alignedHeight = (pixelHeight + 3) & ~3; + var imageBuffers = new Array(numberOfArrayElements); + var imagePixels = pixelWidth * pixelHeight; + if (glType === 0) { + // Align to 16 pixels (4x4 blocks) + imagePixels = alignedWidth * alignedHeight; + } + var imagePixelByteSize; + if (glType !== 0) { + // Uncompressed texture format + if (TYPES_TO_BYTES_PER_COMPONENT[glType]) { + imagePixelByteSize = TYPES_TO_BYTES_PER_COMPONENT[glType] * FORMATS_TO_COMPONENTS[glFormat]; + } + else { + imagePixelByteSize = TYPES_TO_BYTES_PER_PIXEL[glType]; } - _this.resolution = resolution || settings$2.RESOLUTION; - _this.width = Math.round((width || 0) * _this.resolution) / _this.resolution; - _this.height = Math.round((height || 0) * _this.resolution) / _this.resolution; - _this._mipmap = mipmap !== undefined ? mipmap : settings$2.MIPMAP_TEXTURES; - _this.anisotropicLevel = anisotropicLevel !== undefined ? anisotropicLevel : settings$2.ANISOTROPIC_LEVEL; - _this._wrapMode = wrapMode || settings$2.WRAP_MODE; - _this._scaleMode = scaleMode !== undefined ? scaleMode : settings$2.SCALE_MODE; - _this.format = format || FORMATS$8.RGBA; - _this.type = type || TYPES$8.UNSIGNED_BYTE; - _this.target = target || TARGETS$8.TEXTURE_2D; - _this.alphaMode = alphaMode !== undefined ? alphaMode : ALPHA_MODES$8.UNPACK; - _this.uid = uid(); - _this.touched = 0; - _this.isPowerOfTwo = false; - _this._refreshPOT(); - _this._glTextures = {}; - _this.dirtyId = 0; - _this.dirtyStyleId = 0; - _this.cacheId = null; - _this.valid = width > 0 && height > 0; - _this.textureCacheIds = []; - _this.destroyed = false; - _this.resource = null; - _this._batchEnabled = 0; - _this._batchLocation = 0; - _this.parentTextureArray = null; - /** - * Fired when a not-immediately-available source finishes loading. - * @protected - * @event PIXI.BaseTexture#loaded - * @param {PIXI.BaseTexture} baseTexture - Resource loaded. - */ - /** - * Fired when a not-immediately-available source fails to load. - * @protected - * @event PIXI.BaseTexture#error - * @param {PIXI.BaseTexture} baseTexture - Resource errored. - * @param {ErrorEvent} event - Load error event. - */ - /** - * Fired when BaseTexture is updated. - * @protected - * @event PIXI.BaseTexture#loaded - * @param {PIXI.BaseTexture} baseTexture - Resource loaded. - */ - /** - * Fired when BaseTexture is updated. - * @protected - * @event PIXI.BaseTexture#update - * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated. - */ - /** - * Fired when BaseTexture is destroyed. - * @protected - * @event PIXI.BaseTexture#dispose - * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed. - */ - // Set the resource - _this.setResource(resource); - return _this; } - Object.defineProperty(BaseTexture.prototype, "realWidth", { - /** - * Pixel width of the source of this texture - * @readonly - */ - get: function () { - return Math.round(this.width * this.resolution); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BaseTexture.prototype, "realHeight", { - /** - * Pixel height of the source of this texture - * @readonly - */ - get: function () { - return Math.round(this.height * this.resolution); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BaseTexture.prototype, "mipmap", { - /** - * Mipmap mode of the texture, affects downscaled images - * @default PIXI.settings.MIPMAP_TEXTURES - */ - get: function () { - return this._mipmap; - }, - set: function (value) { - if (this._mipmap !== value) { - this._mipmap = value; - this.dirtyStyleId++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BaseTexture.prototype, "scaleMode", { - /** - * The scale mode to apply when scaling this texture - * @default PIXI.settings.SCALE_MODE - */ - get: function () { - return this._scaleMode; - }, - set: function (value) { - if (this._scaleMode !== value) { - this._scaleMode = value; - this.dirtyStyleId++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BaseTexture.prototype, "wrapMode", { - /** - * How the texture wraps - * @default PIXI.settings.WRAP_MODE - */ - get: function () { - return this._wrapMode; - }, - set: function (value) { - if (this._wrapMode !== value) { - this._wrapMode = value; - this.dirtyStyleId++; + else { + imagePixelByteSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[glInternalFormat]; + } + if (imagePixelByteSize === undefined) { + throw new Error('Unable to resolve the pixel format stored in the *.ktx file!'); + } + var kvData = loadKeyValueData + ? parseKvData(dataView, bytesOfKeyValueData, littleEndian) + : null; + var imageByteSize = imagePixels * imagePixelByteSize; + var mipByteSize = imageByteSize; + var mipWidth = pixelWidth; + var mipHeight = pixelHeight; + var alignedMipWidth = alignedWidth; + var alignedMipHeight = alignedHeight; + var imageOffset = FILE_HEADER_SIZE + bytesOfKeyValueData; + for (var mipmapLevel = 0; mipmapLevel < numberOfMipmapLevels; mipmapLevel++) { + var imageSize = dataView.getUint32(imageOffset, littleEndian); + var elementOffset = imageOffset + 4; + for (var arrayElement = 0; arrayElement < numberOfArrayElements; arrayElement++) { + // TODO: Maybe support 3D textures? :-) + // for (let zSlice = 0; zSlice < pixelDepth; zSlice) + var mips = imageBuffers[arrayElement]; + if (!mips) { + mips = imageBuffers[arrayElement] = new Array(numberOfMipmapLevels); } - }, - enumerable: false, - configurable: true - }); - /** - * Changes style options of BaseTexture - * @param scaleMode - Pixi scalemode - * @param mipmap - enable mipmaps - * @returns - this - */ - BaseTexture.prototype.setStyle = function (scaleMode, mipmap) { - var dirty; - if (scaleMode !== undefined && scaleMode !== this.scaleMode) { - this.scaleMode = scaleMode; - dirty = true; + mips[mipmapLevel] = { + levelID: mipmapLevel, + // don't align mipWidth when texture not compressed! (glType not zero) + levelWidth: numberOfMipmapLevels > 1 || glType !== 0 ? mipWidth : alignedMipWidth, + levelHeight: numberOfMipmapLevels > 1 || glType !== 0 ? mipHeight : alignedMipHeight, + levelBuffer: new Uint8Array(arrayBuffer, elementOffset, mipByteSize) + }; + elementOffset += mipByteSize; } - if (mipmap !== undefined && mipmap !== this.mipmap) { - this.mipmap = mipmap; - dirty = true; + // HINT: Aligns to 4-byte boundary after jumping imageSize (in lieu of mipPadding) + imageOffset += imageSize + 4; // (+4 to jump the imageSize field itself) + imageOffset = imageOffset % 4 !== 0 ? imageOffset + 4 - (imageOffset % 4) : imageOffset; + // Calculate mipWidth, mipHeight for _next_ iteration + mipWidth = (mipWidth >> 1) || 1; + mipHeight = (mipHeight >> 1) || 1; + alignedMipWidth = (mipWidth + blockWidth - 1) & ~(blockWidth - 1); + alignedMipHeight = (mipHeight + blockHeight - 1) & ~(blockHeight - 1); + // Each mipmap level is 4-times smaller? + mipByteSize = alignedMipWidth * alignedMipHeight * imagePixelByteSize; + } + // We use the levelBuffers feature of CompressedTextureResource b/c texture data is image-major, not level-major. + if (glType !== 0) { + return { + uncompressed: imageBuffers.map(function (levelBuffers) { + var buffer = levelBuffers[0].levelBuffer; + var convertToInt = false; + if (glType === TYPES.FLOAT) { + buffer = new Float32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4); + } + else if (glType === TYPES.UNSIGNED_INT) { + convertToInt = true; + buffer = new Uint32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4); + } + else if (glType === TYPES.INT) { + convertToInt = true; + buffer = new Int32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4); + } + return { + resource: new BufferResource(buffer, { + width: levelBuffers[0].levelWidth, + height: levelBuffers[0].levelHeight, + }), + type: glType, + format: convertToInt ? convertFormatToInteger(glFormat) : glFormat, + }; + }), + kvData: kvData + }; + } + return { + compressed: imageBuffers.map(function (levelBuffers) { return new CompressedTextureResource(null, { + format: glInternalFormat, + width: pixelWidth, + height: pixelHeight, + levels: numberOfMipmapLevels, + levelBuffers: levelBuffers, + }); }), + kvData: kvData + }; + } + /** + * Checks whether the arrayBuffer contains a valid *.ktx file. + * @param url + * @param dataView + */ + function validate(url, dataView) { + // NOTE: Do not optimize this into 3 32-bit integer comparison because the endianness + // of the data is not specified. + for (var i = 0; i < FILE_IDENTIFIER.length; i++) { + if (dataView.getUint8(i) !== FILE_IDENTIFIER[i]) { + console.error(url + " is not a valid *.ktx file!"); + return false; } - if (dirty) { - this.dirtyStyleId++; + } + return true; + } + function convertFormatToInteger(format) { + switch (format) { + case FORMATS.RGBA: return FORMATS.RGBA_INTEGER; + case FORMATS.RGB: return FORMATS.RGB_INTEGER; + case FORMATS.RG: return FORMATS.RG_INTEGER; + case FORMATS.RED: return FORMATS.RED_INTEGER; + default: return format; + } + } + function parseKvData(dataView, bytesOfKeyValueData, littleEndian) { + var kvData = new Map(); + var bytesIntoKeyValueData = 0; + while (bytesIntoKeyValueData < bytesOfKeyValueData) { + var keyAndValueByteSize = dataView.getUint32(FILE_HEADER_SIZE + bytesIntoKeyValueData, littleEndian); + var keyAndValueByteOffset = FILE_HEADER_SIZE + bytesIntoKeyValueData + 4; + var valuePadding = 3 - ((keyAndValueByteSize + 3) % 4); + // Bounds check + if (keyAndValueByteSize === 0 || keyAndValueByteSize > bytesOfKeyValueData - bytesIntoKeyValueData) { + console.error('KTXLoader: keyAndValueByteSize out of bounds'); + break; } - return this; - }; + // Note: keyNulByte can't be 0 otherwise the key is an empty string. + var keyNulByte = 0; + for (; keyNulByte < keyAndValueByteSize; keyNulByte++) { + if (dataView.getUint8(keyAndValueByteOffset + keyNulByte) === 0x00) { + break; + } + } + if (keyNulByte === -1) { + console.error('KTXLoader: Failed to find null byte terminating kvData key'); + break; + } + var key = new TextDecoder().decode(new Uint8Array(dataView.buffer, keyAndValueByteOffset, keyNulByte)); + var value = new DataView(dataView.buffer, keyAndValueByteOffset + keyNulByte + 1, keyAndValueByteSize - keyNulByte - 1); + kvData.set(key, value); + // 4 = the keyAndValueByteSize field itself + // keyAndValueByteSize = the bytes taken by the key and value + // valuePadding = extra padding to align with 4 bytes + bytesIntoKeyValueData += 4 + keyAndValueByteSize + valuePadding; + } + return kvData; + } + + // Set DDS files to be loaded as an ArrayBuffer + LoaderResource.setExtensionXhrType('dds', LoaderResource.XHR_RESPONSE_TYPE.BUFFER); + /** + * @class + * @memberof PIXI + * @implements {PIXI.ILoaderPlugin} + * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide + */ + var DDSLoader = /** @class */ (function () { + function DDSLoader() { + } /** - * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero. - * @param desiredWidth - Desired visual width - * @param desiredHeight - Desired visual height - * @param resolution - Optionally set resolution - * @returns - this - */ - BaseTexture.prototype.setSize = function (desiredWidth, desiredHeight, resolution) { - resolution = resolution || this.resolution; - return this.setRealSize(desiredWidth * resolution, desiredHeight * resolution, resolution); - }; - /** - * Sets real size of baseTexture, preserves current resolution. - * @param realWidth - Full rendered width - * @param realHeight - Full rendered height - * @param resolution - Optionally set resolution - * @returns - this - */ - BaseTexture.prototype.setRealSize = function (realWidth, realHeight, resolution) { - this.resolution = resolution || this.resolution; - this.width = Math.round(realWidth) / this.resolution; - this.height = Math.round(realHeight) / this.resolution; - this._refreshPOT(); - this.update(); - return this; - }; - /** - * Refresh check for isPowerOfTwo texture based on size - * @private - */ - BaseTexture.prototype._refreshPOT = function () { - this.isPowerOfTwo = isPow2(this.realWidth) && isPow2(this.realHeight); - }; - /** - * Changes resolution - * @param resolution - res - * @returns - this + * Registers a DDS compressed texture + * @see PIXI.Loader.loaderMiddleware + * @param resource - loader resource that is checked to see if it is a DDS file + * @param next - callback Function to call when done */ - BaseTexture.prototype.setResolution = function (resolution) { - var oldResolution = this.resolution; - if (oldResolution === resolution) { - return this; - } - this.resolution = resolution; - if (this.valid) { - this.width = Math.round(this.width * oldResolution) / resolution; - this.height = Math.round(this.height * oldResolution) / resolution; - this.emit('update', this); + DDSLoader.use = function (resource, next) { + if (resource.extension === 'dds' && resource.data) { + try { + Object.assign(resource, registerCompressedTextures(resource.name || resource.url, parseDDS(resource.data), resource.metadata)); + } + catch (err) { + next(err); + return; + } } - this._refreshPOT(); - return this; + next(); }; + /** @ignore */ + DDSLoader.extension = ExtensionType.Loader; + return DDSLoader; + }()); + + // Set KTX files to be loaded as an ArrayBuffer + LoaderResource.setExtensionXhrType('ktx', LoaderResource.XHR_RESPONSE_TYPE.BUFFER); + /** + * Loader plugin for handling KTX texture container files. + * + * This KTX loader does not currently support the following features: + * * cube textures + * * 3D textures + * * endianness conversion for big-endian machines + * * embedded *.basis files + * + * It does supports the following features: + * * multiple textures per file + * * mipmapping (only for compressed formats) + * * vendor-specific key/value data parsing (enable {@link PIXI.KTXLoader.loadKeyValueData}) + * @class + * @memberof PIXI + * @implements {PIXI.ILoaderPlugin} + */ + var KTXLoader = /** @class */ (function () { + function KTXLoader() { + } /** - * Sets the resource if it wasn't set. Throws error if resource already present - * @param resource - that is managing this BaseTexture - * @returns - this + * Called after a KTX file is loaded. + * + * This will parse the KTX file header and add a {@code BaseTexture} to the texture + * cache. + * @see PIXI.Loader.loaderMiddleware + * @param resource - loader resource that is checked to see if it is a KTX file + * @param next - callback Function to call when done */ - BaseTexture.prototype.setResource = function (resource) { - if (this.resource === resource) { - return this; - } - if (this.resource) { - throw new Error('Resource can be set only once'); - } - resource.bind(this); - this.resource = resource; - return this; - }; - /** Invalidates the object. Texture becomes valid if width and height are greater than zero. */ - BaseTexture.prototype.update = function () { - if (!this.valid) { - if (this.width > 0 && this.height > 0) { - this.valid = true; - this.emit('loaded', this); - this.emit('update', this); + KTXLoader.use = function (resource, next) { + if (resource.extension === 'ktx' && resource.data) { + try { + var url_1 = resource.name || resource.url; + var _a = parseKTX(url_1, resource.data, this.loadKeyValueData), compressed = _a.compressed, uncompressed = _a.uncompressed, kvData_1 = _a.kvData; + if (compressed) { + var result = registerCompressedTextures(url_1, compressed, resource.metadata); + if (kvData_1 && result.textures) { + for (var textureId in result.textures) { + result.textures[textureId].baseTexture.ktxKeyValueData = kvData_1; + } + } + Object.assign(resource, result); + } + else if (uncompressed) { + var textures_1 = {}; + uncompressed.forEach(function (image, i) { + var texture = new Texture(new BaseTexture(image.resource, { + mipmap: MIPMAP_MODES.OFF, + alphaMode: ALPHA_MODES.NO_PREMULTIPLIED_ALPHA, + type: image.type, + format: image.format, + })); + var cacheID = url_1 + "-" + (i + 1); + if (kvData_1) + { texture.baseTexture.ktxKeyValueData = kvData_1; } + BaseTexture.addToCache(texture.baseTexture, cacheID); + Texture.addToCache(texture, cacheID); + if (i === 0) { + textures_1[url_1] = texture; + BaseTexture.addToCache(texture.baseTexture, url_1); + Texture.addToCache(texture, url_1); + } + textures_1[cacheID] = texture; + }); + Object.assign(resource, { textures: textures_1 }); + } + } + catch (err) { + next(err); + return; } } - else { - this.dirtyId++; - this.dirtyStyleId++; - this.emit('update', this); - } + next(); }; + /** @ignore */ + KTXLoader.extension = ExtensionType.Loader; /** - * Handle errors with resources. - * @private - * @param event - Error event emitted. + * If set to `true`, {@link PIXI.KTXLoader} will parse key-value data in KTX textures. This feature relies + * on the [Encoding Standard]{@link https://encoding.spec.whatwg.org}. + * + * The key-value data will be available on the base-textures as {@code PIXI.BaseTexture.ktxKeyValueData}. They + * will hold a reference to the texture data buffer, so make sure to delete key-value data once you are done + * using it. */ - BaseTexture.prototype.onError = function (event) { - this.emit('error', this, event); - }; + KTXLoader.loadKeyValueData = false; + return KTXLoader; + }()); + + /*! + * @pixi/particle-container - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/particle-container is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$f = function(d, b) { + extendStatics$f = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$f(d, b); + }; + + function __extends$f(d, b) { + extendStatics$f(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * The ParticleContainer class is a really fast version of the Container built solely for speed, + * so use when you need a lot of sprites or particles. + * + * The tradeoff of the ParticleContainer is that most advanced functionality will not work. + * ParticleContainer implements the basic object transform (position, scale, rotation) + * and some advanced functionality like tint (as of v4.5.6). + * + * Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch. + * + * It's extremely easy to use: + * ```js + * let container = new ParticleContainer(); + * + * for (let i = 0; i < 100; ++i) + * { + * let sprite = PIXI.Sprite.from("myImage.png"); + * container.addChild(sprite); + * } + * ``` + * + * And here you have a hundred sprites that will be rendered at the speed of light. + * @memberof PIXI + */ + /** @class */ ((function (_super) { + __extends$f(ParticleContainer, _super); /** - * Destroys this base texture. - * The method stops if resource doesn't want this texture to be destroyed. - * Removes texture from all caches. + * @param maxSize - The maximum number of particles that can be rendered by the container. + * Affects size of allocated buffers. + * @param properties - The properties of children that should be uploaded to the gpu and applied. + * @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied. + * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`. + * @param {boolean} [properties.position=true] - When true, position be uploaded and applied. + * @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied. + * @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied. + * @param {boolean} [properties.tint=false] - When true, alpha and tint be uploaded and applied. + * @param {number} [batchSize=16384] - Number of particles per batch. If less than maxSize, it uses maxSize instead. + * @param {boolean} [autoResize=false] - If true, container allocates more batches in case + * there are more than `maxSize` particles. */ - BaseTexture.prototype.destroy = function () { - // remove and destroy the resource - if (this.resource) { - this.resource.unbind(this); - // only destroy resourced created internally - if (this.resource.internal) { - this.resource.destroy(); - } - this.resource = null; - } - if (this.cacheId) { - delete BaseTextureCache[this.cacheId]; - delete TextureCache[this.cacheId]; - this.cacheId = null; + function ParticleContainer(maxSize, properties, batchSize, autoResize) { + if (maxSize === void 0) { maxSize = 1500; } + if (batchSize === void 0) { batchSize = 16384; } + if (autoResize === void 0) { autoResize = false; } + var _this = _super.call(this) || this; + // Making sure the batch size is valid + // 65535 is max vertex index in the index buffer (see ParticleRenderer) + // so max number of particles is 65536 / 4 = 16384 + var maxBatchSize = 16384; + if (batchSize > maxBatchSize) { + batchSize = maxBatchSize; } - // finally let the WebGL renderer know.. - this.dispose(); - BaseTexture.removeFromCache(this); - this.textureCacheIds = null; - this.destroyed = true; - }; + _this._properties = [false, true, false, false, false]; + _this._maxSize = maxSize; + _this._batchSize = batchSize; + _this._buffers = null; + _this._bufferUpdateIDs = []; + _this._updateID = 0; + _this.interactiveChildren = false; + _this.blendMode = BLEND_MODES.NORMAL; + _this.autoResize = autoResize; + _this.roundPixels = true; + _this.baseTexture = null; + _this.setProperties(properties); + _this._tint = 0; + _this.tintRgb = new Float32Array(4); + _this.tint = 0xFFFFFF; + return _this; + } /** - * Frees the texture from WebGL memory without destroying this texture object. - * This means you can still use the texture later which will upload it to GPU - * memory again. - * @fires PIXI.BaseTexture#dispose + * Sets the private properties array to dynamic / static based on the passed properties object + * @param properties - The properties to be uploaded */ - BaseTexture.prototype.dispose = function () { - this.emit('dispose', this); + ParticleContainer.prototype.setProperties = function (properties) { + if (properties) { + this._properties[0] = 'vertices' in properties || 'scale' in properties + ? !!properties.vertices || !!properties.scale : this._properties[0]; + this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1]; + this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2]; + this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3]; + this._properties[4] = 'tint' in properties || 'alpha' in properties + ? !!properties.tint || !!properties.alpha : this._properties[4]; + } }; - /** Utility function for BaseTexture|Texture cast. */ - BaseTexture.prototype.castToBaseTexture = function () { - return this; + ParticleContainer.prototype.updateTransform = function () { + // TODO don't need to! + this.displayObjectUpdateTransform(); }; + Object.defineProperty(ParticleContainer.prototype, "tint", { + /** + * The tint applied to the container. This is a hex value. + * A value of 0xFFFFFF will remove any tint effect. + * IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer. + * @default 0xFFFFFF + */ + get: function () { + return this._tint; + }, + set: function (value) { + this._tint = value; + hex2rgb(value, this.tintRgb); + }, + enumerable: false, + configurable: true + }); /** - * Helper function that creates a base texture based on the source you provide. - * The source can be - image url, image element, canvas element. If the - * source is an image url or an image element and not in the base texture - * cache, it will be created and loaded. - * @static - * @param {string|string[]|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The - * source to create base texture from. - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id - * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. - * @returns {PIXI.BaseTexture} The new base texture. + * Renders the container using the WebGL renderer. + * @param renderer - The WebGL renderer. */ - BaseTexture.from = function (source, options, strict) { - if (strict === void 0) { strict = settings$2.STRICT_TEXTURE_CACHE; } - var isFrame = typeof source === 'string'; - var cacheId = null; - if (isFrame) { - cacheId = source; + ParticleContainer.prototype.render = function (renderer) { + var _this = this; + if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { + return; } - else { - if (!source._pixiId) { - var prefix = (options && options.pixiIdPrefix) || 'pixiid'; - source._pixiId = prefix + "_" + uid(); + if (!this.baseTexture) { + this.baseTexture = this.children[0]._texture.baseTexture; + if (!this.baseTexture.valid) { + this.baseTexture.once('update', function () { return _this.onChildrenChange(0); }); } - cacheId = source._pixiId; - } - var baseTexture = BaseTextureCache[cacheId]; - // Strict-mode rejects invalid cacheIds - if (isFrame && strict && !baseTexture) { - throw new Error("The cacheId \"" + cacheId + "\" does not exist in BaseTextureCache."); - } - if (!baseTexture) { - baseTexture = new BaseTexture(source, options); - baseTexture.cacheId = cacheId; - BaseTexture.addToCache(baseTexture, cacheId); } - return baseTexture; + renderer.batch.setObjectRenderer(renderer.plugins.particle); + renderer.plugins.particle.render(this); }; /** - * Create a new BaseTexture with a BufferResource from a Float32Array. - * RGBA values are floats from 0 to 1. - * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data - * is provided, a new Float32Array is created. - * @param width - Width of the resource - * @param height - Height of the resource - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * Default properties are different from the constructor's defaults. - * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type - * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.NPM] - Image alpha, not premultiplied by default - * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.SCALE_MODES.NEAREST] - Scale mode, pixelating by default - * @returns - The resulting new BaseTexture + * Set the flag that static data should be updated to true + * @param smallestChildIndex - The smallest child index. */ - BaseTexture.fromBuffer = function (buffer, width, height, options) { - buffer = buffer || new Float32Array(width * height * 4); - var resource = new BufferResource(buffer, { width: width, height: height }); - var type = buffer instanceof Float32Array ? TYPES$8.FLOAT : TYPES$8.UNSIGNED_BYTE; - return new BaseTexture(resource, Object.assign(defaultBufferOptions, options || { width: width, height: height, type: type })); + ParticleContainer.prototype.onChildrenChange = function (smallestChildIndex) { + var bufferIndex = Math.floor(smallestChildIndex / this._batchSize); + while (this._bufferUpdateIDs.length < bufferIndex) { + this._bufferUpdateIDs.push(0); + } + this._bufferUpdateIDs[bufferIndex] = ++this._updateID; }; - /** - * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object. - * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache. - * @param {string} id - The id that the BaseTexture will be stored against. - */ - BaseTexture.addToCache = function (baseTexture, id) { - if (id) { - if (baseTexture.textureCacheIds.indexOf(id) === -1) { - baseTexture.textureCacheIds.push(id); - } - if (BaseTextureCache[id]) { - // eslint-disable-next-line no-console - console.warn("BaseTexture added to the cache with an id [" + id + "] that already had an entry"); + ParticleContainer.prototype.dispose = function () { + if (this._buffers) { + for (var i = 0; i < this._buffers.length; ++i) { + this._buffers[i].destroy(); } - BaseTextureCache[id] = baseTexture; + this._buffers = null; } }; /** - * Remove a BaseTexture from the global BaseTextureCache. - * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself. - * @returns {PIXI.BaseTexture|null} The BaseTexture that was removed. + * Destroys the container + * @param options - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their + * destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the texture of the child sprite + * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the base texture of the child sprite */ - BaseTexture.removeFromCache = function (baseTexture) { - if (typeof baseTexture === 'string') { - var baseTextureFromCache = BaseTextureCache[baseTexture]; - if (baseTextureFromCache) { - var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture); - if (index > -1) { - baseTextureFromCache.textureCacheIds.splice(index, 1); - } - delete BaseTextureCache[baseTexture]; - return baseTextureFromCache; - } - } - else if (baseTexture && baseTexture.textureCacheIds) { - for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) { - delete BaseTextureCache[baseTexture.textureCacheIds[i]]; - } - baseTexture.textureCacheIds.length = 0; - return baseTexture; - } - return null; + ParticleContainer.prototype.destroy = function (options) { + _super.prototype.destroy.call(this, options); + this.dispose(); + this._properties = null; + this._buffers = null; + this._bufferUpdateIDs = null; }; - /** Global number of the texture batch, used by multi-texture renderers. */ - BaseTexture._globalBatch = 0; - return BaseTexture; - }(EventEmitter$2)); + return ParticleContainer; + })(Container)); + /* + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original PixiJS version! + * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that + * they now share 4 bytes on the vertex buffer + * + * Heavily inspired by LibGDX's ParticleBuffer: + * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java + */ /** - * Resource that can manage several resource (items) inside. - * All resources need to have the same pixel size. - * Parent class for CubeResource and ArrayResource + * The particle buffer manages the static and dynamic buffers for a particle container. + * @private * @memberof PIXI */ - var AbstractMultiResource = /** @class */ (function (_super) { - __extends$k(AbstractMultiResource, _super); - /** - * @param length - * @param options - Options to for Resource constructor - * @param {number} [options.width] - Width of the resource - * @param {number} [options.height] - Height of the resource - */ - function AbstractMultiResource(length, options) { - var _this = this; - var _a = options || {}, width = _a.width, height = _a.height; - _this = _super.call(this, width, height) || this; - _this.items = []; - _this.itemDirtyIds = []; - for (var i = 0; i < length; i++) { - var partTexture = new BaseTexture(); - _this.items.push(partTexture); - // -2 - first run of texture array upload - // -1 - texture item was allocated - // >=0 - texture item uploaded , in sync with items[i].dirtyId - _this.itemDirtyIds.push(-2); - } - _this.length = length; - _this._load = null; - _this.baseTexture = null; - return _this; - } + var ParticleBuffer = /** @class */ (function () { /** - * Used from ArrayResource and CubeResource constructors. - * @param resources - Can be resources, image elements, canvas, etc. , - * length should be same as constructor length - * @param options - Detect options for resources + * @param {object} properties - The properties to upload. + * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic. + * @param {number} size - The size of the batch. */ - AbstractMultiResource.prototype.initFromArray = function (resources, options) { - for (var i = 0; i < this.length; i++) { - if (!resources[i]) { - continue; - } - if (resources[i].castToBaseTexture) { - this.addBaseTextureAt(resources[i].castToBaseTexture(), i); - } - else if (resources[i] instanceof Resource) { - this.addResourceAt(resources[i], i); + function ParticleBuffer(properties, dynamicPropertyFlags, size) { + this.geometry = new Geometry(); + this.indexBuffer = null; + this.size = size; + this.dynamicProperties = []; + this.staticProperties = []; + for (var i = 0; i < properties.length; ++i) { + var property = properties[i]; + // Make copy of properties object so that when we edit the offset it doesn't + // change all other instances of the object literal + property = { + attributeName: property.attributeName, + size: property.size, + uploadFunction: property.uploadFunction, + type: property.type || TYPES.FLOAT, + offset: property.offset, + }; + if (dynamicPropertyFlags[i]) { + this.dynamicProperties.push(property); } else { - this.addResourceAt(autoDetectResource(resources[i], options), i); + this.staticProperties.push(property); } } - }; - /** Destroy this BaseImageResource. */ - AbstractMultiResource.prototype.dispose = function () { - for (var i = 0, len = this.length; i < len; i++) { - this.items[i].destroy(); - } - this.items = null; - this.itemDirtyIds = null; - this._load = null; - }; - /** - * Set a resource by ID - * @param resource - * @param index - Zero-based index of resource to set - * @returns - Instance for chaining - */ - AbstractMultiResource.prototype.addResourceAt = function (resource, index) { - if (!this.items[index]) { - throw new Error("Index " + index + " is out of bounds"); + this.staticStride = 0; + this.staticBuffer = null; + this.staticData = null; + this.staticDataUint32 = null; + this.dynamicStride = 0; + this.dynamicBuffer = null; + this.dynamicData = null; + this.dynamicDataUint32 = null; + this._updateID = 0; + this.initBuffers(); + } + /** Sets up the renderer context and necessary buffers. */ + ParticleBuffer.prototype.initBuffers = function () { + var geometry = this.geometry; + var dynamicOffset = 0; + this.indexBuffer = new Buffer(createIndicesForQuads(this.size), true, true); + geometry.addIndex(this.indexBuffer); + this.dynamicStride = 0; + for (var i = 0; i < this.dynamicProperties.length; ++i) { + var property = this.dynamicProperties[i]; + property.offset = dynamicOffset; + dynamicOffset += property.size; + this.dynamicStride += property.size; } - // Inherit the first resource dimensions - if (resource.valid && !this.valid) { - this.resize(resource.width, resource.height); + var dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4); + this.dynamicData = new Float32Array(dynBuffer); + this.dynamicDataUint32 = new Uint32Array(dynBuffer); + this.dynamicBuffer = new Buffer(this.dynamicData, false, false); + // static // + var staticOffset = 0; + this.staticStride = 0; + for (var i = 0; i < this.staticProperties.length; ++i) { + var property = this.staticProperties[i]; + property.offset = staticOffset; + staticOffset += property.size; + this.staticStride += property.size; } - this.items[index].setResource(resource); - return this; - }; - /** - * Set the parent base texture. - * @param baseTexture - */ - AbstractMultiResource.prototype.bind = function (baseTexture) { - if (this.baseTexture !== null) { - throw new Error('Only one base texture per TextureArray is allowed'); + var statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4); + this.staticData = new Float32Array(statBuffer); + this.staticDataUint32 = new Uint32Array(statBuffer); + this.staticBuffer = new Buffer(this.staticData, true, false); + for (var i = 0; i < this.dynamicProperties.length; ++i) { + var property = this.dynamicProperties[i]; + geometry.addAttribute(property.attributeName, this.dynamicBuffer, 0, property.type === TYPES.UNSIGNED_BYTE, property.type, this.dynamicStride * 4, property.offset * 4); } - _super.prototype.bind.call(this, baseTexture); - for (var i = 0; i < this.length; i++) { - this.items[i].parentTextureArray = baseTexture; - this.items[i].on('update', baseTexture.update, baseTexture); + for (var i = 0; i < this.staticProperties.length; ++i) { + var property = this.staticProperties[i]; + geometry.addAttribute(property.attributeName, this.staticBuffer, 0, property.type === TYPES.UNSIGNED_BYTE, property.type, this.staticStride * 4, property.offset * 4); } }; /** - * Unset the parent base texture. - * @param baseTexture + * Uploads the dynamic properties. + * @param children - The children to upload. + * @param startIndex - The index to start at. + * @param amount - The number to upload. */ - AbstractMultiResource.prototype.unbind = function (baseTexture) { - _super.prototype.unbind.call(this, baseTexture); - for (var i = 0; i < this.length; i++) { - this.items[i].parentTextureArray = null; - this.items[i].off('update', baseTexture.update, baseTexture); + ParticleBuffer.prototype.uploadDynamic = function (children, startIndex, amount) { + for (var i = 0; i < this.dynamicProperties.length; i++) { + var property = this.dynamicProperties[i]; + property.uploadFunction(children, startIndex, amount, property.type === TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData, this.dynamicStride, property.offset); } + this.dynamicBuffer._updateID++; }; /** - * Load all the resources simultaneously - * @returns - When load is resolved + * Uploads the static properties. + * @param children - The children to upload. + * @param startIndex - The index to start at. + * @param amount - The number to upload. */ - AbstractMultiResource.prototype.load = function () { - var _this = this; - if (this._load) { - return this._load; + ParticleBuffer.prototype.uploadStatic = function (children, startIndex, amount) { + for (var i = 0; i < this.staticProperties.length; i++) { + var property = this.staticProperties[i]; + property.uploadFunction(children, startIndex, amount, property.type === TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData, this.staticStride, property.offset); } - var resources = this.items.map(function (item) { return item.resource; }).filter(function (item) { return item; }); - // TODO: also implement load part-by-part strategy - var promises = resources.map(function (item) { return item.load(); }); - this._load = Promise.all(promises) - .then(function () { - var _a = _this.items[0], realWidth = _a.realWidth, realHeight = _a.realHeight; - _this.resize(realWidth, realHeight); - return Promise.resolve(_this); - }); - return this._load; + this.staticBuffer._updateID++; }; - return AbstractMultiResource; - }(Resource)); + /** Destroys the ParticleBuffer. */ + ParticleBuffer.prototype.destroy = function () { + this.indexBuffer = null; + this.dynamicProperties = null; + this.dynamicBuffer = null; + this.dynamicData = null; + this.dynamicDataUint32 = null; + this.staticProperties = null; + this.staticBuffer = null; + this.staticData = null; + this.staticDataUint32 = null; + // all buffers are destroyed inside geometry + this.geometry.destroy(); + }; + return ParticleBuffer; + }()); + + var fragment$6 = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n vec4 color = texture2D(uSampler, vTextureCoord) * vColor;\n gl_FragColor = color;\n}"; + + var vertex$3 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\n\nattribute vec2 aPositionCoord;\nattribute float aRotation;\n\nuniform mat3 translationMatrix;\nuniform vec4 uColor;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nvoid main(void){\n float x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);\n float y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);\n\n vec2 v = vec2(x, y);\n v = v + aPositionCoord;\n\n gl_Position = vec4((translationMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vColor = aColor * uColor;\n}\n"; + /* + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original PixiJS version! + * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now + * share 4 bytes on the vertex buffer + * + * Heavily inspired by LibGDX's ParticleRenderer: + * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java + */ /** - * A resource that contains a number of sources. + * Renderer for Particles that is designer for speed over feature set. * @memberof PIXI */ - var ArrayResource = /** @class */ (function (_super) { - __extends$k(ArrayResource, _super); + var ParticleRenderer = /** @class */ (function (_super) { + __extends$f(ParticleRenderer, _super); /** - * @param source - Number of items in array or the collection - * of image URLs to use. Can also be resources, image elements, canvas, etc. - * @param options - Options to apply to {@link PIXI.autoDetectResource} - * @param {number} [options.width] - Width of the resource - * @param {number} [options.height] - Height of the resource + * @param renderer - The renderer this sprite batch works for. */ - function ArrayResource(source, options) { - var _this = this; - var _a = options || {}, width = _a.width, height = _a.height; - var urls; - var length; - if (Array.isArray(source)) { - urls = source; - length = source.length; - } - else { - length = source; - } - _this = _super.call(this, length, { width: width, height: height }) || this; - if (urls) { - _this.initFromArray(urls, options); - } + function ParticleRenderer(renderer) { + var _this = _super.call(this, renderer) || this; + // 65535 is max vertex index in the index buffer (see ParticleRenderer) + // so max number of particles is 65536 / 4 = 16384 + // and max number of element in the index buffer is 16384 * 6 = 98304 + // Creating a full index buffer, overhead is 98304 * 2 = 196Ko + // let numIndices = 98304; + _this.shader = null; + _this.properties = null; + _this.tempMatrix = new Matrix(); + _this.properties = [ + // verticesData + { + attributeName: 'aVertexPosition', + size: 2, + uploadFunction: _this.uploadVertices, + offset: 0, + }, + // positionData + { + attributeName: 'aPositionCoord', + size: 2, + uploadFunction: _this.uploadPosition, + offset: 0, + }, + // rotationData + { + attributeName: 'aRotation', + size: 1, + uploadFunction: _this.uploadRotation, + offset: 0, + }, + // uvsData + { + attributeName: 'aTextureCoord', + size: 2, + uploadFunction: _this.uploadUvs, + offset: 0, + }, + // tintData + { + attributeName: 'aColor', + size: 1, + type: TYPES.UNSIGNED_BYTE, + uploadFunction: _this.uploadTint, + offset: 0, + } ]; + _this.shader = Shader.from(vertex$3, fragment$6, {}); + _this.state = State.for2d(); return _this; } /** - * Set a baseTexture by ID, - * ArrayResource just takes resource from it, nothing more - * @param baseTexture - * @param index - Zero-based index of resource to set - * @returns - Instance for chaining + * Renders the particle container object. + * @param container - The container to render using this ParticleRenderer. */ - ArrayResource.prototype.addBaseTextureAt = function (baseTexture, index) { - if (baseTexture.resource) { - this.addResourceAt(baseTexture.resource, index); + ParticleRenderer.prototype.render = function (container) { + var children = container.children; + var maxSize = container._maxSize; + var batchSize = container._batchSize; + var renderer = this.renderer; + var totalChildren = children.length; + if (totalChildren === 0) { + return; } - else { - throw new Error('ArrayResource does not support RenderTexture'); + else if (totalChildren > maxSize && !container.autoResize) { + totalChildren = maxSize; } - return this; - }; - /** - * Add binding - * @param baseTexture - */ - ArrayResource.prototype.bind = function (baseTexture) { - _super.prototype.bind.call(this, baseTexture); - baseTexture.target = TARGETS$8.TEXTURE_2D_ARRAY; - }; - /** - * Upload the resources to the GPU. - * @param renderer - * @param texture - * @param glTexture - * @returns - whether texture was uploaded - */ - ArrayResource.prototype.upload = function (renderer, texture, glTexture) { - var _a = this, length = _a.length, itemDirtyIds = _a.itemDirtyIds, items = _a.items; - var gl = renderer.gl; - if (glTexture.dirtyId < 0) { - gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, glTexture.internalFormat, this._width, this._height, length, 0, texture.format, glTexture.type, null); + var buffers = container._buffers; + if (!buffers) { + buffers = container._buffers = this.generateBuffers(container); } - for (var i = 0; i < length; i++) { - var item = items[i]; - if (itemDirtyIds[i] < item.dirtyId) { - itemDirtyIds[i] = item.dirtyId; - if (item.valid) { - gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, // xoffset - 0, // yoffset - i, // zoffset - item.resource.width, item.resource.height, 1, texture.format, glTexture.type, item.resource.source); - } + var baseTexture = children[0]._texture.baseTexture; + var premultiplied = baseTexture.alphaMode > 0; + // if the uvs have not updated then no point rendering just yet! + this.state.blendMode = correctBlendMode(container.blendMode, premultiplied); + renderer.state.set(this.state); + var gl = renderer.gl; + var m = container.worldTransform.copyTo(this.tempMatrix); + m.prepend(renderer.globalUniforms.uniforms.projectionMatrix); + this.shader.uniforms.translationMatrix = m.toArray(true); + this.shader.uniforms.uColor = premultiplyRgba(container.tintRgb, container.worldAlpha, this.shader.uniforms.uColor, premultiplied); + this.shader.uniforms.uSampler = baseTexture; + this.renderer.shader.bind(this.shader); + var updateStatic = false; + // now lets upload and render the buffers.. + for (var i = 0, j = 0; i < totalChildren; i += batchSize, j += 1) { + var amount = (totalChildren - i); + if (amount > batchSize) { + amount = batchSize; + } + if (j >= buffers.length) { + buffers.push(this._generateOneMoreBuffer(container)); + } + var buffer = buffers[j]; + // we always upload the dynamic + buffer.uploadDynamic(children, i, amount); + var bid = container._bufferUpdateIDs[j] || 0; + updateStatic = updateStatic || (buffer._updateID < bid); + // we only upload the static content when we have to! + if (updateStatic) { + buffer._updateID = container._updateID; + buffer.uploadStatic(children, i, amount); } + // bind the buffer + renderer.geometry.bind(buffer.geometry); + gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0); } - return true; }; - return ArrayResource; - }(AbstractMultiResource)); - - /** - * Base for all the image/canvas resources. - * @memberof PIXI - */ - var BaseImageResource = /** @class */ (function (_super) { - __extends$k(BaseImageResource, _super); /** - * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} source + * Creates one particle buffer for each child in the container we want to render and updates internal properties. + * @param container - The container to render using this ParticleRenderer + * @returns - The buffers */ - function BaseImageResource(source) { - var _this = this; - var sourceAny = source; - var width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width; - var height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height; - _this = _super.call(this, width, height) || this; - _this.source = source; - _this.noSubImage = false; - return _this; - } + ParticleRenderer.prototype.generateBuffers = function (container) { + var buffers = []; + var size = container._maxSize; + var batchSize = container._batchSize; + var dynamicPropertyFlags = container._properties; + for (var i = 0; i < size; i += batchSize) { + buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize)); + } + return buffers; + }; /** - * Set cross origin based detecting the url and the crossorigin - * @param element - Element to apply crossOrigin - * @param url - URL to check - * @param crossorigin - Cross origin value to use + * Creates one more particle buffer, because container has autoResize feature. + * @param container - The container to render using this ParticleRenderer + * @returns - The generated buffer */ - BaseImageResource.crossOrigin = function (element, url, crossorigin) { - if (crossorigin === undefined && url.indexOf('data:') !== 0) { - element.crossOrigin = determineCrossOrigin(url); - } - else if (crossorigin !== false) { - element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous'; - } + ParticleRenderer.prototype._generateOneMoreBuffer = function (container) { + var batchSize = container._batchSize; + var dynamicPropertyFlags = container._properties; + return new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize); }; /** - * Upload the texture to the GPU. - * @param renderer - Upload to the renderer - * @param baseTexture - Reference to parent texture - * @param glTexture - * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] - (optional) - * @returns - true is success + * Uploads the vertices. + * @param children - the array of sprites to render + * @param startIndex - the index to start from in the children array + * @param amount - the amount of children that will have their vertices uploaded + * @param array - The vertices to upload. + * @param stride - Stride to use for iteration. + * @param offset - Offset to start at. */ - BaseImageResource.prototype.upload = function (renderer, baseTexture, glTexture, source) { - var gl = renderer.gl; - var width = baseTexture.realWidth; - var height = baseTexture.realHeight; - source = source || this.source; - if (source instanceof HTMLImageElement) { - if (!source.complete || source.naturalWidth === 0) { - return false; + ParticleRenderer.prototype.uploadVertices = function (children, startIndex, amount, array, stride, offset) { + var w0 = 0; + var w1 = 0; + var h0 = 0; + var h1 = 0; + for (var i = 0; i < amount; ++i) { + var sprite = children[startIndex + i]; + var texture = sprite._texture; + var sx = sprite.scale.x; + var sy = sprite.scale.y; + var trim = texture.trim; + var orig = texture.orig; + if (trim) { + // if the sprite is trimmed and is not a tilingsprite then we need to add the + // extra space before transforming the sprite coords.. + w1 = trim.x - (sprite.anchor.x * orig.width); + w0 = w1 + trim.width; + h1 = trim.y - (sprite.anchor.y * orig.height); + h0 = h1 + trim.height; } - } - else if (source instanceof HTMLVideoElement) { - if (source.readyState <= 1) { - return false; + else { + w0 = (orig.width) * (1 - sprite.anchor.x); + w1 = (orig.width) * -sprite.anchor.x; + h0 = orig.height * (1 - sprite.anchor.y); + h1 = orig.height * -sprite.anchor.y; } + array[offset] = w1 * sx; + array[offset + 1] = h1 * sy; + array[offset + stride] = w0 * sx; + array[offset + stride + 1] = h1 * sy; + array[offset + (stride * 2)] = w0 * sx; + array[offset + (stride * 2) + 1] = h0 * sy; + array[offset + (stride * 3)] = w1 * sx; + array[offset + (stride * 3) + 1] = h0 * sy; + offset += stride * 4; } - gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES$8.UNPACK); - if (!this.noSubImage - && baseTexture.target === gl.TEXTURE_2D - && glTexture.width === width - && glTexture.height === height) { - gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, glTexture.type, source); - } - else { - glTexture.width = width; - glTexture.height = height; - gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, baseTexture.format, glTexture.type, source); - } - return true; }; /** - * Checks if source width/height was changed, resize can cause extra baseTexture update. - * Triggers one update in any case. + * Uploads the position. + * @param children - the array of sprites to render + * @param startIndex - the index to start from in the children array + * @param amount - the amount of children that will have their positions uploaded + * @param array - The vertices to upload. + * @param stride - Stride to use for iteration. + * @param offset - Offset to start at. */ - BaseImageResource.prototype.update = function () { - if (this.destroyed) { - return; + ParticleRenderer.prototype.uploadPosition = function (children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; i++) { + var spritePosition = children[startIndex + i].position; + array[offset] = spritePosition.x; + array[offset + 1] = spritePosition.y; + array[offset + stride] = spritePosition.x; + array[offset + stride + 1] = spritePosition.y; + array[offset + (stride * 2)] = spritePosition.x; + array[offset + (stride * 2) + 1] = spritePosition.y; + array[offset + (stride * 3)] = spritePosition.x; + array[offset + (stride * 3) + 1] = spritePosition.y; + offset += stride * 4; } - var source = this.source; - var width = source.naturalWidth || source.videoWidth || source.width; - var height = source.naturalHeight || source.videoHeight || source.height; - this.resize(width, height); - _super.prototype.update.call(this); - }; - /** Destroy this {@link BaseImageResource} */ - BaseImageResource.prototype.dispose = function () { - this.source = null; }; - return BaseImageResource; - }(Resource)); - - /** - * @interface OffscreenCanvas - */ - /** - * Resource type for HTMLCanvasElement. - * @memberof PIXI - */ - var CanvasResource = /** @class */ (function (_super) { - __extends$k(CanvasResource, _super); /** - * @param source - Canvas element to use - */ - // eslint-disable-next-line @typescript-eslint/no-useless-constructor - function CanvasResource(source) { - return _super.call(this, source) || this; - } - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is HTMLCanvasElement or OffscreenCanvas + * Uploads the rotation. + * @param children - the array of sprites to render + * @param startIndex - the index to start from in the children array + * @param amount - the amount of children that will have their rotation uploaded + * @param array - The vertices to upload. + * @param stride - Stride to use for iteration. + * @param offset - Offset to start at. */ - CanvasResource.test = function (source) { - var OffscreenCanvas = globalThis.OffscreenCanvas; - // Check for browsers that don't yet support OffscreenCanvas - if (OffscreenCanvas && source instanceof OffscreenCanvas) { - return true; + ParticleRenderer.prototype.uploadRotation = function (children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; i++) { + var spriteRotation = children[startIndex + i].rotation; + array[offset] = spriteRotation; + array[offset + stride] = spriteRotation; + array[offset + (stride * 2)] = spriteRotation; + array[offset + (stride * 3)] = spriteRotation; + offset += stride * 4; } - return globalThis.HTMLCanvasElement && source instanceof HTMLCanvasElement; }; - return CanvasResource; - }(BaseImageResource)); - - /** - * Resource for a CubeTexture which contains six resources. - * @memberof PIXI - */ - var CubeResource = /** @class */ (function (_super) { - __extends$k(CubeResource, _super); - /** - * @param {Array} [source] - Collection of URLs or resources - * to use as the sides of the cube. - * @param options - ImageResource options - * @param {number} [options.width] - Width of resource - * @param {number} [options.height] - Height of resource - * @param {number} [options.autoLoad=true] - Whether to auto-load resources - * @param {number} [options.linkBaseTexture=true] - In case BaseTextures are supplied, - * whether to copy them or use - */ - function CubeResource(source, options) { - var _this = this; - var _a = options || {}, width = _a.width, height = _a.height, autoLoad = _a.autoLoad, linkBaseTexture = _a.linkBaseTexture; - if (source && source.length !== CubeResource.SIDES) { - throw new Error("Invalid length. Got " + source.length + ", expected 6"); - } - _this = _super.call(this, 6, { width: width, height: height }) || this; - for (var i = 0; i < CubeResource.SIDES; i++) { - _this.items[i].target = TARGETS$8.TEXTURE_CUBE_MAP_POSITIVE_X + i; - } - _this.linkBaseTexture = linkBaseTexture !== false; - if (source) { - _this.initFromArray(source, options); - } - if (autoLoad !== false) { - _this.load(); - } - return _this; - } /** - * Add binding. - * @param baseTexture - parent base texture + * Uploads the UVs. + * @param children - the array of sprites to render + * @param startIndex - the index to start from in the children array + * @param amount - the amount of children that will have their rotation uploaded + * @param array - The vertices to upload. + * @param stride - Stride to use for iteration. + * @param offset - Offset to start at. */ - CubeResource.prototype.bind = function (baseTexture) { - _super.prototype.bind.call(this, baseTexture); - baseTexture.target = TARGETS$8.TEXTURE_CUBE_MAP; - }; - CubeResource.prototype.addBaseTextureAt = function (baseTexture, index, linkBaseTexture) { - if (!this.items[index]) { - throw new Error("Index " + index + " is out of bounds"); - } - if (!this.linkBaseTexture - || baseTexture.parentTextureArray - || Object.keys(baseTexture._glTextures).length > 0) { - // copy mode - if (baseTexture.resource) { - this.addResourceAt(baseTexture.resource, index); + ParticleRenderer.prototype.uploadUvs = function (children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; ++i) { + var textureUvs = children[startIndex + i]._texture._uvs; + if (textureUvs) { + array[offset] = textureUvs.x0; + array[offset + 1] = textureUvs.y0; + array[offset + stride] = textureUvs.x1; + array[offset + stride + 1] = textureUvs.y1; + array[offset + (stride * 2)] = textureUvs.x2; + array[offset + (stride * 2) + 1] = textureUvs.y2; + array[offset + (stride * 3)] = textureUvs.x3; + array[offset + (stride * 3) + 1] = textureUvs.y3; + offset += stride * 4; } else { - throw new Error("CubeResource does not support copying of renderTexture."); + // TODO you know this can be easier! + array[offset] = 0; + array[offset + 1] = 0; + array[offset + stride] = 0; + array[offset + stride + 1] = 0; + array[offset + (stride * 2)] = 0; + array[offset + (stride * 2) + 1] = 0; + array[offset + (stride * 3)] = 0; + array[offset + (stride * 3) + 1] = 0; + offset += stride * 4; } } - else { - // link mode, the difficult one! - baseTexture.target = TARGETS$8.TEXTURE_CUBE_MAP_POSITIVE_X + index; - baseTexture.parentTextureArray = this.baseTexture; - this.items[index] = baseTexture; - } - if (baseTexture.valid && !this.valid) { - this.resize(baseTexture.realWidth, baseTexture.realHeight); - } - this.items[index] = baseTexture; - return this; }; /** - * Upload the resource - * @param renderer - * @param _baseTexture - * @param glTexture - * @returns {boolean} true is success + * Uploads the tint. + * @param children - the array of sprites to render + * @param startIndex - the index to start from in the children array + * @param amount - the amount of children that will have their rotation uploaded + * @param array - The vertices to upload. + * @param stride - Stride to use for iteration. + * @param offset - Offset to start at. */ - CubeResource.prototype.upload = function (renderer, _baseTexture, glTexture) { - var dirty = this.itemDirtyIds; - for (var i = 0; i < CubeResource.SIDES; i++) { - var side = this.items[i]; - if (dirty[i] < side.dirtyId || glTexture.dirtyId < _baseTexture.dirtyId) { - if (side.valid && side.resource) { - side.resource.upload(renderer, side, glTexture); - dirty[i] = side.dirtyId; - } - else if (dirty[i] < -1) { - // either item is not valid yet, either its a renderTexture - // allocate the memory - renderer.gl.texImage2D(side.target, 0, glTexture.internalFormat, _baseTexture.realWidth, _baseTexture.realHeight, 0, _baseTexture.format, glTexture.type, null); - dirty[i] = -1; - } - } + ParticleRenderer.prototype.uploadTint = function (children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; ++i) { + var sprite = children[startIndex + i]; + var premultiplied = sprite._texture.baseTexture.alphaMode > 0; + var alpha = sprite.alpha; + // we dont call extra function if alpha is 1.0, that's faster + var argb = alpha < 1.0 && premultiplied + ? premultiplyTint(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24); + array[offset] = argb; + array[offset + stride] = argb; + array[offset + (stride * 2)] = argb; + array[offset + (stride * 3)] = argb; + offset += stride * 4; } - return true; }; - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is an array of 6 elements - */ - CubeResource.test = function (source) { - return Array.isArray(source) && source.length === CubeResource.SIDES; + /** Destroys the ParticleRenderer. */ + ParticleRenderer.prototype.destroy = function () { + _super.prototype.destroy.call(this); + if (this.shader) { + this.shader.destroy(); + this.shader = null; + } + this.tempMatrix = null; }; - /** Number of texture sides to store for CubeResources. */ - CubeResource.SIDES = 6; - return CubeResource; - }(AbstractMultiResource)); + /** @ignore */ + ParticleRenderer.extension = { + name: 'particle', + type: ExtensionType.RendererPlugin, + }; + return ParticleRenderer; + }(ObjectRenderer)); + + /*! + * @pixi/graphics - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/graphics is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ /** - * Resource type for HTMLImageElement. + * Supported line joints in `PIXI.LineStyle` for graphics. + * @see PIXI.Graphics#lineStyle + * @see https://graphicdesign.stackexchange.com/questions/59018/what-is-a-bevel-join-of-two-lines-exactly-illustrator + * @name LINE_JOIN * @memberof PIXI + * @static + * @enum {string} + * @property {string} MITER - 'miter': make a sharp corner where outer part of lines meet + * @property {string} BEVEL - 'bevel': add a square butt at each end of line segment and fill the triangle at turn + * @property {string} ROUND - 'round': add an arc at the joint */ - var ImageResource = /** @class */ (function (_super) { - __extends$k(ImageResource, _super); - /** - * @param source - image source or URL - * @param options - * @param {boolean} [options.autoLoad=true] - start loading process - * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - whether its required to create - * a bitmap before upload - * @param {boolean} [options.crossorigin=true] - Load image using cross origin - * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Premultiply image alpha in bitmap - */ - function ImageResource(source, options) { - var _this = this; - options = options || {}; - if (!(source instanceof HTMLImageElement)) { - var imageElement = new Image(); - BaseImageResource.crossOrigin(imageElement, source, options.crossorigin); - imageElement.src = source; - source = imageElement; - } - _this = _super.call(this, source) || this; - // FireFox 68, and possibly other versions, seems like setting the HTMLImageElement#width and #height - // to non-zero values before its loading completes if images are in a cache. - // Because of this, need to set the `_width` and the `_height` to zero to avoid uploading incomplete images. - // Please refer to the issue #5968 (https://github.com/pixijs/pixi.js/issues/5968). - if (!source.complete && !!_this._width && !!_this._height) { - _this._width = 0; - _this._height = 0; - } - _this.url = source.src; - _this._process = null; - _this.preserveBitmap = false; - _this.createBitmap = (options.createBitmap !== undefined - ? options.createBitmap : settings$2.CREATE_IMAGE_BITMAP) && !!globalThis.createImageBitmap; - _this.alphaMode = typeof options.alphaMode === 'number' ? options.alphaMode : null; - _this.bitmap = null; - _this._load = null; - if (options.autoLoad !== false) { - _this.load(); - } - return _this; - } - /** - * Returns a promise when image will be loaded and processed. - * @param createBitmap - whether process image into bitmap - */ - ImageResource.prototype.load = function (createBitmap) { - var _this = this; - if (this._load) { - return this._load; - } - if (createBitmap !== undefined) { - this.createBitmap = createBitmap; - } - this._load = new Promise(function (resolve, reject) { - var source = _this.source; - _this.url = source.src; - var completed = function () { - if (_this.destroyed) { - return; - } - source.onload = null; - source.onerror = null; - _this.resize(source.width, source.height); - _this._load = null; - if (_this.createBitmap) { - resolve(_this.process()); - } - else { - resolve(_this); - } - }; - if (source.complete && source.src) { - completed(); - } - else { - source.onload = completed; - source.onerror = function (event) { - // Avoids Promise freezing when resource broken - reject(event); - _this.onError.emit(event); - }; - } - }); - return this._load; - }; - /** - * Called when we need to convert image into BitmapImage. - * Can be called multiple times, real promise is cached inside. - * @returns - Cached promise to fill that bitmap - */ - ImageResource.prototype.process = function () { - var _this = this; - var source = this.source; - if (this._process !== null) { - return this._process; - } - if (this.bitmap !== null || !globalThis.createImageBitmap) { - return Promise.resolve(this); - } - var createImageBitmap = globalThis.createImageBitmap; - var cors = !source.crossOrigin || source.crossOrigin === 'anonymous'; - this._process = fetch(source.src, { - mode: cors ? 'cors' : 'no-cors' - }) - .then(function (r) { return r.blob(); }) - .then(function (blob) { return createImageBitmap(blob, 0, 0, source.width, source.height, { - premultiplyAlpha: _this.alphaMode === ALPHA_MODES$8.UNPACK ? 'premultiply' : 'none', - }); }) - .then(function (bitmap) { - if (_this.destroyed) { - return Promise.reject(); - } - _this.bitmap = bitmap; - _this.update(); - _this._process = null; - return Promise.resolve(_this); - }); - return this._process; - }; - /** - * Upload the image resource to GPU. - * @param renderer - Renderer to upload to - * @param baseTexture - BaseTexture for this resource - * @param glTexture - GLTexture to use - * @returns {boolean} true is success - */ - ImageResource.prototype.upload = function (renderer, baseTexture, glTexture) { - if (typeof this.alphaMode === 'number') { - // bitmap stores unpack premultiply flag, we dont have to notify texImage2D about it - baseTexture.alphaMode = this.alphaMode; - } - if (!this.createBitmap) { - return _super.prototype.upload.call(this, renderer, baseTexture, glTexture); - } - if (!this.bitmap) { - // yeah, ignore the output - this.process(); - if (!this.bitmap) { - return false; - } + var LINE_JOIN; + (function (LINE_JOIN) { + LINE_JOIN["MITER"] = "miter"; + LINE_JOIN["BEVEL"] = "bevel"; + LINE_JOIN["ROUND"] = "round"; + })(LINE_JOIN || (LINE_JOIN = {})); + /** + * Support line caps in `PIXI.LineStyle` for graphics. + * @see PIXI.Graphics#lineStyle + * @name LINE_CAP + * @memberof PIXI + * @static + * @enum {string} + * @property {string} BUTT - 'butt': don't add any cap at line ends (leaves orthogonal edges) + * @property {string} ROUND - 'round': add semicircle at ends + * @property {string} SQUARE - 'square': add square at end (like `BUTT` except more length at end) + */ + var LINE_CAP; + (function (LINE_CAP) { + LINE_CAP["BUTT"] = "butt"; + LINE_CAP["ROUND"] = "round"; + LINE_CAP["SQUARE"] = "square"; + })(LINE_CAP || (LINE_CAP = {})); + /** + * Graphics curves resolution settings. If `adaptive` flag is set to `true`, + * the resolution is calculated based on the curve's length to ensure better visual quality. + * Adaptive draw works with `bezierCurveTo` and `quadraticCurveTo`. + * @static + * @constant + * @memberof PIXI + * @name GRAPHICS_CURVES + * @type {object} + * @property {boolean} [adaptive=true] - flag indicating if the resolution should be adaptive + * @property {number} [maxLength=10] - maximal length of a single segment of the curve (if adaptive = false, ignored) + * @property {number} [minSegments=8] - minimal number of segments in the curve (if adaptive = false, ignored) + * @property {number} [maxSegments=2048] - maximal number of segments in the curve (if adaptive = false, ignored) + */ + var GRAPHICS_CURVES = { + adaptive: true, + maxLength: 10, + minSegments: 8, + maxSegments: 2048, + epsilon: 0.0001, + _segmentsCount: function (length, defaultSegments) { + if (defaultSegments === void 0) { defaultSegments = 20; } + if (!this.adaptive || !length || isNaN(length)) { + return defaultSegments; } - _super.prototype.upload.call(this, renderer, baseTexture, glTexture, this.bitmap); - if (!this.preserveBitmap) { - // checks if there are other renderers that possibly need this bitmap - var flag = true; - var glTextures = baseTexture._glTextures; - for (var key in glTextures) { - var otherTex = glTextures[key]; - if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId) { - flag = false; - break; - } - } - if (flag) { - if (this.bitmap.close) { - this.bitmap.close(); - } - this.bitmap = null; - } + var result = Math.ceil(length / this.maxLength); + if (result < this.minSegments) { + result = this.minSegments; } - return true; - }; - /** Destroys this resource. */ - ImageResource.prototype.dispose = function () { - this.source.onload = null; - this.source.onerror = null; - _super.prototype.dispose.call(this); - if (this.bitmap) { - this.bitmap.close(); - this.bitmap = null; + else if (result > this.maxSegments) { + result = this.maxSegments; } - this._process = null; - this._load = null; - }; - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is string or HTMLImageElement - */ - ImageResource.test = function (source) { - return typeof source === 'string' || source instanceof HTMLImageElement; - }; - return ImageResource; - }(BaseImageResource)); + return result; + }, + }; /** - * Resource type for SVG elements and graphics. + * Fill style object for Graphics. * @memberof PIXI */ - var SVGResource = /** @class */ (function (_super) { - __extends$k(SVGResource, _super); - /** - * @param sourceBase64 - Base64 encoded SVG element or URL for SVG file. - * @param {object} [options] - Options to use - * @param {number} [options.scale=1] - Scale to apply to SVG. Overridden by... - * @param {number} [options.width] - Rasterize SVG this wide. Aspect ratio preserved if height not specified. - * @param {number} [options.height] - Rasterize SVG this high. Aspect ratio preserved if width not specified. - * @param {boolean} [options.autoLoad=true] - Start loading right away. - */ - function SVGResource(sourceBase64, options) { - var _this = this; - options = options || {}; - _this = _super.call(this, document.createElement('canvas')) || this; - _this._width = 0; - _this._height = 0; - _this.svg = sourceBase64; - _this.scale = options.scale || 1; - _this._overrideWidth = options.width; - _this._overrideHeight = options.height; - _this._resolve = null; - _this._crossorigin = options.crossorigin; - _this._load = null; - if (options.autoLoad !== false) { - _this.load(); - } - return _this; + var FillStyle = /** @class */ (function () { + function FillStyle() { + /** + * The hex color value used when coloring the Graphics object. + * @default 0xFFFFFF + */ + this.color = 0xFFFFFF; + /** The alpha value used when filling the Graphics object. */ + this.alpha = 1.0; + /** + * The texture to be used for the fill. + * @default 0 + */ + this.texture = Texture.WHITE; + /** + * The transform applied to the texture. + * @default null + */ + this.matrix = null; + /** If the current fill is visible. */ + this.visible = false; + this.reset(); } - SVGResource.prototype.load = function () { - var _this = this; - if (this._load) { - return this._load; - } - this._load = new Promise(function (resolve) { - // Save this until after load is finished - _this._resolve = function () { - _this.resize(_this.source.width, _this.source.height); - resolve(_this); - }; - // Convert SVG inline string to data-uri - if (SVGResource.SVG_XML.test(_this.svg.trim())) { - if (!btoa) { - throw new Error('Your browser doesn\'t support base64 conversions.'); - } - _this.svg = "data:image/svg+xml;base64," + btoa(unescape(encodeURIComponent(_this.svg))); - } - _this._loadSvg(); - }); - return this._load; - }; - /** Loads an SVG image from `imageUrl` or `data URL`. */ - SVGResource.prototype._loadSvg = function () { - var _this = this; - var tempImage = new Image(); - BaseImageResource.crossOrigin(tempImage, this.svg, this._crossorigin); - tempImage.src = this.svg; - tempImage.onerror = function (event) { - if (!_this._resolve) { - return; - } - tempImage.onerror = null; - _this.onError.emit(event); - }; - tempImage.onload = function () { - if (!_this._resolve) { - return; - } - var svgWidth = tempImage.width; - var svgHeight = tempImage.height; - if (!svgWidth || !svgHeight) { - throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.'); - } - // Set render size - var width = svgWidth * _this.scale; - var height = svgHeight * _this.scale; - if (_this._overrideWidth || _this._overrideHeight) { - width = _this._overrideWidth || _this._overrideHeight / svgHeight * svgWidth; - height = _this._overrideHeight || _this._overrideWidth / svgWidth * svgHeight; - } - width = Math.round(width); - height = Math.round(height); - // Create a canvas element - var canvas = _this.source; - canvas.width = width; - canvas.height = height; - canvas._pixiId = "canvas_" + uid(); - // Draw the Svg to the canvas - canvas - .getContext('2d') - .drawImage(tempImage, 0, 0, svgWidth, svgHeight, 0, 0, width, height); - _this._resolve(); - _this._resolve = null; - }; - }; - /** - * Get size from an svg string using a regular expression. - * @param svgString - a serialized svg element - * @returns - image extension - */ - SVGResource.getSize = function (svgString) { - var sizeMatch = SVGResource.SVG_SIZE.exec(svgString); - var size = {}; - if (sizeMatch) { - size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3])); - size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7])); - } - return size; + /** Clones the object */ + FillStyle.prototype.clone = function () { + var obj = new FillStyle(); + obj.color = this.color; + obj.alpha = this.alpha; + obj.texture = this.texture; + obj.matrix = this.matrix; + obj.visible = this.visible; + return obj; }; - /** Destroys this texture. */ - SVGResource.prototype.dispose = function () { - _super.prototype.dispose.call(this); - this._resolve = null; - this._crossorigin = null; + /** Reset */ + FillStyle.prototype.reset = function () { + this.color = 0xFFFFFF; + this.alpha = 1; + this.texture = Texture.WHITE; + this.matrix = null; + this.visible = false; }; - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @param {string} extension - The extension of source, if set - * @returns {boolean} - If the source is a SVG source or data file - */ - SVGResource.test = function (source, extension) { - // url file extension is SVG - return extension === 'svg' - // source is SVG data-uri - || (typeof source === 'string' && (/^data:image\/svg\+xml(;(charset=utf8|utf8))?;base64/).test(source)) - // source is SVG inline - || (typeof source === 'string' && SVGResource.SVG_XML.test(source)); + /** Destroy and don't use after this. */ + FillStyle.prototype.destroy = function () { + this.texture = null; + this.matrix = null; }; - /** - * Regular expression for SVG XML document. - * @example <?xml version="1.0" encoding="utf-8" ?><!-- image/svg --><svg - * @readonly - */ - SVGResource.SVG_XML = /^(<\?xml[^?]+\?>)?\s*()]*-->)?\s*\]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*>/i; // eslint-disable-line max-len - return SVGResource; - }(BaseImageResource)); + return FillStyle; + }()); + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$e = function(d, b) { + extendStatics$e = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$e(d, b); + }; + + function __extends$e(d, b) { + extendStatics$e(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + function fixOrientation(points, hole) { + var _a, _b; + if (hole === void 0) { hole = false; } + var m = points.length; + if (m < 6) { + return; + } + var area = 0; + for (var i = 0, x1 = points[m - 2], y1 = points[m - 1]; i < m; i += 2) { + var x2 = points[i]; + var y2 = points[i + 1]; + area += (x2 - x1) * (y2 + y1); + x1 = x2; + y1 = y2; + } + if ((!hole && area > 0) || (hole && area <= 0)) { + var n = m / 2; + for (var i = n + (n % 2); i < m; i += 2) { + var i1 = m - i - 2; + var i2 = m - i - 1; + var i3 = i; + var i4 = i + 1; + _a = [points[i3], points[i1]], points[i1] = _a[0], points[i3] = _a[1]; + _b = [points[i4], points[i2]], points[i2] = _b[0], points[i4] = _b[1]; + } + } + } /** - * Resource type for {@code HTMLVideoElement}. - * @memberof PIXI + * Builds a polygon to draw + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines */ - var VideoResource = /** @class */ (function (_super) { - __extends$k(VideoResource, _super); - /** - * @param {HTMLVideoElement|object|string|Array} source - Video element to use. - * @param {object} [options] - Options to use - * @param {boolean} [options.autoLoad=true] - Start loading the video immediately - * @param {boolean} [options.autoPlay=true] - Start playing video immediately - * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video. - * Leave at 0 to update at every render. - * @param {boolean} [options.crossorigin=true] - Load image using cross origin - */ - function VideoResource(source, options) { - var _this = this; - options = options || {}; - if (!(source instanceof HTMLVideoElement)) { - var videoElement = document.createElement('video'); - // workaround for https://github.com/pixijs/pixi.js/issues/5996 - videoElement.setAttribute('preload', 'auto'); - videoElement.setAttribute('webkit-playsinline', ''); - videoElement.setAttribute('playsinline', ''); - if (typeof source === 'string') { - source = [source]; + var buildPoly = { + build: function (graphicsData) { + graphicsData.points = graphicsData.shape.points.slice(); + }, + triangulate: function (graphicsData, graphicsGeometry) { + var points = graphicsData.points; + var holes = graphicsData.holes; + var verts = graphicsGeometry.points; + var indices = graphicsGeometry.indices; + if (points.length >= 6) { + fixOrientation(points, false); + var holeArray = []; + // Process holes.. + for (var i = 0; i < holes.length; i++) { + var hole = holes[i]; + fixOrientation(hole.points, true); + holeArray.push(points.length / 2); + points = points.concat(hole.points); } - var firstSrc = source[0].src || source[0]; - BaseImageResource.crossOrigin(videoElement, firstSrc, options.crossorigin); - // array of objects or strings - for (var i = 0; i < source.length; ++i) { - var sourceElement = document.createElement('source'); - var _a = source[i], src = _a.src, mime = _a.mime; - src = src || source[i]; - var baseSrc = src.split('?').shift().toLowerCase(); - var ext = baseSrc.slice(baseSrc.lastIndexOf('.') + 1); - mime = mime || VideoResource.MIME_TYPES[ext] || "video/" + ext; - sourceElement.src = src; - sourceElement.type = mime; - videoElement.appendChild(sourceElement); + // sort color + var triangles = earcut$1.exports(points, holeArray, 2); + if (!triangles) { + return; + } + var vertPos = verts.length / 2; + for (var i = 0; i < triangles.length; i += 3) { + indices.push(triangles[i] + vertPos); + indices.push(triangles[i + 1] + vertPos); + indices.push(triangles[i + 2] + vertPos); + } + for (var i = 0; i < points.length; i++) { + verts.push(points[i]); } - // Override the source - source = videoElement; } - _this = _super.call(this, source) || this; - _this.noSubImage = true; - _this._autoUpdate = true; - _this._isConnectedToTicker = false; - _this._updateFPS = options.updateFPS || 0; - _this._msToNextUpdate = 0; - _this.autoPlay = options.autoPlay !== false; - _this._load = null; - _this._resolve = null; - // Bind for listeners - _this._onCanPlay = _this._onCanPlay.bind(_this); - _this._onError = _this._onError.bind(_this); - if (options.autoLoad !== false) { - _this.load(); + }, + }; + + // for type only + /** + * Builds a circle to draw + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object to draw + * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines + */ + var buildCircle = { + build: function (graphicsData) { + // need to convert points to a nice regular data + var points = graphicsData.points; + var x; + var y; + var dx; + var dy; + var rx; + var ry; + if (graphicsData.type === SHAPES.CIRC) { + var circle = graphicsData.shape; + x = circle.x; + y = circle.y; + rx = ry = circle.radius; + dx = dy = 0; } - return _this; - } - /** - * Trigger updating of the texture. - * @param _deltaTime - time delta since last tick - */ - VideoResource.prototype.update = function (_deltaTime) { - if (!this.destroyed) { - // account for if video has had its playbackRate changed - var elapsedMS = Ticker$1.shared.elapsedMS * this.source.playbackRate; - this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS); - if (!this._updateFPS || this._msToNextUpdate <= 0) { - _super.prototype.update.call(this); - this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0; - } + else if (graphicsData.type === SHAPES.ELIP) { + var ellipse = graphicsData.shape; + x = ellipse.x; + y = ellipse.y; + rx = ellipse.width; + ry = ellipse.height; + dx = dy = 0; } - }; - /** - * Start preloading the video resource. - * @returns {Promise} Handle the validate event - */ - VideoResource.prototype.load = function () { - var _this = this; - if (this._load) { - return this._load; + else { + var roundedRect = graphicsData.shape; + var halfWidth = roundedRect.width / 2; + var halfHeight = roundedRect.height / 2; + x = roundedRect.x + halfWidth; + y = roundedRect.y + halfHeight; + rx = ry = Math.max(0, Math.min(roundedRect.radius, Math.min(halfWidth, halfHeight))); + dx = halfWidth - rx; + dy = halfHeight - ry; } - var source = this.source; - if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA) - && source.width && source.height) { - source.complete = true; + if (!(rx >= 0 && ry >= 0 && dx >= 0 && dy >= 0)) { + points.length = 0; + return; } - source.addEventListener('play', this._onPlayStart.bind(this)); - source.addEventListener('pause', this._onPlayStop.bind(this)); - if (!this._isSourceReady()) { - source.addEventListener('canplay', this._onCanPlay); - source.addEventListener('canplaythrough', this._onCanPlay); - source.addEventListener('error', this._onError, true); + // Choose a number of segments such that the maximum absolute deviation from the circle is approximately 0.029 + var n = Math.ceil(2.3 * Math.sqrt(rx + ry)); + var m = (n * 8) + (dx ? 4 : 0) + (dy ? 4 : 0); + points.length = m; + if (m === 0) { + return; } - else { - this._onCanPlay(); + if (n === 0) { + points.length = 8; + points[0] = points[6] = x + dx; + points[1] = points[3] = y + dy; + points[2] = points[4] = x - dx; + points[5] = points[7] = y - dy; + return; } - this._load = new Promise(function (resolve) { - if (_this.valid) { - resolve(_this); - } - else { - _this._resolve = resolve; - source.load(); + var j1 = 0; + var j2 = (n * 4) + (dx ? 2 : 0) + 2; + var j3 = j2; + var j4 = m; + { + var x0 = dx + rx; + var y0 = dy; + var x1 = x + x0; + var x2 = x - x0; + var y1 = y + y0; + points[j1++] = x1; + points[j1++] = y1; + points[--j2] = y1; + points[--j2] = x2; + if (dy) { + var y2 = y - y0; + points[j3++] = x2; + points[j3++] = y2; + points[--j4] = y2; + points[--j4] = x1; } - }); - return this._load; - }; - /** - * Handle video error events. - * @param event - */ - VideoResource.prototype._onError = function (event) { - this.source.removeEventListener('error', this._onError, true); - this.onError.emit(event); - }; - /** - * Returns true if the underlying source is playing. - * @returns - True if playing. - */ - VideoResource.prototype._isSourcePlaying = function () { - var source = this.source; - return (source.currentTime > 0 && source.paused === false && source.ended === false && source.readyState > 2); - }; - /** - * Returns true if the underlying source is ready for playing. - * @returns - True if ready. - */ - VideoResource.prototype._isSourceReady = function () { - var source = this.source; - return source.readyState === 3 || source.readyState === 4; - }; - /** Runs the update loop when the video is ready to play. */ - VideoResource.prototype._onPlayStart = function () { - // Just in case the video has not received its can play even yet.. - if (!this.valid) { - this._onCanPlay(); - } - if (this.autoUpdate && !this._isConnectedToTicker) { - Ticker$1.shared.add(this.update, this); - this._isConnectedToTicker = true; } - }; - /** Fired when a pause event is triggered, stops the update loop. */ - VideoResource.prototype._onPlayStop = function () { - if (this._isConnectedToTicker) { - Ticker$1.shared.remove(this.update, this); - this._isConnectedToTicker = false; + for (var i = 1; i < n; i++) { + var a = Math.PI / 2 * (i / n); + var x0 = dx + (Math.cos(a) * rx); + var y0 = dy + (Math.sin(a) * ry); + var x1 = x + x0; + var x2 = x - x0; + var y1 = y + y0; + var y2 = y - y0; + points[j1++] = x1; + points[j1++] = y1; + points[--j2] = y1; + points[--j2] = x2; + points[j3++] = x2; + points[j3++] = y2; + points[--j4] = y2; + points[--j4] = x1; } - }; - /** Fired when the video is loaded and ready to play. */ - VideoResource.prototype._onCanPlay = function () { - var source = this.source; - source.removeEventListener('canplay', this._onCanPlay); - source.removeEventListener('canplaythrough', this._onCanPlay); - var valid = this.valid; - this.resize(source.videoWidth, source.videoHeight); - // prevent multiple loaded dispatches.. - if (!valid && this._resolve) { - this._resolve(this); - this._resolve = null; + { + var x0 = dx; + var y0 = dy + ry; + var x1 = x + x0; + var x2 = x - x0; + var y1 = y + y0; + var y2 = y - y0; + points[j1++] = x1; + points[j1++] = y1; + points[--j4] = y2; + points[--j4] = x1; + if (dx) { + points[j1++] = x2; + points[j1++] = y1; + points[--j4] = y2; + points[--j4] = x2; + } } - if (this._isSourcePlaying()) { - this._onPlayStart(); + }, + triangulate: function (graphicsData, graphicsGeometry) { + var points = graphicsData.points; + var verts = graphicsGeometry.points; + var indices = graphicsGeometry.indices; + if (points.length === 0) { + return; } - else if (this.autoPlay) { - source.play(); + var vertPos = verts.length / 2; + var center = vertPos; + var x; + var y; + if (graphicsData.type !== SHAPES.RREC) { + var circle = graphicsData.shape; + x = circle.x; + y = circle.y; } - }; - /** Destroys this texture. */ - VideoResource.prototype.dispose = function () { - if (this._isConnectedToTicker) { - Ticker$1.shared.remove(this.update, this); - this._isConnectedToTicker = false; + else { + var roundedRect = graphicsData.shape; + x = roundedRect.x + (roundedRect.width / 2); + y = roundedRect.y + (roundedRect.height / 2); } - var source = this.source; - if (source) { - source.removeEventListener('error', this._onError, true); - source.pause(); - source.src = ''; - source.load(); + var matrix = graphicsData.matrix; + // Push center (special point) + verts.push(graphicsData.matrix ? (matrix.a * x) + (matrix.c * y) + matrix.tx : x, graphicsData.matrix ? (matrix.b * x) + (matrix.d * y) + matrix.ty : y); + vertPos++; + verts.push(points[0], points[1]); + for (var i = 2; i < points.length; i += 2) { + verts.push(points[i], points[i + 1]); + // add some uvs + indices.push(vertPos++, center, vertPos); } - _super.prototype.dispose.call(this); - }; - Object.defineProperty(VideoResource.prototype, "autoUpdate", { - /** Should the base texture automatically update itself, set to true by default. */ - get: function () { - return this._autoUpdate; - }, - set: function (value) { - if (value !== this._autoUpdate) { - this._autoUpdate = value; - if (!this._autoUpdate && this._isConnectedToTicker) { - Ticker$1.shared.remove(this.update, this); - this._isConnectedToTicker = false; - } - else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying()) { - Ticker$1.shared.add(this.update, this); - this._isConnectedToTicker = true; - } - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(VideoResource.prototype, "updateFPS", { - /** - * How many times a second to update the texture from the video. Leave at 0 to update at every render. - * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient. - */ - get: function () { - return this._updateFPS; - }, - set: function (value) { - if (value !== this._updateFPS) { - this._updateFPS = value; - } - }, - enumerable: false, - configurable: true - }); - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @param {string} extension - The extension of source, if set - * @returns {boolean} `true` if video source - */ - VideoResource.test = function (source, extension) { - return (globalThis.HTMLVideoElement && source instanceof HTMLVideoElement) - || VideoResource.TYPES.indexOf(extension) > -1; - }; - /** - * List of common video file extensions supported by VideoResource. - * @readonly - */ - VideoResource.TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov']; - /** - * Map of video MIME types that can't be directly derived from file extensions. - * @readonly - */ - VideoResource.MIME_TYPES = { - ogv: 'video/ogg', - mov: 'video/quicktime', - m4v: 'video/mp4', - }; - return VideoResource; - }(BaseImageResource)); + indices.push(center + 1, center, vertPos); + }, + }; /** - * Resource type for ImageBitmap. - * @memberof PIXI + * Builds a rectangle to draw + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines */ - var ImageBitmapResource = /** @class */ (function (_super) { - __extends$k(ImageBitmapResource, _super); - /** - * @param source - Image element to use - */ - // eslint-disable-next-line @typescript-eslint/no-useless-constructor - function ImageBitmapResource(source) { - return _super.call(this, source) || this; - } - /** - * Used to auto-detect the type of resource. - * @param {*} source - The source object - * @returns {boolean} `true` if source is an ImageBitmap - */ - ImageBitmapResource.test = function (source) { - return !!globalThis.createImageBitmap && typeof ImageBitmap !== 'undefined' && source instanceof ImageBitmap; - }; - return ImageBitmapResource; - }(BaseImageResource)); - - INSTALLED.push(ImageResource, ImageBitmapResource, CanvasResource, VideoResource, SVGResource, BufferResource, CubeResource, ArrayResource); + var buildRectangle = { + build: function (graphicsData) { + // --- // + // need to convert points to a nice regular data + // + var rectData = graphicsData.shape; + var x = rectData.x; + var y = rectData.y; + var width = rectData.width; + var height = rectData.height; + var points = graphicsData.points; + points.length = 0; + points.push(x, y, x + width, y, x + width, y + height, x, y + height); + }, + triangulate: function (graphicsData, graphicsGeometry) { + var points = graphicsData.points; + var verts = graphicsGeometry.points; + var vertPos = verts.length / 2; + verts.push(points[0], points[1], points[2], points[3], points[6], points[7], points[4], points[5]); + graphicsGeometry.indices.push(vertPos, vertPos + 1, vertPos + 2, vertPos + 1, vertPos + 2, vertPos + 3); + }, + }; /** - * Resource type for DepthTexture. - * @memberof PIXI + * Calculate a single point for a quadratic bezier curve. + * Utility function used by quadraticBezierCurve. + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {number} n1 - first number + * @param {number} n2 - second number + * @param {number} perc - percentage + * @returns {number} the result */ - var DepthResource = /** @class */ (function (_super) { - __extends$k(DepthResource, _super); - function DepthResource() { - return _super !== null && _super.apply(this, arguments) || this; + function getPt(n1, n2, perc) { + var diff = n2 - n1; + return n1 + (diff * perc); + } + /** + * Calculate the points for a quadratic bezier curve. (helper function..) + * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {number} fromX - Origin point x + * @param {number} fromY - Origin point x + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @param {number[]} [out=[]] - The output array to add points into. If not passed, a new array is created. + * @returns {number[]} an array of points + */ + function quadraticBezierCurve(fromX, fromY, cpX, cpY, toX, toY, out) { + if (out === void 0) { out = []; } + var n = 20; + var points = out; + var xa = 0; + var ya = 0; + var xb = 0; + var yb = 0; + var x = 0; + var y = 0; + for (var i = 0, j = 0; i <= n; ++i) { + j = i / n; + // The Green Line + xa = getPt(fromX, cpX, j); + ya = getPt(fromY, cpY, j); + xb = getPt(cpX, toX, j); + yb = getPt(cpY, toY, j); + // The Black Dot + x = getPt(xa, xb, j); + y = getPt(ya, yb, j); + // Handle case when first curve points overlaps and earcut fails to triangulate + if (i === 0 && points[points.length - 2] === x && points[points.length - 1] === y) { + continue; + } + points.push(x, y); } - /** - * Upload the texture to the GPU. - * @param renderer - Upload to the renderer - * @param baseTexture - Reference to parent texture - * @param glTexture - glTexture - * @returns - true is success - */ - DepthResource.prototype.upload = function (renderer, baseTexture, glTexture) { - var gl = renderer.gl; - gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES$8.UNPACK); - var width = baseTexture.realWidth; - var height = baseTexture.realHeight; - if (glTexture.width === width && glTexture.height === height) { - gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data); + return points; + } + /** + * Builds a rounded rectangle to draw + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines + */ + var buildRoundedRectangle = { + build: function (graphicsData) { + if (Graphics.nextRoundedRectBehavior) { + buildCircle.build(graphicsData); + return; + } + var rrectData = graphicsData.shape; + var points = graphicsData.points; + var x = rrectData.x; + var y = rrectData.y; + var width = rrectData.width; + var height = rrectData.height; + // Don't allow negative radius or greater than half the smallest width + var radius = Math.max(0, Math.min(rrectData.radius, Math.min(width, height) / 2)); + points.length = 0; + // No radius, do a simple rectangle + if (!radius) { + points.push(x, y, x + width, y, x + width, y + height, x, y + height); } else { - glTexture.width = width; - glTexture.height = height; - gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data); + quadraticBezierCurve(x, y + radius, x, y, x + radius, y, points); + quadraticBezierCurve(x + width - radius, y, x + width, y, x + width, y + radius, points); + quadraticBezierCurve(x + width, y + height - radius, x + width, y + height, x + width - radius, y + height, points); + quadraticBezierCurve(x + radius, y + height, x, y + height, x, y + height - radius, points); } - return true; - }; - return DepthResource; - }(BufferResource)); + }, + triangulate: function (graphicsData, graphicsGeometry) { + if (Graphics.nextRoundedRectBehavior) { + buildCircle.triangulate(graphicsData, graphicsGeometry); + return; + } + var points = graphicsData.points; + var verts = graphicsGeometry.points; + var indices = graphicsGeometry.indices; + var vecPos = verts.length / 2; + var triangles = earcut$1.exports(points, null, 2); + for (var i = 0, j = triangles.length; i < j; i += 3) { + indices.push(triangles[i] + vecPos); + // indices.push(triangles[i] + vecPos); + indices.push(triangles[i + 1] + vecPos); + // indices.push(triangles[i + 2] + vecPos); + indices.push(triangles[i + 2] + vecPos); + } + for (var i = 0, j = points.length; i < j; i++) { + verts.push(points[i], points[++i]); + } + }, + }; /** - * A framebuffer can be used to render contents off of the screen. {@link PIXI.BaseRenderTexture} uses - * one internally to render into itself. You can attach a depth or stencil buffer to a framebuffer. + * Buffers vertices to draw a square cap. * - * On WebGL 2 machines, shaders can output to multiple textures simultaneously with GLSL 300 ES. - * @memberof PIXI + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {number} x - X-coord of end point + * @param {number} y - Y-coord of end point + * @param {number} nx - X-coord of line normal pointing inside + * @param {number} ny - Y-coord of line normal pointing inside + * @param {number} innerWeight - Weight of inner points + * @param {number} outerWeight - Weight of outer points + * @param {boolean} clockwise - Whether the cap is drawn clockwise + * @param {Array} verts - vertex buffer + * @returns {number} - no. of vertices pushed */ - var Framebuffer = /** @class */ (function () { - /** - * @param width - Width of the frame buffer - * @param height - Height of the frame buffer - */ - function Framebuffer(width, height) { - this.width = Math.round(width || 100); - this.height = Math.round(height || 100); - this.stencil = false; - this.depth = false; - this.dirtyId = 0; - this.dirtyFormat = 0; - this.dirtySize = 0; - this.depthTexture = null; - this.colorTextures = []; - this.glFramebuffers = {}; - this.disposeRunner = new Runner('disposeFramebuffer'); - this.multisample = MSAA_QUALITY$8.NONE; + function square(x, y, nx, ny, innerWeight, outerWeight, clockwise, /* rotation for square (true at left end, false at right end) */ verts) { + var ix = x - (nx * innerWeight); + var iy = y - (ny * innerWeight); + var ox = x + (nx * outerWeight); + var oy = y + (ny * outerWeight); + /* Rotate nx,ny for extension vector */ + var exx; + var eyy; + if (clockwise) { + exx = ny; + eyy = -nx; } - Object.defineProperty(Framebuffer.prototype, "colorTexture", { - /** - * Reference to the colorTexture. - * @readonly - */ - get: function () { - return this.colorTextures[0]; - }, - enumerable: false, - configurable: true - }); - /** - * Add texture to the colorTexture array. - * @param index - Index of the array to add the texture to - * @param texture - Texture to add to the array - */ - Framebuffer.prototype.addColorTexture = function (index, texture) { - if (index === void 0) { index = 0; } - // TODO add some validation to the texture - same width / height etc? - this.colorTextures[index] = texture || new BaseTexture(null, { - scaleMode: SCALE_MODES$8.NEAREST, - resolution: 1, - mipmap: MIPMAP_MODES$8.OFF, - width: this.width, - height: this.height, - }); - this.dirtyId++; - this.dirtyFormat++; - return this; - }; - /** - * Add a depth texture to the frame buffer. - * @param texture - Texture to add. - */ - Framebuffer.prototype.addDepthTexture = function (texture) { - /* eslint-disable max-len */ - this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), { - scaleMode: SCALE_MODES$8.NEAREST, - resolution: 1, - width: this.width, - height: this.height, - mipmap: MIPMAP_MODES$8.OFF, - format: FORMATS$8.DEPTH_COMPONENT, - type: TYPES$8.UNSIGNED_SHORT, - }); - this.dirtyId++; - this.dirtyFormat++; - return this; - }; - /** Enable depth on the frame buffer. */ - Framebuffer.prototype.enableDepth = function () { - this.depth = true; - this.dirtyId++; - this.dirtyFormat++; - return this; - }; - /** Enable stencil on the frame buffer. */ - Framebuffer.prototype.enableStencil = function () { - this.stencil = true; - this.dirtyId++; - this.dirtyFormat++; - return this; - }; - /** - * Resize the frame buffer - * @param width - Width of the frame buffer to resize to - * @param height - Height of the frame buffer to resize to - */ - Framebuffer.prototype.resize = function (width, height) { - width = Math.round(width); - height = Math.round(height); - if (width === this.width && height === this.height) - { return; } - this.width = width; - this.height = height; - this.dirtyId++; - this.dirtySize++; - for (var i = 0; i < this.colorTextures.length; i++) { - var texture = this.colorTextures[i]; - var resolution = texture.resolution; - // take into account the fact the texture may have a different resolution.. - texture.setSize(width / resolution, height / resolution); + else { + exx = -ny; + eyy = nx; + } + /* [i|0]x,y extended at cap */ + var eix = ix + exx; + var eiy = iy + eyy; + var eox = ox + exx; + var eoy = oy + eyy; + /* Square itself must be inserted clockwise*/ + verts.push(eix, eiy); + verts.push(eox, eoy); + return 2; + } + /** + * Buffers vertices to draw an arc at the line joint or cap. + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {number} cx - X-coord of center + * @param {number} cy - Y-coord of center + * @param {number} sx - X-coord of arc start + * @param {number} sy - Y-coord of arc start + * @param {number} ex - X-coord of arc end + * @param {number} ey - Y-coord of arc end + * @param {Array} verts - buffer of vertices + * @param {boolean} clockwise - orientation of vertices + * @returns {number} - no. of vertices pushed + */ + function round(cx, cy, sx, sy, ex, ey, verts, clockwise) { + var cx2p0x = sx - cx; + var cy2p0y = sy - cy; + var angle0 = Math.atan2(cx2p0x, cy2p0y); + var angle1 = Math.atan2(ex - cx, ey - cy); + if (clockwise && angle0 < angle1) { + angle0 += Math.PI * 2; + } + else if (!clockwise && angle0 > angle1) { + angle1 += Math.PI * 2; + } + var startAngle = angle0; + var angleDiff = angle1 - angle0; + var absAngleDiff = Math.abs(angleDiff); + /* if (absAngleDiff >= PI_LBOUND && absAngleDiff <= PI_UBOUND) + { + const r1x = cx - nxtPx; + const r1y = cy - nxtPy; + + if (r1x === 0) + { + if (r1y > 0) + { + angleDiff = -angleDiff; + } } - if (this.depthTexture) { - var resolution = this.depthTexture.resolution; - this.depthTexture.setSize(width / resolution, height / resolution); + else if (r1x >= -GRAPHICS_CURVES.epsilon) + { + angleDiff = -angleDiff; } - }; - /** Disposes WebGL resources that are connected to this geometry. */ - Framebuffer.prototype.dispose = function () { - this.disposeRunner.emit(this, false); - }; - /** Destroys and removes the depth texture added to this framebuffer. */ - Framebuffer.prototype.destroyDepthTexture = function () { - if (this.depthTexture) { - this.depthTexture.destroy(); - this.depthTexture = null; - ++this.dirtyId; - ++this.dirtyFormat; + }*/ + var radius = Math.sqrt((cx2p0x * cx2p0x) + (cy2p0y * cy2p0y)); + var segCount = ((15 * absAngleDiff * Math.sqrt(radius) / Math.PI) >> 0) + 1; + var angleInc = angleDiff / segCount; + startAngle += angleInc; + if (clockwise) { + verts.push(cx, cy); + verts.push(sx, sy); + for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) { + verts.push(cx, cy); + verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius))); } - }; - return Framebuffer; - }()); - + verts.push(cx, cy); + verts.push(ex, ey); + } + else { + verts.push(sx, sy); + verts.push(cx, cy); + for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) { + verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius))); + verts.push(cx, cy); + } + verts.push(ex, ey); + verts.push(cx, cy); + } + return segCount * 2; + } /** - * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it. - * - * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded - * otherwise black rectangles will be drawn instead. - * - * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position - * and rotation of the given Display Objects is ignored. For example: - * - * ```js - * let renderer = PIXI.autoDetectRenderer(); - * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 }); - * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); - * let sprite = PIXI.Sprite.from("spinObj_01.png"); - * - * sprite.position.x = 800/2; - * sprite.position.y = 600/2; - * sprite.anchor.x = 0.5; - * sprite.anchor.y = 0.5; - * - * renderer.render(sprite, {renderTexture}); - * ``` - * - * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 - * you can clear the transform - * - * ```js - * - * sprite.setTransform() - * - * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 }); - * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); + * Builds a line to draw using the polygon method. * - * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture - * ``` - * @memberof PIXI + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output */ - var BaseRenderTexture = /** @class */ (function (_super) { - __extends$k(BaseRenderTexture, _super); - /** - * @param options - * @param {number} [options.width=100] - The width of the base render texture. - * @param {number} [options.height=100] - The height of the base render texture. - * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} - * for possible values. - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio - * of the texture being generated. - * @param {PIXI.MSAA_QUALITY} [options.multisample=PIXI.MSAA_QUALITY.NONE] - The number of samples of the frame buffer. - */ - function BaseRenderTexture(options) { - if (options === void 0) { options = {}; } - var _this = this; - if (typeof options === 'number') { - /* eslint-disable prefer-rest-params */ - // Backward compatibility of signature - var width = arguments[0]; - var height = arguments[1]; - var scaleMode = arguments[2]; - var resolution = arguments[3]; - options = { width: width, height: height, scaleMode: scaleMode, resolution: resolution }; - /* eslint-enable prefer-rest-params */ + function buildNonNativeLine(graphicsData, graphicsGeometry) { + var shape = graphicsData.shape; + var points = graphicsData.points || shape.points.slice(); + var eps = graphicsGeometry.closePointEps; + if (points.length === 0) { + return; + } + // if the line width is an odd number add 0.5 to align to a whole pixel + // commenting this out fixes #711 and #1620 + // if (graphicsData.lineWidth%2) + // { + // for (i = 0; i < points.length; i++) + // { + // points[i] += 0.5; + // } + // } + var style = graphicsData.lineStyle; + // get first and last point.. figure out the middle! + var firstPoint = new Point(points[0], points[1]); + var lastPoint = new Point(points[points.length - 2], points[points.length - 1]); + var closedShape = shape.type !== SHAPES.POLY || shape.closeStroke; + var closedPath = Math.abs(firstPoint.x - lastPoint.x) < eps + && Math.abs(firstPoint.y - lastPoint.y) < eps; + // if the first point is the last point - gonna have issues :) + if (closedShape) { + // need to clone as we are going to slightly modify the shape.. + points = points.slice(); + if (closedPath) { + points.pop(); + points.pop(); + lastPoint.set(points[points.length - 2], points[points.length - 1]); } - options.width = options.width || 100; - options.height = options.height || 100; - options.multisample = options.multisample !== undefined ? options.multisample : MSAA_QUALITY$8.NONE; - _this = _super.call(this, null, options) || this; - // Set defaults - _this.mipmap = MIPMAP_MODES$8.OFF; - _this.valid = true; - _this.clearColor = [0, 0, 0, 0]; - _this.framebuffer = new Framebuffer(_this.realWidth, _this.realHeight) - .addColorTexture(0, _this); - _this.framebuffer.multisample = options.multisample; - // TODO - could this be added the systems? - _this.maskStack = []; - _this.filterStack = [{}]; - return _this; + var midPointX = (firstPoint.x + lastPoint.x) * 0.5; + var midPointY = (lastPoint.y + firstPoint.y) * 0.5; + points.unshift(midPointX, midPointY); + points.push(midPointX, midPointY); } - /** - * Resizes the BaseRenderTexture. - * @param desiredWidth - The desired width to resize to. - * @param desiredHeight - The desired height to resize to. - */ - BaseRenderTexture.prototype.resize = function (desiredWidth, desiredHeight) { - this.framebuffer.resize(desiredWidth * this.resolution, desiredHeight * this.resolution); - this.setRealSize(this.framebuffer.width, this.framebuffer.height); - }; - /** - * Frees the texture and framebuffer from WebGL memory without destroying this texture object. - * This means you can still use the texture later which will upload it to GPU - * memory again. - * @fires PIXI.BaseTexture#dispose - */ - BaseRenderTexture.prototype.dispose = function () { - this.framebuffer.dispose(); - _super.prototype.dispose.call(this); - }; - /** Destroys this texture. */ - BaseRenderTexture.prototype.destroy = function () { - _super.prototype.destroy.call(this); - this.framebuffer.destroyDepthTexture(); - this.framebuffer = null; - }; - return BaseRenderTexture; - }(BaseTexture)); - - /** - * Stores a texture's frame in UV coordinates, in - * which everything lies in the rectangle `[(0,0), (1,0), - * (1,1), (0,1)]`. - * - * | Corner | Coordinates | - * |--------------|-------------| - * | Top-Left | `(x0,y0)` | - * | Top-Right | `(x1,y1)` | - * | Bottom-Right | `(x2,y2)` | - * | Bottom-Left | `(x3,y3)` | - * @protected - * @memberof PIXI - */ - var TextureUvs = /** @class */ (function () { - function TextureUvs() { - this.x0 = 0; - this.y0 = 0; - this.x1 = 1; - this.y1 = 0; - this.x2 = 1; - this.y2 = 1; - this.x3 = 0; - this.y3 = 1; - this.uvsFloat32 = new Float32Array(8); + var verts = graphicsGeometry.points; + var length = points.length / 2; + var indexCount = points.length; + var indexStart = verts.length / 2; + // Max. inner and outer width + var width = style.width / 2; + var widthSquared = width * width; + var miterLimitSquared = style.miterLimit * style.miterLimit; + /* Line segments of interest where (x1,y1) forms the corner. */ + var x0 = points[0]; + var y0 = points[1]; + var x1 = points[2]; + var y1 = points[3]; + var x2 = 0; + var y2 = 0; + /* perp[?](x|y) = the line normal with magnitude lineWidth. */ + var perpx = -(y0 - y1); + var perpy = x0 - x1; + var perp1x = 0; + var perp1y = 0; + var dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + var ratio = style.alignment; // 0.5; + var innerWeight = (1 - ratio) * 2; + var outerWeight = ratio * 2; + if (!closedShape) { + if (style.cap === LINE_CAP.ROUND) { + indexCount += round(x0 - (perpx * (innerWeight - outerWeight) * 0.5), y0 - (perpy * (innerWeight - outerWeight) * 0.5), x0 - (perpx * innerWeight), y0 - (perpy * innerWeight), x0 + (perpx * outerWeight), y0 + (perpy * outerWeight), verts, true) + 2; + } + else if (style.cap === LINE_CAP.SQUARE) { + indexCount += square(x0, y0, perpx, perpy, innerWeight, outerWeight, true, verts); + } } - /** - * Sets the texture Uvs based on the given frame information. - * @protected - * @param frame - The frame of the texture - * @param baseFrame - The base frame of the texture - * @param rotate - Rotation of frame, see {@link PIXI.groupD8} - */ - TextureUvs.prototype.set = function (frame, baseFrame, rotate) { - var tw = baseFrame.width; - var th = baseFrame.height; - if (rotate) { - // width and height div 2 div baseFrame size - var w2 = frame.width / 2 / tw; - var h2 = frame.height / 2 / th; - // coordinates of center - var cX = (frame.x / tw) + w2; - var cY = (frame.y / th) + h2; - rotate = groupD8.add(rotate, groupD8.NW); // NW is top-left corner - this.x0 = cX + (w2 * groupD8.uX(rotate)); - this.y0 = cY + (h2 * groupD8.uY(rotate)); - rotate = groupD8.add(rotate, 2); // rotate 90 degrees clockwise - this.x1 = cX + (w2 * groupD8.uX(rotate)); - this.y1 = cY + (h2 * groupD8.uY(rotate)); - rotate = groupD8.add(rotate, 2); - this.x2 = cX + (w2 * groupD8.uX(rotate)); - this.y2 = cY + (h2 * groupD8.uY(rotate)); - rotate = groupD8.add(rotate, 2); - this.x3 = cX + (w2 * groupD8.uX(rotate)); - this.y3 = cY + (h2 * groupD8.uY(rotate)); + // Push first point (below & above vertices) + verts.push(x0 - (perpx * innerWeight), y0 - (perpy * innerWeight)); + verts.push(x0 + (perpx * outerWeight), y0 + (perpy * outerWeight)); + for (var i = 1; i < length - 1; ++i) { + x0 = points[(i - 1) * 2]; + y0 = points[((i - 1) * 2) + 1]; + x1 = points[i * 2]; + y1 = points[(i * 2) + 1]; + x2 = points[(i + 1) * 2]; + y2 = points[((i + 1) * 2) + 1]; + perpx = -(y0 - y1); + perpy = x0 - x1; + dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + perp1x = -(y1 - y2); + perp1y = x1 - x2; + dist = Math.sqrt((perp1x * perp1x) + (perp1y * perp1y)); + perp1x /= dist; + perp1y /= dist; + perp1x *= width; + perp1y *= width; + /* d[x|y](0|1) = the component displacement between points p(0,1|1,2) */ + var dx0 = x1 - x0; + var dy0 = y0 - y1; + var dx1 = x1 - x2; + var dy1 = y2 - y1; + /* +ve if internal angle < 90 degree, -ve if internal angle > 90 degree. */ + var dot = (dx0 * dx1) + (dy0 * dy1); + /* +ve if internal angle counterclockwise, -ve if internal angle clockwise. */ + var cross = (dy0 * dx1) - (dy1 * dx0); + var clockwise = (cross < 0); + /* Going nearly parallel? */ + /* atan(0.001) ~= 0.001 rad ~= 0.057 degree */ + if (Math.abs(cross) < 0.001 * Math.abs(dot)) { + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); + /* 180 degree corner? */ + if (dot >= 0) { + if (style.join === LINE_JOIN.ROUND) { + indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 4; + } + else { + indexCount += 2; + } + verts.push(x1 - (perp1x * outerWeight), y1 - (perp1y * outerWeight)); + verts.push(x1 + (perp1x * innerWeight), y1 + (perp1y * innerWeight)); + } + continue; } - else { - this.x0 = frame.x / tw; - this.y0 = frame.y / th; - this.x1 = (frame.x + frame.width) / tw; - this.y1 = frame.y / th; - this.x2 = (frame.x + frame.width) / tw; - this.y2 = (frame.y + frame.height) / th; - this.x3 = frame.x / tw; - this.y3 = (frame.y + frame.height) / th; + /* p[x|y] is the miter point. pdist is the distance between miter point and p1. */ + var c1 = ((-perpx + x0) * (-perpy + y1)) - ((-perpx + x1) * (-perpy + y0)); + var c2 = ((-perp1x + x2) * (-perp1y + y1)) - ((-perp1x + x1) * (-perp1y + y2)); + var px = ((dx0 * c2) - (dx1 * c1)) / cross; + var py = ((dy1 * c1) - (dy0 * c2)) / cross; + var pdist = ((px - x1) * (px - x1)) + ((py - y1) * (py - y1)); + /* Inner miter point */ + var imx = x1 + ((px - x1) * innerWeight); + var imy = y1 + ((py - y1) * innerWeight); + /* Outer miter point */ + var omx = x1 - ((px - x1) * outerWeight); + var omy = y1 - ((py - y1) * outerWeight); + /* Is the inside miter point too far away, creating a spike? */ + var smallerInsideSegmentSq = Math.min((dx0 * dx0) + (dy0 * dy0), (dx1 * dx1) + (dy1 * dy1)); + var insideWeight = clockwise ? innerWeight : outerWeight; + var smallerInsideDiagonalSq = smallerInsideSegmentSq + (insideWeight * insideWeight * widthSquared); + var insideMiterOk = pdist <= smallerInsideDiagonalSq; + if (insideMiterOk) { + if (style.join === LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared) { + if (clockwise) /* rotating at inner angle */ { + verts.push(imx, imy); // inner miter point + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex + verts.push(imx, imy); // inner miter point + verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex + } + else /* rotating at outer angle */ { + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex + verts.push(omx, omy); // outer miter point + verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's outer vertex + verts.push(omx, omy); // outer miter point + } + indexCount += 2; + } + else if (style.join === LINE_JOIN.ROUND) { + if (clockwise) /* arc is outside */ { + verts.push(imx, imy); + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); + indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 4; + verts.push(imx, imy); + verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); + } + else /* arc is inside */ { + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); + verts.push(omx, omy); + indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 4; + verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); + verts.push(omx, omy); + } + } + else { + verts.push(imx, imy); + verts.push(omx, omy); + } } - this.uvsFloat32[0] = this.x0; - this.uvsFloat32[1] = this.y0; - this.uvsFloat32[2] = this.x1; - this.uvsFloat32[3] = this.y1; - this.uvsFloat32[4] = this.x2; - this.uvsFloat32[5] = this.y2; - this.uvsFloat32[6] = this.x3; - this.uvsFloat32[7] = this.y3; - }; - TextureUvs.prototype.toString = function () { - return "[@pixi/core:TextureUvs " - + ("x0=" + this.x0 + " y0=" + this.y0 + " ") - + ("x1=" + this.x1 + " y1=" + this.y1 + " x2=" + this.x2 + " ") - + ("y2=" + this.y2 + " x3=" + this.x3 + " y3=" + this.y3) - + "]"; - }; - return TextureUvs; - }()); - - var DEFAULT_UVS = new TextureUvs(); + else // inside miter is NOT ok + { + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex + if (style.join === LINE_JOIN.ROUND) { + if (clockwise) /* arc is outside */ { + indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 2; + } + else /* arc is inside */ { + indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 2; + } + } + else if (style.join === LINE_JOIN.MITER && pdist / widthSquared <= miterLimitSquared) { + if (clockwise) { + verts.push(omx, omy); // inner miter point + verts.push(omx, omy); // inner miter point + } + else { + verts.push(imx, imy); // outer miter point + verts.push(imx, imy); // outer miter point + } + indexCount += 2; + } + verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's inner vertex + verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex + indexCount += 2; + } + } + x0 = points[(length - 2) * 2]; + y0 = points[((length - 2) * 2) + 1]; + x1 = points[(length - 1) * 2]; + y1 = points[((length - 1) * 2) + 1]; + perpx = -(y0 - y1); + perpy = x0 - x1; + dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); + if (!closedShape) { + if (style.cap === LINE_CAP.ROUND) { + indexCount += round(x1 - (perpx * (innerWeight - outerWeight) * 0.5), y1 - (perpy * (innerWeight - outerWeight) * 0.5), x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), verts, false) + 2; + } + else if (style.cap === LINE_CAP.SQUARE) { + indexCount += square(x1, y1, perpx, perpy, innerWeight, outerWeight, false, verts); + } + } + var indices = graphicsGeometry.indices; + var eps2 = GRAPHICS_CURVES.epsilon * GRAPHICS_CURVES.epsilon; + // indices.push(indexStart); + for (var i = indexStart; i < indexCount + indexStart - 2; ++i) { + x0 = verts[(i * 2)]; + y0 = verts[(i * 2) + 1]; + x1 = verts[(i + 1) * 2]; + y1 = verts[((i + 1) * 2) + 1]; + x2 = verts[(i + 2) * 2]; + y2 = verts[((i + 2) * 2) + 1]; + /* Skip zero area triangles */ + if (Math.abs((x0 * (y1 - y2)) + (x1 * (y2 - y0)) + (x2 * (y0 - y1))) < eps2) { + continue; + } + indices.push(i, i + 1, i + 2); + } + } /** - * Used to remove listeners from WHITE and EMPTY Textures + * Builds a line to draw using the gl.drawArrays(gl.LINES) method + * + * Ignored from docs since it is not directly exposed. * @ignore + * @private + * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output */ - function removeAllHandlers(tex) { - tex.destroy = function _emptyDestroy() { }; - tex.on = function _emptyOn() { }; - tex.once = function _emptyOnce() { }; - tex.emit = function _emptyEmit() { }; + function buildNativeLine(graphicsData, graphicsGeometry) { + var i = 0; + var shape = graphicsData.shape; + var points = graphicsData.points || shape.points; + var closedShape = shape.type !== SHAPES.POLY || shape.closeStroke; + if (points.length === 0) + { return; } + var verts = graphicsGeometry.points; + var indices = graphicsGeometry.indices; + var length = points.length / 2; + var startIndex = verts.length / 2; + var currentIndex = startIndex; + verts.push(points[0], points[1]); + for (i = 1; i < length; i++) { + verts.push(points[i * 2], points[(i * 2) + 1]); + indices.push(currentIndex, currentIndex + 1); + currentIndex++; + } + if (closedShape) { + indices.push(currentIndex, startIndex); + } } /** - * A texture stores the information that represents an image or part of an image. - * - * It cannot be added to the display list directly; instead use it as the texture for a Sprite. - * If no frame is provided for a texture, then the whole image is used. - * - * You can directly create a texture from an image and then reuse it multiple times like this : - * - * ```js - * let texture = PIXI.Texture.from('assets/image.png'); - * let sprite1 = new PIXI.Sprite(texture); - * let sprite2 = new PIXI.Sprite(texture); - * ``` - * - * If you didnt pass the texture frame to constructor, it enables `noFrame` mode: - * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture. + * Builds a line to draw * - * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing. - * You can check for this by checking the sprite's _textureID property. - * ```js - * var texture = PIXI.Texture.from('assets/image.svg'); - * var sprite1 = new PIXI.Sprite(texture); - * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file - * ``` - * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068. - * @memberof PIXI - * @typeParam R - The BaseTexture's Resource type. + * Ignored from docs since it is not directly exposed. + * @ignore + * @private + * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output */ - var Texture = /** @class */ (function (_super) { - __extends$k(Texture, _super); - /** - * @param baseTexture - The base texture source to create the texture from - * @param frame - The rectangle frame of the texture to show - * @param orig - The area of original texture - * @param trim - Trimmed rectangle of original texture - * @param rotate - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8} - * @param anchor - Default anchor point used for sprite placement / rotation - */ - function Texture(baseTexture, frame, orig, trim, rotate, anchor) { - var _this = _super.call(this) || this; - _this.noFrame = false; - if (!frame) { - _this.noFrame = true; - frame = new Rectangle$2(0, 0, 1, 1); - } - if (baseTexture instanceof Texture) { - baseTexture = baseTexture.baseTexture; - } - _this.baseTexture = baseTexture; - _this._frame = frame; - _this.trim = trim; - _this.valid = false; - _this._uvs = DEFAULT_UVS; - _this.uvMatrix = null; - _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1); - _this._rotate = Number(rotate || 0); - if (rotate === true) { - // this is old texturepacker legacy, some games/libraries are passing "true" for rotated textures - _this._rotate = 2; - } - else if (_this._rotate % 2 !== 0) { - throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually'); - } - _this.defaultAnchor = anchor ? new Point$2(anchor.x, anchor.y) : new Point$2(0, 0); - _this._updateID = 0; - _this.textureCacheIds = []; - if (!baseTexture.valid) { - baseTexture.once('loaded', _this.onBaseTextureUpdated, _this); - } - else if (_this.noFrame) { - // if there is no frame we should monitor for any base texture changes.. - if (baseTexture.valid) { - _this.onBaseTextureUpdated(baseTexture); - } - } - else { - _this.frame = frame; - } - if (_this.noFrame) { - baseTexture.on('update', _this.onBaseTextureUpdated, _this); - } - return _this; + function buildLine(graphicsData, graphicsGeometry) { + if (graphicsData.lineStyle.native) { + buildNativeLine(graphicsData, graphicsGeometry); + } + else { + buildNonNativeLine(graphicsData, graphicsGeometry); + } + } + + /** + * Utilities for arc curves. + * @private + */ + var ArcUtils = /** @class */ (function () { + function ArcUtils() { } /** - * Updates this texture on the gpu. - * - * Calls the TextureResource update. + * The arcTo() method creates an arc/curve between two tangents on the canvas. * - * If you adjusted `frame` manually, please call `updateUvs()` instead. + * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google! + * @private + * @param x1 - The x-coordinate of the beginning of the arc + * @param y1 - The y-coordinate of the beginning of the arc + * @param x2 - The x-coordinate of the end of the arc + * @param y2 - The y-coordinate of the end of the arc + * @param radius - The radius of the arc + * @param points - + * @returns - If the arc length is valid, return center of circle, radius and other info otherwise `null`. */ - Texture.prototype.update = function () { - if (this.baseTexture.resource) { - this.baseTexture.resource.update(); - } - }; - /** - * Called when the base texture is updated - * @protected - * @param baseTexture - The base texture. - */ - Texture.prototype.onBaseTextureUpdated = function (baseTexture) { - if (this.noFrame) { - if (!this.baseTexture.valid) { - return; + ArcUtils.curveTo = function (x1, y1, x2, y2, radius, points) { + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + var a1 = fromY - y1; + var b1 = fromX - x1; + var a2 = y2 - y1; + var b2 = x2 - x1; + var mm = Math.abs((a1 * b2) - (b1 * a2)); + if (mm < 1.0e-8 || radius === 0) { + if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1) { + points.push(x1, y1); } - this._frame.width = baseTexture.width; - this._frame.height = baseTexture.height; - this.valid = true; - this.updateUvs(); - } - else { - // TODO this code looks confusing.. boo to abusing getters and setters! - // if user gave us frame that has bigger size than resized texture it can be a problem - this.frame = this._frame; + return null; } - this.emit('update', this); + var dd = (a1 * a1) + (b1 * b1); + var cc = (a2 * a2) + (b2 * b2); + var tt = (a1 * a2) + (b1 * b2); + var k1 = radius * Math.sqrt(dd) / mm; + var k2 = radius * Math.sqrt(cc) / mm; + var j1 = k1 * tt / dd; + var j2 = k2 * tt / cc; + var cx = (k1 * b2) + (k2 * b1); + var cy = (k1 * a2) + (k2 * a1); + var px = b1 * (k2 + j1); + var py = a1 * (k2 + j1); + var qx = b2 * (k1 + j2); + var qy = a2 * (k1 + j2); + var startAngle = Math.atan2(py - cy, px - cx); + var endAngle = Math.atan2(qy - cy, qx - cx); + return { + cx: (cx + x1), + cy: (cy + y1), + radius: radius, + startAngle: startAngle, + endAngle: endAngle, + anticlockwise: (b1 * a2 > b2 * a1), + }; }; + /* eslint-disable max-len */ /** - * Destroys this texture - * @param [destroyBase=false] - Whether to destroy the base texture as well + * The arc method creates an arc/curve (used to create circles, or parts of circles). + * @private + * @param _startX - Start x location of arc + * @param _startY - Start y location of arc + * @param cx - The x-coordinate of the center of the circle + * @param cy - The y-coordinate of the center of the circle + * @param radius - The radius of the circle + * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position + * of the arc's circle) + * @param endAngle - The ending angle, in radians + * @param _anticlockwise - Specifies whether the drawing should be + * counter-clockwise or clockwise. False is default, and indicates clockwise, while true + * indicates counter-clockwise. + * @param points - Collection of points to add to */ - Texture.prototype.destroy = function (destroyBase) { - if (this.baseTexture) { - if (destroyBase) { - var resource = this.baseTexture.resource; - // delete the texture if it exists in the texture cache.. - // this only needs to be removed if the base texture is actually destroyed too.. - if (resource && resource.url && TextureCache[resource.url]) { - Texture.removeFromCache(resource.url); - } - this.baseTexture.destroy(); - } - this.baseTexture.off('loaded', this.onBaseTextureUpdated, this); - this.baseTexture.off('update', this.onBaseTextureUpdated, this); - this.baseTexture = null; + ArcUtils.arc = function (_startX, _startY, cx, cy, radius, startAngle, endAngle, _anticlockwise, points) { + var sweep = endAngle - startAngle; + var n = GRAPHICS_CURVES._segmentsCount(Math.abs(sweep) * radius, Math.ceil(Math.abs(sweep) / PI_2) * 40); + var theta = (sweep) / (n * 2); + var theta2 = theta * 2; + var cTheta = Math.cos(theta); + var sTheta = Math.sin(theta); + var segMinus = n - 1; + var remainder = (segMinus % 1) / segMinus; + for (var i = 0; i <= segMinus; ++i) { + var real = i + (remainder * i); + var angle = ((theta) + startAngle + (theta2 * real)); + var c = Math.cos(angle); + var s = -Math.sin(angle); + points.push((((cTheta * c) + (sTheta * s)) * radius) + cx, (((cTheta * -s) + (sTheta * c)) * radius) + cy); } - this._frame = null; - this._uvs = null; - this.trim = null; - this.orig = null; - this.valid = false; - Texture.removeFromCache(this); - this.textureCacheIds = null; }; + return ArcUtils; + }()); + + /** + * Utilities for bezier curves + * @private + */ + var BezierUtils = /** @class */ (function () { + function BezierUtils() { + } /** - * Creates a new texture object that acts the same as this one. - * @returns - The new texture + * Calculate length of bezier curve. + * Analytical solution is impossible, since it involves an integral that does not integrate in general. + * Therefore numerical solution is used. + * @private + * @param fromX - Starting point x + * @param fromY - Starting point y + * @param cpX - Control point x + * @param cpY - Control point y + * @param cpX2 - Second Control point x + * @param cpY2 - Second Control point y + * @param toX - Destination point x + * @param toY - Destination point y + * @returns - Length of bezier curve */ - Texture.prototype.clone = function () { - var clonedFrame = this._frame.clone(); - var clonedOrig = this._frame === this.orig ? clonedFrame : this.orig.clone(); - var clonedTexture = new Texture(this.baseTexture, !this.noFrame && clonedFrame, clonedOrig, this.trim && this.trim.clone(), this.rotate, this.defaultAnchor); - if (this.noFrame) { - clonedTexture._frame = clonedFrame; + BezierUtils.curveLength = function (fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY) { + var n = 10; + var result = 0.0; + var t = 0.0; + var t2 = 0.0; + var t3 = 0.0; + var nt = 0.0; + var nt2 = 0.0; + var nt3 = 0.0; + var x = 0.0; + var y = 0.0; + var dx = 0.0; + var dy = 0.0; + var prevX = fromX; + var prevY = fromY; + for (var i = 1; i <= n; ++i) { + t = i / n; + t2 = t * t; + t3 = t2 * t; + nt = (1.0 - t); + nt2 = nt * nt; + nt3 = nt2 * nt; + x = (nt3 * fromX) + (3.0 * nt2 * t * cpX) + (3.0 * nt * t2 * cpX2) + (t3 * toX); + y = (nt3 * fromY) + (3.0 * nt2 * t * cpY) + (3 * nt * t2 * cpY2) + (t3 * toY); + dx = prevX - x; + dy = prevY - y; + prevX = x; + prevY = y; + result += Math.sqrt((dx * dx) + (dy * dy)); } - return clonedTexture; + return result; }; /** - * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture. - * Call it after changing the frame + * Calculate the points for a bezier curve and then draws it. + * + * Ignored from docs since it is not directly exposed. + * @ignore + * @param cpX - Control point x + * @param cpY - Control point y + * @param cpX2 - Second Control point x + * @param cpY2 - Second Control point y + * @param toX - Destination point x + * @param toY - Destination point y + * @param points - Path array to push points into */ - Texture.prototype.updateUvs = function () { - if (this._uvs === DEFAULT_UVS) { - this._uvs = new TextureUvs(); + BezierUtils.curveTo = function (cpX, cpY, cpX2, cpY2, toX, toY, points) { + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + points.length -= 2; + var n = GRAPHICS_CURVES._segmentsCount(BezierUtils.curveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY)); + var dt = 0; + var dt2 = 0; + var dt3 = 0; + var t2 = 0; + var t3 = 0; + points.push(fromX, fromY); + for (var i = 1, j = 0; i <= n; ++i) { + j = i / n; + dt = (1 - j); + dt2 = dt * dt; + dt3 = dt2 * dt; + t2 = j * j; + t3 = t2 * j; + points.push((dt3 * fromX) + (3 * dt2 * j * cpX) + (3 * dt * t2 * cpX2) + (t3 * toX), (dt3 * fromY) + (3 * dt2 * j * cpY) + (3 * dt * t2 * cpY2) + (t3 * toY)); } - this._uvs.set(this._frame, this.baseTexture, this.rotate); - this._updateID++; }; + return BezierUtils; + }()); + + /** + * Utilities for quadratic curves. + * @private + */ + var QuadraticUtils = /** @class */ (function () { + function QuadraticUtils() { + } /** - * Helper function that creates a new Texture based on the source you provide. - * The source can be - frame id, image url, video url, canvas element, video element, base texture - * @param {string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source - - * Source or array of sources to create texture from - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id - * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. - * @returns {PIXI.Texture} The newly created texture + * Calculate length of quadratic curve + * @see {@link http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/} + * for the detailed explanation of math behind this. + * @private + * @param fromX - x-coordinate of curve start point + * @param fromY - y-coordinate of curve start point + * @param cpX - x-coordinate of curve control point + * @param cpY - y-coordinate of curve control point + * @param toX - x-coordinate of curve end point + * @param toY - y-coordinate of curve end point + * @returns - Length of quadratic curve */ - Texture.from = function (source, options, strict) { - if (options === void 0) { options = {}; } - if (strict === void 0) { strict = settings$2.STRICT_TEXTURE_CACHE; } - var isFrame = typeof source === 'string'; - var cacheId = null; - if (isFrame) { - cacheId = source; - } - else if (source instanceof BaseTexture) { - if (!source.cacheId) { - var prefix = (options && options.pixiIdPrefix) || 'pixiid'; - source.cacheId = prefix + "-" + uid(); - BaseTexture.addToCache(source, source.cacheId); - } - cacheId = source.cacheId; - } - else { - if (!source._pixiId) { - var prefix = (options && options.pixiIdPrefix) || 'pixiid'; - source._pixiId = prefix + "_" + uid(); - } - cacheId = source._pixiId; - } - var texture = TextureCache[cacheId]; - // Strict-mode rejects invalid cacheIds - if (isFrame && strict && !texture) { - throw new Error("The cacheId \"" + cacheId + "\" does not exist in TextureCache."); - } - if (!texture && !(source instanceof BaseTexture)) { - if (!options.resolution) { - options.resolution = getResolutionOfUrl(source); - } - texture = new Texture(new BaseTexture(source, options)); - texture.baseTexture.cacheId = cacheId; - BaseTexture.addToCache(texture.baseTexture, cacheId); - Texture.addToCache(texture, cacheId); - } - else if (!texture && (source instanceof BaseTexture)) { - texture = new Texture(source); - Texture.addToCache(texture, cacheId); - } - // lets assume its a base texture! - return texture; + QuadraticUtils.curveLength = function (fromX, fromY, cpX, cpY, toX, toY) { + var ax = fromX - (2.0 * cpX) + toX; + var ay = fromY - (2.0 * cpY) + toY; + var bx = (2.0 * cpX) - (2.0 * fromX); + var by = (2.0 * cpY) - (2.0 * fromY); + var a = 4.0 * ((ax * ax) + (ay * ay)); + var b = 4.0 * ((ax * bx) + (ay * by)); + var c = (bx * bx) + (by * by); + var s = 2.0 * Math.sqrt(a + b + c); + var a2 = Math.sqrt(a); + var a32 = 2.0 * a * a2; + var c2 = 2.0 * Math.sqrt(c); + var ba = b / a2; + return ((a32 * s) + + (a2 * b * (s - c2)) + + (((4.0 * c * a) - (b * b)) + * Math.log(((2.0 * a2) + ba + s) / (ba + c2)))) / (4.0 * a32); }; /** - * Useful for loading textures via URLs. Use instead of `Texture.from` because - * it does a better job of handling failed URLs more effectively. This also ignores - * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images. - * @param url - The remote URL or array of URLs to load. - * @param options - Optional options to include - * @returns - A Promise that resolves to a Texture. + * Calculate the points for a quadratic bezier curve and then draws it. + * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c + * @private + * @param cpX - Control point x + * @param cpY - Control point y + * @param toX - Destination point x + * @param toY - Destination point y + * @param points - Points to add segments to. */ - Texture.fromURL = function (url, options) { - var resourceOptions = Object.assign({ autoLoad: false }, options === null || options === void 0 ? void 0 : options.resourceOptions); - var texture = Texture.from(url, Object.assign({ resourceOptions: resourceOptions }, options), false); - var resource = texture.baseTexture.resource; - // The texture was already loaded - if (texture.baseTexture.valid) { - return Promise.resolve(texture); + QuadraticUtils.curveTo = function (cpX, cpY, toX, toY, points) { + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + var n = GRAPHICS_CURVES._segmentsCount(QuadraticUtils.curveLength(fromX, fromY, cpX, cpY, toX, toY)); + var xa = 0; + var ya = 0; + for (var i = 1; i <= n; ++i) { + var j = i / n; + xa = fromX + ((cpX - fromX) * j); + ya = fromY + ((cpY - fromY) * j); + points.push(xa + (((cpX + ((toX - cpX) * j)) - xa) * j), ya + (((cpY + ((toY - cpY) * j)) - ya) * j)); } - // Manually load the texture, this should allow users to handle load errors - return resource.load().then(function () { return Promise.resolve(texture); }); }; + return QuadraticUtils; + }()); + + /** + * A structure to hold interim batch objects for Graphics. + * @memberof PIXI.graphicsUtils + */ + var BatchPart = /** @class */ (function () { + function BatchPart() { + this.reset(); + } /** - * Create a new Texture with a BufferResource from a Float32Array. - * RGBA values are floats from 0 to 1. - * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data - * is provided, a new Float32Array is created. - * @param width - Width of the resource - * @param height - Height of the resource - * @param options - See {@link PIXI.BaseTexture}'s constructor for options. - * @returns - The resulting new BaseTexture + * Begin batch part. + * @param style + * @param startIndex + * @param attribStart */ - Texture.fromBuffer = function (buffer, width, height, options) { - return new Texture(BaseTexture.fromBuffer(buffer, width, height, options)); + BatchPart.prototype.begin = function (style, startIndex, attribStart) { + this.reset(); + this.style = style; + this.start = startIndex; + this.attribStart = attribStart; }; /** - * Create a texture from a source and add to the cache. - * @param {HTMLImageElement|HTMLCanvasElement|string} source - The input source. - * @param imageUrl - File name of texture, for cache and resolving resolution. - * @param name - Human readable name for the texture cache. If no name is - * specified, only `imageUrl` will be used as the cache ID. - * @param options - * @returns - Output texture + * End batch part. + * @param endIndex + * @param endAttrib */ - Texture.fromLoader = function (source, imageUrl, name, options) { - var baseTexture = new BaseTexture(source, Object.assign({ - scaleMode: settings$2.SCALE_MODE, - resolution: getResolutionOfUrl(imageUrl), - }, options)); - var resource = baseTexture.resource; - if (resource instanceof ImageResource) { - resource.url = imageUrl; - } - var texture = new Texture(baseTexture); - // No name, use imageUrl instead - if (!name) { - name = imageUrl; - } - // lets also add the frame to pixi's global cache for 'fromLoader' function - BaseTexture.addToCache(texture.baseTexture, name); - Texture.addToCache(texture, name); - // also add references by url if they are different. - if (name !== imageUrl) { - BaseTexture.addToCache(texture.baseTexture, imageUrl); - Texture.addToCache(texture, imageUrl); - } - // Generally images are valid right away - if (texture.baseTexture.valid) { - return Promise.resolve(texture); - } - // SVG assets need to be parsed async, let's wait - return new Promise(function (resolve) { - texture.baseTexture.once('loaded', function () { return resolve(texture); }); - }); + BatchPart.prototype.end = function (endIndex, endAttrib) { + this.attribSize = endAttrib - this.attribStart; + this.size = endIndex - this.start; + }; + BatchPart.prototype.reset = function () { + this.style = null; + this.size = 0; + this.start = 0; + this.attribStart = 0; + this.attribSize = 0; }; + return BatchPart; + }()); + + /** + * Generalized convenience utilities for Graphics. + * @namespace graphicsUtils + * @memberof PIXI + */ + var _a; + /** + * Map of fill commands for each shape type. + * @memberof PIXI.graphicsUtils + * @member {object} FILL_COMMANDS + */ + var FILL_COMMANDS = (_a = {}, + _a[SHAPES.POLY] = buildPoly, + _a[SHAPES.CIRC] = buildCircle, + _a[SHAPES.ELIP] = buildCircle, + _a[SHAPES.RECT] = buildRectangle, + _a[SHAPES.RREC] = buildRoundedRectangle, + _a); + /** + * Batch pool, stores unused batches for preventing allocations. + * @memberof PIXI.graphicsUtils + * @member {Array} BATCH_POOL + */ + var BATCH_POOL = []; + /** + * Draw call pool, stores unused draw calls for preventing allocations. + * @memberof PIXI.graphicsUtils + * @member {Array} DRAW_CALL_POOL + */ + var DRAW_CALL_POOL = []; + + /** + * A class to contain data useful for Graphics objects + * @memberof PIXI + */ + var GraphicsData = /** @class */ (function () { /** - * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object. - * @param texture - The Texture to add to the cache. - * @param id - The id that the Texture will be stored against. + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. + * @param fillStyle - the width of the line to draw + * @param lineStyle - the color of the line to draw + * @param matrix - Transform matrix */ - Texture.addToCache = function (texture, id) { - if (id) { - if (texture.textureCacheIds.indexOf(id) === -1) { - texture.textureCacheIds.push(id); - } - if (TextureCache[id]) { - // eslint-disable-next-line no-console - console.warn("Texture added to the cache with an id [" + id + "] that already had an entry"); - } - TextureCache[id] = texture; - } - }; + function GraphicsData(shape, fillStyle, lineStyle, matrix) { + if (fillStyle === void 0) { fillStyle = null; } + if (lineStyle === void 0) { lineStyle = null; } + if (matrix === void 0) { matrix = null; } + /** The collection of points. */ + this.points = []; + /** The collection of holes. */ + this.holes = []; + this.shape = shape; + this.lineStyle = lineStyle; + this.fillStyle = fillStyle; + this.matrix = matrix; + this.type = shape.type; + } /** - * Remove a Texture from the global TextureCache. - * @param texture - id of a Texture to be removed, or a Texture instance itself - * @returns - The Texture that was removed + * Creates a new GraphicsData object with the same values as this one. + * @returns - Cloned GraphicsData object */ - Texture.removeFromCache = function (texture) { - if (typeof texture === 'string') { - var textureFromCache = TextureCache[texture]; - if (textureFromCache) { - var index = textureFromCache.textureCacheIds.indexOf(texture); - if (index > -1) { - textureFromCache.textureCacheIds.splice(index, 1); - } - delete TextureCache[texture]; - return textureFromCache; - } - } - else if (texture && texture.textureCacheIds) { - for (var i = 0; i < texture.textureCacheIds.length; ++i) { - // Check that texture matches the one being passed in before deleting it from the cache. - if (TextureCache[texture.textureCacheIds[i]] === texture) { - delete TextureCache[texture.textureCacheIds[i]]; - } - } - texture.textureCacheIds.length = 0; - return texture; - } - return null; + GraphicsData.prototype.clone = function () { + return new GraphicsData(this.shape, this.fillStyle, this.lineStyle, this.matrix); }; - Object.defineProperty(Texture.prototype, "resolution", { - /** - * Returns resolution of baseTexture - * @readonly - */ - get: function () { - return this.baseTexture.resolution; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "frame", { - /** - * The frame specifies the region of the base texture that this texture uses. - * Please call `updateUvs()` after you change coordinates of `frame` manually. - */ - get: function () { - return this._frame; - }, - set: function (frame) { - this._frame = frame; - this.noFrame = false; - var x = frame.x, y = frame.y, width = frame.width, height = frame.height; - var xNotFit = x + width > this.baseTexture.width; - var yNotFit = y + height > this.baseTexture.height; - if (xNotFit || yNotFit) { - var relationship = xNotFit && yNotFit ? 'and' : 'or'; - var errorX = "X: " + x + " + " + width + " = " + (x + width) + " > " + this.baseTexture.width; - var errorY = "Y: " + y + " + " + height + " = " + (y + height) + " > " + this.baseTexture.height; - throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: ' - + (errorX + " " + relationship + " " + errorY)); - } - this.valid = width && height && this.baseTexture.valid; - if (!this.trim && !this.rotate) { - this.orig = frame; - } - if (this.valid) { - this.updateUvs(); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "rotate", { - /** - * Indicates whether the texture is rotated inside the atlas - * set to 2 to compensate for texture packer rotation - * set to 6 to compensate for spine packer rotation - * can be used to rotate or mirror sprites - * See {@link PIXI.groupD8} for explanation - */ - get: function () { - return this._rotate; - }, - set: function (rotate) { - this._rotate = rotate; - if (this.valid) { - this.updateUvs(); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "width", { - /** The width of the Texture in pixels. */ - get: function () { - return this.orig.width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture.prototype, "height", { - /** The height of the Texture in pixels. */ - get: function () { - return this.orig.height; - }, - enumerable: false, - configurable: true - }); - /** Utility function for BaseTexture|Texture cast. */ - Texture.prototype.castToBaseTexture = function () { - return this.baseTexture; + /** Destroys the Graphics data. */ + GraphicsData.prototype.destroy = function () { + this.shape = null; + this.holes.length = 0; + this.holes = null; + this.points.length = 0; + this.points = null; + this.lineStyle = null; + this.fillStyle = null; }; - Object.defineProperty(Texture, "EMPTY", { - /** An empty texture, used often to not have to create multiple empty textures. Can not be destroyed. */ - get: function () { - if (!Texture._EMPTY) { - Texture._EMPTY = new Texture(new BaseTexture()); - removeAllHandlers(Texture._EMPTY); - removeAllHandlers(Texture._EMPTY.baseTexture); - } - return Texture._EMPTY; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Texture, "WHITE", { - /** A white texture of 16x16 size, used for graphics and other things Can not be destroyed. */ - get: function () { - if (!Texture._WHITE) { - var canvas = settings$2.ADAPTER.createCanvas(16, 16); - var context = canvas.getContext('2d'); - canvas.width = 16; - canvas.height = 16; - context.fillStyle = 'white'; - context.fillRect(0, 0, 16, 16); - Texture._WHITE = new Texture(BaseTexture.from(canvas)); - removeAllHandlers(Texture._WHITE); - removeAllHandlers(Texture._WHITE.baseTexture); - } - return Texture._WHITE; - }, - enumerable: false, - configurable: true - }); - return Texture; - }(EventEmitter$2)); + return GraphicsData; + }()); + var tmpPoint = new Point(); /** - * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it. - * - * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded - * otherwise black rectangles will be drawn instead. - * - * __Hint-2__: The actual memory allocation will happen on first render. - * You shouldn't create renderTextures each frame just to delete them after, try to reuse them. - * - * A RenderTexture takes a snapshot of any Display Object given to its render method. For example: - * - * ```js - * let renderer = PIXI.autoDetectRenderer(); - * let renderTexture = PIXI.RenderTexture.create({ width: 800, height: 600 }); - * let sprite = PIXI.Sprite.from("spinObj_01.png"); - * - * sprite.position.x = 800/2; - * sprite.position.y = 600/2; - * sprite.anchor.x = 0.5; - * sprite.anchor.y = 0.5; - * - * renderer.render(sprite, {renderTexture}); - * ``` - * Note that you should not create a new renderer, but reuse the same one as the rest of the application. - * - * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 - * you can clear the transform - * - * ```js - * - * sprite.setTransform() - * - * let renderTexture = new PIXI.RenderTexture.create({ width: 100, height: 100 }); + * The Graphics class contains methods used to draw primitive shapes such as lines, circles and + * rectangles to the display, and to color and fill them. * - * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture - * ``` + * GraphicsGeometry is designed to not be continually updating the geometry since it's expensive + * to re-tesselate using **earcut**. Consider using {@link PIXI.Mesh} for this use-case, it's much faster. * @memberof PIXI */ - var RenderTexture = /** @class */ (function (_super) { - __extends$k(RenderTexture, _super); - /** - * @param baseRenderTexture - The base texture object that this texture uses. - * @param frame - The rectangle frame of the texture to show. - */ - function RenderTexture(baseRenderTexture, frame) { - var _this = _super.call(this, baseRenderTexture, frame) || this; - _this.valid = true; - _this.filterFrame = null; - _this.filterPoolKey = null; - _this.updateUvs(); + var GraphicsGeometry = /** @class */ (function (_super) { + __extends$e(GraphicsGeometry, _super); + // eslint-disable-next-line @typescript-eslint/no-useless-constructor + function GraphicsGeometry() { + var _this = _super.call(this) || this; + /** Minimal distance between points that are considered different. Affects line tesselation. */ + _this.closePointEps = 1e-4; + /** Padding to add to the bounds. */ + _this.boundsPadding = 0; + _this.uvsFloat32 = null; + _this.indicesUint16 = null; + _this.batchable = false; + /** An array of points to draw, 2 numbers per point */ + _this.points = []; + /** The collection of colors */ + _this.colors = []; + /** The UVs collection */ + _this.uvs = []; + /** The indices of the vertices */ + _this.indices = []; + /** Reference to the texture IDs. */ + _this.textureIds = []; + /** + * The collection of drawn shapes. + * @member {PIXI.GraphicsData[]} + */ + _this.graphicsData = []; + /** + * List of current draw calls drived from the batches. + * @member {PIXI.BatchDrawCall[]} + */ + _this.drawCalls = []; + /** Batches need to regenerated if the geometry is updated. */ + _this.batchDirty = -1; + /** + * Intermediate abstract format sent to batch system. + * Can be converted to drawCalls or to batchable objects. + * @member {PIXI.graphicsUtils.BatchPart[]} + */ + _this.batches = []; + /** Used to detect if the graphics object has changed. */ + _this.dirty = 0; + /** Used to check if the cache is dirty. */ + _this.cacheDirty = -1; + /** Used to detect if we cleared the graphicsData. */ + _this.clearDirty = 0; + /** Index of the last batched shape in the stack of calls. */ + _this.shapeIndex = 0; + /** Cached bounds. */ + _this._bounds = new Bounds(); + /** The bounds dirty flag. */ + _this.boundsDirty = -1; return _this; } - Object.defineProperty(RenderTexture.prototype, "framebuffer", { + Object.defineProperty(GraphicsGeometry.prototype, "bounds", { /** - * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast. + * Get the current bounds of the graphic geometry. * @readonly */ get: function () { - return this.baseTexture.framebuffer; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(RenderTexture.prototype, "multisample", { - /** - * Shortcut to `this.framebuffer.multisample`. - * @default PIXI.MSAA_QUALITY.NONE - */ - get: function () { - return this.framebuffer.multisample; - }, - set: function (value) { - this.framebuffer.multisample = value; + this.updateBatches(); + if (this.boundsDirty !== this.dirty) { + this.boundsDirty = this.dirty; + this.calculateBounds(); + } + return this._bounds; }, enumerable: false, configurable: true }); - /** - * Resizes the RenderTexture. - * @param desiredWidth - The desired width to resize to. - * @param desiredHeight - The desired height to resize to. - * @param resizeBaseTexture - Should the baseTexture.width and height values be resized as well? - */ - RenderTexture.prototype.resize = function (desiredWidth, desiredHeight, resizeBaseTexture) { - if (resizeBaseTexture === void 0) { resizeBaseTexture = true; } - var resolution = this.baseTexture.resolution; - var width = Math.round(desiredWidth * resolution) / resolution; - var height = Math.round(desiredHeight * resolution) / resolution; - // TODO - could be not required.. - this.valid = (width > 0 && height > 0); - this._frame.width = this.orig.width = width; - this._frame.height = this.orig.height = height; - if (resizeBaseTexture) { - this.baseTexture.resize(width, height); - } - this.updateUvs(); - }; - /** - * Changes the resolution of baseTexture, but does not change framebuffer size. - * @param resolution - The new resolution to apply to RenderTexture - */ - RenderTexture.prototype.setResolution = function (resolution) { - var baseTexture = this.baseTexture; - if (baseTexture.resolution === resolution) { - return; - } - baseTexture.setResolution(resolution); - this.resize(baseTexture.width, baseTexture.height, false); - }; - RenderTexture.create = function (options) { - var arguments$1 = arguments; - - var rest = []; - for (var _i = 1; _i < arguments.length; _i++) { - rest[_i - 1] = arguments$1[_i]; + /** Call if you changed graphicsData manually. Empties all batch buffers. */ + GraphicsGeometry.prototype.invalidate = function () { + this.boundsDirty = -1; + this.dirty++; + this.batchDirty++; + this.shapeIndex = 0; + this.points.length = 0; + this.colors.length = 0; + this.uvs.length = 0; + this.indices.length = 0; + this.textureIds.length = 0; + for (var i = 0; i < this.drawCalls.length; i++) { + this.drawCalls[i].texArray.clear(); + DRAW_CALL_POOL.push(this.drawCalls[i]); } - // @deprecated fallback, old-style: create(width, height, scaleMode, resolution) - if (typeof options === 'number') { - deprecation$1('6.0.0', 'Arguments (width, height, scaleMode, resolution) have been deprecated.'); - /* eslint-disable prefer-rest-params */ - options = { - width: options, - height: rest[0], - scaleMode: rest[1], - resolution: rest[2], - }; - /* eslint-enable prefer-rest-params */ + this.drawCalls.length = 0; + for (var i = 0; i < this.batches.length; i++) { + var batchPart = this.batches[i]; + batchPart.reset(); + BATCH_POOL.push(batchPart); } - return new RenderTexture(new BaseRenderTexture(options)); - }; - return RenderTexture; - }(Texture)); - - /** - * Texture pool, used by FilterSystem and plugins. - * - * Stores collection of temporary pow2 or screen-sized renderTextures - * - * If you use custom RenderTexturePool for your filters, you can use methods - * `getFilterTexture` and `returnFilterTexture` same as in - * @memberof PIXI - */ - var RenderTexturePool = /** @class */ (function () { - /** - * @param textureOptions - options that will be passed to BaseRenderTexture constructor - * @param {PIXI.SCALE_MODES} [textureOptions.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values. - */ - function RenderTexturePool(textureOptions) { - this.texturePool = {}; - this.textureOptions = textureOptions || {}; - this.enableFullScreen = false; - this._pixelsWidth = 0; - this._pixelsHeight = 0; - } - /** - * Creates texture with params that were specified in pool constructor. - * @param realWidth - Width of texture in pixels. - * @param realHeight - Height of texture in pixels. - * @param multisample - Number of samples of the framebuffer. - */ - RenderTexturePool.prototype.createTexture = function (realWidth, realHeight, multisample) { - if (multisample === void 0) { multisample = MSAA_QUALITY$8.NONE; } - var baseRenderTexture = new BaseRenderTexture(Object.assign({ - width: realWidth, - height: realHeight, - resolution: 1, - multisample: multisample, - }, this.textureOptions)); - return new RenderTexture(baseRenderTexture); + this.batches.length = 0; }; /** - * Gets a Power-of-Two render texture or fullScreen texture - * @param minWidth - The minimum width of the render texture. - * @param minHeight - The minimum height of the render texture. - * @param resolution - The resolution of the render texture. - * @param multisample - Number of samples of the render texture. - * @returns The new render texture. + * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. + * @returns - This GraphicsGeometry object. Good for chaining method calls */ - RenderTexturePool.prototype.getOptimalTexture = function (minWidth, minHeight, resolution, multisample) { - if (resolution === void 0) { resolution = 1; } - if (multisample === void 0) { multisample = MSAA_QUALITY$8.NONE; } - var key; - minWidth = Math.ceil((minWidth * resolution) - 1e-6); - minHeight = Math.ceil((minHeight * resolution) - 1e-6); - if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight) { - minWidth = nextPow2(minWidth); - minHeight = nextPow2(minHeight); - key = (((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF)) >>> 0; - if (multisample > 1) { - key += multisample * 0x100000000; - } - } - else { - key = multisample > 1 ? -multisample : -1; - } - if (!this.texturePool[key]) { - this.texturePool[key] = []; - } - var renderTexture = this.texturePool[key].pop(); - if (!renderTexture) { - renderTexture = this.createTexture(minWidth, minHeight, multisample); + GraphicsGeometry.prototype.clear = function () { + if (this.graphicsData.length > 0) { + this.invalidate(); + this.clearDirty++; + this.graphicsData.length = 0; } - renderTexture.filterPoolKey = key; - renderTexture.setResolution(resolution); - return renderTexture; + return this; }; /** - * Gets extra texture of the same size as input renderTexture - * - * `getFilterTexture(input, 0.5)` or `getFilterTexture(0.5, input)` - * @param input - renderTexture from which size and resolution will be copied - * @param resolution - override resolution of the renderTexture - * It overrides, it does not multiply - * @param multisample - number of samples of the renderTexture + * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. + * @param fillStyle - Defines style of the fill. + * @param lineStyle - Defines style of the lines. + * @param matrix - Transform applied to the points of the shape. + * @returns - Returns geometry for chaining. */ - RenderTexturePool.prototype.getFilterTexture = function (input, resolution, multisample) { - var filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY$8.NONE); - filterTexture.filterFrame = input.filterFrame; - return filterTexture; + GraphicsGeometry.prototype.drawShape = function (shape, fillStyle, lineStyle, matrix) { + if (fillStyle === void 0) { fillStyle = null; } + if (lineStyle === void 0) { lineStyle = null; } + if (matrix === void 0) { matrix = null; } + var data = new GraphicsData(shape, fillStyle, lineStyle, matrix); + this.graphicsData.push(data); + this.dirty++; + return this; }; /** - * Place a render texture back into the pool. - * @param renderTexture - The renderTexture to free + * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. + * @param matrix - Transform applied to the points of the shape. + * @returns - Returns geometry for chaining. */ - RenderTexturePool.prototype.returnTexture = function (renderTexture) { - var key = renderTexture.filterPoolKey; - renderTexture.filterFrame = null; - this.texturePool[key].push(renderTexture); + GraphicsGeometry.prototype.drawHole = function (shape, matrix) { + if (matrix === void 0) { matrix = null; } + if (!this.graphicsData.length) { + return null; + } + var data = new GraphicsData(shape, null, null, matrix); + var lastShape = this.graphicsData[this.graphicsData.length - 1]; + data.lineStyle = lastShape.lineStyle; + lastShape.holes.push(data); + this.dirty++; + return this; }; - /** - * Alias for returnTexture, to be compliant with FilterSystem interface. - * @param renderTexture - The renderTexture to free - */ - RenderTexturePool.prototype.returnFilterTexture = function (renderTexture) { - this.returnTexture(renderTexture); + /** Destroys the GraphicsGeometry object. */ + GraphicsGeometry.prototype.destroy = function () { + _super.prototype.destroy.call(this); + // destroy each of the GraphicsData objects + for (var i = 0; i < this.graphicsData.length; ++i) { + this.graphicsData[i].destroy(); + } + this.points.length = 0; + this.points = null; + this.colors.length = 0; + this.colors = null; + this.uvs.length = 0; + this.uvs = null; + this.indices.length = 0; + this.indices = null; + this.indexBuffer.destroy(); + this.indexBuffer = null; + this.graphicsData.length = 0; + this.graphicsData = null; + this.drawCalls.length = 0; + this.drawCalls = null; + this.batches.length = 0; + this.batches = null; + this._bounds = null; }; /** - * Clears the pool. - * @param destroyTextures - Destroy all stored textures. + * Check to see if a point is contained within this geometry. + * @param point - Point to check if it's contained. + * @returns {boolean} `true` if the point is contained within geometry. */ - RenderTexturePool.prototype.clear = function (destroyTextures) { - destroyTextures = destroyTextures !== false; - if (destroyTextures) { - for (var i in this.texturePool) { - var textures = this.texturePool[i]; - if (textures) { - for (var j = 0; j < textures.length; j++) { - textures[j].destroy(true); + GraphicsGeometry.prototype.containsPoint = function (point) { + var graphicsData = this.graphicsData; + for (var i = 0; i < graphicsData.length; ++i) { + var data = graphicsData[i]; + if (!data.fillStyle.visible) { + continue; + } + // only deal with fills.. + if (data.shape) { + if (data.matrix) { + data.matrix.applyInverse(point, tmpPoint); + } + else { + tmpPoint.copyFrom(point); + } + if (data.shape.contains(tmpPoint.x, tmpPoint.y)) { + var hitHole = false; + if (data.holes) { + for (var i_1 = 0; i_1 < data.holes.length; i_1++) { + var hole = data.holes[i_1]; + if (hole.shape.contains(tmpPoint.x, tmpPoint.y)) { + hitHole = true; + break; + } + } + } + if (!hitHole) { + return true; } } } } - this.texturePool = {}; + return false; }; /** - * If screen size was changed, drops all screen-sized textures, - * sets new screen size, sets `enableFullScreen` to true - * - * Size is measured in pixels, `renderer.view` can be passed here, not `renderer.screen` - * @param size - Initial size of screen. + * Generates intermediate batch data. Either gets converted to drawCalls + * or used to convert to batch objects directly by the Graphics object. */ - RenderTexturePool.prototype.setScreenSize = function (size) { - if (size.width === this._pixelsWidth - && size.height === this._pixelsHeight) { + GraphicsGeometry.prototype.updateBatches = function () { + if (!this.graphicsData.length) { + this.batchable = true; return; } - this.enableFullScreen = size.width > 0 && size.height > 0; - for (var i in this.texturePool) { - if (!(Number(i) < 0)) { - continue; + if (!this.validateBatching()) { + return; + } + this.cacheDirty = this.dirty; + var uvs = this.uvs; + var graphicsData = this.graphicsData; + var batchPart = null; + var currentStyle = null; + if (this.batches.length > 0) { + batchPart = this.batches[this.batches.length - 1]; + currentStyle = batchPart.style; + } + for (var i = this.shapeIndex; i < graphicsData.length; i++) { + this.shapeIndex++; + var data = graphicsData[i]; + var fillStyle = data.fillStyle; + var lineStyle = data.lineStyle; + var command = FILL_COMMANDS[data.type]; + // build out the shapes points.. + command.build(data); + if (data.matrix) { + this.transformPoints(data.points, data.matrix); } - var textures = this.texturePool[i]; - if (textures) { - for (var j = 0; j < textures.length; j++) { - textures[j].destroy(true); + if (fillStyle.visible || lineStyle.visible) { + this.processHoles(data.holes); + } + for (var j = 0; j < 2; j++) { + var style = (j === 0) ? fillStyle : lineStyle; + if (!style.visible) + { continue; } + var nextTexture = style.texture.baseTexture; + var index_1 = this.indices.length; + var attribIndex = this.points.length / 2; + nextTexture.wrapMode = WRAP_MODES.REPEAT; + if (j === 0) { + this.processFill(data); + } + else { + this.processLine(data); + } + var size = (this.points.length / 2) - attribIndex; + if (size === 0) + { continue; } + // close batch if style is different + if (batchPart && !this._compareStyles(currentStyle, style)) { + batchPart.end(index_1, attribIndex); + batchPart = null; + } + // spawn new batch if its first batch or previous was closed + if (!batchPart) { + batchPart = BATCH_POOL.pop() || new BatchPart(); + batchPart.begin(style, index_1, attribIndex); + this.batches.push(batchPart); + currentStyle = style; } + this.addUvs(this.points, uvs, style.texture, attribIndex, size, style.matrix); } - this.texturePool[i] = []; } - this._pixelsWidth = size.width; - this._pixelsHeight = size.height; - }; - /** - * Key that is used to store fullscreen renderTextures in a pool - * @constant - */ - RenderTexturePool.SCREEN_KEY = -1; - return RenderTexturePool; - }()); - - /* eslint-disable max-len */ - /** - * Holds the information for a single attribute structure required to render geometry. - * - * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer} - * This can include anything from positions, uvs, normals, colors etc. - * @memberof PIXI - */ - var Attribute = /** @class */ (function () { - /** - * @param buffer - the id of the buffer that this attribute will look for - * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2. - * @param normalized - should the data be normalized. - * @param {PIXI.TYPES} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available - * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) - * @param [start=0] - How far into the array to start reading values (used for interleaving data) - * @param [instance=false] - Whether the geometry is instanced. - */ - function Attribute(buffer, size, normalized, type, stride, start, instance) { - if (size === void 0) { size = 0; } - if (normalized === void 0) { normalized = false; } - if (type === void 0) { type = TYPES$8.FLOAT; } - this.buffer = buffer; - this.size = size; - this.normalized = normalized; - this.type = type; - this.stride = stride; - this.start = start; - this.instance = instance; - } - /** Destroys the Attribute. */ - Attribute.prototype.destroy = function () { - this.buffer = null; - }; - /** - * Helper function that creates an Attribute based on the information provided - * @param buffer - the id of the buffer that this attribute will look for - * @param [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2 - * @param [normalized=false] - should the data be normalized. - * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available - * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) - * @returns - A new {@link PIXI.Attribute} based on the information provided - */ - Attribute.from = function (buffer, size, normalized, type, stride) { - return new Attribute(buffer, size, normalized, type, stride); - }; - return Attribute; - }()); - - var UID$4 = 0; - /** - * A wrapper for data so that it can be used and uploaded by WebGL - * @memberof PIXI - */ - var Buffer = /** @class */ (function () { - /** - * @param {PIXI.IArrayBuffer} data - the data to store in the buffer. - * @param _static - `true` for static buffer - * @param index - `true` for index buffer - */ - function Buffer(data, _static, index) { - if (_static === void 0) { _static = true; } - if (index === void 0) { index = false; } - this.data = (data || new Float32Array(1)); - this._glBuffers = {}; - this._updateID = 0; - this.index = index; - this.static = _static; - this.id = UID$4++; - this.disposeRunner = new Runner('disposeBuffer'); - } - // TODO could explore flagging only a partial upload? - /** - * Flags this buffer as requiring an upload to the GPU. - * @param {PIXI.IArrayBuffer|number[]} [data] - the data to update in the buffer. - */ - Buffer.prototype.update = function (data) { - if (data instanceof Array) { - data = new Float32Array(data); + var index = this.indices.length; + var attrib = this.points.length / 2; + if (batchPart) { + batchPart.end(index, attrib); } - this.data = data || this.data; - this._updateID++; - }; - /** Disposes WebGL resources that are connected to this geometry. */ - Buffer.prototype.dispose = function () { - this.disposeRunner.emit(this, false); - }; - /** Destroys the buffer. */ - Buffer.prototype.destroy = function () { - this.dispose(); - this.data = null; - }; - Object.defineProperty(Buffer.prototype, "index", { - get: function () { - return this.type === BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER; - }, - /** - * Flags whether this is an index buffer. - * - * Index buffers are of type `ELEMENT_ARRAY_BUFFER`. Note that setting this property to false will make - * the buffer of type `ARRAY_BUFFER`. - * - * For backwards compatibility. - */ - set: function (value) { - this.type = value ? BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER : BUFFER_TYPE$8.ARRAY_BUFFER; - }, - enumerable: false, - configurable: true - }); - /** - * Helper function that creates a buffer based on an array or TypedArray - * @param {ArrayBufferView | number[]} data - the TypedArray that the buffer will store. If this is a regular Array it will be converted to a Float32Array. - * @returns - A new Buffer based on the data provided. - */ - Buffer.from = function (data) { - if (data instanceof Array) { - data = new Float32Array(data); + if (this.batches.length === 0) { + // there are no visible styles in GraphicsData + // its possible that someone wants Graphics just for the bounds + this.batchable = true; + return; } - return new Buffer(data); - }; - return Buffer; - }()); - - /* eslint-disable object-shorthand */ - var map$1 = { - Float32Array: Float32Array, - Uint32Array: Uint32Array, - Int32Array: Int32Array, - Uint8Array: Uint8Array, - }; - function interleaveTypedArrays(arrays, sizes) { - var outSize = 0; - var stride = 0; - var views = {}; - for (var i = 0; i < arrays.length; i++) { - stride += sizes[i]; - outSize += arrays[i].length; - } - var buffer = new ArrayBuffer(outSize * 4); - var out = null; - var littleOffset = 0; - for (var i = 0; i < arrays.length; i++) { - var size = sizes[i]; - var array = arrays[i]; - var type = getBufferType(array); - if (!views[type]) { - views[type] = new map$1[type](buffer); + var need32 = attrib > 0xffff; + // prevent allocation when length is same as buffer + if (this.indicesUint16 && this.indices.length === this.indicesUint16.length + && need32 === (this.indicesUint16.BYTES_PER_ELEMENT > 2)) { + this.indicesUint16.set(this.indices); } - out = views[type]; - for (var j = 0; j < array.length; j++) { - var indexStart = ((j / size | 0) * stride) + littleOffset; - var index = j % size; - out[indexStart + index] = array[j]; + else { + this.indicesUint16 = need32 ? new Uint32Array(this.indices) : new Uint16Array(this.indices); } - littleOffset += size; - } - return new Float32Array(buffer); - } - - var byteSizeMap$1 = { 5126: 4, 5123: 2, 5121: 1 }; - var UID$3 = 0; - /* eslint-disable object-shorthand */ - var map = { - Float32Array: Float32Array, - Uint32Array: Uint32Array, - Int32Array: Int32Array, - Uint8Array: Uint8Array, - Uint16Array: Uint16Array, - }; - /* eslint-disable max-len */ - /** - * The Geometry represents a model. It consists of two components: - * - GeometryStyle - The structure of the model such as the attributes layout - * - GeometryData - the data of the model - this consists of buffers. - * This can include anything from positions, uvs, normals, colors etc. - * - * Geometry can be defined without passing in a style or data if required (thats how I prefer!) - * - * ```js - * let geometry = new PIXI.Geometry(); - * - * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2); - * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1],2) - * geometry.addIndex([0,1,2,1,3,2]) - * ``` - * @memberof PIXI - */ - var Geometry = /** @class */ (function () { - /** - * @param buffers - An array of buffers. optional. - * @param attributes - Of the geometry, optional structure of the attributes layout - */ - function Geometry(buffers, attributes) { - if (buffers === void 0) { buffers = []; } - if (attributes === void 0) { attributes = {}; } - this.buffers = buffers; - this.indexBuffer = null; - this.attributes = attributes; - this.glVertexArrayObjects = {}; - this.id = UID$3++; - this.instanced = false; - this.instanceCount = 1; - this.disposeRunner = new Runner('disposeGeometry'); - this.refCount = 0; - } + // TODO make this a const.. + this.batchable = this.isBatchable(); + if (this.batchable) { + this.packBatches(); + } + else { + this.buildDrawCalls(); + } + }; /** - * - * Adds an attribute to the geometry - * Note: `stride` and `start` should be `undefined` if you dont know them, not 0! - * @param id - the name of the attribute (matching up to a shader) - * @param {PIXI.Buffer|number[]} buffer - the buffer that holds the data of the attribute . You can also provide an Array and a buffer will be created from it. - * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2 - * @param normalized - should the data be normalized. - * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {PIXI.TYPES} to see the ones available - * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data) - * @param [start=0] - How far into the array to start reading values (used for interleaving data) - * @param instance - Instancing flag - * @returns - Returns self, useful for chaining. + * Affinity check + * @param styleA + * @param styleB */ - Geometry.prototype.addAttribute = function (id, buffer, size, normalized, type, stride, start, instance) { - if (size === void 0) { size = 0; } - if (normalized === void 0) { normalized = false; } - if (instance === void 0) { instance = false; } - if (!buffer) { - throw new Error('You must pass a buffer when creating an attribute'); + GraphicsGeometry.prototype._compareStyles = function (styleA, styleB) { + if (!styleA || !styleB) { + return false; } - // check if this is a buffer! - if (!(buffer instanceof Buffer)) { - // its an array! - if (buffer instanceof Array) { - buffer = new Float32Array(buffer); - } - buffer = new Buffer(buffer); + if (styleA.texture.baseTexture !== styleB.texture.baseTexture) { + return false; } - var ids = id.split('|'); - if (ids.length > 1) { - for (var i = 0; i < ids.length; i++) { - this.addAttribute(ids[i], buffer, size, normalized, type); - } - return this; + if (styleA.color + styleA.alpha !== styleB.color + styleB.alpha) { + return false; } - var bufferIndex = this.buffers.indexOf(buffer); - if (bufferIndex === -1) { - this.buffers.push(buffer); - bufferIndex = this.buffers.length - 1; + if (!!styleA.native !== !!styleB.native) { + return false; } - this.attributes[id] = new Attribute(bufferIndex, size, normalized, type, stride, start, instance); - // assuming that if there is instanced data then this will be drawn with instancing! - this.instanced = this.instanced || instance; - return this; - }; - /** - * Returns the requested attribute. - * @param id - The name of the attribute required - * @returns - The attribute requested. - */ - Geometry.prototype.getAttribute = function (id) { - return this.attributes[id]; - }; - /** - * Returns the requested buffer. - * @param id - The name of the buffer required. - * @returns - The buffer requested. - */ - Geometry.prototype.getBuffer = function (id) { - return this.buffers[this.getAttribute(id).buffer]; + return true; }; - /** - * - * Adds an index buffer to the geometry - * The index buffer contains integers, three for each triangle in the geometry, which reference the various attribute buffers (position, colour, UV coordinates, other UV coordinates, normal, …). There is only ONE index buffer. - * @param {PIXI.Buffer|number[]} [buffer] - The buffer that holds the data of the index buffer. You can also provide an Array and a buffer will be created from it. - * @returns - Returns self, useful for chaining. - */ - Geometry.prototype.addIndex = function (buffer) { - if (!(buffer instanceof Buffer)) { - // its an array! - if (buffer instanceof Array) { - buffer = new Uint16Array(buffer); - } - buffer = new Buffer(buffer); + /** Test geometry for batching process. */ + GraphicsGeometry.prototype.validateBatching = function () { + if (this.dirty === this.cacheDirty || !this.graphicsData.length) { + return false; } - buffer.type = BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER; - this.indexBuffer = buffer; - if (this.buffers.indexOf(buffer) === -1) { - this.buffers.push(buffer); + for (var i = 0, l = this.graphicsData.length; i < l; i++) { + var data = this.graphicsData[i]; + var fill = data.fillStyle; + var line = data.lineStyle; + if (fill && !fill.texture.baseTexture.valid) + { return false; } + if (line && !line.texture.baseTexture.valid) + { return false; } } - return this; + return true; }; - /** - * Returns the index buffer - * @returns - The index buffer. - */ - Geometry.prototype.getIndex = function () { - return this.indexBuffer; + /** Offset the indices so that it works with the batcher. */ + GraphicsGeometry.prototype.packBatches = function () { + this.batchDirty++; + this.uvsFloat32 = new Float32Array(this.uvs); + var batches = this.batches; + for (var i = 0, l = batches.length; i < l; i++) { + var batch = batches[i]; + for (var j = 0; j < batch.size; j++) { + var index = batch.start + j; + this.indicesUint16[index] = this.indicesUint16[index] - batch.attribStart; + } + } }; /** - * This function modifies the structure so that all current attributes become interleaved into a single buffer - * This can be useful if your model remains static as it offers a little performance boost - * @returns - Returns self, useful for chaining. + * Checks to see if this graphics geometry can be batched. + * Currently it needs to be small enough and not contain any native lines. */ - Geometry.prototype.interleave = function () { - // a simple check to see if buffers are already interleaved.. - if (this.buffers.length === 1 || (this.buffers.length === 2 && this.indexBuffer)) - { return this; } - // assume already that no buffers are interleaved - var arrays = []; - var sizes = []; - var interleavedBuffer = new Buffer(); - var i; - for (i in this.attributes) { - var attribute = this.attributes[i]; - var buffer = this.buffers[attribute.buffer]; - arrays.push(buffer.data); - sizes.push((attribute.size * byteSizeMap$1[attribute.type]) / 4); - attribute.buffer = 0; + GraphicsGeometry.prototype.isBatchable = function () { + // prevent heavy mesh batching + if (this.points.length > 0xffff * 2) { + return false; } - interleavedBuffer.data = interleaveTypedArrays(arrays, sizes); - for (i = 0; i < this.buffers.length; i++) { - if (this.buffers[i] !== this.indexBuffer) { - this.buffers[i].destroy(); + var batches = this.batches; + for (var i = 0; i < batches.length; i++) { + if (batches[i].style.native) { + return false; } } - this.buffers = [interleavedBuffer]; - if (this.indexBuffer) { - this.buffers.push(this.indexBuffer); - } - return this; - }; - /** Get the size of the geometries, in vertices. */ - Geometry.prototype.getSize = function () { - for (var i in this.attributes) { - var attribute = this.attributes[i]; - var buffer = this.buffers[attribute.buffer]; - return buffer.data.length / ((attribute.stride / 4) || attribute.size); - } - return 0; - }; - /** Disposes WebGL resources that are connected to this geometry. */ - Geometry.prototype.dispose = function () { - this.disposeRunner.emit(this, false); - }; - /** Destroys the geometry. */ - Geometry.prototype.destroy = function () { - this.dispose(); - this.buffers = null; - this.indexBuffer = null; - this.attributes = null; + return (this.points.length < GraphicsGeometry.BATCHABLE_SIZE * 2); }; - /** - * Returns a clone of the geometry. - * @returns - A new clone of this geometry. - */ - Geometry.prototype.clone = function () { - var geometry = new Geometry(); - for (var i = 0; i < this.buffers.length; i++) { - geometry.buffers[i] = new Buffer(this.buffers[i].data.slice(0)); - } - for (var i in this.attributes) { - var attrib = this.attributes[i]; - geometry.attributes[i] = new Attribute(attrib.buffer, attrib.size, attrib.normalized, attrib.type, attrib.stride, attrib.start, attrib.instance); + /** Converts intermediate batches data to drawCalls. */ + GraphicsGeometry.prototype.buildDrawCalls = function () { + var TICK = ++BaseTexture._globalBatch; + for (var i = 0; i < this.drawCalls.length; i++) { + this.drawCalls[i].texArray.clear(); + DRAW_CALL_POOL.push(this.drawCalls[i]); } - if (this.indexBuffer) { - geometry.indexBuffer = geometry.buffers[this.buffers.indexOf(this.indexBuffer)]; - geometry.indexBuffer.type = BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER; + this.drawCalls.length = 0; + var colors = this.colors; + var textureIds = this.textureIds; + var currentGroup = DRAW_CALL_POOL.pop(); + if (!currentGroup) { + currentGroup = new BatchDrawCall(); + currentGroup.texArray = new BatchTextureArray(); } - return geometry; - }; - /** - * Merges an array of geometries into a new single one. - * - * Geometry attribute styles must match for this operation to work. - * @param geometries - array of geometries to merge - * @returns - Shiny new geometry! - */ - Geometry.merge = function (geometries) { - // todo add a geometry check! - // also a size check.. cant be too big!] - var geometryOut = new Geometry(); - var arrays = []; - var sizes = []; - var offsets = []; - var geometry; - // pass one.. get sizes.. - for (var i = 0; i < geometries.length; i++) { - geometry = geometries[i]; - for (var j = 0; j < geometry.buffers.length; j++) { - sizes[j] = sizes[j] || 0; - sizes[j] += geometry.buffers[j].data.length; - offsets[j] = 0; + currentGroup.texArray.count = 0; + currentGroup.start = 0; + currentGroup.size = 0; + currentGroup.type = DRAW_MODES.TRIANGLES; + var textureCount = 0; + var currentTexture = null; + var textureId = 0; + var native = false; + var drawMode = DRAW_MODES.TRIANGLES; + var index = 0; + this.drawCalls.push(currentGroup); + // TODO - this can be simplified + for (var i = 0; i < this.batches.length; i++) { + var data = this.batches[i]; + // TODO add some full on MAX_TEXTURE CODE.. + var MAX_TEXTURES = 8; + // Forced cast for checking `native` without errors + var style = data.style; + var nextTexture = style.texture.baseTexture; + if (native !== !!style.native) { + native = !!style.native; + drawMode = native ? DRAW_MODES.LINES : DRAW_MODES.TRIANGLES; + // force the batch to break! + currentTexture = null; + textureCount = MAX_TEXTURES; + TICK++; + } + if (currentTexture !== nextTexture) { + currentTexture = nextTexture; + if (nextTexture._batchEnabled !== TICK) { + if (textureCount === MAX_TEXTURES) { + TICK++; + textureCount = 0; + if (currentGroup.size > 0) { + currentGroup = DRAW_CALL_POOL.pop(); + if (!currentGroup) { + currentGroup = new BatchDrawCall(); + currentGroup.texArray = new BatchTextureArray(); + } + this.drawCalls.push(currentGroup); + } + currentGroup.start = index; + currentGroup.size = 0; + currentGroup.texArray.count = 0; + currentGroup.type = drawMode; + } + // TODO add this to the render part.. + // Hack! Because texture has protected `touched` + nextTexture.touched = 1; // touch; + nextTexture._batchEnabled = TICK; + nextTexture._batchLocation = textureCount; + nextTexture.wrapMode = WRAP_MODES.REPEAT; + currentGroup.texArray.elements[currentGroup.texArray.count++] = nextTexture; + textureCount++; + } } + currentGroup.size += data.size; + index += data.size; + textureId = nextTexture._batchLocation; + this.addColors(colors, style.color, style.alpha, data.attribSize, data.attribStart); + this.addTextureIds(textureIds, textureId, data.attribSize, data.attribStart); } - // build the correct size arrays.. - for (var i = 0; i < geometry.buffers.length; i++) { - // TODO types! - arrays[i] = new map[getBufferType(geometry.buffers[i].data)](sizes[i]); - geometryOut.buffers[i] = new Buffer(arrays[i]); + BaseTexture._globalBatch = TICK; + // upload.. + // merge for now! + this.packAttributes(); + }; + /** Packs attributes to single buffer. */ + GraphicsGeometry.prototype.packAttributes = function () { + var verts = this.points; + var uvs = this.uvs; + var colors = this.colors; + var textureIds = this.textureIds; + // verts are 2 positions.. so we * by 3 as there are 6 properties.. then 4 cos its bytes + var glPoints = new ArrayBuffer(verts.length * 3 * 4); + var f32 = new Float32Array(glPoints); + var u32 = new Uint32Array(glPoints); + var p = 0; + for (var i = 0; i < verts.length / 2; i++) { + f32[p++] = verts[i * 2]; + f32[p++] = verts[(i * 2) + 1]; + f32[p++] = uvs[i * 2]; + f32[p++] = uvs[(i * 2) + 1]; + u32[p++] = colors[i]; + f32[p++] = textureIds[i]; } - // pass to set data.. - for (var i = 0; i < geometries.length; i++) { - geometry = geometries[i]; - for (var j = 0; j < geometry.buffers.length; j++) { - arrays[j].set(geometry.buffers[j].data, offsets[j]); - offsets[j] += geometry.buffers[j].data.length; - } + this._buffer.update(glPoints); + this._indexBuffer.update(this.indicesUint16); + }; + /** + * Process fill part of Graphics. + * @param data + */ + GraphicsGeometry.prototype.processFill = function (data) { + if (data.holes.length) { + buildPoly.triangulate(data, this); } - geometryOut.attributes = geometry.attributes; - if (geometry.indexBuffer) { - geometryOut.indexBuffer = geometryOut.buffers[geometry.buffers.indexOf(geometry.indexBuffer)]; - geometryOut.indexBuffer.type = BUFFER_TYPE$8.ELEMENT_ARRAY_BUFFER; - var offset = 0; - var stride = 0; - var offset2 = 0; - var bufferIndexToCount = 0; - // get a buffer - for (var i = 0; i < geometry.buffers.length; i++) { - if (geometry.buffers[i] !== geometry.indexBuffer) { - bufferIndexToCount = i; - break; - } - } - // figure out the stride of one buffer.. - for (var i in geometry.attributes) { - var attribute = geometry.attributes[i]; - if ((attribute.buffer | 0) === bufferIndexToCount) { - stride += ((attribute.size * byteSizeMap$1[attribute.type]) / 4); - } - } - // time to off set all indexes.. - for (var i = 0; i < geometries.length; i++) { - var indexBufferData = geometries[i].indexBuffer.data; - for (var j = 0; j < indexBufferData.length; j++) { - geometryOut.indexBuffer.data[j + offset2] += offset; - } - offset += geometries[i].buffers[bufferIndexToCount].data.length / (stride); - offset2 += indexBufferData.length; + else { + var command = FILL_COMMANDS[data.type]; + command.triangulate(data, this); + } + }; + /** + * Process line part of Graphics. + * @param data + */ + GraphicsGeometry.prototype.processLine = function (data) { + buildLine(data, this); + for (var i = 0; i < data.holes.length; i++) { + buildLine(data.holes[i], this); + } + }; + /** + * Process the holes data. + * @param holes + */ + GraphicsGeometry.prototype.processHoles = function (holes) { + for (var i = 0; i < holes.length; i++) { + var hole = holes[i]; + var command = FILL_COMMANDS[hole.type]; + command.build(hole); + if (hole.matrix) { + this.transformPoints(hole.points, hole.matrix); } } - return geometryOut; }; - return Geometry; - }()); - - /** - * Helper class to create a quad - * @memberof PIXI - */ - var Quad = /** @class */ (function (_super) { - __extends$k(Quad, _super); - function Quad() { - var _this = _super.call(this) || this; - _this.addAttribute('aVertexPosition', new Float32Array([ - 0, 0, - 1, 0, - 1, 1, - 0, 1 ])) - .addIndex([0, 1, 3, 2]); - return _this; - } - return Quad; - }(Geometry)); - - /** - * Helper class to create a quad with uvs like in v4 - * @memberof PIXI - */ - var QuadUv = /** @class */ (function (_super) { - __extends$k(QuadUv, _super); - function QuadUv() { - var _this = _super.call(this) || this; - _this.vertices = new Float32Array([ - -1, -1, - 1, -1, - 1, 1, - -1, 1 ]); - _this.uvs = new Float32Array([ - 0, 0, - 1, 0, - 1, 1, - 0, 1 ]); - _this.vertexBuffer = new Buffer(_this.vertices); - _this.uvBuffer = new Buffer(_this.uvs); - _this.addAttribute('aVertexPosition', _this.vertexBuffer) - .addAttribute('aTextureCoord', _this.uvBuffer) - .addIndex([0, 1, 2, 0, 2, 3]); - return _this; - } + /** Update the local bounds of the object. Expensive to use performance-wise. */ + GraphicsGeometry.prototype.calculateBounds = function () { + var bounds = this._bounds; + bounds.clear(); + bounds.addVertexData(this.points, 0, this.points.length); + bounds.pad(this.boundsPadding, this.boundsPadding); + }; /** - * Maps two Rectangle to the quad. - * @param targetTextureFrame - The first rectangle - * @param destinationFrame - The second rectangle - * @returns - Returns itself. + * Transform points using matrix. + * @param points - Points to transform + * @param matrix - Transform matrix */ - QuadUv.prototype.map = function (targetTextureFrame, destinationFrame) { - var x = 0; // destinationFrame.x / targetTextureFrame.width; - var y = 0; // destinationFrame.y / targetTextureFrame.height; - this.uvs[0] = x; - this.uvs[1] = y; - this.uvs[2] = x + (destinationFrame.width / targetTextureFrame.width); - this.uvs[3] = y; - this.uvs[4] = x + (destinationFrame.width / targetTextureFrame.width); - this.uvs[5] = y + (destinationFrame.height / targetTextureFrame.height); - this.uvs[6] = x; - this.uvs[7] = y + (destinationFrame.height / targetTextureFrame.height); - x = destinationFrame.x; - y = destinationFrame.y; - this.vertices[0] = x; - this.vertices[1] = y; - this.vertices[2] = x + destinationFrame.width; - this.vertices[3] = y; - this.vertices[4] = x + destinationFrame.width; - this.vertices[5] = y + destinationFrame.height; - this.vertices[6] = x; - this.vertices[7] = y + destinationFrame.height; - this.invalidate(); - return this; + GraphicsGeometry.prototype.transformPoints = function (points, matrix) { + for (var i = 0; i < points.length / 2; i++) { + var x = points[(i * 2)]; + var y = points[(i * 2) + 1]; + points[(i * 2)] = (matrix.a * x) + (matrix.c * y) + matrix.tx; + points[(i * 2) + 1] = (matrix.b * x) + (matrix.d * y) + matrix.ty; + } }; /** - * Legacy upload method, just marks buffers dirty. - * @returns - Returns itself. + * Add colors. + * @param colors - List of colors to add to + * @param color - Color to add + * @param alpha - Alpha to use + * @param size - Number of colors to add + * @param offset */ - QuadUv.prototype.invalidate = function () { - this.vertexBuffer._updateID++; - this.uvBuffer._updateID++; - return this; + GraphicsGeometry.prototype.addColors = function (colors, color, alpha, size, offset) { + if (offset === void 0) { offset = 0; } + // TODO use the premultiply bits Ivan added + var rgb = (color >> 16) + (color & 0xff00) + ((color & 0xff) << 16); + var rgba = premultiplyTint(rgb, alpha); + colors.length = Math.max(colors.length, offset + size); + for (var i = 0; i < size; i++) { + colors[offset + i] = rgba; + } }; - return QuadUv; - }(Geometry)); - - var UID$2 = 0; - /** - * Uniform group holds uniform map and some ID's for work - * - * `UniformGroup` has two modes: - * - * 1: Normal mode - * Normal mode will upload the uniforms with individual function calls as required - * - * 2: Uniform buffer mode - * This mode will treat the uniforms as a uniform buffer. You can pass in either a buffer that you manually handle, or - * or a generic object that PixiJS will automatically map to a buffer for you. - * For maximum benefits, make Ubo UniformGroups static, and only update them each frame. - * - * Rules of UBOs: - * - UBOs only work with WebGL2, so make sure you have a fallback! - * - Only floats are supported (including vec[2,3,4], mat[2,3,4]) - * - Samplers cannot be used in ubo's (a GPU limitation) - * - You must ensure that the object you pass in exactly matches in the shader ubo structure. - * Otherwise, weirdness will ensue! - * - The name of the ubo object added to the group must match exactly the name of the ubo in the shader. - * - * ``` - * // ubo in shader: - * uniform myCoolData { // declaring a ubo.. - * mat4 uCoolMatrix; - * float uFloatyMcFloatFace - * - * - * // a new uniform buffer object.. - * const myCoolData = new UniformBufferGroup({ - * uCoolMatrix: new Matrix(), - * uFloatyMcFloatFace: 23, - * }} - * - * // build a shader... - * const shader = Shader.from(srcVert, srcFrag, { - * myCoolData // name matches the ubo name in the shader. will be processed accordingly. - * }) - * - * ``` - * @memberof PIXI - */ - var UniformGroup = /** @class */ (function () { /** - * @param {object | Buffer} [uniforms] - Custom uniforms to use to augment the built-in ones. Or a pixi buffer. - * @param isStatic - Uniforms wont be changed after creation. - * @param isUbo - If true, will treat this uniform group as a uniform buffer object. + * Add texture id that the shader/fragment wants to use. + * @param textureIds + * @param id + * @param size + * @param offset */ - function UniformGroup(uniforms, isStatic, isUbo) { - this.group = true; - // lets generate this when the shader ? - this.syncUniforms = {}; - this.dirtyId = 0; - this.id = UID$2++; - this.static = !!isStatic; - this.ubo = !!isUbo; - if (uniforms instanceof Buffer) { - this.buffer = uniforms; - this.buffer.type = BUFFER_TYPE$8.UNIFORM_BUFFER; - this.autoManage = false; - this.ubo = true; + GraphicsGeometry.prototype.addTextureIds = function (textureIds, id, size, offset) { + if (offset === void 0) { offset = 0; } + textureIds.length = Math.max(textureIds.length, offset + size); + for (var i = 0; i < size; i++) { + textureIds[offset + i] = id; } - else { - this.uniforms = uniforms; - if (this.ubo) { - this.buffer = new Buffer(new Float32Array(1)); - this.buffer.type = BUFFER_TYPE$8.UNIFORM_BUFFER; - this.autoManage = true; + }; + /** + * Generates the UVs for a shape. + * @param verts - Vertices + * @param uvs - UVs + * @param texture - Reference to Texture + * @param start - Index buffer start index. + * @param size - The size/length for index buffer. + * @param matrix - Optional transform for all points. + */ + GraphicsGeometry.prototype.addUvs = function (verts, uvs, texture, start, size, matrix) { + if (matrix === void 0) { matrix = null; } + var index = 0; + var uvsStart = uvs.length; + var frame = texture.frame; + while (index < size) { + var x = verts[(start + index) * 2]; + var y = verts[((start + index) * 2) + 1]; + if (matrix) { + var nx = (matrix.a * x) + (matrix.c * y) + matrix.tx; + y = (matrix.b * x) + (matrix.d * y) + matrix.ty; + x = nx; } + index++; + uvs.push(x / frame.width, y / frame.height); } - } - UniformGroup.prototype.update = function () { - this.dirtyId++; - if (!this.autoManage && this.buffer) { - this.buffer.update(); + var baseTexture = texture.baseTexture; + if (frame.width < baseTexture.width + || frame.height < baseTexture.height) { + this.adjustUvs(uvs, texture, uvsStart, size); } }; - UniformGroup.prototype.add = function (name, uniforms, _static) { - if (!this.ubo) { - this.uniforms[name] = new UniformGroup(uniforms, _static); + /** + * Modify uvs array according to position of texture region + * Does not work with rotated or trimmed textures + * @param uvs - array + * @param texture - region + * @param start - starting index for uvs + * @param size - how many points to adjust + */ + GraphicsGeometry.prototype.adjustUvs = function (uvs, texture, start, size) { + var baseTexture = texture.baseTexture; + var eps = 1e-6; + var finish = start + (size * 2); + var frame = texture.frame; + var scaleX = frame.width / baseTexture.width; + var scaleY = frame.height / baseTexture.height; + var offsetX = frame.x / frame.width; + var offsetY = frame.y / frame.height; + var minX = Math.floor(uvs[start] + eps); + var minY = Math.floor(uvs[start + 1] + eps); + for (var i = start + 2; i < finish; i += 2) { + minX = Math.min(minX, Math.floor(uvs[i] + eps)); + minY = Math.min(minY, Math.floor(uvs[i + 1] + eps)); } - else { - // eslint-disable-next-line max-len - throw new Error('[UniformGroup] uniform groups in ubo mode cannot be modified, or have uniform groups nested in them'); + offsetX -= minX; + offsetY -= minY; + for (var i = start; i < finish; i += 2) { + uvs[i] = (uvs[i] + offsetX) * scaleX; + uvs[i + 1] = (uvs[i + 1] + offsetY) * scaleY; } }; - UniformGroup.from = function (uniforms, _static, _ubo) { - return new UniformGroup(uniforms, _static, _ubo); - }; /** - * A short hand function for creating a static UBO UniformGroup. - * @param uniforms - the ubo item - * @param _static - should this be updated each time it is used? defaults to true here! + * The maximum number of points to consider an object "batchable", + * able to be batched by the renderer's batch system. + \ */ - UniformGroup.uboFrom = function (uniforms, _static) { - return new UniformGroup(uniforms, _static !== null && _static !== void 0 ? _static : true, true); - }; - return UniformGroup; - }()); + GraphicsGeometry.BATCHABLE_SIZE = 100; + return GraphicsGeometry; + }(BatchGeometry)); /** - * System plugin to the renderer to manage filter states. - * @ignore + * Represents the line style for Graphics. + * @memberof PIXI */ - var FilterState = /** @class */ (function () { - function FilterState() { - this.renderTexture = null; - this.target = null; - this.legacy = false; - this.resolution = 1; - this.multisample = MSAA_QUALITY$8.NONE; - // next three fields are created only for root - // re-assigned for everything else - this.sourceFrame = new Rectangle$2(); - this.destinationFrame = new Rectangle$2(); - this.bindingSourceFrame = new Rectangle$2(); - this.bindingDestinationFrame = new Rectangle$2(); - this.filters = []; - this.transform = null; + var LineStyle = /** @class */ (function (_super) { + __extends$e(LineStyle, _super); + function LineStyle() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** The width (thickness) of any lines drawn. */ + _this.width = 0; + /** The alignment of any lines drawn (0.5 = middle, 1 = outer, 0 = inner). WebGL only. */ + _this.alignment = 0.5; + /** If true the lines will be draw using LINES instead of TRIANGLE_STRIP. */ + _this.native = false; + /** + * Line cap style. + * @member {PIXI.LINE_CAP} + * @default PIXI.LINE_CAP.BUTT + */ + _this.cap = LINE_CAP.BUTT; + /** + * Line join style. + * @member {PIXI.LINE_JOIN} + * @default PIXI.LINE_JOIN.MITER + */ + _this.join = LINE_JOIN.MITER; + /** Miter limit. */ + _this.miterLimit = 10; + return _this; } - /** Clears the state */ - FilterState.prototype.clear = function () { - this.target = null; - this.filters = null; - this.renderTexture = null; + /** Clones the object. */ + LineStyle.prototype.clone = function () { + var obj = new LineStyle(); + obj.color = this.color; + obj.alpha = this.alpha; + obj.texture = this.texture; + obj.matrix = this.matrix; + obj.visible = this.visible; + obj.width = this.width; + obj.alignment = this.alignment; + obj.native = this.native; + obj.cap = this.cap; + obj.join = this.join; + obj.miterLimit = this.miterLimit; + return obj; }; - return FilterState; - }()); - - var tempPoints$2 = [new Point$2(), new Point$2(), new Point$2(), new Point$2()]; - var tempMatrix$2 = new Matrix$2(); - /** - * System plugin to the renderer to manage filters. - * - * ## Pipeline - * - * The FilterSystem executes the filtering pipeline by rendering the display-object into a texture, applying its - * [filters]{@link PIXI.Filter} in series, and the last filter outputs into the final render-target. - * - * The filter-frame is the rectangle in world space being filtered, and those contents are mapped into - * `(0, 0, filterFrame.width, filterFrame.height)` into the filter render-texture. The filter-frame is also called - * the source-frame, as it is used to bind the filter render-textures. The last filter outputs to the `filterFrame` - * in the final render-target. - * - * ## Usage + /** Reset the line style to default. */ + LineStyle.prototype.reset = function () { + _super.prototype.reset.call(this); + // Override default line style color + this.color = 0x0; + this.alignment = 0.5; + this.width = 0; + this.native = false; + }; + return LineStyle; + }(FillStyle)); + + var temp = new Float32Array(3); + // a default shaders map used by graphics.. + var DEFAULT_SHADERS = {}; + /** + * The Graphics class is primarily used to render primitive shapes such as lines, circles and + * rectangles to the display, and to color and fill them. However, you can also use a Graphics + * object to build a list of primitives to use as a mask, or as a complex hitArea. * - * {@link PIXI.Container#renderAdvanced} is an example of how to use the filter system. It is a 3 step process: + * Please note that due to legacy naming conventions, the behavior of some functions in this class + * can be confusing. Each call to `drawRect()`, `drawPolygon()`, etc. actually stores that primitive + * in the Geometry class's GraphicsGeometry object for later use in rendering or hit testing - the + * functions do not directly draw anything to the screen. Similarly, the `clear()` function doesn't + * change the screen, it simply resets the list of primitives, which can be useful if you want to + * rebuild the contents of an existing Graphics object. * - * **push**: Use {@link PIXI.FilterSystem#push} to push the set of filters to be applied on a filter-target. - * **render**: Render the contents to be filtered using the renderer. The filter-system will only capture the contents - * inside the bounds of the filter-target. NOTE: Using {@link PIXI.Renderer#render} is - * illegal during an existing render cycle, and it may reset the filter system. - * **pop**: Use {@link PIXI.FilterSystem#pop} to pop & execute the filters you initially pushed. It will apply them - * serially and output to the bounds of the filter-target. + * Once a GraphicsGeometry list is built, you can re-use it in other Geometry objects as + * an optimization, by passing it into a new Geometry object's constructor. Because of this + * ability, it's important to call `destroy()` on Geometry objects once you are done with them, to + * properly dereference each GraphicsGeometry and prevent memory leaks. * @memberof PIXI */ - var FilterSystem = /** @class */ (function () { + var Graphics = /** @class */ (function (_super) { + __extends$e(Graphics, _super); /** - * @param renderer - The renderer this System works for. + * @param geometry - Geometry to use, if omitted will create a new GraphicsGeometry instance. */ - function FilterSystem(renderer) { - this.renderer = renderer; - this.defaultFilterStack = [{}]; - this.texturePool = new RenderTexturePool(); - this.texturePool.setScreenSize(renderer.view); - this.statePool = []; - this.quad = new Quad(); - this.quadUv = new QuadUv(); - this.tempRect = new Rectangle$2(); - this.activeState = {}; - this.globalUniforms = new UniformGroup({ - outputFrame: new Rectangle$2(), - inputSize: new Float32Array(4), - inputPixel: new Float32Array(4), - inputClamp: new Float32Array(4), - resolution: 1, - // legacy variables - filterArea: new Float32Array(4), - filterClamp: new Float32Array(4), - }, true); - this.forceClear = false; - this.useMaxPadding = false; + function Graphics(geometry) { + if (geometry === void 0) { geometry = null; } + var _this = _super.call(this) || this; + /** + * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU. + * Can be shared between multiple Graphics objects. + */ + _this.shader = null; + /** Renderer plugin for batching */ + _this.pluginName = 'batch'; + /** + * Current path + * @readonly + */ + _this.currentPath = null; + /** A collections of batches! These can be drawn by the renderer batch system. */ + _this.batches = []; + /** Update dirty for limiting calculating tints for batches. */ + _this.batchTint = -1; + /** Update dirty for limiting calculating batches.*/ + _this.batchDirty = -1; + /** Copy of the object vertex data. */ + _this.vertexData = null; + /** Current fill style. */ + _this._fillStyle = new FillStyle(); + /** Current line style. */ + _this._lineStyle = new LineStyle(); + /** Current shape transform matrix. */ + _this._matrix = null; + /** Current hole mode is enabled. */ + _this._holeMode = false; + /** + * Represents the WebGL state the Graphics required to render, excludes shader and geometry. E.g., + * blend mode, culling, depth testing, direction of rendering triangles, backface, etc. + */ + _this.state = State.for2d(); + _this._geometry = geometry || new GraphicsGeometry(); + _this._geometry.refCount++; + /** + * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite. + * This is useful if your graphics element does not change often, as it will speed up the rendering + * of the object in exchange for taking up texture memory. It is also useful if you need the graphics + * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if + * you are constantly redrawing the graphics element. + * @name cacheAsBitmap + * @member {boolean} + * @memberof PIXI.Graphics# + * @default false + */ + _this._transformID = -1; + // Set default + _this.tint = 0xFFFFFF; + _this.blendMode = BLEND_MODES.NORMAL; + return _this; } + Object.defineProperty(Graphics.prototype, "geometry", { + /** + * Includes vertex positions, face indices, normals, colors, UVs, and + * custom attributes within buffers, reducing the cost of passing all + * this data to the GPU. Can be shared between multiple Mesh or Graphics objects. + * @readonly + */ + get: function () { + return this._geometry; + }, + enumerable: false, + configurable: true + }); /** - * Pushes a set of filters to be applied later to the system. This will redirect further rendering into an - * input render-texture for the rest of the filtering pipeline. - * @param {PIXI.DisplayObject} target - The target of the filter to render. - * @param filters - The filters to apply. + * Creates a new Graphics object with the same values as this one. + * Note that only the geometry of the object is cloned, not its transform (position,scale,etc) + * @returns - A clone of the graphics object */ - FilterSystem.prototype.push = function (target, filters) { - var _a, _b; - var renderer = this.renderer; - var filterStack = this.defaultFilterStack; - var state = this.statePool.pop() || new FilterState(); - var renderTextureSystem = this.renderer.renderTexture; - var resolution = filters[0].resolution; - var multisample = filters[0].multisample; - var padding = filters[0].padding; - var autoFit = filters[0].autoFit; - // We don't know whether it's a legacy filter until it was bound for the first time, - // therefore we have to assume that it is if legacy is undefined. - var legacy = (_a = filters[0].legacy) !== null && _a !== void 0 ? _a : true; - for (var i = 1; i < filters.length; i++) { - var filter = filters[i]; - // let's use the lowest resolution - resolution = Math.min(resolution, filter.resolution); - // let's use the lowest number of samples - multisample = Math.min(multisample, filter.multisample); - // figure out the padding required for filters - padding = this.useMaxPadding - // old behavior: use largest amount of padding! - ? Math.max(padding, filter.padding) - // new behavior: sum the padding - : padding + filter.padding; - // only auto fit if all filters are autofit - autoFit = autoFit && filter.autoFit; - legacy = legacy || ((_b = filter.legacy) !== null && _b !== void 0 ? _b : true); - } - if (filterStack.length === 1) { - this.defaultFilterStack[0].renderTexture = renderTextureSystem.current; - } - filterStack.push(state); - state.resolution = resolution; - state.multisample = multisample; - state.legacy = legacy; - state.target = target; - state.sourceFrame.copyFrom(target.filterArea || target.getBounds(true)); - state.sourceFrame.pad(padding); - var sourceFrameProjected = this.tempRect.copyFrom(renderTextureSystem.sourceFrame); - // Project source frame into world space (if projection is applied) - if (renderer.projection.transform) { - this.transformAABB(tempMatrix$2.copyFrom(renderer.projection.transform).invert(), sourceFrameProjected); - } - if (autoFit) { - state.sourceFrame.fit(sourceFrameProjected); - if (state.sourceFrame.width <= 0 || state.sourceFrame.height <= 0) { - state.sourceFrame.width = 0; - state.sourceFrame.height = 0; - } - } - else if (!state.sourceFrame.intersects(sourceFrameProjected)) { - state.sourceFrame.width = 0; - state.sourceFrame.height = 0; + Graphics.prototype.clone = function () { + this.finishPoly(); + return new Graphics(this._geometry); + }; + Object.defineProperty(Graphics.prototype, "blendMode", { + get: function () { + return this.state.blendMode; + }, + /** + * The blend mode to be applied to the graphic shape. Apply a value of + * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. Note that, since each + * primitive in the GraphicsGeometry list is rendered sequentially, modes + * such as `PIXI.BLEND_MODES.ADD` and `PIXI.BLEND_MODES.MULTIPLY` will + * be applied per-primitive. + * @default PIXI.BLEND_MODES.NORMAL + */ + set: function (value) { + this.state.blendMode = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Graphics.prototype, "tint", { + /** + * The tint applied to each graphic shape. This is a hex value. A value of + * 0xFFFFFF will remove any tint effect. + * @default 0xFFFFFF + */ + get: function () { + return this._tint; + }, + set: function (value) { + this._tint = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Graphics.prototype, "fill", { + /** + * The current fill style. + * @readonly + */ + get: function () { + return this._fillStyle; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Graphics.prototype, "line", { + /** + * The current line style. + * @readonly + */ + get: function () { + return this._lineStyle; + }, + enumerable: false, + configurable: true + }); + Graphics.prototype.lineStyle = function (options, color, alpha, alignment, native) { + if (options === void 0) { options = null; } + if (color === void 0) { color = 0x0; } + if (alpha === void 0) { alpha = 1; } + if (alignment === void 0) { alignment = 0.5; } + if (native === void 0) { native = false; } + // Support non-object params: (width, color, alpha, alignment, native) + if (typeof options === 'number') { + options = { width: options, color: color, alpha: alpha, alignment: alignment, native: native }; } - // Round sourceFrame in screen space based on render-texture. - this.roundFrame(state.sourceFrame, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform); - state.renderTexture = this.getOptimalFilterTexture(state.sourceFrame.width, state.sourceFrame.height, resolution, multisample); - state.filters = filters; - state.destinationFrame.width = state.renderTexture.width; - state.destinationFrame.height = state.renderTexture.height; - var destinationFrame = this.tempRect; - destinationFrame.x = 0; - destinationFrame.y = 0; - destinationFrame.width = state.sourceFrame.width; - destinationFrame.height = state.sourceFrame.height; - state.renderTexture.filterFrame = state.sourceFrame; - state.bindingSourceFrame.copyFrom(renderTextureSystem.sourceFrame); - state.bindingDestinationFrame.copyFrom(renderTextureSystem.destinationFrame); - state.transform = renderer.projection.transform; - renderer.projection.transform = null; - renderTextureSystem.bind(state.renderTexture, state.sourceFrame, destinationFrame); - renderer.framebuffer.clear(0, 0, 0, 0); + return this.lineTextureStyle(options); }; - /** Pops off the filter and applies it. */ - FilterSystem.prototype.pop = function () { - var filterStack = this.defaultFilterStack; - var state = filterStack.pop(); - var filters = state.filters; - this.activeState = state; - var globalUniforms = this.globalUniforms.uniforms; - globalUniforms.outputFrame = state.sourceFrame; - globalUniforms.resolution = state.resolution; - var inputSize = globalUniforms.inputSize; - var inputPixel = globalUniforms.inputPixel; - var inputClamp = globalUniforms.inputClamp; - inputSize[0] = state.destinationFrame.width; - inputSize[1] = state.destinationFrame.height; - inputSize[2] = 1.0 / inputSize[0]; - inputSize[3] = 1.0 / inputSize[1]; - inputPixel[0] = Math.round(inputSize[0] * state.resolution); - inputPixel[1] = Math.round(inputSize[1] * state.resolution); - inputPixel[2] = 1.0 / inputPixel[0]; - inputPixel[3] = 1.0 / inputPixel[1]; - inputClamp[0] = 0.5 * inputPixel[2]; - inputClamp[1] = 0.5 * inputPixel[3]; - inputClamp[2] = (state.sourceFrame.width * inputSize[2]) - (0.5 * inputPixel[2]); - inputClamp[3] = (state.sourceFrame.height * inputSize[3]) - (0.5 * inputPixel[3]); - // only update the rect if its legacy.. - if (state.legacy) { - var filterArea = globalUniforms.filterArea; - filterArea[0] = state.destinationFrame.width; - filterArea[1] = state.destinationFrame.height; - filterArea[2] = state.sourceFrame.x; - filterArea[3] = state.sourceFrame.y; - globalUniforms.filterClamp = globalUniforms.inputClamp; + /** + * Like line style but support texture for line fill. + * @param [options] - Collection of options for setting line style. + * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style + * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to use + * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style. + * Default 0xFFFFFF if texture present. + * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style + * @param {PIXI.Matrix} [options.matrix=null] - Texture matrix to transform texture + * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outer). + * WebGL only. + * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP + * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style + * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style + * @param {number}[options.miterLimit=10] - miter limit ratio + * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.lineTextureStyle = function (options) { + // Apply defaults + options = Object.assign({ + width: 0, + texture: Texture.WHITE, + color: (options && options.texture) ? 0xFFFFFF : 0x0, + alpha: 1, + matrix: null, + alignment: 0.5, + native: false, + cap: LINE_CAP.BUTT, + join: LINE_JOIN.MITER, + miterLimit: 10, + }, options); + if (this.currentPath) { + this.startPoly(); } - this.globalUniforms.update(); - var lastState = filterStack[filterStack.length - 1]; - this.renderer.framebuffer.blit(); - if (filters.length === 1) { - filters[0].apply(this, state.renderTexture, lastState.renderTexture, CLEAR_MODES$8.BLEND, state); - this.returnFilterTexture(state.renderTexture); + var visible = options.width > 0 && options.alpha > 0; + if (!visible) { + this._lineStyle.reset(); } else { - var flip = state.renderTexture; - var flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution); - flop.filterFrame = flip.filterFrame; - var i = 0; - for (i = 0; i < filters.length - 1; ++i) { - if (i === 1 && state.multisample > 1) { - flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution); - flop.filterFrame = flip.filterFrame; - } - filters[i].apply(this, flip, flop, CLEAR_MODES$8.CLEAR, state); - var t = flip; - flip = flop; - flop = t; - } - filters[i].apply(this, flip, lastState.renderTexture, CLEAR_MODES$8.BLEND, state); - if (i > 1 && state.multisample > 1) { - this.returnFilterTexture(state.renderTexture); + if (options.matrix) { + options.matrix = options.matrix.clone(); + options.matrix.invert(); } - this.returnFilterTexture(flip); - this.returnFilterTexture(flop); + Object.assign(this._lineStyle, { visible: visible }, options); } - // lastState.renderTexture is blitted when lastState is popped - state.clear(); - this.statePool.push(state); + return this; }; /** - * Binds a renderTexture with corresponding `filterFrame`, clears it if mode corresponds. - * @param filterTexture - renderTexture to bind, should belong to filter pool or filter stack - * @param clearMode - clearMode, by default its CLEAR/YES. See {@link PIXI.CLEAR_MODES} + * Start a polygon object internally. + * @protected */ - FilterSystem.prototype.bindAndClear = function (filterTexture, clearMode) { - if (clearMode === void 0) { clearMode = CLEAR_MODES$8.CLEAR; } - var _a = this.renderer, renderTextureSystem = _a.renderTexture, stateSystem = _a.state; - if (filterTexture === this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) { - // Restore projection transform if rendering into the output render-target. - this.renderer.projection.transform = this.activeState.transform; + Graphics.prototype.startPoly = function () { + if (this.currentPath) { + var points = this.currentPath.points; + var len = this.currentPath.points.length; + if (len > 2) { + this.drawShape(this.currentPath); + this.currentPath = new Polygon(); + this.currentPath.closeStroke = false; + this.currentPath.points.push(points[len - 2], points[len - 1]); + } } else { - // Prevent projection within filtering pipeline. - this.renderer.projection.transform = null; - } - if (filterTexture && filterTexture.filterFrame) { - var destinationFrame = this.tempRect; - destinationFrame.x = 0; - destinationFrame.y = 0; - destinationFrame.width = filterTexture.filterFrame.width; - destinationFrame.height = filterTexture.filterFrame.height; - renderTextureSystem.bind(filterTexture, filterTexture.filterFrame, destinationFrame); + this.currentPath = new Polygon(); + this.currentPath.closeStroke = false; } - else if (filterTexture !== this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) { - renderTextureSystem.bind(filterTexture); + }; + /** + * Finish the polygon object. + * @protected + */ + Graphics.prototype.finishPoly = function () { + if (this.currentPath) { + if (this.currentPath.points.length > 2) { + this.drawShape(this.currentPath); + this.currentPath = null; + } + else { + this.currentPath.points.length = 0; + } } - else { - // Restore binding for output render-target. - this.renderer.renderTexture.bind(filterTexture, this.activeState.bindingSourceFrame, this.activeState.bindingDestinationFrame); + }; + /** + * Moves the current drawing position to x, y. + * @param x - the X coordinate to move to + * @param y - the Y coordinate to move to + * @returns - This Graphics object. Good for chaining method calls + */ + Graphics.prototype.moveTo = function (x, y) { + this.startPoly(); + this.currentPath.points[0] = x; + this.currentPath.points[1] = y; + return this; + }; + /** + * Draws a line using the current line style from the current drawing position to (x, y); + * The current drawing position is then set to (x, y). + * @param x - the X coordinate to draw to + * @param y - the Y coordinate to draw to + * @returns - This Graphics object. Good for chaining method calls + */ + Graphics.prototype.lineTo = function (x, y) { + if (!this.currentPath) { + this.moveTo(0, 0); } - // Clear the texture in BLIT mode if blending is disabled or the forceClear flag is set. The blending - // is stored in the 0th bit of the state. - var autoClear = (stateSystem.stateId & 1) || this.forceClear; - if (clearMode === CLEAR_MODES$8.CLEAR - || (clearMode === CLEAR_MODES$8.BLIT && autoClear)) { - // Use framebuffer.clear because we want to clear the whole filter texture, not just the filtering - // area over which the shaders are run. This is because filters may sampling outside of it (e.g. blur) - // instead of clamping their arithmetic. - this.renderer.framebuffer.clear(0, 0, 0, 0); + // remove duplicates.. + var points = this.currentPath.points; + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + if (fromX !== x || fromY !== y) { + points.push(x, y); } + return this; }; /** - * Draws a filter using the default rendering process. - * - * This should be called only by {@link Filter#apply}. - * @param filter - The filter to draw. - * @param input - The input render target. - * @param output - The target to output to. - * @param clearMode - Should the output be cleared before rendering to it + * Initialize the curve + * @param x + * @param y */ - FilterSystem.prototype.applyFilter = function (filter, input, output, clearMode) { - var renderer = this.renderer; - // Set state before binding, so bindAndClear gets the blend mode. - renderer.state.set(filter.state); - this.bindAndClear(output, clearMode); - // set the uniforms.. - filter.uniforms.uSampler = input; - filter.uniforms.filterGlobals = this.globalUniforms; - // TODO make it so that the order of this does not matter.. - // because it does at the moment cos of global uniforms. - // they need to get resynced - renderer.shader.bind(filter); - // check to see if the filter is a legacy one.. - filter.legacy = !!filter.program.attributeData.aTextureCoord; - if (filter.legacy) { - this.quadUv.map(input._frame, input.filterFrame); - renderer.geometry.bind(this.quadUv); - renderer.geometry.draw(DRAW_MODES$8.TRIANGLES); + Graphics.prototype._initCurve = function (x, y) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (this.currentPath) { + if (this.currentPath.points.length === 0) { + this.currentPath.points = [x, y]; + } } else { - renderer.geometry.bind(this.quad); - renderer.geometry.draw(DRAW_MODES$8.TRIANGLE_STRIP); + this.moveTo(x, y); } }; /** - * Multiply _input normalized coordinates_ to this matrix to get _sprite texture normalized coordinates_. - * - * Use `outputMatrix * vTextureCoord` in the shader. - * @param outputMatrix - The matrix to output to. - * @param {PIXI.Sprite} sprite - The sprite to map to. - * @returns The mapped matrix. - */ - FilterSystem.prototype.calculateSpriteMatrix = function (outputMatrix, sprite) { - var _a = this.activeState, sourceFrame = _a.sourceFrame, destinationFrame = _a.destinationFrame; - var orig = sprite._texture.orig; - var mappedMatrix = outputMatrix.set(destinationFrame.width, 0, 0, destinationFrame.height, sourceFrame.x, sourceFrame.y); - var worldTransform = sprite.worldTransform.copyTo(Matrix$2.TEMP_MATRIX); - worldTransform.invert(); - mappedMatrix.prepend(worldTransform); - mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height); - mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y); - return mappedMatrix; - }; - /** Destroys this Filter System. */ - FilterSystem.prototype.destroy = function () { - this.renderer = null; - // Those textures has to be destroyed by RenderTextureSystem or FramebufferSystem - this.texturePool.clear(false); - }; - /** - * Gets a Power-of-Two render texture or fullScreen texture - * @param minWidth - The minimum width of the render texture in real pixels. - * @param minHeight - The minimum height of the render texture in real pixels. - * @param resolution - The resolution of the render texture. - * @param multisample - Number of samples of the render texture. - * @returns - The new render texture. + * Calculate the points for a quadratic bezier curve and then draws it. + * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c + * @param cpX - Control point x + * @param cpY - Control point y + * @param toX - Destination point x + * @param toY - Destination point y + * @returns - This Graphics object. Good for chaining method calls */ - FilterSystem.prototype.getOptimalFilterTexture = function (minWidth, minHeight, resolution, multisample) { - if (resolution === void 0) { resolution = 1; } - if (multisample === void 0) { multisample = MSAA_QUALITY$8.NONE; } - return this.texturePool.getOptimalTexture(minWidth, minHeight, resolution, multisample); + Graphics.prototype.quadraticCurveTo = function (cpX, cpY, toX, toY) { + this._initCurve(); + var points = this.currentPath.points; + if (points.length === 0) { + this.moveTo(0, 0); + } + QuadraticUtils.curveTo(cpX, cpY, toX, toY, points); + return this; }; /** - * Gets extra render texture to use inside current filter - * To be compliant with older filters, you can use params in any order - * @param input - renderTexture from which size and resolution will be copied - * @param resolution - override resolution of the renderTexture - * @param multisample - number of samples of the renderTexture + * Calculate the points for a bezier curve and then draws it. + * @param cpX - Control point x + * @param cpY - Control point y + * @param cpX2 - Second Control point x + * @param cpY2 - Second Control point y + * @param toX - Destination point x + * @param toY - Destination point y + * @returns This Graphics object. Good for chaining method calls */ - FilterSystem.prototype.getFilterTexture = function (input, resolution, multisample) { - if (typeof input === 'number') { - var swap = input; - input = resolution; - resolution = swap; - } - input = input || this.activeState.renderTexture; - var filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY$8.NONE); - filterTexture.filterFrame = input.filterFrame; - return filterTexture; + Graphics.prototype.bezierCurveTo = function (cpX, cpY, cpX2, cpY2, toX, toY) { + this._initCurve(); + BezierUtils.curveTo(cpX, cpY, cpX2, cpY2, toX, toY, this.currentPath.points); + return this; }; /** - * Frees a render texture back into the pool. - * @param renderTexture - The renderTarget to free + * The arcTo() method creates an arc/curve between two tangents on the canvas. + * + * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google! + * @param x1 - The x-coordinate of the first tangent point of the arc + * @param y1 - The y-coordinate of the first tangent point of the arc + * @param x2 - The x-coordinate of the end of the arc + * @param y2 - The y-coordinate of the end of the arc + * @param radius - The radius of the arc + * @returns - This Graphics object. Good for chaining method calls */ - FilterSystem.prototype.returnFilterTexture = function (renderTexture) { - this.texturePool.returnTexture(renderTexture); - }; - /** Empties the texture pool. */ - FilterSystem.prototype.emptyPool = function () { - this.texturePool.clear(true); - }; - /** Calls `texturePool.resize()`, affects fullScreen renderTextures. */ - FilterSystem.prototype.resize = function () { - this.texturePool.setScreenSize(this.renderer.view); + Graphics.prototype.arcTo = function (x1, y1, x2, y2, radius) { + this._initCurve(x1, y1); + var points = this.currentPath.points; + var result = ArcUtils.curveTo(x1, y1, x2, y2, radius, points); + if (result) { + var cx = result.cx, cy = result.cy, radius_1 = result.radius, startAngle = result.startAngle, endAngle = result.endAngle, anticlockwise = result.anticlockwise; + this.arc(cx, cy, radius_1, startAngle, endAngle, anticlockwise); + } + return this; }; /** - * @param matrix - first param - * @param rect - second param + * The arc method creates an arc/curve (used to create circles, or parts of circles). + * @param cx - The x-coordinate of the center of the circle + * @param cy - The y-coordinate of the center of the circle + * @param radius - The radius of the circle + * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position + * of the arc's circle) + * @param endAngle - The ending angle, in radians + * @param anticlockwise - Specifies whether the drawing should be + * counter-clockwise or clockwise. False is default, and indicates clockwise, while true + * indicates counter-clockwise. + * @returns - This Graphics object. Good for chaining method calls */ - FilterSystem.prototype.transformAABB = function (matrix, rect) { - var lt = tempPoints$2[0]; - var lb = tempPoints$2[1]; - var rt = tempPoints$2[2]; - var rb = tempPoints$2[3]; - lt.set(rect.left, rect.top); - lb.set(rect.left, rect.bottom); - rt.set(rect.right, rect.top); - rb.set(rect.right, rect.bottom); - matrix.apply(lt, lt); - matrix.apply(lb, lb); - matrix.apply(rt, rt); - matrix.apply(rb, rb); - var x0 = Math.min(lt.x, lb.x, rt.x, rb.x); - var y0 = Math.min(lt.y, lb.y, rt.y, rb.y); - var x1 = Math.max(lt.x, lb.x, rt.x, rb.x); - var y1 = Math.max(lt.y, lb.y, rt.y, rb.y); - rect.x = x0; - rect.y = y0; - rect.width = x1 - x0; - rect.height = y1 - y0; - }; - FilterSystem.prototype.roundFrame = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) { - if (frame.width <= 0 || frame.height <= 0 || bindingSourceFrame.width <= 0 || bindingSourceFrame.height <= 0) { - return; + Graphics.prototype.arc = function (cx, cy, radius, startAngle, endAngle, anticlockwise) { + if (anticlockwise === void 0) { anticlockwise = false; } + if (startAngle === endAngle) { + return this; } - if (transform) { - var a = transform.a, b = transform.b, c = transform.c, d = transform.d; - // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation - // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0). - if ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4) - && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4)) { - return; + if (!anticlockwise && endAngle <= startAngle) { + endAngle += PI_2; + } + else if (anticlockwise && startAngle <= endAngle) { + startAngle += PI_2; + } + var sweep = endAngle - startAngle; + if (sweep === 0) { + return this; + } + var startX = cx + (Math.cos(startAngle) * radius); + var startY = cy + (Math.sin(startAngle) * radius); + var eps = this._geometry.closePointEps; + // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path. + var points = this.currentPath ? this.currentPath.points : null; + if (points) { + // TODO: make a better fix. + // We check how far our start is from the last existing point + var xDiff = Math.abs(points[points.length - 2] - startX); + var yDiff = Math.abs(points[points.length - 1] - startY); + if (xDiff < eps && yDiff < eps) ; + else { + points.push(startX, startY); } } - transform = transform ? tempMatrix$2.copyFrom(transform) : tempMatrix$2.identity(); - // Get forward transform from world space to screen space - transform - .translate(-bindingSourceFrame.x, -bindingSourceFrame.y) - .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height) - .translate(bindingDestinationFrame.x, bindingDestinationFrame.y); - // Convert frame to screen space - this.transformAABB(transform, frame); - // Round frame in screen space - frame.ceil(resolution); - // Project back into world space. - this.transformAABB(transform.invert(), frame); + else { + this.moveTo(startX, startY); + points = this.currentPath.points; + } + ArcUtils.arc(startX, startY, cx, cy, radius, startAngle, endAngle, anticlockwise, points); + return this; }; - return FilterSystem; - }()); - - /** - * Base for a common object renderer that can be used as a - * system renderer plugin. - * @memberof PIXI - */ - var ObjectRenderer = /** @class */ (function () { /** - * @param renderer - The renderer this manager works for. + * Specifies a simple one-color fill that subsequent calls to other Graphics methods + * (such as lineTo() or drawCircle()) use when drawing. + * @param color - the color of the fill + * @param alpha - the alpha of the fill + * @returns - This Graphics object. Good for chaining method calls */ - function ObjectRenderer(renderer) { - this.renderer = renderer; - } - /** Stub method that should be used to empty the current batch by rendering objects now. */ - ObjectRenderer.prototype.flush = function () { - // flush! - }; - /** Generic destruction method that frees all resources. This should be called by subclasses. */ - ObjectRenderer.prototype.destroy = function () { - this.renderer = null; + Graphics.prototype.beginFill = function (color, alpha) { + if (color === void 0) { color = 0; } + if (alpha === void 0) { alpha = 1; } + return this.beginTextureFill({ texture: Texture.WHITE, color: color, alpha: alpha }); }; /** - * Stub method that initializes any state required before - * rendering starts. It is different from the `prerender` - * signal, which occurs every frame, in that it is called - * whenever an object requests _this_ renderer specifically. + * Begin the texture fill + * @param options - Object object. + * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to fill + * @param {number} [options.color=0xffffff] - Background to fill behind texture + * @param {number} [options.alpha=1] - Alpha of fill + * @param {PIXI.Matrix} [options.matrix=null] - Transform matrix + * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls */ - ObjectRenderer.prototype.start = function () { - // set the shader.. - }; - /** Stops the renderer. It should free up any state and become dormant. */ - ObjectRenderer.prototype.stop = function () { - this.flush(); + Graphics.prototype.beginTextureFill = function (options) { + // Apply defaults + options = Object.assign({ + texture: Texture.WHITE, + color: 0xFFFFFF, + alpha: 1, + matrix: null, + }, options); + if (this.currentPath) { + this.startPoly(); + } + var visible = options.alpha > 0; + if (!visible) { + this._fillStyle.reset(); + } + else { + if (options.matrix) { + options.matrix = options.matrix.clone(); + options.matrix.invert(); + } + Object.assign(this._fillStyle, { visible: visible }, options); + } + return this; }; /** - * Keeps the object to render. It doesn't have to be - * rendered immediately. - * @param {PIXI.DisplayObject} _object - The object to render. + * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method. + * @returns - This Graphics object. Good for chaining method calls */ - ObjectRenderer.prototype.render = function (_object) { - // render the object + Graphics.prototype.endFill = function () { + this.finishPoly(); + this._fillStyle.reset(); + return this; }; - return ObjectRenderer; - }()); - - /** - * System plugin to the renderer to manage batching. - * @memberof PIXI - */ - var BatchSystem = /** @class */ (function () { - /** - * @param renderer - The renderer this System works for. - */ - function BatchSystem(renderer) { - this.renderer = renderer; - this.emptyRenderer = new ObjectRenderer(renderer); - this.currentRenderer = this.emptyRenderer; - } /** - * Changes the current renderer to the one given in parameter - * @param objectRenderer - The object renderer to use. + * Draws a rectangle shape. + * @param x - The X coord of the top-left of the rectangle + * @param y - The Y coord of the top-left of the rectangle + * @param width - The width of the rectangle + * @param height - The height of the rectangle + * @returns - This Graphics object. Good for chaining method calls */ - BatchSystem.prototype.setObjectRenderer = function (objectRenderer) { - if (this.currentRenderer === objectRenderer) { - return; - } - this.currentRenderer.stop(); - this.currentRenderer = objectRenderer; - this.currentRenderer.start(); + Graphics.prototype.drawRect = function (x, y, width, height) { + return this.drawShape(new Rectangle(x, y, width, height)); }; /** - * This should be called if you wish to do some custom rendering - * It will basically render anything that may be batched up such as sprites + * Draw a rectangle shape with rounded/beveled corners. + * @param x - The X coord of the top-left of the rectangle + * @param y - The Y coord of the top-left of the rectangle + * @param width - The width of the rectangle + * @param height - The height of the rectangle + * @param radius - Radius of the rectangle corners + * @returns - This Graphics object. Good for chaining method calls */ - BatchSystem.prototype.flush = function () { - this.setObjectRenderer(this.emptyRenderer); - }; - /** Reset the system to an empty renderer */ - BatchSystem.prototype.reset = function () { - this.setObjectRenderer(this.emptyRenderer); + Graphics.prototype.drawRoundedRect = function (x, y, width, height, radius) { + return this.drawShape(new RoundedRectangle(x, y, width, height, radius)); }; /** - * Handy function for batch renderers: copies bound textures in first maxTextures locations to array - * sets actual _batchLocation for them - * @param arr - arr copy destination - * @param maxTextures - number of copied elements + * Draws a circle. + * @param x - The X coordinate of the center of the circle + * @param y - The Y coordinate of the center of the circle + * @param radius - The radius of the circle + * @returns - This Graphics object. Good for chaining method calls */ - BatchSystem.prototype.copyBoundTextures = function (arr, maxTextures) { - var boundTextures = this.renderer.texture.boundTextures; - for (var i = maxTextures - 1; i >= 0; --i) { - arr[i] = boundTextures[i] || null; - if (arr[i]) { - arr[i]._batchLocation = i; - } - } + Graphics.prototype.drawCircle = function (x, y, radius) { + return this.drawShape(new Circle(x, y, radius)); }; /** - * Assigns batch locations to textures in array based on boundTextures state. - * All textures in texArray should have `_batchEnabled = _batchId`, - * and their count should be less than `maxTextures`. - * @param texArray - textures to bound - * @param boundTextures - current state of bound textures - * @param batchId - marker for _batchEnabled param of textures in texArray - * @param maxTextures - number of texture locations to manipulate + * Draws an ellipse. + * @param x - The X coordinate of the center of the ellipse + * @param y - The Y coordinate of the center of the ellipse + * @param width - The half width of the ellipse + * @param height - The half height of the ellipse + * @returns - This Graphics object. Good for chaining method calls */ - BatchSystem.prototype.boundArray = function (texArray, boundTextures, batchId, maxTextures) { - var elements = texArray.elements, ids = texArray.ids, count = texArray.count; - var j = 0; - for (var i = 0; i < count; i++) { - var tex = elements[i]; - var loc = tex._batchLocation; - if (loc >= 0 && loc < maxTextures - && boundTextures[loc] === tex) { - ids[i] = loc; - continue; - } - while (j < maxTextures) { - var bound = boundTextures[j]; - if (bound && bound._batchEnabled === batchId - && bound._batchLocation === j) { - j++; - continue; - } - ids[i] = j; - tex._batchLocation = j; - boundTextures[j] = tex; - break; - } - } + Graphics.prototype.drawEllipse = function (x, y, width, height) { + return this.drawShape(new Ellipse(x, y, width, height)); }; /** - * @ignore + * Draws a polygon using the given path. + * @param {number[]|PIXI.IPointData[]|PIXI.Polygon} path - The path data used to construct the polygon. + * @returns - This Graphics object. Good for chaining method calls */ - BatchSystem.prototype.destroy = function () { - this.renderer = null; - }; - return BatchSystem; - }()); + Graphics.prototype.drawPolygon = function () { + var arguments$1 = arguments; - var CONTEXT_UID_COUNTER = 0; - /** - * System plugin to the renderer to manage the context. - * @memberof PIXI - */ - var ContextSystem = /** @class */ (function () { - /** @param renderer - The renderer this System works for. */ - function ContextSystem(renderer) { - this.renderer = renderer; - this.webGLVersion = 1; - this.extensions = {}; - this.supports = { - uint32Indices: false, - }; - // Bind functions - this.handleContextLost = this.handleContextLost.bind(this); - this.handleContextRestored = this.handleContextRestored.bind(this); - renderer.view.addEventListener('webglcontextlost', this.handleContextLost, false); - renderer.view.addEventListener('webglcontextrestored', this.handleContextRestored, false); - } - Object.defineProperty(ContextSystem.prototype, "isLost", { - /** - * `true` if the context is lost - * @readonly - */ - get: function () { - return (!this.gl || this.gl.isContextLost()); - }, - enumerable: false, - configurable: true - }); + var path = []; + for (var _i = 0; _i < arguments.length; _i++) { + path[_i] = arguments$1[_i]; + } + var points; + var closeStroke = true; // !!this._fillStyle; + var poly = path[0]; + // check if data has points.. + if (poly.points) { + closeStroke = poly.closeStroke; + points = poly.points; + } + else if (Array.isArray(path[0])) { + points = path[0]; + } + else { + points = path; + } + var shape = new Polygon(points); + shape.closeStroke = closeStroke; + this.drawShape(shape); + return this; + }; /** - * Handles the context change event. - * @param {WebGLRenderingContext} gl - New WebGL context. + * Draw any shape. + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - Shape to draw + * @returns - This Graphics object. Good for chaining method calls */ - ContextSystem.prototype.contextChange = function (gl) { - this.gl = gl; - this.renderer.gl = gl; - this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++; - // restore a context if it was previously lost - if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) { - gl.getExtension('WEBGL_lose_context').restoreContext(); + Graphics.prototype.drawShape = function (shape) { + if (!this._holeMode) { + this._geometry.drawShape(shape, this._fillStyle.clone(), this._lineStyle.clone(), this._matrix); + } + else { + this._geometry.drawHole(shape, this._matrix); } + return this; }; /** - * Initializes the context. - * @protected - * @param {WebGLRenderingContext} gl - WebGL context + * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. + * @returns - This Graphics object. Good for chaining method calls */ - ContextSystem.prototype.initFromContext = function (gl) { - this.gl = gl; - this.validateContext(gl); - this.renderer.gl = gl; - this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++; - this.renderer.runners.contextChange.emit(gl); + Graphics.prototype.clear = function () { + this._geometry.clear(); + this._lineStyle.reset(); + this._fillStyle.reset(); + this._boundsID++; + this._matrix = null; + this._holeMode = false; + this.currentPath = null; + return this; }; /** - * Initialize from context options - * @protected - * @see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext - * @param {object} options - context attributes + * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and + * masked with gl.scissor. + * @returns - True if only 1 rect. */ - ContextSystem.prototype.initFromOptions = function (options) { - var gl = this.createContext(this.renderer.view, options); - this.initFromContext(gl); + Graphics.prototype.isFastRect = function () { + var data = this._geometry.graphicsData; + return data.length === 1 + && data[0].shape.type === SHAPES.RECT + && !data[0].matrix + && !data[0].holes.length + && !(data[0].lineStyle.visible && data[0].lineStyle.width); }; /** - * Helper class to create a WebGL Context - * @param canvas - the canvas element that we will get the context from - * @param options - An options object that gets passed in to the canvas element containing the - * context attributes - * @see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext - * @returns {WebGLRenderingContext} the WebGL context + * Renders the object using the WebGL renderer + * @param renderer - The renderer */ - ContextSystem.prototype.createContext = function (canvas, options) { - var gl; - if (settings$2.PREFER_ENV >= ENV$8.WEBGL2) { - gl = canvas.getContext('webgl2', options); - } - if (gl) { - this.webGLVersion = 2; + Graphics.prototype._render = function (renderer) { + this.finishPoly(); + var geometry = this._geometry; + // batch part.. + // batch it! + geometry.updateBatches(); + if (geometry.batchable) { + if (this.batchDirty !== geometry.batchDirty) { + this._populateBatches(); + } + this._renderBatched(renderer); } else { - this.webGLVersion = 1; - gl = canvas.getContext('webgl', options) || canvas.getContext('experimental-webgl', options); - if (!gl) { - // fail, not able to get a context - throw new Error('This browser does not support WebGL. Try using the canvas renderer'); - } + // no batching... + renderer.batch.flush(); + this._renderDirect(renderer); } - this.gl = gl; - this.getExtensions(); - return this.gl; }; - /** Auto-populate the {@link PIXI.ContextSystem.extensions extensions}. */ - ContextSystem.prototype.getExtensions = function () { - // time to set up default extensions that Pixi uses. - var gl = this.gl; - var common = { - anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'), - floatTextureLinear: gl.getExtension('OES_texture_float_linear'), - s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'), - s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'), - etc: gl.getExtension('WEBGL_compressed_texture_etc'), - etc1: gl.getExtension('WEBGL_compressed_texture_etc1'), - pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc') - || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'), - atc: gl.getExtension('WEBGL_compressed_texture_atc'), - astc: gl.getExtension('WEBGL_compressed_texture_astc') - }; - if (this.webGLVersion === 1) { - Object.assign(this.extensions, common, { - drawBuffers: gl.getExtension('WEBGL_draw_buffers'), - depthTexture: gl.getExtension('WEBGL_depth_texture'), - loseContext: gl.getExtension('WEBGL_lose_context'), - vertexArrayObject: gl.getExtension('OES_vertex_array_object') - || gl.getExtension('MOZ_OES_vertex_array_object') - || gl.getExtension('WEBKIT_OES_vertex_array_object'), - uint32ElementIndex: gl.getExtension('OES_element_index_uint'), - // Floats and half-floats - floatTexture: gl.getExtension('OES_texture_float'), - floatTextureLinear: gl.getExtension('OES_texture_float_linear'), - textureHalfFloat: gl.getExtension('OES_texture_half_float'), - textureHalfFloatLinear: gl.getExtension('OES_texture_half_float_linear'), - }); - } - else if (this.webGLVersion === 2) { - Object.assign(this.extensions, common, { - // Floats and half-floats - colorBufferFloat: gl.getExtension('EXT_color_buffer_float') - }); + /** Populating batches for rendering. */ + Graphics.prototype._populateBatches = function () { + var geometry = this._geometry; + var blendMode = this.blendMode; + var len = geometry.batches.length; + this.batchTint = -1; + this._transformID = -1; + this.batchDirty = geometry.batchDirty; + this.batches.length = len; + this.vertexData = new Float32Array(geometry.points); + for (var i = 0; i < len; i++) { + var gI = geometry.batches[i]; + var color = gI.style.color; + var vertexData = new Float32Array(this.vertexData.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2); + var uvs = new Float32Array(geometry.uvsFloat32.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2); + var indices = new Uint16Array(geometry.indicesUint16.buffer, gI.start * 2, gI.size); + var batch = { + vertexData: vertexData, + blendMode: blendMode, + indices: indices, + uvs: uvs, + _batchRGB: hex2rgb(color), + _tintRGB: color, + _texture: gI.style.texture, + alpha: gI.style.alpha, + worldAlpha: 1 + }; + this.batches[i] = batch; } }; /** - * Handles a lost webgl context - * @param {WebGLContextEvent} event - The context lost event. + * Renders the batches using the BathedRenderer plugin + * @param renderer - The renderer */ - ContextSystem.prototype.handleContextLost = function (event) { - event.preventDefault(); - }; - /** Handles a restored webgl context. */ - ContextSystem.prototype.handleContextRestored = function () { - this.renderer.runners.contextChange.emit(this.gl); - }; - ContextSystem.prototype.destroy = function () { - var view = this.renderer.view; - this.renderer = null; - // remove listeners - view.removeEventListener('webglcontextlost', this.handleContextLost); - view.removeEventListener('webglcontextrestored', this.handleContextRestored); - this.gl.useProgram(null); - if (this.extensions.loseContext) { - this.extensions.loseContext.loseContext(); + Graphics.prototype._renderBatched = function (renderer) { + if (!this.batches.length) { + return; } - }; - /** Handle the post-render runner event. */ - ContextSystem.prototype.postrender = function () { - if (this.renderer.renderingToScreen) { - this.gl.flush(); + renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); + this.calculateVertices(); + this.calculateTints(); + for (var i = 0, l = this.batches.length; i < l; i++) { + var batch = this.batches[i]; + batch.worldAlpha = this.worldAlpha * batch.alpha; + renderer.plugins[this.pluginName].render(batch); } }; /** - * Validate context. - * @param {WebGLRenderingContext} gl - Render context. + * Renders the graphics direct + * @param renderer - The renderer */ - ContextSystem.prototype.validateContext = function (gl) { - var attributes = gl.getContextAttributes(); - var isWebGl2 = 'WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext; - if (isWebGl2) { - this.webGLVersion = 2; - } - // this is going to be fairly simple for now.. but at least we have room to grow! - if (attributes && !attributes.stencil) { - /* eslint-disable max-len, no-console */ - console.warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly'); - /* eslint-enable max-len, no-console */ + Graphics.prototype._renderDirect = function (renderer) { + var shader = this._resolveDirectShader(renderer); + var geometry = this._geometry; + var tint = this.tint; + var worldAlpha = this.worldAlpha; + var uniforms = shader.uniforms; + var drawCalls = geometry.drawCalls; + // lets set the transfomr + uniforms.translationMatrix = this.transform.worldTransform; + // and then lets set the tint.. + uniforms.tint[0] = (((tint >> 16) & 0xFF) / 255) * worldAlpha; + uniforms.tint[1] = (((tint >> 8) & 0xFF) / 255) * worldAlpha; + uniforms.tint[2] = ((tint & 0xFF) / 255) * worldAlpha; + uniforms.tint[3] = worldAlpha; + // the first draw call, we can set the uniforms of the shader directly here. + // this means that we can tack advantage of the sync function of pixi! + // bind and sync uniforms.. + // there is a way to optimise this.. + renderer.shader.bind(shader); + renderer.geometry.bind(geometry, shader); + // set state.. + renderer.state.set(this.state); + // then render the rest of them... + for (var i = 0, l = drawCalls.length; i < l; i++) { + this._renderDrawCallDirect(renderer, geometry.drawCalls[i]); } - var hasuint32 = isWebGl2 || !!gl.getExtension('OES_element_index_uint'); - this.supports.uint32Indices = hasuint32; - if (!hasuint32) { - /* eslint-disable max-len, no-console */ - console.warn('Provided WebGL context does not support 32 index buffer, complex graphics may not render correctly'); - /* eslint-enable max-len, no-console */ + }; + /** + * Renders specific DrawCall + * @param renderer + * @param drawCall + */ + Graphics.prototype._renderDrawCallDirect = function (renderer, drawCall) { + var texArray = drawCall.texArray, type = drawCall.type, size = drawCall.size, start = drawCall.start; + var groupTextureCount = texArray.count; + for (var j = 0; j < groupTextureCount; j++) { + renderer.texture.bind(texArray.elements[j], j); } + renderer.geometry.draw(type, size, start); }; - return ContextSystem; - }()); - - /** - * Internal framebuffer for WebGL context. - * @memberof PIXI - */ - var GLFramebuffer = /** @class */ (function () { - function GLFramebuffer(framebuffer) { - this.framebuffer = framebuffer; - this.stencil = null; - this.dirtyId = -1; - this.dirtyFormat = -1; - this.dirtySize = -1; - this.multisample = MSAA_QUALITY$8.NONE; - this.msaaBuffer = null; - this.blitFramebuffer = null; - this.mipLevel = 0; - } - return GLFramebuffer; - }()); - - var tempRectangle = new Rectangle$2(); - /** - * System plugin to the renderer to manage framebuffers. - * @memberof PIXI - */ - var FramebufferSystem = /** @class */ (function () { /** - * @param renderer - The renderer this System works for. + * Resolves shader for direct rendering + * @param renderer - The renderer */ - function FramebufferSystem(renderer) { - this.renderer = renderer; - this.managedFramebuffers = []; - this.unknownFramebuffer = new Framebuffer(10, 10); - this.msaaSamples = null; - } - /** Sets up the renderer context and necessary buffers. */ - FramebufferSystem.prototype.contextChange = function () { - var gl = this.gl = this.renderer.gl; - this.CONTEXT_UID = this.renderer.CONTEXT_UID; - this.current = this.unknownFramebuffer; - this.viewport = new Rectangle$2(); - this.hasMRT = true; - this.writeDepthTexture = true; - this.disposeAll(true); - // webgl2 - if (this.renderer.context.webGLVersion === 1) { - // webgl 1! - var nativeDrawBuffersExtension_1 = this.renderer.context.extensions.drawBuffers; - var nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture; - if (settings$2.PREFER_ENV === ENV$8.WEBGL_LEGACY) { - nativeDrawBuffersExtension_1 = null; - nativeDepthTextureExtension = null; - } - if (nativeDrawBuffersExtension_1) { - gl.drawBuffers = function (activeTextures) { - return nativeDrawBuffersExtension_1.drawBuffersWEBGL(activeTextures); - }; - } - else { - this.hasMRT = false; - gl.drawBuffers = function () { - // empty + Graphics.prototype._resolveDirectShader = function (renderer) { + var shader = this.shader; + var pluginName = this.pluginName; + if (!shader) { + // if there is no shader here, we can use the default shader. + // and that only gets created if we actually need it.. + // but may be more than one plugins for graphics + if (!DEFAULT_SHADERS[pluginName]) { + var MAX_TEXTURES = renderer.plugins[pluginName].MAX_TEXTURES; + var sampleValues = new Int32Array(MAX_TEXTURES); + for (var i = 0; i < MAX_TEXTURES; i++) { + sampleValues[i] = i; + } + var uniforms = { + tint: new Float32Array([1, 1, 1, 1]), + translationMatrix: new Matrix(), + default: UniformGroup.from({ uSamplers: sampleValues }, true), }; + var program = renderer.plugins[pluginName]._shader.program; + DEFAULT_SHADERS[pluginName] = new Shader(program, uniforms); } - if (!nativeDepthTextureExtension) { - this.writeDepthTexture = false; - } + shader = DEFAULT_SHADERS[pluginName]; } - else { - // WebGL2 - // cache possible MSAA samples - this.msaaSamples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES); + return shader; + }; + /** Retrieves the bounds of the graphic shape as a rectangle object. */ + Graphics.prototype._calculateBounds = function () { + this.finishPoly(); + var geometry = this._geometry; + // skipping when graphics is empty, like a container + if (!geometry.graphicsData.length) { + return; } + var _a = geometry.bounds, minX = _a.minX, minY = _a.minY, maxX = _a.maxX, maxY = _a.maxY; + this._bounds.addFrame(this.transform, minX, minY, maxX, maxY); }; /** - * Bind a framebuffer. - * @param framebuffer - * @param frame - frame, default is framebuffer size - * @param mipLevel - optional mip level to set on the framebuffer - defaults to 0 + * Tests if a point is inside this graphics object + * @param point - the point to test + * @returns - the result of the test */ - FramebufferSystem.prototype.bind = function (framebuffer, frame, mipLevel) { - if (mipLevel === void 0) { mipLevel = 0; } - var gl = this.gl; - if (framebuffer) { - // TODO caching layer! - var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID] || this.initFramebuffer(framebuffer); - if (this.current !== framebuffer) { - this.current = framebuffer; - gl.bindFramebuffer(gl.FRAMEBUFFER, fbo.framebuffer); - } - // make sure all textures are unbound.. - if (fbo.mipLevel !== mipLevel) { - framebuffer.dirtyId++; - framebuffer.dirtyFormat++; - fbo.mipLevel = mipLevel; - } - // now check for updates... - if (fbo.dirtyId !== framebuffer.dirtyId) { - fbo.dirtyId = framebuffer.dirtyId; - if (fbo.dirtyFormat !== framebuffer.dirtyFormat) { - fbo.dirtyFormat = framebuffer.dirtyFormat; - fbo.dirtySize = framebuffer.dirtySize; - this.updateFramebuffer(framebuffer, mipLevel); - } - else if (fbo.dirtySize !== framebuffer.dirtySize) { - fbo.dirtySize = framebuffer.dirtySize; - this.resizeFramebuffer(framebuffer); - } - } - for (var i = 0; i < framebuffer.colorTextures.length; i++) { - var tex = framebuffer.colorTextures[i]; - this.renderer.texture.unbind(tex.parentTextureArray || tex); - } - if (framebuffer.depthTexture) { - this.renderer.texture.unbind(framebuffer.depthTexture); - } - if (frame) { - var mipWidth = (frame.width >> mipLevel); - var mipHeight = (frame.height >> mipLevel); - var scale = mipWidth / frame.width; - this.setViewport(frame.x * scale, frame.y * scale, mipWidth, mipHeight); - } - else { - var mipWidth = (framebuffer.width >> mipLevel); - var mipHeight = (framebuffer.height >> mipLevel); - this.setViewport(0, 0, mipWidth, mipHeight); + Graphics.prototype.containsPoint = function (point) { + this.worldTransform.applyInverse(point, Graphics._TEMP_POINT); + return this._geometry.containsPoint(Graphics._TEMP_POINT); + }; + /** Recalculate the tint by applying tint to batches using Graphics tint. */ + Graphics.prototype.calculateTints = function () { + if (this.batchTint !== this.tint) { + this.batchTint = this.tint; + var tintRGB = hex2rgb(this.tint, temp); + for (var i = 0; i < this.batches.length; i++) { + var batch = this.batches[i]; + var batchTint = batch._batchRGB; + var r = (tintRGB[0] * batchTint[0]) * 255; + var g = (tintRGB[1] * batchTint[1]) * 255; + var b = (tintRGB[2] * batchTint[2]) * 255; + // TODO Ivan, can this be done in one go? + var color = (r << 16) + (g << 8) + (b | 0); + batch._tintRGB = (color >> 16) + + (color & 0xff00) + + ((color & 0xff) << 16); } } - else { - if (this.current) { - this.current = null; - gl.bindFramebuffer(gl.FRAMEBUFFER, null); - } - if (frame) { - this.setViewport(frame.x, frame.y, frame.width, frame.height); - } - else { - this.setViewport(0, 0, this.renderer.width, this.renderer.height); - } + }; + /** If there's a transform update or a change to the shape of the geometry, recalculate the vertices. */ + Graphics.prototype.calculateVertices = function () { + var wtID = this.transform._worldID; + if (this._transformID === wtID) { + return; + } + this._transformID = wtID; + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var data = this._geometry.points; // batch.vertexDataOriginal; + var vertexData = this.vertexData; + var count = 0; + for (var i = 0; i < data.length; i += 2) { + var x = data[i]; + var y = data[i + 1]; + vertexData[count++] = (a * x) + (c * y) + tx; + vertexData[count++] = (d * y) + (b * x) + ty; } }; /** - * Set the WebGLRenderingContext's viewport. - * @param x - X position of viewport - * @param y - Y position of viewport - * @param width - Width of viewport - * @param height - Height of viewport + * Closes the current path. + * @returns - Returns itself. */ - FramebufferSystem.prototype.setViewport = function (x, y, width, height) { - var v = this.viewport; - x = Math.round(x); - y = Math.round(y); - width = Math.round(width); - height = Math.round(height); - if (v.width !== width || v.height !== height || v.x !== x || v.y !== y) { - v.x = x; - v.y = y; - v.width = width; - v.height = height; - this.gl.viewport(x, y, width, height); + Graphics.prototype.closePath = function () { + var currentPath = this.currentPath; + if (currentPath) { + // we don't need to add extra point in the end because buildLine will take care of that + currentPath.closeStroke = true; + // ensure that the polygon is completed, and is available for hit detection + // (even if the graphics is not rendered yet) + this.finishPoly(); } + return this; }; - Object.defineProperty(FramebufferSystem.prototype, "size", { - /** - * Get the size of the current width and height. Returns object with `width` and `height` values. - * @readonly - */ - get: function () { - if (this.current) { - // TODO store temp - return { x: 0, y: 0, width: this.current.width, height: this.current.height }; - } - return { x: 0, y: 0, width: this.renderer.width, height: this.renderer.height }; - }, - enumerable: false, - configurable: true - }); /** - * Clear the color of the context - * @param r - Red value from 0 to 1 - * @param g - Green value from 0 to 1 - * @param b - Blue value from 0 to 1 - * @param a - Alpha value from 0 to 1 - * @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks - * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers. + * Apply a matrix to the positional data. + * @param matrix - Matrix to use for transform current shape. + * @returns - Returns itself. */ - FramebufferSystem.prototype.clear = function (r, g, b, a, mask) { - if (mask === void 0) { mask = BUFFER_BITS$8.COLOR | BUFFER_BITS$8.DEPTH; } - var gl = this.gl; - // TODO clear color can be set only one right? - gl.clearColor(r, g, b, a); - gl.clear(mask); + Graphics.prototype.setMatrix = function (matrix) { + this._matrix = matrix; + return this; }; /** - * Initialize framebuffer for this context - * @protected - * @param framebuffer - * @returns - created GLFramebuffer + * Begin adding holes to the last draw shape + * IMPORTANT: holes must be fully inside a shape to work + * Also weirdness ensues if holes overlap! + * Ellipses, Circles, Rectangles and Rounded Rectangles cannot be holes or host for holes in CanvasRenderer, + * please use `moveTo` `lineTo`, `quadraticCurveTo` if you rely on pixi-legacy bundle. + * @returns - Returns itself. */ - FramebufferSystem.prototype.initFramebuffer = function (framebuffer) { - var gl = this.gl; - var fbo = new GLFramebuffer(gl.createFramebuffer()); - fbo.multisample = this.detectSamples(framebuffer.multisample); - framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo; - this.managedFramebuffers.push(framebuffer); - framebuffer.disposeRunner.add(this); - return fbo; + Graphics.prototype.beginHole = function () { + this.finishPoly(); + this._holeMode = true; + return this; }; /** - * Resize the framebuffer - * @param framebuffer - * @protected + * End adding holes to the last draw shape. + * @returns - Returns itself. */ - FramebufferSystem.prototype.resizeFramebuffer = function (framebuffer) { - var gl = this.gl; - var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; - if (fbo.msaaBuffer) { - gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer); - gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height); - } - if (fbo.stencil) { - gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil); - if (fbo.msaaBuffer) { - gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height); - } - else { - gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height); - } - } - var colorTextures = framebuffer.colorTextures; - var count = colorTextures.length; - if (!gl.drawBuffers) { - count = Math.min(count, 1); - } - for (var i = 0; i < count; i++) { - var texture = colorTextures[i]; - var parentTexture = texture.parentTextureArray || texture; - this.renderer.texture.bind(parentTexture, 0); - } - if (framebuffer.depthTexture && this.writeDepthTexture) { - this.renderer.texture.bind(framebuffer.depthTexture, 0); - } + Graphics.prototype.endHole = function () { + this.finishPoly(); + this._holeMode = false; + return this; }; /** - * Update the framebuffer - * @param framebuffer - * @param mipLevel - * @protected + * Destroys the Graphics object. + * @param options - Options parameter. A boolean will act as if all + * options have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have + * their destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the texture of the child sprite + * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the base texture of the child sprite */ - FramebufferSystem.prototype.updateFramebuffer = function (framebuffer, mipLevel) { - var gl = this.gl; - var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; - // bind the color texture - var colorTextures = framebuffer.colorTextures; - var count = colorTextures.length; - if (!gl.drawBuffers) { - count = Math.min(count, 1); - } - if (fbo.multisample > 1 && this.canMultisampleFramebuffer(framebuffer)) { - fbo.msaaBuffer = fbo.msaaBuffer || gl.createRenderbuffer(); - gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer); - gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height); - gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, fbo.msaaBuffer); - } - else if (fbo.msaaBuffer) { - gl.deleteRenderbuffer(fbo.msaaBuffer); - fbo.msaaBuffer = null; - if (fbo.blitFramebuffer) { - fbo.blitFramebuffer.dispose(); - fbo.blitFramebuffer = null; - } - } - var activeTextures = []; - for (var i = 0; i < count; i++) { - var texture = colorTextures[i]; - var parentTexture = texture.parentTextureArray || texture; - this.renderer.texture.bind(parentTexture, 0); - if (i === 0 && fbo.msaaBuffer) { - continue; - } - gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, texture.target, parentTexture._glTextures[this.CONTEXT_UID].texture, mipLevel); - activeTextures.push(gl.COLOR_ATTACHMENT0 + i); - } - if (activeTextures.length > 1) { - gl.drawBuffers(activeTextures); - } - if (framebuffer.depthTexture) { - var writeDepthTexture = this.writeDepthTexture; - if (writeDepthTexture) { - var depthTexture = framebuffer.depthTexture; - this.renderer.texture.bind(depthTexture, 0); - gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._glTextures[this.CONTEXT_UID].texture, mipLevel); - } - } - if ((framebuffer.stencil || framebuffer.depth) && !(framebuffer.depthTexture && this.writeDepthTexture)) { - fbo.stencil = fbo.stencil || gl.createRenderbuffer(); - gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil); - if (fbo.msaaBuffer) { - gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height); - } - else { - gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height); - } - gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, fbo.stencil); - } - else if (fbo.stencil) { - gl.deleteRenderbuffer(fbo.stencil); - fbo.stencil = null; + Graphics.prototype.destroy = function (options) { + this._geometry.refCount--; + if (this._geometry.refCount === 0) { + this._geometry.dispose(); } + this._matrix = null; + this.currentPath = null; + this._lineStyle.destroy(); + this._lineStyle = null; + this._fillStyle.destroy(); + this._fillStyle = null; + this._geometry = null; + this.shader = null; + this.vertexData = null; + this.batches.length = 0; + this.batches = null; + _super.prototype.destroy.call(this, options); }; /** - * Returns true if the frame buffer can be multisampled. - * @param framebuffer + * New rendering behavior for rounded rectangles: circular arcs instead of quadratic bezier curves. + * In the next major release, we'll enable this by default. */ - FramebufferSystem.prototype.canMultisampleFramebuffer = function (framebuffer) { - return this.renderer.context.webGLVersion !== 1 - && framebuffer.colorTextures.length <= 1 && !framebuffer.depthTexture; - }; + Graphics.nextRoundedRectBehavior = false; /** - * Detects number of samples that is not more than a param but as close to it as possible - * @param samples - number of samples - * @returns - recommended number of samples + * Temporary point to use for containsPoint. + * @private */ - FramebufferSystem.prototype.detectSamples = function (samples) { - var msaaSamples = this.msaaSamples; - var res = MSAA_QUALITY$8.NONE; - if (samples <= 1 || msaaSamples === null) { - return res; - } - for (var i = 0; i < msaaSamples.length; i++) { - if (msaaSamples[i] <= samples) { - res = msaaSamples[i]; - break; - } + Graphics._TEMP_POINT = new Point(); + return Graphics; + }(Container)); + + /*! + * @pixi/sprite - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/sprite is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$d = function(d, b) { + extendStatics$d = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$d(d, b); + }; + + function __extends$d(d, b) { + extendStatics$d(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var tempPoint$2 = new Point(); + var indices = new Uint16Array([0, 1, 2, 0, 2, 3]); + /** + * The Sprite object is the base for all textured objects that are rendered to the screen + * + * A sprite can be created directly from an image like this: + * + * ```js + * let sprite = PIXI.Sprite.from('assets/image.png'); + * ``` + * + * The more efficient way to create sprites is using a {@link PIXI.Spritesheet}, + * as swapping base textures when rendering to the screen is inefficient. + * + * ```js + * PIXI.Loader.shared.add("assets/spritesheet.json").load(setup); + * + * function setup() { + * let sheet = PIXI.Loader.shared.resources["assets/spritesheet.json"].spritesheet; + * let sprite = new PIXI.Sprite(sheet.textures["image.png"]); + * ... + * } + * ``` + * @memberof PIXI + */ + var Sprite = /** @class */ (function (_super) { + __extends$d(Sprite, _super); + /** @param texture - The texture for this sprite. */ + function Sprite(texture) { + var _this = _super.call(this) || this; + _this._anchor = new ObservablePoint(_this._onAnchorUpdate, _this, (texture ? texture.defaultAnchor.x : 0), (texture ? texture.defaultAnchor.y : 0)); + _this._texture = null; + _this._width = 0; + _this._height = 0; + _this._tint = null; + _this._tintRGB = null; + _this.tint = 0xFFFFFF; + _this.blendMode = BLEND_MODES.NORMAL; + _this._cachedTint = 0xFFFFFF; + _this.uvs = null; + // call texture setter + _this.texture = texture || Texture.EMPTY; + _this.vertexData = new Float32Array(8); + _this.vertexTrimmedData = null; + _this._transformID = -1; + _this._textureID = -1; + _this._transformTrimmedID = -1; + _this._textureTrimmedID = -1; + // Batchable stuff.. + // TODO could make this a mixin? + _this.indices = indices; + _this.pluginName = 'batch'; + /** + * Used to fast check if a sprite is.. a sprite! + * @member {boolean} + */ + _this.isSprite = true; + _this._roundPixels = settings$1.ROUND_PIXELS; + return _this; + } + /** When the texture is updated, this event will fire to update the scale and frame. */ + Sprite.prototype._onTextureUpdate = function () { + this._textureID = -1; + this._textureTrimmedID = -1; + this._cachedTint = 0xFFFFFF; + // so if _width is 0 then width was not set.. + if (this._width) { + this.scale.x = sign(this.scale.x) * this._width / this._texture.orig.width; } - if (res === 1) { - res = MSAA_QUALITY$8.NONE; + if (this._height) { + this.scale.y = sign(this.scale.y) * this._height / this._texture.orig.height; } - return res; }; - /** - * Only works with WebGL2 - * - * blits framebuffer to another of the same or bigger size - * after that target framebuffer is bound - * - * Fails with WebGL warning if blits multisample framebuffer to different size - * @param framebuffer - by default it blits "into itself", from renderBuffer to texture. - * @param sourcePixels - source rectangle in pixels - * @param destPixels - dest rectangle in pixels, assumed to be the same as sourcePixels - */ - FramebufferSystem.prototype.blit = function (framebuffer, sourcePixels, destPixels) { - var _a = this, current = _a.current, renderer = _a.renderer, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; - if (renderer.context.webGLVersion !== 2) { + /** Called when the anchor position updates. */ + Sprite.prototype._onAnchorUpdate = function () { + this._transformID = -1; + this._transformTrimmedID = -1; + }; + /** Calculates worldTransform * vertices, store it in vertexData. */ + Sprite.prototype.calculateVertices = function () { + var texture = this._texture; + if (this._transformID === this.transform._worldID && this._textureID === texture._updateID) { return; } - if (!current) { - return; + // update texture UV here, because base texture can be changed without calling `_onTextureUpdate` + if (this._textureID !== texture._updateID) { + this.uvs = this._texture._uvs.uvsFloat32; } - var fbo = current.glFramebuffers[CONTEXT_UID]; - if (!fbo) { - return; + this._transformID = this.transform._worldID; + this._textureID = texture._updateID; + // set the vertex data + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var vertexData = this.vertexData; + var trim = texture.trim; + var orig = texture.orig; + var anchor = this._anchor; + var w0 = 0; + var w1 = 0; + var h0 = 0; + var h1 = 0; + if (trim) { + // if the sprite is trimmed and is not a tilingsprite then we need to add the extra + // space before transforming the sprite coords. + w1 = trim.x - (anchor._x * orig.width); + w0 = w1 + trim.width; + h1 = trim.y - (anchor._y * orig.height); + h0 = h1 + trim.height; } - if (!framebuffer) { - if (!fbo.msaaBuffer) { - return; - } - var colorTexture = current.colorTextures[0]; - if (!colorTexture) { - return; - } - if (!fbo.blitFramebuffer) { - fbo.blitFramebuffer = new Framebuffer(current.width, current.height); - fbo.blitFramebuffer.addColorTexture(0, colorTexture); - } - framebuffer = fbo.blitFramebuffer; - if (framebuffer.colorTextures[0] !== colorTexture) { - framebuffer.colorTextures[0] = colorTexture; - framebuffer.dirtyId++; - framebuffer.dirtyFormat++; - } - if (framebuffer.width !== current.width || framebuffer.height !== current.height) { - framebuffer.width = current.width; - framebuffer.height = current.height; - framebuffer.dirtyId++; - framebuffer.dirtySize++; + else { + w1 = -anchor._x * orig.width; + w0 = w1 + orig.width; + h1 = -anchor._y * orig.height; + h0 = h1 + orig.height; + } + // xy + vertexData[0] = (a * w1) + (c * h1) + tx; + vertexData[1] = (d * h1) + (b * w1) + ty; + // xy + vertexData[2] = (a * w0) + (c * h1) + tx; + vertexData[3] = (d * h1) + (b * w0) + ty; + // xy + vertexData[4] = (a * w0) + (c * h0) + tx; + vertexData[5] = (d * h0) + (b * w0) + ty; + // xy + vertexData[6] = (a * w1) + (c * h0) + tx; + vertexData[7] = (d * h0) + (b * w1) + ty; + if (this._roundPixels) { + var resolution = settings$1.RESOLUTION; + for (var i = 0; i < vertexData.length; ++i) { + vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution); } } - if (!sourcePixels) { - sourcePixels = tempRectangle; - sourcePixels.width = current.width; - sourcePixels.height = current.height; + }; + /** + * Calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData. + * + * This is used to ensure that the true width and height of a trimmed texture is respected. + */ + Sprite.prototype.calculateTrimmedVertices = function () { + if (!this.vertexTrimmedData) { + this.vertexTrimmedData = new Float32Array(8); } - if (!destPixels) { - destPixels = sourcePixels; + else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) { + return; } - var sameSize = sourcePixels.width === destPixels.width && sourcePixels.height === destPixels.height; - this.bind(framebuffer); - gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo.framebuffer); - gl.blitFramebuffer(sourcePixels.left, sourcePixels.top, sourcePixels.right, sourcePixels.bottom, destPixels.left, destPixels.top, destPixels.right, destPixels.bottom, gl.COLOR_BUFFER_BIT, sameSize ? gl.NEAREST : gl.LINEAR); + this._transformTrimmedID = this.transform._worldID; + this._textureTrimmedID = this._texture._updateID; + // lets do some special trim code! + var texture = this._texture; + var vertexData = this.vertexTrimmedData; + var orig = texture.orig; + var anchor = this._anchor; + // lets calculate the new untrimmed bounds.. + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var w1 = -anchor._x * orig.width; + var w0 = w1 + orig.width; + var h1 = -anchor._y * orig.height; + var h0 = h1 + orig.height; + // xy + vertexData[0] = (a * w1) + (c * h1) + tx; + vertexData[1] = (d * h1) + (b * w1) + ty; + // xy + vertexData[2] = (a * w0) + (c * h1) + tx; + vertexData[3] = (d * h1) + (b * w0) + ty; + // xy + vertexData[4] = (a * w0) + (c * h0) + tx; + vertexData[5] = (d * h0) + (b * w0) + ty; + // xy + vertexData[6] = (a * w1) + (c * h0) + tx; + vertexData[7] = (d * h0) + (b * w1) + ty; }; /** - * Disposes framebuffer. - * @param framebuffer - framebuffer that has to be disposed of - * @param contextLost - If context was lost, we suppress all delete function calls + * + * Renders the object using the WebGL renderer + * @param renderer - The webgl renderer to use. */ - FramebufferSystem.prototype.disposeFramebuffer = function (framebuffer, contextLost) { - var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; - var gl = this.gl; - if (!fbo) { - return; + Sprite.prototype._render = function (renderer) { + this.calculateVertices(); + renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); + renderer.plugins[this.pluginName].render(this); + }; + /** Updates the bounds of the sprite. */ + Sprite.prototype._calculateBounds = function () { + var trim = this._texture.trim; + var orig = this._texture.orig; + // First lets check to see if the current texture has a trim.. + if (!trim || (trim.width === orig.width && trim.height === orig.height)) { + // no trim! lets use the usual calculations.. + this.calculateVertices(); + this._bounds.addQuad(this.vertexData); } - delete framebuffer.glFramebuffers[this.CONTEXT_UID]; - var index = this.managedFramebuffers.indexOf(framebuffer); - if (index >= 0) { - this.managedFramebuffers.splice(index, 1); + else { + // lets calculate a special trimmed bounds... + this.calculateTrimmedVertices(); + this._bounds.addQuad(this.vertexTrimmedData); } - framebuffer.disposeRunner.remove(this); - if (!contextLost) { - gl.deleteFramebuffer(fbo.framebuffer); - if (fbo.msaaBuffer) { - gl.deleteRenderbuffer(fbo.msaaBuffer); + }; + /** + * Gets the local bounds of the sprite object. + * @param rect - Optional output rectangle. + * @returns The bounds. + */ + Sprite.prototype.getLocalBounds = function (rect) { + // we can do a fast local bounds if the sprite has no children! + if (this.children.length === 0) { + if (!this._localBounds) { + this._localBounds = new Bounds(); } - if (fbo.stencil) { - gl.deleteRenderbuffer(fbo.stencil); + this._localBounds.minX = this._texture.orig.width * -this._anchor._x; + this._localBounds.minY = this._texture.orig.height * -this._anchor._y; + this._localBounds.maxX = this._texture.orig.width * (1 - this._anchor._x); + this._localBounds.maxY = this._texture.orig.height * (1 - this._anchor._y); + if (!rect) { + if (!this._localBoundsRect) { + this._localBoundsRect = new Rectangle(); + } + rect = this._localBoundsRect; } + return this._localBounds.getRectangle(rect); } - if (fbo.blitFramebuffer) { - fbo.blitFramebuffer.dispose(); - } + return _super.prototype.getLocalBounds.call(this, rect); }; /** - * Disposes all framebuffers, but not textures bound to them. - * @param [contextLost=false] - If context was lost, we suppress all delete function calls + * Tests if a point is inside this sprite + * @param point - the point to test + * @returns The result of the test */ - FramebufferSystem.prototype.disposeAll = function (contextLost) { - var list = this.managedFramebuffers; - this.managedFramebuffers = []; - for (var i = 0; i < list.length; i++) { - this.disposeFramebuffer(list[i], contextLost); + Sprite.prototype.containsPoint = function (point) { + this.worldTransform.applyInverse(point, tempPoint$2); + var width = this._texture.orig.width; + var height = this._texture.orig.height; + var x1 = -width * this.anchor.x; + var y1 = 0; + if (tempPoint$2.x >= x1 && tempPoint$2.x < x1 + width) { + y1 = -height * this.anchor.y; + if (tempPoint$2.y >= y1 && tempPoint$2.y < y1 + height) { + return true; + } } + return false; }; /** - * Forcing creation of stencil buffer for current framebuffer, if it wasn't done before. - * Used by MaskSystem, when its time to use stencil mask for Graphics element. - * - * Its an alternative for public lazy `framebuffer.enableStencil`, in case we need stencil without rebind. - * @private + * Destroys this sprite and optionally its texture and children. + * @param options - Options parameter. A boolean will act as if all options + * have been set to that value + * @param [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param [options.texture=false] - Should it destroy the current texture of the sprite as well + * @param [options.baseTexture=false] - Should it destroy the base texture of the sprite as well */ - FramebufferSystem.prototype.forceStencil = function () { - var framebuffer = this.current; - if (!framebuffer) { - return; - } - var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; - if (!fbo || fbo.stencil) { - return; - } - framebuffer.stencil = true; - var w = framebuffer.width; - var h = framebuffer.height; - var gl = this.gl; - var stencil = gl.createRenderbuffer(); - gl.bindRenderbuffer(gl.RENDERBUFFER, stencil); - if (fbo.msaaBuffer) { - gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, w, h); - } - else { - gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, w, h); + Sprite.prototype.destroy = function (options) { + _super.prototype.destroy.call(this, options); + this._texture.off('update', this._onTextureUpdate, this); + this._anchor = null; + var destroyTexture = typeof options === 'boolean' ? options : options && options.texture; + if (destroyTexture) { + var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture; + this._texture.destroy(!!destroyBaseTexture); } - fbo.stencil = stencil; - gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencil); - }; - /** Resets framebuffer stored state, binds screen framebuffer. Should be called before renderTexture reset(). */ - FramebufferSystem.prototype.reset = function () { - this.current = this.unknownFramebuffer; - this.viewport = new Rectangle$2(); + this._texture = null; }; - FramebufferSystem.prototype.destroy = function () { - this.renderer = null; + // some helper functions.. + /** + * Helper function that creates a new sprite based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from + * @param {object} [options] - See {@link PIXI.BaseTexture}'s constructor for options. + * @returns The newly created sprite + */ + Sprite.from = function (source, options) { + var texture = (source instanceof Texture) + ? source + : Texture.from(source, options); + return new Sprite(texture); }; - return FramebufferSystem; - }()); - - var byteSizeMap = { 5126: 4, 5123: 2, 5121: 1 }; - /** - * System plugin to the renderer to manage geometry. - * @memberof PIXI - */ - var GeometrySystem = /** @class */ (function () { - /** @param renderer - The renderer this System works for. */ - function GeometrySystem(renderer) { - this.renderer = renderer; - this._activeGeometry = null; - this._activeVao = null; - this.hasVao = true; - this.hasInstance = true; - this.canUseUInt32ElementIndex = false; - this.managedGeometries = {}; - } - /** Sets up the renderer context and necessary buffers. */ - GeometrySystem.prototype.contextChange = function () { - this.disposeAll(true); - var gl = this.gl = this.renderer.gl; - var context = this.renderer.context; - this.CONTEXT_UID = this.renderer.CONTEXT_UID; - // webgl2 - if (context.webGLVersion !== 2) { - // webgl 1! - var nativeVaoExtension_1 = this.renderer.context.extensions.vertexArrayObject; - if (settings$2.PREFER_ENV === ENV$8.WEBGL_LEGACY) { - nativeVaoExtension_1 = null; - } - if (nativeVaoExtension_1) { - gl.createVertexArray = function () { - return nativeVaoExtension_1.createVertexArrayOES(); - }; - gl.bindVertexArray = function (vao) { - return nativeVaoExtension_1.bindVertexArrayOES(vao); - }; - gl.deleteVertexArray = function (vao) { - return nativeVaoExtension_1.deleteVertexArrayOES(vao); - }; + Object.defineProperty(Sprite.prototype, "roundPixels", { + get: function () { + return this._roundPixels; + }, + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * + * Advantages can include sharper image quality (like text) and faster rendering on canvas. + * The main disadvantage is movement of objects may appear less smooth. + * + * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}. + * @default false + */ + set: function (value) { + if (this._roundPixels !== value) { + this._transformID = -1; } - else { - this.hasVao = false; - gl.createVertexArray = function () { - return null; - }; - gl.bindVertexArray = function () { - return null; - }; - gl.deleteVertexArray = function () { - return null; - }; + this._roundPixels = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "width", { + /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */ + get: function () { + return Math.abs(this.scale.x) * this._texture.orig.width; + }, + set: function (value) { + var s = sign(this.scale.x) || 1; + this.scale.x = s * value / this._texture.orig.width; + this._width = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "height", { + /** The height of the sprite, setting this will actually modify the scale to achieve the value set. */ + get: function () { + return Math.abs(this.scale.y) * this._texture.orig.height; + }, + set: function (value) { + var s = sign(this.scale.y) || 1; + this.scale.y = s * value / this._texture.orig.height; + this._height = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "anchor", { + /** + * The anchor sets the origin point of the sprite. The default value is taken from the {@link PIXI.Texture|Texture} + * and passed to the constructor. + * + * The default is `(0,0)`, this means the sprite's origin is the top left. + * + * Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered. + * + * Setting the anchor to `(1,1)` would mean the sprite's origin point will be the bottom right corner. + * + * If you pass only single parameter, it will set both x and y to the same value as shown in the example below. + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5). + */ + get: function () { + return this._anchor; + }, + set: function (value) { + this._anchor.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "tint", { + /** + * The tint applied to the sprite. This is a hex value. + * + * A value of 0xFFFFFF will remove any tint effect. + * @default 0xFFFFFF + */ + get: function () { + return this._tint; + }, + set: function (value) { + this._tint = value; + this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "texture", { + /** The texture that the sprite is using. */ + get: function () { + return this._texture; + }, + set: function (value) { + if (this._texture === value) { + return; } - } - if (context.webGLVersion !== 2) { - var instanceExt_1 = gl.getExtension('ANGLE_instanced_arrays'); - if (instanceExt_1) { - gl.vertexAttribDivisor = function (a, b) { - return instanceExt_1.vertexAttribDivisorANGLE(a, b); - }; - gl.drawElementsInstanced = function (a, b, c, d, e) { - return instanceExt_1.drawElementsInstancedANGLE(a, b, c, d, e); - }; - gl.drawArraysInstanced = function (a, b, c, d) { - return instanceExt_1.drawArraysInstancedANGLE(a, b, c, d); - }; + if (this._texture) { + this._texture.off('update', this._onTextureUpdate, this); } - else { - this.hasInstance = false; + this._texture = value || Texture.EMPTY; + this._cachedTint = 0xFFFFFF; + this._textureID = -1; + this._textureTrimmedID = -1; + if (value) { + // wait for the texture to load + if (value.baseTexture.valid) { + this._onTextureUpdate(); + } + else { + value.once('update', this._onTextureUpdate, this); + } } - } - this.canUseUInt32ElementIndex = context.webGLVersion === 2 || !!context.extensions.uint32ElementIndex; - }; + }, + enumerable: false, + configurable: true + }); + return Sprite; + }(Container)); + + /*! + * @pixi/text - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/text is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$c = function(d, b) { + extendStatics$c = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$c(d, b); + }; + + function __extends$c(d, b) { + extendStatics$c(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * Constants that define the type of gradient on text. + * @static + * @constant + * @name TEXT_GRADIENT + * @memberof PIXI + * @type {object} + * @property {number} LINEAR_VERTICAL Vertical gradient + * @property {number} LINEAR_HORIZONTAL Linear gradient + */ + var TEXT_GRADIENT; + (function (TEXT_GRADIENT) { + TEXT_GRADIENT[TEXT_GRADIENT["LINEAR_VERTICAL"] = 0] = "LINEAR_VERTICAL"; + TEXT_GRADIENT[TEXT_GRADIENT["LINEAR_HORIZONTAL"] = 1] = "LINEAR_HORIZONTAL"; + })(TEXT_GRADIENT || (TEXT_GRADIENT = {})); + + // disabling eslint for now, going to rewrite this in v5 + var defaultStyle = { + align: 'left', + breakWords: false, + dropShadow: false, + dropShadowAlpha: 1, + dropShadowAngle: Math.PI / 6, + dropShadowBlur: 0, + dropShadowColor: 'black', + dropShadowDistance: 5, + fill: 'black', + fillGradientType: TEXT_GRADIENT.LINEAR_VERTICAL, + fillGradientStops: [], + fontFamily: 'Arial', + fontSize: 26, + fontStyle: 'normal', + fontVariant: 'normal', + fontWeight: 'normal', + letterSpacing: 0, + lineHeight: 0, + lineJoin: 'miter', + miterLimit: 10, + padding: 0, + stroke: 'black', + strokeThickness: 0, + textBaseline: 'alphabetic', + trim: false, + whiteSpace: 'pre', + wordWrap: false, + wordWrapWidth: 100, + leading: 0, + }; + var genericFontFamilies = [ + 'serif', + 'sans-serif', + 'monospace', + 'cursive', + 'fantasy', + 'system-ui' ]; + /** + * A TextStyle Object contains information to decorate a Text objects. + * + * An instance can be shared between multiple Text objects; then changing the style will update all text objects using it. + * + * A tool can be used to generate a text style [here](https://pixijs.io/pixi-text-style). + * + * @memberof PIXI + */ + var TextStyle = /** @class */ (function () { /** - * Binds geometry so that is can be drawn. Creating a Vao if required - * @param geometry - Instance of geometry to bind. - * @param shader - Instance of shader to use vao for. + * @param {object} [style] - The style parameters + * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'), + * does not affect single line text + * @param {boolean} [style.breakWords=false] - Indicates if lines can be wrapped within words, it + * needs wordWrap to be set to true + * @param {boolean} [style.dropShadow=false] - Set a drop shadow for the text + * @param {number} [style.dropShadowAlpha=1] - Set alpha for the drop shadow + * @param {number} [style.dropShadowAngle=Math.PI/6] - Set a angle of the drop shadow + * @param {number} [style.dropShadowBlur=0] - Set a shadow blur radius + * @param {string|number} [style.dropShadowColor='black'] - A fill style to be used on the dropshadow e.g 'red', '#00FF00' + * @param {number} [style.dropShadowDistance=5] - Set a distance of the drop shadow + * @param {string|string[]|number|number[]|CanvasGradient|CanvasPattern} [style.fill='black'] - A canvas + * fillstyle that will be used on the text e.g 'red', '#00FF00'. Can be an array to create a gradient + * eg ['#000000','#FFFFFF'] + * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} + * @param {number} [style.fillGradientType=PIXI.TEXT_GRADIENT.LINEAR_VERTICAL] - If fill is an array of colours + * to create a gradient, this can change the type/direction of the gradient. See {@link PIXI.TEXT_GRADIENT} + * @param {number[]} [style.fillGradientStops] - If fill is an array of colours to create a gradient, this array can set + * the stop points (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. + * @param {string|string[]} [style.fontFamily='Arial'] - The font family + * @param {number|string} [style.fontSize=26] - The font size (as a number it converts to px, but as a string, + * equivalents are '26px','20pt','160%' or '1.6em') + * @param {string} [style.fontStyle='normal'] - The font style ('normal', 'italic' or 'oblique') + * @param {string} [style.fontVariant='normal'] - The font variant ('normal' or 'small-caps') + * @param {string} [style.fontWeight='normal'] - The font weight ('normal', 'bold', 'bolder', 'lighter' and '100', + * '200', '300', '400', '500', '600', '700', '800' or '900') + * @param {number} [style.leading=0] - The space between lines + * @param {number} [style.letterSpacing=0] - The amount of spacing between letters, default is 0 + * @param {number} [style.lineHeight] - The line height, a number that represents the vertical space that a letter uses + * @param {string} [style.lineJoin='miter'] - The lineJoin property sets the type of corner created, it can resolve + * spiked text issues. Possible values "miter" (creates a sharp corner), "round" (creates a round corner) or "bevel" + * (creates a squared corner). + * @param {number} [style.miterLimit=10] - The miter limit to use when using the 'miter' lineJoin mode. This can reduce + * or increase the spikiness of rendered text. + * @param {number} [style.padding=0] - Occasionally some fonts are cropped. Adding some padding will prevent this from + * happening by adding padding to all sides of the text. + * @param {string|number} [style.stroke='black'] - A canvas fillstyle that will be used on the text stroke + * e.g 'blue', '#FCFF00' + * @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke. + * Default is 0 (no stroke) + * @param {boolean} [style.trim=false] - Trim transparent borders + * @param {string} [style.textBaseline='alphabetic'] - The baseline of the text that is rendered. + * @param {string} [style.whiteSpace='pre'] - Determines whether newlines & spaces are collapsed or preserved "normal" + * (collapse, collapse), "pre" (preserve, preserve) | "pre-line" (preserve, collapse). It needs wordWrap to be set to true + * @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used + * @param {number} [style.wordWrapWidth=100] - The width at which text will wrap, it needs wordWrap to be set to true */ - GeometrySystem.prototype.bind = function (geometry, shader) { - shader = shader || this.renderer.shader.shader; - var gl = this.gl; - // not sure the best way to address this.. - // currently different shaders require different VAOs for the same geometry - // Still mulling over the best way to solve this one.. - // will likely need to modify the shader attribute locations at run time! - var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID]; - var incRefCount = false; - if (!vaos) { - this.managedGeometries[geometry.id] = geometry; - geometry.disposeRunner.add(this); - geometry.glVertexArrayObjects[this.CONTEXT_UID] = vaos = {}; - incRefCount = true; - } - var vao = vaos[shader.program.id] || this.initGeometryVao(geometry, shader, incRefCount); - this._activeGeometry = geometry; - if (this._activeVao !== vao) { - this._activeVao = vao; - if (this.hasVao) { - gl.bindVertexArray(vao); - } - else { - this.activateVao(geometry, shader.program); - } - } - // TODO - optimise later! - // don't need to loop through if nothing changed! - // maybe look to add an 'autoupdate' to geometry? - this.updateBuffers(); - }; - /** Reset and unbind any active VAO and geometry. */ - GeometrySystem.prototype.reset = function () { - this.unbind(); - }; - /** Update buffers of the currently bound geometry. */ - GeometrySystem.prototype.updateBuffers = function () { - var geometry = this._activeGeometry; - var bufferSystem = this.renderer.buffer; - for (var i = 0; i < geometry.buffers.length; i++) { - var buffer = geometry.buffers[i]; - bufferSystem.update(buffer); - } - }; + function TextStyle(style) { + this.styleID = 0; + this.reset(); + deepCopyProperties(this, style, style); + } /** - * Check compatibility between a geometry and a program - * @param geometry - Geometry instance. - * @param program - Program instance. + * Creates a new TextStyle object with the same values as this one. + * Note that the only the properties of the object are cloned. + * + * @return New cloned TextStyle object */ - GeometrySystem.prototype.checkCompatibility = function (geometry, program) { - // geometry must have at least all the attributes that the shader requires. - var geometryAttributes = geometry.attributes; - var shaderAttributes = program.attributeData; - for (var j in shaderAttributes) { - if (!geometryAttributes[j]) { - throw new Error("shader and geometry incompatible, geometry missing the \"" + j + "\" attribute"); - } - } + TextStyle.prototype.clone = function () { + var clonedProperties = {}; + deepCopyProperties(clonedProperties, this, defaultStyle); + return new TextStyle(clonedProperties); }; - /** - * Takes a geometry and program and generates a unique signature for them. - * @param geometry - To get signature from. - * @param program - To test geometry against. - * @returns - Unique signature of the geometry and program - */ - GeometrySystem.prototype.getSignature = function (geometry, program) { - var attribs = geometry.attributes; - var shaderAttributes = program.attributeData; - var strings = ['g', geometry.id]; - for (var i in attribs) { - if (shaderAttributes[i]) { - strings.push(i, shaderAttributes[i].location); - } - } - return strings.join('-'); + /** Resets all properties to the defaults specified in TextStyle.prototype._default */ + TextStyle.prototype.reset = function () { + deepCopyProperties(this, defaultStyle, defaultStyle); }; - /** - * Creates or gets Vao with the same structure as the geometry and stores it on the geometry. - * If vao is created, it is bound automatically. We use a shader to infer what and how to set up the - * attribute locations. - * @param geometry - Instance of geometry to to generate Vao for. - * @param shader - Instance of the shader. - * @param incRefCount - Increment refCount of all geometry buffers. - */ - GeometrySystem.prototype.initGeometryVao = function (geometry, shader, incRefCount) { - if (incRefCount === void 0) { incRefCount = true; } - var gl = this.gl; - var CONTEXT_UID = this.CONTEXT_UID; - var bufferSystem = this.renderer.buffer; - var program = shader.program; - if (!program.glPrograms[CONTEXT_UID]) { - this.renderer.shader.generateProgram(shader); - } - this.checkCompatibility(geometry, program); - var signature = this.getSignature(geometry, program); - var vaoObjectHash = geometry.glVertexArrayObjects[this.CONTEXT_UID]; - var vao = vaoObjectHash[signature]; - if (vao) { - // this will give us easy access to the vao - vaoObjectHash[program.id] = vao; - return vao; - } - var buffers = geometry.buffers; - var attributes = geometry.attributes; - var tempStride = {}; - var tempStart = {}; - for (var j in buffers) { - tempStride[j] = 0; - tempStart[j] = 0; - } - for (var j in attributes) { - if (!attributes[j].size && program.attributeData[j]) { - attributes[j].size = program.attributeData[j].size; - } - else if (!attributes[j].size) { - console.warn("PIXI Geometry attribute '" + j + "' size cannot be determined (likely the bound shader does not have the attribute)"); // eslint-disable-line + Object.defineProperty(TextStyle.prototype, "align", { + /** + * Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text + * + * @member {string} + */ + get: function () { + return this._align; + }, + set: function (align) { + if (this._align !== align) { + this._align = align; + this.styleID++; } - tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap[attributes[j].type]; - } - for (var j in attributes) { - var attribute = attributes[j]; - var attribSize = attribute.size; - if (attribute.stride === undefined) { - if (tempStride[attribute.buffer] === attribSize * byteSizeMap[attribute.type]) { - attribute.stride = 0; - } - else { - attribute.stride = tempStride[attribute.buffer]; - } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "breakWords", { + /** Indicates if lines can be wrapped within words, it needs wordWrap to be set to true. */ + get: function () { + return this._breakWords; + }, + set: function (breakWords) { + if (this._breakWords !== breakWords) { + this._breakWords = breakWords; + this.styleID++; } - if (attribute.start === undefined) { - attribute.start = tempStart[attribute.buffer]; - tempStart[attribute.buffer] += attribSize * byteSizeMap[attribute.type]; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadow", { + /** Set a drop shadow for the text. */ + get: function () { + return this._dropShadow; + }, + set: function (dropShadow) { + if (this._dropShadow !== dropShadow) { + this._dropShadow = dropShadow; + this.styleID++; } - } - vao = gl.createVertexArray(); - gl.bindVertexArray(vao); - // first update - and create the buffers! - // only create a gl buffer if it actually gets - for (var i = 0; i < buffers.length; i++) { - var buffer = buffers[i]; - bufferSystem.bind(buffer); - if (incRefCount) { - buffer._glBuffers[CONTEXT_UID].refCount++; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowAlpha", { + /** Set alpha for the drop shadow. */ + get: function () { + return this._dropShadowAlpha; + }, + set: function (dropShadowAlpha) { + if (this._dropShadowAlpha !== dropShadowAlpha) { + this._dropShadowAlpha = dropShadowAlpha; + this.styleID++; } - } - // TODO - maybe make this a data object? - // lets wait to see if we need to first! - this.activateVao(geometry, program); - this._activeVao = vao; - // add it to the cache! - vaoObjectHash[program.id] = vao; - vaoObjectHash[signature] = vao; - return vao; - }; - /** - * Disposes geometry. - * @param geometry - Geometry with buffers. Only VAO will be disposed - * @param [contextLost=false] - If context was lost, we suppress deleteVertexArray - */ - GeometrySystem.prototype.disposeGeometry = function (geometry, contextLost) { - var _a; - if (!this.managedGeometries[geometry.id]) { - return; - } - delete this.managedGeometries[geometry.id]; - var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID]; - var gl = this.gl; - var buffers = geometry.buffers; - var bufferSystem = (_a = this.renderer) === null || _a === void 0 ? void 0 : _a.buffer; - geometry.disposeRunner.remove(this); - if (!vaos) { - return; - } - // bufferSystem may have already been destroyed.. - // if this is the case, there is no need to destroy the geometry buffers... - // they already have been! - if (bufferSystem) { - for (var i = 0; i < buffers.length; i++) { - var buf = buffers[i]._glBuffers[this.CONTEXT_UID]; - // my be null as context may have changed right before the dispose is called - if (buf) { - buf.refCount--; - if (buf.refCount === 0 && !contextLost) { - bufferSystem.dispose(buffers[i], contextLost); - } - } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowAngle", { + /** Set a angle of the drop shadow. */ + get: function () { + return this._dropShadowAngle; + }, + set: function (dropShadowAngle) { + if (this._dropShadowAngle !== dropShadowAngle) { + this._dropShadowAngle = dropShadowAngle; + this.styleID++; } - } - if (!contextLost) { - for (var vaoId in vaos) { - // delete only signatures, everything else are copies - if (vaoId[0] === 'g') { - var vao = vaos[vaoId]; - if (this._activeVao === vao) { - this.unbind(); - } - gl.deleteVertexArray(vao); - } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowBlur", { + /** Set a shadow blur radius. */ + get: function () { + return this._dropShadowBlur; + }, + set: function (dropShadowBlur) { + if (this._dropShadowBlur !== dropShadowBlur) { + this._dropShadowBlur = dropShadowBlur; + this.styleID++; } - } - delete geometry.glVertexArrayObjects[this.CONTEXT_UID]; - }; - /** - * Dispose all WebGL resources of all managed geometries. - * @param [contextLost=false] - If context was lost, we suppress `gl.delete` calls - */ - GeometrySystem.prototype.disposeAll = function (contextLost) { - var all = Object.keys(this.managedGeometries); - for (var i = 0; i < all.length; i++) { - this.disposeGeometry(this.managedGeometries[all[i]], contextLost); - } - }; - /** - * Activate vertex array object. - * @param geometry - Geometry instance. - * @param program - Shader program instance. - */ - GeometrySystem.prototype.activateVao = function (geometry, program) { - var gl = this.gl; - var CONTEXT_UID = this.CONTEXT_UID; - var bufferSystem = this.renderer.buffer; - var buffers = geometry.buffers; - var attributes = geometry.attributes; - if (geometry.indexBuffer) { - // first update the index buffer if we have one.. - bufferSystem.bind(geometry.indexBuffer); - } - var lastBuffer = null; - // add a new one! - for (var j in attributes) { - var attribute = attributes[j]; - var buffer = buffers[attribute.buffer]; - var glBuffer = buffer._glBuffers[CONTEXT_UID]; - if (program.attributeData[j]) { - if (lastBuffer !== glBuffer) { - bufferSystem.bind(buffer); - lastBuffer = glBuffer; - } - var location = program.attributeData[j].location; - // TODO introduce state again - // we can optimise this for older devices that have no VAOs - gl.enableVertexAttribArray(location); - gl.vertexAttribPointer(location, attribute.size, attribute.type || gl.FLOAT, attribute.normalized, attribute.stride, attribute.start); - if (attribute.instance) { - // TODO calculate instance count based of this... - if (this.hasInstance) { - gl.vertexAttribDivisor(location, 1); - } - else { - throw new Error('geometry error, GPU Instancing is not supported on this device'); - } - } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowColor", { + /** A fill style to be used on the dropshadow e.g 'red', '#00FF00'. */ + get: function () { + return this._dropShadowColor; + }, + set: function (dropShadowColor) { + var outputColor = getColor(dropShadowColor); + if (this._dropShadowColor !== outputColor) { + this._dropShadowColor = outputColor; + this.styleID++; } - } - }; - /** - * Draws the currently bound geometry. - * @param type - The type primitive to render. - * @param size - The number of elements to be rendered. If not specified, all vertices after the - * starting vertex will be drawn. - * @param start - The starting vertex in the geometry to start drawing from. If not specified, - * drawing will start from the first vertex. - * @param instanceCount - The number of instances of the set of elements to execute. If not specified, - * all instances will be drawn. - */ - GeometrySystem.prototype.draw = function (type, size, start, instanceCount) { - var gl = this.gl; - var geometry = this._activeGeometry; - // TODO.. this should not change so maybe cache the function? - if (geometry.indexBuffer) { - var byteSize = geometry.indexBuffer.data.BYTES_PER_ELEMENT; - var glType = byteSize === 2 ? gl.UNSIGNED_SHORT : gl.UNSIGNED_INT; - if (byteSize === 2 || (byteSize === 4 && this.canUseUInt32ElementIndex)) { - if (geometry.instanced) { - /* eslint-disable max-len */ - gl.drawElementsInstanced(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize, instanceCount || 1); - /* eslint-enable max-len */ - } - else { - /* eslint-disable max-len */ - gl.drawElements(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize); - /* eslint-enable max-len */ - } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowDistance", { + /** Set a distance of the drop shadow. */ + get: function () { + return this._dropShadowDistance; + }, + set: function (dropShadowDistance) { + if (this._dropShadowDistance !== dropShadowDistance) { + this._dropShadowDistance = dropShadowDistance; + this.styleID++; } - else { - console.warn('unsupported index buffer type: uint32'); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fill", { + /** + * A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'. + * + * Can be an array to create a gradient eg ['#000000','#FFFFFF'] + * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} + * + * @member {string|string[]|number|number[]|CanvasGradient|CanvasPattern} + */ + get: function () { + return this._fill; + }, + set: function (fill) { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + // TODO: Not sure if getColor works properly with CanvasGradient and/or CanvasPattern, can't pass in + // without casting here. + var outputColor = getColor(fill); + if (this._fill !== outputColor) { + this._fill = outputColor; + this.styleID++; } - } - else if (geometry.instanced) { - // TODO need a better way to calculate size.. - gl.drawArraysInstanced(type, start, size || geometry.getSize(), instanceCount || 1); - } - else { - gl.drawArrays(type, start, size || geometry.getSize()); - } - return this; - }; - /** Unbind/reset everything. */ - GeometrySystem.prototype.unbind = function () { - this.gl.bindVertexArray(null); - this._activeVao = null; - this._activeGeometry = null; - }; - GeometrySystem.prototype.destroy = function () { - this.renderer = null; - }; - return GeometrySystem; - }()); - - /** - * Component for masked elements. - * - * Holds mask mode and temporary data about current mask. - * @memberof PIXI - */ - var MaskData = /** @class */ (function () { - /** - * Create MaskData - * @param {PIXI.DisplayObject} [maskObject=null] - object that describes the mask - */ - function MaskData(maskObject) { - if (maskObject === void 0) { maskObject = null; } - this.type = MASK_TYPES$8.NONE; - this.autoDetect = true; - this.maskObject = maskObject || null; - this.pooled = false; - this.isMaskData = true; - this.resolution = null; - this.multisample = settings$2.FILTER_MULTISAMPLE; - this.enabled = true; - this.colorMask = 0xf; - this._filters = null; - this._stencilCounter = 0; - this._scissorCounter = 0; - this._scissorRect = null; - this._scissorRectLocal = null; - this._colorMask = 0xf; - this._target = null; - } - Object.defineProperty(MaskData.prototype, "filter", { + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fillGradientType", { /** - * The sprite mask filter. - * If set to `null`, the default sprite mask filter is used. - * @default null + * If fill is an array of colours to create a gradient, this can change the type/direction of the gradient. + * + * @see PIXI.TEXT_GRADIENT */ get: function () { - return this._filters ? this._filters[0] : null; + return this._fillGradientType; }, - set: function (value) { - if (value) { - if (this._filters) { - this._filters[0] = value; - } - else { - this._filters = [value]; - } + set: function (fillGradientType) { + if (this._fillGradientType !== fillGradientType) { + this._fillGradientType = fillGradientType; + this.styleID++; } - else { - this._filters = null; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fillGradientStops", { + /** + * If fill is an array of colours to create a gradient, this array can set the stop points + * (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. + */ + get: function () { + return this._fillGradientStops; + }, + set: function (fillGradientStops) { + if (!areArraysEqual(this._fillGradientStops, fillGradientStops)) { + this._fillGradientStops = fillGradientStops; + this.styleID++; } }, enumerable: false, configurable: true }); - /** Resets the mask data after popMask(). */ - MaskData.prototype.reset = function () { - if (this.pooled) { - this.maskObject = null; - this.type = MASK_TYPES$8.NONE; - this.autoDetect = true; - } - this._target = null; - this._scissorRectLocal = null; - }; - /** - * Copies counters from maskData above, called from pushMask(). - * @param maskAbove - */ - MaskData.prototype.copyCountersOrReset = function (maskAbove) { - if (maskAbove) { - this._stencilCounter = maskAbove._stencilCounter; - this._scissorCounter = maskAbove._scissorCounter; - this._scissorRect = maskAbove._scissorRect; - } - else { - this._stencilCounter = 0; - this._scissorCounter = 0; - this._scissorRect = null; - } - }; - return MaskData; - }()); - - /** - * @private - * @param {WebGLRenderingContext} gl - The current WebGL context {WebGLProgram} - * @param {number} type - the type, can be either VERTEX_SHADER or FRAGMENT_SHADER - * @param {string} src - The vertex shader source as an array of strings. - * @returns {WebGLShader} the shader - */ - function compileShader(gl, type, src) { - var shader = gl.createShader(type); - gl.shaderSource(shader, src); - gl.compileShader(shader); - return shader; - } - - /** - * will log a shader error highlighting the lines with the error - * also will add numbers along the side. - * @param gl - the WebGLContext - * @param shader - the shader to log errors for - */ - function logPrettyShaderError(gl, shader) { - var shaderSrc = gl.getShaderSource(shader) - .split('\n') - .map(function (line, index) { return index + ": " + line; }); - var shaderLog = gl.getShaderInfoLog(shader); - var splitShader = shaderLog.split('\n'); - var dedupe = {}; - var lineNumbers = splitShader.map(function (line) { return parseFloat(line.replace(/^ERROR\: 0\:([\d]+)\:.*$/, '$1')); }) - .filter(function (n) { - if (n && !dedupe[n]) { - dedupe[n] = true; - return true; - } - return false; + Object.defineProperty(TextStyle.prototype, "fontFamily", { + /** The font family. */ + get: function () { + return this._fontFamily; + }, + set: function (fontFamily) { + if (this.fontFamily !== fontFamily) { + this._fontFamily = fontFamily; + this.styleID++; + } + }, + enumerable: false, + configurable: true }); - var logArgs = ['']; - lineNumbers.forEach(function (number) { - shaderSrc[number - 1] = "%c" + shaderSrc[number - 1] + "%c"; - logArgs.push('background: #FF0000; color:#FFFFFF; font-size: 10px', 'font-size: 10px'); + Object.defineProperty(TextStyle.prototype, "fontSize", { + /** + * The font size + * (as a number it converts to px, but as a string, equivalents are '26px','20pt','160%' or '1.6em') + */ + get: function () { + return this._fontSize; + }, + set: function (fontSize) { + if (this._fontSize !== fontSize) { + this._fontSize = fontSize; + this.styleID++; + } + }, + enumerable: false, + configurable: true }); - var fragmentSourceToLog = shaderSrc - .join('\n'); - logArgs[0] = fragmentSourceToLog; - console.error(shaderLog); - // eslint-disable-next-line no-console - console.groupCollapsed('click to view full shader code'); - console.warn.apply(console, logArgs); - // eslint-disable-next-line no-console - console.groupEnd(); - } - /** - * - * logs out any program errors - * @param gl - The current WebGL context - * @param program - the WebGL program to display errors for - * @param vertexShader - the fragment WebGL shader program - * @param fragmentShader - the vertex WebGL shader program - */ - function logProgramError(gl, program, vertexShader, fragmentShader) { - // if linking fails, then log and cleanup - if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { - if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) { - logPrettyShaderError(gl, vertexShader); - } - if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) { - logPrettyShaderError(gl, fragmentShader); - } - console.error('PixiJS Error: Could not initialize shader.'); - // if there is a program info log, log it - if (gl.getProgramInfoLog(program) !== '') { - console.warn('PixiJS Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program)); - } - } - } - - function booleanArray(size) { - var array = new Array(size); - for (var i = 0; i < array.length; i++) { - array[i] = false; - } - return array; - } - /** - * @method defaultValue - * @memberof PIXI.glCore.shader - * @param {string} type - Type of value - * @param {number} size - * @private - */ - function defaultValue(type, size) { - switch (type) { - case 'float': - return 0; - case 'vec2': - return new Float32Array(2 * size); - case 'vec3': - return new Float32Array(3 * size); - case 'vec4': - return new Float32Array(4 * size); - case 'int': - case 'uint': - case 'sampler2D': - case 'sampler2DArray': - return 0; - case 'ivec2': - return new Int32Array(2 * size); - case 'ivec3': - return new Int32Array(3 * size); - case 'ivec4': - return new Int32Array(4 * size); - case 'uvec2': - return new Uint32Array(2 * size); - case 'uvec3': - return new Uint32Array(3 * size); - case 'uvec4': - return new Uint32Array(4 * size); - case 'bool': - return false; - case 'bvec2': - return booleanArray(2 * size); - case 'bvec3': - return booleanArray(3 * size); - case 'bvec4': - return booleanArray(4 * size); - case 'mat2': - return new Float32Array([1, 0, - 0, 1]); - case 'mat3': - return new Float32Array([1, 0, 0, - 0, 1, 0, - 0, 0, 1]); - case 'mat4': - return new Float32Array([1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1]); - } - return null; - } - - var unknownContext = {}; - var context = unknownContext; + Object.defineProperty(TextStyle.prototype, "fontStyle", { + /** + * The font style + * ('normal', 'italic' or 'oblique') + * + * @member {string} + */ + get: function () { + return this._fontStyle; + }, + set: function (fontStyle) { + if (this._fontStyle !== fontStyle) { + this._fontStyle = fontStyle; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fontVariant", { + /** + * The font variant + * ('normal' or 'small-caps') + * + * @member {string} + */ + get: function () { + return this._fontVariant; + }, + set: function (fontVariant) { + if (this._fontVariant !== fontVariant) { + this._fontVariant = fontVariant; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fontWeight", { + /** + * The font weight + * ('normal', 'bold', 'bolder', 'lighter' and '100', '200', '300', '400', '500', '600', '700', 800' or '900') + * + * @member {string} + */ + get: function () { + return this._fontWeight; + }, + set: function (fontWeight) { + if (this._fontWeight !== fontWeight) { + this._fontWeight = fontWeight; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "letterSpacing", { + /** The amount of spacing between letters, default is 0. */ + get: function () { + return this._letterSpacing; + }, + set: function (letterSpacing) { + if (this._letterSpacing !== letterSpacing) { + this._letterSpacing = letterSpacing; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "lineHeight", { + /** The line height, a number that represents the vertical space that a letter uses. */ + get: function () { + return this._lineHeight; + }, + set: function (lineHeight) { + if (this._lineHeight !== lineHeight) { + this._lineHeight = lineHeight; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "leading", { + /** The space between lines. */ + get: function () { + return this._leading; + }, + set: function (leading) { + if (this._leading !== leading) { + this._leading = leading; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "lineJoin", { + /** + * The lineJoin property sets the type of corner created, it can resolve spiked text issues. + * Default is 'miter' (creates a sharp corner). + * + * @member {string} + */ + get: function () { + return this._lineJoin; + }, + set: function (lineJoin) { + if (this._lineJoin !== lineJoin) { + this._lineJoin = lineJoin; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "miterLimit", { + /** + * The miter limit to use when using the 'miter' lineJoin mode. + * + * This can reduce or increase the spikiness of rendered text. + */ + get: function () { + return this._miterLimit; + }, + set: function (miterLimit) { + if (this._miterLimit !== miterLimit) { + this._miterLimit = miterLimit; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "padding", { + /** + * Occasionally some fonts are cropped. Adding some padding will prevent this from happening + * by adding padding to all sides of the text. + */ + get: function () { + return this._padding; + }, + set: function (padding) { + if (this._padding !== padding) { + this._padding = padding; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "stroke", { + /** + * A canvas fillstyle that will be used on the text stroke + * e.g 'blue', '#FCFF00' + */ + get: function () { + return this._stroke; + }, + set: function (stroke) { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + var outputColor = getColor(stroke); + if (this._stroke !== outputColor) { + this._stroke = outputColor; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "strokeThickness", { + /** + * A number that represents the thickness of the stroke. + * + * @default 0 + */ + get: function () { + return this._strokeThickness; + }, + set: function (strokeThickness) { + if (this._strokeThickness !== strokeThickness) { + this._strokeThickness = strokeThickness; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "textBaseline", { + /** + * The baseline of the text that is rendered. + * + * @member {string} + */ + get: function () { + return this._textBaseline; + }, + set: function (textBaseline) { + if (this._textBaseline !== textBaseline) { + this._textBaseline = textBaseline; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "trim", { + /** Trim transparent borders. */ + get: function () { + return this._trim; + }, + set: function (trim) { + if (this._trim !== trim) { + this._trim = trim; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "whiteSpace", { + /** + * How newlines and spaces should be handled. + * Default is 'pre' (preserve, preserve). + * + * value | New lines | Spaces + * --- | --- | --- + * 'normal' | Collapse | Collapse + * 'pre' | Preserve | Preserve + * 'pre-line' | Preserve | Collapse + * + * @member {string} + */ + get: function () { + return this._whiteSpace; + }, + set: function (whiteSpace) { + if (this._whiteSpace !== whiteSpace) { + this._whiteSpace = whiteSpace; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "wordWrap", { + /** Indicates if word wrap should be used. */ + get: function () { + return this._wordWrap; + }, + set: function (wordWrap) { + if (this._wordWrap !== wordWrap) { + this._wordWrap = wordWrap; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "wordWrapWidth", { + /** The width at which text will wrap, it needs wordWrap to be set to true. */ + get: function () { + return this._wordWrapWidth; + }, + set: function (wordWrapWidth) { + if (this._wordWrapWidth !== wordWrapWidth) { + this._wordWrapWidth = wordWrapWidth; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + /** + * Generates a font style string to use for `TextMetrics.measureFont()`. + * + * @return Font style string, for passing to `TextMetrics.measureFont()` + */ + TextStyle.prototype.toFontString = function () { + // build canvas api font setting from individual components. Convert a numeric this.fontSize to px + var fontSizeString = (typeof this.fontSize === 'number') ? this.fontSize + "px" : this.fontSize; + // Clean-up fontFamily property by quoting each font name + // this will support font names with spaces + var fontFamilies = this.fontFamily; + if (!Array.isArray(this.fontFamily)) { + fontFamilies = this.fontFamily.split(','); + } + for (var i = fontFamilies.length - 1; i >= 0; i--) { + // Trim any extra white-space + var fontFamily = fontFamilies[i].trim(); + // Check if font already contains strings + if (!(/([\"\'])[^\'\"]+\1/).test(fontFamily) && genericFontFamilies.indexOf(fontFamily) < 0) { + fontFamily = "\"" + fontFamily + "\""; + } + fontFamilies[i] = fontFamily; + } + return this.fontStyle + " " + this.fontVariant + " " + this.fontWeight + " " + fontSizeString + " " + fontFamilies.join(','); + }; + return TextStyle; + }()); /** - * returns a little WebGL context to use for program inspection. - * @static + * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. * @private - * @returns {WebGLRenderingContext} a gl context to test with + * @param color + * @return The color as a string. */ - function getTestContext() { - if (context === unknownContext || (context && context.isContextLost())) { - var canvas = settings$2.ADAPTER.createCanvas(); - var gl = void 0; - if (settings$2.PREFER_ENV >= ENV$8.WEBGL2) { - gl = canvas.getContext('webgl2', {}); - } - if (!gl) { - gl = (canvas.getContext('webgl', {}) - || canvas.getContext('experimental-webgl', {})); - if (!gl) { - // fail, not able to get a context - gl = null; - } - else { - // for shader testing.. - gl.getExtension('WEBGL_draw_buffers'); - } + function getSingleColor(color) { + if (typeof color === 'number') { + return hex2string(color); + } + else if (typeof color === 'string') { + if (color.indexOf('0x') === 0) { + color = color.replace('0x', '#'); } - context = gl; } - return context; + return color; } - - var maxFragmentPrecision; - function getMaxFragmentPrecision() { - if (!maxFragmentPrecision) { - maxFragmentPrecision = PRECISION$8.MEDIUM; - var gl = getTestContext(); - if (gl) { - if (gl.getShaderPrecisionFormat) { - var shaderFragment = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT); - maxFragmentPrecision = shaderFragment.precision ? PRECISION$8.HIGH : PRECISION$8.MEDIUM; - } + function getColor(color) { + if (!Array.isArray(color)) { + return getSingleColor(color); + } + else { + for (var i = 0; i < color.length; ++i) { + color[i] = getSingleColor(color[i]); } + return color; } - return maxFragmentPrecision; } - /** - * Sets the float precision on the shader, ensuring the device supports the request precision. - * If the precision is already present, it just ensures that the device is able to handle it. + * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. + * This version can also convert array of colors * @private - * @param {string} src - The shader source - * @param {PIXI.PRECISION} requestedPrecision - The request float precision of the shader. - * @param {PIXI.PRECISION} maxSupportedPrecision - The maximum precision the shader supports. - * @returns {string} modified shader source + * @param array1 - First array to compare + * @param array2 - Second array to compare + * @return Do the arrays contain the same values in the same order */ - function setPrecision(src, requestedPrecision, maxSupportedPrecision) { - if (src.substring(0, 9) !== 'precision') { - // no precision supplied, so PixiJS will add the requested level. - var precision = requestedPrecision; - // If highp is requested but not supported, downgrade precision to a level all devices support. - if (requestedPrecision === PRECISION$8.HIGH && maxSupportedPrecision !== PRECISION$8.HIGH) { - precision = PRECISION$8.MEDIUM; - } - return "precision " + precision + " float;\n" + src; + function areArraysEqual(array1, array2) { + if (!Array.isArray(array1) || !Array.isArray(array2)) { + return false; } - else if (maxSupportedPrecision !== PRECISION$8.HIGH && src.substring(0, 15) === 'precision highp') { - // precision was supplied, but at a level this device does not support, so downgrading to mediump. - return src.replace('precision highp', 'precision mediump'); + if (array1.length !== array2.length) { + return false; } - return src; + for (var i = 0; i < array1.length; ++i) { + if (array1[i] !== array2[i]) { + return false; + } + } + return true; } - - var GLSL_TO_SIZE = { - float: 1, - vec2: 2, - vec3: 3, - vec4: 4, - int: 1, - ivec2: 2, - ivec3: 3, - ivec4: 4, - uint: 1, - uvec2: 2, - uvec3: 3, - uvec4: 4, - bool: 1, - bvec2: 2, - bvec3: 3, - bvec4: 4, - mat2: 4, - mat3: 9, - mat4: 16, - sampler2D: 1, - }; /** + * Utility function to ensure that object properties are copied by value, and not by reference * @private - * @method mapSize - * @memberof PIXI.glCore.shader - * @param {string} type + * @param target - Target object to copy properties into + * @param source - Source object for the properties to copy + * @param propertyObj - Object containing properties names we want to loop over */ - function mapSize(type) { - return GLSL_TO_SIZE[type]; - } - - var GL_TABLE = null; - var GL_TO_GLSL_TYPES = { - FLOAT: 'float', - FLOAT_VEC2: 'vec2', - FLOAT_VEC3: 'vec3', - FLOAT_VEC4: 'vec4', - INT: 'int', - INT_VEC2: 'ivec2', - INT_VEC3: 'ivec3', - INT_VEC4: 'ivec4', - UNSIGNED_INT: 'uint', - UNSIGNED_INT_VEC2: 'uvec2', - UNSIGNED_INT_VEC3: 'uvec3', - UNSIGNED_INT_VEC4: 'uvec4', - BOOL: 'bool', - BOOL_VEC2: 'bvec2', - BOOL_VEC3: 'bvec3', - BOOL_VEC4: 'bvec4', - FLOAT_MAT2: 'mat2', - FLOAT_MAT3: 'mat3', - FLOAT_MAT4: 'mat4', - SAMPLER_2D: 'sampler2D', - INT_SAMPLER_2D: 'sampler2D', - UNSIGNED_INT_SAMPLER_2D: 'sampler2D', - SAMPLER_CUBE: 'samplerCube', - INT_SAMPLER_CUBE: 'samplerCube', - UNSIGNED_INT_SAMPLER_CUBE: 'samplerCube', - SAMPLER_2D_ARRAY: 'sampler2DArray', - INT_SAMPLER_2D_ARRAY: 'sampler2DArray', - UNSIGNED_INT_SAMPLER_2D_ARRAY: 'sampler2DArray', - }; - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - function mapType(gl, type) { - if (!GL_TABLE) { - var typeNames = Object.keys(GL_TO_GLSL_TYPES); - GL_TABLE = {}; - for (var i = 0; i < typeNames.length; ++i) { - var tn = typeNames[i]; - GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn]; + function deepCopyProperties(target, source, propertyObj) { + for (var prop in propertyObj) { + if (Array.isArray(source[prop])) { + target[prop] = source[prop].slice(); + } + else { + target[prop] = source[prop]; } } - return GL_TABLE[type]; } - /* eslint-disable @typescript-eslint/explicit-module-boundary-types */ - // Parsers, each one of these will take a look at the type of shader property and uniform. - // if they pass the test function then the code function is called that returns a the shader upload code for that uniform. - // Shader upload code is automagically generated with these parsers. - // If no parser is valid then the default upload functions are used. - // exposing Parsers means that custom upload logic can be added to pixi's shaders. - // A good example would be a pixi rectangle can be directly set on a uniform. - // If the shader sees it it knows how to upload the rectangle structure as a vec4 - // format is as follows: - // - // { - // test: (data, uniform) => {} <--- test is this code should be used for this uniform - // code: (name, uniform) => {} <--- returns the string of the piece of code that uploads the uniform - // codeUbo: (name, uniform) => {} <--- returns the string of the piece of code that uploads the - // uniform to a uniform buffer - // } - var uniformParsers = [ - // a float cache layer - { - test: function (data) { - return data.type === 'float' && data.size === 1; - }, - code: function (name) { - return "\n if(uv[\"" + name + "\"] !== ud[\"" + name + "\"].value)\n {\n ud[\"" + name + "\"].value = uv[\"" + name + "\"]\n gl.uniform1f(ud[\"" + name + "\"].location, uv[\"" + name + "\"])\n }\n "; - }, - }, - // handling samplers - { - test: function (data) { - // eslint-disable-next-line max-len - return (data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray; - }, - code: function (name) { return "t = syncData.textureCount++;\n\n renderer.texture.bind(uv[\"" + name + "\"], t);\n\n if(ud[\"" + name + "\"].value !== t)\n {\n ud[\"" + name + "\"].value = t;\n gl.uniform1i(ud[\"" + name + "\"].location, t);\n; // eslint-disable-line max-len\n }"; }, - }, - // uploading pixi matrix object to mat3 - { - test: function (data, uniform) { - return data.type === 'mat3' && data.size === 1 && uniform.a !== undefined; - }, - code: function (name) { - // TODO and some smart caching dirty ids here! - return "\n gl.uniformMatrix3fv(ud[\"" + name + "\"].location, false, uv[\"" + name + "\"].toArray(true));\n "; - }, - codeUbo: function (name) { - return "\n var " + name + "_matrix = uv." + name + ".toArray(true);\n\n data[offset] = " + name + "_matrix[0];\n data[offset+1] = " + name + "_matrix[1];\n data[offset+2] = " + name + "_matrix[2];\n \n data[offset + 4] = " + name + "_matrix[3];\n data[offset + 5] = " + name + "_matrix[4];\n data[offset + 6] = " + name + "_matrix[5];\n \n data[offset + 8] = " + name + "_matrix[6];\n data[offset + 9] = " + name + "_matrix[7];\n data[offset + 10] = " + name + "_matrix[8];\n "; - }, - }, - // uploading a pixi point as a vec2 with caching layer - { - test: function (data, uniform) { - return data.type === 'vec2' && data.size === 1 && uniform.x !== undefined; - }, - code: function (name) { - return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n gl.uniform2f(ud[\"" + name + "\"].location, v.x, v.y);\n }"; - }, - codeUbo: function (name) { - return "\n v = uv." + name + ";\n\n data[offset] = v.x;\n data[offset+1] = v.y;\n "; - } - }, - // caching layer for a vec2 - { - test: function (data) { - return data.type === 'vec2' && data.size === 1; - }, - code: function (name) { - return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n gl.uniform2f(ud[\"" + name + "\"].location, v[0], v[1]);\n }\n "; - }, - }, - // upload a pixi rectangle as a vec4 with caching layer - { - test: function (data, uniform) { - return data.type === 'vec4' && data.size === 1 && uniform.width !== undefined; - }, - code: function (name) { - return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n cv[2] = v.width;\n cv[3] = v.height;\n gl.uniform4f(ud[\"" + name + "\"].location, v.x, v.y, v.width, v.height)\n }"; - }, - codeUbo: function (name) { - return "\n v = uv." + name + ";\n\n data[offset] = v.x;\n data[offset+1] = v.y;\n data[offset+2] = v.width;\n data[offset+3] = v.height;\n "; - } - }, - // a caching layer for vec4 uploading - { - test: function (data) { - return data.type === 'vec4' && data.size === 1; - }, - code: function (name) { - return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4f(ud[\"" + name + "\"].location, v[0], v[1], v[2], v[3])\n }"; - }, - } ]; - - // cu = Cached value's uniform data field - // cv = Cached value - // v = value to upload - // ud = uniformData - // uv = uniformValue - // l = location - var GLSL_TO_SINGLE_SETTERS_CACHED = { - float: "\n if (cv !== v)\n {\n cu.value = v;\n gl.uniform1f(location, v);\n }", - vec2: "\n if (cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2f(location, v[0], v[1])\n }", - vec3: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3f(location, v[0], v[1], v[2])\n }", - vec4: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4f(location, v[0], v[1], v[2], v[3]);\n }", - int: "\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1i(location, v);\n }", - ivec2: "\n if (cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2i(location, v[0], v[1]);\n }", - ivec3: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3i(location, v[0], v[1], v[2]);\n }", - ivec4: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\n }", - uint: "\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1ui(location, v);\n }", - uvec2: "\n if (cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2ui(location, v[0], v[1]);\n }", - uvec3: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3ui(location, v[0], v[1], v[2]);\n }", - uvec4: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4ui(location, v[0], v[1], v[2], v[3]);\n }", - bool: "\n if (cv !== v)\n {\n cu.value = v;\n gl.uniform1i(location, v);\n }", - bvec2: "\n if (cv[0] != v[0] || cv[1] != v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2i(location, v[0], v[1]);\n }", - bvec3: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3i(location, v[0], v[1], v[2]);\n }", - bvec4: "\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\n }", - mat2: 'gl.uniformMatrix2fv(location, false, v)', - mat3: 'gl.uniformMatrix3fv(location, false, v)', - mat4: 'gl.uniformMatrix4fv(location, false, v)', - sampler2D: 'gl.uniform1i(location, v)', - samplerCube: 'gl.uniform1i(location, v)', - sampler2DArray: 'gl.uniform1i(location, v)', - }; - var GLSL_TO_ARRAY_SETTERS = { - float: "gl.uniform1fv(location, v)", - vec2: "gl.uniform2fv(location, v)", - vec3: "gl.uniform3fv(location, v)", - vec4: 'gl.uniform4fv(location, v)', - mat4: 'gl.uniformMatrix4fv(location, false, v)', - mat3: 'gl.uniformMatrix3fv(location, false, v)', - mat2: 'gl.uniformMatrix2fv(location, false, v)', - int: 'gl.uniform1iv(location, v)', - ivec2: 'gl.uniform2iv(location, v)', - ivec3: 'gl.uniform3iv(location, v)', - ivec4: 'gl.uniform4iv(location, v)', - uint: 'gl.uniform1uiv(location, v)', - uvec2: 'gl.uniform2uiv(location, v)', - uvec3: 'gl.uniform3uiv(location, v)', - uvec4: 'gl.uniform4uiv(location, v)', - bool: 'gl.uniform1iv(location, v)', - bvec2: 'gl.uniform2iv(location, v)', - bvec3: 'gl.uniform3iv(location, v)', - bvec4: 'gl.uniform4iv(location, v)', - sampler2D: 'gl.uniform1iv(location, v)', - samplerCube: 'gl.uniform1iv(location, v)', - sampler2DArray: 'gl.uniform1iv(location, v)', + // Default settings used for all getContext calls + var contextSettings = { + // TextMetrics requires getImageData readback for measuring fonts. + willReadFrequently: true, }; - function generateUniformsSync(group, uniformData) { - var _a; - var funcFragments = ["\n var v = null;\n var cv = null;\n var cu = null;\n var t = 0;\n var gl = renderer.gl;\n "]; - for (var i in group.uniforms) { - var data = uniformData[i]; - if (!data) { - if ((_a = group.uniforms[i]) === null || _a === void 0 ? void 0 : _a.group) { - if (group.uniforms[i].ubo) { - funcFragments.push("\n renderer.shader.syncUniformBufferGroup(uv." + i + ", '" + i + "');\n "); - } - else { - funcFragments.push("\n renderer.shader.syncUniformGroup(uv." + i + ", syncData);\n "); - } - } - continue; - } - var uniform = group.uniforms[i]; - var parsed = false; - for (var j = 0; j < uniformParsers.length; j++) { - if (uniformParsers[j].test(data, uniform)) { - funcFragments.push(uniformParsers[j].code(i, uniform)); - parsed = true; - break; - } - } - if (!parsed) { - var templateType = (data.size === 1) ? GLSL_TO_SINGLE_SETTERS_CACHED : GLSL_TO_ARRAY_SETTERS; - var template = templateType[data.type].replace('location', "ud[\"" + i + "\"].location"); - funcFragments.push("\n cu = ud[\"" + i + "\"];\n cv = cu.value;\n v = uv[\"" + i + "\"];\n " + template + ";"); - } - } - /* - * the introduction of syncData is to solve an issue where textures in uniform groups are not set correctly - * the texture count was always starting from 0 in each group. This needs to increment each time a texture is used - * no matter which group is being used - * - */ - // eslint-disable-next-line no-new-func - return new Function('ud', 'uv', 'renderer', 'syncData', funcFragments.join('\n')); - } - - var fragTemplate$1 = [ - 'precision mediump float;', - 'void main(void){', - 'float test = 0.1;', - '%forloop%', - 'gl_FragColor = vec4(0.0);', - '}' ].join('\n'); - function generateIfTestSrc(maxIfs) { - var src = ''; - for (var i = 0; i < maxIfs; ++i) { - if (i > 0) { - src += '\nelse '; - } - if (i < maxIfs - 1) { - src += "if(test == " + i + ".0){}"; - } - } - return src; - } - function checkMaxIfStatementsInShader(maxIfs, gl) { - if (maxIfs === 0) { - throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`'); - } - var shader = gl.createShader(gl.FRAGMENT_SHADER); - while (true) // eslint-disable-line no-constant-condition - { - var fragmentSrc = fragTemplate$1.replace(/%forloop%/gi, generateIfTestSrc(maxIfs)); - gl.shaderSource(shader, fragmentSrc); - gl.compileShader(shader); - if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { - maxIfs = (maxIfs / 2) | 0; - } - else { - // valid! - break; - } - } - return maxIfs; - } - - // Cache the result to prevent running this over and over - var unsafeEval; - /** - * Not all platforms allow to generate function code (e.g., `new Function`). - * this provides the platform-level detection. - * @private - * @returns {boolean} `true` if `new Function` is supported. - */ - function unsafeEvalSupported() { - if (typeof unsafeEval === 'boolean') { - return unsafeEval; - } - try { - /* eslint-disable no-new-func */ - var func = new Function('param1', 'param2', 'param3', 'return param1[param2] === param3;'); - /* eslint-enable no-new-func */ - unsafeEval = func({ a: 'b' }, 'a', 'b') === true; - } - catch (e) { - unsafeEval = false; - } - return unsafeEval; - } - - var defaultFragment$2 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n gl_FragColor *= texture2D(uSampler, vTextureCoord);\n}"; - - var defaultVertex$3 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}\n"; - - var UID$1 = 0; - var nameCache = {}; /** - * Helper class to create a shader program. + * The TextMetrics object represents the measurement of a block of text with a specified style. + * + * ```js + * let style = new PIXI.TextStyle({fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'}) + * let textMetrics = PIXI.TextMetrics.measureText('Your text', style) + * ``` * @memberof PIXI */ - var Program = /** @class */ (function () { + var TextMetrics = /** @class */ (function () { /** - * @param vertexSrc - The source of the vertex shader. - * @param fragmentSrc - The source of the fragment shader. - * @param name - Name for shader + * @param text - the text that was measured + * @param style - the style that was measured + * @param width - the measured width of the text + * @param height - the measured height of the text + * @param lines - an array of the lines of text broken by new lines and wrapping if specified in style + * @param lineWidths - an array of the line widths for each line matched to `lines` + * @param lineHeight - the measured line height for this style + * @param maxLineWidth - the maximum line width for all measured lines + * @param {PIXI.IFontMetrics} fontProperties - the font properties object from TextMetrics.measureFont */ - function Program(vertexSrc, fragmentSrc, name) { - if (name === void 0) { name = 'pixi-shader'; } - this.id = UID$1++; - this.vertexSrc = vertexSrc || Program.defaultVertexSrc; - this.fragmentSrc = fragmentSrc || Program.defaultFragmentSrc; - this.vertexSrc = this.vertexSrc.trim(); - this.fragmentSrc = this.fragmentSrc.trim(); - if (this.vertexSrc.substring(0, 8) !== '#version') { - name = name.replace(/\s+/g, '-'); - if (nameCache[name]) { - nameCache[name]++; - name += "-" + nameCache[name]; - } - else { - nameCache[name] = 1; - } - this.vertexSrc = "#define SHADER_NAME " + name + "\n" + this.vertexSrc; - this.fragmentSrc = "#define SHADER_NAME " + name + "\n" + this.fragmentSrc; - this.vertexSrc = setPrecision(this.vertexSrc, settings$2.PRECISION_VERTEX, PRECISION$8.HIGH); - this.fragmentSrc = setPrecision(this.fragmentSrc, settings$2.PRECISION_FRAGMENT, getMaxFragmentPrecision()); - } - // currently this does not extract structs only default types - // this is where we store shader references.. - this.glPrograms = {}; - this.syncUniforms = null; + function TextMetrics(text, style, width, height, lines, lineWidths, lineHeight, maxLineWidth, fontProperties) { + this.text = text; + this.style = style; + this.width = width; + this.height = height; + this.lines = lines; + this.lineWidths = lineWidths; + this.lineHeight = lineHeight; + this.maxLineWidth = maxLineWidth; + this.fontProperties = fontProperties; } - Object.defineProperty(Program, "defaultVertexSrc", { - /** - * The default vertex shader source. - * @constant - */ - get: function () { - return defaultVertex$3; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Program, "defaultFragmentSrc", { - /** - * The default fragment shader source. - * @constant - */ - get: function () { - return defaultFragment$2; - }, - enumerable: false, - configurable: true - }); /** - * A short hand function to create a program based of a vertex and fragment shader. - * - * This method will also check to see if there is a cached program. - * @param vertexSrc - The source of the vertex shader. - * @param fragmentSrc - The source of the fragment shader. - * @param name - Name for shader - * @returns A shiny new PixiJS shader program! + * Measures the supplied string of text and returns a Rectangle. + * @param text - The text to measure. + * @param style - The text style to use for measuring + * @param wordWrap - Override for if word-wrap should be applied to the text. + * @param canvas - optional specification of the canvas to use for measuring. + * @returns Measured width and height of the text. */ - Program.from = function (vertexSrc, fragmentSrc, name) { - var key = vertexSrc + fragmentSrc; - var program = ProgramCache[key]; - if (!program) { - ProgramCache[key] = program = new Program(vertexSrc, fragmentSrc, name); + TextMetrics.measureText = function (text, style, wordWrap, canvas) { + if (canvas === void 0) { canvas = TextMetrics._canvas; } + wordWrap = (wordWrap === undefined || wordWrap === null) ? style.wordWrap : wordWrap; + var font = style.toFontString(); + var fontProperties = TextMetrics.measureFont(font); + // fallback in case UA disallow canvas data extraction + // (toDataURI, getImageData functions) + if (fontProperties.fontSize === 0) { + fontProperties.fontSize = style.fontSize; + fontProperties.ascent = style.fontSize; } - return program; + var context = canvas.getContext('2d', contextSettings); + context.font = font; + var outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text; + var lines = outputText.split(/(?:\r\n|\r|\n)/); + var lineWidths = new Array(lines.length); + var maxLineWidth = 0; + for (var i = 0; i < lines.length; i++) { + var lineWidth = context.measureText(lines[i]).width + ((lines[i].length - 1) * style.letterSpacing); + lineWidths[i] = lineWidth; + maxLineWidth = Math.max(maxLineWidth, lineWidth); + } + var width = maxLineWidth + style.strokeThickness; + if (style.dropShadow) { + width += style.dropShadowDistance; + } + var lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness; + var height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness) + + ((lines.length - 1) * (lineHeight + style.leading)); + if (style.dropShadow) { + height += style.dropShadowDistance; + } + return new TextMetrics(text, style, width, height, lines, lineWidths, lineHeight + style.leading, maxLineWidth, fontProperties); }; - return Program; - }()); - - /** - * A helper class for shaders. - * @memberof PIXI - */ - var Shader = /** @class */ (function () { /** - * @param program - The program the shader will use. - * @param uniforms - Custom uniforms to use to augment the built-in ones. + * Applies newlines to a string to have it optimally fit into the horizontal + * bounds set by the Text object's wordWrapWidth property. + * @param text - String to apply word wrapping to + * @param style - the style to use when wrapping + * @param canvas - optional specification of the canvas to use for measuring. + * @returns New string with new lines applied where required */ - function Shader(program, uniforms) { - /** - * Used internally to bind uniform buffer objects. - * @ignore - */ - this.uniformBindCount = 0; - this.program = program; - // lets see whats been passed in - // uniforms should be converted to a uniform group - if (uniforms) { - if (uniforms instanceof UniformGroup) { - this.uniformGroup = uniforms; + TextMetrics.wordWrap = function (text, style, canvas) { + if (canvas === void 0) { canvas = TextMetrics._canvas; } + var context = canvas.getContext('2d', contextSettings); + var width = 0; + var line = ''; + var lines = ''; + var cache = Object.create(null); + var letterSpacing = style.letterSpacing, whiteSpace = style.whiteSpace; + // How to handle whitespaces + var collapseSpaces = TextMetrics.collapseSpaces(whiteSpace); + var collapseNewlines = TextMetrics.collapseNewlines(whiteSpace); + // whether or not spaces may be added to the beginning of lines + var canPrependSpaces = !collapseSpaces; + // There is letterSpacing after every char except the last one + // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_! + // so for convenience the above needs to be compared to width + 1 extra letterSpace + // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!_ + // ________________________________________________ + // And then the final space is simply no appended to each line + var wordWrapWidth = style.wordWrapWidth + letterSpacing; + // break text into words, spaces and newline chars + var tokens = TextMetrics.tokenize(text); + for (var i = 0; i < tokens.length; i++) { + // get the word, space or newlineChar + var token = tokens[i]; + // if word is a new line + if (TextMetrics.isNewline(token)) { + // keep the new line + if (!collapseNewlines) { + lines += TextMetrics.addLine(line); + canPrependSpaces = !collapseSpaces; + line = ''; + width = 0; + continue; + } + // if we should collapse new lines + // we simply convert it into a space + token = ' '; } - else { - this.uniformGroup = new UniformGroup(uniforms); + // if we should collapse repeated whitespaces + if (collapseSpaces) { + // check both this and the last tokens for spaces + var currIsBreakingSpace = TextMetrics.isBreakingSpace(token); + var lastIsBreakingSpace = TextMetrics.isBreakingSpace(line[line.length - 1]); + if (currIsBreakingSpace && lastIsBreakingSpace) { + continue; + } } - } - else { - this.uniformGroup = new UniformGroup({}); - } - } - // TODO move to shader system.. - Shader.prototype.checkUniformExists = function (name, group) { - if (group.uniforms[name]) { - return true; - } - for (var i in group.uniforms) { - var uniform = group.uniforms[i]; - if (uniform.group) { - if (this.checkUniformExists(name, uniform)) { - return true; + // get word width from cache if possible + var tokenWidth = TextMetrics.getFromCache(token, letterSpacing, cache, context); + // word is longer than desired bounds + if (tokenWidth > wordWrapWidth) { + // if we are not already at the beginning of a line + if (line !== '') { + // start newlines for overflow words + lines += TextMetrics.addLine(line); + line = ''; + width = 0; + } + // break large word over multiple lines + if (TextMetrics.canBreakWords(token, style.breakWords)) { + // break word into characters + var characters = TextMetrics.wordWrapSplit(token); + // loop the characters + for (var j = 0; j < characters.length; j++) { + var char = characters[j]; + var k = 1; + // we are not at the end of the token + while (characters[j + k]) { + var nextChar = characters[j + k]; + var lastChar = char[char.length - 1]; + // should not split chars + if (!TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords)) { + // combine chars & move forward one + char += nextChar; + } + else { + break; + } + k++; + } + j += char.length - 1; + var characterWidth = TextMetrics.getFromCache(char, letterSpacing, cache, context); + if (characterWidth + width > wordWrapWidth) { + lines += TextMetrics.addLine(line); + canPrependSpaces = false; + line = ''; + width = 0; + } + line += char; + width += characterWidth; + } + } + // run word out of the bounds + else { + // if there are words in this line already + // finish that line and start a new one + if (line.length > 0) { + lines += TextMetrics.addLine(line); + line = ''; + width = 0; + } + var isLastToken = i === tokens.length - 1; + // give it its own line if it's not the end + lines += TextMetrics.addLine(token, !isLastToken); + canPrependSpaces = false; + line = ''; + width = 0; + } + } + // word could fit + else { + // word won't fit because of existing words + // start a new line + if (tokenWidth + width > wordWrapWidth) { + // if its a space we don't want it + canPrependSpaces = false; + // add a new line + lines += TextMetrics.addLine(line); + // start a new line + line = ''; + width = 0; + } + // don't add spaces to the beginning of lines + if (line.length > 0 || !TextMetrics.isBreakingSpace(token) || canPrependSpaces) { + // add the word to the current line + line += token; + // update width counter + width += tokenWidth; } } } - return false; + lines += TextMetrics.addLine(line, false); + return lines; }; - Shader.prototype.destroy = function () { - // usage count on programs? - // remove if not used! - this.uniformGroup = null; + /** + * Convienience function for logging each line added during the wordWrap method. + * @param line - The line of text to add + * @param newLine - Add new line character to end + * @returns A formatted line + */ + TextMetrics.addLine = function (line, newLine) { + if (newLine === void 0) { newLine = true; } + line = TextMetrics.trimRight(line); + line = (newLine) ? line + "\n" : line; + return line; }; - Object.defineProperty(Shader.prototype, "uniforms", { - /** - * Shader uniform values, shortcut for `uniformGroup.uniforms`. - * @readonly - */ - get: function () { - return this.uniformGroup.uniforms; - }, - enumerable: false, - configurable: true - }); /** - * A short hand function to create a shader based of a vertex and fragment shader. - * @param vertexSrc - The source of the vertex shader. - * @param fragmentSrc - The source of the fragment shader. - * @param uniforms - Custom uniforms to use to augment the built-in ones. - * @returns A shiny new PixiJS shader! + * Gets & sets the widths of calculated characters in a cache object + * @param key - The key + * @param letterSpacing - The letter spacing + * @param cache - The cache + * @param context - The canvas context + * @returns The from cache. */ - Shader.from = function (vertexSrc, fragmentSrc, uniforms) { - var program = Program.from(vertexSrc, fragmentSrc); - return new Shader(program, uniforms); + TextMetrics.getFromCache = function (key, letterSpacing, cache, context) { + var width = cache[key]; + if (typeof width !== 'number') { + var spacing = ((key.length) * letterSpacing); + width = context.measureText(key).width + spacing; + cache[key] = width; + } + return width; }; - return Shader; - }()); - - /* eslint-disable max-len */ - var BLEND$1 = 0; - var OFFSET$1 = 1; - var CULLING$1 = 2; - var DEPTH_TEST$1 = 3; - var WINDING$1 = 4; - var DEPTH_MASK$1 = 5; - /** - * This is a WebGL state, and is is passed to {@link PIXI.StateSystem}. - * - * Each mesh rendered may require WebGL to be in a different state. - * For example you may want different blend mode or to enable polygon offsets - * @memberof PIXI - */ - var State = /** @class */ (function () { - function State() { - this.data = 0; - this.blendMode = BLEND_MODES$8.NORMAL; - this.polygonOffset = 0; - this.blend = true; - this.depthMask = true; - // this.depthTest = true; - } - Object.defineProperty(State.prototype, "blend", { - /** - * Activates blending of the computed fragment color values. - * @default true - */ - get: function () { - return !!(this.data & (1 << BLEND$1)); - }, - set: function (value) { - if (!!(this.data & (1 << BLEND$1)) !== value) { - this.data ^= (1 << BLEND$1); + /** + * Determines whether we should collapse breaking spaces. + * @param whiteSpace - The TextStyle property whiteSpace + * @returns Should collapse + */ + TextMetrics.collapseSpaces = function (whiteSpace) { + return (whiteSpace === 'normal' || whiteSpace === 'pre-line'); + }; + /** + * Determines whether we should collapse newLine chars. + * @param whiteSpace - The white space + * @returns should collapse + */ + TextMetrics.collapseNewlines = function (whiteSpace) { + return (whiteSpace === 'normal'); + }; + /** + * Trims breaking whitespaces from string. + * @param text - The text + * @returns Trimmed string + */ + TextMetrics.trimRight = function (text) { + if (typeof text !== 'string') { + return ''; + } + for (var i = text.length - 1; i >= 0; i--) { + var char = text[i]; + if (!TextMetrics.isBreakingSpace(char)) { + break; } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(State.prototype, "offsets", { - /** - * Activates adding an offset to depth values of polygon's fragments - * @default false - */ - get: function () { - return !!(this.data & (1 << OFFSET$1)); - }, - set: function (value) { - if (!!(this.data & (1 << OFFSET$1)) !== value) { - this.data ^= (1 << OFFSET$1); + text = text.slice(0, -1); + } + return text; + }; + /** + * Determines if char is a newline. + * @param char - The character + * @returns True if newline, False otherwise. + */ + TextMetrics.isNewline = function (char) { + if (typeof char !== 'string') { + return false; + } + return (TextMetrics._newlines.indexOf(char.charCodeAt(0)) >= 0); + }; + /** + * Determines if char is a breaking whitespace. + * + * It allows one to determine whether char should be a breaking whitespace + * For example certain characters in CJK langs or numbers. + * It must return a boolean. + * @param char - The character + * @param [_nextChar] - The next character + * @returns True if whitespace, False otherwise. + */ + TextMetrics.isBreakingSpace = function (char, _nextChar) { + if (typeof char !== 'string') { + return false; + } + return (TextMetrics._breakingSpaces.indexOf(char.charCodeAt(0)) >= 0); + }; + /** + * Splits a string into words, breaking-spaces and newLine characters + * @param text - The text + * @returns A tokenized array + */ + TextMetrics.tokenize = function (text) { + var tokens = []; + var token = ''; + if (typeof text !== 'string') { + return tokens; + } + for (var i = 0; i < text.length; i++) { + var char = text[i]; + var nextChar = text[i + 1]; + if (TextMetrics.isBreakingSpace(char, nextChar) || TextMetrics.isNewline(char)) { + if (token !== '') { + tokens.push(token); + token = ''; + } + tokens.push(char); + continue; } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(State.prototype, "culling", { - /** - * Activates culling of polygons. - * @default false - */ - get: function () { - return !!(this.data & (1 << CULLING$1)); - }, - set: function (value) { - if (!!(this.data & (1 << CULLING$1)) !== value) { - this.data ^= (1 << CULLING$1); + token += char; + } + if (token !== '') { + tokens.push(token); + } + return tokens; + }; + /** + * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. + * + * It allows one to customise which words should break + * Examples are if the token is CJK or numbers. + * It must return a boolean. + * @param _token - The token + * @param breakWords - The style attr break words + * @returns Whether to break word or not + */ + TextMetrics.canBreakWords = function (_token, breakWords) { + return breakWords; + }; + /** + * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. + * + * It allows one to determine whether a pair of characters + * should be broken by newlines + * For example certain characters in CJK langs or numbers. + * It must return a boolean. + * @param _char - The character + * @param _nextChar - The next character + * @param _token - The token/word the characters are from + * @param _index - The index in the token of the char + * @param _breakWords - The style attr break words + * @returns whether to break word or not + */ + TextMetrics.canBreakChars = function (_char, _nextChar, _token, _index, _breakWords) { + return true; + }; + /** + * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. + * + * It is called when a token (usually a word) has to be split into separate pieces + * in order to determine the point to break a word. + * It must return an array of characters. + * @example + * // Correctly splits emojis, eg "🤪🤪" will result in two element array, each with one emoji. + * TextMetrics.wordWrapSplit = (token) => [...token]; + * @param token - The token to split + * @returns The characters of the token + */ + TextMetrics.wordWrapSplit = function (token) { + return token.split(''); + }; + /** + * Calculates the ascent, descent and fontSize of a given font-style + * @param font - String representing the style of the font + * @returns Font properties object + */ + TextMetrics.measureFont = function (font) { + // as this method is used for preparing assets, don't recalculate things if we don't need to + if (TextMetrics._fonts[font]) { + return TextMetrics._fonts[font]; + } + var properties = { + ascent: 0, + descent: 0, + fontSize: 0, + }; + var canvas = TextMetrics._canvas; + var context = TextMetrics._context; + context.font = font; + var metricsString = TextMetrics.METRICS_STRING + TextMetrics.BASELINE_SYMBOL; + var width = Math.ceil(context.measureText(metricsString).width); + var baseline = Math.ceil(context.measureText(TextMetrics.BASELINE_SYMBOL).width); + var height = Math.ceil(TextMetrics.HEIGHT_MULTIPLIER * baseline); + baseline = baseline * TextMetrics.BASELINE_MULTIPLIER | 0; + canvas.width = width; + canvas.height = height; + context.fillStyle = '#f00'; + context.fillRect(0, 0, width, height); + context.font = font; + context.textBaseline = 'alphabetic'; + context.fillStyle = '#000'; + context.fillText(metricsString, 0, baseline); + var imagedata = context.getImageData(0, 0, width, height).data; + var pixels = imagedata.length; + var line = width * 4; + var i = 0; + var idx = 0; + var stop = false; + // ascent. scan from top to bottom until we find a non red pixel + for (i = 0; i < baseline; ++i) { + for (var j = 0; j < line; j += 4) { + if (imagedata[idx + j] !== 255) { + stop = true; + break; + } } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(State.prototype, "depthTest", { - /** - * Activates depth comparisons and updates to the depth buffer. - * @default false - */ - get: function () { - return !!(this.data & (1 << DEPTH_TEST$1)); - }, - set: function (value) { - if (!!(this.data & (1 << DEPTH_TEST$1)) !== value) { - this.data ^= (1 << DEPTH_TEST$1); + if (!stop) { + idx += line; } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(State.prototype, "depthMask", { - /** - * Enables or disables writing to the depth buffer. - * @default true - */ - get: function () { - return !!(this.data & (1 << DEPTH_MASK$1)); - }, - set: function (value) { - if (!!(this.data & (1 << DEPTH_MASK$1)) !== value) { - this.data ^= (1 << DEPTH_MASK$1); + else { + break; } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(State.prototype, "clockwiseFrontFace", { - /** - * Specifies whether or not front or back-facing polygons can be culled. - * @default false - */ - get: function () { - return !!(this.data & (1 << WINDING$1)); - }, - set: function (value) { - if (!!(this.data & (1 << WINDING$1)) !== value) { - this.data ^= (1 << WINDING$1); + } + properties.ascent = baseline - i; + idx = pixels - line; + stop = false; + // descent. scan from bottom to top until we find a non red pixel + for (i = height; i > baseline; --i) { + for (var j = 0; j < line; j += 4) { + if (imagedata[idx + j] !== 255) { + stop = true; + break; + } } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(State.prototype, "blendMode", { + if (!stop) { + idx -= line; + } + else { + break; + } + } + properties.descent = i - baseline; + properties.fontSize = properties.ascent + properties.descent; + TextMetrics._fonts[font] = properties; + return properties; + }; + /** + * Clear font metrics in metrics cache. + * @param {string} [font] - font name. If font name not set then clear cache for all fonts. + */ + TextMetrics.clearMetrics = function (font) { + if (font === void 0) { font = ''; } + if (font) { + delete TextMetrics._fonts[font]; + } + else { + TextMetrics._fonts = {}; + } + }; + Object.defineProperty(TextMetrics, "_canvas", { /** - * The blend mode to be applied when this state is set. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. - * Setting this mode to anything other than NO_BLEND will automatically switch blending on. - * @default PIXI.BLEND_MODES.NORMAL + * Cached canvas element for measuring text + * TODO: this should be private, but isn't because of backward compat, will fix later. + * @ignore */ get: function () { - return this._blendMode; - }, - set: function (value) { - this.blend = (value !== BLEND_MODES$8.NONE); - this._blendMode = value; + if (!TextMetrics.__canvas) { + var canvas = void 0; + try { + // OffscreenCanvas2D measureText can be up to 40% faster. + var c = new OffscreenCanvas(0, 0); + var context = c.getContext('2d', contextSettings); + if (context && context.measureText) { + TextMetrics.__canvas = c; + return c; + } + canvas = settings$1.ADAPTER.createCanvas(); + } + catch (ex) { + canvas = settings$1.ADAPTER.createCanvas(); + } + canvas.width = canvas.height = 10; + TextMetrics.__canvas = canvas; + } + return TextMetrics.__canvas; }, enumerable: false, configurable: true }); - Object.defineProperty(State.prototype, "polygonOffset", { + Object.defineProperty(TextMetrics, "_context", { /** - * The polygon offset. Setting this property to anything other than 0 will automatically enable polygon offset fill. - * @default 0 + * TODO: this should be private, but isn't because of backward compat, will fix later. + * @ignore */ get: function () { - return this._polygonOffset; - }, - set: function (value) { - this.offsets = !!value; - this._polygonOffset = value; + if (!TextMetrics.__context) { + TextMetrics.__context = TextMetrics._canvas.getContext('2d', contextSettings); + } + return TextMetrics.__context; }, enumerable: false, configurable: true }); - State.prototype.toString = function () { - return "[@pixi/core:State " - + ("blendMode=" + this.blendMode + " ") - + ("clockwiseFrontFace=" + this.clockwiseFrontFace + " ") - + ("culling=" + this.culling + " ") - + ("depthMask=" + this.depthMask + " ") - + ("polygonOffset=" + this.polygonOffset) - + "]"; - }; - State.for2d = function () { - var state = new State(); - state.depthTest = false; - state.blend = true; - return state; - }; - return State; + return TextMetrics; }()); - - var defaultFragment$1 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n}\n"; - - var defaultVertex$2 = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n gl_Position = filterVertexPosition();\n vTextureCoord = filterTextureCoord();\n}\n"; - /** - * A filter is a special shader that applies post-processing effects to an input texture and writes into an output - * render-target. - * - * {@link http://pixijs.io/examples/#/filters/blur-filter.js Example} of the - * {@link PIXI.filters.BlurFilter BlurFilter}. - * - * ### Usage - * Filters can be applied to any DisplayObject or Container. - * PixiJS' `FilterSystem` renders the container into temporary Framebuffer, - * then filter renders it to the screen. - * Multiple filters can be added to the `filters` array property and stacked on each other. - * - * ``` - * const filter = new PIXI.Filter(myShaderVert, myShaderFrag, { myUniform: 0.5 }); - * const container = new PIXI.Container(); - * container.filters = [filter]; - * ``` - * - * ### Previous Version Differences - * - * In PixiJS **v3**, a filter was always applied to _whole screen_. - * - * In PixiJS **v4**, a filter can be applied _only part of the screen_. - * Developers had to create a set of uniforms to deal with coordinates. - * - * In PixiJS **v5** combines _both approaches_. - * Developers can use normal coordinates of v3 and then allow filter to use partial Framebuffers, - * bringing those extra uniforms into account. - * - * Also be aware that we have changed default vertex shader, please consult - * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}. - * - * ### Frames - * - * The following table summarizes the coordinate spaces used in the filtering pipeline: - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - *
                                                                        Coordinate SpaceDescription
                                                                        Texture Coordinates - * The texture (or UV) coordinates in the input base-texture's space. These are normalized into the (0,1) range along - * both axes. - *
                                                                        World Space - * A point in the same space as the world bounds of any display-object (i.e. in the scene graph's space). - *
                                                                        Physical Pixels - * This is base-texture's space with the origin on the top-left. You can calculate these by multiplying the texture - * coordinates by the dimensions of the texture. - *
                                                                        - * - * ### Built-in Uniforms - * - * PixiJS viewport uses screen (CSS) coordinates, `(0, 0, renderer.screen.width, renderer.screen.height)`, - * and `projectionMatrix` uniform maps it to the gl viewport. - * - * **uSampler** - * - * The most important uniform is the input texture that container was rendered into. - * _Important note: as with all Framebuffers in PixiJS, both input and output are - * premultiplied by alpha._ - * - * By default, input normalized coordinates are passed to fragment shader with `vTextureCoord`. - * Use it to sample the input. - * - * ``` - * const fragment = ` - * varying vec2 vTextureCoord; - * uniform sampler2D uSampler; - * void main(void) - * { - * gl_FragColor = texture2D(uSampler, vTextureCoord); - * } - * `; - * - * const myFilter = new PIXI.Filter(null, fragment); - * ``` - * - * This filter is just one uniform less than {@link PIXI.filters.AlphaFilter AlphaFilter}. - * - * **outputFrame** - * - * The `outputFrame` holds the rectangle where filter is applied in screen (CSS) coordinates. - * It's the same as `renderer.screen` for a fullscreen filter. - * Only a part of `outputFrame.zw` size of temporary Framebuffer is used, - * `(0, 0, outputFrame.width, outputFrame.height)`, - * - * Filters uses this quad to normalized (0-1) space, its passed into `aVertexPosition` attribute. - * To calculate vertex position in screen space using normalized (0-1) space: - * - * ``` - * vec4 filterVertexPosition( void ) - * { - * vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy; - * return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0); - * } - * ``` - * - * **inputSize** - * - * Temporary framebuffer is different, it can be either the size of screen, either power-of-two. - * The `inputSize.xy` are size of temporary framebuffer that holds input. - * The `inputSize.zw` is inverted, it's a shortcut to evade division inside the shader. - * - * Set `inputSize.xy = outputFrame.zw` for a fullscreen filter. - * - * To calculate input normalized coordinate, you have to map it to filter normalized space. - * Multiply by `outputFrame.zw` to get input coordinate. - * Divide by `inputSize.xy` to get input normalized coordinate. - * - * ``` - * vec2 filterTextureCoord( void ) - * { - * return aVertexPosition * (outputFrame.zw * inputSize.zw); // same as /inputSize.xy - * } - * ``` - * **resolution** - * - * The `resolution` is the ratio of screen (CSS) pixels to real pixels. - * - * **inputPixel** + * Internal return object for {@link PIXI.TextMetrics.measureFont `TextMetrics.measureFont`}. + * @typedef {object} FontMetrics + * @property {number} ascent - The ascent distance + * @property {number} descent - The descent distance + * @property {number} fontSize - Font size from ascent to descent + * @memberof PIXI.TextMetrics + * @private + */ + /** + * Cache of {@see PIXI.TextMetrics.FontMetrics} objects. + * @memberof PIXI.TextMetrics + * @type {object} + * @private + */ + TextMetrics._fonts = {}; + /** + * String used for calculate font metrics. + * These characters are all tall to help calculate the height required for text. + * @static + * @memberof PIXI.TextMetrics + * @name METRICS_STRING + * @type {string} + * @default |ÉqÅ + */ + TextMetrics.METRICS_STRING = '|ÉqÅ'; + /** + * Baseline symbol for calculate font metrics. + * @static + * @memberof PIXI.TextMetrics + * @name BASELINE_SYMBOL + * @type {string} + * @default M + */ + TextMetrics.BASELINE_SYMBOL = 'M'; + /** + * Baseline multiplier for calculate font metrics. + * @static + * @memberof PIXI.TextMetrics + * @name BASELINE_MULTIPLIER + * @type {number} + * @default 1.4 + */ + TextMetrics.BASELINE_MULTIPLIER = 1.4; + /** + * Height multiplier for setting height of canvas to calculate font metrics. + * @static + * @memberof PIXI.TextMetrics + * @name HEIGHT_MULTIPLIER + * @type {number} + * @default 2.00 + */ + TextMetrics.HEIGHT_MULTIPLIER = 2.0; + /** + * Cache of new line chars. + * @memberof PIXI.TextMetrics + * @type {number[]} + * @private + */ + TextMetrics._newlines = [ + 0x000A, + 0x000D ]; + /** + * Cache of breaking spaces. + * @memberof PIXI.TextMetrics + * @type {number[]} + * @private + */ + TextMetrics._breakingSpaces = [ + 0x0009, + 0x0020, + 0x2000, + 0x2001, + 0x2002, + 0x2003, + 0x2004, + 0x2005, + 0x2006, + 0x2008, + 0x2009, + 0x200A, + 0x205F, + 0x3000 ]; + /** + * A number, or a string containing a number. + * @memberof PIXI + * @typedef {object} IFontMetrics + * @property {number} ascent - Font ascent + * @property {number} descent - Font descent + * @property {number} fontSize - Font size + */ + + var defaultDestroyOptions = { + texture: true, + children: false, + baseTexture: true, + }; + /** + * A Text Object will create a line or multiple lines of text. * - * `inputPixel.xy` is the size of framebuffer in real pixels, same as `inputSize.xy * resolution` - * `inputPixel.zw` is inverted `inputPixel.xy`. + * The text is created using the [Canvas API](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API). * - * It's handy for filters that use neighbour pixels, like {@link PIXI.filters.FXAAFilter FXAAFilter}. + * The primary advantage of this class over BitmapText is that you have great control over the style of the text, + * which you can change at runtime. * - * **inputClamp** + * The primary disadvantages is that each piece of text has it's own texture, which can use more memory. + * When text changes, this texture has to be re-generated and re-uploaded to the GPU, taking up time. * - * If you try to get info from outside of used part of Framebuffer - you'll get undefined behaviour. - * For displacements, coordinates has to be clamped. + * To split a line you can use '\n' in your text string, or, on the `style` object, + * change its `wordWrap` property to true and and give the `wordWrapWidth` property a value. * - * The `inputClamp.xy` is left-top pixel center, you may ignore it, because we use left-top part of Framebuffer - * `inputClamp.zw` is bottom-right pixel center. + * A Text can be created directly from a string and a style object, + * which can be generated [here](https://pixijs.io/pixi-text-style). * + * ```js + * let text = new PIXI.Text('This is a PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'}); * ``` - * vec4 color = texture2D(uSampler, clamp(modifiedTextureCoord, inputClamp.xy, inputClamp.zw)) - * ``` - * OR - * ``` - * vec4 color = texture2D(uSampler, min(modifigedTextureCoord, inputClamp.zw)) - * ``` - * - * ### Additional Information - * - * Complete documentation on Filter usage is located in the - * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}. - * - * Since PixiJS only had a handful of built-in filters, additional filters can be downloaded - * {@link https://github.com/pixijs/pixi-filters here} from the PixiJS Filters repository. * @memberof PIXI */ - var Filter = /** @class */ (function (_super) { - __extends$k(Filter, _super); + var Text = /** @class */ (function (_super) { + __extends$c(Text, _super); /** - * @param vertexSrc - The source of the vertex shader. - * @param fragmentSrc - The source of the fragment shader. - * @param uniforms - Custom uniforms to use to augment the built-in ones. + * @param text - The string that you would like the text to display + * @param {object|PIXI.TextStyle} [style] - The style parameters + * @param canvas - The canvas element for drawing text */ - function Filter(vertexSrc, fragmentSrc, uniforms) { + function Text(text, style, canvas) { var _this = this; - var program = Program.from(vertexSrc || Filter.defaultVertexSrc, fragmentSrc || Filter.defaultFragmentSrc); - _this = _super.call(this, program, uniforms) || this; - _this.padding = 0; - _this.resolution = settings$2.FILTER_RESOLUTION; - _this.multisample = settings$2.FILTER_MULTISAMPLE; - _this.enabled = true; - _this.autoFit = true; - _this.state = new State(); + var ownCanvas = false; + if (!canvas) { + canvas = settings$1.ADAPTER.createCanvas(); + ownCanvas = true; + } + canvas.width = 3; + canvas.height = 3; + var texture = Texture.from(canvas); + texture.orig = new Rectangle(); + texture.trim = new Rectangle(); + _this = _super.call(this, texture) || this; + _this._ownCanvas = ownCanvas; + _this.canvas = canvas; + _this.context = canvas.getContext('2d', { + // required for trimming to work without warnings + willReadFrequently: true, + }); + _this._resolution = settings$1.RESOLUTION; + _this._autoResolution = true; + _this._text = null; + _this._style = null; + _this._styleListener = null; + _this._font = ''; + _this.text = text; + _this.style = style; + _this.localStyleID = -1; return _this; } /** - * Applies the filter - * @param {PIXI.FilterSystem} filterManager - The renderer to retrieve the filter from - * @param {PIXI.RenderTexture} input - The input render target. - * @param {PIXI.RenderTexture} output - The target to output to. - * @param {PIXI.CLEAR_MODES} [clearMode] - Should the output be cleared before rendering to it. - * @param {object} [_currentState] - It's current state of filter. - * There are some useful properties in the currentState : - * target, filters, sourceFrame, destinationFrame, renderTarget, resolution - */ - Filter.prototype.apply = function (filterManager, input, output, clearMode, _currentState) { - // do as you please! - filterManager.applyFilter(this, input, output, clearMode); - // or just do a regular render.. - }; - Object.defineProperty(Filter.prototype, "blendMode", { - /** - * Sets the blend mode of the filter. - * @default PIXI.BLEND_MODES.NORMAL - */ - get: function () { - return this.state.blendMode; - }, - set: function (value) { - this.state.blendMode = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Filter.prototype, "resolution", { - /** - * The resolution of the filter. Setting this to be lower will lower the quality but - * increase the performance of the filter. - */ - get: function () { - return this._resolution; - }, - set: function (value) { - this._resolution = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Filter, "defaultVertexSrc", { - /** - * The default vertex shader source - * @constant - */ - get: function () { - return defaultVertex$2; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Filter, "defaultFragmentSrc", { - /** - * The default fragment shader source - * @constant - */ - get: function () { - return defaultFragment$1; - }, - enumerable: false, - configurable: true - }); - return Filter; - }(Shader)); - - var vertex$4 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 otherMatrix;\n\nvarying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\n}\n"; - - var fragment$7 = "varying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform sampler2D mask;\nuniform float alpha;\nuniform float npmAlpha;\nuniform vec4 maskClamp;\n\nvoid main(void)\n{\n float clip = step(3.5,\n step(maskClamp.x, vMaskCoord.x) +\n step(maskClamp.y, vMaskCoord.y) +\n step(vMaskCoord.x, maskClamp.z) +\n step(vMaskCoord.y, maskClamp.w));\n\n vec4 original = texture2D(uSampler, vTextureCoord);\n vec4 masky = texture2D(mask, vMaskCoord);\n float alphaMul = 1.0 - npmAlpha * (1.0 - masky.a);\n\n original *= (alphaMul * masky.r * alpha * clip);\n\n gl_FragColor = original;\n}\n"; - - var tempMat$1 = new Matrix$2(); - /** - * Class controls uv mapping from Texture normal space to BaseTexture normal space. - * - * Takes `trim` and `rotate` into account. May contain clamp settings for Meshes and TilingSprite. - * - * Can be used in Texture `uvMatrix` field, or separately, you can use different clamp settings on the same texture. - * If you want to add support for texture region of certain feature or filter, that's what you're looking for. - * - * Takes track of Texture changes through `_lastTextureID` private field. - * Use `update()` method call to track it from outside. - * @see PIXI.Texture - * @see PIXI.Mesh - * @see PIXI.TilingSprite - * @memberof PIXI - */ - var TextureMatrix = /** @class */ (function () { - /** - * @param texture - observed texture - * @param clampMargin - Changes frame clamping, 0.5 by default. Use -0.5 for extra border. - */ - function TextureMatrix(texture, clampMargin) { - this._texture = texture; - this.mapCoord = new Matrix$2(); - this.uClampFrame = new Float32Array(4); - this.uClampOffset = new Float32Array(2); - this._textureID = -1; - this._updateID = 0; - this.clampOffset = 0; - this.clampMargin = (typeof clampMargin === 'undefined') ? 0.5 : clampMargin; - this.isSimple = false; - } - Object.defineProperty(TextureMatrix.prototype, "texture", { - /** Texture property. */ - get: function () { - return this._texture; - }, - set: function (value) { - this._texture = value; - this._textureID = -1; - }, - enumerable: false, - configurable: true - }); - /** - * Multiplies uvs array to transform - * @param uvs - mesh uvs - * @param [out=uvs] - output - * @returns - output + * Renders text to its canvas, and updates its texture. + * + * By default this is used internally to ensure the texture is correct before rendering, + * but it can be used called externally, for example from this class to 'pre-generate' the texture from a piece of text, + * and then shared across multiple Sprites. + * @param respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called. */ - TextureMatrix.prototype.multiplyUvs = function (uvs, out) { - if (out === undefined) { - out = uvs; + Text.prototype.updateText = function (respectDirty) { + var style = this._style; + // check if style has changed.. + if (this.localStyleID !== style.styleID) { + this.dirty = true; + this.localStyleID = style.styleID; } - var mat = this.mapCoord; - for (var i = 0; i < uvs.length; i += 2) { - var x = uvs[i]; - var y = uvs[i + 1]; - out[i] = (x * mat.a) + (y * mat.c) + mat.tx; - out[i + 1] = (x * mat.b) + (y * mat.d) + mat.ty; + if (!this.dirty && respectDirty) { + return; } - return out; + this._font = this._style.toFontString(); + var context = this.context; + var measured = TextMetrics.measureText(this._text || ' ', this._style, this._style.wordWrap, this.canvas); + var width = measured.width; + var height = measured.height; + var lines = measured.lines; + var lineHeight = measured.lineHeight; + var lineWidths = measured.lineWidths; + var maxLineWidth = measured.maxLineWidth; + var fontProperties = measured.fontProperties; + this.canvas.width = Math.ceil(Math.ceil((Math.max(1, width) + (style.padding * 2))) * this._resolution); + this.canvas.height = Math.ceil(Math.ceil((Math.max(1, height) + (style.padding * 2))) * this._resolution); + context.scale(this._resolution, this._resolution); + context.clearRect(0, 0, this.canvas.width, this.canvas.height); + context.font = this._font; + context.lineWidth = style.strokeThickness; + context.textBaseline = style.textBaseline; + context.lineJoin = style.lineJoin; + context.miterLimit = style.miterLimit; + var linePositionX; + var linePositionY; + // require 2 passes if a shadow; the first to draw the drop shadow, the second to draw the text + var passesCount = style.dropShadow ? 2 : 1; + // For v4, we drew text at the colours of the drop shadow underneath the normal text. This gave the correct zIndex, + // but features such as alpha and shadowblur did not look right at all, since we were using actual text as a shadow. + // + // For v5.0.0, we moved over to just use the canvas API for drop shadows, which made them look much nicer and more + // visually please, but now because the stroke is drawn and then the fill, drop shadows would appear on both the fill + // and the stroke; and fill drop shadows would appear over the top of the stroke. + // + // For v5.1.1, the new route is to revert to v4 style of drawing text first to get the drop shadows underneath normal + // text, but instead drawing text in the correct location, we'll draw it off screen (-paddingY), and then adjust the + // drop shadow so only that appears on screen (+paddingY). Now we'll have the correct draw order of the shadow + // beneath the text, whilst also having the proper text shadow styling. + for (var i = 0; i < passesCount; ++i) { + var isShadowPass = style.dropShadow && i === 0; + // we only want the drop shadow, so put text way off-screen + var dsOffsetText = isShadowPass ? Math.ceil(Math.max(1, height) + (style.padding * 2)) : 0; + var dsOffsetShadow = dsOffsetText * this._resolution; + if (isShadowPass) { + // On Safari, text with gradient and drop shadows together do not position correctly + // if the scale of the canvas is not 1: https://bugs.webkit.org/show_bug.cgi?id=197689 + // Therefore we'll set the styles to be a plain black whilst generating this drop shadow + context.fillStyle = 'black'; + context.strokeStyle = 'black'; + var dropShadowColor = style.dropShadowColor; + var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor)); + var dropShadowBlur = style.dropShadowBlur * this._resolution; + var dropShadowDistance = style.dropShadowDistance * this._resolution; + context.shadowColor = "rgba(" + rgb[0] * 255 + "," + rgb[1] * 255 + "," + rgb[2] * 255 + "," + style.dropShadowAlpha + ")"; + context.shadowBlur = dropShadowBlur; + context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance; + context.shadowOffsetY = (Math.sin(style.dropShadowAngle) * dropShadowDistance) + dsOffsetShadow; + } + else { + // set canvas text styles + context.fillStyle = this._generateFillStyle(style, lines, measured); + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + context.strokeStyle = style.stroke; + context.shadowColor = 'black'; + context.shadowBlur = 0; + context.shadowOffsetX = 0; + context.shadowOffsetY = 0; + } + var linePositionYShift = (lineHeight - fontProperties.fontSize) / 2; + if (!Text.nextLineHeightBehavior || lineHeight - fontProperties.fontSize < 0) { + linePositionYShift = 0; + } + // draw lines line by line + for (var i_1 = 0; i_1 < lines.length; i_1++) { + linePositionX = style.strokeThickness / 2; + linePositionY = ((style.strokeThickness / 2) + (i_1 * lineHeight)) + fontProperties.ascent + + linePositionYShift; + if (style.align === 'right') { + linePositionX += maxLineWidth - lineWidths[i_1]; + } + else if (style.align === 'center') { + linePositionX += (maxLineWidth - lineWidths[i_1]) / 2; + } + if (style.stroke && style.strokeThickness) { + this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText, true); + } + if (style.fill) { + this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText); + } + } + } + this.updateTexture(); }; /** - * Updates matrices if texture was changed. - * @param [forceUpdate=false] - if true, matrices will be updated any case - * @returns - Whether or not it was updated + * Render the text with letter-spacing. + * @param text - The text to draw + * @param x - Horizontal position to draw the text + * @param y - Vertical position to draw the text + * @param isStroke - Is this drawing for the outside stroke of the + * text? If not, it's for the inside fill */ - TextureMatrix.prototype.update = function (forceUpdate) { - var tex = this._texture; - if (!tex || !tex.valid) { - return false; - } - if (!forceUpdate - && this._textureID === tex._updateID) { - return false; + Text.prototype.drawLetterSpacing = function (text, x, y, isStroke) { + if (isStroke === void 0) { isStroke = false; } + var style = this._style; + // letterSpacing of 0 means normal + var letterSpacing = style.letterSpacing; + // Checking that we can use moddern canvas2D api + // https://developer.chrome.com/origintrials/#/view_trial/3585991203293757441 + // note: this is unstable API, Chrome less 94 use a `textLetterSpacing`, newest use a letterSpacing + // eslint-disable-next-line max-len + var supportLetterSpacing = Text.experimentalLetterSpacing + && ('letterSpacing' in CanvasRenderingContext2D.prototype + || 'textLetterSpacing' in CanvasRenderingContext2D.prototype); + if (letterSpacing === 0 || supportLetterSpacing) { + if (supportLetterSpacing) { + this.context.letterSpacing = letterSpacing; + this.context.textLetterSpacing = letterSpacing; + } + if (isStroke) { + this.context.strokeText(text, x, y); + } + else { + this.context.fillText(text, x, y); + } + return; } - this._textureID = tex._updateID; - this._updateID++; - var uvs = tex._uvs; - this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0); - var orig = tex.orig; - var trim = tex.trim; - if (trim) { - tempMat$1.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height); - this.mapCoord.append(tempMat$1); + var currentPosition = x; + // Using Array.from correctly splits characters whilst keeping emoji together. + // This is not supported on IE as it requires ES6, so regular text splitting occurs. + // This also doesn't account for emoji that are multiple emoji put together to make something else. + // Handling all of this would require a big library itself. + // https://medium.com/@giltayar/iterating-over-emoji-characters-the-es6-way-f06e4589516 + // https://github.com/orling/grapheme-splitter + var stringArray = Array.from ? Array.from(text) : text.split(''); + var previousWidth = this.context.measureText(text).width; + var currentWidth = 0; + for (var i = 0; i < stringArray.length; ++i) { + var currentChar = stringArray[i]; + if (isStroke) { + this.context.strokeText(currentChar, currentPosition, y); + } + else { + this.context.fillText(currentChar, currentPosition, y); + } + var textStr = ''; + for (var j = i + 1; j < stringArray.length; ++j) { + textStr += stringArray[j]; + } + currentWidth = this.context.measureText(textStr).width; + currentPosition += previousWidth - currentWidth + letterSpacing; + previousWidth = currentWidth; } - var texBase = tex.baseTexture; - var frame = this.uClampFrame; - var margin = this.clampMargin / texBase.resolution; - var offset = this.clampOffset; - frame[0] = (tex._frame.x + margin + offset) / texBase.width; - frame[1] = (tex._frame.y + margin + offset) / texBase.height; - frame[2] = (tex._frame.x + tex._frame.width - margin + offset) / texBase.width; - frame[3] = (tex._frame.y + tex._frame.height - margin + offset) / texBase.height; - this.uClampOffset[0] = offset / texBase.realWidth; - this.uClampOffset[1] = offset / texBase.realHeight; - this.isSimple = tex._frame.width === texBase.width - && tex._frame.height === texBase.height - && tex.rotate === 0; - return true; }; - return TextureMatrix; - }()); - - /** - * This handles a Sprite acting as a mask, as opposed to a Graphic. - * - * WebGL only. - * @memberof PIXI - */ - var SpriteMaskFilter = /** @class */ (function (_super) { - __extends$k(SpriteMaskFilter, _super); - /** @ignore */ - function SpriteMaskFilter(vertexSrc, fragmentSrc, uniforms) { - var _this = this; - var sprite = null; - if (typeof vertexSrc !== 'string' && fragmentSrc === undefined && uniforms === undefined) { - sprite = vertexSrc; - vertexSrc = undefined; - fragmentSrc = undefined; - uniforms = undefined; - } - _this = _super.call(this, vertexSrc || vertex$4, fragmentSrc || fragment$7, uniforms) || this; - _this.maskSprite = sprite; - _this.maskMatrix = new Matrix$2(); - return _this; - } - Object.defineProperty(SpriteMaskFilter.prototype, "maskSprite", { - /** - * Sprite mask - * @type {PIXI.DisplayObject} - */ - get: function () { - return this._maskSprite; - }, - set: function (value) { - this._maskSprite = value; - if (this._maskSprite) { - this._maskSprite.renderable = false; + /** Updates texture size based on canvas size. */ + Text.prototype.updateTexture = function () { + var canvas = this.canvas; + if (this._style.trim) { + var trimmed = trimCanvas(canvas); + if (trimmed.data) { + canvas.width = trimmed.width; + canvas.height = trimmed.height; + this.context.putImageData(trimmed.data, 0, 0); } - }, - enumerable: false, - configurable: true - }); + } + var texture = this._texture; + var style = this._style; + var padding = style.trim ? 0 : style.padding; + var baseTexture = texture.baseTexture; + texture.trim.width = texture._frame.width = canvas.width / this._resolution; + texture.trim.height = texture._frame.height = canvas.height / this._resolution; + texture.trim.x = -padding; + texture.trim.y = -padding; + texture.orig.width = texture._frame.width - (padding * 2); + texture.orig.height = texture._frame.height - (padding * 2); + // call sprite onTextureUpdate to update scale if _width or _height were set + this._onTextureUpdate(); + baseTexture.setRealSize(canvas.width, canvas.height, this._resolution); + texture.updateUvs(); + this.dirty = false; + }; /** - * Applies the filter - * @param filterManager - The renderer to retrieve the filter from - * @param input - The input render target. - * @param output - The target to output to. - * @param clearMode - Should the output be cleared before rendering to it. + * Renders the object using the WebGL renderer + * @param renderer - The renderer */ - SpriteMaskFilter.prototype.apply = function (filterManager, input, output, clearMode) { - var maskSprite = this._maskSprite; - var tex = maskSprite._texture; - if (!tex.valid) { - return; + Text.prototype._render = function (renderer) { + if (this._autoResolution && this._resolution !== renderer.resolution) { + this._resolution = renderer.resolution; + this.dirty = true; } - if (!tex.uvMatrix) { - // margin = 0.0, let it bleed a bit, shader code becomes easier - // assuming that atlas textures were made with 1-pixel padding - tex.uvMatrix = new TextureMatrix(tex, 0.0); + this.updateText(true); + _super.prototype._render.call(this, renderer); + }; + /** Updates the transform on all children of this container for rendering. */ + Text.prototype.updateTransform = function () { + this.updateText(true); + _super.prototype.updateTransform.call(this); + }; + Text.prototype.getBounds = function (skipUpdate, rect) { + this.updateText(true); + if (this._textureID === -1) { + // texture was updated: recalculate transforms + skipUpdate = false; } - tex.uvMatrix.update(); - this.uniforms.npmAlpha = tex.baseTexture.alphaMode ? 0.0 : 1.0; - this.uniforms.mask = tex; - // get _normalized sprite texture coords_ and convert them to _normalized atlas texture coords_ with `prepend` - this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite) - .prepend(tex.uvMatrix.mapCoord); - this.uniforms.alpha = maskSprite.worldAlpha; - this.uniforms.maskClamp = tex.uvMatrix.uClampFrame; - filterManager.applyFilter(this, input, output, clearMode); + return _super.prototype.getBounds.call(this, skipUpdate, rect); }; - return SpriteMaskFilter; - }(Filter)); - - /** - * System plugin to the renderer to manage masks. - * - * There are three built-in types of masking: - * **Scissor Masking**: Scissor masking discards pixels that are outside of a rectangle called the scissor box. It is - * the most performant as the scissor test is inexpensive. However, it can only be used when the mask is rectangular. - * **Stencil Masking**: Stencil masking discards pixels that don't overlap with the pixels rendered into the stencil - * buffer. It is the next fastest option as it does not require rendering into a separate framebuffer. However, it does - * cause the mask to be rendered **twice** for each masking operation; hence, minimize the rendering cost of your masks. - * **Sprite Mask Filtering**: Sprite mask filtering discards pixels based on the red channel of the sprite-mask's - * texture. (Generally, the masking texture is grayscale). Using advanced techniques, you might be able to embed this - * type of masking in a custom shader - and hence, bypassing the masking system fully for performance wins. - * - * The best type of masking is auto-detected when you `push` one. To use scissor masking, you must pass in a `Graphics` - * object with just a rectangle drawn. - * - * ## Mask Stacks - * - * In the scene graph, masks can be applied recursively, i.e. a mask can be applied during a masking operation. The mask - * stack stores the currently applied masks in order. Each {@link PIXI.BaseRenderTexture} holds its own mask stack, i.e. - * when you switch render-textures, the old masks only applied when you switch back to rendering to the old render-target. - * @memberof PIXI - */ - var MaskSystem = /** @class */ (function () { - /** - * @param renderer - The renderer this System works for. - */ - function MaskSystem(renderer) { - this.renderer = renderer; - this.enableScissor = true; - this.alphaMaskPool = []; - this.maskDataPool = []; - this.maskStack = []; - this.alphaMaskIndex = 0; - } /** - * Changes the mask stack that is used by this System. - * @param maskStack - The mask stack + * Gets the local bounds of the text object. + * @param rect - The output rectangle. + * @returns The bounds. */ - MaskSystem.prototype.setMaskStack = function (maskStack) { - this.maskStack = maskStack; - this.renderer.scissor.setMaskStack(maskStack); - this.renderer.stencil.setMaskStack(maskStack); + Text.prototype.getLocalBounds = function (rect) { + this.updateText(true); + return _super.prototype.getLocalBounds.call(this, rect); + }; + /** Calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account. */ + Text.prototype._calculateBounds = function () { + this.calculateVertices(); + // if we have already done this on THIS frame. + this._bounds.addQuad(this.vertexData); }; /** - * Enables the mask and appends it to the current mask stack. - * - * NOTE: The batch renderer should be flushed beforehand to prevent pending renders from being masked. - * @param {PIXI.DisplayObject} target - Display Object to push the mask to - * @param {PIXI.MaskData|PIXI.Sprite|PIXI.Graphics|PIXI.DisplayObject} maskDataOrTarget - The masking data. + * Generates the fill style. Can automatically generate a gradient based on the fill style being an array + * @param style - The style. + * @param lines - The lines of text. + * @param metrics + * @returns The fill style */ - MaskSystem.prototype.push = function (target, maskDataOrTarget) { - var maskData = maskDataOrTarget; - if (!maskData.isMaskData) { - var d = this.maskDataPool.pop() || new MaskData(); - d.pooled = true; - d.maskObject = maskDataOrTarget; - maskData = d; + Text.prototype._generateFillStyle = function (style, lines, metrics) { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + var fillStyle = style.fill; + if (!Array.isArray(fillStyle)) { + return fillStyle; } - var maskAbove = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null; - maskData.copyCountersOrReset(maskAbove); - maskData._colorMask = maskAbove ? maskAbove._colorMask : 0xf; - if (maskData.autoDetect) { - this.detect(maskData); + else if (fillStyle.length === 1) { + return fillStyle[0]; } - maskData._target = target; - if (maskData.type !== MASK_TYPES$8.SPRITE) { - this.maskStack.push(maskData); + // the gradient will be evenly spaced out according to how large the array is. + // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75 + var gradient; + // a dropshadow will enlarge the canvas and result in the gradient being + // generated with the incorrect dimensions + var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0; + // should also take padding into account, padding can offset the gradient + var padding = style.padding || 0; + var width = (this.canvas.width / this._resolution) - dropShadowCorrection - (padding * 2); + var height = (this.canvas.height / this._resolution) - dropShadowCorrection - (padding * 2); + // make a copy of the style settings, so we can manipulate them later + var fill = fillStyle.slice(); + var fillGradientStops = style.fillGradientStops.slice(); + // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75 + if (!fillGradientStops.length) { + var lengthPlus1 = fill.length + 1; + for (var i = 1; i < lengthPlus1; ++i) { + fillGradientStops.push(i / lengthPlus1); + } } - if (maskData.enabled) { - switch (maskData.type) { - case MASK_TYPES$8.SCISSOR: - this.renderer.scissor.push(maskData); - break; - case MASK_TYPES$8.STENCIL: - this.renderer.stencil.push(maskData); - break; - case MASK_TYPES$8.SPRITE: - maskData.copyCountersOrReset(null); - this.pushSpriteMask(maskData); - break; - case MASK_TYPES$8.COLOR: - this.pushColorMask(maskData); - break; + // stop the bleeding of the last gradient on the line above to the top gradient of the this line + // by hard defining the first gradient colour at point 0, and last gradient colour at point 1 + fill.unshift(fillStyle[0]); + fillGradientStops.unshift(0); + fill.push(fillStyle[fillStyle.length - 1]); + fillGradientStops.push(1); + if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) { + // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas + gradient = this.context.createLinearGradient(width / 2, padding, width / 2, height + padding); + // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect + // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 + // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc + var textHeight = metrics.fontProperties.fontSize + style.strokeThickness; + for (var i = 0; i < lines.length; i++) { + var lastLineBottom = (metrics.lineHeight * (i - 1)) + textHeight; + var thisLineTop = metrics.lineHeight * i; + var thisLineGradientStart = thisLineTop; + // Handle case where last & this line overlap + if (i > 0 && lastLineBottom > thisLineTop) { + thisLineGradientStart = (thisLineTop + lastLineBottom) / 2; + } + var thisLineBottom = thisLineTop + textHeight; + var nextLineTop = metrics.lineHeight * (i + 1); + var thisLineGradientEnd = thisLineBottom; + // Handle case where this & next line overlap + if (i + 1 < lines.length && nextLineTop < thisLineBottom) { + thisLineGradientEnd = (thisLineBottom + nextLineTop) / 2; + } + // textHeight, but as a 0-1 size in global gradient stop space + var gradStopLineHeight = (thisLineGradientEnd - thisLineGradientStart) / height; + for (var j = 0; j < fill.length; j++) { + // 0-1 stop point for the current line, multiplied to global space afterwards + var lineStop = 0; + if (typeof fillGradientStops[j] === 'number') { + lineStop = fillGradientStops[j]; + } + else { + lineStop = j / fill.length; + } + var globalStop = Math.min(1, Math.max(0, (thisLineGradientStart / height) + (lineStop * gradStopLineHeight))); + // There's potential for floating point precision issues at the seams between gradient repeats. + globalStop = Number(globalStop.toFixed(5)); + gradient.addColorStop(globalStop, fill[j]); + } } } - if (maskData.type === MASK_TYPES$8.SPRITE) { - this.maskStack.push(maskData); + else { + // start the gradient at the center left of the canvas, and end at the center right of the canvas + gradient = this.context.createLinearGradient(padding, height / 2, width + padding, height / 2); + // can just evenly space out the gradients in this case, as multiple lines makes no difference + // to an even left to right gradient + var totalIterations = fill.length + 1; + var currentIteration = 1; + for (var i = 0; i < fill.length; i++) { + var stop = void 0; + if (typeof fillGradientStops[i] === 'number') { + stop = fillGradientStops[i]; + } + else { + stop = currentIteration / totalIterations; + } + gradient.addColorStop(stop, fill[i]); + currentIteration++; + } } + return gradient; }; /** - * Removes the last mask from the mask stack and doesn't return it. + * Destroys this text object. * - * NOTE: The batch renderer should be flushed beforehand to render the masked contents before the mask is removed. - * @param {PIXI.IMaskTarget} target - Display Object to pop the mask from + * Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as + * the majority of the time the texture will not be shared with any other Sprites. + * @param options - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their + * destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well + * @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well */ - MaskSystem.prototype.pop = function (target) { - var maskData = this.maskStack.pop(); - if (!maskData || maskData._target !== target) { - // TODO: add an assert when we have it - return; - } - if (maskData.enabled) { - switch (maskData.type) { - case MASK_TYPES$8.SCISSOR: - this.renderer.scissor.pop(maskData); - break; - case MASK_TYPES$8.STENCIL: - this.renderer.stencil.pop(maskData.maskObject); - break; - case MASK_TYPES$8.SPRITE: - this.popSpriteMask(maskData); - break; - case MASK_TYPES$8.COLOR: - this.popColorMask(maskData); - break; - } - } - maskData.reset(); - if (maskData.pooled) { - this.maskDataPool.push(maskData); + Text.prototype.destroy = function (options) { + if (typeof options === 'boolean') { + options = { children: options }; } - if (this.maskStack.length !== 0) { - var maskCurrent = this.maskStack[this.maskStack.length - 1]; - if (maskCurrent.type === MASK_TYPES$8.SPRITE && maskCurrent._filters) { - maskCurrent._filters[0].maskSprite = maskCurrent.maskObject; - } + options = Object.assign({}, defaultDestroyOptions, options); + _super.prototype.destroy.call(this, options); + // set canvas width and height to 0 to workaround memory leak in Safari < 13 + // https://stackoverflow.com/questions/52532614/total-canvas-memory-use-exceeds-the-maximum-limit-safari-12 + if (this._ownCanvas) { + this.canvas.height = this.canvas.width = 0; } + // make sure to reset the context and canvas.. dont want this hanging around in memory! + this.context = null; + this.canvas = null; + this._style = null; }; + Object.defineProperty(Text.prototype, "width", { + /** The width of the Text, setting this will actually modify the scale to achieve the value set. */ + get: function () { + this.updateText(true); + return Math.abs(this.scale.x) * this._texture.orig.width; + }, + set: function (value) { + this.updateText(true); + var s = sign(this.scale.x) || 1; + this.scale.x = s * value / this._texture.orig.width; + this._width = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Text.prototype, "height", { + /** The height of the Text, setting this will actually modify the scale to achieve the value set. */ + get: function () { + this.updateText(true); + return Math.abs(this.scale.y) * this._texture.orig.height; + }, + set: function (value) { + this.updateText(true); + var s = sign(this.scale.y) || 1; + this.scale.y = s * value / this._texture.orig.height; + this._height = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Text.prototype, "style", { + /** + * Set the style of the text. + * + * Set up an event listener to listen for changes on the style object and mark the text as dirty. + */ + get: function () { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the ITextStyle + // since the setter creates the TextStyle. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + return this._style; + }, + set: function (style) { + style = style || {}; + if (style instanceof TextStyle) { + this._style = style; + } + else { + this._style = new TextStyle(style); + } + this.localStyleID = -1; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Text.prototype, "text", { + /** Set the copy for the text object. To split a line you can use '\n'. */ + get: function () { + return this._text; + }, + set: function (text) { + text = String(text === null || text === undefined ? '' : text); + if (this._text === text) { + return; + } + this._text = text; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Text.prototype, "resolution", { + /** + * The resolution / device pixel ratio of the canvas. + * + * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually. + * @default 1 + */ + get: function () { + return this._resolution; + }, + set: function (value) { + this._autoResolution = false; + if (this._resolution === value) { + return; + } + this._resolution = value; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); /** - * Sets type of MaskData based on its maskObject. - * @param maskData + * New behavior for `lineHeight` that's meant to mimic HTML text. A value of `true` will + * make sure the first baseline is offset by the `lineHeight` value if it is greater than `fontSize`. + * A value of `false` will use the legacy behavior and not change the baseline of the first line. + * In the next major release, we'll enable this by default. */ - MaskSystem.prototype.detect = function (maskData) { - var maskObject = maskData.maskObject; - if (!maskObject) { - maskData.type = MASK_TYPES$8.COLOR; - } - else if (maskObject.isSprite) { - maskData.type = MASK_TYPES$8.SPRITE; - } - else if (this.enableScissor && this.renderer.scissor.testScissor(maskData)) { - maskData.type = MASK_TYPES$8.SCISSOR; - } - else { - maskData.type = MASK_TYPES$8.STENCIL; - } - }; + Text.nextLineHeightBehavior = false; /** - * Applies the Mask and adds it to the current filter stack. - * @param maskData - Sprite to be used as the mask. + * New rendering behavior for letter-spacing which uses Chrome's new native API. This will + * lead to more accurate letter-spacing results because it does not try to manually draw + * each character. However, this Chrome API is experimental and may not serve all cases yet. */ - MaskSystem.prototype.pushSpriteMask = function (maskData) { - var _a, _b; - var maskObject = maskData.maskObject; - var target = maskData._target; - var alphaMaskFilter = maskData._filters; - if (!alphaMaskFilter) { - alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex]; - if (!alphaMaskFilter) { - alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter()]; - } - } - var renderer = this.renderer; - var renderTextureSystem = renderer.renderTexture; - var resolution; - var multisample; - if (renderTextureSystem.current) { - var renderTexture = renderTextureSystem.current; - resolution = maskData.resolution || renderTexture.resolution; - multisample = (_a = maskData.multisample) !== null && _a !== void 0 ? _a : renderTexture.multisample; - } - else { - resolution = maskData.resolution || renderer.resolution; - multisample = (_b = maskData.multisample) !== null && _b !== void 0 ? _b : renderer.multisample; - } - alphaMaskFilter[0].resolution = resolution; - alphaMaskFilter[0].multisample = multisample; - alphaMaskFilter[0].maskSprite = maskObject; - var stashFilterArea = target.filterArea; - target.filterArea = maskObject.getBounds(true); - renderer.filter.push(target, alphaMaskFilter); - target.filterArea = stashFilterArea; - if (!maskData._filters) { - this.alphaMaskIndex++; - } - }; - /** - * Removes the last filter from the filter stack and doesn't return it. - * @param maskData - Sprite to be used as the mask. - */ - MaskSystem.prototype.popSpriteMask = function (maskData) { - this.renderer.filter.pop(); - if (maskData._filters) { - maskData._filters[0].maskSprite = null; - } - else { - this.alphaMaskIndex--; - this.alphaMaskPool[this.alphaMaskIndex][0].maskSprite = null; - } - }; + Text.experimentalLetterSpacing = false; + return Text; + }(Sprite)); + + /*! + * @pixi/prepare - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/prepare is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Default number of uploads per frame using prepare plugin. + * @static + * @memberof PIXI.settings + * @name UPLOADS_PER_FRAME + * @type {number} + * @default 4 + */ + settings$1.UPLOADS_PER_FRAME = 4; + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$b = function(d, b) { + extendStatics$b = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$b(d, b); + }; + + function __extends$b(d, b) { + extendStatics$b(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * CountLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified + * number of items per frame. + * @memberof PIXI + */ + var CountLimiter = /** @class */ (function () { /** - * Pushes the color mask. - * @param maskData - The mask data + * @param maxItemsPerFrame - The maximum number of items that can be prepared each frame. */ - MaskSystem.prototype.pushColorMask = function (maskData) { - var currColorMask = maskData._colorMask; - var nextColorMask = maskData._colorMask = currColorMask & maskData.colorMask; - if (nextColorMask !== currColorMask) { - this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0); - } + function CountLimiter(maxItemsPerFrame) { + this.maxItemsPerFrame = maxItemsPerFrame; + this.itemsLeft = 0; + } + /** Resets any counting properties to start fresh on a new frame. */ + CountLimiter.prototype.beginFrame = function () { + this.itemsLeft = this.maxItemsPerFrame; }; /** - * Pops the color mask. - * @param maskData - The mask data + * Checks to see if another item can be uploaded. This should only be called once per item. + * @returns If the item is allowed to be uploaded. */ - MaskSystem.prototype.popColorMask = function (maskData) { - var currColorMask = maskData._colorMask; - var nextColorMask = this.maskStack.length > 0 - ? this.maskStack[this.maskStack.length - 1]._colorMask : 0xf; - if (nextColorMask !== currColorMask) { - this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0); - } - }; - MaskSystem.prototype.destroy = function () { - this.renderer = null; + CountLimiter.prototype.allowedToUpload = function () { + return this.itemsLeft-- > 0; }; - return MaskSystem; + return CountLimiter; }()); /** - * System plugin to the renderer to manage specific types of masking operations. + * Built-in hook to find multiple textures from objects like AnimatedSprites. + * @private + * @param item - Display object to check + * @param queue - Collection of items to upload + * @returns If a PIXI.Texture object was found. + */ + function findMultipleBaseTextures(item, queue) { + var result = false; + // Objects with multiple textures + if (item && item._textures && item._textures.length) { + for (var i = 0; i < item._textures.length; i++) { + if (item._textures[i] instanceof Texture) { + var baseTexture = item._textures[i].baseTexture; + if (queue.indexOf(baseTexture) === -1) { + queue.push(baseTexture); + result = true; + } + } + } + } + return result; + } + /** + * Built-in hook to find BaseTextures from Texture. + * @private + * @param item - Display object to check + * @param queue - Collection of items to upload + * @returns If a PIXI.Texture object was found. + */ + function findBaseTexture(item, queue) { + if (item.baseTexture instanceof BaseTexture) { + var texture = item.baseTexture; + if (queue.indexOf(texture) === -1) { + queue.push(texture); + } + return true; + } + return false; + } + /** + * Built-in hook to find textures from objects. + * @private + * @param item - Display object to check + * @param queue - Collection of items to upload + * @returns If a PIXI.Texture object was found. + */ + function findTexture(item, queue) { + if (item._texture && item._texture instanceof Texture) { + var texture = item._texture.baseTexture; + if (queue.indexOf(texture) === -1) { + queue.push(texture); + } + return true; + } + return false; + } + /** + * Built-in hook to draw PIXI.Text to its texture. + * @private + * @param _helper - Not used by this upload handler + * @param item - Item to check + * @returns If item was uploaded. + */ + function drawText(_helper, item) { + if (item instanceof Text) { + // updating text will return early if it is not dirty + item.updateText(true); + return true; + } + return false; + } + /** + * Built-in hook to calculate a text style for a PIXI.Text object. + * @private + * @param _helper - Not used by this upload handler + * @param item - Item to check + * @returns If item was uploaded. + */ + function calculateTextStyle(_helper, item) { + if (item instanceof TextStyle) { + var font = item.toFontString(); + TextMetrics.measureFont(font); + return true; + } + return false; + } + /** + * Built-in hook to find Text objects. + * @private + * @param item - Display object to check + * @param queue - Collection of items to upload + * @returns if a PIXI.Text object was found. + */ + function findText(item, queue) { + if (item instanceof Text) { + // push the text style to prepare it - this can be really expensive + if (queue.indexOf(item.style) === -1) { + queue.push(item.style); + } + // also push the text object so that we can render it (to canvas/texture) if needed + if (queue.indexOf(item) === -1) { + queue.push(item); + } + // also push the Text's texture for upload to GPU + var texture = item._texture.baseTexture; + if (queue.indexOf(texture) === -1) { + queue.push(texture); + } + return true; + } + return false; + } + /** + * Built-in hook to find TextStyle objects. + * @private + * @param item - Display object to check + * @param queue - Collection of items to upload + * @returns If a PIXI.TextStyle object was found. + */ + function findTextStyle(item, queue) { + if (item instanceof TextStyle) { + if (queue.indexOf(item) === -1) { + queue.push(item); + } + return true; + } + return false; + } + /** + * The prepare manager provides functionality to upload content to the GPU. + * + * BasePrepare handles basic queuing functionality and is extended by + * {@link PIXI.Prepare} and {@link PIXI.CanvasPrepare} + * to provide preparation capabilities specific to their respective renderers. + * @example + * // Create a sprite + * const sprite = PIXI.Sprite.from('something.png'); + * + * // Load object into GPU + * app.renderer.plugins.prepare.upload(sprite, () => { + * + * //Texture(s) has been uploaded to GPU + * app.stage.addChild(sprite); + * + * }) + * @abstract * @memberof PIXI */ - var AbstractMaskSystem = /** @class */ (function () { + var BasePrepare = /** @class */ (function () { /** - * @param renderer - The renderer this System works for. + * @param {PIXI.AbstractRenderer} renderer - A reference to the current renderer */ - function AbstractMaskSystem(renderer) { + function BasePrepare(renderer) { + var _this = this; + this.limiter = new CountLimiter(settings$1.UPLOADS_PER_FRAME); this.renderer = renderer; - this.maskStack = []; - this.glConst = 0; + this.uploadHookHelper = null; + this.queue = []; + this.addHooks = []; + this.uploadHooks = []; + this.completes = []; + this.ticking = false; + this.delayedTick = function () { + // unlikely, but in case we were destroyed between tick() and delayedTick() + if (!_this.queue) { + return; + } + _this.prepareItems(); + }; + // hooks to find the correct texture + this.registerFindHook(findText); + this.registerFindHook(findTextStyle); + this.registerFindHook(findMultipleBaseTextures); + this.registerFindHook(findBaseTexture); + this.registerFindHook(findTexture); + // upload hooks + this.registerUploadHook(drawText); + this.registerUploadHook(calculateTextStyle); } - /** Gets count of masks of certain type. */ - AbstractMaskSystem.prototype.getStackLength = function () { - return this.maskStack.length; - }; - /** - * Changes the mask stack that is used by this System. - * @param {PIXI.MaskData[]} maskStack - The mask stack - */ - AbstractMaskSystem.prototype.setMaskStack = function (maskStack) { - var gl = this.renderer.gl; - var curStackLen = this.getStackLength(); - this.maskStack = maskStack; - var newStackLen = this.getStackLength(); - if (newStackLen !== curStackLen) { - if (newStackLen === 0) { - gl.disable(this.glConst); + /** @ignore */ + BasePrepare.prototype.upload = function (item, done) { + var _this = this; + if (typeof item === 'function') { + done = item; + item = null; + } + if (done) { + deprecation('6.5.0', 'BasePrepare.upload callback is deprecated, use the return Promise instead.'); + } + return new Promise(function (resolve) { + // If a display object, search for items + // that we could upload + if (item) { + _this.add(item); + } + // TODO: remove done callback and just use resolve + var complete = function () { + done === null || done === void 0 ? void 0 : done(); + resolve(); + }; + // Get the items for upload from the display + if (_this.queue.length) { + _this.completes.push(complete); + if (!_this.ticking) { + _this.ticking = true; + Ticker.system.addOnce(_this.tick, _this, UPDATE_PRIORITY.UTILITY); + } } else { - gl.enable(this.glConst); - this._useCurrent(); + complete(); } - } + }); }; /** - * Setup renderer to use the current mask data. + * Handle tick update * @private */ - AbstractMaskSystem.prototype._useCurrent = function () { - // OVERWRITE; - }; - /** Destroys the mask stack. */ - AbstractMaskSystem.prototype.destroy = function () { - this.renderer = null; - this.maskStack = null; + BasePrepare.prototype.tick = function () { + setTimeout(this.delayedTick, 0); }; - return AbstractMaskSystem; - }()); - - var tempMatrix$1 = new Matrix$2(); - var rectPool = []; - /** - * System plugin to the renderer to manage scissor masking. - * - * Scissor masking discards pixels outside of a rectangle called the scissor box. The scissor box is in the framebuffer - * viewport's space; however, the mask's rectangle is projected from world-space to viewport space automatically - * by this system. - * @memberof PIXI - */ - var ScissorSystem = /** @class */ (function (_super) { - __extends$k(ScissorSystem, _super); /** - * @param {PIXI.Renderer} renderer - The renderer this System works for. + * Actually prepare items. This is handled outside of the tick because it will take a while + * and we do NOT want to block the current animation frame from rendering. + * @private */ - function ScissorSystem(renderer) { - var _this = _super.call(this, renderer) || this; - _this.glConst = settings$2.ADAPTER.getWebGLRenderingContext().SCISSOR_TEST; - return _this; - } - ScissorSystem.prototype.getStackLength = function () { - var maskData = this.maskStack[this.maskStack.length - 1]; - if (maskData) { - return maskData._scissorCounter; + BasePrepare.prototype.prepareItems = function () { + this.limiter.beginFrame(); + // Upload the graphics + while (this.queue.length && this.limiter.allowedToUpload()) { + var item = this.queue[0]; + var uploaded = false; + if (item && !item._destroyed) { + for (var i = 0, len = this.uploadHooks.length; i < len; i++) { + if (this.uploadHooks[i](this.uploadHookHelper, item)) { + this.queue.shift(); + uploaded = true; + break; + } + } + } + if (!uploaded) { + this.queue.shift(); + } + } + // We're finished + if (!this.queue.length) { + this.ticking = false; + var completes = this.completes.slice(0); + this.completes.length = 0; + for (var i = 0, len = completes.length; i < len; i++) { + completes[i](); + } + } + else { + // if we are not finished, on the next rAF do this again + Ticker.system.addOnce(this.tick, this, UPDATE_PRIORITY.UTILITY); } - return 0; }; /** - * evaluates _boundsTransformed, _scissorRect for MaskData - * @param maskData + * Adds hooks for finding items. + * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array` + * function must return `true` if it was able to add item to the queue. + * @returns Instance of plugin for chaining. */ - ScissorSystem.prototype.calcScissorRect = function (maskData) { - var _a; - if (maskData._scissorRectLocal) { - return; - } - var prevData = maskData._scissorRect; - var maskObject = maskData.maskObject; - var renderer = this.renderer; - var renderTextureSystem = renderer.renderTexture; - var rect = maskObject.getBounds(true, (_a = rectPool.pop()) !== null && _a !== void 0 ? _a : new Rectangle$2()); - this.roundFrameToPixels(rect, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform); - if (prevData) { - rect.fit(prevData); + BasePrepare.prototype.registerFindHook = function (addHook) { + if (addHook) { + this.addHooks.push(addHook); } - maskData._scissorRectLocal = rect; + return this; }; - ScissorSystem.isMatrixRotated = function (matrix) { - if (!matrix) { - return false; + /** + * Adds hooks for uploading items. + * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and + * function must return `true` if it was able to handle upload of item. + * @returns Instance of plugin for chaining. + */ + BasePrepare.prototype.registerUploadHook = function (uploadHook) { + if (uploadHook) { + this.uploadHooks.push(uploadHook); } - var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d; - // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation - // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0). - return ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4) - && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4)); + return this; }; /** - * Test, whether the object can be scissor mask with current renderer projection. - * Calls "calcScissorRect()" if its true. - * @param maskData - mask data - * @returns whether Whether the object can be scissor mask + * Manually add an item to the uploading queue. + * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to + * add to the queue + * @returns Instance of plugin for chaining. */ - ScissorSystem.prototype.testScissor = function (maskData) { - var maskObject = maskData.maskObject; - if (!maskObject.isFastRect || !maskObject.isFastRect()) { - return false; - } - if (ScissorSystem.isMatrixRotated(maskObject.worldTransform)) { - return false; + BasePrepare.prototype.add = function (item) { + // Add additional hooks for finding elements on special + // types of objects that + for (var i = 0, len = this.addHooks.length; i < len; i++) { + if (this.addHooks[i](item, this.queue)) { + break; + } } - if (ScissorSystem.isMatrixRotated(this.renderer.projection.transform)) { - return false; + // Get children recursively + if (item instanceof Container) { + for (var i = item.children.length - 1; i >= 0; i--) { + this.add(item.children[i]); + } } - this.calcScissorRect(maskData); - var rect = maskData._scissorRectLocal; - return rect.width > 0 && rect.height > 0; + return this; }; - ScissorSystem.prototype.roundFrameToPixels = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) { - if (ScissorSystem.isMatrixRotated(transform)) { - return; + /** Destroys the plugin, don't use after this. */ + BasePrepare.prototype.destroy = function () { + if (this.ticking) { + Ticker.system.remove(this.tick, this); } - transform = transform ? tempMatrix$1.copyFrom(transform) : tempMatrix$1.identity(); - // Get forward transform from world space to screen space - transform - .translate(-bindingSourceFrame.x, -bindingSourceFrame.y) - .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height) - .translate(bindingDestinationFrame.x, bindingDestinationFrame.y); - // Convert frame to screen space - this.renderer.filter.transformAABB(transform, frame); - frame.fit(bindingDestinationFrame); - frame.x = Math.round(frame.x * resolution); - frame.y = Math.round(frame.y * resolution); - frame.width = Math.round(frame.width * resolution); - frame.height = Math.round(frame.height * resolution); - }; - /** - * Applies the Mask and adds it to the current stencil stack. - * @author alvin - * @param maskData - The mask data. - */ - ScissorSystem.prototype.push = function (maskData) { - if (!maskData._scissorRectLocal) { - this.calcScissorRect(maskData); - } - var gl = this.renderer.gl; - if (!maskData._scissorRect) { - gl.enable(gl.SCISSOR_TEST); - } - maskData._scissorCounter++; - maskData._scissorRect = maskData._scissorRectLocal; - this._useCurrent(); + this.ticking = false; + this.addHooks = null; + this.uploadHooks = null; + this.renderer = null; + this.completes = null; + this.queue = null; + this.limiter = null; + this.uploadHookHelper = null; }; - /** - * This should be called after a mask is popped off the mask stack. It will rebind the scissor box to be latest with the - * last mask in the stack. - * - * This can also be called when you directly modify the scissor box and want to restore PixiJS state. - * @param maskData - The mask data. - */ - ScissorSystem.prototype.pop = function (maskData) { - var gl = this.renderer.gl; - if (maskData) { - rectPool.push(maskData._scissorRectLocal); - } - if (this.getStackLength() > 0) { - this._useCurrent(); + return BasePrepare; + }()); + + /** + * Built-in hook to upload PIXI.Texture objects to the GPU. + * @private + * @param renderer - instance of the webgl renderer + * @param item - Item to check + * @returns If item was uploaded. + */ + function uploadBaseTextures(renderer, item) { + if (item instanceof BaseTexture) { + // if the texture already has a GL texture, then the texture has been prepared or rendered + // before now. If the texture changed, then the changer should be calling texture.update() which + // reuploads the texture without need for preparing it again + if (!item._glTextures[renderer.CONTEXT_UID]) { + renderer.texture.bind(item); } - else { - gl.disable(gl.SCISSOR_TEST); + return true; + } + return false; + } + /** + * Built-in hook to upload PIXI.Graphics to the GPU. + * @private + * @param renderer - instance of the webgl renderer + * @param item - Item to check + * @returns If item was uploaded. + */ + function uploadGraphics(renderer, item) { + if (!(item instanceof Graphics)) { + return false; + } + var geometry = item.geometry; + // update dirty graphics to get batches + item.finishPoly(); + geometry.updateBatches(); + var batches = geometry.batches; + // upload all textures found in styles + for (var i = 0; i < batches.length; i++) { + var texture = batches[i].style.texture; + if (texture) { + uploadBaseTextures(renderer, texture.baseTexture); } - }; + } + // if its not batchable - update vao for particular shader + if (!geometry.batchable) { + renderer.geometry.bind(geometry, item._resolveDirectShader(renderer)); + } + return true; + } + /** + * Built-in hook to find graphics. + * @private + * @param item - Display object to check + * @param queue - Collection of items to upload + * @returns if a PIXI.Graphics object was found. + */ + function findGraphics(item, queue) { + if (item instanceof Graphics) { + queue.push(item); + return true; + } + return false; + } + /** + * The prepare plugin provides renderer-specific plugins for pre-rendering DisplayObjects. These plugins are useful for + * asynchronously preparing and uploading to the GPU assets, textures, graphics waiting to be displayed. + * + * Do not instantiate this plugin directly. It is available from the `renderer.plugins` property. + * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}. + * @example + * // Create a new application + * const app = new PIXI.Application(); + * document.body.appendChild(app.view); + * + * // Don't start rendering right away + * app.stop(); + * + * // create a display object + * const rect = new PIXI.Graphics() + * .beginFill(0x00ff00) + * .drawRect(40, 40, 200, 200); + * + * // Add to the stage + * app.stage.addChild(rect); + * + * // Don't start rendering until the graphic is uploaded to the GPU + * app.renderer.plugins.prepare.upload(app.stage, () => { + * app.start(); + * }); + * @memberof PIXI + */ + var Prepare = /** @class */ (function (_super) { + __extends$b(Prepare, _super); /** - * Setup renderer to use the current scissor data. - * @private + * @param {PIXI.Renderer} renderer - A reference to the current renderer */ - ScissorSystem.prototype._useCurrent = function () { - var rect = this.maskStack[this.maskStack.length - 1]._scissorRect; - var y; - if (this.renderer.renderTexture.current) { - y = rect.y; - } - else { - // flipY. In future we'll have it over renderTextures as an option - y = this.renderer.height - rect.height - rect.y; - } - this.renderer.gl.scissor(rect.x, y, rect.width, rect.height); + function Prepare(renderer) { + var _this = _super.call(this, renderer) || this; + _this.uploadHookHelper = _this.renderer; + // Add textures and graphics to upload + _this.registerFindHook(findGraphics); + _this.registerUploadHook(uploadBaseTextures); + _this.registerUploadHook(uploadGraphics); + return _this; + } + /** @ignore */ + Prepare.extension = { + name: 'prepare', + type: ExtensionType.RendererPlugin, }; - return ScissorSystem; - }(AbstractMaskSystem)); + return Prepare; + }(BasePrepare)); + + /*! + * @pixi/spritesheet - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/spritesheet is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ /** - * System plugin to the renderer to manage stencils (used for masks). + * Utility class for maintaining reference to a collection + * of Textures on a single Spritesheet. + * + * To access a sprite sheet from your code you may pass its JSON data file to Pixi's loader: + * + * ```js + * PIXI.Loader.shared.add("images/spritesheet.json").load(setup); + * + * function setup() { + * let sheet = PIXI.Loader.shared.resources["images/spritesheet.json"].spritesheet; + * ... + * } + * ``` + * + * Alternately, you may circumvent the loader by instantiating the Spritesheet directly: + * ```js + * const sheet = new PIXI.Spritesheet(texture, spritesheetData); + * await sheet.parse(); + * console.log('Spritesheet ready to use!'); + * ``` + * + * With the `sheet.textures` you can create Sprite objects,`sheet.animations` can be used to create an AnimatedSprite. + * + * Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker}, + * {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}. + * Default anchor points (see {@link PIXI.Texture#defaultAnchor}) and grouping of animation sprites are currently only + * supported by TexturePacker. * @memberof PIXI */ - var StencilSystem = /** @class */ (function (_super) { - __extends$k(StencilSystem, _super); + var Spritesheet = /** @class */ (function () { /** - * @param renderer - The renderer this System works for. + * @param texture - Reference to the source BaseTexture object. + * @param {object} data - Spritesheet image data. + * @param resolutionFilename - The filename to consider when determining + * the resolution of the spritesheet. If not provided, the imageUrl will + * be used on the BaseTexture. */ - function StencilSystem(renderer) { - var _this = _super.call(this, renderer) || this; - _this.glConst = settings$2.ADAPTER.getWebGLRenderingContext().STENCIL_TEST; - return _this; + function Spritesheet(texture, data, resolutionFilename) { + if (resolutionFilename === void 0) { resolutionFilename = null; } + /** For multi-packed spritesheets, this contains a reference to all the other spritesheets it depends on. */ + this.linkedSheets = []; + this._texture = texture instanceof Texture ? texture : null; + this.baseTexture = texture instanceof BaseTexture ? texture : this._texture.baseTexture; + this.textures = {}; + this.animations = {}; + this.data = data; + var resource = this.baseTexture.resource; + this.resolution = this._updateResolution(resolutionFilename || (resource ? resource.url : null)); + this._frames = this.data.frames; + this._frameKeys = Object.keys(this._frames); + this._batchIndex = 0; + this._callback = null; } - StencilSystem.prototype.getStackLength = function () { - var maskData = this.maskStack[this.maskStack.length - 1]; - if (maskData) { - return maskData._stencilCounter; - } - return 0; - }; /** - * Applies the Mask and adds it to the current stencil stack. - * @param maskData - The mask data + * Generate the resolution from the filename or fallback + * to the meta.scale field of the JSON data. + * @param resolutionFilename - The filename to use for resolving + * the default resolution. + * @returns Resolution to use for spritesheet. */ - StencilSystem.prototype.push = function (maskData) { - var maskObject = maskData.maskObject; - var gl = this.renderer.gl; - var prevMaskCount = maskData._stencilCounter; - if (prevMaskCount === 0) { - // force use stencil texture in current framebuffer - this.renderer.framebuffer.forceStencil(); - gl.clearStencil(0); - gl.clear(gl.STENCIL_BUFFER_BIT); - gl.enable(gl.STENCIL_TEST); - } - maskData._stencilCounter++; - var colorMask = maskData._colorMask; - if (colorMask !== 0) { - maskData._colorMask = 0; - gl.colorMask(false, false, false, false); + Spritesheet.prototype._updateResolution = function (resolutionFilename) { + if (resolutionFilename === void 0) { resolutionFilename = null; } + var scale = this.data.meta.scale; + // Use a defaultValue of `null` to check if a url-based resolution is set + var resolution = getResolutionOfUrl(resolutionFilename, null); + // No resolution found via URL + if (resolution === null) { + // Use the scale value or default to 1 + resolution = scale !== undefined ? parseFloat(scale) : 1; } - // Increment the reference stencil value where the new mask overlaps with the old ones. - gl.stencilFunc(gl.EQUAL, prevMaskCount, 0xFFFFFFFF); - gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR); - maskObject.renderable = true; - maskObject.render(this.renderer); - this.renderer.batch.flush(); - maskObject.renderable = false; - if (colorMask !== 0) { - maskData._colorMask = colorMask; - gl.colorMask((colorMask & 1) !== 0, (colorMask & 2) !== 0, (colorMask & 4) !== 0, (colorMask & 8) !== 0); + // For non-1 resolutions, update baseTexture + if (resolution !== 1) { + this.baseTexture.setResolution(resolution); } - this._useCurrent(); + return resolution; }; - /** - * Pops stencil mask. MaskData is already removed from stack - * @param {PIXI.DisplayObject} maskObject - object of popped mask data - */ - StencilSystem.prototype.pop = function (maskObject) { - var gl = this.renderer.gl; - if (this.getStackLength() === 0) { - // the stack is empty! - gl.disable(gl.STENCIL_TEST); + /** @ignore */ + Spritesheet.prototype.parse = function (callback) { + var _this = this; + if (callback) { + deprecation('6.5.0', 'Spritesheet.parse callback is deprecated, use the return Promise instead.'); } - else { - var maskData = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null; - var colorMask = maskData ? maskData._colorMask : 0xf; - if (colorMask !== 0) { - maskData._colorMask = 0; - gl.colorMask(false, false, false, false); + return new Promise(function (resolve) { + _this._callback = function (textures) { + callback === null || callback === void 0 ? void 0 : callback(textures); + resolve(textures); + }; + _this._batchIndex = 0; + if (_this._frameKeys.length <= Spritesheet.BATCH_SIZE) { + _this._processFrames(0); + _this._processAnimations(); + _this._parseComplete(); } - // Decrement the reference stencil value where the popped mask overlaps with the other ones - gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR); - maskObject.renderable = true; - maskObject.render(this.renderer); - this.renderer.batch.flush(); - maskObject.renderable = false; - if (colorMask !== 0) { - maskData._colorMask = colorMask; - gl.colorMask((colorMask & 0x1) !== 0, (colorMask & 0x2) !== 0, (colorMask & 0x4) !== 0, (colorMask & 0x8) !== 0); + else { + _this._nextBatch(); } - this._useCurrent(); - } - }; - /** - * Setup renderer to use the current stencil data. - * @private - */ - StencilSystem.prototype._useCurrent = function () { - var gl = this.renderer.gl; - gl.stencilFunc(gl.EQUAL, this.getStackLength(), 0xFFFFFFFF); - gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP); + }); }; - return StencilSystem; - }(AbstractMaskSystem)); - - /** - * System plugin to the renderer to manage the projection matrix. - * - * The `projectionMatrix` is a global uniform provided to all shaders. It is used to transform points in world space to - * normalized device coordinates. - * @memberof PIXI - */ - var ProjectionSystem = /** @class */ (function () { - /** @param renderer - The renderer this System works for. */ - function ProjectionSystem(renderer) { - this.renderer = renderer; - this.destinationFrame = null; - this.sourceFrame = null; - this.defaultFrame = null; - this.projectionMatrix = new Matrix$2(); - this.transform = null; - } /** - * Updates the projection-matrix based on the sourceFrame → destinationFrame mapping provided. - * - * NOTE: It is expected you call `renderer.framebuffer.setViewport(destinationFrame)` after this. This is because - * the framebuffer viewport converts shader vertex output in normalized device coordinates to window coordinates. - * - * NOTE-2: {@link RenderTextureSystem#bind} updates the projection-matrix when you bind a render-texture. It is expected - * that you dirty the current bindings when calling this manually. - * @param destinationFrame - The rectangle in the render-target to render the contents into. If rendering to the canvas, - * the origin is on the top-left; if rendering to a render-texture, the origin is on the bottom-left. - * @param sourceFrame - The rectangle in world space that contains the contents being rendered. - * @param resolution - The resolution of the render-target, which is the ratio of - * world-space (or CSS) pixels to physical pixels. - * @param root - Whether the render-target is the screen. This is required because rendering to textures - * is y-flipped (i.e. upside down relative to the screen). + * Process a batch of frames + * @param initialFrameIndex - The index of frame to start. */ - ProjectionSystem.prototype.update = function (destinationFrame, sourceFrame, resolution, root) { - this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame; - this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame; - // Calculate object-space to clip-space projection - this.calculateProjection(this.destinationFrame, this.sourceFrame, resolution, root); - if (this.transform) { - this.projectionMatrix.append(this.transform); + Spritesheet.prototype._processFrames = function (initialFrameIndex) { + var frameIndex = initialFrameIndex; + var maxFrames = Spritesheet.BATCH_SIZE; + while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length) { + var i = this._frameKeys[frameIndex]; + var data = this._frames[i]; + var rect = data.frame; + if (rect) { + var frame = null; + var trim = null; + var sourceSize = data.trimmed !== false && data.sourceSize + ? data.sourceSize : data.frame; + var orig = new Rectangle(0, 0, Math.floor(sourceSize.w) / this.resolution, Math.floor(sourceSize.h) / this.resolution); + if (data.rotated) { + frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.h) / this.resolution, Math.floor(rect.w) / this.resolution); + } + else { + frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution); + } + // Check to see if the sprite is trimmed + if (data.trimmed !== false && data.spriteSourceSize) { + trim = new Rectangle(Math.floor(data.spriteSourceSize.x) / this.resolution, Math.floor(data.spriteSourceSize.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution); + } + this.textures[i] = new Texture(this.baseTexture, frame, orig, trim, data.rotated ? 2 : 0, data.anchor); + // lets also add the frame to pixi's global cache for 'from' and 'fromLoader' functions + Texture.addToCache(this.textures[i], i); + } + frameIndex++; } - var renderer = this.renderer; - renderer.globalUniforms.uniforms.projectionMatrix = this.projectionMatrix; - renderer.globalUniforms.update(); - // this will work for now - // but would be sweet to stick and even on the global uniforms.. - if (renderer.shader.shader) { - renderer.shader.syncUniformGroup(renderer.shader.shader.uniforms.globals); + }; + /** Parse animations config. */ + Spritesheet.prototype._processAnimations = function () { + var animations = this.data.animations || {}; + for (var animName in animations) { + this.animations[animName] = []; + for (var i = 0; i < animations[animName].length; i++) { + var frameName = animations[animName][i]; + this.animations[animName].push(this.textures[frameName]); + } } }; - /** - * Calculates the `projectionMatrix` to map points inside `sourceFrame` to inside `destinationFrame`. - * @param _destinationFrame - The destination frame in the render-target. - * @param sourceFrame - The source frame in world space. - * @param _resolution - The render-target's resolution, i.e. ratio of CSS to physical pixels. - * @param root - Whether rendering into the screen. Otherwise, if rendering to a framebuffer, the projection - * is y-flipped. - */ - ProjectionSystem.prototype.calculateProjection = function (_destinationFrame, sourceFrame, _resolution, root) { - var pm = this.projectionMatrix; - var sign = !root ? 1 : -1; - pm.identity(); - pm.a = (1 / sourceFrame.width * 2); - pm.d = sign * (1 / sourceFrame.height * 2); - pm.tx = -1 - (sourceFrame.x * pm.a); - pm.ty = -sign - (sourceFrame.y * pm.d); + /** The parse has completed. */ + Spritesheet.prototype._parseComplete = function () { + var callback = this._callback; + this._callback = null; + this._batchIndex = 0; + callback.call(this, this.textures); + }; + /** Begin the next batch of textures. */ + Spritesheet.prototype._nextBatch = function () { + var _this = this; + this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE); + this._batchIndex++; + setTimeout(function () { + if (_this._batchIndex * Spritesheet.BATCH_SIZE < _this._frameKeys.length) { + _this._nextBatch(); + } + else { + _this._processAnimations(); + _this._parseComplete(); + } + }, 0); }; /** - * Sets the transform of the active render target to the given matrix. - * @param _matrix - The transformation matrix + * Destroy Spritesheet and don't use after this. + * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well */ - ProjectionSystem.prototype.setTransform = function (_matrix) { - // this._activeRenderTarget.transform = matrix; - }; - ProjectionSystem.prototype.destroy = function () { - this.renderer = null; + Spritesheet.prototype.destroy = function (destroyBase) { + var _a; + if (destroyBase === void 0) { destroyBase = false; } + for (var i in this.textures) { + this.textures[i].destroy(); + } + this._frames = null; + this._frameKeys = null; + this.data = null; + this.textures = null; + if (destroyBase) { + (_a = this._texture) === null || _a === void 0 ? void 0 : _a.destroy(); + this.baseTexture.destroy(); + } + this._texture = null; + this.baseTexture = null; + this.linkedSheets = []; }; - return ProjectionSystem; + /** The maximum number of Textures to build per process. */ + Spritesheet.BATCH_SIZE = 1000; + return Spritesheet; }()); + /** + * Reference to Spritesheet object created. + * @member {PIXI.Spritesheet} spritesheet + * @memberof PIXI.LoaderResource + * @instance + */ + /** + * Dictionary of textures from Spritesheet. + * @member {Object} textures + * @memberof PIXI.LoaderResource + * @instance + */ - // Temporary rectangle for assigned sourceFrame or destinationFrame - var tempRect = new Rectangle$2(); - // Temporary rectangle for renderTexture destinationFrame - var tempRect2 = new Rectangle$2(); - /* eslint-disable max-len */ /** - * System plugin to the renderer to manage render textures. - * - * Should be added after FramebufferSystem + * {@link PIXI.Loader} middleware for loading texture atlases that have been created with + * TexturePacker or similar JSON-based spritesheet. * - * ### Frames + * This middleware automatically generates Texture resources. * - * The `RenderTextureSystem` holds a sourceFrame → destinationFrame projection. The following table explains the different - * coordinate spaces used: + * If you're using Webpack or other bundlers and plan on bundling the atlas' JSON, + * use the {@link PIXI.Spritesheet} class to directly parse the JSON. * - * | Frame | Description | Coordinate System | - * | ---------------------- | ---------------------------------------------------------------- | ------------------------------------------------------- | - * | sourceFrame | The rectangle inside of which display-objects are being rendered | **World Space**: The origin on the top-left | - * | destinationFrame | The rectangle in the render-target (canvas or texture) into which contents should be rendered | If rendering to the canvas, this is in screen space and the origin is on the top-left. If rendering to a render-texture, this is in its base-texture's space with the origin on the bottom-left. | - * | viewportFrame | The framebuffer viewport corresponding to the destination-frame | **Window Coordinates**: The origin is always on the bottom-left. | - * @memberof PIXI - */ - var RenderTextureSystem = /** @class */ (function () { - /** - * @param renderer - The renderer this System works for. - */ - function RenderTextureSystem(renderer) { - this.renderer = renderer; - this.clearColor = renderer._backgroundColorRgba; - this.defaultMaskStack = []; - this.current = null; - this.sourceFrame = new Rectangle$2(); - this.destinationFrame = new Rectangle$2(); - this.viewportFrame = new Rectangle$2(); + * The Loader's image Resource name is automatically appended with `"_image"`. + * If a Resource with this name is already loaded, the Loader will skip parsing the + * Spritesheet. The code below will generate an internal Loader Resource called `"myatlas_image"`. + * @example + * loader.add('myatlas', 'path/to/myatlas.json'); + * loader.load(() => { + * loader.resources.myatlas; // atlas JSON resource + * loader.resources.myatlas_image; // atlas Image resource + * }); + * @memberof PIXI + */ + var SpritesheetLoader = /** @class */ (function () { + function SpritesheetLoader() { } /** - * Bind the current render texture. - * @param renderTexture - RenderTexture to bind, by default its `null` - the screen. - * @param sourceFrame - Part of world that is mapped to the renderTexture. - * @param destinationFrame - Part of renderTexture, by default it has the same size as sourceFrame. + * Called after a resource is loaded. + * @see PIXI.Loader.loaderMiddleware + * @param resource + * @param next */ - RenderTextureSystem.prototype.bind = function (renderTexture, sourceFrame, destinationFrame) { - if (renderTexture === void 0) { renderTexture = null; } - var renderer = this.renderer; - this.current = renderTexture; - var baseTexture; - var framebuffer; - var resolution; - if (renderTexture) { - baseTexture = renderTexture.baseTexture; - resolution = baseTexture.resolution; - if (!sourceFrame) { - tempRect.width = renderTexture.frame.width; - tempRect.height = renderTexture.frame.height; - sourceFrame = tempRect; - } - if (!destinationFrame) { - tempRect2.x = renderTexture.frame.x; - tempRect2.y = renderTexture.frame.y; - tempRect2.width = sourceFrame.width; - tempRect2.height = sourceFrame.height; - destinationFrame = tempRect2; - } - framebuffer = baseTexture.framebuffer; + SpritesheetLoader.use = function (resource, next) { + var _a, _b; + // because this is middleware, it execute in loader context. `this` = loader + var loader = this; + var imageResourceName = resource.name + "_image"; + // skip if no data, its not json, it isn't spritesheet data, or the image resource already exists + if (!resource.data + || resource.type !== LoaderResource.TYPE.JSON + || !resource.data.frames + || loader.resources[imageResourceName]) { + next(); + return; } - else { - resolution = renderer.resolution; - if (!sourceFrame) { - tempRect.width = renderer.screen.width; - tempRect.height = renderer.screen.height; - sourceFrame = tempRect; - } - if (!destinationFrame) { - destinationFrame = tempRect; - destinationFrame.width = sourceFrame.width; - destinationFrame.height = sourceFrame.height; + // Check and add the multi atlas + // Heavily influenced and based on https://github.com/rocket-ua/pixi-tps-loader/blob/master/src/ResourceLoader.js + // eslint-disable-next-line camelcase + var multiPacks = (_b = (_a = resource.data) === null || _a === void 0 ? void 0 : _a.meta) === null || _b === void 0 ? void 0 : _b.related_multi_packs; + if (Array.isArray(multiPacks)) { + var _loop_1 = function (item) { + if (typeof item !== 'string') { + return "continue"; + } + var itemName = item.replace('.json', ''); + var itemUrl = url.resolve(resource.url.replace(loader.baseUrl, ''), item); + // Check if the file wasn't already added as multipacks are redundant + if (loader.resources[itemName] + || Object.values(loader.resources).some(function (r) { return url.format(url.parse(r.url)) === itemUrl; })) { + return "continue"; + } + var options = { + crossOrigin: resource.crossOrigin, + loadType: LoaderResource.LOAD_TYPE.XHR, + xhrType: LoaderResource.XHR_RESPONSE_TYPE.JSON, + parentResource: resource, + metadata: resource.metadata + }; + loader.add(itemName, itemUrl, options); + }; + for (var _i = 0, multiPacks_1 = multiPacks; _i < multiPacks_1.length; _i++) { + var item = multiPacks_1[_i]; + _loop_1(item); } } - var viewportFrame = this.viewportFrame; - viewportFrame.x = destinationFrame.x * resolution; - viewportFrame.y = destinationFrame.y * resolution; - viewportFrame.width = destinationFrame.width * resolution; - viewportFrame.height = destinationFrame.height * resolution; - if (!renderTexture) { - viewportFrame.y = renderer.view.height - (viewportFrame.y + viewportFrame.height); - } - viewportFrame.ceil(); - this.renderer.framebuffer.bind(framebuffer, viewportFrame); - this.renderer.projection.update(destinationFrame, sourceFrame, resolution, !framebuffer); - if (renderTexture) { - this.renderer.mask.setMaskStack(baseTexture.maskStack); - } - else { - this.renderer.mask.setMaskStack(this.defaultMaskStack); - } - this.sourceFrame.copyFrom(sourceFrame); - this.destinationFrame.copyFrom(destinationFrame); + var loadOptions = { + crossOrigin: resource.crossOrigin, + metadata: resource.metadata.imageMetadata, + parentResource: resource, + }; + var resourcePath = SpritesheetLoader.getResourcePath(resource, loader.baseUrl); + // load the image for this sheet + loader.add(imageResourceName, resourcePath, loadOptions, function onImageLoad(res) { + if (res.error) { + next(res.error); + return; + } + var spritesheet = new Spritesheet(res.texture, resource.data, resource.url); + spritesheet.parse().then(function () { + resource.spritesheet = spritesheet; + resource.textures = spritesheet.textures; + next(); + }); + }); }; /** - * Erases the render texture and fills the drawing area with a colour. - * @param clearColor - The color as rgba, default to use the renderer backgroundColor - * @param [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks - * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers. + * Get the spritesheets root path + * @param resource - Resource to check path + * @param baseUrl - Base root url */ - RenderTextureSystem.prototype.clear = function (clearColor, mask) { - if (this.current) { - clearColor = clearColor || this.current.baseTexture.clearColor; - } - else { - clearColor = clearColor || this.clearColor; - } - var destinationFrame = this.destinationFrame; - var baseFrame = this.current ? this.current.baseTexture : this.renderer.screen; - var clearMask = destinationFrame.width !== baseFrame.width || destinationFrame.height !== baseFrame.height; - if (clearMask) { - var _a = this.viewportFrame, x = _a.x, y = _a.y, width = _a.width, height = _a.height; - x = Math.round(x); - y = Math.round(y); - width = Math.round(width); - height = Math.round(height); - // TODO: ScissorSystem should cache whether the scissor test is enabled or not. - this.renderer.gl.enable(this.renderer.gl.SCISSOR_TEST); - this.renderer.gl.scissor(x, y, width, height); - } - this.renderer.framebuffer.clear(clearColor[0], clearColor[1], clearColor[2], clearColor[3], mask); - if (clearMask) { - // Restore the scissor box - this.renderer.scissor.pop(); + SpritesheetLoader.getResourcePath = function (resource, baseUrl) { + // Prepend url path unless the resource image is a data url + if (resource.isDataUrl) { + return resource.data.meta.image; } + return url.resolve(resource.url.replace(baseUrl, ''), resource.data.meta.image); }; - RenderTextureSystem.prototype.resize = function () { - // resize the root only! - this.bind(null); - }; - /** Resets render-texture state. */ - RenderTextureSystem.prototype.reset = function () { - this.bind(null); - }; - RenderTextureSystem.prototype.destroy = function () { - this.renderer = null; - }; - return RenderTextureSystem; + /** @ignore */ + SpritesheetLoader.extension = ExtensionType.Loader; + return SpritesheetLoader; }()); - function uboUpdate(_ud, _uv, _renderer, _syncData, buffer) { - _renderer.buffer.update(buffer); + /*! + * @pixi/sprite-tiling - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/sprite-tiling is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$a = function(d, b) { + extendStatics$a = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$a(d, b); + }; + + function __extends$a(d, b) { + extendStatics$a(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); } - // cv = CachedValue - // v = value - // ud = uniformData - // uv = uniformValue - // l = location - var UBO_TO_SINGLE_SETTERS = { - float: "\n data[offset] = v;\n ", - vec2: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n ", - vec3: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n\n ", - vec4: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n data[offset+3] = v[3];\n ", - mat2: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n\n data[offset+4] = v[2];\n data[offset+5] = v[3];\n ", - mat3: "\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n\n data[offset + 4] = v[3];\n data[offset + 5] = v[4];\n data[offset + 6] = v[5];\n\n data[offset + 8] = v[6];\n data[offset + 9] = v[7];\n data[offset + 10] = v[8];\n ", - mat4: "\n for(var i = 0; i < 16; i++)\n {\n data[offset + i] = v[i];\n }\n " - }; - var GLSL_TO_STD40_SIZE = { - float: 4, - vec2: 8, - vec3: 12, - vec4: 16, - int: 4, - ivec2: 8, - ivec3: 12, - ivec4: 16, - uint: 4, - uvec2: 8, - uvec3: 12, - uvec4: 16, - bool: 4, - bvec2: 8, - bvec3: 12, - bvec4: 16, - mat2: 16 * 2, - mat3: 16 * 3, - mat4: 16 * 4, - }; + + var tempPoint$1 = new Point(); /** - * logic originally from here: https://github.com/sketchpunk/FunWithWebGL2/blob/master/lesson_022/Shaders.js - * rewrote it, but this was a great starting point to get a solid understanding of whats going on :) - * @ignore - * @param uniformData + * A tiling sprite is a fast way of rendering a tiling image. + * @memberof PIXI */ - function createUBOElements(uniformData) { - var uboElements = uniformData.map(function (data) { - return ({ - data: data, - offset: 0, - dataLen: 0, - dirty: 0 - }); + /** @class */ ((function (_super) { + __extends$a(TilingSprite, _super); + /** + * @param texture - The texture of the tiling sprite. + * @param width - The width of the tiling sprite. + * @param height - The height of the tiling sprite. + */ + function TilingSprite(texture, width, height) { + if (width === void 0) { width = 100; } + if (height === void 0) { height = 100; } + var _this = _super.call(this, texture) || this; + _this.tileTransform = new Transform$1(); + // The width of the tiling sprite + _this._width = width; + // The height of the tiling sprite + _this._height = height; + _this.uvMatrix = _this.texture.uvMatrix || new TextureMatrix(texture); + /** + * Plugin that is responsible for rendering this element. + * Allows to customize the rendering process without overriding '_render' method. + * @default 'tilingSprite' + */ + _this.pluginName = 'tilingSprite'; + _this.uvRespectAnchor = false; + return _this; + } + Object.defineProperty(TilingSprite.prototype, "clampMargin", { + /** + * Changes frame clamping in corresponding textureTransform, shortcut + * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas + * @default 0.5 + * @member {number} + */ + get: function () { + return this.uvMatrix.clampMargin; + }, + set: function (value) { + this.uvMatrix.clampMargin = value; + this.uvMatrix.update(true); + }, + enumerable: false, + configurable: true }); - var size = 0; - var chunkSize = 0; - var offset = 0; - for (var i = 0; i < uboElements.length; i++) { - var uboElement = uboElements[i]; - size = GLSL_TO_STD40_SIZE[uboElement.data.type]; - if (uboElement.data.size > 1) { - size = Math.max(size, 16) * uboElement.data.size; - } - uboElement.dataLen = size; - // add some size offset.. - // must align to the nearest 16 bytes or internally nearest round size - if (chunkSize % size !== 0 && chunkSize < 16) { - // diff required to line up.. - var lineUpValue = (chunkSize % size) % 16; - chunkSize += lineUpValue; - offset += lineUpValue; - } - if ((chunkSize + size) > 16) { - offset = Math.ceil(offset / 16) * 16; - uboElement.offset = offset; - offset += size; - chunkSize = size; - } - else { - uboElement.offset = offset; - chunkSize += size; - offset += size; + Object.defineProperty(TilingSprite.prototype, "tileScale", { + /** The scaling of the image that is being tiled. */ + get: function () { + return this.tileTransform.scale; + }, + set: function (value) { + this.tileTransform.scale.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TilingSprite.prototype, "tilePosition", { + /** The offset of the image that is being tiled. */ + get: function () { + return this.tileTransform.position; + }, + set: function (value) { + this.tileTransform.position.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + /** + * @protected + */ + TilingSprite.prototype._onTextureUpdate = function () { + if (this.uvMatrix) { + this.uvMatrix.texture = this._texture; } - } - offset = Math.ceil(offset / 16) * 16; - return { uboElements: uboElements, size: offset }; - } - function getUBOData(uniforms, uniformData) { - var usedUniformDatas = []; - // build.. - for (var i in uniforms) { - if (uniformData[i]) { - usedUniformDatas.push(uniformData[i]); + this._cachedTint = 0xFFFFFF; + }; + /** + * Renders the object using the WebGL renderer + * @param renderer - The renderer + */ + TilingSprite.prototype._render = function (renderer) { + // tweak our texture temporarily.. + var texture = this._texture; + if (!texture || !texture.valid) { + return; } - } - // sort them out by index! - usedUniformDatas.sort(function (a, b) { return a.index - b.index; }); - return usedUniformDatas; - } - function generateUniformBufferSync(group, uniformData) { - if (!group.autoManage) { - // if the group is nott automatically managed, we don't need to generate a special function for it... - return { size: 0, syncFunc: uboUpdate }; - } - var usedUniformDatas = getUBOData(group.uniforms, uniformData); - var _a = createUBOElements(usedUniformDatas), uboElements = _a.uboElements, size = _a.size; - var funcFragments = ["\n var v = null;\n var v2 = null;\n var cv = null;\n var t = 0;\n var gl = renderer.gl\n var index = 0;\n var data = buffer.data;\n "]; - for (var i = 0; i < uboElements.length; i++) { - var uboElement = uboElements[i]; - var uniform = group.uniforms[uboElement.data.name]; - var name = uboElement.data.name; - var parsed = false; - for (var j = 0; j < uniformParsers.length; j++) { - var uniformParser = uniformParsers[j]; - if (uniformParser.codeUbo && uniformParser.test(uboElement.data, uniform)) { - funcFragments.push("offset = " + uboElement.offset / 4 + ";", uniformParsers[j].codeUbo(uboElement.data.name, uniform)); - parsed = true; - break; + this.tileTransform.updateLocalTransform(); + this.uvMatrix.update(); + renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); + renderer.plugins[this.pluginName].render(this); + }; + /** Updates the bounds of the tiling sprite. */ + TilingSprite.prototype._calculateBounds = function () { + var minX = this._width * -this._anchor._x; + var minY = this._height * -this._anchor._y; + var maxX = this._width * (1 - this._anchor._x); + var maxY = this._height * (1 - this._anchor._y); + this._bounds.addFrame(this.transform, minX, minY, maxX, maxY); + }; + /** + * Gets the local bounds of the sprite object. + * @param rect - Optional output rectangle. + * @returns The bounds. + */ + TilingSprite.prototype.getLocalBounds = function (rect) { + // we can do a fast local bounds if the sprite has no children! + if (this.children.length === 0) { + this._bounds.minX = this._width * -this._anchor._x; + this._bounds.minY = this._height * -this._anchor._y; + this._bounds.maxX = this._width * (1 - this._anchor._x); + this._bounds.maxY = this._height * (1 - this._anchor._y); + if (!rect) { + if (!this._localBoundsRect) { + this._localBoundsRect = new Rectangle(); + } + rect = this._localBoundsRect; } + return this._bounds.getRectangle(rect); } - if (!parsed) { - if (uboElement.data.size > 1) { - var size_1 = mapSize(uboElement.data.type); - var rowSize = Math.max(GLSL_TO_STD40_SIZE[uboElement.data.type] / 16, 1); - var elementSize = size_1 / rowSize; - var remainder = (4 - (elementSize % 4)) % 4; - funcFragments.push("\n cv = ud." + name + ".value;\n v = uv." + name + ";\n offset = " + uboElement.offset / 4 + ";\n\n t = 0;\n\n for(var i=0; i < " + uboElement.data.size * rowSize + "; i++)\n {\n for(var j = 0; j < " + elementSize + "; j++)\n {\n data[offset++] = v[t++];\n }\n offset += " + remainder + ";\n }\n\n "); - } - else { - var template = UBO_TO_SINGLE_SETTERS[uboElement.data.type]; - funcFragments.push("\n cv = ud." + name + ".value;\n v = uv." + name + ";\n offset = " + uboElement.offset / 4 + ";\n " + template + ";\n "); + return _super.prototype.getLocalBounds.call(this, rect); + }; + /** + * Checks if a point is inside this tiling sprite. + * @param point - The point to check. + * @returns Whether or not the sprite contains the point. + */ + TilingSprite.prototype.containsPoint = function (point) { + this.worldTransform.applyInverse(point, tempPoint$1); + var width = this._width; + var height = this._height; + var x1 = -width * this.anchor._x; + if (tempPoint$1.x >= x1 && tempPoint$1.x < x1 + width) { + var y1 = -height * this.anchor._y; + if (tempPoint$1.y >= y1 && tempPoint$1.y < y1 + height) { + return true; } } - } - funcFragments.push("\n renderer.buffer.update(buffer);\n "); - return { - size: size, - // eslint-disable-next-line no-new-func - syncFunc: new Function('ud', 'uv', 'renderer', 'syncData', 'buffer', funcFragments.join('\n')) + return false; }; - } - /** - * Helper class to create a WebGL Program - * @memberof PIXI - */ - var GLProgram = /** @class */ (function () { /** - * Makes a new Pixi program. - * @param program - webgl program - * @param uniformData - uniforms + * Destroys this sprite and optionally its texture and children + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well + * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well */ - function GLProgram(program, uniformData) { - this.program = program; - this.uniformData = uniformData; - this.uniformGroups = {}; - this.uniformDirtyGroups = {}; - this.uniformBufferBindings = {}; - } - /** Destroys this program. */ - GLProgram.prototype.destroy = function () { - this.uniformData = null; - this.uniformGroups = null; - this.uniformDirtyGroups = null; - this.uniformBufferBindings = null; - this.program = null; - }; - return GLProgram; - }()); + TilingSprite.prototype.destroy = function (options) { + _super.prototype.destroy.call(this, options); + this.tileTransform = null; + this.uvMatrix = null; + }; + /** + * Helper function that creates a new tiling sprite based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * @static + * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from + * @param {object} options - See {@link PIXI.BaseTexture}'s constructor for options. + * @param {number} options.width - required width of the tiling sprite + * @param {number} options.height - required height of the tiling sprite + * @returns {PIXI.TilingSprite} The newly created texture + */ + TilingSprite.from = function (source, options) { + var texture = (source instanceof Texture) + ? source + : Texture.from(source, options); + return new TilingSprite(texture, options.width, options.height); + }; + Object.defineProperty(TilingSprite.prototype, "width", { + /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */ + get: function () { + return this._width; + }, + set: function (value) { + this._width = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TilingSprite.prototype, "height", { + /** The height of the TilingSprite, setting this will actually modify the scale to achieve the value set. */ + get: function () { + return this._height; + }, + set: function (value) { + this._height = value; + }, + enumerable: false, + configurable: true + }); + return TilingSprite; + })(Sprite)); - /** - * returns the attribute data from the program - * @private - * @param {WebGLProgram} [program] - the WebGL program - * @param {WebGLRenderingContext} [gl] - the WebGL context - * @returns {object} the attribute data for this program - */ - function getAttributeData(program, gl) { - var attributes = {}; - var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES); - for (var i = 0; i < totalAttributes; i++) { - var attribData = gl.getActiveAttrib(program, i); - if (attribData.name.indexOf('gl_') === 0) { - continue; - } - var type = mapType(gl, attribData.type); - var data = { - type: type, - name: attribData.name, - size: mapSize(type), - location: gl.getAttribLocation(program, attribData.name), - }; - attributes[attribData.name] = data; - } - return attributes; - } + var fragmentSimpleSrc = "#version 100\n#define SHADER_NAME Tiling-Sprite-Simple-100\n\nprecision lowp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\n\nvoid main(void)\n{\n vec4 texSample = texture2D(uSampler, vTextureCoord);\n gl_FragColor = texSample * uColor;\n}\n"; - /** - * returns the uniform data from the program - * @private - * @param program - the webgl program - * @param gl - the WebGL context - * @returns {object} the uniform data for this program - */ - function getUniformData(program, gl) { - var uniforms = {}; - var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); - for (var i = 0; i < totalUniforms; i++) { - var uniformData = gl.getActiveUniform(program, i); - var name = uniformData.name.replace(/\[.*?\]$/, ''); - var isArray = !!(uniformData.name.match(/\[.*?\]$/)); - var type = mapType(gl, uniformData.type); - uniforms[name] = { - name: name, - index: i, - type: type, - size: uniformData.size, - isArray: isArray, - value: defaultValue(type, uniformData.size), - }; - } - return uniforms; - } + var gl1VertexSrc = "#version 100\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n"; - /** - * generates a WebGL Program object from a high level Pixi Program. - * @param gl - a rendering context on which to generate the program - * @param program - the high level Pixi Program. - */ - function generateProgram(gl, program) { - var glVertShader = compileShader(gl, gl.VERTEX_SHADER, program.vertexSrc); - var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, program.fragmentSrc); - var webGLProgram = gl.createProgram(); - gl.attachShader(webGLProgram, glVertShader); - gl.attachShader(webGLProgram, glFragShader); - gl.linkProgram(webGLProgram); - if (!gl.getProgramParameter(webGLProgram, gl.LINK_STATUS)) { - logProgramError(gl, webGLProgram, glVertShader, glFragShader); - } - program.attributeData = getAttributeData(webGLProgram, gl); - program.uniformData = getUniformData(webGLProgram, gl); - // GLSL 1.00: bind attributes sorted by name in ascending order - // GLSL 3.00: don't change the attribute locations that where chosen by the compiler - // or assigned by the layout specifier in the shader source code - if (!(/^[ \t]*#[ \t]*version[ \t]+300[ \t]+es[ \t]*$/m).test(program.vertexSrc)) { - var keys = Object.keys(program.attributeData); - keys.sort(function (a, b) { return (a > b) ? 1 : -1; }); // eslint-disable-line no-confusing-arrow - for (var i = 0; i < keys.length; i++) { - program.attributeData[keys[i]].location = i; - gl.bindAttribLocation(webGLProgram, i, keys[i]); - } - gl.linkProgram(webGLProgram); - } - gl.deleteShader(glVertShader); - gl.deleteShader(glFragShader); - var uniformData = {}; - for (var i in program.uniformData) { - var data = program.uniformData[i]; - uniformData[i] = { - location: gl.getUniformLocation(webGLProgram, i), - value: defaultValue(data.type, data.size), - }; - } - var glProgram = new GLProgram(webGLProgram, uniformData); - return glProgram; - } + var gl1FragmentSrc = "#version 100\n#ifdef GL_EXT_shader_texture_lod\n #extension GL_EXT_shader_texture_lod : enable\n#endif\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n vec2 unclamped = coord;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n #ifdef GL_EXT_shader_texture_lod\n vec4 texSample = unclamped == coord\n ? texture2D(uSampler, coord) \n : texture2DLodEXT(uSampler, coord, 0);\n #else\n vec4 texSample = texture2D(uSampler, coord);\n #endif\n\n gl_FragColor = texSample * uColor;\n}\n"; - var UID = 0; - // default sync data so we don't create a new one each time! - var defaultSyncData = { textureCount: 0, uboCount: 0 }; + var gl2VertexSrc = "#version 300 es\n#define SHADER_NAME Tiling-Sprite-300\n\nprecision lowp float;\n\nin vec2 aVertexPosition;\nin vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nout vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n"; + + var gl2FragmentSrc = "#version 300 es\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nin vec2 vTextureCoord;\n\nout vec4 fragmentColor;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n vec2 unclamped = coord;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n vec4 texSample = texture(uSampler, coord, unclamped == coord ? 0.0f : -32.0f);// lod-bias very negative to force lod 0\n\n fragmentColor = texSample * uColor;\n}\n"; + + var tempMat = new Matrix(); /** - * System plugin to the renderer to manage shaders. + * WebGL renderer plugin for tiling sprites + * @class * @memberof PIXI + * @extends PIXI.ObjectRenderer */ - var ShaderSystem = /** @class */ (function () { - /** @param renderer - The renderer this System works for. */ - function ShaderSystem(renderer) { - this.destroyed = false; - this.renderer = renderer; - // Validation check that this environment support `new Function` - this.systemCheck(); - this.gl = null; - this.shader = null; - this.program = null; - this.cache = {}; - this._uboCache = {}; - this.id = UID++; - } + var TilingSpriteRenderer = /** @class */ (function (_super) { + __extends$a(TilingSpriteRenderer, _super); /** - * Overrideable function by `@pixi/unsafe-eval` to silence - * throwing an error if platform doesn't support unsafe-evals. - * @private + * constructor for renderer + * @param {PIXI.Renderer} renderer - The renderer this tiling awesomeness works for. */ - ShaderSystem.prototype.systemCheck = function () { - if (!unsafeEvalSupported()) { - throw new Error('Current environment does not allow unsafe-eval, ' - + 'please use @pixi/unsafe-eval module to enable support.'); - } - }; - ShaderSystem.prototype.contextChange = function (gl) { - this.gl = gl; - this.reset(); + function TilingSpriteRenderer(renderer) { + var _this = _super.call(this, renderer) || this; + // WebGL version is not available during initialization! + renderer.runners.contextChange.add(_this); + _this.quad = new QuadUv(); + /** + * The WebGL state in which this renderer will work. + * @member {PIXI.State} + * @readonly + */ + _this.state = State.for2d(); + return _this; + } + /** Creates shaders when context is initialized. */ + TilingSpriteRenderer.prototype.contextChange = function () { + var renderer = this.renderer; + var uniforms = { globals: renderer.globalUniforms }; + this.simpleShader = Shader.from(gl1VertexSrc, fragmentSimpleSrc, uniforms); + this.shader = renderer.context.webGLVersion > 1 + ? Shader.from(gl2VertexSrc, gl2FragmentSrc, uniforms) + : Shader.from(gl1VertexSrc, gl1FragmentSrc, uniforms); }; /** - * Changes the current shader to the one given in parameter. - * @param shader - the new shader - * @param dontSync - false if the shader should automatically sync its uniforms. - * @returns the glProgram that belongs to the shader. + * @param {PIXI.TilingSprite} ts - tilingSprite to be rendered */ - ShaderSystem.prototype.bind = function (shader, dontSync) { - shader.uniforms.globals = this.renderer.globalUniforms; - var program = shader.program; - var glProgram = program.glPrograms[this.renderer.CONTEXT_UID] || this.generateProgram(shader); - this.shader = shader; - // TODO - some current Pixi plugins bypass this.. so it not safe to use yet.. - if (this.program !== program) { - this.program = program; - this.gl.useProgram(glProgram.program); - } - if (!dontSync) { - defaultSyncData.textureCount = 0; - defaultSyncData.uboCount = 0; - this.syncUniformGroup(shader.uniformGroup, defaultSyncData); + TilingSpriteRenderer.prototype.render = function (ts) { + var renderer = this.renderer; + var quad = this.quad; + var vertices = quad.vertices; + vertices[0] = vertices[6] = (ts._width) * -ts.anchor.x; + vertices[1] = vertices[3] = ts._height * -ts.anchor.y; + vertices[2] = vertices[4] = (ts._width) * (1.0 - ts.anchor.x); + vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y); + var anchorX = ts.uvRespectAnchor ? ts.anchor.x : 0; + var anchorY = ts.uvRespectAnchor ? ts.anchor.y : 0; + vertices = quad.uvs; + vertices[0] = vertices[6] = -anchorX; + vertices[1] = vertices[3] = -anchorY; + vertices[2] = vertices[4] = 1.0 - anchorX; + vertices[5] = vertices[7] = 1.0 - anchorY; + quad.invalidate(); + var tex = ts._texture; + var baseTex = tex.baseTexture; + var premultiplied = baseTex.alphaMode > 0; + var lt = ts.tileTransform.localTransform; + var uv = ts.uvMatrix; + var isSimple = baseTex.isPowerOfTwo + && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height; + // auto, force repeat wrapMode for big tiling textures + if (isSimple) { + if (!baseTex._glTextures[renderer.CONTEXT_UID]) { + if (baseTex.wrapMode === WRAP_MODES.CLAMP) { + baseTex.wrapMode = WRAP_MODES.REPEAT; + } + } + else { + isSimple = baseTex.wrapMode !== WRAP_MODES.CLAMP; + } } - return glProgram; - }; - /** - * Uploads the uniforms values to the currently bound shader. - * @param uniforms - the uniforms values that be applied to the current shader - */ - ShaderSystem.prototype.setUniforms = function (uniforms) { - var shader = this.shader.program; - var glProgram = shader.glPrograms[this.renderer.CONTEXT_UID]; - shader.syncUniforms(glProgram.uniformData, uniforms, this.renderer); - }; - /* eslint-disable @typescript-eslint/explicit-module-boundary-types */ - /** - * Syncs uniforms on the group - * @param group - the uniform group to sync - * @param syncData - this is data that is passed to the sync function and any nested sync functions - */ - ShaderSystem.prototype.syncUniformGroup = function (group, syncData) { - var glProgram = this.getGlProgram(); - if (!group.static || group.dirtyId !== glProgram.uniformDirtyGroups[group.id]) { - glProgram.uniformDirtyGroups[group.id] = group.dirtyId; - this.syncUniforms(group, glProgram, syncData); + var shader = isSimple ? this.simpleShader : this.shader; + var w = tex.width; + var h = tex.height; + var W = ts._width; + var H = ts._height; + tempMat.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H); + // that part is the same as above: + // tempMat.identity(); + // tempMat.scale(tex.width, tex.height); + // tempMat.prepend(lt); + // tempMat.scale(1.0 / ts._width, 1.0 / ts._height); + tempMat.invert(); + if (isSimple) { + tempMat.prepend(uv.mapCoord); } - }; - /** - * Overrideable by the @pixi/unsafe-eval package to use static syncUniforms instead. - * @param group - * @param glProgram - * @param syncData - */ - ShaderSystem.prototype.syncUniforms = function (group, glProgram, syncData) { - var syncFunc = group.syncUniforms[this.shader.program.id] || this.createSyncGroups(group); - syncFunc(glProgram.uniformData, group.uniforms, this.renderer, syncData); - }; - ShaderSystem.prototype.createSyncGroups = function (group) { - var id = this.getSignature(group, this.shader.program.uniformData, 'u'); - if (!this.cache[id]) { - this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData); + else { + shader.uniforms.uMapCoord = uv.mapCoord.toArray(true); + shader.uniforms.uClampFrame = uv.uClampFrame; + shader.uniforms.uClampOffset = uv.uClampOffset; } - group.syncUniforms[this.shader.program.id] = this.cache[id]; - return group.syncUniforms[this.shader.program.id]; + shader.uniforms.uTransform = tempMat.toArray(true); + shader.uniforms.uColor = premultiplyTintToRgba(ts.tint, ts.worldAlpha, shader.uniforms.uColor, premultiplied); + shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true); + shader.uniforms.uSampler = tex; + renderer.shader.bind(shader); + renderer.geometry.bind(quad); + this.state.blendMode = correctBlendMode(ts.blendMode, premultiplied); + renderer.state.set(this.state); + renderer.geometry.draw(this.renderer.gl.TRIANGLES, 6, 0); }; - /** - * Syncs uniform buffers - * @param group - the uniform buffer group to sync - * @param name - the name of the uniform buffer - */ - ShaderSystem.prototype.syncUniformBufferGroup = function (group, name) { - var glProgram = this.getGlProgram(); - if (!group.static || group.dirtyId !== 0 || !glProgram.uniformGroups[group.id]) { - group.dirtyId = 0; - var syncFunc = glProgram.uniformGroups[group.id] - || this.createSyncBufferGroup(group, glProgram, name); - // TODO wrap update in a cache?? - group.buffer.update(); - syncFunc(glProgram.uniformData, group.uniforms, this.renderer, defaultSyncData, group.buffer); - } - this.renderer.buffer.bindBufferBase(group.buffer, glProgram.uniformBufferBindings[name]); + /** @ignore */ + TilingSpriteRenderer.extension = { + name: 'tilingSprite', + type: ExtensionType.RendererPlugin, }; + return TilingSpriteRenderer; + }(ObjectRenderer)); + + /*! + * @pixi/mesh - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/mesh is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$9 = function(d, b) { + extendStatics$9 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$9(d, b); + }; + + function __extends$9(d, b) { + extendStatics$9(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * Class controls cache for UV mapping from Texture normal space to BaseTexture normal space. + * @memberof PIXI + */ + var MeshBatchUvs = /** @class */ (function () { /** - * Will create a function that uploads a uniform buffer using the STD140 standard. - * The upload function will then be cached for future calls - * If a group is manually managed, then a simple upload function is generated - * @param group - the uniform buffer group to sync - * @param glProgram - the gl program to attach the uniform bindings to - * @param name - the name of the uniform buffer (must exist on the shader) + * @param uvBuffer - Buffer with normalized uv's + * @param uvMatrix - Material UV matrix */ - ShaderSystem.prototype.createSyncBufferGroup = function (group, glProgram, name) { - var gl = this.renderer.gl; - this.renderer.buffer.bind(group.buffer); - // bind them... - var uniformBlockIndex = this.gl.getUniformBlockIndex(glProgram.program, name); - glProgram.uniformBufferBindings[name] = this.shader.uniformBindCount; - gl.uniformBlockBinding(glProgram.program, uniformBlockIndex, this.shader.uniformBindCount); - this.shader.uniformBindCount++; - var id = this.getSignature(group, this.shader.program.uniformData, 'ubo'); - var uboData = this._uboCache[id]; - if (!uboData) { - uboData = this._uboCache[id] = generateUniformBufferSync(group, this.shader.program.uniformData); - } - if (group.autoManage) { - var data = new Float32Array(uboData.size / 4); - group.buffer.update(data); - } - glProgram.uniformGroups[group.id] = uboData.syncFunc; - return glProgram.uniformGroups[group.id]; - }; + function MeshBatchUvs(uvBuffer, uvMatrix) { + this.uvBuffer = uvBuffer; + this.uvMatrix = uvMatrix; + this.data = null; + this._bufferUpdateId = -1; + this._textureUpdateId = -1; + this._updateID = 0; + } /** - * Takes a uniform group and data and generates a unique signature for them. - * @param group - The uniform group to get signature of - * @param group.uniforms - * @param uniformData - Uniform information generated by the shader - * @param preFix - * @returns Unique signature of the uniform group + * Updates + * @param forceUpdate - force the update */ - ShaderSystem.prototype.getSignature = function (group, uniformData, preFix) { - var uniforms = group.uniforms; - var strings = [preFix + "-"]; - for (var i in uniforms) { - strings.push(i); - if (uniformData[i]) { - strings.push(uniformData[i].type); - } + MeshBatchUvs.prototype.update = function (forceUpdate) { + if (!forceUpdate + && this._bufferUpdateId === this.uvBuffer._updateID + && this._textureUpdateId === this.uvMatrix._updateID) { + return; } - return strings.join('-'); - }; - /** - * Returns the underlying GLShade rof the currently bound shader. - * - * This can be handy for when you to have a little more control over the setting of your uniforms. - * @returns The glProgram for the currently bound Shader for this context - */ - ShaderSystem.prototype.getGlProgram = function () { - if (this.shader) { - return this.shader.program.glPrograms[this.renderer.CONTEXT_UID]; + this._bufferUpdateId = this.uvBuffer._updateID; + this._textureUpdateId = this.uvMatrix._updateID; + var data = this.uvBuffer.data; + if (!this.data || this.data.length !== data.length) { + this.data = new Float32Array(data.length); } - return null; - }; - /** - * Generates a glProgram version of the Shader provided. - * @param shader - The shader that the glProgram will be based on. - * @returns A shiny new glProgram! - */ - ShaderSystem.prototype.generateProgram = function (shader) { - var gl = this.gl; - var program = shader.program; - var glProgram = generateProgram(gl, program); - program.glPrograms[this.renderer.CONTEXT_UID] = glProgram; - return glProgram; - }; - /** Resets ShaderSystem state, does not affect WebGL state. */ - ShaderSystem.prototype.reset = function () { - this.program = null; - this.shader = null; - }; - /** Destroys this System and removes all its textures. */ - ShaderSystem.prototype.destroy = function () { - this.renderer = null; - // TODO implement destroy method for ShaderSystem - this.destroyed = true; + this.uvMatrix.multiplyUvs(data, this.data); + this._updateID++; }; - return ShaderSystem; + return MeshBatchUvs; }()); + var tempPoint = new Point(); + var tempPolygon = new Polygon(); /** - * Maps gl blend combinations to WebGL. + * Base mesh class. + * + * This class empowers you to have maximum flexibility to render any kind of WebGL visuals you can think of. + * This class assumes a certain level of WebGL knowledge. + * If you know a bit this should abstract enough away to make your life easier! + * + * Pretty much ALL WebGL can be broken down into the following: + * - Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc.. + * - Shader - This is the shader that PixiJS will render the geometry with (attributes in the shader must match the geometry) + * - State - This is the state of WebGL required to render the mesh. + * + * Through a combination of the above elements you can render anything you want, 2D or 3D! * @memberof PIXI - * @function mapWebGLBlendModesToPixi - * @private - * @param {WebGLRenderingContext} gl - The rendering context. - * @param {number[][]} [array=[]] - The array to output into. - * @returns {number[][]} Mapped modes. */ - function mapWebGLBlendModesToPixi(gl, array) { - if (array === void 0) { array = []; } - // TODO - premultiply alpha would be different. - // add a boolean for that! - array[BLEND_MODES$8.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.ADD] = [gl.ONE, gl.ONE]; - array[BLEND_MODES$8.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.NONE] = [0, 0]; - // not-premultiplied blend modes - array[BLEND_MODES$8.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE]; - array[BLEND_MODES$8.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - // composite operations - array[BLEND_MODES$8.SRC_IN] = [gl.DST_ALPHA, gl.ZERO]; - array[BLEND_MODES$8.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO]; - array[BLEND_MODES$8.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE]; - array[BLEND_MODES$8.DST_IN] = [gl.ZERO, gl.SRC_ALPHA]; - array[BLEND_MODES$8.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA]; - array[BLEND_MODES$8.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA]; - array[BLEND_MODES$8.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA]; - // SUBTRACT from flash - array[BLEND_MODES$8.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD]; - return array; - } - - var BLEND = 0; - var OFFSET = 1; - var CULLING = 2; - var DEPTH_TEST = 3; - var WINDING = 4; - var DEPTH_MASK = 5; - /** - * System plugin to the renderer to manage WebGL state machines. - * @memberof PIXI - */ - var StateSystem = /** @class */ (function () { - function StateSystem() { - this.gl = null; - this.stateId = 0; - this.polygonOffset = 0; - this.blendMode = BLEND_MODES$8.NONE; - this._blendEq = false; - // map functions for when we set state.. - this.map = []; - this.map[BLEND] = this.setBlend; - this.map[OFFSET] = this.setOffset; - this.map[CULLING] = this.setCullFace; - this.map[DEPTH_TEST] = this.setDepthTest; - this.map[WINDING] = this.setFrontFace; - this.map[DEPTH_MASK] = this.setDepthMask; - this.checks = []; - this.defaultState = new State(); - this.defaultState.blend = true; - } - StateSystem.prototype.contextChange = function (gl) { - this.gl = gl; - this.blendModes = mapWebGLBlendModesToPixi(gl); - this.set(this.defaultState); - this.reset(); - }; + var Mesh = /** @class */ (function (_super) { + __extends$9(Mesh, _super); /** - * Sets the current state - * @param {*} state - The state to set. + * @param geometry - The geometry the mesh will use. + * @param {PIXI.MeshMaterial} shader - The shader the mesh will use. + * @param state - The state that the WebGL context is required to be in to render the mesh + * if no state is provided, uses {@link PIXI.State.for2d} to create a 2D state for PixiJS. + * @param drawMode - The drawMode, can be any of the {@link PIXI.DRAW_MODES} constants. */ - StateSystem.prototype.set = function (state) { - state = state || this.defaultState; - // TODO maybe to an object check? ( this.state === state )? - if (this.stateId !== state.data) { - var diff = this.stateId ^ state.data; - var i = 0; - // order from least to most common - while (diff) { - if (diff & 1) { - // state change! - this.map[i].call(this, !!(state.data & (1 << i))); + function Mesh(geometry, shader, state, drawMode) { + if (drawMode === void 0) { drawMode = DRAW_MODES.TRIANGLES; } + var _this = _super.call(this) || this; + _this.geometry = geometry; + _this.shader = shader; + _this.state = state || State.for2d(); + _this.drawMode = drawMode; + _this.start = 0; + _this.size = 0; + _this.uvs = null; + _this.indices = null; + _this.vertexData = new Float32Array(1); + _this.vertexDirty = -1; + _this._transformID = -1; + _this._roundPixels = settings$1.ROUND_PIXELS; + _this.batchUvs = null; + return _this; + } + Object.defineProperty(Mesh.prototype, "geometry", { + /** + * Includes vertex positions, face indices, normals, colors, UVs, and + * custom attributes within buffers, reducing the cost of passing all + * this data to the GPU. Can be shared between multiple Mesh objects. + */ + get: function () { + return this._geometry; + }, + set: function (value) { + if (this._geometry === value) { + return; + } + if (this._geometry) { + this._geometry.refCount--; + if (this._geometry.refCount === 0) { + this._geometry.dispose(); } - diff = diff >> 1; - i++; } - this.stateId = state.data; - } - // based on the above settings we check for specific modes.. - // for example if blend is active we check and set the blend modes - // or of polygon offset is active we check the poly depth. - for (var i = 0; i < this.checks.length; i++) { - this.checks[i](this, state); - } - }; + this._geometry = value; + if (this._geometry) { + this._geometry.refCount++; + } + this.vertexDirty = -1; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "uvBuffer", { + /** + * To change mesh uv's, change its uvBuffer data and increment its _updateID. + * @readonly + */ + get: function () { + return this.geometry.buffers[1]; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "verticesBuffer", { + /** + * To change mesh vertices, change its uvBuffer data and increment its _updateID. + * Incrementing _updateID is optional because most of Mesh objects do it anyway. + * @readonly + */ + get: function () { + return this.geometry.buffers[0]; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "material", { + get: function () { + return this.shader; + }, + /** Alias for {@link PIXI.Mesh#shader}. */ + set: function (value) { + this.shader = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "blendMode", { + get: function () { + return this.state.blendMode; + }, + /** + * The blend mode to be applied to the Mesh. Apply a value of + * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. + * @default PIXI.BLEND_MODES.NORMAL; + */ + set: function (value) { + this.state.blendMode = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "roundPixels", { + get: function () { + return this._roundPixels; + }, + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * Advantages can include sharper image quality (like text) and faster rendering on canvas. + * The main disadvantage is movement of objects may appear less smooth. + * To set the global default, change {@link PIXI.settings.ROUND_PIXELS} + * @default false + */ + set: function (value) { + if (this._roundPixels !== value) { + this._transformID = -1; + } + this._roundPixels = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "tint", { + /** + * The multiply tint applied to the Mesh. This is a hex value. A value of + * `0xFFFFFF` will remove any tint effect. + * + * Null for non-MeshMaterial shaders + * @default 0xFFFFFF + */ + get: function () { + return 'tint' in this.shader ? this.shader.tint : null; + }, + set: function (value) { + this.shader.tint = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "texture", { + /** The texture that the Mesh uses. Null for non-MeshMaterial shaders */ + get: function () { + return 'texture' in this.shader ? this.shader.texture : null; + }, + set: function (value) { + this.shader.texture = value; + }, + enumerable: false, + configurable: true + }); /** - * Sets the state, when previous state is unknown. - * @param {*} state - The state to set + * Standard renderer draw. + * @param renderer - Instance to renderer. */ - StateSystem.prototype.forceState = function (state) { - state = state || this.defaultState; - for (var i = 0; i < this.map.length; i++) { - this.map[i].call(this, !!(state.data & (1 << i))); + Mesh.prototype._render = function (renderer) { + // set properties for batching.. + // TODO could use a different way to grab verts? + var vertices = this.geometry.buffers[0].data; + var shader = this.shader; + // TODO benchmark check for attribute size.. + if (shader.batchable + && this.drawMode === DRAW_MODES.TRIANGLES + && vertices.length < Mesh.BATCHABLE_SIZE * 2) { + this._renderToBatch(renderer); } - for (var i = 0; i < this.checks.length; i++) { - this.checks[i](this, state); + else { + this._renderDefault(renderer); } - this.stateId = state.data; }; /** - * Sets whether to enable or disable blending. - * @param value - Turn on or off WebGl blending. - */ - StateSystem.prototype.setBlend = function (value) { - this.updateCheck(StateSystem.checkBlendMode, value); - this.gl[value ? 'enable' : 'disable'](this.gl.BLEND); - }; - /** - * Sets whether to enable or disable polygon offset fill. - * @param value - Turn on or off webgl polygon offset testing. - */ - StateSystem.prototype.setOffset = function (value) { - this.updateCheck(StateSystem.checkPolygonOffset, value); - this.gl[value ? 'enable' : 'disable'](this.gl.POLYGON_OFFSET_FILL); - }; - /** - * Sets whether to enable or disable depth test. - * @param value - Turn on or off webgl depth testing. - */ - StateSystem.prototype.setDepthTest = function (value) { - this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST); - }; - /** - * Sets whether to enable or disable depth mask. - * @param value - Turn on or off webgl depth mask. - */ - StateSystem.prototype.setDepthMask = function (value) { - this.gl.depthMask(value); - }; - /** - * Sets whether to enable or disable cull face. - * @param {boolean} value - Turn on or off webgl cull face. + * Standard non-batching way of rendering. + * @param renderer - Instance to renderer. */ - StateSystem.prototype.setCullFace = function (value) { - this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE); + Mesh.prototype._renderDefault = function (renderer) { + var shader = this.shader; + shader.alpha = this.worldAlpha; + if (shader.update) { + shader.update(); + } + renderer.batch.flush(); + // bind and sync uniforms.. + shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true); + renderer.shader.bind(shader); + // set state.. + renderer.state.set(this.state); + // bind the geometry... + renderer.geometry.bind(this.geometry, shader); + // then render it + renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount); }; /** - * Sets the gl front face. - * @param {boolean} value - true is clockwise and false is counter-clockwise + * Rendering by using the Batch system. + * @param renderer - Instance to renderer. */ - StateSystem.prototype.setFrontFace = function (value) { - this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']); + Mesh.prototype._renderToBatch = function (renderer) { + var geometry = this.geometry; + var shader = this.shader; + if (shader.uvMatrix) { + shader.uvMatrix.update(); + this.calculateUvs(); + } + // set properties for batching.. + this.calculateVertices(); + this.indices = geometry.indexBuffer.data; + this._tintRGB = shader._tintRGB; + this._texture = shader.texture; + var pluginName = this.material.pluginName; + renderer.batch.setObjectRenderer(renderer.plugins[pluginName]); + renderer.plugins[pluginName].render(this); }; - /** - * Sets the blend mode. - * @param {number} value - The blend mode to set to. - */ - StateSystem.prototype.setBlendMode = function (value) { - if (value === this.blendMode) { + /** Updates vertexData field based on transform and vertices. */ + Mesh.prototype.calculateVertices = function () { + var geometry = this.geometry; + var verticesBuffer = geometry.buffers[0]; + var vertices = verticesBuffer.data; + var vertexDirtyId = verticesBuffer._updateID; + if (vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID) { return; } - this.blendMode = value; - var mode = this.blendModes[value]; - var gl = this.gl; - if (mode.length === 2) { - gl.blendFunc(mode[0], mode[1]); - } - else { - gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]); + this._transformID = this.transform._worldID; + if (this.vertexData.length !== vertices.length) { + this.vertexData = new Float32Array(vertices.length); } - if (mode.length === 6) { - this._blendEq = true; - gl.blendEquationSeparate(mode[4], mode[5]); + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var vertexData = this.vertexData; + for (var i = 0; i < vertexData.length / 2; i++) { + var x = vertices[(i * 2)]; + var y = vertices[(i * 2) + 1]; + vertexData[(i * 2)] = (a * x) + (c * y) + tx; + vertexData[(i * 2) + 1] = (b * x) + (d * y) + ty; } - else if (this._blendEq) { - this._blendEq = false; - gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD); + if (this._roundPixels) { + var resolution = settings$1.RESOLUTION; + for (var i = 0; i < vertexData.length; ++i) { + vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution); + } } + this.vertexDirty = vertexDirtyId; }; - /** - * Sets the polygon offset. - * @param {number} value - the polygon offset - * @param {number} scale - the polygon offset scale - */ - StateSystem.prototype.setPolygonOffset = function (value, scale) { - this.gl.polygonOffset(value, scale); - }; - // used - /** Resets all the logic and disables the VAOs. */ - StateSystem.prototype.reset = function () { - this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false); - this.forceState(this.defaultState); - this._blendEq = true; - this.blendMode = -1; - this.setBlendMode(0); - }; - /** - * Checks to see which updates should be checked based on which settings have been activated. - * - * For example, if blend is enabled then we should check the blend modes each time the state is changed - * or if polygon fill is activated then we need to check if the polygon offset changes. - * The idea is that we only check what we have too. - * @param func - the checking function to add or remove - * @param value - should the check function be added or removed. - */ - StateSystem.prototype.updateCheck = function (func, value) { - var index = this.checks.indexOf(func); - if (value && index === -1) { - this.checks.push(func); + /** Updates uv field based on from geometry uv's or batchUvs. */ + Mesh.prototype.calculateUvs = function () { + var geomUvs = this.geometry.buffers[1]; + var shader = this.shader; + if (!shader.uvMatrix.isSimple) { + if (!this.batchUvs) { + this.batchUvs = new MeshBatchUvs(geomUvs, shader.uvMatrix); + } + this.batchUvs.update(); + this.uvs = this.batchUvs.data; } - else if (!value && index !== -1) { - this.checks.splice(index, 1); + else { + this.uvs = geomUvs.data; } }; /** - * A private little wrapper function that we call to check the blend mode. - * @param system - the System to perform the state check on - * @param state - the state that the blendMode will pulled from + * Updates the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account. + * there must be a aVertexPosition attribute present in the geometry for bounds to be calculated correctly. */ - StateSystem.checkBlendMode = function (system, state) { - system.setBlendMode(state.blendMode); + Mesh.prototype._calculateBounds = function () { + this.calculateVertices(); + this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length); }; /** - * A private little wrapper function that we call to check the polygon offset. - * @param system - the System to perform the state check on - * @param state - the state that the blendMode will pulled from + * Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES. + * @param point - The point to test. + * @returns - The result of the test. */ - StateSystem.checkPolygonOffset = function (system, state) { - system.setPolygonOffset(1, state.polygonOffset); + Mesh.prototype.containsPoint = function (point) { + if (!this.getBounds().contains(point.x, point.y)) { + return false; + } + this.worldTransform.applyInverse(point, tempPoint); + var vertices = this.geometry.getBuffer('aVertexPosition').data; + var points = tempPolygon.points; + var indices = this.geometry.getIndex().data; + var len = indices.length; + var step = this.drawMode === 4 ? 3 : 1; + for (var i = 0; i + 2 < len; i += step) { + var ind0 = indices[i] * 2; + var ind1 = indices[i + 1] * 2; + var ind2 = indices[i + 2] * 2; + points[0] = vertices[ind0]; + points[1] = vertices[ind0 + 1]; + points[2] = vertices[ind1]; + points[3] = vertices[ind1 + 1]; + points[4] = vertices[ind2]; + points[5] = vertices[ind2 + 1]; + if (tempPolygon.contains(tempPoint.x, tempPoint.y)) { + return true; + } + } + return false; }; - /** - * @ignore - */ - StateSystem.prototype.destroy = function () { - this.gl = null; + Mesh.prototype.destroy = function (options) { + _super.prototype.destroy.call(this, options); + if (this._cachedTexture) { + this._cachedTexture.destroy(); + this._cachedTexture = null; + } + this.geometry = null; + this.shader = null; + this.state = null; + this.uvs = null; + this.indices = null; + this.vertexData = null; }; - return StateSystem; - }()); + /** The maximum number of vertices to consider batchable. Generally, the complexity of the geometry. */ + Mesh.BATCHABLE_SIZE = 100; + return Mesh; + }(Container)); + + var fragment$5 = "varying vec2 vTextureCoord;\nuniform vec4 uColor;\n\nuniform sampler2D uSampler;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;\n}\n"; + + var vertex$2 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTextureMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\n}\n"; /** - * System plugin to the renderer to manage texture garbage collection on the GPU, - * ensuring that it does not get clogged up with textures that are no longer being used. + * Slightly opinionated default shader for PixiJS 2D objects. * @memberof PIXI */ - var TextureGCSystem = /** @class */ (function () { - /** @param renderer - The renderer this System works for. */ - function TextureGCSystem(renderer) { - this.renderer = renderer; - this.count = 0; - this.checkCount = 0; - this.maxIdle = settings$2.GC_MAX_IDLE; - this.checkCountMax = settings$2.GC_MAX_CHECK_COUNT; - this.mode = settings$2.GC_MODE; - } + var MeshMaterial = /** @class */ (function (_super) { + __extends$9(MeshMaterial, _super); /** - * Checks to see when the last time a texture was used - * if the texture has not been used for a specified amount of time it will be removed from the GPU + * @param uSampler - Texture that material uses to render. + * @param options - Additional options + * @param {number} [options.alpha=1] - Default alpha. + * @param {number} [options.tint=0xFFFFFF] - Default tint. + * @param {string} [options.pluginName='batch'] - Renderer plugin for batching. + * @param {PIXI.Program} [options.program=0xFFFFFF] - Custom program. + * @param {object} [options.uniforms] - Custom uniforms. */ - TextureGCSystem.prototype.postrender = function () { - if (!this.renderer.renderingToScreen) { - return; - } - this.count++; - if (this.mode === GC_MODES$8.MANUAL) { - return; - } - this.checkCount++; - if (this.checkCount > this.checkCountMax) { - this.checkCount = 0; - this.run(); + function MeshMaterial(uSampler, options) { + var _this = this; + var uniforms = { + uSampler: uSampler, + alpha: 1, + uTextureMatrix: Matrix.IDENTITY, + uColor: new Float32Array([1, 1, 1, 1]), + }; + // Set defaults + options = Object.assign({ + tint: 0xFFFFFF, + alpha: 1, + pluginName: 'batch', + }, options); + if (options.uniforms) { + Object.assign(uniforms, options.uniforms); } - }; - /** - * Checks to see when the last time a texture was used - * if the texture has not been used for a specified amount of time it will be removed from the GPU - */ - TextureGCSystem.prototype.run = function () { - var tm = this.renderer.texture; - var managedTextures = tm.managedTextures; - var wasRemoved = false; - for (var i = 0; i < managedTextures.length; i++) { - var texture = managedTextures[i]; - // only supports non generated textures at the moment! - if (!texture.framebuffer && this.count - texture.touched > this.maxIdle) { - tm.destroyTexture(texture, true); - managedTextures[i] = null; - wasRemoved = true; - } - } - if (wasRemoved) { - var j = 0; - for (var i = 0; i < managedTextures.length; i++) { - if (managedTextures[i] !== null) { - managedTextures[j++] = managedTextures[i]; + _this = _super.call(this, options.program || Program.from(vertex$2, fragment$5), uniforms) || this; + _this._colorDirty = false; + _this.uvMatrix = new TextureMatrix(uSampler); + _this.batchable = options.program === undefined; + _this.pluginName = options.pluginName; + _this.tint = options.tint; + _this.alpha = options.alpha; + return _this; + } + Object.defineProperty(MeshMaterial.prototype, "texture", { + /** Reference to the texture being rendered. */ + get: function () { + return this.uniforms.uSampler; + }, + set: function (value) { + if (this.uniforms.uSampler !== value) { + if (!this.uniforms.uSampler.baseTexture.alphaMode !== !value.baseTexture.alphaMode) { + this._colorDirty = true; } + this.uniforms.uSampler = value; + this.uvMatrix.texture = value; } - managedTextures.length = j; - } - }; - /** - * Removes all the textures within the specified displayObject and its children from the GPU - * @param {PIXI.DisplayObject} displayObject - the displayObject to remove the textures from. - */ - TextureGCSystem.prototype.unload = function (displayObject) { - var tm = this.renderer.texture; - var texture = displayObject._texture; - // only destroy non generated textures - if (texture && !texture.framebuffer) { - tm.destroyTexture(texture); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(MeshMaterial.prototype, "alpha", { + get: function () { + return this._alpha; + }, + /** + * This gets automatically set by the object using this. + * @default 1 + */ + set: function (value) { + if (value === this._alpha) + { return; } + this._alpha = value; + this._colorDirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(MeshMaterial.prototype, "tint", { + get: function () { + return this._tint; + }, + /** + * Multiply tint for the material. + * @default 0xFFFFFF + */ + set: function (value) { + if (value === this._tint) + { return; } + this._tint = value; + this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16); + this._colorDirty = true; + }, + enumerable: false, + configurable: true + }); + /** Gets called automatically by the Mesh. Intended to be overridden for custom {@link MeshMaterial} objects. */ + MeshMaterial.prototype.update = function () { + if (this._colorDirty) { + this._colorDirty = false; + var baseTexture = this.texture.baseTexture; + premultiplyTintToRgba(this._tint, this._alpha, this.uniforms.uColor, baseTexture.alphaMode); } - for (var i = displayObject.children.length - 1; i >= 0; i--) { - this.unload(displayObject.children[i]); + if (this.uvMatrix.update()) { + this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord; } }; - TextureGCSystem.prototype.destroy = function () { - this.renderer = null; - }; - return TextureGCSystem; - }()); + return MeshMaterial; + }(Shader)); /** - * Returns a lookup table that maps each type-format pair to a compatible internal format. + * Standard 2D geometry used in PixiJS. + * + * Geometry can be defined without passing in a style or data if required. + * + * ```js + * const geometry = new PIXI.Geometry(); + * + * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2); + * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1], 2); + * geometry.addIndex([0,1,2,1,3,2]); + * + * ``` * @memberof PIXI - * @function mapTypeAndFormatToInternalFormat - * @private - * @param {WebGLRenderingContext} gl - The rendering context. - * @returns Lookup table. */ - function mapTypeAndFormatToInternalFormat(gl) { - var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s, _t, _u, _v, _w, _x; - var table; - if ('WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext) { - table = (_a = {}, - _a[TYPES$8.UNSIGNED_BYTE] = (_b = {}, - _b[FORMATS$8.RGBA] = gl.RGBA8, - _b[FORMATS$8.RGB] = gl.RGB8, - _b[FORMATS$8.RG] = gl.RG8, - _b[FORMATS$8.RED] = gl.R8, - _b[FORMATS$8.RGBA_INTEGER] = gl.RGBA8UI, - _b[FORMATS$8.RGB_INTEGER] = gl.RGB8UI, - _b[FORMATS$8.RG_INTEGER] = gl.RG8UI, - _b[FORMATS$8.RED_INTEGER] = gl.R8UI, - _b[FORMATS$8.ALPHA] = gl.ALPHA, - _b[FORMATS$8.LUMINANCE] = gl.LUMINANCE, - _b[FORMATS$8.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA, - _b), - _a[TYPES$8.BYTE] = (_c = {}, - _c[FORMATS$8.RGBA] = gl.RGBA8_SNORM, - _c[FORMATS$8.RGB] = gl.RGB8_SNORM, - _c[FORMATS$8.RG] = gl.RG8_SNORM, - _c[FORMATS$8.RED] = gl.R8_SNORM, - _c[FORMATS$8.RGBA_INTEGER] = gl.RGBA8I, - _c[FORMATS$8.RGB_INTEGER] = gl.RGB8I, - _c[FORMATS$8.RG_INTEGER] = gl.RG8I, - _c[FORMATS$8.RED_INTEGER] = gl.R8I, - _c), - _a[TYPES$8.UNSIGNED_SHORT] = (_d = {}, - _d[FORMATS$8.RGBA_INTEGER] = gl.RGBA16UI, - _d[FORMATS$8.RGB_INTEGER] = gl.RGB16UI, - _d[FORMATS$8.RG_INTEGER] = gl.RG16UI, - _d[FORMATS$8.RED_INTEGER] = gl.R16UI, - _d[FORMATS$8.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT16, - _d), - _a[TYPES$8.SHORT] = (_e = {}, - _e[FORMATS$8.RGBA_INTEGER] = gl.RGBA16I, - _e[FORMATS$8.RGB_INTEGER] = gl.RGB16I, - _e[FORMATS$8.RG_INTEGER] = gl.RG16I, - _e[FORMATS$8.RED_INTEGER] = gl.R16I, - _e), - _a[TYPES$8.UNSIGNED_INT] = (_f = {}, - _f[FORMATS$8.RGBA_INTEGER] = gl.RGBA32UI, - _f[FORMATS$8.RGB_INTEGER] = gl.RGB32UI, - _f[FORMATS$8.RG_INTEGER] = gl.RG32UI, - _f[FORMATS$8.RED_INTEGER] = gl.R32UI, - _f[FORMATS$8.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT24, - _f), - _a[TYPES$8.INT] = (_g = {}, - _g[FORMATS$8.RGBA_INTEGER] = gl.RGBA32I, - _g[FORMATS$8.RGB_INTEGER] = gl.RGB32I, - _g[FORMATS$8.RG_INTEGER] = gl.RG32I, - _g[FORMATS$8.RED_INTEGER] = gl.R32I, - _g), - _a[TYPES$8.FLOAT] = (_h = {}, - _h[FORMATS$8.RGBA] = gl.RGBA32F, - _h[FORMATS$8.RGB] = gl.RGB32F, - _h[FORMATS$8.RG] = gl.RG32F, - _h[FORMATS$8.RED] = gl.R32F, - _h[FORMATS$8.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT32F, - _h), - _a[TYPES$8.HALF_FLOAT] = (_j = {}, - _j[FORMATS$8.RGBA] = gl.RGBA16F, - _j[FORMATS$8.RGB] = gl.RGB16F, - _j[FORMATS$8.RG] = gl.RG16F, - _j[FORMATS$8.RED] = gl.R16F, - _j), - _a[TYPES$8.UNSIGNED_SHORT_5_6_5] = (_k = {}, - _k[FORMATS$8.RGB] = gl.RGB565, - _k), - _a[TYPES$8.UNSIGNED_SHORT_4_4_4_4] = (_l = {}, - _l[FORMATS$8.RGBA] = gl.RGBA4, - _l), - _a[TYPES$8.UNSIGNED_SHORT_5_5_5_1] = (_m = {}, - _m[FORMATS$8.RGBA] = gl.RGB5_A1, - _m), - _a[TYPES$8.UNSIGNED_INT_2_10_10_10_REV] = (_o = {}, - _o[FORMATS$8.RGBA] = gl.RGB10_A2, - _o[FORMATS$8.RGBA_INTEGER] = gl.RGB10_A2UI, - _o), - _a[TYPES$8.UNSIGNED_INT_10F_11F_11F_REV] = (_p = {}, - _p[FORMATS$8.RGB] = gl.R11F_G11F_B10F, - _p), - _a[TYPES$8.UNSIGNED_INT_5_9_9_9_REV] = (_q = {}, - _q[FORMATS$8.RGB] = gl.RGB9_E5, - _q), - _a[TYPES$8.UNSIGNED_INT_24_8] = (_r = {}, - _r[FORMATS$8.DEPTH_STENCIL] = gl.DEPTH24_STENCIL8, - _r), - _a[TYPES$8.FLOAT_32_UNSIGNED_INT_24_8_REV] = (_s = {}, - _s[FORMATS$8.DEPTH_STENCIL] = gl.DEPTH32F_STENCIL8, - _s), - _a); - } - else { - table = (_t = {}, - _t[TYPES$8.UNSIGNED_BYTE] = (_u = {}, - _u[FORMATS$8.RGBA] = gl.RGBA, - _u[FORMATS$8.RGB] = gl.RGB, - _u[FORMATS$8.ALPHA] = gl.ALPHA, - _u[FORMATS$8.LUMINANCE] = gl.LUMINANCE, - _u[FORMATS$8.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA, - _u), - _t[TYPES$8.UNSIGNED_SHORT_5_6_5] = (_v = {}, - _v[FORMATS$8.RGB] = gl.RGB, - _v), - _t[TYPES$8.UNSIGNED_SHORT_4_4_4_4] = (_w = {}, - _w[FORMATS$8.RGBA] = gl.RGBA, - _w), - _t[TYPES$8.UNSIGNED_SHORT_5_5_5_1] = (_x = {}, - _x[FORMATS$8.RGBA] = gl.RGBA, - _x), - _t); + var MeshGeometry = /** @class */ (function (_super) { + __extends$9(MeshGeometry, _super); + /** + * @param {Float32Array|number[]} [vertices] - Positional data on geometry. + * @param {Float32Array|number[]} [uvs] - Texture UVs. + * @param {Uint16Array|number[]} [index] - IndexBuffer + */ + function MeshGeometry(vertices, uvs, index) { + var _this = _super.call(this) || this; + var verticesBuffer = new Buffer(vertices); + var uvsBuffer = new Buffer(uvs, true); + var indexBuffer = new Buffer(index, true, true); + _this.addAttribute('aVertexPosition', verticesBuffer, 2, false, TYPES.FLOAT) + .addAttribute('aTextureCoord', uvsBuffer, 2, false, TYPES.FLOAT) + .addIndex(indexBuffer); + _this._updateId = -1; + return _this; } - return table; + Object.defineProperty(MeshGeometry.prototype, "vertexDirtyId", { + /** + * If the vertex position is updated. + * @readonly + * @private + */ + get: function () { + return this.buffers[0]._updateID; + }, + enumerable: false, + configurable: true + }); + return MeshGeometry; + }(Geometry)); + + /*! + * @pixi/text-bitmap - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/text-bitmap is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$8 = function(d, b) { + extendStatics$8 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$8(d, b); + }; + + function __extends$8(d, b) { + extendStatics$8(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); } + /* eslint-disable max-len */ /** - * Internal texture for WebGL context. + * Normalized parsed data from .fnt files. * @memberof PIXI */ - var GLTexture = /** @class */ (function () { - function GLTexture(texture) { - this.texture = texture; - this.width = -1; - this.height = -1; - this.dirtyId = -1; - this.dirtyStyleId = -1; - this.mipmap = false; - this.wrapMode = 33071; - this.type = TYPES$8.UNSIGNED_BYTE; - this.internalFormat = FORMATS$8.RGBA; - this.samplerType = 0; + var BitmapFontData = /** @class */ (function () { + function BitmapFontData() { + this.info = []; + this.common = []; + this.page = []; + this.char = []; + this.kerning = []; + this.distanceField = []; } - return GLTexture; + return BitmapFontData; }()); /** - * System plugin to the renderer to manage textures. - * @memberof PIXI + * BitmapFont format that's Text-based. + * @private */ - var TextureSystem = /** @class */ (function () { - /** - * @param renderer - The renderer this system works for. - */ - function TextureSystem(renderer) { - this.renderer = renderer; - // TODO set to max textures... - this.boundTextures = []; - this.currentLocation = -1; - this.managedTextures = []; - this._unknownBoundTextures = false; - this.unknownTexture = new BaseTexture(); - this.hasIntegerTextures = false; + var TextFormat = /** @class */ (function () { + function TextFormat() { } - /** Sets up the renderer context and necessary buffers. */ - TextureSystem.prototype.contextChange = function () { - var gl = this.gl = this.renderer.gl; - this.CONTEXT_UID = this.renderer.CONTEXT_UID; - this.webGLVersion = this.renderer.context.webGLVersion; - this.internalFormats = mapTypeAndFormatToInternalFormat(gl); - var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); - this.boundTextures.length = maxTextures; - for (var i = 0; i < maxTextures; i++) { - this.boundTextures[i] = null; - } - // TODO move this.. to a nice make empty textures class.. - this.emptyTextures = {}; - var emptyTexture2D = new GLTexture(gl.createTexture()); - gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture); - gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4)); - this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D; - this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(gl.createTexture()); - gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture); - for (var i = 0; i < 6; i++) { - gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); - } - gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); - gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR); - for (var i = 0; i < this.boundTextures.length; i++) { - this.bind(null, i); - } - }; /** - * Bind a texture to a specific location - * - * If you want to unbind something, please use `unbind(texture)` instead of `bind(null, textureLocation)` - * @param texture - Texture to bind - * @param [location=0] - Location to bind at + * Check if resource refers to txt font data. + * @param data + * @returns - True if resource could be treated as font data, false otherwise. */ - TextureSystem.prototype.bind = function (texture, location) { - if (location === void 0) { location = 0; } - var gl = this.gl; - texture = texture === null || texture === void 0 ? void 0 : texture.castToBaseTexture(); - // cannot bind partial texture - // TODO: report a warning - if (texture && texture.valid && !texture.parentTextureArray) { - texture.touched = this.renderer.textureGC.count; - var glTexture = texture._glTextures[this.CONTEXT_UID] || this.initTexture(texture); - if (this.boundTextures[location] !== texture) { - if (this.currentLocation !== location) { - this.currentLocation = location; - gl.activeTexture(gl.TEXTURE0 + location); - } - gl.bindTexture(texture.target, glTexture.texture); - } - if (glTexture.dirtyId !== texture.dirtyId) { - if (this.currentLocation !== location) { - this.currentLocation = location; - gl.activeTexture(gl.TEXTURE0 + location); - } - this.updateTexture(texture); - } - this.boundTextures[location] = texture; - } - else { - if (this.currentLocation !== location) { - this.currentLocation = location; - gl.activeTexture(gl.TEXTURE0 + location); - } - gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[gl.TEXTURE_2D].texture); - this.boundTextures[location] = null; - } - }; - /** Resets texture location and bound textures Actual `bind(null, i)` calls will be performed at next `unbind()` call */ - TextureSystem.prototype.reset = function () { - this._unknownBoundTextures = true; - this.hasIntegerTextures = false; - this.currentLocation = -1; - for (var i = 0; i < this.boundTextures.length; i++) { - this.boundTextures[i] = this.unknownTexture; - } + TextFormat.test = function (data) { + return typeof data === 'string' && data.indexOf('info face=') === 0; }; /** - * Unbind a texture. - * @param texture - Texture to bind + * Convert text font data to a javascript object. + * @param txt - Raw string data to be converted + * @returns - Parsed font data */ - TextureSystem.prototype.unbind = function (texture) { - var _a = this, gl = _a.gl, boundTextures = _a.boundTextures; - if (this._unknownBoundTextures) { - this._unknownBoundTextures = false; - // someone changed webGL state, - // we have to be sure that our texture does not appear in multi-texture renderer samplers - for (var i = 0; i < boundTextures.length; i++) { - if (boundTextures[i] === this.unknownTexture) { - this.bind(null, i); - } - } - } - for (var i = 0; i < boundTextures.length; i++) { - if (boundTextures[i] === texture) { - if (this.currentLocation !== i) { - gl.activeTexture(gl.TEXTURE0 + i); - this.currentLocation = i; - } - gl.bindTexture(texture.target, this.emptyTextures[texture.target].texture); - boundTextures[i] = null; + TextFormat.parse = function (txt) { + // Retrieve data item + var items = txt.match(/^[a-z]+\s+.+$/gm); + var rawData = { + info: [], + common: [], + page: [], + char: [], + chars: [], + kerning: [], + kernings: [], + distanceField: [], + }; + for (var i in items) { + // Extract item name + var name = items[i].match(/^[a-z]+/gm)[0]; + // Extract item attribute list as string ex.: "width=10" + var attributeList = items[i].match(/[a-zA-Z]+=([^\s"']+|"([^"]*)")/gm); + // Convert attribute list into an object + var itemData = {}; + for (var i_1 in attributeList) { + // Split key-value pairs + var split = attributeList[i_1].split('='); + var key = split[0]; + // Remove eventual quotes from value + var strValue = split[1].replace(/"/gm, ''); + // Try to convert value into float + var floatValue = parseFloat(strValue); + // Use string value case float value is NaN + var value = isNaN(floatValue) ? strValue : floatValue; + itemData[key] = value; } + // Push current item to the resulting data + rawData[name].push(itemData); } + var font = new BitmapFontData(); + rawData.info.forEach(function (info) { return font.info.push({ + face: info.face, + size: parseInt(info.size, 10), + }); }); + rawData.common.forEach(function (common) { return font.common.push({ + lineHeight: parseInt(common.lineHeight, 10), + }); }); + rawData.page.forEach(function (page) { return font.page.push({ + id: parseInt(page.id, 10), + file: page.file, + }); }); + rawData.char.forEach(function (char) { return font.char.push({ + id: parseInt(char.id, 10), + page: parseInt(char.page, 10), + x: parseInt(char.x, 10), + y: parseInt(char.y, 10), + width: parseInt(char.width, 10), + height: parseInt(char.height, 10), + xoffset: parseInt(char.xoffset, 10), + yoffset: parseInt(char.yoffset, 10), + xadvance: parseInt(char.xadvance, 10), + }); }); + rawData.kerning.forEach(function (kerning) { return font.kerning.push({ + first: parseInt(kerning.first, 10), + second: parseInt(kerning.second, 10), + amount: parseInt(kerning.amount, 10), + }); }); + rawData.distanceField.forEach(function (df) { return font.distanceField.push({ + distanceRange: parseInt(df.distanceRange, 10), + fieldType: df.fieldType, + }); }); + return font; }; + return TextFormat; + }()); + + /** + * BitmapFont format that's XML-based. + * @private + */ + var XMLFormat = /** @class */ (function () { + function XMLFormat() { + } /** - * Ensures that current boundTextures all have FLOAT sampler type, - * see {@link PIXI.SAMPLER_TYPES} for explanation. - * @param maxTextures - number of locations to check + * Check if resource refers to xml font data. + * @param data + * @returns - True if resource could be treated as font data, false otherwise. */ - TextureSystem.prototype.ensureSamplerType = function (maxTextures) { - var _a = this, boundTextures = _a.boundTextures, hasIntegerTextures = _a.hasIntegerTextures, CONTEXT_UID = _a.CONTEXT_UID; - if (!hasIntegerTextures) { - return; - } - for (var i = maxTextures - 1; i >= 0; --i) { - var tex = boundTextures[i]; - if (tex) { - var glTexture = tex._glTextures[CONTEXT_UID]; - if (glTexture.samplerType !== SAMPLER_TYPES$8.FLOAT) { - this.renderer.texture.unbind(tex); - } - } - } + XMLFormat.test = function (data) { + return data instanceof XMLDocument + && data.getElementsByTagName('page').length + && data.getElementsByTagName('info')[0].getAttribute('face') !== null; }; /** - * Initialize a texture - * @private - * @param texture - Texture to initialize + * Convert the XML into BitmapFontData that we can use. + * @param xml + * @returns - Data to use for BitmapFont */ - TextureSystem.prototype.initTexture = function (texture) { - var glTexture = new GLTexture(this.gl.createTexture()); - // guarantee an update.. - glTexture.dirtyId = -1; - texture._glTextures[this.CONTEXT_UID] = glTexture; - this.managedTextures.push(texture); - texture.on('dispose', this.destroyTexture, this); - return glTexture; - }; - TextureSystem.prototype.initTextureType = function (texture, glTexture) { - var _a, _b; - glTexture.internalFormat = (_b = (_a = this.internalFormats[texture.type]) === null || _a === void 0 ? void 0 : _a[texture.format]) !== null && _b !== void 0 ? _b : texture.format; - if (this.webGLVersion === 2 && texture.type === TYPES$8.HALF_FLOAT) { - // TYPES.HALF_FLOAT is WebGL1 HALF_FLOAT_OES - // we have to convert it to WebGL HALF_FLOAT - glTexture.type = this.gl.HALF_FLOAT; - } - else { - glTexture.type = texture.type; + XMLFormat.parse = function (xml) { + var data = new BitmapFontData(); + var info = xml.getElementsByTagName('info'); + var common = xml.getElementsByTagName('common'); + var page = xml.getElementsByTagName('page'); + var char = xml.getElementsByTagName('char'); + var kerning = xml.getElementsByTagName('kerning'); + var distanceField = xml.getElementsByTagName('distanceField'); + for (var i = 0; i < info.length; i++) { + data.info.push({ + face: info[i].getAttribute('face'), + size: parseInt(info[i].getAttribute('size'), 10), + }); } - }; - /** - * Update a texture - * @private - * @param {PIXI.BaseTexture} texture - Texture to initialize - */ - TextureSystem.prototype.updateTexture = function (texture) { - var glTexture = texture._glTextures[this.CONTEXT_UID]; - if (!glTexture) { - return; + for (var i = 0; i < common.length; i++) { + data.common.push({ + lineHeight: parseInt(common[i].getAttribute('lineHeight'), 10), + }); } - var renderer = this.renderer; - this.initTextureType(texture, glTexture); - if (texture.resource && texture.resource.upload(renderer, texture, glTexture)) { - // texture is uploaded, dont do anything! - if (glTexture.samplerType !== SAMPLER_TYPES$8.FLOAT) { - this.hasIntegerTextures = true; - } + for (var i = 0; i < page.length; i++) { + data.page.push({ + id: parseInt(page[i].getAttribute('id'), 10) || 0, + file: page[i].getAttribute('file'), + }); } - else { - // default, renderTexture-like logic - var width = texture.realWidth; - var height = texture.realHeight; - var gl = renderer.gl; - if (glTexture.width !== width - || glTexture.height !== height - || glTexture.dirtyId < 0) { - glTexture.width = width; - glTexture.height = height; - gl.texImage2D(texture.target, 0, glTexture.internalFormat, width, height, 0, texture.format, glTexture.type, null); - } + for (var i = 0; i < char.length; i++) { + var letter = char[i]; + data.char.push({ + id: parseInt(letter.getAttribute('id'), 10), + page: parseInt(letter.getAttribute('page'), 10) || 0, + x: parseInt(letter.getAttribute('x'), 10), + y: parseInt(letter.getAttribute('y'), 10), + width: parseInt(letter.getAttribute('width'), 10), + height: parseInt(letter.getAttribute('height'), 10), + xoffset: parseInt(letter.getAttribute('xoffset'), 10), + yoffset: parseInt(letter.getAttribute('yoffset'), 10), + xadvance: parseInt(letter.getAttribute('xadvance'), 10), + }); } - // lets only update what changes.. - if (texture.dirtyStyleId !== glTexture.dirtyStyleId) { - this.updateTextureStyle(texture); + for (var i = 0; i < kerning.length; i++) { + data.kerning.push({ + first: parseInt(kerning[i].getAttribute('first'), 10), + second: parseInt(kerning[i].getAttribute('second'), 10), + amount: parseInt(kerning[i].getAttribute('amount'), 10), + }); } - glTexture.dirtyId = texture.dirtyId; + for (var i = 0; i < distanceField.length; i++) { + data.distanceField.push({ + fieldType: distanceField[i].getAttribute('fieldType'), + distanceRange: parseInt(distanceField[i].getAttribute('distanceRange'), 10), + }); + } + return data; }; + return XMLFormat; + }()); + + /** + * BitmapFont format that's XML-based. + * @private + */ + var XMLStringFormat = /** @class */ (function () { + function XMLStringFormat() { + } /** - * Deletes the texture from WebGL - * @private - * @param texture - the texture to destroy - * @param [skipRemove=false] - Whether to skip removing the texture from the TextureManager. + * Check if resource refers to text xml font data. + * @param data + * @returns - True if resource could be treated as font data, false otherwise. */ - TextureSystem.prototype.destroyTexture = function (texture, skipRemove) { - var gl = this.gl; - texture = texture.castToBaseTexture(); - if (texture._glTextures[this.CONTEXT_UID]) { - this.unbind(texture); - gl.deleteTexture(texture._glTextures[this.CONTEXT_UID].texture); - texture.off('dispose', this.destroyTexture, this); - delete texture._glTextures[this.CONTEXT_UID]; - if (!skipRemove) { - var i = this.managedTextures.indexOf(texture); - if (i !== -1) { - removeItems(this.managedTextures, i, 1); - } - } + XMLStringFormat.test = function (data) { + if (typeof data === 'string' && data.indexOf('') > -1) { + var xml = new globalThis.DOMParser().parseFromString(data, 'text/xml'); + return XMLFormat.test(xml); } + return false; }; /** - * Update texture style such as mipmap flag - * @private - * @param {PIXI.BaseTexture} texture - Texture to update + * Convert the text XML into BitmapFontData that we can use. + * @param xmlTxt + * @returns - Data to use for BitmapFont */ - TextureSystem.prototype.updateTextureStyle = function (texture) { - var glTexture = texture._glTextures[this.CONTEXT_UID]; - if (!glTexture) { - return; + XMLStringFormat.parse = function (xmlTxt) { + var xml = new globalThis.DOMParser().parseFromString(xmlTxt, 'text/xml'); + return XMLFormat.parse(xml); + }; + return XMLStringFormat; + }()); + + // Registered formats, maybe make this extensible in the future? + var formats = [ + TextFormat, + XMLFormat, + XMLStringFormat ]; + /** + * Auto-detect BitmapFont parsing format based on data. + * @private + * @param {any} data - Data to detect format + * @returns {any} Format or null + */ + function autoDetectFormat(data) { + for (var i = 0; i < formats.length; i++) { + if (formats[i].test(data)) { + return formats[i]; } - if ((texture.mipmap === MIPMAP_MODES$8.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo) { - glTexture.mipmap = false; + } + return null; + } + + // TODO: Prevent code duplication b/w generateFillStyle & Text#generateFillStyle + /** + * Generates the fill style. Can automatically generate a gradient based on the fill style being an array + * @private + * @param canvas + * @param context + * @param {object} style - The style. + * @param resolution + * @param {string[]} lines - The lines of text. + * @param metrics + * @returns {string|number|CanvasGradient} The fill style + */ + function generateFillStyle(canvas, context, style, resolution, lines, metrics) { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + var fillStyle = style.fill; + if (!Array.isArray(fillStyle)) { + return fillStyle; + } + else if (fillStyle.length === 1) { + return fillStyle[0]; + } + // the gradient will be evenly spaced out according to how large the array is. + // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75 + var gradient; + // a dropshadow will enlarge the canvas and result in the gradient being + // generated with the incorrect dimensions + var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0; + // should also take padding into account, padding can offset the gradient + var padding = style.padding || 0; + var width = (canvas.width / resolution) - dropShadowCorrection - (padding * 2); + var height = (canvas.height / resolution) - dropShadowCorrection - (padding * 2); + // make a copy of the style settings, so we can manipulate them later + var fill = fillStyle.slice(); + var fillGradientStops = style.fillGradientStops.slice(); + // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75 + if (!fillGradientStops.length) { + var lengthPlus1 = fill.length + 1; + for (var i = 1; i < lengthPlus1; ++i) { + fillGradientStops.push(i / lengthPlus1); } - else { - glTexture.mipmap = texture.mipmap >= 1; + } + // stop the bleeding of the last gradient on the line above to the top gradient of the this line + // by hard defining the first gradient colour at point 0, and last gradient colour at point 1 + fill.unshift(fillStyle[0]); + fillGradientStops.unshift(0); + fill.push(fillStyle[fillStyle.length - 1]); + fillGradientStops.push(1); + if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) { + // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas + gradient = context.createLinearGradient(width / 2, padding, width / 2, height + padding); + // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect + // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 + // There's potential for floating point precision issues at the seams between gradient repeats. + // The loop below generates the stops in order, so track the last generated one to prevent + // floating point precision from making us go the teeniest bit backwards, resulting in + // the first and last colors getting swapped. + var lastIterationStop = 0; + // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc + var textHeight = metrics.fontProperties.fontSize + style.strokeThickness; + // textHeight, but as a 0-1 size in global gradient stop space + var gradStopLineHeight = textHeight / height; + for (var i = 0; i < lines.length; i++) { + var thisLineTop = metrics.lineHeight * i; + for (var j = 0; j < fill.length; j++) { + // 0-1 stop point for the current line, multiplied to global space afterwards + var lineStop = 0; + if (typeof fillGradientStops[j] === 'number') { + lineStop = fillGradientStops[j]; + } + else { + lineStop = j / fill.length; + } + var globalStop = (thisLineTop / height) + (lineStop * gradStopLineHeight); + // Prevent color stop generation going backwards from floating point imprecision + var clampedStop = Math.max(lastIterationStop, globalStop); + clampedStop = Math.min(clampedStop, 1); // Cap at 1 as well for safety's sake to avoid a possible throw. + gradient.addColorStop(clampedStop, fill[j]); + lastIterationStop = clampedStop; + } } - if (this.webGLVersion !== 2 && !texture.isPowerOfTwo) { - glTexture.wrapMode = WRAP_MODES$8.CLAMP; + } + else { + // start the gradient at the center left of the canvas, and end at the center right of the canvas + gradient = context.createLinearGradient(padding, height / 2, width + padding, height / 2); + // can just evenly space out the gradients in this case, as multiple lines makes no difference + // to an even left to right gradient + var totalIterations = fill.length + 1; + var currentIteration = 1; + for (var i = 0; i < fill.length; i++) { + var stop = void 0; + if (typeof fillGradientStops[i] === 'number') { + stop = fillGradientStops[i]; + } + else { + stop = currentIteration / totalIterations; + } + gradient.addColorStop(stop, fill[i]); + currentIteration++; } - else { - glTexture.wrapMode = texture.wrapMode; + } + return gradient; + } + + // TODO: Prevent code duplication b/w drawGlyph & Text#updateText + /** + * Draws the glyph `metrics.text` on the given canvas. + * + * Ignored because not directly exposed. + * @ignore + * @param {HTMLCanvasElement} canvas + * @param {CanvasRenderingContext2D} context + * @param {TextMetrics} metrics + * @param {number} x + * @param {number} y + * @param {number} resolution + * @param {TextStyle} style + */ + function drawGlyph(canvas, context, metrics, x, y, resolution, style) { + var char = metrics.text; + var fontProperties = metrics.fontProperties; + context.translate(x, y); + context.scale(resolution, resolution); + var tx = style.strokeThickness / 2; + var ty = -(style.strokeThickness / 2); + context.font = style.toFontString(); + context.lineWidth = style.strokeThickness; + context.textBaseline = style.textBaseline; + context.lineJoin = style.lineJoin; + context.miterLimit = style.miterLimit; + // set canvas text styles + context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics); + context.strokeStyle = style.stroke; + if (style.dropShadow) { + var dropShadowColor = style.dropShadowColor; + var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor)); + var dropShadowBlur = style.dropShadowBlur * resolution; + var dropShadowDistance = style.dropShadowDistance * resolution; + context.shadowColor = "rgba(" + rgb[0] * 255 + "," + rgb[1] * 255 + "," + rgb[2] * 255 + "," + style.dropShadowAlpha + ")"; + context.shadowBlur = dropShadowBlur; + context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance; + context.shadowOffsetY = Math.sin(style.dropShadowAngle) * dropShadowDistance; + } + else { + context.shadowColor = 'black'; + context.shadowBlur = 0; + context.shadowOffsetX = 0; + context.shadowOffsetY = 0; + } + if (style.stroke && style.strokeThickness) { + context.strokeText(char, tx, ty + metrics.lineHeight - fontProperties.descent); + } + if (style.fill) { + context.fillText(char, tx, ty + metrics.lineHeight - fontProperties.descent); + } + context.setTransform(1, 0, 0, 1, 0, 0); // defaults needed for older browsers (e.g. Opera 29) + context.fillStyle = 'rgba(0, 0, 0, 0)'; + } + + /** + * Ponyfill for IE because it doesn't support `Array.from` + * @param text + * @private + */ + function splitTextToCharacters(text) { + return Array.from ? Array.from(text) : text.split(''); + } + + /** + * Processes the passed character set data and returns a flattened array of all the characters. + * + * Ignored because not directly exposed. + * @ignore + * @param {string | string[] | string[][] } chars + * @returns {string[]} the flattened array of characters + */ + function resolveCharacters(chars) { + // Split the chars string into individual characters + if (typeof chars === 'string') { + chars = [chars]; + } + // Handle an array of characters+ranges + var result = []; + for (var i = 0, j = chars.length; i < j; i++) { + var item = chars[i]; + // Handle range delimited by start/end chars + if (Array.isArray(item)) { + if (item.length !== 2) { + throw new Error("[BitmapFont]: Invalid character range length, expecting 2 got " + item.length + "."); + } + var startCode = item[0].charCodeAt(0); + var endCode = item[1].charCodeAt(0); + if (endCode < startCode) { + throw new Error('[BitmapFont]: Invalid character range.'); + } + for (var i_1 = startCode, j_1 = endCode; i_1 <= j_1; i_1++) { + result.push(String.fromCharCode(i_1)); + } } - if (texture.resource && texture.resource.style(this.renderer, texture, glTexture)) ; + // Handle a character set string else { - this.setStyle(texture, glTexture); + result.push.apply(result, splitTextToCharacters(item)); } - glTexture.dirtyStyleId = texture.dirtyStyleId; - }; + } + if (result.length === 0) { + throw new Error('[BitmapFont]: Empty set when resolving characters.'); + } + return result; + } + + /** + * Ponyfill for IE because it doesn't support `codePointAt` + * @param str + * @private + */ + function extractCharCode(str) { + return str.codePointAt ? str.codePointAt(0) : str.charCodeAt(0); + } + + /** + * BitmapFont represents a typeface available for use with the BitmapText class. Use the `install` + * method for adding a font to be used. + * @memberof PIXI + */ + var BitmapFont = /** @class */ (function () { /** - * Set style for texture - * @private - * @param texture - Texture to update - * @param glTexture + * @param data + * @param textures + * @param ownsTextures - Setting to `true` will destroy page textures + * when the font is uninstalled. */ - TextureSystem.prototype.setStyle = function (texture, glTexture) { - var gl = this.gl; - if (glTexture.mipmap && texture.mipmap !== MIPMAP_MODES$8.ON_MANUAL) { - gl.generateMipmap(texture.target); + function BitmapFont(data, textures, ownsTextures) { + var _a, _b; + var info = data.info[0]; + var common = data.common[0]; + var page = data.page[0]; + var distanceField = data.distanceField[0]; + var res = getResolutionOfUrl(page.file); + var pageTextures = {}; + this._ownsTextures = ownsTextures; + this.font = info.face; + this.size = info.size; + this.lineHeight = common.lineHeight / res; + this.chars = {}; + this.pageTextures = pageTextures; + // Convert the input Texture, Textures or object + // into a page Texture lookup by "id" + for (var i = 0; i < data.page.length; i++) { + var _c = data.page[i], id = _c.id, file = _c.file; + pageTextures[id] = textures instanceof Array + ? textures[i] : textures[file]; + // only MSDF and SDF fonts need no-premultiplied-alpha + if ((distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) && distanceField.fieldType !== 'none') { + pageTextures[id].baseTexture.alphaMode = ALPHA_MODES.NO_PREMULTIPLIED_ALPHA; + pageTextures[id].baseTexture.mipmap = MIPMAP_MODES.OFF; + } } - gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode); - gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode); - if (glTexture.mipmap) { - /* eslint-disable max-len */ - gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES$8.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST); - /* eslint-disable max-len */ - var anisotropicExt = this.renderer.context.extensions.anisotropicFiltering; - if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === SCALE_MODES$8.LINEAR) { - var level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT)); - gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level); + // parse letters + for (var i = 0; i < data.char.length; i++) { + var _d = data.char[i], id = _d.id, page_1 = _d.page; + var _e = data.char[i], x = _e.x, y = _e.y, width = _e.width, height = _e.height, xoffset = _e.xoffset, yoffset = _e.yoffset, xadvance = _e.xadvance; + x /= res; + y /= res; + width /= res; + height /= res; + xoffset /= res; + yoffset /= res; + xadvance /= res; + var rect = new Rectangle(x + (pageTextures[page_1].frame.x / res), y + (pageTextures[page_1].frame.y / res), width, height); + this.chars[id] = { + xOffset: xoffset, + yOffset: yoffset, + xAdvance: xadvance, + kerning: {}, + texture: new Texture(pageTextures[page_1].baseTexture, rect), + page: page_1, + }; + } + // parse kernings + for (var i = 0; i < data.kerning.length; i++) { + var _f = data.kerning[i], first = _f.first, second = _f.second, amount = _f.amount; + first /= res; + second /= res; + amount /= res; + if (this.chars[second]) { + this.chars[second].kerning[first] = amount; } } - else { - gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES$8.LINEAR ? gl.LINEAR : gl.NEAREST); + // Store distance field information + this.distanceFieldRange = distanceField === null || distanceField === void 0 ? void 0 : distanceField.distanceRange; + this.distanceFieldType = (_b = (_a = distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) === null || _a === void 0 ? void 0 : _a.toLowerCase()) !== null && _b !== void 0 ? _b : 'none'; + } + /** Remove references to created glyph textures. */ + BitmapFont.prototype.destroy = function () { + for (var id in this.chars) { + this.chars[id].texture.destroy(); + this.chars[id].texture = null; + } + for (var id in this.pageTextures) { + if (this._ownsTextures) { + this.pageTextures[id].destroy(true); + } + this.pageTextures[id] = null; } - gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === SCALE_MODES$8.LINEAR ? gl.LINEAR : gl.NEAREST); + // Set readonly null. + this.chars = null; + this.pageTextures = null; }; - TextureSystem.prototype.destroy = function () { - this.renderer = null; + /** + * Register a new bitmap font. + * @param data - The + * characters map that could be provided as xml or raw string. + * @param textures - List of textures for each page. + * @param ownsTextures - Set to `true` to destroy page textures + * when the font is uninstalled. By default fonts created with + * `BitmapFont.from` or from the `BitmapFontLoader` are `true`. + * @returns {PIXI.BitmapFont} Result font object with font, size, lineHeight + * and char fields. + */ + BitmapFont.install = function (data, textures, ownsTextures) { + var fontData; + if (data instanceof BitmapFontData) { + fontData = data; + } + else { + var format = autoDetectFormat(data); + if (!format) { + throw new Error('Unrecognized data format for font.'); + } + fontData = format.parse(data); + } + // Single texture, convert to list + if (textures instanceof Texture) { + textures = [textures]; + } + var font = new BitmapFont(fontData, textures, ownsTextures); + BitmapFont.available[font.font] = font; + return font; }; - return TextureSystem; - }()); - - var tempMatrix = new Matrix$2(); - /** - * The AbstractRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer} - * and {@link PIXI.Renderer} which can be used for rendering a PixiJS scene. - * @abstract - * @class - * @extends PIXI.utils.EventEmitter - * @memberof PIXI - */ - var AbstractRenderer = /** @class */ (function (_super) { - __extends$k(AbstractRenderer, _super); /** - * @param type - The renderer type. - * @param [options] - The optional renderer parameters. - * @param {number} [options.width=800] - The width of the screen. - * @param {number} [options.height=600] - The height of the screen. - * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional. - * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property. - * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the - * canvas needs to be opaque, possibly for performance reasons on some older devices. - * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for - * resolutions other than 1. - * @param {boolean} [options.antialias=false] - Sets antialias - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer. - * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, - * enable this if you need to call toDataUrl on the WebGL context. - * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or - * not before the new render pass. - * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area - * (shown if not transparent). - * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque). + * Remove bitmap font by name. + * @param name - Name of the font to uninstall. */ - function AbstractRenderer(type, options) { - if (type === void 0) { type = RENDERER_TYPE$8.UNKNOWN; } - var _this = _super.call(this) || this; - // Add the default render options - options = Object.assign({}, settings$2.RENDER_OPTIONS, options); - /** - * The supplied constructor options. - * @member {object} - * @readonly - */ - _this.options = options; - /** - * The type of the renderer. - * @member {number} - * @default PIXI.RENDERER_TYPE.UNKNOWN - * @see PIXI.RENDERER_TYPE - */ - _this.type = type; - /** - * Measurements of the screen. (0, 0, screenWidth, screenHeight). - * - * Its safe to use as filterArea or hitArea for the whole stage. - * @member {PIXI.Rectangle} - */ - _this.screen = new Rectangle$2(0, 0, options.width, options.height); - /** - * The canvas element that everything is drawn to. - * @member {HTMLCanvasElement} - */ - _this.view = options.view || settings$2.ADAPTER.createCanvas(); - /** - * The resolution / device pixel ratio of the renderer. - * @member {number} - * @default PIXI.settings.RESOLUTION - */ - _this.resolution = options.resolution || settings$2.RESOLUTION; - /** - * Pass-thru setting for the canvas' context `alpha` property. This is typically - * not something you need to fiddle with. If you want transparency, use `backgroundAlpha`. - * @member {boolean} - */ - _this.useContextAlpha = options.useContextAlpha; - /** - * Whether CSS dimensions of canvas view should be resized to screen dimensions automatically. - * @member {boolean} - */ - _this.autoDensity = !!options.autoDensity; - /** - * The value of the preserveDrawingBuffer flag affects whether or not the contents of - * the stencil buffer is retained after rendering. - * @member {boolean} - */ - _this.preserveDrawingBuffer = options.preserveDrawingBuffer; - /** - * This sets if the CanvasRenderer will clear the canvas or not before the new render pass. - * If the scene is NOT transparent PixiJS will use a canvas sized fillRect operation every - * frame to set the canvas background color. If the scene is transparent PixiJS will use clearRect - * to clear the canvas every frame. Disable this by setting this to false. For example, if - * your game has a canvas filling background image you often don't need this set. - * @member {boolean} - * @default - */ - _this.clearBeforeRender = options.clearBeforeRender; - /** - * The background color as a number. - * @member {number} - * @protected - */ - _this._backgroundColor = 0x000000; - /** - * The background color as an [R, G, B, A] array. - * @member {number[]} - * @protected - */ - _this._backgroundColorRgba = [0, 0, 0, 1]; - /** - * The background color as a string. - * @member {string} - * @protected - */ - _this._backgroundColorString = '#000000'; - _this.backgroundColor = options.backgroundColor || _this._backgroundColor; // run bg color setter - _this.backgroundAlpha = options.backgroundAlpha; - // @deprecated - if (options.transparent !== undefined) { - deprecation$1('6.0.0', 'Option transparent is deprecated, please use backgroundAlpha instead.'); - _this.useContextAlpha = options.transparent; - _this.backgroundAlpha = options.transparent ? 0 : 1; + BitmapFont.uninstall = function (name) { + var font = BitmapFont.available[name]; + if (!font) { + throw new Error("No font found named '" + name + "'"); } - /** - * The last root object that the renderer tried to render. - * @member {PIXI.DisplayObject} - * @protected - */ - _this._lastObjectRendered = null; - /** - * Collection of plugins. - * @readonly - * @member {object} - */ - _this.plugins = {}; - return _this; - } + font.destroy(); + delete BitmapFont.available[name]; + }; /** - * Initialize the plugins. - * @protected - * @param {object} staticMap - The dictionary of statically saved plugins. + * Generates a bitmap-font for the given style and character set. This does not support + * kernings yet. With `style` properties, only the following non-layout properties are used: + * + * - {@link PIXI.TextStyle#dropShadow|dropShadow} + * - {@link PIXI.TextStyle#dropShadowDistance|dropShadowDistance} + * - {@link PIXI.TextStyle#dropShadowColor|dropShadowColor} + * - {@link PIXI.TextStyle#dropShadowBlur|dropShadowBlur} + * - {@link PIXI.TextStyle#dropShadowAngle|dropShadowAngle} + * - {@link PIXI.TextStyle#fill|fill} + * - {@link PIXI.TextStyle#fillGradientStops|fillGradientStops} + * - {@link PIXI.TextStyle#fillGradientType|fillGradientType} + * - {@link PIXI.TextStyle#fontFamily|fontFamily} + * - {@link PIXI.TextStyle#fontSize|fontSize} + * - {@link PIXI.TextStyle#fontVariant|fontVariant} + * - {@link PIXI.TextStyle#fontWeight|fontWeight} + * - {@link PIXI.TextStyle#lineJoin|lineJoin} + * - {@link PIXI.TextStyle#miterLimit|miterLimit} + * - {@link PIXI.TextStyle#stroke|stroke} + * - {@link PIXI.TextStyle#strokeThickness|strokeThickness} + * - {@link PIXI.TextStyle#textBaseline|textBaseline} + * @param name - The name of the custom font to use with BitmapText. + * @param textStyle - Style options to render with BitmapFont. + * @param options - Setup options for font or name of the font. + * @param {string|string[]|string[][]} [options.chars=PIXI.BitmapFont.ALPHANUMERIC] - characters included + * in the font set. You can also use ranges. For example, `[['a', 'z'], ['A', 'Z'], "!@#$%^&*()~{}[] "]`. + * Don't forget to include spaces ' ' in your character set! + * @param {number} [options.resolution=1] - Render resolution for glyphs. + * @param {number} [options.textureWidth=512] - Optional width of atlas, smaller values to reduce memory. + * @param {number} [options.textureHeight=512] - Optional height of atlas, smaller values to reduce memory. + * @param {number} [options.padding=4] - Padding between glyphs on texture atlas. + * @returns Font generated by style options. + * @example + * PIXI.BitmapFont.from("TitleFont", { + * fontFamily: "Arial", + * fontSize: 12, + * strokeThickness: 2, + * fill: "purple" + * }); + * + * const title = new PIXI.BitmapText("This is the title", { fontName: "TitleFont" }); */ - AbstractRenderer.prototype.initPlugins = function (staticMap) { - for (var o in staticMap) { - this.plugins[o] = new (staticMap[o])(this); + BitmapFont.from = function (name, textStyle, options) { + if (!name) { + throw new Error('[BitmapFont] Property `name` is required.'); + } + var _a = Object.assign({}, BitmapFont.defaultOptions, options), chars = _a.chars, padding = _a.padding, resolution = _a.resolution, textureWidth = _a.textureWidth, textureHeight = _a.textureHeight; + var charsList = resolveCharacters(chars); + var style = textStyle instanceof TextStyle ? textStyle : new TextStyle(textStyle); + var lineWidth = textureWidth; + var fontData = new BitmapFontData(); + fontData.info[0] = { + face: style.fontFamily, + size: style.fontSize, + }; + fontData.common[0] = { + lineHeight: style.fontSize, + }; + var positionX = 0; + var positionY = 0; + var canvas; + var context; + var baseTexture; + var maxCharHeight = 0; + var textures = []; + for (var i = 0; i < charsList.length; i++) { + if (!canvas) { + canvas = settings$1.ADAPTER.createCanvas(); + canvas.width = textureWidth; + canvas.height = textureHeight; + context = canvas.getContext('2d'); + baseTexture = new BaseTexture(canvas, { resolution: resolution }); + textures.push(new Texture(baseTexture)); + fontData.page.push({ + id: textures.length - 1, + file: '', + }); + } + // Measure glyph dimensions + var character = charsList[i]; + var metrics = TextMetrics.measureText(character, style, false, canvas); + var width = metrics.width; + var height = Math.ceil(metrics.height); + // This is ugly - but italics are given more space so they don't overlap + var textureGlyphWidth = Math.ceil((style.fontStyle === 'italic' ? 2 : 1) * width); + // Can't fit char anymore: next canvas please! + if (positionY >= textureHeight - (height * resolution)) { + if (positionY === 0) { + // We don't want user debugging an infinite loop (or do we? :) + throw new Error("[BitmapFont] textureHeight " + textureHeight + "px is too small " + + ("(fontFamily: '" + style.fontFamily + "', fontSize: " + style.fontSize + "px, char: '" + character + "')")); + } + --i; + // Create new atlas once current has filled up + canvas = null; + context = null; + baseTexture = null; + positionY = 0; + positionX = 0; + maxCharHeight = 0; + continue; + } + maxCharHeight = Math.max(height + metrics.fontProperties.descent, maxCharHeight); + // Wrap line once full row has been rendered + if ((textureGlyphWidth * resolution) + positionX >= lineWidth) { + if (positionX === 0) { + // Avoid infinite loop (There can be some very wide char like '\uFDFD'!) + throw new Error("[BitmapFont] textureWidth " + textureWidth + "px is too small " + + ("(fontFamily: '" + style.fontFamily + "', fontSize: " + style.fontSize + "px, char: '" + character + "')")); + } + --i; + positionY += maxCharHeight * resolution; + positionY = Math.ceil(positionY); + positionX = 0; + maxCharHeight = 0; + continue; + } + drawGlyph(canvas, context, metrics, positionX, positionY, resolution, style); + // Unique (numeric) ID mapping to this glyph + var id = extractCharCode(metrics.text); + // Create a texture holding just the glyph + fontData.char.push({ + id: id, + page: textures.length - 1, + x: positionX / resolution, + y: positionY / resolution, + width: textureGlyphWidth, + height: height, + xoffset: 0, + yoffset: 0, + xadvance: Math.ceil(width + - (style.dropShadow ? style.dropShadowDistance : 0) + - (style.stroke ? style.strokeThickness : 0)), + }); + positionX += (textureGlyphWidth + (2 * padding)) * resolution; + positionX = Math.ceil(positionX); + } + // Brute-force kerning info, this can be expensive b/c it's an O(n²), + // but we're using measureText which is native and fast. + for (var i = 0, len = charsList.length; i < len; i++) { + var first = charsList[i]; + for (var j = 0; j < len; j++) { + var second = charsList[j]; + var c1 = context.measureText(first).width; + var c2 = context.measureText(second).width; + var total = context.measureText(first + second).width; + var amount = total - (c1 + c2); + if (amount) { + fontData.kerning.push({ + first: extractCharCode(first), + second: extractCharCode(second), + amount: amount, + }); + } + } + } + var font = new BitmapFont(fontData, textures, true); + // Make it easier to replace a font + if (BitmapFont.available[name] !== undefined) { + BitmapFont.uninstall(name); } + BitmapFont.available[name] = font; + return font; }; - Object.defineProperty(AbstractRenderer.prototype, "width", { - /** - * Same as view.width, actual number of pixels in the canvas by horizontal. - * @member {number} - * @readonly - * @default 800 - */ - get: function () { - return this.view.width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(AbstractRenderer.prototype, "height", { - /** - * Same as view.height, actual number of pixels in the canvas by vertical. - * @member {number} - * @readonly - * @default 600 - */ - get: function () { - return this.view.height; - }, - enumerable: false, - configurable: true - }); /** - * Resizes the screen and canvas as close as possible to the specified width and height. - * Canvas dimensions are multiplied by resolution and rounded to the nearest integers. - * The new canvas dimensions divided by the resolution become the new screen dimensions. - * @param desiredScreenWidth - The desired width of the screen. - * @param desiredScreenHeight - The desired height of the screen. + * This character set includes all the letters in the alphabet (both lower- and upper- case). + * @type {string[][]} + * @example + * BitmapFont.from("ExampleFont", style, { chars: BitmapFont.ALPHA }) */ - AbstractRenderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) { - this.view.width = Math.round(desiredScreenWidth * this.resolution); - this.view.height = Math.round(desiredScreenHeight * this.resolution); - var screenWidth = this.view.width / this.resolution; - var screenHeight = this.view.height / this.resolution; - this.screen.width = screenWidth; - this.screen.height = screenHeight; - if (this.autoDensity) { - this.view.style.width = screenWidth + "px"; - this.view.style.height = screenHeight + "px"; - } - /** - * Fired after view has been resized. - * @event PIXI.Renderer#resize - * @param {number} screenWidth - The new width of the screen. - * @param {number} screenHeight - The new height of the screen. - */ - this.emit('resize', screenWidth, screenHeight); - }; + BitmapFont.ALPHA = [['a', 'z'], ['A', 'Z'], ' ']; /** - * @ignore + * This character set includes all decimal digits (from 0 to 9). + * @type {string[][]} + * @example + * BitmapFont.from("ExampleFont", style, { chars: BitmapFont.NUMERIC }) */ - AbstractRenderer.prototype.generateTexture = function (displayObject, options, resolution, region) { - if (options === void 0) { options = {}; } - // @deprecated parameters spread, use options instead - if (typeof options === 'number') { - deprecation$1('6.1.0', 'generateTexture options (scaleMode, resolution, region) are now object options.'); - options = { scaleMode: options, resolution: resolution, region: region }; - } - var manualRegion = options.region, textureOptions = __rest(options, ["region"]); - region = manualRegion || displayObject.getLocalBounds(null, true); - // minimum texture size is 1x1, 0x0 will throw an error - if (region.width === 0) - { region.width = 1; } - if (region.height === 0) - { region.height = 1; } - var renderTexture = RenderTexture.create(__assign$1({ width: region.width, height: region.height }, textureOptions)); - tempMatrix.tx = -region.x; - tempMatrix.ty = -region.y; - this.render(displayObject, { - renderTexture: renderTexture, - clear: false, - transform: tempMatrix, - skipUpdateTransform: !!displayObject.parent - }); - return renderTexture; - }; + BitmapFont.NUMERIC = [['0', '9']]; /** - * Removes everything from the renderer and optionally removes the Canvas DOM element. - * @param [removeView=false] - Removes the Canvas element from the DOM. + * This character set is the union of `BitmapFont.ALPHA` and `BitmapFont.NUMERIC`. + * @type {string[][]} */ - AbstractRenderer.prototype.destroy = function (removeView) { - for (var o in this.plugins) { - this.plugins[o].destroy(); - this.plugins[o] = null; - } - if (removeView && this.view.parentNode) { - this.view.parentNode.removeChild(this.view); - } - var thisAny = this; - // null-ing all objects, that's a tradition! - thisAny.plugins = null; - thisAny.type = RENDERER_TYPE$8.UNKNOWN; - thisAny.view = null; - thisAny.screen = null; - thisAny._tempDisplayObjectParent = null; - thisAny.options = null; - this._backgroundColorRgba = null; - this._backgroundColorString = null; - this._lastObjectRendered = null; + BitmapFont.ALPHANUMERIC = [['a', 'z'], ['A', 'Z'], ['0', '9'], ' ']; + /** + * This character set consists of all the ASCII table. + * @member {string[][]} + * @see http://www.asciitable.com/ + */ + BitmapFont.ASCII = [[' ', '~']]; + /** + * Collection of default options when using `BitmapFont.from`. + * @property {number} [resolution=1] - + * @property {number} [textureWidth=512] - + * @property {number} [textureHeight=512] - + * @property {number} [padding=4] - + * @property {string|string[]|string[][]} chars = PIXI.BitmapFont.ALPHANUMERIC + */ + BitmapFont.defaultOptions = { + resolution: 1, + textureWidth: 512, + textureHeight: 512, + padding: 4, + chars: BitmapFont.ALPHANUMERIC, }; - Object.defineProperty(AbstractRenderer.prototype, "backgroundColor", { - /** - * The background color to fill if not transparent - * @member {number} - */ - get: function () { - return this._backgroundColor; - }, - set: function (value) { - this._backgroundColor = value; - this._backgroundColorString = hex2string(value); - hex2rgb(value, this._backgroundColorRgba); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(AbstractRenderer.prototype, "backgroundAlpha", { - /** - * The background color alpha. Setting this to 0 will make the canvas transparent. - * @member {number} - */ - get: function () { - return this._backgroundColorRgba[3]; - }, - set: function (value) { - this._backgroundColorRgba[3] = value; - }, - enumerable: false, - configurable: true - }); - return AbstractRenderer; - }(EventEmitter$2)); - - var GLBuffer = /** @class */ (function () { - function GLBuffer(buffer) { - this.buffer = buffer || null; - this.updateID = -1; - this.byteLength = -1; - this.refCount = 0; - } - return GLBuffer; + /** Collection of available/installed fonts. */ + BitmapFont.available = {}; + return BitmapFont; }()); + var msdfFrag = "// Pixi texture info\r\nvarying vec2 vTextureCoord;\r\nuniform sampler2D uSampler;\r\n\r\n// Tint\r\nuniform vec4 uColor;\r\n\r\n// on 2D applications fwidth is screenScale / glyphAtlasScale * distanceFieldRange\r\nuniform float uFWidth;\r\n\r\nvoid main(void) {\r\n\r\n // To stack MSDF and SDF we need a non-pre-multiplied-alpha texture.\r\n vec4 texColor = texture2D(uSampler, vTextureCoord);\r\n\r\n // MSDF\r\n float median = texColor.r + texColor.g + texColor.b -\r\n min(texColor.r, min(texColor.g, texColor.b)) -\r\n max(texColor.r, max(texColor.g, texColor.b));\r\n // SDF\r\n median = min(median, texColor.a);\r\n\r\n float screenPxDistance = uFWidth * (median - 0.5);\r\n float alpha = clamp(screenPxDistance + 0.5, 0.0, 1.0);\r\n if (median < 0.01) {\r\n alpha = 0.0;\r\n } else if (median > 0.99) {\r\n alpha = 1.0;\r\n }\r\n\r\n // NPM Textures, NPM outputs\r\n gl_FragColor = vec4(uColor.rgb, uColor.a * alpha);\r\n\r\n}\r\n"; + + var msdfVert = "// Mesh material default fragment\r\nattribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\n\r\nuniform mat3 projectionMatrix;\r\nuniform mat3 translationMatrix;\r\nuniform mat3 uTextureMatrix;\r\n\r\nvarying vec2 vTextureCoord;\r\n\r\nvoid main(void)\r\n{\r\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n\r\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\r\n}\r\n"; + + // If we ever need more than two pools, please make a Dict or something better. + var pageMeshDataDefaultPageMeshData = []; + var pageMeshDataMSDFPageMeshData = []; + var charRenderDataPool = []; /** - * System plugin to the renderer to manage buffers. + * A BitmapText object will create a line or multiple lines of text using bitmap font. * - * WebGL uses Buffers as a way to store objects to the GPU. - * This system makes working with them a lot easier. + * The primary advantage of this class over Text is that all of your textures are pre-generated and loading, + * meaning that rendering is fast, and changing text has no performance implications. * - * Buffers are used in three main places in WebGL - * - geometry information - * - Uniform information (via uniform buffer objects - a WebGL 2 only feature) - * - Transform feedback information. (WebGL 2 only feature) + * Supporting character sets other than latin, such as CJK languages, may be impractical due to the number of characters. * - * This system will handle the binding of buffers to the GPU as well as uploading - * them. With this system, you never need to work directly with GPU buffers, but instead work with - * the PIXI.Buffer class. - * @class + * To split a line you can use '\n', '\r' or '\r\n' in your string. + * + * PixiJS can auto-generate fonts on-the-fly using BitmapFont or use fnt files provided by: + * http://www.angelcode.com/products/bmfont/ for Windows or + * http://www.bmglyph.com/ for Mac. + * + * You can also use SDF, MSDF and MTSDF BitmapFonts for vector-like scaling appearance provided by: + * https://github.com/soimy/msdf-bmfont-xml for SDF and MSDF fnt files or + * https://github.com/Chlumsky/msdf-atlas-gen for SDF, MSDF and MTSDF json files + * + * A BitmapText can only be created when the font is loaded. + * + * ```js + * // in this case the font is in a file called 'desyrel.fnt' + * let bitmapText = new PIXI.BitmapText("text using a fancy font!", { + * fontName: "Desyrel", + * fontSize: 35, + * align: "right" + * }); + * ``` * @memberof PIXI */ - var BufferSystem = /** @class */ (function () { - /** - * @param {PIXI.Renderer} renderer - The renderer this System works for. - */ - function BufferSystem(renderer) { - this.renderer = renderer; - this.managedBuffers = {}; - this.boundBufferBases = {}; - } - /** - * @ignore - */ - BufferSystem.prototype.destroy = function () { - this.renderer = null; - }; - /** Sets up the renderer context and necessary buffers. */ - BufferSystem.prototype.contextChange = function () { - this.disposeAll(true); - this.gl = this.renderer.gl; - // TODO fill out... - this.CONTEXT_UID = this.renderer.CONTEXT_UID; - }; + /** @class */ ((function (_super) { + __extends$8(BitmapText, _super); /** - * This binds specified buffer. On first run, it will create the webGL buffers for the context too - * @param buffer - the buffer to bind to the renderer + * @param text - A string that you would like the text to display. + * @param style - The style parameters. + * @param {string} style.fontName - The installed BitmapFont name. + * @param {number} [style.fontSize] - The size of the font in pixels, e.g. 24. If undefined, + *. this will default to the BitmapFont size. + * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center', 'right' or 'justify'), + * does not affect single line text. + * @param {number} [style.tint=0xFFFFFF] - The tint color. + * @param {number} [style.letterSpacing=0] - The amount of spacing between letters. + * @param {number} [style.maxWidth=0] - The max width of the text before line wrapping. */ - BufferSystem.prototype.bind = function (buffer) { - var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; - var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer); - gl.bindBuffer(buffer.type, glBuffer.buffer); - }; - /** - * Binds an uniform buffer to at the given index. - * - * A cache is used so a buffer will not be bound again if already bound. - * @param buffer - the buffer to bind - * @param index - the base index to bind it to. - */ - BufferSystem.prototype.bindBufferBase = function (buffer, index) { - var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; - if (this.boundBufferBases[index] !== buffer) { - var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer); - this.boundBufferBases[index] = buffer; - gl.bindBufferBase(gl.UNIFORM_BUFFER, index, glBuffer.buffer); + function BitmapText(text, style) { + if (style === void 0) { style = {}; } + var _this = _super.call(this) || this; + /** + * Private tracker for the current tint. + * @private + */ + _this._tint = 0xFFFFFF; + // Apply the defaults + var _a = Object.assign({}, BitmapText.styleDefaults, style), align = _a.align, tint = _a.tint, maxWidth = _a.maxWidth, letterSpacing = _a.letterSpacing, fontName = _a.fontName, fontSize = _a.fontSize; + if (!BitmapFont.available[fontName]) { + throw new Error("Missing BitmapFont \"" + fontName + "\""); } - }; - /** - * Binds a buffer whilst also binding its range. - * This will make the buffer start from the offset supplied rather than 0 when it is read. - * @param buffer - the buffer to bind - * @param index - the base index to bind at, defaults to 0 - * @param offset - the offset to bind at (this is blocks of 256). 0 = 0, 1 = 256, 2 = 512 etc - */ - BufferSystem.prototype.bindBufferRange = function (buffer, index, offset) { - var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; - offset = offset || 0; - var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer); - gl.bindBufferRange(gl.UNIFORM_BUFFER, index || 0, glBuffer.buffer, offset * 256, 256); - }; - /** - * Will ensure the data in the buffer is uploaded to the GPU. - * @param {PIXI.Buffer} buffer - the buffer to update - */ - BufferSystem.prototype.update = function (buffer) { - var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; - var glBuffer = buffer._glBuffers[CONTEXT_UID]; - if (buffer._updateID === glBuffer.updateID) { - return; + _this._activePagesMeshData = []; + _this._textWidth = 0; + _this._textHeight = 0; + _this._align = align; + _this._tint = tint; + _this._font = undefined; + _this._fontName = fontName; + _this._fontSize = fontSize; + _this.text = text; + _this._maxWidth = maxWidth; + _this._maxLineHeight = 0; + _this._letterSpacing = letterSpacing; + _this._anchor = new ObservablePoint(function () { _this.dirty = true; }, _this, 0, 0); + _this._roundPixels = settings$1.ROUND_PIXELS; + _this.dirty = true; + _this._resolution = settings$1.RESOLUTION; + _this._autoResolution = true; + _this._textureCache = {}; + return _this; + } + /** Renders text and updates it when needed. This should only be called if the BitmapFont is regenerated. */ + BitmapText.prototype.updateText = function () { + var _a; + var data = BitmapFont.available[this._fontName]; + var fontSize = this.fontSize; + var scale = fontSize / data.size; + var pos = new Point(); + var chars = []; + var lineWidths = []; + var lineSpaces = []; + var text = this._text.replace(/(?:\r\n|\r)/g, '\n') || ' '; + var charsInput = splitTextToCharacters(text); + var maxWidth = this._maxWidth * data.size / fontSize; + var pageMeshDataPool = data.distanceFieldType === 'none' + ? pageMeshDataDefaultPageMeshData : pageMeshDataMSDFPageMeshData; + var prevCharCode = null; + var lastLineWidth = 0; + var maxLineWidth = 0; + var line = 0; + var lastBreakPos = -1; + var lastBreakWidth = 0; + var spacesRemoved = 0; + var maxLineHeight = 0; + var spaceCount = 0; + for (var i = 0; i < charsInput.length; i++) { + var char = charsInput[i]; + var charCode = extractCharCode(char); + if ((/(?:\s)/).test(char)) { + lastBreakPos = i; + lastBreakWidth = lastLineWidth; + spaceCount++; + } + if (char === '\r' || char === '\n') { + lineWidths.push(lastLineWidth); + lineSpaces.push(-1); + maxLineWidth = Math.max(maxLineWidth, lastLineWidth); + ++line; + ++spacesRemoved; + pos.x = 0; + pos.y += data.lineHeight; + prevCharCode = null; + spaceCount = 0; + continue; + } + var charData = data.chars[charCode]; + if (!charData) { + continue; + } + if (prevCharCode && charData.kerning[prevCharCode]) { + pos.x += charData.kerning[prevCharCode]; + } + var charRenderData = charRenderDataPool.pop() || { + texture: Texture.EMPTY, + line: 0, + charCode: 0, + prevSpaces: 0, + position: new Point(), + }; + charRenderData.texture = charData.texture; + charRenderData.line = line; + charRenderData.charCode = charCode; + charRenderData.position.x = pos.x + charData.xOffset + (this._letterSpacing / 2); + charRenderData.position.y = pos.y + charData.yOffset; + charRenderData.prevSpaces = spaceCount; + chars.push(charRenderData); + lastLineWidth = charRenderData.position.x + + Math.max(charData.xAdvance - charData.xOffset, charData.texture.orig.width); + pos.x += charData.xAdvance + this._letterSpacing; + maxLineHeight = Math.max(maxLineHeight, (charData.yOffset + charData.texture.height)); + prevCharCode = charCode; + if (lastBreakPos !== -1 && maxWidth > 0 && pos.x > maxWidth) { + ++spacesRemoved; + removeItems(chars, 1 + lastBreakPos - spacesRemoved, 1 + i - lastBreakPos); + i = lastBreakPos; + lastBreakPos = -1; + lineWidths.push(lastBreakWidth); + lineSpaces.push(chars.length > 0 ? chars[chars.length - 1].prevSpaces : 0); + maxLineWidth = Math.max(maxLineWidth, lastBreakWidth); + line++; + pos.x = 0; + pos.y += data.lineHeight; + prevCharCode = null; + spaceCount = 0; + } } - glBuffer.updateID = buffer._updateID; - gl.bindBuffer(buffer.type, glBuffer.buffer); - if (glBuffer.byteLength >= buffer.data.byteLength) { - // offset is always zero for now! - gl.bufferSubData(buffer.type, 0, buffer.data); + var lastChar = charsInput[charsInput.length - 1]; + if (lastChar !== '\r' && lastChar !== '\n') { + if ((/(?:\s)/).test(lastChar)) { + lastLineWidth = lastBreakWidth; + } + lineWidths.push(lastLineWidth); + maxLineWidth = Math.max(maxLineWidth, lastLineWidth); + lineSpaces.push(-1); } - else { - var drawType = buffer.static ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW; - glBuffer.byteLength = buffer.data.byteLength; - gl.bufferData(buffer.type, buffer.data, drawType); + var lineAlignOffsets = []; + for (var i = 0; i <= line; i++) { + var alignOffset = 0; + if (this._align === 'right') { + alignOffset = maxLineWidth - lineWidths[i]; + } + else if (this._align === 'center') { + alignOffset = (maxLineWidth - lineWidths[i]) / 2; + } + else if (this._align === 'justify') { + alignOffset = lineSpaces[i] < 0 ? 0 : (maxLineWidth - lineWidths[i]) / lineSpaces[i]; + } + lineAlignOffsets.push(alignOffset); } - }; - /** - * Disposes buffer - * @param {PIXI.Buffer} buffer - buffer with data - * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray - */ - BufferSystem.prototype.dispose = function (buffer, contextLost) { - if (!this.managedBuffers[buffer.id]) { - return; + var lenChars = chars.length; + var pagesMeshData = {}; + var newPagesMeshData = []; + var activePagesMeshData = this._activePagesMeshData; + pageMeshDataPool.push.apply(pageMeshDataPool, activePagesMeshData); + for (var i = 0; i < lenChars; i++) { + var texture = chars[i].texture; + var baseTextureUid = texture.baseTexture.uid; + if (!pagesMeshData[baseTextureUid]) { + var pageMeshData = pageMeshDataPool.pop(); + if (!pageMeshData) { + var geometry = new MeshGeometry(); + var material = void 0; + var meshBlendMode = void 0; + if (data.distanceFieldType === 'none') { + material = new MeshMaterial(Texture.EMPTY); + meshBlendMode = BLEND_MODES.NORMAL; + } + else { + material = new MeshMaterial(Texture.EMPTY, { program: Program.from(msdfVert, msdfFrag), uniforms: { uFWidth: 0 } }); + meshBlendMode = BLEND_MODES.NORMAL_NPM; + } + var mesh = new Mesh(geometry, material); + mesh.blendMode = meshBlendMode; + pageMeshData = { + index: 0, + indexCount: 0, + vertexCount: 0, + uvsCount: 0, + total: 0, + mesh: mesh, + vertices: null, + uvs: null, + indices: null, + }; + } + // reset data.. + pageMeshData.index = 0; + pageMeshData.indexCount = 0; + pageMeshData.vertexCount = 0; + pageMeshData.uvsCount = 0; + pageMeshData.total = 0; + // TODO need to get page texture here somehow.. + var _textureCache = this._textureCache; + _textureCache[baseTextureUid] = _textureCache[baseTextureUid] || new Texture(texture.baseTexture); + pageMeshData.mesh.texture = _textureCache[baseTextureUid]; + pageMeshData.mesh.tint = this._tint; + newPagesMeshData.push(pageMeshData); + pagesMeshData[baseTextureUid] = pageMeshData; + } + pagesMeshData[baseTextureUid].total++; } - delete this.managedBuffers[buffer.id]; - var glBuffer = buffer._glBuffers[this.CONTEXT_UID]; - var gl = this.gl; - buffer.disposeRunner.remove(this); - if (!glBuffer) { - return; + // lets find any previously active pageMeshDatas that are no longer required for + // the updated text (if any), removed and return them to the pool. + for (var i = 0; i < activePagesMeshData.length; i++) { + if (newPagesMeshData.indexOf(activePagesMeshData[i]) === -1) { + this.removeChild(activePagesMeshData[i].mesh); + } } - if (!contextLost) { - gl.deleteBuffer(glBuffer.buffer); + // next lets add any new meshes, that have not yet been added to this BitmapText + // we only add if its not already a child of this BitmapObject + for (var i = 0; i < newPagesMeshData.length; i++) { + if (newPagesMeshData[i].mesh.parent !== this) { + this.addChild(newPagesMeshData[i].mesh); + } } - delete buffer._glBuffers[this.CONTEXT_UID]; + // active page mesh datas are set to be the new pages added. + this._activePagesMeshData = newPagesMeshData; + for (var i in pagesMeshData) { + var pageMeshData = pagesMeshData[i]; + var total = pageMeshData.total; + // lets only allocate new buffers if we can fit the new text in the current ones.. + // unless that is, we will be batching. Currently batching dose not respect the size property of mesh + if (!(((_a = pageMeshData.indices) === null || _a === void 0 ? void 0 : _a.length) > 6 * total) || pageMeshData.vertices.length < Mesh.BATCHABLE_SIZE * 2) { + pageMeshData.vertices = new Float32Array(4 * 2 * total); + pageMeshData.uvs = new Float32Array(4 * 2 * total); + pageMeshData.indices = new Uint16Array(6 * total); + } + else { + var total_1 = pageMeshData.total; + var vertices = pageMeshData.vertices; + // Clear the garbage at the end of the vertices buffer. This will prevent the bounds miscalculation. + for (var i_1 = total_1 * 4 * 2; i_1 < vertices.length; i_1++) { + vertices[i_1] = 0; + } + } + // as a buffer maybe bigger than the current word, we set the size of the meshMaterial + // to match the number of letters needed + pageMeshData.mesh.size = 6 * total; + } + for (var i = 0; i < lenChars; i++) { + var char = chars[i]; + var offset = char.position.x + (lineAlignOffsets[char.line] * (this._align === 'justify' ? char.prevSpaces : 1)); + if (this._roundPixels) { + offset = Math.round(offset); + } + var xPos = offset * scale; + var yPos = char.position.y * scale; + var texture = char.texture; + var pageMesh = pagesMeshData[texture.baseTexture.uid]; + var textureFrame = texture.frame; + var textureUvs = texture._uvs; + var index = pageMesh.index++; + pageMesh.indices[(index * 6) + 0] = 0 + (index * 4); + pageMesh.indices[(index * 6) + 1] = 1 + (index * 4); + pageMesh.indices[(index * 6) + 2] = 2 + (index * 4); + pageMesh.indices[(index * 6) + 3] = 0 + (index * 4); + pageMesh.indices[(index * 6) + 4] = 2 + (index * 4); + pageMesh.indices[(index * 6) + 5] = 3 + (index * 4); + pageMesh.vertices[(index * 8) + 0] = xPos; + pageMesh.vertices[(index * 8) + 1] = yPos; + pageMesh.vertices[(index * 8) + 2] = xPos + (textureFrame.width * scale); + pageMesh.vertices[(index * 8) + 3] = yPos; + pageMesh.vertices[(index * 8) + 4] = xPos + (textureFrame.width * scale); + pageMesh.vertices[(index * 8) + 5] = yPos + (textureFrame.height * scale); + pageMesh.vertices[(index * 8) + 6] = xPos; + pageMesh.vertices[(index * 8) + 7] = yPos + (textureFrame.height * scale); + pageMesh.uvs[(index * 8) + 0] = textureUvs.x0; + pageMesh.uvs[(index * 8) + 1] = textureUvs.y0; + pageMesh.uvs[(index * 8) + 2] = textureUvs.x1; + pageMesh.uvs[(index * 8) + 3] = textureUvs.y1; + pageMesh.uvs[(index * 8) + 4] = textureUvs.x2; + pageMesh.uvs[(index * 8) + 5] = textureUvs.y2; + pageMesh.uvs[(index * 8) + 6] = textureUvs.x3; + pageMesh.uvs[(index * 8) + 7] = textureUvs.y3; + } + this._textWidth = maxLineWidth * scale; + this._textHeight = (pos.y + data.lineHeight) * scale; + for (var i in pagesMeshData) { + var pageMeshData = pagesMeshData[i]; + // apply anchor + if (this.anchor.x !== 0 || this.anchor.y !== 0) { + var vertexCount = 0; + var anchorOffsetX = this._textWidth * this.anchor.x; + var anchorOffsetY = this._textHeight * this.anchor.y; + for (var i_2 = 0; i_2 < pageMeshData.total; i_2++) { + pageMeshData.vertices[vertexCount++] -= anchorOffsetX; + pageMeshData.vertices[vertexCount++] -= anchorOffsetY; + pageMeshData.vertices[vertexCount++] -= anchorOffsetX; + pageMeshData.vertices[vertexCount++] -= anchorOffsetY; + pageMeshData.vertices[vertexCount++] -= anchorOffsetX; + pageMeshData.vertices[vertexCount++] -= anchorOffsetY; + pageMeshData.vertices[vertexCount++] -= anchorOffsetX; + pageMeshData.vertices[vertexCount++] -= anchorOffsetY; + } + } + this._maxLineHeight = maxLineHeight * scale; + var vertexBuffer = pageMeshData.mesh.geometry.getBuffer('aVertexPosition'); + var textureBuffer = pageMeshData.mesh.geometry.getBuffer('aTextureCoord'); + var indexBuffer = pageMeshData.mesh.geometry.getIndex(); + vertexBuffer.data = pageMeshData.vertices; + textureBuffer.data = pageMeshData.uvs; + indexBuffer.data = pageMeshData.indices; + vertexBuffer.update(); + textureBuffer.update(); + indexBuffer.update(); + } + for (var i = 0; i < chars.length; i++) { + charRenderDataPool.push(chars[i]); + } + this._font = data; + this.dirty = false; }; - /** - * dispose all WebGL resources of all managed buffers - * @param {boolean} [contextLost=false] - If context was lost, we suppress `gl.delete` calls - */ - BufferSystem.prototype.disposeAll = function (contextLost) { - var all = Object.keys(this.managedBuffers); - for (var i = 0; i < all.length; i++) { - this.dispose(this.managedBuffers[all[i]], contextLost); + BitmapText.prototype.updateTransform = function () { + this.validate(); + this.containerUpdateTransform(); + }; + BitmapText.prototype._render = function (renderer) { + if (this._autoResolution && this._resolution !== renderer.resolution) { + this._resolution = renderer.resolution; + this.dirty = true; + } + // Update the uniform + var _a = BitmapFont.available[this._fontName], distanceFieldRange = _a.distanceFieldRange, distanceFieldType = _a.distanceFieldType, size = _a.size; + if (distanceFieldType !== 'none') { + // Inject the shader code with the correct value + var _b = this.worldTransform, a = _b.a, b = _b.b, c = _b.c, d = _b.d; + var dx = Math.sqrt((a * a) + (b * b)); + var dy = Math.sqrt((c * c) + (d * d)); + var worldScale = (Math.abs(dx) + Math.abs(dy)) / 2; + var fontScale = this.fontSize / size; + for (var _i = 0, _c = this._activePagesMeshData; _i < _c.length; _i++) { + var mesh = _c[_i]; + mesh.mesh.shader.uniforms.uFWidth = worldScale * distanceFieldRange * fontScale * this._resolution; + } } + _super.prototype._render.call(this, renderer); }; /** - * creates and attaches a GLBuffer object tied to the current context. - * @param buffer - * @protected + * Validates text before calling parent's getLocalBounds + * @returns - The rectangular bounding area */ - BufferSystem.prototype.createGLBuffer = function (buffer) { - var _a = this, CONTEXT_UID = _a.CONTEXT_UID, gl = _a.gl; - buffer._glBuffers[CONTEXT_UID] = new GLBuffer(gl.createBuffer()); - this.managedBuffers[buffer.id] = buffer; - buffer.disposeRunner.add(this); - return buffer._glBuffers[CONTEXT_UID]; + BitmapText.prototype.getLocalBounds = function () { + this.validate(); + return _super.prototype.getLocalBounds.call(this); }; - return BufferSystem; - }()); - - /** - * The Renderer draws the scene and all its content onto a WebGL enabled canvas. - * - * This renderer should be used for browsers that support WebGL. - * - * This renderer works by automatically managing WebGLBatchesm, so no need for Sprite Batches or Sprite Clouds. - * Don't forget to add the view to your DOM or you will not see anything! - * - * Renderer is composed of systems that manage specific tasks. The following systems are added by default - * whenever you create a renderer: - * - * | System | Description | - * | ------------------------------------ | ----------------------------------------------------------------------------- | - * | {@link PIXI.BatchSystem} | This manages object renderers that defer rendering until a flush. | - * | {@link PIXI.ContextSystem} | This manages the WebGL context and extensions. | - * | {@link PIXI.EventSystem} | This manages UI events. | - * | {@link PIXI.FilterSystem} | This manages the filtering pipeline for post-processing effects. | - * | {@link PIXI.FramebufferSystem} | This manages framebuffers, which are used for offscreen rendering. | - * | {@link PIXI.GeometrySystem} | This manages geometries & buffers, which are used to draw object meshes. | - * | {@link PIXI.MaskSystem} | This manages masking operations. | - * | {@link PIXI.ProjectionSystem} | This manages the `projectionMatrix`, used by shaders to get NDC coordinates. | - * | {@link PIXI.RenderTextureSystem} | This manages render-textures, which are an abstraction over framebuffers. | - * | {@link PIXI.ScissorSystem} | This handles scissor masking, and is used internally by {@link MaskSystem} | - * | {@link PIXI.ShaderSystem} | This manages shaders, programs that run on the GPU to calculate 'em pixels. | - * | {@link PIXI.StateSystem} | This manages the WebGL state variables like blend mode, depth testing, etc. | - * | {@link PIXI.StencilSystem} | This handles stencil masking, and is used internally by {@link MaskSystem} | - * | {@link PIXI.TextureSystem} | This manages textures and their resources on the GPU. | - * | {@link PIXI.TextureGCSystem} | This will automatically remove textures from the GPU if they are not used. | - * - * The breadth of the API surface provided by the renderer is contained within these systems. - * @memberof PIXI - */ - var Renderer = /** @class */ (function (_super) { - __extends$k(Renderer, _super); - /** - * @param [options] - The optional renderer parameters. - * @param {number} [options.width=800] - The width of the screen. - * @param {number} [options.height=600] - The height of the screen. - * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional. - * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property. - * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the - * canvas needs to be opaque, possibly for performance reasons on some older devices. - * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for - * resolutions other than 1. - * @param {boolean} [options.antialias=false] - Sets antialias. If not available natively then FXAA - * antialiasing is used. - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer. - * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear - * the canvas or not before the new render pass. If you wish to set this to false, you *must* set - * preserveDrawingBuffer to `true`. - * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, - * enable this if you need to call toDataUrl on the WebGL context. - * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area - * (shown if not transparent). - * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque). - * @param {string} [options.powerPreference] - Parameter passed to WebGL context, set to "high-performance" - * for devices with dual graphics card. - * @param {object} [options.context] - If WebGL context already exists, all parameters must be taken from it. - */ - function Renderer(options) { - var _this = _super.call(this, RENDERER_TYPE$8.WEBGL, options) || this; - // the options will have been modified here in the super constructor with pixi's default settings.. - options = _this.options; - _this.gl = null; - _this.CONTEXT_UID = 0; - _this.runners = { - destroy: new Runner('destroy'), - contextChange: new Runner('contextChange'), - reset: new Runner('reset'), - update: new Runner('update'), - postrender: new Runner('postrender'), - prerender: new Runner('prerender'), - resize: new Runner('resize'), - }; - _this.runners.contextChange.add(_this); - _this.globalUniforms = new UniformGroup({ - projectionMatrix: new Matrix$2(), - }, true); - _this.addSystem(MaskSystem, 'mask') - .addSystem(ContextSystem, 'context') - .addSystem(StateSystem, 'state') - .addSystem(ShaderSystem, 'shader') - .addSystem(TextureSystem, 'texture') - .addSystem(BufferSystem, 'buffer') - .addSystem(GeometrySystem, 'geometry') - .addSystem(FramebufferSystem, 'framebuffer') - .addSystem(ScissorSystem, 'scissor') - .addSystem(StencilSystem, 'stencil') - .addSystem(ProjectionSystem, 'projection') - .addSystem(TextureGCSystem, 'textureGC') - .addSystem(FilterSystem, 'filter') - .addSystem(RenderTextureSystem, 'renderTexture') - .addSystem(BatchSystem, 'batch'); - _this.initPlugins(Renderer.__plugins); - _this.multisample = undefined; - /* - * The options passed in to create a new WebGL context. - */ - if (options.context) { - _this.context.initFromContext(options.context); - } - else { - _this.context.initFromOptions({ - alpha: !!_this.useContextAlpha, - antialias: options.antialias, - premultipliedAlpha: _this.useContextAlpha && _this.useContextAlpha !== 'notMultiplied', - stencil: true, - preserveDrawingBuffer: options.preserveDrawingBuffer, - powerPreference: _this.options.powerPreference, - }); - } - _this.renderingToScreen = true; - sayHello(_this.context.webGLVersion === 2 ? 'WebGL 2' : 'WebGL 1'); - _this.resize(_this.options.width, _this.options.height); - return _this; - } /** - * Create renderer if WebGL is available. Overrideable - * by the **@pixi/canvas-renderer** package to allow fallback. - * throws error if WebGL is not available. - * @param options + * Updates text when needed * @private */ - Renderer.create = function (options) { - if (isWebGLSupported()) { - return new Renderer(options); + BitmapText.prototype.validate = function () { + var font = BitmapFont.available[this._fontName]; + if (!font) { + throw new Error("Missing BitmapFont \"" + this._fontName + "\""); } - throw new Error('WebGL unsupported in this browser, use "pixi.js-legacy" for fallback canvas2d support.'); - }; - Renderer.prototype.contextChange = function () { - var gl = this.gl; - var samples; - if (this.context.webGLVersion === 1) { - var framebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING); - gl.bindFramebuffer(gl.FRAMEBUFFER, null); - samples = gl.getParameter(gl.SAMPLES); - gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); - } - else { - var framebuffer = gl.getParameter(gl.DRAW_FRAMEBUFFER_BINDING); - gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null); - samples = gl.getParameter(gl.SAMPLES); - gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, framebuffer); - } - if (samples >= MSAA_QUALITY$8.HIGH) { - this.multisample = MSAA_QUALITY$8.HIGH; - } - else if (samples >= MSAA_QUALITY$8.MEDIUM) { - this.multisample = MSAA_QUALITY$8.MEDIUM; - } - else if (samples >= MSAA_QUALITY$8.LOW) { - this.multisample = MSAA_QUALITY$8.LOW; + if (this._font !== font) { + this.dirty = true; } - else { - this.multisample = MSAA_QUALITY$8.NONE; + if (this.dirty) { + this.updateText(); } }; - /** - * Add a new system to the renderer. - * @param ClassRef - Class reference - * @param name - Property name for system, if not specified - * will use a static `name` property on the class itself. This - * name will be assigned as s property on the Renderer so make - * sure it doesn't collide with properties on Renderer. - * @returns Return instance of renderer - */ - Renderer.prototype.addSystem = function (ClassRef, name) { - var system = new ClassRef(this); - if (this[name]) { - throw new Error("Whoops! The name \"" + name + "\" is already in use"); - } - this[name] = system; - for (var i in this.runners) { - this.runners[i].add(system); - } + Object.defineProperty(BitmapText.prototype, "tint", { /** - * Fired after rendering finishes. - * @event PIXI.Renderer#postrender + * The tint of the BitmapText object. + * @default 0xffffff */ + get: function () { + return this._tint; + }, + set: function (value) { + if (this._tint === value) + { return; } + this._tint = value; + for (var i = 0; i < this._activePagesMeshData.length; i++) { + this._activePagesMeshData[i].mesh.tint = value; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "align", { /** - * Fired before rendering starts. - * @event PIXI.Renderer#prerender + * The alignment of the BitmapText object. + * @member {string} + * @default 'left' */ + get: function () { + return this._align; + }, + set: function (value) { + if (this._align !== value) { + this._align = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "fontName", { + /** The name of the BitmapFont. */ + get: function () { + return this._fontName; + }, + set: function (value) { + if (!BitmapFont.available[value]) { + throw new Error("Missing BitmapFont \"" + value + "\""); + } + if (this._fontName !== value) { + this._fontName = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "fontSize", { + /** The size of the font to display. */ + get: function () { + var _a; + return (_a = this._fontSize) !== null && _a !== void 0 ? _a : BitmapFont.available[this._fontName].size; + }, + set: function (value) { + if (this._fontSize !== value) { + this._fontSize = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "anchor", { /** - * Fired when the WebGL context is set. - * @event PIXI.Renderer#context - * @param {WebGLRenderingContext} gl - WebGL context. + * The anchor sets the origin point of the text. + * + * The default is `(0,0)`, this means the text's origin is the top left. + * + * Setting the anchor to `(0.5,0.5)` means the text's origin is centered. + * + * Setting the anchor to `(1,1)` would mean the text's origin point will be the bottom right corner. */ - return this; - }; - /** - * @ignore - */ - Renderer.prototype.render = function (displayObject, options) { - var renderTexture; - var clear; - var transform; - var skipUpdateTransform; - if (options) { - if (options instanceof RenderTexture) { - deprecation$1('6.0.0', 'Renderer#render arguments changed, use options instead.'); - /* eslint-disable prefer-rest-params */ - renderTexture = options; - clear = arguments[2]; - transform = arguments[3]; - skipUpdateTransform = arguments[4]; - /* eslint-enable prefer-rest-params */ + get: function () { + return this._anchor; + }, + set: function (value) { + if (typeof value === 'number') { + this._anchor.set(value); } else { - renderTexture = options.renderTexture; - clear = options.clear; - transform = options.transform; - skipUpdateTransform = options.skipUpdateTransform; + this._anchor.copyFrom(value); } - } - // can be handy to know! - this.renderingToScreen = !renderTexture; - this.runners.prerender.emit(); - this.emit('prerender'); - // apply a transform at a GPU level - this.projection.transform = transform; - // no point rendering if our context has been blown up! - if (this.context.isLost) { - return; - } - if (!renderTexture) { - this._lastObjectRendered = displayObject; - } - if (!skipUpdateTransform) { - // update the scene graph - var cacheParent = displayObject.enableTempParent(); - displayObject.updateTransform(); - displayObject.disableTempParent(cacheParent); - // displayObject.hitArea = //TODO add a temp hit area - } - this.renderTexture.bind(renderTexture); - this.batch.currentRenderer.start(); - if (clear !== undefined ? clear : this.clearBeforeRender) { - this.renderTexture.clear(); - } - displayObject.render(this); - // apply transform.. - this.batch.currentRenderer.flush(); - if (renderTexture) { - renderTexture.baseTexture.update(); - } - this.runners.postrender.emit(); - // reset transform after render - this.projection.transform = null; - this.emit('postrender'); - }; - /** - * @override - * @ignore - */ - Renderer.prototype.generateTexture = function (displayObject, options, resolution, region) { - if (options === void 0) { options = {}; } - var renderTexture = _super.prototype.generateTexture.call(this, displayObject, options, resolution, region); - this.framebuffer.blit(); - return renderTexture; - }; - /** - * Resizes the WebGL view to the specified width and height. - * @param desiredScreenWidth - The desired width of the screen. - * @param desiredScreenHeight - The desired height of the screen. - */ - Renderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) { - _super.prototype.resize.call(this, desiredScreenWidth, desiredScreenHeight); - this.runners.resize.emit(this.screen.height, this.screen.width); - }; - /** - * Resets the WebGL state so you can render things however you fancy! - * @returns Returns itself. - */ - Renderer.prototype.reset = function () { - this.runners.reset.emit(); - return this; - }; - /** Clear the frame buffer. */ - Renderer.prototype.clear = function () { - this.renderTexture.bind(); - this.renderTexture.clear(); - }; - /** - * Removes everything from the renderer (event listeners, spritebatch, etc...) - * @param [removeView=false] - Removes the Canvas element from the DOM. - * See: https://github.com/pixijs/pixi.js/issues/2233 - */ - Renderer.prototype.destroy = function (removeView) { - this.runners.destroy.emit(); - for (var r in this.runners) { - this.runners[r].destroy(); - } - // call base destroy - _super.prototype.destroy.call(this, removeView); - // TODO nullify all the managers.. - this.gl = null; - }; - Object.defineProperty(Renderer.prototype, "extract", { + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "text", { + /** The text of the BitmapText object. */ + get: function () { + return this._text; + }, + set: function (text) { + text = String(text === null || text === undefined ? '' : text); + if (this._text === text) { + return; + } + this._text = text; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "maxWidth", { /** - * Please use `plugins.extract` instead. - * @member {PIXI.Extract} extract - * @deprecated since 6.0.0 + * The max width of this bitmap text in pixels. If the text provided is longer than the + * value provided, line breaks will be automatically inserted in the last whitespace. + * Disable by setting the value to 0. + */ + get: function () { + return this._maxWidth; + }, + set: function (value) { + if (this._maxWidth === value) { + return; + } + this._maxWidth = value; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "maxLineHeight", { + /** + * The max line height. This is useful when trying to use the total height of the Text, + * i.e. when trying to vertically align. * @readonly */ get: function () { - deprecation$1('6.0.0', 'Renderer#extract has been deprecated, please use Renderer#plugins.extract instead.'); - return this.plugins.extract; + this.validate(); + return this._maxLineHeight; }, enumerable: false, configurable: true }); - /** - * Use the {@link PIXI.extensions.add} API to register plugins. - * @deprecated since 6.5.0 - * @param pluginName - The name of the plugin. - * @param ctor - The constructor function or class for the plugin. - */ - Renderer.registerPlugin = function (pluginName, ctor) { - deprecation$1('6.5.0', 'Renderer.registerPlugin() has been deprecated, please use extensions.add() instead.'); - extensions$1.add({ - name: pluginName, - type: ExtensionType.RendererPlugin, - ref: ctor, - }); - }; - /** - * Collection of installed plugins. These are included by default in PIXI, but can be excluded - * by creating a custom build. Consult the README for more information about creating custom - * builds and excluding plugins. - * @readonly - * @property {PIXI.AccessibilityManager} accessibility Support tabbing interactive elements. - * @property {PIXI.Extract} extract Extract image data from renderer. - * @property {PIXI.InteractionManager} interaction Handles mouse, touch and pointer events. - * @property {PIXI.ParticleRenderer} particle Renderer for ParticleContainer objects. - * @property {PIXI.Prepare} prepare Pre-render display objects. - * @property {PIXI.BatchRenderer} batch Batching of Sprite, Graphics and Mesh objects. - * @property {PIXI.TilingSpriteRenderer} tilingSprite Renderer for TilingSprite objects. - */ - Renderer.__plugins = {}; - return Renderer; - }(AbstractRenderer)); - // Handle registration of extensions - extensions$1.handleByMap(ExtensionType.RendererPlugin, Renderer.__plugins); - - var $defaultVertex = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}"; - - var $defaultFilterVertex = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n gl_Position = filterVertexPosition();\n vTextureCoord = filterTextureCoord();\n}\n"; - - /** - * Default vertex shader - * @memberof PIXI - * @member {string} defaultVertex - */ - /** - * Default filter vertex shader - * @memberof PIXI - * @member {string} defaultFilterVertex - */ - // NOTE: This black magic is so that @microsoft/api-extractor does not complain! This explicitly specifies the types - // of defaultVertex, defaultFilterVertex. - var defaultVertex$1 = $defaultVertex; - var defaultFilterVertex = $defaultFilterVertex; - - /** - * Used by the batcher to draw batches. - * Each one of these contains all information required to draw a bound geometry. - * @memberof PIXI - */ - var BatchDrawCall = /** @class */ (function () { - function BatchDrawCall() { - this.texArray = null; - this.blend = 0; - this.type = DRAW_MODES$8.TRIANGLES; - this.start = 0; - this.size = 0; - this.data = null; - } - return BatchDrawCall; - }()); - - /** - * Used by the batcher to build texture batches. - * Holds list of textures and their respective locations. - * @memberof PIXI - */ - var BatchTextureArray = /** @class */ (function () { - function BatchTextureArray() { - this.elements = []; - this.ids = []; - this.count = 0; - } - BatchTextureArray.prototype.clear = function () { - for (var i = 0; i < this.count; i++) { - this.elements[i] = null; - } - this.count = 0; - }; - return BatchTextureArray; - }()); - - /** - * Flexible wrapper around `ArrayBuffer` that also provides typed array views on demand. - * @memberof PIXI - */ - var ViewableBuffer = /** @class */ (function () { - function ViewableBuffer(sizeOrBuffer) { - if (typeof sizeOrBuffer === 'number') { - this.rawBinaryData = new ArrayBuffer(sizeOrBuffer); - } - else if (sizeOrBuffer instanceof Uint8Array) { - this.rawBinaryData = sizeOrBuffer.buffer; - } - else { - this.rawBinaryData = sizeOrBuffer; - } - this.uint32View = new Uint32Array(this.rawBinaryData); - this.float32View = new Float32Array(this.rawBinaryData); - } - Object.defineProperty(ViewableBuffer.prototype, "int8View", { - /** View on the raw binary data as a `Int8Array`. */ + Object.defineProperty(BitmapText.prototype, "textWidth", { + /** + * The width of the overall text, different from fontSize, + * which is defined in the style object. + * @readonly + */ get: function () { - if (!this._int8View) { - this._int8View = new Int8Array(this.rawBinaryData); - } - return this._int8View; + this.validate(); + return this._textWidth; }, enumerable: false, configurable: true }); - Object.defineProperty(ViewableBuffer.prototype, "uint8View", { - /** View on the raw binary data as a `Uint8Array`. */ + Object.defineProperty(BitmapText.prototype, "letterSpacing", { + /** Additional space between characters. */ get: function () { - if (!this._uint8View) { - this._uint8View = new Uint8Array(this.rawBinaryData); + return this._letterSpacing; + }, + set: function (value) { + if (this._letterSpacing !== value) { + this._letterSpacing = value; + this.dirty = true; } - return this._uint8View; }, enumerable: false, configurable: true }); - Object.defineProperty(ViewableBuffer.prototype, "int16View", { - /** View on the raw binary data as a `Int16Array`. */ + Object.defineProperty(BitmapText.prototype, "roundPixels", { + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * Advantages can include sharper image quality (like text) and faster rendering on canvas. + * The main disadvantage is movement of objects may appear less smooth. + * To set the global default, change {@link PIXI.settings.ROUND_PIXELS} + * @default PIXI.settings.ROUND_PIXELS + */ get: function () { - if (!this._int16View) { - this._int16View = new Int16Array(this.rawBinaryData); + return this._roundPixels; + }, + set: function (value) { + if (value !== this._roundPixels) { + this._roundPixels = value; + this.dirty = true; } - return this._int16View; }, enumerable: false, configurable: true }); - Object.defineProperty(ViewableBuffer.prototype, "uint16View", { - /** View on the raw binary data as a `Uint16Array`. */ + Object.defineProperty(BitmapText.prototype, "textHeight", { + /** + * The height of the overall text, different from fontSize, + * which is defined in the style object. + * @readonly + */ get: function () { - if (!this._uint16View) { - this._uint16View = new Uint16Array(this.rawBinaryData); - } - return this._uint16View; + this.validate(); + return this._textHeight; }, enumerable: false, configurable: true }); - Object.defineProperty(ViewableBuffer.prototype, "int32View", { - /** View on the raw binary data as a `Int32Array`. */ + Object.defineProperty(BitmapText.prototype, "resolution", { + /** + * The resolution / device pixel ratio of the canvas. + * + * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually. + * @default 1 + */ get: function () { - if (!this._int32View) { - this._int32View = new Int32Array(this.rawBinaryData); + return this._resolution; + }, + set: function (value) { + this._autoResolution = false; + if (this._resolution === value) { + return; } - return this._int32View; + this._resolution = value; + this.dirty = true; }, enumerable: false, configurable: true }); + BitmapText.prototype.destroy = function (options) { + var _textureCache = this._textureCache; + var data = BitmapFont.available[this._fontName]; + var pageMeshDataPool = data.distanceFieldType === 'none' + ? pageMeshDataDefaultPageMeshData : pageMeshDataMSDFPageMeshData; + pageMeshDataPool.push.apply(pageMeshDataPool, this._activePagesMeshData); + for (var _i = 0, _a = this._activePagesMeshData; _i < _a.length; _i++) { + var pageMeshData = _a[_i]; + this.removeChild(pageMeshData.mesh); + } + this._activePagesMeshData = []; + // Release references to any cached textures in page pool + pageMeshDataPool + .filter(function (page) { return _textureCache[page.mesh.texture.baseTexture.uid]; }) + .forEach(function (page) { + page.mesh.texture = Texture.EMPTY; + }); + for (var id in _textureCache) { + var texture = _textureCache[id]; + texture.destroy(); + delete _textureCache[id]; + } + this._font = null; + this._textureCache = null; + _super.prototype.destroy.call(this, options); + }; + BitmapText.styleDefaults = { + align: 'left', + tint: 0xFFFFFF, + maxWidth: 0, + letterSpacing: 0, + }; + return BitmapText; + })(Container)); + + /** + * {@link PIXI.Loader Loader} middleware for loading + * bitmap-based fonts suitable for using with {@link PIXI.BitmapText}. + * @memberof PIXI + */ + var BitmapFontLoader = /** @class */ (function () { + function BitmapFontLoader() { + } /** - * Returns the view of the given type. - * @param type - One of `int8`, `uint8`, `int16`, - * `uint16`, `int32`, `uint32`, and `float32`. - * @returns - typed array of given type + * Called when the plugin is installed. + * @see PIXI.extensions.add */ - ViewableBuffer.prototype.view = function (type) { - return this[type + "View"]; - }; - /** Destroys all buffer references. Do not use after calling this. */ - ViewableBuffer.prototype.destroy = function () { - this.rawBinaryData = null; - this._int8View = null; - this._uint8View = null; - this._int16View = null; - this._uint16View = null; - this._int32View = null; - this.uint32View = null; - this.float32View = null; - }; - ViewableBuffer.sizeOf = function (type) { - switch (type) { - case 'int8': - case 'uint8': - return 1; - case 'int16': - case 'uint16': - return 2; - case 'int32': - case 'uint32': - case 'float32': - return 4; - default: - throw new Error(type + " isn't a valid view type"); - } - }; - return ViewableBuffer; - }()); - - /** - * Renderer dedicated to drawing and batching sprites. - * - * This is the default batch renderer. It buffers objects - * with texture-based geometries and renders them in - * batches. It uploads multiple textures to the GPU to - * reduce to the number of draw calls. - * @memberof PIXI - */ - var AbstractBatchRenderer = /** @class */ (function (_super) { - __extends$k(AbstractBatchRenderer, _super); - /** - * This will hook onto the renderer's `contextChange` - * and `prerender` signals. - * @param {PIXI.Renderer} renderer - The renderer this works for. - */ - function AbstractBatchRenderer(renderer) { - var _this = _super.call(this, renderer) || this; - _this.shaderGenerator = null; - _this.geometryClass = null; - _this.vertexSize = null; - _this.state = State.for2d(); - _this.size = settings$2.SPRITE_BATCH_SIZE * 4; - _this._vertexCount = 0; - _this._indexCount = 0; - _this._bufferedElements = []; - _this._bufferedTextures = []; - _this._bufferSize = 0; - _this._shader = null; - _this._packedGeometries = []; - _this._packedGeometryPoolSize = 2; - _this._flushId = 0; - _this._aBuffers = {}; - _this._iBuffers = {}; - _this.MAX_TEXTURES = 1; - _this.renderer.on('prerender', _this.onPrerender, _this); - renderer.runners.contextChange.add(_this); - _this._dcIndex = 0; - _this._aIndex = 0; - _this._iIndex = 0; - _this._attributeBuffer = null; - _this._indexBuffer = null; - _this._tempBoundTextures = []; - return _this; - } - /** - * Handles the `contextChange` signal. - * - * It calculates `this.MAX_TEXTURES` and allocating the packed-geometry object pool. - */ - AbstractBatchRenderer.prototype.contextChange = function () { - var gl = this.renderer.gl; - if (settings$2.PREFER_ENV === ENV$8.WEBGL_LEGACY) { - this.MAX_TEXTURES = 1; - } - else { - // step 1: first check max textures the GPU can handle. - this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), settings$2.SPRITE_MAX_TEXTURES); - // step 2: check the maximum number of if statements the shader can have too.. - this.MAX_TEXTURES = checkMaxIfStatementsInShader(this.MAX_TEXTURES, gl); - } - this._shader = this.shaderGenerator.generateShader(this.MAX_TEXTURES); - // we use the second shader as the first one depending on your browser - // may omit aTextureId as it is not used by the shader so is optimized out. - for (var i = 0; i < this._packedGeometryPoolSize; i++) { - /* eslint-disable max-len */ - this._packedGeometries[i] = new (this.geometryClass)(); - } - this.initFlushBuffers(); - }; - /** Makes sure that static and dynamic flush pooled objects have correct dimensions. */ - AbstractBatchRenderer.prototype.initFlushBuffers = function () { - var _drawCallPool = AbstractBatchRenderer._drawCallPool, _textureArrayPool = AbstractBatchRenderer._textureArrayPool; - // max draw calls - var MAX_SPRITES = this.size / 4; - // max texture arrays - var MAX_TA = Math.floor(MAX_SPRITES / this.MAX_TEXTURES) + 1; - while (_drawCallPool.length < MAX_SPRITES) { - _drawCallPool.push(new BatchDrawCall()); - } - while (_textureArrayPool.length < MAX_TA) { - _textureArrayPool.push(new BatchTextureArray()); - } - for (var i = 0; i < this.MAX_TEXTURES; i++) { - this._tempBoundTextures[i] = null; - } - }; - /** Handles the `prerender` signal. It ensures that flushes start from the first geometry object again. */ - AbstractBatchRenderer.prototype.onPrerender = function () { - this._flushId = 0; + BitmapFontLoader.add = function () { + LoaderResource.setExtensionXhrType('fnt', LoaderResource.XHR_RESPONSE_TYPE.TEXT); }; /** - * Buffers the "batchable" object. It need not be rendered immediately. - * @param {PIXI.DisplayObject} element - the element to render when - * using this renderer + * Called after a resource is loaded. + * @see PIXI.Loader.loaderMiddleware + * @param this + * @param {PIXI.LoaderResource} resource + * @param {Function} next */ - AbstractBatchRenderer.prototype.render = function (element) { - if (!element._texture.valid) { + BitmapFontLoader.use = function (resource, next) { + var format = autoDetectFormat(resource.data); + // Resource was not recognised as any of the expected font data format + if (!format) { + next(); return; } - if (this._vertexCount + (element.vertexData.length / 2) > this.size) { - this.flush(); - } - this._vertexCount += element.vertexData.length / 2; - this._indexCount += element.indices.length; - this._bufferedTextures[this._bufferSize] = element._texture.baseTexture; - this._bufferedElements[this._bufferSize++] = element; - }; - AbstractBatchRenderer.prototype.buildTexturesAndDrawCalls = function () { - var _a = this, textures = _a._bufferedTextures, MAX_TEXTURES = _a.MAX_TEXTURES; - var textureArrays = AbstractBatchRenderer._textureArrayPool; - var batch = this.renderer.batch; - var boundTextures = this._tempBoundTextures; - var touch = this.renderer.textureGC.count; - var TICK = ++BaseTexture._globalBatch; - var countTexArrays = 0; - var texArray = textureArrays[0]; - var start = 0; - batch.copyBoundTextures(boundTextures, MAX_TEXTURES); - for (var i = 0; i < this._bufferSize; ++i) { - var tex = textures[i]; - textures[i] = null; - if (tex._batchEnabled === TICK) { - continue; + var baseUrl = BitmapFontLoader.getBaseUrl(this, resource); + var data = format.parse(resource.data); + var textures = {}; + // Handle completed, when the number of textures + // load is the same number as references in the fnt file + var completed = function (page) { + textures[page.metadata.pageFile] = page.texture; + if (Object.keys(textures).length === data.page.length) { + resource.bitmapFont = BitmapFont.install(data, textures, true); + next(); } - if (texArray.count >= MAX_TEXTURES) { - batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES); - this.buildDrawCalls(texArray, start, i); - start = i; - texArray = textureArrays[++countTexArrays]; - ++TICK; + }; + for (var i = 0; i < data.page.length; ++i) { + var pageFile = data.page[i].file; + var url = baseUrl + pageFile; + var exists = false; + // incase the image is loaded outside + // using the same loader, resource will be available + for (var name in this.resources) { + var bitmapResource = this.resources[name]; + if (bitmapResource.url === url) { + bitmapResource.metadata.pageFile = pageFile; + if (bitmapResource.texture) { + completed(bitmapResource); + } + else { + bitmapResource.onAfterMiddleware.add(completed); + } + exists = true; + break; + } } - tex._batchEnabled = TICK; - tex.touched = touch; - texArray.elements[texArray.count++] = tex; - } - if (texArray.count > 0) { - batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES); - this.buildDrawCalls(texArray, start, this._bufferSize); - ++countTexArrays; - ++TICK; - } - // Clean-up - for (var i = 0; i < boundTextures.length; i++) { - boundTextures[i] = null; - } - BaseTexture._globalBatch = TICK; - }; - /** - * Populating drawcalls for rendering - * @param texArray - * @param start - * @param finish - */ - AbstractBatchRenderer.prototype.buildDrawCalls = function (texArray, start, finish) { - var _a = this, elements = _a._bufferedElements, _attributeBuffer = _a._attributeBuffer, _indexBuffer = _a._indexBuffer, vertexSize = _a.vertexSize; - var drawCalls = AbstractBatchRenderer._drawCallPool; - var dcIndex = this._dcIndex; - var aIndex = this._aIndex; - var iIndex = this._iIndex; - var drawCall = drawCalls[dcIndex]; - drawCall.start = this._iIndex; - drawCall.texArray = texArray; - for (var i = start; i < finish; ++i) { - var sprite = elements[i]; - var tex = sprite._texture.baseTexture; - var spriteBlendMode = premultiplyBlendMode[tex.alphaMode ? 1 : 0][sprite.blendMode]; - elements[i] = null; - if (start < i && drawCall.blend !== spriteBlendMode) { - drawCall.size = iIndex - drawCall.start; - start = i; - drawCall = drawCalls[++dcIndex]; - drawCall.texArray = texArray; - drawCall.start = iIndex; + // texture is not loaded, we'll attempt to add + // it to the load and add the texture to the list + if (!exists) { + // Standard loading options for images + var options = { + crossOrigin: resource.crossOrigin, + loadType: LoaderResource.LOAD_TYPE.IMAGE, + metadata: Object.assign({ pageFile: pageFile }, resource.metadata.imageMetadata), + parentResource: resource, + }; + this.add(url, options, completed); } - this.packInterleavedGeometry(sprite, _attributeBuffer, _indexBuffer, aIndex, iIndex); - aIndex += sprite.vertexData.length / 2 * vertexSize; - iIndex += sprite.indices.length; - drawCall.blend = spriteBlendMode; } - if (start < finish) { - drawCall.size = iIndex - drawCall.start; - ++dcIndex; - } - this._dcIndex = dcIndex; - this._aIndex = aIndex; - this._iIndex = iIndex; }; /** - * Bind textures for current rendering - * @param texArray + * Get folder path from a resource. + * @param loader + * @param resource */ - AbstractBatchRenderer.prototype.bindAndClearTexArray = function (texArray) { - var textureSystem = this.renderer.texture; - for (var j = 0; j < texArray.count; j++) { - textureSystem.bind(texArray.elements[j], texArray.ids[j]); - texArray.elements[j] = null; - } - texArray.count = 0; - }; - AbstractBatchRenderer.prototype.updateGeometry = function () { - var _a = this, packedGeometries = _a._packedGeometries, attributeBuffer = _a._attributeBuffer, indexBuffer = _a._indexBuffer; - if (!settings$2.CAN_UPLOAD_SAME_BUFFER) { /* Usually on iOS devices, where the browser doesn't - like uploads to the same buffer in a single frame. */ - if (this._packedGeometryPoolSize <= this._flushId) { - this._packedGeometryPoolSize++; - packedGeometries[this._flushId] = new (this.geometryClass)(); - } - packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData); - packedGeometries[this._flushId]._indexBuffer.update(indexBuffer); - this.renderer.geometry.bind(packedGeometries[this._flushId]); - this.renderer.geometry.updateBuffers(); - this._flushId++; - } - else { - // lets use the faster option, always use buffer number 0 - packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData); - packedGeometries[this._flushId]._indexBuffer.update(indexBuffer); - this.renderer.geometry.updateBuffers(); - } - }; - AbstractBatchRenderer.prototype.drawBatches = function () { - var dcCount = this._dcIndex; - var _a = this.renderer, gl = _a.gl, stateSystem = _a.state; - var drawCalls = AbstractBatchRenderer._drawCallPool; - var curTexArray = null; - // Upload textures and do the draw calls - for (var i = 0; i < dcCount; i++) { - var _b = drawCalls[i], texArray = _b.texArray, type = _b.type, size = _b.size, start = _b.start, blend = _b.blend; - if (curTexArray !== texArray) { - curTexArray = texArray; - this.bindAndClearTexArray(texArray); + BitmapFontLoader.getBaseUrl = function (loader, resource) { + var resUrl = !resource.isDataUrl ? BitmapFontLoader.dirname(resource.url) : ''; + if (resource.isDataUrl) { + if (resUrl === '.') { + resUrl = ''; } - this.state.blendMode = blend; - stateSystem.set(this.state); - gl.drawElements(type, size, gl.UNSIGNED_SHORT, start * 2); - } - }; - /** Renders the content _now_ and empties the current batch. */ - AbstractBatchRenderer.prototype.flush = function () { - if (this._vertexCount === 0) { - return; - } - this._attributeBuffer = this.getAttributeBuffer(this._vertexCount); - this._indexBuffer = this.getIndexBuffer(this._indexCount); - this._aIndex = 0; - this._iIndex = 0; - this._dcIndex = 0; - this.buildTexturesAndDrawCalls(); - this.updateGeometry(); - this.drawBatches(); - // reset elements buffer for the next flush - this._bufferSize = 0; - this._vertexCount = 0; - this._indexCount = 0; - }; - /** Starts a new sprite batch. */ - AbstractBatchRenderer.prototype.start = function () { - this.renderer.state.set(this.state); - this.renderer.texture.ensureSamplerType(this.MAX_TEXTURES); - this.renderer.shader.bind(this._shader); - if (settings$2.CAN_UPLOAD_SAME_BUFFER) { - // bind buffer #0, we don't need others - this.renderer.geometry.bind(this._packedGeometries[this._flushId]); - } - }; - /** Stops and flushes the current batch. */ - AbstractBatchRenderer.prototype.stop = function () { - this.flush(); - }; - /** Destroys this `AbstractBatchRenderer`. It cannot be used again. */ - AbstractBatchRenderer.prototype.destroy = function () { - for (var i = 0; i < this._packedGeometryPoolSize; i++) { - if (this._packedGeometries[i]) { - this._packedGeometries[i].destroy(); + if (loader.baseUrl && resUrl) { + // if baseurl has a trailing slash then add one to resUrl so the replace works below + if (loader.baseUrl.charAt(loader.baseUrl.length - 1) === '/') { + resUrl += '/'; + } } } - this.renderer.off('prerender', this.onPrerender, this); - this._aBuffers = null; - this._iBuffers = null; - this._packedGeometries = null; - this._attributeBuffer = null; - this._indexBuffer = null; - if (this._shader) { - this._shader.destroy(); - this._shader = null; - } - _super.prototype.destroy.call(this); - }; - /** - * Fetches an attribute buffer from `this._aBuffers` that can hold atleast `size` floats. - * @param size - minimum capacity required - * @returns - buffer than can hold atleast `size` floats - */ - AbstractBatchRenderer.prototype.getAttributeBuffer = function (size) { - // 8 vertices is enough for 2 quads - var roundedP2 = nextPow2(Math.ceil(size / 8)); - var roundedSizeIndex = log2(roundedP2); - var roundedSize = roundedP2 * 8; - if (this._aBuffers.length <= roundedSizeIndex) { - this._iBuffers.length = roundedSizeIndex + 1; - } - var buffer = this._aBuffers[roundedSize]; - if (!buffer) { - this._aBuffers[roundedSize] = buffer = new ViewableBuffer(roundedSize * this.vertexSize * 4); - } - return buffer; - }; - /** - * Fetches an index buffer from `this._iBuffers` that can - * have at least `size` capacity. - * @param size - minimum required capacity - * @returns - buffer that can fit `size` indices. - */ - AbstractBatchRenderer.prototype.getIndexBuffer = function (size) { - // 12 indices is enough for 2 quads - var roundedP2 = nextPow2(Math.ceil(size / 12)); - var roundedSizeIndex = log2(roundedP2); - var roundedSize = roundedP2 * 12; - if (this._iBuffers.length <= roundedSizeIndex) { - this._iBuffers.length = roundedSizeIndex + 1; - } - var buffer = this._iBuffers[roundedSizeIndex]; - if (!buffer) { - this._iBuffers[roundedSizeIndex] = buffer = new Uint16Array(roundedSize); + // remove baseUrl from resUrl + resUrl = resUrl.replace(loader.baseUrl, ''); + // if there is an resUrl now, it needs a trailing slash. Ensure that it does if the string isn't empty. + if (resUrl && resUrl.charAt(resUrl.length - 1) !== '/') { + resUrl += '/'; } - return buffer; + return resUrl; }; /** - * Takes the four batching parameters of `element`, interleaves - * and pushes them into the batching attribute/index buffers given. - * - * It uses these properties: `vertexData` `uvs`, `textureId` and - * `indicies`. It also uses the "tint" of the base-texture, if - * present. - * @param {PIXI.DisplayObject} element - element being rendered - * @param attributeBuffer - attribute buffer. - * @param indexBuffer - index buffer - * @param aIndex - number of floats already in the attribute buffer - * @param iIndex - number of indices already in `indexBuffer` + * Replacement for NodeJS's path.dirname + * @param {string} url - Path to get directory for */ - AbstractBatchRenderer.prototype.packInterleavedGeometry = function (element, attributeBuffer, indexBuffer, aIndex, iIndex) { - var uint32View = attributeBuffer.uint32View, float32View = attributeBuffer.float32View; - var packedVertices = aIndex / this.vertexSize; - var uvs = element.uvs; - var indicies = element.indices; - var vertexData = element.vertexData; - var textureId = element._texture.baseTexture._batchLocation; - var alpha = Math.min(element.worldAlpha, 1.0); - var argb = (alpha < 1.0 - && element._texture.baseTexture.alphaMode) - ? premultiplyTint(element._tintRGB, alpha) - : element._tintRGB + (alpha * 255 << 24); - // lets not worry about tint! for now.. - for (var i = 0; i < vertexData.length; i += 2) { - float32View[aIndex++] = vertexData[i]; - float32View[aIndex++] = vertexData[i + 1]; - float32View[aIndex++] = uvs[i]; - float32View[aIndex++] = uvs[i + 1]; - uint32View[aIndex++] = argb; - float32View[aIndex++] = textureId; + BitmapFontLoader.dirname = function (url) { + var dir = url + .replace(/\\/g, '/') // convert windows notation to UNIX notation, URL-safe because it's a forbidden character + .replace(/\/$/, '') // replace trailing slash + .replace(/\/[^\/]*$/, ''); // remove everything after the last + // File request is relative, use current directory + if (dir === url) { + return '.'; } - for (var i = 0; i < indicies.length; i++) { - indexBuffer[iIndex++] = packedVertices + indicies[i]; + // Started with a slash + else if (dir === '') { + return '/'; } + return dir; }; - /** - * Pool of `BatchDrawCall` objects that `flush` used - * to create "batches" of the objects being rendered. - * - * These are never re-allocated again. - * Shared between all batch renderers because it can be only one "flush" working at the moment. - * @member {PIXI.BatchDrawCall[]} - */ - AbstractBatchRenderer._drawCallPool = []; - /** - * Pool of `BatchDrawCall` objects that `flush` used - * to create "batches" of the objects being rendered. - * - * These are never re-allocated again. - * Shared between all batch renderers because it can be only one "flush" working at the moment. - * @member {PIXI.BatchTextureArray[]} - */ - AbstractBatchRenderer._textureArrayPool = []; - return AbstractBatchRenderer; - }(ObjectRenderer)); + /** @ignore */ + BitmapFontLoader.extension = ExtensionType.Loader; + return BitmapFontLoader; + }()); - /** - * Helper that generates batching multi-texture shader. Use it with your new BatchRenderer - * @memberof PIXI + /*! + * @pixi/filter-alpha - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/filter-alpha is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license */ - var BatchShaderGenerator = /** @class */ (function () { - /** - * @param vertexSrc - Vertex shader - * @param fragTemplate - Fragment shader template - */ - function BatchShaderGenerator(vertexSrc, fragTemplate) { - this.vertexSrc = vertexSrc; - this.fragTemplate = fragTemplate; - this.programCache = {}; - this.defaultGroupCache = {}; - if (fragTemplate.indexOf('%count%') < 0) { - throw new Error('Fragment template must contain "%count%".'); - } - if (fragTemplate.indexOf('%forloop%') < 0) { - throw new Error('Fragment template must contain "%forloop%".'); - } - } - BatchShaderGenerator.prototype.generateShader = function (maxTextures) { - if (!this.programCache[maxTextures]) { - var sampleValues = new Int32Array(maxTextures); - for (var i = 0; i < maxTextures; i++) { - sampleValues[i] = i; - } - this.defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true); - var fragmentSrc = this.fragTemplate; - fragmentSrc = fragmentSrc.replace(/%count%/gi, "" + maxTextures); - fragmentSrc = fragmentSrc.replace(/%forloop%/gi, this.generateSampleSrc(maxTextures)); - this.programCache[maxTextures] = new Program(this.vertexSrc, fragmentSrc); - } - var uniforms = { - tint: new Float32Array([1, 1, 1, 1]), - translationMatrix: new Matrix$2(), - default: this.defaultGroupCache[maxTextures], - }; - return new Shader(this.programCache[maxTextures], uniforms); - }; - BatchShaderGenerator.prototype.generateSampleSrc = function (maxTextures) { - var src = ''; - src += '\n'; - src += '\n'; - for (var i = 0; i < maxTextures; i++) { - if (i > 0) { - src += '\nelse '; - } - if (i < maxTextures - 1) { - src += "if(vTextureId < " + i + ".5)"; - } - src += '\n{'; - src += "\n\tcolor = texture2D(uSamplers[" + i + "], vTextureCoord);"; - src += '\n}'; - } - src += '\n'; - src += '\n'; - return src; - }; - return BatchShaderGenerator; - }()); + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$7 = function(d, b) { + extendStatics$7 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$7(d, b); + }; + + function __extends$7(d, b) { + extendStatics$7(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var fragment$4 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform float uAlpha;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uAlpha;\n}\n"; /** - * Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects). - * @memberof PIXI + * Simplest filter - applies alpha. + * + * Use this instead of Container's alpha property to avoid visual layering of individual elements. + * AlphaFilter applies alpha evenly across the entire display object and any opaque elements it contains. + * If elements are not opaque, they will blend with each other anyway. + * + * Very handy if you want to use common features of all filters: + * + * 1. Assign a blendMode to this filter, blend all elements inside display object with background. + * + * 2. To use clipping in display coordinates, assign a filterArea to the same container that has this filter. + * @memberof PIXI.filters */ - var BatchGeometry = /** @class */ (function (_super) { - __extends$k(BatchGeometry, _super); + /** @class */ ((function (_super) { + __extends$7(AlphaFilter, _super); /** - * @param {boolean} [_static=false] - Optimization flag, where `false` - * is updated every frame, `true` doesn't change frame-to-frame. + * @param alpha - Amount of alpha from 0 to 1, where 0 is transparent */ - function BatchGeometry(_static) { - if (_static === void 0) { _static = false; } - var _this = _super.call(this) || this; - _this._buffer = new Buffer(null, _static, false); - _this._indexBuffer = new Buffer(null, _static, true); - _this.addAttribute('aVertexPosition', _this._buffer, 2, false, TYPES$8.FLOAT) - .addAttribute('aTextureCoord', _this._buffer, 2, false, TYPES$8.FLOAT) - .addAttribute('aColor', _this._buffer, 4, true, TYPES$8.UNSIGNED_BYTE) - .addAttribute('aTextureId', _this._buffer, 1, true, TYPES$8.FLOAT) - .addIndex(_this._indexBuffer); + function AlphaFilter(alpha) { + if (alpha === void 0) { alpha = 1.0; } + var _this = _super.call(this, defaultVertex$1, fragment$4, { uAlpha: 1 }) || this; + _this.alpha = alpha; return _this; } - return BatchGeometry; - }(Geometry)); - - var defaultVertex = "precision highp float;\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\nattribute float aTextureId;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform vec4 tint;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vTextureId = aTextureId;\n vColor = aColor * tint;\n}\n"; - - var defaultFragment = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\nuniform sampler2D uSamplers[%count%];\n\nvoid main(void){\n vec4 color;\n %forloop%\n gl_FragColor = color * vColor;\n}\n"; - - /** @memberof PIXI */ - var BatchPluginFactory = /** @class */ (function () { - function BatchPluginFactory() { - } - /** - * Create a new BatchRenderer plugin for Renderer. this convenience can provide an easy way - * to extend BatchRenderer with all the necessary pieces. - * @example - * const fragment = ` - * varying vec2 vTextureCoord; - * varying vec4 vColor; - * varying float vTextureId; - * uniform sampler2D uSamplers[%count%]; - * - * void main(void){ - * vec4 color; - * %forloop% - * gl_FragColor = vColor * vec4(color.a - color.rgb, color.a); - * } - * `; - * const InvertBatchRenderer = PIXI.BatchPluginFactory.create({ fragment }); - * PIXI.extensions.add({ - * name: 'invert', - * ref: InvertBatchRenderer, - * type: PIXI.ExtensionType.RendererPlugin, - * }); - * const sprite = new PIXI.Sprite(); - * sprite.pluginName = 'invert'; - * @param {object} [options] - * @param {string} [options.vertex=PIXI.BatchPluginFactory.defaultVertexSrc] - Vertex shader source - * @param {string} [options.fragment=PIXI.BatchPluginFactory.defaultFragmentTemplate] - Fragment shader template - * @param {number} [options.vertexSize=6] - Vertex size - * @param {object} [options.geometryClass=PIXI.BatchGeometry] - * @returns {*} New batch renderer plugin - */ - BatchPluginFactory.create = function (options) { - var _a = Object.assign({ - vertex: defaultVertex, - fragment: defaultFragment, - geometryClass: BatchGeometry, - vertexSize: 6, - }, options), vertex = _a.vertex, fragment = _a.fragment, vertexSize = _a.vertexSize, geometryClass = _a.geometryClass; - return /** @class */ (function (_super) { - __extends$k(BatchPlugin, _super); - function BatchPlugin(renderer) { - var _this = _super.call(this, renderer) || this; - _this.shaderGenerator = new BatchShaderGenerator(vertex, fragment); - _this.geometryClass = geometryClass; - _this.vertexSize = vertexSize; - return _this; - } - return BatchPlugin; - }(AbstractBatchRenderer)); - }; - Object.defineProperty(BatchPluginFactory, "defaultVertexSrc", { + Object.defineProperty(AlphaFilter.prototype, "alpha", { /** - * The default vertex shader source - * @readonly + * Coefficient for alpha multiplication + * @default 1 */ get: function () { - return defaultVertex; + return this.uniforms.uAlpha; }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BatchPluginFactory, "defaultFragmentTemplate", { - /** - * The default fragment shader source - * @readonly - */ - get: function () { - return defaultFragment; + set: function (value) { + this.uniforms.uAlpha = value; }, enumerable: false, configurable: true }); - return BatchPluginFactory; - }()); - // Setup the default BatchRenderer plugin, this is what - // we'll actually export at the root level - var BatchRenderer = BatchPluginFactory.create(); - Object.assign(BatchRenderer, { - extension: { - name: 'batch', - type: ExtensionType.RendererPlugin, - }, - }); + return AlphaFilter; + })(Filter)); /*! - * @pixi/interaction - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/filter-blur - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/interaction is licensed under the MIT License. + * @pixi/filter-blur is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ - /** - * Holds all information related to an Interaction event - * @memberof PIXI - */ - var InteractionData = /** @class */ (function () { - function InteractionData() { - /** - * Pressure applied by the pointing device during the event. A Touch's force property - * will be represented by this value. - * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pressure - */ - this.pressure = 0; - /** - * From TouchEvents (not PointerEvents triggered by touches), the rotationAngle of the Touch. - * @see https://developer.mozilla.org/en-US/docs/Web/API/Touch/rotationAngle - */ - this.rotationAngle = 0; - /** - * Twist of a stylus pointer. - * @see https://w3c.github.io/pointerevents/#pointerevent-interface - */ - this.twist = 0; - /** - * Barrel pressure on a stylus pointer. - * @see https://w3c.github.io/pointerevents/#pointerevent-interface - */ - this.tangentialPressure = 0; - this.global = new Point$2(); - this.target = null; - this.originalEvent = null; - this.identifier = null; - this.isPrimary = false; - this.button = 0; - this.buttons = 0; - this.width = 0; - this.height = 0; - this.tiltX = 0; - this.tiltY = 0; - this.pointerType = null; - this.pressure = 0; - this.rotationAngle = 0; - this.twist = 0; - this.tangentialPressure = 0; - } - Object.defineProperty(InteractionData.prototype, "pointerId", { - /** - * The unique identifier of the pointer. It will be the same as `identifier`. - * @readonly - * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerId - */ - get: function () { - return this.identifier; - }, - enumerable: false, - configurable: true - }); - /** - * This will return the local coordinates of the specified displayObject for this InteractionData - * @param displayObject - The DisplayObject that you would like the local - * coords off - * @param point - A Point object in which to store the value, optional (otherwise - * will create a new point) - * @param globalPos - A Point object containing your custom global coords, optional - * (otherwise will use the current global coords) - * @returns - A point containing the coordinates of the InteractionData position relative - * to the DisplayObject - */ - InteractionData.prototype.getLocalPosition = function (displayObject, point, globalPos) { - return displayObject.worldTransform.applyInverse(globalPos || this.global, point); - }; - /** - * Copies properties from normalized event data. - * @param {Touch|MouseEvent|PointerEvent} event - The normalized event data - */ - InteractionData.prototype.copyEvent = function (event) { - // isPrimary should only change on touchstart/pointerdown, so we don't want to overwrite - // it with "false" on later events when our shim for it on touch events might not be - // accurate - if ('isPrimary' in event && event.isPrimary) { - this.isPrimary = true; - } - this.button = 'button' in event && event.button; - // event.buttons is not available in all browsers (ie. Safari), but it does have a non-standard - // event.which property instead, which conveys the same information. - var buttons = 'buttons' in event && event.buttons; - this.buttons = Number.isInteger(buttons) ? buttons : 'which' in event && event.which; - this.width = 'width' in event && event.width; - this.height = 'height' in event && event.height; - this.tiltX = 'tiltX' in event && event.tiltX; - this.tiltY = 'tiltY' in event && event.tiltY; - this.pointerType = 'pointerType' in event && event.pointerType; - this.pressure = 'pressure' in event && event.pressure; - this.rotationAngle = 'rotationAngle' in event && event.rotationAngle; - this.twist = ('twist' in event && event.twist) || 0; - this.tangentialPressure = ('tangentialPressure' in event && event.tangentialPressure) || 0; - }; - /** Resets the data for pooling. */ - InteractionData.prototype.reset = function () { - // isPrimary is the only property that we really need to reset - everything else is - // guaranteed to be overwritten - this.isPrimary = false; - }; - return InteractionData; - }()); - /*! ***************************************************************************** Copyright (c) Microsoft Corporation. @@ -38465,48219 +36578,20288 @@ ***************************************************************************** */ /* global Reflect, Promise */ - var extendStatics$j = function(d, b) { - extendStatics$j = Object.setPrototypeOf || + var extendStatics$6 = function(d, b) { + extendStatics$6 = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$j(d, b); + return extendStatics$6(d, b); }; - function __extends$j(d, b) { - extendStatics$j(d, b); + function __extends$6(d, b) { + extendStatics$6(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); } - /** - * Event class that mimics native DOM events. - * @memberof PIXI - */ - var InteractionEvent = /** @class */ (function () { - function InteractionEvent() { - this.stopped = false; - this.stopsPropagatingAt = null; - this.stopPropagationHint = false; - this.target = null; - this.currentTarget = null; - this.type = null; - this.data = null; + var vertTemplate = "\n attribute vec2 aVertexPosition;\n\n uniform mat3 projectionMatrix;\n\n uniform float strength;\n\n varying vec2 vBlurTexCoords[%size%];\n\n uniform vec4 inputSize;\n uniform vec4 outputFrame;\n\n vec4 filterVertexPosition( void )\n {\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n }\n\n vec2 filterTextureCoord( void )\n {\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n }\n\n void main(void)\n {\n gl_Position = filterVertexPosition();\n\n vec2 textureCoord = filterTextureCoord();\n %blur%\n }"; + function generateBlurVertSource(kernelSize, x) { + var halfLength = Math.ceil(kernelSize / 2); + var vertSource = vertTemplate; + var blurLoop = ''; + var template; + if (x) { + template = 'vBlurTexCoords[%index%] = textureCoord + vec2(%sampleIndex% * strength, 0.0);'; } - /** Prevents event from reaching any objects other than the current object. */ - InteractionEvent.prototype.stopPropagation = function () { - this.stopped = true; - this.stopPropagationHint = true; - this.stopsPropagatingAt = this.currentTarget; - }; - /** Resets the event. */ - InteractionEvent.prototype.reset = function () { - this.stopped = false; - this.stopsPropagatingAt = null; - this.stopPropagationHint = false; - this.currentTarget = null; - this.target = null; - }; - return InteractionEvent; - }()); + else { + template = 'vBlurTexCoords[%index%] = textureCoord + vec2(0.0, %sampleIndex% * strength);'; + } + for (var i = 0; i < kernelSize; i++) { + var blur = template.replace('%index%', i.toString()); + blur = blur.replace('%sampleIndex%', i - (halfLength - 1) + ".0"); + blurLoop += blur; + blurLoop += '\n'; + } + vertSource = vertSource.replace('%blur%', blurLoop); + vertSource = vertSource.replace('%size%', kernelSize.toString()); + return vertSource; + } + + var GAUSSIAN_VALUES = { + 5: [0.153388, 0.221461, 0.250301], + 7: [0.071303, 0.131514, 0.189879, 0.214607], + 9: [0.028532, 0.067234, 0.124009, 0.179044, 0.20236], + 11: [0.0093, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596], + 13: [0.002406, 0.009255, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641], + 15: [0.000489, 0.002403, 0.009246, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448], + }; + var fragTemplate = [ + 'varying vec2 vBlurTexCoords[%size%];', + 'uniform sampler2D uSampler;', + 'void main(void)', + '{', + ' gl_FragColor = vec4(0.0);', + ' %blur%', + '}' ].join('\n'); + function generateBlurFragSource(kernelSize) { + var kernel = GAUSSIAN_VALUES[kernelSize]; + var halfLength = kernel.length; + var fragSource = fragTemplate; + var blurLoop = ''; + var template = 'gl_FragColor += texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;'; + var value; + for (var i = 0; i < kernelSize; i++) { + var blur = template.replace('%index%', i.toString()); + value = i; + if (i >= halfLength) { + value = kernelSize - i - 1; + } + blur = blur.replace('%value%', kernel[value].toString()); + blurLoop += blur; + blurLoop += '\n'; + } + fragSource = fragSource.replace('%blur%', blurLoop); + fragSource = fragSource.replace('%size%', kernelSize.toString()); + return fragSource; + } /** - * DisplayObjects with the {@link PIXI.interactiveTarget} mixin use this class to track interactions - * @class - * @private - * @memberof PIXI + * The BlurFilterPass applies a horizontal or vertical Gaussian blur to an object. + * @memberof PIXI.filters */ - var InteractionTrackingData = /** @class */ (function () { + var BlurFilterPass = /** @class */ (function (_super) { + __extends$6(BlurFilterPass, _super); /** - * @param {number} pointerId - Unique pointer id of the event - * @private + * @param horizontal - Do pass along the x-axis (`true`) or y-axis (`false`). + * @param strength - The strength of the blur filter. + * @param quality - The quality of the blur filter. + * @param resolution - The resolution of the blur filter. + * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. */ - function InteractionTrackingData(pointerId) { - this._pointerId = pointerId; - this._flags = InteractionTrackingData.FLAGS.NONE; + function BlurFilterPass(horizontal, strength, quality, resolution, kernelSize) { + if (strength === void 0) { strength = 8; } + if (quality === void 0) { quality = 4; } + if (resolution === void 0) { resolution = settings$1.FILTER_RESOLUTION; } + if (kernelSize === void 0) { kernelSize = 5; } + var _this = this; + var vertSrc = generateBlurVertSource(kernelSize, horizontal); + var fragSrc = generateBlurFragSource(kernelSize); + _this = _super.call(this, + // vertex shader + vertSrc, + // fragment shader + fragSrc) || this; + _this.horizontal = horizontal; + _this.resolution = resolution; + _this._quality = 0; + _this.quality = quality; + _this.blur = strength; + return _this; } /** - * - * @private - * @param {number} flag - The interaction flag to set - * @param {boolean} yn - Should the flag be set or unset + * Applies the filter. + * @param filterManager - The manager. + * @param input - The input target. + * @param output - The output target. + * @param clearMode - How to clear */ - InteractionTrackingData.prototype._doSet = function (flag, yn) { - if (yn) { - this._flags = this._flags | flag; + BlurFilterPass.prototype.apply = function (filterManager, input, output, clearMode) { + if (output) { + if (this.horizontal) { + this.uniforms.strength = (1 / output.width) * (output.width / input.width); + } + else { + this.uniforms.strength = (1 / output.height) * (output.height / input.height); + } } else { - this._flags = this._flags & (~flag); + if (this.horizontal) // eslint-disable-line + { + this.uniforms.strength = (1 / filterManager.renderer.width) * (filterManager.renderer.width / input.width); + } + else { + this.uniforms.strength = (1 / filterManager.renderer.height) * (filterManager.renderer.height / input.height); // eslint-disable-line + } + } + // screen space! + this.uniforms.strength *= this.strength; + this.uniforms.strength /= this.passes; + if (this.passes === 1) { + filterManager.applyFilter(this, input, output, clearMode); + } + else { + var renderTarget = filterManager.getFilterTexture(); + var renderer = filterManager.renderer; + var flip = input; + var flop = renderTarget; + this.state.blend = false; + filterManager.applyFilter(this, flip, flop, CLEAR_MODES.CLEAR); + for (var i = 1; i < this.passes - 1; i++) { + filterManager.bindAndClear(flip, CLEAR_MODES.BLIT); + this.uniforms.uSampler = flop; + var temp = flop; + flop = flip; + flip = temp; + renderer.shader.bind(this); + renderer.geometry.draw(5); + } + this.state.blend = true; + filterManager.applyFilter(this, flop, output, clearMode); + filterManager.returnFilterTexture(renderTarget); } }; - Object.defineProperty(InteractionTrackingData.prototype, "pointerId", { - /** - * Unique pointer id of the event - * @readonly - * @private - * @member {number} - */ - get: function () { - return this._pointerId; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(InteractionTrackingData.prototype, "flags", { + Object.defineProperty(BlurFilterPass.prototype, "blur", { /** - * State of the tracking data, expressed as bit flags - * @private - * @member {number} + * Sets the strength of both the blur. + * @default 16 */ get: function () { - return this._flags; + return this.strength; }, - set: function (flags) { - this._flags = flags; + set: function (value) { + this.padding = 1 + (Math.abs(value) * 2); + this.strength = value; }, enumerable: false, configurable: true }); - Object.defineProperty(InteractionTrackingData.prototype, "none", { + Object.defineProperty(BlurFilterPass.prototype, "quality", { /** - * Is the tracked event inactive (not over or down)? - * @private - * @member {number} + * Sets the quality of the blur by modifying the number of passes. More passes means higher + * quality bluring but the lower the performance. + * @default 4 */ get: function () { - return this._flags === InteractionTrackingData.FLAGS.NONE; + return this._quality; + }, + set: function (value) { + this._quality = value; + this.passes = value; }, enumerable: false, configurable: true }); - Object.defineProperty(InteractionTrackingData.prototype, "over", { - /** - * Is the tracked event over the DisplayObject? - * @private - * @member {boolean} - */ - get: function () { - return (this._flags & InteractionTrackingData.FLAGS.OVER) !== 0; + return BlurFilterPass; + }(Filter)); + + /** + * The BlurFilter applies a Gaussian blur to an object. + * + * The strength of the blur can be set for the x-axis and y-axis separately. + * @memberof PIXI.filters + */ + /** @class */ ((function (_super) { + __extends$6(BlurFilter, _super); + /** + * @param strength - The strength of the blur filter. + * @param quality - The quality of the blur filter. + * @param [resolution=PIXI.settings.FILTER_RESOLUTION] - The resolution of the blur filter. + * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. + */ + function BlurFilter(strength, quality, resolution, kernelSize) { + if (strength === void 0) { strength = 8; } + if (quality === void 0) { quality = 4; } + if (resolution === void 0) { resolution = settings$1.FILTER_RESOLUTION; } + if (kernelSize === void 0) { kernelSize = 5; } + var _this = _super.call(this) || this; + _this.blurXFilter = new BlurFilterPass(true, strength, quality, resolution, kernelSize); + _this.blurYFilter = new BlurFilterPass(false, strength, quality, resolution, kernelSize); + _this.resolution = resolution; + _this.quality = quality; + _this.blur = strength; + _this.repeatEdgePixels = false; + return _this; + } + /** + * Applies the filter. + * @param filterManager - The manager. + * @param input - The input target. + * @param output - The output target. + * @param clearMode - How to clear + */ + BlurFilter.prototype.apply = function (filterManager, input, output, clearMode) { + var xStrength = Math.abs(this.blurXFilter.strength); + var yStrength = Math.abs(this.blurYFilter.strength); + if (xStrength && yStrength) { + var renderTarget = filterManager.getFilterTexture(); + this.blurXFilter.apply(filterManager, input, renderTarget, CLEAR_MODES.CLEAR); + this.blurYFilter.apply(filterManager, renderTarget, output, clearMode); + filterManager.returnFilterTexture(renderTarget); + } + else if (yStrength) { + this.blurYFilter.apply(filterManager, input, output, clearMode); + } + else { + this.blurXFilter.apply(filterManager, input, output, clearMode); + } + }; + BlurFilter.prototype.updatePadding = function () { + if (this._repeatEdgePixels) { + this.padding = 0; + } + else { + this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2; + } + }; + Object.defineProperty(BlurFilter.prototype, "blur", { + /** + * Sets the strength of both the blurX and blurY properties simultaneously + * @default 2 + */ + get: function () { + return this.blurXFilter.blur; }, - set: function (yn) { - this._doSet(InteractionTrackingData.FLAGS.OVER, yn); + set: function (value) { + this.blurXFilter.blur = this.blurYFilter.blur = value; + this.updatePadding(); }, enumerable: false, configurable: true }); - Object.defineProperty(InteractionTrackingData.prototype, "rightDown", { + Object.defineProperty(BlurFilter.prototype, "quality", { /** - * Did the right mouse button come down in the DisplayObject? - * @private - * @member {boolean} + * Sets the number of passes for blur. More passes means higher quality bluring. + * @default 1 */ get: function () { - return (this._flags & InteractionTrackingData.FLAGS.RIGHT_DOWN) !== 0; + return this.blurXFilter.quality; }, - set: function (yn) { - this._doSet(InteractionTrackingData.FLAGS.RIGHT_DOWN, yn); + set: function (value) { + this.blurXFilter.quality = this.blurYFilter.quality = value; }, enumerable: false, configurable: true }); - Object.defineProperty(InteractionTrackingData.prototype, "leftDown", { + Object.defineProperty(BlurFilter.prototype, "blurX", { /** - * Did the left mouse button come down in the DisplayObject? - * @private - * @member {boolean} + * Sets the strength of the blurX property + * @default 2 */ get: function () { - return (this._flags & InteractionTrackingData.FLAGS.LEFT_DOWN) !== 0; + return this.blurXFilter.blur; }, - set: function (yn) { - this._doSet(InteractionTrackingData.FLAGS.LEFT_DOWN, yn); + set: function (value) { + this.blurXFilter.blur = value; + this.updatePadding(); }, enumerable: false, configurable: true }); - InteractionTrackingData.FLAGS = Object.freeze({ - NONE: 0, - OVER: 1 << 0, - LEFT_DOWN: 1 << 1, - RIGHT_DOWN: 1 << 2, + Object.defineProperty(BlurFilter.prototype, "blurY", { + /** + * Sets the strength of the blurY property + * @default 2 + */ + get: function () { + return this.blurYFilter.blur; + }, + set: function (value) { + this.blurYFilter.blur = value; + this.updatePadding(); + }, + enumerable: false, + configurable: true }); - return InteractionTrackingData; - }()); + Object.defineProperty(BlurFilter.prototype, "blendMode", { + /** + * Sets the blendmode of the filter + * @default PIXI.BLEND_MODES.NORMAL + */ + get: function () { + return this.blurYFilter.blendMode; + }, + set: function (value) { + this.blurYFilter.blendMode = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilter.prototype, "repeatEdgePixels", { + /** + * If set to true the edge of the target will be clamped + * @default false + */ + get: function () { + return this._repeatEdgePixels; + }, + set: function (value) { + this._repeatEdgePixels = value; + this.updatePadding(); + }, + enumerable: false, + configurable: true + }); + return BlurFilter; + })(Filter)); + + /*! + * @pixi/filter-color-matrix - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/filter-color-matrix is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$5 = function(d, b) { + extendStatics$5 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$5(d, b); + }; + + function __extends$5(d, b) { + extendStatics$5(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var fragment$3 = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform float m[20];\nuniform float uAlpha;\n\nvoid main(void)\n{\n vec4 c = texture2D(uSampler, vTextureCoord);\n\n if (uAlpha == 0.0) {\n gl_FragColor = c;\n return;\n }\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (c.a > 0.0) {\n c.rgb /= c.a;\n }\n\n vec4 result;\n\n result.r = (m[0] * c.r);\n result.r += (m[1] * c.g);\n result.r += (m[2] * c.b);\n result.r += (m[3] * c.a);\n result.r += m[4];\n\n result.g = (m[5] * c.r);\n result.g += (m[6] * c.g);\n result.g += (m[7] * c.b);\n result.g += (m[8] * c.a);\n result.g += m[9];\n\n result.b = (m[10] * c.r);\n result.b += (m[11] * c.g);\n result.b += (m[12] * c.b);\n result.b += (m[13] * c.a);\n result.b += m[14];\n\n result.a = (m[15] * c.r);\n result.a += (m[16] * c.g);\n result.a += (m[17] * c.b);\n result.a += (m[18] * c.a);\n result.a += m[19];\n\n vec3 rgb = mix(c.rgb, result.rgb, uAlpha);\n\n // Premultiply alpha again.\n rgb *= result.a;\n\n gl_FragColor = vec4(rgb, result.a);\n}\n"; /** - * Strategy how to search through stage tree for interactive objects - * @memberof PIXI + * The ColorMatrixFilter class lets you apply a 5x4 matrix transformation on the RGBA + * color and alpha values of every pixel on your displayObject to produce a result + * with a new set of RGBA color and alpha values. It's pretty powerful! + * + * ```js + * let colorMatrix = new PIXI.filters.ColorMatrixFilter(); + * container.filters = [colorMatrix]; + * colorMatrix.contrast(2); + * ``` + * @author Clément Chenebault + * @memberof PIXI.filters */ - var TreeSearch = /** @class */ (function () { - function TreeSearch() { - this._tempPoint = new Point$2(); + var ColorMatrixFilter = /** @class */ (function (_super) { + __extends$5(ColorMatrixFilter, _super); + function ColorMatrixFilter() { + var _this = this; + var uniforms = { + m: new Float32Array([1, 0, 0, 0, 0, + 0, 1, 0, 0, 0, + 0, 0, 1, 0, 0, + 0, 0, 0, 1, 0]), + uAlpha: 1, + }; + _this = _super.call(this, defaultFilterVertex, fragment$3, uniforms) || this; + _this.alpha = 1; + return _this; } /** - * Recursive implementation for findHit - * @private - * @param interactionEvent - event containing the point that - * is tested for collision - * @param displayObject - the displayObject - * that will be hit test (recursively crawls its children) - * @param func - the function that will be called on each interactive object. The - * interactionEvent, displayObject and hit will be passed to the function - * @param hitTest - this indicates if the objects inside should be hit test against the point - * @param interactive - Whether the displayObject is interactive - * @returns - Returns true if the displayObject hit the point + * Transforms current matrix and set the new one + * @param {number[]} matrix - 5x4 matrix + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - TreeSearch.prototype.recursiveFindHit = function (interactionEvent, displayObject, func, hitTest, interactive) { - var _a; - if (!displayObject || !displayObject.visible) { - return false; - } - var point = interactionEvent.data.global; - // Took a little while to rework this function correctly! But now it is done and nice and optimized! ^_^ - // - // This function will now loop through all objects and then only hit test the objects it HAS - // to, not all of them. MUCH faster.. - // An object will be hit test if the following is true: - // - // 1: It is interactive. - // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit. - // - // As another little optimization once an interactive object has been hit we can carry on - // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests - // A final optimization is that an object is not hit test directly if a child has already been hit. - interactive = displayObject.interactive || interactive; - var hit = false; - var interactiveParent = interactive; - // Flag here can set to false if the event is outside the parents hitArea or mask - var hitTestChildren = true; - // If there is a hitArea, no need to test against anything else if the pointer is not within the hitArea - // There is also no longer a need to hitTest children. - if (displayObject.hitArea) { - if (hitTest) { - displayObject.worldTransform.applyInverse(point, this._tempPoint); - if (!displayObject.hitArea.contains(this._tempPoint.x, this._tempPoint.y)) { - hitTest = false; - hitTestChildren = false; - } - else { - hit = true; - } - } - interactiveParent = false; - } - // If there is a mask, no need to hitTest against anything else if the pointer is not within the mask. - // We still want to hitTestChildren, however, to ensure a mouseout can still be generated. - // https://github.com/pixijs/pixi.js/issues/5135 - else if (displayObject._mask) { - if (hitTest) { - var maskObject = (displayObject._mask.isMaskData - ? displayObject._mask.maskObject : displayObject._mask); - if (maskObject && !((_a = maskObject.containsPoint) === null || _a === void 0 ? void 0 : _a.call(maskObject, point))) { - hitTest = false; - } - } - } - // ** FREE TIP **! If an object is not interactive or has no buttons in it - // (such as a game scene!) set interactiveChildren to false for that displayObject. - // This will allow PixiJS to completely ignore and bypass checking the displayObjects children. - if (hitTestChildren && displayObject.interactiveChildren && displayObject.children) { - var children = displayObject.children; - for (var i = children.length - 1; i >= 0; i--) { - var child = children[i]; - // time to get recursive.. if this function will return if something is hit.. - var childHit = this.recursiveFindHit(interactionEvent, child, func, hitTest, interactiveParent); - if (childHit) { - // its a good idea to check if a child has lost its parent. - // this means it has been removed whilst looping so its best - if (!child.parent) { - continue; - } - // we no longer need to hit test any more objects in this container as we we - // now know the parent has been hit - interactiveParent = false; - // If the child is interactive , that means that the object hit was actually - // interactive and not just the child of an interactive object. - // This means we no longer need to hit test anything else. We still need to run - // through all objects, but we don't need to perform any hit tests. - if (childHit) { - if (interactionEvent.target) { - hitTest = false; - } - hit = true; - } - } - } - } - // no point running this if the item is not interactive or does not have an interactive parent. - if (interactive) { - // if we are hit testing (as in we have no hit any objects yet) - // We also don't need to worry about hit testing if once of the displayObjects children - // has already been hit - but only if it was interactive, otherwise we need to keep - // looking for an interactive child, just in case we hit one - if (hitTest && !interactionEvent.target) { - // already tested against hitArea if it is defined - if (!displayObject.hitArea && displayObject.containsPoint) { - if (displayObject.containsPoint(point)) { - hit = true; - } - } - } - if (displayObject.interactive) { - if (hit && !interactionEvent.target) { - interactionEvent.target = displayObject; - } - if (func) { - func(interactionEvent, displayObject, !!hit); - } - } + ColorMatrixFilter.prototype._loadMatrix = function (matrix, multiply) { + if (multiply === void 0) { multiply = false; } + var newMatrix = matrix; + if (multiply) { + this._multiply(newMatrix, this.uniforms.m, matrix); + newMatrix = this._colorMatrix(newMatrix); } - return hit; + // set the new matrix + this.uniforms.m = newMatrix; }; /** - * This function is provides a neat way of crawling through the scene graph and running a - * specified function on all interactive objects it finds. It will also take care of hit - * testing the interactive objects and passes the hit across in the function. + * Multiplies two mat5's * @private - * @param interactionEvent - event containing the point that - * is tested for collision - * @param displayObject - the displayObject - * that will be hit test (recursively crawls its children) - * @param func - the function that will be called on each interactive object. The - * interactionEvent, displayObject and hit will be passed to the function - * @param hitTest - this indicates if the objects inside should be hit test against the point - * @returns - Returns true if the displayObject hit the point + * @param out - 5x4 matrix the receiving matrix + * @param a - 5x4 matrix the first operand + * @param b - 5x4 matrix the second operand + * @returns {number[]} 5x4 matrix */ - TreeSearch.prototype.findHit = function (interactionEvent, displayObject, func, hitTest) { - this.recursiveFindHit(interactionEvent, displayObject, func, hitTest, false); + ColorMatrixFilter.prototype._multiply = function (out, a, b) { + // Red Channel + out[0] = (a[0] * b[0]) + (a[1] * b[5]) + (a[2] * b[10]) + (a[3] * b[15]); + out[1] = (a[0] * b[1]) + (a[1] * b[6]) + (a[2] * b[11]) + (a[3] * b[16]); + out[2] = (a[0] * b[2]) + (a[1] * b[7]) + (a[2] * b[12]) + (a[3] * b[17]); + out[3] = (a[0] * b[3]) + (a[1] * b[8]) + (a[2] * b[13]) + (a[3] * b[18]); + out[4] = (a[0] * b[4]) + (a[1] * b[9]) + (a[2] * b[14]) + (a[3] * b[19]) + a[4]; + // Green Channel + out[5] = (a[5] * b[0]) + (a[6] * b[5]) + (a[7] * b[10]) + (a[8] * b[15]); + out[6] = (a[5] * b[1]) + (a[6] * b[6]) + (a[7] * b[11]) + (a[8] * b[16]); + out[7] = (a[5] * b[2]) + (a[6] * b[7]) + (a[7] * b[12]) + (a[8] * b[17]); + out[8] = (a[5] * b[3]) + (a[6] * b[8]) + (a[7] * b[13]) + (a[8] * b[18]); + out[9] = (a[5] * b[4]) + (a[6] * b[9]) + (a[7] * b[14]) + (a[8] * b[19]) + a[9]; + // Blue Channel + out[10] = (a[10] * b[0]) + (a[11] * b[5]) + (a[12] * b[10]) + (a[13] * b[15]); + out[11] = (a[10] * b[1]) + (a[11] * b[6]) + (a[12] * b[11]) + (a[13] * b[16]); + out[12] = (a[10] * b[2]) + (a[11] * b[7]) + (a[12] * b[12]) + (a[13] * b[17]); + out[13] = (a[10] * b[3]) + (a[11] * b[8]) + (a[12] * b[13]) + (a[13] * b[18]); + out[14] = (a[10] * b[4]) + (a[11] * b[9]) + (a[12] * b[14]) + (a[13] * b[19]) + a[14]; + // Alpha Channel + out[15] = (a[15] * b[0]) + (a[16] * b[5]) + (a[17] * b[10]) + (a[18] * b[15]); + out[16] = (a[15] * b[1]) + (a[16] * b[6]) + (a[17] * b[11]) + (a[18] * b[16]); + out[17] = (a[15] * b[2]) + (a[16] * b[7]) + (a[17] * b[12]) + (a[18] * b[17]); + out[18] = (a[15] * b[3]) + (a[16] * b[8]) + (a[17] * b[13]) + (a[18] * b[18]); + out[19] = (a[15] * b[4]) + (a[16] * b[9]) + (a[17] * b[14]) + (a[18] * b[19]) + a[19]; + return out; }; - return TreeSearch; - }()); - - /** - * Interface for classes that represent a hit area. - * - * It is implemented by the following classes: - * - {@link PIXI.Circle} - * - {@link PIXI.Ellipse} - * - {@link PIXI.Polygon} - * - {@link PIXI.RoundedRectangle} - * @interface IHitArea - * @memberof PIXI - */ - /** - * Checks whether the x and y coordinates given are contained within this area - * @method - * @name contains - * @memberof PIXI.IHitArea# - * @param {number} x - The X coordinate of the point to test - * @param {number} y - The Y coordinate of the point to test - * @returns {boolean} Whether the x/y coordinates are within this area - */ - /** - * Default property values of interactive objects - * Used by {@link PIXI.InteractionManager} to automatically give all DisplayObjects these properties - * @private - * @name interactiveTarget - * @type {object} - * @memberof PIXI - * @example - * function MyObject() {} - * - * Object.assign( - * DisplayObject.prototype, - * PIXI.interactiveTarget - * ); - */ - var interactiveTarget = { - interactive: false, - interactiveChildren: true, - hitArea: null, /** - * If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive - * Setting this changes the 'cursor' property to `'pointer'`. - * @example - * const sprite = new PIXI.Sprite(texture); - * sprite.interactive = true; - * sprite.buttonMode = true; - * @member {boolean} - * @memberof PIXI.DisplayObject# + * Create a Float32 Array and normalize the offset component to 0-1 + * @param {number[]} matrix - 5x4 matrix + * @returns {number[]} 5x4 matrix with all values between 0-1 */ - get buttonMode() { - return this.cursor === 'pointer'; - }, - set buttonMode(value) { - if (value) { - this.cursor = 'pointer'; - } - else if (this.cursor === 'pointer') { - this.cursor = null; - } - }, + ColorMatrixFilter.prototype._colorMatrix = function (matrix) { + // Create a Float32 Array and normalize the offset component to 0-1 + var m = new Float32Array(matrix); + m[4] /= 255; + m[9] /= 255; + m[14] /= 255; + m[19] /= 255; + return m; + }; /** - * This defines what cursor mode is used when the mouse cursor - * is hovered over the displayObject. - * @example - * const sprite = new PIXI.Sprite(texture); - * sprite.interactive = true; - * sprite.cursor = 'wait'; - * @see https://developer.mozilla.org/en/docs/Web/CSS/cursor - * @member {string} - * @memberof PIXI.DisplayObject# + * Adjusts brightness + * @param b - value of the brigthness (0-1, where 0 is black) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - cursor: null, + ColorMatrixFilter.prototype.brightness = function (b, multiply) { + var matrix = [ + b, 0, 0, 0, 0, + 0, b, 0, 0, 0, + 0, 0, b, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; /** - * Internal set of all active pointers, by identifier - * @member {Map} - * @memberof PIXI.DisplayObject# - * @private + * Sets each channel on the diagonal of the color matrix. + * This can be used to achieve a tinting effect on Containers similar to the tint field of some + * display objects like Sprite, Text, Graphics, and Mesh. + * @param color - Color of the tint. This is a hex value. + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - get trackedPointers() { - if (this._trackedPointers === undefined) - { this._trackedPointers = {}; } - return this._trackedPointers; - }, + ColorMatrixFilter.prototype.tint = function (color, multiply) { + var r = (color >> 16) & 0xff; + var g = (color >> 8) & 0xff; + var b = color & 0xff; + var matrix = [ + r / 255, 0, 0, 0, 0, + 0, g / 255, 0, 0, 0, + 0, 0, b / 255, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; /** - * Map of all tracked pointers, by identifier. Use trackedPointers to access. - * @private - * @type {Map} - */ - _trackedPointers: undefined, - }; - - // Mix interactiveTarget into DisplayObject.prototype - DisplayObject$2.mixin(interactiveTarget); - var MOUSE_POINTER_ID = 1; - // helpers for hitTest() - only used inside hitTest() - var hitTestEvent = { - target: null, - data: { - global: null, - }, - }; - /** - * The interaction manager deals with mouse, touch and pointer events. - * - * Any DisplayObject can be interactive if its `interactive` property is set to true. - * - * This manager also supports multitouch. - * - * An instance of this class is automatically created by default, and can be found at `renderer.plugins.interaction` - * @memberof PIXI - */ - var InteractionManager = /** @class */ (function (_super) { - __extends$j(InteractionManager, _super); + * Set the matrices in grey scales + * @param scale - value of the grey (0-1, where 0 is black) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.greyscale = function (scale, multiply) { + var matrix = [ + scale, scale, scale, 0, 0, + scale, scale, scale, 0, 0, + scale, scale, scale, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; /** - * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer - * @param options - The options for the manager. - * @param {boolean} [options.autoPreventDefault=true] - Should the manager automatically prevent default browser actions. - * @param {number} [options.interactionFrequency=10] - Maximum frequency (ms) at pointer over/out states will be checked. - * @param {number} [options.useSystemTicker=true] - Whether to add {@link tickerUpdate} to {@link PIXI.Ticker.system}. + * Set the black and white matrice. + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix */ - function InteractionManager(renderer, options) { - var _this = _super.call(this) || this; - options = options || {}; - _this.renderer = renderer; - _this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true; - _this.interactionFrequency = options.interactionFrequency || 10; - _this.mouse = new InteractionData(); - _this.mouse.identifier = MOUSE_POINTER_ID; - // setting the mouse to start off far off screen will mean that mouse over does - // not get called before we even move the mouse. - _this.mouse.global.set(-999999); - _this.activeInteractionData = {}; - _this.activeInteractionData[MOUSE_POINTER_ID] = _this.mouse; - _this.interactionDataPool = []; - _this.eventData = new InteractionEvent(); - _this.interactionDOMElement = null; - _this.moveWhenInside = false; - _this.eventsAdded = false; - _this.tickerAdded = false; - _this.mouseOverRenderer = !('PointerEvent' in globalThis); - _this.supportsTouchEvents = 'ontouchstart' in globalThis; - _this.supportsPointerEvents = !!globalThis.PointerEvent; - // this will make it so that you don't have to call bind all the time - _this.onPointerUp = _this.onPointerUp.bind(_this); - _this.processPointerUp = _this.processPointerUp.bind(_this); - _this.onPointerCancel = _this.onPointerCancel.bind(_this); - _this.processPointerCancel = _this.processPointerCancel.bind(_this); - _this.onPointerDown = _this.onPointerDown.bind(_this); - _this.processPointerDown = _this.processPointerDown.bind(_this); - _this.onPointerMove = _this.onPointerMove.bind(_this); - _this.processPointerMove = _this.processPointerMove.bind(_this); - _this.onPointerOut = _this.onPointerOut.bind(_this); - _this.processPointerOverOut = _this.processPointerOverOut.bind(_this); - _this.onPointerOver = _this.onPointerOver.bind(_this); - _this.cursorStyles = { - default: 'inherit', - pointer: 'pointer', - }; - _this.currentCursorMode = null; - _this.cursor = null; - _this.resolution = 1; - _this.delayedEvents = []; - _this.search = new TreeSearch(); - _this._tempDisplayObject = new TemporaryDisplayObject$2(); - _this._eventListenerOptions = { capture: true, passive: false }; - /** - * Fired when a pointer device button (usually a mouse left-button) is pressed on the display - * object. - * @event PIXI.InteractionManager#mousedown - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is pressed - * on the display object. - * @event PIXI.InteractionManager#rightdown - * @param {PIXI.InteractionEvent} event - Interaction event + ColorMatrixFilter.prototype.blackAndWhite = function (multiply) { + var matrix = [ + 0.3, 0.6, 0.1, 0, 0, + 0.3, 0.6, 0.1, 0, 0, + 0.3, 0.6, 0.1, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Set the hue property of the color + * @param rotation - in degrees + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.hue = function (rotation, multiply) { + rotation = (rotation || 0) / 180 * Math.PI; + var cosR = Math.cos(rotation); + var sinR = Math.sin(rotation); + var sqrt = Math.sqrt; + /* a good approximation for hue rotation + This matrix is far better than the versions with magic luminance constants + formerly used here, but also used in the starling framework (flash) and known from this + old part of the internet: quasimondo.com/archives/000565.php + + This new matrix is based on rgb cube rotation in space. Look here for a more descriptive + implementation as a shader not a general matrix: + https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js + + This is the source for the code: + see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751 */ + var w = 1 / 3; + var sqrW = sqrt(w); // weight is + var a00 = cosR + ((1.0 - cosR) * w); + var a01 = (w * (1.0 - cosR)) - (sqrW * sinR); + var a02 = (w * (1.0 - cosR)) + (sqrW * sinR); + var a10 = (w * (1.0 - cosR)) + (sqrW * sinR); + var a11 = cosR + (w * (1.0 - cosR)); + var a12 = (w * (1.0 - cosR)) - (sqrW * sinR); + var a20 = (w * (1.0 - cosR)) - (sqrW * sinR); + var a21 = (w * (1.0 - cosR)) + (sqrW * sinR); + var a22 = cosR + (w * (1.0 - cosR)); + var matrix = [ + a00, a01, a02, 0, 0, + a10, a11, a12, 0, 0, + a20, a21, a22, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Set the contrast matrix, increase the separation between dark and bright + * Increase contrast : shadows darker and highlights brighter + * Decrease contrast : bring the shadows up and the highlights down + * @param amount - value of the contrast (0-1) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.contrast = function (amount, multiply) { + var v = (amount || 0) + 1; + var o = -0.5 * (v - 1); + var matrix = [ + v, 0, 0, 0, o, + 0, v, 0, 0, o, + 0, 0, v, 0, o, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Set the saturation matrix, increase the separation between colors + * Increase saturation : increase contrast, brightness, and sharpness + * @param amount - The saturation amount (0-1) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.saturate = function (amount, multiply) { + if (amount === void 0) { amount = 0; } + var x = (amount * 2 / 3) + 1; + var y = ((x - 1) * -0.5); + var matrix = [ + x, y, y, 0, 0, + y, x, y, 0, 0, + y, y, x, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** Desaturate image (remove color) Call the saturate function */ + ColorMatrixFilter.prototype.desaturate = function () { + this.saturate(-1); + }; + /** + * Negative image (inverse of classic rgb matrix) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.negative = function (multiply) { + var matrix = [ + -1, 0, 0, 1, 0, + 0, -1, 0, 1, 0, + 0, 0, -1, 1, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Sepia image + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.sepia = function (multiply) { + var matrix = [ + 0.393, 0.7689999, 0.18899999, 0, 0, + 0.349, 0.6859999, 0.16799999, 0, 0, + 0.272, 0.5339999, 0.13099999, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Color motion picture process invented in 1916 (thanks Dominic Szablewski) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.technicolor = function (multiply) { + var matrix = [ + 1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337, + -0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398, + -0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Polaroid filter + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.polaroid = function (multiply) { + var matrix = [ + 1.438, -0.062, -0.062, 0, 0, + -0.122, 1.378, -0.122, 0, 0, + -0.016, -0.016, 1.483, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Filter who transforms : Red -> Blue and Blue -> Red + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.toBGR = function (multiply) { + var matrix = [ + 0, 0, 1, 0, 0, + 0, 1, 0, 0, 0, + 1, 0, 0, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.kodachrome = function (multiply) { + var matrix = [ + 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502, + -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203, + -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Brown delicious browni filter (thanks Dominic Szablewski) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.browni = function (multiply) { + var matrix = [ + 0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873, + -0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127, + 0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Vintage filter (thanks Dominic Szablewski) + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.vintage = function (multiply) { + var matrix = [ + 0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123, + 0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591, + 0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * We don't know exactly what it does, kind of gradient map, but funny to play with! + * @param desaturation - Tone values. + * @param toned - Tone values. + * @param lightColor - Tone values, example: `0xFFE580` + * @param darkColor - Tone values, example: `0xFFE580` + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.colorTone = function (desaturation, toned, lightColor, darkColor, multiply) { + desaturation = desaturation || 0.2; + toned = toned || 0.15; + lightColor = lightColor || 0xFFE580; + darkColor = darkColor || 0x338000; + var lR = ((lightColor >> 16) & 0xFF) / 255; + var lG = ((lightColor >> 8) & 0xFF) / 255; + var lB = (lightColor & 0xFF) / 255; + var dR = ((darkColor >> 16) & 0xFF) / 255; + var dG = ((darkColor >> 8) & 0xFF) / 255; + var dB = (darkColor & 0xFF) / 255; + var matrix = [ + 0.3, 0.59, 0.11, 0, 0, + lR, lG, lB, desaturation, 0, + dR, dG, dB, toned, 0, + lR - dR, lG - dG, lB - dB, 0, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Night effect + * @param intensity - The intensity of the night effect. + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.night = function (intensity, multiply) { + intensity = intensity || 0.1; + var matrix = [ + intensity * (-2.0), -intensity, 0, 0, 0, + -intensity, 0, intensity, 0, 0, + 0, intensity, intensity * 2.0, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Predator effect + * + * Erase the current matrix by setting a new indepent one + * @param amount - how much the predator feels his future victim + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.predator = function (amount, multiply) { + var matrix = [ + // row 1 + 11.224130630493164 * amount, + -4.794486999511719 * amount, + -2.8746118545532227 * amount, + 0 * amount, + 0.40342438220977783 * amount, + // row 2 + -3.6330697536468506 * amount, + 9.193157196044922 * amount, + -2.951810836791992 * amount, + 0 * amount, + -1.316135048866272 * amount, + // row 3 + -3.2184197902679443 * amount, + -4.2375030517578125 * amount, + 7.476448059082031 * amount, + 0 * amount, + 0.8044459223747253 * amount, + // row 4 + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * LSD effect + * + * Multiply the current matrix + * @param multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.lsd = function (multiply) { + var matrix = [ + 2, -0.4, 0.5, 0, 0, + -0.5, 2, -0.4, 0, 0, + -0.4, -0.5, 3, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** Erase the current matrix by setting the default one. */ + ColorMatrixFilter.prototype.reset = function () { + var matrix = [ + 1, 0, 0, 0, 0, + 0, 1, 0, 0, 0, + 0, 0, 1, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, false); + }; + Object.defineProperty(ColorMatrixFilter.prototype, "matrix", { /** - * Fired when a pointer device button (usually a mouse left-button) is released over the display - * object. - * @event PIXI.InteractionManager#mouseup - * @param {PIXI.InteractionEvent} event - Interaction event + * The matrix of the color matrix filter + * @member {number[]} + * @default [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0] */ + get: function () { + return this.uniforms.m; + }, + set: function (value) { + this.uniforms.m = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(ColorMatrixFilter.prototype, "alpha", { /** - * Fired when a pointer device secondary button (usually a mouse right-button) is released - * over the display object. - * @event PIXI.InteractionManager#rightup - * @param {PIXI.InteractionEvent} event - Interaction event + * The opacity value to use when mixing the original and resultant colors. + * + * When the value is 0, the original color is used without modification. + * When the value is 1, the result color is used. + * When in the range (0, 1) the color is interpolated between the original and result by this amount. + * @default 1 */ + get: function () { + return this.uniforms.uAlpha; + }, + set: function (value) { + this.uniforms.uAlpha = value; + }, + enumerable: false, + configurable: true + }); + return ColorMatrixFilter; + }(Filter)); + // Americanized alias + ColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale; + + /*! + * @pixi/filter-displacement - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/filter-displacement is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$4 = function(d, b) { + extendStatics$4 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$4(d, b); + }; + + function __extends$4(d, b) { + extendStatics$4(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var fragment$2 = "varying vec2 vFilterCoord;\nvarying vec2 vTextureCoord;\n\nuniform vec2 scale;\nuniform mat2 rotation;\nuniform sampler2D uSampler;\nuniform sampler2D mapSampler;\n\nuniform highp vec4 inputSize;\nuniform vec4 inputClamp;\n\nvoid main(void)\n{\n vec4 map = texture2D(mapSampler, vFilterCoord);\n\n map -= 0.5;\n map.xy = scale * inputSize.zw * (rotation * map.xy);\n\n gl_FragColor = texture2D(uSampler, clamp(vec2(vTextureCoord.x + map.x, vTextureCoord.y + map.y), inputClamp.xy, inputClamp.zw));\n}\n"; + + var vertex$1 = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\nuniform mat3 filterMatrix;\n\nvarying vec2 vTextureCoord;\nvarying vec2 vFilterCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n\tgl_Position = filterVertexPosition();\n\tvTextureCoord = filterTextureCoord();\n\tvFilterCoord = ( filterMatrix * vec3( vTextureCoord, 1.0) ).xy;\n}\n"; + + /** + * The DisplacementFilter class uses the pixel values from the specified texture + * (called the displacement map) to perform a displacement of an object. + * + * You can use this filter to apply all manor of crazy warping effects. + * Currently the `r` property of the texture is used to offset the `x` + * and the `g` property of the texture is used to offset the `y`. + * + * The way it works is it uses the values of the displacement map to look up the + * correct pixels to output. This means it's not technically moving the original. + * Instead, it's starting at the output and asking "which pixel from the original goes here". + * For example, if a displacement map pixel has `red = 1` and the filter scale is `20`, + * this filter will output the pixel approximately 20 pixels to the right of the original. + * @memberof PIXI.filters + */ + /** @class */ ((function (_super) { + __extends$4(DisplacementFilter, _super); + /** + * @param {PIXI.Sprite} sprite - The sprite used for the displacement map. (make sure its added to the scene!) + * @param scale - The scale of the displacement + */ + function DisplacementFilter(sprite, scale) { + var _this = this; + var maskMatrix = new Matrix(); + sprite.renderable = false; + _this = _super.call(this, vertex$1, fragment$2, { + mapSampler: sprite._texture, + filterMatrix: maskMatrix, + scale: { x: 1, y: 1 }, + rotation: new Float32Array([1, 0, 0, 1]), + }) || this; + _this.maskSprite = sprite; + _this.maskMatrix = maskMatrix; + if (scale === null || scale === undefined) { + scale = 20; + } /** - * Fired when a pointer device button (usually a mouse left-button) is pressed and released on - * the display object. - * @event PIXI.InteractionManager#click - * @param {PIXI.InteractionEvent} event - Interaction event + * scaleX, scaleY for displacements + * @member {PIXI.Point} */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is pressed - * and released on the display object. - * @event PIXI.InteractionManager#rightclick - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button (usually a mouse left-button) is released outside the - * display object that initially registered a - * [mousedown]{@link PIXI.InteractionManager#event:mousedown}. - * @event PIXI.InteractionManager#mouseupoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is released - * outside the display object that initially registered a - * [rightdown]{@link PIXI.InteractionManager#event:rightdown}. - * @event PIXI.InteractionManager#rightupoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device (usually a mouse) is moved while over the display object - * @event PIXI.InteractionManager#mousemove - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device (usually a mouse) is moved onto the display object - * @event PIXI.InteractionManager#mouseover - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device (usually a mouse) is moved off the display object - * @event PIXI.InteractionManager#mouseout - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is pressed on the display object. - * @event PIXI.InteractionManager#pointerdown - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is released over the display object. - * Not always fired when some buttons are held down while others are released. In those cases, - * use [mousedown]{@link PIXI.InteractionManager#event:mousedown} and - * [mouseup]{@link PIXI.InteractionManager#event:mouseup} instead. - * @event PIXI.InteractionManager#pointerup - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when the operating system cancels a pointer event - * @event PIXI.InteractionManager#pointercancel - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is pressed and released on the display object. - * @event PIXI.InteractionManager#pointertap - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is released outside the display object that initially - * registered a [pointerdown]{@link PIXI.InteractionManager#event:pointerdown}. - * @event PIXI.InteractionManager#pointerupoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device is moved while over the display object - * @event PIXI.InteractionManager#pointermove - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device is moved onto the display object - * @event PIXI.InteractionManager#pointerover - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device is moved off the display object - * @event PIXI.InteractionManager#pointerout - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is placed on the display object. - * @event PIXI.InteractionManager#touchstart - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is removed from the display object. - * @event PIXI.InteractionManager#touchend - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when the operating system cancels a touch - * @event PIXI.InteractionManager#touchcancel - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is placed and removed from the display object. - * @event PIXI.InteractionManager#tap - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is removed outside of the display object that initially - * registered a [touchstart]{@link PIXI.InteractionManager#event:touchstart}. - * @event PIXI.InteractionManager#touchendoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is moved along the display object. - * @event PIXI.InteractionManager#touchmove - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button (usually a mouse left-button) is pressed on the display. - * object. DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#mousedown - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is pressed - * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#rightdown - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button (usually a mouse left-button) is released over the display - * object. DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#mouseup - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is released - * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#rightup - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button (usually a mouse left-button) is pressed and released on - * the display object. DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#click - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is pressed - * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#rightclick - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button (usually a mouse left-button) is released outside the - * display object that initially registered a - * [mousedown]{@link PIXI.DisplayObject#event:mousedown}. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#mouseupoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device secondary button (usually a mouse right-button) is released - * outside the display object that initially registered a - * [rightdown]{@link PIXI.DisplayObject#event:rightdown}. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#rightupoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device (usually a mouse) is moved while over the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#mousemove - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device (usually a mouse) is moved onto the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#mouseover - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device (usually a mouse) is moved off the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#mouseout - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is pressed on the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointerdown - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is released over the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointerup - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when the operating system cancels a pointer event. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointercancel - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is pressed and released on the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointertap - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device button is released outside the display object that initially - * registered a [pointerdown]{@link PIXI.DisplayObject#event:pointerdown}. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointerupoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device is moved while over the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointermove - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device is moved onto the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointerover - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a pointer device is moved off the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#pointerout - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is placed on the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#touchstart - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is removed from the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#touchend - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when the operating system cancels a touch. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#touchcancel - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is placed and removed from the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#tap - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is removed outside of the display object that initially - * registered a [touchstart]{@link PIXI.DisplayObject#event:touchstart}. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#touchendoutside - * @param {PIXI.InteractionEvent} event - Interaction event - */ - /** - * Fired when a touch point is moved along the display object. - * DisplayObject's `interactive` property must be set to `true` to fire event. - * - * This comes from the @pixi/interaction package. - * @event PIXI.DisplayObject#touchmove - * @param {PIXI.InteractionEvent} event - Interaction event - */ - _this._useSystemTicker = options.useSystemTicker !== undefined ? options.useSystemTicker : true; - _this.setTargetElement(_this.renderer.view, _this.renderer.resolution); + _this.scale = new Point(scale, scale); return _this; } - Object.defineProperty(InteractionManager.prototype, "useSystemTicker", { - /** - * Should the InteractionManager automatically add {@link tickerUpdate} to {@link PIXI.Ticker.system}. - * @default true - */ + /** + * Applies the filter. + * @param filterManager - The manager. + * @param input - The input target. + * @param output - The output target. + * @param clearMode - clearMode. + */ + DisplacementFilter.prototype.apply = function (filterManager, input, output, clearMode) { + // fill maskMatrix with _normalized sprite texture coords_ + this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, this.maskSprite); + this.uniforms.scale.x = this.scale.x; + this.uniforms.scale.y = this.scale.y; + // Extract rotation from world transform + var wt = this.maskSprite.worldTransform; + var lenX = Math.sqrt((wt.a * wt.a) + (wt.b * wt.b)); + var lenY = Math.sqrt((wt.c * wt.c) + (wt.d * wt.d)); + if (lenX !== 0 && lenY !== 0) { + this.uniforms.rotation[0] = wt.a / lenX; + this.uniforms.rotation[1] = wt.b / lenX; + this.uniforms.rotation[2] = wt.c / lenY; + this.uniforms.rotation[3] = wt.d / lenY; + } + // draw the filter... + filterManager.applyFilter(this, input, output, clearMode); + }; + Object.defineProperty(DisplacementFilter.prototype, "map", { + /** The texture used for the displacement map. Must be power of 2 sized texture. */ get: function () { - return this._useSystemTicker; + return this.uniforms.mapSampler; }, - set: function (useSystemTicker) { - this._useSystemTicker = useSystemTicker; - if (useSystemTicker) { - this.addTickerListener(); - } - else { - this.removeTickerListener(); - } + set: function (value) { + this.uniforms.mapSampler = value; }, enumerable: false, configurable: true }); - Object.defineProperty(InteractionManager.prototype, "lastObjectRendered", { + return DisplacementFilter; + })(Filter)); + + /*! + * @pixi/filter-fxaa - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/filter-fxaa is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$3 = function(d, b) { + extendStatics$3 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$3(d, b); + }; + + function __extends$3(d, b) { + extendStatics$3(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var vertex = "\nattribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvoid texcoords(vec2 fragCoord, vec2 inverseVP,\n out vec2 v_rgbNW, out vec2 v_rgbNE,\n out vec2 v_rgbSW, out vec2 v_rgbSE,\n out vec2 v_rgbM) {\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\n v_rgbM = vec2(fragCoord * inverseVP);\n}\n\nvoid main(void) {\n\n gl_Position = filterVertexPosition();\n\n vFragCoord = aVertexPosition * outputFrame.zw;\n\n texcoords(vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n}\n"; + + var fragment$1 = "varying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\nuniform sampler2D uSampler;\nuniform highp vec4 inputSize;\n\n\n/**\n Basic FXAA implementation based on the code on geeks3d.com with the\n modification that the texture2DLod stuff was removed since it's\n unsupported by WebGL.\n\n --\n\n From:\n https://github.com/mitsuhiko/webgl-meincraft\n\n Copyright (c) 2011 by Armin Ronacher.\n\n Some rights reserved.\n\n Redistribution and use in source and binary forms, with or without\n modification, are permitted provided that the following conditions are\n met:\n\n * Redistributions of source code must retain the above copyright\n notice, this list of conditions and the following disclaimer.\n\n * Redistributions in binary form must reproduce the above\n copyright notice, this list of conditions and the following\n disclaimer in the documentation and/or other materials provided\n with the distribution.\n\n * The names of the contributors may not be used to endorse or\n promote products derived from this software without specific\n prior written permission.\n\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n#ifndef FXAA_REDUCE_MIN\n#define FXAA_REDUCE_MIN (1.0/ 128.0)\n#endif\n#ifndef FXAA_REDUCE_MUL\n#define FXAA_REDUCE_MUL (1.0 / 8.0)\n#endif\n#ifndef FXAA_SPAN_MAX\n#define FXAA_SPAN_MAX 8.0\n#endif\n\n//optimized version for mobile, where dependent\n//texture reads can be a bottleneck\nvec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,\n vec2 v_rgbNW, vec2 v_rgbNE,\n vec2 v_rgbSW, vec2 v_rgbSE,\n vec2 v_rgbM) {\n vec4 color;\n vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\n vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\n vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\n vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\n vec4 texColor = texture2D(tex, v_rgbM);\n vec3 rgbM = texColor.xyz;\n vec3 luma = vec3(0.299, 0.587, 0.114);\n float lumaNW = dot(rgbNW, luma);\n float lumaNE = dot(rgbNE, luma);\n float lumaSW = dot(rgbSW, luma);\n float lumaSE = dot(rgbSE, luma);\n float lumaM = dot(rgbM, luma);\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n\n mediump vec2 dir;\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\n (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\n\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\n dir * rcpDirMin)) * inverseVP;\n\n vec3 rgbA = 0.5 * (\n texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\n texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n\n float lumaB = dot(rgbB, luma);\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\n color = vec4(rgbA, texColor.a);\n else\n color = vec4(rgbB, texColor.a);\n return color;\n}\n\nvoid main() {\n\n vec4 color;\n\n color = fxaa(uSampler, vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n\n gl_FragColor = color;\n}\n"; + + /** + * Basic FXAA (Fast Approximate Anti-Aliasing) implementation based on the code on geeks3d.com + * with the modification that the texture2DLod stuff was removed since it is unsupported by WebGL. + * @see https://github.com/mitsuhiko/webgl-meincraft + * @memberof PIXI.filters + */ + /** @class */ ((function (_super) { + __extends$3(FXAAFilter, _super); + function FXAAFilter() { + // TODO - needs work + return _super.call(this, vertex, fragment$1) || this; + } + return FXAAFilter; + })(Filter)); + + /*! + * @pixi/filter-noise - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/filter-noise is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$2 = function(d, b) { + extendStatics$2 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$2(d, b); + }; + + function __extends$2(d, b) { + extendStatics$2(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var fragment = "precision highp float;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform float uNoise;\nuniform float uSeed;\nuniform sampler2D uSampler;\n\nfloat rand(vec2 co)\n{\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvoid main()\n{\n vec4 color = texture2D(uSampler, vTextureCoord);\n float randomValue = rand(gl_FragCoord.xy * uSeed);\n float diff = (randomValue - 0.5) * uNoise;\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (color.a > 0.0) {\n color.rgb /= color.a;\n }\n\n color.r += diff;\n color.g += diff;\n color.b += diff;\n\n // Premultiply alpha again.\n color.rgb *= color.a;\n\n gl_FragColor = color;\n}\n"; + + /** + * A Noise effect filter. + * + * original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/noise.js + * @memberof PIXI.filters + * @author Vico @vicocotea + */ + /** @class */ ((function (_super) { + __extends$2(NoiseFilter, _super); + /** + * @param {number} [noise=0.5] - The noise intensity, should be a normalized value in the range [0, 1]. + * @param {number} [seed] - A random seed for the noise generation. Default is `Math.random()`. + */ + function NoiseFilter(noise, seed) { + if (noise === void 0) { noise = 0.5; } + if (seed === void 0) { seed = Math.random(); } + var _this = _super.call(this, defaultFilterVertex, fragment, { + uNoise: 0, + uSeed: 0, + }) || this; + _this.noise = noise; + _this.seed = seed; + return _this; + } + Object.defineProperty(NoiseFilter.prototype, "noise", { /** - * Last rendered object or temp object. - * @readonly - * @protected + * The amount of noise to apply, this value should be in the range (0, 1]. + * @default 0.5 */ get: function () { - return this.renderer._lastObjectRendered || this._tempDisplayObject; + return this.uniforms.uNoise; + }, + set: function (value) { + this.uniforms.uNoise = value; }, enumerable: false, configurable: true }); + Object.defineProperty(NoiseFilter.prototype, "seed", { + /** A seed value to apply to the random noise generation. `Math.random()` is a good value to use. */ + get: function () { + return this.uniforms.uSeed; + }, + set: function (value) { + this.uniforms.uSeed = value; + }, + enumerable: false, + configurable: true + }); + return NoiseFilter; + })(Filter)); + + /*! + * @pixi/mixin-cache-as-bitmap - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/mixin-cache-as-bitmap is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + var _tempMatrix = new Matrix(); + DisplayObject.prototype._cacheAsBitmap = false; + DisplayObject.prototype._cacheData = null; + DisplayObject.prototype._cacheAsBitmapResolution = null; + DisplayObject.prototype._cacheAsBitmapMultisample = MSAA_QUALITY.NONE; + // figured there's no point adding ALL the extra variables to prototype. + // this model can hold the information needed. This can also be generated on demand as + // most objects are not cached as bitmaps. + /** + * @class + * @ignore + * @private + */ + var CacheData = /** @class */ (function () { + function CacheData() { + this.textureCacheId = null; + this.originalRender = null; + this.originalRenderCanvas = null; + this.originalCalculateBounds = null; + this.originalGetLocalBounds = null; + this.originalUpdateTransform = null; + this.originalDestroy = null; + this.originalMask = null; + this.originalFilterArea = null; + this.originalContainsPoint = null; + this.sprite = null; + } + return CacheData; + }()); + Object.defineProperties(DisplayObject.prototype, { /** - * Hit tests a point against the display tree, returning the first interactive object that is hit. - * @param globalPoint - A point to hit test with, in global space. - * @param root - The root display object to start from. If omitted, defaults - * to the last rendered root of the associated renderer. - * @returns - The hit display object, if any. - */ - InteractionManager.prototype.hitTest = function (globalPoint, root) { - // clear the target for our hit test - hitTestEvent.target = null; - // assign the global point - hitTestEvent.data.global = globalPoint; - // ensure safety of the root - if (!root) { - root = this.lastObjectRendered; - } - // run the hit test - this.processInteractive(hitTestEvent, root, null, true); - // return our found object - it'll be null if we didn't hit anything - return hitTestEvent.target; - }; - /** - * Sets the DOM element which will receive mouse/touch events. This is useful for when you have - * other DOM elements on top of the renderers Canvas element. With this you'll be bale to delegate - * another DOM element to receive those events. - * @param element - the DOM element which will receive mouse and touch events. - * @param resolution - The resolution / device pixel ratio of the new element (relative to the canvas). - */ - InteractionManager.prototype.setTargetElement = function (element, resolution) { - if (resolution === void 0) { resolution = 1; } - this.removeTickerListener(); - this.removeEvents(); - this.interactionDOMElement = element; - this.resolution = resolution; - this.addEvents(); - this.addTickerListener(); - }; - /** Adds the ticker listener. */ - InteractionManager.prototype.addTickerListener = function () { - if (this.tickerAdded || !this.interactionDOMElement || !this._useSystemTicker) { - return; - } - Ticker$1.system.add(this.tickerUpdate, this, UPDATE_PRIORITY$1.INTERACTION); - this.tickerAdded = true; - }; - /** Removes the ticker listener. */ - InteractionManager.prototype.removeTickerListener = function () { - if (!this.tickerAdded) { - return; - } - Ticker$1.system.remove(this.tickerUpdate, this); - this.tickerAdded = false; - }; - /** Registers all the DOM events. */ - InteractionManager.prototype.addEvents = function () { - if (this.eventsAdded || !this.interactionDOMElement) { - return; - } - var style = this.interactionDOMElement.style; - if (globalThis.navigator.msPointerEnabled) { - style.msContentZooming = 'none'; - style.msTouchAction = 'none'; - } - else if (this.supportsPointerEvents) { - style.touchAction = 'none'; - } - /* - * These events are added first, so that if pointer events are normalized, they are fired - * in the same order as non-normalized events. ie. pointer event 1st, mouse / touch 2nd - */ - if (this.supportsPointerEvents) { - globalThis.document.addEventListener('pointermove', this.onPointerMove, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions); - // pointerout is fired in addition to pointerup (for touch events) and pointercancel - // we already handle those, so for the purposes of what we do in onPointerOut, we only - // care about the pointerleave event - this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, this._eventListenerOptions); - globalThis.addEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions); - globalThis.addEventListener('pointerup', this.onPointerUp, this._eventListenerOptions); - } - else { - globalThis.document.addEventListener('mousemove', this.onPointerMove, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, this._eventListenerOptions); - globalThis.addEventListener('mouseup', this.onPointerUp, this._eventListenerOptions); - } - // always look directly for touch events so that we can provide original data - // In a future version we should change this to being just a fallback and rely solely on - // PointerEvents whenever available - if (this.supportsTouchEvents) { - this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, this._eventListenerOptions); - this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, this._eventListenerOptions); - } - this.eventsAdded = true; - }; - /** Removes all the DOM events that were previously registered. */ - InteractionManager.prototype.removeEvents = function () { - if (!this.eventsAdded || !this.interactionDOMElement) { - return; - } - var style = this.interactionDOMElement.style; - if (globalThis.navigator.msPointerEnabled) { - style.msContentZooming = ''; - style.msTouchAction = ''; - } - else if (this.supportsPointerEvents) { - style.touchAction = ''; - } - if (this.supportsPointerEvents) { - globalThis.document.removeEventListener('pointermove', this.onPointerMove, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, this._eventListenerOptions); - globalThis.removeEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions); - globalThis.removeEventListener('pointerup', this.onPointerUp, this._eventListenerOptions); - } - else { - globalThis.document.removeEventListener('mousemove', this.onPointerMove, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, this._eventListenerOptions); - globalThis.removeEventListener('mouseup', this.onPointerUp, this._eventListenerOptions); - } - if (this.supportsTouchEvents) { - this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, this._eventListenerOptions); - this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, this._eventListenerOptions); - } - this.interactionDOMElement = null; - this.eventsAdded = false; - }; - /** - * Updates the state of interactive objects if at least {@link interactionFrequency} - * milliseconds have passed since the last invocation. - * - * Invoked by a throttled ticker update from {@link PIXI.Ticker.system}. - * @param deltaTime - time delta since the last call - */ - InteractionManager.prototype.tickerUpdate = function (deltaTime) { - this._deltaTime += deltaTime; - if (this._deltaTime < this.interactionFrequency) { - return; - } - this._deltaTime = 0; - this.update(); - }; - /** Updates the state of interactive objects. */ - InteractionManager.prototype.update = function () { - if (!this.interactionDOMElement) { - return; - } - // if the user move the mouse this check has already been done using the mouse move! - if (this._didMove) { - this._didMove = false; - return; - } - this.cursor = null; - // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind, - // but there was a scenario of a display object moving under a static mouse cursor. - // In this case, mouseover and mouseevents would not pass the flag test in dispatchEvent function - for (var k in this.activeInteractionData) { - // eslint-disable-next-line no-prototype-builtins - if (this.activeInteractionData.hasOwnProperty(k)) { - var interactionData = this.activeInteractionData[k]; - if (interactionData.originalEvent && interactionData.pointerType !== 'touch') { - var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, interactionData.originalEvent, interactionData); - this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, true); - } - } - } - this.setCursorMode(this.cursor); - }; - /** - * Sets the current cursor mode, handling any callbacks or CSS style changes. - * @param mode - cursor mode, a key from the cursorStyles dictionary - */ - InteractionManager.prototype.setCursorMode = function (mode) { - mode = mode || 'default'; - var applyStyles = true; - // offscreen canvas does not support setting styles, but cursor modes can be functions, - // in order to handle pixi rendered cursors, so we can't bail - if (globalThis.OffscreenCanvas && this.interactionDOMElement instanceof OffscreenCanvas) { - applyStyles = false; - } - // if the mode didn't actually change, bail early - if (this.currentCursorMode === mode) { - return; - } - this.currentCursorMode = mode; - var style = this.cursorStyles[mode]; - // only do things if there is a cursor style for it - if (style) { - switch (typeof style) { - case 'string': - // string styles are handled as cursor CSS - if (applyStyles) { - this.interactionDOMElement.style.cursor = style; - } - break; - case 'function': - // functions are just called, and passed the cursor mode - style(mode); - break; - case 'object': - // if it is an object, assume that it is a dictionary of CSS styles, - // apply it to the interactionDOMElement - if (applyStyles) { - Object.assign(this.interactionDOMElement.style, style); - } - break; - } - } - else if (applyStyles && typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode)) { - // if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry - // for the mode, then assume that the dev wants it to be CSS for the cursor. - this.interactionDOMElement.style.cursor = mode; - } - }; - /** - * Dispatches an event on the display object that was interacted with. - * @param displayObject - the display object in question - * @param eventString - the name of the event (e.g, mousedown) - * @param eventData - the event data object + * The resolution to use for cacheAsBitmap. By default this will use the renderer's resolution + * but can be overriden for performance. Lower values will reduce memory usage at the expense + * of render quality. A falsey value of `null` or `0` will default to the renderer's resolution. + * If `cacheAsBitmap` is set to `true`, this will re-render with the new resolution. + * @member {number} cacheAsBitmapResolution + * @memberof PIXI.DisplayObject# + * @default null */ - InteractionManager.prototype.dispatchEvent = function (displayObject, eventString, eventData) { - // Even if the event was stopped, at least dispatch any remaining events - // for the same display object. - if (!eventData.stopPropagationHint || displayObject === eventData.stopsPropagatingAt) { - eventData.currentTarget = displayObject; - eventData.type = eventString; - displayObject.emit(eventString, eventData); - if (displayObject[eventString]) { - displayObject[eventString](eventData); + cacheAsBitmapResolution: { + get: function () { + return this._cacheAsBitmapResolution; + }, + set: function (resolution) { + if (resolution === this._cacheAsBitmapResolution) { + return; } - } - }; - /** - * Puts a event on a queue to be dispatched later. This is used to guarantee correct - * ordering of over/out events. - * @param displayObject - the display object in question - * @param eventString - the name of the event (e.g, mousedown) - * @param eventData - the event data object - */ - InteractionManager.prototype.delayDispatchEvent = function (displayObject, eventString, eventData) { - this.delayedEvents.push({ displayObject: displayObject, eventString: eventString, eventData: eventData }); - }; - /** - * Maps x and y coords from a DOM object and maps them correctly to the PixiJS view. The - * resulting value is stored in the point. This takes into account the fact that the DOM - * element could be scaled and positioned anywhere on the screen. - * @param point - the point that the result will be stored in - * @param x - the x coord of the position to map - * @param y - the y coord of the position to map - */ - InteractionManager.prototype.mapPositionToPoint = function (point, x, y) { - var rect; - // IE 11 fix - if (!this.interactionDOMElement.parentElement) { - rect = { - x: 0, - y: 0, - width: this.interactionDOMElement.width, - height: this.interactionDOMElement.height, - left: 0, - top: 0 - }; - } - else { - rect = this.interactionDOMElement.getBoundingClientRect(); - } - var resolutionMultiplier = 1.0 / this.resolution; - point.x = ((x - rect.left) * (this.interactionDOMElement.width / rect.width)) * resolutionMultiplier; - point.y = ((y - rect.top) * (this.interactionDOMElement.height / rect.height)) * resolutionMultiplier; - }; - /** - * This function is provides a neat way of crawling through the scene graph and running a - * specified function on all interactive objects it finds. It will also take care of hit - * testing the interactive objects and passes the hit across in the function. - * @protected - * @param interactionEvent - event containing the point that - * is tested for collision - * @param displayObject - the displayObject - * that will be hit test (recursively crawls its children) - * @param func - the function that will be called on each interactive object. The - * interactionEvent, displayObject and hit will be passed to the function - * @param hitTest - indicates whether we want to calculate hits - * or just iterate through all interactive objects - */ - InteractionManager.prototype.processInteractive = function (interactionEvent, displayObject, func, hitTest) { - var hit = this.search.findHit(interactionEvent, displayObject, func, hitTest); - var delayedEvents = this.delayedEvents; - if (!delayedEvents.length) { - return hit; - } - // Reset the propagation hint, because we start deeper in the tree again. - interactionEvent.stopPropagationHint = false; - var delayedLen = delayedEvents.length; - this.delayedEvents = []; - for (var i = 0; i < delayedLen; i++) { - var _a = delayedEvents[i], displayObject_1 = _a.displayObject, eventString = _a.eventString, eventData = _a.eventData; - // When we reach the object we wanted to stop propagating at, - // set the propagation hint. - if (eventData.stopsPropagatingAt === displayObject_1) { - eventData.stopPropagationHint = true; + this._cacheAsBitmapResolution = resolution; + if (this.cacheAsBitmap) { + // Toggle to re-render at the new resolution + this.cacheAsBitmap = false; + this.cacheAsBitmap = true; } - this.dispatchEvent(displayObject_1, eventString, eventData); - } - return hit; - }; + }, + }, /** - * Is called when the pointer button is pressed down on the renderer element - * @param originalEvent - The DOM event of a pointer button being pressed down + * The number of samples to use for cacheAsBitmap. If set to `null`, the renderer's + * sample count is used. + * If `cacheAsBitmap` is set to `true`, this will re-render with the new number of samples. + * @member {number} cacheAsBitmapMultisample + * @memberof PIXI.DisplayObject# + * @default PIXI.MSAA_QUALITY.NONE */ - InteractionManager.prototype.onPointerDown = function (originalEvent) { - // if we support touch events, then only use those for touch events, not pointer events - if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') - { return; } - var events = this.normalizeToPointerData(originalEvent); - /* - * No need to prevent default on natural pointer events, as there are no side effects - * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser, - * so still need to be prevented. - */ - // Guaranteed that there will be at least one event in events, and all events must have the same pointer type - if (this.autoPreventDefault && events[0].isNormalized) { - var cancelable = originalEvent.cancelable || !('cancelable' in originalEvent); - if (cancelable) { - originalEvent.preventDefault(); - } - } - var eventLen = events.length; - for (var i = 0; i < eventLen; i++) { - var event = events[i]; - var interactionData = this.getInteractionDataForPointerId(event); - var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); - interactionEvent.data.originalEvent = originalEvent; - this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerDown, true); - this.emit('pointerdown', interactionEvent); - if (event.pointerType === 'touch') { - this.emit('touchstart', interactionEvent); + cacheAsBitmapMultisample: { + get: function () { + return this._cacheAsBitmapMultisample; + }, + set: function (multisample) { + if (multisample === this._cacheAsBitmapMultisample) { + return; } - // emit a mouse event for "pen" pointers, the way a browser would emit a fallback event - else if (event.pointerType === 'mouse' || event.pointerType === 'pen') { - var isRightButton = event.button === 2; - this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData); + this._cacheAsBitmapMultisample = multisample; + if (this.cacheAsBitmap) { + // Toggle to re-render with new multisample + this.cacheAsBitmap = false; + this.cacheAsBitmap = true; } - } - }; + }, + }, /** - * Processes the result of the pointer down check and dispatches the event if need be - * @param interactionEvent - The interaction event wrapping the DOM event - * @param displayObject - The display object that was tested - * @param hit - the result of the hit test on the display object + * Set this to true if you want this display object to be cached as a bitmap. + * This basically takes a snap shot of the display object as it is at that moment. It can + * provide a performance benefit for complex static displayObjects. + * To remove simply set this property to `false` + * + * IMPORTANT GOTCHA - Make sure that all your textures are preloaded BEFORE setting this property to true + * as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear. + * @member {boolean} + * @memberof PIXI.DisplayObject# */ - InteractionManager.prototype.processPointerDown = function (interactionEvent, displayObject, hit) { - var data = interactionEvent.data; - var id = interactionEvent.data.identifier; - if (hit) { - if (!displayObject.trackedPointers[id]) { - displayObject.trackedPointers[id] = new InteractionTrackingData(id); - } - this.dispatchEvent(displayObject, 'pointerdown', interactionEvent); - if (data.pointerType === 'touch') { - this.dispatchEvent(displayObject, 'touchstart', interactionEvent); + cacheAsBitmap: { + get: function () { + return this._cacheAsBitmap; + }, + set: function (value) { + if (this._cacheAsBitmap === value) { + return; } - else if (data.pointerType === 'mouse' || data.pointerType === 'pen') { - var isRightButton = data.button === 2; - if (isRightButton) { - displayObject.trackedPointers[id].rightDown = true; - } - else { - displayObject.trackedPointers[id].leftDown = true; + this._cacheAsBitmap = value; + var data; + if (value) { + if (!this._cacheData) { + this._cacheData = new CacheData(); } - this.dispatchEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent); - } - } - }; - /** - * Is called when the pointer button is released on the renderer element - * @param originalEvent - The DOM event of a pointer button being released - * @param cancelled - true if the pointer is cancelled - * @param func - Function passed to {@link processInteractive} - */ - InteractionManager.prototype.onPointerComplete = function (originalEvent, cancelled, func) { - var events = this.normalizeToPointerData(originalEvent); - var eventLen = events.length; - // if the event wasn't targeting our canvas, then consider it to be pointerupoutside - // in all cases (unless it was a pointercancel) - var target = originalEvent.target; - // if in shadow DOM use composedPath to access target - if (originalEvent.composedPath && originalEvent.composedPath().length > 0) { - target = originalEvent.composedPath()[0]; - } - var eventAppend = target !== this.interactionDOMElement ? 'outside' : ''; - for (var i = 0; i < eventLen; i++) { - var event = events[i]; - var interactionData = this.getInteractionDataForPointerId(event); - var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); - interactionEvent.data.originalEvent = originalEvent; - // perform hit testing for events targeting our canvas or cancel events - this.processInteractive(interactionEvent, this.lastObjectRendered, func, cancelled || !eventAppend); - this.emit(cancelled ? 'pointercancel' : "pointerup" + eventAppend, interactionEvent); - if (event.pointerType === 'mouse' || event.pointerType === 'pen') { - var isRightButton = event.button === 2; - this.emit(isRightButton ? "rightup" + eventAppend : "mouseup" + eventAppend, interactionEvent); + data = this._cacheData; + data.originalRender = this.render; + data.originalRenderCanvas = this.renderCanvas; + data.originalUpdateTransform = this.updateTransform; + data.originalCalculateBounds = this.calculateBounds; + data.originalGetLocalBounds = this.getLocalBounds; + data.originalDestroy = this.destroy; + data.originalContainsPoint = this.containsPoint; + data.originalMask = this._mask; + data.originalFilterArea = this.filterArea; + this.render = this._renderCached; + this.renderCanvas = this._renderCachedCanvas; + this.destroy = this._cacheAsBitmapDestroy; } - else if (event.pointerType === 'touch') { - this.emit(cancelled ? 'touchcancel' : "touchend" + eventAppend, interactionEvent); - this.releaseInteractionDataForPointerId(event.pointerId); + else { + data = this._cacheData; + if (data.sprite) { + this._destroyCachedDisplayObject(); + } + this.render = data.originalRender; + this.renderCanvas = data.originalRenderCanvas; + this.calculateBounds = data.originalCalculateBounds; + this.getLocalBounds = data.originalGetLocalBounds; + this.destroy = data.originalDestroy; + this.updateTransform = data.originalUpdateTransform; + this.containsPoint = data.originalContainsPoint; + this._mask = data.originalMask; + this.filterArea = data.originalFilterArea; } - } - }; - /** - * Is called when the pointer button is cancelled - * @param event - The DOM event of a pointer button being released - */ - InteractionManager.prototype.onPointerCancel = function (event) { - // if we support touch events, then only use those for touch events, not pointer events - if (this.supportsTouchEvents && event.pointerType === 'touch') - { return; } - this.onPointerComplete(event, true, this.processPointerCancel); - }; - /** - * Processes the result of the pointer cancel check and dispatches the event if need be - * @param interactionEvent - The interaction event wrapping the DOM event - * @param displayObject - The display object that was tested - */ - InteractionManager.prototype.processPointerCancel = function (interactionEvent, displayObject) { - var data = interactionEvent.data; - var id = interactionEvent.data.identifier; - if (displayObject.trackedPointers[id] !== undefined) { - delete displayObject.trackedPointers[id]; - this.dispatchEvent(displayObject, 'pointercancel', interactionEvent); - if (data.pointerType === 'touch') { - this.dispatchEvent(displayObject, 'touchcancel', interactionEvent); + }, + }, + }); + /** + * Renders a cached version of the sprite with WebGL + * @private + * @method _renderCached + * @memberof PIXI.DisplayObject# + * @param {PIXI.Renderer} renderer - the WebGL renderer + */ + DisplayObject.prototype._renderCached = function _renderCached(renderer) { + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + this._initCachedDisplayObject(renderer); + this._cacheData.sprite.transform._worldID = this.transform._worldID; + this._cacheData.sprite.worldAlpha = this.worldAlpha; + this._cacheData.sprite._render(renderer); + }; + /** + * Prepares the WebGL renderer to cache the sprite + * @private + * @method _initCachedDisplayObject + * @memberof PIXI.DisplayObject# + * @param {PIXI.Renderer} renderer - the WebGL renderer + */ + DisplayObject.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer) { + var _a; + if (this._cacheData && this._cacheData.sprite) { + return; + } + // make sure alpha is set to 1 otherwise it will get rendered as invisible! + var cacheAlpha = this.alpha; + this.alpha = 1; + // first we flush anything left in the renderer (otherwise it would get rendered to the cached texture) + renderer.batch.flush(); + // this.filters= []; + // next we find the dimensions of the untransformed object + // this function also calls updatetransform on all its children as part of the measuring. + // This means we don't need to update the transform again in this function + // TODO pass an object to clone too? saves having to create a new one each time! + var bounds = this.getLocalBounds(null, true).clone(); + // add some padding! + if (this.filters && this.filters.length) { + var padding = this.filters[0].padding; + bounds.pad(padding); + } + bounds.ceil(settings$1.RESOLUTION); + // for now we cache the current renderTarget that the WebGL renderer is currently using. + // this could be more elegant.. + var cachedRenderTexture = renderer.renderTexture.current; + var cachedSourceFrame = renderer.renderTexture.sourceFrame.clone(); + var cachedDestinationFrame = renderer.renderTexture.destinationFrame.clone(); + var cachedProjectionTransform = renderer.projection.transform; + // We also store the filter stack - I will definitely look to change how this works a little later down the line. + // const stack = renderer.filterManager.filterStack; + // this renderTexture will be used to store the cached DisplayObject + var renderTexture = RenderTexture.create({ + width: bounds.width, + height: bounds.height, + resolution: this.cacheAsBitmapResolution || renderer.resolution, + multisample: (_a = this.cacheAsBitmapMultisample) !== null && _a !== void 0 ? _a : renderer.multisample, + }); + var textureCacheId = "cacheAsBitmap_" + uid(); + this._cacheData.textureCacheId = textureCacheId; + BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId); + Texture.addToCache(renderTexture, textureCacheId); + // need to set // + var m = this.transform.localTransform.copyTo(_tempMatrix).invert().translate(-bounds.x, -bounds.y); + // set all properties to there original so we can render to a texture + this.render = this._cacheData.originalRender; + renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false }); + renderer.framebuffer.blit(); + // now restore the state be setting the new properties + renderer.projection.transform = cachedProjectionTransform; + renderer.renderTexture.bind(cachedRenderTexture, cachedSourceFrame, cachedDestinationFrame); + // renderer.filterManager.filterStack = stack; + this.render = this._renderCached; + // the rest is the same as for Canvas + this.updateTransform = this.displayObjectUpdateTransform; + this.calculateBounds = this._calculateCachedBounds; + this.getLocalBounds = this._getCachedLocalBounds; + this._mask = null; + this.filterArea = null; + this.alpha = cacheAlpha; + // create our cached sprite + var cachedSprite = new Sprite(renderTexture); + cachedSprite.transform.worldTransform = this.transform.worldTransform; + cachedSprite.anchor.x = -(bounds.x / bounds.width); + cachedSprite.anchor.y = -(bounds.y / bounds.height); + cachedSprite.alpha = cacheAlpha; + cachedSprite._bounds = this._bounds; + this._cacheData.sprite = cachedSprite; + this.transform._parentID = -1; + // restore the transform of the cached sprite to avoid the nasty flicker.. + if (!this.parent) { + this.enableTempParent(); + this.updateTransform(); + this.disableTempParent(null); + } + else { + this.updateTransform(); + } + // map the hit test.. + this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite); + }; + /** + * Renders a cached version of the sprite with canvas + * @private + * @method _renderCachedCanvas + * @memberof PIXI.DisplayObject# + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer + */ + DisplayObject.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer) { + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + this._initCachedDisplayObjectCanvas(renderer); + this._cacheData.sprite.worldAlpha = this.worldAlpha; + this._cacheData.sprite._renderCanvas(renderer); + }; + // TODO this can be the same as the WebGL version.. will need to do a little tweaking first though.. + /** + * Prepares the Canvas renderer to cache the sprite + * @private + * @method _initCachedDisplayObjectCanvas + * @memberof PIXI.DisplayObject# + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer + */ + DisplayObject.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(renderer) { + if (this._cacheData && this._cacheData.sprite) { + return; + } + // get bounds actually transforms the object for us already! + var bounds = this.getLocalBounds(null, true); + var cacheAlpha = this.alpha; + this.alpha = 1; + var cachedRenderTarget = renderer.context; + var cachedProjectionTransform = renderer._projTransform; + bounds.ceil(settings$1.RESOLUTION); + var renderTexture = RenderTexture.create({ width: bounds.width, height: bounds.height }); + var textureCacheId = "cacheAsBitmap_" + uid(); + this._cacheData.textureCacheId = textureCacheId; + BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId); + Texture.addToCache(renderTexture, textureCacheId); + // need to set // + var m = _tempMatrix; + this.transform.localTransform.copyTo(m); + m.invert(); + m.tx -= bounds.x; + m.ty -= bounds.y; + // m.append(this.transform.worldTransform.) + // set all properties to there original so we can render to a texture + this.renderCanvas = this._cacheData.originalRenderCanvas; + renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false }); + // now restore the state be setting the new properties + renderer.context = cachedRenderTarget; + renderer._projTransform = cachedProjectionTransform; + this.renderCanvas = this._renderCachedCanvas; + // the rest is the same as for WebGL + this.updateTransform = this.displayObjectUpdateTransform; + this.calculateBounds = this._calculateCachedBounds; + this.getLocalBounds = this._getCachedLocalBounds; + this._mask = null; + this.filterArea = null; + this.alpha = cacheAlpha; + // create our cached sprite + var cachedSprite = new Sprite(renderTexture); + cachedSprite.transform.worldTransform = this.transform.worldTransform; + cachedSprite.anchor.x = -(bounds.x / bounds.width); + cachedSprite.anchor.y = -(bounds.y / bounds.height); + cachedSprite.alpha = cacheAlpha; + cachedSprite._bounds = this._bounds; + this._cacheData.sprite = cachedSprite; + this.transform._parentID = -1; + // restore the transform of the cached sprite to avoid the nasty flicker.. + if (!this.parent) { + this.parent = renderer._tempDisplayObjectParent; + this.updateTransform(); + this.parent = null; + } + else { + this.updateTransform(); + } + // map the hit test.. + this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite); + }; + /** + * Calculates the bounds of the cached sprite + * @private + * @method + */ + DisplayObject.prototype._calculateCachedBounds = function _calculateCachedBounds() { + this._bounds.clear(); + this._cacheData.sprite.transform._worldID = this.transform._worldID; + this._cacheData.sprite._calculateBounds(); + this._bounds.updateID = this._boundsID; + }; + /** + * Gets the bounds of the cached sprite. + * @private + * @method + * @returns {Rectangle} The local bounds. + */ + DisplayObject.prototype._getCachedLocalBounds = function _getCachedLocalBounds() { + return this._cacheData.sprite.getLocalBounds(null); + }; + /** + * Destroys the cached sprite. + * @private + * @method + */ + DisplayObject.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject() { + this._cacheData.sprite._texture.destroy(true); + this._cacheData.sprite = null; + BaseTexture.removeFromCache(this._cacheData.textureCacheId); + Texture.removeFromCache(this._cacheData.textureCacheId); + this._cacheData.textureCacheId = null; + }; + /** + * Destroys the cached object. + * @private + * @method + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value. + * Used when destroying containers, see the Container.destroy method. + */ + DisplayObject.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options) { + this.cacheAsBitmap = false; + this.destroy(options); + }; + + /*! + * @pixi/mixin-get-child-by-name - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/mixin-get-child-by-name is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * The instance name of the object. + * @memberof PIXI.DisplayObject# + * @member {string} name + */ + DisplayObject.prototype.name = null; + /** + * Returns the display object in the container. + * + * Recursive searches are done in a preorder traversal. + * @method getChildByName + * @memberof PIXI.Container# + * @param {string} name - Instance name. + * @param {boolean}[deep=false] - Whether to search recursively + * @returns {PIXI.DisplayObject} The child with the specified name. + */ + Container.prototype.getChildByName = function getChildByName(name, deep) { + for (var i = 0, j = this.children.length; i < j; i++) { + if (this.children[i].name === name) { + return this.children[i]; + } + } + if (deep) { + for (var i = 0, j = this.children.length; i < j; i++) { + var child = this.children[i]; + if (!child.getChildByName) { + continue; + } + var target = child.getChildByName(name, true); + if (target) { + return target; } } - }; - /** - * Is called when the pointer button is released on the renderer element - * @param event - The DOM event of a pointer button being released - */ - InteractionManager.prototype.onPointerUp = function (event) { - // if we support touch events, then only use those for touch events, not pointer events - if (this.supportsTouchEvents && event.pointerType === 'touch') - { return; } - this.onPointerComplete(event, false, this.processPointerUp); - }; + } + return null; + }; + + /*! + * @pixi/mixin-get-global-position - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/mixin-get-global-position is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Returns the global position of the displayObject. Does not depend on object scale, rotation and pivot. + * @method getGlobalPosition + * @memberof PIXI.DisplayObject# + * @param {PIXI.Point} [point=new PIXI.Point()] - The point to write the global value to. + * @param {boolean} [skipUpdate=false] - Setting to true will stop the transforms of the scene graph from + * being updated. This means the calculation returned MAY be out of date BUT will give you a + * nice performance boost. + * @returns {PIXI.Point} The updated point. + */ + DisplayObject.prototype.getGlobalPosition = function getGlobalPosition(point, skipUpdate) { + if (point === void 0) { point = new Point(); } + if (skipUpdate === void 0) { skipUpdate = false; } + if (this.parent) { + this.parent.toGlobal(this.position, point, skipUpdate); + } + else { + point.x = this.position.x; + point.y = this.position.y; + } + return point; + }; + + /*! + * @pixi/app - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/app is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Middleware for for Application's resize functionality + * @private + * @class + */ + var ResizePlugin = /** @class */ (function () { + function ResizePlugin() { + } /** - * Processes the result of the pointer up check and dispatches the event if need be - * @param interactionEvent - The interaction event wrapping the DOM event - * @param displayObject - The display object that was tested - * @param hit - the result of the hit test on the display object + * Initialize the plugin with scope of application instance + * @static + * @private + * @param {object} [options] - See application options */ - InteractionManager.prototype.processPointerUp = function (interactionEvent, displayObject, hit) { - var data = interactionEvent.data; - var id = interactionEvent.data.identifier; - var trackingData = displayObject.trackedPointers[id]; - var isTouch = data.pointerType === 'touch'; - var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); - // need to track mouse down status in the mouse block so that we can emit - // event in a later block - var isMouseTap = false; - // Mouse only - if (isMouse) { - var isRightButton = data.button === 2; - var flags = InteractionTrackingData.FLAGS; - var test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN; - var isDown = trackingData !== undefined && (trackingData.flags & test); - if (hit) { - this.dispatchEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent); - if (isDown) { - this.dispatchEvent(displayObject, isRightButton ? 'rightclick' : 'click', interactionEvent); - // because we can confirm that the mousedown happened on this object, flag for later emit of pointertap - isMouseTap = true; + ResizePlugin.init = function (options) { + var _this = this; + Object.defineProperty(this, 'resizeTo', + /** + * The HTML element or window to automatically resize the + * renderer's view element to match width and height. + * @member {Window|HTMLElement} + * @name resizeTo + * @memberof PIXI.Application# + */ + { + set: function (dom) { + globalThis.removeEventListener('resize', this.queueResize); + this._resizeTo = dom; + if (dom) { + globalThis.addEventListener('resize', this.queueResize); + this.resize(); } + }, + get: function () { + return this._resizeTo; + }, + }); + /** + * Resize is throttled, so it's safe to call this multiple times per frame and it'll + * only be called once. + * @memberof PIXI.Application# + * @method queueResize + * @private + */ + this.queueResize = function () { + if (!_this._resizeTo) { + return; } - else if (isDown) { - this.dispatchEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent); + _this.cancelResize(); + // // Throttle resize events per raf + _this._resizeId = requestAnimationFrame(function () { return _this.resize(); }); + }; + /** + * Cancel the resize queue. + * @memberof PIXI.Application# + * @method cancelResize + * @private + */ + this.cancelResize = function () { + if (_this._resizeId) { + cancelAnimationFrame(_this._resizeId); + _this._resizeId = null; } - // update the down state of the tracking data - if (trackingData) { - if (isRightButton) { - trackingData.rightDown = false; - } - else { - trackingData.leftDown = false; - } + }; + /** + * Execute an immediate resize on the renderer, this is not + * throttled and can be expensive to call many times in a row. + * Will resize only if `resizeTo` property is set. + * @memberof PIXI.Application# + * @method resize + */ + this.resize = function () { + if (!_this._resizeTo) { + return; } - } - // Pointers and Touches, and Mouse - if (hit) { - this.dispatchEvent(displayObject, 'pointerup', interactionEvent); - if (isTouch) - { this.dispatchEvent(displayObject, 'touchend', interactionEvent); } - if (trackingData) { - // emit pointertap if not a mouse, or if the mouse block decided it was a tap - if (!isMouse || isMouseTap) { - this.dispatchEvent(displayObject, 'pointertap', interactionEvent); - } - if (isTouch) { - this.dispatchEvent(displayObject, 'tap', interactionEvent); - // touches are no longer over (if they ever were) when we get the touchend - // so we should ensure that we don't keep pretending that they are - trackingData.over = false; - } + // clear queue resize + _this.cancelResize(); + var width; + var height; + // Resize to the window + if (_this._resizeTo === globalThis.window) { + width = globalThis.innerWidth; + height = globalThis.innerHeight; } - } - else if (trackingData) { - this.dispatchEvent(displayObject, 'pointerupoutside', interactionEvent); - if (isTouch) - { this.dispatchEvent(displayObject, 'touchendoutside', interactionEvent); } - } - // Only remove the tracking data if there is no over/down state still associated with it - if (trackingData && trackingData.none) { - delete displayObject.trackedPointers[id]; - } + // Resize to other HTML entities + else { + var _a = _this._resizeTo, clientWidth = _a.clientWidth, clientHeight = _a.clientHeight; + width = clientWidth; + height = clientHeight; + } + _this.renderer.resize(width, height); + }; + // On resize + this._resizeId = null; + this._resizeTo = null; + this.resizeTo = options.resizeTo || null; }; /** - * Is called when the pointer moves across the renderer element - * @param originalEvent - The DOM event of a pointer moving + * Clean up the ticker, scoped to application + * @static + * @private */ - InteractionManager.prototype.onPointerMove = function (originalEvent) { - // if we support touch events, then only use those for touch events, not pointer events - if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') - { return; } - var events = this.normalizeToPointerData(originalEvent); - if (events[0].pointerType === 'mouse' || events[0].pointerType === 'pen') { - this._didMove = true; - this.cursor = null; - } - var eventLen = events.length; - for (var i = 0; i < eventLen; i++) { - var event = events[i]; - var interactionData = this.getInteractionDataForPointerId(event); - var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); - interactionEvent.data.originalEvent = originalEvent; - this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerMove, true); - this.emit('pointermove', interactionEvent); - if (event.pointerType === 'touch') - { this.emit('touchmove', interactionEvent); } - if (event.pointerType === 'mouse' || event.pointerType === 'pen') - { this.emit('mousemove', interactionEvent); } - } - if (events[0].pointerType === 'mouse') { - this.setCursorMode(this.cursor); - // TODO BUG for parents interactive object (border order issue) - } - }; - /** - * Processes the result of the pointer move check and dispatches the event if need be - * @param interactionEvent - The interaction event wrapping the DOM event - * @param displayObject - The display object that was tested - * @param hit - the result of the hit test on the display object - */ - InteractionManager.prototype.processPointerMove = function (interactionEvent, displayObject, hit) { - var data = interactionEvent.data; - var isTouch = data.pointerType === 'touch'; - var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); - if (isMouse) { - this.processPointerOverOut(interactionEvent, displayObject, hit); - } - if (!this.moveWhenInside || hit) { - this.dispatchEvent(displayObject, 'pointermove', interactionEvent); - if (isTouch) - { this.dispatchEvent(displayObject, 'touchmove', interactionEvent); } - if (isMouse) - { this.dispatchEvent(displayObject, 'mousemove', interactionEvent); } - } - }; - /** - * Is called when the pointer is moved out of the renderer element - * @private - * @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out - */ - InteractionManager.prototype.onPointerOut = function (originalEvent) { - // if we support touch events, then only use those for touch events, not pointer events - if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') - { return; } - var events = this.normalizeToPointerData(originalEvent); - // Only mouse and pointer can call onPointerOut, so events will always be length 1 - var event = events[0]; - if (event.pointerType === 'mouse') { - this.mouseOverRenderer = false; - this.setCursorMode(null); - } - var interactionData = this.getInteractionDataForPointerId(event); - var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); - interactionEvent.data.originalEvent = event; - this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, false); - this.emit('pointerout', interactionEvent); - if (event.pointerType === 'mouse' || event.pointerType === 'pen') { - this.emit('mouseout', interactionEvent); - } - else { - // we can get touchleave events after touchend, so we want to make sure we don't - // introduce memory leaks - this.releaseInteractionDataForPointerId(interactionData.identifier); - } - }; - /** - * Processes the result of the pointer over/out check and dispatches the event if need be. - * @param interactionEvent - The interaction event wrapping the DOM event - * @param displayObject - The display object that was tested - * @param hit - the result of the hit test on the display object - */ - InteractionManager.prototype.processPointerOverOut = function (interactionEvent, displayObject, hit) { - var data = interactionEvent.data; - var id = interactionEvent.data.identifier; - var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); - var trackingData = displayObject.trackedPointers[id]; - // if we just moused over the display object, then we need to track that state - if (hit && !trackingData) { - trackingData = displayObject.trackedPointers[id] = new InteractionTrackingData(id); - } - if (trackingData === undefined) - { return; } - if (hit && this.mouseOverRenderer) { - if (!trackingData.over) { - trackingData.over = true; - this.delayDispatchEvent(displayObject, 'pointerover', interactionEvent); - if (isMouse) { - this.delayDispatchEvent(displayObject, 'mouseover', interactionEvent); - } - } - // only change the cursor if it has not already been changed (by something deeper in the - // display tree) - if (isMouse && this.cursor === null) { - this.cursor = displayObject.cursor; - } - } - else if (trackingData.over) { - trackingData.over = false; - this.dispatchEvent(displayObject, 'pointerout', this.eventData); - if (isMouse) { - this.dispatchEvent(displayObject, 'mouseout', interactionEvent); - } - // if there is no mouse down information for the pointer, then it is safe to delete - if (trackingData.none) { - delete displayObject.trackedPointers[id]; - } - } - }; - /** - * Is called when the pointer is moved into the renderer element. - * @param originalEvent - The DOM event of a pointer button being moved into the renderer view. - */ - InteractionManager.prototype.onPointerOver = function (originalEvent) { - var events = this.normalizeToPointerData(originalEvent); - // Only mouse and pointer can call onPointerOver, so events will always be length 1 - var event = events[0]; - var interactionData = this.getInteractionDataForPointerId(event); - var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); - interactionEvent.data.originalEvent = event; - if (event.pointerType === 'mouse') { - this.mouseOverRenderer = true; - } - this.emit('pointerover', interactionEvent); - if (event.pointerType === 'mouse' || event.pointerType === 'pen') { - this.emit('mouseover', interactionEvent); - } + ResizePlugin.destroy = function () { + globalThis.removeEventListener('resize', this.queueResize); + this.cancelResize(); + this.cancelResize = null; + this.queueResize = null; + this.resizeTo = null; + this.resize = null; }; + /** @ignore */ + ResizePlugin.extension = ExtensionType.Application; + return ResizePlugin; + }()); + + /** + * Convenience class to create a new PIXI application. + * + * This class automatically creates the renderer, ticker and root container. + * @example + * // Create the application + * const app = new PIXI.Application(); + * + * // Add the view to the DOM + * document.body.appendChild(app.view); + * + * // ex, add display objects + * app.stage.addChild(PIXI.Sprite.from('something.png')); + * @class + * @memberof PIXI + */ + var Application = /** @class */ (function () { /** - * Get InteractionData for a given pointerId. Store that data as well. - * @param event - Normalized pointer event, output from normalizeToPointerData. - * @returns - Interaction data for the given pointer identifier. + * @param {object} [options] - The optional renderer parameters. + * @param {boolean} [options.autoStart=true] - Automatically starts the rendering after the construction. + * **Note**: Setting this parameter to false does NOT stop the shared ticker even if you set + * options.sharedTicker to true in case that it is already started. Stop it by your own. + * @param {number} [options.width=800] - The width of the renderers view. + * @param {number} [options.height=600] - The height of the renderers view. + * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional. + * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property. + * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the + * canvas needs to be opaque, possibly for performance reasons on some older devices. + * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for + * resolutions other than 1. + * @param {boolean} [options.antialias=false] - Sets antialias + * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, enable this if you + * need to call toDataUrl on the WebGL context. + * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer. + * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this + * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise + * it is ignored. + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque). + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or + * not before the new render pass. + * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" + * for devices with dual graphics card. **(WebGL only)**. + * @param {boolean} [options.sharedTicker=false] - `true` to use PIXI.Ticker.shared, `false` to create new ticker. + * If set to false, you cannot register a handler to occur before anything that runs on the shared ticker. + * The system ticker will always run before both the shared ticker and the app ticker. + * @param {boolean} [options.sharedLoader=false] - `true` to use PIXI.Loader.shared, `false` to create new Loader. + * @param {Window|HTMLElement} [options.resizeTo] - Element to automatically resize stage to. */ - InteractionManager.prototype.getInteractionDataForPointerId = function (event) { - var pointerId = event.pointerId; - var interactionData; - if (pointerId === MOUSE_POINTER_ID || event.pointerType === 'mouse') { - interactionData = this.mouse; - } - else if (this.activeInteractionData[pointerId]) { - interactionData = this.activeInteractionData[pointerId]; - } - else { - interactionData = this.interactionDataPool.pop() || new InteractionData(); - interactionData.identifier = pointerId; - this.activeInteractionData[pointerId] = interactionData; - } - // copy properties from the event, so that we can make sure that touch/pointer specific - // data is available - interactionData.copyEvent(event); - return interactionData; - }; + function Application(options) { + var _this = this; + /** + * The root display container that's rendered. + * @member {PIXI.Container} + */ + this.stage = new Container(); + // The default options + options = Object.assign({ + forceCanvas: false, + }, options); + this.renderer = autoDetectRenderer(options); + // install plugins here + Application._plugins.forEach(function (plugin) { + plugin.init.call(_this, options); + }); + } /** - * Return unused InteractionData to the pool, for a given pointerId - * @param pointerId - Identifier from a pointer event + * Use the {@link PIXI.extensions.add} API to register plugins. + * @deprecated since 6.5.0 + * @static + * @param {PIXI.IApplicationPlugin} plugin - Plugin being installed */ - InteractionManager.prototype.releaseInteractionDataForPointerId = function (pointerId) { - var interactionData = this.activeInteractionData[pointerId]; - if (interactionData) { - delete this.activeInteractionData[pointerId]; - interactionData.reset(); - this.interactionDataPool.push(interactionData); - } + Application.registerPlugin = function (plugin) { + deprecation('6.5.0', 'Application.registerPlugin() is deprecated, use extensions.add()'); + extensions$1.add({ + type: ExtensionType.Application, + ref: plugin, + }); }; - /** - * Configure an InteractionEvent to wrap a DOM PointerEvent and InteractionData - * @param interactionEvent - The event to be configured - * @param pointerEvent - The DOM event that will be paired with the InteractionEvent - * @param interactionData - The InteractionData that will be paired - * with the InteractionEvent - * @returns - the interaction event that was passed in - */ - InteractionManager.prototype.configureInteractionEventForDOMEvent = function (interactionEvent, pointerEvent, interactionData) { - interactionEvent.data = interactionData; - this.mapPositionToPoint(interactionData.global, pointerEvent.clientX, pointerEvent.clientY); - // Not really sure why this is happening, but it's how a previous version handled things - if (pointerEvent.pointerType === 'touch') { - pointerEvent.globalX = interactionData.global.x; - pointerEvent.globalY = interactionData.global.y; - } - interactionData.originalEvent = pointerEvent; - interactionEvent.reset(); - return interactionEvent; + /** Render the current stage. */ + Application.prototype.render = function () { + this.renderer.render(this.stage); }; + Object.defineProperty(Application.prototype, "view", { + /** + * Reference to the renderer's canvas element. + * @member {HTMLCanvasElement} + * @readonly + */ + get: function () { + return this.renderer.view; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Application.prototype, "screen", { + /** + * Reference to the renderer's screen rectangle. Its safe to use as `filterArea` or `hitArea` for the whole screen. + * @member {PIXI.Rectangle} + * @readonly + */ + get: function () { + return this.renderer.screen; + }, + enumerable: false, + configurable: true + }); /** - * Ensures that the original event object contains all data that a regular pointer event would have - * @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event - * @returns - An array containing a single normalized pointer event, in the case of a pointer - * or mouse event, or a multiple normalized pointer events if there are multiple changed touches + * Destroy and don't use after this. + * @param {boolean} [removeView=false] - Automatically remove canvas from DOM. + * @param {object|boolean} [stageOptions] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [stageOptions.children=false] - if set to true, all the children will have their destroy + * method called as well. 'stageOptions' will be passed on to those calls. + * @param {boolean} [stageOptions.texture=false] - Only used for child Sprites if stageOptions.children is set + * to true. Should it destroy the texture of the child sprite + * @param {boolean} [stageOptions.baseTexture=false] - Only used for child Sprites if stageOptions.children is set + * to true. Should it destroy the base texture of the child sprite */ - InteractionManager.prototype.normalizeToPointerData = function (event) { - var normalizedEvents = []; - if (this.supportsTouchEvents && event instanceof TouchEvent) { - for (var i = 0, li = event.changedTouches.length; i < li; i++) { - var touch = event.changedTouches[i]; - if (typeof touch.button === 'undefined') - { touch.button = event.touches.length ? 1 : 0; } - if (typeof touch.buttons === 'undefined') - { touch.buttons = event.touches.length ? 1 : 0; } - if (typeof touch.isPrimary === 'undefined') { - touch.isPrimary = event.touches.length === 1 && event.type === 'touchstart'; - } - if (typeof touch.width === 'undefined') - { touch.width = touch.radiusX || 1; } - if (typeof touch.height === 'undefined') - { touch.height = touch.radiusY || 1; } - if (typeof touch.tiltX === 'undefined') - { touch.tiltX = 0; } - if (typeof touch.tiltY === 'undefined') - { touch.tiltY = 0; } - if (typeof touch.pointerType === 'undefined') - { touch.pointerType = 'touch'; } - if (typeof touch.pointerId === 'undefined') - { touch.pointerId = touch.identifier || 0; } - if (typeof touch.pressure === 'undefined') - { touch.pressure = touch.force || 0.5; } - if (typeof touch.twist === 'undefined') - { touch.twist = 0; } - if (typeof touch.tangentialPressure === 'undefined') - { touch.tangentialPressure = 0; } - // TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven - // support, and the fill ins are not quite the same - // offsetX/Y might be okay, but is not the same as clientX/Y when the canvas's top - // left is not 0,0 on the page - if (typeof touch.layerX === 'undefined') - { touch.layerX = touch.offsetX = touch.clientX; } - if (typeof touch.layerY === 'undefined') - { touch.layerY = touch.offsetY = touch.clientY; } - // mark the touch as normalized, just so that we know we did it - touch.isNormalized = true; - normalizedEvents.push(touch); - } - } - // apparently PointerEvent subclasses MouseEvent, so yay - else if (!globalThis.MouseEvent - || (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof globalThis.PointerEvent)))) { - var tempEvent = event; - if (typeof tempEvent.isPrimary === 'undefined') - { tempEvent.isPrimary = true; } - if (typeof tempEvent.width === 'undefined') - { tempEvent.width = 1; } - if (typeof tempEvent.height === 'undefined') - { tempEvent.height = 1; } - if (typeof tempEvent.tiltX === 'undefined') - { tempEvent.tiltX = 0; } - if (typeof tempEvent.tiltY === 'undefined') - { tempEvent.tiltY = 0; } - if (typeof tempEvent.pointerType === 'undefined') - { tempEvent.pointerType = 'mouse'; } - if (typeof tempEvent.pointerId === 'undefined') - { tempEvent.pointerId = MOUSE_POINTER_ID; } - if (typeof tempEvent.pressure === 'undefined') - { tempEvent.pressure = 0.5; } - if (typeof tempEvent.twist === 'undefined') - { tempEvent.twist = 0; } - if (typeof tempEvent.tangentialPressure === 'undefined') - { tempEvent.tangentialPressure = 0; } - // mark the mouse event as normalized, just so that we know we did it - tempEvent.isNormalized = true; - normalizedEvents.push(tempEvent); - } - else { - normalizedEvents.push(event); - } - return normalizedEvents; - }; - /** Destroys the interaction manager. */ - InteractionManager.prototype.destroy = function () { - this.removeEvents(); - this.removeTickerListener(); - this.removeAllListeners(); + Application.prototype.destroy = function (removeView, stageOptions) { + var _this = this; + // Destroy plugins in the opposite order + // which they were constructed + var plugins = Application._plugins.slice(0); + plugins.reverse(); + plugins.forEach(function (plugin) { + plugin.destroy.call(_this); + }); + this.stage.destroy(stageOptions); + this.stage = null; + this.renderer.destroy(removeView); this.renderer = null; - this.mouse = null; - this.eventData = null; - this.interactionDOMElement = null; - this.onPointerDown = null; - this.processPointerDown = null; - this.onPointerUp = null; - this.processPointerUp = null; - this.onPointerCancel = null; - this.processPointerCancel = null; - this.onPointerMove = null; - this.processPointerMove = null; - this.onPointerOut = null; - this.processPointerOverOut = null; - this.onPointerOver = null; - this.search = null; - }; - /** @ignore */ - InteractionManager.extension = { - name: 'interaction', - type: [ - ExtensionType.RendererPlugin, - ExtensionType.CanvasRendererPlugin ], }; - return InteractionManager; - }(EventEmitter$2)); + /** Collection of installed plugins. */ + Application._plugins = []; + return Application; + }()); + extensions$1.handleByList(ExtensionType.Application, Application._plugins); + + extensions$1.add(ResizePlugin); /*! - * @pixi/extract - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC + * @pixi/mesh-extras - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC * - * @pixi/extract is licensed under the MIT License. + * @pixi/mesh-extras is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ - var TEMP_RECT = new Rectangle$2(); - var BYTES_PER_PIXEL = 4; + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$1 = function(d, b) { + extendStatics$1 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$1(d, b); + }; + + function __extends$1(d, b) { + extendStatics$1(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + /** - * This class provides renderer-specific plugins for exporting content from a renderer. - * For instance, these plugins can be used for saving an Image, Canvas element or for exporting the raw image data (pixels). - * - * Do not instantiate these plugins directly. It is available from the `renderer.plugins` property. - * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}. - * @example - * // Create a new app (will auto-add extract plugin to renderer) - * const app = new PIXI.Application(); - * - * // Draw a red circle - * const graphics = new PIXI.Graphics() - * .beginFill(0xFF0000) - * .drawCircle(0, 0, 50); - * - * // Render the graphics as an HTMLImageElement - * const image = app.renderer.plugins.extract.image(graphics); - * document.body.appendChild(image); * @memberof PIXI */ - var Extract = /** @class */ (function () { + var PlaneGeometry = /** @class */ (function (_super) { + __extends$1(PlaneGeometry, _super); /** - * @param renderer - A reference to the current renderer + * @param width - The width of the plane. + * @param height - The height of the plane. + * @param segWidth - Number of horizontal segments. + * @param segHeight - Number of vertical segments. */ - function Extract(renderer) { - this.renderer = renderer; + function PlaneGeometry(width, height, segWidth, segHeight) { + if (width === void 0) { width = 100; } + if (height === void 0) { height = 100; } + if (segWidth === void 0) { segWidth = 10; } + if (segHeight === void 0) { segHeight = 10; } + var _this = _super.call(this) || this; + _this.segWidth = segWidth; + _this.segHeight = segHeight; + _this.width = width; + _this.height = height; + _this.build(); + return _this; } /** - * Will return a HTML Image of the target - * @param target - A displayObject or renderTexture - * to convert. If left empty will use the main renderer - * @param format - Image format, e.g. "image/jpeg" or "image/webp". - * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92. - * @returns - HTML Image of the target - */ - Extract.prototype.image = function (target, format, quality) { - var image = new Image(); - image.src = this.base64(target, format, quality); - return image; - }; - /** - * Will return a base64 encoded string of this target. It works by calling - * `Extract.getCanvas` and then running toDataURL on that. - * @param target - A displayObject or renderTexture - * to convert. If left empty will use the main renderer - * @param format - Image format, e.g. "image/jpeg" or "image/webp". - * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92. - * @returns - A base64 encoded string of the texture. - */ - Extract.prototype.base64 = function (target, format, quality) { - return this.canvas(target).toDataURL(format, quality); - }; - /** - * Creates a Canvas element, renders this target to it and then returns it. - * @param target - A displayObject or renderTexture - * to convert. If left empty will use the main renderer - * @param frame - The frame the extraction is restricted to. - * @returns - A Canvas element with the texture rendered on. + * Refreshes plane coordinates + * @private */ - Extract.prototype.canvas = function (target, frame) { - var renderer = this.renderer; - var resolution; - var flipY = false; - var renderTexture; - var generated = false; - if (target) { - if (target instanceof RenderTexture) { - renderTexture = target; - } - else { - renderTexture = this.renderer.generateTexture(target); - generated = true; - } - } - if (renderTexture) { - resolution = renderTexture.baseTexture.resolution; - frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame; - flipY = false; - renderer.renderTexture.bind(renderTexture); - } - else { - resolution = renderer.resolution; - if (!frame) { - frame = TEMP_RECT; - frame.width = renderer.width; - frame.height = renderer.height; - } - flipY = true; - renderer.renderTexture.bind(null); - } - var width = Math.round(frame.width * resolution); - var height = Math.round(frame.height * resolution); - var canvasBuffer = new CanvasRenderTarget(width, height, 1); - var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height); - // read pixels to the array - var gl = renderer.gl; - gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels); - // add the pixels to the canvas - var canvasData = canvasBuffer.context.getImageData(0, 0, width, height); - Extract.arrayPostDivide(webglPixels, canvasData.data); - canvasBuffer.context.putImageData(canvasData, 0, 0); - // pulling pixels - if (flipY) { - var target_1 = new CanvasRenderTarget(canvasBuffer.width, canvasBuffer.height, 1); - target_1.context.scale(1, -1); - // we can't render to itself because we should be empty before render. - target_1.context.drawImage(canvasBuffer.canvas, 0, -height); - canvasBuffer.destroy(); - canvasBuffer = target_1; + PlaneGeometry.prototype.build = function () { + var total = this.segWidth * this.segHeight; + var verts = []; + var uvs = []; + var indices = []; + var segmentsX = this.segWidth - 1; + var segmentsY = this.segHeight - 1; + var sizeX = (this.width) / segmentsX; + var sizeY = (this.height) / segmentsY; + for (var i = 0; i < total; i++) { + var x = (i % this.segWidth); + var y = ((i / this.segWidth) | 0); + verts.push(x * sizeX, y * sizeY); + uvs.push(x / segmentsX, y / segmentsY); } - if (generated) { - renderTexture.destroy(true); + var totalSub = segmentsX * segmentsY; + for (var i = 0; i < totalSub; i++) { + var xpos = i % segmentsX; + var ypos = (i / segmentsX) | 0; + var value = (ypos * this.segWidth) + xpos; + var value2 = (ypos * this.segWidth) + xpos + 1; + var value3 = ((ypos + 1) * this.segWidth) + xpos; + var value4 = ((ypos + 1) * this.segWidth) + xpos + 1; + indices.push(value, value2, value3, value2, value4, value3); } - // send the canvas back.. - return canvasBuffer.canvas; + this.buffers[0].data = new Float32Array(verts); + this.buffers[1].data = new Float32Array(uvs); + this.indexBuffer.data = new Uint16Array(indices); + // ensure that the changes are uploaded + this.buffers[0].update(); + this.buffers[1].update(); + this.indexBuffer.update(); }; + return PlaneGeometry; + }(MeshGeometry)); + + /** + * RopeGeometry allows you to draw a geometry across several points and then manipulate these points. + * + * ```js + * for (let i = 0; i < 20; i++) { + * points.push(new PIXI.Point(i * 50, 0)); + * }; + * const rope = new PIXI.RopeGeometry(100, points); + * ``` + * @memberof PIXI + */ + var RopeGeometry = /** @class */ (function (_super) { + __extends$1(RopeGeometry, _super); /** - * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA - * order, with integer values between 0 and 255 (included). - * @param target - A displayObject or renderTexture - * to convert. If left empty will use the main renderer - * @param frame - The frame the extraction is restricted to. - * @returns - One-dimensional array containing the pixel data of the entire texture + * @param width - The width (i.e., thickness) of the rope. + * @param points - An array of {@link PIXI.Point} objects to construct this rope. + * @param textureScale - By default the rope texture will be stretched to match + * rope length. If textureScale is positive this value will be treated as a scaling + * factor and the texture will preserve its aspect ratio instead. To create a tiling rope + * set baseTexture.wrapMode to {@link PIXI.WRAP_MODES.REPEAT} and use a power of two texture, + * then set textureScale=1 to keep the original texture pixel size. + * In order to reduce alpha channel artifacts provide a larger texture and downsample - + * i.e. set textureScale=0.5 to scale it down twice. */ - Extract.prototype.pixels = function (target, frame) { - var renderer = this.renderer; - var resolution; - var renderTexture; - var generated = false; - if (target) { - if (target instanceof RenderTexture) { - renderTexture = target; - } - else { - renderTexture = this.renderer.generateTexture(target); - generated = true; - } + function RopeGeometry(width, points, textureScale) { + if (width === void 0) { width = 200; } + if (textureScale === void 0) { textureScale = 0; } + var _this = _super.call(this, new Float32Array(points.length * 4), new Float32Array(points.length * 4), new Uint16Array((points.length - 1) * 6)) || this; + _this.points = points; + _this._width = width; + _this.textureScale = textureScale; + _this.build(); + return _this; + } + Object.defineProperty(RopeGeometry.prototype, "width", { + /** + * The width (i.e., thickness) of the rope. + * @readonly + */ + get: function () { + return this._width; + }, + enumerable: false, + configurable: true + }); + /** Refreshes Rope indices and uvs */ + RopeGeometry.prototype.build = function () { + var points = this.points; + if (!points) + { return; } + var vertexBuffer = this.getBuffer('aVertexPosition'); + var uvBuffer = this.getBuffer('aTextureCoord'); + var indexBuffer = this.getIndex(); + // if too little points, or texture hasn't got UVs set yet just move on. + if (points.length < 1) { + return; } - if (renderTexture) { - resolution = renderTexture.baseTexture.resolution; - frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame; - renderer.renderTexture.bind(renderTexture); + // if the number of points has changed we will need to recreate the arraybuffers + if (vertexBuffer.data.length / 4 !== points.length) { + vertexBuffer.data = new Float32Array(points.length * 4); + uvBuffer.data = new Float32Array(points.length * 4); + indexBuffer.data = new Uint16Array((points.length - 1) * 6); } - else { - resolution = renderer.resolution; - if (!frame) { - frame = TEMP_RECT; - frame.width = renderer.width; - frame.height = renderer.height; + var uvs = uvBuffer.data; + var indices = indexBuffer.data; + uvs[0] = 0; + uvs[1] = 0; + uvs[2] = 0; + uvs[3] = 1; + var amount = 0; + var prev = points[0]; + var textureWidth = this._width * this.textureScale; + var total = points.length; // - 1; + for (var i = 0; i < total; i++) { + // time to do some smart drawing! + var index = i * 4; + if (this.textureScale > 0) { + // calculate pixel distance from previous point + var dx = prev.x - points[i].x; + var dy = prev.y - points[i].y; + var distance = Math.sqrt((dx * dx) + (dy * dy)); + prev = points[i]; + amount += distance / textureWidth; } - renderer.renderTexture.bind(null); + else { + // stretch texture + amount = i / (total - 1); + } + uvs[index] = amount; + uvs[index + 1] = 0; + uvs[index + 2] = amount; + uvs[index + 3] = 1; } - var width = Math.round(frame.width * resolution); - var height = Math.round(frame.height * resolution); - var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height); - // read pixels to the array - var gl = renderer.gl; - gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels); - if (generated) { - renderTexture.destroy(true); + var indexCount = 0; + for (var i = 0; i < total - 1; i++) { + var index = i * 2; + indices[indexCount++] = index; + indices[indexCount++] = index + 1; + indices[indexCount++] = index + 2; + indices[indexCount++] = index + 2; + indices[indexCount++] = index + 1; + indices[indexCount++] = index + 3; } - Extract.arrayPostDivide(webglPixels, webglPixels); - return webglPixels; - }; - /** Destroys the extract. */ - Extract.prototype.destroy = function () { - this.renderer = null; + // ensure that the changes are uploaded + uvBuffer.update(); + indexBuffer.update(); + this.updateVertices(); }; - /** - * Takes premultiplied pixel data and produces regular pixel data - * @private - * @param pixels - array of pixel data - * @param out - output array - */ - Extract.arrayPostDivide = function (pixels, out) { - for (var i = 0; i < pixels.length; i += 4) { - var alpha = out[i + 3] = pixels[i + 3]; - if (alpha !== 0) { - out[i] = Math.round(Math.min(pixels[i] * 255.0 / alpha, 255.0)); - out[i + 1] = Math.round(Math.min(pixels[i + 1] * 255.0 / alpha, 255.0)); - out[i + 2] = Math.round(Math.min(pixels[i + 2] * 255.0 / alpha, 255.0)); + /** refreshes vertices of Rope mesh */ + RopeGeometry.prototype.updateVertices = function () { + var points = this.points; + if (points.length < 1) { + return; + } + var lastPoint = points[0]; + var nextPoint; + var perpX = 0; + var perpY = 0; + var vertices = this.buffers[0].data; + var total = points.length; + for (var i = 0; i < total; i++) { + var point = points[i]; + var index = i * 4; + if (i < points.length - 1) { + nextPoint = points[i + 1]; } else { - out[i] = pixels[i]; - out[i + 1] = pixels[i + 1]; - out[i + 2] = pixels[i + 2]; + nextPoint = point; } + perpY = -(nextPoint.x - lastPoint.x); + perpX = nextPoint.y - lastPoint.y; + var perpLength = Math.sqrt((perpX * perpX) + (perpY * perpY)); + var num = this.textureScale > 0 ? this.textureScale * this._width / 2 : this._width / 2; + perpX /= perpLength; + perpY /= perpLength; + perpX *= num; + perpY *= num; + vertices[index] = point.x + perpX; + vertices[index + 1] = point.y + perpY; + vertices[index + 2] = point.x - perpX; + vertices[index + 3] = point.y - perpY; + lastPoint = point; } + this.buffers[0].update(); }; - /** @ignore */ - Extract.extension = { - name: 'extract', - type: ExtensionType.RendererPlugin, + RopeGeometry.prototype.update = function () { + if (this.textureScale > 0) { + this.build(); // we need to update UVs + } + else { + this.updateVertices(); + } }; - return Extract; - }()); - - /*! - * @pixi/loaders - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/loaders is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ + return RopeGeometry; + }(MeshGeometry)); - /* jshint -W097 */ /** + * The rope allows you to draw a texture across several points and then manipulate these points + * + *```js + * for (let i = 0; i < 20; i++) { + * points.push(new PIXI.Point(i * 50, 0)); + * }; + * let rope = new PIXI.SimpleRope(PIXI.Texture.from("snake.png"), points); + * ``` * @memberof PIXI */ - var SignalBinding$1 = /** @class */ (function () { + /** @class */ ((function (_super) { + __extends$1(SimpleRope, _super); /** - * SignalBinding constructor. - * @constructs SignalBinding - * @param {Function} fn - Event handler to be called. - * @param {boolean} [once=false] - Should this listener be removed after dispatch - * @param {object} [thisArg] - The context of the callback function. - * @api private + * @param texture - The texture to use on the rope. + * @param points - An array of {@link PIXI.Point} objects to construct this rope. + * @param {number} textureScale - Optional. Positive values scale rope texture + * keeping its aspect ratio. You can reduce alpha channel artifacts by providing a larger texture + * and downsampling here. If set to zero, texture will be stretched instead. */ - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - function SignalBinding(fn, once, thisArg) { - if (once === void 0) { once = false; } - this._fn = fn; - this._once = once; - this._thisArg = thisArg; - this._next = this._prev = this._owner = null; + function SimpleRope(texture, points, textureScale) { + if (textureScale === void 0) { textureScale = 0; } + var _this = this; + var ropeGeometry = new RopeGeometry(texture.height, points, textureScale); + var meshMaterial = new MeshMaterial(texture); + if (textureScale > 0) { + // attempt to set UV wrapping, will fail on non-power of two textures + texture.baseTexture.wrapMode = WRAP_MODES.REPEAT; + } + _this = _super.call(this, ropeGeometry, meshMaterial) || this; + /** + * re-calculate vertices by rope points each frame + * @member {boolean} + */ + _this.autoUpdate = true; + return _this; } - SignalBinding.prototype.detach = function () { - if (this._owner === null) - { return false; } - this._owner.detach(this); - return true; + SimpleRope.prototype._render = function (renderer) { + var geometry = this.geometry; + if (this.autoUpdate || geometry._width !== this.shader.texture.height) { + geometry._width = this.shader.texture.height; + geometry.update(); + } + _super.prototype._render.call(this, renderer); }; - return SignalBinding; - }()); - /** - * @param self - * @param node - * @private - */ - function _addSignalBinding$1(self, node) { - if (!self._head) { - self._head = node; - self._tail = node; - } - else { - self._tail._next = node; - node._prev = self._tail; - self._tail = node; - } - node._owner = self; - return node; - } + return SimpleRope; + })(Mesh)); + /** + * The SimplePlane allows you to draw a texture across several points and then manipulate these points + * + *```js + * for (let i = 0; i < 20; i++) { + * points.push(new PIXI.Point(i * 50, 0)); + * }; + * let SimplePlane = new PIXI.SimplePlane(PIXI.Texture.from("snake.png"), points); + * ``` * @memberof PIXI */ - var Signal$1 = /** @class */ (function () { + var SimplePlane = /** @class */ (function (_super) { + __extends$1(SimplePlane, _super); /** - * MiniSignal constructor. - * @example - * let mySignal = new Signal(); - * let binding = mySignal.add(onSignal); - * mySignal.dispatch('foo', 'bar'); - * mySignal.detach(binding); + * @param texture - The texture to use on the SimplePlane. + * @param verticesX - The number of vertices in the x-axis + * @param verticesY - The number of vertices in the y-axis */ - function Signal() { - this._head = this._tail = undefined; + function SimplePlane(texture, verticesX, verticesY) { + var _this = this; + var planeGeometry = new PlaneGeometry(texture.width, texture.height, verticesX, verticesY); + var meshMaterial = new MeshMaterial(Texture.WHITE); + _this = _super.call(this, planeGeometry, meshMaterial) || this; + // lets call the setter to ensure all necessary updates are performed + _this.texture = texture; + _this.autoResize = true; + return _this; } /** - * Return an array of attached SignalBinding. - * @param {boolean} [exists=false] - We only need to know if there are handlers. - * @returns {PIXI.SignalBinding[] | boolean} Array of attached SignalBinding or Boolean if called with exists = true - * @api public + * Method used for overrides, to do something in case texture frame was changed. + * Meshes based on plane can override it and change more details based on texture. */ - Signal.prototype.handlers = function (exists) { - if (exists === void 0) { exists = false; } - var node = this._head; - if (exists) - { return !!node; } - var ee = []; - while (node) { - ee.push(node); - node = node._next; + SimplePlane.prototype.textureUpdated = function () { + this._textureID = this.shader.texture._updateID; + var geometry = this.geometry; + var _a = this.shader.texture, width = _a.width, height = _a.height; + if (this.autoResize && (geometry.width !== width || geometry.height !== height)) { + geometry.width = this.shader.texture.width; + geometry.height = this.shader.texture.height; + geometry.build(); } - return ee; }; - /** - * Return true if node is a SignalBinding attached to this MiniSignal - * @param {PIXI.SignalBinding} node - Node to check. - * @returns {boolean} True if node is attache to mini-signal - */ - Signal.prototype.has = function (node) { - if (!(node instanceof SignalBinding$1)) { - throw new Error('MiniSignal#has(): First arg must be a SignalBinding object.'); + Object.defineProperty(SimplePlane.prototype, "texture", { + get: function () { + return this.shader.texture; + }, + set: function (value) { + // Track texture same way sprite does. + // For generated meshes like NineSlicePlane it can change the geometry. + // Unfortunately, this method might not work if you directly change texture in material. + if (this.shader.texture === value) { + return; + } + this.shader.texture = value; + this._textureID = -1; + if (value.baseTexture.valid) { + this.textureUpdated(); + } + else { + value.once('update', this.textureUpdated, this); + } + }, + enumerable: false, + configurable: true + }); + SimplePlane.prototype._render = function (renderer) { + if (this._textureID !== this.shader.texture._updateID) { + this.textureUpdated(); } - return node._owner === this; + _super.prototype._render.call(this, renderer); }; - /** - * Dispaches a signal to all registered listeners. - * @param {...any} args - * @returns {boolean} Indication if we've emitted an event. - */ - Signal.prototype.dispatch = function () { - var arguments$1 = arguments; - - var args = []; - for (var _i = 0; _i < arguments.length; _i++) { - args[_i] = arguments$1[_i]; - } - var node = this._head; - if (!node) - { return false; } - while (node) { - if (node._once) - { this.detach(node); } - node._fn.apply(node._thisArg, args); - node = node._next; - } - return true; + SimplePlane.prototype.destroy = function (options) { + this.shader.texture.off('update', this.textureUpdated, this); + _super.prototype.destroy.call(this, options); }; + return SimplePlane; + }(Mesh)); + + /** + * The Simple Mesh class mimics Mesh in PixiJS v4, providing easy-to-use constructor arguments. + * For more robust customization, use {@link PIXI.Mesh}. + * @memberof PIXI + */ + /** @class */ ((function (_super) { + __extends$1(SimpleMesh, _super); /** - * Register a new listener. - * @param {Function} fn - Callback function. - * @param {object} [thisArg] - The context of the callback function. - * @returns {PIXI.SignalBinding} The SignalBinding node that was added. + * @param texture - The texture to use + * @param {Float32Array} [vertices] - if you want to specify the vertices + * @param {Float32Array} [uvs] - if you want to specify the uvs + * @param {Uint16Array} [indices] - if you want to specify the indices + * @param drawMode - the drawMode, can be any of the Mesh.DRAW_MODES consts */ - Signal.prototype.add = function (fn, thisArg) { - if (thisArg === void 0) { thisArg = null; } - if (typeof fn !== 'function') { - throw new Error('MiniSignal#add(): First arg must be a Function.'); - } - return _addSignalBinding$1(this, new SignalBinding$1(fn, false, thisArg)); - }; - /** - * Register a new listener that will be executed only once. - * @param {Function} fn - Callback function. - * @param {object} [thisArg] - The context of the callback function. - * @returns {PIXI.SignalBinding} The SignalBinding node that was added. - */ - Signal.prototype.once = function (fn, thisArg) { - if (thisArg === void 0) { thisArg = null; } - if (typeof fn !== 'function') { - throw new Error('MiniSignal#once(): First arg must be a Function.'); - } - return _addSignalBinding$1(this, new SignalBinding$1(fn, true, thisArg)); - }; - /** - * Remove binding object. - * @param {PIXI.SignalBinding} node - The binding node that will be removed. - * @returns {Signal} The instance on which this method was called. - @api public */ - Signal.prototype.detach = function (node) { - if (!(node instanceof SignalBinding$1)) { - throw new Error('MiniSignal#detach(): First arg must be a SignalBinding object.'); - } - if (node._owner !== this) - { return this; } // todo: or error? - if (node._prev) - { node._prev._next = node._next; } - if (node._next) - { node._next._prev = node._prev; } - if (node === this._head) { // first node - this._head = node._next; - if (node._next === null) { - this._tail = null; - } - } - else if (node === this._tail) { // last node - this._tail = node._prev; - this._tail._next = null; - } - node._owner = null; - return this; - }; - /** - * Detach all listeners. - * @returns {Signal} The instance on which this method was called. - */ - Signal.prototype.detachAll = function () { - var node = this._head; - if (!node) - { return this; } - this._head = this._tail = null; - while (node) { - node._owner = null; - node = node._next; - } - return this; - }; - return Signal; - }()); - - /** - * function from npm package `parseUri`, converted to TS to avoid leftpad incident - * @param {string} str - * @param [opts] - options - * @param {boolean} [opts.strictMode] - type of parser - */ - function parseUri$1(str, opts) { - opts = opts || {}; - var o = { - // eslint-disable-next-line max-len - key: ['source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host', 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'], - q: { - name: 'queryKey', - parser: /(?:^|&)([^&=]*)=?([^&]*)/g + function SimpleMesh(texture, vertices, uvs, indices, drawMode) { + if (texture === void 0) { texture = Texture.EMPTY; } + var _this = this; + var geometry = new MeshGeometry(vertices, uvs, indices); + geometry.getBuffer('aVertexPosition').static = false; + var meshMaterial = new MeshMaterial(texture); + _this = _super.call(this, geometry, meshMaterial, null, drawMode) || this; + _this.autoUpdate = true; + return _this; + } + Object.defineProperty(SimpleMesh.prototype, "vertices", { + /** + * Collection of vertices data. + * @type {Float32Array} + */ + get: function () { + return this.geometry.getBuffer('aVertexPosition').data; }, - parser: { - // eslint-disable-next-line max-len - strict: /^(?:([^:\/?#]+):)?(?:\/\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?))?((((?:[^?#\/]*\/)*)([^?#]*))(?:\?([^#]*))?(?:#(.*))?)/, - // eslint-disable-next-line max-len - loose: /^(?:(?![^:@]+:[^:@\/]*@)([^:\/?#.]+):)?(?:\/\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?)(((\/(?:[^?#](?![^?#\/]*\.[^?#\/.]+(?:[?#]|$)))*\/?)?([^?#\/]*))(?:\?([^#]*))?(?:#(.*))?)/ + set: function (value) { + this.geometry.getBuffer('aVertexPosition').data = value; + }, + enumerable: false, + configurable: true + }); + SimpleMesh.prototype._render = function (renderer) { + if (this.autoUpdate) { + this.geometry.getBuffer('aVertexPosition').update(); } + _super.prototype._render.call(this, renderer); }; - var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str); - var uri = {}; - var i = 14; - while (i--) - { uri[o.key[i]] = m[i] || ''; } - uri[o.q.name] = {}; - uri[o.key[12]].replace(o.q.parser, function (_t0, t1, t2) { - if (t1) - { uri[o.q.name][t1] = t2; } - }); - return uri; - } + return SimpleMesh; + })(Mesh)); - // tests if CORS is supported in XHR, if not we need to use XDR - var useXdr$1; - var tempAnchor$1 = null; - // some status constants - var STATUS_NONE$1 = 0; - var STATUS_OK$1 = 200; - var STATUS_EMPTY$1 = 204; - var STATUS_IE_BUG_EMPTY$1 = 1223; - var STATUS_TYPE_OK$1 = 2; - // noop - function _noop$1$1() { } - /** - * Quick helper to set a value on one of the extension maps. Ensures there is no - * dot at the start of the extension. - * @ignore - * @param map - The map to set on. - * @param extname - The extension (or key) to set. - * @param val - The value to set. - */ - function setExtMap$1(map, extname, val) { - if (extname && extname.indexOf('.') === 0) { - extname = extname.substring(1); - } - if (!extname) { - return; - } - map[extname] = val; - } - /** - * Quick helper to get string xhr type. - * @ignore - * @param xhr - The request to check. - * @returns The type. - */ - function reqType$1(xhr) { - return xhr.toString().replace('object ', ''); - } + var DEFAULT_BORDER_SIZE = 10; /** - * Manages the state and loading of a resource and all child resources. + * The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful + * for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically * - * Can be extended in `GlobalMixins.LoaderResource`. + *```js + * let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.from('BoxWithRoundedCorners.png'), 15, 15, 15, 15); + * ``` + *
                                                                        +   *      A                          B
                                                                        +   *    +---+----------------------+---+
                                                                        +   *  C | 1 |          2           | 3 |
                                                                        +   *    +---+----------------------+---+
                                                                        +   *    |   |                      |   |
                                                                        +   *    | 4 |          5           | 6 |
                                                                        +   *    |   |                      |   |
                                                                        +   *    +---+----------------------+---+
                                                                        +   *  D | 7 |          8           | 9 |
                                                                        +   *    +---+----------------------+---+
                                                                        +   *  When changing this objects width and/or height:
                                                                        +   *     areas 1 3 7 and 9 will remain unscaled.
                                                                        +   *     areas 2 and 8 will be stretched horizontally
                                                                        +   *     areas 4 and 6 will be stretched vertically
                                                                        +   *     area 5 will be stretched both horizontally and vertically
                                                                        +   * 
                                                                        * @memberof PIXI */ - var LoaderResource$1 = /** @class */ (function () { + /** @class */ ((function (_super) { + __extends$1(NineSlicePlane, _super); /** - * @param {string} name - The name of the resource to load. - * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass - * an array of sources. - * @param {object} [options] - The options for the load. - * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to - * determine automatically. - * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes - * longer than this time it is cancelled and the load is considered a failure. If this value is - * set to `0` then there is no explicit timeout. - * @param {PIXI.LoaderResource.LOAD_TYPE} [options.loadType=LOAD_TYPE.XHR] - How should this resource - * be loaded? - * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} [options.xhrType=XHR_RESPONSE_TYPE.DEFAULT] - How - * should the data being loaded be interpreted when using XHR? - * @param {PIXI.LoaderResource.IMetadata} [options.metadata] - Extra configuration for middleware - * and the Resource object. + * @param texture - The texture to use on the NineSlicePlane. + * @param {number} [leftWidth=10] - size of the left vertical bar (A) + * @param {number} [topHeight=10] - size of the top horizontal bar (C) + * @param {number} [rightWidth=10] - size of the right vertical bar (B) + * @param {number} [bottomHeight=10] - size of the bottom horizontal bar (D) */ - function LoaderResource(name, url, options) { - /** - * The `dequeue` method that will be used a storage place for the async queue dequeue method - * used privately by the loader. - * @private - * @member {Function} - */ - this._dequeue = _noop$1$1; - /** - * Used a storage place for the on load binding used privately by the loader. - * @private - * @member {Function} - */ - this._onLoadBinding = null; - /** - * The timer for element loads to check if they timeout. - * @private - */ - this._elementTimer = 0; - /** - * The `complete` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundComplete = null; - /** - * The `_onError` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundOnError = null; - /** - * The `_onProgress` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundOnProgress = null; - /** - * The `_onTimeout` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundOnTimeout = null; - this._boundXhrOnError = null; - this._boundXhrOnTimeout = null; - this._boundXhrOnAbort = null; - this._boundXhrOnLoad = null; - if (typeof name !== 'string' || typeof url !== 'string') { - throw new Error('Both name and url are required for constructing a resource.'); - } - options = options || {}; - this._flags = 0; - // set data url flag, needs to be set early for some _determineX checks to work. - this._setFlag(LoaderResource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0); - this.name = name; - this.url = url; - this.extension = this._getExtension(); - this.data = null; - this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin; - this.timeout = options.timeout || 0; - this.loadType = options.loadType || this._determineLoadType(); - // The type used to load the resource via XHR. If unset, determined automatically. - this.xhrType = options.xhrType; - // Extra info for middleware, and controlling specifics about how the resource loads. - // Note that if you pass in a `loadElement`, the Resource class takes ownership of it. - // Meaning it will modify it as it sees fit. - this.metadata = options.metadata || {}; - // The error that occurred while loading (if any). - this.error = null; - // The XHR object that was used to load this resource. This is only set - // when `loadType` is `LoaderResource.LOAD_TYPE.XHR`. - this.xhr = null; - // The child resources this resource owns. - this.children = []; - // The resource type. - this.type = LoaderResource.TYPE.UNKNOWN; - // The progress chunk owned by this resource. - this.progressChunk = 0; - // The `dequeue` method that will be used a storage place for the async queue dequeue method - // used privately by the loader. - this._dequeue = _noop$1$1; - // Used a storage place for the on load binding used privately by the loader. - this._onLoadBinding = null; - // The timer for element loads to check if they timeout. - this._elementTimer = 0; - this._boundComplete = this.complete.bind(this); - this._boundOnError = this._onError.bind(this); - this._boundOnProgress = this._onProgress.bind(this); - this._boundOnTimeout = this._onTimeout.bind(this); - // xhr callbacks - this._boundXhrOnError = this._xhrOnError.bind(this); - this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this); - this._boundXhrOnAbort = this._xhrOnAbort.bind(this); - this._boundXhrOnLoad = this._xhrOnLoad.bind(this); - // Dispatched when the resource beings to load. - this.onStart = new Signal$1(); - // Dispatched each time progress of this resource load updates. - // Not all resources types and loader systems can support this event - // so sometimes it may not be available. If the resource - // is being loaded on a modern browser, using XHR, and the remote server - // properly sets Content-Length headers, then this will be available. - this.onProgress = new Signal$1(); - // Dispatched once this resource has loaded, if there was an error it will - // be in the `error` property. - this.onComplete = new Signal$1(); - // Dispatched after this resource has had all the *after* middleware run on it. - this.onAfterMiddleware = new Signal$1(); + function NineSlicePlane(texture, leftWidth, topHeight, rightWidth, bottomHeight) { + if (leftWidth === void 0) { leftWidth = DEFAULT_BORDER_SIZE; } + if (topHeight === void 0) { topHeight = DEFAULT_BORDER_SIZE; } + if (rightWidth === void 0) { rightWidth = DEFAULT_BORDER_SIZE; } + if (bottomHeight === void 0) { bottomHeight = DEFAULT_BORDER_SIZE; } + var _this = _super.call(this, Texture.WHITE, 4, 4) || this; + _this._origWidth = texture.orig.width; + _this._origHeight = texture.orig.height; + /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ + _this._width = _this._origWidth; + /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ + _this._height = _this._origHeight; + _this._leftWidth = leftWidth; + _this._rightWidth = rightWidth; + _this._topHeight = topHeight; + _this._bottomHeight = bottomHeight; + // lets call the setter to ensure all necessary updates are performed + _this.texture = texture; + return _this; } - /** - * Sets the load type to be used for a specific extension. - * @static - * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" - * @param {PIXI.LoaderResource.LOAD_TYPE} loadType - The load type to set it to. - */ - LoaderResource.setExtensionLoadType = function (extname, loadType) { - setExtMap$1(LoaderResource._loadTypeMap, extname, loadType); + NineSlicePlane.prototype.textureUpdated = function () { + this._textureID = this.shader.texture._updateID; + this._refresh(); + }; + Object.defineProperty(NineSlicePlane.prototype, "vertices", { + get: function () { + return this.geometry.getBuffer('aVertexPosition').data; + }, + set: function (value) { + this.geometry.getBuffer('aVertexPosition').data = value; + }, + enumerable: false, + configurable: true + }); + /** Updates the horizontal vertices. */ + NineSlicePlane.prototype.updateHorizontalVertices = function () { + var vertices = this.vertices; + var scale = this._getMinScale(); + vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight * scale; + vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - (this._bottomHeight * scale); + vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height; + }; + /** Updates the vertical vertices. */ + NineSlicePlane.prototype.updateVerticalVertices = function () { + var vertices = this.vertices; + var scale = this._getMinScale(); + vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth * scale; + vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - (this._rightWidth * scale); + vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width; }; /** - * Sets the load type to be used for a specific extension. - * @static - * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" - * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to. + * Returns the smaller of a set of vertical and horizontal scale of nine slice corners. + * @returns Smaller number of vertical and horizontal scale. */ - LoaderResource.setExtensionXhrType = function (extname, xhrType) { - setExtMap$1(LoaderResource._xhrTypeMap, extname, xhrType); + NineSlicePlane.prototype._getMinScale = function () { + var w = this._leftWidth + this._rightWidth; + var scaleW = this._width > w ? 1.0 : this._width / w; + var h = this._topHeight + this._bottomHeight; + var scaleH = this._height > h ? 1.0 : this._height / h; + var scale = Math.min(scaleW, scaleH); + return scale; }; - Object.defineProperty(LoaderResource.prototype, "isDataUrl", { - /** - * When the resource starts to load. - * @memberof PIXI.LoaderResource - * @callback OnStartSignal - * @param {PIXI.Resource} resource - The resource that the event happened on. - */ - /** - * When the resource reports loading progress. - * @memberof PIXI.LoaderResource - * @callback OnProgressSignal - * @param {PIXI.Resource} resource - The resource that the event happened on. - * @param {number} percentage - The progress of the load in the range [0, 1]. - */ - /** - * When the resource finishes loading. - * @memberof PIXI.LoaderResource - * @callback OnCompleteSignal - * @param {PIXI.Resource} resource - The resource that the event happened on. - */ - /** - * @memberof PIXI.LoaderResource - * @typedef {object} IMetadata - * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The - * element to use for loading, instead of creating one. - * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This - * is useful if you want to pass in a `loadElement` that you already added load sources to. - * @property {string|string[]} [mimeType] - The mime type to use for the source element - * of a video/audio elment. If the urls are an array, you can pass this as an array as well - * where each index is the mime type to use for the corresponding url index. - */ - /** - * Stores whether or not this url is a data url. - * @readonly - * @member {boolean} - */ + Object.defineProperty(NineSlicePlane.prototype, "width", { + /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ get: function () { - return this._hasFlag(LoaderResource.STATUS_FLAGS.DATA_URL); + return this._width; + }, + set: function (value) { + this._width = value; + this._refresh(); }, enumerable: false, configurable: true }); - Object.defineProperty(LoaderResource.prototype, "isComplete", { - /** - * Describes if this resource has finished loading. Is true when the resource has completely - * loaded. - * @readonly - * @member {boolean} - */ + Object.defineProperty(NineSlicePlane.prototype, "height", { + /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ get: function () { - return this._hasFlag(LoaderResource.STATUS_FLAGS.COMPLETE); + return this._height; + }, + set: function (value) { + this._height = value; + this._refresh(); }, enumerable: false, configurable: true }); - Object.defineProperty(LoaderResource.prototype, "isLoading", { - /** - * Describes if this resource is currently loading. Is true when the resource starts loading, - * and is false again when complete. - * @readonly - * @member {boolean} - */ + Object.defineProperty(NineSlicePlane.prototype, "leftWidth", { + /** The width of the left column. */ get: function () { - return this._hasFlag(LoaderResource.STATUS_FLAGS.LOADING); + return this._leftWidth; + }, + set: function (value) { + this._leftWidth = value; + this._refresh(); }, enumerable: false, configurable: true }); - /** Marks the resource as complete. */ - LoaderResource.prototype.complete = function () { - this._clearEvents(); - this._finish(); - }; - /** - * Aborts the loading of this resource, with an optional message. - * @param {string} message - The message to use for the error - */ - LoaderResource.prototype.abort = function (message) { - // abort can be called multiple times, ignore subsequent calls. - if (this.error) { - return; - } - // store error - this.error = new Error(message); - // clear events before calling aborts - this._clearEvents(); - // abort the actual loading - if (this.xhr) { - this.xhr.abort(); - } - else if (this.xdr) { - this.xdr.abort(); - } - else if (this.data) { - // single source - if (this.data.src) { - this.data.src = LoaderResource.EMPTY_GIF; - } - // multi-source - else { - while (this.data.firstChild) { - this.data.removeChild(this.data.firstChild); - } - } - } - // done now. - this._finish(); + Object.defineProperty(NineSlicePlane.prototype, "rightWidth", { + /** The width of the right column. */ + get: function () { + return this._rightWidth; + }, + set: function (value) { + this._rightWidth = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(NineSlicePlane.prototype, "topHeight", { + /** The height of the top row. */ + get: function () { + return this._topHeight; + }, + set: function (value) { + this._topHeight = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(NineSlicePlane.prototype, "bottomHeight", { + /** The height of the bottom row. */ + get: function () { + return this._bottomHeight; + }, + set: function (value) { + this._bottomHeight = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + /** Refreshes NineSlicePlane coords. All of them. */ + NineSlicePlane.prototype._refresh = function () { + var texture = this.texture; + var uvs = this.geometry.buffers[1].data; + this._origWidth = texture.orig.width; + this._origHeight = texture.orig.height; + var _uvw = 1.0 / this._origWidth; + var _uvh = 1.0 / this._origHeight; + uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0; + uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0; + uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1; + uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1; + uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth; + uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - (_uvw * this._rightWidth); + uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight; + uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - (_uvh * this._bottomHeight); + this.updateHorizontalVertices(); + this.updateVerticalVertices(); + this.geometry.buffers[0].update(); + this.geometry.buffers[1].update(); }; + return NineSlicePlane; + })(SimplePlane)); + + /*! + * @pixi/sprite-animated - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/sprite-animated is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics = function(d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics(d, b); + }; + + function __extends(d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * An AnimatedSprite is a simple way to display an animation depicted by a list of textures. + * + * ```js + * let alienImages = ["image_sequence_01.png","image_sequence_02.png","image_sequence_03.png","image_sequence_04.png"]; + * let textureArray = []; + * + * for (let i=0; i < 4; i++) + * { + * let texture = PIXI.Texture.from(alienImages[i]); + * textureArray.push(texture); + * }; + * + * let animatedSprite = new PIXI.AnimatedSprite(textureArray); + * ``` + * + * The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet} + * containing the animation definitions: + * + * ```js + * PIXI.Loader.shared.add("assets/spritesheet.json").load(setup); + * + * function setup() { + * let sheet = PIXI.Loader.shared.resources["assets/spritesheet.json"].spritesheet; + * animatedSprite = new PIXI.AnimatedSprite(sheet.animations["image_sequence"]); + * ... + * } + * ``` + * @memberof PIXI + */ + /** @class */ ((function (_super) { + __extends(AnimatedSprite, _super); /** - * Kicks off loading of this resource. This method is asynchronous. - * @param {PIXI.LoaderResource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded. + * @param textures - An array of {@link PIXI.Texture} or frame + * objects that make up the animation. + * @param {boolean} [autoUpdate=true] - Whether to use PIXI.Ticker.shared to auto update animation time. */ - LoaderResource.prototype.load = function (cb) { - var _this = this; - if (this.isLoading) { - return; - } - if (this.isComplete) { - if (cb) { - setTimeout(function () { return cb(_this); }, 1); - } + function AnimatedSprite(textures, autoUpdate) { + if (autoUpdate === void 0) { autoUpdate = true; } + var _this = _super.call(this, textures[0] instanceof Texture ? textures[0] : textures[0].texture) || this; + _this._textures = null; + _this._durations = null; + _this._autoUpdate = autoUpdate; + _this._isConnectedToTicker = false; + _this.animationSpeed = 1; + _this.loop = true; + _this.updateAnchor = false; + _this.onComplete = null; + _this.onFrameChange = null; + _this.onLoop = null; + _this._currentTime = 0; + _this._playing = false; + _this._previousFrame = null; + _this.textures = textures; + return _this; + } + /** Stops the AnimatedSprite. */ + AnimatedSprite.prototype.stop = function () { + if (!this._playing) { return; } - else if (cb) { - this.onComplete.once(cb); + this._playing = false; + if (this._autoUpdate && this._isConnectedToTicker) { + Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; } - this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, true); - this.onStart.dispatch(this); - // if unset, determine the value - if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') { - this.crossOrigin = this._determineCrossOrigin(this.url); + }; + /** Plays the AnimatedSprite. */ + AnimatedSprite.prototype.play = function () { + if (this._playing) { + return; } - switch (this.loadType) { - case LoaderResource.LOAD_TYPE.IMAGE: - this.type = LoaderResource.TYPE.IMAGE; - this._loadElement('image'); - break; - case LoaderResource.LOAD_TYPE.AUDIO: - this.type = LoaderResource.TYPE.AUDIO; - this._loadSourceElement('audio'); - break; - case LoaderResource.LOAD_TYPE.VIDEO: - this.type = LoaderResource.TYPE.VIDEO; - this._loadSourceElement('video'); - break; - case LoaderResource.LOAD_TYPE.XHR: - /* falls through */ - default: - if (typeof useXdr$1 === 'undefined') { - useXdr$1 = !!(globalThis.XDomainRequest && !('withCredentials' in (new XMLHttpRequest()))); - } - if (useXdr$1 && this.crossOrigin) { - this._loadXdr(); - } - else { - this._loadXhr(); - } - break; + this._playing = true; + if (this._autoUpdate && !this._isConnectedToTicker) { + Ticker.shared.add(this.update, this, UPDATE_PRIORITY.HIGH); + this._isConnectedToTicker = true; } }; /** - * Checks if the flag is set. - * @param flag - The flag to check. - * @returns True if the flag is set. - */ - LoaderResource.prototype._hasFlag = function (flag) { - return (this._flags & flag) !== 0; - }; - /** - * (Un)Sets the flag. - * @param flag - The flag to (un)set. - * @param value - Whether to set or (un)set the flag. + * Stops the AnimatedSprite and goes to a specific frame. + * @param frameNumber - Frame index to stop at. */ - LoaderResource.prototype._setFlag = function (flag, value) { - this._flags = value ? (this._flags | flag) : (this._flags & ~flag); - }; - /** Clears all the events from the underlying loading source. */ - LoaderResource.prototype._clearEvents = function () { - clearTimeout(this._elementTimer); - if (this.data && this.data.removeEventListener) { - this.data.removeEventListener('error', this._boundOnError, false); - this.data.removeEventListener('load', this._boundComplete, false); - this.data.removeEventListener('progress', this._boundOnProgress, false); - this.data.removeEventListener('canplaythrough', this._boundComplete, false); - } - if (this.xhr) { - if (this.xhr.removeEventListener) { - this.xhr.removeEventListener('error', this._boundXhrOnError, false); - this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false); - this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false); - this.xhr.removeEventListener('progress', this._boundOnProgress, false); - this.xhr.removeEventListener('load', this._boundXhrOnLoad, false); - } - else { - this.xhr.onerror = null; - this.xhr.ontimeout = null; - this.xhr.onprogress = null; - this.xhr.onload = null; - } - } - }; - /** Finalizes the load. */ - LoaderResource.prototype._finish = function () { - if (this.isComplete) { - throw new Error('Complete called again for an already completed resource.'); + AnimatedSprite.prototype.gotoAndStop = function (frameNumber) { + this.stop(); + var previousFrame = this.currentFrame; + this._currentTime = frameNumber; + if (previousFrame !== this.currentFrame) { + this.updateTexture(); } - this._setFlag(LoaderResource.STATUS_FLAGS.COMPLETE, true); - this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, false); - this.onComplete.dispatch(this); }; /** - * Loads this resources using an element that has a single source, - * like an HTMLImageElement. - * @private - * @param type - The type of element to use. + * Goes to a specific frame and begins playing the AnimatedSprite. + * @param frameNumber - Frame index to start at. */ - LoaderResource.prototype._loadElement = function (type) { - if (this.metadata.loadElement) { - this.data = this.metadata.loadElement; - } - else if (type === 'image' && typeof globalThis.Image !== 'undefined') { - this.data = new Image(); - } - else { - this.data = document.createElement(type); - } - if (this.crossOrigin) { - this.data.crossOrigin = this.crossOrigin; - } - if (!this.metadata.skipSource) { - this.data.src = this.url; - } - this.data.addEventListener('error', this._boundOnError, false); - this.data.addEventListener('load', this._boundComplete, false); - this.data.addEventListener('progress', this._boundOnProgress, false); - if (this.timeout) { - this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); + AnimatedSprite.prototype.gotoAndPlay = function (frameNumber) { + var previousFrame = this.currentFrame; + this._currentTime = frameNumber; + if (previousFrame !== this.currentFrame) { + this.updateTexture(); } + this.play(); }; /** - * Loads this resources using an element that has multiple sources, - * like an HTMLAudioElement or HTMLVideoElement. - * @param type - The type of element to use. + * Updates the object transform for rendering. + * @param deltaTime - Time since last tick. */ - LoaderResource.prototype._loadSourceElement = function (type) { - if (this.metadata.loadElement) { - this.data = this.metadata.loadElement; + AnimatedSprite.prototype.update = function (deltaTime) { + if (!this._playing) { + return; } - else if (type === 'audio' && typeof globalThis.Audio !== 'undefined') { - this.data = new Audio(); + var elapsed = this.animationSpeed * deltaTime; + var previousFrame = this.currentFrame; + if (this._durations !== null) { + var lag = this._currentTime % 1 * this._durations[this.currentFrame]; + lag += elapsed / 60 * 1000; + while (lag < 0) { + this._currentTime--; + lag += this._durations[this.currentFrame]; + } + var sign = Math.sign(this.animationSpeed * deltaTime); + this._currentTime = Math.floor(this._currentTime); + while (lag >= this._durations[this.currentFrame]) { + lag -= this._durations[this.currentFrame] * sign; + this._currentTime += sign; + } + this._currentTime += lag / this._durations[this.currentFrame]; } else { - this.data = document.createElement(type); - } - if (this.data === null) { - this.abort("Unsupported element: " + type); - return; + this._currentTime += elapsed; } - if (this.crossOrigin) { - this.data.crossOrigin = this.crossOrigin; + if (this._currentTime < 0 && !this.loop) { + this.gotoAndStop(0); + if (this.onComplete) { + this.onComplete(); + } } - if (!this.metadata.skipSource) { - // support for CocoonJS Canvas+ runtime, lacks document.createElement('source') - if (navigator.isCocoonJS) { - this.data.src = Array.isArray(this.url) ? this.url[0] : this.url; + else if (this._currentTime >= this._textures.length && !this.loop) { + this.gotoAndStop(this._textures.length - 1); + if (this.onComplete) { + this.onComplete(); } - else if (Array.isArray(this.url)) { - var mimeTypes = this.metadata.mimeType; - for (var i = 0; i < this.url.length; ++i) { - this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes)); + } + else if (previousFrame !== this.currentFrame) { + if (this.loop && this.onLoop) { + if (this.animationSpeed > 0 && this.currentFrame < previousFrame) { + this.onLoop(); + } + else if (this.animationSpeed < 0 && this.currentFrame > previousFrame) { + this.onLoop(); } } - else { - var mimeTypes = this.metadata.mimeType; - this.data.appendChild(this._createSource(type, this.url, Array.isArray(mimeTypes) ? mimeTypes[0] : mimeTypes)); - } - } - this.data.addEventListener('error', this._boundOnError, false); - this.data.addEventListener('load', this._boundComplete, false); - this.data.addEventListener('progress', this._boundOnProgress, false); - this.data.addEventListener('canplaythrough', this._boundComplete, false); - this.data.load(); - if (this.timeout) { - this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); + this.updateTexture(); } }; - /** Loads this resources using an XMLHttpRequest. */ - LoaderResource.prototype._loadXhr = function () { - // if unset, determine the value - if (typeof this.xhrType !== 'string') { - this.xhrType = this._determineXhrType(); - } - var xhr = this.xhr = new XMLHttpRequest(); - // send credentials when crossOrigin with credentials requested - if (this.crossOrigin === 'use-credentials') { - xhr.withCredentials = true; - } - // set the request type and url - xhr.open('GET', this.url, true); - xhr.timeout = this.timeout; - // load json as text and parse it ourselves. We do this because some browsers - // *cough* safari *cough* can't deal with it. - if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON - || this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) { - xhr.responseType = LoaderResource.XHR_RESPONSE_TYPE.TEXT; + /** Updates the displayed texture to match the current frame index. */ + AnimatedSprite.prototype.updateTexture = function () { + var currentFrame = this.currentFrame; + if (this._previousFrame === currentFrame) { + return; } - else { - xhr.responseType = this.xhrType; + this._previousFrame = currentFrame; + this._texture = this._textures[currentFrame]; + this._textureID = -1; + this._textureTrimmedID = -1; + this._cachedTint = 0xFFFFFF; + this.uvs = this._texture._uvs.uvsFloat32; + if (this.updateAnchor) { + this._anchor.copyFrom(this._texture.defaultAnchor); } - xhr.addEventListener('error', this._boundXhrOnError, false); - xhr.addEventListener('timeout', this._boundXhrOnTimeout, false); - xhr.addEventListener('abort', this._boundXhrOnAbort, false); - xhr.addEventListener('progress', this._boundOnProgress, false); - xhr.addEventListener('load', this._boundXhrOnLoad, false); - xhr.send(); - }; - /** Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross). */ - LoaderResource.prototype._loadXdr = function () { - // if unset, determine the value - if (typeof this.xhrType !== 'string') { - this.xhrType = this._determineXhrType(); + if (this.onFrameChange) { + this.onFrameChange(this.currentFrame); } - var xdr = this.xhr = new globalThis.XDomainRequest(); // eslint-disable-line no-undef - // XDomainRequest has a few quirks. Occasionally it will abort requests - // A way to avoid this is to make sure ALL callbacks are set even if not used - // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9 - xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9 - xdr.onerror = this._boundXhrOnError; - xdr.ontimeout = this._boundXhrOnTimeout; - xdr.onprogress = this._boundOnProgress; - xdr.onload = this._boundXhrOnLoad; - xdr.open('GET', this.url, true); - // Note: The xdr.send() call is wrapped in a timeout to prevent an - // issue with the interface where some requests are lost if multiple - // XDomainRequests are being sent at the same time. - // Some info here: https://github.com/photonstorm/phaser/issues/1248 - setTimeout(function () { return xdr.send(); }, 1); }; /** - * Creates a source used in loading via an element. - * @param type - The element type (video or audio). - * @param url - The source URL to load from. - * @param [mime] - The mime type of the video - * @returns The source element. + * Stops the AnimatedSprite and destroys it. + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value. + * @param {boolean} [options.children=false] - If set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well. + * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well. */ - LoaderResource.prototype._createSource = function (type, url, mime) { - if (!mime) { - mime = type + "/" + this._getExtension(url); - } - var source = document.createElement('source'); - source.src = url; - source.type = mime; - return source; + AnimatedSprite.prototype.destroy = function (options) { + this.stop(); + _super.prototype.destroy.call(this, options); + this.onComplete = null; + this.onFrameChange = null; + this.onLoop = null; }; /** - * Called if a load errors out. - * @param event - The error event from the element that emits it. + * A short hand way of creating an AnimatedSprite from an array of frame ids. + * @param frames - The array of frames ids the AnimatedSprite will use as its texture frames. + * @returns - The new animated sprite with the specified frames. */ - LoaderResource.prototype._onError = function (event) { - this.abort("Failed to load element using: " + event.target.nodeName); + AnimatedSprite.fromFrames = function (frames) { + var textures = []; + for (var i = 0; i < frames.length; ++i) { + textures.push(Texture.from(frames[i])); + } + return new AnimatedSprite(textures); }; /** - * Called if a load progress event fires for an element or xhr/xdr. - * @param event - Progress event. + * A short hand way of creating an AnimatedSprite from an array of image ids. + * @param images - The array of image urls the AnimatedSprite will use as its texture frames. + * @returns The new animate sprite with the specified images as frames. */ - LoaderResource.prototype._onProgress = function (event) { - if (event && event.lengthComputable) { - this.onProgress.dispatch(this, event.loaded / event.total); + AnimatedSprite.fromImages = function (images) { + var textures = []; + for (var i = 0; i < images.length; ++i) { + textures.push(Texture.from(images[i])); } + return new AnimatedSprite(textures); }; - /** Called if a timeout event fires for an element. */ - LoaderResource.prototype._onTimeout = function () { - this.abort("Load timed out."); - }; - /** Called if an error event fires for xhr/xdr. */ - LoaderResource.prototype._xhrOnError = function () { - var xhr = this.xhr; - this.abort(reqType$1(xhr) + " Request failed. Status: " + xhr.status + ", text: \"" + xhr.statusText + "\""); - }; - /** Called if an error event fires for xhr/xdr. */ - LoaderResource.prototype._xhrOnTimeout = function () { - var xhr = this.xhr; - this.abort(reqType$1(xhr) + " Request timed out."); - }; - /** Called if an abort event fires for xhr/xdr. */ - LoaderResource.prototype._xhrOnAbort = function () { - var xhr = this.xhr; - this.abort(reqType$1(xhr) + " Request was aborted by the user."); - }; - /** Called when data successfully loads from an xhr/xdr request. */ - LoaderResource.prototype._xhrOnLoad = function () { - var xhr = this.xhr; - var text = ''; - var status = typeof xhr.status === 'undefined' ? STATUS_OK$1 : xhr.status; // XDR has no `.status`, assume 200. - // responseText is accessible only if responseType is '' or 'text' and on older browsers - if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') { - text = xhr.responseText; - } - // status can be 0 when using the `file://` protocol so we also check if a response is set. - // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request. - if (status === STATUS_NONE$1 && (text.length > 0 || xhr.responseType === LoaderResource.XHR_RESPONSE_TYPE.BUFFER)) { - status = STATUS_OK$1; - } - // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request - else if (status === STATUS_IE_BUG_EMPTY$1) { - status = STATUS_EMPTY$1; - } - var statusType = (status / 100) | 0; - if (statusType === STATUS_TYPE_OK$1) { - // if text, just return it - if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.TEXT) { - this.data = text; - this.type = LoaderResource.TYPE.TEXT; + Object.defineProperty(AnimatedSprite.prototype, "totalFrames", { + /** + * The total number of frames in the AnimatedSprite. This is the same as number of textures + * assigned to the AnimatedSprite. + * @readonly + * @default 0 + */ + get: function () { + return this._textures.length; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(AnimatedSprite.prototype, "textures", { + /** The array of textures used for this AnimatedSprite. */ + get: function () { + return this._textures; + }, + set: function (value) { + if (value[0] instanceof Texture) { + this._textures = value; + this._durations = null; } - // if json, parse into json object - else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON) { - try { - this.data = JSON.parse(text); - this.type = LoaderResource.TYPE.JSON; - } - catch (e) { - this.abort("Error trying to parse loaded json: " + e); - return; + else { + this._textures = []; + this._durations = []; + for (var i = 0; i < value.length; i++) { + this._textures.push(value[i].texture); + this._durations.push(value[i].time); } } - // if xml, parse into an xml document or div element - else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) { - try { - if (globalThis.DOMParser) { - var domparser = new DOMParser(); - this.data = domparser.parseFromString(text, 'text/xml'); - } - else { - var div = document.createElement('div'); - div.innerHTML = text; - this.data = div; - } - this.type = LoaderResource.TYPE.XML; + this._previousFrame = null; + this.gotoAndStop(0); + this.updateTexture(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(AnimatedSprite.prototype, "currentFrame", { + /** + * The AnimatedSprites current frame index. + * @readonly + */ + get: function () { + var currentFrame = Math.floor(this._currentTime) % this._textures.length; + if (currentFrame < 0) { + currentFrame += this._textures.length; + } + return currentFrame; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(AnimatedSprite.prototype, "playing", { + /** + * Indicates if the AnimatedSprite is currently playing. + * @readonly + */ + get: function () { + return this._playing; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(AnimatedSprite.prototype, "autoUpdate", { + /** Whether to use PIXI.Ticker.shared to auto update animation time. */ + get: function () { + return this._autoUpdate; + }, + set: function (value) { + if (value !== this._autoUpdate) { + this._autoUpdate = value; + if (!this._autoUpdate && this._isConnectedToTicker) { + Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; } - catch (e$1) { - this.abort("Error trying to parse loaded xml: " + e$1); - return; + else if (this._autoUpdate && !this._isConnectedToTicker && this._playing) { + Ticker.shared.add(this.update, this); + this._isConnectedToTicker = true; } } - // other types just return the response - else { - this.data = xhr.response || text; - } - } - else { - this.abort("[" + xhr.status + "] " + xhr.statusText + ": " + xhr.responseURL); - return; - } - this.complete(); - }; - /** - * Sets the `crossOrigin` property for this resource based on if the url - * for this resource is cross-origin. If crossOrigin was manually set, this - * function does nothing. - * @private - * @param url - The url to test. - * @param [loc=globalThis.location] - The location object to test against. - * @returns The crossOrigin value to use (or empty string for none). - */ - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - LoaderResource.prototype._determineCrossOrigin = function (url, loc) { - // data: and javascript: urls are considered same-origin - if (url.indexOf('data:') === 0) { - return ''; - } - // A sandboxed iframe without the 'allow-same-origin' attribute will have a special - // origin designed not to match globalThis.location.origin, and will always require - // crossOrigin requests regardless of whether the location matches. - if (globalThis.origin !== globalThis.location.origin) { - return 'anonymous'; - } - // default is globalThis.location - loc = loc || globalThis.location; - if (!tempAnchor$1) { - tempAnchor$1 = document.createElement('a'); - } - // let the browser determine the full href for the url of this resource and then - // parse with the node url lib, we can't use the properties of the anchor element - // because they don't work in IE9 :( - tempAnchor$1.href = url; - var parsedUrl = parseUri$1(tempAnchor$1.href, { strictMode: true }); - var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port); - var protocol = parsedUrl.protocol ? parsedUrl.protocol + ":" : ''; - // if cross origin - if (parsedUrl.host !== loc.hostname || !samePort || protocol !== loc.protocol) { - return 'anonymous'; - } - return ''; - }; - /** - * Determines the responseType of an XHR request based on the extension of the - * resource being loaded. - * @private - * @returns {PIXI.LoaderResource.XHR_RESPONSE_TYPE} The responseType to use. - */ - LoaderResource.prototype._determineXhrType = function () { - return LoaderResource._xhrTypeMap[this.extension] || LoaderResource.XHR_RESPONSE_TYPE.TEXT; - }; - /** - * Determines the loadType of a resource based on the extension of the - * resource being loaded. - * @private - * @returns {PIXI.LoaderResource.LOAD_TYPE} The loadType to use. - */ - LoaderResource.prototype._determineLoadType = function () { - return LoaderResource._loadTypeMap[this.extension] || LoaderResource.LOAD_TYPE.XHR; - }; - /** - * Extracts the extension (sans '.') of the file being loaded by the resource. - * @param [url] - url to parse, `this.url` by default. - * @returns The extension. - */ - LoaderResource.prototype._getExtension = function (url) { - if (url === void 0) { url = this.url; } - var ext = ''; - if (this.isDataUrl) { - var slashIndex = url.indexOf('/'); - ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex)); - } - else { - var queryStart = url.indexOf('?'); - var hashStart = url.indexOf('#'); - var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length); - url = url.substring(0, index); - ext = url.substring(url.lastIndexOf('.') + 1); - } - return ext.toLowerCase(); - }; - /** - * Determines the mime type of an XHR request based on the responseType of - * resource being loaded. - * @param type - The type to get a mime type for. - * @private - * @returns The mime type to use. - */ - LoaderResource.prototype._getMimeFromXhrType = function (type) { - switch (type) { - case LoaderResource.XHR_RESPONSE_TYPE.BUFFER: - return 'application/octet-binary'; - case LoaderResource.XHR_RESPONSE_TYPE.BLOB: - return 'application/blob'; - case LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT: - return 'application/xml'; - case LoaderResource.XHR_RESPONSE_TYPE.JSON: - return 'application/json'; - case LoaderResource.XHR_RESPONSE_TYPE.DEFAULT: - case LoaderResource.XHR_RESPONSE_TYPE.TEXT: - /* falls through */ - default: - return 'text/plain'; - } - }; - return LoaderResource; - }()); - // eslint-disable-next-line @typescript-eslint/no-namespace - (function (LoaderResource) { - (function (STATUS_FLAGS) { - /** None */ - STATUS_FLAGS[STATUS_FLAGS["NONE"] = 0] = "NONE"; - /** Data URL */ - STATUS_FLAGS[STATUS_FLAGS["DATA_URL"] = 1] = "DATA_URL"; - /** Complete */ - STATUS_FLAGS[STATUS_FLAGS["COMPLETE"] = 2] = "COMPLETE"; - /** Loading */ - STATUS_FLAGS[STATUS_FLAGS["LOADING"] = 4] = "LOADING"; - })(LoaderResource.STATUS_FLAGS || (LoaderResource.STATUS_FLAGS = {})); - (function (TYPE) { - /** Unknown */ - TYPE[TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - /** JSON */ - TYPE[TYPE["JSON"] = 1] = "JSON"; - /** XML */ - TYPE[TYPE["XML"] = 2] = "XML"; - /** Image */ - TYPE[TYPE["IMAGE"] = 3] = "IMAGE"; - /** Audio */ - TYPE[TYPE["AUDIO"] = 4] = "AUDIO"; - /** Video */ - TYPE[TYPE["VIDEO"] = 5] = "VIDEO"; - /** Plain text */ - TYPE[TYPE["TEXT"] = 6] = "TEXT"; - })(LoaderResource.TYPE || (LoaderResource.TYPE = {})); - (function (LOAD_TYPE) { - /** Uses XMLHttpRequest to load the resource. */ - LOAD_TYPE[LOAD_TYPE["XHR"] = 1] = "XHR"; - /** Uses an `Image` object to load the resource. */ - LOAD_TYPE[LOAD_TYPE["IMAGE"] = 2] = "IMAGE"; - /** Uses an `Audio` object to load the resource. */ - LOAD_TYPE[LOAD_TYPE["AUDIO"] = 3] = "AUDIO"; - /** Uses a `Video` object to load the resource. */ - LOAD_TYPE[LOAD_TYPE["VIDEO"] = 4] = "VIDEO"; - })(LoaderResource.LOAD_TYPE || (LoaderResource.LOAD_TYPE = {})); - (function (XHR_RESPONSE_TYPE) { - /** string */ - XHR_RESPONSE_TYPE["DEFAULT"] = "text"; - /** ArrayBuffer */ - XHR_RESPONSE_TYPE["BUFFER"] = "arraybuffer"; - /** Blob */ - XHR_RESPONSE_TYPE["BLOB"] = "blob"; - /** Document */ - XHR_RESPONSE_TYPE["DOCUMENT"] = "document"; - /** Object */ - XHR_RESPONSE_TYPE["JSON"] = "json"; - /** String */ - XHR_RESPONSE_TYPE["TEXT"] = "text"; - })(LoaderResource.XHR_RESPONSE_TYPE || (LoaderResource.XHR_RESPONSE_TYPE = {})); - LoaderResource._loadTypeMap = { - // images - gif: LoaderResource.LOAD_TYPE.IMAGE, - png: LoaderResource.LOAD_TYPE.IMAGE, - bmp: LoaderResource.LOAD_TYPE.IMAGE, - jpg: LoaderResource.LOAD_TYPE.IMAGE, - jpeg: LoaderResource.LOAD_TYPE.IMAGE, - tif: LoaderResource.LOAD_TYPE.IMAGE, - tiff: LoaderResource.LOAD_TYPE.IMAGE, - webp: LoaderResource.LOAD_TYPE.IMAGE, - tga: LoaderResource.LOAD_TYPE.IMAGE, - svg: LoaderResource.LOAD_TYPE.IMAGE, - 'svg+xml': LoaderResource.LOAD_TYPE.IMAGE, - // audio - mp3: LoaderResource.LOAD_TYPE.AUDIO, - ogg: LoaderResource.LOAD_TYPE.AUDIO, - wav: LoaderResource.LOAD_TYPE.AUDIO, - // videos - mp4: LoaderResource.LOAD_TYPE.VIDEO, - webm: LoaderResource.LOAD_TYPE.VIDEO, - }; - LoaderResource._xhrTypeMap = { - // xml - xhtml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - html: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - htm: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - xml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - tmx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - svg: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component. - // Since it is way less likely for people to be loading TypeScript files instead of Tiled files, - // this should probably be fine. - tsx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - // images - gif: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - png: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - bmp: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - jpg: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - jpeg: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - tif: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - tiff: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - webp: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - tga: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - // json - json: LoaderResource.XHR_RESPONSE_TYPE.JSON, - // text - text: LoaderResource.XHR_RESPONSE_TYPE.TEXT, - txt: LoaderResource.XHR_RESPONSE_TYPE.TEXT, - // fonts - ttf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER, - otf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER, - }; - // We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif - LoaderResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw=='; - })(LoaderResource$1 || (LoaderResource$1 = {})); + }, + enumerable: false, + configurable: true + }); + return AnimatedSprite; + })(Sprite)); - /** - * Smaller version of the async library constructs. - * @ignore - */ - function _noop$2() { - } - /** - * Ensures a function is only called once. - * @ignore - * @param {Function} fn - The function to wrap. - * @returns {Function} The wrapping function. + /*! + * pixi.js - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * pixi.js is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license */ - function onlyOnce$1(fn) { - return function onceWrapper() { - var arguments$1 = arguments; - var args = []; - for (var _i = 0; _i < arguments.length; _i++) { - args[_i] = arguments$1[_i]; - } - if (fn === null) { - throw new Error('Callback was already called.'); - } - var callFn = fn; - fn = null; - callFn.apply(this, args); - }; + extensions$1.add( + // Install renderer plugins + AccessibilityManager, Extract, InteractionManager, ParticleRenderer, Prepare, BatchRenderer, TilingSpriteRenderer, + // Install loader plugins + BitmapFontLoader, CompressedTextureLoader, DDSLoader, KTXLoader, SpritesheetLoader, + // Install application plugins + TickerPlugin, AppLoaderPlugin); + + var commonjsGlobal$1 = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global$1 !== 'undefined' ? global$1 : typeof self !== 'undefined' ? self : {}; + + function createCommonjsModule$1(fn, module) { + return module = { exports: {} }, fn(module, module.exports), module.exports; } - /** - * @private - * @memberof PIXI - */ - var AsyncQueueItem$1 = /** @class */ (function () { - /** - * @param data - * @param callback - * @private - */ - function AsyncQueueItem(data, callback) { - this.data = data; - this.callback = callback; - } - return AsyncQueueItem; - }()); - /** - * @private - * @memberof PIXI + + var penner$1 = createCommonjsModule$1(function (module, exports) { + /* + Copyright © 2001 Robert Penner + All rights reserved. + + Redistribution and use in source and binary forms, with or without modification, + are permitted provided that the following conditions are met: + + Redistributions of source code must retain the above copyright notice, this list of + conditions and the following disclaimer. + Redistributions in binary form must reproduce the above copyright notice, this list + of conditions and the following disclaimer in the documentation and/or other materials + provided with the distribution. + + Neither the name of the author nor the names of contributors may be used to endorse + or promote products derived from this software without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY + EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF + MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE + COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE + GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED + AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING + NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED + OF THE POSSIBILITY OF SUCH DAMAGE. */ - var AsyncQueue$1 = /** @class */ (function () { - /** - * @param worker - * @param concurrency - * @private - */ - function AsyncQueue(worker, concurrency) { - var _this = this; - if (concurrency === void 0) { concurrency = 1; } - this.workers = 0; - this.saturated = _noop$2; - this.unsaturated = _noop$2; - this.empty = _noop$2; - this.drain = _noop$2; - this.error = _noop$2; - this.started = false; - this.paused = false; - this._tasks = []; - this._insert = function (data, insertAtFront, callback) { - if (callback && typeof callback !== 'function') { - throw new Error('task callback must be a function'); - } - _this.started = true; - // eslint-disable-next-line no-eq-null,eqeqeq - if (data == null && _this.idle()) { - // call drain immediately if there are no tasks - setTimeout(function () { return _this.drain(); }, 1); - return; - } - var item = new AsyncQueueItem$1(data, typeof callback === 'function' ? callback : _noop$2); - if (insertAtFront) { - _this._tasks.unshift(item); - } - else { - _this._tasks.push(item); - } - setTimeout(_this.process, 1); - }; - this.process = function () { - while (!_this.paused && _this.workers < _this.concurrency && _this._tasks.length) { - var task = _this._tasks.shift(); - if (_this._tasks.length === 0) { - _this.empty(); - } - _this.workers += 1; - if (_this.workers === _this.concurrency) { - _this.saturated(); - } - _this._worker(task.data, onlyOnce$1(_this._next(task))); - } - }; - this._worker = worker; - if (concurrency === 0) { - throw new Error('Concurrency must not be zero'); - } - this.concurrency = concurrency; - this.buffer = concurrency / 4.0; + + (function() { + var penner, umd; + + umd = function(factory) { + { + return module.exports = factory; } - /** - * @param task - * @private - */ - AsyncQueue.prototype._next = function (task) { - var _this = this; - return function () { - var arguments$1 = arguments; + }; - var args = []; - for (var _i = 0; _i < arguments.length; _i++) { - args[_i] = arguments$1[_i]; - } - _this.workers -= 1; - task.callback.apply(task, args); - // eslint-disable-next-line no-eq-null,eqeqeq - if (args[0] != null) { - _this.error(args[0], task.data); - } - if (_this.workers <= (_this.concurrency - _this.buffer)) { - _this.unsaturated(); - } - if (_this.idle()) { - _this.drain(); - } - _this.process(); - }; - }; - // That was in object - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - AsyncQueue.prototype.push = function (data, callback) { - this._insert(data, false, callback); - }; - AsyncQueue.prototype.kill = function () { - this.workers = 0; - this.drain = _noop$2; - this.started = false; - this._tasks = []; - }; - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - AsyncQueue.prototype.unshift = function (data, callback) { - this._insert(data, true, callback); - }; - AsyncQueue.prototype.length = function () { - return this._tasks.length; - }; - AsyncQueue.prototype.running = function () { - return this.workers; - }; - AsyncQueue.prototype.idle = function () { - return this._tasks.length + this.workers === 0; - }; - AsyncQueue.prototype.pause = function () { - if (this.paused === true) { - return; - } - this.paused = true; - }; - AsyncQueue.prototype.resume = function () { - if (this.paused === false) { - return; - } - this.paused = false; - // Need to call this.process once per concurrent - // worker to preserve full concurrency after pause - for (var w = 1; w <= this.concurrency; w++) { - this.process(); - } - }; - /** - * Iterates an array in series. - * @param {Array.<*>} array - Array to iterate. - * @param {Function} iterator - Function to call for each element. - * @param {Function} callback - Function to call when done, or on error. - * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1. - */ - AsyncQueue.eachSeries = function (array, iterator, callback, deferNext) { - var i = 0; - var len = array.length; - function next(err) { - if (err || i === len) { - if (callback) { - callback(err); - } - return; - } - if (deferNext) { - setTimeout(function () { - iterator(array[i++], next); - }, 1); - } - else { - iterator(array[i++], next); - } - } - next(); - }; - /** - * Async queue implementation, - * @param {Function} worker - The worker function to call for each task. - * @param {number} concurrency - How many workers to run in parrallel. - * @returns {*} The async queue object. - */ - AsyncQueue.queue = function (worker, concurrency) { - return new AsyncQueue(worker, concurrency); - }; - return AsyncQueue; - }()); + penner = { + linear: function(t, b, c, d) { + return c * t / d + b; + }, + easeInQuad: function(t, b, c, d) { + return c * (t /= d) * t + b; + }, + easeOutQuad: function(t, b, c, d) { + return -c * (t /= d) * (t - 2) + b; + }, + easeInOutQuad: function(t, b, c, d) { + if ((t /= d / 2) < 1) { + return c / 2 * t * t + b; + } else { + return -c / 2 * ((--t) * (t - 2) - 1) + b; + } + }, + easeInCubic: function(t, b, c, d) { + return c * (t /= d) * t * t + b; + }, + easeOutCubic: function(t, b, c, d) { + return c * ((t = t / d - 1) * t * t + 1) + b; + }, + easeInOutCubic: function(t, b, c, d) { + if ((t /= d / 2) < 1) { + return c / 2 * t * t * t + b; + } else { + return c / 2 * ((t -= 2) * t * t + 2) + b; + } + }, + easeInQuart: function(t, b, c, d) { + return c * (t /= d) * t * t * t + b; + }, + easeOutQuart: function(t, b, c, d) { + return -c * ((t = t / d - 1) * t * t * t - 1) + b; + }, + easeInOutQuart: function(t, b, c, d) { + if ((t /= d / 2) < 1) { + return c / 2 * t * t * t * t + b; + } else { + return -c / 2 * ((t -= 2) * t * t * t - 2) + b; + } + }, + easeInQuint: function(t, b, c, d) { + return c * (t /= d) * t * t * t * t + b; + }, + easeOutQuint: function(t, b, c, d) { + return c * ((t = t / d - 1) * t * t * t * t + 1) + b; + }, + easeInOutQuint: function(t, b, c, d) { + if ((t /= d / 2) < 1) { + return c / 2 * t * t * t * t * t + b; + } else { + return c / 2 * ((t -= 2) * t * t * t * t + 2) + b; + } + }, + easeInSine: function(t, b, c, d) { + return -c * Math.cos(t / d * (Math.PI / 2)) + c + b; + }, + easeOutSine: function(t, b, c, d) { + return c * Math.sin(t / d * (Math.PI / 2)) + b; + }, + easeInOutSine: function(t, b, c, d) { + return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b; + }, + easeInExpo: function(t, b, c, d) { + if (t === 0) { + return b; + } else { + return c * Math.pow(2, 10 * (t / d - 1)) + b; + } + }, + easeOutExpo: function(t, b, c, d) { + if (t === d) { + return b + c; + } else { + return c * (-Math.pow(2, -10 * t / d) + 1) + b; + } + }, + easeInOutExpo: function(t, b, c, d) { + if ((t /= d / 2) < 1) { + return c / 2 * Math.pow(2, 10 * (t - 1)) + b; + } else { + return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b; + } + }, + easeInCirc: function(t, b, c, d) { + return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b; + }, + easeOutCirc: function(t, b, c, d) { + return c * Math.sqrt(1 - (t = t / d - 1) * t) + b; + }, + easeInOutCirc: function(t, b, c, d) { + if ((t /= d / 2) < 1) { + return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b; + } else { + return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b; + } + }, + easeInElastic: function(t, b, c, d) { + var a, p, s; + s = 1.70158; + p = 0; + a = c; + if (t === 0) ; else if ((t /= d) === 1) ; + if (!p) { + p = d * .3; + } + if (a < Math.abs(c)) { + a = c; + s = p / 4; + } else { + s = p / (2 * Math.PI) * Math.asin(c / a); + } + return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b; + }, + easeOutElastic: function(t, b, c, d) { + var a, p, s; + s = 1.70158; + p = 0; + a = c; + if (t === 0) ; else if ((t /= d) === 1) ; + if (!p) { + p = d * .3; + } + if (a < Math.abs(c)) { + a = c; + s = p / 4; + } else { + s = p / (2 * Math.PI) * Math.asin(c / a); + } + return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b; + }, + easeInOutElastic: function(t, b, c, d) { + var a, p, s; + s = 1.70158; + p = 0; + a = c; + if (t === 0) ; else if ((t /= d / 2) === 2) ; + if (!p) { + p = d * (.3 * 1.5); + } + if (a < Math.abs(c)) { + a = c; + s = p / 4; + } else { + s = p / (2 * Math.PI) * Math.asin(c / a); + } + if (t < 1) { + return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b; + } else { + return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b; + } + }, + easeInBack: function(t, b, c, d, s) { + if (s === void 0) { + s = 1.70158; + } + return c * (t /= d) * t * ((s + 1) * t - s) + b; + }, + easeOutBack: function(t, b, c, d, s) { + if (s === void 0) { + s = 1.70158; + } + return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b; + }, + easeInOutBack: function(t, b, c, d, s) { + if (s === void 0) { + s = 1.70158; + } + if ((t /= d / 2) < 1) { + return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b; + } else { + return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b; + } + }, + easeInBounce: function(t, b, c, d) { + var v; + v = penner.easeOutBounce(d - t, 0, c, d); + return c - v + b; + }, + easeOutBounce: function(t, b, c, d) { + if ((t /= d) < 1 / 2.75) { + return c * (7.5625 * t * t) + b; + } else if (t < 2 / 2.75) { + return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b; + } else if (t < 2.5 / 2.75) { + return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b; + } else { + return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b; + } + }, + easeInOutBounce: function(t, b, c, d) { + var v; + if (t < d / 2) { + v = penner.easeInBounce(t * 2, 0, c, d); + return v * .5 + b; + } else { + v = penner.easeOutBounce(t * 2 - d, 0, c, d); + return v * .5 + c * .5 + b; + } + } + }; + + umd(penner); + + }).call(commonjsGlobal$1); + }); + + var eventemitter3 = createCommonjsModule$1(function (module) { + + var has = Object.prototype.hasOwnProperty + , prefix = '~'; - // some constants - var MAX_PROGRESS$1 = 100; - var rgxExtractUrlHash$1 = /(#[\w-]+)?$/; /** - * The new loader, forked from Resource Loader by Chad Engler: https://github.com/englercj/resource-loader + * Constructor to create a storage for our `EE` objects. + * An `Events` instance is a plain object whose properties are event names. * - * ```js - * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use. - * // or - * const loader = new PIXI.Loader(); // You can also create your own if you want + * @constructor + * @private + */ + function Events() {} + + // + // We try to not inherit from `Object.prototype`. In some engines creating an + // instance in this way is faster than calling `Object.create(null)` directly. + // If `Object.create(null)` is not supported we prefix the event names with a + // character to make sure that the built-in object properties are not + // overridden or used as an attack vector. + // + if (Object.create) { + Events.prototype = Object.create(null); + + // + // This hack is needed because the `__proto__` property is still inherited in + // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5. + // + if (!new Events().__proto__) prefix = false; + } + + /** + * Representation of a single event listener. * - * const sprites = {}; + * @param {Function} fn The listener function. + * @param {*} context The context to invoke the listener with. + * @param {Boolean} [once=false] Specify if the listener is a one-time listener. + * @constructor + * @private + */ + function EE(fn, context, once) { + this.fn = fn; + this.context = context; + this.once = once || false; + } + + /** + * Add a listener for a given event. * - * // Chainable `add` to enqueue a resource - * loader.add('bunny', 'data/bunny.png') - * .add('spaceship', 'assets/spritesheet.json'); - * loader.add('scoreFont', 'assets/score.fnt'); + * @param {EventEmitter} emitter Reference to the `EventEmitter` instance. + * @param {(String|Symbol)} event The event name. + * @param {Function} fn The listener function. + * @param {*} context The context to invoke the listener with. + * @param {Boolean} once Specify if the listener is a one-time listener. + * @returns {EventEmitter} + * @private + */ + function addListener(emitter, event, fn, context, once) { + if (typeof fn !== 'function') { + throw new TypeError('The listener must be a function'); + } + + var listener = new EE(fn, context || emitter, once) + , evt = prefix ? prefix + event : event; + + if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++; + else if (!emitter._events[evt].fn) emitter._events[evt].push(listener); + else emitter._events[evt] = [emitter._events[evt], listener]; + + return emitter; + } + + /** + * Clear event by name. * - * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource. - * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc). - * loader.pre(cachingMiddleware); + * @param {EventEmitter} emitter Reference to the `EventEmitter` instance. + * @param {(String|Symbol)} evt The Event name. + * @private + */ + function clearEvent(emitter, evt) { + if (--emitter._eventsCount === 0) emitter._events = new Events(); + else delete emitter._events[evt]; + } + + /** + * Minimal `EventEmitter` interface that is molded against the Node.js + * `EventEmitter` interface. * - * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource. - * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc). - * loader.use(parsingMiddleware); + * @constructor + * @public + */ + function EventEmitter() { + this._events = new Events(); + this._eventsCount = 0; + } + + /** + * Return an array listing the events for which the emitter has registered + * listeners. * - * // The `load` method loads the queue of resources, and calls the passed in callback called once all - * // resources have loaded. - * loader.load((loader, resources) => { - * // resources is an object where the key is the name of the resource loaded and the value is the resource object. - * // They have a couple default properties: - * // - `url`: The URL that the resource was loaded from - * // - `error`: The error that happened when trying to load (if any) - * // - `data`: The raw data that was loaded - * // also may contain other properties based on the middleware that runs. - * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture); - * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture); - * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture); - * }); + * @returns {Array} + * @public + */ + EventEmitter.prototype.eventNames = function eventNames() { + var names = [] + , events + , name; + + if (this._eventsCount === 0) return names; + + for (name in (events = this._events)) { + if (has.call(events, name)) names.push(prefix ? name.slice(1) : name); + } + + if (Object.getOwnPropertySymbols) { + return names.concat(Object.getOwnPropertySymbols(events)); + } + + return names; + }; + + /** + * Return the listeners registered for a given event. * - * // throughout the process multiple signals can be dispatched. - * loader.onProgress.add(() => {}); // called once per loaded/errored file - * loader.onError.add(() => {}); // called once per errored file - * loader.onLoad.add(() => {}); // called once per loaded file - * loader.onComplete.add(() => {}); // called once when the queued resources all load. - * ``` - * @memberof PIXI + * @param {(String|Symbol)} event The event name. + * @returns {Array} The registered listeners. + * @public */ - var Loader$1 = /** @class */ (function () { - /** - * @param baseUrl - The base url for all resources loaded by this loader. - * @param concurrency - The number of resources to load concurrently. - */ - function Loader(baseUrl, concurrency) { - var _this = this; - if (baseUrl === void 0) { baseUrl = ''; } - if (concurrency === void 0) { concurrency = 10; } - /** The progress percent of the loader going through the queue. */ - this.progress = 0; - /** Loading state of the loader, true if it is currently loading resources. */ - this.loading = false; - /** - * A querystring to append to every URL added to the loader. - * - * This should be a valid query string *without* the question-mark (`?`). The loader will - * also *not* escape values for you. Make sure to escape your parameters with - * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property. - * @example - * const loader = new Loader(); - * - * loader.defaultQueryString = 'user=me&password=secret'; - * - * // This will request 'image.png?user=me&password=secret' - * loader.add('image.png').load(); - * - * loader.reset(); - * - * // This will request 'image.png?v=1&user=me&password=secret' - * loader.add('iamge.png?v=1').load(); - */ - this.defaultQueryString = ''; - /** The middleware to run before loading each resource. */ - this._beforeMiddleware = []; - /** The middleware to run after loading each resource. */ - this._afterMiddleware = []; - /** The tracks the resources we are currently completing parsing for. */ - this._resourcesParsing = []; - /** - * The `_loadResource` function bound with this object context. - * @param r - The resource to load - * @param d - The dequeue function - */ - this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); }; - /** All the resources for this loader keyed by name. */ - this.resources = {}; - this.baseUrl = baseUrl; - this._beforeMiddleware = []; - this._afterMiddleware = []; - this._resourcesParsing = []; - this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); }; - this._queue = AsyncQueue$1.queue(this._boundLoadResource, concurrency); - this._queue.pause(); - this.resources = {}; - this.onProgress = new Signal$1(); - this.onError = new Signal$1(); - this.onLoad = new Signal$1(); - this.onStart = new Signal$1(); - this.onComplete = new Signal$1(); - for (var i = 0; i < Loader._plugins.length; ++i) { - var plugin = Loader._plugins[i]; - var pre = plugin.pre, use = plugin.use; - if (pre) { - this.pre(pre); - } - if (use) { - this.use(use); - } - } - this._protected = false; + EventEmitter.prototype.listeners = function listeners(event) { + var evt = prefix ? prefix + event : event + , handlers = this._events[evt]; + + if (!handlers) return []; + if (handlers.fn) return [handlers.fn]; + + for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) { + ee[i] = handlers[i].fn; + } + + return ee; + }; + + /** + * Return the number of listeners listening to a given event. + * + * @param {(String|Symbol)} event The event name. + * @returns {Number} The number of listeners. + * @public + */ + EventEmitter.prototype.listenerCount = function listenerCount(event) { + var evt = prefix ? prefix + event : event + , listeners = this._events[evt]; + + if (!listeners) return 0; + if (listeners.fn) return 1; + return listeners.length; + }; + + /** + * Calls each of the listeners registered for a given event. + * + * @param {(String|Symbol)} event The event name. + * @returns {Boolean} `true` if the event had listeners, else `false`. + * @public + */ + EventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) { + var evt = prefix ? prefix + event : event; + + if (!this._events[evt]) return false; + + var listeners = this._events[evt] + , len = arguments.length + , args + , i; + + if (listeners.fn) { + if (listeners.once) this.removeListener(event, listeners.fn, undefined, true); + + switch (len) { + case 1: return listeners.fn.call(listeners.context), true; + case 2: return listeners.fn.call(listeners.context, a1), true; + case 3: return listeners.fn.call(listeners.context, a1, a2), true; + case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true; + case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true; + case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true; } - /** - * Same as add, params have strict order - * @private - * @param name - The name of the resource to load. - * @param url - The url for this resource, relative to the baseUrl of this loader. - * @param options - The options for the load. - * @param callback - Function to call when this specific resource completes loading. - * @returns The loader itself. - */ - Loader.prototype._add = function (name, url, options, callback) { - // if loading already you can only add resources that have a parent. - if (this.loading && (!options || !options.parentResource)) { - throw new Error('Cannot add resources while the loader is running.'); - } - // check if resource already exists. - if (this.resources[name]) { - throw new Error("Resource named \"" + name + "\" already exists."); - } - // add base url if this isn't an absolute url - url = this._prepareUrl(url); - // create the store the resource - this.resources[name] = new LoaderResource$1(name, url, options); - if (typeof callback === 'function') { - this.resources[name].onAfterMiddleware.once(callback); - } - // if actively loading, make sure to adjust progress chunks for that parent and its children - if (this.loading) { - var parent = options.parentResource; - var incompleteChildren = []; - for (var i = 0; i < parent.children.length; ++i) { - if (!parent.children[i].isComplete) { - incompleteChildren.push(parent.children[i]); - } - } - var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent - var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child - parent.children.push(this.resources[name]); - parent.progressChunk = eachChunk; - for (var i = 0; i < incompleteChildren.length; ++i) { - incompleteChildren[i].progressChunk = eachChunk; - } - this.resources[name].progressChunk = eachChunk; - } - // add the resource to the queue - this._queue.push(this.resources[name]); - return this; - }; - /* eslint-enable require-jsdoc,valid-jsdoc */ - /** - * Sets up a middleware function that will run *before* the - * resource is loaded. - * @param fn - The middleware function to register. - * @returns The loader itself. - */ - Loader.prototype.pre = function (fn) { - this._beforeMiddleware.push(fn); - return this; - }; - /** - * Sets up a middleware function that will run *after* the - * resource is loaded. - * @param fn - The middleware function to register. - * @returns The loader itself. - */ - Loader.prototype.use = function (fn) { - this._afterMiddleware.push(fn); - return this; - }; - /** - * Resets the queue of the loader to prepare for a new load. - * @returns The loader itself. - */ - Loader.prototype.reset = function () { - this.progress = 0; - this.loading = false; - this._queue.kill(); - this._queue.pause(); - // abort all resource loads - for (var k in this.resources) { - var res = this.resources[k]; - if (res._onLoadBinding) { - res._onLoadBinding.detach(); - } - if (res.isLoading) { - res.abort('loader reset'); - } - } - this.resources = {}; - return this; - }; - /** - * Starts loading the queued resources. - * @param cb - Optional callback that will be bound to the `complete` event. - * @returns The loader itself. - */ - Loader.prototype.load = function (cb) { - deprecation$1('6.5.0', '@pixi/loaders is being replaced with @pixi/assets in the next major release.'); - // register complete callback if they pass one - if (typeof cb === 'function') { - this.onComplete.once(cb); - } - // if the queue has already started we are done here - if (this.loading) { - return this; - } - if (this._queue.idle()) { - this._onStart(); - this._onComplete(); - } - else { - // distribute progress chunks - var numTasks = this._queue._tasks.length; - var chunk = MAX_PROGRESS$1 / numTasks; - for (var i = 0; i < this._queue._tasks.length; ++i) { - this._queue._tasks[i].data.progressChunk = chunk; - } - // notify we are starting - this._onStart(); - // start loading - this._queue.resume(); - } - return this; - }; - Object.defineProperty(Loader.prototype, "concurrency", { - /** - * The number of resources to load concurrently. - * @default 10 - */ - get: function () { - return this._queue.concurrency; - }, - set: function (concurrency) { - this._queue.concurrency = concurrency; - }, - enumerable: false, - configurable: true - }); - /** - * Prepares a url for usage based on the configuration of this object - * @param url - The url to prepare. - * @returns The prepared url. - */ - Loader.prototype._prepareUrl = function (url) { - var parsedUrl = parseUri$1(url, { strictMode: true }); - var result; - // absolute url, just use it as is. - if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) { - result = url; - } - // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween - else if (this.baseUrl.length - && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1 - && url.charAt(0) !== '/') { - result = this.baseUrl + "/" + url; - } - else { - result = this.baseUrl + url; - } - // if we need to add a default querystring, there is a bit more work - if (this.defaultQueryString) { - var hash = rgxExtractUrlHash$1.exec(result)[0]; - result = result.slice(0, result.length - hash.length); - if (result.indexOf('?') !== -1) { - result += "&" + this.defaultQueryString; - } - else { - result += "?" + this.defaultQueryString; - } - result += hash; - } - return result; - }; - /** - * Loads a single resource. - * @param resource - The resource to load. - * @param dequeue - The function to call when we need to dequeue this item. - */ - Loader.prototype._loadResource = function (resource, dequeue) { - var _this = this; - resource._dequeue = dequeue; - // run before middleware - AsyncQueue$1.eachSeries(this._beforeMiddleware, function (fn, next) { - fn.call(_this, resource, function () { - // if the before middleware marks the resource as complete, - // break and don't process any more before middleware - next(resource.isComplete ? {} : null); - }); - }, function () { - if (resource.isComplete) { - _this._onLoad(resource); - } - else { - resource._onLoadBinding = resource.onComplete.once(_this._onLoad, _this); - resource.load(); - } - }, true); - }; - /** Called once loading has started. */ - Loader.prototype._onStart = function () { - this.progress = 0; - this.loading = true; - this.onStart.dispatch(this); - }; - /** Called once each resource has loaded. */ - Loader.prototype._onComplete = function () { - this.progress = MAX_PROGRESS$1; - this.loading = false; - this.onComplete.dispatch(this, this.resources); - }; - /** - * Called each time a resources is loaded. - * @param resource - The resource that was loaded - */ - Loader.prototype._onLoad = function (resource) { - var _this = this; - resource._onLoadBinding = null; - // remove this resource from the async queue, and add it to our list of resources that are being parsed - this._resourcesParsing.push(resource); - resource._dequeue(); - // run all the after middleware for this resource - AsyncQueue$1.eachSeries(this._afterMiddleware, function (fn, next) { - fn.call(_this, resource, next); - }, function () { - resource.onAfterMiddleware.dispatch(resource); - _this.progress = Math.min(MAX_PROGRESS$1, _this.progress + resource.progressChunk); - _this.onProgress.dispatch(_this, resource); - if (resource.error) { - _this.onError.dispatch(resource.error, _this, resource); - } - else { - _this.onLoad.dispatch(_this, resource); - } - _this._resourcesParsing.splice(_this._resourcesParsing.indexOf(resource), 1); - // do completion check - if (_this._queue.idle() && _this._resourcesParsing.length === 0) { - _this._onComplete(); - } - }, true); - }; - /** Destroy the loader, removes references. */ - Loader.prototype.destroy = function () { - if (!this._protected) { - this.reset(); - } - }; - Object.defineProperty(Loader, "shared", { - /** A premade instance of the loader that can be used to load resources. */ - get: function () { - var shared = Loader._shared; - if (!shared) { - shared = new Loader(); - shared._protected = true; - Loader._shared = shared; - } - return shared; - }, - enumerable: false, - configurable: true - }); - /** - * Use the {@link PIXI.extensions.add} API to register plugins. - * @deprecated since 6.5.0 - * @param plugin - The plugin to add - * @returns Reference to PIXI.Loader for chaining - */ - Loader.registerPlugin = function (plugin) { - deprecation$1('6.5.0', 'Loader.registerPlugin() is deprecated, use extensions.add() instead.'); - extensions$1.add({ - type: ExtensionType.Loader, - ref: plugin, - }); - return Loader; - }; - Loader._plugins = []; - return Loader; - }()); - extensions$1.handleByList(ExtensionType.Loader, Loader$1._plugins); - Loader$1.prototype.add = function add(name, url, options, callback) { - // special case of an array of objects or urls - if (Array.isArray(name)) { - for (var i = 0; i < name.length; ++i) { - this.add(name[i]); - } - return this; - } - // if an object is passed instead of params - if (typeof name === 'object') { - options = name; - callback = url || options.callback || options.onComplete; - url = options.url; - name = options.name || options.key || options.url; - } - // case where no name is passed shift all args over by one. - if (typeof url !== 'string') { - callback = options; - options = url; - url = name; - } - // now that we shifted make sure we have a proper url. - if (typeof url !== 'string') { - throw new Error('No url passed to add resource to loader.'); + + for (i = 1, args = new Array(len -1); i < len; i++) { + args[i - 1] = arguments[i]; } - // options are optional so people might pass a function and no options - if (typeof options === 'function') { - callback = options; - options = null; + + listeners.fn.apply(listeners.context, args); + } else { + var length = listeners.length + , j; + + for (i = 0; i < length; i++) { + if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true); + + switch (len) { + case 1: listeners[i].fn.call(listeners[i].context); break; + case 2: listeners[i].fn.call(listeners[i].context, a1); break; + case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break; + case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break; + default: + if (!args) for (j = 1, args = new Array(len -1); j < len; j++) { + args[j - 1] = arguments[j]; + } + + listeners[i].fn.apply(listeners[i].context, args); + } } - return this._add(name, url, options, callback); + } + + return true; }; /** - * Application plugin for supporting loader option. Installing the LoaderPlugin - * is not necessary if using **pixi.js** or **pixi.js-legacy**. - * @example - * import {AppLoaderPlugin} from '@pixi/loaders'; - * import {extensions} from '@pixi/core'; - * extensions.add(AppLoaderPlugin); - * @memberof PIXI + * Add a listener for a given event. + * + * @param {(String|Symbol)} event The event name. + * @param {Function} fn The listener function. + * @param {*} [context=this] The context to invoke the listener with. + * @returns {EventEmitter} `this`. + * @public */ - var AppLoaderPlugin = /** @class */ (function () { - function AppLoaderPlugin() { - } - /** - * Called on application constructor - * @param options - * @private - */ - AppLoaderPlugin.init = function (options) { - options = Object.assign({ - sharedLoader: false, - }, options); - this.loader = options.sharedLoader ? Loader$1.shared : new Loader$1(); - }; - /** - * Called when application destroyed - * @private - */ - AppLoaderPlugin.destroy = function () { - if (this.loader) { - this.loader.destroy(); - this.loader = null; - } - }; - /** @ignore */ - AppLoaderPlugin.extension = ExtensionType.Application; - return AppLoaderPlugin; - }()); + EventEmitter.prototype.on = function on(event, fn, context) { + return addListener(this, event, fn, context, false); + }; /** - * Loader plugin for handling Texture resources. - * @memberof PIXI + * Add a one-time listener for a given event. + * + * @param {(String|Symbol)} event The event name. + * @param {Function} fn The listener function. + * @param {*} [context=this] The context to invoke the listener with. + * @returns {EventEmitter} `this`. + * @public */ - var TextureLoader$1 = /** @class */ (function () { - function TextureLoader() { - } - /** Handle SVG elements a text, render with SVGResource. */ - TextureLoader.add = function () { - LoaderResource$1.setExtensionLoadType('svg', LoaderResource$1.LOAD_TYPE.XHR); - LoaderResource$1.setExtensionXhrType('svg', LoaderResource$1.XHR_RESPONSE_TYPE.TEXT); - }; - /** - * Called after a resource is loaded. - * @see PIXI.Loader.loaderMiddleware - * @param resource - * @param {Function} next - */ - TextureLoader.use = function (resource, next) { - // create a new texture if the data is an Image object - if (resource.data && (resource.type === LoaderResource$1.TYPE.IMAGE || resource.extension === 'svg')) { - var data = resource.data, url = resource.url, name = resource.name, metadata = resource.metadata; - Texture.fromLoader(data, url, name, metadata).then(function (texture) { - resource.texture = texture; - next(); - }) - // TODO: handle errors in Texture.fromLoader - // so we can pass them to the Loader - .catch(next); - } - else { - next(); - } - }; - /** @ignore */ - TextureLoader.extension = ExtensionType.Loader; - return TextureLoader; - }()); + EventEmitter.prototype.once = function once(event, fn, context) { + return addListener(this, event, fn, context, true); + }; - var _keyStr$1 = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/='; /** - * Encodes binary into base64. - * @function encodeBinary - * @param {string} input - The input data to encode. - * @returns {string} The encoded base64 string + * Remove the listeners of a given event. + * + * @param {(String|Symbol)} event The event name. + * @param {Function} fn Only remove the listeners that match this function. + * @param {*} context Only remove the listeners that have this context. + * @param {Boolean} once Only remove one-time listeners. + * @returns {EventEmitter} `this`. + * @public */ - function encodeBinary$1(input) { - var output = ''; - var inx = 0; - while (inx < input.length) { - // Fill byte buffer array - var bytebuffer = [0, 0, 0]; - var encodedCharIndexes = [0, 0, 0, 0]; - for (var jnx = 0; jnx < bytebuffer.length; ++jnx) { - if (inx < input.length) { - // throw away high-order byte, as documented at: - // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data - bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff; - } - else { - bytebuffer[jnx] = 0; - } - } - // Get each encoded character, 6 bits at a time - // index 1: first 6 bits - encodedCharIndexes[0] = bytebuffer[0] >> 2; - // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2) - encodedCharIndexes[1] = ((bytebuffer[0] & 0x3) << 4) | (bytebuffer[1] >> 4); - // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3) - encodedCharIndexes[2] = ((bytebuffer[1] & 0x0f) << 2) | (bytebuffer[2] >> 6); - // index 3: forth 6 bits (6 least significant bits from input byte 3) - encodedCharIndexes[3] = bytebuffer[2] & 0x3f; - // Determine whether padding happened, and adjust accordingly - var paddingBytes = inx - (input.length - 1); - switch (paddingBytes) { - case 2: - // Set last 2 characters to padding char - encodedCharIndexes[3] = 64; - encodedCharIndexes[2] = 64; - break; - case 1: - // Set last character to padding char - encodedCharIndexes[3] = 64; - break; - } - // Now we will grab each appropriate character out of our keystring - // based on our index array and append it to the output string - for (var jnx = 0; jnx < encodedCharIndexes.length; ++jnx) { - output += _keyStr$1.charAt(encodedCharIndexes[jnx]); - } + EventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) { + var evt = prefix ? prefix + event : event; + + if (!this._events[evt]) return this; + if (!fn) { + clearEvent(this, evt); + return this; + } + + var listeners = this._events[evt]; + + if (listeners.fn) { + if ( + listeners.fn === fn && + (!once || listeners.once) && + (!context || listeners.context === context) + ) { + clearEvent(this, evt); } - return output; - } + } else { + for (var i = 0, events = [], length = listeners.length; i < length; i++) { + if ( + listeners[i].fn !== fn || + (once && !listeners[i].once) || + (context && listeners[i].context !== context) + ) { + events.push(listeners[i]); + } + } + + // + // Reset the array, or remove it completely if we have no more listeners. + // + if (events.length) this._events[evt] = events.length === 1 ? events[0] : events; + else clearEvent(this, evt); + } + + return this; + }; /** - * A middleware for transforming XHR loaded Blobs into more useful objects - * @ignore - * @function parsing - * @example - * import { Loader, middleware } from 'resource-loader'; - * const loader = new Loader(); - * loader.use(middleware.parsing); - * @param resource - Current Resource - * @param next - Callback when complete + * Remove all listeners, or those of the specified event. + * + * @param {(String|Symbol)} [event] The event name. + * @returns {EventEmitter} `this`. + * @public */ - function parsing$1(resource, next) { - if (!resource.data) { - next(); - return; - } - // if this was an XHR load of a blob - if (resource.xhr && resource.xhrType === LoaderResource$1.XHR_RESPONSE_TYPE.BLOB) { - // if there is no blob support we probably got a binary string back - if (!self.Blob || typeof resource.data === 'string') { - var type = resource.xhr.getResponseHeader('content-type'); - // this is an image, convert the binary string into a data url - if (type && type.indexOf('image') === 0) { - resource.data = new Image(); - resource.data.src = "data:" + type + ";base64," + encodeBinary$1(resource.xhr.responseText); - resource.type = LoaderResource$1.TYPE.IMAGE; - // wait until the image loads and then callback - resource.data.onload = function () { - resource.data.onload = null; - next(); - }; - // next will be called on load - return; - } - } - // if content type says this is an image, then we should transform the blob into an Image object - else if (resource.data.type.indexOf('image') === 0) { - var Url_1 = globalThis.URL || globalThis.webkitURL; - var src_1 = Url_1.createObjectURL(resource.data); - resource.blob = resource.data; - resource.data = new Image(); - resource.data.src = src_1; - resource.type = LoaderResource$1.TYPE.IMAGE; - // cleanup the no longer used blob after the image loads - // TODO: Is this correct? Will the image be invalid after revoking? - resource.data.onload = function () { - Url_1.revokeObjectURL(src_1); - resource.data.onload = null; - next(); - }; - // next will be called on load. - return; - } - } - next(); - } + EventEmitter.prototype.removeAllListeners = function removeAllListeners(event) { + var evt; - /** - * Parse any blob into more usable objects (e.g. Image). - * @memberof PIXI - */ - var ParsingLoader$1 = /** @class */ (function () { - function ParsingLoader() { - } - /** @ignore */ - ParsingLoader.extension = ExtensionType.Loader; - ParsingLoader.use = parsing$1; - return ParsingLoader; - }()); + if (event) { + evt = prefix ? prefix + event : event; + if (this._events[evt]) clearEvent(this, evt); + } else { + this._events = new Events(); + this._eventsCount = 0; + } - extensions$1.add(TextureLoader$1, ParsingLoader$1); + return this; + }; - /*! - * @pixi/loaders - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/loaders is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ + // + // Alias methods names because people roll like that. + // + EventEmitter.prototype.off = EventEmitter.prototype.removeListener; + EventEmitter.prototype.addListener = EventEmitter.prototype.on; - /* jshint -W097 */ - /** - * @memberof PIXI - */ - var SignalBinding = /** @class */ (function () { - /** - * SignalBinding constructor. - * @constructs SignalBinding - * @param {Function} fn - Event handler to be called. - * @param {boolean} [once=false] - Should this listener be removed after dispatch - * @param {object} [thisArg] - The context of the callback function. - * @api private - */ - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - function SignalBinding(fn, once, thisArg) { - if (once === void 0) { once = false; } - this._fn = fn; - this._once = once; - this._thisArg = thisArg; - this._next = this._prev = this._owner = null; - } - SignalBinding.prototype.detach = function () { - if (this._owner === null) - { return false; } - this._owner.detach(this); - return true; - }; - return SignalBinding; - }()); - /** - * @param self - * @param node - * @private - */ - function _addSignalBinding(self, node) { - if (!self._head) { - self._head = node; - self._tail = node; - } - else { - self._tail._next = node; - node._prev = self._tail; - self._tail = node; - } - node._owner = self; - return node; - } - /** - * @memberof PIXI - */ - var Signal = /** @class */ (function () { - /** - * MiniSignal constructor. - * @example - * let mySignal = new Signal(); - * let binding = mySignal.add(onSignal); - * mySignal.dispatch('foo', 'bar'); - * mySignal.detach(binding); - */ - function Signal() { - this._head = this._tail = undefined; - } - /** - * Return an array of attached SignalBinding. - * @param {boolean} [exists=false] - We only need to know if there are handlers. - * @returns {PIXI.SignalBinding[] | boolean} Array of attached SignalBinding or Boolean if called with exists = true - * @api public - */ - Signal.prototype.handlers = function (exists) { - if (exists === void 0) { exists = false; } - var node = this._head; - if (exists) - { return !!node; } - var ee = []; - while (node) { - ee.push(node); - node = node._next; - } - return ee; - }; - /** - * Return true if node is a SignalBinding attached to this MiniSignal - * @param {PIXI.SignalBinding} node - Node to check. - * @returns {boolean} True if node is attache to mini-signal - */ - Signal.prototype.has = function (node) { - if (!(node instanceof SignalBinding)) { - throw new Error('MiniSignal#has(): First arg must be a SignalBinding object.'); - } - return node._owner === this; - }; - /** - * Dispaches a signal to all registered listeners. - * @param {...any} args - * @returns {boolean} Indication if we've emitted an event. - */ - Signal.prototype.dispatch = function () { - var arguments$1 = arguments; + // + // Expose the prefix. + // + EventEmitter.prefixed = prefix; - var args = []; - for (var _i = 0; _i < arguments.length; _i++) { - args[_i] = arguments$1[_i]; - } - var node = this._head; - if (!node) - { return false; } - while (node) { - if (node._once) - { this.detach(node); } - node._fn.apply(node._thisArg, args); - node = node._next; - } - return true; - }; - /** - * Register a new listener. - * @param {Function} fn - Callback function. - * @param {object} [thisArg] - The context of the callback function. - * @returns {PIXI.SignalBinding} The SignalBinding node that was added. - */ - Signal.prototype.add = function (fn, thisArg) { - if (thisArg === void 0) { thisArg = null; } - if (typeof fn !== 'function') { - throw new Error('MiniSignal#add(): First arg must be a Function.'); - } - return _addSignalBinding(this, new SignalBinding(fn, false, thisArg)); - }; - /** - * Register a new listener that will be executed only once. - * @param {Function} fn - Callback function. - * @param {object} [thisArg] - The context of the callback function. - * @returns {PIXI.SignalBinding} The SignalBinding node that was added. - */ - Signal.prototype.once = function (fn, thisArg) { - if (thisArg === void 0) { thisArg = null; } - if (typeof fn !== 'function') { - throw new Error('MiniSignal#once(): First arg must be a Function.'); - } - return _addSignalBinding(this, new SignalBinding(fn, true, thisArg)); - }; - /** - * Remove binding object. - * @param {PIXI.SignalBinding} node - The binding node that will be removed. - * @returns {Signal} The instance on which this method was called. - @api public */ - Signal.prototype.detach = function (node) { - if (!(node instanceof SignalBinding)) { - throw new Error('MiniSignal#detach(): First arg must be a SignalBinding object.'); - } - if (node._owner !== this) - { return this; } // todo: or error? - if (node._prev) - { node._prev._next = node._next; } - if (node._next) - { node._next._prev = node._prev; } - if (node === this._head) { // first node - this._head = node._next; - if (node._next === null) { - this._tail = null; - } - } - else if (node === this._tail) { // last node - this._tail = node._prev; - this._tail._next = null; - } - node._owner = null; - return this; - }; - /** - * Detach all listeners. - * @returns {Signal} The instance on which this method was called. - */ - Signal.prototype.detachAll = function () { - var node = this._head; - if (!node) - { return this; } - this._head = this._tail = null; - while (node) { - node._owner = null; - node = node._next; - } - return this; - }; - return Signal; - }()); + // + // Allow `EventEmitter` to be imported as module namespace. + // + EventEmitter.EventEmitter = EventEmitter; - /** - * function from npm package `parseUri`, converted to TS to avoid leftpad incident - * @param {string} str - * @param [opts] - options - * @param {boolean} [opts.strictMode] - type of parser - */ - function parseUri(str, opts) { - opts = opts || {}; - var o = { - // eslint-disable-next-line max-len - key: ['source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host', 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'], - q: { - name: 'queryKey', - parser: /(?:^|&)([^&=]*)=?([^&]*)/g - }, - parser: { - // eslint-disable-next-line max-len - strict: /^(?:([^:\/?#]+):)?(?:\/\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?))?((((?:[^?#\/]*\/)*)([^?#]*))(?:\?([^#]*))?(?:#(.*))?)/, - // eslint-disable-next-line max-len - loose: /^(?:(?![^:@]+:[^:@\/]*@)([^:\/?#.]+):)?(?:\/\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?)(((\/(?:[^?#](?![^?#\/]*\.[^?#\/.]+(?:[?#]|$)))*\/?)?([^?#\/]*))(?:\?([^#]*))?(?:#(.*))?)/ - } - }; - var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str); - var uri = {}; - var i = 14; - while (i--) - { uri[o.key[i]] = m[i] || ''; } - uri[o.q.name] = {}; - uri[o.key[12]].replace(o.q.parser, function (_t0, t1, t2) { - if (t1) - { uri[o.q.name][t1] = t2; } - }); - return uri; + // + // Expose the module. + // + { + module.exports = EventEmitter; } + }); - // tests if CORS is supported in XHR, if not we need to use XDR - var useXdr; - var tempAnchor = null; - // some status constants - var STATUS_NONE = 0; - var STATUS_OK = 200; - var STATUS_EMPTY = 204; - var STATUS_IE_BUG_EMPTY = 1223; - var STATUS_TYPE_OK = 2; - // noop - function _noop$1() { } - /** - * Quick helper to set a value on one of the extension maps. Ensures there is no - * dot at the start of the extension. - * @ignore - * @param map - The map to set on. - * @param extname - The extension (or key) to set. - * @param val - The value to set. - */ - function setExtMap(map, extname, val) { - if (extname && extname.indexOf('.') === 0) { - extname = extname.substring(1); - } - if (!extname) { - return; - } - map[extname] = val; - } - /** - * Quick helper to get string xhr type. - * @ignore - * @param xhr - The request to check. - * @returns The type. - */ - function reqType(xhr) { - return xhr.toString().replace('object ', ''); - } - /** - * Manages the state and loading of a resource and all child resources. - * - * Can be extended in `GlobalMixins.LoaderResource`. - * @memberof PIXI - */ - var LoaderResource = /** @class */ (function () { - /** - * @param {string} name - The name of the resource to load. - * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass - * an array of sources. - * @param {object} [options] - The options for the load. - * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to - * determine automatically. - * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes - * longer than this time it is cancelled and the load is considered a failure. If this value is - * set to `0` then there is no explicit timeout. - * @param {PIXI.LoaderResource.LOAD_TYPE} [options.loadType=LOAD_TYPE.XHR] - How should this resource - * be loaded? - * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} [options.xhrType=XHR_RESPONSE_TYPE.DEFAULT] - How - * should the data being loaded be interpreted when using XHR? - * @param {PIXI.LoaderResource.IMetadata} [options.metadata] - Extra configuration for middleware - * and the Resource object. - */ - function LoaderResource(name, url, options) { - /** - * The `dequeue` method that will be used a storage place for the async queue dequeue method - * used privately by the loader. - * @private - * @member {Function} - */ - this._dequeue = _noop$1; - /** - * Used a storage place for the on load binding used privately by the loader. - * @private - * @member {Function} - */ - this._onLoadBinding = null; - /** - * The timer for element loads to check if they timeout. - * @private - */ - this._elementTimer = 0; - /** - * The `complete` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundComplete = null; - /** - * The `_onError` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundOnError = null; - /** - * The `_onProgress` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundOnProgress = null; - /** - * The `_onTimeout` function bound to this resource's context. - * @private - * @type {Function} - */ - this._boundOnTimeout = null; - this._boundXhrOnError = null; - this._boundXhrOnTimeout = null; - this._boundXhrOnAbort = null; - this._boundXhrOnLoad = null; - if (typeof name !== 'string' || typeof url !== 'string') { - throw new Error('Both name and url are required for constructing a resource.'); - } - options = options || {}; - this._flags = 0; - // set data url flag, needs to be set early for some _determineX checks to work. - this._setFlag(LoaderResource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0); - this.name = name; - this.url = url; - this.extension = this._getExtension(); - this.data = null; - this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin; - this.timeout = options.timeout || 0; - this.loadType = options.loadType || this._determineLoadType(); - // The type used to load the resource via XHR. If unset, determined automatically. - this.xhrType = options.xhrType; - // Extra info for middleware, and controlling specifics about how the resource loads. - // Note that if you pass in a `loadElement`, the Resource class takes ownership of it. - // Meaning it will modify it as it sees fit. - this.metadata = options.metadata || {}; - // The error that occurred while loading (if any). - this.error = null; - // The XHR object that was used to load this resource. This is only set - // when `loadType` is `LoaderResource.LOAD_TYPE.XHR`. - this.xhr = null; - // The child resources this resource owns. - this.children = []; - // The resource type. - this.type = LoaderResource.TYPE.UNKNOWN; - // The progress chunk owned by this resource. - this.progressChunk = 0; - // The `dequeue` method that will be used a storage place for the async queue dequeue method - // used privately by the loader. - this._dequeue = _noop$1; - // Used a storage place for the on load binding used privately by the loader. - this._onLoadBinding = null; - // The timer for element loads to check if they timeout. - this._elementTimer = 0; - this._boundComplete = this.complete.bind(this); - this._boundOnError = this._onError.bind(this); - this._boundOnProgress = this._onProgress.bind(this); - this._boundOnTimeout = this._onTimeout.bind(this); - // xhr callbacks - this._boundXhrOnError = this._xhrOnError.bind(this); - this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this); - this._boundXhrOnAbort = this._xhrOnAbort.bind(this); - this._boundXhrOnLoad = this._xhrOnLoad.bind(this); - // Dispatched when the resource beings to load. - this.onStart = new Signal(); - // Dispatched each time progress of this resource load updates. - // Not all resources types and loader systems can support this event - // so sometimes it may not be available. If the resource - // is being loaded on a modern browser, using XHR, and the remote server - // properly sets Content-Length headers, then this will be available. - this.onProgress = new Signal(); - // Dispatched once this resource has loaded, if there was an error it will - // be in the `error` property. - this.onComplete = new Signal(); - // Dispatched after this resource has had all the *after* middleware run on it. - this.onAfterMiddleware = new Signal(); - } - /** - * Sets the load type to be used for a specific extension. - * @static - * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" - * @param {PIXI.LoaderResource.LOAD_TYPE} loadType - The load type to set it to. - */ - LoaderResource.setExtensionLoadType = function (extname, loadType) { - setExtMap(LoaderResource._loadTypeMap, extname, loadType); - }; - /** - * Sets the load type to be used for a specific extension. - * @static - * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" - * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to. - */ - LoaderResource.setExtensionXhrType = function (extname, xhrType) { - setExtMap(LoaderResource._xhrTypeMap, extname, xhrType); - }; - Object.defineProperty(LoaderResource.prototype, "isDataUrl", { - /** - * When the resource starts to load. - * @memberof PIXI.LoaderResource - * @callback OnStartSignal - * @param {PIXI.Resource} resource - The resource that the event happened on. - */ - /** - * When the resource reports loading progress. - * @memberof PIXI.LoaderResource - * @callback OnProgressSignal - * @param {PIXI.Resource} resource - The resource that the event happened on. - * @param {number} percentage - The progress of the load in the range [0, 1]. - */ - /** - * When the resource finishes loading. - * @memberof PIXI.LoaderResource - * @callback OnCompleteSignal - * @param {PIXI.Resource} resource - The resource that the event happened on. - */ - /** - * @memberof PIXI.LoaderResource - * @typedef {object} IMetadata - * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The - * element to use for loading, instead of creating one. - * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This - * is useful if you want to pass in a `loadElement` that you already added load sources to. - * @property {string|string[]} [mimeType] - The mime type to use for the source element - * of a video/audio elment. If the urls are an array, you can pass this as an array as well - * where each index is the mime type to use for the corresponding url index. - */ - /** - * Stores whether or not this url is a data url. - * @readonly - * @member {boolean} - */ - get: function () { - return this._hasFlag(LoaderResource.STATUS_FLAGS.DATA_URL); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(LoaderResource.prototype, "isComplete", { - /** - * Describes if this resource has finished loading. Is true when the resource has completely - * loaded. - * @readonly - * @member {boolean} - */ - get: function () { - return this._hasFlag(LoaderResource.STATUS_FLAGS.COMPLETE); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(LoaderResource.prototype, "isLoading", { - /** - * Describes if this resource is currently loading. Is true when the resource starts loading, - * and is false again when complete. - * @readonly - * @member {boolean} - */ - get: function () { - return this._hasFlag(LoaderResource.STATUS_FLAGS.LOADING); - }, - enumerable: false, - configurable: true - }); - /** Marks the resource as complete. */ - LoaderResource.prototype.complete = function () { - this._clearEvents(); - this._finish(); - }; - /** - * Aborts the loading of this resource, with an optional message. - * @param {string} message - The message to use for the error - */ - LoaderResource.prototype.abort = function (message) { - // abort can be called multiple times, ignore subsequent calls. - if (this.error) { - return; - } - // store error - this.error = new Error(message); - // clear events before calling aborts - this._clearEvents(); - // abort the actual loading - if (this.xhr) { - this.xhr.abort(); - } - else if (this.xdr) { - this.xdr.abort(); - } - else if (this.data) { - // single source - if (this.data.src) { - this.data.src = LoaderResource.EMPTY_GIF; - } - // multi-source - else { - while (this.data.firstChild) { - this.data.removeChild(this.data.firstChild); - } - } - } - // done now. - this._finish(); - }; - /** - * Kicks off loading of this resource. This method is asynchronous. - * @param {PIXI.LoaderResource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded. - */ - LoaderResource.prototype.load = function (cb) { - var _this = this; - if (this.isLoading) { - return; - } - if (this.isComplete) { - if (cb) { - setTimeout(function () { return cb(_this); }, 1); - } - return; - } - else if (cb) { - this.onComplete.once(cb); - } - this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, true); - this.onStart.dispatch(this); - // if unset, determine the value - if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') { - this.crossOrigin = this._determineCrossOrigin(this.url); - } - switch (this.loadType) { - case LoaderResource.LOAD_TYPE.IMAGE: - this.type = LoaderResource.TYPE.IMAGE; - this._loadElement('image'); - break; - case LoaderResource.LOAD_TYPE.AUDIO: - this.type = LoaderResource.TYPE.AUDIO; - this._loadSourceElement('audio'); - break; - case LoaderResource.LOAD_TYPE.VIDEO: - this.type = LoaderResource.TYPE.VIDEO; - this._loadSourceElement('video'); - break; - case LoaderResource.LOAD_TYPE.XHR: - /* falls through */ - default: - if (typeof useXdr === 'undefined') { - useXdr = !!(globalThis.XDomainRequest && !('withCredentials' in (new XMLHttpRequest()))); - } - if (useXdr && this.crossOrigin) { - this._loadXdr(); - } - else { - this._loadXhr(); - } - break; - } - }; - /** - * Checks if the flag is set. - * @param flag - The flag to check. - * @returns True if the flag is set. - */ - LoaderResource.prototype._hasFlag = function (flag) { - return (this._flags & flag) !== 0; - }; - /** - * (Un)Sets the flag. - * @param flag - The flag to (un)set. - * @param value - Whether to set or (un)set the flag. - */ - LoaderResource.prototype._setFlag = function (flag, value) { - this._flags = value ? (this._flags | flag) : (this._flags & ~flag); - }; - /** Clears all the events from the underlying loading source. */ - LoaderResource.prototype._clearEvents = function () { - clearTimeout(this._elementTimer); - if (this.data && this.data.removeEventListener) { - this.data.removeEventListener('error', this._boundOnError, false); - this.data.removeEventListener('load', this._boundComplete, false); - this.data.removeEventListener('progress', this._boundOnProgress, false); - this.data.removeEventListener('canplaythrough', this._boundComplete, false); - } - if (this.xhr) { - if (this.xhr.removeEventListener) { - this.xhr.removeEventListener('error', this._boundXhrOnError, false); - this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false); - this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false); - this.xhr.removeEventListener('progress', this._boundOnProgress, false); - this.xhr.removeEventListener('load', this._boundXhrOnLoad, false); - } - else { - this.xhr.onerror = null; - this.xhr.ontimeout = null; - this.xhr.onprogress = null; - this.xhr.onload = null; - } - } - }; - /** Finalizes the load. */ - LoaderResource.prototype._finish = function () { - if (this.isComplete) { - throw new Error('Complete called again for an already completed resource.'); - } - this._setFlag(LoaderResource.STATUS_FLAGS.COMPLETE, true); - this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, false); - this.onComplete.dispatch(this); - }; - /** - * Loads this resources using an element that has a single source, - * like an HTMLImageElement. - * @private - * @param type - The type of element to use. - */ - LoaderResource.prototype._loadElement = function (type) { - if (this.metadata.loadElement) { - this.data = this.metadata.loadElement; - } - else if (type === 'image' && typeof globalThis.Image !== 'undefined') { - this.data = new Image(); - } - else { - this.data = document.createElement(type); - } - if (this.crossOrigin) { - this.data.crossOrigin = this.crossOrigin; - } - if (!this.metadata.skipSource) { - this.data.src = this.url; - } - this.data.addEventListener('error', this._boundOnError, false); - this.data.addEventListener('load', this._boundComplete, false); - this.data.addEventListener('progress', this._boundOnProgress, false); - if (this.timeout) { - this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); - } - }; - /** - * Loads this resources using an element that has multiple sources, - * like an HTMLAudioElement or HTMLVideoElement. - * @param type - The type of element to use. - */ - LoaderResource.prototype._loadSourceElement = function (type) { - if (this.metadata.loadElement) { - this.data = this.metadata.loadElement; - } - else if (type === 'audio' && typeof globalThis.Audio !== 'undefined') { - this.data = new Audio(); - } - else { - this.data = document.createElement(type); - } - if (this.data === null) { - this.abort("Unsupported element: " + type); - return; - } - if (this.crossOrigin) { - this.data.crossOrigin = this.crossOrigin; - } - if (!this.metadata.skipSource) { - // support for CocoonJS Canvas+ runtime, lacks document.createElement('source') - if (navigator.isCocoonJS) { - this.data.src = Array.isArray(this.url) ? this.url[0] : this.url; - } - else if (Array.isArray(this.url)) { - var mimeTypes = this.metadata.mimeType; - for (var i = 0; i < this.url.length; ++i) { - this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes)); - } - } - else { - var mimeTypes = this.metadata.mimeType; - this.data.appendChild(this._createSource(type, this.url, Array.isArray(mimeTypes) ? mimeTypes[0] : mimeTypes)); - } - } - this.data.addEventListener('error', this._boundOnError, false); - this.data.addEventListener('load', this._boundComplete, false); - this.data.addEventListener('progress', this._boundOnProgress, false); - this.data.addEventListener('canplaythrough', this._boundComplete, false); - this.data.load(); - if (this.timeout) { - this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); - } - }; - /** Loads this resources using an XMLHttpRequest. */ - LoaderResource.prototype._loadXhr = function () { - // if unset, determine the value - if (typeof this.xhrType !== 'string') { - this.xhrType = this._determineXhrType(); - } - var xhr = this.xhr = new XMLHttpRequest(); - // send credentials when crossOrigin with credentials requested - if (this.crossOrigin === 'use-credentials') { - xhr.withCredentials = true; - } - // set the request type and url - xhr.open('GET', this.url, true); - xhr.timeout = this.timeout; - // load json as text and parse it ourselves. We do this because some browsers - // *cough* safari *cough* can't deal with it. - if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON - || this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) { - xhr.responseType = LoaderResource.XHR_RESPONSE_TYPE.TEXT; - } - else { - xhr.responseType = this.xhrType; - } - xhr.addEventListener('error', this._boundXhrOnError, false); - xhr.addEventListener('timeout', this._boundXhrOnTimeout, false); - xhr.addEventListener('abort', this._boundXhrOnAbort, false); - xhr.addEventListener('progress', this._boundOnProgress, false); - xhr.addEventListener('load', this._boundXhrOnLoad, false); - xhr.send(); - }; - /** Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross). */ - LoaderResource.prototype._loadXdr = function () { - // if unset, determine the value - if (typeof this.xhrType !== 'string') { - this.xhrType = this._determineXhrType(); - } - var xdr = this.xhr = new globalThis.XDomainRequest(); // eslint-disable-line no-undef - // XDomainRequest has a few quirks. Occasionally it will abort requests - // A way to avoid this is to make sure ALL callbacks are set even if not used - // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9 - xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9 - xdr.onerror = this._boundXhrOnError; - xdr.ontimeout = this._boundXhrOnTimeout; - xdr.onprogress = this._boundOnProgress; - xdr.onload = this._boundXhrOnLoad; - xdr.open('GET', this.url, true); - // Note: The xdr.send() call is wrapped in a timeout to prevent an - // issue with the interface where some requests are lost if multiple - // XDomainRequests are being sent at the same time. - // Some info here: https://github.com/photonstorm/phaser/issues/1248 - setTimeout(function () { return xdr.send(); }, 1); - }; - /** - * Creates a source used in loading via an element. - * @param type - The element type (video or audio). - * @param url - The source URL to load from. - * @param [mime] - The mime type of the video - * @returns The source element. - */ - LoaderResource.prototype._createSource = function (type, url, mime) { - if (!mime) { - mime = type + "/" + this._getExtension(url); - } - var source = document.createElement('source'); - source.src = url; - source.type = mime; - return source; - }; - /** - * Called if a load errors out. - * @param event - The error event from the element that emits it. - */ - LoaderResource.prototype._onError = function (event) { - this.abort("Failed to load element using: " + event.target.nodeName); - }; - /** - * Called if a load progress event fires for an element or xhr/xdr. - * @param event - Progress event. - */ - LoaderResource.prototype._onProgress = function (event) { - if (event && event.lengthComputable) { - this.onProgress.dispatch(this, event.loaded / event.total); - } - }; - /** Called if a timeout event fires for an element. */ - LoaderResource.prototype._onTimeout = function () { - this.abort("Load timed out."); - }; - /** Called if an error event fires for xhr/xdr. */ - LoaderResource.prototype._xhrOnError = function () { - var xhr = this.xhr; - this.abort(reqType(xhr) + " Request failed. Status: " + xhr.status + ", text: \"" + xhr.statusText + "\""); - }; - /** Called if an error event fires for xhr/xdr. */ - LoaderResource.prototype._xhrOnTimeout = function () { - var xhr = this.xhr; - this.abort(reqType(xhr) + " Request timed out."); - }; - /** Called if an abort event fires for xhr/xdr. */ - LoaderResource.prototype._xhrOnAbort = function () { - var xhr = this.xhr; - this.abort(reqType(xhr) + " Request was aborted by the user."); - }; - /** Called when data successfully loads from an xhr/xdr request. */ - LoaderResource.prototype._xhrOnLoad = function () { - var xhr = this.xhr; - var text = ''; - var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200. - // responseText is accessible only if responseType is '' or 'text' and on older browsers - if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') { - text = xhr.responseText; - } - // status can be 0 when using the `file://` protocol so we also check if a response is set. - // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request. - if (status === STATUS_NONE && (text.length > 0 || xhr.responseType === LoaderResource.XHR_RESPONSE_TYPE.BUFFER)) { - status = STATUS_OK; - } - // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request - else if (status === STATUS_IE_BUG_EMPTY) { - status = STATUS_EMPTY; - } - var statusType = (status / 100) | 0; - if (statusType === STATUS_TYPE_OK) { - // if text, just return it - if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.TEXT) { - this.data = text; - this.type = LoaderResource.TYPE.TEXT; - } - // if json, parse into json object - else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON) { - try { - this.data = JSON.parse(text); - this.type = LoaderResource.TYPE.JSON; - } - catch (e) { - this.abort("Error trying to parse loaded json: " + e); - return; - } - } - // if xml, parse into an xml document or div element - else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) { - try { - if (globalThis.DOMParser) { - var domparser = new DOMParser(); - this.data = domparser.parseFromString(text, 'text/xml'); - } - else { - var div = document.createElement('div'); - div.innerHTML = text; - this.data = div; - } - this.type = LoaderResource.TYPE.XML; - } - catch (e$1) { - this.abort("Error trying to parse loaded xml: " + e$1); - return; - } - } - // other types just return the response - else { - this.data = xhr.response || text; - } - } - else { - this.abort("[" + xhr.status + "] " + xhr.statusText + ": " + xhr.responseURL); - return; - } - this.complete(); - }; - /** - * Sets the `crossOrigin` property for this resource based on if the url - * for this resource is cross-origin. If crossOrigin was manually set, this - * function does nothing. - * @private - * @param url - The url to test. - * @param [loc=globalThis.location] - The location object to test against. - * @returns The crossOrigin value to use (or empty string for none). - */ - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - LoaderResource.prototype._determineCrossOrigin = function (url, loc) { - // data: and javascript: urls are considered same-origin - if (url.indexOf('data:') === 0) { - return ''; - } - // A sandboxed iframe without the 'allow-same-origin' attribute will have a special - // origin designed not to match globalThis.location.origin, and will always require - // crossOrigin requests regardless of whether the location matches. - if (globalThis.origin !== globalThis.location.origin) { - return 'anonymous'; - } - // default is globalThis.location - loc = loc || globalThis.location; - if (!tempAnchor) { - tempAnchor = document.createElement('a'); - } - // let the browser determine the full href for the url of this resource and then - // parse with the node url lib, we can't use the properties of the anchor element - // because they don't work in IE9 :( - tempAnchor.href = url; - var parsedUrl = parseUri(tempAnchor.href, { strictMode: true }); - var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port); - var protocol = parsedUrl.protocol ? parsedUrl.protocol + ":" : ''; - // if cross origin - if (parsedUrl.host !== loc.hostname || !samePort || protocol !== loc.protocol) { - return 'anonymous'; - } - return ''; - }; - /** - * Determines the responseType of an XHR request based on the extension of the - * resource being loaded. - * @private - * @returns {PIXI.LoaderResource.XHR_RESPONSE_TYPE} The responseType to use. - */ - LoaderResource.prototype._determineXhrType = function () { - return LoaderResource._xhrTypeMap[this.extension] || LoaderResource.XHR_RESPONSE_TYPE.TEXT; - }; - /** - * Determines the loadType of a resource based on the extension of the - * resource being loaded. - * @private - * @returns {PIXI.LoaderResource.LOAD_TYPE} The loadType to use. - */ - LoaderResource.prototype._determineLoadType = function () { - return LoaderResource._loadTypeMap[this.extension] || LoaderResource.LOAD_TYPE.XHR; - }; - /** - * Extracts the extension (sans '.') of the file being loaded by the resource. - * @param [url] - url to parse, `this.url` by default. - * @returns The extension. - */ - LoaderResource.prototype._getExtension = function (url) { - if (url === void 0) { url = this.url; } - var ext = ''; - if (this.isDataUrl) { - var slashIndex = url.indexOf('/'); - ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex)); - } - else { - var queryStart = url.indexOf('?'); - var hashStart = url.indexOf('#'); - var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length); - url = url.substring(0, index); - ext = url.substring(url.lastIndexOf('.') + 1); - } - return ext.toLowerCase(); - }; - /** - * Determines the mime type of an XHR request based on the responseType of - * resource being loaded. - * @param type - The type to get a mime type for. - * @private - * @returns The mime type to use. - */ - LoaderResource.prototype._getMimeFromXhrType = function (type) { - switch (type) { - case LoaderResource.XHR_RESPONSE_TYPE.BUFFER: - return 'application/octet-binary'; - case LoaderResource.XHR_RESPONSE_TYPE.BLOB: - return 'application/blob'; - case LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT: - return 'application/xml'; - case LoaderResource.XHR_RESPONSE_TYPE.JSON: - return 'application/json'; - case LoaderResource.XHR_RESPONSE_TYPE.DEFAULT: - case LoaderResource.XHR_RESPONSE_TYPE.TEXT: - /* falls through */ - default: - return 'text/plain'; - } - }; - return LoaderResource; - }()); - // eslint-disable-next-line @typescript-eslint/no-namespace - (function (LoaderResource) { - (function (STATUS_FLAGS) { - /** None */ - STATUS_FLAGS[STATUS_FLAGS["NONE"] = 0] = "NONE"; - /** Data URL */ - STATUS_FLAGS[STATUS_FLAGS["DATA_URL"] = 1] = "DATA_URL"; - /** Complete */ - STATUS_FLAGS[STATUS_FLAGS["COMPLETE"] = 2] = "COMPLETE"; - /** Loading */ - STATUS_FLAGS[STATUS_FLAGS["LOADING"] = 4] = "LOADING"; - })(LoaderResource.STATUS_FLAGS || (LoaderResource.STATUS_FLAGS = {})); - (function (TYPE) { - /** Unknown */ - TYPE[TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - /** JSON */ - TYPE[TYPE["JSON"] = 1] = "JSON"; - /** XML */ - TYPE[TYPE["XML"] = 2] = "XML"; - /** Image */ - TYPE[TYPE["IMAGE"] = 3] = "IMAGE"; - /** Audio */ - TYPE[TYPE["AUDIO"] = 4] = "AUDIO"; - /** Video */ - TYPE[TYPE["VIDEO"] = 5] = "VIDEO"; - /** Plain text */ - TYPE[TYPE["TEXT"] = 6] = "TEXT"; - })(LoaderResource.TYPE || (LoaderResource.TYPE = {})); - (function (LOAD_TYPE) { - /** Uses XMLHttpRequest to load the resource. */ - LOAD_TYPE[LOAD_TYPE["XHR"] = 1] = "XHR"; - /** Uses an `Image` object to load the resource. */ - LOAD_TYPE[LOAD_TYPE["IMAGE"] = 2] = "IMAGE"; - /** Uses an `Audio` object to load the resource. */ - LOAD_TYPE[LOAD_TYPE["AUDIO"] = 3] = "AUDIO"; - /** Uses a `Video` object to load the resource. */ - LOAD_TYPE[LOAD_TYPE["VIDEO"] = 4] = "VIDEO"; - })(LoaderResource.LOAD_TYPE || (LoaderResource.LOAD_TYPE = {})); - (function (XHR_RESPONSE_TYPE) { - /** string */ - XHR_RESPONSE_TYPE["DEFAULT"] = "text"; - /** ArrayBuffer */ - XHR_RESPONSE_TYPE["BUFFER"] = "arraybuffer"; - /** Blob */ - XHR_RESPONSE_TYPE["BLOB"] = "blob"; - /** Document */ - XHR_RESPONSE_TYPE["DOCUMENT"] = "document"; - /** Object */ - XHR_RESPONSE_TYPE["JSON"] = "json"; - /** String */ - XHR_RESPONSE_TYPE["TEXT"] = "text"; - })(LoaderResource.XHR_RESPONSE_TYPE || (LoaderResource.XHR_RESPONSE_TYPE = {})); - LoaderResource._loadTypeMap = { - // images - gif: LoaderResource.LOAD_TYPE.IMAGE, - png: LoaderResource.LOAD_TYPE.IMAGE, - bmp: LoaderResource.LOAD_TYPE.IMAGE, - jpg: LoaderResource.LOAD_TYPE.IMAGE, - jpeg: LoaderResource.LOAD_TYPE.IMAGE, - tif: LoaderResource.LOAD_TYPE.IMAGE, - tiff: LoaderResource.LOAD_TYPE.IMAGE, - webp: LoaderResource.LOAD_TYPE.IMAGE, - tga: LoaderResource.LOAD_TYPE.IMAGE, - svg: LoaderResource.LOAD_TYPE.IMAGE, - 'svg+xml': LoaderResource.LOAD_TYPE.IMAGE, - // audio - mp3: LoaderResource.LOAD_TYPE.AUDIO, - ogg: LoaderResource.LOAD_TYPE.AUDIO, - wav: LoaderResource.LOAD_TYPE.AUDIO, - // videos - mp4: LoaderResource.LOAD_TYPE.VIDEO, - webm: LoaderResource.LOAD_TYPE.VIDEO, - }; - LoaderResource._xhrTypeMap = { - // xml - xhtml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - html: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - htm: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - xml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - tmx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - svg: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component. - // Since it is way less likely for people to be loading TypeScript files instead of Tiled files, - // this should probably be fine. - tsx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT, - // images - gif: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - png: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - bmp: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - jpg: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - jpeg: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - tif: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - tiff: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - webp: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - tga: LoaderResource.XHR_RESPONSE_TYPE.BLOB, - // json - json: LoaderResource.XHR_RESPONSE_TYPE.JSON, - // text - text: LoaderResource.XHR_RESPONSE_TYPE.TEXT, - txt: LoaderResource.XHR_RESPONSE_TYPE.TEXT, - // fonts - ttf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER, - otf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER, - }; - // We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif - LoaderResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw=='; - })(LoaderResource || (LoaderResource = {})); - - /** - * Smaller version of the async library constructs. - * @ignore - */ - function _noop() { - } - /** - * Ensures a function is only called once. - * @ignore - * @param {Function} fn - The function to wrap. - * @returns {Function} The wrapping function. - */ - function onlyOnce(fn) { - return function onceWrapper() { - var arguments$1 = arguments; - - var args = []; - for (var _i = 0; _i < arguments.length; _i++) { - args[_i] = arguments$1[_i]; - } - if (fn === null) { - throw new Error('Callback was already called.'); - } - var callFn = fn; - fn = null; - callFn.apply(this, args); - }; - } - /** - * @private - * @memberof PIXI - */ - var AsyncQueueItem = /** @class */ (function () { - /** - * @param data - * @param callback - * @private - */ - function AsyncQueueItem(data, callback) { - this.data = data; - this.callback = callback; - } - return AsyncQueueItem; - }()); - /** - * @private - * @memberof PIXI - */ - var AsyncQueue = /** @class */ (function () { - /** - * @param worker - * @param concurrency - * @private - */ - function AsyncQueue(worker, concurrency) { - var _this = this; - if (concurrency === void 0) { concurrency = 1; } - this.workers = 0; - this.saturated = _noop; - this.unsaturated = _noop; - this.empty = _noop; - this.drain = _noop; - this.error = _noop; - this.started = false; - this.paused = false; - this._tasks = []; - this._insert = function (data, insertAtFront, callback) { - if (callback && typeof callback !== 'function') { - throw new Error('task callback must be a function'); - } - _this.started = true; - // eslint-disable-next-line no-eq-null,eqeqeq - if (data == null && _this.idle()) { - // call drain immediately if there are no tasks - setTimeout(function () { return _this.drain(); }, 1); - return; - } - var item = new AsyncQueueItem(data, typeof callback === 'function' ? callback : _noop); - if (insertAtFront) { - _this._tasks.unshift(item); - } - else { - _this._tasks.push(item); - } - setTimeout(_this.process, 1); - }; - this.process = function () { - while (!_this.paused && _this.workers < _this.concurrency && _this._tasks.length) { - var task = _this._tasks.shift(); - if (_this._tasks.length === 0) { - _this.empty(); - } - _this.workers += 1; - if (_this.workers === _this.concurrency) { - _this.saturated(); - } - _this._worker(task.data, onlyOnce(_this._next(task))); - } - }; - this._worker = worker; - if (concurrency === 0) { - throw new Error('Concurrency must not be zero'); - } - this.concurrency = concurrency; - this.buffer = concurrency / 4.0; - } - /** - * @param task - * @private - */ - AsyncQueue.prototype._next = function (task) { - var _this = this; - return function () { - var arguments$1 = arguments; - - var args = []; - for (var _i = 0; _i < arguments.length; _i++) { - args[_i] = arguments$1[_i]; - } - _this.workers -= 1; - task.callback.apply(task, args); - // eslint-disable-next-line no-eq-null,eqeqeq - if (args[0] != null) { - _this.error(args[0], task.data); - } - if (_this.workers <= (_this.concurrency - _this.buffer)) { - _this.unsaturated(); - } - if (_this.idle()) { - _this.drain(); - } - _this.process(); - }; - }; - // That was in object - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - AsyncQueue.prototype.push = function (data, callback) { - this._insert(data, false, callback); - }; - AsyncQueue.prototype.kill = function () { - this.workers = 0; - this.drain = _noop; - this.started = false; - this._tasks = []; - }; - // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types - AsyncQueue.prototype.unshift = function (data, callback) { - this._insert(data, true, callback); - }; - AsyncQueue.prototype.length = function () { - return this._tasks.length; - }; - AsyncQueue.prototype.running = function () { - return this.workers; - }; - AsyncQueue.prototype.idle = function () { - return this._tasks.length + this.workers === 0; - }; - AsyncQueue.prototype.pause = function () { - if (this.paused === true) { - return; - } - this.paused = true; - }; - AsyncQueue.prototype.resume = function () { - if (this.paused === false) { - return; - } - this.paused = false; - // Need to call this.process once per concurrent - // worker to preserve full concurrency after pause - for (var w = 1; w <= this.concurrency; w++) { - this.process(); - } - }; - /** - * Iterates an array in series. - * @param {Array.<*>} array - Array to iterate. - * @param {Function} iterator - Function to call for each element. - * @param {Function} callback - Function to call when done, or on error. - * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1. - */ - AsyncQueue.eachSeries = function (array, iterator, callback, deferNext) { - var i = 0; - var len = array.length; - function next(err) { - if (err || i === len) { - if (callback) { - callback(err); - } - return; - } - if (deferNext) { - setTimeout(function () { - iterator(array[i++], next); - }, 1); - } - else { - iterator(array[i++], next); - } - } - next(); - }; - /** - * Async queue implementation, - * @param {Function} worker - The worker function to call for each task. - * @param {number} concurrency - How many workers to run in parrallel. - * @returns {*} The async queue object. - */ - AsyncQueue.queue = function (worker, concurrency) { - return new AsyncQueue(worker, concurrency); - }; - return AsyncQueue; - }()); - - // some constants - var MAX_PROGRESS = 100; - var rgxExtractUrlHash = /(#[\w-]+)?$/; - /** - * The new loader, forked from Resource Loader by Chad Engler: https://github.com/englercj/resource-loader - * - * ```js - * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use. - * // or - * const loader = new PIXI.Loader(); // You can also create your own if you want - * - * const sprites = {}; - * - * // Chainable `add` to enqueue a resource - * loader.add('bunny', 'data/bunny.png') - * .add('spaceship', 'assets/spritesheet.json'); - * loader.add('scoreFont', 'assets/score.fnt'); - * - * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource. - * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc). - * loader.pre(cachingMiddleware); - * - * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource. - * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc). - * loader.use(parsingMiddleware); - * - * // The `load` method loads the queue of resources, and calls the passed in callback called once all - * // resources have loaded. - * loader.load((loader, resources) => { - * // resources is an object where the key is the name of the resource loaded and the value is the resource object. - * // They have a couple default properties: - * // - `url`: The URL that the resource was loaded from - * // - `error`: The error that happened when trying to load (if any) - * // - `data`: The raw data that was loaded - * // also may contain other properties based on the middleware that runs. - * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture); - * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture); - * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture); - * }); - * - * // throughout the process multiple signals can be dispatched. - * loader.onProgress.add(() => {}); // called once per loaded/errored file - * loader.onError.add(() => {}); // called once per errored file - * loader.onLoad.add(() => {}); // called once per loaded file - * loader.onComplete.add(() => {}); // called once when the queued resources all load. - * ``` - * @memberof PIXI - */ - var Loader = /** @class */ (function () { - /** - * @param baseUrl - The base url for all resources loaded by this loader. - * @param concurrency - The number of resources to load concurrently. - */ - function Loader(baseUrl, concurrency) { - var _this = this; - if (baseUrl === void 0) { baseUrl = ''; } - if (concurrency === void 0) { concurrency = 10; } - /** The progress percent of the loader going through the queue. */ - this.progress = 0; - /** Loading state of the loader, true if it is currently loading resources. */ - this.loading = false; - /** - * A querystring to append to every URL added to the loader. - * - * This should be a valid query string *without* the question-mark (`?`). The loader will - * also *not* escape values for you. Make sure to escape your parameters with - * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property. - * @example - * const loader = new Loader(); - * - * loader.defaultQueryString = 'user=me&password=secret'; - * - * // This will request 'image.png?user=me&password=secret' - * loader.add('image.png').load(); - * - * loader.reset(); - * - * // This will request 'image.png?v=1&user=me&password=secret' - * loader.add('iamge.png?v=1').load(); - */ - this.defaultQueryString = ''; - /** The middleware to run before loading each resource. */ - this._beforeMiddleware = []; - /** The middleware to run after loading each resource. */ - this._afterMiddleware = []; - /** The tracks the resources we are currently completing parsing for. */ - this._resourcesParsing = []; - /** - * The `_loadResource` function bound with this object context. - * @param r - The resource to load - * @param d - The dequeue function - */ - this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); }; - /** All the resources for this loader keyed by name. */ - this.resources = {}; - this.baseUrl = baseUrl; - this._beforeMiddleware = []; - this._afterMiddleware = []; - this._resourcesParsing = []; - this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); }; - this._queue = AsyncQueue.queue(this._boundLoadResource, concurrency); - this._queue.pause(); - this.resources = {}; - this.onProgress = new Signal(); - this.onError = new Signal(); - this.onLoad = new Signal(); - this.onStart = new Signal(); - this.onComplete = new Signal(); - for (var i = 0; i < Loader._plugins.length; ++i) { - var plugin = Loader._plugins[i]; - var pre = plugin.pre, use = plugin.use; - if (pre) { - this.pre(pre); - } - if (use) { - this.use(use); - } - } - this._protected = false; - } - /** - * Same as add, params have strict order - * @private - * @param name - The name of the resource to load. - * @param url - The url for this resource, relative to the baseUrl of this loader. - * @param options - The options for the load. - * @param callback - Function to call when this specific resource completes loading. - * @returns The loader itself. - */ - Loader.prototype._add = function (name, url, options, callback) { - // if loading already you can only add resources that have a parent. - if (this.loading && (!options || !options.parentResource)) { - throw new Error('Cannot add resources while the loader is running.'); - } - // check if resource already exists. - if (this.resources[name]) { - throw new Error("Resource named \"" + name + "\" already exists."); - } - // add base url if this isn't an absolute url - url = this._prepareUrl(url); - // create the store the resource - this.resources[name] = new LoaderResource(name, url, options); - if (typeof callback === 'function') { - this.resources[name].onAfterMiddleware.once(callback); - } - // if actively loading, make sure to adjust progress chunks for that parent and its children - if (this.loading) { - var parent = options.parentResource; - var incompleteChildren = []; - for (var i = 0; i < parent.children.length; ++i) { - if (!parent.children[i].isComplete) { - incompleteChildren.push(parent.children[i]); - } - } - var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent - var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child - parent.children.push(this.resources[name]); - parent.progressChunk = eachChunk; - for (var i = 0; i < incompleteChildren.length; ++i) { - incompleteChildren[i].progressChunk = eachChunk; - } - this.resources[name].progressChunk = eachChunk; - } - // add the resource to the queue - this._queue.push(this.resources[name]); - return this; - }; - /* eslint-enable require-jsdoc,valid-jsdoc */ - /** - * Sets up a middleware function that will run *before* the - * resource is loaded. - * @param fn - The middleware function to register. - * @returns The loader itself. - */ - Loader.prototype.pre = function (fn) { - this._beforeMiddleware.push(fn); - return this; - }; - /** - * Sets up a middleware function that will run *after* the - * resource is loaded. - * @param fn - The middleware function to register. - * @returns The loader itself. - */ - Loader.prototype.use = function (fn) { - this._afterMiddleware.push(fn); - return this; - }; - /** - * Resets the queue of the loader to prepare for a new load. - * @returns The loader itself. - */ - Loader.prototype.reset = function () { - this.progress = 0; - this.loading = false; - this._queue.kill(); - this._queue.pause(); - // abort all resource loads - for (var k in this.resources) { - var res = this.resources[k]; - if (res._onLoadBinding) { - res._onLoadBinding.detach(); - } - if (res.isLoading) { - res.abort('loader reset'); - } - } - this.resources = {}; - return this; - }; - /** - * Starts loading the queued resources. - * @param cb - Optional callback that will be bound to the `complete` event. - * @returns The loader itself. - */ - Loader.prototype.load = function (cb) { - deprecation$1('6.5.0', '@pixi/loaders is being replaced with @pixi/assets in the next major release.'); - // register complete callback if they pass one - if (typeof cb === 'function') { - this.onComplete.once(cb); - } - // if the queue has already started we are done here - if (this.loading) { - return this; - } - if (this._queue.idle()) { - this._onStart(); - this._onComplete(); - } - else { - // distribute progress chunks - var numTasks = this._queue._tasks.length; - var chunk = MAX_PROGRESS / numTasks; - for (var i = 0; i < this._queue._tasks.length; ++i) { - this._queue._tasks[i].data.progressChunk = chunk; - } - // notify we are starting - this._onStart(); - // start loading - this._queue.resume(); - } - return this; - }; - Object.defineProperty(Loader.prototype, "concurrency", { - /** - * The number of resources to load concurrently. - * @default 10 - */ - get: function () { - return this._queue.concurrency; - }, - set: function (concurrency) { - this._queue.concurrency = concurrency; - }, - enumerable: false, - configurable: true - }); - /** - * Prepares a url for usage based on the configuration of this object - * @param url - The url to prepare. - * @returns The prepared url. - */ - Loader.prototype._prepareUrl = function (url) { - var parsedUrl = parseUri(url, { strictMode: true }); - var result; - // absolute url, just use it as is. - if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) { - result = url; - } - // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween - else if (this.baseUrl.length - && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1 - && url.charAt(0) !== '/') { - result = this.baseUrl + "/" + url; - } - else { - result = this.baseUrl + url; - } - // if we need to add a default querystring, there is a bit more work - if (this.defaultQueryString) { - var hash = rgxExtractUrlHash.exec(result)[0]; - result = result.slice(0, result.length - hash.length); - if (result.indexOf('?') !== -1) { - result += "&" + this.defaultQueryString; - } - else { - result += "?" + this.defaultQueryString; - } - result += hash; - } - return result; - }; - /** - * Loads a single resource. - * @param resource - The resource to load. - * @param dequeue - The function to call when we need to dequeue this item. - */ - Loader.prototype._loadResource = function (resource, dequeue) { - var _this = this; - resource._dequeue = dequeue; - // run before middleware - AsyncQueue.eachSeries(this._beforeMiddleware, function (fn, next) { - fn.call(_this, resource, function () { - // if the before middleware marks the resource as complete, - // break and don't process any more before middleware - next(resource.isComplete ? {} : null); - }); - }, function () { - if (resource.isComplete) { - _this._onLoad(resource); - } - else { - resource._onLoadBinding = resource.onComplete.once(_this._onLoad, _this); - resource.load(); - } - }, true); - }; - /** Called once loading has started. */ - Loader.prototype._onStart = function () { - this.progress = 0; - this.loading = true; - this.onStart.dispatch(this); - }; - /** Called once each resource has loaded. */ - Loader.prototype._onComplete = function () { - this.progress = MAX_PROGRESS; - this.loading = false; - this.onComplete.dispatch(this, this.resources); - }; - /** - * Called each time a resources is loaded. - * @param resource - The resource that was loaded - */ - Loader.prototype._onLoad = function (resource) { - var _this = this; - resource._onLoadBinding = null; - // remove this resource from the async queue, and add it to our list of resources that are being parsed - this._resourcesParsing.push(resource); - resource._dequeue(); - // run all the after middleware for this resource - AsyncQueue.eachSeries(this._afterMiddleware, function (fn, next) { - fn.call(_this, resource, next); - }, function () { - resource.onAfterMiddleware.dispatch(resource); - _this.progress = Math.min(MAX_PROGRESS, _this.progress + resource.progressChunk); - _this.onProgress.dispatch(_this, resource); - if (resource.error) { - _this.onError.dispatch(resource.error, _this, resource); - } - else { - _this.onLoad.dispatch(_this, resource); - } - _this._resourcesParsing.splice(_this._resourcesParsing.indexOf(resource), 1); - // do completion check - if (_this._queue.idle() && _this._resourcesParsing.length === 0) { - _this._onComplete(); - } - }, true); - }; - /** Destroy the loader, removes references. */ - Loader.prototype.destroy = function () { - if (!this._protected) { - this.reset(); - } - }; - Object.defineProperty(Loader, "shared", { - /** A premade instance of the loader that can be used to load resources. */ - get: function () { - var shared = Loader._shared; - if (!shared) { - shared = new Loader(); - shared._protected = true; - Loader._shared = shared; - } - return shared; - }, - enumerable: false, - configurable: true - }); - /** - * Use the {@link PIXI.extensions.add} API to register plugins. - * @deprecated since 6.5.0 - * @param plugin - The plugin to add - * @returns Reference to PIXI.Loader for chaining - */ - Loader.registerPlugin = function (plugin) { - deprecation$1('6.5.0', 'Loader.registerPlugin() is deprecated, use extensions.add() instead.'); - extensions$1.add({ - type: ExtensionType.Loader, - ref: plugin, - }); - return Loader; - }; - Loader._plugins = []; - return Loader; - }()); - extensions$1.handleByList(ExtensionType.Loader, Loader._plugins); - Loader.prototype.add = function add(name, url, options, callback) { - // special case of an array of objects or urls - if (Array.isArray(name)) { - for (var i = 0; i < name.length; ++i) { - this.add(name[i]); - } - return this; - } - // if an object is passed instead of params - if (typeof name === 'object') { - options = name; - callback = url || options.callback || options.onComplete; - url = options.url; - name = options.name || options.key || options.url; - } - // case where no name is passed shift all args over by one. - if (typeof url !== 'string') { - callback = options; - options = url; - url = name; - } - // now that we shifted make sure we have a proper url. - if (typeof url !== 'string') { - throw new Error('No url passed to add resource to loader.'); - } - // options are optional so people might pass a function and no options - if (typeof options === 'function') { - callback = options; - options = null; - } - return this._add(name, url, options, callback); - }; - - /** - * Application plugin for supporting loader option. Installing the LoaderPlugin - * is not necessary if using **pixi.js** or **pixi.js-legacy**. - * @example - * import {AppLoaderPlugin} from '@pixi/loaders'; - * import {extensions} from '@pixi/core'; - * extensions.add(AppLoaderPlugin); - * @memberof PIXI - */ - /** @class */ ((function () { - function AppLoaderPlugin() { - } - /** - * Called on application constructor - * @param options - * @private - */ - AppLoaderPlugin.init = function (options) { - options = Object.assign({ - sharedLoader: false, - }, options); - this.loader = options.sharedLoader ? Loader.shared : new Loader(); - }; - /** - * Called when application destroyed - * @private - */ - AppLoaderPlugin.destroy = function () { - if (this.loader) { - this.loader.destroy(); - this.loader = null; - } - }; - /** @ignore */ - AppLoaderPlugin.extension = ExtensionType.Application; - return AppLoaderPlugin; - })()); - - /** - * Loader plugin for handling Texture resources. - * @memberof PIXI - */ - var TextureLoader = /** @class */ (function () { - function TextureLoader() { - } - /** Handle SVG elements a text, render with SVGResource. */ - TextureLoader.add = function () { - LoaderResource.setExtensionLoadType('svg', LoaderResource.LOAD_TYPE.XHR); - LoaderResource.setExtensionXhrType('svg', LoaderResource.XHR_RESPONSE_TYPE.TEXT); - }; - /** - * Called after a resource is loaded. - * @see PIXI.Loader.loaderMiddleware - * @param resource - * @param {Function} next - */ - TextureLoader.use = function (resource, next) { - // create a new texture if the data is an Image object - if (resource.data && (resource.type === LoaderResource.TYPE.IMAGE || resource.extension === 'svg')) { - var data = resource.data, url = resource.url, name = resource.name, metadata = resource.metadata; - Texture$1.fromLoader(data, url, name, metadata).then(function (texture) { - resource.texture = texture; - next(); - }) - // TODO: handle errors in Texture.fromLoader - // so we can pass them to the Loader - .catch(next); - } - else { - next(); - } - }; - /** @ignore */ - TextureLoader.extension = ExtensionType.Loader; - return TextureLoader; - }()); - - var _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/='; - /** - * Encodes binary into base64. - * @function encodeBinary - * @param {string} input - The input data to encode. - * @returns {string} The encoded base64 string - */ - function encodeBinary(input) { - var output = ''; - var inx = 0; - while (inx < input.length) { - // Fill byte buffer array - var bytebuffer = [0, 0, 0]; - var encodedCharIndexes = [0, 0, 0, 0]; - for (var jnx = 0; jnx < bytebuffer.length; ++jnx) { - if (inx < input.length) { - // throw away high-order byte, as documented at: - // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data - bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff; - } - else { - bytebuffer[jnx] = 0; - } - } - // Get each encoded character, 6 bits at a time - // index 1: first 6 bits - encodedCharIndexes[0] = bytebuffer[0] >> 2; - // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2) - encodedCharIndexes[1] = ((bytebuffer[0] & 0x3) << 4) | (bytebuffer[1] >> 4); - // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3) - encodedCharIndexes[2] = ((bytebuffer[1] & 0x0f) << 2) | (bytebuffer[2] >> 6); - // index 3: forth 6 bits (6 least significant bits from input byte 3) - encodedCharIndexes[3] = bytebuffer[2] & 0x3f; - // Determine whether padding happened, and adjust accordingly - var paddingBytes = inx - (input.length - 1); - switch (paddingBytes) { - case 2: - // Set last 2 characters to padding char - encodedCharIndexes[3] = 64; - encodedCharIndexes[2] = 64; - break; - case 1: - // Set last character to padding char - encodedCharIndexes[3] = 64; - break; - } - // Now we will grab each appropriate character out of our keystring - // based on our index array and append it to the output string - for (var jnx = 0; jnx < encodedCharIndexes.length; ++jnx) { - output += _keyStr.charAt(encodedCharIndexes[jnx]); - } - } - return output; - } - - /** - * A middleware for transforming XHR loaded Blobs into more useful objects - * @ignore - * @function parsing - * @example - * import { Loader, middleware } from 'resource-loader'; - * const loader = new Loader(); - * loader.use(middleware.parsing); - * @param resource - Current Resource - * @param next - Callback when complete - */ - function parsing(resource, next) { - if (!resource.data) { - next(); - return; - } - // if this was an XHR load of a blob - if (resource.xhr && resource.xhrType === LoaderResource.XHR_RESPONSE_TYPE.BLOB) { - // if there is no blob support we probably got a binary string back - if (!self.Blob || typeof resource.data === 'string') { - var type = resource.xhr.getResponseHeader('content-type'); - // this is an image, convert the binary string into a data url - if (type && type.indexOf('image') === 0) { - resource.data = new Image(); - resource.data.src = "data:" + type + ";base64," + encodeBinary(resource.xhr.responseText); - resource.type = LoaderResource.TYPE.IMAGE; - // wait until the image loads and then callback - resource.data.onload = function () { - resource.data.onload = null; - next(); - }; - // next will be called on load - return; - } - } - // if content type says this is an image, then we should transform the blob into an Image object - else if (resource.data.type.indexOf('image') === 0) { - var Url_1 = globalThis.URL || globalThis.webkitURL; - var src_1 = Url_1.createObjectURL(resource.data); - resource.blob = resource.data; - resource.data = new Image(); - resource.data.src = src_1; - resource.type = LoaderResource.TYPE.IMAGE; - // cleanup the no longer used blob after the image loads - // TODO: Is this correct? Will the image be invalid after revoking? - resource.data.onload = function () { - Url_1.revokeObjectURL(src_1); - resource.data.onload = null; - next(); - }; - // next will be called on load. - return; - } - } - next(); - } - - /** - * Parse any blob into more usable objects (e.g. Image). - * @memberof PIXI - */ - var ParsingLoader = /** @class */ (function () { - function ParsingLoader() { - } - /** @ignore */ - ParsingLoader.extension = ExtensionType.Loader; - ParsingLoader.use = parsing; - return ParsingLoader; - }()); - - extensions$1.add(TextureLoader, ParsingLoader); - - /*! - * @pixi/compressed-textures - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/compressed-textures is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - var _a$2; - /** - * WebGL internal formats, including compressed texture formats provided by extensions - * @memberof PIXI - * @static - * @name INTERNAL_FORMATS - * @enum {number} - * @property {number} [COMPRESSED_RGB_S3TC_DXT1_EXT=0x83F0] - - * @property {number} [COMPRESSED_RGBA_S3TC_DXT1_EXT=0x83F1] - - * @property {number} [COMPRESSED_RGBA_S3TC_DXT3_EXT=0x83F2] - - * @property {number} [COMPRESSED_RGBA_S3TC_DXT5_EXT=0x83F3] - - * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT=35917] - - * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT=35918] - - * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT=35919] - - * @property {number} [COMPRESSED_SRGB_S3TC_DXT1_EXT=35916] - - * @property {number} [COMPRESSED_R11_EAC=0x9270] - - * @property {number} [COMPRESSED_SIGNED_R11_EAC=0x9271] - - * @property {number} [COMPRESSED_RG11_EAC=0x9272] - - * @property {number} [COMPRESSED_SIGNED_RG11_EAC=0x9273] - - * @property {number} [COMPRESSED_RGB8_ETC2=0x9274] - - * @property {number} [COMPRESSED_RGBA8_ETC2_EAC=0x9278] - - * @property {number} [COMPRESSED_SRGB8_ETC2=0x9275] - - * @property {number} [COMPRESSED_SRGB8_ALPHA8_ETC2_EAC=0x9279] - - * @property {number} [COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9276] - - * @property {number} [COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9277] - - * @property {number} [COMPRESSED_RGB_PVRTC_4BPPV1_IMG=0x8C00] - - * @property {number} [COMPRESSED_RGBA_PVRTC_4BPPV1_IMG=0x8C02] - - * @property {number} [COMPRESSED_RGB_PVRTC_2BPPV1_IMG=0x8C01] - - * @property {number} [COMPRESSED_RGBA_PVRTC_2BPPV1_IMG=0x8C03] - - * @property {number} [COMPRESSED_RGB_ETC1_WEBGL=0x8D64] - - * @property {number} [COMPRESSED_RGB_ATC_WEBGL=0x8C92] - - * @property {number} [COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL=0x8C92] - - * @property {number} [COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL=0x87EE] - - */ - var INTERNAL_FORMATS; - (function (INTERNAL_FORMATS) { - // WEBGL_compressed_texture_s3tc - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_S3TC_DXT1_EXT"] = 33776] = "COMPRESSED_RGB_S3TC_DXT1_EXT"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_S3TC_DXT1_EXT"] = 33777] = "COMPRESSED_RGBA_S3TC_DXT1_EXT"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_S3TC_DXT3_EXT"] = 33778] = "COMPRESSED_RGBA_S3TC_DXT3_EXT"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_S3TC_DXT5_EXT"] = 33779] = "COMPRESSED_RGBA_S3TC_DXT5_EXT"; - // WEBGL_compressed_texture_s3tc_srgb - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT"] = 35917] = "COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT"] = 35918] = "COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT"] = 35919] = "COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB_S3TC_DXT1_EXT"] = 35916] = "COMPRESSED_SRGB_S3TC_DXT1_EXT"; - // WEBGL_compressed_texture_etc - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_R11_EAC"] = 37488] = "COMPRESSED_R11_EAC"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SIGNED_R11_EAC"] = 37489] = "COMPRESSED_SIGNED_R11_EAC"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RG11_EAC"] = 37490] = "COMPRESSED_RG11_EAC"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SIGNED_RG11_EAC"] = 37491] = "COMPRESSED_SIGNED_RG11_EAC"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB8_ETC2"] = 37492] = "COMPRESSED_RGB8_ETC2"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA8_ETC2_EAC"] = 37496] = "COMPRESSED_RGBA8_ETC2_EAC"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB8_ETC2"] = 37493] = "COMPRESSED_SRGB8_ETC2"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"] = 37497] = "COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"] = 37494] = "COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"] = 37495] = "COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; - // WEBGL_compressed_texture_pvrtc - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_PVRTC_4BPPV1_IMG"] = 35840] = "COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"] = 35842] = "COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_PVRTC_2BPPV1_IMG"] = 35841] = "COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"] = 35843] = "COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; - // WEBGL_compressed_texture_etc1 - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_ETC1_WEBGL"] = 36196] = "COMPRESSED_RGB_ETC1_WEBGL"; - // WEBGL_compressed_texture_atc - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGB_ATC_WEBGL"] = 35986] = "COMPRESSED_RGB_ATC_WEBGL"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL"] = 35986] = "COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL"; - INTERNAL_FORMATS[INTERNAL_FORMATS["COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL"] = 34798] = "COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL"; - })(INTERNAL_FORMATS || (INTERNAL_FORMATS = {})); - /** - * Maps the compressed texture formats in {@link PIXI.INTERNAL_FORMATS} to the number of bytes taken by - * each texel. - * @memberof PIXI - * @static - * @ignore - */ - var INTERNAL_FORMAT_TO_BYTES_PER_PIXEL = (_a$2 = {}, - // WEBGL_compressed_texture_s3tc - _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_S3TC_DXT1_EXT] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT] = 1, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT] = 1, - // WEBGL_compressed_texture_s3tc - _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_S3TC_DXT1_EXT] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT] = 1, - _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT] = 1, - // WEBGL_compressed_texture_etc - _a$2[INTERNAL_FORMATS.COMPRESSED_R11_EAC] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_SIGNED_R11_EAC] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_RG11_EAC] = 1, - _a$2[INTERNAL_FORMATS.COMPRESSED_SIGNED_RG11_EAC] = 1, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGB8_ETC2] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA8_ETC2_EAC] = 1, - _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_ETC2] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC] = 1, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5, - // WEBGL_compressed_texture_pvrtc - _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_4BPPV1_IMG] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_2BPPV1_IMG] = 0.25, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG] = 0.25, - // WEBGL_compressed_texture_etc1 - _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_ETC1_WEBGL] = 0.5, - // @see https://www.khronos.org/registry/OpenGL/extensions/AMD/AMD_compressed_ATC_texture.txt - // WEBGL_compressed_texture_atc - _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_ATC_WEBGL] = 0.5, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL] = 1, - _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL] = 1, - _a$2); - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$i = function(d, b) { - extendStatics$i = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$i(d, b); - }; - - function __extends$i(d, b) { - extendStatics$i(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - function __awaiter(thisArg, _arguments, P, generator) { - function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); } - return new (P || (P = Promise))(function (resolve, reject) { - function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } } - function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } } - function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); } - step((generator = generator.apply(thisArg, _arguments || [])).next()); - }); - } - - function __generator(thisArg, body) { - var _ = { label: 0, sent: function() { if (t[0] & 1) { throw t[1]; } return t[1]; }, trys: [], ops: [] }, f, y, t, g; - return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g; - function verb(n) { return function (v) { return step([n, v]); }; } - function step(op) { - if (f) { throw new TypeError("Generator is already executing."); } - while (_) { try { - if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) { return t; } - if (y = 0, t) { op = [op[0] & 2, t.value]; } - switch (op[0]) { - case 0: case 1: t = op; break; - case 4: _.label++; return { value: op[1], done: false }; - case 5: _.label++; y = op[1]; op = [0]; continue; - case 7: op = _.ops.pop(); _.trys.pop(); continue; - default: - if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; } - if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; } - if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; } - if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; } - if (t[2]) { _.ops.pop(); } - _.trys.pop(); continue; - } - op = body.call(thisArg, _); - } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; } } - if (op[0] & 5) { throw op[1]; } return { value: op[0] ? op[1] : void 0, done: true }; - } - } - - /** - * Resource that fetches texture data over the network and stores it in a buffer. - * @class - * @extends PIXI.Resource - * @memberof PIXI - */ - var BlobResource = /** @class */ (function (_super) { - __extends$i(BlobResource, _super); - /** - * @param {string} source - the URL of the texture file - * @param {PIXI.IBlobOptions} options - * @param {boolean}[options.autoLoad] - whether to fetch the data immediately; - * you can fetch it later via {@link BlobResource#load} - * @param {boolean}[options.width] - the width in pixels. - * @param {boolean}[options.height] - the height in pixels. - */ - function BlobResource(source, options) { - if (options === void 0) { options = { width: 1, height: 1, autoLoad: true }; } - var _this = this; - var origin; - var data; - if (typeof source === 'string') { - origin = source; - data = new Uint8Array(); - } - else { - origin = null; - data = source; - } - _this = _super.call(this, data, options) || this; - /** - * The URL of the texture file - * @member {string} - */ - _this.origin = origin; - /** - * The viewable buffer on the data - * @member {ViewableBuffer} - */ - // HINT: BlobResource allows "null" sources, assuming the child class provides an alternative - _this.buffer = data ? new ViewableBuffer$1(data) : null; - // Allow autoLoad = "undefined" still load the resource by default - if (_this.origin && options.autoLoad !== false) { - _this.load(); - } - if (data && data.length) { - _this.loaded = true; - _this.onBlobLoaded(_this.buffer.rawBinaryData); - } - return _this; - } - BlobResource.prototype.onBlobLoaded = function (_data) { - // TODO: Override this method - }; - /** Loads the blob */ - BlobResource.prototype.load = function () { - return __awaiter(this, void 0, Promise, function () { - var response, blob, arrayBuffer; - return __generator(this, function (_a) { - switch (_a.label) { - case 0: return [4 /*yield*/, fetch(this.origin)]; - case 1: - response = _a.sent(); - return [4 /*yield*/, response.blob()]; - case 2: - blob = _a.sent(); - return [4 /*yield*/, blob.arrayBuffer()]; - case 3: - arrayBuffer = _a.sent(); - this.data = new Uint32Array(arrayBuffer); - this.buffer = new ViewableBuffer$1(arrayBuffer); - this.loaded = true; - this.onBlobLoaded(arrayBuffer); - this.update(); - return [2 /*return*/, this]; - } - }); - }); - }; - return BlobResource; - }(BufferResource$1)); - - /** - * Resource for compressed texture formats, as follows: S3TC/DXTn (& their sRGB formats), ATC, ASTC, ETC 1/2, PVRTC. - * - * Compressed textures improve performance when rendering is texture-bound. The texture data stays compressed in - * graphics memory, increasing memory locality and speeding up texture fetches. These formats can also be used to store - * more detail in the same amount of memory. - * - * For most developers, container file formats are a better abstraction instead of directly handling raw texture - * data. PixiJS provides native support for the following texture file formats (via {@link PIXI.Loader}): - * - * **.dds** - the DirectDraw Surface file format stores DXTn (DXT-1,3,5) data. See {@link PIXI.DDSLoader} - * **.ktx** - the Khronos Texture Container file format supports storing all the supported WebGL compression formats. - * See {@link PIXI.KTXLoader}. - * **.basis** - the BASIS supercompressed file format stores texture data in an internal format that is transcoded - * to the compression format supported on the device at _runtime_. It also supports transcoding into a uncompressed - * format as a fallback; you must install the `@pixi/basis-loader`, `@pixi/basis-transcoder` packages separately to - * use these files. See {@link PIXI.BasisLoader}. - * - * The loaders for the aforementioned formats use `CompressedTextureResource` internally. It is strongly suggested that - * they be used instead. - * - * ## Working directly with CompressedTextureResource - * - * Since `CompressedTextureResource` inherits `BlobResource`, you can provide it a URL pointing to a file containing - * the raw texture data (with no file headers!): - * - * ```js - * // The resource backing the texture data for your textures. - * // NOTE: You can also provide a ArrayBufferView instead of a URL. This is used when loading data from a container file - * // format such as KTX, DDS, or BASIS. - * const compressedResource = new PIXI.CompressedTextureResource("bunny.dxt5", { - * format: PIXI.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, - * width: 256, - * height: 256 - * }); - * - * // You can create a base-texture to the cache, so that future `Texture`s can be created using the `Texture.from` API. - * const baseTexture = new PIXI.BaseTexture(compressedResource, { pmaMode: PIXI.ALPHA_MODES.NPM }); - * - * // Create a Texture to add to the TextureCache - * const texture = new PIXI.Texture(baseTexture); - * - * // Add baseTexture & texture to the global texture cache - * PIXI.BaseTexture.addToCache(baseTexture, "bunny.dxt5"); - * PIXI.Texture.addToCache(texture, "bunny.dxt5"); - * ``` - * @memberof PIXI - */ - var CompressedTextureResource = /** @class */ (function (_super) { - __extends$i(CompressedTextureResource, _super); - /** - * @param source - the buffer/URL holding the compressed texture data - * @param options - * @param {PIXI.INTERNAL_FORMATS} options.format - the compression format - * @param {number} options.width - the image width in pixels. - * @param {number} options.height - the image height in pixels. - * @param {number} [options.level=1] - the mipmap levels stored in the compressed texture, including level 0. - * @param {number} [options.levelBuffers] - the buffers for each mipmap level. `CompressedTextureResource` can allows you - * to pass `null` for `source`, for cases where each level is stored in non-contiguous memory. - */ - function CompressedTextureResource(source, options) { - var _this = _super.call(this, source, options) || this; - _this.format = options.format; - _this.levels = options.levels || 1; - _this._width = options.width; - _this._height = options.height; - _this._extension = CompressedTextureResource._formatToExtension(_this.format); - if (options.levelBuffers || _this.buffer) { - // ViewableBuffer doesn't support byteOffset :-( so allow source to be Uint8Array - _this._levelBuffers = options.levelBuffers - || CompressedTextureResource._createLevelBuffers(source instanceof Uint8Array ? source : _this.buffer.uint8View, _this.format, _this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode - _this.width, _this.height); - } - return _this; - } - /** - * @override - * @param renderer - A reference to the current renderer - * @param _texture - the texture - * @param _glTexture - texture instance for this webgl context - */ - CompressedTextureResource.prototype.upload = function (renderer, _texture, _glTexture) { - var gl = renderer.gl; - var extension = renderer.context.extensions[this._extension]; - if (!extension) { - throw new Error(this._extension + " textures are not supported on the current machine"); - } - if (!this._levelBuffers) { - // Do not try to upload data before BlobResource loads, unless the levelBuffers were provided directly! - return false; - } - for (var i = 0, j = this.levels; i < j; i++) { - var _a = this._levelBuffers[i], levelID = _a.levelID, levelWidth = _a.levelWidth, levelHeight = _a.levelHeight, levelBuffer = _a.levelBuffer; - gl.compressedTexImage2D(gl.TEXTURE_2D, levelID, this.format, levelWidth, levelHeight, 0, levelBuffer); - } - return true; - }; - /** @protected */ - CompressedTextureResource.prototype.onBlobLoaded = function () { - this._levelBuffers = CompressedTextureResource._createLevelBuffers(this.buffer.uint8View, this.format, this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode - this.width, this.height); - }; - /** - * Returns the key (to ContextSystem#extensions) for the WebGL extension supporting the compression format - * @private - * @param format - the compression format to get the extension for. - */ - CompressedTextureResource._formatToExtension = function (format) { - if (format >= 0x83F0 && format <= 0x83F3) { - return 's3tc'; - } - else if (format >= 0x9270 && format <= 0x9279) { - return 'etc'; - } - else if (format >= 0x8C00 && format <= 0x8C03) { - return 'pvrtc'; - } - else if (format >= 0x8D64) { - return 'etc1'; - } - else if (format >= 0x8C92 && format <= 0x87EE) { - return 'atc'; - } - throw new Error('Invalid (compressed) texture format given!'); - }; - /** - * Pre-creates buffer views for each mipmap level - * @private - * @param buffer - - * @param format - compression formats - * @param levels - mipmap levels - * @param blockWidth - - * @param blockHeight - - * @param imageWidth - width of the image in pixels - * @param imageHeight - height of the image in pixels - */ - CompressedTextureResource._createLevelBuffers = function (buffer, format, levels, blockWidth, blockHeight, imageWidth, imageHeight) { - // The byte-size of the first level buffer - var buffers = new Array(levels); - var offset = buffer.byteOffset; - var levelWidth = imageWidth; - var levelHeight = imageHeight; - var alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1); - var alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1); - var levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format]; - for (var i = 0; i < levels; i++) { - buffers[i] = { - levelID: i, - levelWidth: levels > 1 ? levelWidth : alignedLevelWidth, - levelHeight: levels > 1 ? levelHeight : alignedLevelHeight, - levelBuffer: new Uint8Array(buffer.buffer, offset, levelSize) - }; - offset += levelSize; - // Calculate levelBuffer dimensions for next iteration - levelWidth = (levelWidth >> 1) || 1; - levelHeight = (levelHeight >> 1) || 1; - alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1); - alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1); - levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format]; - } - return buffers; - }; - return CompressedTextureResource; - }(BlobResource)); - - /* eslint-enable camelcase */ - /** - * Loader plugin for handling compressed textures for all platforms. - * @class - * @memberof PIXI - * @implements {PIXI.ILoaderPlugin} - */ - var CompressedTextureLoader = /** @class */ (function () { - function CompressedTextureLoader() { - } - /** - * Called after a compressed-textures manifest is loaded. - * - * This will then load the correct compression format for the device. Your manifest should adhere - * to the following schema: - * - * ```js - * import { INTERNAL_FORMATS } from '@pixi/constants'; - * - * type CompressedTextureManifest = { - * textures: Array<{ src: string, format?: keyof INTERNAL_FORMATS}>, - * cacheID: string; - * }; - * ``` - * - * This is an example of a .json manifest file - * - * ```json - * { - * "cacheID":"asset", - * "textures":[ - * { "src":"asset.fallback.png" }, - * { "format":"COMPRESSED_RGBA_S3TC_DXT5_EXT", "src":"asset.s3tc.ktx" }, - * { "format":"COMPRESSED_RGBA8_ETC2_EAC", "src":"asset.etc.ktx" }, - * { "format":"RGBA_PVRTC_4BPPV1_IMG", "src":"asset.pvrtc.ktx" } - * ] - * } - * ``` - */ - CompressedTextureLoader.use = function (resource, next) { - var data = resource.data; - var loader = this; - if (resource.type === LoaderResource.TYPE.JSON - && data - && data.cacheID - && data.textures) { - var textures = data.textures; - var textureURL = void 0; - var fallbackURL = void 0; - // Search for an extension that holds one the formats - for (var i = 0, j = textures.length; i < j; i++) { - var texture = textures[i]; - var url_1 = texture.src; - var format = texture.format; - if (!format) { - fallbackURL = url_1; - } - if (CompressedTextureLoader.textureFormats[format]) { - textureURL = url_1; - break; - } - } - textureURL = textureURL || fallbackURL; - // Make sure we have a URL - if (!textureURL) { - next(new Error("Cannot load compressed-textures in " + resource.url + ", make sure you provide a fallback")); - return; - } - if (textureURL === resource.url) { - // Prevent infinite loops - next(new Error('URL of compressed texture cannot be the same as the manifest\'s URL')); - return; - } - var loadOptions = { - crossOrigin: resource.crossOrigin, - metadata: resource.metadata.imageMetadata, - parentResource: resource - }; - var resourcePath = url.resolve(resource.url.replace(loader.baseUrl, ''), textureURL); - var resourceName = data.cacheID; - // The appropriate loader should register the texture - loader.add(resourceName, resourcePath, loadOptions, function (res) { - if (res.error) { - next(res.error); - return; - } - var _a = res.texture, texture = _a === void 0 ? null : _a, _b = res.textures, textures = _b === void 0 ? {} : _b; - // Make sure texture/textures is assigned to parent resource - Object.assign(resource, { texture: texture, textures: textures }); - // Pass along any error - next(); - }); - } - else { - next(); - } - }; - Object.defineProperty(CompressedTextureLoader, "textureExtensions", { - /** Map of available texture extensions. */ - get: function () { - if (!CompressedTextureLoader._textureExtensions) { - // Auto-detect WebGL compressed-texture extensions - var canvas = document.createElement('canvas'); - var gl = canvas.getContext('webgl'); - if (!gl) { - console.warn('WebGL not available for compressed textures. Silently failing.'); - return {}; - } - var extensions = { - s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'), - s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'), - etc: gl.getExtension('WEBGL_compressed_texture_etc'), - etc1: gl.getExtension('WEBGL_compressed_texture_etc1'), - pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc') - || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'), - atc: gl.getExtension('WEBGL_compressed_texture_atc'), - astc: gl.getExtension('WEBGL_compressed_texture_astc') - }; - CompressedTextureLoader._textureExtensions = extensions; - } - return CompressedTextureLoader._textureExtensions; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(CompressedTextureLoader, "textureFormats", { - /** Map of available texture formats. */ - get: function () { - if (!CompressedTextureLoader._textureFormats) { - var extensions = CompressedTextureLoader.textureExtensions; - CompressedTextureLoader._textureFormats = {}; - // Assign all available compressed-texture formats - for (var extensionName in extensions) { - var extension = extensions[extensionName]; - if (!extension) { - continue; - } - Object.assign(CompressedTextureLoader._textureFormats, Object.getPrototypeOf(extension)); - } - } - return CompressedTextureLoader._textureFormats; - }, - enumerable: false, - configurable: true - }); - /** @ignore */ - CompressedTextureLoader.extension = ExtensionType.Loader; - return CompressedTextureLoader; - }()); - - /** - * Creates base-textures and textures for each compressed-texture resource and adds them into the global - * texture cache. The first texture has two IDs - `${url}`, `${url}-1`; while the rest have an ID of the - * form `${url}-i`. - * @param url - the original address of the resources - * @param resources - the resources backing texture data - * @ignore - */ - function registerCompressedTextures(url, resources, metadata) { - var result = { - textures: {}, - texture: null, - }; - if (!resources) { - return result; - } - var textures = resources.map(function (resource) { - return (new Texture$1(new BaseTexture$1(resource, Object.assign({ - mipmap: MIPMAP_MODES$8.OFF, - alphaMode: ALPHA_MODES$8.NO_PREMULTIPLIED_ALPHA - }, metadata)))); - }); - textures.forEach(function (texture, i) { - var baseTexture = texture.baseTexture; - var cacheID = url + "-" + (i + 1); - BaseTexture$1.addToCache(baseTexture, cacheID); - Texture$1.addToCache(texture, cacheID); - if (i === 0) { - BaseTexture$1.addToCache(baseTexture, url); - Texture$1.addToCache(texture, url); - result.texture = texture; - } - result.textures[cacheID] = texture; - }); - return result; - } - - var _a$1, _b$1; - var DDS_MAGIC_SIZE = 4; - var DDS_HEADER_SIZE = 124; - var DDS_HEADER_PF_SIZE = 32; - var DDS_HEADER_DX10_SIZE = 20; - // DDS file format magic word - var DDS_MAGIC = 0x20534444; - /** - * DWORD offsets of the DDS file header fields (relative to file start). - * @ignore - */ - var DDS_FIELDS = { - SIZE: 1, - FLAGS: 2, - HEIGHT: 3, - WIDTH: 4, - MIPMAP_COUNT: 7, - PIXEL_FORMAT: 19, - }; - /** - * DWORD offsets of the DDS PIXEL_FORMAT fields. - * @ignore - */ - var DDS_PF_FIELDS = { - SIZE: 0, - FLAGS: 1, - FOURCC: 2, - RGB_BITCOUNT: 3, - R_BIT_MASK: 4, - G_BIT_MASK: 5, - B_BIT_MASK: 6, - A_BIT_MASK: 7 - }; - /** - * DWORD offsets of the DDS_HEADER_DX10 fields. - * @ignore - */ - var DDS_DX10_FIELDS = { - DXGI_FORMAT: 0, - RESOURCE_DIMENSION: 1, - MISC_FLAG: 2, - ARRAY_SIZE: 3, - MISC_FLAGS2: 4 - }; - /** - * @see https://docs.microsoft.com/en-us/windows/win32/api/dxgiformat/ne-dxgiformat-dxgi_format - * @ignore - */ - // This is way over-blown for us! Lend us a hand, and remove the ones that aren't used (but set the remaining - // ones to their correct value) - var DXGI_FORMAT; - (function (DXGI_FORMAT) { - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_UNKNOWN"] = 0] = "DXGI_FORMAT_UNKNOWN"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_TYPELESS"] = 1] = "DXGI_FORMAT_R32G32B32A32_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_FLOAT"] = 2] = "DXGI_FORMAT_R32G32B32A32_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_UINT"] = 3] = "DXGI_FORMAT_R32G32B32A32_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32A32_SINT"] = 4] = "DXGI_FORMAT_R32G32B32A32_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_TYPELESS"] = 5] = "DXGI_FORMAT_R32G32B32_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_FLOAT"] = 6] = "DXGI_FORMAT_R32G32B32_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_UINT"] = 7] = "DXGI_FORMAT_R32G32B32_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32B32_SINT"] = 8] = "DXGI_FORMAT_R32G32B32_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_TYPELESS"] = 9] = "DXGI_FORMAT_R16G16B16A16_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_FLOAT"] = 10] = "DXGI_FORMAT_R16G16B16A16_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_UNORM"] = 11] = "DXGI_FORMAT_R16G16B16A16_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_UINT"] = 12] = "DXGI_FORMAT_R16G16B16A16_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_SNORM"] = 13] = "DXGI_FORMAT_R16G16B16A16_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16B16A16_SINT"] = 14] = "DXGI_FORMAT_R16G16B16A16_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_TYPELESS"] = 15] = "DXGI_FORMAT_R32G32_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_FLOAT"] = 16] = "DXGI_FORMAT_R32G32_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_UINT"] = 17] = "DXGI_FORMAT_R32G32_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G32_SINT"] = 18] = "DXGI_FORMAT_R32G32_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32G8X24_TYPELESS"] = 19] = "DXGI_FORMAT_R32G8X24_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D32_FLOAT_S8X24_UINT"] = 20] = "DXGI_FORMAT_D32_FLOAT_S8X24_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS"] = 21] = "DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_X32_TYPELESS_G8X24_UINT"] = 22] = "DXGI_FORMAT_X32_TYPELESS_G8X24_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10A2_TYPELESS"] = 23] = "DXGI_FORMAT_R10G10B10A2_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10A2_UNORM"] = 24] = "DXGI_FORMAT_R10G10B10A2_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10A2_UINT"] = 25] = "DXGI_FORMAT_R10G10B10A2_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R11G11B10_FLOAT"] = 26] = "DXGI_FORMAT_R11G11B10_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_TYPELESS"] = 27] = "DXGI_FORMAT_R8G8B8A8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_UNORM"] = 28] = "DXGI_FORMAT_R8G8B8A8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_UNORM_SRGB"] = 29] = "DXGI_FORMAT_R8G8B8A8_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_UINT"] = 30] = "DXGI_FORMAT_R8G8B8A8_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_SNORM"] = 31] = "DXGI_FORMAT_R8G8B8A8_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8B8A8_SINT"] = 32] = "DXGI_FORMAT_R8G8B8A8_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_TYPELESS"] = 33] = "DXGI_FORMAT_R16G16_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_FLOAT"] = 34] = "DXGI_FORMAT_R16G16_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_UNORM"] = 35] = "DXGI_FORMAT_R16G16_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_UINT"] = 36] = "DXGI_FORMAT_R16G16_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_SNORM"] = 37] = "DXGI_FORMAT_R16G16_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16G16_SINT"] = 38] = "DXGI_FORMAT_R16G16_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_TYPELESS"] = 39] = "DXGI_FORMAT_R32_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D32_FLOAT"] = 40] = "DXGI_FORMAT_D32_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_FLOAT"] = 41] = "DXGI_FORMAT_R32_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_UINT"] = 42] = "DXGI_FORMAT_R32_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R32_SINT"] = 43] = "DXGI_FORMAT_R32_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R24G8_TYPELESS"] = 44] = "DXGI_FORMAT_R24G8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D24_UNORM_S8_UINT"] = 45] = "DXGI_FORMAT_D24_UNORM_S8_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R24_UNORM_X8_TYPELESS"] = 46] = "DXGI_FORMAT_R24_UNORM_X8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_X24_TYPELESS_G8_UINT"] = 47] = "DXGI_FORMAT_X24_TYPELESS_G8_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_TYPELESS"] = 48] = "DXGI_FORMAT_R8G8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_UNORM"] = 49] = "DXGI_FORMAT_R8G8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_UINT"] = 50] = "DXGI_FORMAT_R8G8_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_SNORM"] = 51] = "DXGI_FORMAT_R8G8_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_SINT"] = 52] = "DXGI_FORMAT_R8G8_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_TYPELESS"] = 53] = "DXGI_FORMAT_R16_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_FLOAT"] = 54] = "DXGI_FORMAT_R16_FLOAT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_D16_UNORM"] = 55] = "DXGI_FORMAT_D16_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_UNORM"] = 56] = "DXGI_FORMAT_R16_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_UINT"] = 57] = "DXGI_FORMAT_R16_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_SNORM"] = 58] = "DXGI_FORMAT_R16_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R16_SINT"] = 59] = "DXGI_FORMAT_R16_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_TYPELESS"] = 60] = "DXGI_FORMAT_R8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_UNORM"] = 61] = "DXGI_FORMAT_R8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_UINT"] = 62] = "DXGI_FORMAT_R8_UINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_SNORM"] = 63] = "DXGI_FORMAT_R8_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8_SINT"] = 64] = "DXGI_FORMAT_R8_SINT"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_A8_UNORM"] = 65] = "DXGI_FORMAT_A8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R1_UNORM"] = 66] = "DXGI_FORMAT_R1_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R9G9B9E5_SHAREDEXP"] = 67] = "DXGI_FORMAT_R9G9B9E5_SHAREDEXP"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R8G8_B8G8_UNORM"] = 68] = "DXGI_FORMAT_R8G8_B8G8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_G8R8_G8B8_UNORM"] = 69] = "DXGI_FORMAT_G8R8_G8B8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC1_TYPELESS"] = 70] = "DXGI_FORMAT_BC1_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC1_UNORM"] = 71] = "DXGI_FORMAT_BC1_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC1_UNORM_SRGB"] = 72] = "DXGI_FORMAT_BC1_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC2_TYPELESS"] = 73] = "DXGI_FORMAT_BC2_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC2_UNORM"] = 74] = "DXGI_FORMAT_BC2_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC2_UNORM_SRGB"] = 75] = "DXGI_FORMAT_BC2_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC3_TYPELESS"] = 76] = "DXGI_FORMAT_BC3_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC3_UNORM"] = 77] = "DXGI_FORMAT_BC3_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC3_UNORM_SRGB"] = 78] = "DXGI_FORMAT_BC3_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC4_TYPELESS"] = 79] = "DXGI_FORMAT_BC4_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC4_UNORM"] = 80] = "DXGI_FORMAT_BC4_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC4_SNORM"] = 81] = "DXGI_FORMAT_BC4_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC5_TYPELESS"] = 82] = "DXGI_FORMAT_BC5_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC5_UNORM"] = 83] = "DXGI_FORMAT_BC5_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC5_SNORM"] = 84] = "DXGI_FORMAT_BC5_SNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B5G6R5_UNORM"] = 85] = "DXGI_FORMAT_B5G6R5_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B5G5R5A1_UNORM"] = 86] = "DXGI_FORMAT_B5G5R5A1_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8A8_UNORM"] = 87] = "DXGI_FORMAT_B8G8R8A8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8X8_UNORM"] = 88] = "DXGI_FORMAT_B8G8R8X8_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM"] = 89] = "DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8A8_TYPELESS"] = 90] = "DXGI_FORMAT_B8G8R8A8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8A8_UNORM_SRGB"] = 91] = "DXGI_FORMAT_B8G8R8A8_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8X8_TYPELESS"] = 92] = "DXGI_FORMAT_B8G8R8X8_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B8G8R8X8_UNORM_SRGB"] = 93] = "DXGI_FORMAT_B8G8R8X8_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC6H_TYPELESS"] = 94] = "DXGI_FORMAT_BC6H_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC6H_UF16"] = 95] = "DXGI_FORMAT_BC6H_UF16"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC6H_SF16"] = 96] = "DXGI_FORMAT_BC6H_SF16"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC7_TYPELESS"] = 97] = "DXGI_FORMAT_BC7_TYPELESS"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC7_UNORM"] = 98] = "DXGI_FORMAT_BC7_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_BC7_UNORM_SRGB"] = 99] = "DXGI_FORMAT_BC7_UNORM_SRGB"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_AYUV"] = 100] = "DXGI_FORMAT_AYUV"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y410"] = 101] = "DXGI_FORMAT_Y410"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y416"] = 102] = "DXGI_FORMAT_Y416"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_NV12"] = 103] = "DXGI_FORMAT_NV12"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P010"] = 104] = "DXGI_FORMAT_P010"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P016"] = 105] = "DXGI_FORMAT_P016"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_420_OPAQUE"] = 106] = "DXGI_FORMAT_420_OPAQUE"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_YUY2"] = 107] = "DXGI_FORMAT_YUY2"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y210"] = 108] = "DXGI_FORMAT_Y210"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_Y216"] = 109] = "DXGI_FORMAT_Y216"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_NV11"] = 110] = "DXGI_FORMAT_NV11"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_AI44"] = 111] = "DXGI_FORMAT_AI44"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_IA44"] = 112] = "DXGI_FORMAT_IA44"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P8"] = 113] = "DXGI_FORMAT_P8"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_A8P8"] = 114] = "DXGI_FORMAT_A8P8"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_B4G4R4A4_UNORM"] = 115] = "DXGI_FORMAT_B4G4R4A4_UNORM"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_P208"] = 116] = "DXGI_FORMAT_P208"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_V208"] = 117] = "DXGI_FORMAT_V208"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_V408"] = 118] = "DXGI_FORMAT_V408"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE"] = 119] = "DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE"] = 120] = "DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE"; - DXGI_FORMAT[DXGI_FORMAT["DXGI_FORMAT_FORCE_UINT"] = 121] = "DXGI_FORMAT_FORCE_UINT"; - })(DXGI_FORMAT || (DXGI_FORMAT = {})); - /** - * Possible values of the field {@link DDS_DX10_FIELDS.RESOURCE_DIMENSION} - * @ignore - */ - var D3D10_RESOURCE_DIMENSION; - (function (D3D10_RESOURCE_DIMENSION) { - D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION["DDS_DIMENSION_TEXTURE1D"] = 2] = "DDS_DIMENSION_TEXTURE1D"; - D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION["DDS_DIMENSION_TEXTURE2D"] = 3] = "DDS_DIMENSION_TEXTURE2D"; - D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION["DDS_DIMENSION_TEXTURE3D"] = 6] = "DDS_DIMENSION_TEXTURE3D"; - })(D3D10_RESOURCE_DIMENSION || (D3D10_RESOURCE_DIMENSION = {})); - var PF_FLAGS = 1; - // PIXEL_FORMAT flags - var DDPF_ALPHA = 0x2; - var DDPF_FOURCC = 0x4; - var DDPF_RGB = 0x40; - var DDPF_YUV = 0x200; - var DDPF_LUMINANCE = 0x20000; - // Four character codes for DXTn formats - var FOURCC_DXT1 = 0x31545844; - var FOURCC_DXT3 = 0x33545844; - var FOURCC_DXT5 = 0x35545844; - var FOURCC_DX10 = 0x30315844; - // Cubemap texture flag (for DDS_DX10_FIELDS.MISC_FLAG) - var DDS_RESOURCE_MISC_TEXTURECUBE = 0x4; - /** - * Maps `FOURCC_*` formats to internal formats (see {@link PIXI.INTERNAL_FORMATS}). - * @ignore - */ - var FOURCC_TO_FORMAT = (_a$1 = {}, - _a$1[FOURCC_DXT1] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT, - _a$1[FOURCC_DXT3] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT, - _a$1[FOURCC_DXT5] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, - _a$1); - /** - * Maps {@link DXGI_FORMAT} to types/internal-formats (see {@link PIXI.TYPES}, {@link PIXI.INTERNAL_FORMATS}) - * @ignore - */ - var DXGI_TO_FORMAT = (_b$1 = {}, - // WEBGL_compressed_texture_s3tc - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT, - // WEBGL_compressed_texture_s3tc_srgb - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, - _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, - _b$1); - /** - * @class - * @memberof PIXI - * @implements {PIXI.ILoaderPlugin} - * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide - */ - /** - * Parses the DDS file header, generates base-textures, and puts them into the texture cache. - * @param arrayBuffer - */ - function parseDDS(arrayBuffer) { - var data = new Uint32Array(arrayBuffer); - var magicWord = data[0]; - if (magicWord !== DDS_MAGIC) { - throw new Error('Invalid DDS file magic word'); - } - var header = new Uint32Array(arrayBuffer, 0, DDS_HEADER_SIZE / Uint32Array.BYTES_PER_ELEMENT); - // DDS header fields - var height = header[DDS_FIELDS.HEIGHT]; - var width = header[DDS_FIELDS.WIDTH]; - var mipmapCount = header[DDS_FIELDS.MIPMAP_COUNT]; - // PIXEL_FORMAT fields - var pixelFormat = new Uint32Array(arrayBuffer, DDS_FIELDS.PIXEL_FORMAT * Uint32Array.BYTES_PER_ELEMENT, DDS_HEADER_PF_SIZE / Uint32Array.BYTES_PER_ELEMENT); - var formatFlags = pixelFormat[PF_FLAGS]; - // File contains compressed texture(s) - if (formatFlags & DDPF_FOURCC) { - var fourCC = pixelFormat[DDS_PF_FIELDS.FOURCC]; - // File contains one DXTn compressed texture - if (fourCC !== FOURCC_DX10) { - var internalFormat_1 = FOURCC_TO_FORMAT[fourCC]; - var dataOffset_1 = DDS_MAGIC_SIZE + DDS_HEADER_SIZE; - var texData = new Uint8Array(arrayBuffer, dataOffset_1); - var resource = new CompressedTextureResource(texData, { - format: internalFormat_1, - width: width, - height: height, - levels: mipmapCount // CompressedTextureResource will separate the levelBuffers for us! - }); - return [resource]; - } - // FOURCC_DX10 indicates there is a 20-byte DDS_HEADER_DX10 after DDS_HEADER - var dx10Offset = DDS_MAGIC_SIZE + DDS_HEADER_SIZE; - var dx10Header = new Uint32Array(data.buffer, dx10Offset, DDS_HEADER_DX10_SIZE / Uint32Array.BYTES_PER_ELEMENT); - var dxgiFormat = dx10Header[DDS_DX10_FIELDS.DXGI_FORMAT]; - var resourceDimension = dx10Header[DDS_DX10_FIELDS.RESOURCE_DIMENSION]; - var miscFlag = dx10Header[DDS_DX10_FIELDS.MISC_FLAG]; - var arraySize = dx10Header[DDS_DX10_FIELDS.ARRAY_SIZE]; - // Map dxgiFormat to PIXI.INTERNAL_FORMATS - var internalFormat_2 = DXGI_TO_FORMAT[dxgiFormat]; - if (internalFormat_2 === undefined) { - throw new Error("DDSParser cannot parse texture data with DXGI format " + dxgiFormat); - } - if (miscFlag === DDS_RESOURCE_MISC_TEXTURECUBE) { - // FIXME: Anybody excited about cubemap compressed textures? - throw new Error('DDSParser does not support cubemap textures'); - } - if (resourceDimension === D3D10_RESOURCE_DIMENSION.DDS_DIMENSION_TEXTURE3D) { - // FIXME: Anybody excited about 3D compressed textures? - throw new Error('DDSParser does not supported 3D texture data'); - } - // Uint8Array buffers of image data, including all mipmap levels in each image - var imageBuffers = new Array(); - var dataOffset = DDS_MAGIC_SIZE - + DDS_HEADER_SIZE - + DDS_HEADER_DX10_SIZE; - if (arraySize === 1) { - // No need bothering with the imageSize calculation! - imageBuffers.push(new Uint8Array(arrayBuffer, dataOffset)); - } - else { - // Calculate imageSize for each texture, and then locate each image's texture data - var pixelSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[internalFormat_2]; - var imageSize = 0; - var levelWidth = width; - var levelHeight = height; - for (var i = 0; i < mipmapCount; i++) { - var alignedLevelWidth = Math.max(1, (levelWidth + 3) & ~3); - var alignedLevelHeight = Math.max(1, (levelHeight + 3) & ~3); - var levelSize = alignedLevelWidth * alignedLevelHeight * pixelSize; - imageSize += levelSize; - levelWidth = levelWidth >>> 1; - levelHeight = levelHeight >>> 1; - } - var imageOffset = dataOffset; - // NOTE: Cubemaps have 6-images per texture (but they aren't supported so ^_^) - for (var i = 0; i < arraySize; i++) { - imageBuffers.push(new Uint8Array(arrayBuffer, imageOffset, imageSize)); - imageOffset += imageSize; - } - } - // Uint8Array -> CompressedTextureResource, and we're done! - return imageBuffers.map(function (buffer) { return new CompressedTextureResource(buffer, { - format: internalFormat_2, - width: width, - height: height, - levels: mipmapCount - }); }); - } - if (formatFlags & DDPF_RGB) { - // FIXME: We might want to allow uncompressed *.dds files? - throw new Error('DDSParser does not support uncompressed texture data.'); - } - if (formatFlags & DDPF_YUV) { - // FIXME: Does anybody need this feature? - throw new Error('DDSParser does not supported YUV uncompressed texture data.'); - } - if (formatFlags & DDPF_LUMINANCE) { - // FIXME: Microsoft says older DDS filers use this feature! Probably not worth the effort! - throw new Error('DDSParser does not support single-channel (lumninance) texture data!'); - } - if (formatFlags & DDPF_ALPHA) { - // FIXME: I'm tired! See above =) - throw new Error('DDSParser does not support single-channel (alpha) texture data!'); - } - throw new Error('DDSParser failed to load a texture file due to an unknown reason!'); - } - - var _a$3, _b, _c; - /** - * The 12-byte KTX file identifier - * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.1 - * @ignore - */ - var FILE_IDENTIFIER = [0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A]; - /** - * The value stored in the "endianness" field. - * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.2 - * @ignore - */ - var ENDIANNESS = 0x04030201; - /** - * Byte offsets of the KTX file header fields - * @ignore - */ - var KTX_FIELDS = { - FILE_IDENTIFIER: 0, - ENDIANNESS: 12, - GL_TYPE: 16, - GL_TYPE_SIZE: 20, - GL_FORMAT: 24, - GL_INTERNAL_FORMAT: 28, - GL_BASE_INTERNAL_FORMAT: 32, - PIXEL_WIDTH: 36, - PIXEL_HEIGHT: 40, - PIXEL_DEPTH: 44, - NUMBER_OF_ARRAY_ELEMENTS: 48, - NUMBER_OF_FACES: 52, - NUMBER_OF_MIPMAP_LEVELS: 56, - BYTES_OF_KEY_VALUE_DATA: 60 - }; - /** - * Byte size of the file header fields in {@code KTX_FIELDS} - * @ignore - */ - var FILE_HEADER_SIZE = 64; - /** - * Maps {@link PIXI.TYPES} to the bytes taken per component, excluding those ones that are bit-fields. - * @ignore - */ - var TYPES_TO_BYTES_PER_COMPONENT = (_a$3 = {}, - _a$3[TYPES$8.UNSIGNED_BYTE] = 1, - _a$3[TYPES$8.UNSIGNED_SHORT] = 2, - _a$3[TYPES$8.INT] = 4, - _a$3[TYPES$8.UNSIGNED_INT] = 4, - _a$3[TYPES$8.FLOAT] = 4, - _a$3[TYPES$8.HALF_FLOAT] = 8, - _a$3); - /** - * Number of components in each {@link PIXI.FORMATS} - * @ignore - */ - var FORMATS_TO_COMPONENTS = (_b = {}, - _b[FORMATS$8.RGBA] = 4, - _b[FORMATS$8.RGB] = 3, - _b[FORMATS$8.RG] = 2, - _b[FORMATS$8.RED] = 1, - _b[FORMATS$8.LUMINANCE] = 1, - _b[FORMATS$8.LUMINANCE_ALPHA] = 2, - _b[FORMATS$8.ALPHA] = 1, - _b); - /** - * Number of bytes per pixel in bit-field types in {@link PIXI.TYPES} - * @ignore - */ - var TYPES_TO_BYTES_PER_PIXEL = (_c = {}, - _c[TYPES$8.UNSIGNED_SHORT_4_4_4_4] = 2, - _c[TYPES$8.UNSIGNED_SHORT_5_5_5_1] = 2, - _c[TYPES$8.UNSIGNED_SHORT_5_6_5] = 2, - _c); - function parseKTX(url, arrayBuffer, loadKeyValueData) { - if (loadKeyValueData === void 0) { loadKeyValueData = false; } - var dataView = new DataView(arrayBuffer); - if (!validate(url, dataView)) { - return null; - } - var littleEndian = dataView.getUint32(KTX_FIELDS.ENDIANNESS, true) === ENDIANNESS; - var glType = dataView.getUint32(KTX_FIELDS.GL_TYPE, littleEndian); - // const glTypeSize = dataView.getUint32(KTX_FIELDS.GL_TYPE_SIZE, littleEndian); - var glFormat = dataView.getUint32(KTX_FIELDS.GL_FORMAT, littleEndian); - var glInternalFormat = dataView.getUint32(KTX_FIELDS.GL_INTERNAL_FORMAT, littleEndian); - var pixelWidth = dataView.getUint32(KTX_FIELDS.PIXEL_WIDTH, littleEndian); - var pixelHeight = dataView.getUint32(KTX_FIELDS.PIXEL_HEIGHT, littleEndian) || 1; // "pixelHeight = 0" -> "1" - var pixelDepth = dataView.getUint32(KTX_FIELDS.PIXEL_DEPTH, littleEndian) || 1; // ^^ - var numberOfArrayElements = dataView.getUint32(KTX_FIELDS.NUMBER_OF_ARRAY_ELEMENTS, littleEndian) || 1; // ^^ - var numberOfFaces = dataView.getUint32(KTX_FIELDS.NUMBER_OF_FACES, littleEndian); - var numberOfMipmapLevels = dataView.getUint32(KTX_FIELDS.NUMBER_OF_MIPMAP_LEVELS, littleEndian); - var bytesOfKeyValueData = dataView.getUint32(KTX_FIELDS.BYTES_OF_KEY_VALUE_DATA, littleEndian); - // Whether the platform architecture is little endian. If littleEndian !== platformLittleEndian, then the - // file contents must be endian-converted! - // TODO: Endianness conversion - // const platformLittleEndian = new Uint8Array((new Uint32Array([ENDIANNESS])).buffer)[0] === 0x01; - if (pixelHeight === 0 || pixelDepth !== 1) { - throw new Error('Only 2D textures are supported'); - } - if (numberOfFaces !== 1) { - throw new Error('CubeTextures are not supported by KTXLoader yet!'); - } - if (numberOfArrayElements !== 1) { - // TODO: Support splitting array-textures into multiple BaseTextures - throw new Error('WebGL does not support array textures'); - } - // TODO: 8x4 blocks for 2bpp pvrtc - var blockWidth = 4; - var blockHeight = 4; - var alignedWidth = (pixelWidth + 3) & ~3; - var alignedHeight = (pixelHeight + 3) & ~3; - var imageBuffers = new Array(numberOfArrayElements); - var imagePixels = pixelWidth * pixelHeight; - if (glType === 0) { - // Align to 16 pixels (4x4 blocks) - imagePixels = alignedWidth * alignedHeight; - } - var imagePixelByteSize; - if (glType !== 0) { - // Uncompressed texture format - if (TYPES_TO_BYTES_PER_COMPONENT[glType]) { - imagePixelByteSize = TYPES_TO_BYTES_PER_COMPONENT[glType] * FORMATS_TO_COMPONENTS[glFormat]; - } - else { - imagePixelByteSize = TYPES_TO_BYTES_PER_PIXEL[glType]; - } - } - else { - imagePixelByteSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[glInternalFormat]; - } - if (imagePixelByteSize === undefined) { - throw new Error('Unable to resolve the pixel format stored in the *.ktx file!'); - } - var kvData = loadKeyValueData - ? parseKvData(dataView, bytesOfKeyValueData, littleEndian) - : null; - var imageByteSize = imagePixels * imagePixelByteSize; - var mipByteSize = imageByteSize; - var mipWidth = pixelWidth; - var mipHeight = pixelHeight; - var alignedMipWidth = alignedWidth; - var alignedMipHeight = alignedHeight; - var imageOffset = FILE_HEADER_SIZE + bytesOfKeyValueData; - for (var mipmapLevel = 0; mipmapLevel < numberOfMipmapLevels; mipmapLevel++) { - var imageSize = dataView.getUint32(imageOffset, littleEndian); - var elementOffset = imageOffset + 4; - for (var arrayElement = 0; arrayElement < numberOfArrayElements; arrayElement++) { - // TODO: Maybe support 3D textures? :-) - // for (let zSlice = 0; zSlice < pixelDepth; zSlice) - var mips = imageBuffers[arrayElement]; - if (!mips) { - mips = imageBuffers[arrayElement] = new Array(numberOfMipmapLevels); - } - mips[mipmapLevel] = { - levelID: mipmapLevel, - // don't align mipWidth when texture not compressed! (glType not zero) - levelWidth: numberOfMipmapLevels > 1 || glType !== 0 ? mipWidth : alignedMipWidth, - levelHeight: numberOfMipmapLevels > 1 || glType !== 0 ? mipHeight : alignedMipHeight, - levelBuffer: new Uint8Array(arrayBuffer, elementOffset, mipByteSize) - }; - elementOffset += mipByteSize; - } - // HINT: Aligns to 4-byte boundary after jumping imageSize (in lieu of mipPadding) - imageOffset += imageSize + 4; // (+4 to jump the imageSize field itself) - imageOffset = imageOffset % 4 !== 0 ? imageOffset + 4 - (imageOffset % 4) : imageOffset; - // Calculate mipWidth, mipHeight for _next_ iteration - mipWidth = (mipWidth >> 1) || 1; - mipHeight = (mipHeight >> 1) || 1; - alignedMipWidth = (mipWidth + blockWidth - 1) & ~(blockWidth - 1); - alignedMipHeight = (mipHeight + blockHeight - 1) & ~(blockHeight - 1); - // Each mipmap level is 4-times smaller? - mipByteSize = alignedMipWidth * alignedMipHeight * imagePixelByteSize; - } - // We use the levelBuffers feature of CompressedTextureResource b/c texture data is image-major, not level-major. - if (glType !== 0) { - return { - uncompressed: imageBuffers.map(function (levelBuffers) { - var buffer = levelBuffers[0].levelBuffer; - var convertToInt = false; - if (glType === TYPES$8.FLOAT) { - buffer = new Float32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4); - } - else if (glType === TYPES$8.UNSIGNED_INT) { - convertToInt = true; - buffer = new Uint32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4); - } - else if (glType === TYPES$8.INT) { - convertToInt = true; - buffer = new Int32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4); - } - return { - resource: new BufferResource$1(buffer, { - width: levelBuffers[0].levelWidth, - height: levelBuffers[0].levelHeight, - }), - type: glType, - format: convertToInt ? convertFormatToInteger(glFormat) : glFormat, - }; - }), - kvData: kvData - }; - } - return { - compressed: imageBuffers.map(function (levelBuffers) { return new CompressedTextureResource(null, { - format: glInternalFormat, - width: pixelWidth, - height: pixelHeight, - levels: numberOfMipmapLevels, - levelBuffers: levelBuffers, - }); }), - kvData: kvData - }; - } - /** - * Checks whether the arrayBuffer contains a valid *.ktx file. - * @param url - * @param dataView - */ - function validate(url, dataView) { - // NOTE: Do not optimize this into 3 32-bit integer comparison because the endianness - // of the data is not specified. - for (var i = 0; i < FILE_IDENTIFIER.length; i++) { - if (dataView.getUint8(i) !== FILE_IDENTIFIER[i]) { - console.error(url + " is not a valid *.ktx file!"); - return false; - } - } - return true; - } - function convertFormatToInteger(format) { - switch (format) { - case FORMATS$8.RGBA: return FORMATS$8.RGBA_INTEGER; - case FORMATS$8.RGB: return FORMATS$8.RGB_INTEGER; - case FORMATS$8.RG: return FORMATS$8.RG_INTEGER; - case FORMATS$8.RED: return FORMATS$8.RED_INTEGER; - default: return format; - } - } - function parseKvData(dataView, bytesOfKeyValueData, littleEndian) { - var kvData = new Map(); - var bytesIntoKeyValueData = 0; - while (bytesIntoKeyValueData < bytesOfKeyValueData) { - var keyAndValueByteSize = dataView.getUint32(FILE_HEADER_SIZE + bytesIntoKeyValueData, littleEndian); - var keyAndValueByteOffset = FILE_HEADER_SIZE + bytesIntoKeyValueData + 4; - var valuePadding = 3 - ((keyAndValueByteSize + 3) % 4); - // Bounds check - if (keyAndValueByteSize === 0 || keyAndValueByteSize > bytesOfKeyValueData - bytesIntoKeyValueData) { - console.error('KTXLoader: keyAndValueByteSize out of bounds'); - break; - } - // Note: keyNulByte can't be 0 otherwise the key is an empty string. - var keyNulByte = 0; - for (; keyNulByte < keyAndValueByteSize; keyNulByte++) { - if (dataView.getUint8(keyAndValueByteOffset + keyNulByte) === 0x00) { - break; - } - } - if (keyNulByte === -1) { - console.error('KTXLoader: Failed to find null byte terminating kvData key'); - break; - } - var key = new TextDecoder().decode(new Uint8Array(dataView.buffer, keyAndValueByteOffset, keyNulByte)); - var value = new DataView(dataView.buffer, keyAndValueByteOffset + keyNulByte + 1, keyAndValueByteSize - keyNulByte - 1); - kvData.set(key, value); - // 4 = the keyAndValueByteSize field itself - // keyAndValueByteSize = the bytes taken by the key and value - // valuePadding = extra padding to align with 4 bytes - bytesIntoKeyValueData += 4 + keyAndValueByteSize + valuePadding; - } - return kvData; - } - - // Set DDS files to be loaded as an ArrayBuffer - LoaderResource.setExtensionXhrType('dds', LoaderResource.XHR_RESPONSE_TYPE.BUFFER); - /** - * @class - * @memberof PIXI - * @implements {PIXI.ILoaderPlugin} - * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide - */ - var DDSLoader = /** @class */ (function () { - function DDSLoader() { - } - /** - * Registers a DDS compressed texture - * @see PIXI.Loader.loaderMiddleware - * @param resource - loader resource that is checked to see if it is a DDS file - * @param next - callback Function to call when done - */ - DDSLoader.use = function (resource, next) { - if (resource.extension === 'dds' && resource.data) { - try { - Object.assign(resource, registerCompressedTextures(resource.name || resource.url, parseDDS(resource.data), resource.metadata)); - } - catch (err) { - next(err); - return; - } - } - next(); - }; - /** @ignore */ - DDSLoader.extension = ExtensionType.Loader; - return DDSLoader; - }()); - - // Set KTX files to be loaded as an ArrayBuffer - LoaderResource.setExtensionXhrType('ktx', LoaderResource.XHR_RESPONSE_TYPE.BUFFER); - /** - * Loader plugin for handling KTX texture container files. - * - * This KTX loader does not currently support the following features: - * * cube textures - * * 3D textures - * * endianness conversion for big-endian machines - * * embedded *.basis files - * - * It does supports the following features: - * * multiple textures per file - * * mipmapping (only for compressed formats) - * * vendor-specific key/value data parsing (enable {@link PIXI.KTXLoader.loadKeyValueData}) - * @class - * @memberof PIXI - * @implements {PIXI.ILoaderPlugin} - */ - var KTXLoader = /** @class */ (function () { - function KTXLoader() { - } - /** - * Called after a KTX file is loaded. - * - * This will parse the KTX file header and add a {@code BaseTexture} to the texture - * cache. - * @see PIXI.Loader.loaderMiddleware - * @param resource - loader resource that is checked to see if it is a KTX file - * @param next - callback Function to call when done - */ - KTXLoader.use = function (resource, next) { - if (resource.extension === 'ktx' && resource.data) { - try { - var url_1 = resource.name || resource.url; - var _a = parseKTX(url_1, resource.data, this.loadKeyValueData), compressed = _a.compressed, uncompressed = _a.uncompressed, kvData_1 = _a.kvData; - if (compressed) { - var result = registerCompressedTextures(url_1, compressed, resource.metadata); - if (kvData_1 && result.textures) { - for (var textureId in result.textures) { - result.textures[textureId].baseTexture.ktxKeyValueData = kvData_1; - } - } - Object.assign(resource, result); - } - else if (uncompressed) { - var textures_1 = {}; - uncompressed.forEach(function (image, i) { - var texture = new Texture$1(new BaseTexture$1(image.resource, { - mipmap: MIPMAP_MODES$8.OFF, - alphaMode: ALPHA_MODES$8.NO_PREMULTIPLIED_ALPHA, - type: image.type, - format: image.format, - })); - var cacheID = url_1 + "-" + (i + 1); - if (kvData_1) - { texture.baseTexture.ktxKeyValueData = kvData_1; } - BaseTexture$1.addToCache(texture.baseTexture, cacheID); - Texture$1.addToCache(texture, cacheID); - if (i === 0) { - textures_1[url_1] = texture; - BaseTexture$1.addToCache(texture.baseTexture, url_1); - Texture$1.addToCache(texture, url_1); - } - textures_1[cacheID] = texture; - }); - Object.assign(resource, { textures: textures_1 }); - } - } - catch (err) { - next(err); - return; - } - } - next(); - }; - /** @ignore */ - KTXLoader.extension = ExtensionType.Loader; - /** - * If set to `true`, {@link PIXI.KTXLoader} will parse key-value data in KTX textures. This feature relies - * on the [Encoding Standard]{@link https://encoding.spec.whatwg.org}. - * - * The key-value data will be available on the base-textures as {@code PIXI.BaseTexture.ktxKeyValueData}. They - * will hold a reference to the texture data buffer, so make sure to delete key-value data once you are done - * using it. - */ - KTXLoader.loadKeyValueData = false; - return KTXLoader; - }()); - - /*! - * @pixi/particle-container - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/particle-container is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$h = function(d, b) { - extendStatics$h = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$h(d, b); - }; - - function __extends$h(d, b) { - extendStatics$h(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - /** - * The ParticleContainer class is a really fast version of the Container built solely for speed, - * so use when you need a lot of sprites or particles. - * - * The tradeoff of the ParticleContainer is that most advanced functionality will not work. - * ParticleContainer implements the basic object transform (position, scale, rotation) - * and some advanced functionality like tint (as of v4.5.6). - * - * Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch. - * - * It's extremely easy to use: - * ```js - * let container = new ParticleContainer(); - * - * for (let i = 0; i < 100; ++i) - * { - * let sprite = PIXI.Sprite.from("myImage.png"); - * container.addChild(sprite); - * } - * ``` - * - * And here you have a hundred sprites that will be rendered at the speed of light. - * @memberof PIXI - */ - /** @class */ ((function (_super) { - __extends$h(ParticleContainer, _super); - /** - * @param maxSize - The maximum number of particles that can be rendered by the container. - * Affects size of allocated buffers. - * @param properties - The properties of children that should be uploaded to the gpu and applied. - * @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied. - * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`. - * @param {boolean} [properties.position=true] - When true, position be uploaded and applied. - * @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied. - * @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied. - * @param {boolean} [properties.tint=false] - When true, alpha and tint be uploaded and applied. - * @param {number} [batchSize=16384] - Number of particles per batch. If less than maxSize, it uses maxSize instead. - * @param {boolean} [autoResize=false] - If true, container allocates more batches in case - * there are more than `maxSize` particles. - */ - function ParticleContainer(maxSize, properties, batchSize, autoResize) { - if (maxSize === void 0) { maxSize = 1500; } - if (batchSize === void 0) { batchSize = 16384; } - if (autoResize === void 0) { autoResize = false; } - var _this = _super.call(this) || this; - // Making sure the batch size is valid - // 65535 is max vertex index in the index buffer (see ParticleRenderer) - // so max number of particles is 65536 / 4 = 16384 - var maxBatchSize = 16384; - if (batchSize > maxBatchSize) { - batchSize = maxBatchSize; - } - _this._properties = [false, true, false, false, false]; - _this._maxSize = maxSize; - _this._batchSize = batchSize; - _this._buffers = null; - _this._bufferUpdateIDs = []; - _this._updateID = 0; - _this.interactiveChildren = false; - _this.blendMode = BLEND_MODES$8.NORMAL; - _this.autoResize = autoResize; - _this.roundPixels = true; - _this.baseTexture = null; - _this.setProperties(properties); - _this._tint = 0; - _this.tintRgb = new Float32Array(4); - _this.tint = 0xFFFFFF; - return _this; - } - /** - * Sets the private properties array to dynamic / static based on the passed properties object - * @param properties - The properties to be uploaded - */ - ParticleContainer.prototype.setProperties = function (properties) { - if (properties) { - this._properties[0] = 'vertices' in properties || 'scale' in properties - ? !!properties.vertices || !!properties.scale : this._properties[0]; - this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1]; - this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2]; - this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3]; - this._properties[4] = 'tint' in properties || 'alpha' in properties - ? !!properties.tint || !!properties.alpha : this._properties[4]; - } - }; - ParticleContainer.prototype.updateTransform = function () { - // TODO don't need to! - this.displayObjectUpdateTransform(); - }; - Object.defineProperty(ParticleContainer.prototype, "tint", { - /** - * The tint applied to the container. This is a hex value. - * A value of 0xFFFFFF will remove any tint effect. - * IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer. - * @default 0xFFFFFF - */ - get: function () { - return this._tint; - }, - set: function (value) { - this._tint = value; - hex2rgb(value, this.tintRgb); - }, - enumerable: false, - configurable: true - }); - /** - * Renders the container using the WebGL renderer. - * @param renderer - The WebGL renderer. - */ - ParticleContainer.prototype.render = function (renderer) { - var _this = this; - if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { - return; - } - if (!this.baseTexture) { - this.baseTexture = this.children[0]._texture.baseTexture; - if (!this.baseTexture.valid) { - this.baseTexture.once('update', function () { return _this.onChildrenChange(0); }); - } - } - renderer.batch.setObjectRenderer(renderer.plugins.particle); - renderer.plugins.particle.render(this); - }; - /** - * Set the flag that static data should be updated to true - * @param smallestChildIndex - The smallest child index. - */ - ParticleContainer.prototype.onChildrenChange = function (smallestChildIndex) { - var bufferIndex = Math.floor(smallestChildIndex / this._batchSize); - while (this._bufferUpdateIDs.length < bufferIndex) { - this._bufferUpdateIDs.push(0); - } - this._bufferUpdateIDs[bufferIndex] = ++this._updateID; - }; - ParticleContainer.prototype.dispose = function () { - if (this._buffers) { - for (var i = 0; i < this._buffers.length; ++i) { - this._buffers[i].destroy(); - } - this._buffers = null; - } - }; - /** - * Destroys the container - * @param options - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have their - * destroy method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the texture of the child sprite - * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the base texture of the child sprite - */ - ParticleContainer.prototype.destroy = function (options) { - _super.prototype.destroy.call(this, options); - this.dispose(); - this._properties = null; - this._buffers = null; - this._bufferUpdateIDs = null; - }; - return ParticleContainer; - })(Container$2)); - - /* - * @author Mat Groves - * - * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ - * for creating the original PixiJS version! - * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that - * they now share 4 bytes on the vertex buffer - * - * Heavily inspired by LibGDX's ParticleBuffer: - * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java - */ - /** - * The particle buffer manages the static and dynamic buffers for a particle container. - * @private - * @memberof PIXI - */ - var ParticleBuffer = /** @class */ (function () { - /** - * @param {object} properties - The properties to upload. - * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic. - * @param {number} size - The size of the batch. - */ - function ParticleBuffer(properties, dynamicPropertyFlags, size) { - this.geometry = new Geometry(); - this.indexBuffer = null; - this.size = size; - this.dynamicProperties = []; - this.staticProperties = []; - for (var i = 0; i < properties.length; ++i) { - var property = properties[i]; - // Make copy of properties object so that when we edit the offset it doesn't - // change all other instances of the object literal - property = { - attributeName: property.attributeName, - size: property.size, - uploadFunction: property.uploadFunction, - type: property.type || TYPES$8.FLOAT, - offset: property.offset, - }; - if (dynamicPropertyFlags[i]) { - this.dynamicProperties.push(property); - } - else { - this.staticProperties.push(property); - } - } - this.staticStride = 0; - this.staticBuffer = null; - this.staticData = null; - this.staticDataUint32 = null; - this.dynamicStride = 0; - this.dynamicBuffer = null; - this.dynamicData = null; - this.dynamicDataUint32 = null; - this._updateID = 0; - this.initBuffers(); - } - /** Sets up the renderer context and necessary buffers. */ - ParticleBuffer.prototype.initBuffers = function () { - var geometry = this.geometry; - var dynamicOffset = 0; - this.indexBuffer = new Buffer(createIndicesForQuads(this.size), true, true); - geometry.addIndex(this.indexBuffer); - this.dynamicStride = 0; - for (var i = 0; i < this.dynamicProperties.length; ++i) { - var property = this.dynamicProperties[i]; - property.offset = dynamicOffset; - dynamicOffset += property.size; - this.dynamicStride += property.size; - } - var dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4); - this.dynamicData = new Float32Array(dynBuffer); - this.dynamicDataUint32 = new Uint32Array(dynBuffer); - this.dynamicBuffer = new Buffer(this.dynamicData, false, false); - // static // - var staticOffset = 0; - this.staticStride = 0; - for (var i = 0; i < this.staticProperties.length; ++i) { - var property = this.staticProperties[i]; - property.offset = staticOffset; - staticOffset += property.size; - this.staticStride += property.size; - } - var statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4); - this.staticData = new Float32Array(statBuffer); - this.staticDataUint32 = new Uint32Array(statBuffer); - this.staticBuffer = new Buffer(this.staticData, true, false); - for (var i = 0; i < this.dynamicProperties.length; ++i) { - var property = this.dynamicProperties[i]; - geometry.addAttribute(property.attributeName, this.dynamicBuffer, 0, property.type === TYPES$8.UNSIGNED_BYTE, property.type, this.dynamicStride * 4, property.offset * 4); - } - for (var i = 0; i < this.staticProperties.length; ++i) { - var property = this.staticProperties[i]; - geometry.addAttribute(property.attributeName, this.staticBuffer, 0, property.type === TYPES$8.UNSIGNED_BYTE, property.type, this.staticStride * 4, property.offset * 4); - } - }; - /** - * Uploads the dynamic properties. - * @param children - The children to upload. - * @param startIndex - The index to start at. - * @param amount - The number to upload. - */ - ParticleBuffer.prototype.uploadDynamic = function (children, startIndex, amount) { - for (var i = 0; i < this.dynamicProperties.length; i++) { - var property = this.dynamicProperties[i]; - property.uploadFunction(children, startIndex, amount, property.type === TYPES$8.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData, this.dynamicStride, property.offset); - } - this.dynamicBuffer._updateID++; - }; - /** - * Uploads the static properties. - * @param children - The children to upload. - * @param startIndex - The index to start at. - * @param amount - The number to upload. - */ - ParticleBuffer.prototype.uploadStatic = function (children, startIndex, amount) { - for (var i = 0; i < this.staticProperties.length; i++) { - var property = this.staticProperties[i]; - property.uploadFunction(children, startIndex, amount, property.type === TYPES$8.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData, this.staticStride, property.offset); - } - this.staticBuffer._updateID++; - }; - /** Destroys the ParticleBuffer. */ - ParticleBuffer.prototype.destroy = function () { - this.indexBuffer = null; - this.dynamicProperties = null; - this.dynamicBuffer = null; - this.dynamicData = null; - this.dynamicDataUint32 = null; - this.staticProperties = null; - this.staticBuffer = null; - this.staticData = null; - this.staticDataUint32 = null; - // all buffers are destroyed inside geometry - this.geometry.destroy(); - }; - return ParticleBuffer; - }()); - - var fragment$6 = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n vec4 color = texture2D(uSampler, vTextureCoord) * vColor;\n gl_FragColor = color;\n}"; - - var vertex$3 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\n\nattribute vec2 aPositionCoord;\nattribute float aRotation;\n\nuniform mat3 translationMatrix;\nuniform vec4 uColor;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nvoid main(void){\n float x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);\n float y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);\n\n vec2 v = vec2(x, y);\n v = v + aPositionCoord;\n\n gl_Position = vec4((translationMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vColor = aColor * uColor;\n}\n"; - - /* - * @author Mat Groves - * - * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ - * for creating the original PixiJS version! - * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now - * share 4 bytes on the vertex buffer - * - * Heavily inspired by LibGDX's ParticleRenderer: - * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java - */ - /** - * Renderer for Particles that is designer for speed over feature set. - * @memberof PIXI - */ - var ParticleRenderer = /** @class */ (function (_super) { - __extends$h(ParticleRenderer, _super); - /** - * @param renderer - The renderer this sprite batch works for. - */ - function ParticleRenderer(renderer) { - var _this = _super.call(this, renderer) || this; - // 65535 is max vertex index in the index buffer (see ParticleRenderer) - // so max number of particles is 65536 / 4 = 16384 - // and max number of element in the index buffer is 16384 * 6 = 98304 - // Creating a full index buffer, overhead is 98304 * 2 = 196Ko - // let numIndices = 98304; - _this.shader = null; - _this.properties = null; - _this.tempMatrix = new Matrix$2(); - _this.properties = [ - // verticesData - { - attributeName: 'aVertexPosition', - size: 2, - uploadFunction: _this.uploadVertices, - offset: 0, - }, - // positionData - { - attributeName: 'aPositionCoord', - size: 2, - uploadFunction: _this.uploadPosition, - offset: 0, - }, - // rotationData - { - attributeName: 'aRotation', - size: 1, - uploadFunction: _this.uploadRotation, - offset: 0, - }, - // uvsData - { - attributeName: 'aTextureCoord', - size: 2, - uploadFunction: _this.uploadUvs, - offset: 0, - }, - // tintData - { - attributeName: 'aColor', - size: 1, - type: TYPES$8.UNSIGNED_BYTE, - uploadFunction: _this.uploadTint, - offset: 0, - } ]; - _this.shader = Shader.from(vertex$3, fragment$6, {}); - _this.state = State.for2d(); - return _this; - } - /** - * Renders the particle container object. - * @param container - The container to render using this ParticleRenderer. - */ - ParticleRenderer.prototype.render = function (container) { - var children = container.children; - var maxSize = container._maxSize; - var batchSize = container._batchSize; - var renderer = this.renderer; - var totalChildren = children.length; - if (totalChildren === 0) { - return; - } - else if (totalChildren > maxSize && !container.autoResize) { - totalChildren = maxSize; - } - var buffers = container._buffers; - if (!buffers) { - buffers = container._buffers = this.generateBuffers(container); - } - var baseTexture = children[0]._texture.baseTexture; - var premultiplied = baseTexture.alphaMode > 0; - // if the uvs have not updated then no point rendering just yet! - this.state.blendMode = correctBlendMode(container.blendMode, premultiplied); - renderer.state.set(this.state); - var gl = renderer.gl; - var m = container.worldTransform.copyTo(this.tempMatrix); - m.prepend(renderer.globalUniforms.uniforms.projectionMatrix); - this.shader.uniforms.translationMatrix = m.toArray(true); - this.shader.uniforms.uColor = premultiplyRgba(container.tintRgb, container.worldAlpha, this.shader.uniforms.uColor, premultiplied); - this.shader.uniforms.uSampler = baseTexture; - this.renderer.shader.bind(this.shader); - var updateStatic = false; - // now lets upload and render the buffers.. - for (var i = 0, j = 0; i < totalChildren; i += batchSize, j += 1) { - var amount = (totalChildren - i); - if (amount > batchSize) { - amount = batchSize; - } - if (j >= buffers.length) { - buffers.push(this._generateOneMoreBuffer(container)); - } - var buffer = buffers[j]; - // we always upload the dynamic - buffer.uploadDynamic(children, i, amount); - var bid = container._bufferUpdateIDs[j] || 0; - updateStatic = updateStatic || (buffer._updateID < bid); - // we only upload the static content when we have to! - if (updateStatic) { - buffer._updateID = container._updateID; - buffer.uploadStatic(children, i, amount); - } - // bind the buffer - renderer.geometry.bind(buffer.geometry); - gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0); - } - }; - /** - * Creates one particle buffer for each child in the container we want to render and updates internal properties. - * @param container - The container to render using this ParticleRenderer - * @returns - The buffers - */ - ParticleRenderer.prototype.generateBuffers = function (container) { - var buffers = []; - var size = container._maxSize; - var batchSize = container._batchSize; - var dynamicPropertyFlags = container._properties; - for (var i = 0; i < size; i += batchSize) { - buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize)); - } - return buffers; - }; - /** - * Creates one more particle buffer, because container has autoResize feature. - * @param container - The container to render using this ParticleRenderer - * @returns - The generated buffer - */ - ParticleRenderer.prototype._generateOneMoreBuffer = function (container) { - var batchSize = container._batchSize; - var dynamicPropertyFlags = container._properties; - return new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize); - }; - /** - * Uploads the vertices. - * @param children - the array of sprites to render - * @param startIndex - the index to start from in the children array - * @param amount - the amount of children that will have their vertices uploaded - * @param array - The vertices to upload. - * @param stride - Stride to use for iteration. - * @param offset - Offset to start at. - */ - ParticleRenderer.prototype.uploadVertices = function (children, startIndex, amount, array, stride, offset) { - var w0 = 0; - var w1 = 0; - var h0 = 0; - var h1 = 0; - for (var i = 0; i < amount; ++i) { - var sprite = children[startIndex + i]; - var texture = sprite._texture; - var sx = sprite.scale.x; - var sy = sprite.scale.y; - var trim = texture.trim; - var orig = texture.orig; - if (trim) { - // if the sprite is trimmed and is not a tilingsprite then we need to add the - // extra space before transforming the sprite coords.. - w1 = trim.x - (sprite.anchor.x * orig.width); - w0 = w1 + trim.width; - h1 = trim.y - (sprite.anchor.y * orig.height); - h0 = h1 + trim.height; - } - else { - w0 = (orig.width) * (1 - sprite.anchor.x); - w1 = (orig.width) * -sprite.anchor.x; - h0 = orig.height * (1 - sprite.anchor.y); - h1 = orig.height * -sprite.anchor.y; - } - array[offset] = w1 * sx; - array[offset + 1] = h1 * sy; - array[offset + stride] = w0 * sx; - array[offset + stride + 1] = h1 * sy; - array[offset + (stride * 2)] = w0 * sx; - array[offset + (stride * 2) + 1] = h0 * sy; - array[offset + (stride * 3)] = w1 * sx; - array[offset + (stride * 3) + 1] = h0 * sy; - offset += stride * 4; - } - }; - /** - * Uploads the position. - * @param children - the array of sprites to render - * @param startIndex - the index to start from in the children array - * @param amount - the amount of children that will have their positions uploaded - * @param array - The vertices to upload. - * @param stride - Stride to use for iteration. - * @param offset - Offset to start at. - */ - ParticleRenderer.prototype.uploadPosition = function (children, startIndex, amount, array, stride, offset) { - for (var i = 0; i < amount; i++) { - var spritePosition = children[startIndex + i].position; - array[offset] = spritePosition.x; - array[offset + 1] = spritePosition.y; - array[offset + stride] = spritePosition.x; - array[offset + stride + 1] = spritePosition.y; - array[offset + (stride * 2)] = spritePosition.x; - array[offset + (stride * 2) + 1] = spritePosition.y; - array[offset + (stride * 3)] = spritePosition.x; - array[offset + (stride * 3) + 1] = spritePosition.y; - offset += stride * 4; - } - }; - /** - * Uploads the rotation. - * @param children - the array of sprites to render - * @param startIndex - the index to start from in the children array - * @param amount - the amount of children that will have their rotation uploaded - * @param array - The vertices to upload. - * @param stride - Stride to use for iteration. - * @param offset - Offset to start at. - */ - ParticleRenderer.prototype.uploadRotation = function (children, startIndex, amount, array, stride, offset) { - for (var i = 0; i < amount; i++) { - var spriteRotation = children[startIndex + i].rotation; - array[offset] = spriteRotation; - array[offset + stride] = spriteRotation; - array[offset + (stride * 2)] = spriteRotation; - array[offset + (stride * 3)] = spriteRotation; - offset += stride * 4; - } - }; - /** - * Uploads the UVs. - * @param children - the array of sprites to render - * @param startIndex - the index to start from in the children array - * @param amount - the amount of children that will have their rotation uploaded - * @param array - The vertices to upload. - * @param stride - Stride to use for iteration. - * @param offset - Offset to start at. - */ - ParticleRenderer.prototype.uploadUvs = function (children, startIndex, amount, array, stride, offset) { - for (var i = 0; i < amount; ++i) { - var textureUvs = children[startIndex + i]._texture._uvs; - if (textureUvs) { - array[offset] = textureUvs.x0; - array[offset + 1] = textureUvs.y0; - array[offset + stride] = textureUvs.x1; - array[offset + stride + 1] = textureUvs.y1; - array[offset + (stride * 2)] = textureUvs.x2; - array[offset + (stride * 2) + 1] = textureUvs.y2; - array[offset + (stride * 3)] = textureUvs.x3; - array[offset + (stride * 3) + 1] = textureUvs.y3; - offset += stride * 4; - } - else { - // TODO you know this can be easier! - array[offset] = 0; - array[offset + 1] = 0; - array[offset + stride] = 0; - array[offset + stride + 1] = 0; - array[offset + (stride * 2)] = 0; - array[offset + (stride * 2) + 1] = 0; - array[offset + (stride * 3)] = 0; - array[offset + (stride * 3) + 1] = 0; - offset += stride * 4; - } - } - }; - /** - * Uploads the tint. - * @param children - the array of sprites to render - * @param startIndex - the index to start from in the children array - * @param amount - the amount of children that will have their rotation uploaded - * @param array - The vertices to upload. - * @param stride - Stride to use for iteration. - * @param offset - Offset to start at. - */ - ParticleRenderer.prototype.uploadTint = function (children, startIndex, amount, array, stride, offset) { - for (var i = 0; i < amount; ++i) { - var sprite = children[startIndex + i]; - var premultiplied = sprite._texture.baseTexture.alphaMode > 0; - var alpha = sprite.alpha; - // we dont call extra function if alpha is 1.0, that's faster - var argb = alpha < 1.0 && premultiplied - ? premultiplyTint(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24); - array[offset] = argb; - array[offset + stride] = argb; - array[offset + (stride * 2)] = argb; - array[offset + (stride * 3)] = argb; - offset += stride * 4; - } - }; - /** Destroys the ParticleRenderer. */ - ParticleRenderer.prototype.destroy = function () { - _super.prototype.destroy.call(this); - if (this.shader) { - this.shader.destroy(); - this.shader = null; - } - this.tempMatrix = null; - }; - /** @ignore */ - ParticleRenderer.extension = { - name: 'particle', - type: ExtensionType.RendererPlugin, - }; - return ParticleRenderer; - }(ObjectRenderer)); - - /*! - * @pixi/graphics - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/graphics is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * Supported line joints in `PIXI.LineStyle` for graphics. - * @see PIXI.Graphics#lineStyle - * @see https://graphicdesign.stackexchange.com/questions/59018/what-is-a-bevel-join-of-two-lines-exactly-illustrator - * @name LINE_JOIN - * @memberof PIXI - * @static - * @enum {string} - * @property {string} MITER - 'miter': make a sharp corner where outer part of lines meet - * @property {string} BEVEL - 'bevel': add a square butt at each end of line segment and fill the triangle at turn - * @property {string} ROUND - 'round': add an arc at the joint - */ - var LINE_JOIN; - (function (LINE_JOIN) { - LINE_JOIN["MITER"] = "miter"; - LINE_JOIN["BEVEL"] = "bevel"; - LINE_JOIN["ROUND"] = "round"; - })(LINE_JOIN || (LINE_JOIN = {})); - /** - * Support line caps in `PIXI.LineStyle` for graphics. - * @see PIXI.Graphics#lineStyle - * @name LINE_CAP - * @memberof PIXI - * @static - * @enum {string} - * @property {string} BUTT - 'butt': don't add any cap at line ends (leaves orthogonal edges) - * @property {string} ROUND - 'round': add semicircle at ends - * @property {string} SQUARE - 'square': add square at end (like `BUTT` except more length at end) - */ - var LINE_CAP; - (function (LINE_CAP) { - LINE_CAP["BUTT"] = "butt"; - LINE_CAP["ROUND"] = "round"; - LINE_CAP["SQUARE"] = "square"; - })(LINE_CAP || (LINE_CAP = {})); - /** - * Graphics curves resolution settings. If `adaptive` flag is set to `true`, - * the resolution is calculated based on the curve's length to ensure better visual quality. - * Adaptive draw works with `bezierCurveTo` and `quadraticCurveTo`. - * @static - * @constant - * @memberof PIXI - * @name GRAPHICS_CURVES - * @type {object} - * @property {boolean} [adaptive=true] - flag indicating if the resolution should be adaptive - * @property {number} [maxLength=10] - maximal length of a single segment of the curve (if adaptive = false, ignored) - * @property {number} [minSegments=8] - minimal number of segments in the curve (if adaptive = false, ignored) - * @property {number} [maxSegments=2048] - maximal number of segments in the curve (if adaptive = false, ignored) - */ - var GRAPHICS_CURVES = { - adaptive: true, - maxLength: 10, - minSegments: 8, - maxSegments: 2048, - epsilon: 0.0001, - _segmentsCount: function (length, defaultSegments) { - if (defaultSegments === void 0) { defaultSegments = 20; } - if (!this.adaptive || !length || isNaN(length)) { - return defaultSegments; - } - var result = Math.ceil(length / this.maxLength); - if (result < this.minSegments) { - result = this.minSegments; - } - else if (result > this.maxSegments) { - result = this.maxSegments; - } - return result; - }, - }; - - /** - * Fill style object for Graphics. - * @memberof PIXI - */ - var FillStyle = /** @class */ (function () { - function FillStyle() { - /** - * The hex color value used when coloring the Graphics object. - * @default 0xFFFFFF - */ - this.color = 0xFFFFFF; - /** The alpha value used when filling the Graphics object. */ - this.alpha = 1.0; - /** - * The texture to be used for the fill. - * @default 0 - */ - this.texture = Texture.WHITE; - /** - * The transform applied to the texture. - * @default null - */ - this.matrix = null; - /** If the current fill is visible. */ - this.visible = false; - this.reset(); - } - /** Clones the object */ - FillStyle.prototype.clone = function () { - var obj = new FillStyle(); - obj.color = this.color; - obj.alpha = this.alpha; - obj.texture = this.texture; - obj.matrix = this.matrix; - obj.visible = this.visible; - return obj; - }; - /** Reset */ - FillStyle.prototype.reset = function () { - this.color = 0xFFFFFF; - this.alpha = 1; - this.texture = Texture.WHITE; - this.matrix = null; - this.visible = false; - }; - /** Destroy and don't use after this. */ - FillStyle.prototype.destroy = function () { - this.texture = null; - this.matrix = null; - }; - return FillStyle; - }()); - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$g = function(d, b) { - extendStatics$g = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$g(d, b); - }; - - function __extends$g(d, b) { - extendStatics$g(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - function fixOrientation(points, hole) { - var _a, _b; - if (hole === void 0) { hole = false; } - var m = points.length; - if (m < 6) { - return; - } - var area = 0; - for (var i = 0, x1 = points[m - 2], y1 = points[m - 1]; i < m; i += 2) { - var x2 = points[i]; - var y2 = points[i + 1]; - area += (x2 - x1) * (y2 + y1); - x1 = x2; - y1 = y2; - } - if ((!hole && area > 0) || (hole && area <= 0)) { - var n = m / 2; - for (var i = n + (n % 2); i < m; i += 2) { - var i1 = m - i - 2; - var i2 = m - i - 1; - var i3 = i; - var i4 = i + 1; - _a = [points[i3], points[i1]], points[i1] = _a[0], points[i3] = _a[1]; - _b = [points[i4], points[i2]], points[i2] = _b[0], points[i4] = _b[1]; - } - } - } - /** - * Builds a polygon to draw - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties - * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape - * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines - */ - var buildPoly = { - build: function (graphicsData) { - graphicsData.points = graphicsData.shape.points.slice(); - }, - triangulate: function (graphicsData, graphicsGeometry) { - var points = graphicsData.points; - var holes = graphicsData.holes; - var verts = graphicsGeometry.points; - var indices = graphicsGeometry.indices; - if (points.length >= 6) { - fixOrientation(points, false); - var holeArray = []; - // Process holes.. - for (var i = 0; i < holes.length; i++) { - var hole = holes[i]; - fixOrientation(hole.points, true); - holeArray.push(points.length / 2); - points = points.concat(hole.points); - } - // sort color - var triangles = earcutExports(points, holeArray, 2); - if (!triangles) { - return; - } - var vertPos = verts.length / 2; - for (var i = 0; i < triangles.length; i += 3) { - indices.push(triangles[i] + vertPos); - indices.push(triangles[i + 1] + vertPos); - indices.push(triangles[i + 2] + vertPos); - } - for (var i = 0; i < points.length; i++) { - verts.push(points[i]); - } - } - }, - }; - - // for type only - /** - * Builds a circle to draw - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object to draw - * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape - * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines - */ - var buildCircle = { - build: function (graphicsData) { - // need to convert points to a nice regular data - var points = graphicsData.points; - var x; - var y; - var dx; - var dy; - var rx; - var ry; - if (graphicsData.type === SHAPES$2.CIRC) { - var circle = graphicsData.shape; - x = circle.x; - y = circle.y; - rx = ry = circle.radius; - dx = dy = 0; - } - else if (graphicsData.type === SHAPES$2.ELIP) { - var ellipse = graphicsData.shape; - x = ellipse.x; - y = ellipse.y; - rx = ellipse.width; - ry = ellipse.height; - dx = dy = 0; - } - else { - var roundedRect = graphicsData.shape; - var halfWidth = roundedRect.width / 2; - var halfHeight = roundedRect.height / 2; - x = roundedRect.x + halfWidth; - y = roundedRect.y + halfHeight; - rx = ry = Math.max(0, Math.min(roundedRect.radius, Math.min(halfWidth, halfHeight))); - dx = halfWidth - rx; - dy = halfHeight - ry; - } - if (!(rx >= 0 && ry >= 0 && dx >= 0 && dy >= 0)) { - points.length = 0; - return; - } - // Choose a number of segments such that the maximum absolute deviation from the circle is approximately 0.029 - var n = Math.ceil(2.3 * Math.sqrt(rx + ry)); - var m = (n * 8) + (dx ? 4 : 0) + (dy ? 4 : 0); - points.length = m; - if (m === 0) { - return; - } - if (n === 0) { - points.length = 8; - points[0] = points[6] = x + dx; - points[1] = points[3] = y + dy; - points[2] = points[4] = x - dx; - points[5] = points[7] = y - dy; - return; - } - var j1 = 0; - var j2 = (n * 4) + (dx ? 2 : 0) + 2; - var j3 = j2; - var j4 = m; - { - var x0 = dx + rx; - var y0 = dy; - var x1 = x + x0; - var x2 = x - x0; - var y1 = y + y0; - points[j1++] = x1; - points[j1++] = y1; - points[--j2] = y1; - points[--j2] = x2; - if (dy) { - var y2 = y - y0; - points[j3++] = x2; - points[j3++] = y2; - points[--j4] = y2; - points[--j4] = x1; - } - } - for (var i = 1; i < n; i++) { - var a = Math.PI / 2 * (i / n); - var x0 = dx + (Math.cos(a) * rx); - var y0 = dy + (Math.sin(a) * ry); - var x1 = x + x0; - var x2 = x - x0; - var y1 = y + y0; - var y2 = y - y0; - points[j1++] = x1; - points[j1++] = y1; - points[--j2] = y1; - points[--j2] = x2; - points[j3++] = x2; - points[j3++] = y2; - points[--j4] = y2; - points[--j4] = x1; - } - { - var x0 = dx; - var y0 = dy + ry; - var x1 = x + x0; - var x2 = x - x0; - var y1 = y + y0; - var y2 = y - y0; - points[j1++] = x1; - points[j1++] = y1; - points[--j4] = y2; - points[--j4] = x1; - if (dx) { - points[j1++] = x2; - points[j1++] = y1; - points[--j4] = y2; - points[--j4] = x2; - } - } - }, - triangulate: function (graphicsData, graphicsGeometry) { - var points = graphicsData.points; - var verts = graphicsGeometry.points; - var indices = graphicsGeometry.indices; - if (points.length === 0) { - return; - } - var vertPos = verts.length / 2; - var center = vertPos; - var x; - var y; - if (graphicsData.type !== SHAPES$2.RREC) { - var circle = graphicsData.shape; - x = circle.x; - y = circle.y; - } - else { - var roundedRect = graphicsData.shape; - x = roundedRect.x + (roundedRect.width / 2); - y = roundedRect.y + (roundedRect.height / 2); - } - var matrix = graphicsData.matrix; - // Push center (special point) - verts.push(graphicsData.matrix ? (matrix.a * x) + (matrix.c * y) + matrix.tx : x, graphicsData.matrix ? (matrix.b * x) + (matrix.d * y) + matrix.ty : y); - vertPos++; - verts.push(points[0], points[1]); - for (var i = 2; i < points.length; i += 2) { - verts.push(points[i], points[i + 1]); - // add some uvs - indices.push(vertPos++, center, vertPos); - } - indices.push(center + 1, center, vertPos); - }, - }; - - /** - * Builds a rectangle to draw - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties - * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape - * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines - */ - var buildRectangle = { - build: function (graphicsData) { - // --- // - // need to convert points to a nice regular data - // - var rectData = graphicsData.shape; - var x = rectData.x; - var y = rectData.y; - var width = rectData.width; - var height = rectData.height; - var points = graphicsData.points; - points.length = 0; - points.push(x, y, x + width, y, x + width, y + height, x, y + height); - }, - triangulate: function (graphicsData, graphicsGeometry) { - var points = graphicsData.points; - var verts = graphicsGeometry.points; - var vertPos = verts.length / 2; - verts.push(points[0], points[1], points[2], points[3], points[6], points[7], points[4], points[5]); - graphicsGeometry.indices.push(vertPos, vertPos + 1, vertPos + 2, vertPos + 1, vertPos + 2, vertPos + 3); - }, - }; - - /** - * Calculate a single point for a quadratic bezier curve. - * Utility function used by quadraticBezierCurve. - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {number} n1 - first number - * @param {number} n2 - second number - * @param {number} perc - percentage - * @returns {number} the result - */ - function getPt(n1, n2, perc) { - var diff = n2 - n1; - return n1 + (diff * perc); - } - /** - * Calculate the points for a quadratic bezier curve. (helper function..) - * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {number} fromX - Origin point x - * @param {number} fromY - Origin point x - * @param {number} cpX - Control point x - * @param {number} cpY - Control point y - * @param {number} toX - Destination point x - * @param {number} toY - Destination point y - * @param {number[]} [out=[]] - The output array to add points into. If not passed, a new array is created. - * @returns {number[]} an array of points - */ - function quadraticBezierCurve(fromX, fromY, cpX, cpY, toX, toY, out) { - if (out === void 0) { out = []; } - var n = 20; - var points = out; - var xa = 0; - var ya = 0; - var xb = 0; - var yb = 0; - var x = 0; - var y = 0; - for (var i = 0, j = 0; i <= n; ++i) { - j = i / n; - // The Green Line - xa = getPt(fromX, cpX, j); - ya = getPt(fromY, cpY, j); - xb = getPt(cpX, toX, j); - yb = getPt(cpY, toY, j); - // The Black Dot - x = getPt(xa, xb, j); - y = getPt(ya, yb, j); - // Handle case when first curve points overlaps and earcut fails to triangulate - if (i === 0 && points[points.length - 2] === x && points[points.length - 1] === y) { - continue; - } - points.push(x, y); - } - return points; - } - /** - * Builds a rounded rectangle to draw - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties - * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape - * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines - */ - var buildRoundedRectangle = { - build: function (graphicsData) { - if (Graphics.nextRoundedRectBehavior) { - buildCircle.build(graphicsData); - return; - } - var rrectData = graphicsData.shape; - var points = graphicsData.points; - var x = rrectData.x; - var y = rrectData.y; - var width = rrectData.width; - var height = rrectData.height; - // Don't allow negative radius or greater than half the smallest width - var radius = Math.max(0, Math.min(rrectData.radius, Math.min(width, height) / 2)); - points.length = 0; - // No radius, do a simple rectangle - if (!radius) { - points.push(x, y, x + width, y, x + width, y + height, x, y + height); - } - else { - quadraticBezierCurve(x, y + radius, x, y, x + radius, y, points); - quadraticBezierCurve(x + width - radius, y, x + width, y, x + width, y + radius, points); - quadraticBezierCurve(x + width, y + height - radius, x + width, y + height, x + width - radius, y + height, points); - quadraticBezierCurve(x + radius, y + height, x, y + height, x, y + height - radius, points); - } - }, - triangulate: function (graphicsData, graphicsGeometry) { - if (Graphics.nextRoundedRectBehavior) { - buildCircle.triangulate(graphicsData, graphicsGeometry); - return; - } - var points = graphicsData.points; - var verts = graphicsGeometry.points; - var indices = graphicsGeometry.indices; - var vecPos = verts.length / 2; - var triangles = earcutExports(points, null, 2); - for (var i = 0, j = triangles.length; i < j; i += 3) { - indices.push(triangles[i] + vecPos); - // indices.push(triangles[i] + vecPos); - indices.push(triangles[i + 1] + vecPos); - // indices.push(triangles[i + 2] + vecPos); - indices.push(triangles[i + 2] + vecPos); - } - for (var i = 0, j = points.length; i < j; i++) { - verts.push(points[i], points[++i]); - } - }, - }; - - /** - * Buffers vertices to draw a square cap. - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {number} x - X-coord of end point - * @param {number} y - Y-coord of end point - * @param {number} nx - X-coord of line normal pointing inside - * @param {number} ny - Y-coord of line normal pointing inside - * @param {number} innerWeight - Weight of inner points - * @param {number} outerWeight - Weight of outer points - * @param {boolean} clockwise - Whether the cap is drawn clockwise - * @param {Array} verts - vertex buffer - * @returns {number} - no. of vertices pushed - */ - function square(x, y, nx, ny, innerWeight, outerWeight, clockwise, /* rotation for square (true at left end, false at right end) */ verts) { - var ix = x - (nx * innerWeight); - var iy = y - (ny * innerWeight); - var ox = x + (nx * outerWeight); - var oy = y + (ny * outerWeight); - /* Rotate nx,ny for extension vector */ - var exx; - var eyy; - if (clockwise) { - exx = ny; - eyy = -nx; - } - else { - exx = -ny; - eyy = nx; - } - /* [i|0]x,y extended at cap */ - var eix = ix + exx; - var eiy = iy + eyy; - var eox = ox + exx; - var eoy = oy + eyy; - /* Square itself must be inserted clockwise*/ - verts.push(eix, eiy); - verts.push(eox, eoy); - return 2; - } - /** - * Buffers vertices to draw an arc at the line joint or cap. - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {number} cx - X-coord of center - * @param {number} cy - Y-coord of center - * @param {number} sx - X-coord of arc start - * @param {number} sy - Y-coord of arc start - * @param {number} ex - X-coord of arc end - * @param {number} ey - Y-coord of arc end - * @param {Array} verts - buffer of vertices - * @param {boolean} clockwise - orientation of vertices - * @returns {number} - no. of vertices pushed - */ - function round(cx, cy, sx, sy, ex, ey, verts, clockwise) { - var cx2p0x = sx - cx; - var cy2p0y = sy - cy; - var angle0 = Math.atan2(cx2p0x, cy2p0y); - var angle1 = Math.atan2(ex - cx, ey - cy); - if (clockwise && angle0 < angle1) { - angle0 += Math.PI * 2; - } - else if (!clockwise && angle0 > angle1) { - angle1 += Math.PI * 2; - } - var startAngle = angle0; - var angleDiff = angle1 - angle0; - var absAngleDiff = Math.abs(angleDiff); - /* if (absAngleDiff >= PI_LBOUND && absAngleDiff <= PI_UBOUND) - { - const r1x = cx - nxtPx; - const r1y = cy - nxtPy; - - if (r1x === 0) - { - if (r1y > 0) - { - angleDiff = -angleDiff; - } - } - else if (r1x >= -GRAPHICS_CURVES.epsilon) - { - angleDiff = -angleDiff; - } - }*/ - var radius = Math.sqrt((cx2p0x * cx2p0x) + (cy2p0y * cy2p0y)); - var segCount = ((15 * absAngleDiff * Math.sqrt(radius) / Math.PI) >> 0) + 1; - var angleInc = angleDiff / segCount; - startAngle += angleInc; - if (clockwise) { - verts.push(cx, cy); - verts.push(sx, sy); - for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) { - verts.push(cx, cy); - verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius))); - } - verts.push(cx, cy); - verts.push(ex, ey); - } - else { - verts.push(sx, sy); - verts.push(cx, cy); - for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) { - verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius))); - verts.push(cx, cy); - } - verts.push(ex, ey); - verts.push(cx, cy); - } - return segCount * 2; - } - /** - * Builds a line to draw using the polygon method. - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties - * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output - */ - function buildNonNativeLine(graphicsData, graphicsGeometry) { - var shape = graphicsData.shape; - var points = graphicsData.points || shape.points.slice(); - var eps = graphicsGeometry.closePointEps; - if (points.length === 0) { - return; - } - // if the line width is an odd number add 0.5 to align to a whole pixel - // commenting this out fixes #711 and #1620 - // if (graphicsData.lineWidth%2) - // { - // for (i = 0; i < points.length; i++) - // { - // points[i] += 0.5; - // } - // } - var style = graphicsData.lineStyle; - // get first and last point.. figure out the middle! - var firstPoint = new Point$2(points[0], points[1]); - var lastPoint = new Point$2(points[points.length - 2], points[points.length - 1]); - var closedShape = shape.type !== SHAPES$2.POLY || shape.closeStroke; - var closedPath = Math.abs(firstPoint.x - lastPoint.x) < eps - && Math.abs(firstPoint.y - lastPoint.y) < eps; - // if the first point is the last point - gonna have issues :) - if (closedShape) { - // need to clone as we are going to slightly modify the shape.. - points = points.slice(); - if (closedPath) { - points.pop(); - points.pop(); - lastPoint.set(points[points.length - 2], points[points.length - 1]); - } - var midPointX = (firstPoint.x + lastPoint.x) * 0.5; - var midPointY = (lastPoint.y + firstPoint.y) * 0.5; - points.unshift(midPointX, midPointY); - points.push(midPointX, midPointY); - } - var verts = graphicsGeometry.points; - var length = points.length / 2; - var indexCount = points.length; - var indexStart = verts.length / 2; - // Max. inner and outer width - var width = style.width / 2; - var widthSquared = width * width; - var miterLimitSquared = style.miterLimit * style.miterLimit; - /* Line segments of interest where (x1,y1) forms the corner. */ - var x0 = points[0]; - var y0 = points[1]; - var x1 = points[2]; - var y1 = points[3]; - var x2 = 0; - var y2 = 0; - /* perp[?](x|y) = the line normal with magnitude lineWidth. */ - var perpx = -(y0 - y1); - var perpy = x0 - x1; - var perp1x = 0; - var perp1y = 0; - var dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); - perpx /= dist; - perpy /= dist; - perpx *= width; - perpy *= width; - var ratio = style.alignment; // 0.5; - var innerWeight = (1 - ratio) * 2; - var outerWeight = ratio * 2; - if (!closedShape) { - if (style.cap === LINE_CAP.ROUND) { - indexCount += round(x0 - (perpx * (innerWeight - outerWeight) * 0.5), y0 - (perpy * (innerWeight - outerWeight) * 0.5), x0 - (perpx * innerWeight), y0 - (perpy * innerWeight), x0 + (perpx * outerWeight), y0 + (perpy * outerWeight), verts, true) + 2; - } - else if (style.cap === LINE_CAP.SQUARE) { - indexCount += square(x0, y0, perpx, perpy, innerWeight, outerWeight, true, verts); - } - } - // Push first point (below & above vertices) - verts.push(x0 - (perpx * innerWeight), y0 - (perpy * innerWeight)); - verts.push(x0 + (perpx * outerWeight), y0 + (perpy * outerWeight)); - for (var i = 1; i < length - 1; ++i) { - x0 = points[(i - 1) * 2]; - y0 = points[((i - 1) * 2) + 1]; - x1 = points[i * 2]; - y1 = points[(i * 2) + 1]; - x2 = points[(i + 1) * 2]; - y2 = points[((i + 1) * 2) + 1]; - perpx = -(y0 - y1); - perpy = x0 - x1; - dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); - perpx /= dist; - perpy /= dist; - perpx *= width; - perpy *= width; - perp1x = -(y1 - y2); - perp1y = x1 - x2; - dist = Math.sqrt((perp1x * perp1x) + (perp1y * perp1y)); - perp1x /= dist; - perp1y /= dist; - perp1x *= width; - perp1y *= width; - /* d[x|y](0|1) = the component displacement between points p(0,1|1,2) */ - var dx0 = x1 - x0; - var dy0 = y0 - y1; - var dx1 = x1 - x2; - var dy1 = y2 - y1; - /* +ve if internal angle counterclockwise, -ve if internal angle clockwise. */ - var cross = (dy0 * dx1) - (dy1 * dx0); - var clockwise = (cross < 0); - /* Going nearly straight? */ - if (Math.abs(cross) < 0.1) { - verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); - verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); - continue; - } - /* p[x|y] is the miter point. pdist is the distance between miter point and p1. */ - var c1 = ((-perpx + x0) * (-perpy + y1)) - ((-perpx + x1) * (-perpy + y0)); - var c2 = ((-perp1x + x2) * (-perp1y + y1)) - ((-perp1x + x1) * (-perp1y + y2)); - var px = ((dx0 * c2) - (dx1 * c1)) / cross; - var py = ((dy1 * c1) - (dy0 * c2)) / cross; - var pdist = ((px - x1) * (px - x1)) + ((py - y1) * (py - y1)); - /* Inner miter point */ - var imx = x1 + ((px - x1) * innerWeight); - var imy = y1 + ((py - y1) * innerWeight); - /* Outer miter point */ - var omx = x1 - ((px - x1) * outerWeight); - var omy = y1 - ((py - y1) * outerWeight); - /* Is the inside miter point too far away, creating a spike? */ - var smallerInsideSegmentSq = Math.min((dx0 * dx0) + (dy0 * dy0), (dx1 * dx1) + (dy1 * dy1)); - var insideWeight = clockwise ? innerWeight : outerWeight; - var smallerInsideDiagonalSq = smallerInsideSegmentSq + (insideWeight * insideWeight * widthSquared); - var insideMiterOk = pdist <= smallerInsideDiagonalSq; - if (insideMiterOk) { - if (style.join === LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared) { - if (clockwise) /* rotating at inner angle */ { - verts.push(imx, imy); // inner miter point - verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex - verts.push(imx, imy); // inner miter point - verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex - } - else /* rotating at outer angle */ { - verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex - verts.push(omx, omy); // outer miter point - verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's outer vertex - verts.push(omx, omy); // outer miter point - } - indexCount += 2; - } - else if (style.join === LINE_JOIN.ROUND) { - if (clockwise) /* arc is outside */ { - verts.push(imx, imy); - verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); - indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 4; - verts.push(imx, imy); - verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); - } - else /* arc is inside */ { - verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); - verts.push(omx, omy); - indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 4; - verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); - verts.push(omx, omy); - } - } - else { - verts.push(imx, imy); - verts.push(omx, omy); - } - } - else // inside miter is NOT ok - { - verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex - verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex - if (style.join === LINE_JOIN.ROUND) { - if (clockwise) /* arc is outside */ { - indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 2; - } - else /* arc is inside */ { - indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 2; - } - } - else if (style.join === LINE_JOIN.MITER && pdist / widthSquared <= miterLimitSquared) { - if (clockwise) { - verts.push(omx, omy); // inner miter point - verts.push(omx, omy); // inner miter point - } - else { - verts.push(imx, imy); // outer miter point - verts.push(imx, imy); // outer miter point - } - indexCount += 2; - } - verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's inner vertex - verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex - indexCount += 2; - } - } - x0 = points[(length - 2) * 2]; - y0 = points[((length - 2) * 2) + 1]; - x1 = points[(length - 1) * 2]; - y1 = points[((length - 1) * 2) + 1]; - perpx = -(y0 - y1); - perpy = x0 - x1; - dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); - perpx /= dist; - perpy /= dist; - perpx *= width; - perpy *= width; - verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); - verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); - if (!closedShape) { - if (style.cap === LINE_CAP.ROUND) { - indexCount += round(x1 - (perpx * (innerWeight - outerWeight) * 0.5), y1 - (perpy * (innerWeight - outerWeight) * 0.5), x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), verts, false) + 2; - } - else if (style.cap === LINE_CAP.SQUARE) { - indexCount += square(x1, y1, perpx, perpy, innerWeight, outerWeight, false, verts); - } - } - var indices = graphicsGeometry.indices; - var eps2 = GRAPHICS_CURVES.epsilon * GRAPHICS_CURVES.epsilon; - // indices.push(indexStart); - for (var i = indexStart; i < indexCount + indexStart - 2; ++i) { - x0 = verts[(i * 2)]; - y0 = verts[(i * 2) + 1]; - x1 = verts[(i + 1) * 2]; - y1 = verts[((i + 1) * 2) + 1]; - x2 = verts[(i + 2) * 2]; - y2 = verts[((i + 2) * 2) + 1]; - /* Skip zero area triangles */ - if (Math.abs((x0 * (y1 - y2)) + (x1 * (y2 - y0)) + (x2 * (y0 - y1))) < eps2) { - continue; - } - indices.push(i, i + 1, i + 2); - } - } - /** - * Builds a line to draw using the gl.drawArrays(gl.LINES) method - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties - * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output - */ - function buildNativeLine(graphicsData, graphicsGeometry) { - var i = 0; - var shape = graphicsData.shape; - var points = graphicsData.points || shape.points; - var closedShape = shape.type !== SHAPES$2.POLY || shape.closeStroke; - if (points.length === 0) - { return; } - var verts = graphicsGeometry.points; - var indices = graphicsGeometry.indices; - var length = points.length / 2; - var startIndex = verts.length / 2; - var currentIndex = startIndex; - verts.push(points[0], points[1]); - for (i = 1; i < length; i++) { - verts.push(points[i * 2], points[(i * 2) + 1]); - indices.push(currentIndex, currentIndex + 1); - currentIndex++; - } - if (closedShape) { - indices.push(currentIndex, startIndex); - } - } - /** - * Builds a line to draw - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @private - * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties - * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output - */ - function buildLine(graphicsData, graphicsGeometry) { - if (graphicsData.lineStyle.native) { - buildNativeLine(graphicsData, graphicsGeometry); - } - else { - buildNonNativeLine(graphicsData, graphicsGeometry); - } - } - - /** - * Utilities for arc curves. - * @private - */ - var ArcUtils = /** @class */ (function () { - function ArcUtils() { - } - /** - * The arcTo() method creates an arc/curve between two tangents on the canvas. - * - * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google! - * @private - * @param x1 - The x-coordinate of the beginning of the arc - * @param y1 - The y-coordinate of the beginning of the arc - * @param x2 - The x-coordinate of the end of the arc - * @param y2 - The y-coordinate of the end of the arc - * @param radius - The radius of the arc - * @param points - - * @returns - If the arc length is valid, return center of circle, radius and other info otherwise `null`. - */ - ArcUtils.curveTo = function (x1, y1, x2, y2, radius, points) { - var fromX = points[points.length - 2]; - var fromY = points[points.length - 1]; - var a1 = fromY - y1; - var b1 = fromX - x1; - var a2 = y2 - y1; - var b2 = x2 - x1; - var mm = Math.abs((a1 * b2) - (b1 * a2)); - if (mm < 1.0e-8 || radius === 0) { - if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1) { - points.push(x1, y1); - } - return null; - } - var dd = (a1 * a1) + (b1 * b1); - var cc = (a2 * a2) + (b2 * b2); - var tt = (a1 * a2) + (b1 * b2); - var k1 = radius * Math.sqrt(dd) / mm; - var k2 = radius * Math.sqrt(cc) / mm; - var j1 = k1 * tt / dd; - var j2 = k2 * tt / cc; - var cx = (k1 * b2) + (k2 * b1); - var cy = (k1 * a2) + (k2 * a1); - var px = b1 * (k2 + j1); - var py = a1 * (k2 + j1); - var qx = b2 * (k1 + j2); - var qy = a2 * (k1 + j2); - var startAngle = Math.atan2(py - cy, px - cx); - var endAngle = Math.atan2(qy - cy, qx - cx); - return { - cx: (cx + x1), - cy: (cy + y1), - radius: radius, - startAngle: startAngle, - endAngle: endAngle, - anticlockwise: (b1 * a2 > b2 * a1), - }; - }; - /* eslint-disable max-len */ - /** - * The arc method creates an arc/curve (used to create circles, or parts of circles). - * @private - * @param _startX - Start x location of arc - * @param _startY - Start y location of arc - * @param cx - The x-coordinate of the center of the circle - * @param cy - The y-coordinate of the center of the circle - * @param radius - The radius of the circle - * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position - * of the arc's circle) - * @param endAngle - The ending angle, in radians - * @param _anticlockwise - Specifies whether the drawing should be - * counter-clockwise or clockwise. False is default, and indicates clockwise, while true - * indicates counter-clockwise. - * @param points - Collection of points to add to - */ - ArcUtils.arc = function (_startX, _startY, cx, cy, radius, startAngle, endAngle, _anticlockwise, points) { - var sweep = endAngle - startAngle; - var n = GRAPHICS_CURVES._segmentsCount(Math.abs(sweep) * radius, Math.ceil(Math.abs(sweep) / PI_2$2) * 40); - var theta = (sweep) / (n * 2); - var theta2 = theta * 2; - var cTheta = Math.cos(theta); - var sTheta = Math.sin(theta); - var segMinus = n - 1; - var remainder = (segMinus % 1) / segMinus; - for (var i = 0; i <= segMinus; ++i) { - var real = i + (remainder * i); - var angle = ((theta) + startAngle + (theta2 * real)); - var c = Math.cos(angle); - var s = -Math.sin(angle); - points.push((((cTheta * c) + (sTheta * s)) * radius) + cx, (((cTheta * -s) + (sTheta * c)) * radius) + cy); - } - }; - return ArcUtils; - }()); - - /** - * Utilities for bezier curves - * @private - */ - var BezierUtils = /** @class */ (function () { - function BezierUtils() { - } - /** - * Calculate length of bezier curve. - * Analytical solution is impossible, since it involves an integral that does not integrate in general. - * Therefore numerical solution is used. - * @private - * @param fromX - Starting point x - * @param fromY - Starting point y - * @param cpX - Control point x - * @param cpY - Control point y - * @param cpX2 - Second Control point x - * @param cpY2 - Second Control point y - * @param toX - Destination point x - * @param toY - Destination point y - * @returns - Length of bezier curve - */ - BezierUtils.curveLength = function (fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY) { - var n = 10; - var result = 0.0; - var t = 0.0; - var t2 = 0.0; - var t3 = 0.0; - var nt = 0.0; - var nt2 = 0.0; - var nt3 = 0.0; - var x = 0.0; - var y = 0.0; - var dx = 0.0; - var dy = 0.0; - var prevX = fromX; - var prevY = fromY; - for (var i = 1; i <= n; ++i) { - t = i / n; - t2 = t * t; - t3 = t2 * t; - nt = (1.0 - t); - nt2 = nt * nt; - nt3 = nt2 * nt; - x = (nt3 * fromX) + (3.0 * nt2 * t * cpX) + (3.0 * nt * t2 * cpX2) + (t3 * toX); - y = (nt3 * fromY) + (3.0 * nt2 * t * cpY) + (3 * nt * t2 * cpY2) + (t3 * toY); - dx = prevX - x; - dy = prevY - y; - prevX = x; - prevY = y; - result += Math.sqrt((dx * dx) + (dy * dy)); - } - return result; - }; - /** - * Calculate the points for a bezier curve and then draws it. - * - * Ignored from docs since it is not directly exposed. - * @ignore - * @param cpX - Control point x - * @param cpY - Control point y - * @param cpX2 - Second Control point x - * @param cpY2 - Second Control point y - * @param toX - Destination point x - * @param toY - Destination point y - * @param points - Path array to push points into - */ - BezierUtils.curveTo = function (cpX, cpY, cpX2, cpY2, toX, toY, points) { - var fromX = points[points.length - 2]; - var fromY = points[points.length - 1]; - points.length -= 2; - var n = GRAPHICS_CURVES._segmentsCount(BezierUtils.curveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY)); - var dt = 0; - var dt2 = 0; - var dt3 = 0; - var t2 = 0; - var t3 = 0; - points.push(fromX, fromY); - for (var i = 1, j = 0; i <= n; ++i) { - j = i / n; - dt = (1 - j); - dt2 = dt * dt; - dt3 = dt2 * dt; - t2 = j * j; - t3 = t2 * j; - points.push((dt3 * fromX) + (3 * dt2 * j * cpX) + (3 * dt * t2 * cpX2) + (t3 * toX), (dt3 * fromY) + (3 * dt2 * j * cpY) + (3 * dt * t2 * cpY2) + (t3 * toY)); - } - }; - return BezierUtils; - }()); - - /** - * Utilities for quadratic curves. - * @private - */ - var QuadraticUtils = /** @class */ (function () { - function QuadraticUtils() { - } - /** - * Calculate length of quadratic curve - * @see {@link http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/} - * for the detailed explanation of math behind this. - * @private - * @param fromX - x-coordinate of curve start point - * @param fromY - y-coordinate of curve start point - * @param cpX - x-coordinate of curve control point - * @param cpY - y-coordinate of curve control point - * @param toX - x-coordinate of curve end point - * @param toY - y-coordinate of curve end point - * @returns - Length of quadratic curve - */ - QuadraticUtils.curveLength = function (fromX, fromY, cpX, cpY, toX, toY) { - var ax = fromX - (2.0 * cpX) + toX; - var ay = fromY - (2.0 * cpY) + toY; - var bx = (2.0 * cpX) - (2.0 * fromX); - var by = (2.0 * cpY) - (2.0 * fromY); - var a = 4.0 * ((ax * ax) + (ay * ay)); - var b = 4.0 * ((ax * bx) + (ay * by)); - var c = (bx * bx) + (by * by); - var s = 2.0 * Math.sqrt(a + b + c); - var a2 = Math.sqrt(a); - var a32 = 2.0 * a * a2; - var c2 = 2.0 * Math.sqrt(c); - var ba = b / a2; - return ((a32 * s) - + (a2 * b * (s - c2)) - + (((4.0 * c * a) - (b * b)) - * Math.log(((2.0 * a2) + ba + s) / (ba + c2)))) / (4.0 * a32); - }; - /** - * Calculate the points for a quadratic bezier curve and then draws it. - * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c - * @private - * @param cpX - Control point x - * @param cpY - Control point y - * @param toX - Destination point x - * @param toY - Destination point y - * @param points - Points to add segments to. - */ - QuadraticUtils.curveTo = function (cpX, cpY, toX, toY, points) { - var fromX = points[points.length - 2]; - var fromY = points[points.length - 1]; - var n = GRAPHICS_CURVES._segmentsCount(QuadraticUtils.curveLength(fromX, fromY, cpX, cpY, toX, toY)); - var xa = 0; - var ya = 0; - for (var i = 1; i <= n; ++i) { - var j = i / n; - xa = fromX + ((cpX - fromX) * j); - ya = fromY + ((cpY - fromY) * j); - points.push(xa + (((cpX + ((toX - cpX) * j)) - xa) * j), ya + (((cpY + ((toY - cpY) * j)) - ya) * j)); - } - }; - return QuadraticUtils; - }()); - - /** - * A structure to hold interim batch objects for Graphics. - * @memberof PIXI.graphicsUtils - */ - var BatchPart = /** @class */ (function () { - function BatchPart() { - this.reset(); - } - /** - * Begin batch part. - * @param style - * @param startIndex - * @param attribStart - */ - BatchPart.prototype.begin = function (style, startIndex, attribStart) { - this.reset(); - this.style = style; - this.start = startIndex; - this.attribStart = attribStart; - }; - /** - * End batch part. - * @param endIndex - * @param endAttrib - */ - BatchPart.prototype.end = function (endIndex, endAttrib) { - this.attribSize = endAttrib - this.attribStart; - this.size = endIndex - this.start; - }; - BatchPart.prototype.reset = function () { - this.style = null; - this.size = 0; - this.start = 0; - this.attribStart = 0; - this.attribSize = 0; - }; - return BatchPart; - }()); - - /** - * Generalized convenience utilities for Graphics. - * @namespace graphicsUtils - * @memberof PIXI - */ - var _a; - /** - * Map of fill commands for each shape type. - * @memberof PIXI.graphicsUtils - * @member {object} FILL_COMMANDS - */ - var FILL_COMMANDS = (_a = {}, - _a[SHAPES$2.POLY] = buildPoly, - _a[SHAPES$2.CIRC] = buildCircle, - _a[SHAPES$2.ELIP] = buildCircle, - _a[SHAPES$2.RECT] = buildRectangle, - _a[SHAPES$2.RREC] = buildRoundedRectangle, - _a); - /** - * Batch pool, stores unused batches for preventing allocations. - * @memberof PIXI.graphicsUtils - * @member {Array} BATCH_POOL - */ - var BATCH_POOL = []; - /** - * Draw call pool, stores unused draw calls for preventing allocations. - * @memberof PIXI.graphicsUtils - * @member {Array} DRAW_CALL_POOL - */ - var DRAW_CALL_POOL = []; - - /** - * A class to contain data useful for Graphics objects - * @memberof PIXI - */ - var GraphicsData = /** @class */ (function () { - /** - * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. - * @param fillStyle - the width of the line to draw - * @param lineStyle - the color of the line to draw - * @param matrix - Transform matrix - */ - function GraphicsData(shape, fillStyle, lineStyle, matrix) { - if (fillStyle === void 0) { fillStyle = null; } - if (lineStyle === void 0) { lineStyle = null; } - if (matrix === void 0) { matrix = null; } - /** The collection of points. */ - this.points = []; - /** The collection of holes. */ - this.holes = []; - this.shape = shape; - this.lineStyle = lineStyle; - this.fillStyle = fillStyle; - this.matrix = matrix; - this.type = shape.type; - } - /** - * Creates a new GraphicsData object with the same values as this one. - * @returns - Cloned GraphicsData object - */ - GraphicsData.prototype.clone = function () { - return new GraphicsData(this.shape, this.fillStyle, this.lineStyle, this.matrix); - }; - /** Destroys the Graphics data. */ - GraphicsData.prototype.destroy = function () { - this.shape = null; - this.holes.length = 0; - this.holes = null; - this.points.length = 0; - this.points = null; - this.lineStyle = null; - this.fillStyle = null; - }; - return GraphicsData; - }()); - - var tmpPoint = new Point$2(); - /** - * The Graphics class contains methods used to draw primitive shapes such as lines, circles and - * rectangles to the display, and to color and fill them. - * - * GraphicsGeometry is designed to not be continually updating the geometry since it's expensive - * to re-tesselate using **earcut**. Consider using {@link PIXI.Mesh} for this use-case, it's much faster. - * @memberof PIXI - */ - var GraphicsGeometry = /** @class */ (function (_super) { - __extends$g(GraphicsGeometry, _super); - // eslint-disable-next-line @typescript-eslint/no-useless-constructor - function GraphicsGeometry() { - var _this = _super.call(this) || this; - /** Minimal distance between points that are considered different. Affects line tesselation. */ - _this.closePointEps = 1e-4; - /** Padding to add to the bounds. */ - _this.boundsPadding = 0; - _this.uvsFloat32 = null; - _this.indicesUint16 = null; - _this.batchable = false; - /** An array of points to draw, 2 numbers per point */ - _this.points = []; - /** The collection of colors */ - _this.colors = []; - /** The UVs collection */ - _this.uvs = []; - /** The indices of the vertices */ - _this.indices = []; - /** Reference to the texture IDs. */ - _this.textureIds = []; - /** - * The collection of drawn shapes. - * @member {PIXI.GraphicsData[]} - */ - _this.graphicsData = []; - /** - * List of current draw calls drived from the batches. - * @member {PIXI.BatchDrawCall[]} - */ - _this.drawCalls = []; - /** Batches need to regenerated if the geometry is updated. */ - _this.batchDirty = -1; - /** - * Intermediate abstract format sent to batch system. - * Can be converted to drawCalls or to batchable objects. - * @member {PIXI.graphicsUtils.BatchPart[]} - */ - _this.batches = []; - /** Used to detect if the graphics object has changed. */ - _this.dirty = 0; - /** Used to check if the cache is dirty. */ - _this.cacheDirty = -1; - /** Used to detect if we cleared the graphicsData. */ - _this.clearDirty = 0; - /** Index of the last batched shape in the stack of calls. */ - _this.shapeIndex = 0; - /** Cached bounds. */ - _this._bounds = new Bounds$2(); - /** The bounds dirty flag. */ - _this.boundsDirty = -1; - return _this; - } - Object.defineProperty(GraphicsGeometry.prototype, "bounds", { - /** - * Get the current bounds of the graphic geometry. - * @readonly - */ - get: function () { - this.updateBatches(); - if (this.boundsDirty !== this.dirty) { - this.boundsDirty = this.dirty; - this.calculateBounds(); - } - return this._bounds; - }, - enumerable: false, - configurable: true - }); - /** Call if you changed graphicsData manually. Empties all batch buffers. */ - GraphicsGeometry.prototype.invalidate = function () { - this.boundsDirty = -1; - this.dirty++; - this.batchDirty++; - this.shapeIndex = 0; - this.points.length = 0; - this.colors.length = 0; - this.uvs.length = 0; - this.indices.length = 0; - this.textureIds.length = 0; - for (var i = 0; i < this.drawCalls.length; i++) { - this.drawCalls[i].texArray.clear(); - DRAW_CALL_POOL.push(this.drawCalls[i]); - } - this.drawCalls.length = 0; - for (var i = 0; i < this.batches.length; i++) { - var batchPart = this.batches[i]; - batchPart.reset(); - BATCH_POOL.push(batchPart); - } - this.batches.length = 0; - }; - /** - * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. - * @returns - This GraphicsGeometry object. Good for chaining method calls - */ - GraphicsGeometry.prototype.clear = function () { - if (this.graphicsData.length > 0) { - this.invalidate(); - this.clearDirty++; - this.graphicsData.length = 0; - } - return this; - }; - /** - * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. - * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. - * @param fillStyle - Defines style of the fill. - * @param lineStyle - Defines style of the lines. - * @param matrix - Transform applied to the points of the shape. - * @returns - Returns geometry for chaining. - */ - GraphicsGeometry.prototype.drawShape = function (shape, fillStyle, lineStyle, matrix) { - if (fillStyle === void 0) { fillStyle = null; } - if (lineStyle === void 0) { lineStyle = null; } - if (matrix === void 0) { matrix = null; } - var data = new GraphicsData(shape, fillStyle, lineStyle, matrix); - this.graphicsData.push(data); - this.dirty++; - return this; - }; - /** - * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. - * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. - * @param matrix - Transform applied to the points of the shape. - * @returns - Returns geometry for chaining. - */ - GraphicsGeometry.prototype.drawHole = function (shape, matrix) { - if (matrix === void 0) { matrix = null; } - if (!this.graphicsData.length) { - return null; - } - var data = new GraphicsData(shape, null, null, matrix); - var lastShape = this.graphicsData[this.graphicsData.length - 1]; - data.lineStyle = lastShape.lineStyle; - lastShape.holes.push(data); - this.dirty++; - return this; - }; - /** Destroys the GraphicsGeometry object. */ - GraphicsGeometry.prototype.destroy = function () { - _super.prototype.destroy.call(this); - // destroy each of the GraphicsData objects - for (var i = 0; i < this.graphicsData.length; ++i) { - this.graphicsData[i].destroy(); - } - this.points.length = 0; - this.points = null; - this.colors.length = 0; - this.colors = null; - this.uvs.length = 0; - this.uvs = null; - this.indices.length = 0; - this.indices = null; - this.indexBuffer.destroy(); - this.indexBuffer = null; - this.graphicsData.length = 0; - this.graphicsData = null; - this.drawCalls.length = 0; - this.drawCalls = null; - this.batches.length = 0; - this.batches = null; - this._bounds = null; - }; - /** - * Check to see if a point is contained within this geometry. - * @param point - Point to check if it's contained. - * @returns {boolean} `true` if the point is contained within geometry. - */ - GraphicsGeometry.prototype.containsPoint = function (point) { - var graphicsData = this.graphicsData; - for (var i = 0; i < graphicsData.length; ++i) { - var data = graphicsData[i]; - if (!data.fillStyle.visible) { - continue; - } - // only deal with fills.. - if (data.shape) { - if (data.matrix) { - data.matrix.applyInverse(point, tmpPoint); - } - else { - tmpPoint.copyFrom(point); - } - if (data.shape.contains(tmpPoint.x, tmpPoint.y)) { - var hitHole = false; - if (data.holes) { - for (var i_1 = 0; i_1 < data.holes.length; i_1++) { - var hole = data.holes[i_1]; - if (hole.shape.contains(tmpPoint.x, tmpPoint.y)) { - hitHole = true; - break; - } - } - } - if (!hitHole) { - return true; - } - } - } - } - return false; - }; - /** - * Generates intermediate batch data. Either gets converted to drawCalls - * or used to convert to batch objects directly by the Graphics object. - */ - GraphicsGeometry.prototype.updateBatches = function () { - if (!this.graphicsData.length) { - this.batchable = true; - return; - } - if (!this.validateBatching()) { - return; - } - this.cacheDirty = this.dirty; - var uvs = this.uvs; - var graphicsData = this.graphicsData; - var batchPart = null; - var currentStyle = null; - if (this.batches.length > 0) { - batchPart = this.batches[this.batches.length - 1]; - currentStyle = batchPart.style; - } - for (var i = this.shapeIndex; i < graphicsData.length; i++) { - this.shapeIndex++; - var data = graphicsData[i]; - var fillStyle = data.fillStyle; - var lineStyle = data.lineStyle; - var command = FILL_COMMANDS[data.type]; - // build out the shapes points.. - command.build(data); - if (data.matrix) { - this.transformPoints(data.points, data.matrix); - } - if (fillStyle.visible || lineStyle.visible) { - this.processHoles(data.holes); - } - for (var j = 0; j < 2; j++) { - var style = (j === 0) ? fillStyle : lineStyle; - if (!style.visible) - { continue; } - var nextTexture = style.texture.baseTexture; - var index_1 = this.indices.length; - var attribIndex = this.points.length / 2; - nextTexture.wrapMode = WRAP_MODES$8.REPEAT; - if (j === 0) { - this.processFill(data); - } - else { - this.processLine(data); - } - var size = (this.points.length / 2) - attribIndex; - if (size === 0) - { continue; } - // close batch if style is different - if (batchPart && !this._compareStyles(currentStyle, style)) { - batchPart.end(index_1, attribIndex); - batchPart = null; - } - // spawn new batch if its first batch or previous was closed - if (!batchPart) { - batchPart = BATCH_POOL.pop() || new BatchPart(); - batchPart.begin(style, index_1, attribIndex); - this.batches.push(batchPart); - currentStyle = style; - } - this.addUvs(this.points, uvs, style.texture, attribIndex, size, style.matrix); - } - } - var index = this.indices.length; - var attrib = this.points.length / 2; - if (batchPart) { - batchPart.end(index, attrib); - } - if (this.batches.length === 0) { - // there are no visible styles in GraphicsData - // its possible that someone wants Graphics just for the bounds - this.batchable = true; - return; - } - var need32 = attrib > 0xffff; - // prevent allocation when length is same as buffer - if (this.indicesUint16 && this.indices.length === this.indicesUint16.length - && need32 === (this.indicesUint16.BYTES_PER_ELEMENT > 2)) { - this.indicesUint16.set(this.indices); - } - else { - this.indicesUint16 = need32 ? new Uint32Array(this.indices) : new Uint16Array(this.indices); - } - // TODO make this a const.. - this.batchable = this.isBatchable(); - if (this.batchable) { - this.packBatches(); - } - else { - this.buildDrawCalls(); - } - }; - /** - * Affinity check - * @param styleA - * @param styleB - */ - GraphicsGeometry.prototype._compareStyles = function (styleA, styleB) { - if (!styleA || !styleB) { - return false; - } - if (styleA.texture.baseTexture !== styleB.texture.baseTexture) { - return false; - } - if (styleA.color + styleA.alpha !== styleB.color + styleB.alpha) { - return false; - } - if (!!styleA.native !== !!styleB.native) { - return false; - } - return true; - }; - /** Test geometry for batching process. */ - GraphicsGeometry.prototype.validateBatching = function () { - if (this.dirty === this.cacheDirty || !this.graphicsData.length) { - return false; - } - for (var i = 0, l = this.graphicsData.length; i < l; i++) { - var data = this.graphicsData[i]; - var fill = data.fillStyle; - var line = data.lineStyle; - if (fill && !fill.texture.baseTexture.valid) - { return false; } - if (line && !line.texture.baseTexture.valid) - { return false; } - } - return true; - }; - /** Offset the indices so that it works with the batcher. */ - GraphicsGeometry.prototype.packBatches = function () { - this.batchDirty++; - this.uvsFloat32 = new Float32Array(this.uvs); - var batches = this.batches; - for (var i = 0, l = batches.length; i < l; i++) { - var batch = batches[i]; - for (var j = 0; j < batch.size; j++) { - var index = batch.start + j; - this.indicesUint16[index] = this.indicesUint16[index] - batch.attribStart; - } - } - }; - /** - * Checks to see if this graphics geometry can be batched. - * Currently it needs to be small enough and not contain any native lines. - */ - GraphicsGeometry.prototype.isBatchable = function () { - // prevent heavy mesh batching - if (this.points.length > 0xffff * 2) { - return false; - } - var batches = this.batches; - for (var i = 0; i < batches.length; i++) { - if (batches[i].style.native) { - return false; - } - } - return (this.points.length < GraphicsGeometry.BATCHABLE_SIZE * 2); - }; - /** Converts intermediate batches data to drawCalls. */ - GraphicsGeometry.prototype.buildDrawCalls = function () { - var TICK = ++BaseTexture._globalBatch; - for (var i = 0; i < this.drawCalls.length; i++) { - this.drawCalls[i].texArray.clear(); - DRAW_CALL_POOL.push(this.drawCalls[i]); - } - this.drawCalls.length = 0; - var colors = this.colors; - var textureIds = this.textureIds; - var currentGroup = DRAW_CALL_POOL.pop(); - if (!currentGroup) { - currentGroup = new BatchDrawCall(); - currentGroup.texArray = new BatchTextureArray(); - } - currentGroup.texArray.count = 0; - currentGroup.start = 0; - currentGroup.size = 0; - currentGroup.type = DRAW_MODES$8.TRIANGLES; - var textureCount = 0; - var currentTexture = null; - var textureId = 0; - var native = false; - var drawMode = DRAW_MODES$8.TRIANGLES; - var index = 0; - this.drawCalls.push(currentGroup); - // TODO - this can be simplified - for (var i = 0; i < this.batches.length; i++) { - var data = this.batches[i]; - // TODO add some full on MAX_TEXTURE CODE.. - var MAX_TEXTURES = 8; - // Forced cast for checking `native` without errors - var style = data.style; - var nextTexture = style.texture.baseTexture; - if (native !== !!style.native) { - native = !!style.native; - drawMode = native ? DRAW_MODES$8.LINES : DRAW_MODES$8.TRIANGLES; - // force the batch to break! - currentTexture = null; - textureCount = MAX_TEXTURES; - TICK++; - } - if (currentTexture !== nextTexture) { - currentTexture = nextTexture; - if (nextTexture._batchEnabled !== TICK) { - if (textureCount === MAX_TEXTURES) { - TICK++; - textureCount = 0; - if (currentGroup.size > 0) { - currentGroup = DRAW_CALL_POOL.pop(); - if (!currentGroup) { - currentGroup = new BatchDrawCall(); - currentGroup.texArray = new BatchTextureArray(); - } - this.drawCalls.push(currentGroup); - } - currentGroup.start = index; - currentGroup.size = 0; - currentGroup.texArray.count = 0; - currentGroup.type = drawMode; - } - // TODO add this to the render part.. - // Hack! Because texture has protected `touched` - nextTexture.touched = 1; // touch; - nextTexture._batchEnabled = TICK; - nextTexture._batchLocation = textureCount; - nextTexture.wrapMode = WRAP_MODES$8.REPEAT; - currentGroup.texArray.elements[currentGroup.texArray.count++] = nextTexture; - textureCount++; - } - } - currentGroup.size += data.size; - index += data.size; - textureId = nextTexture._batchLocation; - this.addColors(colors, style.color, style.alpha, data.attribSize, data.attribStart); - this.addTextureIds(textureIds, textureId, data.attribSize, data.attribStart); - } - BaseTexture._globalBatch = TICK; - // upload.. - // merge for now! - this.packAttributes(); - }; - /** Packs attributes to single buffer. */ - GraphicsGeometry.prototype.packAttributes = function () { - var verts = this.points; - var uvs = this.uvs; - var colors = this.colors; - var textureIds = this.textureIds; - // verts are 2 positions.. so we * by 3 as there are 6 properties.. then 4 cos its bytes - var glPoints = new ArrayBuffer(verts.length * 3 * 4); - var f32 = new Float32Array(glPoints); - var u32 = new Uint32Array(glPoints); - var p = 0; - for (var i = 0; i < verts.length / 2; i++) { - f32[p++] = verts[i * 2]; - f32[p++] = verts[(i * 2) + 1]; - f32[p++] = uvs[i * 2]; - f32[p++] = uvs[(i * 2) + 1]; - u32[p++] = colors[i]; - f32[p++] = textureIds[i]; - } - this._buffer.update(glPoints); - this._indexBuffer.update(this.indicesUint16); - }; - /** - * Process fill part of Graphics. - * @param data - */ - GraphicsGeometry.prototype.processFill = function (data) { - if (data.holes.length) { - buildPoly.triangulate(data, this); - } - else { - var command = FILL_COMMANDS[data.type]; - command.triangulate(data, this); - } - }; - /** - * Process line part of Graphics. - * @param data - */ - GraphicsGeometry.prototype.processLine = function (data) { - buildLine(data, this); - for (var i = 0; i < data.holes.length; i++) { - buildLine(data.holes[i], this); - } - }; - /** - * Process the holes data. - * @param holes - */ - GraphicsGeometry.prototype.processHoles = function (holes) { - for (var i = 0; i < holes.length; i++) { - var hole = holes[i]; - var command = FILL_COMMANDS[hole.type]; - command.build(hole); - if (hole.matrix) { - this.transformPoints(hole.points, hole.matrix); - } - } - }; - /** Update the local bounds of the object. Expensive to use performance-wise. */ - GraphicsGeometry.prototype.calculateBounds = function () { - var bounds = this._bounds; - bounds.clear(); - bounds.addVertexData(this.points, 0, this.points.length); - bounds.pad(this.boundsPadding, this.boundsPadding); - }; - /** - * Transform points using matrix. - * @param points - Points to transform - * @param matrix - Transform matrix - */ - GraphicsGeometry.prototype.transformPoints = function (points, matrix) { - for (var i = 0; i < points.length / 2; i++) { - var x = points[(i * 2)]; - var y = points[(i * 2) + 1]; - points[(i * 2)] = (matrix.a * x) + (matrix.c * y) + matrix.tx; - points[(i * 2) + 1] = (matrix.b * x) + (matrix.d * y) + matrix.ty; - } - }; - /** - * Add colors. - * @param colors - List of colors to add to - * @param color - Color to add - * @param alpha - Alpha to use - * @param size - Number of colors to add - * @param offset - */ - GraphicsGeometry.prototype.addColors = function (colors, color, alpha, size, offset) { - if (offset === void 0) { offset = 0; } - // TODO use the premultiply bits Ivan added - var rgb = (color >> 16) + (color & 0xff00) + ((color & 0xff) << 16); - var rgba = premultiplyTint(rgb, alpha); - colors.length = Math.max(colors.length, offset + size); - for (var i = 0; i < size; i++) { - colors[offset + i] = rgba; - } - }; - /** - * Add texture id that the shader/fragment wants to use. - * @param textureIds - * @param id - * @param size - * @param offset - */ - GraphicsGeometry.prototype.addTextureIds = function (textureIds, id, size, offset) { - if (offset === void 0) { offset = 0; } - textureIds.length = Math.max(textureIds.length, offset + size); - for (var i = 0; i < size; i++) { - textureIds[offset + i] = id; - } - }; - /** - * Generates the UVs for a shape. - * @param verts - Vertices - * @param uvs - UVs - * @param texture - Reference to Texture - * @param start - Index buffer start index. - * @param size - The size/length for index buffer. - * @param matrix - Optional transform for all points. - */ - GraphicsGeometry.prototype.addUvs = function (verts, uvs, texture, start, size, matrix) { - if (matrix === void 0) { matrix = null; } - var index = 0; - var uvsStart = uvs.length; - var frame = texture.frame; - while (index < size) { - var x = verts[(start + index) * 2]; - var y = verts[((start + index) * 2) + 1]; - if (matrix) { - var nx = (matrix.a * x) + (matrix.c * y) + matrix.tx; - y = (matrix.b * x) + (matrix.d * y) + matrix.ty; - x = nx; - } - index++; - uvs.push(x / frame.width, y / frame.height); - } - var baseTexture = texture.baseTexture; - if (frame.width < baseTexture.width - || frame.height < baseTexture.height) { - this.adjustUvs(uvs, texture, uvsStart, size); - } - }; - /** - * Modify uvs array according to position of texture region - * Does not work with rotated or trimmed textures - * @param uvs - array - * @param texture - region - * @param start - starting index for uvs - * @param size - how many points to adjust - */ - GraphicsGeometry.prototype.adjustUvs = function (uvs, texture, start, size) { - var baseTexture = texture.baseTexture; - var eps = 1e-6; - var finish = start + (size * 2); - var frame = texture.frame; - var scaleX = frame.width / baseTexture.width; - var scaleY = frame.height / baseTexture.height; - var offsetX = frame.x / frame.width; - var offsetY = frame.y / frame.height; - var minX = Math.floor(uvs[start] + eps); - var minY = Math.floor(uvs[start + 1] + eps); - for (var i = start + 2; i < finish; i += 2) { - minX = Math.min(minX, Math.floor(uvs[i] + eps)); - minY = Math.min(minY, Math.floor(uvs[i + 1] + eps)); - } - offsetX -= minX; - offsetY -= minY; - for (var i = start; i < finish; i += 2) { - uvs[i] = (uvs[i] + offsetX) * scaleX; - uvs[i + 1] = (uvs[i + 1] + offsetY) * scaleY; - } - }; - /** - * The maximum number of points to consider an object "batchable", - * able to be batched by the renderer's batch system. - \ - */ - GraphicsGeometry.BATCHABLE_SIZE = 100; - return GraphicsGeometry; - }(BatchGeometry)); - - /** - * Represents the line style for Graphics. - * @memberof PIXI - */ - var LineStyle = /** @class */ (function (_super) { - __extends$g(LineStyle, _super); - function LineStyle() { - var _this = _super !== null && _super.apply(this, arguments) || this; - /** The width (thickness) of any lines drawn. */ - _this.width = 0; - /** The alignment of any lines drawn (0.5 = middle, 1 = outer, 0 = inner). WebGL only. */ - _this.alignment = 0.5; - /** If true the lines will be draw using LINES instead of TRIANGLE_STRIP. */ - _this.native = false; - /** - * Line cap style. - * @member {PIXI.LINE_CAP} - * @default PIXI.LINE_CAP.BUTT - */ - _this.cap = LINE_CAP.BUTT; - /** - * Line join style. - * @member {PIXI.LINE_JOIN} - * @default PIXI.LINE_JOIN.MITER - */ - _this.join = LINE_JOIN.MITER; - /** Miter limit. */ - _this.miterLimit = 10; - return _this; - } - /** Clones the object. */ - LineStyle.prototype.clone = function () { - var obj = new LineStyle(); - obj.color = this.color; - obj.alpha = this.alpha; - obj.texture = this.texture; - obj.matrix = this.matrix; - obj.visible = this.visible; - obj.width = this.width; - obj.alignment = this.alignment; - obj.native = this.native; - obj.cap = this.cap; - obj.join = this.join; - obj.miterLimit = this.miterLimit; - return obj; - }; - /** Reset the line style to default. */ - LineStyle.prototype.reset = function () { - _super.prototype.reset.call(this); - // Override default line style color - this.color = 0x0; - this.alignment = 0.5; - this.width = 0; - this.native = false; - }; - return LineStyle; - }(FillStyle)); - - var temp = new Float32Array(3); - // a default shaders map used by graphics.. - var DEFAULT_SHADERS = {}; - /** - * The Graphics class is primarily used to render primitive shapes such as lines, circles and - * rectangles to the display, and to color and fill them. However, you can also use a Graphics - * object to build a list of primitives to use as a mask, or as a complex hitArea. - * - * Please note that due to legacy naming conventions, the behavior of some functions in this class - * can be confusing. Each call to `drawRect()`, `drawPolygon()`, etc. actually stores that primitive - * in the Geometry class's GraphicsGeometry object for later use in rendering or hit testing - the - * functions do not directly draw anything to the screen. Similarly, the `clear()` function doesn't - * change the screen, it simply resets the list of primitives, which can be useful if you want to - * rebuild the contents of an existing Graphics object. - * - * Once a GraphicsGeometry list is built, you can re-use it in other Geometry objects as - * an optimization, by passing it into a new Geometry object's constructor. Because of this - * ability, it's important to call `destroy()` on Geometry objects once you are done with them, to - * properly dereference each GraphicsGeometry and prevent memory leaks. - * @memberof PIXI - */ - var Graphics = /** @class */ (function (_super) { - __extends$g(Graphics, _super); - /** - * @param geometry - Geometry to use, if omitted will create a new GraphicsGeometry instance. - */ - function Graphics(geometry) { - if (geometry === void 0) { geometry = null; } - var _this = _super.call(this) || this; - /** - * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU. - * Can be shared between multiple Graphics objects. - */ - _this.shader = null; - /** Renderer plugin for batching */ - _this.pluginName = 'batch'; - /** - * Current path - * @readonly - */ - _this.currentPath = null; - /** A collections of batches! These can be drawn by the renderer batch system. */ - _this.batches = []; - /** Update dirty for limiting calculating tints for batches. */ - _this.batchTint = -1; - /** Update dirty for limiting calculating batches.*/ - _this.batchDirty = -1; - /** Copy of the object vertex data. */ - _this.vertexData = null; - /** Current fill style. */ - _this._fillStyle = new FillStyle(); - /** Current line style. */ - _this._lineStyle = new LineStyle(); - /** Current shape transform matrix. */ - _this._matrix = null; - /** Current hole mode is enabled. */ - _this._holeMode = false; - /** - * Represents the WebGL state the Graphics required to render, excludes shader and geometry. E.g., - * blend mode, culling, depth testing, direction of rendering triangles, backface, etc. - */ - _this.state = State.for2d(); - _this._geometry = geometry || new GraphicsGeometry(); - _this._geometry.refCount++; - /** - * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite. - * This is useful if your graphics element does not change often, as it will speed up the rendering - * of the object in exchange for taking up texture memory. It is also useful if you need the graphics - * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if - * you are constantly redrawing the graphics element. - * @name cacheAsBitmap - * @member {boolean} - * @memberof PIXI.Graphics# - * @default false - */ - _this._transformID = -1; - // Set default - _this.tint = 0xFFFFFF; - _this.blendMode = BLEND_MODES$8.NORMAL; - return _this; - } - Object.defineProperty(Graphics.prototype, "geometry", { - /** - * Includes vertex positions, face indices, normals, colors, UVs, and - * custom attributes within buffers, reducing the cost of passing all - * this data to the GPU. Can be shared between multiple Mesh or Graphics objects. - * @readonly - */ - get: function () { - return this._geometry; - }, - enumerable: false, - configurable: true - }); - /** - * Creates a new Graphics object with the same values as this one. - * Note that only the geometry of the object is cloned, not its transform (position,scale,etc) - * @returns - A clone of the graphics object - */ - Graphics.prototype.clone = function () { - this.finishPoly(); - return new Graphics(this._geometry); - }; - Object.defineProperty(Graphics.prototype, "blendMode", { - get: function () { - return this.state.blendMode; - }, - /** - * The blend mode to be applied to the graphic shape. Apply a value of - * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. Note that, since each - * primitive in the GraphicsGeometry list is rendered sequentially, modes - * such as `PIXI.BLEND_MODES.ADD` and `PIXI.BLEND_MODES.MULTIPLY` will - * be applied per-primitive. - * @default PIXI.BLEND_MODES.NORMAL - */ - set: function (value) { - this.state.blendMode = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Graphics.prototype, "tint", { - /** - * The tint applied to each graphic shape. This is a hex value. A value of - * 0xFFFFFF will remove any tint effect. - * @default 0xFFFFFF - */ - get: function () { - return this._tint; - }, - set: function (value) { - this._tint = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Graphics.prototype, "fill", { - /** - * The current fill style. - * @readonly - */ - get: function () { - return this._fillStyle; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Graphics.prototype, "line", { - /** - * The current line style. - * @readonly - */ - get: function () { - return this._lineStyle; - }, - enumerable: false, - configurable: true - }); - Graphics.prototype.lineStyle = function (options, color, alpha, alignment, native) { - if (options === void 0) { options = null; } - if (color === void 0) { color = 0x0; } - if (alpha === void 0) { alpha = 1; } - if (alignment === void 0) { alignment = 0.5; } - if (native === void 0) { native = false; } - // Support non-object params: (width, color, alpha, alignment, native) - if (typeof options === 'number') { - options = { width: options, color: color, alpha: alpha, alignment: alignment, native: native }; - } - return this.lineTextureStyle(options); - }; - /** - * Like line style but support texture for line fill. - * @param [options] - Collection of options for setting line style. - * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style - * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to use - * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style. - * Default 0xFFFFFF if texture present. - * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style - * @param {PIXI.Matrix} [options.matrix=null] - Texture matrix to transform texture - * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outer). - * WebGL only. - * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP - * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style - * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style - * @param {number}[options.miterLimit=10] - miter limit ratio - * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls - */ - Graphics.prototype.lineTextureStyle = function (options) { - // Apply defaults - options = Object.assign({ - width: 0, - texture: Texture.WHITE, - color: (options && options.texture) ? 0xFFFFFF : 0x0, - alpha: 1, - matrix: null, - alignment: 0.5, - native: false, - cap: LINE_CAP.BUTT, - join: LINE_JOIN.MITER, - miterLimit: 10, - }, options); - if (this.currentPath) { - this.startPoly(); - } - var visible = options.width > 0 && options.alpha > 0; - if (!visible) { - this._lineStyle.reset(); - } - else { - if (options.matrix) { - options.matrix = options.matrix.clone(); - options.matrix.invert(); - } - Object.assign(this._lineStyle, { visible: visible }, options); - } - return this; - }; - /** - * Start a polygon object internally. - * @protected - */ - Graphics.prototype.startPoly = function () { - if (this.currentPath) { - var points = this.currentPath.points; - var len = this.currentPath.points.length; - if (len > 2) { - this.drawShape(this.currentPath); - this.currentPath = new Polygon(); - this.currentPath.closeStroke = false; - this.currentPath.points.push(points[len - 2], points[len - 1]); - } - } - else { - this.currentPath = new Polygon(); - this.currentPath.closeStroke = false; - } - }; - /** - * Finish the polygon object. - * @protected - */ - Graphics.prototype.finishPoly = function () { - if (this.currentPath) { - if (this.currentPath.points.length > 2) { - this.drawShape(this.currentPath); - this.currentPath = null; - } - else { - this.currentPath.points.length = 0; - } - } - }; - /** - * Moves the current drawing position to x, y. - * @param x - the X coordinate to move to - * @param y - the Y coordinate to move to - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.moveTo = function (x, y) { - this.startPoly(); - this.currentPath.points[0] = x; - this.currentPath.points[1] = y; - return this; - }; - /** - * Draws a line using the current line style from the current drawing position to (x, y); - * The current drawing position is then set to (x, y). - * @param x - the X coordinate to draw to - * @param y - the Y coordinate to draw to - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.lineTo = function (x, y) { - if (!this.currentPath) { - this.moveTo(0, 0); - } - // remove duplicates.. - var points = this.currentPath.points; - var fromX = points[points.length - 2]; - var fromY = points[points.length - 1]; - if (fromX !== x || fromY !== y) { - points.push(x, y); - } - return this; - }; - /** - * Initialize the curve - * @param x - * @param y - */ - Graphics.prototype._initCurve = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (this.currentPath) { - if (this.currentPath.points.length === 0) { - this.currentPath.points = [x, y]; - } - } - else { - this.moveTo(x, y); - } - }; - /** - * Calculate the points for a quadratic bezier curve and then draws it. - * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c - * @param cpX - Control point x - * @param cpY - Control point y - * @param toX - Destination point x - * @param toY - Destination point y - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.quadraticCurveTo = function (cpX, cpY, toX, toY) { - this._initCurve(); - var points = this.currentPath.points; - if (points.length === 0) { - this.moveTo(0, 0); - } - QuadraticUtils.curveTo(cpX, cpY, toX, toY, points); - return this; - }; - /** - * Calculate the points for a bezier curve and then draws it. - * @param cpX - Control point x - * @param cpY - Control point y - * @param cpX2 - Second Control point x - * @param cpY2 - Second Control point y - * @param toX - Destination point x - * @param toY - Destination point y - * @returns This Graphics object. Good for chaining method calls - */ - Graphics.prototype.bezierCurveTo = function (cpX, cpY, cpX2, cpY2, toX, toY) { - this._initCurve(); - BezierUtils.curveTo(cpX, cpY, cpX2, cpY2, toX, toY, this.currentPath.points); - return this; - }; - /** - * The arcTo() method creates an arc/curve between two tangents on the canvas. - * - * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google! - * @param x1 - The x-coordinate of the first tangent point of the arc - * @param y1 - The y-coordinate of the first tangent point of the arc - * @param x2 - The x-coordinate of the end of the arc - * @param y2 - The y-coordinate of the end of the arc - * @param radius - The radius of the arc - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.arcTo = function (x1, y1, x2, y2, radius) { - this._initCurve(x1, y1); - var points = this.currentPath.points; - var result = ArcUtils.curveTo(x1, y1, x2, y2, radius, points); - if (result) { - var cx = result.cx, cy = result.cy, radius_1 = result.radius, startAngle = result.startAngle, endAngle = result.endAngle, anticlockwise = result.anticlockwise; - this.arc(cx, cy, radius_1, startAngle, endAngle, anticlockwise); - } - return this; - }; - /** - * The arc method creates an arc/curve (used to create circles, or parts of circles). - * @param cx - The x-coordinate of the center of the circle - * @param cy - The y-coordinate of the center of the circle - * @param radius - The radius of the circle - * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position - * of the arc's circle) - * @param endAngle - The ending angle, in radians - * @param anticlockwise - Specifies whether the drawing should be - * counter-clockwise or clockwise. False is default, and indicates clockwise, while true - * indicates counter-clockwise. - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.arc = function (cx, cy, radius, startAngle, endAngle, anticlockwise) { - if (anticlockwise === void 0) { anticlockwise = false; } - if (startAngle === endAngle) { - return this; - } - if (!anticlockwise && endAngle <= startAngle) { - endAngle += PI_2$2; - } - else if (anticlockwise && startAngle <= endAngle) { - startAngle += PI_2$2; - } - var sweep = endAngle - startAngle; - if (sweep === 0) { - return this; - } - var startX = cx + (Math.cos(startAngle) * radius); - var startY = cy + (Math.sin(startAngle) * radius); - var eps = this._geometry.closePointEps; - // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path. - var points = this.currentPath ? this.currentPath.points : null; - if (points) { - // TODO: make a better fix. - // We check how far our start is from the last existing point - var xDiff = Math.abs(points[points.length - 2] - startX); - var yDiff = Math.abs(points[points.length - 1] - startY); - if (xDiff < eps && yDiff < eps) ; - else { - points.push(startX, startY); - } - } - else { - this.moveTo(startX, startY); - points = this.currentPath.points; - } - ArcUtils.arc(startX, startY, cx, cy, radius, startAngle, endAngle, anticlockwise, points); - return this; - }; - /** - * Specifies a simple one-color fill that subsequent calls to other Graphics methods - * (such as lineTo() or drawCircle()) use when drawing. - * @param color - the color of the fill - * @param alpha - the alpha of the fill - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.beginFill = function (color, alpha) { - if (color === void 0) { color = 0; } - if (alpha === void 0) { alpha = 1; } - return this.beginTextureFill({ texture: Texture.WHITE, color: color, alpha: alpha }); - }; - /** - * Begin the texture fill - * @param options - Object object. - * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to fill - * @param {number} [options.color=0xffffff] - Background to fill behind texture - * @param {number} [options.alpha=1] - Alpha of fill - * @param {PIXI.Matrix} [options.matrix=null] - Transform matrix - * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls - */ - Graphics.prototype.beginTextureFill = function (options) { - // Apply defaults - options = Object.assign({ - texture: Texture.WHITE, - color: 0xFFFFFF, - alpha: 1, - matrix: null, - }, options); - if (this.currentPath) { - this.startPoly(); - } - var visible = options.alpha > 0; - if (!visible) { - this._fillStyle.reset(); - } - else { - if (options.matrix) { - options.matrix = options.matrix.clone(); - options.matrix.invert(); - } - Object.assign(this._fillStyle, { visible: visible }, options); - } - return this; - }; - /** - * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method. - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.endFill = function () { - this.finishPoly(); - this._fillStyle.reset(); - return this; - }; - /** - * Draws a rectangle shape. - * @param x - The X coord of the top-left of the rectangle - * @param y - The Y coord of the top-left of the rectangle - * @param width - The width of the rectangle - * @param height - The height of the rectangle - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.drawRect = function (x, y, width, height) { - return this.drawShape(new Rectangle$2(x, y, width, height)); - }; - /** - * Draw a rectangle shape with rounded/beveled corners. - * @param x - The X coord of the top-left of the rectangle - * @param y - The Y coord of the top-left of the rectangle - * @param width - The width of the rectangle - * @param height - The height of the rectangle - * @param radius - Radius of the rectangle corners - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.drawRoundedRect = function (x, y, width, height, radius) { - return this.drawShape(new RoundedRectangle(x, y, width, height, radius)); - }; - /** - * Draws a circle. - * @param x - The X coordinate of the center of the circle - * @param y - The Y coordinate of the center of the circle - * @param radius - The radius of the circle - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.drawCircle = function (x, y, radius) { - return this.drawShape(new Circle(x, y, radius)); - }; - /** - * Draws an ellipse. - * @param x - The X coordinate of the center of the ellipse - * @param y - The Y coordinate of the center of the ellipse - * @param width - The half width of the ellipse - * @param height - The half height of the ellipse - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.drawEllipse = function (x, y, width, height) { - return this.drawShape(new Ellipse(x, y, width, height)); - }; - /** - * Draws a polygon using the given path. - * @param {number[]|PIXI.Point[]|PIXI.Polygon} path - The path data used to construct the polygon. - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.drawPolygon = function () { - var arguments$1 = arguments; - - var path = []; - for (var _i = 0; _i < arguments.length; _i++) { - path[_i] = arguments$1[_i]; - } - var points; - var closeStroke = true; // !!this._fillStyle; - var poly = path[0]; - // check if data has points.. - if (poly.points) { - closeStroke = poly.closeStroke; - points = poly.points; - } - else if (Array.isArray(path[0])) { - points = path[0]; - } - else { - points = path; - } - var shape = new Polygon(points); - shape.closeStroke = closeStroke; - this.drawShape(shape); - return this; - }; - /** - * Draw any shape. - * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - Shape to draw - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.drawShape = function (shape) { - if (!this._holeMode) { - this._geometry.drawShape(shape, this._fillStyle.clone(), this._lineStyle.clone(), this._matrix); - } - else { - this._geometry.drawHole(shape, this._matrix); - } - return this; - }; - /** - * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. - * @returns - This Graphics object. Good for chaining method calls - */ - Graphics.prototype.clear = function () { - this._geometry.clear(); - this._lineStyle.reset(); - this._fillStyle.reset(); - this._boundsID++; - this._matrix = null; - this._holeMode = false; - this.currentPath = null; - return this; - }; - /** - * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and - * masked with gl.scissor. - * @returns - True if only 1 rect. - */ - Graphics.prototype.isFastRect = function () { - var data = this._geometry.graphicsData; - return data.length === 1 - && data[0].shape.type === SHAPES$2.RECT - && !data[0].matrix - && !data[0].holes.length - && !(data[0].lineStyle.visible && data[0].lineStyle.width); - }; - /** - * Renders the object using the WebGL renderer - * @param renderer - The renderer - */ - Graphics.prototype._render = function (renderer) { - this.finishPoly(); - var geometry = this._geometry; - // batch part.. - // batch it! - geometry.updateBatches(); - if (geometry.batchable) { - if (this.batchDirty !== geometry.batchDirty) { - this._populateBatches(); - } - this._renderBatched(renderer); - } - else { - // no batching... - renderer.batch.flush(); - this._renderDirect(renderer); - } - }; - /** Populating batches for rendering. */ - Graphics.prototype._populateBatches = function () { - var geometry = this._geometry; - var blendMode = this.blendMode; - var len = geometry.batches.length; - this.batchTint = -1; - this._transformID = -1; - this.batchDirty = geometry.batchDirty; - this.batches.length = len; - this.vertexData = new Float32Array(geometry.points); - for (var i = 0; i < len; i++) { - var gI = geometry.batches[i]; - var color = gI.style.color; - var vertexData = new Float32Array(this.vertexData.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2); - var uvs = new Float32Array(geometry.uvsFloat32.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2); - var indices = new Uint16Array(geometry.indicesUint16.buffer, gI.start * 2, gI.size); - var batch = { - vertexData: vertexData, - blendMode: blendMode, - indices: indices, - uvs: uvs, - _batchRGB: hex2rgb(color), - _tintRGB: color, - _texture: gI.style.texture, - alpha: gI.style.alpha, - worldAlpha: 1 - }; - this.batches[i] = batch; - } - }; - /** - * Renders the batches using the BathedRenderer plugin - * @param renderer - The renderer - */ - Graphics.prototype._renderBatched = function (renderer) { - if (!this.batches.length) { - return; - } - renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); - this.calculateVertices(); - this.calculateTints(); - for (var i = 0, l = this.batches.length; i < l; i++) { - var batch = this.batches[i]; - batch.worldAlpha = this.worldAlpha * batch.alpha; - renderer.plugins[this.pluginName].render(batch); - } - }; - /** - * Renders the graphics direct - * @param renderer - The renderer - */ - Graphics.prototype._renderDirect = function (renderer) { - var shader = this._resolveDirectShader(renderer); - var geometry = this._geometry; - var tint = this.tint; - var worldAlpha = this.worldAlpha; - var uniforms = shader.uniforms; - var drawCalls = geometry.drawCalls; - // lets set the transfomr - uniforms.translationMatrix = this.transform.worldTransform; - // and then lets set the tint.. - uniforms.tint[0] = (((tint >> 16) & 0xFF) / 255) * worldAlpha; - uniforms.tint[1] = (((tint >> 8) & 0xFF) / 255) * worldAlpha; - uniforms.tint[2] = ((tint & 0xFF) / 255) * worldAlpha; - uniforms.tint[3] = worldAlpha; - // the first draw call, we can set the uniforms of the shader directly here. - // this means that we can tack advantage of the sync function of pixi! - // bind and sync uniforms.. - // there is a way to optimise this.. - renderer.shader.bind(shader); - renderer.geometry.bind(geometry, shader); - // set state.. - renderer.state.set(this.state); - // then render the rest of them... - for (var i = 0, l = drawCalls.length; i < l; i++) { - this._renderDrawCallDirect(renderer, geometry.drawCalls[i]); - } - }; - /** - * Renders specific DrawCall - * @param renderer - * @param drawCall - */ - Graphics.prototype._renderDrawCallDirect = function (renderer, drawCall) { - var texArray = drawCall.texArray, type = drawCall.type, size = drawCall.size, start = drawCall.start; - var groupTextureCount = texArray.count; - for (var j = 0; j < groupTextureCount; j++) { - renderer.texture.bind(texArray.elements[j], j); - } - renderer.geometry.draw(type, size, start); - }; - /** - * Resolves shader for direct rendering - * @param renderer - The renderer - */ - Graphics.prototype._resolveDirectShader = function (renderer) { - var shader = this.shader; - var pluginName = this.pluginName; - if (!shader) { - // if there is no shader here, we can use the default shader. - // and that only gets created if we actually need it.. - // but may be more than one plugins for graphics - if (!DEFAULT_SHADERS[pluginName]) { - var MAX_TEXTURES = renderer.plugins[pluginName].MAX_TEXTURES; - var sampleValues = new Int32Array(MAX_TEXTURES); - for (var i = 0; i < MAX_TEXTURES; i++) { - sampleValues[i] = i; - } - var uniforms = { - tint: new Float32Array([1, 1, 1, 1]), - translationMatrix: new Matrix$2(), - default: UniformGroup.from({ uSamplers: sampleValues }, true), - }; - var program = renderer.plugins[pluginName]._shader.program; - DEFAULT_SHADERS[pluginName] = new Shader(program, uniforms); - } - shader = DEFAULT_SHADERS[pluginName]; - } - return shader; - }; - /** Retrieves the bounds of the graphic shape as a rectangle object. */ - Graphics.prototype._calculateBounds = function () { - this.finishPoly(); - var geometry = this._geometry; - // skipping when graphics is empty, like a container - if (!geometry.graphicsData.length) { - return; - } - var _a = geometry.bounds, minX = _a.minX, minY = _a.minY, maxX = _a.maxX, maxY = _a.maxY; - this._bounds.addFrame(this.transform, minX, minY, maxX, maxY); - }; - /** - * Tests if a point is inside this graphics object - * @param point - the point to test - * @returns - the result of the test - */ - Graphics.prototype.containsPoint = function (point) { - this.worldTransform.applyInverse(point, Graphics._TEMP_POINT); - return this._geometry.containsPoint(Graphics._TEMP_POINT); - }; - /** Recalculate the tint by applying tint to batches using Graphics tint. */ - Graphics.prototype.calculateTints = function () { - if (this.batchTint !== this.tint) { - this.batchTint = this.tint; - var tintRGB = hex2rgb(this.tint, temp); - for (var i = 0; i < this.batches.length; i++) { - var batch = this.batches[i]; - var batchTint = batch._batchRGB; - var r = (tintRGB[0] * batchTint[0]) * 255; - var g = (tintRGB[1] * batchTint[1]) * 255; - var b = (tintRGB[2] * batchTint[2]) * 255; - // TODO Ivan, can this be done in one go? - var color = (r << 16) + (g << 8) + (b | 0); - batch._tintRGB = (color >> 16) - + (color & 0xff00) - + ((color & 0xff) << 16); - } - } - }; - /** If there's a transform update or a change to the shape of the geometry, recalculate the vertices. */ - Graphics.prototype.calculateVertices = function () { - var wtID = this.transform._worldID; - if (this._transformID === wtID) { - return; - } - this._transformID = wtID; - var wt = this.transform.worldTransform; - var a = wt.a; - var b = wt.b; - var c = wt.c; - var d = wt.d; - var tx = wt.tx; - var ty = wt.ty; - var data = this._geometry.points; // batch.vertexDataOriginal; - var vertexData = this.vertexData; - var count = 0; - for (var i = 0; i < data.length; i += 2) { - var x = data[i]; - var y = data[i + 1]; - vertexData[count++] = (a * x) + (c * y) + tx; - vertexData[count++] = (d * y) + (b * x) + ty; - } - }; - /** - * Closes the current path. - * @returns - Returns itself. - */ - Graphics.prototype.closePath = function () { - var currentPath = this.currentPath; - if (currentPath) { - // we don't need to add extra point in the end because buildLine will take care of that - currentPath.closeStroke = true; - // ensure that the polygon is completed, and is available for hit detection - // (even if the graphics is not rendered yet) - this.finishPoly(); - } - return this; - }; - /** - * Apply a matrix to the positional data. - * @param matrix - Matrix to use for transform current shape. - * @returns - Returns itself. - */ - Graphics.prototype.setMatrix = function (matrix) { - this._matrix = matrix; - return this; - }; - /** - * Begin adding holes to the last draw shape - * IMPORTANT: holes must be fully inside a shape to work - * Also weirdness ensues if holes overlap! - * Ellipses, Circles, Rectangles and Rounded Rectangles cannot be holes or host for holes in CanvasRenderer, - * please use `moveTo` `lineTo`, `quadraticCurveTo` if you rely on pixi-legacy bundle. - * @returns - Returns itself. - */ - Graphics.prototype.beginHole = function () { - this.finishPoly(); - this._holeMode = true; - return this; - }; - /** - * End adding holes to the last draw shape. - * @returns - Returns itself. - */ - Graphics.prototype.endHole = function () { - this.finishPoly(); - this._holeMode = false; - return this; - }; - /** - * Destroys the Graphics object. - * @param options - Options parameter. A boolean will act as if all - * options have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have - * their destroy method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the texture of the child sprite - * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the base texture of the child sprite - */ - Graphics.prototype.destroy = function (options) { - this._geometry.refCount--; - if (this._geometry.refCount === 0) { - this._geometry.dispose(); - } - this._matrix = null; - this.currentPath = null; - this._lineStyle.destroy(); - this._lineStyle = null; - this._fillStyle.destroy(); - this._fillStyle = null; - this._geometry = null; - this.shader = null; - this.vertexData = null; - this.batches.length = 0; - this.batches = null; - _super.prototype.destroy.call(this, options); - }; - /** - * New rendering behavior for rounded rectangles: circular arcs instead of quadratic bezier curves. - * In the next major release, we'll enable this by default. - */ - Graphics.nextRoundedRectBehavior = false; - /** - * Temporary point to use for containsPoint. - * @private - */ - Graphics._TEMP_POINT = new Point$2(); - return Graphics; - }(Container$2)); - - /*! - * @pixi/sprite - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/sprite is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$f = function(d, b) { - extendStatics$f = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$f(d, b); - }; - - function __extends$f(d, b) { - extendStatics$f(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var tempPoint$2 = new Point$2(); - var indices = new Uint16Array([0, 1, 2, 0, 2, 3]); - /** - * The Sprite object is the base for all textured objects that are rendered to the screen - * - * A sprite can be created directly from an image like this: - * - * ```js - * let sprite = PIXI.Sprite.from('assets/image.png'); - * ``` - * - * The more efficient way to create sprites is using a {@link PIXI.Spritesheet}, - * as swapping base textures when rendering to the screen is inefficient. - * - * ```js - * PIXI.Loader.shared.add("assets/spritesheet.json").load(setup); - * - * function setup() { - * let sheet = PIXI.Loader.shared.resources["assets/spritesheet.json"].spritesheet; - * let sprite = new PIXI.Sprite(sheet.textures["image.png"]); - * ... - * } - * ``` - * @memberof PIXI - */ - var Sprite = /** @class */ (function (_super) { - __extends$f(Sprite, _super); - /** @param texture - The texture for this sprite. */ - function Sprite(texture) { - var _this = _super.call(this) || this; - _this._anchor = new ObservablePoint$2(_this._onAnchorUpdate, _this, (texture ? texture.defaultAnchor.x : 0), (texture ? texture.defaultAnchor.y : 0)); - _this._texture = null; - _this._width = 0; - _this._height = 0; - _this._tint = null; - _this._tintRGB = null; - _this.tint = 0xFFFFFF; - _this.blendMode = BLEND_MODES$8.NORMAL; - _this._cachedTint = 0xFFFFFF; - _this.uvs = null; - // call texture setter - _this.texture = texture || Texture.EMPTY; - _this.vertexData = new Float32Array(8); - _this.vertexTrimmedData = null; - _this._transformID = -1; - _this._textureID = -1; - _this._transformTrimmedID = -1; - _this._textureTrimmedID = -1; - // Batchable stuff.. - // TODO could make this a mixin? - _this.indices = indices; - _this.pluginName = 'batch'; - /** - * Used to fast check if a sprite is.. a sprite! - * @member {boolean} - */ - _this.isSprite = true; - _this._roundPixels = settings$2.ROUND_PIXELS; - return _this; - } - /** When the texture is updated, this event will fire to update the scale and frame. */ - Sprite.prototype._onTextureUpdate = function () { - this._textureID = -1; - this._textureTrimmedID = -1; - this._cachedTint = 0xFFFFFF; - // so if _width is 0 then width was not set.. - if (this._width) { - this.scale.x = sign(this.scale.x) * this._width / this._texture.orig.width; - } - if (this._height) { - this.scale.y = sign(this.scale.y) * this._height / this._texture.orig.height; - } - }; - /** Called when the anchor position updates. */ - Sprite.prototype._onAnchorUpdate = function () { - this._transformID = -1; - this._transformTrimmedID = -1; - }; - /** Calculates worldTransform * vertices, store it in vertexData. */ - Sprite.prototype.calculateVertices = function () { - var texture = this._texture; - if (this._transformID === this.transform._worldID && this._textureID === texture._updateID) { - return; - } - // update texture UV here, because base texture can be changed without calling `_onTextureUpdate` - if (this._textureID !== texture._updateID) { - this.uvs = this._texture._uvs.uvsFloat32; - } - this._transformID = this.transform._worldID; - this._textureID = texture._updateID; - // set the vertex data - var wt = this.transform.worldTransform; - var a = wt.a; - var b = wt.b; - var c = wt.c; - var d = wt.d; - var tx = wt.tx; - var ty = wt.ty; - var vertexData = this.vertexData; - var trim = texture.trim; - var orig = texture.orig; - var anchor = this._anchor; - var w0 = 0; - var w1 = 0; - var h0 = 0; - var h1 = 0; - if (trim) { - // if the sprite is trimmed and is not a tilingsprite then we need to add the extra - // space before transforming the sprite coords. - w1 = trim.x - (anchor._x * orig.width); - w0 = w1 + trim.width; - h1 = trim.y - (anchor._y * orig.height); - h0 = h1 + trim.height; - } - else { - w1 = -anchor._x * orig.width; - w0 = w1 + orig.width; - h1 = -anchor._y * orig.height; - h0 = h1 + orig.height; - } - // xy - vertexData[0] = (a * w1) + (c * h1) + tx; - vertexData[1] = (d * h1) + (b * w1) + ty; - // xy - vertexData[2] = (a * w0) + (c * h1) + tx; - vertexData[3] = (d * h1) + (b * w0) + ty; - // xy - vertexData[4] = (a * w0) + (c * h0) + tx; - vertexData[5] = (d * h0) + (b * w0) + ty; - // xy - vertexData[6] = (a * w1) + (c * h0) + tx; - vertexData[7] = (d * h0) + (b * w1) + ty; - if (this._roundPixels) { - var resolution = settings$2.RESOLUTION; - for (var i = 0; i < vertexData.length; ++i) { - vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution); - } - } - }; - /** - * Calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData. - * - * This is used to ensure that the true width and height of a trimmed texture is respected. - */ - Sprite.prototype.calculateTrimmedVertices = function () { - if (!this.vertexTrimmedData) { - this.vertexTrimmedData = new Float32Array(8); - } - else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) { - return; - } - this._transformTrimmedID = this.transform._worldID; - this._textureTrimmedID = this._texture._updateID; - // lets do some special trim code! - var texture = this._texture; - var vertexData = this.vertexTrimmedData; - var orig = texture.orig; - var anchor = this._anchor; - // lets calculate the new untrimmed bounds.. - var wt = this.transform.worldTransform; - var a = wt.a; - var b = wt.b; - var c = wt.c; - var d = wt.d; - var tx = wt.tx; - var ty = wt.ty; - var w1 = -anchor._x * orig.width; - var w0 = w1 + orig.width; - var h1 = -anchor._y * orig.height; - var h0 = h1 + orig.height; - // xy - vertexData[0] = (a * w1) + (c * h1) + tx; - vertexData[1] = (d * h1) + (b * w1) + ty; - // xy - vertexData[2] = (a * w0) + (c * h1) + tx; - vertexData[3] = (d * h1) + (b * w0) + ty; - // xy - vertexData[4] = (a * w0) + (c * h0) + tx; - vertexData[5] = (d * h0) + (b * w0) + ty; - // xy - vertexData[6] = (a * w1) + (c * h0) + tx; - vertexData[7] = (d * h0) + (b * w1) + ty; - }; - /** - * - * Renders the object using the WebGL renderer - * @param renderer - The webgl renderer to use. - */ - Sprite.prototype._render = function (renderer) { - this.calculateVertices(); - renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); - renderer.plugins[this.pluginName].render(this); - }; - /** Updates the bounds of the sprite. */ - Sprite.prototype._calculateBounds = function () { - var trim = this._texture.trim; - var orig = this._texture.orig; - // First lets check to see if the current texture has a trim.. - if (!trim || (trim.width === orig.width && trim.height === orig.height)) { - // no trim! lets use the usual calculations.. - this.calculateVertices(); - this._bounds.addQuad(this.vertexData); - } - else { - // lets calculate a special trimmed bounds... - this.calculateTrimmedVertices(); - this._bounds.addQuad(this.vertexTrimmedData); - } - }; - /** - * Gets the local bounds of the sprite object. - * @param rect - Optional output rectangle. - * @returns The bounds. - */ - Sprite.prototype.getLocalBounds = function (rect) { - // we can do a fast local bounds if the sprite has no children! - if (this.children.length === 0) { - if (!this._localBounds) { - this._localBounds = new Bounds$2(); - } - this._localBounds.minX = this._texture.orig.width * -this._anchor._x; - this._localBounds.minY = this._texture.orig.height * -this._anchor._y; - this._localBounds.maxX = this._texture.orig.width * (1 - this._anchor._x); - this._localBounds.maxY = this._texture.orig.height * (1 - this._anchor._y); - if (!rect) { - if (!this._localBoundsRect) { - this._localBoundsRect = new Rectangle$2(); - } - rect = this._localBoundsRect; - } - return this._localBounds.getRectangle(rect); - } - return _super.prototype.getLocalBounds.call(this, rect); - }; - /** - * Tests if a point is inside this sprite - * @param point - the point to test - * @returns The result of the test - */ - Sprite.prototype.containsPoint = function (point) { - this.worldTransform.applyInverse(point, tempPoint$2); - var width = this._texture.orig.width; - var height = this._texture.orig.height; - var x1 = -width * this.anchor.x; - var y1 = 0; - if (tempPoint$2.x >= x1 && tempPoint$2.x < x1 + width) { - y1 = -height * this.anchor.y; - if (tempPoint$2.y >= y1 && tempPoint$2.y < y1 + height) { - return true; - } - } - return false; - }; - /** - * Destroys this sprite and optionally its texture and children. - * @param options - Options parameter. A boolean will act as if all options - * have been set to that value - * @param [options.children=false] - if set to true, all the children will have their destroy - * method called as well. 'options' will be passed on to those calls. - * @param [options.texture=false] - Should it destroy the current texture of the sprite as well - * @param [options.baseTexture=false] - Should it destroy the base texture of the sprite as well - */ - Sprite.prototype.destroy = function (options) { - _super.prototype.destroy.call(this, options); - this._texture.off('update', this._onTextureUpdate, this); - this._anchor = null; - var destroyTexture = typeof options === 'boolean' ? options : options && options.texture; - if (destroyTexture) { - var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture; - this._texture.destroy(!!destroyBaseTexture); - } - this._texture = null; - }; - // some helper functions.. - /** - * Helper function that creates a new sprite based on the source you provide. - * The source can be - frame id, image url, video url, canvas element, video element, base texture - * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from - * @param {object} [options] - See {@link PIXI.BaseTexture}'s constructor for options. - * @returns The newly created sprite - */ - Sprite.from = function (source, options) { - var texture = (source instanceof Texture) - ? source - : Texture.from(source, options); - return new Sprite(texture); - }; - Object.defineProperty(Sprite.prototype, "roundPixels", { - get: function () { - return this._roundPixels; - }, - /** - * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. - * - * Advantages can include sharper image quality (like text) and faster rendering on canvas. - * The main disadvantage is movement of objects may appear less smooth. - * - * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}. - * @default false - */ - set: function (value) { - if (this._roundPixels !== value) { - this._transformID = -1; - } - this._roundPixels = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "width", { - /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return Math.abs(this.scale.x) * this._texture.orig.width; - }, - set: function (value) { - var s = sign(this.scale.x) || 1; - this.scale.x = s * value / this._texture.orig.width; - this._width = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "height", { - /** The height of the sprite, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return Math.abs(this.scale.y) * this._texture.orig.height; - }, - set: function (value) { - var s = sign(this.scale.y) || 1; - this.scale.y = s * value / this._texture.orig.height; - this._height = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "anchor", { - /** - * The anchor sets the origin point of the sprite. The default value is taken from the {@link PIXI.Texture|Texture} - * and passed to the constructor. - * - * The default is `(0,0)`, this means the sprite's origin is the top left. - * - * Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered. - * - * Setting the anchor to `(1,1)` would mean the sprite's origin point will be the bottom right corner. - * - * If you pass only single parameter, it will set both x and y to the same value as shown in the example below. - * @example - * const sprite = new PIXI.Sprite(texture); - * sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5). - */ - get: function () { - return this._anchor; - }, - set: function (value) { - this._anchor.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "tint", { - /** - * The tint applied to the sprite. This is a hex value. - * - * A value of 0xFFFFFF will remove any tint effect. - * @default 0xFFFFFF - */ - get: function () { - return this._tint; - }, - set: function (value) { - this._tint = value; - this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "texture", { - /** The texture that the sprite is using. */ - get: function () { - return this._texture; - }, - set: function (value) { - if (this._texture === value) { - return; - } - if (this._texture) { - this._texture.off('update', this._onTextureUpdate, this); - } - this._texture = value || Texture.EMPTY; - this._cachedTint = 0xFFFFFF; - this._textureID = -1; - this._textureTrimmedID = -1; - if (value) { - // wait for the texture to load - if (value.baseTexture.valid) { - this._onTextureUpdate(); - } - else { - value.once('update', this._onTextureUpdate, this); - } - } - }, - enumerable: false, - configurable: true - }); - return Sprite; - }(Container$2)); - - /*! - * @pixi/text - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/text is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$e = function(d, b) { - extendStatics$e = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$e(d, b); - }; - - function __extends$e(d, b) { - extendStatics$e(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - /** - * Constants that define the type of gradient on text. - * @static - * @constant - * @name TEXT_GRADIENT - * @memberof PIXI - * @type {object} - * @property {number} LINEAR_VERTICAL Vertical gradient - * @property {number} LINEAR_HORIZONTAL Linear gradient - */ - var TEXT_GRADIENT; - (function (TEXT_GRADIENT) { - TEXT_GRADIENT[TEXT_GRADIENT["LINEAR_VERTICAL"] = 0] = "LINEAR_VERTICAL"; - TEXT_GRADIENT[TEXT_GRADIENT["LINEAR_HORIZONTAL"] = 1] = "LINEAR_HORIZONTAL"; - })(TEXT_GRADIENT || (TEXT_GRADIENT = {})); - - // disabling eslint for now, going to rewrite this in v5 - var defaultStyle = { - align: 'left', - breakWords: false, - dropShadow: false, - dropShadowAlpha: 1, - dropShadowAngle: Math.PI / 6, - dropShadowBlur: 0, - dropShadowColor: 'black', - dropShadowDistance: 5, - fill: 'black', - fillGradientType: TEXT_GRADIENT.LINEAR_VERTICAL, - fillGradientStops: [], - fontFamily: 'Arial', - fontSize: 26, - fontStyle: 'normal', - fontVariant: 'normal', - fontWeight: 'normal', - letterSpacing: 0, - lineHeight: 0, - lineJoin: 'miter', - miterLimit: 10, - padding: 0, - stroke: 'black', - strokeThickness: 0, - textBaseline: 'alphabetic', - trim: false, - whiteSpace: 'pre', - wordWrap: false, - wordWrapWidth: 100, - leading: 0, - }; - var genericFontFamilies = [ - 'serif', - 'sans-serif', - 'monospace', - 'cursive', - 'fantasy', - 'system-ui' ]; - /** - * A TextStyle Object contains information to decorate a Text objects. - * - * An instance can be shared between multiple Text objects; then changing the style will update all text objects using it. - * - * A tool can be used to generate a text style [here](https://pixijs.io/pixi-text-style). - * - * @memberof PIXI - */ - var TextStyle = /** @class */ (function () { - /** - * @param {object} [style] - The style parameters - * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'), - * does not affect single line text - * @param {boolean} [style.breakWords=false] - Indicates if lines can be wrapped within words, it - * needs wordWrap to be set to true - * @param {boolean} [style.dropShadow=false] - Set a drop shadow for the text - * @param {number} [style.dropShadowAlpha=1] - Set alpha for the drop shadow - * @param {number} [style.dropShadowAngle=Math.PI/6] - Set a angle of the drop shadow - * @param {number} [style.dropShadowBlur=0] - Set a shadow blur radius - * @param {string|number} [style.dropShadowColor='black'] - A fill style to be used on the dropshadow e.g 'red', '#00FF00' - * @param {number} [style.dropShadowDistance=5] - Set a distance of the drop shadow - * @param {string|string[]|number|number[]|CanvasGradient|CanvasPattern} [style.fill='black'] - A canvas - * fillstyle that will be used on the text e.g 'red', '#00FF00'. Can be an array to create a gradient - * eg ['#000000','#FFFFFF'] - * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} - * @param {number} [style.fillGradientType=PIXI.TEXT_GRADIENT.LINEAR_VERTICAL] - If fill is an array of colours - * to create a gradient, this can change the type/direction of the gradient. See {@link PIXI.TEXT_GRADIENT} - * @param {number[]} [style.fillGradientStops] - If fill is an array of colours to create a gradient, this array can set - * the stop points (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. - * @param {string|string[]} [style.fontFamily='Arial'] - The font family - * @param {number|string} [style.fontSize=26] - The font size (as a number it converts to px, but as a string, - * equivalents are '26px','20pt','160%' or '1.6em') - * @param {string} [style.fontStyle='normal'] - The font style ('normal', 'italic' or 'oblique') - * @param {string} [style.fontVariant='normal'] - The font variant ('normal' or 'small-caps') - * @param {string} [style.fontWeight='normal'] - The font weight ('normal', 'bold', 'bolder', 'lighter' and '100', - * '200', '300', '400', '500', '600', '700', '800' or '900') - * @param {number} [style.leading=0] - The space between lines - * @param {number} [style.letterSpacing=0] - The amount of spacing between letters, default is 0 - * @param {number} [style.lineHeight] - The line height, a number that represents the vertical space that a letter uses - * @param {string} [style.lineJoin='miter'] - The lineJoin property sets the type of corner created, it can resolve - * spiked text issues. Possible values "miter" (creates a sharp corner), "round" (creates a round corner) or "bevel" - * (creates a squared corner). - * @param {number} [style.miterLimit=10] - The miter limit to use when using the 'miter' lineJoin mode. This can reduce - * or increase the spikiness of rendered text. - * @param {number} [style.padding=0] - Occasionally some fonts are cropped. Adding some padding will prevent this from - * happening by adding padding to all sides of the text. - * @param {string|number} [style.stroke='black'] - A canvas fillstyle that will be used on the text stroke - * e.g 'blue', '#FCFF00' - * @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke. - * Default is 0 (no stroke) - * @param {boolean} [style.trim=false] - Trim transparent borders - * @param {string} [style.textBaseline='alphabetic'] - The baseline of the text that is rendered. - * @param {string} [style.whiteSpace='pre'] - Determines whether newlines & spaces are collapsed or preserved "normal" - * (collapse, collapse), "pre" (preserve, preserve) | "pre-line" (preserve, collapse). It needs wordWrap to be set to true - * @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used - * @param {number} [style.wordWrapWidth=100] - The width at which text will wrap, it needs wordWrap to be set to true - */ - function TextStyle(style) { - this.styleID = 0; - this.reset(); - deepCopyProperties(this, style, style); - } - /** - * Creates a new TextStyle object with the same values as this one. - * Note that the only the properties of the object are cloned. - * - * @return New cloned TextStyle object - */ - TextStyle.prototype.clone = function () { - var clonedProperties = {}; - deepCopyProperties(clonedProperties, this, defaultStyle); - return new TextStyle(clonedProperties); - }; - /** Resets all properties to the defaults specified in TextStyle.prototype._default */ - TextStyle.prototype.reset = function () { - deepCopyProperties(this, defaultStyle, defaultStyle); - }; - Object.defineProperty(TextStyle.prototype, "align", { - /** - * Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text - * - * @member {string} - */ - get: function () { - return this._align; - }, - set: function (align) { - if (this._align !== align) { - this._align = align; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "breakWords", { - /** Indicates if lines can be wrapped within words, it needs wordWrap to be set to true. */ - get: function () { - return this._breakWords; - }, - set: function (breakWords) { - if (this._breakWords !== breakWords) { - this._breakWords = breakWords; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "dropShadow", { - /** Set a drop shadow for the text. */ - get: function () { - return this._dropShadow; - }, - set: function (dropShadow) { - if (this._dropShadow !== dropShadow) { - this._dropShadow = dropShadow; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "dropShadowAlpha", { - /** Set alpha for the drop shadow. */ - get: function () { - return this._dropShadowAlpha; - }, - set: function (dropShadowAlpha) { - if (this._dropShadowAlpha !== dropShadowAlpha) { - this._dropShadowAlpha = dropShadowAlpha; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "dropShadowAngle", { - /** Set a angle of the drop shadow. */ - get: function () { - return this._dropShadowAngle; - }, - set: function (dropShadowAngle) { - if (this._dropShadowAngle !== dropShadowAngle) { - this._dropShadowAngle = dropShadowAngle; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "dropShadowBlur", { - /** Set a shadow blur radius. */ - get: function () { - return this._dropShadowBlur; - }, - set: function (dropShadowBlur) { - if (this._dropShadowBlur !== dropShadowBlur) { - this._dropShadowBlur = dropShadowBlur; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "dropShadowColor", { - /** A fill style to be used on the dropshadow e.g 'red', '#00FF00'. */ - get: function () { - return this._dropShadowColor; - }, - set: function (dropShadowColor) { - var outputColor = getColor(dropShadowColor); - if (this._dropShadowColor !== outputColor) { - this._dropShadowColor = outputColor; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "dropShadowDistance", { - /** Set a distance of the drop shadow. */ - get: function () { - return this._dropShadowDistance; - }, - set: function (dropShadowDistance) { - if (this._dropShadowDistance !== dropShadowDistance) { - this._dropShadowDistance = dropShadowDistance; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fill", { - /** - * A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'. - * - * Can be an array to create a gradient eg ['#000000','#FFFFFF'] - * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} - * - * @member {string|string[]|number|number[]|CanvasGradient|CanvasPattern} - */ - get: function () { - return this._fill; - }, - set: function (fill) { - // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as - // the setter converts to string. See this thread for more details: - // https://github.com/microsoft/TypeScript/issues/2521 - // TODO: Not sure if getColor works properly with CanvasGradient and/or CanvasPattern, can't pass in - // without casting here. - var outputColor = getColor(fill); - if (this._fill !== outputColor) { - this._fill = outputColor; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fillGradientType", { - /** - * If fill is an array of colours to create a gradient, this can change the type/direction of the gradient. - * - * @see PIXI.TEXT_GRADIENT - */ - get: function () { - return this._fillGradientType; - }, - set: function (fillGradientType) { - if (this._fillGradientType !== fillGradientType) { - this._fillGradientType = fillGradientType; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fillGradientStops", { - /** - * If fill is an array of colours to create a gradient, this array can set the stop points - * (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. - */ - get: function () { - return this._fillGradientStops; - }, - set: function (fillGradientStops) { - if (!areArraysEqual(this._fillGradientStops, fillGradientStops)) { - this._fillGradientStops = fillGradientStops; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fontFamily", { - /** The font family. */ - get: function () { - return this._fontFamily; - }, - set: function (fontFamily) { - if (this.fontFamily !== fontFamily) { - this._fontFamily = fontFamily; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fontSize", { - /** - * The font size - * (as a number it converts to px, but as a string, equivalents are '26px','20pt','160%' or '1.6em') - */ - get: function () { - return this._fontSize; - }, - set: function (fontSize) { - if (this._fontSize !== fontSize) { - this._fontSize = fontSize; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fontStyle", { - /** - * The font style - * ('normal', 'italic' or 'oblique') - * - * @member {string} - */ - get: function () { - return this._fontStyle; - }, - set: function (fontStyle) { - if (this._fontStyle !== fontStyle) { - this._fontStyle = fontStyle; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fontVariant", { - /** - * The font variant - * ('normal' or 'small-caps') - * - * @member {string} - */ - get: function () { - return this._fontVariant; - }, - set: function (fontVariant) { - if (this._fontVariant !== fontVariant) { - this._fontVariant = fontVariant; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "fontWeight", { - /** - * The font weight - * ('normal', 'bold', 'bolder', 'lighter' and '100', '200', '300', '400', '500', '600', '700', 800' or '900') - * - * @member {string} - */ - get: function () { - return this._fontWeight; - }, - set: function (fontWeight) { - if (this._fontWeight !== fontWeight) { - this._fontWeight = fontWeight; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "letterSpacing", { - /** The amount of spacing between letters, default is 0. */ - get: function () { - return this._letterSpacing; - }, - set: function (letterSpacing) { - if (this._letterSpacing !== letterSpacing) { - this._letterSpacing = letterSpacing; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "lineHeight", { - /** The line height, a number that represents the vertical space that a letter uses. */ - get: function () { - return this._lineHeight; - }, - set: function (lineHeight) { - if (this._lineHeight !== lineHeight) { - this._lineHeight = lineHeight; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "leading", { - /** The space between lines. */ - get: function () { - return this._leading; - }, - set: function (leading) { - if (this._leading !== leading) { - this._leading = leading; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "lineJoin", { - /** - * The lineJoin property sets the type of corner created, it can resolve spiked text issues. - * Default is 'miter' (creates a sharp corner). - * - * @member {string} - */ - get: function () { - return this._lineJoin; - }, - set: function (lineJoin) { - if (this._lineJoin !== lineJoin) { - this._lineJoin = lineJoin; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "miterLimit", { - /** - * The miter limit to use when using the 'miter' lineJoin mode. - * - * This can reduce or increase the spikiness of rendered text. - */ - get: function () { - return this._miterLimit; - }, - set: function (miterLimit) { - if (this._miterLimit !== miterLimit) { - this._miterLimit = miterLimit; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "padding", { - /** - * Occasionally some fonts are cropped. Adding some padding will prevent this from happening - * by adding padding to all sides of the text. - */ - get: function () { - return this._padding; - }, - set: function (padding) { - if (this._padding !== padding) { - this._padding = padding; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "stroke", { - /** - * A canvas fillstyle that will be used on the text stroke - * e.g 'blue', '#FCFF00' - */ - get: function () { - return this._stroke; - }, - set: function (stroke) { - // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as - // the setter converts to string. See this thread for more details: - // https://github.com/microsoft/TypeScript/issues/2521 - var outputColor = getColor(stroke); - if (this._stroke !== outputColor) { - this._stroke = outputColor; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "strokeThickness", { - /** - * A number that represents the thickness of the stroke. - * - * @default 0 - */ - get: function () { - return this._strokeThickness; - }, - set: function (strokeThickness) { - if (this._strokeThickness !== strokeThickness) { - this._strokeThickness = strokeThickness; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "textBaseline", { - /** - * The baseline of the text that is rendered. - * - * @member {string} - */ - get: function () { - return this._textBaseline; - }, - set: function (textBaseline) { - if (this._textBaseline !== textBaseline) { - this._textBaseline = textBaseline; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "trim", { - /** Trim transparent borders. */ - get: function () { - return this._trim; - }, - set: function (trim) { - if (this._trim !== trim) { - this._trim = trim; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "whiteSpace", { - /** - * How newlines and spaces should be handled. - * Default is 'pre' (preserve, preserve). - * - * value | New lines | Spaces - * --- | --- | --- - * 'normal' | Collapse | Collapse - * 'pre' | Preserve | Preserve - * 'pre-line' | Preserve | Collapse - * - * @member {string} - */ - get: function () { - return this._whiteSpace; - }, - set: function (whiteSpace) { - if (this._whiteSpace !== whiteSpace) { - this._whiteSpace = whiteSpace; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "wordWrap", { - /** Indicates if word wrap should be used. */ - get: function () { - return this._wordWrap; - }, - set: function (wordWrap) { - if (this._wordWrap !== wordWrap) { - this._wordWrap = wordWrap; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextStyle.prototype, "wordWrapWidth", { - /** The width at which text will wrap, it needs wordWrap to be set to true. */ - get: function () { - return this._wordWrapWidth; - }, - set: function (wordWrapWidth) { - if (this._wordWrapWidth !== wordWrapWidth) { - this._wordWrapWidth = wordWrapWidth; - this.styleID++; - } - }, - enumerable: false, - configurable: true - }); - /** - * Generates a font style string to use for `TextMetrics.measureFont()`. - * - * @return Font style string, for passing to `TextMetrics.measureFont()` - */ - TextStyle.prototype.toFontString = function () { - // build canvas api font setting from individual components. Convert a numeric this.fontSize to px - var fontSizeString = (typeof this.fontSize === 'number') ? this.fontSize + "px" : this.fontSize; - // Clean-up fontFamily property by quoting each font name - // this will support font names with spaces - var fontFamilies = this.fontFamily; - if (!Array.isArray(this.fontFamily)) { - fontFamilies = this.fontFamily.split(','); - } - for (var i = fontFamilies.length - 1; i >= 0; i--) { - // Trim any extra white-space - var fontFamily = fontFamilies[i].trim(); - // Check if font already contains strings - if (!(/([\"\'])[^\'\"]+\1/).test(fontFamily) && genericFontFamilies.indexOf(fontFamily) < 0) { - fontFamily = "\"" + fontFamily + "\""; - } - fontFamilies[i] = fontFamily; - } - return this.fontStyle + " " + this.fontVariant + " " + this.fontWeight + " " + fontSizeString + " " + fontFamilies.join(','); - }; - return TextStyle; - }()); - /** - * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. - * @private - * @param color - * @return The color as a string. - */ - function getSingleColor(color) { - if (typeof color === 'number') { - return hex2string(color); - } - else if (typeof color === 'string') { - if (color.indexOf('0x') === 0) { - color = color.replace('0x', '#'); - } - } - return color; - } - function getColor(color) { - if (!Array.isArray(color)) { - return getSingleColor(color); - } - else { - for (var i = 0; i < color.length; ++i) { - color[i] = getSingleColor(color[i]); - } - return color; - } - } - /** - * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. - * This version can also convert array of colors - * @private - * @param array1 - First array to compare - * @param array2 - Second array to compare - * @return Do the arrays contain the same values in the same order - */ - function areArraysEqual(array1, array2) { - if (!Array.isArray(array1) || !Array.isArray(array2)) { - return false; - } - if (array1.length !== array2.length) { - return false; - } - for (var i = 0; i < array1.length; ++i) { - if (array1[i] !== array2[i]) { - return false; - } - } - return true; - } - /** - * Utility function to ensure that object properties are copied by value, and not by reference - * @private - * @param target - Target object to copy properties into - * @param source - Source object for the properties to copy - * @param propertyObj - Object containing properties names we want to loop over - */ - function deepCopyProperties(target, source, propertyObj) { - for (var prop in propertyObj) { - if (Array.isArray(source[prop])) { - target[prop] = source[prop].slice(); - } - else { - target[prop] = source[prop]; - } - } - } - - /** - * The TextMetrics object represents the measurement of a block of text with a specified style. - * - * ```js - * let style = new PIXI.TextStyle({fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'}) - * let textMetrics = PIXI.TextMetrics.measureText('Your text', style) - * ``` - * @memberof PIXI - */ - var TextMetrics = /** @class */ (function () { - /** - * @param text - the text that was measured - * @param style - the style that was measured - * @param width - the measured width of the text - * @param height - the measured height of the text - * @param lines - an array of the lines of text broken by new lines and wrapping if specified in style - * @param lineWidths - an array of the line widths for each line matched to `lines` - * @param lineHeight - the measured line height for this style - * @param maxLineWidth - the maximum line width for all measured lines - * @param {PIXI.IFontMetrics} fontProperties - the font properties object from TextMetrics.measureFont - */ - function TextMetrics(text, style, width, height, lines, lineWidths, lineHeight, maxLineWidth, fontProperties) { - this.text = text; - this.style = style; - this.width = width; - this.height = height; - this.lines = lines; - this.lineWidths = lineWidths; - this.lineHeight = lineHeight; - this.maxLineWidth = maxLineWidth; - this.fontProperties = fontProperties; - } - /** - * Measures the supplied string of text and returns a Rectangle. - * @param text - The text to measure. - * @param style - The text style to use for measuring - * @param wordWrap - Override for if word-wrap should be applied to the text. - * @param canvas - optional specification of the canvas to use for measuring. - * @returns Measured width and height of the text. - */ - TextMetrics.measureText = function (text, style, wordWrap, canvas) { - if (canvas === void 0) { canvas = TextMetrics._canvas; } - wordWrap = (wordWrap === undefined || wordWrap === null) ? style.wordWrap : wordWrap; - var font = style.toFontString(); - var fontProperties = TextMetrics.measureFont(font); - // fallback in case UA disallow canvas data extraction - // (toDataURI, getImageData functions) - if (fontProperties.fontSize === 0) { - fontProperties.fontSize = style.fontSize; - fontProperties.ascent = style.fontSize; - } - var context = canvas.getContext('2d'); - context.font = font; - var outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text; - var lines = outputText.split(/(?:\r\n|\r|\n)/); - var lineWidths = new Array(lines.length); - var maxLineWidth = 0; - for (var i = 0; i < lines.length; i++) { - var lineWidth = context.measureText(lines[i]).width + ((lines[i].length - 1) * style.letterSpacing); - lineWidths[i] = lineWidth; - maxLineWidth = Math.max(maxLineWidth, lineWidth); - } - var width = maxLineWidth + style.strokeThickness; - if (style.dropShadow) { - width += style.dropShadowDistance; - } - var lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness; - var height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness) - + ((lines.length - 1) * (lineHeight + style.leading)); - if (style.dropShadow) { - height += style.dropShadowDistance; - } - return new TextMetrics(text, style, width, height, lines, lineWidths, lineHeight + style.leading, maxLineWidth, fontProperties); - }; - /** - * Applies newlines to a string to have it optimally fit into the horizontal - * bounds set by the Text object's wordWrapWidth property. - * @param text - String to apply word wrapping to - * @param style - the style to use when wrapping - * @param canvas - optional specification of the canvas to use for measuring. - * @returns New string with new lines applied where required - */ - TextMetrics.wordWrap = function (text, style, canvas) { - if (canvas === void 0) { canvas = TextMetrics._canvas; } - var context = canvas.getContext('2d'); - var width = 0; - var line = ''; - var lines = ''; - var cache = Object.create(null); - var letterSpacing = style.letterSpacing, whiteSpace = style.whiteSpace; - // How to handle whitespaces - var collapseSpaces = TextMetrics.collapseSpaces(whiteSpace); - var collapseNewlines = TextMetrics.collapseNewlines(whiteSpace); - // whether or not spaces may be added to the beginning of lines - var canPrependSpaces = !collapseSpaces; - // There is letterSpacing after every char except the last one - // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_! - // so for convenience the above needs to be compared to width + 1 extra letterSpace - // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!_ - // ________________________________________________ - // And then the final space is simply no appended to each line - var wordWrapWidth = style.wordWrapWidth + letterSpacing; - // break text into words, spaces and newline chars - var tokens = TextMetrics.tokenize(text); - for (var i = 0; i < tokens.length; i++) { - // get the word, space or newlineChar - var token = tokens[i]; - // if word is a new line - if (TextMetrics.isNewline(token)) { - // keep the new line - if (!collapseNewlines) { - lines += TextMetrics.addLine(line); - canPrependSpaces = !collapseSpaces; - line = ''; - width = 0; - continue; - } - // if we should collapse new lines - // we simply convert it into a space - token = ' '; - } - // if we should collapse repeated whitespaces - if (collapseSpaces) { - // check both this and the last tokens for spaces - var currIsBreakingSpace = TextMetrics.isBreakingSpace(token); - var lastIsBreakingSpace = TextMetrics.isBreakingSpace(line[line.length - 1]); - if (currIsBreakingSpace && lastIsBreakingSpace) { - continue; - } - } - // get word width from cache if possible - var tokenWidth = TextMetrics.getFromCache(token, letterSpacing, cache, context); - // word is longer than desired bounds - if (tokenWidth > wordWrapWidth) { - // if we are not already at the beginning of a line - if (line !== '') { - // start newlines for overflow words - lines += TextMetrics.addLine(line); - line = ''; - width = 0; - } - // break large word over multiple lines - if (TextMetrics.canBreakWords(token, style.breakWords)) { - // break word into characters - var characters = TextMetrics.wordWrapSplit(token); - // loop the characters - for (var j = 0; j < characters.length; j++) { - var char = characters[j]; - var k = 1; - // we are not at the end of the token - while (characters[j + k]) { - var nextChar = characters[j + k]; - var lastChar = char[char.length - 1]; - // should not split chars - if (!TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords)) { - // combine chars & move forward one - char += nextChar; - } - else { - break; - } - k++; - } - j += char.length - 1; - var characterWidth = TextMetrics.getFromCache(char, letterSpacing, cache, context); - if (characterWidth + width > wordWrapWidth) { - lines += TextMetrics.addLine(line); - canPrependSpaces = false; - line = ''; - width = 0; - } - line += char; - width += characterWidth; - } - } - // run word out of the bounds - else { - // if there are words in this line already - // finish that line and start a new one - if (line.length > 0) { - lines += TextMetrics.addLine(line); - line = ''; - width = 0; - } - var isLastToken = i === tokens.length - 1; - // give it its own line if it's not the end - lines += TextMetrics.addLine(token, !isLastToken); - canPrependSpaces = false; - line = ''; - width = 0; - } - } - // word could fit - else { - // word won't fit because of existing words - // start a new line - if (tokenWidth + width > wordWrapWidth) { - // if its a space we don't want it - canPrependSpaces = false; - // add a new line - lines += TextMetrics.addLine(line); - // start a new line - line = ''; - width = 0; - } - // don't add spaces to the beginning of lines - if (line.length > 0 || !TextMetrics.isBreakingSpace(token) || canPrependSpaces) { - // add the word to the current line - line += token; - // update width counter - width += tokenWidth; - } - } - } - lines += TextMetrics.addLine(line, false); - return lines; - }; - /** - * Convienience function for logging each line added during the wordWrap method. - * @param line - The line of text to add - * @param newLine - Add new line character to end - * @returns A formatted line - */ - TextMetrics.addLine = function (line, newLine) { - if (newLine === void 0) { newLine = true; } - line = TextMetrics.trimRight(line); - line = (newLine) ? line + "\n" : line; - return line; - }; - /** - * Gets & sets the widths of calculated characters in a cache object - * @param key - The key - * @param letterSpacing - The letter spacing - * @param cache - The cache - * @param context - The canvas context - * @returns The from cache. - */ - TextMetrics.getFromCache = function (key, letterSpacing, cache, context) { - var width = cache[key]; - if (typeof width !== 'number') { - var spacing = ((key.length) * letterSpacing); - width = context.measureText(key).width + spacing; - cache[key] = width; - } - return width; - }; - /** - * Determines whether we should collapse breaking spaces. - * @param whiteSpace - The TextStyle property whiteSpace - * @returns Should collapse - */ - TextMetrics.collapseSpaces = function (whiteSpace) { - return (whiteSpace === 'normal' || whiteSpace === 'pre-line'); - }; - /** - * Determines whether we should collapse newLine chars. - * @param whiteSpace - The white space - * @returns should collapse - */ - TextMetrics.collapseNewlines = function (whiteSpace) { - return (whiteSpace === 'normal'); - }; - /** - * Trims breaking whitespaces from string. - * @param text - The text - * @returns Trimmed string - */ - TextMetrics.trimRight = function (text) { - if (typeof text !== 'string') { - return ''; - } - for (var i = text.length - 1; i >= 0; i--) { - var char = text[i]; - if (!TextMetrics.isBreakingSpace(char)) { - break; - } - text = text.slice(0, -1); - } - return text; - }; - /** - * Determines if char is a newline. - * @param char - The character - * @returns True if newline, False otherwise. - */ - TextMetrics.isNewline = function (char) { - if (typeof char !== 'string') { - return false; - } - return (TextMetrics._newlines.indexOf(char.charCodeAt(0)) >= 0); - }; - /** - * Determines if char is a breaking whitespace. - * - * It allows one to determine whether char should be a breaking whitespace - * For example certain characters in CJK langs or numbers. - * It must return a boolean. - * @param char - The character - * @param [_nextChar] - The next character - * @returns True if whitespace, False otherwise. - */ - TextMetrics.isBreakingSpace = function (char, _nextChar) { - if (typeof char !== 'string') { - return false; - } - return (TextMetrics._breakingSpaces.indexOf(char.charCodeAt(0)) >= 0); - }; - /** - * Splits a string into words, breaking-spaces and newLine characters - * @param text - The text - * @returns A tokenized array - */ - TextMetrics.tokenize = function (text) { - var tokens = []; - var token = ''; - if (typeof text !== 'string') { - return tokens; - } - for (var i = 0; i < text.length; i++) { - var char = text[i]; - var nextChar = text[i + 1]; - if (TextMetrics.isBreakingSpace(char, nextChar) || TextMetrics.isNewline(char)) { - if (token !== '') { - tokens.push(token); - token = ''; - } - tokens.push(char); - continue; - } - token += char; - } - if (token !== '') { - tokens.push(token); - } - return tokens; - }; - /** - * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. - * - * It allows one to customise which words should break - * Examples are if the token is CJK or numbers. - * It must return a boolean. - * @param _token - The token - * @param breakWords - The style attr break words - * @returns Whether to break word or not - */ - TextMetrics.canBreakWords = function (_token, breakWords) { - return breakWords; - }; - /** - * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. - * - * It allows one to determine whether a pair of characters - * should be broken by newlines - * For example certain characters in CJK langs or numbers. - * It must return a boolean. - * @param _char - The character - * @param _nextChar - The next character - * @param _token - The token/word the characters are from - * @param _index - The index in the token of the char - * @param _breakWords - The style attr break words - * @returns whether to break word or not - */ - TextMetrics.canBreakChars = function (_char, _nextChar, _token, _index, _breakWords) { - return true; - }; - /** - * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. - * - * It is called when a token (usually a word) has to be split into separate pieces - * in order to determine the point to break a word. - * It must return an array of characters. - * @example - * // Correctly splits emojis, eg "🤪🤪" will result in two element array, each with one emoji. - * TextMetrics.wordWrapSplit = (token) => [...token]; - * @param token - The token to split - * @returns The characters of the token - */ - TextMetrics.wordWrapSplit = function (token) { - return token.split(''); - }; - /** - * Calculates the ascent, descent and fontSize of a given font-style - * @param font - String representing the style of the font - * @returns Font properties object - */ - TextMetrics.measureFont = function (font) { - // as this method is used for preparing assets, don't recalculate things if we don't need to - if (TextMetrics._fonts[font]) { - return TextMetrics._fonts[font]; - } - var properties = { - ascent: 0, - descent: 0, - fontSize: 0, - }; - var canvas = TextMetrics._canvas; - var context = TextMetrics._context; - context.font = font; - var metricsString = TextMetrics.METRICS_STRING + TextMetrics.BASELINE_SYMBOL; - var width = Math.ceil(context.measureText(metricsString).width); - var baseline = Math.ceil(context.measureText(TextMetrics.BASELINE_SYMBOL).width); - var height = Math.ceil(TextMetrics.HEIGHT_MULTIPLIER * baseline); - baseline = baseline * TextMetrics.BASELINE_MULTIPLIER | 0; - canvas.width = width; - canvas.height = height; - context.fillStyle = '#f00'; - context.fillRect(0, 0, width, height); - context.font = font; - context.textBaseline = 'alphabetic'; - context.fillStyle = '#000'; - context.fillText(metricsString, 0, baseline); - var imagedata = context.getImageData(0, 0, width, height).data; - var pixels = imagedata.length; - var line = width * 4; - var i = 0; - var idx = 0; - var stop = false; - // ascent. scan from top to bottom until we find a non red pixel - for (i = 0; i < baseline; ++i) { - for (var j = 0; j < line; j += 4) { - if (imagedata[idx + j] !== 255) { - stop = true; - break; - } - } - if (!stop) { - idx += line; - } - else { - break; - } - } - properties.ascent = baseline - i; - idx = pixels - line; - stop = false; - // descent. scan from bottom to top until we find a non red pixel - for (i = height; i > baseline; --i) { - for (var j = 0; j < line; j += 4) { - if (imagedata[idx + j] !== 255) { - stop = true; - break; - } - } - if (!stop) { - idx -= line; - } - else { - break; - } - } - properties.descent = i - baseline; - properties.fontSize = properties.ascent + properties.descent; - TextMetrics._fonts[font] = properties; - return properties; - }; - /** - * Clear font metrics in metrics cache. - * @param {string} [font] - font name. If font name not set then clear cache for all fonts. - */ - TextMetrics.clearMetrics = function (font) { - if (font === void 0) { font = ''; } - if (font) { - delete TextMetrics._fonts[font]; - } - else { - TextMetrics._fonts = {}; - } - }; - Object.defineProperty(TextMetrics, "_canvas", { - /** - * Cached canvas element for measuring text - * TODO: this should be private, but isn't because of backward compat, will fix later. - * @ignore - */ - get: function () { - if (!TextMetrics.__canvas) { - var canvas = void 0; - try { - // OffscreenCanvas2D measureText can be up to 40% faster. - var c = new OffscreenCanvas(0, 0); - var context = c.getContext('2d'); - if (context && context.measureText) { - TextMetrics.__canvas = c; - return c; - } - canvas = settings$2.ADAPTER.createCanvas(); - } - catch (ex) { - canvas = settings$2.ADAPTER.createCanvas(); - } - canvas.width = canvas.height = 10; - TextMetrics.__canvas = canvas; - } - return TextMetrics.__canvas; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TextMetrics, "_context", { - /** - * TODO: this should be private, but isn't because of backward compat, will fix later. - * @ignore - */ - get: function () { - if (!TextMetrics.__context) { - TextMetrics.__context = TextMetrics._canvas.getContext('2d'); - } - return TextMetrics.__context; - }, - enumerable: false, - configurable: true - }); - return TextMetrics; - }()); - /** - * Internal return object for {@link PIXI.TextMetrics.measureFont `TextMetrics.measureFont`}. - * @typedef {object} FontMetrics - * @property {number} ascent - The ascent distance - * @property {number} descent - The descent distance - * @property {number} fontSize - Font size from ascent to descent - * @memberof PIXI.TextMetrics - * @private - */ - /** - * Cache of {@see PIXI.TextMetrics.FontMetrics} objects. - * @memberof PIXI.TextMetrics - * @type {object} - * @private - */ - TextMetrics._fonts = {}; - /** - * String used for calculate font metrics. - * These characters are all tall to help calculate the height required for text. - * @static - * @memberof PIXI.TextMetrics - * @name METRICS_STRING - * @type {string} - * @default |ÉqÅ - */ - TextMetrics.METRICS_STRING = '|ÉqÅ'; - /** - * Baseline symbol for calculate font metrics. - * @static - * @memberof PIXI.TextMetrics - * @name BASELINE_SYMBOL - * @type {string} - * @default M - */ - TextMetrics.BASELINE_SYMBOL = 'M'; - /** - * Baseline multiplier for calculate font metrics. - * @static - * @memberof PIXI.TextMetrics - * @name BASELINE_MULTIPLIER - * @type {number} - * @default 1.4 - */ - TextMetrics.BASELINE_MULTIPLIER = 1.4; - /** - * Height multiplier for setting height of canvas to calculate font metrics. - * @static - * @memberof PIXI.TextMetrics - * @name HEIGHT_MULTIPLIER - * @type {number} - * @default 2.00 - */ - TextMetrics.HEIGHT_MULTIPLIER = 2.0; - /** - * Cache of new line chars. - * @memberof PIXI.TextMetrics - * @type {number[]} - * @private - */ - TextMetrics._newlines = [ - 0x000A, - 0x000D ]; - /** - * Cache of breaking spaces. - * @memberof PIXI.TextMetrics - * @type {number[]} - * @private - */ - TextMetrics._breakingSpaces = [ - 0x0009, - 0x0020, - 0x2000, - 0x2001, - 0x2002, - 0x2003, - 0x2004, - 0x2005, - 0x2006, - 0x2008, - 0x2009, - 0x200A, - 0x205F, - 0x3000 ]; - /** - * A number, or a string containing a number. - * @memberof PIXI - * @typedef {object} IFontMetrics - * @property {number} ascent - Font ascent - * @property {number} descent - Font descent - * @property {number} fontSize - Font size - */ - - var defaultDestroyOptions = { - texture: true, - children: false, - baseTexture: true, - }; - /** - * A Text Object will create a line or multiple lines of text. - * - * The text is created using the [Canvas API](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API). - * - * The primary advantage of this class over BitmapText is that you have great control over the style of the text, - * which you can change at runtime. - * - * The primary disadvantages is that each piece of text has it's own texture, which can use more memory. - * When text changes, this texture has to be re-generated and re-uploaded to the GPU, taking up time. - * - * To split a line you can use '\n' in your text string, or, on the `style` object, - * change its `wordWrap` property to true and and give the `wordWrapWidth` property a value. - * - * A Text can be created directly from a string and a style object, - * which can be generated [here](https://pixijs.io/pixi-text-style). - * - * ```js - * let text = new PIXI.Text('This is a PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'}); - * ``` - * @memberof PIXI - */ - var Text = /** @class */ (function (_super) { - __extends$e(Text, _super); - /** - * @param text - The string that you would like the text to display - * @param {object|PIXI.TextStyle} [style] - The style parameters - * @param canvas - The canvas element for drawing text - */ - function Text(text, style, canvas) { - var _this = this; - var ownCanvas = false; - if (!canvas) { - canvas = settings$2.ADAPTER.createCanvas(); - ownCanvas = true; - } - canvas.width = 3; - canvas.height = 3; - var texture = Texture.from(canvas); - texture.orig = new Rectangle$2(); - texture.trim = new Rectangle$2(); - _this = _super.call(this, texture) || this; - _this._ownCanvas = ownCanvas; - _this.canvas = canvas; - _this.context = canvas.getContext('2d'); - _this._resolution = settings$2.RESOLUTION; - _this._autoResolution = true; - _this._text = null; - _this._style = null; - _this._styleListener = null; - _this._font = ''; - _this.text = text; - _this.style = style; - _this.localStyleID = -1; - return _this; - } - /** - * Renders text to its canvas, and updates its texture. - * - * By default this is used internally to ensure the texture is correct before rendering, - * but it can be used called externally, for example from this class to 'pre-generate' the texture from a piece of text, - * and then shared across multiple Sprites. - * @param respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called. - */ - Text.prototype.updateText = function (respectDirty) { - var style = this._style; - // check if style has changed.. - if (this.localStyleID !== style.styleID) { - this.dirty = true; - this.localStyleID = style.styleID; - } - if (!this.dirty && respectDirty) { - return; - } - this._font = this._style.toFontString(); - var context = this.context; - var measured = TextMetrics.measureText(this._text || ' ', this._style, this._style.wordWrap, this.canvas); - var width = measured.width; - var height = measured.height; - var lines = measured.lines; - var lineHeight = measured.lineHeight; - var lineWidths = measured.lineWidths; - var maxLineWidth = measured.maxLineWidth; - var fontProperties = measured.fontProperties; - this.canvas.width = Math.ceil(Math.ceil((Math.max(1, width) + (style.padding * 2))) * this._resolution); - this.canvas.height = Math.ceil(Math.ceil((Math.max(1, height) + (style.padding * 2))) * this._resolution); - context.scale(this._resolution, this._resolution); - context.clearRect(0, 0, this.canvas.width, this.canvas.height); - context.font = this._font; - context.lineWidth = style.strokeThickness; - context.textBaseline = style.textBaseline; - context.lineJoin = style.lineJoin; - context.miterLimit = style.miterLimit; - var linePositionX; - var linePositionY; - // require 2 passes if a shadow; the first to draw the drop shadow, the second to draw the text - var passesCount = style.dropShadow ? 2 : 1; - // For v4, we drew text at the colours of the drop shadow underneath the normal text. This gave the correct zIndex, - // but features such as alpha and shadowblur did not look right at all, since we were using actual text as a shadow. - // - // For v5.0.0, we moved over to just use the canvas API for drop shadows, which made them look much nicer and more - // visually please, but now because the stroke is drawn and then the fill, drop shadows would appear on both the fill - // and the stroke; and fill drop shadows would appear over the top of the stroke. - // - // For v5.1.1, the new route is to revert to v4 style of drawing text first to get the drop shadows underneath normal - // text, but instead drawing text in the correct location, we'll draw it off screen (-paddingY), and then adjust the - // drop shadow so only that appears on screen (+paddingY). Now we'll have the correct draw order of the shadow - // beneath the text, whilst also having the proper text shadow styling. - for (var i = 0; i < passesCount; ++i) { - var isShadowPass = style.dropShadow && i === 0; - // we only want the drop shadow, so put text way off-screen - var dsOffsetText = isShadowPass ? Math.ceil(Math.max(1, height) + (style.padding * 2)) : 0; - var dsOffsetShadow = dsOffsetText * this._resolution; - if (isShadowPass) { - // On Safari, text with gradient and drop shadows together do not position correctly - // if the scale of the canvas is not 1: https://bugs.webkit.org/show_bug.cgi?id=197689 - // Therefore we'll set the styles to be a plain black whilst generating this drop shadow - context.fillStyle = 'black'; - context.strokeStyle = 'black'; - var dropShadowColor = style.dropShadowColor; - var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor)); - var dropShadowBlur = style.dropShadowBlur * this._resolution; - var dropShadowDistance = style.dropShadowDistance * this._resolution; - context.shadowColor = "rgba(" + rgb[0] * 255 + "," + rgb[1] * 255 + "," + rgb[2] * 255 + "," + style.dropShadowAlpha + ")"; - context.shadowBlur = dropShadowBlur; - context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance; - context.shadowOffsetY = (Math.sin(style.dropShadowAngle) * dropShadowDistance) + dsOffsetShadow; - } - else { - // set canvas text styles - context.fillStyle = this._generateFillStyle(style, lines, measured); - // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as - // the setter converts to string. See this thread for more details: - // https://github.com/microsoft/TypeScript/issues/2521 - context.strokeStyle = style.stroke; - context.shadowColor = 'black'; - context.shadowBlur = 0; - context.shadowOffsetX = 0; - context.shadowOffsetY = 0; - } - var linePositionYShift = (lineHeight - fontProperties.fontSize) / 2; - if (!Text.nextLineHeightBehavior || lineHeight - fontProperties.fontSize < 0) { - linePositionYShift = 0; - } - // draw lines line by line - for (var i_1 = 0; i_1 < lines.length; i_1++) { - linePositionX = style.strokeThickness / 2; - linePositionY = ((style.strokeThickness / 2) + (i_1 * lineHeight)) + fontProperties.ascent - + linePositionYShift; - if (style.align === 'right') { - linePositionX += maxLineWidth - lineWidths[i_1]; - } - else if (style.align === 'center') { - linePositionX += (maxLineWidth - lineWidths[i_1]) / 2; - } - if (style.stroke && style.strokeThickness) { - this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText, true); - } - if (style.fill) { - this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText); - } - } - } - this.updateTexture(); - }; - /** - * Render the text with letter-spacing. - * @param text - The text to draw - * @param x - Horizontal position to draw the text - * @param y - Vertical position to draw the text - * @param isStroke - Is this drawing for the outside stroke of the - * text? If not, it's for the inside fill - */ - Text.prototype.drawLetterSpacing = function (text, x, y, isStroke) { - if (isStroke === void 0) { isStroke = false; } - var style = this._style; - // letterSpacing of 0 means normal - var letterSpacing = style.letterSpacing; - // Checking that we can use moddern canvas2D api - // https://developer.chrome.com/origintrials/#/view_trial/3585991203293757441 - // note: this is unstable API, Chrome less 94 use a `textLetterSpacing`, newest use a letterSpacing - // eslint-disable-next-line max-len - var supportLetterSpacing = Text.experimentalLetterSpacing - && ('letterSpacing' in CanvasRenderingContext2D.prototype - || 'textLetterSpacing' in CanvasRenderingContext2D.prototype); - if (letterSpacing === 0 || supportLetterSpacing) { - if (supportLetterSpacing) { - this.context.letterSpacing = letterSpacing; - this.context.textLetterSpacing = letterSpacing; - } - if (isStroke) { - this.context.strokeText(text, x, y); - } - else { - this.context.fillText(text, x, y); - } - return; - } - var currentPosition = x; - // Using Array.from correctly splits characters whilst keeping emoji together. - // This is not supported on IE as it requires ES6, so regular text splitting occurs. - // This also doesn't account for emoji that are multiple emoji put together to make something else. - // Handling all of this would require a big library itself. - // https://medium.com/@giltayar/iterating-over-emoji-characters-the-es6-way-f06e4589516 - // https://github.com/orling/grapheme-splitter - var stringArray = Array.from ? Array.from(text) : text.split(''); - var previousWidth = this.context.measureText(text).width; - var currentWidth = 0; - for (var i = 0; i < stringArray.length; ++i) { - var currentChar = stringArray[i]; - if (isStroke) { - this.context.strokeText(currentChar, currentPosition, y); - } - else { - this.context.fillText(currentChar, currentPosition, y); - } - var textStr = ''; - for (var j = i + 1; j < stringArray.length; ++j) { - textStr += stringArray[j]; - } - currentWidth = this.context.measureText(textStr).width; - currentPosition += previousWidth - currentWidth + letterSpacing; - previousWidth = currentWidth; - } - }; - /** Updates texture size based on canvas size. */ - Text.prototype.updateTexture = function () { - var canvas = this.canvas; - if (this._style.trim) { - var trimmed = trimCanvas(canvas); - if (trimmed.data) { - canvas.width = trimmed.width; - canvas.height = trimmed.height; - this.context.putImageData(trimmed.data, 0, 0); - } - } - var texture = this._texture; - var style = this._style; - var padding = style.trim ? 0 : style.padding; - var baseTexture = texture.baseTexture; - texture.trim.width = texture._frame.width = canvas.width / this._resolution; - texture.trim.height = texture._frame.height = canvas.height / this._resolution; - texture.trim.x = -padding; - texture.trim.y = -padding; - texture.orig.width = texture._frame.width - (padding * 2); - texture.orig.height = texture._frame.height - (padding * 2); - // call sprite onTextureUpdate to update scale if _width or _height were set - this._onTextureUpdate(); - baseTexture.setRealSize(canvas.width, canvas.height, this._resolution); - texture.updateUvs(); - this.dirty = false; - }; - /** - * Renders the object using the WebGL renderer - * @param renderer - The renderer - */ - Text.prototype._render = function (renderer) { - if (this._autoResolution && this._resolution !== renderer.resolution) { - this._resolution = renderer.resolution; - this.dirty = true; - } - this.updateText(true); - _super.prototype._render.call(this, renderer); - }; - /** Updates the transform on all children of this container for rendering. */ - Text.prototype.updateTransform = function () { - this.updateText(true); - _super.prototype.updateTransform.call(this); - }; - Text.prototype.getBounds = function (skipUpdate, rect) { - this.updateText(true); - if (this._textureID === -1) { - // texture was updated: recalculate transforms - skipUpdate = false; - } - return _super.prototype.getBounds.call(this, skipUpdate, rect); - }; - /** - * Gets the local bounds of the text object. - * @param rect - The output rectangle. - * @returns The bounds. - */ - Text.prototype.getLocalBounds = function (rect) { - this.updateText(true); - return _super.prototype.getLocalBounds.call(this, rect); - }; - /** Calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account. */ - Text.prototype._calculateBounds = function () { - this.calculateVertices(); - // if we have already done this on THIS frame. - this._bounds.addQuad(this.vertexData); - }; - /** - * Generates the fill style. Can automatically generate a gradient based on the fill style being an array - * @param style - The style. - * @param lines - The lines of text. - * @param metrics - * @returns The fill style - */ - Text.prototype._generateFillStyle = function (style, lines, metrics) { - // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as - // the setter converts to string. See this thread for more details: - // https://github.com/microsoft/TypeScript/issues/2521 - var fillStyle = style.fill; - if (!Array.isArray(fillStyle)) { - return fillStyle; - } - else if (fillStyle.length === 1) { - return fillStyle[0]; - } - // the gradient will be evenly spaced out according to how large the array is. - // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75 - var gradient; - // a dropshadow will enlarge the canvas and result in the gradient being - // generated with the incorrect dimensions - var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0; - // should also take padding into account, padding can offset the gradient - var padding = style.padding || 0; - var width = (this.canvas.width / this._resolution) - dropShadowCorrection - (padding * 2); - var height = (this.canvas.height / this._resolution) - dropShadowCorrection - (padding * 2); - // make a copy of the style settings, so we can manipulate them later - var fill = fillStyle.slice(); - var fillGradientStops = style.fillGradientStops.slice(); - // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75 - if (!fillGradientStops.length) { - var lengthPlus1 = fill.length + 1; - for (var i = 1; i < lengthPlus1; ++i) { - fillGradientStops.push(i / lengthPlus1); - } - } - // stop the bleeding of the last gradient on the line above to the top gradient of the this line - // by hard defining the first gradient colour at point 0, and last gradient colour at point 1 - fill.unshift(fillStyle[0]); - fillGradientStops.unshift(0); - fill.push(fillStyle[fillStyle.length - 1]); - fillGradientStops.push(1); - if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) { - // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas - gradient = this.context.createLinearGradient(width / 2, padding, width / 2, height + padding); - // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect - // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 - // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc - var textHeight = metrics.fontProperties.fontSize + style.strokeThickness; - for (var i = 0; i < lines.length; i++) { - var lastLineBottom = (metrics.lineHeight * (i - 1)) + textHeight; - var thisLineTop = metrics.lineHeight * i; - var thisLineGradientStart = thisLineTop; - // Handle case where last & this line overlap - if (i > 0 && lastLineBottom > thisLineTop) { - thisLineGradientStart = (thisLineTop + lastLineBottom) / 2; - } - var thisLineBottom = thisLineTop + textHeight; - var nextLineTop = metrics.lineHeight * (i + 1); - var thisLineGradientEnd = thisLineBottom; - // Handle case where this & next line overlap - if (i + 1 < lines.length && nextLineTop < thisLineBottom) { - thisLineGradientEnd = (thisLineBottom + nextLineTop) / 2; - } - // textHeight, but as a 0-1 size in global gradient stop space - var gradStopLineHeight = (thisLineGradientEnd - thisLineGradientStart) / height; - for (var j = 0; j < fill.length; j++) { - // 0-1 stop point for the current line, multiplied to global space afterwards - var lineStop = 0; - if (typeof fillGradientStops[j] === 'number') { - lineStop = fillGradientStops[j]; - } - else { - lineStop = j / fill.length; - } - var globalStop = Math.min(1, Math.max(0, (thisLineGradientStart / height) + (lineStop * gradStopLineHeight))); - // There's potential for floating point precision issues at the seams between gradient repeats. - globalStop = Number(globalStop.toFixed(5)); - gradient.addColorStop(globalStop, fill[j]); - } - } - } - else { - // start the gradient at the center left of the canvas, and end at the center right of the canvas - gradient = this.context.createLinearGradient(padding, height / 2, width + padding, height / 2); - // can just evenly space out the gradients in this case, as multiple lines makes no difference - // to an even left to right gradient - var totalIterations = fill.length + 1; - var currentIteration = 1; - for (var i = 0; i < fill.length; i++) { - var stop = void 0; - if (typeof fillGradientStops[i] === 'number') { - stop = fillGradientStops[i]; - } - else { - stop = currentIteration / totalIterations; - } - gradient.addColorStop(stop, fill[i]); - currentIteration++; - } - } - return gradient; - }; - /** - * Destroys this text object. - * - * Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as - * the majority of the time the texture will not be shared with any other Sprites. - * @param options - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have their - * destroy method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well - * @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well - */ - Text.prototype.destroy = function (options) { - if (typeof options === 'boolean') { - options = { children: options }; - } - options = Object.assign({}, defaultDestroyOptions, options); - _super.prototype.destroy.call(this, options); - // set canvas width and height to 0 to workaround memory leak in Safari < 13 - // https://stackoverflow.com/questions/52532614/total-canvas-memory-use-exceeds-the-maximum-limit-safari-12 - if (this._ownCanvas) { - this.canvas.height = this.canvas.width = 0; - } - // make sure to reset the context and canvas.. dont want this hanging around in memory! - this.context = null; - this.canvas = null; - this._style = null; - }; - Object.defineProperty(Text.prototype, "width", { - /** The width of the Text, setting this will actually modify the scale to achieve the value set. */ - get: function () { - this.updateText(true); - return Math.abs(this.scale.x) * this._texture.orig.width; - }, - set: function (value) { - this.updateText(true); - var s = sign(this.scale.x) || 1; - this.scale.x = s * value / this._texture.orig.width; - this._width = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Text.prototype, "height", { - /** The height of the Text, setting this will actually modify the scale to achieve the value set. */ - get: function () { - this.updateText(true); - return Math.abs(this.scale.y) * this._texture.orig.height; - }, - set: function (value) { - this.updateText(true); - var s = sign(this.scale.y) || 1; - this.scale.y = s * value / this._texture.orig.height; - this._height = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Text.prototype, "style", { - /** - * Set the style of the text. - * - * Set up an event listener to listen for changes on the style object and mark the text as dirty. - */ - get: function () { - // TODO: Can't have different types for getter and setter. The getter shouldn't have the ITextStyle - // since the setter creates the TextStyle. See this thread for more details: - // https://github.com/microsoft/TypeScript/issues/2521 - return this._style; - }, - set: function (style) { - style = style || {}; - if (style instanceof TextStyle) { - this._style = style; - } - else { - this._style = new TextStyle(style); - } - this.localStyleID = -1; - this.dirty = true; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Text.prototype, "text", { - /** Set the copy for the text object. To split a line you can use '\n'. */ - get: function () { - return this._text; - }, - set: function (text) { - text = String(text === null || text === undefined ? '' : text); - if (this._text === text) { - return; - } - this._text = text; - this.dirty = true; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Text.prototype, "resolution", { - /** - * The resolution / device pixel ratio of the canvas. - * - * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually. - * @default 1 - */ - get: function () { - return this._resolution; - }, - set: function (value) { - this._autoResolution = false; - if (this._resolution === value) { - return; - } - this._resolution = value; - this.dirty = true; - }, - enumerable: false, - configurable: true - }); - /** - * New behavior for `lineHeight` that's meant to mimic HTML text. A value of `true` will - * make sure the first baseline is offset by the `lineHeight` value if it is greater than `fontSize`. - * A value of `false` will use the legacy behavior and not change the baseline of the first line. - * In the next major release, we'll enable this by default. - */ - Text.nextLineHeightBehavior = false; - /** - * New rendering behavior for letter-spacing which uses Chrome's new native API. This will - * lead to more accurate letter-spacing results because it does not try to manually draw - * each character. However, this Chrome API is experimental and may not serve all cases yet. - */ - Text.experimentalLetterSpacing = false; - return Text; - }(Sprite)); - - /*! - * @pixi/prepare - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/prepare is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * Default number of uploads per frame using prepare plugin. - * @static - * @memberof PIXI.settings - * @name UPLOADS_PER_FRAME - * @type {number} - * @default 4 - */ - settings$2.UPLOADS_PER_FRAME = 4; - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$d = function(d, b) { - extendStatics$d = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$d(d, b); - }; - - function __extends$d(d, b) { - extendStatics$d(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - /** - * CountLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified - * number of items per frame. - * @memberof PIXI - */ - var CountLimiter = /** @class */ (function () { - /** - * @param maxItemsPerFrame - The maximum number of items that can be prepared each frame. - */ - function CountLimiter(maxItemsPerFrame) { - this.maxItemsPerFrame = maxItemsPerFrame; - this.itemsLeft = 0; - } - /** Resets any counting properties to start fresh on a new frame. */ - CountLimiter.prototype.beginFrame = function () { - this.itemsLeft = this.maxItemsPerFrame; - }; - /** - * Checks to see if another item can be uploaded. This should only be called once per item. - * @returns If the item is allowed to be uploaded. - */ - CountLimiter.prototype.allowedToUpload = function () { - return this.itemsLeft-- > 0; - }; - return CountLimiter; - }()); - - /** - * Built-in hook to find multiple textures from objects like AnimatedSprites. - * @private - * @param item - Display object to check - * @param queue - Collection of items to upload - * @returns If a PIXI.Texture object was found. - */ - function findMultipleBaseTextures(item, queue) { - var result = false; - // Objects with multiple textures - if (item && item._textures && item._textures.length) { - for (var i = 0; i < item._textures.length; i++) { - if (item._textures[i] instanceof Texture) { - var baseTexture = item._textures[i].baseTexture; - if (queue.indexOf(baseTexture) === -1) { - queue.push(baseTexture); - result = true; - } - } - } - } - return result; - } - /** - * Built-in hook to find BaseTextures from Texture. - * @private - * @param item - Display object to check - * @param queue - Collection of items to upload - * @returns If a PIXI.Texture object was found. - */ - function findBaseTexture(item, queue) { - if (item.baseTexture instanceof BaseTexture) { - var texture = item.baseTexture; - if (queue.indexOf(texture) === -1) { - queue.push(texture); - } - return true; - } - return false; - } - /** - * Built-in hook to find textures from objects. - * @private - * @param item - Display object to check - * @param queue - Collection of items to upload - * @returns If a PIXI.Texture object was found. - */ - function findTexture(item, queue) { - if (item._texture && item._texture instanceof Texture) { - var texture = item._texture.baseTexture; - if (queue.indexOf(texture) === -1) { - queue.push(texture); - } - return true; - } - return false; - } - /** - * Built-in hook to draw PIXI.Text to its texture. - * @private - * @param _helper - Not used by this upload handler - * @param item - Item to check - * @returns If item was uploaded. - */ - function drawText(_helper, item) { - if (item instanceof Text) { - // updating text will return early if it is not dirty - item.updateText(true); - return true; - } - return false; - } - /** - * Built-in hook to calculate a text style for a PIXI.Text object. - * @private - * @param _helper - Not used by this upload handler - * @param item - Item to check - * @returns If item was uploaded. - */ - function calculateTextStyle(_helper, item) { - if (item instanceof TextStyle) { - var font = item.toFontString(); - TextMetrics.measureFont(font); - return true; - } - return false; - } - /** - * Built-in hook to find Text objects. - * @private - * @param item - Display object to check - * @param queue - Collection of items to upload - * @returns if a PIXI.Text object was found. - */ - function findText(item, queue) { - if (item instanceof Text) { - // push the text style to prepare it - this can be really expensive - if (queue.indexOf(item.style) === -1) { - queue.push(item.style); - } - // also push the text object so that we can render it (to canvas/texture) if needed - if (queue.indexOf(item) === -1) { - queue.push(item); - } - // also push the Text's texture for upload to GPU - var texture = item._texture.baseTexture; - if (queue.indexOf(texture) === -1) { - queue.push(texture); - } - return true; - } - return false; - } - /** - * Built-in hook to find TextStyle objects. - * @private - * @param item - Display object to check - * @param queue - Collection of items to upload - * @returns If a PIXI.TextStyle object was found. - */ - function findTextStyle(item, queue) { - if (item instanceof TextStyle) { - if (queue.indexOf(item) === -1) { - queue.push(item); - } - return true; - } - return false; - } - /** - * The prepare manager provides functionality to upload content to the GPU. - * - * BasePrepare handles basic queuing functionality and is extended by - * {@link PIXI.Prepare} and {@link PIXI.CanvasPrepare} - * to provide preparation capabilities specific to their respective renderers. - * @example - * // Create a sprite - * const sprite = PIXI.Sprite.from('something.png'); - * - * // Load object into GPU - * app.renderer.plugins.prepare.upload(sprite, () => { - * - * //Texture(s) has been uploaded to GPU - * app.stage.addChild(sprite); - * - * }) - * @abstract - * @memberof PIXI - */ - var BasePrepare = /** @class */ (function () { - /** - * @param {PIXI.AbstractRenderer} renderer - A reference to the current renderer - */ - function BasePrepare(renderer) { - var _this = this; - this.limiter = new CountLimiter(settings$2.UPLOADS_PER_FRAME); - this.renderer = renderer; - this.uploadHookHelper = null; - this.queue = []; - this.addHooks = []; - this.uploadHooks = []; - this.completes = []; - this.ticking = false; - this.delayedTick = function () { - // unlikely, but in case we were destroyed between tick() and delayedTick() - if (!_this.queue) { - return; - } - _this.prepareItems(); - }; - // hooks to find the correct texture - this.registerFindHook(findText); - this.registerFindHook(findTextStyle); - this.registerFindHook(findMultipleBaseTextures); - this.registerFindHook(findBaseTexture); - this.registerFindHook(findTexture); - // upload hooks - this.registerUploadHook(drawText); - this.registerUploadHook(calculateTextStyle); - } - /** @ignore */ - BasePrepare.prototype.upload = function (item, done) { - var _this = this; - if (typeof item === 'function') { - done = item; - item = null; - } - if (done) { - deprecation$1('6.5.0', 'BasePrepare.upload callback is deprecated, use the return Promise instead.'); - } - return new Promise(function (resolve) { - // If a display object, search for items - // that we could upload - if (item) { - _this.add(item); - } - // TODO: remove done callback and just use resolve - var complete = function () { - done === null || done === void 0 ? void 0 : done(); - resolve(); - }; - // Get the items for upload from the display - if (_this.queue.length) { - _this.completes.push(complete); - if (!_this.ticking) { - _this.ticking = true; - Ticker$1.system.addOnce(_this.tick, _this, UPDATE_PRIORITY$1.UTILITY); - } - } - else { - complete(); - } - }); - }; - /** - * Handle tick update - * @private - */ - BasePrepare.prototype.tick = function () { - setTimeout(this.delayedTick, 0); - }; - /** - * Actually prepare items. This is handled outside of the tick because it will take a while - * and we do NOT want to block the current animation frame from rendering. - * @private - */ - BasePrepare.prototype.prepareItems = function () { - this.limiter.beginFrame(); - // Upload the graphics - while (this.queue.length && this.limiter.allowedToUpload()) { - var item = this.queue[0]; - var uploaded = false; - if (item && !item._destroyed) { - for (var i = 0, len = this.uploadHooks.length; i < len; i++) { - if (this.uploadHooks[i](this.uploadHookHelper, item)) { - this.queue.shift(); - uploaded = true; - break; - } - } - } - if (!uploaded) { - this.queue.shift(); - } - } - // We're finished - if (!this.queue.length) { - this.ticking = false; - var completes = this.completes.slice(0); - this.completes.length = 0; - for (var i = 0, len = completes.length; i < len; i++) { - completes[i](); - } - } - else { - // if we are not finished, on the next rAF do this again - Ticker$1.system.addOnce(this.tick, this, UPDATE_PRIORITY$1.UTILITY); - } - }; - /** - * Adds hooks for finding items. - * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array` - * function must return `true` if it was able to add item to the queue. - * @returns Instance of plugin for chaining. - */ - BasePrepare.prototype.registerFindHook = function (addHook) { - if (addHook) { - this.addHooks.push(addHook); - } - return this; - }; - /** - * Adds hooks for uploading items. - * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and - * function must return `true` if it was able to handle upload of item. - * @returns Instance of plugin for chaining. - */ - BasePrepare.prototype.registerUploadHook = function (uploadHook) { - if (uploadHook) { - this.uploadHooks.push(uploadHook); - } - return this; - }; - /** - * Manually add an item to the uploading queue. - * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to - * add to the queue - * @returns Instance of plugin for chaining. - */ - BasePrepare.prototype.add = function (item) { - // Add additional hooks for finding elements on special - // types of objects that - for (var i = 0, len = this.addHooks.length; i < len; i++) { - if (this.addHooks[i](item, this.queue)) { - break; - } - } - // Get children recursively - if (item instanceof Container$2) { - for (var i = item.children.length - 1; i >= 0; i--) { - this.add(item.children[i]); - } - } - return this; - }; - /** Destroys the plugin, don't use after this. */ - BasePrepare.prototype.destroy = function () { - if (this.ticking) { - Ticker$1.system.remove(this.tick, this); - } - this.ticking = false; - this.addHooks = null; - this.uploadHooks = null; - this.renderer = null; - this.completes = null; - this.queue = null; - this.limiter = null; - this.uploadHookHelper = null; - }; - return BasePrepare; - }()); - - /** - * Built-in hook to upload PIXI.Texture objects to the GPU. - * @private - * @param renderer - instance of the webgl renderer - * @param item - Item to check - * @returns If item was uploaded. - */ - function uploadBaseTextures(renderer, item) { - if (item instanceof BaseTexture) { - // if the texture already has a GL texture, then the texture has been prepared or rendered - // before now. If the texture changed, then the changer should be calling texture.update() which - // reuploads the texture without need for preparing it again - if (!item._glTextures[renderer.CONTEXT_UID]) { - renderer.texture.bind(item); - } - return true; - } - return false; - } - /** - * Built-in hook to upload PIXI.Graphics to the GPU. - * @private - * @param renderer - instance of the webgl renderer - * @param item - Item to check - * @returns If item was uploaded. - */ - function uploadGraphics(renderer, item) { - if (!(item instanceof Graphics)) { - return false; - } - var geometry = item.geometry; - // update dirty graphics to get batches - item.finishPoly(); - geometry.updateBatches(); - var batches = geometry.batches; - // upload all textures found in styles - for (var i = 0; i < batches.length; i++) { - var texture = batches[i].style.texture; - if (texture) { - uploadBaseTextures(renderer, texture.baseTexture); - } - } - // if its not batchable - update vao for particular shader - if (!geometry.batchable) { - renderer.geometry.bind(geometry, item._resolveDirectShader(renderer)); - } - return true; - } - /** - * Built-in hook to find graphics. - * @private - * @param item - Display object to check - * @param queue - Collection of items to upload - * @returns if a PIXI.Graphics object was found. - */ - function findGraphics(item, queue) { - if (item instanceof Graphics) { - queue.push(item); - return true; - } - return false; - } - /** - * The prepare plugin provides renderer-specific plugins for pre-rendering DisplayObjects. These plugins are useful for - * asynchronously preparing and uploading to the GPU assets, textures, graphics waiting to be displayed. - * - * Do not instantiate this plugin directly. It is available from the `renderer.plugins` property. - * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}. - * @example - * // Create a new application - * const app = new PIXI.Application(); - * document.body.appendChild(app.view); - * - * // Don't start rendering right away - * app.stop(); - * - * // create a display object - * const rect = new PIXI.Graphics() - * .beginFill(0x00ff00) - * .drawRect(40, 40, 200, 200); - * - * // Add to the stage - * app.stage.addChild(rect); - * - * // Don't start rendering until the graphic is uploaded to the GPU - * app.renderer.plugins.prepare.upload(app.stage, () => { - * app.start(); - * }); - * @memberof PIXI - */ - var Prepare = /** @class */ (function (_super) { - __extends$d(Prepare, _super); - /** - * @param {PIXI.Renderer} renderer - A reference to the current renderer - */ - function Prepare(renderer) { - var _this = _super.call(this, renderer) || this; - _this.uploadHookHelper = _this.renderer; - // Add textures and graphics to upload - _this.registerFindHook(findGraphics); - _this.registerUploadHook(uploadBaseTextures); - _this.registerUploadHook(uploadGraphics); - return _this; - } - /** @ignore */ - Prepare.extension = { - name: 'prepare', - type: ExtensionType.RendererPlugin, - }; - return Prepare; - }(BasePrepare)); - - /*! - * @pixi/spritesheet - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/spritesheet is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * Utility class for maintaining reference to a collection - * of Textures on a single Spritesheet. - * - * To access a sprite sheet from your code you may pass its JSON data file to Pixi's loader: - * - * ```js - * PIXI.Loader.shared.add("images/spritesheet.json").load(setup); - * - * function setup() { - * let sheet = PIXI.Loader.shared.resources["images/spritesheet.json"].spritesheet; - * ... - * } - * ``` - * - * Alternately, you may circumvent the loader by instantiating the Spritesheet directly: - * ```js - * const sheet = new PIXI.Spritesheet(texture, spritesheetData); - * await sheet.parse(); - * console.log('Spritesheet ready to use!'); - * ``` - * - * With the `sheet.textures` you can create Sprite objects,`sheet.animations` can be used to create an AnimatedSprite. - * - * Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker}, - * {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}. - * Default anchor points (see {@link PIXI.Texture#defaultAnchor}) and grouping of animation sprites are currently only - * supported by TexturePacker. - * @memberof PIXI - */ - var Spritesheet = /** @class */ (function () { - /** - * @param texture - Reference to the source BaseTexture object. - * @param {object} data - Spritesheet image data. - * @param resolutionFilename - The filename to consider when determining - * the resolution of the spritesheet. If not provided, the imageUrl will - * be used on the BaseTexture. - */ - function Spritesheet(texture, data, resolutionFilename) { - if (resolutionFilename === void 0) { resolutionFilename = null; } - /** For multi-packed spritesheets, this contains a reference to all the other spritesheets it depends on. */ - this.linkedSheets = []; - this._texture = texture instanceof Texture ? texture : null; - this.baseTexture = texture instanceof BaseTexture ? texture : this._texture.baseTexture; - this.textures = {}; - this.animations = {}; - this.data = data; - var resource = this.baseTexture.resource; - this.resolution = this._updateResolution(resolutionFilename || (resource ? resource.url : null)); - this._frames = this.data.frames; - this._frameKeys = Object.keys(this._frames); - this._batchIndex = 0; - this._callback = null; - } - /** - * Generate the resolution from the filename or fallback - * to the meta.scale field of the JSON data. - * @param resolutionFilename - The filename to use for resolving - * the default resolution. - * @returns Resolution to use for spritesheet. - */ - Spritesheet.prototype._updateResolution = function (resolutionFilename) { - if (resolutionFilename === void 0) { resolutionFilename = null; } - var scale = this.data.meta.scale; - // Use a defaultValue of `null` to check if a url-based resolution is set - var resolution = getResolutionOfUrl(resolutionFilename, null); - // No resolution found via URL - if (resolution === null) { - // Use the scale value or default to 1 - resolution = scale !== undefined ? parseFloat(scale) : 1; - } - // For non-1 resolutions, update baseTexture - if (resolution !== 1) { - this.baseTexture.setResolution(resolution); - } - return resolution; - }; - /** @ignore */ - Spritesheet.prototype.parse = function (callback) { - var _this = this; - if (callback) { - deprecation$1('6.5.0', 'Spritesheet.parse callback is deprecated, use the return Promise instead.'); - } - return new Promise(function (resolve) { - _this._callback = function (textures) { - callback === null || callback === void 0 ? void 0 : callback(textures); - resolve(textures); - }; - _this._batchIndex = 0; - if (_this._frameKeys.length <= Spritesheet.BATCH_SIZE) { - _this._processFrames(0); - _this._processAnimations(); - _this._parseComplete(); - } - else { - _this._nextBatch(); - } - }); - }; - /** - * Process a batch of frames - * @param initialFrameIndex - The index of frame to start. - */ - Spritesheet.prototype._processFrames = function (initialFrameIndex) { - var frameIndex = initialFrameIndex; - var maxFrames = Spritesheet.BATCH_SIZE; - while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length) { - var i = this._frameKeys[frameIndex]; - var data = this._frames[i]; - var rect = data.frame; - if (rect) { - var frame = null; - var trim = null; - var sourceSize = data.trimmed !== false && data.sourceSize - ? data.sourceSize : data.frame; - var orig = new Rectangle$2(0, 0, Math.floor(sourceSize.w) / this.resolution, Math.floor(sourceSize.h) / this.resolution); - if (data.rotated) { - frame = new Rectangle$2(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.h) / this.resolution, Math.floor(rect.w) / this.resolution); - } - else { - frame = new Rectangle$2(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution); - } - // Check to see if the sprite is trimmed - if (data.trimmed !== false && data.spriteSourceSize) { - trim = new Rectangle$2(Math.floor(data.spriteSourceSize.x) / this.resolution, Math.floor(data.spriteSourceSize.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution); - } - this.textures[i] = new Texture(this.baseTexture, frame, orig, trim, data.rotated ? 2 : 0, data.anchor); - // lets also add the frame to pixi's global cache for 'from' and 'fromLoader' functions - Texture.addToCache(this.textures[i], i); - } - frameIndex++; - } - }; - /** Parse animations config. */ - Spritesheet.prototype._processAnimations = function () { - var animations = this.data.animations || {}; - for (var animName in animations) { - this.animations[animName] = []; - for (var i = 0; i < animations[animName].length; i++) { - var frameName = animations[animName][i]; - this.animations[animName].push(this.textures[frameName]); - } - } - }; - /** The parse has completed. */ - Spritesheet.prototype._parseComplete = function () { - var callback = this._callback; - this._callback = null; - this._batchIndex = 0; - callback.call(this, this.textures); - }; - /** Begin the next batch of textures. */ - Spritesheet.prototype._nextBatch = function () { - var _this = this; - this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE); - this._batchIndex++; - setTimeout(function () { - if (_this._batchIndex * Spritesheet.BATCH_SIZE < _this._frameKeys.length) { - _this._nextBatch(); - } - else { - _this._processAnimations(); - _this._parseComplete(); - } - }, 0); - }; - /** - * Destroy Spritesheet and don't use after this. - * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well - */ - Spritesheet.prototype.destroy = function (destroyBase) { - var _a; - if (destroyBase === void 0) { destroyBase = false; } - for (var i in this.textures) { - this.textures[i].destroy(); - } - this._frames = null; - this._frameKeys = null; - this.data = null; - this.textures = null; - if (destroyBase) { - (_a = this._texture) === null || _a === void 0 ? void 0 : _a.destroy(); - this.baseTexture.destroy(); - } - this._texture = null; - this.baseTexture = null; - this.linkedSheets = []; - }; - /** The maximum number of Textures to build per process. */ - Spritesheet.BATCH_SIZE = 1000; - return Spritesheet; - }()); - /** - * Reference to Spritesheet object created. - * @member {PIXI.Spritesheet} spritesheet - * @memberof PIXI.LoaderResource - * @instance - */ - /** - * Dictionary of textures from Spritesheet. - * @member {Object} textures - * @memberof PIXI.LoaderResource - * @instance - */ - - /** - * {@link PIXI.Loader} middleware for loading texture atlases that have been created with - * TexturePacker or similar JSON-based spritesheet. - * - * This middleware automatically generates Texture resources. - * - * If you're using Webpack or other bundlers and plan on bundling the atlas' JSON, - * use the {@link PIXI.Spritesheet} class to directly parse the JSON. - * - * The Loader's image Resource name is automatically appended with `"_image"`. - * If a Resource with this name is already loaded, the Loader will skip parsing the - * Spritesheet. The code below will generate an internal Loader Resource called `"myatlas_image"`. - * @example - * loader.add('myatlas', 'path/to/myatlas.json'); - * loader.load(() => { - * loader.resources.myatlas; // atlas JSON resource - * loader.resources.myatlas_image; // atlas Image resource - * }); - * @memberof PIXI - */ - var SpritesheetLoader = /** @class */ (function () { - function SpritesheetLoader() { - } - /** - * Called after a resource is loaded. - * @see PIXI.Loader.loaderMiddleware - * @param resource - * @param next - */ - SpritesheetLoader.use = function (resource, next) { - var _a, _b; - // because this is middleware, it execute in loader context. `this` = loader - var loader = this; - var imageResourceName = resource.name + "_image"; - // skip if no data, its not json, it isn't spritesheet data, or the image resource already exists - if (!resource.data - || resource.type !== LoaderResource$1.TYPE.JSON - || !resource.data.frames - || loader.resources[imageResourceName]) { - next(); - return; - } - // Check and add the multi atlas - // Heavily influenced and based on https://github.com/rocket-ua/pixi-tps-loader/blob/master/src/ResourceLoader.js - // eslint-disable-next-line camelcase - var multiPacks = (_b = (_a = resource.data) === null || _a === void 0 ? void 0 : _a.meta) === null || _b === void 0 ? void 0 : _b.related_multi_packs; - if (Array.isArray(multiPacks)) { - var _loop_1 = function (item) { - if (typeof item !== 'string') { - return "continue"; - } - var itemName = item.replace('.json', ''); - var itemUrl = url.resolve(resource.url.replace(loader.baseUrl, ''), item); - // Check if the file wasn't already added as multipacks are redundant - if (loader.resources[itemName] - || Object.values(loader.resources).some(function (r) { return url.format(url.parse(r.url)) === itemUrl; })) { - return "continue"; - } - var options = { - crossOrigin: resource.crossOrigin, - loadType: LoaderResource$1.LOAD_TYPE.XHR, - xhrType: LoaderResource$1.XHR_RESPONSE_TYPE.JSON, - parentResource: resource, - metadata: resource.metadata - }; - loader.add(itemName, itemUrl, options); - }; - for (var _i = 0, multiPacks_1 = multiPacks; _i < multiPacks_1.length; _i++) { - var item = multiPacks_1[_i]; - _loop_1(item); - } - } - var loadOptions = { - crossOrigin: resource.crossOrigin, - metadata: resource.metadata.imageMetadata, - parentResource: resource, - }; - var resourcePath = SpritesheetLoader.getResourcePath(resource, loader.baseUrl); - // load the image for this sheet - loader.add(imageResourceName, resourcePath, loadOptions, function onImageLoad(res) { - if (res.error) { - next(res.error); - return; - } - var spritesheet = new Spritesheet(res.texture, resource.data, resource.url); - spritesheet.parse().then(function () { - resource.spritesheet = spritesheet; - resource.textures = spritesheet.textures; - next(); - }); - }); - }; - /** - * Get the spritesheets root path - * @param resource - Resource to check path - * @param baseUrl - Base root url - */ - SpritesheetLoader.getResourcePath = function (resource, baseUrl) { - // Prepend url path unless the resource image is a data url - if (resource.isDataUrl) { - return resource.data.meta.image; - } - return url.resolve(resource.url.replace(baseUrl, ''), resource.data.meta.image); - }; - /** @ignore */ - SpritesheetLoader.extension = ExtensionType.Loader; - return SpritesheetLoader; - }()); - - /*! - * @pixi/sprite-tiling - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/sprite-tiling is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$c = function(d, b) { - extendStatics$c = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$c(d, b); - }; - - function __extends$c(d, b) { - extendStatics$c(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var tempPoint$1 = new Point$2(); - /** - * A tiling sprite is a fast way of rendering a tiling image. - * @memberof PIXI - */ - /** @class */ ((function (_super) { - __extends$c(TilingSprite, _super); - /** - * @param texture - The texture of the tiling sprite. - * @param width - The width of the tiling sprite. - * @param height - The height of the tiling sprite. - */ - function TilingSprite(texture, width, height) { - if (width === void 0) { width = 100; } - if (height === void 0) { height = 100; } - var _this = _super.call(this, texture) || this; - _this.tileTransform = new Transform$3(); - // The width of the tiling sprite - _this._width = width; - // The height of the tiling sprite - _this._height = height; - _this.uvMatrix = _this.texture.uvMatrix || new TextureMatrix(texture); - /** - * Plugin that is responsible for rendering this element. - * Allows to customize the rendering process without overriding '_render' method. - * @default 'tilingSprite' - */ - _this.pluginName = 'tilingSprite'; - _this.uvRespectAnchor = false; - return _this; - } - Object.defineProperty(TilingSprite.prototype, "clampMargin", { - /** - * Changes frame clamping in corresponding textureTransform, shortcut - * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas - * @default 0.5 - * @member {number} - */ - get: function () { - return this.uvMatrix.clampMargin; - }, - set: function (value) { - this.uvMatrix.clampMargin = value; - this.uvMatrix.update(true); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TilingSprite.prototype, "tileScale", { - /** The scaling of the image that is being tiled. */ - get: function () { - return this.tileTransform.scale; - }, - set: function (value) { - this.tileTransform.scale.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TilingSprite.prototype, "tilePosition", { - /** The offset of the image that is being tiled. */ - get: function () { - return this.tileTransform.position; - }, - set: function (value) { - this.tileTransform.position.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - /** - * @protected - */ - TilingSprite.prototype._onTextureUpdate = function () { - if (this.uvMatrix) { - this.uvMatrix.texture = this._texture; - } - this._cachedTint = 0xFFFFFF; - }; - /** - * Renders the object using the WebGL renderer - * @param renderer - The renderer - */ - TilingSprite.prototype._render = function (renderer) { - // tweak our texture temporarily.. - var texture = this._texture; - if (!texture || !texture.valid) { - return; - } - this.tileTransform.updateLocalTransform(); - this.uvMatrix.update(); - renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); - renderer.plugins[this.pluginName].render(this); - }; - /** Updates the bounds of the tiling sprite. */ - TilingSprite.prototype._calculateBounds = function () { - var minX = this._width * -this._anchor._x; - var minY = this._height * -this._anchor._y; - var maxX = this._width * (1 - this._anchor._x); - var maxY = this._height * (1 - this._anchor._y); - this._bounds.addFrame(this.transform, minX, minY, maxX, maxY); - }; - /** - * Gets the local bounds of the sprite object. - * @param rect - Optional output rectangle. - * @returns The bounds. - */ - TilingSprite.prototype.getLocalBounds = function (rect) { - // we can do a fast local bounds if the sprite has no children! - if (this.children.length === 0) { - this._bounds.minX = this._width * -this._anchor._x; - this._bounds.minY = this._height * -this._anchor._y; - this._bounds.maxX = this._width * (1 - this._anchor._x); - this._bounds.maxY = this._height * (1 - this._anchor._y); - if (!rect) { - if (!this._localBoundsRect) { - this._localBoundsRect = new Rectangle$2(); - } - rect = this._localBoundsRect; - } - return this._bounds.getRectangle(rect); - } - return _super.prototype.getLocalBounds.call(this, rect); - }; - /** - * Checks if a point is inside this tiling sprite. - * @param point - The point to check. - * @returns Whether or not the sprite contains the point. - */ - TilingSprite.prototype.containsPoint = function (point) { - this.worldTransform.applyInverse(point, tempPoint$1); - var width = this._width; - var height = this._height; - var x1 = -width * this.anchor._x; - if (tempPoint$1.x >= x1 && tempPoint$1.x < x1 + width) { - var y1 = -height * this.anchor._y; - if (tempPoint$1.y >= y1 && tempPoint$1.y < y1 + height) { - return true; - } - } - return false; - }; - /** - * Destroys this sprite and optionally its texture and children - * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy - * method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well - * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well - */ - TilingSprite.prototype.destroy = function (options) { - _super.prototype.destroy.call(this, options); - this.tileTransform = null; - this.uvMatrix = null; - }; - /** - * Helper function that creates a new tiling sprite based on the source you provide. - * The source can be - frame id, image url, video url, canvas element, video element, base texture - * @static - * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from - * @param {object} options - See {@link PIXI.BaseTexture}'s constructor for options. - * @param {number} options.width - required width of the tiling sprite - * @param {number} options.height - required height of the tiling sprite - * @returns {PIXI.TilingSprite} The newly created texture - */ - TilingSprite.from = function (source, options) { - var texture = (source instanceof Texture) - ? source - : Texture.from(source, options); - return new TilingSprite(texture, options.width, options.height); - }; - Object.defineProperty(TilingSprite.prototype, "width", { - /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return this._width; - }, - set: function (value) { - this._width = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(TilingSprite.prototype, "height", { - /** The height of the TilingSprite, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return this._height; - }, - set: function (value) { - this._height = value; - }, - enumerable: false, - configurable: true - }); - return TilingSprite; - })(Sprite)); - - var fragmentSimpleSrc = "#version 100\n#define SHADER_NAME Tiling-Sprite-Simple-100\n\nprecision lowp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\n\nvoid main(void)\n{\n vec4 texSample = texture2D(uSampler, vTextureCoord);\n gl_FragColor = texSample * uColor;\n}\n"; - - var gl1VertexSrc = "#version 100\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n"; - - var gl1FragmentSrc = "#version 100\n#ifdef GL_EXT_shader_texture_lod\n #extension GL_EXT_shader_texture_lod : enable\n#endif\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n vec2 unclamped = coord;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n #ifdef GL_EXT_shader_texture_lod\n vec4 texSample = unclamped == coord\n ? texture2D(uSampler, coord) \n : texture2DLodEXT(uSampler, coord, 0);\n #else\n vec4 texSample = texture2D(uSampler, coord);\n #endif\n\n gl_FragColor = texSample * uColor;\n}\n"; - - var gl2VertexSrc = "#version 300 es\n#define SHADER_NAME Tiling-Sprite-300\n\nprecision lowp float;\n\nin vec2 aVertexPosition;\nin vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nout vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n"; - - var gl2FragmentSrc = "#version 300 es\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nin vec2 vTextureCoord;\n\nout vec4 fragmentColor;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n vec2 unclamped = coord;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n vec4 texSample = texture(uSampler, coord, unclamped == coord ? 0.0f : -32.0f);// lod-bias very negative to force lod 0\n\n fragmentColor = texSample * uColor;\n}\n"; - - var tempMat = new Matrix$2(); - /** - * WebGL renderer plugin for tiling sprites - * @class - * @memberof PIXI - * @extends PIXI.ObjectRenderer - */ - var TilingSpriteRenderer = /** @class */ (function (_super) { - __extends$c(TilingSpriteRenderer, _super); - /** - * constructor for renderer - * @param {PIXI.Renderer} renderer - The renderer this tiling awesomeness works for. - */ - function TilingSpriteRenderer(renderer) { - var _this = _super.call(this, renderer) || this; - // WebGL version is not available during initialization! - renderer.runners.contextChange.add(_this); - _this.quad = new QuadUv(); - /** - * The WebGL state in which this renderer will work. - * @member {PIXI.State} - * @readonly - */ - _this.state = State.for2d(); - return _this; - } - /** Creates shaders when context is initialized. */ - TilingSpriteRenderer.prototype.contextChange = function () { - var renderer = this.renderer; - var uniforms = { globals: renderer.globalUniforms }; - this.simpleShader = Shader.from(gl1VertexSrc, fragmentSimpleSrc, uniforms); - this.shader = renderer.context.webGLVersion > 1 - ? Shader.from(gl2VertexSrc, gl2FragmentSrc, uniforms) - : Shader.from(gl1VertexSrc, gl1FragmentSrc, uniforms); - }; - /** - * @param {PIXI.TilingSprite} ts - tilingSprite to be rendered - */ - TilingSpriteRenderer.prototype.render = function (ts) { - var renderer = this.renderer; - var quad = this.quad; - var vertices = quad.vertices; - vertices[0] = vertices[6] = (ts._width) * -ts.anchor.x; - vertices[1] = vertices[3] = ts._height * -ts.anchor.y; - vertices[2] = vertices[4] = (ts._width) * (1.0 - ts.anchor.x); - vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y); - var anchorX = ts.uvRespectAnchor ? ts.anchor.x : 0; - var anchorY = ts.uvRespectAnchor ? ts.anchor.y : 0; - vertices = quad.uvs; - vertices[0] = vertices[6] = -anchorX; - vertices[1] = vertices[3] = -anchorY; - vertices[2] = vertices[4] = 1.0 - anchorX; - vertices[5] = vertices[7] = 1.0 - anchorY; - quad.invalidate(); - var tex = ts._texture; - var baseTex = tex.baseTexture; - var premultiplied = baseTex.alphaMode > 0; - var lt = ts.tileTransform.localTransform; - var uv = ts.uvMatrix; - var isSimple = baseTex.isPowerOfTwo - && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height; - // auto, force repeat wrapMode for big tiling textures - if (isSimple) { - if (!baseTex._glTextures[renderer.CONTEXT_UID]) { - if (baseTex.wrapMode === WRAP_MODES$8.CLAMP) { - baseTex.wrapMode = WRAP_MODES$8.REPEAT; - } - } - else { - isSimple = baseTex.wrapMode !== WRAP_MODES$8.CLAMP; - } - } - var shader = isSimple ? this.simpleShader : this.shader; - var w = tex.width; - var h = tex.height; - var W = ts._width; - var H = ts._height; - tempMat.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H); - // that part is the same as above: - // tempMat.identity(); - // tempMat.scale(tex.width, tex.height); - // tempMat.prepend(lt); - // tempMat.scale(1.0 / ts._width, 1.0 / ts._height); - tempMat.invert(); - if (isSimple) { - tempMat.prepend(uv.mapCoord); - } - else { - shader.uniforms.uMapCoord = uv.mapCoord.toArray(true); - shader.uniforms.uClampFrame = uv.uClampFrame; - shader.uniforms.uClampOffset = uv.uClampOffset; - } - shader.uniforms.uTransform = tempMat.toArray(true); - shader.uniforms.uColor = premultiplyTintToRgba(ts.tint, ts.worldAlpha, shader.uniforms.uColor, premultiplied); - shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true); - shader.uniforms.uSampler = tex; - renderer.shader.bind(shader); - renderer.geometry.bind(quad); - this.state.blendMode = correctBlendMode(ts.blendMode, premultiplied); - renderer.state.set(this.state); - renderer.geometry.draw(this.renderer.gl.TRIANGLES, 6, 0); - }; - /** @ignore */ - TilingSpriteRenderer.extension = { - name: 'tilingSprite', - type: ExtensionType.RendererPlugin, - }; - return TilingSpriteRenderer; - }(ObjectRenderer)); - - /*! - * @pixi/mesh - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/mesh is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$b = function(d, b) { - extendStatics$b = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$b(d, b); - }; - - function __extends$b(d, b) { - extendStatics$b(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - /** - * Class controls cache for UV mapping from Texture normal space to BaseTexture normal space. - * @memberof PIXI - */ - var MeshBatchUvs = /** @class */ (function () { - /** - * @param uvBuffer - Buffer with normalized uv's - * @param uvMatrix - Material UV matrix - */ - function MeshBatchUvs(uvBuffer, uvMatrix) { - this.uvBuffer = uvBuffer; - this.uvMatrix = uvMatrix; - this.data = null; - this._bufferUpdateId = -1; - this._textureUpdateId = -1; - this._updateID = 0; - } - /** - * Updates - * @param forceUpdate - force the update - */ - MeshBatchUvs.prototype.update = function (forceUpdate) { - if (!forceUpdate - && this._bufferUpdateId === this.uvBuffer._updateID - && this._textureUpdateId === this.uvMatrix._updateID) { - return; - } - this._bufferUpdateId = this.uvBuffer._updateID; - this._textureUpdateId = this.uvMatrix._updateID; - var data = this.uvBuffer.data; - if (!this.data || this.data.length !== data.length) { - this.data = new Float32Array(data.length); - } - this.uvMatrix.multiplyUvs(data, this.data); - this._updateID++; - }; - return MeshBatchUvs; - }()); - - var tempPoint = new Point$2(); - var tempPolygon = new Polygon(); - /** - * Base mesh class. - * - * This class empowers you to have maximum flexibility to render any kind of WebGL visuals you can think of. - * This class assumes a certain level of WebGL knowledge. - * If you know a bit this should abstract enough away to make your life easier! - * - * Pretty much ALL WebGL can be broken down into the following: - * - Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc.. - * - Shader - This is the shader that PixiJS will render the geometry with (attributes in the shader must match the geometry) - * - State - This is the state of WebGL required to render the mesh. - * - * Through a combination of the above elements you can render anything you want, 2D or 3D! - * @memberof PIXI - */ - var Mesh = /** @class */ (function (_super) { - __extends$b(Mesh, _super); - /** - * @param geometry - The geometry the mesh will use. - * @param {PIXI.MeshMaterial} shader - The shader the mesh will use. - * @param state - The state that the WebGL context is required to be in to render the mesh - * if no state is provided, uses {@link PIXI.State.for2d} to create a 2D state for PixiJS. - * @param drawMode - The drawMode, can be any of the {@link PIXI.DRAW_MODES} constants. - */ - function Mesh(geometry, shader, state, drawMode) { - if (drawMode === void 0) { drawMode = DRAW_MODES$8.TRIANGLES; } - var _this = _super.call(this) || this; - _this.geometry = geometry; - _this.shader = shader; - _this.state = state || State.for2d(); - _this.drawMode = drawMode; - _this.start = 0; - _this.size = 0; - _this.uvs = null; - _this.indices = null; - _this.vertexData = new Float32Array(1); - _this.vertexDirty = -1; - _this._transformID = -1; - _this._roundPixels = settings$2.ROUND_PIXELS; - _this.batchUvs = null; - return _this; - } - Object.defineProperty(Mesh.prototype, "geometry", { - /** - * Includes vertex positions, face indices, normals, colors, UVs, and - * custom attributes within buffers, reducing the cost of passing all - * this data to the GPU. Can be shared between multiple Mesh objects. - */ - get: function () { - return this._geometry; - }, - set: function (value) { - if (this._geometry === value) { - return; - } - if (this._geometry) { - this._geometry.refCount--; - if (this._geometry.refCount === 0) { - this._geometry.dispose(); - } - } - this._geometry = value; - if (this._geometry) { - this._geometry.refCount++; - } - this.vertexDirty = -1; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Mesh.prototype, "uvBuffer", { - /** - * To change mesh uv's, change its uvBuffer data and increment its _updateID. - * @readonly - */ - get: function () { - return this.geometry.buffers[1]; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Mesh.prototype, "verticesBuffer", { - /** - * To change mesh vertices, change its uvBuffer data and increment its _updateID. - * Incrementing _updateID is optional because most of Mesh objects do it anyway. - * @readonly - */ - get: function () { - return this.geometry.buffers[0]; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Mesh.prototype, "material", { - get: function () { - return this.shader; - }, - /** Alias for {@link PIXI.Mesh#shader}. */ - set: function (value) { - this.shader = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Mesh.prototype, "blendMode", { - get: function () { - return this.state.blendMode; - }, - /** - * The blend mode to be applied to the Mesh. Apply a value of - * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. - * @default PIXI.BLEND_MODES.NORMAL; - */ - set: function (value) { - this.state.blendMode = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Mesh.prototype, "roundPixels", { - get: function () { - return this._roundPixels; - }, - /** - * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. - * Advantages can include sharper image quality (like text) and faster rendering on canvas. - * The main disadvantage is movement of objects may appear less smooth. - * To set the global default, change {@link PIXI.settings.ROUND_PIXELS} - * @default false - */ - set: function (value) { - if (this._roundPixels !== value) { - this._transformID = -1; - } - this._roundPixels = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Mesh.prototype, "tint", { - /** - * The multiply tint applied to the Mesh. This is a hex value. A value of - * `0xFFFFFF` will remove any tint effect. - * - * Null for non-MeshMaterial shaders - * @default 0xFFFFFF - */ - get: function () { - return 'tint' in this.shader ? this.shader.tint : null; - }, - set: function (value) { - this.shader.tint = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Mesh.prototype, "texture", { - /** The texture that the Mesh uses. Null for non-MeshMaterial shaders */ - get: function () { - return 'texture' in this.shader ? this.shader.texture : null; - }, - set: function (value) { - this.shader.texture = value; - }, - enumerable: false, - configurable: true - }); - /** - * Standard renderer draw. - * @param renderer - Instance to renderer. - */ - Mesh.prototype._render = function (renderer) { - // set properties for batching.. - // TODO could use a different way to grab verts? - var vertices = this.geometry.buffers[0].data; - var shader = this.shader; - // TODO benchmark check for attribute size.. - if (shader.batchable - && this.drawMode === DRAW_MODES$8.TRIANGLES - && vertices.length < Mesh.BATCHABLE_SIZE * 2) { - this._renderToBatch(renderer); - } - else { - this._renderDefault(renderer); - } - }; - /** - * Standard non-batching way of rendering. - * @param renderer - Instance to renderer. - */ - Mesh.prototype._renderDefault = function (renderer) { - var shader = this.shader; - shader.alpha = this.worldAlpha; - if (shader.update) { - shader.update(); - } - renderer.batch.flush(); - // bind and sync uniforms.. - shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true); - renderer.shader.bind(shader); - // set state.. - renderer.state.set(this.state); - // bind the geometry... - renderer.geometry.bind(this.geometry, shader); - // then render it - renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount); - }; - /** - * Rendering by using the Batch system. - * @param renderer - Instance to renderer. - */ - Mesh.prototype._renderToBatch = function (renderer) { - var geometry = this.geometry; - var shader = this.shader; - if (shader.uvMatrix) { - shader.uvMatrix.update(); - this.calculateUvs(); - } - // set properties for batching.. - this.calculateVertices(); - this.indices = geometry.indexBuffer.data; - this._tintRGB = shader._tintRGB; - this._texture = shader.texture; - var pluginName = this.material.pluginName; - renderer.batch.setObjectRenderer(renderer.plugins[pluginName]); - renderer.plugins[pluginName].render(this); - }; - /** Updates vertexData field based on transform and vertices. */ - Mesh.prototype.calculateVertices = function () { - var geometry = this.geometry; - var verticesBuffer = geometry.buffers[0]; - var vertices = verticesBuffer.data; - var vertexDirtyId = verticesBuffer._updateID; - if (vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID) { - return; - } - this._transformID = this.transform._worldID; - if (this.vertexData.length !== vertices.length) { - this.vertexData = new Float32Array(vertices.length); - } - var wt = this.transform.worldTransform; - var a = wt.a; - var b = wt.b; - var c = wt.c; - var d = wt.d; - var tx = wt.tx; - var ty = wt.ty; - var vertexData = this.vertexData; - for (var i = 0; i < vertexData.length / 2; i++) { - var x = vertices[(i * 2)]; - var y = vertices[(i * 2) + 1]; - vertexData[(i * 2)] = (a * x) + (c * y) + tx; - vertexData[(i * 2) + 1] = (b * x) + (d * y) + ty; - } - if (this._roundPixels) { - var resolution = settings$2.RESOLUTION; - for (var i = 0; i < vertexData.length; ++i) { - vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution); - } - } - this.vertexDirty = vertexDirtyId; - }; - /** Updates uv field based on from geometry uv's or batchUvs. */ - Mesh.prototype.calculateUvs = function () { - var geomUvs = this.geometry.buffers[1]; - var shader = this.shader; - if (!shader.uvMatrix.isSimple) { - if (!this.batchUvs) { - this.batchUvs = new MeshBatchUvs(geomUvs, shader.uvMatrix); - } - this.batchUvs.update(); - this.uvs = this.batchUvs.data; - } - else { - this.uvs = geomUvs.data; - } - }; - /** - * Updates the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account. - * there must be a aVertexPosition attribute present in the geometry for bounds to be calculated correctly. - */ - Mesh.prototype._calculateBounds = function () { - this.calculateVertices(); - this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length); - }; - /** - * Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES. - * @param point - The point to test. - * @returns - The result of the test. - */ - Mesh.prototype.containsPoint = function (point) { - if (!this.getBounds().contains(point.x, point.y)) { - return false; - } - this.worldTransform.applyInverse(point, tempPoint); - var vertices = this.geometry.getBuffer('aVertexPosition').data; - var points = tempPolygon.points; - var indices = this.geometry.getIndex().data; - var len = indices.length; - var step = this.drawMode === 4 ? 3 : 1; - for (var i = 0; i + 2 < len; i += step) { - var ind0 = indices[i] * 2; - var ind1 = indices[i + 1] * 2; - var ind2 = indices[i + 2] * 2; - points[0] = vertices[ind0]; - points[1] = vertices[ind0 + 1]; - points[2] = vertices[ind1]; - points[3] = vertices[ind1 + 1]; - points[4] = vertices[ind2]; - points[5] = vertices[ind2 + 1]; - if (tempPolygon.contains(tempPoint.x, tempPoint.y)) { - return true; - } - } - return false; - }; - Mesh.prototype.destroy = function (options) { - _super.prototype.destroy.call(this, options); - if (this._cachedTexture) { - this._cachedTexture.destroy(); - this._cachedTexture = null; - } - this.geometry = null; - this.shader = null; - this.state = null; - this.uvs = null; - this.indices = null; - this.vertexData = null; - }; - /** The maximum number of vertices to consider batchable. Generally, the complexity of the geometry. */ - Mesh.BATCHABLE_SIZE = 100; - return Mesh; - }(Container$2)); - - var fragment$5 = "varying vec2 vTextureCoord;\nuniform vec4 uColor;\n\nuniform sampler2D uSampler;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;\n}\n"; - - var vertex$2 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTextureMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\n}\n"; - - /** - * Slightly opinionated default shader for PixiJS 2D objects. - * @memberof PIXI - */ - var MeshMaterial = /** @class */ (function (_super) { - __extends$b(MeshMaterial, _super); - /** - * @param uSampler - Texture that material uses to render. - * @param options - Additional options - * @param {number} [options.alpha=1] - Default alpha. - * @param {number} [options.tint=0xFFFFFF] - Default tint. - * @param {string} [options.pluginName='batch'] - Renderer plugin for batching. - * @param {PIXI.Program} [options.program=0xFFFFFF] - Custom program. - * @param {object} [options.uniforms] - Custom uniforms. - */ - function MeshMaterial(uSampler, options) { - var _this = this; - var uniforms = { - uSampler: uSampler, - alpha: 1, - uTextureMatrix: Matrix$2.IDENTITY, - uColor: new Float32Array([1, 1, 1, 1]), - }; - // Set defaults - options = Object.assign({ - tint: 0xFFFFFF, - alpha: 1, - pluginName: 'batch', - }, options); - if (options.uniforms) { - Object.assign(uniforms, options.uniforms); - } - _this = _super.call(this, options.program || Program.from(vertex$2, fragment$5), uniforms) || this; - _this._colorDirty = false; - _this.uvMatrix = new TextureMatrix(uSampler); - _this.batchable = options.program === undefined; - _this.pluginName = options.pluginName; - _this.tint = options.tint; - _this.alpha = options.alpha; - return _this; - } - Object.defineProperty(MeshMaterial.prototype, "texture", { - /** Reference to the texture being rendered. */ - get: function () { - return this.uniforms.uSampler; - }, - set: function (value) { - if (this.uniforms.uSampler !== value) { - if (!this.uniforms.uSampler.baseTexture.alphaMode !== !value.baseTexture.alphaMode) { - this._colorDirty = true; - } - this.uniforms.uSampler = value; - this.uvMatrix.texture = value; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(MeshMaterial.prototype, "alpha", { - get: function () { - return this._alpha; - }, - /** - * This gets automatically set by the object using this. - * @default 1 - */ - set: function (value) { - if (value === this._alpha) - { return; } - this._alpha = value; - this._colorDirty = true; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(MeshMaterial.prototype, "tint", { - get: function () { - return this._tint; - }, - /** - * Multiply tint for the material. - * @default 0xFFFFFF - */ - set: function (value) { - if (value === this._tint) - { return; } - this._tint = value; - this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16); - this._colorDirty = true; - }, - enumerable: false, - configurable: true - }); - /** Gets called automatically by the Mesh. Intended to be overridden for custom {@link MeshMaterial} objects. */ - MeshMaterial.prototype.update = function () { - if (this._colorDirty) { - this._colorDirty = false; - var baseTexture = this.texture.baseTexture; - premultiplyTintToRgba(this._tint, this._alpha, this.uniforms.uColor, baseTexture.alphaMode); - } - if (this.uvMatrix.update()) { - this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord; - } - }; - return MeshMaterial; - }(Shader)); - - /** - * Standard 2D geometry used in PixiJS. - * - * Geometry can be defined without passing in a style or data if required. - * - * ```js - * const geometry = new PIXI.Geometry(); - * - * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2); - * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1], 2); - * geometry.addIndex([0,1,2,1,3,2]); - * - * ``` - * @memberof PIXI - */ - var MeshGeometry = /** @class */ (function (_super) { - __extends$b(MeshGeometry, _super); - /** - * @param {Float32Array|number[]} [vertices] - Positional data on geometry. - * @param {Float32Array|number[]} [uvs] - Texture UVs. - * @param {Uint16Array|number[]} [index] - IndexBuffer - */ - function MeshGeometry(vertices, uvs, index) { - var _this = _super.call(this) || this; - var verticesBuffer = new Buffer(vertices); - var uvsBuffer = new Buffer(uvs, true); - var indexBuffer = new Buffer(index, true, true); - _this.addAttribute('aVertexPosition', verticesBuffer, 2, false, TYPES$8.FLOAT) - .addAttribute('aTextureCoord', uvsBuffer, 2, false, TYPES$8.FLOAT) - .addIndex(indexBuffer); - _this._updateId = -1; - return _this; - } - Object.defineProperty(MeshGeometry.prototype, "vertexDirtyId", { - /** - * If the vertex position is updated. - * @readonly - * @private - */ - get: function () { - return this.buffers[0]._updateID; - }, - enumerable: false, - configurable: true - }); - return MeshGeometry; - }(Geometry)); - - /*! - * @pixi/text-bitmap - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/text-bitmap is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$a = function(d, b) { - extendStatics$a = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$a(d, b); - }; - - function __extends$a(d, b) { - extendStatics$a(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - /* eslint-disable max-len */ - /** - * Normalized parsed data from .fnt files. - * @memberof PIXI - */ - var BitmapFontData = /** @class */ (function () { - function BitmapFontData() { - this.info = []; - this.common = []; - this.page = []; - this.char = []; - this.kerning = []; - this.distanceField = []; - } - return BitmapFontData; - }()); - - /** - * BitmapFont format that's Text-based. - * @private - */ - var TextFormat = /** @class */ (function () { - function TextFormat() { - } - /** - * Check if resource refers to txt font data. - * @param data - * @returns - True if resource could be treated as font data, false otherwise. - */ - TextFormat.test = function (data) { - return typeof data === 'string' && data.indexOf('info face=') === 0; - }; - /** - * Convert text font data to a javascript object. - * @param txt - Raw string data to be converted - * @returns - Parsed font data - */ - TextFormat.parse = function (txt) { - // Retrieve data item - var items = txt.match(/^[a-z]+\s+.+$/gm); - var rawData = { - info: [], - common: [], - page: [], - char: [], - chars: [], - kerning: [], - kernings: [], - distanceField: [], - }; - for (var i in items) { - // Extract item name - var name = items[i].match(/^[a-z]+/gm)[0]; - // Extract item attribute list as string ex.: "width=10" - var attributeList = items[i].match(/[a-zA-Z]+=([^\s"']+|"([^"]*)")/gm); - // Convert attribute list into an object - var itemData = {}; - for (var i_1 in attributeList) { - // Split key-value pairs - var split = attributeList[i_1].split('='); - var key = split[0]; - // Remove eventual quotes from value - var strValue = split[1].replace(/"/gm, ''); - // Try to convert value into float - var floatValue = parseFloat(strValue); - // Use string value case float value is NaN - var value = isNaN(floatValue) ? strValue : floatValue; - itemData[key] = value; - } - // Push current item to the resulting data - rawData[name].push(itemData); - } - var font = new BitmapFontData(); - rawData.info.forEach(function (info) { return font.info.push({ - face: info.face, - size: parseInt(info.size, 10), - }); }); - rawData.common.forEach(function (common) { return font.common.push({ - lineHeight: parseInt(common.lineHeight, 10), - }); }); - rawData.page.forEach(function (page) { return font.page.push({ - id: parseInt(page.id, 10), - file: page.file, - }); }); - rawData.char.forEach(function (char) { return font.char.push({ - id: parseInt(char.id, 10), - page: parseInt(char.page, 10), - x: parseInt(char.x, 10), - y: parseInt(char.y, 10), - width: parseInt(char.width, 10), - height: parseInt(char.height, 10), - xoffset: parseInt(char.xoffset, 10), - yoffset: parseInt(char.yoffset, 10), - xadvance: parseInt(char.xadvance, 10), - }); }); - rawData.kerning.forEach(function (kerning) { return font.kerning.push({ - first: parseInt(kerning.first, 10), - second: parseInt(kerning.second, 10), - amount: parseInt(kerning.amount, 10), - }); }); - rawData.distanceField.forEach(function (df) { return font.distanceField.push({ - distanceRange: parseInt(df.distanceRange, 10), - fieldType: df.fieldType, - }); }); - return font; - }; - return TextFormat; - }()); - - /** - * BitmapFont format that's XML-based. - * @private - */ - var XMLFormat = /** @class */ (function () { - function XMLFormat() { - } - /** - * Check if resource refers to xml font data. - * @param data - * @returns - True if resource could be treated as font data, false otherwise. - */ - XMLFormat.test = function (data) { - return data instanceof XMLDocument - && data.getElementsByTagName('page').length - && data.getElementsByTagName('info')[0].getAttribute('face') !== null; - }; - /** - * Convert the XML into BitmapFontData that we can use. - * @param xml - * @returns - Data to use for BitmapFont - */ - XMLFormat.parse = function (xml) { - var data = new BitmapFontData(); - var info = xml.getElementsByTagName('info'); - var common = xml.getElementsByTagName('common'); - var page = xml.getElementsByTagName('page'); - var char = xml.getElementsByTagName('char'); - var kerning = xml.getElementsByTagName('kerning'); - var distanceField = xml.getElementsByTagName('distanceField'); - for (var i = 0; i < info.length; i++) { - data.info.push({ - face: info[i].getAttribute('face'), - size: parseInt(info[i].getAttribute('size'), 10), - }); - } - for (var i = 0; i < common.length; i++) { - data.common.push({ - lineHeight: parseInt(common[i].getAttribute('lineHeight'), 10), - }); - } - for (var i = 0; i < page.length; i++) { - data.page.push({ - id: parseInt(page[i].getAttribute('id'), 10) || 0, - file: page[i].getAttribute('file'), - }); - } - for (var i = 0; i < char.length; i++) { - var letter = char[i]; - data.char.push({ - id: parseInt(letter.getAttribute('id'), 10), - page: parseInt(letter.getAttribute('page'), 10) || 0, - x: parseInt(letter.getAttribute('x'), 10), - y: parseInt(letter.getAttribute('y'), 10), - width: parseInt(letter.getAttribute('width'), 10), - height: parseInt(letter.getAttribute('height'), 10), - xoffset: parseInt(letter.getAttribute('xoffset'), 10), - yoffset: parseInt(letter.getAttribute('yoffset'), 10), - xadvance: parseInt(letter.getAttribute('xadvance'), 10), - }); - } - for (var i = 0; i < kerning.length; i++) { - data.kerning.push({ - first: parseInt(kerning[i].getAttribute('first'), 10), - second: parseInt(kerning[i].getAttribute('second'), 10), - amount: parseInt(kerning[i].getAttribute('amount'), 10), - }); - } - for (var i = 0; i < distanceField.length; i++) { - data.distanceField.push({ - fieldType: distanceField[i].getAttribute('fieldType'), - distanceRange: parseInt(distanceField[i].getAttribute('distanceRange'), 10), - }); - } - return data; - }; - return XMLFormat; - }()); - - /** - * BitmapFont format that's XML-based. - * @private - */ - var XMLStringFormat = /** @class */ (function () { - function XMLStringFormat() { - } - /** - * Check if resource refers to text xml font data. - * @param data - * @returns - True if resource could be treated as font data, false otherwise. - */ - XMLStringFormat.test = function (data) { - if (typeof data === 'string' && data.indexOf('') > -1) { - var xml = new globalThis.DOMParser().parseFromString(data, 'text/xml'); - return XMLFormat.test(xml); - } - return false; - }; - /** - * Convert the text XML into BitmapFontData that we can use. - * @param xmlTxt - * @returns - Data to use for BitmapFont - */ - XMLStringFormat.parse = function (xmlTxt) { - var xml = new globalThis.DOMParser().parseFromString(xmlTxt, 'text/xml'); - return XMLFormat.parse(xml); - }; - return XMLStringFormat; - }()); - - // Registered formats, maybe make this extensible in the future? - var formats = [ - TextFormat, - XMLFormat, - XMLStringFormat ]; - /** - * Auto-detect BitmapFont parsing format based on data. - * @private - * @param {any} data - Data to detect format - * @returns {any} Format or null - */ - function autoDetectFormat(data) { - for (var i = 0; i < formats.length; i++) { - if (formats[i].test(data)) { - return formats[i]; - } - } - return null; - } - - // TODO: Prevent code duplication b/w generateFillStyle & Text#generateFillStyle - /** - * Generates the fill style. Can automatically generate a gradient based on the fill style being an array - * @private - * @param canvas - * @param context - * @param {object} style - The style. - * @param resolution - * @param {string[]} lines - The lines of text. - * @param metrics - * @returns {string|number|CanvasGradient} The fill style - */ - function generateFillStyle(canvas, context, style, resolution, lines, metrics) { - // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as - // the setter converts to string. See this thread for more details: - // https://github.com/microsoft/TypeScript/issues/2521 - var fillStyle = style.fill; - if (!Array.isArray(fillStyle)) { - return fillStyle; - } - else if (fillStyle.length === 1) { - return fillStyle[0]; - } - // the gradient will be evenly spaced out according to how large the array is. - // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75 - var gradient; - // a dropshadow will enlarge the canvas and result in the gradient being - // generated with the incorrect dimensions - var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0; - // should also take padding into account, padding can offset the gradient - var padding = style.padding || 0; - var width = (canvas.width / resolution) - dropShadowCorrection - (padding * 2); - var height = (canvas.height / resolution) - dropShadowCorrection - (padding * 2); - // make a copy of the style settings, so we can manipulate them later - var fill = fillStyle.slice(); - var fillGradientStops = style.fillGradientStops.slice(); - // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75 - if (!fillGradientStops.length) { - var lengthPlus1 = fill.length + 1; - for (var i = 1; i < lengthPlus1; ++i) { - fillGradientStops.push(i / lengthPlus1); - } - } - // stop the bleeding of the last gradient on the line above to the top gradient of the this line - // by hard defining the first gradient colour at point 0, and last gradient colour at point 1 - fill.unshift(fillStyle[0]); - fillGradientStops.unshift(0); - fill.push(fillStyle[fillStyle.length - 1]); - fillGradientStops.push(1); - if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) { - // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas - gradient = context.createLinearGradient(width / 2, padding, width / 2, height + padding); - // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect - // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 - // There's potential for floating point precision issues at the seams between gradient repeats. - // The loop below generates the stops in order, so track the last generated one to prevent - // floating point precision from making us go the teeniest bit backwards, resulting in - // the first and last colors getting swapped. - var lastIterationStop = 0; - // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc - var textHeight = metrics.fontProperties.fontSize + style.strokeThickness; - // textHeight, but as a 0-1 size in global gradient stop space - var gradStopLineHeight = textHeight / height; - for (var i = 0; i < lines.length; i++) { - var thisLineTop = metrics.lineHeight * i; - for (var j = 0; j < fill.length; j++) { - // 0-1 stop point for the current line, multiplied to global space afterwards - var lineStop = 0; - if (typeof fillGradientStops[j] === 'number') { - lineStop = fillGradientStops[j]; - } - else { - lineStop = j / fill.length; - } - var globalStop = (thisLineTop / height) + (lineStop * gradStopLineHeight); - // Prevent color stop generation going backwards from floating point imprecision - var clampedStop = Math.max(lastIterationStop, globalStop); - clampedStop = Math.min(clampedStop, 1); // Cap at 1 as well for safety's sake to avoid a possible throw. - gradient.addColorStop(clampedStop, fill[j]); - lastIterationStop = clampedStop; - } - } - } - else { - // start the gradient at the center left of the canvas, and end at the center right of the canvas - gradient = context.createLinearGradient(padding, height / 2, width + padding, height / 2); - // can just evenly space out the gradients in this case, as multiple lines makes no difference - // to an even left to right gradient - var totalIterations = fill.length + 1; - var currentIteration = 1; - for (var i = 0; i < fill.length; i++) { - var stop = void 0; - if (typeof fillGradientStops[i] === 'number') { - stop = fillGradientStops[i]; - } - else { - stop = currentIteration / totalIterations; - } - gradient.addColorStop(stop, fill[i]); - currentIteration++; - } - } - return gradient; - } - - // TODO: Prevent code duplication b/w drawGlyph & Text#updateText - /** - * Draws the glyph `metrics.text` on the given canvas. - * - * Ignored because not directly exposed. - * @ignore - * @param {HTMLCanvasElement} canvas - * @param {CanvasRenderingContext2D} context - * @param {TextMetrics} metrics - * @param {number} x - * @param {number} y - * @param {number} resolution - * @param {TextStyle} style - */ - function drawGlyph(canvas, context, metrics, x, y, resolution, style) { - var char = metrics.text; - var fontProperties = metrics.fontProperties; - context.translate(x, y); - context.scale(resolution, resolution); - var tx = style.strokeThickness / 2; - var ty = -(style.strokeThickness / 2); - context.font = style.toFontString(); - context.lineWidth = style.strokeThickness; - context.textBaseline = style.textBaseline; - context.lineJoin = style.lineJoin; - context.miterLimit = style.miterLimit; - // set canvas text styles - context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics); - context.strokeStyle = style.stroke; - if (style.dropShadow) { - var dropShadowColor = style.dropShadowColor; - var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor)); - var dropShadowBlur = style.dropShadowBlur * resolution; - var dropShadowDistance = style.dropShadowDistance * resolution; - context.shadowColor = "rgba(" + rgb[0] * 255 + "," + rgb[1] * 255 + "," + rgb[2] * 255 + "," + style.dropShadowAlpha + ")"; - context.shadowBlur = dropShadowBlur; - context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance; - context.shadowOffsetY = Math.sin(style.dropShadowAngle) * dropShadowDistance; - } - else { - context.shadowColor = 'black'; - context.shadowBlur = 0; - context.shadowOffsetX = 0; - context.shadowOffsetY = 0; - } - if (style.stroke && style.strokeThickness) { - context.strokeText(char, tx, ty + metrics.lineHeight - fontProperties.descent); - } - if (style.fill) { - context.fillText(char, tx, ty + metrics.lineHeight - fontProperties.descent); - } - context.setTransform(1, 0, 0, 1, 0, 0); // defaults needed for older browsers (e.g. Opera 29) - context.fillStyle = 'rgba(0, 0, 0, 0)'; - } - - /** - * Ponyfill for IE because it doesn't support `Array.from` - * @param text - * @private - */ - function splitTextToCharacters(text) { - return Array.from ? Array.from(text) : text.split(''); - } - - /** - * Processes the passed character set data and returns a flattened array of all the characters. - * - * Ignored because not directly exposed. - * @ignore - * @param {string | string[] | string[][] } chars - * @returns {string[]} the flattened array of characters - */ - function resolveCharacters(chars) { - // Split the chars string into individual characters - if (typeof chars === 'string') { - chars = [chars]; - } - // Handle an array of characters+ranges - var result = []; - for (var i = 0, j = chars.length; i < j; i++) { - var item = chars[i]; - // Handle range delimited by start/end chars - if (Array.isArray(item)) { - if (item.length !== 2) { - throw new Error("[BitmapFont]: Invalid character range length, expecting 2 got " + item.length + "."); - } - var startCode = item[0].charCodeAt(0); - var endCode = item[1].charCodeAt(0); - if (endCode < startCode) { - throw new Error('[BitmapFont]: Invalid character range.'); - } - for (var i_1 = startCode, j_1 = endCode; i_1 <= j_1; i_1++) { - result.push(String.fromCharCode(i_1)); - } - } - // Handle a character set string - else { - result.push.apply(result, splitTextToCharacters(item)); - } - } - if (result.length === 0) { - throw new Error('[BitmapFont]: Empty set when resolving characters.'); - } - return result; - } - - /** - * Ponyfill for IE because it doesn't support `codePointAt` - * @param str - * @private - */ - function extractCharCode(str) { - return str.codePointAt ? str.codePointAt(0) : str.charCodeAt(0); - } - - /** - * BitmapFont represents a typeface available for use with the BitmapText class. Use the `install` - * method for adding a font to be used. - * @memberof PIXI - */ - var BitmapFont = /** @class */ (function () { - /** - * @param data - * @param textures - * @param ownsTextures - Setting to `true` will destroy page textures - * when the font is uninstalled. - */ - function BitmapFont(data, textures, ownsTextures) { - var _a, _b; - var info = data.info[0]; - var common = data.common[0]; - var page = data.page[0]; - var distanceField = data.distanceField[0]; - var res = getResolutionOfUrl(page.file); - var pageTextures = {}; - this._ownsTextures = ownsTextures; - this.font = info.face; - this.size = info.size; - this.lineHeight = common.lineHeight / res; - this.chars = {}; - this.pageTextures = pageTextures; - // Convert the input Texture, Textures or object - // into a page Texture lookup by "id" - for (var i = 0; i < data.page.length; i++) { - var _c = data.page[i], id = _c.id, file = _c.file; - pageTextures[id] = textures instanceof Array - ? textures[i] : textures[file]; - // only MSDF and SDF fonts need no-premultiplied-alpha - if ((distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) && distanceField.fieldType !== 'none') { - pageTextures[id].baseTexture.alphaMode = ALPHA_MODES$8.NO_PREMULTIPLIED_ALPHA; - } - } - // parse letters - for (var i = 0; i < data.char.length; i++) { - var _d = data.char[i], id = _d.id, page_1 = _d.page; - var _e = data.char[i], x = _e.x, y = _e.y, width = _e.width, height = _e.height, xoffset = _e.xoffset, yoffset = _e.yoffset, xadvance = _e.xadvance; - x /= res; - y /= res; - width /= res; - height /= res; - xoffset /= res; - yoffset /= res; - xadvance /= res; - var rect = new Rectangle$2(x + (pageTextures[page_1].frame.x / res), y + (pageTextures[page_1].frame.y / res), width, height); - this.chars[id] = { - xOffset: xoffset, - yOffset: yoffset, - xAdvance: xadvance, - kerning: {}, - texture: new Texture(pageTextures[page_1].baseTexture, rect), - page: page_1, - }; - } - // parse kernings - for (var i = 0; i < data.kerning.length; i++) { - var _f = data.kerning[i], first = _f.first, second = _f.second, amount = _f.amount; - first /= res; - second /= res; - amount /= res; - if (this.chars[second]) { - this.chars[second].kerning[first] = amount; - } - } - // Store distance field information - this.distanceFieldRange = distanceField === null || distanceField === void 0 ? void 0 : distanceField.distanceRange; - this.distanceFieldType = (_b = (_a = distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) === null || _a === void 0 ? void 0 : _a.toLowerCase()) !== null && _b !== void 0 ? _b : 'none'; - } - /** Remove references to created glyph textures. */ - BitmapFont.prototype.destroy = function () { - for (var id in this.chars) { - this.chars[id].texture.destroy(); - this.chars[id].texture = null; - } - for (var id in this.pageTextures) { - if (this._ownsTextures) { - this.pageTextures[id].destroy(true); - } - this.pageTextures[id] = null; - } - // Set readonly null. - this.chars = null; - this.pageTextures = null; - }; - /** - * Register a new bitmap font. - * @param data - The - * characters map that could be provided as xml or raw string. - * @param textures - List of textures for each page. - * @param ownsTextures - Set to `true` to destroy page textures - * when the font is uninstalled. By default fonts created with - * `BitmapFont.from` or from the `BitmapFontLoader` are `true`. - * @returns {PIXI.BitmapFont} Result font object with font, size, lineHeight - * and char fields. - */ - BitmapFont.install = function (data, textures, ownsTextures) { - var fontData; - if (data instanceof BitmapFontData) { - fontData = data; - } - else { - var format = autoDetectFormat(data); - if (!format) { - throw new Error('Unrecognized data format for font.'); - } - fontData = format.parse(data); - } - // Single texture, convert to list - if (textures instanceof Texture) { - textures = [textures]; - } - var font = new BitmapFont(fontData, textures, ownsTextures); - BitmapFont.available[font.font] = font; - return font; - }; - /** - * Remove bitmap font by name. - * @param name - Name of the font to uninstall. - */ - BitmapFont.uninstall = function (name) { - var font = BitmapFont.available[name]; - if (!font) { - throw new Error("No font found named '" + name + "'"); - } - font.destroy(); - delete BitmapFont.available[name]; - }; - /** - * Generates a bitmap-font for the given style and character set. This does not support - * kernings yet. With `style` properties, only the following non-layout properties are used: - * - * - {@link PIXI.TextStyle#dropShadow|dropShadow} - * - {@link PIXI.TextStyle#dropShadowDistance|dropShadowDistance} - * - {@link PIXI.TextStyle#dropShadowColor|dropShadowColor} - * - {@link PIXI.TextStyle#dropShadowBlur|dropShadowBlur} - * - {@link PIXI.TextStyle#dropShadowAngle|dropShadowAngle} - * - {@link PIXI.TextStyle#fill|fill} - * - {@link PIXI.TextStyle#fillGradientStops|fillGradientStops} - * - {@link PIXI.TextStyle#fillGradientType|fillGradientType} - * - {@link PIXI.TextStyle#fontFamily|fontFamily} - * - {@link PIXI.TextStyle#fontSize|fontSize} - * - {@link PIXI.TextStyle#fontVariant|fontVariant} - * - {@link PIXI.TextStyle#fontWeight|fontWeight} - * - {@link PIXI.TextStyle#lineJoin|lineJoin} - * - {@link PIXI.TextStyle#miterLimit|miterLimit} - * - {@link PIXI.TextStyle#stroke|stroke} - * - {@link PIXI.TextStyle#strokeThickness|strokeThickness} - * - {@link PIXI.TextStyle#textBaseline|textBaseline} - * @param name - The name of the custom font to use with BitmapText. - * @param textStyle - Style options to render with BitmapFont. - * @param options - Setup options for font or name of the font. - * @param {string|string[]|string[][]} [options.chars=PIXI.BitmapFont.ALPHANUMERIC] - characters included - * in the font set. You can also use ranges. For example, `[['a', 'z'], ['A', 'Z'], "!@#$%^&*()~{}[] "]`. - * Don't forget to include spaces ' ' in your character set! - * @param {number} [options.resolution=1] - Render resolution for glyphs. - * @param {number} [options.textureWidth=512] - Optional width of atlas, smaller values to reduce memory. - * @param {number} [options.textureHeight=512] - Optional height of atlas, smaller values to reduce memory. - * @param {number} [options.padding=4] - Padding between glyphs on texture atlas. - * @returns Font generated by style options. - * @example - * PIXI.BitmapFont.from("TitleFont", { - * fontFamily: "Arial", - * fontSize: 12, - * strokeThickness: 2, - * fill: "purple" - * }); - * - * const title = new PIXI.BitmapText("This is the title", { fontName: "TitleFont" }); - */ - BitmapFont.from = function (name, textStyle, options) { - if (!name) { - throw new Error('[BitmapFont] Property `name` is required.'); - } - var _a = Object.assign({}, BitmapFont.defaultOptions, options), chars = _a.chars, padding = _a.padding, resolution = _a.resolution, textureWidth = _a.textureWidth, textureHeight = _a.textureHeight; - var charsList = resolveCharacters(chars); - var style = textStyle instanceof TextStyle ? textStyle : new TextStyle(textStyle); - var lineWidth = textureWidth; - var fontData = new BitmapFontData(); - fontData.info[0] = { - face: style.fontFamily, - size: style.fontSize, - }; - fontData.common[0] = { - lineHeight: style.fontSize, - }; - var positionX = 0; - var positionY = 0; - var canvas; - var context; - var baseTexture; - var maxCharHeight = 0; - var textures = []; - for (var i = 0; i < charsList.length; i++) { - if (!canvas) { - canvas = settings$2.ADAPTER.createCanvas(); - canvas.width = textureWidth; - canvas.height = textureHeight; - context = canvas.getContext('2d'); - baseTexture = new BaseTexture(canvas, { resolution: resolution }); - textures.push(new Texture(baseTexture)); - fontData.page.push({ - id: textures.length - 1, - file: '', - }); - } - // Measure glyph dimensions - var metrics = TextMetrics.measureText(charsList[i], style, false, canvas); - var width = metrics.width; - var height = Math.ceil(metrics.height); - // This is ugly - but italics are given more space so they don't overlap - var textureGlyphWidth = Math.ceil((style.fontStyle === 'italic' ? 2 : 1) * width); - // Can't fit char anymore: next canvas please! - if (positionY >= textureHeight - (height * resolution)) { - if (positionY === 0) { - // We don't want user debugging an infinite loop (or do we? :) - throw new Error("[BitmapFont] textureHeight " + textureHeight + "px is " - + ("too small for " + style.fontSize + "px fonts")); - } - --i; - // Create new atlas once current has filled up - canvas = null; - context = null; - baseTexture = null; - positionY = 0; - positionX = 0; - maxCharHeight = 0; - continue; - } - maxCharHeight = Math.max(height + metrics.fontProperties.descent, maxCharHeight); - // Wrap line once full row has been rendered - if ((textureGlyphWidth * resolution) + positionX >= lineWidth) { - --i; - positionY += maxCharHeight * resolution; - positionY = Math.ceil(positionY); - positionX = 0; - maxCharHeight = 0; - continue; - } - drawGlyph(canvas, context, metrics, positionX, positionY, resolution, style); - // Unique (numeric) ID mapping to this glyph - var id = extractCharCode(metrics.text); - // Create a texture holding just the glyph - fontData.char.push({ - id: id, - page: textures.length - 1, - x: positionX / resolution, - y: positionY / resolution, - width: textureGlyphWidth, - height: height, - xoffset: 0, - yoffset: 0, - xadvance: Math.ceil(width - - (style.dropShadow ? style.dropShadowDistance : 0) - - (style.stroke ? style.strokeThickness : 0)), - }); - positionX += (textureGlyphWidth + (2 * padding)) * resolution; - positionX = Math.ceil(positionX); - } - // Brute-force kerning info, this can be expensive b/c it's an O(n²), - // but we're using measureText which is native and fast. - for (var i = 0, len = charsList.length; i < len; i++) { - var first = charsList[i]; - for (var j = 0; j < len; j++) { - var second = charsList[j]; - var c1 = context.measureText(first).width; - var c2 = context.measureText(second).width; - var total = context.measureText(first + second).width; - var amount = total - (c1 + c2); - if (amount) { - fontData.kerning.push({ - first: extractCharCode(first), - second: extractCharCode(second), - amount: amount, - }); - } - } - } - var font = new BitmapFont(fontData, textures, true); - // Make it easier to replace a font - if (BitmapFont.available[name] !== undefined) { - BitmapFont.uninstall(name); - } - BitmapFont.available[name] = font; - return font; - }; - /** - * This character set includes all the letters in the alphabet (both lower- and upper- case). - * @type {string[][]} - * @example - * BitmapFont.from("ExampleFont", style, { chars: BitmapFont.ALPHA }) - */ - BitmapFont.ALPHA = [['a', 'z'], ['A', 'Z'], ' ']; - /** - * This character set includes all decimal digits (from 0 to 9). - * @type {string[][]} - * @example - * BitmapFont.from("ExampleFont", style, { chars: BitmapFont.NUMERIC }) - */ - BitmapFont.NUMERIC = [['0', '9']]; - /** - * This character set is the union of `BitmapFont.ALPHA` and `BitmapFont.NUMERIC`. - * @type {string[][]} - */ - BitmapFont.ALPHANUMERIC = [['a', 'z'], ['A', 'Z'], ['0', '9'], ' ']; - /** - * This character set consists of all the ASCII table. - * @member {string[][]} - * @see http://www.asciitable.com/ - */ - BitmapFont.ASCII = [[' ', '~']]; - /** - * Collection of default options when using `BitmapFont.from`. - * @property {number} [resolution=1] - - * @property {number} [textureWidth=512] - - * @property {number} [textureHeight=512] - - * @property {number} [padding=4] - - * @property {string|string[]|string[][]} chars = PIXI.BitmapFont.ALPHANUMERIC - */ - BitmapFont.defaultOptions = { - resolution: 1, - textureWidth: 512, - textureHeight: 512, - padding: 4, - chars: BitmapFont.ALPHANUMERIC, - }; - /** Collection of available/installed fonts. */ - BitmapFont.available = {}; - return BitmapFont; - }()); - - var msdfFrag = "// Pixi texture info\r\nvarying vec2 vTextureCoord;\r\nuniform sampler2D uSampler;\r\n\r\n// Tint\r\nuniform vec4 uColor;\r\n\r\n// on 2D applications fwidth is screenScale / glyphAtlasScale * distanceFieldRange\r\nuniform float uFWidth;\r\n\r\nvoid main(void) {\r\n\r\n // To stack MSDF and SDF we need a non-pre-multiplied-alpha texture.\r\n vec4 texColor = texture2D(uSampler, vTextureCoord);\r\n\r\n // MSDF\r\n float median = texColor.r + texColor.g + texColor.b -\r\n min(texColor.r, min(texColor.g, texColor.b)) -\r\n max(texColor.r, max(texColor.g, texColor.b));\r\n // SDF\r\n median = min(median, texColor.a);\r\n\r\n float screenPxDistance = uFWidth * (median - 0.5);\r\n float alpha = clamp(screenPxDistance + 0.5, 0.0, 1.0);\r\n\r\n // NPM Textures, NPM outputs\r\n gl_FragColor = vec4(uColor.rgb, uColor.a * alpha);\r\n\r\n}\r\n"; - - var msdfVert = "// Mesh material default fragment\r\nattribute vec2 aVertexPosition;\r\nattribute vec2 aTextureCoord;\r\n\r\nuniform mat3 projectionMatrix;\r\nuniform mat3 translationMatrix;\r\nuniform mat3 uTextureMatrix;\r\n\r\nvarying vec2 vTextureCoord;\r\n\r\nvoid main(void)\r\n{\r\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\r\n\r\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\r\n}\r\n"; - - // If we ever need more than two pools, please make a Dict or something better. - var pageMeshDataDefaultPageMeshData = []; - var pageMeshDataMSDFPageMeshData = []; - var charRenderDataPool = []; - /** - * A BitmapText object will create a line or multiple lines of text using bitmap font. - * - * The primary advantage of this class over Text is that all of your textures are pre-generated and loading, - * meaning that rendering is fast, and changing text has no performance implications. - * - * Supporting character sets other than latin, such as CJK languages, may be impractical due to the number of characters. - * - * To split a line you can use '\n', '\r' or '\r\n' in your string. - * - * PixiJS can auto-generate fonts on-the-fly using BitmapFont or use fnt files provided by: - * http://www.angelcode.com/products/bmfont/ for Windows or - * http://www.bmglyph.com/ for Mac. - * - * You can also use SDF, MSDF and MTSDF BitmapFonts for vector-like scaling appearance provided by: - * https://github.com/soimy/msdf-bmfont-xml for SDF and MSDF fnt files or - * https://github.com/Chlumsky/msdf-atlas-gen for SDF, MSDF and MTSDF json files - * - * A BitmapText can only be created when the font is loaded. - * - * ```js - * // in this case the font is in a file called 'desyrel.fnt' - * let bitmapText = new PIXI.BitmapText("text using a fancy font!", { - * fontName: "Desyrel", - * fontSize: 35, - * align: "right" - * }); - * ``` - * @memberof PIXI - */ - /** @class */ ((function (_super) { - __extends$a(BitmapText, _super); - /** - * @param text - A string that you would like the text to display. - * @param style - The style parameters. - * @param {string} style.fontName - The installed BitmapFont name. - * @param {number} [style.fontSize] - The size of the font in pixels, e.g. 24. If undefined, - *. this will default to the BitmapFont size. - * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center', 'right' or 'justify'), - * does not affect single line text. - * @param {number} [style.tint=0xFFFFFF] - The tint color. - * @param {number} [style.letterSpacing=0] - The amount of spacing between letters. - * @param {number} [style.maxWidth=0] - The max width of the text before line wrapping. - */ - function BitmapText(text, style) { - if (style === void 0) { style = {}; } - var _this = _super.call(this) || this; - /** - * Private tracker for the current tint. - * @private - */ - _this._tint = 0xFFFFFF; - // Apply the defaults - var _a = Object.assign({}, BitmapText.styleDefaults, style), align = _a.align, tint = _a.tint, maxWidth = _a.maxWidth, letterSpacing = _a.letterSpacing, fontName = _a.fontName, fontSize = _a.fontSize; - if (!BitmapFont.available[fontName]) { - throw new Error("Missing BitmapFont \"" + fontName + "\""); - } - _this._activePagesMeshData = []; - _this._textWidth = 0; - _this._textHeight = 0; - _this._align = align; - _this._tint = tint; - _this._fontName = fontName; - _this._fontSize = fontSize || BitmapFont.available[fontName].size; - _this.text = text; - _this._maxWidth = maxWidth; - _this._maxLineHeight = 0; - _this._letterSpacing = letterSpacing; - _this._anchor = new ObservablePoint$2(function () { _this.dirty = true; }, _this, 0, 0); - _this._roundPixels = settings$2.ROUND_PIXELS; - _this.dirty = true; - _this._resolution = settings$2.RESOLUTION; - _this._autoResolution = true; - _this._textureCache = {}; - return _this; - } - /** Renders text and updates it when needed. This should only be called if the BitmapFont is regenerated. */ - BitmapText.prototype.updateText = function () { - var _a; - var data = BitmapFont.available[this._fontName]; - var scale = this._fontSize / data.size; - var pos = new Point$2(); - var chars = []; - var lineWidths = []; - var lineSpaces = []; - var text = this._text.replace(/(?:\r\n|\r)/g, '\n') || ' '; - var charsInput = splitTextToCharacters(text); - var maxWidth = this._maxWidth * data.size / this._fontSize; - var pageMeshDataPool = data.distanceFieldType === 'none' - ? pageMeshDataDefaultPageMeshData : pageMeshDataMSDFPageMeshData; - var prevCharCode = null; - var lastLineWidth = 0; - var maxLineWidth = 0; - var line = 0; - var lastBreakPos = -1; - var lastBreakWidth = 0; - var spacesRemoved = 0; - var maxLineHeight = 0; - var spaceCount = 0; - for (var i = 0; i < charsInput.length; i++) { - var char = charsInput[i]; - var charCode = extractCharCode(char); - if ((/(?:\s)/).test(char)) { - lastBreakPos = i; - lastBreakWidth = lastLineWidth; - spaceCount++; - } - if (char === '\r' || char === '\n') { - lineWidths.push(lastLineWidth); - lineSpaces.push(-1); - maxLineWidth = Math.max(maxLineWidth, lastLineWidth); - ++line; - ++spacesRemoved; - pos.x = 0; - pos.y += data.lineHeight; - prevCharCode = null; - spaceCount = 0; - continue; - } - var charData = data.chars[charCode]; - if (!charData) { - continue; - } - if (prevCharCode && charData.kerning[prevCharCode]) { - pos.x += charData.kerning[prevCharCode]; - } - var charRenderData = charRenderDataPool.pop() || { - texture: Texture.EMPTY, - line: 0, - charCode: 0, - prevSpaces: 0, - position: new Point$2(), - }; - charRenderData.texture = charData.texture; - charRenderData.line = line; - charRenderData.charCode = charCode; - charRenderData.position.x = pos.x + charData.xOffset + (this._letterSpacing / 2); - charRenderData.position.y = pos.y + charData.yOffset; - charRenderData.prevSpaces = spaceCount; - chars.push(charRenderData); - lastLineWidth = charRenderData.position.x + Math.max(charData.xAdvance, charData.texture.orig.width); - pos.x += charData.xAdvance + this._letterSpacing; - maxLineHeight = Math.max(maxLineHeight, (charData.yOffset + charData.texture.height)); - prevCharCode = charCode; - if (lastBreakPos !== -1 && maxWidth > 0 && pos.x > maxWidth) { - ++spacesRemoved; - removeItems(chars, 1 + lastBreakPos - spacesRemoved, 1 + i - lastBreakPos); - i = lastBreakPos; - lastBreakPos = -1; - lineWidths.push(lastBreakWidth); - lineSpaces.push(chars.length > 0 ? chars[chars.length - 1].prevSpaces : 0); - maxLineWidth = Math.max(maxLineWidth, lastBreakWidth); - line++; - pos.x = 0; - pos.y += data.lineHeight; - prevCharCode = null; - spaceCount = 0; - } - } - var lastChar = charsInput[charsInput.length - 1]; - if (lastChar !== '\r' && lastChar !== '\n') { - if ((/(?:\s)/).test(lastChar)) { - lastLineWidth = lastBreakWidth; - } - lineWidths.push(lastLineWidth); - maxLineWidth = Math.max(maxLineWidth, lastLineWidth); - lineSpaces.push(-1); - } - var lineAlignOffsets = []; - for (var i = 0; i <= line; i++) { - var alignOffset = 0; - if (this._align === 'right') { - alignOffset = maxLineWidth - lineWidths[i]; - } - else if (this._align === 'center') { - alignOffset = (maxLineWidth - lineWidths[i]) / 2; - } - else if (this._align === 'justify') { - alignOffset = lineSpaces[i] < 0 ? 0 : (maxLineWidth - lineWidths[i]) / lineSpaces[i]; - } - lineAlignOffsets.push(alignOffset); - } - var lenChars = chars.length; - var pagesMeshData = {}; - var newPagesMeshData = []; - var activePagesMeshData = this._activePagesMeshData; - for (var i = 0; i < activePagesMeshData.length; i++) { - pageMeshDataPool.push(activePagesMeshData[i]); - } - for (var i = 0; i < lenChars; i++) { - var texture = chars[i].texture; - var baseTextureUid = texture.baseTexture.uid; - if (!pagesMeshData[baseTextureUid]) { - var pageMeshData = pageMeshDataPool.pop(); - if (!pageMeshData) { - var geometry = new MeshGeometry(); - var material = void 0; - var meshBlendMode = void 0; - if (data.distanceFieldType === 'none') { - material = new MeshMaterial(Texture.EMPTY); - meshBlendMode = BLEND_MODES$8.NORMAL; - } - else { - material = new MeshMaterial(Texture.EMPTY, { program: Program.from(msdfVert, msdfFrag), uniforms: { uFWidth: 0 } }); - meshBlendMode = BLEND_MODES$8.NORMAL_NPM; - } - var mesh = new Mesh(geometry, material); - mesh.blendMode = meshBlendMode; - pageMeshData = { - index: 0, - indexCount: 0, - vertexCount: 0, - uvsCount: 0, - total: 0, - mesh: mesh, - vertices: null, - uvs: null, - indices: null, - }; - } - // reset data.. - pageMeshData.index = 0; - pageMeshData.indexCount = 0; - pageMeshData.vertexCount = 0; - pageMeshData.uvsCount = 0; - pageMeshData.total = 0; - // TODO need to get page texture here somehow.. - var _textureCache = this._textureCache; - _textureCache[baseTextureUid] = _textureCache[baseTextureUid] || new Texture(texture.baseTexture); - pageMeshData.mesh.texture = _textureCache[baseTextureUid]; - pageMeshData.mesh.tint = this._tint; - newPagesMeshData.push(pageMeshData); - pagesMeshData[baseTextureUid] = pageMeshData; - } - pagesMeshData[baseTextureUid].total++; - } - // lets find any previously active pageMeshDatas that are no longer required for - // the updated text (if any), removed and return them to the pool. - for (var i = 0; i < activePagesMeshData.length; i++) { - if (newPagesMeshData.indexOf(activePagesMeshData[i]) === -1) { - this.removeChild(activePagesMeshData[i].mesh); - } - } - // next lets add any new meshes, that have not yet been added to this BitmapText - // we only add if its not already a child of this BitmapObject - for (var i = 0; i < newPagesMeshData.length; i++) { - if (newPagesMeshData[i].mesh.parent !== this) { - this.addChild(newPagesMeshData[i].mesh); - } - } - // active page mesh datas are set to be the new pages added. - this._activePagesMeshData = newPagesMeshData; - for (var i in pagesMeshData) { - var pageMeshData = pagesMeshData[i]; - var total = pageMeshData.total; - // lets only allocate new buffers if we can fit the new text in the current ones.. - // unless that is, we will be batching. Currently batching dose not respect the size property of mesh - if (!(((_a = pageMeshData.indices) === null || _a === void 0 ? void 0 : _a.length) > 6 * total) || pageMeshData.vertices.length < Mesh.BATCHABLE_SIZE * 2) { - pageMeshData.vertices = new Float32Array(4 * 2 * total); - pageMeshData.uvs = new Float32Array(4 * 2 * total); - pageMeshData.indices = new Uint16Array(6 * total); - } - else { - var total_1 = pageMeshData.total; - var vertices = pageMeshData.vertices; - // Clear the garbage at the end of the vertices buffer. This will prevent the bounds miscalculation. - for (var i_1 = total_1 * 4 * 2; i_1 < vertices.length; i_1++) { - vertices[i_1] = 0; - } - } - // as a buffer maybe bigger than the current word, we set the size of the meshMaterial - // to match the number of letters needed - pageMeshData.mesh.size = 6 * total; - } - for (var i = 0; i < lenChars; i++) { - var char = chars[i]; - var offset = char.position.x + (lineAlignOffsets[char.line] * (this._align === 'justify' ? char.prevSpaces : 1)); - if (this._roundPixels) { - offset = Math.round(offset); - } - var xPos = offset * scale; - var yPos = char.position.y * scale; - var texture = char.texture; - var pageMesh = pagesMeshData[texture.baseTexture.uid]; - var textureFrame = texture.frame; - var textureUvs = texture._uvs; - var index = pageMesh.index++; - pageMesh.indices[(index * 6) + 0] = 0 + (index * 4); - pageMesh.indices[(index * 6) + 1] = 1 + (index * 4); - pageMesh.indices[(index * 6) + 2] = 2 + (index * 4); - pageMesh.indices[(index * 6) + 3] = 0 + (index * 4); - pageMesh.indices[(index * 6) + 4] = 2 + (index * 4); - pageMesh.indices[(index * 6) + 5] = 3 + (index * 4); - pageMesh.vertices[(index * 8) + 0] = xPos; - pageMesh.vertices[(index * 8) + 1] = yPos; - pageMesh.vertices[(index * 8) + 2] = xPos + (textureFrame.width * scale); - pageMesh.vertices[(index * 8) + 3] = yPos; - pageMesh.vertices[(index * 8) + 4] = xPos + (textureFrame.width * scale); - pageMesh.vertices[(index * 8) + 5] = yPos + (textureFrame.height * scale); - pageMesh.vertices[(index * 8) + 6] = xPos; - pageMesh.vertices[(index * 8) + 7] = yPos + (textureFrame.height * scale); - pageMesh.uvs[(index * 8) + 0] = textureUvs.x0; - pageMesh.uvs[(index * 8) + 1] = textureUvs.y0; - pageMesh.uvs[(index * 8) + 2] = textureUvs.x1; - pageMesh.uvs[(index * 8) + 3] = textureUvs.y1; - pageMesh.uvs[(index * 8) + 4] = textureUvs.x2; - pageMesh.uvs[(index * 8) + 5] = textureUvs.y2; - pageMesh.uvs[(index * 8) + 6] = textureUvs.x3; - pageMesh.uvs[(index * 8) + 7] = textureUvs.y3; - } - this._textWidth = maxLineWidth * scale; - this._textHeight = (pos.y + data.lineHeight) * scale; - for (var i in pagesMeshData) { - var pageMeshData = pagesMeshData[i]; - // apply anchor - if (this.anchor.x !== 0 || this.anchor.y !== 0) { - var vertexCount = 0; - var anchorOffsetX = this._textWidth * this.anchor.x; - var anchorOffsetY = this._textHeight * this.anchor.y; - for (var i_2 = 0; i_2 < pageMeshData.total; i_2++) { - pageMeshData.vertices[vertexCount++] -= anchorOffsetX; - pageMeshData.vertices[vertexCount++] -= anchorOffsetY; - pageMeshData.vertices[vertexCount++] -= anchorOffsetX; - pageMeshData.vertices[vertexCount++] -= anchorOffsetY; - pageMeshData.vertices[vertexCount++] -= anchorOffsetX; - pageMeshData.vertices[vertexCount++] -= anchorOffsetY; - pageMeshData.vertices[vertexCount++] -= anchorOffsetX; - pageMeshData.vertices[vertexCount++] -= anchorOffsetY; - } - } - this._maxLineHeight = maxLineHeight * scale; - var vertexBuffer = pageMeshData.mesh.geometry.getBuffer('aVertexPosition'); - var textureBuffer = pageMeshData.mesh.geometry.getBuffer('aTextureCoord'); - var indexBuffer = pageMeshData.mesh.geometry.getIndex(); - vertexBuffer.data = pageMeshData.vertices; - textureBuffer.data = pageMeshData.uvs; - indexBuffer.data = pageMeshData.indices; - vertexBuffer.update(); - textureBuffer.update(); - indexBuffer.update(); - } - for (var i = 0; i < chars.length; i++) { - charRenderDataPool.push(chars[i]); - } - }; - BitmapText.prototype.updateTransform = function () { - this.validate(); - this.containerUpdateTransform(); - }; - BitmapText.prototype._render = function (renderer) { - if (this._autoResolution && this._resolution !== renderer.resolution) { - this._resolution = renderer.resolution; - this.dirty = true; - } - // Update the uniform - var _a = BitmapFont.available[this._fontName], distanceFieldRange = _a.distanceFieldRange, distanceFieldType = _a.distanceFieldType, size = _a.size; - if (distanceFieldType !== 'none') { - // Inject the shader code with the correct value - var _b = this.worldTransform, a = _b.a, b = _b.b, c = _b.c, d = _b.d; - var dx = Math.sqrt((a * a) + (b * b)); - var dy = Math.sqrt((c * c) + (d * d)); - var worldScale = (Math.abs(dx) + Math.abs(dy)) / 2; - var fontScale = this._fontSize / size; - for (var _i = 0, _c = this._activePagesMeshData; _i < _c.length; _i++) { - var mesh = _c[_i]; - mesh.mesh.shader.uniforms.uFWidth = worldScale * distanceFieldRange * fontScale * this._resolution; - } - } - _super.prototype._render.call(this, renderer); - }; - /** - * Validates text before calling parent's getLocalBounds - * @returns - The rectangular bounding area - */ - BitmapText.prototype.getLocalBounds = function () { - this.validate(); - return _super.prototype.getLocalBounds.call(this); - }; - /** - * Updates text when needed - * @private - */ - BitmapText.prototype.validate = function () { - if (this.dirty) { - this.updateText(); - this.dirty = false; - } - }; - Object.defineProperty(BitmapText.prototype, "tint", { - /** - * The tint of the BitmapText object. - * @default 0xffffff - */ - get: function () { - return this._tint; - }, - set: function (value) { - if (this._tint === value) - { return; } - this._tint = value; - for (var i = 0; i < this._activePagesMeshData.length; i++) { - this._activePagesMeshData[i].mesh.tint = value; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "align", { - /** - * The alignment of the BitmapText object. - * @member {string} - * @default 'left' - */ - get: function () { - return this._align; - }, - set: function (value) { - if (this._align !== value) { - this._align = value; - this.dirty = true; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "fontName", { - /** The name of the BitmapFont. */ - get: function () { - return this._fontName; - }, - set: function (value) { - if (!BitmapFont.available[value]) { - throw new Error("Missing BitmapFont \"" + value + "\""); - } - if (this._fontName !== value) { - this._fontName = value; - this.dirty = true; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "fontSize", { - /** The size of the font to display. */ - get: function () { - return this._fontSize; - }, - set: function (value) { - if (this._fontSize !== value) { - this._fontSize = value; - this.dirty = true; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "anchor", { - /** - * The anchor sets the origin point of the text. - * - * The default is `(0,0)`, this means the text's origin is the top left. - * - * Setting the anchor to `(0.5,0.5)` means the text's origin is centered. - * - * Setting the anchor to `(1,1)` would mean the text's origin point will be the bottom right corner. - */ - get: function () { - return this._anchor; - }, - set: function (value) { - if (typeof value === 'number') { - this._anchor.set(value); - } - else { - this._anchor.copyFrom(value); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "text", { - /** The text of the BitmapText object. */ - get: function () { - return this._text; - }, - set: function (text) { - text = String(text === null || text === undefined ? '' : text); - if (this._text === text) { - return; - } - this._text = text; - this.dirty = true; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "maxWidth", { - /** - * The max width of this bitmap text in pixels. If the text provided is longer than the - * value provided, line breaks will be automatically inserted in the last whitespace. - * Disable by setting the value to 0. - */ - get: function () { - return this._maxWidth; - }, - set: function (value) { - if (this._maxWidth === value) { - return; - } - this._maxWidth = value; - this.dirty = true; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "maxLineHeight", { - /** - * The max line height. This is useful when trying to use the total height of the Text, - * i.e. when trying to vertically align. - * @readonly - */ - get: function () { - this.validate(); - return this._maxLineHeight; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "textWidth", { - /** - * The width of the overall text, different from fontSize, - * which is defined in the style object. - * @readonly - */ - get: function () { - this.validate(); - return this._textWidth; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "letterSpacing", { - /** Additional space between characters. */ - get: function () { - return this._letterSpacing; - }, - set: function (value) { - if (this._letterSpacing !== value) { - this._letterSpacing = value; - this.dirty = true; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "roundPixels", { - /** - * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. - * Advantages can include sharper image quality (like text) and faster rendering on canvas. - * The main disadvantage is movement of objects may appear less smooth. - * To set the global default, change {@link PIXI.settings.ROUND_PIXELS} - * @default PIXI.settings.ROUND_PIXELS - */ - get: function () { - return this._roundPixels; - }, - set: function (value) { - if (value !== this._roundPixels) { - this._roundPixels = value; - this.dirty = true; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "textHeight", { - /** - * The height of the overall text, different from fontSize, - * which is defined in the style object. - * @readonly - */ - get: function () { - this.validate(); - return this._textHeight; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BitmapText.prototype, "resolution", { - /** - * The resolution / device pixel ratio of the canvas. - * - * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually. - * @default 1 - */ - get: function () { - return this._resolution; - }, - set: function (value) { - this._autoResolution = false; - if (this._resolution === value) { - return; - } - this._resolution = value; - this.dirty = true; - }, - enumerable: false, - configurable: true - }); - BitmapText.prototype.destroy = function (options) { - var _textureCache = this._textureCache; - for (var id in _textureCache) { - var texture = _textureCache[id]; - texture.destroy(); - delete _textureCache[id]; - } - this._textureCache = null; - _super.prototype.destroy.call(this, options); - }; - BitmapText.styleDefaults = { - align: 'left', - tint: 0xFFFFFF, - maxWidth: 0, - letterSpacing: 0, - }; - return BitmapText; - })(Container$2)); - - /** - * {@link PIXI.Loader Loader} middleware for loading - * bitmap-based fonts suitable for using with {@link PIXI.BitmapText}. - * @memberof PIXI - */ - var BitmapFontLoader = /** @class */ (function () { - function BitmapFontLoader() { - } - /** - * Called when the plugin is installed. - * @see PIXI.extensions.add - */ - BitmapFontLoader.add = function () { - LoaderResource$1.setExtensionXhrType('fnt', LoaderResource$1.XHR_RESPONSE_TYPE.TEXT); - }; - /** - * Called after a resource is loaded. - * @see PIXI.Loader.loaderMiddleware - * @param this - * @param {PIXI.LoaderResource} resource - * @param {Function} next - */ - BitmapFontLoader.use = function (resource, next) { - var format = autoDetectFormat(resource.data); - // Resource was not recognised as any of the expected font data format - if (!format) { - next(); - return; - } - var baseUrl = BitmapFontLoader.getBaseUrl(this, resource); - var data = format.parse(resource.data); - var textures = {}; - // Handle completed, when the number of textures - // load is the same number as references in the fnt file - var completed = function (page) { - textures[page.metadata.pageFile] = page.texture; - if (Object.keys(textures).length === data.page.length) { - resource.bitmapFont = BitmapFont.install(data, textures, true); - next(); - } - }; - for (var i = 0; i < data.page.length; ++i) { - var pageFile = data.page[i].file; - var url = baseUrl + pageFile; - var exists = false; - // incase the image is loaded outside - // using the same loader, resource will be available - for (var name in this.resources) { - var bitmapResource = this.resources[name]; - if (bitmapResource.url === url) { - bitmapResource.metadata.pageFile = pageFile; - if (bitmapResource.texture) { - completed(bitmapResource); - } - else { - bitmapResource.onAfterMiddleware.add(completed); - } - exists = true; - break; - } - } - // texture is not loaded, we'll attempt to add - // it to the load and add the texture to the list - if (!exists) { - // Standard loading options for images - var options = { - crossOrigin: resource.crossOrigin, - loadType: LoaderResource$1.LOAD_TYPE.IMAGE, - metadata: Object.assign({ pageFile: pageFile }, resource.metadata.imageMetadata), - parentResource: resource, - }; - this.add(url, options, completed); - } - } - }; - /** - * Get folder path from a resource. - * @param loader - * @param resource - */ - BitmapFontLoader.getBaseUrl = function (loader, resource) { - var resUrl = !resource.isDataUrl ? BitmapFontLoader.dirname(resource.url) : ''; - if (resource.isDataUrl) { - if (resUrl === '.') { - resUrl = ''; - } - if (loader.baseUrl && resUrl) { - // if baseurl has a trailing slash then add one to resUrl so the replace works below - if (loader.baseUrl.charAt(loader.baseUrl.length - 1) === '/') { - resUrl += '/'; - } - } - } - // remove baseUrl from resUrl - resUrl = resUrl.replace(loader.baseUrl, ''); - // if there is an resUrl now, it needs a trailing slash. Ensure that it does if the string isn't empty. - if (resUrl && resUrl.charAt(resUrl.length - 1) !== '/') { - resUrl += '/'; - } - return resUrl; - }; - /** - * Replacement for NodeJS's path.dirname - * @param {string} url - Path to get directory for - */ - BitmapFontLoader.dirname = function (url) { - var dir = url - .replace(/\\/g, '/') // convert windows notation to UNIX notation, URL-safe because it's a forbidden character - .replace(/\/$/, '') // replace trailing slash - .replace(/\/[^\/]*$/, ''); // remove everything after the last - // File request is relative, use current directory - if (dir === url) { - return '.'; - } - // Started with a slash - else if (dir === '') { - return '/'; - } - return dir; - }; - /** @ignore */ - BitmapFontLoader.extension = ExtensionType.Loader; - return BitmapFontLoader; - }()); - - /*! - * @pixi/filter-alpha - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/filter-alpha is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$9 = function(d, b) { - extendStatics$9 = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$9(d, b); - }; - - function __extends$9(d, b) { - extendStatics$9(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var fragment$4 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform float uAlpha;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uAlpha;\n}\n"; - - /** - * Simplest filter - applies alpha. - * - * Use this instead of Container's alpha property to avoid visual layering of individual elements. - * AlphaFilter applies alpha evenly across the entire display object and any opaque elements it contains. - * If elements are not opaque, they will blend with each other anyway. - * - * Very handy if you want to use common features of all filters: - * - * 1. Assign a blendMode to this filter, blend all elements inside display object with background. - * - * 2. To use clipping in display coordinates, assign a filterArea to the same container that has this filter. - * @memberof PIXI.filters - */ - /** @class */ ((function (_super) { - __extends$9(AlphaFilter, _super); - /** - * @param alpha - Amount of alpha from 0 to 1, where 0 is transparent - */ - function AlphaFilter(alpha) { - if (alpha === void 0) { alpha = 1.0; } - var _this = _super.call(this, defaultVertex$1, fragment$4, { uAlpha: 1 }) || this; - _this.alpha = alpha; - return _this; - } - Object.defineProperty(AlphaFilter.prototype, "alpha", { - /** - * Coefficient for alpha multiplication - * @default 1 - */ - get: function () { - return this.uniforms.uAlpha; - }, - set: function (value) { - this.uniforms.uAlpha = value; - }, - enumerable: false, - configurable: true - }); - return AlphaFilter; - })(Filter)); - - /*! - * @pixi/filter-blur - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/filter-blur is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$8 = function(d, b) { - extendStatics$8 = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$8(d, b); - }; - - function __extends$8(d, b) { - extendStatics$8(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var vertTemplate = "\n attribute vec2 aVertexPosition;\n\n uniform mat3 projectionMatrix;\n\n uniform float strength;\n\n varying vec2 vBlurTexCoords[%size%];\n\n uniform vec4 inputSize;\n uniform vec4 outputFrame;\n\n vec4 filterVertexPosition( void )\n {\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n }\n\n vec2 filterTextureCoord( void )\n {\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n }\n\n void main(void)\n {\n gl_Position = filterVertexPosition();\n\n vec2 textureCoord = filterTextureCoord();\n %blur%\n }"; - function generateBlurVertSource(kernelSize, x) { - var halfLength = Math.ceil(kernelSize / 2); - var vertSource = vertTemplate; - var blurLoop = ''; - var template; - if (x) { - template = 'vBlurTexCoords[%index%] = textureCoord + vec2(%sampleIndex% * strength, 0.0);'; - } - else { - template = 'vBlurTexCoords[%index%] = textureCoord + vec2(0.0, %sampleIndex% * strength);'; - } - for (var i = 0; i < kernelSize; i++) { - var blur = template.replace('%index%', i.toString()); - blur = blur.replace('%sampleIndex%', i - (halfLength - 1) + ".0"); - blurLoop += blur; - blurLoop += '\n'; - } - vertSource = vertSource.replace('%blur%', blurLoop); - vertSource = vertSource.replace('%size%', kernelSize.toString()); - return vertSource; - } - - var GAUSSIAN_VALUES = { - 5: [0.153388, 0.221461, 0.250301], - 7: [0.071303, 0.131514, 0.189879, 0.214607], - 9: [0.028532, 0.067234, 0.124009, 0.179044, 0.20236], - 11: [0.0093, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596], - 13: [0.002406, 0.009255, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641], - 15: [0.000489, 0.002403, 0.009246, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448], - }; - var fragTemplate = [ - 'varying vec2 vBlurTexCoords[%size%];', - 'uniform sampler2D uSampler;', - 'void main(void)', - '{', - ' gl_FragColor = vec4(0.0);', - ' %blur%', - '}' ].join('\n'); - function generateBlurFragSource(kernelSize) { - var kernel = GAUSSIAN_VALUES[kernelSize]; - var halfLength = kernel.length; - var fragSource = fragTemplate; - var blurLoop = ''; - var template = 'gl_FragColor += texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;'; - var value; - for (var i = 0; i < kernelSize; i++) { - var blur = template.replace('%index%', i.toString()); - value = i; - if (i >= halfLength) { - value = kernelSize - i - 1; - } - blur = blur.replace('%value%', kernel[value].toString()); - blurLoop += blur; - blurLoop += '\n'; - } - fragSource = fragSource.replace('%blur%', blurLoop); - fragSource = fragSource.replace('%size%', kernelSize.toString()); - return fragSource; - } - - /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV$5; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$5 || (ENV$5 = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE$5; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$5 || (RENDERER_TYPE$5 = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ - var BUFFER_BITS$5; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$5 || (BUFFER_BITS$5 = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES$5; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$5 || (BLEND_MODES$5 = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES$5; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$5 || (DRAW_MODES$5 = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS$5; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$5 || (FORMATS$5 = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS$5; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$5 || (TARGETS$5 = {})); - /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ - var TYPES$5; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$5 || (TYPES$5 = {})); - /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ - var SAMPLER_TYPES$5; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$5 || (SAMPLER_TYPES$5 = {})); - /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ - var SCALE_MODES$5; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$5 || (SCALE_MODES$5 = {})); - /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ - var WRAP_MODES$5; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$5 || (WRAP_MODES$5 = {})); - /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. - */ - var MIPMAP_MODES$5; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$5 || (MIPMAP_MODES$5 = {})); - /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ - var ALPHA_MODES$5; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$5 || (ALPHA_MODES$5 = {})); - /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ - var CLEAR_MODES$5; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$5 || (CLEAR_MODES$5 = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES$5; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$5 || (GC_MODES$5 = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION$5; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION$5 || (PRECISION$5 = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES$5; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$5 || (MASK_TYPES$5 = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ - var COLOR_MASK_BITS$5; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$5 || (COLOR_MASK_BITS$5 = {})); - /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ - var MSAA_QUALITY$5; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$5 || (MSAA_QUALITY$5 = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ - var BUFFER_TYPE$5; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$5 || (BUFFER_TYPE$5 = {})); - - /** - * The BlurFilterPass applies a horizontal or vertical Gaussian blur to an object. - * @memberof PIXI.filters - */ - var BlurFilterPass = /** @class */ (function (_super) { - __extends$8(BlurFilterPass, _super); - /** - * @param horizontal - Do pass along the x-axis (`true`) or y-axis (`false`). - * @param strength - The strength of the blur filter. - * @param quality - The quality of the blur filter. - * @param resolution - The resolution of the blur filter. - * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. - */ - function BlurFilterPass(horizontal, strength, quality, resolution, kernelSize) { - if (strength === void 0) { strength = 8; } - if (quality === void 0) { quality = 4; } - if (resolution === void 0) { resolution = settings$2.FILTER_RESOLUTION; } - if (kernelSize === void 0) { kernelSize = 5; } - var _this = this; - var vertSrc = generateBlurVertSource(kernelSize, horizontal); - var fragSrc = generateBlurFragSource(kernelSize); - _this = _super.call(this, - // vertex shader - vertSrc, - // fragment shader - fragSrc) || this; - _this.horizontal = horizontal; - _this.resolution = resolution; - _this._quality = 0; - _this.quality = quality; - _this.blur = strength; - return _this; - } - /** - * Applies the filter. - * @param filterManager - The manager. - * @param input - The input target. - * @param output - The output target. - * @param clearMode - How to clear - */ - BlurFilterPass.prototype.apply = function (filterManager, input, output, clearMode) { - if (output) { - if (this.horizontal) { - this.uniforms.strength = (1 / output.width) * (output.width / input.width); - } - else { - this.uniforms.strength = (1 / output.height) * (output.height / input.height); - } - } - else { - if (this.horizontal) // eslint-disable-line - { - this.uniforms.strength = (1 / filterManager.renderer.width) * (filterManager.renderer.width / input.width); - } - else { - this.uniforms.strength = (1 / filterManager.renderer.height) * (filterManager.renderer.height / input.height); // eslint-disable-line - } - } - // screen space! - this.uniforms.strength *= this.strength; - this.uniforms.strength /= this.passes; - if (this.passes === 1) { - filterManager.applyFilter(this, input, output, clearMode); - } - else { - var renderTarget = filterManager.getFilterTexture(); - var renderer = filterManager.renderer; - var flip = input; - var flop = renderTarget; - this.state.blend = false; - filterManager.applyFilter(this, flip, flop, CLEAR_MODES$5.CLEAR); - for (var i = 1; i < this.passes - 1; i++) { - filterManager.bindAndClear(flip, CLEAR_MODES$5.BLIT); - this.uniforms.uSampler = flop; - var temp = flop; - flop = flip; - flip = temp; - renderer.shader.bind(this); - renderer.geometry.draw(5); - } - this.state.blend = true; - filterManager.applyFilter(this, flop, output, clearMode); - filterManager.returnFilterTexture(renderTarget); - } - }; - Object.defineProperty(BlurFilterPass.prototype, "blur", { - /** - * Sets the strength of both the blur. - * @default 16 - */ - get: function () { - return this.strength; - }, - set: function (value) { - this.padding = 1 + (Math.abs(value) * 2); - this.strength = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BlurFilterPass.prototype, "quality", { - /** - * Sets the quality of the blur by modifying the number of passes. More passes means higher - * quality bluring but the lower the performance. - * @default 4 - */ - get: function () { - return this._quality; - }, - set: function (value) { - this._quality = value; - this.passes = value; - }, - enumerable: false, - configurable: true - }); - return BlurFilterPass; - }(Filter)); - - /** - * The BlurFilter applies a Gaussian blur to an object. - * - * The strength of the blur can be set for the x-axis and y-axis separately. - * @memberof PIXI.filters - */ - /** @class */ ((function (_super) { - __extends$8(BlurFilter, _super); - /** - * @param strength - The strength of the blur filter. - * @param quality - The quality of the blur filter. - * @param [resolution=PIXI.settings.FILTER_RESOLUTION] - The resolution of the blur filter. - * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. - */ - function BlurFilter(strength, quality, resolution, kernelSize) { - if (strength === void 0) { strength = 8; } - if (quality === void 0) { quality = 4; } - if (resolution === void 0) { resolution = settings$2.FILTER_RESOLUTION; } - if (kernelSize === void 0) { kernelSize = 5; } - var _this = _super.call(this) || this; - _this.blurXFilter = new BlurFilterPass(true, strength, quality, resolution, kernelSize); - _this.blurYFilter = new BlurFilterPass(false, strength, quality, resolution, kernelSize); - _this.resolution = resolution; - _this.quality = quality; - _this.blur = strength; - _this.repeatEdgePixels = false; - return _this; - } - /** - * Applies the filter. - * @param filterManager - The manager. - * @param input - The input target. - * @param output - The output target. - * @param clearMode - How to clear - */ - BlurFilter.prototype.apply = function (filterManager, input, output, clearMode) { - var xStrength = Math.abs(this.blurXFilter.strength); - var yStrength = Math.abs(this.blurYFilter.strength); - if (xStrength && yStrength) { - var renderTarget = filterManager.getFilterTexture(); - this.blurXFilter.apply(filterManager, input, renderTarget, CLEAR_MODES$5.CLEAR); - this.blurYFilter.apply(filterManager, renderTarget, output, clearMode); - filterManager.returnFilterTexture(renderTarget); - } - else if (yStrength) { - this.blurYFilter.apply(filterManager, input, output, clearMode); - } - else { - this.blurXFilter.apply(filterManager, input, output, clearMode); - } - }; - BlurFilter.prototype.updatePadding = function () { - if (this._repeatEdgePixels) { - this.padding = 0; - } - else { - this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2; - } - }; - Object.defineProperty(BlurFilter.prototype, "blur", { - /** - * Sets the strength of both the blurX and blurY properties simultaneously - * @default 2 - */ - get: function () { - return this.blurXFilter.blur; - }, - set: function (value) { - this.blurXFilter.blur = this.blurYFilter.blur = value; - this.updatePadding(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BlurFilter.prototype, "quality", { - /** - * Sets the number of passes for blur. More passes means higher quality bluring. - * @default 1 - */ - get: function () { - return this.blurXFilter.quality; - }, - set: function (value) { - this.blurXFilter.quality = this.blurYFilter.quality = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BlurFilter.prototype, "blurX", { - /** - * Sets the strength of the blurX property - * @default 2 - */ - get: function () { - return this.blurXFilter.blur; - }, - set: function (value) { - this.blurXFilter.blur = value; - this.updatePadding(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BlurFilter.prototype, "blurY", { - /** - * Sets the strength of the blurY property - * @default 2 - */ - get: function () { - return this.blurYFilter.blur; - }, - set: function (value) { - this.blurYFilter.blur = value; - this.updatePadding(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BlurFilter.prototype, "blendMode", { - /** - * Sets the blendmode of the filter - * @default PIXI.BLEND_MODES.NORMAL - */ - get: function () { - return this.blurYFilter.blendMode; - }, - set: function (value) { - this.blurYFilter.blendMode = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(BlurFilter.prototype, "repeatEdgePixels", { - /** - * If set to true the edge of the target will be clamped - * @default false - */ - get: function () { - return this._repeatEdgePixels; - }, - set: function (value) { - this._repeatEdgePixels = value; - this.updatePadding(); - }, - enumerable: false, - configurable: true - }); - return BlurFilter; - })(Filter)); - - /*! - * @pixi/filter-color-matrix - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/filter-color-matrix is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$7 = function(d, b) { - extendStatics$7 = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$7(d, b); - }; - - function __extends$7(d, b) { - extendStatics$7(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var fragment$3 = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform float m[20];\nuniform float uAlpha;\n\nvoid main(void)\n{\n vec4 c = texture2D(uSampler, vTextureCoord);\n\n if (uAlpha == 0.0) {\n gl_FragColor = c;\n return;\n }\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (c.a > 0.0) {\n c.rgb /= c.a;\n }\n\n vec4 result;\n\n result.r = (m[0] * c.r);\n result.r += (m[1] * c.g);\n result.r += (m[2] * c.b);\n result.r += (m[3] * c.a);\n result.r += m[4];\n\n result.g = (m[5] * c.r);\n result.g += (m[6] * c.g);\n result.g += (m[7] * c.b);\n result.g += (m[8] * c.a);\n result.g += m[9];\n\n result.b = (m[10] * c.r);\n result.b += (m[11] * c.g);\n result.b += (m[12] * c.b);\n result.b += (m[13] * c.a);\n result.b += m[14];\n\n result.a = (m[15] * c.r);\n result.a += (m[16] * c.g);\n result.a += (m[17] * c.b);\n result.a += (m[18] * c.a);\n result.a += m[19];\n\n vec3 rgb = mix(c.rgb, result.rgb, uAlpha);\n\n // Premultiply alpha again.\n rgb *= result.a;\n\n gl_FragColor = vec4(rgb, result.a);\n}\n"; - - /** - * The ColorMatrixFilter class lets you apply a 5x4 matrix transformation on the RGBA - * color and alpha values of every pixel on your displayObject to produce a result - * with a new set of RGBA color and alpha values. It's pretty powerful! - * - * ```js - * let colorMatrix = new PIXI.filters.ColorMatrixFilter(); - * container.filters = [colorMatrix]; - * colorMatrix.contrast(2); - * ``` - * @author Clément Chenebault - * @memberof PIXI.filters - */ - var ColorMatrixFilter = /** @class */ (function (_super) { - __extends$7(ColorMatrixFilter, _super); - function ColorMatrixFilter() { - var _this = this; - var uniforms = { - m: new Float32Array([1, 0, 0, 0, 0, - 0, 1, 0, 0, 0, - 0, 0, 1, 0, 0, - 0, 0, 0, 1, 0]), - uAlpha: 1, - }; - _this = _super.call(this, defaultFilterVertex, fragment$3, uniforms) || this; - _this.alpha = 1; - return _this; - } - /** - * Transforms current matrix and set the new one - * @param {number[]} matrix - 5x4 matrix - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype._loadMatrix = function (matrix, multiply) { - if (multiply === void 0) { multiply = false; } - var newMatrix = matrix; - if (multiply) { - this._multiply(newMatrix, this.uniforms.m, matrix); - newMatrix = this._colorMatrix(newMatrix); - } - // set the new matrix - this.uniforms.m = newMatrix; - }; - /** - * Multiplies two mat5's - * @private - * @param out - 5x4 matrix the receiving matrix - * @param a - 5x4 matrix the first operand - * @param b - 5x4 matrix the second operand - * @returns {number[]} 5x4 matrix - */ - ColorMatrixFilter.prototype._multiply = function (out, a, b) { - // Red Channel - out[0] = (a[0] * b[0]) + (a[1] * b[5]) + (a[2] * b[10]) + (a[3] * b[15]); - out[1] = (a[0] * b[1]) + (a[1] * b[6]) + (a[2] * b[11]) + (a[3] * b[16]); - out[2] = (a[0] * b[2]) + (a[1] * b[7]) + (a[2] * b[12]) + (a[3] * b[17]); - out[3] = (a[0] * b[3]) + (a[1] * b[8]) + (a[2] * b[13]) + (a[3] * b[18]); - out[4] = (a[0] * b[4]) + (a[1] * b[9]) + (a[2] * b[14]) + (a[3] * b[19]) + a[4]; - // Green Channel - out[5] = (a[5] * b[0]) + (a[6] * b[5]) + (a[7] * b[10]) + (a[8] * b[15]); - out[6] = (a[5] * b[1]) + (a[6] * b[6]) + (a[7] * b[11]) + (a[8] * b[16]); - out[7] = (a[5] * b[2]) + (a[6] * b[7]) + (a[7] * b[12]) + (a[8] * b[17]); - out[8] = (a[5] * b[3]) + (a[6] * b[8]) + (a[7] * b[13]) + (a[8] * b[18]); - out[9] = (a[5] * b[4]) + (a[6] * b[9]) + (a[7] * b[14]) + (a[8] * b[19]) + a[9]; - // Blue Channel - out[10] = (a[10] * b[0]) + (a[11] * b[5]) + (a[12] * b[10]) + (a[13] * b[15]); - out[11] = (a[10] * b[1]) + (a[11] * b[6]) + (a[12] * b[11]) + (a[13] * b[16]); - out[12] = (a[10] * b[2]) + (a[11] * b[7]) + (a[12] * b[12]) + (a[13] * b[17]); - out[13] = (a[10] * b[3]) + (a[11] * b[8]) + (a[12] * b[13]) + (a[13] * b[18]); - out[14] = (a[10] * b[4]) + (a[11] * b[9]) + (a[12] * b[14]) + (a[13] * b[19]) + a[14]; - // Alpha Channel - out[15] = (a[15] * b[0]) + (a[16] * b[5]) + (a[17] * b[10]) + (a[18] * b[15]); - out[16] = (a[15] * b[1]) + (a[16] * b[6]) + (a[17] * b[11]) + (a[18] * b[16]); - out[17] = (a[15] * b[2]) + (a[16] * b[7]) + (a[17] * b[12]) + (a[18] * b[17]); - out[18] = (a[15] * b[3]) + (a[16] * b[8]) + (a[17] * b[13]) + (a[18] * b[18]); - out[19] = (a[15] * b[4]) + (a[16] * b[9]) + (a[17] * b[14]) + (a[18] * b[19]) + a[19]; - return out; - }; - /** - * Create a Float32 Array and normalize the offset component to 0-1 - * @param {number[]} matrix - 5x4 matrix - * @returns {number[]} 5x4 matrix with all values between 0-1 - */ - ColorMatrixFilter.prototype._colorMatrix = function (matrix) { - // Create a Float32 Array and normalize the offset component to 0-1 - var m = new Float32Array(matrix); - m[4] /= 255; - m[9] /= 255; - m[14] /= 255; - m[19] /= 255; - return m; - }; - /** - * Adjusts brightness - * @param b - value of the brigthness (0-1, where 0 is black) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.brightness = function (b, multiply) { - var matrix = [ - b, 0, 0, 0, 0, - 0, b, 0, 0, 0, - 0, 0, b, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Sets each channel on the diagonal of the color matrix. - * This can be used to achieve a tinting effect on Containers similar to the tint field of some - * display objects like Sprite, Text, Graphics, and Mesh. - * @param color - Color of the tint. This is a hex value. - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.tint = function (color, multiply) { - var r = (color >> 16) & 0xff; - var g = (color >> 8) & 0xff; - var b = color & 0xff; - var matrix = [ - r / 255, 0, 0, 0, 0, - 0, g / 255, 0, 0, 0, - 0, 0, b / 255, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Set the matrices in grey scales - * @param scale - value of the grey (0-1, where 0 is black) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.greyscale = function (scale, multiply) { - var matrix = [ - scale, scale, scale, 0, 0, - scale, scale, scale, 0, 0, - scale, scale, scale, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Set the black and white matrice. - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.blackAndWhite = function (multiply) { - var matrix = [ - 0.3, 0.6, 0.1, 0, 0, - 0.3, 0.6, 0.1, 0, 0, - 0.3, 0.6, 0.1, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Set the hue property of the color - * @param rotation - in degrees - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.hue = function (rotation, multiply) { - rotation = (rotation || 0) / 180 * Math.PI; - var cosR = Math.cos(rotation); - var sinR = Math.sin(rotation); - var sqrt = Math.sqrt; - /* a good approximation for hue rotation - This matrix is far better than the versions with magic luminance constants - formerly used here, but also used in the starling framework (flash) and known from this - old part of the internet: quasimondo.com/archives/000565.php - - This new matrix is based on rgb cube rotation in space. Look here for a more descriptive - implementation as a shader not a general matrix: - https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js - - This is the source for the code: - see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751 - */ - var w = 1 / 3; - var sqrW = sqrt(w); // weight is - var a00 = cosR + ((1.0 - cosR) * w); - var a01 = (w * (1.0 - cosR)) - (sqrW * sinR); - var a02 = (w * (1.0 - cosR)) + (sqrW * sinR); - var a10 = (w * (1.0 - cosR)) + (sqrW * sinR); - var a11 = cosR + (w * (1.0 - cosR)); - var a12 = (w * (1.0 - cosR)) - (sqrW * sinR); - var a20 = (w * (1.0 - cosR)) - (sqrW * sinR); - var a21 = (w * (1.0 - cosR)) + (sqrW * sinR); - var a22 = cosR + (w * (1.0 - cosR)); - var matrix = [ - a00, a01, a02, 0, 0, - a10, a11, a12, 0, 0, - a20, a21, a22, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Set the contrast matrix, increase the separation between dark and bright - * Increase contrast : shadows darker and highlights brighter - * Decrease contrast : bring the shadows up and the highlights down - * @param amount - value of the contrast (0-1) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.contrast = function (amount, multiply) { - var v = (amount || 0) + 1; - var o = -0.5 * (v - 1); - var matrix = [ - v, 0, 0, 0, o, - 0, v, 0, 0, o, - 0, 0, v, 0, o, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Set the saturation matrix, increase the separation between colors - * Increase saturation : increase contrast, brightness, and sharpness - * @param amount - The saturation amount (0-1) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.saturate = function (amount, multiply) { - if (amount === void 0) { amount = 0; } - var x = (amount * 2 / 3) + 1; - var y = ((x - 1) * -0.5); - var matrix = [ - x, y, y, 0, 0, - y, x, y, 0, 0, - y, y, x, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** Desaturate image (remove color) Call the saturate function */ - ColorMatrixFilter.prototype.desaturate = function () { - this.saturate(-1); - }; - /** - * Negative image (inverse of classic rgb matrix) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.negative = function (multiply) { - var matrix = [ - -1, 0, 0, 1, 0, - 0, -1, 0, 1, 0, - 0, 0, -1, 1, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Sepia image - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.sepia = function (multiply) { - var matrix = [ - 0.393, 0.7689999, 0.18899999, 0, 0, - 0.349, 0.6859999, 0.16799999, 0, 0, - 0.272, 0.5339999, 0.13099999, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Color motion picture process invented in 1916 (thanks Dominic Szablewski) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.technicolor = function (multiply) { - var matrix = [ - 1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337, - -0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398, - -0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Polaroid filter - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.polaroid = function (multiply) { - var matrix = [ - 1.438, -0.062, -0.062, 0, 0, - -0.122, 1.378, -0.122, 0, 0, - -0.016, -0.016, 1.483, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Filter who transforms : Red -> Blue and Blue -> Red - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.toBGR = function (multiply) { - var matrix = [ - 0, 0, 1, 0, 0, - 0, 1, 0, 0, 0, - 1, 0, 0, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.kodachrome = function (multiply) { - var matrix = [ - 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502, - -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203, - -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Brown delicious browni filter (thanks Dominic Szablewski) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.browni = function (multiply) { - var matrix = [ - 0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873, - -0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127, - 0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Vintage filter (thanks Dominic Szablewski) - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.vintage = function (multiply) { - var matrix = [ - 0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123, - 0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591, - 0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * We don't know exactly what it does, kind of gradient map, but funny to play with! - * @param desaturation - Tone values. - * @param toned - Tone values. - * @param lightColor - Tone values, example: `0xFFE580` - * @param darkColor - Tone values, example: `0xFFE580` - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.colorTone = function (desaturation, toned, lightColor, darkColor, multiply) { - desaturation = desaturation || 0.2; - toned = toned || 0.15; - lightColor = lightColor || 0xFFE580; - darkColor = darkColor || 0x338000; - var lR = ((lightColor >> 16) & 0xFF) / 255; - var lG = ((lightColor >> 8) & 0xFF) / 255; - var lB = (lightColor & 0xFF) / 255; - var dR = ((darkColor >> 16) & 0xFF) / 255; - var dG = ((darkColor >> 8) & 0xFF) / 255; - var dB = (darkColor & 0xFF) / 255; - var matrix = [ - 0.3, 0.59, 0.11, 0, 0, - lR, lG, lB, desaturation, 0, - dR, dG, dB, toned, 0, - lR - dR, lG - dG, lB - dB, 0, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Night effect - * @param intensity - The intensity of the night effect. - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.night = function (intensity, multiply) { - intensity = intensity || 0.1; - var matrix = [ - intensity * (-2.0), -intensity, 0, 0, 0, - -intensity, 0, intensity, 0, 0, - 0, intensity, intensity * 2.0, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * Predator effect - * - * Erase the current matrix by setting a new indepent one - * @param amount - how much the predator feels his future victim - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.predator = function (amount, multiply) { - var matrix = [ - // row 1 - 11.224130630493164 * amount, - -4.794486999511719 * amount, - -2.8746118545532227 * amount, - 0 * amount, - 0.40342438220977783 * amount, - // row 2 - -3.6330697536468506 * amount, - 9.193157196044922 * amount, - -2.951810836791992 * amount, - 0 * amount, - -1.316135048866272 * amount, - // row 3 - -3.2184197902679443 * amount, - -4.2375030517578125 * amount, - 7.476448059082031 * amount, - 0 * amount, - 0.8044459223747253 * amount, - // row 4 - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** - * LSD effect - * - * Multiply the current matrix - * @param multiply - if true, current matrix and matrix are multiplied. If false, - * just set the current matrix with @param matrix - */ - ColorMatrixFilter.prototype.lsd = function (multiply) { - var matrix = [ - 2, -0.4, 0.5, 0, 0, - -0.5, 2, -0.4, 0, 0, - -0.4, -0.5, 3, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, multiply); - }; - /** Erase the current matrix by setting the default one. */ - ColorMatrixFilter.prototype.reset = function () { - var matrix = [ - 1, 0, 0, 0, 0, - 0, 1, 0, 0, 0, - 0, 0, 1, 0, 0, - 0, 0, 0, 1, 0 ]; - this._loadMatrix(matrix, false); - }; - Object.defineProperty(ColorMatrixFilter.prototype, "matrix", { - /** - * The matrix of the color matrix filter - * @member {number[]} - * @default [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0] - */ - get: function () { - return this.uniforms.m; - }, - set: function (value) { - this.uniforms.m = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(ColorMatrixFilter.prototype, "alpha", { - /** - * The opacity value to use when mixing the original and resultant colors. - * - * When the value is 0, the original color is used without modification. - * When the value is 1, the result color is used. - * When in the range (0, 1) the color is interpolated between the original and result by this amount. - * @default 1 - */ - get: function () { - return this.uniforms.uAlpha; - }, - set: function (value) { - this.uniforms.uAlpha = value; - }, - enumerable: false, - configurable: true - }); - return ColorMatrixFilter; - }(Filter)); - // Americanized alias - ColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale; - - /*! - * @pixi/filter-displacement - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/filter-displacement is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$6 = function(d, b) { - extendStatics$6 = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$6(d, b); - }; - - function __extends$6(d, b) { - extendStatics$6(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var fragment$2 = "varying vec2 vFilterCoord;\nvarying vec2 vTextureCoord;\n\nuniform vec2 scale;\nuniform mat2 rotation;\nuniform sampler2D uSampler;\nuniform sampler2D mapSampler;\n\nuniform highp vec4 inputSize;\nuniform vec4 inputClamp;\n\nvoid main(void)\n{\n vec4 map = texture2D(mapSampler, vFilterCoord);\n\n map -= 0.5;\n map.xy = scale * inputSize.zw * (rotation * map.xy);\n\n gl_FragColor = texture2D(uSampler, clamp(vec2(vTextureCoord.x + map.x, vTextureCoord.y + map.y), inputClamp.xy, inputClamp.zw));\n}\n"; - - var vertex$1 = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\nuniform mat3 filterMatrix;\n\nvarying vec2 vTextureCoord;\nvarying vec2 vFilterCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n\tgl_Position = filterVertexPosition();\n\tvTextureCoord = filterTextureCoord();\n\tvFilterCoord = ( filterMatrix * vec3( vTextureCoord, 1.0) ).xy;\n}\n"; - - /** - * The DisplacementFilter class uses the pixel values from the specified texture - * (called the displacement map) to perform a displacement of an object. - * - * You can use this filter to apply all manor of crazy warping effects. - * Currently the `r` property of the texture is used to offset the `x` - * and the `g` property of the texture is used to offset the `y`. - * - * The way it works is it uses the values of the displacement map to look up the - * correct pixels to output. This means it's not technically moving the original. - * Instead, it's starting at the output and asking "which pixel from the original goes here". - * For example, if a displacement map pixel has `red = 1` and the filter scale is `20`, - * this filter will output the pixel approximately 20 pixels to the right of the original. - * @memberof PIXI.filters - */ - /** @class */ ((function (_super) { - __extends$6(DisplacementFilter, _super); - /** - * @param {PIXI.Sprite} sprite - The sprite used for the displacement map. (make sure its added to the scene!) - * @param scale - The scale of the displacement - */ - function DisplacementFilter(sprite, scale) { - var _this = this; - var maskMatrix = new Matrix$2(); - sprite.renderable = false; - _this = _super.call(this, vertex$1, fragment$2, { - mapSampler: sprite._texture, - filterMatrix: maskMatrix, - scale: { x: 1, y: 1 }, - rotation: new Float32Array([1, 0, 0, 1]), - }) || this; - _this.maskSprite = sprite; - _this.maskMatrix = maskMatrix; - if (scale === null || scale === undefined) { - scale = 20; - } - /** - * scaleX, scaleY for displacements - * @member {PIXI.Point} - */ - _this.scale = new Point$2(scale, scale); - return _this; - } - /** - * Applies the filter. - * @param filterManager - The manager. - * @param input - The input target. - * @param output - The output target. - * @param clearMode - clearMode. - */ - DisplacementFilter.prototype.apply = function (filterManager, input, output, clearMode) { - // fill maskMatrix with _normalized sprite texture coords_ - this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, this.maskSprite); - this.uniforms.scale.x = this.scale.x; - this.uniforms.scale.y = this.scale.y; - // Extract rotation from world transform - var wt = this.maskSprite.worldTransform; - var lenX = Math.sqrt((wt.a * wt.a) + (wt.b * wt.b)); - var lenY = Math.sqrt((wt.c * wt.c) + (wt.d * wt.d)); - if (lenX !== 0 && lenY !== 0) { - this.uniforms.rotation[0] = wt.a / lenX; - this.uniforms.rotation[1] = wt.b / lenX; - this.uniforms.rotation[2] = wt.c / lenY; - this.uniforms.rotation[3] = wt.d / lenY; - } - // draw the filter... - filterManager.applyFilter(this, input, output, clearMode); - }; - Object.defineProperty(DisplacementFilter.prototype, "map", { - /** The texture used for the displacement map. Must be power of 2 sized texture. */ - get: function () { - return this.uniforms.mapSampler; - }, - set: function (value) { - this.uniforms.mapSampler = value; - }, - enumerable: false, - configurable: true - }); - return DisplacementFilter; - })(Filter)); - - /*! - * @pixi/filter-fxaa - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/filter-fxaa is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$5 = function(d, b) { - extendStatics$5 = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$5(d, b); - }; - - function __extends$5(d, b) { - extendStatics$5(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var vertex = "\nattribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvoid texcoords(vec2 fragCoord, vec2 inverseVP,\n out vec2 v_rgbNW, out vec2 v_rgbNE,\n out vec2 v_rgbSW, out vec2 v_rgbSE,\n out vec2 v_rgbM) {\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\n v_rgbM = vec2(fragCoord * inverseVP);\n}\n\nvoid main(void) {\n\n gl_Position = filterVertexPosition();\n\n vFragCoord = aVertexPosition * outputFrame.zw;\n\n texcoords(vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n}\n"; - - var fragment$1 = "varying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\nuniform sampler2D uSampler;\nuniform highp vec4 inputSize;\n\n\n/**\n Basic FXAA implementation based on the code on geeks3d.com with the\n modification that the texture2DLod stuff was removed since it's\n unsupported by WebGL.\n\n --\n\n From:\n https://github.com/mitsuhiko/webgl-meincraft\n\n Copyright (c) 2011 by Armin Ronacher.\n\n Some rights reserved.\n\n Redistribution and use in source and binary forms, with or without\n modification, are permitted provided that the following conditions are\n met:\n\n * Redistributions of source code must retain the above copyright\n notice, this list of conditions and the following disclaimer.\n\n * Redistributions in binary form must reproduce the above\n copyright notice, this list of conditions and the following\n disclaimer in the documentation and/or other materials provided\n with the distribution.\n\n * The names of the contributors may not be used to endorse or\n promote products derived from this software without specific\n prior written permission.\n\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n#ifndef FXAA_REDUCE_MIN\n#define FXAA_REDUCE_MIN (1.0/ 128.0)\n#endif\n#ifndef FXAA_REDUCE_MUL\n#define FXAA_REDUCE_MUL (1.0 / 8.0)\n#endif\n#ifndef FXAA_SPAN_MAX\n#define FXAA_SPAN_MAX 8.0\n#endif\n\n//optimized version for mobile, where dependent\n//texture reads can be a bottleneck\nvec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,\n vec2 v_rgbNW, vec2 v_rgbNE,\n vec2 v_rgbSW, vec2 v_rgbSE,\n vec2 v_rgbM) {\n vec4 color;\n vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\n vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\n vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\n vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\n vec4 texColor = texture2D(tex, v_rgbM);\n vec3 rgbM = texColor.xyz;\n vec3 luma = vec3(0.299, 0.587, 0.114);\n float lumaNW = dot(rgbNW, luma);\n float lumaNE = dot(rgbNE, luma);\n float lumaSW = dot(rgbSW, luma);\n float lumaSE = dot(rgbSE, luma);\n float lumaM = dot(rgbM, luma);\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n\n mediump vec2 dir;\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\n (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\n\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\n dir * rcpDirMin)) * inverseVP;\n\n vec3 rgbA = 0.5 * (\n texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\n texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n\n float lumaB = dot(rgbB, luma);\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\n color = vec4(rgbA, texColor.a);\n else\n color = vec4(rgbB, texColor.a);\n return color;\n}\n\nvoid main() {\n\n vec4 color;\n\n color = fxaa(uSampler, vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n\n gl_FragColor = color;\n}\n"; - - /** - * Basic FXAA (Fast Approximate Anti-Aliasing) implementation based on the code on geeks3d.com - * with the modification that the texture2DLod stuff was removed since it is unsupported by WebGL. - * @see https://github.com/mitsuhiko/webgl-meincraft - * @memberof PIXI.filters - */ - /** @class */ ((function (_super) { - __extends$5(FXAAFilter, _super); - function FXAAFilter() { - // TODO - needs work - return _super.call(this, vertex, fragment$1) || this; - } - return FXAAFilter; - })(Filter)); - - /*! - * @pixi/filter-noise - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/filter-noise is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$4 = function(d, b) { - extendStatics$4 = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$4(d, b); - }; - - function __extends$4(d, b) { - extendStatics$4(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - var fragment = "precision highp float;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform float uNoise;\nuniform float uSeed;\nuniform sampler2D uSampler;\n\nfloat rand(vec2 co)\n{\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvoid main()\n{\n vec4 color = texture2D(uSampler, vTextureCoord);\n float randomValue = rand(gl_FragCoord.xy * uSeed);\n float diff = (randomValue - 0.5) * uNoise;\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (color.a > 0.0) {\n color.rgb /= color.a;\n }\n\n color.r += diff;\n color.g += diff;\n color.b += diff;\n\n // Premultiply alpha again.\n color.rgb *= color.a;\n\n gl_FragColor = color;\n}\n"; - - /** - * A Noise effect filter. - * - * original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/noise.js - * @memberof PIXI.filters - * @author Vico @vicocotea - */ - /** @class */ ((function (_super) { - __extends$4(NoiseFilter, _super); - /** - * @param {number} [noise=0.5] - The noise intensity, should be a normalized value in the range [0, 1]. - * @param {number} [seed] - A random seed for the noise generation. Default is `Math.random()`. - */ - function NoiseFilter(noise, seed) { - if (noise === void 0) { noise = 0.5; } - if (seed === void 0) { seed = Math.random(); } - var _this = _super.call(this, defaultFilterVertex, fragment, { - uNoise: 0, - uSeed: 0, - }) || this; - _this.noise = noise; - _this.seed = seed; - return _this; - } - Object.defineProperty(NoiseFilter.prototype, "noise", { - /** - * The amount of noise to apply, this value should be in the range (0, 1]. - * @default 0.5 - */ - get: function () { - return this.uniforms.uNoise; - }, - set: function (value) { - this.uniforms.uNoise = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(NoiseFilter.prototype, "seed", { - /** A seed value to apply to the random noise generation. `Math.random()` is a good value to use. */ - get: function () { - return this.uniforms.uSeed; - }, - set: function (value) { - this.uniforms.uSeed = value; - }, - enumerable: false, - configurable: true - }); - return NoiseFilter; - })(Filter)); - - /*! - * @pixi/mixin-cache-as-bitmap - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/mixin-cache-as-bitmap is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV$4; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$4 || (ENV$4 = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE$4; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$4 || (RENDERER_TYPE$4 = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ - var BUFFER_BITS$4; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$4 || (BUFFER_BITS$4 = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES$4; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$4 || (BLEND_MODES$4 = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES$4; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$4 || (DRAW_MODES$4 = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS$4; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$4 || (FORMATS$4 = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS$4; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$4 || (TARGETS$4 = {})); - /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ - var TYPES$4; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$4 || (TYPES$4 = {})); - /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ - var SAMPLER_TYPES$4; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$4 || (SAMPLER_TYPES$4 = {})); - /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ - var SCALE_MODES$4; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$4 || (SCALE_MODES$4 = {})); - /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ - var WRAP_MODES$4; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$4 || (WRAP_MODES$4 = {})); - /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. - */ - var MIPMAP_MODES$4; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$4 || (MIPMAP_MODES$4 = {})); - /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ - var ALPHA_MODES$4; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$4 || (ALPHA_MODES$4 = {})); - /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ - var CLEAR_MODES$4; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$4 || (CLEAR_MODES$4 = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES$4; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$4 || (GC_MODES$4 = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION$4; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION$4 || (PRECISION$4 = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES$4; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$4 || (MASK_TYPES$4 = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ - var COLOR_MASK_BITS$4; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$4 || (COLOR_MASK_BITS$4 = {})); - /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ - var MSAA_QUALITY$4; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$4 || (MSAA_QUALITY$4 = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ - var BUFFER_TYPE$4; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$4 || (BUFFER_TYPE$4 = {})); - - var _tempMatrix = new Matrix$2(); - DisplayObject$2.prototype._cacheAsBitmap = false; - DisplayObject$2.prototype._cacheData = null; - DisplayObject$2.prototype._cacheAsBitmapResolution = null; - DisplayObject$2.prototype._cacheAsBitmapMultisample = MSAA_QUALITY$4.NONE; - // figured there's no point adding ALL the extra variables to prototype. - // this model can hold the information needed. This can also be generated on demand as - // most objects are not cached as bitmaps. - /** - * @class - * @ignore - * @private - */ - var CacheData = /** @class */ (function () { - function CacheData() { - this.textureCacheId = null; - this.originalRender = null; - this.originalRenderCanvas = null; - this.originalCalculateBounds = null; - this.originalGetLocalBounds = null; - this.originalUpdateTransform = null; - this.originalDestroy = null; - this.originalMask = null; - this.originalFilterArea = null; - this.originalContainsPoint = null; - this.sprite = null; - } - return CacheData; - }()); - Object.defineProperties(DisplayObject$2.prototype, { - /** - * The resolution to use for cacheAsBitmap. By default this will use the renderer's resolution - * but can be overriden for performance. Lower values will reduce memory usage at the expense - * of render quality. A falsey value of `null` or `0` will default to the renderer's resolution. - * If `cacheAsBitmap` is set to `true`, this will re-render with the new resolution. - * @member {number} cacheAsBitmapResolution - * @memberof PIXI.DisplayObject# - * @default null - */ - cacheAsBitmapResolution: { - get: function () { - return this._cacheAsBitmapResolution; - }, - set: function (resolution) { - if (resolution === this._cacheAsBitmapResolution) { - return; - } - this._cacheAsBitmapResolution = resolution; - if (this.cacheAsBitmap) { - // Toggle to re-render at the new resolution - this.cacheAsBitmap = false; - this.cacheAsBitmap = true; - } - }, - }, - /** - * The number of samples to use for cacheAsBitmap. If set to `null`, the renderer's - * sample count is used. - * If `cacheAsBitmap` is set to `true`, this will re-render with the new number of samples. - * @member {number} cacheAsBitmapMultisample - * @memberof PIXI.DisplayObject# - * @default PIXI.MSAA_QUALITY.NONE - */ - cacheAsBitmapMultisample: { - get: function () { - return this._cacheAsBitmapMultisample; - }, - set: function (multisample) { - if (multisample === this._cacheAsBitmapMultisample) { - return; - } - this._cacheAsBitmapMultisample = multisample; - if (this.cacheAsBitmap) { - // Toggle to re-render with new multisample - this.cacheAsBitmap = false; - this.cacheAsBitmap = true; - } - }, - }, - /** - * Set this to true if you want this display object to be cached as a bitmap. - * This basically takes a snap shot of the display object as it is at that moment. It can - * provide a performance benefit for complex static displayObjects. - * To remove simply set this property to `false` - * - * IMPORTANT GOTCHA - Make sure that all your textures are preloaded BEFORE setting this property to true - * as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear. - * @member {boolean} - * @memberof PIXI.DisplayObject# - */ - cacheAsBitmap: { - get: function () { - return this._cacheAsBitmap; - }, - set: function (value) { - if (this._cacheAsBitmap === value) { - return; - } - this._cacheAsBitmap = value; - var data; - if (value) { - if (!this._cacheData) { - this._cacheData = new CacheData(); - } - data = this._cacheData; - data.originalRender = this.render; - data.originalRenderCanvas = this.renderCanvas; - data.originalUpdateTransform = this.updateTransform; - data.originalCalculateBounds = this.calculateBounds; - data.originalGetLocalBounds = this.getLocalBounds; - data.originalDestroy = this.destroy; - data.originalContainsPoint = this.containsPoint; - data.originalMask = this._mask; - data.originalFilterArea = this.filterArea; - this.render = this._renderCached; - this.renderCanvas = this._renderCachedCanvas; - this.destroy = this._cacheAsBitmapDestroy; - } - else { - data = this._cacheData; - if (data.sprite) { - this._destroyCachedDisplayObject(); - } - this.render = data.originalRender; - this.renderCanvas = data.originalRenderCanvas; - this.calculateBounds = data.originalCalculateBounds; - this.getLocalBounds = data.originalGetLocalBounds; - this.destroy = data.originalDestroy; - this.updateTransform = data.originalUpdateTransform; - this.containsPoint = data.originalContainsPoint; - this._mask = data.originalMask; - this.filterArea = data.originalFilterArea; - } - }, - }, - }); - /** - * Renders a cached version of the sprite with WebGL - * @private - * @method _renderCached - * @memberof PIXI.DisplayObject# - * @param {PIXI.Renderer} renderer - the WebGL renderer - */ - DisplayObject$2.prototype._renderCached = function _renderCached(renderer) { - if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { - return; - } - this._initCachedDisplayObject(renderer); - this._cacheData.sprite.transform._worldID = this.transform._worldID; - this._cacheData.sprite.worldAlpha = this.worldAlpha; - this._cacheData.sprite._render(renderer); - }; - /** - * Prepares the WebGL renderer to cache the sprite - * @private - * @method _initCachedDisplayObject - * @memberof PIXI.DisplayObject# - * @param {PIXI.Renderer} renderer - the WebGL renderer - */ - DisplayObject$2.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer) { - var _a; - if (this._cacheData && this._cacheData.sprite) { - return; - } - // make sure alpha is set to 1 otherwise it will get rendered as invisible! - var cacheAlpha = this.alpha; - this.alpha = 1; - // first we flush anything left in the renderer (otherwise it would get rendered to the cached texture) - renderer.batch.flush(); - // this.filters= []; - // next we find the dimensions of the untransformed object - // this function also calls updatetransform on all its children as part of the measuring. - // This means we don't need to update the transform again in this function - // TODO pass an object to clone too? saves having to create a new one each time! - var bounds = this.getLocalBounds(null, true).clone(); - // add some padding! - if (this.filters && this.filters.length) { - var padding = this.filters[0].padding; - bounds.pad(padding); - } - bounds.ceil(settings$2.RESOLUTION); - // for now we cache the current renderTarget that the WebGL renderer is currently using. - // this could be more elegant.. - var cachedRenderTexture = renderer.renderTexture.current; - var cachedSourceFrame = renderer.renderTexture.sourceFrame.clone(); - var cachedDestinationFrame = renderer.renderTexture.destinationFrame.clone(); - var cachedProjectionTransform = renderer.projection.transform; - // We also store the filter stack - I will definitely look to change how this works a little later down the line. - // const stack = renderer.filterManager.filterStack; - // this renderTexture will be used to store the cached DisplayObject - var renderTexture = RenderTexture.create({ - width: bounds.width, - height: bounds.height, - resolution: this.cacheAsBitmapResolution || renderer.resolution, - multisample: (_a = this.cacheAsBitmapMultisample) !== null && _a !== void 0 ? _a : renderer.multisample, - }); - var textureCacheId = "cacheAsBitmap_" + uid(); - this._cacheData.textureCacheId = textureCacheId; - BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId); - Texture.addToCache(renderTexture, textureCacheId); - // need to set // - var m = this.transform.localTransform.copyTo(_tempMatrix).invert().translate(-bounds.x, -bounds.y); - // set all properties to there original so we can render to a texture - this.render = this._cacheData.originalRender; - renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false }); - renderer.framebuffer.blit(); - // now restore the state be setting the new properties - renderer.projection.transform = cachedProjectionTransform; - renderer.renderTexture.bind(cachedRenderTexture, cachedSourceFrame, cachedDestinationFrame); - // renderer.filterManager.filterStack = stack; - this.render = this._renderCached; - // the rest is the same as for Canvas - this.updateTransform = this.displayObjectUpdateTransform; - this.calculateBounds = this._calculateCachedBounds; - this.getLocalBounds = this._getCachedLocalBounds; - this._mask = null; - this.filterArea = null; - this.alpha = cacheAlpha; - // create our cached sprite - var cachedSprite = new Sprite(renderTexture); - cachedSprite.transform.worldTransform = this.transform.worldTransform; - cachedSprite.anchor.x = -(bounds.x / bounds.width); - cachedSprite.anchor.y = -(bounds.y / bounds.height); - cachedSprite.alpha = cacheAlpha; - cachedSprite._bounds = this._bounds; - this._cacheData.sprite = cachedSprite; - this.transform._parentID = -1; - // restore the transform of the cached sprite to avoid the nasty flicker.. - if (!this.parent) { - this.enableTempParent(); - this.updateTransform(); - this.disableTempParent(null); - } - else { - this.updateTransform(); - } - // map the hit test.. - this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite); - }; - /** - * Renders a cached version of the sprite with canvas - * @private - * @method _renderCachedCanvas - * @memberof PIXI.DisplayObject# - * @param {PIXI.CanvasRenderer} renderer - The canvas renderer - */ - DisplayObject$2.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer) { - if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { - return; - } - this._initCachedDisplayObjectCanvas(renderer); - this._cacheData.sprite.worldAlpha = this.worldAlpha; - this._cacheData.sprite._renderCanvas(renderer); - }; - // TODO this can be the same as the WebGL version.. will need to do a little tweaking first though.. - /** - * Prepares the Canvas renderer to cache the sprite - * @private - * @method _initCachedDisplayObjectCanvas - * @memberof PIXI.DisplayObject# - * @param {PIXI.CanvasRenderer} renderer - The canvas renderer - */ - DisplayObject$2.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(renderer) { - if (this._cacheData && this._cacheData.sprite) { - return; - } - // get bounds actually transforms the object for us already! - var bounds = this.getLocalBounds(null, true); - var cacheAlpha = this.alpha; - this.alpha = 1; - var cachedRenderTarget = renderer.context; - var cachedProjectionTransform = renderer._projTransform; - bounds.ceil(settings$2.RESOLUTION); - var renderTexture = RenderTexture.create({ width: bounds.width, height: bounds.height }); - var textureCacheId = "cacheAsBitmap_" + uid(); - this._cacheData.textureCacheId = textureCacheId; - BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId); - Texture.addToCache(renderTexture, textureCacheId); - // need to set // - var m = _tempMatrix; - this.transform.localTransform.copyTo(m); - m.invert(); - m.tx -= bounds.x; - m.ty -= bounds.y; - // m.append(this.transform.worldTransform.) - // set all properties to there original so we can render to a texture - this.renderCanvas = this._cacheData.originalRenderCanvas; - renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false }); - // now restore the state be setting the new properties - renderer.context = cachedRenderTarget; - renderer._projTransform = cachedProjectionTransform; - this.renderCanvas = this._renderCachedCanvas; - // the rest is the same as for WebGL - this.updateTransform = this.displayObjectUpdateTransform; - this.calculateBounds = this._calculateCachedBounds; - this.getLocalBounds = this._getCachedLocalBounds; - this._mask = null; - this.filterArea = null; - this.alpha = cacheAlpha; - // create our cached sprite - var cachedSprite = new Sprite(renderTexture); - cachedSprite.transform.worldTransform = this.transform.worldTransform; - cachedSprite.anchor.x = -(bounds.x / bounds.width); - cachedSprite.anchor.y = -(bounds.y / bounds.height); - cachedSprite.alpha = cacheAlpha; - cachedSprite._bounds = this._bounds; - this._cacheData.sprite = cachedSprite; - this.transform._parentID = -1; - // restore the transform of the cached sprite to avoid the nasty flicker.. - if (!this.parent) { - this.parent = renderer._tempDisplayObjectParent; - this.updateTransform(); - this.parent = null; - } - else { - this.updateTransform(); - } - // map the hit test.. - this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite); - }; - /** - * Calculates the bounds of the cached sprite - * @private - * @method - */ - DisplayObject$2.prototype._calculateCachedBounds = function _calculateCachedBounds() { - this._bounds.clear(); - this._cacheData.sprite.transform._worldID = this.transform._worldID; - this._cacheData.sprite._calculateBounds(); - this._bounds.updateID = this._boundsID; - }; - /** - * Gets the bounds of the cached sprite. - * @private - * @method - * @returns {Rectangle} The local bounds. - */ - DisplayObject$2.prototype._getCachedLocalBounds = function _getCachedLocalBounds() { - return this._cacheData.sprite.getLocalBounds(null); - }; - /** - * Destroys the cached sprite. - * @private - * @method - */ - DisplayObject$2.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject() { - this._cacheData.sprite._texture.destroy(true); - this._cacheData.sprite = null; - BaseTexture.removeFromCache(this._cacheData.textureCacheId); - Texture.removeFromCache(this._cacheData.textureCacheId); - this._cacheData.textureCacheId = null; - }; - /** - * Destroys the cached object. - * @private - * @method - * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options - * have been set to that value. - * Used when destroying containers, see the Container.destroy method. - */ - DisplayObject$2.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options) { - this.cacheAsBitmap = false; - this.destroy(options); - }; - - /*! - * @pixi/mixin-get-child-by-name - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/mixin-get-child-by-name is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * The instance name of the object. - * @memberof PIXI.DisplayObject# - * @member {string} name - */ - DisplayObject$2.prototype.name = null; - /** - * Returns the display object in the container. - * - * Recursive searches are done in a preorder traversal. - * @method getChildByName - * @memberof PIXI.Container# - * @param {string} name - Instance name. - * @param {boolean}[deep=false] - Whether to search recursively - * @returns {PIXI.DisplayObject} The child with the specified name. - */ - Container$2.prototype.getChildByName = function getChildByName(name, deep) { - for (var i = 0, j = this.children.length; i < j; i++) { - if (this.children[i].name === name) { - return this.children[i]; - } - } - if (deep) { - for (var i = 0, j = this.children.length; i < j; i++) { - var child = this.children[i]; - if (!child.getChildByName) { - continue; - } - var target = child.getChildByName(name, true); - if (target) { - return target; - } - } - } - return null; - }; - - /*! - * @pixi/mixin-get-global-position - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/mixin-get-global-position is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * Returns the global position of the displayObject. Does not depend on object scale, rotation and pivot. - * @method getGlobalPosition - * @memberof PIXI.DisplayObject# - * @param {PIXI.Point} [point=new PIXI.Point()] - The point to write the global value to. - * @param {boolean} [skipUpdate=false] - Setting to true will stop the transforms of the scene graph from - * being updated. This means the calculation returned MAY be out of date BUT will give you a - * nice performance boost. - * @returns {PIXI.Point} The updated point. - */ - DisplayObject$2.prototype.getGlobalPosition = function getGlobalPosition(point, skipUpdate) { - if (point === void 0) { point = new Point$2(); } - if (skipUpdate === void 0) { skipUpdate = false; } - if (this.parent) { - this.parent.toGlobal(this.position, point, skipUpdate); - } - else { - point.x = this.position.x; - point.y = this.position.y; - } - return point; - }; - - /*! - * @pixi/math - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/math is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Two Pi. - * @static - * @member {number} - * @memberof PIXI - */ - var PI_2$1 = Math.PI * 2; - /** - * Conversion factor for converting radians to degrees. - * @static - * @member {number} RAD_TO_DEG - * @memberof PIXI - */ - var RAD_TO_DEG$1 = 180 / Math.PI; - /** - * Conversion factor for converting degrees to radians. - * @static - * @member {number} - * @memberof PIXI - */ - var DEG_TO_RAD$1 = Math.PI / 180; - /** - * Constants that identify shapes, mainly to prevent `instanceof` calls. - * @static - * @memberof PIXI - * @enum {number} - * @property {number} POLY Polygon - * @property {number} RECT Rectangle - * @property {number} CIRC Circle - * @property {number} ELIP Ellipse - * @property {number} RREC Rounded Rectangle - */ - var SHAPES$1; - (function (SHAPES) { - SHAPES[SHAPES["POLY"] = 0] = "POLY"; - SHAPES[SHAPES["RECT"] = 1] = "RECT"; - SHAPES[SHAPES["CIRC"] = 2] = "CIRC"; - SHAPES[SHAPES["ELIP"] = 3] = "ELIP"; - SHAPES[SHAPES["RREC"] = 4] = "RREC"; - })(SHAPES$1 || (SHAPES$1 = {})); - - /** - * The Point object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis - * @class - * @memberof PIXI - * @implements {IPoint} - */ - var Point$1 = /** @class */ (function () { - /** - * Creates a new `Point` - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis - */ - function Point(x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - /** Position of the point on the x axis */ - this.x = 0; - /** Position of the point on the y axis */ - this.y = 0; - this.x = x; - this.y = y; - } - /** - * Creates a clone of this point - * @returns A clone of this point - */ - Point.prototype.clone = function () { - return new Point(this.x, this.y); - }; - /** - * Copies `x` and `y` from the given point into this point - * @param p - The point to copy from - * @returns The point instance itself - */ - Point.prototype.copyFrom = function (p) { - this.set(p.x, p.y); - return this; - }; - /** - * Copies this point's x and y into the given point (`p`). - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated - */ - Point.prototype.copyTo = function (p) { - p.set(this.x, this.y); - return p; - }; - /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal - */ - Point.prototype.equals = function (p) { - return (p.x === this.x) && (p.y === this.y); - }; - /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the `x` axis - * @param {number} [y=x] - position of the point on the `y` axis - * @returns The point instance itself - */ - Point.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - this.x = x; - this.y = y; - return this; - }; - Point.prototype.toString = function () { - return "[@pixi/math:Point x=" + this.x + " y=" + this.y + "]"; - }; - return Point; - }()); - - var tempPoints$1 = [new Point$1(), new Point$1(), new Point$1(), new Point$1()]; - /** - * Size object, contains width and height - * @memberof PIXI - * @typedef {object} ISize - * @property {number} width - Width component - * @property {number} height - Height component - */ - /** - * Rectangle object is an area defined by its position, as indicated by its top-left corner - * point (x, y) and by its width and its height. - * @memberof PIXI - */ - var Rectangle$1 = /** @class */ (function () { - /** - * @param x - The X coordinate of the upper-left corner of the rectangle - * @param y - The Y coordinate of the upper-left corner of the rectangle - * @param width - The overall width of the rectangle - * @param height - The overall height of the rectangle - */ - function Rectangle(x, y, width, height) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - this.x = Number(x); - this.y = Number(y); - this.width = Number(width); - this.height = Number(height); - this.type = SHAPES$1.RECT; - } - Object.defineProperty(Rectangle.prototype, "left", { - /** Returns the left edge of the rectangle. */ - get: function () { - return this.x; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "right", { - /** Returns the right edge of the rectangle. */ - get: function () { - return this.x + this.width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "top", { - /** Returns the top edge of the rectangle. */ - get: function () { - return this.y; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "bottom", { - /** Returns the bottom edge of the rectangle. */ - get: function () { - return this.y + this.height; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle, "EMPTY", { - /** A constant empty rectangle. */ - get: function () { - return new Rectangle(0, 0, 0, 0); - }, - enumerable: false, - configurable: true - }); - /** - * Creates a clone of this Rectangle - * @returns a copy of the rectangle - */ - Rectangle.prototype.clone = function () { - return new Rectangle(this.x, this.y, this.width, this.height); - }; - /** - * Copies another rectangle to this one. - * @param rectangle - The rectangle to copy from. - * @returns Returns itself. - */ - Rectangle.prototype.copyFrom = function (rectangle) { - this.x = rectangle.x; - this.y = rectangle.y; - this.width = rectangle.width; - this.height = rectangle.height; - return this; - }; - /** - * Copies this rectangle to another one. - * @param rectangle - The rectangle to copy to. - * @returns Returns given parameter. - */ - Rectangle.prototype.copyTo = function (rectangle) { - rectangle.x = this.x; - rectangle.y = this.y; - rectangle.width = this.width; - rectangle.height = this.height; - return rectangle; - }; - /** - * Checks whether the x and y coordinates given are contained within this Rectangle - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coordinates are within this Rectangle - */ - Rectangle.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { - return false; - } - if (x >= this.x && x < this.x + this.width) { - if (y >= this.y && y < this.y + this.height) { - return true; - } - } - return false; - }; - /** - * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object. - * Returns true only if the area of the intersection is >0, this means that Rectangles - * sharing a side are not overlapping. Another side effect is that an arealess rectangle - * (width or height equal to zero) can't intersect any other rectangle. - * @param {Rectangle} other - The Rectangle to intersect with `this`. - * @param {Matrix} transform - The transformation matrix of `other`. - * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`. - */ - Rectangle.prototype.intersects = function (other, transform) { - if (!transform) { - var x0_1 = this.x < other.x ? other.x : this.x; - var x1_1 = this.right > other.right ? other.right : this.right; - if (x1_1 <= x0_1) { - return false; - } - var y0_1 = this.y < other.y ? other.y : this.y; - var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom; - return y1_1 > y0_1; - } - var x0 = this.left; - var x1 = this.right; - var y0 = this.top; - var y1 = this.bottom; - if (x1 <= x0 || y1 <= y0) { - return false; - } - var lt = tempPoints$1[0].set(other.left, other.top); - var lb = tempPoints$1[1].set(other.left, other.bottom); - var rt = tempPoints$1[2].set(other.right, other.top); - var rb = tempPoints$1[3].set(other.right, other.bottom); - if (rt.x <= lt.x || lb.y <= lt.y) { - return false; - } - var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c)); - if (s === 0) { - return false; - } - transform.apply(lt, lt); - transform.apply(lb, lb); - transform.apply(rt, rt); - transform.apply(rb, rb); - if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0 - || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1 - || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0 - || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) { - return false; - } - var nx = s * (lb.y - lt.y); - var ny = s * (lt.x - lb.x); - var n00 = (nx * x0) + (ny * y0); - var n10 = (nx * x1) + (ny * y0); - var n01 = (nx * x0) + (ny * y1); - var n11 = (nx * x1) + (ny * y1); - if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y) - || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) { - return false; - } - var mx = s * (lt.y - rt.y); - var my = s * (rt.x - lt.x); - var m00 = (mx * x0) + (my * y0); - var m10 = (mx * x1) + (my * y0); - var m01 = (mx * x0) + (my * y1); - var m11 = (mx * x1) + (my * y1); - if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y) - || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) { - return false; - } - return true; - }; - /** - * Pads the rectangle making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. - * @returns Returns itself. - */ - Rectangle.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - this.x -= paddingX; - this.y -= paddingY; - this.width += paddingX * 2; - this.height += paddingY * 2; - return this; - }; - /** - * Fits this rectangle around the passed one. - * @param rectangle - The rectangle to fit. - * @returns Returns itself. - */ - Rectangle.prototype.fit = function (rectangle) { - var x1 = Math.max(this.x, rectangle.x); - var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.max(this.y, rectangle.y); - var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = Math.max(x2 - x1, 0); - this.y = y1; - this.height = Math.max(y2 - y1, 0); - return this; - }; - /** - * Enlarges rectangle that way its corners lie on grid - * @param resolution - resolution - * @param eps - precision - * @returns Returns itself. - */ - Rectangle.prototype.ceil = function (resolution, eps) { - if (resolution === void 0) { resolution = 1; } - if (eps === void 0) { eps = 0.001; } - var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution; - var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution; - this.x = Math.floor((this.x + eps) * resolution) / resolution; - this.y = Math.floor((this.y + eps) * resolution) / resolution; - this.width = x2 - this.x; - this.height = y2 - this.y; - return this; - }; - /** - * Enlarges this rectangle to include the passed rectangle. - * @param rectangle - The rectangle to include. - * @returns Returns itself. - */ - Rectangle.prototype.enlarge = function (rectangle) { - var x1 = Math.min(this.x, rectangle.x); - var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.min(this.y, rectangle.y); - var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = x2 - x1; - this.y = y1; - this.height = y2 - y1; - return this; - }; - Rectangle.prototype.toString = function () { - return "[@pixi/math:Rectangle x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; - }; - return Rectangle; - }()); - - /** - * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis. - * - * An `ObservablePoint` is a point that triggers a callback when the point's position is changed. - * @memberof PIXI - */ - var ObservablePoint$1 = /** @class */ (function () { - /** - * Creates a new `ObservablePoint` - * @param cb - callback function triggered when `x` and/or `y` are changed - * @param scope - owner of callback - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis - */ - function ObservablePoint(cb, scope, x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - this._x = x; - this._y = y; - this.cb = cb; - this.scope = scope; - } - /** - * Creates a clone of this point. - * The callback and scope params can be overridden otherwise they will default - * to the clone object's values. - * @override - * @param cb - The callback function triggered when `x` and/or `y` are changed - * @param scope - The owner of the callback - * @returns a copy of this observable point - */ - ObservablePoint.prototype.clone = function (cb, scope) { - if (cb === void 0) { cb = this.cb; } - if (scope === void 0) { scope = this.scope; } - return new ObservablePoint(cb, scope, this._x, this._y); - }; - /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=x] - position of the point on the y axis - * @returns The observable point instance itself - */ - ObservablePoint.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - if (this._x !== x || this._y !== y) { - this._x = x; - this._y = y; - this.cb.call(this.scope); - } - return this; - }; - /** - * Copies x and y from the given point (`p`) - * @param p - The point to copy from. Can be any of type that is or extends `IPointData` - * @returns The observable point instance itself - */ - ObservablePoint.prototype.copyFrom = function (p) { - if (this._x !== p.x || this._y !== p.y) { - this._x = p.x; - this._y = p.y; - this.cb.call(this.scope); - } - return this; - }; - /** - * Copies this point's x and y into that of the given point (`p`) - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated - */ - ObservablePoint.prototype.copyTo = function (p) { - p.set(this._x, this._y); - return p; - }; - /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal - */ - ObservablePoint.prototype.equals = function (p) { - return (p.x === this._x) && (p.y === this._y); - }; - ObservablePoint.prototype.toString = function () { - return "[@pixi/math:ObservablePoint x=" + 0 + " y=" + 0 + " scope=" + this.scope + "]"; - }; - Object.defineProperty(ObservablePoint.prototype, "x", { - /** Position of the observable point on the x axis. */ - get: function () { - return this._x; - }, - set: function (value) { - if (this._x !== value) { - this._x = value; - this.cb.call(this.scope); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(ObservablePoint.prototype, "y", { - /** Position of the observable point on the y axis. */ - get: function () { - return this._y; - }, - set: function (value) { - if (this._y !== value) { - this._y = value; - this.cb.call(this.scope); - } - }, - enumerable: false, - configurable: true - }); - return ObservablePoint; - }()); - - /** - * The PixiJS Matrix as a class makes it a lot faster. - * - * Here is a representation of it: - * ```js - * | a | c | tx| - * | b | d | ty| - * | 0 | 0 | 1 | - * ``` - * @memberof PIXI - */ - var Matrix$1 = /** @class */ (function () { - /** - * @param a - x scale - * @param b - y skew - * @param c - x skew - * @param d - y scale - * @param tx - x translation - * @param ty - y translation - */ - function Matrix(a, b, c, d, tx, ty) { - if (a === void 0) { a = 1; } - if (b === void 0) { b = 0; } - if (c === void 0) { c = 0; } - if (d === void 0) { d = 1; } - if (tx === void 0) { tx = 0; } - if (ty === void 0) { ty = 0; } - this.array = null; - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - } - /** - * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: - * - * a = array[0] - * b = array[1] - * c = array[3] - * d = array[4] - * tx = array[2] - * ty = array[5] - * @param array - The array that the matrix will be populated from. - */ - Matrix.prototype.fromArray = function (array) { - this.a = array[0]; - this.b = array[1]; - this.c = array[3]; - this.d = array[4]; - this.tx = array[2]; - this.ty = array[5]; - }; - /** - * Sets the matrix properties. - * @param a - Matrix component - * @param b - Matrix component - * @param c - Matrix component - * @param d - Matrix component - * @param tx - Matrix component - * @param ty - Matrix component - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.set = function (a, b, c, d, tx, ty) { - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - return this; - }; - /** - * Creates an array from the current Matrix object. - * @param transpose - Whether we need to transpose the matrix or not - * @param [out=new Float32Array(9)] - If provided the array will be assigned to out - * @returns The newly created array which contains the matrix - */ - Matrix.prototype.toArray = function (transpose, out) { - if (!this.array) { - this.array = new Float32Array(9); - } - var array = out || this.array; - if (transpose) { - array[0] = this.a; - array[1] = this.b; - array[2] = 0; - array[3] = this.c; - array[4] = this.d; - array[5] = 0; - array[6] = this.tx; - array[7] = this.ty; - array[8] = 1; - } - else { - array[0] = this.a; - array[1] = this.c; - array[2] = this.tx; - array[3] = this.b; - array[4] = this.d; - array[5] = this.ty; - array[6] = 0; - array[7] = 0; - array[8] = 1; - } - return array; - }; - /** - * Get a new position with the current transformation applied. - * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, transformed through this matrix - */ - Matrix.prototype.apply = function (pos, newPos) { - newPos = (newPos || new Point$1()); - var x = pos.x; - var y = pos.y; - newPos.x = (this.a * x) + (this.c * y) + this.tx; - newPos.y = (this.b * x) + (this.d * y) + this.ty; - return newPos; - }; - /** - * Get a new position with the inverse of the current transformation applied. - * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, inverse-transformed through this matrix - */ - Matrix.prototype.applyInverse = function (pos, newPos) { - newPos = (newPos || new Point$1()); - var id = 1 / ((this.a * this.d) + (this.c * -this.b)); - var x = pos.x; - var y = pos.y; - newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id); - newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id); - return newPos; - }; - /** - * Translates the matrix on the x and y. - * @param x - How much to translate x by - * @param y - How much to translate y by - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.translate = function (x, y) { - this.tx += x; - this.ty += y; - return this; - }; - /** - * Applies a scale transformation to the matrix. - * @param x - The amount to scale horizontally - * @param y - The amount to scale vertically - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.scale = function (x, y) { - this.a *= x; - this.d *= y; - this.c *= x; - this.b *= y; - this.tx *= x; - this.ty *= y; - return this; - }; - /** - * Applies a rotation transformation to the matrix. - * @param angle - The angle in radians. - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.rotate = function (angle) { - var cos = Math.cos(angle); - var sin = Math.sin(angle); - var a1 = this.a; - var c1 = this.c; - var tx1 = this.tx; - this.a = (a1 * cos) - (this.b * sin); - this.b = (a1 * sin) + (this.b * cos); - this.c = (c1 * cos) - (this.d * sin); - this.d = (c1 * sin) + (this.d * cos); - this.tx = (tx1 * cos) - (this.ty * sin); - this.ty = (tx1 * sin) + (this.ty * cos); - return this; - }; - /** - * Appends the given Matrix to this Matrix. - * @param matrix - The matrix to append. - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.append = function (matrix) { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - this.a = (matrix.a * a1) + (matrix.b * c1); - this.b = (matrix.a * b1) + (matrix.b * d1); - this.c = (matrix.c * a1) + (matrix.d * c1); - this.d = (matrix.c * b1) + (matrix.d * d1); - this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx; - this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty; - return this; - }; - /** - * Sets the matrix based on all the available properties - * @param x - Position on the x axis - * @param y - Position on the y axis - * @param pivotX - Pivot on the x axis - * @param pivotY - Pivot on the y axis - * @param scaleX - Scale on the x axis - * @param scaleY - Scale on the y axis - * @param rotation - Rotation in radians - * @param skewX - Skew on the x axis - * @param skewY - Skew on the y axis - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) { - this.a = Math.cos(rotation + skewY) * scaleX; - this.b = Math.sin(rotation + skewY) * scaleX; - this.c = -Math.sin(rotation - skewX) * scaleY; - this.d = Math.cos(rotation - skewX) * scaleY; - this.tx = x - ((pivotX * this.a) + (pivotY * this.c)); - this.ty = y - ((pivotX * this.b) + (pivotY * this.d)); - return this; - }; - /** - * Prepends the given Matrix to this Matrix. - * @param matrix - The matrix to prepend - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.prepend = function (matrix) { - var tx1 = this.tx; - if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) { - var a1 = this.a; - var c1 = this.c; - this.a = (a1 * matrix.a) + (this.b * matrix.c); - this.b = (a1 * matrix.b) + (this.b * matrix.d); - this.c = (c1 * matrix.a) + (this.d * matrix.c); - this.d = (c1 * matrix.b) + (this.d * matrix.d); - } - this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx; - this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty; - return this; - }; - /** - * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. - * @param transform - The transform to apply the properties to. - * @returns The transform with the newly applied properties - */ - Matrix.prototype.decompose = function (transform) { - // sort out rotation / skew.. - var a = this.a; - var b = this.b; - var c = this.c; - var d = this.d; - var pivot = transform.pivot; - var skewX = -Math.atan2(-c, d); - var skewY = Math.atan2(b, a); - var delta = Math.abs(skewX + skewY); - if (delta < 0.00001 || Math.abs(PI_2$1 - delta) < 0.00001) { - transform.rotation = skewY; - transform.skew.x = transform.skew.y = 0; - } - else { - transform.rotation = 0; - transform.skew.x = skewX; - transform.skew.y = skewY; - } - // next set scale - transform.scale.x = Math.sqrt((a * a) + (b * b)); - transform.scale.y = Math.sqrt((c * c) + (d * d)); - // next set position - transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c)); - transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d)); - return transform; - }; - /** - * Inverts this matrix - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.invert = function () { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - var tx1 = this.tx; - var n = (a1 * d1) - (b1 * c1); - this.a = d1 / n; - this.b = -b1 / n; - this.c = -c1 / n; - this.d = a1 / n; - this.tx = ((c1 * this.ty) - (d1 * tx1)) / n; - this.ty = -((a1 * this.ty) - (b1 * tx1)) / n; - return this; - }; - /** - * Resets this Matrix to an identity (default) matrix. - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.identity = function () { - this.a = 1; - this.b = 0; - this.c = 0; - this.d = 1; - this.tx = 0; - this.ty = 0; - return this; - }; - /** - * Creates a new Matrix object with the same values as this one. - * @returns A copy of this matrix. Good for chaining method calls. - */ - Matrix.prototype.clone = function () { - var matrix = new Matrix(); - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; - }; - /** - * Changes the values of the given matrix to be the same as the ones in this matrix - * @param matrix - The matrix to copy to. - * @returns The matrix given in parameter with its values updated. - */ - Matrix.prototype.copyTo = function (matrix) { - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; - }; - /** - * Changes the values of the matrix to be the same as the ones in given matrix - * @param {PIXI.Matrix} matrix - The matrix to copy from. - * @returns {PIXI.Matrix} this - */ - Matrix.prototype.copyFrom = function (matrix) { - this.a = matrix.a; - this.b = matrix.b; - this.c = matrix.c; - this.d = matrix.d; - this.tx = matrix.tx; - this.ty = matrix.ty; - return this; - }; - Matrix.prototype.toString = function () { - return "[@pixi/math:Matrix a=" + this.a + " b=" + this.b + " c=" + this.c + " d=" + this.d + " tx=" + this.tx + " ty=" + this.ty + "]"; - }; - Object.defineProperty(Matrix, "IDENTITY", { - /** - * A default (identity) matrix - * @readonly - */ - get: function () { - return new Matrix(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Matrix, "TEMP_MATRIX", { - /** - * A temp matrix - * @readonly - */ - get: function () { - return new Matrix(); - }, - enumerable: false, - configurable: true - }); - return Matrix; - }()); - - // Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group - /* - * Transform matrix for operation n is: - * | ux | vx | - * | uy | vy | - */ - var ux$1 = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; - var uy$1 = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vx$1 = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vy$1 = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; - /* - * Alias for {@code Math.sign}. - */ - var signum$1 = Math.sign; - /* - * Initializes `rotationCayley` and `rotationMatrices`. It is called - * only once below. - */ - function init$1() { - for (var i = 0; i < 16; i++) { - var row = []; - for (var j = 0; j < 16; j++) { - /* Multiplies rotation matrices i and j. */ - var _ux = signum$1((ux$1[i] * ux$1[j]) + (vx$1[i] * uy$1[j])); - var _uy = signum$1((uy$1[i] * ux$1[j]) + (vy$1[i] * uy$1[j])); - var _vx = signum$1((ux$1[i] * vx$1[j]) + (vx$1[i] * vy$1[j])); - var _vy = signum$1((uy$1[i] * vx$1[j]) + (vy$1[i] * vy$1[j])); - /* Finds rotation matrix matching the product and pushes it. */ - for (var k = 0; k < 16; k++) { - if (ux$1[k] === _ux && uy$1[k] === _uy - && vx$1[k] === _vx && vy$1[k] === _vy) { - row.push(k); - break; - } - } - } - } - for (var i = 0; i < 16; i++) { - var mat = new Matrix$1(); - mat.set(ux$1[i], uy$1[i], vx$1[i], vy$1[i], 0, 0); - } - } - init$1(); - - /** - * Transform that takes care about its versions. - * @memberof PIXI - */ - var Transform$2 = /** @class */ (function () { - function Transform() { - this.worldTransform = new Matrix$1(); - this.localTransform = new Matrix$1(); - this.position = new ObservablePoint$1(this.onChange, this, 0, 0); - this.scale = new ObservablePoint$1(this.onChange, this, 1, 1); - this.pivot = new ObservablePoint$1(this.onChange, this, 0, 0); - this.skew = new ObservablePoint$1(this.updateSkew, this, 0, 0); - this._rotation = 0; - this._cx = 1; - this._sx = 0; - this._cy = 0; - this._sy = 1; - this._localID = 0; - this._currentLocalID = 0; - this._worldID = 0; - this._parentID = 0; - } - /** Called when a value changes. */ - Transform.prototype.onChange = function () { - this._localID++; - }; - /** Called when the skew or the rotation changes. */ - Transform.prototype.updateSkew = function () { - this._cx = Math.cos(this._rotation + this.skew.y); - this._sx = Math.sin(this._rotation + this.skew.y); - this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2 - this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2 - this._localID++; - }; - Transform.prototype.toString = function () { - return "[@pixi/math:Transform " - + ("position=(" + this.position.x + ", " + this.position.y + ") ") - + ("rotation=" + this.rotation + " ") - + ("scale=(" + this.scale.x + ", " + this.scale.y + ") ") - + ("skew=(" + this.skew.x + ", " + this.skew.y + ") ") - + "]"; - }; - /** Updates the local transformation matrix. */ - Transform.prototype.updateLocalTransform = function () { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; - } - }; - /** - * Updates the local and the world transformation matrices. - * @param parentTransform - The parent transform - */ - Transform.prototype.updateTransform = function (parentTransform) { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; - } - if (this._parentID !== parentTransform._worldID) { - // concat the parent matrix with the objects transform. - var pt = parentTransform.worldTransform; - var wt = this.worldTransform; - wt.a = (lt.a * pt.a) + (lt.b * pt.c); - wt.b = (lt.a * pt.b) + (lt.b * pt.d); - wt.c = (lt.c * pt.a) + (lt.d * pt.c); - wt.d = (lt.c * pt.b) + (lt.d * pt.d); - wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx; - wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty; - this._parentID = parentTransform._worldID; - // update the id of the transform.. - this._worldID++; - } - }; - /** - * Decomposes a matrix and sets the transforms properties based on it. - * @param matrix - The matrix to decompose - */ - Transform.prototype.setFromMatrix = function (matrix) { - matrix.decompose(this); - this._localID++; - }; - Object.defineProperty(Transform.prototype, "rotation", { - /** The rotation of the object in radians. */ - get: function () { - return this._rotation; - }, - set: function (value) { - if (this._rotation !== value) { - this._rotation = value; - this.updateSkew(); - } - }, - enumerable: false, - configurable: true - }); - /** A default (identity) transform. */ - Transform.IDENTITY = new Transform(); - return Transform; - }()); - - /*! - * @pixi/display - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/display is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * Sets the default value for the container property 'sortableChildren'. - * If set to true, the container will sort its children by zIndex value - * when updateTransform() is called, or manually if sortChildren() is called. - * - * This actually changes the order of elements in the array, so should be treated - * as a basic solution that is not performant compared to other solutions, - * such as @link https://github.com/pixijs/pixi-display - * - * Also be aware of that this may not work nicely with the addChildAt() function, - * as the zIndex sorting may cause the child to automatically sorted to another position. - * @static - * @constant - * @name SORTABLE_CHILDREN - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ - settings$2.SORTABLE_CHILDREN = false; - - /** - * 'Builder' pattern for bounds rectangles. - * - * This could be called an Axis-Aligned Bounding Box. - * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems. - * @memberof PIXI - */ - var Bounds$1 = /** @class */ (function () { - function Bounds() { - this.minX = Infinity; - this.minY = Infinity; - this.maxX = -Infinity; - this.maxY = -Infinity; - this.rect = null; - this.updateID = -1; - } - /** - * Checks if bounds are empty. - * @returns - True if empty. - */ - Bounds.prototype.isEmpty = function () { - return this.minX > this.maxX || this.minY > this.maxY; - }; - /** Clears the bounds and resets. */ - Bounds.prototype.clear = function () { - this.minX = Infinity; - this.minY = Infinity; - this.maxX = -Infinity; - this.maxY = -Infinity; - }; - /** - * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle - * It is not guaranteed that it will return tempRect - * @param rect - Temporary object will be used if AABB is not empty - * @returns - A rectangle of the bounds - */ - Bounds.prototype.getRectangle = function (rect) { - if (this.minX > this.maxX || this.minY > this.maxY) { - return Rectangle$1.EMPTY; - } - rect = rect || new Rectangle$1(0, 0, 1, 1); - rect.x = this.minX; - rect.y = this.minY; - rect.width = this.maxX - this.minX; - rect.height = this.maxY - this.minY; - return rect; - }; - /** - * This function should be inlined when its possible. - * @param point - The point to add. - */ - Bounds.prototype.addPoint = function (point) { - this.minX = Math.min(this.minX, point.x); - this.maxX = Math.max(this.maxX, point.x); - this.minY = Math.min(this.minY, point.y); - this.maxY = Math.max(this.maxY, point.y); - }; - /** - * Adds a point, after transformed. This should be inlined when its possible. - * @param matrix - * @param point - */ - Bounds.prototype.addPointMatrix = function (matrix, point) { - var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty; - var x = (a * point.x) + (c * point.y) + tx; - var y = (b * point.x) + (d * point.y) + ty; - this.minX = Math.min(this.minX, x); - this.maxX = Math.max(this.maxX, x); - this.minY = Math.min(this.minY, y); - this.maxY = Math.max(this.maxY, y); - }; - /** - * Adds a quad, not transformed - * @param vertices - The verts to add. - */ - Bounds.prototype.addQuad = function (vertices) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - var x = vertices[0]; - var y = vertices[1]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[2]; - y = vertices[3]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[4]; - y = vertices[5]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[6]; - y = vertices[7]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Adds sprite frame, transformed. - * @param transform - transform to apply - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - */ - Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) { - this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1); - }; - /** - * Adds sprite frame, multiplied by matrix - * @param matrix - matrix to apply - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - */ - Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) { - var a = matrix.a; - var b = matrix.b; - var c = matrix.c; - var d = matrix.d; - var tx = matrix.tx; - var ty = matrix.ty; - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - var x = (a * x0) + (c * y0) + tx; - var y = (b * x0) + (d * y0) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x1) + (c * y0) + tx; - y = (b * x1) + (d * y0) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x0) + (c * y1) + tx; - y = (b * x0) + (d * y1) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x1) + (c * y1) + tx; - y = (b * x1) + (d * y1) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Adds screen vertices from array - * @param vertexData - calculated vertices - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - */ - Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - for (var i = beginOffset; i < endOffset; i += 2) { - var x = vertexData[i]; - var y = vertexData[i + 1]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - } - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Add an array of mesh vertices - * @param transform - mesh transform - * @param vertices - mesh coordinates in array - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - */ - Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) { - this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset); - }; - /** - * Add an array of mesh vertices. - * @param matrix - mesh matrix - * @param vertices - mesh coordinates in array - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - * @param padX - x padding - * @param padY - y padding - */ - Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) { - if (padX === void 0) { padX = 0; } - if (padY === void 0) { padY = padX; } - var a = matrix.a; - var b = matrix.b; - var c = matrix.c; - var d = matrix.d; - var tx = matrix.tx; - var ty = matrix.ty; - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - for (var i = beginOffset; i < endOffset; i += 2) { - var rawX = vertices[i]; - var rawY = vertices[i + 1]; - var x = (a * rawX) + (c * rawY) + tx; - var y = (d * rawY) + (b * rawX) + ty; - minX = Math.min(minX, x - padX); - maxX = Math.max(maxX, x + padX); - minY = Math.min(minY, y - padY); - maxY = Math.max(maxY, y + padY); - } - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Adds other {@link Bounds}. - * @param bounds - The Bounds to be added - */ - Bounds.prototype.addBounds = function (bounds) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = bounds.minX < minX ? bounds.minX : minX; - this.minY = bounds.minY < minY ? bounds.minY : minY; - this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX; - this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY; - }; - /** - * Adds other Bounds, masked with Bounds. - * @param bounds - The Bounds to be added. - * @param mask - TODO - */ - Bounds.prototype.addBoundsMask = function (bounds, mask) { - var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX; - var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY; - var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX; - var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY; - if (_minX <= _maxX && _minY <= _maxY) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = _minX < minX ? _minX : minX; - this.minY = _minY < minY ? _minY : minY; - this.maxX = _maxX > maxX ? _maxX : maxX; - this.maxY = _maxY > maxY ? _maxY : maxY; - } - }; - /** - * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty. - * @param bounds - other bounds - * @param matrix - multiplicator - */ - Bounds.prototype.addBoundsMatrix = function (bounds, matrix) { - this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY); - }; - /** - * Adds other Bounds, masked with Rectangle. - * @param bounds - TODO - * @param area - TODO - */ - Bounds.prototype.addBoundsArea = function (bounds, area) { - var _minX = bounds.minX > area.x ? bounds.minX : area.x; - var _minY = bounds.minY > area.y ? bounds.minY : area.y; - var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width); - var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height); - if (_minX <= _maxX && _minY <= _maxY) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = _minX < minX ? _minX : minX; - this.minY = _minY < minY ? _minY : minY; - this.maxX = _maxX > maxX ? _maxX : maxX; - this.maxY = _maxY > maxY ? _maxY : maxY; - } - }; - /** - * Pads bounds object, making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. - */ - Bounds.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - if (!this.isEmpty()) { - this.minX -= paddingX; - this.maxX += paddingX; - this.minY -= paddingY; - this.maxY += paddingY; - } - }; - /** - * Adds padded frame. (x0, y0) should be strictly less than (x1, y1) - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - * @param padX - padding X - * @param padY - padding Y - */ - Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) { - x0 -= padX; - y0 -= padY; - x1 += padX; - y1 += padY; - this.minX = this.minX < x0 ? this.minX : x0; - this.maxX = this.maxX > x1 ? this.maxX : x1; - this.minY = this.minY < y0 ? this.minY : y0; - this.maxY = this.maxY > y1 ? this.maxY : y1; - }; - return Bounds; - }()); - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$3 = function(d, b) { - extendStatics$3 = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$3(d, b); - }; - - function __extends$3(d, b) { - extendStatics$3(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - /** - * The base class for all objects that are rendered on the screen. - * - * This is an abstract class and can not be used on its own; rather it should be extended. - * - * ## Display objects implemented in PixiJS - * - * | Display Object | Description | - * | ------------------------------- | --------------------------------------------------------------------- | - * | {@link PIXI.Container} | Adds support for `children` to DisplayObject | - * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API | - * | {@link PIXI.Sprite} | Draws textures (i.e. images) | - * | {@link PIXI.Text} | Draws text using the Canvas API internally | - * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures | - * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion | - * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images | - * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data | - * | {@link PIXI.NineSlicePlane} | Mesh-related | - * | {@link PIXI.SimpleMesh} | v4-compatible mesh | - * | {@link PIXI.SimplePlane} | Mesh-related | - * | {@link PIXI.SimpleRope} | Mesh-related | - * - * ## Transforms - * - * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its - * local coordinate space to its parent's local coordinate space. The following properties are derived - * from the transform: - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - *
                                                                        PropertyDescription
                                                                        [pivot]{@link PIXI.DisplayObject#pivot} - * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot - * is equal to position, regardless of the other three transformations. In other words, It is the center of - * rotation, scaling, and skewing. - *
                                                                        [position]{@link PIXI.DisplayObject#position} - * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local - * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object - * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space. - *
                                                                        [scale]{@link PIXI.DisplayObject#scale} - * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the - * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center - * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}. - *
                                                                        [rotation]{@link PIXI.DisplayObject#rotation} - * Rotation. This will rotate the display object's projection by this angle (in radians). - *
                                                                        [skew]{@link PIXI.DisplayObject#skew} - *

                                                                        Skewing. This can be used to deform a rectangular display object into a parallelogram.

                                                                        - *

                                                                        - * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be - * thought of the net rotation applied to the coordinate axes (separately). For example, if "skew.x" is - * ⍺ and "skew.y" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be - * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will - * be rotated by an angle between ⍺ and β. - *

                                                                        - *

                                                                        - * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying - * a rotation. Indeed, if "skew.x" = -ϴ and "skew.y" = ϴ, it will produce an equivalent of "rotation" = ϴ. - *

                                                                        - *

                                                                        - * Another quite interesting observation is that "skew.x", "skew.y", rotation are communtative operations. Indeed, - * because rotation is essentially a careful combination of the two. - *

                                                                        - *
                                                                        angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
                                                                        xTranslation. This is an alias for position.x!
                                                                        yTranslation. This is an alias for position.y!
                                                                        width - * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing - * the "requested" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there - * is no concept of user-defined width. - *
                                                                        height - * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing - * the "requested" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there - * is no concept of user-defined height. - *
                                                                        - * - * ## Bounds - * - * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit - * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the - * `worldTransform` to calculate in world space). - * - * There are a few additional types of bounding boxes: - * - * | Bounds | Description | - * | --------------------- | ---------------------------------------------------------------------------------------- | - * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. | - * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. | - * | Render Bounds | The bounds, but including extra rendering effects like filter padding. | - * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. | - * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. | - * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)| - * | Content Bounds | The natural bounds when excluding all children of a `Container`. | - * - * ### calculateBounds - * - * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children. - * - * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and - * `getLocalBounds` to work. This method must write the bounds into `this._bounds`. - * - * Generally, the following technique works for most simple cases: take the list of points - * forming the "hull" of the object (i.e. outline of the object's shape), and then add them - * using {@link PIXI.Bounds#addPointMatrix}. - * - * ```js - * calculateBounds(): void - * { - * const points = [...]; - * - * for (let i = 0, j = points.length; i < j; i++) - * { - * this._bounds.addPointMatrix(this.worldTransform, points[i]); - * } - * } - * ``` - * - * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them - * in one array together. - * - * ## Alpha - * - * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display - * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not - * applied on any ancestor further up the chain). - * - * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}. - * - * ## Renderable vs Visible - * - * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the - * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display - * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not - * be calculated. - * - * It is recommended that applications use the `renderable` property for culling. See - * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or - * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details. - * - * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This - * one is also better in terms of performance. - * @memberof PIXI - */ - var DisplayObject$1 = /** @class */ (function (_super) { - __extends$3(DisplayObject, _super); - function DisplayObject() { - var _this = _super.call(this) || this; - _this.tempDisplayObjectParent = null; - // TODO: need to create Transform from factory - _this.transform = new Transform$2(); - _this.alpha = 1; - _this.visible = true; - _this.renderable = true; - _this.cullable = false; - _this.cullArea = null; - _this.parent = null; - _this.worldAlpha = 1; - _this._lastSortedIndex = 0; - _this._zIndex = 0; - _this.filterArea = null; - _this.filters = null; - _this._enabledFilters = null; - _this._bounds = new Bounds$1(); - _this._localBounds = null; - _this._boundsID = 0; - _this._boundsRect = null; - _this._localBoundsRect = null; - _this._mask = null; - _this._maskRefCount = 0; - _this._destroyed = false; - _this.isSprite = false; - _this.isMask = false; - return _this; - } - /** - * Mixes all enumerable properties and methods from a source object to DisplayObject. - * @param source - The source of properties and methods to mix in. - */ - DisplayObject.mixin = function (source) { - // in ES8/ES2017, this would be really easy: - // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source)); - // get all the enumerable property keys - var keys = Object.keys(source); - // loop through properties - for (var i = 0; i < keys.length; ++i) { - var propertyName = keys[i]; - // Set the property using the property descriptor - this works for accessors and normal value properties - Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName)); - } - }; - Object.defineProperty(DisplayObject.prototype, "destroyed", { - /** - * Fired when this DisplayObject is added to a Container. - * @instance - * @event added - * @param {PIXI.Container} container - The container added to. - */ - /** - * Fired when this DisplayObject is removed from a Container. - * @instance - * @event removed - * @param {PIXI.Container} container - The container removed from. - */ - /** - * Fired when this DisplayObject is destroyed. This event is emitted once - * destroy is finished. - * @instance - * @event destroyed - */ - /** Readonly flag for destroyed display objects. */ - get: function () { - return this._destroyed; - }, - enumerable: false, - configurable: true - }); - /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */ - DisplayObject.prototype._recursivePostUpdateTransform = function () { - if (this.parent) { - this.parent._recursivePostUpdateTransform(); - this.transform.updateTransform(this.parent.transform); - } - else { - this.transform.updateTransform(this._tempDisplayObjectParent.transform); - } - }; - /** Updates the object transform for rendering. TODO - Optimization pass! */ - DisplayObject.prototype.updateTransform = function () { - this._boundsID++; - this.transform.updateTransform(this.parent.transform); - // multiply the alphas.. - this.worldAlpha = this.alpha * this.parent.worldAlpha; - }; - /** - * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}. - * - * This method is expensive on containers with a large subtree (like the stage). This is because the bounds - * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to - * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update - * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using - * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise, - * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as - * its height increases. - * - * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated. - * The world bounds of all display objects in a container's **subtree** will also be recalculated. - * - * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds - * calculation if needed. - * - * ```js - * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect); - * ``` - * - * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This - * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more - * details. - * - * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms - * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain - * cases. - * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from - * being updated. This means the calculation returned MAY be out of date BUT will give you a - * nice performance boost. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @returns - The minimum axis-aligned rectangle in world space that fits around this object. - */ - DisplayObject.prototype.getBounds = function (skipUpdate, rect) { - if (!skipUpdate) { - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.updateTransform(); - this.parent = null; - } - else { - this._recursivePostUpdateTransform(); - this.updateTransform(); - } - } - if (this._bounds.updateID !== this._boundsID) { - this.calculateBounds(); - this._bounds.updateID = this._boundsID; - } - if (!rect) { - if (!this._boundsRect) { - this._boundsRect = new Rectangle$1(); - } - rect = this._boundsRect; - } - return this._bounds.getRectangle(rect); - }; - /** - * Retrieves the local bounds of the displayObject as a rectangle object. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @returns - The rectangular bounding area. - */ - DisplayObject.prototype.getLocalBounds = function (rect) { - if (!rect) { - if (!this._localBoundsRect) { - this._localBoundsRect = new Rectangle$1(); - } - rect = this._localBoundsRect; - } - if (!this._localBounds) { - this._localBounds = new Bounds$1(); - } - var transformRef = this.transform; - var parentRef = this.parent; - this.parent = null; - this.transform = this._tempDisplayObjectParent.transform; - var worldBounds = this._bounds; - var worldBoundsID = this._boundsID; - this._bounds = this._localBounds; - var bounds = this.getBounds(false, rect); - this.parent = parentRef; - this.transform = transformRef; - this._bounds = worldBounds; - this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects - return bounds; - }; - /** - * Calculates the global position of the display object. - * @param position - The world origin to calculate from. - * @param point - A Point object in which to store the value, optional - * (otherwise will create a new Point). - * @param skipUpdate - Should we skip the update transform. - * @returns - A point object representing the position of this object. - */ - DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) { - if (skipUpdate === void 0) { skipUpdate = false; } - if (!skipUpdate) { - this._recursivePostUpdateTransform(); - // this parent check is for just in case the item is a root object. - // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly - // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.displayObjectUpdateTransform(); - this.parent = null; - } - else { - this.displayObjectUpdateTransform(); - } - } - // don't need to update the lot - return this.worldTransform.apply(position, point); - }; - /** - * Calculates the local position of the display object relative to another point. - * @param position - The world origin to calculate from. - * @param from - The DisplayObject to calculate the global position from. - * @param point - A Point object in which to store the value, optional - * (otherwise will create a new Point). - * @param skipUpdate - Should we skip the update transform - * @returns - A point object representing the position of this object - */ - DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) { - if (from) { - position = from.toGlobal(position, point, skipUpdate); - } - if (!skipUpdate) { - this._recursivePostUpdateTransform(); - // this parent check is for just in case the item is a root object. - // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly - // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.displayObjectUpdateTransform(); - this.parent = null; - } - else { - this.displayObjectUpdateTransform(); - } - } - // simply apply the matrix.. - return this.worldTransform.applyInverse(position, point); - }; - /** - * Set the parent Container of this DisplayObject. - * @param container - The Container to add this DisplayObject to. - * @returns - The Container that this DisplayObject was added to. - */ - DisplayObject.prototype.setParent = function (container) { - if (!container || !container.addChild) { - throw new Error('setParent: Argument must be a Container'); - } - container.addChild(this); - return container; - }; - /** - * Convenience function to set the position, scale, skew and pivot at once. - * @param x - The X position - * @param y - The Y position - * @param scaleX - The X scale value - * @param scaleY - The Y scale value - * @param rotation - The rotation - * @param skewX - The X skew value - * @param skewY - The Y skew value - * @param pivotX - The X pivot value - * @param pivotY - The Y pivot value - * @returns - The DisplayObject instance - */ - DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (scaleX === void 0) { scaleX = 1; } - if (scaleY === void 0) { scaleY = 1; } - if (rotation === void 0) { rotation = 0; } - if (skewX === void 0) { skewX = 0; } - if (skewY === void 0) { skewY = 0; } - if (pivotX === void 0) { pivotX = 0; } - if (pivotY === void 0) { pivotY = 0; } - this.position.x = x; - this.position.y = y; - this.scale.x = !scaleX ? 1 : scaleX; - this.scale.y = !scaleY ? 1 : scaleY; - this.rotation = rotation; - this.skew.x = skewX; - this.skew.y = skewY; - this.pivot.x = pivotX; - this.pivot.y = pivotY; - return this; - }; - /** - * Base destroy method for generic display objects. This will automatically - * remove the display object from its parent Container as well as remove - * all current event listeners and internal references. Do not use a DisplayObject - * after calling `destroy()`. - * @param _options - */ - DisplayObject.prototype.destroy = function (_options) { - if (this.parent) { - this.parent.removeChild(this); - } - this._destroyed = true; - this.transform = null; - this.parent = null; - this._bounds = null; - this.mask = null; - this.cullArea = null; - this.filters = null; - this.filterArea = null; - this.hitArea = null; - this.interactive = false; - this.interactiveChildren = false; - this.emit('destroyed'); - this.removeAllListeners(); - }; - Object.defineProperty(DisplayObject.prototype, "_tempDisplayObjectParent", { - /** - * @protected - * @member {PIXI.Container} - */ - get: function () { - if (this.tempDisplayObjectParent === null) { - // eslint-disable-next-line @typescript-eslint/no-use-before-define - this.tempDisplayObjectParent = new TemporaryDisplayObject$1(); - } - return this.tempDisplayObjectParent; - }, - enumerable: false, - configurable: true - }); - /** - * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root - * - * ``` - * const cacheParent = elem.enableTempParent(); - * elem.updateTransform(); - * elem.disableTempParent(cacheParent); - * ``` - * @returns - current parent - */ - DisplayObject.prototype.enableTempParent = function () { - var myParent = this.parent; - this.parent = this._tempDisplayObjectParent; - return myParent; - }; - /** - * Pair method for `enableTempParent` - * @param cacheParent - Actual parent of element - */ - DisplayObject.prototype.disableTempParent = function (cacheParent) { - this.parent = cacheParent; - }; - Object.defineProperty(DisplayObject.prototype, "x", { - /** - * The position of the displayObject on the x axis relative to the local coordinates of the parent. - * An alias to position.x - */ - get: function () { - return this.position.x; - }, - set: function (value) { - this.transform.position.x = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "y", { - /** - * The position of the displayObject on the y axis relative to the local coordinates of the parent. - * An alias to position.y - */ - get: function () { - return this.position.y; - }, - set: function (value) { - this.transform.position.y = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "worldTransform", { - /** - * Current transform of the object based on world (parent) factors. - * @readonly - */ - get: function () { - return this.transform.worldTransform; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "localTransform", { - /** - * Current transform of the object based on local factors: position, scale, other stuff. - * @readonly - */ - get: function () { - return this.transform.localTransform; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "position", { - /** - * The coordinate of the object relative to the local coordinates of the parent. - * @since 4.0.0 - */ - get: function () { - return this.transform.position; - }, - set: function (value) { - this.transform.position.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "scale", { - /** - * The scale factors of this object along the local coordinate axes. - * - * The default scale is (1, 1). - * @since 4.0.0 - */ - get: function () { - return this.transform.scale; - }, - set: function (value) { - this.transform.scale.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "pivot", { - /** - * The center of rotation, scaling, and skewing for this display object in its local space. The `position` - * is the projection of `pivot` in the parent's local space. - * - * By default, the pivot is the origin (0, 0). - * @since 4.0.0 - */ - get: function () { - return this.transform.pivot; - }, - set: function (value) { - this.transform.pivot.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "skew", { - /** - * The skew factor for the object in radians. - * @since 4.0.0 - */ - get: function () { - return this.transform.skew; - }, - set: function (value) { - this.transform.skew.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "rotation", { - /** - * The rotation of the object in radians. - * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. - */ - get: function () { - return this.transform.rotation; - }, - set: function (value) { - this.transform.rotation = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "angle", { - /** - * The angle of the object in degrees. - * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. - */ - get: function () { - return this.transform.rotation * RAD_TO_DEG$1; - }, - set: function (value) { - this.transform.rotation = value * DEG_TO_RAD$1; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "zIndex", { - /** - * The zIndex of the displayObject. - * - * If a container has the sortableChildren property set to true, children will be automatically - * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array, - * and thus rendered on top of other display objects within the same container. - * @see PIXI.Container#sortableChildren - */ - get: function () { - return this._zIndex; - }, - set: function (value) { - this._zIndex = value; - if (this.parent) { - this.parent.sortDirty = true; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "worldVisible", { - /** - * Indicates if the object is globally visible. - * @readonly - */ - get: function () { - var item = this; - do { - if (!item.visible) { - return false; - } - item = item.parent; - } while (item); - return true; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "mask", { - /** - * Sets a mask for the displayObject. A mask is an object that limits the visibility of an - * object to the shape of the mask applied to it. In PixiJS a regular mask must be a - * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it - * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent. - * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong. - * To remove a mask, set this property to `null`. - * - * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask. - * @example - * const graphics = new PIXI.Graphics(); - * graphics.beginFill(0xFF3300); - * graphics.drawRect(50, 250, 100, 100); - * graphics.endFill(); - * - * const sprite = new PIXI.Sprite(texture); - * sprite.mask = graphics; - * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask. - */ - get: function () { - return this._mask; - }, - set: function (value) { - if (this._mask === value) { - return; - } - if (this._mask) { - var maskObject = (this._mask.isMaskData - ? this._mask.maskObject : this._mask); - if (maskObject) { - maskObject._maskRefCount--; - if (maskObject._maskRefCount === 0) { - maskObject.renderable = true; - maskObject.isMask = false; - } - } - } - this._mask = value; - if (this._mask) { - var maskObject = (this._mask.isMaskData - ? this._mask.maskObject : this._mask); - if (maskObject) { - if (maskObject._maskRefCount === 0) { - maskObject.renderable = false; - maskObject.isMask = true; - } - maskObject._maskRefCount++; - } - } - }, - enumerable: false, - configurable: true - }); - return DisplayObject; - }(EventEmitter$2)); - /** - * @private - */ - var TemporaryDisplayObject$1 = /** @class */ (function (_super) { - __extends$3(TemporaryDisplayObject, _super); - function TemporaryDisplayObject() { - var _this = _super !== null && _super.apply(this, arguments) || this; - _this.sortDirty = null; - return _this; - } - return TemporaryDisplayObject; - }(DisplayObject$1)); - /** - * DisplayObject default updateTransform, does not update children of container. - * Will crash if there's no parent element. - * @memberof PIXI.DisplayObject# - * @method displayObjectUpdateTransform - */ - DisplayObject$1.prototype.displayObjectUpdateTransform = DisplayObject$1.prototype.updateTransform; - - /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV$3; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$3 || (ENV$3 = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE$3; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$3 || (RENDERER_TYPE$3 = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ - var BUFFER_BITS$3; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$3 || (BUFFER_BITS$3 = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES$3; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$3 || (BLEND_MODES$3 = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES$3; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$3 || (DRAW_MODES$3 = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS$3; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$3 || (FORMATS$3 = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS$3; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$3 || (TARGETS$3 = {})); - /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ - var TYPES$3; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$3 || (TYPES$3 = {})); - /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ - var SAMPLER_TYPES$3; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$3 || (SAMPLER_TYPES$3 = {})); - /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ - var SCALE_MODES$3; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$3 || (SCALE_MODES$3 = {})); - /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ - var WRAP_MODES$3; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$3 || (WRAP_MODES$3 = {})); - /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. - */ - var MIPMAP_MODES$3; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$3 || (MIPMAP_MODES$3 = {})); - /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ - var ALPHA_MODES$3; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$3 || (ALPHA_MODES$3 = {})); - /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ - var CLEAR_MODES$3; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$3 || (CLEAR_MODES$3 = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES$3; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$3 || (GC_MODES$3 = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION$3; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION$3 || (PRECISION$3 = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES$3; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$3 || (MASK_TYPES$3 = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ - var COLOR_MASK_BITS$3; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$3 || (COLOR_MASK_BITS$3 = {})); - /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ - var MSAA_QUALITY$3; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$3 || (MSAA_QUALITY$3 = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ - var BUFFER_TYPE$3; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$3 || (BUFFER_TYPE$3 = {})); - - function sortChildren$1(a, b) { - if (a.zIndex === b.zIndex) { - return a._lastSortedIndex - b._lastSortedIndex; - } - return a.zIndex - b.zIndex; - } - /** - * Container is a general-purpose display object that holds children. It also adds built-in support for advanced - * rendering features like masking and filtering. - * - * It is the base class of all display objects that act as a container for other objects, including Graphics - * and Sprite. - * - * ```js - * import { BlurFilter } from '@pixi/filter-blur'; - * import { Container } from '@pixi/display'; - * import { Graphics } from '@pixi/graphics'; - * import { Sprite } from '@pixi/sprite'; - * - * let container = new Container(); - * let sprite = Sprite.from("https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png"); - * - * sprite.width = 512; - * sprite.height = 512; - * - * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container - * // is rendered. - * container.addChild(sprite); - * - * // Blurs whatever is rendered by the container - * container.filters = [new BlurFilter()]; - * - * // Only the contents within a circle at the center should be rendered onto the screen. - * container.mask = new Graphics() - * .beginFill(0xffffff) - * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2) - * .endFill(); - * ``` - * @memberof PIXI - */ - var Container$1 = /** @class */ (function (_super) { - __extends$3(Container, _super); - function Container() { - var _this = _super.call(this) || this; - _this.children = []; - _this.sortableChildren = settings$2.SORTABLE_CHILDREN; - _this.sortDirty = false; - return _this; - /** - * Fired when a DisplayObject is added to this Container. - * @event PIXI.Container#childAdded - * @param {PIXI.DisplayObject} child - The child added to the Container. - * @param {PIXI.Container} container - The container that added the child. - * @param {number} index - The children's index of the added child. - */ - /** - * Fired when a DisplayObject is removed from this Container. - * @event PIXI.DisplayObject#removedFrom - * @param {PIXI.DisplayObject} child - The child removed from the Container. - * @param {PIXI.Container} container - The container that removed removed the child. - * @param {number} index - The former children's index of the removed child - */ - } - /** - * Overridable method that can be used by Container subclasses whenever the children array is modified. - * @param _length - */ - Container.prototype.onChildrenChange = function (_length) { - /* empty */ - }; - /** - * Adds one or more children to the container. - * - * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)` - * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container - * @returns {PIXI.DisplayObject} - The first child that was added. - */ - Container.prototype.addChild = function () { - var arguments$1 = arguments; - - var children = []; - for (var _i = 0; _i < arguments.length; _i++) { - children[_i] = arguments$1[_i]; - } - // if there is only one argument we can bypass looping through the them - if (children.length > 1) { - // loop through the array and add all children - for (var i = 0; i < children.length; i++) { - // eslint-disable-next-line prefer-rest-params - this.addChild(children[i]); - } - } - else { - var child = children[0]; - // if the child has a parent then lets remove it as PixiJS objects can only exist in one place - if (child.parent) { - child.parent.removeChild(child); - } - child.parent = this; - this.sortDirty = true; - // ensure child transform will be recalculated - child.transform._parentID = -1; - this.children.push(child); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(this.children.length - 1); - this.emit('childAdded', child, this, this.children.length - 1); - child.emit('added', this); - } - return children[0]; - }; - /** - * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown - * @param {PIXI.DisplayObject} child - The child to add - * @param {number} index - The index to place the child in - * @returns {PIXI.DisplayObject} The child that was added. - */ - Container.prototype.addChildAt = function (child, index) { - if (index < 0 || index > this.children.length) { - throw new Error(child + "addChildAt: The index " + index + " supplied is out of bounds " + this.children.length); - } - if (child.parent) { - child.parent.removeChild(child); - } - child.parent = this; - this.sortDirty = true; - // ensure child transform will be recalculated - child.transform._parentID = -1; - this.children.splice(index, 0, child); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('added', this); - this.emit('childAdded', child, this, index); - return child; - }; - /** - * Swaps the position of 2 Display Objects within this container. - * @param child - First display object to swap - * @param child2 - Second display object to swap - */ - Container.prototype.swapChildren = function (child, child2) { - if (child === child2) { - return; - } - var index1 = this.getChildIndex(child); - var index2 = this.getChildIndex(child2); - this.children[index1] = child2; - this.children[index2] = child; - this.onChildrenChange(index1 < index2 ? index1 : index2); - }; - /** - * Returns the index position of a child DisplayObject instance - * @param child - The DisplayObject instance to identify - * @returns - The index position of the child display object to identify - */ - Container.prototype.getChildIndex = function (child) { - var index = this.children.indexOf(child); - if (index === -1) { - throw new Error('The supplied DisplayObject must be a child of the caller'); - } - return index; - }; - /** - * Changes the position of an existing child in the display object container - * @param child - The child DisplayObject instance for which you want to change the index number - * @param index - The resulting index number for the child display object - */ - Container.prototype.setChildIndex = function (child, index) { - if (index < 0 || index >= this.children.length) { - throw new Error("The index " + index + " supplied is out of bounds " + this.children.length); - } - var currentIndex = this.getChildIndex(child); - removeItems(this.children, currentIndex, 1); // remove from old position - this.children.splice(index, 0, child); // add at new position - this.onChildrenChange(index); - }; - /** - * Returns the child at the specified index - * @param index - The index to get the child at - * @returns - The child at the given index, if any. - */ - Container.prototype.getChildAt = function (index) { - if (index < 0 || index >= this.children.length) { - throw new Error("getChildAt: Index (" + index + ") does not exist."); - } - return this.children[index]; - }; - /** - * Removes one or more children from the container. - * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove - * @returns {PIXI.DisplayObject} The first child that was removed. - */ - Container.prototype.removeChild = function () { - var arguments$1 = arguments; - - var children = []; - for (var _i = 0; _i < arguments.length; _i++) { - children[_i] = arguments$1[_i]; - } - // if there is only one argument we can bypass looping through the them - if (children.length > 1) { - // loop through the arguments property and remove all children - for (var i = 0; i < children.length; i++) { - this.removeChild(children[i]); - } - } - else { - var child = children[0]; - var index = this.children.indexOf(child); - if (index === -1) - { return null; } - child.parent = null; - // ensure child transform will be recalculated - child.transform._parentID = -1; - removeItems(this.children, index, 1); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('removed', this); - this.emit('childRemoved', child, this, index); - } - return children[0]; - }; - /** - * Removes a child from the specified index position. - * @param index - The index to get the child from - * @returns The child that was removed. - */ - Container.prototype.removeChildAt = function (index) { - var child = this.getChildAt(index); - // ensure child transform will be recalculated.. - child.parent = null; - child.transform._parentID = -1; - removeItems(this.children, index, 1); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('removed', this); - this.emit('childRemoved', child, this, index); - return child; - }; - /** - * Removes all children from this container that are within the begin and end indexes. - * @param beginIndex - The beginning position. - * @param endIndex - The ending position. Default value is size of the container. - * @returns - List of removed children - */ - Container.prototype.removeChildren = function (beginIndex, endIndex) { - if (beginIndex === void 0) { beginIndex = 0; } - if (endIndex === void 0) { endIndex = this.children.length; } - var begin = beginIndex; - var end = endIndex; - var range = end - begin; - var removed; - if (range > 0 && range <= end) { - removed = this.children.splice(begin, range); - for (var i = 0; i < removed.length; ++i) { - removed[i].parent = null; - if (removed[i].transform) { - removed[i].transform._parentID = -1; - } - } - this._boundsID++; - this.onChildrenChange(beginIndex); - for (var i = 0; i < removed.length; ++i) { - removed[i].emit('removed', this); - this.emit('childRemoved', removed[i], this, i); - } - return removed; - } - else if (range === 0 && this.children.length === 0) { - return []; - } - throw new RangeError('removeChildren: numeric values are outside the acceptable range.'); - }; - /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */ - Container.prototype.sortChildren = function () { - var sortRequired = false; - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - child._lastSortedIndex = i; - if (!sortRequired && child.zIndex !== 0) { - sortRequired = true; - } - } - if (sortRequired && this.children.length > 1) { - this.children.sort(sortChildren$1); - } - this.sortDirty = false; - }; - /** Updates the transform on all children of this container for rendering. */ - Container.prototype.updateTransform = function () { - if (this.sortableChildren && this.sortDirty) { - this.sortChildren(); - } - this._boundsID++; - this.transform.updateTransform(this.parent.transform); - // TODO: check render flags, how to process stuff here - this.worldAlpha = this.alpha * this.parent.worldAlpha; - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - if (child.visible) { - child.updateTransform(); - } - } - }; - /** - * Recalculates the bounds of the container. - * - * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds - * is limited to its mask's bounds or filterArea, if any is applied. - */ - Container.prototype.calculateBounds = function () { - this._bounds.clear(); - this._calculateBounds(); - for (var i = 0; i < this.children.length; i++) { - var child = this.children[i]; - if (!child.visible || !child.renderable) { - continue; - } - child.calculateBounds(); - // TODO: filter+mask, need to mask both somehow - if (child._mask) { - var maskObject = (child._mask.isMaskData - ? child._mask.maskObject : child._mask); - if (maskObject) { - maskObject.calculateBounds(); - this._bounds.addBoundsMask(child._bounds, maskObject._bounds); - } - else { - this._bounds.addBounds(child._bounds); - } - } - else if (child.filterArea) { - this._bounds.addBoundsArea(child._bounds, child.filterArea); - } - else { - this._bounds.addBounds(child._bounds); - } - } - this._bounds.updateID = this._boundsID; - }; - /** - * Retrieves the local bounds of the displayObject as a rectangle object. - * - * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render() - * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms, - * it was default behaviour of pixi 4.0-5.2 and caused many problems to users. - * @returns - The rectangular bounding area. - */ - Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) { - if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; } - var result = _super.prototype.getLocalBounds.call(this, rect); - if (!skipChildrenUpdate) { - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - if (child.visible) { - child.updateTransform(); - } - } - } - return result; - }; - /** - * Recalculates the content bounds of this object. This should be overriden to - * calculate the bounds of this specific object (not including children). - * @protected - */ - Container.prototype._calculateBounds = function () { - // FILL IN// - }; - /** - * Renders this object and its children with culling. - * @protected - * @param {PIXI.Renderer} renderer - The renderer - */ - Container.prototype._renderWithCulling = function (renderer) { - var sourceFrame = renderer.renderTexture.sourceFrame; - // If the source frame is empty, stop rendering. - if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) { - return; - } - // Render the content of the container only if its bounds intersect with the source frame. - // All filters are on the stack at this point, and the filter source frame is bound: - // therefore, even if the bounds to non intersect the filter frame, the filter - // is still applied and any filter padding that is in the frame is rendered correctly. - var bounds; - var transform; - // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea - // rectangle must completely contain the container and its children including filter padding. - if (this.cullArea) { - bounds = this.cullArea; - transform = this.worldTransform; - } - // If the container doesn't override _render, we can skip the bounds calculation and intersection test. - else if (this._render !== Container.prototype._render) { - bounds = this.getBounds(true); - } - // Render the container if the source frame intersects the bounds. - if (bounds && sourceFrame.intersects(bounds, transform)) { - this._render(renderer); - } - // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering. - else if (this.cullArea) { - return; - } - // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect - // the source frame, because the children might have filters with nonzero padding, which may intersect - // with the source frame while the bounds do not: filter padding is not included in the bounds. - // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered - // if they are out of frame; otherwise, render the children normally. - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - var childCullable = child.cullable; - child.cullable = childCullable || !this.cullArea; - child.render(renderer); - child.cullable = childCullable; - } - }; - /** - * Renders the object using the WebGL renderer. - * - * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the - * container itself. This `render` method will invoke it, and also invoke the `render` methods of all - * children afterward. - * - * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and - * the bounds of this object are out of frame, this implementation will entirely skip rendering. - * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally, - * setting alpha to zero is not recommended for purely skipping rendering. - * - * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is - * advised to employ **culling** to automatically skip rendering objects outside of the current screen. - * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}. - * Other culling methods might be better suited for a large number static objects; see - * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and - * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}. - * - * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or - * filtering is applied on a container. This does, however, break batching and can affect performance when - * masking and filtering is applied extensively throughout the scene graph. - * @param renderer - The renderer - */ - Container.prototype.render = function (renderer) { - // if the object is not visible or the alpha is 0 then no need to render this element - if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { - return; - } - // do a quick check to see if this element has a mask or a filter. - if (this._mask || (this.filters && this.filters.length)) { - this.renderAdvanced(renderer); - } - else if (this.cullable) { - this._renderWithCulling(renderer); - } - else { - this._render(renderer); - for (var i = 0, j = this.children.length; i < j; ++i) { - this.children[i].render(renderer); - } - } - }; - /** - * Render the object using the WebGL renderer and advanced features. - * @param renderer - The renderer - */ - Container.prototype.renderAdvanced = function (renderer) { - var filters = this.filters; - var mask = this._mask; - // push filter first as we need to ensure the stencil buffer is correct for any masking - if (filters) { - if (!this._enabledFilters) { - this._enabledFilters = []; - } - this._enabledFilters.length = 0; - for (var i = 0; i < filters.length; i++) { - if (filters[i].enabled) { - this._enabledFilters.push(filters[i]); - } - } - } - var flush = (filters && this._enabledFilters && this._enabledFilters.length) - || (mask && (!mask.isMaskData - || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES$3.NONE)))); - if (flush) { - renderer.batch.flush(); - } - if (filters && this._enabledFilters && this._enabledFilters.length) { - renderer.filter.push(this, this._enabledFilters); - } - if (mask) { - renderer.mask.push(this, this._mask); - } - if (this.cullable) { - this._renderWithCulling(renderer); - } - else { - this._render(renderer); - for (var i = 0, j = this.children.length; i < j; ++i) { - this.children[i].render(renderer); - } - } - if (flush) { - renderer.batch.flush(); - } - if (mask) { - renderer.mask.pop(this); - } - if (filters && this._enabledFilters && this._enabledFilters.length) { - renderer.filter.pop(); - } - }; - /** - * To be overridden by the subclasses. - * @param _renderer - The renderer - */ - Container.prototype._render = function (_renderer) { - // this is where content itself gets rendered... - }; - /** - * Removes all internal references and listeners as well as removes children from the display list. - * Do not use a Container after calling `destroy`. - * @param options - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy - * method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the texture of the child sprite - * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the base texture of the child sprite - */ - Container.prototype.destroy = function (options) { - _super.prototype.destroy.call(this); - this.sortDirty = false; - var destroyChildren = typeof options === 'boolean' ? options : options && options.children; - var oldChildren = this.removeChildren(0, this.children.length); - if (destroyChildren) { - for (var i = 0; i < oldChildren.length; ++i) { - oldChildren[i].destroy(options); - } - } - }; - Object.defineProperty(Container.prototype, "width", { - /** The width of the Container, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return this.scale.x * this.getLocalBounds().width; - }, - set: function (value) { - var width = this.getLocalBounds().width; - if (width !== 0) { - this.scale.x = value / width; - } - else { - this.scale.x = 1; - } - this._width = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Container.prototype, "height", { - /** The height of the Container, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return this.scale.y * this.getLocalBounds().height; - }, - set: function (value) { - var height = this.getLocalBounds().height; - if (height !== 0) { - this.scale.y = value / height; - } - else { - this.scale.y = 1; - } - this._height = value; - }, - enumerable: false, - configurable: true - }); - return Container; - }(DisplayObject$1)); - /** - * Container default updateTransform, does update children of container. - * Will crash if there's no parent element. - * @memberof PIXI.Container# - * @method containerUpdateTransform - */ - Container$1.prototype.containerUpdateTransform = Container$1.prototype.updateTransform; - - /*! - * @pixi/app - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/app is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * Middleware for for Application's resize functionality - * @private - * @class - */ - var ResizePlugin = /** @class */ (function () { - function ResizePlugin() { - } - /** - * Initialize the plugin with scope of application instance - * @static - * @private - * @param {object} [options] - See application options - */ - ResizePlugin.init = function (options) { - var _this = this; - Object.defineProperty(this, 'resizeTo', - /** - * The HTML element or window to automatically resize the - * renderer's view element to match width and height. - * @member {Window|HTMLElement} - * @name resizeTo - * @memberof PIXI.Application# - */ - { - set: function (dom) { - globalThis.removeEventListener('resize', this.queueResize); - this._resizeTo = dom; - if (dom) { - globalThis.addEventListener('resize', this.queueResize); - this.resize(); - } - }, - get: function () { - return this._resizeTo; - }, - }); - /** - * Resize is throttled, so it's safe to call this multiple times per frame and it'll - * only be called once. - * @memberof PIXI.Application# - * @method queueResize - * @private - */ - this.queueResize = function () { - if (!_this._resizeTo) { - return; - } - _this.cancelResize(); - // // Throttle resize events per raf - _this._resizeId = requestAnimationFrame(function () { return _this.resize(); }); - }; - /** - * Cancel the resize queue. - * @memberof PIXI.Application# - * @method cancelResize - * @private - */ - this.cancelResize = function () { - if (_this._resizeId) { - cancelAnimationFrame(_this._resizeId); - _this._resizeId = null; - } - }; - /** - * Execute an immediate resize on the renderer, this is not - * throttled and can be expensive to call many times in a row. - * Will resize only if `resizeTo` property is set. - * @memberof PIXI.Application# - * @method resize - */ - this.resize = function () { - if (!_this._resizeTo) { - return; - } - // clear queue resize - _this.cancelResize(); - var width; - var height; - // Resize to the window - if (_this._resizeTo === globalThis.window) { - width = globalThis.innerWidth; - height = globalThis.innerHeight; - } - // Resize to other HTML entities - else { - var _a = _this._resizeTo, clientWidth = _a.clientWidth, clientHeight = _a.clientHeight; - width = clientWidth; - height = clientHeight; - } - _this.renderer.resize(width, height); - }; - // On resize - this._resizeId = null; - this._resizeTo = null; - this.resizeTo = options.resizeTo || null; - }; - /** - * Clean up the ticker, scoped to application - * @static - * @private - */ - ResizePlugin.destroy = function () { - globalThis.removeEventListener('resize', this.queueResize); - this.cancelResize(); - this.cancelResize = null; - this.queueResize = null; - this.resizeTo = null; - this.resize = null; - }; - /** @ignore */ - ResizePlugin.extension = ExtensionType.Application; - return ResizePlugin; - }()); - - /*! - * @pixi/settings - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/settings is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV$1; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$1 || (ENV$1 = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE$1; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$1 || (RENDERER_TYPE$1 = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ - var BUFFER_BITS$1; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$1 || (BUFFER_BITS$1 = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES$1; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$1 || (BLEND_MODES$1 = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES$1; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$1 || (DRAW_MODES$1 = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS$1; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$1 || (FORMATS$1 = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS$1; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$1 || (TARGETS$1 = {})); - /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ - var TYPES$1; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$1 || (TYPES$1 = {})); - /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ - var SAMPLER_TYPES$1; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$1 || (SAMPLER_TYPES$1 = {})); - /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ - var SCALE_MODES$1; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$1 || (SCALE_MODES$1 = {})); - /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ - var WRAP_MODES$1; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$1 || (WRAP_MODES$1 = {})); - /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. - */ - var MIPMAP_MODES$1; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$1 || (MIPMAP_MODES$1 = {})); - /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ - var ALPHA_MODES$1; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$1 || (ALPHA_MODES$1 = {})); - /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ - var CLEAR_MODES$1; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$1 || (CLEAR_MODES$1 = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES$1; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$1 || (GC_MODES$1 = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION$1; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION$1 || (PRECISION$1 = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES$1; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$1 || (MASK_TYPES$1 = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ - var COLOR_MASK_BITS$1; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$1 || (COLOR_MASK_BITS$1 = {})); - /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ - var MSAA_QUALITY$1; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$1 || (MSAA_QUALITY$1 = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ - var BUFFER_TYPE$1; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$1 || (BUFFER_TYPE$1 = {})); - - var BrowserAdapter = { - /** - * Creates a canvas element of the given size. - * This canvas is created using the browser's native canvas element. - * @param width - width of the canvas - * @param height - height of the canvas - */ - createCanvas: function (width, height) { - var canvas = document.createElement('canvas'); - canvas.width = width; - canvas.height = height; - return canvas; - }, - getWebGLRenderingContext: function () { return WebGLRenderingContext; }, - getNavigator: function () { return navigator; }, - getBaseUrl: function () { var _a; return (_a = document.baseURI) !== null && _a !== void 0 ? _a : window.location.href; }, - fetch: function (url, options) { return fetch(url, options); }, - }; - - var appleIphone = /iPhone/i; - var appleIpod = /iPod/i; - var appleTablet = /iPad/i; - var appleUniversal = /\biOS-universal(?:.+)Mac\b/i; - var androidPhone = /\bAndroid(?:.+)Mobile\b/i; - var androidTablet = /Android/i; - var amazonPhone = /(?:SD4930UR|\bSilk(?:.+)Mobile\b)/i; - var amazonTablet = /Silk/i; - var windowsPhone = /Windows Phone/i; - var windowsTablet = /\bWindows(?:.+)ARM\b/i; - var otherBlackBerry = /BlackBerry/i; - var otherBlackBerry10 = /BB10/i; - var otherOpera = /Opera Mini/i; - var otherChrome = /\b(CriOS|Chrome)(?:.+)Mobile/i; - var otherFirefox = /Mobile(?:.+)Firefox\b/i; - var isAppleTabletOnIos13 = function (navigator) { - return (typeof navigator !== 'undefined' && - navigator.platform === 'MacIntel' && - typeof navigator.maxTouchPoints === 'number' && - navigator.maxTouchPoints > 1 && - typeof MSStream === 'undefined'); - }; - function createMatch(userAgent) { - return function (regex) { return regex.test(userAgent); }; - } - function isMobile$1(param) { - var nav = { - userAgent: '', - platform: '', - maxTouchPoints: 0 - }; - if (!param && typeof navigator !== 'undefined') { - nav = { - userAgent: navigator.userAgent, - platform: navigator.platform, - maxTouchPoints: navigator.maxTouchPoints || 0 - }; - } - else if (typeof param === 'string') { - nav.userAgent = param; - } - else if (param && param.userAgent) { - nav = { - userAgent: param.userAgent, - platform: param.platform, - maxTouchPoints: param.maxTouchPoints || 0 - }; - } - var userAgent = nav.userAgent; - var tmp = userAgent.split('[FBAN'); - if (typeof tmp[1] !== 'undefined') { - userAgent = tmp[0]; - } - tmp = userAgent.split('Twitter'); - if (typeof tmp[1] !== 'undefined') { - userAgent = tmp[0]; - } - var match = createMatch(userAgent); - var result = { - apple: { - phone: match(appleIphone) && !match(windowsPhone), - ipod: match(appleIpod), - tablet: !match(appleIphone) && - (match(appleTablet) || isAppleTabletOnIos13(nav)) && - !match(windowsPhone), - universal: match(appleUniversal), - device: (match(appleIphone) || - match(appleIpod) || - match(appleTablet) || - match(appleUniversal) || - isAppleTabletOnIos13(nav)) && - !match(windowsPhone) - }, - amazon: { - phone: match(amazonPhone), - tablet: !match(amazonPhone) && match(amazonTablet), - device: match(amazonPhone) || match(amazonTablet) - }, - android: { - phone: (!match(windowsPhone) && match(amazonPhone)) || - (!match(windowsPhone) && match(androidPhone)), - tablet: !match(windowsPhone) && - !match(amazonPhone) && - !match(androidPhone) && - (match(amazonTablet) || match(androidTablet)), - device: (!match(windowsPhone) && - (match(amazonPhone) || - match(amazonTablet) || - match(androidPhone) || - match(androidTablet))) || - match(/\bokhttp\b/i) - }, - windows: { - phone: match(windowsPhone), - tablet: match(windowsTablet), - device: match(windowsPhone) || match(windowsTablet) - }, - other: { - blackberry: match(otherBlackBerry), - blackberry10: match(otherBlackBerry10), - opera: match(otherOpera), - firefox: match(otherFirefox), - chrome: match(otherChrome), - device: match(otherBlackBerry) || - match(otherBlackBerry10) || - match(otherOpera) || - match(otherFirefox) || - match(otherChrome) - }, - any: false, - phone: false, - tablet: false - }; - result.any = - result.apple.device || - result.android.device || - result.windows.device || - result.other.device; - result.phone = - result.apple.phone || result.android.phone || result.windows.phone; - result.tablet = - result.apple.tablet || result.android.tablet || result.windows.tablet; - return result; - } - - var isMobile = isMobile$1(globalThis.navigator); - - /** - * Uploading the same buffer multiple times in a single frame can cause performance issues. - * Apparent on iOS so only check for that at the moment - * This check may become more complex if this issue pops up elsewhere. - * @private - * @returns {boolean} `true` if the same buffer may be uploaded more than once. - */ - function canUploadSameBuffer() { - return !isMobile.apple.device; - } - - /** - * The maximum recommended texture units to use. - * In theory the bigger the better, and for desktop we'll use as many as we can. - * But some mobile devices slow down if there is to many branches in the shader. - * So in practice there seems to be a sweet spot size that varies depending on the device. - * - * In v4, all mobile devices were limited to 4 texture units because for this. - * In v5, we allow all texture units to be used on modern Apple or Android devices. - * @private - * @param {number} max - * @returns {number} The maximum recommended texture units to use. - */ - function maxRecommendedTextures(max) { - var allowMax = true; - if (isMobile.tablet || isMobile.phone) { - if (isMobile.apple.device) { - var match = (navigator.userAgent).match(/OS (\d+)_(\d+)?/); - if (match) { - var majorVersion = parseInt(match[1], 10); - // Limit texture units on devices below iOS 11, which will be older hardware - if (majorVersion < 11) { - allowMax = false; - } - } - } - if (isMobile.android.device) { - var match = (navigator.userAgent).match(/Android\s([0-9.]*)/); - if (match) { - var majorVersion = parseInt(match[1], 10); - // Limit texture units on devices below Android 7 (Nougat), which will be older hardware - if (majorVersion < 7) { - allowMax = false; - } - } - } - } - return allowMax ? max : 4; - } - - /** - * User's customizable globals for overriding the default PIXI settings, such - * as a renderer's default resolution, framerate, float precision, etc. - * @example - * // Use the native window resolution as the default resolution - * // will support high-density displays when rendering - * PIXI.settings.RESOLUTION = window.devicePixelRatio; - * - * // Disable interpolation when scaling, will make texture be pixelated - * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST; - * @namespace PIXI.settings - */ - var settings$1 = { - /** - * This adapter is used to call methods that are platform dependent. - * For example `document.createElement` only runs on the web but fails in node environments. - * This allows us to support more platforms by abstracting away specific implementations per platform. - * - * By default the adapter is set to work in the browser. However you can create your own - * by implementing the `IAdapter` interface. See `IAdapter` for more information. - * @name ADAPTER - * @memberof PIXI.settings - * @type {PIXI.IAdapter} - * @default PIXI.BrowserAdapter - */ - ADAPTER: BrowserAdapter, - /** - * If set to true WebGL will attempt make textures mimpaped by default. - * Mipmapping will only succeed if the base texture uploaded has power of two dimensions. - * @static - * @name MIPMAP_TEXTURES - * @memberof PIXI.settings - * @type {PIXI.MIPMAP_MODES} - * @default PIXI.MIPMAP_MODES.POW2 - */ - MIPMAP_TEXTURES: MIPMAP_MODES$1.POW2, - /** - * Default anisotropic filtering level of textures. - * Usually from 0 to 16 - * @static - * @name ANISOTROPIC_LEVEL - * @memberof PIXI.settings - * @type {number} - * @default 0 - */ - ANISOTROPIC_LEVEL: 0, - /** - * Default resolution / device pixel ratio of the renderer. - * @static - * @name RESOLUTION - * @memberof PIXI.settings - * @type {number} - * @default 1 - */ - RESOLUTION: 1, - /** - * Default filter resolution. - * @static - * @name FILTER_RESOLUTION - * @memberof PIXI.settings - * @type {number} - * @default 1 - */ - FILTER_RESOLUTION: 1, - /** - * Default filter samples. - * @static - * @name FILTER_MULTISAMPLE - * @memberof PIXI.settings - * @type {PIXI.MSAA_QUALITY} - * @default PIXI.MSAA_QUALITY.NONE - */ - FILTER_MULTISAMPLE: MSAA_QUALITY$1.NONE, - /** - * The maximum textures that this device supports. - * @static - * @name SPRITE_MAX_TEXTURES - * @memberof PIXI.settings - * @type {number} - * @default 32 - */ - SPRITE_MAX_TEXTURES: maxRecommendedTextures(32), - // TODO: maybe change to SPRITE.BATCH_SIZE: 2000 - // TODO: maybe add PARTICLE.BATCH_SIZE: 15000 - /** - * The default sprite batch size. - * - * The default aims to balance desktop and mobile devices. - * @static - * @name SPRITE_BATCH_SIZE - * @memberof PIXI.settings - * @type {number} - * @default 4096 - */ - SPRITE_BATCH_SIZE: 4096, - /** - * The default render options if none are supplied to {@link PIXI.Renderer} - * or {@link PIXI.CanvasRenderer}. - * @static - * @name RENDER_OPTIONS - * @memberof PIXI.settings - * @type {object} - * @property {HTMLCanvasElement} [view=null] - - * @property {boolean} [antialias=false] - - * @property {boolean} [autoDensity=false] - - * @property {boolean} [useContextAlpha=true] - - * @property {number} [backgroundColor=0x000000] - - * @property {number} [backgroundAlpha=1] - - * @property {boolean} [clearBeforeRender=true] - - * @property {boolean} [preserveDrawingBuffer=false] - - * @property {number} [width=800] - - * @property {number} [height=600] - - * @property {boolean} [legacy=false] - - */ - RENDER_OPTIONS: { - view: null, - antialias: false, - autoDensity: false, - backgroundColor: 0x000000, - backgroundAlpha: 1, - useContextAlpha: true, - clearBeforeRender: true, - preserveDrawingBuffer: false, - width: 800, - height: 600, - legacy: false, - }, - /** - * Default Garbage Collection mode. - * @static - * @name GC_MODE - * @memberof PIXI.settings - * @type {PIXI.GC_MODES} - * @default PIXI.GC_MODES.AUTO - */ - GC_MODE: GC_MODES$1.AUTO, - /** - * Default Garbage Collection max idle. - * @static - * @name GC_MAX_IDLE - * @memberof PIXI.settings - * @type {number} - * @default 3600 - */ - GC_MAX_IDLE: 60 * 60, - /** - * Default Garbage Collection maximum check count. - * @static - * @name GC_MAX_CHECK_COUNT - * @memberof PIXI.settings - * @type {number} - * @default 600 - */ - GC_MAX_CHECK_COUNT: 60 * 10, - /** - * Default wrap modes that are supported by pixi. - * @static - * @name WRAP_MODE - * @memberof PIXI.settings - * @type {PIXI.WRAP_MODES} - * @default PIXI.WRAP_MODES.CLAMP - */ - WRAP_MODE: WRAP_MODES$1.CLAMP, - /** - * Default scale mode for textures. - * @static - * @name SCALE_MODE - * @memberof PIXI.settings - * @type {PIXI.SCALE_MODES} - * @default PIXI.SCALE_MODES.LINEAR - */ - SCALE_MODE: SCALE_MODES$1.LINEAR, - /** - * Default specify float precision in vertex shader. - * @static - * @name PRECISION_VERTEX - * @memberof PIXI.settings - * @type {PIXI.PRECISION} - * @default PIXI.PRECISION.HIGH - */ - PRECISION_VERTEX: PRECISION$1.HIGH, - /** - * Default specify float precision in fragment shader. - * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742 - * @static - * @name PRECISION_FRAGMENT - * @memberof PIXI.settings - * @type {PIXI.PRECISION} - * @default PIXI.PRECISION.MEDIUM - */ - PRECISION_FRAGMENT: isMobile.apple.device ? PRECISION$1.HIGH : PRECISION$1.MEDIUM, - /** - * Can we upload the same buffer in a single frame? - * @static - * @name CAN_UPLOAD_SAME_BUFFER - * @memberof PIXI.settings - * @type {boolean} - */ - CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(), - /** - * Enables bitmap creation before image load. This feature is experimental. - * @static - * @name CREATE_IMAGE_BITMAP - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ - CREATE_IMAGE_BITMAP: false, - /** - * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. - * Advantages can include sharper image quality (like text) and faster rendering on canvas. - * The main disadvantage is movement of objects may appear less smooth. - * @static - * @constant - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ - ROUND_PIXELS: false, - }; - - var commonjsGlobal$2 = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {}; - - function createCommonjsModule$2(fn, basedir, module) { - return module = { - path: basedir, - exports: {}, - require: function (path, base) { - return commonjsRequire$1(path, (base === undefined || base === null) ? module.path : base); - } - }, fn(module, module.exports), module.exports; - } - - function commonjsRequire$1 () { - throw new Error('Dynamic requires are not currently supported by @rollup/plugin-commonjs'); - } - - createCommonjsModule$2(function (module) { - - var has = Object.prototype.hasOwnProperty - , prefix = '~'; - - /** - * Constructor to create a storage for our `EE` objects. - * An `Events` instance is a plain object whose properties are event names. - * - * @constructor - * @private - */ - function Events() {} - - // - // We try to not inherit from `Object.prototype`. In some engines creating an - // instance in this way is faster than calling `Object.create(null)` directly. - // If `Object.create(null)` is not supported we prefix the event names with a - // character to make sure that the built-in object properties are not - // overridden or used as an attack vector. - // - if (Object.create) { - Events.prototype = Object.create(null); - - // - // This hack is needed because the `__proto__` property is still inherited in - // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5. - // - if (!new Events().__proto__) { prefix = false; } - } - - /** - * Representation of a single event listener. - * - * @param {Function} fn The listener function. - * @param {*} context The context to invoke the listener with. - * @param {Boolean} [once=false] Specify if the listener is a one-time listener. - * @constructor - * @private - */ - function EE(fn, context, once) { - this.fn = fn; - this.context = context; - this.once = once || false; - } - - /** - * Add a listener for a given event. - * - * @param {EventEmitter} emitter Reference to the `EventEmitter` instance. - * @param {(String|Symbol)} event The event name. - * @param {Function} fn The listener function. - * @param {*} context The context to invoke the listener with. - * @param {Boolean} once Specify if the listener is a one-time listener. - * @returns {EventEmitter} - * @private - */ - function addListener(emitter, event, fn, context, once) { - if (typeof fn !== 'function') { - throw new TypeError('The listener must be a function'); - } - - var listener = new EE(fn, context || emitter, once) - , evt = prefix ? prefix + event : event; - - if (!emitter._events[evt]) { emitter._events[evt] = listener, emitter._eventsCount++; } - else if (!emitter._events[evt].fn) { emitter._events[evt].push(listener); } - else { emitter._events[evt] = [emitter._events[evt], listener]; } - - return emitter; - } - - /** - * Clear event by name. - * - * @param {EventEmitter} emitter Reference to the `EventEmitter` instance. - * @param {(String|Symbol)} evt The Event name. - * @private - */ - function clearEvent(emitter, evt) { - if (--emitter._eventsCount === 0) { emitter._events = new Events(); } - else { delete emitter._events[evt]; } - } - - /** - * Minimal `EventEmitter` interface that is molded against the Node.js - * `EventEmitter` interface. - * - * @constructor - * @public - */ - function EventEmitter() { - this._events = new Events(); - this._eventsCount = 0; - } - - /** - * Return an array listing the events for which the emitter has registered - * listeners. - * - * @returns {Array} - * @public - */ - EventEmitter.prototype.eventNames = function eventNames() { - var names = [] - , events - , name; - - if (this._eventsCount === 0) { return names; } - - for (name in (events = this._events)) { - if (has.call(events, name)) { names.push(prefix ? name.slice(1) : name); } - } - - if (Object.getOwnPropertySymbols) { - return names.concat(Object.getOwnPropertySymbols(events)); - } - - return names; - }; - - /** - * Return the listeners registered for a given event. - * - * @param {(String|Symbol)} event The event name. - * @returns {Array} The registered listeners. - * @public - */ - EventEmitter.prototype.listeners = function listeners(event) { - var evt = prefix ? prefix + event : event - , handlers = this._events[evt]; - - if (!handlers) { return []; } - if (handlers.fn) { return [handlers.fn]; } - - for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) { - ee[i] = handlers[i].fn; - } - - return ee; - }; - - /** - * Return the number of listeners listening to a given event. - * - * @param {(String|Symbol)} event The event name. - * @returns {Number} The number of listeners. - * @public - */ - EventEmitter.prototype.listenerCount = function listenerCount(event) { - var evt = prefix ? prefix + event : event - , listeners = this._events[evt]; - - if (!listeners) { return 0; } - if (listeners.fn) { return 1; } - return listeners.length; - }; - - /** - * Calls each of the listeners registered for a given event. - * - * @param {(String|Symbol)} event The event name. - * @returns {Boolean} `true` if the event had listeners, else `false`. - * @public - */ - EventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) { - var arguments$1 = arguments; - - var evt = prefix ? prefix + event : event; - - if (!this._events[evt]) { return false; } - - var listeners = this._events[evt] - , len = arguments.length - , args - , i; - - if (listeners.fn) { - if (listeners.once) { this.removeListener(event, listeners.fn, undefined, true); } - - switch (len) { - case 1: return listeners.fn.call(listeners.context), true; - case 2: return listeners.fn.call(listeners.context, a1), true; - case 3: return listeners.fn.call(listeners.context, a1, a2), true; - case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true; - case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true; - case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true; - } - - for (i = 1, args = new Array(len -1); i < len; i++) { - args[i - 1] = arguments$1[i]; - } - - listeners.fn.apply(listeners.context, args); - } else { - var length = listeners.length - , j; - - for (i = 0; i < length; i++) { - if (listeners[i].once) { this.removeListener(event, listeners[i].fn, undefined, true); } - - switch (len) { - case 1: listeners[i].fn.call(listeners[i].context); break; - case 2: listeners[i].fn.call(listeners[i].context, a1); break; - case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break; - case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break; - default: - if (!args) { for (j = 1, args = new Array(len -1); j < len; j++) { - args[j - 1] = arguments$1[j]; - } } - - listeners[i].fn.apply(listeners[i].context, args); - } - } - } - - return true; - }; - - /** - * Add a listener for a given event. - * - * @param {(String|Symbol)} event The event name. - * @param {Function} fn The listener function. - * @param {*} [context=this] The context to invoke the listener with. - * @returns {EventEmitter} `this`. - * @public - */ - EventEmitter.prototype.on = function on(event, fn, context) { - return addListener(this, event, fn, context, false); - }; - - /** - * Add a one-time listener for a given event. - * - * @param {(String|Symbol)} event The event name. - * @param {Function} fn The listener function. - * @param {*} [context=this] The context to invoke the listener with. - * @returns {EventEmitter} `this`. - * @public - */ - EventEmitter.prototype.once = function once(event, fn, context) { - return addListener(this, event, fn, context, true); - }; - - /** - * Remove the listeners of a given event. - * - * @param {(String|Symbol)} event The event name. - * @param {Function} fn Only remove the listeners that match this function. - * @param {*} context Only remove the listeners that have this context. - * @param {Boolean} once Only remove one-time listeners. - * @returns {EventEmitter} `this`. - * @public - */ - EventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) { - var evt = prefix ? prefix + event : event; - - if (!this._events[evt]) { return this; } - if (!fn) { - clearEvent(this, evt); - return this; - } - - var listeners = this._events[evt]; - - if (listeners.fn) { - if ( - listeners.fn === fn && - (!once || listeners.once) && - (!context || listeners.context === context) - ) { - clearEvent(this, evt); - } - } else { - for (var i = 0, events = [], length = listeners.length; i < length; i++) { - if ( - listeners[i].fn !== fn || - (once && !listeners[i].once) || - (context && listeners[i].context !== context) - ) { - events.push(listeners[i]); - } - } - - // - // Reset the array, or remove it completely if we have no more listeners. - // - if (events.length) { this._events[evt] = events.length === 1 ? events[0] : events; } - else { clearEvent(this, evt); } - } - - return this; - }; - - /** - * Remove all listeners, or those of the specified event. - * - * @param {(String|Symbol)} [event] The event name. - * @returns {EventEmitter} `this`. - * @public - */ - EventEmitter.prototype.removeAllListeners = function removeAllListeners(event) { - var evt; - - if (event) { - evt = prefix ? prefix + event : event; - if (this._events[evt]) { clearEvent(this, evt); } - } else { - this._events = new Events(); - this._eventsCount = 0; - } - - return this; - }; - - // - // Alias methods names because people roll like that. - // - EventEmitter.prototype.off = EventEmitter.prototype.removeListener; - EventEmitter.prototype.addListener = EventEmitter.prototype.on; - - // - // Expose the prefix. - // - EventEmitter.prefixed = prefix; - - // - // Allow `EventEmitter` to be imported as module namespace. - // - EventEmitter.EventEmitter = EventEmitter; - - // - // Expose the module. - // - { - module.exports = EventEmitter; - } - }); - - createCommonjsModule$2(function (module, exports) { - (function(root) { - - /** Detect free variables */ - var freeExports = exports && - !exports.nodeType && exports; - var freeModule = module && - !module.nodeType && module; - var freeGlobal = typeof commonjsGlobal$2 == 'object' && commonjsGlobal$2; - if ( - freeGlobal.global === freeGlobal || - freeGlobal.window === freeGlobal || - freeGlobal.self === freeGlobal - ) { - root = freeGlobal; - } - - /** - * The `punycode` object. - * @name punycode - * @type Object - */ - var punycode, - - /** Highest positive signed 32-bit float value */ - maxInt = 2147483647, // aka. 0x7FFFFFFF or 2^31-1 - - /** Bootstring parameters */ - base = 36, - tMin = 1, - tMax = 26, - skew = 38, - damp = 700, - initialBias = 72, - initialN = 128, // 0x80 - delimiter = '-', // '\x2D' - - /** Regular expressions */ - regexPunycode = /^xn--/, - regexNonASCII = /[^\x20-\x7E]/, // unprintable ASCII chars + non-ASCII chars - regexSeparators = /[\x2E\u3002\uFF0E\uFF61]/g, // RFC 3490 separators - - /** Error messages */ - errors = { - 'overflow': 'Overflow: input needs wider integers to process', - 'not-basic': 'Illegal input >= 0x80 (not a basic code point)', - 'invalid-input': 'Invalid input' - }, - - /** Convenience shortcuts */ - baseMinusTMin = base - tMin, - floor = Math.floor, - stringFromCharCode = String.fromCharCode, - - /** Temporary variable */ - key; - - /*--------------------------------------------------------------------------*/ - - /** - * A generic error utility function. - * @private - * @param {String} type The error type. - * @returns {Error} Throws a `RangeError` with the applicable error message. - */ - function error(type) { - throw RangeError(errors[type]); - } - - /** - * A generic `Array#map` utility function. - * @private - * @param {Array} array The array to iterate over. - * @param {Function} callback The function that gets called for every array - * item. - * @returns {Array} A new array of values returned by the callback function. - */ - function map(array, fn) { - var length = array.length; - var result = []; - while (length--) { - result[length] = fn(array[length]); - } - return result; - } - - /** - * A simple `Array#map`-like wrapper to work with domain name strings or email - * addresses. - * @private - * @param {String} domain The domain name or email address. - * @param {Function} callback The function that gets called for every - * character. - * @returns {Array} A new string of characters returned by the callback - * function. - */ - function mapDomain(string, fn) { - var parts = string.split('@'); - var result = ''; - if (parts.length > 1) { - // In email addresses, only the domain name should be punycoded. Leave - // the local part (i.e. everything up to `@`) intact. - result = parts[0] + '@'; - string = parts[1]; - } - // Avoid `split(regex)` for IE8 compatibility. See #17. - string = string.replace(regexSeparators, '\x2E'); - var labels = string.split('.'); - var encoded = map(labels, fn).join('.'); - return result + encoded; - } - - /** - * Creates an array containing the numeric code points of each Unicode - * character in the string. While JavaScript uses UCS-2 internally, - * this function will convert a pair of surrogate halves (each of which - * UCS-2 exposes as separate characters) into a single code point, - * matching UTF-16. - * @see `punycode.ucs2.encode` - * @see - * @memberOf punycode.ucs2 - * @name decode - * @param {String} string The Unicode input string (UCS-2). - * @returns {Array} The new array of code points. - */ - function ucs2decode(string) { - var output = [], - counter = 0, - length = string.length, - value, - extra; - while (counter < length) { - value = string.charCodeAt(counter++); - if (value >= 0xD800 && value <= 0xDBFF && counter < length) { - // high surrogate, and there is a next character - extra = string.charCodeAt(counter++); - if ((extra & 0xFC00) == 0xDC00) { // low surrogate - output.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000); - } else { - // unmatched surrogate; only append this code unit, in case the next - // code unit is the high surrogate of a surrogate pair - output.push(value); - counter--; - } - } else { - output.push(value); - } - } - return output; - } - - /** - * Creates a string based on an array of numeric code points. - * @see `punycode.ucs2.decode` - * @memberOf punycode.ucs2 - * @name encode - * @param {Array} codePoints The array of numeric code points. - * @returns {String} The new Unicode string (UCS-2). - */ - function ucs2encode(array) { - return map(array, function(value) { - var output = ''; - if (value > 0xFFFF) { - value -= 0x10000; - output += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800); - value = 0xDC00 | value & 0x3FF; - } - output += stringFromCharCode(value); - return output; - }).join(''); - } - - /** - * Converts a basic code point into a digit/integer. - * @see `digitToBasic()` - * @private - * @param {Number} codePoint The basic numeric code point value. - * @returns {Number} The numeric value of a basic code point (for use in - * representing integers) in the range `0` to `base - 1`, or `base` if - * the code point does not represent a value. - */ - function basicToDigit(codePoint) { - if (codePoint - 48 < 10) { - return codePoint - 22; - } - if (codePoint - 65 < 26) { - return codePoint - 65; - } - if (codePoint - 97 < 26) { - return codePoint - 97; - } - return base; - } - - /** - * Converts a digit/integer into a basic code point. - * @see `basicToDigit()` - * @private - * @param {Number} digit The numeric value of a basic code point. - * @returns {Number} The basic code point whose value (when used for - * representing integers) is `digit`, which needs to be in the range - * `0` to `base - 1`. If `flag` is non-zero, the uppercase form is - * used; else, the lowercase form is used. The behavior is undefined - * if `flag` is non-zero and `digit` has no uppercase form. - */ - function digitToBasic(digit, flag) { - // 0..25 map to ASCII a..z or A..Z - // 26..35 map to ASCII 0..9 - return digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5); - } - - /** - * Bias adaptation function as per section 3.4 of RFC 3492. - * http://tools.ietf.org/html/rfc3492#section-3.4 - * @private - */ - function adapt(delta, numPoints, firstTime) { - var k = 0; - delta = firstTime ? floor(delta / damp) : delta >> 1; - delta += floor(delta / numPoints); - for (/* no initialization */; delta > baseMinusTMin * tMax >> 1; k += base) { - delta = floor(delta / baseMinusTMin); - } - return floor(k + (baseMinusTMin + 1) * delta / (delta + skew)); - } - - /** - * Converts a Punycode string of ASCII-only symbols to a string of Unicode - * symbols. - * @memberOf punycode - * @param {String} input The Punycode string of ASCII-only symbols. - * @returns {String} The resulting string of Unicode symbols. - */ - function decode(input) { - // Don't use UCS-2 - var output = [], - inputLength = input.length, - out, - i = 0, - n = initialN, - bias = initialBias, - basic, - j, - index, - oldi, - w, - k, - digit, - t, - /** Cached calculation results */ - baseMinusT; - - // Handle the basic code points: let `basic` be the number of input code - // points before the last delimiter, or `0` if there is none, then copy - // the first basic code points to the output. - - basic = input.lastIndexOf(delimiter); - if (basic < 0) { - basic = 0; - } - - for (j = 0; j < basic; ++j) { - // if it's not a basic code point - if (input.charCodeAt(j) >= 0x80) { - error('not-basic'); - } - output.push(input.charCodeAt(j)); - } - - // Main decoding loop: start just after the last delimiter if any basic code - // points were copied; start at the beginning otherwise. - - for (index = basic > 0 ? basic + 1 : 0; index < inputLength; /* no final expression */) { - - // `index` is the index of the next character to be consumed. - // Decode a generalized variable-length integer into `delta`, - // which gets added to `i`. The overflow checking is easier - // if we increase `i` as we go, then subtract off its starting - // value at the end to obtain `delta`. - for (oldi = i, w = 1, k = base; /* no condition */; k += base) { - - if (index >= inputLength) { - error('invalid-input'); - } - - digit = basicToDigit(input.charCodeAt(index++)); - - if (digit >= base || digit > floor((maxInt - i) / w)) { - error('overflow'); - } - - i += digit * w; - t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias); - - if (digit < t) { - break; - } - - baseMinusT = base - t; - if (w > floor(maxInt / baseMinusT)) { - error('overflow'); - } - - w *= baseMinusT; - - } - - out = output.length + 1; - bias = adapt(i - oldi, out, oldi == 0); - - // `i` was supposed to wrap around from `out` to `0`, - // incrementing `n` each time, so we'll fix that now: - if (floor(i / out) > maxInt - n) { - error('overflow'); - } - - n += floor(i / out); - i %= out; - - // Insert `n` at position `i` of the output - output.splice(i++, 0, n); - - } - - return ucs2encode(output); - } - - /** - * Converts a string of Unicode symbols (e.g. a domain name label) to a - * Punycode string of ASCII-only symbols. - * @memberOf punycode - * @param {String} input The string of Unicode symbols. - * @returns {String} The resulting Punycode string of ASCII-only symbols. - */ - function encode(input) { - var n, - delta, - handledCPCount, - basicLength, - bias, - j, - m, - q, - k, - t, - currentValue, - output = [], - /** `inputLength` will hold the number of code points in `input`. */ - inputLength, - /** Cached calculation results */ - handledCPCountPlusOne, - baseMinusT, - qMinusT; - - // Convert the input in UCS-2 to Unicode - input = ucs2decode(input); - - // Cache the length - inputLength = input.length; - - // Initialize the state - n = initialN; - delta = 0; - bias = initialBias; - - // Handle the basic code points - for (j = 0; j < inputLength; ++j) { - currentValue = input[j]; - if (currentValue < 0x80) { - output.push(stringFromCharCode(currentValue)); - } - } - - handledCPCount = basicLength = output.length; - - // `handledCPCount` is the number of code points that have been handled; - // `basicLength` is the number of basic code points. - - // Finish the basic string - if it is not empty - with a delimiter - if (basicLength) { - output.push(delimiter); - } - - // Main encoding loop: - while (handledCPCount < inputLength) { - - // All non-basic code points < n have been handled already. Find the next - // larger one: - for (m = maxInt, j = 0; j < inputLength; ++j) { - currentValue = input[j]; - if (currentValue >= n && currentValue < m) { - m = currentValue; - } - } - - // Increase `delta` enough to advance the decoder's state to , - // but guard against overflow - handledCPCountPlusOne = handledCPCount + 1; - if (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) { - error('overflow'); - } - - delta += (m - n) * handledCPCountPlusOne; - n = m; - - for (j = 0; j < inputLength; ++j) { - currentValue = input[j]; - - if (currentValue < n && ++delta > maxInt) { - error('overflow'); - } - - if (currentValue == n) { - // Represent delta as a generalized variable-length integer - for (q = delta, k = base; /* no condition */; k += base) { - t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias); - if (q < t) { - break; - } - qMinusT = q - t; - baseMinusT = base - t; - output.push( - stringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0)) - ); - q = floor(qMinusT / baseMinusT); - } - - output.push(stringFromCharCode(digitToBasic(q, 0))); - bias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength); - delta = 0; - ++handledCPCount; - } - } - - ++delta; - ++n; - - } - return output.join(''); - } - - /** - * Converts a Punycode string representing a domain name or an email address - * to Unicode. Only the Punycoded parts of the input will be converted, i.e. - * it doesn't matter if you call it on a string that has already been - * converted to Unicode. - * @memberOf punycode - * @param {String} input The Punycoded domain name or email address to - * convert to Unicode. - * @returns {String} The Unicode representation of the given Punycode - * string. - */ - function toUnicode(input) { - return mapDomain(input, function(string) { - return regexPunycode.test(string) - ? decode(string.slice(4).toLowerCase()) - : string; - }); - } - - /** - * Converts a Unicode string representing a domain name or an email address to - * Punycode. Only the non-ASCII parts of the domain name will be converted, - * i.e. it doesn't matter if you call it with a domain that's already in - * ASCII. - * @memberOf punycode - * @param {String} input The domain name or email address to convert, as a - * Unicode string. - * @returns {String} The Punycode representation of the given domain name or - * email address. - */ - function toASCII(input) { - return mapDomain(input, function(string) { - return regexNonASCII.test(string) - ? 'xn--' + encode(string) - : string; - }); - } - - /*--------------------------------------------------------------------------*/ - - /** Define the public API */ - punycode = { - /** - * A string representing the current Punycode.js version number. - * @memberOf punycode - * @type String - */ - 'version': '1.3.2', - /** - * An object of methods to convert from JavaScript's internal character - * representation (UCS-2) to Unicode code points, and back. - * @see - * @memberOf punycode - * @type Object - */ - 'ucs2': { - 'decode': ucs2decode, - 'encode': ucs2encode - }, - 'decode': decode, - 'encode': encode, - 'toASCII': toASCII, - 'toUnicode': toUnicode - }; - - /** Expose `punycode` */ - // Some AMD build optimizers, like r.js, check for specific condition patterns - // like the following: - if (freeExports && freeModule) { - if (module.exports == freeExports) { // in Node.js or RingoJS v0.8.0+ - freeModule.exports = punycode; - } else { // in Narwhal or RingoJS v0.7.0- - for (key in punycode) { - punycode.hasOwnProperty(key) && (freeExports[key] = punycode[key]); - } - } - } else { // in Rhino or a web browser - root.punycode = punycode; - } - - }(commonjsGlobal$2)); - }); - - // Copyright Joyent, Inc. and other Node contributors. - - // If obj.hasOwnProperty has been overridden, then calling - // obj.hasOwnProperty(prop) will break. - // See: https://github.com/joyent/node/issues/1707 - function hasOwnProperty(obj, prop) { - return Object.prototype.hasOwnProperty.call(obj, prop); - } - - var decode = function(qs, sep, eq, options) { - sep = sep || '&'; - eq = eq || '='; - var obj = {}; - - if (typeof qs !== 'string' || qs.length === 0) { - return obj; - } - - var regexp = /\+/g; - qs = qs.split(sep); - - var maxKeys = 1000; - if (options && typeof options.maxKeys === 'number') { - maxKeys = options.maxKeys; - } - - var len = qs.length; - // maxKeys <= 0 means that we should not limit keys count - if (maxKeys > 0 && len > maxKeys) { - len = maxKeys; - } - - for (var i = 0; i < len; ++i) { - var x = qs[i].replace(regexp, '%20'), - idx = x.indexOf(eq), - kstr, vstr, k, v; - - if (idx >= 0) { - kstr = x.substr(0, idx); - vstr = x.substr(idx + 1); - } else { - kstr = x; - vstr = ''; - } - - k = decodeURIComponent(kstr); - v = decodeURIComponent(vstr); - - if (!hasOwnProperty(obj, k)) { - obj[k] = v; - } else if (Array.isArray(obj[k])) { - obj[k].push(v); - } else { - obj[k] = [obj[k], v]; - } - } - - return obj; - }; - - // Copyright Joyent, Inc. and other Node contributors. - - var stringifyPrimitive = function(v) { - switch (typeof v) { - case 'string': - return v; - - case 'boolean': - return v ? 'true' : 'false'; - - case 'number': - return isFinite(v) ? v : ''; - - default: - return ''; - } - }; - - var encode = function(obj, sep, eq, name) { - sep = sep || '&'; - eq = eq || '='; - if (obj === null) { - obj = undefined; - } - - if (typeof obj === 'object') { - return Object.keys(obj).map(function(k) { - var ks = encodeURIComponent(stringifyPrimitive(k)) + eq; - if (Array.isArray(obj[k])) { - return obj[k].map(function(v) { - return ks + encodeURIComponent(stringifyPrimitive(v)); - }).join(sep); - } else { - return ks + encodeURIComponent(stringifyPrimitive(obj[k])); - } - }).join(sep); - - } - - if (!name) { return ''; } - return encodeURIComponent(stringifyPrimitive(name)) + eq + - encodeURIComponent(stringifyPrimitive(obj)); - }; - - createCommonjsModule$2(function (module, exports) { - - exports.decode = exports.parse = decode; - exports.encode = exports.stringify = encode; - }); - - /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV$2; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV$2 || (ENV$2 = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE$2; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE$2 || (RENDERER_TYPE$2 = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ - var BUFFER_BITS$2; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS$2 || (BUFFER_BITS$2 = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES$2; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES$2 || (BLEND_MODES$2 = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES$2; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES$2 || (DRAW_MODES$2 = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS$2; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS$2 || (FORMATS$2 = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS$2; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS$2 || (TARGETS$2 = {})); - /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ - var TYPES$2; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES$2 || (TYPES$2 = {})); - /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ - var SAMPLER_TYPES$2; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES$2 || (SAMPLER_TYPES$2 = {})); - /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ - var SCALE_MODES$2; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES$2 || (SCALE_MODES$2 = {})); - /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ - var WRAP_MODES$2; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES$2 || (WRAP_MODES$2 = {})); - /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. - */ - var MIPMAP_MODES$2; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES$2 || (MIPMAP_MODES$2 = {})); - /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ - var ALPHA_MODES$2; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES$2 || (ALPHA_MODES$2 = {})); - /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ - var CLEAR_MODES$2; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES$2 || (CLEAR_MODES$2 = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES$2; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES$2 || (GC_MODES$2 = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION$2; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION$2 || (PRECISION$2 = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES$2; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES$2 || (MASK_TYPES$2 = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ - var COLOR_MASK_BITS$2; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS$2 || (COLOR_MASK_BITS$2 = {})); - /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ - var MSAA_QUALITY$2; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY$2 || (MSAA_QUALITY$2 = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ - var BUFFER_TYPE$2; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE$2 || (BUFFER_TYPE$2 = {})); - - /*! - * @pixi/utils - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/utils is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /** - * The prefix that denotes a URL is for a retina asset. - * @static - * @name RETINA_PREFIX - * @memberof PIXI.settings - * @type {RegExp} - * @default /@([0-9\.]+)x/ - * @example `@2x` - */ - settings$1.RETINA_PREFIX = /@([0-9\.]+)x/; - /** - * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function. - * If set to true, a WebGL renderer can fail to be created if the browser thinks there could be performance issues when - * using WebGL. - * - * In PixiJS v6 this has changed from true to false by default, to allow WebGL to work in as many scenarios as possible. - * However, some users may have a poor experience, for example, if a user has a gpu or driver version blacklisted by the - * browser. - * - * If your application requires high performance rendering, you may wish to set this to false. - * We recommend one of two options if you decide to set this flag to false: - * - * 1: Use the `pixi.js-legacy` package, which includes a Canvas renderer as a fallback in case high performance WebGL is - * not supported. - * - * 2: Call `isWebGLSupported` (which if found in the PIXI.utils package) in your code before attempting to create a PixiJS - * renderer, and show an error message to the user if the function returns false, explaining that their device & browser - * combination does not support high performance WebGL. - * This is a much better strategy than trying to create a PixiJS renderer and finding it then fails. - * @static - * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ - settings$1.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false; - - /** - * Corrects PixiJS blend, takes premultiplied alpha into account - * @memberof PIXI.utils - * @function mapPremultipliedBlendModes - * @private - * @returns {Array} Mapped modes. - */ - function mapPremultipliedBlendModes() { - var pm = []; - var npm = []; - for (var i = 0; i < 32; i++) { - pm[i] = i; - npm[i] = i; - } - pm[BLEND_MODES$2.NORMAL_NPM] = BLEND_MODES$2.NORMAL; - pm[BLEND_MODES$2.ADD_NPM] = BLEND_MODES$2.ADD; - pm[BLEND_MODES$2.SCREEN_NPM] = BLEND_MODES$2.SCREEN; - npm[BLEND_MODES$2.NORMAL] = BLEND_MODES$2.NORMAL_NPM; - npm[BLEND_MODES$2.ADD] = BLEND_MODES$2.ADD_NPM; - npm[BLEND_MODES$2.SCREEN] = BLEND_MODES$2.SCREEN_NPM; - var array = []; - array.push(npm); - array.push(pm); - return array; - } - /** - * maps premultiply flag and blendMode to adjusted blendMode - * @memberof PIXI.utils - * @constant premultiplyBlendMode - * @type {Array} - */ - mapPremultipliedBlendModes(); - - // A map of warning messages already fired - var warnings = {}; - /** - * Helper for warning developers about deprecated features & settings. - * A stack track for warnings is given; useful for tracking-down where - * deprecated methods/properties/classes are being used within the code. - * @memberof PIXI.utils - * @function deprecation - * @param {string} version - The version where the feature became deprecated - * @param {string} message - Message should include what is deprecated, where, and the new solution - * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack - * this is mostly to ignore internal deprecation calls. - */ - function deprecation(version, message, ignoreDepth) { - if (ignoreDepth === void 0) { ignoreDepth = 3; } - // Ignore duplicat - if (warnings[message]) { - return; - } - /* eslint-disable no-console */ - var stack = new Error().stack; - // Handle IE < 10 and Safari < 6 - if (typeof stack === 'undefined') { - console.warn('PixiJS Deprecation Warning: ', message + "\nDeprecated since v" + version); - } - else { - // chop off the stack trace which includes PixiJS internal calls - stack = stack.split('\n').splice(ignoreDepth).join('\n'); - if (console.groupCollapsed) { - console.groupCollapsed('%cPixiJS Deprecation Warning: %c%s', 'color:#614108;background:#fffbe6', 'font-weight:normal;color:#614108;background:#fffbe6', message + "\nDeprecated since v" + version); - console.warn(stack); - console.groupEnd(); - } - else { - console.warn('PixiJS Deprecation Warning: ', message + "\nDeprecated since v" + version); - console.warn(stack); - } - } - /* eslint-enable no-console */ - warnings[message] = true; - } - - /** - * Creates a Canvas element of the given size to be used as a target for rendering to. - * @class - * @memberof PIXI.utils - */ - /** @class */ ((function () { - /** - * @param width - the width for the newly created canvas - * @param height - the height for the newly created canvas - * @param {number} [resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the canvas - */ - function CanvasRenderTarget(width, height, resolution) { - this.canvas = settings$1.ADAPTER.createCanvas(); - this.context = this.canvas.getContext('2d'); - this.resolution = resolution || settings$1.RESOLUTION; - this.resize(width, height); - } - /** - * Clears the canvas that was created by the CanvasRenderTarget class. - * @private - */ - CanvasRenderTarget.prototype.clear = function () { - this.context.setTransform(1, 0, 0, 1, 0, 0); - this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); - }; - /** - * Resizes the canvas to the specified width and height. - * @param desiredWidth - the desired width of the canvas - * @param desiredHeight - the desired height of the canvas - */ - CanvasRenderTarget.prototype.resize = function (desiredWidth, desiredHeight) { - this.canvas.width = Math.round(desiredWidth * this.resolution); - this.canvas.height = Math.round(desiredHeight * this.resolution); - }; - /** Destroys this canvas. */ - CanvasRenderTarget.prototype.destroy = function () { - this.context = null; - this.canvas = null; - }; - Object.defineProperty(CanvasRenderTarget.prototype, "width", { - /** - * The width of the canvas buffer in pixels. - * @member {number} - */ - get: function () { - return this.canvas.width; - }, - set: function (val) { - this.canvas.width = Math.round(val); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(CanvasRenderTarget.prototype, "height", { - /** - * The height of the canvas buffer in pixels. - * @member {number} - */ - get: function () { - return this.canvas.height; - }, - set: function (val) { - this.canvas.height = Math.round(val); - }, - enumerable: false, - configurable: true - }); - return CanvasRenderTarget; - })()); - - /** - * Convenience class to create a new PIXI application. - * - * This class automatically creates the renderer, ticker and root container. - * @example - * // Create the application - * const app = new PIXI.Application(); - * - * // Add the view to the DOM - * document.body.appendChild(app.view); - * - * // ex, add display objects - * app.stage.addChild(PIXI.Sprite.from('something.png')); - * @class - * @memberof PIXI - */ - var Application = /** @class */ (function () { - /** - * @param {object} [options] - The optional renderer parameters. - * @param {boolean} [options.autoStart=true] - Automatically starts the rendering after the construction. - * **Note**: Setting this parameter to false does NOT stop the shared ticker even if you set - * options.sharedTicker to true in case that it is already started. Stop it by your own. - * @param {number} [options.width=800] - The width of the renderers view. - * @param {number} [options.height=600] - The height of the renderers view. - * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional. - * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property. - * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the - * canvas needs to be opaque, possibly for performance reasons on some older devices. - * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for - * resolutions other than 1. - * @param {boolean} [options.antialias=false] - Sets antialias - * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, enable this if you - * need to call toDataUrl on the WebGL context. - * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer. - * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this - * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise - * it is ignored. - * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area - * (shown if not transparent). - * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque). - * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or - * not before the new render pass. - * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" - * for devices with dual graphics card. **(WebGL only)**. - * @param {boolean} [options.sharedTicker=false] - `true` to use PIXI.Ticker.shared, `false` to create new ticker. - * If set to false, you cannot register a handler to occur before anything that runs on the shared ticker. - * The system ticker will always run before both the shared ticker and the app ticker. - * @param {boolean} [options.sharedLoader=false] - `true` to use PIXI.Loader.shared, `false` to create new Loader. - * @param {Window|HTMLElement} [options.resizeTo] - Element to automatically resize stage to. - */ - function Application(options) { - var _this = this; - /** - * The root display container that's rendered. - * @member {PIXI.Container} - */ - this.stage = new Container$1(); - // The default options - options = Object.assign({ - forceCanvas: false, - }, options); - this.renderer = autoDetectRenderer(options); - // install plugins here - Application._plugins.forEach(function (plugin) { - plugin.init.call(_this, options); - }); - } - /** - * Use the {@link PIXI.extensions.add} API to register plugins. - * @deprecated since 6.5.0 - * @static - * @param {PIXI.IApplicationPlugin} plugin - Plugin being installed - */ - Application.registerPlugin = function (plugin) { - deprecation('6.5.0', 'Application.registerPlugin() is deprecated, use extensions.add()'); - extensions$1.add({ - type: ExtensionType.Application, - ref: plugin, - }); - }; - /** Render the current stage. */ - Application.prototype.render = function () { - this.renderer.render(this.stage); - }; - Object.defineProperty(Application.prototype, "view", { - /** - * Reference to the renderer's canvas element. - * @member {HTMLCanvasElement} - * @readonly - */ - get: function () { - return this.renderer.view; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Application.prototype, "screen", { - /** - * Reference to the renderer's screen rectangle. Its safe to use as `filterArea` or `hitArea` for the whole screen. - * @member {PIXI.Rectangle} - * @readonly - */ - get: function () { - return this.renderer.screen; - }, - enumerable: false, - configurable: true - }); - /** - * Destroy and don't use after this. - * @param {boolean} [removeView=false] - Automatically remove canvas from DOM. - * @param {object|boolean} [stageOptions] - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [stageOptions.children=false] - if set to true, all the children will have their destroy - * method called as well. 'stageOptions' will be passed on to those calls. - * @param {boolean} [stageOptions.texture=false] - Only used for child Sprites if stageOptions.children is set - * to true. Should it destroy the texture of the child sprite - * @param {boolean} [stageOptions.baseTexture=false] - Only used for child Sprites if stageOptions.children is set - * to true. Should it destroy the base texture of the child sprite - */ - Application.prototype.destroy = function (removeView, stageOptions) { - var _this = this; - // Destroy plugins in the opposite order - // which they were constructed - var plugins = Application._plugins.slice(0); - plugins.reverse(); - plugins.forEach(function (plugin) { - plugin.destroy.call(_this); - }); - this.stage.destroy(stageOptions); - this.stage = null; - this.renderer.destroy(removeView); - this.renderer = null; - }; - /** Collection of installed plugins. */ - Application._plugins = []; - return Application; - }()); - extensions$1.handleByList(ExtensionType.Application, Application._plugins); - - extensions$1.add(ResizePlugin); - - /*! - * @pixi/mesh-extras - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/mesh-extras is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$2 = function(d, b) { - extendStatics$2 = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$2(d, b); - }; - - function __extends$2(d, b) { - extendStatics$2(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - /** - * @memberof PIXI - */ - var PlaneGeometry = /** @class */ (function (_super) { - __extends$2(PlaneGeometry, _super); - /** - * @param width - The width of the plane. - * @param height - The height of the plane. - * @param segWidth - Number of horizontal segments. - * @param segHeight - Number of vertical segments. - */ - function PlaneGeometry(width, height, segWidth, segHeight) { - if (width === void 0) { width = 100; } - if (height === void 0) { height = 100; } - if (segWidth === void 0) { segWidth = 10; } - if (segHeight === void 0) { segHeight = 10; } - var _this = _super.call(this) || this; - _this.segWidth = segWidth; - _this.segHeight = segHeight; - _this.width = width; - _this.height = height; - _this.build(); - return _this; - } - /** - * Refreshes plane coordinates - * @private - */ - PlaneGeometry.prototype.build = function () { - var total = this.segWidth * this.segHeight; - var verts = []; - var uvs = []; - var indices = []; - var segmentsX = this.segWidth - 1; - var segmentsY = this.segHeight - 1; - var sizeX = (this.width) / segmentsX; - var sizeY = (this.height) / segmentsY; - for (var i = 0; i < total; i++) { - var x = (i % this.segWidth); - var y = ((i / this.segWidth) | 0); - verts.push(x * sizeX, y * sizeY); - uvs.push(x / segmentsX, y / segmentsY); - } - var totalSub = segmentsX * segmentsY; - for (var i = 0; i < totalSub; i++) { - var xpos = i % segmentsX; - var ypos = (i / segmentsX) | 0; - var value = (ypos * this.segWidth) + xpos; - var value2 = (ypos * this.segWidth) + xpos + 1; - var value3 = ((ypos + 1) * this.segWidth) + xpos; - var value4 = ((ypos + 1) * this.segWidth) + xpos + 1; - indices.push(value, value2, value3, value2, value4, value3); - } - this.buffers[0].data = new Float32Array(verts); - this.buffers[1].data = new Float32Array(uvs); - this.indexBuffer.data = new Uint16Array(indices); - // ensure that the changes are uploaded - this.buffers[0].update(); - this.buffers[1].update(); - this.indexBuffer.update(); - }; - return PlaneGeometry; - }(MeshGeometry)); - - /** - * RopeGeometry allows you to draw a geometry across several points and then manipulate these points. - * - * ```js - * for (let i = 0; i < 20; i++) { - * points.push(new PIXI.Point(i * 50, 0)); - * }; - * const rope = new PIXI.RopeGeometry(100, points); - * ``` - * @memberof PIXI - */ - var RopeGeometry = /** @class */ (function (_super) { - __extends$2(RopeGeometry, _super); - /** - * @param width - The width (i.e., thickness) of the rope. - * @param points - An array of {@link PIXI.Point} objects to construct this rope. - * @param textureScale - By default the rope texture will be stretched to match - * rope length. If textureScale is positive this value will be treated as a scaling - * factor and the texture will preserve its aspect ratio instead. To create a tiling rope - * set baseTexture.wrapMode to {@link PIXI.WRAP_MODES.REPEAT} and use a power of two texture, - * then set textureScale=1 to keep the original texture pixel size. - * In order to reduce alpha channel artifacts provide a larger texture and downsample - - * i.e. set textureScale=0.5 to scale it down twice. - */ - function RopeGeometry(width, points, textureScale) { - if (width === void 0) { width = 200; } - if (textureScale === void 0) { textureScale = 0; } - var _this = _super.call(this, new Float32Array(points.length * 4), new Float32Array(points.length * 4), new Uint16Array((points.length - 1) * 6)) || this; - _this.points = points; - _this._width = width; - _this.textureScale = textureScale; - _this.build(); - return _this; - } - Object.defineProperty(RopeGeometry.prototype, "width", { - /** - * The width (i.e., thickness) of the rope. - * @readonly - */ - get: function () { - return this._width; - }, - enumerable: false, - configurable: true - }); - /** Refreshes Rope indices and uvs */ - RopeGeometry.prototype.build = function () { - var points = this.points; - if (!points) - { return; } - var vertexBuffer = this.getBuffer('aVertexPosition'); - var uvBuffer = this.getBuffer('aTextureCoord'); - var indexBuffer = this.getIndex(); - // if too little points, or texture hasn't got UVs set yet just move on. - if (points.length < 1) { - return; - } - // if the number of points has changed we will need to recreate the arraybuffers - if (vertexBuffer.data.length / 4 !== points.length) { - vertexBuffer.data = new Float32Array(points.length * 4); - uvBuffer.data = new Float32Array(points.length * 4); - indexBuffer.data = new Uint16Array((points.length - 1) * 6); - } - var uvs = uvBuffer.data; - var indices = indexBuffer.data; - uvs[0] = 0; - uvs[1] = 0; - uvs[2] = 0; - uvs[3] = 1; - var amount = 0; - var prev = points[0]; - var textureWidth = this._width * this.textureScale; - var total = points.length; // - 1; - for (var i = 0; i < total; i++) { - // time to do some smart drawing! - var index = i * 4; - if (this.textureScale > 0) { - // calculate pixel distance from previous point - var dx = prev.x - points[i].x; - var dy = prev.y - points[i].y; - var distance = Math.sqrt((dx * dx) + (dy * dy)); - prev = points[i]; - amount += distance / textureWidth; - } - else { - // stretch texture - amount = i / (total - 1); - } - uvs[index] = amount; - uvs[index + 1] = 0; - uvs[index + 2] = amount; - uvs[index + 3] = 1; - } - var indexCount = 0; - for (var i = 0; i < total - 1; i++) { - var index = i * 2; - indices[indexCount++] = index; - indices[indexCount++] = index + 1; - indices[indexCount++] = index + 2; - indices[indexCount++] = index + 2; - indices[indexCount++] = index + 1; - indices[indexCount++] = index + 3; - } - // ensure that the changes are uploaded - uvBuffer.update(); - indexBuffer.update(); - this.updateVertices(); - }; - /** refreshes vertices of Rope mesh */ - RopeGeometry.prototype.updateVertices = function () { - var points = this.points; - if (points.length < 1) { - return; - } - var lastPoint = points[0]; - var nextPoint; - var perpX = 0; - var perpY = 0; - var vertices = this.buffers[0].data; - var total = points.length; - for (var i = 0; i < total; i++) { - var point = points[i]; - var index = i * 4; - if (i < points.length - 1) { - nextPoint = points[i + 1]; - } - else { - nextPoint = point; - } - perpY = -(nextPoint.x - lastPoint.x); - perpX = nextPoint.y - lastPoint.y; - var perpLength = Math.sqrt((perpX * perpX) + (perpY * perpY)); - var num = this.textureScale > 0 ? this.textureScale * this._width / 2 : this._width / 2; - perpX /= perpLength; - perpY /= perpLength; - perpX *= num; - perpY *= num; - vertices[index] = point.x + perpX; - vertices[index + 1] = point.y + perpY; - vertices[index + 2] = point.x - perpX; - vertices[index + 3] = point.y - perpY; - lastPoint = point; - } - this.buffers[0].update(); - }; - RopeGeometry.prototype.update = function () { - if (this.textureScale > 0) { - this.build(); // we need to update UVs - } - else { - this.updateVertices(); - } - }; - return RopeGeometry; - }(MeshGeometry)); - - /** - * The rope allows you to draw a texture across several points and then manipulate these points - * - *```js - * for (let i = 0; i < 20; i++) { - * points.push(new PIXI.Point(i * 50, 0)); - * }; - * let rope = new PIXI.SimpleRope(PIXI.Texture.from("snake.png"), points); - * ``` - * @memberof PIXI - */ - /** @class */ ((function (_super) { - __extends$2(SimpleRope, _super); - /** - * @param texture - The texture to use on the rope. - * @param points - An array of {@link PIXI.Point} objects to construct this rope. - * @param {number} textureScale - Optional. Positive values scale rope texture - * keeping its aspect ratio. You can reduce alpha channel artifacts by providing a larger texture - * and downsampling here. If set to zero, texture will be stretched instead. - */ - function SimpleRope(texture, points, textureScale) { - if (textureScale === void 0) { textureScale = 0; } - var _this = this; - var ropeGeometry = new RopeGeometry(texture.height, points, textureScale); - var meshMaterial = new MeshMaterial(texture); - if (textureScale > 0) { - // attempt to set UV wrapping, will fail on non-power of two textures - texture.baseTexture.wrapMode = WRAP_MODES$8.REPEAT; - } - _this = _super.call(this, ropeGeometry, meshMaterial) || this; - /** - * re-calculate vertices by rope points each frame - * @member {boolean} - */ - _this.autoUpdate = true; - return _this; - } - SimpleRope.prototype._render = function (renderer) { - var geometry = this.geometry; - if (this.autoUpdate || geometry._width !== this.shader.texture.height) { - geometry._width = this.shader.texture.height; - geometry.update(); - } - _super.prototype._render.call(this, renderer); - }; - return SimpleRope; - })(Mesh)); - - /** - * The SimplePlane allows you to draw a texture across several points and then manipulate these points - * - *```js - * for (let i = 0; i < 20; i++) { - * points.push(new PIXI.Point(i * 50, 0)); - * }; - * let SimplePlane = new PIXI.SimplePlane(PIXI.Texture.from("snake.png"), points); - * ``` - * @memberof PIXI - */ - var SimplePlane = /** @class */ (function (_super) { - __extends$2(SimplePlane, _super); - /** - * @param texture - The texture to use on the SimplePlane. - * @param verticesX - The number of vertices in the x-axis - * @param verticesY - The number of vertices in the y-axis - */ - function SimplePlane(texture, verticesX, verticesY) { - var _this = this; - var planeGeometry = new PlaneGeometry(texture.width, texture.height, verticesX, verticesY); - var meshMaterial = new MeshMaterial(Texture.WHITE); - _this = _super.call(this, planeGeometry, meshMaterial) || this; - // lets call the setter to ensure all necessary updates are performed - _this.texture = texture; - _this.autoResize = true; - return _this; - } - /** - * Method used for overrides, to do something in case texture frame was changed. - * Meshes based on plane can override it and change more details based on texture. - */ - SimplePlane.prototype.textureUpdated = function () { - this._textureID = this.shader.texture._updateID; - var geometry = this.geometry; - var _a = this.shader.texture, width = _a.width, height = _a.height; - if (this.autoResize && (geometry.width !== width || geometry.height !== height)) { - geometry.width = this.shader.texture.width; - geometry.height = this.shader.texture.height; - geometry.build(); - } - }; - Object.defineProperty(SimplePlane.prototype, "texture", { - get: function () { - return this.shader.texture; - }, - set: function (value) { - // Track texture same way sprite does. - // For generated meshes like NineSlicePlane it can change the geometry. - // Unfortunately, this method might not work if you directly change texture in material. - if (this.shader.texture === value) { - return; - } - this.shader.texture = value; - this._textureID = -1; - if (value.baseTexture.valid) { - this.textureUpdated(); - } - else { - value.once('update', this.textureUpdated, this); - } - }, - enumerable: false, - configurable: true - }); - SimplePlane.prototype._render = function (renderer) { - if (this._textureID !== this.shader.texture._updateID) { - this.textureUpdated(); - } - _super.prototype._render.call(this, renderer); - }; - SimplePlane.prototype.destroy = function (options) { - this.shader.texture.off('update', this.textureUpdated, this); - _super.prototype.destroy.call(this, options); - }; - return SimplePlane; - }(Mesh)); - - /** - * The Simple Mesh class mimics Mesh in PixiJS v4, providing easy-to-use constructor arguments. - * For more robust customization, use {@link PIXI.Mesh}. - * @memberof PIXI - */ - /** @class */ ((function (_super) { - __extends$2(SimpleMesh, _super); - /** - * @param texture - The texture to use - * @param {Float32Array} [vertices] - if you want to specify the vertices - * @param {Float32Array} [uvs] - if you want to specify the uvs - * @param {Uint16Array} [indices] - if you want to specify the indices - * @param drawMode - the drawMode, can be any of the Mesh.DRAW_MODES consts - */ - function SimpleMesh(texture, vertices, uvs, indices, drawMode) { - if (texture === void 0) { texture = Texture.EMPTY; } - var _this = this; - var geometry = new MeshGeometry(vertices, uvs, indices); - geometry.getBuffer('aVertexPosition').static = false; - var meshMaterial = new MeshMaterial(texture); - _this = _super.call(this, geometry, meshMaterial, null, drawMode) || this; - _this.autoUpdate = true; - return _this; - } - Object.defineProperty(SimpleMesh.prototype, "vertices", { - /** - * Collection of vertices data. - * @type {Float32Array} - */ - get: function () { - return this.geometry.getBuffer('aVertexPosition').data; - }, - set: function (value) { - this.geometry.getBuffer('aVertexPosition').data = value; - }, - enumerable: false, - configurable: true - }); - SimpleMesh.prototype._render = function (renderer) { - if (this.autoUpdate) { - this.geometry.getBuffer('aVertexPosition').update(); - } - _super.prototype._render.call(this, renderer); - }; - return SimpleMesh; - })(Mesh)); - - var DEFAULT_BORDER_SIZE = 10; - /** - * The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful - * for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically - * - *```js - * let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.from('BoxWithRoundedCorners.png'), 15, 15, 15, 15); - * ``` - *
                                                                        -   *      A                          B
                                                                        -   *    +---+----------------------+---+
                                                                        -   *  C | 1 |          2           | 3 |
                                                                        -   *    +---+----------------------+---+
                                                                        -   *    |   |                      |   |
                                                                        -   *    | 4 |          5           | 6 |
                                                                        -   *    |   |                      |   |
                                                                        -   *    +---+----------------------+---+
                                                                        -   *  D | 7 |          8           | 9 |
                                                                        -   *    +---+----------------------+---+
                                                                        -   *  When changing this objects width and/or height:
                                                                        -   *     areas 1 3 7 and 9 will remain unscaled.
                                                                        -   *     areas 2 and 8 will be stretched horizontally
                                                                        -   *     areas 4 and 6 will be stretched vertically
                                                                        -   *     area 5 will be stretched both horizontally and vertically
                                                                        -   * 
                                                                        - * @memberof PIXI - */ - /** @class */ ((function (_super) { - __extends$2(NineSlicePlane, _super); - /** - * @param texture - The texture to use on the NineSlicePlane. - * @param {number} [leftWidth=10] - size of the left vertical bar (A) - * @param {number} [topHeight=10] - size of the top horizontal bar (C) - * @param {number} [rightWidth=10] - size of the right vertical bar (B) - * @param {number} [bottomHeight=10] - size of the bottom horizontal bar (D) - */ - function NineSlicePlane(texture, leftWidth, topHeight, rightWidth, bottomHeight) { - if (leftWidth === void 0) { leftWidth = DEFAULT_BORDER_SIZE; } - if (topHeight === void 0) { topHeight = DEFAULT_BORDER_SIZE; } - if (rightWidth === void 0) { rightWidth = DEFAULT_BORDER_SIZE; } - if (bottomHeight === void 0) { bottomHeight = DEFAULT_BORDER_SIZE; } - var _this = _super.call(this, Texture.WHITE, 4, 4) || this; - _this._origWidth = texture.orig.width; - _this._origHeight = texture.orig.height; - /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ - _this._width = _this._origWidth; - /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ - _this._height = _this._origHeight; - _this._leftWidth = leftWidth; - _this._rightWidth = rightWidth; - _this._topHeight = topHeight; - _this._bottomHeight = bottomHeight; - // lets call the setter to ensure all necessary updates are performed - _this.texture = texture; - return _this; - } - NineSlicePlane.prototype.textureUpdated = function () { - this._textureID = this.shader.texture._updateID; - this._refresh(); - }; - Object.defineProperty(NineSlicePlane.prototype, "vertices", { - get: function () { - return this.geometry.getBuffer('aVertexPosition').data; - }, - set: function (value) { - this.geometry.getBuffer('aVertexPosition').data = value; - }, - enumerable: false, - configurable: true - }); - /** Updates the horizontal vertices. */ - NineSlicePlane.prototype.updateHorizontalVertices = function () { - var vertices = this.vertices; - var scale = this._getMinScale(); - vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight * scale; - vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - (this._bottomHeight * scale); - vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height; - }; - /** Updates the vertical vertices. */ - NineSlicePlane.prototype.updateVerticalVertices = function () { - var vertices = this.vertices; - var scale = this._getMinScale(); - vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth * scale; - vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - (this._rightWidth * scale); - vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width; - }; - /** - * Returns the smaller of a set of vertical and horizontal scale of nine slice corners. - * @returns Smaller number of vertical and horizontal scale. - */ - NineSlicePlane.prototype._getMinScale = function () { - var w = this._leftWidth + this._rightWidth; - var scaleW = this._width > w ? 1.0 : this._width / w; - var h = this._topHeight + this._bottomHeight; - var scaleH = this._height > h ? 1.0 : this._height / h; - var scale = Math.min(scaleW, scaleH); - return scale; - }; - Object.defineProperty(NineSlicePlane.prototype, "width", { - /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ - get: function () { - return this._width; - }, - set: function (value) { - this._width = value; - this._refresh(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(NineSlicePlane.prototype, "height", { - /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */ - get: function () { - return this._height; - }, - set: function (value) { - this._height = value; - this._refresh(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(NineSlicePlane.prototype, "leftWidth", { - /** The width of the left column. */ - get: function () { - return this._leftWidth; - }, - set: function (value) { - this._leftWidth = value; - this._refresh(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(NineSlicePlane.prototype, "rightWidth", { - /** The width of the right column. */ - get: function () { - return this._rightWidth; - }, - set: function (value) { - this._rightWidth = value; - this._refresh(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(NineSlicePlane.prototype, "topHeight", { - /** The height of the top row. */ - get: function () { - return this._topHeight; - }, - set: function (value) { - this._topHeight = value; - this._refresh(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(NineSlicePlane.prototype, "bottomHeight", { - /** The height of the bottom row. */ - get: function () { - return this._bottomHeight; - }, - set: function (value) { - this._bottomHeight = value; - this._refresh(); - }, - enumerable: false, - configurable: true - }); - /** Refreshes NineSlicePlane coords. All of them. */ - NineSlicePlane.prototype._refresh = function () { - var texture = this.texture; - var uvs = this.geometry.buffers[1].data; - this._origWidth = texture.orig.width; - this._origHeight = texture.orig.height; - var _uvw = 1.0 / this._origWidth; - var _uvh = 1.0 / this._origHeight; - uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0; - uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0; - uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1; - uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1; - uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth; - uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - (_uvw * this._rightWidth); - uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight; - uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - (_uvh * this._bottomHeight); - this.updateHorizontalVertices(); - this.updateVerticalVertices(); - this.geometry.buffers[0].update(); - this.geometry.buffers[1].update(); - }; - return NineSlicePlane; - })(SimplePlane)); - - /*! - * @pixi/sprite-animated - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/sprite-animated is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics$1 = function(d, b) { - extendStatics$1 = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics$1(d, b); - }; - - function __extends$1(d, b) { - extendStatics$1(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - /** - * An AnimatedSprite is a simple way to display an animation depicted by a list of textures. - * - * ```js - * let alienImages = ["image_sequence_01.png","image_sequence_02.png","image_sequence_03.png","image_sequence_04.png"]; - * let textureArray = []; - * - * for (let i=0; i < 4; i++) - * { - * let texture = PIXI.Texture.from(alienImages[i]); - * textureArray.push(texture); - * }; - * - * let animatedSprite = new PIXI.AnimatedSprite(textureArray); - * ``` - * - * The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet} - * containing the animation definitions: - * - * ```js - * PIXI.Loader.shared.add("assets/spritesheet.json").load(setup); - * - * function setup() { - * let sheet = PIXI.Loader.shared.resources["assets/spritesheet.json"].spritesheet; - * animatedSprite = new PIXI.AnimatedSprite(sheet.animations["image_sequence"]); - * ... - * } - * ``` - * @memberof PIXI - */ - /** @class */ ((function (_super) { - __extends$1(AnimatedSprite, _super); - /** - * @param textures - An array of {@link PIXI.Texture} or frame - * objects that make up the animation. - * @param {boolean} [autoUpdate=true] - Whether to use PIXI.Ticker.shared to auto update animation time. - */ - function AnimatedSprite(textures, autoUpdate) { - if (autoUpdate === void 0) { autoUpdate = true; } - var _this = _super.call(this, textures[0] instanceof Texture ? textures[0] : textures[0].texture) || this; - _this._textures = null; - _this._durations = null; - _this._autoUpdate = autoUpdate; - _this._isConnectedToTicker = false; - _this.animationSpeed = 1; - _this.loop = true; - _this.updateAnchor = false; - _this.onComplete = null; - _this.onFrameChange = null; - _this.onLoop = null; - _this._currentTime = 0; - _this._playing = false; - _this._previousFrame = null; - _this.textures = textures; - return _this; - } - /** Stops the AnimatedSprite. */ - AnimatedSprite.prototype.stop = function () { - if (!this._playing) { - return; - } - this._playing = false; - if (this._autoUpdate && this._isConnectedToTicker) { - Ticker$1.shared.remove(this.update, this); - this._isConnectedToTicker = false; - } - }; - /** Plays the AnimatedSprite. */ - AnimatedSprite.prototype.play = function () { - if (this._playing) { - return; - } - this._playing = true; - if (this._autoUpdate && !this._isConnectedToTicker) { - Ticker$1.shared.add(this.update, this, UPDATE_PRIORITY$1.HIGH); - this._isConnectedToTicker = true; - } - }; - /** - * Stops the AnimatedSprite and goes to a specific frame. - * @param frameNumber - Frame index to stop at. - */ - AnimatedSprite.prototype.gotoAndStop = function (frameNumber) { - this.stop(); - var previousFrame = this.currentFrame; - this._currentTime = frameNumber; - if (previousFrame !== this.currentFrame) { - this.updateTexture(); - } - }; - /** - * Goes to a specific frame and begins playing the AnimatedSprite. - * @param frameNumber - Frame index to start at. - */ - AnimatedSprite.prototype.gotoAndPlay = function (frameNumber) { - var previousFrame = this.currentFrame; - this._currentTime = frameNumber; - if (previousFrame !== this.currentFrame) { - this.updateTexture(); - } - this.play(); - }; - /** - * Updates the object transform for rendering. - * @param deltaTime - Time since last tick. - */ - AnimatedSprite.prototype.update = function (deltaTime) { - if (!this._playing) { - return; - } - var elapsed = this.animationSpeed * deltaTime; - var previousFrame = this.currentFrame; - if (this._durations !== null) { - var lag = this._currentTime % 1 * this._durations[this.currentFrame]; - lag += elapsed / 60 * 1000; - while (lag < 0) { - this._currentTime--; - lag += this._durations[this.currentFrame]; - } - var sign = Math.sign(this.animationSpeed * deltaTime); - this._currentTime = Math.floor(this._currentTime); - while (lag >= this._durations[this.currentFrame]) { - lag -= this._durations[this.currentFrame] * sign; - this._currentTime += sign; - } - this._currentTime += lag / this._durations[this.currentFrame]; - } - else { - this._currentTime += elapsed; - } - if (this._currentTime < 0 && !this.loop) { - this.gotoAndStop(0); - if (this.onComplete) { - this.onComplete(); - } - } - else if (this._currentTime >= this._textures.length && !this.loop) { - this.gotoAndStop(this._textures.length - 1); - if (this.onComplete) { - this.onComplete(); - } - } - else if (previousFrame !== this.currentFrame) { - if (this.loop && this.onLoop) { - if (this.animationSpeed > 0 && this.currentFrame < previousFrame) { - this.onLoop(); - } - else if (this.animationSpeed < 0 && this.currentFrame > previousFrame) { - this.onLoop(); - } - } - this.updateTexture(); - } - }; - /** Updates the displayed texture to match the current frame index. */ - AnimatedSprite.prototype.updateTexture = function () { - var currentFrame = this.currentFrame; - if (this._previousFrame === currentFrame) { - return; - } - this._previousFrame = currentFrame; - this._texture = this._textures[currentFrame]; - this._textureID = -1; - this._textureTrimmedID = -1; - this._cachedTint = 0xFFFFFF; - this.uvs = this._texture._uvs.uvsFloat32; - if (this.updateAnchor) { - this._anchor.copyFrom(this._texture.defaultAnchor); - } - if (this.onFrameChange) { - this.onFrameChange(this.currentFrame); - } - }; - /** - * Stops the AnimatedSprite and destroys it. - * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options - * have been set to that value. - * @param {boolean} [options.children=false] - If set to true, all the children will have their destroy - * method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well. - * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well. - */ - AnimatedSprite.prototype.destroy = function (options) { - this.stop(); - _super.prototype.destroy.call(this, options); - this.onComplete = null; - this.onFrameChange = null; - this.onLoop = null; - }; - /** - * A short hand way of creating an AnimatedSprite from an array of frame ids. - * @param frames - The array of frames ids the AnimatedSprite will use as its texture frames. - * @returns - The new animated sprite with the specified frames. - */ - AnimatedSprite.fromFrames = function (frames) { - var textures = []; - for (var i = 0; i < frames.length; ++i) { - textures.push(Texture.from(frames[i])); - } - return new AnimatedSprite(textures); - }; - /** - * A short hand way of creating an AnimatedSprite from an array of image ids. - * @param images - The array of image urls the AnimatedSprite will use as its texture frames. - * @returns The new animate sprite with the specified images as frames. - */ - AnimatedSprite.fromImages = function (images) { - var textures = []; - for (var i = 0; i < images.length; ++i) { - textures.push(Texture.from(images[i])); - } - return new AnimatedSprite(textures); - }; - Object.defineProperty(AnimatedSprite.prototype, "totalFrames", { - /** - * The total number of frames in the AnimatedSprite. This is the same as number of textures - * assigned to the AnimatedSprite. - * @readonly - * @default 0 - */ - get: function () { - return this._textures.length; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(AnimatedSprite.prototype, "textures", { - /** The array of textures used for this AnimatedSprite. */ - get: function () { - return this._textures; - }, - set: function (value) { - if (value[0] instanceof Texture) { - this._textures = value; - this._durations = null; - } - else { - this._textures = []; - this._durations = []; - for (var i = 0; i < value.length; i++) { - this._textures.push(value[i].texture); - this._durations.push(value[i].time); - } - } - this._previousFrame = null; - this.gotoAndStop(0); - this.updateTexture(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(AnimatedSprite.prototype, "currentFrame", { - /** - * The AnimatedSprites current frame index. - * @readonly - */ - get: function () { - var currentFrame = Math.floor(this._currentTime) % this._textures.length; - if (currentFrame < 0) { - currentFrame += this._textures.length; - } - return currentFrame; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(AnimatedSprite.prototype, "playing", { - /** - * Indicates if the AnimatedSprite is currently playing. - * @readonly - */ - get: function () { - return this._playing; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(AnimatedSprite.prototype, "autoUpdate", { - /** Whether to use PIXI.Ticker.shared to auto update animation time. */ - get: function () { - return this._autoUpdate; - }, - set: function (value) { - if (value !== this._autoUpdate) { - this._autoUpdate = value; - if (!this._autoUpdate && this._isConnectedToTicker) { - Ticker$1.shared.remove(this.update, this); - this._isConnectedToTicker = false; - } - else if (this._autoUpdate && !this._isConnectedToTicker && this._playing) { - Ticker$1.shared.add(this.update, this); - this._isConnectedToTicker = true; - } - } - }, - enumerable: false, - configurable: true - }); - return AnimatedSprite; - })(Sprite)); - - /*! - * pixi.js - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * pixi.js is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - extensions$1.add( - // Install renderer plugins - AccessibilityManager, Extract, InteractionManager, ParticleRenderer, Prepare, BatchRenderer, TilingSpriteRenderer, - // Install loader plugins - BitmapFontLoader, CompressedTextureLoader, DDSLoader, KTXLoader, SpritesheetLoader, - // Install application plugins - TickerPlugin, AppLoaderPlugin); - - var commonjsGlobal$1 = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global$1 !== 'undefined' ? global$1 : typeof self !== 'undefined' ? self : {}; - - function createCommonjsModule$1(fn, module) { - return module = { exports: {} }, fn(module, module.exports), module.exports; - } - - var penner$1 = createCommonjsModule$1(function (module, exports) { - /* - Copyright © 2001 Robert Penner - All rights reserved. - - Redistribution and use in source and binary forms, with or without modification, - are permitted provided that the following conditions are met: - - Redistributions of source code must retain the above copyright notice, this list of - conditions and the following disclaimer. - Redistributions in binary form must reproduce the above copyright notice, this list - of conditions and the following disclaimer in the documentation and/or other materials - provided with the distribution. - - Neither the name of the author nor the names of contributors may be used to endorse - or promote products derived from this software without specific prior written permission. - - THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY - EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF - MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE - COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, - EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE - GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED - AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING - NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED - OF THE POSSIBILITY OF SUCH DAMAGE. - */ - - (function() { - var penner, umd; - - umd = function(factory) { - { - return module.exports = factory; - } - }; - - penner = { - linear: function(t, b, c, d) { - return c * t / d + b; - }, - easeInQuad: function(t, b, c, d) { - return c * (t /= d) * t + b; - }, - easeOutQuad: function(t, b, c, d) { - return -c * (t /= d) * (t - 2) + b; - }, - easeInOutQuad: function(t, b, c, d) { - if ((t /= d / 2) < 1) { - return c / 2 * t * t + b; - } else { - return -c / 2 * ((--t) * (t - 2) - 1) + b; - } - }, - easeInCubic: function(t, b, c, d) { - return c * (t /= d) * t * t + b; - }, - easeOutCubic: function(t, b, c, d) { - return c * ((t = t / d - 1) * t * t + 1) + b; - }, - easeInOutCubic: function(t, b, c, d) { - if ((t /= d / 2) < 1) { - return c / 2 * t * t * t + b; - } else { - return c / 2 * ((t -= 2) * t * t + 2) + b; - } - }, - easeInQuart: function(t, b, c, d) { - return c * (t /= d) * t * t * t + b; - }, - easeOutQuart: function(t, b, c, d) { - return -c * ((t = t / d - 1) * t * t * t - 1) + b; - }, - easeInOutQuart: function(t, b, c, d) { - if ((t /= d / 2) < 1) { - return c / 2 * t * t * t * t + b; - } else { - return -c / 2 * ((t -= 2) * t * t * t - 2) + b; - } - }, - easeInQuint: function(t, b, c, d) { - return c * (t /= d) * t * t * t * t + b; - }, - easeOutQuint: function(t, b, c, d) { - return c * ((t = t / d - 1) * t * t * t * t + 1) + b; - }, - easeInOutQuint: function(t, b, c, d) { - if ((t /= d / 2) < 1) { - return c / 2 * t * t * t * t * t + b; - } else { - return c / 2 * ((t -= 2) * t * t * t * t + 2) + b; - } - }, - easeInSine: function(t, b, c, d) { - return -c * Math.cos(t / d * (Math.PI / 2)) + c + b; - }, - easeOutSine: function(t, b, c, d) { - return c * Math.sin(t / d * (Math.PI / 2)) + b; - }, - easeInOutSine: function(t, b, c, d) { - return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b; - }, - easeInExpo: function(t, b, c, d) { - if (t === 0) { - return b; - } else { - return c * Math.pow(2, 10 * (t / d - 1)) + b; - } - }, - easeOutExpo: function(t, b, c, d) { - if (t === d) { - return b + c; - } else { - return c * (-Math.pow(2, -10 * t / d) + 1) + b; - } - }, - easeInOutExpo: function(t, b, c, d) { - if ((t /= d / 2) < 1) { - return c / 2 * Math.pow(2, 10 * (t - 1)) + b; - } else { - return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b; - } - }, - easeInCirc: function(t, b, c, d) { - return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b; - }, - easeOutCirc: function(t, b, c, d) { - return c * Math.sqrt(1 - (t = t / d - 1) * t) + b; - }, - easeInOutCirc: function(t, b, c, d) { - if ((t /= d / 2) < 1) { - return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b; - } else { - return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b; - } - }, - easeInElastic: function(t, b, c, d) { - var a, p, s; - s = 1.70158; - p = 0; - a = c; - if (t === 0) ; else if ((t /= d) === 1) ; - if (!p) { - p = d * .3; - } - if (a < Math.abs(c)) { - a = c; - s = p / 4; - } else { - s = p / (2 * Math.PI) * Math.asin(c / a); - } - return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b; - }, - easeOutElastic: function(t, b, c, d) { - var a, p, s; - s = 1.70158; - p = 0; - a = c; - if (t === 0) ; else if ((t /= d) === 1) ; - if (!p) { - p = d * .3; - } - if (a < Math.abs(c)) { - a = c; - s = p / 4; - } else { - s = p / (2 * Math.PI) * Math.asin(c / a); - } - return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b; - }, - easeInOutElastic: function(t, b, c, d) { - var a, p, s; - s = 1.70158; - p = 0; - a = c; - if (t === 0) ; else if ((t /= d / 2) === 2) ; - if (!p) { - p = d * (.3 * 1.5); - } - if (a < Math.abs(c)) { - a = c; - s = p / 4; - } else { - s = p / (2 * Math.PI) * Math.asin(c / a); - } - if (t < 1) { - return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b; - } else { - return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b; - } - }, - easeInBack: function(t, b, c, d, s) { - if (s === void 0) { - s = 1.70158; - } - return c * (t /= d) * t * ((s + 1) * t - s) + b; - }, - easeOutBack: function(t, b, c, d, s) { - if (s === void 0) { - s = 1.70158; - } - return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b; - }, - easeInOutBack: function(t, b, c, d, s) { - if (s === void 0) { - s = 1.70158; - } - if ((t /= d / 2) < 1) { - return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b; - } else { - return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b; - } - }, - easeInBounce: function(t, b, c, d) { - var v; - v = penner.easeOutBounce(d - t, 0, c, d); - return c - v + b; - }, - easeOutBounce: function(t, b, c, d) { - if ((t /= d) < 1 / 2.75) { - return c * (7.5625 * t * t) + b; - } else if (t < 2 / 2.75) { - return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b; - } else if (t < 2.5 / 2.75) { - return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b; - } else { - return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b; - } - }, - easeInOutBounce: function(t, b, c, d) { - var v; - if (t < d / 2) { - v = penner.easeInBounce(t * 2, 0, c, d); - return v * .5 + b; - } else { - v = penner.easeOutBounce(t * 2 - d, 0, c, d); - return v * .5 + c * .5 + b; - } - } - }; - - umd(penner); - - }).call(commonjsGlobal$1); - }); - - var eventemitter3 = createCommonjsModule$1(function (module) { - - var has = Object.prototype.hasOwnProperty - , prefix = '~'; - - /** - * Constructor to create a storage for our `EE` objects. - * An `Events` instance is a plain object whose properties are event names. - * - * @constructor - * @private - */ - function Events() {} - - // - // We try to not inherit from `Object.prototype`. In some engines creating an - // instance in this way is faster than calling `Object.create(null)` directly. - // If `Object.create(null)` is not supported we prefix the event names with a - // character to make sure that the built-in object properties are not - // overridden or used as an attack vector. - // - if (Object.create) { - Events.prototype = Object.create(null); - - // - // This hack is needed because the `__proto__` property is still inherited in - // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5. - // - if (!new Events().__proto__) prefix = false; - } - - /** - * Representation of a single event listener. - * - * @param {Function} fn The listener function. - * @param {*} context The context to invoke the listener with. - * @param {Boolean} [once=false] Specify if the listener is a one-time listener. - * @constructor - * @private - */ - function EE(fn, context, once) { - this.fn = fn; - this.context = context; - this.once = once || false; - } - - /** - * Add a listener for a given event. - * - * @param {EventEmitter} emitter Reference to the `EventEmitter` instance. - * @param {(String|Symbol)} event The event name. - * @param {Function} fn The listener function. - * @param {*} context The context to invoke the listener with. - * @param {Boolean} once Specify if the listener is a one-time listener. - * @returns {EventEmitter} - * @private - */ - function addListener(emitter, event, fn, context, once) { - if (typeof fn !== 'function') { - throw new TypeError('The listener must be a function'); - } - - var listener = new EE(fn, context || emitter, once) - , evt = prefix ? prefix + event : event; - - if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++; - else if (!emitter._events[evt].fn) emitter._events[evt].push(listener); - else emitter._events[evt] = [emitter._events[evt], listener]; - - return emitter; - } - - /** - * Clear event by name. - * - * @param {EventEmitter} emitter Reference to the `EventEmitter` instance. - * @param {(String|Symbol)} evt The Event name. - * @private - */ - function clearEvent(emitter, evt) { - if (--emitter._eventsCount === 0) emitter._events = new Events(); - else delete emitter._events[evt]; - } - - /** - * Minimal `EventEmitter` interface that is molded against the Node.js - * `EventEmitter` interface. - * - * @constructor - * @public - */ - function EventEmitter() { - this._events = new Events(); - this._eventsCount = 0; - } - - /** - * Return an array listing the events for which the emitter has registered - * listeners. - * - * @returns {Array} - * @public - */ - EventEmitter.prototype.eventNames = function eventNames() { - var names = [] - , events - , name; - - if (this._eventsCount === 0) return names; - - for (name in (events = this._events)) { - if (has.call(events, name)) names.push(prefix ? name.slice(1) : name); - } - - if (Object.getOwnPropertySymbols) { - return names.concat(Object.getOwnPropertySymbols(events)); - } - - return names; - }; - - /** - * Return the listeners registered for a given event. - * - * @param {(String|Symbol)} event The event name. - * @returns {Array} The registered listeners. - * @public - */ - EventEmitter.prototype.listeners = function listeners(event) { - var evt = prefix ? prefix + event : event - , handlers = this._events[evt]; - - if (!handlers) return []; - if (handlers.fn) return [handlers.fn]; - - for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) { - ee[i] = handlers[i].fn; - } - - return ee; - }; - - /** - * Return the number of listeners listening to a given event. - * - * @param {(String|Symbol)} event The event name. - * @returns {Number} The number of listeners. - * @public - */ - EventEmitter.prototype.listenerCount = function listenerCount(event) { - var evt = prefix ? prefix + event : event - , listeners = this._events[evt]; - - if (!listeners) return 0; - if (listeners.fn) return 1; - return listeners.length; - }; - - /** - * Calls each of the listeners registered for a given event. - * - * @param {(String|Symbol)} event The event name. - * @returns {Boolean} `true` if the event had listeners, else `false`. - * @public - */ - EventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) { - var evt = prefix ? prefix + event : event; - - if (!this._events[evt]) return false; - - var listeners = this._events[evt] - , len = arguments.length - , args - , i; - - if (listeners.fn) { - if (listeners.once) this.removeListener(event, listeners.fn, undefined, true); - - switch (len) { - case 1: return listeners.fn.call(listeners.context), true; - case 2: return listeners.fn.call(listeners.context, a1), true; - case 3: return listeners.fn.call(listeners.context, a1, a2), true; - case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true; - case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true; - case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true; - } - - for (i = 1, args = new Array(len -1); i < len; i++) { - args[i - 1] = arguments[i]; - } - - listeners.fn.apply(listeners.context, args); - } else { - var length = listeners.length - , j; - - for (i = 0; i < length; i++) { - if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true); - - switch (len) { - case 1: listeners[i].fn.call(listeners[i].context); break; - case 2: listeners[i].fn.call(listeners[i].context, a1); break; - case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break; - case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break; - default: - if (!args) for (j = 1, args = new Array(len -1); j < len; j++) { - args[j - 1] = arguments[j]; - } - - listeners[i].fn.apply(listeners[i].context, args); - } - } - } - - return true; - }; - - /** - * Add a listener for a given event. - * - * @param {(String|Symbol)} event The event name. - * @param {Function} fn The listener function. - * @param {*} [context=this] The context to invoke the listener with. - * @returns {EventEmitter} `this`. - * @public - */ - EventEmitter.prototype.on = function on(event, fn, context) { - return addListener(this, event, fn, context, false); - }; - - /** - * Add a one-time listener for a given event. - * - * @param {(String|Symbol)} event The event name. - * @param {Function} fn The listener function. - * @param {*} [context=this] The context to invoke the listener with. - * @returns {EventEmitter} `this`. - * @public - */ - EventEmitter.prototype.once = function once(event, fn, context) { - return addListener(this, event, fn, context, true); - }; - - /** - * Remove the listeners of a given event. - * - * @param {(String|Symbol)} event The event name. - * @param {Function} fn Only remove the listeners that match this function. - * @param {*} context Only remove the listeners that have this context. - * @param {Boolean} once Only remove one-time listeners. - * @returns {EventEmitter} `this`. - * @public - */ - EventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) { - var evt = prefix ? prefix + event : event; - - if (!this._events[evt]) return this; - if (!fn) { - clearEvent(this, evt); - return this; - } - - var listeners = this._events[evt]; - - if (listeners.fn) { - if ( - listeners.fn === fn && - (!once || listeners.once) && - (!context || listeners.context === context) - ) { - clearEvent(this, evt); - } - } else { - for (var i = 0, events = [], length = listeners.length; i < length; i++) { - if ( - listeners[i].fn !== fn || - (once && !listeners[i].once) || - (context && listeners[i].context !== context) - ) { - events.push(listeners[i]); - } - } - - // - // Reset the array, or remove it completely if we have no more listeners. - // - if (events.length) this._events[evt] = events.length === 1 ? events[0] : events; - else clearEvent(this, evt); - } - - return this; - }; - - /** - * Remove all listeners, or those of the specified event. - * - * @param {(String|Symbol)} [event] The event name. - * @returns {EventEmitter} `this`. - * @public - */ - EventEmitter.prototype.removeAllListeners = function removeAllListeners(event) { - var evt; - - if (event) { - evt = prefix ? prefix + event : event; - if (this._events[evt]) clearEvent(this, evt); - } else { - this._events = new Events(); - this._eventsCount = 0; - } - - return this; - }; - - // - // Alias methods names because people roll like that. - // - EventEmitter.prototype.off = EventEmitter.prototype.removeListener; - EventEmitter.prototype.addListener = EventEmitter.prototype.on; - - // - // Expose the prefix. - // - EventEmitter.prefixed = prefix; - - // - // Allow `EventEmitter` to be imported as module namespace. - // - EventEmitter.EventEmitter = EventEmitter; - - // - // Expose the module. - // - { - module.exports = EventEmitter; - } - }); - - /** - * Controls a group of easings added by Ease.add() - * @extends EventEmitter - */ - class Easing extends eventemitter3 - { - /** - * an easing that acts on an element or an array of elements - * @param {(PIXI.DisplayObject|PIXI.DisplayObject[])} element - * @param {object} params - * @param {object} options - * @extends EventEmitter - * @fires EaseElement#complete - * @fires EaseElement#each - * @fires EaseElement#complete - * @fires EaseElement#reverse - * @fires EaseElement#repeat - * @fires EaseElement#wait - * @fires EaseElement#wait-end - */ - constructor(element, params, options) - { - super(); - - /** - * element(s) being eased - * @member {(PIXI.DisplayObject|PIXI.DisplayObject[])} - */ - this.elements = Array.isArray(element) ? element : [element]; - this.eases = []; - this.options = options || {}; - this.time = 0; - for (let param in params) - { - for (let element of this.elements) - { - this.addParam(element, param, params[param]); - } - } - } - - addParam(element, entry, param) - { - let start, to, delta, update, name = entry; - switch (entry) - { - case 'scaleX': - case 'skewX': - name = entry.substr(0, entry.length - 1); - start = element[name].x; - to = param; - delta = param - start; - update = ease => this.updateCoord(ease, name, 'x'); - break - - case 'scaleY': - case 'skewY': - name = entry.substr(0, entry.length - 1); - start = element[name].y; - to = param; - delta = param - start; - update = ease => this.updateCoord(ease, name, 'y'); - break - - case 'tint': - case 'blend': - const colors = Array.isArray(param) ? param : [element.tint, param]; - start = 0; - to = colors.length; - delta = to; - update = (entry === 'tint') ? ease => this.updateTint(ease, colors) : ease => this.updateBlend(ease, colors); - break - - case 'shake': - start = { x: element.x, y: element.y }; - to = param; - update = ease => this.updateShake(ease); - break - - case 'position': - start = { x: element.x, y: element.y }; - to = { x: param.x, y: param.y }; - delta = { x: to.x - start.x, y: to.y - start.y }; - update = ease => this.updatePosition(ease); - break - - case 'skew': - case 'scale': - start = element[entry].x; - to = param; - delta = param - start; - update = ease => this.updatePoint(ease, entry); - break - - case 'face': - start = element.rotation; - to = Easing.shortestAngle(start, Math.atan2(param.y - element.y, param.x - element.x)); - delta = to - start; - update = ease => this.updateOne(ease, 'rotation'); - break - - default: - start = element[entry]; - to = param; - delta = param - start; - update = ease => this.updateOne(ease, entry); - } - this.eases.push({ element, entry, update, start, to, delta }); - } - - /** - * helper function to find closest angle to change between angle start and angle finish (used by face) - * @param {number} start angle - * @param {number} finish angle - * @private - */ - static shortestAngle(start, finish) - { - function mod(a, n) - { - return (a % n + n) % n - } - - const PI_2 = Math.PI * 2; - let diff = Math.abs(start - finish) % PI_2; - diff = diff > Math.PI ? (PI_2 - diff) : diff; - - const simple = finish - start; - const sign = mod((simple + Math.PI), PI_2) - Math.PI > 0 ? 1 : -1; - - return diff * sign - } - - /** - * remove all easings with matching element and params - * @param {PIXI.DisplayObject} [element] if not set, removes all elements in this easing - * @param {(string|string[])} [params] if not set, removes all params for each element - */ - remove(element, params) - { - if (arguments.length === 0) - { - this.eases = []; - } - else - { - if (typeof params === 'string') - { - params = [params]; - } - for (let i = 0; i < this.eases.length; i++) - { - const ease = this.eases[i]; - if ((!element || ease.element === element) && (!params || params.indexOf(ease.entry) !== -1)) - { - this.eases.splice(i, 1); - i--; - } - } - } - if (this.eases.length === 0) - { - return true - } - } - - updateOne(ease, entry) - { - ease.element[entry] = this.options.ease(this.time, ease.start, ease.delta, this.options.duration); - } - - updatePoint(ease, entry) - { - ease.element[entry].x = ease.element[entry].y = this.options.ease(this.time, ease.start, ease.delta, this.options.duration); - } - - updatePosition(ease) - { - ease.element.x = this.options.ease(this.time, ease.start.x, ease.delta.x, this.options.duration); - ease.element.y = this.options.ease(this.time, ease.start.y, ease.delta.y, this.options.duration); - } - - updateCoord(ease, name, coord) - { - ease.element[name][coord] = this.options.ease(this.time, ease.start, ease.delta, this.options.duration); - } - - updateTint(ease, colors) - { - let index = Math.floor(this.options.ease(this.time, ease.start, ease.delta, this.options.duration)); - if (index === colors.length) - { - index = colors.length - 1; - } - ease.element.tint = colors[index]; - } - - updateBlend(ease, colors) - { - const calc = this.options.ease(this.time, ease.start, ease.delta, this.options.duration); - let index = Math.floor(calc); - if (index === colors.length) - { - index = colors.length - 1; - } - let next = index + 1; - if (next === colors.length) - { - next = this.options.reverse ? index - 1 : this.options.repeat ? 0 : index; - } - const percent = calc - index; - const color1 = colors[index]; - const color2 = colors[next]; - const r1 = color1 >> 16; - const g1 = color1 >> 8 & 0x0000ff; - const b1 = color1 & 0x0000ff; - const r2 = color2 >> 16; - const g2 = color2 >> 8 & 0x0000ff; - const b2 = color2 & 0x0000ff; - const percent1 = 1 - percent; - const r = percent1 * r1 + percent * r2; - const g = percent1 * g1 + percent * g2; - const b = percent1 * b1 + percent * b2; - ease.element.tint = r << 16 | g << 8 | b; - } - - updateShake(ease) - { - function random(n) - { - return Math.floor(Math.random() * n) - Math.floor(n / 2) - } - ease.element.x = ease.start.x + random(ease.to); - ease.element.y = ease.start.y + random(ease.to); - } - - complete(ease) - { - if (ease.entry === 'shake') - { - ease.element.x = ease.start.x; - ease.element.y = ease.start.y; - } - } - - reverse(ease) - { - if (ease.entry === 'position') - { - const swapX = ease.to.x; - const swapY = ease.to.y; - ease.to.x = ease.start.x; - ease.to.y = ease.start.y; - ease.start.x = swapX; - ease.start.y = swapY; - ease.delta.x = -ease.delta.x; - ease.delta.y = -ease.delta.y; - } - else - { - const swap = ease.to; - ease.to = ease.start; - ease.start = swap; - ease.delta = -ease.delta; - } - } - - repeat(ease) - { - switch (ease.entry) - { - case 'skewX': - ease.element.skew.x = ease.start; - break - - case 'skewY': - ease.element.skew.y = ease.start; - break - - case 'skew': - ease.element.skew.x = ease.start; - ease.element.skew.y = ease.start; - break - - case 'scaleX': - ease.element.scale.x = ease.start; - break - - case 'scaleY': - ease.element.scale.y = ease.start; - break - - case 'scale': - ease.element.scale.x = ease.start; - ease.element.scale.y = ease.start; - break - - case 'position': - ease.element.x = ease.start.x; - ease.element.y = ease.start.y; - break - - default: - ease.element[ease.entry] = ease.start; - } - } - - update(elapsed) - { - if (this.eases.length === 0) - { - return true - } - if (this.options.wait) - { - this.options.wait -= elapsed; - if (this.options.wait > 0) - { - this.emit('wait', this); - return - } - else - { - elapsed = -this.options.wait; - this.options.wait = 0; - this.emit('wait-end', this); - } - } - this.time += elapsed; - let leftover = 0; - if (this.time >= this.options.duration) - { - leftover = this.time - this.options.duration; - this.time = this.options.duration; - } - for (let i = 0; i < this.eases.length; i++) - { - const ease = this.eases[i]; - if (ease.element._destroyed) - { - this.eases.splice(i, 1); - i--; - } - else - { - ease.update(ease); - } - } - this.emit('each', this); - if (this.time >= this.options.duration) - { - if (this.options.reverse) - { - this.eases.forEach(ease => this.reverse(ease)); - this.time = leftover; - if (leftover) - { - this.eases.forEach(ease => ease.update(ease)); - } - this.emit('reverse', this); - if (!this.options.repeat) - { - this.options.reverse = false; - } - else if (this.options.repeat !== true) - { - this.options.repeat--; - } - } - else if (this.options.repeat) - { - this.eases.forEach(ease => this.repeat(ease)); - this.time = leftover; - if (leftover) - { - this.eases.forEach(ease => ease.update(ease)); - } - if (this.options.repeat !== true) - { - this.options.repeat--; - } - this.emit('repeat', this); - } - else - { - this.eases.forEach(ease => this.complete(ease)); - this.emit('complete', this); - return true - } - } - } - - /** - * number of parameters being eased - * @returns {number} - */ - get count() - { - return this.eases.length - } - } - - /** - * fires when easings are finished - * @event EaseElement#complete - * @type {EaseElement} - */ - - /** - * fires on each loop where there are easings - * @event EaseElement#each - * @type {EaseElement} - */ - - /** - * fires when easings repeats - * @event EaseElement#repeat - * @type {EaseElement} - */ - - /** - * fires when easings reverse - * @event EaseElement#reverse - * @type {EaseElement} - */ - - /** - * fires on each frame while a wait is counting down - * @event EaseElement#wait - * @type {object} - * @property {EaseElement} element - * @property {number} wait - */ - - /** - * fires after a wait expires - * @event EaseElement#wait-end - * @type { EaseElement } - */ - - const easeOptions = { - duration: 1000, - ease: penner$1.easeInOutSine, - maxFrame: 1000 / 60, - ticker: null, - useRAF: true - }; - - /** - * Manages a group of eases - * @extends EventEmitter - * @example - * import * as PIXI from 'pixi.js' - * import { Ease, ease } from 'pixi-ease' - * - * const app = new PIXI.Application() - * const test = app.stage.addChild(new PIXI.Sprite(PIXI.Texture.WHITE)) - * - * const move = ease.add(test, { x: 20, y: 15, alpha: 0.25 }, { reverse: true }) - * move.once('complete', () => console.log('move ease complete.')) - * - * test.generic = 25 - * const generic = ease.add(test, { generic: 0 }, { duration: 1500, ease: 'easeOutQuad' }) - * generic.on('each', () => console.log(test.generic)) - * - * const secondEase = new Ease({ duration: 3000, ease: 'easeInBack' }) - * const test2 = app.stage.addChild(new PIXI.Sprite(PIXI.Texture.WHITE)) - * test2.tint = 0x0000ff - * secondEase.add(test2, { blend: [0xff0000, 0x00ff00], scale: 2 }) - */ - class Ease$2 extends eventemitter3 - { - /** - * @param {object} [options] - * @param {number} [options.duration=1000] default duration if not set - * @param {(string|function)} [options.ease=Penner.easeInOutSine] default ease function if not set (see {@link https://www.npmjs.com/package/penner} for names of easing functions) - * @param {boolean} [option.useRAF=true] attach to a requestAnimationFrame listener - * @param {PIXI.Ticker} [options.ticker] attach to a PIXI.Ticker instead of RAF - * @param {number} [options.maxFrame=1000/60] maximum frame time (set to Infinity to ignore); only used if useTicker = true - * @fires Ease#complete - * @fires Ease#each - */ - constructor(options) - { - super(); - this.options = Object.assign({}, easeOptions, options); - this.easings = []; - this.empty = true; - if (this.options.ticker) - { - this.options.ticker.add(this.update, this); - } - } - - /** - * removes all eases and tickers - */ - destroy() - { - this.removeAll(); - if (this.options.useTicker) - { - this.ticker.remove(this.update, this); - } - else if (this.options.useRAF) - { - cancelAnimationFrame(this.handleRAF); - this.handleRAF = null; - } - } - - /** - * add ease(s) to a PIXI.DisplayObject element - * @param {(PIXI.DisplayObject|PIXI.DisplayObject[])} element - * - * @param {object} params - * @param {number} [params.x] - * @param {number} [params.y] - * @param {(PIXI.DisplayObject|PIXI.Point)} [params.position] changes both x and y - * @param {number} [params.width] - * @param {number} [params.height] - * @param {number} [params.scale] changes both scale.x and scale.y - * @param {number} [params.scaleX] - * @param {number} [params.scaleY] - * @param {number} [params.alpha] - * @param {number} [params.rotation] - * @param {(PIXI.DisplayObject|PIXI.Point)} [params.face] rotate the element to face a DisplayObject using the closest angle - * @param {number} [params.skew] changes both skew.x and skew.y - * @param {number} [params.skewX] - * @param {number} [params.skewY] - * @param {(number|number[])} [params.tint] cycle through colors - if number is provided then it cycles between current tint and number; if number[] is provided is cycles only between tints in the number[] - * @param {(number|number[])} [params.blend] blend between colors - if number is provided then it blends current tint to number; if number[] is provided then it blends between the tints in the number[] - * @param {number} [params.shake] shakes the object by this number (randomly placing the element +/-shake pixels away from starting point) - * @param {number} [params.*] generic number parameter - * - * @param {object} [options] - * @param {number} [options.duration] - * @param {(string|function)} [options.ease] - * @param {(boolean|number)} [options.repeat] - * @param {boolean} [options.reverse] - * @param {number} [options.wait] wait this number of milliseconds before ease starts - * - * @returns {Easing} - */ - add(element, params, options) - { - options = options || {}; - options.duration = typeof options.duration !== 'undefined' ? options.duration : this.options.duration; - options.ease = options.ease || this.options.ease; - if (typeof options.ease === 'string') - { - options.ease = penner$1[options.ease]; - } - const easing = new Easing(element, params, options); - this.easings.push(easing); - if (this.empty && this.options.useRAF) - { - this.handleRAF = requestAnimationFrame(() => this.update()); - this.lastTime = Date.now(); - } - this.empty = false; - return easing - } - - /** - * create an ease that changes position (x, y) of the element by moving to the target at the speed - * NOTE: under the hood this calls add(element, { x, y }, { duration: }) - * @param {PIXI.DisplayObject} element - * @param {(PIXI.DisplayObject|PIXI.Point)} target - * @param {number} speed in pixels / ms - * - * @param {object} [options] - * @param {(string|function)} [options.ease] - * @param {(boolean|number)} [options.repeat] - * @param {boolean} [options.reverse] - * @param {number} [options.wait] wait this number of milliseconds before ease starts - * @param {boolean} [options.removeExisting] removes existing eases on the element of the same type (including x,y/position, skewX,skewY/skew, scaleX,scaleY/scale) - * - * @returns {Easing} - */ - target(element, target, speed, options) - { - const duration = Math.sqrt(Math.pow(element.x - target.x, 2) + Math.pow(element.y - target.y, 2)) / speed; - options = options || {}; - options.duration = duration; - return this.add(element, { x: target.x, y: target.y }, options) - } - - /** - * helper function to add an ease that changes rotation to face the element at the desired target using the speed - * NOTE: under the hood this calls add(element {x, y }, { duration: }) - * @param {PIXI.DisplayObject} element - * @param {(PIXI.DisplayObject|PIXI.Point)} target - * @param {number} speed in radians / ms - * - * @param {object} [options] - * @param {(string|function)} [options.ease] - * @param {(boolean|number)} [options.repeat] - * @param {boolean} [options.reverse] - * @param {number} [options.wait] wait this number of milliseconds before ease starts - * - * @returns {Easing} - */ - face(element, target, speed, options) - { - const shortestAngle = Easing.shortestAngle(element.rotation, Math.atan2(target.y - element.y, target.x - element.x)); - const duration = Math.abs(shortestAngle - element.rotation) / speed; - options = options || {}; - options.duration = duration; - return this.add(element, { rotation: shortestAngle }, options) - } - - /** - * removes one or more eases from a DisplayObject - * WARNING: 'complete' events will not fire for these removals - * @param {PIXI.DisplayObject} element - * @param {(string|string[])} [param] omit to remove all easings for an element - */ - removeEase(element, param) - { - for (let i = 0; i < this.easings.length; i++) - { - if (this.easings[i].remove(element, param)) - { - this.easings.splice(i, 1); - i--; - } - } - if (this.easings.length === 0) - { - this.empty = true; - if (this.options.useRAF && this.handleRAF) - { - cancelAnimationFrame(this.handleRAF); - this.handleRAF = null; - } - } - } - - /** - * remove all easings - * WARNING: 'complete' events will not fire for these removals - */ - removeAll() - { - this.easings = []; - this.empty = true; - if (this.options.useRAF && this.handleRAF) - { - cancelAnimationFrame(this.handleRAF); - this.handleRAF = null; - } - } - - /** - * update frame; this is called automatically if options.useTicker !== false - * @param {number} elapsed time in ms since last frame - */ - update(elapsed) - { - if (this.options.useTicker) - { - elapsed = this.ticker.elapsedMS; - } - else if (this.options.useRAF) - { - const now = Date.now(); - elapsed = now - this.lastTime; - this.lastTime = now; - } - elapsed = Math.min(elapsed, this.options.maxFrame); - if (!this.empty) - { - const list = this.easings.slice(0); - for (let easing of list) - { - if (easing.update(elapsed)) - { - this.easings.splice(this.easings.indexOf(easing), 1); - } - } - this.emit('each', this); - if (this.easings.length === 0) - { - this.empty = true; - this.emit('complete', this); - } - } - if (this.options.useRAF && this.easings.length) - { - this.handleRAF = requestAnimationFrame(() => this.update()); - } - else - { - this.handleRAF = null; - } - } - - /** - * number of easings - * @type {number} - */ - get count() - { - return this.easings.length - } - - /** - * number of active easings across all elements - * @returns {number} - */ - countRunning() - { - let count = 0; - for (let entry of this.easings) - { - count += entry.count; - } - return count - } - - /** - * default duration for eases.add() (only applies to newly added eases) - * @type {number} - */ - set duration(duration) - { - this.options.duration = duration; - } - get duration() - { - return this.options.duration - } - - /** - * default ease for eases.add() (only applies to newly added eases) - * @type {(string|Function)} - */ - set ease(ease) - { - this.options.ease = ease; - } - get ease() - { - return this.options.ease - } - } - - // manages the ids used to define the DisplayObject ease variable (enabled multiple eases attached to the same object) - Ease$2.id = 0; - - /** - * default instantiated Ease class - * @type {Ease} - */ - let ease$1 = new Ease$2(); - - Ease$2.ease = ease$1; - - var alea$1 = {exports: {}}; - - (function (module) { - // A port of an algorithm by Johannes Baagøe , 2010 - // http://baagoe.com/en/RandomMusings/javascript/ - // https://github.com/nquinlan/better-random-numbers-for-javascript-mirror - // Original work is under MIT license - - - // Copyright (C) 2010 by Johannes Baagøe - // - // Permission is hereby granted, free of charge, to any person obtaining a copy - // of this software and associated documentation files (the "Software"), to deal - // in the Software without restriction, including without limitation the rights - // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - // copies of the Software, and to permit persons to whom the Software is - // furnished to do so, subject to the following conditions: - // - // The above copyright notice and this permission notice shall be included in - // all copies or substantial portions of the Software. - // - // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN - // THE SOFTWARE. - - - - (function(global, module, define) { - - function Alea(seed) { - var me = this, mash = Mash(); - - me.next = function() { - var t = 2091639 * me.s0 + me.c * 2.3283064365386963e-10; // 2^-32 - me.s0 = me.s1; - me.s1 = me.s2; - return me.s2 = t - (me.c = t | 0); - }; - - // Apply the seeding algorithm from Baagoe. - me.c = 1; - me.s0 = mash(' '); - me.s1 = mash(' '); - me.s2 = mash(' '); - me.s0 -= mash(seed); - if (me.s0 < 0) { me.s0 += 1; } - me.s1 -= mash(seed); - if (me.s1 < 0) { me.s1 += 1; } - me.s2 -= mash(seed); - if (me.s2 < 0) { me.s2 += 1; } - mash = null; - } - - function copy(f, t) { - t.c = f.c; - t.s0 = f.s0; - t.s1 = f.s1; - t.s2 = f.s2; - return t; - } - - function impl(seed, opts) { - var xg = new Alea(seed), - state = opts && opts.state, - prng = xg.next; - prng.int32 = function() { return (xg.next() * 0x100000000) | 0; }; - prng.double = function() { - return prng() + (prng() * 0x200000 | 0) * 1.1102230246251565e-16; // 2^-53 - }; - prng.quick = prng; - if (state) { - if (typeof(state) == 'object') copy(state, xg); - prng.state = function() { return copy(xg, {}); }; - } - return prng; - } - - function Mash() { - var n = 0xefc8249d; - - var mash = function(data) { - data = String(data); - for (var i = 0; i < data.length; i++) { - n += data.charCodeAt(i); - var h = 0.02519603282416938 * n; - n = h >>> 0; - h -= n; - h *= n; - n = h >>> 0; - h -= n; - n += h * 0x100000000; // 2^32 - } - return (n >>> 0) * 2.3283064365386963e-10; // 2^-32 - }; - - return mash; - } - - - if (module && module.exports) { - module.exports = impl; - } else if (define && define.amd) { - define(function() { return impl; }); - } else { - this.alea = impl; - } - - })( - commonjsGlobal$3, - module, // present in node.js - (typeof undefined) == 'function' // present with an AMD loader - ); - } (alea$1)); - - var xor128$1 = {exports: {}}; - - (function (module) { - // A Javascript implementaion of the "xor128" prng algorithm by - // George Marsaglia. See http://www.jstatsoft.org/v08/i14/paper - - (function(global, module, define) { - - function XorGen(seed) { - var me = this, strseed = ''; - - me.x = 0; - me.y = 0; - me.z = 0; - me.w = 0; - - // Set up generator function. - me.next = function() { - var t = me.x ^ (me.x << 11); - me.x = me.y; - me.y = me.z; - me.z = me.w; - return me.w ^= (me.w >>> 19) ^ t ^ (t >>> 8); - }; - - if (seed === (seed | 0)) { - // Integer seed. - me.x = seed; - } else { - // String seed. - strseed += seed; - } - - // Mix in string seed, then discard an initial batch of 64 values. - for (var k = 0; k < strseed.length + 64; k++) { - me.x ^= strseed.charCodeAt(k) | 0; - me.next(); - } - } - - function copy(f, t) { - t.x = f.x; - t.y = f.y; - t.z = f.z; - t.w = f.w; - return t; - } - - function impl(seed, opts) { - var xg = new XorGen(seed), - state = opts && opts.state, - prng = function() { return (xg.next() >>> 0) / 0x100000000; }; - prng.double = function() { - do { - var top = xg.next() >>> 11, - bot = (xg.next() >>> 0) / 0x100000000, - result = (top + bot) / (1 << 21); - } while (result === 0); - return result; - }; - prng.int32 = xg.next; - prng.quick = prng; - if (state) { - if (typeof(state) == 'object') copy(state, xg); - prng.state = function() { return copy(xg, {}); }; - } - return prng; - } - - if (module && module.exports) { - module.exports = impl; - } else if (define && define.amd) { - define(function() { return impl; }); - } else { - this.xor128 = impl; - } - - })( - commonjsGlobal$3, - module, // present in node.js - (typeof undefined) == 'function' // present with an AMD loader - ); - } (xor128$1)); - - var xorwow$1 = {exports: {}}; - - (function (module) { - // A Javascript implementaion of the "xorwow" prng algorithm by - // George Marsaglia. See http://www.jstatsoft.org/v08/i14/paper - - (function(global, module, define) { - - function XorGen(seed) { - var me = this, strseed = ''; - - // Set up generator function. - me.next = function() { - var t = (me.x ^ (me.x >>> 2)); - me.x = me.y; me.y = me.z; me.z = me.w; me.w = me.v; - return (me.d = (me.d + 362437 | 0)) + - (me.v = (me.v ^ (me.v << 4)) ^ (t ^ (t << 1))) | 0; - }; - - me.x = 0; - me.y = 0; - me.z = 0; - me.w = 0; - me.v = 0; - - if (seed === (seed | 0)) { - // Integer seed. - me.x = seed; - } else { - // String seed. - strseed += seed; - } - - // Mix in string seed, then discard an initial batch of 64 values. - for (var k = 0; k < strseed.length + 64; k++) { - me.x ^= strseed.charCodeAt(k) | 0; - if (k == strseed.length) { - me.d = me.x << 10 ^ me.x >>> 4; - } - me.next(); - } - } - - function copy(f, t) { - t.x = f.x; - t.y = f.y; - t.z = f.z; - t.w = f.w; - t.v = f.v; - t.d = f.d; - return t; - } - - function impl(seed, opts) { - var xg = new XorGen(seed), - state = opts && opts.state, - prng = function() { return (xg.next() >>> 0) / 0x100000000; }; - prng.double = function() { - do { - var top = xg.next() >>> 11, - bot = (xg.next() >>> 0) / 0x100000000, - result = (top + bot) / (1 << 21); - } while (result === 0); - return result; - }; - prng.int32 = xg.next; - prng.quick = prng; - if (state) { - if (typeof(state) == 'object') copy(state, xg); - prng.state = function() { return copy(xg, {}); }; - } - return prng; - } - - if (module && module.exports) { - module.exports = impl; - } else if (define && define.amd) { - define(function() { return impl; }); - } else { - this.xorwow = impl; - } - - })( - commonjsGlobal$3, - module, // present in node.js - (typeof undefined) == 'function' // present with an AMD loader - ); - } (xorwow$1)); - - var xorshift7$1 = {exports: {}}; - - (function (module) { - // A Javascript implementaion of the "xorshift7" algorithm by - // François Panneton and Pierre L'ecuyer: - // "On the Xorgshift Random Number Generators" - // http://saluc.engr.uconn.edu/refs/crypto/rng/panneton05onthexorshift.pdf - - (function(global, module, define) { - - function XorGen(seed) { - var me = this; - - // Set up generator function. - me.next = function() { - // Update xor generator. - var X = me.x, i = me.i, t, v; - t = X[i]; t ^= (t >>> 7); v = t ^ (t << 24); - t = X[(i + 1) & 7]; v ^= t ^ (t >>> 10); - t = X[(i + 3) & 7]; v ^= t ^ (t >>> 3); - t = X[(i + 4) & 7]; v ^= t ^ (t << 7); - t = X[(i + 7) & 7]; t = t ^ (t << 13); v ^= t ^ (t << 9); - X[i] = v; - me.i = (i + 1) & 7; - return v; - }; - - function init(me, seed) { - var j, X = []; - - if (seed === (seed | 0)) { - // Seed state array using a 32-bit integer. - X[0] = seed; - } else { - // Seed state using a string. - seed = '' + seed; - for (j = 0; j < seed.length; ++j) { - X[j & 7] = (X[j & 7] << 15) ^ - (seed.charCodeAt(j) + X[(j + 1) & 7] << 13); - } - } - // Enforce an array length of 8, not all zeroes. - while (X.length < 8) X.push(0); - for (j = 0; j < 8 && X[j] === 0; ++j); - if (j == 8) X[7] = -1; else X[j]; - - me.x = X; - me.i = 0; - - // Discard an initial 256 values. - for (j = 256; j > 0; --j) { - me.next(); - } - } - - init(me, seed); - } - - function copy(f, t) { - t.x = f.x.slice(); - t.i = f.i; - return t; - } - - function impl(seed, opts) { - if (seed == null) seed = +(new Date); - var xg = new XorGen(seed), - state = opts && opts.state, - prng = function() { return (xg.next() >>> 0) / 0x100000000; }; - prng.double = function() { - do { - var top = xg.next() >>> 11, - bot = (xg.next() >>> 0) / 0x100000000, - result = (top + bot) / (1 << 21); - } while (result === 0); - return result; - }; - prng.int32 = xg.next; - prng.quick = prng; - if (state) { - if (state.x) copy(state, xg); - prng.state = function() { return copy(xg, {}); }; - } - return prng; - } - - if (module && module.exports) { - module.exports = impl; - } else if (define && define.amd) { - define(function() { return impl; }); - } else { - this.xorshift7 = impl; - } - - })( - commonjsGlobal$3, - module, // present in node.js - (typeof undefined) == 'function' // present with an AMD loader - ); - } (xorshift7$1)); - - var xor4096$1 = {exports: {}}; - - (function (module) { - // A Javascript implementaion of Richard Brent's Xorgens xor4096 algorithm. - // - // This fast non-cryptographic random number generator is designed for - // use in Monte-Carlo algorithms. It combines a long-period xorshift - // generator with a Weyl generator, and it passes all common batteries - // of stasticial tests for randomness while consuming only a few nanoseconds - // for each prng generated. For background on the generator, see Brent's - // paper: "Some long-period random number generators using shifts and xors." - // http://arxiv.org/pdf/1004.3115v1.pdf - // - // Usage: - // - // var xor4096 = require('xor4096'); - // random = xor4096(1); // Seed with int32 or string. - // assert.equal(random(), 0.1520436450538547); // (0, 1) range, 53 bits. - // assert.equal(random.int32(), 1806534897); // signed int32, 32 bits. - // - // For nonzero numeric keys, this impelementation provides a sequence - // identical to that by Brent's xorgens 3 implementaion in C. This - // implementation also provides for initalizing the generator with - // string seeds, or for saving and restoring the state of the generator. - // - // On Chrome, this prng benchmarks about 2.1 times slower than - // Javascript's built-in Math.random(). - - (function(global, module, define) { - - function XorGen(seed) { - var me = this; - - // Set up generator function. - me.next = function() { - var w = me.w, - X = me.X, i = me.i, t, v; - // Update Weyl generator. - me.w = w = (w + 0x61c88647) | 0; - // Update xor generator. - v = X[(i + 34) & 127]; - t = X[i = ((i + 1) & 127)]; - v ^= v << 13; - t ^= t << 17; - v ^= v >>> 15; - t ^= t >>> 12; - // Update Xor generator array state. - v = X[i] = v ^ t; - me.i = i; - // Result is the combination. - return (v + (w ^ (w >>> 16))) | 0; - }; - - function init(me, seed) { - var t, v, i, j, w, X = [], limit = 128; - if (seed === (seed | 0)) { - // Numeric seeds initialize v, which is used to generates X. - v = seed; - seed = null; - } else { - // String seeds are mixed into v and X one character at a time. - seed = seed + '\0'; - v = 0; - limit = Math.max(limit, seed.length); - } - // Initialize circular array and weyl value. - for (i = 0, j = -32; j < limit; ++j) { - // Put the unicode characters into the array, and shuffle them. - if (seed) v ^= seed.charCodeAt((j + 32) % seed.length); - // After 32 shuffles, take v as the starting w value. - if (j === 0) w = v; - v ^= v << 10; - v ^= v >>> 15; - v ^= v << 4; - v ^= v >>> 13; - if (j >= 0) { - w = (w + 0x61c88647) | 0; // Weyl. - t = (X[j & 127] ^= (v + w)); // Combine xor and weyl to init array. - i = (0 == t) ? i + 1 : 0; // Count zeroes. - } - } - // We have detected all zeroes; make the key nonzero. - if (i >= 128) { - X[(seed && seed.length || 0) & 127] = -1; - } - // Run the generator 512 times to further mix the state before using it. - // Factoring this as a function slows the main generator, so it is just - // unrolled here. The weyl generator is not advanced while warming up. - i = 127; - for (j = 4 * 128; j > 0; --j) { - v = X[(i + 34) & 127]; - t = X[i = ((i + 1) & 127)]; - v ^= v << 13; - t ^= t << 17; - v ^= v >>> 15; - t ^= t >>> 12; - X[i] = v ^ t; - } - // Storing state as object members is faster than using closure variables. - me.w = w; - me.X = X; - me.i = i; - } - - init(me, seed); - } - - function copy(f, t) { - t.i = f.i; - t.w = f.w; - t.X = f.X.slice(); - return t; - } - function impl(seed, opts) { - if (seed == null) seed = +(new Date); - var xg = new XorGen(seed), - state = opts && opts.state, - prng = function() { return (xg.next() >>> 0) / 0x100000000; }; - prng.double = function() { - do { - var top = xg.next() >>> 11, - bot = (xg.next() >>> 0) / 0x100000000, - result = (top + bot) / (1 << 21); - } while (result === 0); - return result; - }; - prng.int32 = xg.next; - prng.quick = prng; - if (state) { - if (state.X) copy(state, xg); - prng.state = function() { return copy(xg, {}); }; - } - return prng; - } - - if (module && module.exports) { - module.exports = impl; - } else if (define && define.amd) { - define(function() { return impl; }); - } else { - this.xor4096 = impl; - } - - })( - commonjsGlobal$3, // window object or global - module, // present in node.js - (typeof undefined) == 'function' // present with an AMD loader - ); - } (xor4096$1)); - - var tychei$1 = {exports: {}}; - - (function (module) { - // A Javascript implementaion of the "Tyche-i" prng algorithm by - // Samuel Neves and Filipe Araujo. - // See https://eden.dei.uc.pt/~sneves/pubs/2011-snfa2.pdf - - (function(global, module, define) { - - function XorGen(seed) { - var me = this, strseed = ''; - - // Set up generator function. - me.next = function() { - var b = me.b, c = me.c, d = me.d, a = me.a; - b = (b << 25) ^ (b >>> 7) ^ c; - c = (c - d) | 0; - d = (d << 24) ^ (d >>> 8) ^ a; - a = (a - b) | 0; - me.b = b = (b << 20) ^ (b >>> 12) ^ c; - me.c = c = (c - d) | 0; - me.d = (d << 16) ^ (c >>> 16) ^ a; - return me.a = (a - b) | 0; - }; - - /* The following is non-inverted tyche, which has better internal - * bit diffusion, but which is about 25% slower than tyche-i in JS. - me.next = function() { - var a = me.a, b = me.b, c = me.c, d = me.d; - a = (me.a + me.b | 0) >>> 0; - d = me.d ^ a; d = d << 16 ^ d >>> 16; - c = me.c + d | 0; - b = me.b ^ c; b = b << 12 ^ d >>> 20; - me.a = a = a + b | 0; - d = d ^ a; me.d = d = d << 8 ^ d >>> 24; - me.c = c = c + d | 0; - b = b ^ c; - return me.b = (b << 7 ^ b >>> 25); - } - */ - - me.a = 0; - me.b = 0; - me.c = 2654435769 | 0; - me.d = 1367130551; - - if (seed === Math.floor(seed)) { - // Integer seed. - me.a = (seed / 0x100000000) | 0; - me.b = seed | 0; - } else { - // String seed. - strseed += seed; - } - - // Mix in string seed, then discard an initial batch of 64 values. - for (var k = 0; k < strseed.length + 20; k++) { - me.b ^= strseed.charCodeAt(k) | 0; - me.next(); - } - } - - function copy(f, t) { - t.a = f.a; - t.b = f.b; - t.c = f.c; - t.d = f.d; - return t; - } - function impl(seed, opts) { - var xg = new XorGen(seed), - state = opts && opts.state, - prng = function() { return (xg.next() >>> 0) / 0x100000000; }; - prng.double = function() { - do { - var top = xg.next() >>> 11, - bot = (xg.next() >>> 0) / 0x100000000, - result = (top + bot) / (1 << 21); - } while (result === 0); - return result; - }; - prng.int32 = xg.next; - prng.quick = prng; - if (state) { - if (typeof(state) == 'object') copy(state, xg); - prng.state = function() { return copy(xg, {}); }; - } - return prng; - } - - if (module && module.exports) { - module.exports = impl; - } else if (define && define.amd) { - define(function() { return impl; }); - } else { - this.tychei = impl; - } - - })( - commonjsGlobal$3, - module, // present in node.js - (typeof undefined) == 'function' // present with an AMD loader - ); - } (tychei$1)); - - var seedrandom$2 = {exports: {}}; - - var empty = {}; - - var empty$1 = /*#__PURE__*/Object.freeze({ - __proto__: null, - 'default': empty - }); - - var require$$0 = /*@__PURE__*/getAugmentedNamespace(empty$1); - - /* - Copyright 2019 David Bau. - - Permission is hereby granted, free of charge, to any person obtaining - a copy of this software and associated documentation files (the - "Software"), to deal in the Software without restriction, including - without limitation the rights to use, copy, modify, merge, publish, - distribute, sublicense, and/or sell copies of the Software, and to - permit persons to whom the Software is furnished to do so, subject to - the following conditions: - - The above copyright notice and this permission notice shall be - included in all copies or substantial portions of the Software. - - THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, - EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF - MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. - IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY - CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, - TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE - SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - - */ - - (function (module) { - (function (global, pool, math) { - // - // The following constants are related to IEEE 754 limits. - // - - var width = 256, // each RC4 output is 0 <= x < 256 - chunks = 6, // at least six RC4 outputs for each double - digits = 52, // there are 52 significant digits in a double - rngname = 'random', // rngname: name for Math.random and Math.seedrandom - startdenom = math.pow(width, chunks), - significance = math.pow(2, digits), - overflow = significance * 2, - mask = width - 1, - nodecrypto; // node.js crypto module, initialized at the bottom. - - // - // seedrandom() - // This is the seedrandom function described above. - // - function seedrandom(seed, options, callback) { - var key = []; - options = (options == true) ? { entropy: true } : (options || {}); - - // Flatten the seed string or build one from local entropy if needed. - var shortseed = mixkey(flatten( - options.entropy ? [seed, tostring(pool)] : - (seed == null) ? autoseed() : seed, 3), key); - - // Use the seed to initialize an ARC4 generator. - var arc4 = new ARC4(key); - - // This function returns a random double in [0, 1) that contains - // randomness in every bit of the mantissa of the IEEE 754 value. - var prng = function() { - var n = arc4.g(chunks), // Start with a numerator n < 2 ^ 48 - d = startdenom, // and denominator d = 2 ^ 48. - x = 0; // and no 'extra last byte'. - while (n < significance) { // Fill up all significant digits by - n = (n + x) * width; // shifting numerator and - d *= width; // denominator and generating a - x = arc4.g(1); // new least-significant-byte. - } - while (n >= overflow) { // To avoid rounding up, before adding - n /= 2; // last byte, shift everything - d /= 2; // right using integer math until - x >>>= 1; // we have exactly the desired bits. - } - return (n + x) / d; // Form the number within [0, 1). - }; - - prng.int32 = function() { return arc4.g(4) | 0; }; - prng.quick = function() { return arc4.g(4) / 0x100000000; }; - prng.double = prng; - - // Mix the randomness into accumulated entropy. - mixkey(tostring(arc4.S), pool); - - // Calling convention: what to return as a function of prng, seed, is_math. - return (options.pass || callback || - function(prng, seed, is_math_call, state) { - if (state) { - // Load the arc4 state from the given state if it has an S array. - if (state.S) { copy(state, arc4); } - // Only provide the .state method if requested via options.state. - prng.state = function() { return copy(arc4, {}); }; - } - - // If called as a method of Math (Math.seedrandom()), mutate - // Math.random because that is how seedrandom.js has worked since v1.0. - if (is_math_call) { math[rngname] = prng; return seed; } - - // Otherwise, it is a newer calling convention, so return the - // prng directly. - else return prng; - })( - prng, - shortseed, - 'global' in options ? options.global : (this == math), - options.state); - } - - // - // ARC4 - // - // An ARC4 implementation. The constructor takes a key in the form of - // an array of at most (width) integers that should be 0 <= x < (width). - // - // The g(count) method returns a pseudorandom integer that concatenates - // the next (count) outputs from ARC4. Its return value is a number x - // that is in the range 0 <= x < (width ^ count). - // - function ARC4(key) { - var t, keylen = key.length, - me = this, i = 0, j = me.i = me.j = 0, s = me.S = []; - - // The empty key [] is treated as [0]. - if (!keylen) { key = [keylen++]; } - - // Set up S using the standard key scheduling algorithm. - while (i < width) { - s[i] = i++; - } - for (i = 0; i < width; i++) { - s[i] = s[j = mask & (j + key[i % keylen] + (t = s[i]))]; - s[j] = t; - } - - // The "g" method returns the next (count) outputs as one number. - (me.g = function(count) { - // Using instance members instead of closure state nearly doubles speed. - var t, r = 0, - i = me.i, j = me.j, s = me.S; - while (count--) { - t = s[i = mask & (i + 1)]; - r = r * width + s[mask & ((s[i] = s[j = mask & (j + t)]) + (s[j] = t))]; - } - me.i = i; me.j = j; - return r; - // For robust unpredictability, the function call below automatically - // discards an initial batch of values. This is called RC4-drop[256]. - // See http://google.com/search?q=rsa+fluhrer+response&btnI - })(width); - } - - // - // copy() - // Copies internal state of ARC4 to or from a plain object. - // - function copy(f, t) { - t.i = f.i; - t.j = f.j; - t.S = f.S.slice(); - return t; - } - // - // flatten() - // Converts an object tree to nested arrays of strings. - // - function flatten(obj, depth) { - var result = [], typ = (typeof obj), prop; - if (depth && typ == 'object') { - for (prop in obj) { - try { result.push(flatten(obj[prop], depth - 1)); } catch (e) {} - } - } - return (result.length ? result : typ == 'string' ? obj : obj + '\0'); - } - - // - // mixkey() - // Mixes a string seed into a key that is an array of integers, and - // returns a shortened string seed that is equivalent to the result key. - // - function mixkey(seed, key) { - var stringseed = seed + '', smear, j = 0; - while (j < stringseed.length) { - key[mask & j] = - mask & ((smear ^= key[mask & j] * 19) + stringseed.charCodeAt(j++)); - } - return tostring(key); - } - - // - // autoseed() - // Returns an object for autoseeding, using window.crypto and Node crypto - // module if available. - // - function autoseed() { - try { - var out; - if (nodecrypto && (out = nodecrypto.randomBytes)) { - // The use of 'out' to remember randomBytes makes tight minified code. - out = out(width); - } else { - out = new Uint8Array(width); - (global.crypto || global.msCrypto).getRandomValues(out); - } - return tostring(out); - } catch (e) { - var browser = global.navigator, - plugins = browser && browser.plugins; - return [+new Date, global, plugins, global.screen, tostring(pool)]; - } - } - - // - // tostring() - // Converts an array of charcodes to a string - // - function tostring(a) { - return String.fromCharCode.apply(0, a); - } - - // - // When seedrandom.js is loaded, we immediately mix a few bits - // from the built-in RNG into the entropy pool. Because we do - // not want to interfere with deterministic PRNG state later, - // seedrandom will not call math.random on its own again after - // initialization. - // - mixkey(math.random(), pool); - - // - // Nodejs and AMD support: export the implementation as a module using - // either convention. - // - if (module.exports) { - module.exports = seedrandom; - // When in node.js, try using crypto package for autoseeding. - try { - nodecrypto = require$$0; - } catch (ex) {} - } else { - // When included as a plain script, set up Math.seedrandom global. - math['seed' + rngname] = seedrandom; - } - - - // End anonymous scope, and pass initial values. - })( - // global: `self` in browsers (including strict mode and web workers), - // otherwise `this` in Node and other environments - (typeof self !== 'undefined') ? self : commonjsGlobal$3, - [], // pool: entropy pool starts empty - Math // math: package containing random, pow, and seedrandom - ); - } (seedrandom$2)); - - // A library of seedable RNGs implemented in Javascript. - // - // Usage: - // - // var seedrandom = require('seedrandom'); - // var random = seedrandom(1); // or any seed. - // var x = random(); // 0 <= x < 1. Every bit is random. - // var x = random.quick(); // 0 <= x < 1. 32 bits of randomness. - - // alea, a 53-bit multiply-with-carry generator by Johannes Baagøe. - // Period: ~2^116 - // Reported to pass all BigCrush tests. - var alea = alea$1.exports; - - // xor128, a pure xor-shift generator by George Marsaglia. - // Period: 2^128-1. - // Reported to fail: MatrixRank and LinearComp. - var xor128 = xor128$1.exports; - - // xorwow, George Marsaglia's 160-bit xor-shift combined plus weyl. - // Period: 2^192-2^32 - // Reported to fail: CollisionOver, SimpPoker, and LinearComp. - var xorwow = xorwow$1.exports; - - // xorshift7, by François Panneton and Pierre L'ecuyer, takes - // a different approach: it adds robustness by allowing more shifts - // than Marsaglia's original three. It is a 7-shift generator - // with 256 bits, that passes BigCrush with no systmatic failures. - // Period 2^256-1. - // No systematic BigCrush failures reported. - var xorshift7 = xorshift7$1.exports; - - // xor4096, by Richard Brent, is a 4096-bit xor-shift with a - // very long period that also adds a Weyl generator. It also passes - // BigCrush with no systematic failures. Its long period may - // be useful if you have many generators and need to avoid - // collisions. - // Period: 2^4128-2^32. - // No systematic BigCrush failures reported. - var xor4096 = xor4096$1.exports; - - // Tyche-i, by Samuel Neves and Filipe Araujo, is a bit-shifting random - // number generator derived from ChaCha, a modern stream cipher. - // https://eden.dei.uc.pt/~sneves/pubs/2011-snfa2.pdf - // Period: ~2^127 - // No systematic BigCrush failures reported. - var tychei = tychei$1.exports; - - // The original ARC4-based prng included in this library. - // Period: ~2^1600 - var sr = seedrandom$2.exports; - - sr.alea = alea; - sr.xor128 = xor128; - sr.xorwow = xorwow; - sr.xorshift7 = xorshift7; - sr.xor4096 = xor4096; - sr.tychei = tychei; - - var seedrandom$1 = sr; - - var _createClass$6 = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); - - function _toConsumableArray(arr) { if (Array.isArray(arr)) { for (var i = 0, arr2 = Array(arr.length); i < arr.length; i++) { arr2[i] = arr[i]; } return arr2; } else { return Array.from(arr); } } - - function _classCallCheck$6(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } - - // yy-random - // by David Figatner - // MIT license - // copyright YOPEY YOPEY LLC 2016-17 - // https://github.com/davidfig/random - - var seedrandom = seedrandom$1; - - var Random = function () { - function Random() { - _classCallCheck$6(this, Random); - - this.generator = Math.random; - } - - /** - * generates a seeded number - * @param {number} seed - * @param {object} [options] - * @param {string} [PRNG="alea"] - name of algorithm, see https://github.com/davidbau/seedrandom - * @param {(boolean|string)} [state] - can include the state returned from save() - */ - - - _createClass$6(Random, [{ - key: 'seed', - value: function seed(_seed, options) { - options = options || {}; - this.generator = seedrandom[options.PRNG || 'alea'](_seed, { state: options.state }); - this.options = options; - } - - /** - * saves the state of the random generator - * can only be used after Random.seed() is called with options.state = true - * @returns {number} state - */ - - }, { - key: 'save', - value: function save() { - if (this.generator !== Math.random) { - return this.generator.state(); - } - } - - /** - * restores the state of the random generator - * @param {number} state - */ - - }, { - key: 'restore', - value: function restore(state) { - this.generator = seedrandom[this.options.PRNG || 'alea']('', { state: state }); - } - - /** - * changes the generator to use the old Math.sin-based random function - * based on : http://stackoverflow.com/questions/521295/javascript-random-seeds - * (deprecated) Use only for compatibility purposes - * @param {number} seed - */ - - }, { - key: 'seedOld', - value: function seedOld(seed) { - this.generator = function () { - var x = Math.sin(seed++) * 10000; - return x - Math.floor(x); - }; - } - - /** - * create a separate random generator using the seed - * @param {number} seed - * @return {object} - */ - - }, { - key: 'separateSeed', - value: function separateSeed(seed) { - var random = new Random(); - random.seed(seed); - return random; - } - - /** - * resets the random number this.generator to Math.random() - */ - - }, { - key: 'reset', - value: function reset() { - this.generator = Math.random; - } - - /** - * returns a random number using the this.generator between [0, ceiling - 1] - * @param {number} ceiling - * @param {boolean} [useFloat=false] - * @return {number} - */ - - }, { - key: 'get', - value: function get(ceiling, useFloat) { - var negative = ceiling < 0 ? -1 : 1; - ceiling *= negative; - var result = void 0; - if (useFloat) { - result = this.generator() * ceiling; - } else { - result = Math.floor(this.generator() * ceiling); - } - return result * negative; - } - - /** - * returns a random integer between 0 - Number.MAX_SAFE_INTEGER - * @return {number} - */ - - }, { - key: 'getHuge', - value: function getHuge() { - return this.get(Number.MAX_SAFE_INTEGER); - } - - /** - * random number [middle - range, middle + range] - * @param {number} middle - * @param {number} delta - * @param {boolean} [useFloat=false] - * @return {number} - */ - - }, { - key: 'middle', - value: function middle(_middle, delta, useFloat) { - var half = delta / 2; - return this.range(_middle - half, _middle + half, useFloat); - } - - /** - * random number [start, end] - * @param {number} start - * @param {number} end - * @param {boolean} [useFloat=false] if true, then range is (start, end)--i.e., not inclusive to start and end - * @return {number} - */ - - }, { - key: 'range', - value: function range(start, end, useFloat) { - // case where there is no range - if (end === start) { - return end; - } - - if (useFloat) { - return this.get(end - start, true) + start; - } else { - var range = void 0; - if (start < 0 && end > 0) { - range = -start + end + 1; - } else if (start === 0 && end > 0) { - range = end + 1; - } else if (start < 0 && end === 0) { - range = start - 1; - start = 1; - } else if (start < 0 && end < 0) { - range = end - start - 1; - } else { - range = end - start + 1; - } - return Math.floor(this.generator() * range) + start; - } - } - - /** - * an array of random numbers between [start, end] - * @param {number} start - * @param {number} end - * @param {number} count - * @param {boolean} [useFloat=false] - * @return {number[]} - */ - - }, { - key: 'rangeMultiple', - value: function rangeMultiple(start, end, count, useFloat) { - var array = []; - for (var i = 0; i < count; i++) { - array.push(this.range(start, end, useFloat)); - } - return array; - } - - /** - * an array of random numbers between [middle - range, middle + range] - * @param {number} middle - * @param {number} range - * @param {number} count - * @param {boolean} [useFloat=false] - * @return {number[]} - */ - - }, { - key: 'middleMultiple', - value: function middleMultiple(middle, range, count, useFloat) { - var array = []; - for (var i = 0; i < count; i++) { - array.push(middle(middle, range, useFloat)); - } - return array; - } - - /** - * @param {number} [chance=0.5] - * returns random sign (either +1 or -1) - * @return {number} - */ - - }, { - key: 'sign', - value: function sign(chance) { - chance = chance || 0.5; - return this.generator() < chance ? 1 : -1; - } - - /** - * tells you whether a random chance was achieved - * @param {number} [percent=0.5] - * @return {boolean} - */ - - }, { - key: 'chance', - value: function chance(percent) { - return this.generator() < (percent || 0.5); - } - - /** - * returns a random angle in radians [0 - 2 * Math.PI) - */ - - }, { - key: 'angle', - value: function angle() { - return this.get(Math.PI * 2, true); - } - - /** - * Shuffle array (either in place or copied) - * from http://stackoverflow.com/questions/2450954/how-to-randomize-shuffle-a-javascript-array - * @param {Array} array - * @param {boolean} [copy=false] whether to shuffle in place (default) or return a new shuffled array - * @return {Array} a shuffled array - */ - - }, { - key: 'shuffle', - value: function shuffle(array, copy) { - if (copy) { - array = array.slice(); - } - if (array.length === 0) { - return array; - } - - var currentIndex = array.length, - temporaryValue = void 0, - randomIndex = void 0; - - // While there remain elements to shuffle... - while (0 !== currentIndex) { - // Pick a remaining element... - randomIndex = this.get(currentIndex); - currentIndex -= 1; - - // And swap it with the current element. - temporaryValue = array[currentIndex]; - array[currentIndex] = array[randomIndex]; - array[randomIndex] = temporaryValue; - } - return array; - } - - /** - * picks a random element from an array - * @param {Array} array - * @return {*} - */ - - }, { - key: 'pick', - value: function pick(array, remove) { - if (!remove) { - return array[this.get(array.length)]; - } else { - var pick = this.get(array.length); - var temp = array[pick]; - array.splice(pick, 1); - return temp; - } - } - - /** - * select a random collection of elements from an array - * @param {Array} array - * @param {number} count - * @param {Array} array of selected items - */ - - }, { - key: 'select', - value: function select(array, count) { - var select = [].concat(_toConsumableArray(array)); - var selected = []; - for (var i = 0; i < count; i++) { - var index = this.get(select.length); - selected.push.apply(selected, _toConsumableArray(select.splice(index, 1))); - } - return selected; - } - - /** - * returns a random property from an object - * from http://stackoverflow.com/questions/2532218/pick-random-property-from-a-javascript-object - * @param {object} obj - * @return {*} - */ - - }, { - key: 'property', - value: function property(obj) { - var result; - var count = 0; - for (var prop in obj) { - if (this.chance(1 / ++count)) { - result = prop; - } - } - return result; - } - - /** - * creates a random set where each entry is a value between [min, max] - * @param {number} min - * @param {number} max - * @param {number} amount of numbers in set - * @param {number[]} - */ - - }, { - key: 'set', - value: function set(min, max, amount) { - var set = [], - all = [], - i; - for (i = min; i < max; i++) { - all.push(i); - } - - for (i = 0; i < amount; i++) { - var found = this.get(all.length); - set.push(all[found]); - all.splice(found, 1); - } - return set; - } - - /** - * returns a set of numbers with a randomly even distribution (i.e., no overlapping and filling the space) - * @param {number} start position - * @param {number} end position - * @param {number} count of non-start/end points - * @param {boolean} [includeStart=false] includes start point (count++) - * @param {boolean} [includeEnd=false] includes end point (count++) - * @param {boolean} [useFloat=false] - * @param {number[]} - */ - - }, { - key: 'distribution', - value: function distribution(start, end, count, includeStart, includeEnd, useFloat) { - var interval = Math.floor((end - start) / count); - var halfInterval = interval / 2; - var quarterInterval = interval / 4; - var set = []; - if (includeStart) { - set.push(start); - } - for (var i = 0; i < count; i++) { - set.push(start + i * interval + halfInterval + this.range(-quarterInterval, quarterInterval, useFloat)); - } - if (includeEnd) { - set.push(end); - } - return set; - } - - /** - * returns a random number based on weighted probability between [min, max] - * from http://stackoverflow.com/questions/22656126/javascript-random-number-with-weighted-probability - * @param {number} min value - * @param {number} max value - * @param {number} target for average value - * @param {number} stddev - standard deviation - */ - - }, { - key: 'weightedProbabilityInt', - value: function weightedProbabilityInt(min, max, target, stddev) { - function normRand() { - var x1 = void 0, - x2 = void 0, - rad = void 0; - do { - x1 = 2 * this.get(1, true) - 1; - x2 = 2 * this.get(1, true) - 1; - rad = x1 * x1 + x2 * x2; - } while (rad >= 1 || rad === 0); - var c = Math.sqrt(-2 * Math.log(rad) / rad); - return x1 * c; - } - - stddev = stddev || 1; - if (Math.random() < 0.81546) { - while (true) { - var sample = normRand() * stddev + target; - if (sample >= min && sample <= max) { - return sample; - } - } - } else { - return this.range(min, max); - } - } - - /** - * returns a random number within a circle with a normal distribution - * from https://stackoverflow.com/a/5838055/1955997 - * @param {number} x - * @param {number} y - * @param {number} radius - * @param {bool} [float] - * @returns {number[]} [x, y] - */ - - }, { - key: 'circle', - value: function circle(x, y, radius, float) { - var t = this.angle(); - var u = this.get(1, true) + this.get(1, true); - var r = u > 1 ? 2 - u : u; - if (float) { - return [x + r * Math.cos(t) * radius, y + r * Math.sin(t) * radius]; - } else { - return [Math.round(x + r * Math.cos(t) * radius), Math.round(y + r * Math.sin(t) * radius)]; - } - } - - /* - * returns a random hex color (0 - 0xffffff) - * @return {number} - */ - - }, { - key: 'color', - value: function color() { - return this.get(0xffffff); - } - }]); - - return Random; - }(); - - var yyRandom = new Random(); - - // yy-counter - // In-browser counter to watch changeable values like counters or FPS - // David Figatner - // (c) YOPEY YOPEY LLC 2017 - // MIT License - // https://github.com/davidfig/counter - - var counter = class Counter - { - /** - * @param {object} [options] - * @param {string} [options.side=rightbottom] side to place the panel (combination of right/left and bottom/top) - * @param {number} [options.padding=7px] - * @param {string} [options.color=white] - * @param {string} [options.background=rgba(0,0,0,0.5)] - * @param {*} {options.xxx} where xxx is a CSS style for the div - */ - constructor(options) - { - options = options || {}; - options.side = options.side || 'rightbottom'; - options.side.toLowerCase(); - options.padding = options.padding || '7px'; - options.color = options.color || 'white'; - options.background = options.background || 'rgba(0,0,0,0.5)'; - this.div = document.createElement('div'); - Counter.findParent(options.side).appendChild(this.div); - for (let style in options) - { - if (style !== 'parent' && style !== 'side') - { - this.div.style[style] = options[style]; - } - } - } - - /** - * find the parent div for one of the corners - * @param {string} [options.side] side to place the panel (combination of right/left and bottom/top) - * @return {HTMLElement} - */ - static findParent(side) - { - const styles = []; - let name = 'yy-counter-'; - if (side.indexOf('left') !== -1) - { - name += 'left-'; - styles['left'] = 0; - } - else - { - name += 'right-'; - styles['right'] = 0; - } - if (side.indexOf('top') !== -1) - { - name += 'top'; - styles['top'] = 0; - } - else - { - name += 'bottom'; - styles['bottom'] = 0; - } - const test = document.getElementById(name); - if (test) - { - return test - } - const container = document.createElement('div'); - container.id = name; - container.style.overflow = 'hidden'; - container.style.position = 'fixed'; - container.style.zIndex = 10000; - container.style.pointerEvents = 'none'; - container.style.userSelect = 'none'; - for (let style in styles) - { - container.style[style] = styles[style]; - } - document.body.appendChild(container); - return container - } - - /** - * replaces the innerHTML of the console - * @param {string|number} text1 - * @param {string|number} [text2] - * @param {string|number} [...textn] any number of arguments - */ - log() - { - let s = ''; - for (let arg of arguments) - { - s += '
                                                                        ' + arg + '
                                                                        '; - } - this.div.innerHTML = s; - } - - /** - * appends to the innerHTML of the console - * @param {string|number} text1 - * @param {string|number} [text2] - * @param {string|number} [...textn] any number of arguments - */ - append() - { - let s = this.div.innerHTML; - for (let arg of arguments) - { - s += '
                                                                        ' + arg + '
                                                                        '; - } - this.div.innerHTML = s; - } - }; - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - - var __assign = function() { - __assign = Object.assign || function __assign(t) { - for (var s, i = 1, n = arguments.length; i < n; i++) { - s = arguments[i]; - for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p]; - } - return t; - }; - return __assign.apply(this, arguments); - }; - - var defaultFPSOptions = { - meter: true, - side: 'bottom-right', - FPS: 60, - tolerance: 1, - meterWidth: 100, - meterHeight: 25, - meterLineHeight: 4, - styles: { - 'background': 'rgba(0, 0, 0, 0.5)', - 'color': 'white', - }, - stylesFPS: { - 'padding': '0.1em 0.5em', - }, - text: ' FPS', - colorGreen: '#00ff00', - colorOrange: '#ffa500', - colorRed: '#ff0000', - zIndex: 1000, - }; - var FPS = /** @class */ (function () { - /** - * @param [options] - * @param [options.meter=true] - include a meter with the FPS - * @param [options.side=bottom-right] - include any combination of left/right and top/bottom - * @param [options.FPS=60] - desired FPS - * @param [options.tolerance=1] - minimum tolerance for fluctuations in FPS number - * @param [options.meterWidth=100] - width of meter div - * @param [options.meterHeight=25] - height of meter div - * @param [options.meterLineHeight=4] - height of meter line - * @param [options.styles] - CSS styles to apply to the div (in javascript format) - * @param [options.stylesFPS] - CSS styles to apply to the FPS text (in javascript format) - * @param [options.stylesMeter] - CSS styles to apply to the FPS meter (in javascript format) - * @param [options.text=" FPS"] - change the text to the right of the FPS - * @param [options.colorGreen=#ffa500] green (good) color on meter - * @param [options.colorRed = #ff0000] red (bad) color on meter - * @param [options.zIndex = 1000] zIndex to assign to div - */ - function FPS(options) { - if (options === void 0) { options = {}; } - this.lastTime = 0; - this.frameNumber = 0; - this.lastFPS = 0; - this.options = __assign(__assign({}, defaultFPSOptions), options); - this.div = document.createElement('div'); - this.findParent(this.options.side || 'bottom-right').appendChild(this.div); - this.style(this.div, this.options.styles); - this.createDivFPS(); - if (this.options.meter) { - this.createDivMeter(); - } - } - Object.defineProperty(FPS.prototype, "fps", { - /** desired FPS */ - get: function () { - return this.options.FPS; - }, - set: function (value) { - this.options.FPS = value; - }, - enumerable: false, - configurable: true - }); - /** remove meter from DOM */ - FPS.prototype.remove = function () { - this.div.remove(); - }; - Object.defineProperty(FPS.prototype, "meter", { - /** meter (the FPS graph) is on or off */ - get: function () { - return this.options.meter; - }, - set: function (value) { - if (value) { - this.createDivMeter(); - } - else if (this.meterCanvas) { - this.meterCanvas.style.display = 'none'; - } - }, - enumerable: false, - configurable: true - }); - FPS.prototype.style = function (div, style) { - for (var entry in style) { - div.style[entry] = style[entry]; - } - }; - FPS.prototype.createDivFPS = function () { - var divFPS = document.createElement('div'); - this.style(divFPS, this.options.stylesFPS); - this.div.appendChild(divFPS); - this.fpsSpan = document.createElement('span'); - divFPS.appendChild(this.fpsSpan); - var span = document.createElement('span'); - divFPS.appendChild(span); - span.innerText = this.options.text; - }; - FPS.prototype.createDivMeter = function () { - if (!this.meterCanvas) { - this.meterCanvas = document.createElement('canvas'); - this.div.appendChild(this.meterCanvas); - this.meterCanvas.width = this.options.meterWidth; - this.meterCanvas.height = this.options.meterHeight; - this.meterCanvas.style.width = this.options.meterWidth + 'px'; - this.meterCanvas.style.height = this.options.meterHeight + 'px'; - this.style(this.meterCanvas, this.options.stylesMeter); - this.meterContext = this.meterCanvas.getContext('2d'); - } - else { - this.meterCanvas.style.display = 'block'; - } - }; - /** call this at the end of the frame to calculate FPS */ - FPS.prototype.frame = function () { - this.frameNumber++; - var currentTime = performance.now() - this.lastTime; - // skip large differences to remove garbage - if (currentTime > 500) { - if (this.lastTime !== 0) { - this.lastFPS = Math.floor(this.frameNumber / (currentTime / 1000)); - if (this.lastFPS > this.options.FPS || - (this.lastFPS >= this.options.FPS - this.options.tolerance && - this.lastFPS <= this.options.FPS + this.options.tolerance)) { - this.lastFPS = this.options.FPS; - } - } - this.lastTime = performance.now(); - this.frameNumber = 0; - } - this.fpsSpan.innerText = this.lastFPS === 0 ? '--' : this.lastFPS + ''; - if (this.options.meter && this.lastFPS !== 0) { - this.meterUpdate(this.lastFPS / this.options.FPS); - } - }; - /** - * From https://github.com/bgrins/TinyColor#readme - * Mix two RGP colors - * @param color1 - first color - * @param color2 - second color - * @param percent - percent to mix - */ - FPS.prototype.mix = function (color1, color2, percent) { - var rgb = function (color) { - return { - r: parseInt(color.substr(1, 2), 16), - g: parseInt(color.substr(3, 2), 16), - b: parseInt(color.substr(5, 2), 16), - }; - }; - var digit2 = function (n) { - n = Math.floor(n); - if (n.toString().length === 1) { - return '0' + n.toString(16); - } - else { - return n.toString(16); - } - }; - var rgb1 = rgb(color1); - var rgb2 = rgb(color2); - var r = digit2(rgb1.r * percent + rgb2.r * (1 - percent)); - var g = digit2(rgb1.g * percent + rgb2.g * (1 - percent)); - var b = digit2(rgb1.b * percent + rgb2.b * (1 - percent)); - return "#" + r + g + b; - }; - FPS.prototype.meterUpdate = function (percent) { - var data = this.meterContext.getImageData(0, 0, this.meterCanvas.width, this.meterCanvas.height); - this.meterContext.putImageData(data, -1, 0); - this.meterContext.clearRect(this.meterCanvas.width - 1, 0, 1, this.meterCanvas.height); - if (percent <= 0.5) { - this.meterContext.fillStyle = this.mix(this.options.colorRed, this.options.colorOrange, 1 - percent * 2); - } - else { - this.meterContext.fillStyle = this.mix(this.options.colorGreen, this.options.colorOrange, (percent - 0.5) * 2); - } - var height = (this.meterCanvas.height - this.options.meterLineHeight) * (1 - percent); - this.meterContext.fillRect(this.meterCanvas.width - 1, height, 1, this.options.meterLineHeight); - }; - /** - * find the parent div for one of the corners - * @param side side to place the panel (combination of right/left and bottom/top) - * @return {HTMLElement} - */ - FPS.prototype.findParent = function (side) { - var styles = []; - var name = 'yy-counter-'; - if (side.indexOf('left') !== -1) { - name += 'left-'; - styles['left'] = 0; - } - else { - name += 'right-'; - styles['right'] = 0; - } - if (side.indexOf('top') !== -1) { - name += 'top'; - styles['top'] = 0; - } - else { - name += 'bottom'; - styles['bottom'] = 0; - } - var test = document.getElementById(name); - if (test) { - return test; - } - var container = document.createElement('div'); - container.id = name; - container.style.overflow = 'hidden'; - container.style.position = 'fixed'; - container.style.zIndex = this.options.zIndex.toString(); - container.style.pointerEvents = 'none'; - container.style.userSelect = 'none'; - for (var style in styles) { - container.style[style] = styles[style]; - } - document.body.appendChild(container); - return container; - }; - return FPS; - }()); - - const defaultOptions = { - threshold: 10, - clicked: true, - mouse: true, - touch: 1, - doubleClicked: false, - doubleClickedTime: 300, - longClicked: false, - longClickedTime: 500, - capture: false, - clickDown: false - }; - function clicked(element, callback, options) { - return new Clicked(element, callback, options); - } - class Clicked { - constructor(element, callback, options) { - if (typeof element === 'string') { - element = document.querySelector(element); - if (!element) { - console.warn(`Unknown element: document.querySelector(${element}) in clicked()`); - return; - } - } - this.element = element; - this.callback = callback; - this.options = Object.assign(Object.assign({}, defaultOptions), options); - this.createListeners(); - } - createListeners() { - this.events = { - mousedown: (e) => this.mousedown(e), - mouseup: (e) => this.mouseup(e), - mousemove: (e) => this.mousemove(e), - touchstart: (e) => this.touchstart(e), - touchmove: (e) => this.touchmove(e), - touchcancel: () => this.cancel(), - touchend: (e) => this.touchend(e) - }; - this.element.addEventListener('mousedown', this.events.mousedown, { capture: this.options.capture }); - this.element.addEventListener('mouseup', this.events.mouseup, { capture: this.options.capture }); - this.element.addEventListener('mousemove', this.events.mousemove, { capture: this.options.capture }); - this.element.addEventListener('touchstart', this.events.touchstart, { passive: true, capture: this.options.capture }); - this.element.addEventListener('touchmove', this.events.touchmove, { passive: true, capture: this.options.capture }); - this.element.addEventListener('touchcancel', this.events.touchcancel, { capture: this.options.capture }); - this.element.addEventListener('touchend', this.events.touchend, { capture: this.options.capture }); - } - destroy() { - this.element.removeEventListener('mousedown', this.events.mousedown); - this.element.removeEventListener('mouseup', this.events.mouseup); - this.element.removeEventListener('mousemove', this.events.mousemove); - this.element.removeEventListener('touchstart', this.events.touchstart); - this.element.removeEventListener('touchmove', this.events.touchmove); - this.element.removeEventListener('touchcancel', this.events.touchcancel); - this.element.removeEventListener('touchend', this.events.touchend); - } - touchstart(e) { - if (this.options.touch) { - if (this.down === true) { - this.cancel(); - } - else { - if (this.options.touch === true || e.touches.length <= this.options.touch) { - this.handleDown(e, e.changedTouches[0].screenX, e.changedTouches[0].screenY); - } - } - } - } - pastThreshold(x, y) { - return Math.abs(this.lastX - x) > this.options.threshold || Math.abs(this.lastY - y) > this.options.threshold; - } - touchmove(e) { - if (this.down) { - if (e.touches.length !== 1) { - this.cancel(); - } - else { - const x = e.changedTouches[0].screenX; - const y = e.changedTouches[0].screenY; - if (this.pastThreshold(x, y)) { - this.cancel(); - } - } - } - } - cancel() { - this.down = false; - if (this.doubleClickedTimeout) { - clearTimeout(this.doubleClickedTimeout); - this.doubleClickedTimeout = null; - } - if (this.longClickedTimeout) { - clearTimeout(this.longClickedTimeout); - this.longClickedTimeout = null; - } - } - touchend(e) { - if (this.down) { - e.preventDefault(); - this.handleClicks(e); - } - } - handleClicks(e) { - if (this.options.doubleClicked) { - this.doubleClickedTimeout = this.setTimeout(() => this.doubleClickedCancel(e), this.options.doubleClickedTime); - } - else if (this.options.clicked) { - this.callback({ event: e, type: 'clicked' }); - } - if (this.longClickedTimeout) { - clearTimeout(this.longClickedTimeout); - this.longClickedTimeout = null; - } - this.down = false; - } - handleDown(e, x, y) { - if (this.doubleClickedTimeout) { - if (this.pastThreshold(x, y)) { - if (this.options.clicked) { - this.callback({ event: e, type: 'clicked' }); - } - this.cancel(); - } - else { - this.callback({ event: e, type: 'double-clicked' }); - this.cancel(); - } - } - else { - this.lastX = x; - this.lastY = y; - this.down = true; - if (this.options.longClicked) { - this.longClickedTimeout = this.setTimeout(() => this.longClicked(e), this.options.longClickedTime); - } - if (this.options.clickDown) { - this.callback({ event: e, type: 'click-down' }); - } - } - } - longClicked(e) { - this.longClickedTimeout = null; - this.down = false; - this.callback({ event: e, type: 'long-clicked' }); - } - doubleClickedCancel(e) { - this.doubleClickedTimeout = null; - if (this.options.clicked) { - this.callback({ event: e, type: 'clicked' }); - } - } - checkMouseButtons(e) { - if (this.options.mouse === false) { - return false; - } - else if (this.options.mouse === true) { - return true; - } - else if (e.button === 0) { - return this.options.mouse.indexOf('left') !== -1; - } - else if (e.button === 1) { - return this.options.mouse.indexOf('middle') !== -1; - } - else if (e.button === 2) { - return this.options.mouse.indexOf('right') !== -1; - } - } - mousedown(e) { - if (this.checkMouseButtons(e)) { - if (this.down === true) { - this.down = false; - } - else { - this.handleDown(e, e.screenX, e.screenY); - } - } - } - mousemove(e) { - if (this.down) { - const x = e.screenX; - const y = e.screenY; - if (this.pastThreshold(x, y)) { - this.cancel(); - } - } - } - mouseup(e) { - if (this.down) { - e.preventDefault(); - this.handleClicks(e); - } - } - setTimeout(callback, time) { - return setTimeout(callback, time); - } - } - - var penner = {exports: {}}; - - (function (module, exports) { - /* - Copyright © 2001 Robert Penner - All rights reserved. - - Redistribution and use in source and binary forms, with or without modification, - are permitted provided that the following conditions are met: - - Redistributions of source code must retain the above copyright notice, this list of - conditions and the following disclaimer. - Redistributions in binary form must reproduce the above copyright notice, this list - of conditions and the following disclaimer in the documentation and/or other materials - provided with the distribution. - - Neither the name of the author nor the names of contributors may be used to endorse - or promote products derived from this software without specific prior written permission. - - THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY - EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF - MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE - COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, - EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE - GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED - AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING - NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED - OF THE POSSIBILITY OF SUCH DAMAGE. - */ - - (function() { - var penner, umd; - - umd = function(factory) { - { - return module.exports = factory; - } - }; - - penner = { - linear: function(t, b, c, d) { - return c * t / d + b; - }, - easeInQuad: function(t, b, c, d) { - return c * (t /= d) * t + b; - }, - easeOutQuad: function(t, b, c, d) { - return -c * (t /= d) * (t - 2) + b; - }, - easeInOutQuad: function(t, b, c, d) { - if ((t /= d / 2) < 1) { - return c / 2 * t * t + b; - } else { - return -c / 2 * ((--t) * (t - 2) - 1) + b; - } - }, - easeInCubic: function(t, b, c, d) { - return c * (t /= d) * t * t + b; - }, - easeOutCubic: function(t, b, c, d) { - return c * ((t = t / d - 1) * t * t + 1) + b; - }, - easeInOutCubic: function(t, b, c, d) { - if ((t /= d / 2) < 1) { - return c / 2 * t * t * t + b; - } else { - return c / 2 * ((t -= 2) * t * t + 2) + b; - } - }, - easeInQuart: function(t, b, c, d) { - return c * (t /= d) * t * t * t + b; - }, - easeOutQuart: function(t, b, c, d) { - return -c * ((t = t / d - 1) * t * t * t - 1) + b; - }, - easeInOutQuart: function(t, b, c, d) { - if ((t /= d / 2) < 1) { - return c / 2 * t * t * t * t + b; - } else { - return -c / 2 * ((t -= 2) * t * t * t - 2) + b; - } - }, - easeInQuint: function(t, b, c, d) { - return c * (t /= d) * t * t * t * t + b; - }, - easeOutQuint: function(t, b, c, d) { - return c * ((t = t / d - 1) * t * t * t * t + 1) + b; - }, - easeInOutQuint: function(t, b, c, d) { - if ((t /= d / 2) < 1) { - return c / 2 * t * t * t * t * t + b; - } else { - return c / 2 * ((t -= 2) * t * t * t * t + 2) + b; - } - }, - easeInSine: function(t, b, c, d) { - return -c * Math.cos(t / d * (Math.PI / 2)) + c + b; - }, - easeOutSine: function(t, b, c, d) { - return c * Math.sin(t / d * (Math.PI / 2)) + b; - }, - easeInOutSine: function(t, b, c, d) { - return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b; - }, - easeInExpo: function(t, b, c, d) { - if (t === 0) { - return b; - } else { - return c * Math.pow(2, 10 * (t / d - 1)) + b; - } - }, - easeOutExpo: function(t, b, c, d) { - if (t === d) { - return b + c; - } else { - return c * (-Math.pow(2, -10 * t / d) + 1) + b; - } - }, - easeInOutExpo: function(t, b, c, d) { - if ((t /= d / 2) < 1) { - return c / 2 * Math.pow(2, 10 * (t - 1)) + b; - } else { - return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b; - } - }, - easeInCirc: function(t, b, c, d) { - return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b; - }, - easeOutCirc: function(t, b, c, d) { - return c * Math.sqrt(1 - (t = t / d - 1) * t) + b; - }, - easeInOutCirc: function(t, b, c, d) { - if ((t /= d / 2) < 1) { - return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b; - } else { - return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b; - } - }, - easeInElastic: function(t, b, c, d) { - var a, p, s; - s = 1.70158; - p = 0; - a = c; - if (t === 0) ; else if ((t /= d) === 1) ; - if (!p) { - p = d * .3; - } - if (a < Math.abs(c)) { - a = c; - s = p / 4; - } else { - s = p / (2 * Math.PI) * Math.asin(c / a); - } - return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b; - }, - easeOutElastic: function(t, b, c, d) { - var a, p, s; - s = 1.70158; - p = 0; - a = c; - if (t === 0) ; else if ((t /= d) === 1) ; - if (!p) { - p = d * .3; - } - if (a < Math.abs(c)) { - a = c; - s = p / 4; - } else { - s = p / (2 * Math.PI) * Math.asin(c / a); - } - return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b; - }, - easeInOutElastic: function(t, b, c, d) { - var a, p, s; - s = 1.70158; - p = 0; - a = c; - if (t === 0) ; else if ((t /= d / 2) === 2) ; - if (!p) { - p = d * (.3 * 1.5); - } - if (a < Math.abs(c)) { - a = c; - s = p / 4; - } else { - s = p / (2 * Math.PI) * Math.asin(c / a); - } - if (t < 1) { - return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b; - } else { - return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b; - } - }, - easeInBack: function(t, b, c, d, s) { - if (s === void 0) { - s = 1.70158; - } - return c * (t /= d) * t * ((s + 1) * t - s) + b; - }, - easeOutBack: function(t, b, c, d, s) { - if (s === void 0) { - s = 1.70158; - } - return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b; - }, - easeInOutBack: function(t, b, c, d, s) { - if (s === void 0) { - s = 1.70158; - } - if ((t /= d / 2) < 1) { - return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b; - } else { - return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b; - } - }, - easeInBounce: function(t, b, c, d) { - var v; - v = penner.easeOutBounce(d - t, 0, c, d); - return c - v + b; - }, - easeOutBounce: function(t, b, c, d) { - if ((t /= d) < 1 / 2.75) { - return c * (7.5625 * t * t) + b; - } else if (t < 2 / 2.75) { - return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b; - } else if (t < 2.5 / 2.75) { - return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b; - } else { - return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b; - } - }, - easeInOutBounce: function(t, b, c, d) { - var v; - if (t < d / 2) { - v = penner.easeInBounce(t * 2, 0, c, d); - return v * .5 + b; - } else { - v = penner.easeOutBounce(t * 2 - d, 0, c, d); - return v * .5 + c * .5 + b; - } - } - }; - - umd(penner); - - }).call(commonjsGlobal$3); - } (penner)); - - var _createClass$5 = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); - - function _classCallCheck$5(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } - - /** - * create number entry - * @private - * @param {string} entry - * @param {number} start - * @param {number} to - * @param {string} [units] - */ - var number = function () { - function Number(element, entry, start, to, units) { - _classCallCheck$5(this, Number); - - this.element = element; - this.entry = entry; - this.to = to; - this.start = start; - this.delta = to - start; - this.units = units || ''; - } - - _createClass$5(Number, [{ - key: 'update', - value: function update(percent) { - this.element.style[this.entry] = this.start + this.delta * percent + this.units; - } - }, { - key: 'reverse', - value: function reverse() { - var swap = this.to; - this.to = this.start; - this.start = swap; - this.delta = -this.delta; - } - }]); - - return Number; - }(); - - var _createClass$4 = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); - - function _classCallCheck$4(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } - - var color = function () { - function Color(element, style, colors, interval) { - _classCallCheck$4(this, Color); - - this.element = element; - this.style = style; - if (Array.isArray(colors)) { - this.colors = colors; - } else { - this.colors = [colors]; - } - this.colors.push(element.style[style]); - this.interval = interval; - } - - _createClass$4(Color, [{ - key: "update", - value: function update(percent, time) { - var elementStyle = this.element.style; - var style = this.style; - var colors = this.colors; - var i = Math.floor(time / this.interval); - var color = colors[i]; - if (elementStyle[style] !== color) { - elementStyle[style] = colors[i]; - } - } - }, { - key: "reverse", - value: function reverse() { - var reverse = []; - var colors = this.colors; - for (var color in colors) { - reverse.unshift(colors[color]); - } - reverse.push(reverse.shift()); - this.colors = reverse; - } - }]); - - return Color; - }(); - - var _createClass$3 = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); - - function _classCallCheck$3(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } - - var transform = function () { - function Transform(element, entry, to) { - _classCallCheck$3(this, Transform); - - this.element = element; - this.transforms = []; - var transform = element.style.transform; - var inside = void 0, - name = '', - values = void 0; - for (var i = 0, _i = transform.length; i < _i; i++) { - var letter = transform[i]; - if (inside) { - if (letter === ')') { - inside = false; - this.transforms.push({ name: name, values: values }); - name = ''; - } else { - values += letter; - } - } else { - if (letter === '(') { - values = ''; - inside = true; - } else if (letter !== ' ') { - name += letter; - } - } - } - this.add(entry, to); - } - - _createClass$3(Transform, [{ - key: 'add', - value: function add(entry, to) { - var _iteratorNormalCompletion = true; - var _didIteratorError = false; - var _iteratorError = undefined; - - try { - for (var _iterator = this.transforms[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true) { - var _transform = _step.value; - - if (_transform.name === entry) { - _transform.start = parseFloat(_transform.values); - _transform.to = to; - _transform.delta = _transform.to - _transform.start; - return; - } - } - } catch (err) { - _didIteratorError = true; - _iteratorError = err; - } finally { - try { - if (!_iteratorNormalCompletion && _iterator.return) { - _iterator.return(); - } - } finally { - if (_didIteratorError) { - throw _iteratorError; - } - } - } - - this.transforms.push({ name: entry, start: 1, to: to, delta: to - 1 }); - } - }, { - key: 'update', - value: function update(percent) { - var _iteratorNormalCompletion2 = true; - var _didIteratorError2 = false; - var _iteratorError2 = undefined; - - try { - for (var _iterator2 = this.transforms[Symbol.iterator](), _step2; !(_iteratorNormalCompletion2 = (_step2 = _iterator2.next()).done); _iteratorNormalCompletion2 = true) { - var _transform2 = _step2.value; - - _transform2.values = _transform2.start + _transform2.delta * percent; - } - } catch (err) { - _didIteratorError2 = true; - _iteratorError2 = err; - } finally { - try { - if (!_iteratorNormalCompletion2 && _iterator2.return) { - _iterator2.return(); - } - } finally { - if (_didIteratorError2) { - throw _iteratorError2; - } - } - } - - var s = ''; - var _iteratorNormalCompletion3 = true; - var _didIteratorError3 = false; - var _iteratorError3 = undefined; - - try { - for (var _iterator3 = this.transforms[Symbol.iterator](), _step3; !(_iteratorNormalCompletion3 = (_step3 = _iterator3.next()).done); _iteratorNormalCompletion3 = true) { - var _transform3 = _step3.value; - - s += _transform3.name + '(' + _transform3.values + ') '; - } - } catch (err) { - _didIteratorError3 = true; - _iteratorError3 = err; - } finally { - try { - if (!_iteratorNormalCompletion3 && _iterator3.return) { - _iterator3.return(); - } - } finally { - if (_didIteratorError3) { - throw _iteratorError3; - } - } - } - - this.element.style.transform = s; - } - }, { - key: 'reverse', - value: function reverse() { - var _iteratorNormalCompletion4 = true; - var _didIteratorError4 = false; - var _iteratorError4 = undefined; - - try { - for (var _iterator4 = this.transforms[Symbol.iterator](), _step4; !(_iteratorNormalCompletion4 = (_step4 = _iterator4.next()).done); _iteratorNormalCompletion4 = true) { - var _transform4 = _step4.value; - - var swap = _transform4.to; - _transform4.to = _transform4.start; - _transform4.start = swap; - _transform4.delta = -_transform4.delta; - } - } catch (err) { - _didIteratorError4 = true; - _iteratorError4 = err; - } finally { - try { - if (!_iteratorNormalCompletion4 && _iterator4.return) { - _iterator4.return(); - } - } finally { - if (_didIteratorError4) { - throw _iteratorError4; - } - } - } - } - }]); - - return Transform; - }(); - - function getComputed(el, style) { - return document.defaultView.getComputedStyle(el, '').getPropertyValue(style); - } - - var utils$3 = { - getComputed: getComputed - }; - - var _createClass$2 = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); - - function _classCallCheck$2(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } - - var utils$2 = utils$3; - - var ORDER = ['marginTop', 'marginRight', 'marginBottom', 'marginLeft']; - - var margin = function () { - function Margin(element, entry, to) { - _classCallCheck$2(this, Margin); - - this.element = element; - this.margins = { - marginTop: { start: parseInt(utils$2.getComputed(element, 'margin-top')) }, - marginRight: { start: parseInt(utils$2.getComputed(element, 'margin-right')) }, - marginBottom: { start: parseInt(utils$2.getComputed(element, 'margin-bottom')) }, - marginLeft: { start: parseInt(utils$2.getComputed(element, 'margin-left')) } - }; - this.add(entry, to); - } - - _createClass$2(Margin, [{ - key: 'add', - value: function add(entry, to) { - var margin = this.margins[entry]; - margin.animate = true; - margin.to = to; - margin.delta = to - margin.start; - } - }, { - key: 'update', - value: function update(percent) { - var value = ''; - var _iteratorNormalCompletion = true; - var _didIteratorError = false; - var _iteratorError = undefined; - - try { - for (var _iterator = ORDER[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true) { - var key = _step.value; - - var margin = this.margins[key]; - if (margin.animate) { - value += Math.round(margin.start + margin.delta * percent) + 'px '; - } else { - value += margin.start + 'px '; - } - } - } catch (err) { - _didIteratorError = true; - _iteratorError = err; - } finally { - try { - if (!_iteratorNormalCompletion && _iterator.return) { - _iterator.return(); - } - } finally { - if (_didIteratorError) { - throw _iteratorError; - } - } - } - - this.element.style.margin = value; - } - }, { - key: 'reverse', - value: function reverse() { - var _iteratorNormalCompletion2 = true; - var _didIteratorError2 = false; - var _iteratorError2 = undefined; - - try { - for (var _iterator2 = ORDER[Symbol.iterator](), _step2; !(_iteratorNormalCompletion2 = (_step2 = _iterator2.next()).done); _iteratorNormalCompletion2 = true) { - var order = _step2.value; - - var margin = this.margins[order]; - if (margin.animate) { - var swap = margin.to; - margin.to = margin.start; - margin.start = swap; - margin.delta = -margin.delta; - } - } - } catch (err) { - _didIteratorError2 = true; - _iteratorError2 = err; - } finally { - try { - if (!_iteratorNormalCompletion2 && _iterator2.return) { - _iterator2.return(); - } - } finally { - if (_didIteratorError2) { - throw _iteratorError2; - } - } - } - } - }]); - - return Margin; - }(); - - var _createClass$1 = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); - - function _classCallCheck$1(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } - - function _possibleConstructorReturn$1(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } - - function _inherits$1(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } - - var EventEmitter$1 = eventemitter3$1.exports; - - var Number$1 = number; - var Color = color; - var Transform$1 = transform; - var Margin = margin; - var utils$1 = utils$3; - - var Ease$1 = function (_EventEmitter) { - _inherits$1(Ease, _EventEmitter); - - /** - * Ease class returned by DomEase.add() - * @extends EventEmitter - * @param {HTMLElement} element - * @param {object} params - * @param {number} [params.left] in px - * @param {number} [params.right] in px - * @param {number} [params.top] in px - * @param {number} [params.bottom] in px - * @param {number} [params.width] in px - * @param {number} [params.height] in px - * @param {number} [params.scale] - * @param {number} [params.scaleX] - * @param {number} [params.scaleY] - * @param {number} [params.opacity] - * @param {number} [params.marginLeft] in px - * @param {number} [params.marginRight] in px - * @param {number} [params.marginTop] in px - * @param {number} [params.marginBottom] in px - * @param {(color|color[])} [params.color] - * @param {(color|color[])} [params.backgroundColor] - * @param {object} [options] - * @param {number} [options.start] use this as the starting value - * @param {number} [options.duration] - * @param {(string|function)} [options.ease] - * @param {(boolean|number)} [options.repeat] - * @param {boolean} [options.reverse] - * @param {number} [options.wait] - * @returns {Ease} - * @fires Ease#each - * @fires Ease#complete - * @fires Ease#loop - * @hideconstructor - */ - function Ease(element, params, options) { - _classCallCheck$1(this, Ease); - - var _this = _possibleConstructorReturn$1(this, (Ease.__proto__ || Object.getPrototypeOf(Ease)).call(this)); - - _this.element = element; - _this.list = []; - _this.time = 0; - _this.duration = options.duration; - _this.ease = options.ease; - _this.repeat = options.repeat; - _this.reverse = options.reverse; - _this.wait = options.wait || 0; - for (var entry in params) { - switch (entry) { - case 'left': - _this.list.push(new Number$1(element, entry, element.offsetLeft, params[entry], 'px')); - break; - - case 'top': - _this.list.push(new Number$1(element, entry, element.offsetTop, params[entry], 'px')); - break; - - case 'bottom': - _this.list.push(new Number$1(element, entry, element.parentNode.offsetHeight - (element.offsetTop + element.offsetHeight), params[entry], 'px')); - break; - - case 'right': - _this.list.push(new Number$1(element, entry, element.parentNode.offsetWidth - (element.offsetLeft + element.offsetWidth), params[entry], 'px')); - break; - - case 'color': - _this.list.push(new Color(element, 'color', params[entry], _this.duration / (1 + params[entry].length))); - break; - - case 'backgroundColor': - _this.list.push(new Color(element, 'backgroundColor', _this.duration / (1 + params[entry].length))); - break; - - case 'scale': - if (_this.transform) { - _this.transform.add('scaleX', params[entry]); - } else { - _this.transform = new Transform$1(element, 'scaleX', params[entry]); - _this.list.push(_this.transform); - } - _this.transform.add('scaleY', params[entry]); - break; - - case 'scaleX': - case 'scaleY': - if (_this.transform) { - _this.transform.add(entry, params[entry]); - } else { - _this.transform = new Transform$1(element, entry, params[entry]); - _this.list.push(_this.transform); - } - break; - - case 'opacity': - _this.list.push(new Number$1(element, entry, parseFloat(utils$1.getComputed(element, 'opacity')), params[entry])); - break; - - case 'width': - _this.list.push(new Number$1(element, entry, element.offsetWidth, params[entry], 'px')); - break; - - case 'height': - _this.list.push(new Number$1(element, entry, element.offsetHeight, params[entry], 'px')); - break; - - case 'marginLeft': - case 'marginRight': - case 'marginTop': - case 'marginBottom': - if (_this.margin) { - _this.margin.add(entry, params[entry]); - } else { - _this.margin = new Margin(element, entry, params[entry]); - _this.list.push(_this.margin); - } - break; - - default: - console.warn(entry + ' not setup for animation in dom-ease.'); - } - } - return _this; - } - - _createClass$1(Ease, [{ - key: 'update', - value: function update(elapsed) { - if (this.wait) { - this.wait -= elapsed; - if (this.wait < 0) { - elapsed = -this.wait; - this.wait = 0; - } else { - return; - } - } - var list = this.list; - var leftover = null; - this.time += elapsed; - if (this.time >= this.duration) { - leftover = this.time - this.duration; - this.time -= leftover; - } - var percent = this.ease(this.time, 0, 1, this.duration); - for (var i = 0, _i = list.length; i < _i; i++) { - list[i].update(percent, this.time); - } - this.emit('each', this); - - // handle end of duration - if (leftover !== null) { - if (this.reverse) { - this.reverseEases(); - this.time = leftover; - this.emit('loop', this); - if (!this.repeat) { - this.reverse = false; - } else if (this.repeat !== true) { - this.repeat--; - } - } else if (this.repeat) { - this.emit('loop', this); - this.time = leftover; - if (this.repeat !== true) { - this.repeat--; - } - } else { - this.emit('complete', this); - return true; - } - } - } - }, { - key: 'reverseEases', - value: function reverseEases() { - var list = this.list; - for (var i = 0, _i = list.length; i < _i; i++) { - var ease = list[i]; - ease.reverse(); - } - } - }]); - - return Ease; - }(EventEmitter$1); - - /** - * fires when eases are complete - * @event Ease#complete - * @type {Ease} - */ - - /** - * fires on each loop while eases are running - * @event Ease#each - * @type {Ease} - */ - - /** - * fires when eases repeat or reverse - * @event Ease#loop - * @type {Ease} - */ - - var ease = Ease$1; - - var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); - - function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } - - function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } - - function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } - - var EventEmitter = eventemitter3$1.exports; - var Penner = penner.exports; - - var Ease = ease; - - /** - * Manages all eases - * @extends EventEmitter - * @example - * var Ease = require('dom-ease'); - * var ease = new Ease({ duration: 3000, ease: 'easeInOutSine' }); - * - * var test = document.getElementById('test') - * ease.add(test, { left: 20, top: 15, opacity: 0.25 }, { repeat: true, reverse: true }) - */ - - var DomEase = function (_EventEmitter) { - _inherits(DomEase, _EventEmitter); - - /** - * @param {object} [options] - * @param {number} [options.duration=1000] default duration - * @param {(string|function)} [options.ease=penner.linear] default ease - * @param {(string|function)} [options.autostart=true] - * @param {number} [options.maximumFrameRate=16.667] - * @param {boolean} [options.pauseOnBlur] pause timer on blur, resume on focus - * @fires DomEase#each - * @fires DomEase#complete - */ - function DomEase(options) { - _classCallCheck(this, DomEase); - - var _this = _possibleConstructorReturn(this, (DomEase.__proto__ || Object.getPrototypeOf(DomEase)).call(this)); - - _this.options = options || {}; - _this.options.duration = _this.options.duration || 1000; - _this.options.ease = _this.options.ease || Penner.linear; - _this.options.maximumFrameRate = _this.options.maximumFrameRate || 16.667; - _this.list = []; - _this.empty = true; - if (!_this.options.autostart) { - _this.start(); - } - if (_this.options.pauseOnBlur) { - window.addEventListener('blur', function () { - return _this.blur(); - }); - window.addEventListener('focus', function () { - return _this.focus(); - }); - } - return _this; - } - - /** - * start animation loop (automatically called unless options.autostart=false) - */ - - - _createClass(DomEase, [{ - key: 'start', - value: function start() { - if (!this._requested) { - this._requested = true; - this.loop(); - this.running = true; - } - } - }, { - key: 'blur', - value: function blur() { - if (this.running) { - this.stop(); - this.running = true; - } - } - }, { - key: 'focus', - value: function focus() { - if (this.running) { - this.start(); - } - } - }, { - key: 'loop', - value: function loop(time) { - var _this2 = this; - - if (time) { - var elapsed = this._last ? time - this._last : 0; - elapsed = elapsed > this.options.maximumFrameRate ? this.options.maximumFrameRate : elapsed; - this.update(elapsed); - } - this._last = time; - this._requestId = window.requestAnimationFrame(function (time) { - return _this2.loop(time); - }); - } - - /** - * stop animation loop - */ - - }, { - key: 'stop', - value: function stop() { - if (this._requested) { - window.cancelAnimationFrame(this._requestId); - this._requested = false; - this.running = false; - } - } - - /** - * add ease(s) to one or more elements - * @param {(HTMLElement|HTMLElement[])} element(s) - * @param {object} params - * @param {number} [params.left] in px - * @param {number} [params.top] in px - * @param {number} [params.width] in px - * @param {number} [params.height] in px - * @param {number} [params.scale] - * @param {number} [params.scaleX] - * @param {number} [params.scaleY] - * @param {number} [params.opacity] - * @param {number} [params.marginTop] in px - * @param {number} [params.marginRight] in px - * @param {number} [params.marginBottom] in px - * @param {number} [params.marginLeft] in px - * @param {(color|color[])} [params.color] - * @param {(color|color[])} [params.backgroundColor] - * @param {object} [options] - * @param {number} [options.duration] - * @param {(string|function)} [options.ease] - * @param {(boolean|number)} [options.repeat] - * @param {boolean} [options.reverse] - * @returns {(Ease|Ease[])} ease(s) for each element - */ - - }, { - key: 'add', - value: function add(element, params, options) { - // set up default options - options = options || {}; - options.duration = typeof options.duration !== 'undefined' ? options.duration : this.options.duration; - options.ease = options.ease || this.options.ease; - if (typeof options.ease === 'string') { - options.ease = Penner[options.ease]; - } - if (Array.isArray(element)) { - var eases = []; - var _iteratorNormalCompletion = true; - var _didIteratorError = false; - var _iteratorError = undefined; - - try { - for (var _iterator = element[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true) { - var el = _step.value; - - var ease = new Ease(el, params, options); - this.list.push(ease); - eases.push(ease); - } - } catch (err) { - _didIteratorError = true; - _iteratorError = err; - } finally { - try { - if (!_iteratorNormalCompletion && _iterator.return) { - _iterator.return(); - } - } finally { - if (_didIteratorError) { - throw _iteratorError; - } - } - } - - return eases; - } else { - var _ease = new Ease(element, params, options); - this.list.push(_ease); - return _ease; - } - } - - /** - * remove all eases on element - * @param {HTMLElement} element - */ - - }, { - key: 'removeObjectEases', - value: function removeObjectEases(element) { - var list = this.list; - for (var i = 0, _i = list.length; i < _i; i++) { - var ease = list[i]; - if (ease.element === element) { - list.splice(i, 1); - i--; - _i--; - } - } - } - - /** - * remove eases using Ease object returned by add() - * @param {Ease} ease - */ - - }, { - key: 'remove', - value: function remove(ease) { - var list = this.list; - for (var i = 0, _i = list.length; i < _i; i++) { - if (list[i] === ease) { - list.splice(i, 1); - return; - } - } - } - - /** - * remove all eases - */ - - }, { - key: 'removeAll', - value: function removeAll() { - this.list = []; - } - - /** - * update frame; this is called automatically if start() is used - * @param {number} elapsed time in ms - */ - - }, { - key: 'update', - value: function update(elapsed) { - for (var i = 0, _i = this.list.length; i < _i; i++) { - if (this.list[i].update(elapsed)) { - this.list.splice(i, 1); - i--; - _i--; - } - } - this.emit('each', this); - if (!this.empty && this.list.length === 0) { - this.emit('complete', this); - this.empty = true; - } - } - - /** - * number of eases - * @returns {number} - */ - - }, { - key: 'getCount', - value: function getCount() { - return this.list.length; - } - }]); - - return DomEase; - }(EventEmitter); - - /** - * fires when there are no more animations for a DOM element - * @event DomEase#complete - * @type {DomEase} - */ - - /** - * fires on each loop for a DOM element where there are animations - * @event DomEase#each - * @type {DomEase} - */ - - var domEase$1 = DomEase; - - var viewport_min = {exports: {}}; - - var math = {}; - - /*! - * @pixi/math - v6.5.7 - * Compiled Thu, 20 Oct 2022 15:13:33 UTC - * - * @pixi/math is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - var hasRequiredMath; - - function requireMath () { - if (hasRequiredMath) return math; - hasRequiredMath = 1; - (function (exports) { - - Object.defineProperty(exports, '__esModule', { value: true }); - - /** - * Two Pi. - * @static - * @member {number} - * @memberof PIXI - */ - var PI_2 = Math.PI * 2; - /** - * Conversion factor for converting radians to degrees. - * @static - * @member {number} RAD_TO_DEG - * @memberof PIXI - */ - var RAD_TO_DEG = 180 / Math.PI; - /** - * Conversion factor for converting degrees to radians. - * @static - * @member {number} - * @memberof PIXI - */ - var DEG_TO_RAD = Math.PI / 180; - /** - * Constants that identify shapes, mainly to prevent `instanceof` calls. - * @static - * @memberof PIXI - * @enum {number} - * @property {number} POLY Polygon - * @property {number} RECT Rectangle - * @property {number} CIRC Circle - * @property {number} ELIP Ellipse - * @property {number} RREC Rounded Rectangle - */ - exports.SHAPES = void 0; - (function (SHAPES) { - SHAPES[SHAPES["POLY"] = 0] = "POLY"; - SHAPES[SHAPES["RECT"] = 1] = "RECT"; - SHAPES[SHAPES["CIRC"] = 2] = "CIRC"; - SHAPES[SHAPES["ELIP"] = 3] = "ELIP"; - SHAPES[SHAPES["RREC"] = 4] = "RREC"; - })(exports.SHAPES || (exports.SHAPES = {})); - - /** - * The Point object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis - * @class - * @memberof PIXI - * @implements {IPoint} - */ - var Point = /** @class */ (function () { - /** - * Creates a new `Point` - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis - */ - function Point(x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - /** Position of the point on the x axis */ - this.x = 0; - /** Position of the point on the y axis */ - this.y = 0; - this.x = x; - this.y = y; - } - /** - * Creates a clone of this point - * @returns A clone of this point - */ - Point.prototype.clone = function () { - return new Point(this.x, this.y); - }; - /** - * Copies `x` and `y` from the given point into this point - * @param p - The point to copy from - * @returns The point instance itself - */ - Point.prototype.copyFrom = function (p) { - this.set(p.x, p.y); - return this; - }; - /** - * Copies this point's x and y into the given point (`p`). - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated - */ - Point.prototype.copyTo = function (p) { - p.set(this.x, this.y); - return p; - }; - /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal - */ - Point.prototype.equals = function (p) { - return (p.x === this.x) && (p.y === this.y); - }; - /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the `x` axis - * @param {number} [y=x] - position of the point on the `y` axis - * @returns The point instance itself - */ - Point.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - this.x = x; - this.y = y; - return this; - }; - Point.prototype.toString = function () { - return "[@pixi/math:Point x=" + this.x + " y=" + this.y + "]"; - }; - return Point; - }()); - - var tempPoints = [new Point(), new Point(), new Point(), new Point()]; - /** - * Size object, contains width and height - * @memberof PIXI - * @typedef {object} ISize - * @property {number} width - Width component - * @property {number} height - Height component - */ - /** - * Rectangle object is an area defined by its position, as indicated by its top-left corner - * point (x, y) and by its width and its height. - * @memberof PIXI - */ - var Rectangle = /** @class */ (function () { - /** - * @param x - The X coordinate of the upper-left corner of the rectangle - * @param y - The Y coordinate of the upper-left corner of the rectangle - * @param width - The overall width of the rectangle - * @param height - The overall height of the rectangle - */ - function Rectangle(x, y, width, height) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - this.x = Number(x); - this.y = Number(y); - this.width = Number(width); - this.height = Number(height); - this.type = exports.SHAPES.RECT; - } - Object.defineProperty(Rectangle.prototype, "left", { - /** Returns the left edge of the rectangle. */ - get: function () { - return this.x; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "right", { - /** Returns the right edge of the rectangle. */ - get: function () { - return this.x + this.width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "top", { - /** Returns the top edge of the rectangle. */ - get: function () { - return this.y; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "bottom", { - /** Returns the bottom edge of the rectangle. */ - get: function () { - return this.y + this.height; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle, "EMPTY", { - /** A constant empty rectangle. */ - get: function () { - return new Rectangle(0, 0, 0, 0); - }, - enumerable: false, - configurable: true - }); - /** - * Creates a clone of this Rectangle - * @returns a copy of the rectangle - */ - Rectangle.prototype.clone = function () { - return new Rectangle(this.x, this.y, this.width, this.height); - }; - /** - * Copies another rectangle to this one. - * @param rectangle - The rectangle to copy from. - * @returns Returns itself. - */ - Rectangle.prototype.copyFrom = function (rectangle) { - this.x = rectangle.x; - this.y = rectangle.y; - this.width = rectangle.width; - this.height = rectangle.height; - return this; - }; - /** - * Copies this rectangle to another one. - * @param rectangle - The rectangle to copy to. - * @returns Returns given parameter. - */ - Rectangle.prototype.copyTo = function (rectangle) { - rectangle.x = this.x; - rectangle.y = this.y; - rectangle.width = this.width; - rectangle.height = this.height; - return rectangle; - }; - /** - * Checks whether the x and y coordinates given are contained within this Rectangle - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coordinates are within this Rectangle - */ - Rectangle.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { - return false; - } - if (x >= this.x && x < this.x + this.width) { - if (y >= this.y && y < this.y + this.height) { - return true; - } - } - return false; - }; - /** - * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object. - * Returns true only if the area of the intersection is >0, this means that Rectangles - * sharing a side are not overlapping. Another side effect is that an arealess rectangle - * (width or height equal to zero) can't intersect any other rectangle. - * @param {Rectangle} other - The Rectangle to intersect with `this`. - * @param {Matrix} transform - The transformation matrix of `other`. - * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`. - */ - Rectangle.prototype.intersects = function (other, transform) { - if (!transform) { - var x0_1 = this.x < other.x ? other.x : this.x; - var x1_1 = this.right > other.right ? other.right : this.right; - if (x1_1 <= x0_1) { - return false; - } - var y0_1 = this.y < other.y ? other.y : this.y; - var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom; - return y1_1 > y0_1; - } - var x0 = this.left; - var x1 = this.right; - var y0 = this.top; - var y1 = this.bottom; - if (x1 <= x0 || y1 <= y0) { - return false; - } - var lt = tempPoints[0].set(other.left, other.top); - var lb = tempPoints[1].set(other.left, other.bottom); - var rt = tempPoints[2].set(other.right, other.top); - var rb = tempPoints[3].set(other.right, other.bottom); - if (rt.x <= lt.x || lb.y <= lt.y) { - return false; - } - var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c)); - if (s === 0) { - return false; - } - transform.apply(lt, lt); - transform.apply(lb, lb); - transform.apply(rt, rt); - transform.apply(rb, rb); - if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0 - || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1 - || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0 - || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) { - return false; - } - var nx = s * (lb.y - lt.y); - var ny = s * (lt.x - lb.x); - var n00 = (nx * x0) + (ny * y0); - var n10 = (nx * x1) + (ny * y0); - var n01 = (nx * x0) + (ny * y1); - var n11 = (nx * x1) + (ny * y1); - if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y) - || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) { - return false; - } - var mx = s * (lt.y - rt.y); - var my = s * (rt.x - lt.x); - var m00 = (mx * x0) + (my * y0); - var m10 = (mx * x1) + (my * y0); - var m01 = (mx * x0) + (my * y1); - var m11 = (mx * x1) + (my * y1); - if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y) - || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) { - return false; - } - return true; - }; - /** - * Pads the rectangle making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. - * @returns Returns itself. - */ - Rectangle.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - this.x -= paddingX; - this.y -= paddingY; - this.width += paddingX * 2; - this.height += paddingY * 2; - return this; - }; - /** - * Fits this rectangle around the passed one. - * @param rectangle - The rectangle to fit. - * @returns Returns itself. - */ - Rectangle.prototype.fit = function (rectangle) { - var x1 = Math.max(this.x, rectangle.x); - var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.max(this.y, rectangle.y); - var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = Math.max(x2 - x1, 0); - this.y = y1; - this.height = Math.max(y2 - y1, 0); - return this; - }; - /** - * Enlarges rectangle that way its corners lie on grid - * @param resolution - resolution - * @param eps - precision - * @returns Returns itself. - */ - Rectangle.prototype.ceil = function (resolution, eps) { - if (resolution === void 0) { resolution = 1; } - if (eps === void 0) { eps = 0.001; } - var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution; - var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution; - this.x = Math.floor((this.x + eps) * resolution) / resolution; - this.y = Math.floor((this.y + eps) * resolution) / resolution; - this.width = x2 - this.x; - this.height = y2 - this.y; - return this; - }; - /** - * Enlarges this rectangle to include the passed rectangle. - * @param rectangle - The rectangle to include. - * @returns Returns itself. - */ - Rectangle.prototype.enlarge = function (rectangle) { - var x1 = Math.min(this.x, rectangle.x); - var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.min(this.y, rectangle.y); - var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = x2 - x1; - this.y = y1; - this.height = y2 - y1; - return this; - }; - Rectangle.prototype.toString = function () { - return "[@pixi/math:Rectangle x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; - }; - return Rectangle; - }()); - - /** - * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects. - * @memberof PIXI - */ - var Circle = /** @class */ (function () { - /** - * @param x - The X coordinate of the center of this circle - * @param y - The Y coordinate of the center of this circle - * @param radius - The radius of the circle - */ - function Circle(x, y, radius) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (radius === void 0) { radius = 0; } - this.x = x; - this.y = y; - this.radius = radius; - this.type = exports.SHAPES.CIRC; - } - /** - * Creates a clone of this Circle instance - * @returns A copy of the Circle - */ - Circle.prototype.clone = function () { - return new Circle(this.x, this.y, this.radius); - }; - /** - * Checks whether the x and y coordinates given are contained within this circle - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coordinates are within this Circle - */ - Circle.prototype.contains = function (x, y) { - if (this.radius <= 0) { - return false; - } - var r2 = this.radius * this.radius; - var dx = (this.x - x); - var dy = (this.y - y); - dx *= dx; - dy *= dy; - return (dx + dy <= r2); - }; - /** - * Returns the framing rectangle of the circle as a Rectangle object - * @returns The framing rectangle - */ - Circle.prototype.getBounds = function () { - return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2); - }; - Circle.prototype.toString = function () { - return "[@pixi/math:Circle x=" + this.x + " y=" + this.y + " radius=" + this.radius + "]"; - }; - return Circle; - }()); - - /** - * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects. - * @memberof PIXI - */ - var Ellipse = /** @class */ (function () { - /** - * @param x - The X coordinate of the center of this ellipse - * @param y - The Y coordinate of the center of this ellipse - * @param halfWidth - The half width of this ellipse - * @param halfHeight - The half height of this ellipse - */ - function Ellipse(x, y, halfWidth, halfHeight) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (halfWidth === void 0) { halfWidth = 0; } - if (halfHeight === void 0) { halfHeight = 0; } - this.x = x; - this.y = y; - this.width = halfWidth; - this.height = halfHeight; - this.type = exports.SHAPES.ELIP; - } - /** - * Creates a clone of this Ellipse instance - * @returns {PIXI.Ellipse} A copy of the ellipse - */ - Ellipse.prototype.clone = function () { - return new Ellipse(this.x, this.y, this.width, this.height); - }; - /** - * Checks whether the x and y coordinates given are contained within this ellipse - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coords are within this ellipse - */ - Ellipse.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { - return false; - } - // normalize the coords to an ellipse with center 0,0 - var normx = ((x - this.x) / this.width); - var normy = ((y - this.y) / this.height); - normx *= normx; - normy *= normy; - return (normx + normy <= 1); - }; - /** - * Returns the framing rectangle of the ellipse as a Rectangle object - * @returns The framing rectangle - */ - Ellipse.prototype.getBounds = function () { - return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height); - }; - Ellipse.prototype.toString = function () { - return "[@pixi/math:Ellipse x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; - }; - return Ellipse; - }()); - - /** - * A class to define a shape via user defined coordinates. - * @memberof PIXI - */ - var Polygon = /** @class */ (function () { - /** - * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points - * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or - * the arguments passed can be all the points of the polygon e.g. - * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat - * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers. - */ - function Polygon() { - var arguments$1 = arguments; - - var points = []; - for (var _i = 0; _i < arguments.length; _i++) { - points[_i] = arguments$1[_i]; - } - var flat = Array.isArray(points[0]) ? points[0] : points; - // if this is an array of points, convert it to a flat array of numbers - if (typeof flat[0] !== 'number') { - var p = []; - for (var i = 0, il = flat.length; i < il; i++) { - p.push(flat[i].x, flat[i].y); - } - flat = p; - } - this.points = flat; - this.type = exports.SHAPES.POLY; - this.closeStroke = true; - } - /** - * Creates a clone of this polygon. - * @returns - A copy of the polygon. - */ - Polygon.prototype.clone = function () { - var points = this.points.slice(); - var polygon = new Polygon(points); - polygon.closeStroke = this.closeStroke; - return polygon; - }; - /** - * Checks whether the x and y coordinates passed to this function are contained within this polygon. - * @param x - The X coordinate of the point to test. - * @param y - The Y coordinate of the point to test. - * @returns - Whether the x/y coordinates are within this polygon. - */ - Polygon.prototype.contains = function (x, y) { - var inside = false; - // use some raycasting to test hits - // https://github.com/substack/point-in-polygon/blob/master/index.js - var length = this.points.length / 2; - for (var i = 0, j = length - 1; i < length; j = i++) { - var xi = this.points[i * 2]; - var yi = this.points[(i * 2) + 1]; - var xj = this.points[j * 2]; - var yj = this.points[(j * 2) + 1]; - var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi); - if (intersect) { - inside = !inside; - } - } - return inside; - }; - Polygon.prototype.toString = function () { - return "[@pixi/math:Polygon" - + ("closeStroke=" + this.closeStroke) - + ("points=" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + ", " + currentPoint; }, '') + "]"); - }; - return Polygon; - }()); - - /** - * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its - * top-left corner point (x, y) and by its width and its height and its radius. - * @memberof PIXI - */ - var RoundedRectangle = /** @class */ (function () { - /** - * @param x - The X coordinate of the upper-left corner of the rounded rectangle - * @param y - The Y coordinate of the upper-left corner of the rounded rectangle - * @param width - The overall width of this rounded rectangle - * @param height - The overall height of this rounded rectangle - * @param radius - Controls the radius of the rounded corners - */ - function RoundedRectangle(x, y, width, height, radius) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - if (radius === void 0) { radius = 20; } - this.x = x; - this.y = y; - this.width = width; - this.height = height; - this.radius = radius; - this.type = exports.SHAPES.RREC; - } - /** - * Creates a clone of this Rounded Rectangle. - * @returns - A copy of the rounded rectangle. - */ - RoundedRectangle.prototype.clone = function () { - return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius); - }; - /** - * Checks whether the x and y coordinates given are contained within this Rounded Rectangle - * @param x - The X coordinate of the point to test. - * @param y - The Y coordinate of the point to test. - * @returns - Whether the x/y coordinates are within this Rounded Rectangle. - */ - RoundedRectangle.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { - return false; - } - if (x >= this.x && x <= this.x + this.width) { - if (y >= this.y && y <= this.y + this.height) { - var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2)); - if ((y >= this.y + radius && y <= this.y + this.height - radius) - || (x >= this.x + radius && x <= this.x + this.width - radius)) { - return true; - } - var dx = x - (this.x + radius); - var dy = y - (this.y + radius); - var radius2 = radius * radius; - if ((dx * dx) + (dy * dy) <= radius2) { - return true; - } - dx = x - (this.x + this.width - radius); - if ((dx * dx) + (dy * dy) <= radius2) { - return true; - } - dy = y - (this.y + this.height - radius); - if ((dx * dx) + (dy * dy) <= radius2) { - return true; - } - dx = x - (this.x + radius); - if ((dx * dx) + (dy * dy) <= radius2) { - return true; - } - } - } - return false; - }; - RoundedRectangle.prototype.toString = function () { - return "[@pixi/math:RoundedRectangle x=" + this.x + " y=" + this.y - + ("width=" + this.width + " height=" + this.height + " radius=" + this.radius + "]"); - }; - return RoundedRectangle; - }()); - - /** - * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis. - * - * An `ObservablePoint` is a point that triggers a callback when the point's position is changed. - * @memberof PIXI - */ - var ObservablePoint = /** @class */ (function () { - /** - * Creates a new `ObservablePoint` - * @param cb - callback function triggered when `x` and/or `y` are changed - * @param scope - owner of callback - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis - */ - function ObservablePoint(cb, scope, x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - this._x = x; - this._y = y; - this.cb = cb; - this.scope = scope; - } - /** - * Creates a clone of this point. - * The callback and scope params can be overridden otherwise they will default - * to the clone object's values. - * @override - * @param cb - The callback function triggered when `x` and/or `y` are changed - * @param scope - The owner of the callback - * @returns a copy of this observable point - */ - ObservablePoint.prototype.clone = function (cb, scope) { - if (cb === void 0) { cb = this.cb; } - if (scope === void 0) { scope = this.scope; } - return new ObservablePoint(cb, scope, this._x, this._y); - }; - /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=x] - position of the point on the y axis - * @returns The observable point instance itself - */ - ObservablePoint.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - if (this._x !== x || this._y !== y) { - this._x = x; - this._y = y; - this.cb.call(this.scope); - } - return this; - }; - /** - * Copies x and y from the given point (`p`) - * @param p - The point to copy from. Can be any of type that is or extends `IPointData` - * @returns The observable point instance itself - */ - ObservablePoint.prototype.copyFrom = function (p) { - if (this._x !== p.x || this._y !== p.y) { - this._x = p.x; - this._y = p.y; - this.cb.call(this.scope); - } - return this; - }; - /** - * Copies this point's x and y into that of the given point (`p`) - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated - */ - ObservablePoint.prototype.copyTo = function (p) { - p.set(this._x, this._y); - return p; - }; - /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal - */ - ObservablePoint.prototype.equals = function (p) { - return (p.x === this._x) && (p.y === this._y); - }; - ObservablePoint.prototype.toString = function () { - return "[@pixi/math:ObservablePoint x=" + 0 + " y=" + 0 + " scope=" + this.scope + "]"; - }; - Object.defineProperty(ObservablePoint.prototype, "x", { - /** Position of the observable point on the x axis. */ - get: function () { - return this._x; - }, - set: function (value) { - if (this._x !== value) { - this._x = value; - this.cb.call(this.scope); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(ObservablePoint.prototype, "y", { - /** Position of the observable point on the y axis. */ - get: function () { - return this._y; - }, - set: function (value) { - if (this._y !== value) { - this._y = value; - this.cb.call(this.scope); - } - }, - enumerable: false, - configurable: true - }); - return ObservablePoint; - }()); - - /** - * The PixiJS Matrix as a class makes it a lot faster. - * - * Here is a representation of it: - * ```js - * | a | c | tx| - * | b | d | ty| - * | 0 | 0 | 1 | - * ``` - * @memberof PIXI - */ - var Matrix = /** @class */ (function () { - /** - * @param a - x scale - * @param b - y skew - * @param c - x skew - * @param d - y scale - * @param tx - x translation - * @param ty - y translation - */ - function Matrix(a, b, c, d, tx, ty) { - if (a === void 0) { a = 1; } - if (b === void 0) { b = 0; } - if (c === void 0) { c = 0; } - if (d === void 0) { d = 1; } - if (tx === void 0) { tx = 0; } - if (ty === void 0) { ty = 0; } - this.array = null; - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - } - /** - * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: - * - * a = array[0] - * b = array[1] - * c = array[3] - * d = array[4] - * tx = array[2] - * ty = array[5] - * @param array - The array that the matrix will be populated from. - */ - Matrix.prototype.fromArray = function (array) { - this.a = array[0]; - this.b = array[1]; - this.c = array[3]; - this.d = array[4]; - this.tx = array[2]; - this.ty = array[5]; - }; - /** - * Sets the matrix properties. - * @param a - Matrix component - * @param b - Matrix component - * @param c - Matrix component - * @param d - Matrix component - * @param tx - Matrix component - * @param ty - Matrix component - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.set = function (a, b, c, d, tx, ty) { - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - return this; - }; - /** - * Creates an array from the current Matrix object. - * @param transpose - Whether we need to transpose the matrix or not - * @param [out=new Float32Array(9)] - If provided the array will be assigned to out - * @returns The newly created array which contains the matrix - */ - Matrix.prototype.toArray = function (transpose, out) { - if (!this.array) { - this.array = new Float32Array(9); - } - var array = out || this.array; - if (transpose) { - array[0] = this.a; - array[1] = this.b; - array[2] = 0; - array[3] = this.c; - array[4] = this.d; - array[5] = 0; - array[6] = this.tx; - array[7] = this.ty; - array[8] = 1; - } - else { - array[0] = this.a; - array[1] = this.c; - array[2] = this.tx; - array[3] = this.b; - array[4] = this.d; - array[5] = this.ty; - array[6] = 0; - array[7] = 0; - array[8] = 1; - } - return array; - }; - /** - * Get a new position with the current transformation applied. - * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, transformed through this matrix - */ - Matrix.prototype.apply = function (pos, newPos) { - newPos = (newPos || new Point()); - var x = pos.x; - var y = pos.y; - newPos.x = (this.a * x) + (this.c * y) + this.tx; - newPos.y = (this.b * x) + (this.d * y) + this.ty; - return newPos; - }; - /** - * Get a new position with the inverse of the current transformation applied. - * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, inverse-transformed through this matrix - */ - Matrix.prototype.applyInverse = function (pos, newPos) { - newPos = (newPos || new Point()); - var id = 1 / ((this.a * this.d) + (this.c * -this.b)); - var x = pos.x; - var y = pos.y; - newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id); - newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id); - return newPos; - }; - /** - * Translates the matrix on the x and y. - * @param x - How much to translate x by - * @param y - How much to translate y by - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.translate = function (x, y) { - this.tx += x; - this.ty += y; - return this; - }; - /** - * Applies a scale transformation to the matrix. - * @param x - The amount to scale horizontally - * @param y - The amount to scale vertically - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.scale = function (x, y) { - this.a *= x; - this.d *= y; - this.c *= x; - this.b *= y; - this.tx *= x; - this.ty *= y; - return this; - }; - /** - * Applies a rotation transformation to the matrix. - * @param angle - The angle in radians. - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.rotate = function (angle) { - var cos = Math.cos(angle); - var sin = Math.sin(angle); - var a1 = this.a; - var c1 = this.c; - var tx1 = this.tx; - this.a = (a1 * cos) - (this.b * sin); - this.b = (a1 * sin) + (this.b * cos); - this.c = (c1 * cos) - (this.d * sin); - this.d = (c1 * sin) + (this.d * cos); - this.tx = (tx1 * cos) - (this.ty * sin); - this.ty = (tx1 * sin) + (this.ty * cos); - return this; - }; - /** - * Appends the given Matrix to this Matrix. - * @param matrix - The matrix to append. - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.append = function (matrix) { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - this.a = (matrix.a * a1) + (matrix.b * c1); - this.b = (matrix.a * b1) + (matrix.b * d1); - this.c = (matrix.c * a1) + (matrix.d * c1); - this.d = (matrix.c * b1) + (matrix.d * d1); - this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx; - this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty; - return this; - }; - /** - * Sets the matrix based on all the available properties - * @param x - Position on the x axis - * @param y - Position on the y axis - * @param pivotX - Pivot on the x axis - * @param pivotY - Pivot on the y axis - * @param scaleX - Scale on the x axis - * @param scaleY - Scale on the y axis - * @param rotation - Rotation in radians - * @param skewX - Skew on the x axis - * @param skewY - Skew on the y axis - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) { - this.a = Math.cos(rotation + skewY) * scaleX; - this.b = Math.sin(rotation + skewY) * scaleX; - this.c = -Math.sin(rotation - skewX) * scaleY; - this.d = Math.cos(rotation - skewX) * scaleY; - this.tx = x - ((pivotX * this.a) + (pivotY * this.c)); - this.ty = y - ((pivotX * this.b) + (pivotY * this.d)); - return this; - }; - /** - * Prepends the given Matrix to this Matrix. - * @param matrix - The matrix to prepend - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.prepend = function (matrix) { - var tx1 = this.tx; - if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) { - var a1 = this.a; - var c1 = this.c; - this.a = (a1 * matrix.a) + (this.b * matrix.c); - this.b = (a1 * matrix.b) + (this.b * matrix.d); - this.c = (c1 * matrix.a) + (this.d * matrix.c); - this.d = (c1 * matrix.b) + (this.d * matrix.d); - } - this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx; - this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty; - return this; - }; - /** - * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. - * @param transform - The transform to apply the properties to. - * @returns The transform with the newly applied properties - */ - Matrix.prototype.decompose = function (transform) { - // sort out rotation / skew.. - var a = this.a; - var b = this.b; - var c = this.c; - var d = this.d; - var pivot = transform.pivot; - var skewX = -Math.atan2(-c, d); - var skewY = Math.atan2(b, a); - var delta = Math.abs(skewX + skewY); - if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) { - transform.rotation = skewY; - transform.skew.x = transform.skew.y = 0; - } - else { - transform.rotation = 0; - transform.skew.x = skewX; - transform.skew.y = skewY; - } - // next set scale - transform.scale.x = Math.sqrt((a * a) + (b * b)); - transform.scale.y = Math.sqrt((c * c) + (d * d)); - // next set position - transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c)); - transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d)); - return transform; - }; - /** - * Inverts this matrix - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.invert = function () { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - var tx1 = this.tx; - var n = (a1 * d1) - (b1 * c1); - this.a = d1 / n; - this.b = -b1 / n; - this.c = -c1 / n; - this.d = a1 / n; - this.tx = ((c1 * this.ty) - (d1 * tx1)) / n; - this.ty = -((a1 * this.ty) - (b1 * tx1)) / n; - return this; - }; - /** - * Resets this Matrix to an identity (default) matrix. - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.identity = function () { - this.a = 1; - this.b = 0; - this.c = 0; - this.d = 1; - this.tx = 0; - this.ty = 0; - return this; - }; - /** - * Creates a new Matrix object with the same values as this one. - * @returns A copy of this matrix. Good for chaining method calls. - */ - Matrix.prototype.clone = function () { - var matrix = new Matrix(); - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; - }; - /** - * Changes the values of the given matrix to be the same as the ones in this matrix - * @param matrix - The matrix to copy to. - * @returns The matrix given in parameter with its values updated. - */ - Matrix.prototype.copyTo = function (matrix) { - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; - }; - /** - * Changes the values of the matrix to be the same as the ones in given matrix - * @param {PIXI.Matrix} matrix - The matrix to copy from. - * @returns {PIXI.Matrix} this - */ - Matrix.prototype.copyFrom = function (matrix) { - this.a = matrix.a; - this.b = matrix.b; - this.c = matrix.c; - this.d = matrix.d; - this.tx = matrix.tx; - this.ty = matrix.ty; - return this; - }; - Matrix.prototype.toString = function () { - return "[@pixi/math:Matrix a=" + this.a + " b=" + this.b + " c=" + this.c + " d=" + this.d + " tx=" + this.tx + " ty=" + this.ty + "]"; - }; - Object.defineProperty(Matrix, "IDENTITY", { - /** - * A default (identity) matrix - * @readonly - */ - get: function () { - return new Matrix(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Matrix, "TEMP_MATRIX", { - /** - * A temp matrix - * @readonly - */ - get: function () { - return new Matrix(); - }, - enumerable: false, - configurable: true - }); - return Matrix; - }()); - - // Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group - /* - * Transform matrix for operation n is: - * | ux | vx | - * | uy | vy | - */ - var ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; - var uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; - /** - * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table} - * for the composition of each rotation in the dihederal group D8. - * @type {number[][]} - * @private - */ - var rotationCayley = []; - /** - * Matrices for each `GD8Symmetry` rotation. - * @type {PIXI.Matrix[]} - * @private - */ - var rotationMatrices = []; - /* - * Alias for {@code Math.sign}. - */ - var signum = Math.sign; - /* - * Initializes `rotationCayley` and `rotationMatrices`. It is called - * only once below. - */ - function init() { - for (var i = 0; i < 16; i++) { - var row = []; - rotationCayley.push(row); - for (var j = 0; j < 16; j++) { - /* Multiplies rotation matrices i and j. */ - var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j])); - var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j])); - var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j])); - var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j])); - /* Finds rotation matrix matching the product and pushes it. */ - for (var k = 0; k < 16; k++) { - if (ux[k] === _ux && uy[k] === _uy - && vx[k] === _vx && vy[k] === _vy) { - row.push(k); - break; - } - } - } - } - for (var i = 0; i < 16; i++) { - var mat = new Matrix(); - mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0); - rotationMatrices.push(mat); - } - } - init(); - /** - * @memberof PIXI - * @typedef {number} GD8Symmetry - * @see PIXI.groupD8 - */ - /** - * Implements the dihedral group D8, which is similar to - * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html}; - * D8 is the same but with diagonals, and it is used for texture - * rotations. - * - * The directions the U- and V- axes after rotation - * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))` - * and `(vX(a), vY(a))`. These aren't necessarily unit vectors. - * - * **Origin:**
                                                                        - * This is the small part of gameofbombs.com portal system. It works. - * @see PIXI.groupD8.E - * @see PIXI.groupD8.SE - * @see PIXI.groupD8.S - * @see PIXI.groupD8.SW - * @see PIXI.groupD8.W - * @see PIXI.groupD8.NW - * @see PIXI.groupD8.N - * @see PIXI.groupD8.NE - * @author Ivan @ivanpopelyshev - * @namespace PIXI.groupD8 - * @memberof PIXI - */ - var groupD8 = { - /** - * | Rotation | Direction | - * |----------|-----------| - * | 0° | East | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - E: 0, - /** - * | Rotation | Direction | - * |----------|-----------| - * | 45°↻ | Southeast | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - SE: 1, - /** - * | Rotation | Direction | - * |----------|-----------| - * | 90°↻ | South | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - S: 2, - /** - * | Rotation | Direction | - * |----------|-----------| - * | 135°↻ | Southwest | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - SW: 3, - /** - * | Rotation | Direction | - * |----------|-----------| - * | 180° | West | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - W: 4, - /** - * | Rotation | Direction | - * |-------------|--------------| - * | -135°/225°↻ | Northwest | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - NW: 5, - /** - * | Rotation | Direction | - * |-------------|--------------| - * | -90°/270°↻ | North | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - N: 6, - /** - * | Rotation | Direction | - * |-------------|--------------| - * | -45°/315°↻ | Northeast | - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - NE: 7, - /** - * Reflection about Y-axis. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - MIRROR_VERTICAL: 8, - /** - * Reflection about the main diagonal. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - MAIN_DIAGONAL: 10, - /** - * Reflection about X-axis. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - MIRROR_HORIZONTAL: 12, - /** - * Reflection about reverse diagonal. - * @memberof PIXI.groupD8 - * @constant {PIXI.GD8Symmetry} - */ - REVERSE_DIAGONAL: 14, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The X-component of the U-axis - * after rotating the axes. - */ - uX: function (ind) { return ux[ind]; }, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis - * after rotating the axes. - */ - uY: function (ind) { return uy[ind]; }, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The X-component of the V-axis - * after rotating the axes. - */ - vX: function (ind) { return vx[ind]; }, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. - * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis - * after rotating the axes. - */ - vY: function (ind) { return vy[ind]; }, - /** - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite - * is needed. Only rotations have opposite symmetries while - * reflections don't. - * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation` - */ - inv: function (rotation) { - if (rotation & 8) // true only if between 8 & 15 (reflections) - { - return rotation & 15; // or rotation % 16 - } - return (-rotation) & 7; // or (8 - rotation) % 8 - }, - /** - * Composes the two D8 operations. - * - * Taking `^` as reflection: - * - * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 | - * |-------|-----|-----|-----|-----|------|-------|-------|-------| - * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ | - * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ | - * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ | - * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ | - * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S | - * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W | - * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N | - * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E | - * - * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table} - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which - * is the row in the above cayley table. - * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which - * is the column in the above cayley table. - * @returns {PIXI.GD8Symmetry} Composed operation - */ - add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); }, - /** - * Reverse of `add`. - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotationSecond - Second operation - * @param {PIXI.GD8Symmetry} rotationFirst - First operation - * @returns {PIXI.GD8Symmetry} Result - */ - sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); }, - /** - * Adds 180 degrees to rotation, which is a commutative - * operation. - * @memberof PIXI.groupD8 - * @param {number} rotation - The number to rotate. - * @returns {number} Rotated number - */ - rotate180: function (rotation) { return rotation ^ 4; }, - /** - * Checks if the rotation angle is vertical, i.e. south - * or north. It doesn't work for reflections. - * @memberof PIXI.groupD8 - * @param {PIXI.GD8Symmetry} rotation - The number to check. - * @returns {boolean} Whether or not the direction is vertical - */ - isVertical: function (rotation) { return (rotation & 3) === 2; }, - /** - * Approximates the vector `V(dx,dy)` into one of the - * eight directions provided by `groupD8`. - * @memberof PIXI.groupD8 - * @param {number} dx - X-component of the vector - * @param {number} dy - Y-component of the vector - * @returns {PIXI.GD8Symmetry} Approximation of the vector into - * one of the eight symmetries. - */ - byDirection: function (dx, dy) { - if (Math.abs(dx) * 2 <= Math.abs(dy)) { - if (dy >= 0) { - return groupD8.S; - } - return groupD8.N; - } - else if (Math.abs(dy) * 2 <= Math.abs(dx)) { - if (dx > 0) { - return groupD8.E; - } - return groupD8.W; - } - else if (dy > 0) { - if (dx > 0) { - return groupD8.SE; - } - return groupD8.SW; - } - else if (dx > 0) { - return groupD8.NE; - } - return groupD8.NW; - }, - /** - * Helps sprite to compensate texture packer rotation. - * @memberof PIXI.groupD8 - * @param {PIXI.Matrix} matrix - sprite world matrix - * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use. - * @param {number} tx - sprite anchoring - * @param {number} ty - sprite anchoring - */ - matrixAppendRotationInv: function (matrix, rotation, tx, ty) { - if (tx === void 0) { tx = 0; } - if (ty === void 0) { ty = 0; } - // Packer used "rotation", we use "inv(rotation)" - var mat = rotationMatrices[groupD8.inv(rotation)]; - mat.tx = tx; - mat.ty = ty; - matrix.append(mat); - }, - }; - - /** - * Transform that takes care about its versions. - * @memberof PIXI - */ - var Transform = /** @class */ (function () { - function Transform() { - this.worldTransform = new Matrix(); - this.localTransform = new Matrix(); - this.position = new ObservablePoint(this.onChange, this, 0, 0); - this.scale = new ObservablePoint(this.onChange, this, 1, 1); - this.pivot = new ObservablePoint(this.onChange, this, 0, 0); - this.skew = new ObservablePoint(this.updateSkew, this, 0, 0); - this._rotation = 0; - this._cx = 1; - this._sx = 0; - this._cy = 0; - this._sy = 1; - this._localID = 0; - this._currentLocalID = 0; - this._worldID = 0; - this._parentID = 0; - } - /** Called when a value changes. */ - Transform.prototype.onChange = function () { - this._localID++; - }; - /** Called when the skew or the rotation changes. */ - Transform.prototype.updateSkew = function () { - this._cx = Math.cos(this._rotation + this.skew.y); - this._sx = Math.sin(this._rotation + this.skew.y); - this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2 - this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2 - this._localID++; - }; - Transform.prototype.toString = function () { - return "[@pixi/math:Transform " - + ("position=(" + this.position.x + ", " + this.position.y + ") ") - + ("rotation=" + this.rotation + " ") - + ("scale=(" + this.scale.x + ", " + this.scale.y + ") ") - + ("skew=(" + this.skew.x + ", " + this.skew.y + ") ") - + "]"; - }; - /** Updates the local transformation matrix. */ - Transform.prototype.updateLocalTransform = function () { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; - } - }; - /** - * Updates the local and the world transformation matrices. - * @param parentTransform - The parent transform - */ - Transform.prototype.updateTransform = function (parentTransform) { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; - } - if (this._parentID !== parentTransform._worldID) { - // concat the parent matrix with the objects transform. - var pt = parentTransform.worldTransform; - var wt = this.worldTransform; - wt.a = (lt.a * pt.a) + (lt.b * pt.c); - wt.b = (lt.a * pt.b) + (lt.b * pt.d); - wt.c = (lt.c * pt.a) + (lt.d * pt.c); - wt.d = (lt.c * pt.b) + (lt.d * pt.d); - wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx; - wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty; - this._parentID = parentTransform._worldID; - // update the id of the transform.. - this._worldID++; - } - }; - /** - * Decomposes a matrix and sets the transforms properties based on it. - * @param matrix - The matrix to decompose - */ - Transform.prototype.setFromMatrix = function (matrix) { - matrix.decompose(this); - this._localID++; - }; - Object.defineProperty(Transform.prototype, "rotation", { - /** The rotation of the object in radians. */ - get: function () { - return this._rotation; - }, - set: function (value) { - if (this._rotation !== value) { - this._rotation = value; - this.updateSkew(); - } - }, - enumerable: false, - configurable: true - }); - /** A default (identity) transform. */ - Transform.IDENTITY = new Transform(); - return Transform; - }()); - - exports.Circle = Circle; - exports.DEG_TO_RAD = DEG_TO_RAD; - exports.Ellipse = Ellipse; - exports.Matrix = Matrix; - exports.ObservablePoint = ObservablePoint; - exports.PI_2 = PI_2; - exports.Point = Point; - exports.Polygon = Polygon; - exports.RAD_TO_DEG = RAD_TO_DEG; - exports.Rectangle = Rectangle; - exports.RoundedRectangle = RoundedRectangle; - exports.Transform = Transform; - exports.groupD8 = groupD8; - - } (math)); - return math; - } - - var display = {}; - - var settings = {}; - - /*! - * @pixi/settings - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/settings is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - var hasRequiredSettings; - - function requireSettings () { - if (hasRequiredSettings) return settings; - hasRequiredSettings = 1; - - Object.defineProperty(settings, '__esModule', { value: true }); - - /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV || (ENV = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE || (RENDERER_TYPE = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ - var BUFFER_BITS; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS || (BUFFER_BITS = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES || (BLEND_MODES = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES || (DRAW_MODES = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS || (FORMATS = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS || (TARGETS = {})); - /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ - var TYPES; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES || (TYPES = {})); - /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ - var SAMPLER_TYPES; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES || (SAMPLER_TYPES = {})); - /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ - var SCALE_MODES; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES || (SCALE_MODES = {})); - /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ - var WRAP_MODES; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES || (WRAP_MODES = {})); - /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. - */ - var MIPMAP_MODES; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES || (MIPMAP_MODES = {})); - /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ - var ALPHA_MODES; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES || (ALPHA_MODES = {})); - /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ - var CLEAR_MODES; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES || (CLEAR_MODES = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES || (GC_MODES = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION || (PRECISION = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES || (MASK_TYPES = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ - var COLOR_MASK_BITS; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS || (COLOR_MASK_BITS = {})); - /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ - var MSAA_QUALITY; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY || (MSAA_QUALITY = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ - var BUFFER_TYPE; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE || (BUFFER_TYPE = {})); - - var BrowserAdapter = { - /** - * Creates a canvas element of the given size. - * This canvas is created using the browser's native canvas element. - * @param width - width of the canvas - * @param height - height of the canvas - */ - createCanvas: function (width, height) { - var canvas = document.createElement('canvas'); - canvas.width = width; - canvas.height = height; - return canvas; - }, - getWebGLRenderingContext: function () { return WebGLRenderingContext; }, - getNavigator: function () { return navigator; }, - getBaseUrl: function () { var _a; return (_a = document.baseURI) !== null && _a !== void 0 ? _a : window.location.href; }, - fetch: function (url, options) { return fetch(url, options); }, - }; - - var appleIphone = /iPhone/i; - var appleIpod = /iPod/i; - var appleTablet = /iPad/i; - var appleUniversal = /\biOS-universal(?:.+)Mac\b/i; - var androidPhone = /\bAndroid(?:.+)Mobile\b/i; - var androidTablet = /Android/i; - var amazonPhone = /(?:SD4930UR|\bSilk(?:.+)Mobile\b)/i; - var amazonTablet = /Silk/i; - var windowsPhone = /Windows Phone/i; - var windowsTablet = /\bWindows(?:.+)ARM\b/i; - var otherBlackBerry = /BlackBerry/i; - var otherBlackBerry10 = /BB10/i; - var otherOpera = /Opera Mini/i; - var otherChrome = /\b(CriOS|Chrome)(?:.+)Mobile/i; - var otherFirefox = /Mobile(?:.+)Firefox\b/i; - var isAppleTabletOnIos13 = function (navigator) { - return (typeof navigator !== 'undefined' && - navigator.platform === 'MacIntel' && - typeof navigator.maxTouchPoints === 'number' && - navigator.maxTouchPoints > 1 && - typeof MSStream === 'undefined'); - }; - function createMatch(userAgent) { - return function (regex) { return regex.test(userAgent); }; - } - function isMobile$1(param) { - var nav = { - userAgent: '', - platform: '', - maxTouchPoints: 0 - }; - if (!param && typeof navigator !== 'undefined') { - nav = { - userAgent: navigator.userAgent, - platform: navigator.platform, - maxTouchPoints: navigator.maxTouchPoints || 0 - }; - } - else if (typeof param === 'string') { - nav.userAgent = param; - } - else if (param && param.userAgent) { - nav = { - userAgent: param.userAgent, - platform: param.platform, - maxTouchPoints: param.maxTouchPoints || 0 - }; - } - var userAgent = nav.userAgent; - var tmp = userAgent.split('[FBAN'); - if (typeof tmp[1] !== 'undefined') { - userAgent = tmp[0]; - } - tmp = userAgent.split('Twitter'); - if (typeof tmp[1] !== 'undefined') { - userAgent = tmp[0]; - } - var match = createMatch(userAgent); - var result = { - apple: { - phone: match(appleIphone) && !match(windowsPhone), - ipod: match(appleIpod), - tablet: !match(appleIphone) && - (match(appleTablet) || isAppleTabletOnIos13(nav)) && - !match(windowsPhone), - universal: match(appleUniversal), - device: (match(appleIphone) || - match(appleIpod) || - match(appleTablet) || - match(appleUniversal) || - isAppleTabletOnIos13(nav)) && - !match(windowsPhone) - }, - amazon: { - phone: match(amazonPhone), - tablet: !match(amazonPhone) && match(amazonTablet), - device: match(amazonPhone) || match(amazonTablet) - }, - android: { - phone: (!match(windowsPhone) && match(amazonPhone)) || - (!match(windowsPhone) && match(androidPhone)), - tablet: !match(windowsPhone) && - !match(amazonPhone) && - !match(androidPhone) && - (match(amazonTablet) || match(androidTablet)), - device: (!match(windowsPhone) && - (match(amazonPhone) || - match(amazonTablet) || - match(androidPhone) || - match(androidTablet))) || - match(/\bokhttp\b/i) - }, - windows: { - phone: match(windowsPhone), - tablet: match(windowsTablet), - device: match(windowsPhone) || match(windowsTablet) - }, - other: { - blackberry: match(otherBlackBerry), - blackberry10: match(otherBlackBerry10), - opera: match(otherOpera), - firefox: match(otherFirefox), - chrome: match(otherChrome), - device: match(otherBlackBerry) || - match(otherBlackBerry10) || - match(otherOpera) || - match(otherFirefox) || - match(otherChrome) - }, - any: false, - phone: false, - tablet: false - }; - result.any = - result.apple.device || - result.android.device || - result.windows.device || - result.other.device; - result.phone = - result.apple.phone || result.android.phone || result.windows.phone; - result.tablet = - result.apple.tablet || result.android.tablet || result.windows.tablet; - return result; - } - - var isMobile = isMobile$1(globalThis.navigator); - - /** - * Uploading the same buffer multiple times in a single frame can cause performance issues. - * Apparent on iOS so only check for that at the moment - * This check may become more complex if this issue pops up elsewhere. - * @private - * @returns {boolean} `true` if the same buffer may be uploaded more than once. - */ - function canUploadSameBuffer() { - return !isMobile.apple.device; - } - - /** - * The maximum recommended texture units to use. - * In theory the bigger the better, and for desktop we'll use as many as we can. - * But some mobile devices slow down if there is to many branches in the shader. - * So in practice there seems to be a sweet spot size that varies depending on the device. - * - * In v4, all mobile devices were limited to 4 texture units because for this. - * In v5, we allow all texture units to be used on modern Apple or Android devices. - * @private - * @param {number} max - * @returns {number} The maximum recommended texture units to use. - */ - function maxRecommendedTextures(max) { - var allowMax = true; - if (isMobile.tablet || isMobile.phone) { - if (isMobile.apple.device) { - var match = (navigator.userAgent).match(/OS (\d+)_(\d+)?/); - if (match) { - var majorVersion = parseInt(match[1], 10); - // Limit texture units on devices below iOS 11, which will be older hardware - if (majorVersion < 11) { - allowMax = false; - } - } - } - if (isMobile.android.device) { - var match = (navigator.userAgent).match(/Android\s([0-9.]*)/); - if (match) { - var majorVersion = parseInt(match[1], 10); - // Limit texture units on devices below Android 7 (Nougat), which will be older hardware - if (majorVersion < 7) { - allowMax = false; - } - } - } - } - return allowMax ? max : 4; - } - - /** - * User's customizable globals for overriding the default PIXI settings, such - * as a renderer's default resolution, framerate, float precision, etc. - * @example - * // Use the native window resolution as the default resolution - * // will support high-density displays when rendering - * PIXI.settings.RESOLUTION = window.devicePixelRatio; - * - * // Disable interpolation when scaling, will make texture be pixelated - * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST; - * @namespace PIXI.settings - */ - var settings$1 = { - /** - * This adapter is used to call methods that are platform dependent. - * For example `document.createElement` only runs on the web but fails in node environments. - * This allows us to support more platforms by abstracting away specific implementations per platform. - * - * By default the adapter is set to work in the browser. However you can create your own - * by implementing the `IAdapter` interface. See `IAdapter` for more information. - * @name ADAPTER - * @memberof PIXI.settings - * @type {PIXI.IAdapter} - * @default PIXI.BrowserAdapter - */ - ADAPTER: BrowserAdapter, - /** - * If set to true WebGL will attempt make textures mimpaped by default. - * Mipmapping will only succeed if the base texture uploaded has power of two dimensions. - * @static - * @name MIPMAP_TEXTURES - * @memberof PIXI.settings - * @type {PIXI.MIPMAP_MODES} - * @default PIXI.MIPMAP_MODES.POW2 - */ - MIPMAP_TEXTURES: MIPMAP_MODES.POW2, - /** - * Default anisotropic filtering level of textures. - * Usually from 0 to 16 - * @static - * @name ANISOTROPIC_LEVEL - * @memberof PIXI.settings - * @type {number} - * @default 0 - */ - ANISOTROPIC_LEVEL: 0, - /** - * Default resolution / device pixel ratio of the renderer. - * @static - * @name RESOLUTION - * @memberof PIXI.settings - * @type {number} - * @default 1 - */ - RESOLUTION: 1, - /** - * Default filter resolution. - * @static - * @name FILTER_RESOLUTION - * @memberof PIXI.settings - * @type {number} - * @default 1 - */ - FILTER_RESOLUTION: 1, - /** - * Default filter samples. - * @static - * @name FILTER_MULTISAMPLE - * @memberof PIXI.settings - * @type {PIXI.MSAA_QUALITY} - * @default PIXI.MSAA_QUALITY.NONE - */ - FILTER_MULTISAMPLE: MSAA_QUALITY.NONE, - /** - * The maximum textures that this device supports. - * @static - * @name SPRITE_MAX_TEXTURES - * @memberof PIXI.settings - * @type {number} - * @default 32 - */ - SPRITE_MAX_TEXTURES: maxRecommendedTextures(32), - // TODO: maybe change to SPRITE.BATCH_SIZE: 2000 - // TODO: maybe add PARTICLE.BATCH_SIZE: 15000 - /** - * The default sprite batch size. - * - * The default aims to balance desktop and mobile devices. - * @static - * @name SPRITE_BATCH_SIZE - * @memberof PIXI.settings - * @type {number} - * @default 4096 - */ - SPRITE_BATCH_SIZE: 4096, - /** - * The default render options if none are supplied to {@link PIXI.Renderer} - * or {@link PIXI.CanvasRenderer}. - * @static - * @name RENDER_OPTIONS - * @memberof PIXI.settings - * @type {object} - * @property {HTMLCanvasElement} [view=null] - - * @property {boolean} [antialias=false] - - * @property {boolean} [autoDensity=false] - - * @property {boolean} [useContextAlpha=true] - - * @property {number} [backgroundColor=0x000000] - - * @property {number} [backgroundAlpha=1] - - * @property {boolean} [clearBeforeRender=true] - - * @property {boolean} [preserveDrawingBuffer=false] - - * @property {number} [width=800] - - * @property {number} [height=600] - - * @property {boolean} [legacy=false] - - */ - RENDER_OPTIONS: { - view: null, - antialias: false, - autoDensity: false, - backgroundColor: 0x000000, - backgroundAlpha: 1, - useContextAlpha: true, - clearBeforeRender: true, - preserveDrawingBuffer: false, - width: 800, - height: 600, - legacy: false, - }, - /** - * Default Garbage Collection mode. - * @static - * @name GC_MODE - * @memberof PIXI.settings - * @type {PIXI.GC_MODES} - * @default PIXI.GC_MODES.AUTO - */ - GC_MODE: GC_MODES.AUTO, - /** - * Default Garbage Collection max idle. - * @static - * @name GC_MAX_IDLE - * @memberof PIXI.settings - * @type {number} - * @default 3600 - */ - GC_MAX_IDLE: 60 * 60, - /** - * Default Garbage Collection maximum check count. - * @static - * @name GC_MAX_CHECK_COUNT - * @memberof PIXI.settings - * @type {number} - * @default 600 - */ - GC_MAX_CHECK_COUNT: 60 * 10, - /** - * Default wrap modes that are supported by pixi. - * @static - * @name WRAP_MODE - * @memberof PIXI.settings - * @type {PIXI.WRAP_MODES} - * @default PIXI.WRAP_MODES.CLAMP - */ - WRAP_MODE: WRAP_MODES.CLAMP, - /** - * Default scale mode for textures. - * @static - * @name SCALE_MODE - * @memberof PIXI.settings - * @type {PIXI.SCALE_MODES} - * @default PIXI.SCALE_MODES.LINEAR - */ - SCALE_MODE: SCALE_MODES.LINEAR, - /** - * Default specify float precision in vertex shader. - * @static - * @name PRECISION_VERTEX - * @memberof PIXI.settings - * @type {PIXI.PRECISION} - * @default PIXI.PRECISION.HIGH - */ - PRECISION_VERTEX: PRECISION.HIGH, - /** - * Default specify float precision in fragment shader. - * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742 - * @static - * @name PRECISION_FRAGMENT - * @memberof PIXI.settings - * @type {PIXI.PRECISION} - * @default PIXI.PRECISION.MEDIUM - */ - PRECISION_FRAGMENT: isMobile.apple.device ? PRECISION.HIGH : PRECISION.MEDIUM, - /** - * Can we upload the same buffer in a single frame? - * @static - * @name CAN_UPLOAD_SAME_BUFFER - * @memberof PIXI.settings - * @type {boolean} - */ - CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(), - /** - * Enables bitmap creation before image load. This feature is experimental. - * @static - * @name CREATE_IMAGE_BITMAP - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ - CREATE_IMAGE_BITMAP: false, - /** - * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. - * Advantages can include sharper image quality (like text) and faster rendering on canvas. - * The main disadvantage is movement of objects may appear less smooth. - * @static - * @constant - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ - ROUND_PIXELS: false, - }; - - settings.BrowserAdapter = BrowserAdapter; - settings.isMobile = isMobile; - settings.settings = settings$1; - - return settings; - } - - var utils = {}; - - var require$$3 = /*@__PURE__*/getAugmentedNamespace(url$2); - - var constants = {}; - - /*! - * @pixi/constants - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - var hasRequiredConstants; - - function requireConstants () { - if (hasRequiredConstants) return constants; - hasRequiredConstants = 1; - (function (exports) { - - Object.defineProperty(exports, '__esModule', { value: true }); - - /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - exports.ENV = void 0; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(exports.ENV || (exports.ENV = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - exports.RENDERER_TYPE = void 0; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(exports.RENDERER_TYPE || (exports.RENDERER_TYPE = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ - exports.BUFFER_BITS = void 0; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(exports.BUFFER_BITS || (exports.BUFFER_BITS = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - exports.BLEND_MODES = void 0; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(exports.BLEND_MODES || (exports.BLEND_MODES = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - exports.DRAW_MODES = void 0; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(exports.DRAW_MODES || (exports.DRAW_MODES = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - exports.FORMATS = void 0; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(exports.FORMATS || (exports.FORMATS = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - exports.TARGETS = void 0; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(exports.TARGETS || (exports.TARGETS = {})); - /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ - exports.TYPES = void 0; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(exports.TYPES || (exports.TYPES = {})); - /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ - exports.SAMPLER_TYPES = void 0; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(exports.SAMPLER_TYPES || (exports.SAMPLER_TYPES = {})); - /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ - exports.SCALE_MODES = void 0; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(exports.SCALE_MODES || (exports.SCALE_MODES = {})); - /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ - exports.WRAP_MODES = void 0; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(exports.WRAP_MODES || (exports.WRAP_MODES = {})); - /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. - */ - exports.MIPMAP_MODES = void 0; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(exports.MIPMAP_MODES || (exports.MIPMAP_MODES = {})); - /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ - exports.ALPHA_MODES = void 0; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(exports.ALPHA_MODES || (exports.ALPHA_MODES = {})); - /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ - exports.CLEAR_MODES = void 0; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(exports.CLEAR_MODES || (exports.CLEAR_MODES = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - exports.GC_MODES = void 0; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(exports.GC_MODES || (exports.GC_MODES = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - exports.PRECISION = void 0; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(exports.PRECISION || (exports.PRECISION = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - exports.MASK_TYPES = void 0; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(exports.MASK_TYPES || (exports.MASK_TYPES = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ - exports.COLOR_MASK_BITS = void 0; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(exports.COLOR_MASK_BITS || (exports.COLOR_MASK_BITS = {})); - /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ - exports.MSAA_QUALITY = void 0; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(exports.MSAA_QUALITY || (exports.MSAA_QUALITY = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ - exports.BUFFER_TYPE = void 0; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(exports.BUFFER_TYPE || (exports.BUFFER_TYPE = {})); - - } (constants)); - return constants; - } - - /*! - * @pixi/utils - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/utils is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - var hasRequiredUtils; - - function requireUtils () { - if (hasRequiredUtils) return utils; - hasRequiredUtils = 1; - (function (exports) { - - Object.defineProperty(exports, '__esModule', { value: true }); - - var settings = requireSettings(); - var eventemitter3 = eventemitter3$1.exports; - var earcut = requireEarcut(); - var url$1 = require$$3; - var constants = requireConstants(); - - function _interopDefaultLegacy (e) { return e && typeof e === 'object' && 'default' in e ? e : { 'default': e }; } - - var eventemitter3__default = /*#__PURE__*/_interopDefaultLegacy(eventemitter3); - var earcut__default = /*#__PURE__*/_interopDefaultLegacy(earcut); - - /** - * This file contains redeclared types for Node `url` and `querystring` modules. These modules - * don't provide their own typings but instead are a part of the full Node typings. The purpose of - * this file is to redeclare the required types to avoid having the whole Node types as a - * dependency. - */ - var url = { - parse: url$1.parse, - format: url$1.format, - resolve: url$1.resolve, - }; - - /** - * The prefix that denotes a URL is for a retina asset. - * @static - * @name RETINA_PREFIX - * @memberof PIXI.settings - * @type {RegExp} - * @default /@([0-9\.]+)x/ - * @example `@2x` - */ - settings.settings.RETINA_PREFIX = /@([0-9\.]+)x/; - /** - * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function. - * If set to true, a WebGL renderer can fail to be created if the browser thinks there could be performance issues when - * using WebGL. - * - * In PixiJS v6 this has changed from true to false by default, to allow WebGL to work in as many scenarios as possible. - * However, some users may have a poor experience, for example, if a user has a gpu or driver version blacklisted by the - * browser. - * - * If your application requires high performance rendering, you may wish to set this to false. - * We recommend one of two options if you decide to set this flag to false: - * - * 1: Use the `pixi.js-legacy` package, which includes a Canvas renderer as a fallback in case high performance WebGL is - * not supported. - * - * 2: Call `isWebGLSupported` (which if found in the PIXI.utils package) in your code before attempting to create a PixiJS - * renderer, and show an error message to the user if the function returns false, explaining that their device & browser - * combination does not support high performance WebGL. - * This is a much better strategy than trying to create a PixiJS renderer and finding it then fails. - * @static - * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ - settings.settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false; - - var saidHello = false; - var VERSION = '6.5.1'; - /** - * Skips the hello message of renderers that are created after this is run. - * @function skipHello - * @memberof PIXI.utils - */ - function skipHello() { - saidHello = true; - } - /** - * Logs out the version and renderer information for this running instance of PIXI. - * If you don't want to see this message you can run `PIXI.utils.skipHello()` before - * creating your renderer. Keep in mind that doing that will forever make you a jerk face. - * @static - * @function sayHello - * @memberof PIXI.utils - * @param {string} type - The string renderer type to log. - */ - function sayHello(type) { - var _a; - if (saidHello) { - return; - } - if (settings.settings.ADAPTER.getNavigator().userAgent.toLowerCase().indexOf('chrome') > -1) { - var args = [ - "\n %c %c %c PixiJS " + VERSION + " - \u2730 " + type + " \u2730 %c %c http://www.pixijs.com/ %c %c \u2665%c\u2665%c\u2665 \n\n", - 'background: #ff66a5; padding:5px 0;', - 'background: #ff66a5; padding:5px 0;', - 'color: #ff66a5; background: #030307; padding:5px 0;', - 'background: #ff66a5; padding:5px 0;', - 'background: #ffc3dc; padding:5px 0;', - 'background: #ff66a5; padding:5px 0;', - 'color: #ff2424; background: #fff; padding:5px 0;', - 'color: #ff2424; background: #fff; padding:5px 0;', - 'color: #ff2424; background: #fff; padding:5px 0;' ]; - (_a = globalThis.console).log.apply(_a, args); - } - else if (globalThis.console) { - globalThis.console.log("PixiJS " + VERSION + " - " + type + " - http://www.pixijs.com/"); - } - saidHello = true; - } - - var supported; - /** - * Helper for checking for WebGL support. - * @memberof PIXI.utils - * @function isWebGLSupported - * @returns {boolean} Is WebGL supported. - */ - function isWebGLSupported() { - if (typeof supported === 'undefined') { - supported = (function supported() { - var contextOptions = { - stencil: true, - failIfMajorPerformanceCaveat: settings.settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT, - }; - try { - if (!settings.settings.ADAPTER.getWebGLRenderingContext()) { - return false; - } - var canvas = settings.settings.ADAPTER.createCanvas(); - var gl = (canvas.getContext('webgl', contextOptions) - || canvas.getContext('experimental-webgl', contextOptions)); - var success = !!(gl && gl.getContextAttributes().stencil); - if (gl) { - var loseContext = gl.getExtension('WEBGL_lose_context'); - if (loseContext) { - loseContext.loseContext(); - } - } - gl = null; - return success; - } - catch (e) { - return false; - } - })(); - } - return supported; - } - - var aliceblue = "#f0f8ff"; - var antiquewhite = "#faebd7"; - var aqua = "#00ffff"; - var aquamarine = "#7fffd4"; - var azure = "#f0ffff"; - var beige = "#f5f5dc"; - var bisque = "#ffe4c4"; - var black = "#000000"; - var blanchedalmond = "#ffebcd"; - var blue = "#0000ff"; - var blueviolet = "#8a2be2"; - var brown = "#a52a2a"; - var burlywood = "#deb887"; - var cadetblue = "#5f9ea0"; - var chartreuse = "#7fff00"; - var chocolate = "#d2691e"; - var coral = "#ff7f50"; - var cornflowerblue = "#6495ed"; - var cornsilk = "#fff8dc"; - var crimson = "#dc143c"; - var cyan = "#00ffff"; - var darkblue = "#00008b"; - var darkcyan = "#008b8b"; - var darkgoldenrod = "#b8860b"; - var darkgray = "#a9a9a9"; - var darkgreen = "#006400"; - var darkgrey = "#a9a9a9"; - var darkkhaki = "#bdb76b"; - var darkmagenta = "#8b008b"; - var darkolivegreen = "#556b2f"; - var darkorange = "#ff8c00"; - var darkorchid = "#9932cc"; - var darkred = "#8b0000"; - var darksalmon = "#e9967a"; - var darkseagreen = "#8fbc8f"; - var darkslateblue = "#483d8b"; - var darkslategray = "#2f4f4f"; - var darkslategrey = "#2f4f4f"; - var darkturquoise = "#00ced1"; - var darkviolet = "#9400d3"; - var deeppink = "#ff1493"; - var deepskyblue = "#00bfff"; - var dimgray = "#696969"; - var dimgrey = "#696969"; - var dodgerblue = "#1e90ff"; - var firebrick = "#b22222"; - var floralwhite = "#fffaf0"; - var forestgreen = "#228b22"; - var fuchsia = "#ff00ff"; - var gainsboro = "#dcdcdc"; - var ghostwhite = "#f8f8ff"; - var goldenrod = "#daa520"; - var gold = "#ffd700"; - var gray = "#808080"; - var green = "#008000"; - var greenyellow = "#adff2f"; - var grey = "#808080"; - var honeydew = "#f0fff0"; - var hotpink = "#ff69b4"; - var indianred = "#cd5c5c"; - var indigo = "#4b0082"; - var ivory = "#fffff0"; - var khaki = "#f0e68c"; - var lavenderblush = "#fff0f5"; - var lavender = "#e6e6fa"; - var lawngreen = "#7cfc00"; - var lemonchiffon = "#fffacd"; - var lightblue = "#add8e6"; - var lightcoral = "#f08080"; - var lightcyan = "#e0ffff"; - var lightgoldenrodyellow = "#fafad2"; - var lightgray = "#d3d3d3"; - var lightgreen = "#90ee90"; - var lightgrey = "#d3d3d3"; - var lightpink = "#ffb6c1"; - var lightsalmon = "#ffa07a"; - var lightseagreen = "#20b2aa"; - var lightskyblue = "#87cefa"; - var lightslategray = "#778899"; - var lightslategrey = "#778899"; - var lightsteelblue = "#b0c4de"; - var lightyellow = "#ffffe0"; - var lime = "#00ff00"; - var limegreen = "#32cd32"; - var linen = "#faf0e6"; - var magenta = "#ff00ff"; - var maroon = "#800000"; - var mediumaquamarine = "#66cdaa"; - var mediumblue = "#0000cd"; - var mediumorchid = "#ba55d3"; - var mediumpurple = "#9370db"; - var mediumseagreen = "#3cb371"; - var mediumslateblue = "#7b68ee"; - var mediumspringgreen = "#00fa9a"; - var mediumturquoise = "#48d1cc"; - var mediumvioletred = "#c71585"; - var midnightblue = "#191970"; - var mintcream = "#f5fffa"; - var mistyrose = "#ffe4e1"; - var moccasin = "#ffe4b5"; - var navajowhite = "#ffdead"; - var navy = "#000080"; - var oldlace = "#fdf5e6"; - var olive = "#808000"; - var olivedrab = "#6b8e23"; - var orange = "#ffa500"; - var orangered = "#ff4500"; - var orchid = "#da70d6"; - var palegoldenrod = "#eee8aa"; - var palegreen = "#98fb98"; - var paleturquoise = "#afeeee"; - var palevioletred = "#db7093"; - var papayawhip = "#ffefd5"; - var peachpuff = "#ffdab9"; - var peru = "#cd853f"; - var pink = "#ffc0cb"; - var plum = "#dda0dd"; - var powderblue = "#b0e0e6"; - var purple = "#800080"; - var rebeccapurple = "#663399"; - var red = "#ff0000"; - var rosybrown = "#bc8f8f"; - var royalblue = "#4169e1"; - var saddlebrown = "#8b4513"; - var salmon = "#fa8072"; - var sandybrown = "#f4a460"; - var seagreen = "#2e8b57"; - var seashell = "#fff5ee"; - var sienna = "#a0522d"; - var silver = "#c0c0c0"; - var skyblue = "#87ceeb"; - var slateblue = "#6a5acd"; - var slategray = "#708090"; - var slategrey = "#708090"; - var snow = "#fffafa"; - var springgreen = "#00ff7f"; - var steelblue = "#4682b4"; - var tan = "#d2b48c"; - var teal = "#008080"; - var thistle = "#d8bfd8"; - var tomato = "#ff6347"; - var turquoise = "#40e0d0"; - var violet = "#ee82ee"; - var wheat = "#f5deb3"; - var white = "#ffffff"; - var whitesmoke = "#f5f5f5"; - var yellow = "#ffff00"; - var yellowgreen = "#9acd32"; - var cssColorNames = { - aliceblue: aliceblue, - antiquewhite: antiquewhite, - aqua: aqua, - aquamarine: aquamarine, - azure: azure, - beige: beige, - bisque: bisque, - black: black, - blanchedalmond: blanchedalmond, - blue: blue, - blueviolet: blueviolet, - brown: brown, - burlywood: burlywood, - cadetblue: cadetblue, - chartreuse: chartreuse, - chocolate: chocolate, - coral: coral, - cornflowerblue: cornflowerblue, - cornsilk: cornsilk, - crimson: crimson, - cyan: cyan, - darkblue: darkblue, - darkcyan: darkcyan, - darkgoldenrod: darkgoldenrod, - darkgray: darkgray, - darkgreen: darkgreen, - darkgrey: darkgrey, - darkkhaki: darkkhaki, - darkmagenta: darkmagenta, - darkolivegreen: darkolivegreen, - darkorange: darkorange, - darkorchid: darkorchid, - darkred: darkred, - darksalmon: darksalmon, - darkseagreen: darkseagreen, - darkslateblue: darkslateblue, - darkslategray: darkslategray, - darkslategrey: darkslategrey, - darkturquoise: darkturquoise, - darkviolet: darkviolet, - deeppink: deeppink, - deepskyblue: deepskyblue, - dimgray: dimgray, - dimgrey: dimgrey, - dodgerblue: dodgerblue, - firebrick: firebrick, - floralwhite: floralwhite, - forestgreen: forestgreen, - fuchsia: fuchsia, - gainsboro: gainsboro, - ghostwhite: ghostwhite, - goldenrod: goldenrod, - gold: gold, - gray: gray, - green: green, - greenyellow: greenyellow, - grey: grey, - honeydew: honeydew, - hotpink: hotpink, - indianred: indianred, - indigo: indigo, - ivory: ivory, - khaki: khaki, - lavenderblush: lavenderblush, - lavender: lavender, - lawngreen: lawngreen, - lemonchiffon: lemonchiffon, - lightblue: lightblue, - lightcoral: lightcoral, - lightcyan: lightcyan, - lightgoldenrodyellow: lightgoldenrodyellow, - lightgray: lightgray, - lightgreen: lightgreen, - lightgrey: lightgrey, - lightpink: lightpink, - lightsalmon: lightsalmon, - lightseagreen: lightseagreen, - lightskyblue: lightskyblue, - lightslategray: lightslategray, - lightslategrey: lightslategrey, - lightsteelblue: lightsteelblue, - lightyellow: lightyellow, - lime: lime, - limegreen: limegreen, - linen: linen, - magenta: magenta, - maroon: maroon, - mediumaquamarine: mediumaquamarine, - mediumblue: mediumblue, - mediumorchid: mediumorchid, - mediumpurple: mediumpurple, - mediumseagreen: mediumseagreen, - mediumslateblue: mediumslateblue, - mediumspringgreen: mediumspringgreen, - mediumturquoise: mediumturquoise, - mediumvioletred: mediumvioletred, - midnightblue: midnightblue, - mintcream: mintcream, - mistyrose: mistyrose, - moccasin: moccasin, - navajowhite: navajowhite, - navy: navy, - oldlace: oldlace, - olive: olive, - olivedrab: olivedrab, - orange: orange, - orangered: orangered, - orchid: orchid, - palegoldenrod: palegoldenrod, - palegreen: palegreen, - paleturquoise: paleturquoise, - palevioletred: palevioletred, - papayawhip: papayawhip, - peachpuff: peachpuff, - peru: peru, - pink: pink, - plum: plum, - powderblue: powderblue, - purple: purple, - rebeccapurple: rebeccapurple, - red: red, - rosybrown: rosybrown, - royalblue: royalblue, - saddlebrown: saddlebrown, - salmon: salmon, - sandybrown: sandybrown, - seagreen: seagreen, - seashell: seashell, - sienna: sienna, - silver: silver, - skyblue: skyblue, - slateblue: slateblue, - slategray: slategray, - slategrey: slategrey, - snow: snow, - springgreen: springgreen, - steelblue: steelblue, - tan: tan, - teal: teal, - thistle: thistle, - tomato: tomato, - turquoise: turquoise, - violet: violet, - wheat: wheat, - white: white, - whitesmoke: whitesmoke, - yellow: yellow, - yellowgreen: yellowgreen - }; - - /** - * Converts a hexadecimal color number to an [R, G, B] array of normalized floats (numbers from 0.0 to 1.0). - * @example - * PIXI.utils.hex2rgb(0xffffff); // returns [1, 1, 1] - * @memberof PIXI.utils - * @function hex2rgb - * @param {number} hex - The hexadecimal number to convert - * @param {number[]} [out=[]] - If supplied, this array will be used rather than returning a new one - * @returns {number[]} An array representing the [R, G, B] of the color where all values are floats. - */ - function hex2rgb(hex, out) { - if (out === void 0) { out = []; } - out[0] = ((hex >> 16) & 0xFF) / 255; - out[1] = ((hex >> 8) & 0xFF) / 255; - out[2] = (hex & 0xFF) / 255; - return out; - } - /** - * Converts a hexadecimal color number to a string. - * @example - * PIXI.utils.hex2string(0xffffff); // returns "#ffffff" - * @memberof PIXI.utils - * @function hex2string - * @param {number} hex - Number in hex (e.g., `0xffffff`) - * @returns {string} The string color (e.g., `"#ffffff"`). - */ - function hex2string(hex) { - var hexString = hex.toString(16); - hexString = '000000'.substring(0, 6 - hexString.length) + hexString; - return "#" + hexString; - } - /** - * Converts a string to a hexadecimal color number. - * It can handle: - * hex strings starting with #: "#ffffff" - * hex strings starting with 0x: "0xffffff" - * hex strings without prefix: "ffffff" - * css colors: "black" - * @example - * PIXI.utils.string2hex("#ffffff"); // returns 0xffffff - * @memberof PIXI.utils - * @function string2hex - * @param {string} string - The string color (e.g., `"#ffffff"`) - * @returns {number} Number in hexadecimal. - */ - function string2hex(string) { - if (typeof string === 'string') { - string = cssColorNames[string.toLowerCase()] || string; - if (string[0] === '#') { - string = string.slice(1); - } - } - return parseInt(string, 16); - } - /** - * Converts a color as an [R, G, B] array of normalized floats to a hexadecimal number. - * @example - * PIXI.utils.rgb2hex([1, 1, 1]); // returns 0xffffff - * @memberof PIXI.utils - * @function rgb2hex - * @param {number[]} rgb - Array of numbers where all values are normalized floats from 0.0 to 1.0. - * @returns {number} Number in hexadecimal. - */ - function rgb2hex(rgb) { - return (((rgb[0] * 255) << 16) + ((rgb[1] * 255) << 8) + (rgb[2] * 255 | 0)); - } - - /** - * Corrects PixiJS blend, takes premultiplied alpha into account - * @memberof PIXI.utils - * @function mapPremultipliedBlendModes - * @private - * @returns {Array} Mapped modes. - */ - function mapPremultipliedBlendModes() { - var pm = []; - var npm = []; - for (var i = 0; i < 32; i++) { - pm[i] = i; - npm[i] = i; - } - pm[constants.BLEND_MODES.NORMAL_NPM] = constants.BLEND_MODES.NORMAL; - pm[constants.BLEND_MODES.ADD_NPM] = constants.BLEND_MODES.ADD; - pm[constants.BLEND_MODES.SCREEN_NPM] = constants.BLEND_MODES.SCREEN; - npm[constants.BLEND_MODES.NORMAL] = constants.BLEND_MODES.NORMAL_NPM; - npm[constants.BLEND_MODES.ADD] = constants.BLEND_MODES.ADD_NPM; - npm[constants.BLEND_MODES.SCREEN] = constants.BLEND_MODES.SCREEN_NPM; - var array = []; - array.push(npm); - array.push(pm); - return array; - } - /** - * maps premultiply flag and blendMode to adjusted blendMode - * @memberof PIXI.utils - * @constant premultiplyBlendMode - * @type {Array} - */ - var premultiplyBlendMode = mapPremultipliedBlendModes(); - /** - * changes blendMode according to texture format - * @memberof PIXI.utils - * @function correctBlendMode - * @param {number} blendMode - supposed blend mode - * @param {boolean} premultiplied - whether source is premultiplied - * @returns {number} true blend mode for this texture - */ - function correctBlendMode(blendMode, premultiplied) { - return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode]; - } - /** - * combines rgb and alpha to out array - * @memberof PIXI.utils - * @function premultiplyRgba - * @param {Float32Array|number[]} rgb - input rgb - * @param {number} alpha - alpha param - * @param {Float32Array} [out] - output - * @param {boolean} [premultiply=true] - do premultiply it - * @returns {Float32Array} vec4 rgba - */ - function premultiplyRgba(rgb, alpha, out, premultiply) { - out = out || new Float32Array(4); - if (premultiply || premultiply === undefined) { - out[0] = rgb[0] * alpha; - out[1] = rgb[1] * alpha; - out[2] = rgb[2] * alpha; - } - else { - out[0] = rgb[0]; - out[1] = rgb[1]; - out[2] = rgb[2]; - } - out[3] = alpha; - return out; - } - /** - * premultiplies tint - * @memberof PIXI.utils - * @function premultiplyTint - * @param {number} tint - integer RGB - * @param {number} alpha - floating point alpha (0.0-1.0) - * @returns {number} tint multiplied by alpha - */ - function premultiplyTint(tint, alpha) { - if (alpha === 1.0) { - return (alpha * 255 << 24) + tint; - } - if (alpha === 0.0) { - return 0; - } - var R = ((tint >> 16) & 0xFF); - var G = ((tint >> 8) & 0xFF); - var B = (tint & 0xFF); - R = ((R * alpha) + 0.5) | 0; - G = ((G * alpha) + 0.5) | 0; - B = ((B * alpha) + 0.5) | 0; - return (alpha * 255 << 24) + (R << 16) + (G << 8) + B; - } - /** - * converts integer tint and float alpha to vec4 form, premultiplies by default - * @memberof PIXI.utils - * @function premultiplyTintToRgba - * @param {number} tint - input tint - * @param {number} alpha - alpha param - * @param {Float32Array} [out] - output - * @param {boolean} [premultiply=true] - do premultiply it - * @returns {Float32Array} vec4 rgba - */ - function premultiplyTintToRgba(tint, alpha, out, premultiply) { - out = out || new Float32Array(4); - out[0] = ((tint >> 16) & 0xFF) / 255.0; - out[1] = ((tint >> 8) & 0xFF) / 255.0; - out[2] = (tint & 0xFF) / 255.0; - if (premultiply || premultiply === undefined) { - out[0] *= alpha; - out[1] *= alpha; - out[2] *= alpha; - } - out[3] = alpha; - return out; - } - - /** - * Generic Mask Stack data structure - * @memberof PIXI.utils - * @function createIndicesForQuads - * @param {number} size - Number of quads - * @param {Uint16Array|Uint32Array} [outBuffer] - Buffer for output, length has to be `6 * size` - * @returns {Uint16Array|Uint32Array} - Resulting index buffer - */ - function createIndicesForQuads(size, outBuffer) { - if (outBuffer === void 0) { outBuffer = null; } - // the total number of indices in our array, there are 6 points per quad. - var totalIndices = size * 6; - outBuffer = outBuffer || new Uint16Array(totalIndices); - if (outBuffer.length !== totalIndices) { - throw new Error("Out buffer length is incorrect, got " + outBuffer.length + " and expected " + totalIndices); - } - // fill the indices with the quads to draw - for (var i = 0, j = 0; i < totalIndices; i += 6, j += 4) { - outBuffer[i + 0] = j + 0; - outBuffer[i + 1] = j + 1; - outBuffer[i + 2] = j + 2; - outBuffer[i + 3] = j + 0; - outBuffer[i + 4] = j + 2; - outBuffer[i + 5] = j + 3; - } - return outBuffer; - } - - function getBufferType(array) { - if (array.BYTES_PER_ELEMENT === 4) { - if (array instanceof Float32Array) { - return 'Float32Array'; - } - else if (array instanceof Uint32Array) { - return 'Uint32Array'; - } - return 'Int32Array'; - } - else if (array.BYTES_PER_ELEMENT === 2) { - if (array instanceof Uint16Array) { - return 'Uint16Array'; - } - } - else if (array.BYTES_PER_ELEMENT === 1) { - if (array instanceof Uint8Array) { - return 'Uint8Array'; - } - } - // TODO map out the rest of the array elements! - return null; - } - - /* eslint-disable object-shorthand */ - var map = { Float32Array: Float32Array, Uint32Array: Uint32Array, Int32Array: Int32Array, Uint8Array: Uint8Array }; - function interleaveTypedArrays(arrays, sizes) { - var outSize = 0; - var stride = 0; - var views = {}; - for (var i = 0; i < arrays.length; i++) { - stride += sizes[i]; - outSize += arrays[i].length; - } - var buffer = new ArrayBuffer(outSize * 4); - var out = null; - var littleOffset = 0; - for (var i = 0; i < arrays.length; i++) { - var size = sizes[i]; - var array = arrays[i]; - /* - @todo This is unsafe casting but consistent with how the code worked previously. Should it stay this way - or should and `getBufferTypeUnsafe` function be exposed that throws an Error if unsupported type is passed? - */ - var type = getBufferType(array); - if (!views[type]) { - views[type] = new map[type](buffer); - } - out = views[type]; - for (var j = 0; j < array.length; j++) { - var indexStart = ((j / size | 0) * stride) + littleOffset; - var index = j % size; - out[indexStart + index] = array[j]; - } - littleOffset += size; - } - return new Float32Array(buffer); - } - - // Taken from the bit-twiddle package - /** - * Rounds to next power of two. - * @function nextPow2 - * @memberof PIXI.utils - * @param {number} v - input value - * @returns {number} - next rounded power of two - */ - function nextPow2(v) { - v += v === 0 ? 1 : 0; - --v; - v |= v >>> 1; - v |= v >>> 2; - v |= v >>> 4; - v |= v >>> 8; - v |= v >>> 16; - return v + 1; - } - /** - * Checks if a number is a power of two. - * @function isPow2 - * @memberof PIXI.utils - * @param {number} v - input value - * @returns {boolean} `true` if value is power of two - */ - function isPow2(v) { - return !(v & (v - 1)) && (!!v); - } - /** - * Computes ceil of log base 2 - * @function log2 - * @memberof PIXI.utils - * @param {number} v - input value - * @returns {number} logarithm base 2 - */ - function log2(v) { - var r = (v > 0xFFFF ? 1 : 0) << 4; - v >>>= r; - var shift = (v > 0xFF ? 1 : 0) << 3; - v >>>= shift; - r |= shift; - shift = (v > 0xF ? 1 : 0) << 2; - v >>>= shift; - r |= shift; - shift = (v > 0x3 ? 1 : 0) << 1; - v >>>= shift; - r |= shift; - return r | (v >> 1); - } - - /** - * Remove items from a javascript array without generating garbage - * @function removeItems - * @memberof PIXI.utils - * @param {Array} arr - Array to remove elements from - * @param {number} startIdx - starting index - * @param {number} removeCount - how many to remove - */ - function removeItems(arr, startIdx, removeCount) { - var length = arr.length; - var i; - if (startIdx >= length || removeCount === 0) { - return; - } - removeCount = (startIdx + removeCount > length ? length - startIdx : removeCount); - var len = length - removeCount; - for (i = startIdx; i < len; ++i) { - arr[i] = arr[i + removeCount]; - } - arr.length = len; - } - - /** - * Returns sign of number - * @memberof PIXI.utils - * @function sign - * @param {number} n - the number to check the sign of - * @returns {number} 0 if `n` is 0, -1 if `n` is negative, 1 if `n` is positive - */ - function sign(n) { - if (n === 0) - { return 0; } - return n < 0 ? -1 : 1; - } - - var nextUid = 0; - /** - * Gets the next unique identifier - * @memberof PIXI.utils - * @function uid - * @returns {number} The next unique identifier to use. - */ - function uid() { - return ++nextUid; - } - - // A map of warning messages already fired - var warnings = {}; - /** - * Helper for warning developers about deprecated features & settings. - * A stack track for warnings is given; useful for tracking-down where - * deprecated methods/properties/classes are being used within the code. - * @memberof PIXI.utils - * @function deprecation - * @param {string} version - The version where the feature became deprecated - * @param {string} message - Message should include what is deprecated, where, and the new solution - * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack - * this is mostly to ignore internal deprecation calls. - */ - function deprecation(version, message, ignoreDepth) { - if (ignoreDepth === void 0) { ignoreDepth = 3; } - // Ignore duplicat - if (warnings[message]) { - return; - } - /* eslint-disable no-console */ - var stack = new Error().stack; - // Handle IE < 10 and Safari < 6 - if (typeof stack === 'undefined') { - console.warn('PixiJS Deprecation Warning: ', message + "\nDeprecated since v" + version); - } - else { - // chop off the stack trace which includes PixiJS internal calls - stack = stack.split('\n').splice(ignoreDepth).join('\n'); - if (console.groupCollapsed) { - console.groupCollapsed('%cPixiJS Deprecation Warning: %c%s', 'color:#614108;background:#fffbe6', 'font-weight:normal;color:#614108;background:#fffbe6', message + "\nDeprecated since v" + version); - console.warn(stack); - console.groupEnd(); - } - else { - console.warn('PixiJS Deprecation Warning: ', message + "\nDeprecated since v" + version); - console.warn(stack); - } - } - /* eslint-enable no-console */ - warnings[message] = true; - } - - /** - * @todo Describe property usage - * @static - * @name ProgramCache - * @memberof PIXI.utils - * @type {object} - */ - var ProgramCache = {}; - /** - * @todo Describe property usage - * @static - * @name TextureCache - * @memberof PIXI.utils - * @type {object} - */ - var TextureCache = Object.create(null); - /** - * @todo Describe property usage - * @static - * @name BaseTextureCache - * @memberof PIXI.utils - * @type {object} - */ - var BaseTextureCache = Object.create(null); - /** - * Destroys all texture in the cache - * @memberof PIXI.utils - * @function destroyTextureCache - */ - function destroyTextureCache() { - var key; - for (key in TextureCache) { - TextureCache[key].destroy(); - } - for (key in BaseTextureCache) { - BaseTextureCache[key].destroy(); - } - } - /** - * Removes all textures from cache, but does not destroy them - * @memberof PIXI.utils - * @function clearTextureCache - */ - function clearTextureCache() { - var key; - for (key in TextureCache) { - delete TextureCache[key]; - } - for (key in BaseTextureCache) { - delete BaseTextureCache[key]; - } - } - - /** - * Creates a Canvas element of the given size to be used as a target for rendering to. - * @class - * @memberof PIXI.utils - */ - var CanvasRenderTarget = /** @class */ (function () { - /** - * @param width - the width for the newly created canvas - * @param height - the height for the newly created canvas - * @param {number} [resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the canvas - */ - function CanvasRenderTarget(width, height, resolution) { - this.canvas = settings.settings.ADAPTER.createCanvas(); - this.context = this.canvas.getContext('2d'); - this.resolution = resolution || settings.settings.RESOLUTION; - this.resize(width, height); - } - /** - * Clears the canvas that was created by the CanvasRenderTarget class. - * @private - */ - CanvasRenderTarget.prototype.clear = function () { - this.context.setTransform(1, 0, 0, 1, 0, 0); - this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); - }; - /** - * Resizes the canvas to the specified width and height. - * @param desiredWidth - the desired width of the canvas - * @param desiredHeight - the desired height of the canvas - */ - CanvasRenderTarget.prototype.resize = function (desiredWidth, desiredHeight) { - this.canvas.width = Math.round(desiredWidth * this.resolution); - this.canvas.height = Math.round(desiredHeight * this.resolution); - }; - /** Destroys this canvas. */ - CanvasRenderTarget.prototype.destroy = function () { - this.context = null; - this.canvas = null; - }; - Object.defineProperty(CanvasRenderTarget.prototype, "width", { - /** - * The width of the canvas buffer in pixels. - * @member {number} - */ - get: function () { - return this.canvas.width; - }, - set: function (val) { - this.canvas.width = Math.round(val); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(CanvasRenderTarget.prototype, "height", { - /** - * The height of the canvas buffer in pixels. - * @member {number} - */ - get: function () { - return this.canvas.height; - }, - set: function (val) { - this.canvas.height = Math.round(val); - }, - enumerable: false, - configurable: true - }); - return CanvasRenderTarget; - }()); - - /** - * Trim transparent borders from a canvas - * @memberof PIXI.utils - * @function trimCanvas - * @param {HTMLCanvasElement} canvas - the canvas to trim - * @returns {object} Trim data - */ - function trimCanvas(canvas) { - // https://gist.github.com/remy/784508 - var width = canvas.width; - var height = canvas.height; - var context = canvas.getContext('2d'); - var imageData = context.getImageData(0, 0, width, height); - var pixels = imageData.data; - var len = pixels.length; - var bound = { - top: null, - left: null, - right: null, - bottom: null, - }; - var data = null; - var i; - var x; - var y; - for (i = 0; i < len; i += 4) { - if (pixels[i + 3] !== 0) { - x = (i / 4) % width; - y = ~~((i / 4) / width); - if (bound.top === null) { - bound.top = y; - } - if (bound.left === null) { - bound.left = x; - } - else if (x < bound.left) { - bound.left = x; - } - if (bound.right === null) { - bound.right = x + 1; - } - else if (bound.right < x) { - bound.right = x + 1; - } - if (bound.bottom === null) { - bound.bottom = y; - } - else if (bound.bottom < y) { - bound.bottom = y; - } - } - } - if (bound.top !== null) { - width = bound.right - bound.left; - height = bound.bottom - bound.top + 1; - data = context.getImageData(bound.left, bound.top, width, height); - } - return { - height: height, - width: width, - data: data, - }; - } - - /** - * Regexp for data URI. - * Based on: {@link https://github.com/ragingwind/data-uri-regex} - * @static - * @constant {RegExp|string} DATA_URI - * @memberof PIXI - * @example data:image/png;base64 - */ - var DATA_URI = /^\s*data:(?:([\w-]+)\/([\w+.-]+))?(?:;charset=([\w-]+))?(?:;(base64))?,(.*)/i; - - /** - * @memberof PIXI.utils - * @interface DecomposedDataUri - */ - /** - * type, eg. `image` - * @memberof PIXI.utils.DecomposedDataUri# - * @member {string} mediaType - */ - /** - * Sub type, eg. `png` - * @memberof PIXI.utils.DecomposedDataUri# - * @member {string} subType - */ - /** - * @memberof PIXI.utils.DecomposedDataUri# - * @member {string} charset - */ - /** - * Data encoding, eg. `base64` - * @memberof PIXI.utils.DecomposedDataUri# - * @member {string} encoding - */ - /** - * The actual data - * @memberof PIXI.utils.DecomposedDataUri# - * @member {string} data - */ - /** - * Split a data URI into components. Returns undefined if - * parameter `dataUri` is not a valid data URI. - * @memberof PIXI.utils - * @function decomposeDataUri - * @param {string} dataUri - the data URI to check - * @returns {PIXI.utils.DecomposedDataUri|undefined} The decomposed data uri or undefined - */ - function decomposeDataUri(dataUri) { - var dataUriMatch = DATA_URI.exec(dataUri); - if (dataUriMatch) { - return { - mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : undefined, - subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : undefined, - charset: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : undefined, - encoding: dataUriMatch[4] ? dataUriMatch[4].toLowerCase() : undefined, - data: dataUriMatch[5], - }; - } - return undefined; - } - - var tempAnchor; - /** - * Sets the `crossOrigin` property for this resource based on if the url - * for this resource is cross-origin. If crossOrigin was manually set, this - * function does nothing. - * Nipped from the resource loader! - * @ignore - * @param {string} url - The url to test. - * @param {object} [loc=window.location] - The location object to test against. - * @returns {string} The crossOrigin value to use (or empty string for none). - */ - function determineCrossOrigin(url$1, loc) { - if (loc === void 0) { loc = globalThis.location; } - // data: and javascript: urls are considered same-origin - if (url$1.indexOf('data:') === 0) { - return ''; - } - // default is window.location - loc = loc || globalThis.location; - if (!tempAnchor) { - tempAnchor = document.createElement('a'); - } - // let the browser determine the full href for the url of this resource and then - // parse with the node url lib, we can't use the properties of the anchor element - // because they don't work in IE9 :( - tempAnchor.href = url$1; - var parsedUrl = url.parse(tempAnchor.href); - var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port); - // if cross origin - if (parsedUrl.hostname !== loc.hostname || !samePort || parsedUrl.protocol !== loc.protocol) { - return 'anonymous'; - } - return ''; - } - - /** - * get the resolution / device pixel ratio of an asset by looking for the prefix - * used by spritesheets and image urls - * @memberof PIXI.utils - * @function getResolutionOfUrl - * @param {string} url - the image path - * @param {number} [defaultValue=1] - the defaultValue if no filename prefix is set. - * @returns {number} resolution / device pixel ratio of an asset - */ - function getResolutionOfUrl(url, defaultValue) { - var resolution = settings.settings.RETINA_PREFIX.exec(url); - if (resolution) { - return parseFloat(resolution[1]); - } - return defaultValue !== undefined ? defaultValue : 1; - } - - Object.defineProperty(exports, 'isMobile', { - enumerable: true, - get: function () { return settings.isMobile; } - }); - Object.defineProperty(exports, 'EventEmitter', { - enumerable: true, - get: function () { return eventemitter3__default["default"]; } - }); - Object.defineProperty(exports, 'earcut', { - enumerable: true, - get: function () { return earcut__default["default"]; } - }); - exports.BaseTextureCache = BaseTextureCache; - exports.CanvasRenderTarget = CanvasRenderTarget; - exports.DATA_URI = DATA_URI; - exports.ProgramCache = ProgramCache; - exports.TextureCache = TextureCache; - exports.clearTextureCache = clearTextureCache; - exports.correctBlendMode = correctBlendMode; - exports.createIndicesForQuads = createIndicesForQuads; - exports.decomposeDataUri = decomposeDataUri; - exports.deprecation = deprecation; - exports.destroyTextureCache = destroyTextureCache; - exports.determineCrossOrigin = determineCrossOrigin; - exports.getBufferType = getBufferType; - exports.getResolutionOfUrl = getResolutionOfUrl; - exports.hex2rgb = hex2rgb; - exports.hex2string = hex2string; - exports.interleaveTypedArrays = interleaveTypedArrays; - exports.isPow2 = isPow2; - exports.isWebGLSupported = isWebGLSupported; - exports.log2 = log2; - exports.nextPow2 = nextPow2; - exports.premultiplyBlendMode = premultiplyBlendMode; - exports.premultiplyRgba = premultiplyRgba; - exports.premultiplyTint = premultiplyTint; - exports.premultiplyTintToRgba = premultiplyTintToRgba; - exports.removeItems = removeItems; - exports.rgb2hex = rgb2hex; - exports.sayHello = sayHello; - exports.sign = sign; - exports.skipHello = skipHello; - exports.string2hex = string2hex; - exports.trimCanvas = trimCanvas; - exports.uid = uid; - exports.url = url; - - } (utils)); - return utils; - } - - /*! - * @pixi/display - v6.5.7 - * Compiled Thu, 20 Oct 2022 15:13:33 UTC - * - * @pixi/display is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - var hasRequiredDisplay; - - function requireDisplay () { - if (hasRequiredDisplay) return display; - hasRequiredDisplay = 1; - - Object.defineProperty(display, '__esModule', { value: true }); - - var settings = requireSettings(); - var math = requireMath(); - var utils = requireUtils(); - - /** - * Sets the default value for the container property 'sortableChildren'. - * If set to true, the container will sort its children by zIndex value - * when updateTransform() is called, or manually if sortChildren() is called. - * - * This actually changes the order of elements in the array, so should be treated - * as a basic solution that is not performant compared to other solutions, - * such as @link https://github.com/pixijs/pixi-display - * - * Also be aware of that this may not work nicely with the addChildAt() function, - * as the zIndex sorting may cause the child to automatically sorted to another position. - * @static - * @constant - * @name SORTABLE_CHILDREN - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ - settings.settings.SORTABLE_CHILDREN = false; - - /** - * 'Builder' pattern for bounds rectangles. - * - * This could be called an Axis-Aligned Bounding Box. - * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems. - * @memberof PIXI - */ - var Bounds = /** @class */ (function () { - function Bounds() { - this.minX = Infinity; - this.minY = Infinity; - this.maxX = -Infinity; - this.maxY = -Infinity; - this.rect = null; - this.updateID = -1; - } - /** - * Checks if bounds are empty. - * @returns - True if empty. - */ - Bounds.prototype.isEmpty = function () { - return this.minX > this.maxX || this.minY > this.maxY; - }; - /** Clears the bounds and resets. */ - Bounds.prototype.clear = function () { - this.minX = Infinity; - this.minY = Infinity; - this.maxX = -Infinity; - this.maxY = -Infinity; - }; - /** - * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle - * It is not guaranteed that it will return tempRect - * @param rect - Temporary object will be used if AABB is not empty - * @returns - A rectangle of the bounds - */ - Bounds.prototype.getRectangle = function (rect) { - if (this.minX > this.maxX || this.minY > this.maxY) { - return math.Rectangle.EMPTY; - } - rect = rect || new math.Rectangle(0, 0, 1, 1); - rect.x = this.minX; - rect.y = this.minY; - rect.width = this.maxX - this.minX; - rect.height = this.maxY - this.minY; - return rect; - }; - /** - * This function should be inlined when its possible. - * @param point - The point to add. - */ - Bounds.prototype.addPoint = function (point) { - this.minX = Math.min(this.minX, point.x); - this.maxX = Math.max(this.maxX, point.x); - this.minY = Math.min(this.minY, point.y); - this.maxY = Math.max(this.maxY, point.y); - }; - /** - * Adds a point, after transformed. This should be inlined when its possible. - * @param matrix - * @param point - */ - Bounds.prototype.addPointMatrix = function (matrix, point) { - var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty; - var x = (a * point.x) + (c * point.y) + tx; - var y = (b * point.x) + (d * point.y) + ty; - this.minX = Math.min(this.minX, x); - this.maxX = Math.max(this.maxX, x); - this.minY = Math.min(this.minY, y); - this.maxY = Math.max(this.maxY, y); - }; - /** - * Adds a quad, not transformed - * @param vertices - The verts to add. - */ - Bounds.prototype.addQuad = function (vertices) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - var x = vertices[0]; - var y = vertices[1]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[2]; - y = vertices[3]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[4]; - y = vertices[5]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[6]; - y = vertices[7]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Adds sprite frame, transformed. - * @param transform - transform to apply - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - */ - Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) { - this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1); - }; - /** - * Adds sprite frame, multiplied by matrix - * @param matrix - matrix to apply - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - */ - Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) { - var a = matrix.a; - var b = matrix.b; - var c = matrix.c; - var d = matrix.d; - var tx = matrix.tx; - var ty = matrix.ty; - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - var x = (a * x0) + (c * y0) + tx; - var y = (b * x0) + (d * y0) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x1) + (c * y0) + tx; - y = (b * x1) + (d * y0) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x0) + (c * y1) + tx; - y = (b * x0) + (d * y1) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x1) + (c * y1) + tx; - y = (b * x1) + (d * y1) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Adds screen vertices from array - * @param vertexData - calculated vertices - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - */ - Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - for (var i = beginOffset; i < endOffset; i += 2) { - var x = vertexData[i]; - var y = vertexData[i + 1]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - } - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Add an array of mesh vertices - * @param transform - mesh transform - * @param vertices - mesh coordinates in array - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - */ - Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) { - this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset); - }; - /** - * Add an array of mesh vertices. - * @param matrix - mesh matrix - * @param vertices - mesh coordinates in array - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - * @param padX - x padding - * @param padY - y padding - */ - Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) { - if (padX === void 0) { padX = 0; } - if (padY === void 0) { padY = padX; } - var a = matrix.a; - var b = matrix.b; - var c = matrix.c; - var d = matrix.d; - var tx = matrix.tx; - var ty = matrix.ty; - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - for (var i = beginOffset; i < endOffset; i += 2) { - var rawX = vertices[i]; - var rawY = vertices[i + 1]; - var x = (a * rawX) + (c * rawY) + tx; - var y = (d * rawY) + (b * rawX) + ty; - minX = Math.min(minX, x - padX); - maxX = Math.max(maxX, x + padX); - minY = Math.min(minY, y - padY); - maxY = Math.max(maxY, y + padY); - } - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Adds other {@link Bounds}. - * @param bounds - The Bounds to be added - */ - Bounds.prototype.addBounds = function (bounds) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = bounds.minX < minX ? bounds.minX : minX; - this.minY = bounds.minY < minY ? bounds.minY : minY; - this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX; - this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY; - }; - /** - * Adds other Bounds, masked with Bounds. - * @param bounds - The Bounds to be added. - * @param mask - TODO - */ - Bounds.prototype.addBoundsMask = function (bounds, mask) { - var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX; - var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY; - var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX; - var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY; - if (_minX <= _maxX && _minY <= _maxY) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = _minX < minX ? _minX : minX; - this.minY = _minY < minY ? _minY : minY; - this.maxX = _maxX > maxX ? _maxX : maxX; - this.maxY = _maxY > maxY ? _maxY : maxY; - } - }; - /** - * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty. - * @param bounds - other bounds - * @param matrix - multiplicator - */ - Bounds.prototype.addBoundsMatrix = function (bounds, matrix) { - this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY); - }; - /** - * Adds other Bounds, masked with Rectangle. - * @param bounds - TODO - * @param area - TODO - */ - Bounds.prototype.addBoundsArea = function (bounds, area) { - var _minX = bounds.minX > area.x ? bounds.minX : area.x; - var _minY = bounds.minY > area.y ? bounds.minY : area.y; - var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width); - var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height); - if (_minX <= _maxX && _minY <= _maxY) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = _minX < minX ? _minX : minX; - this.minY = _minY < minY ? _minY : minY; - this.maxX = _maxX > maxX ? _maxX : maxX; - this.maxY = _maxY > maxY ? _maxY : maxY; - } - }; - /** - * Pads bounds object, making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. - */ - Bounds.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - if (!this.isEmpty()) { - this.minX -= paddingX; - this.maxX += paddingX; - this.minY -= paddingY; - this.maxY += paddingY; - } - }; - /** - * Adds padded frame. (x0, y0) should be strictly less than (x1, y1) - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - * @param padX - padding X - * @param padY - padding Y - */ - Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) { - x0 -= padX; - y0 -= padY; - x1 += padX; - y1 += padY; - this.minX = this.minX < x0 ? this.minX : x0; - this.maxX = this.maxX > x1 ? this.maxX : x1; - this.minY = this.minY < y0 ? this.minY : y0; - this.maxY = this.maxY > y1 ? this.maxY : y1; - }; - return Bounds; - }()); - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics = function(d, b) { - extendStatics = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics(d, b); - }; - - function __extends(d, b) { - extendStatics(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); - } - - /** - * The base class for all objects that are rendered on the screen. - * - * This is an abstract class and can not be used on its own; rather it should be extended. - * - * ## Display objects implemented in PixiJS - * - * | Display Object | Description | - * | ------------------------------- | --------------------------------------------------------------------- | - * | {@link PIXI.Container} | Adds support for `children` to DisplayObject | - * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API | - * | {@link PIXI.Sprite} | Draws textures (i.e. images) | - * | {@link PIXI.Text} | Draws text using the Canvas API internally | - * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures | - * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion | - * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images | - * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data | - * | {@link PIXI.NineSlicePlane} | Mesh-related | - * | {@link PIXI.SimpleMesh} | v4-compatible mesh | - * | {@link PIXI.SimplePlane} | Mesh-related | - * | {@link PIXI.SimpleRope} | Mesh-related | - * - * ## Transforms - * - * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its - * local coordinate space to its parent's local coordinate space. The following properties are derived - * from the transform: - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - *
                                                                        PropertyDescription
                                                                        [pivot]{@link PIXI.DisplayObject#pivot} - * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot - * is equal to position, regardless of the other three transformations. In other words, It is the center of - * rotation, scaling, and skewing. - *
                                                                        [position]{@link PIXI.DisplayObject#position} - * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local - * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object - * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space. - *
                                                                        [scale]{@link PIXI.DisplayObject#scale} - * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the - * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center - * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}. - *
                                                                        [rotation]{@link PIXI.DisplayObject#rotation} - * Rotation. This will rotate the display object's projection by this angle (in radians). - *
                                                                        [skew]{@link PIXI.DisplayObject#skew} - *

                                                                        Skewing. This can be used to deform a rectangular display object into a parallelogram.

                                                                        - *

                                                                        - * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be - * thought of the net rotation applied to the coordinate axes (separately). For example, if "skew.x" is - * ⍺ and "skew.y" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be - * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will - * be rotated by an angle between ⍺ and β. - *

                                                                        - *

                                                                        - * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying - * a rotation. Indeed, if "skew.x" = -ϴ and "skew.y" = ϴ, it will produce an equivalent of "rotation" = ϴ. - *

                                                                        - *

                                                                        - * Another quite interesting observation is that "skew.x", "skew.y", rotation are communtative operations. Indeed, - * because rotation is essentially a careful combination of the two. - *

                                                                        - *
                                                                        angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
                                                                        xTranslation. This is an alias for position.x!
                                                                        yTranslation. This is an alias for position.y!
                                                                        width - * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing - * the "requested" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there - * is no concept of user-defined width. - *
                                                                        height - * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing - * the "requested" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there - * is no concept of user-defined height. - *
                                                                        - * - * ## Bounds - * - * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit - * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the - * `worldTransform` to calculate in world space). - * - * There are a few additional types of bounding boxes: - * - * | Bounds | Description | - * | --------------------- | ---------------------------------------------------------------------------------------- | - * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. | - * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. | - * | Render Bounds | The bounds, but including extra rendering effects like filter padding. | - * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. | - * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. | - * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)| - * | Content Bounds | The natural bounds when excluding all children of a `Container`. | - * - * ### calculateBounds - * - * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children. - * - * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and - * `getLocalBounds` to work. This method must write the bounds into `this._bounds`. - * - * Generally, the following technique works for most simple cases: take the list of points - * forming the "hull" of the object (i.e. outline of the object's shape), and then add them - * using {@link PIXI.Bounds#addPointMatrix}. - * - * ```js - * calculateBounds(): void - * { - * const points = [...]; - * - * for (let i = 0, j = points.length; i < j; i++) - * { - * this._bounds.addPointMatrix(this.worldTransform, points[i]); - * } - * } - * ``` - * - * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them - * in one array together. - * - * ## Alpha - * - * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display - * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not - * applied on any ancestor further up the chain). - * - * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}. - * - * ## Renderable vs Visible - * - * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the - * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display - * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not - * be calculated. - * - * It is recommended that applications use the `renderable` property for culling. See - * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or - * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details. - * - * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This - * one is also better in terms of performance. - * @memberof PIXI - */ - var DisplayObject = /** @class */ (function (_super) { - __extends(DisplayObject, _super); - function DisplayObject() { - var _this = _super.call(this) || this; - _this.tempDisplayObjectParent = null; - // TODO: need to create Transform from factory - _this.transform = new math.Transform(); - _this.alpha = 1; - _this.visible = true; - _this.renderable = true; - _this.cullable = false; - _this.cullArea = null; - _this.parent = null; - _this.worldAlpha = 1; - _this._lastSortedIndex = 0; - _this._zIndex = 0; - _this.filterArea = null; - _this.filters = null; - _this._enabledFilters = null; - _this._bounds = new Bounds(); - _this._localBounds = null; - _this._boundsID = 0; - _this._boundsRect = null; - _this._localBoundsRect = null; - _this._mask = null; - _this._maskRefCount = 0; - _this._destroyed = false; - _this.isSprite = false; - _this.isMask = false; - return _this; - } - /** - * Mixes all enumerable properties and methods from a source object to DisplayObject. - * @param source - The source of properties and methods to mix in. - */ - DisplayObject.mixin = function (source) { - // in ES8/ES2017, this would be really easy: - // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source)); - // get all the enumerable property keys - var keys = Object.keys(source); - // loop through properties - for (var i = 0; i < keys.length; ++i) { - var propertyName = keys[i]; - // Set the property using the property descriptor - this works for accessors and normal value properties - Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName)); - } - }; - Object.defineProperty(DisplayObject.prototype, "destroyed", { - /** - * Fired when this DisplayObject is added to a Container. - * @instance - * @event added - * @param {PIXI.Container} container - The container added to. - */ - /** - * Fired when this DisplayObject is removed from a Container. - * @instance - * @event removed - * @param {PIXI.Container} container - The container removed from. - */ - /** - * Fired when this DisplayObject is destroyed. This event is emitted once - * destroy is finished. - * @instance - * @event destroyed - */ - /** Readonly flag for destroyed display objects. */ - get: function () { - return this._destroyed; - }, - enumerable: false, - configurable: true - }); - /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */ - DisplayObject.prototype._recursivePostUpdateTransform = function () { - if (this.parent) { - this.parent._recursivePostUpdateTransform(); - this.transform.updateTransform(this.parent.transform); - } - else { - this.transform.updateTransform(this._tempDisplayObjectParent.transform); - } - }; - /** Updates the object transform for rendering. TODO - Optimization pass! */ - DisplayObject.prototype.updateTransform = function () { - this._boundsID++; - this.transform.updateTransform(this.parent.transform); - // multiply the alphas.. - this.worldAlpha = this.alpha * this.parent.worldAlpha; - }; - /** - * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}. - * - * This method is expensive on containers with a large subtree (like the stage). This is because the bounds - * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to - * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update - * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using - * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise, - * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as - * its height increases. - * - * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated. - * The world bounds of all display objects in a container's **subtree** will also be recalculated. - * - * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds - * calculation if needed. - * - * ```js - * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect); - * ``` - * - * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This - * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more - * details. - * - * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms - * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain - * cases. - * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from - * being updated. This means the calculation returned MAY be out of date BUT will give you a - * nice performance boost. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @returns - The minimum axis-aligned rectangle in world space that fits around this object. - */ - DisplayObject.prototype.getBounds = function (skipUpdate, rect) { - if (!skipUpdate) { - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.updateTransform(); - this.parent = null; - } - else { - this._recursivePostUpdateTransform(); - this.updateTransform(); - } - } - if (this._bounds.updateID !== this._boundsID) { - this.calculateBounds(); - this._bounds.updateID = this._boundsID; - } - if (!rect) { - if (!this._boundsRect) { - this._boundsRect = new math.Rectangle(); - } - rect = this._boundsRect; - } - return this._bounds.getRectangle(rect); - }; - /** - * Retrieves the local bounds of the displayObject as a rectangle object. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @returns - The rectangular bounding area. - */ - DisplayObject.prototype.getLocalBounds = function (rect) { - if (!rect) { - if (!this._localBoundsRect) { - this._localBoundsRect = new math.Rectangle(); - } - rect = this._localBoundsRect; - } - if (!this._localBounds) { - this._localBounds = new Bounds(); - } - var transformRef = this.transform; - var parentRef = this.parent; - this.parent = null; - this.transform = this._tempDisplayObjectParent.transform; - var worldBounds = this._bounds; - var worldBoundsID = this._boundsID; - this._bounds = this._localBounds; - var bounds = this.getBounds(false, rect); - this.parent = parentRef; - this.transform = transformRef; - this._bounds = worldBounds; - this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects - return bounds; - }; - /** - * Calculates the global position of the display object. - * @param position - The world origin to calculate from. - * @param point - A Point object in which to store the value, optional - * (otherwise will create a new Point). - * @param skipUpdate - Should we skip the update transform. - * @returns - A point object representing the position of this object. - */ - DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) { - if (skipUpdate === void 0) { skipUpdate = false; } - if (!skipUpdate) { - this._recursivePostUpdateTransform(); - // this parent check is for just in case the item is a root object. - // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly - // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.displayObjectUpdateTransform(); - this.parent = null; - } - else { - this.displayObjectUpdateTransform(); - } - } - // don't need to update the lot - return this.worldTransform.apply(position, point); - }; - /** - * Calculates the local position of the display object relative to another point. - * @param position - The world origin to calculate from. - * @param from - The DisplayObject to calculate the global position from. - * @param point - A Point object in which to store the value, optional - * (otherwise will create a new Point). - * @param skipUpdate - Should we skip the update transform - * @returns - A point object representing the position of this object - */ - DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) { - if (from) { - position = from.toGlobal(position, point, skipUpdate); - } - if (!skipUpdate) { - this._recursivePostUpdateTransform(); - // this parent check is for just in case the item is a root object. - // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly - // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.displayObjectUpdateTransform(); - this.parent = null; - } - else { - this.displayObjectUpdateTransform(); - } - } - // simply apply the matrix.. - return this.worldTransform.applyInverse(position, point); - }; - /** - * Set the parent Container of this DisplayObject. - * @param container - The Container to add this DisplayObject to. - * @returns - The Container that this DisplayObject was added to. - */ - DisplayObject.prototype.setParent = function (container) { - if (!container || !container.addChild) { - throw new Error('setParent: Argument must be a Container'); - } - container.addChild(this); - return container; - }; - /** - * Convenience function to set the position, scale, skew and pivot at once. - * @param x - The X position - * @param y - The Y position - * @param scaleX - The X scale value - * @param scaleY - The Y scale value - * @param rotation - The rotation - * @param skewX - The X skew value - * @param skewY - The Y skew value - * @param pivotX - The X pivot value - * @param pivotY - The Y pivot value - * @returns - The DisplayObject instance - */ - DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (scaleX === void 0) { scaleX = 1; } - if (scaleY === void 0) { scaleY = 1; } - if (rotation === void 0) { rotation = 0; } - if (skewX === void 0) { skewX = 0; } - if (skewY === void 0) { skewY = 0; } - if (pivotX === void 0) { pivotX = 0; } - if (pivotY === void 0) { pivotY = 0; } - this.position.x = x; - this.position.y = y; - this.scale.x = !scaleX ? 1 : scaleX; - this.scale.y = !scaleY ? 1 : scaleY; - this.rotation = rotation; - this.skew.x = skewX; - this.skew.y = skewY; - this.pivot.x = pivotX; - this.pivot.y = pivotY; - return this; - }; - /** - * Base destroy method for generic display objects. This will automatically - * remove the display object from its parent Container as well as remove - * all current event listeners and internal references. Do not use a DisplayObject - * after calling `destroy()`. - * @param _options - */ - DisplayObject.prototype.destroy = function (_options) { - if (this.parent) { - this.parent.removeChild(this); - } - this._destroyed = true; - this.transform = null; - this.parent = null; - this._bounds = null; - this.mask = null; - this.cullArea = null; - this.filters = null; - this.filterArea = null; - this.hitArea = null; - this.interactive = false; - this.interactiveChildren = false; - this.emit('destroyed'); - this.removeAllListeners(); - }; - Object.defineProperty(DisplayObject.prototype, "_tempDisplayObjectParent", { - /** - * @protected - * @member {PIXI.Container} - */ - get: function () { - if (this.tempDisplayObjectParent === null) { - // eslint-disable-next-line @typescript-eslint/no-use-before-define - this.tempDisplayObjectParent = new TemporaryDisplayObject(); - } - return this.tempDisplayObjectParent; - }, - enumerable: false, - configurable: true - }); - /** - * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root - * - * ``` - * const cacheParent = elem.enableTempParent(); - * elem.updateTransform(); - * elem.disableTempParent(cacheParent); - * ``` - * @returns - current parent - */ - DisplayObject.prototype.enableTempParent = function () { - var myParent = this.parent; - this.parent = this._tempDisplayObjectParent; - return myParent; - }; - /** - * Pair method for `enableTempParent` - * @param cacheParent - Actual parent of element - */ - DisplayObject.prototype.disableTempParent = function (cacheParent) { - this.parent = cacheParent; - }; - Object.defineProperty(DisplayObject.prototype, "x", { - /** - * The position of the displayObject on the x axis relative to the local coordinates of the parent. - * An alias to position.x - */ - get: function () { - return this.position.x; - }, - set: function (value) { - this.transform.position.x = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "y", { - /** - * The position of the displayObject on the y axis relative to the local coordinates of the parent. - * An alias to position.y - */ - get: function () { - return this.position.y; - }, - set: function (value) { - this.transform.position.y = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "worldTransform", { - /** - * Current transform of the object based on world (parent) factors. - * @readonly - */ - get: function () { - return this.transform.worldTransform; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "localTransform", { - /** - * Current transform of the object based on local factors: position, scale, other stuff. - * @readonly - */ - get: function () { - return this.transform.localTransform; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "position", { - /** - * The coordinate of the object relative to the local coordinates of the parent. - * @since 4.0.0 - */ - get: function () { - return this.transform.position; - }, - set: function (value) { - this.transform.position.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "scale", { - /** - * The scale factors of this object along the local coordinate axes. - * - * The default scale is (1, 1). - * @since 4.0.0 - */ - get: function () { - return this.transform.scale; - }, - set: function (value) { - this.transform.scale.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "pivot", { - /** - * The center of rotation, scaling, and skewing for this display object in its local space. The `position` - * is the projection of `pivot` in the parent's local space. - * - * By default, the pivot is the origin (0, 0). - * @since 4.0.0 - */ - get: function () { - return this.transform.pivot; - }, - set: function (value) { - this.transform.pivot.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "skew", { - /** - * The skew factor for the object in radians. - * @since 4.0.0 - */ - get: function () { - return this.transform.skew; - }, - set: function (value) { - this.transform.skew.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "rotation", { - /** - * The rotation of the object in radians. - * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. - */ - get: function () { - return this.transform.rotation; - }, - set: function (value) { - this.transform.rotation = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "angle", { - /** - * The angle of the object in degrees. - * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. - */ - get: function () { - return this.transform.rotation * math.RAD_TO_DEG; - }, - set: function (value) { - this.transform.rotation = value * math.DEG_TO_RAD; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "zIndex", { - /** - * The zIndex of the displayObject. - * - * If a container has the sortableChildren property set to true, children will be automatically - * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array, - * and thus rendered on top of other display objects within the same container. - * @see PIXI.Container#sortableChildren - */ - get: function () { - return this._zIndex; - }, - set: function (value) { - this._zIndex = value; - if (this.parent) { - this.parent.sortDirty = true; - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "worldVisible", { - /** - * Indicates if the object is globally visible. - * @readonly - */ - get: function () { - var item = this; - do { - if (!item.visible) { - return false; - } - item = item.parent; - } while (item); - return true; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "mask", { - /** - * Sets a mask for the displayObject. A mask is an object that limits the visibility of an - * object to the shape of the mask applied to it. In PixiJS a regular mask must be a - * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it - * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent. - * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong. - * To remove a mask, set this property to `null`. - * - * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask. - * @example - * const graphics = new PIXI.Graphics(); - * graphics.beginFill(0xFF3300); - * graphics.drawRect(50, 250, 100, 100); - * graphics.endFill(); - * - * const sprite = new PIXI.Sprite(texture); - * sprite.mask = graphics; - * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask. - */ - get: function () { - return this._mask; - }, - set: function (value) { - if (this._mask === value) { - return; - } - if (this._mask) { - var maskObject = (this._mask.isMaskData - ? this._mask.maskObject : this._mask); - if (maskObject) { - maskObject._maskRefCount--; - if (maskObject._maskRefCount === 0) { - maskObject.renderable = true; - maskObject.isMask = false; - } - } - } - this._mask = value; - if (this._mask) { - var maskObject = (this._mask.isMaskData - ? this._mask.maskObject : this._mask); - if (maskObject) { - if (maskObject._maskRefCount === 0) { - maskObject.renderable = false; - maskObject.isMask = true; - } - maskObject._maskRefCount++; - } - } - }, - enumerable: false, - configurable: true - }); - return DisplayObject; - }(utils.EventEmitter)); - /** - * @private - */ - var TemporaryDisplayObject = /** @class */ (function (_super) { - __extends(TemporaryDisplayObject, _super); - function TemporaryDisplayObject() { - var _this = _super !== null && _super.apply(this, arguments) || this; - _this.sortDirty = null; - return _this; - } - return TemporaryDisplayObject; - }(DisplayObject)); - /** - * DisplayObject default updateTransform, does not update children of container. - * Will crash if there's no parent element. - * @memberof PIXI.DisplayObject# - * @method displayObjectUpdateTransform - */ - DisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform; - - /*! - * @pixi/constants - v6.5.7 - * Compiled Thu, 20 Oct 2022 15:13:33 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV || (ENV = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE || (RENDERER_TYPE = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ - var BUFFER_BITS; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS || (BUFFER_BITS = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES || (BLEND_MODES = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES || (DRAW_MODES = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS || (FORMATS = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS || (TARGETS = {})); - /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ - var TYPES; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES || (TYPES = {})); - /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ - var SAMPLER_TYPES; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES || (SAMPLER_TYPES = {})); - /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ - var SCALE_MODES; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES || (SCALE_MODES = {})); - /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ - var WRAP_MODES; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES || (WRAP_MODES = {})); - /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. - */ - var MIPMAP_MODES; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES || (MIPMAP_MODES = {})); - /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ - var ALPHA_MODES; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES || (ALPHA_MODES = {})); - /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ - var CLEAR_MODES; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES || (CLEAR_MODES = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES || (GC_MODES = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION || (PRECISION = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES || (MASK_TYPES = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ - var COLOR_MASK_BITS; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS || (COLOR_MASK_BITS = {})); - /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ - var MSAA_QUALITY; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY || (MSAA_QUALITY = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ - var BUFFER_TYPE; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE || (BUFFER_TYPE = {})); - - function sortChildren(a, b) { - if (a.zIndex === b.zIndex) { - return a._lastSortedIndex - b._lastSortedIndex; - } - return a.zIndex - b.zIndex; - } - /** - * Container is a general-purpose display object that holds children. It also adds built-in support for advanced - * rendering features like masking and filtering. - * - * It is the base class of all display objects that act as a container for other objects, including Graphics - * and Sprite. - * - * ```js - * import { BlurFilter } from '@pixi/filter-blur'; - * import { Container } from '@pixi/display'; - * import { Graphics } from '@pixi/graphics'; - * import { Sprite } from '@pixi/sprite'; - * - * let container = new Container(); - * let sprite = Sprite.from("https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png"); - * - * sprite.width = 512; - * sprite.height = 512; - * - * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container - * // is rendered. - * container.addChild(sprite); - * - * // Blurs whatever is rendered by the container - * container.filters = [new BlurFilter()]; - * - * // Only the contents within a circle at the center should be rendered onto the screen. - * container.mask = new Graphics() - * .beginFill(0xffffff) - * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2) - * .endFill(); - * ``` - * @memberof PIXI - */ - var Container = /** @class */ (function (_super) { - __extends(Container, _super); - function Container() { - var _this = _super.call(this) || this; - _this.children = []; - _this.sortableChildren = settings.settings.SORTABLE_CHILDREN; - _this.sortDirty = false; - return _this; - /** - * Fired when a DisplayObject is added to this Container. - * @event PIXI.Container#childAdded - * @param {PIXI.DisplayObject} child - The child added to the Container. - * @param {PIXI.Container} container - The container that added the child. - * @param {number} index - The children's index of the added child. - */ - /** - * Fired when a DisplayObject is removed from this Container. - * @event PIXI.DisplayObject#childRemoved - * @param {PIXI.DisplayObject} child - The child removed from the Container. - * @param {PIXI.Container} container - The container that removed the child. - * @param {number} index - The former children's index of the removed child - */ - } - /** - * Overridable method that can be used by Container subclasses whenever the children array is modified. - * @param _length - */ - Container.prototype.onChildrenChange = function (_length) { - /* empty */ - }; - /** - * Adds one or more children to the container. - * - * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)` - * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container - * @returns {PIXI.DisplayObject} - The first child that was added. - */ - Container.prototype.addChild = function () { - var arguments$1 = arguments; - - var children = []; - for (var _i = 0; _i < arguments.length; _i++) { - children[_i] = arguments$1[_i]; - } - // if there is only one argument we can bypass looping through the them - if (children.length > 1) { - // loop through the array and add all children - for (var i = 0; i < children.length; i++) { - // eslint-disable-next-line prefer-rest-params - this.addChild(children[i]); - } - } - else { - var child = children[0]; - // if the child has a parent then lets remove it as PixiJS objects can only exist in one place - if (child.parent) { - child.parent.removeChild(child); - } - child.parent = this; - this.sortDirty = true; - // ensure child transform will be recalculated - child.transform._parentID = -1; - this.children.push(child); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(this.children.length - 1); - this.emit('childAdded', child, this, this.children.length - 1); - child.emit('added', this); - } - return children[0]; - }; - /** - * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown - * @param {PIXI.DisplayObject} child - The child to add - * @param {number} index - The index to place the child in - * @returns {PIXI.DisplayObject} The child that was added. - */ - Container.prototype.addChildAt = function (child, index) { - if (index < 0 || index > this.children.length) { - throw new Error(child + "addChildAt: The index " + index + " supplied is out of bounds " + this.children.length); - } - if (child.parent) { - child.parent.removeChild(child); - } - child.parent = this; - this.sortDirty = true; - // ensure child transform will be recalculated - child.transform._parentID = -1; - this.children.splice(index, 0, child); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('added', this); - this.emit('childAdded', child, this, index); - return child; - }; - /** - * Swaps the position of 2 Display Objects within this container. - * @param child - First display object to swap - * @param child2 - Second display object to swap - */ - Container.prototype.swapChildren = function (child, child2) { - if (child === child2) { - return; - } - var index1 = this.getChildIndex(child); - var index2 = this.getChildIndex(child2); - this.children[index1] = child2; - this.children[index2] = child; - this.onChildrenChange(index1 < index2 ? index1 : index2); - }; - /** - * Returns the index position of a child DisplayObject instance - * @param child - The DisplayObject instance to identify - * @returns - The index position of the child display object to identify - */ - Container.prototype.getChildIndex = function (child) { - var index = this.children.indexOf(child); - if (index === -1) { - throw new Error('The supplied DisplayObject must be a child of the caller'); - } - return index; - }; - /** - * Changes the position of an existing child in the display object container - * @param child - The child DisplayObject instance for which you want to change the index number - * @param index - The resulting index number for the child display object - */ - Container.prototype.setChildIndex = function (child, index) { - if (index < 0 || index >= this.children.length) { - throw new Error("The index " + index + " supplied is out of bounds " + this.children.length); - } - var currentIndex = this.getChildIndex(child); - utils.removeItems(this.children, currentIndex, 1); // remove from old position - this.children.splice(index, 0, child); // add at new position - this.onChildrenChange(index); - }; - /** - * Returns the child at the specified index - * @param index - The index to get the child at - * @returns - The child at the given index, if any. - */ - Container.prototype.getChildAt = function (index) { - if (index < 0 || index >= this.children.length) { - throw new Error("getChildAt: Index (" + index + ") does not exist."); - } - return this.children[index]; - }; - /** - * Removes one or more children from the container. - * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove - * @returns {PIXI.DisplayObject} The first child that was removed. - */ - Container.prototype.removeChild = function () { - var arguments$1 = arguments; - - var children = []; - for (var _i = 0; _i < arguments.length; _i++) { - children[_i] = arguments$1[_i]; - } - // if there is only one argument we can bypass looping through the them - if (children.length > 1) { - // loop through the arguments property and remove all children - for (var i = 0; i < children.length; i++) { - this.removeChild(children[i]); - } - } - else { - var child = children[0]; - var index = this.children.indexOf(child); - if (index === -1) - { return null; } - child.parent = null; - // ensure child transform will be recalculated - child.transform._parentID = -1; - utils.removeItems(this.children, index, 1); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('removed', this); - this.emit('childRemoved', child, this, index); - } - return children[0]; - }; - /** - * Removes a child from the specified index position. - * @param index - The index to get the child from - * @returns The child that was removed. - */ - Container.prototype.removeChildAt = function (index) { - var child = this.getChildAt(index); - // ensure child transform will be recalculated.. - child.parent = null; - child.transform._parentID = -1; - utils.removeItems(this.children, index, 1); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('removed', this); - this.emit('childRemoved', child, this, index); - return child; - }; - /** - * Removes all children from this container that are within the begin and end indexes. - * @param beginIndex - The beginning position. - * @param endIndex - The ending position. Default value is size of the container. - * @returns - List of removed children - */ - Container.prototype.removeChildren = function (beginIndex, endIndex) { - if (beginIndex === void 0) { beginIndex = 0; } - if (endIndex === void 0) { endIndex = this.children.length; } - var begin = beginIndex; - var end = endIndex; - var range = end - begin; - var removed; - if (range > 0 && range <= end) { - removed = this.children.splice(begin, range); - for (var i = 0; i < removed.length; ++i) { - removed[i].parent = null; - if (removed[i].transform) { - removed[i].transform._parentID = -1; - } - } - this._boundsID++; - this.onChildrenChange(beginIndex); - for (var i = 0; i < removed.length; ++i) { - removed[i].emit('removed', this); - this.emit('childRemoved', removed[i], this, i); - } - return removed; - } - else if (range === 0 && this.children.length === 0) { - return []; - } - throw new RangeError('removeChildren: numeric values are outside the acceptable range.'); - }; - /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */ - Container.prototype.sortChildren = function () { - var sortRequired = false; - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - child._lastSortedIndex = i; - if (!sortRequired && child.zIndex !== 0) { - sortRequired = true; - } - } - if (sortRequired && this.children.length > 1) { - this.children.sort(sortChildren); - } - this.sortDirty = false; - }; - /** Updates the transform on all children of this container for rendering. */ - Container.prototype.updateTransform = function () { - if (this.sortableChildren && this.sortDirty) { - this.sortChildren(); - } - this._boundsID++; - this.transform.updateTransform(this.parent.transform); - // TODO: check render flags, how to process stuff here - this.worldAlpha = this.alpha * this.parent.worldAlpha; - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - if (child.visible) { - child.updateTransform(); - } - } - }; - /** - * Recalculates the bounds of the container. - * - * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds - * is limited to its mask's bounds or filterArea, if any is applied. - */ - Container.prototype.calculateBounds = function () { - this._bounds.clear(); - this._calculateBounds(); - for (var i = 0; i < this.children.length; i++) { - var child = this.children[i]; - if (!child.visible || !child.renderable) { - continue; - } - child.calculateBounds(); - // TODO: filter+mask, need to mask both somehow - if (child._mask) { - var maskObject = (child._mask.isMaskData - ? child._mask.maskObject : child._mask); - if (maskObject) { - maskObject.calculateBounds(); - this._bounds.addBoundsMask(child._bounds, maskObject._bounds); - } - else { - this._bounds.addBounds(child._bounds); - } - } - else if (child.filterArea) { - this._bounds.addBoundsArea(child._bounds, child.filterArea); - } - else { - this._bounds.addBounds(child._bounds); - } - } - this._bounds.updateID = this._boundsID; - }; - /** - * Retrieves the local bounds of the displayObject as a rectangle object. - * - * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render() - * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms, - * it was default behaviour of pixi 4.0-5.2 and caused many problems to users. - * @returns - The rectangular bounding area. - */ - Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) { - if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; } - var result = _super.prototype.getLocalBounds.call(this, rect); - if (!skipChildrenUpdate) { - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - if (child.visible) { - child.updateTransform(); - } - } - } - return result; - }; - /** - * Recalculates the content bounds of this object. This should be overriden to - * calculate the bounds of this specific object (not including children). - * @protected - */ - Container.prototype._calculateBounds = function () { - // FILL IN// - }; - /** - * Renders this object and its children with culling. - * @protected - * @param {PIXI.Renderer} renderer - The renderer - */ - Container.prototype._renderWithCulling = function (renderer) { - var sourceFrame = renderer.renderTexture.sourceFrame; - // If the source frame is empty, stop rendering. - if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) { - return; - } - // Render the content of the container only if its bounds intersect with the source frame. - // All filters are on the stack at this point, and the filter source frame is bound: - // therefore, even if the bounds to non intersect the filter frame, the filter - // is still applied and any filter padding that is in the frame is rendered correctly. - var bounds; - var transform; - // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea - // rectangle must completely contain the container and its children including filter padding. - if (this.cullArea) { - bounds = this.cullArea; - transform = this.worldTransform; - } - // If the container doesn't override _render, we can skip the bounds calculation and intersection test. - else if (this._render !== Container.prototype._render) { - bounds = this.getBounds(true); - } - // Render the container if the source frame intersects the bounds. - if (bounds && sourceFrame.intersects(bounds, transform)) { - this._render(renderer); - } - // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering. - else if (this.cullArea) { - return; - } - // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect - // the source frame, because the children might have filters with nonzero padding, which may intersect - // with the source frame while the bounds do not: filter padding is not included in the bounds. - // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered - // if they are out of frame; otherwise, render the children normally. - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - var childCullable = child.cullable; - child.cullable = childCullable || !this.cullArea; - child.render(renderer); - child.cullable = childCullable; - } - }; - /** - * Renders the object using the WebGL renderer. - * - * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the - * container itself. This `render` method will invoke it, and also invoke the `render` methods of all - * children afterward. - * - * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and - * the bounds of this object are out of frame, this implementation will entirely skip rendering. - * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally, - * setting alpha to zero is not recommended for purely skipping rendering. - * - * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is - * advised to employ **culling** to automatically skip rendering objects outside of the current screen. - * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}. - * Other culling methods might be better suited for a large number static objects; see - * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and - * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}. - * - * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or - * filtering is applied on a container. This does, however, break batching and can affect performance when - * masking and filtering is applied extensively throughout the scene graph. - * @param renderer - The renderer - */ - Container.prototype.render = function (renderer) { - // if the object is not visible or the alpha is 0 then no need to render this element - if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { - return; - } - // do a quick check to see if this element has a mask or a filter. - if (this._mask || (this.filters && this.filters.length)) { - this.renderAdvanced(renderer); - } - else if (this.cullable) { - this._renderWithCulling(renderer); - } - else { - this._render(renderer); - for (var i = 0, j = this.children.length; i < j; ++i) { - this.children[i].render(renderer); - } - } - }; - /** - * Render the object using the WebGL renderer and advanced features. - * @param renderer - The renderer - */ - Container.prototype.renderAdvanced = function (renderer) { - var filters = this.filters; - var mask = this._mask; - // push filter first as we need to ensure the stencil buffer is correct for any masking - if (filters) { - if (!this._enabledFilters) { - this._enabledFilters = []; - } - this._enabledFilters.length = 0; - for (var i = 0; i < filters.length; i++) { - if (filters[i].enabled) { - this._enabledFilters.push(filters[i]); - } - } - } - var flush = (filters && this._enabledFilters && this._enabledFilters.length) - || (mask && (!mask.isMaskData - || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE)))); - if (flush) { - renderer.batch.flush(); - } - if (filters && this._enabledFilters && this._enabledFilters.length) { - renderer.filter.push(this, this._enabledFilters); - } - if (mask) { - renderer.mask.push(this, this._mask); - } - if (this.cullable) { - this._renderWithCulling(renderer); - } - else { - this._render(renderer); - for (var i = 0, j = this.children.length; i < j; ++i) { - this.children[i].render(renderer); - } - } - if (flush) { - renderer.batch.flush(); - } - if (mask) { - renderer.mask.pop(this); - } - if (filters && this._enabledFilters && this._enabledFilters.length) { - renderer.filter.pop(); - } - }; - /** - * To be overridden by the subclasses. - * @param _renderer - The renderer - */ - Container.prototype._render = function (_renderer) { - // this is where content itself gets rendered... - }; - /** - * Removes all internal references and listeners as well as removes children from the display list. - * Do not use a Container after calling `destroy`. - * @param options - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy - * method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the texture of the child sprite - * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the base texture of the child sprite - */ - Container.prototype.destroy = function (options) { - _super.prototype.destroy.call(this); - this.sortDirty = false; - var destroyChildren = typeof options === 'boolean' ? options : options && options.children; - var oldChildren = this.removeChildren(0, this.children.length); - if (destroyChildren) { - for (var i = 0; i < oldChildren.length; ++i) { - oldChildren[i].destroy(options); - } - } - }; - Object.defineProperty(Container.prototype, "width", { - /** The width of the Container, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return this.scale.x * this.getLocalBounds().width; - }, - set: function (value) { - var width = this.getLocalBounds().width; - if (width !== 0) { - this.scale.x = value / width; - } - else { - this.scale.x = 1; - } - this._width = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Container.prototype, "height", { - /** The height of the Container, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return this.scale.y * this.getLocalBounds().height; - }, - set: function (value) { - var height = this.getLocalBounds().height; - if (height !== 0) { - this.scale.y = value / height; - } - else { - this.scale.y = 1; - } - this._height = value; - }, - enumerable: false, - configurable: true - }); - return Container; - }(DisplayObject)); - /** - * Container default updateTransform, does update children of container. - * Will crash if there's no parent element. - * @memberof PIXI.Container# - * @method containerUpdateTransform - */ - Container.prototype.containerUpdateTransform = Container.prototype.updateTransform; - - display.Bounds = Bounds; - display.Container = Container; - display.DisplayObject = DisplayObject; - display.TemporaryDisplayObject = TemporaryDisplayObject; - - return display; - } - - var ticker = {}; - - var extensions = {}; - - /*! - * @pixi/extensions - v6.5.1 - * Compiled Sun, 24 Jul 2022 20:56:21 UTC - * - * @pixi/extensions is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - var hasRequiredExtensions; - - function requireExtensions () { - if (hasRequiredExtensions) return extensions; - hasRequiredExtensions = 1; - (function (exports) { - - Object.defineProperty(exports, '__esModule', { value: true }); - - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - - var __assign = function() { - __assign = Object.assign || function __assign(t) { - var arguments$1 = arguments; - - for (var s, i = 1, n = arguments.length; i < n; i++) { - s = arguments$1[i]; - for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } } - } - return t; - }; - return __assign.apply(this, arguments); - }; - - /** - * Collection of valid extension types. - * @memberof PIXI - * @property {string} Application - Application plugins - * @property {string} RendererPlugin - Plugins for Renderer - * @property {string} CanvasRendererPlugin - Plugins for CanvasRenderer - * @property {string} Loader - Plugins to use with Loader - * @property {string} LoadParser - Parsers for Assets loader. - * @property {string} ResolveParser - Parsers for Assets resolvers. - * @property {string} CacheParser - Parsers for Assets cache. - */ - exports.ExtensionType = void 0; - (function (ExtensionType) { - ExtensionType["Application"] = "application"; - ExtensionType["RendererPlugin"] = "renderer-webgl-plugin"; - ExtensionType["CanvasRendererPlugin"] = "renderer-canvas-plugin"; - ExtensionType["Loader"] = "loader"; - ExtensionType["LoadParser"] = "load-parser"; - ExtensionType["ResolveParser"] = "resolve-parser"; - ExtensionType["CacheParser"] = "cache-parser"; - ExtensionType["DetectionParser"] = "detection-parser"; - })(exports.ExtensionType || (exports.ExtensionType = {})); - /** - * Convert input into extension format data. - * @ignore - */ - var normalizeExtension = function (ext) { - // Class/Object submission, use extension object - if (typeof ext === 'function' || (typeof ext === 'object' && ext.extension)) { - if (!ext.extension) { - throw new Error('Extension class must have an extension object'); - } - var metadata = (typeof ext.extension !== 'object') - ? { type: ext.extension } - : ext.extension; - ext = __assign(__assign({}, metadata), { ref: ext }); - } - if (typeof ext === 'object') { - ext = __assign({}, ext); - } - else { - throw new Error('Invalid extension type'); - } - if (typeof ext.type === 'string') { - ext.type = [ext.type]; - } - return ext; - }; - /** - * Global registration of all PixiJS extensions. One-stop-shop for extensibility. - * @memberof PIXI - * @namespace extensions - */ - var extensions = { - /** @ignore */ - _addHandlers: null, - /** @ignore */ - _removeHandlers: null, - /** @ignore */ - _queue: {}, - /** - * Remove extensions from PixiJS. - * @param extensions - Extensions to be removed. - * @returns {PIXI.extensions} For chaining. - */ - remove: function () { - var arguments$1 = arguments; - - var _this = this; - var extensions = []; - for (var _i = 0; _i < arguments.length; _i++) { - extensions[_i] = arguments$1[_i]; - } - extensions.map(normalizeExtension).forEach(function (ext) { - ext.type.forEach(function (type) { var _a, _b; return (_b = (_a = _this._removeHandlers)[type]) === null || _b === void 0 ? void 0 : _b.call(_a, ext); }); - }); - return this; - }, - /** - * Register new extensions with PixiJS. - * @param extensions - The spread of extensions to add to PixiJS. - * @returns {PIXI.extensions} For chaining. - */ - add: function () { - var arguments$1 = arguments; - - var _this = this; - var extensions = []; - for (var _i = 0; _i < arguments.length; _i++) { - extensions[_i] = arguments$1[_i]; - } - // Handle any extensions either passed as class w/ data or as data - extensions.map(normalizeExtension).forEach(function (ext) { - ext.type.forEach(function (type) { - var handlers = _this._addHandlers; - var queue = _this._queue; - if (!handlers[type]) { - queue[type] = queue[type] || []; - queue[type].push(ext); - } - else { - handlers[type](ext); - } - }); - }); - return this; - }, - /** - * Internal method to handle extensions by name. - * @param type - The extension type. - * @param onAdd - Function for handling when extensions are added/registered passes {@link PIXI.ExtensionFormat}. - * @param onRemove - Function for handling when extensions are removed/unregistered passes {@link PIXI.ExtensionFormat}. - * @returns {PIXI.extensions} For chaining. - */ - handle: function (type, onAdd, onRemove) { - var addHandlers = this._addHandlers = this._addHandlers || {}; - var removeHandlers = this._removeHandlers = this._removeHandlers || {}; - if (addHandlers[type] || removeHandlers[type]) { - throw new Error("Extension type " + type + " already has a handler"); - } - addHandlers[type] = onAdd; - removeHandlers[type] = onRemove; - // Process the queue - var queue = this._queue; - // Process any plugins that have been registered before the handler - if (queue[type]) { - queue[type].forEach(function (ext) { return onAdd(ext); }); - delete queue[type]; - } - return this; - }, - /** - * Handle a type, but using a map by `name` property. - * @param type - Type of extension to handle. - * @param map - The object map of named extensions. - * @returns {PIXI.extensions} For chaining. - */ - handleByMap: function (type, map) { - return this.handle(type, function (extension) { - map[extension.name] = extension.ref; - }, function (extension) { - delete map[extension.name]; - }); - }, - /** - * Handle a type, but using a list of extensions. - * @param type - Type of extension to handle. - * @param list - The list of extensions. - * @returns {PIXI.extensions} For chaining. - */ - handleByList: function (type, list) { - return this.handle(type, function (extension) { - var _a, _b; - list.push(extension.ref); - // TODO: remove me later, only added for @pixi/loaders - if (type === exports.ExtensionType.Loader) { - (_b = (_a = extension.ref).add) === null || _b === void 0 ? void 0 : _b.call(_a); - } - }, function (extension) { - var index = list.indexOf(extension.ref); - if (index !== -1) { - list.splice(index, 1); - } - }); - }, - }; - - exports.extensions = extensions; - - } (extensions)); - return extensions; - } - - /*! - * @pixi/ticker - v6.5.7 - * Compiled Thu, 20 Oct 2022 15:13:33 UTC - * - * @pixi/ticker is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - - var hasRequiredTicker; - - function requireTicker () { - if (hasRequiredTicker) return ticker; - hasRequiredTicker = 1; - (function (exports) { - - Object.defineProperty(exports, '__esModule', { value: true }); - - var settings = requireSettings(); - var extensions = requireExtensions(); - - /** - * Target frames per millisecond. - * @static - * @name TARGET_FPMS - * @memberof PIXI.settings - * @type {number} - * @default 0.06 - */ - settings.settings.TARGET_FPMS = 0.06; - - /** - * Represents the update priorities used by internal PIXI classes when registered with - * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower - * priority items, such as render, should go later. - * @static - * @constant - * @name UPDATE_PRIORITY - * @memberof PIXI - * @enum {number} - * @property {number} [INTERACTION=50] Highest priority, used for {@link PIXI.InteractionManager} - * @property {number} [HIGH=25] High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite} - * @property {number} [NORMAL=0] Default priority for ticker events, see {@link PIXI.Ticker#add}. - * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering. - * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility. - */ - exports.UPDATE_PRIORITY = void 0; - (function (UPDATE_PRIORITY) { - UPDATE_PRIORITY[UPDATE_PRIORITY["INTERACTION"] = 50] = "INTERACTION"; - UPDATE_PRIORITY[UPDATE_PRIORITY["HIGH"] = 25] = "HIGH"; - UPDATE_PRIORITY[UPDATE_PRIORITY["NORMAL"] = 0] = "NORMAL"; - UPDATE_PRIORITY[UPDATE_PRIORITY["LOW"] = -25] = "LOW"; - UPDATE_PRIORITY[UPDATE_PRIORITY["UTILITY"] = -50] = "UTILITY"; - })(exports.UPDATE_PRIORITY || (exports.UPDATE_PRIORITY = {})); - - /** - * Internal class for handling the priority sorting of ticker handlers. - * @private - * @class - * @memberof PIXI - */ - var TickerListener = /** @class */ (function () { - /** - * Constructor - * @private - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @param priority - The priority for emitting - * @param once - If the handler should fire once - */ - function TickerListener(fn, context, priority, once) { - if (context === void 0) { context = null; } - if (priority === void 0) { priority = 0; } - if (once === void 0) { once = false; } - /** The next item in chain. */ - this.next = null; - /** The previous item in chain. */ - this.previous = null; - /** `true` if this listener has been destroyed already. */ - this._destroyed = false; - this.fn = fn; - this.context = context; - this.priority = priority; - this.once = once; - } - /** - * Simple compare function to figure out if a function and context match. - * @private - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @returns `true` if the listener match the arguments - */ - TickerListener.prototype.match = function (fn, context) { - if (context === void 0) { context = null; } - return this.fn === fn && this.context === context; - }; - /** - * Emit by calling the current function. - * @private - * @param deltaTime - time since the last emit. - * @returns Next ticker - */ - TickerListener.prototype.emit = function (deltaTime) { - if (this.fn) { - if (this.context) { - this.fn.call(this.context, deltaTime); - } - else { - this.fn(deltaTime); - } - } - var redirect = this.next; - if (this.once) { - this.destroy(true); - } - // Soft-destroying should remove - // the next reference - if (this._destroyed) { - this.next = null; - } - return redirect; - }; - /** - * Connect to the list. - * @private - * @param previous - Input node, previous listener - */ - TickerListener.prototype.connect = function (previous) { - this.previous = previous; - if (previous.next) { - previous.next.previous = this; - } - this.next = previous.next; - previous.next = this; - }; - /** - * Destroy and don't use after this. - * @private - * @param hard - `true` to remove the `next` reference, this - * is considered a hard destroy. Soft destroy maintains the next reference. - * @returns The listener to redirect while emitting or removing. - */ - TickerListener.prototype.destroy = function (hard) { - if (hard === void 0) { hard = false; } - this._destroyed = true; - this.fn = null; - this.context = null; - // Disconnect, hook up next and previous - if (this.previous) { - this.previous.next = this.next; - } - if (this.next) { - this.next.previous = this.previous; - } - // Redirect to the next item - var redirect = this.next; - // Remove references - this.next = hard ? null : redirect; - this.previous = null; - return redirect; - }; - return TickerListener; - }()); - - /** - * A Ticker class that runs an update loop that other objects listen to. - * - * This class is composed around listeners meant for execution on the next requested animation frame. - * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners. - * @class - * @memberof PIXI - */ - var Ticker = /** @class */ (function () { - function Ticker() { - var _this = this; - /** - * Whether or not this ticker should invoke the method - * {@link PIXI.Ticker#start} automatically - * when a listener is added. - */ - this.autoStart = false; - /** - * Scalar time value from last frame to this frame. - * This value is capped by setting {@link PIXI.Ticker#minFPS} - * and is scaled with {@link PIXI.Ticker#speed}. - * **Note:** The cap may be exceeded by scaling. - */ - this.deltaTime = 1; - /** - * The last time {@link PIXI.Ticker#update} was invoked. - * This value is also reset internally outside of invoking - * update, but only when a new animation frame is requested. - * If the platform supports DOMHighResTimeStamp, - * this value will have a precision of 1 µs. - */ - this.lastTime = -1; - /** - * Factor of current {@link PIXI.Ticker#deltaTime}. - * @example - * // Scales ticker.deltaTime to what would be - * // the equivalent of approximately 120 FPS - * ticker.speed = 2; - */ - this.speed = 1; - /** - * Whether or not this ticker has been started. - * `true` if {@link PIXI.Ticker#start} has been called. - * `false` if {@link PIXI.Ticker#stop} has been called. - * While `false`, this value may change to `true` in the - * event of {@link PIXI.Ticker#autoStart} being `true` - * and a listener is added. - */ - this.started = false; - /** Internal current frame request ID */ - this._requestId = null; - /** - * Internal value managed by minFPS property setter and getter. - * This is the maximum allowed milliseconds between updates. - */ - this._maxElapsedMS = 100; - /** - * Internal value managed by minFPS property setter and getter. - * This is the minimum allowed milliseconds between updates. - */ - this._minElapsedMS = 0; - /** If enabled, deleting is disabled.*/ - this._protected = false; - /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */ - this._lastFrame = -1; - this._head = new TickerListener(null, null, Infinity); - this.deltaMS = 1 / settings.settings.TARGET_FPMS; - this.elapsedMS = 1 / settings.settings.TARGET_FPMS; - this._tick = function (time) { - _this._requestId = null; - if (_this.started) { - // Invoke listeners now - _this.update(time); - // Listener side effects may have modified ticker state. - if (_this.started && _this._requestId === null && _this._head.next) { - _this._requestId = requestAnimationFrame(_this._tick); - } - } - }; - } - /** - * Conditionally requests a new animation frame. - * If a frame has not already been requested, and if the internal - * emitter has listeners, a new frame is requested. - * @private - */ - Ticker.prototype._requestIfNeeded = function () { - if (this._requestId === null && this._head.next) { - // ensure callbacks get correct delta - this.lastTime = performance.now(); - this._lastFrame = this.lastTime; - this._requestId = requestAnimationFrame(this._tick); - } - }; - /** - * Conditionally cancels a pending animation frame. - * @private - */ - Ticker.prototype._cancelIfNeeded = function () { - if (this._requestId !== null) { - cancelAnimationFrame(this._requestId); - this._requestId = null; - } - }; - /** - * Conditionally requests a new animation frame. - * If the ticker has been started it checks if a frame has not already - * been requested, and if the internal emitter has listeners. If these - * conditions are met, a new frame is requested. If the ticker has not - * been started, but autoStart is `true`, then the ticker starts now, - * and continues with the previous conditions to request a new frame. - * @private - */ - Ticker.prototype._startIfPossible = function () { - if (this.started) { - this._requestIfNeeded(); - } - else if (this.autoStart) { - this.start(); - } - }; - /** - * Register a handler for tick events. Calls continuously unless - * it is removed or the ticker is stopped. - * @param fn - The listener function to be added for updates - * @param context - The listener context - * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting - * @returns This instance of a ticker - */ - Ticker.prototype.add = function (fn, context, priority) { - if (priority === void 0) { priority = exports.UPDATE_PRIORITY.NORMAL; } - return this._addListener(new TickerListener(fn, context, priority)); - }; - /** - * Add a handler for the tick event which is only execute once. - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting - * @returns This instance of a ticker - */ - Ticker.prototype.addOnce = function (fn, context, priority) { - if (priority === void 0) { priority = exports.UPDATE_PRIORITY.NORMAL; } - return this._addListener(new TickerListener(fn, context, priority, true)); - }; - /** - * Internally adds the event handler so that it can be sorted by priority. - * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run - * before the rendering. - * @private - * @param listener - Current listener being added. - * @returns This instance of a ticker - */ - Ticker.prototype._addListener = function (listener) { - // For attaching to head - var current = this._head.next; - var previous = this._head; - // Add the first item - if (!current) { - listener.connect(previous); - } - else { - // Go from highest to lowest priority - while (current) { - if (listener.priority > current.priority) { - listener.connect(previous); - break; - } - previous = current; - current = current.next; - } - // Not yet connected - if (!listener.previous) { - listener.connect(previous); - } - } - this._startIfPossible(); - return this; - }; - /** - * Removes any handlers matching the function and context parameters. - * If no handlers are left after removing, then it cancels the animation frame. - * @param fn - The listener function to be removed - * @param context - The listener context to be removed - * @returns This instance of a ticker - */ - Ticker.prototype.remove = function (fn, context) { - var listener = this._head.next; - while (listener) { - // We found a match, lets remove it - // no break to delete all possible matches - // incase a listener was added 2+ times - if (listener.match(fn, context)) { - listener = listener.destroy(); - } - else { - listener = listener.next; - } - } - if (!this._head.next) { - this._cancelIfNeeded(); - } - return this; - }; - Object.defineProperty(Ticker.prototype, "count", { - /** - * The number of listeners on this ticker, calculated by walking through linked list - * @readonly - * @member {number} - */ - get: function () { - if (!this._head) { - return 0; - } - var count = 0; - var current = this._head; - while ((current = current.next)) { - count++; - } - return count; - }, - enumerable: false, - configurable: true - }); - /** Starts the ticker. If the ticker has listeners a new animation frame is requested at this point. */ - Ticker.prototype.start = function () { - if (!this.started) { - this.started = true; - this._requestIfNeeded(); - } - }; - /** Stops the ticker. If the ticker has requested an animation frame it is canceled at this point. */ - Ticker.prototype.stop = function () { - if (this.started) { - this.started = false; - this._cancelIfNeeded(); - } - }; - /** Destroy the ticker and don't use after this. Calling this method removes all references to internal events. */ - Ticker.prototype.destroy = function () { - if (!this._protected) { - this.stop(); - var listener = this._head.next; - while (listener) { - listener = listener.destroy(true); - } - this._head.destroy(); - this._head = null; - } - }; - /** - * Triggers an update. An update entails setting the - * current {@link PIXI.Ticker#elapsedMS}, - * the current {@link PIXI.Ticker#deltaTime}, - * invoking all listeners with current deltaTime, - * and then finally setting {@link PIXI.Ticker#lastTime} - * with the value of currentTime that was provided. - * This method will be called automatically by animation - * frame callbacks if the ticker instance has been started - * and listeners are added. - * @param {number} [currentTime=performance.now()] - the current time of execution - */ - Ticker.prototype.update = function (currentTime) { - if (currentTime === void 0) { currentTime = performance.now(); } - var elapsedMS; - // If the difference in time is zero or negative, we ignore most of the work done here. - // If there is no valid difference, then should be no reason to let anyone know about it. - // A zero delta, is exactly that, nothing should update. - // - // The difference in time can be negative, and no this does not mean time traveling. - // This can be the result of a race condition between when an animation frame is requested - // on the current JavaScript engine event loop, and when the ticker's start method is invoked - // (which invokes the internal _requestIfNeeded method). If a frame is requested before - // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests, - // can receive a time argument that can be less than the lastTime value that was set within - // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems. - // - // This check covers this browser engine timing issue, as well as if consumers pass an invalid - // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves. - if (currentTime > this.lastTime) { - // Save uncapped elapsedMS for measurement - elapsedMS = this.elapsedMS = currentTime - this.lastTime; - // cap the milliseconds elapsed used for deltaTime - if (elapsedMS > this._maxElapsedMS) { - elapsedMS = this._maxElapsedMS; - } - elapsedMS *= this.speed; - // If not enough time has passed, exit the function. - // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS - // adjustment to ensure a relatively stable interval. - if (this._minElapsedMS) { - var delta = currentTime - this._lastFrame | 0; - if (delta < this._minElapsedMS) { - return; - } - this._lastFrame = currentTime - (delta % this._minElapsedMS); - } - this.deltaMS = elapsedMS; - this.deltaTime = this.deltaMS * settings.settings.TARGET_FPMS; - // Cache a local reference, in-case ticker is destroyed - // during the emit, we can still check for head.next - var head = this._head; - // Invoke listeners added to internal emitter - var listener = head.next; - while (listener) { - listener = listener.emit(this.deltaTime); - } - if (!head.next) { - this._cancelIfNeeded(); - } - } - else { - this.deltaTime = this.deltaMS = this.elapsedMS = 0; - } - this.lastTime = currentTime; - }; - Object.defineProperty(Ticker.prototype, "FPS", { - /** - * The frames per second at which this ticker is running. - * The default is approximately 60 in most modern browsers. - * **Note:** This does not factor in the value of - * {@link PIXI.Ticker#speed}, which is specific - * to scaling {@link PIXI.Ticker#deltaTime}. - * @member {number} - * @readonly - */ - get: function () { - return 1000 / this.elapsedMS; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Ticker.prototype, "minFPS", { - /** - * Manages the maximum amount of milliseconds allowed to - * elapse between invoking {@link PIXI.Ticker#update}. - * This value is used to cap {@link PIXI.Ticker#deltaTime}, - * but does not effect the measured value of {@link PIXI.Ticker#FPS}. - * When setting this property it is clamped to a value between - * `0` and `PIXI.settings.TARGET_FPMS * 1000`. - * @member {number} - * @default 10 - */ - get: function () { - return 1000 / this._maxElapsedMS; - }, - set: function (fps) { - // Minimum must be below the maxFPS - var minFPS = Math.min(this.maxFPS, fps); - // Must be at least 0, but below 1 / settings.TARGET_FPMS - var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.settings.TARGET_FPMS); - this._maxElapsedMS = 1 / minFPMS; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Ticker.prototype, "maxFPS", { - /** - * Manages the minimum amount of milliseconds required to - * elapse between invoking {@link PIXI.Ticker#update}. - * This will effect the measured value of {@link PIXI.Ticker#FPS}. - * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can. - * Otherwise it will be at least `minFPS` - * @member {number} - * @default 0 - */ - get: function () { - if (this._minElapsedMS) { - return Math.round(1000 / this._minElapsedMS); - } - return 0; - }, - set: function (fps) { - if (fps === 0) { - this._minElapsedMS = 0; - } - else { - // Max must be at least the minFPS - var maxFPS = Math.max(this.minFPS, fps); - this._minElapsedMS = 1 / (maxFPS / 1000); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Ticker, "shared", { - /** - * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by - * {@link PIXI.VideoResource} to update animation frames / video textures. - * - * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true. - * - * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance. - * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker. - * @example - * let ticker = PIXI.Ticker.shared; - * // Set this to prevent starting this ticker when listeners are added. - * // By default this is true only for the PIXI.Ticker.shared instance. - * ticker.autoStart = false; - * // FYI, call this to ensure the ticker is stopped. It should be stopped - * // if you have not attempted to render anything yet. - * ticker.stop(); - * // Call this when you are ready for a running shared ticker. - * ticker.start(); - * @example - * // You may use the shared ticker to render... - * let renderer = PIXI.autoDetectRenderer(); - * let stage = new PIXI.Container(); - * document.body.appendChild(renderer.view); - * ticker.add(function (time) { - * renderer.render(stage); - * }); - * @example - * // Or you can just update it manually. - * ticker.autoStart = false; - * ticker.stop(); - * function animate(time) { - * ticker.update(time); - * renderer.render(stage); - * requestAnimationFrame(animate); - * } - * animate(performance.now()); - * @member {PIXI.Ticker} - * @static - */ - get: function () { - if (!Ticker._shared) { - var shared = Ticker._shared = new Ticker(); - shared.autoStart = true; - shared._protected = true; - } - return Ticker._shared; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Ticker, "system", { - /** - * The system ticker instance used by {@link PIXI.InteractionManager} and by - * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused, - * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused. - * - * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance. - * @member {PIXI.Ticker} - * @static - */ - get: function () { - if (!Ticker._system) { - var system = Ticker._system = new Ticker(); - system.autoStart = true; - system._protected = true; - } - return Ticker._system; - }, - enumerable: false, - configurable: true - }); - return Ticker; - }()); - - /** - * Middleware for for Application Ticker. - * @example - * import {TickerPlugin} from '@pixi/ticker'; - * import {Application} from '@pixi/app'; - * import {extensions} from '@pixi/extensions'; - * extensions.add(TickerPlugin); - * @class - * @memberof PIXI - */ - var TickerPlugin = /** @class */ (function () { - function TickerPlugin() { - } - /** - * Initialize the plugin with scope of application instance - * @static - * @private - * @param {object} [options] - See application options - */ - TickerPlugin.init = function (options) { - var _this = this; - // Set default - options = Object.assign({ - autoStart: true, - sharedTicker: false, - }, options); - // Create ticker setter - Object.defineProperty(this, 'ticker', { - set: function (ticker) { - if (this._ticker) { - this._ticker.remove(this.render, this); - } - this._ticker = ticker; - if (ticker) { - ticker.add(this.render, this, exports.UPDATE_PRIORITY.LOW); - } - }, - get: function () { - return this._ticker; - }, - }); - /** - * Convenience method for stopping the render. - * @method - * @memberof PIXI.Application - * @instance - */ - this.stop = function () { - _this._ticker.stop(); - }; - /** - * Convenience method for starting the render. - * @method - * @memberof PIXI.Application - * @instance - */ - this.start = function () { - _this._ticker.start(); - }; - /** - * Internal reference to the ticker. - * @type {PIXI.Ticker} - * @name _ticker - * @memberof PIXI.Application# - * @private - */ - this._ticker = null; - /** - * Ticker for doing render updates. - * @type {PIXI.Ticker} - * @name ticker - * @memberof PIXI.Application# - * @default PIXI.Ticker.shared - */ - this.ticker = options.sharedTicker ? Ticker.shared : new Ticker(); - // Start the rendering - if (options.autoStart) { - this.start(); - } - }; - /** - * Clean up the ticker, scoped to application. - * @static - * @private - */ - TickerPlugin.destroy = function () { - if (this._ticker) { - var oldTicker = this._ticker; - this.ticker = null; - oldTicker.destroy(); - } - }; - /** @ignore */ - TickerPlugin.extension = extensions.ExtensionType.Application; - return TickerPlugin; - }()); - - exports.Ticker = Ticker; - exports.TickerPlugin = TickerPlugin; - - } (ticker)); - return ticker; - } - - /* eslint-disable */ - - (function (module, exports) { - /*! - * pixi-viewport - v4.37.0 - * Compiled Sun, 23 Oct 2022 14:02:15 UTC - * - * pixi-viewport is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - * - * Copyright 2019-2020, David Figatner, All Rights Reserved - */ - commonjsGlobal$3.PIXI = commonjsGlobal$3.PIXI || {}; - (function (global, factory) { - factory(exports, requireMath(), requireDisplay(), requireTicker()) ; - })(commonjsGlobal$3, (function (exports, math, display, ticker) { - /** - * Derive this class to create user-defined plugins - * - * @public - */ - class Plugin - { - /** The viewport to which this plugin is attached. */ - - - /** - * Flags whether this plugin has been "paused". - * - * @see Plugin#pause - * @see Plugin#resume - */ - - - /** @param {Viewport} parent */ - constructor(parent) - { - this.parent = parent; - this.paused = false; - } - - /** Called when plugin is removed */ - destroy() - { - // Override for implementation - } - - /** Handler for pointerdown PIXI event */ - down(_e) - { - return false; - } - - /** Handler for pointermove PIXI event */ - move(_e) - { - return false; - } - - /** Handler for pointerup PIXI event */ - up(_e) - { - return false; - } - - /** Handler for wheel event on div */ - wheel(_e) - { - return false; - } - - /** - * Called on each tick - * @param {number} elapsed time in millisecond since last update - */ - update(_delta) - { - // Override for implementation - } - - /** Called when the viewport is resized */ - resize() - { - // Override for implementation - } - - /** Called when the viewport is manually moved */ - reset() - { - // Override for implementation - } - - /** Pause the plugin */ - pause() - { - this.paused = true; - } - - /** Un-pause the plugin */ - resume() - { - this.paused = false; - } - } - - var commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof commonjsGlobal$3 !== 'undefined' ? commonjsGlobal$3 : typeof self !== 'undefined' ? self : {}; - - function createCommonjsModule(fn, basedir, module) { - return module = { - path: basedir, - exports: {}, - require: function (path, base) { - return commonjsRequire(path, (base === undefined || base === null) ? module.path : base); - } - }, fn(module, module.exports), module.exports; - } - - function commonjsRequire () { - throw new Error('Dynamic requires are not currently supported by @rollup/plugin-commonjs'); - } - - var penner = createCommonjsModule(function (module, exports) { - /* - Copyright © 2001 Robert Penner - All rights reserved. - - Redistribution and use in source and binary forms, with or without modification, - are permitted provided that the following conditions are met: - - Redistributions of source code must retain the above copyright notice, this list of - conditions and the following disclaimer. - Redistributions in binary form must reproduce the above copyright notice, this list - of conditions and the following disclaimer in the documentation and/or other materials - provided with the distribution. - - Neither the name of the author nor the names of contributors may be used to endorse - or promote products derived from this software without specific prior written permission. - - THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY - EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF - MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE - COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, - EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE - GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED - AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING - NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED - OF THE POSSIBILITY OF SUCH DAMAGE. - */ - - (function() { - var penner, umd; - - umd = function(factory) { - { - return module.exports = factory; - } - }; - - penner = { - linear: function(t, b, c, d) { - return c * t / d + b; - }, - easeInQuad: function(t, b, c, d) { - return c * (t /= d) * t + b; - }, - easeOutQuad: function(t, b, c, d) { - return -c * (t /= d) * (t - 2) + b; - }, - easeInOutQuad: function(t, b, c, d) { - if ((t /= d / 2) < 1) { - return c / 2 * t * t + b; - } else { - return -c / 2 * ((--t) * (t - 2) - 1) + b; - } - }, - easeInCubic: function(t, b, c, d) { - return c * (t /= d) * t * t + b; - }, - easeOutCubic: function(t, b, c, d) { - return c * ((t = t / d - 1) * t * t + 1) + b; - }, - easeInOutCubic: function(t, b, c, d) { - if ((t /= d / 2) < 1) { - return c / 2 * t * t * t + b; - } else { - return c / 2 * ((t -= 2) * t * t + 2) + b; - } - }, - easeInQuart: function(t, b, c, d) { - return c * (t /= d) * t * t * t + b; - }, - easeOutQuart: function(t, b, c, d) { - return -c * ((t = t / d - 1) * t * t * t - 1) + b; - }, - easeInOutQuart: function(t, b, c, d) { - if ((t /= d / 2) < 1) { - return c / 2 * t * t * t * t + b; - } else { - return -c / 2 * ((t -= 2) * t * t * t - 2) + b; - } - }, - easeInQuint: function(t, b, c, d) { - return c * (t /= d) * t * t * t * t + b; - }, - easeOutQuint: function(t, b, c, d) { - return c * ((t = t / d - 1) * t * t * t * t + 1) + b; - }, - easeInOutQuint: function(t, b, c, d) { - if ((t /= d / 2) < 1) { - return c / 2 * t * t * t * t * t + b; - } else { - return c / 2 * ((t -= 2) * t * t * t * t + 2) + b; - } - }, - easeInSine: function(t, b, c, d) { - return -c * Math.cos(t / d * (Math.PI / 2)) + c + b; - }, - easeOutSine: function(t, b, c, d) { - return c * Math.sin(t / d * (Math.PI / 2)) + b; - }, - easeInOutSine: function(t, b, c, d) { - return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b; - }, - easeInExpo: function(t, b, c, d) { - if (t === 0) { - return b; - } else { - return c * Math.pow(2, 10 * (t / d - 1)) + b; - } - }, - easeOutExpo: function(t, b, c, d) { - if (t === d) { - return b + c; - } else { - return c * (-Math.pow(2, -10 * t / d) + 1) + b; - } - }, - easeInOutExpo: function(t, b, c, d) { - if ((t /= d / 2) < 1) { - return c / 2 * Math.pow(2, 10 * (t - 1)) + b; - } else { - return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b; - } - }, - easeInCirc: function(t, b, c, d) { - return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b; - }, - easeOutCirc: function(t, b, c, d) { - return c * Math.sqrt(1 - (t = t / d - 1) * t) + b; - }, - easeInOutCirc: function(t, b, c, d) { - if ((t /= d / 2) < 1) { - return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b; - } else { - return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b; - } - }, - easeInElastic: function(t, b, c, d) { - var a, p, s; - s = 1.70158; - p = 0; - a = c; - if (t === 0) ; else if ((t /= d) === 1) ; - if (!p) { - p = d * .3; - } - if (a < Math.abs(c)) { - a = c; - s = p / 4; - } else { - s = p / (2 * Math.PI) * Math.asin(c / a); - } - return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b; - }, - easeOutElastic: function(t, b, c, d) { - var a, p, s; - s = 1.70158; - p = 0; - a = c; - if (t === 0) ; else if ((t /= d) === 1) ; - if (!p) { - p = d * .3; - } - if (a < Math.abs(c)) { - a = c; - s = p / 4; - } else { - s = p / (2 * Math.PI) * Math.asin(c / a); - } - return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b; - }, - easeInOutElastic: function(t, b, c, d) { - var a, p, s; - s = 1.70158; - p = 0; - a = c; - if (t === 0) ; else if ((t /= d / 2) === 2) ; - if (!p) { - p = d * (.3 * 1.5); - } - if (a < Math.abs(c)) { - a = c; - s = p / 4; - } else { - s = p / (2 * Math.PI) * Math.asin(c / a); - } - if (t < 1) { - return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b; - } else { - return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b; - } - }, - easeInBack: function(t, b, c, d, s) { - if (s === void 0) { - s = 1.70158; - } - return c * (t /= d) * t * ((s + 1) * t - s) + b; - }, - easeOutBack: function(t, b, c, d, s) { - if (s === void 0) { - s = 1.70158; - } - return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b; - }, - easeInOutBack: function(t, b, c, d, s) { - if (s === void 0) { - s = 1.70158; - } - if ((t /= d / 2) < 1) { - return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b; - } else { - return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b; - } - }, - easeInBounce: function(t, b, c, d) { - var v; - v = penner.easeOutBounce(d - t, 0, c, d); - return c - v + b; - }, - easeOutBounce: function(t, b, c, d) { - if ((t /= d) < 1 / 2.75) { - return c * (7.5625 * t * t) + b; - } else if (t < 2 / 2.75) { - return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b; - } else if (t < 2.5 / 2.75) { - return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b; - } else { - return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b; - } - }, - easeInOutBounce: function(t, b, c, d) { - var v; - if (t < d / 2) { - v = penner.easeInBounce(t * 2, 0, c, d); - return v * .5 + b; - } else { - v = penner.easeOutBounce(t * 2 - d, 0, c, d); - return v * .5 + c * .5 + b; - } - } - }; - - umd(penner); - - }).call(commonjsGlobal); - }); - - // eslint-disable-next-line - - /** - * Returns correct Penner equation using string or Function. - * - * @internal - * @ignore - * @param {(function|string)} [ease] - * @param {defaults} default penner equation to use if none is provided - */ - function ease(ease, defaults) - { - if (!ease) - { - return penner[defaults] - } - else if (typeof ease === 'function') - { - return ease - } - else if (typeof ease === 'string') - { - return penner[ease] - } - } - - /** Options for {@link Animate}. */ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - const DEFAULT_ANIMATE_OPTIONS = { - removeOnInterrupt: false, - ease: 'linear', - time: 1000, - }; - - /** - * Animation plugin. - * - * @see Viewport#animate - * @fires animate-end - */ - class Animate extends Plugin - { - - - /** The starting x-coordinate of the viewport. */ - - - /** The starting y-coordinate of the viewport. */ - - - /** The change in the x-coordinate of the viewport through the animation.*/ - - - /** The change in the y-coordinate of the viewport through the animation. */ - - - /** Marks whether the center of the viewport is preserved in the animation. */ - - - /** The starting viewport width. */ - __init() {this.startWidth = null;} - - /** The starting viewport height. */ - __init2() {this.startHeight = null;} - - /** The change in the viewport's width through the animation. */ - __init3() {this.deltaWidth = null;} - - /** The change in the viewport's height through the animation. */ - __init4() {this.deltaHeight = null;} - - /** The viewport's width post-animation. */ - __init5() {this.width = null;} - - /** The viewport's height post-animation. */ - __init6() {this.height = null;} - - /** The time since the animation started. */ - __init7() {this.time = 0;} - - /** - * This is called by {@link Viewport.animate}. - * - * @param parent - * @param options - */ - constructor(parent, options = {}) - { - super(parent);Animate.prototype.__init.call(this);Animate.prototype.__init2.call(this);Animate.prototype.__init3.call(this);Animate.prototype.__init4.call(this);Animate.prototype.__init5.call(this);Animate.prototype.__init6.call(this);Animate.prototype.__init7.call(this); - this.options = Object.assign({}, DEFAULT_ANIMATE_OPTIONS, options); - this.options.ease = ease(this.options.ease); - - this.setupPosition(); - this.setupZoom(); - - this.time = 0; - } - - /** - * Setup `startX`, `startY`, `deltaX`, `deltaY`, `keepCenter`. - * - * This is called during construction. - */ - setupPosition() - { - if (typeof this.options.position !== 'undefined') - { - this.startX = this.parent.center.x; - this.startY = this.parent.center.y; - this.deltaX = this.options.position.x - this.parent.center.x; - this.deltaY = this.options.position.y - this.parent.center.y; - this.keepCenter = false; - } - else - { - this.keepCenter = true; - } - } - - /** - * Setup `startWidth, `startHeight`, `deltaWidth, `deltaHeight, `width`, `height`. - * - * This is called during construction. - */ - setupZoom() - { - this.width = null; - this.height = null; - - if (typeof this.options.scale !== 'undefined') - { - this.width = this.parent.screenWidth / this.options.scale; - } - else if (typeof this.options.scaleX !== 'undefined' || typeof this.options.scaleY !== 'undefined') - { - if (typeof this.options.scaleX !== 'undefined') - { - // screenSizeInWorldPixels = screenWidth / scale - this.width = this.parent.screenWidth / this.options.scaleX; - } - if (typeof this.options.scaleY !== 'undefined') - { - this.height = this.parent.screenHeight / this.options.scaleY; - } - } - else - { - if (typeof this.options.width !== 'undefined') - { - this.width = this.options.width; - } - if (typeof this.options.height !== 'undefined') - { - this.height = this.options.height; - } - } - - if (this.width !== null) - { - this.startWidth = this.parent.screenWidthInWorldPixels; - this.deltaWidth = this.width - this.startWidth; - } - if (this.height !== null) - { - this.startHeight = this.parent.screenHeightInWorldPixels; - this.deltaHeight = this.height - this.startHeight; - } - } - - down() - { - if (this.options.removeOnInterrupt) - { - this.parent.plugins.remove('animate'); - } - - return false; - } - - complete() - { - this.parent.plugins.remove('animate'); - if (this.width !== null) - { - this.parent.fitWidth(this.width, this.keepCenter, this.height === null); - } - if (this.height !== null) - { - this.parent.fitHeight(this.height, this.keepCenter, this.width === null); - } - if (!this.keepCenter) - { - this.parent.moveCenter(this.options.position); - } - - this.parent.emit('animate-end', this.parent); - - if (this.options.callbackOnComplete) - { - this.options.callbackOnComplete(this.parent); - } - } - - update(elapsed) - { - if (this.paused) - { - return; - } - this.time += elapsed; - - const originalZoom = new math.Point(this.parent.scale.x, this.parent.scale.y); - - if (this.time >= this.options.time) - { - const originalWidth = this.parent.width; - const originalHeight = this.parent.height; - - this.complete(); - if (originalWidth !== this.parent.width || originalHeight !== this.parent.height) - { - this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' }); - } - } - else - { - const percent = this.options.ease(this.time, 0, 1, this.options.time); - - if (this.width !== null) - { - const startWidth = this.startWidth ; - const deltaWidth = this.deltaWidth ; - - this.parent.fitWidth( - startWidth + (deltaWidth * percent), - this.keepCenter, - this.height === null); - } - if (this.height !== null) - { - const startHeight = this.startHeight ; - const deltaHeight = this.deltaHeight ; - - this.parent.fitHeight( - startHeight + (deltaHeight * percent), - this.keepCenter, - this.width === null); - } - if (this.width === null) - { - this.parent.scale.x = this.parent.scale.y; - } - else if (this.height === null) - { - this.parent.scale.y = this.parent.scale.x; - } - if (!this.keepCenter) - { - const startX = this.startX ; - const startY = this.startY ; - const deltaX = this.deltaX ; - const deltaY = this.deltaY ; - const original = new math.Point(this.parent.x, this.parent.y); - - this.parent.moveCenter(startX + (deltaX * percent), startY + (deltaY * percent)); - this.parent.emit('moved', { viewport: this.parent, original, type: 'animate' }); - } - if (this.width || this.height) - { - this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' }); - } - } - } - } - - function _optionalChain$1(ops) { let lastAccessLHS = undefined; let value = ops[0]; let i = 1; while (i < ops.length) { const op = ops[i]; const fn = ops[i + 1]; i += 2; if ((op === 'optionalAccess' || op === 'optionalCall') && value == null) { return undefined; } if (op === 'access' || op === 'optionalAccess') { lastAccessLHS = value; value = fn(value); } else if (op === 'call' || op === 'optionalCall') { value = fn((...args) => value.call(lastAccessLHS, ...args)); lastAccessLHS = undefined; } } return value; } - - - - - - /** Options for {@link Bounce}. */ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - const DEFAULT_BOUNCE_OPTIONS = { - sides: 'all', - friction: 0.5, - time: 150, - ease: 'easeInOutSine', - underflow: 'center', - bounceBox: null - }; - - /** - * @fires bounce-start-x - * @fires bounce.end-x - * @fires bounce-start-y - * @fires bounce-end-y - * @public - */ - class Bounce extends Plugin - { - /** The options passed to initialize this plugin, cannot be modified again. */ - - - /** Holds whether to bounce from left side. */ - - - /** Holds whether to bounce from top side. */ - - - /** Holds whether to bounce from right side. */ - - - /** Holds whether to bounce from bottom side. */ - - - /** Direction of underflow along x-axis. */ - - - /** Direction of underflow along y-axis. */ - - - /** Easing */ - - - /** Bounce state along x-axis */ - - - /** Bounce state along y-axis */ - - - /** - * This is called by {@link Viewport.bounce}. - */ - constructor(parent, options = {}) - { - super(parent); - - this.options = Object.assign({}, DEFAULT_BOUNCE_OPTIONS, options); - this.ease = ease(this.options.ease, 'easeInOutSine'); - - if (this.options.sides) - { - if (this.options.sides === 'all') - { - this.top = this.bottom = this.left = this.right = true; - } - else if (this.options.sides === 'horizontal') - { - this.right = this.left = true; - this.top = this.bottom = false; - } - else if (this.options.sides === 'vertical') - { - this.left = this.right = false; - this.top = this.bottom = true; - } - else - { - this.top = this.options.sides.indexOf('top') !== -1; - this.bottom = this.options.sides.indexOf('bottom') !== -1; - this.left = this.options.sides.indexOf('left') !== -1; - this.right = this.options.sides.indexOf('right') !== -1; - } - } else { - this.left = this.top = this.right = this.bottom = false; - } - - const clamp = this.options.underflow.toLowerCase(); - - if (clamp === 'center') - { - this.underflowX = 0; - this.underflowY = 0; - } - else - { - this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0; - this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0; - } - - this.reset(); - } - - isActive() - { - return this.toX !== null || this.toY !== null; - } - - down() - { - this.toX = this.toY = null; - - return false; - } - - up() - { - this.bounce(); - - return false; - } - - update(elapsed) - { - if (this.paused) - { - return; - } - - this.bounce(); - - if (this.toX) - { - const toX = this.toX; - - toX.time += elapsed; - this.parent.emit('moved', { viewport: this.parent, type: 'bounce-x' }); - - if (toX.time >= this.options.time) - { - this.parent.x = toX.end; - this.toX = null; - this.parent.emit('bounce-x-end', this.parent); - } - else - { - this.parent.x = this.ease(toX.time, toX.start, toX.delta, this.options.time); - } - } - - if (this.toY) - { - const toY = this.toY; - - toY.time += elapsed; - this.parent.emit('moved', { viewport: this.parent, type: 'bounce-y' }); - - if (toY.time >= this.options.time) - { - this.parent.y = toY.end; - this.toY = null; - this.parent.emit('bounce-y-end', this.parent); - } - else - { - this.parent.y = this.ease(toY.time, toY.start, toY.delta, this.options.time); - } - } - } - - /** @internal */ - calcUnderflowX() - { - let x; - - switch (this.underflowX) - { - case -1: - x = 0; - break; - case 1: - x = (this.parent.screenWidth - this.parent.screenWorldWidth); - break; - default: - x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2; - } - - return x; - } - - /** @internal */ - calcUnderflowY() - { - let y; - - switch (this.underflowY) - { - case -1: - y = 0; - break; - case 1: - y = (this.parent.screenHeight - this.parent.screenWorldHeight); - break; - default: - y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2; - } - - return y; - } - - oob() - { - const box = this.options.bounceBox; - - if (box) - { - const x1 = typeof box.x === 'undefined' ? 0 : box.x; - const y1 = typeof box.y === 'undefined' ? 0 : box.y; - const width = typeof box.width === 'undefined' ? this.parent.worldWidth : box.width; - const height = typeof box.height === 'undefined' ? this.parent.worldHeight : box.height; - - return { - left: this.parent.left < x1, - right: this.parent.right > width, - top: this.parent.top < y1, - bottom: this.parent.bottom > height, - topLeft: new math.Point( - x1 * this.parent.scale.x, - y1 * this.parent.scale.y - ), - bottomRight: new math.Point( - width * this.parent.scale.x - this.parent.screenWidth, - height * this.parent.scale.y - this.parent.screenHeight - ) - }; - } - - return { - left: this.parent.left < 0, - right: this.parent.right > this.parent.worldWidth, - top: this.parent.top < 0, - bottom: this.parent.bottom > this.parent.worldHeight, - topLeft: new math.Point(0, 0), - bottomRight: new math.Point( - this.parent.worldWidth * this.parent.scale.x - this.parent.screenWidth, - this.parent.worldHeight * this.parent.scale.y - this.parent.screenHeight - ) - }; - } - - bounce() - { - if (this.paused) - { - return; - } - - let oob; - let decelerate - - - - - - = this.parent.plugins.get('decelerate', true) ; - - if (decelerate && (decelerate.x || decelerate.y)) - { - if ((decelerate.x && decelerate.percentChangeX === _optionalChain$1([decelerate, 'access', _ => _.options, 'optionalAccess', _2 => _2.friction])) || (decelerate.y && decelerate.percentChangeY === _optionalChain$1([decelerate, 'access', _3 => _3.options, 'optionalAccess', _4 => _4.friction]))) - { - oob = this.oob(); - if ((oob.left && this.left) || (oob.right && this.right)) - { - decelerate.percentChangeX = this.options.friction; - } - if ((oob.top && this.top) || (oob.bottom && this.bottom)) - { - decelerate.percentChangeY = this.options.friction; - } - } - } - const drag = this.parent.plugins.get('drag', true) || {}; - const pinch = this.parent.plugins.get('pinch', true) || {}; - - decelerate = decelerate || {}; - - if (!_optionalChain$1([drag, 'optionalAccess', _5 => _5.active]) && !_optionalChain$1([pinch, 'optionalAccess', _6 => _6.active]) && ((!this.toX || !this.toY) && (!decelerate.x || !decelerate.y))) - { - oob = oob || this.oob(); - const topLeft = oob.topLeft; - const bottomRight = oob.bottomRight; - - if (!this.toX && !decelerate.x) - { - let x = null; - - if (oob.left && this.left) - { - x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -topLeft.x; - } - else if (oob.right && this.right) - { - x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -bottomRight.x; - } - if (x !== null && this.parent.x !== x) - { - this.toX = { time: 0, start: this.parent.x, delta: x - this.parent.x, end: x }; - this.parent.emit('bounce-x-start', this.parent); - } - } - if (!this.toY && !decelerate.y) - { - let y = null; - - if (oob.top && this.top) - { - y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -topLeft.y; - } - else if (oob.bottom && this.bottom) - { - y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -bottomRight.y; - } - if (y !== null && this.parent.y !== y) - { - this.toY = { time: 0, start: this.parent.y, delta: y - this.parent.y, end: y }; - this.parent.emit('bounce-y-start', this.parent); - } - } - } - } - - reset() - { - this.toX = this.toY = null; - this.bounce(); - } - } - - /** - * There are three ways to clamp: - * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of the world offscreen - * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary - * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side; - * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight] - * eg: to allow the world to be completely dragged offscreen, set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2] - * - * Underflow determines what happens when the world is smaller than the viewport - * 1. none = the world is clamped but there is no special behavior - * 2. center = the world is centered on the viewport - * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the appropriate boundaries - * - */ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - const DEFAULT_CLAMP_OPTIONS = { - left: false, - right: false, - top: false, - bottom: false, - direction: null, - underflow: 'center' - }; - - /** - * Plugin to clamp the viewport to a specific world bounding box. - * - * @public - */ - class Clamp extends Plugin - { - /** Options used to initialize this plugin, cannot be modified later. */ - - - /** Last state of viewport */ - - - - - - - - - - - - /** - * This is called by {@link Viewport.clamp}. - */ - constructor(parent, options = {}) - { - super(parent); - this.options = Object.assign({}, DEFAULT_CLAMP_OPTIONS, options); - - if (this.options.direction) - { - this.options.left = this.options.direction === 'x' || this.options.direction === 'all' ? true : null; - this.options.right = this.options.direction === 'x' || this.options.direction === 'all' ? true : null; - this.options.top = this.options.direction === 'y' || this.options.direction === 'all' ? true : null; - this.options.bottom = this.options.direction === 'y' || this.options.direction === 'all' ? true : null; - } - - this.parseUnderflow(); - this.last = { x: null, y: null, scaleX: null, scaleY: null }; - this.update(); - } - - parseUnderflow() - { - const clamp = this.options.underflow.toLowerCase(); - - if (clamp === 'none') - { - this.noUnderflow = true; - } - else if (clamp === 'center') - { - this.underflowX = this.underflowY = 0; - this.noUnderflow = false; - } - else - { - this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0; - this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0; - this.noUnderflow = false; - } - } - - move() - { - this.update(); - - return false; - } - - update() - { - if (this.paused) - { - return; - } - - // only clamp on change - if (this.parent.x === this.last.x - && this.parent.y === this.last.y - && this.parent.scale.x === this.last.scaleX - && this.parent.scale.y === this.last.scaleY) - { - return; - } - const original = { x: this.parent.x, y: this.parent.y }; - // TODO: Fix - const decelerate = (this.parent.plugins ).decelerate || {}; - - if (this.options.left !== null || this.options.right !== null) - { - let moved = false; - - if (!this.noUnderflow && this.parent.screenWorldWidth < this.parent.screenWidth) - { - switch (this.underflowX) - { - case -1: - if (this.parent.x !== 0) - { - this.parent.x = 0; - moved = true; - } - break; - case 1: - if (this.parent.x !== this.parent.screenWidth - this.parent.screenWorldWidth) - { - this.parent.x = this.parent.screenWidth - this.parent.screenWorldWidth; - moved = true; - } - break; - default: - if (this.parent.x !== (this.parent.screenWidth - this.parent.screenWorldWidth) / 2) - { - this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2; - moved = true; - } - } - } - else - { - if (this.options.left !== null) - { - if (this.parent.left < (this.options.left === true ? 0 : this.options.left)) - { - this.parent.x = -(this.options.left === true ? 0 : this.options.left) * this.parent.scale.x; - decelerate.x = 0; - moved = true; - } - } - if (this.options.right !== null) - { - if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right)) - { - this.parent.x = -(this.options.right === true ? this.parent.worldWidth : this.options.right) * this.parent.scale.x + this.parent.screenWidth; - decelerate.x = 0; - moved = true; - } - } - } - if (moved) - { - this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-x' }); - } - } - if (this.options.top !== null || this.options.bottom !== null) - { - let moved = false; - - if (!this.noUnderflow && this.parent.screenWorldHeight < this.parent.screenHeight) - { - switch (this.underflowY) - { - case -1: - if (this.parent.y !== 0) - { - this.parent.y = 0; - moved = true; - } - break; - case 1: - if (this.parent.y !== this.parent.screenHeight - this.parent.screenWorldHeight) - { - this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight); - moved = true; - } - break; - default: - if (this.parent.y !== (this.parent.screenHeight - this.parent.screenWorldHeight) / 2) - { - this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2; - moved = true; - } - } - } - else - { - if (this.options.top !== null) - { - if (this.parent.top < (this.options.top === true ? 0 : this.options.top)) - { - this.parent.y = -(this.options.top === true ? 0 : this.options.top) - * this.parent.scale.y; - decelerate.y = 0; - moved = true; - } - } - if (this.options.bottom !== null) - { - if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)) - { - this.parent.y = -(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom) - * this.parent.scale.y + this.parent.screenHeight; - decelerate.y = 0; - moved = true; - } - } - } - if (moved) - { - this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-y' }); - } - } - this.last.x = this.parent.x; - this.last.y = this.parent.y; - this.last.scaleX = this.parent.scale.x; - this.last.scaleY = this.parent.scale.y; - } - - reset() - { - this.update(); - } - } - - /** - * Options for {@link ClampZoom}. - * - * Use either minimum width/height or minimum scale - */ - - - - - - - - - - - - - - - - - - - - - - const DEFAULT_CLAMP_ZOOM_OPTIONS = { - minWidth: null, - minHeight: null, - maxWidth: null, - maxHeight: null, - minScale: null, - maxScale: null - }; - - /** - * Plugin to clamp the viewport's zoom to a specific range. - * - * @public - */ - class ClampZoom extends Plugin - { - - - /** - * This is called by {@link Viewport.clampZoom}. - */ - constructor(parent, options = {}) - { - super(parent); - this.options = Object.assign({}, DEFAULT_CLAMP_ZOOM_OPTIONS, options); - - this.clamp(); - } - - resize() - { - this.clamp(); - } - - /** Clamp the viewport scale zoom) */ - clamp() - { - if (this.paused) - { - return; - } - - if (this.options.minWidth || this.options.minHeight || this.options.maxWidth || this.options.maxHeight) - { - let width = this.parent.worldScreenWidth; - let height = this.parent.worldScreenHeight; - - if (this.options.minWidth !== null && width < this.options.minWidth) - { - const original = this.parent.scale.x; - - this.parent.fitWidth(this.options.minWidth, false, false, true); - this.parent.scale.y *= this.parent.scale.x / original; - width = this.parent.worldScreenWidth; - height = this.parent.worldScreenHeight; - this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' }); - } - if (this.options.maxWidth !== null && width > this.options.maxWidth) - { - const original = this.parent.scale.x; - - this.parent.fitWidth(this.options.maxWidth, false, false, true); - this.parent.scale.y *= this.parent.scale.x / original; - width = this.parent.worldScreenWidth; - height = this.parent.worldScreenHeight; - this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' }); - } - if (this.options.minHeight !== null && height < this.options.minHeight) - { - const original = this.parent.scale.y; - - this.parent.fitHeight(this.options.minHeight, false, false, true); - this.parent.scale.x *= this.parent.scale.y / original; - width = this.parent.worldScreenWidth; - height = this.parent.worldScreenHeight; - this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' }); - } - if (this.options.maxHeight !== null && height > this.options.maxHeight) - { - const original = this.parent.scale.y; - - this.parent.fitHeight(this.options.maxHeight, false, false, true); - this.parent.scale.x *= this.parent.scale.y / original; - this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' }); - } - } - else - if (this.options.minScale || this.options.maxScale) - { - const minScale = { x: null, y: null }; - const maxScale = { x: null, y: null }; - - if (typeof this.options.minScale === 'number') - { - minScale.x = this.options.minScale; - minScale.y = this.options.minScale; - } - else if (this.options.minScale !== null) - { - const optsMinScale = this.options.minScale ; - - minScale.x = typeof optsMinScale.x === 'undefined' ? null : optsMinScale.x; - minScale.y = typeof optsMinScale.y === 'undefined' ? null : optsMinScale.y; - } - - if (typeof this.options.maxScale === 'number') - { - maxScale.x = this.options.maxScale; - maxScale.y = this.options.maxScale; - } - else if (this.options.maxScale !== null) - { - const optsMaxScale = this.options.maxScale ; - - maxScale.x = typeof optsMaxScale.x === 'undefined' ? null : optsMaxScale.x; - maxScale.y = typeof optsMaxScale.y === 'undefined' ? null : optsMaxScale.y; - } - - let scaleX = this.parent.scale.x; - let scaleY = this.parent.scale.y; - - if (minScale.x !== null && scaleX < minScale.x) - { - scaleX = minScale.x; - } - if (maxScale.x !== null && scaleX > maxScale.x) - { - scaleX = maxScale.x; - } - if (minScale.y !== null && scaleY < minScale.y) - { - scaleY = minScale.y; - } - if (maxScale.y !== null && scaleY > maxScale.y) - { - scaleY = maxScale.y; - } - if (scaleX !== this.parent.scale.x || scaleY !== this.parent.scale.y) - { - this.parent.scale.set(scaleX, scaleY); - this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' }); - } - } - } - - reset() - { - this.clamp(); - } - } - - /** This allows independent x and y values for min/maxScale */ - - const DEFAULT_DECELERATE_OPTIONS = { - friction: 0.98, - bounce: 0.8, - minSpeed: 0.01 - }; - - /** - * Time period of decay (1 frame) - * - * @internal - * @ignore - */ - const TP = 16; - - /** - * Plugin to decelerate viewport velocity smoothly after panning ends. - * - * @public - */ - class Decelerate extends Plugin - { - /** Options used to initialize this plugin. */ - - - /** - * x-component of the velocity of viewport provided by this plugin, at the current time. - * - * This is measured in px/frame, where a frame is normalized to 16 milliseconds. - */ - - - /** - * y-component of the velocity of the viewport provided by this plugin, at the current time. - * - * This is measured in px/frame, where a frame is normalized to 16 milliseconds. - */ - - - /** - * The decay factor for the x-component of the viewport. - * - * The viewport's velocity decreased by this amount each 16 milliseconds. - */ - - - /** - * The decay factor for the y-component of the viewport. - * - * The viewport's velocity decreased by this amount each 16 milliseconds. - */ - - - /** Saved list of recent viewport position snapshots, to estimate velocity. */ - - - /** The time since the user released panning of the viewport. */ - - - /** - * This is called by {@link Viewport.decelerate}. - */ - constructor(parent, options = {}) - { - super(parent); - - this.options = Object.assign({}, DEFAULT_DECELERATE_OPTIONS, options); - this.saved = []; - this.timeSinceRelease = 0; - - this.reset(); - this.parent.on('moved', (data) => this.moved(data)); - } - - down() - { - this.saved = []; - this.x = this.y = null; - - return false; - } - - isActive() - { - return !!(this.x || this.y); - } - - move() - { - if (this.paused) - { - return false; - } - - const count = this.parent.input.count(); - - if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true))) - { - this.saved.push({ x: this.parent.x, y: this.parent.y, time: performance.now() }); - - if (this.saved.length > 60) - { - this.saved.splice(0, 30); - } - } - - // Silently recording viewport positions - return false; - } - - /** Listener to viewport's "moved" event. */ - moved(data) - { - if (this.saved.length) - { - const last = this.saved[this.saved.length - 1]; - - if (data.type === 'clamp-x') - { - if (last.x === data.original.x) - { - last.x = this.parent.x; - } - } - else if (data.type === 'clamp-y') - { - if (last.y === data.original.y) - { - last.y = this.parent.y; - } - } - } - } - - up() - { - if (this.parent.input.count() === 0 && this.saved.length) - { - const now = performance.now(); - - for (const save of this.saved) - { - if (save.time >= now - 100) - { - const time = now - save.time; - - this.x = (this.parent.x - save.x) / time; - this.y = (this.parent.y - save.y) / time; - this.percentChangeX = this.percentChangeY = this.options.friction; - this.timeSinceRelease = 0; - break; - } - } - } - - return false; - } - - /** - * Manually activate deceleration, starting from the (x, y) velocity components passed in the options. - * - * @param {object} options - * @param {number} [options.x] - Specify x-component of initial velocity. - * @param {number} [options.y] - Specify y-component of initial velocity. - */ - activate(options) - { - options = options || {}; - - if (typeof options.x !== 'undefined') - { - this.x = options.x; - this.percentChangeX = this.options.friction; - } - if (typeof options.y !== 'undefined') - { - this.y = options.y; - this.percentChangeY = this.options.friction; - } - } - - update(elapsed) - { - if (this.paused) - { - return; - } - - /* - * See https://github.com/davidfig/pixi-viewport/issues/271 for math. - * - * The viewport velocity (this.x, this.y) decays exponentially by the the decay factor - * (this.percentChangeX, this.percentChangeY) each frame. This velocity function is integrated - * to calculate the displacement. - */ - - const moved = this.x || this.y; - - const ti = this.timeSinceRelease; - const tf = this.timeSinceRelease + elapsed; - - if (this.x) - { - const k = this.percentChangeX; - const lnk = Math.log(k); - - // Apply velocity delta on the viewport x-coordinate. - this.parent.x += ((this.x * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP)); - - // Apply decay on x-component of velocity - this.x *= Math.pow(this.percentChangeX, elapsed / TP); - } - if (this.y) - { - const k = this.percentChangeY; - const lnk = Math.log(k); - - // Apply velocity delta on the viewport y-coordinate. - this.parent.y += ((this.y * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP)); - - // Apply decay on y-component of velocity - this.y *= Math.pow(this.percentChangeY, elapsed / TP); - } - - this.timeSinceRelease += elapsed; - - // End decelerate velocity once it goes under a certain amount of precision. - if (this.x && this.y) { - if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) { - this.x = 0; - this.y = 0; - } - } else { - if (Math.abs(this.x || 0) < this.options.minSpeed) { - this.x = 0; - } - if (Math.abs(this.y || 0) < this.options.minSpeed) { - this.y = 0; - } - } - - if (moved) - { - this.parent.emit('moved', { viewport: this.parent, type: 'decelerate' }); - } - } - - reset() - { - this.x = this.y = null; - } - } - - /** Options for {@link Drag}. */ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - const DEFAULT_DRAG_OPTIONS = { - direction: 'all', - pressDrag: true, - wheel: true, - wheelScroll: 1, - reverse: false, - clampWheel: false, - underflow: 'center', - factor: 1, - mouseButtons: 'all', - keyToPress: null, - ignoreKeyToPressOnTouch: false, - lineHeight: 20, - wheelSwapAxes: false, - }; - - /** - * Plugin to enable panning/dragging of the viewport to move around. - * - * @public - */ - class Drag extends Plugin - { - /** Options used to initialize this plugin, cannot be modified later. */ - - - /** Flags when viewport is moving. */ - - - /** Factor to apply from {@link IDecelerateOptions}'s reverse. */ - - - /** Holds whether dragging is enabled along the x-axis. */ - - - /** Holds whether dragging is enabled along the y-axis. */ - - - /** Flags whether the keys required to drag are pressed currently. */ - - - /** Holds whether the left, center, and right buttons are required to pan. */ - - - /** Underflow factor along x-axis */ - - - /** Underflow factor along y-axis */ - - - /** Last pointer position while panning. */ - - - /** The ID of the pointer currently panning the viewport. */ - - - /** - * This is called by {@link Viewport.drag}. - */ - constructor(parent, options = {}) - { - super(parent); - - this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options); - this.moved = false; - this.reverse = this.options.reverse ? 1 : -1; - this.xDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'x'; - this.yDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'y'; - this.keyIsPressed = false; - - this.parseUnderflow(); - this.mouseButtons(this.options.mouseButtons); - - if (this.options.keyToPress) - { - this.handleKeyPresses(this.options.keyToPress); - } - } - - /** - * Handles keypress events and set the keyIsPressed boolean accordingly - * - * @param {array} codes - key codes that can be used to trigger drag event - */ - handleKeyPresses(codes) - { - window.addEventListener('keydown', (e) => - { - if (codes.includes(e.code)) - { this.keyIsPressed = true; } - }); - - window.addEventListener('keyup', (e) => - { - if (codes.includes(e.code)) - { this.keyIsPressed = false; } - }); - } - - /** - * initialize mousebuttons array - * @param {string} buttons - */ - mouseButtons(buttons) - { - if (!buttons || buttons === 'all') - { - this.mouse = [true, true, true]; - } - else - { - this.mouse = [ - buttons.indexOf('left') !== -1, - buttons.indexOf('middle') !== -1, - buttons.indexOf('right') !== -1 - ]; - } - } - - parseUnderflow() - { - const clamp = this.options.underflow.toLowerCase(); - - if (clamp === 'center') - { - this.underflowX = 0; - this.underflowY = 0; - } - else - { - if (clamp.includes('left')) - { - this.underflowX = -1; - } - else if (clamp.includes('right')) - { - this.underflowX = 1; - } - else - { - this.underflowX = 0; - } - if (clamp.includes('top')) - { - this.underflowY = -1; - } - else if (clamp.includes('bottom')) - { - this.underflowY = 1; - } - else - { - this.underflowY = 0; - } - } - } - - /** - * @param {PIXI.InteractionEvent} event - * @returns {boolean} - */ - checkButtons(event) - { - const isMouse = event.data.pointerType === 'mouse'; - const count = this.parent.input.count(); - - if ((count === 1) || (count > 1 && !this.parent.plugins.get('pinch', true))) - { - if (!isMouse || this.mouse[event.data.button]) - { - return true; - } - } - - return false; - } - - /** - * @param {PIXI.InteractionEvent} event - * @returns {boolean} - */ - checkKeyPress(event) - { - return (!this.options.keyToPress - || this.keyIsPressed - || (this.options.ignoreKeyToPressOnTouch && event.data.pointerType === 'touch')); - } - - down(event) - { - if (this.paused || !this.options.pressDrag) - { - return false; - } - if (this.checkButtons(event) && this.checkKeyPress(event)) - { - this.last = { x: event.data.global.x, y: event.data.global.y }; - this.current = event.data.pointerId; - - return true; - } - this.last = null; - - return false; - } - - get active() - { - return this.moved; - } - - move(event) - { - if (this.paused || !this.options.pressDrag) - { - return false; - } - if (this.last && this.current === event.data.pointerId) - { - const x = event.data.global.x; - const y = event.data.global.y; - const count = this.parent.input.count(); - - if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true))) - { - const distX = x - this.last.x; - const distY = y - this.last.y; - - if (this.moved - || ((this.xDirection && this.parent.input.checkThreshold(distX)) - || (this.yDirection && this.parent.input.checkThreshold(distY)))) - { - const newPoint = { x, y }; - - if (this.xDirection) - { - this.parent.x += (newPoint.x - this.last.x) * this.options.factor; - } - if (this.yDirection) - { - this.parent.y += (newPoint.y - this.last.y) * this.options.factor; - } - this.last = newPoint; - if (!this.moved) - { - this.parent.emit('drag-start', { - event, - screen: new math.Point(this.last.x, this.last.y), - world: this.parent.toWorld(new math.Point(this.last.x, this.last.y)), - viewport: this.parent - }); - } - this.moved = true; - this.parent.emit('moved', { viewport: this.parent, type: 'drag' }); - - return true; - } - } - else - { - this.moved = false; - } - } - - return false; - } - - up(event) - { - if (this.paused) - { - return false; - } - - const touches = this.parent.input.touches; - - if (touches.length === 1) - { - const pointer = touches[0]; - - if (pointer.last) - { - this.last = { x: pointer.last.x, y: pointer.last.y }; - this.current = pointer.id; - } - this.moved = false; - - return true; - } - else if (this.last) - { - if (this.moved) - { - const screen = new math.Point(this.last.x, this.last.y); - - this.parent.emit('drag-end', { - event, screen, - world: this.parent.toWorld(screen), - viewport: this.parent, - }); - this.last = null; - this.moved = false; - - return true; - } - } - - return false; - } - - wheel(event) - { - if (this.paused) - { - return false; - } - - if (this.options.wheel) - { - const wheel = this.parent.plugins.get('wheel', true); - - if (!wheel || (!wheel.options.wheelZoom && !event.ctrlKey)) - { - const step = event.deltaMode ? this.options.lineHeight : 1; - - const deltas = [event.deltaX, event.deltaY]; - const [deltaX, deltaY] = this.options.wheelSwapAxes ? deltas.reverse() : deltas; - - if (this.xDirection) - { - this.parent.x += deltaX * step * this.options.wheelScroll * this.reverse; - } - if (this.yDirection) - { - this.parent.y += deltaY * step * this.options.wheelScroll * this.reverse; - } - if (this.options.clampWheel) - { - this.clamp(); - } - this.parent.emit('wheel-scroll', this.parent); - this.parent.emit('moved', { viewport: this.parent, type: 'wheel' }); - if (!this.parent.options.passiveWheel) - { - event.preventDefault(); - } - if (this.parent.options.stopPropagation) - { - event.stopPropagation(); - } - - return true; - } - } - - return false; - } - - resume() - { - this.last = null; - this.paused = false; - } - - clamp() - { - const decelerate = this.parent.plugins.get('decelerate', true) || {}; - - if (this.options.clampWheel !== 'y') - { - if (this.parent.screenWorldWidth < this.parent.screenWidth) - { - switch (this.underflowX) - { - case -1: - this.parent.x = 0; - break; - case 1: - this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth); - break; - default: - this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2; - } - } - else - if (this.parent.left < 0) - { - this.parent.x = 0; - decelerate.x = 0; - } - else if (this.parent.right > this.parent.worldWidth) - { - this.parent.x = (-this.parent.worldWidth * this.parent.scale.x) + this.parent.screenWidth; - decelerate.x = 0; - } - } - if (this.options.clampWheel !== 'x') - { - if (this.parent.screenWorldHeight < this.parent.screenHeight) - { - switch (this.underflowY) - { - case -1: - this.parent.y = 0; - break; - case 1: - this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight); - break; - default: - this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2; - } - } - else - { - if (this.parent.top < 0) - { - this.parent.y = 0; - decelerate.y = 0; - } - if (this.parent.bottom > this.parent.worldHeight) - { - this.parent.y = (-this.parent.worldHeight * this.parent.scale.y) + this.parent.screenHeight; - decelerate.y = 0; - } - } - } - } - } - - /** Options for {@link Follow}. */ - - - - - - - - - - - - - - - - - - - - - - - - - const DEFAULT_FOLLOW_OPTIONS = { - speed: 0, - acceleration: null, - radius: null - }; - - /** - * Plugin to follow a display-object. - * - * @see Viewport.follow - * @public - */ - class Follow extends Plugin - { - /** The options used to initialize this plugin. */ - - - /** The target this plugin will make the viewport follow. */ - - - /** The velocity provided the viewport by following, at the current time. */ - - - /** - * This is called by {@link Viewport.follow}. - * - * @param parent - * @param target - target to follow - * @param options - */ - constructor(parent, target, options = {}) - { - super(parent); - - this.target = target; - this.options = Object.assign({}, DEFAULT_FOLLOW_OPTIONS, options); - this.velocity = { x: 0, y: 0 }; - } - - update(elapsed) - { - if (this.paused) - { - return; - } - - const center = this.parent.center; - let toX = this.target.x; - let toY = this.target.y; - - if (this.options.radius) - { - const distance = Math.sqrt(Math.pow(this.target.y - center.y, 2) + Math.pow(this.target.x - center.x, 2)); - - if (distance > this.options.radius) - { - const angle = Math.atan2(this.target.y - center.y, this.target.x - center.x); - - toX = this.target.x - (Math.cos(angle) * this.options.radius); - toY = this.target.y - (Math.sin(angle) * this.options.radius); - } - else - { - return; - } - } - - const deltaX = toX - center.x; - const deltaY = toY - center.y; - - if (deltaX || deltaY) - { - if (this.options.speed) - { - if (this.options.acceleration) - { - const angle = Math.atan2(toY - center.y, toX - center.x); - const distance = Math.sqrt(Math.pow(deltaX, 2) + Math.pow(deltaY, 2)); - - if (distance) - { - const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) / (2 * this.options.acceleration); - - if (distance > decelerationDistance) - { - this.velocity = { - x: Math.min(this.velocity.x + this.options.acceleration * elapsed, this.options.speed), - y: Math.min(this.velocity.y + this.options.acceleration * elapsed, this.options.speed) - }; - } - else - { - this.velocity = { - x: Math.max(this.velocity.x - this.options.acceleration * this.options.speed, 0), - y: Math.max(this.velocity.y - this.options.acceleration * this.options.speed, 0) - }; - } - const changeX = Math.cos(angle) * this.velocity.x; - const changeY = Math.sin(angle) * this.velocity.y; - const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX; - const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY; - - this.parent.moveCenter(x, y); - this.parent.emit('moved', { viewport: this.parent, type: 'follow' }); - } - } - else - { - const angle = Math.atan2(toY - center.y, toX - center.x); - const changeX = Math.cos(angle) * this.options.speed; - const changeY = Math.sin(angle) * this.options.speed; - const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX; - const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY; - - this.parent.moveCenter(x, y); - this.parent.emit('moved', { viewport: this.parent, type: 'follow' }); - } - } - else - { - this.parent.moveCenter(toX, toY); - this.parent.emit('moved', { viewport: this.parent, type: 'follow' }); - } - } - } - } - - /** Insets for mouse edges scrolling regions */ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - const MOUSE_EDGES_OPTIONS = { - radius: null, - distance: null, - top: null, - bottom: null, - left: null, - right: null, - speed: 8, - reverse: false, - noDecelerate: false, - linear: false, - allowButtons: false, - }; - - /** - * Scroll viewport when mouse hovers near one of the edges. - * - * @event mouse-edge-start(Viewport) emitted when mouse-edge starts - * @event mouse-edge-end(Viewport) emitted when mouse-edge ends - */ - class MouseEdges extends Plugin - { - /** Options used to initialize this plugin, cannot be modified later. */ - - - /** Factor from reverse option. */ - - - /** Radius squared */ - - - /** Scroll region size on the left side. */ - - - /** Scroll region size on the top size. */ - - - /** Scroll region size on the right side. */ - - - /** Scroll region size on the bottom side. */ - - - - - - - /** - * This is called by {@link Viewport.mouseEdges}. - */ - constructor(parent, options = {}) - { - super(parent); - - this.options = Object.assign({}, MOUSE_EDGES_OPTIONS, options); - this.reverse = this.options.reverse ? 1 : -1; - this.radiusSquared = typeof this.options.radius === 'number' ? Math.pow(this.options.radius, 2) : null; - - this.resize(); - } - - resize() - { - const distance = this.options.distance; - - if (distance !== null) - { - this.left = distance; - this.top = distance; - this.right = this.parent.screenWidth - distance; - this.bottom = this.parent.screenHeight - distance; - } - else if (!this.options.radius) - { - this.left = this.options.left; - this.top = this.options.top; - this.right = this.options.right === null ? null : this.parent.screenWidth - this.options.right; - this.bottom = this.options.bottom === null ? null : this.parent.screenHeight - this.options.bottom; - } - } - - down() - { - if (this.paused) - { - return false; - } - if (!this.options.allowButtons) - { - this.horizontal = this.vertical = null; - } - - return false; - } - - move(event) - { - if (this.paused) - { - return false; - } - if ((event.data.pointerType !== 'mouse' && event.data.identifier !== 1) - || (!this.options.allowButtons && event.data.buttons !== 0)) - { - return false; - } - - const x = event.data.global.x; - const y = event.data.global.y; - - if (this.radiusSquared) - { - const center = this.parent.toScreen(this.parent.center); - const distance = Math.pow(center.x - x, 2) + Math.pow(center.y - y, 2); - - if (distance >= this.radiusSquared) - { - const angle = Math.atan2(center.y - y, center.x - x); - - if (this.options.linear) - { - this.horizontal = Math.round(Math.cos(angle)) * this.options.speed * this.reverse * (60 / 1000); - this.vertical = Math.round(Math.sin(angle)) * this.options.speed * this.reverse * (60 / 1000); - } - else - { - this.horizontal = Math.cos(angle) * this.options.speed * this.reverse * (60 / 1000); - this.vertical = Math.sin(angle) * this.options.speed * this.reverse * (60 / 1000); - } - } - else - { - if (this.horizontal) - { - this.decelerateHorizontal(); - } - if (this.vertical) - { - this.decelerateVertical(); - } - - this.horizontal = this.vertical = 0; - } - } - else - { - if (this.left !== null && x < this.left) - { - this.horizontal = Number(this.reverse) * this.options.speed * (60 / 1000); - } - else if (this.right !== null && x > this.right) - { - this.horizontal = -1 * this.reverse * this.options.speed * (60 / 1000); - } - else - { - this.decelerateHorizontal(); - this.horizontal = 0; - } - if (this.top !== null && y < this.top) - { - this.vertical = Number(this.reverse) * this.options.speed * (60 / 1000); - } - else if (this.bottom !== null && y > this.bottom) - { - this.vertical = -1 * this.reverse * this.options.speed * (60 / 1000); - } - else - { - this.decelerateVertical(); - this.vertical = 0; - } - } - - return false; - } - - decelerateHorizontal() - { - const decelerate = this.parent.plugins.get('decelerate', true); - - if (this.horizontal && decelerate && !this.options.noDecelerate) - { - decelerate.activate({ x: (this.horizontal * this.options.speed * this.reverse) / (1000 / 60) }); - } - } - - decelerateVertical() - { - const decelerate = this.parent.plugins.get('decelerate', true); - - if (this.vertical && decelerate && !this.options.noDecelerate) - { - decelerate.activate({ y: (this.vertical * this.options.speed * this.reverse) / (1000 / 60) }); - } - } - - up() - { - if (this.paused) - { - return false; - } - if (this.horizontal) - { - this.decelerateHorizontal(); - } - if (this.vertical) - { - this.decelerateVertical(); - } - this.horizontal = this.vertical = null; - - return false; - } - - update() - { - if (this.paused) - { - return; - } - - if (this.horizontal || this.vertical) - { - const center = this.parent.center; - - if (this.horizontal) - { - center.x += this.horizontal * this.options.speed; - } - if (this.vertical) - { - center.y += this.vertical * this.options.speed; - } - - this.parent.moveCenter(center); - this.parent.emit('moved', { viewport: this.parent, type: 'mouse-edges' }); - } - } - } - - /** Options for {@link Pinch}. */ - - - - - - - - - - - - - - - - - - - - - - - - - - - const DEFAULT_PINCH_OPTIONS = { - noDrag: false, - percent: 1, - center: null, - factor: 1, - axis: 'all', - }; - - /** - * Plugin for enabling two-finger pinching (or dragging). - * - * @public - */ - class Pinch extends Plugin - { - /** Options used to initialize this plugin. */ - - - /** Flags whether this plugin is active, i.e. a pointer is down on the viewport. */ - __init() {this.active = false;} - - /** Flags whether the viewport is being pinched. */ - __init2() {this.pinching = false;} - - __init3() {this.moved = false;} - - - /** - * This is called by {@link Viewport.pinch}. - */ - constructor(parent, options = {}) - { - super(parent);Pinch.prototype.__init.call(this);Pinch.prototype.__init2.call(this);Pinch.prototype.__init3.call(this); this.options = Object.assign({}, DEFAULT_PINCH_OPTIONS, options); - } - - down() - { - if (this.parent.input.count() >= 2) - { - this.active = true; - - return true; - } - - return false; - } - - isAxisX() - { - return ['all', 'x'].includes(this.options.axis); - } - - isAxisY() - { - return ['all', 'y'].includes(this.options.axis); - } - - move(e) - { - if (this.paused || !this.active) - { - return false; - } - - const x = e.data.global.x; - const y = e.data.global.y; - - const pointers = this.parent.input.touches; - - if (pointers.length >= 2) - { - const first = pointers[0] ; - const second = pointers[1] ; - const last = (first.last && second.last) - ? Math.sqrt(Math.pow(second.last.x - first.last.x, 2) + Math.pow(second.last.y - first.last.y, 2)) - : null; - - if (first.id === e.data.pointerId) - { - first.last = { x, y, data: e.data } ; - } - else if (second.id === e.data.pointerId) - { - second.last = { x, y, data: e.data } ; - } - if (last) - { - let oldPoint; - - const point = { - x: (first.last ).x - + ((second.last ).x - (first.last ).x) / 2, - y: (first.last ).y - + ((second.last ).y - (first.last ).y) / 2, - }; - - if (!this.options.center) - { - oldPoint = this.parent.toLocal(point); - } - let dist = Math.sqrt(Math.pow( - (second.last ).x - (first.last ).x, 2) - + Math.pow((second.last ).y - (first.last ).y, 2)); - - dist = dist === 0 ? dist = 0.0000000001 : dist; - - const change = (1 - last / dist) * this.options.percent - * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y); - - if (this.isAxisX()) - { - this.parent.scale.x += change; - } - if (this.isAxisY()) - { - this.parent.scale.y += change; - } - - this.parent.emit('zoomed', { viewport: this.parent, type: 'pinch', center: point }); - - const clamp = this.parent.plugins.get('clamp-zoom', true); - - if (clamp) - { - clamp.clamp(); - } - if (this.options.center) - { - this.parent.moveCenter(this.options.center); - } - else - { - const newPoint = this.parent.toGlobal(oldPoint ); - - this.parent.x += (point.x - newPoint.x) * this.options.factor; - this.parent.y += (point.y - newPoint.y) * this.options.factor; - this.parent.emit('moved', { viewport: this.parent, type: 'pinch' }); - } - if (!this.options.noDrag && this.lastCenter) - { - this.parent.x += (point.x - this.lastCenter.x) * this.options.factor; - this.parent.y += (point.y - this.lastCenter.y) * this.options.factor; - this.parent.emit('moved', { viewport: this.parent, type: 'pinch' }); - } - - this.lastCenter = point; - this.moved = true; - } - else if (!this.pinching) - { - this.parent.emit('pinch-start', this.parent); - this.pinching = true; - } - - return true; - } - - return false; - } - - up() - { - if (this.pinching) - { - if (this.parent.input.touches.length <= 1) - { - this.active = false; - this.lastCenter = null; - this.pinching = false; - this.moved = false; - this.parent.emit('pinch-end', this.parent); - - return true; - } - } - - return false; - } - } - - const DEFAULT_SNAP_OPTIONS = { - topLeft: false, - friction: 0.8, - time: 1000, - ease: 'easeInOutSine', - interrupt: true, - removeOnComplete: false, - removeOnInterrupt: false, - forceStart: false - }; - - /** - * @event snap-start(Viewport) emitted each time a snap animation starts - * @event snap-restart(Viewport) emitted each time a snap resets because of a change in viewport size - * @event snap-end(Viewport) emitted each time snap reaches its target - * @event snap-remove(Viewport) emitted if snap plugin is removed - */ - class Snap extends Plugin - { - - - - - - - - - - - - - /** - * This is called by {@link Viewport.snap}. - */ - constructor(parent, x, y, options = {}) - { - super(parent); - this.options = Object.assign({}, DEFAULT_SNAP_OPTIONS, options); - this.ease = ease(options.ease, 'easeInOutSine'); - this.x = x; - this.y = y; - - if (this.options.forceStart) - { - this.snapStart(); - } - } - - snapStart() - { - this.percent = 0; - this.snapping = { time: 0 }; - const current = this.options.topLeft ? this.parent.corner : this.parent.center; - - this.deltaX = this.x - current.x; - this.deltaY = this.y - current.y; - this.startX = current.x; - this.startY = current.y; - this.parent.emit('snap-start', this.parent); - } - - wheel() - { - if (this.options.removeOnInterrupt) - { - this.parent.plugins.remove('snap'); - } - - return false; - } - - down() - { - if (this.options.removeOnInterrupt) - { - this.parent.plugins.remove('snap'); - } - else if (this.options.interrupt) - { - this.snapping = null; - } - - return false; - } - - up() - { - if (this.parent.input.count() === 0) - { - const decelerate = this.parent.plugins.get('decelerate', true); - - if (decelerate && (decelerate.x || decelerate.y)) - { - decelerate.percentChangeX = decelerate.percentChangeY = this.options.friction; - } - } - - return false; - } - - update(elapsed) - { - if (this.paused) - { - return; - } - if (this.options.interrupt && this.parent.input.count() !== 0) - { - return; - } - if (!this.snapping) - { - const current = this.options.topLeft ? this.parent.corner : this.parent.center; - - if (current.x !== this.x || current.y !== this.y) - { - this.snapStart(); - } - } - else - { - const snapping = this.snapping; - - snapping.time += elapsed; - let finished; - let x; - let y; - - const startX = this.startX ; - const startY = this.startY ; - const deltaX = this.deltaX ; - const deltaY = this.deltaY ; - - if (snapping.time > this.options.time) - { - finished = true; - x = startX + deltaX; - y = startY + deltaY; - } - else - { - const percent = this.ease(snapping.time, 0, 1, this.options.time); - - x = startX + (deltaX * percent); - y = startY + (deltaY * percent); - } - if (this.options.topLeft) - { - this.parent.moveCorner(x, y); - } - else - { - this.parent.moveCenter(x, y); - } - - this.parent.emit('moved', { viewport: this.parent, type: 'snap' }); - - if (finished) - { - if (this.options.removeOnComplete) - { - this.parent.plugins.remove('snap'); - } - this.parent.emit('snap-end', this.parent); - this.snapping = null; - } - } - } - } - - /** Options for {@link SnapZoom}. */ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - const DEFAULT_SNAP_ZOOM_OPTIONS = { - width: 0, - height: 0, - time: 1000, - ease: 'easeInOutSine', - center: null, - interrupt: true, - removeOnComplete: false, - removeOnInterrupt: false, - forceStart: false, - noMove: false - }; - - /** - * @event snap-zoom-start(Viewport) emitted each time a fit animation starts - * @event snap-zoom-end(Viewport) emitted each time fit reaches its target - * @event snap-zoom-end(Viewport) emitted each time fit reaches its target - */ - class SnapZoom extends Plugin - { - - - - - - - - - - - - - - - - /** - * This is called by {@link Viewport.snapZoom}. - */ - constructor(parent, options = {}) - { - super(parent); - - this.options = Object.assign({}, DEFAULT_SNAP_ZOOM_OPTIONS, options); - this.ease = ease(this.options.ease); - - // Assign defaults for typescript. - this.xIndependent = false; - this.yIndependent = false; - this.xScale = 0; - this.yScale = 0; - - if (this.options.width > 0) - { - this.xScale = parent.screenWidth / this.options.width; - this.xIndependent = true; - } - if (this.options.height > 0) - { - this.yScale = parent.screenHeight / this.options.height; - this.yIndependent = true; - } - - this.xScale = this.xIndependent ? (this.xScale ) : (this.yScale ); - this.yScale = this.yIndependent ? (this.yScale ) : this.xScale; - - if (this.options.time === 0) - { - // TODO: Fix this - // @ts-expect-error todo - parent.container.scale.x = this.xScale; - - // TODO: Fix this - // @ts-expect-error todo - parent.container.scale.y = this.yScale; - - if (this.options.removeOnComplete) - { - this.parent.plugins.remove('snap-zoom'); - } - } - else if (options.forceStart) - { - this.createSnapping(); - } - } - - createSnapping() - { - const startWorldScreenWidth = this.parent.worldScreenWidth; - const startWorldScreenHeight = this.parent.worldScreenHeight; - const endWorldScreenWidth = this.parent.screenWidth / this.xScale; - const endWorldScreenHeight = this.parent.screenHeight / this.yScale; - - this.snapping = { - time: 0, - startX: startWorldScreenWidth, - startY: startWorldScreenHeight, - deltaX: endWorldScreenWidth - startWorldScreenWidth, - deltaY: endWorldScreenHeight - startWorldScreenHeight - }; - - this.parent.emit('snap-zoom-start', this.parent); - } - - resize() - { - this.snapping = null; - - if (this.options.width > 0) - { - this.xScale = this.parent.screenWidth / this.options.width; - } - if (this.options.height > 0) - { - this.yScale = this.parent.screenHeight / this.options.height; - } - this.xScale = this.xIndependent ? this.xScale : this.yScale; - this.yScale = this.yIndependent ? this.yScale : this.xScale; - } - - wheel() - { - if (this.options.removeOnInterrupt) - { - this.parent.plugins.remove('snap-zoom'); - } - - return false; - } - - down() - { - if (this.options.removeOnInterrupt) - { - this.parent.plugins.remove('snap-zoom'); - } - else if (this.options.interrupt) - { - this.snapping = null; - } - - return false; - } - - update(elapsed) - { - if (this.paused) - { - return; - } - if (this.options.interrupt && this.parent.input.count() !== 0) - { - return; - } - - let oldCenter; - - if (!this.options.center && !this.options.noMove) - { - oldCenter = this.parent.center; - } - if (!this.snapping) - { - if (this.parent.scale.x !== this.xScale || this.parent.scale.y !== this.yScale) - { - this.createSnapping(); - } - } - else if (this.snapping) - { - const snapping = this.snapping; - - snapping.time += elapsed; - - if (snapping.time >= this.options.time) - { - this.parent.scale.set(this.xScale, this.yScale); - if (this.options.removeOnComplete) - { - this.parent.plugins.remove('snap-zoom'); - } - this.parent.emit('snap-zoom-end', this.parent); - this.snapping = null; - } - else - { - const snapping = this.snapping; - const worldScreenWidth = this.ease(snapping.time, snapping.startX, snapping.deltaX, this.options.time); - const worldScreenHeight = this.ease(snapping.time, snapping.startY, snapping.deltaY, this.options.time); - - this.parent.scale.x = this.parent.screenWidth / worldScreenWidth; - this.parent.scale.y = this.parent.screenHeight / worldScreenHeight; - } - const clamp = this.parent.plugins.get('clamp-zoom', true); - - if (clamp) - { - clamp.clamp(); - } - if (!this.options.noMove) - { - if (!this.options.center) - { - this.parent.moveCenter(oldCenter ); - } - else - { - this.parent.moveCenter(this.options.center); - } - } - } - } - - resume() - { - this.snapping = null; - super.resume(); - } - } - - /** Options for {@link Wheel}. */ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - const DEFAULT_WHEEL_OPTIONS = { - percent: 0.1, - smooth: false, - interrupt: true, - reverse: false, - center: null, - lineHeight: 20, - axis: 'all', - keyToPress: null, - trackpadPinch: false, - wheelZoom: true, - }; - - /** - * Plugin for handling wheel scrolling for viewport zoom. - * - * @event wheel({wheel: {dx, dy, dz}, event, viewport}) - */ - class Wheel extends Plugin - { - - - - - - - /** Flags whether the keys required to zoom are pressed currently. */ - - - /** - * This is called by {@link Viewport.wheel}. - */ - constructor(parent, options = {}) - { - super(parent); - this.options = Object.assign({}, DEFAULT_WHEEL_OPTIONS, options); - this.keyIsPressed = false; - - if (this.options.keyToPress) - { - this.handleKeyPresses(this.options.keyToPress); - } - } - - /** - * Handles keypress events and set the keyIsPressed boolean accordingly - * - * @param {array} codes - key codes that can be used to trigger zoom event - */ - handleKeyPresses(codes) - { - window.addEventListener('keydown', (e) => - { - if (codes.includes(e.code)) - { - this.keyIsPressed = true; - } - }); - - window.addEventListener('keyup', (e) => - { - if (codes.includes(e.code)) - { - this.keyIsPressed = false; - } - }); - } - - checkKeyPress() - { - return !this.options.keyToPress || this.keyIsPressed; - } - - down() - { - if (this.options.interrupt) - { - this.smoothing = null; - } - - return false; - } - - isAxisX() - { - return ['all', 'x'].includes(this.options.axis); - } - - isAxisY() - { - return ['all', 'y'].includes(this.options.axis); - } - - update() - { - if (this.smoothing) - { - const point = this.smoothingCenter; - const change = this.smoothing; - let oldPoint; - - if (!this.options.center) - { - oldPoint = this.parent.toLocal(point ); - } - if (this.isAxisX()) - { - this.parent.scale.x += change.x; - } - if (this.isAxisY()) - { - this.parent.scale.y += change.y; - } - - this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' }); - const clamp = this.parent.plugins.get('clamp-zoom', true); - - if (clamp) - { - clamp.clamp(); - } - if (this.options.center) - { - this.parent.moveCenter(this.options.center); - } - else - { - const newPoint = this.parent.toGlobal(oldPoint ); - - this.parent.x += (point ).x - newPoint.x; - this.parent.y += (point ).y - newPoint.y; - } - - this.parent.emit('moved', { viewport: this.parent, type: 'wheel' }); - (this.smoothingCount )++; - - if ((this.smoothingCount ) >= this.options.smooth) - { - this.smoothing = null; - } - } - } - - pinch(e) - { - if (this.paused) - { - return; - } - - const point = this.parent.input.getPointerPosition(e); - const step = -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 200; - const change = Math.pow(2, (1 + this.options.percent) * step); - - let oldPoint; - - if (!this.options.center) - { - oldPoint = this.parent.toLocal(point); - } - if (this.isAxisX()) - { - this.parent.scale.x *= change; - } - if (this.isAxisY()) - { - this.parent.scale.y *= change; - } - this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' }); - const clamp = this.parent.plugins.get('clamp-zoom', true); - - if (clamp) - { - clamp.clamp(); - } - if (this.options.center) - { - this.parent.moveCenter(this.options.center); - } - else - { - const newPoint = this.parent.toGlobal(oldPoint ); - - this.parent.x += point.x - newPoint.x; - this.parent.y += point.y - newPoint.y; - } - this.parent.emit('moved', { viewport: this.parent, type: 'wheel' }); - this.parent.emit('wheel', - { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent }); - } - - wheel(e) - { - if (this.paused) - { - return false; - } - - if (!this.checkKeyPress()) - { - return false; - } - - if (e.ctrlKey && this.options.trackpadPinch) - { - this.pinch(e); - } - else if (this.options.wheelZoom) - { - const point = this.parent.input.getPointerPosition(e); - const sign = this.options.reverse ? -1 : 1; - const step = sign * -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 500; - const change = Math.pow(2, (1 + this.options.percent) * step); - - if (this.options.smooth) - { - const original = { - x: this.smoothing ? this.smoothing.x * (this.options.smooth - (this.smoothingCount )) : 0, - y: this.smoothing ? this.smoothing.y * (this.options.smooth - (this.smoothingCount )) : 0 - }; - - this.smoothing = { - x: ((this.parent.scale.x + original.x) * change - this.parent.scale.x) / this.options.smooth, - y: ((this.parent.scale.y + original.y) * change - this.parent.scale.y) / this.options.smooth, - }; - this.smoothingCount = 0; - this.smoothingCenter = point; - } - else - { - let oldPoint; - - if (!this.options.center) - { - oldPoint = this.parent.toLocal(point); - } - if (this.isAxisX()) - { - this.parent.scale.x *= change; - } - if (this.isAxisY()) - { - this.parent.scale.y *= change; - } - this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' }); - const clamp = this.parent.plugins.get('clamp-zoom', true); - - if (clamp) - { - clamp.clamp(); - } - if (this.options.center) - { - this.parent.moveCenter(this.options.center); - } - else - { - const newPoint = this.parent.toGlobal(oldPoint ); - - this.parent.x += point.x - newPoint.x; - this.parent.y += point.y - newPoint.y; - } - } - - this.parent.emit('moved', { viewport: this.parent, type: 'wheel' }); - this.parent.emit('wheel', - { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent }); - } - - return !this.parent.options.passiveWheel; - } - } - - /** - * Handles all input for Viewport - * - * @internal - * @ignore - * @private - */ - class InputManager - { - - - - - - - /** List of active touches on viewport */ - - - constructor(viewport) - { - this.viewport = viewport; - this.touches = []; - - this.addListeners(); - } - - /** Add input listeners */ - addListeners() - { - this.viewport.interactive = true; - if (!this.viewport.forceHitArea) - { - this.viewport.hitArea = new math.Rectangle(0, 0, this.viewport.worldWidth, this.viewport.worldHeight); - } - this.viewport.on('pointerdown', this.down, this); - this.viewport.on('pointermove', this.move, this); - this.viewport.on('pointerup', this.up, this); - this.viewport.on('pointerupoutside', this.up, this); - this.viewport.on('pointercancel', this.up, this); - this.viewport.on('pointerout', this.up, this); - this.wheelFunction = (e) => this.handleWheel(e); - this.viewport.options.divWheel.addEventListener( - 'wheel', - this.wheelFunction , - { passive: this.viewport.options.passiveWheel }); - this.isMouseDown = false; - } - - /** - * Removes all event listeners from viewport - * (useful for cleanup of wheel when removing viewport) - */ - destroy() - { - this.viewport.options.divWheel.removeEventListener('wheel', this.wheelFunction ); - } - - /** - * handle down events for viewport - * - * @param {PIXI.InteractionEvent} event - */ - down(event) - { - if (this.viewport.pause || !this.viewport.worldVisible) - { - return; - } - if (event.data.pointerType === 'mouse') - { - this.isMouseDown = true; - } - else if (!this.get(event.data.pointerId)) - { - this.touches.push({ id: event.data.pointerId, last: null }); - } - if (this.count() === 1) - { - this.last = event.data.global.clone(); - - // clicked event does not fire if viewport is decelerating or bouncing - const decelerate = this.viewport.plugins.get('decelerate', true); - const bounce = this.viewport.plugins.get('bounce', true); - - if ((!decelerate || !decelerate.isActive()) && (!bounce || !bounce.isActive())) - { - this.clickedAvailable = true; - } - else - { - this.clickedAvailable = false; - } - } - else - { - this.clickedAvailable = false; - } - - const stop = this.viewport.plugins.down(event); - - if (stop && this.viewport.options.stopPropagation) - { - event.stopPropagation(); - } - } - - /** Clears all pointer events */ - clear() - { - this.isMouseDown = false; - this.touches = []; - this.last = null; - } - - /** - * @param {number} change - * @returns whether change exceeds threshold - */ - checkThreshold(change) - { - if (Math.abs(change) >= this.viewport.threshold) - { - return true; - } - - return false; - } - - /** Handle move events for viewport */ - move(event) - { - if (this.viewport.pause || !this.viewport.worldVisible) - { - return; - } - - const stop = this.viewport.plugins.move(event); - - if (this.clickedAvailable && this.last) - { - const distX = event.data.global.x - this.last.x; - const distY = event.data.global.y - this.last.y; - - if (this.checkThreshold(distX) || this.checkThreshold(distY)) - { - this.clickedAvailable = false; - } - } - - if (stop && this.viewport.options.stopPropagation) - { - event.stopPropagation(); - } - } - - /** Handle up events for viewport */ - up(event) - { - if (this.viewport.pause || !this.viewport.worldVisible) - { - return; - } - - if (event.data.pointerType === 'mouse') - { - this.isMouseDown = false; - } - - if (event.data.pointerType !== 'mouse') - { - this.remove(event.data.pointerId); - } - - const stop = this.viewport.plugins.up(event); - - if (this.clickedAvailable && this.count() === 0 && this.last) - { - this.viewport.emit('clicked', { - event, - screen: this.last, - world: this.viewport.toWorld(this.last), - viewport: this - }); - this.clickedAvailable = false; - } - - if (stop && this.viewport.options.stopPropagation) - { - event.stopPropagation(); - } - } - - /** Gets pointer position if this.interaction is set */ - getPointerPosition(event) - { - const point = new math.Point(); - - if (this.viewport.options.interaction) - { - this.viewport.options.interaction.mapPositionToPoint(point, event.clientX, event.clientY); - } - else if (this.viewport.options.useDivWheelForInputManager && this.viewport.options.divWheel) - { - const rect = this.viewport.options.divWheel.getBoundingClientRect(); - - point.x = event.clientX - rect.left; - point.y = event.clientY - rect.top; - } - else - { - point.x = event.clientX; - point.y = event.clientY; - } - - return point; - } - - /** Handle wheel events */ - handleWheel(event) - { - if (this.viewport.pause || !this.viewport.worldVisible) - { - return; - } - - // do not handle events coming from other elements - if (this.viewport.options.interaction - && (this.viewport.options.interaction ).interactionDOMElement !== event.target) - { - return; - } - - // only handle wheel events where the mouse is over the viewport - const point = this.viewport.toLocal(this.getPointerPosition(event)); - - if (this.viewport.left <= point.x - && point.x <= this.viewport.right - && this.viewport.top <= point.y - && point.y <= this.viewport.bottom) - { - const stop = this.viewport.plugins.wheel(event); - - if (stop && !this.viewport.options.passiveWheel) - { - event.preventDefault(); - } - } - } - - pause() - { - this.touches = []; - this.isMouseDown = false; - } - - /** Get touch by id */ - get(id) - { - for (const touch of this.touches) - { - if (touch.id === id) - { - return touch; - } - } - - return null; - } - - /** Remove touch by number */ - remove(id) - { - for (let i = 0; i < this.touches.length; i++) - { - if (this.touches[i].id === id) - { - this.touches.splice(i, 1); - - return; - } - } - } - - /** - * @returns {number} count of mouse/touch pointers that are down on the viewport - */ - count() - { - return (this.isMouseDown ? 1 : 0) + this.touches.length; - } - } - - function _optionalChain(ops) { let lastAccessLHS = undefined; let value = ops[0]; let i = 1; while (i < ops.length) { const op = ops[i]; const fn = ops[i + 1]; i += 2; if ((op === 'optionalAccess' || op === 'optionalCall') && value == null) { return undefined; } if (op === 'access' || op === 'optionalAccess') { lastAccessLHS = value; value = fn(value); } else if (op === 'call' || op === 'optionalCall') { value = fn((...args) => value.call(lastAccessLHS, ...args)); lastAccessLHS = undefined; } } return value; } - - - - - - - - - - - - - - - - - - const PLUGIN_ORDER = [ - 'drag', - 'pinch', - 'wheel', - 'follow', - 'mouse-edges', - 'decelerate', - 'animate', - 'bounce', - 'snap-zoom', - 'clamp-zoom', - 'snap', - 'clamp', - ]; - - /** - * Use this to access current plugins or add user-defined plugins - * - * @public - */ - class PluginManager - { - /** Maps mounted plugins by their type */ - - - /** - * List of plugins mounted - * - * This list is kept sorted by the internal priority of plugins (hard-coded). - */ - - - /** The viewport using the plugins managed by `this`. */ - - - /** This is called by {@link Viewport} to initialize the {@link Viewport.plugins plugins}. */ - constructor(viewport) - { - this.viewport = viewport; - this.list = []; - this.plugins = {}; - } - - /** - * Inserts a named plugin or a user plugin into the viewport - * default plugin order: 'drag', 'pinch', 'wheel', 'follow', 'mouse-edges', 'decelerate', 'bounce', - * 'snap-zoom', 'clamp-zoom', 'snap', 'clamp' - * - * @param {string} name of plugin - * @param {Plugin} plugin - instantiated Plugin class - * @param {number} index to insert userPlugin (otherwise inserts it at the end) - */ - add(name, plugin, index = PLUGIN_ORDER.length) - { - this.plugins[name] = plugin; - - const current = PLUGIN_ORDER.indexOf(name); - - if (current !== -1) - { - PLUGIN_ORDER.splice(current, 1); - } - - PLUGIN_ORDER.splice(index, 0, name); - this.sort(); - } - - - - - - - - - - - - - - - - /** - * Get plugin - * - * @param {string} name of plugin - * @param {boolean} [ignorePaused] return null if plugin is paused - */ - get(name, ignorePaused) - { - if (ignorePaused) - { - if (_optionalChain([this, 'access', _ => _.plugins, 'access', _2 => _2[name], 'optionalAccess', _3 => _3.paused])) - { - return null; - } - } - - return this.plugins[name] ; - } - - /** - * Update all active plugins - * - * @internal - * @ignore - * @param {number} elapsed type in milliseconds since last update - */ - update(elapsed) - { - for (const plugin of this.list) - { - plugin.update(elapsed); - } - } - - /** - * Resize all active plugins - * - * @internal - * @ignore - */ - resize() - { - for (const plugin of this.list) - { - plugin.resize(); - } - } - - /** Clamps and resets bounce and decelerate (as needed) after manually moving viewport */ - reset() - { - for (const plugin of this.list) - { - plugin.reset(); - } - } - - /** removes all installed plugins */ - removeAll() - { - this.plugins = {}; - this.sort(); - } - - /** - * Removes installed plugin - * - * @param {string} name of plugin (e.g., 'drag', 'pinch') - */ - remove(name) - { - if (this.plugins[name]) - { - delete this.plugins[name]; - this.viewport.emit(`${name}-remove`); - this.sort(); - } - } - - /** - * Pause plugin - * - * @param {string} name of plugin (e.g., 'drag', 'pinch') - */ - pause(name) - { - _optionalChain([this, 'access', _4 => _4.plugins, 'access', _5 => _5[name], 'optionalAccess', _6 => _6.pause, 'call', _7 => _7()]); - } - - /** - * Resume plugin - * - * @param {string} name of plugin (e.g., 'drag', 'pinch') - */ - resume(name) - { - _optionalChain([this, 'access', _8 => _8.plugins, 'access', _9 => _9[name], 'optionalAccess', _10 => _10.resume, 'call', _11 => _11()]); - } - - /** - * Sort plugins according to PLUGIN_ORDER - * - * @internal - * @ignore - */ - sort() - { - this.list = []; - - for (const plugin of PLUGIN_ORDER) - { - if (this.plugins[plugin]) - { - this.list.push(this.plugins[plugin] ); - } - } - } - - /** - * Handle down for all plugins - * - * @internal - * @ignore - */ - down(event) - { - let stop = false; - - for (const plugin of this.list) - { - if (plugin.down(event)) - { - stop = true; - } - } - - return stop; - } - - /** - * Handle move for all plugins - * - * @internal - * @ignore - */ - move(event) - { - let stop = false; - - for (const plugin of this.viewport.plugins.list) - { - if (plugin.move(event)) - { - stop = true; - } - } - - return stop; - } - - /** - * Handle up for all plugins - * - * @internal - * @ignore - */ - up(event) - { - let stop = false; - - for (const plugin of this.list) - { - if (plugin.up(event)) - { - stop = true; - } - } - - return stop; - } - - /** - * Handle wheel event for all plugins - * - * @internal - * @ignore - */ - wheel(e) - { - let result = false; - - for (const plugin of this.list) - { - if (plugin.wheel(e)) - { - result = true; - } - } - - return result; - } - } - - /** Options for {@link Viewport}. */ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - const DEFAULT_VIEWPORT_OPTIONS = { - screenWidth: window.innerWidth, - screenHeight: window.innerHeight, - worldWidth: null, - worldHeight: null, - threshold: 5, - passiveWheel: true, - stopPropagation: false, - forceHitArea: null, - noTicker: false, - interaction: null, - disableOnContextMenu: false, - ticker: ticker.Ticker.shared, - }; - - /** - * Main class to use when creating a Viewport - * - * @public - * @fires clicked - * @fires drag-start - * @fires drag-end - * @fires drag-remove - * @fires pinch-start - * @fires pinch-end - * @fires pinch-remove - * @fires snap-start - * @fires snap-end - * @fires snap-remove - * @fires snap-zoom-start - * @fires snap-zoom-end - * @fires snap-zoom-remove - * @fires bounce-x-start - * @fires bounce-x-end - * @fires bounce-y-start - * @fires bounce-y-end - * @fires bounce-remove - * @fires wheel - * @fires wheel-remove - * @fires wheel-scroll - * @fires wheel-scroll-remove - * @fires mouse-edge-start - * @fires mouse-edge-end - * @fires mouse-edge-remove - * @fires moved - * @fires moved-end - * @fires zoomed - * @fires zoomed-end - * @fires frame-end - */ - class Viewport extends display.Container - { - /** Flags whether the viewport is being panned */ - - - - - - /** Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event */ - - - - - /** Use this to add user plugins or access existing plugins (e.g., to pause, resume, or remove them) */ - - - /** Flags whether the viewport zoom is being changed. */ - - - - - /** The options passed when creating this viewport, merged with the default values */ - - - - - - - - - - __init() {this._disableOnContextMenu = (e) => e.preventDefault();} - - /** - * @param {IViewportOptions} ViewportOptions - * @param {number} [options.screenWidth=window.innerWidth] - * @param {number} [options.screenHeight=window.innerHeight] - * @param {number} [options.worldWidth=this.width] - * @param {number} [options.worldHeight=this.height] - * @param {number} [options.threshold=5] number of pixels to move to trigger an input event (e.g., drag, pinch) - * or disable a clicked event - * @param {boolean} [options.passiveWheel=true] whether the 'wheel' event is set to passive (note: if false, - * e.preventDefault() will be called when wheel is used over the viewport) - * @param {boolean} [options.stopPropagation=false] whether to stopPropagation of events that impact the viewport - * (except wheel events, see options.passiveWheel) - * @param {HitArea} [options.forceHitArea] change the default hitArea from world size to a new value - * @param {boolean} [options.noTicker] set this if you want to manually call update() function on each frame - * @param {PIXI.Ticker} [options.ticker=PIXI.Ticker.shared] use this PIXI.ticker for updates - * @param {PIXI.InteractionManager} [options.interaction=null] InteractionManager, available from instantiated - * WebGLRenderer/CanvasRenderer.plugins.interaction - used to calculate pointer position relative to canvas - * location on screen - * @param {HTMLElement} [options.divWheel=document.body] div to attach the wheel event - * @param {boolean} [options.disableOnContextMenu] remove oncontextmenu=() => {} from the divWheel element - */ - constructor(options = {}) - { - super();Viewport.prototype.__init.call(this); this.options = Object.assign( - {}, - { divWheel: document.body }, - DEFAULT_VIEWPORT_OPTIONS, - options - ); - - this.screenWidth = this.options.screenWidth; - this.screenHeight = this.options.screenHeight; - - this._worldWidth = this.options.worldWidth; - this._worldHeight = this.options.worldHeight; - this.forceHitArea = this.options.forceHitArea; - this.threshold = this.options.threshold; - - this.options.divWheel = this.options.divWheel || document.body; - - if (this.options.disableOnContextMenu) - { - this.options.divWheel.addEventListener('contextmenu', this._disableOnContextMenu); - } - if (!this.options.noTicker) - { - this.tickerFunction = () => this.update(this.options.ticker.elapsedMS); - this.options.ticker.add(this.tickerFunction); - } - - this.input = new InputManager(this); - this.plugins = new PluginManager(this); - } - - /** Overrides PIXI.Container's destroy to also remove the 'wheel' and PIXI.Ticker listeners */ - destroy(options) - { - if (!this.options.noTicker && this.tickerFunction) - { - this.options.ticker.remove(this.tickerFunction); - } - if (this.options.disableOnContextMenu) - { - this.options.divWheel.removeEventListener('contextmenu', this._disableOnContextMenu); - } - - this.input.destroy(); - super.destroy(options); - } - - /** - * Update viewport on each frame. - * - * By default, you do not need to call this unless you set `options.noTicker=true`. - * - * @param {number} elapsed time in milliseconds since last update - */ - update(elapsed) - { - if (!this.pause) - { - this.plugins.update(elapsed); - - if (this.lastViewport) - { - // Check for moved-end event - if (this.lastViewport.x !== this.x || this.lastViewport.y !== this.y) - { - this.moving = true; - } - else if (this.moving) - { - this.emit('moved-end', this); - this.moving = false; - } - - // Check for zoomed-end event - if (this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y) - { - this.zooming = true; - } - else if (this.zooming) - { - this.emit('zoomed-end', this); - this.zooming = false; - } - } - - if (!this.forceHitArea) - { - this._hitAreaDefault = new math.Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight); - this.hitArea = this._hitAreaDefault; - } - - this._dirty = this._dirty || !this.lastViewport - || this.lastViewport.x !== this.x || this.lastViewport.y !== this.y - || this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y; - - this.lastViewport = { - x: this.x, - y: this.y, - scaleX: this.scale.x, - scaleY: this.scale.y - }; - this.emit('frame-end', this); - } - } + /** + * Controls a group of easings added by Ease.add() + * @extends EventEmitter + */ + class Easing extends eventemitter3 + { + /** + * an easing that acts on an element or an array of elements + * @param {(PIXI.DisplayObject|PIXI.DisplayObject[])} element + * @param {object} params + * @param {object} options + * @extends EventEmitter + * @fires EaseElement#complete + * @fires EaseElement#each + * @fires EaseElement#complete + * @fires EaseElement#reverse + * @fires EaseElement#repeat + * @fires EaseElement#wait + * @fires EaseElement#wait-end + */ + constructor(element, params, options) + { + super(); + + /** + * element(s) being eased + * @member {(PIXI.DisplayObject|PIXI.DisplayObject[])} + */ + this.elements = Array.isArray(element) ? element : [element]; + this.eases = []; + this.options = options || {}; + this.time = 0; + for (let param in params) + { + for (let element of this.elements) + { + this.addParam(element, param, params[param]); + } + } + } + + addParam(element, entry, param) + { + let start, to, delta, update, name = entry; + switch (entry) + { + case 'scaleX': + case 'skewX': + name = entry.substr(0, entry.length - 1); + start = element[name].x; + to = param; + delta = param - start; + update = ease => this.updateCoord(ease, name, 'x'); + break + + case 'scaleY': + case 'skewY': + name = entry.substr(0, entry.length - 1); + start = element[name].y; + to = param; + delta = param - start; + update = ease => this.updateCoord(ease, name, 'y'); + break + + case 'tint': + case 'blend': + const colors = Array.isArray(param) ? param : [element.tint, param]; + start = 0; + to = colors.length; + delta = to; + update = (entry === 'tint') ? ease => this.updateTint(ease, colors) : ease => this.updateBlend(ease, colors); + break + + case 'shake': + start = { x: element.x, y: element.y }; + to = param; + update = ease => this.updateShake(ease); + break + + case 'position': + start = { x: element.x, y: element.y }; + to = { x: param.x, y: param.y }; + delta = { x: to.x - start.x, y: to.y - start.y }; + update = ease => this.updatePosition(ease); + break + + case 'skew': + case 'scale': + start = element[entry].x; + to = param; + delta = param - start; + update = ease => this.updatePoint(ease, entry); + break + + case 'face': + start = element.rotation; + to = Easing.shortestAngle(start, Math.atan2(param.y - element.y, param.x - element.x)); + delta = to - start; + update = ease => this.updateOne(ease, 'rotation'); + break + + default: + start = element[entry]; + to = param; + delta = param - start; + update = ease => this.updateOne(ease, entry); + } + this.eases.push({ element, entry, update, start, to, delta }); + } + + /** + * helper function to find closest angle to change between angle start and angle finish (used by face) + * @param {number} start angle + * @param {number} finish angle + * @private + */ + static shortestAngle(start, finish) + { + function mod(a, n) + { + return (a % n + n) % n + } + + const PI_2 = Math.PI * 2; + let diff = Math.abs(start - finish) % PI_2; + diff = diff > Math.PI ? (PI_2 - diff) : diff; + + const simple = finish - start; + const sign = mod((simple + Math.PI), PI_2) - Math.PI > 0 ? 1 : -1; + + return diff * sign + } + + /** + * remove all easings with matching element and params + * @param {PIXI.DisplayObject} [element] if not set, removes all elements in this easing + * @param {(string|string[])} [params] if not set, removes all params for each element + */ + remove(element, params) + { + if (arguments.length === 0) + { + this.eases = []; + } + else + { + if (typeof params === 'string') + { + params = [params]; + } + for (let i = 0; i < this.eases.length; i++) + { + const ease = this.eases[i]; + if ((!element || ease.element === element) && (!params || params.indexOf(ease.entry) !== -1)) + { + this.eases.splice(i, 1); + i--; + } + } + } + if (this.eases.length === 0) + { + return true + } + } + + updateOne(ease, entry) + { + ease.element[entry] = this.options.ease(this.time, ease.start, ease.delta, this.options.duration); + } + + updatePoint(ease, entry) + { + ease.element[entry].x = ease.element[entry].y = this.options.ease(this.time, ease.start, ease.delta, this.options.duration); + } + + updatePosition(ease) + { + ease.element.x = this.options.ease(this.time, ease.start.x, ease.delta.x, this.options.duration); + ease.element.y = this.options.ease(this.time, ease.start.y, ease.delta.y, this.options.duration); + } + + updateCoord(ease, name, coord) + { + ease.element[name][coord] = this.options.ease(this.time, ease.start, ease.delta, this.options.duration); + } + + updateTint(ease, colors) + { + let index = Math.floor(this.options.ease(this.time, ease.start, ease.delta, this.options.duration)); + if (index === colors.length) + { + index = colors.length - 1; + } + ease.element.tint = colors[index]; + } + + updateBlend(ease, colors) + { + const calc = this.options.ease(this.time, ease.start, ease.delta, this.options.duration); + let index = Math.floor(calc); + if (index === colors.length) + { + index = colors.length - 1; + } + let next = index + 1; + if (next === colors.length) + { + next = this.options.reverse ? index - 1 : this.options.repeat ? 0 : index; + } + const percent = calc - index; + const color1 = colors[index]; + const color2 = colors[next]; + const r1 = color1 >> 16; + const g1 = color1 >> 8 & 0x0000ff; + const b1 = color1 & 0x0000ff; + const r2 = color2 >> 16; + const g2 = color2 >> 8 & 0x0000ff; + const b2 = color2 & 0x0000ff; + const percent1 = 1 - percent; + const r = percent1 * r1 + percent * r2; + const g = percent1 * g1 + percent * g2; + const b = percent1 * b1 + percent * b2; + ease.element.tint = r << 16 | g << 8 | b; + } + + updateShake(ease) + { + function random(n) + { + return Math.floor(Math.random() * n) - Math.floor(n / 2) + } + ease.element.x = ease.start.x + random(ease.to); + ease.element.y = ease.start.y + random(ease.to); + } + + complete(ease) + { + if (ease.entry === 'shake') + { + ease.element.x = ease.start.x; + ease.element.y = ease.start.y; + } + } + + reverse(ease) + { + if (ease.entry === 'position') + { + const swapX = ease.to.x; + const swapY = ease.to.y; + ease.to.x = ease.start.x; + ease.to.y = ease.start.y; + ease.start.x = swapX; + ease.start.y = swapY; + ease.delta.x = -ease.delta.x; + ease.delta.y = -ease.delta.y; + } + else + { + const swap = ease.to; + ease.to = ease.start; + ease.start = swap; + ease.delta = -ease.delta; + } + } + + repeat(ease) + { + switch (ease.entry) + { + case 'skewX': + ease.element.skew.x = ease.start; + break + + case 'skewY': + ease.element.skew.y = ease.start; + break + + case 'skew': + ease.element.skew.x = ease.start; + ease.element.skew.y = ease.start; + break + + case 'scaleX': + ease.element.scale.x = ease.start; + break + + case 'scaleY': + ease.element.scale.y = ease.start; + break + + case 'scale': + ease.element.scale.x = ease.start; + ease.element.scale.y = ease.start; + break + + case 'position': + ease.element.x = ease.start.x; + ease.element.y = ease.start.y; + break + + default: + ease.element[ease.entry] = ease.start; + } + } + + update(elapsed) + { + if (this.eases.length === 0) + { + return true + } + if (this.options.wait) + { + this.options.wait -= elapsed; + if (this.options.wait > 0) + { + this.emit('wait', this); + return + } + else + { + elapsed = -this.options.wait; + this.options.wait = 0; + this.emit('wait-end', this); + } + } + this.time += elapsed; + let leftover = 0; + if (this.time >= this.options.duration) + { + leftover = this.time - this.options.duration; + this.time = this.options.duration; + } + for (let i = 0; i < this.eases.length; i++) + { + const ease = this.eases[i]; + if (ease.element._destroyed) + { + this.eases.splice(i, 1); + i--; + } + else + { + ease.update(ease); + } + } + this.emit('each', this); + if (this.time >= this.options.duration) + { + if (this.options.reverse) + { + this.eases.forEach(ease => this.reverse(ease)); + this.time = leftover; + if (leftover) + { + this.eases.forEach(ease => ease.update(ease)); + } + this.emit('reverse', this); + if (!this.options.repeat) + { + this.options.reverse = false; + } + else if (this.options.repeat !== true) + { + this.options.repeat--; + } + } + else if (this.options.repeat) + { + this.eases.forEach(ease => this.repeat(ease)); + this.time = leftover; + if (leftover) + { + this.eases.forEach(ease => ease.update(ease)); + } + if (this.options.repeat !== true) + { + this.options.repeat--; + } + this.emit('repeat', this); + } + else + { + this.eases.forEach(ease => this.complete(ease)); + this.emit('complete', this); + return true + } + } + } + + /** + * number of parameters being eased + * @returns {number} + */ + get count() + { + return this.eases.length + } + } + + /** + * fires when easings are finished + * @event EaseElement#complete + * @type {EaseElement} + */ + + /** + * fires on each loop where there are easings + * @event EaseElement#each + * @type {EaseElement} + */ + + /** + * fires when easings repeats + * @event EaseElement#repeat + * @type {EaseElement} + */ + + /** + * fires when easings reverse + * @event EaseElement#reverse + * @type {EaseElement} + */ + + /** + * fires on each frame while a wait is counting down + * @event EaseElement#wait + * @type {object} + * @property {EaseElement} element + * @property {number} wait + */ + + /** + * fires after a wait expires + * @event EaseElement#wait-end + * @type { EaseElement } + */ - /** - * Use this to set screen and world sizes, needed for pinch/wheel/clamp/bounce. - * @param {number} screenWidth=window.innerWidth - * @param {number} screenHeight=window.innerHeight - * @param {number} [worldWidth] - * @param {number} [worldHeight] - */ - resize( - screenWidth = window.innerWidth, - screenHeight = window.innerHeight, - worldWidth, - worldHeight - ) - { - this.screenWidth = screenWidth; - this.screenHeight = screenHeight; + const easeOptions = { + duration: 1000, + ease: penner$1.easeInOutSine, + maxFrame: 1000 / 60, + ticker: null, + useRAF: true + }; + + /** + * Manages a group of eases + * @extends EventEmitter + * @example + * import * as PIXI from 'pixi.js' + * import { Ease, ease } from 'pixi-ease' + * + * const app = new PIXI.Application() + * const test = app.stage.addChild(new PIXI.Sprite(PIXI.Texture.WHITE)) + * + * const move = ease.add(test, { x: 20, y: 15, alpha: 0.25 }, { reverse: true }) + * move.once('complete', () => console.log('move ease complete.')) + * + * test.generic = 25 + * const generic = ease.add(test, { generic: 0 }, { duration: 1500, ease: 'easeOutQuad' }) + * generic.on('each', () => console.log(test.generic)) + * + * const secondEase = new Ease({ duration: 3000, ease: 'easeInBack' }) + * const test2 = app.stage.addChild(new PIXI.Sprite(PIXI.Texture.WHITE)) + * test2.tint = 0x0000ff + * secondEase.add(test2, { blend: [0xff0000, 0x00ff00], scale: 2 }) + */ + class Ease$2 extends eventemitter3 + { + /** + * @param {object} [options] + * @param {number} [options.duration=1000] default duration if not set + * @param {(string|function)} [options.ease=Penner.easeInOutSine] default ease function if not set (see {@link https://www.npmjs.com/package/penner} for names of easing functions) + * @param {boolean} [option.useRAF=true] attach to a requestAnimationFrame listener + * @param {PIXI.Ticker} [options.ticker] attach to a PIXI.Ticker instead of RAF + * @param {number} [options.maxFrame=1000/60] maximum frame time (set to Infinity to ignore); only used if useTicker = true + * @fires Ease#complete + * @fires Ease#each + */ + constructor(options) + { + super(); + this.options = Object.assign({}, easeOptions, options); + this.easings = []; + this.empty = true; + if (this.options.ticker) + { + this.options.ticker.add(this.update, this); + } + } + + /** + * removes all eases and tickers + */ + destroy() + { + this.removeAll(); + if (this.options.useTicker) + { + this.ticker.remove(this.update, this); + } + else if (this.options.useRAF) + { + cancelAnimationFrame(this.handleRAF); + this.handleRAF = null; + } + } + + /** + * add ease(s) to a PIXI.DisplayObject element + * @param {(PIXI.DisplayObject|PIXI.DisplayObject[])} element + * + * @param {object} params + * @param {number} [params.x] + * @param {number} [params.y] + * @param {(PIXI.DisplayObject|PIXI.Point)} [params.position] changes both x and y + * @param {number} [params.width] + * @param {number} [params.height] + * @param {number} [params.scale] changes both scale.x and scale.y + * @param {number} [params.scaleX] + * @param {number} [params.scaleY] + * @param {number} [params.alpha] + * @param {number} [params.rotation] + * @param {(PIXI.DisplayObject|PIXI.Point)} [params.face] rotate the element to face a DisplayObject using the closest angle + * @param {number} [params.skew] changes both skew.x and skew.y + * @param {number} [params.skewX] + * @param {number} [params.skewY] + * @param {(number|number[])} [params.tint] cycle through colors - if number is provided then it cycles between current tint and number; if number[] is provided is cycles only between tints in the number[] + * @param {(number|number[])} [params.blend] blend between colors - if number is provided then it blends current tint to number; if number[] is provided then it blends between the tints in the number[] + * @param {number} [params.shake] shakes the object by this number (randomly placing the element +/-shake pixels away from starting point) + * @param {number} [params.*] generic number parameter + * + * @param {object} [options] + * @param {number} [options.duration] + * @param {(string|function)} [options.ease] + * @param {(boolean|number)} [options.repeat] + * @param {boolean} [options.reverse] + * @param {number} [options.wait] wait this number of milliseconds before ease starts + * + * @returns {Easing} + */ + add(element, params, options) + { + options = options || {}; + options.duration = typeof options.duration !== 'undefined' ? options.duration : this.options.duration; + options.ease = options.ease || this.options.ease; + if (typeof options.ease === 'string') + { + options.ease = penner$1[options.ease]; + } + const easing = new Easing(element, params, options); + this.easings.push(easing); + if (this.empty && this.options.useRAF) + { + this.handleRAF = requestAnimationFrame(() => this.update()); + this.lastTime = Date.now(); + } + this.empty = false; + return easing + } + + /** + * create an ease that changes position (x, y) of the element by moving to the target at the speed + * NOTE: under the hood this calls add(element, { x, y }, { duration: }) + * @param {PIXI.DisplayObject} element + * @param {(PIXI.DisplayObject|PIXI.Point)} target + * @param {number} speed in pixels / ms + * + * @param {object} [options] + * @param {(string|function)} [options.ease] + * @param {(boolean|number)} [options.repeat] + * @param {boolean} [options.reverse] + * @param {number} [options.wait] wait this number of milliseconds before ease starts + * @param {boolean} [options.removeExisting] removes existing eases on the element of the same type (including x,y/position, skewX,skewY/skew, scaleX,scaleY/scale) + * + * @returns {Easing} + */ + target(element, target, speed, options) + { + const duration = Math.sqrt(Math.pow(element.x - target.x, 2) + Math.pow(element.y - target.y, 2)) / speed; + options = options || {}; + options.duration = duration; + return this.add(element, { x: target.x, y: target.y }, options) + } + + /** + * helper function to add an ease that changes rotation to face the element at the desired target using the speed + * NOTE: under the hood this calls add(element {x, y }, { duration: }) + * @param {PIXI.DisplayObject} element + * @param {(PIXI.DisplayObject|PIXI.Point)} target + * @param {number} speed in radians / ms + * + * @param {object} [options] + * @param {(string|function)} [options.ease] + * @param {(boolean|number)} [options.repeat] + * @param {boolean} [options.reverse] + * @param {number} [options.wait] wait this number of milliseconds before ease starts + * + * @returns {Easing} + */ + face(element, target, speed, options) + { + const shortestAngle = Easing.shortestAngle(element.rotation, Math.atan2(target.y - element.y, target.x - element.x)); + const duration = Math.abs(shortestAngle - element.rotation) / speed; + options = options || {}; + options.duration = duration; + return this.add(element, { rotation: shortestAngle }, options) + } + + /** + * removes one or more eases from a DisplayObject + * WARNING: 'complete' events will not fire for these removals + * @param {PIXI.DisplayObject} element + * @param {(string|string[])} [param] omit to remove all easings for an element + */ + removeEase(element, param) + { + for (let i = 0; i < this.easings.length; i++) + { + if (this.easings[i].remove(element, param)) + { + this.easings.splice(i, 1); + i--; + } + } + if (this.easings.length === 0) + { + this.empty = true; + if (this.options.useRAF && this.handleRAF) + { + cancelAnimationFrame(this.handleRAF); + this.handleRAF = null; + } + } + } + + /** + * remove all easings + * WARNING: 'complete' events will not fire for these removals + */ + removeAll() + { + this.easings = []; + this.empty = true; + if (this.options.useRAF && this.handleRAF) + { + cancelAnimationFrame(this.handleRAF); + this.handleRAF = null; + } + } + + /** + * update frame; this is called automatically if options.useTicker !== false + * @param {number} elapsed time in ms since last frame + */ + update(elapsed) + { + if (this.options.useTicker) + { + elapsed = this.ticker.elapsedMS; + } + else if (this.options.useRAF) + { + const now = Date.now(); + elapsed = now - this.lastTime; + this.lastTime = now; + } + elapsed = Math.min(elapsed, this.options.maxFrame); + if (!this.empty) + { + const list = this.easings.slice(0); + for (let easing of list) + { + if (easing.update(elapsed)) + { + this.easings.splice(this.easings.indexOf(easing), 1); + } + } + this.emit('each', this); + if (this.easings.length === 0) + { + this.empty = true; + this.emit('complete', this); + } + } + if (this.options.useRAF && this.easings.length) + { + this.handleRAF = requestAnimationFrame(() => this.update()); + } + else + { + this.handleRAF = null; + } + } + + /** + * number of easings + * @type {number} + */ + get count() + { + return this.easings.length + } + + /** + * number of active easings across all elements + * @returns {number} + */ + countRunning() + { + let count = 0; + for (let entry of this.easings) + { + count += entry.count; + } + return count + } + + /** + * default duration for eases.add() (only applies to newly added eases) + * @type {number} + */ + set duration(duration) + { + this.options.duration = duration; + } + get duration() + { + return this.options.duration + } + + /** + * default ease for eases.add() (only applies to newly added eases) + * @type {(string|Function)} + */ + set ease(ease) + { + this.options.ease = ease; + } + get ease() + { + return this.options.ease + } + } + + // manages the ids used to define the DisplayObject ease variable (enabled multiple eases attached to the same object) + Ease$2.id = 0; + + /** + * default instantiated Ease class + * @type {Ease} + */ + let ease$1 = new Ease$2(); + + Ease$2.ease = ease$1; - if (typeof worldWidth !== 'undefined') - { - this._worldWidth = worldWidth; - } - if (typeof worldHeight !== 'undefined') - { - this._worldHeight = worldHeight; - } + var alea$1 = {exports: {}}; - this.plugins.resize(); - this.dirty = true; - } + (function (module) { + // A port of an algorithm by Johannes Baagøe , 2010 + // http://baagoe.com/en/RandomMusings/javascript/ + // https://github.com/nquinlan/better-random-numbers-for-javascript-mirror + // Original work is under MIT license - - /** World width, in pixels */ - get worldWidth() - { - if (this._worldWidth) - { - return this._worldWidth; - } + // Copyright (C) 2010 by Johannes Baagøe + // + // Permission is hereby granted, free of charge, to any person obtaining a copy + // of this software and associated documentation files (the "Software"), to deal + // in the Software without restriction, including without limitation the rights + // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + // copies of the Software, and to permit persons to whom the Software is + // furnished to do so, subject to the following conditions: + // + // The above copyright notice and this permission notice shall be included in + // all copies or substantial portions of the Software. + // + // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + // THE SOFTWARE. - return this.width / this.scale.x; - } - set worldWidth(value) - { - this._worldWidth = value; - this.plugins.resize(); - } - /** World height, in pixels */ - get worldHeight() - { - if (this._worldHeight) - { - return this._worldHeight; - } - return this.height / this.scale.y; - } - set worldHeight(value) - { - this._worldHeight = value; - this.plugins.resize(); - } + (function(global, module, define) { - /** Get visible world bounds of viewport */ - getVisibleBounds() - { - return new math.Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight); - } + function Alea(seed) { + var me = this, mash = Mash(); - /** Change coordinates from screen to world */ - + me.next = function() { + var t = 2091639 * me.s0 + me.c * 2.3283064365386963e-10; // 2^-32 + me.s0 = me.s1; + me.s1 = me.s2; + return me.s2 = t - (me.c = t | 0); + }; + // Apply the seeding algorithm from Baagoe. + me.c = 1; + me.s0 = mash(' '); + me.s1 = mash(' '); + me.s2 = mash(' '); + me.s0 -= mash(seed); + if (me.s0 < 0) { me.s0 += 1; } + me.s1 -= mash(seed); + if (me.s1 < 0) { me.s1 += 1; } + me.s2 -= mash(seed); + if (me.s2 < 0) { me.s2 += 1; } + mash = null; + } + function copy(f, t) { + t.c = f.c; + t.s0 = f.s0; + t.s1 = f.s1; + t.s2 = f.s2; + return t; + } - /** - * Changes coordinate from screen to world - * @param {number|PIXI.Point} x - * @param {number} y - * @returns {PIXI.Point} - */ - toWorld(x, y) - { - if (arguments.length === 2) - { - return this.toLocal(new math.Point(x , y)); - } + function impl(seed, opts) { + var xg = new Alea(seed), + state = opts && opts.state, + prng = xg.next; + prng.int32 = function() { return (xg.next() * 0x100000000) | 0; }; + prng.double = function() { + return prng() + (prng() * 0x200000 | 0) * 1.1102230246251565e-16; // 2^-53 + }; + prng.quick = prng; + if (state) { + if (typeof(state) == 'object') copy(state, xg); + prng.state = function() { return copy(xg, {}); }; + } + return prng; + } - return this.toLocal(x ); - } + function Mash() { + var n = 0xefc8249d; - /** Change coordinates from world to screen */ - + var mash = function(data) { + data = String(data); + for (var i = 0; i < data.length; i++) { + n += data.charCodeAt(i); + var h = 0.02519603282416938 * n; + n = h >>> 0; + h -= n; + h *= n; + n = h >>> 0; + h -= n; + n += h * 0x100000000; // 2^32 + } + return (n >>> 0) * 2.3283064365386963e-10; // 2^-32 + }; + return mash; + } - /** - * Changes coordinate from world to screen - * @param {number|PIXI.Point} x - * @param {number} y - * @returns {PIXI.Point} - */ - toScreen(x, y) - { - if (arguments.length === 2) - { - return this.toGlobal(new math.Point(x , y)); - } + if (module && module.exports) { + module.exports = impl; + } else if (define && define.amd) { + define(function() { return impl; }); + } else { + this.alea = impl; + } - return this.toGlobal(x ); - } + })( + commonjsGlobal$2, + module, // present in node.js + (typeof undefined) == 'function' // present with an AMD loader + ); + } (alea$1)); - /** Screen width in world coordinates */ - get worldScreenWidth() - { - return this.screenWidth / this.scale.x; - } + var xor128$1 = {exports: {}}; - /** Screen height in world coordinates */ - get worldScreenHeight() - { - return this.screenHeight / this.scale.y; - } + (function (module) { + // A Javascript implementaion of the "xor128" prng algorithm by + // George Marsaglia. See http://www.jstatsoft.org/v08/i14/paper - /** World width in screen coordinates */ - get screenWorldWidth() - { - return this.worldWidth * this.scale.x; - } + (function(global, module, define) { - /** World height in screen coordinates */ - get screenWorldHeight() - { - return this.worldHeight * this.scale.y; - } + function XorGen(seed) { + var me = this, strseed = ''; - /** Center of screen in world coordinates */ - get center() - { - return new math.Point( - (this.worldScreenWidth / 2) - (this.x / this.scale.x), - (this.worldScreenHeight / 2) - (this.y / this.scale.y), - ); - } - set center(value) - { - this.moveCenter(value); - } + me.x = 0; + me.y = 0; + me.z = 0; + me.w = 0; - + // Set up generator function. + me.next = function() { + var t = me.x ^ (me.x << 11); + me.x = me.y; + me.y = me.z; + me.z = me.w; + return me.w ^= (me.w >>> 19) ^ t ^ (t >>> 8); + }; + if (seed === (seed | 0)) { + // Integer seed. + me.x = seed; + } else { + // String seed. + strseed += seed; + } + // Mix in string seed, then discard an initial batch of 64 values. + for (var k = 0; k < strseed.length + 64; k++) { + me.x ^= strseed.charCodeAt(k) | 0; + me.next(); + } + } + function copy(f, t) { + t.x = f.x; + t.y = f.y; + t.z = f.z; + t.w = f.w; + return t; + } - /** - * Move center of viewport to (x, y) - * @param {number|PIXI.Point} x - * @param {number} [y] - * @return {Viewport} - */ - moveCenter(...args) - { - let x; - let y; + function impl(seed, opts) { + var xg = new XorGen(seed), + state = opts && opts.state, + prng = function() { return (xg.next() >>> 0) / 0x100000000; }; + prng.double = function() { + do { + var top = xg.next() >>> 11, + bot = (xg.next() >>> 0) / 0x100000000, + result = (top + bot) / (1 << 21); + } while (result === 0); + return result; + }; + prng.int32 = xg.next; + prng.quick = prng; + if (state) { + if (typeof(state) == 'object') copy(state, xg); + prng.state = function() { return copy(xg, {}); }; + } + return prng; + } - if (typeof args[0] === 'number') - { - x = args[0]; - y = args[1] ; - } - else - { - x = args[0].x; - y = args[0].y; - } + if (module && module.exports) { + module.exports = impl; + } else if (define && define.amd) { + define(function() { return impl; }); + } else { + this.xor128 = impl; + } - const newX = ((this.worldScreenWidth / 2) - x) * this.scale.x; - const newY = ((this.worldScreenHeight / 2) - y) * this.scale.y; + })( + commonjsGlobal$2, + module, // present in node.js + (typeof undefined) == 'function' // present with an AMD loader + ); + } (xor128$1)); - if (this.x !== newX || this.y !== newY) - { - this.position.set(newX, newY); - this.plugins.reset(); - this.dirty = true; - } + var xorwow$1 = {exports: {}}; - return this; - } + (function (module) { + // A Javascript implementaion of the "xorwow" prng algorithm by + // George Marsaglia. See http://www.jstatsoft.org/v08/i14/paper - /** Top-left corner of Viewport */ - get corner() - { - return new math.Point(-this.x / this.scale.x, -this.y / this.scale.y); - } - set corner(value) - { - this.moveCorner(value); - } + (function(global, module, define) { - /** Move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */ - + function XorGen(seed) { + var me = this, strseed = ''; + // Set up generator function. + me.next = function() { + var t = (me.x ^ (me.x >>> 2)); + me.x = me.y; me.y = me.z; me.z = me.w; me.w = me.v; + return (me.d = (me.d + 362437 | 0)) + + (me.v = (me.v ^ (me.v << 4)) ^ (t ^ (t << 1))) | 0; + }; + me.x = 0; + me.y = 0; + me.z = 0; + me.w = 0; + me.v = 0; + if (seed === (seed | 0)) { + // Integer seed. + me.x = seed; + } else { + // String seed. + strseed += seed; + } - /** - * MoveCorner - * @param {number|PIXI.Point} x - * @param {number} [y] - * @returns {Viewport} - */ - moveCorner(...args) - { - let x; - let y; + // Mix in string seed, then discard an initial batch of 64 values. + for (var k = 0; k < strseed.length + 64; k++) { + me.x ^= strseed.charCodeAt(k) | 0; + if (k == strseed.length) { + me.d = me.x << 10 ^ me.x >>> 4; + } + me.next(); + } + } - if (args.length === 1) - { - x = -args[0].x * this.scale.x; - y = -args[0].y * this.scale.y; - } - else - { - x = -args[0] * this.scale.x; - y = -args[1] * this.scale.y; - } + function copy(f, t) { + t.x = f.x; + t.y = f.y; + t.z = f.z; + t.w = f.w; + t.v = f.v; + t.d = f.d; + return t; + } - if (x !== this.x || y !== this.y) - { - this.position.set(x, y); - this.plugins.reset(); - this.dirty = true; - } + function impl(seed, opts) { + var xg = new XorGen(seed), + state = opts && opts.state, + prng = function() { return (xg.next() >>> 0) / 0x100000000; }; + prng.double = function() { + do { + var top = xg.next() >>> 11, + bot = (xg.next() >>> 0) / 0x100000000, + result = (top + bot) / (1 << 21); + } while (result === 0); + return result; + }; + prng.int32 = xg.next; + prng.quick = prng; + if (state) { + if (typeof(state) == 'object') copy(state, xg); + prng.state = function() { return copy(xg, {}); }; + } + return prng; + } - return this; - } + if (module && module.exports) { + module.exports = impl; + } else if (define && define.amd) { + define(function() { return impl; }); + } else { + this.xorwow = impl; + } - /** Get how many world pixels fit in screen's width */ - get screenWidthInWorldPixels() - { - return this.screenWidth / this.scale.x; - } + })( + commonjsGlobal$2, + module, // present in node.js + (typeof undefined) == 'function' // present with an AMD loader + ); + } (xorwow$1)); - /** Get how many world pixels fit on screen's height */ - get screenHeightInWorldPixels() - { - return this.screenHeight / this.scale.y; - } + var xorshift7$1 = {exports: {}}; - /** - * Find the scale value that fits a world width on the screen - * does not change the viewport (use fit... to change) - * - * @param width - Width in world pixels - * @return - scale - */ - findFitWidth(width) - { - return this.screenWidth / width; - } + (function (module) { + // A Javascript implementaion of the "xorshift7" algorithm by + // François Panneton and Pierre L'ecuyer: + // "On the Xorgshift Random Number Generators" + // http://saluc.engr.uconn.edu/refs/crypto/rng/panneton05onthexorshift.pdf - /** - * Finds the scale value that fits a world height on the screens - * does not change the viewport (use fit... to change) - * - * @param height - Height in world pixels - * @return - scale - */ - findFitHeight(height) - { - return this.screenHeight / height; - } + (function(global, module, define) { - /** - * Finds the scale value that fits the smaller of a world width and world height on the screen - * does not change the viewport (use fit... to change) - * - * @param {number} width in world pixels - * @param {number} height in world pixels - * @returns {number} scale - */ - findFit(width, height) - { - const scaleX = this.screenWidth / width; - const scaleY = this.screenHeight / height; + function XorGen(seed) { + var me = this; - return Math.min(scaleX, scaleY); - } + // Set up generator function. + me.next = function() { + // Update xor generator. + var X = me.x, i = me.i, t, v; + t = X[i]; t ^= (t >>> 7); v = t ^ (t << 24); + t = X[(i + 1) & 7]; v ^= t ^ (t >>> 10); + t = X[(i + 3) & 7]; v ^= t ^ (t >>> 3); + t = X[(i + 4) & 7]; v ^= t ^ (t << 7); + t = X[(i + 7) & 7]; t = t ^ (t << 13); v ^= t ^ (t << 9); + X[i] = v; + me.i = (i + 1) & 7; + return v; + }; - /** - * Finds the scale value that fits the larger of a world width and world height on the screen - * does not change the viewport (use fit... to change) - * - * @param {number} width in world pixels - * @param {number} height in world pixels - * @returns {number} scale - */ - findCover(width, height) - { - const scaleX = this.screenWidth / width; - const scaleY = this.screenHeight / height; + function init(me, seed) { + var j, X = []; - return Math.max(scaleX, scaleY); - } + if (seed === (seed | 0)) { + // Seed state array using a 32-bit integer. + X[0] = seed; + } else { + // Seed state using a string. + seed = '' + seed; + for (j = 0; j < seed.length; ++j) { + X[j & 7] = (X[j & 7] << 15) ^ + (seed.charCodeAt(j) + X[(j + 1) & 7] << 13); + } + } + // Enforce an array length of 8, not all zeroes. + while (X.length < 8) X.push(0); + for (j = 0; j < 8 && X[j] === 0; ++j); + if (j == 8) X[7] = -1; else X[j]; - /** - * Change zoom so the width fits in the viewport - * - * @param width - width in world coordinates - * @param center - maintain the same center - * @param scaleY - whether to set scaleY=scaleX - * @param noClamp - whether to disable clamp-zoom - * @returns {Viewport} this - */ - fitWidth(width = this.worldWidth, center, scaleY = true, noClamp) - { - let save; + me.x = X; + me.i = 0; - if (center) - { - save = this.center; - } - this.scale.x = this.screenWidth / width; + // Discard an initial 256 values. + for (j = 256; j > 0; --j) { + me.next(); + } + } - if (scaleY) - { - this.scale.y = this.scale.x; - } + init(me, seed); + } - const clampZoom = this.plugins.get('clamp-zoom', true); + function copy(f, t) { + t.x = f.x.slice(); + t.i = f.i; + return t; + } - if (!noClamp && clampZoom) - { - clampZoom.clamp(); - } + function impl(seed, opts) { + if (seed == null) seed = +(new Date); + var xg = new XorGen(seed), + state = opts && opts.state, + prng = function() { return (xg.next() >>> 0) / 0x100000000; }; + prng.double = function() { + do { + var top = xg.next() >>> 11, + bot = (xg.next() >>> 0) / 0x100000000, + result = (top + bot) / (1 << 21); + } while (result === 0); + return result; + }; + prng.int32 = xg.next; + prng.quick = prng; + if (state) { + if (state.x) copy(state, xg); + prng.state = function() { return copy(xg, {}); }; + } + return prng; + } - if (center && save) - { - this.moveCenter(save); - } + if (module && module.exports) { + module.exports = impl; + } else if (define && define.amd) { + define(function() { return impl; }); + } else { + this.xorshift7 = impl; + } - return this; - } + })( + commonjsGlobal$2, + module, // present in node.js + (typeof undefined) == 'function' // present with an AMD loader + ); + } (xorshift7$1)); - /** - * Change zoom so the height fits in the viewport - * - * @param {number} [height=this.worldHeight] in world coordinates - * @param {boolean} [center] maintain the same center of the screen after zoom - * @param {boolean} [scaleX=true] whether to set scaleX = scaleY - * @param {boolean} [noClamp] whether to disable clamp-zoom - * @returns {Viewport} this - */ - fitHeight(height = this.worldHeight, center, scaleX = true, noClamp) - { - let save; + var xor4096$1 = {exports: {}}; - if (center) - { - save = this.center; - } - this.scale.y = this.screenHeight / height; + (function (module) { + // A Javascript implementaion of Richard Brent's Xorgens xor4096 algorithm. + // + // This fast non-cryptographic random number generator is designed for + // use in Monte-Carlo algorithms. It combines a long-period xorshift + // generator with a Weyl generator, and it passes all common batteries + // of stasticial tests for randomness while consuming only a few nanoseconds + // for each prng generated. For background on the generator, see Brent's + // paper: "Some long-period random number generators using shifts and xors." + // http://arxiv.org/pdf/1004.3115v1.pdf + // + // Usage: + // + // var xor4096 = require('xor4096'); + // random = xor4096(1); // Seed with int32 or string. + // assert.equal(random(), 0.1520436450538547); // (0, 1) range, 53 bits. + // assert.equal(random.int32(), 1806534897); // signed int32, 32 bits. + // + // For nonzero numeric keys, this impelementation provides a sequence + // identical to that by Brent's xorgens 3 implementaion in C. This + // implementation also provides for initalizing the generator with + // string seeds, or for saving and restoring the state of the generator. + // + // On Chrome, this prng benchmarks about 2.1 times slower than + // Javascript's built-in Math.random(). - if (scaleX) - { - this.scale.x = this.scale.y; - } + (function(global, module, define) { - const clampZoom = this.plugins.get('clamp-zoom', true); + function XorGen(seed) { + var me = this; - if (!noClamp && clampZoom) - { - clampZoom.clamp(); - } + // Set up generator function. + me.next = function() { + var w = me.w, + X = me.X, i = me.i, t, v; + // Update Weyl generator. + me.w = w = (w + 0x61c88647) | 0; + // Update xor generator. + v = X[(i + 34) & 127]; + t = X[i = ((i + 1) & 127)]; + v ^= v << 13; + t ^= t << 17; + v ^= v >>> 15; + t ^= t >>> 12; + // Update Xor generator array state. + v = X[i] = v ^ t; + me.i = i; + // Result is the combination. + return (v + (w ^ (w >>> 16))) | 0; + }; - if (center && save) - { - this.moveCenter(save); - } + function init(me, seed) { + var t, v, i, j, w, X = [], limit = 128; + if (seed === (seed | 0)) { + // Numeric seeds initialize v, which is used to generates X. + v = seed; + seed = null; + } else { + // String seeds are mixed into v and X one character at a time. + seed = seed + '\0'; + v = 0; + limit = Math.max(limit, seed.length); + } + // Initialize circular array and weyl value. + for (i = 0, j = -32; j < limit; ++j) { + // Put the unicode characters into the array, and shuffle them. + if (seed) v ^= seed.charCodeAt((j + 32) % seed.length); + // After 32 shuffles, take v as the starting w value. + if (j === 0) w = v; + v ^= v << 10; + v ^= v >>> 15; + v ^= v << 4; + v ^= v >>> 13; + if (j >= 0) { + w = (w + 0x61c88647) | 0; // Weyl. + t = (X[j & 127] ^= (v + w)); // Combine xor and weyl to init array. + i = (0 == t) ? i + 1 : 0; // Count zeroes. + } + } + // We have detected all zeroes; make the key nonzero. + if (i >= 128) { + X[(seed && seed.length || 0) & 127] = -1; + } + // Run the generator 512 times to further mix the state before using it. + // Factoring this as a function slows the main generator, so it is just + // unrolled here. The weyl generator is not advanced while warming up. + i = 127; + for (j = 4 * 128; j > 0; --j) { + v = X[(i + 34) & 127]; + t = X[i = ((i + 1) & 127)]; + v ^= v << 13; + t ^= t << 17; + v ^= v >>> 15; + t ^= t >>> 12; + X[i] = v ^ t; + } + // Storing state as object members is faster than using closure variables. + me.w = w; + me.X = X; + me.i = i; + } - return this; - } + init(me, seed); + } - /** - * Change zoom so it fits the entire world in the viewport - * - * @param {boolean} center maintain the same center of the screen after zoom - * @returns {Viewport} this - */ - fitWorld(center) - { - let save; + function copy(f, t) { + t.i = f.i; + t.w = f.w; + t.X = f.X.slice(); + return t; + } + function impl(seed, opts) { + if (seed == null) seed = +(new Date); + var xg = new XorGen(seed), + state = opts && opts.state, + prng = function() { return (xg.next() >>> 0) / 0x100000000; }; + prng.double = function() { + do { + var top = xg.next() >>> 11, + bot = (xg.next() >>> 0) / 0x100000000, + result = (top + bot) / (1 << 21); + } while (result === 0); + return result; + }; + prng.int32 = xg.next; + prng.quick = prng; + if (state) { + if (state.X) copy(state, xg); + prng.state = function() { return copy(xg, {}); }; + } + return prng; + } - if (center) - { - save = this.center; - } + if (module && module.exports) { + module.exports = impl; + } else if (define && define.amd) { + define(function() { return impl; }); + } else { + this.xor4096 = impl; + } + + })( + commonjsGlobal$2, // window object or global + module, // present in node.js + (typeof undefined) == 'function' // present with an AMD loader + ); + } (xor4096$1)); + + var tychei$1 = {exports: {}}; - this.scale.x = this.screenWidth / this.worldWidth; - this.scale.y = this.screenHeight / this.worldHeight; + (function (module) { + // A Javascript implementaion of the "Tyche-i" prng algorithm by + // Samuel Neves and Filipe Araujo. + // See https://eden.dei.uc.pt/~sneves/pubs/2011-snfa2.pdf - if (this.scale.x < this.scale.y) - { - this.scale.y = this.scale.x; - } - else - { - this.scale.x = this.scale.y; - } + (function(global, module, define) { - const clampZoom = this.plugins.get('clamp-zoom', true); + function XorGen(seed) { + var me = this, strseed = ''; - if (clampZoom) - { - clampZoom.clamp(); - } + // Set up generator function. + me.next = function() { + var b = me.b, c = me.c, d = me.d, a = me.a; + b = (b << 25) ^ (b >>> 7) ^ c; + c = (c - d) | 0; + d = (d << 24) ^ (d >>> 8) ^ a; + a = (a - b) | 0; + me.b = b = (b << 20) ^ (b >>> 12) ^ c; + me.c = c = (c - d) | 0; + me.d = (d << 16) ^ (c >>> 16) ^ a; + return me.a = (a - b) | 0; + }; - if (center && save) - { - this.moveCenter(save); - } + /* The following is non-inverted tyche, which has better internal + * bit diffusion, but which is about 25% slower than tyche-i in JS. + me.next = function() { + var a = me.a, b = me.b, c = me.c, d = me.d; + a = (me.a + me.b | 0) >>> 0; + d = me.d ^ a; d = d << 16 ^ d >>> 16; + c = me.c + d | 0; + b = me.b ^ c; b = b << 12 ^ d >>> 20; + me.a = a = a + b | 0; + d = d ^ a; me.d = d = d << 8 ^ d >>> 24; + me.c = c = c + d | 0; + b = b ^ c; + return me.b = (b << 7 ^ b >>> 25); + } + */ - return this; - } + me.a = 0; + me.b = 0; + me.c = 2654435769 | 0; + me.d = 1367130551; - /** - * Change zoom so it fits the size or the entire world in the viewport - * - * @param {boolean} [center] maintain the same center of the screen after zoom - * @param {number} [width=this.worldWidth] desired width - * @param {number} [height=this.worldHeight] desired height - * @returns {Viewport} this - */ - fit(center, width = this.worldWidth, height = this.worldHeight) - { - let save; + if (seed === Math.floor(seed)) { + // Integer seed. + me.a = (seed / 0x100000000) | 0; + me.b = seed | 0; + } else { + // String seed. + strseed += seed; + } - if (center) - { - save = this.center; - } + // Mix in string seed, then discard an initial batch of 64 values. + for (var k = 0; k < strseed.length + 20; k++) { + me.b ^= strseed.charCodeAt(k) | 0; + me.next(); + } + } - this.scale.x = this.screenWidth / width; - this.scale.y = this.screenHeight / height; + function copy(f, t) { + t.a = f.a; + t.b = f.b; + t.c = f.c; + t.d = f.d; + return t; + } + function impl(seed, opts) { + var xg = new XorGen(seed), + state = opts && opts.state, + prng = function() { return (xg.next() >>> 0) / 0x100000000; }; + prng.double = function() { + do { + var top = xg.next() >>> 11, + bot = (xg.next() >>> 0) / 0x100000000, + result = (top + bot) / (1 << 21); + } while (result === 0); + return result; + }; + prng.int32 = xg.next; + prng.quick = prng; + if (state) { + if (typeof(state) == 'object') copy(state, xg); + prng.state = function() { return copy(xg, {}); }; + } + return prng; + } - if (this.scale.x < this.scale.y) - { - this.scale.y = this.scale.x; - } - else - { - this.scale.x = this.scale.y; - } - const clampZoom = this.plugins.get('clamp-zoom', true); + if (module && module.exports) { + module.exports = impl; + } else if (define && define.amd) { + define(function() { return impl; }); + } else { + this.tychei = impl; + } - if (clampZoom) - { - clampZoom.clamp(); - } - if (center && save) - { - this.moveCenter(save); - } + })( + commonjsGlobal$2, + module, // present in node.js + (typeof undefined) == 'function' // present with an AMD loader + ); + } (tychei$1)); - return this; - } + var seedrandom$2 = {exports: {}}; - /** - * Zoom viewport to specific value. - * - * @param {number} scale value (e.g., 1 would be 100%, 0.25 would be 25%) - * @param {boolean} [center] maintain the same center of the screen after zoom - * @return {Viewport} this - */ - setZoom(scale, center) - { - let save; + var empty = {}; - if (center) - { - save = this.center; - } - this.scale.set(scale); - const clampZoom = this.plugins.get('clamp-zoom', true); + var empty$1 = /*#__PURE__*/Object.freeze({ + __proto__: null, + 'default': empty + }); - if (clampZoom) - { - clampZoom.clamp(); - } - if (center && save) - { - this.moveCenter(save); - } + var require$$0 = /*@__PURE__*/getAugmentedNamespace(empty$1); - return this; - } + /* + Copyright 2019 David Bau. - /** - * Zoom viewport by a certain percent (in both x and y direction). - * - * @param {number} percent change (e.g., 0.25 would increase a starting scale of 1.0 to 1.25) - * @param {boolean} [center] maintain the same center of the screen after zoom - * @return {Viewport} this - */ - zoomPercent(percent, center) - { - return this.setZoom(this.scale.x + (this.scale.x * percent), center); - } + Permission is hereby granted, free of charge, to any person obtaining + a copy of this software and associated documentation files (the + "Software"), to deal in the Software without restriction, including + without limitation the rights to use, copy, modify, merge, publish, + distribute, sublicense, and/or sell copies of the Software, and to + permit persons to whom the Software is furnished to do so, subject to + the following conditions: - /** - * Zoom viewport by increasing/decreasing width by a certain number of pixels. - * - * @param {number} change in pixels - * @param {boolean} [center] maintain the same center of the screen after zoom - * @return {Viewport} this - */ - zoom(change, center) - { - this.fitWidth(change + this.worldScreenWidth, center); + The above copyright notice and this permission notice shall be + included in all copies or substantial portions of the Software. - return this; - } + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, + EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. + IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY + CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, + TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE + SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - /** Changes scale of viewport and maintains center of viewport */ - get scaled() - { - return this.scale.x; - } - set scaled(scale) - { - this.setZoom(scale, true); - } + */ - /** - * Returns zoom to the desired scale - * - * @param {ISnapZoomOptions} options - * @param {number} [options.width=0] - the desired width to snap (to maintain aspect ratio, choose width or height) - * @param {number} [options.height=0] - the desired height to snap (to maintain aspect ratio, choose width or height) - * @param {number} [options.time=1000] - time for snapping in ms - * @param {(string|function)} [options.ease=easeInOutSine] ease function or name (see http://easings.net/ - * for supported names) - * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of the viewport - * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport - * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete - * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input - * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at the - * desired zoom - * @param {boolean} [options.noMove] - zoom but do not move - */ - snapZoom(options) - { - this.plugins.add('snap-zoom', new SnapZoom(this, options)); + (function (module) { + (function (global, pool, math) { + // + // The following constants are related to IEEE 754 limits. + // - return this; - } + var width = 256, // each RC4 output is 0 <= x < 256 + chunks = 6, // at least six RC4 outputs for each double + digits = 52, // there are 52 significant digits in a double + rngname = 'random', // rngname: name for Math.random and Math.seedrandom + startdenom = math.pow(width, chunks), + significance = math.pow(2, digits), + overflow = significance * 2, + mask = width - 1, + nodecrypto; // node.js crypto module, initialized at the bottom. - /** Is container out of world bounds */ - OOB() + // + // seedrandom() + // This is the seedrandom function described above. + // + function seedrandom(seed, options, callback) { + var key = []; + options = (options == true) ? { entropy: true } : (options || {}); + // Flatten the seed string or build one from local entropy if needed. + var shortseed = mixkey(flatten( + options.entropy ? [seed, tostring(pool)] : + (seed == null) ? autoseed() : seed, 3), key); + // Use the seed to initialize an ARC4 generator. + var arc4 = new ARC4(key); + // This function returns a random double in [0, 1) that contains + // randomness in every bit of the mantissa of the IEEE 754 value. + var prng = function() { + var n = arc4.g(chunks), // Start with a numerator n < 2 ^ 48 + d = startdenom, // and denominator d = 2 ^ 48. + x = 0; // and no 'extra last byte'. + while (n < significance) { // Fill up all significant digits by + n = (n + x) * width; // shifting numerator and + d *= width; // denominator and generating a + x = arc4.g(1); // new least-significant-byte. + } + while (n >= overflow) { // To avoid rounding up, before adding + n /= 2; // last byte, shift everything + d /= 2; // right using integer math until + x >>>= 1; // we have exactly the desired bits. + } + return (n + x) / d; // Form the number within [0, 1). + }; + prng.int32 = function() { return arc4.g(4) | 0; }; + prng.quick = function() { return arc4.g(4) / 0x100000000; }; + prng.double = prng; + // Mix the randomness into accumulated entropy. + mixkey(tostring(arc4.S), pool); - { - return { - left: this.left < 0, - right: this.right > this.worldWidth, - top: this.top < 0, - bottom: this.bottom > this.worldHeight, - cornerPoint: new math.Point( - (this.worldWidth * this.scale.x) - this.screenWidth, - (this.worldHeight * this.scale.y) - this.screenHeight - ) - }; + // Calling convention: what to return as a function of prng, seed, is_math. + return (options.pass || callback || + function(prng, seed, is_math_call, state) { + if (state) { + // Load the arc4 state from the given state if it has an S array. + if (state.S) { copy(state, arc4); } + // Only provide the .state method if requested via options.state. + prng.state = function() { return copy(arc4, {}); }; } - /** World coordinates of the right edge of the screen */ - get right() - { - return (-this.x / this.scale.x) + this.worldScreenWidth; - } - set right(value) - { - this.x = (-value * this.scale.x) + this.screenWidth; - this.plugins.reset(); - } + // If called as a method of Math (Math.seedrandom()), mutate + // Math.random because that is how seedrandom.js has worked since v1.0. + if (is_math_call) { math[rngname] = prng; return seed; } - /** World coordinates of the left edge of the screen */ - get left() - { - return -this.x / this.scale.x; - } - set left(value) - { - this.x = -value * this.scale.x; - this.plugins.reset(); - } + // Otherwise, it is a newer calling convention, so return the + // prng directly. + else return prng; + })( + prng, + shortseed, + 'global' in options ? options.global : (this == math), + options.state); + } - /** World coordinates of the top edge of the screen */ - get top() - { - return -this.y / this.scale.y; - } - set top(value) - { - this.y = -value * this.scale.y; - this.plugins.reset(); - } + // + // ARC4 + // + // An ARC4 implementation. The constructor takes a key in the form of + // an array of at most (width) integers that should be 0 <= x < (width). + // + // The g(count) method returns a pseudorandom integer that concatenates + // the next (count) outputs from ARC4. Its return value is a number x + // that is in the range 0 <= x < (width ^ count). + // + function ARC4(key) { + var t, keylen = key.length, + me = this, i = 0, j = me.i = me.j = 0, s = me.S = []; - /** World coordinates of the bottom edge of the screen */ - get bottom() - { - return (-this.y / this.scale.y) + this.worldScreenHeight; - } - set bottom(value) - { - this.y = (-value * this.scale.y) + this.screenHeight; - this.plugins.reset(); - } + // The empty key [] is treated as [0]. + if (!keylen) { key = [keylen++]; } - /** - * Determines whether the viewport is dirty (i.e., needs to be rendered to the screen because of a change) - */ - get dirty() - { - return !!this._dirty; - } - set dirty(value) - { - this._dirty = value; - } + // Set up S using the standard key scheduling algorithm. + while (i < width) { + s[i] = i++; + } + for (i = 0; i < width; i++) { + s[i] = s[j = mask & (j + key[i % keylen] + (t = s[i]))]; + s[j] = t; + } - /** - * Permanently changes the Viewport's hitArea - * - * NOTE: if not set then hitArea = PIXI.Rectangle(Viewport.left, Viewport.top, Viewport.worldScreenWidth, - * Viewport.worldScreenHeight) - */ - get forceHitArea() - { - return this._forceHitArea; - } - set forceHitArea(value) - { - if (value) - { - this._forceHitArea = value; - this.hitArea = value; - } - else - { - this._forceHitArea = null; - this.hitArea = new math.Rectangle(0, 0, this.worldWidth, this.worldHeight); - } - } + // The "g" method returns the next (count) outputs as one number. + (me.g = function(count) { + // Using instance members instead of closure state nearly doubles speed. + var t, r = 0, + i = me.i, j = me.j, s = me.S; + while (count--) { + t = s[i = mask & (i + 1)]; + r = r * width + s[mask & ((s[i] = s[j = mask & (j + t)]) + (s[j] = t))]; + } + me.i = i; me.j = j; + return r; + // For robust unpredictability, the function call below automatically + // discards an initial batch of values. This is called RC4-drop[256]. + // See http://google.com/search?q=rsa+fluhrer+response&btnI + })(width); + } - /** - * Enable one-finger touch to drag - * - * NOTE: if you expect users to use right-click dragging, you should enable `viewport.options.disableOnContextMenu` - * to avoid the context menu popping up on each right-click drag. - * - * @param {IDragOptions} [options] - * @param {string} [options.direction=all] direction to drag - * @param {boolean} [options.pressDrag=true] whether click to drag is active - * @param {boolean} [options.wheel=true] use wheel to scroll in direction (unless wheel plugin is active) - * @param {number} [options.wheelScroll=1] number of pixels to scroll with each wheel spin - * @param {boolean} [options.reverse] reverse the direction of the wheel scroll - * @param {(boolean|string)} [options.clampWheel=false] clamp wheel(to avoid weird bounce with mouse wheel) - * @param {string} [options.underflow=center] where to place world if too small for screen - * @param {number} [options.factor=1] factor to multiply drag to increase the speed of movement - * @param {string} [options.mouseButtons=all] changes which mouse buttons trigger drag, use: 'all', 'left', - * 'right' 'middle', or some combination, like, 'middle-right'; you may want to set - * viewport.options.disableOnContextMenu if you want to use right-click dragging - * @param {string[]} [options.keyToPress=null] - array containing - * {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of keys that can be - * pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}. - * @param {boolean} [options.ignoreKeyToPressOnTouch=false] - ignore keyToPress for touch events - * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events - * @returns {Viewport} this - */ - drag(options) - { - this.plugins.add('drag', new Drag(this, options)); + // + // copy() + // Copies internal state of ARC4 to or from a plain object. + // + function copy(f, t) { + t.i = f.i; + t.j = f.j; + t.S = f.S.slice(); + return t; + } + // + // flatten() + // Converts an object tree to nested arrays of strings. + // + function flatten(obj, depth) { + var result = [], typ = (typeof obj), prop; + if (depth && typ == 'object') { + for (prop in obj) { + try { result.push(flatten(obj[prop], depth - 1)); } catch (e) {} + } + } + return (result.length ? result : typ == 'string' ? obj : obj + '\0'); + } + + // + // mixkey() + // Mixes a string seed into a key that is an array of integers, and + // returns a shortened string seed that is equivalent to the result key. + // + function mixkey(seed, key) { + var stringseed = seed + '', smear, j = 0; + while (j < stringseed.length) { + key[mask & j] = + mask & ((smear ^= key[mask & j] * 19) + stringseed.charCodeAt(j++)); + } + return tostring(key); + } - return this; - } + // + // autoseed() + // Returns an object for autoseeding, using window.crypto and Node crypto + // module if available. + // + function autoseed() { + try { + var out; + if (nodecrypto && (out = nodecrypto.randomBytes)) { + // The use of 'out' to remember randomBytes makes tight minified code. + out = out(width); + } else { + out = new Uint8Array(width); + (global.crypto || global.msCrypto).getRandomValues(out); + } + return tostring(out); + } catch (e) { + var browser = global.navigator, + plugins = browser && browser.plugins; + return [+new Date, global, plugins, global.screen, tostring(pool)]; + } + } - /** - * Clamp to world boundaries or other provided boundaries - * There are three ways to clamp: - * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of offscreen - * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary - * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side; - * if any of these are set to true, then the location is set to the boundary - * [0, viewport.worldWidth/viewport.worldHeight], eg: to allow the world to be completely dragged offscreen, - * set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2] - * - * Underflow determines what happens when the world is smaller than the viewport - * 1. none = the world is clamped but there is no special behavior - * 2. center = the world is centered on the viewport - * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the - * appropriate boundaries - * - * NOTES: - * clamp is disabled if called with no options; use { direction: 'all' } for all edge clamping - * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly - * - * @param {object} [options] - * @param {(number|boolean)} [options.left=false] - clamp left; true = 0 - * @param {(number|boolean)} [options.right=false] - clamp right; true = viewport.worldWidth - * @param {(number|boolean)} [options.top=false] - clamp top; true = 0 - * @param {(number|boolean)} [options.bottom=false] - clamp bottom; true = viewport.worldHeight - * @param {string} [direction] - (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight]; - * replaces left/right/top/bottom if set - * @param {string} [underflow=center] - where to place world if too small for screen (e.g., top-right, center, - * none, bottomLeft) * @returns {Viewport} this - */ - clamp(options) - { - this.plugins.add('clamp', new Clamp(this, options)); + // + // tostring() + // Converts an array of charcodes to a string + // + function tostring(a) { + return String.fromCharCode.apply(0, a); + } - return this; - } + // + // When seedrandom.js is loaded, we immediately mix a few bits + // from the built-in RNG into the entropy pool. Because we do + // not want to interfere with deterministic PRNG state later, + // seedrandom will not call math.random on its own again after + // initialization. + // + mixkey(math.random(), pool); - /** - * Decelerate after a move - * - * NOTE: this fires 'moved' event during deceleration - * - * @param {IDecelerateOptions} [options] - * @param {number} [options.friction=0.95] - percent to decelerate after movement - * @param {number} [options.bounce=0.8] - percent to decelerate when past boundaries (only applicable when - * viewport.bounce() is active) - * @param {number} [options.minSpeed=0.01] - minimum velocity before stopping/reversing acceleration - * @return {Viewport} this - */ - decelerate(options) - { - this.plugins.add('decelerate', new Decelerate(this, options)); + // + // Nodejs and AMD support: export the implementation as a module using + // either convention. + // + if (module.exports) { + module.exports = seedrandom; + // When in node.js, try using crypto package for autoseeding. + try { + nodecrypto = require$$0; + } catch (ex) {} + } else { + // When included as a plain script, set up Math.seedrandom global. + math['seed' + rngname] = seedrandom; + } - return this; - } - /** - * Bounce on borders - * NOTES: - * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly - * fires 'moved', 'bounce-x-start', 'bounce-y-start', 'bounce-x-end', and 'bounce-y-end' events - * @param {object} [options] - * @param {string} [options.sides=all] - all, horizontal, vertical, or combination of top, bottom, right, left - * (e.g., 'top-bottom-right') - * @param {number} [options.friction=0.5] - friction to apply to decelerate if active - * @param {number} [options.time=150] - time in ms to finish bounce - * @param {object} [options.bounceBox] - use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight) - * @param {number} [options.bounceBox.x=0] - * @param {number} [options.bounceBox.y=0] - * @param {number} [options.bounceBox.width=viewport.worldWidth] - * @param {number} [options.bounceBox.height=viewport.worldHeight] - * @param {string|function} [options.ease=easeInOutSine] - ease function or name - * (see http://easings.net/ for supported names) - * @param {string} [options.underflow=center] - (top/bottom/center and left/right/center, or center) - * where to place world if too small for screen - * @return {Viewport} this - */ - bounce(options) - { - this.plugins.add('bounce', new Bounce(this, options)); + // End anonymous scope, and pass initial values. + })( + // global: `self` in browsers (including strict mode and web workers), + // otherwise `this` in Node and other environments + (typeof self !== 'undefined') ? self : commonjsGlobal$2, + [], // pool: entropy pool starts empty + Math // math: package containing random, pow, and seedrandom + ); + } (seedrandom$2)); - return this; - } + // A library of seedable RNGs implemented in Javascript. + // + // Usage: + // + // var seedrandom = require('seedrandom'); + // var random = seedrandom(1); // or any seed. + // var x = random(); // 0 <= x < 1. Every bit is random. + // var x = random.quick(); // 0 <= x < 1. 32 bits of randomness. - /** - * Enable pinch to zoom and two-finger touch to drag - * - * @param {PinchOptions} [options] - * @param {boolean} [options.noDrag] - disable two-finger dragging - * @param {number} [options.percent=1] - percent to modify pinch speed - * @param {number} [options.factor=1] - factor to multiply two-finger drag to increase the speed of movement - * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of two fingers - * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom - * @return {Viewport} this - */ - pinch(options) - { - this.plugins.add('pinch', new Pinch(this, options)); + // alea, a 53-bit multiply-with-carry generator by Johannes Baagøe. + // Period: ~2^116 + // Reported to pass all BigCrush tests. + var alea = alea$1.exports; - return this; - } + // xor128, a pure xor-shift generator by George Marsaglia. + // Period: 2^128-1. + // Reported to fail: MatrixRank and LinearComp. + var xor128 = xor128$1.exports; - /** - * Snap to a point - * - * @param {number} x - * @param {number} y - * @param {ISnapOptions} [options] - * @param {boolean} [options.topLeft] - snap to the top-left of viewport instead of center - * @param {number} [options.friction=0.8] - friction/frame to apply if decelerate is active - * @param {number} [options.time=1000] - time in ms to snap - * @param {string|function} [options.ease=easeInOutSine] - ease function or name (see http://easings.net/ - * for supported names) - * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport - * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete - * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input - * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at - * the desired location - * @return {Viewport} this - */ - snap(x, y, options) - { - this.plugins.add('snap', new Snap(this, x, y, options)); + // xorwow, George Marsaglia's 160-bit xor-shift combined plus weyl. + // Period: 2^192-2^32 + // Reported to fail: CollisionOver, SimpPoker, and LinearComp. + var xorwow = xorwow$1.exports; - return this; - } + // xorshift7, by François Panneton and Pierre L'ecuyer, takes + // a different approach: it adds robustness by allowing more shifts + // than Marsaglia's original three. It is a 7-shift generator + // with 256 bits, that passes BigCrush with no systmatic failures. + // Period 2^256-1. + // No systematic BigCrush failures reported. + var xorshift7 = xorshift7$1.exports; - /** - * Follow a target - * - * NOTES: - * uses the (x, y) as the center to follow; for PIXI.Sprite to work properly, use sprite.anchor.set(0.5) - * options.acceleration is not perfect as it doesn't know the velocity of the target. It adds acceleration - * to the start of movement and deceleration to the end of movement when the target is stopped. - * To cancel the follow, use: `viewport.plugins.remove('follow')` - * - * @fires 'moved' event - * - * @param {PIXI.DisplayObject} target to follow - * @param {IFollowOptions} [options] - * @param {number} [options.speed=0] - to follow in pixels/frame (0=teleport to location) - * @param {number} [options.acceleration] - set acceleration to accelerate and decelerate at this rate; speed - * cannot be 0 to use acceleration - * @param {number} [options.radius] - radius (in world coordinates) of center circle where movement is allowed - * without moving the viewport * @returns {Viewport} this - * @returns {Viewport} this - */ - follow(target, options) - { - this.plugins.add('follow', new Follow(this, target, options)); + // xor4096, by Richard Brent, is a 4096-bit xor-shift with a + // very long period that also adds a Weyl generator. It also passes + // BigCrush with no systematic failures. Its long period may + // be useful if you have many generators and need to avoid + // collisions. + // Period: 2^4128-2^32. + // No systematic BigCrush failures reported. + var xor4096 = xor4096$1.exports; - return this; - } + // Tyche-i, by Samuel Neves and Filipe Araujo, is a bit-shifting random + // number generator derived from ChaCha, a modern stream cipher. + // https://eden.dei.uc.pt/~sneves/pubs/2011-snfa2.pdf + // Period: ~2^127 + // No systematic BigCrush failures reported. + var tychei = tychei$1.exports; - /** - * Zoom using mouse wheel - * - * NOTE: the default event listener for 'wheel' event is document.body. Use `Viewport.options.divWheel` to - * change this default - * - * @param {IWheelOptions} [options] - * @param {number} [options.percent=0.1] - percent to scroll with each spin - * @param {number} [options.smooth] - smooth the zooming by providing the number of frames to zoom between wheel spins - * @param {boolean} [options.interrupt=true] - stop smoothing with any user input on the viewport - * @param {boolean} [options.reverse] - reverse the direction of the scroll - * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of current mouse position - * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events - * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom - * @return {Viewport} this - */ - wheel(options) - { - this.plugins.add('wheel', new Wheel(this, options)); + // The original ARC4-based prng included in this library. + // Period: ~2^1600 + var sr = seedrandom$2.exports; - return this; - } + sr.alea = alea; + sr.xor128 = xor128; + sr.xorwow = xorwow; + sr.xorshift7 = xorshift7; + sr.xor4096 = xor4096; + sr.tychei = tychei; - /** - * Animate the position and/or scale of the viewport - * To set the zoom level, use: (1) scale, (2) scaleX and scaleY, or (3) width and/or height - * @param {object} options - * @param {number} [options.time=1000] - time to animate - * @param {PIXI.Point} [options.position=viewport.center] - position to move viewport - * @param {number} [options.width] - desired viewport width in world pixels (use instead of scale; - * aspect ratio is maintained if height is not provided) - * @param {number} [options.height] - desired viewport height in world pixels (use instead of scale; - * aspect ratio is maintained if width is not provided) - * @param {number} [options.scale] - scale to change zoom (scale.x = scale.y) - * @param {number} [options.scaleX] - independently change zoom in x-direction - * @param {number} [options.scaleY] - independently change zoom in y-direction - * @param {(function|string)} [options.ease=linear] - easing function to use - * @param {function} [options.callbackOnComplete] - * @param {boolean} [options.removeOnInterrupt] removes this plugin if interrupted by any user input - * @returns {Viewport} this - */ - animate(options) - { - this.plugins.add('animate', new Animate(this, options)); + var seedrandom$1 = sr; - return this; - } + var _createClass$6 = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); - /** - * Enable clamping of zoom to constraints - * - * The minWidth/Height settings are how small the world can get (as it would appear on the screen) - * before clamping. The maxWidth/maxHeight is how larger the world can scale (as it would appear on - * the screen) before clamping. - * - * For example, if you have a world size of 1000 x 1000 and a screen size of 100 x 100, if you set - * minWidth/Height = 100 then the world will not be able to zoom smaller than the screen size (ie, - * zooming out so it appears smaller than the screen). Similarly, if you set maxWidth/Height = 100 - * the world will not be able to zoom larger than the screen size (ie, zooming in so it appears - * larger than the screen). - * - * @param {object} [options] - * @param {number} [options.minWidth] - minimum width - * @param {number} [options.minHeight] - minimum height - * @param {number} [options.maxWidth] - maximum width - * @param {number} [options.maxHeight] - maximum height - * @param {number} [options.minScale] - minimum scale - * @param {number} [options.maxScale] - minimum scale - * @return {Viewport} this - */ - clampZoom(options) - { - this.plugins.add('clamp-zoom', new ClampZoom(this, options)); + function _toConsumableArray(arr) { if (Array.isArray(arr)) { for (var i = 0, arr2 = Array(arr.length); i < arr.length; i++) { arr2[i] = arr[i]; } return arr2; } else { return Array.from(arr); } } - return this; - } + function _classCallCheck$6(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } - /** - * Scroll viewport when mouse hovers near one of the edges or radius-distance from center of screen. - * - * NOTES: fires 'moved' event; there's a known bug where the mouseEdges does not work properly with "windowed" viewports - * - * @param {IMouseEdgesOptions} [options] - * @param {number} [options.radius] - distance from center of screen in screen pixels - * @param {number} [options.distance] - distance from all sides in screen pixels - * @param {number} [options.top] - alternatively, set top distance (leave unset for no top scroll) - * @param {number} [options.bottom] - alternatively, set bottom distance (leave unset for no top scroll) - * @param {number} [options.left] - alternatively, set left distance (leave unset for no top scroll) - * @param {number} [options.right] - alternatively, set right distance (leave unset for no top scroll) - * @param {number} [options.speed=8] - speed in pixels/frame to scroll viewport - * @param {boolean} [options.reverse] - reverse direction of scroll - * @param {boolean} [options.noDecelerate] - don't use decelerate plugin even if it's installed - * @param {boolean} [options.linear] - if using radius, use linear movement (+/- 1, +/- 1) instead of angled - * movement (Math.cos(angle from center), Math.sin(angle from center)) - * @param {boolean} [options.allowButtons] allows plugin to continue working even when there's a mousedown event - */ - mouseEdges(options) - { - this.plugins.add('mouse-edges', new MouseEdges(this, options)); + // yy-random + // by David Figatner + // MIT license + // copyright YOPEY YOPEY LLC 2016-17 + // https://github.com/davidfig/random - return this; - } + var seedrandom = seedrandom$1; - /** Pause viewport (including animation updates such as decelerate) */ - get pause() - { - return !!this._pause; - } - set pause(value) - { - this._pause = value; + var Random = function () { + function Random() { + _classCallCheck$6(this, Random); - this.lastViewport = null; - this.moving = false; - this.zooming = false; + this.generator = Math.random; + } - if (value) - { - this.input.pause(); - } - } + /** + * generates a seeded number + * @param {number} seed + * @param {object} [options] + * @param {string} [PRNG="alea"] - name of algorithm, see https://github.com/davidbau/seedrandom + * @param {(boolean|string)} [state] - can include the state returned from save() + */ - /** - * Move the viewport so the bounding box is visible - * - * @param x - left - * @param y - top - * @param width - * @param height - * @param resizeToFit - Resize the viewport so the box fits within the viewport - */ - ensureVisible(x, y, width, height, resizeToFit) - { - if (resizeToFit && (width > this.worldScreenWidth || height > this.worldScreenHeight)) - { - this.fit(true, width, height); - this.emit('zoomed', { viewport: this, type: 'ensureVisible' }); - } - let moved = false; - if (x < this.left) - { - this.left = x; - moved = true; - } - else if (x + width > this.right) - { - this.right = x + width; - moved = true; - } - if (y < this.top) - { - this.top = y; - moved = true; - } - else if (y + height > this.bottom) - { - this.bottom = y + height; - moved = true; - } - if (moved) - { - this.emit('moved', { viewport: this, type: 'ensureVisible' }); - } - } - } + _createClass$6(Random, [{ + key: 'seed', + value: function seed(_seed, options) { + options = options || {}; + this.generator = seedrandom[options.PRNG || 'alea'](_seed, { state: options.state }); + this.options = options; + } - /** - * Fires after a mouse or touch click - * @event Viewport#clicked - * @type {object} - * @property {PIXI.Point} screen - * @property {PIXI.Point} world - * @property {Viewport} viewport - */ + /** + * saves the state of the random generator + * can only be used after Random.seed() is called with options.state = true + * @returns {number} state + */ - /** - * Fires when a drag starts - * @event Viewport#drag-start - * @type {object} - * @property {PIXI.Point} screen - * @property {PIXI.Point} world - * @property {Viewport} viewport - */ + }, { + key: 'save', + value: function save() { + if (this.generator !== Math.random) { + return this.generator.state(); + } + } - /** - * Fires when a drag ends - * @event Viewport#drag-end - * @type {object} - * @property {PIXI.Point} screen - * @property {PIXI.Point} world - * @property {Viewport} viewport - */ + /** + * restores the state of the random generator + * @param {number} state + */ - /** - * Fires when a pinch starts - * @event Viewport#pinch-start - * @type {Viewport} - */ + }, { + key: 'restore', + value: function restore(state) { + this.generator = seedrandom[this.options.PRNG || 'alea']('', { state: state }); + } - /** - * Fires when a pinch end - * @event Viewport#pinch-end - * @type {Viewport} - */ + /** + * changes the generator to use the old Math.sin-based random function + * based on : http://stackoverflow.com/questions/521295/javascript-random-seeds + * (deprecated) Use only for compatibility purposes + * @param {number} seed + */ + + }, { + key: 'seedOld', + value: function seedOld(seed) { + this.generator = function () { + var x = Math.sin(seed++) * 10000; + return x - Math.floor(x); + }; + } + + /** + * create a separate random generator using the seed + * @param {number} seed + * @return {object} + */ - /** - * Fires when a snap starts - * @event Viewport#snap-start - * @type {Viewport} - */ + }, { + key: 'separateSeed', + value: function separateSeed(seed) { + var random = new Random(); + random.seed(seed); + return random; + } - /** - * Fires when a snap ends - * @event Viewport#snap-end - * @type {Viewport} - */ + /** + * resets the random number this.generator to Math.random() + */ - /** - * Fires when a snap-zoom starts - * @event Viewport#snap-zoom-start - * @type {Viewport} - */ + }, { + key: 'reset', + value: function reset() { + this.generator = Math.random; + } - /** - * Fires when a snap-zoom ends - * @event Viewport#snap-zoom-end - * @type {Viewport} - */ + /** + * returns a random number using the this.generator between [0, ceiling - 1] + * @param {number} ceiling + * @param {boolean} [useFloat=false] + * @return {number} + */ - /** - * Fires when a bounce starts in the x direction - * @event Viewport#bounce-x-start - * @type {Viewport} - */ + }, { + key: 'get', + value: function get(ceiling, useFloat) { + var negative = ceiling < 0 ? -1 : 1; + ceiling *= negative; + var result = void 0; + if (useFloat) { + result = this.generator() * ceiling; + } else { + result = Math.floor(this.generator() * ceiling); + } + return result * negative; + } - /** - * Fires when a bounce ends in the x direction - * @event Viewport#bounce-x-end - * @type {Viewport} - */ + /** + * returns a random integer between 0 - Number.MAX_SAFE_INTEGER + * @return {number} + */ - /** - * Fires when a bounce starts in the y direction - * @event Viewport#bounce-y-start - * @type {Viewport} - */ + }, { + key: 'getHuge', + value: function getHuge() { + return this.get(Number.MAX_SAFE_INTEGER); + } - /** - * Fires when a bounce ends in the y direction - * @event Viewport#bounce-y-end - * @type {Viewport} - */ + /** + * random number [middle - range, middle + range] + * @param {number} middle + * @param {number} delta + * @param {boolean} [useFloat=false] + * @return {number} + */ - /** - * Fires when for a mouse wheel event - * @event Viewport#wheel - * @type {object} - * @property {object} wheel - * @property {number} wheel.dx - * @property {number} wheel.dy - * @property {number} wheel.dz - * @property {Viewport} viewport - */ + }, { + key: 'middle', + value: function middle(_middle, delta, useFloat) { + var half = delta / 2; + return this.range(_middle - half, _middle + half, useFloat); + } - /** - * Fires when a wheel-scroll occurs - * @event Viewport#wheel-scroll - * @type {Viewport} - */ + /** + * random number [start, end] + * @param {number} start + * @param {number} end + * @param {boolean} [useFloat=false] if true, then range is (start, end)--i.e., not inclusive to start and end + * @return {number} + */ - /** - * Fires when a mouse-edge starts to scroll - * @event Viewport#mouse-edge-start - * @type {Viewport} - */ + }, { + key: 'range', + value: function range(start, end, useFloat) { + // case where there is no range + if (end === start) { + return end; + } - /** - * Fires when the mouse-edge scrolling ends - * @event Viewport#mouse-edge-end - * @type {Viewport} - */ + if (useFloat) { + return this.get(end - start, true) + start; + } else { + var range = void 0; + if (start < 0 && end > 0) { + range = -start + end + 1; + } else if (start === 0 && end > 0) { + range = end + 1; + } else if (start < 0 && end === 0) { + range = start - 1; + start = 1; + } else if (start < 0 && end < 0) { + range = end - start - 1; + } else { + range = end - start + 1; + } + return Math.floor(this.generator() * range) + start; + } + } - /** - * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow - * @event Viewport#moved - * @type {object} - * @property {Viewport} viewport - * @property {string} type - (drag, snap, pinch, follow, bounce-x, bounce-y, - * clamp-x, clamp-y, decelerate, mouse-edges, wheel, ensureVisible) - */ + /** + * an array of random numbers between [start, end] + * @param {number} start + * @param {number} end + * @param {number} count + * @param {boolean} [useFloat=false] + * @return {number[]} + */ - /** - * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow - * @event Viewport#zoomed - * @type {object} - * @property {Viewport} viewport - * @property {string} type (drag-zoom, pinch, wheel, clamp-zoom, ensureVisible) - */ + }, { + key: 'rangeMultiple', + value: function rangeMultiple(start, end, count, useFloat) { + var array = []; + for (var i = 0; i < count; i++) { + array.push(this.range(start, end, useFloat)); + } + return array; + } - /** - * Fires when viewport stops moving - * @event Viewport#moved-end - * @type {Viewport} - */ + /** + * an array of random numbers between [middle - range, middle + range] + * @param {number} middle + * @param {number} range + * @param {number} count + * @param {boolean} [useFloat=false] + * @return {number[]} + */ - /** - * Fires when viewport stops zooming - * @event Viewport#zoomed-end - * @type {Viewport} - */ + }, { + key: 'middleMultiple', + value: function middleMultiple(middle, range, count, useFloat) { + var array = []; + for (var i = 0; i < count; i++) { + array.push(middle(middle, range, useFloat)); + } + return array; + } - /** - * Fires at the end of an update frame - * @event Viewport#frame-end - * @type {Viewport} - */ + /** + * @param {number} [chance=0.5] + * returns random sign (either +1 or -1) + * @return {number} + */ - exports.Animate = Animate; - exports.Bounce = Bounce; - exports.Clamp = Clamp; - exports.ClampZoom = ClampZoom; - exports.Decelerate = Decelerate; - exports.Drag = Drag; - exports.Follow = Follow; - exports.InputManager = InputManager; - exports.MouseEdges = MouseEdges; - exports.Pinch = Pinch; - exports.Plugin = Plugin; - exports.PluginManager = PluginManager; - exports.Snap = Snap; - exports.SnapZoom = SnapZoom; - exports.Viewport = Viewport; - exports.Wheel = Wheel; + }, { + key: 'sign', + value: function sign(chance) { + chance = chance || 0.5; + return this.generator() < chance ? 1 : -1; + } - Object.defineProperty(exports, '__esModule', { value: true }); + /** + * tells you whether a random chance was achieved + * @param {number} [percent=0.5] + * @return {boolean} + */ - })); - if (typeof pixi_viewport !== 'undefined') { Object.assign(commonjsGlobal$3.PIXI, pixi_viewport); } - - } (viewport_min, viewport_min.exports)); + }, { + key: 'chance', + value: function chance(percent) { + return this.generator() < (percent || 0.5); + } - /*! - * @pixi/math - v6.5.7 - * Compiled Thu, 20 Oct 2022 15:13:33 UTC - * - * @pixi/math is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Two Pi. - * @static - * @member {number} - * @memberof PIXI - */ - var PI_2 = Math.PI * 2; - /** - * Conversion factor for converting radians to degrees. - * @static - * @member {number} RAD_TO_DEG - * @memberof PIXI - */ - var RAD_TO_DEG = 180 / Math.PI; - /** - * Conversion factor for converting degrees to radians. - * @static - * @member {number} - * @memberof PIXI - */ - var DEG_TO_RAD = Math.PI / 180; - /** - * Constants that identify shapes, mainly to prevent `instanceof` calls. - * @static - * @memberof PIXI - * @enum {number} - * @property {number} POLY Polygon - * @property {number} RECT Rectangle - * @property {number} CIRC Circle - * @property {number} ELIP Ellipse - * @property {number} RREC Rounded Rectangle - */ - var SHAPES; - (function (SHAPES) { - SHAPES[SHAPES["POLY"] = 0] = "POLY"; - SHAPES[SHAPES["RECT"] = 1] = "RECT"; - SHAPES[SHAPES["CIRC"] = 2] = "CIRC"; - SHAPES[SHAPES["ELIP"] = 3] = "ELIP"; - SHAPES[SHAPES["RREC"] = 4] = "RREC"; - })(SHAPES || (SHAPES = {})); + /** + * returns a random angle in radians [0 - 2 * Math.PI) + */ - /** - * The Point object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis - * @class - * @memberof PIXI - * @implements {IPoint} - */ - var Point = /** @class */ (function () { - /** - * Creates a new `Point` - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis - */ - function Point(x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - /** Position of the point on the x axis */ - this.x = 0; - /** Position of the point on the y axis */ - this.y = 0; - this.x = x; - this.y = y; - } - /** - * Creates a clone of this point - * @returns A clone of this point - */ - Point.prototype.clone = function () { - return new Point(this.x, this.y); - }; - /** - * Copies `x` and `y` from the given point into this point - * @param p - The point to copy from - * @returns The point instance itself - */ - Point.prototype.copyFrom = function (p) { - this.set(p.x, p.y); - return this; - }; - /** - * Copies this point's x and y into the given point (`p`). - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated - */ - Point.prototype.copyTo = function (p) { - p.set(this.x, this.y); - return p; - }; - /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal - */ - Point.prototype.equals = function (p) { - return (p.x === this.x) && (p.y === this.y); - }; - /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the `x` axis - * @param {number} [y=x] - position of the point on the `y` axis - * @returns The point instance itself - */ - Point.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - this.x = x; - this.y = y; - return this; - }; - Point.prototype.toString = function () { - return "[@pixi/math:Point x=" + this.x + " y=" + this.y + "]"; - }; - return Point; - }()); + }, { + key: 'angle', + value: function angle() { + return this.get(Math.PI * 2, true); + } - var tempPoints = [new Point(), new Point(), new Point(), new Point()]; - /** - * Size object, contains width and height - * @memberof PIXI - * @typedef {object} ISize - * @property {number} width - Width component - * @property {number} height - Height component - */ - /** - * Rectangle object is an area defined by its position, as indicated by its top-left corner - * point (x, y) and by its width and its height. - * @memberof PIXI - */ - var Rectangle = /** @class */ (function () { - /** - * @param x - The X coordinate of the upper-left corner of the rectangle - * @param y - The Y coordinate of the upper-left corner of the rectangle - * @param width - The overall width of the rectangle - * @param height - The overall height of the rectangle - */ - function Rectangle(x, y, width, height) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (width === void 0) { width = 0; } - if (height === void 0) { height = 0; } - this.x = Number(x); - this.y = Number(y); - this.width = Number(width); - this.height = Number(height); - this.type = SHAPES.RECT; - } - Object.defineProperty(Rectangle.prototype, "left", { - /** Returns the left edge of the rectangle. */ - get: function () { - return this.x; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "right", { - /** Returns the right edge of the rectangle. */ - get: function () { - return this.x + this.width; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "top", { - /** Returns the top edge of the rectangle. */ - get: function () { - return this.y; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "bottom", { - /** Returns the bottom edge of the rectangle. */ - get: function () { - return this.y + this.height; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Rectangle, "EMPTY", { - /** A constant empty rectangle. */ - get: function () { - return new Rectangle(0, 0, 0, 0); - }, - enumerable: false, - configurable: true - }); - /** - * Creates a clone of this Rectangle - * @returns a copy of the rectangle - */ - Rectangle.prototype.clone = function () { - return new Rectangle(this.x, this.y, this.width, this.height); - }; - /** - * Copies another rectangle to this one. - * @param rectangle - The rectangle to copy from. - * @returns Returns itself. - */ - Rectangle.prototype.copyFrom = function (rectangle) { - this.x = rectangle.x; - this.y = rectangle.y; - this.width = rectangle.width; - this.height = rectangle.height; - return this; - }; - /** - * Copies this rectangle to another one. - * @param rectangle - The rectangle to copy to. - * @returns Returns given parameter. - */ - Rectangle.prototype.copyTo = function (rectangle) { - rectangle.x = this.x; - rectangle.y = this.y; - rectangle.width = this.width; - rectangle.height = this.height; - return rectangle; - }; - /** - * Checks whether the x and y coordinates given are contained within this Rectangle - * @param x - The X coordinate of the point to test - * @param y - The Y coordinate of the point to test - * @returns Whether the x/y coordinates are within this Rectangle - */ - Rectangle.prototype.contains = function (x, y) { - if (this.width <= 0 || this.height <= 0) { - return false; + /** + * Shuffle array (either in place or copied) + * from http://stackoverflow.com/questions/2450954/how-to-randomize-shuffle-a-javascript-array + * @param {Array} array + * @param {boolean} [copy=false] whether to shuffle in place (default) or return a new shuffled array + * @return {Array} a shuffled array + */ + + }, { + key: 'shuffle', + value: function shuffle(array, copy) { + if (copy) { + array = array.slice(); + } + if (array.length === 0) { + return array; + } + + var currentIndex = array.length, + temporaryValue = void 0, + randomIndex = void 0; + + // While there remain elements to shuffle... + while (0 !== currentIndex) { + // Pick a remaining element... + randomIndex = this.get(currentIndex); + currentIndex -= 1; + + // And swap it with the current element. + temporaryValue = array[currentIndex]; + array[currentIndex] = array[randomIndex]; + array[randomIndex] = temporaryValue; + } + return array; } - if (x >= this.x && x < this.x + this.width) { - if (y >= this.y && y < this.y + this.height) { - return true; + + /** + * picks a random element from an array + * @param {Array} array + * @return {*} + */ + + }, { + key: 'pick', + value: function pick(array, remove) { + if (!remove) { + return array[this.get(array.length)]; + } else { + var pick = this.get(array.length); + var temp = array[pick]; + array.splice(pick, 1); + return temp; } } - return false; - }; - /** - * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object. - * Returns true only if the area of the intersection is >0, this means that Rectangles - * sharing a side are not overlapping. Another side effect is that an arealess rectangle - * (width or height equal to zero) can't intersect any other rectangle. - * @param {Rectangle} other - The Rectangle to intersect with `this`. - * @param {Matrix} transform - The transformation matrix of `other`. - * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`. - */ - Rectangle.prototype.intersects = function (other, transform) { - if (!transform) { - var x0_1 = this.x < other.x ? other.x : this.x; - var x1_1 = this.right > other.right ? other.right : this.right; - if (x1_1 <= x0_1) { - return false; + + /** + * select a random collection of elements from an array + * @param {Array} array + * @param {number} count + * @param {Array} array of selected items + */ + + }, { + key: 'select', + value: function select(array, count) { + var select = [].concat(_toConsumableArray(array)); + var selected = []; + for (var i = 0; i < count; i++) { + var index = this.get(select.length); + selected.push.apply(selected, _toConsumableArray(select.splice(index, 1))); } - var y0_1 = this.y < other.y ? other.y : this.y; - var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom; - return y1_1 > y0_1; + return selected; } - var x0 = this.left; - var x1 = this.right; - var y0 = this.top; - var y1 = this.bottom; - if (x1 <= x0 || y1 <= y0) { - return false; + + /** + * returns a random property from an object + * from http://stackoverflow.com/questions/2532218/pick-random-property-from-a-javascript-object + * @param {object} obj + * @return {*} + */ + + }, { + key: 'property', + value: function property(obj) { + var result; + var count = 0; + for (var prop in obj) { + if (this.chance(1 / ++count)) { + result = prop; + } + } + return result; } - var lt = tempPoints[0].set(other.left, other.top); - var lb = tempPoints[1].set(other.left, other.bottom); - var rt = tempPoints[2].set(other.right, other.top); - var rb = tempPoints[3].set(other.right, other.bottom); - if (rt.x <= lt.x || lb.y <= lt.y) { - return false; + + /** + * creates a random set where each entry is a value between [min, max] + * @param {number} min + * @param {number} max + * @param {number} amount of numbers in set + * @param {number[]} + */ + + }, { + key: 'set', + value: function set(min, max, amount) { + var set = [], + all = [], + i; + for (i = min; i < max; i++) { + all.push(i); + } + + for (i = 0; i < amount; i++) { + var found = this.get(all.length); + set.push(all[found]); + all.splice(found, 1); + } + return set; } - var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c)); - if (s === 0) { - return false; + + /** + * returns a set of numbers with a randomly even distribution (i.e., no overlapping and filling the space) + * @param {number} start position + * @param {number} end position + * @param {number} count of non-start/end points + * @param {boolean} [includeStart=false] includes start point (count++) + * @param {boolean} [includeEnd=false] includes end point (count++) + * @param {boolean} [useFloat=false] + * @param {number[]} + */ + + }, { + key: 'distribution', + value: function distribution(start, end, count, includeStart, includeEnd, useFloat) { + var interval = Math.floor((end - start) / count); + var halfInterval = interval / 2; + var quarterInterval = interval / 4; + var set = []; + if (includeStart) { + set.push(start); + } + for (var i = 0; i < count; i++) { + set.push(start + i * interval + halfInterval + this.range(-quarterInterval, quarterInterval, useFloat)); + } + if (includeEnd) { + set.push(end); + } + return set; } - transform.apply(lt, lt); - transform.apply(lb, lb); - transform.apply(rt, rt); - transform.apply(rb, rb); - if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0 - || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1 - || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0 - || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) { - return false; + + /** + * returns a random number based on weighted probability between [min, max] + * from http://stackoverflow.com/questions/22656126/javascript-random-number-with-weighted-probability + * @param {number} min value + * @param {number} max value + * @param {number} target for average value + * @param {number} stddev - standard deviation + */ + + }, { + key: 'weightedProbabilityInt', + value: function weightedProbabilityInt(min, max, target, stddev) { + function normRand() { + var x1 = void 0, + x2 = void 0, + rad = void 0; + do { + x1 = 2 * this.get(1, true) - 1; + x2 = 2 * this.get(1, true) - 1; + rad = x1 * x1 + x2 * x2; + } while (rad >= 1 || rad === 0); + var c = Math.sqrt(-2 * Math.log(rad) / rad); + return x1 * c; + } + + stddev = stddev || 1; + if (Math.random() < 0.81546) { + while (true) { + var sample = normRand() * stddev + target; + if (sample >= min && sample <= max) { + return sample; + } + } + } else { + return this.range(min, max); + } } - var nx = s * (lb.y - lt.y); - var ny = s * (lt.x - lb.x); - var n00 = (nx * x0) + (ny * y0); - var n10 = (nx * x1) + (ny * y0); - var n01 = (nx * x0) + (ny * y1); - var n11 = (nx * x1) + (ny * y1); - if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y) - || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) { - return false; + + /** + * returns a random number within a circle with a normal distribution + * from https://stackoverflow.com/a/5838055/1955997 + * @param {number} x + * @param {number} y + * @param {number} radius + * @param {bool} [float] + * @returns {number[]} [x, y] + */ + + }, { + key: 'circle', + value: function circle(x, y, radius, float) { + var t = this.angle(); + var u = this.get(1, true) + this.get(1, true); + var r = u > 1 ? 2 - u : u; + if (float) { + return [x + r * Math.cos(t) * radius, y + r * Math.sin(t) * radius]; + } else { + return [Math.round(x + r * Math.cos(t) * radius), Math.round(y + r * Math.sin(t) * radius)]; + } } - var mx = s * (lt.y - rt.y); - var my = s * (rt.x - lt.x); - var m00 = (mx * x0) + (my * y0); - var m10 = (mx * x1) + (my * y0); - var m01 = (mx * x0) + (my * y1); - var m11 = (mx * x1) + (my * y1); - if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y) - || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) { - return false; + + /* + * returns a random hex color (0 - 0xffffff) + * @return {number} + */ + + }, { + key: 'color', + value: function color() { + return this.get(0xffffff); } - return true; - }; - /** - * Pads the rectangle making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. - * @returns Returns itself. - */ - Rectangle.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - this.x -= paddingX; - this.y -= paddingY; - this.width += paddingX * 2; - this.height += paddingY * 2; - return this; - }; - /** - * Fits this rectangle around the passed one. - * @param rectangle - The rectangle to fit. - * @returns Returns itself. - */ - Rectangle.prototype.fit = function (rectangle) { - var x1 = Math.max(this.x, rectangle.x); - var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.max(this.y, rectangle.y); - var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = Math.max(x2 - x1, 0); - this.y = y1; - this.height = Math.max(y2 - y1, 0); - return this; - }; - /** - * Enlarges rectangle that way its corners lie on grid - * @param resolution - resolution - * @param eps - precision - * @returns Returns itself. - */ - Rectangle.prototype.ceil = function (resolution, eps) { - if (resolution === void 0) { resolution = 1; } - if (eps === void 0) { eps = 0.001; } - var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution; - var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution; - this.x = Math.floor((this.x + eps) * resolution) / resolution; - this.y = Math.floor((this.y + eps) * resolution) / resolution; - this.width = x2 - this.x; - this.height = y2 - this.y; - return this; - }; + }]); + + return Random; + }(); + + var yyRandom = new Random(); + + // yy-counter + // In-browser counter to watch changeable values like counters or FPS + // David Figatner + // (c) YOPEY YOPEY LLC 2017 + // MIT License + // https://github.com/davidfig/counter + + var counter = class Counter + { /** - * Enlarges this rectangle to include the passed rectangle. - * @param rectangle - The rectangle to include. - * @returns Returns itself. + * @param {object} [options] + * @param {string} [options.side=rightbottom] side to place the panel (combination of right/left and bottom/top) + * @param {number} [options.padding=7px] + * @param {string} [options.color=white] + * @param {string} [options.background=rgba(0,0,0,0.5)] + * @param {*} {options.xxx} where xxx is a CSS style for the div */ - Rectangle.prototype.enlarge = function (rectangle) { - var x1 = Math.min(this.x, rectangle.x); - var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width); - var y1 = Math.min(this.y, rectangle.y); - var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height); - this.x = x1; - this.width = x2 - x1; - this.y = y1; - this.height = y2 - y1; - return this; - }; - Rectangle.prototype.toString = function () { - return "[@pixi/math:Rectangle x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; - }; - return Rectangle; - }()); + constructor(options) + { + options = options || {}; + options.side = options.side || 'rightbottom'; + options.side.toLowerCase(); + options.padding = options.padding || '7px'; + options.color = options.color || 'white'; + options.background = options.background || 'rgba(0,0,0,0.5)'; + this.div = document.createElement('div'); + Counter.findParent(options.side).appendChild(this.div); + for (let style in options) + { + if (style !== 'parent' && style !== 'side') + { + this.div.style[style] = options[style]; + } + } + } - /** - * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents - * the position on the horizontal axis and `y` represents the position on the vertical axis. - * - * An `ObservablePoint` is a point that triggers a callback when the point's position is changed. - * @memberof PIXI - */ - var ObservablePoint = /** @class */ (function () { /** - * Creates a new `ObservablePoint` - * @param cb - callback function triggered when `x` and/or `y` are changed - * @param scope - owner of callback - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=0] - position of the point on the y axis + * find the parent div for one of the corners + * @param {string} [options.side] side to place the panel (combination of right/left and bottom/top) + * @return {HTMLElement} */ - function ObservablePoint(cb, scope, x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - this._x = x; - this._y = y; - this.cb = cb; - this.scope = scope; + static findParent(side) + { + const styles = []; + let name = 'yy-counter-'; + if (side.indexOf('left') !== -1) + { + name += 'left-'; + styles['left'] = 0; + } + else + { + name += 'right-'; + styles['right'] = 0; + } + if (side.indexOf('top') !== -1) + { + name += 'top'; + styles['top'] = 0; + } + else + { + name += 'bottom'; + styles['bottom'] = 0; + } + const test = document.getElementById(name); + if (test) + { + return test + } + const container = document.createElement('div'); + container.id = name; + container.style.overflow = 'hidden'; + container.style.position = 'fixed'; + container.style.zIndex = 10000; + container.style.pointerEvents = 'none'; + container.style.userSelect = 'none'; + for (let style in styles) + { + container.style[style] = styles[style]; + } + document.body.appendChild(container); + return container } + /** - * Creates a clone of this point. - * The callback and scope params can be overridden otherwise they will default - * to the clone object's values. - * @override - * @param cb - The callback function triggered when `x` and/or `y` are changed - * @param scope - The owner of the callback - * @returns a copy of this observable point + * replaces the innerHTML of the console + * @param {string|number} text1 + * @param {string|number} [text2] + * @param {string|number} [...textn] any number of arguments */ - ObservablePoint.prototype.clone = function (cb, scope) { - if (cb === void 0) { cb = this.cb; } - if (scope === void 0) { scope = this.scope; } - return new ObservablePoint(cb, scope, this._x, this._y); - }; + log() + { + let s = ''; + for (let arg of arguments) + { + s += '
                                                                        ' + arg + '
                                                                        '; + } + this.div.innerHTML = s; + } + /** - * Sets the point to a new `x` and `y` position. - * If `y` is omitted, both `x` and `y` will be set to `x`. - * @param {number} [x=0] - position of the point on the x axis - * @param {number} [y=x] - position of the point on the y axis - * @returns The observable point instance itself + * appends to the innerHTML of the console + * @param {string|number} text1 + * @param {string|number} [text2] + * @param {string|number} [...textn] any number of arguments */ - ObservablePoint.prototype.set = function (x, y) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = x; } - if (this._x !== x || this._y !== y) { - this._x = x; - this._y = y; - this.cb.call(this.scope); + append() + { + let s = this.div.innerHTML; + for (let arg of arguments) + { + s += '
                                                                        ' + arg + '
                                                                        '; } - return this; - }; + this.div.innerHTML = s; + } + }; + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + + var __assign = function() { + __assign = Object.assign || function __assign(t) { + for (var s, i = 1, n = arguments.length; i < n; i++) { + s = arguments[i]; + for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p]; + } + return t; + }; + return __assign.apply(this, arguments); + }; + + var defaultFPSOptions = { + meter: true, + side: 'bottom-right', + FPS: 60, + tolerance: 1, + meterWidth: 100, + meterHeight: 25, + meterLineHeight: 4, + styles: { + 'background': 'rgba(0, 0, 0, 0.5)', + 'color': 'white', + }, + stylesFPS: { + 'padding': '0.1em 0.5em', + }, + text: ' FPS', + colorGreen: '#00ff00', + colorOrange: '#ffa500', + colorRed: '#ff0000', + zIndex: 1000, + }; + var FPS = /** @class */ (function () { /** - * Copies x and y from the given point (`p`) - * @param p - The point to copy from. Can be any of type that is or extends `IPointData` - * @returns The observable point instance itself + * @param [options] + * @param [options.meter=true] - include a meter with the FPS + * @param [options.side=bottom-right] - include any combination of left/right and top/bottom + * @param [options.FPS=60] - desired FPS + * @param [options.tolerance=1] - minimum tolerance for fluctuations in FPS number + * @param [options.meterWidth=100] - width of meter div + * @param [options.meterHeight=25] - height of meter div + * @param [options.meterLineHeight=4] - height of meter line + * @param [options.styles] - CSS styles to apply to the div (in javascript format) + * @param [options.stylesFPS] - CSS styles to apply to the FPS text (in javascript format) + * @param [options.stylesMeter] - CSS styles to apply to the FPS meter (in javascript format) + * @param [options.text=" FPS"] - change the text to the right of the FPS + * @param [options.colorGreen=#ffa500] green (good) color on meter + * @param [options.colorRed = #ff0000] red (bad) color on meter + * @param [options.zIndex = 1000] zIndex to assign to div */ - ObservablePoint.prototype.copyFrom = function (p) { - if (this._x !== p.x || this._y !== p.y) { - this._x = p.x; - this._y = p.y; - this.cb.call(this.scope); + function FPS(options) { + if (options === void 0) { options = {}; } + this.lastTime = 0; + this.frameNumber = 0; + this.lastFPS = 0; + this.options = __assign(__assign({}, defaultFPSOptions), options); + this.div = document.createElement('div'); + this.findParent(this.options.side || 'bottom-right').appendChild(this.div); + this.style(this.div, this.options.styles); + this.createDivFPS(); + if (this.options.meter) { + this.createDivMeter(); } - return this; - }; - /** - * Copies this point's x and y into that of the given point (`p`) - * @param p - The point to copy to. Can be any of type that is or extends `IPointData` - * @returns The point (`p`) with values updated - */ - ObservablePoint.prototype.copyTo = function (p) { - p.set(this._x, this._y); - return p; - }; - /** - * Accepts another point (`p`) and returns `true` if the given point is equal to this point - * @param p - The point to check - * @returns Returns `true` if both `x` and `y` are equal - */ - ObservablePoint.prototype.equals = function (p) { - return (p.x === this._x) && (p.y === this._y); - }; - ObservablePoint.prototype.toString = function () { - return "[@pixi/math:ObservablePoint x=" + 0 + " y=" + 0 + " scope=" + this.scope + "]"; - }; - Object.defineProperty(ObservablePoint.prototype, "x", { - /** Position of the observable point on the x axis. */ + } + Object.defineProperty(FPS.prototype, "fps", { + /** desired FPS */ get: function () { - return this._x; + return this.options.FPS; }, set: function (value) { - if (this._x !== value) { - this._x = value; - this.cb.call(this.scope); - } + this.options.FPS = value; }, enumerable: false, configurable: true }); - Object.defineProperty(ObservablePoint.prototype, "y", { - /** Position of the observable point on the y axis. */ + /** remove meter from DOM */ + FPS.prototype.remove = function () { + this.div.remove(); + }; + Object.defineProperty(FPS.prototype, "meter", { + /** meter (the FPS graph) is on or off */ get: function () { - return this._y; + return this.options.meter; }, set: function (value) { - if (this._y !== value) { - this._y = value; - this.cb.call(this.scope); + if (value) { + this.createDivMeter(); + } + else if (this.meterCanvas) { + this.meterCanvas.style.display = 'none'; } }, enumerable: false, configurable: true }); - return ObservablePoint; - }()); - - /** - * The PixiJS Matrix as a class makes it a lot faster. - * - * Here is a representation of it: - * ```js - * | a | c | tx| - * | b | d | ty| - * | 0 | 0 | 1 | - * ``` - * @memberof PIXI - */ - var Matrix = /** @class */ (function () { - /** - * @param a - x scale - * @param b - y skew - * @param c - x skew - * @param d - y scale - * @param tx - x translation - * @param ty - y translation - */ - function Matrix(a, b, c, d, tx, ty) { - if (a === void 0) { a = 1; } - if (b === void 0) { b = 0; } - if (c === void 0) { c = 0; } - if (d === void 0) { d = 1; } - if (tx === void 0) { tx = 0; } - if (ty === void 0) { ty = 0; } - this.array = null; - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - } - /** - * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: - * - * a = array[0] - * b = array[1] - * c = array[3] - * d = array[4] - * tx = array[2] - * ty = array[5] - * @param array - The array that the matrix will be populated from. - */ - Matrix.prototype.fromArray = function (array) { - this.a = array[0]; - this.b = array[1]; - this.c = array[3]; - this.d = array[4]; - this.tx = array[2]; - this.ty = array[5]; + FPS.prototype.style = function (div, style) { + for (var entry in style) { + div.style[entry] = style[entry]; + } }; - /** - * Sets the matrix properties. - * @param a - Matrix component - * @param b - Matrix component - * @param c - Matrix component - * @param d - Matrix component - * @param tx - Matrix component - * @param ty - Matrix component - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.set = function (a, b, c, d, tx, ty) { - this.a = a; - this.b = b; - this.c = c; - this.d = d; - this.tx = tx; - this.ty = ty; - return this; + FPS.prototype.createDivFPS = function () { + var divFPS = document.createElement('div'); + this.style(divFPS, this.options.stylesFPS); + this.div.appendChild(divFPS); + this.fpsSpan = document.createElement('span'); + divFPS.appendChild(this.fpsSpan); + var span = document.createElement('span'); + divFPS.appendChild(span); + span.innerText = this.options.text; }; - /** - * Creates an array from the current Matrix object. - * @param transpose - Whether we need to transpose the matrix or not - * @param [out=new Float32Array(9)] - If provided the array will be assigned to out - * @returns The newly created array which contains the matrix - */ - Matrix.prototype.toArray = function (transpose, out) { - if (!this.array) { - this.array = new Float32Array(9); - } - var array = out || this.array; - if (transpose) { - array[0] = this.a; - array[1] = this.b; - array[2] = 0; - array[3] = this.c; - array[4] = this.d; - array[5] = 0; - array[6] = this.tx; - array[7] = this.ty; - array[8] = 1; + FPS.prototype.createDivMeter = function () { + if (!this.meterCanvas) { + this.meterCanvas = document.createElement('canvas'); + this.div.appendChild(this.meterCanvas); + this.meterCanvas.width = this.options.meterWidth; + this.meterCanvas.height = this.options.meterHeight; + this.meterCanvas.style.width = this.options.meterWidth + 'px'; + this.meterCanvas.style.height = this.options.meterHeight + 'px'; + this.style(this.meterCanvas, this.options.stylesMeter); + this.meterContext = this.meterCanvas.getContext('2d'); } else { - array[0] = this.a; - array[1] = this.c; - array[2] = this.tx; - array[3] = this.b; - array[4] = this.d; - array[5] = this.ty; - array[6] = 0; - array[7] = 0; - array[8] = 1; - } - return array; - }; - /** - * Get a new position with the current transformation applied. - * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, transformed through this matrix - */ - Matrix.prototype.apply = function (pos, newPos) { - newPos = (newPos || new Point()); - var x = pos.x; - var y = pos.y; - newPos.x = (this.a * x) + (this.c * y) + this.tx; - newPos.y = (this.b * x) + (this.d * y) + this.ty; - return newPos; - }; - /** - * Get a new position with the inverse of the current transformation applied. - * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) - * @param pos - The origin - * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) - * @returns {PIXI.Point} The new point, inverse-transformed through this matrix - */ - Matrix.prototype.applyInverse = function (pos, newPos) { - newPos = (newPos || new Point()); - var id = 1 / ((this.a * this.d) + (this.c * -this.b)); - var x = pos.x; - var y = pos.y; - newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id); - newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id); - return newPos; - }; - /** - * Translates the matrix on the x and y. - * @param x - How much to translate x by - * @param y - How much to translate y by - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.translate = function (x, y) { - this.tx += x; - this.ty += y; - return this; - }; - /** - * Applies a scale transformation to the matrix. - * @param x - The amount to scale horizontally - * @param y - The amount to scale vertically - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.scale = function (x, y) { - this.a *= x; - this.d *= y; - this.c *= x; - this.b *= y; - this.tx *= x; - this.ty *= y; - return this; - }; - /** - * Applies a rotation transformation to the matrix. - * @param angle - The angle in radians. - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.rotate = function (angle) { - var cos = Math.cos(angle); - var sin = Math.sin(angle); - var a1 = this.a; - var c1 = this.c; - var tx1 = this.tx; - this.a = (a1 * cos) - (this.b * sin); - this.b = (a1 * sin) + (this.b * cos); - this.c = (c1 * cos) - (this.d * sin); - this.d = (c1 * sin) + (this.d * cos); - this.tx = (tx1 * cos) - (this.ty * sin); - this.ty = (tx1 * sin) + (this.ty * cos); - return this; - }; - /** - * Appends the given Matrix to this Matrix. - * @param matrix - The matrix to append. - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.append = function (matrix) { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - this.a = (matrix.a * a1) + (matrix.b * c1); - this.b = (matrix.a * b1) + (matrix.b * d1); - this.c = (matrix.c * a1) + (matrix.d * c1); - this.d = (matrix.c * b1) + (matrix.d * d1); - this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx; - this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty; - return this; - }; - /** - * Sets the matrix based on all the available properties - * @param x - Position on the x axis - * @param y - Position on the y axis - * @param pivotX - Pivot on the x axis - * @param pivotY - Pivot on the y axis - * @param scaleX - Scale on the x axis - * @param scaleY - Scale on the y axis - * @param rotation - Rotation in radians - * @param skewX - Skew on the x axis - * @param skewY - Skew on the y axis - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) { - this.a = Math.cos(rotation + skewY) * scaleX; - this.b = Math.sin(rotation + skewY) * scaleX; - this.c = -Math.sin(rotation - skewX) * scaleY; - this.d = Math.cos(rotation - skewX) * scaleY; - this.tx = x - ((pivotX * this.a) + (pivotY * this.c)); - this.ty = y - ((pivotX * this.b) + (pivotY * this.d)); - return this; - }; - /** - * Prepends the given Matrix to this Matrix. - * @param matrix - The matrix to prepend - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.prepend = function (matrix) { - var tx1 = this.tx; - if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) { - var a1 = this.a; - var c1 = this.c; - this.a = (a1 * matrix.a) + (this.b * matrix.c); - this.b = (a1 * matrix.b) + (this.b * matrix.d); - this.c = (c1 * matrix.a) + (this.d * matrix.c); - this.d = (c1 * matrix.b) + (this.d * matrix.d); + this.meterCanvas.style.display = 'block'; } - this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx; - this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty; - return this; }; - /** - * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. - * @param transform - The transform to apply the properties to. - * @returns The transform with the newly applied properties - */ - Matrix.prototype.decompose = function (transform) { - // sort out rotation / skew.. - var a = this.a; - var b = this.b; - var c = this.c; - var d = this.d; - var pivot = transform.pivot; - var skewX = -Math.atan2(-c, d); - var skewY = Math.atan2(b, a); - var delta = Math.abs(skewX + skewY); - if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) { - transform.rotation = skewY; - transform.skew.x = transform.skew.y = 0; + /** call this at the end of the frame to calculate FPS */ + FPS.prototype.frame = function () { + this.frameNumber++; + var currentTime = performance.now() - this.lastTime; + // skip large differences to remove garbage + if (currentTime > 500) { + if (this.lastTime !== 0) { + this.lastFPS = Math.floor(this.frameNumber / (currentTime / 1000)); + if (this.lastFPS > this.options.FPS || + (this.lastFPS >= this.options.FPS - this.options.tolerance && + this.lastFPS <= this.options.FPS + this.options.tolerance)) { + this.lastFPS = this.options.FPS; + } + } + this.lastTime = performance.now(); + this.frameNumber = 0; } - else { - transform.rotation = 0; - transform.skew.x = skewX; - transform.skew.y = skewY; + this.fpsSpan.innerText = this.lastFPS === 0 ? '--' : this.lastFPS + ''; + if (this.options.meter && this.lastFPS !== 0) { + this.meterUpdate(this.lastFPS / this.options.FPS); } - // next set scale - transform.scale.x = Math.sqrt((a * a) + (b * b)); - transform.scale.y = Math.sqrt((c * c) + (d * d)); - // next set position - transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c)); - transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d)); - return transform; - }; - /** - * Inverts this matrix - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.invert = function () { - var a1 = this.a; - var b1 = this.b; - var c1 = this.c; - var d1 = this.d; - var tx1 = this.tx; - var n = (a1 * d1) - (b1 * c1); - this.a = d1 / n; - this.b = -b1 / n; - this.c = -c1 / n; - this.d = a1 / n; - this.tx = ((c1 * this.ty) - (d1 * tx1)) / n; - this.ty = -((a1 * this.ty) - (b1 * tx1)) / n; - return this; - }; - /** - * Resets this Matrix to an identity (default) matrix. - * @returns This matrix. Good for chaining method calls. - */ - Matrix.prototype.identity = function () { - this.a = 1; - this.b = 0; - this.c = 0; - this.d = 1; - this.tx = 0; - this.ty = 0; - return this; }; /** - * Creates a new Matrix object with the same values as this one. - * @returns A copy of this matrix. Good for chaining method calls. + * From https://github.com/bgrins/TinyColor#readme + * Mix two RGP colors + * @param color1 - first color + * @param color2 - second color + * @param percent - percent to mix */ - Matrix.prototype.clone = function () { - var matrix = new Matrix(); - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; + FPS.prototype.mix = function (color1, color2, percent) { + var rgb = function (color) { + return { + r: parseInt(color.substr(1, 2), 16), + g: parseInt(color.substr(3, 2), 16), + b: parseInt(color.substr(5, 2), 16), + }; + }; + var digit2 = function (n) { + n = Math.floor(n); + if (n.toString().length === 1) { + return '0' + n.toString(16); + } + else { + return n.toString(16); + } + }; + var rgb1 = rgb(color1); + var rgb2 = rgb(color2); + var r = digit2(rgb1.r * percent + rgb2.r * (1 - percent)); + var g = digit2(rgb1.g * percent + rgb2.g * (1 - percent)); + var b = digit2(rgb1.b * percent + rgb2.b * (1 - percent)); + return "#" + r + g + b; }; - /** - * Changes the values of the given matrix to be the same as the ones in this matrix - * @param matrix - The matrix to copy to. - * @returns The matrix given in parameter with its values updated. - */ - Matrix.prototype.copyTo = function (matrix) { - matrix.a = this.a; - matrix.b = this.b; - matrix.c = this.c; - matrix.d = this.d; - matrix.tx = this.tx; - matrix.ty = this.ty; - return matrix; + FPS.prototype.meterUpdate = function (percent) { + var data = this.meterContext.getImageData(0, 0, this.meterCanvas.width, this.meterCanvas.height); + this.meterContext.putImageData(data, -1, 0); + this.meterContext.clearRect(this.meterCanvas.width - 1, 0, 1, this.meterCanvas.height); + if (percent <= 0.5) { + this.meterContext.fillStyle = this.mix(this.options.colorRed, this.options.colorOrange, 1 - percent * 2); + } + else { + this.meterContext.fillStyle = this.mix(this.options.colorGreen, this.options.colorOrange, (percent - 0.5) * 2); + } + var height = (this.meterCanvas.height - this.options.meterLineHeight) * (1 - percent); + this.meterContext.fillRect(this.meterCanvas.width - 1, height, 1, this.options.meterLineHeight); }; /** - * Changes the values of the matrix to be the same as the ones in given matrix - * @param {PIXI.Matrix} matrix - The matrix to copy from. - * @returns {PIXI.Matrix} this + * find the parent div for one of the corners + * @param side side to place the panel (combination of right/left and bottom/top) + * @return {HTMLElement} */ - Matrix.prototype.copyFrom = function (matrix) { - this.a = matrix.a; - this.b = matrix.b; - this.c = matrix.c; - this.d = matrix.d; - this.tx = matrix.tx; - this.ty = matrix.ty; - return this; - }; - Matrix.prototype.toString = function () { - return "[@pixi/math:Matrix a=" + this.a + " b=" + this.b + " c=" + this.c + " d=" + this.d + " tx=" + this.tx + " ty=" + this.ty + "]"; + FPS.prototype.findParent = function (side) { + var styles = []; + var name = 'yy-counter-'; + if (side.indexOf('left') !== -1) { + name += 'left-'; + styles['left'] = 0; + } + else { + name += 'right-'; + styles['right'] = 0; + } + if (side.indexOf('top') !== -1) { + name += 'top'; + styles['top'] = 0; + } + else { + name += 'bottom'; + styles['bottom'] = 0; + } + var test = document.getElementById(name); + if (test) { + return test; + } + var container = document.createElement('div'); + container.id = name; + container.style.overflow = 'hidden'; + container.style.position = 'fixed'; + container.style.zIndex = this.options.zIndex.toString(); + container.style.pointerEvents = 'none'; + container.style.userSelect = 'none'; + for (var style in styles) { + container.style[style] = styles[style]; + } + document.body.appendChild(container); + return container; }; - Object.defineProperty(Matrix, "IDENTITY", { - /** - * A default (identity) matrix - * @readonly - */ - get: function () { - return new Matrix(); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Matrix, "TEMP_MATRIX", { - /** - * A temp matrix - * @readonly - */ - get: function () { - return new Matrix(); - }, - enumerable: false, - configurable: true - }); - return Matrix; + return FPS; }()); - // Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group - /* - * Transform matrix for operation n is: - * | ux | vx | - * | uy | vy | - */ - var ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; - var uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; - var vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; - /* - * Alias for {@code Math.sign}. - */ - var signum = Math.sign; - /* - * Initializes `rotationCayley` and `rotationMatrices`. It is called - * only once below. - */ - function init() { - for (var i = 0; i < 16; i++) { - var row = []; - for (var j = 0; j < 16; j++) { - /* Multiplies rotation matrices i and j. */ - var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j])); - var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j])); - var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j])); - var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j])); - /* Finds rotation matrix matching the product and pushes it. */ - for (var k = 0; k < 16; k++) { - if (ux[k] === _ux && uy[k] === _uy - && vx[k] === _vx && vy[k] === _vy) { - row.push(k); - break; - } - } - } - } - for (var i = 0; i < 16; i++) { - var mat = new Matrix(); - mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0); - } - } - init(); + const defaultOptions = { + threshold: 10, + clicked: true, + mouse: true, + touch: 1, + doubleClicked: false, + doubleClickedTime: 300, + longClicked: false, + longClickedTime: 500, + capture: false, + clickDown: false + }; + function clicked(element, callback, options) { + return new Clicked(element, callback, options); + } + class Clicked { + constructor(element, callback, options) { + if (typeof element === 'string') { + element = document.querySelector(element); + if (!element) { + console.warn(`Unknown element: document.querySelector(${element}) in clicked()`); + return; + } + } + this.element = element; + this.callback = callback; + this.options = Object.assign(Object.assign({}, defaultOptions), options); + this.createListeners(); + } + createListeners() { + this.events = { + mousedown: (e) => this.mousedown(e), + mouseup: (e) => this.mouseup(e), + mousemove: (e) => this.mousemove(e), + touchstart: (e) => this.touchstart(e), + touchmove: (e) => this.touchmove(e), + touchcancel: () => this.cancel(), + touchend: (e) => this.touchend(e) + }; + this.element.addEventListener('mousedown', this.events.mousedown, { capture: this.options.capture }); + this.element.addEventListener('mouseup', this.events.mouseup, { capture: this.options.capture }); + this.element.addEventListener('mousemove', this.events.mousemove, { capture: this.options.capture }); + this.element.addEventListener('touchstart', this.events.touchstart, { passive: true, capture: this.options.capture }); + this.element.addEventListener('touchmove', this.events.touchmove, { passive: true, capture: this.options.capture }); + this.element.addEventListener('touchcancel', this.events.touchcancel, { capture: this.options.capture }); + this.element.addEventListener('touchend', this.events.touchend, { capture: this.options.capture }); + } + destroy() { + this.element.removeEventListener('mousedown', this.events.mousedown); + this.element.removeEventListener('mouseup', this.events.mouseup); + this.element.removeEventListener('mousemove', this.events.mousemove); + this.element.removeEventListener('touchstart', this.events.touchstart); + this.element.removeEventListener('touchmove', this.events.touchmove); + this.element.removeEventListener('touchcancel', this.events.touchcancel); + this.element.removeEventListener('touchend', this.events.touchend); + } + touchstart(e) { + if (this.options.touch) { + if (this.down === true) { + this.cancel(); + } + else { + if (this.options.touch === true || e.touches.length <= this.options.touch) { + this.handleDown(e, e.changedTouches[0].screenX, e.changedTouches[0].screenY); + } + } + } + } + pastThreshold(x, y) { + return Math.abs(this.lastX - x) > this.options.threshold || Math.abs(this.lastY - y) > this.options.threshold; + } + touchmove(e) { + if (this.down) { + if (e.touches.length !== 1) { + this.cancel(); + } + else { + const x = e.changedTouches[0].screenX; + const y = e.changedTouches[0].screenY; + if (this.pastThreshold(x, y)) { + this.cancel(); + } + } + } + } + cancel() { + this.down = false; + if (this.doubleClickedTimeout) { + clearTimeout(this.doubleClickedTimeout); + this.doubleClickedTimeout = null; + } + if (this.longClickedTimeout) { + clearTimeout(this.longClickedTimeout); + this.longClickedTimeout = null; + } + } + touchend(e) { + if (this.down) { + e.preventDefault(); + this.handleClicks(e); + } + } + handleClicks(e) { + if (this.options.doubleClicked) { + this.doubleClickedTimeout = this.setTimeout(() => this.doubleClickedCancel(e), this.options.doubleClickedTime); + } + else if (this.options.clicked) { + this.callback({ event: e, type: 'clicked' }); + } + if (this.longClickedTimeout) { + clearTimeout(this.longClickedTimeout); + this.longClickedTimeout = null; + } + this.down = false; + } + handleDown(e, x, y) { + if (this.doubleClickedTimeout) { + if (this.pastThreshold(x, y)) { + if (this.options.clicked) { + this.callback({ event: e, type: 'clicked' }); + } + this.cancel(); + } + else { + this.callback({ event: e, type: 'double-clicked' }); + this.cancel(); + } + } + else { + this.lastX = x; + this.lastY = y; + this.down = true; + if (this.options.longClicked) { + this.longClickedTimeout = this.setTimeout(() => this.longClicked(e), this.options.longClickedTime); + } + if (this.options.clickDown) { + this.callback({ event: e, type: 'click-down' }); + } + } + } + longClicked(e) { + this.longClickedTimeout = null; + this.down = false; + this.callback({ event: e, type: 'long-clicked' }); + } + doubleClickedCancel(e) { + this.doubleClickedTimeout = null; + if (this.options.clicked) { + this.callback({ event: e, type: 'clicked' }); + } + } + checkMouseButtons(e) { + if (this.options.mouse === false) { + return false; + } + else if (this.options.mouse === true) { + return true; + } + else if (e.button === 0) { + return this.options.mouse.indexOf('left') !== -1; + } + else if (e.button === 1) { + return this.options.mouse.indexOf('middle') !== -1; + } + else if (e.button === 2) { + return this.options.mouse.indexOf('right') !== -1; + } + } + mousedown(e) { + if (this.checkMouseButtons(e)) { + if (this.down === true) { + this.down = false; + } + else { + this.handleDown(e, e.screenX, e.screenY); + } + } + } + mousemove(e) { + if (this.down) { + const x = e.screenX; + const y = e.screenY; + if (this.pastThreshold(x, y)) { + this.cancel(); + } + } + } + mouseup(e) { + if (this.down) { + e.preventDefault(); + this.handleClicks(e); + } + } + setTimeout(callback, time) { + return setTimeout(callback, time); + } + } + + var penner = {exports: {}}; + + (function (module, exports) { + /* + Copyright © 2001 Robert Penner + All rights reserved. + + Redistribution and use in source and binary forms, with or without modification, + are permitted provided that the following conditions are met: + + Redistributions of source code must retain the above copyright notice, this list of + conditions and the following disclaimer. + Redistributions in binary form must reproduce the above copyright notice, this list + of conditions and the following disclaimer in the documentation and/or other materials + provided with the distribution. + + Neither the name of the author nor the names of contributors may be used to endorse + or promote products derived from this software without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY + EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF + MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE + COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE + GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED + AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING + NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED + OF THE POSSIBILITY OF SUCH DAMAGE. + */ + + (function() { + var penner, umd; + + umd = function(factory) { + { + return module.exports = factory; + } + }; + + penner = { + linear: function(t, b, c, d) { + return c * t / d + b; + }, + easeInQuad: function(t, b, c, d) { + return c * (t /= d) * t + b; + }, + easeOutQuad: function(t, b, c, d) { + return -c * (t /= d) * (t - 2) + b; + }, + easeInOutQuad: function(t, b, c, d) { + if ((t /= d / 2) < 1) { + return c / 2 * t * t + b; + } else { + return -c / 2 * ((--t) * (t - 2) - 1) + b; + } + }, + easeInCubic: function(t, b, c, d) { + return c * (t /= d) * t * t + b; + }, + easeOutCubic: function(t, b, c, d) { + return c * ((t = t / d - 1) * t * t + 1) + b; + }, + easeInOutCubic: function(t, b, c, d) { + if ((t /= d / 2) < 1) { + return c / 2 * t * t * t + b; + } else { + return c / 2 * ((t -= 2) * t * t + 2) + b; + } + }, + easeInQuart: function(t, b, c, d) { + return c * (t /= d) * t * t * t + b; + }, + easeOutQuart: function(t, b, c, d) { + return -c * ((t = t / d - 1) * t * t * t - 1) + b; + }, + easeInOutQuart: function(t, b, c, d) { + if ((t /= d / 2) < 1) { + return c / 2 * t * t * t * t + b; + } else { + return -c / 2 * ((t -= 2) * t * t * t - 2) + b; + } + }, + easeInQuint: function(t, b, c, d) { + return c * (t /= d) * t * t * t * t + b; + }, + easeOutQuint: function(t, b, c, d) { + return c * ((t = t / d - 1) * t * t * t * t + 1) + b; + }, + easeInOutQuint: function(t, b, c, d) { + if ((t /= d / 2) < 1) { + return c / 2 * t * t * t * t * t + b; + } else { + return c / 2 * ((t -= 2) * t * t * t * t + 2) + b; + } + }, + easeInSine: function(t, b, c, d) { + return -c * Math.cos(t / d * (Math.PI / 2)) + c + b; + }, + easeOutSine: function(t, b, c, d) { + return c * Math.sin(t / d * (Math.PI / 2)) + b; + }, + easeInOutSine: function(t, b, c, d) { + return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b; + }, + easeInExpo: function(t, b, c, d) { + if (t === 0) { + return b; + } else { + return c * Math.pow(2, 10 * (t / d - 1)) + b; + } + }, + easeOutExpo: function(t, b, c, d) { + if (t === d) { + return b + c; + } else { + return c * (-Math.pow(2, -10 * t / d) + 1) + b; + } + }, + easeInOutExpo: function(t, b, c, d) { + if ((t /= d / 2) < 1) { + return c / 2 * Math.pow(2, 10 * (t - 1)) + b; + } else { + return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b; + } + }, + easeInCirc: function(t, b, c, d) { + return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b; + }, + easeOutCirc: function(t, b, c, d) { + return c * Math.sqrt(1 - (t = t / d - 1) * t) + b; + }, + easeInOutCirc: function(t, b, c, d) { + if ((t /= d / 2) < 1) { + return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b; + } else { + return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b; + } + }, + easeInElastic: function(t, b, c, d) { + var a, p, s; + s = 1.70158; + p = 0; + a = c; + if (t === 0) ; else if ((t /= d) === 1) ; + if (!p) { + p = d * .3; + } + if (a < Math.abs(c)) { + a = c; + s = p / 4; + } else { + s = p / (2 * Math.PI) * Math.asin(c / a); + } + return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b; + }, + easeOutElastic: function(t, b, c, d) { + var a, p, s; + s = 1.70158; + p = 0; + a = c; + if (t === 0) ; else if ((t /= d) === 1) ; + if (!p) { + p = d * .3; + } + if (a < Math.abs(c)) { + a = c; + s = p / 4; + } else { + s = p / (2 * Math.PI) * Math.asin(c / a); + } + return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b; + }, + easeInOutElastic: function(t, b, c, d) { + var a, p, s; + s = 1.70158; + p = 0; + a = c; + if (t === 0) ; else if ((t /= d / 2) === 2) ; + if (!p) { + p = d * (.3 * 1.5); + } + if (a < Math.abs(c)) { + a = c; + s = p / 4; + } else { + s = p / (2 * Math.PI) * Math.asin(c / a); + } + if (t < 1) { + return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b; + } else { + return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b; + } + }, + easeInBack: function(t, b, c, d, s) { + if (s === void 0) { + s = 1.70158; + } + return c * (t /= d) * t * ((s + 1) * t - s) + b; + }, + easeOutBack: function(t, b, c, d, s) { + if (s === void 0) { + s = 1.70158; + } + return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b; + }, + easeInOutBack: function(t, b, c, d, s) { + if (s === void 0) { + s = 1.70158; + } + if ((t /= d / 2) < 1) { + return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b; + } else { + return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b; + } + }, + easeInBounce: function(t, b, c, d) { + var v; + v = penner.easeOutBounce(d - t, 0, c, d); + return c - v + b; + }, + easeOutBounce: function(t, b, c, d) { + if ((t /= d) < 1 / 2.75) { + return c * (7.5625 * t * t) + b; + } else if (t < 2 / 2.75) { + return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b; + } else if (t < 2.5 / 2.75) { + return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b; + } else { + return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b; + } + }, + easeInOutBounce: function(t, b, c, d) { + var v; + if (t < d / 2) { + v = penner.easeInBounce(t * 2, 0, c, d); + return v * .5 + b; + } else { + v = penner.easeOutBounce(t * 2 - d, 0, c, d); + return v * .5 + c * .5 + b; + } + } + }; + + umd(penner); - /** - * Transform that takes care about its versions. - * @memberof PIXI + }).call(commonjsGlobal$2); + } (penner)); + + var _createClass$5 = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + function _classCallCheck$5(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + /** + * create number entry + * @private + * @param {string} entry + * @param {number} start + * @param {number} to + * @param {string} [units] */ - var Transform = /** @class */ (function () { - function Transform() { - this.worldTransform = new Matrix(); - this.localTransform = new Matrix(); - this.position = new ObservablePoint(this.onChange, this, 0, 0); - this.scale = new ObservablePoint(this.onChange, this, 1, 1); - this.pivot = new ObservablePoint(this.onChange, this, 0, 0); - this.skew = new ObservablePoint(this.updateSkew, this, 0, 0); - this._rotation = 0; - this._cx = 1; - this._sx = 0; - this._cy = 0; - this._sy = 1; - this._localID = 0; - this._currentLocalID = 0; - this._worldID = 0; - this._parentID = 0; + var number = function () { + function Number(element, entry, start, to, units) { + _classCallCheck$5(this, Number); + + this.element = element; + this.entry = entry; + this.to = to; + this.start = start; + this.delta = to - start; + this.units = units || ''; } - /** Called when a value changes. */ - Transform.prototype.onChange = function () { - this._localID++; - }; - /** Called when the skew or the rotation changes. */ - Transform.prototype.updateSkew = function () { - this._cx = Math.cos(this._rotation + this.skew.y); - this._sx = Math.sin(this._rotation + this.skew.y); - this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2 - this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2 - this._localID++; - }; - Transform.prototype.toString = function () { - return "[@pixi/math:Transform " - + ("position=(" + this.position.x + ", " + this.position.y + ") ") - + ("rotation=" + this.rotation + " ") - + ("scale=(" + this.scale.x + ", " + this.scale.y + ") ") - + ("skew=(" + this.skew.x + ", " + this.skew.y + ") ") - + "]"; - }; - /** Updates the local transformation matrix. */ - Transform.prototype.updateLocalTransform = function () { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; - } - }; - /** - * Updates the local and the world transformation matrices. - * @param parentTransform - The parent transform - */ - Transform.prototype.updateTransform = function (parentTransform) { - var lt = this.localTransform; - if (this._localID !== this._currentLocalID) { - // get the matrix values of the displayobject based on its transform properties.. - lt.a = this._cx * this.scale.x; - lt.b = this._sx * this.scale.x; - lt.c = this._cy * this.scale.y; - lt.d = this._sy * this.scale.y; - lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); - lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); - this._currentLocalID = this._localID; - // force an update.. - this._parentID = -1; + + _createClass$5(Number, [{ + key: 'update', + value: function update(percent) { + this.element.style[this.entry] = this.start + this.delta * percent + this.units; } - if (this._parentID !== parentTransform._worldID) { - // concat the parent matrix with the objects transform. - var pt = parentTransform.worldTransform; - var wt = this.worldTransform; - wt.a = (lt.a * pt.a) + (lt.b * pt.c); - wt.b = (lt.a * pt.b) + (lt.b * pt.d); - wt.c = (lt.c * pt.a) + (lt.d * pt.c); - wt.d = (lt.c * pt.b) + (lt.d * pt.d); - wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx; - wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty; - this._parentID = parentTransform._worldID; - // update the id of the transform.. - this._worldID++; + }, { + key: 'reverse', + value: function reverse() { + var swap = this.to; + this.to = this.start; + this.start = swap; + this.delta = -this.delta; } - }; - /** - * Decomposes a matrix and sets the transforms properties based on it. - * @param matrix - The matrix to decompose - */ - Transform.prototype.setFromMatrix = function (matrix) { - matrix.decompose(this); - this._localID++; - }; - Object.defineProperty(Transform.prototype, "rotation", { - /** The rotation of the object in radians. */ - get: function () { - return this._rotation; - }, - set: function (value) { - if (this._rotation !== value) { - this._rotation = value; - this.updateSkew(); - } - }, - enumerable: false, - configurable: true - }); - /** A default (identity) transform. */ - Transform.IDENTITY = new Transform(); - return Transform; - }()); + }]); - /*! - * @pixi/display - v6.5.7 - * Compiled Thu, 20 Oct 2022 15:13:33 UTC - * - * @pixi/display is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ + return Number; + }(); - /** - * Sets the default value for the container property 'sortableChildren'. - * If set to true, the container will sort its children by zIndex value - * when updateTransform() is called, or manually if sortChildren() is called. - * - * This actually changes the order of elements in the array, so should be treated - * as a basic solution that is not performant compared to other solutions, - * such as @link https://github.com/pixijs/pixi-display - * - * Also be aware of that this may not work nicely with the addChildAt() function, - * as the zIndex sorting may cause the child to automatically sorted to another position. - * @static - * @constant - * @name SORTABLE_CHILDREN - * @memberof PIXI.settings - * @type {boolean} - * @default false - */ - settings$2.SORTABLE_CHILDREN = false; + var _createClass$4 = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); - /** - * 'Builder' pattern for bounds rectangles. - * - * This could be called an Axis-Aligned Bounding Box. - * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems. - * @memberof PIXI - */ - var Bounds = /** @class */ (function () { - function Bounds() { - this.minX = Infinity; - this.minY = Infinity; - this.maxX = -Infinity; - this.maxY = -Infinity; - this.rect = null; - this.updateID = -1; + function _classCallCheck$4(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + var color = function () { + function Color(element, style, colors, interval) { + _classCallCheck$4(this, Color); + + this.element = element; + this.style = style; + if (Array.isArray(colors)) { + this.colors = colors; + } else { + this.colors = [colors]; + } + this.colors.push(element.style[style]); + this.interval = interval; } - /** - * Checks if bounds are empty. - * @returns - True if empty. - */ - Bounds.prototype.isEmpty = function () { - return this.minX > this.maxX || this.minY > this.maxY; - }; - /** Clears the bounds and resets. */ - Bounds.prototype.clear = function () { - this.minX = Infinity; - this.minY = Infinity; - this.maxX = -Infinity; - this.maxY = -Infinity; - }; - /** - * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle - * It is not guaranteed that it will return tempRect - * @param rect - Temporary object will be used if AABB is not empty - * @returns - A rectangle of the bounds - */ - Bounds.prototype.getRectangle = function (rect) { - if (this.minX > this.maxX || this.minY > this.maxY) { - return Rectangle.EMPTY; + + _createClass$4(Color, [{ + key: "update", + value: function update(percent, time) { + var elementStyle = this.element.style; + var style = this.style; + var colors = this.colors; + var i = Math.floor(time / this.interval); + var color = colors[i]; + if (elementStyle[style] !== color) { + elementStyle[style] = colors[i]; + } } - rect = rect || new Rectangle(0, 0, 1, 1); - rect.x = this.minX; - rect.y = this.minY; - rect.width = this.maxX - this.minX; - rect.height = this.maxY - this.minY; - return rect; - }; - /** - * This function should be inlined when its possible. - * @param point - The point to add. - */ - Bounds.prototype.addPoint = function (point) { - this.minX = Math.min(this.minX, point.x); - this.maxX = Math.max(this.maxX, point.x); - this.minY = Math.min(this.minY, point.y); - this.maxY = Math.max(this.maxY, point.y); - }; - /** - * Adds a point, after transformed. This should be inlined when its possible. - * @param matrix - * @param point - */ - Bounds.prototype.addPointMatrix = function (matrix, point) { - var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty; - var x = (a * point.x) + (c * point.y) + tx; - var y = (b * point.x) + (d * point.y) + ty; - this.minX = Math.min(this.minX, x); - this.maxX = Math.max(this.maxX, x); - this.minY = Math.min(this.minY, y); - this.maxY = Math.max(this.maxY, y); - }; - /** - * Adds a quad, not transformed - * @param vertices - The verts to add. - */ - Bounds.prototype.addQuad = function (vertices) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - var x = vertices[0]; - var y = vertices[1]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[2]; - y = vertices[3]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[4]; - y = vertices[5]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = vertices[6]; - y = vertices[7]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Adds sprite frame, transformed. - * @param transform - transform to apply - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - */ - Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) { - this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1); - }; - /** - * Adds sprite frame, multiplied by matrix - * @param matrix - matrix to apply - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - */ - Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) { - var a = matrix.a; - var b = matrix.b; - var c = matrix.c; - var d = matrix.d; - var tx = matrix.tx; - var ty = matrix.ty; - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - var x = (a * x0) + (c * y0) + tx; - var y = (b * x0) + (d * y0) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x1) + (c * y0) + tx; - y = (b * x1) + (d * y0) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x0) + (c * y1) + tx; - y = (b * x0) + (d * y1) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - x = (a * x1) + (c * y1) + tx; - y = (b * x1) + (d * y1) + ty; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Adds screen vertices from array - * @param vertexData - calculated vertices - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - */ - Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - for (var i = beginOffset; i < endOffset; i += 2) { - var x = vertexData[i]; - var y = vertexData[i + 1]; - minX = x < minX ? x : minX; - minY = y < minY ? y : minY; - maxX = x > maxX ? x : maxX; - maxY = y > maxY ? y : maxY; + }, { + key: "reverse", + value: function reverse() { + var reverse = []; + var colors = this.colors; + for (var color in colors) { + reverse.unshift(colors[color]); + } + reverse.push(reverse.shift()); + this.colors = reverse; } - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Add an array of mesh vertices - * @param transform - mesh transform - * @param vertices - mesh coordinates in array - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - */ - Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) { - this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset); - }; - /** - * Add an array of mesh vertices. - * @param matrix - mesh matrix - * @param vertices - mesh coordinates in array - * @param beginOffset - begin offset - * @param endOffset - end offset, excluded - * @param padX - x padding - * @param padY - y padding - */ - Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) { - if (padX === void 0) { padX = 0; } - if (padY === void 0) { padY = padX; } - var a = matrix.a; - var b = matrix.b; - var c = matrix.c; - var d = matrix.d; - var tx = matrix.tx; - var ty = matrix.ty; - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - for (var i = beginOffset; i < endOffset; i += 2) { - var rawX = vertices[i]; - var rawY = vertices[i + 1]; - var x = (a * rawX) + (c * rawY) + tx; - var y = (d * rawY) + (b * rawX) + ty; - minX = Math.min(minX, x - padX); - maxX = Math.max(maxX, x + padX); - minY = Math.min(minY, y - padY); - maxY = Math.max(maxY, y + padY); + }]); + + return Color; + }(); + + var _createClass$3 = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + function _classCallCheck$3(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + var transform = function () { + function Transform(element, entry, to) { + _classCallCheck$3(this, Transform); + + this.element = element; + this.transforms = []; + var transform = element.style.transform; + var inside = void 0, + name = '', + values = void 0; + for (var i = 0, _i = transform.length; i < _i; i++) { + var letter = transform[i]; + if (inside) { + if (letter === ')') { + inside = false; + this.transforms.push({ name: name, values: values }); + name = ''; + } else { + values += letter; + } + } else { + if (letter === '(') { + values = ''; + inside = true; + } else if (letter !== ' ') { + name += letter; + } + } } - this.minX = minX; - this.minY = minY; - this.maxX = maxX; - this.maxY = maxY; - }; - /** - * Adds other {@link Bounds}. - * @param bounds - The Bounds to be added - */ - Bounds.prototype.addBounds = function (bounds) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = bounds.minX < minX ? bounds.minX : minX; - this.minY = bounds.minY < minY ? bounds.minY : minY; - this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX; - this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY; - }; - /** - * Adds other Bounds, masked with Bounds. - * @param bounds - The Bounds to be added. - * @param mask - TODO - */ - Bounds.prototype.addBoundsMask = function (bounds, mask) { - var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX; - var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY; - var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX; - var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY; - if (_minX <= _maxX && _minY <= _maxY) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = _minX < minX ? _minX : minX; - this.minY = _minY < minY ? _minY : minY; - this.maxX = _maxX > maxX ? _maxX : maxX; - this.maxY = _maxY > maxY ? _maxY : maxY; + this.add(entry, to); + } + + _createClass$3(Transform, [{ + key: 'add', + value: function add(entry, to) { + var _iteratorNormalCompletion = true; + var _didIteratorError = false; + var _iteratorError = undefined; + + try { + for (var _iterator = this.transforms[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true) { + var _transform = _step.value; + + if (_transform.name === entry) { + _transform.start = parseFloat(_transform.values); + _transform.to = to; + _transform.delta = _transform.to - _transform.start; + return; + } + } + } catch (err) { + _didIteratorError = true; + _iteratorError = err; + } finally { + try { + if (!_iteratorNormalCompletion && _iterator.return) { + _iterator.return(); + } + } finally { + if (_didIteratorError) { + throw _iteratorError; + } + } + } + + this.transforms.push({ name: entry, start: 1, to: to, delta: to - 1 }); } - }; - /** - * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty. - * @param bounds - other bounds - * @param matrix - multiplicator - */ - Bounds.prototype.addBoundsMatrix = function (bounds, matrix) { - this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY); - }; - /** - * Adds other Bounds, masked with Rectangle. - * @param bounds - TODO - * @param area - TODO - */ - Bounds.prototype.addBoundsArea = function (bounds, area) { - var _minX = bounds.minX > area.x ? bounds.minX : area.x; - var _minY = bounds.minY > area.y ? bounds.minY : area.y; - var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width); - var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height); - if (_minX <= _maxX && _minY <= _maxY) { - var minX = this.minX; - var minY = this.minY; - var maxX = this.maxX; - var maxY = this.maxY; - this.minX = _minX < minX ? _minX : minX; - this.minY = _minY < minY ? _minY : minY; - this.maxX = _maxX > maxX ? _maxX : maxX; - this.maxY = _maxY > maxY ? _maxY : maxY; + }, { + key: 'update', + value: function update(percent) { + var _iteratorNormalCompletion2 = true; + var _didIteratorError2 = false; + var _iteratorError2 = undefined; + + try { + for (var _iterator2 = this.transforms[Symbol.iterator](), _step2; !(_iteratorNormalCompletion2 = (_step2 = _iterator2.next()).done); _iteratorNormalCompletion2 = true) { + var _transform2 = _step2.value; + + _transform2.values = _transform2.start + _transform2.delta * percent; + } + } catch (err) { + _didIteratorError2 = true; + _iteratorError2 = err; + } finally { + try { + if (!_iteratorNormalCompletion2 && _iterator2.return) { + _iterator2.return(); + } + } finally { + if (_didIteratorError2) { + throw _iteratorError2; + } + } + } + + var s = ''; + var _iteratorNormalCompletion3 = true; + var _didIteratorError3 = false; + var _iteratorError3 = undefined; + + try { + for (var _iterator3 = this.transforms[Symbol.iterator](), _step3; !(_iteratorNormalCompletion3 = (_step3 = _iterator3.next()).done); _iteratorNormalCompletion3 = true) { + var _transform3 = _step3.value; + + s += _transform3.name + '(' + _transform3.values + ') '; + } + } catch (err) { + _didIteratorError3 = true; + _iteratorError3 = err; + } finally { + try { + if (!_iteratorNormalCompletion3 && _iterator3.return) { + _iterator3.return(); + } + } finally { + if (_didIteratorError3) { + throw _iteratorError3; + } + } + } + + this.element.style.transform = s; } - }; - /** - * Pads bounds object, making it grow in all directions. - * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. - * @param paddingX - The horizontal padding amount. - * @param paddingY - The vertical padding amount. - */ - Bounds.prototype.pad = function (paddingX, paddingY) { - if (paddingX === void 0) { paddingX = 0; } - if (paddingY === void 0) { paddingY = paddingX; } - if (!this.isEmpty()) { - this.minX -= paddingX; - this.maxX += paddingX; - this.minY -= paddingY; - this.maxY += paddingY; + }, { + key: 'reverse', + value: function reverse() { + var _iteratorNormalCompletion4 = true; + var _didIteratorError4 = false; + var _iteratorError4 = undefined; + + try { + for (var _iterator4 = this.transforms[Symbol.iterator](), _step4; !(_iteratorNormalCompletion4 = (_step4 = _iterator4.next()).done); _iteratorNormalCompletion4 = true) { + var _transform4 = _step4.value; + + var swap = _transform4.to; + _transform4.to = _transform4.start; + _transform4.start = swap; + _transform4.delta = -_transform4.delta; + } + } catch (err) { + _didIteratorError4 = true; + _iteratorError4 = err; + } finally { + try { + if (!_iteratorNormalCompletion4 && _iterator4.return) { + _iterator4.return(); + } + } finally { + if (_didIteratorError4) { + throw _iteratorError4; + } + } + } } - }; - /** - * Adds padded frame. (x0, y0) should be strictly less than (x1, y1) - * @param x0 - left X of frame - * @param y0 - top Y of frame - * @param x1 - right X of frame - * @param y1 - bottom Y of frame - * @param padX - padding X - * @param padY - padding Y - */ - Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) { - x0 -= padX; - y0 -= padY; - x1 += padX; - y1 += padY; - this.minX = this.minX < x0 ? this.minX : x0; - this.maxX = this.maxX > x1 ? this.maxX : x1; - this.minY = this.minY < y0 ? this.minY : y0; - this.maxY = this.maxY > y1 ? this.maxY : y1; - }; - return Bounds; - }()); + }]); - /*! ***************************************************************************** - Copyright (c) Microsoft Corporation. - - Permission to use, copy, modify, and/or distribute this software for any - purpose with or without fee is hereby granted. - - THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH - REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY - AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, - INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM - LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - PERFORMANCE OF THIS SOFTWARE. - ***************************************************************************** */ - /* global Reflect, Promise */ - - var extendStatics = function(d, b) { - extendStatics = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; - return extendStatics(d, b); - }; - - function __extends(d, b) { - extendStatics(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + return Transform; + }(); + + function getComputed(el, style) { + return document.defaultView.getComputedStyle(el, '').getPropertyValue(style); } - /** - * The base class for all objects that are rendered on the screen. - * - * This is an abstract class and can not be used on its own; rather it should be extended. - * - * ## Display objects implemented in PixiJS - * - * | Display Object | Description | - * | ------------------------------- | --------------------------------------------------------------------- | - * | {@link PIXI.Container} | Adds support for `children` to DisplayObject | - * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API | - * | {@link PIXI.Sprite} | Draws textures (i.e. images) | - * | {@link PIXI.Text} | Draws text using the Canvas API internally | - * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures | - * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion | - * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images | - * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data | - * | {@link PIXI.NineSlicePlane} | Mesh-related | - * | {@link PIXI.SimpleMesh} | v4-compatible mesh | - * | {@link PIXI.SimplePlane} | Mesh-related | - * | {@link PIXI.SimpleRope} | Mesh-related | - * - * ## Transforms - * - * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its - * local coordinate space to its parent's local coordinate space. The following properties are derived - * from the transform: - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * - *
                                                                        PropertyDescription
                                                                        [pivot]{@link PIXI.DisplayObject#pivot} - * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot - * is equal to position, regardless of the other three transformations. In other words, It is the center of - * rotation, scaling, and skewing. - *
                                                                        [position]{@link PIXI.DisplayObject#position} - * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local - * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object - * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space. - *
                                                                        [scale]{@link PIXI.DisplayObject#scale} - * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the - * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center - * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}. - *
                                                                        [rotation]{@link PIXI.DisplayObject#rotation} - * Rotation. This will rotate the display object's projection by this angle (in radians). - *
                                                                        [skew]{@link PIXI.DisplayObject#skew} - *

                                                                        Skewing. This can be used to deform a rectangular display object into a parallelogram.

                                                                        - *

                                                                        - * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be - * thought of the net rotation applied to the coordinate axes (separately). For example, if "skew.x" is - * ⍺ and "skew.y" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be - * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will - * be rotated by an angle between ⍺ and β. - *

                                                                        - *

                                                                        - * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying - * a rotation. Indeed, if "skew.x" = -ϴ and "skew.y" = ϴ, it will produce an equivalent of "rotation" = ϴ. - *

                                                                        - *

                                                                        - * Another quite interesting observation is that "skew.x", "skew.y", rotation are communtative operations. Indeed, - * because rotation is essentially a careful combination of the two. - *

                                                                        - *
                                                                        angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
                                                                        xTranslation. This is an alias for position.x!
                                                                        yTranslation. This is an alias for position.y!
                                                                        width - * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing - * the "requested" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there - * is no concept of user-defined width. - *
                                                                        height - * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing - * the "requested" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there - * is no concept of user-defined height. - *
                                                                        - * - * ## Bounds - * - * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit - * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the - * `worldTransform` to calculate in world space). - * - * There are a few additional types of bounding boxes: - * - * | Bounds | Description | - * | --------------------- | ---------------------------------------------------------------------------------------- | - * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. | - * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. | - * | Render Bounds | The bounds, but including extra rendering effects like filter padding. | - * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. | - * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. | - * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)| - * | Content Bounds | The natural bounds when excluding all children of a `Container`. | - * - * ### calculateBounds - * - * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children. - * - * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and - * `getLocalBounds` to work. This method must write the bounds into `this._bounds`. - * - * Generally, the following technique works for most simple cases: take the list of points - * forming the "hull" of the object (i.e. outline of the object's shape), and then add them - * using {@link PIXI.Bounds#addPointMatrix}. - * - * ```js - * calculateBounds(): void - * { - * const points = [...]; - * - * for (let i = 0, j = points.length; i < j; i++) - * { - * this._bounds.addPointMatrix(this.worldTransform, points[i]); - * } - * } - * ``` - * - * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them - * in one array together. - * - * ## Alpha - * - * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display - * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not - * applied on any ancestor further up the chain). - * - * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}. - * - * ## Renderable vs Visible - * - * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the - * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display - * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not - * be calculated. - * - * It is recommended that applications use the `renderable` property for culling. See - * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or - * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details. - * - * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This - * one is also better in terms of performance. - * @memberof PIXI - */ - var DisplayObject = /** @class */ (function (_super) { - __extends(DisplayObject, _super); - function DisplayObject() { - var _this = _super.call(this) || this; - _this.tempDisplayObjectParent = null; - // TODO: need to create Transform from factory - _this.transform = new Transform(); - _this.alpha = 1; - _this.visible = true; - _this.renderable = true; - _this.cullable = false; - _this.cullArea = null; - _this.parent = null; - _this.worldAlpha = 1; - _this._lastSortedIndex = 0; - _this._zIndex = 0; - _this.filterArea = null; - _this.filters = null; - _this._enabledFilters = null; - _this._bounds = new Bounds(); - _this._localBounds = null; - _this._boundsID = 0; - _this._boundsRect = null; - _this._localBoundsRect = null; - _this._mask = null; - _this._maskRefCount = 0; - _this._destroyed = false; - _this.isSprite = false; - _this.isMask = false; - return _this; + var utils$3 = { + getComputed: getComputed + }; + + var _createClass$2 = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + function _classCallCheck$2(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + var utils$2 = utils$3; + + var ORDER = ['marginTop', 'marginRight', 'marginBottom', 'marginLeft']; + + var margin = function () { + function Margin(element, entry, to) { + _classCallCheck$2(this, Margin); + + this.element = element; + this.margins = { + marginTop: { start: parseInt(utils$2.getComputed(element, 'margin-top')) }, + marginRight: { start: parseInt(utils$2.getComputed(element, 'margin-right')) }, + marginBottom: { start: parseInt(utils$2.getComputed(element, 'margin-bottom')) }, + marginLeft: { start: parseInt(utils$2.getComputed(element, 'margin-left')) } + }; + this.add(entry, to); } - /** - * Mixes all enumerable properties and methods from a source object to DisplayObject. - * @param source - The source of properties and methods to mix in. - */ - DisplayObject.mixin = function (source) { - // in ES8/ES2017, this would be really easy: - // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source)); - // get all the enumerable property keys - var keys = Object.keys(source); - // loop through properties - for (var i = 0; i < keys.length; ++i) { - var propertyName = keys[i]; - // Set the property using the property descriptor - this works for accessors and normal value properties - Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName)); + + _createClass$2(Margin, [{ + key: 'add', + value: function add(entry, to) { + var margin = this.margins[entry]; + margin.animate = true; + margin.to = to; + margin.delta = to - margin.start; } - }; - Object.defineProperty(DisplayObject.prototype, "destroyed", { - /** - * Fired when this DisplayObject is added to a Container. - * @instance - * @event added - * @param {PIXI.Container} container - The container added to. - */ - /** - * Fired when this DisplayObject is removed from a Container. - * @instance - * @event removed - * @param {PIXI.Container} container - The container removed from. - */ - /** - * Fired when this DisplayObject is destroyed. This event is emitted once - * destroy is finished. - * @instance - * @event destroyed - */ - /** Readonly flag for destroyed display objects. */ - get: function () { - return this._destroyed; - }, - enumerable: false, - configurable: true - }); - /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */ - DisplayObject.prototype._recursivePostUpdateTransform = function () { - if (this.parent) { - this.parent._recursivePostUpdateTransform(); - this.transform.updateTransform(this.parent.transform); + }, { + key: 'update', + value: function update(percent) { + var value = ''; + var _iteratorNormalCompletion = true; + var _didIteratorError = false; + var _iteratorError = undefined; + + try { + for (var _iterator = ORDER[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true) { + var key = _step.value; + + var margin = this.margins[key]; + if (margin.animate) { + value += Math.round(margin.start + margin.delta * percent) + 'px '; + } else { + value += margin.start + 'px '; + } + } + } catch (err) { + _didIteratorError = true; + _iteratorError = err; + } finally { + try { + if (!_iteratorNormalCompletion && _iterator.return) { + _iterator.return(); + } + } finally { + if (_didIteratorError) { + throw _iteratorError; + } + } + } + + this.element.style.margin = value; } - else { - this.transform.updateTransform(this._tempDisplayObjectParent.transform); + }, { + key: 'reverse', + value: function reverse() { + var _iteratorNormalCompletion2 = true; + var _didIteratorError2 = false; + var _iteratorError2 = undefined; + + try { + for (var _iterator2 = ORDER[Symbol.iterator](), _step2; !(_iteratorNormalCompletion2 = (_step2 = _iterator2.next()).done); _iteratorNormalCompletion2 = true) { + var order = _step2.value; + + var margin = this.margins[order]; + if (margin.animate) { + var swap = margin.to; + margin.to = margin.start; + margin.start = swap; + margin.delta = -margin.delta; + } + } + } catch (err) { + _didIteratorError2 = true; + _iteratorError2 = err; + } finally { + try { + if (!_iteratorNormalCompletion2 && _iterator2.return) { + _iterator2.return(); + } + } finally { + if (_didIteratorError2) { + throw _iteratorError2; + } + } + } } - }; - /** Updates the object transform for rendering. TODO - Optimization pass! */ - DisplayObject.prototype.updateTransform = function () { - this._boundsID++; - this.transform.updateTransform(this.parent.transform); - // multiply the alphas.. - this.worldAlpha = this.alpha * this.parent.worldAlpha; - }; - /** - * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}. - * - * This method is expensive on containers with a large subtree (like the stage). This is because the bounds - * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to - * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update - * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using - * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise, - * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as - * its height increases. - * - * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated. - * The world bounds of all display objects in a container's **subtree** will also be recalculated. - * - * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds - * calculation if needed. - * - * ```js - * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect); - * ``` - * - * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This - * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more - * details. - * - * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms - * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain - * cases. - * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from - * being updated. This means the calculation returned MAY be out of date BUT will give you a - * nice performance boost. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @returns - The minimum axis-aligned rectangle in world space that fits around this object. + }]); + + return Margin; + }(); + + var _createClass$1 = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + function _classCallCheck$1(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn$1(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits$1(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + var EventEmitter$1 = eventemitter3$1.exports; + + var Number$1 = number; + var Color = color; + var Transform = transform; + var Margin = margin; + var utils$1 = utils$3; + + var Ease$1 = function (_EventEmitter) { + _inherits$1(Ease, _EventEmitter); + + /** + * Ease class returned by DomEase.add() + * @extends EventEmitter + * @param {HTMLElement} element + * @param {object} params + * @param {number} [params.left] in px + * @param {number} [params.right] in px + * @param {number} [params.top] in px + * @param {number} [params.bottom] in px + * @param {number} [params.width] in px + * @param {number} [params.height] in px + * @param {number} [params.scale] + * @param {number} [params.scaleX] + * @param {number} [params.scaleY] + * @param {number} [params.opacity] + * @param {number} [params.marginLeft] in px + * @param {number} [params.marginRight] in px + * @param {number} [params.marginTop] in px + * @param {number} [params.marginBottom] in px + * @param {(color|color[])} [params.color] + * @param {(color|color[])} [params.backgroundColor] + * @param {object} [options] + * @param {number} [options.start] use this as the starting value + * @param {number} [options.duration] + * @param {(string|function)} [options.ease] + * @param {(boolean|number)} [options.repeat] + * @param {boolean} [options.reverse] + * @param {number} [options.wait] + * @returns {Ease} + * @fires Ease#each + * @fires Ease#complete + * @fires Ease#loop + * @hideconstructor */ - DisplayObject.prototype.getBounds = function (skipUpdate, rect) { - if (!skipUpdate) { - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.updateTransform(); - this.parent = null; - } - else { - this._recursivePostUpdateTransform(); - this.updateTransform(); + function Ease(element, params, options) { + _classCallCheck$1(this, Ease); + + var _this = _possibleConstructorReturn$1(this, (Ease.__proto__ || Object.getPrototypeOf(Ease)).call(this)); + + _this.element = element; + _this.list = []; + _this.time = 0; + _this.duration = options.duration; + _this.ease = options.ease; + _this.repeat = options.repeat; + _this.reverse = options.reverse; + _this.wait = options.wait || 0; + for (var entry in params) { + switch (entry) { + case 'left': + _this.list.push(new Number$1(element, entry, element.offsetLeft, params[entry], 'px')); + break; + + case 'top': + _this.list.push(new Number$1(element, entry, element.offsetTop, params[entry], 'px')); + break; + + case 'bottom': + _this.list.push(new Number$1(element, entry, element.parentNode.offsetHeight - (element.offsetTop + element.offsetHeight), params[entry], 'px')); + break; + + case 'right': + _this.list.push(new Number$1(element, entry, element.parentNode.offsetWidth - (element.offsetLeft + element.offsetWidth), params[entry], 'px')); + break; + + case 'color': + _this.list.push(new Color(element, 'color', params[entry], _this.duration / (1 + params[entry].length))); + break; + + case 'backgroundColor': + _this.list.push(new Color(element, 'backgroundColor', _this.duration / (1 + params[entry].length))); + break; + + case 'scale': + if (_this.transform) { + _this.transform.add('scaleX', params[entry]); + } else { + _this.transform = new Transform(element, 'scaleX', params[entry]); + _this.list.push(_this.transform); + } + _this.transform.add('scaleY', params[entry]); + break; + + case 'scaleX': + case 'scaleY': + if (_this.transform) { + _this.transform.add(entry, params[entry]); + } else { + _this.transform = new Transform(element, entry, params[entry]); + _this.list.push(_this.transform); + } + break; + + case 'opacity': + _this.list.push(new Number$1(element, entry, parseFloat(utils$1.getComputed(element, 'opacity')), params[entry])); + break; + + case 'width': + _this.list.push(new Number$1(element, entry, element.offsetWidth, params[entry], 'px')); + break; + + case 'height': + _this.list.push(new Number$1(element, entry, element.offsetHeight, params[entry], 'px')); + break; + + case 'marginLeft': + case 'marginRight': + case 'marginTop': + case 'marginBottom': + if (_this.margin) { + _this.margin.add(entry, params[entry]); + } else { + _this.margin = new Margin(element, entry, params[entry]); + _this.list.push(_this.margin); + } + break; + + default: + console.warn(entry + ' not setup for animation in dom-ease.'); } } - if (this._bounds.updateID !== this._boundsID) { - this.calculateBounds(); - this._bounds.updateID = this._boundsID; - } - if (!rect) { - if (!this._boundsRect) { - this._boundsRect = new Rectangle(); + return _this; + } + + _createClass$1(Ease, [{ + key: 'update', + value: function update(elapsed) { + if (this.wait) { + this.wait -= elapsed; + if (this.wait < 0) { + elapsed = -this.wait; + this.wait = 0; + } else { + return; + } } - rect = this._boundsRect; - } - return this._bounds.getRectangle(rect); - }; - /** - * Retrieves the local bounds of the displayObject as a rectangle object. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @returns - The rectangular bounding area. - */ - DisplayObject.prototype.getLocalBounds = function (rect) { - if (!rect) { - if (!this._localBoundsRect) { - this._localBoundsRect = new Rectangle(); + var list = this.list; + var leftover = null; + this.time += elapsed; + if (this.time >= this.duration) { + leftover = this.time - this.duration; + this.time -= leftover; + } + var percent = this.ease(this.time, 0, 1, this.duration); + for (var i = 0, _i = list.length; i < _i; i++) { + list[i].update(percent, this.time); + } + this.emit('each', this); + + // handle end of duration + if (leftover !== null) { + if (this.reverse) { + this.reverseEases(); + this.time = leftover; + this.emit('loop', this); + if (!this.repeat) { + this.reverse = false; + } else if (this.repeat !== true) { + this.repeat--; + } + } else if (this.repeat) { + this.emit('loop', this); + this.time = leftover; + if (this.repeat !== true) { + this.repeat--; + } + } else { + this.emit('complete', this); + return true; + } } - rect = this._localBoundsRect; } - if (!this._localBounds) { - this._localBounds = new Bounds(); + }, { + key: 'reverseEases', + value: function reverseEases() { + var list = this.list; + for (var i = 0, _i = list.length; i < _i; i++) { + var ease = list[i]; + ease.reverse(); + } } - var transformRef = this.transform; - var parentRef = this.parent; - this.parent = null; - this.transform = this._tempDisplayObjectParent.transform; - var worldBounds = this._bounds; - var worldBoundsID = this._boundsID; - this._bounds = this._localBounds; - var bounds = this.getBounds(false, rect); - this.parent = parentRef; - this.transform = transformRef; - this._bounds = worldBounds; - this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects - return bounds; - }; - /** - * Calculates the global position of the display object. - * @param position - The world origin to calculate from. - * @param point - A Point object in which to store the value, optional - * (otherwise will create a new Point). - * @param skipUpdate - Should we skip the update transform. - * @returns - A point object representing the position of this object. + }]); + + return Ease; + }(EventEmitter$1); + + /** + * fires when eases are complete + * @event Ease#complete + * @type {Ease} + */ + + /** + * fires on each loop while eases are running + * @event Ease#each + * @type {Ease} + */ + + /** + * fires when eases repeat or reverse + * @event Ease#loop + * @type {Ease} + */ + + var ease = Ease$1; + + var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + + function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + + function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + + var EventEmitter = eventemitter3$1.exports; + var Penner = penner.exports; + + var Ease = ease; + + /** + * Manages all eases + * @extends EventEmitter + * @example + * var Ease = require('dom-ease'); + * var ease = new Ease({ duration: 3000, ease: 'easeInOutSine' }); + * + * var test = document.getElementById('test') + * ease.add(test, { left: 20, top: 15, opacity: 0.25 }, { repeat: true, reverse: true }) + */ + + var DomEase = function (_EventEmitter) { + _inherits(DomEase, _EventEmitter); + + /** + * @param {object} [options] + * @param {number} [options.duration=1000] default duration + * @param {(string|function)} [options.ease=penner.linear] default ease + * @param {(string|function)} [options.autostart=true] + * @param {number} [options.maximumFrameRate=16.667] + * @param {boolean} [options.pauseOnBlur] pause timer on blur, resume on focus + * @fires DomEase#each + * @fires DomEase#complete */ - DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) { - if (skipUpdate === void 0) { skipUpdate = false; } - if (!skipUpdate) { - this._recursivePostUpdateTransform(); - // this parent check is for just in case the item is a root object. - // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly - // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.displayObjectUpdateTransform(); - this.parent = null; - } - else { - this.displayObjectUpdateTransform(); - } + function DomEase(options) { + _classCallCheck(this, DomEase); + + var _this = _possibleConstructorReturn(this, (DomEase.__proto__ || Object.getPrototypeOf(DomEase)).call(this)); + + _this.options = options || {}; + _this.options.duration = _this.options.duration || 1000; + _this.options.ease = _this.options.ease || Penner.linear; + _this.options.maximumFrameRate = _this.options.maximumFrameRate || 16.667; + _this.list = []; + _this.empty = true; + if (!_this.options.autostart) { + _this.start(); + } + if (_this.options.pauseOnBlur) { + window.addEventListener('blur', function () { + return _this.blur(); + }); + window.addEventListener('focus', function () { + return _this.focus(); + }); } - // don't need to update the lot - return this.worldTransform.apply(position, point); - }; - /** - * Calculates the local position of the display object relative to another point. - * @param position - The world origin to calculate from. - * @param from - The DisplayObject to calculate the global position from. - * @param point - A Point object in which to store the value, optional - * (otherwise will create a new Point). - * @param skipUpdate - Should we skip the update transform - * @returns - A point object representing the position of this object + return _this; + } + + /** + * start animation loop (automatically called unless options.autostart=false) */ - DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) { - if (from) { - position = from.toGlobal(position, point, skipUpdate); - } - if (!skipUpdate) { - this._recursivePostUpdateTransform(); - // this parent check is for just in case the item is a root object. - // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly - // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) - if (!this.parent) { - this.parent = this._tempDisplayObjectParent; - this.displayObjectUpdateTransform(); - this.parent = null; + + + _createClass(DomEase, [{ + key: 'start', + value: function start() { + if (!this._requested) { + this._requested = true; + this.loop(); + this.running = true; } - else { - this.displayObjectUpdateTransform(); + } + }, { + key: 'blur', + value: function blur() { + if (this.running) { + this.stop(); + this.running = true; } } - // simply apply the matrix.. - return this.worldTransform.applyInverse(position, point); - }; - /** - * Set the parent Container of this DisplayObject. - * @param container - The Container to add this DisplayObject to. - * @returns - The Container that this DisplayObject was added to. - */ - DisplayObject.prototype.setParent = function (container) { - if (!container || !container.addChild) { - throw new Error('setParent: Argument must be a Container'); + }, { + key: 'focus', + value: function focus() { + if (this.running) { + this.start(); + } } - container.addChild(this); - return container; - }; - /** - * Convenience function to set the position, scale, skew and pivot at once. - * @param x - The X position - * @param y - The Y position - * @param scaleX - The X scale value - * @param scaleY - The Y scale value - * @param rotation - The rotation - * @param skewX - The X skew value - * @param skewY - The Y skew value - * @param pivotX - The X pivot value - * @param pivotY - The Y pivot value - * @returns - The DisplayObject instance - */ - DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) { - if (x === void 0) { x = 0; } - if (y === void 0) { y = 0; } - if (scaleX === void 0) { scaleX = 1; } - if (scaleY === void 0) { scaleY = 1; } - if (rotation === void 0) { rotation = 0; } - if (skewX === void 0) { skewX = 0; } - if (skewY === void 0) { skewY = 0; } - if (pivotX === void 0) { pivotX = 0; } - if (pivotY === void 0) { pivotY = 0; } - this.position.x = x; - this.position.y = y; - this.scale.x = !scaleX ? 1 : scaleX; - this.scale.y = !scaleY ? 1 : scaleY; - this.rotation = rotation; - this.skew.x = skewX; - this.skew.y = skewY; - this.pivot.x = pivotX; - this.pivot.y = pivotY; - return this; - }; - /** - * Base destroy method for generic display objects. This will automatically - * remove the display object from its parent Container as well as remove - * all current event listeners and internal references. Do not use a DisplayObject - * after calling `destroy()`. - * @param _options - */ - DisplayObject.prototype.destroy = function (_options) { - if (this.parent) { - this.parent.removeChild(this); + }, { + key: 'loop', + value: function loop(time) { + var _this2 = this; + + if (time) { + var elapsed = this._last ? time - this._last : 0; + elapsed = elapsed > this.options.maximumFrameRate ? this.options.maximumFrameRate : elapsed; + this.update(elapsed); + } + this._last = time; + this._requestId = window.requestAnimationFrame(function (time) { + return _this2.loop(time); + }); } - this._destroyed = true; - this.transform = null; - this.parent = null; - this._bounds = null; - this.mask = null; - this.cullArea = null; - this.filters = null; - this.filterArea = null; - this.hitArea = null; - this.interactive = false; - this.interactiveChildren = false; - this.emit('destroyed'); - this.removeAllListeners(); - }; - Object.defineProperty(DisplayObject.prototype, "_tempDisplayObjectParent", { - /** - * @protected - * @member {PIXI.Container} + + /** + * stop animation loop */ - get: function () { - if (this.tempDisplayObjectParent === null) { - // eslint-disable-next-line @typescript-eslint/no-use-before-define - this.tempDisplayObjectParent = new TemporaryDisplayObject(); + + }, { + key: 'stop', + value: function stop() { + if (this._requested) { + window.cancelAnimationFrame(this._requestId); + this._requested = false; + this.running = false; } - return this.tempDisplayObjectParent; - }, - enumerable: false, - configurable: true - }); - /** - * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root - * - * ``` - * const cacheParent = elem.enableTempParent(); - * elem.updateTransform(); - * elem.disableTempParent(cacheParent); - * ``` - * @returns - current parent - */ - DisplayObject.prototype.enableTempParent = function () { - var myParent = this.parent; - this.parent = this._tempDisplayObjectParent; - return myParent; - }; - /** - * Pair method for `enableTempParent` - * @param cacheParent - Actual parent of element - */ - DisplayObject.prototype.disableTempParent = function (cacheParent) { - this.parent = cacheParent; - }; - Object.defineProperty(DisplayObject.prototype, "x", { - /** - * The position of the displayObject on the x axis relative to the local coordinates of the parent. - * An alias to position.x - */ - get: function () { - return this.position.x; - }, - set: function (value) { - this.transform.position.x = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "y", { - /** - * The position of the displayObject on the y axis relative to the local coordinates of the parent. - * An alias to position.y - */ - get: function () { - return this.position.y; - }, - set: function (value) { - this.transform.position.y = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "worldTransform", { - /** - * Current transform of the object based on world (parent) factors. - * @readonly - */ - get: function () { - return this.transform.worldTransform; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "localTransform", { - /** - * Current transform of the object based on local factors: position, scale, other stuff. - * @readonly - */ - get: function () { - return this.transform.localTransform; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "position", { - /** - * The coordinate of the object relative to the local coordinates of the parent. - * @since 4.0.0 - */ - get: function () { - return this.transform.position; - }, - set: function (value) { - this.transform.position.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "scale", { - /** - * The scale factors of this object along the local coordinate axes. - * - * The default scale is (1, 1). - * @since 4.0.0 - */ - get: function () { - return this.transform.scale; - }, - set: function (value) { - this.transform.scale.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "pivot", { - /** - * The center of rotation, scaling, and skewing for this display object in its local space. The `position` - * is the projection of `pivot` in the parent's local space. - * - * By default, the pivot is the origin (0, 0). - * @since 4.0.0 - */ - get: function () { - return this.transform.pivot; - }, - set: function (value) { - this.transform.pivot.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "skew", { - /** - * The skew factor for the object in radians. - * @since 4.0.0 - */ - get: function () { - return this.transform.skew; - }, - set: function (value) { - this.transform.skew.copyFrom(value); - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "rotation", { - /** - * The rotation of the object in radians. - * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. - */ - get: function () { - return this.transform.rotation; - }, - set: function (value) { - this.transform.rotation = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "angle", { - /** - * The angle of the object in degrees. - * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. - */ - get: function () { - return this.transform.rotation * RAD_TO_DEG; - }, - set: function (value) { - this.transform.rotation = value * DEG_TO_RAD; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "zIndex", { - /** - * The zIndex of the displayObject. - * - * If a container has the sortableChildren property set to true, children will be automatically - * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array, - * and thus rendered on top of other display objects within the same container. - * @see PIXI.Container#sortableChildren + } + + /** + * add ease(s) to one or more elements + * @param {(HTMLElement|HTMLElement[])} element(s) + * @param {object} params + * @param {number} [params.left] in px + * @param {number} [params.top] in px + * @param {number} [params.width] in px + * @param {number} [params.height] in px + * @param {number} [params.scale] + * @param {number} [params.scaleX] + * @param {number} [params.scaleY] + * @param {number} [params.opacity] + * @param {number} [params.marginTop] in px + * @param {number} [params.marginRight] in px + * @param {number} [params.marginBottom] in px + * @param {number} [params.marginLeft] in px + * @param {(color|color[])} [params.color] + * @param {(color|color[])} [params.backgroundColor] + * @param {object} [options] + * @param {number} [options.duration] + * @param {(string|function)} [options.ease] + * @param {(boolean|number)} [options.repeat] + * @param {boolean} [options.reverse] + * @returns {(Ease|Ease[])} ease(s) for each element */ - get: function () { - return this._zIndex; - }, - set: function (value) { - this._zIndex = value; - if (this.parent) { - this.parent.sortDirty = true; + + }, { + key: 'add', + value: function add(element, params, options) { + // set up default options + options = options || {}; + options.duration = typeof options.duration !== 'undefined' ? options.duration : this.options.duration; + options.ease = options.ease || this.options.ease; + if (typeof options.ease === 'string') { + options.ease = Penner[options.ease]; } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "worldVisible", { - /** - * Indicates if the object is globally visible. - * @readonly + if (Array.isArray(element)) { + var eases = []; + var _iteratorNormalCompletion = true; + var _didIteratorError = false; + var _iteratorError = undefined; + + try { + for (var _iterator = element[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true) { + var el = _step.value; + + var ease = new Ease(el, params, options); + this.list.push(ease); + eases.push(ease); + } + } catch (err) { + _didIteratorError = true; + _iteratorError = err; + } finally { + try { + if (!_iteratorNormalCompletion && _iterator.return) { + _iterator.return(); + } + } finally { + if (_didIteratorError) { + throw _iteratorError; + } + } + } + + return eases; + } else { + var _ease = new Ease(element, params, options); + this.list.push(_ease); + return _ease; + } + } + + /** + * remove all eases on element + * @param {HTMLElement} element */ - get: function () { - var item = this; - do { - if (!item.visible) { - return false; + + }, { + key: 'removeObjectEases', + value: function removeObjectEases(element) { + var list = this.list; + for (var i = 0, _i = list.length; i < _i; i++) { + var ease = list[i]; + if (ease.element === element) { + list.splice(i, 1); + i--; + _i--; } - item = item.parent; - } while (item); - return true; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(DisplayObject.prototype, "mask", { - /** - * Sets a mask for the displayObject. A mask is an object that limits the visibility of an - * object to the shape of the mask applied to it. In PixiJS a regular mask must be a - * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it - * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent. - * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong. - * To remove a mask, set this property to `null`. - * - * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask. - * @example - * const graphics = new PIXI.Graphics(); - * graphics.beginFill(0xFF3300); - * graphics.drawRect(50, 250, 100, 100); - * graphics.endFill(); - * - * const sprite = new PIXI.Sprite(texture); - * sprite.mask = graphics; - * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask. + } + } + + /** + * remove eases using Ease object returned by add() + * @param {Ease} ease */ - get: function () { - return this._mask; - }, - set: function (value) { - if (this._mask === value) { - return; + + }, { + key: 'remove', + value: function remove(ease) { + var list = this.list; + for (var i = 0, _i = list.length; i < _i; i++) { + if (list[i] === ease) { + list.splice(i, 1); + return; + } } - if (this._mask) { - var maskObject = (this._mask.isMaskData - ? this._mask.maskObject : this._mask); - if (maskObject) { - maskObject._maskRefCount--; - if (maskObject._maskRefCount === 0) { - maskObject.renderable = true; - maskObject.isMask = false; - } + } + + /** + * remove all eases + */ + + }, { + key: 'removeAll', + value: function removeAll() { + this.list = []; + } + + /** + * update frame; this is called automatically if start() is used + * @param {number} elapsed time in ms + */ + + }, { + key: 'update', + value: function update(elapsed) { + for (var i = 0, _i = this.list.length; i < _i; i++) { + if (this.list[i].update(elapsed)) { + this.list.splice(i, 1); + i--; + _i--; } } - this._mask = value; - if (this._mask) { - var maskObject = (this._mask.isMaskData - ? this._mask.maskObject : this._mask); - if (maskObject) { - if (maskObject._maskRefCount === 0) { - maskObject.renderable = false; - maskObject.isMask = true; - } - maskObject._maskRefCount++; - } + this.emit('each', this); + if (!this.empty && this.list.length === 0) { + this.emit('complete', this); + this.empty = true; } - }, - enumerable: false, - configurable: true - }); - return DisplayObject; - }(EventEmitter$2)); - /** - * @private + } + + /** + * number of eases + * @returns {number} + */ + + }, { + key: 'getCount', + value: function getCount() { + return this.list.length; + } + }]); + + return DomEase; + }(EventEmitter); + + /** + * fires when there are no more animations for a DOM element + * @event DomEase#complete + * @type {DomEase} + */ + + /** + * fires on each loop for a DOM element where there are animations + * @event DomEase#each + * @type {DomEase} + */ + + var domEase$1 = DomEase; + + var viewport_min = {exports: {}}; + + var math = {}; + + /*! + * @pixi/math - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/math is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + var hasRequiredMath; + + function requireMath () { + if (hasRequiredMath) return math; + hasRequiredMath = 1; + (function (exports) { + + Object.defineProperty(exports, '__esModule', { value: true }); + + /** + * Two Pi. + * @static + * @member {number} + * @memberof PIXI + */ + var PI_2 = Math.PI * 2; + /** + * Conversion factor for converting radians to degrees. + * @static + * @member {number} RAD_TO_DEG + * @memberof PIXI + */ + var RAD_TO_DEG = 180 / Math.PI; + /** + * Conversion factor for converting degrees to radians. + * @static + * @member {number} + * @memberof PIXI + */ + var DEG_TO_RAD = Math.PI / 180; + /** + * Constants that identify shapes, mainly to prevent `instanceof` calls. + * @static + * @memberof PIXI + * @enum {number} + * @property {number} POLY Polygon + * @property {number} RECT Rectangle + * @property {number} CIRC Circle + * @property {number} ELIP Ellipse + * @property {number} RREC Rounded Rectangle + */ + exports.SHAPES = void 0; + (function (SHAPES) { + SHAPES[SHAPES["POLY"] = 0] = "POLY"; + SHAPES[SHAPES["RECT"] = 1] = "RECT"; + SHAPES[SHAPES["CIRC"] = 2] = "CIRC"; + SHAPES[SHAPES["ELIP"] = 3] = "ELIP"; + SHAPES[SHAPES["RREC"] = 4] = "RREC"; + })(exports.SHAPES || (exports.SHAPES = {})); + + /** + * The Point object represents a location in a two-dimensional coordinate system, where `x` represents + * the position on the horizontal axis and `y` represents the position on the vertical axis + * @class + * @memberof PIXI + * @implements {IPoint} + */ + var Point = /** @class */ (function () { + /** + * Creates a new `Point` + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=0] - position of the point on the y axis + */ + function Point(x, y) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + /** Position of the point on the x axis */ + this.x = 0; + /** Position of the point on the y axis */ + this.y = 0; + this.x = x; + this.y = y; + } + /** + * Creates a clone of this point + * @returns A clone of this point + */ + Point.prototype.clone = function () { + return new Point(this.x, this.y); + }; + /** + * Copies `x` and `y` from the given point into this point + * @param p - The point to copy from + * @returns The point instance itself + */ + Point.prototype.copyFrom = function (p) { + this.set(p.x, p.y); + return this; + }; + /** + * Copies this point's x and y into the given point (`p`). + * @param p - The point to copy to. Can be any of type that is or extends `IPointData` + * @returns The point (`p`) with values updated + */ + Point.prototype.copyTo = function (p) { + p.set(this.x, this.y); + return p; + }; + /** + * Accepts another point (`p`) and returns `true` if the given point is equal to this point + * @param p - The point to check + * @returns Returns `true` if both `x` and `y` are equal + */ + Point.prototype.equals = function (p) { + return (p.x === this.x) && (p.y === this.y); + }; + /** + * Sets the point to a new `x` and `y` position. + * If `y` is omitted, both `x` and `y` will be set to `x`. + * @param {number} [x=0] - position of the point on the `x` axis + * @param {number} [y=x] - position of the point on the `y` axis + * @returns The point instance itself + */ + Point.prototype.set = function (x, y) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = x; } + this.x = x; + this.y = y; + return this; + }; + Point.prototype.toString = function () { + return "[@pixi/math:Point x=" + this.x + " y=" + this.y + "]"; + }; + return Point; + }()); + + var tempPoints = [new Point(), new Point(), new Point(), new Point()]; + /** + * Size object, contains width and height + * @memberof PIXI + * @typedef {object} ISize + * @property {number} width - Width component + * @property {number} height - Height component + */ + /** + * Rectangle object is an area defined by its position, as indicated by its top-left corner + * point (x, y) and by its width and its height. + * @memberof PIXI + */ + var Rectangle = /** @class */ (function () { + /** + * @param x - The X coordinate of the upper-left corner of the rectangle + * @param y - The Y coordinate of the upper-left corner of the rectangle + * @param width - The overall width of the rectangle + * @param height - The overall height of the rectangle + */ + function Rectangle(x, y, width, height) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (width === void 0) { width = 0; } + if (height === void 0) { height = 0; } + this.x = Number(x); + this.y = Number(y); + this.width = Number(width); + this.height = Number(height); + this.type = exports.SHAPES.RECT; + } + Object.defineProperty(Rectangle.prototype, "left", { + /** Returns the left edge of the rectangle. */ + get: function () { + return this.x; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "right", { + /** Returns the right edge of the rectangle. */ + get: function () { + return this.x + this.width; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "top", { + /** Returns the top edge of the rectangle. */ + get: function () { + return this.y; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "bottom", { + /** Returns the bottom edge of the rectangle. */ + get: function () { + return this.y + this.height; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Rectangle, "EMPTY", { + /** A constant empty rectangle. */ + get: function () { + return new Rectangle(0, 0, 0, 0); + }, + enumerable: false, + configurable: true + }); + /** + * Creates a clone of this Rectangle + * @returns a copy of the rectangle + */ + Rectangle.prototype.clone = function () { + return new Rectangle(this.x, this.y, this.width, this.height); + }; + /** + * Copies another rectangle to this one. + * @param rectangle - The rectangle to copy from. + * @returns Returns itself. + */ + Rectangle.prototype.copyFrom = function (rectangle) { + this.x = rectangle.x; + this.y = rectangle.y; + this.width = rectangle.width; + this.height = rectangle.height; + return this; + }; + /** + * Copies this rectangle to another one. + * @param rectangle - The rectangle to copy to. + * @returns Returns given parameter. + */ + Rectangle.prototype.copyTo = function (rectangle) { + rectangle.x = this.x; + rectangle.y = this.y; + rectangle.width = this.width; + rectangle.height = this.height; + return rectangle; + }; + /** + * Checks whether the x and y coordinates given are contained within this Rectangle + * @param x - The X coordinate of the point to test + * @param y - The Y coordinate of the point to test + * @returns Whether the x/y coordinates are within this Rectangle + */ + Rectangle.prototype.contains = function (x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; + } + if (x >= this.x && x < this.x + this.width) { + if (y >= this.y && y < this.y + this.height) { + return true; + } + } + return false; + }; + /** + * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object. + * Returns true only if the area of the intersection is >0, this means that Rectangles + * sharing a side are not overlapping. Another side effect is that an arealess rectangle + * (width or height equal to zero) can't intersect any other rectangle. + * @param {Rectangle} other - The Rectangle to intersect with `this`. + * @param {Matrix} transform - The transformation matrix of `other`. + * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`. + */ + Rectangle.prototype.intersects = function (other, transform) { + if (!transform) { + var x0_1 = this.x < other.x ? other.x : this.x; + var x1_1 = this.right > other.right ? other.right : this.right; + if (x1_1 <= x0_1) { + return false; + } + var y0_1 = this.y < other.y ? other.y : this.y; + var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom; + return y1_1 > y0_1; + } + var x0 = this.left; + var x1 = this.right; + var y0 = this.top; + var y1 = this.bottom; + if (x1 <= x0 || y1 <= y0) { + return false; + } + var lt = tempPoints[0].set(other.left, other.top); + var lb = tempPoints[1].set(other.left, other.bottom); + var rt = tempPoints[2].set(other.right, other.top); + var rb = tempPoints[3].set(other.right, other.bottom); + if (rt.x <= lt.x || lb.y <= lt.y) { + return false; + } + var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c)); + if (s === 0) { + return false; + } + transform.apply(lt, lt); + transform.apply(lb, lb); + transform.apply(rt, rt); + transform.apply(rb, rb); + if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0 + || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1 + || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0 + || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) { + return false; + } + var nx = s * (lb.y - lt.y); + var ny = s * (lt.x - lb.x); + var n00 = (nx * x0) + (ny * y0); + var n10 = (nx * x1) + (ny * y0); + var n01 = (nx * x0) + (ny * y1); + var n11 = (nx * x1) + (ny * y1); + if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y) + || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) { + return false; + } + var mx = s * (lt.y - rt.y); + var my = s * (rt.x - lt.x); + var m00 = (mx * x0) + (my * y0); + var m10 = (mx * x1) + (my * y0); + var m01 = (mx * x0) + (my * y1); + var m11 = (mx * x1) + (my * y1); + if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y) + || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) { + return false; + } + return true; + }; + /** + * Pads the rectangle making it grow in all directions. + * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. + * @param paddingX - The horizontal padding amount. + * @param paddingY - The vertical padding amount. + * @returns Returns itself. + */ + Rectangle.prototype.pad = function (paddingX, paddingY) { + if (paddingX === void 0) { paddingX = 0; } + if (paddingY === void 0) { paddingY = paddingX; } + this.x -= paddingX; + this.y -= paddingY; + this.width += paddingX * 2; + this.height += paddingY * 2; + return this; + }; + /** + * Fits this rectangle around the passed one. + * @param rectangle - The rectangle to fit. + * @returns Returns itself. + */ + Rectangle.prototype.fit = function (rectangle) { + var x1 = Math.max(this.x, rectangle.x); + var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width); + var y1 = Math.max(this.y, rectangle.y); + var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height); + this.x = x1; + this.width = Math.max(x2 - x1, 0); + this.y = y1; + this.height = Math.max(y2 - y1, 0); + return this; + }; + /** + * Enlarges rectangle that way its corners lie on grid + * @param resolution - resolution + * @param eps - precision + * @returns Returns itself. + */ + Rectangle.prototype.ceil = function (resolution, eps) { + if (resolution === void 0) { resolution = 1; } + if (eps === void 0) { eps = 0.001; } + var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution; + var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution; + this.x = Math.floor((this.x + eps) * resolution) / resolution; + this.y = Math.floor((this.y + eps) * resolution) / resolution; + this.width = x2 - this.x; + this.height = y2 - this.y; + return this; + }; + /** + * Enlarges this rectangle to include the passed rectangle. + * @param rectangle - The rectangle to include. + * @returns Returns itself. + */ + Rectangle.prototype.enlarge = function (rectangle) { + var x1 = Math.min(this.x, rectangle.x); + var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width); + var y1 = Math.min(this.y, rectangle.y); + var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height); + this.x = x1; + this.width = x2 - x1; + this.y = y1; + this.height = y2 - y1; + return this; + }; + Rectangle.prototype.toString = function () { + return "[@pixi/math:Rectangle x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; + }; + return Rectangle; + }()); + + /** + * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects. + * @memberof PIXI + */ + var Circle = /** @class */ (function () { + /** + * @param x - The X coordinate of the center of this circle + * @param y - The Y coordinate of the center of this circle + * @param radius - The radius of the circle + */ + function Circle(x, y, radius) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (radius === void 0) { radius = 0; } + this.x = x; + this.y = y; + this.radius = radius; + this.type = exports.SHAPES.CIRC; + } + /** + * Creates a clone of this Circle instance + * @returns A copy of the Circle + */ + Circle.prototype.clone = function () { + return new Circle(this.x, this.y, this.radius); + }; + /** + * Checks whether the x and y coordinates given are contained within this circle + * @param x - The X coordinate of the point to test + * @param y - The Y coordinate of the point to test + * @returns Whether the x/y coordinates are within this Circle + */ + Circle.prototype.contains = function (x, y) { + if (this.radius <= 0) { + return false; + } + var r2 = this.radius * this.radius; + var dx = (this.x - x); + var dy = (this.y - y); + dx *= dx; + dy *= dy; + return (dx + dy <= r2); + }; + /** + * Returns the framing rectangle of the circle as a Rectangle object + * @returns The framing rectangle + */ + Circle.prototype.getBounds = function () { + return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2); + }; + Circle.prototype.toString = function () { + return "[@pixi/math:Circle x=" + this.x + " y=" + this.y + " radius=" + this.radius + "]"; + }; + return Circle; + }()); + + /** + * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects. + * @memberof PIXI + */ + var Ellipse = /** @class */ (function () { + /** + * @param x - The X coordinate of the center of this ellipse + * @param y - The Y coordinate of the center of this ellipse + * @param halfWidth - The half width of this ellipse + * @param halfHeight - The half height of this ellipse + */ + function Ellipse(x, y, halfWidth, halfHeight) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (halfWidth === void 0) { halfWidth = 0; } + if (halfHeight === void 0) { halfHeight = 0; } + this.x = x; + this.y = y; + this.width = halfWidth; + this.height = halfHeight; + this.type = exports.SHAPES.ELIP; + } + /** + * Creates a clone of this Ellipse instance + * @returns {PIXI.Ellipse} A copy of the ellipse + */ + Ellipse.prototype.clone = function () { + return new Ellipse(this.x, this.y, this.width, this.height); + }; + /** + * Checks whether the x and y coordinates given are contained within this ellipse + * @param x - The X coordinate of the point to test + * @param y - The Y coordinate of the point to test + * @returns Whether the x/y coords are within this ellipse + */ + Ellipse.prototype.contains = function (x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; + } + // normalize the coords to an ellipse with center 0,0 + var normx = ((x - this.x) / this.width); + var normy = ((y - this.y) / this.height); + normx *= normx; + normy *= normy; + return (normx + normy <= 1); + }; + /** + * Returns the framing rectangle of the ellipse as a Rectangle object + * @returns The framing rectangle + */ + Ellipse.prototype.getBounds = function () { + return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height); + }; + Ellipse.prototype.toString = function () { + return "[@pixi/math:Ellipse x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]"; + }; + return Ellipse; + }()); + + /** + * A class to define a shape via user defined coordinates. + * @memberof PIXI + */ + var Polygon = /** @class */ (function () { + /** + * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points + * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or + * the arguments passed can be all the points of the polygon e.g. + * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat + * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers. + */ + function Polygon() { + var arguments$1 = arguments; + + var points = []; + for (var _i = 0; _i < arguments.length; _i++) { + points[_i] = arguments$1[_i]; + } + var flat = Array.isArray(points[0]) ? points[0] : points; + // if this is an array of points, convert it to a flat array of numbers + if (typeof flat[0] !== 'number') { + var p = []; + for (var i = 0, il = flat.length; i < il; i++) { + p.push(flat[i].x, flat[i].y); + } + flat = p; + } + this.points = flat; + this.type = exports.SHAPES.POLY; + this.closeStroke = true; + } + /** + * Creates a clone of this polygon. + * @returns - A copy of the polygon. + */ + Polygon.prototype.clone = function () { + var points = this.points.slice(); + var polygon = new Polygon(points); + polygon.closeStroke = this.closeStroke; + return polygon; + }; + /** + * Checks whether the x and y coordinates passed to this function are contained within this polygon. + * @param x - The X coordinate of the point to test. + * @param y - The Y coordinate of the point to test. + * @returns - Whether the x/y coordinates are within this polygon. + */ + Polygon.prototype.contains = function (x, y) { + var inside = false; + // use some raycasting to test hits + // https://github.com/substack/point-in-polygon/blob/master/index.js + var length = this.points.length / 2; + for (var i = 0, j = length - 1; i < length; j = i++) { + var xi = this.points[i * 2]; + var yi = this.points[(i * 2) + 1]; + var xj = this.points[j * 2]; + var yj = this.points[(j * 2) + 1]; + var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi); + if (intersect) { + inside = !inside; + } + } + return inside; + }; + Polygon.prototype.toString = function () { + return "[@pixi/math:Polygon" + + ("closeStroke=" + this.closeStroke) + + ("points=" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + ", " + currentPoint; }, '') + "]"); + }; + return Polygon; + }()); + + /** + * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its + * top-left corner point (x, y) and by its width and its height and its radius. + * @memberof PIXI + */ + var RoundedRectangle = /** @class */ (function () { + /** + * @param x - The X coordinate of the upper-left corner of the rounded rectangle + * @param y - The Y coordinate of the upper-left corner of the rounded rectangle + * @param width - The overall width of this rounded rectangle + * @param height - The overall height of this rounded rectangle + * @param radius - Controls the radius of the rounded corners + */ + function RoundedRectangle(x, y, width, height, radius) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (width === void 0) { width = 0; } + if (height === void 0) { height = 0; } + if (radius === void 0) { radius = 20; } + this.x = x; + this.y = y; + this.width = width; + this.height = height; + this.radius = radius; + this.type = exports.SHAPES.RREC; + } + /** + * Creates a clone of this Rounded Rectangle. + * @returns - A copy of the rounded rectangle. + */ + RoundedRectangle.prototype.clone = function () { + return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius); + }; + /** + * Checks whether the x and y coordinates given are contained within this Rounded Rectangle + * @param x - The X coordinate of the point to test. + * @param y - The Y coordinate of the point to test. + * @returns - Whether the x/y coordinates are within this Rounded Rectangle. + */ + RoundedRectangle.prototype.contains = function (x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; + } + if (x >= this.x && x <= this.x + this.width) { + if (y >= this.y && y <= this.y + this.height) { + var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2)); + if ((y >= this.y + radius && y <= this.y + this.height - radius) + || (x >= this.x + radius && x <= this.x + this.width - radius)) { + return true; + } + var dx = x - (this.x + radius); + var dy = y - (this.y + radius); + var radius2 = radius * radius; + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + dx = x - (this.x + this.width - radius); + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + dy = y - (this.y + this.height - radius); + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + dx = x - (this.x + radius); + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + } + } + return false; + }; + RoundedRectangle.prototype.toString = function () { + return "[@pixi/math:RoundedRectangle x=" + this.x + " y=" + this.y + + ("width=" + this.width + " height=" + this.height + " radius=" + this.radius + "]"); + }; + return RoundedRectangle; + }()); + + /** + * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents + * the position on the horizontal axis and `y` represents the position on the vertical axis. + * + * An `ObservablePoint` is a point that triggers a callback when the point's position is changed. + * @memberof PIXI + */ + var ObservablePoint = /** @class */ (function () { + /** + * Creates a new `ObservablePoint` + * @param cb - callback function triggered when `x` and/or `y` are changed + * @param scope - owner of callback + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=0] - position of the point on the y axis + */ + function ObservablePoint(cb, scope, x, y) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + this._x = x; + this._y = y; + this.cb = cb; + this.scope = scope; + } + /** + * Creates a clone of this point. + * The callback and scope params can be overridden otherwise they will default + * to the clone object's values. + * @override + * @param cb - The callback function triggered when `x` and/or `y` are changed + * @param scope - The owner of the callback + * @returns a copy of this observable point + */ + ObservablePoint.prototype.clone = function (cb, scope) { + if (cb === void 0) { cb = this.cb; } + if (scope === void 0) { scope = this.scope; } + return new ObservablePoint(cb, scope, this._x, this._y); + }; + /** + * Sets the point to a new `x` and `y` position. + * If `y` is omitted, both `x` and `y` will be set to `x`. + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=x] - position of the point on the y axis + * @returns The observable point instance itself + */ + ObservablePoint.prototype.set = function (x, y) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = x; } + if (this._x !== x || this._y !== y) { + this._x = x; + this._y = y; + this.cb.call(this.scope); + } + return this; + }; + /** + * Copies x and y from the given point (`p`) + * @param p - The point to copy from. Can be any of type that is or extends `IPointData` + * @returns The observable point instance itself + */ + ObservablePoint.prototype.copyFrom = function (p) { + if (this._x !== p.x || this._y !== p.y) { + this._x = p.x; + this._y = p.y; + this.cb.call(this.scope); + } + return this; + }; + /** + * Copies this point's x and y into that of the given point (`p`) + * @param p - The point to copy to. Can be any of type that is or extends `IPointData` + * @returns The point (`p`) with values updated + */ + ObservablePoint.prototype.copyTo = function (p) { + p.set(this._x, this._y); + return p; + }; + /** + * Accepts another point (`p`) and returns `true` if the given point is equal to this point + * @param p - The point to check + * @returns Returns `true` if both `x` and `y` are equal + */ + ObservablePoint.prototype.equals = function (p) { + return (p.x === this._x) && (p.y === this._y); + }; + ObservablePoint.prototype.toString = function () { + return "[@pixi/math:ObservablePoint x=" + 0 + " y=" + 0 + " scope=" + this.scope + "]"; + }; + Object.defineProperty(ObservablePoint.prototype, "x", { + /** Position of the observable point on the x axis. */ + get: function () { + return this._x; + }, + set: function (value) { + if (this._x !== value) { + this._x = value; + this.cb.call(this.scope); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(ObservablePoint.prototype, "y", { + /** Position of the observable point on the y axis. */ + get: function () { + return this._y; + }, + set: function (value) { + if (this._y !== value) { + this._y = value; + this.cb.call(this.scope); + } + }, + enumerable: false, + configurable: true + }); + return ObservablePoint; + }()); + + /** + * The PixiJS Matrix as a class makes it a lot faster. + * + * Here is a representation of it: + * ```js + * | a | c | tx| + * | b | d | ty| + * | 0 | 0 | 1 | + * ``` + * @memberof PIXI + */ + var Matrix = /** @class */ (function () { + /** + * @param a - x scale + * @param b - y skew + * @param c - x skew + * @param d - y scale + * @param tx - x translation + * @param ty - y translation + */ + function Matrix(a, b, c, d, tx, ty) { + if (a === void 0) { a = 1; } + if (b === void 0) { b = 0; } + if (c === void 0) { c = 0; } + if (d === void 0) { d = 1; } + if (tx === void 0) { tx = 0; } + if (ty === void 0) { ty = 0; } + this.array = null; + this.a = a; + this.b = b; + this.c = c; + this.d = d; + this.tx = tx; + this.ty = ty; + } + /** + * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: + * + * a = array[0] + * b = array[1] + * c = array[3] + * d = array[4] + * tx = array[2] + * ty = array[5] + * @param array - The array that the matrix will be populated from. + */ + Matrix.prototype.fromArray = function (array) { + this.a = array[0]; + this.b = array[1]; + this.c = array[3]; + this.d = array[4]; + this.tx = array[2]; + this.ty = array[5]; + }; + /** + * Sets the matrix properties. + * @param a - Matrix component + * @param b - Matrix component + * @param c - Matrix component + * @param d - Matrix component + * @param tx - Matrix component + * @param ty - Matrix component + * @returns This matrix. Good for chaining method calls. + */ + Matrix.prototype.set = function (a, b, c, d, tx, ty) { + this.a = a; + this.b = b; + this.c = c; + this.d = d; + this.tx = tx; + this.ty = ty; + return this; + }; + /** + * Creates an array from the current Matrix object. + * @param transpose - Whether we need to transpose the matrix or not + * @param [out=new Float32Array(9)] - If provided the array will be assigned to out + * @returns The newly created array which contains the matrix + */ + Matrix.prototype.toArray = function (transpose, out) { + if (!this.array) { + this.array = new Float32Array(9); + } + var array = out || this.array; + if (transpose) { + array[0] = this.a; + array[1] = this.b; + array[2] = 0; + array[3] = this.c; + array[4] = this.d; + array[5] = 0; + array[6] = this.tx; + array[7] = this.ty; + array[8] = 1; + } + else { + array[0] = this.a; + array[1] = this.c; + array[2] = this.tx; + array[3] = this.b; + array[4] = this.d; + array[5] = this.ty; + array[6] = 0; + array[7] = 0; + array[8] = 1; + } + return array; + }; + /** + * Get a new position with the current transformation applied. + * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) + * @param pos - The origin + * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) + * @returns {PIXI.Point} The new point, transformed through this matrix + */ + Matrix.prototype.apply = function (pos, newPos) { + newPos = (newPos || new Point()); + var x = pos.x; + var y = pos.y; + newPos.x = (this.a * x) + (this.c * y) + this.tx; + newPos.y = (this.b * x) + (this.d * y) + this.ty; + return newPos; + }; + /** + * Get a new position with the inverse of the current transformation applied. + * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) + * @param pos - The origin + * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) + * @returns {PIXI.Point} The new point, inverse-transformed through this matrix + */ + Matrix.prototype.applyInverse = function (pos, newPos) { + newPos = (newPos || new Point()); + var id = 1 / ((this.a * this.d) + (this.c * -this.b)); + var x = pos.x; + var y = pos.y; + newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id); + newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id); + return newPos; + }; + /** + * Translates the matrix on the x and y. + * @param x - How much to translate x by + * @param y - How much to translate y by + * @returns This matrix. Good for chaining method calls. + */ + Matrix.prototype.translate = function (x, y) { + this.tx += x; + this.ty += y; + return this; + }; + /** + * Applies a scale transformation to the matrix. + * @param x - The amount to scale horizontally + * @param y - The amount to scale vertically + * @returns This matrix. Good for chaining method calls. + */ + Matrix.prototype.scale = function (x, y) { + this.a *= x; + this.d *= y; + this.c *= x; + this.b *= y; + this.tx *= x; + this.ty *= y; + return this; + }; + /** + * Applies a rotation transformation to the matrix. + * @param angle - The angle in radians. + * @returns This matrix. Good for chaining method calls. + */ + Matrix.prototype.rotate = function (angle) { + var cos = Math.cos(angle); + var sin = Math.sin(angle); + var a1 = this.a; + var c1 = this.c; + var tx1 = this.tx; + this.a = (a1 * cos) - (this.b * sin); + this.b = (a1 * sin) + (this.b * cos); + this.c = (c1 * cos) - (this.d * sin); + this.d = (c1 * sin) + (this.d * cos); + this.tx = (tx1 * cos) - (this.ty * sin); + this.ty = (tx1 * sin) + (this.ty * cos); + return this; + }; + /** + * Appends the given Matrix to this Matrix. + * @param matrix - The matrix to append. + * @returns This matrix. Good for chaining method calls. + */ + Matrix.prototype.append = function (matrix) { + var a1 = this.a; + var b1 = this.b; + var c1 = this.c; + var d1 = this.d; + this.a = (matrix.a * a1) + (matrix.b * c1); + this.b = (matrix.a * b1) + (matrix.b * d1); + this.c = (matrix.c * a1) + (matrix.d * c1); + this.d = (matrix.c * b1) + (matrix.d * d1); + this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx; + this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty; + return this; + }; + /** + * Sets the matrix based on all the available properties + * @param x - Position on the x axis + * @param y - Position on the y axis + * @param pivotX - Pivot on the x axis + * @param pivotY - Pivot on the y axis + * @param scaleX - Scale on the x axis + * @param scaleY - Scale on the y axis + * @param rotation - Rotation in radians + * @param skewX - Skew on the x axis + * @param skewY - Skew on the y axis + * @returns This matrix. Good for chaining method calls. + */ + Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) { + this.a = Math.cos(rotation + skewY) * scaleX; + this.b = Math.sin(rotation + skewY) * scaleX; + this.c = -Math.sin(rotation - skewX) * scaleY; + this.d = Math.cos(rotation - skewX) * scaleY; + this.tx = x - ((pivotX * this.a) + (pivotY * this.c)); + this.ty = y - ((pivotX * this.b) + (pivotY * this.d)); + return this; + }; + /** + * Prepends the given Matrix to this Matrix. + * @param matrix - The matrix to prepend + * @returns This matrix. Good for chaining method calls. + */ + Matrix.prototype.prepend = function (matrix) { + var tx1 = this.tx; + if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) { + var a1 = this.a; + var c1 = this.c; + this.a = (a1 * matrix.a) + (this.b * matrix.c); + this.b = (a1 * matrix.b) + (this.b * matrix.d); + this.c = (c1 * matrix.a) + (this.d * matrix.c); + this.d = (c1 * matrix.b) + (this.d * matrix.d); + } + this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx; + this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty; + return this; + }; + /** + * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. + * @param transform - The transform to apply the properties to. + * @returns The transform with the newly applied properties + */ + Matrix.prototype.decompose = function (transform) { + // sort out rotation / skew.. + var a = this.a; + var b = this.b; + var c = this.c; + var d = this.d; + var pivot = transform.pivot; + var skewX = -Math.atan2(-c, d); + var skewY = Math.atan2(b, a); + var delta = Math.abs(skewX + skewY); + if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) { + transform.rotation = skewY; + transform.skew.x = transform.skew.y = 0; + } + else { + transform.rotation = 0; + transform.skew.x = skewX; + transform.skew.y = skewY; + } + // next set scale + transform.scale.x = Math.sqrt((a * a) + (b * b)); + transform.scale.y = Math.sqrt((c * c) + (d * d)); + // next set position + transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c)); + transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d)); + return transform; + }; + /** + * Inverts this matrix + * @returns This matrix. Good for chaining method calls. + */ + Matrix.prototype.invert = function () { + var a1 = this.a; + var b1 = this.b; + var c1 = this.c; + var d1 = this.d; + var tx1 = this.tx; + var n = (a1 * d1) - (b1 * c1); + this.a = d1 / n; + this.b = -b1 / n; + this.c = -c1 / n; + this.d = a1 / n; + this.tx = ((c1 * this.ty) - (d1 * tx1)) / n; + this.ty = -((a1 * this.ty) - (b1 * tx1)) / n; + return this; + }; + /** + * Resets this Matrix to an identity (default) matrix. + * @returns This matrix. Good for chaining method calls. + */ + Matrix.prototype.identity = function () { + this.a = 1; + this.b = 0; + this.c = 0; + this.d = 1; + this.tx = 0; + this.ty = 0; + return this; + }; + /** + * Creates a new Matrix object with the same values as this one. + * @returns A copy of this matrix. Good for chaining method calls. + */ + Matrix.prototype.clone = function () { + var matrix = new Matrix(); + matrix.a = this.a; + matrix.b = this.b; + matrix.c = this.c; + matrix.d = this.d; + matrix.tx = this.tx; + matrix.ty = this.ty; + return matrix; + }; + /** + * Changes the values of the given matrix to be the same as the ones in this matrix + * @param matrix - The matrix to copy to. + * @returns The matrix given in parameter with its values updated. + */ + Matrix.prototype.copyTo = function (matrix) { + matrix.a = this.a; + matrix.b = this.b; + matrix.c = this.c; + matrix.d = this.d; + matrix.tx = this.tx; + matrix.ty = this.ty; + return matrix; + }; + /** + * Changes the values of the matrix to be the same as the ones in given matrix + * @param {PIXI.Matrix} matrix - The matrix to copy from. + * @returns {PIXI.Matrix} this + */ + Matrix.prototype.copyFrom = function (matrix) { + this.a = matrix.a; + this.b = matrix.b; + this.c = matrix.c; + this.d = matrix.d; + this.tx = matrix.tx; + this.ty = matrix.ty; + return this; + }; + Matrix.prototype.toString = function () { + return "[@pixi/math:Matrix a=" + this.a + " b=" + this.b + " c=" + this.c + " d=" + this.d + " tx=" + this.tx + " ty=" + this.ty + "]"; + }; + Object.defineProperty(Matrix, "IDENTITY", { + /** + * A default (identity) matrix + * @readonly + */ + get: function () { + return new Matrix(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Matrix, "TEMP_MATRIX", { + /** + * A temp matrix + * @readonly + */ + get: function () { + return new Matrix(); + }, + enumerable: false, + configurable: true + }); + return Matrix; + }()); + + // Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group + /* + * Transform matrix for operation n is: + * | ux | vx | + * | uy | vy | + */ + var ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; + var uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; + var vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; + var vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; + /** + * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table} + * for the composition of each rotation in the dihederal group D8. + * @type {number[][]} + * @private + */ + var rotationCayley = []; + /** + * Matrices for each `GD8Symmetry` rotation. + * @type {PIXI.Matrix[]} + * @private + */ + var rotationMatrices = []; + /* + * Alias for {@code Math.sign}. + */ + var signum = Math.sign; + /* + * Initializes `rotationCayley` and `rotationMatrices`. It is called + * only once below. + */ + function init() { + for (var i = 0; i < 16; i++) { + var row = []; + rotationCayley.push(row); + for (var j = 0; j < 16; j++) { + /* Multiplies rotation matrices i and j. */ + var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j])); + var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j])); + var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j])); + var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j])); + /* Finds rotation matrix matching the product and pushes it. */ + for (var k = 0; k < 16; k++) { + if (ux[k] === _ux && uy[k] === _uy + && vx[k] === _vx && vy[k] === _vy) { + row.push(k); + break; + } + } + } + } + for (var i = 0; i < 16; i++) { + var mat = new Matrix(); + mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0); + rotationMatrices.push(mat); + } + } + init(); + /** + * @memberof PIXI + * @typedef {number} GD8Symmetry + * @see PIXI.groupD8 + */ + /** + * Implements the dihedral group D8, which is similar to + * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html}; + * D8 is the same but with diagonals, and it is used for texture + * rotations. + * + * The directions the U- and V- axes after rotation + * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))` + * and `(vX(a), vY(a))`. These aren't necessarily unit vectors. + * + * **Origin:**
                                                                        + * This is the small part of gameofbombs.com portal system. It works. + * @see PIXI.groupD8.E + * @see PIXI.groupD8.SE + * @see PIXI.groupD8.S + * @see PIXI.groupD8.SW + * @see PIXI.groupD8.W + * @see PIXI.groupD8.NW + * @see PIXI.groupD8.N + * @see PIXI.groupD8.NE + * @author Ivan @ivanpopelyshev + * @namespace PIXI.groupD8 + * @memberof PIXI + */ + var groupD8 = { + /** + * | Rotation | Direction | + * |----------|-----------| + * | 0° | East | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + E: 0, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 45°↻ | Southeast | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + SE: 1, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 90°↻ | South | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + S: 2, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 135°↻ | Southwest | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + SW: 3, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 180° | West | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + W: 4, + /** + * | Rotation | Direction | + * |-------------|--------------| + * | -135°/225°↻ | Northwest | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + NW: 5, + /** + * | Rotation | Direction | + * |-------------|--------------| + * | -90°/270°↻ | North | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + N: 6, + /** + * | Rotation | Direction | + * |-------------|--------------| + * | -45°/315°↻ | Northeast | + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + NE: 7, + /** + * Reflection about Y-axis. + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + MIRROR_VERTICAL: 8, + /** + * Reflection about the main diagonal. + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + MAIN_DIAGONAL: 10, + /** + * Reflection about X-axis. + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + MIRROR_HORIZONTAL: 12, + /** + * Reflection about reverse diagonal. + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + REVERSE_DIAGONAL: 14, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @returns {PIXI.GD8Symmetry} The X-component of the U-axis + * after rotating the axes. + */ + uX: function (ind) { return ux[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis + * after rotating the axes. + */ + uY: function (ind) { return uy[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @returns {PIXI.GD8Symmetry} The X-component of the V-axis + * after rotating the axes. + */ + vX: function (ind) { return vx[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis + * after rotating the axes. + */ + vY: function (ind) { return vy[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite + * is needed. Only rotations have opposite symmetries while + * reflections don't. + * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation` + */ + inv: function (rotation) { + if (rotation & 8) // true only if between 8 & 15 (reflections) + { + return rotation & 15; // or rotation % 16 + } + return (-rotation) & 7; // or (8 - rotation) % 8 + }, + /** + * Composes the two D8 operations. + * + * Taking `^` as reflection: + * + * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 | + * |-------|-----|-----|-----|-----|------|-------|-------|-------| + * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ | + * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ | + * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ | + * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ | + * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S | + * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W | + * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N | + * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E | + * + * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table} + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which + * is the row in the above cayley table. + * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which + * is the column in the above cayley table. + * @returns {PIXI.GD8Symmetry} Composed operation + */ + add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); }, + /** + * Reverse of `add`. + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotationSecond - Second operation + * @param {PIXI.GD8Symmetry} rotationFirst - First operation + * @returns {PIXI.GD8Symmetry} Result + */ + sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); }, + /** + * Adds 180 degrees to rotation, which is a commutative + * operation. + * @memberof PIXI.groupD8 + * @param {number} rotation - The number to rotate. + * @returns {number} Rotated number + */ + rotate180: function (rotation) { return rotation ^ 4; }, + /** + * Checks if the rotation angle is vertical, i.e. south + * or north. It doesn't work for reflections. + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotation - The number to check. + * @returns {boolean} Whether or not the direction is vertical + */ + isVertical: function (rotation) { return (rotation & 3) === 2; }, + /** + * Approximates the vector `V(dx,dy)` into one of the + * eight directions provided by `groupD8`. + * @memberof PIXI.groupD8 + * @param {number} dx - X-component of the vector + * @param {number} dy - Y-component of the vector + * @returns {PIXI.GD8Symmetry} Approximation of the vector into + * one of the eight symmetries. + */ + byDirection: function (dx, dy) { + if (Math.abs(dx) * 2 <= Math.abs(dy)) { + if (dy >= 0) { + return groupD8.S; + } + return groupD8.N; + } + else if (Math.abs(dy) * 2 <= Math.abs(dx)) { + if (dx > 0) { + return groupD8.E; + } + return groupD8.W; + } + else if (dy > 0) { + if (dx > 0) { + return groupD8.SE; + } + return groupD8.SW; + } + else if (dx > 0) { + return groupD8.NE; + } + return groupD8.NW; + }, + /** + * Helps sprite to compensate texture packer rotation. + * @memberof PIXI.groupD8 + * @param {PIXI.Matrix} matrix - sprite world matrix + * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use. + * @param {number} tx - sprite anchoring + * @param {number} ty - sprite anchoring + */ + matrixAppendRotationInv: function (matrix, rotation, tx, ty) { + if (tx === void 0) { tx = 0; } + if (ty === void 0) { ty = 0; } + // Packer used "rotation", we use "inv(rotation)" + var mat = rotationMatrices[groupD8.inv(rotation)]; + mat.tx = tx; + mat.ty = ty; + matrix.append(mat); + }, + }; + + /** + * Transform that takes care about its versions. + * @memberof PIXI + */ + var Transform = /** @class */ (function () { + function Transform() { + this.worldTransform = new Matrix(); + this.localTransform = new Matrix(); + this.position = new ObservablePoint(this.onChange, this, 0, 0); + this.scale = new ObservablePoint(this.onChange, this, 1, 1); + this.pivot = new ObservablePoint(this.onChange, this, 0, 0); + this.skew = new ObservablePoint(this.updateSkew, this, 0, 0); + this._rotation = 0; + this._cx = 1; + this._sx = 0; + this._cy = 0; + this._sy = 1; + this._localID = 0; + this._currentLocalID = 0; + this._worldID = 0; + this._parentID = 0; + } + /** Called when a value changes. */ + Transform.prototype.onChange = function () { + this._localID++; + }; + /** Called when the skew or the rotation changes. */ + Transform.prototype.updateSkew = function () { + this._cx = Math.cos(this._rotation + this.skew.y); + this._sx = Math.sin(this._rotation + this.skew.y); + this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2 + this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2 + this._localID++; + }; + Transform.prototype.toString = function () { + return "[@pixi/math:Transform " + + ("position=(" + this.position.x + ", " + this.position.y + ") ") + + ("rotation=" + this.rotation + " ") + + ("scale=(" + this.scale.x + ", " + this.scale.y + ") ") + + ("skew=(" + this.skew.x + ", " + this.skew.y + ") ") + + "]"; + }; + /** Updates the local transformation matrix. */ + Transform.prototype.updateLocalTransform = function () { + var lt = this.localTransform; + if (this._localID !== this._currentLocalID) { + // get the matrix values of the displayobject based on its transform properties.. + lt.a = this._cx * this.scale.x; + lt.b = this._sx * this.scale.x; + lt.c = this._cy * this.scale.y; + lt.d = this._sy * this.scale.y; + lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); + lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); + this._currentLocalID = this._localID; + // force an update.. + this._parentID = -1; + } + }; + /** + * Updates the local and the world transformation matrices. + * @param parentTransform - The parent transform + */ + Transform.prototype.updateTransform = function (parentTransform) { + var lt = this.localTransform; + if (this._localID !== this._currentLocalID) { + // get the matrix values of the displayobject based on its transform properties.. + lt.a = this._cx * this.scale.x; + lt.b = this._sx * this.scale.x; + lt.c = this._cy * this.scale.y; + lt.d = this._sy * this.scale.y; + lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); + lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); + this._currentLocalID = this._localID; + // force an update.. + this._parentID = -1; + } + if (this._parentID !== parentTransform._worldID) { + // concat the parent matrix with the objects transform. + var pt = parentTransform.worldTransform; + var wt = this.worldTransform; + wt.a = (lt.a * pt.a) + (lt.b * pt.c); + wt.b = (lt.a * pt.b) + (lt.b * pt.d); + wt.c = (lt.c * pt.a) + (lt.d * pt.c); + wt.d = (lt.c * pt.b) + (lt.d * pt.d); + wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx; + wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty; + this._parentID = parentTransform._worldID; + // update the id of the transform.. + this._worldID++; + } + }; + /** + * Decomposes a matrix and sets the transforms properties based on it. + * @param matrix - The matrix to decompose + */ + Transform.prototype.setFromMatrix = function (matrix) { + matrix.decompose(this); + this._localID++; + }; + Object.defineProperty(Transform.prototype, "rotation", { + /** The rotation of the object in radians. */ + get: function () { + return this._rotation; + }, + set: function (value) { + if (this._rotation !== value) { + this._rotation = value; + this.updateSkew(); + } + }, + enumerable: false, + configurable: true + }); + /** A default (identity) transform. */ + Transform.IDENTITY = new Transform(); + return Transform; + }()); + + exports.Circle = Circle; + exports.DEG_TO_RAD = DEG_TO_RAD; + exports.Ellipse = Ellipse; + exports.Matrix = Matrix; + exports.ObservablePoint = ObservablePoint; + exports.PI_2 = PI_2; + exports.Point = Point; + exports.Polygon = Polygon; + exports.RAD_TO_DEG = RAD_TO_DEG; + exports.Rectangle = Rectangle; + exports.RoundedRectangle = RoundedRectangle; + exports.Transform = Transform; + exports.groupD8 = groupD8; + + } (math)); + return math; + } + + var display = {}; + + var settings = {}; + + var constants = {}; + + /*! + * @pixi/constants - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/constants is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + var hasRequiredConstants; + + function requireConstants () { + if (hasRequiredConstants) return constants; + hasRequiredConstants = 1; + (function (exports) { + + Object.defineProperty(exports, '__esModule', { value: true }); + + /** + * Different types of environments for WebGL. + * @static + * @memberof PIXI + * @name ENV + * @enum {number} + * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility + * with older / less advanced devices. If you experience unexplained flickering prefer this environment. + * @property {number} WEBGL - Version 1 of WebGL + * @property {number} WEBGL2 - Version 2 of WebGL + */ + exports.ENV = void 0; + (function (ENV) { + ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; + ENV[ENV["WEBGL"] = 1] = "WEBGL"; + ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; + })(exports.ENV || (exports.ENV = {})); + /** + * Constant to identify the Renderer Type. + * @static + * @memberof PIXI + * @name RENDERER_TYPE + * @enum {number} + * @property {number} UNKNOWN - Unknown render type. + * @property {number} WEBGL - WebGL render type. + * @property {number} CANVAS - Canvas render type. + */ + exports.RENDERER_TYPE = void 0; + (function (RENDERER_TYPE) { + RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; + RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; + RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; + })(exports.RENDERER_TYPE || (exports.RENDERER_TYPE = {})); + /** + * Bitwise OR of masks that indicate the buffers to be cleared. + * @static + * @memberof PIXI + * @name BUFFER_BITS + * @enum {number} + * @property {number} COLOR - Indicates the buffers currently enabled for color writing. + * @property {number} DEPTH - Indicates the depth buffer. + * @property {number} STENCIL - Indicates the stencil buffer. + */ + exports.BUFFER_BITS = void 0; + (function (BUFFER_BITS) { + BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; + BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; + BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; + })(exports.BUFFER_BITS || (exports.BUFFER_BITS = {})); + /** + * Various blend modes supported by PIXI. + * + * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. + * Anything else will silently act like NORMAL. + * @memberof PIXI + * @name BLEND_MODES + * @enum {number} + * @property {number} NORMAL - + * @property {number} ADD - + * @property {number} MULTIPLY - + * @property {number} SCREEN - + * @property {number} OVERLAY - + * @property {number} DARKEN - + * @property {number} LIGHTEN - + * @property {number} COLOR_DODGE - + * @property {number} COLOR_BURN - + * @property {number} HARD_LIGHT - + * @property {number} SOFT_LIGHT - + * @property {number} DIFFERENCE - + * @property {number} EXCLUSION - + * @property {number} HUE - + * @property {number} SATURATION - + * @property {number} COLOR - + * @property {number} LUMINOSITY - + * @property {number} NORMAL_NPM - + * @property {number} ADD_NPM - + * @property {number} SCREEN_NPM - + * @property {number} NONE - + * @property {number} SRC_IN - + * @property {number} SRC_OUT - + * @property {number} SRC_ATOP - + * @property {number} DST_OVER - + * @property {number} DST_IN - + * @property {number} DST_OUT - + * @property {number} DST_ATOP - + * @property {number} SUBTRACT - + * @property {number} SRC_OVER - + * @property {number} ERASE - + * @property {number} XOR - + */ + exports.BLEND_MODES = void 0; + (function (BLEND_MODES) { + BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; + BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; + BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; + BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; + BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; + BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; + BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; + BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; + BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; + BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; + BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; + BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; + BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; + BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; + BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; + BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; + BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; + BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; + BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; + BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; + BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; + BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; + BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; + BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; + BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; + BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; + BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; + BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; + BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; + BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; + BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; + BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; + })(exports.BLEND_MODES || (exports.BLEND_MODES = {})); + /** + * Various webgl draw modes. These can be used to specify which GL drawMode to use + * under certain situations and renderers. + * @memberof PIXI + * @static + * @name DRAW_MODES + * @enum {number} + * @property {number} POINTS - + * @property {number} LINES - + * @property {number} LINE_LOOP - + * @property {number} LINE_STRIP - + * @property {number} TRIANGLES - + * @property {number} TRIANGLE_STRIP - + * @property {number} TRIANGLE_FAN - + */ + exports.DRAW_MODES = void 0; + (function (DRAW_MODES) { + DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; + DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; + DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; + DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; + DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; + DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; + DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; + })(exports.DRAW_MODES || (exports.DRAW_MODES = {})); + /** + * Various GL texture/resources formats. + * @memberof PIXI + * @static + * @name FORMATS + * @enum {number} + * @property {number} [RGBA=6408] - + * @property {number} [RGB=6407] - + * @property {number} [RG=33319] - + * @property {number} [RED=6403] - + * @property {number} [RGBA_INTEGER=36249] - + * @property {number} [RGB_INTEGER=36248] - + * @property {number} [RG_INTEGER=33320] - + * @property {number} [RED_INTEGER=36244] - + * @property {number} [ALPHA=6406] - + * @property {number} [LUMINANCE=6409] - + * @property {number} [LUMINANCE_ALPHA=6410] - + * @property {number} [DEPTH_COMPONENT=6402] - + * @property {number} [DEPTH_STENCIL=34041] - + */ + exports.FORMATS = void 0; + (function (FORMATS) { + FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; + FORMATS[FORMATS["RGB"] = 6407] = "RGB"; + FORMATS[FORMATS["RG"] = 33319] = "RG"; + FORMATS[FORMATS["RED"] = 6403] = "RED"; + FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; + FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; + FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; + FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; + FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; + FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; + FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; + FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; + FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; + })(exports.FORMATS || (exports.FORMATS = {})); + /** + * Various GL target types. + * @memberof PIXI + * @static + * @name TARGETS + * @enum {number} + * @property {number} [TEXTURE_2D=3553] - + * @property {number} [TEXTURE_CUBE_MAP=34067] - + * @property {number} [TEXTURE_2D_ARRAY=35866] - + * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - + * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - + * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - + * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - + * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - + * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - + */ + exports.TARGETS = void 0; + (function (TARGETS) { + TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; + TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; + })(exports.TARGETS || (exports.TARGETS = {})); + /** + * Various GL data format types. + * @memberof PIXI + * @static + * @name TYPES + * @enum {number} + * @property {number} [UNSIGNED_BYTE=5121] - + * @property {number} [UNSIGNED_SHORT=5123] - + * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - + * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - + * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - + * @property {number} [UNSIGNED_INT=5125] - + * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - + * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - + * @property {number} [UNSIGNED_INT_24_8=34042] - + * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - + * @property {number} [BYTE=5120] - + * @property {number} [SHORT=5122] - + * @property {number} [INT=5124] - + * @property {number} [FLOAT=5126] - + * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - + * @property {number} [HALF_FLOAT=36193] - + */ + exports.TYPES = void 0; + (function (TYPES) { + TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; + TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; + TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; + TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; + TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; + TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; + TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; + TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; + TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; + TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; + TYPES[TYPES["BYTE"] = 5120] = "BYTE"; + TYPES[TYPES["SHORT"] = 5122] = "SHORT"; + TYPES[TYPES["INT"] = 5124] = "INT"; + TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; + TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; + TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; + })(exports.TYPES || (exports.TYPES = {})); + /** + * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. + * WebGL1 works only with FLOAT. + * @memberof PIXI + * @static + * @name SAMPLER_TYPES + * @enum {number} + * @property {number} [FLOAT=0] - + * @property {number} [INT=1] - + * @property {number} [UINT=2] - + */ + exports.SAMPLER_TYPES = void 0; + (function (SAMPLER_TYPES) { + SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; + SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; + SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; + })(exports.SAMPLER_TYPES || (exports.SAMPLER_TYPES = {})); + /** + * The scale modes that are supported by pixi. + * + * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. + * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. + * @memberof PIXI + * @static + * @name SCALE_MODES + * @enum {number} + * @property {number} LINEAR Smooth scaling + * @property {number} NEAREST Pixelating scaling + */ + exports.SCALE_MODES = void 0; + (function (SCALE_MODES) { + SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; + SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; + })(exports.SCALE_MODES || (exports.SCALE_MODES = {})); + /** + * The wrap modes that are supported by pixi. + * + * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. + * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. + * If the texture is non power of two then clamp will be used regardless as WebGL can + * only use REPEAT if the texture is po2. + * + * This property only affects WebGL. + * @name WRAP_MODES + * @memberof PIXI + * @static + * @enum {number} + * @property {number} CLAMP - The textures uvs are clamped + * @property {number} REPEAT - The texture uvs tile and repeat + * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring + */ + exports.WRAP_MODES = void 0; + (function (WRAP_MODES) { + WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; + WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; + WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; + })(exports.WRAP_MODES || (exports.WRAP_MODES = {})); + /** + * Mipmap filtering modes that are supported by pixi. + * + * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. + * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, + * or its `POW2` and texture dimensions are powers of 2. + * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. + * + * This property only affects WebGL. + * @name MIPMAP_MODES + * @memberof PIXI + * @static + * @enum {number} + * @property {number} OFF - No mipmaps + * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 + * @property {number} ON - Always generate mipmaps + * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource + * that supports buffering each level-of-detail. + */ + exports.MIPMAP_MODES = void 0; + (function (MIPMAP_MODES) { + MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; + MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; + MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; + MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; + })(exports.MIPMAP_MODES || (exports.MIPMAP_MODES = {})); + /** + * How to treat textures with premultiplied alpha + * @name ALPHA_MODES + * @memberof PIXI + * @static + * @enum {number} + * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. + * Option for compressed and data textures that are created from typed arrays. + * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. + * Default option, used for all loaded images. + * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied + * Example: spine atlases with `_pma` suffix. + * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. + * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. + * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. + */ + exports.ALPHA_MODES = void 0; + (function (ALPHA_MODES) { + ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; + ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; + ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; + ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; + ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; + ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; + ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; + })(exports.ALPHA_MODES || (exports.ALPHA_MODES = {})); + /** + * Configure whether filter textures are cleared after binding. + * + * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect + * this and skip clearing as an optimization. + * @name CLEAR_MODES + * @memberof PIXI + * @static + * @enum {number} + * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. + * @property {number} CLEAR - Always clear the filter texture. + * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. + * @property {number} NO - Alias for BLEND, same as `false` in earlier versions + * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions + * @property {number} AUTO - Alias for BLIT + */ + exports.CLEAR_MODES = void 0; + (function (CLEAR_MODES) { + CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; + CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; + CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; + CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; + CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; + CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; + })(exports.CLEAR_MODES || (exports.CLEAR_MODES = {})); + /** + * The gc modes that are supported by pixi. + * + * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO + * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not + * used for a specified period of time they will be removed from the GPU. They will of course + * be uploaded again when they are required. This is a silent behind the scenes process that + * should ensure that the GPU does not get filled up. + * + * Handy for mobile devices! + * This property only affects WebGL. + * @name GC_MODES + * @enum {number} + * @static + * @memberof PIXI + * @property {number} AUTO - Garbage collection will happen periodically automatically + * @property {number} MANUAL - Garbage collection will need to be called manually + */ + exports.GC_MODES = void 0; + (function (GC_MODES) { + GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; + GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; + })(exports.GC_MODES || (exports.GC_MODES = {})); + /** + * Constants that specify float precision in shaders. + * @name PRECISION + * @memberof PIXI + * @constant + * @static + * @enum {string} + * @property {string} [LOW='lowp'] - + * @property {string} [MEDIUM='mediump'] - + * @property {string} [HIGH='highp'] - + */ + exports.PRECISION = void 0; + (function (PRECISION) { + PRECISION["LOW"] = "lowp"; + PRECISION["MEDIUM"] = "mediump"; + PRECISION["HIGH"] = "highp"; + })(exports.PRECISION || (exports.PRECISION = {})); + /** + * Constants for mask implementations. + * We use `type` suffix because it leads to very different behaviours + * @name MASK_TYPES + * @memberof PIXI + * @static + * @enum {number} + * @property {number} NONE - Mask is ignored + * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap + * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil + * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture + * @property {number} COLOR - Color mask (RGBA) + */ + exports.MASK_TYPES = void 0; + (function (MASK_TYPES) { + MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; + MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; + MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; + MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; + MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; + })(exports.MASK_TYPES || (exports.MASK_TYPES = {})); + /** + * Bitwise OR of masks that indicate the color channels that are rendered to. + * @static + * @memberof PIXI + * @name COLOR_MASK_BITS + * @enum {number} + * @property {number} RED - Red channel. + * @property {number} GREEN - Green channel + * @property {number} BLUE - Blue channel. + * @property {number} ALPHA - Alpha channel. + */ + exports.COLOR_MASK_BITS = void 0; + (function (COLOR_MASK_BITS) { + COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; + COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; + COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; + COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; + })(exports.COLOR_MASK_BITS || (exports.COLOR_MASK_BITS = {})); + /** + * Constants for multi-sampling antialiasing. + * @see PIXI.Framebuffer#multisample + * @name MSAA_QUALITY + * @memberof PIXI + * @static + * @enum {number} + * @property {number} NONE - No multisampling for this renderTexture + * @property {number} LOW - Try 2 samples + * @property {number} MEDIUM - Try 4 samples + * @property {number} HIGH - Try 8 samples + */ + exports.MSAA_QUALITY = void 0; + (function (MSAA_QUALITY) { + MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; + MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; + MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; + MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; + })(exports.MSAA_QUALITY || (exports.MSAA_QUALITY = {})); + /** + * Constants for various buffer types in Pixi + * @see PIXI.BUFFER_TYPE + * @name BUFFER_TYPE + * @memberof PIXI + * @static + * @enum {number} + * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer + * @property {number} ARRAY_BUFFER - buffer type for using attribute data + * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects + */ + exports.BUFFER_TYPE = void 0; + (function (BUFFER_TYPE) { + BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; + BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; + // NOT YET SUPPORTED + BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; + })(exports.BUFFER_TYPE || (exports.BUFFER_TYPE = {})); + + } (constants)); + return constants; + } + + /*! + * @pixi/settings - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/settings is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + var hasRequiredSettings; + + function requireSettings () { + if (hasRequiredSettings) return settings; + hasRequiredSettings = 1; + + Object.defineProperty(settings, '__esModule', { value: true }); + + var constants = requireConstants(); + + var BrowserAdapter = { + /** + * Creates a canvas element of the given size. + * This canvas is created using the browser's native canvas element. + * @param width - width of the canvas + * @param height - height of the canvas + */ + createCanvas: function (width, height) { + var canvas = document.createElement('canvas'); + canvas.width = width; + canvas.height = height; + return canvas; + }, + getWebGLRenderingContext: function () { return WebGLRenderingContext; }, + getNavigator: function () { return navigator; }, + getBaseUrl: function () { var _a; return ((_a = document.baseURI) !== null && _a !== void 0 ? _a : window.location.href); }, + fetch: function (url, options) { return fetch(url, options); }, + }; + + var appleIphone = /iPhone/i; + var appleIpod = /iPod/i; + var appleTablet = /iPad/i; + var appleUniversal = /\biOS-universal(?:.+)Mac\b/i; + var androidPhone = /\bAndroid(?:.+)Mobile\b/i; + var androidTablet = /Android/i; + var amazonPhone = /(?:SD4930UR|\bSilk(?:.+)Mobile\b)/i; + var amazonTablet = /Silk/i; + var windowsPhone = /Windows Phone/i; + var windowsTablet = /\bWindows(?:.+)ARM\b/i; + var otherBlackBerry = /BlackBerry/i; + var otherBlackBerry10 = /BB10/i; + var otherOpera = /Opera Mini/i; + var otherChrome = /\b(CriOS|Chrome)(?:.+)Mobile/i; + var otherFirefox = /Mobile(?:.+)Firefox\b/i; + var isAppleTabletOnIos13 = function (navigator) { + return (typeof navigator !== 'undefined' && + navigator.platform === 'MacIntel' && + typeof navigator.maxTouchPoints === 'number' && + navigator.maxTouchPoints > 1 && + typeof MSStream === 'undefined'); + }; + function createMatch(userAgent) { + return function (regex) { return regex.test(userAgent); }; + } + function isMobile$1(param) { + var nav = { + userAgent: '', + platform: '', + maxTouchPoints: 0 + }; + if (!param && typeof navigator !== 'undefined') { + nav = { + userAgent: navigator.userAgent, + platform: navigator.platform, + maxTouchPoints: navigator.maxTouchPoints || 0 + }; + } + else if (typeof param === 'string') { + nav.userAgent = param; + } + else if (param && param.userAgent) { + nav = { + userAgent: param.userAgent, + platform: param.platform, + maxTouchPoints: param.maxTouchPoints || 0 + }; + } + var userAgent = nav.userAgent; + var tmp = userAgent.split('[FBAN'); + if (typeof tmp[1] !== 'undefined') { + userAgent = tmp[0]; + } + tmp = userAgent.split('Twitter'); + if (typeof tmp[1] !== 'undefined') { + userAgent = tmp[0]; + } + var match = createMatch(userAgent); + var result = { + apple: { + phone: match(appleIphone) && !match(windowsPhone), + ipod: match(appleIpod), + tablet: !match(appleIphone) && + (match(appleTablet) || isAppleTabletOnIos13(nav)) && + !match(windowsPhone), + universal: match(appleUniversal), + device: (match(appleIphone) || + match(appleIpod) || + match(appleTablet) || + match(appleUniversal) || + isAppleTabletOnIos13(nav)) && + !match(windowsPhone) + }, + amazon: { + phone: match(amazonPhone), + tablet: !match(amazonPhone) && match(amazonTablet), + device: match(amazonPhone) || match(amazonTablet) + }, + android: { + phone: (!match(windowsPhone) && match(amazonPhone)) || + (!match(windowsPhone) && match(androidPhone)), + tablet: !match(windowsPhone) && + !match(amazonPhone) && + !match(androidPhone) && + (match(amazonTablet) || match(androidTablet)), + device: (!match(windowsPhone) && + (match(amazonPhone) || + match(amazonTablet) || + match(androidPhone) || + match(androidTablet))) || + match(/\bokhttp\b/i) + }, + windows: { + phone: match(windowsPhone), + tablet: match(windowsTablet), + device: match(windowsPhone) || match(windowsTablet) + }, + other: { + blackberry: match(otherBlackBerry), + blackberry10: match(otherBlackBerry10), + opera: match(otherOpera), + firefox: match(otherFirefox), + chrome: match(otherChrome), + device: match(otherBlackBerry) || + match(otherBlackBerry10) || + match(otherOpera) || + match(otherFirefox) || + match(otherChrome) + }, + any: false, + phone: false, + tablet: false + }; + result.any = + result.apple.device || + result.android.device || + result.windows.device || + result.other.device; + result.phone = + result.apple.phone || result.android.phone || result.windows.phone; + result.tablet = + result.apple.tablet || result.android.tablet || result.windows.tablet; + return result; + } + + var isMobile = isMobile$1(globalThis.navigator); + + /** + * Uploading the same buffer multiple times in a single frame can cause performance issues. + * Apparent on iOS so only check for that at the moment + * This check may become more complex if this issue pops up elsewhere. + * @private + * @returns {boolean} `true` if the same buffer may be uploaded more than once. + */ + function canUploadSameBuffer() { + return !isMobile.apple.device; + } + + /** + * The maximum recommended texture units to use. + * In theory the bigger the better, and for desktop we'll use as many as we can. + * But some mobile devices slow down if there is to many branches in the shader. + * So in practice there seems to be a sweet spot size that varies depending on the device. + * + * In v4, all mobile devices were limited to 4 texture units because for this. + * In v5, we allow all texture units to be used on modern Apple or Android devices. + * @private + * @param {number} max + * @returns {number} The maximum recommended texture units to use. + */ + function maxRecommendedTextures(max) { + var allowMax = true; + if (isMobile.tablet || isMobile.phone) { + if (isMobile.apple.device) { + var match = (navigator.userAgent).match(/OS (\d+)_(\d+)?/); + if (match) { + var majorVersion = parseInt(match[1], 10); + // Limit texture units on devices below iOS 11, which will be older hardware + if (majorVersion < 11) { + allowMax = false; + } + } + } + if (isMobile.android.device) { + var match = (navigator.userAgent).match(/Android\s([0-9.]*)/); + if (match) { + var majorVersion = parseInt(match[1], 10); + // Limit texture units on devices below Android 7 (Nougat), which will be older hardware + if (majorVersion < 7) { + allowMax = false; + } + } + } + } + return allowMax ? max : 4; + } + + /** + * User's customizable globals for overriding the default PIXI settings, such + * as a renderer's default resolution, framerate, float precision, etc. + * @example + * // Use the native window resolution as the default resolution + * // will support high-density displays when rendering + * PIXI.settings.RESOLUTION = window.devicePixelRatio; + * + * // Disable interpolation when scaling, will make texture be pixelated + * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST; + * @namespace PIXI.settings + */ + var settings$1 = { + /** + * This adapter is used to call methods that are platform dependent. + * For example `document.createElement` only runs on the web but fails in node environments. + * This allows us to support more platforms by abstracting away specific implementations per platform. + * + * By default the adapter is set to work in the browser. However you can create your own + * by implementing the `IAdapter` interface. See `IAdapter` for more information. + * @name ADAPTER + * @memberof PIXI.settings + * @type {PIXI.IAdapter} + * @default PIXI.BrowserAdapter + */ + ADAPTER: BrowserAdapter, + /** + * If set to true WebGL will attempt make textures mimpaped by default. + * Mipmapping will only succeed if the base texture uploaded has power of two dimensions. + * @static + * @name MIPMAP_TEXTURES + * @memberof PIXI.settings + * @type {PIXI.MIPMAP_MODES} + * @default PIXI.MIPMAP_MODES.POW2 + */ + MIPMAP_TEXTURES: constants.MIPMAP_MODES.POW2, + /** + * Default anisotropic filtering level of textures. + * Usually from 0 to 16 + * @static + * @name ANISOTROPIC_LEVEL + * @memberof PIXI.settings + * @type {number} + * @default 0 + */ + ANISOTROPIC_LEVEL: 0, + /** + * Default resolution / device pixel ratio of the renderer. + * @static + * @name RESOLUTION + * @memberof PIXI.settings + * @type {number} + * @default 1 + */ + RESOLUTION: 1, + /** + * Default filter resolution. + * @static + * @name FILTER_RESOLUTION + * @memberof PIXI.settings + * @type {number} + * @default 1 + */ + FILTER_RESOLUTION: 1, + /** + * Default filter samples. + * @static + * @name FILTER_MULTISAMPLE + * @memberof PIXI.settings + * @type {PIXI.MSAA_QUALITY} + * @default PIXI.MSAA_QUALITY.NONE + */ + FILTER_MULTISAMPLE: constants.MSAA_QUALITY.NONE, + /** + * The maximum textures that this device supports. + * @static + * @name SPRITE_MAX_TEXTURES + * @memberof PIXI.settings + * @type {number} + * @default 32 + */ + SPRITE_MAX_TEXTURES: maxRecommendedTextures(32), + // TODO: maybe change to SPRITE.BATCH_SIZE: 2000 + // TODO: maybe add PARTICLE.BATCH_SIZE: 15000 + /** + * The default sprite batch size. + * + * The default aims to balance desktop and mobile devices. + * @static + * @name SPRITE_BATCH_SIZE + * @memberof PIXI.settings + * @type {number} + * @default 4096 + */ + SPRITE_BATCH_SIZE: 4096, + /** + * The default render options if none are supplied to {@link PIXI.Renderer} + * or {@link PIXI.CanvasRenderer}. + * @static + * @name RENDER_OPTIONS + * @memberof PIXI.settings + * @type {object} + * @property {HTMLCanvasElement} [view=null] - + * @property {boolean} [antialias=false] - + * @property {boolean} [autoDensity=false] - + * @property {boolean} [useContextAlpha=true] - + * @property {number} [backgroundColor=0x000000] - + * @property {number} [backgroundAlpha=1] - + * @property {boolean} [clearBeforeRender=true] - + * @property {boolean} [preserveDrawingBuffer=false] - + * @property {number} [width=800] - + * @property {number} [height=600] - + * @property {boolean} [legacy=false] - + */ + RENDER_OPTIONS: { + view: null, + antialias: false, + autoDensity: false, + backgroundColor: 0x000000, + backgroundAlpha: 1, + useContextAlpha: true, + clearBeforeRender: true, + preserveDrawingBuffer: false, + width: 800, + height: 600, + legacy: false, + }, + /** + * Default Garbage Collection mode. + * @static + * @name GC_MODE + * @memberof PIXI.settings + * @type {PIXI.GC_MODES} + * @default PIXI.GC_MODES.AUTO + */ + GC_MODE: constants.GC_MODES.AUTO, + /** + * Default Garbage Collection max idle. + * @static + * @name GC_MAX_IDLE + * @memberof PIXI.settings + * @type {number} + * @default 3600 + */ + GC_MAX_IDLE: 60 * 60, + /** + * Default Garbage Collection maximum check count. + * @static + * @name GC_MAX_CHECK_COUNT + * @memberof PIXI.settings + * @type {number} + * @default 600 + */ + GC_MAX_CHECK_COUNT: 60 * 10, + /** + * Default wrap modes that are supported by pixi. + * @static + * @name WRAP_MODE + * @memberof PIXI.settings + * @type {PIXI.WRAP_MODES} + * @default PIXI.WRAP_MODES.CLAMP + */ + WRAP_MODE: constants.WRAP_MODES.CLAMP, + /** + * Default scale mode for textures. + * @static + * @name SCALE_MODE + * @memberof PIXI.settings + * @type {PIXI.SCALE_MODES} + * @default PIXI.SCALE_MODES.LINEAR + */ + SCALE_MODE: constants.SCALE_MODES.LINEAR, + /** + * Default specify float precision in vertex shader. + * @static + * @name PRECISION_VERTEX + * @memberof PIXI.settings + * @type {PIXI.PRECISION} + * @default PIXI.PRECISION.HIGH + */ + PRECISION_VERTEX: constants.PRECISION.HIGH, + /** + * Default specify float precision in fragment shader. + * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742 + * @static + * @name PRECISION_FRAGMENT + * @memberof PIXI.settings + * @type {PIXI.PRECISION} + * @default PIXI.PRECISION.MEDIUM + */ + PRECISION_FRAGMENT: isMobile.apple.device ? constants.PRECISION.HIGH : constants.PRECISION.MEDIUM, + /** + * Can we upload the same buffer in a single frame? + * @static + * @name CAN_UPLOAD_SAME_BUFFER + * @memberof PIXI.settings + * @type {boolean} + */ + CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(), + /** + * Enables bitmap creation before image load. This feature is experimental. + * @static + * @name CREATE_IMAGE_BITMAP + * @memberof PIXI.settings + * @type {boolean} + * @default false + */ + CREATE_IMAGE_BITMAP: false, + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * Advantages can include sharper image quality (like text) and faster rendering on canvas. + * The main disadvantage is movement of objects may appear less smooth. + * @static + * @constant + * @memberof PIXI.settings + * @type {boolean} + * @default false + */ + ROUND_PIXELS: false, + }; + + settings.BrowserAdapter = BrowserAdapter; + settings.isMobile = isMobile; + settings.settings = settings$1; + + return settings; + } + + var utils = {}; + + var require$$3 = /*@__PURE__*/getAugmentedNamespace(url$2); + + /*! + * @pixi/utils - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/utils is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + var hasRequiredUtils; + + function requireUtils () { + if (hasRequiredUtils) return utils; + hasRequiredUtils = 1; + (function (exports) { + + Object.defineProperty(exports, '__esModule', { value: true }); + + var settings = requireSettings(); + var eventemitter3 = eventemitter3$1.exports; + var earcut = earcut$1.exports; + var url$1 = require$$3; + var constants = requireConstants(); + + function _interopDefaultLegacy (e) { return e && typeof e === 'object' && 'default' in e ? e : { 'default': e }; } + + var eventemitter3__default = /*#__PURE__*/_interopDefaultLegacy(eventemitter3); + var earcut__default = /*#__PURE__*/_interopDefaultLegacy(earcut); + + /** + * This file contains redeclared types for Node `url` and `querystring` modules. These modules + * don't provide their own typings but instead are a part of the full Node typings. The purpose of + * this file is to redeclare the required types to avoid having the whole Node types as a + * dependency. + */ + var url = { + parse: url$1.parse, + format: url$1.format, + resolve: url$1.resolve, + }; + + function assertPath(path) { + if (typeof path !== 'string') { + throw new TypeError("Path must be a string. Received " + JSON.stringify(path)); + } + } + function removeUrlParams(url) { + var re = url.split('?')[0]; + return re.split('#')[0]; + } + function escapeRegExp(string) { + return string.replace(/[.*+?^${}()|[\]\\]/g, '\\$&'); // $& means the whole matched string + } + function replaceAll(str, find, replace) { + return str.replace(new RegExp(escapeRegExp(find), 'g'), replace); + } + // Resolves . and .. elements in a path with directory names + function normalizeStringPosix(path, allowAboveRoot) { + var res = ''; + var lastSegmentLength = 0; + var lastSlash = -1; + var dots = 0; + var code; + for (var i = 0; i <= path.length; ++i) { + if (i < path.length) { + code = path.charCodeAt(i); + } + else if (code === 47) { + break; + } + else { + code = 47; + } + if (code === 47) { + if (lastSlash === i - 1 || dots === 1) ; + else if (lastSlash !== i - 1 && dots === 2) { + if (res.length < 2 + || lastSegmentLength !== 2 + || res.charCodeAt(res.length - 1) !== 46 + || res.charCodeAt(res.length - 2) !== 46) { + if (res.length > 2) { + var lastSlashIndex = res.lastIndexOf('/'); + if (lastSlashIndex !== res.length - 1) { + if (lastSlashIndex === -1) { + res = ''; + lastSegmentLength = 0; + } + else { + res = res.slice(0, lastSlashIndex); + lastSegmentLength = res.length - 1 - res.lastIndexOf('/'); + } + lastSlash = i; + dots = 0; + continue; + } + } + else if (res.length === 2 || res.length === 1) { + res = ''; + lastSegmentLength = 0; + lastSlash = i; + dots = 0; + continue; + } + } + if (allowAboveRoot) { + if (res.length > 0) { + res += '/..'; + } + else { + res = '..'; + } + lastSegmentLength = 2; + } + } + else { + if (res.length > 0) { + res += "/" + path.slice(lastSlash + 1, i); + } + else { + res = path.slice(lastSlash + 1, i); + } + lastSegmentLength = i - lastSlash - 1; + } + lastSlash = i; + dots = 0; + } + else if (code === 46 && dots !== -1) { + ++dots; + } + else { + dots = -1; + } + } + return res; + } + var path = { + /** + * Converts a path to posix format. + * @param path - The path to convert to posix + */ + toPosix: function (path) { return replaceAll(path, '\\', '/'); }, + /** + * Checks if the path is a URL + * @param path - The path to check + */ + isUrl: function (path) { return (/^https?:/).test(this.toPosix(path)); }, + /** + * Checks if the path is a data URL + * @param path - The path to check + */ + isDataUrl: function (path) { + // eslint-disable-next-line max-len + return (/^data:([a-z]+\/[a-z0-9-+.]+(;[a-z0-9-.!#$%*+.{}|~`]+=[a-z0-9-.!#$%*+.{}()_|~`]+)*)?(;base64)?,([a-z0-9!$&',()*+;=\-._~:@\/?%\s<>]*?)$/i) + .test(path); + }, + /** + * Checks if the path has a protocol e.g. http:// + * This will return true for windows file paths + * @param path - The path to check + */ + hasProtocol: function (path) { return (/^[^/:]+:\//).test(this.toPosix(path)); }, + /** + * Returns the protocol of the path e.g. http://, C:/, file:/// + * @param path - The path to get the protocol from + */ + getProtocol: function (path) { + assertPath(path); + path = this.toPosix(path); + var protocol = ''; + var isFile = (/^file:\/\/\//).exec(path); + var isHttp = (/^[^/:]+:\/\//).exec(path); + var isWindows = (/^[^/:]+:\//).exec(path); + if (isFile || isHttp || isWindows) { + var arr = (isFile === null || isFile === void 0 ? void 0 : isFile[0]) || (isHttp === null || isHttp === void 0 ? void 0 : isHttp[0]) || (isWindows === null || isWindows === void 0 ? void 0 : isWindows[0]); + protocol = arr; + path = path.slice(arr.length); + } + return protocol; + }, + /** + * Converts URL to an absolute path. + * When loading from a Web Worker, we must use absolute paths. + * If the URL is already absolute we return it as is + * If it's not, we convert it + * @param url - The URL to test + * @param customBaseUrl - The base URL to use + * @param customRootUrl - The root URL to use + */ + toAbsolute: function (url, customBaseUrl, customRootUrl) { + if (this.isDataUrl(url)) + { return url; } + var baseUrl = removeUrlParams(this.toPosix(customBaseUrl !== null && customBaseUrl !== void 0 ? customBaseUrl : settings.settings.ADAPTER.getBaseUrl())); + var rootUrl = removeUrlParams(this.toPosix(customRootUrl !== null && customRootUrl !== void 0 ? customRootUrl : this.rootname(baseUrl))); + assertPath(url); + url = this.toPosix(url); + // root relative url + if (url.startsWith('/')) { + return path.join(rootUrl, url.slice(1)); + } + var absolutePath = this.isAbsolute(url) ? url : this.join(baseUrl, url); + return absolutePath; + }, + /** + * Normalizes the given path, resolving '..' and '.' segments + * @param path - The path to normalize + */ + normalize: function (path) { + path = this.toPosix(path); + assertPath(path); + if (path.length === 0) + { return '.'; } + var protocol = ''; + var isAbsolute = path.startsWith('/'); + if (this.hasProtocol(path)) { + protocol = this.rootname(path); + path = path.slice(protocol.length); + } + var trailingSeparator = path.endsWith('/'); + // Normalize the path + path = normalizeStringPosix(path, false); + if (path.length > 0 && trailingSeparator) + { path += '/'; } + if (isAbsolute) + { return "/" + path; } + return protocol + path; + }, + /** + * Determines if path is an absolute path. + * Absolute paths can be urls, data urls, or paths on disk + * @param path - The path to test + */ + isAbsolute: function (path) { + assertPath(path); + path = this.toPosix(path); + if (this.hasProtocol(path)) + { return true; } + return path.startsWith('/'); + }, + /** + * Joins all given path segments together using the platform-specific separator as a delimiter, + * then normalizes the resulting path + * @param segments - The segments of the path to join + */ + join: function () { + var arguments$1 = arguments; + + var _a; + var segments = []; + for (var _i = 0; _i < arguments.length; _i++) { + segments[_i] = arguments$1[_i]; + } + if (segments.length === 0) { + return '.'; + } + var joined; + for (var i = 0; i < segments.length; ++i) { + var arg = segments[i]; + assertPath(arg); + if (arg.length > 0) { + if (joined === undefined) + { joined = arg; } + else { + var prevArg = (_a = segments[i - 1]) !== null && _a !== void 0 ? _a : ''; + if (this.extname(prevArg)) { + joined += "/../" + arg; + } + else { + joined += "/" + arg; + } + } + } + } + if (joined === undefined) { + return '.'; + } + return this.normalize(joined); + }, + /** + * Returns the directory name of a path + * @param path - The path to parse + */ + dirname: function (path) { + assertPath(path); + if (path.length === 0) + { return '.'; } + path = this.toPosix(path); + var code = path.charCodeAt(0); + var hasRoot = code === 47; + var end = -1; + var matchedSlash = true; + var proto = this.getProtocol(path); + var origpath = path; + path = path.slice(proto.length); + for (var i = path.length - 1; i >= 1; --i) { + code = path.charCodeAt(i); + if (code === 47) { + if (!matchedSlash) { + end = i; + break; + } + } + else { + // We saw the first non-path separator + matchedSlash = false; + } + } + // if end is -1 and its a url then we need to add the path back + // eslint-disable-next-line no-nested-ternary + if (end === -1) + { return hasRoot ? '/' : this.isUrl(origpath) ? proto + path : proto; } + if (hasRoot && end === 1) + { return '//'; } + return proto + path.slice(0, end); + }, + /** + * Returns the root of the path e.g. /, C:/, file:///, http://domain.com/ + * @param path - The path to parse + */ + rootname: function (path) { + assertPath(path); + path = this.toPosix(path); + var root = ''; + if (path.startsWith('/')) + { root = '/'; } + else { + root = this.getProtocol(path); + } + if (this.isUrl(path)) { + // need to find the first path separator + var index = path.indexOf('/', root.length); + if (index !== -1) { + root = path.slice(0, index); + } + else + { root = path; } + if (!root.endsWith('/')) + { root += '/'; } + } + return root; + }, + /** + * Returns the last portion of a path + * @param path - The path to test + * @param ext - Optional extension to remove + */ + basename: function (path, ext) { + assertPath(path); + if (ext) + { assertPath(ext); } + path = this.toPosix(path); + var start = 0; + var end = -1; + var matchedSlash = true; + var i; + if (ext !== undefined && ext.length > 0 && ext.length <= path.length) { + if (ext.length === path.length && ext === path) + { return ''; } + var extIdx = ext.length - 1; + var firstNonSlashEnd = -1; + for (i = path.length - 1; i >= 0; --i) { + var code = path.charCodeAt(i); + if (code === 47) { + // If we reached a path separator that was not part of a set of path + // separators at the end of the string, stop now + if (!matchedSlash) { + start = i + 1; + break; + } + } + else { + if (firstNonSlashEnd === -1) { + // We saw the first non-path separator, remember this index in case + // we need it if the extension ends up not matching + matchedSlash = false; + firstNonSlashEnd = i + 1; + } + if (extIdx >= 0) { + // Try to match the explicit extension + if (code === ext.charCodeAt(extIdx)) { + if (--extIdx === -1) { + // We matched the extension, so mark this as the end of our path + // component + end = i; + } + } + else { + // Extension does not match, so our result is the entire path + // component + extIdx = -1; + end = firstNonSlashEnd; + } + } + } + } + if (start === end) + { end = firstNonSlashEnd; } + else if (end === -1) + { end = path.length; } + return path.slice(start, end); + } + for (i = path.length - 1; i >= 0; --i) { + if (path.charCodeAt(i) === 47) { + // If we reached a path separator that was not part of a set of path + // separators at the end of the string, stop now + if (!matchedSlash) { + start = i + 1; + break; + } + } + else if (end === -1) { + // We saw the first non-path separator, mark this as the end of our + // path component + matchedSlash = false; + end = i + 1; + } + } + if (end === -1) + { return ''; } + return path.slice(start, end); + }, + /** + * Returns the extension of the path, from the last occurrence of the . (period) character to end of string in the last + * portion of the path. If there is no . in the last portion of the path, or if there are no . characters other than + * the first character of the basename of path, an empty string is returned. + * @param path - The path to parse + */ + extname: function (path) { + assertPath(path); + path = this.toPosix(path); + var startDot = -1; + var startPart = 0; + var end = -1; + var matchedSlash = true; + // Track the state of characters (if any) we see before our first dot and + // after any path separator we find + var preDotState = 0; + for (var i = path.length - 1; i >= 0; --i) { + var code = path.charCodeAt(i); + if (code === 47) { + // If we reached a path separator that was not part of a set of path + // separators at the end of the string, stop now + if (!matchedSlash) { + startPart = i + 1; + break; + } + continue; + } + if (end === -1) { + // We saw the first non-path separator, mark this as the end of our + // extension + matchedSlash = false; + end = i + 1; + } + if (code === 46) { + // If this is our first dot, mark it as the start of our extension + if (startDot === -1) + { startDot = i; } + else if (preDotState !== 1) + { preDotState = 1; } + } + else if (startDot !== -1) { + // We saw a non-dot and non-path separator before our dot, so we should + // have a good chance at having a non-empty extension + preDotState = -1; + } + } + if (startDot === -1 || end === -1 + // We saw a non-dot character immediately before the dot + || preDotState === 0 + // The (right-most) trimmed path component is exactly '..' + // eslint-disable-next-line no-mixed-operators + || preDotState === 1 && startDot === end - 1 && startDot === startPart + 1) { + return ''; + } + return path.slice(startDot, end); + }, + /** + * Parses a path into an object containing the 'root', `dir`, `base`, `ext`, and `name` properties. + * @param path - The path to parse + */ + parse: function (path) { + assertPath(path); + var ret = { root: '', dir: '', base: '', ext: '', name: '' }; + if (path.length === 0) + { return ret; } + path = this.toPosix(path); + var code = path.charCodeAt(0); + var isAbsolute = this.isAbsolute(path); + var start; + ret.root = this.rootname(path); + if (isAbsolute || this.hasProtocol(path)) { + start = 1; + } + else { + start = 0; + } + var startDot = -1; + var startPart = 0; + var end = -1; + var matchedSlash = true; + var i = path.length - 1; + // Track the state of characters (if any) we see before our first dot and + // after any path separator we find + var preDotState = 0; + // Get non-dir info + for (; i >= start; --i) { + code = path.charCodeAt(i); + if (code === 47) { + // If we reached a path separator that was not part of a set of path + // separators at the end of the string, stop now + if (!matchedSlash) { + startPart = i + 1; + break; + } + continue; + } + if (end === -1) { + // We saw the first non-path separator, mark this as the end of our + // extension + matchedSlash = false; + end = i + 1; + } + if (code === 46) { + // If this is our first dot, mark it as the start of our extension + if (startDot === -1) + { startDot = i; } + else if (preDotState !== 1) + { preDotState = 1; } + } + else if (startDot !== -1) { + // We saw a non-dot and non-path separator before our dot, so we should + // have a good chance at having a non-empty extension + preDotState = -1; + } + } + if (startDot === -1 || end === -1 + // We saw a non-dot character immediately before the dot + || preDotState === 0 + // The (right-most) trimmed path component is exactly '..' + // eslint-disable-next-line no-mixed-operators + || preDotState === 1 && startDot === end - 1 && startDot === startPart + 1) { + if (end !== -1) { + if (startPart === 0 && isAbsolute) + { ret.base = ret.name = path.slice(1, end); } + else + { ret.base = ret.name = path.slice(startPart, end); } + } + } + else { + if (startPart === 0 && isAbsolute) { + ret.name = path.slice(1, startDot); + ret.base = path.slice(1, end); + } + else { + ret.name = path.slice(startPart, startDot); + ret.base = path.slice(startPart, end); + } + ret.ext = path.slice(startDot, end); + } + ret.dir = this.dirname(path); + return ret; + }, + sep: '/', + delimiter: ':' + }; + + /** + * The prefix that denotes a URL is for a retina asset. + * @static + * @name RETINA_PREFIX + * @memberof PIXI.settings + * @type {RegExp} + * @default /@([0-9\.]+)x/ + * @example `@2x` + */ + settings.settings.RETINA_PREFIX = /@([0-9\.]+)x/; + /** + * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function. + * If set to true, a WebGL renderer can fail to be created if the browser thinks there could be performance issues when + * using WebGL. + * + * In PixiJS v6 this has changed from true to false by default, to allow WebGL to work in as many scenarios as possible. + * However, some users may have a poor experience, for example, if a user has a gpu or driver version blacklisted by the + * browser. + * + * If your application requires high performance rendering, you may wish to set this to false. + * We recommend one of two options if you decide to set this flag to false: + * + * 1: Use the `pixi.js-legacy` package, which includes a Canvas renderer as a fallback in case high performance WebGL is + * not supported. + * + * 2: Call `isWebGLSupported` (which if found in the PIXI.utils package) in your code before attempting to create a PixiJS + * renderer, and show an error message to the user if the function returns false, explaining that their device & browser + * combination does not support high performance WebGL. + * This is a much better strategy than trying to create a PixiJS renderer and finding it then fails. + * @static + * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT + * @memberof PIXI.settings + * @type {boolean} + * @default false + */ + settings.settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false; + + var saidHello = false; + var VERSION = '6.5.8'; + /** + * Skips the hello message of renderers that are created after this is run. + * @function skipHello + * @memberof PIXI.utils + */ + function skipHello() { + saidHello = true; + } + /** + * Logs out the version and renderer information for this running instance of PIXI. + * If you don't want to see this message you can run `PIXI.utils.skipHello()` before + * creating your renderer. Keep in mind that doing that will forever make you a jerk face. + * @static + * @function sayHello + * @memberof PIXI.utils + * @param {string} type - The string renderer type to log. + */ + function sayHello(type) { + var _a; + if (saidHello) { + return; + } + if (settings.settings.ADAPTER.getNavigator().userAgent.toLowerCase().indexOf('chrome') > -1) { + var args = [ + "\n %c %c %c PixiJS " + VERSION + " - \u2730 " + type + " \u2730 %c %c http://www.pixijs.com/ %c %c \u2665%c\u2665%c\u2665 \n\n", + 'background: #ff66a5; padding:5px 0;', + 'background: #ff66a5; padding:5px 0;', + 'color: #ff66a5; background: #030307; padding:5px 0;', + 'background: #ff66a5; padding:5px 0;', + 'background: #ffc3dc; padding:5px 0;', + 'background: #ff66a5; padding:5px 0;', + 'color: #ff2424; background: #fff; padding:5px 0;', + 'color: #ff2424; background: #fff; padding:5px 0;', + 'color: #ff2424; background: #fff; padding:5px 0;' ]; + (_a = globalThis.console).log.apply(_a, args); + } + else if (globalThis.console) { + globalThis.console.log("PixiJS " + VERSION + " - " + type + " - http://www.pixijs.com/"); + } + saidHello = true; + } + + var supported; + /** + * Helper for checking for WebGL support. + * @memberof PIXI.utils + * @function isWebGLSupported + * @returns {boolean} Is WebGL supported. + */ + function isWebGLSupported() { + if (typeof supported === 'undefined') { + supported = (function supported() { + var contextOptions = { + stencil: true, + failIfMajorPerformanceCaveat: settings.settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT, + }; + try { + if (!settings.settings.ADAPTER.getWebGLRenderingContext()) { + return false; + } + var canvas = settings.settings.ADAPTER.createCanvas(); + var gl = (canvas.getContext('webgl', contextOptions) + || canvas.getContext('experimental-webgl', contextOptions)); + var success = !!(gl && gl.getContextAttributes().stencil); + if (gl) { + var loseContext = gl.getExtension('WEBGL_lose_context'); + if (loseContext) { + loseContext.loseContext(); + } + } + gl = null; + return success; + } + catch (e) { + return false; + } + })(); + } + return supported; + } + + var aliceblue = "#f0f8ff"; + var antiquewhite = "#faebd7"; + var aqua = "#00ffff"; + var aquamarine = "#7fffd4"; + var azure = "#f0ffff"; + var beige = "#f5f5dc"; + var bisque = "#ffe4c4"; + var black = "#000000"; + var blanchedalmond = "#ffebcd"; + var blue = "#0000ff"; + var blueviolet = "#8a2be2"; + var brown = "#a52a2a"; + var burlywood = "#deb887"; + var cadetblue = "#5f9ea0"; + var chartreuse = "#7fff00"; + var chocolate = "#d2691e"; + var coral = "#ff7f50"; + var cornflowerblue = "#6495ed"; + var cornsilk = "#fff8dc"; + var crimson = "#dc143c"; + var cyan = "#00ffff"; + var darkblue = "#00008b"; + var darkcyan = "#008b8b"; + var darkgoldenrod = "#b8860b"; + var darkgray = "#a9a9a9"; + var darkgreen = "#006400"; + var darkgrey = "#a9a9a9"; + var darkkhaki = "#bdb76b"; + var darkmagenta = "#8b008b"; + var darkolivegreen = "#556b2f"; + var darkorange = "#ff8c00"; + var darkorchid = "#9932cc"; + var darkred = "#8b0000"; + var darksalmon = "#e9967a"; + var darkseagreen = "#8fbc8f"; + var darkslateblue = "#483d8b"; + var darkslategray = "#2f4f4f"; + var darkslategrey = "#2f4f4f"; + var darkturquoise = "#00ced1"; + var darkviolet = "#9400d3"; + var deeppink = "#ff1493"; + var deepskyblue = "#00bfff"; + var dimgray = "#696969"; + var dimgrey = "#696969"; + var dodgerblue = "#1e90ff"; + var firebrick = "#b22222"; + var floralwhite = "#fffaf0"; + var forestgreen = "#228b22"; + var fuchsia = "#ff00ff"; + var gainsboro = "#dcdcdc"; + var ghostwhite = "#f8f8ff"; + var goldenrod = "#daa520"; + var gold = "#ffd700"; + var gray = "#808080"; + var green = "#008000"; + var greenyellow = "#adff2f"; + var grey = "#808080"; + var honeydew = "#f0fff0"; + var hotpink = "#ff69b4"; + var indianred = "#cd5c5c"; + var indigo = "#4b0082"; + var ivory = "#fffff0"; + var khaki = "#f0e68c"; + var lavenderblush = "#fff0f5"; + var lavender = "#e6e6fa"; + var lawngreen = "#7cfc00"; + var lemonchiffon = "#fffacd"; + var lightblue = "#add8e6"; + var lightcoral = "#f08080"; + var lightcyan = "#e0ffff"; + var lightgoldenrodyellow = "#fafad2"; + var lightgray = "#d3d3d3"; + var lightgreen = "#90ee90"; + var lightgrey = "#d3d3d3"; + var lightpink = "#ffb6c1"; + var lightsalmon = "#ffa07a"; + var lightseagreen = "#20b2aa"; + var lightskyblue = "#87cefa"; + var lightslategray = "#778899"; + var lightslategrey = "#778899"; + var lightsteelblue = "#b0c4de"; + var lightyellow = "#ffffe0"; + var lime = "#00ff00"; + var limegreen = "#32cd32"; + var linen = "#faf0e6"; + var magenta = "#ff00ff"; + var maroon = "#800000"; + var mediumaquamarine = "#66cdaa"; + var mediumblue = "#0000cd"; + var mediumorchid = "#ba55d3"; + var mediumpurple = "#9370db"; + var mediumseagreen = "#3cb371"; + var mediumslateblue = "#7b68ee"; + var mediumspringgreen = "#00fa9a"; + var mediumturquoise = "#48d1cc"; + var mediumvioletred = "#c71585"; + var midnightblue = "#191970"; + var mintcream = "#f5fffa"; + var mistyrose = "#ffe4e1"; + var moccasin = "#ffe4b5"; + var navajowhite = "#ffdead"; + var navy = "#000080"; + var oldlace = "#fdf5e6"; + var olive = "#808000"; + var olivedrab = "#6b8e23"; + var orange = "#ffa500"; + var orangered = "#ff4500"; + var orchid = "#da70d6"; + var palegoldenrod = "#eee8aa"; + var palegreen = "#98fb98"; + var paleturquoise = "#afeeee"; + var palevioletred = "#db7093"; + var papayawhip = "#ffefd5"; + var peachpuff = "#ffdab9"; + var peru = "#cd853f"; + var pink = "#ffc0cb"; + var plum = "#dda0dd"; + var powderblue = "#b0e0e6"; + var purple = "#800080"; + var rebeccapurple = "#663399"; + var red = "#ff0000"; + var rosybrown = "#bc8f8f"; + var royalblue = "#4169e1"; + var saddlebrown = "#8b4513"; + var salmon = "#fa8072"; + var sandybrown = "#f4a460"; + var seagreen = "#2e8b57"; + var seashell = "#fff5ee"; + var sienna = "#a0522d"; + var silver = "#c0c0c0"; + var skyblue = "#87ceeb"; + var slateblue = "#6a5acd"; + var slategray = "#708090"; + var slategrey = "#708090"; + var snow = "#fffafa"; + var springgreen = "#00ff7f"; + var steelblue = "#4682b4"; + var tan = "#d2b48c"; + var teal = "#008080"; + var thistle = "#d8bfd8"; + var tomato = "#ff6347"; + var turquoise = "#40e0d0"; + var violet = "#ee82ee"; + var wheat = "#f5deb3"; + var white = "#ffffff"; + var whitesmoke = "#f5f5f5"; + var yellow = "#ffff00"; + var yellowgreen = "#9acd32"; + var cssColorNames = { + aliceblue: aliceblue, + antiquewhite: antiquewhite, + aqua: aqua, + aquamarine: aquamarine, + azure: azure, + beige: beige, + bisque: bisque, + black: black, + blanchedalmond: blanchedalmond, + blue: blue, + blueviolet: blueviolet, + brown: brown, + burlywood: burlywood, + cadetblue: cadetblue, + chartreuse: chartreuse, + chocolate: chocolate, + coral: coral, + cornflowerblue: cornflowerblue, + cornsilk: cornsilk, + crimson: crimson, + cyan: cyan, + darkblue: darkblue, + darkcyan: darkcyan, + darkgoldenrod: darkgoldenrod, + darkgray: darkgray, + darkgreen: darkgreen, + darkgrey: darkgrey, + darkkhaki: darkkhaki, + darkmagenta: darkmagenta, + darkolivegreen: darkolivegreen, + darkorange: darkorange, + darkorchid: darkorchid, + darkred: darkred, + darksalmon: darksalmon, + darkseagreen: darkseagreen, + darkslateblue: darkslateblue, + darkslategray: darkslategray, + darkslategrey: darkslategrey, + darkturquoise: darkturquoise, + darkviolet: darkviolet, + deeppink: deeppink, + deepskyblue: deepskyblue, + dimgray: dimgray, + dimgrey: dimgrey, + dodgerblue: dodgerblue, + firebrick: firebrick, + floralwhite: floralwhite, + forestgreen: forestgreen, + fuchsia: fuchsia, + gainsboro: gainsboro, + ghostwhite: ghostwhite, + goldenrod: goldenrod, + gold: gold, + gray: gray, + green: green, + greenyellow: greenyellow, + grey: grey, + honeydew: honeydew, + hotpink: hotpink, + indianred: indianred, + indigo: indigo, + ivory: ivory, + khaki: khaki, + lavenderblush: lavenderblush, + lavender: lavender, + lawngreen: lawngreen, + lemonchiffon: lemonchiffon, + lightblue: lightblue, + lightcoral: lightcoral, + lightcyan: lightcyan, + lightgoldenrodyellow: lightgoldenrodyellow, + lightgray: lightgray, + lightgreen: lightgreen, + lightgrey: lightgrey, + lightpink: lightpink, + lightsalmon: lightsalmon, + lightseagreen: lightseagreen, + lightskyblue: lightskyblue, + lightslategray: lightslategray, + lightslategrey: lightslategrey, + lightsteelblue: lightsteelblue, + lightyellow: lightyellow, + lime: lime, + limegreen: limegreen, + linen: linen, + magenta: magenta, + maroon: maroon, + mediumaquamarine: mediumaquamarine, + mediumblue: mediumblue, + mediumorchid: mediumorchid, + mediumpurple: mediumpurple, + mediumseagreen: mediumseagreen, + mediumslateblue: mediumslateblue, + mediumspringgreen: mediumspringgreen, + mediumturquoise: mediumturquoise, + mediumvioletred: mediumvioletred, + midnightblue: midnightblue, + mintcream: mintcream, + mistyrose: mistyrose, + moccasin: moccasin, + navajowhite: navajowhite, + navy: navy, + oldlace: oldlace, + olive: olive, + olivedrab: olivedrab, + orange: orange, + orangered: orangered, + orchid: orchid, + palegoldenrod: palegoldenrod, + palegreen: palegreen, + paleturquoise: paleturquoise, + palevioletred: palevioletred, + papayawhip: papayawhip, + peachpuff: peachpuff, + peru: peru, + pink: pink, + plum: plum, + powderblue: powderblue, + purple: purple, + rebeccapurple: rebeccapurple, + red: red, + rosybrown: rosybrown, + royalblue: royalblue, + saddlebrown: saddlebrown, + salmon: salmon, + sandybrown: sandybrown, + seagreen: seagreen, + seashell: seashell, + sienna: sienna, + silver: silver, + skyblue: skyblue, + slateblue: slateblue, + slategray: slategray, + slategrey: slategrey, + snow: snow, + springgreen: springgreen, + steelblue: steelblue, + tan: tan, + teal: teal, + thistle: thistle, + tomato: tomato, + turquoise: turquoise, + violet: violet, + wheat: wheat, + white: white, + whitesmoke: whitesmoke, + yellow: yellow, + yellowgreen: yellowgreen + }; + + /** + * Converts a hexadecimal color number to an [R, G, B] array of normalized floats (numbers from 0.0 to 1.0). + * @example + * PIXI.utils.hex2rgb(0xffffff); // returns [1, 1, 1] + * @memberof PIXI.utils + * @function hex2rgb + * @param {number} hex - The hexadecimal number to convert + * @param {number[]} [out=[]] - If supplied, this array will be used rather than returning a new one + * @returns {number[]} An array representing the [R, G, B] of the color where all values are floats. + */ + function hex2rgb(hex, out) { + if (out === void 0) { out = []; } + out[0] = ((hex >> 16) & 0xFF) / 255; + out[1] = ((hex >> 8) & 0xFF) / 255; + out[2] = (hex & 0xFF) / 255; + return out; + } + /** + * Converts a hexadecimal color number to a string. + * @example + * PIXI.utils.hex2string(0xffffff); // returns "#ffffff" + * @memberof PIXI.utils + * @function hex2string + * @param {number} hex - Number in hex (e.g., `0xffffff`) + * @returns {string} The string color (e.g., `"#ffffff"`). + */ + function hex2string(hex) { + var hexString = hex.toString(16); + hexString = '000000'.substring(0, 6 - hexString.length) + hexString; + return "#" + hexString; + } + /** + * Converts a string to a hexadecimal color number. + * It can handle: + * hex strings starting with #: "#ffffff" + * hex strings starting with 0x: "0xffffff" + * hex strings without prefix: "ffffff" + * css colors: "black" + * @example + * PIXI.utils.string2hex("#ffffff"); // returns 0xffffff, which is 16777215 as an integer + * @memberof PIXI.utils + * @function string2hex + * @param {string} string - The string color (e.g., `"#ffffff"`) + * @returns {number} Number in hexadecimal. + */ + function string2hex(string) { + if (typeof string === 'string') { + string = cssColorNames[string.toLowerCase()] || string; + if (string[0] === '#') { + string = string.slice(1); + } + } + return parseInt(string, 16); + } + /** + * Converts a color as an [R, G, B] array of normalized floats to a hexadecimal number. + * @example + * PIXI.utils.rgb2hex([1, 1, 1]); // returns 0xffffff, which is 16777215 as an integer + * @memberof PIXI.utils + * @function rgb2hex + * @param {number[]} rgb - Array of numbers where all values are normalized floats from 0.0 to 1.0. + * @returns {number} Number in hexadecimal. + */ + function rgb2hex(rgb) { + return (((rgb[0] * 255) << 16) + ((rgb[1] * 255) << 8) + (rgb[2] * 255 | 0)); + } + + /** + * Corrects PixiJS blend, takes premultiplied alpha into account + * @memberof PIXI.utils + * @function mapPremultipliedBlendModes + * @private + * @returns {Array} Mapped modes. + */ + function mapPremultipliedBlendModes() { + var pm = []; + var npm = []; + for (var i = 0; i < 32; i++) { + pm[i] = i; + npm[i] = i; + } + pm[constants.BLEND_MODES.NORMAL_NPM] = constants.BLEND_MODES.NORMAL; + pm[constants.BLEND_MODES.ADD_NPM] = constants.BLEND_MODES.ADD; + pm[constants.BLEND_MODES.SCREEN_NPM] = constants.BLEND_MODES.SCREEN; + npm[constants.BLEND_MODES.NORMAL] = constants.BLEND_MODES.NORMAL_NPM; + npm[constants.BLEND_MODES.ADD] = constants.BLEND_MODES.ADD_NPM; + npm[constants.BLEND_MODES.SCREEN] = constants.BLEND_MODES.SCREEN_NPM; + var array = []; + array.push(npm); + array.push(pm); + return array; + } + /** + * maps premultiply flag and blendMode to adjusted blendMode + * @memberof PIXI.utils + * @constant premultiplyBlendMode + * @type {Array} + */ + var premultiplyBlendMode = mapPremultipliedBlendModes(); + /** + * changes blendMode according to texture format + * @memberof PIXI.utils + * @function correctBlendMode + * @param {number} blendMode - supposed blend mode + * @param {boolean} premultiplied - whether source is premultiplied + * @returns {number} true blend mode for this texture + */ + function correctBlendMode(blendMode, premultiplied) { + return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode]; + } + /** + * combines rgb and alpha to out array + * @memberof PIXI.utils + * @function premultiplyRgba + * @param {Float32Array|number[]} rgb - input rgb + * @param {number} alpha - alpha param + * @param {Float32Array} [out] - output + * @param {boolean} [premultiply=true] - do premultiply it + * @returns {Float32Array} vec4 rgba + */ + function premultiplyRgba(rgb, alpha, out, premultiply) { + out = out || new Float32Array(4); + if (premultiply || premultiply === undefined) { + out[0] = rgb[0] * alpha; + out[1] = rgb[1] * alpha; + out[2] = rgb[2] * alpha; + } + else { + out[0] = rgb[0]; + out[1] = rgb[1]; + out[2] = rgb[2]; + } + out[3] = alpha; + return out; + } + /** + * premultiplies tint + * @memberof PIXI.utils + * @function premultiplyTint + * @param {number} tint - integer RGB + * @param {number} alpha - floating point alpha (0.0-1.0) + * @returns {number} tint multiplied by alpha + */ + function premultiplyTint(tint, alpha) { + if (alpha === 1.0) { + return (alpha * 255 << 24) + tint; + } + if (alpha === 0.0) { + return 0; + } + var R = ((tint >> 16) & 0xFF); + var G = ((tint >> 8) & 0xFF); + var B = (tint & 0xFF); + R = ((R * alpha) + 0.5) | 0; + G = ((G * alpha) + 0.5) | 0; + B = ((B * alpha) + 0.5) | 0; + return (alpha * 255 << 24) + (R << 16) + (G << 8) + B; + } + /** + * converts integer tint and float alpha to vec4 form, premultiplies by default + * @memberof PIXI.utils + * @function premultiplyTintToRgba + * @param {number} tint - input tint + * @param {number} alpha - alpha param + * @param {Float32Array} [out] - output + * @param {boolean} [premultiply=true] - do premultiply it + * @returns {Float32Array} vec4 rgba + */ + function premultiplyTintToRgba(tint, alpha, out, premultiply) { + out = out || new Float32Array(4); + out[0] = ((tint >> 16) & 0xFF) / 255.0; + out[1] = ((tint >> 8) & 0xFF) / 255.0; + out[2] = (tint & 0xFF) / 255.0; + if (premultiply || premultiply === undefined) { + out[0] *= alpha; + out[1] *= alpha; + out[2] *= alpha; + } + out[3] = alpha; + return out; + } + + /** + * Generic Mask Stack data structure + * @memberof PIXI.utils + * @function createIndicesForQuads + * @param {number} size - Number of quads + * @param {Uint16Array|Uint32Array} [outBuffer] - Buffer for output, length has to be `6 * size` + * @returns {Uint16Array|Uint32Array} - Resulting index buffer + */ + function createIndicesForQuads(size, outBuffer) { + if (outBuffer === void 0) { outBuffer = null; } + // the total number of indices in our array, there are 6 points per quad. + var totalIndices = size * 6; + outBuffer = outBuffer || new Uint16Array(totalIndices); + if (outBuffer.length !== totalIndices) { + throw new Error("Out buffer length is incorrect, got " + outBuffer.length + " and expected " + totalIndices); + } + // fill the indices with the quads to draw + for (var i = 0, j = 0; i < totalIndices; i += 6, j += 4) { + outBuffer[i + 0] = j + 0; + outBuffer[i + 1] = j + 1; + outBuffer[i + 2] = j + 2; + outBuffer[i + 3] = j + 0; + outBuffer[i + 4] = j + 2; + outBuffer[i + 5] = j + 3; + } + return outBuffer; + } + + function getBufferType(array) { + if (array.BYTES_PER_ELEMENT === 4) { + if (array instanceof Float32Array) { + return 'Float32Array'; + } + else if (array instanceof Uint32Array) { + return 'Uint32Array'; + } + return 'Int32Array'; + } + else if (array.BYTES_PER_ELEMENT === 2) { + if (array instanceof Uint16Array) { + return 'Uint16Array'; + } + } + else if (array.BYTES_PER_ELEMENT === 1) { + if (array instanceof Uint8Array) { + return 'Uint8Array'; + } + } + // TODO map out the rest of the array elements! + return null; + } + + /* eslint-disable object-shorthand */ + var map = { Float32Array: Float32Array, Uint32Array: Uint32Array, Int32Array: Int32Array, Uint8Array: Uint8Array }; + function interleaveTypedArrays(arrays, sizes) { + var outSize = 0; + var stride = 0; + var views = {}; + for (var i = 0; i < arrays.length; i++) { + stride += sizes[i]; + outSize += arrays[i].length; + } + var buffer = new ArrayBuffer(outSize * 4); + var out = null; + var littleOffset = 0; + for (var i = 0; i < arrays.length; i++) { + var size = sizes[i]; + var array = arrays[i]; + /* + @todo This is unsafe casting but consistent with how the code worked previously. Should it stay this way + or should and `getBufferTypeUnsafe` function be exposed that throws an Error if unsupported type is passed? + */ + var type = getBufferType(array); + if (!views[type]) { + views[type] = new map[type](buffer); + } + out = views[type]; + for (var j = 0; j < array.length; j++) { + var indexStart = ((j / size | 0) * stride) + littleOffset; + var index = j % size; + out[indexStart + index] = array[j]; + } + littleOffset += size; + } + return new Float32Array(buffer); + } + + // Taken from the bit-twiddle package + /** + * Rounds to next power of two. + * @function nextPow2 + * @memberof PIXI.utils + * @param {number} v - input value + * @returns {number} - next rounded power of two + */ + function nextPow2(v) { + v += v === 0 ? 1 : 0; + --v; + v |= v >>> 1; + v |= v >>> 2; + v |= v >>> 4; + v |= v >>> 8; + v |= v >>> 16; + return v + 1; + } + /** + * Checks if a number is a power of two. + * @function isPow2 + * @memberof PIXI.utils + * @param {number} v - input value + * @returns {boolean} `true` if value is power of two + */ + function isPow2(v) { + return !(v & (v - 1)) && (!!v); + } + /** + * Computes ceil of log base 2 + * @function log2 + * @memberof PIXI.utils + * @param {number} v - input value + * @returns {number} logarithm base 2 + */ + function log2(v) { + var r = (v > 0xFFFF ? 1 : 0) << 4; + v >>>= r; + var shift = (v > 0xFF ? 1 : 0) << 3; + v >>>= shift; + r |= shift; + shift = (v > 0xF ? 1 : 0) << 2; + v >>>= shift; + r |= shift; + shift = (v > 0x3 ? 1 : 0) << 1; + v >>>= shift; + r |= shift; + return r | (v >> 1); + } + + /** + * Remove items from a javascript array without generating garbage + * @function removeItems + * @memberof PIXI.utils + * @param {Array} arr - Array to remove elements from + * @param {number} startIdx - starting index + * @param {number} removeCount - how many to remove + */ + function removeItems(arr, startIdx, removeCount) { + var length = arr.length; + var i; + if (startIdx >= length || removeCount === 0) { + return; + } + removeCount = (startIdx + removeCount > length ? length - startIdx : removeCount); + var len = length - removeCount; + for (i = startIdx; i < len; ++i) { + arr[i] = arr[i + removeCount]; + } + arr.length = len; + } + + /** + * Returns sign of number + * @memberof PIXI.utils + * @function sign + * @param {number} n - the number to check the sign of + * @returns {number} 0 if `n` is 0, -1 if `n` is negative, 1 if `n` is positive + */ + function sign(n) { + if (n === 0) + { return 0; } + return n < 0 ? -1 : 1; + } + + var nextUid = 0; + /** + * Gets the next unique identifier + * @memberof PIXI.utils + * @function uid + * @returns {number} The next unique identifier to use. + */ + function uid() { + return ++nextUid; + } + + // A map of warning messages already fired + var warnings = {}; + /** + * Helper for warning developers about deprecated features & settings. + * A stack track for warnings is given; useful for tracking-down where + * deprecated methods/properties/classes are being used within the code. + * @memberof PIXI.utils + * @function deprecation + * @param {string} version - The version where the feature became deprecated + * @param {string} message - Message should include what is deprecated, where, and the new solution + * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack + * this is mostly to ignore internal deprecation calls. + */ + function deprecation(version, message, ignoreDepth) { + if (ignoreDepth === void 0) { ignoreDepth = 3; } + // Ignore duplicat + if (warnings[message]) { + return; + } + /* eslint-disable no-console */ + var stack = new Error().stack; + // Handle IE < 10 and Safari < 6 + if (typeof stack === 'undefined') { + console.warn('PixiJS Deprecation Warning: ', message + "\nDeprecated since v" + version); + } + else { + // chop off the stack trace which includes PixiJS internal calls + stack = stack.split('\n').splice(ignoreDepth).join('\n'); + if (console.groupCollapsed) { + console.groupCollapsed('%cPixiJS Deprecation Warning: %c%s', 'color:#614108;background:#fffbe6', 'font-weight:normal;color:#614108;background:#fffbe6', message + "\nDeprecated since v" + version); + console.warn(stack); + console.groupEnd(); + } + else { + console.warn('PixiJS Deprecation Warning: ', message + "\nDeprecated since v" + version); + console.warn(stack); + } + } + /* eslint-enable no-console */ + warnings[message] = true; + } + + /** + * @todo Describe property usage + * @static + * @name ProgramCache + * @memberof PIXI.utils + * @type {object} + */ + var ProgramCache = {}; + /** + * @todo Describe property usage + * @static + * @name TextureCache + * @memberof PIXI.utils + * @type {object} + */ + var TextureCache = Object.create(null); + /** + * @todo Describe property usage + * @static + * @name BaseTextureCache + * @memberof PIXI.utils + * @type {object} + */ + var BaseTextureCache = Object.create(null); + /** + * Destroys all texture in the cache + * @memberof PIXI.utils + * @function destroyTextureCache + */ + function destroyTextureCache() { + var key; + for (key in TextureCache) { + TextureCache[key].destroy(); + } + for (key in BaseTextureCache) { + BaseTextureCache[key].destroy(); + } + } + /** + * Removes all textures from cache, but does not destroy them + * @memberof PIXI.utils + * @function clearTextureCache + */ + function clearTextureCache() { + var key; + for (key in TextureCache) { + delete TextureCache[key]; + } + for (key in BaseTextureCache) { + delete BaseTextureCache[key]; + } + } + + /** + * Creates a Canvas element of the given size to be used as a target for rendering to. + * @class + * @memberof PIXI.utils + */ + var CanvasRenderTarget = /** @class */ (function () { + /** + * @param width - the width for the newly created canvas + * @param height - the height for the newly created canvas + * @param {number} [resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the canvas + */ + function CanvasRenderTarget(width, height, resolution) { + this.canvas = settings.settings.ADAPTER.createCanvas(); + this.context = this.canvas.getContext('2d'); + this.resolution = resolution || settings.settings.RESOLUTION; + this.resize(width, height); + } + /** + * Clears the canvas that was created by the CanvasRenderTarget class. + * @private + */ + CanvasRenderTarget.prototype.clear = function () { + this.context.setTransform(1, 0, 0, 1, 0, 0); + this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); + }; + /** + * Resizes the canvas to the specified width and height. + * @param desiredWidth - the desired width of the canvas + * @param desiredHeight - the desired height of the canvas + */ + CanvasRenderTarget.prototype.resize = function (desiredWidth, desiredHeight) { + this.canvas.width = Math.round(desiredWidth * this.resolution); + this.canvas.height = Math.round(desiredHeight * this.resolution); + }; + /** Destroys this canvas. */ + CanvasRenderTarget.prototype.destroy = function () { + this.context = null; + this.canvas = null; + }; + Object.defineProperty(CanvasRenderTarget.prototype, "width", { + /** + * The width of the canvas buffer in pixels. + * @member {number} + */ + get: function () { + return this.canvas.width; + }, + set: function (val) { + this.canvas.width = Math.round(val); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(CanvasRenderTarget.prototype, "height", { + /** + * The height of the canvas buffer in pixels. + * @member {number} + */ + get: function () { + return this.canvas.height; + }, + set: function (val) { + this.canvas.height = Math.round(val); + }, + enumerable: false, + configurable: true + }); + return CanvasRenderTarget; + }()); + + /** + * Trim transparent borders from a canvas + * @memberof PIXI.utils + * @function trimCanvas + * @param {HTMLCanvasElement} canvas - the canvas to trim + * @returns {object} Trim data + */ + function trimCanvas(canvas) { + // https://gist.github.com/remy/784508 + var width = canvas.width; + var height = canvas.height; + var context = canvas.getContext('2d', { + willReadFrequently: true, + }); + var imageData = context.getImageData(0, 0, width, height); + var pixels = imageData.data; + var len = pixels.length; + var bound = { + top: null, + left: null, + right: null, + bottom: null, + }; + var data = null; + var i; + var x; + var y; + for (i = 0; i < len; i += 4) { + if (pixels[i + 3] !== 0) { + x = (i / 4) % width; + y = ~~((i / 4) / width); + if (bound.top === null) { + bound.top = y; + } + if (bound.left === null) { + bound.left = x; + } + else if (x < bound.left) { + bound.left = x; + } + if (bound.right === null) { + bound.right = x + 1; + } + else if (bound.right < x) { + bound.right = x + 1; + } + if (bound.bottom === null) { + bound.bottom = y; + } + else if (bound.bottom < y) { + bound.bottom = y; + } + } + } + if (bound.top !== null) { + width = bound.right - bound.left; + height = bound.bottom - bound.top + 1; + data = context.getImageData(bound.left, bound.top, width, height); + } + return { + height: height, + width: width, + data: data, + }; + } + + /** + * Regexp for data URI. + * Based on: {@link https://github.com/ragingwind/data-uri-regex} + * @static + * @constant {RegExp|string} DATA_URI + * @memberof PIXI + * @example data:image/png;base64 + */ + var DATA_URI = /^\s*data:(?:([\w-]+)\/([\w+.-]+))?(?:;charset=([\w-]+))?(?:;(base64))?,(.*)/i; + + /** + * @memberof PIXI.utils + * @interface DecomposedDataUri + */ + /** + * type, eg. `image` + * @memberof PIXI.utils.DecomposedDataUri# + * @member {string} mediaType + */ + /** + * Sub type, eg. `png` + * @memberof PIXI.utils.DecomposedDataUri# + * @member {string} subType + */ + /** + * @memberof PIXI.utils.DecomposedDataUri# + * @member {string} charset + */ + /** + * Data encoding, eg. `base64` + * @memberof PIXI.utils.DecomposedDataUri# + * @member {string} encoding + */ + /** + * The actual data + * @memberof PIXI.utils.DecomposedDataUri# + * @member {string} data + */ + /** + * Split a data URI into components. Returns undefined if + * parameter `dataUri` is not a valid data URI. + * @memberof PIXI.utils + * @function decomposeDataUri + * @param {string} dataUri - the data URI to check + * @returns {PIXI.utils.DecomposedDataUri|undefined} The decomposed data uri or undefined + */ + function decomposeDataUri(dataUri) { + var dataUriMatch = DATA_URI.exec(dataUri); + if (dataUriMatch) { + return { + mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : undefined, + subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : undefined, + charset: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : undefined, + encoding: dataUriMatch[4] ? dataUriMatch[4].toLowerCase() : undefined, + data: dataUriMatch[5], + }; + } + return undefined; + } + + var tempAnchor; + /** + * Sets the `crossOrigin` property for this resource based on if the url + * for this resource is cross-origin. If crossOrigin was manually set, this + * function does nothing. + * Nipped from the resource loader! + * @ignore + * @param {string} url - The url to test. + * @param {object} [loc=window.location] - The location object to test against. + * @returns {string} The crossOrigin value to use (or empty string for none). + */ + function determineCrossOrigin(url$1, loc) { + if (loc === void 0) { loc = globalThis.location; } + // data: and javascript: urls are considered same-origin + if (url$1.indexOf('data:') === 0) { + return ''; + } + // default is window.location + loc = loc || globalThis.location; + if (!tempAnchor) { + tempAnchor = document.createElement('a'); + } + // let the browser determine the full href for the url of this resource and then + // parse with the node url lib, we can't use the properties of the anchor element + // because they don't work in IE9 :( + tempAnchor.href = url$1; + var parsedUrl = url.parse(tempAnchor.href); + var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port); + // if cross origin + if (parsedUrl.hostname !== loc.hostname || !samePort || parsedUrl.protocol !== loc.protocol) { + return 'anonymous'; + } + return ''; + } + + /** + * get the resolution / device pixel ratio of an asset by looking for the prefix + * used by spritesheets and image urls + * @memberof PIXI.utils + * @function getResolutionOfUrl + * @param {string} url - the image path + * @param {number} [defaultValue=1] - the defaultValue if no filename prefix is set. + * @returns {number} resolution / device pixel ratio of an asset + */ + function getResolutionOfUrl(url, defaultValue) { + var resolution = settings.settings.RETINA_PREFIX.exec(url); + if (resolution) { + return parseFloat(resolution[1]); + } + return defaultValue !== undefined ? defaultValue : 1; + } + + Object.defineProperty(exports, 'isMobile', { + enumerable: true, + get: function () { return settings.isMobile; } + }); + Object.defineProperty(exports, 'EventEmitter', { + enumerable: true, + get: function () { return eventemitter3__default["default"]; } + }); + Object.defineProperty(exports, 'earcut', { + enumerable: true, + get: function () { return earcut__default["default"]; } + }); + exports.BaseTextureCache = BaseTextureCache; + exports.CanvasRenderTarget = CanvasRenderTarget; + exports.DATA_URI = DATA_URI; + exports.ProgramCache = ProgramCache; + exports.TextureCache = TextureCache; + exports.clearTextureCache = clearTextureCache; + exports.correctBlendMode = correctBlendMode; + exports.createIndicesForQuads = createIndicesForQuads; + exports.decomposeDataUri = decomposeDataUri; + exports.deprecation = deprecation; + exports.destroyTextureCache = destroyTextureCache; + exports.determineCrossOrigin = determineCrossOrigin; + exports.getBufferType = getBufferType; + exports.getResolutionOfUrl = getResolutionOfUrl; + exports.hex2rgb = hex2rgb; + exports.hex2string = hex2string; + exports.interleaveTypedArrays = interleaveTypedArrays; + exports.isPow2 = isPow2; + exports.isWebGLSupported = isWebGLSupported; + exports.log2 = log2; + exports.nextPow2 = nextPow2; + exports.path = path; + exports.premultiplyBlendMode = premultiplyBlendMode; + exports.premultiplyRgba = premultiplyRgba; + exports.premultiplyTint = premultiplyTint; + exports.premultiplyTintToRgba = premultiplyTintToRgba; + exports.removeItems = removeItems; + exports.rgb2hex = rgb2hex; + exports.sayHello = sayHello; + exports.sign = sign; + exports.skipHello = skipHello; + exports.string2hex = string2hex; + exports.trimCanvas = trimCanvas; + exports.uid = uid; + exports.url = url; + + } (utils)); + return utils; + } + + /*! + * @pixi/display - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/display is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + var hasRequiredDisplay; + + function requireDisplay () { + if (hasRequiredDisplay) return display; + hasRequiredDisplay = 1; + + Object.defineProperty(display, '__esModule', { value: true }); + + var settings = requireSettings(); + var math = requireMath(); + var utils = requireUtils(); + var constants = requireConstants(); + + /** + * Sets the default value for the container property 'sortableChildren'. + * If set to true, the container will sort its children by zIndex value + * when updateTransform() is called, or manually if sortChildren() is called. + * + * This actually changes the order of elements in the array, so should be treated + * as a basic solution that is not performant compared to other solutions, + * such as @link https://github.com/pixijs/pixi-display + * + * Also be aware of that this may not work nicely with the addChildAt() function, + * as the zIndex sorting may cause the child to automatically sorted to another position. + * @static + * @constant + * @name SORTABLE_CHILDREN + * @memberof PIXI.settings + * @type {boolean} + * @default false + */ + settings.settings.SORTABLE_CHILDREN = false; + + /** + * 'Builder' pattern for bounds rectangles. + * + * This could be called an Axis-Aligned Bounding Box. + * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems. + * @memberof PIXI + */ + var Bounds = /** @class */ (function () { + function Bounds() { + this.minX = Infinity; + this.minY = Infinity; + this.maxX = -Infinity; + this.maxY = -Infinity; + this.rect = null; + this.updateID = -1; + } + /** + * Checks if bounds are empty. + * @returns - True if empty. + */ + Bounds.prototype.isEmpty = function () { + return this.minX > this.maxX || this.minY > this.maxY; + }; + /** Clears the bounds and resets. */ + Bounds.prototype.clear = function () { + this.minX = Infinity; + this.minY = Infinity; + this.maxX = -Infinity; + this.maxY = -Infinity; + }; + /** + * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle + * It is not guaranteed that it will return tempRect + * @param rect - Temporary object will be used if AABB is not empty + * @returns - A rectangle of the bounds + */ + Bounds.prototype.getRectangle = function (rect) { + if (this.minX > this.maxX || this.minY > this.maxY) { + return math.Rectangle.EMPTY; + } + rect = rect || new math.Rectangle(0, 0, 1, 1); + rect.x = this.minX; + rect.y = this.minY; + rect.width = this.maxX - this.minX; + rect.height = this.maxY - this.minY; + return rect; + }; + /** + * This function should be inlined when its possible. + * @param point - The point to add. + */ + Bounds.prototype.addPoint = function (point) { + this.minX = Math.min(this.minX, point.x); + this.maxX = Math.max(this.maxX, point.x); + this.minY = Math.min(this.minY, point.y); + this.maxY = Math.max(this.maxY, point.y); + }; + /** + * Adds a point, after transformed. This should be inlined when its possible. + * @param matrix + * @param point + */ + Bounds.prototype.addPointMatrix = function (matrix, point) { + var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty; + var x = (a * point.x) + (c * point.y) + tx; + var y = (b * point.x) + (d * point.y) + ty; + this.minX = Math.min(this.minX, x); + this.maxX = Math.max(this.maxX, x); + this.minY = Math.min(this.minY, y); + this.maxY = Math.max(this.maxY, y); + }; + /** + * Adds a quad, not transformed + * @param vertices - The verts to add. + */ + Bounds.prototype.addQuad = function (vertices) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + var x = vertices[0]; + var y = vertices[1]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + x = vertices[2]; + y = vertices[3]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + x = vertices[4]; + y = vertices[5]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + x = vertices[6]; + y = vertices[7]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + /** + * Adds sprite frame, transformed. + * @param transform - transform to apply + * @param x0 - left X of frame + * @param y0 - top Y of frame + * @param x1 - right X of frame + * @param y1 - bottom Y of frame + */ + Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) { + this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1); + }; + /** + * Adds sprite frame, multiplied by matrix + * @param matrix - matrix to apply + * @param x0 - left X of frame + * @param y0 - top Y of frame + * @param x1 - right X of frame + * @param y1 - bottom Y of frame + */ + Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) { + var a = matrix.a; + var b = matrix.b; + var c = matrix.c; + var d = matrix.d; + var tx = matrix.tx; + var ty = matrix.ty; + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + var x = (a * x0) + (c * y0) + tx; + var y = (b * x0) + (d * y0) + ty; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + x = (a * x1) + (c * y0) + tx; + y = (b * x1) + (d * y0) + ty; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + x = (a * x0) + (c * y1) + tx; + y = (b * x0) + (d * y1) + ty; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + x = (a * x1) + (c * y1) + tx; + y = (b * x1) + (d * y1) + ty; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + /** + * Adds screen vertices from array + * @param vertexData - calculated vertices + * @param beginOffset - begin offset + * @param endOffset - end offset, excluded + */ + Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + for (var i = beginOffset; i < endOffset; i += 2) { + var x = vertexData[i]; + var y = vertexData[i + 1]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + } + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + /** + * Add an array of mesh vertices + * @param transform - mesh transform + * @param vertices - mesh coordinates in array + * @param beginOffset - begin offset + * @param endOffset - end offset, excluded + */ + Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) { + this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset); + }; + /** + * Add an array of mesh vertices. + * @param matrix - mesh matrix + * @param vertices - mesh coordinates in array + * @param beginOffset - begin offset + * @param endOffset - end offset, excluded + * @param padX - x padding + * @param padY - y padding + */ + Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) { + if (padX === void 0) { padX = 0; } + if (padY === void 0) { padY = padX; } + var a = matrix.a; + var b = matrix.b; + var c = matrix.c; + var d = matrix.d; + var tx = matrix.tx; + var ty = matrix.ty; + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + for (var i = beginOffset; i < endOffset; i += 2) { + var rawX = vertices[i]; + var rawY = vertices[i + 1]; + var x = (a * rawX) + (c * rawY) + tx; + var y = (d * rawY) + (b * rawX) + ty; + minX = Math.min(minX, x - padX); + maxX = Math.max(maxX, x + padX); + minY = Math.min(minY, y - padY); + maxY = Math.max(maxY, y + padY); + } + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + /** + * Adds other {@link Bounds}. + * @param bounds - The Bounds to be added + */ + Bounds.prototype.addBounds = function (bounds) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + this.minX = bounds.minX < minX ? bounds.minX : minX; + this.minY = bounds.minY < minY ? bounds.minY : minY; + this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX; + this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY; + }; + /** + * Adds other Bounds, masked with Bounds. + * @param bounds - The Bounds to be added. + * @param mask - TODO + */ + Bounds.prototype.addBoundsMask = function (bounds, mask) { + var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX; + var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY; + var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX; + var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY; + if (_minX <= _maxX && _minY <= _maxY) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + this.minX = _minX < minX ? _minX : minX; + this.minY = _minY < minY ? _minY : minY; + this.maxX = _maxX > maxX ? _maxX : maxX; + this.maxY = _maxY > maxY ? _maxY : maxY; + } + }; + /** + * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty. + * @param bounds - other bounds + * @param matrix - multiplicator + */ + Bounds.prototype.addBoundsMatrix = function (bounds, matrix) { + this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY); + }; + /** + * Adds other Bounds, masked with Rectangle. + * @param bounds - TODO + * @param area - TODO + */ + Bounds.prototype.addBoundsArea = function (bounds, area) { + var _minX = bounds.minX > area.x ? bounds.minX : area.x; + var _minY = bounds.minY > area.y ? bounds.minY : area.y; + var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width); + var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height); + if (_minX <= _maxX && _minY <= _maxY) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + this.minX = _minX < minX ? _minX : minX; + this.minY = _minY < minY ? _minY : minY; + this.maxX = _maxX > maxX ? _maxX : maxX; + this.maxY = _maxY > maxY ? _maxY : maxY; + } + }; + /** + * Pads bounds object, making it grow in all directions. + * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. + * @param paddingX - The horizontal padding amount. + * @param paddingY - The vertical padding amount. + */ + Bounds.prototype.pad = function (paddingX, paddingY) { + if (paddingX === void 0) { paddingX = 0; } + if (paddingY === void 0) { paddingY = paddingX; } + if (!this.isEmpty()) { + this.minX -= paddingX; + this.maxX += paddingX; + this.minY -= paddingY; + this.maxY += paddingY; + } + }; + /** + * Adds padded frame. (x0, y0) should be strictly less than (x1, y1) + * @param x0 - left X of frame + * @param y0 - top Y of frame + * @param x1 - right X of frame + * @param y1 - bottom Y of frame + * @param padX - padding X + * @param padY - padding Y + */ + Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) { + x0 -= padX; + y0 -= padY; + x1 += padX; + y1 += padY; + this.minX = this.minX < x0 ? this.minX : x0; + this.maxX = this.maxX > x1 ? this.maxX : x1; + this.minY = this.minY < y0 ? this.minY : y0; + this.maxY = this.maxY > y1 ? this.maxY : y1; + }; + return Bounds; + }()); + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics = function(d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics(d, b); + }; + + function __extends(d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * The base class for all objects that are rendered on the screen. + * + * This is an abstract class and can not be used on its own; rather it should be extended. + * + * ## Display objects implemented in PixiJS + * + * | Display Object | Description | + * | ------------------------------- | --------------------------------------------------------------------- | + * | {@link PIXI.Container} | Adds support for `children` to DisplayObject | + * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API | + * | {@link PIXI.Sprite} | Draws textures (i.e. images) | + * | {@link PIXI.Text} | Draws text using the Canvas API internally | + * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures | + * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion | + * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images | + * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data | + * | {@link PIXI.NineSlicePlane} | Mesh-related | + * | {@link PIXI.SimpleMesh} | v4-compatible mesh | + * | {@link PIXI.SimplePlane} | Mesh-related | + * | {@link PIXI.SimpleRope} | Mesh-related | + * + * ## Transforms + * + * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its + * local coordinate space to its parent's local coordinate space. The following properties are derived + * from the transform: + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + *
                                                                        PropertyDescription
                                                                        [pivot]{@link PIXI.DisplayObject#pivot} + * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot + * is equal to position, regardless of the other three transformations. In other words, It is the center of + * rotation, scaling, and skewing. + *
                                                                        [position]{@link PIXI.DisplayObject#position} + * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local + * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object + * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space. + *
                                                                        [scale]{@link PIXI.DisplayObject#scale} + * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the + * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center + * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}. + *
                                                                        [rotation]{@link PIXI.DisplayObject#rotation} + * Rotation. This will rotate the display object's projection by this angle (in radians). + *
                                                                        [skew]{@link PIXI.DisplayObject#skew} + *

                                                                        Skewing. This can be used to deform a rectangular display object into a parallelogram.

                                                                        + *

                                                                        + * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be + * thought of the net rotation applied to the coordinate axes (separately). For example, if "skew.x" is + * ⍺ and "skew.y" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be + * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will + * be rotated by an angle between ⍺ and β. + *

                                                                        + *

                                                                        + * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying + * a rotation. Indeed, if "skew.x" = -ϴ and "skew.y" = ϴ, it will produce an equivalent of "rotation" = ϴ. + *

                                                                        + *

                                                                        + * Another quite interesting observation is that "skew.x", "skew.y", rotation are communtative operations. Indeed, + * because rotation is essentially a careful combination of the two. + *

                                                                        + *
                                                                        angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
                                                                        xTranslation. This is an alias for position.x!
                                                                        yTranslation. This is an alias for position.y!
                                                                        width + * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing + * the "requested" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there + * is no concept of user-defined width. + *
                                                                        height + * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing + * the "requested" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there + * is no concept of user-defined height. + *
                                                                        + * + * ## Bounds + * + * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit + * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the + * `worldTransform` to calculate in world space). + * + * There are a few additional types of bounding boxes: + * + * | Bounds | Description | + * | --------------------- | ---------------------------------------------------------------------------------------- | + * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. | + * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. | + * | Render Bounds | The bounds, but including extra rendering effects like filter padding. | + * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. | + * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. | + * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)| + * | Content Bounds | The natural bounds when excluding all children of a `Container`. | + * + * ### calculateBounds + * + * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children. + * + * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and + * `getLocalBounds` to work. This method must write the bounds into `this._bounds`. + * + * Generally, the following technique works for most simple cases: take the list of points + * forming the "hull" of the object (i.e. outline of the object's shape), and then add them + * using {@link PIXI.Bounds#addPointMatrix}. + * + * ```js + * calculateBounds(): void + * { + * const points = [...]; + * + * for (let i = 0, j = points.length; i < j; i++) + * { + * this._bounds.addPointMatrix(this.worldTransform, points[i]); + * } + * } + * ``` + * + * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them + * in one array together. + * + * ## Alpha + * + * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display + * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not + * applied on any ancestor further up the chain). + * + * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}. + * + * ## Renderable vs Visible + * + * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the + * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display + * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not + * be calculated. + * + * It is recommended that applications use the `renderable` property for culling. See + * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or + * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details. + * + * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This + * one is also better in terms of performance. + * @memberof PIXI + */ + var DisplayObject = /** @class */ (function (_super) { + __extends(DisplayObject, _super); + function DisplayObject() { + var _this = _super.call(this) || this; + _this.tempDisplayObjectParent = null; + // TODO: need to create Transform from factory + _this.transform = new math.Transform(); + _this.alpha = 1; + _this.visible = true; + _this.renderable = true; + _this.cullable = false; + _this.cullArea = null; + _this.parent = null; + _this.worldAlpha = 1; + _this._lastSortedIndex = 0; + _this._zIndex = 0; + _this.filterArea = null; + _this.filters = null; + _this._enabledFilters = null; + _this._bounds = new Bounds(); + _this._localBounds = null; + _this._boundsID = 0; + _this._boundsRect = null; + _this._localBoundsRect = null; + _this._mask = null; + _this._maskRefCount = 0; + _this._destroyed = false; + _this.isSprite = false; + _this.isMask = false; + return _this; + } + /** + * Mixes all enumerable properties and methods from a source object to DisplayObject. + * @param source - The source of properties and methods to mix in. + */ + DisplayObject.mixin = function (source) { + // in ES8/ES2017, this would be really easy: + // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source)); + // get all the enumerable property keys + var keys = Object.keys(source); + // loop through properties + for (var i = 0; i < keys.length; ++i) { + var propertyName = keys[i]; + // Set the property using the property descriptor - this works for accessors and normal value properties + Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName)); + } + }; + Object.defineProperty(DisplayObject.prototype, "destroyed", { + /** + * Fired when this DisplayObject is added to a Container. + * @instance + * @event added + * @param {PIXI.Container} container - The container added to. + */ + /** + * Fired when this DisplayObject is removed from a Container. + * @instance + * @event removed + * @param {PIXI.Container} container - The container removed from. + */ + /** + * Fired when this DisplayObject is destroyed. This event is emitted once + * destroy is finished. + * @instance + * @event destroyed + */ + /** Readonly flag for destroyed display objects. */ + get: function () { + return this._destroyed; + }, + enumerable: false, + configurable: true + }); + /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */ + DisplayObject.prototype._recursivePostUpdateTransform = function () { + if (this.parent) { + this.parent._recursivePostUpdateTransform(); + this.transform.updateTransform(this.parent.transform); + } + else { + this.transform.updateTransform(this._tempDisplayObjectParent.transform); + } + }; + /** Updates the object transform for rendering. TODO - Optimization pass! */ + DisplayObject.prototype.updateTransform = function () { + this._boundsID++; + this.transform.updateTransform(this.parent.transform); + // multiply the alphas.. + this.worldAlpha = this.alpha * this.parent.worldAlpha; + }; + /** + * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}. + * + * This method is expensive on containers with a large subtree (like the stage). This is because the bounds + * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to + * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update + * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using + * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise, + * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as + * its height increases. + * + * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated. + * The world bounds of all display objects in a container's **subtree** will also be recalculated. + * + * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds + * calculation if needed. + * + * ```js + * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect); + * ``` + * + * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This + * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more + * details. + * + * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms + * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain + * cases. + * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from + * being updated. This means the calculation returned MAY be out of date BUT will give you a + * nice performance boost. + * @param rect - Optional rectangle to store the result of the bounds calculation. + * @returns - The minimum axis-aligned rectangle in world space that fits around this object. + */ + DisplayObject.prototype.getBounds = function (skipUpdate, rect) { + if (!skipUpdate) { + if (!this.parent) { + this.parent = this._tempDisplayObjectParent; + this.updateTransform(); + this.parent = null; + } + else { + this._recursivePostUpdateTransform(); + this.updateTransform(); + } + } + if (this._bounds.updateID !== this._boundsID) { + this.calculateBounds(); + this._bounds.updateID = this._boundsID; + } + if (!rect) { + if (!this._boundsRect) { + this._boundsRect = new math.Rectangle(); + } + rect = this._boundsRect; + } + return this._bounds.getRectangle(rect); + }; + /** + * Retrieves the local bounds of the displayObject as a rectangle object. + * @param rect - Optional rectangle to store the result of the bounds calculation. + * @returns - The rectangular bounding area. + */ + DisplayObject.prototype.getLocalBounds = function (rect) { + if (!rect) { + if (!this._localBoundsRect) { + this._localBoundsRect = new math.Rectangle(); + } + rect = this._localBoundsRect; + } + if (!this._localBounds) { + this._localBounds = new Bounds(); + } + var transformRef = this.transform; + var parentRef = this.parent; + this.parent = null; + this.transform = this._tempDisplayObjectParent.transform; + var worldBounds = this._bounds; + var worldBoundsID = this._boundsID; + this._bounds = this._localBounds; + var bounds = this.getBounds(false, rect); + this.parent = parentRef; + this.transform = transformRef; + this._bounds = worldBounds; + this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects + return bounds; + }; + /** + * Calculates the global position of the display object. + * @param position - The world origin to calculate from. + * @param point - A Point object in which to store the value, optional + * (otherwise will create a new Point). + * @param skipUpdate - Should we skip the update transform. + * @returns - A point object representing the position of this object. + */ + DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) { + if (skipUpdate === void 0) { skipUpdate = false; } + if (!skipUpdate) { + this._recursivePostUpdateTransform(); + // this parent check is for just in case the item is a root object. + // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly + // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) + if (!this.parent) { + this.parent = this._tempDisplayObjectParent; + this.displayObjectUpdateTransform(); + this.parent = null; + } + else { + this.displayObjectUpdateTransform(); + } + } + // don't need to update the lot + return this.worldTransform.apply(position, point); + }; + /** + * Calculates the local position of the display object relative to another point. + * @param position - The world origin to calculate from. + * @param from - The DisplayObject to calculate the global position from. + * @param point - A Point object in which to store the value, optional + * (otherwise will create a new Point). + * @param skipUpdate - Should we skip the update transform + * @returns - A point object representing the position of this object + */ + DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) { + if (from) { + position = from.toGlobal(position, point, skipUpdate); + } + if (!skipUpdate) { + this._recursivePostUpdateTransform(); + // this parent check is for just in case the item is a root object. + // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly + // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) + if (!this.parent) { + this.parent = this._tempDisplayObjectParent; + this.displayObjectUpdateTransform(); + this.parent = null; + } + else { + this.displayObjectUpdateTransform(); + } + } + // simply apply the matrix.. + return this.worldTransform.applyInverse(position, point); + }; + /** + * Set the parent Container of this DisplayObject. + * @param container - The Container to add this DisplayObject to. + * @returns - The Container that this DisplayObject was added to. + */ + DisplayObject.prototype.setParent = function (container) { + if (!container || !container.addChild) { + throw new Error('setParent: Argument must be a Container'); + } + container.addChild(this); + return container; + }; + /** + * Convenience function to set the position, scale, skew and pivot at once. + * @param x - The X position + * @param y - The Y position + * @param scaleX - The X scale value + * @param scaleY - The Y scale value + * @param rotation - The rotation + * @param skewX - The X skew value + * @param skewY - The Y skew value + * @param pivotX - The X pivot value + * @param pivotY - The Y pivot value + * @returns - The DisplayObject instance + */ + DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (scaleX === void 0) { scaleX = 1; } + if (scaleY === void 0) { scaleY = 1; } + if (rotation === void 0) { rotation = 0; } + if (skewX === void 0) { skewX = 0; } + if (skewY === void 0) { skewY = 0; } + if (pivotX === void 0) { pivotX = 0; } + if (pivotY === void 0) { pivotY = 0; } + this.position.x = x; + this.position.y = y; + this.scale.x = !scaleX ? 1 : scaleX; + this.scale.y = !scaleY ? 1 : scaleY; + this.rotation = rotation; + this.skew.x = skewX; + this.skew.y = skewY; + this.pivot.x = pivotX; + this.pivot.y = pivotY; + return this; + }; + /** + * Base destroy method for generic display objects. This will automatically + * remove the display object from its parent Container as well as remove + * all current event listeners and internal references. Do not use a DisplayObject + * after calling `destroy()`. + * @param _options + */ + DisplayObject.prototype.destroy = function (_options) { + if (this.parent) { + this.parent.removeChild(this); + } + this._destroyed = true; + this.transform = null; + this.parent = null; + this._bounds = null; + this.mask = null; + this.cullArea = null; + this.filters = null; + this.filterArea = null; + this.hitArea = null; + this.interactive = false; + this.interactiveChildren = false; + this.emit('destroyed'); + this.removeAllListeners(); + }; + Object.defineProperty(DisplayObject.prototype, "_tempDisplayObjectParent", { + /** + * @protected + * @member {PIXI.Container} + */ + get: function () { + if (this.tempDisplayObjectParent === null) { + // eslint-disable-next-line @typescript-eslint/no-use-before-define + this.tempDisplayObjectParent = new TemporaryDisplayObject(); + } + return this.tempDisplayObjectParent; + }, + enumerable: false, + configurable: true + }); + /** + * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root + * + * ``` + * const cacheParent = elem.enableTempParent(); + * elem.updateTransform(); + * elem.disableTempParent(cacheParent); + * ``` + * @returns - current parent + */ + DisplayObject.prototype.enableTempParent = function () { + var myParent = this.parent; + this.parent = this._tempDisplayObjectParent; + return myParent; + }; + /** + * Pair method for `enableTempParent` + * @param cacheParent - Actual parent of element + */ + DisplayObject.prototype.disableTempParent = function (cacheParent) { + this.parent = cacheParent; + }; + Object.defineProperty(DisplayObject.prototype, "x", { + /** + * The position of the displayObject on the x axis relative to the local coordinates of the parent. + * An alias to position.x + */ + get: function () { + return this.position.x; + }, + set: function (value) { + this.transform.position.x = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "y", { + /** + * The position of the displayObject on the y axis relative to the local coordinates of the parent. + * An alias to position.y + */ + get: function () { + return this.position.y; + }, + set: function (value) { + this.transform.position.y = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "worldTransform", { + /** + * Current transform of the object based on world (parent) factors. + * @readonly + */ + get: function () { + return this.transform.worldTransform; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "localTransform", { + /** + * Current transform of the object based on local factors: position, scale, other stuff. + * @readonly + */ + get: function () { + return this.transform.localTransform; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "position", { + /** + * The coordinate of the object relative to the local coordinates of the parent. + * @since 4.0.0 + */ + get: function () { + return this.transform.position; + }, + set: function (value) { + this.transform.position.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "scale", { + /** + * The scale factors of this object along the local coordinate axes. + * + * The default scale is (1, 1). + * @since 4.0.0 + */ + get: function () { + return this.transform.scale; + }, + set: function (value) { + this.transform.scale.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "pivot", { + /** + * The center of rotation, scaling, and skewing for this display object in its local space. The `position` + * is the projection of `pivot` in the parent's local space. + * + * By default, the pivot is the origin (0, 0). + * @since 4.0.0 + */ + get: function () { + return this.transform.pivot; + }, + set: function (value) { + this.transform.pivot.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "skew", { + /** + * The skew factor for the object in radians. + * @since 4.0.0 + */ + get: function () { + return this.transform.skew; + }, + set: function (value) { + this.transform.skew.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "rotation", { + /** + * The rotation of the object in radians. + * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. + */ + get: function () { + return this.transform.rotation; + }, + set: function (value) { + this.transform.rotation = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "angle", { + /** + * The angle of the object in degrees. + * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. + */ + get: function () { + return this.transform.rotation * math.RAD_TO_DEG; + }, + set: function (value) { + this.transform.rotation = value * math.DEG_TO_RAD; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "zIndex", { + /** + * The zIndex of the displayObject. + * + * If a container has the sortableChildren property set to true, children will be automatically + * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array, + * and thus rendered on top of other display objects within the same container. + * @see PIXI.Container#sortableChildren + */ + get: function () { + return this._zIndex; + }, + set: function (value) { + this._zIndex = value; + if (this.parent) { + this.parent.sortDirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "worldVisible", { + /** + * Indicates if the object is globally visible. + * @readonly + */ + get: function () { + var item = this; + do { + if (!item.visible) { + return false; + } + item = item.parent; + } while (item); + return true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "mask", { + /** + * Sets a mask for the displayObject. A mask is an object that limits the visibility of an + * object to the shape of the mask applied to it. In PixiJS a regular mask must be a + * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it + * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent. + * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong. + * To remove a mask, set this property to `null`. + * + * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask. + * @example + * const graphics = new PIXI.Graphics(); + * graphics.beginFill(0xFF3300); + * graphics.drawRect(50, 250, 100, 100); + * graphics.endFill(); + * + * const sprite = new PIXI.Sprite(texture); + * sprite.mask = graphics; + * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask. + */ + get: function () { + return this._mask; + }, + set: function (value) { + if (this._mask === value) { + return; + } + if (this._mask) { + var maskObject = (this._mask.isMaskData + ? this._mask.maskObject : this._mask); + if (maskObject) { + maskObject._maskRefCount--; + if (maskObject._maskRefCount === 0) { + maskObject.renderable = true; + maskObject.isMask = false; + } + } + } + this._mask = value; + if (this._mask) { + var maskObject = (this._mask.isMaskData + ? this._mask.maskObject : this._mask); + if (maskObject) { + if (maskObject._maskRefCount === 0) { + maskObject.renderable = false; + maskObject.isMask = true; + } + maskObject._maskRefCount++; + } + } + }, + enumerable: false, + configurable: true + }); + return DisplayObject; + }(utils.EventEmitter)); + /** + * @private + */ + var TemporaryDisplayObject = /** @class */ (function (_super) { + __extends(TemporaryDisplayObject, _super); + function TemporaryDisplayObject() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.sortDirty = null; + return _this; + } + return TemporaryDisplayObject; + }(DisplayObject)); + /** + * DisplayObject default updateTransform, does not update children of container. + * Will crash if there's no parent element. + * @memberof PIXI.DisplayObject# + * @method displayObjectUpdateTransform + */ + DisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform; + + function sortChildren(a, b) { + if (a.zIndex === b.zIndex) { + return a._lastSortedIndex - b._lastSortedIndex; + } + return a.zIndex - b.zIndex; + } + /** + * Container is a general-purpose display object that holds children. It also adds built-in support for advanced + * rendering features like masking and filtering. + * + * It is the base class of all display objects that act as a container for other objects, including Graphics + * and Sprite. + * + * ```js + * import { BlurFilter } from '@pixi/filter-blur'; + * import { Container } from '@pixi/display'; + * import { Graphics } from '@pixi/graphics'; + * import { Sprite } from '@pixi/sprite'; + * + * let container = new Container(); + * let sprite = Sprite.from("https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png"); + * + * sprite.width = 512; + * sprite.height = 512; + * + * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container + * // is rendered. + * container.addChild(sprite); + * + * // Blurs whatever is rendered by the container + * container.filters = [new BlurFilter()]; + * + * // Only the contents within a circle at the center should be rendered onto the screen. + * container.mask = new Graphics() + * .beginFill(0xffffff) + * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2) + * .endFill(); + * ``` + * @memberof PIXI + */ + var Container = /** @class */ (function (_super) { + __extends(Container, _super); + function Container() { + var _this = _super.call(this) || this; + _this.children = []; + _this.sortableChildren = settings.settings.SORTABLE_CHILDREN; + _this.sortDirty = false; + return _this; + /** + * Fired when a DisplayObject is added to this Container. + * @event PIXI.Container#childAdded + * @param {PIXI.DisplayObject} child - The child added to the Container. + * @param {PIXI.Container} container - The container that added the child. + * @param {number} index - The children's index of the added child. + */ + /** + * Fired when a DisplayObject is removed from this Container. + * @event PIXI.DisplayObject#childRemoved + * @param {PIXI.DisplayObject} child - The child removed from the Container. + * @param {PIXI.Container} container - The container that removed the child. + * @param {number} index - The former children's index of the removed child + */ + } + /** + * Overridable method that can be used by Container subclasses whenever the children array is modified. + * @param _length + */ + Container.prototype.onChildrenChange = function (_length) { + /* empty */ + }; + /** + * Adds one or more children to the container. + * + * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)` + * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container + * @returns {PIXI.DisplayObject} - The first child that was added. + */ + Container.prototype.addChild = function () { + var arguments$1 = arguments; + + var children = []; + for (var _i = 0; _i < arguments.length; _i++) { + children[_i] = arguments$1[_i]; + } + // if there is only one argument we can bypass looping through the them + if (children.length > 1) { + // loop through the array and add all children + for (var i = 0; i < children.length; i++) { + // eslint-disable-next-line prefer-rest-params + this.addChild(children[i]); + } + } + else { + var child = children[0]; + // if the child has a parent then lets remove it as PixiJS objects can only exist in one place + if (child.parent) { + child.parent.removeChild(child); + } + child.parent = this; + this.sortDirty = true; + // ensure child transform will be recalculated + child.transform._parentID = -1; + this.children.push(child); + // ensure bounds will be recalculated + this._boundsID++; + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(this.children.length - 1); + this.emit('childAdded', child, this, this.children.length - 1); + child.emit('added', this); + } + return children[0]; + }; + /** + * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown + * @param {PIXI.DisplayObject} child - The child to add + * @param {number} index - The index to place the child in + * @returns {PIXI.DisplayObject} The child that was added. + */ + Container.prototype.addChildAt = function (child, index) { + if (index < 0 || index > this.children.length) { + throw new Error(child + "addChildAt: The index " + index + " supplied is out of bounds " + this.children.length); + } + if (child.parent) { + child.parent.removeChild(child); + } + child.parent = this; + this.sortDirty = true; + // ensure child transform will be recalculated + child.transform._parentID = -1; + this.children.splice(index, 0, child); + // ensure bounds will be recalculated + this._boundsID++; + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(index); + child.emit('added', this); + this.emit('childAdded', child, this, index); + return child; + }; + /** + * Swaps the position of 2 Display Objects within this container. + * @param child - First display object to swap + * @param child2 - Second display object to swap + */ + Container.prototype.swapChildren = function (child, child2) { + if (child === child2) { + return; + } + var index1 = this.getChildIndex(child); + var index2 = this.getChildIndex(child2); + this.children[index1] = child2; + this.children[index2] = child; + this.onChildrenChange(index1 < index2 ? index1 : index2); + }; + /** + * Returns the index position of a child DisplayObject instance + * @param child - The DisplayObject instance to identify + * @returns - The index position of the child display object to identify + */ + Container.prototype.getChildIndex = function (child) { + var index = this.children.indexOf(child); + if (index === -1) { + throw new Error('The supplied DisplayObject must be a child of the caller'); + } + return index; + }; + /** + * Changes the position of an existing child in the display object container + * @param child - The child DisplayObject instance for which you want to change the index number + * @param index - The resulting index number for the child display object + */ + Container.prototype.setChildIndex = function (child, index) { + if (index < 0 || index >= this.children.length) { + throw new Error("The index " + index + " supplied is out of bounds " + this.children.length); + } + var currentIndex = this.getChildIndex(child); + utils.removeItems(this.children, currentIndex, 1); // remove from old position + this.children.splice(index, 0, child); // add at new position + this.onChildrenChange(index); + }; + /** + * Returns the child at the specified index + * @param index - The index to get the child at + * @returns - The child at the given index, if any. + */ + Container.prototype.getChildAt = function (index) { + if (index < 0 || index >= this.children.length) { + throw new Error("getChildAt: Index (" + index + ") does not exist."); + } + return this.children[index]; + }; + /** + * Removes one or more children from the container. + * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove + * @returns {PIXI.DisplayObject} The first child that was removed. + */ + Container.prototype.removeChild = function () { + var arguments$1 = arguments; + + var children = []; + for (var _i = 0; _i < arguments.length; _i++) { + children[_i] = arguments$1[_i]; + } + // if there is only one argument we can bypass looping through the them + if (children.length > 1) { + // loop through the arguments property and remove all children + for (var i = 0; i < children.length; i++) { + this.removeChild(children[i]); + } + } + else { + var child = children[0]; + var index = this.children.indexOf(child); + if (index === -1) + { return null; } + child.parent = null; + // ensure child transform will be recalculated + child.transform._parentID = -1; + utils.removeItems(this.children, index, 1); + // ensure bounds will be recalculated + this._boundsID++; + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(index); + child.emit('removed', this); + this.emit('childRemoved', child, this, index); + } + return children[0]; + }; + /** + * Removes a child from the specified index position. + * @param index - The index to get the child from + * @returns The child that was removed. + */ + Container.prototype.removeChildAt = function (index) { + var child = this.getChildAt(index); + // ensure child transform will be recalculated.. + child.parent = null; + child.transform._parentID = -1; + utils.removeItems(this.children, index, 1); + // ensure bounds will be recalculated + this._boundsID++; + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(index); + child.emit('removed', this); + this.emit('childRemoved', child, this, index); + return child; + }; + /** + * Removes all children from this container that are within the begin and end indexes. + * @param beginIndex - The beginning position. + * @param endIndex - The ending position. Default value is size of the container. + * @returns - List of removed children + */ + Container.prototype.removeChildren = function (beginIndex, endIndex) { + if (beginIndex === void 0) { beginIndex = 0; } + if (endIndex === void 0) { endIndex = this.children.length; } + var begin = beginIndex; + var end = endIndex; + var range = end - begin; + var removed; + if (range > 0 && range <= end) { + removed = this.children.splice(begin, range); + for (var i = 0; i < removed.length; ++i) { + removed[i].parent = null; + if (removed[i].transform) { + removed[i].transform._parentID = -1; + } + } + this._boundsID++; + this.onChildrenChange(beginIndex); + for (var i = 0; i < removed.length; ++i) { + removed[i].emit('removed', this); + this.emit('childRemoved', removed[i], this, i); + } + return removed; + } + else if (range === 0 && this.children.length === 0) { + return []; + } + throw new RangeError('removeChildren: numeric values are outside the acceptable range.'); + }; + /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */ + Container.prototype.sortChildren = function () { + var sortRequired = false; + for (var i = 0, j = this.children.length; i < j; ++i) { + var child = this.children[i]; + child._lastSortedIndex = i; + if (!sortRequired && child.zIndex !== 0) { + sortRequired = true; + } + } + if (sortRequired && this.children.length > 1) { + this.children.sort(sortChildren); + } + this.sortDirty = false; + }; + /** Updates the transform on all children of this container for rendering. */ + Container.prototype.updateTransform = function () { + if (this.sortableChildren && this.sortDirty) { + this.sortChildren(); + } + this._boundsID++; + this.transform.updateTransform(this.parent.transform); + // TODO: check render flags, how to process stuff here + this.worldAlpha = this.alpha * this.parent.worldAlpha; + for (var i = 0, j = this.children.length; i < j; ++i) { + var child = this.children[i]; + if (child.visible) { + child.updateTransform(); + } + } + }; + /** + * Recalculates the bounds of the container. + * + * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds + * is limited to its mask's bounds or filterArea, if any is applied. + */ + Container.prototype.calculateBounds = function () { + this._bounds.clear(); + this._calculateBounds(); + for (var i = 0; i < this.children.length; i++) { + var child = this.children[i]; + if (!child.visible || !child.renderable) { + continue; + } + child.calculateBounds(); + // TODO: filter+mask, need to mask both somehow + if (child._mask) { + var maskObject = (child._mask.isMaskData + ? child._mask.maskObject : child._mask); + if (maskObject) { + maskObject.calculateBounds(); + this._bounds.addBoundsMask(child._bounds, maskObject._bounds); + } + else { + this._bounds.addBounds(child._bounds); + } + } + else if (child.filterArea) { + this._bounds.addBoundsArea(child._bounds, child.filterArea); + } + else { + this._bounds.addBounds(child._bounds); + } + } + this._bounds.updateID = this._boundsID; + }; + /** + * Retrieves the local bounds of the displayObject as a rectangle object. + * + * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render() + * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree. + * @param rect - Optional rectangle to store the result of the bounds calculation. + * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms, + * it was default behaviour of pixi 4.0-5.2 and caused many problems to users. + * @returns - The rectangular bounding area. + */ + Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) { + if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; } + var result = _super.prototype.getLocalBounds.call(this, rect); + if (!skipChildrenUpdate) { + for (var i = 0, j = this.children.length; i < j; ++i) { + var child = this.children[i]; + if (child.visible) { + child.updateTransform(); + } + } + } + return result; + }; + /** + * Recalculates the content bounds of this object. This should be overriden to + * calculate the bounds of this specific object (not including children). + * @protected + */ + Container.prototype._calculateBounds = function () { + // FILL IN// + }; + /** + * Renders this object and its children with culling. + * @protected + * @param {PIXI.Renderer} renderer - The renderer + */ + Container.prototype._renderWithCulling = function (renderer) { + var sourceFrame = renderer.renderTexture.sourceFrame; + // If the source frame is empty, stop rendering. + if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) { + return; + } + // Render the content of the container only if its bounds intersect with the source frame. + // All filters are on the stack at this point, and the filter source frame is bound: + // therefore, even if the bounds to non intersect the filter frame, the filter + // is still applied and any filter padding that is in the frame is rendered correctly. + var bounds; + var transform; + // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea + // rectangle must completely contain the container and its children including filter padding. + if (this.cullArea) { + bounds = this.cullArea; + transform = this.worldTransform; + } + // If the container doesn't override _render, we can skip the bounds calculation and intersection test. + else if (this._render !== Container.prototype._render) { + bounds = this.getBounds(true); + } + // Render the container if the source frame intersects the bounds. + if (bounds && sourceFrame.intersects(bounds, transform)) { + this._render(renderer); + } + // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering. + else if (this.cullArea) { + return; + } + // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect + // the source frame, because the children might have filters with nonzero padding, which may intersect + // with the source frame while the bounds do not: filter padding is not included in the bounds. + // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered + // if they are out of frame; otherwise, render the children normally. + for (var i = 0, j = this.children.length; i < j; ++i) { + var child = this.children[i]; + var childCullable = child.cullable; + child.cullable = childCullable || !this.cullArea; + child.render(renderer); + child.cullable = childCullable; + } + }; + /** + * Renders the object using the WebGL renderer. + * + * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the + * container itself. This `render` method will invoke it, and also invoke the `render` methods of all + * children afterward. + * + * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and + * the bounds of this object are out of frame, this implementation will entirely skip rendering. + * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally, + * setting alpha to zero is not recommended for purely skipping rendering. + * + * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is + * advised to employ **culling** to automatically skip rendering objects outside of the current screen. + * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}. + * Other culling methods might be better suited for a large number static objects; see + * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and + * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}. + * + * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or + * filtering is applied on a container. This does, however, break batching and can affect performance when + * masking and filtering is applied extensively throughout the scene graph. + * @param renderer - The renderer + */ + Container.prototype.render = function (renderer) { + // if the object is not visible or the alpha is 0 then no need to render this element + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + // do a quick check to see if this element has a mask or a filter. + if (this._mask || (this.filters && this.filters.length)) { + this.renderAdvanced(renderer); + } + else if (this.cullable) { + this._renderWithCulling(renderer); + } + else { + this._render(renderer); + for (var i = 0, j = this.children.length; i < j; ++i) { + this.children[i].render(renderer); + } + } + }; + /** + * Render the object using the WebGL renderer and advanced features. + * @param renderer - The renderer + */ + Container.prototype.renderAdvanced = function (renderer) { + var filters = this.filters; + var mask = this._mask; + // push filter first as we need to ensure the stencil buffer is correct for any masking + if (filters) { + if (!this._enabledFilters) { + this._enabledFilters = []; + } + this._enabledFilters.length = 0; + for (var i = 0; i < filters.length; i++) { + if (filters[i].enabled) { + this._enabledFilters.push(filters[i]); + } + } + } + var flush = (filters && this._enabledFilters && this._enabledFilters.length) + || (mask && (!mask.isMaskData + || (mask.enabled && (mask.autoDetect || mask.type !== constants.MASK_TYPES.NONE)))); + if (flush) { + renderer.batch.flush(); + } + if (filters && this._enabledFilters && this._enabledFilters.length) { + renderer.filter.push(this, this._enabledFilters); + } + if (mask) { + renderer.mask.push(this, this._mask); + } + if (this.cullable) { + this._renderWithCulling(renderer); + } + else { + this._render(renderer); + for (var i = 0, j = this.children.length; i < j; ++i) { + this.children[i].render(renderer); + } + } + if (flush) { + renderer.batch.flush(); + } + if (mask) { + renderer.mask.pop(this); + } + if (filters && this._enabledFilters && this._enabledFilters.length) { + renderer.filter.pop(); + } + }; + /** + * To be overridden by the subclasses. + * @param _renderer - The renderer + */ + Container.prototype._render = function (_renderer) { + // this is where content itself gets rendered... + }; + /** + * Removes all internal references and listeners as well as removes children from the display list. + * Do not use a Container after calling `destroy`. + * @param options - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the texture of the child sprite + * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the base texture of the child sprite + */ + Container.prototype.destroy = function (options) { + _super.prototype.destroy.call(this); + this.sortDirty = false; + var destroyChildren = typeof options === 'boolean' ? options : options && options.children; + var oldChildren = this.removeChildren(0, this.children.length); + if (destroyChildren) { + for (var i = 0; i < oldChildren.length; ++i) { + oldChildren[i].destroy(options); + } + } + }; + Object.defineProperty(Container.prototype, "width", { + /** The width of the Container, setting this will actually modify the scale to achieve the value set. */ + get: function () { + return this.scale.x * this.getLocalBounds().width; + }, + set: function (value) { + var width = this.getLocalBounds().width; + if (width !== 0) { + this.scale.x = value / width; + } + else { + this.scale.x = 1; + } + this._width = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Container.prototype, "height", { + /** The height of the Container, setting this will actually modify the scale to achieve the value set. */ + get: function () { + return this.scale.y * this.getLocalBounds().height; + }, + set: function (value) { + var height = this.getLocalBounds().height; + if (height !== 0) { + this.scale.y = value / height; + } + else { + this.scale.y = 1; + } + this._height = value; + }, + enumerable: false, + configurable: true + }); + return Container; + }(DisplayObject)); + /** + * Container default updateTransform, does update children of container. + * Will crash if there's no parent element. + * @memberof PIXI.Container# + * @method containerUpdateTransform + */ + Container.prototype.containerUpdateTransform = Container.prototype.updateTransform; + + display.Bounds = Bounds; + display.Container = Container; + display.DisplayObject = DisplayObject; + display.TemporaryDisplayObject = TemporaryDisplayObject; + + return display; + } + + var ticker = {}; + + var extensions = {}; + + /*! + * @pixi/extensions - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/extensions is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license */ - var TemporaryDisplayObject = /** @class */ (function (_super) { - __extends(TemporaryDisplayObject, _super); - function TemporaryDisplayObject() { - var _this = _super !== null && _super.apply(this, arguments) || this; - _this.sortDirty = null; - return _this; - } - return TemporaryDisplayObject; - }(DisplayObject)); - /** - * DisplayObject default updateTransform, does not update children of container. - * Will crash if there's no parent element. - * @memberof PIXI.DisplayObject# - * @method displayObjectUpdateTransform + + var hasRequiredExtensions; + + function requireExtensions () { + if (hasRequiredExtensions) return extensions; + hasRequiredExtensions = 1; + (function (exports) { + + Object.defineProperty(exports, '__esModule', { value: true }); + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. + + Permission to use, copy, modify, and/or distribute this software for any + purpose with or without fee is hereby granted. + + THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + PERFORMANCE OF THIS SOFTWARE. + ***************************************************************************** */ + + var __assign = function() { + __assign = Object.assign || function __assign(t) { + var arguments$1 = arguments; + + for (var s, i = 1, n = arguments.length; i < n; i++) { + s = arguments$1[i]; + for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } } + } + return t; + }; + return __assign.apply(this, arguments); + }; + + /** + * Collection of valid extension types. + * @memberof PIXI + * @property {string} Application - Application plugins + * @property {string} RendererPlugin - Plugins for Renderer + * @property {string} CanvasRendererPlugin - Plugins for CanvasRenderer + * @property {string} Loader - Plugins to use with Loader + * @property {string} LoadParser - Parsers for Assets loader. + * @property {string} ResolveParser - Parsers for Assets resolvers. + * @property {string} CacheParser - Parsers for Assets cache. + */ + exports.ExtensionType = void 0; + (function (ExtensionType) { + ExtensionType["Application"] = "application"; + ExtensionType["RendererPlugin"] = "renderer-webgl-plugin"; + ExtensionType["CanvasRendererPlugin"] = "renderer-canvas-plugin"; + ExtensionType["Loader"] = "loader"; + ExtensionType["LoadParser"] = "load-parser"; + ExtensionType["ResolveParser"] = "resolve-parser"; + ExtensionType["CacheParser"] = "cache-parser"; + ExtensionType["DetectionParser"] = "detection-parser"; + })(exports.ExtensionType || (exports.ExtensionType = {})); + /** + * Convert input into extension format data. + * @ignore + */ + var normalizeExtension = function (ext) { + // Class/Object submission, use extension object + if (typeof ext === 'function' || (typeof ext === 'object' && ext.extension)) { + if (!ext.extension) { + throw new Error('Extension class must have an extension object'); + } + var metadata = (typeof ext.extension !== 'object') + ? { type: ext.extension } + : ext.extension; + ext = __assign(__assign({}, metadata), { ref: ext }); + } + if (typeof ext === 'object') { + ext = __assign({}, ext); + } + else { + throw new Error('Invalid extension type'); + } + if (typeof ext.type === 'string') { + ext.type = [ext.type]; + } + return ext; + }; + /** + * Global registration of all PixiJS extensions. One-stop-shop for extensibility. + * @memberof PIXI + * @namespace extensions + */ + var extensions = { + /** @ignore */ + _addHandlers: null, + /** @ignore */ + _removeHandlers: null, + /** @ignore */ + _queue: {}, + /** + * Remove extensions from PixiJS. + * @param extensions - Extensions to be removed. + * @returns {PIXI.extensions} For chaining. + */ + remove: function () { + var arguments$1 = arguments; + + var _this = this; + var extensions = []; + for (var _i = 0; _i < arguments.length; _i++) { + extensions[_i] = arguments$1[_i]; + } + extensions.map(normalizeExtension).forEach(function (ext) { + ext.type.forEach(function (type) { var _a, _b; return (_b = (_a = _this._removeHandlers)[type]) === null || _b === void 0 ? void 0 : _b.call(_a, ext); }); + }); + return this; + }, + /** + * Register new extensions with PixiJS. + * @param extensions - The spread of extensions to add to PixiJS. + * @returns {PIXI.extensions} For chaining. + */ + add: function () { + var arguments$1 = arguments; + + var _this = this; + var extensions = []; + for (var _i = 0; _i < arguments.length; _i++) { + extensions[_i] = arguments$1[_i]; + } + // Handle any extensions either passed as class w/ data or as data + extensions.map(normalizeExtension).forEach(function (ext) { + ext.type.forEach(function (type) { + var handlers = _this._addHandlers; + var queue = _this._queue; + if (!handlers[type]) { + queue[type] = queue[type] || []; + queue[type].push(ext); + } + else { + handlers[type](ext); + } + }); + }); + return this; + }, + /** + * Internal method to handle extensions by name. + * @param type - The extension type. + * @param onAdd - Function for handling when extensions are added/registered passes {@link PIXI.ExtensionFormat}. + * @param onRemove - Function for handling when extensions are removed/unregistered passes {@link PIXI.ExtensionFormat}. + * @returns {PIXI.extensions} For chaining. + */ + handle: function (type, onAdd, onRemove) { + var addHandlers = this._addHandlers = this._addHandlers || {}; + var removeHandlers = this._removeHandlers = this._removeHandlers || {}; + if (addHandlers[type] || removeHandlers[type]) { + throw new Error("Extension type " + type + " already has a handler"); + } + addHandlers[type] = onAdd; + removeHandlers[type] = onRemove; + // Process the queue + var queue = this._queue; + // Process any plugins that have been registered before the handler + if (queue[type]) { + queue[type].forEach(function (ext) { return onAdd(ext); }); + delete queue[type]; + } + return this; + }, + /** + * Handle a type, but using a map by `name` property. + * @param type - Type of extension to handle. + * @param map - The object map of named extensions. + * @returns {PIXI.extensions} For chaining. + */ + handleByMap: function (type, map) { + return this.handle(type, function (extension) { + map[extension.name] = extension.ref; + }, function (extension) { + delete map[extension.name]; + }); + }, + /** + * Handle a type, but using a list of extensions. + * @param type - Type of extension to handle. + * @param list - The list of extensions. + * @returns {PIXI.extensions} For chaining. + */ + handleByList: function (type, list) { + return this.handle(type, function (extension) { + var _a, _b; + list.push(extension.ref); + // TODO: remove me later, only added for @pixi/loaders + if (type === exports.ExtensionType.Loader) { + (_b = (_a = extension.ref).add) === null || _b === void 0 ? void 0 : _b.call(_a); + } + }, function (extension) { + var index = list.indexOf(extension.ref); + if (index !== -1) { + list.splice(index, 1); + } + }); + }, + }; + + exports.extensions = extensions; + + } (extensions)); + return extensions; + } + + /*! + * @pixi/ticker - v6.5.8 + * Compiled Sun, 23 Oct 2022 23:01:45 UTC + * + * @pixi/ticker is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license */ - DisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform; - /*! - * @pixi/constants - v6.5.7 - * Compiled Thu, 20 Oct 2022 15:13:33 UTC - * - * @pixi/constants is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ - /** - * Different types of environments for WebGL. - * @static - * @memberof PIXI - * @name ENV - * @enum {number} - * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experience unexplained flickering prefer this environment. - * @property {number} WEBGL - Version 1 of WebGL - * @property {number} WEBGL2 - Version 2 of WebGL - */ - var ENV; - (function (ENV) { - ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; - ENV[ENV["WEBGL"] = 1] = "WEBGL"; - ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; - })(ENV || (ENV = {})); - /** - * Constant to identify the Renderer Type. - * @static - * @memberof PIXI - * @name RENDERER_TYPE - * @enum {number} - * @property {number} UNKNOWN - Unknown render type. - * @property {number} WEBGL - WebGL render type. - * @property {number} CANVAS - Canvas render type. - */ - var RENDERER_TYPE; - (function (RENDERER_TYPE) { - RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; - RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; - RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; - })(RENDERER_TYPE || (RENDERER_TYPE = {})); - /** - * Bitwise OR of masks that indicate the buffers to be cleared. - * @static - * @memberof PIXI - * @name BUFFER_BITS - * @enum {number} - * @property {number} COLOR - Indicates the buffers currently enabled for color writing. - * @property {number} DEPTH - Indicates the depth buffer. - * @property {number} STENCIL - Indicates the stencil buffer. - */ - var BUFFER_BITS; - (function (BUFFER_BITS) { - BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; - BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; - BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; - })(BUFFER_BITS || (BUFFER_BITS = {})); - /** - * Various blend modes supported by PIXI. - * - * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. - * Anything else will silently act like NORMAL. - * @memberof PIXI - * @name BLEND_MODES - * @enum {number} - * @property {number} NORMAL - - * @property {number} ADD - - * @property {number} MULTIPLY - - * @property {number} SCREEN - - * @property {number} OVERLAY - - * @property {number} DARKEN - - * @property {number} LIGHTEN - - * @property {number} COLOR_DODGE - - * @property {number} COLOR_BURN - - * @property {number} HARD_LIGHT - - * @property {number} SOFT_LIGHT - - * @property {number} DIFFERENCE - - * @property {number} EXCLUSION - - * @property {number} HUE - - * @property {number} SATURATION - - * @property {number} COLOR - - * @property {number} LUMINOSITY - - * @property {number} NORMAL_NPM - - * @property {number} ADD_NPM - - * @property {number} SCREEN_NPM - - * @property {number} NONE - - * @property {number} SRC_IN - - * @property {number} SRC_OUT - - * @property {number} SRC_ATOP - - * @property {number} DST_OVER - - * @property {number} DST_IN - - * @property {number} DST_OUT - - * @property {number} DST_ATOP - - * @property {number} SUBTRACT - - * @property {number} SRC_OVER - - * @property {number} ERASE - - * @property {number} XOR - - */ - var BLEND_MODES; - (function (BLEND_MODES) { - BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; - BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; - BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; - BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; - BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; - BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; - BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; - BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; - BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; - BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; - BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; - BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; - BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; - BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; - BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; - BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; - BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; - BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; - BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; - BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; - BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; - BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; - BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; - BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; - BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; - BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; - BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; - BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; - BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; - BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; - BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; - BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; - })(BLEND_MODES || (BLEND_MODES = {})); - /** - * Various webgl draw modes. These can be used to specify which GL drawMode to use - * under certain situations and renderers. - * @memberof PIXI - * @static - * @name DRAW_MODES - * @enum {number} - * @property {number} POINTS - - * @property {number} LINES - - * @property {number} LINE_LOOP - - * @property {number} LINE_STRIP - - * @property {number} TRIANGLES - - * @property {number} TRIANGLE_STRIP - - * @property {number} TRIANGLE_FAN - - */ - var DRAW_MODES; - (function (DRAW_MODES) { - DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; - DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; - DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; - DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; - DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; - DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; - })(DRAW_MODES || (DRAW_MODES = {})); - /** - * Various GL texture/resources formats. - * @memberof PIXI - * @static - * @name FORMATS - * @enum {number} - * @property {number} [RGBA=6408] - - * @property {number} [RGB=6407] - - * @property {number} [RG=33319] - - * @property {number} [RED=6403] - - * @property {number} [RGBA_INTEGER=36249] - - * @property {number} [RGB_INTEGER=36248] - - * @property {number} [RG_INTEGER=33320] - - * @property {number} [RED_INTEGER=36244] - - * @property {number} [ALPHA=6406] - - * @property {number} [LUMINANCE=6409] - - * @property {number} [LUMINANCE_ALPHA=6410] - - * @property {number} [DEPTH_COMPONENT=6402] - - * @property {number} [DEPTH_STENCIL=34041] - - */ - var FORMATS; - (function (FORMATS) { - FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; - FORMATS[FORMATS["RGB"] = 6407] = "RGB"; - FORMATS[FORMATS["RG"] = 33319] = "RG"; - FORMATS[FORMATS["RED"] = 6403] = "RED"; - FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; - FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; - FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; - FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; - FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; - FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; - FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; - FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; - FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; - })(FORMATS || (FORMATS = {})); - /** - * Various GL target types. - * @memberof PIXI - * @static - * @name TARGETS - * @enum {number} - * @property {number} [TEXTURE_2D=3553] - - * @property {number} [TEXTURE_CUBE_MAP=34067] - - * @property {number} [TEXTURE_2D_ARRAY=35866] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - - */ - var TARGETS; - (function (TARGETS) { - TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; - TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; - TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; - })(TARGETS || (TARGETS = {})); - /** - * Various GL data format types. - * @memberof PIXI - * @static - * @name TYPES - * @enum {number} - * @property {number} [UNSIGNED_BYTE=5121] - - * @property {number} [UNSIGNED_SHORT=5123] - - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - - * @property {number} [UNSIGNED_INT=5125] - - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - - * @property {number} [UNSIGNED_INT_24_8=34042] - - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - - * @property {number} [BYTE=5120] - - * @property {number} [SHORT=5122] - - * @property {number} [INT=5124] - - * @property {number} [FLOAT=5126] - - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - - * @property {number} [HALF_FLOAT=36193] - - */ - var TYPES; - (function (TYPES) { - TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; - TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; - TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; - TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; - TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; - TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; - TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; - TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; - TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; - TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; - TYPES[TYPES["BYTE"] = 5120] = "BYTE"; - TYPES[TYPES["SHORT"] = 5122] = "SHORT"; - TYPES[TYPES["INT"] = 5124] = "INT"; - TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; - TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; - TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; - })(TYPES || (TYPES = {})); - /** - * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. - * WebGL1 works only with FLOAT. - * @memberof PIXI - * @static - * @name SAMPLER_TYPES - * @enum {number} - * @property {number} [FLOAT=0] - - * @property {number} [INT=1] - - * @property {number} [UINT=2] - - */ - var SAMPLER_TYPES; - (function (SAMPLER_TYPES) { - SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; - SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; - SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; - })(SAMPLER_TYPES || (SAMPLER_TYPES = {})); - /** - * The scale modes that are supported by pixi. - * - * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. - * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. - * @memberof PIXI - * @static - * @name SCALE_MODES - * @enum {number} - * @property {number} LINEAR Smooth scaling - * @property {number} NEAREST Pixelating scaling - */ - var SCALE_MODES; - (function (SCALE_MODES) { - SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; - SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; - })(SCALE_MODES || (SCALE_MODES = {})); - /** - * The wrap modes that are supported by pixi. - * - * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. - * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. - * If the texture is non power of two then clamp will be used regardless as WebGL can - * only use REPEAT if the texture is po2. - * - * This property only affects WebGL. - * @name WRAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} CLAMP - The textures uvs are clamped - * @property {number} REPEAT - The texture uvs tile and repeat - * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring - */ - var WRAP_MODES; - (function (WRAP_MODES) { - WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; - WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; - WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; - })(WRAP_MODES || (WRAP_MODES = {})); - /** - * Mipmap filtering modes that are supported by pixi. - * - * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. - * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, - * or its `POW2` and texture dimensions are powers of 2. - * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. - * - * This property only affects WebGL. - * @name MIPMAP_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} OFF - No mipmaps - * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 - * @property {number} ON - Always generate mipmaps - * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource - * that supports buffering each level-of-detail. - */ - var MIPMAP_MODES; - (function (MIPMAP_MODES) { - MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; - MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; - MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; - MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; - })(MIPMAP_MODES || (MIPMAP_MODES = {})); - /** - * How to treat textures with premultiplied alpha - * @name ALPHA_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. - * Option for compressed and data textures that are created from typed arrays. - * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. - * Default option, used for all loaded images. - * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied - * Example: spine atlases with `_pma` suffix. - * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. - * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. - * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. - */ - var ALPHA_MODES; - (function (ALPHA_MODES) { - ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; - ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; - ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; - ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; - ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; - })(ALPHA_MODES || (ALPHA_MODES = {})); - /** - * Configure whether filter textures are cleared after binding. - * - * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect - * this and skip clearing as an optimization. - * @name CLEAR_MODES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. - * @property {number} CLEAR - Always clear the filter texture. - * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. - * @property {number} NO - Alias for BLEND, same as `false` in earlier versions - * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions - * @property {number} AUTO - Alias for BLIT - */ - var CLEAR_MODES; - (function (CLEAR_MODES) { - CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; - CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; - CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; - CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; - CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; - CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; - })(CLEAR_MODES || (CLEAR_MODES = {})); - /** - * The gc modes that are supported by pixi. - * - * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO - * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not - * used for a specified period of time they will be removed from the GPU. They will of course - * be uploaded again when they are required. This is a silent behind the scenes process that - * should ensure that the GPU does not get filled up. - * - * Handy for mobile devices! - * This property only affects WebGL. - * @name GC_MODES - * @enum {number} - * @static - * @memberof PIXI - * @property {number} AUTO - Garbage collection will happen periodically automatically - * @property {number} MANUAL - Garbage collection will need to be called manually - */ - var GC_MODES; - (function (GC_MODES) { - GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; - GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; - })(GC_MODES || (GC_MODES = {})); - /** - * Constants that specify float precision in shaders. - * @name PRECISION - * @memberof PIXI - * @constant - * @static - * @enum {string} - * @property {string} [LOW='lowp'] - - * @property {string} [MEDIUM='mediump'] - - * @property {string} [HIGH='highp'] - - */ - var PRECISION; - (function (PRECISION) { - PRECISION["LOW"] = "lowp"; - PRECISION["MEDIUM"] = "mediump"; - PRECISION["HIGH"] = "highp"; - })(PRECISION || (PRECISION = {})); - /** - * Constants for mask implementations. - * We use `type` suffix because it leads to very different behaviours - * @name MASK_TYPES - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - Mask is ignored - * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap - * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil - * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture - * @property {number} COLOR - Color mask (RGBA) - */ - var MASK_TYPES; - (function (MASK_TYPES) { - MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; - MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; - MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; - MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; - MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; - })(MASK_TYPES || (MASK_TYPES = {})); - /** - * Bitwise OR of masks that indicate the color channels that are rendered to. - * @static - * @memberof PIXI - * @name COLOR_MASK_BITS - * @enum {number} - * @property {number} RED - Red channel. - * @property {number} GREEN - Green channel - * @property {number} BLUE - Blue channel. - * @property {number} ALPHA - Alpha channel. - */ - var COLOR_MASK_BITS; - (function (COLOR_MASK_BITS) { - COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; - COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; - COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; - COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; - })(COLOR_MASK_BITS || (COLOR_MASK_BITS = {})); - /** - * Constants for multi-sampling antialiasing. - * @see PIXI.Framebuffer#multisample - * @name MSAA_QUALITY - * @memberof PIXI - * @static - * @enum {number} - * @property {number} NONE - No multisampling for this renderTexture - * @property {number} LOW - Try 2 samples - * @property {number} MEDIUM - Try 4 samples - * @property {number} HIGH - Try 8 samples - */ - var MSAA_QUALITY; - (function (MSAA_QUALITY) { - MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; - MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; - MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; - MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; - })(MSAA_QUALITY || (MSAA_QUALITY = {})); - /** - * Constants for various buffer types in Pixi - * @see PIXI.BUFFER_TYPE - * @name BUFFER_TYPE - * @memberof PIXI - * @static - * @enum {number} - * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer - * @property {number} ARRAY_BUFFER - buffer type for using attribute data - * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects - */ - var BUFFER_TYPE; - (function (BUFFER_TYPE) { - BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; - BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; - // NOT YET SUPPORTED - BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; - })(BUFFER_TYPE || (BUFFER_TYPE = {})); + var hasRequiredTicker; + + function requireTicker () { + if (hasRequiredTicker) return ticker; + hasRequiredTicker = 1; + (function (exports) { + + Object.defineProperty(exports, '__esModule', { value: true }); + + var settings = requireSettings(); + var extensions = requireExtensions(); + + /** + * Target frames per millisecond. + * @static + * @name TARGET_FPMS + * @memberof PIXI.settings + * @type {number} + * @default 0.06 + */ + settings.settings.TARGET_FPMS = 0.06; + + /** + * Represents the update priorities used by internal PIXI classes when registered with + * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower + * priority items, such as render, should go later. + * @static + * @constant + * @name UPDATE_PRIORITY + * @memberof PIXI + * @enum {number} + * @property {number} [INTERACTION=50] Highest priority, used for {@link PIXI.InteractionManager} + * @property {number} [HIGH=25] High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite} + * @property {number} [NORMAL=0] Default priority for ticker events, see {@link PIXI.Ticker#add}. + * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering. + * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility. + */ + exports.UPDATE_PRIORITY = void 0; + (function (UPDATE_PRIORITY) { + UPDATE_PRIORITY[UPDATE_PRIORITY["INTERACTION"] = 50] = "INTERACTION"; + UPDATE_PRIORITY[UPDATE_PRIORITY["HIGH"] = 25] = "HIGH"; + UPDATE_PRIORITY[UPDATE_PRIORITY["NORMAL"] = 0] = "NORMAL"; + UPDATE_PRIORITY[UPDATE_PRIORITY["LOW"] = -25] = "LOW"; + UPDATE_PRIORITY[UPDATE_PRIORITY["UTILITY"] = -50] = "UTILITY"; + })(exports.UPDATE_PRIORITY || (exports.UPDATE_PRIORITY = {})); + + /** + * Internal class for handling the priority sorting of ticker handlers. + * @private + * @class + * @memberof PIXI + */ + var TickerListener = /** @class */ (function () { + /** + * Constructor + * @private + * @param fn - The listener function to be added for one update + * @param context - The listener context + * @param priority - The priority for emitting + * @param once - If the handler should fire once + */ + function TickerListener(fn, context, priority, once) { + if (context === void 0) { context = null; } + if (priority === void 0) { priority = 0; } + if (once === void 0) { once = false; } + /** The next item in chain. */ + this.next = null; + /** The previous item in chain. */ + this.previous = null; + /** `true` if this listener has been destroyed already. */ + this._destroyed = false; + this.fn = fn; + this.context = context; + this.priority = priority; + this.once = once; + } + /** + * Simple compare function to figure out if a function and context match. + * @private + * @param fn - The listener function to be added for one update + * @param context - The listener context + * @returns `true` if the listener match the arguments + */ + TickerListener.prototype.match = function (fn, context) { + if (context === void 0) { context = null; } + return this.fn === fn && this.context === context; + }; + /** + * Emit by calling the current function. + * @private + * @param deltaTime - time since the last emit. + * @returns Next ticker + */ + TickerListener.prototype.emit = function (deltaTime) { + if (this.fn) { + if (this.context) { + this.fn.call(this.context, deltaTime); + } + else { + this.fn(deltaTime); + } + } + var redirect = this.next; + if (this.once) { + this.destroy(true); + } + // Soft-destroying should remove + // the next reference + if (this._destroyed) { + this.next = null; + } + return redirect; + }; + /** + * Connect to the list. + * @private + * @param previous - Input node, previous listener + */ + TickerListener.prototype.connect = function (previous) { + this.previous = previous; + if (previous.next) { + previous.next.previous = this; + } + this.next = previous.next; + previous.next = this; + }; + /** + * Destroy and don't use after this. + * @private + * @param hard - `true` to remove the `next` reference, this + * is considered a hard destroy. Soft destroy maintains the next reference. + * @returns The listener to redirect while emitting or removing. + */ + TickerListener.prototype.destroy = function (hard) { + if (hard === void 0) { hard = false; } + this._destroyed = true; + this.fn = null; + this.context = null; + // Disconnect, hook up next and previous + if (this.previous) { + this.previous.next = this.next; + } + if (this.next) { + this.next.previous = this.previous; + } + // Redirect to the next item + var redirect = this.next; + // Remove references + this.next = hard ? null : redirect; + this.previous = null; + return redirect; + }; + return TickerListener; + }()); + + /** + * A Ticker class that runs an update loop that other objects listen to. + * + * This class is composed around listeners meant for execution on the next requested animation frame. + * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners. + * @class + * @memberof PIXI + */ + var Ticker = /** @class */ (function () { + function Ticker() { + var _this = this; + /** + * Whether or not this ticker should invoke the method + * {@link PIXI.Ticker#start} automatically + * when a listener is added. + */ + this.autoStart = false; + /** + * Scalar time value from last frame to this frame. + * This value is capped by setting {@link PIXI.Ticker#minFPS} + * and is scaled with {@link PIXI.Ticker#speed}. + * **Note:** The cap may be exceeded by scaling. + */ + this.deltaTime = 1; + /** + * The last time {@link PIXI.Ticker#update} was invoked. + * This value is also reset internally outside of invoking + * update, but only when a new animation frame is requested. + * If the platform supports DOMHighResTimeStamp, + * this value will have a precision of 1 µs. + */ + this.lastTime = -1; + /** + * Factor of current {@link PIXI.Ticker#deltaTime}. + * @example + * // Scales ticker.deltaTime to what would be + * // the equivalent of approximately 120 FPS + * ticker.speed = 2; + */ + this.speed = 1; + /** + * Whether or not this ticker has been started. + * `true` if {@link PIXI.Ticker#start} has been called. + * `false` if {@link PIXI.Ticker#stop} has been called. + * While `false`, this value may change to `true` in the + * event of {@link PIXI.Ticker#autoStart} being `true` + * and a listener is added. + */ + this.started = false; + /** Internal current frame request ID */ + this._requestId = null; + /** + * Internal value managed by minFPS property setter and getter. + * This is the maximum allowed milliseconds between updates. + */ + this._maxElapsedMS = 100; + /** + * Internal value managed by minFPS property setter and getter. + * This is the minimum allowed milliseconds between updates. + */ + this._minElapsedMS = 0; + /** If enabled, deleting is disabled.*/ + this._protected = false; + /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */ + this._lastFrame = -1; + this._head = new TickerListener(null, null, Infinity); + this.deltaMS = 1 / settings.settings.TARGET_FPMS; + this.elapsedMS = 1 / settings.settings.TARGET_FPMS; + this._tick = function (time) { + _this._requestId = null; + if (_this.started) { + // Invoke listeners now + _this.update(time); + // Listener side effects may have modified ticker state. + if (_this.started && _this._requestId === null && _this._head.next) { + _this._requestId = requestAnimationFrame(_this._tick); + } + } + }; + } + /** + * Conditionally requests a new animation frame. + * If a frame has not already been requested, and if the internal + * emitter has listeners, a new frame is requested. + * @private + */ + Ticker.prototype._requestIfNeeded = function () { + if (this._requestId === null && this._head.next) { + // ensure callbacks get correct delta + this.lastTime = performance.now(); + this._lastFrame = this.lastTime; + this._requestId = requestAnimationFrame(this._tick); + } + }; + /** + * Conditionally cancels a pending animation frame. + * @private + */ + Ticker.prototype._cancelIfNeeded = function () { + if (this._requestId !== null) { + cancelAnimationFrame(this._requestId); + this._requestId = null; + } + }; + /** + * Conditionally requests a new animation frame. + * If the ticker has been started it checks if a frame has not already + * been requested, and if the internal emitter has listeners. If these + * conditions are met, a new frame is requested. If the ticker has not + * been started, but autoStart is `true`, then the ticker starts now, + * and continues with the previous conditions to request a new frame. + * @private + */ + Ticker.prototype._startIfPossible = function () { + if (this.started) { + this._requestIfNeeded(); + } + else if (this.autoStart) { + this.start(); + } + }; + /** + * Register a handler for tick events. Calls continuously unless + * it is removed or the ticker is stopped. + * @param fn - The listener function to be added for updates + * @param context - The listener context + * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting + * @returns This instance of a ticker + */ + Ticker.prototype.add = function (fn, context, priority) { + if (priority === void 0) { priority = exports.UPDATE_PRIORITY.NORMAL; } + return this._addListener(new TickerListener(fn, context, priority)); + }; + /** + * Add a handler for the tick event which is only execute once. + * @param fn - The listener function to be added for one update + * @param context - The listener context + * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting + * @returns This instance of a ticker + */ + Ticker.prototype.addOnce = function (fn, context, priority) { + if (priority === void 0) { priority = exports.UPDATE_PRIORITY.NORMAL; } + return this._addListener(new TickerListener(fn, context, priority, true)); + }; + /** + * Internally adds the event handler so that it can be sorted by priority. + * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run + * before the rendering. + * @private + * @param listener - Current listener being added. + * @returns This instance of a ticker + */ + Ticker.prototype._addListener = function (listener) { + // For attaching to head + var current = this._head.next; + var previous = this._head; + // Add the first item + if (!current) { + listener.connect(previous); + } + else { + // Go from highest to lowest priority + while (current) { + if (listener.priority > current.priority) { + listener.connect(previous); + break; + } + previous = current; + current = current.next; + } + // Not yet connected + if (!listener.previous) { + listener.connect(previous); + } + } + this._startIfPossible(); + return this; + }; + /** + * Removes any handlers matching the function and context parameters. + * If no handlers are left after removing, then it cancels the animation frame. + * @param fn - The listener function to be removed + * @param context - The listener context to be removed + * @returns This instance of a ticker + */ + Ticker.prototype.remove = function (fn, context) { + var listener = this._head.next; + while (listener) { + // We found a match, lets remove it + // no break to delete all possible matches + // incase a listener was added 2+ times + if (listener.match(fn, context)) { + listener = listener.destroy(); + } + else { + listener = listener.next; + } + } + if (!this._head.next) { + this._cancelIfNeeded(); + } + return this; + }; + Object.defineProperty(Ticker.prototype, "count", { + /** + * The number of listeners on this ticker, calculated by walking through linked list + * @readonly + * @member {number} + */ + get: function () { + if (!this._head) { + return 0; + } + var count = 0; + var current = this._head; + while ((current = current.next)) { + count++; + } + return count; + }, + enumerable: false, + configurable: true + }); + /** Starts the ticker. If the ticker has listeners a new animation frame is requested at this point. */ + Ticker.prototype.start = function () { + if (!this.started) { + this.started = true; + this._requestIfNeeded(); + } + }; + /** Stops the ticker. If the ticker has requested an animation frame it is canceled at this point. */ + Ticker.prototype.stop = function () { + if (this.started) { + this.started = false; + this._cancelIfNeeded(); + } + }; + /** Destroy the ticker and don't use after this. Calling this method removes all references to internal events. */ + Ticker.prototype.destroy = function () { + if (!this._protected) { + this.stop(); + var listener = this._head.next; + while (listener) { + listener = listener.destroy(true); + } + this._head.destroy(); + this._head = null; + } + }; + /** + * Triggers an update. An update entails setting the + * current {@link PIXI.Ticker#elapsedMS}, + * the current {@link PIXI.Ticker#deltaTime}, + * invoking all listeners with current deltaTime, + * and then finally setting {@link PIXI.Ticker#lastTime} + * with the value of currentTime that was provided. + * This method will be called automatically by animation + * frame callbacks if the ticker instance has been started + * and listeners are added. + * @param {number} [currentTime=performance.now()] - the current time of execution + */ + Ticker.prototype.update = function (currentTime) { + if (currentTime === void 0) { currentTime = performance.now(); } + var elapsedMS; + // If the difference in time is zero or negative, we ignore most of the work done here. + // If there is no valid difference, then should be no reason to let anyone know about it. + // A zero delta, is exactly that, nothing should update. + // + // The difference in time can be negative, and no this does not mean time traveling. + // This can be the result of a race condition between when an animation frame is requested + // on the current JavaScript engine event loop, and when the ticker's start method is invoked + // (which invokes the internal _requestIfNeeded method). If a frame is requested before + // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests, + // can receive a time argument that can be less than the lastTime value that was set within + // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems. + // + // This check covers this browser engine timing issue, as well as if consumers pass an invalid + // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves. + if (currentTime > this.lastTime) { + // Save uncapped elapsedMS for measurement + elapsedMS = this.elapsedMS = currentTime - this.lastTime; + // cap the milliseconds elapsed used for deltaTime + if (elapsedMS > this._maxElapsedMS) { + elapsedMS = this._maxElapsedMS; + } + elapsedMS *= this.speed; + // If not enough time has passed, exit the function. + // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS + // adjustment to ensure a relatively stable interval. + if (this._minElapsedMS) { + var delta = currentTime - this._lastFrame | 0; + if (delta < this._minElapsedMS) { + return; + } + this._lastFrame = currentTime - (delta % this._minElapsedMS); + } + this.deltaMS = elapsedMS; + this.deltaTime = this.deltaMS * settings.settings.TARGET_FPMS; + // Cache a local reference, in-case ticker is destroyed + // during the emit, we can still check for head.next + var head = this._head; + // Invoke listeners added to internal emitter + var listener = head.next; + while (listener) { + listener = listener.emit(this.deltaTime); + } + if (!head.next) { + this._cancelIfNeeded(); + } + } + else { + this.deltaTime = this.deltaMS = this.elapsedMS = 0; + } + this.lastTime = currentTime; + }; + Object.defineProperty(Ticker.prototype, "FPS", { + /** + * The frames per second at which this ticker is running. + * The default is approximately 60 in most modern browsers. + * **Note:** This does not factor in the value of + * {@link PIXI.Ticker#speed}, which is specific + * to scaling {@link PIXI.Ticker#deltaTime}. + * @member {number} + * @readonly + */ + get: function () { + return 1000 / this.elapsedMS; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Ticker.prototype, "minFPS", { + /** + * Manages the maximum amount of milliseconds allowed to + * elapse between invoking {@link PIXI.Ticker#update}. + * This value is used to cap {@link PIXI.Ticker#deltaTime}, + * but does not effect the measured value of {@link PIXI.Ticker#FPS}. + * When setting this property it is clamped to a value between + * `0` and `PIXI.settings.TARGET_FPMS * 1000`. + * @member {number} + * @default 10 + */ + get: function () { + return 1000 / this._maxElapsedMS; + }, + set: function (fps) { + // Minimum must be below the maxFPS + var minFPS = Math.min(this.maxFPS, fps); + // Must be at least 0, but below 1 / settings.TARGET_FPMS + var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.settings.TARGET_FPMS); + this._maxElapsedMS = 1 / minFPMS; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Ticker.prototype, "maxFPS", { + /** + * Manages the minimum amount of milliseconds required to + * elapse between invoking {@link PIXI.Ticker#update}. + * This will effect the measured value of {@link PIXI.Ticker#FPS}. + * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can. + * Otherwise it will be at least `minFPS` + * @member {number} + * @default 0 + */ + get: function () { + if (this._minElapsedMS) { + return Math.round(1000 / this._minElapsedMS); + } + return 0; + }, + set: function (fps) { + if (fps === 0) { + this._minElapsedMS = 0; + } + else { + // Max must be at least the minFPS + var maxFPS = Math.max(this.minFPS, fps); + this._minElapsedMS = 1 / (maxFPS / 1000); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Ticker, "shared", { + /** + * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by + * {@link PIXI.VideoResource} to update animation frames / video textures. + * + * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true. + * + * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance. + * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker. + * @example + * let ticker = PIXI.Ticker.shared; + * // Set this to prevent starting this ticker when listeners are added. + * // By default this is true only for the PIXI.Ticker.shared instance. + * ticker.autoStart = false; + * // FYI, call this to ensure the ticker is stopped. It should be stopped + * // if you have not attempted to render anything yet. + * ticker.stop(); + * // Call this when you are ready for a running shared ticker. + * ticker.start(); + * @example + * // You may use the shared ticker to render... + * let renderer = PIXI.autoDetectRenderer(); + * let stage = new PIXI.Container(); + * document.body.appendChild(renderer.view); + * ticker.add(function (time) { + * renderer.render(stage); + * }); + * @example + * // Or you can just update it manually. + * ticker.autoStart = false; + * ticker.stop(); + * function animate(time) { + * ticker.update(time); + * renderer.render(stage); + * requestAnimationFrame(animate); + * } + * animate(performance.now()); + * @member {PIXI.Ticker} + * @static + */ + get: function () { + if (!Ticker._shared) { + var shared = Ticker._shared = new Ticker(); + shared.autoStart = true; + shared._protected = true; + } + return Ticker._shared; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Ticker, "system", { + /** + * The system ticker instance used by {@link PIXI.InteractionManager} and by + * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused, + * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused. + * + * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance. + * @member {PIXI.Ticker} + * @static + */ + get: function () { + if (!Ticker._system) { + var system = Ticker._system = new Ticker(); + system.autoStart = true; + system._protected = true; + } + return Ticker._system; + }, + enumerable: false, + configurable: true + }); + return Ticker; + }()); + + /** + * Middleware for for Application Ticker. + * @example + * import {TickerPlugin} from '@pixi/ticker'; + * import {Application} from '@pixi/app'; + * import {extensions} from '@pixi/extensions'; + * extensions.add(TickerPlugin); + * @class + * @memberof PIXI + */ + var TickerPlugin = /** @class */ (function () { + function TickerPlugin() { + } + /** + * Initialize the plugin with scope of application instance + * @static + * @private + * @param {object} [options] - See application options + */ + TickerPlugin.init = function (options) { + var _this = this; + // Set default + options = Object.assign({ + autoStart: true, + sharedTicker: false, + }, options); + // Create ticker setter + Object.defineProperty(this, 'ticker', { + set: function (ticker) { + if (this._ticker) { + this._ticker.remove(this.render, this); + } + this._ticker = ticker; + if (ticker) { + ticker.add(this.render, this, exports.UPDATE_PRIORITY.LOW); + } + }, + get: function () { + return this._ticker; + }, + }); + /** + * Convenience method for stopping the render. + * @method + * @memberof PIXI.Application + * @instance + */ + this.stop = function () { + _this._ticker.stop(); + }; + /** + * Convenience method for starting the render. + * @method + * @memberof PIXI.Application + * @instance + */ + this.start = function () { + _this._ticker.start(); + }; + /** + * Internal reference to the ticker. + * @type {PIXI.Ticker} + * @name _ticker + * @memberof PIXI.Application# + * @private + */ + this._ticker = null; + /** + * Ticker for doing render updates. + * @type {PIXI.Ticker} + * @name ticker + * @memberof PIXI.Application# + * @default PIXI.Ticker.shared + */ + this.ticker = options.sharedTicker ? Ticker.shared : new Ticker(); + // Start the rendering + if (options.autoStart) { + this.start(); + } + }; + /** + * Clean up the ticker, scoped to application. + * @static + * @private + */ + TickerPlugin.destroy = function () { + if (this._ticker) { + var oldTicker = this._ticker; + this.ticker = null; + oldTicker.destroy(); + } + }; + /** @ignore */ + TickerPlugin.extension = extensions.ExtensionType.Application; + return TickerPlugin; + }()); + + exports.Ticker = Ticker; + exports.TickerPlugin = TickerPlugin; + + } (ticker)); + return ticker; + } + + /* eslint-disable */ + + (function (module, exports) { + /*! + * pixi-viewport - v4.38.0 + * Compiled Sun, 27 Nov 2022 13:43:58 UTC + * + * pixi-viewport is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + * + * Copyright 2019-2020, David Figatner, All Rights Reserved + */ + commonjsGlobal$2.PIXI = commonjsGlobal$2.PIXI || {}; + (function (global, factory) { + factory(exports, requireMath(), requireDisplay(), requireTicker()) ; + })(commonjsGlobal$2, (function (exports, math, display, ticker) { + /** + * Derive this class to create user-defined plugins + * + * @public + */ + class Plugin + { + /** The viewport to which this plugin is attached. */ + + + /** + * Flags whether this plugin has been "paused". + * + * @see Plugin#pause + * @see Plugin#resume + */ + + + /** @param {Viewport} parent */ + constructor(parent) + { + this.parent = parent; + this.paused = false; + } + + /** Called when plugin is removed */ + destroy() + { + // Override for implementation + } + + /** Handler for pointerdown PIXI event */ + down(_e) + { + return false; + } + + /** Handler for pointermove PIXI event */ + move(_e) + { + return false; + } + + /** Handler for pointerup PIXI event */ + up(_e) + { + return false; + } + + /** Handler for wheel event on div */ + wheel(_e) + { + return false; + } + + /** + * Called on each tick + * @param {number} elapsed time in millisecond since last update + */ + update(_delta) + { + // Override for implementation + } + + /** Called when the viewport is resized */ + resize() + { + // Override for implementation + } + + /** Called when the viewport is manually moved */ + reset() + { + // Override for implementation + } + + /** Pause the plugin */ + pause() + { + this.paused = true; + } + + /** Un-pause the plugin */ + resume() + { + this.paused = false; + } + } + + var commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof commonjsGlobal$2 !== 'undefined' ? commonjsGlobal$2 : typeof self !== 'undefined' ? self : {}; + + function createCommonjsModule(fn, basedir, module) { + return module = { + path: basedir, + exports: {}, + require: function (path, base) { + return commonjsRequire(path, (base === undefined || base === null) ? module.path : base); + } + }, fn(module, module.exports), module.exports; + } + + function commonjsRequire () { + throw new Error('Dynamic requires are not currently supported by @rollup/plugin-commonjs'); + } + + var penner = createCommonjsModule(function (module, exports) { + /* + Copyright © 2001 Robert Penner + All rights reserved. + + Redistribution and use in source and binary forms, with or without modification, + are permitted provided that the following conditions are met: + + Redistributions of source code must retain the above copyright notice, this list of + conditions and the following disclaimer. + Redistributions in binary form must reproduce the above copyright notice, this list + of conditions and the following disclaimer in the documentation and/or other materials + provided with the distribution. + + Neither the name of the author nor the names of contributors may be used to endorse + or promote products derived from this software without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY + EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF + MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE + COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE + GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED + AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING + NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED + OF THE POSSIBILITY OF SUCH DAMAGE. + */ + + (function() { + var penner, umd; + + umd = function(factory) { + { + return module.exports = factory; + } + }; + + penner = { + linear: function(t, b, c, d) { + return c * t / d + b; + }, + easeInQuad: function(t, b, c, d) { + return c * (t /= d) * t + b; + }, + easeOutQuad: function(t, b, c, d) { + return -c * (t /= d) * (t - 2) + b; + }, + easeInOutQuad: function(t, b, c, d) { + if ((t /= d / 2) < 1) { + return c / 2 * t * t + b; + } else { + return -c / 2 * ((--t) * (t - 2) - 1) + b; + } + }, + easeInCubic: function(t, b, c, d) { + return c * (t /= d) * t * t + b; + }, + easeOutCubic: function(t, b, c, d) { + return c * ((t = t / d - 1) * t * t + 1) + b; + }, + easeInOutCubic: function(t, b, c, d) { + if ((t /= d / 2) < 1) { + return c / 2 * t * t * t + b; + } else { + return c / 2 * ((t -= 2) * t * t + 2) + b; + } + }, + easeInQuart: function(t, b, c, d) { + return c * (t /= d) * t * t * t + b; + }, + easeOutQuart: function(t, b, c, d) { + return -c * ((t = t / d - 1) * t * t * t - 1) + b; + }, + easeInOutQuart: function(t, b, c, d) { + if ((t /= d / 2) < 1) { + return c / 2 * t * t * t * t + b; + } else { + return -c / 2 * ((t -= 2) * t * t * t - 2) + b; + } + }, + easeInQuint: function(t, b, c, d) { + return c * (t /= d) * t * t * t * t + b; + }, + easeOutQuint: function(t, b, c, d) { + return c * ((t = t / d - 1) * t * t * t * t + 1) + b; + }, + easeInOutQuint: function(t, b, c, d) { + if ((t /= d / 2) < 1) { + return c / 2 * t * t * t * t * t + b; + } else { + return c / 2 * ((t -= 2) * t * t * t * t + 2) + b; + } + }, + easeInSine: function(t, b, c, d) { + return -c * Math.cos(t / d * (Math.PI / 2)) + c + b; + }, + easeOutSine: function(t, b, c, d) { + return c * Math.sin(t / d * (Math.PI / 2)) + b; + }, + easeInOutSine: function(t, b, c, d) { + return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b; + }, + easeInExpo: function(t, b, c, d) { + if (t === 0) { + return b; + } else { + return c * Math.pow(2, 10 * (t / d - 1)) + b; + } + }, + easeOutExpo: function(t, b, c, d) { + if (t === d) { + return b + c; + } else { + return c * (-Math.pow(2, -10 * t / d) + 1) + b; + } + }, + easeInOutExpo: function(t, b, c, d) { + if ((t /= d / 2) < 1) { + return c / 2 * Math.pow(2, 10 * (t - 1)) + b; + } else { + return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b; + } + }, + easeInCirc: function(t, b, c, d) { + return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b; + }, + easeOutCirc: function(t, b, c, d) { + return c * Math.sqrt(1 - (t = t / d - 1) * t) + b; + }, + easeInOutCirc: function(t, b, c, d) { + if ((t /= d / 2) < 1) { + return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b; + } else { + return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b; + } + }, + easeInElastic: function(t, b, c, d) { + var a, p, s; + s = 1.70158; + p = 0; + a = c; + if (t === 0) ; else if ((t /= d) === 1) ; + if (!p) { + p = d * .3; + } + if (a < Math.abs(c)) { + a = c; + s = p / 4; + } else { + s = p / (2 * Math.PI) * Math.asin(c / a); + } + return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b; + }, + easeOutElastic: function(t, b, c, d) { + var a, p, s; + s = 1.70158; + p = 0; + a = c; + if (t === 0) ; else if ((t /= d) === 1) ; + if (!p) { + p = d * .3; + } + if (a < Math.abs(c)) { + a = c; + s = p / 4; + } else { + s = p / (2 * Math.PI) * Math.asin(c / a); + } + return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b; + }, + easeInOutElastic: function(t, b, c, d) { + var a, p, s; + s = 1.70158; + p = 0; + a = c; + if (t === 0) ; else if ((t /= d / 2) === 2) ; + if (!p) { + p = d * (.3 * 1.5); + } + if (a < Math.abs(c)) { + a = c; + s = p / 4; + } else { + s = p / (2 * Math.PI) * Math.asin(c / a); + } + if (t < 1) { + return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b; + } else { + return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b; + } + }, + easeInBack: function(t, b, c, d, s) { + if (s === void 0) { + s = 1.70158; + } + return c * (t /= d) * t * ((s + 1) * t - s) + b; + }, + easeOutBack: function(t, b, c, d, s) { + if (s === void 0) { + s = 1.70158; + } + return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b; + }, + easeInOutBack: function(t, b, c, d, s) { + if (s === void 0) { + s = 1.70158; + } + if ((t /= d / 2) < 1) { + return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b; + } else { + return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b; + } + }, + easeInBounce: function(t, b, c, d) { + var v; + v = penner.easeOutBounce(d - t, 0, c, d); + return c - v + b; + }, + easeOutBounce: function(t, b, c, d) { + if ((t /= d) < 1 / 2.75) { + return c * (7.5625 * t * t) + b; + } else if (t < 2 / 2.75) { + return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b; + } else if (t < 2.5 / 2.75) { + return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b; + } else { + return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b; + } + }, + easeInOutBounce: function(t, b, c, d) { + var v; + if (t < d / 2) { + v = penner.easeInBounce(t * 2, 0, c, d); + return v * .5 + b; + } else { + v = penner.easeOutBounce(t * 2 - d, 0, c, d); + return v * .5 + c * .5 + b; + } + } + }; + + umd(penner); + + }).call(commonjsGlobal); + }); + + // eslint-disable-next-line + + /** + * Returns correct Penner equation using string or Function. + * + * @internal + * @ignore + * @param {(function|string)} [ease] + * @param {defaults} default penner equation to use if none is provided + */ + // eslint-disable-next-line consistent-return + function ease(ease, defaults) + { + if (!ease) + { + return penner[defaults]; + } + else if (typeof ease === 'function') + { + return ease; + } + else if (typeof ease === 'string') + { + return penner[ease]; + } + } + + /** Options for {@link Animate}. */ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + const DEFAULT_ANIMATE_OPTIONS = { + removeOnInterrupt: false, + ease: 'linear', + time: 1000, + }; + + /** + * Animation plugin. + * + * @see Viewport#animate + * @fires animate-end + */ + class Animate extends Plugin + { + + + /** The starting x-coordinate of the viewport. */ + + + /** The starting y-coordinate of the viewport. */ + + + /** The change in the x-coordinate of the viewport through the animation.*/ + + + /** The change in the y-coordinate of the viewport through the animation. */ + + + /** Marks whether the center of the viewport is preserved in the animation. */ + + + /** The starting viewport width. */ + __init() {this.startWidth = null;} + + /** The starting viewport height. */ + __init2() {this.startHeight = null;} + + /** The change in the viewport's width through the animation. */ + __init3() {this.deltaWidth = null;} + + /** The change in the viewport's height through the animation. */ + __init4() {this.deltaHeight = null;} + + /** The viewport's width post-animation. */ + __init5() {this.width = null;} + + /** The viewport's height post-animation. */ + __init6() {this.height = null;} + + /** The time since the animation started. */ + __init7() {this.time = 0;} + + /** + * This is called by {@link Viewport.animate}. + * + * @param parent + * @param options + */ + constructor(parent, options = {}) + { + super(parent);Animate.prototype.__init.call(this);Animate.prototype.__init2.call(this);Animate.prototype.__init3.call(this);Animate.prototype.__init4.call(this);Animate.prototype.__init5.call(this);Animate.prototype.__init6.call(this);Animate.prototype.__init7.call(this); + this.options = Object.assign({}, DEFAULT_ANIMATE_OPTIONS, options); + this.options.ease = ease(this.options.ease); + + this.setupPosition(); + this.setupZoom(); + + this.time = 0; + } + + /** + * Setup `startX`, `startY`, `deltaX`, `deltaY`, `keepCenter`. + * + * This is called during construction. + */ + setupPosition() + { + if (typeof this.options.position !== 'undefined') + { + this.startX = this.parent.center.x; + this.startY = this.parent.center.y; + this.deltaX = this.options.position.x - this.parent.center.x; + this.deltaY = this.options.position.y - this.parent.center.y; + this.keepCenter = false; + } + else + { + this.keepCenter = true; + } + } + + /** + * Setup `startWidth, `startHeight`, `deltaWidth, `deltaHeight, `width`, `height`. + * + * This is called during construction. + */ + setupZoom() + { + this.width = null; + this.height = null; + + if (typeof this.options.scale !== 'undefined') + { + this.width = this.parent.screenWidth / this.options.scale; + } + else if (typeof this.options.scaleX !== 'undefined' || typeof this.options.scaleY !== 'undefined') + { + if (typeof this.options.scaleX !== 'undefined') + { + // screenSizeInWorldPixels = screenWidth / scale + this.width = this.parent.screenWidth / this.options.scaleX; + } + if (typeof this.options.scaleY !== 'undefined') + { + this.height = this.parent.screenHeight / this.options.scaleY; + } + } + else + { + if (typeof this.options.width !== 'undefined') + { + this.width = this.options.width; + } + if (typeof this.options.height !== 'undefined') + { + this.height = this.options.height; + } + } + + if (this.width !== null) + { + this.startWidth = this.parent.screenWidthInWorldPixels; + this.deltaWidth = this.width - this.startWidth; + } + if (this.height !== null) + { + this.startHeight = this.parent.screenHeightInWorldPixels; + this.deltaHeight = this.height - this.startHeight; + } + } + + down() + { + if (this.options.removeOnInterrupt) + { + this.parent.plugins.remove('animate'); + } + + return false; + } + + complete() + { + this.parent.plugins.remove('animate'); + if (this.width !== null) + { + this.parent.fitWidth(this.width, this.keepCenter, this.height === null); + } + if (this.height !== null) + { + this.parent.fitHeight(this.height, this.keepCenter, this.width === null); + } + if (!this.keepCenter && this.options.position) + { + this.parent.moveCenter(this.options.position); + } + + this.parent.emit('animate-end', this.parent); + + if (this.options.callbackOnComplete) + { + this.options.callbackOnComplete(this.parent); + } + } + + update(elapsed) + { + if (this.paused) + { + return; + } + this.time += elapsed; + + const originalZoom = new math.Point(this.parent.scale.x, this.parent.scale.y); + + if (this.time >= this.options.time) + { + const originalWidth = this.parent.width; + const originalHeight = this.parent.height; + + this.complete(); + if (originalWidth !== this.parent.width || originalHeight !== this.parent.height) + { + this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' }); + } + } + else + { + const percent = this.options.ease(this.time, 0, 1, this.options.time); + + if (this.width !== null) + { + const startWidth = this.startWidth ; + const deltaWidth = this.deltaWidth ; + + this.parent.fitWidth( + startWidth + (deltaWidth * percent), + this.keepCenter, + this.height === null); + } + if (this.height !== null) + { + const startHeight = this.startHeight ; + const deltaHeight = this.deltaHeight ; + + this.parent.fitHeight( + startHeight + (deltaHeight * percent), + this.keepCenter, + this.width === null); + } + if (this.width === null) + { + this.parent.scale.x = this.parent.scale.y; + } + else if (this.height === null) + { + this.parent.scale.y = this.parent.scale.x; + } + if (!this.keepCenter) + { + const startX = this.startX ; + const startY = this.startY ; + const deltaX = this.deltaX ; + const deltaY = this.deltaY ; + const original = new math.Point(this.parent.x, this.parent.y); + + this.parent.moveCenter(startX + (deltaX * percent), startY + (deltaY * percent)); + this.parent.emit('moved', { viewport: this.parent, original, type: 'animate' }); + } + if (this.width || this.height) + { + this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' }); + } + } + } + } + + function _optionalChain$1(ops) { let lastAccessLHS = undefined; let value = ops[0]; let i = 1; while (i < ops.length) { const op = ops[i]; const fn = ops[i + 1]; i += 2; if ((op === 'optionalAccess' || op === 'optionalCall') && value == null) { return undefined; } if (op === 'access' || op === 'optionalAccess') { lastAccessLHS = value; value = fn(value); } else if (op === 'call' || op === 'optionalCall') { value = fn((...args) => value.call(lastAccessLHS, ...args)); lastAccessLHS = undefined; } } return value; } + + + + + + /** Options for {@link Bounce}. */ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + const DEFAULT_BOUNCE_OPTIONS = { + sides: 'all', + friction: 0.5, + time: 150, + ease: 'easeInOutSine', + underflow: 'center', + bounceBox: null + }; + + /** + * @fires bounce-start-x + * @fires bounce.end-x + * @fires bounce-start-y + * @fires bounce-end-y + * @public + */ + class Bounce extends Plugin + { + /** The options passed to initialize this plugin, cannot be modified again. */ + + + /** Holds whether to bounce from left side. */ + + + /** Holds whether to bounce from top side. */ + + + /** Holds whether to bounce from right side. */ + + + /** Holds whether to bounce from bottom side. */ + + + /** Direction of underflow along x-axis. */ + + + /** Direction of underflow along y-axis. */ + + + /** Easing */ + + + /** Bounce state along x-axis */ + + + /** Bounce state along y-axis */ + + + /** + * This is called by {@link Viewport.bounce}. + */ + constructor(parent, options = {}) + { + super(parent); + + this.options = Object.assign({}, DEFAULT_BOUNCE_OPTIONS, options); + this.ease = ease(this.options.ease, 'easeInOutSine'); + + if (this.options.sides) + { + if (this.options.sides === 'all') + { + this.top = this.bottom = this.left = this.right = true; + } + else if (this.options.sides === 'horizontal') + { + this.right = this.left = true; + this.top = this.bottom = false; + } + else if (this.options.sides === 'vertical') + { + this.left = this.right = false; + this.top = this.bottom = true; + } + else + { + this.top = this.options.sides.indexOf('top') !== -1; + this.bottom = this.options.sides.indexOf('bottom') !== -1; + this.left = this.options.sides.indexOf('left') !== -1; + this.right = this.options.sides.indexOf('right') !== -1; + } + } + else + { + this.left = this.top = this.right = this.bottom = false; + } + + const clamp = this.options.underflow.toLowerCase(); + + if (clamp === 'center') + { + this.underflowX = 0; + this.underflowY = 0; + } + else + { + // eslint-disable-next-line no-nested-ternary + this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0; + // eslint-disable-next-line no-nested-ternary + this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0; + } + + this.reset(); + } + + isActive() + { + return this.toX !== null || this.toY !== null; + } + + down() + { + this.toX = this.toY = null; + + return false; + } + + up() + { + this.bounce(); + + return false; + } + + update(elapsed) + { + if (this.paused) + { + return; + } + + this.bounce(); + + if (this.toX) + { + const toX = this.toX; + + toX.time += elapsed; + this.parent.emit('moved', { viewport: this.parent, type: 'bounce-x' }); + + if (toX.time >= this.options.time) + { + this.parent.x = toX.end; + this.toX = null; + this.parent.emit('bounce-x-end', this.parent); + } + else + { + this.parent.x = this.ease(toX.time, toX.start, toX.delta, this.options.time); + } + } + + if (this.toY) + { + const toY = this.toY; + + toY.time += elapsed; + this.parent.emit('moved', { viewport: this.parent, type: 'bounce-y' }); + + if (toY.time >= this.options.time) + { + this.parent.y = toY.end; + this.toY = null; + this.parent.emit('bounce-y-end', this.parent); + } + else + { + this.parent.y = this.ease(toY.time, toY.start, toY.delta, this.options.time); + } + } + } + + /** @internal */ + calcUnderflowX() + { + let x; + + switch (this.underflowX) + { + case -1: + x = 0; + break; + case 1: + x = (this.parent.screenWidth - this.parent.screenWorldWidth); + break; + default: + x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2; + } + + return x; + } + + /** @internal */ + calcUnderflowY() + { + let y; + + switch (this.underflowY) + { + case -1: + y = 0; + break; + case 1: + y = (this.parent.screenHeight - this.parent.screenWorldHeight); + break; + default: + y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2; + } + + return y; + } + + oob() + { + const box = this.options.bounceBox; + + if (box) + { + const x1 = typeof box.x === 'undefined' ? 0 : box.x; + const y1 = typeof box.y === 'undefined' ? 0 : box.y; + const width = typeof box.width === 'undefined' ? this.parent.worldWidth : box.width; + const height = typeof box.height === 'undefined' ? this.parent.worldHeight : box.height; + + return { + left: this.parent.left < x1, + right: this.parent.right > width, + top: this.parent.top < y1, + bottom: this.parent.bottom > height, + topLeft: new math.Point( + x1 * this.parent.scale.x, + y1 * this.parent.scale.y + ), + bottomRight: new math.Point( + (width * this.parent.scale.x) - this.parent.screenWidth, + (height * this.parent.scale.y) - this.parent.screenHeight + ) + }; + } + + return { + left: this.parent.left < 0, + right: this.parent.right > this.parent.worldWidth, + top: this.parent.top < 0, + bottom: this.parent.bottom > this.parent.worldHeight, + topLeft: new math.Point(0, 0), + bottomRight: new math.Point( + (this.parent.worldWidth * this.parent.scale.x) - this.parent.screenWidth, + (this.parent.worldHeight * this.parent.scale.y) - this.parent.screenHeight + ) + }; + } + + bounce() + { + if (this.paused) + { + return; + } + + let oob; + let decelerate + + + + + + = this.parent.plugins.get('decelerate', true) ; + + if (decelerate && (decelerate.x || decelerate.y)) + { + if ((decelerate.x && decelerate.percentChangeX === _optionalChain$1([decelerate, 'access', _ => _.options, 'optionalAccess', _2 => _2.friction])) + || (decelerate.y && decelerate.percentChangeY === _optionalChain$1([decelerate, 'access', _3 => _3.options, 'optionalAccess', _4 => _4.friction]))) + { + oob = this.oob(); + if ((oob.left && this.left) || (oob.right && this.right)) + { + decelerate.percentChangeX = this.options.friction; + } + if ((oob.top && this.top) || (oob.bottom && this.bottom)) + { + decelerate.percentChangeY = this.options.friction; + } + } + } + const drag = this.parent.plugins.get('drag', true) || {}; + const pinch = this.parent.plugins.get('pinch', true) || {}; + + decelerate = decelerate || {}; + + if (!_optionalChain$1([drag, 'optionalAccess', _5 => _5.active]) && !_optionalChain$1([pinch, 'optionalAccess', _6 => _6.active]) && ((!this.toX || !this.toY) && (!decelerate.x || !decelerate.y))) + { + oob = oob || this.oob(); + const topLeft = oob.topLeft; + const bottomRight = oob.bottomRight; + + if (!this.toX && !decelerate.x) + { + let x = null; + + if (oob.left && this.left) + { + x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -topLeft.x; + } + else if (oob.right && this.right) + { + x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -bottomRight.x; + } + if (x !== null && this.parent.x !== x) + { + this.toX = { time: 0, start: this.parent.x, delta: x - this.parent.x, end: x }; + this.parent.emit('bounce-x-start', this.parent); + } + } + if (!this.toY && !decelerate.y) + { + let y = null; + + if (oob.top && this.top) + { + y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -topLeft.y; + } + else if (oob.bottom && this.bottom) + { + y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -bottomRight.y; + } + if (y !== null && this.parent.y !== y) + { + this.toY = { time: 0, start: this.parent.y, delta: y - this.parent.y, end: y }; + this.parent.emit('bounce-y-start', this.parent); + } + } + } + } + + reset() + { + this.toX = this.toY = null; + this.bounce(); + } + } + + /** + * There are three ways to clamp: + * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of the world offscreen + * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary + * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side; + * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight] + * eg: to allow the world to be completely dragged offscreen, set + * [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2] + * + * Underflow determines what happens when the world is smaller than the viewport + * 1. none = the world is clamped but there is no special behavior + * 2. center = the world is centered on the viewport + * 3. combination of top/bottom/center and left/right/center (case insensitive) = + * the world is stuck to the appropriate boundaries + * + */ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + const DEFAULT_CLAMP_OPTIONS = { + left: false, + right: false, + top: false, + bottom: false, + direction: null, + underflow: 'center' + }; + + /** + * Plugin to clamp the viewport to a specific world bounding box. + * + * @public + */ + class Clamp extends Plugin + { + /** Options used to initialize this plugin, cannot be modified later. */ + + + /** Last state of viewport */ + + + + + + + + + + + + /** + * This is called by {@link Viewport.clamp}. + */ + constructor(parent, options = {}) + { + super(parent); + this.options = Object.assign({}, DEFAULT_CLAMP_OPTIONS, options); + + if (this.options.direction) + { + this.options.left = this.options.direction === 'x' || this.options.direction === 'all' ? true : null; + this.options.right = this.options.direction === 'x' || this.options.direction === 'all' ? true : null; + this.options.top = this.options.direction === 'y' || this.options.direction === 'all' ? true : null; + this.options.bottom = this.options.direction === 'y' || this.options.direction === 'all' ? true : null; + } + + this.parseUnderflow(); + this.last = { x: null, y: null, scaleX: null, scaleY: null }; + this.update(); + } + + parseUnderflow() + { + const clamp = this.options.underflow.toLowerCase(); + + if (clamp === 'none') + { + this.noUnderflow = true; + } + else if (clamp === 'center') + { + this.underflowX = this.underflowY = 0; + this.noUnderflow = false; + } + else + { + // eslint-disable-next-line no-nested-ternary + this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0; + // eslint-disable-next-line no-nested-ternary + this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0; + this.noUnderflow = false; + } + } + + move() + { + this.update(); + + return false; + } + + update() + { + if (this.paused) + { + return; + } + + // only clamp on change + if (this.parent.x === this.last.x + && this.parent.y === this.last.y + && this.parent.scale.x === this.last.scaleX + && this.parent.scale.y === this.last.scaleY) + { + return; + } + const original = { x: this.parent.x, y: this.parent.y }; + // TODO: Fix + const decelerate = (this.parent.plugins ).decelerate || {}; + + if (this.options.left !== null || this.options.right !== null) + { + let moved = false; + + if (!this.noUnderflow && this.parent.screenWorldWidth < this.parent.screenWidth) + { + switch (this.underflowX) + { + case -1: + if (this.parent.x !== 0) + { + this.parent.x = 0; + moved = true; + } + break; + case 1: + if (this.parent.x !== this.parent.screenWidth - this.parent.screenWorldWidth) + { + this.parent.x = this.parent.screenWidth - this.parent.screenWorldWidth; + moved = true; + } + break; + default: + if (this.parent.x !== (this.parent.screenWidth - this.parent.screenWorldWidth) / 2) + { + this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2; + moved = true; + } + } + } + else + { + if (this.options.left !== null) + { + if (this.parent.left < (this.options.left === true ? 0 : this.options.left)) + { + this.parent.x = -(this.options.left === true ? 0 : this.options.left) * this.parent.scale.x; + decelerate.x = 0; + moved = true; + } + } + if (this.options.right !== null) + { + if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right)) + { + this.parent.x = (-(this.options.right === true ? this.parent.worldWidth : this.options.right) + * this.parent.scale.x) + this.parent.screenWidth; + decelerate.x = 0; + moved = true; + } + } + } + if (moved) + { + this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-x' }); + } + } + if (this.options.top !== null || this.options.bottom !== null) + { + let moved = false; + + if (!this.noUnderflow && this.parent.screenWorldHeight < this.parent.screenHeight) + { + switch (this.underflowY) + { + case -1: + if (this.parent.y !== 0) + { + this.parent.y = 0; + moved = true; + } + break; + case 1: + if (this.parent.y !== this.parent.screenHeight - this.parent.screenWorldHeight) + { + this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight); + moved = true; + } + break; + default: + if (this.parent.y !== (this.parent.screenHeight - this.parent.screenWorldHeight) / 2) + { + this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2; + moved = true; + } + } + } + else + { + if (this.options.top !== null) + { + if (this.parent.top < (this.options.top === true ? 0 : this.options.top)) + { + this.parent.y = -(this.options.top === true ? 0 : this.options.top) + * this.parent.scale.y; + decelerate.y = 0; + moved = true; + } + } + if (this.options.bottom !== null) + { + if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)) + { + this.parent.y = (-(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom) + * this.parent.scale.y) + this.parent.screenHeight; + decelerate.y = 0; + moved = true; + } + } + } + if (moved) + { + this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-y' }); + } + } + this.last.x = this.parent.x; + this.last.y = this.parent.y; + this.last.scaleX = this.parent.scale.x; + this.last.scaleY = this.parent.scale.y; + } + + reset() + { + this.update(); + } + } + + /** + * Options for {@link ClampZoom}. + * + * Use either minimum width/height or minimum scale + */ + + + + + + + + + + + + + + + + + + + + + + const DEFAULT_CLAMP_ZOOM_OPTIONS = { + minWidth: null, + minHeight: null, + maxWidth: null, + maxHeight: null, + minScale: null, + maxScale: null + }; + + /** + * Plugin to clamp the viewport's zoom to a specific range. + * + * @public + */ + class ClampZoom extends Plugin + { + + + /** + * This is called by {@link Viewport.clampZoom}. + */ + constructor(parent, options = {}) + { + super(parent); + this.options = Object.assign({}, DEFAULT_CLAMP_ZOOM_OPTIONS, options); + + this.clamp(); + } + + resize() + { + this.clamp(); + } + + /** Clamp the viewport scale zoom) */ + clamp() + { + if (this.paused) + { + return; + } + + if (this.options.minWidth || this.options.minHeight || this.options.maxWidth || this.options.maxHeight) + { + let width = this.parent.worldScreenWidth; + let height = this.parent.worldScreenHeight; + + if (this.options.minWidth !== null && width < this.options.minWidth) + { + const original = this.parent.scale.x; + + this.parent.fitWidth(this.options.minWidth, false, false, true); + this.parent.scale.y *= this.parent.scale.x / original; + width = this.parent.worldScreenWidth; + height = this.parent.worldScreenHeight; + this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' }); + } + if (this.options.maxWidth !== null && width > this.options.maxWidth) + { + const original = this.parent.scale.x; + + this.parent.fitWidth(this.options.maxWidth, false, false, true); + this.parent.scale.y *= this.parent.scale.x / original; + width = this.parent.worldScreenWidth; + height = this.parent.worldScreenHeight; + this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' }); + } + if (this.options.minHeight !== null && height < this.options.minHeight) + { + const original = this.parent.scale.y; + + this.parent.fitHeight(this.options.minHeight, false, false, true); + this.parent.scale.x *= this.parent.scale.y / original; + width = this.parent.worldScreenWidth; + height = this.parent.worldScreenHeight; + this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' }); + } + if (this.options.maxHeight !== null && height > this.options.maxHeight) + { + const original = this.parent.scale.y; + + this.parent.fitHeight(this.options.maxHeight, false, false, true); + this.parent.scale.x *= this.parent.scale.y / original; + this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' }); + } + } + else + if (this.options.minScale || this.options.maxScale) + { + const minScale = { x: null, y: null }; + const maxScale = { x: null, y: null }; + + if (typeof this.options.minScale === 'number') + { + minScale.x = this.options.minScale; + minScale.y = this.options.minScale; + } + else if (this.options.minScale !== null) + { + const optsMinScale = this.options.minScale ; + + minScale.x = typeof optsMinScale.x === 'undefined' ? null : optsMinScale.x; + minScale.y = typeof optsMinScale.y === 'undefined' ? null : optsMinScale.y; + } + + if (typeof this.options.maxScale === 'number') + { + maxScale.x = this.options.maxScale; + maxScale.y = this.options.maxScale; + } + else if (this.options.maxScale !== null) + { + const optsMaxScale = this.options.maxScale ; + + maxScale.x = typeof optsMaxScale.x === 'undefined' ? null : optsMaxScale.x; + maxScale.y = typeof optsMaxScale.y === 'undefined' ? null : optsMaxScale.y; + } + + let scaleX = this.parent.scale.x; + let scaleY = this.parent.scale.y; + + if (minScale.x !== null && scaleX < minScale.x) + { + scaleX = minScale.x; + } + if (maxScale.x !== null && scaleX > maxScale.x) + { + scaleX = maxScale.x; + } + if (minScale.y !== null && scaleY < minScale.y) + { + scaleY = minScale.y; + } + if (maxScale.y !== null && scaleY > maxScale.y) + { + scaleY = maxScale.y; + } + if (scaleX !== this.parent.scale.x || scaleY !== this.parent.scale.y) + { + this.parent.scale.set(scaleX, scaleY); + this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' }); + } + } + } + + reset() + { + this.clamp(); + } + } + + /** This allows independent x and y values for min/maxScale */ + + const DEFAULT_DECELERATE_OPTIONS = { + friction: 0.98, + bounce: 0.8, + minSpeed: 0.01 + }; + + /** + * Time period of decay (1 frame) + * + * @internal + * @ignore + */ + const TP = 16; + + /** + * Plugin to decelerate viewport velocity smoothly after panning ends. + * + * @public + */ + class Decelerate extends Plugin + { + /** Options used to initialize this plugin. */ + + + /** + * x-component of the velocity of viewport provided by this plugin, at the current time. + * + * This is measured in px/frame, where a frame is normalized to 16 milliseconds. + */ + + + /** + * y-component of the velocity of the viewport provided by this plugin, at the current time. + * + * This is measured in px/frame, where a frame is normalized to 16 milliseconds. + */ + + + /** + * The decay factor for the x-component of the viewport. + * + * The viewport's velocity decreased by this amount each 16 milliseconds. + */ + + + /** + * The decay factor for the y-component of the viewport. + * + * The viewport's velocity decreased by this amount each 16 milliseconds. + */ + + + /** Saved list of recent viewport position snapshots, to estimate velocity. */ + + + /** The time since the user released panning of the viewport. */ + + + /** + * This is called by {@link Viewport.decelerate}. + */ + constructor(parent, options = {}) + { + super(parent); + + this.options = Object.assign({}, DEFAULT_DECELERATE_OPTIONS, options); + this.saved = []; + this.timeSinceRelease = 0; + + this.reset(); + this.parent.on('moved', (data) => this.moved(data)); + } + + down() + { + this.saved = []; + this.x = this.y = null; + + return false; + } + + isActive() + { + return !!(this.x || this.y); + } + + move() + { + if (this.paused) + { + return false; + } + + const count = this.parent.input.count(); + + if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true))) + { + this.saved.push({ x: this.parent.x, y: this.parent.y, time: performance.now() }); + + if (this.saved.length > 60) + { + this.saved.splice(0, 30); + } + } + + // Silently recording viewport positions + return false; + } + + /** Listener to viewport's "moved" event. */ + moved(data) + { + if (this.saved.length) + { + const last = this.saved[this.saved.length - 1]; + + if (data.type === 'clamp-x') + { + if (last.x === data.original.x) + { + last.x = this.parent.x; + } + } + else if (data.type === 'clamp-y') + { + if (last.y === data.original.y) + { + last.y = this.parent.y; + } + } + } + } + + up() + { + if (this.parent.input.count() === 0 && this.saved.length) + { + const now = performance.now(); + + for (const save of this.saved) + { + if (save.time >= now - 100) + { + const time = now - save.time; + + this.x = (this.parent.x - save.x) / time; + this.y = (this.parent.y - save.y) / time; + this.percentChangeX = this.percentChangeY = this.options.friction; + this.timeSinceRelease = 0; + break; + } + } + } + + return false; + } + + /** + * Manually activate deceleration, starting from the (x, y) velocity components passed in the options. + * + * @param {object} options + * @param {number} [options.x] - Specify x-component of initial velocity. + * @param {number} [options.y] - Specify y-component of initial velocity. + */ + activate(options) + { + options = options || {}; + + if (typeof options.x !== 'undefined') + { + this.x = options.x; + this.percentChangeX = this.options.friction; + } + if (typeof options.y !== 'undefined') + { + this.y = options.y; + this.percentChangeY = this.options.friction; + } + } + + update(elapsed) + { + if (this.paused) + { + return; + } + + /* + * See https://github.com/davidfig/pixi-viewport/issues/271 for math. + * + * The viewport velocity (this.x, this.y) decays exponentially by the the decay factor + * (this.percentChangeX, this.percentChangeY) each frame. This velocity function is integrated + * to calculate the displacement. + */ + + const moved = this.x || this.y; + + const ti = this.timeSinceRelease; + const tf = this.timeSinceRelease + elapsed; + + if (this.x) + { + const k = this.percentChangeX; + const lnk = Math.log(k); + + // Apply velocity delta on the viewport x-coordinate. + this.parent.x += ((this.x * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP)); + + // Apply decay on x-component of velocity + this.x *= Math.pow(this.percentChangeX, elapsed / TP); + } + if (this.y) + { + const k = this.percentChangeY; + const lnk = Math.log(k); + + // Apply velocity delta on the viewport y-coordinate. + this.parent.y += ((this.y * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP)); + + // Apply decay on y-component of velocity + this.y *= Math.pow(this.percentChangeY, elapsed / TP); + } + + this.timeSinceRelease += elapsed; + + // End decelerate velocity once it goes under a certain amount of precision. + if (this.x && this.y) + { + if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) + { + this.x = 0; + this.y = 0; + } + } + else + { + if (Math.abs(this.x || 0) < this.options.minSpeed) + { + this.x = 0; + } + if (Math.abs(this.y || 0) < this.options.minSpeed) + { + this.y = 0; + } + } + + if (moved) + { + this.parent.emit('moved', { viewport: this.parent, type: 'decelerate' }); + } + } + + reset() + { + this.x = this.y = null; + } + } + + /** Options for {@link Drag}. */ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + const DEFAULT_DRAG_OPTIONS = { + direction: 'all', + pressDrag: true, + wheel: true, + wheelScroll: 1, + reverse: false, + clampWheel: false, + underflow: 'center', + factor: 1, + mouseButtons: 'all', + keyToPress: null, + ignoreKeyToPressOnTouch: false, + lineHeight: 20, + wheelSwapAxes: false, + }; + + /** + * Plugin to enable panning/dragging of the viewport to move around. + * + * @public + */ + class Drag extends Plugin + { + /** Options used to initialize this plugin, cannot be modified later. */ + + + /** Flags when viewport is moving. */ + + + /** Factor to apply from {@link IDecelerateOptions}'s reverse. */ + + + /** Holds whether dragging is enabled along the x-axis. */ + + + /** Holds whether dragging is enabled along the y-axis. */ + + + /** Flags whether the keys required to drag are pressed currently. */ + + + /** Holds whether the left, center, and right buttons are required to pan. */ + + + /** Underflow factor along x-axis */ + + + /** Underflow factor along y-axis */ + + + /** Last pointer position while panning. */ + + + /** The ID of the pointer currently panning the viewport. */ + + + /** Array of event-handlers for window */ + __init() {this.windowEventHandlers = new Array();} + + /** + * This is called by {@link Viewport.drag}. + */ + constructor(parent, options = {}) + { + super(parent);Drag.prototype.__init.call(this); + this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options); + this.moved = false; + this.reverse = this.options.reverse ? 1 : -1; + this.xDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'x'; + this.yDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'y'; + this.keyIsPressed = false; + + this.parseUnderflow(); + this.mouseButtons(this.options.mouseButtons); + + if (this.options.keyToPress) + { + this.handleKeyPresses(this.options.keyToPress); + } + } + + /** + * Handles keypress events and set the keyIsPressed boolean accordingly + * + * @param {array} codes - key codes that can be used to trigger drag event + */ + handleKeyPresses(codes) + { + const keydownHandler = (e) => { + if (codes.includes(e.code)) + { this.keyIsPressed = true; } + }; + + const keyupHandler = (e) => { + if (codes.includes(e.code)) + { this.keyIsPressed = false; } + }; + + this.addWindowEventHandler("keyup", keyupHandler); + this.addWindowEventHandler("keydown", keydownHandler); + } + + addWindowEventHandler(event, handler) + { + window.addEventListener(event, handler); + this.windowEventHandlers.push({event, handler}); + } + + destroy() + { + this.windowEventHandlers.forEach(({event, handler}) => { + window.removeEventListener(event, handler); + }); + } + + /** + * initialize mousebuttons array + * @param {string} buttons + */ + mouseButtons(buttons) + { + if (!buttons || buttons === 'all') + { + this.mouse = [true, true, true]; + } + else + { + this.mouse = [ + buttons.indexOf('left') !== -1, + buttons.indexOf('middle') !== -1, + buttons.indexOf('right') !== -1 + ]; + } + } + + parseUnderflow() + { + const clamp = this.options.underflow.toLowerCase(); + + if (clamp === 'center') + { + this.underflowX = 0; + this.underflowY = 0; + } + else + { + if (clamp.includes('left')) + { + this.underflowX = -1; + } + else if (clamp.includes('right')) + { + this.underflowX = 1; + } + else + { + this.underflowX = 0; + } + if (clamp.includes('top')) + { + this.underflowY = -1; + } + else if (clamp.includes('bottom')) + { + this.underflowY = 1; + } + else + { + this.underflowY = 0; + } + } + } + + /** + * @param {PIXI.InteractionEvent} event + * @returns {boolean} + */ + checkButtons(event) + { + const isMouse = event.data.pointerType === 'mouse'; + const count = this.parent.input.count(); + + if ((count === 1) || (count > 1 && !this.parent.plugins.get('pinch', true))) + { + if (!isMouse || this.mouse[event.data.button]) + { + return true; + } + } + + return false; + } + + /** + * @param {PIXI.InteractionEvent} event + * @returns {boolean} + */ + checkKeyPress(event) + { + return (!this.options.keyToPress + || this.keyIsPressed + || (this.options.ignoreKeyToPressOnTouch && event.data.pointerType === 'touch')); + } + + down(event) + { + if (this.paused || !this.options.pressDrag) + { + return false; + } + if (this.checkButtons(event) && this.checkKeyPress(event)) + { + this.last = { x: event.data.global.x, y: event.data.global.y }; + this.current = event.data.pointerId; + + return true; + } + this.last = null; + + return false; + } + + get active() + { + return this.moved; + } + + move(event) + { + if (this.paused || !this.options.pressDrag) + { + return false; + } + if (this.last && this.current === event.data.pointerId) + { + const x = event.data.global.x; + const y = event.data.global.y; + const count = this.parent.input.count(); + + if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true))) + { + const distX = x - this.last.x; + const distY = y - this.last.y; + + if (this.moved + || ((this.xDirection && this.parent.input.checkThreshold(distX)) + || (this.yDirection && this.parent.input.checkThreshold(distY)))) + { + const newPoint = { x, y }; + + if (this.xDirection) + { + this.parent.x += (newPoint.x - this.last.x) * this.options.factor; + } + if (this.yDirection) + { + this.parent.y += (newPoint.y - this.last.y) * this.options.factor; + } + this.last = newPoint; + if (!this.moved) + { + this.parent.emit('drag-start', { + event, + screen: new math.Point(this.last.x, this.last.y), + world: this.parent.toWorld(new math.Point(this.last.x, this.last.y)), + viewport: this.parent + }); + } + this.moved = true; + this.parent.emit('moved', { viewport: this.parent, type: 'drag' }); + + return true; + } + } + else + { + this.moved = false; + } + } + + return false; + } + + up(event) + { + if (this.paused) + { + return false; + } + + const touches = this.parent.input.touches; + + if (touches.length === 1) + { + const pointer = touches[0]; + + if (pointer.last) + { + this.last = { x: pointer.last.x, y: pointer.last.y }; + this.current = pointer.id; + } + this.moved = false; + + return true; + } + else if (this.last) + { + if (this.moved) + { + const screen = new math.Point(this.last.x, this.last.y); + + this.parent.emit('drag-end', { + event, screen, + world: this.parent.toWorld(screen), + viewport: this.parent, + }); + this.last = null; + this.moved = false; + + return true; + } + } + + return false; + } + + wheel(event) + { + if (this.paused) + { + return false; + } + + if (this.options.wheel) + { + const wheel = this.parent.plugins.get('wheel', true); + + if (!wheel || (!wheel.options.wheelZoom && !event.ctrlKey)) + { + const step = event.deltaMode ? this.options.lineHeight : 1; + + const deltas = [event.deltaX, event.deltaY]; + const [deltaX, deltaY] = this.options.wheelSwapAxes ? deltas.reverse() : deltas; + + if (this.xDirection) + { + this.parent.x += deltaX * step * this.options.wheelScroll * this.reverse; + } + if (this.yDirection) + { + this.parent.y += deltaY * step * this.options.wheelScroll * this.reverse; + } + if (this.options.clampWheel) + { + this.clamp(); + } + this.parent.emit('wheel-scroll', this.parent); + this.parent.emit('moved', { viewport: this.parent, type: 'wheel' }); + if (!this.parent.options.passiveWheel) + { + event.preventDefault(); + } + if (this.parent.options.stopPropagation) + { + event.stopPropagation(); + } + + return true; + } + } + + return false; + } + + resume() + { + this.last = null; + this.paused = false; + } + + clamp() + { + const decelerate = this.parent.plugins.get('decelerate', true) || {}; + + if (this.options.clampWheel !== 'y') + { + if (this.parent.screenWorldWidth < this.parent.screenWidth) + { + switch (this.underflowX) + { + case -1: + this.parent.x = 0; + break; + case 1: + this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth); + break; + default: + this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2; + } + } + else + if (this.parent.left < 0) + { + this.parent.x = 0; + decelerate.x = 0; + } + else if (this.parent.right > this.parent.worldWidth) + { + this.parent.x = (-this.parent.worldWidth * this.parent.scale.x) + this.parent.screenWidth; + decelerate.x = 0; + } + } + if (this.options.clampWheel !== 'x') + { + if (this.parent.screenWorldHeight < this.parent.screenHeight) + { + switch (this.underflowY) + { + case -1: + this.parent.y = 0; + break; + case 1: + this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight); + break; + default: + this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2; + } + } + else + { + if (this.parent.top < 0) + { + this.parent.y = 0; + decelerate.y = 0; + } + if (this.parent.bottom > this.parent.worldHeight) + { + this.parent.y = (-this.parent.worldHeight * this.parent.scale.y) + this.parent.screenHeight; + decelerate.y = 0; + } + } + } + } + } + + /** Options for {@link Follow}. */ + + + + + + + + + + + + + + + + + + + + + + + + + const DEFAULT_FOLLOW_OPTIONS = { + speed: 0, + acceleration: null, + radius: null + }; + + /** + * Plugin to follow a display-object. + * + * @see Viewport.follow + * @public + */ + class Follow extends Plugin + { + /** The options used to initialize this plugin. */ + + + /** The target this plugin will make the viewport follow. */ + + + /** The velocity provided the viewport by following, at the current time. */ + + + /** + * This is called by {@link Viewport.follow}. + * + * @param parent + * @param target - target to follow + * @param options + */ + constructor(parent, target, options = {}) + { + super(parent); + + this.target = target; + this.options = Object.assign({}, DEFAULT_FOLLOW_OPTIONS, options); + this.velocity = { x: 0, y: 0 }; + } + + update(elapsed) + { + if (this.paused) + { + return; + } + + const center = this.parent.center; + let toX = this.target.x; + let toY = this.target.y; + + if (this.options.radius) + { + const distance = Math.sqrt(Math.pow(this.target.y - center.y, 2) + Math.pow(this.target.x - center.x, 2)); + + if (distance > this.options.radius) + { + const angle = Math.atan2(this.target.y - center.y, this.target.x - center.x); + + toX = this.target.x - (Math.cos(angle) * this.options.radius); + toY = this.target.y - (Math.sin(angle) * this.options.radius); + } + else + { + return; + } + } + + const deltaX = toX - center.x; + const deltaY = toY - center.y; + + if (deltaX || deltaY) + { + if (this.options.speed) + { + if (this.options.acceleration) + { + const angle = Math.atan2(toY - center.y, toX - center.x); + const distance = Math.sqrt(Math.pow(deltaX, 2) + Math.pow(deltaY, 2)); + + if (distance) + { + const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) + / (2 * this.options.acceleration); + + if (distance > decelerationDistance) + { + this.velocity = { + x: Math.min(this.velocity.x + (this.options.acceleration * elapsed, this.options.speed)), + y: Math.min(this.velocity.y + (this.options.acceleration * elapsed, this.options.speed)) + }; + } + else + { + this.velocity = { + x: Math.max(this.velocity.x - (this.options.acceleration * this.options.speed), 0), + y: Math.max(this.velocity.y - (this.options.acceleration * this.options.speed), 0) + }; + } + const changeX = Math.cos(angle) * this.velocity.x; + const changeY = Math.sin(angle) * this.velocity.y; + const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX; + const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY; + + this.parent.moveCenter(x, y); + this.parent.emit('moved', { viewport: this.parent, type: 'follow' }); + } + } + else + { + const angle = Math.atan2(toY - center.y, toX - center.x); + const changeX = Math.cos(angle) * this.options.speed; + const changeY = Math.sin(angle) * this.options.speed; + const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX; + const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY; + + this.parent.moveCenter(x, y); + this.parent.emit('moved', { viewport: this.parent, type: 'follow' }); + } + } + else + { + this.parent.moveCenter(toX, toY); + this.parent.emit('moved', { viewport: this.parent, type: 'follow' }); + } + } + } + } + + /** Insets for mouse edges scrolling regions */ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + const MOUSE_EDGES_OPTIONS = { + radius: null, + distance: null, + top: null, + bottom: null, + left: null, + right: null, + speed: 8, + reverse: false, + noDecelerate: false, + linear: false, + allowButtons: false, + }; + + /** + * Scroll viewport when mouse hovers near one of the edges. + * + * @event mouse-edge-start(Viewport) emitted when mouse-edge starts + * @event mouse-edge-end(Viewport) emitted when mouse-edge ends + */ + class MouseEdges extends Plugin + { + /** Options used to initialize this plugin, cannot be modified later. */ + + + /** Factor from reverse option. */ + + + /** Radius squared */ + + + /** Scroll region size on the left side. */ + + + /** Scroll region size on the top size. */ + + + /** Scroll region size on the right side. */ + + + /** Scroll region size on the bottom side. */ + + + + + + + /** + * This is called by {@link Viewport.mouseEdges}. + */ + constructor(parent, options = {}) + { + super(parent); + + this.options = Object.assign({}, MOUSE_EDGES_OPTIONS, options); + this.reverse = this.options.reverse ? 1 : -1; + this.radiusSquared = typeof this.options.radius === 'number' ? Math.pow(this.options.radius, 2) : null; + + this.resize(); + } + + resize() + { + const distance = this.options.distance; + + if (distance !== null) + { + this.left = distance; + this.top = distance; + this.right = this.parent.screenWidth - distance; + this.bottom = this.parent.screenHeight - distance; + } + else if (!this.options.radius) + { + this.left = this.options.left; + this.top = this.options.top; + this.right = this.options.right === null ? null : this.parent.screenWidth - this.options.right; + this.bottom = this.options.bottom === null ? null : this.parent.screenHeight - this.options.bottom; + } + } + + down() + { + if (this.paused) + { + return false; + } + if (!this.options.allowButtons) + { + this.horizontal = this.vertical = null; + } + + return false; + } + + move(event) + { + if (this.paused) + { + return false; + } + if ((event.data.pointerType !== 'mouse' && event.data.identifier !== 1) + || (!this.options.allowButtons && event.data.buttons !== 0)) + { + return false; + } + + const x = event.data.global.x; + const y = event.data.global.y; + + if (this.radiusSquared) + { + const center = this.parent.toScreen(this.parent.center); + const distance = Math.pow(center.x - x, 2) + Math.pow(center.y - y, 2); + + if (distance >= this.radiusSquared) + { + const angle = Math.atan2(center.y - y, center.x - x); + + if (this.options.linear) + { + this.horizontal = Math.round(Math.cos(angle)) * this.options.speed * this.reverse * (60 / 1000); + this.vertical = Math.round(Math.sin(angle)) * this.options.speed * this.reverse * (60 / 1000); + } + else + { + this.horizontal = Math.cos(angle) * this.options.speed * this.reverse * (60 / 1000); + this.vertical = Math.sin(angle) * this.options.speed * this.reverse * (60 / 1000); + } + } + else + { + if (this.horizontal) + { + this.decelerateHorizontal(); + } + if (this.vertical) + { + this.decelerateVertical(); + } + + this.horizontal = this.vertical = 0; + } + } + else + { + if (this.left !== null && x < this.left) + { + this.horizontal = Number(this.reverse) * this.options.speed * (60 / 1000); + } + else if (this.right !== null && x > this.right) + { + this.horizontal = -1 * this.reverse * this.options.speed * (60 / 1000); + } + else + { + this.decelerateHorizontal(); + this.horizontal = 0; + } + if (this.top !== null && y < this.top) + { + this.vertical = Number(this.reverse) * this.options.speed * (60 / 1000); + } + else if (this.bottom !== null && y > this.bottom) + { + this.vertical = -1 * this.reverse * this.options.speed * (60 / 1000); + } + else + { + this.decelerateVertical(); + this.vertical = 0; + } + } + + return false; + } + + decelerateHorizontal() + { + const decelerate = this.parent.plugins.get('decelerate', true); + + if (this.horizontal && decelerate && !this.options.noDecelerate) + { + decelerate.activate({ x: (this.horizontal * this.options.speed * this.reverse) / (1000 / 60) }); + } + } + + decelerateVertical() + { + const decelerate = this.parent.plugins.get('decelerate', true); + + if (this.vertical && decelerate && !this.options.noDecelerate) + { + decelerate.activate({ y: (this.vertical * this.options.speed * this.reverse) / (1000 / 60) }); + } + } + + up() + { + if (this.paused) + { + return false; + } + if (this.horizontal) + { + this.decelerateHorizontal(); + } + if (this.vertical) + { + this.decelerateVertical(); + } + this.horizontal = this.vertical = null; + + return false; + } + + update() + { + if (this.paused) + { + return; + } + + if (this.horizontal || this.vertical) + { + const center = this.parent.center; + + if (this.horizontal) + { + center.x += this.horizontal * this.options.speed; + } + if (this.vertical) + { + center.y += this.vertical * this.options.speed; + } + + this.parent.moveCenter(center); + this.parent.emit('moved', { viewport: this.parent, type: 'mouse-edges' }); + } + } + } + + /** Options for {@link Pinch}. */ + + + + + + + + + + + + + + + + + + + + + + + + + + + const DEFAULT_PINCH_OPTIONS = { + noDrag: false, + percent: 1, + center: null, + factor: 1, + axis: 'all', + }; + + /** + * Plugin for enabling two-finger pinching (or dragging). + * + * @public + */ + class Pinch extends Plugin + { + /** Options used to initialize this plugin. */ + + + /** Flags whether this plugin is active, i.e. a pointer is down on the viewport. */ + __init() {this.active = false;} + + /** Flags whether the viewport is being pinched. */ + __init2() {this.pinching = false;} + + __init3() {this.moved = false;} + + + /** + * This is called by {@link Viewport.pinch}. + */ + constructor(parent, options = {}) + { + super(parent);Pinch.prototype.__init.call(this);Pinch.prototype.__init2.call(this);Pinch.prototype.__init3.call(this); this.options = Object.assign({}, DEFAULT_PINCH_OPTIONS, options); + } + + down() + { + if (this.parent.input.count() >= 2) + { + this.active = true; + + return true; + } + + return false; + } + + isAxisX() + { + return ['all', 'x'].includes(this.options.axis); + } + + isAxisY() + { + return ['all', 'y'].includes(this.options.axis); + } + + move(e) + { + if (this.paused || !this.active) + { + return false; + } + + const x = e.data.global.x; + const y = e.data.global.y; + + const pointers = this.parent.input.touches; + + if (pointers.length >= 2) + { + const first = pointers[0] ; + const second = pointers[1] ; + const last = (first.last && second.last) + ? Math.sqrt(Math.pow(second.last.x - first.last.x, 2) + Math.pow(second.last.y - first.last.y, 2)) + : null; + + if (first.id === e.data.pointerId) + { + first.last = { x, y, data: e.data } ; + } + else if (second.id === e.data.pointerId) + { + second.last = { x, y, data: e.data } ; + } + if (last) + { + let oldPoint; + + const point = { + x: (first.last ).x + + (((second.last ).x - (first.last ).x) / 2), + y: (first.last ).y + + (((second.last ).y - (first.last ).y) / 2), + }; + + if (!this.options.center) + { + oldPoint = this.parent.toLocal(point); + } + let dist = Math.sqrt(Math.pow( + (second.last ).x - (first.last ).x, 2) + + Math.pow((second.last ).y - (first.last ).y, 2)); + + dist = dist === 0 ? dist = 0.0000000001 : dist; + + const change = (1 - (last / dist)) * this.options.percent + * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y); + + if (this.isAxisX()) + { + this.parent.scale.x += change; + } + if (this.isAxisY()) + { + this.parent.scale.y += change; + } + + this.parent.emit('zoomed', { viewport: this.parent, type: 'pinch', center: point }); + + const clamp = this.parent.plugins.get('clamp-zoom', true); + + if (clamp) + { + clamp.clamp(); + } + if (this.options.center) + { + this.parent.moveCenter(this.options.center); + } + else + { + const newPoint = this.parent.toGlobal(oldPoint ); + + this.parent.x += (point.x - newPoint.x) * this.options.factor; + this.parent.y += (point.y - newPoint.y) * this.options.factor; + this.parent.emit('moved', { viewport: this.parent, type: 'pinch' }); + } + if (!this.options.noDrag && this.lastCenter) + { + this.parent.x += (point.x - this.lastCenter.x) * this.options.factor; + this.parent.y += (point.y - this.lastCenter.y) * this.options.factor; + this.parent.emit('moved', { viewport: this.parent, type: 'pinch' }); + } + + this.lastCenter = point; + this.moved = true; + } + else if (!this.pinching) + { + this.parent.emit('pinch-start', this.parent); + this.pinching = true; + } + + return true; + } + + return false; + } + + up() + { + if (this.pinching) + { + if (this.parent.input.touches.length <= 1) + { + this.active = false; + this.lastCenter = null; + this.pinching = false; + this.moved = false; + this.parent.emit('pinch-end', this.parent); + + return true; + } + } + + return false; + } + } + + const DEFAULT_SNAP_OPTIONS = { + topLeft: false, + friction: 0.8, + time: 1000, + ease: 'easeInOutSine', + interrupt: true, + removeOnComplete: false, + removeOnInterrupt: false, + forceStart: false + }; + + /** + * @event snap-start(Viewport) emitted each time a snap animation starts + * @event snap-restart(Viewport) emitted each time a snap resets because of a change in viewport size + * @event snap-end(Viewport) emitted each time snap reaches its target + * @event snap-remove(Viewport) emitted if snap plugin is removed + */ + class Snap extends Plugin + { + + + + + + + + + + + + + /** + * This is called by {@link Viewport.snap}. + */ + constructor(parent, x, y, options = {}) + { + super(parent); + this.options = Object.assign({}, DEFAULT_SNAP_OPTIONS, options); + this.ease = ease(options.ease, 'easeInOutSine'); + this.x = x; + this.y = y; + + if (this.options.forceStart) + { + this.snapStart(); + } + } + + snapStart() + { + this.percent = 0; + this.snapping = { time: 0 }; + const current = this.options.topLeft ? this.parent.corner : this.parent.center; + + this.deltaX = this.x - current.x; + this.deltaY = this.y - current.y; + this.startX = current.x; + this.startY = current.y; + this.parent.emit('snap-start', this.parent); + } + + wheel() + { + if (this.options.removeOnInterrupt) + { + this.parent.plugins.remove('snap'); + } + + return false; + } + + down() + { + if (this.options.removeOnInterrupt) + { + this.parent.plugins.remove('snap'); + } + else if (this.options.interrupt) + { + this.snapping = null; + } + + return false; + } + + up() + { + if (this.parent.input.count() === 0) + { + const decelerate = this.parent.plugins.get('decelerate', true); + + if (decelerate && (decelerate.x || decelerate.y)) + { + decelerate.percentChangeX = decelerate.percentChangeY = this.options.friction; + } + } + + return false; + } + + update(elapsed) + { + if (this.paused) + { + return; + } + if (this.options.interrupt && this.parent.input.count() !== 0) + { + return; + } + if (!this.snapping) + { + const current = this.options.topLeft ? this.parent.corner : this.parent.center; + + if (current.x !== this.x || current.y !== this.y) + { + this.snapStart(); + } + } + else + { + const snapping = this.snapping; + + snapping.time += elapsed; + let finished; + let x; + let y; + + const startX = this.startX ; + const startY = this.startY ; + const deltaX = this.deltaX ; + const deltaY = this.deltaY ; + + if (snapping.time > this.options.time) + { + finished = true; + x = startX + deltaX; + y = startY + deltaY; + } + else + { + const percent = this.ease(snapping.time, 0, 1, this.options.time); + + x = startX + (deltaX * percent); + y = startY + (deltaY * percent); + } + if (this.options.topLeft) + { + this.parent.moveCorner(x, y); + } + else + { + this.parent.moveCenter(x, y); + } + + this.parent.emit('moved', { viewport: this.parent, type: 'snap' }); + + if (finished) + { + if (this.options.removeOnComplete) + { + this.parent.plugins.remove('snap'); + } + this.parent.emit('snap-end', this.parent); + this.snapping = null; + } + } + } + } + + /** Options for {@link SnapZoom}. */ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + const DEFAULT_SNAP_ZOOM_OPTIONS = { + width: 0, + height: 0, + time: 1000, + ease: 'easeInOutSine', + center: null, + interrupt: true, + removeOnComplete: false, + removeOnInterrupt: false, + forceStart: false, + noMove: false + }; + + /** + * @event snap-zoom-start(Viewport) emitted each time a fit animation starts + * @event snap-zoom-end(Viewport) emitted each time fit reaches its target + * @event snap-zoom-end(Viewport) emitted each time fit reaches its target + */ + class SnapZoom extends Plugin + { + + + + + + + + + + + + + + + + /** + * This is called by {@link Viewport.snapZoom}. + */ + constructor(parent, options = {}) + { + super(parent); + + this.options = Object.assign({}, DEFAULT_SNAP_ZOOM_OPTIONS, options); + this.ease = ease(this.options.ease); + + // Assign defaults for typescript. + this.xIndependent = false; + this.yIndependent = false; + this.xScale = 0; + this.yScale = 0; + + if (this.options.width > 0) + { + this.xScale = parent.screenWidth / this.options.width; + this.xIndependent = true; + } + if (this.options.height > 0) + { + this.yScale = parent.screenHeight / this.options.height; + this.yIndependent = true; + } + + this.xScale = this.xIndependent ? (this.xScale ) : (this.yScale ); + this.yScale = this.yIndependent ? (this.yScale ) : this.xScale; + + if (this.options.time === 0) + { + // TODO: Fix this + // @ts-expect-error todo + parent.container.scale.x = this.xScale; + + // TODO: Fix this + // @ts-expect-error todo + parent.container.scale.y = this.yScale; + + if (this.options.removeOnComplete) + { + this.parent.plugins.remove('snap-zoom'); + } + } + else if (options.forceStart) + { + this.createSnapping(); + } + } + + createSnapping() + { + const startWorldScreenWidth = this.parent.worldScreenWidth; + const startWorldScreenHeight = this.parent.worldScreenHeight; + const endWorldScreenWidth = this.parent.screenWidth / this.xScale; + const endWorldScreenHeight = this.parent.screenHeight / this.yScale; + + this.snapping = { + time: 0, + startX: startWorldScreenWidth, + startY: startWorldScreenHeight, + deltaX: endWorldScreenWidth - startWorldScreenWidth, + deltaY: endWorldScreenHeight - startWorldScreenHeight + }; + + this.parent.emit('snap-zoom-start', this.parent); + } + + resize() + { + this.snapping = null; + + if (this.options.width > 0) + { + this.xScale = this.parent.screenWidth / this.options.width; + } + if (this.options.height > 0) + { + this.yScale = this.parent.screenHeight / this.options.height; + } + this.xScale = this.xIndependent ? this.xScale : this.yScale; + this.yScale = this.yIndependent ? this.yScale : this.xScale; + } + + wheel() + { + if (this.options.removeOnInterrupt) + { + this.parent.plugins.remove('snap-zoom'); + } + + return false; + } + + down() + { + if (this.options.removeOnInterrupt) + { + this.parent.plugins.remove('snap-zoom'); + } + else if (this.options.interrupt) + { + this.snapping = null; + } + + return false; + } + + update(elapsed) + { + if (this.paused) + { + return; + } + if (this.options.interrupt && this.parent.input.count() !== 0) + { + return; + } + + let oldCenter; + + if (!this.options.center && !this.options.noMove) + { + oldCenter = this.parent.center; + } + if (!this.snapping) + { + if (this.parent.scale.x !== this.xScale || this.parent.scale.y !== this.yScale) + { + this.createSnapping(); + } + } + else if (this.snapping) + { + const snapping = this.snapping; + + snapping.time += elapsed; + + if (snapping.time >= this.options.time) + { + this.parent.scale.set(this.xScale, this.yScale); + if (this.options.removeOnComplete) + { + this.parent.plugins.remove('snap-zoom'); + } + this.parent.emit('snap-zoom-end', this.parent); + this.snapping = null; + } + else + { + const snapping = this.snapping; + const worldScreenWidth = this.ease(snapping.time, snapping.startX, snapping.deltaX, this.options.time); + const worldScreenHeight = this.ease(snapping.time, snapping.startY, snapping.deltaY, this.options.time); + + this.parent.scale.x = this.parent.screenWidth / worldScreenWidth; + this.parent.scale.y = this.parent.screenHeight / worldScreenHeight; + } + const clamp = this.parent.plugins.get('clamp-zoom', true); + + if (clamp) + { + clamp.clamp(); + } + if (!this.options.noMove) + { + if (!this.options.center) + { + this.parent.moveCenter(oldCenter ); + } + else + { + this.parent.moveCenter(this.options.center); + } + } + } + } + + resume() + { + this.snapping = null; + super.resume(); + } + } + + /** Options for {@link Wheel}. */ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + const DEFAULT_WHEEL_OPTIONS = { + percent: 0.1, + smooth: false, + interrupt: true, + reverse: false, + center: null, + lineHeight: 20, + axis: 'all', + keyToPress: null, + trackpadPinch: false, + wheelZoom: true, + }; + + /** + * Plugin for handling wheel scrolling for viewport zoom. + * + * @event wheel({wheel: {dx, dy, dz}, event, viewport}) + */ + class Wheel extends Plugin + { + + + + + + + /** Flags whether the keys required to zoom are pressed currently. */ + + + /** + * This is called by {@link Viewport.wheel}. + */ + constructor(parent, options = {}) + { + super(parent); + this.options = Object.assign({}, DEFAULT_WHEEL_OPTIONS, options); + this.keyIsPressed = false; + + if (this.options.keyToPress) + { + this.handleKeyPresses(this.options.keyToPress); + } + } + + /** + * Handles keypress events and set the keyIsPressed boolean accordingly + * + * @param {array} codes - key codes that can be used to trigger zoom event + */ + handleKeyPresses(codes) + { + window.addEventListener('keydown', (e) => + { + if (codes.includes(e.code)) + { + this.keyIsPressed = true; + } + }); + + window.addEventListener('keyup', (e) => + { + if (codes.includes(e.code)) + { + this.keyIsPressed = false; + } + }); + } + + checkKeyPress() + { + return !this.options.keyToPress || this.keyIsPressed; + } + + down() + { + if (this.options.interrupt) + { + this.smoothing = null; + } + + return false; + } + + isAxisX() + { + return ['all', 'x'].includes(this.options.axis); + } + + isAxisY() + { + return ['all', 'y'].includes(this.options.axis); + } + + update() + { + if (this.smoothing) + { + const point = this.smoothingCenter; + const change = this.smoothing; + let oldPoint; + + if (!this.options.center) + { + oldPoint = this.parent.toLocal(point ); + } + if (this.isAxisX()) + { + this.parent.scale.x += change.x; + } + if (this.isAxisY()) + { + this.parent.scale.y += change.y; + } + + this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' }); + const clamp = this.parent.plugins.get('clamp-zoom', true); + + if (clamp) + { + clamp.clamp(); + } + if (this.options.center) + { + this.parent.moveCenter(this.options.center); + } + else + { + const newPoint = this.parent.toGlobal(oldPoint ); + + this.parent.x += (point ).x - newPoint.x; + this.parent.y += (point ).y - newPoint.y; + } + + this.parent.emit('moved', { viewport: this.parent, type: 'wheel' }); + (this.smoothingCount )++; + + if ((this.smoothingCount ) >= this.options.smooth) + { + this.smoothing = null; + } + } + } + + pinch(e) + { + if (this.paused) + { + return; + } + + const point = this.parent.input.getPointerPosition(e); + const step = -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 200; + const change = Math.pow(2, (1 + this.options.percent) * step); + + let oldPoint; + + if (!this.options.center) + { + oldPoint = this.parent.toLocal(point); + } + if (this.isAxisX()) + { + this.parent.scale.x *= change; + } + if (this.isAxisY()) + { + this.parent.scale.y *= change; + } + this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' }); + const clamp = this.parent.plugins.get('clamp-zoom', true); + + if (clamp) + { + clamp.clamp(); + } + if (this.options.center) + { + this.parent.moveCenter(this.options.center); + } + else + { + const newPoint = this.parent.toGlobal(oldPoint ); + + this.parent.x += point.x - newPoint.x; + this.parent.y += point.y - newPoint.y; + } + this.parent.emit('moved', { viewport: this.parent, type: 'wheel' }); + this.parent.emit('wheel', + { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent }); + } + + wheel(e) + { + if (this.paused) + { + return false; + } + + if (!this.checkKeyPress()) + { + return false; + } + + if (e.ctrlKey && this.options.trackpadPinch) + { + this.pinch(e); + } + else if (this.options.wheelZoom) + { + const point = this.parent.input.getPointerPosition(e); + const sign = this.options.reverse ? -1 : 1; + const step = sign * -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 500; + const change = Math.pow(2, (1 + this.options.percent) * step); + + if (this.options.smooth) + { + const original = { + x: this.smoothing ? this.smoothing.x * (this.options.smooth - (this.smoothingCount )) : 0, + y: this.smoothing ? this.smoothing.y * (this.options.smooth - (this.smoothingCount )) : 0 + }; + + this.smoothing = { + x: (((this.parent.scale.x + original.x) * change) - this.parent.scale.x) / this.options.smooth, + y: (((this.parent.scale.y + original.y) * change) - this.parent.scale.y) / this.options.smooth, + }; + this.smoothingCount = 0; + this.smoothingCenter = point; + } + else + { + let oldPoint; + + if (!this.options.center) + { + oldPoint = this.parent.toLocal(point); + } + if (this.isAxisX()) + { + this.parent.scale.x *= change; + } + if (this.isAxisY()) + { + this.parent.scale.y *= change; + } + this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' }); + const clamp = this.parent.plugins.get('clamp-zoom', true); + + if (clamp) + { + clamp.clamp(); + } + if (this.options.center) + { + this.parent.moveCenter(this.options.center); + } + else + { + const newPoint = this.parent.toGlobal(oldPoint ); + + this.parent.x += point.x - newPoint.x; + this.parent.y += point.y - newPoint.y; + } + } + + this.parent.emit('moved', { viewport: this.parent, type: 'wheel' }); + this.parent.emit('wheel', + { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent }); + } + + return !this.parent.options.passiveWheel; + } + } + + /** + * Handles all input for Viewport + * + * @internal + * @ignore + * @private + */ + class InputManager + { + + + + + + + /** List of active touches on viewport */ + + + constructor(viewport) + { + this.viewport = viewport; + this.touches = []; + + this.addListeners(); + } + + /** Add input listeners */ + addListeners() + { + this.viewport.interactive = true; + if (!this.viewport.forceHitArea) + { + this.viewport.hitArea = new math.Rectangle(0, 0, this.viewport.worldWidth, this.viewport.worldHeight); + } + this.viewport.on('pointerdown', this.down, this); + this.viewport.on('pointermove', this.move, this); + this.viewport.on('pointerup', this.up, this); + this.viewport.on('pointerupoutside', this.up, this); + this.viewport.on('pointercancel', this.up, this); + this.viewport.on('pointerout', this.up, this); + this.wheelFunction = (e) => this.handleWheel(e); + this.viewport.options.divWheel.addEventListener( + 'wheel', + this.wheelFunction , + { passive: this.viewport.options.passiveWheel }); + this.isMouseDown = false; + } + + /** + * Removes all event listeners from viewport + * (useful for cleanup of wheel when removing viewport) + */ + destroy() + { + this.viewport.options.divWheel.removeEventListener('wheel', this.wheelFunction ); + } + + /** + * handle down events for viewport + * + * @param {PIXI.InteractionEvent} event + */ + down(event) + { + if (this.viewport.pause || !this.viewport.worldVisible) + { + return; + } + if (event.data.pointerType === 'mouse') + { + this.isMouseDown = true; + } + else if (!this.get(event.data.pointerId)) + { + this.touches.push({ id: event.data.pointerId, last: null }); + } + if (this.count() === 1) + { + this.last = event.data.global.clone(); + + // clicked event does not fire if viewport is decelerating or bouncing + const decelerate = this.viewport.plugins.get('decelerate', true); + const bounce = this.viewport.plugins.get('bounce', true); + + if ((!decelerate || !decelerate.isActive()) && (!bounce || !bounce.isActive())) + { + this.clickedAvailable = true; + } + else + { + this.clickedAvailable = false; + } + } + else + { + this.clickedAvailable = false; + } + + const stop = this.viewport.plugins.down(event); + + if (stop && this.viewport.options.stopPropagation) + { + event.stopPropagation(); + } + } + + /** Clears all pointer events */ + clear() + { + this.isMouseDown = false; + this.touches = []; + this.last = null; + } + + /** + * @param {number} change + * @returns whether change exceeds threshold + */ + checkThreshold(change) + { + if (Math.abs(change) >= this.viewport.threshold) + { + return true; + } + + return false; + } + + /** Handle move events for viewport */ + move(event) + { + if (this.viewport.pause || !this.viewport.worldVisible) + { + return; + } + + const stop = this.viewport.plugins.move(event); + + if (this.clickedAvailable && this.last) + { + const distX = event.data.global.x - this.last.x; + const distY = event.data.global.y - this.last.y; + + if (this.checkThreshold(distX) || this.checkThreshold(distY)) + { + this.clickedAvailable = false; + } + } + + if (stop && this.viewport.options.stopPropagation) + { + event.stopPropagation(); + } + } + + /** Handle up events for viewport */ + up(event) + { + if (this.viewport.pause || !this.viewport.worldVisible) + { + return; + } + + if (event.data.pointerType === 'mouse') + { + this.isMouseDown = false; + } + + if (event.data.pointerType !== 'mouse') + { + this.remove(event.data.pointerId); + } + + const stop = this.viewport.plugins.up(event); + + if (this.clickedAvailable && this.count() === 0 && this.last) + { + this.viewport.emit('clicked', { + event, + screen: this.last, + world: this.viewport.toWorld(this.last), + viewport: this + }); + this.clickedAvailable = false; + } + + if (stop && this.viewport.options.stopPropagation) + { + event.stopPropagation(); + } + } + + /** Gets pointer position if this.interaction is set */ + getPointerPosition(event) + { + const point = new math.Point(); + + if (this.viewport.options.interaction) + { + this.viewport.options.interaction.mapPositionToPoint(point, event.clientX, event.clientY); + } + else if (this.viewport.options.useDivWheelForInputManager && this.viewport.options.divWheel) + { + const rect = this.viewport.options.divWheel.getBoundingClientRect(); + + point.x = event.clientX - rect.left; + point.y = event.clientY - rect.top; + } + else + { + point.x = event.clientX; + point.y = event.clientY; + } + + return point; + } + + /** Handle wheel events */ + handleWheel(event) + { + if (this.viewport.pause || !this.viewport.worldVisible) + { + return; + } + + // do not handle events coming from other elements + if (this.viewport.options.interaction + && (this.viewport.options.interaction ).interactionDOMElement !== event.target) + { + return; + } + + // only handle wheel events where the mouse is over the viewport + const point = this.viewport.toLocal(this.getPointerPosition(event)); + + if (this.viewport.left <= point.x + && point.x <= this.viewport.right + && this.viewport.top <= point.y + && point.y <= this.viewport.bottom) + { + const stop = this.viewport.plugins.wheel(event); + + if (stop && !this.viewport.options.passiveWheel) + { + event.preventDefault(); + } + } + } + + pause() + { + this.touches = []; + this.isMouseDown = false; + } + + /** Get touch by id */ + get(id) + { + for (const touch of this.touches) + { + if (touch.id === id) + { + return touch; + } + } + + return null; + } + + /** Remove touch by number */ + remove(id) + { + for (let i = 0; i < this.touches.length; i++) + { + if (this.touches[i].id === id) + { + this.touches.splice(i, 1); + + return; + } + } + } + + /** + * @returns {number} count of mouse/touch pointers that are down on the viewport + */ + count() + { + return (this.isMouseDown ? 1 : 0) + this.touches.length; + } + } + + function _optionalChain(ops) { let lastAccessLHS = undefined; let value = ops[0]; let i = 1; while (i < ops.length) { const op = ops[i]; const fn = ops[i + 1]; i += 2; if ((op === 'optionalAccess' || op === 'optionalCall') && value == null) { return undefined; } if (op === 'access' || op === 'optionalAccess') { lastAccessLHS = value; value = fn(value); } else if (op === 'call' || op === 'optionalCall') { value = fn((...args) => value.call(lastAccessLHS, ...args)); lastAccessLHS = undefined; } } return value; } + + + + + + + + + + + + + + + + + + const PLUGIN_ORDER = [ + 'drag', + 'pinch', + 'wheel', + 'follow', + 'mouse-edges', + 'decelerate', + 'animate', + 'bounce', + 'snap-zoom', + 'clamp-zoom', + 'snap', + 'clamp', + ]; + + /** + * Use this to access current plugins or add user-defined plugins + * + * @public + */ + class PluginManager + { + /** Maps mounted plugins by their type */ + + + /** + * List of plugins mounted + * + * This list is kept sorted by the internal priority of plugins (hard-coded). + */ + + + /** The viewport using the plugins managed by `this`. */ + + + /** This is called by {@link Viewport} to initialize the {@link Viewport.plugins plugins}. */ + constructor(viewport) + { + this.viewport = viewport; + this.list = []; + this.plugins = {}; + } + + /** + * Inserts a named plugin or a user plugin into the viewport + * default plugin order: 'drag', 'pinch', 'wheel', 'follow', 'mouse-edges', 'decelerate', 'bounce', + * 'snap-zoom', 'clamp-zoom', 'snap', 'clamp' + * + * @param {string} name of plugin + * @param {Plugin} plugin - instantiated Plugin class + * @param {number} index to insert userPlugin (otherwise inserts it at the end) + */ + add(name, plugin, index = PLUGIN_ORDER.length) + { + + const oldPlugin = this.plugins[name]; + + if (oldPlugin) + { + oldPlugin.destroy(); + } + + this.plugins[name] = plugin; + + const current = PLUGIN_ORDER.indexOf(name); + + if (current !== -1) + { + PLUGIN_ORDER.splice(current, 1); + } + + PLUGIN_ORDER.splice(index, 0, name); + this.sort(); + } + + + + + + + + + + + + + + + + /** + * Get plugin + * + * @param {string} name of plugin + * @param {boolean} [ignorePaused] return null if plugin is paused + */ + get(name, ignorePaused) + { + if (ignorePaused) + { + if (_optionalChain([this, 'access', _ => _.plugins, 'access', _2 => _2[name], 'optionalAccess', _3 => _3.paused])) + { + return null; + } + } + + return this.plugins[name] ; + } + + /** + * Update all active plugins + * + * @internal + * @ignore + * @param {number} elapsed type in milliseconds since last update + */ + update(elapsed) + { + for (const plugin of this.list) + { + plugin.update(elapsed); + } + } + + /** + * Resize all active plugins + * + * @internal + * @ignore + */ + resize() + { + for (const plugin of this.list) + { + plugin.resize(); + } + } + + /** Clamps and resets bounce and decelerate (as needed) after manually moving viewport */ + reset() + { + for (const plugin of this.list) + { + plugin.reset(); + } + } + + /** removes all installed plugins */ + removeAll() + { + this.list.forEach((plugin) => { + plugin.destroy(); + }); + this.plugins = {}; + this.sort(); + } + + /** + * Removes installed plugin + * + * @param {string} name of plugin (e.g., 'drag', 'pinch') + */ + remove(name) + { + if (this.plugins[name]) + { + _optionalChain([this, 'access', _4 => _4.plugins, 'access', _5 => _5[name], 'optionalAccess', _6 => _6.destroy, 'call', _7 => _7()]); + delete this.plugins[name]; + this.viewport.emit(`${name}-remove`); + this.sort(); + } + } + + /** + * Pause plugin + * + * @param {string} name of plugin (e.g., 'drag', 'pinch') + */ + pause(name) + { + _optionalChain([this, 'access', _8 => _8.plugins, 'access', _9 => _9[name], 'optionalAccess', _10 => _10.pause, 'call', _11 => _11()]); + } + + /** + * Resume plugin + * + * @param {string} name of plugin (e.g., 'drag', 'pinch') + */ + resume(name) + { + _optionalChain([this, 'access', _12 => _12.plugins, 'access', _13 => _13[name], 'optionalAccess', _14 => _14.resume, 'call', _15 => _15()]); + } + + /** + * Sort plugins according to PLUGIN_ORDER + * + * @internal + * @ignore + */ + sort() + { + this.list = []; + + for (const plugin of PLUGIN_ORDER) + { + if (this.plugins[plugin]) + { + this.list.push(this.plugins[plugin] ); + } + } + } + + /** + * Handle down for all plugins + * + * @internal + * @ignore + */ + down(event) + { + let stop = false; + + for (const plugin of this.list) + { + if (plugin.down(event)) + { + stop = true; + } + } + + return stop; + } + + /** + * Handle move for all plugins + * + * @internal + * @ignore + */ + move(event) + { + let stop = false; + + for (const plugin of this.viewport.plugins.list) + { + if (plugin.move(event)) + { + stop = true; + } + } + + return stop; + } + + /** + * Handle up for all plugins + * + * @internal + * @ignore + */ + up(event) + { + let stop = false; + + for (const plugin of this.list) + { + if (plugin.up(event)) + { + stop = true; + } + } + + return stop; + } + + /** + * Handle wheel event for all plugins + * + * @internal + * @ignore + */ + wheel(e) + { + let result = false; + + for (const plugin of this.list) + { + if (plugin.wheel(e)) + { + result = true; + } + } + + return result; + } + } + + /** Options for {@link Viewport}. */ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + const DEFAULT_VIEWPORT_OPTIONS = { + screenWidth: window.innerWidth, + screenHeight: window.innerHeight, + worldWidth: null, + worldHeight: null, + threshold: 5, + passiveWheel: true, + stopPropagation: false, + forceHitArea: null, + noTicker: false, + interaction: null, + disableOnContextMenu: false, + ticker: ticker.Ticker.shared, + }; + + /** + * Main class to use when creating a Viewport + * + * @public + * @fires clicked + * @fires drag-start + * @fires drag-end + * @fires drag-remove + * @fires pinch-start + * @fires pinch-end + * @fires pinch-remove + * @fires snap-start + * @fires snap-end + * @fires snap-remove + * @fires snap-zoom-start + * @fires snap-zoom-end + * @fires snap-zoom-remove + * @fires bounce-x-start + * @fires bounce-x-end + * @fires bounce-y-start + * @fires bounce-y-end + * @fires bounce-remove + * @fires wheel + * @fires wheel-remove + * @fires wheel-scroll + * @fires wheel-scroll-remove + * @fires mouse-edge-start + * @fires mouse-edge-end + * @fires mouse-edge-remove + * @fires moved + * @fires moved-end + * @fires zoomed + * @fires zoomed-end + * @fires frame-end + */ + class Viewport extends display.Container + { + /** Flags whether the viewport is being panned */ + + + + + + /** Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event */ + + + + + /** Use this to add user plugins or access existing plugins (e.g., to pause, resume, or remove them) */ + + + /** Flags whether the viewport zoom is being changed. */ + + + + + /** The options passed when creating this viewport, merged with the default values */ + + + + + + + + + + __init() {this._disableOnContextMenu = (e) => e.preventDefault();} + + /** + * @param {IViewportOptions} ViewportOptions + * @param {number} [options.screenWidth=window.innerWidth] + * @param {number} [options.screenHeight=window.innerHeight] + * @param {number} [options.worldWidth=this.width] + * @param {number} [options.worldHeight=this.height] + * @param {number} [options.threshold=5] number of pixels to move to trigger an input event (e.g., drag, pinch) + * or disable a clicked event + * @param {boolean} [options.passiveWheel=true] whether the 'wheel' event is set to passive (note: if false, + * e.preventDefault() will be called when wheel is used over the viewport) + * @param {boolean} [options.stopPropagation=false] whether to stopPropagation of events that impact the viewport + * (except wheel events, see options.passiveWheel) + * @param {HitArea} [options.forceHitArea] change the default hitArea from world size to a new value + * @param {boolean} [options.noTicker] set this if you want to manually call update() function on each frame + * @param {PIXI.Ticker} [options.ticker=PIXI.Ticker.shared] use this PIXI.ticker for updates + * @param {PIXI.InteractionManager} [options.interaction=null] InteractionManager, available from instantiated + * WebGLRenderer/CanvasRenderer.plugins.interaction - used to calculate pointer position relative to canvas + * location on screen + * @param {HTMLElement} [options.divWheel=document.body] div to attach the wheel event + * @param {boolean} [options.disableOnContextMenu] remove oncontextmenu=() => {} from the divWheel element + */ + constructor(options = {}) + { + super();Viewport.prototype.__init.call(this); this.options = Object.assign( + {}, + { divWheel: document.body }, + DEFAULT_VIEWPORT_OPTIONS, + options + ); - function sortChildren(a, b) { - if (a.zIndex === b.zIndex) { - return a._lastSortedIndex - b._lastSortedIndex; - } - return a.zIndex - b.zIndex; - } - /** - * Container is a general-purpose display object that holds children. It also adds built-in support for advanced - * rendering features like masking and filtering. - * - * It is the base class of all display objects that act as a container for other objects, including Graphics - * and Sprite. - * - * ```js - * import { BlurFilter } from '@pixi/filter-blur'; - * import { Container } from '@pixi/display'; - * import { Graphics } from '@pixi/graphics'; - * import { Sprite } from '@pixi/sprite'; - * - * let container = new Container(); - * let sprite = Sprite.from("https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png"); - * - * sprite.width = 512; - * sprite.height = 512; - * - * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container - * // is rendered. - * container.addChild(sprite); - * - * // Blurs whatever is rendered by the container - * container.filters = [new BlurFilter()]; - * - * // Only the contents within a circle at the center should be rendered onto the screen. - * container.mask = new Graphics() - * .beginFill(0xffffff) - * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2) - * .endFill(); - * ``` - * @memberof PIXI - */ - var Container = /** @class */ (function (_super) { - __extends(Container, _super); - function Container() { - var _this = _super.call(this) || this; - _this.children = []; - _this.sortableChildren = settings$2.SORTABLE_CHILDREN; - _this.sortDirty = false; - return _this; - /** - * Fired when a DisplayObject is added to this Container. - * @event PIXI.Container#childAdded - * @param {PIXI.DisplayObject} child - The child added to the Container. - * @param {PIXI.Container} container - The container that added the child. - * @param {number} index - The children's index of the added child. - */ - /** - * Fired when a DisplayObject is removed from this Container. - * @event PIXI.DisplayObject#childRemoved - * @param {PIXI.DisplayObject} child - The child removed from the Container. - * @param {PIXI.Container} container - The container that removed the child. - * @param {number} index - The former children's index of the removed child - */ - } - /** - * Overridable method that can be used by Container subclasses whenever the children array is modified. - * @param _length - */ - Container.prototype.onChildrenChange = function (_length) { - /* empty */ - }; - /** - * Adds one or more children to the container. - * - * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)` - * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container - * @returns {PIXI.DisplayObject} - The first child that was added. - */ - Container.prototype.addChild = function () { - var arguments$1 = arguments; + this.screenWidth = this.options.screenWidth; + this.screenHeight = this.options.screenHeight; - var children = []; - for (var _i = 0; _i < arguments.length; _i++) { - children[_i] = arguments$1[_i]; - } - // if there is only one argument we can bypass looping through the them - if (children.length > 1) { - // loop through the array and add all children - for (var i = 0; i < children.length; i++) { - // eslint-disable-next-line prefer-rest-params - this.addChild(children[i]); - } - } - else { - var child = children[0]; - // if the child has a parent then lets remove it as PixiJS objects can only exist in one place - if (child.parent) { - child.parent.removeChild(child); - } - child.parent = this; - this.sortDirty = true; - // ensure child transform will be recalculated - child.transform._parentID = -1; - this.children.push(child); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(this.children.length - 1); - this.emit('childAdded', child, this, this.children.length - 1); - child.emit('added', this); - } - return children[0]; - }; - /** - * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown - * @param {PIXI.DisplayObject} child - The child to add - * @param {number} index - The index to place the child in - * @returns {PIXI.DisplayObject} The child that was added. - */ - Container.prototype.addChildAt = function (child, index) { - if (index < 0 || index > this.children.length) { - throw new Error(child + "addChildAt: The index " + index + " supplied is out of bounds " + this.children.length); - } - if (child.parent) { - child.parent.removeChild(child); - } - child.parent = this; - this.sortDirty = true; - // ensure child transform will be recalculated - child.transform._parentID = -1; - this.children.splice(index, 0, child); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('added', this); - this.emit('childAdded', child, this, index); - return child; - }; - /** - * Swaps the position of 2 Display Objects within this container. - * @param child - First display object to swap - * @param child2 - Second display object to swap - */ - Container.prototype.swapChildren = function (child, child2) { - if (child === child2) { - return; - } - var index1 = this.getChildIndex(child); - var index2 = this.getChildIndex(child2); - this.children[index1] = child2; - this.children[index2] = child; - this.onChildrenChange(index1 < index2 ? index1 : index2); - }; - /** - * Returns the index position of a child DisplayObject instance - * @param child - The DisplayObject instance to identify - * @returns - The index position of the child display object to identify - */ - Container.prototype.getChildIndex = function (child) { - var index = this.children.indexOf(child); - if (index === -1) { - throw new Error('The supplied DisplayObject must be a child of the caller'); - } - return index; - }; - /** - * Changes the position of an existing child in the display object container - * @param child - The child DisplayObject instance for which you want to change the index number - * @param index - The resulting index number for the child display object - */ - Container.prototype.setChildIndex = function (child, index) { - if (index < 0 || index >= this.children.length) { - throw new Error("The index " + index + " supplied is out of bounds " + this.children.length); - } - var currentIndex = this.getChildIndex(child); - removeItems(this.children, currentIndex, 1); // remove from old position - this.children.splice(index, 0, child); // add at new position - this.onChildrenChange(index); - }; - /** - * Returns the child at the specified index - * @param index - The index to get the child at - * @returns - The child at the given index, if any. - */ - Container.prototype.getChildAt = function (index) { - if (index < 0 || index >= this.children.length) { - throw new Error("getChildAt: Index (" + index + ") does not exist."); - } - return this.children[index]; - }; - /** - * Removes one or more children from the container. - * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove - * @returns {PIXI.DisplayObject} The first child that was removed. - */ - Container.prototype.removeChild = function () { - var arguments$1 = arguments; + this._worldWidth = this.options.worldWidth; + this._worldHeight = this.options.worldHeight; + this.forceHitArea = this.options.forceHitArea; + this.threshold = this.options.threshold; + + this.options.divWheel = this.options.divWheel || document.body; + + if (this.options.disableOnContextMenu) + { + this.options.divWheel.addEventListener('contextmenu', this._disableOnContextMenu); + } + if (!this.options.noTicker) + { + this.tickerFunction = () => this.update(this.options.ticker.elapsedMS); + this.options.ticker.add(this.tickerFunction); + } + + this.input = new InputManager(this); + this.plugins = new PluginManager(this); + } + + /** Overrides PIXI.Container's destroy to also remove the 'wheel' and PIXI.Ticker listeners */ + destroy(options) + { + if (!this.options.noTicker && this.tickerFunction) + { + this.options.ticker.remove(this.tickerFunction); + } + if (this.options.disableOnContextMenu) + { + this.options.divWheel.removeEventListener('contextmenu', this._disableOnContextMenu); + } + + this.input.destroy(); + super.destroy(options); + } + + /** + * Update viewport on each frame. + * + * By default, you do not need to call this unless you set `options.noTicker=true`. + * + * @param {number} elapsed time in milliseconds since last update + */ + update(elapsed) + { + if (!this.pause) + { + this.plugins.update(elapsed); + + if (this.lastViewport) + { + // Check for moved-end event + if (this.lastViewport.x !== this.x || this.lastViewport.y !== this.y) + { + this.moving = true; + } + else if (this.moving) + { + this.emit('moved-end', this); + this.moving = false; + } + + // Check for zoomed-end event + if (this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y) + { + this.zooming = true; + } + else if (this.zooming) + { + this.emit('zoomed-end', this); + this.zooming = false; + } + } + + if (!this.forceHitArea) + { + this._hitAreaDefault = new math.Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight); + this.hitArea = this._hitAreaDefault; + } + + this._dirty = this._dirty || !this.lastViewport + || this.lastViewport.x !== this.x || this.lastViewport.y !== this.y + || this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y; + + this.lastViewport = { + x: this.x, + y: this.y, + scaleX: this.scale.x, + scaleY: this.scale.y + }; + this.emit('frame-end', this); + } + } + + /** + * Use this to set screen and world sizes, needed for pinch/wheel/clamp/bounce. + * @param {number} screenWidth=window.innerWidth + * @param {number} screenHeight=window.innerHeight + * @param {number} [worldWidth] + * @param {number} [worldHeight] + */ + resize( + screenWidth = window.innerWidth, + screenHeight = window.innerHeight, + worldWidth, + worldHeight + ) + { + this.screenWidth = screenWidth; + this.screenHeight = screenHeight; + + if (typeof worldWidth !== 'undefined') + { + this._worldWidth = worldWidth; + } + if (typeof worldHeight !== 'undefined') + { + this._worldHeight = worldHeight; + } + + this.plugins.resize(); + this.dirty = true; + } + + /** World width, in pixels */ + get worldWidth() + { + if (this._worldWidth) + { + return this._worldWidth; + } + + return this.width / this.scale.x; + } + set worldWidth(value) + { + this._worldWidth = value; + this.plugins.resize(); + } + + /** World height, in pixels */ + get worldHeight() + { + if (this._worldHeight) + { + return this._worldHeight; + } + + return this.height / this.scale.y; + } + set worldHeight(value) + { + this._worldHeight = value; + this.plugins.resize(); + } + + /** Get visible world bounds of viewport */ + getVisibleBounds() + { + return new math.Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight); + } + + /** Change coordinates from screen to world */ + + + + + /** + * Changes coordinate from screen to world + * @param {number|PIXI.Point} x + * @param {number} y + * @returns {PIXI.Point} + */ + toWorld(x, y) + { + if (arguments.length === 2) + { + return this.toLocal(new math.Point(x , y)); + } + + return this.toLocal(x ); + } + + /** Change coordinates from world to screen */ + + + + + /** + * Changes coordinate from world to screen + * @param {number|PIXI.Point} x + * @param {number} y + * @returns {PIXI.Point} + */ + toScreen(x, y) + { + if (arguments.length === 2) + { + return this.toGlobal(new math.Point(x , y)); + } + + return this.toGlobal(x ); + } + + /** Screen width in world coordinates */ + get worldScreenWidth() + { + return this.screenWidth / this.scale.x; + } + + /** Screen height in world coordinates */ + get worldScreenHeight() + { + return this.screenHeight / this.scale.y; + } + + /** World width in screen coordinates */ + get screenWorldWidth() + { + return this.worldWidth * this.scale.x; + } + + /** World height in screen coordinates */ + get screenWorldHeight() + { + return this.worldHeight * this.scale.y; + } + + /** Center of screen in world coordinates */ + get center() + { + return new math.Point( + (this.worldScreenWidth / 2) - (this.x / this.scale.x), + (this.worldScreenHeight / 2) - (this.y / this.scale.y), + ); + } + set center(value) + { + this.moveCenter(value); + } + + + + + + + /** + * Move center of viewport to (x, y) + * @param {number|PIXI.Point} x + * @param {number} [y] + * @return {Viewport} + */ + moveCenter(...args) + { + let x; + let y; + + if (typeof args[0] === 'number') + { + x = args[0]; + y = args[1] ; + } + else + { + x = args[0].x; + y = args[0].y; + } + + const newX = ((this.worldScreenWidth / 2) - x) * this.scale.x; + const newY = ((this.worldScreenHeight / 2) - y) * this.scale.y; + + if (this.x !== newX || this.y !== newY) + { + this.position.set(newX, newY); + this.plugins.reset(); + this.dirty = true; + } + + return this; + } + + /** Top-left corner of Viewport */ + get corner() + { + return new math.Point(-this.x / this.scale.x, -this.y / this.scale.y); + } + set corner(value) + { + this.moveCorner(value); + } + + /** Move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */ + + + + + + /** + * MoveCorner + * @param {number|PIXI.Point} x + * @param {number} [y] + * @returns {Viewport} + */ + moveCorner(...args) + { + let x; + let y; + + if (args.length === 1) + { + x = -args[0].x * this.scale.x; + y = -args[0].y * this.scale.y; + } + else + { + x = -args[0] * this.scale.x; + y = -args[1] * this.scale.y; + } - var children = []; - for (var _i = 0; _i < arguments.length; _i++) { - children[_i] = arguments$1[_i]; - } - // if there is only one argument we can bypass looping through the them - if (children.length > 1) { - // loop through the arguments property and remove all children - for (var i = 0; i < children.length; i++) { - this.removeChild(children[i]); - } - } - else { - var child = children[0]; - var index = this.children.indexOf(child); - if (index === -1) - { return null; } - child.parent = null; - // ensure child transform will be recalculated - child.transform._parentID = -1; - removeItems(this.children, index, 1); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('removed', this); - this.emit('childRemoved', child, this, index); - } - return children[0]; - }; - /** - * Removes a child from the specified index position. - * @param index - The index to get the child from - * @returns The child that was removed. - */ - Container.prototype.removeChildAt = function (index) { - var child = this.getChildAt(index); - // ensure child transform will be recalculated.. - child.parent = null; - child.transform._parentID = -1; - removeItems(this.children, index, 1); - // ensure bounds will be recalculated - this._boundsID++; - // TODO - lets either do all callbacks or all events.. not both! - this.onChildrenChange(index); - child.emit('removed', this); - this.emit('childRemoved', child, this, index); - return child; - }; - /** - * Removes all children from this container that are within the begin and end indexes. - * @param beginIndex - The beginning position. - * @param endIndex - The ending position. Default value is size of the container. - * @returns - List of removed children - */ - Container.prototype.removeChildren = function (beginIndex, endIndex) { - if (beginIndex === void 0) { beginIndex = 0; } - if (endIndex === void 0) { endIndex = this.children.length; } - var begin = beginIndex; - var end = endIndex; - var range = end - begin; - var removed; - if (range > 0 && range <= end) { - removed = this.children.splice(begin, range); - for (var i = 0; i < removed.length; ++i) { - removed[i].parent = null; - if (removed[i].transform) { - removed[i].transform._parentID = -1; - } - } - this._boundsID++; - this.onChildrenChange(beginIndex); - for (var i = 0; i < removed.length; ++i) { - removed[i].emit('removed', this); - this.emit('childRemoved', removed[i], this, i); - } - return removed; - } - else if (range === 0 && this.children.length === 0) { - return []; - } - throw new RangeError('removeChildren: numeric values are outside the acceptable range.'); - }; - /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */ - Container.prototype.sortChildren = function () { - var sortRequired = false; - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - child._lastSortedIndex = i; - if (!sortRequired && child.zIndex !== 0) { - sortRequired = true; - } - } - if (sortRequired && this.children.length > 1) { - this.children.sort(sortChildren); - } - this.sortDirty = false; - }; - /** Updates the transform on all children of this container for rendering. */ - Container.prototype.updateTransform = function () { - if (this.sortableChildren && this.sortDirty) { - this.sortChildren(); - } - this._boundsID++; - this.transform.updateTransform(this.parent.transform); - // TODO: check render flags, how to process stuff here - this.worldAlpha = this.alpha * this.parent.worldAlpha; - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - if (child.visible) { - child.updateTransform(); - } - } - }; - /** - * Recalculates the bounds of the container. - * - * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds - * is limited to its mask's bounds or filterArea, if any is applied. - */ - Container.prototype.calculateBounds = function () { - this._bounds.clear(); - this._calculateBounds(); - for (var i = 0; i < this.children.length; i++) { - var child = this.children[i]; - if (!child.visible || !child.renderable) { - continue; - } - child.calculateBounds(); - // TODO: filter+mask, need to mask both somehow - if (child._mask) { - var maskObject = (child._mask.isMaskData - ? child._mask.maskObject : child._mask); - if (maskObject) { - maskObject.calculateBounds(); - this._bounds.addBoundsMask(child._bounds, maskObject._bounds); - } - else { - this._bounds.addBounds(child._bounds); - } - } - else if (child.filterArea) { - this._bounds.addBoundsArea(child._bounds, child.filterArea); - } - else { - this._bounds.addBounds(child._bounds); - } - } - this._bounds.updateID = this._boundsID; - }; - /** - * Retrieves the local bounds of the displayObject as a rectangle object. - * - * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render() - * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree. - * @param rect - Optional rectangle to store the result of the bounds calculation. - * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms, - * it was default behaviour of pixi 4.0-5.2 and caused many problems to users. - * @returns - The rectangular bounding area. - */ - Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) { - if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; } - var result = _super.prototype.getLocalBounds.call(this, rect); - if (!skipChildrenUpdate) { - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - if (child.visible) { - child.updateTransform(); - } - } - } - return result; - }; - /** - * Recalculates the content bounds of this object. This should be overriden to - * calculate the bounds of this specific object (not including children). - * @protected - */ - Container.prototype._calculateBounds = function () { - // FILL IN// - }; - /** - * Renders this object and its children with culling. - * @protected - * @param {PIXI.Renderer} renderer - The renderer - */ - Container.prototype._renderWithCulling = function (renderer) { - var sourceFrame = renderer.renderTexture.sourceFrame; - // If the source frame is empty, stop rendering. - if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) { - return; - } - // Render the content of the container only if its bounds intersect with the source frame. - // All filters are on the stack at this point, and the filter source frame is bound: - // therefore, even if the bounds to non intersect the filter frame, the filter - // is still applied and any filter padding that is in the frame is rendered correctly. - var bounds; - var transform; - // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea - // rectangle must completely contain the container and its children including filter padding. - if (this.cullArea) { - bounds = this.cullArea; - transform = this.worldTransform; - } - // If the container doesn't override _render, we can skip the bounds calculation and intersection test. - else if (this._render !== Container.prototype._render) { - bounds = this.getBounds(true); - } - // Render the container if the source frame intersects the bounds. - if (bounds && sourceFrame.intersects(bounds, transform)) { - this._render(renderer); - } - // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering. - else if (this.cullArea) { - return; - } - // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect - // the source frame, because the children might have filters with nonzero padding, which may intersect - // with the source frame while the bounds do not: filter padding is not included in the bounds. - // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered - // if they are out of frame; otherwise, render the children normally. - for (var i = 0, j = this.children.length; i < j; ++i) { - var child = this.children[i]; - var childCullable = child.cullable; - child.cullable = childCullable || !this.cullArea; - child.render(renderer); - child.cullable = childCullable; - } - }; - /** - * Renders the object using the WebGL renderer. - * - * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the - * container itself. This `render` method will invoke it, and also invoke the `render` methods of all - * children afterward. - * - * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and - * the bounds of this object are out of frame, this implementation will entirely skip rendering. - * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally, - * setting alpha to zero is not recommended for purely skipping rendering. - * - * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is - * advised to employ **culling** to automatically skip rendering objects outside of the current screen. - * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}. - * Other culling methods might be better suited for a large number static objects; see - * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and - * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}. - * - * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or - * filtering is applied on a container. This does, however, break batching and can affect performance when - * masking and filtering is applied extensively throughout the scene graph. - * @param renderer - The renderer - */ - Container.prototype.render = function (renderer) { - // if the object is not visible or the alpha is 0 then no need to render this element - if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { - return; - } - // do a quick check to see if this element has a mask or a filter. - if (this._mask || (this.filters && this.filters.length)) { - this.renderAdvanced(renderer); - } - else if (this.cullable) { - this._renderWithCulling(renderer); - } - else { - this._render(renderer); - for (var i = 0, j = this.children.length; i < j; ++i) { - this.children[i].render(renderer); - } - } - }; - /** - * Render the object using the WebGL renderer and advanced features. - * @param renderer - The renderer - */ - Container.prototype.renderAdvanced = function (renderer) { - var filters = this.filters; - var mask = this._mask; - // push filter first as we need to ensure the stencil buffer is correct for any masking - if (filters) { - if (!this._enabledFilters) { - this._enabledFilters = []; - } - this._enabledFilters.length = 0; - for (var i = 0; i < filters.length; i++) { - if (filters[i].enabled) { - this._enabledFilters.push(filters[i]); - } - } - } - var flush = (filters && this._enabledFilters && this._enabledFilters.length) - || (mask && (!mask.isMaskData - || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE)))); - if (flush) { - renderer.batch.flush(); - } - if (filters && this._enabledFilters && this._enabledFilters.length) { - renderer.filter.push(this, this._enabledFilters); - } - if (mask) { - renderer.mask.push(this, this._mask); - } - if (this.cullable) { - this._renderWithCulling(renderer); - } - else { - this._render(renderer); - for (var i = 0, j = this.children.length; i < j; ++i) { - this.children[i].render(renderer); - } - } - if (flush) { - renderer.batch.flush(); - } - if (mask) { - renderer.mask.pop(this); - } - if (filters && this._enabledFilters && this._enabledFilters.length) { - renderer.filter.pop(); - } - }; - /** - * To be overridden by the subclasses. - * @param _renderer - The renderer - */ - Container.prototype._render = function (_renderer) { - // this is where content itself gets rendered... - }; - /** - * Removes all internal references and listeners as well as removes children from the display list. - * Do not use a Container after calling `destroy`. - * @param options - Options parameter. A boolean will act as if all options - * have been set to that value - * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy - * method called as well. 'options' will be passed on to those calls. - * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the texture of the child sprite - * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true - * Should it destroy the base texture of the child sprite - */ - Container.prototype.destroy = function (options) { - _super.prototype.destroy.call(this); - this.sortDirty = false; - var destroyChildren = typeof options === 'boolean' ? options : options && options.children; - var oldChildren = this.removeChildren(0, this.children.length); - if (destroyChildren) { - for (var i = 0; i < oldChildren.length; ++i) { - oldChildren[i].destroy(options); - } - } - }; - Object.defineProperty(Container.prototype, "width", { - /** The width of the Container, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return this.scale.x * this.getLocalBounds().width; - }, - set: function (value) { - var width = this.getLocalBounds().width; - if (width !== 0) { - this.scale.x = value / width; - } - else { - this.scale.x = 1; - } - this._width = value; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Container.prototype, "height", { - /** The height of the Container, setting this will actually modify the scale to achieve the value set. */ - get: function () { - return this.scale.y * this.getLocalBounds().height; - }, - set: function (value) { - var height = this.getLocalBounds().height; - if (height !== 0) { - this.scale.y = value / height; - } - else { - this.scale.y = 1; - } - this._height = value; - }, - enumerable: false, - configurable: true - }); - return Container; - }(DisplayObject)); - /** - * Container default updateTransform, does update children of container. - * Will crash if there's no parent element. - * @memberof PIXI.Container# - * @method containerUpdateTransform - */ - Container.prototype.containerUpdateTransform = Container.prototype.updateTransform; + if (x !== this.x || y !== this.y) + { + this.position.set(x, y); + this.plugins.reset(); + this.dirty = true; + } + + return this; + } + + /** Get how many world pixels fit in screen's width */ + get screenWidthInWorldPixels() + { + return this.screenWidth / this.scale.x; + } + + /** Get how many world pixels fit on screen's height */ + get screenHeightInWorldPixels() + { + return this.screenHeight / this.scale.y; + } + + /** + * Find the scale value that fits a world width on the screen + * does not change the viewport (use fit... to change) + * + * @param width - Width in world pixels + * @return - scale + */ + findFitWidth(width) + { + return this.screenWidth / width; + } + + /** + * Finds the scale value that fits a world height on the screens + * does not change the viewport (use fit... to change) + * + * @param height - Height in world pixels + * @return - scale + */ + findFitHeight(height) + { + return this.screenHeight / height; + } + + /** + * Finds the scale value that fits the smaller of a world width and world height on the screen + * does not change the viewport (use fit... to change) + * + * @param {number} width in world pixels + * @param {number} height in world pixels + * @returns {number} scale + */ + findFit(width, height) + { + const scaleX = this.screenWidth / width; + const scaleY = this.screenHeight / height; + + return Math.min(scaleX, scaleY); + } + + /** + * Finds the scale value that fits the larger of a world width and world height on the screen + * does not change the viewport (use fit... to change) + * + * @param {number} width in world pixels + * @param {number} height in world pixels + * @returns {number} scale + */ + findCover(width, height) + { + const scaleX = this.screenWidth / width; + const scaleY = this.screenHeight / height; + + return Math.max(scaleX, scaleY); + } + + /** + * Change zoom so the width fits in the viewport + * + * @param width - width in world coordinates + * @param center - maintain the same center + * @param scaleY - whether to set scaleY=scaleX + * @param noClamp - whether to disable clamp-zoom + * @returns {Viewport} this + */ + fitWidth(width = this.worldWidth, center, scaleY = true, noClamp) + { + let save; + + if (center) + { + save = this.center; + } + this.scale.x = this.screenWidth / width; + + if (scaleY) + { + this.scale.y = this.scale.x; + } + + const clampZoom = this.plugins.get('clamp-zoom', true); + + if (!noClamp && clampZoom) + { + clampZoom.clamp(); + } - /*! - * @pixi/ticker - v6.5.7 - * Compiled Thu, 20 Oct 2022 15:13:33 UTC - * - * @pixi/ticker is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license - */ + if (center && save) + { + this.moveCenter(save); + } - /** - * Target frames per millisecond. - * @static - * @name TARGET_FPMS - * @memberof PIXI.settings - * @type {number} - * @default 0.06 - */ - settings$2.TARGET_FPMS = 0.06; + return this; + } - /** - * Represents the update priorities used by internal PIXI classes when registered with - * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower - * priority items, such as render, should go later. - * @static - * @constant - * @name UPDATE_PRIORITY - * @memberof PIXI - * @enum {number} - * @property {number} [INTERACTION=50] Highest priority, used for {@link PIXI.InteractionManager} - * @property {number} [HIGH=25] High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite} - * @property {number} [NORMAL=0] Default priority for ticker events, see {@link PIXI.Ticker#add}. - * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering. - * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility. - */ - var UPDATE_PRIORITY; - (function (UPDATE_PRIORITY) { - UPDATE_PRIORITY[UPDATE_PRIORITY["INTERACTION"] = 50] = "INTERACTION"; - UPDATE_PRIORITY[UPDATE_PRIORITY["HIGH"] = 25] = "HIGH"; - UPDATE_PRIORITY[UPDATE_PRIORITY["NORMAL"] = 0] = "NORMAL"; - UPDATE_PRIORITY[UPDATE_PRIORITY["LOW"] = -25] = "LOW"; - UPDATE_PRIORITY[UPDATE_PRIORITY["UTILITY"] = -50] = "UTILITY"; - })(UPDATE_PRIORITY || (UPDATE_PRIORITY = {})); + /** + * Change zoom so the height fits in the viewport + * + * @param {number} [height=this.worldHeight] in world coordinates + * @param {boolean} [center] maintain the same center of the screen after zoom + * @param {boolean} [scaleX=true] whether to set scaleX = scaleY + * @param {boolean} [noClamp] whether to disable clamp-zoom + * @returns {Viewport} this + */ + fitHeight(height = this.worldHeight, center, scaleX = true, noClamp) + { + let save; - /** - * Internal class for handling the priority sorting of ticker handlers. - * @private - * @class - * @memberof PIXI - */ - var TickerListener = /** @class */ (function () { - /** - * Constructor - * @private - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @param priority - The priority for emitting - * @param once - If the handler should fire once - */ - function TickerListener(fn, context, priority, once) { - if (context === void 0) { context = null; } - if (priority === void 0) { priority = 0; } - if (once === void 0) { once = false; } - /** The next item in chain. */ - this.next = null; - /** The previous item in chain. */ - this.previous = null; - /** `true` if this listener has been destroyed already. */ - this._destroyed = false; - this.fn = fn; - this.context = context; - this.priority = priority; - this.once = once; - } - /** - * Simple compare function to figure out if a function and context match. - * @private - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @returns `true` if the listener match the arguments - */ - TickerListener.prototype.match = function (fn, context) { - if (context === void 0) { context = null; } - return this.fn === fn && this.context === context; - }; - /** - * Emit by calling the current function. - * @private - * @param deltaTime - time since the last emit. - * @returns Next ticker - */ - TickerListener.prototype.emit = function (deltaTime) { - if (this.fn) { - if (this.context) { - this.fn.call(this.context, deltaTime); - } - else { - this.fn(deltaTime); - } - } - var redirect = this.next; - if (this.once) { - this.destroy(true); - } - // Soft-destroying should remove - // the next reference - if (this._destroyed) { - this.next = null; - } - return redirect; - }; - /** - * Connect to the list. - * @private - * @param previous - Input node, previous listener - */ - TickerListener.prototype.connect = function (previous) { - this.previous = previous; - if (previous.next) { - previous.next.previous = this; - } - this.next = previous.next; - previous.next = this; - }; - /** - * Destroy and don't use after this. - * @private - * @param hard - `true` to remove the `next` reference, this - * is considered a hard destroy. Soft destroy maintains the next reference. - * @returns The listener to redirect while emitting or removing. - */ - TickerListener.prototype.destroy = function (hard) { - if (hard === void 0) { hard = false; } - this._destroyed = true; - this.fn = null; - this.context = null; - // Disconnect, hook up next and previous - if (this.previous) { - this.previous.next = this.next; - } - if (this.next) { - this.next.previous = this.previous; - } - // Redirect to the next item - var redirect = this.next; - // Remove references - this.next = hard ? null : redirect; - this.previous = null; - return redirect; - }; - return TickerListener; - }()); + if (center) + { + save = this.center; + } + this.scale.y = this.screenHeight / height; + + if (scaleX) + { + this.scale.x = this.scale.y; + } + + const clampZoom = this.plugins.get('clamp-zoom', true); + + if (!noClamp && clampZoom) + { + clampZoom.clamp(); + } + + if (center && save) + { + this.moveCenter(save); + } + + return this; + } + + /** + * Change zoom so it fits the entire world in the viewport + * + * @param {boolean} center maintain the same center of the screen after zoom + * @returns {Viewport} this + */ + fitWorld(center) + { + let save; + + if (center) + { + save = this.center; + } + + this.scale.x = this.screenWidth / this.worldWidth; + this.scale.y = this.screenHeight / this.worldHeight; + + if (this.scale.x < this.scale.y) + { + this.scale.y = this.scale.x; + } + else + { + this.scale.x = this.scale.y; + } + + const clampZoom = this.plugins.get('clamp-zoom', true); + + if (clampZoom) + { + clampZoom.clamp(); + } + + if (center && save) + { + this.moveCenter(save); + } + + return this; + } + + /** + * Change zoom so it fits the size or the entire world in the viewport + * + * @param {boolean} [center] maintain the same center of the screen after zoom + * @param {number} [width=this.worldWidth] desired width + * @param {number} [height=this.worldHeight] desired height + * @returns {Viewport} this + */ + fit(center, width = this.worldWidth, height = this.worldHeight) + { + let save; + + if (center) + { + save = this.center; + } + + this.scale.x = this.screenWidth / width; + this.scale.y = this.screenHeight / height; + + if (this.scale.x < this.scale.y) + { + this.scale.y = this.scale.x; + } + else + { + this.scale.x = this.scale.y; + } + const clampZoom = this.plugins.get('clamp-zoom', true); + + if (clampZoom) + { + clampZoom.clamp(); + } + if (center && save) + { + this.moveCenter(save); + } + + return this; + } + + /** + * Zoom viewport to specific value. + * + * @param {number} scale value (e.g., 1 would be 100%, 0.25 would be 25%) + * @param {boolean} [center] maintain the same center of the screen after zoom + * @return {Viewport} this + */ + setZoom(scale, center) + { + let save; + + if (center) + { + save = this.center; + } + this.scale.set(scale); + const clampZoom = this.plugins.get('clamp-zoom', true); + + if (clampZoom) + { + clampZoom.clamp(); + } + if (center && save) + { + this.moveCenter(save); + } + + return this; + } + + /** + * Zoom viewport by a certain percent (in both x and y direction). + * + * @param {number} percent change (e.g., 0.25 would increase a starting scale of 1.0 to 1.25) + * @param {boolean} [center] maintain the same center of the screen after zoom + * @return {Viewport} this + */ + zoomPercent(percent, center) + { + return this.setZoom(this.scale.x + (this.scale.x * percent), center); + } + + /** + * Zoom viewport by increasing/decreasing width by a certain number of pixels. + * + * @param {number} change in pixels + * @param {boolean} [center] maintain the same center of the screen after zoom + * @return {Viewport} this + */ + zoom(change, center) + { + this.fitWidth(change + this.worldScreenWidth, center); + + return this; + } + + /** Changes scale of viewport and maintains center of viewport */ + get scaled() + { + return this.scale.x; + } + set scaled(scale) + { + this.setZoom(scale, true); + } + + /** + * Returns zoom to the desired scale + * + * @param {ISnapZoomOptions} options + * @param {number} [options.width=0] - the desired width to snap (to maintain aspect ratio, choose width or height) + * @param {number} [options.height=0] - the desired height to snap (to maintain aspect ratio, choose width or height) + * @param {number} [options.time=1000] - time for snapping in ms + * @param {(string|function)} [options.ease=easeInOutSine] ease function or name (see http://easings.net/ + * for supported names) + * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of the viewport + * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport + * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete + * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input + * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at the + * desired zoom + * @param {boolean} [options.noMove] - zoom but do not move + */ + snapZoom(options) + { + this.plugins.add('snap-zoom', new SnapZoom(this, options)); + + return this; + } + + /** Is container out of world bounds */ + OOB() + + + + + + + { + return { + left: this.left < 0, + right: this.right > this.worldWidth, + top: this.top < 0, + bottom: this.bottom > this.worldHeight, + cornerPoint: new math.Point( + (this.worldWidth * this.scale.x) - this.screenWidth, + (this.worldHeight * this.scale.y) - this.screenHeight + ) + }; + } + + /** World coordinates of the right edge of the screen */ + get right() + { + return (-this.x / this.scale.x) + this.worldScreenWidth; + } + set right(value) + { + this.x = (-value * this.scale.x) + this.screenWidth; + this.plugins.reset(); + } + + /** World coordinates of the left edge of the screen */ + get left() + { + return -this.x / this.scale.x; + } + set left(value) + { + this.x = -value * this.scale.x; + this.plugins.reset(); + } + + /** World coordinates of the top edge of the screen */ + get top() + { + return -this.y / this.scale.y; + } + set top(value) + { + this.y = -value * this.scale.y; + this.plugins.reset(); + } + + /** World coordinates of the bottom edge of the screen */ + get bottom() + { + return (-this.y / this.scale.y) + this.worldScreenHeight; + } + set bottom(value) + { + this.y = (-value * this.scale.y) + this.screenHeight; + this.plugins.reset(); + } + + /** + * Determines whether the viewport is dirty (i.e., needs to be rendered to the screen because of a change) + */ + get dirty() + { + return !!this._dirty; + } + set dirty(value) + { + this._dirty = value; + } + + /** + * Permanently changes the Viewport's hitArea + * + * NOTE: if not set then hitArea = PIXI.Rectangle(Viewport.left, Viewport.top, Viewport.worldScreenWidth, + * Viewport.worldScreenHeight) + */ + get forceHitArea() + { + return this._forceHitArea; + } + set forceHitArea(value) + { + if (value) + { + this._forceHitArea = value; + this.hitArea = value; + } + else + { + this._forceHitArea = null; + this.hitArea = new math.Rectangle(0, 0, this.worldWidth, this.worldHeight); + } + } + + /** + * Enable one-finger touch to drag + * + * NOTE: if you expect users to use right-click dragging, you should enable `viewport.options.disableOnContextMenu` + * to avoid the context menu popping up on each right-click drag. + * + * @param {IDragOptions} [options] + * @param {string} [options.direction=all] direction to drag + * @param {boolean} [options.pressDrag=true] whether click to drag is active + * @param {boolean} [options.wheel=true] use wheel to scroll in direction (unless wheel plugin is active) + * @param {number} [options.wheelScroll=1] number of pixels to scroll with each wheel spin + * @param {boolean} [options.reverse] reverse the direction of the wheel scroll + * @param {(boolean|string)} [options.clampWheel=false] clamp wheel(to avoid weird bounce with mouse wheel) + * @param {string} [options.underflow=center] where to place world if too small for screen + * @param {number} [options.factor=1] factor to multiply drag to increase the speed of movement + * @param {string} [options.mouseButtons=all] changes which mouse buttons trigger drag, use: 'all', 'left', + * 'right' 'middle', or some combination, like, 'middle-right'; you may want to set + * viewport.options.disableOnContextMenu if you want to use right-click dragging + * @param {string[]} [options.keyToPress=null] - array containing + * {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of keys that can be + * pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}. + * @param {boolean} [options.ignoreKeyToPressOnTouch=false] - ignore keyToPress for touch events + * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events + * @returns {Viewport} this + */ + drag(options) + { + this.plugins.add('drag', new Drag(this, options)); + + return this; + } + + /** + * Clamp to world boundaries or other provided boundaries + * There are three ways to clamp: + * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of offscreen + * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary + * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side; + * if any of these are set to true, then the location is set to the boundary + * [0, viewport.worldWidth/viewport.worldHeight], eg: to allow the world to be completely dragged offscreen, + * set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2] + * + * Underflow determines what happens when the world is smaller than the viewport + * 1. none = the world is clamped but there is no special behavior + * 2. center = the world is centered on the viewport + * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the + * appropriate boundaries + * + * NOTES: + * clamp is disabled if called with no options; use { direction: 'all' } for all edge clamping + * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly + * + * @param {object} [options] + * @param {(number|boolean)} [options.left=false] - clamp left; true = 0 + * @param {(number|boolean)} [options.right=false] - clamp right; true = viewport.worldWidth + * @param {(number|boolean)} [options.top=false] - clamp top; true = 0 + * @param {(number|boolean)} [options.bottom=false] - clamp bottom; true = viewport.worldHeight + * @param {string} [direction] - (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight]; + * replaces left/right/top/bottom if set + * @param {string} [underflow=center] - where to place world if too small for screen (e.g., top-right, center, + * none, bottomLeft) * @returns {Viewport} this + */ + clamp(options) + { + this.plugins.add('clamp', new Clamp(this, options)); - /** - * A Ticker class that runs an update loop that other objects listen to. - * - * This class is composed around listeners meant for execution on the next requested animation frame. - * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners. - * @class - * @memberof PIXI - */ - var Ticker = /** @class */ (function () { - function Ticker() { - var _this = this; - /** - * Whether or not this ticker should invoke the method - * {@link PIXI.Ticker#start} automatically - * when a listener is added. - */ - this.autoStart = false; - /** - * Scalar time value from last frame to this frame. - * This value is capped by setting {@link PIXI.Ticker#minFPS} - * and is scaled with {@link PIXI.Ticker#speed}. - * **Note:** The cap may be exceeded by scaling. - */ - this.deltaTime = 1; - /** - * The last time {@link PIXI.Ticker#update} was invoked. - * This value is also reset internally outside of invoking - * update, but only when a new animation frame is requested. - * If the platform supports DOMHighResTimeStamp, - * this value will have a precision of 1 µs. - */ - this.lastTime = -1; - /** - * Factor of current {@link PIXI.Ticker#deltaTime}. - * @example - * // Scales ticker.deltaTime to what would be - * // the equivalent of approximately 120 FPS - * ticker.speed = 2; - */ - this.speed = 1; - /** - * Whether or not this ticker has been started. - * `true` if {@link PIXI.Ticker#start} has been called. - * `false` if {@link PIXI.Ticker#stop} has been called. - * While `false`, this value may change to `true` in the - * event of {@link PIXI.Ticker#autoStart} being `true` - * and a listener is added. - */ - this.started = false; - /** Internal current frame request ID */ - this._requestId = null; - /** - * Internal value managed by minFPS property setter and getter. - * This is the maximum allowed milliseconds between updates. - */ - this._maxElapsedMS = 100; - /** - * Internal value managed by minFPS property setter and getter. - * This is the minimum allowed milliseconds between updates. - */ - this._minElapsedMS = 0; - /** If enabled, deleting is disabled.*/ - this._protected = false; - /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */ - this._lastFrame = -1; - this._head = new TickerListener(null, null, Infinity); - this.deltaMS = 1 / settings$2.TARGET_FPMS; - this.elapsedMS = 1 / settings$2.TARGET_FPMS; - this._tick = function (time) { - _this._requestId = null; - if (_this.started) { - // Invoke listeners now - _this.update(time); - // Listener side effects may have modified ticker state. - if (_this.started && _this._requestId === null && _this._head.next) { - _this._requestId = requestAnimationFrame(_this._tick); - } - } - }; - } - /** - * Conditionally requests a new animation frame. - * If a frame has not already been requested, and if the internal - * emitter has listeners, a new frame is requested. - * @private - */ - Ticker.prototype._requestIfNeeded = function () { - if (this._requestId === null && this._head.next) { - // ensure callbacks get correct delta - this.lastTime = performance.now(); - this._lastFrame = this.lastTime; - this._requestId = requestAnimationFrame(this._tick); - } - }; - /** - * Conditionally cancels a pending animation frame. - * @private - */ - Ticker.prototype._cancelIfNeeded = function () { - if (this._requestId !== null) { - cancelAnimationFrame(this._requestId); - this._requestId = null; - } - }; - /** - * Conditionally requests a new animation frame. - * If the ticker has been started it checks if a frame has not already - * been requested, and if the internal emitter has listeners. If these - * conditions are met, a new frame is requested. If the ticker has not - * been started, but autoStart is `true`, then the ticker starts now, - * and continues with the previous conditions to request a new frame. - * @private - */ - Ticker.prototype._startIfPossible = function () { - if (this.started) { - this._requestIfNeeded(); - } - else if (this.autoStart) { - this.start(); - } - }; - /** - * Register a handler for tick events. Calls continuously unless - * it is removed or the ticker is stopped. - * @param fn - The listener function to be added for updates - * @param context - The listener context - * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting - * @returns This instance of a ticker - */ - Ticker.prototype.add = function (fn, context, priority) { - if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; } - return this._addListener(new TickerListener(fn, context, priority)); - }; - /** - * Add a handler for the tick event which is only execute once. - * @param fn - The listener function to be added for one update - * @param context - The listener context - * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting - * @returns This instance of a ticker - */ - Ticker.prototype.addOnce = function (fn, context, priority) { - if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; } - return this._addListener(new TickerListener(fn, context, priority, true)); - }; - /** - * Internally adds the event handler so that it can be sorted by priority. - * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run - * before the rendering. - * @private - * @param listener - Current listener being added. - * @returns This instance of a ticker - */ - Ticker.prototype._addListener = function (listener) { - // For attaching to head - var current = this._head.next; - var previous = this._head; - // Add the first item - if (!current) { - listener.connect(previous); - } - else { - // Go from highest to lowest priority - while (current) { - if (listener.priority > current.priority) { - listener.connect(previous); - break; - } - previous = current; - current = current.next; - } - // Not yet connected - if (!listener.previous) { - listener.connect(previous); - } - } - this._startIfPossible(); - return this; - }; - /** - * Removes any handlers matching the function and context parameters. - * If no handlers are left after removing, then it cancels the animation frame. - * @param fn - The listener function to be removed - * @param context - The listener context to be removed - * @returns This instance of a ticker - */ - Ticker.prototype.remove = function (fn, context) { - var listener = this._head.next; - while (listener) { - // We found a match, lets remove it - // no break to delete all possible matches - // incase a listener was added 2+ times - if (listener.match(fn, context)) { - listener = listener.destroy(); - } - else { - listener = listener.next; - } - } - if (!this._head.next) { - this._cancelIfNeeded(); - } - return this; - }; - Object.defineProperty(Ticker.prototype, "count", { - /** - * The number of listeners on this ticker, calculated by walking through linked list - * @readonly - * @member {number} - */ - get: function () { - if (!this._head) { - return 0; - } - var count = 0; - var current = this._head; - while ((current = current.next)) { - count++; - } - return count; - }, - enumerable: false, - configurable: true - }); - /** Starts the ticker. If the ticker has listeners a new animation frame is requested at this point. */ - Ticker.prototype.start = function () { - if (!this.started) { - this.started = true; - this._requestIfNeeded(); - } - }; - /** Stops the ticker. If the ticker has requested an animation frame it is canceled at this point. */ - Ticker.prototype.stop = function () { - if (this.started) { - this.started = false; - this._cancelIfNeeded(); - } - }; - /** Destroy the ticker and don't use after this. Calling this method removes all references to internal events. */ - Ticker.prototype.destroy = function () { - if (!this._protected) { - this.stop(); - var listener = this._head.next; - while (listener) { - listener = listener.destroy(true); - } - this._head.destroy(); - this._head = null; - } - }; - /** - * Triggers an update. An update entails setting the - * current {@link PIXI.Ticker#elapsedMS}, - * the current {@link PIXI.Ticker#deltaTime}, - * invoking all listeners with current deltaTime, - * and then finally setting {@link PIXI.Ticker#lastTime} - * with the value of currentTime that was provided. - * This method will be called automatically by animation - * frame callbacks if the ticker instance has been started - * and listeners are added. - * @param {number} [currentTime=performance.now()] - the current time of execution - */ - Ticker.prototype.update = function (currentTime) { - if (currentTime === void 0) { currentTime = performance.now(); } - var elapsedMS; - // If the difference in time is zero or negative, we ignore most of the work done here. - // If there is no valid difference, then should be no reason to let anyone know about it. - // A zero delta, is exactly that, nothing should update. - // - // The difference in time can be negative, and no this does not mean time traveling. - // This can be the result of a race condition between when an animation frame is requested - // on the current JavaScript engine event loop, and when the ticker's start method is invoked - // (which invokes the internal _requestIfNeeded method). If a frame is requested before - // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests, - // can receive a time argument that can be less than the lastTime value that was set within - // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems. - // - // This check covers this browser engine timing issue, as well as if consumers pass an invalid - // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves. - if (currentTime > this.lastTime) { - // Save uncapped elapsedMS for measurement - elapsedMS = this.elapsedMS = currentTime - this.lastTime; - // cap the milliseconds elapsed used for deltaTime - if (elapsedMS > this._maxElapsedMS) { - elapsedMS = this._maxElapsedMS; - } - elapsedMS *= this.speed; - // If not enough time has passed, exit the function. - // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS - // adjustment to ensure a relatively stable interval. - if (this._minElapsedMS) { - var delta = currentTime - this._lastFrame | 0; - if (delta < this._minElapsedMS) { - return; - } - this._lastFrame = currentTime - (delta % this._minElapsedMS); - } - this.deltaMS = elapsedMS; - this.deltaTime = this.deltaMS * settings$2.TARGET_FPMS; - // Cache a local reference, in-case ticker is destroyed - // during the emit, we can still check for head.next - var head = this._head; - // Invoke listeners added to internal emitter - var listener = head.next; - while (listener) { - listener = listener.emit(this.deltaTime); - } - if (!head.next) { - this._cancelIfNeeded(); - } - } - else { - this.deltaTime = this.deltaMS = this.elapsedMS = 0; - } - this.lastTime = currentTime; - }; - Object.defineProperty(Ticker.prototype, "FPS", { - /** - * The frames per second at which this ticker is running. - * The default is approximately 60 in most modern browsers. - * **Note:** This does not factor in the value of - * {@link PIXI.Ticker#speed}, which is specific - * to scaling {@link PIXI.Ticker#deltaTime}. - * @member {number} - * @readonly - */ - get: function () { - return 1000 / this.elapsedMS; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Ticker.prototype, "minFPS", { - /** - * Manages the maximum amount of milliseconds allowed to - * elapse between invoking {@link PIXI.Ticker#update}. - * This value is used to cap {@link PIXI.Ticker#deltaTime}, - * but does not effect the measured value of {@link PIXI.Ticker#FPS}. - * When setting this property it is clamped to a value between - * `0` and `PIXI.settings.TARGET_FPMS * 1000`. - * @member {number} - * @default 10 - */ - get: function () { - return 1000 / this._maxElapsedMS; - }, - set: function (fps) { - // Minimum must be below the maxFPS - var minFPS = Math.min(this.maxFPS, fps); - // Must be at least 0, but below 1 / settings.TARGET_FPMS - var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings$2.TARGET_FPMS); - this._maxElapsedMS = 1 / minFPMS; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Ticker.prototype, "maxFPS", { - /** - * Manages the minimum amount of milliseconds required to - * elapse between invoking {@link PIXI.Ticker#update}. - * This will effect the measured value of {@link PIXI.Ticker#FPS}. - * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can. - * Otherwise it will be at least `minFPS` - * @member {number} - * @default 0 - */ - get: function () { - if (this._minElapsedMS) { - return Math.round(1000 / this._minElapsedMS); - } - return 0; - }, - set: function (fps) { - if (fps === 0) { - this._minElapsedMS = 0; - } - else { - // Max must be at least the minFPS - var maxFPS = Math.max(this.minFPS, fps); - this._minElapsedMS = 1 / (maxFPS / 1000); - } - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Ticker, "shared", { - /** - * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by - * {@link PIXI.VideoResource} to update animation frames / video textures. - * - * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true. - * - * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance. - * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker. - * @example - * let ticker = PIXI.Ticker.shared; - * // Set this to prevent starting this ticker when listeners are added. - * // By default this is true only for the PIXI.Ticker.shared instance. - * ticker.autoStart = false; - * // FYI, call this to ensure the ticker is stopped. It should be stopped - * // if you have not attempted to render anything yet. - * ticker.stop(); - * // Call this when you are ready for a running shared ticker. - * ticker.start(); - * @example - * // You may use the shared ticker to render... - * let renderer = PIXI.autoDetectRenderer(); - * let stage = new PIXI.Container(); - * document.body.appendChild(renderer.view); - * ticker.add(function (time) { - * renderer.render(stage); - * }); - * @example - * // Or you can just update it manually. - * ticker.autoStart = false; - * ticker.stop(); - * function animate(time) { - * ticker.update(time); - * renderer.render(stage); - * requestAnimationFrame(animate); - * } - * animate(performance.now()); - * @member {PIXI.Ticker} - * @static - */ - get: function () { - if (!Ticker._shared) { - var shared = Ticker._shared = new Ticker(); - shared.autoStart = true; - shared._protected = true; - } - return Ticker._shared; - }, - enumerable: false, - configurable: true - }); - Object.defineProperty(Ticker, "system", { - /** - * The system ticker instance used by {@link PIXI.InteractionManager} and by - * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused, - * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused. - * - * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance. - * @member {PIXI.Ticker} - * @static - */ - get: function () { - if (!Ticker._system) { - var system = Ticker._system = new Ticker(); - system.autoStart = true; - system._protected = true; - } - return Ticker._system; - }, - enumerable: false, - configurable: true - }); - return Ticker; - }()); + return this; + } + + /** + * Decelerate after a move + * + * NOTE: this fires 'moved' event during deceleration + * + * @param {IDecelerateOptions} [options] + * @param {number} [options.friction=0.95] - percent to decelerate after movement + * @param {number} [options.bounce=0.8] - percent to decelerate when past boundaries (only applicable when + * viewport.bounce() is active) + * @param {number} [options.minSpeed=0.01] - minimum velocity before stopping/reversing acceleration + * @return {Viewport} this + */ + decelerate(options) + { + this.plugins.add('decelerate', new Decelerate(this, options)); + + return this; + } + + /** + * Bounce on borders + * NOTES: + * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly + * fires 'moved', 'bounce-x-start', 'bounce-y-start', 'bounce-x-end', and 'bounce-y-end' events + * @param {object} [options] + * @param {string} [options.sides=all] - all, horizontal, vertical, or combination of top, bottom, right, left + * (e.g., 'top-bottom-right') + * @param {number} [options.friction=0.5] - friction to apply to decelerate if active + * @param {number} [options.time=150] - time in ms to finish bounce + * @param {object} [options.bounceBox] - use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight) + * @param {number} [options.bounceBox.x=0] + * @param {number} [options.bounceBox.y=0] + * @param {number} [options.bounceBox.width=viewport.worldWidth] + * @param {number} [options.bounceBox.height=viewport.worldHeight] + * @param {string|function} [options.ease=easeInOutSine] - ease function or name + * (see http://easings.net/ for supported names) + * @param {string} [options.underflow=center] - (top/bottom/center and left/right/center, or center) + * where to place world if too small for screen + * @return {Viewport} this + */ + bounce(options) + { + this.plugins.add('bounce', new Bounce(this, options)); - /** - * Middleware for for Application Ticker. - * @example - * import {TickerPlugin} from '@pixi/ticker'; - * import {Application} from '@pixi/app'; - * import {extensions} from '@pixi/extensions'; - * extensions.add(TickerPlugin); - * @class - * @memberof PIXI - */ - /** @class */ ((function () { - function TickerPlugin() { - } - /** - * Initialize the plugin with scope of application instance - * @static - * @private - * @param {object} [options] - See application options - */ - TickerPlugin.init = function (options) { - var _this = this; - // Set default - options = Object.assign({ - autoStart: true, - sharedTicker: false, - }, options); - // Create ticker setter - Object.defineProperty(this, 'ticker', { - set: function (ticker) { - if (this._ticker) { - this._ticker.remove(this.render, this); - } - this._ticker = ticker; - if (ticker) { - ticker.add(this.render, this, UPDATE_PRIORITY.LOW); - } - }, - get: function () { - return this._ticker; - }, - }); - /** - * Convenience method for stopping the render. - * @method - * @memberof PIXI.Application - * @instance - */ - this.stop = function () { - _this._ticker.stop(); - }; - /** - * Convenience method for starting the render. - * @method - * @memberof PIXI.Application - * @instance - */ - this.start = function () { - _this._ticker.start(); - }; - /** - * Internal reference to the ticker. - * @type {PIXI.Ticker} - * @name _ticker - * @memberof PIXI.Application# - * @private - */ - this._ticker = null; - /** - * Ticker for doing render updates. - * @type {PIXI.Ticker} - * @name ticker - * @memberof PIXI.Application# - * @default PIXI.Ticker.shared - */ - this.ticker = options.sharedTicker ? Ticker.shared : new Ticker(); - // Start the rendering - if (options.autoStart) { - this.start(); - } - }; - /** - * Clean up the ticker, scoped to application. - * @static - * @private - */ - TickerPlugin.destroy = function () { - if (this._ticker) { - var oldTicker = this._ticker; - this.ticker = null; - oldTicker.destroy(); - } - }; - /** @ignore */ - TickerPlugin.extension = ExtensionType.Application; - return TickerPlugin; - })()); + return this; + } + + /** + * Enable pinch to zoom and two-finger touch to drag + * + * @param {PinchOptions} [options] + * @param {boolean} [options.noDrag] - disable two-finger dragging + * @param {number} [options.percent=1] - percent to modify pinch speed + * @param {number} [options.factor=1] - factor to multiply two-finger drag to increase the speed of movement + * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of two fingers + * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom + * @return {Viewport} this + */ + pinch(options) + { + this.plugins.add('pinch', new Pinch(this, options)); + + return this; + } + + /** + * Snap to a point + * + * @param {number} x + * @param {number} y + * @param {ISnapOptions} [options] + * @param {boolean} [options.topLeft] - snap to the top-left of viewport instead of center + * @param {number} [options.friction=0.8] - friction/frame to apply if decelerate is active + * @param {number} [options.time=1000] - time in ms to snap + * @param {string|function} [options.ease=easeInOutSine] - ease function or name (see http://easings.net/ + * for supported names) + * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport + * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete + * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input + * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at + * the desired location + * @return {Viewport} this + */ + snap(x, y, options) + { + this.plugins.add('snap', new Snap(this, x, y, options)); + + return this; + } + + /** + * Follow a target + * + * NOTES: + * uses the (x, y) as the center to follow; for PIXI.Sprite to work properly, use sprite.anchor.set(0.5) + * options.acceleration is not perfect as it doesn't know the velocity of the target. It adds acceleration + * to the start of movement and deceleration to the end of movement when the target is stopped. + * To cancel the follow, use: `viewport.plugins.remove('follow')` + * + * @fires 'moved' event + * + * @param {PIXI.DisplayObject} target to follow + * @param {IFollowOptions} [options] + * @param {number} [options.speed=0] - to follow in pixels/frame (0=teleport to location) + * @param {number} [options.acceleration] - set acceleration to accelerate and decelerate at this rate; speed + * cannot be 0 to use acceleration + * @param {number} [options.radius] - radius (in world coordinates) of center circle where movement is allowed + * without moving the viewport * @returns {Viewport} this + * @returns {Viewport} this + */ + follow(target, options) + { + this.plugins.add('follow', new Follow(this, target, options)); + + return this; + } + + /** + * Zoom using mouse wheel + * + * NOTE: the default event listener for 'wheel' event is document.body. Use `Viewport.options.divWheel` to + * change this default + * + * @param {IWheelOptions} [options] + * @param {number} [options.percent=0.1] - percent to scroll with each spin + * @param {number} [options.smooth] - smooth the zooming by providing the number of frames to zoom between wheel spins + * @param {boolean} [options.interrupt=true] - stop smoothing with any user input on the viewport + * @param {boolean} [options.reverse] - reverse the direction of the scroll + * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of current mouse position + * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events + * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom + * @return {Viewport} this + */ + wheel(options) + { + this.plugins.add('wheel', new Wheel(this, options)); + + return this; + } + + /** + * Animate the position and/or scale of the viewport + * To set the zoom level, use: (1) scale, (2) scaleX and scaleY, or (3) width and/or height + * @param {object} options + * @param {number} [options.time=1000] - time to animate + * @param {PIXI.Point} [options.position=viewport.center] - position to move viewport + * @param {number} [options.width] - desired viewport width in world pixels (use instead of scale; + * aspect ratio is maintained if height is not provided) + * @param {number} [options.height] - desired viewport height in world pixels (use instead of scale; + * aspect ratio is maintained if width is not provided) + * @param {number} [options.scale] - scale to change zoom (scale.x = scale.y) + * @param {number} [options.scaleX] - independently change zoom in x-direction + * @param {number} [options.scaleY] - independently change zoom in y-direction + * @param {(function|string)} [options.ease=linear] - easing function to use + * @param {function} [options.callbackOnComplete] + * @param {boolean} [options.removeOnInterrupt] removes this plugin if interrupted by any user input + * @returns {Viewport} this + */ + animate(options) + { + this.plugins.add('animate', new Animate(this, options)); + + return this; + } + + /** + * Enable clamping of zoom to constraints + * + * The minWidth/Height settings are how small the world can get (as it would appear on the screen) + * before clamping. The maxWidth/maxHeight is how larger the world can scale (as it would appear on + * the screen) before clamping. + * + * For example, if you have a world size of 1000 x 1000 and a screen size of 100 x 100, if you set + * minWidth/Height = 100 then the world will not be able to zoom smaller than the screen size (ie, + * zooming out so it appears smaller than the screen). Similarly, if you set maxWidth/Height = 100 + * the world will not be able to zoom larger than the screen size (ie, zooming in so it appears + * larger than the screen). + * + * @param {object} [options] + * @param {number} [options.minWidth] - minimum width + * @param {number} [options.minHeight] - minimum height + * @param {number} [options.maxWidth] - maximum width + * @param {number} [options.maxHeight] - maximum height + * @param {number} [options.minScale] - minimum scale + * @param {number} [options.maxScale] - minimum scale + * @return {Viewport} this + */ + clampZoom(options) + { + this.plugins.add('clamp-zoom', new ClampZoom(this, options)); + + return this; + } + + /** + * Scroll viewport when mouse hovers near one of the edges or radius-distance from center of screen. + * + * NOTES: fires 'moved' event; there's a known bug where the mouseEdges does not work properly with "windowed" viewports + * + * @param {IMouseEdgesOptions} [options] + * @param {number} [options.radius] - distance from center of screen in screen pixels + * @param {number} [options.distance] - distance from all sides in screen pixels + * @param {number} [options.top] - alternatively, set top distance (leave unset for no top scroll) + * @param {number} [options.bottom] - alternatively, set bottom distance (leave unset for no top scroll) + * @param {number} [options.left] - alternatively, set left distance (leave unset for no top scroll) + * @param {number} [options.right] - alternatively, set right distance (leave unset for no top scroll) + * @param {number} [options.speed=8] - speed in pixels/frame to scroll viewport + * @param {boolean} [options.reverse] - reverse direction of scroll + * @param {boolean} [options.noDecelerate] - don't use decelerate plugin even if it's installed + * @param {boolean} [options.linear] - if using radius, use linear movement (+/- 1, +/- 1) instead of angled + * movement (Math.cos(angle from center), Math.sin(angle from center)) + * @param {boolean} [options.allowButtons] allows plugin to continue working even when there's a mousedown event + */ + mouseEdges(options) + { + this.plugins.add('mouse-edges', new MouseEdges(this, options)); + + return this; + } + + /** Pause viewport (including animation updates such as decelerate) */ + get pause() + { + return !!this._pause; + } + set pause(value) + { + this._pause = value; + + this.lastViewport = null; + this.moving = false; + this.zooming = false; + + if (value) + { + this.input.pause(); + } + } + + /** + * Move the viewport so the bounding box is visible + * + * @param x - left + * @param y - top + * @param width + * @param height + * @param resizeToFit - Resize the viewport so the box fits within the viewport + */ + ensureVisible(x, y, width, height, resizeToFit) + { + if (resizeToFit && (width > this.worldScreenWidth || height > this.worldScreenHeight)) + { + this.fit(true, width, height); + this.emit('zoomed', { viewport: this, type: 'ensureVisible' }); + } + let moved = false; + + if (x < this.left) + { + this.left = x; + moved = true; + } + else if (x + width > this.right) + { + this.right = x + width; + moved = true; + } + if (y < this.top) + { + this.top = y; + moved = true; + } + else if (y + height > this.bottom) + { + this.bottom = y + height; + moved = true; + } + if (moved) + { + this.emit('moved', { viewport: this, type: 'ensureVisible' }); + } + } + } + + /** + * Fires after a mouse or touch click + * @event Viewport#clicked + * @type {object} + * @property {PIXI.Point} screen + * @property {PIXI.Point} world + * @property {Viewport} viewport + */ + + /** + * Fires when a drag starts + * @event Viewport#drag-start + * @type {object} + * @property {PIXI.Point} screen + * @property {PIXI.Point} world + * @property {Viewport} viewport + */ + + /** + * Fires when a drag ends + * @event Viewport#drag-end + * @type {object} + * @property {PIXI.Point} screen + * @property {PIXI.Point} world + * @property {Viewport} viewport + */ + + /** + * Fires when a pinch starts + * @event Viewport#pinch-start + * @type {Viewport} + */ + + /** + * Fires when a pinch end + * @event Viewport#pinch-end + * @type {Viewport} + */ + + /** + * Fires when a snap starts + * @event Viewport#snap-start + * @type {Viewport} + */ + + /** + * Fires when a snap ends + * @event Viewport#snap-end + * @type {Viewport} + */ + + /** + * Fires when a snap-zoom starts + * @event Viewport#snap-zoom-start + * @type {Viewport} + */ + + /** + * Fires when a snap-zoom ends + * @event Viewport#snap-zoom-end + * @type {Viewport} + */ + + /** + * Fires when a bounce starts in the x direction + * @event Viewport#bounce-x-start + * @type {Viewport} + */ + + /** + * Fires when a bounce ends in the x direction + * @event Viewport#bounce-x-end + * @type {Viewport} + */ + + /** + * Fires when a bounce starts in the y direction + * @event Viewport#bounce-y-start + * @type {Viewport} + */ + + /** + * Fires when a bounce ends in the y direction + * @event Viewport#bounce-y-end + * @type {Viewport} + */ + + /** + * Fires when for a mouse wheel event + * @event Viewport#wheel + * @type {object} + * @property {object} wheel + * @property {number} wheel.dx + * @property {number} wheel.dy + * @property {number} wheel.dz + * @property {Viewport} viewport + */ + + /** + * Fires when a wheel-scroll occurs + * @event Viewport#wheel-scroll + * @type {Viewport} + */ + + /** + * Fires when a mouse-edge starts to scroll + * @event Viewport#mouse-edge-start + * @type {Viewport} + */ + + /** + * Fires when the mouse-edge scrolling ends + * @event Viewport#mouse-edge-end + * @type {Viewport} + */ + + /** + * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow + * @event Viewport#moved + * @type {object} + * @property {Viewport} viewport + * @property {string} type - (drag, snap, pinch, follow, bounce-x, bounce-y, + * clamp-x, clamp-y, decelerate, mouse-edges, wheel, ensureVisible) + */ + + /** + * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow + * @event Viewport#zoomed + * @type {object} + * @property {Viewport} viewport + * @property {string} type (drag-zoom, pinch, wheel, clamp-zoom, ensureVisible) + */ + + /** + * Fires when viewport stops moving + * @event Viewport#moved-end + * @type {Viewport} + */ + + /** + * Fires when viewport stops zooming + * @event Viewport#zoomed-end + * @type {Viewport} + */ + + /** + * Fires at the end of an update frame + * @event Viewport#frame-end + * @type {Viewport} + */ + + exports.Animate = Animate; + exports.Bounce = Bounce; + exports.Clamp = Clamp; + exports.ClampZoom = ClampZoom; + exports.Decelerate = Decelerate; + exports.Drag = Drag; + exports.Follow = Follow; + exports.InputManager = InputManager; + exports.MouseEdges = MouseEdges; + exports.Pinch = Pinch; + exports.Plugin = Plugin; + exports.PluginManager = PluginManager; + exports.Snap = Snap; + exports.SnapZoom = SnapZoom; + exports.Viewport = Viewport; + exports.Wheel = Wheel; + + Object.defineProperty(exports, '__esModule', { value: true }); + + })); + if (typeof pixi_viewport !== 'undefined') { Object.assign(commonjsGlobal$2.PIXI, pixi_viewport); } + + } (viewport_min, viewport_min.exports)); /** * Derive this class to create user-defined plugins @@ -87871,7 +58053,7 @@ drawWorld(); events(); - Ticker$1.shared.add(() => { + Ticker.shared.add(() => { _fps.frame(); // test dirty // if (_viewport.dirty) diff --git a/docs/original/index.js.map b/docs/original/index.js.map index dba99576..b65c6659 100644 --- a/docs/original/index.js.map +++ b/docs/original/index.js.map @@ -1 +1 @@ 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* @this {Promise}\n */\nfunction finallyConstructor(callback) {\n var constructor = this.constructor;\n return this.then(\n function(value) {\n // @ts-ignore\n return constructor.resolve(callback()).then(function() {\n return value;\n });\n },\n function(reason) {\n // @ts-ignore\n return constructor.resolve(callback()).then(function() {\n // @ts-ignore\n return constructor.reject(reason);\n });\n }\n );\n}\n\nexport default finallyConstructor;\n","function allSettled(arr) {\n var P = this;\n return new P(function(resolve, reject) {\n if (!(arr && typeof arr.length !== 'undefined')) {\n return reject(\n new TypeError(\n typeof arr +\n ' ' +\n arr +\n ' is not iterable(cannot read property Symbol(Symbol.iterator))'\n )\n );\n }\n var args = Array.prototype.slice.call(arr);\n if (args.length === 0) return resolve([]);\n var remaining = args.length;\n\n function res(i, val) {\n if (val && (typeof val === 'object' || typeof val === 'function')) {\n var then = val.then;\n if (typeof then === 'function') {\n then.call(\n val,\n function(val) {\n res(i, val);\n },\n function(e) {\n args[i] = { status: 'rejected', reason: e };\n if (--remaining === 0) {\n resolve(args);\n }\n }\n );\n return;\n }\n }\n args[i] = { status: 'fulfilled', value: val };\n if (--remaining === 0) {\n resolve(args);\n }\n }\n\n for (var i = 0; i < args.length; i++) {\n res(i, args[i]);\n }\n });\n}\n\nexport default allSettled;\n","import promiseFinally from './finally';\nimport allSettled from './allSettled';\n\n// Store setTimeout reference so promise-polyfill will be unaffected by\n// other code modifying setTimeout (like sinon.useFakeTimers())\nvar setTimeoutFunc = setTimeout;\n\nfunction isArray(x) {\n return Boolean(x && typeof x.length !== 'undefined');\n}\n\nfunction noop() {}\n\n// Polyfill for Function.prototype.bind\nfunction bind(fn, thisArg) {\n return function() {\n fn.apply(thisArg, arguments);\n };\n}\n\n/**\n * @constructor\n * @param {Function} fn\n */\nfunction Promise(fn) {\n if (!(this instanceof Promise))\n throw new TypeError('Promises must be constructed via new');\n if (typeof fn !== 'function') throw new TypeError('not a function');\n /** @type {!number} */\n this._state = 0;\n /** @type {!boolean} */\n this._handled = false;\n /** @type {Promise|undefined} */\n this._value = undefined;\n /** @type {!Array} */\n this._deferreds = [];\n\n doResolve(fn, this);\n}\n\nfunction handle(self, deferred) {\n while (self._state === 3) {\n self = self._value;\n }\n if (self._state === 0) {\n self._deferreds.push(deferred);\n return;\n }\n self._handled = true;\n Promise._immediateFn(function() {\n var cb = self._state === 1 ? deferred.onFulfilled : deferred.onRejected;\n if (cb === null) {\n (self._state === 1 ? resolve : reject)(deferred.promise, self._value);\n return;\n }\n var ret;\n try {\n ret = cb(self._value);\n } catch (e) {\n reject(deferred.promise, e);\n return;\n }\n resolve(deferred.promise, ret);\n });\n}\n\nfunction resolve(self, newValue) {\n try {\n // Promise Resolution Procedure: https://github.com/promises-aplus/promises-spec#the-promise-resolution-procedure\n if (newValue === self)\n throw new TypeError('A promise cannot be resolved with itself.');\n if (\n newValue &&\n (typeof newValue === 'object' || typeof newValue === 'function')\n ) {\n var then = newValue.then;\n if (newValue instanceof Promise) {\n self._state = 3;\n self._value = newValue;\n finale(self);\n return;\n } else if (typeof then === 'function') {\n doResolve(bind(then, newValue), self);\n return;\n }\n }\n self._state = 1;\n self._value = newValue;\n finale(self);\n } catch (e) {\n reject(self, e);\n }\n}\n\nfunction reject(self, newValue) {\n self._state = 2;\n self._value = newValue;\n finale(self);\n}\n\nfunction finale(self) {\n if (self._state === 2 && self._deferreds.length === 0) {\n Promise._immediateFn(function() {\n if (!self._handled) {\n Promise._unhandledRejectionFn(self._value);\n }\n });\n }\n\n for (var i = 0, len = self._deferreds.length; i < len; i++) {\n handle(self, self._deferreds[i]);\n }\n self._deferreds = null;\n}\n\n/**\n * @constructor\n */\nfunction Handler(onFulfilled, onRejected, promise) {\n this.onFulfilled = typeof onFulfilled === 'function' ? onFulfilled : null;\n this.onRejected = typeof onRejected === 'function' ? onRejected : null;\n this.promise = promise;\n}\n\n/**\n * Take a potentially misbehaving resolver function and make sure\n * onFulfilled and onRejected are only called once.\n *\n * Makes no guarantees about asynchrony.\n */\nfunction doResolve(fn, self) {\n var done = false;\n try {\n fn(\n function(value) {\n if (done) return;\n done = true;\n resolve(self, value);\n },\n function(reason) {\n if (done) return;\n done = true;\n reject(self, reason);\n }\n );\n } catch (ex) {\n if (done) return;\n done = true;\n reject(self, ex);\n }\n}\n\nPromise.prototype['catch'] = function(onRejected) {\n return this.then(null, onRejected);\n};\n\nPromise.prototype.then = function(onFulfilled, onRejected) {\n // @ts-ignore\n var prom = new this.constructor(noop);\n\n handle(this, new Handler(onFulfilled, onRejected, prom));\n return prom;\n};\n\nPromise.prototype['finally'] = promiseFinally;\n\nPromise.all = function(arr) {\n return new Promise(function(resolve, reject) {\n if (!isArray(arr)) {\n return reject(new TypeError('Promise.all accepts an array'));\n }\n\n var args = Array.prototype.slice.call(arr);\n if (args.length === 0) return resolve([]);\n var remaining = args.length;\n\n function res(i, val) {\n try {\n if (val && (typeof val === 'object' || typeof val === 'function')) {\n var then = val.then;\n if (typeof then === 'function') {\n then.call(\n val,\n function(val) {\n res(i, val);\n },\n reject\n );\n return;\n }\n }\n args[i] = val;\n if (--remaining === 0) {\n resolve(args);\n }\n } catch (ex) {\n reject(ex);\n }\n }\n\n for (var i = 0; i < args.length; i++) {\n res(i, args[i]);\n }\n });\n};\n\nPromise.allSettled = allSettled;\n\nPromise.resolve = function(value) {\n if (value && typeof value === 'object' && value.constructor === Promise) {\n return value;\n }\n\n return new Promise(function(resolve) {\n resolve(value);\n });\n};\n\nPromise.reject = function(value) {\n return new Promise(function(resolve, reject) {\n reject(value);\n });\n};\n\nPromise.race = function(arr) {\n return new Promise(function(resolve, reject) {\n if (!isArray(arr)) {\n return reject(new TypeError('Promise.race accepts an array'));\n }\n\n for (var i = 0, len = arr.length; i < len; i++) {\n Promise.resolve(arr[i]).then(resolve, reject);\n }\n });\n};\n\n// Use polyfill for setImmediate for performance gains\nPromise._immediateFn =\n // @ts-ignore\n (typeof setImmediate === 'function' &&\n function(fn) {\n // @ts-ignore\n setImmediate(fn);\n }) ||\n function(fn) {\n setTimeoutFunc(fn, 0);\n };\n\nPromise._unhandledRejectionFn = function _unhandledRejectionFn(err) {\n if (typeof console !== 'undefined' && console) {\n console.warn('Possible Unhandled Promise Rejection:', err); // eslint-disable-line no-console\n }\n};\n\nexport default Promise;\n","/*\nobject-assign\n(c) Sindre Sorhus\n@license MIT\n*/\n\n'use strict';\n/* eslint-disable no-unused-vars */\nvar getOwnPropertySymbols = Object.getOwnPropertySymbols;\nvar hasOwnProperty = Object.prototype.hasOwnProperty;\nvar propIsEnumerable = Object.prototype.propertyIsEnumerable;\n\nfunction toObject(val) {\n\tif (val === null || val === undefined) {\n\t\tthrow new TypeError('Object.assign cannot be called with null or undefined');\n\t}\n\n\treturn Object(val);\n}\n\nfunction shouldUseNative() {\n\ttry {\n\t\tif (!Object.assign) {\n\t\t\treturn false;\n\t\t}\n\n\t\t// Detect buggy property enumeration order in older V8 versions.\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=4118\n\t\tvar test1 = new String('abc'); // eslint-disable-line no-new-wrappers\n\t\ttest1[5] = 'de';\n\t\tif (Object.getOwnPropertyNames(test1)[0] === '5') {\n\t\t\treturn false;\n\t\t}\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=3056\n\t\tvar test2 = {};\n\t\tfor (var i = 0; i < 10; i++) {\n\t\t\ttest2['_' + String.fromCharCode(i)] = i;\n\t\t}\n\t\tvar order2 = Object.getOwnPropertyNames(test2).map(function (n) {\n\t\t\treturn test2[n];\n\t\t});\n\t\tif (order2.join('') !== '0123456789') {\n\t\t\treturn false;\n\t\t}\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=3056\n\t\tvar test3 = {};\n\t\t'abcdefghijklmnopqrst'.split('').forEach(function (letter) {\n\t\t\ttest3[letter] = letter;\n\t\t});\n\t\tif (Object.keys(Object.assign({}, test3)).join('') !==\n\t\t\t\t'abcdefghijklmnopqrst') {\n\t\t\treturn false;\n\t\t}\n\n\t\treturn true;\n\t} catch (err) {\n\t\t// We don't expect any of the above to throw, but better to be safe.\n\t\treturn false;\n\t}\n}\n\nmodule.exports = shouldUseNative() ? Object.assign : function (target, source) {\n\tvar from;\n\tvar to = toObject(target);\n\tvar symbols;\n\n\tfor (var s = 1; s < arguments.length; s++) {\n\t\tfrom = Object(arguments[s]);\n\n\t\tfor (var key in from) {\n\t\t\tif (hasOwnProperty.call(from, key)) {\n\t\t\t\tto[key] = from[key];\n\t\t\t}\n\t\t}\n\n\t\tif (getOwnPropertySymbols) {\n\t\t\tsymbols = getOwnPropertySymbols(from);\n\t\t\tfor (var i = 0; i < symbols.length; i++) {\n\t\t\t\tif (propIsEnumerable.call(from, symbols[i])) {\n\t\t\t\t\tto[symbols[i]] = from[symbols[i]];\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\treturn to;\n};\n","/*!\n * @pixi/polyfill - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/polyfill is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport Polyfill from 'promise-polyfill';\nimport objectAssign from 'object-assign';\n\nif (typeof globalThis === 'undefined') {\n if (typeof self !== 'undefined') {\n // covers browsers\n // @ts-expect-error not-writable ts(2540) error only on node\n self.globalThis = self;\n }\n else if (typeof global !== 'undefined') {\n // covers versions of Node < 12\n // @ts-expect-error not-writable ts(2540) error only on node\n global.globalThis = global;\n }\n}\n\n// Support for IE 9 - 11 which does not include Promises\nif (!globalThis.Promise) {\n globalThis.Promise = Polyfill;\n}\n\n// References:\nif (!Object.assign) {\n Object.assign = objectAssign;\n}\n\n// References:\n// http://paulirish.com/2011/requestanimationframe-for-smart-animating/\n// https://gist.github.com/1579671\n// http://updates.html5rocks.com/2012/05/requestAnimationFrame-API-now-with-sub-millisecond-precision\n// https://gist.github.com/timhall/4078614\n// https://github.com/Financial-Times/polyfill-service/tree/master/polyfills/requestAnimationFrame\n// Expected to be used with Browserfiy\n// Browserify automatically detects the use of `global` and passes the\n// correct reference of `global`, `globalThis`, and finally `window`\nvar ONE_FRAME_TIME = 16;\n// Date.now\nif (!(Date.now && Date.prototype.getTime)) {\n Date.now = function now() {\n return new Date().getTime();\n };\n}\n// performance.now\nif (!(globalThis.performance && globalThis.performance.now)) {\n var startTime_1 = Date.now();\n if (!globalThis.performance) {\n globalThis.performance = {};\n }\n globalThis.performance.now = function () { return Date.now() - startTime_1; };\n}\n// requestAnimationFrame\nvar lastTime = Date.now();\nvar vendors = ['ms', 'moz', 'webkit', 'o'];\nfor (var x = 0; x < vendors.length && !globalThis.requestAnimationFrame; ++x) {\n var p = vendors[x];\n globalThis.requestAnimationFrame = globalThis[p + \"RequestAnimationFrame\"];\n globalThis.cancelAnimationFrame = globalThis[p + \"CancelAnimationFrame\"]\n || globalThis[p + \"CancelRequestAnimationFrame\"];\n}\nif (!globalThis.requestAnimationFrame) {\n globalThis.requestAnimationFrame = function (callback) {\n if (typeof callback !== 'function') {\n throw new TypeError(callback + \"is not a function\");\n }\n var currentTime = Date.now();\n var delay = ONE_FRAME_TIME + lastTime - currentTime;\n if (delay < 0) {\n delay = 0;\n }\n lastTime = currentTime;\n return globalThis.self.setTimeout(function () {\n lastTime = Date.now();\n callback(performance.now());\n }, delay);\n };\n}\nif (!globalThis.cancelAnimationFrame) {\n globalThis.cancelAnimationFrame = function (id) { return clearTimeout(id); };\n}\n\n// References:\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign\nif (!Math.sign) {\n Math.sign = function mathSign(x) {\n x = Number(x);\n if (x === 0 || isNaN(x)) {\n return x;\n }\n return x > 0 ? 1 : -1;\n };\n}\n\n// References:\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger\nif (!Number.isInteger) {\n Number.isInteger = function numberIsInteger(value) {\n return typeof value === 'number' && isFinite(value) && Math.floor(value) === value;\n };\n}\n\nif (!globalThis.ArrayBuffer) {\n globalThis.ArrayBuffer = Array;\n}\nif (!globalThis.Float32Array) {\n globalThis.Float32Array = Array;\n}\nif (!globalThis.Uint32Array) {\n globalThis.Uint32Array = Array;\n}\nif (!globalThis.Uint16Array) {\n globalThis.Uint16Array = Array;\n}\nif (!globalThis.Uint8Array) {\n globalThis.Uint8Array = Array;\n}\nif (!globalThis.Int32Array) {\n globalThis.Int32Array = Array;\n}\n//# sourceMappingURL=polyfill.mjs.map\n","/*!\n * @pixi/settings - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/settings is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\nvar BrowserAdapter = {\n /**\n * Creates a canvas element of the given size.\n * This canvas is created using the browser's native canvas element.\n * @param width - width of the canvas\n * @param height - height of the canvas\n */\n createCanvas: function (width, height) {\n var canvas = document.createElement('canvas');\n canvas.width = width;\n canvas.height = height;\n return canvas;\n },\n getWebGLRenderingContext: function () { return WebGLRenderingContext; },\n getNavigator: function () { return navigator; },\n getBaseUrl: function () { var _a; return (_a = document.baseURI) !== null && _a !== void 0 ? _a : window.location.href; },\n fetch: function (url, options) { return fetch(url, options); },\n};\n\nvar appleIphone = /iPhone/i;\nvar appleIpod = /iPod/i;\nvar appleTablet = /iPad/i;\nvar appleUniversal = /\\biOS-universal(?:.+)Mac\\b/i;\nvar androidPhone = /\\bAndroid(?:.+)Mobile\\b/i;\nvar androidTablet = /Android/i;\nvar amazonPhone = /(?:SD4930UR|\\bSilk(?:.+)Mobile\\b)/i;\nvar amazonTablet = /Silk/i;\nvar windowsPhone = /Windows Phone/i;\nvar windowsTablet = /\\bWindows(?:.+)ARM\\b/i;\nvar otherBlackBerry = /BlackBerry/i;\nvar otherBlackBerry10 = /BB10/i;\nvar otherOpera = /Opera Mini/i;\nvar otherChrome = /\\b(CriOS|Chrome)(?:.+)Mobile/i;\nvar otherFirefox = /Mobile(?:.+)Firefox\\b/i;\nvar isAppleTabletOnIos13 = function (navigator) {\n return (typeof navigator !== 'undefined' &&\n navigator.platform === 'MacIntel' &&\n typeof navigator.maxTouchPoints === 'number' &&\n navigator.maxTouchPoints > 1 &&\n typeof MSStream === 'undefined');\n};\nfunction createMatch(userAgent) {\n return function (regex) { return regex.test(userAgent); };\n}\nfunction isMobile$1(param) {\n var nav = {\n userAgent: '',\n platform: '',\n maxTouchPoints: 0\n };\n if (!param && typeof navigator !== 'undefined') {\n nav = {\n userAgent: navigator.userAgent,\n platform: navigator.platform,\n maxTouchPoints: navigator.maxTouchPoints || 0\n };\n }\n else if (typeof param === 'string') {\n nav.userAgent = param;\n }\n else if (param && param.userAgent) {\n nav = {\n userAgent: param.userAgent,\n platform: param.platform,\n maxTouchPoints: param.maxTouchPoints || 0\n };\n }\n var userAgent = nav.userAgent;\n var tmp = userAgent.split('[FBAN');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n tmp = userAgent.split('Twitter');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n var match = createMatch(userAgent);\n var result = {\n apple: {\n phone: match(appleIphone) && !match(windowsPhone),\n ipod: match(appleIpod),\n tablet: !match(appleIphone) &&\n (match(appleTablet) || isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone),\n universal: match(appleUniversal),\n device: (match(appleIphone) ||\n match(appleIpod) ||\n match(appleTablet) ||\n match(appleUniversal) ||\n isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone)\n },\n amazon: {\n phone: match(amazonPhone),\n tablet: !match(amazonPhone) && match(amazonTablet),\n device: match(amazonPhone) || match(amazonTablet)\n },\n android: {\n phone: (!match(windowsPhone) && match(amazonPhone)) ||\n (!match(windowsPhone) && match(androidPhone)),\n tablet: !match(windowsPhone) &&\n !match(amazonPhone) &&\n !match(androidPhone) &&\n (match(amazonTablet) || match(androidTablet)),\n device: (!match(windowsPhone) &&\n (match(amazonPhone) ||\n match(amazonTablet) ||\n match(androidPhone) ||\n match(androidTablet))) ||\n match(/\\bokhttp\\b/i)\n },\n windows: {\n phone: match(windowsPhone),\n tablet: match(windowsTablet),\n device: match(windowsPhone) || match(windowsTablet)\n },\n other: {\n blackberry: match(otherBlackBerry),\n blackberry10: match(otherBlackBerry10),\n opera: match(otherOpera),\n firefox: match(otherFirefox),\n chrome: match(otherChrome),\n device: match(otherBlackBerry) ||\n match(otherBlackBerry10) ||\n match(otherOpera) ||\n match(otherFirefox) ||\n match(otherChrome)\n },\n any: false,\n phone: false,\n tablet: false\n };\n result.any =\n result.apple.device ||\n result.android.device ||\n result.windows.device ||\n result.other.device;\n result.phone =\n result.apple.phone || result.android.phone || result.windows.phone;\n result.tablet =\n result.apple.tablet || result.android.tablet || result.windows.tablet;\n return result;\n}\n\nvar isMobile = isMobile$1(globalThis.navigator);\n\n/**\n * Uploading the same buffer multiple times in a single frame can cause performance issues.\n * Apparent on iOS so only check for that at the moment\n * This check may become more complex if this issue pops up elsewhere.\n * @private\n * @returns {boolean} `true` if the same buffer may be uploaded more than once.\n */\nfunction canUploadSameBuffer() {\n return !isMobile.apple.device;\n}\n\n/**\n * The maximum recommended texture units to use.\n * In theory the bigger the better, and for desktop we'll use as many as we can.\n * But some mobile devices slow down if there is to many branches in the shader.\n * So in practice there seems to be a sweet spot size that varies depending on the device.\n *\n * In v4, all mobile devices were limited to 4 texture units because for this.\n * In v5, we allow all texture units to be used on modern Apple or Android devices.\n * @private\n * @param {number} max\n * @returns {number} The maximum recommended texture units to use.\n */\nfunction maxRecommendedTextures(max) {\n var allowMax = true;\n if (isMobile.tablet || isMobile.phone) {\n if (isMobile.apple.device) {\n var match = (navigator.userAgent).match(/OS (\\d+)_(\\d+)?/);\n if (match) {\n var majorVersion = parseInt(match[1], 10);\n // Limit texture units on devices below iOS 11, which will be older hardware\n if (majorVersion < 11) {\n allowMax = false;\n }\n }\n }\n if (isMobile.android.device) {\n var match = (navigator.userAgent).match(/Android\\s([0-9.]*)/);\n if (match) {\n var majorVersion = parseInt(match[1], 10);\n // Limit texture units on devices below Android 7 (Nougat), which will be older hardware\n if (majorVersion < 7) {\n allowMax = false;\n }\n }\n }\n }\n return allowMax ? max : 4;\n}\n\n/**\n * User's customizable globals for overriding the default PIXI settings, such\n * as a renderer's default resolution, framerate, float precision, etc.\n * @example\n * // Use the native window resolution as the default resolution\n * // will support high-density displays when rendering\n * PIXI.settings.RESOLUTION = window.devicePixelRatio;\n *\n * // Disable interpolation when scaling, will make texture be pixelated\n * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST;\n * @namespace PIXI.settings\n */\nvar settings = {\n /**\n * This adapter is used to call methods that are platform dependent.\n * For example `document.createElement` only runs on the web but fails in node environments.\n * This allows us to support more platforms by abstracting away specific implementations per platform.\n *\n * By default the adapter is set to work in the browser. However you can create your own\n * by implementing the `IAdapter` interface. See `IAdapter` for more information.\n * @name ADAPTER\n * @memberof PIXI.settings\n * @type {PIXI.IAdapter}\n * @default PIXI.BrowserAdapter\n */\n ADAPTER: BrowserAdapter,\n /**\n * If set to true WebGL will attempt make textures mimpaped by default.\n * Mipmapping will only succeed if the base texture uploaded has power of two dimensions.\n * @static\n * @name MIPMAP_TEXTURES\n * @memberof PIXI.settings\n * @type {PIXI.MIPMAP_MODES}\n * @default PIXI.MIPMAP_MODES.POW2\n */\n MIPMAP_TEXTURES: MIPMAP_MODES.POW2,\n /**\n * Default anisotropic filtering level of textures.\n * Usually from 0 to 16\n * @static\n * @name ANISOTROPIC_LEVEL\n * @memberof PIXI.settings\n * @type {number}\n * @default 0\n */\n ANISOTROPIC_LEVEL: 0,\n /**\n * Default resolution / device pixel ratio of the renderer.\n * @static\n * @name RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n RESOLUTION: 1,\n /**\n * Default filter resolution.\n * @static\n * @name FILTER_RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n FILTER_RESOLUTION: 1,\n /**\n * Default filter samples.\n * @static\n * @name FILTER_MULTISAMPLE\n * @memberof PIXI.settings\n * @type {PIXI.MSAA_QUALITY}\n * @default PIXI.MSAA_QUALITY.NONE\n */\n FILTER_MULTISAMPLE: MSAA_QUALITY.NONE,\n /**\n * The maximum textures that this device supports.\n * @static\n * @name SPRITE_MAX_TEXTURES\n * @memberof PIXI.settings\n * @type {number}\n * @default 32\n */\n SPRITE_MAX_TEXTURES: maxRecommendedTextures(32),\n // TODO: maybe change to SPRITE.BATCH_SIZE: 2000\n // TODO: maybe add PARTICLE.BATCH_SIZE: 15000\n /**\n * The default sprite batch size.\n *\n * The default aims to balance desktop and mobile devices.\n * @static\n * @name SPRITE_BATCH_SIZE\n * @memberof PIXI.settings\n * @type {number}\n * @default 4096\n */\n SPRITE_BATCH_SIZE: 4096,\n /**\n * The default render options if none are supplied to {@link PIXI.Renderer}\n * or {@link PIXI.CanvasRenderer}.\n * @static\n * @name RENDER_OPTIONS\n * @memberof PIXI.settings\n * @type {object}\n * @property {HTMLCanvasElement} [view=null] -\n * @property {boolean} [antialias=false] -\n * @property {boolean} [autoDensity=false] -\n * @property {boolean} [useContextAlpha=true] -\n * @property {number} [backgroundColor=0x000000] -\n * @property {number} [backgroundAlpha=1] -\n * @property {boolean} [clearBeforeRender=true] -\n * @property {boolean} [preserveDrawingBuffer=false] -\n * @property {number} [width=800] -\n * @property {number} [height=600] -\n * @property {boolean} [legacy=false] -\n */\n RENDER_OPTIONS: {\n view: null,\n antialias: false,\n autoDensity: false,\n backgroundColor: 0x000000,\n backgroundAlpha: 1,\n useContextAlpha: true,\n clearBeforeRender: true,\n preserveDrawingBuffer: false,\n width: 800,\n height: 600,\n legacy: false,\n },\n /**\n * Default Garbage Collection mode.\n * @static\n * @name GC_MODE\n * @memberof PIXI.settings\n * @type {PIXI.GC_MODES}\n * @default PIXI.GC_MODES.AUTO\n */\n GC_MODE: GC_MODES.AUTO,\n /**\n * Default Garbage Collection max idle.\n * @static\n * @name GC_MAX_IDLE\n * @memberof PIXI.settings\n * @type {number}\n * @default 3600\n */\n GC_MAX_IDLE: 60 * 60,\n /**\n * Default Garbage Collection maximum check count.\n * @static\n * @name GC_MAX_CHECK_COUNT\n * @memberof PIXI.settings\n * @type {number}\n * @default 600\n */\n GC_MAX_CHECK_COUNT: 60 * 10,\n /**\n * Default wrap modes that are supported by pixi.\n * @static\n * @name WRAP_MODE\n * @memberof PIXI.settings\n * @type {PIXI.WRAP_MODES}\n * @default PIXI.WRAP_MODES.CLAMP\n */\n WRAP_MODE: WRAP_MODES.CLAMP,\n /**\n * Default scale mode for textures.\n * @static\n * @name SCALE_MODE\n * @memberof PIXI.settings\n * @type {PIXI.SCALE_MODES}\n * @default PIXI.SCALE_MODES.LINEAR\n */\n SCALE_MODE: SCALE_MODES.LINEAR,\n /**\n * Default specify float precision in vertex shader.\n * @static\n * @name PRECISION_VERTEX\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.HIGH\n */\n PRECISION_VERTEX: PRECISION.HIGH,\n /**\n * Default specify float precision in fragment shader.\n * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742\n * @static\n * @name PRECISION_FRAGMENT\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.MEDIUM\n */\n PRECISION_FRAGMENT: isMobile.apple.device ? PRECISION.HIGH : PRECISION.MEDIUM,\n /**\n * Can we upload the same buffer in a single frame?\n * @static\n * @name CAN_UPLOAD_SAME_BUFFER\n * @memberof PIXI.settings\n * @type {boolean}\n */\n CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(),\n /**\n * Enables bitmap creation before image load. This feature is experimental.\n * @static\n * @name CREATE_IMAGE_BITMAP\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n CREATE_IMAGE_BITMAP: false,\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * @static\n * @constant\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n ROUND_PIXELS: false,\n};\n\nexport { BrowserAdapter, isMobile, settings };\n//# sourceMappingURL=settings.mjs.map\n","'use strict';\n\nvar has = Object.prototype.hasOwnProperty\n , prefix = '~';\n\n/**\n * Constructor to create a storage for our `EE` objects.\n * An `Events` instance is a plain object whose properties are event names.\n *\n * @constructor\n * @private\n */\nfunction Events() {}\n\n//\n// We try to not inherit from `Object.prototype`. In some engines creating an\n// instance in this way is faster than calling `Object.create(null)` directly.\n// If `Object.create(null)` is not supported we prefix the event names with a\n// character to make sure that the built-in object properties are not\n// overridden or used as an attack vector.\n//\nif (Object.create) {\n Events.prototype = Object.create(null);\n\n //\n // This hack is needed because the `__proto__` property is still inherited in\n // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.\n //\n if (!new Events().__proto__) prefix = false;\n}\n\n/**\n * Representation of a single event listener.\n *\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} [once=false] Specify if the listener is a one-time listener.\n * @constructor\n * @private\n */\nfunction EE(fn, context, once) {\n this.fn = fn;\n this.context = context;\n this.once = once || false;\n}\n\n/**\n * Add a listener for a given event.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} once Specify if the listener is a one-time listener.\n * @returns {EventEmitter}\n * @private\n */\nfunction addListener(emitter, event, fn, context, once) {\n if (typeof fn !== 'function') {\n throw new TypeError('The listener must be a function');\n }\n\n var listener = new EE(fn, context || emitter, once)\n , evt = prefix ? prefix + event : event;\n\n if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++;\n else if (!emitter._events[evt].fn) emitter._events[evt].push(listener);\n else emitter._events[evt] = [emitter._events[evt], listener];\n\n return emitter;\n}\n\n/**\n * Clear event by name.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} evt The Event name.\n * @private\n */\nfunction clearEvent(emitter, evt) {\n if (--emitter._eventsCount === 0) emitter._events = new Events();\n else delete emitter._events[evt];\n}\n\n/**\n * Minimal `EventEmitter` interface that is molded against the Node.js\n * `EventEmitter` interface.\n *\n * @constructor\n * @public\n */\nfunction EventEmitter() {\n this._events = new Events();\n this._eventsCount = 0;\n}\n\n/**\n * Return an array listing the events for which the emitter has registered\n * listeners.\n *\n * @returns {Array}\n * @public\n */\nEventEmitter.prototype.eventNames = function eventNames() {\n var names = []\n , events\n , name;\n\n if (this._eventsCount === 0) return names;\n\n for (name in (events = this._events)) {\n if (has.call(events, name)) names.push(prefix ? name.slice(1) : name);\n }\n\n if (Object.getOwnPropertySymbols) {\n return names.concat(Object.getOwnPropertySymbols(events));\n }\n\n return names;\n};\n\n/**\n * Return the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Array} The registered listeners.\n * @public\n */\nEventEmitter.prototype.listeners = function listeners(event) {\n var evt = prefix ? prefix + event : event\n , handlers = this._events[evt];\n\n if (!handlers) return [];\n if (handlers.fn) return [handlers.fn];\n\n for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) {\n ee[i] = handlers[i].fn;\n }\n\n return ee;\n};\n\n/**\n * Return the number of listeners listening to a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Number} The number of listeners.\n * @public\n */\nEventEmitter.prototype.listenerCount = function listenerCount(event) {\n var evt = prefix ? prefix + event : event\n , listeners = this._events[evt];\n\n if (!listeners) return 0;\n if (listeners.fn) return 1;\n return listeners.length;\n};\n\n/**\n * Calls each of the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Boolean} `true` if the event had listeners, else `false`.\n * @public\n */\nEventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return false;\n\n var listeners = this._events[evt]\n , len = arguments.length\n , args\n , i;\n\n if (listeners.fn) {\n if (listeners.once) this.removeListener(event, listeners.fn, undefined, true);\n\n switch (len) {\n case 1: return listeners.fn.call(listeners.context), true;\n case 2: return listeners.fn.call(listeners.context, a1), true;\n case 3: return listeners.fn.call(listeners.context, a1, a2), true;\n case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;\n case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;\n case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;\n }\n\n for (i = 1, args = new Array(len -1); i < len; i++) {\n args[i - 1] = arguments[i];\n }\n\n listeners.fn.apply(listeners.context, args);\n } else {\n var length = listeners.length\n , j;\n\n for (i = 0; i < length; i++) {\n if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true);\n\n switch (len) {\n case 1: listeners[i].fn.call(listeners[i].context); break;\n case 2: listeners[i].fn.call(listeners[i].context, a1); break;\n case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;\n case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;\n default:\n if (!args) for (j = 1, args = new Array(len -1); j < len; j++) {\n args[j - 1] = arguments[j];\n }\n\n listeners[i].fn.apply(listeners[i].context, args);\n }\n }\n }\n\n return true;\n};\n\n/**\n * Add a listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.on = function on(event, fn, context) {\n return addListener(this, event, fn, context, false);\n};\n\n/**\n * Add a one-time listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.once = function once(event, fn, context) {\n return addListener(this, event, fn, context, true);\n};\n\n/**\n * Remove the listeners of a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn Only remove the listeners that match this function.\n * @param {*} context Only remove the listeners that have this context.\n * @param {Boolean} once Only remove one-time listeners.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return this;\n if (!fn) {\n clearEvent(this, evt);\n return this;\n }\n\n var listeners = this._events[evt];\n\n if (listeners.fn) {\n if (\n listeners.fn === fn &&\n (!once || listeners.once) &&\n (!context || listeners.context === context)\n ) {\n clearEvent(this, evt);\n }\n } else {\n for (var i = 0, events = [], length = listeners.length; i < length; i++) {\n if (\n listeners[i].fn !== fn ||\n (once && !listeners[i].once) ||\n (context && listeners[i].context !== context)\n ) {\n events.push(listeners[i]);\n }\n }\n\n //\n // Reset the array, or remove it completely if we have no more listeners.\n //\n if (events.length) this._events[evt] = events.length === 1 ? events[0] : events;\n else clearEvent(this, evt);\n }\n\n return this;\n};\n\n/**\n * Remove all listeners, or those of the specified event.\n *\n * @param {(String|Symbol)} [event] The event name.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {\n var evt;\n\n if (event) {\n evt = prefix ? prefix + event : event;\n if (this._events[evt]) clearEvent(this, evt);\n } else {\n this._events = new Events();\n this._eventsCount = 0;\n }\n\n return this;\n};\n\n//\n// Alias methods names because people roll like that.\n//\nEventEmitter.prototype.off = EventEmitter.prototype.removeListener;\nEventEmitter.prototype.addListener = EventEmitter.prototype.on;\n\n//\n// Expose the prefix.\n//\nEventEmitter.prefixed = prefix;\n\n//\n// Allow `EventEmitter` to be imported as module namespace.\n//\nEventEmitter.EventEmitter = EventEmitter;\n\n//\n// Expose the module.\n//\nif ('undefined' !== typeof module) {\n module.exports = EventEmitter;\n}\n","'use strict';\n\nmodule.exports = earcut;\nmodule.exports.default = earcut;\n\nfunction earcut(data, holeIndices, dim) {\n\n dim = dim || 2;\n\n var hasHoles = holeIndices && holeIndices.length,\n outerLen = hasHoles ? holeIndices[0] * dim : data.length,\n outerNode = linkedList(data, 0, outerLen, dim, true),\n triangles = [];\n\n if (!outerNode || outerNode.next === outerNode.prev) return triangles;\n\n var minX, minY, maxX, maxY, x, y, invSize;\n\n if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);\n\n // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n if (data.length > 80 * dim) {\n minX = maxX = data[0];\n minY = maxY = data[1];\n\n for (var i = dim; i < outerLen; i += dim) {\n x = data[i];\n y = data[i + 1];\n if (x < minX) minX = x;\n if (y < minY) minY = y;\n if (x > maxX) maxX = x;\n if (y > maxY) maxY = y;\n }\n\n // minX, minY and invSize are later used to transform coords into integers for z-order calculation\n invSize = Math.max(maxX - minX, maxY - minY);\n invSize = invSize !== 0 ? 32767 / invSize : 0;\n }\n\n earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);\n\n return triangles;\n}\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList(data, start, end, dim, clockwise) {\n var i, last;\n\n if (clockwise === (signedArea(data, start, end, dim) > 0)) {\n for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);\n } else {\n for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);\n }\n\n if (last && equals(last, last.next)) {\n removeNode(last);\n last = last.next;\n }\n\n return last;\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints(start, end) {\n if (!start) return start;\n if (!end) end = start;\n\n var p = start,\n again;\n do {\n again = false;\n\n if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {\n removeNode(p);\n p = end = p.prev;\n if (p === p.next) break;\n again = true;\n\n } else {\n p = p.next;\n }\n } while (again || p !== end);\n\n return end;\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {\n if (!ear) return;\n\n // interlink polygon nodes in z-order\n if (!pass && invSize) indexCurve(ear, minX, minY, invSize);\n\n var stop = ear,\n prev, next;\n\n // iterate through ears, slicing them one by one\n while (ear.prev !== ear.next) {\n prev = ear.prev;\n next = ear.next;\n\n if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {\n // cut off the triangle\n triangles.push(prev.i / dim | 0);\n triangles.push(ear.i / dim | 0);\n triangles.push(next.i / dim | 0);\n\n removeNode(ear);\n\n // skipping the next vertex leads to less sliver triangles\n ear = next.next;\n stop = next.next;\n\n continue;\n }\n\n ear = next;\n\n // if we looped through the whole remaining polygon and can't find any more ears\n if (ear === stop) {\n // try filtering points and slicing again\n if (!pass) {\n earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);\n\n // if this didn't work, try curing all small self-intersections locally\n } else if (pass === 1) {\n ear = cureLocalIntersections(filterPoints(ear), triangles, dim);\n earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);\n\n // as a last resort, try splitting the remaining polygon into two\n } else if (pass === 2) {\n splitEarcut(ear, triangles, dim, minX, minY, invSize);\n }\n\n break;\n }\n }\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar(ear) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n // now make sure we don't have other points inside the potential ear\n var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n // triangle bbox; min & max are calculated like this for speed\n var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx),\n y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy),\n x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx),\n y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy);\n\n var p = c.next;\n while (p !== a) {\n if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&\n pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.next;\n }\n\n return true;\n}\n\nfunction isEarHashed(ear, minX, minY, invSize) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n // triangle bbox; min & max are calculated like this for speed\n var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx),\n y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy),\n x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx),\n y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy);\n\n // z-order range for the current triangle bbox;\n var minZ = zOrder(x0, y0, minX, minY, invSize),\n maxZ = zOrder(x1, y1, minX, minY, invSize);\n\n var p = ear.prevZ,\n n = ear.nextZ;\n\n // look for points inside the triangle in both directions\n while (p && p.z >= minZ && n && n.z <= maxZ) {\n if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n\n if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;\n n = n.nextZ;\n }\n\n // look for remaining points in decreasing z-order\n while (p && p.z >= minZ) {\n if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n }\n\n // look for remaining points in increasing z-order\n while (n && n.z <= maxZ) {\n if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;\n n = n.nextZ;\n }\n\n return true;\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections(start, triangles, dim) {\n var p = start;\n do {\n var a = p.prev,\n b = p.next.next;\n\n if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {\n\n triangles.push(a.i / dim | 0);\n triangles.push(p.i / dim | 0);\n triangles.push(b.i / dim | 0);\n\n // remove two nodes involved\n removeNode(p);\n removeNode(p.next);\n\n p = start = b;\n }\n p = p.next;\n } while (p !== start);\n\n return filterPoints(p);\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut(start, triangles, dim, minX, minY, invSize) {\n // look for a valid diagonal that divides the polygon into two\n var a = start;\n do {\n var b = a.next.next;\n while (b !== a.prev) {\n if (a.i !== b.i && isValidDiagonal(a, b)) {\n // split the polygon in two by the diagonal\n var c = splitPolygon(a, b);\n\n // filter colinear points around the cuts\n a = filterPoints(a, a.next);\n c = filterPoints(c, c.next);\n\n // run earcut on each half\n earcutLinked(a, triangles, dim, minX, minY, invSize, 0);\n earcutLinked(c, triangles, dim, minX, minY, invSize, 0);\n return;\n }\n b = b.next;\n }\n a = a.next;\n } while (a !== start);\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles(data, holeIndices, outerNode, dim) {\n var queue = [],\n i, len, start, end, list;\n\n for (i = 0, len = holeIndices.length; i < len; i++) {\n start = holeIndices[i] * dim;\n end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n list = linkedList(data, start, end, dim, false);\n if (list === list.next) list.steiner = true;\n queue.push(getLeftmost(list));\n }\n\n queue.sort(compareX);\n\n // process holes from left to right\n for (i = 0; i < queue.length; i++) {\n outerNode = eliminateHole(queue[i], outerNode);\n }\n\n return outerNode;\n}\n\nfunction compareX(a, b) {\n return a.x - b.x;\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole(hole, outerNode) {\n var bridge = findHoleBridge(hole, outerNode);\n if (!bridge) {\n return outerNode;\n }\n\n var bridgeReverse = splitPolygon(bridge, hole);\n\n // filter collinear points around the cuts\n filterPoints(bridgeReverse, bridgeReverse.next);\n return filterPoints(bridge, bridge.next);\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge(hole, outerNode) {\n var p = outerNode,\n hx = hole.x,\n hy = hole.y,\n qx = -Infinity,\n m;\n\n // find a segment intersected by a ray from the hole's leftmost point to the left;\n // segment's endpoint with lesser x will be potential connection point\n do {\n if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {\n var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);\n if (x <= hx && x > qx) {\n qx = x;\n m = p.x < p.next.x ? p : p.next;\n if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint\n }\n }\n p = p.next;\n } while (p !== outerNode);\n\n if (!m) return null;\n\n // look for points inside the triangle of hole point, segment intersection and endpoint;\n // if there are no points found, we have a valid connection;\n // otherwise choose the point of the minimum angle with the ray as connection point\n\n var stop = m,\n mx = m.x,\n my = m.y,\n tanMin = Infinity,\n tan;\n\n p = m;\n\n do {\n if (hx >= p.x && p.x >= mx && hx !== p.x &&\n pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {\n\n tan = Math.abs(hy - p.y) / (hx - p.x); // tangential\n\n if (locallyInside(p, hole) &&\n (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {\n m = p;\n tanMin = tan;\n }\n }\n\n p = p.next;\n } while (p !== stop);\n\n return m;\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector(m, p) {\n return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve(start, minX, minY, invSize) {\n var p = start;\n do {\n if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);\n p.prevZ = p.prev;\n p.nextZ = p.next;\n p = p.next;\n } while (p !== start);\n\n p.prevZ.nextZ = null;\n p.prevZ = null;\n\n sortLinked(p);\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked(list) {\n var i, p, q, e, tail, numMerges, pSize, qSize,\n inSize = 1;\n\n do {\n p = list;\n list = null;\n tail = null;\n numMerges = 0;\n\n while (p) {\n numMerges++;\n q = p;\n pSize = 0;\n for (i = 0; i < inSize; i++) {\n pSize++;\n q = q.nextZ;\n if (!q) break;\n }\n qSize = inSize;\n\n while (pSize > 0 || (qSize > 0 && q)) {\n\n if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {\n e = p;\n p = p.nextZ;\n pSize--;\n } else {\n e = q;\n q = q.nextZ;\n qSize--;\n }\n\n if (tail) tail.nextZ = e;\n else list = e;\n\n e.prevZ = tail;\n tail = e;\n }\n\n p = q;\n }\n\n tail.nextZ = null;\n inSize *= 2;\n\n } while (numMerges > 1);\n\n return list;\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder(x, y, minX, minY, invSize) {\n // coords are transformed into non-negative 15-bit integer range\n x = (x - minX) * invSize | 0;\n y = (y - minY) * invSize | 0;\n\n x = (x | (x << 8)) & 0x00FF00FF;\n x = (x | (x << 4)) & 0x0F0F0F0F;\n x = (x | (x << 2)) & 0x33333333;\n x = (x | (x << 1)) & 0x55555555;\n\n y = (y | (y << 8)) & 0x00FF00FF;\n y = (y | (y << 4)) & 0x0F0F0F0F;\n y = (y | (y << 2)) & 0x33333333;\n y = (y | (y << 1)) & 0x55555555;\n\n return x | (y << 1);\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost(start) {\n var p = start,\n leftmost = start;\n do {\n if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;\n p = p.next;\n } while (p !== start);\n\n return leftmost;\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {\n return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&\n (ax - px) * (by - py) >= (bx - px) * (ay - py) &&\n (bx - px) * (cy - py) >= (cx - px) * (by - py);\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal(a, b) {\n return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges\n (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible\n (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors\n equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case\n}\n\n// signed area of a triangle\nfunction area(p, q, r) {\n return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);\n}\n\n// check if two points are equal\nfunction equals(p1, p2) {\n return p1.x === p2.x && p1.y === p2.y;\n}\n\n// check if two segments intersect\nfunction intersects(p1, q1, p2, q2) {\n var o1 = sign(area(p1, q1, p2));\n var o2 = sign(area(p1, q1, q2));\n var o3 = sign(area(p2, q2, p1));\n var o4 = sign(area(p2, q2, q1));\n\n if (o1 !== o2 && o3 !== o4) return true; // general case\n\n if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n return false;\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment(p, q, r) {\n return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);\n}\n\nfunction sign(num) {\n return num > 0 ? 1 : num < 0 ? -1 : 0;\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon(a, b) {\n var p = a;\n do {\n if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n intersects(p, p.next, a, b)) return true;\n p = p.next;\n } while (p !== a);\n\n return false;\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside(a, b) {\n return area(a.prev, a, a.next) < 0 ?\n area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :\n area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside(a, b) {\n var p = a,\n inside = false,\n px = (a.x + b.x) / 2,\n py = (a.y + b.y) / 2;\n do {\n if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&\n (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))\n inside = !inside;\n p = p.next;\n } while (p !== a);\n\n return inside;\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon(a, b) {\n var a2 = new Node(a.i, a.x, a.y),\n b2 = new Node(b.i, b.x, b.y),\n an = a.next,\n bp = b.prev;\n\n a.next = b;\n b.prev = a;\n\n a2.next = an;\n an.prev = a2;\n\n b2.next = a2;\n a2.prev = b2;\n\n bp.next = b2;\n b2.prev = bp;\n\n return b2;\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode(i, x, y, last) {\n var p = new Node(i, x, y);\n\n if (!last) {\n p.prev = p;\n p.next = p;\n\n } else {\n p.next = last.next;\n p.prev = last;\n last.next.prev = p;\n last.next = p;\n }\n return p;\n}\n\nfunction removeNode(p) {\n p.next.prev = p.prev;\n p.prev.next = p.next;\n\n if (p.prevZ) p.prevZ.nextZ = p.nextZ;\n if (p.nextZ) p.nextZ.prevZ = p.prevZ;\n}\n\nfunction Node(i, x, y) {\n // vertex index in coordinates array\n this.i = i;\n\n // vertex coordinates\n this.x = x;\n this.y = y;\n\n // previous and next vertex nodes in a polygon ring\n this.prev = null;\n this.next = null;\n\n // z-order curve value\n this.z = 0;\n\n // previous and next nodes in z-order\n this.prevZ = null;\n this.nextZ = null;\n\n // indicates whether this is a steiner point\n this.steiner = false;\n}\n\n// return a percentage difference between the polygon area and its triangulation area;\n// used to verify correctness of triangulation\nearcut.deviation = function (data, holeIndices, dim, triangles) {\n var hasHoles = holeIndices && holeIndices.length;\n var outerLen = hasHoles ? holeIndices[0] * dim : data.length;\n\n var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));\n if (hasHoles) {\n for (var i = 0, len = holeIndices.length; i < len; i++) {\n var start = holeIndices[i] * dim;\n var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n polygonArea -= Math.abs(signedArea(data, start, end, dim));\n }\n }\n\n var trianglesArea = 0;\n for (i = 0; i < triangles.length; i += 3) {\n var a = triangles[i] * dim;\n var b = triangles[i + 1] * dim;\n var c = triangles[i + 2] * dim;\n trianglesArea += Math.abs(\n (data[a] - data[c]) * (data[b + 1] - data[a + 1]) -\n (data[a] - data[b]) * (data[c + 1] - data[a + 1]));\n }\n\n return polygonArea === 0 && trianglesArea === 0 ? 0 :\n Math.abs((trianglesArea - polygonArea) / polygonArea);\n};\n\nfunction signedArea(data, start, end, dim) {\n var sum = 0;\n for (var i = start, j = end - dim; i < end; i += dim) {\n sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);\n j = i;\n }\n return sum;\n}\n\n// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts\nearcut.flatten = function (data) {\n var dim = data[0][0].length,\n result = {vertices: [], holes: [], dimensions: dim},\n holeIndex = 0;\n\n for (var i = 0; i < data.length; i++) {\n for (var j = 0; j < data[i].length; j++) {\n for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]);\n }\n if (i > 0) {\n holeIndex += data[i - 1].length;\n result.holes.push(holeIndex);\n }\n }\n return result;\n};\n","/*! https://mths.be/punycode v1.4.1 by @mathias */\n\n\n/** Highest positive signed 32-bit float value */\nvar maxInt = 2147483647; // aka. 0x7FFFFFFF or 2^31-1\n\n/** Bootstring parameters */\nvar base = 36;\nvar tMin = 1;\nvar tMax = 26;\nvar skew = 38;\nvar damp = 700;\nvar initialBias = 72;\nvar initialN = 128; // 0x80\nvar delimiter = '-'; // '\\x2D'\n\n/** Regular expressions */\nvar regexPunycode = /^xn--/;\nvar regexNonASCII = /[^\\x20-\\x7E]/; // unprintable ASCII chars + non-ASCII chars\nvar regexSeparators = /[\\x2E\\u3002\\uFF0E\\uFF61]/g; // RFC 3490 separators\n\n/** Error messages */\nvar errors = {\n 'overflow': 'Overflow: input needs wider integers to process',\n 'not-basic': 'Illegal input >= 0x80 (not a basic code point)',\n 'invalid-input': 'Invalid input'\n};\n\n/** Convenience shortcuts */\nvar baseMinusTMin = base - tMin;\nvar floor = Math.floor;\nvar stringFromCharCode = String.fromCharCode;\n\n/*--------------------------------------------------------------------------*/\n\n/**\n * A generic error utility function.\n * @private\n * @param {String} type The error type.\n * @returns {Error} Throws a `RangeError` with the applicable error message.\n */\nfunction error(type) {\n throw new RangeError(errors[type]);\n}\n\n/**\n * A generic `Array#map` utility function.\n * @private\n * @param {Array} array The array to iterate over.\n * @param {Function} callback The function that gets called for every array\n * item.\n * @returns {Array} A new array of values returned by the callback function.\n */\nfunction map(array, fn) {\n var length = array.length;\n var result = [];\n while (length--) {\n result[length] = fn(array[length]);\n }\n return result;\n}\n\n/**\n * A simple `Array#map`-like wrapper to work with domain name strings or email\n * addresses.\n * @private\n * @param {String} domain The domain name or email address.\n * @param {Function} callback The function that gets called for every\n * character.\n * @returns {Array} A new string of characters returned by the callback\n * function.\n */\nfunction mapDomain(string, fn) {\n var parts = string.split('@');\n var result = '';\n if (parts.length > 1) {\n // In email addresses, only the domain name should be punycoded. Leave\n // the local part (i.e. everything up to `@`) intact.\n result = parts[0] + '@';\n string = parts[1];\n }\n // Avoid `split(regex)` for IE8 compatibility. See #17.\n string = string.replace(regexSeparators, '\\x2E');\n var labels = string.split('.');\n var encoded = map(labels, fn).join('.');\n return result + encoded;\n}\n\n/**\n * Creates an array containing the numeric code points of each Unicode\n * character in the string. While JavaScript uses UCS-2 internally,\n * this function will convert a pair of surrogate halves (each of which\n * UCS-2 exposes as separate characters) into a single code point,\n * matching UTF-16.\n * @see `punycode.ucs2.encode`\n * @see \n * @memberOf punycode.ucs2\n * @name decode\n * @param {String} string The Unicode input string (UCS-2).\n * @returns {Array} The new array of code points.\n */\nfunction ucs2decode(string) {\n var output = [],\n counter = 0,\n length = string.length,\n value,\n extra;\n while (counter < length) {\n value = string.charCodeAt(counter++);\n if (value >= 0xD800 && value <= 0xDBFF && counter < length) {\n // high surrogate, and there is a next character\n extra = string.charCodeAt(counter++);\n if ((extra & 0xFC00) == 0xDC00) { // low surrogate\n output.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000);\n } else {\n // unmatched surrogate; only append this code unit, in case the next\n // code unit is the high surrogate of a surrogate pair\n output.push(value);\n counter--;\n }\n } else {\n output.push(value);\n }\n }\n return output;\n}\n\n/**\n * Creates a string based on an array of numeric code points.\n * @see `punycode.ucs2.decode`\n * @memberOf punycode.ucs2\n * @name encode\n * @param {Array} codePoints The array of numeric code points.\n * @returns {String} The new Unicode string (UCS-2).\n */\nfunction ucs2encode(array) {\n return map(array, function(value) {\n var output = '';\n if (value > 0xFFFF) {\n value -= 0x10000;\n output += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800);\n value = 0xDC00 | value & 0x3FF;\n }\n output += stringFromCharCode(value);\n return output;\n }).join('');\n}\n\n/**\n * Converts a basic code point into a digit/integer.\n * @see `digitToBasic()`\n * @private\n * @param {Number} codePoint The basic numeric code point value.\n * @returns {Number} The numeric value of a basic code point (for use in\n * representing integers) in the range `0` to `base - 1`, or `base` if\n * the code point does not represent a value.\n */\nfunction basicToDigit(codePoint) {\n if (codePoint - 48 < 10) {\n return codePoint - 22;\n }\n if (codePoint - 65 < 26) {\n return codePoint - 65;\n }\n if (codePoint - 97 < 26) {\n return codePoint - 97;\n }\n return base;\n}\n\n/**\n * Converts a digit/integer into a basic code point.\n * @see `basicToDigit()`\n * @private\n * @param {Number} digit The numeric value of a basic code point.\n * @returns {Number} The basic code point whose value (when used for\n * representing integers) is `digit`, which needs to be in the range\n * `0` to `base - 1`. If `flag` is non-zero, the uppercase form is\n * used; else, the lowercase form is used. The behavior is undefined\n * if `flag` is non-zero and `digit` has no uppercase form.\n */\nfunction digitToBasic(digit, flag) {\n // 0..25 map to ASCII a..z or A..Z\n // 26..35 map to ASCII 0..9\n return digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5);\n}\n\n/**\n * Bias adaptation function as per section 3.4 of RFC 3492.\n * https://tools.ietf.org/html/rfc3492#section-3.4\n * @private\n */\nfunction adapt(delta, numPoints, firstTime) {\n var k = 0;\n delta = firstTime ? floor(delta / damp) : delta >> 1;\n delta += floor(delta / numPoints);\n for ( /* no initialization */ ; delta > baseMinusTMin * tMax >> 1; k += base) {\n delta = floor(delta / baseMinusTMin);\n }\n return floor(k + (baseMinusTMin + 1) * delta / (delta + skew));\n}\n\n/**\n * Converts a Punycode string of ASCII-only symbols to a string of Unicode\n * symbols.\n * @memberOf punycode\n * @param {String} input The Punycode string of ASCII-only symbols.\n * @returns {String} The resulting string of Unicode symbols.\n */\nexport function decode(input) {\n // Don't use UCS-2\n var output = [],\n inputLength = input.length,\n out,\n i = 0,\n n = initialN,\n bias = initialBias,\n basic,\n j,\n index,\n oldi,\n w,\n k,\n digit,\n t,\n /** Cached calculation results */\n baseMinusT;\n\n // Handle the basic code points: let `basic` be the number of input code\n // points before the last delimiter, or `0` if there is none, then copy\n // the first basic code points to the output.\n\n basic = input.lastIndexOf(delimiter);\n if (basic < 0) {\n basic = 0;\n }\n\n for (j = 0; j < basic; ++j) {\n // if it's not a basic code point\n if (input.charCodeAt(j) >= 0x80) {\n error('not-basic');\n }\n output.push(input.charCodeAt(j));\n }\n\n // Main decoding loop: start just after the last delimiter if any basic code\n // points were copied; start at the beginning otherwise.\n\n for (index = basic > 0 ? basic + 1 : 0; index < inputLength; /* no final expression */ ) {\n\n // `index` is the index of the next character to be consumed.\n // Decode a generalized variable-length integer into `delta`,\n // which gets added to `i`. The overflow checking is easier\n // if we increase `i` as we go, then subtract off its starting\n // value at the end to obtain `delta`.\n for (oldi = i, w = 1, k = base; /* no condition */ ; k += base) {\n\n if (index >= inputLength) {\n error('invalid-input');\n }\n\n digit = basicToDigit(input.charCodeAt(index++));\n\n if (digit >= base || digit > floor((maxInt - i) / w)) {\n error('overflow');\n }\n\n i += digit * w;\n t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n\n if (digit < t) {\n break;\n }\n\n baseMinusT = base - t;\n if (w > floor(maxInt / baseMinusT)) {\n error('overflow');\n }\n\n w *= baseMinusT;\n\n }\n\n out = output.length + 1;\n bias = adapt(i - oldi, out, oldi == 0);\n\n // `i` was supposed to wrap around from `out` to `0`,\n // incrementing `n` each time, so we'll fix that now:\n if (floor(i / out) > maxInt - n) {\n error('overflow');\n }\n\n n += floor(i / out);\n i %= out;\n\n // Insert `n` at position `i` of the output\n output.splice(i++, 0, n);\n\n }\n\n return ucs2encode(output);\n}\n\n/**\n * Converts a string of Unicode symbols (e.g. a domain name label) to a\n * Punycode string of ASCII-only symbols.\n * @memberOf punycode\n * @param {String} input The string of Unicode symbols.\n * @returns {String} The resulting Punycode string of ASCII-only symbols.\n */\nexport function encode(input) {\n var n,\n delta,\n handledCPCount,\n basicLength,\n bias,\n j,\n m,\n q,\n k,\n t,\n currentValue,\n output = [],\n /** `inputLength` will hold the number of code points in `input`. */\n inputLength,\n /** Cached calculation results */\n handledCPCountPlusOne,\n baseMinusT,\n qMinusT;\n\n // Convert the input in UCS-2 to Unicode\n input = ucs2decode(input);\n\n // Cache the length\n inputLength = input.length;\n\n // Initialize the state\n n = initialN;\n delta = 0;\n bias = initialBias;\n\n // Handle the basic code points\n for (j = 0; j < inputLength; ++j) {\n currentValue = input[j];\n if (currentValue < 0x80) {\n output.push(stringFromCharCode(currentValue));\n }\n }\n\n handledCPCount = basicLength = output.length;\n\n // `handledCPCount` is the number of code points that have been handled;\n // `basicLength` is the number of basic code points.\n\n // Finish the basic string - if it is not empty - with a delimiter\n if (basicLength) {\n output.push(delimiter);\n }\n\n // Main encoding loop:\n while (handledCPCount < inputLength) {\n\n // All non-basic code points < n have been handled already. Find the next\n // larger one:\n for (m = maxInt, j = 0; j < inputLength; ++j) {\n currentValue = input[j];\n if (currentValue >= n && currentValue < m) {\n m = currentValue;\n }\n }\n\n // Increase `delta` enough to advance the decoder's state to ,\n // but guard against overflow\n handledCPCountPlusOne = handledCPCount + 1;\n if (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) {\n error('overflow');\n }\n\n delta += (m - n) * handledCPCountPlusOne;\n n = m;\n\n for (j = 0; j < inputLength; ++j) {\n currentValue = input[j];\n\n if (currentValue < n && ++delta > maxInt) {\n error('overflow');\n }\n\n if (currentValue == n) {\n // Represent delta as a generalized variable-length integer\n for (q = delta, k = base; /* no condition */ ; k += base) {\n t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n if (q < t) {\n break;\n }\n qMinusT = q - t;\n baseMinusT = base - t;\n output.push(\n stringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0))\n );\n q = floor(qMinusT / baseMinusT);\n }\n\n output.push(stringFromCharCode(digitToBasic(q, 0)));\n bias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength);\n delta = 0;\n ++handledCPCount;\n }\n }\n\n ++delta;\n ++n;\n\n }\n return output.join('');\n}\n\n/**\n * Converts a Punycode string representing a domain name or an email address\n * to Unicode. Only the Punycoded parts of the input will be converted, i.e.\n * it doesn't matter if you call it on a string that has already been\n * converted to Unicode.\n * @memberOf punycode\n * @param {String} input The Punycoded domain name or email address to\n * convert to Unicode.\n * @returns {String} The Unicode representation of the given Punycode\n * string.\n */\nexport function toUnicode(input) {\n return mapDomain(input, function(string) {\n return regexPunycode.test(string) ?\n decode(string.slice(4).toLowerCase()) :\n string;\n });\n}\n\n/**\n * Converts a Unicode string representing a domain name or an email address to\n * Punycode. Only the non-ASCII parts of the domain name will be converted,\n * i.e. it doesn't matter if you call it with a domain that's already in\n * ASCII.\n * @memberOf punycode\n * @param {String} input The domain name or email address to convert, as a\n * Unicode string.\n * @returns {String} The Punycode representation of the given domain name or\n * email address.\n */\nexport function toASCII(input) {\n return mapDomain(input, function(string) {\n return regexNonASCII.test(string) ?\n 'xn--' + encode(string) :\n string;\n });\n}\nexport var version = '1.4.1';\n/**\n * An object of methods to convert from JavaScript's internal character\n * representation (UCS-2) to Unicode code points, and back.\n * @see \n * @memberOf punycode\n * @type Object\n */\n\nexport var ucs2 = {\n decode: ucs2decode,\n encode: ucs2encode\n};\nexport default {\n version: version,\n ucs2: ucs2,\n toASCII: toASCII,\n toUnicode: toUnicode,\n encode: encode,\n decode: decode\n}\n","export default (typeof global !== \"undefined\" ? global :\n typeof self !== \"undefined\" ? self :\n typeof window !== \"undefined\" ? window : {});\n","\nvar lookup = []\nvar revLookup = []\nvar Arr = typeof Uint8Array !== 'undefined' ? Uint8Array : Array\nvar inited = false;\nfunction init () {\n inited = true;\n var code = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'\n for (var i = 0, len = code.length; i < len; ++i) {\n lookup[i] = code[i]\n revLookup[code.charCodeAt(i)] = i\n }\n\n revLookup['-'.charCodeAt(0)] = 62\n revLookup['_'.charCodeAt(0)] = 63\n}\n\nexport function toByteArray (b64) {\n if (!inited) {\n init();\n }\n var i, j, l, tmp, placeHolders, arr\n var len = b64.length\n\n if (len % 4 > 0) {\n throw new Error('Invalid string. Length must be a multiple of 4')\n }\n\n // the number of equal signs (place holders)\n // if there are two placeholders, than the two characters before it\n // represent one byte\n // if there is only one, then the three characters before it represent 2 bytes\n // this is just a cheap hack to not do indexOf twice\n placeHolders = b64[len - 2] === '=' ? 2 : b64[len - 1] === '=' ? 1 : 0\n\n // base64 is 4/3 + up to two characters of the original data\n arr = new Arr(len * 3 / 4 - placeHolders)\n\n // if there are placeholders, only get up to the last complete 4 chars\n l = placeHolders > 0 ? len - 4 : len\n\n var L = 0\n\n for (i = 0, j = 0; i < l; i += 4, j += 3) {\n tmp = (revLookup[b64.charCodeAt(i)] << 18) | (revLookup[b64.charCodeAt(i + 1)] << 12) | (revLookup[b64.charCodeAt(i + 2)] << 6) | revLookup[b64.charCodeAt(i + 3)]\n arr[L++] = (tmp >> 16) & 0xFF\n arr[L++] = (tmp >> 8) & 0xFF\n arr[L++] = tmp & 0xFF\n }\n\n if (placeHolders === 2) {\n tmp = (revLookup[b64.charCodeAt(i)] << 2) | (revLookup[b64.charCodeAt(i + 1)] >> 4)\n arr[L++] = tmp & 0xFF\n } else if (placeHolders === 1) {\n tmp = (revLookup[b64.charCodeAt(i)] << 10) | (revLookup[b64.charCodeAt(i + 1)] << 4) | (revLookup[b64.charCodeAt(i + 2)] >> 2)\n arr[L++] = (tmp >> 8) & 0xFF\n arr[L++] = tmp & 0xFF\n }\n\n return arr\n}\n\nfunction tripletToBase64 (num) {\n return lookup[num >> 18 & 0x3F] + lookup[num >> 12 & 0x3F] + lookup[num >> 6 & 0x3F] + lookup[num & 0x3F]\n}\n\nfunction encodeChunk (uint8, start, end) {\n var tmp\n var output = []\n for (var i = start; i < end; i += 3) {\n tmp = (uint8[i] << 16) + (uint8[i + 1] << 8) + (uint8[i + 2])\n output.push(tripletToBase64(tmp))\n }\n return output.join('')\n}\n\nexport function fromByteArray (uint8) {\n if (!inited) {\n init();\n }\n var tmp\n var len = uint8.length\n var extraBytes = len % 3 // if we have 1 byte left, pad 2 bytes\n var output = ''\n var parts = []\n var maxChunkLength = 16383 // must be multiple of 3\n\n // go through the array every three bytes, we'll deal with trailing stuff later\n for (var i = 0, len2 = len - extraBytes; i < len2; i += maxChunkLength) {\n parts.push(encodeChunk(uint8, i, (i + maxChunkLength) > len2 ? len2 : (i + maxChunkLength)))\n }\n\n // pad the end with zeros, but make sure to not forget the extra bytes\n if (extraBytes === 1) {\n tmp = uint8[len - 1]\n output += lookup[tmp >> 2]\n output += lookup[(tmp << 4) & 0x3F]\n output += '=='\n } else if (extraBytes === 2) {\n tmp = (uint8[len - 2] << 8) + (uint8[len - 1])\n output += lookup[tmp >> 10]\n output += lookup[(tmp >> 4) & 0x3F]\n output += lookup[(tmp << 2) & 0x3F]\n output += '='\n }\n\n parts.push(output)\n\n return parts.join('')\n}\n","\nexport function read (buffer, offset, isLE, mLen, nBytes) {\n var e, m\n var eLen = nBytes * 8 - mLen - 1\n var eMax = (1 << eLen) - 1\n var eBias = eMax >> 1\n var nBits = -7\n var i = isLE ? (nBytes - 1) : 0\n var d = isLE ? -1 : 1\n var s = buffer[offset + i]\n\n i += d\n\n e = s & ((1 << (-nBits)) - 1)\n s >>= (-nBits)\n nBits += eLen\n for (; nBits > 0; e = e * 256 + buffer[offset + i], i += d, nBits -= 8) {}\n\n m = e & ((1 << (-nBits)) - 1)\n e >>= (-nBits)\n nBits += mLen\n for (; nBits > 0; m = m * 256 + buffer[offset + i], i += d, nBits -= 8) {}\n\n if (e === 0) {\n e = 1 - eBias\n } else if (e === eMax) {\n return m ? NaN : ((s ? -1 : 1) * Infinity)\n } else {\n m = m + Math.pow(2, mLen)\n e = e - eBias\n }\n return (s ? -1 : 1) * m * Math.pow(2, e - mLen)\n}\n\nexport function write (buffer, value, offset, isLE, mLen, nBytes) {\n var e, m, c\n var eLen = nBytes * 8 - mLen - 1\n var eMax = (1 << eLen) - 1\n var eBias = eMax >> 1\n var rt = (mLen === 23 ? Math.pow(2, -24) - Math.pow(2, -77) : 0)\n var i = isLE ? 0 : (nBytes - 1)\n var d = isLE ? 1 : -1\n var s = value < 0 || (value === 0 && 1 / value < 0) ? 1 : 0\n\n value = Math.abs(value)\n\n if (isNaN(value) || value === Infinity) {\n m = isNaN(value) ? 1 : 0\n e = eMax\n } else {\n e = Math.floor(Math.log(value) / Math.LN2)\n if (value * (c = Math.pow(2, -e)) < 1) {\n e--\n c *= 2\n }\n if (e + eBias >= 1) {\n value += rt / c\n } else {\n value += rt * Math.pow(2, 1 - eBias)\n }\n if (value * c >= 2) {\n e++\n c /= 2\n }\n\n if (e + eBias >= eMax) {\n m = 0\n e = eMax\n } else if (e + eBias >= 1) {\n m = (value * c - 1) * Math.pow(2, mLen)\n e = e + eBias\n } else {\n m = value * Math.pow(2, eBias - 1) * Math.pow(2, mLen)\n e = 0\n }\n }\n\n for (; mLen >= 8; buffer[offset + i] = m & 0xff, i += d, m /= 256, mLen -= 8) {}\n\n e = (e << mLen) | m\n eLen += mLen\n for (; eLen > 0; buffer[offset + i] = e & 0xff, i += d, e /= 256, eLen -= 8) {}\n\n buffer[offset + i - d] |= s * 128\n}\n","var toString = {}.toString;\n\nexport default Array.isArray || function (arr) {\n return toString.call(arr) == '[object Array]';\n};\n","/*!\n * The buffer module from node.js, for the browser.\n *\n * @author Feross Aboukhadijeh \n * @license MIT\n */\n/* eslint-disable no-proto */\n\n\nimport * as base64 from './base64'\nimport * as ieee754 from './ieee754'\nimport isArray from './isArray'\n\nexport var INSPECT_MAX_BYTES = 50\n\n/**\n * If `Buffer.TYPED_ARRAY_SUPPORT`:\n * === true Use Uint8Array implementation (fastest)\n * === false Use Object implementation (most compatible, even IE6)\n *\n * Browsers that support typed arrays are IE 10+, Firefox 4+, Chrome 7+, Safari 5.1+,\n * Opera 11.6+, iOS 4.2+.\n *\n * Due to various browser bugs, sometimes the Object implementation will be used even\n * when the browser supports typed arrays.\n *\n * Note:\n *\n * - Firefox 4-29 lacks support for adding new properties to `Uint8Array` instances,\n * See: https://bugzilla.mozilla.org/show_bug.cgi?id=695438.\n *\n * - Chrome 9-10 is missing the `TypedArray.prototype.subarray` function.\n *\n * - IE10 has a broken `TypedArray.prototype.subarray` function which returns arrays of\n * incorrect length in some situations.\n\n * We detect these buggy browsers and set `Buffer.TYPED_ARRAY_SUPPORT` to `false` so they\n * get the Object implementation, which is slower but behaves correctly.\n */\nBuffer.TYPED_ARRAY_SUPPORT = global.TYPED_ARRAY_SUPPORT !== undefined\n ? global.TYPED_ARRAY_SUPPORT\n : true\n\n/*\n * Export kMaxLength after typed array support is determined.\n */\nvar _kMaxLength = kMaxLength()\nexport {_kMaxLength as kMaxLength};\nfunction typedArraySupport () {\n return true;\n // rollup issues\n // try {\n // var arr = new Uint8Array(1)\n // arr.__proto__ = {\n // __proto__: Uint8Array.prototype,\n // foo: function () { return 42 }\n // }\n // return arr.foo() === 42 && // typed array instances can be augmented\n // typeof arr.subarray === 'function' && // chrome 9-10 lack `subarray`\n // arr.subarray(1, 1).byteLength === 0 // ie10 has broken `subarray`\n // } catch (e) {\n // return false\n // }\n}\n\nfunction kMaxLength () {\n return Buffer.TYPED_ARRAY_SUPPORT\n ? 0x7fffffff\n : 0x3fffffff\n}\n\nfunction createBuffer (that, length) {\n if (kMaxLength() < length) {\n throw new RangeError('Invalid typed array length')\n }\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n // Return an augmented `Uint8Array` instance, for best performance\n that = new Uint8Array(length)\n that.__proto__ = Buffer.prototype\n } else {\n // Fallback: Return an object instance of the Buffer class\n if (that === null) {\n that = new Buffer(length)\n }\n that.length = length\n }\n\n return that\n}\n\n/**\n * The Buffer constructor returns instances of `Uint8Array` that have their\n * prototype changed to `Buffer.prototype`. Furthermore, `Buffer` is a subclass of\n * `Uint8Array`, so the returned instances will have all the node `Buffer` methods\n * and the `Uint8Array` methods. Square bracket notation works as expected -- it\n * returns a single octet.\n *\n * The `Uint8Array` prototype remains unmodified.\n */\n\nexport function Buffer (arg, encodingOrOffset, length) {\n if (!Buffer.TYPED_ARRAY_SUPPORT && !(this instanceof Buffer)) {\n return new Buffer(arg, encodingOrOffset, length)\n }\n\n // Common case.\n if (typeof arg === 'number') {\n if (typeof encodingOrOffset === 'string') {\n throw new Error(\n 'If encoding is specified then the first argument must be a string'\n )\n }\n return allocUnsafe(this, arg)\n }\n return from(this, arg, encodingOrOffset, length)\n}\n\nBuffer.poolSize = 8192 // not used by this implementation\n\n// TODO: Legacy, not needed anymore. Remove in next major version.\nBuffer._augment = function (arr) {\n arr.__proto__ = Buffer.prototype\n return arr\n}\n\nfunction from (that, value, encodingOrOffset, length) {\n if (typeof value === 'number') {\n throw new TypeError('\"value\" argument must not be a number')\n }\n\n if (typeof ArrayBuffer !== 'undefined' && value instanceof ArrayBuffer) {\n return fromArrayBuffer(that, value, encodingOrOffset, length)\n }\n\n if (typeof value === 'string') {\n return fromString(that, value, encodingOrOffset)\n }\n\n return fromObject(that, value)\n}\n\n/**\n * Functionally equivalent to Buffer(arg, encoding) but throws a TypeError\n * if value is a number.\n * Buffer.from(str[, encoding])\n * Buffer.from(array)\n * Buffer.from(buffer)\n * Buffer.from(arrayBuffer[, byteOffset[, length]])\n **/\nBuffer.from = function (value, encodingOrOffset, length) {\n return from(null, value, encodingOrOffset, length)\n}\n\nif (Buffer.TYPED_ARRAY_SUPPORT) {\n Buffer.prototype.__proto__ = Uint8Array.prototype\n Buffer.__proto__ = Uint8Array\n if (typeof Symbol !== 'undefined' && Symbol.species &&\n Buffer[Symbol.species] === Buffer) {\n // Fix subarray() in ES2016. See: https://github.com/feross/buffer/pull/97\n // Object.defineProperty(Buffer, Symbol.species, {\n // value: null,\n // configurable: true\n // })\n }\n}\n\nfunction assertSize (size) {\n if (typeof size !== 'number') {\n throw new TypeError('\"size\" argument must be a number')\n } else if (size < 0) {\n throw new RangeError('\"size\" argument must not be negative')\n }\n}\n\nfunction alloc (that, size, fill, encoding) {\n assertSize(size)\n if (size <= 0) {\n return createBuffer(that, size)\n }\n if (fill !== undefined) {\n // Only pay attention to encoding if it's a string. This\n // prevents accidentally sending in a number that would\n // be interpretted as a start offset.\n return typeof encoding === 'string'\n ? createBuffer(that, size).fill(fill, encoding)\n : createBuffer(that, size).fill(fill)\n }\n return createBuffer(that, size)\n}\n\n/**\n * Creates a new filled Buffer instance.\n * alloc(size[, fill[, encoding]])\n **/\nBuffer.alloc = function (size, fill, encoding) {\n return alloc(null, size, fill, encoding)\n}\n\nfunction allocUnsafe (that, size) {\n assertSize(size)\n that = createBuffer(that, size < 0 ? 0 : checked(size) | 0)\n if (!Buffer.TYPED_ARRAY_SUPPORT) {\n for (var i = 0; i < size; ++i) {\n that[i] = 0\n }\n }\n return that\n}\n\n/**\n * Equivalent to Buffer(num), by default creates a non-zero-filled Buffer instance.\n * */\nBuffer.allocUnsafe = function (size) {\n return allocUnsafe(null, size)\n}\n/**\n * Equivalent to SlowBuffer(num), by default creates a non-zero-filled Buffer instance.\n */\nBuffer.allocUnsafeSlow = function (size) {\n return allocUnsafe(null, size)\n}\n\nfunction fromString (that, string, encoding) {\n if (typeof encoding !== 'string' || encoding === '') {\n encoding = 'utf8'\n }\n\n if (!Buffer.isEncoding(encoding)) {\n throw new TypeError('\"encoding\" must be a valid string encoding')\n }\n\n var length = byteLength(string, encoding) | 0\n that = createBuffer(that, length)\n\n var actual = that.write(string, encoding)\n\n if (actual !== length) {\n // Writing a hex string, for example, that contains invalid characters will\n // cause everything after the first invalid character to be ignored. (e.g.\n // 'abxxcd' will be treated as 'ab')\n that = that.slice(0, actual)\n }\n\n return that\n}\n\nfunction fromArrayLike (that, array) {\n var length = array.length < 0 ? 0 : checked(array.length) | 0\n that = createBuffer(that, length)\n for (var i = 0; i < length; i += 1) {\n that[i] = array[i] & 255\n }\n return that\n}\n\nfunction fromArrayBuffer (that, array, byteOffset, length) {\n array.byteLength // this throws if `array` is not a valid ArrayBuffer\n\n if (byteOffset < 0 || array.byteLength < byteOffset) {\n throw new RangeError('\\'offset\\' is out of bounds')\n }\n\n if (array.byteLength < byteOffset + (length || 0)) {\n throw new RangeError('\\'length\\' is out of bounds')\n }\n\n if (byteOffset === undefined && length === undefined) {\n array = new Uint8Array(array)\n } else if (length === undefined) {\n array = new Uint8Array(array, byteOffset)\n } else {\n array = new Uint8Array(array, byteOffset, length)\n }\n\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n // Return an augmented `Uint8Array` instance, for best performance\n that = array\n that.__proto__ = Buffer.prototype\n } else {\n // Fallback: Return an object instance of the Buffer class\n that = fromArrayLike(that, array)\n }\n return that\n}\n\nfunction fromObject (that, obj) {\n if (internalIsBuffer(obj)) {\n var len = checked(obj.length) | 0\n that = createBuffer(that, len)\n\n if (that.length === 0) {\n return that\n }\n\n obj.copy(that, 0, 0, len)\n return that\n }\n\n if (obj) {\n if ((typeof ArrayBuffer !== 'undefined' &&\n obj.buffer instanceof ArrayBuffer) || 'length' in obj) {\n if (typeof obj.length !== 'number' || isnan(obj.length)) {\n return createBuffer(that, 0)\n }\n return fromArrayLike(that, obj)\n }\n\n if (obj.type === 'Buffer' && isArray(obj.data)) {\n return fromArrayLike(that, obj.data)\n }\n }\n\n throw new TypeError('First argument must be a string, Buffer, ArrayBuffer, Array, or array-like object.')\n}\n\nfunction checked (length) {\n // Note: cannot use `length < kMaxLength()` here because that fails when\n // length is NaN (which is otherwise coerced to zero.)\n if (length >= kMaxLength()) {\n throw new RangeError('Attempt to allocate Buffer larger than maximum ' +\n 'size: 0x' + kMaxLength().toString(16) + ' bytes')\n }\n return length | 0\n}\n\nexport function SlowBuffer (length) {\n if (+length != length) { // eslint-disable-line eqeqeq\n length = 0\n }\n return Buffer.alloc(+length)\n}\nBuffer.isBuffer = isBuffer;\nfunction internalIsBuffer (b) {\n return !!(b != null && b._isBuffer)\n}\n\nBuffer.compare = function compare (a, b) {\n if (!internalIsBuffer(a) || !internalIsBuffer(b)) {\n throw new TypeError('Arguments must be Buffers')\n }\n\n if (a === b) return 0\n\n var x = a.length\n var y = b.length\n\n for (var i = 0, len = Math.min(x, y); i < len; ++i) {\n if (a[i] !== b[i]) {\n x = a[i]\n y = b[i]\n break\n }\n }\n\n if (x < y) return -1\n if (y < x) return 1\n return 0\n}\n\nBuffer.isEncoding = function isEncoding (encoding) {\n switch (String(encoding).toLowerCase()) {\n case 'hex':\n case 'utf8':\n case 'utf-8':\n case 'ascii':\n case 'latin1':\n case 'binary':\n case 'base64':\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return true\n default:\n return false\n }\n}\n\nBuffer.concat = function concat (list, length) {\n if (!isArray(list)) {\n throw new TypeError('\"list\" argument must be an Array of Buffers')\n }\n\n if (list.length === 0) {\n return Buffer.alloc(0)\n }\n\n var i\n if (length === undefined) {\n length = 0\n for (i = 0; i < list.length; ++i) {\n length += list[i].length\n }\n }\n\n var buffer = Buffer.allocUnsafe(length)\n var pos = 0\n for (i = 0; i < list.length; ++i) {\n var buf = list[i]\n if (!internalIsBuffer(buf)) {\n throw new TypeError('\"list\" argument must be an Array of Buffers')\n }\n buf.copy(buffer, pos)\n pos += buf.length\n }\n return buffer\n}\n\nfunction byteLength (string, encoding) {\n if (internalIsBuffer(string)) {\n return string.length\n }\n if (typeof ArrayBuffer !== 'undefined' && typeof ArrayBuffer.isView === 'function' &&\n (ArrayBuffer.isView(string) || string instanceof ArrayBuffer)) {\n return string.byteLength\n }\n if (typeof string !== 'string') {\n string = '' + string\n }\n\n var len = string.length\n if (len === 0) return 0\n\n // Use a for loop to avoid recursion\n var loweredCase = false\n for (;;) {\n switch (encoding) {\n case 'ascii':\n case 'latin1':\n case 'binary':\n return len\n case 'utf8':\n case 'utf-8':\n case undefined:\n return utf8ToBytes(string).length\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return len * 2\n case 'hex':\n return len >>> 1\n case 'base64':\n return base64ToBytes(string).length\n default:\n if (loweredCase) return utf8ToBytes(string).length // assume utf8\n encoding = ('' + encoding).toLowerCase()\n loweredCase = true\n }\n }\n}\nBuffer.byteLength = byteLength\n\nfunction slowToString (encoding, start, end) {\n var loweredCase = false\n\n // No need to verify that \"this.length <= MAX_UINT32\" since it's a read-only\n // property of a typed array.\n\n // This behaves neither like String nor Uint8Array in that we set start/end\n // to their upper/lower bounds if the value passed is out of range.\n // undefined is handled specially as per ECMA-262 6th Edition,\n // Section 13.3.3.7 Runtime Semantics: KeyedBindingInitialization.\n if (start === undefined || start < 0) {\n start = 0\n }\n // Return early if start > this.length. Done here to prevent potential uint32\n // coercion fail below.\n if (start > this.length) {\n return ''\n }\n\n if (end === undefined || end > this.length) {\n end = this.length\n }\n\n if (end <= 0) {\n return ''\n }\n\n // Force coersion to uint32. This will also coerce falsey/NaN values to 0.\n end >>>= 0\n start >>>= 0\n\n if (end <= start) {\n return ''\n }\n\n if (!encoding) encoding = 'utf8'\n\n while (true) {\n switch (encoding) {\n case 'hex':\n return hexSlice(this, start, end)\n\n case 'utf8':\n case 'utf-8':\n return utf8Slice(this, start, end)\n\n case 'ascii':\n return asciiSlice(this, start, end)\n\n case 'latin1':\n case 'binary':\n return latin1Slice(this, start, end)\n\n case 'base64':\n return base64Slice(this, start, end)\n\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return utf16leSlice(this, start, end)\n\n default:\n if (loweredCase) throw new TypeError('Unknown encoding: ' + encoding)\n encoding = (encoding + '').toLowerCase()\n loweredCase = true\n }\n }\n}\n\n// The property is used by `Buffer.isBuffer` and `is-buffer` (in Safari 5-7) to detect\n// Buffer instances.\nBuffer.prototype._isBuffer = true\n\nfunction swap (b, n, m) {\n var i = b[n]\n b[n] = b[m]\n b[m] = i\n}\n\nBuffer.prototype.swap16 = function swap16 () {\n var len = this.length\n if (len % 2 !== 0) {\n throw new RangeError('Buffer size must be a multiple of 16-bits')\n }\n for (var i = 0; i < len; i += 2) {\n swap(this, i, i + 1)\n }\n return this\n}\n\nBuffer.prototype.swap32 = function swap32 () {\n var len = this.length\n if (len % 4 !== 0) {\n throw new RangeError('Buffer size must be a multiple of 32-bits')\n }\n for (var i = 0; i < len; i += 4) {\n swap(this, i, i + 3)\n swap(this, i + 1, i + 2)\n }\n return this\n}\n\nBuffer.prototype.swap64 = function swap64 () {\n var len = this.length\n if (len % 8 !== 0) {\n throw new RangeError('Buffer size must be a multiple of 64-bits')\n }\n for (var i = 0; i < len; i += 8) {\n swap(this, i, i + 7)\n swap(this, i + 1, i + 6)\n swap(this, i + 2, i + 5)\n swap(this, i + 3, i + 4)\n }\n return this\n}\n\nBuffer.prototype.toString = function toString () {\n var length = this.length | 0\n if (length === 0) return ''\n if (arguments.length === 0) return utf8Slice(this, 0, length)\n return slowToString.apply(this, arguments)\n}\n\nBuffer.prototype.equals = function equals (b) {\n if (!internalIsBuffer(b)) throw new TypeError('Argument must be a Buffer')\n if (this === b) return true\n return Buffer.compare(this, b) === 0\n}\n\nBuffer.prototype.inspect = function inspect () {\n var str = ''\n var max = INSPECT_MAX_BYTES\n if (this.length > 0) {\n str = this.toString('hex', 0, max).match(/.{2}/g).join(' ')\n if (this.length > max) str += ' ... '\n }\n return ''\n}\n\nBuffer.prototype.compare = function compare (target, start, end, thisStart, thisEnd) {\n if (!internalIsBuffer(target)) {\n throw new TypeError('Argument must be a Buffer')\n }\n\n if (start === undefined) {\n start = 0\n }\n if (end === undefined) {\n end = target ? target.length : 0\n }\n if (thisStart === undefined) {\n thisStart = 0\n }\n if (thisEnd === undefined) {\n thisEnd = this.length\n }\n\n if (start < 0 || end > target.length || thisStart < 0 || thisEnd > this.length) {\n throw new RangeError('out of range index')\n }\n\n if (thisStart >= thisEnd && start >= end) {\n return 0\n }\n if (thisStart >= thisEnd) {\n return -1\n }\n if (start >= end) {\n return 1\n }\n\n start >>>= 0\n end >>>= 0\n thisStart >>>= 0\n thisEnd >>>= 0\n\n if (this === target) return 0\n\n var x = thisEnd - thisStart\n var y = end - start\n var len = Math.min(x, y)\n\n var thisCopy = this.slice(thisStart, thisEnd)\n var targetCopy = target.slice(start, end)\n\n for (var i = 0; i < len; ++i) {\n if (thisCopy[i] !== targetCopy[i]) {\n x = thisCopy[i]\n y = targetCopy[i]\n break\n }\n }\n\n if (x < y) return -1\n if (y < x) return 1\n return 0\n}\n\n// Finds either the first index of `val` in `buffer` at offset >= `byteOffset`,\n// OR the last index of `val` in `buffer` at offset <= `byteOffset`.\n//\n// Arguments:\n// - buffer - a Buffer to search\n// - val - a string, Buffer, or number\n// - byteOffset - an index into `buffer`; will be clamped to an int32\n// - encoding - an optional encoding, relevant is val is a string\n// - dir - true for indexOf, false for lastIndexOf\nfunction bidirectionalIndexOf (buffer, val, byteOffset, encoding, dir) {\n // Empty buffer means no match\n if (buffer.length === 0) return -1\n\n // Normalize byteOffset\n if (typeof byteOffset === 'string') {\n encoding = byteOffset\n byteOffset = 0\n } else if (byteOffset > 0x7fffffff) {\n byteOffset = 0x7fffffff\n } else if (byteOffset < -0x80000000) {\n byteOffset = -0x80000000\n }\n byteOffset = +byteOffset // Coerce to Number.\n if (isNaN(byteOffset)) {\n // byteOffset: it it's undefined, null, NaN, \"foo\", etc, search whole buffer\n byteOffset = dir ? 0 : (buffer.length - 1)\n }\n\n // Normalize byteOffset: negative offsets start from the end of the buffer\n if (byteOffset < 0) byteOffset = buffer.length + byteOffset\n if (byteOffset >= buffer.length) {\n if (dir) return -1\n else byteOffset = buffer.length - 1\n } else if (byteOffset < 0) {\n if (dir) byteOffset = 0\n else return -1\n }\n\n // Normalize val\n if (typeof val === 'string') {\n val = Buffer.from(val, encoding)\n }\n\n // Finally, search either indexOf (if dir is true) or lastIndexOf\n if (internalIsBuffer(val)) {\n // Special case: looking for empty string/buffer always fails\n if (val.length === 0) {\n return -1\n }\n return arrayIndexOf(buffer, val, byteOffset, encoding, dir)\n } else if (typeof val === 'number') {\n val = val & 0xFF // Search for a byte value [0-255]\n if (Buffer.TYPED_ARRAY_SUPPORT &&\n typeof Uint8Array.prototype.indexOf === 'function') {\n if (dir) {\n return Uint8Array.prototype.indexOf.call(buffer, val, byteOffset)\n } else {\n return Uint8Array.prototype.lastIndexOf.call(buffer, val, byteOffset)\n }\n }\n return arrayIndexOf(buffer, [ val ], byteOffset, encoding, dir)\n }\n\n throw new TypeError('val must be string, number or Buffer')\n}\n\nfunction arrayIndexOf (arr, val, byteOffset, encoding, dir) {\n var indexSize = 1\n var arrLength = arr.length\n var valLength = val.length\n\n if (encoding !== undefined) {\n encoding = String(encoding).toLowerCase()\n if (encoding === 'ucs2' || encoding === 'ucs-2' ||\n encoding === 'utf16le' || encoding === 'utf-16le') {\n if (arr.length < 2 || val.length < 2) {\n return -1\n }\n indexSize = 2\n arrLength /= 2\n valLength /= 2\n byteOffset /= 2\n }\n }\n\n function read (buf, i) {\n if (indexSize === 1) {\n return buf[i]\n } else {\n return buf.readUInt16BE(i * indexSize)\n }\n }\n\n var i\n if (dir) {\n var foundIndex = -1\n for (i = byteOffset; i < arrLength; i++) {\n if (read(arr, i) === read(val, foundIndex === -1 ? 0 : i - foundIndex)) {\n if (foundIndex === -1) foundIndex = i\n if (i - foundIndex + 1 === valLength) return foundIndex * indexSize\n } else {\n if (foundIndex !== -1) i -= i - foundIndex\n foundIndex = -1\n }\n }\n } else {\n if (byteOffset + valLength > arrLength) byteOffset = arrLength - valLength\n for (i = byteOffset; i >= 0; i--) {\n var found = true\n for (var j = 0; j < valLength; j++) {\n if (read(arr, i + j) !== read(val, j)) {\n found = false\n break\n }\n }\n if (found) return i\n }\n }\n\n return -1\n}\n\nBuffer.prototype.includes = function includes (val, byteOffset, encoding) {\n return this.indexOf(val, byteOffset, encoding) !== -1\n}\n\nBuffer.prototype.indexOf = function indexOf (val, byteOffset, encoding) {\n return bidirectionalIndexOf(this, val, byteOffset, encoding, true)\n}\n\nBuffer.prototype.lastIndexOf = function lastIndexOf (val, byteOffset, encoding) {\n return bidirectionalIndexOf(this, val, byteOffset, encoding, false)\n}\n\nfunction hexWrite (buf, string, offset, length) {\n offset = Number(offset) || 0\n var remaining = buf.length - offset\n if (!length) {\n length = remaining\n } else {\n length = Number(length)\n if (length > remaining) {\n length = remaining\n }\n }\n\n // must be an even number of digits\n var strLen = string.length\n if (strLen % 2 !== 0) throw new TypeError('Invalid hex string')\n\n if (length > strLen / 2) {\n length = strLen / 2\n }\n for (var i = 0; i < length; ++i) {\n var parsed = parseInt(string.substr(i * 2, 2), 16)\n if (isNaN(parsed)) return i\n buf[offset + i] = parsed\n }\n return i\n}\n\nfunction utf8Write (buf, string, offset, length) {\n return blitBuffer(utf8ToBytes(string, buf.length - offset), buf, offset, length)\n}\n\nfunction asciiWrite (buf, string, offset, length) {\n return blitBuffer(asciiToBytes(string), buf, offset, length)\n}\n\nfunction latin1Write (buf, string, offset, length) {\n return asciiWrite(buf, string, offset, length)\n}\n\nfunction base64Write (buf, string, offset, length) {\n return blitBuffer(base64ToBytes(string), buf, offset, length)\n}\n\nfunction ucs2Write (buf, string, offset, length) {\n return blitBuffer(utf16leToBytes(string, buf.length - offset), buf, offset, length)\n}\n\nBuffer.prototype.write = function write (string, offset, length, encoding) {\n // Buffer#write(string)\n if (offset === undefined) {\n encoding = 'utf8'\n length = this.length\n offset = 0\n // Buffer#write(string, encoding)\n } else if (length === undefined && typeof offset === 'string') {\n encoding = offset\n length = this.length\n offset = 0\n // Buffer#write(string, offset[, length][, encoding])\n } else if (isFinite(offset)) {\n offset = offset | 0\n if (isFinite(length)) {\n length = length | 0\n if (encoding === undefined) encoding = 'utf8'\n } else {\n encoding = length\n length = undefined\n }\n // legacy write(string, encoding, offset, length) - remove in v0.13\n } else {\n throw new Error(\n 'Buffer.write(string, encoding, offset[, length]) is no longer supported'\n )\n }\n\n var remaining = this.length - offset\n if (length === undefined || length > remaining) length = remaining\n\n if ((string.length > 0 && (length < 0 || offset < 0)) || offset > this.length) {\n throw new RangeError('Attempt to write outside buffer bounds')\n }\n\n if (!encoding) encoding = 'utf8'\n\n var loweredCase = false\n for (;;) {\n switch (encoding) {\n case 'hex':\n return hexWrite(this, string, offset, length)\n\n case 'utf8':\n case 'utf-8':\n return utf8Write(this, string, offset, length)\n\n case 'ascii':\n return asciiWrite(this, string, offset, length)\n\n case 'latin1':\n case 'binary':\n return latin1Write(this, string, offset, length)\n\n case 'base64':\n // Warning: maxLength not taken into account in base64Write\n return base64Write(this, string, offset, length)\n\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return ucs2Write(this, string, offset, length)\n\n default:\n if (loweredCase) throw new TypeError('Unknown encoding: ' + encoding)\n encoding = ('' + encoding).toLowerCase()\n loweredCase = true\n }\n }\n}\n\nBuffer.prototype.toJSON = function toJSON () {\n return {\n type: 'Buffer',\n data: Array.prototype.slice.call(this._arr || this, 0)\n }\n}\n\nfunction base64Slice (buf, start, end) {\n if (start === 0 && end === buf.length) {\n return base64.fromByteArray(buf)\n } else {\n return base64.fromByteArray(buf.slice(start, end))\n }\n}\n\nfunction utf8Slice (buf, start, end) {\n end = Math.min(buf.length, end)\n var res = []\n\n var i = start\n while (i < end) {\n var firstByte = buf[i]\n var codePoint = null\n var bytesPerSequence = (firstByte > 0xEF) ? 4\n : (firstByte > 0xDF) ? 3\n : (firstByte > 0xBF) ? 2\n : 1\n\n if (i + bytesPerSequence <= end) {\n var secondByte, thirdByte, fourthByte, tempCodePoint\n\n switch (bytesPerSequence) {\n case 1:\n if (firstByte < 0x80) {\n codePoint = firstByte\n }\n break\n case 2:\n secondByte = buf[i + 1]\n if ((secondByte & 0xC0) === 0x80) {\n tempCodePoint = (firstByte & 0x1F) << 0x6 | (secondByte & 0x3F)\n if (tempCodePoint > 0x7F) {\n codePoint = tempCodePoint\n }\n }\n break\n case 3:\n secondByte = buf[i + 1]\n thirdByte = buf[i + 2]\n if ((secondByte & 0xC0) === 0x80 && (thirdByte & 0xC0) === 0x80) {\n tempCodePoint = (firstByte & 0xF) << 0xC | (secondByte & 0x3F) << 0x6 | (thirdByte & 0x3F)\n if (tempCodePoint > 0x7FF && (tempCodePoint < 0xD800 || tempCodePoint > 0xDFFF)) {\n codePoint = tempCodePoint\n }\n }\n break\n case 4:\n secondByte = buf[i + 1]\n thirdByte = buf[i + 2]\n fourthByte = buf[i + 3]\n if ((secondByte & 0xC0) === 0x80 && (thirdByte & 0xC0) === 0x80 && (fourthByte & 0xC0) === 0x80) {\n tempCodePoint = (firstByte & 0xF) << 0x12 | (secondByte & 0x3F) << 0xC | (thirdByte & 0x3F) << 0x6 | (fourthByte & 0x3F)\n if (tempCodePoint > 0xFFFF && tempCodePoint < 0x110000) {\n codePoint = tempCodePoint\n }\n }\n }\n }\n\n if (codePoint === null) {\n // we did not generate a valid codePoint so insert a\n // replacement char (U+FFFD) and advance only 1 byte\n codePoint = 0xFFFD\n bytesPerSequence = 1\n } else if (codePoint > 0xFFFF) {\n // encode to utf16 (surrogate pair dance)\n codePoint -= 0x10000\n res.push(codePoint >>> 10 & 0x3FF | 0xD800)\n codePoint = 0xDC00 | codePoint & 0x3FF\n }\n\n res.push(codePoint)\n i += bytesPerSequence\n }\n\n return decodeCodePointsArray(res)\n}\n\n// Based on http://stackoverflow.com/a/22747272/680742, the browser with\n// the lowest limit is Chrome, with 0x10000 args.\n// We go 1 magnitude less, for safety\nvar MAX_ARGUMENTS_LENGTH = 0x1000\n\nfunction decodeCodePointsArray (codePoints) {\n var len = codePoints.length\n if (len <= MAX_ARGUMENTS_LENGTH) {\n return String.fromCharCode.apply(String, codePoints) // avoid extra slice()\n }\n\n // Decode in chunks to avoid \"call stack size exceeded\".\n var res = ''\n var i = 0\n while (i < len) {\n res += String.fromCharCode.apply(\n String,\n codePoints.slice(i, i += MAX_ARGUMENTS_LENGTH)\n )\n }\n return res\n}\n\nfunction asciiSlice (buf, start, end) {\n var ret = ''\n end = Math.min(buf.length, end)\n\n for (var i = start; i < end; ++i) {\n ret += String.fromCharCode(buf[i] & 0x7F)\n }\n return ret\n}\n\nfunction latin1Slice (buf, start, end) {\n var ret = ''\n end = Math.min(buf.length, end)\n\n for (var i = start; i < end; ++i) {\n ret += String.fromCharCode(buf[i])\n }\n return ret\n}\n\nfunction hexSlice (buf, start, end) {\n var len = buf.length\n\n if (!start || start < 0) start = 0\n if (!end || end < 0 || end > len) end = len\n\n var out = ''\n for (var i = start; i < end; ++i) {\n out += toHex(buf[i])\n }\n return out\n}\n\nfunction utf16leSlice (buf, start, end) {\n var bytes = buf.slice(start, end)\n var res = ''\n for (var i = 0; i < bytes.length; i += 2) {\n res += String.fromCharCode(bytes[i] + bytes[i + 1] * 256)\n }\n return res\n}\n\nBuffer.prototype.slice = function slice (start, end) {\n var len = this.length\n start = ~~start\n end = end === undefined ? len : ~~end\n\n if (start < 0) {\n start += len\n if (start < 0) start = 0\n } else if (start > len) {\n start = len\n }\n\n if (end < 0) {\n end += len\n if (end < 0) end = 0\n } else if (end > len) {\n end = len\n }\n\n if (end < start) end = start\n\n var newBuf\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n newBuf = this.subarray(start, end)\n newBuf.__proto__ = Buffer.prototype\n } else {\n var sliceLen = end - start\n newBuf = new Buffer(sliceLen, undefined)\n for (var i = 0; i < sliceLen; ++i) {\n newBuf[i] = this[i + start]\n }\n }\n\n return newBuf\n}\n\n/*\n * Need to make sure that buffer isn't trying to write out of bounds.\n */\nfunction checkOffset (offset, ext, length) {\n if ((offset % 1) !== 0 || offset < 0) throw new RangeError('offset is not uint')\n if (offset + ext > length) throw new RangeError('Trying to access beyond buffer length')\n}\n\nBuffer.prototype.readUIntLE = function readUIntLE (offset, byteLength, noAssert) {\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) checkOffset(offset, byteLength, this.length)\n\n var val = this[offset]\n var mul = 1\n var i = 0\n while (++i < byteLength && (mul *= 0x100)) {\n val += this[offset + i] * mul\n }\n\n return val\n}\n\nBuffer.prototype.readUIntBE = function readUIntBE (offset, byteLength, noAssert) {\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) {\n checkOffset(offset, byteLength, this.length)\n }\n\n var val = this[offset + --byteLength]\n var mul = 1\n while (byteLength > 0 && (mul *= 0x100)) {\n val += this[offset + --byteLength] * mul\n }\n\n return val\n}\n\nBuffer.prototype.readUInt8 = function readUInt8 (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 1, this.length)\n return this[offset]\n}\n\nBuffer.prototype.readUInt16LE = function readUInt16LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length)\n return this[offset] | (this[offset + 1] << 8)\n}\n\nBuffer.prototype.readUInt16BE = function readUInt16BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length)\n return (this[offset] << 8) | this[offset + 1]\n}\n\nBuffer.prototype.readUInt32LE = function readUInt32LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n\n return ((this[offset]) |\n (this[offset + 1] << 8) |\n (this[offset + 2] << 16)) +\n (this[offset + 3] * 0x1000000)\n}\n\nBuffer.prototype.readUInt32BE = function readUInt32BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n\n return (this[offset] * 0x1000000) +\n ((this[offset + 1] << 16) |\n (this[offset + 2] << 8) |\n this[offset + 3])\n}\n\nBuffer.prototype.readIntLE = function readIntLE (offset, byteLength, noAssert) {\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) checkOffset(offset, byteLength, this.length)\n\n var val = this[offset]\n var mul = 1\n var i = 0\n while (++i < byteLength && (mul *= 0x100)) {\n val += this[offset + i] * mul\n }\n mul *= 0x80\n\n if (val >= mul) val -= Math.pow(2, 8 * byteLength)\n\n return val\n}\n\nBuffer.prototype.readIntBE = function readIntBE (offset, byteLength, noAssert) {\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) checkOffset(offset, byteLength, this.length)\n\n var i = byteLength\n var mul = 1\n var val = this[offset + --i]\n while (i > 0 && (mul *= 0x100)) {\n val += this[offset + --i] * mul\n }\n mul *= 0x80\n\n if (val >= mul) val -= Math.pow(2, 8 * byteLength)\n\n return val\n}\n\nBuffer.prototype.readInt8 = function readInt8 (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 1, this.length)\n if (!(this[offset] & 0x80)) return (this[offset])\n return ((0xff - this[offset] + 1) * -1)\n}\n\nBuffer.prototype.readInt16LE = function readInt16LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length)\n var val = this[offset] | (this[offset + 1] << 8)\n return (val & 0x8000) ? val | 0xFFFF0000 : val\n}\n\nBuffer.prototype.readInt16BE = function readInt16BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length)\n var val = this[offset + 1] | (this[offset] << 8)\n return (val & 0x8000) ? val | 0xFFFF0000 : val\n}\n\nBuffer.prototype.readInt32LE = function readInt32LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n\n return (this[offset]) |\n (this[offset + 1] << 8) |\n (this[offset + 2] << 16) |\n (this[offset + 3] << 24)\n}\n\nBuffer.prototype.readInt32BE = function readInt32BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n\n return (this[offset] << 24) |\n (this[offset + 1] << 16) |\n (this[offset + 2] << 8) |\n (this[offset + 3])\n}\n\nBuffer.prototype.readFloatLE = function readFloatLE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n return ieee754.read(this, offset, true, 23, 4)\n}\n\nBuffer.prototype.readFloatBE = function readFloatBE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n return ieee754.read(this, offset, false, 23, 4)\n}\n\nBuffer.prototype.readDoubleLE = function readDoubleLE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 8, this.length)\n return ieee754.read(this, offset, true, 52, 8)\n}\n\nBuffer.prototype.readDoubleBE = function readDoubleBE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 8, this.length)\n return ieee754.read(this, offset, false, 52, 8)\n}\n\nfunction checkInt (buf, value, offset, ext, max, min) {\n if (!internalIsBuffer(buf)) throw new TypeError('\"buffer\" argument must be a Buffer instance')\n if (value > max || value < min) throw new RangeError('\"value\" argument is out of bounds')\n if (offset + ext > buf.length) throw new RangeError('Index out of range')\n}\n\nBuffer.prototype.writeUIntLE = function writeUIntLE (value, offset, byteLength, noAssert) {\n value = +value\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) {\n var maxBytes = Math.pow(2, 8 * byteLength) - 1\n checkInt(this, value, offset, byteLength, maxBytes, 0)\n }\n\n var mul = 1\n var i = 0\n this[offset] = value & 0xFF\n while (++i < byteLength && (mul *= 0x100)) {\n this[offset + i] = (value / mul) & 0xFF\n }\n\n return offset + byteLength\n}\n\nBuffer.prototype.writeUIntBE = function writeUIntBE (value, offset, byteLength, noAssert) {\n value = +value\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) {\n var maxBytes = Math.pow(2, 8 * byteLength) - 1\n checkInt(this, value, offset, byteLength, maxBytes, 0)\n }\n\n var i = byteLength - 1\n var mul = 1\n this[offset + i] = value & 0xFF\n while (--i >= 0 && (mul *= 0x100)) {\n this[offset + i] = (value / mul) & 0xFF\n }\n\n return offset + byteLength\n}\n\nBuffer.prototype.writeUInt8 = function writeUInt8 (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 1, 0xff, 0)\n if (!Buffer.TYPED_ARRAY_SUPPORT) value = Math.floor(value)\n this[offset] = (value & 0xff)\n return offset + 1\n}\n\nfunction objectWriteUInt16 (buf, value, offset, littleEndian) {\n if (value < 0) value = 0xffff + value + 1\n for (var i = 0, j = Math.min(buf.length - offset, 2); i < j; ++i) {\n buf[offset + i] = (value & (0xff << (8 * (littleEndian ? i : 1 - i)))) >>>\n (littleEndian ? i : 1 - i) * 8\n }\n}\n\nBuffer.prototype.writeUInt16LE = function writeUInt16LE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value & 0xff)\n this[offset + 1] = (value >>> 8)\n } else {\n objectWriteUInt16(this, value, offset, true)\n }\n return offset + 2\n}\n\nBuffer.prototype.writeUInt16BE = function writeUInt16BE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 8)\n this[offset + 1] = (value & 0xff)\n } else {\n objectWriteUInt16(this, value, offset, false)\n }\n return offset + 2\n}\n\nfunction objectWriteUInt32 (buf, value, offset, littleEndian) {\n if (value < 0) value = 0xffffffff + value + 1\n for (var i = 0, j = Math.min(buf.length - offset, 4); i < j; ++i) {\n buf[offset + i] = (value >>> (littleEndian ? i : 3 - i) * 8) & 0xff\n }\n}\n\nBuffer.prototype.writeUInt32LE = function writeUInt32LE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset + 3] = (value >>> 24)\n this[offset + 2] = (value >>> 16)\n this[offset + 1] = (value >>> 8)\n this[offset] = (value & 0xff)\n } else {\n objectWriteUInt32(this, value, offset, true)\n }\n return offset + 4\n}\n\nBuffer.prototype.writeUInt32BE = function writeUInt32BE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 24)\n this[offset + 1] = (value >>> 16)\n this[offset + 2] = (value >>> 8)\n this[offset + 3] = (value & 0xff)\n } else {\n objectWriteUInt32(this, value, offset, false)\n }\n return offset + 4\n}\n\nBuffer.prototype.writeIntLE = function writeIntLE (value, offset, byteLength, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) {\n var limit = Math.pow(2, 8 * byteLength - 1)\n\n checkInt(this, value, offset, byteLength, limit - 1, -limit)\n }\n\n var i = 0\n var mul = 1\n var sub = 0\n this[offset] = value & 0xFF\n while (++i < byteLength && (mul *= 0x100)) {\n if (value < 0 && sub === 0 && this[offset + i - 1] !== 0) {\n sub = 1\n }\n this[offset + i] = ((value / mul) >> 0) - sub & 0xFF\n }\n\n return offset + byteLength\n}\n\nBuffer.prototype.writeIntBE = function writeIntBE (value, offset, byteLength, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) {\n var limit = Math.pow(2, 8 * byteLength - 1)\n\n checkInt(this, value, offset, byteLength, limit - 1, -limit)\n }\n\n var i = byteLength - 1\n var mul = 1\n var sub = 0\n this[offset + i] = value & 0xFF\n while (--i >= 0 && (mul *= 0x100)) {\n if (value < 0 && sub === 0 && this[offset + i + 1] !== 0) {\n sub = 1\n }\n this[offset + i] = ((value / mul) >> 0) - sub & 0xFF\n }\n\n return offset + byteLength\n}\n\nBuffer.prototype.writeInt8 = function writeInt8 (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 1, 0x7f, -0x80)\n if (!Buffer.TYPED_ARRAY_SUPPORT) value = Math.floor(value)\n if (value < 0) value = 0xff + value + 1\n this[offset] = (value & 0xff)\n return offset + 1\n}\n\nBuffer.prototype.writeInt16LE = function writeInt16LE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value & 0xff)\n this[offset + 1] = (value >>> 8)\n } else {\n objectWriteUInt16(this, value, offset, true)\n }\n return offset + 2\n}\n\nBuffer.prototype.writeInt16BE = function writeInt16BE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 8)\n this[offset + 1] = (value & 0xff)\n } else {\n objectWriteUInt16(this, value, offset, false)\n }\n return offset + 2\n}\n\nBuffer.prototype.writeInt32LE = function writeInt32LE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value & 0xff)\n this[offset + 1] = (value >>> 8)\n this[offset + 2] = (value >>> 16)\n this[offset + 3] = (value >>> 24)\n } else {\n objectWriteUInt32(this, value, offset, true)\n }\n return offset + 4\n}\n\nBuffer.prototype.writeInt32BE = function writeInt32BE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000)\n if (value < 0) value = 0xffffffff + value + 1\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 24)\n this[offset + 1] = (value >>> 16)\n this[offset + 2] = (value >>> 8)\n this[offset + 3] = (value & 0xff)\n } else {\n objectWriteUInt32(this, value, offset, false)\n }\n return offset + 4\n}\n\nfunction checkIEEE754 (buf, value, offset, ext, max, min) {\n if (offset + ext > buf.length) throw new RangeError('Index out of range')\n if (offset < 0) throw new RangeError('Index out of range')\n}\n\nfunction writeFloat (buf, value, offset, littleEndian, noAssert) {\n if (!noAssert) {\n checkIEEE754(buf, value, offset, 4, 3.4028234663852886e+38, -3.4028234663852886e+38)\n }\n ieee754.write(buf, value, offset, littleEndian, 23, 4)\n return offset + 4\n}\n\nBuffer.prototype.writeFloatLE = function writeFloatLE (value, offset, noAssert) {\n return writeFloat(this, value, offset, true, noAssert)\n}\n\nBuffer.prototype.writeFloatBE = function writeFloatBE (value, offset, noAssert) {\n return writeFloat(this, value, offset, false, noAssert)\n}\n\nfunction writeDouble (buf, value, offset, littleEndian, noAssert) {\n if (!noAssert) {\n checkIEEE754(buf, value, offset, 8, 1.7976931348623157E+308, -1.7976931348623157E+308)\n }\n ieee754.write(buf, value, offset, littleEndian, 52, 8)\n return offset + 8\n}\n\nBuffer.prototype.writeDoubleLE = function writeDoubleLE (value, offset, noAssert) {\n return writeDouble(this, value, offset, true, noAssert)\n}\n\nBuffer.prototype.writeDoubleBE = function writeDoubleBE (value, offset, noAssert) {\n return writeDouble(this, value, offset, false, noAssert)\n}\n\n// copy(targetBuffer, targetStart=0, sourceStart=0, sourceEnd=buffer.length)\nBuffer.prototype.copy = function copy (target, targetStart, start, end) {\n if (!start) start = 0\n if (!end && end !== 0) end = this.length\n if (targetStart >= target.length) targetStart = target.length\n if (!targetStart) targetStart = 0\n if (end > 0 && end < start) end = start\n\n // Copy 0 bytes; we're done\n if (end === start) return 0\n if (target.length === 0 || this.length === 0) return 0\n\n // Fatal error conditions\n if (targetStart < 0) {\n throw new RangeError('targetStart out of bounds')\n }\n if (start < 0 || start >= this.length) throw new RangeError('sourceStart out of bounds')\n if (end < 0) throw new RangeError('sourceEnd out of bounds')\n\n // Are we oob?\n if (end > this.length) end = this.length\n if (target.length - targetStart < end - start) {\n end = target.length - targetStart + start\n }\n\n var len = end - start\n var i\n\n if (this === target && start < targetStart && targetStart < end) {\n // descending copy from end\n for (i = len - 1; i >= 0; --i) {\n target[i + targetStart] = this[i + start]\n }\n } else if (len < 1000 || !Buffer.TYPED_ARRAY_SUPPORT) {\n // ascending copy from start\n for (i = 0; i < len; ++i) {\n target[i + targetStart] = this[i + start]\n }\n } else {\n Uint8Array.prototype.set.call(\n target,\n this.subarray(start, start + len),\n targetStart\n )\n }\n\n return len\n}\n\n// Usage:\n// buffer.fill(number[, offset[, end]])\n// buffer.fill(buffer[, offset[, end]])\n// buffer.fill(string[, offset[, end]][, encoding])\nBuffer.prototype.fill = function fill (val, start, end, encoding) {\n // Handle string cases:\n if (typeof val === 'string') {\n if (typeof start === 'string') {\n encoding = start\n start = 0\n end = this.length\n } else if (typeof end === 'string') {\n encoding = end\n end = this.length\n }\n if (val.length === 1) {\n var code = val.charCodeAt(0)\n if (code < 256) {\n val = code\n }\n }\n if (encoding !== undefined && typeof encoding !== 'string') {\n throw new TypeError('encoding must be a string')\n }\n if (typeof encoding === 'string' && !Buffer.isEncoding(encoding)) {\n throw new TypeError('Unknown encoding: ' + encoding)\n }\n } else if (typeof val === 'number') {\n val = val & 255\n }\n\n // Invalid ranges are not set to a default, so can range check early.\n if (start < 0 || this.length < start || this.length < end) {\n throw new RangeError('Out of range index')\n }\n\n if (end <= start) {\n return this\n }\n\n start = start >>> 0\n end = end === undefined ? this.length : end >>> 0\n\n if (!val) val = 0\n\n var i\n if (typeof val === 'number') {\n for (i = start; i < end; ++i) {\n this[i] = val\n }\n } else {\n var bytes = internalIsBuffer(val)\n ? val\n : utf8ToBytes(new Buffer(val, encoding).toString())\n var len = bytes.length\n for (i = 0; i < end - start; ++i) {\n this[i + start] = bytes[i % len]\n }\n }\n\n return this\n}\n\n// HELPER FUNCTIONS\n// ================\n\nvar INVALID_BASE64_RE = /[^+\\/0-9A-Za-z-_]/g\n\nfunction base64clean (str) {\n // Node strips out invalid characters like \\n and \\t from the string, base64-js does not\n str = stringtrim(str).replace(INVALID_BASE64_RE, '')\n // Node converts strings with length < 2 to ''\n if (str.length < 2) return ''\n // Node allows for non-padded base64 strings (missing trailing ===), base64-js does not\n while (str.length % 4 !== 0) {\n str = str + '='\n }\n return str\n}\n\nfunction stringtrim (str) {\n if (str.trim) return str.trim()\n return str.replace(/^\\s+|\\s+$/g, '')\n}\n\nfunction toHex (n) {\n if (n < 16) return '0' + n.toString(16)\n return n.toString(16)\n}\n\nfunction utf8ToBytes (string, units) {\n units = units || Infinity\n var codePoint\n var length = string.length\n var leadSurrogate = null\n var bytes = []\n\n for (var i = 0; i < length; ++i) {\n codePoint = string.charCodeAt(i)\n\n // is surrogate component\n if (codePoint > 0xD7FF && codePoint < 0xE000) {\n // last char was a lead\n if (!leadSurrogate) {\n // no lead yet\n if (codePoint > 0xDBFF) {\n // unexpected trail\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)\n continue\n } else if (i + 1 === length) {\n // unpaired lead\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)\n continue\n }\n\n // valid lead\n leadSurrogate = codePoint\n\n continue\n }\n\n // 2 leads in a row\n if (codePoint < 0xDC00) {\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)\n leadSurrogate = codePoint\n continue\n }\n\n // valid surrogate pair\n codePoint = (leadSurrogate - 0xD800 << 10 | codePoint - 0xDC00) + 0x10000\n } else if (leadSurrogate) {\n // valid bmp char, but last char was a lead\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)\n }\n\n leadSurrogate = null\n\n // encode utf8\n if (codePoint < 0x80) {\n if ((units -= 1) < 0) break\n bytes.push(codePoint)\n } else if (codePoint < 0x800) {\n if ((units -= 2) < 0) break\n bytes.push(\n codePoint >> 0x6 | 0xC0,\n codePoint & 0x3F | 0x80\n )\n } else if (codePoint < 0x10000) {\n if ((units -= 3) < 0) break\n bytes.push(\n codePoint >> 0xC | 0xE0,\n codePoint >> 0x6 & 0x3F | 0x80,\n codePoint & 0x3F | 0x80\n )\n } else if (codePoint < 0x110000) {\n if ((units -= 4) < 0) break\n bytes.push(\n codePoint >> 0x12 | 0xF0,\n codePoint >> 0xC & 0x3F | 0x80,\n codePoint >> 0x6 & 0x3F | 0x80,\n codePoint & 0x3F | 0x80\n )\n } else {\n throw new Error('Invalid code point')\n }\n }\n\n return bytes\n}\n\nfunction asciiToBytes (str) {\n var byteArray = []\n for (var i = 0; i < str.length; ++i) {\n // Node's code seems to be doing this and not & 0x7F..\n byteArray.push(str.charCodeAt(i) & 0xFF)\n }\n return byteArray\n}\n\nfunction utf16leToBytes (str, units) {\n var c, hi, lo\n var byteArray = []\n for (var i = 0; i < str.length; ++i) {\n if ((units -= 2) < 0) break\n\n c = str.charCodeAt(i)\n hi = c >> 8\n lo = c % 256\n byteArray.push(lo)\n byteArray.push(hi)\n }\n\n return byteArray\n}\n\n\nfunction base64ToBytes (str) {\n return base64.toByteArray(base64clean(str))\n}\n\nfunction blitBuffer (src, dst, offset, length) {\n for (var i = 0; i < length; ++i) {\n if ((i + offset >= dst.length) || (i >= src.length)) break\n dst[i + offset] = src[i]\n }\n return i\n}\n\nfunction isnan (val) {\n return val !== val // eslint-disable-line no-self-compare\n}\n\n\n// the following is from is-buffer, also by Feross Aboukhadijeh and with same lisence\n// The _isBuffer check is for Safari 5-7 support, because it's missing\n// Object.prototype.constructor. Remove this eventually\nexport function isBuffer(obj) {\n return obj != null && (!!obj._isBuffer || isFastBuffer(obj) || isSlowBuffer(obj))\n}\n\nfunction isFastBuffer (obj) {\n return !!obj.constructor && typeof obj.constructor.isBuffer === 'function' && obj.constructor.isBuffer(obj)\n}\n\n// For Node v0.10 support. Remove this eventually.\nfunction isSlowBuffer (obj) {\n return typeof obj.readFloatLE === 'function' && typeof obj.slice === 'function' && isFastBuffer(obj.slice(0, 0))\n}\n","// shim for using process in browser\n// based off https://github.com/defunctzombie/node-process/blob/master/browser.js\n\nfunction defaultSetTimout() {\n throw new Error('setTimeout has not been defined');\n}\nfunction defaultClearTimeout () {\n throw new Error('clearTimeout has not been defined');\n}\nvar cachedSetTimeout = defaultSetTimout;\nvar cachedClearTimeout = defaultClearTimeout;\nif (typeof global.setTimeout === 'function') {\n cachedSetTimeout = setTimeout;\n}\nif (typeof global.clearTimeout === 'function') {\n cachedClearTimeout = clearTimeout;\n}\n\nfunction runTimeout(fun) {\n if (cachedSetTimeout === setTimeout) {\n //normal enviroments in sane situations\n return setTimeout(fun, 0);\n }\n // if setTimeout wasn't available but was latter defined\n if ((cachedSetTimeout === defaultSetTimout || !cachedSetTimeout) && setTimeout) {\n cachedSetTimeout = setTimeout;\n return setTimeout(fun, 0);\n }\n try {\n // when when somebody has screwed with setTimeout but no I.E. maddness\n return cachedSetTimeout(fun, 0);\n } catch(e){\n try {\n // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally\n return cachedSetTimeout.call(null, fun, 0);\n } catch(e){\n // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error\n return cachedSetTimeout.call(this, fun, 0);\n }\n }\n\n\n}\nfunction runClearTimeout(marker) {\n if (cachedClearTimeout === clearTimeout) {\n //normal enviroments in sane situations\n return clearTimeout(marker);\n }\n // if clearTimeout wasn't available but was latter defined\n if ((cachedClearTimeout === defaultClearTimeout || !cachedClearTimeout) && clearTimeout) {\n cachedClearTimeout = clearTimeout;\n return clearTimeout(marker);\n }\n try {\n // when when somebody has screwed with setTimeout but no I.E. maddness\n return cachedClearTimeout(marker);\n } catch (e){\n try {\n // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally\n return cachedClearTimeout.call(null, marker);\n } catch (e){\n // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error.\n // Some versions of I.E. have different rules for clearTimeout vs setTimeout\n return cachedClearTimeout.call(this, marker);\n }\n }\n\n\n\n}\nvar queue = [];\nvar draining = false;\nvar currentQueue;\nvar queueIndex = -1;\n\nfunction cleanUpNextTick() {\n if (!draining || !currentQueue) {\n return;\n }\n draining = false;\n if (currentQueue.length) {\n queue = currentQueue.concat(queue);\n } else {\n queueIndex = -1;\n }\n if (queue.length) {\n drainQueue();\n }\n}\n\nfunction drainQueue() {\n if (draining) {\n return;\n }\n var timeout = runTimeout(cleanUpNextTick);\n draining = true;\n\n var len = queue.length;\n while(len) {\n currentQueue = queue;\n queue = [];\n while (++queueIndex < len) {\n if (currentQueue) {\n currentQueue[queueIndex].run();\n }\n }\n queueIndex = -1;\n len = queue.length;\n }\n currentQueue = null;\n draining = false;\n runClearTimeout(timeout);\n}\nexport function nextTick(fun) {\n var args = new Array(arguments.length - 1);\n if (arguments.length > 1) {\n for (var i = 1; i < arguments.length; i++) {\n args[i - 1] = arguments[i];\n }\n }\n queue.push(new Item(fun, args));\n if (queue.length === 1 && !draining) {\n runTimeout(drainQueue);\n }\n}\n// v8 likes predictible objects\nfunction Item(fun, array) {\n this.fun = fun;\n this.array = array;\n}\nItem.prototype.run = function () {\n this.fun.apply(null, this.array);\n};\nexport var title = 'browser';\nexport var platform = 'browser';\nexport var browser = true;\nexport var env = {};\nexport var argv = [];\nexport var version = ''; // empty string to avoid regexp issues\nexport var versions = {};\nexport var release = {};\nexport var config = {};\n\nfunction noop() {}\n\nexport var on = noop;\nexport var addListener = noop;\nexport var once = noop;\nexport var off = noop;\nexport var removeListener = noop;\nexport var removeAllListeners = noop;\nexport var emit = noop;\n\nexport function binding(name) {\n throw new Error('process.binding is not supported');\n}\n\nexport function cwd () { return '/' }\nexport function chdir (dir) {\n throw new Error('process.chdir is not supported');\n};\nexport function umask() { return 0; }\n\n// from https://github.com/kumavis/browser-process-hrtime/blob/master/index.js\nvar performance = global.performance || {}\nvar performanceNow =\n performance.now ||\n performance.mozNow ||\n performance.msNow ||\n performance.oNow ||\n performance.webkitNow ||\n function(){ return (new Date()).getTime() }\n\n// generate timestamp or delta\n// see http://nodejs.org/api/process.html#process_process_hrtime\nexport function hrtime(previousTimestamp){\n var clocktime = performanceNow.call(performance)*1e-3\n var seconds = Math.floor(clocktime)\n var nanoseconds = Math.floor((clocktime%1)*1e9)\n if (previousTimestamp) {\n seconds = seconds - previousTimestamp[0]\n nanoseconds = nanoseconds - previousTimestamp[1]\n if (nanoseconds<0) {\n seconds--\n nanoseconds += 1e9\n }\n }\n return [seconds,nanoseconds]\n}\n\nvar startTime = new Date();\nexport function uptime() {\n var currentTime = new Date();\n var dif = currentTime - startTime;\n return dif / 1000;\n}\n\nexport default {\n nextTick: nextTick,\n title: title,\n browser: browser,\n env: env,\n argv: argv,\n version: version,\n versions: versions,\n on: on,\n addListener: addListener,\n once: once,\n off: off,\n removeListener: removeListener,\n removeAllListeners: removeAllListeners,\n emit: emit,\n binding: binding,\n cwd: cwd,\n chdir: chdir,\n umask: umask,\n hrtime: hrtime,\n platform: platform,\n release: release,\n config: config,\n uptime: uptime\n};\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\nimport process from 'process';\nvar formatRegExp = /%[sdj%]/g;\nexport function format(f) {\n if (!isString(f)) {\n var objects = [];\n for (var i = 0; i < arguments.length; i++) {\n objects.push(inspect(arguments[i]));\n }\n return objects.join(' ');\n }\n\n var i = 1;\n var args = arguments;\n var len = args.length;\n var str = String(f).replace(formatRegExp, function(x) {\n if (x === '%%') return '%';\n if (i >= len) return x;\n switch (x) {\n case '%s': return String(args[i++]);\n case '%d': return Number(args[i++]);\n case '%j':\n try {\n return JSON.stringify(args[i++]);\n } catch (_) {\n return '[Circular]';\n }\n default:\n return x;\n }\n });\n for (var x = args[i]; i < len; x = args[++i]) {\n if (isNull(x) || !isObject(x)) {\n str += ' ' + x;\n } else {\n str += ' ' + inspect(x);\n }\n }\n return str;\n};\n\n\n// Mark that a method should not be used.\n// Returns a modified function which warns once by default.\n// If --no-deprecation is set, then it is a no-op.\nexport function deprecate(fn, msg) {\n // Allow for deprecating things in the process of starting up.\n if (isUndefined(global.process)) {\n return function() {\n return deprecate(fn, msg).apply(this, arguments);\n };\n }\n\n if (process.noDeprecation === true) {\n return fn;\n }\n\n var warned = false;\n function deprecated() {\n if (!warned) {\n if (process.throwDeprecation) {\n throw new Error(msg);\n } else if (process.traceDeprecation) {\n console.trace(msg);\n } else {\n console.error(msg);\n }\n warned = true;\n }\n return fn.apply(this, arguments);\n }\n\n return deprecated;\n};\n\n\nvar debugs = {};\nvar debugEnviron;\nexport function debuglog(set) {\n if (isUndefined(debugEnviron))\n debugEnviron = process.env.NODE_DEBUG || '';\n set = set.toUpperCase();\n if (!debugs[set]) {\n if (new RegExp('\\\\b' + set + '\\\\b', 'i').test(debugEnviron)) {\n var pid = 0;\n debugs[set] = function() {\n var msg = format.apply(null, arguments);\n console.error('%s %d: %s', set, pid, msg);\n };\n } else {\n debugs[set] = function() {};\n }\n }\n return debugs[set];\n};\n\n\n/**\n * Echos the value of a value. Trys to print the value out\n * in the best way possible given the different types.\n *\n * @param {Object} obj The object to print out.\n * @param {Object} opts Optional options object that alters the output.\n */\n/* legacy: obj, showHidden, depth, colors*/\nexport function inspect(obj, opts) {\n // default options\n var ctx = {\n seen: [],\n stylize: stylizeNoColor\n };\n // legacy...\n if (arguments.length >= 3) ctx.depth = arguments[2];\n if (arguments.length >= 4) ctx.colors = arguments[3];\n if (isBoolean(opts)) {\n // legacy...\n ctx.showHidden = opts;\n } else if (opts) {\n // got an \"options\" object\n _extend(ctx, opts);\n }\n // set default options\n if (isUndefined(ctx.showHidden)) ctx.showHidden = false;\n if (isUndefined(ctx.depth)) ctx.depth = 2;\n if (isUndefined(ctx.colors)) ctx.colors = false;\n if (isUndefined(ctx.customInspect)) ctx.customInspect = true;\n if (ctx.colors) ctx.stylize = stylizeWithColor;\n return formatValue(ctx, obj, ctx.depth);\n}\n\n// http://en.wikipedia.org/wiki/ANSI_escape_code#graphics\ninspect.colors = {\n 'bold' : [1, 22],\n 'italic' : [3, 23],\n 'underline' : [4, 24],\n 'inverse' : [7, 27],\n 'white' : [37, 39],\n 'grey' : [90, 39],\n 'black' : [30, 39],\n 'blue' : [34, 39],\n 'cyan' : [36, 39],\n 'green' : [32, 39],\n 'magenta' : [35, 39],\n 'red' : [31, 39],\n 'yellow' : [33, 39]\n};\n\n// Don't use 'blue' not visible on cmd.exe\ninspect.styles = {\n 'special': 'cyan',\n 'number': 'yellow',\n 'boolean': 'yellow',\n 'undefined': 'grey',\n 'null': 'bold',\n 'string': 'green',\n 'date': 'magenta',\n // \"name\": intentionally not styling\n 'regexp': 'red'\n};\n\n\nfunction stylizeWithColor(str, styleType) {\n var style = inspect.styles[styleType];\n\n if (style) {\n return '\\u001b[' + inspect.colors[style][0] + 'm' + str +\n '\\u001b[' + inspect.colors[style][1] + 'm';\n } else {\n return str;\n }\n}\n\n\nfunction stylizeNoColor(str, styleType) {\n return str;\n}\n\n\nfunction arrayToHash(array) {\n var hash = {};\n\n array.forEach(function(val, idx) {\n hash[val] = true;\n });\n\n return hash;\n}\n\n\nfunction formatValue(ctx, value, recurseTimes) {\n // Provide a hook for user-specified inspect functions.\n // Check that value is an object with an inspect function on it\n if (ctx.customInspect &&\n value &&\n isFunction(value.inspect) &&\n // Filter out the util module, it's inspect function is special\n value.inspect !== inspect &&\n // Also filter out any prototype objects using the circular check.\n !(value.constructor && value.constructor.prototype === value)) {\n var ret = value.inspect(recurseTimes, ctx);\n if (!isString(ret)) {\n ret = formatValue(ctx, ret, recurseTimes);\n }\n return ret;\n }\n\n // Primitive types cannot have properties\n var primitive = formatPrimitive(ctx, value);\n if (primitive) {\n return primitive;\n }\n\n // Look up the keys of the object.\n var keys = Object.keys(value);\n var visibleKeys = arrayToHash(keys);\n\n if (ctx.showHidden) {\n keys = Object.getOwnPropertyNames(value);\n }\n\n // IE doesn't make error fields non-enumerable\n // http://msdn.microsoft.com/en-us/library/ie/dww52sbt(v=vs.94).aspx\n if (isError(value)\n && (keys.indexOf('message') >= 0 || keys.indexOf('description') >= 0)) {\n return formatError(value);\n }\n\n // Some type of object without properties can be shortcutted.\n if (keys.length === 0) {\n if (isFunction(value)) {\n var name = value.name ? ': ' + value.name : '';\n return ctx.stylize('[Function' + name + ']', 'special');\n }\n if (isRegExp(value)) {\n return ctx.stylize(RegExp.prototype.toString.call(value), 'regexp');\n }\n if (isDate(value)) {\n return ctx.stylize(Date.prototype.toString.call(value), 'date');\n }\n if (isError(value)) {\n return formatError(value);\n }\n }\n\n var base = '', array = false, braces = ['{', '}'];\n\n // Make Array say that they are Array\n if (isArray(value)) {\n array = true;\n braces = ['[', ']'];\n }\n\n // Make functions say that they are functions\n if (isFunction(value)) {\n var n = value.name ? ': ' + value.name : '';\n base = ' [Function' + n + ']';\n }\n\n // Make RegExps say that they are RegExps\n if (isRegExp(value)) {\n base = ' ' + RegExp.prototype.toString.call(value);\n }\n\n // Make dates with properties first say the date\n if (isDate(value)) {\n base = ' ' + Date.prototype.toUTCString.call(value);\n }\n\n // Make error with message first say the error\n if (isError(value)) {\n base = ' ' + formatError(value);\n }\n\n if (keys.length === 0 && (!array || value.length == 0)) {\n return braces[0] + base + braces[1];\n }\n\n if (recurseTimes < 0) {\n if (isRegExp(value)) {\n return ctx.stylize(RegExp.prototype.toString.call(value), 'regexp');\n } else {\n return ctx.stylize('[Object]', 'special');\n }\n }\n\n ctx.seen.push(value);\n\n var output;\n if (array) {\n output = formatArray(ctx, value, recurseTimes, visibleKeys, keys);\n } else {\n output = keys.map(function(key) {\n return formatProperty(ctx, value, recurseTimes, visibleKeys, key, array);\n });\n }\n\n ctx.seen.pop();\n\n return reduceToSingleString(output, base, braces);\n}\n\n\nfunction formatPrimitive(ctx, value) {\n if (isUndefined(value))\n return ctx.stylize('undefined', 'undefined');\n if (isString(value)) {\n var simple = '\\'' + JSON.stringify(value).replace(/^\"|\"$/g, '')\n .replace(/'/g, \"\\\\'\")\n .replace(/\\\\\"/g, '\"') + '\\'';\n return ctx.stylize(simple, 'string');\n }\n if (isNumber(value))\n return ctx.stylize('' + value, 'number');\n if (isBoolean(value))\n return ctx.stylize('' + value, 'boolean');\n // For some reason typeof null is \"object\", so special case here.\n if (isNull(value))\n return ctx.stylize('null', 'null');\n}\n\n\nfunction formatError(value) {\n return '[' + Error.prototype.toString.call(value) + ']';\n}\n\n\nfunction formatArray(ctx, value, recurseTimes, visibleKeys, keys) {\n var output = [];\n for (var i = 0, l = value.length; i < l; ++i) {\n if (hasOwnProperty(value, String(i))) {\n output.push(formatProperty(ctx, value, recurseTimes, visibleKeys,\n String(i), true));\n } else {\n output.push('');\n }\n }\n keys.forEach(function(key) {\n if (!key.match(/^\\d+$/)) {\n output.push(formatProperty(ctx, value, recurseTimes, visibleKeys,\n key, true));\n }\n });\n return output;\n}\n\n\nfunction formatProperty(ctx, value, recurseTimes, visibleKeys, key, array) {\n var name, str, desc;\n desc = Object.getOwnPropertyDescriptor(value, key) || { value: value[key] };\n if (desc.get) {\n if (desc.set) {\n str = ctx.stylize('[Getter/Setter]', 'special');\n } else {\n str = ctx.stylize('[Getter]', 'special');\n }\n } else {\n if (desc.set) {\n str = ctx.stylize('[Setter]', 'special');\n }\n }\n if (!hasOwnProperty(visibleKeys, key)) {\n name = '[' + key + ']';\n }\n if (!str) {\n if (ctx.seen.indexOf(desc.value) < 0) {\n if (isNull(recurseTimes)) {\n str = formatValue(ctx, desc.value, null);\n } else {\n str = formatValue(ctx, desc.value, recurseTimes - 1);\n }\n if (str.indexOf('\\n') > -1) {\n if (array) {\n str = str.split('\\n').map(function(line) {\n return ' ' + line;\n }).join('\\n').substr(2);\n } else {\n str = '\\n' + str.split('\\n').map(function(line) {\n return ' ' + line;\n }).join('\\n');\n }\n }\n } else {\n str = ctx.stylize('[Circular]', 'special');\n }\n }\n if (isUndefined(name)) {\n if (array && key.match(/^\\d+$/)) {\n return str;\n }\n name = JSON.stringify('' + key);\n if (name.match(/^\"([a-zA-Z_][a-zA-Z_0-9]*)\"$/)) {\n name = name.substr(1, name.length - 2);\n name = ctx.stylize(name, 'name');\n } else {\n name = name.replace(/'/g, \"\\\\'\")\n .replace(/\\\\\"/g, '\"')\n .replace(/(^\"|\"$)/g, \"'\");\n name = ctx.stylize(name, 'string');\n }\n }\n\n return name + ': ' + str;\n}\n\n\nfunction reduceToSingleString(output, base, braces) {\n var numLinesEst = 0;\n var length = output.reduce(function(prev, cur) {\n numLinesEst++;\n if (cur.indexOf('\\n') >= 0) numLinesEst++;\n return prev + cur.replace(/\\u001b\\[\\d\\d?m/g, '').length + 1;\n }, 0);\n\n if (length > 60) {\n return braces[0] +\n (base === '' ? '' : base + '\\n ') +\n ' ' +\n output.join(',\\n ') +\n ' ' +\n braces[1];\n }\n\n return braces[0] + base + ' ' + output.join(', ') + ' ' + braces[1];\n}\n\n\n// NOTE: These type checking functions intentionally don't use `instanceof`\n// because it is fragile and can be easily faked with `Object.create()`.\nexport function isArray(ar) {\n return Array.isArray(ar);\n}\n\nexport function isBoolean(arg) {\n return typeof arg === 'boolean';\n}\n\nexport function isNull(arg) {\n return arg === null;\n}\n\nexport function isNullOrUndefined(arg) {\n return arg == null;\n}\n\nexport function isNumber(arg) {\n return typeof arg === 'number';\n}\n\nexport function isString(arg) {\n return typeof arg === 'string';\n}\n\nexport function isSymbol(arg) {\n return typeof arg === 'symbol';\n}\n\nexport function isUndefined(arg) {\n return arg === void 0;\n}\n\nexport function isRegExp(re) {\n return isObject(re) && objectToString(re) === '[object RegExp]';\n}\n\nexport function isObject(arg) {\n return typeof arg === 'object' && arg !== null;\n}\n\nexport function isDate(d) {\n return isObject(d) && objectToString(d) === '[object Date]';\n}\n\nexport function isError(e) {\n return isObject(e) &&\n (objectToString(e) === '[object Error]' || e instanceof Error);\n}\n\nexport function isFunction(arg) {\n return typeof arg === 'function';\n}\n\nexport function isPrimitive(arg) {\n return arg === null ||\n typeof arg === 'boolean' ||\n typeof arg === 'number' ||\n typeof arg === 'string' ||\n typeof arg === 'symbol' || // ES6 symbol\n typeof arg === 'undefined';\n}\n\nexport function isBuffer(maybeBuf) {\n return Buffer.isBuffer(maybeBuf);\n}\n\nfunction objectToString(o) {\n return Object.prototype.toString.call(o);\n}\n\n\nfunction pad(n) {\n return n < 10 ? '0' + n.toString(10) : n.toString(10);\n}\n\n\nvar months = ['Jan', 'Feb', 'Mar', 'Apr', 'May', 'Jun', 'Jul', 'Aug', 'Sep',\n 'Oct', 'Nov', 'Dec'];\n\n// 26 Feb 16:19:34\nfunction timestamp() {\n var d = new Date();\n var time = [pad(d.getHours()),\n pad(d.getMinutes()),\n pad(d.getSeconds())].join(':');\n return [d.getDate(), months[d.getMonth()], time].join(' ');\n}\n\n\n// log is just a thin wrapper to console.log that prepends a timestamp\nexport function log() {\n console.log('%s - %s', timestamp(), format.apply(null, arguments));\n}\n\n\n/**\n * Inherit the prototype methods from one constructor into another.\n *\n * The Function.prototype.inherits from lang.js rewritten as a standalone\n * function (not on Function.prototype). NOTE: If this file is to be loaded\n * during bootstrapping this function needs to be rewritten using some native\n * functions as prototype setup using normal JavaScript does not work as\n * expected during bootstrapping (see mirror.js in r114903).\n *\n * @param {function} ctor Constructor function which needs to inherit the\n * prototype.\n * @param {function} superCtor Constructor function to inherit prototype from.\n */\nimport inherits from './inherits';\nexport {inherits}\n\nexport function _extend(origin, add) {\n // Don't do anything if add isn't an object\n if (!add || !isObject(add)) return origin;\n\n var keys = Object.keys(add);\n var i = keys.length;\n while (i--) {\n origin[keys[i]] = add[keys[i]];\n }\n return origin;\n};\n\nfunction hasOwnProperty(obj, prop) {\n return Object.prototype.hasOwnProperty.call(obj, prop);\n}\n\nexport default {\n inherits: inherits,\n _extend: _extend,\n log: log,\n isBuffer: isBuffer,\n isPrimitive: isPrimitive,\n isFunction: isFunction,\n isError: isError,\n isDate: isDate,\n isObject: isObject,\n isRegExp: isRegExp,\n isUndefined: isUndefined,\n isSymbol: isSymbol,\n isString: isString,\n isNumber: isNumber,\n isNullOrUndefined: isNullOrUndefined,\n isNull: isNull,\n isBoolean: isBoolean,\n isArray: isArray,\n inspect: inspect,\n deprecate: deprecate,\n format: format,\n debuglog: debuglog\n}\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n\n// If obj.hasOwnProperty has been overridden, then calling\n// obj.hasOwnProperty(prop) will break.\n// See: https://github.com/joyent/node/issues/1707\nfunction hasOwnProperty(obj, prop) {\n return Object.prototype.hasOwnProperty.call(obj, prop);\n}\nvar isArray = Array.isArray || function (xs) {\n return Object.prototype.toString.call(xs) === '[object Array]';\n};\nfunction stringifyPrimitive(v) {\n switch (typeof v) {\n case 'string':\n return v;\n\n case 'boolean':\n return v ? 'true' : 'false';\n\n case 'number':\n return isFinite(v) ? v : '';\n\n default:\n return '';\n }\n}\n\nexport function stringify (obj, sep, eq, name) {\n sep = sep || '&';\n eq = eq || '=';\n if (obj === null) {\n obj = undefined;\n }\n\n if (typeof obj === 'object') {\n return map(objectKeys(obj), function(k) {\n var ks = encodeURIComponent(stringifyPrimitive(k)) + eq;\n if (isArray(obj[k])) {\n return map(obj[k], function(v) {\n return ks + encodeURIComponent(stringifyPrimitive(v));\n }).join(sep);\n } else {\n return ks + encodeURIComponent(stringifyPrimitive(obj[k]));\n }\n }).join(sep);\n\n }\n\n if (!name) return '';\n return encodeURIComponent(stringifyPrimitive(name)) + eq +\n encodeURIComponent(stringifyPrimitive(obj));\n};\n\nfunction map (xs, f) {\n if (xs.map) return xs.map(f);\n var res = [];\n for (var i = 0; i < xs.length; i++) {\n res.push(f(xs[i], i));\n }\n return res;\n}\n\nvar objectKeys = Object.keys || function (obj) {\n var res = [];\n for (var key in obj) {\n if (Object.prototype.hasOwnProperty.call(obj, key)) res.push(key);\n }\n return res;\n};\n\nexport function parse(qs, sep, eq, options) {\n sep = sep || '&';\n eq = eq || '=';\n var obj = {};\n\n if (typeof qs !== 'string' || qs.length === 0) {\n return obj;\n }\n\n var regexp = /\\+/g;\n qs = qs.split(sep);\n\n var maxKeys = 1000;\n if (options && typeof options.maxKeys === 'number') {\n maxKeys = options.maxKeys;\n }\n\n var len = qs.length;\n // maxKeys <= 0 means that we should not limit keys count\n if (maxKeys > 0 && len > maxKeys) {\n len = maxKeys;\n }\n\n for (var i = 0; i < len; ++i) {\n var x = qs[i].replace(regexp, '%20'),\n idx = x.indexOf(eq),\n kstr, vstr, k, v;\n\n if (idx >= 0) {\n kstr = x.substr(0, idx);\n vstr = x.substr(idx + 1);\n } else {\n kstr = x;\n vstr = '';\n }\n\n k = decodeURIComponent(kstr);\n v = decodeURIComponent(vstr);\n\n if (!hasOwnProperty(obj, k)) {\n obj[k] = v;\n } else if (isArray(obj[k])) {\n obj[k].push(v);\n } else {\n obj[k] = [obj[k], v];\n }\n }\n\n return obj;\n};\nexport default {\n encode: stringify,\n stringify: stringify,\n decode: parse,\n parse: parse\n}\nexport {stringify as encode, parse as decode};\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n\nimport {toASCII} from 'punycode';\nimport {isObject,isString,isNullOrUndefined,isNull} from 'util';\nimport {parse as qsParse,stringify as qsStringify} from 'querystring';\nexport {\n urlParse as parse,\n urlResolve as resolve,\n urlResolveObject as resolveObject,\n urlFormat as format\n};\nexport default {\n parse: urlParse,\n resolve: urlResolve,\n resolveObject: urlResolveObject,\n format: urlFormat,\n Url: Url\n}\nexport function Url() {\n this.protocol = null;\n this.slashes = null;\n this.auth = null;\n this.host = null;\n this.port = null;\n this.hostname = null;\n this.hash = null;\n this.search = null;\n this.query = null;\n this.pathname = null;\n this.path = null;\n this.href = null;\n}\n\n// Reference: RFC 3986, RFC 1808, RFC 2396\n\n// define these here so at least they only have to be\n// compiled once on the first module load.\nvar protocolPattern = /^([a-z0-9.+-]+:)/i,\n portPattern = /:[0-9]*$/,\n\n // Special case for a simple path URL\n simplePathPattern = /^(\\/\\/?(?!\\/)[^\\?\\s]*)(\\?[^\\s]*)?$/,\n\n // RFC 2396: characters reserved for delimiting URLs.\n // We actually just auto-escape these.\n delims = ['<', '>', '\"', '`', ' ', '\\r', '\\n', '\\t'],\n\n // RFC 2396: characters not allowed for various reasons.\n unwise = ['{', '}', '|', '\\\\', '^', '`'].concat(delims),\n\n // Allowed by RFCs, but cause of XSS attacks. Always escape these.\n autoEscape = ['\\''].concat(unwise),\n // Characters that are never ever allowed in a hostname.\n // Note that any invalid chars are also handled, but these\n // are the ones that are *expected* to be seen, so we fast-path\n // them.\n nonHostChars = ['%', '/', '?', ';', '#'].concat(autoEscape),\n hostEndingChars = ['/', '?', '#'],\n hostnameMaxLen = 255,\n hostnamePartPattern = /^[+a-z0-9A-Z_-]{0,63}$/,\n hostnamePartStart = /^([+a-z0-9A-Z_-]{0,63})(.*)$/,\n // protocols that can allow \"unsafe\" and \"unwise\" chars.\n unsafeProtocol = {\n 'javascript': true,\n 'javascript:': true\n },\n // protocols that never have a hostname.\n hostlessProtocol = {\n 'javascript': true,\n 'javascript:': true\n },\n // protocols that always contain a // bit.\n slashedProtocol = {\n 'http': true,\n 'https': true,\n 'ftp': true,\n 'gopher': true,\n 'file': true,\n 'http:': true,\n 'https:': true,\n 'ftp:': true,\n 'gopher:': true,\n 'file:': true\n };\n\nfunction urlParse(url, parseQueryString, slashesDenoteHost) {\n if (url && isObject(url) && url instanceof Url) return url;\n\n var u = new Url;\n u.parse(url, parseQueryString, slashesDenoteHost);\n return u;\n}\nUrl.prototype.parse = function(url, parseQueryString, slashesDenoteHost) {\n return parse(this, url, parseQueryString, slashesDenoteHost);\n}\n\nfunction parse(self, url, parseQueryString, slashesDenoteHost) {\n if (!isString(url)) {\n throw new TypeError('Parameter \\'url\\' must be a string, not ' + typeof url);\n }\n\n // Copy chrome, IE, opera backslash-handling behavior.\n // Back slashes before the query string get converted to forward slashes\n // See: https://code.google.com/p/chromium/issues/detail?id=25916\n var queryIndex = url.indexOf('?'),\n splitter =\n (queryIndex !== -1 && queryIndex < url.indexOf('#')) ? '?' : '#',\n uSplit = url.split(splitter),\n slashRegex = /\\\\/g;\n uSplit[0] = uSplit[0].replace(slashRegex, '/');\n url = uSplit.join(splitter);\n\n var rest = url;\n\n // trim before proceeding.\n // This is to support parse stuff like \" http://foo.com \\n\"\n rest = rest.trim();\n\n if (!slashesDenoteHost && url.split('#').length === 1) {\n // Try fast path regexp\n var simplePath = simplePathPattern.exec(rest);\n if (simplePath) {\n self.path = rest;\n self.href = rest;\n self.pathname = simplePath[1];\n if (simplePath[2]) {\n self.search = simplePath[2];\n if (parseQueryString) {\n self.query = qsParse(self.search.substr(1));\n } else {\n self.query = self.search.substr(1);\n }\n } else if (parseQueryString) {\n self.search = '';\n self.query = {};\n }\n return self;\n }\n }\n\n var proto = protocolPattern.exec(rest);\n if (proto) {\n proto = proto[0];\n var lowerProto = proto.toLowerCase();\n self.protocol = lowerProto;\n rest = rest.substr(proto.length);\n }\n\n // figure out if it's got a host\n // user@server is *always* interpreted as a hostname, and url\n // resolution will treat //foo/bar as host=foo,path=bar because that's\n // how the browser resolves relative URLs.\n if (slashesDenoteHost || proto || rest.match(/^\\/\\/[^@\\/]+@[^@\\/]+/)) {\n var slashes = rest.substr(0, 2) === '//';\n if (slashes && !(proto && hostlessProtocol[proto])) {\n rest = rest.substr(2);\n self.slashes = true;\n }\n }\n var i, hec, l, p;\n if (!hostlessProtocol[proto] &&\n (slashes || (proto && !slashedProtocol[proto]))) {\n\n // there's a hostname.\n // the first instance of /, ?, ;, or # ends the host.\n //\n // If there is an @ in the hostname, then non-host chars *are* allowed\n // to the left of the last @ sign, unless some host-ending character\n // comes *before* the @-sign.\n // URLs are obnoxious.\n //\n // ex:\n // http://a@b@c/ => user:a@b host:c\n // http://a@b?@c => user:a host:c path:/?@c\n\n // v0.12 TODO(isaacs): This is not quite how Chrome does things.\n // Review our test case against browsers more comprehensively.\n\n // find the first instance of any hostEndingChars\n var hostEnd = -1;\n for (i = 0; i < hostEndingChars.length; i++) {\n hec = rest.indexOf(hostEndingChars[i]);\n if (hec !== -1 && (hostEnd === -1 || hec < hostEnd))\n hostEnd = hec;\n }\n\n // at this point, either we have an explicit point where the\n // auth portion cannot go past, or the last @ char is the decider.\n var auth, atSign;\n if (hostEnd === -1) {\n // atSign can be anywhere.\n atSign = rest.lastIndexOf('@');\n } else {\n // atSign must be in auth portion.\n // http://a@b/c@d => host:b auth:a path:/c@d\n atSign = rest.lastIndexOf('@', hostEnd);\n }\n\n // Now we have a portion which is definitely the auth.\n // Pull that off.\n if (atSign !== -1) {\n auth = rest.slice(0, atSign);\n rest = rest.slice(atSign + 1);\n self.auth = decodeURIComponent(auth);\n }\n\n // the host is the remaining to the left of the first non-host char\n hostEnd = -1;\n for (i = 0; i < nonHostChars.length; i++) {\n hec = rest.indexOf(nonHostChars[i]);\n if (hec !== -1 && (hostEnd === -1 || hec < hostEnd))\n hostEnd = hec;\n }\n // if we still have not hit it, then the entire thing is a host.\n if (hostEnd === -1)\n hostEnd = rest.length;\n\n self.host = rest.slice(0, hostEnd);\n rest = rest.slice(hostEnd);\n\n // pull out port.\n parseHost(self);\n\n // we've indicated that there is a hostname,\n // so even if it's empty, it has to be present.\n self.hostname = self.hostname || '';\n\n // if hostname begins with [ and ends with ]\n // assume that it's an IPv6 address.\n var ipv6Hostname = self.hostname[0] === '[' &&\n self.hostname[self.hostname.length - 1] === ']';\n\n // validate a little.\n if (!ipv6Hostname) {\n var hostparts = self.hostname.split(/\\./);\n for (i = 0, l = hostparts.length; i < l; i++) {\n var part = hostparts[i];\n if (!part) continue;\n if (!part.match(hostnamePartPattern)) {\n var newpart = '';\n for (var j = 0, k = part.length; j < k; j++) {\n if (part.charCodeAt(j) > 127) {\n // we replace non-ASCII char with a temporary placeholder\n // we need this to make sure size of hostname is not\n // broken by replacing non-ASCII by nothing\n newpart += 'x';\n } else {\n newpart += part[j];\n }\n }\n // we test again with ASCII char only\n if (!newpart.match(hostnamePartPattern)) {\n var validParts = hostparts.slice(0, i);\n var notHost = hostparts.slice(i + 1);\n var bit = part.match(hostnamePartStart);\n if (bit) {\n validParts.push(bit[1]);\n notHost.unshift(bit[2]);\n }\n if (notHost.length) {\n rest = '/' + notHost.join('.') + rest;\n }\n self.hostname = validParts.join('.');\n break;\n }\n }\n }\n }\n\n if (self.hostname.length > hostnameMaxLen) {\n self.hostname = '';\n } else {\n // hostnames are always lower case.\n self.hostname = self.hostname.toLowerCase();\n }\n\n if (!ipv6Hostname) {\n // IDNA Support: Returns a punycoded representation of \"domain\".\n // It only converts parts of the domain name that\n // have non-ASCII characters, i.e. it doesn't matter if\n // you call it with a domain that already is ASCII-only.\n self.hostname = toASCII(self.hostname);\n }\n\n p = self.port ? ':' + self.port : '';\n var h = self.hostname || '';\n self.host = h + p;\n self.href += self.host;\n\n // strip [ and ] from the hostname\n // the host field still retains them, though\n if (ipv6Hostname) {\n self.hostname = self.hostname.substr(1, self.hostname.length - 2);\n if (rest[0] !== '/') {\n rest = '/' + rest;\n }\n }\n }\n\n // now rest is set to the post-host stuff.\n // chop off any delim chars.\n if (!unsafeProtocol[lowerProto]) {\n\n // First, make 100% sure that any \"autoEscape\" chars get\n // escaped, even if encodeURIComponent doesn't think they\n // need to be.\n for (i = 0, l = autoEscape.length; i < l; i++) {\n var ae = autoEscape[i];\n if (rest.indexOf(ae) === -1)\n continue;\n var esc = encodeURIComponent(ae);\n if (esc === ae) {\n esc = escape(ae);\n }\n rest = rest.split(ae).join(esc);\n }\n }\n\n\n // chop off from the tail first.\n var hash = rest.indexOf('#');\n if (hash !== -1) {\n // got a fragment string.\n self.hash = rest.substr(hash);\n rest = rest.slice(0, hash);\n }\n var qm = rest.indexOf('?');\n if (qm !== -1) {\n self.search = rest.substr(qm);\n self.query = rest.substr(qm + 1);\n if (parseQueryString) {\n self.query = qsParse(self.query);\n }\n rest = rest.slice(0, qm);\n } else if (parseQueryString) {\n // no query string, but parseQueryString still requested\n self.search = '';\n self.query = {};\n }\n if (rest) self.pathname = rest;\n if (slashedProtocol[lowerProto] &&\n self.hostname && !self.pathname) {\n self.pathname = '/';\n }\n\n //to support http.request\n if (self.pathname || self.search) {\n p = self.pathname || '';\n var s = self.search || '';\n self.path = p + s;\n }\n\n // finally, reconstruct the href based on what has been validated.\n self.href = format(self);\n return self;\n}\n\n// format a parsed object into a url string\nfunction urlFormat(obj) {\n // ensure it's an object, and not a string url.\n // If it's an obj, this is a no-op.\n // this way, you can call url_format() on strings\n // to clean up potentially wonky urls.\n if (isString(obj)) obj = parse({}, obj);\n return format(obj);\n}\n\nfunction format(self) {\n var auth = self.auth || '';\n if (auth) {\n auth = encodeURIComponent(auth);\n auth = auth.replace(/%3A/i, ':');\n auth += '@';\n }\n\n var protocol = self.protocol || '',\n pathname = self.pathname || '',\n hash = self.hash || '',\n host = false,\n query = '';\n\n if (self.host) {\n host = auth + self.host;\n } else if (self.hostname) {\n host = auth + (self.hostname.indexOf(':') === -1 ?\n self.hostname :\n '[' + this.hostname + ']');\n if (self.port) {\n host += ':' + self.port;\n }\n }\n\n if (self.query &&\n isObject(self.query) &&\n Object.keys(self.query).length) {\n query = qsStringify(self.query);\n }\n\n var search = self.search || (query && ('?' + query)) || '';\n\n if (protocol && protocol.substr(-1) !== ':') protocol += ':';\n\n // only the slashedProtocols get the //. Not mailto:, xmpp:, etc.\n // unless they had them to begin with.\n if (self.slashes ||\n (!protocol || slashedProtocol[protocol]) && host !== false) {\n host = '//' + (host || '');\n if (pathname && pathname.charAt(0) !== '/') pathname = '/' + pathname;\n } else if (!host) {\n host = '';\n }\n\n if (hash && hash.charAt(0) !== '#') hash = '#' + hash;\n if (search && search.charAt(0) !== '?') search = '?' + search;\n\n pathname = pathname.replace(/[?#]/g, function(match) {\n return encodeURIComponent(match);\n });\n search = search.replace('#', '%23');\n\n return protocol + host + pathname + search + hash;\n}\n\nUrl.prototype.format = function() {\n return format(this);\n}\n\nfunction urlResolve(source, relative) {\n return urlParse(source, false, true).resolve(relative);\n}\n\nUrl.prototype.resolve = function(relative) {\n return this.resolveObject(urlParse(relative, false, true)).format();\n};\n\nfunction urlResolveObject(source, relative) {\n if (!source) return relative;\n return urlParse(source, false, true).resolveObject(relative);\n}\n\nUrl.prototype.resolveObject = function(relative) {\n if (isString(relative)) {\n var rel = new Url();\n rel.parse(relative, false, true);\n relative = rel;\n }\n\n var result = new Url();\n var tkeys = Object.keys(this);\n for (var tk = 0; tk < tkeys.length; tk++) {\n var tkey = tkeys[tk];\n result[tkey] = this[tkey];\n }\n\n // hash is always overridden, no matter what.\n // even href=\"\" will remove it.\n result.hash = relative.hash;\n\n // if the relative url is empty, then there's nothing left to do here.\n if (relative.href === '') {\n result.href = result.format();\n return result;\n }\n\n // hrefs like //foo/bar always cut to the protocol.\n if (relative.slashes && !relative.protocol) {\n // take everything except the protocol from relative\n var rkeys = Object.keys(relative);\n for (var rk = 0; rk < rkeys.length; rk++) {\n var rkey = rkeys[rk];\n if (rkey !== 'protocol')\n result[rkey] = relative[rkey];\n }\n\n //urlParse appends trailing / to urls like http://www.example.com\n if (slashedProtocol[result.protocol] &&\n result.hostname && !result.pathname) {\n result.path = result.pathname = '/';\n }\n\n result.href = result.format();\n return result;\n }\n var relPath;\n if (relative.protocol && relative.protocol !== result.protocol) {\n // if it's a known url protocol, then changing\n // the protocol does weird things\n // first, if it's not file:, then we MUST have a host,\n // and if there was a path\n // to begin with, then we MUST have a path.\n // if it is file:, then the host is dropped,\n // because that's known to be hostless.\n // anything else is assumed to be absolute.\n if (!slashedProtocol[relative.protocol]) {\n var keys = Object.keys(relative);\n for (var v = 0; v < keys.length; v++) {\n var k = keys[v];\n result[k] = relative[k];\n }\n result.href = result.format();\n return result;\n }\n\n result.protocol = relative.protocol;\n if (!relative.host && !hostlessProtocol[relative.protocol]) {\n relPath = (relative.pathname || '').split('/');\n while (relPath.length && !(relative.host = relPath.shift()));\n if (!relative.host) relative.host = '';\n if (!relative.hostname) relative.hostname = '';\n if (relPath[0] !== '') relPath.unshift('');\n if (relPath.length < 2) relPath.unshift('');\n result.pathname = relPath.join('/');\n } else {\n result.pathname = relative.pathname;\n }\n result.search = relative.search;\n result.query = relative.query;\n result.host = relative.host || '';\n result.auth = relative.auth;\n result.hostname = relative.hostname || relative.host;\n result.port = relative.port;\n // to support http.request\n if (result.pathname || result.search) {\n var p = result.pathname || '';\n var s = result.search || '';\n result.path = p + s;\n }\n result.slashes = result.slashes || relative.slashes;\n result.href = result.format();\n return result;\n }\n\n var isSourceAbs = (result.pathname && result.pathname.charAt(0) === '/'),\n isRelAbs = (\n relative.host ||\n relative.pathname && relative.pathname.charAt(0) === '/'\n ),\n mustEndAbs = (isRelAbs || isSourceAbs ||\n (result.host && relative.pathname)),\n removeAllDots = mustEndAbs,\n srcPath = result.pathname && result.pathname.split('/') || [],\n psychotic = result.protocol && !slashedProtocol[result.protocol];\n relPath = relative.pathname && relative.pathname.split('/') || [];\n // if the url is a non-slashed url, then relative\n // links like ../.. should be able\n // to crawl up to the hostname, as well. This is strange.\n // result.protocol has already been set by now.\n // Later on, put the first path part into the host field.\n if (psychotic) {\n result.hostname = '';\n result.port = null;\n if (result.host) {\n if (srcPath[0] === '') srcPath[0] = result.host;\n else srcPath.unshift(result.host);\n }\n result.host = '';\n if (relative.protocol) {\n relative.hostname = null;\n relative.port = null;\n if (relative.host) {\n if (relPath[0] === '') relPath[0] = relative.host;\n else relPath.unshift(relative.host);\n }\n relative.host = null;\n }\n mustEndAbs = mustEndAbs && (relPath[0] === '' || srcPath[0] === '');\n }\n var authInHost;\n if (isRelAbs) {\n // it's absolute.\n result.host = (relative.host || relative.host === '') ?\n relative.host : result.host;\n result.hostname = (relative.hostname || relative.hostname === '') ?\n relative.hostname : result.hostname;\n result.search = relative.search;\n result.query = relative.query;\n srcPath = relPath;\n // fall through to the dot-handling below.\n } else if (relPath.length) {\n // it's relative\n // throw away the existing file, and take the new path instead.\n if (!srcPath) srcPath = [];\n srcPath.pop();\n srcPath = srcPath.concat(relPath);\n result.search = relative.search;\n result.query = relative.query;\n } else if (!isNullOrUndefined(relative.search)) {\n // just pull out the search.\n // like href='?foo'.\n // Put this after the other two cases because it simplifies the booleans\n if (psychotic) {\n result.hostname = result.host = srcPath.shift();\n //occationaly the auth can get stuck only in host\n //this especially happens in cases like\n //url.resolveObject('mailto:local1@domain1', 'local2@domain2')\n authInHost = result.host && result.host.indexOf('@') > 0 ?\n result.host.split('@') : false;\n if (authInHost) {\n result.auth = authInHost.shift();\n result.host = result.hostname = authInHost.shift();\n }\n }\n result.search = relative.search;\n result.query = relative.query;\n //to support http.request\n if (!isNull(result.pathname) || !isNull(result.search)) {\n result.path = (result.pathname ? result.pathname : '') +\n (result.search ? result.search : '');\n }\n result.href = result.format();\n return result;\n }\n\n if (!srcPath.length) {\n // no path at all. easy.\n // we've already handled the other stuff above.\n result.pathname = null;\n //to support http.request\n if (result.search) {\n result.path = '/' + result.search;\n } else {\n result.path = null;\n }\n result.href = result.format();\n return result;\n }\n\n // if a url ENDs in . or .., then it must get a trailing slash.\n // however, if it ends in anything else non-slashy,\n // then it must NOT get a trailing slash.\n var last = srcPath.slice(-1)[0];\n var hasTrailingSlash = (\n (result.host || relative.host || srcPath.length > 1) &&\n (last === '.' || last === '..') || last === '');\n\n // strip single dots, resolve double dots to parent dir\n // if the path tries to go above the root, `up` ends up > 0\n var up = 0;\n for (var i = srcPath.length; i >= 0; i--) {\n last = srcPath[i];\n if (last === '.') {\n srcPath.splice(i, 1);\n } else if (last === '..') {\n srcPath.splice(i, 1);\n up++;\n } else if (up) {\n srcPath.splice(i, 1);\n up--;\n }\n }\n\n // if the path is allowed to go above the root, restore leading ..s\n if (!mustEndAbs && !removeAllDots) {\n for (; up--; up) {\n srcPath.unshift('..');\n }\n }\n\n if (mustEndAbs && srcPath[0] !== '' &&\n (!srcPath[0] || srcPath[0].charAt(0) !== '/')) {\n srcPath.unshift('');\n }\n\n if (hasTrailingSlash && (srcPath.join('/').substr(-1) !== '/')) {\n srcPath.push('');\n }\n\n var isAbsolute = srcPath[0] === '' ||\n (srcPath[0] && srcPath[0].charAt(0) === '/');\n\n // put the host back\n if (psychotic) {\n result.hostname = result.host = isAbsolute ? '' :\n srcPath.length ? srcPath.shift() : '';\n //occationaly the auth can get stuck only in host\n //this especially happens in cases like\n //url.resolveObject('mailto:local1@domain1', 'local2@domain2')\n authInHost = result.host && result.host.indexOf('@') > 0 ?\n result.host.split('@') : false;\n if (authInHost) {\n result.auth = authInHost.shift();\n result.host = result.hostname = authInHost.shift();\n }\n }\n\n mustEndAbs = mustEndAbs || (result.host && srcPath.length);\n\n if (mustEndAbs && !isAbsolute) {\n srcPath.unshift('');\n }\n\n if (!srcPath.length) {\n result.pathname = null;\n result.path = null;\n } else {\n result.pathname = srcPath.join('/');\n }\n\n //to support request.http\n if (!isNull(result.pathname) || !isNull(result.search)) {\n result.path = (result.pathname ? result.pathname : '') +\n (result.search ? result.search : '');\n }\n result.auth = relative.auth || result.auth;\n result.slashes = result.slashes || relative.slashes;\n result.href = result.format();\n return result;\n};\n\nUrl.prototype.parseHost = function() {\n return parseHost(this);\n};\n\nfunction parseHost(self) {\n var host = self.host;\n var port = portPattern.exec(host);\n if (port) {\n port = port[0];\n if (port !== ':') {\n self.port = port.substr(1);\n }\n host = host.substr(0, host.length - port.length);\n }\n if (host) self.hostname = host;\n}\n","/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\nexport { ALPHA_MODES, BLEND_MODES, BUFFER_BITS, BUFFER_TYPE, CLEAR_MODES, COLOR_MASK_BITS, DRAW_MODES, ENV, FORMATS, GC_MODES, MASK_TYPES, MIPMAP_MODES, MSAA_QUALITY, PRECISION, RENDERER_TYPE, SAMPLER_TYPES, SCALE_MODES, TARGETS, TYPES, WRAP_MODES };\n//# sourceMappingURL=constants.mjs.map\n","/*!\n * @pixi/utils - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/utils is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nexport { isMobile } from '@pixi/settings';\nexport { default as EventEmitter } from 'eventemitter3';\nexport { default as earcut } from 'earcut';\nimport { parse, format, resolve } from 'url';\nimport { BLEND_MODES } from '@pixi/constants';\n\n/**\n * This file contains redeclared types for Node `url` and `querystring` modules. These modules\n * don't provide their own typings but instead are a part of the full Node typings. The purpose of\n * this file is to redeclare the required types to avoid having the whole Node types as a\n * dependency.\n */\nvar url = {\n parse: parse,\n format: format,\n resolve: resolve,\n};\n\n/**\n * The prefix that denotes a URL is for a retina asset.\n * @static\n * @name RETINA_PREFIX\n * @memberof PIXI.settings\n * @type {RegExp}\n * @default /@([0-9\\.]+)x/\n * @example `@2x`\n */\nsettings.RETINA_PREFIX = /@([0-9\\.]+)x/;\n/**\n * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function.\n * If set to true, a WebGL renderer can fail to be created if the browser thinks there could be performance issues when\n * using WebGL.\n *\n * In PixiJS v6 this has changed from true to false by default, to allow WebGL to work in as many scenarios as possible.\n * However, some users may have a poor experience, for example, if a user has a gpu or driver version blacklisted by the\n * browser.\n *\n * If your application requires high performance rendering, you may wish to set this to false.\n * We recommend one of two options if you decide to set this flag to false:\n *\n * 1: Use the `pixi.js-legacy` package, which includes a Canvas renderer as a fallback in case high performance WebGL is\n * not supported.\n *\n * 2: Call `isWebGLSupported` (which if found in the PIXI.utils package) in your code before attempting to create a PixiJS\n * renderer, and show an error message to the user if the function returns false, explaining that their device & browser\n * combination does not support high performance WebGL.\n * This is a much better strategy than trying to create a PixiJS renderer and finding it then fails.\n * @static\n * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false;\n\nvar saidHello = false;\nvar VERSION = '6.5.1';\n/**\n * Skips the hello message of renderers that are created after this is run.\n * @function skipHello\n * @memberof PIXI.utils\n */\nfunction skipHello() {\n saidHello = true;\n}\n/**\n * Logs out the version and renderer information for this running instance of PIXI.\n * If you don't want to see this message you can run `PIXI.utils.skipHello()` before\n * creating your renderer. Keep in mind that doing that will forever make you a jerk face.\n * @static\n * @function sayHello\n * @memberof PIXI.utils\n * @param {string} type - The string renderer type to log.\n */\nfunction sayHello(type) {\n var _a;\n if (saidHello) {\n return;\n }\n if (settings.ADAPTER.getNavigator().userAgent.toLowerCase().indexOf('chrome') > -1) {\n var args = [\n \"\\n %c %c %c PixiJS \" + VERSION + \" - \\u2730 \" + type + \" \\u2730 %c %c http://www.pixijs.com/ %c %c \\u2665%c\\u2665%c\\u2665 \\n\\n\",\n 'background: #ff66a5; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'color: #ff66a5; background: #030307; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'background: #ffc3dc; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;' ];\n (_a = globalThis.console).log.apply(_a, args);\n }\n else if (globalThis.console) {\n globalThis.console.log(\"PixiJS \" + VERSION + \" - \" + type + \" - http://www.pixijs.com/\");\n }\n saidHello = true;\n}\n\nvar supported;\n/**\n * Helper for checking for WebGL support.\n * @memberof PIXI.utils\n * @function isWebGLSupported\n * @returns {boolean} Is WebGL supported.\n */\nfunction isWebGLSupported() {\n if (typeof supported === 'undefined') {\n supported = (function supported() {\n var contextOptions = {\n stencil: true,\n failIfMajorPerformanceCaveat: settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT,\n };\n try {\n if (!settings.ADAPTER.getWebGLRenderingContext()) {\n return false;\n }\n var canvas = settings.ADAPTER.createCanvas();\n var gl = (canvas.getContext('webgl', contextOptions)\n || canvas.getContext('experimental-webgl', contextOptions));\n var success = !!(gl && gl.getContextAttributes().stencil);\n if (gl) {\n var loseContext = gl.getExtension('WEBGL_lose_context');\n if (loseContext) {\n loseContext.loseContext();\n }\n }\n gl = null;\n return success;\n }\n catch (e) {\n return false;\n }\n })();\n }\n return supported;\n}\n\nvar aliceblue = \"#f0f8ff\";\nvar antiquewhite = \"#faebd7\";\nvar aqua = \"#00ffff\";\nvar aquamarine = \"#7fffd4\";\nvar azure = \"#f0ffff\";\nvar beige = \"#f5f5dc\";\nvar bisque = \"#ffe4c4\";\nvar black = \"#000000\";\nvar blanchedalmond = \"#ffebcd\";\nvar blue = \"#0000ff\";\nvar blueviolet = \"#8a2be2\";\nvar brown = \"#a52a2a\";\nvar burlywood = \"#deb887\";\nvar cadetblue = \"#5f9ea0\";\nvar chartreuse = \"#7fff00\";\nvar chocolate = \"#d2691e\";\nvar coral = \"#ff7f50\";\nvar cornflowerblue = \"#6495ed\";\nvar cornsilk = \"#fff8dc\";\nvar crimson = \"#dc143c\";\nvar cyan = \"#00ffff\";\nvar darkblue = \"#00008b\";\nvar darkcyan = \"#008b8b\";\nvar darkgoldenrod = \"#b8860b\";\nvar darkgray = \"#a9a9a9\";\nvar darkgreen = \"#006400\";\nvar darkgrey = \"#a9a9a9\";\nvar darkkhaki = \"#bdb76b\";\nvar darkmagenta = \"#8b008b\";\nvar darkolivegreen = \"#556b2f\";\nvar darkorange = \"#ff8c00\";\nvar darkorchid = \"#9932cc\";\nvar darkred = \"#8b0000\";\nvar darksalmon = \"#e9967a\";\nvar darkseagreen = \"#8fbc8f\";\nvar darkslateblue = \"#483d8b\";\nvar darkslategray = \"#2f4f4f\";\nvar darkslategrey = \"#2f4f4f\";\nvar darkturquoise = \"#00ced1\";\nvar darkviolet = \"#9400d3\";\nvar deeppink = \"#ff1493\";\nvar deepskyblue = \"#00bfff\";\nvar dimgray = \"#696969\";\nvar dimgrey = \"#696969\";\nvar dodgerblue = \"#1e90ff\";\nvar firebrick = \"#b22222\";\nvar floralwhite = \"#fffaf0\";\nvar forestgreen = \"#228b22\";\nvar fuchsia = \"#ff00ff\";\nvar gainsboro = \"#dcdcdc\";\nvar ghostwhite = \"#f8f8ff\";\nvar goldenrod = \"#daa520\";\nvar gold = \"#ffd700\";\nvar gray = \"#808080\";\nvar green = \"#008000\";\nvar greenyellow = \"#adff2f\";\nvar grey = \"#808080\";\nvar honeydew = \"#f0fff0\";\nvar hotpink = \"#ff69b4\";\nvar indianred = \"#cd5c5c\";\nvar indigo = \"#4b0082\";\nvar ivory = \"#fffff0\";\nvar khaki = \"#f0e68c\";\nvar lavenderblush = \"#fff0f5\";\nvar lavender = \"#e6e6fa\";\nvar lawngreen = \"#7cfc00\";\nvar lemonchiffon = \"#fffacd\";\nvar lightblue = \"#add8e6\";\nvar lightcoral = \"#f08080\";\nvar lightcyan = \"#e0ffff\";\nvar lightgoldenrodyellow = \"#fafad2\";\nvar lightgray = \"#d3d3d3\";\nvar lightgreen = \"#90ee90\";\nvar lightgrey = \"#d3d3d3\";\nvar lightpink = \"#ffb6c1\";\nvar lightsalmon = \"#ffa07a\";\nvar lightseagreen = \"#20b2aa\";\nvar lightskyblue = \"#87cefa\";\nvar lightslategray = \"#778899\";\nvar lightslategrey = \"#778899\";\nvar lightsteelblue = \"#b0c4de\";\nvar lightyellow = \"#ffffe0\";\nvar lime = \"#00ff00\";\nvar limegreen = \"#32cd32\";\nvar linen = \"#faf0e6\";\nvar magenta = \"#ff00ff\";\nvar maroon = \"#800000\";\nvar mediumaquamarine = \"#66cdaa\";\nvar mediumblue = \"#0000cd\";\nvar mediumorchid = \"#ba55d3\";\nvar mediumpurple = \"#9370db\";\nvar mediumseagreen = \"#3cb371\";\nvar mediumslateblue = \"#7b68ee\";\nvar mediumspringgreen = \"#00fa9a\";\nvar mediumturquoise = \"#48d1cc\";\nvar mediumvioletred = \"#c71585\";\nvar midnightblue = \"#191970\";\nvar mintcream = \"#f5fffa\";\nvar mistyrose = \"#ffe4e1\";\nvar moccasin = \"#ffe4b5\";\nvar navajowhite = \"#ffdead\";\nvar navy = \"#000080\";\nvar oldlace = \"#fdf5e6\";\nvar olive = \"#808000\";\nvar olivedrab = \"#6b8e23\";\nvar orange = \"#ffa500\";\nvar orangered = \"#ff4500\";\nvar orchid = \"#da70d6\";\nvar palegoldenrod = \"#eee8aa\";\nvar palegreen = \"#98fb98\";\nvar paleturquoise = \"#afeeee\";\nvar palevioletred = \"#db7093\";\nvar papayawhip = \"#ffefd5\";\nvar peachpuff = \"#ffdab9\";\nvar peru = \"#cd853f\";\nvar pink = \"#ffc0cb\";\nvar plum = \"#dda0dd\";\nvar powderblue = \"#b0e0e6\";\nvar purple = \"#800080\";\nvar rebeccapurple = \"#663399\";\nvar red = \"#ff0000\";\nvar rosybrown = \"#bc8f8f\";\nvar royalblue = \"#4169e1\";\nvar saddlebrown = \"#8b4513\";\nvar salmon = \"#fa8072\";\nvar sandybrown = \"#f4a460\";\nvar seagreen = \"#2e8b57\";\nvar seashell = \"#fff5ee\";\nvar sienna = \"#a0522d\";\nvar silver = \"#c0c0c0\";\nvar skyblue = \"#87ceeb\";\nvar slateblue = \"#6a5acd\";\nvar slategray = \"#708090\";\nvar slategrey = \"#708090\";\nvar snow = \"#fffafa\";\nvar springgreen = \"#00ff7f\";\nvar steelblue = \"#4682b4\";\nvar tan = \"#d2b48c\";\nvar teal = \"#008080\";\nvar thistle = \"#d8bfd8\";\nvar tomato = \"#ff6347\";\nvar turquoise = \"#40e0d0\";\nvar violet = \"#ee82ee\";\nvar wheat = \"#f5deb3\";\nvar white = \"#ffffff\";\nvar whitesmoke = \"#f5f5f5\";\nvar yellow = \"#ffff00\";\nvar yellowgreen = \"#9acd32\";\nvar cssColorNames = {\n\taliceblue: aliceblue,\n\tantiquewhite: antiquewhite,\n\taqua: aqua,\n\taquamarine: aquamarine,\n\tazure: azure,\n\tbeige: beige,\n\tbisque: bisque,\n\tblack: black,\n\tblanchedalmond: blanchedalmond,\n\tblue: blue,\n\tblueviolet: blueviolet,\n\tbrown: brown,\n\tburlywood: burlywood,\n\tcadetblue: cadetblue,\n\tchartreuse: chartreuse,\n\tchocolate: chocolate,\n\tcoral: coral,\n\tcornflowerblue: cornflowerblue,\n\tcornsilk: cornsilk,\n\tcrimson: crimson,\n\tcyan: cyan,\n\tdarkblue: darkblue,\n\tdarkcyan: darkcyan,\n\tdarkgoldenrod: darkgoldenrod,\n\tdarkgray: darkgray,\n\tdarkgreen: darkgreen,\n\tdarkgrey: darkgrey,\n\tdarkkhaki: darkkhaki,\n\tdarkmagenta: darkmagenta,\n\tdarkolivegreen: darkolivegreen,\n\tdarkorange: darkorange,\n\tdarkorchid: darkorchid,\n\tdarkred: darkred,\n\tdarksalmon: darksalmon,\n\tdarkseagreen: darkseagreen,\n\tdarkslateblue: darkslateblue,\n\tdarkslategray: darkslategray,\n\tdarkslategrey: darkslategrey,\n\tdarkturquoise: darkturquoise,\n\tdarkviolet: darkviolet,\n\tdeeppink: deeppink,\n\tdeepskyblue: deepskyblue,\n\tdimgray: dimgray,\n\tdimgrey: dimgrey,\n\tdodgerblue: dodgerblue,\n\tfirebrick: firebrick,\n\tfloralwhite: floralwhite,\n\tforestgreen: forestgreen,\n\tfuchsia: fuchsia,\n\tgainsboro: gainsboro,\n\tghostwhite: ghostwhite,\n\tgoldenrod: goldenrod,\n\tgold: gold,\n\tgray: gray,\n\tgreen: green,\n\tgreenyellow: greenyellow,\n\tgrey: grey,\n\thoneydew: honeydew,\n\thotpink: hotpink,\n\tindianred: indianred,\n\tindigo: indigo,\n\tivory: ivory,\n\tkhaki: khaki,\n\tlavenderblush: lavenderblush,\n\tlavender: lavender,\n\tlawngreen: lawngreen,\n\tlemonchiffon: lemonchiffon,\n\tlightblue: lightblue,\n\tlightcoral: lightcoral,\n\tlightcyan: lightcyan,\n\tlightgoldenrodyellow: lightgoldenrodyellow,\n\tlightgray: lightgray,\n\tlightgreen: lightgreen,\n\tlightgrey: lightgrey,\n\tlightpink: lightpink,\n\tlightsalmon: lightsalmon,\n\tlightseagreen: lightseagreen,\n\tlightskyblue: lightskyblue,\n\tlightslategray: lightslategray,\n\tlightslategrey: lightslategrey,\n\tlightsteelblue: lightsteelblue,\n\tlightyellow: lightyellow,\n\tlime: lime,\n\tlimegreen: limegreen,\n\tlinen: linen,\n\tmagenta: magenta,\n\tmaroon: maroon,\n\tmediumaquamarine: mediumaquamarine,\n\tmediumblue: mediumblue,\n\tmediumorchid: mediumorchid,\n\tmediumpurple: mediumpurple,\n\tmediumseagreen: mediumseagreen,\n\tmediumslateblue: mediumslateblue,\n\tmediumspringgreen: mediumspringgreen,\n\tmediumturquoise: mediumturquoise,\n\tmediumvioletred: mediumvioletred,\n\tmidnightblue: midnightblue,\n\tmintcream: mintcream,\n\tmistyrose: mistyrose,\n\tmoccasin: moccasin,\n\tnavajowhite: navajowhite,\n\tnavy: navy,\n\toldlace: oldlace,\n\tolive: olive,\n\tolivedrab: olivedrab,\n\torange: orange,\n\torangered: orangered,\n\torchid: orchid,\n\tpalegoldenrod: palegoldenrod,\n\tpalegreen: palegreen,\n\tpaleturquoise: paleturquoise,\n\tpalevioletred: palevioletred,\n\tpapayawhip: papayawhip,\n\tpeachpuff: peachpuff,\n\tperu: peru,\n\tpink: pink,\n\tplum: plum,\n\tpowderblue: powderblue,\n\tpurple: purple,\n\trebeccapurple: rebeccapurple,\n\tred: red,\n\trosybrown: rosybrown,\n\troyalblue: royalblue,\n\tsaddlebrown: saddlebrown,\n\tsalmon: salmon,\n\tsandybrown: sandybrown,\n\tseagreen: seagreen,\n\tseashell: seashell,\n\tsienna: sienna,\n\tsilver: silver,\n\tskyblue: skyblue,\n\tslateblue: slateblue,\n\tslategray: slategray,\n\tslategrey: slategrey,\n\tsnow: snow,\n\tspringgreen: springgreen,\n\tsteelblue: steelblue,\n\ttan: tan,\n\tteal: teal,\n\tthistle: thistle,\n\ttomato: tomato,\n\tturquoise: turquoise,\n\tviolet: violet,\n\twheat: wheat,\n\twhite: white,\n\twhitesmoke: whitesmoke,\n\tyellow: yellow,\n\tyellowgreen: yellowgreen\n};\n\n/**\n * Converts a hexadecimal color number to an [R, G, B] array of normalized floats (numbers from 0.0 to 1.0).\n * @example\n * PIXI.utils.hex2rgb(0xffffff); // returns [1, 1, 1]\n * @memberof PIXI.utils\n * @function hex2rgb\n * @param {number} hex - The hexadecimal number to convert\n * @param {number[]} [out=[]] - If supplied, this array will be used rather than returning a new one\n * @returns {number[]} An array representing the [R, G, B] of the color where all values are floats.\n */\nfunction hex2rgb(hex, out) {\n if (out === void 0) { out = []; }\n out[0] = ((hex >> 16) & 0xFF) / 255;\n out[1] = ((hex >> 8) & 0xFF) / 255;\n out[2] = (hex & 0xFF) / 255;\n return out;\n}\n/**\n * Converts a hexadecimal color number to a string.\n * @example\n * PIXI.utils.hex2string(0xffffff); // returns \"#ffffff\"\n * @memberof PIXI.utils\n * @function hex2string\n * @param {number} hex - Number in hex (e.g., `0xffffff`)\n * @returns {string} The string color (e.g., `\"#ffffff\"`).\n */\nfunction hex2string(hex) {\n var hexString = hex.toString(16);\n hexString = '000000'.substring(0, 6 - hexString.length) + hexString;\n return \"#\" + hexString;\n}\n/**\n * Converts a string to a hexadecimal color number.\n * It can handle:\n * hex strings starting with #: \"#ffffff\"\n * hex strings starting with 0x: \"0xffffff\"\n * hex strings without prefix: \"ffffff\"\n * css colors: \"black\"\n * @example\n * PIXI.utils.string2hex(\"#ffffff\"); // returns 0xffffff\n * @memberof PIXI.utils\n * @function string2hex\n * @param {string} string - The string color (e.g., `\"#ffffff\"`)\n * @returns {number} Number in hexadecimal.\n */\nfunction string2hex(string) {\n if (typeof string === 'string') {\n string = cssColorNames[string.toLowerCase()] || string;\n if (string[0] === '#') {\n string = string.slice(1);\n }\n }\n return parseInt(string, 16);\n}\n/**\n * Converts a color as an [R, G, B] array of normalized floats to a hexadecimal number.\n * @example\n * PIXI.utils.rgb2hex([1, 1, 1]); // returns 0xffffff\n * @memberof PIXI.utils\n * @function rgb2hex\n * @param {number[]} rgb - Array of numbers where all values are normalized floats from 0.0 to 1.0.\n * @returns {number} Number in hexadecimal.\n */\nfunction rgb2hex(rgb) {\n return (((rgb[0] * 255) << 16) + ((rgb[1] * 255) << 8) + (rgb[2] * 255 | 0));\n}\n\n/**\n * Corrects PixiJS blend, takes premultiplied alpha into account\n * @memberof PIXI.utils\n * @function mapPremultipliedBlendModes\n * @private\n * @returns {Array} Mapped modes.\n */\nfunction mapPremultipliedBlendModes() {\n var pm = [];\n var npm = [];\n for (var i = 0; i < 32; i++) {\n pm[i] = i;\n npm[i] = i;\n }\n pm[BLEND_MODES.NORMAL_NPM] = BLEND_MODES.NORMAL;\n pm[BLEND_MODES.ADD_NPM] = BLEND_MODES.ADD;\n pm[BLEND_MODES.SCREEN_NPM] = BLEND_MODES.SCREEN;\n npm[BLEND_MODES.NORMAL] = BLEND_MODES.NORMAL_NPM;\n npm[BLEND_MODES.ADD] = BLEND_MODES.ADD_NPM;\n npm[BLEND_MODES.SCREEN] = BLEND_MODES.SCREEN_NPM;\n var array = [];\n array.push(npm);\n array.push(pm);\n return array;\n}\n/**\n * maps premultiply flag and blendMode to adjusted blendMode\n * @memberof PIXI.utils\n * @constant premultiplyBlendMode\n * @type {Array}\n */\nvar premultiplyBlendMode = mapPremultipliedBlendModes();\n/**\n * changes blendMode according to texture format\n * @memberof PIXI.utils\n * @function correctBlendMode\n * @param {number} blendMode - supposed blend mode\n * @param {boolean} premultiplied - whether source is premultiplied\n * @returns {number} true blend mode for this texture\n */\nfunction correctBlendMode(blendMode, premultiplied) {\n return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode];\n}\n/**\n * combines rgb and alpha to out array\n * @memberof PIXI.utils\n * @function premultiplyRgba\n * @param {Float32Array|number[]} rgb - input rgb\n * @param {number} alpha - alpha param\n * @param {Float32Array} [out] - output\n * @param {boolean} [premultiply=true] - do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nfunction premultiplyRgba(rgb, alpha, out, premultiply) {\n out = out || new Float32Array(4);\n if (premultiply || premultiply === undefined) {\n out[0] = rgb[0] * alpha;\n out[1] = rgb[1] * alpha;\n out[2] = rgb[2] * alpha;\n }\n else {\n out[0] = rgb[0];\n out[1] = rgb[1];\n out[2] = rgb[2];\n }\n out[3] = alpha;\n return out;\n}\n/**\n * premultiplies tint\n * @memberof PIXI.utils\n * @function premultiplyTint\n * @param {number} tint - integer RGB\n * @param {number} alpha - floating point alpha (0.0-1.0)\n * @returns {number} tint multiplied by alpha\n */\nfunction premultiplyTint(tint, alpha) {\n if (alpha === 1.0) {\n return (alpha * 255 << 24) + tint;\n }\n if (alpha === 0.0) {\n return 0;\n }\n var R = ((tint >> 16) & 0xFF);\n var G = ((tint >> 8) & 0xFF);\n var B = (tint & 0xFF);\n R = ((R * alpha) + 0.5) | 0;\n G = ((G * alpha) + 0.5) | 0;\n B = ((B * alpha) + 0.5) | 0;\n return (alpha * 255 << 24) + (R << 16) + (G << 8) + B;\n}\n/**\n * converts integer tint and float alpha to vec4 form, premultiplies by default\n * @memberof PIXI.utils\n * @function premultiplyTintToRgba\n * @param {number} tint - input tint\n * @param {number} alpha - alpha param\n * @param {Float32Array} [out] - output\n * @param {boolean} [premultiply=true] - do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nfunction premultiplyTintToRgba(tint, alpha, out, premultiply) {\n out = out || new Float32Array(4);\n out[0] = ((tint >> 16) & 0xFF) / 255.0;\n out[1] = ((tint >> 8) & 0xFF) / 255.0;\n out[2] = (tint & 0xFF) / 255.0;\n if (premultiply || premultiply === undefined) {\n out[0] *= alpha;\n out[1] *= alpha;\n out[2] *= alpha;\n }\n out[3] = alpha;\n return out;\n}\n\n/**\n * Generic Mask Stack data structure\n * @memberof PIXI.utils\n * @function createIndicesForQuads\n * @param {number} size - Number of quads\n * @param {Uint16Array|Uint32Array} [outBuffer] - Buffer for output, length has to be `6 * size`\n * @returns {Uint16Array|Uint32Array} - Resulting index buffer\n */\nfunction createIndicesForQuads(size, outBuffer) {\n if (outBuffer === void 0) { outBuffer = null; }\n // the total number of indices in our array, there are 6 points per quad.\n var totalIndices = size * 6;\n outBuffer = outBuffer || new Uint16Array(totalIndices);\n if (outBuffer.length !== totalIndices) {\n throw new Error(\"Out buffer length is incorrect, got \" + outBuffer.length + \" and expected \" + totalIndices);\n }\n // fill the indices with the quads to draw\n for (var i = 0, j = 0; i < totalIndices; i += 6, j += 4) {\n outBuffer[i + 0] = j + 0;\n outBuffer[i + 1] = j + 1;\n outBuffer[i + 2] = j + 2;\n outBuffer[i + 3] = j + 0;\n outBuffer[i + 4] = j + 2;\n outBuffer[i + 5] = j + 3;\n }\n return outBuffer;\n}\n\nfunction getBufferType(array) {\n if (array.BYTES_PER_ELEMENT === 4) {\n if (array instanceof Float32Array) {\n return 'Float32Array';\n }\n else if (array instanceof Uint32Array) {\n return 'Uint32Array';\n }\n return 'Int32Array';\n }\n else if (array.BYTES_PER_ELEMENT === 2) {\n if (array instanceof Uint16Array) {\n return 'Uint16Array';\n }\n }\n else if (array.BYTES_PER_ELEMENT === 1) {\n if (array instanceof Uint8Array) {\n return 'Uint8Array';\n }\n }\n // TODO map out the rest of the array elements!\n return null;\n}\n\n/* eslint-disable object-shorthand */\nvar map = { Float32Array: Float32Array, Uint32Array: Uint32Array, Int32Array: Int32Array, Uint8Array: Uint8Array };\nfunction interleaveTypedArrays(arrays, sizes) {\n var outSize = 0;\n var stride = 0;\n var views = {};\n for (var i = 0; i < arrays.length; i++) {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n var buffer = new ArrayBuffer(outSize * 4);\n var out = null;\n var littleOffset = 0;\n for (var i = 0; i < arrays.length; i++) {\n var size = sizes[i];\n var array = arrays[i];\n /*\n @todo This is unsafe casting but consistent with how the code worked previously. Should it stay this way\n or should and `getBufferTypeUnsafe` function be exposed that throws an Error if unsupported type is passed?\n */\n var type = getBufferType(array);\n if (!views[type]) {\n views[type] = new map[type](buffer);\n }\n out = views[type];\n for (var j = 0; j < array.length; j++) {\n var indexStart = ((j / size | 0) * stride) + littleOffset;\n var index = j % size;\n out[indexStart + index] = array[j];\n }\n littleOffset += size;\n }\n return new Float32Array(buffer);\n}\n\n// Taken from the bit-twiddle package\n/**\n * Rounds to next power of two.\n * @function nextPow2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @returns {number} - next rounded power of two\n */\nfunction nextPow2(v) {\n v += v === 0 ? 1 : 0;\n --v;\n v |= v >>> 1;\n v |= v >>> 2;\n v |= v >>> 4;\n v |= v >>> 8;\n v |= v >>> 16;\n return v + 1;\n}\n/**\n * Checks if a number is a power of two.\n * @function isPow2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @returns {boolean} `true` if value is power of two\n */\nfunction isPow2(v) {\n return !(v & (v - 1)) && (!!v);\n}\n/**\n * Computes ceil of log base 2\n * @function log2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @returns {number} logarithm base 2\n */\nfunction log2(v) {\n var r = (v > 0xFFFF ? 1 : 0) << 4;\n v >>>= r;\n var shift = (v > 0xFF ? 1 : 0) << 3;\n v >>>= shift;\n r |= shift;\n shift = (v > 0xF ? 1 : 0) << 2;\n v >>>= shift;\n r |= shift;\n shift = (v > 0x3 ? 1 : 0) << 1;\n v >>>= shift;\n r |= shift;\n return r | (v >> 1);\n}\n\n/**\n * Remove items from a javascript array without generating garbage\n * @function removeItems\n * @memberof PIXI.utils\n * @param {Array} arr - Array to remove elements from\n * @param {number} startIdx - starting index\n * @param {number} removeCount - how many to remove\n */\nfunction removeItems(arr, startIdx, removeCount) {\n var length = arr.length;\n var i;\n if (startIdx >= length || removeCount === 0) {\n return;\n }\n removeCount = (startIdx + removeCount > length ? length - startIdx : removeCount);\n var len = length - removeCount;\n for (i = startIdx; i < len; ++i) {\n arr[i] = arr[i + removeCount];\n }\n arr.length = len;\n}\n\n/**\n * Returns sign of number\n * @memberof PIXI.utils\n * @function sign\n * @param {number} n - the number to check the sign of\n * @returns {number} 0 if `n` is 0, -1 if `n` is negative, 1 if `n` is positive\n */\nfunction sign(n) {\n if (n === 0)\n { return 0; }\n return n < 0 ? -1 : 1;\n}\n\nvar nextUid = 0;\n/**\n * Gets the next unique identifier\n * @memberof PIXI.utils\n * @function uid\n * @returns {number} The next unique identifier to use.\n */\nfunction uid() {\n return ++nextUid;\n}\n\n// A map of warning messages already fired\nvar warnings = {};\n/**\n * Helper for warning developers about deprecated features & settings.\n * A stack track for warnings is given; useful for tracking-down where\n * deprecated methods/properties/classes are being used within the code.\n * @memberof PIXI.utils\n * @function deprecation\n * @param {string} version - The version where the feature became deprecated\n * @param {string} message - Message should include what is deprecated, where, and the new solution\n * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack\n * this is mostly to ignore internal deprecation calls.\n */\nfunction deprecation(version, message, ignoreDepth) {\n if (ignoreDepth === void 0) { ignoreDepth = 3; }\n // Ignore duplicat\n if (warnings[message]) {\n return;\n }\n /* eslint-disable no-console */\n var stack = new Error().stack;\n // Handle IE < 10 and Safari < 6\n if (typeof stack === 'undefined') {\n console.warn('PixiJS Deprecation Warning: ', message + \"\\nDeprecated since v\" + version);\n }\n else {\n // chop off the stack trace which includes PixiJS internal calls\n stack = stack.split('\\n').splice(ignoreDepth).join('\\n');\n if (console.groupCollapsed) {\n console.groupCollapsed('%cPixiJS Deprecation Warning: %c%s', 'color:#614108;background:#fffbe6', 'font-weight:normal;color:#614108;background:#fffbe6', message + \"\\nDeprecated since v\" + version);\n console.warn(stack);\n console.groupEnd();\n }\n else {\n console.warn('PixiJS Deprecation Warning: ', message + \"\\nDeprecated since v\" + version);\n console.warn(stack);\n }\n }\n /* eslint-enable no-console */\n warnings[message] = true;\n}\n\n/**\n * @todo Describe property usage\n * @static\n * @name ProgramCache\n * @memberof PIXI.utils\n * @type {object}\n */\nvar ProgramCache = {};\n/**\n * @todo Describe property usage\n * @static\n * @name TextureCache\n * @memberof PIXI.utils\n * @type {object}\n */\nvar TextureCache = Object.create(null);\n/**\n * @todo Describe property usage\n * @static\n * @name BaseTextureCache\n * @memberof PIXI.utils\n * @type {object}\n */\nvar BaseTextureCache = Object.create(null);\n/**\n * Destroys all texture in the cache\n * @memberof PIXI.utils\n * @function destroyTextureCache\n */\nfunction destroyTextureCache() {\n var key;\n for (key in TextureCache) {\n TextureCache[key].destroy();\n }\n for (key in BaseTextureCache) {\n BaseTextureCache[key].destroy();\n }\n}\n/**\n * Removes all textures from cache, but does not destroy them\n * @memberof PIXI.utils\n * @function clearTextureCache\n */\nfunction clearTextureCache() {\n var key;\n for (key in TextureCache) {\n delete TextureCache[key];\n }\n for (key in BaseTextureCache) {\n delete BaseTextureCache[key];\n }\n}\n\n/**\n * Creates a Canvas element of the given size to be used as a target for rendering to.\n * @class\n * @memberof PIXI.utils\n */\nvar CanvasRenderTarget = /** @class */ (function () {\n /**\n * @param width - the width for the newly created canvas\n * @param height - the height for the newly created canvas\n * @param {number} [resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the canvas\n */\n function CanvasRenderTarget(width, height, resolution) {\n this.canvas = settings.ADAPTER.createCanvas();\n this.context = this.canvas.getContext('2d');\n this.resolution = resolution || settings.RESOLUTION;\n this.resize(width, height);\n }\n /**\n * Clears the canvas that was created by the CanvasRenderTarget class.\n * @private\n */\n CanvasRenderTarget.prototype.clear = function () {\n this.context.setTransform(1, 0, 0, 1, 0, 0);\n this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n };\n /**\n * Resizes the canvas to the specified width and height.\n * @param desiredWidth - the desired width of the canvas\n * @param desiredHeight - the desired height of the canvas\n */\n CanvasRenderTarget.prototype.resize = function (desiredWidth, desiredHeight) {\n this.canvas.width = Math.round(desiredWidth * this.resolution);\n this.canvas.height = Math.round(desiredHeight * this.resolution);\n };\n /** Destroys this canvas. */\n CanvasRenderTarget.prototype.destroy = function () {\n this.context = null;\n this.canvas = null;\n };\n Object.defineProperty(CanvasRenderTarget.prototype, \"width\", {\n /**\n * The width of the canvas buffer in pixels.\n * @member {number}\n */\n get: function () {\n return this.canvas.width;\n },\n set: function (val) {\n this.canvas.width = Math.round(val);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(CanvasRenderTarget.prototype, \"height\", {\n /**\n * The height of the canvas buffer in pixels.\n * @member {number}\n */\n get: function () {\n return this.canvas.height;\n },\n set: function (val) {\n this.canvas.height = Math.round(val);\n },\n enumerable: false,\n configurable: true\n });\n return CanvasRenderTarget;\n}());\n\n/**\n * Trim transparent borders from a canvas\n * @memberof PIXI.utils\n * @function trimCanvas\n * @param {HTMLCanvasElement} canvas - the canvas to trim\n * @returns {object} Trim data\n */\nfunction trimCanvas(canvas) {\n // https://gist.github.com/remy/784508\n var width = canvas.width;\n var height = canvas.height;\n var context = canvas.getContext('2d');\n var imageData = context.getImageData(0, 0, width, height);\n var pixels = imageData.data;\n var len = pixels.length;\n var bound = {\n top: null,\n left: null,\n right: null,\n bottom: null,\n };\n var data = null;\n var i;\n var x;\n var y;\n for (i = 0; i < len; i += 4) {\n if (pixels[i + 3] !== 0) {\n x = (i / 4) % width;\n y = ~~((i / 4) / width);\n if (bound.top === null) {\n bound.top = y;\n }\n if (bound.left === null) {\n bound.left = x;\n }\n else if (x < bound.left) {\n bound.left = x;\n }\n if (bound.right === null) {\n bound.right = x + 1;\n }\n else if (bound.right < x) {\n bound.right = x + 1;\n }\n if (bound.bottom === null) {\n bound.bottom = y;\n }\n else if (bound.bottom < y) {\n bound.bottom = y;\n }\n }\n }\n if (bound.top !== null) {\n width = bound.right - bound.left;\n height = bound.bottom - bound.top + 1;\n data = context.getImageData(bound.left, bound.top, width, height);\n }\n return {\n height: height,\n width: width,\n data: data,\n };\n}\n\n/**\n * Regexp for data URI.\n * Based on: {@link https://github.com/ragingwind/data-uri-regex}\n * @static\n * @constant {RegExp|string} DATA_URI\n * @memberof PIXI\n * @example data:image/png;base64\n */\nvar DATA_URI = /^\\s*data:(?:([\\w-]+)\\/([\\w+.-]+))?(?:;charset=([\\w-]+))?(?:;(base64))?,(.*)/i;\n\n/**\n * @memberof PIXI.utils\n * @interface DecomposedDataUri\n */\n/**\n * type, eg. `image`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} mediaType\n */\n/**\n * Sub type, eg. `png`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} subType\n */\n/**\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} charset\n */\n/**\n * Data encoding, eg. `base64`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} encoding\n */\n/**\n * The actual data\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} data\n */\n/**\n * Split a data URI into components. Returns undefined if\n * parameter `dataUri` is not a valid data URI.\n * @memberof PIXI.utils\n * @function decomposeDataUri\n * @param {string} dataUri - the data URI to check\n * @returns {PIXI.utils.DecomposedDataUri|undefined} The decomposed data uri or undefined\n */\nfunction decomposeDataUri(dataUri) {\n var dataUriMatch = DATA_URI.exec(dataUri);\n if (dataUriMatch) {\n return {\n mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : undefined,\n subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : undefined,\n charset: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : undefined,\n encoding: dataUriMatch[4] ? dataUriMatch[4].toLowerCase() : undefined,\n data: dataUriMatch[5],\n };\n }\n return undefined;\n}\n\nvar tempAnchor;\n/**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n * Nipped from the resource loader!\n * @ignore\n * @param {string} url - The url to test.\n * @param {object} [loc=window.location] - The location object to test against.\n * @returns {string} The crossOrigin value to use (or empty string for none).\n */\nfunction determineCrossOrigin(url$1, loc) {\n if (loc === void 0) { loc = globalThis.location; }\n // data: and javascript: urls are considered same-origin\n if (url$1.indexOf('data:') === 0) {\n return '';\n }\n // default is window.location\n loc = loc || globalThis.location;\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url$1;\n var parsedUrl = url.parse(tempAnchor.href);\n var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port);\n // if cross origin\n if (parsedUrl.hostname !== loc.hostname || !samePort || parsedUrl.protocol !== loc.protocol) {\n return 'anonymous';\n }\n return '';\n}\n\n/**\n * get the resolution / device pixel ratio of an asset by looking for the prefix\n * used by spritesheets and image urls\n * @memberof PIXI.utils\n * @function getResolutionOfUrl\n * @param {string} url - the image path\n * @param {number} [defaultValue=1] - the defaultValue if no filename prefix is set.\n * @returns {number} resolution / device pixel ratio of an asset\n */\nfunction getResolutionOfUrl(url, defaultValue) {\n var resolution = settings.RETINA_PREFIX.exec(url);\n if (resolution) {\n return parseFloat(resolution[1]);\n }\n return defaultValue !== undefined ? defaultValue : 1;\n}\n\nexport { BaseTextureCache, CanvasRenderTarget, DATA_URI, ProgramCache, TextureCache, clearTextureCache, correctBlendMode, createIndicesForQuads, decomposeDataUri, deprecation, destroyTextureCache, determineCrossOrigin, getBufferType, getResolutionOfUrl, hex2rgb, hex2string, interleaveTypedArrays, isPow2, isWebGLSupported, log2, nextPow2, premultiplyBlendMode, premultiplyRgba, premultiplyTint, premultiplyTintToRgba, removeItems, rgb2hex, sayHello, sign, skipHello, string2hex, trimCanvas, uid, url };\n//# sourceMappingURL=utils.mjs.map\n","/*!\n * @pixi/math - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/math is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Two Pi.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar PI_2 = Math.PI * 2;\n/**\n * Conversion factor for converting radians to degrees.\n * @static\n * @member {number} RAD_TO_DEG\n * @memberof PIXI\n */\nvar RAD_TO_DEG = 180 / Math.PI;\n/**\n * Conversion factor for converting degrees to radians.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar DEG_TO_RAD = Math.PI / 180;\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n * @static\n * @memberof PIXI\n * @enum {number}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n */\nvar SHAPES;\n(function (SHAPES) {\n SHAPES[SHAPES[\"POLY\"] = 0] = \"POLY\";\n SHAPES[SHAPES[\"RECT\"] = 1] = \"RECT\";\n SHAPES[SHAPES[\"CIRC\"] = 2] = \"CIRC\";\n SHAPES[SHAPES[\"ELIP\"] = 3] = \"ELIP\";\n SHAPES[SHAPES[\"RREC\"] = 4] = \"RREC\";\n})(SHAPES || (SHAPES = {}));\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis\n * @class\n * @memberof PIXI\n * @implements {IPoint}\n */\nvar Point = /** @class */ (function () {\n /**\n * Creates a new `Point`\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function Point(x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n /** Position of the point on the x axis */\n this.x = 0;\n /** Position of the point on the y axis */\n this.y = 0;\n this.x = x;\n this.y = y;\n }\n /**\n * Creates a clone of this point\n * @returns A clone of this point\n */\n Point.prototype.clone = function () {\n return new Point(this.x, this.y);\n };\n /**\n * Copies `x` and `y` from the given point into this point\n * @param p - The point to copy from\n * @returns The point instance itself\n */\n Point.prototype.copyFrom = function (p) {\n this.set(p.x, p.y);\n return this;\n };\n /**\n * Copies this point's x and y into the given point (`p`).\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n Point.prototype.copyTo = function (p) {\n p.set(this.x, this.y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n Point.prototype.equals = function (p) {\n return (p.x === this.x) && (p.y === this.y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the `x` axis\n * @param {number} [y=x] - position of the point on the `y` axis\n * @returns The point instance itself\n */\n Point.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n this.x = x;\n this.y = y;\n return this;\n };\n Point.prototype.toString = function () {\n return \"[@pixi/math:Point x=\" + this.x + \" y=\" + this.y + \"]\";\n };\n return Point;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\n/**\n * Size object, contains width and height\n * @memberof PIXI\n * @typedef {object} ISize\n * @property {number} width - Width component\n * @property {number} height - Height component\n */\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n * @memberof PIXI\n */\nvar Rectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rectangle\n * @param y - The Y coordinate of the upper-left corner of the rectangle\n * @param width - The overall width of the rectangle\n * @param height - The overall height of the rectangle\n */\n function Rectangle(x, y, width, height) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this.x = Number(x);\n this.y = Number(y);\n this.width = Number(width);\n this.height = Number(height);\n this.type = SHAPES.RECT;\n }\n Object.defineProperty(Rectangle.prototype, \"left\", {\n /** Returns the left edge of the rectangle. */\n get: function () {\n return this.x;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"right\", {\n /** Returns the right edge of the rectangle. */\n get: function () {\n return this.x + this.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"top\", {\n /** Returns the top edge of the rectangle. */\n get: function () {\n return this.y;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"bottom\", {\n /** Returns the bottom edge of the rectangle. */\n get: function () {\n return this.y + this.height;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle, \"EMPTY\", {\n /** A constant empty rectangle. */\n get: function () {\n return new Rectangle(0, 0, 0, 0);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates a clone of this Rectangle\n * @returns a copy of the rectangle\n */\n Rectangle.prototype.clone = function () {\n return new Rectangle(this.x, this.y, this.width, this.height);\n };\n /**\n * Copies another rectangle to this one.\n * @param rectangle - The rectangle to copy from.\n * @returns Returns itself.\n */\n Rectangle.prototype.copyFrom = function (rectangle) {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n return this;\n };\n /**\n * Copies this rectangle to another one.\n * @param rectangle - The rectangle to copy to.\n * @returns Returns given parameter.\n */\n Rectangle.prototype.copyTo = function (rectangle) {\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n return rectangle;\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Rectangle\n */\n Rectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x < this.x + this.width) {\n if (y >= this.y && y < this.y + this.height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object.\n * Returns true only if the area of the intersection is >0, this means that Rectangles\n * sharing a side are not overlapping. Another side effect is that an arealess rectangle\n * (width or height equal to zero) can't intersect any other rectangle.\n * @param {Rectangle} other - The Rectangle to intersect with `this`.\n * @param {Matrix} transform - The transformation matrix of `other`.\n * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`.\n */\n Rectangle.prototype.intersects = function (other, transform) {\n if (!transform) {\n var x0_1 = this.x < other.x ? other.x : this.x;\n var x1_1 = this.right > other.right ? other.right : this.right;\n if (x1_1 <= x0_1) {\n return false;\n }\n var y0_1 = this.y < other.y ? other.y : this.y;\n var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom;\n return y1_1 > y0_1;\n }\n var x0 = this.left;\n var x1 = this.right;\n var y0 = this.top;\n var y1 = this.bottom;\n if (x1 <= x0 || y1 <= y0) {\n return false;\n }\n var lt = tempPoints[0].set(other.left, other.top);\n var lb = tempPoints[1].set(other.left, other.bottom);\n var rt = tempPoints[2].set(other.right, other.top);\n var rb = tempPoints[3].set(other.right, other.bottom);\n if (rt.x <= lt.x || lb.y <= lt.y) {\n return false;\n }\n var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c));\n if (s === 0) {\n return false;\n }\n transform.apply(lt, lt);\n transform.apply(lb, lb);\n transform.apply(rt, rt);\n transform.apply(rb, rb);\n if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0\n || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1\n || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0\n || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) {\n return false;\n }\n var nx = s * (lb.y - lt.y);\n var ny = s * (lt.x - lb.x);\n var n00 = (nx * x0) + (ny * y0);\n var n10 = (nx * x1) + (ny * y0);\n var n01 = (nx * x0) + (ny * y1);\n var n11 = (nx * x1) + (ny * y1);\n if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y)\n || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) {\n return false;\n }\n var mx = s * (lt.y - rt.y);\n var my = s * (rt.x - lt.x);\n var m00 = (mx * x0) + (my * y0);\n var m10 = (mx * x1) + (my * y0);\n var m01 = (mx * x0) + (my * y1);\n var m11 = (mx * x1) + (my * y1);\n if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y)\n || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) {\n return false;\n }\n return true;\n };\n /**\n * Pads the rectangle making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n * @returns Returns itself.\n */\n Rectangle.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n this.x -= paddingX;\n this.y -= paddingY;\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n return this;\n };\n /**\n * Fits this rectangle around the passed one.\n * @param rectangle - The rectangle to fit.\n * @returns Returns itself.\n */\n Rectangle.prototype.fit = function (rectangle) {\n var x1 = Math.max(this.x, rectangle.x);\n var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.max(this.y, rectangle.y);\n var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = Math.max(x2 - x1, 0);\n this.y = y1;\n this.height = Math.max(y2 - y1, 0);\n return this;\n };\n /**\n * Enlarges rectangle that way its corners lie on grid\n * @param resolution - resolution\n * @param eps - precision\n * @returns Returns itself.\n */\n Rectangle.prototype.ceil = function (resolution, eps) {\n if (resolution === void 0) { resolution = 1; }\n if (eps === void 0) { eps = 0.001; }\n var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n return this;\n };\n /**\n * Enlarges this rectangle to include the passed rectangle.\n * @param rectangle - The rectangle to include.\n * @returns Returns itself.\n */\n Rectangle.prototype.enlarge = function (rectangle) {\n var x1 = Math.min(this.x, rectangle.x);\n var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.min(this.y, rectangle.y);\n var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n return this;\n };\n Rectangle.prototype.toString = function () {\n return \"[@pixi/math:Rectangle x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Rectangle;\n}());\n\n/**\n * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Circle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this circle\n * @param y - The Y coordinate of the center of this circle\n * @param radius - The radius of the circle\n */\n function Circle(x, y, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (radius === void 0) { radius = 0; }\n this.x = x;\n this.y = y;\n this.radius = radius;\n this.type = SHAPES.CIRC;\n }\n /**\n * Creates a clone of this Circle instance\n * @returns A copy of the Circle\n */\n Circle.prototype.clone = function () {\n return new Circle(this.x, this.y, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this circle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Circle\n */\n Circle.prototype.contains = function (x, y) {\n if (this.radius <= 0) {\n return false;\n }\n var r2 = this.radius * this.radius;\n var dx = (this.x - x);\n var dy = (this.y - y);\n dx *= dx;\n dy *= dy;\n return (dx + dy <= r2);\n };\n /**\n * Returns the framing rectangle of the circle as a Rectangle object\n * @returns The framing rectangle\n */\n Circle.prototype.getBounds = function () {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n };\n Circle.prototype.toString = function () {\n return \"[@pixi/math:Circle x=\" + this.x + \" y=\" + this.y + \" radius=\" + this.radius + \"]\";\n };\n return Circle;\n}());\n\n/**\n * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Ellipse = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this ellipse\n * @param y - The Y coordinate of the center of this ellipse\n * @param halfWidth - The half width of this ellipse\n * @param halfHeight - The half height of this ellipse\n */\n function Ellipse(x, y, halfWidth, halfHeight) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (halfWidth === void 0) { halfWidth = 0; }\n if (halfHeight === void 0) { halfHeight = 0; }\n this.x = x;\n this.y = y;\n this.width = halfWidth;\n this.height = halfHeight;\n this.type = SHAPES.ELIP;\n }\n /**\n * Creates a clone of this Ellipse instance\n * @returns {PIXI.Ellipse} A copy of the ellipse\n */\n Ellipse.prototype.clone = function () {\n return new Ellipse(this.x, this.y, this.width, this.height);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this ellipse\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coords are within this ellipse\n */\n Ellipse.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n // normalize the coords to an ellipse with center 0,0\n var normx = ((x - this.x) / this.width);\n var normy = ((y - this.y) / this.height);\n normx *= normx;\n normy *= normy;\n return (normx + normy <= 1);\n };\n /**\n * Returns the framing rectangle of the ellipse as a Rectangle object\n * @returns The framing rectangle\n */\n Ellipse.prototype.getBounds = function () {\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n };\n Ellipse.prototype.toString = function () {\n return \"[@pixi/math:Ellipse x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Ellipse;\n}());\n\n/**\n * A class to define a shape via user defined coordinates.\n * @memberof PIXI\n */\nvar Polygon = /** @class */ (function () {\n /**\n * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points\n * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or\n * the arguments passed can be all the points of the polygon e.g.\n * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat\n * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.\n */\n function Polygon() {\n var arguments$1 = arguments;\n\n var points = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n points[_i] = arguments$1[_i];\n }\n var flat = Array.isArray(points[0]) ? points[0] : points;\n // if this is an array of points, convert it to a flat array of numbers\n if (typeof flat[0] !== 'number') {\n var p = [];\n for (var i = 0, il = flat.length; i < il; i++) {\n p.push(flat[i].x, flat[i].y);\n }\n flat = p;\n }\n this.points = flat;\n this.type = SHAPES.POLY;\n this.closeStroke = true;\n }\n /**\n * Creates a clone of this polygon.\n * @returns - A copy of the polygon.\n */\n Polygon.prototype.clone = function () {\n var points = this.points.slice();\n var polygon = new Polygon(points);\n polygon.closeStroke = this.closeStroke;\n return polygon;\n };\n /**\n * Checks whether the x and y coordinates passed to this function are contained within this polygon.\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this polygon.\n */\n Polygon.prototype.contains = function (x, y) {\n var inside = false;\n // use some raycasting to test hits\n // https://github.com/substack/point-in-polygon/blob/master/index.js\n var length = this.points.length / 2;\n for (var i = 0, j = length - 1; i < length; j = i++) {\n var xi = this.points[i * 2];\n var yi = this.points[(i * 2) + 1];\n var xj = this.points[j * 2];\n var yj = this.points[(j * 2) + 1];\n var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);\n if (intersect) {\n inside = !inside;\n }\n }\n return inside;\n };\n Polygon.prototype.toString = function () {\n return \"[@pixi/math:Polygon\"\n + (\"closeStroke=\" + this.closeStroke)\n + (\"points=\" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + \", \" + currentPoint; }, '') + \"]\");\n };\n return Polygon;\n}());\n\n/**\n * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its\n * top-left corner point (x, y) and by its width and its height and its radius.\n * @memberof PIXI\n */\nvar RoundedRectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rounded rectangle\n * @param y - The Y coordinate of the upper-left corner of the rounded rectangle\n * @param width - The overall width of this rounded rectangle\n * @param height - The overall height of this rounded rectangle\n * @param radius - Controls the radius of the rounded corners\n */\n function RoundedRectangle(x, y, width, height, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n if (radius === void 0) { radius = 20; }\n this.x = x;\n this.y = y;\n this.width = width;\n this.height = height;\n this.radius = radius;\n this.type = SHAPES.RREC;\n }\n /**\n * Creates a clone of this Rounded Rectangle.\n * @returns - A copy of the rounded rectangle.\n */\n RoundedRectangle.prototype.clone = function () {\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rounded Rectangle\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this Rounded Rectangle.\n */\n RoundedRectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width) {\n if (y >= this.y && y <= this.y + this.height) {\n var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2));\n if ((y >= this.y + radius && y <= this.y + this.height - radius)\n || (x >= this.x + radius && x <= this.x + this.width - radius)) {\n return true;\n }\n var dx = x - (this.x + radius);\n var dy = y - (this.y + radius);\n var radius2 = radius * radius;\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + this.width - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dy = y - (this.y + this.height - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n }\n }\n return false;\n };\n RoundedRectangle.prototype.toString = function () {\n return \"[@pixi/math:RoundedRectangle x=\" + this.x + \" y=\" + this.y\n + (\"width=\" + this.width + \" height=\" + this.height + \" radius=\" + this.radius + \"]\");\n };\n return RoundedRectangle;\n}());\n\n/**\n * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis.\n *\n * An `ObservablePoint` is a point that triggers a callback when the point's position is changed.\n * @memberof PIXI\n */\nvar ObservablePoint = /** @class */ (function () {\n /**\n * Creates a new `ObservablePoint`\n * @param cb - callback function triggered when `x` and/or `y` are changed\n * @param scope - owner of callback\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function ObservablePoint(cb, scope, x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n this._x = x;\n this._y = y;\n this.cb = cb;\n this.scope = scope;\n }\n /**\n * Creates a clone of this point.\n * The callback and scope params can be overridden otherwise they will default\n * to the clone object's values.\n * @override\n * @param cb - The callback function triggered when `x` and/or `y` are changed\n * @param scope - The owner of the callback\n * @returns a copy of this observable point\n */\n ObservablePoint.prototype.clone = function (cb, scope) {\n if (cb === void 0) { cb = this.cb; }\n if (scope === void 0) { scope = this.scope; }\n return new ObservablePoint(cb, scope, this._x, this._y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n if (this._x !== x || this._y !== y) {\n this._x = x;\n this._y = y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies x and y from the given point (`p`)\n * @param p - The point to copy from. Can be any of type that is or extends `IPointData`\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.copyFrom = function (p) {\n if (this._x !== p.x || this._y !== p.y) {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies this point's x and y into that of the given point (`p`)\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n ObservablePoint.prototype.copyTo = function (p) {\n p.set(this._x, this._y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n ObservablePoint.prototype.equals = function (p) {\n return (p.x === this._x) && (p.y === this._y);\n };\n ObservablePoint.prototype.toString = function () {\n return \"[@pixi/math:ObservablePoint x=\" + 0 + \" y=\" + 0 + \" scope=\" + this.scope + \"]\";\n };\n Object.defineProperty(ObservablePoint.prototype, \"x\", {\n /** Position of the observable point on the x axis. */\n get: function () {\n return this._x;\n },\n set: function (value) {\n if (this._x !== value) {\n this._x = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ObservablePoint.prototype, \"y\", {\n /** Position of the observable point on the y axis. */\n get: function () {\n return this._y;\n },\n set: function (value) {\n if (this._y !== value) {\n this._y = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n return ObservablePoint;\n}());\n\n/**\n * The PixiJS Matrix as a class makes it a lot faster.\n *\n * Here is a representation of it:\n * ```js\n * | a | c | tx|\n * | b | d | ty|\n * | 0 | 0 | 1 |\n * ```\n * @memberof PIXI\n */\nvar Matrix = /** @class */ (function () {\n /**\n * @param a - x scale\n * @param b - y skew\n * @param c - x skew\n * @param d - y scale\n * @param tx - x translation\n * @param ty - y translation\n */\n function Matrix(a, b, c, d, tx, ty) {\n if (a === void 0) { a = 1; }\n if (b === void 0) { b = 0; }\n if (c === void 0) { c = 0; }\n if (d === void 0) { d = 1; }\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n this.array = null;\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n }\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n * @param array - The array that the matrix will be populated from.\n */\n Matrix.prototype.fromArray = function (array) {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n };\n /**\n * Sets the matrix properties.\n * @param a - Matrix component\n * @param b - Matrix component\n * @param c - Matrix component\n * @param d - Matrix component\n * @param tx - Matrix component\n * @param ty - Matrix component\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.set = function (a, b, c, d, tx, ty) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n return this;\n };\n /**\n * Creates an array from the current Matrix object.\n * @param transpose - Whether we need to transpose the matrix or not\n * @param [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @returns The newly created array which contains the matrix\n */\n Matrix.prototype.toArray = function (transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n var array = out || this.array;\n if (transpose) {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n }\n else {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n return array;\n };\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, transformed through this matrix\n */\n Matrix.prototype.apply = function (pos, newPos) {\n newPos = (newPos || new Point());\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.a * x) + (this.c * y) + this.tx;\n newPos.y = (this.b * x) + (this.d * y) + this.ty;\n return newPos;\n };\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n Matrix.prototype.applyInverse = function (pos, newPos) {\n newPos = (newPos || new Point());\n var id = 1 / ((this.a * this.d) + (this.c * -this.b));\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);\n newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);\n return newPos;\n };\n /**\n * Translates the matrix on the x and y.\n * @param x - How much to translate x by\n * @param y - How much to translate y by\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.translate = function (x, y) {\n this.tx += x;\n this.ty += y;\n return this;\n };\n /**\n * Applies a scale transformation to the matrix.\n * @param x - The amount to scale horizontally\n * @param y - The amount to scale vertically\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.scale = function (x, y) {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n return this;\n };\n /**\n * Applies a rotation transformation to the matrix.\n * @param angle - The angle in radians.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.rotate = function (angle) {\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n var a1 = this.a;\n var c1 = this.c;\n var tx1 = this.tx;\n this.a = (a1 * cos) - (this.b * sin);\n this.b = (a1 * sin) + (this.b * cos);\n this.c = (c1 * cos) - (this.d * sin);\n this.d = (c1 * sin) + (this.d * cos);\n this.tx = (tx1 * cos) - (this.ty * sin);\n this.ty = (tx1 * sin) + (this.ty * cos);\n return this;\n };\n /**\n * Appends the given Matrix to this Matrix.\n * @param matrix - The matrix to append.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.append = function (matrix) {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n this.a = (matrix.a * a1) + (matrix.b * c1);\n this.b = (matrix.a * b1) + (matrix.b * d1);\n this.c = (matrix.c * a1) + (matrix.d * c1);\n this.d = (matrix.c * b1) + (matrix.d * d1);\n this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;\n this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;\n return this;\n };\n /**\n * Sets the matrix based on all the available properties\n * @param x - Position on the x axis\n * @param y - Position on the y axis\n * @param pivotX - Pivot on the x axis\n * @param pivotY - Pivot on the y axis\n * @param scaleX - Scale on the x axis\n * @param scaleY - Scale on the y axis\n * @param rotation - Rotation in radians\n * @param skewX - Skew on the x axis\n * @param skewY - Skew on the y axis\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n this.a = Math.cos(rotation + skewY) * scaleX;\n this.b = Math.sin(rotation + skewY) * scaleX;\n this.c = -Math.sin(rotation - skewX) * scaleY;\n this.d = Math.cos(rotation - skewX) * scaleY;\n this.tx = x - ((pivotX * this.a) + (pivotY * this.c));\n this.ty = y - ((pivotX * this.b) + (pivotY * this.d));\n return this;\n };\n /**\n * Prepends the given Matrix to this Matrix.\n * @param matrix - The matrix to prepend\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.prepend = function (matrix) {\n var tx1 = this.tx;\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n var a1 = this.a;\n var c1 = this.c;\n this.a = (a1 * matrix.a) + (this.b * matrix.c);\n this.b = (a1 * matrix.b) + (this.b * matrix.d);\n this.c = (c1 * matrix.a) + (this.d * matrix.c);\n this.d = (c1 * matrix.b) + (this.d * matrix.d);\n }\n this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;\n this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;\n return this;\n };\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n * @param transform - The transform to apply the properties to.\n * @returns The transform with the newly applied properties\n */\n Matrix.prototype.decompose = function (transform) {\n // sort out rotation / skew..\n var a = this.a;\n var b = this.b;\n var c = this.c;\n var d = this.d;\n var pivot = transform.pivot;\n var skewX = -Math.atan2(-c, d);\n var skewY = Math.atan2(b, a);\n var delta = Math.abs(skewX + skewY);\n if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n }\n else {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n // next set scale\n transform.scale.x = Math.sqrt((a * a) + (b * b));\n transform.scale.y = Math.sqrt((c * c) + (d * d));\n // next set position\n transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c));\n transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d));\n return transform;\n };\n /**\n * Inverts this matrix\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.invert = function () {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n var tx1 = this.tx;\n var n = (a1 * d1) - (b1 * c1);\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;\n this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;\n return this;\n };\n /**\n * Resets this Matrix to an identity (default) matrix.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.identity = function () {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n return this;\n };\n /**\n * Creates a new Matrix object with the same values as this one.\n * @returns A copy of this matrix. Good for chaining method calls.\n */\n Matrix.prototype.clone = function () {\n var matrix = new Matrix();\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n * @param matrix - The matrix to copy to.\n * @returns The matrix given in parameter with its values updated.\n */\n Matrix.prototype.copyTo = function (matrix) {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the matrix to be the same as the ones in given matrix\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @returns {PIXI.Matrix} this\n */\n Matrix.prototype.copyFrom = function (matrix) {\n this.a = matrix.a;\n this.b = matrix.b;\n this.c = matrix.c;\n this.d = matrix.d;\n this.tx = matrix.tx;\n this.ty = matrix.ty;\n return this;\n };\n Matrix.prototype.toString = function () {\n return \"[@pixi/math:Matrix a=\" + this.a + \" b=\" + this.b + \" c=\" + this.c + \" d=\" + this.d + \" tx=\" + this.tx + \" ty=\" + this.ty + \"]\";\n };\n Object.defineProperty(Matrix, \"IDENTITY\", {\n /**\n * A default (identity) matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Matrix, \"TEMP_MATRIX\", {\n /**\n * A temp matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n return Matrix;\n}());\n\n// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group\n/*\n * Transform matrix for operation n is:\n * | ux | vx |\n * | uy | vy |\n */\nvar ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nvar uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\n/**\n * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * for the composition of each rotation in the dihederal group D8.\n * @type {number[][]}\n * @private\n */\nvar rotationCayley = [];\n/**\n * Matrices for each `GD8Symmetry` rotation.\n * @type {PIXI.Matrix[]}\n * @private\n */\nvar rotationMatrices = [];\n/*\n * Alias for {@code Math.sign}.\n */\nvar signum = Math.sign;\n/*\n * Initializes `rotationCayley` and `rotationMatrices`. It is called\n * only once below.\n */\nfunction init() {\n for (var i = 0; i < 16; i++) {\n var row = [];\n rotationCayley.push(row);\n for (var j = 0; j < 16; j++) {\n /* Multiplies rotation matrices i and j. */\n var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));\n var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));\n var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));\n var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));\n /* Finds rotation matrix matching the product and pushes it. */\n for (var k = 0; k < 16; k++) {\n if (ux[k] === _ux && uy[k] === _uy\n && vx[k] === _vx && vy[k] === _vy) {\n row.push(k);\n break;\n }\n }\n }\n }\n for (var i = 0; i < 16; i++) {\n var mat = new Matrix();\n mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);\n rotationMatrices.push(mat);\n }\n}\ninit();\n/**\n * @memberof PIXI\n * @typedef {number} GD8Symmetry\n * @see PIXI.groupD8\n */\n/**\n * Implements the dihedral group D8, which is similar to\n * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};\n * D8 is the same but with diagonals, and it is used for texture\n * rotations.\n *\n * The directions the U- and V- axes after rotation\n * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`\n * and `(vX(a), vY(a))`. These aren't necessarily unit vectors.\n *\n * **Origin:**
                                                                        \n * This is the small part of gameofbombs.com portal system. It works.\n * @see PIXI.groupD8.E\n * @see PIXI.groupD8.SE\n * @see PIXI.groupD8.S\n * @see PIXI.groupD8.SW\n * @see PIXI.groupD8.W\n * @see PIXI.groupD8.NW\n * @see PIXI.groupD8.N\n * @see PIXI.groupD8.NE\n * @author Ivan @ivanpopelyshev\n * @namespace PIXI.groupD8\n * @memberof PIXI\n */\nvar groupD8 = {\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 0° | East |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n E: 0,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 45°↻ | Southeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SE: 1,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 90°↻ | South |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n S: 2,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 135°↻ | Southwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SW: 3,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 180° | West |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n W: 4,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -135°/225°↻ | Northwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NW: 5,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -90°/270°↻ | North |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n N: 6,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -45°/315°↻ | Northeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NE: 7,\n /**\n * Reflection about Y-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_VERTICAL: 8,\n /**\n * Reflection about the main diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MAIN_DIAGONAL: 10,\n /**\n * Reflection about X-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_HORIZONTAL: 12,\n /**\n * Reflection about reverse diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n REVERSE_DIAGONAL: 14,\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the U-axis\n * after rotating the axes.\n */\n uX: function (ind) { return ux[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis\n * after rotating the axes.\n */\n uY: function (ind) { return uy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the V-axis\n * after rotating the axes.\n */\n vX: function (ind) { return vx[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis\n * after rotating the axes.\n */\n vY: function (ind) { return vy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite\n * is needed. Only rotations have opposite symmetries while\n * reflections don't.\n * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation`\n */\n inv: function (rotation) {\n if (rotation & 8) // true only if between 8 & 15 (reflections)\n {\n return rotation & 15; // or rotation % 16\n }\n return (-rotation) & 7; // or (8 - rotation) % 8\n },\n /**\n * Composes the two D8 operations.\n *\n * Taking `^` as reflection:\n *\n * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |\n * |-------|-----|-----|-----|-----|------|-------|-------|-------|\n * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |\n * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |\n * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |\n * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |\n * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |\n * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |\n * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |\n * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |\n *\n * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which\n * is the row in the above cayley table.\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which\n * is the column in the above cayley table.\n * @returns {PIXI.GD8Symmetry} Composed operation\n */\n add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); },\n /**\n * Reverse of `add`.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation\n * @returns {PIXI.GD8Symmetry} Result\n */\n sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); },\n /**\n * Adds 180 degrees to rotation, which is a commutative\n * operation.\n * @memberof PIXI.groupD8\n * @param {number} rotation - The number to rotate.\n * @returns {number} Rotated number\n */\n rotate180: function (rotation) { return rotation ^ 4; },\n /**\n * Checks if the rotation angle is vertical, i.e. south\n * or north. It doesn't work for reflections.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - The number to check.\n * @returns {boolean} Whether or not the direction is vertical\n */\n isVertical: function (rotation) { return (rotation & 3) === 2; },\n /**\n * Approximates the vector `V(dx,dy)` into one of the\n * eight directions provided by `groupD8`.\n * @memberof PIXI.groupD8\n * @param {number} dx - X-component of the vector\n * @param {number} dy - Y-component of the vector\n * @returns {PIXI.GD8Symmetry} Approximation of the vector into\n * one of the eight symmetries.\n */\n byDirection: function (dx, dy) {\n if (Math.abs(dx) * 2 <= Math.abs(dy)) {\n if (dy >= 0) {\n return groupD8.S;\n }\n return groupD8.N;\n }\n else if (Math.abs(dy) * 2 <= Math.abs(dx)) {\n if (dx > 0) {\n return groupD8.E;\n }\n return groupD8.W;\n }\n else if (dy > 0) {\n if (dx > 0) {\n return groupD8.SE;\n }\n return groupD8.SW;\n }\n else if (dx > 0) {\n return groupD8.NE;\n }\n return groupD8.NW;\n },\n /**\n * Helps sprite to compensate texture packer rotation.\n * @memberof PIXI.groupD8\n * @param {PIXI.Matrix} matrix - sprite world matrix\n * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.\n * @param {number} tx - sprite anchoring\n * @param {number} ty - sprite anchoring\n */\n matrixAppendRotationInv: function (matrix, rotation, tx, ty) {\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n // Packer used \"rotation\", we use \"inv(rotation)\"\n var mat = rotationMatrices[groupD8.inv(rotation)];\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n },\n};\n\n/**\n * Transform that takes care about its versions.\n * @memberof PIXI\n */\nvar Transform = /** @class */ (function () {\n function Transform() {\n this.worldTransform = new Matrix();\n this.localTransform = new Matrix();\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n this._rotation = 0;\n this._cx = 1;\n this._sx = 0;\n this._cy = 0;\n this._sy = 1;\n this._localID = 0;\n this._currentLocalID = 0;\n this._worldID = 0;\n this._parentID = 0;\n }\n /** Called when a value changes. */\n Transform.prototype.onChange = function () {\n this._localID++;\n };\n /** Called when the skew or the rotation changes. */\n Transform.prototype.updateSkew = function () {\n this._cx = Math.cos(this._rotation + this.skew.y);\n this._sx = Math.sin(this._rotation + this.skew.y);\n this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2\n this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2\n this._localID++;\n };\n Transform.prototype.toString = function () {\n return \"[@pixi/math:Transform \"\n + (\"position=(\" + this.position.x + \", \" + this.position.y + \") \")\n + (\"rotation=\" + this.rotation + \" \")\n + (\"scale=(\" + this.scale.x + \", \" + this.scale.y + \") \")\n + (\"skew=(\" + this.skew.x + \", \" + this.skew.y + \") \")\n + \"]\";\n };\n /** Updates the local transformation matrix. */\n Transform.prototype.updateLocalTransform = function () {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n };\n /**\n * Updates the local and the world transformation matrices.\n * @param parentTransform - The parent transform\n */\n Transform.prototype.updateTransform = function (parentTransform) {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n if (this._parentID !== parentTransform._worldID) {\n // concat the parent matrix with the objects transform.\n var pt = parentTransform.worldTransform;\n var wt = this.worldTransform;\n wt.a = (lt.a * pt.a) + (lt.b * pt.c);\n wt.b = (lt.a * pt.b) + (lt.b * pt.d);\n wt.c = (lt.c * pt.a) + (lt.d * pt.c);\n wt.d = (lt.c * pt.b) + (lt.d * pt.d);\n wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;\n wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;\n this._parentID = parentTransform._worldID;\n // update the id of the transform..\n this._worldID++;\n }\n };\n /**\n * Decomposes a matrix and sets the transforms properties based on it.\n * @param matrix - The matrix to decompose\n */\n Transform.prototype.setFromMatrix = function (matrix) {\n matrix.decompose(this);\n this._localID++;\n };\n Object.defineProperty(Transform.prototype, \"rotation\", {\n /** The rotation of the object in radians. */\n get: function () {\n return this._rotation;\n },\n set: function (value) {\n if (this._rotation !== value) {\n this._rotation = value;\n this.updateSkew();\n }\n },\n enumerable: false,\n configurable: true\n });\n /** A default (identity) transform. */\n Transform.IDENTITY = new Transform();\n return Transform;\n}());\n\nexport { Circle, DEG_TO_RAD, Ellipse, Matrix, ObservablePoint, PI_2, Point, Polygon, RAD_TO_DEG, Rectangle, RoundedRectangle, SHAPES, Transform, groupD8 };\n//# sourceMappingURL=math.mjs.map\n","/*!\n * @pixi/display - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/display is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { Rectangle, RAD_TO_DEG, DEG_TO_RAD, Transform } from '@pixi/math';\nimport { EventEmitter, removeItems } from '@pixi/utils';\n\n/**\n * Sets the default value for the container property 'sortableChildren'.\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n * @static\n * @constant\n * @name SORTABLE_CHILDREN\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.SORTABLE_CHILDREN = false;\n\n/**\n * 'Builder' pattern for bounds rectangles.\n *\n * This could be called an Axis-Aligned Bounding Box.\n * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems.\n * @memberof PIXI\n */\nvar Bounds = /** @class */ (function () {\n function Bounds() {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n this.rect = null;\n this.updateID = -1;\n }\n /**\n * Checks if bounds are empty.\n * @returns - True if empty.\n */\n Bounds.prototype.isEmpty = function () {\n return this.minX > this.maxX || this.minY > this.maxY;\n };\n /** Clears the bounds and resets. */\n Bounds.prototype.clear = function () {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n };\n /**\n * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n * It is not guaranteed that it will return tempRect\n * @param rect - Temporary object will be used if AABB is not empty\n * @returns - A rectangle of the bounds\n */\n Bounds.prototype.getRectangle = function (rect) {\n if (this.minX > this.maxX || this.minY > this.maxY) {\n return Rectangle.EMPTY;\n }\n rect = rect || new Rectangle(0, 0, 1, 1);\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n return rect;\n };\n /**\n * This function should be inlined when its possible.\n * @param point - The point to add.\n */\n Bounds.prototype.addPoint = function (point) {\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n };\n /**\n * Adds a point, after transformed. This should be inlined when its possible.\n * @param matrix\n * @param point\n */\n Bounds.prototype.addPointMatrix = function (matrix, point) {\n var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty;\n var x = (a * point.x) + (c * point.y) + tx;\n var y = (b * point.x) + (d * point.y) + ty;\n this.minX = Math.min(this.minX, x);\n this.maxX = Math.max(this.maxX, x);\n this.minY = Math.min(this.minY, y);\n this.maxY = Math.max(this.maxY, y);\n };\n /**\n * Adds a quad, not transformed\n * @param vertices - The verts to add.\n */\n Bounds.prototype.addQuad = function (vertices) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = vertices[0];\n var y = vertices[1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds sprite frame, transformed.\n * @param transform - transform to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) {\n this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1);\n };\n /**\n * Adds sprite frame, multiplied by matrix\n * @param matrix - matrix to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) {\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = (a * x0) + (c * y0) + tx;\n var y = (b * x0) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y0) + tx;\n y = (b * x1) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x0) + (c * y1) + tx;\n y = (b * x0) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y1) + tx;\n y = (b * x1) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds screen vertices from array\n * @param vertexData - calculated vertices\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var x = vertexData[i];\n var y = vertexData[i + 1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Add an array of mesh vertices\n * @param transform - mesh transform\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) {\n this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset);\n };\n /**\n * Add an array of mesh vertices.\n * @param matrix - mesh matrix\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n * @param padX - x padding\n * @param padY - y padding\n */\n Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) {\n if (padX === void 0) { padX = 0; }\n if (padY === void 0) { padY = padX; }\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var rawX = vertices[i];\n var rawY = vertices[i + 1];\n var x = (a * rawX) + (c * rawY) + tx;\n var y = (d * rawY) + (b * rawX) + ty;\n minX = Math.min(minX, x - padX);\n maxX = Math.max(maxX, x + padX);\n minY = Math.min(minY, y - padY);\n maxY = Math.max(maxY, y + padY);\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds other {@link Bounds}.\n * @param bounds - The Bounds to be added\n */\n Bounds.prototype.addBounds = function (bounds) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = bounds.minX < minX ? bounds.minX : minX;\n this.minY = bounds.minY < minY ? bounds.minY : minY;\n this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX;\n this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY;\n };\n /**\n * Adds other Bounds, masked with Bounds.\n * @param bounds - The Bounds to be added.\n * @param mask - TODO\n */\n Bounds.prototype.addBoundsMask = function (bounds, mask) {\n var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX;\n var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY;\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty.\n * @param bounds - other bounds\n * @param matrix - multiplicator\n */\n Bounds.prototype.addBoundsMatrix = function (bounds, matrix) {\n this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY);\n };\n /**\n * Adds other Bounds, masked with Rectangle.\n * @param bounds - TODO\n * @param area - TODO\n */\n Bounds.prototype.addBoundsArea = function (bounds, area) {\n var _minX = bounds.minX > area.x ? bounds.minX : area.x;\n var _minY = bounds.minY > area.y ? bounds.minY : area.y;\n var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width);\n var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height);\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Pads bounds object, making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n */\n Bounds.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n if (!this.isEmpty()) {\n this.minX -= paddingX;\n this.maxX += paddingX;\n this.minY -= paddingY;\n this.maxY += paddingY;\n }\n };\n /**\n * Adds padded frame. (x0, y0) should be strictly less than (x1, y1)\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n * @param padX - padding X\n * @param padY - padding Y\n */\n Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) {\n x0 -= padX;\n y0 -= padY;\n x1 += padX;\n y1 += padY;\n this.minX = this.minX < x0 ? this.minX : x0;\n this.maxX = this.maxX > x1 ? this.maxX : x1;\n this.minY = this.minY < y0 ? this.minY : y0;\n this.maxY = this.maxY > y1 ? this.maxY : y1;\n };\n return Bounds;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * The base class for all objects that are rendered on the screen.\n *\n * This is an abstract class and can not be used on its own; rather it should be extended.\n *\n * ## Display objects implemented in PixiJS\n *\n * | Display Object | Description |\n * | ------------------------------- | --------------------------------------------------------------------- |\n * | {@link PIXI.Container} | Adds support for `children` to DisplayObject |\n * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API |\n * | {@link PIXI.Sprite} | Draws textures (i.e. images) |\n * | {@link PIXI.Text} | Draws text using the Canvas API internally |\n * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures |\n * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion |\n * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images |\n * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data |\n * | {@link PIXI.NineSlicePlane} | Mesh-related |\n * | {@link PIXI.SimpleMesh} | v4-compatible mesh |\n * | {@link PIXI.SimplePlane} | Mesh-related |\n * | {@link PIXI.SimpleRope} | Mesh-related |\n *\n * ## Transforms\n *\n * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its\n * local coordinate space to its parent's local coordinate space. The following properties are derived\n * from the transform:\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n *
                                                                        PropertyDescription
                                                                        [pivot]{@link PIXI.DisplayObject#pivot}\n * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot\n * is equal to position, regardless of the other three transformations. In other words, It is the center of\n * rotation, scaling, and skewing.\n *
                                                                        [position]{@link PIXI.DisplayObject#position}\n * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local\n * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object\n * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space.\n *
                                                                        [scale]{@link PIXI.DisplayObject#scale}\n * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the\n * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center\n * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}.\n *
                                                                        [rotation]{@link PIXI.DisplayObject#rotation}\n * Rotation. This will rotate the display object's projection by this angle (in radians).\n *
                                                                        [skew]{@link PIXI.DisplayObject#skew}\n *

                                                                        Skewing. This can be used to deform a rectangular display object into a parallelogram.

                                                                        \n *

                                                                        \n * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be\n * thought of the net rotation applied to the coordinate axes (separately). For example, if \"skew.x\" is\n * ⍺ and \"skew.y\" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be\n * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will\n * be rotated by an angle between ⍺ and β.\n *

                                                                        \n *

                                                                        \n * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying\n * a rotation. Indeed, if \"skew.x\" = -ϴ and \"skew.y\" = ϴ, it will produce an equivalent of \"rotation\" = ϴ.\n *

                                                                        \n *

                                                                        \n * Another quite interesting observation is that \"skew.x\", \"skew.y\", rotation are communtative operations. Indeed,\n * because rotation is essentially a careful combination of the two.\n *

                                                                        \n *
                                                                        angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
                                                                        xTranslation. This is an alias for position.x!
                                                                        yTranslation. This is an alias for position.y!
                                                                        width\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing\n * the \"requested\" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there\n * is no concept of user-defined width.\n *
                                                                        height\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing\n * the \"requested\" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there\n * is no concept of user-defined height.\n *
                                                                        \n *\n * ## Bounds\n *\n * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit\n * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the\n * `worldTransform` to calculate in world space).\n *\n * There are a few additional types of bounding boxes:\n *\n * | Bounds | Description |\n * | --------------------- | ---------------------------------------------------------------------------------------- |\n * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. |\n * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. |\n * | Render Bounds | The bounds, but including extra rendering effects like filter padding. |\n * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. |\n * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. |\n * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)|\n * | Content Bounds | The natural bounds when excluding all children of a `Container`. |\n *\n * ### calculateBounds\n *\n * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children.\n *\n * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and\n * `getLocalBounds` to work. This method must write the bounds into `this._bounds`.\n *\n * Generally, the following technique works for most simple cases: take the list of points\n * forming the \"hull\" of the object (i.e. outline of the object's shape), and then add them\n * using {@link PIXI.Bounds#addPointMatrix}.\n *\n * ```js\n * calculateBounds(): void\n * {\n * const points = [...];\n *\n * for (let i = 0, j = points.length; i < j; i++)\n * {\n * this._bounds.addPointMatrix(this.worldTransform, points[i]);\n * }\n * }\n * ```\n *\n * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them\n * in one array together.\n *\n * ## Alpha\n *\n * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display\n * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not\n * applied on any ancestor further up the chain).\n *\n * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}.\n *\n * ## Renderable vs Visible\n *\n * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the\n * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display\n * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not\n * be calculated.\n *\n * It is recommended that applications use the `renderable` property for culling. See\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details.\n *\n * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This\n * one is also better in terms of performance.\n * @memberof PIXI\n */\nvar DisplayObject = /** @class */ (function (_super) {\n __extends(DisplayObject, _super);\n function DisplayObject() {\n var _this = _super.call(this) || this;\n _this.tempDisplayObjectParent = null;\n // TODO: need to create Transform from factory\n _this.transform = new Transform();\n _this.alpha = 1;\n _this.visible = true;\n _this.renderable = true;\n _this.cullable = false;\n _this.cullArea = null;\n _this.parent = null;\n _this.worldAlpha = 1;\n _this._lastSortedIndex = 0;\n _this._zIndex = 0;\n _this.filterArea = null;\n _this.filters = null;\n _this._enabledFilters = null;\n _this._bounds = new Bounds();\n _this._localBounds = null;\n _this._boundsID = 0;\n _this._boundsRect = null;\n _this._localBoundsRect = null;\n _this._mask = null;\n _this._maskRefCount = 0;\n _this._destroyed = false;\n _this.isSprite = false;\n _this.isMask = false;\n return _this;\n }\n /**\n * Mixes all enumerable properties and methods from a source object to DisplayObject.\n * @param source - The source of properties and methods to mix in.\n */\n DisplayObject.mixin = function (source) {\n // in ES8/ES2017, this would be really easy:\n // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source));\n // get all the enumerable property keys\n var keys = Object.keys(source);\n // loop through properties\n for (var i = 0; i < keys.length; ++i) {\n var propertyName = keys[i];\n // Set the property using the property descriptor - this works for accessors and normal value properties\n Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName));\n }\n };\n Object.defineProperty(DisplayObject.prototype, \"destroyed\", {\n /**\n * Fired when this DisplayObject is added to a Container.\n * @instance\n * @event added\n * @param {PIXI.Container} container - The container added to.\n */\n /**\n * Fired when this DisplayObject is removed from a Container.\n * @instance\n * @event removed\n * @param {PIXI.Container} container - The container removed from.\n */\n /**\n * Fired when this DisplayObject is destroyed. This event is emitted once\n * destroy is finished.\n * @instance\n * @event destroyed\n */\n /** Readonly flag for destroyed display objects. */\n get: function () {\n return this._destroyed;\n },\n enumerable: false,\n configurable: true\n });\n /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */\n DisplayObject.prototype._recursivePostUpdateTransform = function () {\n if (this.parent) {\n this.parent._recursivePostUpdateTransform();\n this.transform.updateTransform(this.parent.transform);\n }\n else {\n this.transform.updateTransform(this._tempDisplayObjectParent.transform);\n }\n };\n /** Updates the object transform for rendering. TODO - Optimization pass! */\n DisplayObject.prototype.updateTransform = function () {\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // multiply the alphas..\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n };\n /**\n * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}.\n *\n * This method is expensive on containers with a large subtree (like the stage). This is because the bounds\n * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to\n * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update\n * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using\n * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise,\n * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as\n * its height increases.\n *\n * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated.\n * The world bounds of all display objects in a container's **subtree** will also be recalculated.\n *\n * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds\n * calculation if needed.\n *\n * ```js\n * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect);\n * ```\n *\n * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This\n * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more\n * details.\n *\n * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms\n * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain\n * cases.\n * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The minimum axis-aligned rectangle in world space that fits around this object.\n */\n DisplayObject.prototype.getBounds = function (skipUpdate, rect) {\n if (!skipUpdate) {\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else {\n this._recursivePostUpdateTransform();\n this.updateTransform();\n }\n }\n if (this._bounds.updateID !== this._boundsID) {\n this.calculateBounds();\n this._bounds.updateID = this._boundsID;\n }\n if (!rect) {\n if (!this._boundsRect) {\n this._boundsRect = new Rectangle();\n }\n rect = this._boundsRect;\n }\n return this._bounds.getRectangle(rect);\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The rectangular bounding area.\n */\n DisplayObject.prototype.getLocalBounds = function (rect) {\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n var transformRef = this.transform;\n var parentRef = this.parent;\n this.parent = null;\n this.transform = this._tempDisplayObjectParent.transform;\n var worldBounds = this._bounds;\n var worldBoundsID = this._boundsID;\n this._bounds = this._localBounds;\n var bounds = this.getBounds(false, rect);\n this.parent = parentRef;\n this.transform = transformRef;\n this._bounds = worldBounds;\n this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects\n return bounds;\n };\n /**\n * Calculates the global position of the display object.\n * @param position - The world origin to calculate from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform.\n * @returns - A point object representing the position of this object.\n */\n DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) {\n if (skipUpdate === void 0) { skipUpdate = false; }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // don't need to update the lot\n return this.worldTransform.apply(position, point);\n };\n /**\n * Calculates the local position of the display object relative to another point.\n * @param position - The world origin to calculate from.\n * @param from - The DisplayObject to calculate the global position from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform\n * @returns - A point object representing the position of this object\n */\n DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) {\n if (from) {\n position = from.toGlobal(position, point, skipUpdate);\n }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // simply apply the matrix..\n return this.worldTransform.applyInverse(position, point);\n };\n /**\n * Set the parent Container of this DisplayObject.\n * @param container - The Container to add this DisplayObject to.\n * @returns - The Container that this DisplayObject was added to.\n */\n DisplayObject.prototype.setParent = function (container) {\n if (!container || !container.addChild) {\n throw new Error('setParent: Argument must be a Container');\n }\n container.addChild(this);\n return container;\n };\n /**\n * Convenience function to set the position, scale, skew and pivot at once.\n * @param x - The X position\n * @param y - The Y position\n * @param scaleX - The X scale value\n * @param scaleY - The Y scale value\n * @param rotation - The rotation\n * @param skewX - The X skew value\n * @param skewY - The Y skew value\n * @param pivotX - The X pivot value\n * @param pivotY - The Y pivot value\n * @returns - The DisplayObject instance\n */\n DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (scaleX === void 0) { scaleX = 1; }\n if (scaleY === void 0) { scaleY = 1; }\n if (rotation === void 0) { rotation = 0; }\n if (skewX === void 0) { skewX = 0; }\n if (skewY === void 0) { skewY = 0; }\n if (pivotX === void 0) { pivotX = 0; }\n if (pivotY === void 0) { pivotY = 0; }\n this.position.x = x;\n this.position.y = y;\n this.scale.x = !scaleX ? 1 : scaleX;\n this.scale.y = !scaleY ? 1 : scaleY;\n this.rotation = rotation;\n this.skew.x = skewX;\n this.skew.y = skewY;\n this.pivot.x = pivotX;\n this.pivot.y = pivotY;\n return this;\n };\n /**\n * Base destroy method for generic display objects. This will automatically\n * remove the display object from its parent Container as well as remove\n * all current event listeners and internal references. Do not use a DisplayObject\n * after calling `destroy()`.\n * @param _options\n */\n DisplayObject.prototype.destroy = function (_options) {\n if (this.parent) {\n this.parent.removeChild(this);\n }\n this._destroyed = true;\n this.transform = null;\n this.parent = null;\n this._bounds = null;\n this.mask = null;\n this.cullArea = null;\n this.filters = null;\n this.filterArea = null;\n this.hitArea = null;\n this.interactive = false;\n this.interactiveChildren = false;\n this.emit('destroyed');\n this.removeAllListeners();\n };\n Object.defineProperty(DisplayObject.prototype, \"_tempDisplayObjectParent\", {\n /**\n * @protected\n * @member {PIXI.Container}\n */\n get: function () {\n if (this.tempDisplayObjectParent === null) {\n // eslint-disable-next-line @typescript-eslint/no-use-before-define\n this.tempDisplayObjectParent = new TemporaryDisplayObject();\n }\n return this.tempDisplayObjectParent;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root\n *\n * ```\n * const cacheParent = elem.enableTempParent();\n * elem.updateTransform();\n * elem.disableTempParent(cacheParent);\n * ```\n * @returns - current parent\n */\n DisplayObject.prototype.enableTempParent = function () {\n var myParent = this.parent;\n this.parent = this._tempDisplayObjectParent;\n return myParent;\n };\n /**\n * Pair method for `enableTempParent`\n * @param cacheParent - Actual parent of element\n */\n DisplayObject.prototype.disableTempParent = function (cacheParent) {\n this.parent = cacheParent;\n };\n Object.defineProperty(DisplayObject.prototype, \"x\", {\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n * An alias to position.x\n */\n get: function () {\n return this.position.x;\n },\n set: function (value) {\n this.transform.position.x = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"y\", {\n /**\n * The position of the displayObject on the y axis relative to the local coordinates of the parent.\n * An alias to position.y\n */\n get: function () {\n return this.position.y;\n },\n set: function (value) {\n this.transform.position.y = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldTransform\", {\n /**\n * Current transform of the object based on world (parent) factors.\n * @readonly\n */\n get: function () {\n return this.transform.worldTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"localTransform\", {\n /**\n * Current transform of the object based on local factors: position, scale, other stuff.\n * @readonly\n */\n get: function () {\n return this.transform.localTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"position\", {\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.position;\n },\n set: function (value) {\n this.transform.position.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"scale\", {\n /**\n * The scale factors of this object along the local coordinate axes.\n *\n * The default scale is (1, 1).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.scale;\n },\n set: function (value) {\n this.transform.scale.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"pivot\", {\n /**\n * The center of rotation, scaling, and skewing for this display object in its local space. The `position`\n * is the projection of `pivot` in the parent's local space.\n *\n * By default, the pivot is the origin (0, 0).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.pivot;\n },\n set: function (value) {\n this.transform.pivot.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"skew\", {\n /**\n * The skew factor for the object in radians.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.skew;\n },\n set: function (value) {\n this.transform.skew.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"rotation\", {\n /**\n * The rotation of the object in radians.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation;\n },\n set: function (value) {\n this.transform.rotation = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"angle\", {\n /**\n * The angle of the object in degrees.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation * RAD_TO_DEG;\n },\n set: function (value) {\n this.transform.rotation = value * DEG_TO_RAD;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"zIndex\", {\n /**\n * The zIndex of the displayObject.\n *\n * If a container has the sortableChildren property set to true, children will be automatically\n * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array,\n * and thus rendered on top of other display objects within the same container.\n * @see PIXI.Container#sortableChildren\n */\n get: function () {\n return this._zIndex;\n },\n set: function (value) {\n this._zIndex = value;\n if (this.parent) {\n this.parent.sortDirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldVisible\", {\n /**\n * Indicates if the object is globally visible.\n * @readonly\n */\n get: function () {\n var item = this;\n do {\n if (!item.visible) {\n return false;\n }\n item = item.parent;\n } while (item);\n return true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"mask\", {\n /**\n * Sets a mask for the displayObject. A mask is an object that limits the visibility of an\n * object to the shape of the mask applied to it. In PixiJS a regular mask must be a\n * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it\n * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent.\n * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong.\n * To remove a mask, set this property to `null`.\n *\n * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.\n * @example\n * const graphics = new PIXI.Graphics();\n * graphics.beginFill(0xFF3300);\n * graphics.drawRect(50, 250, 100, 100);\n * graphics.endFill();\n *\n * const sprite = new PIXI.Sprite(texture);\n * sprite.mask = graphics;\n * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.\n */\n get: function () {\n return this._mask;\n },\n set: function (value) {\n if (this._mask === value) {\n return;\n }\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n maskObject._maskRefCount--;\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = true;\n maskObject.isMask = false;\n }\n }\n }\n this._mask = value;\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = false;\n maskObject.isMask = true;\n }\n maskObject._maskRefCount++;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return DisplayObject;\n}(EventEmitter));\n/**\n * @private\n */\nvar TemporaryDisplayObject = /** @class */ (function (_super) {\n __extends(TemporaryDisplayObject, _super);\n function TemporaryDisplayObject() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n _this.sortDirty = null;\n return _this;\n }\n return TemporaryDisplayObject;\n}(DisplayObject));\n/**\n * DisplayObject default updateTransform, does not update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.DisplayObject#\n * @method displayObjectUpdateTransform\n */\nDisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;\n\n/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\nfunction sortChildren(a, b) {\n if (a.zIndex === b.zIndex) {\n return a._lastSortedIndex - b._lastSortedIndex;\n }\n return a.zIndex - b.zIndex;\n}\n/**\n * Container is a general-purpose display object that holds children. It also adds built-in support for advanced\n * rendering features like masking and filtering.\n *\n * It is the base class of all display objects that act as a container for other objects, including Graphics\n * and Sprite.\n *\n * ```js\n * import { BlurFilter } from '@pixi/filter-blur';\n * import { Container } from '@pixi/display';\n * import { Graphics } from '@pixi/graphics';\n * import { Sprite } from '@pixi/sprite';\n *\n * let container = new Container();\n * let sprite = Sprite.from(\"https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png\");\n *\n * sprite.width = 512;\n * sprite.height = 512;\n *\n * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container\n * // is rendered.\n * container.addChild(sprite);\n *\n * // Blurs whatever is rendered by the container\n * container.filters = [new BlurFilter()];\n *\n * // Only the contents within a circle at the center should be rendered onto the screen.\n * container.mask = new Graphics()\n * .beginFill(0xffffff)\n * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2)\n * .endFill();\n * ```\n * @memberof PIXI\n */\nvar Container = /** @class */ (function (_super) {\n __extends(Container, _super);\n function Container() {\n var _this = _super.call(this) || this;\n _this.children = [];\n _this.sortableChildren = settings.SORTABLE_CHILDREN;\n _this.sortDirty = false;\n return _this;\n /**\n * Fired when a DisplayObject is added to this Container.\n * @event PIXI.Container#childAdded\n * @param {PIXI.DisplayObject} child - The child added to the Container.\n * @param {PIXI.Container} container - The container that added the child.\n * @param {number} index - The children's index of the added child.\n */\n /**\n * Fired when a DisplayObject is removed from this Container.\n * @event PIXI.DisplayObject#removedFrom\n * @param {PIXI.DisplayObject} child - The child removed from the Container.\n * @param {PIXI.Container} container - The container that removed removed the child.\n * @param {number} index - The former children's index of the removed child\n */\n }\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified.\n * @param _length\n */\n Container.prototype.onChildrenChange = function (_length) {\n /* empty */\n };\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container\n * @returns {PIXI.DisplayObject} - The first child that was added.\n */\n Container.prototype.addChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the array and add all children\n for (var i = 0; i < children.length; i++) {\n // eslint-disable-next-line prefer-rest-params\n this.addChild(children[i]);\n }\n }\n else {\n var child = children[0];\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.push(child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n this.emit('childAdded', child, this, this.children.length - 1);\n child.emit('added', this);\n }\n return children[0];\n };\n /**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n * @param {PIXI.DisplayObject} child - The child to add\n * @param {number} index - The index to place the child in\n * @returns {PIXI.DisplayObject} The child that was added.\n */\n Container.prototype.addChildAt = function (child, index) {\n if (index < 0 || index > this.children.length) {\n throw new Error(child + \"addChildAt: The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.splice(index, 0, child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('added', this);\n this.emit('childAdded', child, this, index);\n return child;\n };\n /**\n * Swaps the position of 2 Display Objects within this container.\n * @param child - First display object to swap\n * @param child2 - Second display object to swap\n */\n Container.prototype.swapChildren = function (child, child2) {\n if (child === child2) {\n return;\n }\n var index1 = this.getChildIndex(child);\n var index2 = this.getChildIndex(child2);\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n };\n /**\n * Returns the index position of a child DisplayObject instance\n * @param child - The DisplayObject instance to identify\n * @returns - The index position of the child display object to identify\n */\n Container.prototype.getChildIndex = function (child) {\n var index = this.children.indexOf(child);\n if (index === -1) {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n return index;\n };\n /**\n * Changes the position of an existing child in the display object container\n * @param child - The child DisplayObject instance for which you want to change the index number\n * @param index - The resulting index number for the child display object\n */\n Container.prototype.setChildIndex = function (child, index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n var currentIndex = this.getChildIndex(child);\n removeItems(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n this.onChildrenChange(index);\n };\n /**\n * Returns the child at the specified index\n * @param index - The index to get the child at\n * @returns - The child at the given index, if any.\n */\n Container.prototype.getChildAt = function (index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"getChildAt: Index (\" + index + \") does not exist.\");\n }\n return this.children[index];\n };\n /**\n * Removes one or more children from the container.\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove\n * @returns {PIXI.DisplayObject} The first child that was removed.\n */\n Container.prototype.removeChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the arguments property and remove all children\n for (var i = 0; i < children.length; i++) {\n this.removeChild(children[i]);\n }\n }\n else {\n var child = children[0];\n var index = this.children.indexOf(child);\n if (index === -1)\n { return null; }\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n }\n return children[0];\n };\n /**\n * Removes a child from the specified index position.\n * @param index - The index to get the child from\n * @returns The child that was removed.\n */\n Container.prototype.removeChildAt = function (index) {\n var child = this.getChildAt(index);\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n return child;\n };\n /**\n * Removes all children from this container that are within the begin and end indexes.\n * @param beginIndex - The beginning position.\n * @param endIndex - The ending position. Default value is size of the container.\n * @returns - List of removed children\n */\n Container.prototype.removeChildren = function (beginIndex, endIndex) {\n if (beginIndex === void 0) { beginIndex = 0; }\n if (endIndex === void 0) { endIndex = this.children.length; }\n var begin = beginIndex;\n var end = endIndex;\n var range = end - begin;\n var removed;\n if (range > 0 && range <= end) {\n removed = this.children.splice(begin, range);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].parent = null;\n if (removed[i].transform) {\n removed[i].transform._parentID = -1;\n }\n }\n this._boundsID++;\n this.onChildrenChange(beginIndex);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].emit('removed', this);\n this.emit('childRemoved', removed[i], this, i);\n }\n return removed;\n }\n else if (range === 0 && this.children.length === 0) {\n return [];\n }\n throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n };\n /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */\n Container.prototype.sortChildren = function () {\n var sortRequired = false;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n child._lastSortedIndex = i;\n if (!sortRequired && child.zIndex !== 0) {\n sortRequired = true;\n }\n }\n if (sortRequired && this.children.length > 1) {\n this.children.sort(sortChildren);\n }\n this.sortDirty = false;\n };\n /** Updates the transform on all children of this container for rendering. */\n Container.prototype.updateTransform = function () {\n if (this.sortableChildren && this.sortDirty) {\n this.sortChildren();\n }\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // TODO: check render flags, how to process stuff here\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n };\n /**\n * Recalculates the bounds of the container.\n *\n * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds\n * is limited to its mask's bounds or filterArea, if any is applied.\n */\n Container.prototype.calculateBounds = function () {\n this._bounds.clear();\n this._calculateBounds();\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n if (!child.visible || !child.renderable) {\n continue;\n }\n child.calculateBounds();\n // TODO: filter+mask, need to mask both somehow\n if (child._mask) {\n var maskObject = (child._mask.isMaskData\n ? child._mask.maskObject : child._mask);\n if (maskObject) {\n maskObject.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, maskObject._bounds);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n else if (child.filterArea) {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n this._bounds.updateID = this._boundsID;\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n *\n * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render()\n * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms,\n * it was default behaviour of pixi 4.0-5.2 and caused many problems to users.\n * @returns - The rectangular bounding area.\n */\n Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) {\n if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; }\n var result = _super.prototype.getLocalBounds.call(this, rect);\n if (!skipChildrenUpdate) {\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n }\n return result;\n };\n /**\n * Recalculates the content bounds of this object. This should be overriden to\n * calculate the bounds of this specific object (not including children).\n * @protected\n */\n Container.prototype._calculateBounds = function () {\n // FILL IN//\n };\n /**\n * Renders this object and its children with culling.\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n Container.prototype._renderWithCulling = function (renderer) {\n var sourceFrame = renderer.renderTexture.sourceFrame;\n // If the source frame is empty, stop rendering.\n if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) {\n return;\n }\n // Render the content of the container only if its bounds intersect with the source frame.\n // All filters are on the stack at this point, and the filter source frame is bound:\n // therefore, even if the bounds to non intersect the filter frame, the filter\n // is still applied and any filter padding that is in the frame is rendered correctly.\n var bounds;\n var transform;\n // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea\n // rectangle must completely contain the container and its children including filter padding.\n if (this.cullArea) {\n bounds = this.cullArea;\n transform = this.worldTransform;\n }\n // If the container doesn't override _render, we can skip the bounds calculation and intersection test.\n else if (this._render !== Container.prototype._render) {\n bounds = this.getBounds(true);\n }\n // Render the container if the source frame intersects the bounds.\n if (bounds && sourceFrame.intersects(bounds, transform)) {\n this._render(renderer);\n }\n // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering.\n else if (this.cullArea) {\n return;\n }\n // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect\n // the source frame, because the children might have filters with nonzero padding, which may intersect\n // with the source frame while the bounds do not: filter padding is not included in the bounds.\n // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered\n // if they are out of frame; otherwise, render the children normally.\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n var childCullable = child.cullable;\n child.cullable = childCullable || !this.cullArea;\n child.render(renderer);\n child.cullable = childCullable;\n }\n };\n /**\n * Renders the object using the WebGL renderer.\n *\n * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the\n * container itself. This `render` method will invoke it, and also invoke the `render` methods of all\n * children afterward.\n *\n * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and\n * the bounds of this object are out of frame, this implementation will entirely skip rendering.\n * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally,\n * setting alpha to zero is not recommended for purely skipping rendering.\n *\n * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is\n * advised to employ **culling** to automatically skip rendering objects outside of the current screen.\n * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}.\n * Other culling methods might be better suited for a large number static objects; see\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}.\n *\n * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or\n * filtering is applied on a container. This does, however, break batching and can affect performance when\n * masking and filtering is applied extensively throughout the scene graph.\n * @param renderer - The renderer\n */\n Container.prototype.render = function (renderer) {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || (this.filters && this.filters.length)) {\n this.renderAdvanced(renderer);\n }\n else if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n };\n /**\n * Render the object using the WebGL renderer and advanced features.\n * @param renderer - The renderer\n */\n Container.prototype.renderAdvanced = function (renderer) {\n var filters = this.filters;\n var mask = this._mask;\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters) {\n if (!this._enabledFilters) {\n this._enabledFilters = [];\n }\n this._enabledFilters.length = 0;\n for (var i = 0; i < filters.length; i++) {\n if (filters[i].enabled) {\n this._enabledFilters.push(filters[i]);\n }\n }\n }\n var flush = (filters && this._enabledFilters && this._enabledFilters.length)\n || (mask && (!mask.isMaskData\n || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE))));\n if (flush) {\n renderer.batch.flush();\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.push(this, this._enabledFilters);\n }\n if (mask) {\n renderer.mask.push(this, this._mask);\n }\n if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n if (flush) {\n renderer.batch.flush();\n }\n if (mask) {\n renderer.mask.pop(this);\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.pop();\n }\n };\n /**\n * To be overridden by the subclasses.\n * @param _renderer - The renderer\n */\n Container.prototype._render = function (_renderer) {\n // this is where content itself gets rendered...\n };\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n Container.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this);\n this.sortDirty = false;\n var destroyChildren = typeof options === 'boolean' ? options : options && options.children;\n var oldChildren = this.removeChildren(0, this.children.length);\n if (destroyChildren) {\n for (var i = 0; i < oldChildren.length; ++i) {\n oldChildren[i].destroy(options);\n }\n }\n };\n Object.defineProperty(Container.prototype, \"width\", {\n /** The width of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.x * this.getLocalBounds().width;\n },\n set: function (value) {\n var width = this.getLocalBounds().width;\n if (width !== 0) {\n this.scale.x = value / width;\n }\n else {\n this.scale.x = 1;\n }\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Container.prototype, \"height\", {\n /** The height of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.y * this.getLocalBounds().height;\n },\n set: function (value) {\n var height = this.getLocalBounds().height;\n if (height !== 0) {\n this.scale.y = value / height;\n }\n else {\n this.scale.y = 1;\n }\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n return Container;\n}(DisplayObject));\n/**\n * Container default updateTransform, does update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.Container#\n * @method containerUpdateTransform\n */\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n\nexport { Bounds, Container, DisplayObject, TemporaryDisplayObject };\n//# sourceMappingURL=display.mjs.map\n","/*!\n * @pixi/extensions - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/extensions is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n\r\nvar __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\n var arguments$1 = arguments;\n\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments$1[i];\r\n for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } }\r\n }\r\n return t;\r\n };\r\n return __assign.apply(this, arguments);\r\n};\n\n/**\n * Collection of valid extension types.\n * @memberof PIXI\n * @property {string} Application - Application plugins\n * @property {string} RendererPlugin - Plugins for Renderer\n * @property {string} CanvasRendererPlugin - Plugins for CanvasRenderer\n * @property {string} Loader - Plugins to use with Loader\n * @property {string} LoadParser - Parsers for Assets loader.\n * @property {string} ResolveParser - Parsers for Assets resolvers.\n * @property {string} CacheParser - Parsers for Assets cache.\n */\nvar ExtensionType;\n(function (ExtensionType) {\n ExtensionType[\"Application\"] = \"application\";\n ExtensionType[\"RendererPlugin\"] = \"renderer-webgl-plugin\";\n ExtensionType[\"CanvasRendererPlugin\"] = \"renderer-canvas-plugin\";\n ExtensionType[\"Loader\"] = \"loader\";\n ExtensionType[\"LoadParser\"] = \"load-parser\";\n ExtensionType[\"ResolveParser\"] = \"resolve-parser\";\n ExtensionType[\"CacheParser\"] = \"cache-parser\";\n ExtensionType[\"DetectionParser\"] = \"detection-parser\";\n})(ExtensionType || (ExtensionType = {}));\n/**\n * Convert input into extension format data.\n * @ignore\n */\nvar normalizeExtension = function (ext) {\n // Class/Object submission, use extension object\n if (typeof ext === 'function' || (typeof ext === 'object' && ext.extension)) {\n if (!ext.extension) {\n throw new Error('Extension class must have an extension object');\n }\n var metadata = (typeof ext.extension !== 'object')\n ? { type: ext.extension }\n : ext.extension;\n ext = __assign(__assign({}, metadata), { ref: ext });\n }\n if (typeof ext === 'object') {\n ext = __assign({}, ext);\n }\n else {\n throw new Error('Invalid extension type');\n }\n if (typeof ext.type === 'string') {\n ext.type = [ext.type];\n }\n return ext;\n};\n/**\n * Global registration of all PixiJS extensions. One-stop-shop for extensibility.\n * @memberof PIXI\n * @namespace extensions\n */\nvar extensions = {\n /** @ignore */\n _addHandlers: null,\n /** @ignore */\n _removeHandlers: null,\n /** @ignore */\n _queue: {},\n /**\n * Remove extensions from PixiJS.\n * @param extensions - Extensions to be removed.\n * @returns {PIXI.extensions} For chaining.\n */\n remove: function () {\n var arguments$1 = arguments;\n\n var _this = this;\n var extensions = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n extensions[_i] = arguments$1[_i];\n }\n extensions.map(normalizeExtension).forEach(function (ext) {\n ext.type.forEach(function (type) { var _a, _b; return (_b = (_a = _this._removeHandlers)[type]) === null || _b === void 0 ? void 0 : _b.call(_a, ext); });\n });\n return this;\n },\n /**\n * Register new extensions with PixiJS.\n * @param extensions - The spread of extensions to add to PixiJS.\n * @returns {PIXI.extensions} For chaining.\n */\n add: function () {\n var arguments$1 = arguments;\n\n var _this = this;\n var extensions = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n extensions[_i] = arguments$1[_i];\n }\n // Handle any extensions either passed as class w/ data or as data\n extensions.map(normalizeExtension).forEach(function (ext) {\n ext.type.forEach(function (type) {\n var handlers = _this._addHandlers;\n var queue = _this._queue;\n if (!handlers[type]) {\n queue[type] = queue[type] || [];\n queue[type].push(ext);\n }\n else {\n handlers[type](ext);\n }\n });\n });\n return this;\n },\n /**\n * Internal method to handle extensions by name.\n * @param type - The extension type.\n * @param onAdd - Function for handling when extensions are added/registered passes {@link PIXI.ExtensionFormat}.\n * @param onRemove - Function for handling when extensions are removed/unregistered passes {@link PIXI.ExtensionFormat}.\n * @returns {PIXI.extensions} For chaining.\n */\n handle: function (type, onAdd, onRemove) {\n var addHandlers = this._addHandlers = this._addHandlers || {};\n var removeHandlers = this._removeHandlers = this._removeHandlers || {};\n if (addHandlers[type] || removeHandlers[type]) {\n throw new Error(\"Extension type \" + type + \" already has a handler\");\n }\n addHandlers[type] = onAdd;\n removeHandlers[type] = onRemove;\n // Process the queue\n var queue = this._queue;\n // Process any plugins that have been registered before the handler\n if (queue[type]) {\n queue[type].forEach(function (ext) { return onAdd(ext); });\n delete queue[type];\n }\n return this;\n },\n /**\n * Handle a type, but using a map by `name` property.\n * @param type - Type of extension to handle.\n * @param map - The object map of named extensions.\n * @returns {PIXI.extensions} For chaining.\n */\n handleByMap: function (type, map) {\n return this.handle(type, function (extension) {\n map[extension.name] = extension.ref;\n }, function (extension) {\n delete map[extension.name];\n });\n },\n /**\n * Handle a type, but using a list of extensions.\n * @param type - Type of extension to handle.\n * @param list - The list of extensions.\n * @returns {PIXI.extensions} For chaining.\n */\n handleByList: function (type, list) {\n return this.handle(type, function (extension) {\n var _a, _b;\n list.push(extension.ref);\n // TODO: remove me later, only added for @pixi/loaders\n if (type === ExtensionType.Loader) {\n (_b = (_a = extension.ref).add) === null || _b === void 0 ? void 0 : _b.call(_a);\n }\n }, function (extension) {\n var index = list.indexOf(extension.ref);\n if (index !== -1) {\n list.splice(index, 1);\n }\n });\n },\n};\n\nexport { ExtensionType, extensions };\n//# sourceMappingURL=extensions.mjs.map\n","/*!\n * @pixi/runner - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/runner is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * A Runner is a highly performant and simple alternative to signals. Best used in situations\n * where events are dispatched to many objects at high frequency (say every frame!)\n *\n *\n * like a signal..\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const myObject = {\n * loaded: new Runner('loaded')\n * }\n *\n * const listener = {\n * loaded: function(){\n * // thin\n * }\n * }\n *\n * myObject.loaded.add(listener);\n *\n * myObject.loaded.emit();\n * ```\n *\n * Or for handling calling the same function on many items\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const myGame = {\n * update: new Runner('update')\n * }\n *\n * const gameObject = {\n * update: function(time){\n * // update my gamey state\n * }\n * }\n *\n * myGame.update.add(gameObject);\n *\n * myGame.update.emit(time);\n * ```\n * @memberof PIXI\n */\nvar Runner = /** @class */ (function () {\n /**\n * @param name - The function name that will be executed on the listeners added to this Runner.\n */\n function Runner(name) {\n this.items = [];\n this._name = name;\n this._aliasCount = 0;\n }\n /* eslint-disable jsdoc/require-param, jsdoc/check-param-names */\n /**\n * Dispatch/Broadcast Runner to all listeners added to the queue.\n * @param {...any} params - (optional) parameters to pass to each listener\n */\n /* eslint-enable jsdoc/require-param, jsdoc/check-param-names */\n Runner.prototype.emit = function (a0, a1, a2, a3, a4, a5, a6, a7) {\n if (arguments.length > 8) {\n throw new Error('max arguments reached');\n }\n var _a = this, name = _a.name, items = _a.items;\n this._aliasCount++;\n for (var i = 0, len = items.length; i < len; i++) {\n items[i][name](a0, a1, a2, a3, a4, a5, a6, a7);\n }\n if (items === this.items) {\n this._aliasCount--;\n }\n return this;\n };\n Runner.prototype.ensureNonAliasedItems = function () {\n if (this._aliasCount > 0 && this.items.length > 1) {\n this._aliasCount = 0;\n this.items = this.items.slice(0);\n }\n };\n /**\n * Add a listener to the Runner\n *\n * Runners do not need to have scope or functions passed to them.\n * All that is required is to pass the listening object and ensure that it has contains a function that has the same name\n * as the name provided to the Runner when it was created.\n *\n * Eg A listener passed to this Runner will require a 'complete' function.\n *\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const complete = new Runner('complete');\n * ```\n *\n * The scope used will be the object itself.\n * @param {any} item - The object that will be listening.\n */\n Runner.prototype.add = function (item) {\n if (item[this._name]) {\n this.ensureNonAliasedItems();\n this.remove(item);\n this.items.push(item);\n }\n return this;\n };\n /**\n * Remove a single listener from the dispatch queue.\n * @param {any} item - The listener that you would like to remove.\n */\n Runner.prototype.remove = function (item) {\n var index = this.items.indexOf(item);\n if (index !== -1) {\n this.ensureNonAliasedItems();\n this.items.splice(index, 1);\n }\n return this;\n };\n /**\n * Check to see if the listener is already in the Runner\n * @param {any} item - The listener that you would like to check.\n */\n Runner.prototype.contains = function (item) {\n return this.items.indexOf(item) !== -1;\n };\n /** Remove all listeners from the Runner */\n Runner.prototype.removeAll = function () {\n this.ensureNonAliasedItems();\n this.items.length = 0;\n return this;\n };\n /** Remove all references, don't use after this. */\n Runner.prototype.destroy = function () {\n this.removeAll();\n this.items = null;\n this._name = null;\n };\n Object.defineProperty(Runner.prototype, \"empty\", {\n /**\n * `true` if there are no this Runner contains no listeners\n * @readonly\n */\n get: function () {\n return this.items.length === 0;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Runner.prototype, \"name\", {\n /**\n * The name of the runner.\n * @readonly\n */\n get: function () {\n return this._name;\n },\n enumerable: false,\n configurable: true\n });\n return Runner;\n}());\nObject.defineProperties(Runner.prototype, {\n /**\n * Alias for `emit`\n * @memberof PIXI.Runner#\n * @method dispatch\n * @see PIXI.Runner#emit\n */\n dispatch: { value: Runner.prototype.emit },\n /**\n * Alias for `emit`\n * @memberof PIXI.Runner#\n * @method run\n * @see PIXI.Runner#emit\n */\n run: { value: Runner.prototype.emit },\n});\n\nexport { Runner };\n//# sourceMappingURL=runner.mjs.map\n","/*!\n * @pixi/ticker - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/ticker is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { ExtensionType } from '@pixi/extensions';\n\n/**\n * Target frames per millisecond.\n * @static\n * @name TARGET_FPMS\n * @memberof PIXI.settings\n * @type {number}\n * @default 0.06\n */\nsettings.TARGET_FPMS = 0.06;\n\n/**\n * Represents the update priorities used by internal PIXI classes when registered with\n * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower\n * priority items, such as render, should go later.\n * @static\n * @constant\n * @name UPDATE_PRIORITY\n * @memberof PIXI\n * @enum {number}\n * @property {number} [INTERACTION=50] Highest priority, used for {@link PIXI.InteractionManager}\n * @property {number} [HIGH=25] High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite}\n * @property {number} [NORMAL=0] Default priority for ticker events, see {@link PIXI.Ticker#add}.\n * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering.\n * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility.\n */\nvar UPDATE_PRIORITY;\n(function (UPDATE_PRIORITY) {\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"INTERACTION\"] = 50] = \"INTERACTION\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"HIGH\"] = 25] = \"HIGH\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"NORMAL\"] = 0] = \"NORMAL\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"LOW\"] = -25] = \"LOW\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"UTILITY\"] = -50] = \"UTILITY\";\n})(UPDATE_PRIORITY || (UPDATE_PRIORITY = {}));\n\n/**\n * Internal class for handling the priority sorting of ticker handlers.\n * @private\n * @class\n * @memberof PIXI\n */\nvar TickerListener = /** @class */ (function () {\n /**\n * Constructor\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param priority - The priority for emitting\n * @param once - If the handler should fire once\n */\n function TickerListener(fn, context, priority, once) {\n if (context === void 0) { context = null; }\n if (priority === void 0) { priority = 0; }\n if (once === void 0) { once = false; }\n /** The next item in chain. */\n this.next = null;\n /** The previous item in chain. */\n this.previous = null;\n /** `true` if this listener has been destroyed already. */\n this._destroyed = false;\n this.fn = fn;\n this.context = context;\n this.priority = priority;\n this.once = once;\n }\n /**\n * Simple compare function to figure out if a function and context match.\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @returns `true` if the listener match the arguments\n */\n TickerListener.prototype.match = function (fn, context) {\n if (context === void 0) { context = null; }\n return this.fn === fn && this.context === context;\n };\n /**\n * Emit by calling the current function.\n * @private\n * @param deltaTime - time since the last emit.\n * @returns Next ticker\n */\n TickerListener.prototype.emit = function (deltaTime) {\n if (this.fn) {\n if (this.context) {\n this.fn.call(this.context, deltaTime);\n }\n else {\n this.fn(deltaTime);\n }\n }\n var redirect = this.next;\n if (this.once) {\n this.destroy(true);\n }\n // Soft-destroying should remove\n // the next reference\n if (this._destroyed) {\n this.next = null;\n }\n return redirect;\n };\n /**\n * Connect to the list.\n * @private\n * @param previous - Input node, previous listener\n */\n TickerListener.prototype.connect = function (previous) {\n this.previous = previous;\n if (previous.next) {\n previous.next.previous = this;\n }\n this.next = previous.next;\n previous.next = this;\n };\n /**\n * Destroy and don't use after this.\n * @private\n * @param hard - `true` to remove the `next` reference, this\n * is considered a hard destroy. Soft destroy maintains the next reference.\n * @returns The listener to redirect while emitting or removing.\n */\n TickerListener.prototype.destroy = function (hard) {\n if (hard === void 0) { hard = false; }\n this._destroyed = true;\n this.fn = null;\n this.context = null;\n // Disconnect, hook up next and previous\n if (this.previous) {\n this.previous.next = this.next;\n }\n if (this.next) {\n this.next.previous = this.previous;\n }\n // Redirect to the next item\n var redirect = this.next;\n // Remove references\n this.next = hard ? null : redirect;\n this.previous = null;\n return redirect;\n };\n return TickerListener;\n}());\n\n/**\n * A Ticker class that runs an update loop that other objects listen to.\n *\n * This class is composed around listeners meant for execution on the next requested animation frame.\n * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners.\n * @class\n * @memberof PIXI\n */\nvar Ticker = /** @class */ (function () {\n function Ticker() {\n var _this = this;\n /**\n * Whether or not this ticker should invoke the method\n * {@link PIXI.Ticker#start} automatically\n * when a listener is added.\n */\n this.autoStart = false;\n /**\n * Scalar time value from last frame to this frame.\n * This value is capped by setting {@link PIXI.Ticker#minFPS}\n * and is scaled with {@link PIXI.Ticker#speed}.\n * **Note:** The cap may be exceeded by scaling.\n */\n this.deltaTime = 1;\n /**\n * The last time {@link PIXI.Ticker#update} was invoked.\n * This value is also reset internally outside of invoking\n * update, but only when a new animation frame is requested.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n */\n this.lastTime = -1;\n /**\n * Factor of current {@link PIXI.Ticker#deltaTime}.\n * @example\n * // Scales ticker.deltaTime to what would be\n * // the equivalent of approximately 120 FPS\n * ticker.speed = 2;\n */\n this.speed = 1;\n /**\n * Whether or not this ticker has been started.\n * `true` if {@link PIXI.Ticker#start} has been called.\n * `false` if {@link PIXI.Ticker#stop} has been called.\n * While `false`, this value may change to `true` in the\n * event of {@link PIXI.Ticker#autoStart} being `true`\n * and a listener is added.\n */\n this.started = false;\n /** Internal current frame request ID */\n this._requestId = null;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the maximum allowed milliseconds between updates.\n */\n this._maxElapsedMS = 100;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the minimum allowed milliseconds between updates.\n */\n this._minElapsedMS = 0;\n /** If enabled, deleting is disabled.*/\n this._protected = false;\n /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */\n this._lastFrame = -1;\n this._head = new TickerListener(null, null, Infinity);\n this.deltaMS = 1 / settings.TARGET_FPMS;\n this.elapsedMS = 1 / settings.TARGET_FPMS;\n this._tick = function (time) {\n _this._requestId = null;\n if (_this.started) {\n // Invoke listeners now\n _this.update(time);\n // Listener side effects may have modified ticker state.\n if (_this.started && _this._requestId === null && _this._head.next) {\n _this._requestId = requestAnimationFrame(_this._tick);\n }\n }\n };\n }\n /**\n * Conditionally requests a new animation frame.\n * If a frame has not already been requested, and if the internal\n * emitter has listeners, a new frame is requested.\n * @private\n */\n Ticker.prototype._requestIfNeeded = function () {\n if (this._requestId === null && this._head.next) {\n // ensure callbacks get correct delta\n this.lastTime = performance.now();\n this._lastFrame = this.lastTime;\n this._requestId = requestAnimationFrame(this._tick);\n }\n };\n /**\n * Conditionally cancels a pending animation frame.\n * @private\n */\n Ticker.prototype._cancelIfNeeded = function () {\n if (this._requestId !== null) {\n cancelAnimationFrame(this._requestId);\n this._requestId = null;\n }\n };\n /**\n * Conditionally requests a new animation frame.\n * If the ticker has been started it checks if a frame has not already\n * been requested, and if the internal emitter has listeners. If these\n * conditions are met, a new frame is requested. If the ticker has not\n * been started, but autoStart is `true`, then the ticker starts now,\n * and continues with the previous conditions to request a new frame.\n * @private\n */\n Ticker.prototype._startIfPossible = function () {\n if (this.started) {\n this._requestIfNeeded();\n }\n else if (this.autoStart) {\n this.start();\n }\n };\n /**\n * Register a handler for tick events. Calls continuously unless\n * it is removed or the ticker is stopped.\n * @param fn - The listener function to be added for updates\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.add = function (fn, context, priority) {\n if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority));\n };\n /**\n * Add a handler for the tick event which is only execute once.\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.addOnce = function (fn, context, priority) {\n if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority, true));\n };\n /**\n * Internally adds the event handler so that it can be sorted by priority.\n * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run\n * before the rendering.\n * @private\n * @param listener - Current listener being added.\n * @returns This instance of a ticker\n */\n Ticker.prototype._addListener = function (listener) {\n // For attaching to head\n var current = this._head.next;\n var previous = this._head;\n // Add the first item\n if (!current) {\n listener.connect(previous);\n }\n else {\n // Go from highest to lowest priority\n while (current) {\n if (listener.priority > current.priority) {\n listener.connect(previous);\n break;\n }\n previous = current;\n current = current.next;\n }\n // Not yet connected\n if (!listener.previous) {\n listener.connect(previous);\n }\n }\n this._startIfPossible();\n return this;\n };\n /**\n * Removes any handlers matching the function and context parameters.\n * If no handlers are left after removing, then it cancels the animation frame.\n * @param fn - The listener function to be removed\n * @param context - The listener context to be removed\n * @returns This instance of a ticker\n */\n Ticker.prototype.remove = function (fn, context) {\n var listener = this._head.next;\n while (listener) {\n // We found a match, lets remove it\n // no break to delete all possible matches\n // incase a listener was added 2+ times\n if (listener.match(fn, context)) {\n listener = listener.destroy();\n }\n else {\n listener = listener.next;\n }\n }\n if (!this._head.next) {\n this._cancelIfNeeded();\n }\n return this;\n };\n Object.defineProperty(Ticker.prototype, \"count\", {\n /**\n * The number of listeners on this ticker, calculated by walking through linked list\n * @readonly\n * @member {number}\n */\n get: function () {\n if (!this._head) {\n return 0;\n }\n var count = 0;\n var current = this._head;\n while ((current = current.next)) {\n count++;\n }\n return count;\n },\n enumerable: false,\n configurable: true\n });\n /** Starts the ticker. If the ticker has listeners a new animation frame is requested at this point. */\n Ticker.prototype.start = function () {\n if (!this.started) {\n this.started = true;\n this._requestIfNeeded();\n }\n };\n /** Stops the ticker. If the ticker has requested an animation frame it is canceled at this point. */\n Ticker.prototype.stop = function () {\n if (this.started) {\n this.started = false;\n this._cancelIfNeeded();\n }\n };\n /** Destroy the ticker and don't use after this. Calling this method removes all references to internal events. */\n Ticker.prototype.destroy = function () {\n if (!this._protected) {\n this.stop();\n var listener = this._head.next;\n while (listener) {\n listener = listener.destroy(true);\n }\n this._head.destroy();\n this._head = null;\n }\n };\n /**\n * Triggers an update. An update entails setting the\n * current {@link PIXI.Ticker#elapsedMS},\n * the current {@link PIXI.Ticker#deltaTime},\n * invoking all listeners with current deltaTime,\n * and then finally setting {@link PIXI.Ticker#lastTime}\n * with the value of currentTime that was provided.\n * This method will be called automatically by animation\n * frame callbacks if the ticker instance has been started\n * and listeners are added.\n * @param {number} [currentTime=performance.now()] - the current time of execution\n */\n Ticker.prototype.update = function (currentTime) {\n if (currentTime === void 0) { currentTime = performance.now(); }\n var elapsedMS;\n // If the difference in time is zero or negative, we ignore most of the work done here.\n // If there is no valid difference, then should be no reason to let anyone know about it.\n // A zero delta, is exactly that, nothing should update.\n //\n // The difference in time can be negative, and no this does not mean time traveling.\n // This can be the result of a race condition between when an animation frame is requested\n // on the current JavaScript engine event loop, and when the ticker's start method is invoked\n // (which invokes the internal _requestIfNeeded method). If a frame is requested before\n // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests,\n // can receive a time argument that can be less than the lastTime value that was set within\n // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems.\n //\n // This check covers this browser engine timing issue, as well as if consumers pass an invalid\n // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves.\n if (currentTime > this.lastTime) {\n // Save uncapped elapsedMS for measurement\n elapsedMS = this.elapsedMS = currentTime - this.lastTime;\n // cap the milliseconds elapsed used for deltaTime\n if (elapsedMS > this._maxElapsedMS) {\n elapsedMS = this._maxElapsedMS;\n }\n elapsedMS *= this.speed;\n // If not enough time has passed, exit the function.\n // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS\n // adjustment to ensure a relatively stable interval.\n if (this._minElapsedMS) {\n var delta = currentTime - this._lastFrame | 0;\n if (delta < this._minElapsedMS) {\n return;\n }\n this._lastFrame = currentTime - (delta % this._minElapsedMS);\n }\n this.deltaMS = elapsedMS;\n this.deltaTime = this.deltaMS * settings.TARGET_FPMS;\n // Cache a local reference, in-case ticker is destroyed\n // during the emit, we can still check for head.next\n var head = this._head;\n // Invoke listeners added to internal emitter\n var listener = head.next;\n while (listener) {\n listener = listener.emit(this.deltaTime);\n }\n if (!head.next) {\n this._cancelIfNeeded();\n }\n }\n else {\n this.deltaTime = this.deltaMS = this.elapsedMS = 0;\n }\n this.lastTime = currentTime;\n };\n Object.defineProperty(Ticker.prototype, \"FPS\", {\n /**\n * The frames per second at which this ticker is running.\n * The default is approximately 60 in most modern browsers.\n * **Note:** This does not factor in the value of\n * {@link PIXI.Ticker#speed}, which is specific\n * to scaling {@link PIXI.Ticker#deltaTime}.\n * @member {number}\n * @readonly\n */\n get: function () {\n return 1000 / this.elapsedMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"minFPS\", {\n /**\n * Manages the maximum amount of milliseconds allowed to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This value is used to cap {@link PIXI.Ticker#deltaTime},\n * but does not effect the measured value of {@link PIXI.Ticker#FPS}.\n * When setting this property it is clamped to a value between\n * `0` and `PIXI.settings.TARGET_FPMS * 1000`.\n * @member {number}\n * @default 10\n */\n get: function () {\n return 1000 / this._maxElapsedMS;\n },\n set: function (fps) {\n // Minimum must be below the maxFPS\n var minFPS = Math.min(this.maxFPS, fps);\n // Must be at least 0, but below 1 / settings.TARGET_FPMS\n var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.TARGET_FPMS);\n this._maxElapsedMS = 1 / minFPMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"maxFPS\", {\n /**\n * Manages the minimum amount of milliseconds required to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This will effect the measured value of {@link PIXI.Ticker#FPS}.\n * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can.\n * Otherwise it will be at least `minFPS`\n * @member {number}\n * @default 0\n */\n get: function () {\n if (this._minElapsedMS) {\n return Math.round(1000 / this._minElapsedMS);\n }\n return 0;\n },\n set: function (fps) {\n if (fps === 0) {\n this._minElapsedMS = 0;\n }\n else {\n // Max must be at least the minFPS\n var maxFPS = Math.max(this.minFPS, fps);\n this._minElapsedMS = 1 / (maxFPS / 1000);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"shared\", {\n /**\n * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by\n * {@link PIXI.VideoResource} to update animation frames / video textures.\n *\n * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker.\n * @example\n * let ticker = PIXI.Ticker.shared;\n * // Set this to prevent starting this ticker when listeners are added.\n * // By default this is true only for the PIXI.Ticker.shared instance.\n * ticker.autoStart = false;\n * // FYI, call this to ensure the ticker is stopped. It should be stopped\n * // if you have not attempted to render anything yet.\n * ticker.stop();\n * // Call this when you are ready for a running shared ticker.\n * ticker.start();\n * @example\n * // You may use the shared ticker to render...\n * let renderer = PIXI.autoDetectRenderer();\n * let stage = new PIXI.Container();\n * document.body.appendChild(renderer.view);\n * ticker.add(function (time) {\n * renderer.render(stage);\n * });\n * @example\n * // Or you can just update it manually.\n * ticker.autoStart = false;\n * ticker.stop();\n * function animate(time) {\n * ticker.update(time);\n * renderer.render(stage);\n * requestAnimationFrame(animate);\n * }\n * animate(performance.now());\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._shared) {\n var shared = Ticker._shared = new Ticker();\n shared.autoStart = true;\n shared._protected = true;\n }\n return Ticker._shared;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"system\", {\n /**\n * The system ticker instance used by {@link PIXI.InteractionManager} and by\n * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused,\n * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._system) {\n var system = Ticker._system = new Ticker();\n system.autoStart = true;\n system._protected = true;\n }\n return Ticker._system;\n },\n enumerable: false,\n configurable: true\n });\n return Ticker;\n}());\n\n/**\n * Middleware for for Application Ticker.\n * @example\n * import {TickerPlugin} from '@pixi/ticker';\n * import {Application} from '@pixi/app';\n * import {extensions} from '@pixi/extensions';\n * extensions.add(TickerPlugin);\n * @class\n * @memberof PIXI\n */\nvar TickerPlugin = /** @class */ (function () {\n function TickerPlugin() {\n }\n /**\n * Initialize the plugin with scope of application instance\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n TickerPlugin.init = function (options) {\n var _this = this;\n // Set default\n options = Object.assign({\n autoStart: true,\n sharedTicker: false,\n }, options);\n // Create ticker setter\n Object.defineProperty(this, 'ticker', {\n set: function (ticker) {\n if (this._ticker) {\n this._ticker.remove(this.render, this);\n }\n this._ticker = ticker;\n if (ticker) {\n ticker.add(this.render, this, UPDATE_PRIORITY.LOW);\n }\n },\n get: function () {\n return this._ticker;\n },\n });\n /**\n * Convenience method for stopping the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.stop = function () {\n _this._ticker.stop();\n };\n /**\n * Convenience method for starting the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.start = function () {\n _this._ticker.start();\n };\n /**\n * Internal reference to the ticker.\n * @type {PIXI.Ticker}\n * @name _ticker\n * @memberof PIXI.Application#\n * @private\n */\n this._ticker = null;\n /**\n * Ticker for doing render updates.\n * @type {PIXI.Ticker}\n * @name ticker\n * @memberof PIXI.Application#\n * @default PIXI.Ticker.shared\n */\n this.ticker = options.sharedTicker ? Ticker.shared : new Ticker();\n // Start the rendering\n if (options.autoStart) {\n this.start();\n }\n };\n /**\n * Clean up the ticker, scoped to application.\n * @static\n * @private\n */\n TickerPlugin.destroy = function () {\n if (this._ticker) {\n var oldTicker = this._ticker;\n this.ticker = null;\n oldTicker.destroy();\n }\n };\n /** @ignore */\n TickerPlugin.extension = ExtensionType.Application;\n return TickerPlugin;\n}());\n\nexport { Ticker, TickerPlugin, UPDATE_PRIORITY };\n//# sourceMappingURL=ticker.mjs.map\n","/*!\n * @pixi/math - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/math is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Two Pi.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar PI_2 = Math.PI * 2;\n/**\n * Conversion factor for converting radians to degrees.\n * @static\n * @member {number} RAD_TO_DEG\n * @memberof PIXI\n */\nvar RAD_TO_DEG = 180 / Math.PI;\n/**\n * Conversion factor for converting degrees to radians.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar DEG_TO_RAD = Math.PI / 180;\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n * @static\n * @memberof PIXI\n * @enum {number}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n */\nvar SHAPES;\n(function (SHAPES) {\n SHAPES[SHAPES[\"POLY\"] = 0] = \"POLY\";\n SHAPES[SHAPES[\"RECT\"] = 1] = \"RECT\";\n SHAPES[SHAPES[\"CIRC\"] = 2] = \"CIRC\";\n SHAPES[SHAPES[\"ELIP\"] = 3] = \"ELIP\";\n SHAPES[SHAPES[\"RREC\"] = 4] = \"RREC\";\n})(SHAPES || (SHAPES = {}));\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis\n * @class\n * @memberof PIXI\n * @implements {IPoint}\n */\nvar Point = /** @class */ (function () {\n /**\n * Creates a new `Point`\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function Point(x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n /** Position of the point on the x axis */\n this.x = 0;\n /** Position of the point on the y axis */\n this.y = 0;\n this.x = x;\n this.y = y;\n }\n /**\n * Creates a clone of this point\n * @returns A clone of this point\n */\n Point.prototype.clone = function () {\n return new Point(this.x, this.y);\n };\n /**\n * Copies `x` and `y` from the given point into this point\n * @param p - The point to copy from\n * @returns The point instance itself\n */\n Point.prototype.copyFrom = function (p) {\n this.set(p.x, p.y);\n return this;\n };\n /**\n * Copies this point's x and y into the given point (`p`).\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n Point.prototype.copyTo = function (p) {\n p.set(this.x, this.y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n Point.prototype.equals = function (p) {\n return (p.x === this.x) && (p.y === this.y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the `x` axis\n * @param {number} [y=x] - position of the point on the `y` axis\n * @returns The point instance itself\n */\n Point.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n this.x = x;\n this.y = y;\n return this;\n };\n Point.prototype.toString = function () {\n return \"[@pixi/math:Point x=\" + this.x + \" y=\" + this.y + \"]\";\n };\n return Point;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\n/**\n * Size object, contains width and height\n * @memberof PIXI\n * @typedef {object} ISize\n * @property {number} width - Width component\n * @property {number} height - Height component\n */\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n * @memberof PIXI\n */\nvar Rectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rectangle\n * @param y - The Y coordinate of the upper-left corner of the rectangle\n * @param width - The overall width of the rectangle\n * @param height - The overall height of the rectangle\n */\n function Rectangle(x, y, width, height) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this.x = Number(x);\n this.y = Number(y);\n this.width = Number(width);\n this.height = Number(height);\n this.type = SHAPES.RECT;\n }\n Object.defineProperty(Rectangle.prototype, \"left\", {\n /** Returns the left edge of the rectangle. */\n get: function () {\n return this.x;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"right\", {\n /** Returns the right edge of the rectangle. */\n get: function () {\n return this.x + this.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"top\", {\n /** Returns the top edge of the rectangle. */\n get: function () {\n return this.y;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"bottom\", {\n /** Returns the bottom edge of the rectangle. */\n get: function () {\n return this.y + this.height;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle, \"EMPTY\", {\n /** A constant empty rectangle. */\n get: function () {\n return new Rectangle(0, 0, 0, 0);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates a clone of this Rectangle\n * @returns a copy of the rectangle\n */\n Rectangle.prototype.clone = function () {\n return new Rectangle(this.x, this.y, this.width, this.height);\n };\n /**\n * Copies another rectangle to this one.\n * @param rectangle - The rectangle to copy from.\n * @returns Returns itself.\n */\n Rectangle.prototype.copyFrom = function (rectangle) {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n return this;\n };\n /**\n * Copies this rectangle to another one.\n * @param rectangle - The rectangle to copy to.\n * @returns Returns given parameter.\n */\n Rectangle.prototype.copyTo = function (rectangle) {\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n return rectangle;\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Rectangle\n */\n Rectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x < this.x + this.width) {\n if (y >= this.y && y < this.y + this.height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object.\n * Returns true only if the area of the intersection is >0, this means that Rectangles\n * sharing a side are not overlapping. Another side effect is that an arealess rectangle\n * (width or height equal to zero) can't intersect any other rectangle.\n * @param {Rectangle} other - The Rectangle to intersect with `this`.\n * @param {Matrix} transform - The transformation matrix of `other`.\n * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`.\n */\n Rectangle.prototype.intersects = function (other, transform) {\n if (!transform) {\n var x0_1 = this.x < other.x ? other.x : this.x;\n var x1_1 = this.right > other.right ? other.right : this.right;\n if (x1_1 <= x0_1) {\n return false;\n }\n var y0_1 = this.y < other.y ? other.y : this.y;\n var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom;\n return y1_1 > y0_1;\n }\n var x0 = this.left;\n var x1 = this.right;\n var y0 = this.top;\n var y1 = this.bottom;\n if (x1 <= x0 || y1 <= y0) {\n return false;\n }\n var lt = tempPoints[0].set(other.left, other.top);\n var lb = tempPoints[1].set(other.left, other.bottom);\n var rt = tempPoints[2].set(other.right, other.top);\n var rb = tempPoints[3].set(other.right, other.bottom);\n if (rt.x <= lt.x || lb.y <= lt.y) {\n return false;\n }\n var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c));\n if (s === 0) {\n return false;\n }\n transform.apply(lt, lt);\n transform.apply(lb, lb);\n transform.apply(rt, rt);\n transform.apply(rb, rb);\n if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0\n || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1\n || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0\n || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) {\n return false;\n }\n var nx = s * (lb.y - lt.y);\n var ny = s * (lt.x - lb.x);\n var n00 = (nx * x0) + (ny * y0);\n var n10 = (nx * x1) + (ny * y0);\n var n01 = (nx * x0) + (ny * y1);\n var n11 = (nx * x1) + (ny * y1);\n if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y)\n || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) {\n return false;\n }\n var mx = s * (lt.y - rt.y);\n var my = s * (rt.x - lt.x);\n var m00 = (mx * x0) + (my * y0);\n var m10 = (mx * x1) + (my * y0);\n var m01 = (mx * x0) + (my * y1);\n var m11 = (mx * x1) + (my * y1);\n if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y)\n || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) {\n return false;\n }\n return true;\n };\n /**\n * Pads the rectangle making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n * @returns Returns itself.\n */\n Rectangle.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n this.x -= paddingX;\n this.y -= paddingY;\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n return this;\n };\n /**\n * Fits this rectangle around the passed one.\n * @param rectangle - The rectangle to fit.\n * @returns Returns itself.\n */\n Rectangle.prototype.fit = function (rectangle) {\n var x1 = Math.max(this.x, rectangle.x);\n var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.max(this.y, rectangle.y);\n var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = Math.max(x2 - x1, 0);\n this.y = y1;\n this.height = Math.max(y2 - y1, 0);\n return this;\n };\n /**\n * Enlarges rectangle that way its corners lie on grid\n * @param resolution - resolution\n * @param eps - precision\n * @returns Returns itself.\n */\n Rectangle.prototype.ceil = function (resolution, eps) {\n if (resolution === void 0) { resolution = 1; }\n if (eps === void 0) { eps = 0.001; }\n var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n return this;\n };\n /**\n * Enlarges this rectangle to include the passed rectangle.\n * @param rectangle - The rectangle to include.\n * @returns Returns itself.\n */\n Rectangle.prototype.enlarge = function (rectangle) {\n var x1 = Math.min(this.x, rectangle.x);\n var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.min(this.y, rectangle.y);\n var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n return this;\n };\n Rectangle.prototype.toString = function () {\n return \"[@pixi/math:Rectangle x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Rectangle;\n}());\n\n/**\n * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Circle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this circle\n * @param y - The Y coordinate of the center of this circle\n * @param radius - The radius of the circle\n */\n function Circle(x, y, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (radius === void 0) { radius = 0; }\n this.x = x;\n this.y = y;\n this.radius = radius;\n this.type = SHAPES.CIRC;\n }\n /**\n * Creates a clone of this Circle instance\n * @returns A copy of the Circle\n */\n Circle.prototype.clone = function () {\n return new Circle(this.x, this.y, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this circle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Circle\n */\n Circle.prototype.contains = function (x, y) {\n if (this.radius <= 0) {\n return false;\n }\n var r2 = this.radius * this.radius;\n var dx = (this.x - x);\n var dy = (this.y - y);\n dx *= dx;\n dy *= dy;\n return (dx + dy <= r2);\n };\n /**\n * Returns the framing rectangle of the circle as a Rectangle object\n * @returns The framing rectangle\n */\n Circle.prototype.getBounds = function () {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n };\n Circle.prototype.toString = function () {\n return \"[@pixi/math:Circle x=\" + this.x + \" y=\" + this.y + \" radius=\" + this.radius + \"]\";\n };\n return Circle;\n}());\n\n/**\n * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Ellipse = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this ellipse\n * @param y - The Y coordinate of the center of this ellipse\n * @param halfWidth - The half width of this ellipse\n * @param halfHeight - The half height of this ellipse\n */\n function Ellipse(x, y, halfWidth, halfHeight) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (halfWidth === void 0) { halfWidth = 0; }\n if (halfHeight === void 0) { halfHeight = 0; }\n this.x = x;\n this.y = y;\n this.width = halfWidth;\n this.height = halfHeight;\n this.type = SHAPES.ELIP;\n }\n /**\n * Creates a clone of this Ellipse instance\n * @returns {PIXI.Ellipse} A copy of the ellipse\n */\n Ellipse.prototype.clone = function () {\n return new Ellipse(this.x, this.y, this.width, this.height);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this ellipse\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coords are within this ellipse\n */\n Ellipse.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n // normalize the coords to an ellipse with center 0,0\n var normx = ((x - this.x) / this.width);\n var normy = ((y - this.y) / this.height);\n normx *= normx;\n normy *= normy;\n return (normx + normy <= 1);\n };\n /**\n * Returns the framing rectangle of the ellipse as a Rectangle object\n * @returns The framing rectangle\n */\n Ellipse.prototype.getBounds = function () {\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n };\n Ellipse.prototype.toString = function () {\n return \"[@pixi/math:Ellipse x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Ellipse;\n}());\n\n/**\n * A class to define a shape via user defined coordinates.\n * @memberof PIXI\n */\nvar Polygon = /** @class */ (function () {\n /**\n * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points\n * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or\n * the arguments passed can be all the points of the polygon e.g.\n * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat\n * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.\n */\n function Polygon() {\n var arguments$1 = arguments;\n\n var points = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n points[_i] = arguments$1[_i];\n }\n var flat = Array.isArray(points[0]) ? points[0] : points;\n // if this is an array of points, convert it to a flat array of numbers\n if (typeof flat[0] !== 'number') {\n var p = [];\n for (var i = 0, il = flat.length; i < il; i++) {\n p.push(flat[i].x, flat[i].y);\n }\n flat = p;\n }\n this.points = flat;\n this.type = SHAPES.POLY;\n this.closeStroke = true;\n }\n /**\n * Creates a clone of this polygon.\n * @returns - A copy of the polygon.\n */\n Polygon.prototype.clone = function () {\n var points = this.points.slice();\n var polygon = new Polygon(points);\n polygon.closeStroke = this.closeStroke;\n return polygon;\n };\n /**\n * Checks whether the x and y coordinates passed to this function are contained within this polygon.\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this polygon.\n */\n Polygon.prototype.contains = function (x, y) {\n var inside = false;\n // use some raycasting to test hits\n // https://github.com/substack/point-in-polygon/blob/master/index.js\n var length = this.points.length / 2;\n for (var i = 0, j = length - 1; i < length; j = i++) {\n var xi = this.points[i * 2];\n var yi = this.points[(i * 2) + 1];\n var xj = this.points[j * 2];\n var yj = this.points[(j * 2) + 1];\n var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);\n if (intersect) {\n inside = !inside;\n }\n }\n return inside;\n };\n Polygon.prototype.toString = function () {\n return \"[@pixi/math:Polygon\"\n + (\"closeStroke=\" + this.closeStroke)\n + (\"points=\" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + \", \" + currentPoint; }, '') + \"]\");\n };\n return Polygon;\n}());\n\n/**\n * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its\n * top-left corner point (x, y) and by its width and its height and its radius.\n * @memberof PIXI\n */\nvar RoundedRectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rounded rectangle\n * @param y - The Y coordinate of the upper-left corner of the rounded rectangle\n * @param width - The overall width of this rounded rectangle\n * @param height - The overall height of this rounded rectangle\n * @param radius - Controls the radius of the rounded corners\n */\n function RoundedRectangle(x, y, width, height, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n if (radius === void 0) { radius = 20; }\n this.x = x;\n this.y = y;\n this.width = width;\n this.height = height;\n this.radius = radius;\n this.type = SHAPES.RREC;\n }\n /**\n * Creates a clone of this Rounded Rectangle.\n * @returns - A copy of the rounded rectangle.\n */\n RoundedRectangle.prototype.clone = function () {\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rounded Rectangle\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this Rounded Rectangle.\n */\n RoundedRectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width) {\n if (y >= this.y && y <= this.y + this.height) {\n var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2));\n if ((y >= this.y + radius && y <= this.y + this.height - radius)\n || (x >= this.x + radius && x <= this.x + this.width - radius)) {\n return true;\n }\n var dx = x - (this.x + radius);\n var dy = y - (this.y + radius);\n var radius2 = radius * radius;\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + this.width - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dy = y - (this.y + this.height - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n }\n }\n return false;\n };\n RoundedRectangle.prototype.toString = function () {\n return \"[@pixi/math:RoundedRectangle x=\" + this.x + \" y=\" + this.y\n + (\"width=\" + this.width + \" height=\" + this.height + \" radius=\" + this.radius + \"]\");\n };\n return RoundedRectangle;\n}());\n\n/**\n * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis.\n *\n * An `ObservablePoint` is a point that triggers a callback when the point's position is changed.\n * @memberof PIXI\n */\nvar ObservablePoint = /** @class */ (function () {\n /**\n * Creates a new `ObservablePoint`\n * @param cb - callback function triggered when `x` and/or `y` are changed\n * @param scope - owner of callback\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function ObservablePoint(cb, scope, x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n this._x = x;\n this._y = y;\n this.cb = cb;\n this.scope = scope;\n }\n /**\n * Creates a clone of this point.\n * The callback and scope params can be overridden otherwise they will default\n * to the clone object's values.\n * @override\n * @param cb - The callback function triggered when `x` and/or `y` are changed\n * @param scope - The owner of the callback\n * @returns a copy of this observable point\n */\n ObservablePoint.prototype.clone = function (cb, scope) {\n if (cb === void 0) { cb = this.cb; }\n if (scope === void 0) { scope = this.scope; }\n return new ObservablePoint(cb, scope, this._x, this._y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n if (this._x !== x || this._y !== y) {\n this._x = x;\n this._y = y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies x and y from the given point (`p`)\n * @param p - The point to copy from. Can be any of type that is or extends `IPointData`\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.copyFrom = function (p) {\n if (this._x !== p.x || this._y !== p.y) {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies this point's x and y into that of the given point (`p`)\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n ObservablePoint.prototype.copyTo = function (p) {\n p.set(this._x, this._y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n ObservablePoint.prototype.equals = function (p) {\n return (p.x === this._x) && (p.y === this._y);\n };\n ObservablePoint.prototype.toString = function () {\n return \"[@pixi/math:ObservablePoint x=\" + 0 + \" y=\" + 0 + \" scope=\" + this.scope + \"]\";\n };\n Object.defineProperty(ObservablePoint.prototype, \"x\", {\n /** Position of the observable point on the x axis. */\n get: function () {\n return this._x;\n },\n set: function (value) {\n if (this._x !== value) {\n this._x = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ObservablePoint.prototype, \"y\", {\n /** Position of the observable point on the y axis. */\n get: function () {\n return this._y;\n },\n set: function (value) {\n if (this._y !== value) {\n this._y = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n return ObservablePoint;\n}());\n\n/**\n * The PixiJS Matrix as a class makes it a lot faster.\n *\n * Here is a representation of it:\n * ```js\n * | a | c | tx|\n * | b | d | ty|\n * | 0 | 0 | 1 |\n * ```\n * @memberof PIXI\n */\nvar Matrix = /** @class */ (function () {\n /**\n * @param a - x scale\n * @param b - y skew\n * @param c - x skew\n * @param d - y scale\n * @param tx - x translation\n * @param ty - y translation\n */\n function Matrix(a, b, c, d, tx, ty) {\n if (a === void 0) { a = 1; }\n if (b === void 0) { b = 0; }\n if (c === void 0) { c = 0; }\n if (d === void 0) { d = 1; }\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n this.array = null;\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n }\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n * @param array - The array that the matrix will be populated from.\n */\n Matrix.prototype.fromArray = function (array) {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n };\n /**\n * Sets the matrix properties.\n * @param a - Matrix component\n * @param b - Matrix component\n * @param c - Matrix component\n * @param d - Matrix component\n * @param tx - Matrix component\n * @param ty - Matrix component\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.set = function (a, b, c, d, tx, ty) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n return this;\n };\n /**\n * Creates an array from the current Matrix object.\n * @param transpose - Whether we need to transpose the matrix or not\n * @param [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @returns The newly created array which contains the matrix\n */\n Matrix.prototype.toArray = function (transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n var array = out || this.array;\n if (transpose) {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n }\n else {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n return array;\n };\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, transformed through this matrix\n */\n Matrix.prototype.apply = function (pos, newPos) {\n newPos = (newPos || new Point());\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.a * x) + (this.c * y) + this.tx;\n newPos.y = (this.b * x) + (this.d * y) + this.ty;\n return newPos;\n };\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n Matrix.prototype.applyInverse = function (pos, newPos) {\n newPos = (newPos || new Point());\n var id = 1 / ((this.a * this.d) + (this.c * -this.b));\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);\n newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);\n return newPos;\n };\n /**\n * Translates the matrix on the x and y.\n * @param x - How much to translate x by\n * @param y - How much to translate y by\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.translate = function (x, y) {\n this.tx += x;\n this.ty += y;\n return this;\n };\n /**\n * Applies a scale transformation to the matrix.\n * @param x - The amount to scale horizontally\n * @param y - The amount to scale vertically\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.scale = function (x, y) {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n return this;\n };\n /**\n * Applies a rotation transformation to the matrix.\n * @param angle - The angle in radians.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.rotate = function (angle) {\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n var a1 = this.a;\n var c1 = this.c;\n var tx1 = this.tx;\n this.a = (a1 * cos) - (this.b * sin);\n this.b = (a1 * sin) + (this.b * cos);\n this.c = (c1 * cos) - (this.d * sin);\n this.d = (c1 * sin) + (this.d * cos);\n this.tx = (tx1 * cos) - (this.ty * sin);\n this.ty = (tx1 * sin) + (this.ty * cos);\n return this;\n };\n /**\n * Appends the given Matrix to this Matrix.\n * @param matrix - The matrix to append.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.append = function (matrix) {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n this.a = (matrix.a * a1) + (matrix.b * c1);\n this.b = (matrix.a * b1) + (matrix.b * d1);\n this.c = (matrix.c * a1) + (matrix.d * c1);\n this.d = (matrix.c * b1) + (matrix.d * d1);\n this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;\n this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;\n return this;\n };\n /**\n * Sets the matrix based on all the available properties\n * @param x - Position on the x axis\n * @param y - Position on the y axis\n * @param pivotX - Pivot on the x axis\n * @param pivotY - Pivot on the y axis\n * @param scaleX - Scale on the x axis\n * @param scaleY - Scale on the y axis\n * @param rotation - Rotation in radians\n * @param skewX - Skew on the x axis\n * @param skewY - Skew on the y axis\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n this.a = Math.cos(rotation + skewY) * scaleX;\n this.b = Math.sin(rotation + skewY) * scaleX;\n this.c = -Math.sin(rotation - skewX) * scaleY;\n this.d = Math.cos(rotation - skewX) * scaleY;\n this.tx = x - ((pivotX * this.a) + (pivotY * this.c));\n this.ty = y - ((pivotX * this.b) + (pivotY * this.d));\n return this;\n };\n /**\n * Prepends the given Matrix to this Matrix.\n * @param matrix - The matrix to prepend\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.prepend = function (matrix) {\n var tx1 = this.tx;\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n var a1 = this.a;\n var c1 = this.c;\n this.a = (a1 * matrix.a) + (this.b * matrix.c);\n this.b = (a1 * matrix.b) + (this.b * matrix.d);\n this.c = (c1 * matrix.a) + (this.d * matrix.c);\n this.d = (c1 * matrix.b) + (this.d * matrix.d);\n }\n this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;\n this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;\n return this;\n };\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n * @param transform - The transform to apply the properties to.\n * @returns The transform with the newly applied properties\n */\n Matrix.prototype.decompose = function (transform) {\n // sort out rotation / skew..\n var a = this.a;\n var b = this.b;\n var c = this.c;\n var d = this.d;\n var pivot = transform.pivot;\n var skewX = -Math.atan2(-c, d);\n var skewY = Math.atan2(b, a);\n var delta = Math.abs(skewX + skewY);\n if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n }\n else {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n // next set scale\n transform.scale.x = Math.sqrt((a * a) + (b * b));\n transform.scale.y = Math.sqrt((c * c) + (d * d));\n // next set position\n transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c));\n transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d));\n return transform;\n };\n /**\n * Inverts this matrix\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.invert = function () {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n var tx1 = this.tx;\n var n = (a1 * d1) - (b1 * c1);\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;\n this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;\n return this;\n };\n /**\n * Resets this Matrix to an identity (default) matrix.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.identity = function () {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n return this;\n };\n /**\n * Creates a new Matrix object with the same values as this one.\n * @returns A copy of this matrix. Good for chaining method calls.\n */\n Matrix.prototype.clone = function () {\n var matrix = new Matrix();\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n * @param matrix - The matrix to copy to.\n * @returns The matrix given in parameter with its values updated.\n */\n Matrix.prototype.copyTo = function (matrix) {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the matrix to be the same as the ones in given matrix\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @returns {PIXI.Matrix} this\n */\n Matrix.prototype.copyFrom = function (matrix) {\n this.a = matrix.a;\n this.b = matrix.b;\n this.c = matrix.c;\n this.d = matrix.d;\n this.tx = matrix.tx;\n this.ty = matrix.ty;\n return this;\n };\n Matrix.prototype.toString = function () {\n return \"[@pixi/math:Matrix a=\" + this.a + \" b=\" + this.b + \" c=\" + this.c + \" d=\" + this.d + \" tx=\" + this.tx + \" ty=\" + this.ty + \"]\";\n };\n Object.defineProperty(Matrix, \"IDENTITY\", {\n /**\n * A default (identity) matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Matrix, \"TEMP_MATRIX\", {\n /**\n * A temp matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n return Matrix;\n}());\n\n// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group\n/*\n * Transform matrix for operation n is:\n * | ux | vx |\n * | uy | vy |\n */\nvar ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nvar uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\n/**\n * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * for the composition of each rotation in the dihederal group D8.\n * @type {number[][]}\n * @private\n */\nvar rotationCayley = [];\n/**\n * Matrices for each `GD8Symmetry` rotation.\n * @type {PIXI.Matrix[]}\n * @private\n */\nvar rotationMatrices = [];\n/*\n * Alias for {@code Math.sign}.\n */\nvar signum = Math.sign;\n/*\n * Initializes `rotationCayley` and `rotationMatrices`. It is called\n * only once below.\n */\nfunction init() {\n for (var i = 0; i < 16; i++) {\n var row = [];\n rotationCayley.push(row);\n for (var j = 0; j < 16; j++) {\n /* Multiplies rotation matrices i and j. */\n var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));\n var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));\n var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));\n var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));\n /* Finds rotation matrix matching the product and pushes it. */\n for (var k = 0; k < 16; k++) {\n if (ux[k] === _ux && uy[k] === _uy\n && vx[k] === _vx && vy[k] === _vy) {\n row.push(k);\n break;\n }\n }\n }\n }\n for (var i = 0; i < 16; i++) {\n var mat = new Matrix();\n mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);\n rotationMatrices.push(mat);\n }\n}\ninit();\n/**\n * @memberof PIXI\n * @typedef {number} GD8Symmetry\n * @see PIXI.groupD8\n */\n/**\n * Implements the dihedral group D8, which is similar to\n * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};\n * D8 is the same but with diagonals, and it is used for texture\n * rotations.\n *\n * The directions the U- and V- axes after rotation\n * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`\n * and `(vX(a), vY(a))`. These aren't necessarily unit vectors.\n *\n * **Origin:**
                                                                        \n * This is the small part of gameofbombs.com portal system. It works.\n * @see PIXI.groupD8.E\n * @see PIXI.groupD8.SE\n * @see PIXI.groupD8.S\n * @see PIXI.groupD8.SW\n * @see PIXI.groupD8.W\n * @see PIXI.groupD8.NW\n * @see PIXI.groupD8.N\n * @see PIXI.groupD8.NE\n * @author Ivan @ivanpopelyshev\n * @namespace PIXI.groupD8\n * @memberof PIXI\n */\nvar groupD8 = {\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 0° | East |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n E: 0,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 45°↻ | Southeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SE: 1,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 90°↻ | South |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n S: 2,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 135°↻ | Southwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SW: 3,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 180° | West |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n W: 4,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -135°/225°↻ | Northwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NW: 5,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -90°/270°↻ | North |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n N: 6,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -45°/315°↻ | Northeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NE: 7,\n /**\n * Reflection about Y-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_VERTICAL: 8,\n /**\n * Reflection about the main diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MAIN_DIAGONAL: 10,\n /**\n * Reflection about X-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_HORIZONTAL: 12,\n /**\n * Reflection about reverse diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n REVERSE_DIAGONAL: 14,\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the U-axis\n * after rotating the axes.\n */\n uX: function (ind) { return ux[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis\n * after rotating the axes.\n */\n uY: function (ind) { return uy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the V-axis\n * after rotating the axes.\n */\n vX: function (ind) { return vx[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis\n * after rotating the axes.\n */\n vY: function (ind) { return vy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite\n * is needed. Only rotations have opposite symmetries while\n * reflections don't.\n * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation`\n */\n inv: function (rotation) {\n if (rotation & 8) // true only if between 8 & 15 (reflections)\n {\n return rotation & 15; // or rotation % 16\n }\n return (-rotation) & 7; // or (8 - rotation) % 8\n },\n /**\n * Composes the two D8 operations.\n *\n * Taking `^` as reflection:\n *\n * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |\n * |-------|-----|-----|-----|-----|------|-------|-------|-------|\n * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |\n * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |\n * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |\n * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |\n * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |\n * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |\n * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |\n * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |\n *\n * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which\n * is the row in the above cayley table.\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which\n * is the column in the above cayley table.\n * @returns {PIXI.GD8Symmetry} Composed operation\n */\n add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); },\n /**\n * Reverse of `add`.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation\n * @returns {PIXI.GD8Symmetry} Result\n */\n sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); },\n /**\n * Adds 180 degrees to rotation, which is a commutative\n * operation.\n * @memberof PIXI.groupD8\n * @param {number} rotation - The number to rotate.\n * @returns {number} Rotated number\n */\n rotate180: function (rotation) { return rotation ^ 4; },\n /**\n * Checks if the rotation angle is vertical, i.e. south\n * or north. It doesn't work for reflections.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - The number to check.\n * @returns {boolean} Whether or not the direction is vertical\n */\n isVertical: function (rotation) { return (rotation & 3) === 2; },\n /**\n * Approximates the vector `V(dx,dy)` into one of the\n * eight directions provided by `groupD8`.\n * @memberof PIXI.groupD8\n * @param {number} dx - X-component of the vector\n * @param {number} dy - Y-component of the vector\n * @returns {PIXI.GD8Symmetry} Approximation of the vector into\n * one of the eight symmetries.\n */\n byDirection: function (dx, dy) {\n if (Math.abs(dx) * 2 <= Math.abs(dy)) {\n if (dy >= 0) {\n return groupD8.S;\n }\n return groupD8.N;\n }\n else if (Math.abs(dy) * 2 <= Math.abs(dx)) {\n if (dx > 0) {\n return groupD8.E;\n }\n return groupD8.W;\n }\n else if (dy > 0) {\n if (dx > 0) {\n return groupD8.SE;\n }\n return groupD8.SW;\n }\n else if (dx > 0) {\n return groupD8.NE;\n }\n return groupD8.NW;\n },\n /**\n * Helps sprite to compensate texture packer rotation.\n * @memberof PIXI.groupD8\n * @param {PIXI.Matrix} matrix - sprite world matrix\n * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.\n * @param {number} tx - sprite anchoring\n * @param {number} ty - sprite anchoring\n */\n matrixAppendRotationInv: function (matrix, rotation, tx, ty) {\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n // Packer used \"rotation\", we use \"inv(rotation)\"\n var mat = rotationMatrices[groupD8.inv(rotation)];\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n },\n};\n\n/**\n * Transform that takes care about its versions.\n * @memberof PIXI\n */\nvar Transform = /** @class */ (function () {\n function Transform() {\n this.worldTransform = new Matrix();\n this.localTransform = new Matrix();\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n this._rotation = 0;\n this._cx = 1;\n this._sx = 0;\n this._cy = 0;\n this._sy = 1;\n this._localID = 0;\n this._currentLocalID = 0;\n this._worldID = 0;\n this._parentID = 0;\n }\n /** Called when a value changes. */\n Transform.prototype.onChange = function () {\n this._localID++;\n };\n /** Called when the skew or the rotation changes. */\n Transform.prototype.updateSkew = function () {\n this._cx = Math.cos(this._rotation + this.skew.y);\n this._sx = Math.sin(this._rotation + this.skew.y);\n this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2\n this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2\n this._localID++;\n };\n Transform.prototype.toString = function () {\n return \"[@pixi/math:Transform \"\n + (\"position=(\" + this.position.x + \", \" + this.position.y + \") \")\n + (\"rotation=\" + this.rotation + \" \")\n + (\"scale=(\" + this.scale.x + \", \" + this.scale.y + \") \")\n + (\"skew=(\" + this.skew.x + \", \" + this.skew.y + \") \")\n + \"]\";\n };\n /** Updates the local transformation matrix. */\n Transform.prototype.updateLocalTransform = function () {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n };\n /**\n * Updates the local and the world transformation matrices.\n * @param parentTransform - The parent transform\n */\n Transform.prototype.updateTransform = function (parentTransform) {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n if (this._parentID !== parentTransform._worldID) {\n // concat the parent matrix with the objects transform.\n var pt = parentTransform.worldTransform;\n var wt = this.worldTransform;\n wt.a = (lt.a * pt.a) + (lt.b * pt.c);\n wt.b = (lt.a * pt.b) + (lt.b * pt.d);\n wt.c = (lt.c * pt.a) + (lt.d * pt.c);\n wt.d = (lt.c * pt.b) + (lt.d * pt.d);\n wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;\n wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;\n this._parentID = parentTransform._worldID;\n // update the id of the transform..\n this._worldID++;\n }\n };\n /**\n * Decomposes a matrix and sets the transforms properties based on it.\n * @param matrix - The matrix to decompose\n */\n Transform.prototype.setFromMatrix = function (matrix) {\n matrix.decompose(this);\n this._localID++;\n };\n Object.defineProperty(Transform.prototype, \"rotation\", {\n /** The rotation of the object in radians. */\n get: function () {\n return this._rotation;\n },\n set: function (value) {\n if (this._rotation !== value) {\n this._rotation = value;\n this.updateSkew();\n }\n },\n enumerable: false,\n configurable: true\n });\n /** A default (identity) transform. */\n Transform.IDENTITY = new Transform();\n return Transform;\n}());\n\nexport { Circle, DEG_TO_RAD, Ellipse, Matrix, ObservablePoint, PI_2, Point, Polygon, RAD_TO_DEG, Rectangle, RoundedRectangle, SHAPES, Transform, groupD8 };\n//# sourceMappingURL=math.mjs.map\n","/*!\n * @pixi/core - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/core is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { ENV, ALPHA_MODES, SCALE_MODES, FORMATS, TYPES, TARGETS, MIPMAP_MODES, MSAA_QUALITY, BUFFER_TYPE, CLEAR_MODES, DRAW_MODES, BUFFER_BITS, MASK_TYPES, PRECISION, BLEND_MODES, GC_MODES, SAMPLER_TYPES, WRAP_MODES, RENDERER_TYPE } from '@pixi/constants';\nimport { isMobile, isPow2, BaseTextureCache, TextureCache, uid, EventEmitter, determineCrossOrigin, getResolutionOfUrl, deprecation, nextPow2, getBufferType, ProgramCache, removeItems, hex2string, hex2rgb, sayHello, isWebGLSupported, premultiplyBlendMode, log2, premultiplyTint } from '@pixi/utils';\nimport { extensions as extensions$1, ExtensionType } from '@pixi/extensions';\nexport * from '@pixi/extensions';\nimport { Runner } from '@pixi/runner';\nimport { Ticker } from '@pixi/ticker';\nimport { groupD8, Rectangle, Point, Matrix } from '@pixi/math';\n\n/**\n * The maximum support for using WebGL. If a device does not\n * support WebGL version, for instance WebGL 2, it will still\n * attempt to fallback support to WebGL 1. If you want to\n * explicitly remove feature support to target a more stable\n * baseline, prefer a lower environment.\n *\n * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium}\n * we disable webgl2 by default for all non-apple mobile devices.\n * @static\n * @name PREFER_ENV\n * @memberof PIXI.settings\n * @type {number}\n * @default PIXI.ENV.WEBGL2\n */\nsettings.PREFER_ENV = isMobile.any ? ENV.WEBGL : ENV.WEBGL2;\n/**\n * If set to `true`, *only* Textures and BaseTexture objects stored\n * in the caches ({@link PIXI.utils.TextureCache TextureCache} and\n * {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can be\n * used when calling {@link PIXI.Texture.from Texture.from} or\n * {@link PIXI.BaseTexture.from BaseTexture.from}.\n * Otherwise, these `from` calls throw an exception. Using this property\n * can be useful if you want to enforce preloading all assets with\n * {@link PIXI.Loader Loader}.\n * @static\n * @name STRICT_TEXTURE_CACHE\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.STRICT_TEXTURE_CACHE = false;\n\n/**\n * Collection of installed resource types, class must extend {@link PIXI.Resource}.\n * @example\n * class CustomResource extends PIXI.Resource {\n * // MUST have source, options constructor signature\n * // for auto-detected resources to be created.\n * constructor(source, options) {\n * super();\n * }\n * upload(renderer, baseTexture, glTexture) {\n * // upload with GL\n * return true;\n * }\n * // used to auto-detect resource\n * static test(source, extension) {\n * return extension === 'xyz'|| source instanceof SomeClass;\n * }\n * }\n * // Install the new resource type\n * PIXI.INSTALLED.push(CustomResource);\n * @memberof PIXI\n * @type {Array}\n * @static\n * @readonly\n */\nvar INSTALLED = [];\n/**\n * Create a resource element from a single source element. This\n * auto-detects which type of resource to create. All resources that\n * are auto-detectable must have a static `test` method and a constructor\n * with the arguments `(source, options?)`. Currently, the supported\n * resources for auto-detection include:\n * - {@link PIXI.ImageResource}\n * - {@link PIXI.CanvasResource}\n * - {@link PIXI.VideoResource}\n * - {@link PIXI.SVGResource}\n * - {@link PIXI.BufferResource}\n * @static\n * @memberof PIXI\n * @function autoDetectResource\n * @param {string|*} source - Resource source, this can be the URL to the resource,\n * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri\n * or any other resource that can be auto-detected. If not resource is\n * detected, it's assumed to be an ImageResource.\n * @param {object} [options] - Pass-through options to use for Resource\n * @param {number} [options.width] - Width of BufferResource or SVG rasterization\n * @param {number} [options.height] - Height of BufferResource or SVG rasterization\n * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading\n * @param {number} [options.scale=1] - SVG source scale. Overridden by width, height\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object\n * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin\n * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately\n * @param {number} [options.updateFPS=0] - Video option to update how many times a second the\n * texture should be updated from the video. Leave at 0 to update at every render\n * @returns {PIXI.Resource} The created resource.\n */\nfunction autoDetectResource(source, options) {\n if (!source) {\n return null;\n }\n var extension = '';\n if (typeof source === 'string') {\n // search for file extension: period, 3-4 chars, then ?, # or EOL\n var result = (/\\.(\\w{3,4})(?:$|\\?|#)/i).exec(source);\n if (result) {\n extension = result[1].toLowerCase();\n }\n }\n for (var i = INSTALLED.length - 1; i >= 0; --i) {\n var ResourcePlugin = INSTALLED[i];\n if (ResourcePlugin.test && ResourcePlugin.test(source, extension)) {\n return new ResourcePlugin(source, options);\n }\n }\n throw new Error('Unrecognized source type to auto-detect Resource');\n}\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nvar __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\n var arguments$1 = arguments;\n\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments$1[i];\r\n for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } }\r\n }\r\n return t;\r\n };\r\n return __assign.apply(this, arguments);\r\n};\r\n\r\nfunction __rest(s, e) {\r\n var t = {};\r\n for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n { t[p] = s[p]; } }\r\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n { for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\r\n if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\r\n { t[p[i]] = s[p[i]]; }\r\n } }\r\n return t;\r\n}\n\n/**\n * Base resource class for textures that manages validation and uploading, depending on its type.\n *\n * Uploading of a base texture to the GPU is required.\n * @memberof PIXI\n */\nvar Resource = /** @class */ (function () {\n /**\n * @param width - Width of the resource\n * @param height - Height of the resource\n */\n function Resource(width, height) {\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this._width = width;\n this._height = height;\n this.destroyed = false;\n this.internal = false;\n this.onResize = new Runner('setRealSize');\n this.onUpdate = new Runner('update');\n this.onError = new Runner('onError');\n }\n /**\n * Bind to a parent BaseTexture\n * @param baseTexture - Parent texture\n */\n Resource.prototype.bind = function (baseTexture) {\n this.onResize.add(baseTexture);\n this.onUpdate.add(baseTexture);\n this.onError.add(baseTexture);\n // Call a resize immediate if we already\n // have the width and height of the resource\n if (this._width || this._height) {\n this.onResize.emit(this._width, this._height);\n }\n };\n /**\n * Unbind to a parent BaseTexture\n * @param baseTexture - Parent texture\n */\n Resource.prototype.unbind = function (baseTexture) {\n this.onResize.remove(baseTexture);\n this.onUpdate.remove(baseTexture);\n this.onError.remove(baseTexture);\n };\n /**\n * Trigger a resize event\n * @param width - X dimension\n * @param height - Y dimension\n */\n Resource.prototype.resize = function (width, height) {\n if (width !== this._width || height !== this._height) {\n this._width = width;\n this._height = height;\n this.onResize.emit(width, height);\n }\n };\n Object.defineProperty(Resource.prototype, \"valid\", {\n /**\n * Has been validated\n * @readonly\n */\n get: function () {\n return !!this._width && !!this._height;\n },\n enumerable: false,\n configurable: true\n });\n /** Has been updated trigger event. */\n Resource.prototype.update = function () {\n if (!this.destroyed) {\n this.onUpdate.emit();\n }\n };\n /**\n * This can be overridden to start preloading a resource\n * or do any other prepare step.\n * @protected\n * @returns Handle the validate event\n */\n Resource.prototype.load = function () {\n return Promise.resolve(this);\n };\n Object.defineProperty(Resource.prototype, \"width\", {\n /**\n * The width of the resource.\n * @readonly\n */\n get: function () {\n return this._width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Resource.prototype, \"height\", {\n /**\n * The height of the resource.\n * @readonly\n */\n get: function () {\n return this._height;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Set the style, optional to override\n * @param _renderer - yeah, renderer!\n * @param _baseTexture - the texture\n * @param _glTexture - texture instance for this webgl context\n * @returns - `true` is success\n */\n Resource.prototype.style = function (_renderer, _baseTexture, _glTexture) {\n return false;\n };\n /** Clean up anything, this happens when destroying is ready. */\n Resource.prototype.dispose = function () {\n // override\n };\n /**\n * Call when destroying resource, unbind any BaseTexture object\n * before calling this method, as reference counts are maintained\n * internally.\n */\n Resource.prototype.destroy = function () {\n if (!this.destroyed) {\n this.destroyed = true;\n this.dispose();\n this.onError.removeAll();\n this.onError = null;\n this.onResize.removeAll();\n this.onResize = null;\n this.onUpdate.removeAll();\n this.onUpdate = null;\n }\n };\n /**\n * Abstract, used to auto-detect resource type.\n * @param {*} _source - The source object\n * @param {string} _extension - The extension of source, if set\n */\n Resource.test = function (_source, _extension) {\n return false;\n };\n return Resource;\n}());\n\n/**\n * @interface SharedArrayBuffer\n */\n/**\n * Buffer resource with data of typed array.\n * @memberof PIXI\n */\nvar BufferResource = /** @class */ (function (_super) {\n __extends(BufferResource, _super);\n /**\n * @param source - Source buffer\n * @param options - Options\n * @param {number} options.width - Width of the texture\n * @param {number} options.height - Height of the texture\n */\n function BufferResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n if (!width || !height) {\n throw new Error('BufferResource width or height invalid');\n }\n _this = _super.call(this, width, height) || this;\n _this.data = source;\n return _this;\n }\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture - glTexture\n * @returns - true is success\n */\n BufferResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n var gl = renderer.gl;\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n if (glTexture.width === width && glTexture.height === height) {\n gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data);\n }\n return true;\n };\n /** Destroy and don't use after this. */\n BufferResource.prototype.dispose = function () {\n this.data = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if \n */\n BufferResource.test = function (source) {\n return source instanceof Float32Array\n || source instanceof Uint8Array\n || source instanceof Uint32Array;\n };\n return BufferResource;\n}(Resource));\n\nvar defaultBufferOptions = {\n scaleMode: SCALE_MODES.NEAREST,\n format: FORMATS.RGBA,\n alphaMode: ALPHA_MODES.NPM,\n};\n/**\n * A Texture stores the information that represents an image.\n * All textures have a base texture, which contains information about the source.\n * Therefore you can have many textures all using a single BaseTexture\n * @memberof PIXI\n * @typeParam R - The BaseTexture's Resource type.\n * @typeParam RO - The options for constructing resource.\n */\nvar BaseTexture = /** @class */ (function (_super) {\n __extends(BaseTexture, _super);\n /**\n * @param {PIXI.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null] -\n * The current resource to use, for things that aren't Resource objects, will be converted\n * into a Resource.\n * @param options - Collection of options\n * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture\n * @param {number} [options.anisotropicLevel=PIXI.settings.ANISOTROPIC_LEVEL] - Anisotropic filtering level of texture\n * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest\n * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type\n * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type\n * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Pre multiply the image alpha\n * @param {number} [options.width=0] - Width of the texture\n * @param {number} [options.height=0] - Height of the texture\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - Resolution of the base texture\n * @param {object} [options.resourceOptions] - Optional resource options,\n * see {@link PIXI.autoDetectResource autoDetectResource}\n */\n function BaseTexture(resource, options) {\n if (resource === void 0) { resource = null; }\n if (options === void 0) { options = null; }\n var _this = _super.call(this) || this;\n options = options || {};\n var alphaMode = options.alphaMode, mipmap = options.mipmap, anisotropicLevel = options.anisotropicLevel, scaleMode = options.scaleMode, width = options.width, height = options.height, wrapMode = options.wrapMode, format = options.format, type = options.type, target = options.target, resolution = options.resolution, resourceOptions = options.resourceOptions;\n // Convert the resource to a Resource object\n if (resource && !(resource instanceof Resource)) {\n resource = autoDetectResource(resource, resourceOptions);\n resource.internal = true;\n }\n _this.resolution = resolution || settings.RESOLUTION;\n _this.width = Math.round((width || 0) * _this.resolution) / _this.resolution;\n _this.height = Math.round((height || 0) * _this.resolution) / _this.resolution;\n _this._mipmap = mipmap !== undefined ? mipmap : settings.MIPMAP_TEXTURES;\n _this.anisotropicLevel = anisotropicLevel !== undefined ? anisotropicLevel : settings.ANISOTROPIC_LEVEL;\n _this._wrapMode = wrapMode || settings.WRAP_MODE;\n _this._scaleMode = scaleMode !== undefined ? scaleMode : settings.SCALE_MODE;\n _this.format = format || FORMATS.RGBA;\n _this.type = type || TYPES.UNSIGNED_BYTE;\n _this.target = target || TARGETS.TEXTURE_2D;\n _this.alphaMode = alphaMode !== undefined ? alphaMode : ALPHA_MODES.UNPACK;\n _this.uid = uid();\n _this.touched = 0;\n _this.isPowerOfTwo = false;\n _this._refreshPOT();\n _this._glTextures = {};\n _this.dirtyId = 0;\n _this.dirtyStyleId = 0;\n _this.cacheId = null;\n _this.valid = width > 0 && height > 0;\n _this.textureCacheIds = [];\n _this.destroyed = false;\n _this.resource = null;\n _this._batchEnabled = 0;\n _this._batchLocation = 0;\n _this.parentTextureArray = null;\n /**\n * Fired when a not-immediately-available source finishes loading.\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n /**\n * Fired when a not-immediately-available source fails to load.\n * @protected\n * @event PIXI.BaseTexture#error\n * @param {PIXI.BaseTexture} baseTexture - Resource errored.\n * @param {ErrorEvent} event - Load error event.\n */\n /**\n * Fired when BaseTexture is updated.\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n /**\n * Fired when BaseTexture is updated.\n * @protected\n * @event PIXI.BaseTexture#update\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated.\n */\n /**\n * Fired when BaseTexture is destroyed.\n * @protected\n * @event PIXI.BaseTexture#dispose\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed.\n */\n // Set the resource\n _this.setResource(resource);\n return _this;\n }\n Object.defineProperty(BaseTexture.prototype, \"realWidth\", {\n /**\n * Pixel width of the source of this texture\n * @readonly\n */\n get: function () {\n return Math.round(this.width * this.resolution);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"realHeight\", {\n /**\n * Pixel height of the source of this texture\n * @readonly\n */\n get: function () {\n return Math.round(this.height * this.resolution);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"mipmap\", {\n /**\n * Mipmap mode of the texture, affects downscaled images\n * @default PIXI.settings.MIPMAP_TEXTURES\n */\n get: function () {\n return this._mipmap;\n },\n set: function (value) {\n if (this._mipmap !== value) {\n this._mipmap = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"scaleMode\", {\n /**\n * The scale mode to apply when scaling this texture\n * @default PIXI.settings.SCALE_MODE\n */\n get: function () {\n return this._scaleMode;\n },\n set: function (value) {\n if (this._scaleMode !== value) {\n this._scaleMode = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"wrapMode\", {\n /**\n * How the texture wraps\n * @default PIXI.settings.WRAP_MODE\n */\n get: function () {\n return this._wrapMode;\n },\n set: function (value) {\n if (this._wrapMode !== value) {\n this._wrapMode = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Changes style options of BaseTexture\n * @param scaleMode - Pixi scalemode\n * @param mipmap - enable mipmaps\n * @returns - this\n */\n BaseTexture.prototype.setStyle = function (scaleMode, mipmap) {\n var dirty;\n if (scaleMode !== undefined && scaleMode !== this.scaleMode) {\n this.scaleMode = scaleMode;\n dirty = true;\n }\n if (mipmap !== undefined && mipmap !== this.mipmap) {\n this.mipmap = mipmap;\n dirty = true;\n }\n if (dirty) {\n this.dirtyStyleId++;\n }\n return this;\n };\n /**\n * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero.\n * @param desiredWidth - Desired visual width\n * @param desiredHeight - Desired visual height\n * @param resolution - Optionally set resolution\n * @returns - this\n */\n BaseTexture.prototype.setSize = function (desiredWidth, desiredHeight, resolution) {\n resolution = resolution || this.resolution;\n return this.setRealSize(desiredWidth * resolution, desiredHeight * resolution, resolution);\n };\n /**\n * Sets real size of baseTexture, preserves current resolution.\n * @param realWidth - Full rendered width\n * @param realHeight - Full rendered height\n * @param resolution - Optionally set resolution\n * @returns - this\n */\n BaseTexture.prototype.setRealSize = function (realWidth, realHeight, resolution) {\n this.resolution = resolution || this.resolution;\n this.width = Math.round(realWidth) / this.resolution;\n this.height = Math.round(realHeight) / this.resolution;\n this._refreshPOT();\n this.update();\n return this;\n };\n /**\n * Refresh check for isPowerOfTwo texture based on size\n * @private\n */\n BaseTexture.prototype._refreshPOT = function () {\n this.isPowerOfTwo = isPow2(this.realWidth) && isPow2(this.realHeight);\n };\n /**\n * Changes resolution\n * @param resolution - res\n * @returns - this\n */\n BaseTexture.prototype.setResolution = function (resolution) {\n var oldResolution = this.resolution;\n if (oldResolution === resolution) {\n return this;\n }\n this.resolution = resolution;\n if (this.valid) {\n this.width = Math.round(this.width * oldResolution) / resolution;\n this.height = Math.round(this.height * oldResolution) / resolution;\n this.emit('update', this);\n }\n this._refreshPOT();\n return this;\n };\n /**\n * Sets the resource if it wasn't set. Throws error if resource already present\n * @param resource - that is managing this BaseTexture\n * @returns - this\n */\n BaseTexture.prototype.setResource = function (resource) {\n if (this.resource === resource) {\n return this;\n }\n if (this.resource) {\n throw new Error('Resource can be set only once');\n }\n resource.bind(this);\n this.resource = resource;\n return this;\n };\n /** Invalidates the object. Texture becomes valid if width and height are greater than zero. */\n BaseTexture.prototype.update = function () {\n if (!this.valid) {\n if (this.width > 0 && this.height > 0) {\n this.valid = true;\n this.emit('loaded', this);\n this.emit('update', this);\n }\n }\n else {\n this.dirtyId++;\n this.dirtyStyleId++;\n this.emit('update', this);\n }\n };\n /**\n * Handle errors with resources.\n * @private\n * @param event - Error event emitted.\n */\n BaseTexture.prototype.onError = function (event) {\n this.emit('error', this, event);\n };\n /**\n * Destroys this base texture.\n * The method stops if resource doesn't want this texture to be destroyed.\n * Removes texture from all caches.\n */\n BaseTexture.prototype.destroy = function () {\n // remove and destroy the resource\n if (this.resource) {\n this.resource.unbind(this);\n // only destroy resourced created internally\n if (this.resource.internal) {\n this.resource.destroy();\n }\n this.resource = null;\n }\n if (this.cacheId) {\n delete BaseTextureCache[this.cacheId];\n delete TextureCache[this.cacheId];\n this.cacheId = null;\n }\n // finally let the WebGL renderer know..\n this.dispose();\n BaseTexture.removeFromCache(this);\n this.textureCacheIds = null;\n this.destroyed = true;\n };\n /**\n * Frees the texture from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n * @fires PIXI.BaseTexture#dispose\n */\n BaseTexture.prototype.dispose = function () {\n this.emit('dispose', this);\n };\n /** Utility function for BaseTexture|Texture cast. */\n BaseTexture.prototype.castToBaseTexture = function () {\n return this;\n };\n /**\n * Helper function that creates a base texture based on the source you provide.\n * The source can be - image url, image element, canvas element. If the\n * source is an image url or an image element and not in the base texture\n * cache, it will be created and loaded.\n * @static\n * @param {string|string[]|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The\n * source to create base texture from.\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id\n * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}.\n * @returns {PIXI.BaseTexture} The new base texture.\n */\n BaseTexture.from = function (source, options, strict) {\n if (strict === void 0) { strict = settings.STRICT_TEXTURE_CACHE; }\n var isFrame = typeof source === 'string';\n var cacheId = null;\n if (isFrame) {\n cacheId = source;\n }\n else {\n if (!source._pixiId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source._pixiId = prefix + \"_\" + uid();\n }\n cacheId = source._pixiId;\n }\n var baseTexture = BaseTextureCache[cacheId];\n // Strict-mode rejects invalid cacheIds\n if (isFrame && strict && !baseTexture) {\n throw new Error(\"The cacheId \\\"\" + cacheId + \"\\\" does not exist in BaseTextureCache.\");\n }\n if (!baseTexture) {\n baseTexture = new BaseTexture(source, options);\n baseTexture.cacheId = cacheId;\n BaseTexture.addToCache(baseTexture, cacheId);\n }\n return baseTexture;\n };\n /**\n * Create a new BaseTexture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param width - Width of the resource\n * @param height - Height of the resource\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * Default properties are different from the constructor's defaults.\n * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.NPM] - Image alpha, not premultiplied by default\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.SCALE_MODES.NEAREST] - Scale mode, pixelating by default\n * @returns - The resulting new BaseTexture\n */\n BaseTexture.fromBuffer = function (buffer, width, height, options) {\n buffer = buffer || new Float32Array(width * height * 4);\n var resource = new BufferResource(buffer, { width: width, height: height });\n var type = buffer instanceof Float32Array ? TYPES.FLOAT : TYPES.UNSIGNED_BYTE;\n return new BaseTexture(resource, Object.assign(defaultBufferOptions, options || { width: width, height: height, type: type }));\n };\n /**\n * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object.\n * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache.\n * @param {string} id - The id that the BaseTexture will be stored against.\n */\n BaseTexture.addToCache = function (baseTexture, id) {\n if (id) {\n if (baseTexture.textureCacheIds.indexOf(id) === -1) {\n baseTexture.textureCacheIds.push(id);\n }\n if (BaseTextureCache[id]) {\n // eslint-disable-next-line no-console\n console.warn(\"BaseTexture added to the cache with an id [\" + id + \"] that already had an entry\");\n }\n BaseTextureCache[id] = baseTexture;\n }\n };\n /**\n * Remove a BaseTexture from the global BaseTextureCache.\n * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself.\n * @returns {PIXI.BaseTexture|null} The BaseTexture that was removed.\n */\n BaseTexture.removeFromCache = function (baseTexture) {\n if (typeof baseTexture === 'string') {\n var baseTextureFromCache = BaseTextureCache[baseTexture];\n if (baseTextureFromCache) {\n var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture);\n if (index > -1) {\n baseTextureFromCache.textureCacheIds.splice(index, 1);\n }\n delete BaseTextureCache[baseTexture];\n return baseTextureFromCache;\n }\n }\n else if (baseTexture && baseTexture.textureCacheIds) {\n for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) {\n delete BaseTextureCache[baseTexture.textureCacheIds[i]];\n }\n baseTexture.textureCacheIds.length = 0;\n return baseTexture;\n }\n return null;\n };\n /** Global number of the texture batch, used by multi-texture renderers. */\n BaseTexture._globalBatch = 0;\n return BaseTexture;\n}(EventEmitter));\n\n/**\n * Resource that can manage several resource (items) inside.\n * All resources need to have the same pixel size.\n * Parent class for CubeResource and ArrayResource\n * @memberof PIXI\n */\nvar AbstractMultiResource = /** @class */ (function (_super) {\n __extends(AbstractMultiResource, _super);\n /**\n * @param length\n * @param options - Options to for Resource constructor\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\n function AbstractMultiResource(length, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n _this = _super.call(this, width, height) || this;\n _this.items = [];\n _this.itemDirtyIds = [];\n for (var i = 0; i < length; i++) {\n var partTexture = new BaseTexture();\n _this.items.push(partTexture);\n // -2 - first run of texture array upload\n // -1 - texture item was allocated\n // >=0 - texture item uploaded , in sync with items[i].dirtyId\n _this.itemDirtyIds.push(-2);\n }\n _this.length = length;\n _this._load = null;\n _this.baseTexture = null;\n return _this;\n }\n /**\n * Used from ArrayResource and CubeResource constructors.\n * @param resources - Can be resources, image elements, canvas, etc. ,\n * length should be same as constructor length\n * @param options - Detect options for resources\n */\n AbstractMultiResource.prototype.initFromArray = function (resources, options) {\n for (var i = 0; i < this.length; i++) {\n if (!resources[i]) {\n continue;\n }\n if (resources[i].castToBaseTexture) {\n this.addBaseTextureAt(resources[i].castToBaseTexture(), i);\n }\n else if (resources[i] instanceof Resource) {\n this.addResourceAt(resources[i], i);\n }\n else {\n this.addResourceAt(autoDetectResource(resources[i], options), i);\n }\n }\n };\n /** Destroy this BaseImageResource. */\n AbstractMultiResource.prototype.dispose = function () {\n for (var i = 0, len = this.length; i < len; i++) {\n this.items[i].destroy();\n }\n this.items = null;\n this.itemDirtyIds = null;\n this._load = null;\n };\n /**\n * Set a resource by ID\n * @param resource\n * @param index - Zero-based index of resource to set\n * @returns - Instance for chaining\n */\n AbstractMultiResource.prototype.addResourceAt = function (resource, index) {\n if (!this.items[index]) {\n throw new Error(\"Index \" + index + \" is out of bounds\");\n }\n // Inherit the first resource dimensions\n if (resource.valid && !this.valid) {\n this.resize(resource.width, resource.height);\n }\n this.items[index].setResource(resource);\n return this;\n };\n /**\n * Set the parent base texture.\n * @param baseTexture\n */\n AbstractMultiResource.prototype.bind = function (baseTexture) {\n if (this.baseTexture !== null) {\n throw new Error('Only one base texture per TextureArray is allowed');\n }\n _super.prototype.bind.call(this, baseTexture);\n for (var i = 0; i < this.length; i++) {\n this.items[i].parentTextureArray = baseTexture;\n this.items[i].on('update', baseTexture.update, baseTexture);\n }\n };\n /**\n * Unset the parent base texture.\n * @param baseTexture\n */\n AbstractMultiResource.prototype.unbind = function (baseTexture) {\n _super.prototype.unbind.call(this, baseTexture);\n for (var i = 0; i < this.length; i++) {\n this.items[i].parentTextureArray = null;\n this.items[i].off('update', baseTexture.update, baseTexture);\n }\n };\n /**\n * Load all the resources simultaneously\n * @returns - When load is resolved\n */\n AbstractMultiResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n var resources = this.items.map(function (item) { return item.resource; }).filter(function (item) { return item; });\n // TODO: also implement load part-by-part strategy\n var promises = resources.map(function (item) { return item.load(); });\n this._load = Promise.all(promises)\n .then(function () {\n var _a = _this.items[0], realWidth = _a.realWidth, realHeight = _a.realHeight;\n _this.resize(realWidth, realHeight);\n return Promise.resolve(_this);\n });\n return this._load;\n };\n return AbstractMultiResource;\n}(Resource));\n\n/**\n * A resource that contains a number of sources.\n * @memberof PIXI\n */\nvar ArrayResource = /** @class */ (function (_super) {\n __extends(ArrayResource, _super);\n /**\n * @param source - Number of items in array or the collection\n * of image URLs to use. Can also be resources, image elements, canvas, etc.\n * @param options - Options to apply to {@link PIXI.autoDetectResource}\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\n function ArrayResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n var urls;\n var length;\n if (Array.isArray(source)) {\n urls = source;\n length = source.length;\n }\n else {\n length = source;\n }\n _this = _super.call(this, length, { width: width, height: height }) || this;\n if (urls) {\n _this.initFromArray(urls, options);\n }\n return _this;\n }\n /**\n * Set a baseTexture by ID,\n * ArrayResource just takes resource from it, nothing more\n * @param baseTexture\n * @param index - Zero-based index of resource to set\n * @returns - Instance for chaining\n */\n ArrayResource.prototype.addBaseTextureAt = function (baseTexture, index) {\n if (baseTexture.resource) {\n this.addResourceAt(baseTexture.resource, index);\n }\n else {\n throw new Error('ArrayResource does not support RenderTexture');\n }\n return this;\n };\n /**\n * Add binding\n * @param baseTexture\n */\n ArrayResource.prototype.bind = function (baseTexture) {\n _super.prototype.bind.call(this, baseTexture);\n baseTexture.target = TARGETS.TEXTURE_2D_ARRAY;\n };\n /**\n * Upload the resources to the GPU.\n * @param renderer\n * @param texture\n * @param glTexture\n * @returns - whether texture was uploaded\n */\n ArrayResource.prototype.upload = function (renderer, texture, glTexture) {\n var _a = this, length = _a.length, itemDirtyIds = _a.itemDirtyIds, items = _a.items;\n var gl = renderer.gl;\n if (glTexture.dirtyId < 0) {\n gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, glTexture.internalFormat, this._width, this._height, length, 0, texture.format, glTexture.type, null);\n }\n for (var i = 0; i < length; i++) {\n var item = items[i];\n if (itemDirtyIds[i] < item.dirtyId) {\n itemDirtyIds[i] = item.dirtyId;\n if (item.valid) {\n gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, // xoffset\n 0, // yoffset\n i, // zoffset\n item.resource.width, item.resource.height, 1, texture.format, glTexture.type, item.resource.source);\n }\n }\n }\n return true;\n };\n return ArrayResource;\n}(AbstractMultiResource));\n\n/**\n * Base for all the image/canvas resources.\n * @memberof PIXI\n */\nvar BaseImageResource = /** @class */ (function (_super) {\n __extends(BaseImageResource, _super);\n /**\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} source\n */\n function BaseImageResource(source) {\n var _this = this;\n var sourceAny = source;\n var width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width;\n var height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height;\n _this = _super.call(this, width, height) || this;\n _this.source = source;\n _this.noSubImage = false;\n return _this;\n }\n /**\n * Set cross origin based detecting the url and the crossorigin\n * @param element - Element to apply crossOrigin\n * @param url - URL to check\n * @param crossorigin - Cross origin value to use\n */\n BaseImageResource.crossOrigin = function (element, url, crossorigin) {\n if (crossorigin === undefined && url.indexOf('data:') !== 0) {\n element.crossOrigin = determineCrossOrigin(url);\n }\n else if (crossorigin !== false) {\n element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous';\n }\n };\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] - (optional)\n * @returns - true is success\n */\n BaseImageResource.prototype.upload = function (renderer, baseTexture, glTexture, source) {\n var gl = renderer.gl;\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n source = source || this.source;\n if (source instanceof HTMLImageElement) {\n if (!source.complete || source.naturalWidth === 0) {\n return false;\n }\n }\n else if (source instanceof HTMLVideoElement) {\n if (source.readyState <= 1) {\n return false;\n }\n }\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n if (!this.noSubImage\n && baseTexture.target === gl.TEXTURE_2D\n && glTexture.width === width\n && glTexture.height === height) {\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, glTexture.type, source);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, baseTexture.format, glTexture.type, source);\n }\n return true;\n };\n /**\n * Checks if source width/height was changed, resize can cause extra baseTexture update.\n * Triggers one update in any case.\n */\n BaseImageResource.prototype.update = function () {\n if (this.destroyed) {\n return;\n }\n var source = this.source;\n var width = source.naturalWidth || source.videoWidth || source.width;\n var height = source.naturalHeight || source.videoHeight || source.height;\n this.resize(width, height);\n _super.prototype.update.call(this);\n };\n /** Destroy this {@link BaseImageResource} */\n BaseImageResource.prototype.dispose = function () {\n this.source = null;\n };\n return BaseImageResource;\n}(Resource));\n\n/**\n * @interface OffscreenCanvas\n */\n/**\n * Resource type for HTMLCanvasElement.\n * @memberof PIXI\n */\nvar CanvasResource = /** @class */ (function (_super) {\n __extends(CanvasResource, _super);\n /**\n * @param source - Canvas element to use\n */\n // eslint-disable-next-line @typescript-eslint/no-useless-constructor\n function CanvasResource(source) {\n return _super.call(this, source) || this;\n }\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is HTMLCanvasElement or OffscreenCanvas\n */\n CanvasResource.test = function (source) {\n var OffscreenCanvas = globalThis.OffscreenCanvas;\n // Check for browsers that don't yet support OffscreenCanvas\n if (OffscreenCanvas && source instanceof OffscreenCanvas) {\n return true;\n }\n return globalThis.HTMLCanvasElement && source instanceof HTMLCanvasElement;\n };\n return CanvasResource;\n}(BaseImageResource));\n\n/**\n * Resource for a CubeTexture which contains six resources.\n * @memberof PIXI\n */\nvar CubeResource = /** @class */ (function (_super) {\n __extends(CubeResource, _super);\n /**\n * @param {Array} [source] - Collection of URLs or resources\n * to use as the sides of the cube.\n * @param options - ImageResource options\n * @param {number} [options.width] - Width of resource\n * @param {number} [options.height] - Height of resource\n * @param {number} [options.autoLoad=true] - Whether to auto-load resources\n * @param {number} [options.linkBaseTexture=true] - In case BaseTextures are supplied,\n * whether to copy them or use\n */\n function CubeResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height, autoLoad = _a.autoLoad, linkBaseTexture = _a.linkBaseTexture;\n if (source && source.length !== CubeResource.SIDES) {\n throw new Error(\"Invalid length. Got \" + source.length + \", expected 6\");\n }\n _this = _super.call(this, 6, { width: width, height: height }) || this;\n for (var i = 0; i < CubeResource.SIDES; i++) {\n _this.items[i].target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + i;\n }\n _this.linkBaseTexture = linkBaseTexture !== false;\n if (source) {\n _this.initFromArray(source, options);\n }\n if (autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Add binding.\n * @param baseTexture - parent base texture\n */\n CubeResource.prototype.bind = function (baseTexture) {\n _super.prototype.bind.call(this, baseTexture);\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP;\n };\n CubeResource.prototype.addBaseTextureAt = function (baseTexture, index, linkBaseTexture) {\n if (!this.items[index]) {\n throw new Error(\"Index \" + index + \" is out of bounds\");\n }\n if (!this.linkBaseTexture\n || baseTexture.parentTextureArray\n || Object.keys(baseTexture._glTextures).length > 0) {\n // copy mode\n if (baseTexture.resource) {\n this.addResourceAt(baseTexture.resource, index);\n }\n else {\n throw new Error(\"CubeResource does not support copying of renderTexture.\");\n }\n }\n else {\n // link mode, the difficult one!\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + index;\n baseTexture.parentTextureArray = this.baseTexture;\n this.items[index] = baseTexture;\n }\n if (baseTexture.valid && !this.valid) {\n this.resize(baseTexture.realWidth, baseTexture.realHeight);\n }\n this.items[index] = baseTexture;\n return this;\n };\n /**\n * Upload the resource\n * @param renderer\n * @param _baseTexture\n * @param glTexture\n * @returns {boolean} true is success\n */\n CubeResource.prototype.upload = function (renderer, _baseTexture, glTexture) {\n var dirty = this.itemDirtyIds;\n for (var i = 0; i < CubeResource.SIDES; i++) {\n var side = this.items[i];\n if (dirty[i] < side.dirtyId || glTexture.dirtyId < _baseTexture.dirtyId) {\n if (side.valid && side.resource) {\n side.resource.upload(renderer, side, glTexture);\n dirty[i] = side.dirtyId;\n }\n else if (dirty[i] < -1) {\n // either item is not valid yet, either its a renderTexture\n // allocate the memory\n renderer.gl.texImage2D(side.target, 0, glTexture.internalFormat, _baseTexture.realWidth, _baseTexture.realHeight, 0, _baseTexture.format, glTexture.type, null);\n dirty[i] = -1;\n }\n }\n }\n return true;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is an array of 6 elements\n */\n CubeResource.test = function (source) {\n return Array.isArray(source) && source.length === CubeResource.SIDES;\n };\n /** Number of texture sides to store for CubeResources. */\n CubeResource.SIDES = 6;\n return CubeResource;\n}(AbstractMultiResource));\n\n/**\n * Resource type for HTMLImageElement.\n * @memberof PIXI\n */\nvar ImageResource = /** @class */ (function (_super) {\n __extends(ImageResource, _super);\n /**\n * @param source - image source or URL\n * @param options\n * @param {boolean} [options.autoLoad=true] - start loading process\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - whether its required to create\n * a bitmap before upload\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Premultiply image alpha in bitmap\n */\n function ImageResource(source, options) {\n var _this = this;\n options = options || {};\n if (!(source instanceof HTMLImageElement)) {\n var imageElement = new Image();\n BaseImageResource.crossOrigin(imageElement, source, options.crossorigin);\n imageElement.src = source;\n source = imageElement;\n }\n _this = _super.call(this, source) || this;\n // FireFox 68, and possibly other versions, seems like setting the HTMLImageElement#width and #height\n // to non-zero values before its loading completes if images are in a cache.\n // Because of this, need to set the `_width` and the `_height` to zero to avoid uploading incomplete images.\n // Please refer to the issue #5968 (https://github.com/pixijs/pixi.js/issues/5968).\n if (!source.complete && !!_this._width && !!_this._height) {\n _this._width = 0;\n _this._height = 0;\n }\n _this.url = source.src;\n _this._process = null;\n _this.preserveBitmap = false;\n _this.createBitmap = (options.createBitmap !== undefined\n ? options.createBitmap : settings.CREATE_IMAGE_BITMAP) && !!globalThis.createImageBitmap;\n _this.alphaMode = typeof options.alphaMode === 'number' ? options.alphaMode : null;\n _this.bitmap = null;\n _this._load = null;\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Returns a promise when image will be loaded and processed.\n * @param createBitmap - whether process image into bitmap\n */\n ImageResource.prototype.load = function (createBitmap) {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n if (createBitmap !== undefined) {\n this.createBitmap = createBitmap;\n }\n this._load = new Promise(function (resolve, reject) {\n var source = _this.source;\n _this.url = source.src;\n var completed = function () {\n if (_this.destroyed) {\n return;\n }\n source.onload = null;\n source.onerror = null;\n _this.resize(source.width, source.height);\n _this._load = null;\n if (_this.createBitmap) {\n resolve(_this.process());\n }\n else {\n resolve(_this);\n }\n };\n if (source.complete && source.src) {\n completed();\n }\n else {\n source.onload = completed;\n source.onerror = function (event) {\n // Avoids Promise freezing when resource broken\n reject(event);\n _this.onError.emit(event);\n };\n }\n });\n return this._load;\n };\n /**\n * Called when we need to convert image into BitmapImage.\n * Can be called multiple times, real promise is cached inside.\n * @returns - Cached promise to fill that bitmap\n */\n ImageResource.prototype.process = function () {\n var _this = this;\n var source = this.source;\n if (this._process !== null) {\n return this._process;\n }\n if (this.bitmap !== null || !globalThis.createImageBitmap) {\n return Promise.resolve(this);\n }\n var createImageBitmap = globalThis.createImageBitmap;\n var cors = !source.crossOrigin || source.crossOrigin === 'anonymous';\n this._process = fetch(source.src, {\n mode: cors ? 'cors' : 'no-cors'\n })\n .then(function (r) { return r.blob(); })\n .then(function (blob) { return createImageBitmap(blob, 0, 0, source.width, source.height, {\n premultiplyAlpha: _this.alphaMode === ALPHA_MODES.UNPACK ? 'premultiply' : 'none',\n }); })\n .then(function (bitmap) {\n if (_this.destroyed) {\n return Promise.reject();\n }\n _this.bitmap = bitmap;\n _this.update();\n _this._process = null;\n return Promise.resolve(_this);\n });\n return this._process;\n };\n /**\n * Upload the image resource to GPU.\n * @param renderer - Renderer to upload to\n * @param baseTexture - BaseTexture for this resource\n * @param glTexture - GLTexture to use\n * @returns {boolean} true is success\n */\n ImageResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n if (typeof this.alphaMode === 'number') {\n // bitmap stores unpack premultiply flag, we dont have to notify texImage2D about it\n baseTexture.alphaMode = this.alphaMode;\n }\n if (!this.createBitmap) {\n return _super.prototype.upload.call(this, renderer, baseTexture, glTexture);\n }\n if (!this.bitmap) {\n // yeah, ignore the output\n this.process();\n if (!this.bitmap) {\n return false;\n }\n }\n _super.prototype.upload.call(this, renderer, baseTexture, glTexture, this.bitmap);\n if (!this.preserveBitmap) {\n // checks if there are other renderers that possibly need this bitmap\n var flag = true;\n var glTextures = baseTexture._glTextures;\n for (var key in glTextures) {\n var otherTex = glTextures[key];\n if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId) {\n flag = false;\n break;\n }\n }\n if (flag) {\n if (this.bitmap.close) {\n this.bitmap.close();\n }\n this.bitmap = null;\n }\n }\n return true;\n };\n /** Destroys this resource. */\n ImageResource.prototype.dispose = function () {\n this.source.onload = null;\n this.source.onerror = null;\n _super.prototype.dispose.call(this);\n if (this.bitmap) {\n this.bitmap.close();\n this.bitmap = null;\n }\n this._process = null;\n this._load = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is string or HTMLImageElement\n */\n ImageResource.test = function (source) {\n return typeof source === 'string' || source instanceof HTMLImageElement;\n };\n return ImageResource;\n}(BaseImageResource));\n\n/**\n * Resource type for SVG elements and graphics.\n * @memberof PIXI\n */\nvar SVGResource = /** @class */ (function (_super) {\n __extends(SVGResource, _super);\n /**\n * @param sourceBase64 - Base64 encoded SVG element or URL for SVG file.\n * @param {object} [options] - Options to use\n * @param {number} [options.scale=1] - Scale to apply to SVG. Overridden by...\n * @param {number} [options.width] - Rasterize SVG this wide. Aspect ratio preserved if height not specified.\n * @param {number} [options.height] - Rasterize SVG this high. Aspect ratio preserved if width not specified.\n * @param {boolean} [options.autoLoad=true] - Start loading right away.\n */\n function SVGResource(sourceBase64, options) {\n var _this = this;\n options = options || {};\n _this = _super.call(this, document.createElement('canvas')) || this;\n _this._width = 0;\n _this._height = 0;\n _this.svg = sourceBase64;\n _this.scale = options.scale || 1;\n _this._overrideWidth = options.width;\n _this._overrideHeight = options.height;\n _this._resolve = null;\n _this._crossorigin = options.crossorigin;\n _this._load = null;\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n SVGResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n this._load = new Promise(function (resolve) {\n // Save this until after load is finished\n _this._resolve = function () {\n _this.resize(_this.source.width, _this.source.height);\n resolve(_this);\n };\n // Convert SVG inline string to data-uri\n if (SVGResource.SVG_XML.test(_this.svg.trim())) {\n if (!btoa) {\n throw new Error('Your browser doesn\\'t support base64 conversions.');\n }\n _this.svg = \"data:image/svg+xml;base64,\" + btoa(unescape(encodeURIComponent(_this.svg)));\n }\n _this._loadSvg();\n });\n return this._load;\n };\n /** Loads an SVG image from `imageUrl` or `data URL`. */\n SVGResource.prototype._loadSvg = function () {\n var _this = this;\n var tempImage = new Image();\n BaseImageResource.crossOrigin(tempImage, this.svg, this._crossorigin);\n tempImage.src = this.svg;\n tempImage.onerror = function (event) {\n if (!_this._resolve) {\n return;\n }\n tempImage.onerror = null;\n _this.onError.emit(event);\n };\n tempImage.onload = function () {\n if (!_this._resolve) {\n return;\n }\n var svgWidth = tempImage.width;\n var svgHeight = tempImage.height;\n if (!svgWidth || !svgHeight) {\n throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.');\n }\n // Set render size\n var width = svgWidth * _this.scale;\n var height = svgHeight * _this.scale;\n if (_this._overrideWidth || _this._overrideHeight) {\n width = _this._overrideWidth || _this._overrideHeight / svgHeight * svgWidth;\n height = _this._overrideHeight || _this._overrideWidth / svgWidth * svgHeight;\n }\n width = Math.round(width);\n height = Math.round(height);\n // Create a canvas element\n var canvas = _this.source;\n canvas.width = width;\n canvas.height = height;\n canvas._pixiId = \"canvas_\" + uid();\n // Draw the Svg to the canvas\n canvas\n .getContext('2d')\n .drawImage(tempImage, 0, 0, svgWidth, svgHeight, 0, 0, width, height);\n _this._resolve();\n _this._resolve = null;\n };\n };\n /**\n * Get size from an svg string using a regular expression.\n * @param svgString - a serialized svg element\n * @returns - image extension\n */\n SVGResource.getSize = function (svgString) {\n var sizeMatch = SVGResource.SVG_SIZE.exec(svgString);\n var size = {};\n if (sizeMatch) {\n size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3]));\n size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7]));\n }\n return size;\n };\n /** Destroys this texture. */\n SVGResource.prototype.dispose = function () {\n _super.prototype.dispose.call(this);\n this._resolve = null;\n this._crossorigin = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n * @returns {boolean} - If the source is a SVG source or data file\n */\n SVGResource.test = function (source, extension) {\n // url file extension is SVG\n return extension === 'svg'\n // source is SVG data-uri\n || (typeof source === 'string' && (/^data:image\\/svg\\+xml(;(charset=utf8|utf8))?;base64/).test(source))\n // source is SVG inline\n || (typeof source === 'string' && SVGResource.SVG_XML.test(source));\n };\n /**\n * Regular expression for SVG XML document.\n * @example <?xml version=\"1.0\" encoding=\"utf-8\" ?><!-- image/svg --><svg\n * @readonly\n */\n SVGResource.SVG_XML = /^(<\\?xml[^?]+\\?>)?\\s*()]*-->)?\\s*\\]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*>/i; // eslint-disable-line max-len\n return SVGResource;\n}(BaseImageResource));\n\n/**\n * Resource type for {@code HTMLVideoElement}.\n * @memberof PIXI\n */\nvar VideoResource = /** @class */ (function (_super) {\n __extends(VideoResource, _super);\n /**\n * @param {HTMLVideoElement|object|string|Array} source - Video element to use.\n * @param {object} [options] - Options to use\n * @param {boolean} [options.autoLoad=true] - Start loading the video immediately\n * @param {boolean} [options.autoPlay=true] - Start playing video immediately\n * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video.\n * Leave at 0 to update at every render.\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n */\n function VideoResource(source, options) {\n var _this = this;\n options = options || {};\n if (!(source instanceof HTMLVideoElement)) {\n var videoElement = document.createElement('video');\n // workaround for https://github.com/pixijs/pixi.js/issues/5996\n videoElement.setAttribute('preload', 'auto');\n videoElement.setAttribute('webkit-playsinline', '');\n videoElement.setAttribute('playsinline', '');\n if (typeof source === 'string') {\n source = [source];\n }\n var firstSrc = source[0].src || source[0];\n BaseImageResource.crossOrigin(videoElement, firstSrc, options.crossorigin);\n // array of objects or strings\n for (var i = 0; i < source.length; ++i) {\n var sourceElement = document.createElement('source');\n var _a = source[i], src = _a.src, mime = _a.mime;\n src = src || source[i];\n var baseSrc = src.split('?').shift().toLowerCase();\n var ext = baseSrc.slice(baseSrc.lastIndexOf('.') + 1);\n mime = mime || VideoResource.MIME_TYPES[ext] || \"video/\" + ext;\n sourceElement.src = src;\n sourceElement.type = mime;\n videoElement.appendChild(sourceElement);\n }\n // Override the source\n source = videoElement;\n }\n _this = _super.call(this, source) || this;\n _this.noSubImage = true;\n _this._autoUpdate = true;\n _this._isConnectedToTicker = false;\n _this._updateFPS = options.updateFPS || 0;\n _this._msToNextUpdate = 0;\n _this.autoPlay = options.autoPlay !== false;\n _this._load = null;\n _this._resolve = null;\n // Bind for listeners\n _this._onCanPlay = _this._onCanPlay.bind(_this);\n _this._onError = _this._onError.bind(_this);\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Trigger updating of the texture.\n * @param _deltaTime - time delta since last tick\n */\n VideoResource.prototype.update = function (_deltaTime) {\n if (!this.destroyed) {\n // account for if video has had its playbackRate changed\n var elapsedMS = Ticker.shared.elapsedMS * this.source.playbackRate;\n this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS);\n if (!this._updateFPS || this._msToNextUpdate <= 0) {\n _super.prototype.update.call(this);\n this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0;\n }\n }\n };\n /**\n * Start preloading the video resource.\n * @returns {Promise} Handle the validate event\n */\n VideoResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n var source = this.source;\n if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA)\n && source.width && source.height) {\n source.complete = true;\n }\n source.addEventListener('play', this._onPlayStart.bind(this));\n source.addEventListener('pause', this._onPlayStop.bind(this));\n if (!this._isSourceReady()) {\n source.addEventListener('canplay', this._onCanPlay);\n source.addEventListener('canplaythrough', this._onCanPlay);\n source.addEventListener('error', this._onError, true);\n }\n else {\n this._onCanPlay();\n }\n this._load = new Promise(function (resolve) {\n if (_this.valid) {\n resolve(_this);\n }\n else {\n _this._resolve = resolve;\n source.load();\n }\n });\n return this._load;\n };\n /**\n * Handle video error events.\n * @param event\n */\n VideoResource.prototype._onError = function (event) {\n this.source.removeEventListener('error', this._onError, true);\n this.onError.emit(event);\n };\n /**\n * Returns true if the underlying source is playing.\n * @returns - True if playing.\n */\n VideoResource.prototype._isSourcePlaying = function () {\n var source = this.source;\n return (source.currentTime > 0 && source.paused === false && source.ended === false && source.readyState > 2);\n };\n /**\n * Returns true if the underlying source is ready for playing.\n * @returns - True if ready.\n */\n VideoResource.prototype._isSourceReady = function () {\n var source = this.source;\n return source.readyState === 3 || source.readyState === 4;\n };\n /** Runs the update loop when the video is ready to play. */\n VideoResource.prototype._onPlayStart = function () {\n // Just in case the video has not received its can play even yet..\n if (!this.valid) {\n this._onCanPlay();\n }\n if (this.autoUpdate && !this._isConnectedToTicker) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n };\n /** Fired when a pause event is triggered, stops the update loop. */\n VideoResource.prototype._onPlayStop = function () {\n if (this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n };\n /** Fired when the video is loaded and ready to play. */\n VideoResource.prototype._onCanPlay = function () {\n var source = this.source;\n source.removeEventListener('canplay', this._onCanPlay);\n source.removeEventListener('canplaythrough', this._onCanPlay);\n var valid = this.valid;\n this.resize(source.videoWidth, source.videoHeight);\n // prevent multiple loaded dispatches..\n if (!valid && this._resolve) {\n this._resolve(this);\n this._resolve = null;\n }\n if (this._isSourcePlaying()) {\n this._onPlayStart();\n }\n else if (this.autoPlay) {\n source.play();\n }\n };\n /** Destroys this texture. */\n VideoResource.prototype.dispose = function () {\n if (this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n var source = this.source;\n if (source) {\n source.removeEventListener('error', this._onError, true);\n source.pause();\n source.src = '';\n source.load();\n }\n _super.prototype.dispose.call(this);\n };\n Object.defineProperty(VideoResource.prototype, \"autoUpdate\", {\n /** Should the base texture automatically update itself, set to true by default. */\n get: function () {\n return this._autoUpdate;\n },\n set: function (value) {\n if (value !== this._autoUpdate) {\n this._autoUpdate = value;\n if (!this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying()) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(VideoResource.prototype, \"updateFPS\", {\n /**\n * How many times a second to update the texture from the video. Leave at 0 to update at every render.\n * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient.\n */\n get: function () {\n return this._updateFPS;\n },\n set: function (value) {\n if (value !== this._updateFPS) {\n this._updateFPS = value;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n * @returns {boolean} `true` if video source\n */\n VideoResource.test = function (source, extension) {\n return (globalThis.HTMLVideoElement && source instanceof HTMLVideoElement)\n || VideoResource.TYPES.indexOf(extension) > -1;\n };\n /**\n * List of common video file extensions supported by VideoResource.\n * @readonly\n */\n VideoResource.TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov'];\n /**\n * Map of video MIME types that can't be directly derived from file extensions.\n * @readonly\n */\n VideoResource.MIME_TYPES = {\n ogv: 'video/ogg',\n mov: 'video/quicktime',\n m4v: 'video/mp4',\n };\n return VideoResource;\n}(BaseImageResource));\n\n/**\n * Resource type for ImageBitmap.\n * @memberof PIXI\n */\nvar ImageBitmapResource = /** @class */ (function (_super) {\n __extends(ImageBitmapResource, _super);\n /**\n * @param source - Image element to use\n */\n // eslint-disable-next-line @typescript-eslint/no-useless-constructor\n function ImageBitmapResource(source) {\n return _super.call(this, source) || this;\n }\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is an ImageBitmap\n */\n ImageBitmapResource.test = function (source) {\n return !!globalThis.createImageBitmap && typeof ImageBitmap !== 'undefined' && source instanceof ImageBitmap;\n };\n return ImageBitmapResource;\n}(BaseImageResource));\n\nINSTALLED.push(ImageResource, ImageBitmapResource, CanvasResource, VideoResource, SVGResource, BufferResource, CubeResource, ArrayResource);\n\nvar _resources = {\n __proto__: null,\n Resource: Resource,\n BaseImageResource: BaseImageResource,\n INSTALLED: INSTALLED,\n autoDetectResource: autoDetectResource,\n AbstractMultiResource: AbstractMultiResource,\n ArrayResource: ArrayResource,\n BufferResource: BufferResource,\n CanvasResource: CanvasResource,\n CubeResource: CubeResource,\n ImageResource: ImageResource,\n SVGResource: SVGResource,\n VideoResource: VideoResource,\n ImageBitmapResource: ImageBitmapResource\n};\n\n/**\n * Resource type for DepthTexture.\n * @memberof PIXI\n */\nvar DepthResource = /** @class */ (function (_super) {\n __extends(DepthResource, _super);\n function DepthResource() {\n return _super !== null && _super.apply(this, arguments) || this;\n }\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture - glTexture\n * @returns - true is success\n */\n DepthResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n var gl = renderer.gl;\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n if (glTexture.width === width && glTexture.height === height) {\n gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data);\n }\n return true;\n };\n return DepthResource;\n}(BufferResource));\n\n/**\n * A framebuffer can be used to render contents off of the screen. {@link PIXI.BaseRenderTexture} uses\n * one internally to render into itself. You can attach a depth or stencil buffer to a framebuffer.\n *\n * On WebGL 2 machines, shaders can output to multiple textures simultaneously with GLSL 300 ES.\n * @memberof PIXI\n */\nvar Framebuffer = /** @class */ (function () {\n /**\n * @param width - Width of the frame buffer\n * @param height - Height of the frame buffer\n */\n function Framebuffer(width, height) {\n this.width = Math.round(width || 100);\n this.height = Math.round(height || 100);\n this.stencil = false;\n this.depth = false;\n this.dirtyId = 0;\n this.dirtyFormat = 0;\n this.dirtySize = 0;\n this.depthTexture = null;\n this.colorTextures = [];\n this.glFramebuffers = {};\n this.disposeRunner = new Runner('disposeFramebuffer');\n this.multisample = MSAA_QUALITY.NONE;\n }\n Object.defineProperty(Framebuffer.prototype, \"colorTexture\", {\n /**\n * Reference to the colorTexture.\n * @readonly\n */\n get: function () {\n return this.colorTextures[0];\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Add texture to the colorTexture array.\n * @param index - Index of the array to add the texture to\n * @param texture - Texture to add to the array\n */\n Framebuffer.prototype.addColorTexture = function (index, texture) {\n if (index === void 0) { index = 0; }\n // TODO add some validation to the texture - same width / height etc?\n this.colorTextures[index] = texture || new BaseTexture(null, {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n mipmap: MIPMAP_MODES.OFF,\n width: this.width,\n height: this.height,\n });\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /**\n * Add a depth texture to the frame buffer.\n * @param texture - Texture to add.\n */\n Framebuffer.prototype.addDepthTexture = function (texture) {\n /* eslint-disable max-len */\n this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n width: this.width,\n height: this.height,\n mipmap: MIPMAP_MODES.OFF,\n format: FORMATS.DEPTH_COMPONENT,\n type: TYPES.UNSIGNED_SHORT,\n });\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /** Enable depth on the frame buffer. */\n Framebuffer.prototype.enableDepth = function () {\n this.depth = true;\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /** Enable stencil on the frame buffer. */\n Framebuffer.prototype.enableStencil = function () {\n this.stencil = true;\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /**\n * Resize the frame buffer\n * @param width - Width of the frame buffer to resize to\n * @param height - Height of the frame buffer to resize to\n */\n Framebuffer.prototype.resize = function (width, height) {\n width = Math.round(width);\n height = Math.round(height);\n if (width === this.width && height === this.height)\n { return; }\n this.width = width;\n this.height = height;\n this.dirtyId++;\n this.dirtySize++;\n for (var i = 0; i < this.colorTextures.length; i++) {\n var texture = this.colorTextures[i];\n var resolution = texture.resolution;\n // take into account the fact the texture may have a different resolution..\n texture.setSize(width / resolution, height / resolution);\n }\n if (this.depthTexture) {\n var resolution = this.depthTexture.resolution;\n this.depthTexture.setSize(width / resolution, height / resolution);\n }\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Framebuffer.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys and removes the depth texture added to this framebuffer. */\n Framebuffer.prototype.destroyDepthTexture = function () {\n if (this.depthTexture) {\n this.depthTexture.destroy();\n this.depthTexture = null;\n ++this.dirtyId;\n ++this.dirtyFormat;\n }\n };\n return Framebuffer;\n}());\n\n/**\n * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position\n * and rotation of the given Display Objects is ignored. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, {renderTexture});\n * ```\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n *\n * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture\n * ```\n * @memberof PIXI\n */\nvar BaseRenderTexture = /** @class */ (function (_super) {\n __extends(BaseRenderTexture, _super);\n /**\n * @param options\n * @param {number} [options.width=100] - The width of the base render texture.\n * @param {number} [options.height=100] - The height of the base render texture.\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES}\n * for possible values.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio\n * of the texture being generated.\n * @param {PIXI.MSAA_QUALITY} [options.multisample=PIXI.MSAA_QUALITY.NONE] - The number of samples of the frame buffer.\n */\n function BaseRenderTexture(options) {\n if (options === void 0) { options = {}; }\n var _this = this;\n if (typeof options === 'number') {\n /* eslint-disable prefer-rest-params */\n // Backward compatibility of signature\n var width = arguments[0];\n var height = arguments[1];\n var scaleMode = arguments[2];\n var resolution = arguments[3];\n options = { width: width, height: height, scaleMode: scaleMode, resolution: resolution };\n /* eslint-enable prefer-rest-params */\n }\n options.width = options.width || 100;\n options.height = options.height || 100;\n options.multisample = options.multisample !== undefined ? options.multisample : MSAA_QUALITY.NONE;\n _this = _super.call(this, null, options) || this;\n // Set defaults\n _this.mipmap = MIPMAP_MODES.OFF;\n _this.valid = true;\n _this.clearColor = [0, 0, 0, 0];\n _this.framebuffer = new Framebuffer(_this.realWidth, _this.realHeight)\n .addColorTexture(0, _this);\n _this.framebuffer.multisample = options.multisample;\n // TODO - could this be added the systems?\n _this.maskStack = [];\n _this.filterStack = [{}];\n return _this;\n }\n /**\n * Resizes the BaseRenderTexture.\n * @param desiredWidth - The desired width to resize to.\n * @param desiredHeight - The desired height to resize to.\n */\n BaseRenderTexture.prototype.resize = function (desiredWidth, desiredHeight) {\n this.framebuffer.resize(desiredWidth * this.resolution, desiredHeight * this.resolution);\n this.setRealSize(this.framebuffer.width, this.framebuffer.height);\n };\n /**\n * Frees the texture and framebuffer from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n * @fires PIXI.BaseTexture#dispose\n */\n BaseRenderTexture.prototype.dispose = function () {\n this.framebuffer.dispose();\n _super.prototype.dispose.call(this);\n };\n /** Destroys this texture. */\n BaseRenderTexture.prototype.destroy = function () {\n _super.prototype.destroy.call(this);\n this.framebuffer.destroyDepthTexture();\n this.framebuffer = null;\n };\n return BaseRenderTexture;\n}(BaseTexture));\n\n/**\n * Stores a texture's frame in UV coordinates, in\n * which everything lies in the rectangle `[(0,0), (1,0),\n * (1,1), (0,1)]`.\n *\n * | Corner | Coordinates |\n * |--------------|-------------|\n * | Top-Left | `(x0,y0)` |\n * | Top-Right | `(x1,y1)` |\n * | Bottom-Right | `(x2,y2)` |\n * | Bottom-Left | `(x3,y3)` |\n * @protected\n * @memberof PIXI\n */\nvar TextureUvs = /** @class */ (function () {\n function TextureUvs() {\n this.x0 = 0;\n this.y0 = 0;\n this.x1 = 1;\n this.y1 = 0;\n this.x2 = 1;\n this.y2 = 1;\n this.x3 = 0;\n this.y3 = 1;\n this.uvsFloat32 = new Float32Array(8);\n }\n /**\n * Sets the texture Uvs based on the given frame information.\n * @protected\n * @param frame - The frame of the texture\n * @param baseFrame - The base frame of the texture\n * @param rotate - Rotation of frame, see {@link PIXI.groupD8}\n */\n TextureUvs.prototype.set = function (frame, baseFrame, rotate) {\n var tw = baseFrame.width;\n var th = baseFrame.height;\n if (rotate) {\n // width and height div 2 div baseFrame size\n var w2 = frame.width / 2 / tw;\n var h2 = frame.height / 2 / th;\n // coordinates of center\n var cX = (frame.x / tw) + w2;\n var cY = (frame.y / th) + h2;\n rotate = groupD8.add(rotate, groupD8.NW); // NW is top-left corner\n this.x0 = cX + (w2 * groupD8.uX(rotate));\n this.y0 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2); // rotate 90 degrees clockwise\n this.x1 = cX + (w2 * groupD8.uX(rotate));\n this.y1 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2);\n this.x2 = cX + (w2 * groupD8.uX(rotate));\n this.y2 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2);\n this.x3 = cX + (w2 * groupD8.uX(rotate));\n this.y3 = cY + (h2 * groupD8.uY(rotate));\n }\n else {\n this.x0 = frame.x / tw;\n this.y0 = frame.y / th;\n this.x1 = (frame.x + frame.width) / tw;\n this.y1 = frame.y / th;\n this.x2 = (frame.x + frame.width) / tw;\n this.y2 = (frame.y + frame.height) / th;\n this.x3 = frame.x / tw;\n this.y3 = (frame.y + frame.height) / th;\n }\n this.uvsFloat32[0] = this.x0;\n this.uvsFloat32[1] = this.y0;\n this.uvsFloat32[2] = this.x1;\n this.uvsFloat32[3] = this.y1;\n this.uvsFloat32[4] = this.x2;\n this.uvsFloat32[5] = this.y2;\n this.uvsFloat32[6] = this.x3;\n this.uvsFloat32[7] = this.y3;\n };\n TextureUvs.prototype.toString = function () {\n return \"[@pixi/core:TextureUvs \"\n + (\"x0=\" + this.x0 + \" y0=\" + this.y0 + \" \")\n + (\"x1=\" + this.x1 + \" y1=\" + this.y1 + \" x2=\" + this.x2 + \" \")\n + (\"y2=\" + this.y2 + \" x3=\" + this.x3 + \" y3=\" + this.y3)\n + \"]\";\n };\n return TextureUvs;\n}());\n\nvar DEFAULT_UVS = new TextureUvs();\n/**\n * Used to remove listeners from WHITE and EMPTY Textures\n * @ignore\n */\nfunction removeAllHandlers(tex) {\n tex.destroy = function _emptyDestroy() { };\n tex.on = function _emptyOn() { };\n tex.once = function _emptyOnce() { };\n tex.emit = function _emptyEmit() { };\n}\n/**\n * A texture stores the information that represents an image or part of an image.\n *\n * It cannot be added to the display list directly; instead use it as the texture for a Sprite.\n * If no frame is provided for a texture, then the whole image is used.\n *\n * You can directly create a texture from an image and then reuse it multiple times like this :\n *\n * ```js\n * let texture = PIXI.Texture.from('assets/image.png');\n * let sprite1 = new PIXI.Sprite(texture);\n * let sprite2 = new PIXI.Sprite(texture);\n * ```\n *\n * If you didnt pass the texture frame to constructor, it enables `noFrame` mode:\n * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture.\n *\n * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing.\n * You can check for this by checking the sprite's _textureID property.\n * ```js\n * var texture = PIXI.Texture.from('assets/image.svg');\n * var sprite1 = new PIXI.Sprite(texture);\n * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file\n * ```\n * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068.\n * @memberof PIXI\n * @typeParam R - The BaseTexture's Resource type.\n */\nvar Texture = /** @class */ (function (_super) {\n __extends(Texture, _super);\n /**\n * @param baseTexture - The base texture source to create the texture from\n * @param frame - The rectangle frame of the texture to show\n * @param orig - The area of original texture\n * @param trim - Trimmed rectangle of original texture\n * @param rotate - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8}\n * @param anchor - Default anchor point used for sprite placement / rotation\n */\n function Texture(baseTexture, frame, orig, trim, rotate, anchor) {\n var _this = _super.call(this) || this;\n _this.noFrame = false;\n if (!frame) {\n _this.noFrame = true;\n frame = new Rectangle(0, 0, 1, 1);\n }\n if (baseTexture instanceof Texture) {\n baseTexture = baseTexture.baseTexture;\n }\n _this.baseTexture = baseTexture;\n _this._frame = frame;\n _this.trim = trim;\n _this.valid = false;\n _this._uvs = DEFAULT_UVS;\n _this.uvMatrix = null;\n _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1);\n _this._rotate = Number(rotate || 0);\n if (rotate === true) {\n // this is old texturepacker legacy, some games/libraries are passing \"true\" for rotated textures\n _this._rotate = 2;\n }\n else if (_this._rotate % 2 !== 0) {\n throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually');\n }\n _this.defaultAnchor = anchor ? new Point(anchor.x, anchor.y) : new Point(0, 0);\n _this._updateID = 0;\n _this.textureCacheIds = [];\n if (!baseTexture.valid) {\n baseTexture.once('loaded', _this.onBaseTextureUpdated, _this);\n }\n else if (_this.noFrame) {\n // if there is no frame we should monitor for any base texture changes..\n if (baseTexture.valid) {\n _this.onBaseTextureUpdated(baseTexture);\n }\n }\n else {\n _this.frame = frame;\n }\n if (_this.noFrame) {\n baseTexture.on('update', _this.onBaseTextureUpdated, _this);\n }\n return _this;\n }\n /**\n * Updates this texture on the gpu.\n *\n * Calls the TextureResource update.\n *\n * If you adjusted `frame` manually, please call `updateUvs()` instead.\n */\n Texture.prototype.update = function () {\n if (this.baseTexture.resource) {\n this.baseTexture.resource.update();\n }\n };\n /**\n * Called when the base texture is updated\n * @protected\n * @param baseTexture - The base texture.\n */\n Texture.prototype.onBaseTextureUpdated = function (baseTexture) {\n if (this.noFrame) {\n if (!this.baseTexture.valid) {\n return;\n }\n this._frame.width = baseTexture.width;\n this._frame.height = baseTexture.height;\n this.valid = true;\n this.updateUvs();\n }\n else {\n // TODO this code looks confusing.. boo to abusing getters and setters!\n // if user gave us frame that has bigger size than resized texture it can be a problem\n this.frame = this._frame;\n }\n this.emit('update', this);\n };\n /**\n * Destroys this texture\n * @param [destroyBase=false] - Whether to destroy the base texture as well\n */\n Texture.prototype.destroy = function (destroyBase) {\n if (this.baseTexture) {\n if (destroyBase) {\n var resource = this.baseTexture.resource;\n // delete the texture if it exists in the texture cache..\n // this only needs to be removed if the base texture is actually destroyed too..\n if (resource && resource.url && TextureCache[resource.url]) {\n Texture.removeFromCache(resource.url);\n }\n this.baseTexture.destroy();\n }\n this.baseTexture.off('loaded', this.onBaseTextureUpdated, this);\n this.baseTexture.off('update', this.onBaseTextureUpdated, this);\n this.baseTexture = null;\n }\n this._frame = null;\n this._uvs = null;\n this.trim = null;\n this.orig = null;\n this.valid = false;\n Texture.removeFromCache(this);\n this.textureCacheIds = null;\n };\n /**\n * Creates a new texture object that acts the same as this one.\n * @returns - The new texture\n */\n Texture.prototype.clone = function () {\n var clonedFrame = this._frame.clone();\n var clonedOrig = this._frame === this.orig ? clonedFrame : this.orig.clone();\n var clonedTexture = new Texture(this.baseTexture, !this.noFrame && clonedFrame, clonedOrig, this.trim && this.trim.clone(), this.rotate, this.defaultAnchor);\n if (this.noFrame) {\n clonedTexture._frame = clonedFrame;\n }\n return clonedTexture;\n };\n /**\n * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture.\n * Call it after changing the frame\n */\n Texture.prototype.updateUvs = function () {\n if (this._uvs === DEFAULT_UVS) {\n this._uvs = new TextureUvs();\n }\n this._uvs.set(this._frame, this.baseTexture, this.rotate);\n this._updateID++;\n };\n /**\n * Helper function that creates a new Texture based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n * @param {string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source -\n * Source or array of sources to create texture from\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id\n * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}.\n * @returns {PIXI.Texture} The newly created texture\n */\n Texture.from = function (source, options, strict) {\n if (options === void 0) { options = {}; }\n if (strict === void 0) { strict = settings.STRICT_TEXTURE_CACHE; }\n var isFrame = typeof source === 'string';\n var cacheId = null;\n if (isFrame) {\n cacheId = source;\n }\n else if (source instanceof BaseTexture) {\n if (!source.cacheId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source.cacheId = prefix + \"-\" + uid();\n BaseTexture.addToCache(source, source.cacheId);\n }\n cacheId = source.cacheId;\n }\n else {\n if (!source._pixiId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source._pixiId = prefix + \"_\" + uid();\n }\n cacheId = source._pixiId;\n }\n var texture = TextureCache[cacheId];\n // Strict-mode rejects invalid cacheIds\n if (isFrame && strict && !texture) {\n throw new Error(\"The cacheId \\\"\" + cacheId + \"\\\" does not exist in TextureCache.\");\n }\n if (!texture && !(source instanceof BaseTexture)) {\n if (!options.resolution) {\n options.resolution = getResolutionOfUrl(source);\n }\n texture = new Texture(new BaseTexture(source, options));\n texture.baseTexture.cacheId = cacheId;\n BaseTexture.addToCache(texture.baseTexture, cacheId);\n Texture.addToCache(texture, cacheId);\n }\n else if (!texture && (source instanceof BaseTexture)) {\n texture = new Texture(source);\n Texture.addToCache(texture, cacheId);\n }\n // lets assume its a base texture!\n return texture;\n };\n /**\n * Useful for loading textures via URLs. Use instead of `Texture.from` because\n * it does a better job of handling failed URLs more effectively. This also ignores\n * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images.\n * @param url - The remote URL or array of URLs to load.\n * @param options - Optional options to include\n * @returns - A Promise that resolves to a Texture.\n */\n Texture.fromURL = function (url, options) {\n var resourceOptions = Object.assign({ autoLoad: false }, options === null || options === void 0 ? void 0 : options.resourceOptions);\n var texture = Texture.from(url, Object.assign({ resourceOptions: resourceOptions }, options), false);\n var resource = texture.baseTexture.resource;\n // The texture was already loaded\n if (texture.baseTexture.valid) {\n return Promise.resolve(texture);\n }\n // Manually load the texture, this should allow users to handle load errors\n return resource.load().then(function () { return Promise.resolve(texture); });\n };\n /**\n * Create a new Texture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param width - Width of the resource\n * @param height - Height of the resource\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @returns - The resulting new BaseTexture\n */\n Texture.fromBuffer = function (buffer, width, height, options) {\n return new Texture(BaseTexture.fromBuffer(buffer, width, height, options));\n };\n /**\n * Create a texture from a source and add to the cache.\n * @param {HTMLImageElement|HTMLCanvasElement|string} source - The input source.\n * @param imageUrl - File name of texture, for cache and resolving resolution.\n * @param name - Human readable name for the texture cache. If no name is\n * specified, only `imageUrl` will be used as the cache ID.\n * @param options\n * @returns - Output texture\n */\n Texture.fromLoader = function (source, imageUrl, name, options) {\n var baseTexture = new BaseTexture(source, Object.assign({\n scaleMode: settings.SCALE_MODE,\n resolution: getResolutionOfUrl(imageUrl),\n }, options));\n var resource = baseTexture.resource;\n if (resource instanceof ImageResource) {\n resource.url = imageUrl;\n }\n var texture = new Texture(baseTexture);\n // No name, use imageUrl instead\n if (!name) {\n name = imageUrl;\n }\n // lets also add the frame to pixi's global cache for 'fromLoader' function\n BaseTexture.addToCache(texture.baseTexture, name);\n Texture.addToCache(texture, name);\n // also add references by url if they are different.\n if (name !== imageUrl) {\n BaseTexture.addToCache(texture.baseTexture, imageUrl);\n Texture.addToCache(texture, imageUrl);\n }\n // Generally images are valid right away\n if (texture.baseTexture.valid) {\n return Promise.resolve(texture);\n }\n // SVG assets need to be parsed async, let's wait\n return new Promise(function (resolve) {\n texture.baseTexture.once('loaded', function () { return resolve(texture); });\n });\n };\n /**\n * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object.\n * @param texture - The Texture to add to the cache.\n * @param id - The id that the Texture will be stored against.\n */\n Texture.addToCache = function (texture, id) {\n if (id) {\n if (texture.textureCacheIds.indexOf(id) === -1) {\n texture.textureCacheIds.push(id);\n }\n if (TextureCache[id]) {\n // eslint-disable-next-line no-console\n console.warn(\"Texture added to the cache with an id [\" + id + \"] that already had an entry\");\n }\n TextureCache[id] = texture;\n }\n };\n /**\n * Remove a Texture from the global TextureCache.\n * @param texture - id of a Texture to be removed, or a Texture instance itself\n * @returns - The Texture that was removed\n */\n Texture.removeFromCache = function (texture) {\n if (typeof texture === 'string') {\n var textureFromCache = TextureCache[texture];\n if (textureFromCache) {\n var index = textureFromCache.textureCacheIds.indexOf(texture);\n if (index > -1) {\n textureFromCache.textureCacheIds.splice(index, 1);\n }\n delete TextureCache[texture];\n return textureFromCache;\n }\n }\n else if (texture && texture.textureCacheIds) {\n for (var i = 0; i < texture.textureCacheIds.length; ++i) {\n // Check that texture matches the one being passed in before deleting it from the cache.\n if (TextureCache[texture.textureCacheIds[i]] === texture) {\n delete TextureCache[texture.textureCacheIds[i]];\n }\n }\n texture.textureCacheIds.length = 0;\n return texture;\n }\n return null;\n };\n Object.defineProperty(Texture.prototype, \"resolution\", {\n /**\n * Returns resolution of baseTexture\n * @readonly\n */\n get: function () {\n return this.baseTexture.resolution;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"frame\", {\n /**\n * The frame specifies the region of the base texture that this texture uses.\n * Please call `updateUvs()` after you change coordinates of `frame` manually.\n */\n get: function () {\n return this._frame;\n },\n set: function (frame) {\n this._frame = frame;\n this.noFrame = false;\n var x = frame.x, y = frame.y, width = frame.width, height = frame.height;\n var xNotFit = x + width > this.baseTexture.width;\n var yNotFit = y + height > this.baseTexture.height;\n if (xNotFit || yNotFit) {\n var relationship = xNotFit && yNotFit ? 'and' : 'or';\n var errorX = \"X: \" + x + \" + \" + width + \" = \" + (x + width) + \" > \" + this.baseTexture.width;\n var errorY = \"Y: \" + y + \" + \" + height + \" = \" + (y + height) + \" > \" + this.baseTexture.height;\n throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: '\n + (errorX + \" \" + relationship + \" \" + errorY));\n }\n this.valid = width && height && this.baseTexture.valid;\n if (!this.trim && !this.rotate) {\n this.orig = frame;\n }\n if (this.valid) {\n this.updateUvs();\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"rotate\", {\n /**\n * Indicates whether the texture is rotated inside the atlas\n * set to 2 to compensate for texture packer rotation\n * set to 6 to compensate for spine packer rotation\n * can be used to rotate or mirror sprites\n * See {@link PIXI.groupD8} for explanation\n */\n get: function () {\n return this._rotate;\n },\n set: function (rotate) {\n this._rotate = rotate;\n if (this.valid) {\n this.updateUvs();\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"width\", {\n /** The width of the Texture in pixels. */\n get: function () {\n return this.orig.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"height\", {\n /** The height of the Texture in pixels. */\n get: function () {\n return this.orig.height;\n },\n enumerable: false,\n configurable: true\n });\n /** Utility function for BaseTexture|Texture cast. */\n Texture.prototype.castToBaseTexture = function () {\n return this.baseTexture;\n };\n Object.defineProperty(Texture, \"EMPTY\", {\n /** An empty texture, used often to not have to create multiple empty textures. Can not be destroyed. */\n get: function () {\n if (!Texture._EMPTY) {\n Texture._EMPTY = new Texture(new BaseTexture());\n removeAllHandlers(Texture._EMPTY);\n removeAllHandlers(Texture._EMPTY.baseTexture);\n }\n return Texture._EMPTY;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture, \"WHITE\", {\n /** A white texture of 16x16 size, used for graphics and other things Can not be destroyed. */\n get: function () {\n if (!Texture._WHITE) {\n var canvas = settings.ADAPTER.createCanvas(16, 16);\n var context = canvas.getContext('2d');\n canvas.width = 16;\n canvas.height = 16;\n context.fillStyle = 'white';\n context.fillRect(0, 0, 16, 16);\n Texture._WHITE = new Texture(BaseTexture.from(canvas));\n removeAllHandlers(Texture._WHITE);\n removeAllHandlers(Texture._WHITE.baseTexture);\n }\n return Texture._WHITE;\n },\n enumerable: false,\n configurable: true\n });\n return Texture;\n}(EventEmitter));\n\n/**\n * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * __Hint-2__: The actual memory allocation will happen on first render.\n * You shouldn't create renderTextures each frame just to delete them after, try to reuse them.\n *\n * A RenderTexture takes a snapshot of any Display Object given to its render method. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let renderTexture = PIXI.RenderTexture.create({ width: 800, height: 600 });\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, {renderTexture});\n * ```\n * Note that you should not create a new renderer, but reuse the same one as the rest of the application.\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let renderTexture = new PIXI.RenderTexture.create({ width: 100, height: 100 });\n *\n * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture\n * ```\n * @memberof PIXI\n */\nvar RenderTexture = /** @class */ (function (_super) {\n __extends(RenderTexture, _super);\n /**\n * @param baseRenderTexture - The base texture object that this texture uses.\n * @param frame - The rectangle frame of the texture to show.\n */\n function RenderTexture(baseRenderTexture, frame) {\n var _this = _super.call(this, baseRenderTexture, frame) || this;\n _this.valid = true;\n _this.filterFrame = null;\n _this.filterPoolKey = null;\n _this.updateUvs();\n return _this;\n }\n Object.defineProperty(RenderTexture.prototype, \"framebuffer\", {\n /**\n * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast.\n * @readonly\n */\n get: function () {\n return this.baseTexture.framebuffer;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(RenderTexture.prototype, \"multisample\", {\n /**\n * Shortcut to `this.framebuffer.multisample`.\n * @default PIXI.MSAA_QUALITY.NONE\n */\n get: function () {\n return this.framebuffer.multisample;\n },\n set: function (value) {\n this.framebuffer.multisample = value;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Resizes the RenderTexture.\n * @param desiredWidth - The desired width to resize to.\n * @param desiredHeight - The desired height to resize to.\n * @param resizeBaseTexture - Should the baseTexture.width and height values be resized as well?\n */\n RenderTexture.prototype.resize = function (desiredWidth, desiredHeight, resizeBaseTexture) {\n if (resizeBaseTexture === void 0) { resizeBaseTexture = true; }\n var resolution = this.baseTexture.resolution;\n var width = Math.round(desiredWidth * resolution) / resolution;\n var height = Math.round(desiredHeight * resolution) / resolution;\n // TODO - could be not required..\n this.valid = (width > 0 && height > 0);\n this._frame.width = this.orig.width = width;\n this._frame.height = this.orig.height = height;\n if (resizeBaseTexture) {\n this.baseTexture.resize(width, height);\n }\n this.updateUvs();\n };\n /**\n * Changes the resolution of baseTexture, but does not change framebuffer size.\n * @param resolution - The new resolution to apply to RenderTexture\n */\n RenderTexture.prototype.setResolution = function (resolution) {\n var baseTexture = this.baseTexture;\n if (baseTexture.resolution === resolution) {\n return;\n }\n baseTexture.setResolution(resolution);\n this.resize(baseTexture.width, baseTexture.height, false);\n };\n RenderTexture.create = function (options) {\n var arguments$1 = arguments;\n\n var rest = [];\n for (var _i = 1; _i < arguments.length; _i++) {\n rest[_i - 1] = arguments$1[_i];\n }\n // @deprecated fallback, old-style: create(width, height, scaleMode, resolution)\n if (typeof options === 'number') {\n deprecation('6.0.0', 'Arguments (width, height, scaleMode, resolution) have been deprecated.');\n /* eslint-disable prefer-rest-params */\n options = {\n width: options,\n height: rest[0],\n scaleMode: rest[1],\n resolution: rest[2],\n };\n /* eslint-enable prefer-rest-params */\n }\n return new RenderTexture(new BaseRenderTexture(options));\n };\n return RenderTexture;\n}(Texture));\n\n/**\n * Texture pool, used by FilterSystem and plugins.\n *\n * Stores collection of temporary pow2 or screen-sized renderTextures\n *\n * If you use custom RenderTexturePool for your filters, you can use methods\n * `getFilterTexture` and `returnFilterTexture` same as in\n * @memberof PIXI\n */\nvar RenderTexturePool = /** @class */ (function () {\n /**\n * @param textureOptions - options that will be passed to BaseRenderTexture constructor\n * @param {PIXI.SCALE_MODES} [textureOptions.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values.\n */\n function RenderTexturePool(textureOptions) {\n this.texturePool = {};\n this.textureOptions = textureOptions || {};\n this.enableFullScreen = false;\n this._pixelsWidth = 0;\n this._pixelsHeight = 0;\n }\n /**\n * Creates texture with params that were specified in pool constructor.\n * @param realWidth - Width of texture in pixels.\n * @param realHeight - Height of texture in pixels.\n * @param multisample - Number of samples of the framebuffer.\n */\n RenderTexturePool.prototype.createTexture = function (realWidth, realHeight, multisample) {\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n var baseRenderTexture = new BaseRenderTexture(Object.assign({\n width: realWidth,\n height: realHeight,\n resolution: 1,\n multisample: multisample,\n }, this.textureOptions));\n return new RenderTexture(baseRenderTexture);\n };\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n * @param minWidth - The minimum width of the render texture.\n * @param minHeight - The minimum height of the render texture.\n * @param resolution - The resolution of the render texture.\n * @param multisample - Number of samples of the render texture.\n * @returns The new render texture.\n */\n RenderTexturePool.prototype.getOptimalTexture = function (minWidth, minHeight, resolution, multisample) {\n if (resolution === void 0) { resolution = 1; }\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n var key;\n minWidth = Math.ceil((minWidth * resolution) - 1e-6);\n minHeight = Math.ceil((minHeight * resolution) - 1e-6);\n if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight) {\n minWidth = nextPow2(minWidth);\n minHeight = nextPow2(minHeight);\n key = (((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF)) >>> 0;\n if (multisample > 1) {\n key += multisample * 0x100000000;\n }\n }\n else {\n key = multisample > 1 ? -multisample : -1;\n }\n if (!this.texturePool[key]) {\n this.texturePool[key] = [];\n }\n var renderTexture = this.texturePool[key].pop();\n if (!renderTexture) {\n renderTexture = this.createTexture(minWidth, minHeight, multisample);\n }\n renderTexture.filterPoolKey = key;\n renderTexture.setResolution(resolution);\n return renderTexture;\n };\n /**\n * Gets extra texture of the same size as input renderTexture\n *\n * `getFilterTexture(input, 0.5)` or `getFilterTexture(0.5, input)`\n * @param input - renderTexture from which size and resolution will be copied\n * @param resolution - override resolution of the renderTexture\n * It overrides, it does not multiply\n * @param multisample - number of samples of the renderTexture\n */\n RenderTexturePool.prototype.getFilterTexture = function (input, resolution, multisample) {\n var filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE);\n filterTexture.filterFrame = input.filterFrame;\n return filterTexture;\n };\n /**\n * Place a render texture back into the pool.\n * @param renderTexture - The renderTexture to free\n */\n RenderTexturePool.prototype.returnTexture = function (renderTexture) {\n var key = renderTexture.filterPoolKey;\n renderTexture.filterFrame = null;\n this.texturePool[key].push(renderTexture);\n };\n /**\n * Alias for returnTexture, to be compliant with FilterSystem interface.\n * @param renderTexture - The renderTexture to free\n */\n RenderTexturePool.prototype.returnFilterTexture = function (renderTexture) {\n this.returnTexture(renderTexture);\n };\n /**\n * Clears the pool.\n * @param destroyTextures - Destroy all stored textures.\n */\n RenderTexturePool.prototype.clear = function (destroyTextures) {\n destroyTextures = destroyTextures !== false;\n if (destroyTextures) {\n for (var i in this.texturePool) {\n var textures = this.texturePool[i];\n if (textures) {\n for (var j = 0; j < textures.length; j++) {\n textures[j].destroy(true);\n }\n }\n }\n }\n this.texturePool = {};\n };\n /**\n * If screen size was changed, drops all screen-sized textures,\n * sets new screen size, sets `enableFullScreen` to true\n *\n * Size is measured in pixels, `renderer.view` can be passed here, not `renderer.screen`\n * @param size - Initial size of screen.\n */\n RenderTexturePool.prototype.setScreenSize = function (size) {\n if (size.width === this._pixelsWidth\n && size.height === this._pixelsHeight) {\n return;\n }\n this.enableFullScreen = size.width > 0 && size.height > 0;\n for (var i in this.texturePool) {\n if (!(Number(i) < 0)) {\n continue;\n }\n var textures = this.texturePool[i];\n if (textures) {\n for (var j = 0; j < textures.length; j++) {\n textures[j].destroy(true);\n }\n }\n this.texturePool[i] = [];\n }\n this._pixelsWidth = size.width;\n this._pixelsHeight = size.height;\n };\n /**\n * Key that is used to store fullscreen renderTextures in a pool\n * @constant\n */\n RenderTexturePool.SCREEN_KEY = -1;\n return RenderTexturePool;\n}());\n\n/* eslint-disable max-len */\n/**\n * Holds the information for a single attribute structure required to render geometry.\n *\n * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer}\n * This can include anything from positions, uvs, normals, colors etc.\n * @memberof PIXI\n */\nvar Attribute = /** @class */ (function () {\n /**\n * @param buffer - the id of the buffer that this attribute will look for\n * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2.\n * @param normalized - should the data be normalized.\n * @param {PIXI.TYPES} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @param [start=0] - How far into the array to start reading values (used for interleaving data)\n * @param [instance=false] - Whether the geometry is instanced.\n */\n function Attribute(buffer, size, normalized, type, stride, start, instance) {\n if (size === void 0) { size = 0; }\n if (normalized === void 0) { normalized = false; }\n if (type === void 0) { type = TYPES.FLOAT; }\n this.buffer = buffer;\n this.size = size;\n this.normalized = normalized;\n this.type = type;\n this.stride = stride;\n this.start = start;\n this.instance = instance;\n }\n /** Destroys the Attribute. */\n Attribute.prototype.destroy = function () {\n this.buffer = null;\n };\n /**\n * Helper function that creates an Attribute based on the information provided\n * @param buffer - the id of the buffer that this attribute will look for\n * @param [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param [normalized=false] - should the data be normalized.\n * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @returns - A new {@link PIXI.Attribute} based on the information provided\n */\n Attribute.from = function (buffer, size, normalized, type, stride) {\n return new Attribute(buffer, size, normalized, type, stride);\n };\n return Attribute;\n}());\n\nvar UID$4 = 0;\n/**\n * A wrapper for data so that it can be used and uploaded by WebGL\n * @memberof PIXI\n */\nvar Buffer = /** @class */ (function () {\n /**\n * @param {PIXI.IArrayBuffer} data - the data to store in the buffer.\n * @param _static - `true` for static buffer\n * @param index - `true` for index buffer\n */\n function Buffer(data, _static, index) {\n if (_static === void 0) { _static = true; }\n if (index === void 0) { index = false; }\n this.data = (data || new Float32Array(1));\n this._glBuffers = {};\n this._updateID = 0;\n this.index = index;\n this.static = _static;\n this.id = UID$4++;\n this.disposeRunner = new Runner('disposeBuffer');\n }\n // TODO could explore flagging only a partial upload?\n /**\n * Flags this buffer as requiring an upload to the GPU.\n * @param {PIXI.IArrayBuffer|number[]} [data] - the data to update in the buffer.\n */\n Buffer.prototype.update = function (data) {\n if (data instanceof Array) {\n data = new Float32Array(data);\n }\n this.data = data || this.data;\n this._updateID++;\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Buffer.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys the buffer. */\n Buffer.prototype.destroy = function () {\n this.dispose();\n this.data = null;\n };\n Object.defineProperty(Buffer.prototype, \"index\", {\n get: function () {\n return this.type === BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n },\n /**\n * Flags whether this is an index buffer.\n *\n * Index buffers are of type `ELEMENT_ARRAY_BUFFER`. Note that setting this property to false will make\n * the buffer of type `ARRAY_BUFFER`.\n *\n * For backwards compatibility.\n */\n set: function (value) {\n this.type = value ? BUFFER_TYPE.ELEMENT_ARRAY_BUFFER : BUFFER_TYPE.ARRAY_BUFFER;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Helper function that creates a buffer based on an array or TypedArray\n * @param {ArrayBufferView | number[]} data - the TypedArray that the buffer will store. If this is a regular Array it will be converted to a Float32Array.\n * @returns - A new Buffer based on the data provided.\n */\n Buffer.from = function (data) {\n if (data instanceof Array) {\n data = new Float32Array(data);\n }\n return new Buffer(data);\n };\n return Buffer;\n}());\n\n/* eslint-disable object-shorthand */\nvar map$1 = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n};\nfunction interleaveTypedArrays(arrays, sizes) {\n var outSize = 0;\n var stride = 0;\n var views = {};\n for (var i = 0; i < arrays.length; i++) {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n var buffer = new ArrayBuffer(outSize * 4);\n var out = null;\n var littleOffset = 0;\n for (var i = 0; i < arrays.length; i++) {\n var size = sizes[i];\n var array = arrays[i];\n var type = getBufferType(array);\n if (!views[type]) {\n views[type] = new map$1[type](buffer);\n }\n out = views[type];\n for (var j = 0; j < array.length; j++) {\n var indexStart = ((j / size | 0) * stride) + littleOffset;\n var index = j % size;\n out[indexStart + index] = array[j];\n }\n littleOffset += size;\n }\n return new Float32Array(buffer);\n}\n\nvar byteSizeMap$1 = { 5126: 4, 5123: 2, 5121: 1 };\nvar UID$3 = 0;\n/* eslint-disable object-shorthand */\nvar map = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n Uint16Array: Uint16Array,\n};\n/* eslint-disable max-len */\n/**\n * The Geometry represents a model. It consists of two components:\n * - GeometryStyle - The structure of the model such as the attributes layout\n * - GeometryData - the data of the model - this consists of buffers.\n * This can include anything from positions, uvs, normals, colors etc.\n *\n * Geometry can be defined without passing in a style or data if required (thats how I prefer!)\n *\n * ```js\n * let geometry = new PIXI.Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1],2)\n * geometry.addIndex([0,1,2,1,3,2])\n * ```\n * @memberof PIXI\n */\nvar Geometry = /** @class */ (function () {\n /**\n * @param buffers - An array of buffers. optional.\n * @param attributes - Of the geometry, optional structure of the attributes layout\n */\n function Geometry(buffers, attributes) {\n if (buffers === void 0) { buffers = []; }\n if (attributes === void 0) { attributes = {}; }\n this.buffers = buffers;\n this.indexBuffer = null;\n this.attributes = attributes;\n this.glVertexArrayObjects = {};\n this.id = UID$3++;\n this.instanced = false;\n this.instanceCount = 1;\n this.disposeRunner = new Runner('disposeGeometry');\n this.refCount = 0;\n }\n /**\n *\n * Adds an attribute to the geometry\n * Note: `stride` and `start` should be `undefined` if you dont know them, not 0!\n * @param id - the name of the attribute (matching up to a shader)\n * @param {PIXI.Buffer|number[]} buffer - the buffer that holds the data of the attribute . You can also provide an Array and a buffer will be created from it.\n * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param normalized - should the data be normalized.\n * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @param [start=0] - How far into the array to start reading values (used for interleaving data)\n * @param instance - Instancing flag\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.addAttribute = function (id, buffer, size, normalized, type, stride, start, instance) {\n if (size === void 0) { size = 0; }\n if (normalized === void 0) { normalized = false; }\n if (instance === void 0) { instance = false; }\n if (!buffer) {\n throw new Error('You must pass a buffer when creating an attribute');\n }\n // check if this is a buffer!\n if (!(buffer instanceof Buffer)) {\n // its an array!\n if (buffer instanceof Array) {\n buffer = new Float32Array(buffer);\n }\n buffer = new Buffer(buffer);\n }\n var ids = id.split('|');\n if (ids.length > 1) {\n for (var i = 0; i < ids.length; i++) {\n this.addAttribute(ids[i], buffer, size, normalized, type);\n }\n return this;\n }\n var bufferIndex = this.buffers.indexOf(buffer);\n if (bufferIndex === -1) {\n this.buffers.push(buffer);\n bufferIndex = this.buffers.length - 1;\n }\n this.attributes[id] = new Attribute(bufferIndex, size, normalized, type, stride, start, instance);\n // assuming that if there is instanced data then this will be drawn with instancing!\n this.instanced = this.instanced || instance;\n return this;\n };\n /**\n * Returns the requested attribute.\n * @param id - The name of the attribute required\n * @returns - The attribute requested.\n */\n Geometry.prototype.getAttribute = function (id) {\n return this.attributes[id];\n };\n /**\n * Returns the requested buffer.\n * @param id - The name of the buffer required.\n * @returns - The buffer requested.\n */\n Geometry.prototype.getBuffer = function (id) {\n return this.buffers[this.getAttribute(id).buffer];\n };\n /**\n *\n * Adds an index buffer to the geometry\n * The index buffer contains integers, three for each triangle in the geometry, which reference the various attribute buffers (position, colour, UV coordinates, other UV coordinates, normal, …). There is only ONE index buffer.\n * @param {PIXI.Buffer|number[]} [buffer] - The buffer that holds the data of the index buffer. You can also provide an Array and a buffer will be created from it.\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.addIndex = function (buffer) {\n if (!(buffer instanceof Buffer)) {\n // its an array!\n if (buffer instanceof Array) {\n buffer = new Uint16Array(buffer);\n }\n buffer = new Buffer(buffer);\n }\n buffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n this.indexBuffer = buffer;\n if (this.buffers.indexOf(buffer) === -1) {\n this.buffers.push(buffer);\n }\n return this;\n };\n /**\n * Returns the index buffer\n * @returns - The index buffer.\n */\n Geometry.prototype.getIndex = function () {\n return this.indexBuffer;\n };\n /**\n * This function modifies the structure so that all current attributes become interleaved into a single buffer\n * This can be useful if your model remains static as it offers a little performance boost\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.interleave = function () {\n // a simple check to see if buffers are already interleaved..\n if (this.buffers.length === 1 || (this.buffers.length === 2 && this.indexBuffer))\n { return this; }\n // assume already that no buffers are interleaved\n var arrays = [];\n var sizes = [];\n var interleavedBuffer = new Buffer();\n var i;\n for (i in this.attributes) {\n var attribute = this.attributes[i];\n var buffer = this.buffers[attribute.buffer];\n arrays.push(buffer.data);\n sizes.push((attribute.size * byteSizeMap$1[attribute.type]) / 4);\n attribute.buffer = 0;\n }\n interleavedBuffer.data = interleaveTypedArrays(arrays, sizes);\n for (i = 0; i < this.buffers.length; i++) {\n if (this.buffers[i] !== this.indexBuffer) {\n this.buffers[i].destroy();\n }\n }\n this.buffers = [interleavedBuffer];\n if (this.indexBuffer) {\n this.buffers.push(this.indexBuffer);\n }\n return this;\n };\n /** Get the size of the geometries, in vertices. */\n Geometry.prototype.getSize = function () {\n for (var i in this.attributes) {\n var attribute = this.attributes[i];\n var buffer = this.buffers[attribute.buffer];\n return buffer.data.length / ((attribute.stride / 4) || attribute.size);\n }\n return 0;\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Geometry.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys the geometry. */\n Geometry.prototype.destroy = function () {\n this.dispose();\n this.buffers = null;\n this.indexBuffer = null;\n this.attributes = null;\n };\n /**\n * Returns a clone of the geometry.\n * @returns - A new clone of this geometry.\n */\n Geometry.prototype.clone = function () {\n var geometry = new Geometry();\n for (var i = 0; i < this.buffers.length; i++) {\n geometry.buffers[i] = new Buffer(this.buffers[i].data.slice(0));\n }\n for (var i in this.attributes) {\n var attrib = this.attributes[i];\n geometry.attributes[i] = new Attribute(attrib.buffer, attrib.size, attrib.normalized, attrib.type, attrib.stride, attrib.start, attrib.instance);\n }\n if (this.indexBuffer) {\n geometry.indexBuffer = geometry.buffers[this.buffers.indexOf(this.indexBuffer)];\n geometry.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n }\n return geometry;\n };\n /**\n * Merges an array of geometries into a new single one.\n *\n * Geometry attribute styles must match for this operation to work.\n * @param geometries - array of geometries to merge\n * @returns - Shiny new geometry!\n */\n Geometry.merge = function (geometries) {\n // todo add a geometry check!\n // also a size check.. cant be too big!]\n var geometryOut = new Geometry();\n var arrays = [];\n var sizes = [];\n var offsets = [];\n var geometry;\n // pass one.. get sizes..\n for (var i = 0; i < geometries.length; i++) {\n geometry = geometries[i];\n for (var j = 0; j < geometry.buffers.length; j++) {\n sizes[j] = sizes[j] || 0;\n sizes[j] += geometry.buffers[j].data.length;\n offsets[j] = 0;\n }\n }\n // build the correct size arrays..\n for (var i = 0; i < geometry.buffers.length; i++) {\n // TODO types!\n arrays[i] = new map[getBufferType(geometry.buffers[i].data)](sizes[i]);\n geometryOut.buffers[i] = new Buffer(arrays[i]);\n }\n // pass to set data..\n for (var i = 0; i < geometries.length; i++) {\n geometry = geometries[i];\n for (var j = 0; j < geometry.buffers.length; j++) {\n arrays[j].set(geometry.buffers[j].data, offsets[j]);\n offsets[j] += geometry.buffers[j].data.length;\n }\n }\n geometryOut.attributes = geometry.attributes;\n if (geometry.indexBuffer) {\n geometryOut.indexBuffer = geometryOut.buffers[geometry.buffers.indexOf(geometry.indexBuffer)];\n geometryOut.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n var offset = 0;\n var stride = 0;\n var offset2 = 0;\n var bufferIndexToCount = 0;\n // get a buffer\n for (var i = 0; i < geometry.buffers.length; i++) {\n if (geometry.buffers[i] !== geometry.indexBuffer) {\n bufferIndexToCount = i;\n break;\n }\n }\n // figure out the stride of one buffer..\n for (var i in geometry.attributes) {\n var attribute = geometry.attributes[i];\n if ((attribute.buffer | 0) === bufferIndexToCount) {\n stride += ((attribute.size * byteSizeMap$1[attribute.type]) / 4);\n }\n }\n // time to off set all indexes..\n for (var i = 0; i < geometries.length; i++) {\n var indexBufferData = geometries[i].indexBuffer.data;\n for (var j = 0; j < indexBufferData.length; j++) {\n geometryOut.indexBuffer.data[j + offset2] += offset;\n }\n offset += geometries[i].buffers[bufferIndexToCount].data.length / (stride);\n offset2 += indexBufferData.length;\n }\n }\n return geometryOut;\n };\n return Geometry;\n}());\n\n/**\n * Helper class to create a quad\n * @memberof PIXI\n */\nvar Quad = /** @class */ (function (_super) {\n __extends(Quad, _super);\n function Quad() {\n var _this = _super.call(this) || this;\n _this.addAttribute('aVertexPosition', new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1 ]))\n .addIndex([0, 1, 3, 2]);\n return _this;\n }\n return Quad;\n}(Geometry));\n\n/**\n * Helper class to create a quad with uvs like in v4\n * @memberof PIXI\n */\nvar QuadUv = /** @class */ (function (_super) {\n __extends(QuadUv, _super);\n function QuadUv() {\n var _this = _super.call(this) || this;\n _this.vertices = new Float32Array([\n -1, -1,\n 1, -1,\n 1, 1,\n -1, 1 ]);\n _this.uvs = new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1 ]);\n _this.vertexBuffer = new Buffer(_this.vertices);\n _this.uvBuffer = new Buffer(_this.uvs);\n _this.addAttribute('aVertexPosition', _this.vertexBuffer)\n .addAttribute('aTextureCoord', _this.uvBuffer)\n .addIndex([0, 1, 2, 0, 2, 3]);\n return _this;\n }\n /**\n * Maps two Rectangle to the quad.\n * @param targetTextureFrame - The first rectangle\n * @param destinationFrame - The second rectangle\n * @returns - Returns itself.\n */\n QuadUv.prototype.map = function (targetTextureFrame, destinationFrame) {\n var x = 0; // destinationFrame.x / targetTextureFrame.width;\n var y = 0; // destinationFrame.y / targetTextureFrame.height;\n this.uvs[0] = x;\n this.uvs[1] = y;\n this.uvs[2] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[3] = y;\n this.uvs[4] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[5] = y + (destinationFrame.height / targetTextureFrame.height);\n this.uvs[6] = x;\n this.uvs[7] = y + (destinationFrame.height / targetTextureFrame.height);\n x = destinationFrame.x;\n y = destinationFrame.y;\n this.vertices[0] = x;\n this.vertices[1] = y;\n this.vertices[2] = x + destinationFrame.width;\n this.vertices[3] = y;\n this.vertices[4] = x + destinationFrame.width;\n this.vertices[5] = y + destinationFrame.height;\n this.vertices[6] = x;\n this.vertices[7] = y + destinationFrame.height;\n this.invalidate();\n return this;\n };\n /**\n * Legacy upload method, just marks buffers dirty.\n * @returns - Returns itself.\n */\n QuadUv.prototype.invalidate = function () {\n this.vertexBuffer._updateID++;\n this.uvBuffer._updateID++;\n return this;\n };\n return QuadUv;\n}(Geometry));\n\nvar UID$2 = 0;\n/**\n * Uniform group holds uniform map and some ID's for work\n *\n * `UniformGroup` has two modes:\n *\n * 1: Normal mode\n * Normal mode will upload the uniforms with individual function calls as required\n *\n * 2: Uniform buffer mode\n * This mode will treat the uniforms as a uniform buffer. You can pass in either a buffer that you manually handle, or\n * or a generic object that PixiJS will automatically map to a buffer for you.\n * For maximum benefits, make Ubo UniformGroups static, and only update them each frame.\n *\n * Rules of UBOs:\n * - UBOs only work with WebGL2, so make sure you have a fallback!\n * - Only floats are supported (including vec[2,3,4], mat[2,3,4])\n * - Samplers cannot be used in ubo's (a GPU limitation)\n * - You must ensure that the object you pass in exactly matches in the shader ubo structure.\n * Otherwise, weirdness will ensue!\n * - The name of the ubo object added to the group must match exactly the name of the ubo in the shader.\n *\n * ```\n * // ubo in shader:\n * uniform myCoolData { // declaring a ubo..\n * mat4 uCoolMatrix;\n * float uFloatyMcFloatFace\n *\n *\n * // a new uniform buffer object..\n * const myCoolData = new UniformBufferGroup({\n * uCoolMatrix: new Matrix(),\n * uFloatyMcFloatFace: 23,\n * }}\n *\n * // build a shader...\n * const shader = Shader.from(srcVert, srcFrag, {\n * myCoolData // name matches the ubo name in the shader. will be processed accordingly.\n * })\n *\n * ```\n * @memberof PIXI\n */\nvar UniformGroup = /** @class */ (function () {\n /**\n * @param {object | Buffer} [uniforms] - Custom uniforms to use to augment the built-in ones. Or a pixi buffer.\n * @param isStatic - Uniforms wont be changed after creation.\n * @param isUbo - If true, will treat this uniform group as a uniform buffer object.\n */\n function UniformGroup(uniforms, isStatic, isUbo) {\n this.group = true;\n // lets generate this when the shader ?\n this.syncUniforms = {};\n this.dirtyId = 0;\n this.id = UID$2++;\n this.static = !!isStatic;\n this.ubo = !!isUbo;\n if (uniforms instanceof Buffer) {\n this.buffer = uniforms;\n this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER;\n this.autoManage = false;\n this.ubo = true;\n }\n else {\n this.uniforms = uniforms;\n if (this.ubo) {\n this.buffer = new Buffer(new Float32Array(1));\n this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER;\n this.autoManage = true;\n }\n }\n }\n UniformGroup.prototype.update = function () {\n this.dirtyId++;\n if (!this.autoManage && this.buffer) {\n this.buffer.update();\n }\n };\n UniformGroup.prototype.add = function (name, uniforms, _static) {\n if (!this.ubo) {\n this.uniforms[name] = new UniformGroup(uniforms, _static);\n }\n else {\n // eslint-disable-next-line max-len\n throw new Error('[UniformGroup] uniform groups in ubo mode cannot be modified, or have uniform groups nested in them');\n }\n };\n UniformGroup.from = function (uniforms, _static, _ubo) {\n return new UniformGroup(uniforms, _static, _ubo);\n };\n /**\n * A short hand function for creating a static UBO UniformGroup.\n * @param uniforms - the ubo item\n * @param _static - should this be updated each time it is used? defaults to true here!\n */\n UniformGroup.uboFrom = function (uniforms, _static) {\n return new UniformGroup(uniforms, _static !== null && _static !== void 0 ? _static : true, true);\n };\n return UniformGroup;\n}());\n\n/**\n * System plugin to the renderer to manage filter states.\n * @ignore\n */\nvar FilterState = /** @class */ (function () {\n function FilterState() {\n this.renderTexture = null;\n this.target = null;\n this.legacy = false;\n this.resolution = 1;\n this.multisample = MSAA_QUALITY.NONE;\n // next three fields are created only for root\n // re-assigned for everything else\n this.sourceFrame = new Rectangle();\n this.destinationFrame = new Rectangle();\n this.bindingSourceFrame = new Rectangle();\n this.bindingDestinationFrame = new Rectangle();\n this.filters = [];\n this.transform = null;\n }\n /** Clears the state */\n FilterState.prototype.clear = function () {\n this.target = null;\n this.filters = null;\n this.renderTexture = null;\n };\n return FilterState;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\nvar tempMatrix$2 = new Matrix();\n/**\n * System plugin to the renderer to manage filters.\n *\n * ## Pipeline\n *\n * The FilterSystem executes the filtering pipeline by rendering the display-object into a texture, applying its\n * [filters]{@link PIXI.Filter} in series, and the last filter outputs into the final render-target.\n *\n * The filter-frame is the rectangle in world space being filtered, and those contents are mapped into\n * `(0, 0, filterFrame.width, filterFrame.height)` into the filter render-texture. The filter-frame is also called\n * the source-frame, as it is used to bind the filter render-textures. The last filter outputs to the `filterFrame`\n * in the final render-target.\n *\n * ## Usage\n *\n * {@link PIXI.Container#renderAdvanced} is an example of how to use the filter system. It is a 3 step process:\n *\n * **push**: Use {@link PIXI.FilterSystem#push} to push the set of filters to be applied on a filter-target.\n * **render**: Render the contents to be filtered using the renderer. The filter-system will only capture the contents\n * inside the bounds of the filter-target. NOTE: Using {@link PIXI.Renderer#render} is\n * illegal during an existing render cycle, and it may reset the filter system.\n * **pop**: Use {@link PIXI.FilterSystem#pop} to pop & execute the filters you initially pushed. It will apply them\n * serially and output to the bounds of the filter-target.\n * @memberof PIXI\n */\nvar FilterSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function FilterSystem(renderer) {\n this.renderer = renderer;\n this.defaultFilterStack = [{}];\n this.texturePool = new RenderTexturePool();\n this.texturePool.setScreenSize(renderer.view);\n this.statePool = [];\n this.quad = new Quad();\n this.quadUv = new QuadUv();\n this.tempRect = new Rectangle();\n this.activeState = {};\n this.globalUniforms = new UniformGroup({\n outputFrame: new Rectangle(),\n inputSize: new Float32Array(4),\n inputPixel: new Float32Array(4),\n inputClamp: new Float32Array(4),\n resolution: 1,\n // legacy variables\n filterArea: new Float32Array(4),\n filterClamp: new Float32Array(4),\n }, true);\n this.forceClear = false;\n this.useMaxPadding = false;\n }\n /**\n * Pushes a set of filters to be applied later to the system. This will redirect further rendering into an\n * input render-texture for the rest of the filtering pipeline.\n * @param {PIXI.DisplayObject} target - The target of the filter to render.\n * @param filters - The filters to apply.\n */\n FilterSystem.prototype.push = function (target, filters) {\n var _a, _b;\n var renderer = this.renderer;\n var filterStack = this.defaultFilterStack;\n var state = this.statePool.pop() || new FilterState();\n var renderTextureSystem = this.renderer.renderTexture;\n var resolution = filters[0].resolution;\n var multisample = filters[0].multisample;\n var padding = filters[0].padding;\n var autoFit = filters[0].autoFit;\n // We don't know whether it's a legacy filter until it was bound for the first time,\n // therefore we have to assume that it is if legacy is undefined.\n var legacy = (_a = filters[0].legacy) !== null && _a !== void 0 ? _a : true;\n for (var i = 1; i < filters.length; i++) {\n var filter = filters[i];\n // let's use the lowest resolution\n resolution = Math.min(resolution, filter.resolution);\n // let's use the lowest number of samples\n multisample = Math.min(multisample, filter.multisample);\n // figure out the padding required for filters\n padding = this.useMaxPadding\n // old behavior: use largest amount of padding!\n ? Math.max(padding, filter.padding)\n // new behavior: sum the padding\n : padding + filter.padding;\n // only auto fit if all filters are autofit\n autoFit = autoFit && filter.autoFit;\n legacy = legacy || ((_b = filter.legacy) !== null && _b !== void 0 ? _b : true);\n }\n if (filterStack.length === 1) {\n this.defaultFilterStack[0].renderTexture = renderTextureSystem.current;\n }\n filterStack.push(state);\n state.resolution = resolution;\n state.multisample = multisample;\n state.legacy = legacy;\n state.target = target;\n state.sourceFrame.copyFrom(target.filterArea || target.getBounds(true));\n state.sourceFrame.pad(padding);\n var sourceFrameProjected = this.tempRect.copyFrom(renderTextureSystem.sourceFrame);\n // Project source frame into world space (if projection is applied)\n if (renderer.projection.transform) {\n this.transformAABB(tempMatrix$2.copyFrom(renderer.projection.transform).invert(), sourceFrameProjected);\n }\n if (autoFit) {\n state.sourceFrame.fit(sourceFrameProjected);\n if (state.sourceFrame.width <= 0 || state.sourceFrame.height <= 0) {\n state.sourceFrame.width = 0;\n state.sourceFrame.height = 0;\n }\n }\n else if (!state.sourceFrame.intersects(sourceFrameProjected)) {\n state.sourceFrame.width = 0;\n state.sourceFrame.height = 0;\n }\n // Round sourceFrame in screen space based on render-texture.\n this.roundFrame(state.sourceFrame, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform);\n state.renderTexture = this.getOptimalFilterTexture(state.sourceFrame.width, state.sourceFrame.height, resolution, multisample);\n state.filters = filters;\n state.destinationFrame.width = state.renderTexture.width;\n state.destinationFrame.height = state.renderTexture.height;\n var destinationFrame = this.tempRect;\n destinationFrame.x = 0;\n destinationFrame.y = 0;\n destinationFrame.width = state.sourceFrame.width;\n destinationFrame.height = state.sourceFrame.height;\n state.renderTexture.filterFrame = state.sourceFrame;\n state.bindingSourceFrame.copyFrom(renderTextureSystem.sourceFrame);\n state.bindingDestinationFrame.copyFrom(renderTextureSystem.destinationFrame);\n state.transform = renderer.projection.transform;\n renderer.projection.transform = null;\n renderTextureSystem.bind(state.renderTexture, state.sourceFrame, destinationFrame);\n renderer.framebuffer.clear(0, 0, 0, 0);\n };\n /** Pops off the filter and applies it. */\n FilterSystem.prototype.pop = function () {\n var filterStack = this.defaultFilterStack;\n var state = filterStack.pop();\n var filters = state.filters;\n this.activeState = state;\n var globalUniforms = this.globalUniforms.uniforms;\n globalUniforms.outputFrame = state.sourceFrame;\n globalUniforms.resolution = state.resolution;\n var inputSize = globalUniforms.inputSize;\n var inputPixel = globalUniforms.inputPixel;\n var inputClamp = globalUniforms.inputClamp;\n inputSize[0] = state.destinationFrame.width;\n inputSize[1] = state.destinationFrame.height;\n inputSize[2] = 1.0 / inputSize[0];\n inputSize[3] = 1.0 / inputSize[1];\n inputPixel[0] = Math.round(inputSize[0] * state.resolution);\n inputPixel[1] = Math.round(inputSize[1] * state.resolution);\n inputPixel[2] = 1.0 / inputPixel[0];\n inputPixel[3] = 1.0 / inputPixel[1];\n inputClamp[0] = 0.5 * inputPixel[2];\n inputClamp[1] = 0.5 * inputPixel[3];\n inputClamp[2] = (state.sourceFrame.width * inputSize[2]) - (0.5 * inputPixel[2]);\n inputClamp[3] = (state.sourceFrame.height * inputSize[3]) - (0.5 * inputPixel[3]);\n // only update the rect if its legacy..\n if (state.legacy) {\n var filterArea = globalUniforms.filterArea;\n filterArea[0] = state.destinationFrame.width;\n filterArea[1] = state.destinationFrame.height;\n filterArea[2] = state.sourceFrame.x;\n filterArea[3] = state.sourceFrame.y;\n globalUniforms.filterClamp = globalUniforms.inputClamp;\n }\n this.globalUniforms.update();\n var lastState = filterStack[filterStack.length - 1];\n this.renderer.framebuffer.blit();\n if (filters.length === 1) {\n filters[0].apply(this, state.renderTexture, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n this.returnFilterTexture(state.renderTexture);\n }\n else {\n var flip = state.renderTexture;\n var flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution);\n flop.filterFrame = flip.filterFrame;\n var i = 0;\n for (i = 0; i < filters.length - 1; ++i) {\n if (i === 1 && state.multisample > 1) {\n flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution);\n flop.filterFrame = flip.filterFrame;\n }\n filters[i].apply(this, flip, flop, CLEAR_MODES.CLEAR, state);\n var t = flip;\n flip = flop;\n flop = t;\n }\n filters[i].apply(this, flip, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n if (i > 1 && state.multisample > 1) {\n this.returnFilterTexture(state.renderTexture);\n }\n this.returnFilterTexture(flip);\n this.returnFilterTexture(flop);\n }\n // lastState.renderTexture is blitted when lastState is popped\n state.clear();\n this.statePool.push(state);\n };\n /**\n * Binds a renderTexture with corresponding `filterFrame`, clears it if mode corresponds.\n * @param filterTexture - renderTexture to bind, should belong to filter pool or filter stack\n * @param clearMode - clearMode, by default its CLEAR/YES. See {@link PIXI.CLEAR_MODES}\n */\n FilterSystem.prototype.bindAndClear = function (filterTexture, clearMode) {\n if (clearMode === void 0) { clearMode = CLEAR_MODES.CLEAR; }\n var _a = this.renderer, renderTextureSystem = _a.renderTexture, stateSystem = _a.state;\n if (filterTexture === this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) {\n // Restore projection transform if rendering into the output render-target.\n this.renderer.projection.transform = this.activeState.transform;\n }\n else {\n // Prevent projection within filtering pipeline.\n this.renderer.projection.transform = null;\n }\n if (filterTexture && filterTexture.filterFrame) {\n var destinationFrame = this.tempRect;\n destinationFrame.x = 0;\n destinationFrame.y = 0;\n destinationFrame.width = filterTexture.filterFrame.width;\n destinationFrame.height = filterTexture.filterFrame.height;\n renderTextureSystem.bind(filterTexture, filterTexture.filterFrame, destinationFrame);\n }\n else if (filterTexture !== this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) {\n renderTextureSystem.bind(filterTexture);\n }\n else {\n // Restore binding for output render-target.\n this.renderer.renderTexture.bind(filterTexture, this.activeState.bindingSourceFrame, this.activeState.bindingDestinationFrame);\n }\n // Clear the texture in BLIT mode if blending is disabled or the forceClear flag is set. The blending\n // is stored in the 0th bit of the state.\n var autoClear = (stateSystem.stateId & 1) || this.forceClear;\n if (clearMode === CLEAR_MODES.CLEAR\n || (clearMode === CLEAR_MODES.BLIT && autoClear)) {\n // Use framebuffer.clear because we want to clear the whole filter texture, not just the filtering\n // area over which the shaders are run. This is because filters may sampling outside of it (e.g. blur)\n // instead of clamping their arithmetic.\n this.renderer.framebuffer.clear(0, 0, 0, 0);\n }\n };\n /**\n * Draws a filter using the default rendering process.\n *\n * This should be called only by {@link Filter#apply}.\n * @param filter - The filter to draw.\n * @param input - The input render target.\n * @param output - The target to output to.\n * @param clearMode - Should the output be cleared before rendering to it\n */\n FilterSystem.prototype.applyFilter = function (filter, input, output, clearMode) {\n var renderer = this.renderer;\n // Set state before binding, so bindAndClear gets the blend mode.\n renderer.state.set(filter.state);\n this.bindAndClear(output, clearMode);\n // set the uniforms..\n filter.uniforms.uSampler = input;\n filter.uniforms.filterGlobals = this.globalUniforms;\n // TODO make it so that the order of this does not matter..\n // because it does at the moment cos of global uniforms.\n // they need to get resynced\n renderer.shader.bind(filter);\n // check to see if the filter is a legacy one..\n filter.legacy = !!filter.program.attributeData.aTextureCoord;\n if (filter.legacy) {\n this.quadUv.map(input._frame, input.filterFrame);\n renderer.geometry.bind(this.quadUv);\n renderer.geometry.draw(DRAW_MODES.TRIANGLES);\n }\n else {\n renderer.geometry.bind(this.quad);\n renderer.geometry.draw(DRAW_MODES.TRIANGLE_STRIP);\n }\n };\n /**\n * Multiply _input normalized coordinates_ to this matrix to get _sprite texture normalized coordinates_.\n *\n * Use `outputMatrix * vTextureCoord` in the shader.\n * @param outputMatrix - The matrix to output to.\n * @param {PIXI.Sprite} sprite - The sprite to map to.\n * @returns The mapped matrix.\n */\n FilterSystem.prototype.calculateSpriteMatrix = function (outputMatrix, sprite) {\n var _a = this.activeState, sourceFrame = _a.sourceFrame, destinationFrame = _a.destinationFrame;\n var orig = sprite._texture.orig;\n var mappedMatrix = outputMatrix.set(destinationFrame.width, 0, 0, destinationFrame.height, sourceFrame.x, sourceFrame.y);\n var worldTransform = sprite.worldTransform.copyTo(Matrix.TEMP_MATRIX);\n worldTransform.invert();\n mappedMatrix.prepend(worldTransform);\n mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height);\n mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y);\n return mappedMatrix;\n };\n /** Destroys this Filter System. */\n FilterSystem.prototype.destroy = function () {\n this.renderer = null;\n // Those textures has to be destroyed by RenderTextureSystem or FramebufferSystem\n this.texturePool.clear(false);\n };\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n * @param minWidth - The minimum width of the render texture in real pixels.\n * @param minHeight - The minimum height of the render texture in real pixels.\n * @param resolution - The resolution of the render texture.\n * @param multisample - Number of samples of the render texture.\n * @returns - The new render texture.\n */\n FilterSystem.prototype.getOptimalFilterTexture = function (minWidth, minHeight, resolution, multisample) {\n if (resolution === void 0) { resolution = 1; }\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n return this.texturePool.getOptimalTexture(minWidth, minHeight, resolution, multisample);\n };\n /**\n * Gets extra render texture to use inside current filter\n * To be compliant with older filters, you can use params in any order\n * @param input - renderTexture from which size and resolution will be copied\n * @param resolution - override resolution of the renderTexture\n * @param multisample - number of samples of the renderTexture\n */\n FilterSystem.prototype.getFilterTexture = function (input, resolution, multisample) {\n if (typeof input === 'number') {\n var swap = input;\n input = resolution;\n resolution = swap;\n }\n input = input || this.activeState.renderTexture;\n var filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE);\n filterTexture.filterFrame = input.filterFrame;\n return filterTexture;\n };\n /**\n * Frees a render texture back into the pool.\n * @param renderTexture - The renderTarget to free\n */\n FilterSystem.prototype.returnFilterTexture = function (renderTexture) {\n this.texturePool.returnTexture(renderTexture);\n };\n /** Empties the texture pool. */\n FilterSystem.prototype.emptyPool = function () {\n this.texturePool.clear(true);\n };\n /** Calls `texturePool.resize()`, affects fullScreen renderTextures. */\n FilterSystem.prototype.resize = function () {\n this.texturePool.setScreenSize(this.renderer.view);\n };\n /**\n * @param matrix - first param\n * @param rect - second param\n */\n FilterSystem.prototype.transformAABB = function (matrix, rect) {\n var lt = tempPoints[0];\n var lb = tempPoints[1];\n var rt = tempPoints[2];\n var rb = tempPoints[3];\n lt.set(rect.left, rect.top);\n lb.set(rect.left, rect.bottom);\n rt.set(rect.right, rect.top);\n rb.set(rect.right, rect.bottom);\n matrix.apply(lt, lt);\n matrix.apply(lb, lb);\n matrix.apply(rt, rt);\n matrix.apply(rb, rb);\n var x0 = Math.min(lt.x, lb.x, rt.x, rb.x);\n var y0 = Math.min(lt.y, lb.y, rt.y, rb.y);\n var x1 = Math.max(lt.x, lb.x, rt.x, rb.x);\n var y1 = Math.max(lt.y, lb.y, rt.y, rb.y);\n rect.x = x0;\n rect.y = y0;\n rect.width = x1 - x0;\n rect.height = y1 - y0;\n };\n FilterSystem.prototype.roundFrame = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) {\n if (frame.width <= 0 || frame.height <= 0 || bindingSourceFrame.width <= 0 || bindingSourceFrame.height <= 0) {\n return;\n }\n if (transform) {\n var a = transform.a, b = transform.b, c = transform.c, d = transform.d;\n // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation\n // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0).\n if ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4)\n && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4)) {\n return;\n }\n }\n transform = transform ? tempMatrix$2.copyFrom(transform) : tempMatrix$2.identity();\n // Get forward transform from world space to screen space\n transform\n .translate(-bindingSourceFrame.x, -bindingSourceFrame.y)\n .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height)\n .translate(bindingDestinationFrame.x, bindingDestinationFrame.y);\n // Convert frame to screen space\n this.transformAABB(transform, frame);\n // Round frame in screen space\n frame.ceil(resolution);\n // Project back into world space.\n this.transformAABB(transform.invert(), frame);\n };\n return FilterSystem;\n}());\n\n/**\n * Base for a common object renderer that can be used as a\n * system renderer plugin.\n * @memberof PIXI\n */\nvar ObjectRenderer = /** @class */ (function () {\n /**\n * @param renderer - The renderer this manager works for.\n */\n function ObjectRenderer(renderer) {\n this.renderer = renderer;\n }\n /** Stub method that should be used to empty the current batch by rendering objects now. */\n ObjectRenderer.prototype.flush = function () {\n // flush!\n };\n /** Generic destruction method that frees all resources. This should be called by subclasses. */\n ObjectRenderer.prototype.destroy = function () {\n this.renderer = null;\n };\n /**\n * Stub method that initializes any state required before\n * rendering starts. It is different from the `prerender`\n * signal, which occurs every frame, in that it is called\n * whenever an object requests _this_ renderer specifically.\n */\n ObjectRenderer.prototype.start = function () {\n // set the shader..\n };\n /** Stops the renderer. It should free up any state and become dormant. */\n ObjectRenderer.prototype.stop = function () {\n this.flush();\n };\n /**\n * Keeps the object to render. It doesn't have to be\n * rendered immediately.\n * @param {PIXI.DisplayObject} _object - The object to render.\n */\n ObjectRenderer.prototype.render = function (_object) {\n // render the object\n };\n return ObjectRenderer;\n}());\n\n/**\n * System plugin to the renderer to manage batching.\n * @memberof PIXI\n */\nvar BatchSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function BatchSystem(renderer) {\n this.renderer = renderer;\n this.emptyRenderer = new ObjectRenderer(renderer);\n this.currentRenderer = this.emptyRenderer;\n }\n /**\n * Changes the current renderer to the one given in parameter\n * @param objectRenderer - The object renderer to use.\n */\n BatchSystem.prototype.setObjectRenderer = function (objectRenderer) {\n if (this.currentRenderer === objectRenderer) {\n return;\n }\n this.currentRenderer.stop();\n this.currentRenderer = objectRenderer;\n this.currentRenderer.start();\n };\n /**\n * This should be called if you wish to do some custom rendering\n * It will basically render anything that may be batched up such as sprites\n */\n BatchSystem.prototype.flush = function () {\n this.setObjectRenderer(this.emptyRenderer);\n };\n /** Reset the system to an empty renderer */\n BatchSystem.prototype.reset = function () {\n this.setObjectRenderer(this.emptyRenderer);\n };\n /**\n * Handy function for batch renderers: copies bound textures in first maxTextures locations to array\n * sets actual _batchLocation for them\n * @param arr - arr copy destination\n * @param maxTextures - number of copied elements\n */\n BatchSystem.prototype.copyBoundTextures = function (arr, maxTextures) {\n var boundTextures = this.renderer.texture.boundTextures;\n for (var i = maxTextures - 1; i >= 0; --i) {\n arr[i] = boundTextures[i] || null;\n if (arr[i]) {\n arr[i]._batchLocation = i;\n }\n }\n };\n /**\n * Assigns batch locations to textures in array based on boundTextures state.\n * All textures in texArray should have `_batchEnabled = _batchId`,\n * and their count should be less than `maxTextures`.\n * @param texArray - textures to bound\n * @param boundTextures - current state of bound textures\n * @param batchId - marker for _batchEnabled param of textures in texArray\n * @param maxTextures - number of texture locations to manipulate\n */\n BatchSystem.prototype.boundArray = function (texArray, boundTextures, batchId, maxTextures) {\n var elements = texArray.elements, ids = texArray.ids, count = texArray.count;\n var j = 0;\n for (var i = 0; i < count; i++) {\n var tex = elements[i];\n var loc = tex._batchLocation;\n if (loc >= 0 && loc < maxTextures\n && boundTextures[loc] === tex) {\n ids[i] = loc;\n continue;\n }\n while (j < maxTextures) {\n var bound = boundTextures[j];\n if (bound && bound._batchEnabled === batchId\n && bound._batchLocation === j) {\n j++;\n continue;\n }\n ids[i] = j;\n tex._batchLocation = j;\n boundTextures[j] = tex;\n break;\n }\n }\n };\n /**\n * @ignore\n */\n BatchSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return BatchSystem;\n}());\n\nvar CONTEXT_UID_COUNTER = 0;\n/**\n * System plugin to the renderer to manage the context.\n * @memberof PIXI\n */\nvar ContextSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ContextSystem(renderer) {\n this.renderer = renderer;\n this.webGLVersion = 1;\n this.extensions = {};\n this.supports = {\n uint32Indices: false,\n };\n // Bind functions\n this.handleContextLost = this.handleContextLost.bind(this);\n this.handleContextRestored = this.handleContextRestored.bind(this);\n renderer.view.addEventListener('webglcontextlost', this.handleContextLost, false);\n renderer.view.addEventListener('webglcontextrestored', this.handleContextRestored, false);\n }\n Object.defineProperty(ContextSystem.prototype, \"isLost\", {\n /**\n * `true` if the context is lost\n * @readonly\n */\n get: function () {\n return (!this.gl || this.gl.isContextLost());\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Handles the context change event.\n * @param {WebGLRenderingContext} gl - New WebGL context.\n */\n ContextSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n // restore a context if it was previously lost\n if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) {\n gl.getExtension('WEBGL_lose_context').restoreContext();\n }\n };\n /**\n * Initializes the context.\n * @protected\n * @param {WebGLRenderingContext} gl - WebGL context\n */\n ContextSystem.prototype.initFromContext = function (gl) {\n this.gl = gl;\n this.validateContext(gl);\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n this.renderer.runners.contextChange.emit(gl);\n };\n /**\n * Initialize from context options\n * @protected\n * @see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext\n * @param {object} options - context attributes\n */\n ContextSystem.prototype.initFromOptions = function (options) {\n var gl = this.createContext(this.renderer.view, options);\n this.initFromContext(gl);\n };\n /**\n * Helper class to create a WebGL Context\n * @param canvas - the canvas element that we will get the context from\n * @param options - An options object that gets passed in to the canvas element containing the\n * context attributes\n * @see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext\n * @returns {WebGLRenderingContext} the WebGL context\n */\n ContextSystem.prototype.createContext = function (canvas, options) {\n var gl;\n if (settings.PREFER_ENV >= ENV.WEBGL2) {\n gl = canvas.getContext('webgl2', options);\n }\n if (gl) {\n this.webGLVersion = 2;\n }\n else {\n this.webGLVersion = 1;\n gl = canvas.getContext('webgl', options) || canvas.getContext('experimental-webgl', options);\n if (!gl) {\n // fail, not able to get a context\n throw new Error('This browser does not support WebGL. Try using the canvas renderer');\n }\n }\n this.gl = gl;\n this.getExtensions();\n return this.gl;\n };\n /** Auto-populate the {@link PIXI.ContextSystem.extensions extensions}. */\n ContextSystem.prototype.getExtensions = function () {\n // time to set up default extensions that Pixi uses.\n var gl = this.gl;\n var common = {\n anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'),\n floatTextureLinear: gl.getExtension('OES_texture_float_linear'),\n s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'),\n s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'),\n etc: gl.getExtension('WEBGL_compressed_texture_etc'),\n etc1: gl.getExtension('WEBGL_compressed_texture_etc1'),\n pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc')\n || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'),\n atc: gl.getExtension('WEBGL_compressed_texture_atc'),\n astc: gl.getExtension('WEBGL_compressed_texture_astc')\n };\n if (this.webGLVersion === 1) {\n Object.assign(this.extensions, common, {\n drawBuffers: gl.getExtension('WEBGL_draw_buffers'),\n depthTexture: gl.getExtension('WEBGL_depth_texture'),\n loseContext: gl.getExtension('WEBGL_lose_context'),\n vertexArrayObject: gl.getExtension('OES_vertex_array_object')\n || gl.getExtension('MOZ_OES_vertex_array_object')\n || gl.getExtension('WEBKIT_OES_vertex_array_object'),\n uint32ElementIndex: gl.getExtension('OES_element_index_uint'),\n // Floats and half-floats\n floatTexture: gl.getExtension('OES_texture_float'),\n floatTextureLinear: gl.getExtension('OES_texture_float_linear'),\n textureHalfFloat: gl.getExtension('OES_texture_half_float'),\n textureHalfFloatLinear: gl.getExtension('OES_texture_half_float_linear'),\n });\n }\n else if (this.webGLVersion === 2) {\n Object.assign(this.extensions, common, {\n // Floats and half-floats\n colorBufferFloat: gl.getExtension('EXT_color_buffer_float')\n });\n }\n };\n /**\n * Handles a lost webgl context\n * @param {WebGLContextEvent} event - The context lost event.\n */\n ContextSystem.prototype.handleContextLost = function (event) {\n event.preventDefault();\n };\n /** Handles a restored webgl context. */\n ContextSystem.prototype.handleContextRestored = function () {\n this.renderer.runners.contextChange.emit(this.gl);\n };\n ContextSystem.prototype.destroy = function () {\n var view = this.renderer.view;\n this.renderer = null;\n // remove listeners\n view.removeEventListener('webglcontextlost', this.handleContextLost);\n view.removeEventListener('webglcontextrestored', this.handleContextRestored);\n this.gl.useProgram(null);\n if (this.extensions.loseContext) {\n this.extensions.loseContext.loseContext();\n }\n };\n /** Handle the post-render runner event. */\n ContextSystem.prototype.postrender = function () {\n if (this.renderer.renderingToScreen) {\n this.gl.flush();\n }\n };\n /**\n * Validate context.\n * @param {WebGLRenderingContext} gl - Render context.\n */\n ContextSystem.prototype.validateContext = function (gl) {\n var attributes = gl.getContextAttributes();\n var isWebGl2 = 'WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext;\n if (isWebGl2) {\n this.webGLVersion = 2;\n }\n // this is going to be fairly simple for now.. but at least we have room to grow!\n if (attributes && !attributes.stencil) {\n /* eslint-disable max-len, no-console */\n console.warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly');\n /* eslint-enable max-len, no-console */\n }\n var hasuint32 = isWebGl2 || !!gl.getExtension('OES_element_index_uint');\n this.supports.uint32Indices = hasuint32;\n if (!hasuint32) {\n /* eslint-disable max-len, no-console */\n console.warn('Provided WebGL context does not support 32 index buffer, complex graphics may not render correctly');\n /* eslint-enable max-len, no-console */\n }\n };\n return ContextSystem;\n}());\n\n/**\n * Internal framebuffer for WebGL context.\n * @memberof PIXI\n */\nvar GLFramebuffer = /** @class */ (function () {\n function GLFramebuffer(framebuffer) {\n this.framebuffer = framebuffer;\n this.stencil = null;\n this.dirtyId = -1;\n this.dirtyFormat = -1;\n this.dirtySize = -1;\n this.multisample = MSAA_QUALITY.NONE;\n this.msaaBuffer = null;\n this.blitFramebuffer = null;\n this.mipLevel = 0;\n }\n return GLFramebuffer;\n}());\n\nvar tempRectangle = new Rectangle();\n/**\n * System plugin to the renderer to manage framebuffers.\n * @memberof PIXI\n */\nvar FramebufferSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function FramebufferSystem(renderer) {\n this.renderer = renderer;\n this.managedFramebuffers = [];\n this.unknownFramebuffer = new Framebuffer(10, 10);\n this.msaaSamples = null;\n }\n /** Sets up the renderer context and necessary buffers. */\n FramebufferSystem.prototype.contextChange = function () {\n var gl = this.gl = this.renderer.gl;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n this.hasMRT = true;\n this.writeDepthTexture = true;\n this.disposeAll(true);\n // webgl2\n if (this.renderer.context.webGLVersion === 1) {\n // webgl 1!\n var nativeDrawBuffersExtension_1 = this.renderer.context.extensions.drawBuffers;\n var nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n nativeDrawBuffersExtension_1 = null;\n nativeDepthTextureExtension = null;\n }\n if (nativeDrawBuffersExtension_1) {\n gl.drawBuffers = function (activeTextures) {\n return nativeDrawBuffersExtension_1.drawBuffersWEBGL(activeTextures);\n };\n }\n else {\n this.hasMRT = false;\n gl.drawBuffers = function () {\n // empty\n };\n }\n if (!nativeDepthTextureExtension) {\n this.writeDepthTexture = false;\n }\n }\n else {\n // WebGL2\n // cache possible MSAA samples\n this.msaaSamples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES);\n }\n };\n /**\n * Bind a framebuffer.\n * @param framebuffer\n * @param frame - frame, default is framebuffer size\n * @param mipLevel - optional mip level to set on the framebuffer - defaults to 0\n */\n FramebufferSystem.prototype.bind = function (framebuffer, frame, mipLevel) {\n if (mipLevel === void 0) { mipLevel = 0; }\n var gl = this.gl;\n if (framebuffer) {\n // TODO caching layer!\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID] || this.initFramebuffer(framebuffer);\n if (this.current !== framebuffer) {\n this.current = framebuffer;\n gl.bindFramebuffer(gl.FRAMEBUFFER, fbo.framebuffer);\n }\n // make sure all textures are unbound..\n if (fbo.mipLevel !== mipLevel) {\n framebuffer.dirtyId++;\n framebuffer.dirtyFormat++;\n fbo.mipLevel = mipLevel;\n }\n // now check for updates...\n if (fbo.dirtyId !== framebuffer.dirtyId) {\n fbo.dirtyId = framebuffer.dirtyId;\n if (fbo.dirtyFormat !== framebuffer.dirtyFormat) {\n fbo.dirtyFormat = framebuffer.dirtyFormat;\n fbo.dirtySize = framebuffer.dirtySize;\n this.updateFramebuffer(framebuffer, mipLevel);\n }\n else if (fbo.dirtySize !== framebuffer.dirtySize) {\n fbo.dirtySize = framebuffer.dirtySize;\n this.resizeFramebuffer(framebuffer);\n }\n }\n for (var i = 0; i < framebuffer.colorTextures.length; i++) {\n var tex = framebuffer.colorTextures[i];\n this.renderer.texture.unbind(tex.parentTextureArray || tex);\n }\n if (framebuffer.depthTexture) {\n this.renderer.texture.unbind(framebuffer.depthTexture);\n }\n if (frame) {\n var mipWidth = (frame.width >> mipLevel);\n var mipHeight = (frame.height >> mipLevel);\n var scale = mipWidth / frame.width;\n this.setViewport(frame.x * scale, frame.y * scale, mipWidth, mipHeight);\n }\n else {\n var mipWidth = (framebuffer.width >> mipLevel);\n var mipHeight = (framebuffer.height >> mipLevel);\n this.setViewport(0, 0, mipWidth, mipHeight);\n }\n }\n else {\n if (this.current) {\n this.current = null;\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n }\n if (frame) {\n this.setViewport(frame.x, frame.y, frame.width, frame.height);\n }\n else {\n this.setViewport(0, 0, this.renderer.width, this.renderer.height);\n }\n }\n };\n /**\n * Set the WebGLRenderingContext's viewport.\n * @param x - X position of viewport\n * @param y - Y position of viewport\n * @param width - Width of viewport\n * @param height - Height of viewport\n */\n FramebufferSystem.prototype.setViewport = function (x, y, width, height) {\n var v = this.viewport;\n x = Math.round(x);\n y = Math.round(y);\n width = Math.round(width);\n height = Math.round(height);\n if (v.width !== width || v.height !== height || v.x !== x || v.y !== y) {\n v.x = x;\n v.y = y;\n v.width = width;\n v.height = height;\n this.gl.viewport(x, y, width, height);\n }\n };\n Object.defineProperty(FramebufferSystem.prototype, \"size\", {\n /**\n * Get the size of the current width and height. Returns object with `width` and `height` values.\n * @readonly\n */\n get: function () {\n if (this.current) {\n // TODO store temp\n return { x: 0, y: 0, width: this.current.width, height: this.current.height };\n }\n return { x: 0, y: 0, width: this.renderer.width, height: this.renderer.height };\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Clear the color of the context\n * @param r - Red value from 0 to 1\n * @param g - Green value from 0 to 1\n * @param b - Blue value from 0 to 1\n * @param a - Alpha value from 0 to 1\n * @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks\n * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.\n */\n FramebufferSystem.prototype.clear = function (r, g, b, a, mask) {\n if (mask === void 0) { mask = BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH; }\n var gl = this.gl;\n // TODO clear color can be set only one right?\n gl.clearColor(r, g, b, a);\n gl.clear(mask);\n };\n /**\n * Initialize framebuffer for this context\n * @protected\n * @param framebuffer\n * @returns - created GLFramebuffer\n */\n FramebufferSystem.prototype.initFramebuffer = function (framebuffer) {\n var gl = this.gl;\n var fbo = new GLFramebuffer(gl.createFramebuffer());\n fbo.multisample = this.detectSamples(framebuffer.multisample);\n framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo;\n this.managedFramebuffers.push(framebuffer);\n framebuffer.disposeRunner.add(this);\n return fbo;\n };\n /**\n * Resize the framebuffer\n * @param framebuffer\n * @protected\n */\n FramebufferSystem.prototype.resizeFramebuffer = function (framebuffer) {\n var gl = this.gl;\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n if (fbo.msaaBuffer) {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height);\n }\n if (fbo.stencil) {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n }\n var colorTextures = framebuffer.colorTextures;\n var count = colorTextures.length;\n if (!gl.drawBuffers) {\n count = Math.min(count, 1);\n }\n for (var i = 0; i < count; i++) {\n var texture = colorTextures[i];\n var parentTexture = texture.parentTextureArray || texture;\n this.renderer.texture.bind(parentTexture, 0);\n }\n if (framebuffer.depthTexture && this.writeDepthTexture) {\n this.renderer.texture.bind(framebuffer.depthTexture, 0);\n }\n };\n /**\n * Update the framebuffer\n * @param framebuffer\n * @param mipLevel\n * @protected\n */\n FramebufferSystem.prototype.updateFramebuffer = function (framebuffer, mipLevel) {\n var gl = this.gl;\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n // bind the color texture\n var colorTextures = framebuffer.colorTextures;\n var count = colorTextures.length;\n if (!gl.drawBuffers) {\n count = Math.min(count, 1);\n }\n if (fbo.multisample > 1 && this.canMultisampleFramebuffer(framebuffer)) {\n fbo.msaaBuffer = fbo.msaaBuffer || gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height);\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, fbo.msaaBuffer);\n }\n else if (fbo.msaaBuffer) {\n gl.deleteRenderbuffer(fbo.msaaBuffer);\n fbo.msaaBuffer = null;\n if (fbo.blitFramebuffer) {\n fbo.blitFramebuffer.dispose();\n fbo.blitFramebuffer = null;\n }\n }\n var activeTextures = [];\n for (var i = 0; i < count; i++) {\n var texture = colorTextures[i];\n var parentTexture = texture.parentTextureArray || texture;\n this.renderer.texture.bind(parentTexture, 0);\n if (i === 0 && fbo.msaaBuffer) {\n continue;\n }\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, texture.target, parentTexture._glTextures[this.CONTEXT_UID].texture, mipLevel);\n activeTextures.push(gl.COLOR_ATTACHMENT0 + i);\n }\n if (activeTextures.length > 1) {\n gl.drawBuffers(activeTextures);\n }\n if (framebuffer.depthTexture) {\n var writeDepthTexture = this.writeDepthTexture;\n if (writeDepthTexture) {\n var depthTexture = framebuffer.depthTexture;\n this.renderer.texture.bind(depthTexture, 0);\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._glTextures[this.CONTEXT_UID].texture, mipLevel);\n }\n }\n if ((framebuffer.stencil || framebuffer.depth) && !(framebuffer.depthTexture && this.writeDepthTexture)) {\n fbo.stencil = fbo.stencil || gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, fbo.stencil);\n }\n else if (fbo.stencil) {\n gl.deleteRenderbuffer(fbo.stencil);\n fbo.stencil = null;\n }\n };\n /**\n * Returns true if the frame buffer can be multisampled.\n * @param framebuffer\n */\n FramebufferSystem.prototype.canMultisampleFramebuffer = function (framebuffer) {\n return this.renderer.context.webGLVersion !== 1\n && framebuffer.colorTextures.length <= 1 && !framebuffer.depthTexture;\n };\n /**\n * Detects number of samples that is not more than a param but as close to it as possible\n * @param samples - number of samples\n * @returns - recommended number of samples\n */\n FramebufferSystem.prototype.detectSamples = function (samples) {\n var msaaSamples = this.msaaSamples;\n var res = MSAA_QUALITY.NONE;\n if (samples <= 1 || msaaSamples === null) {\n return res;\n }\n for (var i = 0; i < msaaSamples.length; i++) {\n if (msaaSamples[i] <= samples) {\n res = msaaSamples[i];\n break;\n }\n }\n if (res === 1) {\n res = MSAA_QUALITY.NONE;\n }\n return res;\n };\n /**\n * Only works with WebGL2\n *\n * blits framebuffer to another of the same or bigger size\n * after that target framebuffer is bound\n *\n * Fails with WebGL warning if blits multisample framebuffer to different size\n * @param framebuffer - by default it blits \"into itself\", from renderBuffer to texture.\n * @param sourcePixels - source rectangle in pixels\n * @param destPixels - dest rectangle in pixels, assumed to be the same as sourcePixels\n */\n FramebufferSystem.prototype.blit = function (framebuffer, sourcePixels, destPixels) {\n var _a = this, current = _a.current, renderer = _a.renderer, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n if (renderer.context.webGLVersion !== 2) {\n return;\n }\n if (!current) {\n return;\n }\n var fbo = current.glFramebuffers[CONTEXT_UID];\n if (!fbo) {\n return;\n }\n if (!framebuffer) {\n if (!fbo.msaaBuffer) {\n return;\n }\n var colorTexture = current.colorTextures[0];\n if (!colorTexture) {\n return;\n }\n if (!fbo.blitFramebuffer) {\n fbo.blitFramebuffer = new Framebuffer(current.width, current.height);\n fbo.blitFramebuffer.addColorTexture(0, colorTexture);\n }\n framebuffer = fbo.blitFramebuffer;\n if (framebuffer.colorTextures[0] !== colorTexture) {\n framebuffer.colorTextures[0] = colorTexture;\n framebuffer.dirtyId++;\n framebuffer.dirtyFormat++;\n }\n if (framebuffer.width !== current.width || framebuffer.height !== current.height) {\n framebuffer.width = current.width;\n framebuffer.height = current.height;\n framebuffer.dirtyId++;\n framebuffer.dirtySize++;\n }\n }\n if (!sourcePixels) {\n sourcePixels = tempRectangle;\n sourcePixels.width = current.width;\n sourcePixels.height = current.height;\n }\n if (!destPixels) {\n destPixels = sourcePixels;\n }\n var sameSize = sourcePixels.width === destPixels.width && sourcePixels.height === destPixels.height;\n this.bind(framebuffer);\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo.framebuffer);\n gl.blitFramebuffer(sourcePixels.left, sourcePixels.top, sourcePixels.right, sourcePixels.bottom, destPixels.left, destPixels.top, destPixels.right, destPixels.bottom, gl.COLOR_BUFFER_BIT, sameSize ? gl.NEAREST : gl.LINEAR);\n };\n /**\n * Disposes framebuffer.\n * @param framebuffer - framebuffer that has to be disposed of\n * @param contextLost - If context was lost, we suppress all delete function calls\n */\n FramebufferSystem.prototype.disposeFramebuffer = function (framebuffer, contextLost) {\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n var gl = this.gl;\n if (!fbo) {\n return;\n }\n delete framebuffer.glFramebuffers[this.CONTEXT_UID];\n var index = this.managedFramebuffers.indexOf(framebuffer);\n if (index >= 0) {\n this.managedFramebuffers.splice(index, 1);\n }\n framebuffer.disposeRunner.remove(this);\n if (!contextLost) {\n gl.deleteFramebuffer(fbo.framebuffer);\n if (fbo.msaaBuffer) {\n gl.deleteRenderbuffer(fbo.msaaBuffer);\n }\n if (fbo.stencil) {\n gl.deleteRenderbuffer(fbo.stencil);\n }\n }\n if (fbo.blitFramebuffer) {\n fbo.blitFramebuffer.dispose();\n }\n };\n /**\n * Disposes all framebuffers, but not textures bound to them.\n * @param [contextLost=false] - If context was lost, we suppress all delete function calls\n */\n FramebufferSystem.prototype.disposeAll = function (contextLost) {\n var list = this.managedFramebuffers;\n this.managedFramebuffers = [];\n for (var i = 0; i < list.length; i++) {\n this.disposeFramebuffer(list[i], contextLost);\n }\n };\n /**\n * Forcing creation of stencil buffer for current framebuffer, if it wasn't done before.\n * Used by MaskSystem, when its time to use stencil mask for Graphics element.\n *\n * Its an alternative for public lazy `framebuffer.enableStencil`, in case we need stencil without rebind.\n * @private\n */\n FramebufferSystem.prototype.forceStencil = function () {\n var framebuffer = this.current;\n if (!framebuffer) {\n return;\n }\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n if (!fbo || fbo.stencil) {\n return;\n }\n framebuffer.stencil = true;\n var w = framebuffer.width;\n var h = framebuffer.height;\n var gl = this.gl;\n var stencil = gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, w, h);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, w, h);\n }\n fbo.stencil = stencil;\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencil);\n };\n /** Resets framebuffer stored state, binds screen framebuffer. Should be called before renderTexture reset(). */\n FramebufferSystem.prototype.reset = function () {\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n };\n FramebufferSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return FramebufferSystem;\n}());\n\nvar byteSizeMap = { 5126: 4, 5123: 2, 5121: 1 };\n/**\n * System plugin to the renderer to manage geometry.\n * @memberof PIXI\n */\nvar GeometrySystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function GeometrySystem(renderer) {\n this.renderer = renderer;\n this._activeGeometry = null;\n this._activeVao = null;\n this.hasVao = true;\n this.hasInstance = true;\n this.canUseUInt32ElementIndex = false;\n this.managedGeometries = {};\n }\n /** Sets up the renderer context and necessary buffers. */\n GeometrySystem.prototype.contextChange = function () {\n this.disposeAll(true);\n var gl = this.gl = this.renderer.gl;\n var context = this.renderer.context;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n // webgl2\n if (context.webGLVersion !== 2) {\n // webgl 1!\n var nativeVaoExtension_1 = this.renderer.context.extensions.vertexArrayObject;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n nativeVaoExtension_1 = null;\n }\n if (nativeVaoExtension_1) {\n gl.createVertexArray = function () {\n return nativeVaoExtension_1.createVertexArrayOES();\n };\n gl.bindVertexArray = function (vao) {\n return nativeVaoExtension_1.bindVertexArrayOES(vao);\n };\n gl.deleteVertexArray = function (vao) {\n return nativeVaoExtension_1.deleteVertexArrayOES(vao);\n };\n }\n else {\n this.hasVao = false;\n gl.createVertexArray = function () {\n return null;\n };\n gl.bindVertexArray = function () {\n return null;\n };\n gl.deleteVertexArray = function () {\n return null;\n };\n }\n }\n if (context.webGLVersion !== 2) {\n var instanceExt_1 = gl.getExtension('ANGLE_instanced_arrays');\n if (instanceExt_1) {\n gl.vertexAttribDivisor = function (a, b) {\n return instanceExt_1.vertexAttribDivisorANGLE(a, b);\n };\n gl.drawElementsInstanced = function (a, b, c, d, e) {\n return instanceExt_1.drawElementsInstancedANGLE(a, b, c, d, e);\n };\n gl.drawArraysInstanced = function (a, b, c, d) {\n return instanceExt_1.drawArraysInstancedANGLE(a, b, c, d);\n };\n }\n else {\n this.hasInstance = false;\n }\n }\n this.canUseUInt32ElementIndex = context.webGLVersion === 2 || !!context.extensions.uint32ElementIndex;\n };\n /**\n * Binds geometry so that is can be drawn. Creating a Vao if required\n * @param geometry - Instance of geometry to bind.\n * @param shader - Instance of shader to use vao for.\n */\n GeometrySystem.prototype.bind = function (geometry, shader) {\n shader = shader || this.renderer.shader.shader;\n var gl = this.gl;\n // not sure the best way to address this..\n // currently different shaders require different VAOs for the same geometry\n // Still mulling over the best way to solve this one..\n // will likely need to modify the shader attribute locations at run time!\n var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var incRefCount = false;\n if (!vaos) {\n this.managedGeometries[geometry.id] = geometry;\n geometry.disposeRunner.add(this);\n geometry.glVertexArrayObjects[this.CONTEXT_UID] = vaos = {};\n incRefCount = true;\n }\n var vao = vaos[shader.program.id] || this.initGeometryVao(geometry, shader, incRefCount);\n this._activeGeometry = geometry;\n if (this._activeVao !== vao) {\n this._activeVao = vao;\n if (this.hasVao) {\n gl.bindVertexArray(vao);\n }\n else {\n this.activateVao(geometry, shader.program);\n }\n }\n // TODO - optimise later!\n // don't need to loop through if nothing changed!\n // maybe look to add an 'autoupdate' to geometry?\n this.updateBuffers();\n };\n /** Reset and unbind any active VAO and geometry. */\n GeometrySystem.prototype.reset = function () {\n this.unbind();\n };\n /** Update buffers of the currently bound geometry. */\n GeometrySystem.prototype.updateBuffers = function () {\n var geometry = this._activeGeometry;\n var bufferSystem = this.renderer.buffer;\n for (var i = 0; i < geometry.buffers.length; i++) {\n var buffer = geometry.buffers[i];\n bufferSystem.update(buffer);\n }\n };\n /**\n * Check compatibility between a geometry and a program\n * @param geometry - Geometry instance.\n * @param program - Program instance.\n */\n GeometrySystem.prototype.checkCompatibility = function (geometry, program) {\n // geometry must have at least all the attributes that the shader requires.\n var geometryAttributes = geometry.attributes;\n var shaderAttributes = program.attributeData;\n for (var j in shaderAttributes) {\n if (!geometryAttributes[j]) {\n throw new Error(\"shader and geometry incompatible, geometry missing the \\\"\" + j + \"\\\" attribute\");\n }\n }\n };\n /**\n * Takes a geometry and program and generates a unique signature for them.\n * @param geometry - To get signature from.\n * @param program - To test geometry against.\n * @returns - Unique signature of the geometry and program\n */\n GeometrySystem.prototype.getSignature = function (geometry, program) {\n var attribs = geometry.attributes;\n var shaderAttributes = program.attributeData;\n var strings = ['g', geometry.id];\n for (var i in attribs) {\n if (shaderAttributes[i]) {\n strings.push(i, shaderAttributes[i].location);\n }\n }\n return strings.join('-');\n };\n /**\n * Creates or gets Vao with the same structure as the geometry and stores it on the geometry.\n * If vao is created, it is bound automatically. We use a shader to infer what and how to set up the\n * attribute locations.\n * @param geometry - Instance of geometry to to generate Vao for.\n * @param shader - Instance of the shader.\n * @param incRefCount - Increment refCount of all geometry buffers.\n */\n GeometrySystem.prototype.initGeometryVao = function (geometry, shader, incRefCount) {\n if (incRefCount === void 0) { incRefCount = true; }\n var gl = this.gl;\n var CONTEXT_UID = this.CONTEXT_UID;\n var bufferSystem = this.renderer.buffer;\n var program = shader.program;\n if (!program.glPrograms[CONTEXT_UID]) {\n this.renderer.shader.generateProgram(shader);\n }\n this.checkCompatibility(geometry, program);\n var signature = this.getSignature(geometry, program);\n var vaoObjectHash = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var vao = vaoObjectHash[signature];\n if (vao) {\n // this will give us easy access to the vao\n vaoObjectHash[program.id] = vao;\n return vao;\n }\n var buffers = geometry.buffers;\n var attributes = geometry.attributes;\n var tempStride = {};\n var tempStart = {};\n for (var j in buffers) {\n tempStride[j] = 0;\n tempStart[j] = 0;\n }\n for (var j in attributes) {\n if (!attributes[j].size && program.attributeData[j]) {\n attributes[j].size = program.attributeData[j].size;\n }\n else if (!attributes[j].size) {\n console.warn(\"PIXI Geometry attribute '\" + j + \"' size cannot be determined (likely the bound shader does not have the attribute)\"); // eslint-disable-line\n }\n tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap[attributes[j].type];\n }\n for (var j in attributes) {\n var attribute = attributes[j];\n var attribSize = attribute.size;\n if (attribute.stride === undefined) {\n if (tempStride[attribute.buffer] === attribSize * byteSizeMap[attribute.type]) {\n attribute.stride = 0;\n }\n else {\n attribute.stride = tempStride[attribute.buffer];\n }\n }\n if (attribute.start === undefined) {\n attribute.start = tempStart[attribute.buffer];\n tempStart[attribute.buffer] += attribSize * byteSizeMap[attribute.type];\n }\n }\n vao = gl.createVertexArray();\n gl.bindVertexArray(vao);\n // first update - and create the buffers!\n // only create a gl buffer if it actually gets\n for (var i = 0; i < buffers.length; i++) {\n var buffer = buffers[i];\n bufferSystem.bind(buffer);\n if (incRefCount) {\n buffer._glBuffers[CONTEXT_UID].refCount++;\n }\n }\n // TODO - maybe make this a data object?\n // lets wait to see if we need to first!\n this.activateVao(geometry, program);\n this._activeVao = vao;\n // add it to the cache!\n vaoObjectHash[program.id] = vao;\n vaoObjectHash[signature] = vao;\n return vao;\n };\n /**\n * Disposes geometry.\n * @param geometry - Geometry with buffers. Only VAO will be disposed\n * @param [contextLost=false] - If context was lost, we suppress deleteVertexArray\n */\n GeometrySystem.prototype.disposeGeometry = function (geometry, contextLost) {\n var _a;\n if (!this.managedGeometries[geometry.id]) {\n return;\n }\n delete this.managedGeometries[geometry.id];\n var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var gl = this.gl;\n var buffers = geometry.buffers;\n var bufferSystem = (_a = this.renderer) === null || _a === void 0 ? void 0 : _a.buffer;\n geometry.disposeRunner.remove(this);\n if (!vaos) {\n return;\n }\n // bufferSystem may have already been destroyed..\n // if this is the case, there is no need to destroy the geometry buffers...\n // they already have been!\n if (bufferSystem) {\n for (var i = 0; i < buffers.length; i++) {\n var buf = buffers[i]._glBuffers[this.CONTEXT_UID];\n // my be null as context may have changed right before the dispose is called\n if (buf) {\n buf.refCount--;\n if (buf.refCount === 0 && !contextLost) {\n bufferSystem.dispose(buffers[i], contextLost);\n }\n }\n }\n }\n if (!contextLost) {\n for (var vaoId in vaos) {\n // delete only signatures, everything else are copies\n if (vaoId[0] === 'g') {\n var vao = vaos[vaoId];\n if (this._activeVao === vao) {\n this.unbind();\n }\n gl.deleteVertexArray(vao);\n }\n }\n }\n delete geometry.glVertexArrayObjects[this.CONTEXT_UID];\n };\n /**\n * Dispose all WebGL resources of all managed geometries.\n * @param [contextLost=false] - If context was lost, we suppress `gl.delete` calls\n */\n GeometrySystem.prototype.disposeAll = function (contextLost) {\n var all = Object.keys(this.managedGeometries);\n for (var i = 0; i < all.length; i++) {\n this.disposeGeometry(this.managedGeometries[all[i]], contextLost);\n }\n };\n /**\n * Activate vertex array object.\n * @param geometry - Geometry instance.\n * @param program - Shader program instance.\n */\n GeometrySystem.prototype.activateVao = function (geometry, program) {\n var gl = this.gl;\n var CONTEXT_UID = this.CONTEXT_UID;\n var bufferSystem = this.renderer.buffer;\n var buffers = geometry.buffers;\n var attributes = geometry.attributes;\n if (geometry.indexBuffer) {\n // first update the index buffer if we have one..\n bufferSystem.bind(geometry.indexBuffer);\n }\n var lastBuffer = null;\n // add a new one!\n for (var j in attributes) {\n var attribute = attributes[j];\n var buffer = buffers[attribute.buffer];\n var glBuffer = buffer._glBuffers[CONTEXT_UID];\n if (program.attributeData[j]) {\n if (lastBuffer !== glBuffer) {\n bufferSystem.bind(buffer);\n lastBuffer = glBuffer;\n }\n var location = program.attributeData[j].location;\n // TODO introduce state again\n // we can optimise this for older devices that have no VAOs\n gl.enableVertexAttribArray(location);\n gl.vertexAttribPointer(location, attribute.size, attribute.type || gl.FLOAT, attribute.normalized, attribute.stride, attribute.start);\n if (attribute.instance) {\n // TODO calculate instance count based of this...\n if (this.hasInstance) {\n gl.vertexAttribDivisor(location, 1);\n }\n else {\n throw new Error('geometry error, GPU Instancing is not supported on this device');\n }\n }\n }\n }\n };\n /**\n * Draws the currently bound geometry.\n * @param type - The type primitive to render.\n * @param size - The number of elements to be rendered. If not specified, all vertices after the\n * starting vertex will be drawn.\n * @param start - The starting vertex in the geometry to start drawing from. If not specified,\n * drawing will start from the first vertex.\n * @param instanceCount - The number of instances of the set of elements to execute. If not specified,\n * all instances will be drawn.\n */\n GeometrySystem.prototype.draw = function (type, size, start, instanceCount) {\n var gl = this.gl;\n var geometry = this._activeGeometry;\n // TODO.. this should not change so maybe cache the function?\n if (geometry.indexBuffer) {\n var byteSize = geometry.indexBuffer.data.BYTES_PER_ELEMENT;\n var glType = byteSize === 2 ? gl.UNSIGNED_SHORT : gl.UNSIGNED_INT;\n if (byteSize === 2 || (byteSize === 4 && this.canUseUInt32ElementIndex)) {\n if (geometry.instanced) {\n /* eslint-disable max-len */\n gl.drawElementsInstanced(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize, instanceCount || 1);\n /* eslint-enable max-len */\n }\n else {\n /* eslint-disable max-len */\n gl.drawElements(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize);\n /* eslint-enable max-len */\n }\n }\n else {\n console.warn('unsupported index buffer type: uint32');\n }\n }\n else if (geometry.instanced) {\n // TODO need a better way to calculate size..\n gl.drawArraysInstanced(type, start, size || geometry.getSize(), instanceCount || 1);\n }\n else {\n gl.drawArrays(type, start, size || geometry.getSize());\n }\n return this;\n };\n /** Unbind/reset everything. */\n GeometrySystem.prototype.unbind = function () {\n this.gl.bindVertexArray(null);\n this._activeVao = null;\n this._activeGeometry = null;\n };\n GeometrySystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return GeometrySystem;\n}());\n\n/**\n * Component for masked elements.\n *\n * Holds mask mode and temporary data about current mask.\n * @memberof PIXI\n */\nvar MaskData = /** @class */ (function () {\n /**\n * Create MaskData\n * @param {PIXI.DisplayObject} [maskObject=null] - object that describes the mask\n */\n function MaskData(maskObject) {\n if (maskObject === void 0) { maskObject = null; }\n this.type = MASK_TYPES.NONE;\n this.autoDetect = true;\n this.maskObject = maskObject || null;\n this.pooled = false;\n this.isMaskData = true;\n this.resolution = null;\n this.multisample = settings.FILTER_MULTISAMPLE;\n this.enabled = true;\n this.colorMask = 0xf;\n this._filters = null;\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n this._scissorRectLocal = null;\n this._colorMask = 0xf;\n this._target = null;\n }\n Object.defineProperty(MaskData.prototype, \"filter\", {\n /**\n * The sprite mask filter.\n * If set to `null`, the default sprite mask filter is used.\n * @default null\n */\n get: function () {\n return this._filters ? this._filters[0] : null;\n },\n set: function (value) {\n if (value) {\n if (this._filters) {\n this._filters[0] = value;\n }\n else {\n this._filters = [value];\n }\n }\n else {\n this._filters = null;\n }\n },\n enumerable: false,\n configurable: true\n });\n /** Resets the mask data after popMask(). */\n MaskData.prototype.reset = function () {\n if (this.pooled) {\n this.maskObject = null;\n this.type = MASK_TYPES.NONE;\n this.autoDetect = true;\n }\n this._target = null;\n this._scissorRectLocal = null;\n };\n /**\n * Copies counters from maskData above, called from pushMask().\n * @param maskAbove\n */\n MaskData.prototype.copyCountersOrReset = function (maskAbove) {\n if (maskAbove) {\n this._stencilCounter = maskAbove._stencilCounter;\n this._scissorCounter = maskAbove._scissorCounter;\n this._scissorRect = maskAbove._scissorRect;\n }\n else {\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n }\n };\n return MaskData;\n}());\n\n/**\n * @private\n * @param {WebGLRenderingContext} gl - The current WebGL context {WebGLProgram}\n * @param {number} type - the type, can be either VERTEX_SHADER or FRAGMENT_SHADER\n * @param {string} src - The vertex shader source as an array of strings.\n * @returns {WebGLShader} the shader\n */\nfunction compileShader(gl, type, src) {\n var shader = gl.createShader(type);\n gl.shaderSource(shader, src);\n gl.compileShader(shader);\n return shader;\n}\n\n/**\n * will log a shader error highlighting the lines with the error\n * also will add numbers along the side.\n * @param gl - the WebGLContext\n * @param shader - the shader to log errors for\n */\nfunction logPrettyShaderError(gl, shader) {\n var shaderSrc = gl.getShaderSource(shader)\n .split('\\n')\n .map(function (line, index) { return index + \": \" + line; });\n var shaderLog = gl.getShaderInfoLog(shader);\n var splitShader = shaderLog.split('\\n');\n var dedupe = {};\n var lineNumbers = splitShader.map(function (line) { return parseFloat(line.replace(/^ERROR\\: 0\\:([\\d]+)\\:.*$/, '$1')); })\n .filter(function (n) {\n if (n && !dedupe[n]) {\n dedupe[n] = true;\n return true;\n }\n return false;\n });\n var logArgs = [''];\n lineNumbers.forEach(function (number) {\n shaderSrc[number - 1] = \"%c\" + shaderSrc[number - 1] + \"%c\";\n logArgs.push('background: #FF0000; color:#FFFFFF; font-size: 10px', 'font-size: 10px');\n });\n var fragmentSourceToLog = shaderSrc\n .join('\\n');\n logArgs[0] = fragmentSourceToLog;\n console.error(shaderLog);\n // eslint-disable-next-line no-console\n console.groupCollapsed('click to view full shader code');\n console.warn.apply(console, logArgs);\n // eslint-disable-next-line no-console\n console.groupEnd();\n}\n/**\n *\n * logs out any program errors\n * @param gl - The current WebGL context\n * @param program - the WebGL program to display errors for\n * @param vertexShader - the fragment WebGL shader program\n * @param fragmentShader - the vertex WebGL shader program\n */\nfunction logProgramError(gl, program, vertexShader, fragmentShader) {\n // if linking fails, then log and cleanup\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {\n logPrettyShaderError(gl, vertexShader);\n }\n if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {\n logPrettyShaderError(gl, fragmentShader);\n }\n console.error('PixiJS Error: Could not initialize shader.');\n // if there is a program info log, log it\n if (gl.getProgramInfoLog(program) !== '') {\n console.warn('PixiJS Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program));\n }\n }\n}\n\nfunction booleanArray(size) {\n var array = new Array(size);\n for (var i = 0; i < array.length; i++) {\n array[i] = false;\n }\n return array;\n}\n/**\n * @method defaultValue\n * @memberof PIXI.glCore.shader\n * @param {string} type - Type of value\n * @param {number} size\n * @private\n */\nfunction defaultValue(type, size) {\n switch (type) {\n case 'float':\n return 0;\n case 'vec2':\n return new Float32Array(2 * size);\n case 'vec3':\n return new Float32Array(3 * size);\n case 'vec4':\n return new Float32Array(4 * size);\n case 'int':\n case 'uint':\n case 'sampler2D':\n case 'sampler2DArray':\n return 0;\n case 'ivec2':\n return new Int32Array(2 * size);\n case 'ivec3':\n return new Int32Array(3 * size);\n case 'ivec4':\n return new Int32Array(4 * size);\n case 'uvec2':\n return new Uint32Array(2 * size);\n case 'uvec3':\n return new Uint32Array(3 * size);\n case 'uvec4':\n return new Uint32Array(4 * size);\n case 'bool':\n return false;\n case 'bvec2':\n return booleanArray(2 * size);\n case 'bvec3':\n return booleanArray(3 * size);\n case 'bvec4':\n return booleanArray(4 * size);\n case 'mat2':\n return new Float32Array([1, 0,\n 0, 1]);\n case 'mat3':\n return new Float32Array([1, 0, 0,\n 0, 1, 0,\n 0, 0, 1]);\n case 'mat4':\n return new Float32Array([1, 0, 0, 0,\n 0, 1, 0, 0,\n 0, 0, 1, 0,\n 0, 0, 0, 1]);\n }\n return null;\n}\n\nvar unknownContext = {};\nvar context = unknownContext;\n/**\n * returns a little WebGL context to use for program inspection.\n * @static\n * @private\n * @returns {WebGLRenderingContext} a gl context to test with\n */\nfunction getTestContext() {\n if (context === unknownContext || (context && context.isContextLost())) {\n var canvas = settings.ADAPTER.createCanvas();\n var gl = void 0;\n if (settings.PREFER_ENV >= ENV.WEBGL2) {\n gl = canvas.getContext('webgl2', {});\n }\n if (!gl) {\n gl = (canvas.getContext('webgl', {})\n || canvas.getContext('experimental-webgl', {}));\n if (!gl) {\n // fail, not able to get a context\n gl = null;\n }\n else {\n // for shader testing..\n gl.getExtension('WEBGL_draw_buffers');\n }\n }\n context = gl;\n }\n return context;\n}\n\nvar maxFragmentPrecision;\nfunction getMaxFragmentPrecision() {\n if (!maxFragmentPrecision) {\n maxFragmentPrecision = PRECISION.MEDIUM;\n var gl = getTestContext();\n if (gl) {\n if (gl.getShaderPrecisionFormat) {\n var shaderFragment = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);\n maxFragmentPrecision = shaderFragment.precision ? PRECISION.HIGH : PRECISION.MEDIUM;\n }\n }\n }\n return maxFragmentPrecision;\n}\n\n/**\n * Sets the float precision on the shader, ensuring the device supports the request precision.\n * If the precision is already present, it just ensures that the device is able to handle it.\n * @private\n * @param {string} src - The shader source\n * @param {PIXI.PRECISION} requestedPrecision - The request float precision of the shader.\n * @param {PIXI.PRECISION} maxSupportedPrecision - The maximum precision the shader supports.\n * @returns {string} modified shader source\n */\nfunction setPrecision(src, requestedPrecision, maxSupportedPrecision) {\n if (src.substring(0, 9) !== 'precision') {\n // no precision supplied, so PixiJS will add the requested level.\n var precision = requestedPrecision;\n // If highp is requested but not supported, downgrade precision to a level all devices support.\n if (requestedPrecision === PRECISION.HIGH && maxSupportedPrecision !== PRECISION.HIGH) {\n precision = PRECISION.MEDIUM;\n }\n return \"precision \" + precision + \" float;\\n\" + src;\n }\n else if (maxSupportedPrecision !== PRECISION.HIGH && src.substring(0, 15) === 'precision highp') {\n // precision was supplied, but at a level this device does not support, so downgrading to mediump.\n return src.replace('precision highp', 'precision mediump');\n }\n return src;\n}\n\nvar GLSL_TO_SIZE = {\n float: 1,\n vec2: 2,\n vec3: 3,\n vec4: 4,\n int: 1,\n ivec2: 2,\n ivec3: 3,\n ivec4: 4,\n uint: 1,\n uvec2: 2,\n uvec3: 3,\n uvec4: 4,\n bool: 1,\n bvec2: 2,\n bvec3: 3,\n bvec4: 4,\n mat2: 4,\n mat3: 9,\n mat4: 16,\n sampler2D: 1,\n};\n/**\n * @private\n * @method mapSize\n * @memberof PIXI.glCore.shader\n * @param {string} type\n */\nfunction mapSize(type) {\n return GLSL_TO_SIZE[type];\n}\n\nvar GL_TABLE = null;\nvar GL_TO_GLSL_TYPES = {\n FLOAT: 'float',\n FLOAT_VEC2: 'vec2',\n FLOAT_VEC3: 'vec3',\n FLOAT_VEC4: 'vec4',\n INT: 'int',\n INT_VEC2: 'ivec2',\n INT_VEC3: 'ivec3',\n INT_VEC4: 'ivec4',\n UNSIGNED_INT: 'uint',\n UNSIGNED_INT_VEC2: 'uvec2',\n UNSIGNED_INT_VEC3: 'uvec3',\n UNSIGNED_INT_VEC4: 'uvec4',\n BOOL: 'bool',\n BOOL_VEC2: 'bvec2',\n BOOL_VEC3: 'bvec3',\n BOOL_VEC4: 'bvec4',\n FLOAT_MAT2: 'mat2',\n FLOAT_MAT3: 'mat3',\n FLOAT_MAT4: 'mat4',\n SAMPLER_2D: 'sampler2D',\n INT_SAMPLER_2D: 'sampler2D',\n UNSIGNED_INT_SAMPLER_2D: 'sampler2D',\n SAMPLER_CUBE: 'samplerCube',\n INT_SAMPLER_CUBE: 'samplerCube',\n UNSIGNED_INT_SAMPLER_CUBE: 'samplerCube',\n SAMPLER_2D_ARRAY: 'sampler2DArray',\n INT_SAMPLER_2D_ARRAY: 'sampler2DArray',\n UNSIGNED_INT_SAMPLER_2D_ARRAY: 'sampler2DArray',\n};\n// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\nfunction mapType(gl, type) {\n if (!GL_TABLE) {\n var typeNames = Object.keys(GL_TO_GLSL_TYPES);\n GL_TABLE = {};\n for (var i = 0; i < typeNames.length; ++i) {\n var tn = typeNames[i];\n GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn];\n }\n }\n return GL_TABLE[type];\n}\n\n/* eslint-disable @typescript-eslint/explicit-module-boundary-types */\n// Parsers, each one of these will take a look at the type of shader property and uniform.\n// if they pass the test function then the code function is called that returns a the shader upload code for that uniform.\n// Shader upload code is automagically generated with these parsers.\n// If no parser is valid then the default upload functions are used.\n// exposing Parsers means that custom upload logic can be added to pixi's shaders.\n// A good example would be a pixi rectangle can be directly set on a uniform.\n// If the shader sees it it knows how to upload the rectangle structure as a vec4\n// format is as follows:\n//\n// {\n// test: (data, uniform) => {} <--- test is this code should be used for this uniform\n// code: (name, uniform) => {} <--- returns the string of the piece of code that uploads the uniform\n// codeUbo: (name, uniform) => {} <--- returns the string of the piece of code that uploads the\n// uniform to a uniform buffer\n// }\nvar uniformParsers = [\n // a float cache layer\n {\n test: function (data) {\n return data.type === 'float' && data.size === 1;\n },\n code: function (name) {\n return \"\\n if(uv[\\\"\" + name + \"\\\"] !== ud[\\\"\" + name + \"\\\"].value)\\n {\\n ud[\\\"\" + name + \"\\\"].value = uv[\\\"\" + name + \"\\\"]\\n gl.uniform1f(ud[\\\"\" + name + \"\\\"].location, uv[\\\"\" + name + \"\\\"])\\n }\\n \";\n },\n },\n // handling samplers\n {\n test: function (data) {\n // eslint-disable-next-line max-len\n return (data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray;\n },\n code: function (name) { return \"t = syncData.textureCount++;\\n\\n renderer.texture.bind(uv[\\\"\" + name + \"\\\"], t);\\n\\n if(ud[\\\"\" + name + \"\\\"].value !== t)\\n {\\n ud[\\\"\" + name + \"\\\"].value = t;\\n gl.uniform1i(ud[\\\"\" + name + \"\\\"].location, t);\\n; // eslint-disable-line max-len\\n }\"; },\n },\n // uploading pixi matrix object to mat3\n {\n test: function (data, uniform) {\n return data.type === 'mat3' && data.size === 1 && uniform.a !== undefined;\n },\n code: function (name) {\n // TODO and some smart caching dirty ids here!\n return \"\\n gl.uniformMatrix3fv(ud[\\\"\" + name + \"\\\"].location, false, uv[\\\"\" + name + \"\\\"].toArray(true));\\n \";\n },\n codeUbo: function (name) {\n return \"\\n var \" + name + \"_matrix = uv.\" + name + \".toArray(true);\\n\\n data[offset] = \" + name + \"_matrix[0];\\n data[offset+1] = \" + name + \"_matrix[1];\\n data[offset+2] = \" + name + \"_matrix[2];\\n \\n data[offset + 4] = \" + name + \"_matrix[3];\\n data[offset + 5] = \" + name + \"_matrix[4];\\n data[offset + 6] = \" + name + \"_matrix[5];\\n \\n data[offset + 8] = \" + name + \"_matrix[6];\\n data[offset + 9] = \" + name + \"_matrix[7];\\n data[offset + 10] = \" + name + \"_matrix[8];\\n \";\n },\n },\n // uploading a pixi point as a vec2 with caching layer\n {\n test: function (data, uniform) {\n return data.type === 'vec2' && data.size === 1 && uniform.x !== undefined;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v.x || cv[1] !== v.y)\\n {\\n cv[0] = v.x;\\n cv[1] = v.y;\\n gl.uniform2f(ud[\\\"\" + name + \"\\\"].location, v.x, v.y);\\n }\";\n },\n codeUbo: function (name) {\n return \"\\n v = uv.\" + name + \";\\n\\n data[offset] = v.x;\\n data[offset+1] = v.y;\\n \";\n }\n },\n // caching layer for a vec2\n {\n test: function (data) {\n return data.type === 'vec2' && data.size === 1;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n gl.uniform2f(ud[\\\"\" + name + \"\\\"].location, v[0], v[1]);\\n }\\n \";\n },\n },\n // upload a pixi rectangle as a vec4 with caching layer\n {\n test: function (data, uniform) {\n return data.type === 'vec4' && data.size === 1 && uniform.width !== undefined;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height)\\n {\\n cv[0] = v.x;\\n cv[1] = v.y;\\n cv[2] = v.width;\\n cv[3] = v.height;\\n gl.uniform4f(ud[\\\"\" + name + \"\\\"].location, v.x, v.y, v.width, v.height)\\n }\";\n },\n codeUbo: function (name) {\n return \"\\n v = uv.\" + name + \";\\n\\n data[offset] = v.x;\\n data[offset+1] = v.y;\\n data[offset+2] = v.width;\\n data[offset+3] = v.height;\\n \";\n }\n },\n // a caching layer for vec4 uploading\n {\n test: function (data) {\n return data.type === 'vec4' && data.size === 1;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4f(ud[\\\"\" + name + \"\\\"].location, v[0], v[1], v[2], v[3])\\n }\";\n },\n } ];\n\n// cu = Cached value's uniform data field\n// cv = Cached value\n// v = value to upload\n// ud = uniformData\n// uv = uniformValue\n// l = location\nvar GLSL_TO_SINGLE_SETTERS_CACHED = {\n float: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n gl.uniform1f(location, v);\\n }\",\n vec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2f(location, v[0], v[1])\\n }\",\n vec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3f(location, v[0], v[1], v[2])\\n }\",\n vec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4f(location, v[0], v[1], v[2], v[3]);\\n }\",\n int: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1i(location, v);\\n }\",\n ivec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2i(location, v[0], v[1]);\\n }\",\n ivec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3i(location, v[0], v[1], v[2]);\\n }\",\n ivec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\\n }\",\n uint: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1ui(location, v);\\n }\",\n uvec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2ui(location, v[0], v[1]);\\n }\",\n uvec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3ui(location, v[0], v[1], v[2]);\\n }\",\n uvec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4ui(location, v[0], v[1], v[2], v[3]);\\n }\",\n bool: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n gl.uniform1i(location, v);\\n }\",\n bvec2: \"\\n if (cv[0] != v[0] || cv[1] != v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2i(location, v[0], v[1]);\\n }\",\n bvec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3i(location, v[0], v[1], v[2]);\\n }\",\n bvec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\\n }\",\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n sampler2D: 'gl.uniform1i(location, v)',\n samplerCube: 'gl.uniform1i(location, v)',\n sampler2DArray: 'gl.uniform1i(location, v)',\n};\nvar GLSL_TO_ARRAY_SETTERS = {\n float: \"gl.uniform1fv(location, v)\",\n vec2: \"gl.uniform2fv(location, v)\",\n vec3: \"gl.uniform3fv(location, v)\",\n vec4: 'gl.uniform4fv(location, v)',\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n int: 'gl.uniform1iv(location, v)',\n ivec2: 'gl.uniform2iv(location, v)',\n ivec3: 'gl.uniform3iv(location, v)',\n ivec4: 'gl.uniform4iv(location, v)',\n uint: 'gl.uniform1uiv(location, v)',\n uvec2: 'gl.uniform2uiv(location, v)',\n uvec3: 'gl.uniform3uiv(location, v)',\n uvec4: 'gl.uniform4uiv(location, v)',\n bool: 'gl.uniform1iv(location, v)',\n bvec2: 'gl.uniform2iv(location, v)',\n bvec3: 'gl.uniform3iv(location, v)',\n bvec4: 'gl.uniform4iv(location, v)',\n sampler2D: 'gl.uniform1iv(location, v)',\n samplerCube: 'gl.uniform1iv(location, v)',\n sampler2DArray: 'gl.uniform1iv(location, v)',\n};\nfunction generateUniformsSync(group, uniformData) {\n var _a;\n var funcFragments = [\"\\n var v = null;\\n var cv = null;\\n var cu = null;\\n var t = 0;\\n var gl = renderer.gl;\\n \"];\n for (var i in group.uniforms) {\n var data = uniformData[i];\n if (!data) {\n if ((_a = group.uniforms[i]) === null || _a === void 0 ? void 0 : _a.group) {\n if (group.uniforms[i].ubo) {\n funcFragments.push(\"\\n renderer.shader.syncUniformBufferGroup(uv.\" + i + \", '\" + i + \"');\\n \");\n }\n else {\n funcFragments.push(\"\\n renderer.shader.syncUniformGroup(uv.\" + i + \", syncData);\\n \");\n }\n }\n continue;\n }\n var uniform = group.uniforms[i];\n var parsed = false;\n for (var j = 0; j < uniformParsers.length; j++) {\n if (uniformParsers[j].test(data, uniform)) {\n funcFragments.push(uniformParsers[j].code(i, uniform));\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n var templateType = (data.size === 1) ? GLSL_TO_SINGLE_SETTERS_CACHED : GLSL_TO_ARRAY_SETTERS;\n var template = templateType[data.type].replace('location', \"ud[\\\"\" + i + \"\\\"].location\");\n funcFragments.push(\"\\n cu = ud[\\\"\" + i + \"\\\"];\\n cv = cu.value;\\n v = uv[\\\"\" + i + \"\\\"];\\n \" + template + \";\");\n }\n }\n /*\n * the introduction of syncData is to solve an issue where textures in uniform groups are not set correctly\n * the texture count was always starting from 0 in each group. This needs to increment each time a texture is used\n * no matter which group is being used\n *\n */\n // eslint-disable-next-line no-new-func\n return new Function('ud', 'uv', 'renderer', 'syncData', funcFragments.join('\\n'));\n}\n\nvar fragTemplate = [\n 'precision mediump float;',\n 'void main(void){',\n 'float test = 0.1;',\n '%forloop%',\n 'gl_FragColor = vec4(0.0);',\n '}' ].join('\\n');\nfunction generateIfTestSrc(maxIfs) {\n var src = '';\n for (var i = 0; i < maxIfs; ++i) {\n if (i > 0) {\n src += '\\nelse ';\n }\n if (i < maxIfs - 1) {\n src += \"if(test == \" + i + \".0){}\";\n }\n }\n return src;\n}\nfunction checkMaxIfStatementsInShader(maxIfs, gl) {\n if (maxIfs === 0) {\n throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`');\n }\n var shader = gl.createShader(gl.FRAGMENT_SHADER);\n while (true) // eslint-disable-line no-constant-condition\n {\n var fragmentSrc = fragTemplate.replace(/%forloop%/gi, generateIfTestSrc(maxIfs));\n gl.shaderSource(shader, fragmentSrc);\n gl.compileShader(shader);\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n maxIfs = (maxIfs / 2) | 0;\n }\n else {\n // valid!\n break;\n }\n }\n return maxIfs;\n}\n\n// Cache the result to prevent running this over and over\nvar unsafeEval;\n/**\n * Not all platforms allow to generate function code (e.g., `new Function`).\n * this provides the platform-level detection.\n * @private\n * @returns {boolean} `true` if `new Function` is supported.\n */\nfunction unsafeEvalSupported() {\n if (typeof unsafeEval === 'boolean') {\n return unsafeEval;\n }\n try {\n /* eslint-disable no-new-func */\n var func = new Function('param1', 'param2', 'param3', 'return param1[param2] === param3;');\n /* eslint-enable no-new-func */\n unsafeEval = func({ a: 'b' }, 'a', 'b') === true;\n }\n catch (e) {\n unsafeEval = false;\n }\n return unsafeEval;\n}\n\nvar defaultFragment$2 = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n gl_FragColor *= texture2D(uSampler, vTextureCoord);\\n}\";\n\nvar defaultVertex$3 = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void){\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n vTextureCoord = aTextureCoord;\\n}\\n\";\n\nvar UID$1 = 0;\nvar nameCache = {};\n/**\n * Helper class to create a shader program.\n * @memberof PIXI\n */\nvar Program = /** @class */ (function () {\n /**\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param name - Name for shader\n */\n function Program(vertexSrc, fragmentSrc, name) {\n if (name === void 0) { name = 'pixi-shader'; }\n this.id = UID$1++;\n this.vertexSrc = vertexSrc || Program.defaultVertexSrc;\n this.fragmentSrc = fragmentSrc || Program.defaultFragmentSrc;\n this.vertexSrc = this.vertexSrc.trim();\n this.fragmentSrc = this.fragmentSrc.trim();\n if (this.vertexSrc.substring(0, 8) !== '#version') {\n name = name.replace(/\\s+/g, '-');\n if (nameCache[name]) {\n nameCache[name]++;\n name += \"-\" + nameCache[name];\n }\n else {\n nameCache[name] = 1;\n }\n this.vertexSrc = \"#define SHADER_NAME \" + name + \"\\n\" + this.vertexSrc;\n this.fragmentSrc = \"#define SHADER_NAME \" + name + \"\\n\" + this.fragmentSrc;\n this.vertexSrc = setPrecision(this.vertexSrc, settings.PRECISION_VERTEX, PRECISION.HIGH);\n this.fragmentSrc = setPrecision(this.fragmentSrc, settings.PRECISION_FRAGMENT, getMaxFragmentPrecision());\n }\n // currently this does not extract structs only default types\n // this is where we store shader references..\n this.glPrograms = {};\n this.syncUniforms = null;\n }\n Object.defineProperty(Program, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source.\n * @constant\n */\n get: function () {\n return defaultVertex$3;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Program, \"defaultFragmentSrc\", {\n /**\n * The default fragment shader source.\n * @constant\n */\n get: function () {\n return defaultFragment$2;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * A short hand function to create a program based of a vertex and fragment shader.\n *\n * This method will also check to see if there is a cached program.\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param name - Name for shader\n * @returns A shiny new PixiJS shader program!\n */\n Program.from = function (vertexSrc, fragmentSrc, name) {\n var key = vertexSrc + fragmentSrc;\n var program = ProgramCache[key];\n if (!program) {\n ProgramCache[key] = program = new Program(vertexSrc, fragmentSrc, name);\n }\n return program;\n };\n return Program;\n}());\n\n/**\n * A helper class for shaders.\n * @memberof PIXI\n */\nvar Shader = /** @class */ (function () {\n /**\n * @param program - The program the shader will use.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n */\n function Shader(program, uniforms) {\n /**\n * Used internally to bind uniform buffer objects.\n * @ignore\n */\n this.uniformBindCount = 0;\n this.program = program;\n // lets see whats been passed in\n // uniforms should be converted to a uniform group\n if (uniforms) {\n if (uniforms instanceof UniformGroup) {\n this.uniformGroup = uniforms;\n }\n else {\n this.uniformGroup = new UniformGroup(uniforms);\n }\n }\n else {\n this.uniformGroup = new UniformGroup({});\n }\n }\n // TODO move to shader system..\n Shader.prototype.checkUniformExists = function (name, group) {\n if (group.uniforms[name]) {\n return true;\n }\n for (var i in group.uniforms) {\n var uniform = group.uniforms[i];\n if (uniform.group) {\n if (this.checkUniformExists(name, uniform)) {\n return true;\n }\n }\n }\n return false;\n };\n Shader.prototype.destroy = function () {\n // usage count on programs?\n // remove if not used!\n this.uniformGroup = null;\n };\n Object.defineProperty(Shader.prototype, \"uniforms\", {\n /**\n * Shader uniform values, shortcut for `uniformGroup.uniforms`.\n * @readonly\n */\n get: function () {\n return this.uniformGroup.uniforms;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * A short hand function to create a shader based of a vertex and fragment shader.\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n * @returns A shiny new PixiJS shader!\n */\n Shader.from = function (vertexSrc, fragmentSrc, uniforms) {\n var program = Program.from(vertexSrc, fragmentSrc);\n return new Shader(program, uniforms);\n };\n return Shader;\n}());\n\n/* eslint-disable max-len */\nvar BLEND$1 = 0;\nvar OFFSET$1 = 1;\nvar CULLING$1 = 2;\nvar DEPTH_TEST$1 = 3;\nvar WINDING$1 = 4;\nvar DEPTH_MASK$1 = 5;\n/**\n * This is a WebGL state, and is is passed to {@link PIXI.StateSystem}.\n *\n * Each mesh rendered may require WebGL to be in a different state.\n * For example you may want different blend mode or to enable polygon offsets\n * @memberof PIXI\n */\nvar State = /** @class */ (function () {\n function State() {\n this.data = 0;\n this.blendMode = BLEND_MODES.NORMAL;\n this.polygonOffset = 0;\n this.blend = true;\n this.depthMask = true;\n // this.depthTest = true;\n }\n Object.defineProperty(State.prototype, \"blend\", {\n /**\n * Activates blending of the computed fragment color values.\n * @default true\n */\n get: function () {\n return !!(this.data & (1 << BLEND$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << BLEND$1)) !== value) {\n this.data ^= (1 << BLEND$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"offsets\", {\n /**\n * Activates adding an offset to depth values of polygon's fragments\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << OFFSET$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << OFFSET$1)) !== value) {\n this.data ^= (1 << OFFSET$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"culling\", {\n /**\n * Activates culling of polygons.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << CULLING$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << CULLING$1)) !== value) {\n this.data ^= (1 << CULLING$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"depthTest\", {\n /**\n * Activates depth comparisons and updates to the depth buffer.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << DEPTH_TEST$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << DEPTH_TEST$1)) !== value) {\n this.data ^= (1 << DEPTH_TEST$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"depthMask\", {\n /**\n * Enables or disables writing to the depth buffer.\n * @default true\n */\n get: function () {\n return !!(this.data & (1 << DEPTH_MASK$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << DEPTH_MASK$1)) !== value) {\n this.data ^= (1 << DEPTH_MASK$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"clockwiseFrontFace\", {\n /**\n * Specifies whether or not front or back-facing polygons can be culled.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << WINDING$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << WINDING$1)) !== value) {\n this.data ^= (1 << WINDING$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"blendMode\", {\n /**\n * The blend mode to be applied when this state is set. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n * Setting this mode to anything other than NO_BLEND will automatically switch blending on.\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get: function () {\n return this._blendMode;\n },\n set: function (value) {\n this.blend = (value !== BLEND_MODES.NONE);\n this._blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"polygonOffset\", {\n /**\n * The polygon offset. Setting this property to anything other than 0 will automatically enable polygon offset fill.\n * @default 0\n */\n get: function () {\n return this._polygonOffset;\n },\n set: function (value) {\n this.offsets = !!value;\n this._polygonOffset = value;\n },\n enumerable: false,\n configurable: true\n });\n State.prototype.toString = function () {\n return \"[@pixi/core:State \"\n + (\"blendMode=\" + this.blendMode + \" \")\n + (\"clockwiseFrontFace=\" + this.clockwiseFrontFace + \" \")\n + (\"culling=\" + this.culling + \" \")\n + (\"depthMask=\" + this.depthMask + \" \")\n + (\"polygonOffset=\" + this.polygonOffset)\n + \"]\";\n };\n State.for2d = function () {\n var state = new State();\n state.depthTest = false;\n state.blend = true;\n return state;\n };\n return State;\n}());\n\nvar defaultFragment$1 = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n gl_FragColor = texture2D(uSampler, vTextureCoord);\\n}\\n\";\n\nvar defaultVertex$2 = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n gl_Position = filterVertexPosition();\\n vTextureCoord = filterTextureCoord();\\n}\\n\";\n\n/**\n * A filter is a special shader that applies post-processing effects to an input texture and writes into an output\n * render-target.\n *\n * {@link http://pixijs.io/examples/#/filters/blur-filter.js Example} of the\n * {@link PIXI.filters.BlurFilter BlurFilter}.\n *\n * ### Usage\n * Filters can be applied to any DisplayObject or Container.\n * PixiJS' `FilterSystem` renders the container into temporary Framebuffer,\n * then filter renders it to the screen.\n * Multiple filters can be added to the `filters` array property and stacked on each other.\n *\n * ```\n * const filter = new PIXI.Filter(myShaderVert, myShaderFrag, { myUniform: 0.5 });\n * const container = new PIXI.Container();\n * container.filters = [filter];\n * ```\n *\n * ### Previous Version Differences\n *\n * In PixiJS **v3**, a filter was always applied to _whole screen_.\n *\n * In PixiJS **v4**, a filter can be applied _only part of the screen_.\n * Developers had to create a set of uniforms to deal with coordinates.\n *\n * In PixiJS **v5** combines _both approaches_.\n * Developers can use normal coordinates of v3 and then allow filter to use partial Framebuffers,\n * bringing those extra uniforms into account.\n *\n * Also be aware that we have changed default vertex shader, please consult\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * ### Frames\n *\n * The following table summarizes the coordinate spaces used in the filtering pipeline:\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n *
                                                                        Coordinate SpaceDescription
                                                                        Texture Coordinates\n * The texture (or UV) coordinates in the input base-texture's space. These are normalized into the (0,1) range along\n * both axes.\n *
                                                                        World Space\n * A point in the same space as the world bounds of any display-object (i.e. in the scene graph's space).\n *
                                                                        Physical Pixels\n * This is base-texture's space with the origin on the top-left. You can calculate these by multiplying the texture\n * coordinates by the dimensions of the texture.\n *
                                                                        \n *\n * ### Built-in Uniforms\n *\n * PixiJS viewport uses screen (CSS) coordinates, `(0, 0, renderer.screen.width, renderer.screen.height)`,\n * and `projectionMatrix` uniform maps it to the gl viewport.\n *\n * **uSampler**\n *\n * The most important uniform is the input texture that container was rendered into.\n * _Important note: as with all Framebuffers in PixiJS, both input and output are\n * premultiplied by alpha._\n *\n * By default, input normalized coordinates are passed to fragment shader with `vTextureCoord`.\n * Use it to sample the input.\n *\n * ```\n * const fragment = `\n * varying vec2 vTextureCoord;\n * uniform sampler2D uSampler;\n * void main(void)\n * {\n * gl_FragColor = texture2D(uSampler, vTextureCoord);\n * }\n * `;\n *\n * const myFilter = new PIXI.Filter(null, fragment);\n * ```\n *\n * This filter is just one uniform less than {@link PIXI.filters.AlphaFilter AlphaFilter}.\n *\n * **outputFrame**\n *\n * The `outputFrame` holds the rectangle where filter is applied in screen (CSS) coordinates.\n * It's the same as `renderer.screen` for a fullscreen filter.\n * Only a part of `outputFrame.zw` size of temporary Framebuffer is used,\n * `(0, 0, outputFrame.width, outputFrame.height)`,\n *\n * Filters uses this quad to normalized (0-1) space, its passed into `aVertexPosition` attribute.\n * To calculate vertex position in screen space using normalized (0-1) space:\n *\n * ```\n * vec4 filterVertexPosition( void )\n * {\n * vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n * return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n * }\n * ```\n *\n * **inputSize**\n *\n * Temporary framebuffer is different, it can be either the size of screen, either power-of-two.\n * The `inputSize.xy` are size of temporary framebuffer that holds input.\n * The `inputSize.zw` is inverted, it's a shortcut to evade division inside the shader.\n *\n * Set `inputSize.xy = outputFrame.zw` for a fullscreen filter.\n *\n * To calculate input normalized coordinate, you have to map it to filter normalized space.\n * Multiply by `outputFrame.zw` to get input coordinate.\n * Divide by `inputSize.xy` to get input normalized coordinate.\n *\n * ```\n * vec2 filterTextureCoord( void )\n * {\n * return aVertexPosition * (outputFrame.zw * inputSize.zw); // same as /inputSize.xy\n * }\n * ```\n * **resolution**\n *\n * The `resolution` is the ratio of screen (CSS) pixels to real pixels.\n *\n * **inputPixel**\n *\n * `inputPixel.xy` is the size of framebuffer in real pixels, same as `inputSize.xy * resolution`\n * `inputPixel.zw` is inverted `inputPixel.xy`.\n *\n * It's handy for filters that use neighbour pixels, like {@link PIXI.filters.FXAAFilter FXAAFilter}.\n *\n * **inputClamp**\n *\n * If you try to get info from outside of used part of Framebuffer - you'll get undefined behaviour.\n * For displacements, coordinates has to be clamped.\n *\n * The `inputClamp.xy` is left-top pixel center, you may ignore it, because we use left-top part of Framebuffer\n * `inputClamp.zw` is bottom-right pixel center.\n *\n * ```\n * vec4 color = texture2D(uSampler, clamp(modifiedTextureCoord, inputClamp.xy, inputClamp.zw))\n * ```\n * OR\n * ```\n * vec4 color = texture2D(uSampler, min(modifigedTextureCoord, inputClamp.zw))\n * ```\n *\n * ### Additional Information\n *\n * Complete documentation on Filter usage is located in the\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * Since PixiJS only had a handful of built-in filters, additional filters can be downloaded\n * {@link https://github.com/pixijs/pixi-filters here} from the PixiJS Filters repository.\n * @memberof PIXI\n */\nvar Filter = /** @class */ (function (_super) {\n __extends(Filter, _super);\n /**\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n */\n function Filter(vertexSrc, fragmentSrc, uniforms) {\n var _this = this;\n var program = Program.from(vertexSrc || Filter.defaultVertexSrc, fragmentSrc || Filter.defaultFragmentSrc);\n _this = _super.call(this, program, uniforms) || this;\n _this.padding = 0;\n _this.resolution = settings.FILTER_RESOLUTION;\n _this.multisample = settings.FILTER_MULTISAMPLE;\n _this.enabled = true;\n _this.autoFit = true;\n _this.state = new State();\n return _this;\n }\n /**\n * Applies the filter\n * @param {PIXI.FilterSystem} filterManager - The renderer to retrieve the filter from\n * @param {PIXI.RenderTexture} input - The input render target.\n * @param {PIXI.RenderTexture} output - The target to output to.\n * @param {PIXI.CLEAR_MODES} [clearMode] - Should the output be cleared before rendering to it.\n * @param {object} [_currentState] - It's current state of filter.\n * There are some useful properties in the currentState :\n * target, filters, sourceFrame, destinationFrame, renderTarget, resolution\n */\n Filter.prototype.apply = function (filterManager, input, output, clearMode, _currentState) {\n // do as you please!\n filterManager.applyFilter(this, input, output, clearMode);\n // or just do a regular render..\n };\n Object.defineProperty(Filter.prototype, \"blendMode\", {\n /**\n * Sets the blend mode of the filter.\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get: function () {\n return this.state.blendMode;\n },\n set: function (value) {\n this.state.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter.prototype, \"resolution\", {\n /**\n * The resolution of the filter. Setting this to be lower will lower the quality but\n * increase the performance of the filter.\n */\n get: function () {\n return this._resolution;\n },\n set: function (value) {\n this._resolution = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source\n * @constant\n */\n get: function () {\n return defaultVertex$2;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter, \"defaultFragmentSrc\", {\n /**\n * The default fragment shader source\n * @constant\n */\n get: function () {\n return defaultFragment$1;\n },\n enumerable: false,\n configurable: true\n });\n return Filter;\n}(Shader));\n\nvar vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 otherMatrix;\\n\\nvarying vec2 vMaskCoord;\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\\n}\\n\";\n\nvar fragment = \"varying vec2 vMaskCoord;\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform sampler2D mask;\\nuniform float alpha;\\nuniform float npmAlpha;\\nuniform vec4 maskClamp;\\n\\nvoid main(void)\\n{\\n float clip = step(3.5,\\n step(maskClamp.x, vMaskCoord.x) +\\n step(maskClamp.y, vMaskCoord.y) +\\n step(vMaskCoord.x, maskClamp.z) +\\n step(vMaskCoord.y, maskClamp.w));\\n\\n vec4 original = texture2D(uSampler, vTextureCoord);\\n vec4 masky = texture2D(mask, vMaskCoord);\\n float alphaMul = 1.0 - npmAlpha * (1.0 - masky.a);\\n\\n original *= (alphaMul * masky.r * alpha * clip);\\n\\n gl_FragColor = original;\\n}\\n\";\n\nvar tempMat = new Matrix();\n/**\n * Class controls uv mapping from Texture normal space to BaseTexture normal space.\n *\n * Takes `trim` and `rotate` into account. May contain clamp settings for Meshes and TilingSprite.\n *\n * Can be used in Texture `uvMatrix` field, or separately, you can use different clamp settings on the same texture.\n * If you want to add support for texture region of certain feature or filter, that's what you're looking for.\n *\n * Takes track of Texture changes through `_lastTextureID` private field.\n * Use `update()` method call to track it from outside.\n * @see PIXI.Texture\n * @see PIXI.Mesh\n * @see PIXI.TilingSprite\n * @memberof PIXI\n */\nvar TextureMatrix = /** @class */ (function () {\n /**\n * @param texture - observed texture\n * @param clampMargin - Changes frame clamping, 0.5 by default. Use -0.5 for extra border.\n */\n function TextureMatrix(texture, clampMargin) {\n this._texture = texture;\n this.mapCoord = new Matrix();\n this.uClampFrame = new Float32Array(4);\n this.uClampOffset = new Float32Array(2);\n this._textureID = -1;\n this._updateID = 0;\n this.clampOffset = 0;\n this.clampMargin = (typeof clampMargin === 'undefined') ? 0.5 : clampMargin;\n this.isSimple = false;\n }\n Object.defineProperty(TextureMatrix.prototype, \"texture\", {\n /** Texture property. */\n get: function () {\n return this._texture;\n },\n set: function (value) {\n this._texture = value;\n this._textureID = -1;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Multiplies uvs array to transform\n * @param uvs - mesh uvs\n * @param [out=uvs] - output\n * @returns - output\n */\n TextureMatrix.prototype.multiplyUvs = function (uvs, out) {\n if (out === undefined) {\n out = uvs;\n }\n var mat = this.mapCoord;\n for (var i = 0; i < uvs.length; i += 2) {\n var x = uvs[i];\n var y = uvs[i + 1];\n out[i] = (x * mat.a) + (y * mat.c) + mat.tx;\n out[i + 1] = (x * mat.b) + (y * mat.d) + mat.ty;\n }\n return out;\n };\n /**\n * Updates matrices if texture was changed.\n * @param [forceUpdate=false] - if true, matrices will be updated any case\n * @returns - Whether or not it was updated\n */\n TextureMatrix.prototype.update = function (forceUpdate) {\n var tex = this._texture;\n if (!tex || !tex.valid) {\n return false;\n }\n if (!forceUpdate\n && this._textureID === tex._updateID) {\n return false;\n }\n this._textureID = tex._updateID;\n this._updateID++;\n var uvs = tex._uvs;\n this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0);\n var orig = tex.orig;\n var trim = tex.trim;\n if (trim) {\n tempMat.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height);\n this.mapCoord.append(tempMat);\n }\n var texBase = tex.baseTexture;\n var frame = this.uClampFrame;\n var margin = this.clampMargin / texBase.resolution;\n var offset = this.clampOffset;\n frame[0] = (tex._frame.x + margin + offset) / texBase.width;\n frame[1] = (tex._frame.y + margin + offset) / texBase.height;\n frame[2] = (tex._frame.x + tex._frame.width - margin + offset) / texBase.width;\n frame[3] = (tex._frame.y + tex._frame.height - margin + offset) / texBase.height;\n this.uClampOffset[0] = offset / texBase.realWidth;\n this.uClampOffset[1] = offset / texBase.realHeight;\n this.isSimple = tex._frame.width === texBase.width\n && tex._frame.height === texBase.height\n && tex.rotate === 0;\n return true;\n };\n return TextureMatrix;\n}());\n\n/**\n * This handles a Sprite acting as a mask, as opposed to a Graphic.\n *\n * WebGL only.\n * @memberof PIXI\n */\nvar SpriteMaskFilter = /** @class */ (function (_super) {\n __extends(SpriteMaskFilter, _super);\n /** @ignore */\n function SpriteMaskFilter(vertexSrc, fragmentSrc, uniforms) {\n var _this = this;\n var sprite = null;\n if (typeof vertexSrc !== 'string' && fragmentSrc === undefined && uniforms === undefined) {\n sprite = vertexSrc;\n vertexSrc = undefined;\n fragmentSrc = undefined;\n uniforms = undefined;\n }\n _this = _super.call(this, vertexSrc || vertex, fragmentSrc || fragment, uniforms) || this;\n _this.maskSprite = sprite;\n _this.maskMatrix = new Matrix();\n return _this;\n }\n Object.defineProperty(SpriteMaskFilter.prototype, \"maskSprite\", {\n /**\n * Sprite mask\n * @type {PIXI.DisplayObject}\n */\n get: function () {\n return this._maskSprite;\n },\n set: function (value) {\n this._maskSprite = value;\n if (this._maskSprite) {\n this._maskSprite.renderable = false;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Applies the filter\n * @param filterManager - The renderer to retrieve the filter from\n * @param input - The input render target.\n * @param output - The target to output to.\n * @param clearMode - Should the output be cleared before rendering to it.\n */\n SpriteMaskFilter.prototype.apply = function (filterManager, input, output, clearMode) {\n var maskSprite = this._maskSprite;\n var tex = maskSprite._texture;\n if (!tex.valid) {\n return;\n }\n if (!tex.uvMatrix) {\n // margin = 0.0, let it bleed a bit, shader code becomes easier\n // assuming that atlas textures were made with 1-pixel padding\n tex.uvMatrix = new TextureMatrix(tex, 0.0);\n }\n tex.uvMatrix.update();\n this.uniforms.npmAlpha = tex.baseTexture.alphaMode ? 0.0 : 1.0;\n this.uniforms.mask = tex;\n // get _normalized sprite texture coords_ and convert them to _normalized atlas texture coords_ with `prepend`\n this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite)\n .prepend(tex.uvMatrix.mapCoord);\n this.uniforms.alpha = maskSprite.worldAlpha;\n this.uniforms.maskClamp = tex.uvMatrix.uClampFrame;\n filterManager.applyFilter(this, input, output, clearMode);\n };\n return SpriteMaskFilter;\n}(Filter));\n\n/**\n * System plugin to the renderer to manage masks.\n *\n * There are three built-in types of masking:\n * **Scissor Masking**: Scissor masking discards pixels that are outside of a rectangle called the scissor box. It is\n * the most performant as the scissor test is inexpensive. However, it can only be used when the mask is rectangular.\n * **Stencil Masking**: Stencil masking discards pixels that don't overlap with the pixels rendered into the stencil\n * buffer. It is the next fastest option as it does not require rendering into a separate framebuffer. However, it does\n * cause the mask to be rendered **twice** for each masking operation; hence, minimize the rendering cost of your masks.\n * **Sprite Mask Filtering**: Sprite mask filtering discards pixels based on the red channel of the sprite-mask's\n * texture. (Generally, the masking texture is grayscale). Using advanced techniques, you might be able to embed this\n * type of masking in a custom shader - and hence, bypassing the masking system fully for performance wins.\n *\n * The best type of masking is auto-detected when you `push` one. To use scissor masking, you must pass in a `Graphics`\n * object with just a rectangle drawn.\n *\n * ## Mask Stacks\n *\n * In the scene graph, masks can be applied recursively, i.e. a mask can be applied during a masking operation. The mask\n * stack stores the currently applied masks in order. Each {@link PIXI.BaseRenderTexture} holds its own mask stack, i.e.\n * when you switch render-textures, the old masks only applied when you switch back to rendering to the old render-target.\n * @memberof PIXI\n */\nvar MaskSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function MaskSystem(renderer) {\n this.renderer = renderer;\n this.enableScissor = true;\n this.alphaMaskPool = [];\n this.maskDataPool = [];\n this.maskStack = [];\n this.alphaMaskIndex = 0;\n }\n /**\n * Changes the mask stack that is used by this System.\n * @param maskStack - The mask stack\n */\n MaskSystem.prototype.setMaskStack = function (maskStack) {\n this.maskStack = maskStack;\n this.renderer.scissor.setMaskStack(maskStack);\n this.renderer.stencil.setMaskStack(maskStack);\n };\n /**\n * Enables the mask and appends it to the current mask stack.\n *\n * NOTE: The batch renderer should be flushed beforehand to prevent pending renders from being masked.\n * @param {PIXI.DisplayObject} target - Display Object to push the mask to\n * @param {PIXI.MaskData|PIXI.Sprite|PIXI.Graphics|PIXI.DisplayObject} maskDataOrTarget - The masking data.\n */\n MaskSystem.prototype.push = function (target, maskDataOrTarget) {\n var maskData = maskDataOrTarget;\n if (!maskData.isMaskData) {\n var d = this.maskDataPool.pop() || new MaskData();\n d.pooled = true;\n d.maskObject = maskDataOrTarget;\n maskData = d;\n }\n var maskAbove = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null;\n maskData.copyCountersOrReset(maskAbove);\n maskData._colorMask = maskAbove ? maskAbove._colorMask : 0xf;\n if (maskData.autoDetect) {\n this.detect(maskData);\n }\n maskData._target = target;\n if (maskData.type !== MASK_TYPES.SPRITE) {\n this.maskStack.push(maskData);\n }\n if (maskData.enabled) {\n switch (maskData.type) {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.push(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.push(maskData);\n break;\n case MASK_TYPES.SPRITE:\n maskData.copyCountersOrReset(null);\n this.pushSpriteMask(maskData);\n break;\n case MASK_TYPES.COLOR:\n this.pushColorMask(maskData);\n break;\n }\n }\n if (maskData.type === MASK_TYPES.SPRITE) {\n this.maskStack.push(maskData);\n }\n };\n /**\n * Removes the last mask from the mask stack and doesn't return it.\n *\n * NOTE: The batch renderer should be flushed beforehand to render the masked contents before the mask is removed.\n * @param {PIXI.IMaskTarget} target - Display Object to pop the mask from\n */\n MaskSystem.prototype.pop = function (target) {\n var maskData = this.maskStack.pop();\n if (!maskData || maskData._target !== target) {\n // TODO: add an assert when we have it\n return;\n }\n if (maskData.enabled) {\n switch (maskData.type) {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.pop(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.pop(maskData.maskObject);\n break;\n case MASK_TYPES.SPRITE:\n this.popSpriteMask(maskData);\n break;\n case MASK_TYPES.COLOR:\n this.popColorMask(maskData);\n break;\n }\n }\n maskData.reset();\n if (maskData.pooled) {\n this.maskDataPool.push(maskData);\n }\n if (this.maskStack.length !== 0) {\n var maskCurrent = this.maskStack[this.maskStack.length - 1];\n if (maskCurrent.type === MASK_TYPES.SPRITE && maskCurrent._filters) {\n maskCurrent._filters[0].maskSprite = maskCurrent.maskObject;\n }\n }\n };\n /**\n * Sets type of MaskData based on its maskObject.\n * @param maskData\n */\n MaskSystem.prototype.detect = function (maskData) {\n var maskObject = maskData.maskObject;\n if (!maskObject) {\n maskData.type = MASK_TYPES.COLOR;\n }\n else if (maskObject.isSprite) {\n maskData.type = MASK_TYPES.SPRITE;\n }\n else if (this.enableScissor && this.renderer.scissor.testScissor(maskData)) {\n maskData.type = MASK_TYPES.SCISSOR;\n }\n else {\n maskData.type = MASK_TYPES.STENCIL;\n }\n };\n /**\n * Applies the Mask and adds it to the current filter stack.\n * @param maskData - Sprite to be used as the mask.\n */\n MaskSystem.prototype.pushSpriteMask = function (maskData) {\n var _a, _b;\n var maskObject = maskData.maskObject;\n var target = maskData._target;\n var alphaMaskFilter = maskData._filters;\n if (!alphaMaskFilter) {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex];\n if (!alphaMaskFilter) {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter()];\n }\n }\n var renderer = this.renderer;\n var renderTextureSystem = renderer.renderTexture;\n var resolution;\n var multisample;\n if (renderTextureSystem.current) {\n var renderTexture = renderTextureSystem.current;\n resolution = maskData.resolution || renderTexture.resolution;\n multisample = (_a = maskData.multisample) !== null && _a !== void 0 ? _a : renderTexture.multisample;\n }\n else {\n resolution = maskData.resolution || renderer.resolution;\n multisample = (_b = maskData.multisample) !== null && _b !== void 0 ? _b : renderer.multisample;\n }\n alphaMaskFilter[0].resolution = resolution;\n alphaMaskFilter[0].multisample = multisample;\n alphaMaskFilter[0].maskSprite = maskObject;\n var stashFilterArea = target.filterArea;\n target.filterArea = maskObject.getBounds(true);\n renderer.filter.push(target, alphaMaskFilter);\n target.filterArea = stashFilterArea;\n if (!maskData._filters) {\n this.alphaMaskIndex++;\n }\n };\n /**\n * Removes the last filter from the filter stack and doesn't return it.\n * @param maskData - Sprite to be used as the mask.\n */\n MaskSystem.prototype.popSpriteMask = function (maskData) {\n this.renderer.filter.pop();\n if (maskData._filters) {\n maskData._filters[0].maskSprite = null;\n }\n else {\n this.alphaMaskIndex--;\n this.alphaMaskPool[this.alphaMaskIndex][0].maskSprite = null;\n }\n };\n /**\n * Pushes the color mask.\n * @param maskData - The mask data\n */\n MaskSystem.prototype.pushColorMask = function (maskData) {\n var currColorMask = maskData._colorMask;\n var nextColorMask = maskData._colorMask = currColorMask & maskData.colorMask;\n if (nextColorMask !== currColorMask) {\n this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0);\n }\n };\n /**\n * Pops the color mask.\n * @param maskData - The mask data\n */\n MaskSystem.prototype.popColorMask = function (maskData) {\n var currColorMask = maskData._colorMask;\n var nextColorMask = this.maskStack.length > 0\n ? this.maskStack[this.maskStack.length - 1]._colorMask : 0xf;\n if (nextColorMask !== currColorMask) {\n this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0);\n }\n };\n MaskSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return MaskSystem;\n}());\n\n/**\n * System plugin to the renderer to manage specific types of masking operations.\n * @memberof PIXI\n */\nvar AbstractMaskSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function AbstractMaskSystem(renderer) {\n this.renderer = renderer;\n this.maskStack = [];\n this.glConst = 0;\n }\n /** Gets count of masks of certain type. */\n AbstractMaskSystem.prototype.getStackLength = function () {\n return this.maskStack.length;\n };\n /**\n * Changes the mask stack that is used by this System.\n * @param {PIXI.MaskData[]} maskStack - The mask stack\n */\n AbstractMaskSystem.prototype.setMaskStack = function (maskStack) {\n var gl = this.renderer.gl;\n var curStackLen = this.getStackLength();\n this.maskStack = maskStack;\n var newStackLen = this.getStackLength();\n if (newStackLen !== curStackLen) {\n if (newStackLen === 0) {\n gl.disable(this.glConst);\n }\n else {\n gl.enable(this.glConst);\n this._useCurrent();\n }\n }\n };\n /**\n * Setup renderer to use the current mask data.\n * @private\n */\n AbstractMaskSystem.prototype._useCurrent = function () {\n // OVERWRITE;\n };\n /** Destroys the mask stack. */\n AbstractMaskSystem.prototype.destroy = function () {\n this.renderer = null;\n this.maskStack = null;\n };\n return AbstractMaskSystem;\n}());\n\nvar tempMatrix$1 = new Matrix();\nvar rectPool = [];\n/**\n * System plugin to the renderer to manage scissor masking.\n *\n * Scissor masking discards pixels outside of a rectangle called the scissor box. The scissor box is in the framebuffer\n * viewport's space; however, the mask's rectangle is projected from world-space to viewport space automatically\n * by this system.\n * @memberof PIXI\n */\nvar ScissorSystem = /** @class */ (function (_super) {\n __extends(ScissorSystem, _super);\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n function ScissorSystem(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.glConst = settings.ADAPTER.getWebGLRenderingContext().SCISSOR_TEST;\n return _this;\n }\n ScissorSystem.prototype.getStackLength = function () {\n var maskData = this.maskStack[this.maskStack.length - 1];\n if (maskData) {\n return maskData._scissorCounter;\n }\n return 0;\n };\n /**\n * evaluates _boundsTransformed, _scissorRect for MaskData\n * @param maskData\n */\n ScissorSystem.prototype.calcScissorRect = function (maskData) {\n var _a;\n if (maskData._scissorRectLocal) {\n return;\n }\n var prevData = maskData._scissorRect;\n var maskObject = maskData.maskObject;\n var renderer = this.renderer;\n var renderTextureSystem = renderer.renderTexture;\n var rect = maskObject.getBounds(true, (_a = rectPool.pop()) !== null && _a !== void 0 ? _a : new Rectangle());\n this.roundFrameToPixels(rect, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform);\n if (prevData) {\n rect.fit(prevData);\n }\n maskData._scissorRectLocal = rect;\n };\n ScissorSystem.isMatrixRotated = function (matrix) {\n if (!matrix) {\n return false;\n }\n var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d;\n // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation\n // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0).\n return ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4)\n && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4));\n };\n /**\n * Test, whether the object can be scissor mask with current renderer projection.\n * Calls \"calcScissorRect()\" if its true.\n * @param maskData - mask data\n * @returns whether Whether the object can be scissor mask\n */\n ScissorSystem.prototype.testScissor = function (maskData) {\n var maskObject = maskData.maskObject;\n if (!maskObject.isFastRect || !maskObject.isFastRect()) {\n return false;\n }\n if (ScissorSystem.isMatrixRotated(maskObject.worldTransform)) {\n return false;\n }\n if (ScissorSystem.isMatrixRotated(this.renderer.projection.transform)) {\n return false;\n }\n this.calcScissorRect(maskData);\n var rect = maskData._scissorRectLocal;\n return rect.width > 0 && rect.height > 0;\n };\n ScissorSystem.prototype.roundFrameToPixels = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) {\n if (ScissorSystem.isMatrixRotated(transform)) {\n return;\n }\n transform = transform ? tempMatrix$1.copyFrom(transform) : tempMatrix$1.identity();\n // Get forward transform from world space to screen space\n transform\n .translate(-bindingSourceFrame.x, -bindingSourceFrame.y)\n .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height)\n .translate(bindingDestinationFrame.x, bindingDestinationFrame.y);\n // Convert frame to screen space\n this.renderer.filter.transformAABB(transform, frame);\n frame.fit(bindingDestinationFrame);\n frame.x = Math.round(frame.x * resolution);\n frame.y = Math.round(frame.y * resolution);\n frame.width = Math.round(frame.width * resolution);\n frame.height = Math.round(frame.height * resolution);\n };\n /**\n * Applies the Mask and adds it to the current stencil stack.\n * @author alvin\n * @param maskData - The mask data.\n */\n ScissorSystem.prototype.push = function (maskData) {\n if (!maskData._scissorRectLocal) {\n this.calcScissorRect(maskData);\n }\n var gl = this.renderer.gl;\n if (!maskData._scissorRect) {\n gl.enable(gl.SCISSOR_TEST);\n }\n maskData._scissorCounter++;\n maskData._scissorRect = maskData._scissorRectLocal;\n this._useCurrent();\n };\n /**\n * This should be called after a mask is popped off the mask stack. It will rebind the scissor box to be latest with the\n * last mask in the stack.\n *\n * This can also be called when you directly modify the scissor box and want to restore PixiJS state.\n * @param maskData - The mask data.\n */\n ScissorSystem.prototype.pop = function (maskData) {\n var gl = this.renderer.gl;\n if (maskData) {\n rectPool.push(maskData._scissorRectLocal);\n }\n if (this.getStackLength() > 0) {\n this._useCurrent();\n }\n else {\n gl.disable(gl.SCISSOR_TEST);\n }\n };\n /**\n * Setup renderer to use the current scissor data.\n * @private\n */\n ScissorSystem.prototype._useCurrent = function () {\n var rect = this.maskStack[this.maskStack.length - 1]._scissorRect;\n var y;\n if (this.renderer.renderTexture.current) {\n y = rect.y;\n }\n else {\n // flipY. In future we'll have it over renderTextures as an option\n y = this.renderer.height - rect.height - rect.y;\n }\n this.renderer.gl.scissor(rect.x, y, rect.width, rect.height);\n };\n return ScissorSystem;\n}(AbstractMaskSystem));\n\n/**\n * System plugin to the renderer to manage stencils (used for masks).\n * @memberof PIXI\n */\nvar StencilSystem = /** @class */ (function (_super) {\n __extends(StencilSystem, _super);\n /**\n * @param renderer - The renderer this System works for.\n */\n function StencilSystem(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.glConst = settings.ADAPTER.getWebGLRenderingContext().STENCIL_TEST;\n return _this;\n }\n StencilSystem.prototype.getStackLength = function () {\n var maskData = this.maskStack[this.maskStack.length - 1];\n if (maskData) {\n return maskData._stencilCounter;\n }\n return 0;\n };\n /**\n * Applies the Mask and adds it to the current stencil stack.\n * @param maskData - The mask data\n */\n StencilSystem.prototype.push = function (maskData) {\n var maskObject = maskData.maskObject;\n var gl = this.renderer.gl;\n var prevMaskCount = maskData._stencilCounter;\n if (prevMaskCount === 0) {\n // force use stencil texture in current framebuffer\n this.renderer.framebuffer.forceStencil();\n gl.clearStencil(0);\n gl.clear(gl.STENCIL_BUFFER_BIT);\n gl.enable(gl.STENCIL_TEST);\n }\n maskData._stencilCounter++;\n var colorMask = maskData._colorMask;\n if (colorMask !== 0) {\n maskData._colorMask = 0;\n gl.colorMask(false, false, false, false);\n }\n // Increment the reference stencil value where the new mask overlaps with the old ones.\n gl.stencilFunc(gl.EQUAL, prevMaskCount, 0xFFFFFFFF);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR);\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n if (colorMask !== 0) {\n maskData._colorMask = colorMask;\n gl.colorMask((colorMask & 1) !== 0, (colorMask & 2) !== 0, (colorMask & 4) !== 0, (colorMask & 8) !== 0);\n }\n this._useCurrent();\n };\n /**\n * Pops stencil mask. MaskData is already removed from stack\n * @param {PIXI.DisplayObject} maskObject - object of popped mask data\n */\n StencilSystem.prototype.pop = function (maskObject) {\n var gl = this.renderer.gl;\n if (this.getStackLength() === 0) {\n // the stack is empty!\n gl.disable(gl.STENCIL_TEST);\n }\n else {\n var maskData = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null;\n var colorMask = maskData ? maskData._colorMask : 0xf;\n if (colorMask !== 0) {\n maskData._colorMask = 0;\n gl.colorMask(false, false, false, false);\n }\n // Decrement the reference stencil value where the popped mask overlaps with the other ones\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR);\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n if (colorMask !== 0) {\n maskData._colorMask = colorMask;\n gl.colorMask((colorMask & 0x1) !== 0, (colorMask & 0x2) !== 0, (colorMask & 0x4) !== 0, (colorMask & 0x8) !== 0);\n }\n this._useCurrent();\n }\n };\n /**\n * Setup renderer to use the current stencil data.\n * @private\n */\n StencilSystem.prototype._useCurrent = function () {\n var gl = this.renderer.gl;\n gl.stencilFunc(gl.EQUAL, this.getStackLength(), 0xFFFFFFFF);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);\n };\n return StencilSystem;\n}(AbstractMaskSystem));\n\n/**\n * System plugin to the renderer to manage the projection matrix.\n *\n * The `projectionMatrix` is a global uniform provided to all shaders. It is used to transform points in world space to\n * normalized device coordinates.\n * @memberof PIXI\n */\nvar ProjectionSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ProjectionSystem(renderer) {\n this.renderer = renderer;\n this.destinationFrame = null;\n this.sourceFrame = null;\n this.defaultFrame = null;\n this.projectionMatrix = new Matrix();\n this.transform = null;\n }\n /**\n * Updates the projection-matrix based on the sourceFrame → destinationFrame mapping provided.\n *\n * NOTE: It is expected you call `renderer.framebuffer.setViewport(destinationFrame)` after this. This is because\n * the framebuffer viewport converts shader vertex output in normalized device coordinates to window coordinates.\n *\n * NOTE-2: {@link RenderTextureSystem#bind} updates the projection-matrix when you bind a render-texture. It is expected\n * that you dirty the current bindings when calling this manually.\n * @param destinationFrame - The rectangle in the render-target to render the contents into. If rendering to the canvas,\n * the origin is on the top-left; if rendering to a render-texture, the origin is on the bottom-left.\n * @param sourceFrame - The rectangle in world space that contains the contents being rendered.\n * @param resolution - The resolution of the render-target, which is the ratio of\n * world-space (or CSS) pixels to physical pixels.\n * @param root - Whether the render-target is the screen. This is required because rendering to textures\n * is y-flipped (i.e. upside down relative to the screen).\n */\n ProjectionSystem.prototype.update = function (destinationFrame, sourceFrame, resolution, root) {\n this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame;\n this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame;\n // Calculate object-space to clip-space projection\n this.calculateProjection(this.destinationFrame, this.sourceFrame, resolution, root);\n if (this.transform) {\n this.projectionMatrix.append(this.transform);\n }\n var renderer = this.renderer;\n renderer.globalUniforms.uniforms.projectionMatrix = this.projectionMatrix;\n renderer.globalUniforms.update();\n // this will work for now\n // but would be sweet to stick and even on the global uniforms..\n if (renderer.shader.shader) {\n renderer.shader.syncUniformGroup(renderer.shader.shader.uniforms.globals);\n }\n };\n /**\n * Calculates the `projectionMatrix` to map points inside `sourceFrame` to inside `destinationFrame`.\n * @param _destinationFrame - The destination frame in the render-target.\n * @param sourceFrame - The source frame in world space.\n * @param _resolution - The render-target's resolution, i.e. ratio of CSS to physical pixels.\n * @param root - Whether rendering into the screen. Otherwise, if rendering to a framebuffer, the projection\n * is y-flipped.\n */\n ProjectionSystem.prototype.calculateProjection = function (_destinationFrame, sourceFrame, _resolution, root) {\n var pm = this.projectionMatrix;\n var sign = !root ? 1 : -1;\n pm.identity();\n pm.a = (1 / sourceFrame.width * 2);\n pm.d = sign * (1 / sourceFrame.height * 2);\n pm.tx = -1 - (sourceFrame.x * pm.a);\n pm.ty = -sign - (sourceFrame.y * pm.d);\n };\n /**\n * Sets the transform of the active render target to the given matrix.\n * @param _matrix - The transformation matrix\n */\n ProjectionSystem.prototype.setTransform = function (_matrix) {\n // this._activeRenderTarget.transform = matrix;\n };\n ProjectionSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return ProjectionSystem;\n}());\n\n// Temporary rectangle for assigned sourceFrame or destinationFrame\nvar tempRect = new Rectangle();\n// Temporary rectangle for renderTexture destinationFrame\nvar tempRect2 = new Rectangle();\n/* eslint-disable max-len */\n/**\n * System plugin to the renderer to manage render textures.\n *\n * Should be added after FramebufferSystem\n *\n * ### Frames\n *\n * The `RenderTextureSystem` holds a sourceFrame → destinationFrame projection. The following table explains the different\n * coordinate spaces used:\n *\n * | Frame | Description | Coordinate System |\n * | ---------------------- | ---------------------------------------------------------------- | ------------------------------------------------------- |\n * | sourceFrame | The rectangle inside of which display-objects are being rendered | **World Space**: The origin on the top-left |\n * | destinationFrame | The rectangle in the render-target (canvas or texture) into which contents should be rendered | If rendering to the canvas, this is in screen space and the origin is on the top-left. If rendering to a render-texture, this is in its base-texture's space with the origin on the bottom-left. |\n * | viewportFrame | The framebuffer viewport corresponding to the destination-frame | **Window Coordinates**: The origin is always on the bottom-left. |\n * @memberof PIXI\n */\nvar RenderTextureSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function RenderTextureSystem(renderer) {\n this.renderer = renderer;\n this.clearColor = renderer._backgroundColorRgba;\n this.defaultMaskStack = [];\n this.current = null;\n this.sourceFrame = new Rectangle();\n this.destinationFrame = new Rectangle();\n this.viewportFrame = new Rectangle();\n }\n /**\n * Bind the current render texture.\n * @param renderTexture - RenderTexture to bind, by default its `null` - the screen.\n * @param sourceFrame - Part of world that is mapped to the renderTexture.\n * @param destinationFrame - Part of renderTexture, by default it has the same size as sourceFrame.\n */\n RenderTextureSystem.prototype.bind = function (renderTexture, sourceFrame, destinationFrame) {\n if (renderTexture === void 0) { renderTexture = null; }\n var renderer = this.renderer;\n this.current = renderTexture;\n var baseTexture;\n var framebuffer;\n var resolution;\n if (renderTexture) {\n baseTexture = renderTexture.baseTexture;\n resolution = baseTexture.resolution;\n if (!sourceFrame) {\n tempRect.width = renderTexture.frame.width;\n tempRect.height = renderTexture.frame.height;\n sourceFrame = tempRect;\n }\n if (!destinationFrame) {\n tempRect2.x = renderTexture.frame.x;\n tempRect2.y = renderTexture.frame.y;\n tempRect2.width = sourceFrame.width;\n tempRect2.height = sourceFrame.height;\n destinationFrame = tempRect2;\n }\n framebuffer = baseTexture.framebuffer;\n }\n else {\n resolution = renderer.resolution;\n if (!sourceFrame) {\n tempRect.width = renderer.screen.width;\n tempRect.height = renderer.screen.height;\n sourceFrame = tempRect;\n }\n if (!destinationFrame) {\n destinationFrame = tempRect;\n destinationFrame.width = sourceFrame.width;\n destinationFrame.height = sourceFrame.height;\n }\n }\n var viewportFrame = this.viewportFrame;\n viewportFrame.x = destinationFrame.x * resolution;\n viewportFrame.y = destinationFrame.y * resolution;\n viewportFrame.width = destinationFrame.width * resolution;\n viewportFrame.height = destinationFrame.height * resolution;\n if (!renderTexture) {\n viewportFrame.y = renderer.view.height - (viewportFrame.y + viewportFrame.height);\n }\n viewportFrame.ceil();\n this.renderer.framebuffer.bind(framebuffer, viewportFrame);\n this.renderer.projection.update(destinationFrame, sourceFrame, resolution, !framebuffer);\n if (renderTexture) {\n this.renderer.mask.setMaskStack(baseTexture.maskStack);\n }\n else {\n this.renderer.mask.setMaskStack(this.defaultMaskStack);\n }\n this.sourceFrame.copyFrom(sourceFrame);\n this.destinationFrame.copyFrom(destinationFrame);\n };\n /**\n * Erases the render texture and fills the drawing area with a colour.\n * @param clearColor - The color as rgba, default to use the renderer backgroundColor\n * @param [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks\n * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.\n */\n RenderTextureSystem.prototype.clear = function (clearColor, mask) {\n if (this.current) {\n clearColor = clearColor || this.current.baseTexture.clearColor;\n }\n else {\n clearColor = clearColor || this.clearColor;\n }\n var destinationFrame = this.destinationFrame;\n var baseFrame = this.current ? this.current.baseTexture : this.renderer.screen;\n var clearMask = destinationFrame.width !== baseFrame.width || destinationFrame.height !== baseFrame.height;\n if (clearMask) {\n var _a = this.viewportFrame, x = _a.x, y = _a.y, width = _a.width, height = _a.height;\n x = Math.round(x);\n y = Math.round(y);\n width = Math.round(width);\n height = Math.round(height);\n // TODO: ScissorSystem should cache whether the scissor test is enabled or not.\n this.renderer.gl.enable(this.renderer.gl.SCISSOR_TEST);\n this.renderer.gl.scissor(x, y, width, height);\n }\n this.renderer.framebuffer.clear(clearColor[0], clearColor[1], clearColor[2], clearColor[3], mask);\n if (clearMask) {\n // Restore the scissor box\n this.renderer.scissor.pop();\n }\n };\n RenderTextureSystem.prototype.resize = function () {\n // resize the root only!\n this.bind(null);\n };\n /** Resets render-texture state. */\n RenderTextureSystem.prototype.reset = function () {\n this.bind(null);\n };\n RenderTextureSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return RenderTextureSystem;\n}());\n\nfunction uboUpdate(_ud, _uv, _renderer, _syncData, buffer) {\n _renderer.buffer.update(buffer);\n}\n// cv = CachedValue\n// v = value\n// ud = uniformData\n// uv = uniformValue\n// l = location\nvar UBO_TO_SINGLE_SETTERS = {\n float: \"\\n data[offset] = v;\\n \",\n vec2: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n \",\n vec3: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n\\n \",\n vec4: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n data[offset+3] = v[3];\\n \",\n mat2: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n\\n data[offset+4] = v[2];\\n data[offset+5] = v[3];\\n \",\n mat3: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n\\n data[offset + 4] = v[3];\\n data[offset + 5] = v[4];\\n data[offset + 6] = v[5];\\n\\n data[offset + 8] = v[6];\\n data[offset + 9] = v[7];\\n data[offset + 10] = v[8];\\n \",\n mat4: \"\\n for(var i = 0; i < 16; i++)\\n {\\n data[offset + i] = v[i];\\n }\\n \"\n};\nvar GLSL_TO_STD40_SIZE = {\n float: 4,\n vec2: 8,\n vec3: 12,\n vec4: 16,\n int: 4,\n ivec2: 8,\n ivec3: 12,\n ivec4: 16,\n uint: 4,\n uvec2: 8,\n uvec3: 12,\n uvec4: 16,\n bool: 4,\n bvec2: 8,\n bvec3: 12,\n bvec4: 16,\n mat2: 16 * 2,\n mat3: 16 * 3,\n mat4: 16 * 4,\n};\n/**\n * logic originally from here: https://github.com/sketchpunk/FunWithWebGL2/blob/master/lesson_022/Shaders.js\n * rewrote it, but this was a great starting point to get a solid understanding of whats going on :)\n * @ignore\n * @param uniformData\n */\nfunction createUBOElements(uniformData) {\n var uboElements = uniformData.map(function (data) {\n return ({\n data: data,\n offset: 0,\n dataLen: 0,\n dirty: 0\n });\n });\n var size = 0;\n var chunkSize = 0;\n var offset = 0;\n for (var i = 0; i < uboElements.length; i++) {\n var uboElement = uboElements[i];\n size = GLSL_TO_STD40_SIZE[uboElement.data.type];\n if (uboElement.data.size > 1) {\n size = Math.max(size, 16) * uboElement.data.size;\n }\n uboElement.dataLen = size;\n // add some size offset..\n // must align to the nearest 16 bytes or internally nearest round size\n if (chunkSize % size !== 0 && chunkSize < 16) {\n // diff required to line up..\n var lineUpValue = (chunkSize % size) % 16;\n chunkSize += lineUpValue;\n offset += lineUpValue;\n }\n if ((chunkSize + size) > 16) {\n offset = Math.ceil(offset / 16) * 16;\n uboElement.offset = offset;\n offset += size;\n chunkSize = size;\n }\n else {\n uboElement.offset = offset;\n chunkSize += size;\n offset += size;\n }\n }\n offset = Math.ceil(offset / 16) * 16;\n return { uboElements: uboElements, size: offset };\n}\nfunction getUBOData(uniforms, uniformData) {\n var usedUniformDatas = [];\n // build..\n for (var i in uniforms) {\n if (uniformData[i]) {\n usedUniformDatas.push(uniformData[i]);\n }\n }\n // sort them out by index!\n usedUniformDatas.sort(function (a, b) { return a.index - b.index; });\n return usedUniformDatas;\n}\nfunction generateUniformBufferSync(group, uniformData) {\n if (!group.autoManage) {\n // if the group is nott automatically managed, we don't need to generate a special function for it...\n return { size: 0, syncFunc: uboUpdate };\n }\n var usedUniformDatas = getUBOData(group.uniforms, uniformData);\n var _a = createUBOElements(usedUniformDatas), uboElements = _a.uboElements, size = _a.size;\n var funcFragments = [\"\\n var v = null;\\n var v2 = null;\\n var cv = null;\\n var t = 0;\\n var gl = renderer.gl\\n var index = 0;\\n var data = buffer.data;\\n \"];\n for (var i = 0; i < uboElements.length; i++) {\n var uboElement = uboElements[i];\n var uniform = group.uniforms[uboElement.data.name];\n var name = uboElement.data.name;\n var parsed = false;\n for (var j = 0; j < uniformParsers.length; j++) {\n var uniformParser = uniformParsers[j];\n if (uniformParser.codeUbo && uniformParser.test(uboElement.data, uniform)) {\n funcFragments.push(\"offset = \" + uboElement.offset / 4 + \";\", uniformParsers[j].codeUbo(uboElement.data.name, uniform));\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n if (uboElement.data.size > 1) {\n var size_1 = mapSize(uboElement.data.type);\n var rowSize = Math.max(GLSL_TO_STD40_SIZE[uboElement.data.type] / 16, 1);\n var elementSize = size_1 / rowSize;\n var remainder = (4 - (elementSize % 4)) % 4;\n funcFragments.push(\"\\n cv = ud.\" + name + \".value;\\n v = uv.\" + name + \";\\n offset = \" + uboElement.offset / 4 + \";\\n\\n t = 0;\\n\\n for(var i=0; i < \" + uboElement.data.size * rowSize + \"; i++)\\n {\\n for(var j = 0; j < \" + elementSize + \"; j++)\\n {\\n data[offset++] = v[t++];\\n }\\n offset += \" + remainder + \";\\n }\\n\\n \");\n }\n else {\n var template = UBO_TO_SINGLE_SETTERS[uboElement.data.type];\n funcFragments.push(\"\\n cv = ud.\" + name + \".value;\\n v = uv.\" + name + \";\\n offset = \" + uboElement.offset / 4 + \";\\n \" + template + \";\\n \");\n }\n }\n }\n funcFragments.push(\"\\n renderer.buffer.update(buffer);\\n \");\n return {\n size: size,\n // eslint-disable-next-line no-new-func\n syncFunc: new Function('ud', 'uv', 'renderer', 'syncData', 'buffer', funcFragments.join('\\n'))\n };\n}\n\n/**\n * @private\n */\nvar IGLUniformData = /** @class */ (function () {\n function IGLUniformData() {\n }\n return IGLUniformData;\n}());\n/**\n * Helper class to create a WebGL Program\n * @memberof PIXI\n */\nvar GLProgram = /** @class */ (function () {\n /**\n * Makes a new Pixi program.\n * @param program - webgl program\n * @param uniformData - uniforms\n */\n function GLProgram(program, uniformData) {\n this.program = program;\n this.uniformData = uniformData;\n this.uniformGroups = {};\n this.uniformDirtyGroups = {};\n this.uniformBufferBindings = {};\n }\n /** Destroys this program. */\n GLProgram.prototype.destroy = function () {\n this.uniformData = null;\n this.uniformGroups = null;\n this.uniformDirtyGroups = null;\n this.uniformBufferBindings = null;\n this.program = null;\n };\n return GLProgram;\n}());\n\n/**\n * returns the attribute data from the program\n * @private\n * @param {WebGLProgram} [program] - the WebGL program\n * @param {WebGLRenderingContext} [gl] - the WebGL context\n * @returns {object} the attribute data for this program\n */\nfunction getAttributeData(program, gl) {\n var attributes = {};\n var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);\n for (var i = 0; i < totalAttributes; i++) {\n var attribData = gl.getActiveAttrib(program, i);\n if (attribData.name.indexOf('gl_') === 0) {\n continue;\n }\n var type = mapType(gl, attribData.type);\n var data = {\n type: type,\n name: attribData.name,\n size: mapSize(type),\n location: gl.getAttribLocation(program, attribData.name),\n };\n attributes[attribData.name] = data;\n }\n return attributes;\n}\n\n/**\n * returns the uniform data from the program\n * @private\n * @param program - the webgl program\n * @param gl - the WebGL context\n * @returns {object} the uniform data for this program\n */\nfunction getUniformData(program, gl) {\n var uniforms = {};\n var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);\n for (var i = 0; i < totalUniforms; i++) {\n var uniformData = gl.getActiveUniform(program, i);\n var name = uniformData.name.replace(/\\[.*?\\]$/, '');\n var isArray = !!(uniformData.name.match(/\\[.*?\\]$/));\n var type = mapType(gl, uniformData.type);\n uniforms[name] = {\n name: name,\n index: i,\n type: type,\n size: uniformData.size,\n isArray: isArray,\n value: defaultValue(type, uniformData.size),\n };\n }\n return uniforms;\n}\n\n/**\n * generates a WebGL Program object from a high level Pixi Program.\n * @param gl - a rendering context on which to generate the program\n * @param program - the high level Pixi Program.\n */\nfunction generateProgram(gl, program) {\n var glVertShader = compileShader(gl, gl.VERTEX_SHADER, program.vertexSrc);\n var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, program.fragmentSrc);\n var webGLProgram = gl.createProgram();\n gl.attachShader(webGLProgram, glVertShader);\n gl.attachShader(webGLProgram, glFragShader);\n gl.linkProgram(webGLProgram);\n if (!gl.getProgramParameter(webGLProgram, gl.LINK_STATUS)) {\n logProgramError(gl, webGLProgram, glVertShader, glFragShader);\n }\n program.attributeData = getAttributeData(webGLProgram, gl);\n program.uniformData = getUniformData(webGLProgram, gl);\n // GLSL 1.00: bind attributes sorted by name in ascending order\n // GLSL 3.00: don't change the attribute locations that where chosen by the compiler\n // or assigned by the layout specifier in the shader source code\n if (!(/^[ \\t]*#[ \\t]*version[ \\t]+300[ \\t]+es[ \\t]*$/m).test(program.vertexSrc)) {\n var keys = Object.keys(program.attributeData);\n keys.sort(function (a, b) { return (a > b) ? 1 : -1; }); // eslint-disable-line no-confusing-arrow\n for (var i = 0; i < keys.length; i++) {\n program.attributeData[keys[i]].location = i;\n gl.bindAttribLocation(webGLProgram, i, keys[i]);\n }\n gl.linkProgram(webGLProgram);\n }\n gl.deleteShader(glVertShader);\n gl.deleteShader(glFragShader);\n var uniformData = {};\n for (var i in program.uniformData) {\n var data = program.uniformData[i];\n uniformData[i] = {\n location: gl.getUniformLocation(webGLProgram, i),\n value: defaultValue(data.type, data.size),\n };\n }\n var glProgram = new GLProgram(webGLProgram, uniformData);\n return glProgram;\n}\n\nvar UID = 0;\n// default sync data so we don't create a new one each time!\nvar defaultSyncData = { textureCount: 0, uboCount: 0 };\n/**\n * System plugin to the renderer to manage shaders.\n * @memberof PIXI\n */\nvar ShaderSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ShaderSystem(renderer) {\n this.destroyed = false;\n this.renderer = renderer;\n // Validation check that this environment support `new Function`\n this.systemCheck();\n this.gl = null;\n this.shader = null;\n this.program = null;\n this.cache = {};\n this._uboCache = {};\n this.id = UID++;\n }\n /**\n * Overrideable function by `@pixi/unsafe-eval` to silence\n * throwing an error if platform doesn't support unsafe-evals.\n * @private\n */\n ShaderSystem.prototype.systemCheck = function () {\n if (!unsafeEvalSupported()) {\n throw new Error('Current environment does not allow unsafe-eval, '\n + 'please use @pixi/unsafe-eval module to enable support.');\n }\n };\n ShaderSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.reset();\n };\n /**\n * Changes the current shader to the one given in parameter.\n * @param shader - the new shader\n * @param dontSync - false if the shader should automatically sync its uniforms.\n * @returns the glProgram that belongs to the shader.\n */\n ShaderSystem.prototype.bind = function (shader, dontSync) {\n shader.uniforms.globals = this.renderer.globalUniforms;\n var program = shader.program;\n var glProgram = program.glPrograms[this.renderer.CONTEXT_UID] || this.generateProgram(shader);\n this.shader = shader;\n // TODO - some current Pixi plugins bypass this.. so it not safe to use yet..\n if (this.program !== program) {\n this.program = program;\n this.gl.useProgram(glProgram.program);\n }\n if (!dontSync) {\n defaultSyncData.textureCount = 0;\n defaultSyncData.uboCount = 0;\n this.syncUniformGroup(shader.uniformGroup, defaultSyncData);\n }\n return glProgram;\n };\n /**\n * Uploads the uniforms values to the currently bound shader.\n * @param uniforms - the uniforms values that be applied to the current shader\n */\n ShaderSystem.prototype.setUniforms = function (uniforms) {\n var shader = this.shader.program;\n var glProgram = shader.glPrograms[this.renderer.CONTEXT_UID];\n shader.syncUniforms(glProgram.uniformData, uniforms, this.renderer);\n };\n /* eslint-disable @typescript-eslint/explicit-module-boundary-types */\n /**\n * Syncs uniforms on the group\n * @param group - the uniform group to sync\n * @param syncData - this is data that is passed to the sync function and any nested sync functions\n */\n ShaderSystem.prototype.syncUniformGroup = function (group, syncData) {\n var glProgram = this.getGlProgram();\n if (!group.static || group.dirtyId !== glProgram.uniformDirtyGroups[group.id]) {\n glProgram.uniformDirtyGroups[group.id] = group.dirtyId;\n this.syncUniforms(group, glProgram, syncData);\n }\n };\n /**\n * Overrideable by the @pixi/unsafe-eval package to use static syncUniforms instead.\n * @param group\n * @param glProgram\n * @param syncData\n */\n ShaderSystem.prototype.syncUniforms = function (group, glProgram, syncData) {\n var syncFunc = group.syncUniforms[this.shader.program.id] || this.createSyncGroups(group);\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer, syncData);\n };\n ShaderSystem.prototype.createSyncGroups = function (group) {\n var id = this.getSignature(group, this.shader.program.uniformData, 'u');\n if (!this.cache[id]) {\n this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData);\n }\n group.syncUniforms[this.shader.program.id] = this.cache[id];\n return group.syncUniforms[this.shader.program.id];\n };\n /**\n * Syncs uniform buffers\n * @param group - the uniform buffer group to sync\n * @param name - the name of the uniform buffer\n */\n ShaderSystem.prototype.syncUniformBufferGroup = function (group, name) {\n var glProgram = this.getGlProgram();\n if (!group.static || group.dirtyId !== 0 || !glProgram.uniformGroups[group.id]) {\n group.dirtyId = 0;\n var syncFunc = glProgram.uniformGroups[group.id]\n || this.createSyncBufferGroup(group, glProgram, name);\n // TODO wrap update in a cache??\n group.buffer.update();\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer, defaultSyncData, group.buffer);\n }\n this.renderer.buffer.bindBufferBase(group.buffer, glProgram.uniformBufferBindings[name]);\n };\n /**\n * Will create a function that uploads a uniform buffer using the STD140 standard.\n * The upload function will then be cached for future calls\n * If a group is manually managed, then a simple upload function is generated\n * @param group - the uniform buffer group to sync\n * @param glProgram - the gl program to attach the uniform bindings to\n * @param name - the name of the uniform buffer (must exist on the shader)\n */\n ShaderSystem.prototype.createSyncBufferGroup = function (group, glProgram, name) {\n var gl = this.renderer.gl;\n this.renderer.buffer.bind(group.buffer);\n // bind them...\n var uniformBlockIndex = this.gl.getUniformBlockIndex(glProgram.program, name);\n glProgram.uniformBufferBindings[name] = this.shader.uniformBindCount;\n gl.uniformBlockBinding(glProgram.program, uniformBlockIndex, this.shader.uniformBindCount);\n this.shader.uniformBindCount++;\n var id = this.getSignature(group, this.shader.program.uniformData, 'ubo');\n var uboData = this._uboCache[id];\n if (!uboData) {\n uboData = this._uboCache[id] = generateUniformBufferSync(group, this.shader.program.uniformData);\n }\n if (group.autoManage) {\n var data = new Float32Array(uboData.size / 4);\n group.buffer.update(data);\n }\n glProgram.uniformGroups[group.id] = uboData.syncFunc;\n return glProgram.uniformGroups[group.id];\n };\n /**\n * Takes a uniform group and data and generates a unique signature for them.\n * @param group - The uniform group to get signature of\n * @param group.uniforms\n * @param uniformData - Uniform information generated by the shader\n * @param preFix\n * @returns Unique signature of the uniform group\n */\n ShaderSystem.prototype.getSignature = function (group, uniformData, preFix) {\n var uniforms = group.uniforms;\n var strings = [preFix + \"-\"];\n for (var i in uniforms) {\n strings.push(i);\n if (uniformData[i]) {\n strings.push(uniformData[i].type);\n }\n }\n return strings.join('-');\n };\n /**\n * Returns the underlying GLShade rof the currently bound shader.\n *\n * This can be handy for when you to have a little more control over the setting of your uniforms.\n * @returns The glProgram for the currently bound Shader for this context\n */\n ShaderSystem.prototype.getGlProgram = function () {\n if (this.shader) {\n return this.shader.program.glPrograms[this.renderer.CONTEXT_UID];\n }\n return null;\n };\n /**\n * Generates a glProgram version of the Shader provided.\n * @param shader - The shader that the glProgram will be based on.\n * @returns A shiny new glProgram!\n */\n ShaderSystem.prototype.generateProgram = function (shader) {\n var gl = this.gl;\n var program = shader.program;\n var glProgram = generateProgram(gl, program);\n program.glPrograms[this.renderer.CONTEXT_UID] = glProgram;\n return glProgram;\n };\n /** Resets ShaderSystem state, does not affect WebGL state. */\n ShaderSystem.prototype.reset = function () {\n this.program = null;\n this.shader = null;\n };\n /** Destroys this System and removes all its textures. */\n ShaderSystem.prototype.destroy = function () {\n this.renderer = null;\n // TODO implement destroy method for ShaderSystem\n this.destroyed = true;\n };\n return ShaderSystem;\n}());\n\n/**\n * Maps gl blend combinations to WebGL.\n * @memberof PIXI\n * @function mapWebGLBlendModesToPixi\n * @private\n * @param {WebGLRenderingContext} gl - The rendering context.\n * @param {number[][]} [array=[]] - The array to output into.\n * @returns {number[][]} Mapped modes.\n */\nfunction mapWebGLBlendModesToPixi(gl, array) {\n if (array === void 0) { array = []; }\n // TODO - premultiply alpha would be different.\n // add a boolean for that!\n array[BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD] = [gl.ONE, gl.ONE];\n array[BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.NONE] = [0, 0];\n // not-premultiplied blend modes\n array[BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE];\n array[BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n // composite operations\n array[BLEND_MODES.SRC_IN] = [gl.DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE];\n array[BLEND_MODES.DST_IN] = [gl.ZERO, gl.SRC_ALPHA];\n array[BLEND_MODES.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA];\n array[BLEND_MODES.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n // SUBTRACT from flash\n array[BLEND_MODES.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD];\n return array;\n}\n\nvar BLEND = 0;\nvar OFFSET = 1;\nvar CULLING = 2;\nvar DEPTH_TEST = 3;\nvar WINDING = 4;\nvar DEPTH_MASK = 5;\n/**\n * System plugin to the renderer to manage WebGL state machines.\n * @memberof PIXI\n */\nvar StateSystem = /** @class */ (function () {\n function StateSystem() {\n this.gl = null;\n this.stateId = 0;\n this.polygonOffset = 0;\n this.blendMode = BLEND_MODES.NONE;\n this._blendEq = false;\n // map functions for when we set state..\n this.map = [];\n this.map[BLEND] = this.setBlend;\n this.map[OFFSET] = this.setOffset;\n this.map[CULLING] = this.setCullFace;\n this.map[DEPTH_TEST] = this.setDepthTest;\n this.map[WINDING] = this.setFrontFace;\n this.map[DEPTH_MASK] = this.setDepthMask;\n this.checks = [];\n this.defaultState = new State();\n this.defaultState.blend = true;\n }\n StateSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.blendModes = mapWebGLBlendModesToPixi(gl);\n this.set(this.defaultState);\n this.reset();\n };\n /**\n * Sets the current state\n * @param {*} state - The state to set.\n */\n StateSystem.prototype.set = function (state) {\n state = state || this.defaultState;\n // TODO maybe to an object check? ( this.state === state )?\n if (this.stateId !== state.data) {\n var diff = this.stateId ^ state.data;\n var i = 0;\n // order from least to most common\n while (diff) {\n if (diff & 1) {\n // state change!\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n diff = diff >> 1;\n i++;\n }\n this.stateId = state.data;\n }\n // based on the above settings we check for specific modes..\n // for example if blend is active we check and set the blend modes\n // or of polygon offset is active we check the poly depth.\n for (var i = 0; i < this.checks.length; i++) {\n this.checks[i](this, state);\n }\n };\n /**\n * Sets the state, when previous state is unknown.\n * @param {*} state - The state to set\n */\n StateSystem.prototype.forceState = function (state) {\n state = state || this.defaultState;\n for (var i = 0; i < this.map.length; i++) {\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n for (var i = 0; i < this.checks.length; i++) {\n this.checks[i](this, state);\n }\n this.stateId = state.data;\n };\n /**\n * Sets whether to enable or disable blending.\n * @param value - Turn on or off WebGl blending.\n */\n StateSystem.prototype.setBlend = function (value) {\n this.updateCheck(StateSystem.checkBlendMode, value);\n this.gl[value ? 'enable' : 'disable'](this.gl.BLEND);\n };\n /**\n * Sets whether to enable or disable polygon offset fill.\n * @param value - Turn on or off webgl polygon offset testing.\n */\n StateSystem.prototype.setOffset = function (value) {\n this.updateCheck(StateSystem.checkPolygonOffset, value);\n this.gl[value ? 'enable' : 'disable'](this.gl.POLYGON_OFFSET_FILL);\n };\n /**\n * Sets whether to enable or disable depth test.\n * @param value - Turn on or off webgl depth testing.\n */\n StateSystem.prototype.setDepthTest = function (value) {\n this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST);\n };\n /**\n * Sets whether to enable or disable depth mask.\n * @param value - Turn on or off webgl depth mask.\n */\n StateSystem.prototype.setDepthMask = function (value) {\n this.gl.depthMask(value);\n };\n /**\n * Sets whether to enable or disable cull face.\n * @param {boolean} value - Turn on or off webgl cull face.\n */\n StateSystem.prototype.setCullFace = function (value) {\n this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE);\n };\n /**\n * Sets the gl front face.\n * @param {boolean} value - true is clockwise and false is counter-clockwise\n */\n StateSystem.prototype.setFrontFace = function (value) {\n this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']);\n };\n /**\n * Sets the blend mode.\n * @param {number} value - The blend mode to set to.\n */\n StateSystem.prototype.setBlendMode = function (value) {\n if (value === this.blendMode) {\n return;\n }\n this.blendMode = value;\n var mode = this.blendModes[value];\n var gl = this.gl;\n if (mode.length === 2) {\n gl.blendFunc(mode[0], mode[1]);\n }\n else {\n gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]);\n }\n if (mode.length === 6) {\n this._blendEq = true;\n gl.blendEquationSeparate(mode[4], mode[5]);\n }\n else if (this._blendEq) {\n this._blendEq = false;\n gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);\n }\n };\n /**\n * Sets the polygon offset.\n * @param {number} value - the polygon offset\n * @param {number} scale - the polygon offset scale\n */\n StateSystem.prototype.setPolygonOffset = function (value, scale) {\n this.gl.polygonOffset(value, scale);\n };\n // used\n /** Resets all the logic and disables the VAOs. */\n StateSystem.prototype.reset = function () {\n this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false);\n this.forceState(this.defaultState);\n this._blendEq = true;\n this.blendMode = -1;\n this.setBlendMode(0);\n };\n /**\n * Checks to see which updates should be checked based on which settings have been activated.\n *\n * For example, if blend is enabled then we should check the blend modes each time the state is changed\n * or if polygon fill is activated then we need to check if the polygon offset changes.\n * The idea is that we only check what we have too.\n * @param func - the checking function to add or remove\n * @param value - should the check function be added or removed.\n */\n StateSystem.prototype.updateCheck = function (func, value) {\n var index = this.checks.indexOf(func);\n if (value && index === -1) {\n this.checks.push(func);\n }\n else if (!value && index !== -1) {\n this.checks.splice(index, 1);\n }\n };\n /**\n * A private little wrapper function that we call to check the blend mode.\n * @param system - the System to perform the state check on\n * @param state - the state that the blendMode will pulled from\n */\n StateSystem.checkBlendMode = function (system, state) {\n system.setBlendMode(state.blendMode);\n };\n /**\n * A private little wrapper function that we call to check the polygon offset.\n * @param system - the System to perform the state check on\n * @param state - the state that the blendMode will pulled from\n */\n StateSystem.checkPolygonOffset = function (system, state) {\n system.setPolygonOffset(1, state.polygonOffset);\n };\n /**\n * @ignore\n */\n StateSystem.prototype.destroy = function () {\n this.gl = null;\n };\n return StateSystem;\n}());\n\n/**\n * System plugin to the renderer to manage texture garbage collection on the GPU,\n * ensuring that it does not get clogged up with textures that are no longer being used.\n * @memberof PIXI\n */\nvar TextureGCSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function TextureGCSystem(renderer) {\n this.renderer = renderer;\n this.count = 0;\n this.checkCount = 0;\n this.maxIdle = settings.GC_MAX_IDLE;\n this.checkCountMax = settings.GC_MAX_CHECK_COUNT;\n this.mode = settings.GC_MODE;\n }\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n TextureGCSystem.prototype.postrender = function () {\n if (!this.renderer.renderingToScreen) {\n return;\n }\n this.count++;\n if (this.mode === GC_MODES.MANUAL) {\n return;\n }\n this.checkCount++;\n if (this.checkCount > this.checkCountMax) {\n this.checkCount = 0;\n this.run();\n }\n };\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n TextureGCSystem.prototype.run = function () {\n var tm = this.renderer.texture;\n var managedTextures = tm.managedTextures;\n var wasRemoved = false;\n for (var i = 0; i < managedTextures.length; i++) {\n var texture = managedTextures[i];\n // only supports non generated textures at the moment!\n if (!texture.framebuffer && this.count - texture.touched > this.maxIdle) {\n tm.destroyTexture(texture, true);\n managedTextures[i] = null;\n wasRemoved = true;\n }\n }\n if (wasRemoved) {\n var j = 0;\n for (var i = 0; i < managedTextures.length; i++) {\n if (managedTextures[i] !== null) {\n managedTextures[j++] = managedTextures[i];\n }\n }\n managedTextures.length = j;\n }\n };\n /**\n * Removes all the textures within the specified displayObject and its children from the GPU\n * @param {PIXI.DisplayObject} displayObject - the displayObject to remove the textures from.\n */\n TextureGCSystem.prototype.unload = function (displayObject) {\n var tm = this.renderer.texture;\n var texture = displayObject._texture;\n // only destroy non generated textures\n if (texture && !texture.framebuffer) {\n tm.destroyTexture(texture);\n }\n for (var i = displayObject.children.length - 1; i >= 0; i--) {\n this.unload(displayObject.children[i]);\n }\n };\n TextureGCSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return TextureGCSystem;\n}());\n\n/**\n * Returns a lookup table that maps each type-format pair to a compatible internal format.\n * @memberof PIXI\n * @function mapTypeAndFormatToInternalFormat\n * @private\n * @param {WebGLRenderingContext} gl - The rendering context.\n * @returns Lookup table.\n */\nfunction mapTypeAndFormatToInternalFormat(gl) {\n var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s, _t, _u, _v, _w, _x;\n var table;\n if ('WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext) {\n table = (_a = {},\n _a[TYPES.UNSIGNED_BYTE] = (_b = {},\n _b[FORMATS.RGBA] = gl.RGBA8,\n _b[FORMATS.RGB] = gl.RGB8,\n _b[FORMATS.RG] = gl.RG8,\n _b[FORMATS.RED] = gl.R8,\n _b[FORMATS.RGBA_INTEGER] = gl.RGBA8UI,\n _b[FORMATS.RGB_INTEGER] = gl.RGB8UI,\n _b[FORMATS.RG_INTEGER] = gl.RG8UI,\n _b[FORMATS.RED_INTEGER] = gl.R8UI,\n _b[FORMATS.ALPHA] = gl.ALPHA,\n _b[FORMATS.LUMINANCE] = gl.LUMINANCE,\n _b[FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA,\n _b),\n _a[TYPES.BYTE] = (_c = {},\n _c[FORMATS.RGBA] = gl.RGBA8_SNORM,\n _c[FORMATS.RGB] = gl.RGB8_SNORM,\n _c[FORMATS.RG] = gl.RG8_SNORM,\n _c[FORMATS.RED] = gl.R8_SNORM,\n _c[FORMATS.RGBA_INTEGER] = gl.RGBA8I,\n _c[FORMATS.RGB_INTEGER] = gl.RGB8I,\n _c[FORMATS.RG_INTEGER] = gl.RG8I,\n _c[FORMATS.RED_INTEGER] = gl.R8I,\n _c),\n _a[TYPES.UNSIGNED_SHORT] = (_d = {},\n _d[FORMATS.RGBA_INTEGER] = gl.RGBA16UI,\n _d[FORMATS.RGB_INTEGER] = gl.RGB16UI,\n _d[FORMATS.RG_INTEGER] = gl.RG16UI,\n _d[FORMATS.RED_INTEGER] = gl.R16UI,\n _d[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT16,\n _d),\n _a[TYPES.SHORT] = (_e = {},\n _e[FORMATS.RGBA_INTEGER] = gl.RGBA16I,\n _e[FORMATS.RGB_INTEGER] = gl.RGB16I,\n _e[FORMATS.RG_INTEGER] = gl.RG16I,\n _e[FORMATS.RED_INTEGER] = gl.R16I,\n _e),\n _a[TYPES.UNSIGNED_INT] = (_f = {},\n _f[FORMATS.RGBA_INTEGER] = gl.RGBA32UI,\n _f[FORMATS.RGB_INTEGER] = gl.RGB32UI,\n _f[FORMATS.RG_INTEGER] = gl.RG32UI,\n _f[FORMATS.RED_INTEGER] = gl.R32UI,\n _f[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT24,\n _f),\n _a[TYPES.INT] = (_g = {},\n _g[FORMATS.RGBA_INTEGER] = gl.RGBA32I,\n _g[FORMATS.RGB_INTEGER] = gl.RGB32I,\n _g[FORMATS.RG_INTEGER] = gl.RG32I,\n _g[FORMATS.RED_INTEGER] = gl.R32I,\n _g),\n _a[TYPES.FLOAT] = (_h = {},\n _h[FORMATS.RGBA] = gl.RGBA32F,\n _h[FORMATS.RGB] = gl.RGB32F,\n _h[FORMATS.RG] = gl.RG32F,\n _h[FORMATS.RED] = gl.R32F,\n _h[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT32F,\n _h),\n _a[TYPES.HALF_FLOAT] = (_j = {},\n _j[FORMATS.RGBA] = gl.RGBA16F,\n _j[FORMATS.RGB] = gl.RGB16F,\n _j[FORMATS.RG] = gl.RG16F,\n _j[FORMATS.RED] = gl.R16F,\n _j),\n _a[TYPES.UNSIGNED_SHORT_5_6_5] = (_k = {},\n _k[FORMATS.RGB] = gl.RGB565,\n _k),\n _a[TYPES.UNSIGNED_SHORT_4_4_4_4] = (_l = {},\n _l[FORMATS.RGBA] = gl.RGBA4,\n _l),\n _a[TYPES.UNSIGNED_SHORT_5_5_5_1] = (_m = {},\n _m[FORMATS.RGBA] = gl.RGB5_A1,\n _m),\n _a[TYPES.UNSIGNED_INT_2_10_10_10_REV] = (_o = {},\n _o[FORMATS.RGBA] = gl.RGB10_A2,\n _o[FORMATS.RGBA_INTEGER] = gl.RGB10_A2UI,\n _o),\n _a[TYPES.UNSIGNED_INT_10F_11F_11F_REV] = (_p = {},\n _p[FORMATS.RGB] = gl.R11F_G11F_B10F,\n _p),\n _a[TYPES.UNSIGNED_INT_5_9_9_9_REV] = (_q = {},\n _q[FORMATS.RGB] = gl.RGB9_E5,\n _q),\n _a[TYPES.UNSIGNED_INT_24_8] = (_r = {},\n _r[FORMATS.DEPTH_STENCIL] = gl.DEPTH24_STENCIL8,\n _r),\n _a[TYPES.FLOAT_32_UNSIGNED_INT_24_8_REV] = (_s = {},\n _s[FORMATS.DEPTH_STENCIL] = gl.DEPTH32F_STENCIL8,\n _s),\n _a);\n }\n else {\n table = (_t = {},\n _t[TYPES.UNSIGNED_BYTE] = (_u = {},\n _u[FORMATS.RGBA] = gl.RGBA,\n _u[FORMATS.RGB] = gl.RGB,\n _u[FORMATS.ALPHA] = gl.ALPHA,\n _u[FORMATS.LUMINANCE] = gl.LUMINANCE,\n _u[FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA,\n _u),\n _t[TYPES.UNSIGNED_SHORT_5_6_5] = (_v = {},\n _v[FORMATS.RGB] = gl.RGB,\n _v),\n _t[TYPES.UNSIGNED_SHORT_4_4_4_4] = (_w = {},\n _w[FORMATS.RGBA] = gl.RGBA,\n _w),\n _t[TYPES.UNSIGNED_SHORT_5_5_5_1] = (_x = {},\n _x[FORMATS.RGBA] = gl.RGBA,\n _x),\n _t);\n }\n return table;\n}\n\n/**\n * Internal texture for WebGL context.\n * @memberof PIXI\n */\nvar GLTexture = /** @class */ (function () {\n function GLTexture(texture) {\n this.texture = texture;\n this.width = -1;\n this.height = -1;\n this.dirtyId = -1;\n this.dirtyStyleId = -1;\n this.mipmap = false;\n this.wrapMode = 33071;\n this.type = TYPES.UNSIGNED_BYTE;\n this.internalFormat = FORMATS.RGBA;\n this.samplerType = 0;\n }\n return GLTexture;\n}());\n\n/**\n * System plugin to the renderer to manage textures.\n * @memberof PIXI\n */\nvar TextureSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this system works for.\n */\n function TextureSystem(renderer) {\n this.renderer = renderer;\n // TODO set to max textures...\n this.boundTextures = [];\n this.currentLocation = -1;\n this.managedTextures = [];\n this._unknownBoundTextures = false;\n this.unknownTexture = new BaseTexture();\n this.hasIntegerTextures = false;\n }\n /** Sets up the renderer context and necessary buffers. */\n TextureSystem.prototype.contextChange = function () {\n var gl = this.gl = this.renderer.gl;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n this.webGLVersion = this.renderer.context.webGLVersion;\n this.internalFormats = mapTypeAndFormatToInternalFormat(gl);\n var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);\n this.boundTextures.length = maxTextures;\n for (var i = 0; i < maxTextures; i++) {\n this.boundTextures[i] = null;\n }\n // TODO move this.. to a nice make empty textures class..\n this.emptyTextures = {};\n var emptyTexture2D = new GLTexture(gl.createTexture());\n gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4));\n this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D;\n this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(gl.createTexture());\n gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture);\n for (var i = 0; i < 6; i++) {\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n }\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\n for (var i = 0; i < this.boundTextures.length; i++) {\n this.bind(null, i);\n }\n };\n /**\n * Bind a texture to a specific location\n *\n * If you want to unbind something, please use `unbind(texture)` instead of `bind(null, textureLocation)`\n * @param texture - Texture to bind\n * @param [location=0] - Location to bind at\n */\n TextureSystem.prototype.bind = function (texture, location) {\n if (location === void 0) { location = 0; }\n var gl = this.gl;\n texture = texture === null || texture === void 0 ? void 0 : texture.castToBaseTexture();\n // cannot bind partial texture\n // TODO: report a warning\n if (texture && texture.valid && !texture.parentTextureArray) {\n texture.touched = this.renderer.textureGC.count;\n var glTexture = texture._glTextures[this.CONTEXT_UID] || this.initTexture(texture);\n if (this.boundTextures[location] !== texture) {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n gl.bindTexture(texture.target, glTexture.texture);\n }\n if (glTexture.dirtyId !== texture.dirtyId) {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n this.updateTexture(texture);\n }\n this.boundTextures[location] = texture;\n }\n else {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[gl.TEXTURE_2D].texture);\n this.boundTextures[location] = null;\n }\n };\n /** Resets texture location and bound textures Actual `bind(null, i)` calls will be performed at next `unbind()` call */\n TextureSystem.prototype.reset = function () {\n this._unknownBoundTextures = true;\n this.hasIntegerTextures = false;\n this.currentLocation = -1;\n for (var i = 0; i < this.boundTextures.length; i++) {\n this.boundTextures[i] = this.unknownTexture;\n }\n };\n /**\n * Unbind a texture.\n * @param texture - Texture to bind\n */\n TextureSystem.prototype.unbind = function (texture) {\n var _a = this, gl = _a.gl, boundTextures = _a.boundTextures;\n if (this._unknownBoundTextures) {\n this._unknownBoundTextures = false;\n // someone changed webGL state,\n // we have to be sure that our texture does not appear in multi-texture renderer samplers\n for (var i = 0; i < boundTextures.length; i++) {\n if (boundTextures[i] === this.unknownTexture) {\n this.bind(null, i);\n }\n }\n }\n for (var i = 0; i < boundTextures.length; i++) {\n if (boundTextures[i] === texture) {\n if (this.currentLocation !== i) {\n gl.activeTexture(gl.TEXTURE0 + i);\n this.currentLocation = i;\n }\n gl.bindTexture(texture.target, this.emptyTextures[texture.target].texture);\n boundTextures[i] = null;\n }\n }\n };\n /**\n * Ensures that current boundTextures all have FLOAT sampler type,\n * see {@link PIXI.SAMPLER_TYPES} for explanation.\n * @param maxTextures - number of locations to check\n */\n TextureSystem.prototype.ensureSamplerType = function (maxTextures) {\n var _a = this, boundTextures = _a.boundTextures, hasIntegerTextures = _a.hasIntegerTextures, CONTEXT_UID = _a.CONTEXT_UID;\n if (!hasIntegerTextures) {\n return;\n }\n for (var i = maxTextures - 1; i >= 0; --i) {\n var tex = boundTextures[i];\n if (tex) {\n var glTexture = tex._glTextures[CONTEXT_UID];\n if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) {\n this.renderer.texture.unbind(tex);\n }\n }\n }\n };\n /**\n * Initialize a texture\n * @private\n * @param texture - Texture to initialize\n */\n TextureSystem.prototype.initTexture = function (texture) {\n var glTexture = new GLTexture(this.gl.createTexture());\n // guarantee an update..\n glTexture.dirtyId = -1;\n texture._glTextures[this.CONTEXT_UID] = glTexture;\n this.managedTextures.push(texture);\n texture.on('dispose', this.destroyTexture, this);\n return glTexture;\n };\n TextureSystem.prototype.initTextureType = function (texture, glTexture) {\n var _a, _b;\n glTexture.internalFormat = (_b = (_a = this.internalFormats[texture.type]) === null || _a === void 0 ? void 0 : _a[texture.format]) !== null && _b !== void 0 ? _b : texture.format;\n if (this.webGLVersion === 2 && texture.type === TYPES.HALF_FLOAT) {\n // TYPES.HALF_FLOAT is WebGL1 HALF_FLOAT_OES\n // we have to convert it to WebGL HALF_FLOAT\n glTexture.type = this.gl.HALF_FLOAT;\n }\n else {\n glTexture.type = texture.type;\n }\n };\n /**\n * Update a texture\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to initialize\n */\n TextureSystem.prototype.updateTexture = function (texture) {\n var glTexture = texture._glTextures[this.CONTEXT_UID];\n if (!glTexture) {\n return;\n }\n var renderer = this.renderer;\n this.initTextureType(texture, glTexture);\n if (texture.resource && texture.resource.upload(renderer, texture, glTexture)) {\n // texture is uploaded, dont do anything!\n if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) {\n this.hasIntegerTextures = true;\n }\n }\n else {\n // default, renderTexture-like logic\n var width = texture.realWidth;\n var height = texture.realHeight;\n var gl = renderer.gl;\n if (glTexture.width !== width\n || glTexture.height !== height\n || glTexture.dirtyId < 0) {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(texture.target, 0, glTexture.internalFormat, width, height, 0, texture.format, glTexture.type, null);\n }\n }\n // lets only update what changes..\n if (texture.dirtyStyleId !== glTexture.dirtyStyleId) {\n this.updateTextureStyle(texture);\n }\n glTexture.dirtyId = texture.dirtyId;\n };\n /**\n * Deletes the texture from WebGL\n * @private\n * @param texture - the texture to destroy\n * @param [skipRemove=false] - Whether to skip removing the texture from the TextureManager.\n */\n TextureSystem.prototype.destroyTexture = function (texture, skipRemove) {\n var gl = this.gl;\n texture = texture.castToBaseTexture();\n if (texture._glTextures[this.CONTEXT_UID]) {\n this.unbind(texture);\n gl.deleteTexture(texture._glTextures[this.CONTEXT_UID].texture);\n texture.off('dispose', this.destroyTexture, this);\n delete texture._glTextures[this.CONTEXT_UID];\n if (!skipRemove) {\n var i = this.managedTextures.indexOf(texture);\n if (i !== -1) {\n removeItems(this.managedTextures, i, 1);\n }\n }\n }\n };\n /**\n * Update texture style such as mipmap flag\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to update\n */\n TextureSystem.prototype.updateTextureStyle = function (texture) {\n var glTexture = texture._glTextures[this.CONTEXT_UID];\n if (!glTexture) {\n return;\n }\n if ((texture.mipmap === MIPMAP_MODES.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo) {\n glTexture.mipmap = false;\n }\n else {\n glTexture.mipmap = texture.mipmap >= 1;\n }\n if (this.webGLVersion !== 2 && !texture.isPowerOfTwo) {\n glTexture.wrapMode = WRAP_MODES.CLAMP;\n }\n else {\n glTexture.wrapMode = texture.wrapMode;\n }\n if (texture.resource && texture.resource.style(this.renderer, texture, glTexture)) ;\n else {\n this.setStyle(texture, glTexture);\n }\n glTexture.dirtyStyleId = texture.dirtyStyleId;\n };\n /**\n * Set style for texture\n * @private\n * @param texture - Texture to update\n * @param glTexture\n */\n TextureSystem.prototype.setStyle = function (texture, glTexture) {\n var gl = this.gl;\n if (glTexture.mipmap && texture.mipmap !== MIPMAP_MODES.ON_MANUAL) {\n gl.generateMipmap(texture.target);\n }\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode);\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode);\n if (glTexture.mipmap) {\n /* eslint-disable max-len */\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);\n /* eslint-disable max-len */\n var anisotropicExt = this.renderer.context.extensions.anisotropicFiltering;\n if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === SCALE_MODES.LINEAR) {\n var level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT));\n gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level);\n }\n }\n else {\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n }\n gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n };\n TextureSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return TextureSystem;\n}());\n\nvar _systems = {\n __proto__: null,\n FilterSystem: FilterSystem,\n BatchSystem: BatchSystem,\n ContextSystem: ContextSystem,\n FramebufferSystem: FramebufferSystem,\n GeometrySystem: GeometrySystem,\n MaskSystem: MaskSystem,\n ScissorSystem: ScissorSystem,\n StencilSystem: StencilSystem,\n ProjectionSystem: ProjectionSystem,\n RenderTextureSystem: RenderTextureSystem,\n ShaderSystem: ShaderSystem,\n StateSystem: StateSystem,\n TextureGCSystem: TextureGCSystem,\n TextureSystem: TextureSystem\n};\n\nvar tempMatrix = new Matrix();\n/**\n * The AbstractRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer}\n * and {@link PIXI.Renderer} which can be used for rendering a PixiJS scene.\n * @abstract\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nvar AbstractRenderer = /** @class */ (function (_super) {\n __extends(AbstractRenderer, _super);\n /**\n * @param type - The renderer type.\n * @param [options] - The optional renderer parameters.\n * @param {number} [options.width=800] - The width of the screen.\n * @param {number} [options.height=600] - The height of the screen.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the WebGL context.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n */\n function AbstractRenderer(type, options) {\n if (type === void 0) { type = RENDERER_TYPE.UNKNOWN; }\n var _this = _super.call(this) || this;\n // Add the default render options\n options = Object.assign({}, settings.RENDER_OPTIONS, options);\n /**\n * The supplied constructor options.\n * @member {object}\n * @readonly\n */\n _this.options = options;\n /**\n * The type of the renderer.\n * @member {number}\n * @default PIXI.RENDERER_TYPE.UNKNOWN\n * @see PIXI.RENDERER_TYPE\n */\n _this.type = type;\n /**\n * Measurements of the screen. (0, 0, screenWidth, screenHeight).\n *\n * Its safe to use as filterArea or hitArea for the whole stage.\n * @member {PIXI.Rectangle}\n */\n _this.screen = new Rectangle(0, 0, options.width, options.height);\n /**\n * The canvas element that everything is drawn to.\n * @member {HTMLCanvasElement}\n */\n _this.view = options.view || settings.ADAPTER.createCanvas();\n /**\n * The resolution / device pixel ratio of the renderer.\n * @member {number}\n * @default PIXI.settings.RESOLUTION\n */\n _this.resolution = options.resolution || settings.RESOLUTION;\n /**\n * Pass-thru setting for the canvas' context `alpha` property. This is typically\n * not something you need to fiddle with. If you want transparency, use `backgroundAlpha`.\n * @member {boolean}\n */\n _this.useContextAlpha = options.useContextAlpha;\n /**\n * Whether CSS dimensions of canvas view should be resized to screen dimensions automatically.\n * @member {boolean}\n */\n _this.autoDensity = !!options.autoDensity;\n /**\n * The value of the preserveDrawingBuffer flag affects whether or not the contents of\n * the stencil buffer is retained after rendering.\n * @member {boolean}\n */\n _this.preserveDrawingBuffer = options.preserveDrawingBuffer;\n /**\n * This sets if the CanvasRenderer will clear the canvas or not before the new render pass.\n * If the scene is NOT transparent PixiJS will use a canvas sized fillRect operation every\n * frame to set the canvas background color. If the scene is transparent PixiJS will use clearRect\n * to clear the canvas every frame. Disable this by setting this to false. For example, if\n * your game has a canvas filling background image you often don't need this set.\n * @member {boolean}\n * @default\n */\n _this.clearBeforeRender = options.clearBeforeRender;\n /**\n * The background color as a number.\n * @member {number}\n * @protected\n */\n _this._backgroundColor = 0x000000;\n /**\n * The background color as an [R, G, B, A] array.\n * @member {number[]}\n * @protected\n */\n _this._backgroundColorRgba = [0, 0, 0, 1];\n /**\n * The background color as a string.\n * @member {string}\n * @protected\n */\n _this._backgroundColorString = '#000000';\n _this.backgroundColor = options.backgroundColor || _this._backgroundColor; // run bg color setter\n _this.backgroundAlpha = options.backgroundAlpha;\n // @deprecated\n if (options.transparent !== undefined) {\n deprecation('6.0.0', 'Option transparent is deprecated, please use backgroundAlpha instead.');\n _this.useContextAlpha = options.transparent;\n _this.backgroundAlpha = options.transparent ? 0 : 1;\n }\n /**\n * The last root object that the renderer tried to render.\n * @member {PIXI.DisplayObject}\n * @protected\n */\n _this._lastObjectRendered = null;\n /**\n * Collection of plugins.\n * @readonly\n * @member {object}\n */\n _this.plugins = {};\n return _this;\n }\n /**\n * Initialize the plugins.\n * @protected\n * @param {object} staticMap - The dictionary of statically saved plugins.\n */\n AbstractRenderer.prototype.initPlugins = function (staticMap) {\n for (var o in staticMap) {\n this.plugins[o] = new (staticMap[o])(this);\n }\n };\n Object.defineProperty(AbstractRenderer.prototype, \"width\", {\n /**\n * Same as view.width, actual number of pixels in the canvas by horizontal.\n * @member {number}\n * @readonly\n * @default 800\n */\n get: function () {\n return this.view.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AbstractRenderer.prototype, \"height\", {\n /**\n * Same as view.height, actual number of pixels in the canvas by vertical.\n * @member {number}\n * @readonly\n * @default 600\n */\n get: function () {\n return this.view.height;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Resizes the screen and canvas as close as possible to the specified width and height.\n * Canvas dimensions are multiplied by resolution and rounded to the nearest integers.\n * The new canvas dimensions divided by the resolution become the new screen dimensions.\n * @param desiredScreenWidth - The desired width of the screen.\n * @param desiredScreenHeight - The desired height of the screen.\n */\n AbstractRenderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) {\n this.view.width = Math.round(desiredScreenWidth * this.resolution);\n this.view.height = Math.round(desiredScreenHeight * this.resolution);\n var screenWidth = this.view.width / this.resolution;\n var screenHeight = this.view.height / this.resolution;\n this.screen.width = screenWidth;\n this.screen.height = screenHeight;\n if (this.autoDensity) {\n this.view.style.width = screenWidth + \"px\";\n this.view.style.height = screenHeight + \"px\";\n }\n /**\n * Fired after view has been resized.\n * @event PIXI.Renderer#resize\n * @param {number} screenWidth - The new width of the screen.\n * @param {number} screenHeight - The new height of the screen.\n */\n this.emit('resize', screenWidth, screenHeight);\n };\n /**\n * @ignore\n */\n AbstractRenderer.prototype.generateTexture = function (displayObject, options, resolution, region) {\n if (options === void 0) { options = {}; }\n // @deprecated parameters spread, use options instead\n if (typeof options === 'number') {\n deprecation('6.1.0', 'generateTexture options (scaleMode, resolution, region) are now object options.');\n options = { scaleMode: options, resolution: resolution, region: region };\n }\n var manualRegion = options.region, textureOptions = __rest(options, [\"region\"]);\n region = manualRegion || displayObject.getLocalBounds(null, true);\n // minimum texture size is 1x1, 0x0 will throw an error\n if (region.width === 0)\n { region.width = 1; }\n if (region.height === 0)\n { region.height = 1; }\n var renderTexture = RenderTexture.create(__assign({ width: region.width, height: region.height }, textureOptions));\n tempMatrix.tx = -region.x;\n tempMatrix.ty = -region.y;\n this.render(displayObject, {\n renderTexture: renderTexture,\n clear: false,\n transform: tempMatrix,\n skipUpdateTransform: !!displayObject.parent\n });\n return renderTexture;\n };\n /**\n * Removes everything from the renderer and optionally removes the Canvas DOM element.\n * @param [removeView=false] - Removes the Canvas element from the DOM.\n */\n AbstractRenderer.prototype.destroy = function (removeView) {\n for (var o in this.plugins) {\n this.plugins[o].destroy();\n this.plugins[o] = null;\n }\n if (removeView && this.view.parentNode) {\n this.view.parentNode.removeChild(this.view);\n }\n var thisAny = this;\n // null-ing all objects, that's a tradition!\n thisAny.plugins = null;\n thisAny.type = RENDERER_TYPE.UNKNOWN;\n thisAny.view = null;\n thisAny.screen = null;\n thisAny._tempDisplayObjectParent = null;\n thisAny.options = null;\n this._backgroundColorRgba = null;\n this._backgroundColorString = null;\n this._lastObjectRendered = null;\n };\n Object.defineProperty(AbstractRenderer.prototype, \"backgroundColor\", {\n /**\n * The background color to fill if not transparent\n * @member {number}\n */\n get: function () {\n return this._backgroundColor;\n },\n set: function (value) {\n this._backgroundColor = value;\n this._backgroundColorString = hex2string(value);\n hex2rgb(value, this._backgroundColorRgba);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AbstractRenderer.prototype, \"backgroundAlpha\", {\n /**\n * The background color alpha. Setting this to 0 will make the canvas transparent.\n * @member {number}\n */\n get: function () {\n return this._backgroundColorRgba[3];\n },\n set: function (value) {\n this._backgroundColorRgba[3] = value;\n },\n enumerable: false,\n configurable: true\n });\n return AbstractRenderer;\n}(EventEmitter));\n\nvar GLBuffer = /** @class */ (function () {\n function GLBuffer(buffer) {\n this.buffer = buffer || null;\n this.updateID = -1;\n this.byteLength = -1;\n this.refCount = 0;\n }\n return GLBuffer;\n}());\n\n/**\n * System plugin to the renderer to manage buffers.\n *\n * WebGL uses Buffers as a way to store objects to the GPU.\n * This system makes working with them a lot easier.\n *\n * Buffers are used in three main places in WebGL\n * - geometry information\n * - Uniform information (via uniform buffer objects - a WebGL 2 only feature)\n * - Transform feedback information. (WebGL 2 only feature)\n *\n * This system will handle the binding of buffers to the GPU as well as uploading\n * them. With this system, you never need to work directly with GPU buffers, but instead work with\n * the PIXI.Buffer class.\n * @class\n * @memberof PIXI\n */\nvar BufferSystem = /** @class */ (function () {\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n function BufferSystem(renderer) {\n this.renderer = renderer;\n this.managedBuffers = {};\n this.boundBufferBases = {};\n }\n /**\n * @ignore\n */\n BufferSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n /** Sets up the renderer context and necessary buffers. */\n BufferSystem.prototype.contextChange = function () {\n this.disposeAll(true);\n this.gl = this.renderer.gl;\n // TODO fill out...\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n };\n /**\n * This binds specified buffer. On first run, it will create the webGL buffers for the context too\n * @param buffer - the buffer to bind to the renderer\n */\n BufferSystem.prototype.bind = function (buffer) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n gl.bindBuffer(buffer.type, glBuffer.buffer);\n };\n /**\n * Binds an uniform buffer to at the given index.\n *\n * A cache is used so a buffer will not be bound again if already bound.\n * @param buffer - the buffer to bind\n * @param index - the base index to bind it to.\n */\n BufferSystem.prototype.bindBufferBase = function (buffer, index) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n if (this.boundBufferBases[index] !== buffer) {\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n this.boundBufferBases[index] = buffer;\n gl.bindBufferBase(gl.UNIFORM_BUFFER, index, glBuffer.buffer);\n }\n };\n /**\n * Binds a buffer whilst also binding its range.\n * This will make the buffer start from the offset supplied rather than 0 when it is read.\n * @param buffer - the buffer to bind\n * @param index - the base index to bind at, defaults to 0\n * @param offset - the offset to bind at (this is blocks of 256). 0 = 0, 1 = 256, 2 = 512 etc\n */\n BufferSystem.prototype.bindBufferRange = function (buffer, index, offset) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n offset = offset || 0;\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n gl.bindBufferRange(gl.UNIFORM_BUFFER, index || 0, glBuffer.buffer, offset * 256, 256);\n };\n /**\n * Will ensure the data in the buffer is uploaded to the GPU.\n * @param {PIXI.Buffer} buffer - the buffer to update\n */\n BufferSystem.prototype.update = function (buffer) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n var glBuffer = buffer._glBuffers[CONTEXT_UID];\n if (buffer._updateID === glBuffer.updateID) {\n return;\n }\n glBuffer.updateID = buffer._updateID;\n gl.bindBuffer(buffer.type, glBuffer.buffer);\n if (glBuffer.byteLength >= buffer.data.byteLength) {\n // offset is always zero for now!\n gl.bufferSubData(buffer.type, 0, buffer.data);\n }\n else {\n var drawType = buffer.static ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW;\n glBuffer.byteLength = buffer.data.byteLength;\n gl.bufferData(buffer.type, buffer.data, drawType);\n }\n };\n /**\n * Disposes buffer\n * @param {PIXI.Buffer} buffer - buffer with data\n * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray\n */\n BufferSystem.prototype.dispose = function (buffer, contextLost) {\n if (!this.managedBuffers[buffer.id]) {\n return;\n }\n delete this.managedBuffers[buffer.id];\n var glBuffer = buffer._glBuffers[this.CONTEXT_UID];\n var gl = this.gl;\n buffer.disposeRunner.remove(this);\n if (!glBuffer) {\n return;\n }\n if (!contextLost) {\n gl.deleteBuffer(glBuffer.buffer);\n }\n delete buffer._glBuffers[this.CONTEXT_UID];\n };\n /**\n * dispose all WebGL resources of all managed buffers\n * @param {boolean} [contextLost=false] - If context was lost, we suppress `gl.delete` calls\n */\n BufferSystem.prototype.disposeAll = function (contextLost) {\n var all = Object.keys(this.managedBuffers);\n for (var i = 0; i < all.length; i++) {\n this.dispose(this.managedBuffers[all[i]], contextLost);\n }\n };\n /**\n * creates and attaches a GLBuffer object tied to the current context.\n * @param buffer\n * @protected\n */\n BufferSystem.prototype.createGLBuffer = function (buffer) {\n var _a = this, CONTEXT_UID = _a.CONTEXT_UID, gl = _a.gl;\n buffer._glBuffers[CONTEXT_UID] = new GLBuffer(gl.createBuffer());\n this.managedBuffers[buffer.id] = buffer;\n buffer.disposeRunner.add(this);\n return buffer._glBuffers[CONTEXT_UID];\n };\n return BufferSystem;\n}());\n\n/**\n * The Renderer draws the scene and all its content onto a WebGL enabled canvas.\n *\n * This renderer should be used for browsers that support WebGL.\n *\n * This renderer works by automatically managing WebGLBatchesm, so no need for Sprite Batches or Sprite Clouds.\n * Don't forget to add the view to your DOM or you will not see anything!\n *\n * Renderer is composed of systems that manage specific tasks. The following systems are added by default\n * whenever you create a renderer:\n *\n * | System | Description |\n * | ------------------------------------ | ----------------------------------------------------------------------------- |\n * | {@link PIXI.BatchSystem} | This manages object renderers that defer rendering until a flush. |\n * | {@link PIXI.ContextSystem} | This manages the WebGL context and extensions. |\n * | {@link PIXI.EventSystem} | This manages UI events. |\n * | {@link PIXI.FilterSystem} | This manages the filtering pipeline for post-processing effects. |\n * | {@link PIXI.FramebufferSystem} | This manages framebuffers, which are used for offscreen rendering. |\n * | {@link PIXI.GeometrySystem} | This manages geometries & buffers, which are used to draw object meshes. |\n * | {@link PIXI.MaskSystem} | This manages masking operations. |\n * | {@link PIXI.ProjectionSystem} | This manages the `projectionMatrix`, used by shaders to get NDC coordinates. |\n * | {@link PIXI.RenderTextureSystem} | This manages render-textures, which are an abstraction over framebuffers. |\n * | {@link PIXI.ScissorSystem} | This handles scissor masking, and is used internally by {@link MaskSystem} |\n * | {@link PIXI.ShaderSystem} | This manages shaders, programs that run on the GPU to calculate 'em pixels. |\n * | {@link PIXI.StateSystem} | This manages the WebGL state variables like blend mode, depth testing, etc. |\n * | {@link PIXI.StencilSystem} | This handles stencil masking, and is used internally by {@link MaskSystem} |\n * | {@link PIXI.TextureSystem} | This manages textures and their resources on the GPU. |\n * | {@link PIXI.TextureGCSystem} | This will automatically remove textures from the GPU if they are not used. |\n *\n * The breadth of the API surface provided by the renderer is contained within these systems.\n * @memberof PIXI\n */\nvar Renderer = /** @class */ (function (_super) {\n __extends(Renderer, _super);\n /**\n * @param [options] - The optional renderer parameters.\n * @param {number} [options.width=800] - The width of the screen.\n * @param {number} [options.height=600] - The height of the screen.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias. If not available natively then FXAA\n * antialiasing is used.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear\n * the canvas or not before the new render pass. If you wish to set this to false, you *must* set\n * preserveDrawingBuffer to `true`.\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the WebGL context.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n * @param {string} [options.powerPreference] - Parameter passed to WebGL context, set to \"high-performance\"\n * for devices with dual graphics card.\n * @param {object} [options.context] - If WebGL context already exists, all parameters must be taken from it.\n */\n function Renderer(options) {\n var _this = _super.call(this, RENDERER_TYPE.WEBGL, options) || this;\n // the options will have been modified here in the super constructor with pixi's default settings..\n options = _this.options;\n _this.gl = null;\n _this.CONTEXT_UID = 0;\n _this.runners = {\n destroy: new Runner('destroy'),\n contextChange: new Runner('contextChange'),\n reset: new Runner('reset'),\n update: new Runner('update'),\n postrender: new Runner('postrender'),\n prerender: new Runner('prerender'),\n resize: new Runner('resize'),\n };\n _this.runners.contextChange.add(_this);\n _this.globalUniforms = new UniformGroup({\n projectionMatrix: new Matrix(),\n }, true);\n _this.addSystem(MaskSystem, 'mask')\n .addSystem(ContextSystem, 'context')\n .addSystem(StateSystem, 'state')\n .addSystem(ShaderSystem, 'shader')\n .addSystem(TextureSystem, 'texture')\n .addSystem(BufferSystem, 'buffer')\n .addSystem(GeometrySystem, 'geometry')\n .addSystem(FramebufferSystem, 'framebuffer')\n .addSystem(ScissorSystem, 'scissor')\n .addSystem(StencilSystem, 'stencil')\n .addSystem(ProjectionSystem, 'projection')\n .addSystem(TextureGCSystem, 'textureGC')\n .addSystem(FilterSystem, 'filter')\n .addSystem(RenderTextureSystem, 'renderTexture')\n .addSystem(BatchSystem, 'batch');\n _this.initPlugins(Renderer.__plugins);\n _this.multisample = undefined;\n /*\n * The options passed in to create a new WebGL context.\n */\n if (options.context) {\n _this.context.initFromContext(options.context);\n }\n else {\n _this.context.initFromOptions({\n alpha: !!_this.useContextAlpha,\n antialias: options.antialias,\n premultipliedAlpha: _this.useContextAlpha && _this.useContextAlpha !== 'notMultiplied',\n stencil: true,\n preserveDrawingBuffer: options.preserveDrawingBuffer,\n powerPreference: _this.options.powerPreference,\n });\n }\n _this.renderingToScreen = true;\n sayHello(_this.context.webGLVersion === 2 ? 'WebGL 2' : 'WebGL 1');\n _this.resize(_this.options.width, _this.options.height);\n return _this;\n }\n /**\n * Create renderer if WebGL is available. Overrideable\n * by the **@pixi/canvas-renderer** package to allow fallback.\n * throws error if WebGL is not available.\n * @param options\n * @private\n */\n Renderer.create = function (options) {\n if (isWebGLSupported()) {\n return new Renderer(options);\n }\n throw new Error('WebGL unsupported in this browser, use \"pixi.js-legacy\" for fallback canvas2d support.');\n };\n Renderer.prototype.contextChange = function () {\n var gl = this.gl;\n var samples;\n if (this.context.webGLVersion === 1) {\n var framebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING);\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n samples = gl.getParameter(gl.SAMPLES);\n gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);\n }\n else {\n var framebuffer = gl.getParameter(gl.DRAW_FRAMEBUFFER_BINDING);\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);\n samples = gl.getParameter(gl.SAMPLES);\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, framebuffer);\n }\n if (samples >= MSAA_QUALITY.HIGH) {\n this.multisample = MSAA_QUALITY.HIGH;\n }\n else if (samples >= MSAA_QUALITY.MEDIUM) {\n this.multisample = MSAA_QUALITY.MEDIUM;\n }\n else if (samples >= MSAA_QUALITY.LOW) {\n this.multisample = MSAA_QUALITY.LOW;\n }\n else {\n this.multisample = MSAA_QUALITY.NONE;\n }\n };\n /**\n * Add a new system to the renderer.\n * @param ClassRef - Class reference\n * @param name - Property name for system, if not specified\n * will use a static `name` property on the class itself. This\n * name will be assigned as s property on the Renderer so make\n * sure it doesn't collide with properties on Renderer.\n * @returns Return instance of renderer\n */\n Renderer.prototype.addSystem = function (ClassRef, name) {\n var system = new ClassRef(this);\n if (this[name]) {\n throw new Error(\"Whoops! The name \\\"\" + name + \"\\\" is already in use\");\n }\n this[name] = system;\n for (var i in this.runners) {\n this.runners[i].add(system);\n }\n /**\n * Fired after rendering finishes.\n * @event PIXI.Renderer#postrender\n */\n /**\n * Fired before rendering starts.\n * @event PIXI.Renderer#prerender\n */\n /**\n * Fired when the WebGL context is set.\n * @event PIXI.Renderer#context\n * @param {WebGLRenderingContext} gl - WebGL context.\n */\n return this;\n };\n /**\n * @ignore\n */\n Renderer.prototype.render = function (displayObject, options) {\n var renderTexture;\n var clear;\n var transform;\n var skipUpdateTransform;\n if (options) {\n if (options instanceof RenderTexture) {\n deprecation('6.0.0', 'Renderer#render arguments changed, use options instead.');\n /* eslint-disable prefer-rest-params */\n renderTexture = options;\n clear = arguments[2];\n transform = arguments[3];\n skipUpdateTransform = arguments[4];\n /* eslint-enable prefer-rest-params */\n }\n else {\n renderTexture = options.renderTexture;\n clear = options.clear;\n transform = options.transform;\n skipUpdateTransform = options.skipUpdateTransform;\n }\n }\n // can be handy to know!\n this.renderingToScreen = !renderTexture;\n this.runners.prerender.emit();\n this.emit('prerender');\n // apply a transform at a GPU level\n this.projection.transform = transform;\n // no point rendering if our context has been blown up!\n if (this.context.isLost) {\n return;\n }\n if (!renderTexture) {\n this._lastObjectRendered = displayObject;\n }\n if (!skipUpdateTransform) {\n // update the scene graph\n var cacheParent = displayObject.enableTempParent();\n displayObject.updateTransform();\n displayObject.disableTempParent(cacheParent);\n // displayObject.hitArea = //TODO add a temp hit area\n }\n this.renderTexture.bind(renderTexture);\n this.batch.currentRenderer.start();\n if (clear !== undefined ? clear : this.clearBeforeRender) {\n this.renderTexture.clear();\n }\n displayObject.render(this);\n // apply transform..\n this.batch.currentRenderer.flush();\n if (renderTexture) {\n renderTexture.baseTexture.update();\n }\n this.runners.postrender.emit();\n // reset transform after render\n this.projection.transform = null;\n this.emit('postrender');\n };\n /**\n * @override\n * @ignore\n */\n Renderer.prototype.generateTexture = function (displayObject, options, resolution, region) {\n if (options === void 0) { options = {}; }\n var renderTexture = _super.prototype.generateTexture.call(this, displayObject, options, resolution, region);\n this.framebuffer.blit();\n return renderTexture;\n };\n /**\n * Resizes the WebGL view to the specified width and height.\n * @param desiredScreenWidth - The desired width of the screen.\n * @param desiredScreenHeight - The desired height of the screen.\n */\n Renderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) {\n _super.prototype.resize.call(this, desiredScreenWidth, desiredScreenHeight);\n this.runners.resize.emit(this.screen.height, this.screen.width);\n };\n /**\n * Resets the WebGL state so you can render things however you fancy!\n * @returns Returns itself.\n */\n Renderer.prototype.reset = function () {\n this.runners.reset.emit();\n return this;\n };\n /** Clear the frame buffer. */\n Renderer.prototype.clear = function () {\n this.renderTexture.bind();\n this.renderTexture.clear();\n };\n /**\n * Removes everything from the renderer (event listeners, spritebatch, etc...)\n * @param [removeView=false] - Removes the Canvas element from the DOM.\n * See: https://github.com/pixijs/pixi.js/issues/2233\n */\n Renderer.prototype.destroy = function (removeView) {\n this.runners.destroy.emit();\n for (var r in this.runners) {\n this.runners[r].destroy();\n }\n // call base destroy\n _super.prototype.destroy.call(this, removeView);\n // TODO nullify all the managers..\n this.gl = null;\n };\n Object.defineProperty(Renderer.prototype, \"extract\", {\n /**\n * Please use `plugins.extract` instead.\n * @member {PIXI.Extract} extract\n * @deprecated since 6.0.0\n * @readonly\n */\n get: function () {\n deprecation('6.0.0', 'Renderer#extract has been deprecated, please use Renderer#plugins.extract instead.');\n return this.plugins.extract;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Use the {@link PIXI.extensions.add} API to register plugins.\n * @deprecated since 6.5.0\n * @param pluginName - The name of the plugin.\n * @param ctor - The constructor function or class for the plugin.\n */\n Renderer.registerPlugin = function (pluginName, ctor) {\n deprecation('6.5.0', 'Renderer.registerPlugin() has been deprecated, please use extensions.add() instead.');\n extensions$1.add({\n name: pluginName,\n type: ExtensionType.RendererPlugin,\n ref: ctor,\n });\n };\n /**\n * Collection of installed plugins. These are included by default in PIXI, but can be excluded\n * by creating a custom build. Consult the README for more information about creating custom\n * builds and excluding plugins.\n * @readonly\n * @property {PIXI.AccessibilityManager} accessibility Support tabbing interactive elements.\n * @property {PIXI.Extract} extract Extract image data from renderer.\n * @property {PIXI.InteractionManager} interaction Handles mouse, touch and pointer events.\n * @property {PIXI.ParticleRenderer} particle Renderer for ParticleContainer objects.\n * @property {PIXI.Prepare} prepare Pre-render display objects.\n * @property {PIXI.BatchRenderer} batch Batching of Sprite, Graphics and Mesh objects.\n * @property {PIXI.TilingSpriteRenderer} tilingSprite Renderer for TilingSprite objects.\n */\n Renderer.__plugins = {};\n return Renderer;\n}(AbstractRenderer));\n// Handle registration of extensions\nextensions$1.handleByMap(ExtensionType.RendererPlugin, Renderer.__plugins);\n\n/**\n * This helper function will automatically detect which renderer you should be using.\n * WebGL is the preferred renderer as it is a lot faster. If WebGL is not supported by\n * the browser then this function will return a canvas renderer\n * @memberof PIXI\n * @function autoDetectRenderer\n * @param {object} [options] - The optional renderer parameters\n * @param {number} [options.width=800] - the width of the renderers view\n * @param {number} [options.height=600] - the height of the renderers view\n * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1\n * @param {boolean} [options.antialias=false] - sets antialias\n * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, enable this if you\n * need to call toDataUrl on the webgl context\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this\n * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise\n * it is ignored.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card **webgl only**\n * @returns {PIXI.Renderer|PIXI.CanvasRenderer} Returns WebGL renderer if available, otherwise CanvasRenderer\n */\nfunction autoDetectRenderer(options) {\n return Renderer.create(options);\n}\n\nvar $defaultVertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n vTextureCoord = aTextureCoord;\\n}\";\n\nvar $defaultFilterVertex = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n gl_Position = filterVertexPosition();\\n vTextureCoord = filterTextureCoord();\\n}\\n\";\n\n/**\n * Default vertex shader\n * @memberof PIXI\n * @member {string} defaultVertex\n */\n/**\n * Default filter vertex shader\n * @memberof PIXI\n * @member {string} defaultFilterVertex\n */\n// NOTE: This black magic is so that @microsoft/api-extractor does not complain! This explicitly specifies the types\n// of defaultVertex, defaultFilterVertex.\nvar defaultVertex$1 = $defaultVertex;\nvar defaultFilterVertex = $defaultFilterVertex;\n\n/**\n * Use the ISystem interface instead.\n * @deprecated since 6.1.0\n * @memberof PIXI\n */\nvar System = /** @class */ (function () {\n /**\n * @param renderer - Reference to Renderer\n */\n function System(renderer) {\n deprecation('6.1.0', 'System class is deprecated, implemement ISystem interface instead.');\n this.renderer = renderer;\n }\n /** Destroy and don't use after this. */\n System.prototype.destroy = function () {\n this.renderer = null;\n };\n return System;\n}());\n\n/**\n * Used by the batcher to draw batches.\n * Each one of these contains all information required to draw a bound geometry.\n * @memberof PIXI\n */\nvar BatchDrawCall = /** @class */ (function () {\n function BatchDrawCall() {\n this.texArray = null;\n this.blend = 0;\n this.type = DRAW_MODES.TRIANGLES;\n this.start = 0;\n this.size = 0;\n this.data = null;\n }\n return BatchDrawCall;\n}());\n\n/**\n * Used by the batcher to build texture batches.\n * Holds list of textures and their respective locations.\n * @memberof PIXI\n */\nvar BatchTextureArray = /** @class */ (function () {\n function BatchTextureArray() {\n this.elements = [];\n this.ids = [];\n this.count = 0;\n }\n BatchTextureArray.prototype.clear = function () {\n for (var i = 0; i < this.count; i++) {\n this.elements[i] = null;\n }\n this.count = 0;\n };\n return BatchTextureArray;\n}());\n\n/**\n * Flexible wrapper around `ArrayBuffer` that also provides typed array views on demand.\n * @memberof PIXI\n */\nvar ViewableBuffer = /** @class */ (function () {\n function ViewableBuffer(sizeOrBuffer) {\n if (typeof sizeOrBuffer === 'number') {\n this.rawBinaryData = new ArrayBuffer(sizeOrBuffer);\n }\n else if (sizeOrBuffer instanceof Uint8Array) {\n this.rawBinaryData = sizeOrBuffer.buffer;\n }\n else {\n this.rawBinaryData = sizeOrBuffer;\n }\n this.uint32View = new Uint32Array(this.rawBinaryData);\n this.float32View = new Float32Array(this.rawBinaryData);\n }\n Object.defineProperty(ViewableBuffer.prototype, \"int8View\", {\n /** View on the raw binary data as a `Int8Array`. */\n get: function () {\n if (!this._int8View) {\n this._int8View = new Int8Array(this.rawBinaryData);\n }\n return this._int8View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"uint8View\", {\n /** View on the raw binary data as a `Uint8Array`. */\n get: function () {\n if (!this._uint8View) {\n this._uint8View = new Uint8Array(this.rawBinaryData);\n }\n return this._uint8View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"int16View\", {\n /** View on the raw binary data as a `Int16Array`. */\n get: function () {\n if (!this._int16View) {\n this._int16View = new Int16Array(this.rawBinaryData);\n }\n return this._int16View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"uint16View\", {\n /** View on the raw binary data as a `Uint16Array`. */\n get: function () {\n if (!this._uint16View) {\n this._uint16View = new Uint16Array(this.rawBinaryData);\n }\n return this._uint16View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"int32View\", {\n /** View on the raw binary data as a `Int32Array`. */\n get: function () {\n if (!this._int32View) {\n this._int32View = new Int32Array(this.rawBinaryData);\n }\n return this._int32View;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Returns the view of the given type.\n * @param type - One of `int8`, `uint8`, `int16`,\n * `uint16`, `int32`, `uint32`, and `float32`.\n * @returns - typed array of given type\n */\n ViewableBuffer.prototype.view = function (type) {\n return this[type + \"View\"];\n };\n /** Destroys all buffer references. Do not use after calling this. */\n ViewableBuffer.prototype.destroy = function () {\n this.rawBinaryData = null;\n this._int8View = null;\n this._uint8View = null;\n this._int16View = null;\n this._uint16View = null;\n this._int32View = null;\n this.uint32View = null;\n this.float32View = null;\n };\n ViewableBuffer.sizeOf = function (type) {\n switch (type) {\n case 'int8':\n case 'uint8':\n return 1;\n case 'int16':\n case 'uint16':\n return 2;\n case 'int32':\n case 'uint32':\n case 'float32':\n return 4;\n default:\n throw new Error(type + \" isn't a valid view type\");\n }\n };\n return ViewableBuffer;\n}());\n\n/**\n * Renderer dedicated to drawing and batching sprites.\n *\n * This is the default batch renderer. It buffers objects\n * with texture-based geometries and renders them in\n * batches. It uploads multiple textures to the GPU to\n * reduce to the number of draw calls.\n * @memberof PIXI\n */\nvar AbstractBatchRenderer = /** @class */ (function (_super) {\n __extends(AbstractBatchRenderer, _super);\n /**\n * This will hook onto the renderer's `contextChange`\n * and `prerender` signals.\n * @param {PIXI.Renderer} renderer - The renderer this works for.\n */\n function AbstractBatchRenderer(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.shaderGenerator = null;\n _this.geometryClass = null;\n _this.vertexSize = null;\n _this.state = State.for2d();\n _this.size = settings.SPRITE_BATCH_SIZE * 4;\n _this._vertexCount = 0;\n _this._indexCount = 0;\n _this._bufferedElements = [];\n _this._bufferedTextures = [];\n _this._bufferSize = 0;\n _this._shader = null;\n _this._packedGeometries = [];\n _this._packedGeometryPoolSize = 2;\n _this._flushId = 0;\n _this._aBuffers = {};\n _this._iBuffers = {};\n _this.MAX_TEXTURES = 1;\n _this.renderer.on('prerender', _this.onPrerender, _this);\n renderer.runners.contextChange.add(_this);\n _this._dcIndex = 0;\n _this._aIndex = 0;\n _this._iIndex = 0;\n _this._attributeBuffer = null;\n _this._indexBuffer = null;\n _this._tempBoundTextures = [];\n return _this;\n }\n /**\n * Handles the `contextChange` signal.\n *\n * It calculates `this.MAX_TEXTURES` and allocating the packed-geometry object pool.\n */\n AbstractBatchRenderer.prototype.contextChange = function () {\n var gl = this.renderer.gl;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n this.MAX_TEXTURES = 1;\n }\n else {\n // step 1: first check max textures the GPU can handle.\n this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), settings.SPRITE_MAX_TEXTURES);\n // step 2: check the maximum number of if statements the shader can have too..\n this.MAX_TEXTURES = checkMaxIfStatementsInShader(this.MAX_TEXTURES, gl);\n }\n this._shader = this.shaderGenerator.generateShader(this.MAX_TEXTURES);\n // we use the second shader as the first one depending on your browser\n // may omit aTextureId as it is not used by the shader so is optimized out.\n for (var i = 0; i < this._packedGeometryPoolSize; i++) {\n /* eslint-disable max-len */\n this._packedGeometries[i] = new (this.geometryClass)();\n }\n this.initFlushBuffers();\n };\n /** Makes sure that static and dynamic flush pooled objects have correct dimensions. */\n AbstractBatchRenderer.prototype.initFlushBuffers = function () {\n var _drawCallPool = AbstractBatchRenderer._drawCallPool, _textureArrayPool = AbstractBatchRenderer._textureArrayPool;\n // max draw calls\n var MAX_SPRITES = this.size / 4;\n // max texture arrays\n var MAX_TA = Math.floor(MAX_SPRITES / this.MAX_TEXTURES) + 1;\n while (_drawCallPool.length < MAX_SPRITES) {\n _drawCallPool.push(new BatchDrawCall());\n }\n while (_textureArrayPool.length < MAX_TA) {\n _textureArrayPool.push(new BatchTextureArray());\n }\n for (var i = 0; i < this.MAX_TEXTURES; i++) {\n this._tempBoundTextures[i] = null;\n }\n };\n /** Handles the `prerender` signal. It ensures that flushes start from the first geometry object again. */\n AbstractBatchRenderer.prototype.onPrerender = function () {\n this._flushId = 0;\n };\n /**\n * Buffers the \"batchable\" object. It need not be rendered immediately.\n * @param {PIXI.DisplayObject} element - the element to render when\n * using this renderer\n */\n AbstractBatchRenderer.prototype.render = function (element) {\n if (!element._texture.valid) {\n return;\n }\n if (this._vertexCount + (element.vertexData.length / 2) > this.size) {\n this.flush();\n }\n this._vertexCount += element.vertexData.length / 2;\n this._indexCount += element.indices.length;\n this._bufferedTextures[this._bufferSize] = element._texture.baseTexture;\n this._bufferedElements[this._bufferSize++] = element;\n };\n AbstractBatchRenderer.prototype.buildTexturesAndDrawCalls = function () {\n var _a = this, textures = _a._bufferedTextures, MAX_TEXTURES = _a.MAX_TEXTURES;\n var textureArrays = AbstractBatchRenderer._textureArrayPool;\n var batch = this.renderer.batch;\n var boundTextures = this._tempBoundTextures;\n var touch = this.renderer.textureGC.count;\n var TICK = ++BaseTexture._globalBatch;\n var countTexArrays = 0;\n var texArray = textureArrays[0];\n var start = 0;\n batch.copyBoundTextures(boundTextures, MAX_TEXTURES);\n for (var i = 0; i < this._bufferSize; ++i) {\n var tex = textures[i];\n textures[i] = null;\n if (tex._batchEnabled === TICK) {\n continue;\n }\n if (texArray.count >= MAX_TEXTURES) {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, i);\n start = i;\n texArray = textureArrays[++countTexArrays];\n ++TICK;\n }\n tex._batchEnabled = TICK;\n tex.touched = touch;\n texArray.elements[texArray.count++] = tex;\n }\n if (texArray.count > 0) {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, this._bufferSize);\n ++countTexArrays;\n ++TICK;\n }\n // Clean-up\n for (var i = 0; i < boundTextures.length; i++) {\n boundTextures[i] = null;\n }\n BaseTexture._globalBatch = TICK;\n };\n /**\n * Populating drawcalls for rendering\n * @param texArray\n * @param start\n * @param finish\n */\n AbstractBatchRenderer.prototype.buildDrawCalls = function (texArray, start, finish) {\n var _a = this, elements = _a._bufferedElements, _attributeBuffer = _a._attributeBuffer, _indexBuffer = _a._indexBuffer, vertexSize = _a.vertexSize;\n var drawCalls = AbstractBatchRenderer._drawCallPool;\n var dcIndex = this._dcIndex;\n var aIndex = this._aIndex;\n var iIndex = this._iIndex;\n var drawCall = drawCalls[dcIndex];\n drawCall.start = this._iIndex;\n drawCall.texArray = texArray;\n for (var i = start; i < finish; ++i) {\n var sprite = elements[i];\n var tex = sprite._texture.baseTexture;\n var spriteBlendMode = premultiplyBlendMode[tex.alphaMode ? 1 : 0][sprite.blendMode];\n elements[i] = null;\n if (start < i && drawCall.blend !== spriteBlendMode) {\n drawCall.size = iIndex - drawCall.start;\n start = i;\n drawCall = drawCalls[++dcIndex];\n drawCall.texArray = texArray;\n drawCall.start = iIndex;\n }\n this.packInterleavedGeometry(sprite, _attributeBuffer, _indexBuffer, aIndex, iIndex);\n aIndex += sprite.vertexData.length / 2 * vertexSize;\n iIndex += sprite.indices.length;\n drawCall.blend = spriteBlendMode;\n }\n if (start < finish) {\n drawCall.size = iIndex - drawCall.start;\n ++dcIndex;\n }\n this._dcIndex = dcIndex;\n this._aIndex = aIndex;\n this._iIndex = iIndex;\n };\n /**\n * Bind textures for current rendering\n * @param texArray\n */\n AbstractBatchRenderer.prototype.bindAndClearTexArray = function (texArray) {\n var textureSystem = this.renderer.texture;\n for (var j = 0; j < texArray.count; j++) {\n textureSystem.bind(texArray.elements[j], texArray.ids[j]);\n texArray.elements[j] = null;\n }\n texArray.count = 0;\n };\n AbstractBatchRenderer.prototype.updateGeometry = function () {\n var _a = this, packedGeometries = _a._packedGeometries, attributeBuffer = _a._attributeBuffer, indexBuffer = _a._indexBuffer;\n if (!settings.CAN_UPLOAD_SAME_BUFFER) { /* Usually on iOS devices, where the browser doesn't\n like uploads to the same buffer in a single frame. */\n if (this._packedGeometryPoolSize <= this._flushId) {\n this._packedGeometryPoolSize++;\n packedGeometries[this._flushId] = new (this.geometryClass)();\n }\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n this.renderer.geometry.bind(packedGeometries[this._flushId]);\n this.renderer.geometry.updateBuffers();\n this._flushId++;\n }\n else {\n // lets use the faster option, always use buffer number 0\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n this.renderer.geometry.updateBuffers();\n }\n };\n AbstractBatchRenderer.prototype.drawBatches = function () {\n var dcCount = this._dcIndex;\n var _a = this.renderer, gl = _a.gl, stateSystem = _a.state;\n var drawCalls = AbstractBatchRenderer._drawCallPool;\n var curTexArray = null;\n // Upload textures and do the draw calls\n for (var i = 0; i < dcCount; i++) {\n var _b = drawCalls[i], texArray = _b.texArray, type = _b.type, size = _b.size, start = _b.start, blend = _b.blend;\n if (curTexArray !== texArray) {\n curTexArray = texArray;\n this.bindAndClearTexArray(texArray);\n }\n this.state.blendMode = blend;\n stateSystem.set(this.state);\n gl.drawElements(type, size, gl.UNSIGNED_SHORT, start * 2);\n }\n };\n /** Renders the content _now_ and empties the current batch. */\n AbstractBatchRenderer.prototype.flush = function () {\n if (this._vertexCount === 0) {\n return;\n }\n this._attributeBuffer = this.getAttributeBuffer(this._vertexCount);\n this._indexBuffer = this.getIndexBuffer(this._indexCount);\n this._aIndex = 0;\n this._iIndex = 0;\n this._dcIndex = 0;\n this.buildTexturesAndDrawCalls();\n this.updateGeometry();\n this.drawBatches();\n // reset elements buffer for the next flush\n this._bufferSize = 0;\n this._vertexCount = 0;\n this._indexCount = 0;\n };\n /** Starts a new sprite batch. */\n AbstractBatchRenderer.prototype.start = function () {\n this.renderer.state.set(this.state);\n this.renderer.texture.ensureSamplerType(this.MAX_TEXTURES);\n this.renderer.shader.bind(this._shader);\n if (settings.CAN_UPLOAD_SAME_BUFFER) {\n // bind buffer #0, we don't need others\n this.renderer.geometry.bind(this._packedGeometries[this._flushId]);\n }\n };\n /** Stops and flushes the current batch. */\n AbstractBatchRenderer.prototype.stop = function () {\n this.flush();\n };\n /** Destroys this `AbstractBatchRenderer`. It cannot be used again. */\n AbstractBatchRenderer.prototype.destroy = function () {\n for (var i = 0; i < this._packedGeometryPoolSize; i++) {\n if (this._packedGeometries[i]) {\n this._packedGeometries[i].destroy();\n }\n }\n this.renderer.off('prerender', this.onPrerender, this);\n this._aBuffers = null;\n this._iBuffers = null;\n this._packedGeometries = null;\n this._attributeBuffer = null;\n this._indexBuffer = null;\n if (this._shader) {\n this._shader.destroy();\n this._shader = null;\n }\n _super.prototype.destroy.call(this);\n };\n /**\n * Fetches an attribute buffer from `this._aBuffers` that can hold atleast `size` floats.\n * @param size - minimum capacity required\n * @returns - buffer than can hold atleast `size` floats\n */\n AbstractBatchRenderer.prototype.getAttributeBuffer = function (size) {\n // 8 vertices is enough for 2 quads\n var roundedP2 = nextPow2(Math.ceil(size / 8));\n var roundedSizeIndex = log2(roundedP2);\n var roundedSize = roundedP2 * 8;\n if (this._aBuffers.length <= roundedSizeIndex) {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n var buffer = this._aBuffers[roundedSize];\n if (!buffer) {\n this._aBuffers[roundedSize] = buffer = new ViewableBuffer(roundedSize * this.vertexSize * 4);\n }\n return buffer;\n };\n /**\n * Fetches an index buffer from `this._iBuffers` that can\n * have at least `size` capacity.\n * @param size - minimum required capacity\n * @returns - buffer that can fit `size` indices.\n */\n AbstractBatchRenderer.prototype.getIndexBuffer = function (size) {\n // 12 indices is enough for 2 quads\n var roundedP2 = nextPow2(Math.ceil(size / 12));\n var roundedSizeIndex = log2(roundedP2);\n var roundedSize = roundedP2 * 12;\n if (this._iBuffers.length <= roundedSizeIndex) {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n var buffer = this._iBuffers[roundedSizeIndex];\n if (!buffer) {\n this._iBuffers[roundedSizeIndex] = buffer = new Uint16Array(roundedSize);\n }\n return buffer;\n };\n /**\n * Takes the four batching parameters of `element`, interleaves\n * and pushes them into the batching attribute/index buffers given.\n *\n * It uses these properties: `vertexData` `uvs`, `textureId` and\n * `indicies`. It also uses the \"tint\" of the base-texture, if\n * present.\n * @param {PIXI.DisplayObject} element - element being rendered\n * @param attributeBuffer - attribute buffer.\n * @param indexBuffer - index buffer\n * @param aIndex - number of floats already in the attribute buffer\n * @param iIndex - number of indices already in `indexBuffer`\n */\n AbstractBatchRenderer.prototype.packInterleavedGeometry = function (element, attributeBuffer, indexBuffer, aIndex, iIndex) {\n var uint32View = attributeBuffer.uint32View, float32View = attributeBuffer.float32View;\n var packedVertices = aIndex / this.vertexSize;\n var uvs = element.uvs;\n var indicies = element.indices;\n var vertexData = element.vertexData;\n var textureId = element._texture.baseTexture._batchLocation;\n var alpha = Math.min(element.worldAlpha, 1.0);\n var argb = (alpha < 1.0\n && element._texture.baseTexture.alphaMode)\n ? premultiplyTint(element._tintRGB, alpha)\n : element._tintRGB + (alpha * 255 << 24);\n // lets not worry about tint! for now..\n for (var i = 0; i < vertexData.length; i += 2) {\n float32View[aIndex++] = vertexData[i];\n float32View[aIndex++] = vertexData[i + 1];\n float32View[aIndex++] = uvs[i];\n float32View[aIndex++] = uvs[i + 1];\n uint32View[aIndex++] = argb;\n float32View[aIndex++] = textureId;\n }\n for (var i = 0; i < indicies.length; i++) {\n indexBuffer[iIndex++] = packedVertices + indicies[i];\n }\n };\n /**\n * Pool of `BatchDrawCall` objects that `flush` used\n * to create \"batches\" of the objects being rendered.\n *\n * These are never re-allocated again.\n * Shared between all batch renderers because it can be only one \"flush\" working at the moment.\n * @member {PIXI.BatchDrawCall[]}\n */\n AbstractBatchRenderer._drawCallPool = [];\n /**\n * Pool of `BatchDrawCall` objects that `flush` used\n * to create \"batches\" of the objects being rendered.\n *\n * These are never re-allocated again.\n * Shared between all batch renderers because it can be only one \"flush\" working at the moment.\n * @member {PIXI.BatchTextureArray[]}\n */\n AbstractBatchRenderer._textureArrayPool = [];\n return AbstractBatchRenderer;\n}(ObjectRenderer));\n\n/**\n * Helper that generates batching multi-texture shader. Use it with your new BatchRenderer\n * @memberof PIXI\n */\nvar BatchShaderGenerator = /** @class */ (function () {\n /**\n * @param vertexSrc - Vertex shader\n * @param fragTemplate - Fragment shader template\n */\n function BatchShaderGenerator(vertexSrc, fragTemplate) {\n this.vertexSrc = vertexSrc;\n this.fragTemplate = fragTemplate;\n this.programCache = {};\n this.defaultGroupCache = {};\n if (fragTemplate.indexOf('%count%') < 0) {\n throw new Error('Fragment template must contain \"%count%\".');\n }\n if (fragTemplate.indexOf('%forloop%') < 0) {\n throw new Error('Fragment template must contain \"%forloop%\".');\n }\n }\n BatchShaderGenerator.prototype.generateShader = function (maxTextures) {\n if (!this.programCache[maxTextures]) {\n var sampleValues = new Int32Array(maxTextures);\n for (var i = 0; i < maxTextures; i++) {\n sampleValues[i] = i;\n }\n this.defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true);\n var fragmentSrc = this.fragTemplate;\n fragmentSrc = fragmentSrc.replace(/%count%/gi, \"\" + maxTextures);\n fragmentSrc = fragmentSrc.replace(/%forloop%/gi, this.generateSampleSrc(maxTextures));\n this.programCache[maxTextures] = new Program(this.vertexSrc, fragmentSrc);\n }\n var uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: this.defaultGroupCache[maxTextures],\n };\n return new Shader(this.programCache[maxTextures], uniforms);\n };\n BatchShaderGenerator.prototype.generateSampleSrc = function (maxTextures) {\n var src = '';\n src += '\\n';\n src += '\\n';\n for (var i = 0; i < maxTextures; i++) {\n if (i > 0) {\n src += '\\nelse ';\n }\n if (i < maxTextures - 1) {\n src += \"if(vTextureId < \" + i + \".5)\";\n }\n src += '\\n{';\n src += \"\\n\\tcolor = texture2D(uSamplers[\" + i + \"], vTextureCoord);\";\n src += '\\n}';\n }\n src += '\\n';\n src += '\\n';\n return src;\n };\n return BatchShaderGenerator;\n}());\n\n/**\n * Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects).\n * @memberof PIXI\n */\nvar BatchGeometry = /** @class */ (function (_super) {\n __extends(BatchGeometry, _super);\n /**\n * @param {boolean} [_static=false] - Optimization flag, where `false`\n * is updated every frame, `true` doesn't change frame-to-frame.\n */\n function BatchGeometry(_static) {\n if (_static === void 0) { _static = false; }\n var _this = _super.call(this) || this;\n _this._buffer = new Buffer(null, _static, false);\n _this._indexBuffer = new Buffer(null, _static, true);\n _this.addAttribute('aVertexPosition', _this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', _this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aColor', _this._buffer, 4, true, TYPES.UNSIGNED_BYTE)\n .addAttribute('aTextureId', _this._buffer, 1, true, TYPES.FLOAT)\n .addIndex(_this._indexBuffer);\n return _this;\n }\n return BatchGeometry;\n}(Geometry));\n\nvar defaultVertex = \"precision highp float;\\nattribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\nattribute vec4 aColor;\\nattribute float aTextureId;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform vec4 tint;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\nvarying float vTextureId;\\n\\nvoid main(void){\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vTextureId = aTextureId;\\n vColor = aColor * tint;\\n}\\n\";\n\nvar defaultFragment = \"varying vec2 vTextureCoord;\\nvarying vec4 vColor;\\nvarying float vTextureId;\\nuniform sampler2D uSamplers[%count%];\\n\\nvoid main(void){\\n vec4 color;\\n %forloop%\\n gl_FragColor = color * vColor;\\n}\\n\";\n\n/** @memberof PIXI */\nvar BatchPluginFactory = /** @class */ (function () {\n function BatchPluginFactory() {\n }\n /**\n * Create a new BatchRenderer plugin for Renderer. this convenience can provide an easy way\n * to extend BatchRenderer with all the necessary pieces.\n * @example\n * const fragment = `\n * varying vec2 vTextureCoord;\n * varying vec4 vColor;\n * varying float vTextureId;\n * uniform sampler2D uSamplers[%count%];\n *\n * void main(void){\n * vec4 color;\n * %forloop%\n * gl_FragColor = vColor * vec4(color.a - color.rgb, color.a);\n * }\n * `;\n * const InvertBatchRenderer = PIXI.BatchPluginFactory.create({ fragment });\n * PIXI.extensions.add({\n * name: 'invert',\n * ref: InvertBatchRenderer,\n * type: PIXI.ExtensionType.RendererPlugin,\n * });\n * const sprite = new PIXI.Sprite();\n * sprite.pluginName = 'invert';\n * @param {object} [options]\n * @param {string} [options.vertex=PIXI.BatchPluginFactory.defaultVertexSrc] - Vertex shader source\n * @param {string} [options.fragment=PIXI.BatchPluginFactory.defaultFragmentTemplate] - Fragment shader template\n * @param {number} [options.vertexSize=6] - Vertex size\n * @param {object} [options.geometryClass=PIXI.BatchGeometry]\n * @returns {*} New batch renderer plugin\n */\n BatchPluginFactory.create = function (options) {\n var _a = Object.assign({\n vertex: defaultVertex,\n fragment: defaultFragment,\n geometryClass: BatchGeometry,\n vertexSize: 6,\n }, options), vertex = _a.vertex, fragment = _a.fragment, vertexSize = _a.vertexSize, geometryClass = _a.geometryClass;\n return /** @class */ (function (_super) {\n __extends(BatchPlugin, _super);\n function BatchPlugin(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.shaderGenerator = new BatchShaderGenerator(vertex, fragment);\n _this.geometryClass = geometryClass;\n _this.vertexSize = vertexSize;\n return _this;\n }\n return BatchPlugin;\n }(AbstractBatchRenderer));\n };\n Object.defineProperty(BatchPluginFactory, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source\n * @readonly\n */\n get: function () {\n return defaultVertex;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BatchPluginFactory, \"defaultFragmentTemplate\", {\n /**\n * The default fragment shader source\n * @readonly\n */\n get: function () {\n return defaultFragment;\n },\n enumerable: false,\n configurable: true\n });\n return BatchPluginFactory;\n}());\n// Setup the default BatchRenderer plugin, this is what\n// we'll actually export at the root level\nvar BatchRenderer = BatchPluginFactory.create();\nObject.assign(BatchRenderer, {\n extension: {\n name: 'batch',\n type: ExtensionType.RendererPlugin,\n },\n});\n\n/**\n * @memberof PIXI\n * @namespace resources\n * @see PIXI\n * @deprecated since 6.0.0\n */\nvar resources = {};\nvar _loop_1 = function (name) {\n Object.defineProperty(resources, name, {\n get: function () {\n deprecation('6.0.0', \"PIXI.systems.\" + name + \" has moved to PIXI.\" + name);\n return _resources[name];\n },\n });\n};\nfor (var name in _resources) {\n _loop_1(name);\n}\n/**\n * @memberof PIXI\n * @namespace systems\n * @see PIXI\n * @deprecated since 6.0.0\n */\nvar systems = {};\nvar _loop_2 = function (name) {\n Object.defineProperty(systems, name, {\n get: function () {\n deprecation('6.0.0', \"PIXI.resources.\" + name + \" has moved to PIXI.\" + name);\n return _systems[name];\n },\n });\n};\nfor (var name in _systems) {\n _loop_2(name);\n}\n\n/**\n * @namespace PIXI\n */\n/**\n * String of the current PIXI version.\n * @memberof PIXI\n */\nvar VERSION = '6.5.1';\n\nexport { AbstractBatchRenderer, AbstractMultiResource, AbstractRenderer, ArrayResource, Attribute, BaseImageResource, BaseRenderTexture, BaseTexture, BatchDrawCall, BatchGeometry, BatchPluginFactory, BatchRenderer, BatchShaderGenerator, BatchSystem, BatchTextureArray, Buffer, BufferResource, CanvasResource, ContextSystem, CubeResource, Filter, FilterState, FilterSystem, Framebuffer, FramebufferSystem, GLFramebuffer, GLProgram, GLTexture, Geometry, GeometrySystem, IGLUniformData, INSTALLED, ImageBitmapResource, ImageResource, MaskData, MaskSystem, ObjectRenderer, Program, ProjectionSystem, Quad, QuadUv, RenderTexture, RenderTexturePool, RenderTextureSystem, Renderer, Resource, SVGResource, ScissorSystem, Shader, ShaderSystem, SpriteMaskFilter, State, StateSystem, StencilSystem, System, Texture, TextureGCSystem, TextureMatrix, TextureSystem, TextureUvs, UniformGroup, VERSION, VideoResource, ViewableBuffer, autoDetectRenderer, autoDetectResource, checkMaxIfStatementsInShader, createUBOElements, defaultFilterVertex, defaultVertex$1 as defaultVertex, generateProgram, generateUniformBufferSync, getTestContext, getUBOData, resources, systems, uniformParsers };\n//# sourceMappingURL=core.mjs.map\n","/*!\n * @pixi/accessibility - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/accessibility is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { DisplayObject } from '@pixi/display';\nimport { isMobile, removeItems } from '@pixi/utils';\nimport { ExtensionType } from '@pixi/core';\n\n/**\n * Default property values of accessible objects\n * used by {@link PIXI.AccessibilityManager}.\n * @private\n * @function accessibleTarget\n * @memberof PIXI\n * @type {object}\n * @example\n * function MyObject() {}\n *\n * Object.assign(\n * MyObject.prototype,\n * PIXI.accessibleTarget\n * );\n */\nvar accessibleTarget = {\n /**\n * Flag for if the object is accessible. If true AccessibilityManager will overlay a\n * shadow div with attributes set\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n accessible: false,\n /**\n * Sets the title attribute of the shadow div\n * If accessibleTitle AND accessibleHint has not been this will default to 'displayObject [tabIndex]'\n * @member {?string}\n * @memberof PIXI.DisplayObject#\n */\n accessibleTitle: null,\n /**\n * Sets the aria-label attribute of the shadow div\n * @member {string}\n * @memberof PIXI.DisplayObject#\n */\n accessibleHint: null,\n /**\n * @member {number}\n * @memberof PIXI.DisplayObject#\n * @private\n * @todo Needs docs.\n */\n tabIndex: 0,\n /**\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @todo Needs docs.\n */\n _accessibleActive: false,\n /**\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @todo Needs docs.\n */\n _accessibleDiv: null,\n /**\n * Specify the type of div the accessible layer is. Screen readers treat the element differently\n * depending on this type. Defaults to button.\n * @member {string}\n * @memberof PIXI.DisplayObject#\n * @default 'button'\n */\n accessibleType: 'button',\n /**\n * Specify the pointer-events the accessible div will use\n * Defaults to auto.\n * @member {string}\n * @memberof PIXI.DisplayObject#\n * @default 'auto'\n */\n accessiblePointerEvents: 'auto',\n /**\n * Setting to false will prevent any children inside this container to\n * be accessible. Defaults to true.\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @default true\n */\n accessibleChildren: true,\n renderId: -1,\n};\n\n// add some extra variables to the container..\nDisplayObject.mixin(accessibleTarget);\nvar KEY_CODE_TAB = 9;\nvar DIV_TOUCH_SIZE = 100;\nvar DIV_TOUCH_POS_X = 0;\nvar DIV_TOUCH_POS_Y = 0;\nvar DIV_TOUCH_ZINDEX = 2;\nvar DIV_HOOK_SIZE = 1;\nvar DIV_HOOK_POS_X = -1000;\nvar DIV_HOOK_POS_Y = -1000;\nvar DIV_HOOK_ZINDEX = 2;\n/**\n * The Accessibility manager recreates the ability to tab and have content read by screen readers.\n * This is very important as it can possibly help people with disabilities access PixiJS content.\n *\n * A DisplayObject can be made accessible just like it can be made interactive. This manager will map the\n * events as if the mouse was being used, minimizing the effort required to implement.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.accessibility`\n * @class\n * @memberof PIXI\n */\nvar AccessibilityManager = /** @class */ (function () {\n /**\n * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer\n */\n function AccessibilityManager(renderer) {\n /** Setting this to true will visually show the divs. */\n this.debug = false;\n /** Internal variable, see isActive getter. */\n this._isActive = false;\n /** Internal variable, see isMobileAccessibility getter. */\n this._isMobileAccessibility = false;\n /** A simple pool for storing divs. */\n this.pool = [];\n /** This is a tick used to check if an object is no longer being rendered. */\n this.renderId = 0;\n /** The array of currently active accessible items. */\n this.children = [];\n /** Count to throttle div updates on android devices. */\n this.androidUpdateCount = 0;\n /** The frequency to update the div elements. */\n this.androidUpdateFrequency = 500; // 2fps\n this._hookDiv = null;\n if (isMobile.tablet || isMobile.phone) {\n this.createTouchHook();\n }\n // first we create a div that will sit over the PixiJS element. This is where the div overlays will go.\n var div = document.createElement('div');\n div.style.width = DIV_TOUCH_SIZE + \"px\";\n div.style.height = DIV_TOUCH_SIZE + \"px\";\n div.style.position = 'absolute';\n div.style.top = DIV_TOUCH_POS_X + \"px\";\n div.style.left = DIV_TOUCH_POS_Y + \"px\";\n div.style.zIndex = DIV_TOUCH_ZINDEX.toString();\n this.div = div;\n this.renderer = renderer;\n /**\n * pre-bind the functions\n * @type {Function}\n * @private\n */\n this._onKeyDown = this._onKeyDown.bind(this);\n /**\n * pre-bind the functions\n * @type {Function}\n * @private\n */\n this._onMouseMove = this._onMouseMove.bind(this);\n // let listen for tab.. once pressed we can fire up and show the accessibility layer\n globalThis.addEventListener('keydown', this._onKeyDown, false);\n }\n Object.defineProperty(AccessibilityManager.prototype, \"isActive\", {\n /**\n * Value of `true` if accessibility is currently active and accessibility layers are showing.\n * @member {boolean}\n * @readonly\n */\n get: function () {\n return this._isActive;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AccessibilityManager.prototype, \"isMobileAccessibility\", {\n /**\n * Value of `true` if accessibility is enabled for touch devices.\n * @member {boolean}\n * @readonly\n */\n get: function () {\n return this._isMobileAccessibility;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates the touch hooks.\n * @private\n */\n AccessibilityManager.prototype.createTouchHook = function () {\n var _this = this;\n var hookDiv = document.createElement('button');\n hookDiv.style.width = DIV_HOOK_SIZE + \"px\";\n hookDiv.style.height = DIV_HOOK_SIZE + \"px\";\n hookDiv.style.position = 'absolute';\n hookDiv.style.top = DIV_HOOK_POS_X + \"px\";\n hookDiv.style.left = DIV_HOOK_POS_Y + \"px\";\n hookDiv.style.zIndex = DIV_HOOK_ZINDEX.toString();\n hookDiv.style.backgroundColor = '#FF0000';\n hookDiv.title = 'select to enable accessibility for this content';\n hookDiv.addEventListener('focus', function () {\n _this._isMobileAccessibility = true;\n _this.activate();\n _this.destroyTouchHook();\n });\n document.body.appendChild(hookDiv);\n this._hookDiv = hookDiv;\n };\n /**\n * Destroys the touch hooks.\n * @private\n */\n AccessibilityManager.prototype.destroyTouchHook = function () {\n if (!this._hookDiv) {\n return;\n }\n document.body.removeChild(this._hookDiv);\n this._hookDiv = null;\n };\n /**\n * Activating will cause the Accessibility layer to be shown.\n * This is called when a user presses the tab key.\n * @private\n */\n AccessibilityManager.prototype.activate = function () {\n var _a;\n if (this._isActive) {\n return;\n }\n this._isActive = true;\n globalThis.document.addEventListener('mousemove', this._onMouseMove, true);\n globalThis.removeEventListener('keydown', this._onKeyDown, false);\n this.renderer.on('postrender', this.update, this);\n (_a = this.renderer.view.parentNode) === null || _a === void 0 ? void 0 : _a.appendChild(this.div);\n };\n /**\n * Deactivating will cause the Accessibility layer to be hidden.\n * This is called when a user moves the mouse.\n * @private\n */\n AccessibilityManager.prototype.deactivate = function () {\n var _a;\n if (!this._isActive || this._isMobileAccessibility) {\n return;\n }\n this._isActive = false;\n globalThis.document.removeEventListener('mousemove', this._onMouseMove, true);\n globalThis.addEventListener('keydown', this._onKeyDown, false);\n this.renderer.off('postrender', this.update);\n (_a = this.div.parentNode) === null || _a === void 0 ? void 0 : _a.removeChild(this.div);\n };\n /**\n * This recursive function will run through the scene graph and add any new accessible objects to the DOM layer.\n * @private\n * @param {PIXI.Container} displayObject - The DisplayObject to check.\n */\n AccessibilityManager.prototype.updateAccessibleObjects = function (displayObject) {\n if (!displayObject.visible || !displayObject.accessibleChildren) {\n return;\n }\n if (displayObject.accessible && displayObject.interactive) {\n if (!displayObject._accessibleActive) {\n this.addChild(displayObject);\n }\n displayObject.renderId = this.renderId;\n }\n var children = displayObject.children;\n if (children) {\n for (var i = 0; i < children.length; i++) {\n this.updateAccessibleObjects(children[i]);\n }\n }\n };\n /**\n * Before each render this function will ensure that all divs are mapped correctly to their DisplayObjects.\n * @private\n */\n AccessibilityManager.prototype.update = function () {\n /* On Android default web browser, tab order seems to be calculated by position rather than tabIndex,\n * moving buttons can cause focus to flicker between two buttons making it hard/impossible to navigate,\n * so I am just running update every half a second, seems to fix it.\n */\n var now = performance.now();\n if (isMobile.android.device && now < this.androidUpdateCount) {\n return;\n }\n this.androidUpdateCount = now + this.androidUpdateFrequency;\n if (!this.renderer.renderingToScreen) {\n return;\n }\n // update children...\n if (this.renderer._lastObjectRendered) {\n this.updateAccessibleObjects(this.renderer._lastObjectRendered);\n }\n var _a = this.renderer.view.getBoundingClientRect(), left = _a.left, top = _a.top, width = _a.width, height = _a.height;\n var _b = this.renderer, viewWidth = _b.width, viewHeight = _b.height, resolution = _b.resolution;\n var sx = (width / viewWidth) * resolution;\n var sy = (height / viewHeight) * resolution;\n var div = this.div;\n div.style.left = left + \"px\";\n div.style.top = top + \"px\";\n div.style.width = viewWidth + \"px\";\n div.style.height = viewHeight + \"px\";\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n if (child.renderId !== this.renderId) {\n child._accessibleActive = false;\n removeItems(this.children, i, 1);\n this.div.removeChild(child._accessibleDiv);\n this.pool.push(child._accessibleDiv);\n child._accessibleDiv = null;\n i--;\n }\n else {\n // map div to display..\n div = child._accessibleDiv;\n var hitArea = child.hitArea;\n var wt = child.worldTransform;\n if (child.hitArea) {\n div.style.left = (wt.tx + (hitArea.x * wt.a)) * sx + \"px\";\n div.style.top = (wt.ty + (hitArea.y * wt.d)) * sy + \"px\";\n div.style.width = hitArea.width * wt.a * sx + \"px\";\n div.style.height = hitArea.height * wt.d * sy + \"px\";\n }\n else {\n hitArea = child.getBounds();\n this.capHitArea(hitArea);\n div.style.left = hitArea.x * sx + \"px\";\n div.style.top = hitArea.y * sy + \"px\";\n div.style.width = hitArea.width * sx + \"px\";\n div.style.height = hitArea.height * sy + \"px\";\n // update button titles and hints if they exist and they've changed\n if (div.title !== child.accessibleTitle && child.accessibleTitle !== null) {\n div.title = child.accessibleTitle;\n }\n if (div.getAttribute('aria-label') !== child.accessibleHint\n && child.accessibleHint !== null) {\n div.setAttribute('aria-label', child.accessibleHint);\n }\n }\n // the title or index may have changed, if so lets update it!\n if (child.accessibleTitle !== div.title || child.tabIndex !== div.tabIndex) {\n div.title = child.accessibleTitle;\n div.tabIndex = child.tabIndex;\n if (this.debug)\n { this.updateDebugHTML(div); }\n }\n }\n }\n // increment the render id..\n this.renderId++;\n };\n /**\n * private function that will visually add the information to the\n * accessability div\n * @param {HTMLElement} div -\n */\n AccessibilityManager.prototype.updateDebugHTML = function (div) {\n div.innerHTML = \"type: \" + div.type + \"
                                                                        title : \" + div.title + \"
                                                                        tabIndex: \" + div.tabIndex;\n };\n /**\n * Adjust the hit area based on the bounds of a display object\n * @param {PIXI.Rectangle} hitArea - Bounds of the child\n */\n AccessibilityManager.prototype.capHitArea = function (hitArea) {\n if (hitArea.x < 0) {\n hitArea.width += hitArea.x;\n hitArea.x = 0;\n }\n if (hitArea.y < 0) {\n hitArea.height += hitArea.y;\n hitArea.y = 0;\n }\n var _a = this.renderer, viewWidth = _a.width, viewHeight = _a.height;\n if (hitArea.x + hitArea.width > viewWidth) {\n hitArea.width = viewWidth - hitArea.x;\n }\n if (hitArea.y + hitArea.height > viewHeight) {\n hitArea.height = viewHeight - hitArea.y;\n }\n };\n /**\n * Adds a DisplayObject to the accessibility manager\n * @private\n * @param {PIXI.DisplayObject} displayObject - The child to make accessible.\n */\n AccessibilityManager.prototype.addChild = function (displayObject) {\n // this.activate();\n var div = this.pool.pop();\n if (!div) {\n div = document.createElement('button');\n div.style.width = DIV_TOUCH_SIZE + \"px\";\n div.style.height = DIV_TOUCH_SIZE + \"px\";\n div.style.backgroundColor = this.debug ? 'rgba(255,255,255,0.5)' : 'transparent';\n div.style.position = 'absolute';\n div.style.zIndex = DIV_TOUCH_ZINDEX.toString();\n div.style.borderStyle = 'none';\n // ARIA attributes ensure that button title and hint updates are announced properly\n if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) {\n // Chrome doesn't need aria-live to work as intended; in fact it just gets more confused.\n div.setAttribute('aria-live', 'off');\n }\n else {\n div.setAttribute('aria-live', 'polite');\n }\n if (navigator.userAgent.match(/rv:.*Gecko\\//)) {\n // FireFox needs this to announce only the new button name\n div.setAttribute('aria-relevant', 'additions');\n }\n else {\n // required by IE, other browsers don't much care\n div.setAttribute('aria-relevant', 'text');\n }\n div.addEventListener('click', this._onClick.bind(this));\n div.addEventListener('focus', this._onFocus.bind(this));\n div.addEventListener('focusout', this._onFocusOut.bind(this));\n }\n // set pointer events\n div.style.pointerEvents = displayObject.accessiblePointerEvents;\n // set the type, this defaults to button!\n div.type = displayObject.accessibleType;\n if (displayObject.accessibleTitle && displayObject.accessibleTitle !== null) {\n div.title = displayObject.accessibleTitle;\n }\n else if (!displayObject.accessibleHint\n || displayObject.accessibleHint === null) {\n div.title = \"displayObject \" + displayObject.tabIndex;\n }\n if (displayObject.accessibleHint\n && displayObject.accessibleHint !== null) {\n div.setAttribute('aria-label', displayObject.accessibleHint);\n }\n if (this.debug)\n { this.updateDebugHTML(div); }\n displayObject._accessibleActive = true;\n displayObject._accessibleDiv = div;\n div.displayObject = displayObject;\n this.children.push(displayObject);\n this.div.appendChild(displayObject._accessibleDiv);\n displayObject._accessibleDiv.tabIndex = displayObject.tabIndex;\n };\n /**\n * Maps the div button press to pixi's InteractionManager (click)\n * @private\n * @param {MouseEvent} e - The click event.\n */\n AccessibilityManager.prototype._onClick = function (e) {\n var interactionManager = this.renderer.plugins.interaction;\n var displayObject = e.target.displayObject;\n var eventData = interactionManager.eventData;\n interactionManager.dispatchEvent(displayObject, 'click', eventData);\n interactionManager.dispatchEvent(displayObject, 'pointertap', eventData);\n interactionManager.dispatchEvent(displayObject, 'tap', eventData);\n };\n /**\n * Maps the div focus events to pixi's InteractionManager (mouseover)\n * @private\n * @param {FocusEvent} e - The focus event.\n */\n AccessibilityManager.prototype._onFocus = function (e) {\n if (!e.target.getAttribute('aria-live')) {\n e.target.setAttribute('aria-live', 'assertive');\n }\n var interactionManager = this.renderer.plugins.interaction;\n var displayObject = e.target.displayObject;\n var eventData = interactionManager.eventData;\n interactionManager.dispatchEvent(displayObject, 'mouseover', eventData);\n };\n /**\n * Maps the div focus events to pixi's InteractionManager (mouseout)\n * @private\n * @param {FocusEvent} e - The focusout event.\n */\n AccessibilityManager.prototype._onFocusOut = function (e) {\n if (!e.target.getAttribute('aria-live')) {\n e.target.setAttribute('aria-live', 'polite');\n }\n var interactionManager = this.renderer.plugins.interaction;\n var displayObject = e.target.displayObject;\n var eventData = interactionManager.eventData;\n interactionManager.dispatchEvent(displayObject, 'mouseout', eventData);\n };\n /**\n * Is called when a key is pressed\n * @private\n * @param {KeyboardEvent} e - The keydown event.\n */\n AccessibilityManager.prototype._onKeyDown = function (e) {\n if (e.keyCode !== KEY_CODE_TAB) {\n return;\n }\n this.activate();\n };\n /**\n * Is called when the mouse moves across the renderer element\n * @private\n * @param {MouseEvent} e - The mouse event.\n */\n AccessibilityManager.prototype._onMouseMove = function (e) {\n if (e.movementX === 0 && e.movementY === 0) {\n return;\n }\n this.deactivate();\n };\n /** Destroys the accessibility manager */\n AccessibilityManager.prototype.destroy = function () {\n this.destroyTouchHook();\n this.div = null;\n globalThis.document.removeEventListener('mousemove', this._onMouseMove, true);\n globalThis.removeEventListener('keydown', this._onKeyDown);\n this.pool = null;\n this.children = null;\n this.renderer = null;\n };\n /** @ignore */\n AccessibilityManager.extension = {\n name: 'accessibility',\n type: [\n ExtensionType.RendererPlugin,\n ExtensionType.CanvasRendererPlugin ],\n };\n return AccessibilityManager;\n}());\n\nexport { AccessibilityManager, accessibleTarget };\n//# sourceMappingURL=accessibility.mjs.map\n","/*!\n * @pixi/math - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/math is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Two Pi.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar PI_2 = Math.PI * 2;\n/**\n * Conversion factor for converting radians to degrees.\n * @static\n * @member {number} RAD_TO_DEG\n * @memberof PIXI\n */\nvar RAD_TO_DEG = 180 / Math.PI;\n/**\n * Conversion factor for converting degrees to radians.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar DEG_TO_RAD = Math.PI / 180;\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n * @static\n * @memberof PIXI\n * @enum {number}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n */\nvar SHAPES;\n(function (SHAPES) {\n SHAPES[SHAPES[\"POLY\"] = 0] = \"POLY\";\n SHAPES[SHAPES[\"RECT\"] = 1] = \"RECT\";\n SHAPES[SHAPES[\"CIRC\"] = 2] = \"CIRC\";\n SHAPES[SHAPES[\"ELIP\"] = 3] = \"ELIP\";\n SHAPES[SHAPES[\"RREC\"] = 4] = \"RREC\";\n})(SHAPES || (SHAPES = {}));\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis\n * @class\n * @memberof PIXI\n * @implements {IPoint}\n */\nvar Point = /** @class */ (function () {\n /**\n * Creates a new `Point`\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function Point(x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n /** Position of the point on the x axis */\n this.x = 0;\n /** Position of the point on the y axis */\n this.y = 0;\n this.x = x;\n this.y = y;\n }\n /**\n * Creates a clone of this point\n * @returns A clone of this point\n */\n Point.prototype.clone = function () {\n return new Point(this.x, this.y);\n };\n /**\n * Copies `x` and `y` from the given point into this point\n * @param p - The point to copy from\n * @returns The point instance itself\n */\n Point.prototype.copyFrom = function (p) {\n this.set(p.x, p.y);\n return this;\n };\n /**\n * Copies this point's x and y into the given point (`p`).\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n Point.prototype.copyTo = function (p) {\n p.set(this.x, this.y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n Point.prototype.equals = function (p) {\n return (p.x === this.x) && (p.y === this.y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the `x` axis\n * @param {number} [y=x] - position of the point on the `y` axis\n * @returns The point instance itself\n */\n Point.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n this.x = x;\n this.y = y;\n return this;\n };\n Point.prototype.toString = function () {\n return \"[@pixi/math:Point x=\" + this.x + \" y=\" + this.y + \"]\";\n };\n return Point;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\n/**\n * Size object, contains width and height\n * @memberof PIXI\n * @typedef {object} ISize\n * @property {number} width - Width component\n * @property {number} height - Height component\n */\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n * @memberof PIXI\n */\nvar Rectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rectangle\n * @param y - The Y coordinate of the upper-left corner of the rectangle\n * @param width - The overall width of the rectangle\n * @param height - The overall height of the rectangle\n */\n function Rectangle(x, y, width, height) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this.x = Number(x);\n this.y = Number(y);\n this.width = Number(width);\n this.height = Number(height);\n this.type = SHAPES.RECT;\n }\n Object.defineProperty(Rectangle.prototype, \"left\", {\n /** Returns the left edge of the rectangle. */\n get: function () {\n return this.x;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"right\", {\n /** Returns the right edge of the rectangle. */\n get: function () {\n return this.x + this.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"top\", {\n /** Returns the top edge of the rectangle. */\n get: function () {\n return this.y;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"bottom\", {\n /** Returns the bottom edge of the rectangle. */\n get: function () {\n return this.y + this.height;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle, \"EMPTY\", {\n /** A constant empty rectangle. */\n get: function () {\n return new Rectangle(0, 0, 0, 0);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates a clone of this Rectangle\n * @returns a copy of the rectangle\n */\n Rectangle.prototype.clone = function () {\n return new Rectangle(this.x, this.y, this.width, this.height);\n };\n /**\n * Copies another rectangle to this one.\n * @param rectangle - The rectangle to copy from.\n * @returns Returns itself.\n */\n Rectangle.prototype.copyFrom = function (rectangle) {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n return this;\n };\n /**\n * Copies this rectangle to another one.\n * @param rectangle - The rectangle to copy to.\n * @returns Returns given parameter.\n */\n Rectangle.prototype.copyTo = function (rectangle) {\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n return rectangle;\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Rectangle\n */\n Rectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x < this.x + this.width) {\n if (y >= this.y && y < this.y + this.height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object.\n * Returns true only if the area of the intersection is >0, this means that Rectangles\n * sharing a side are not overlapping. Another side effect is that an arealess rectangle\n * (width or height equal to zero) can't intersect any other rectangle.\n * @param {Rectangle} other - The Rectangle to intersect with `this`.\n * @param {Matrix} transform - The transformation matrix of `other`.\n * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`.\n */\n Rectangle.prototype.intersects = function (other, transform) {\n if (!transform) {\n var x0_1 = this.x < other.x ? other.x : this.x;\n var x1_1 = this.right > other.right ? other.right : this.right;\n if (x1_1 <= x0_1) {\n return false;\n }\n var y0_1 = this.y < other.y ? other.y : this.y;\n var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom;\n return y1_1 > y0_1;\n }\n var x0 = this.left;\n var x1 = this.right;\n var y0 = this.top;\n var y1 = this.bottom;\n if (x1 <= x0 || y1 <= y0) {\n return false;\n }\n var lt = tempPoints[0].set(other.left, other.top);\n var lb = tempPoints[1].set(other.left, other.bottom);\n var rt = tempPoints[2].set(other.right, other.top);\n var rb = tempPoints[3].set(other.right, other.bottom);\n if (rt.x <= lt.x || lb.y <= lt.y) {\n return false;\n }\n var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c));\n if (s === 0) {\n return false;\n }\n transform.apply(lt, lt);\n transform.apply(lb, lb);\n transform.apply(rt, rt);\n transform.apply(rb, rb);\n if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0\n || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1\n || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0\n || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) {\n return false;\n }\n var nx = s * (lb.y - lt.y);\n var ny = s * (lt.x - lb.x);\n var n00 = (nx * x0) + (ny * y0);\n var n10 = (nx * x1) + (ny * y0);\n var n01 = (nx * x0) + (ny * y1);\n var n11 = (nx * x1) + (ny * y1);\n if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y)\n || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) {\n return false;\n }\n var mx = s * (lt.y - rt.y);\n var my = s * (rt.x - lt.x);\n var m00 = (mx * x0) + (my * y0);\n var m10 = (mx * x1) + (my * y0);\n var m01 = (mx * x0) + (my * y1);\n var m11 = (mx * x1) + (my * y1);\n if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y)\n || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) {\n return false;\n }\n return true;\n };\n /**\n * Pads the rectangle making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n * @returns Returns itself.\n */\n Rectangle.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n this.x -= paddingX;\n this.y -= paddingY;\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n return this;\n };\n /**\n * Fits this rectangle around the passed one.\n * @param rectangle - The rectangle to fit.\n * @returns Returns itself.\n */\n Rectangle.prototype.fit = function (rectangle) {\n var x1 = Math.max(this.x, rectangle.x);\n var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.max(this.y, rectangle.y);\n var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = Math.max(x2 - x1, 0);\n this.y = y1;\n this.height = Math.max(y2 - y1, 0);\n return this;\n };\n /**\n * Enlarges rectangle that way its corners lie on grid\n * @param resolution - resolution\n * @param eps - precision\n * @returns Returns itself.\n */\n Rectangle.prototype.ceil = function (resolution, eps) {\n if (resolution === void 0) { resolution = 1; }\n if (eps === void 0) { eps = 0.001; }\n var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n return this;\n };\n /**\n * Enlarges this rectangle to include the passed rectangle.\n * @param rectangle - The rectangle to include.\n * @returns Returns itself.\n */\n Rectangle.prototype.enlarge = function (rectangle) {\n var x1 = Math.min(this.x, rectangle.x);\n var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.min(this.y, rectangle.y);\n var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n return this;\n };\n Rectangle.prototype.toString = function () {\n return \"[@pixi/math:Rectangle x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Rectangle;\n}());\n\n/**\n * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Circle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this circle\n * @param y - The Y coordinate of the center of this circle\n * @param radius - The radius of the circle\n */\n function Circle(x, y, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (radius === void 0) { radius = 0; }\n this.x = x;\n this.y = y;\n this.radius = radius;\n this.type = SHAPES.CIRC;\n }\n /**\n * Creates a clone of this Circle instance\n * @returns A copy of the Circle\n */\n Circle.prototype.clone = function () {\n return new Circle(this.x, this.y, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this circle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Circle\n */\n Circle.prototype.contains = function (x, y) {\n if (this.radius <= 0) {\n return false;\n }\n var r2 = this.radius * this.radius;\n var dx = (this.x - x);\n var dy = (this.y - y);\n dx *= dx;\n dy *= dy;\n return (dx + dy <= r2);\n };\n /**\n * Returns the framing rectangle of the circle as a Rectangle object\n * @returns The framing rectangle\n */\n Circle.prototype.getBounds = function () {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n };\n Circle.prototype.toString = function () {\n return \"[@pixi/math:Circle x=\" + this.x + \" y=\" + this.y + \" radius=\" + this.radius + \"]\";\n };\n return Circle;\n}());\n\n/**\n * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Ellipse = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this ellipse\n * @param y - The Y coordinate of the center of this ellipse\n * @param halfWidth - The half width of this ellipse\n * @param halfHeight - The half height of this ellipse\n */\n function Ellipse(x, y, halfWidth, halfHeight) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (halfWidth === void 0) { halfWidth = 0; }\n if (halfHeight === void 0) { halfHeight = 0; }\n this.x = x;\n this.y = y;\n this.width = halfWidth;\n this.height = halfHeight;\n this.type = SHAPES.ELIP;\n }\n /**\n * Creates a clone of this Ellipse instance\n * @returns {PIXI.Ellipse} A copy of the ellipse\n */\n Ellipse.prototype.clone = function () {\n return new Ellipse(this.x, this.y, this.width, this.height);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this ellipse\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coords are within this ellipse\n */\n Ellipse.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n // normalize the coords to an ellipse with center 0,0\n var normx = ((x - this.x) / this.width);\n var normy = ((y - this.y) / this.height);\n normx *= normx;\n normy *= normy;\n return (normx + normy <= 1);\n };\n /**\n * Returns the framing rectangle of the ellipse as a Rectangle object\n * @returns The framing rectangle\n */\n Ellipse.prototype.getBounds = function () {\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n };\n Ellipse.prototype.toString = function () {\n return \"[@pixi/math:Ellipse x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Ellipse;\n}());\n\n/**\n * A class to define a shape via user defined coordinates.\n * @memberof PIXI\n */\nvar Polygon = /** @class */ (function () {\n /**\n * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points\n * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or\n * the arguments passed can be all the points of the polygon e.g.\n * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat\n * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.\n */\n function Polygon() {\n var arguments$1 = arguments;\n\n var points = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n points[_i] = arguments$1[_i];\n }\n var flat = Array.isArray(points[0]) ? points[0] : points;\n // if this is an array of points, convert it to a flat array of numbers\n if (typeof flat[0] !== 'number') {\n var p = [];\n for (var i = 0, il = flat.length; i < il; i++) {\n p.push(flat[i].x, flat[i].y);\n }\n flat = p;\n }\n this.points = flat;\n this.type = SHAPES.POLY;\n this.closeStroke = true;\n }\n /**\n * Creates a clone of this polygon.\n * @returns - A copy of the polygon.\n */\n Polygon.prototype.clone = function () {\n var points = this.points.slice();\n var polygon = new Polygon(points);\n polygon.closeStroke = this.closeStroke;\n return polygon;\n };\n /**\n * Checks whether the x and y coordinates passed to this function are contained within this polygon.\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this polygon.\n */\n Polygon.prototype.contains = function (x, y) {\n var inside = false;\n // use some raycasting to test hits\n // https://github.com/substack/point-in-polygon/blob/master/index.js\n var length = this.points.length / 2;\n for (var i = 0, j = length - 1; i < length; j = i++) {\n var xi = this.points[i * 2];\n var yi = this.points[(i * 2) + 1];\n var xj = this.points[j * 2];\n var yj = this.points[(j * 2) + 1];\n var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);\n if (intersect) {\n inside = !inside;\n }\n }\n return inside;\n };\n Polygon.prototype.toString = function () {\n return \"[@pixi/math:Polygon\"\n + (\"closeStroke=\" + this.closeStroke)\n + (\"points=\" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + \", \" + currentPoint; }, '') + \"]\");\n };\n return Polygon;\n}());\n\n/**\n * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its\n * top-left corner point (x, y) and by its width and its height and its radius.\n * @memberof PIXI\n */\nvar RoundedRectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rounded rectangle\n * @param y - The Y coordinate of the upper-left corner of the rounded rectangle\n * @param width - The overall width of this rounded rectangle\n * @param height - The overall height of this rounded rectangle\n * @param radius - Controls the radius of the rounded corners\n */\n function RoundedRectangle(x, y, width, height, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n if (radius === void 0) { radius = 20; }\n this.x = x;\n this.y = y;\n this.width = width;\n this.height = height;\n this.radius = radius;\n this.type = SHAPES.RREC;\n }\n /**\n * Creates a clone of this Rounded Rectangle.\n * @returns - A copy of the rounded rectangle.\n */\n RoundedRectangle.prototype.clone = function () {\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rounded Rectangle\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this Rounded Rectangle.\n */\n RoundedRectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width) {\n if (y >= this.y && y <= this.y + this.height) {\n var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2));\n if ((y >= this.y + radius && y <= this.y + this.height - radius)\n || (x >= this.x + radius && x <= this.x + this.width - radius)) {\n return true;\n }\n var dx = x - (this.x + radius);\n var dy = y - (this.y + radius);\n var radius2 = radius * radius;\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + this.width - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dy = y - (this.y + this.height - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n }\n }\n return false;\n };\n RoundedRectangle.prototype.toString = function () {\n return \"[@pixi/math:RoundedRectangle x=\" + this.x + \" y=\" + this.y\n + (\"width=\" + this.width + \" height=\" + this.height + \" radius=\" + this.radius + \"]\");\n };\n return RoundedRectangle;\n}());\n\n/**\n * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis.\n *\n * An `ObservablePoint` is a point that triggers a callback when the point's position is changed.\n * @memberof PIXI\n */\nvar ObservablePoint = /** @class */ (function () {\n /**\n * Creates a new `ObservablePoint`\n * @param cb - callback function triggered when `x` and/or `y` are changed\n * @param scope - owner of callback\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function ObservablePoint(cb, scope, x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n this._x = x;\n this._y = y;\n this.cb = cb;\n this.scope = scope;\n }\n /**\n * Creates a clone of this point.\n * The callback and scope params can be overridden otherwise they will default\n * to the clone object's values.\n * @override\n * @param cb - The callback function triggered when `x` and/or `y` are changed\n * @param scope - The owner of the callback\n * @returns a copy of this observable point\n */\n ObservablePoint.prototype.clone = function (cb, scope) {\n if (cb === void 0) { cb = this.cb; }\n if (scope === void 0) { scope = this.scope; }\n return new ObservablePoint(cb, scope, this._x, this._y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n if (this._x !== x || this._y !== y) {\n this._x = x;\n this._y = y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies x and y from the given point (`p`)\n * @param p - The point to copy from. Can be any of type that is or extends `IPointData`\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.copyFrom = function (p) {\n if (this._x !== p.x || this._y !== p.y) {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies this point's x and y into that of the given point (`p`)\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n ObservablePoint.prototype.copyTo = function (p) {\n p.set(this._x, this._y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n ObservablePoint.prototype.equals = function (p) {\n return (p.x === this._x) && (p.y === this._y);\n };\n ObservablePoint.prototype.toString = function () {\n return \"[@pixi/math:ObservablePoint x=\" + 0 + \" y=\" + 0 + \" scope=\" + this.scope + \"]\";\n };\n Object.defineProperty(ObservablePoint.prototype, \"x\", {\n /** Position of the observable point on the x axis. */\n get: function () {\n return this._x;\n },\n set: function (value) {\n if (this._x !== value) {\n this._x = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ObservablePoint.prototype, \"y\", {\n /** Position of the observable point on the y axis. */\n get: function () {\n return this._y;\n },\n set: function (value) {\n if (this._y !== value) {\n this._y = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n return ObservablePoint;\n}());\n\n/**\n * The PixiJS Matrix as a class makes it a lot faster.\n *\n * Here is a representation of it:\n * ```js\n * | a | c | tx|\n * | b | d | ty|\n * | 0 | 0 | 1 |\n * ```\n * @memberof PIXI\n */\nvar Matrix = /** @class */ (function () {\n /**\n * @param a - x scale\n * @param b - y skew\n * @param c - x skew\n * @param d - y scale\n * @param tx - x translation\n * @param ty - y translation\n */\n function Matrix(a, b, c, d, tx, ty) {\n if (a === void 0) { a = 1; }\n if (b === void 0) { b = 0; }\n if (c === void 0) { c = 0; }\n if (d === void 0) { d = 1; }\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n this.array = null;\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n }\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n * @param array - The array that the matrix will be populated from.\n */\n Matrix.prototype.fromArray = function (array) {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n };\n /**\n * Sets the matrix properties.\n * @param a - Matrix component\n * @param b - Matrix component\n * @param c - Matrix component\n * @param d - Matrix component\n * @param tx - Matrix component\n * @param ty - Matrix component\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.set = function (a, b, c, d, tx, ty) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n return this;\n };\n /**\n * Creates an array from the current Matrix object.\n * @param transpose - Whether we need to transpose the matrix or not\n * @param [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @returns The newly created array which contains the matrix\n */\n Matrix.prototype.toArray = function (transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n var array = out || this.array;\n if (transpose) {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n }\n else {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n return array;\n };\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, transformed through this matrix\n */\n Matrix.prototype.apply = function (pos, newPos) {\n newPos = (newPos || new Point());\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.a * x) + (this.c * y) + this.tx;\n newPos.y = (this.b * x) + (this.d * y) + this.ty;\n return newPos;\n };\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n Matrix.prototype.applyInverse = function (pos, newPos) {\n newPos = (newPos || new Point());\n var id = 1 / ((this.a * this.d) + (this.c * -this.b));\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);\n newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);\n return newPos;\n };\n /**\n * Translates the matrix on the x and y.\n * @param x - How much to translate x by\n * @param y - How much to translate y by\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.translate = function (x, y) {\n this.tx += x;\n this.ty += y;\n return this;\n };\n /**\n * Applies a scale transformation to the matrix.\n * @param x - The amount to scale horizontally\n * @param y - The amount to scale vertically\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.scale = function (x, y) {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n return this;\n };\n /**\n * Applies a rotation transformation to the matrix.\n * @param angle - The angle in radians.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.rotate = function (angle) {\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n var a1 = this.a;\n var c1 = this.c;\n var tx1 = this.tx;\n this.a = (a1 * cos) - (this.b * sin);\n this.b = (a1 * sin) + (this.b * cos);\n this.c = (c1 * cos) - (this.d * sin);\n this.d = (c1 * sin) + (this.d * cos);\n this.tx = (tx1 * cos) - (this.ty * sin);\n this.ty = (tx1 * sin) + (this.ty * cos);\n return this;\n };\n /**\n * Appends the given Matrix to this Matrix.\n * @param matrix - The matrix to append.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.append = function (matrix) {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n this.a = (matrix.a * a1) + (matrix.b * c1);\n this.b = (matrix.a * b1) + (matrix.b * d1);\n this.c = (matrix.c * a1) + (matrix.d * c1);\n this.d = (matrix.c * b1) + (matrix.d * d1);\n this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;\n this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;\n return this;\n };\n /**\n * Sets the matrix based on all the available properties\n * @param x - Position on the x axis\n * @param y - Position on the y axis\n * @param pivotX - Pivot on the x axis\n * @param pivotY - Pivot on the y axis\n * @param scaleX - Scale on the x axis\n * @param scaleY - Scale on the y axis\n * @param rotation - Rotation in radians\n * @param skewX - Skew on the x axis\n * @param skewY - Skew on the y axis\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n this.a = Math.cos(rotation + skewY) * scaleX;\n this.b = Math.sin(rotation + skewY) * scaleX;\n this.c = -Math.sin(rotation - skewX) * scaleY;\n this.d = Math.cos(rotation - skewX) * scaleY;\n this.tx = x - ((pivotX * this.a) + (pivotY * this.c));\n this.ty = y - ((pivotX * this.b) + (pivotY * this.d));\n return this;\n };\n /**\n * Prepends the given Matrix to this Matrix.\n * @param matrix - The matrix to prepend\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.prepend = function (matrix) {\n var tx1 = this.tx;\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n var a1 = this.a;\n var c1 = this.c;\n this.a = (a1 * matrix.a) + (this.b * matrix.c);\n this.b = (a1 * matrix.b) + (this.b * matrix.d);\n this.c = (c1 * matrix.a) + (this.d * matrix.c);\n this.d = (c1 * matrix.b) + (this.d * matrix.d);\n }\n this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;\n this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;\n return this;\n };\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n * @param transform - The transform to apply the properties to.\n * @returns The transform with the newly applied properties\n */\n Matrix.prototype.decompose = function (transform) {\n // sort out rotation / skew..\n var a = this.a;\n var b = this.b;\n var c = this.c;\n var d = this.d;\n var pivot = transform.pivot;\n var skewX = -Math.atan2(-c, d);\n var skewY = Math.atan2(b, a);\n var delta = Math.abs(skewX + skewY);\n if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n }\n else {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n // next set scale\n transform.scale.x = Math.sqrt((a * a) + (b * b));\n transform.scale.y = Math.sqrt((c * c) + (d * d));\n // next set position\n transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c));\n transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d));\n return transform;\n };\n /**\n * Inverts this matrix\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.invert = function () {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n var tx1 = this.tx;\n var n = (a1 * d1) - (b1 * c1);\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;\n this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;\n return this;\n };\n /**\n * Resets this Matrix to an identity (default) matrix.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.identity = function () {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n return this;\n };\n /**\n * Creates a new Matrix object with the same values as this one.\n * @returns A copy of this matrix. Good for chaining method calls.\n */\n Matrix.prototype.clone = function () {\n var matrix = new Matrix();\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n * @param matrix - The matrix to copy to.\n * @returns The matrix given in parameter with its values updated.\n */\n Matrix.prototype.copyTo = function (matrix) {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the matrix to be the same as the ones in given matrix\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @returns {PIXI.Matrix} this\n */\n Matrix.prototype.copyFrom = function (matrix) {\n this.a = matrix.a;\n this.b = matrix.b;\n this.c = matrix.c;\n this.d = matrix.d;\n this.tx = matrix.tx;\n this.ty = matrix.ty;\n return this;\n };\n Matrix.prototype.toString = function () {\n return \"[@pixi/math:Matrix a=\" + this.a + \" b=\" + this.b + \" c=\" + this.c + \" d=\" + this.d + \" tx=\" + this.tx + \" ty=\" + this.ty + \"]\";\n };\n Object.defineProperty(Matrix, \"IDENTITY\", {\n /**\n * A default (identity) matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Matrix, \"TEMP_MATRIX\", {\n /**\n * A temp matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n return Matrix;\n}());\n\n// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group\n/*\n * Transform matrix for operation n is:\n * | ux | vx |\n * | uy | vy |\n */\nvar ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nvar uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\n/**\n * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * for the composition of each rotation in the dihederal group D8.\n * @type {number[][]}\n * @private\n */\nvar rotationCayley = [];\n/**\n * Matrices for each `GD8Symmetry` rotation.\n * @type {PIXI.Matrix[]}\n * @private\n */\nvar rotationMatrices = [];\n/*\n * Alias for {@code Math.sign}.\n */\nvar signum = Math.sign;\n/*\n * Initializes `rotationCayley` and `rotationMatrices`. It is called\n * only once below.\n */\nfunction init() {\n for (var i = 0; i < 16; i++) {\n var row = [];\n rotationCayley.push(row);\n for (var j = 0; j < 16; j++) {\n /* Multiplies rotation matrices i and j. */\n var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));\n var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));\n var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));\n var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));\n /* Finds rotation matrix matching the product and pushes it. */\n for (var k = 0; k < 16; k++) {\n if (ux[k] === _ux && uy[k] === _uy\n && vx[k] === _vx && vy[k] === _vy) {\n row.push(k);\n break;\n }\n }\n }\n }\n for (var i = 0; i < 16; i++) {\n var mat = new Matrix();\n mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);\n rotationMatrices.push(mat);\n }\n}\ninit();\n/**\n * @memberof PIXI\n * @typedef {number} GD8Symmetry\n * @see PIXI.groupD8\n */\n/**\n * Implements the dihedral group D8, which is similar to\n * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};\n * D8 is the same but with diagonals, and it is used for texture\n * rotations.\n *\n * The directions the U- and V- axes after rotation\n * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`\n * and `(vX(a), vY(a))`. These aren't necessarily unit vectors.\n *\n * **Origin:**
                                                                        \n * This is the small part of gameofbombs.com portal system. It works.\n * @see PIXI.groupD8.E\n * @see PIXI.groupD8.SE\n * @see PIXI.groupD8.S\n * @see PIXI.groupD8.SW\n * @see PIXI.groupD8.W\n * @see PIXI.groupD8.NW\n * @see PIXI.groupD8.N\n * @see PIXI.groupD8.NE\n * @author Ivan @ivanpopelyshev\n * @namespace PIXI.groupD8\n * @memberof PIXI\n */\nvar groupD8 = {\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 0° | East |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n E: 0,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 45°↻ | Southeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SE: 1,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 90°↻ | South |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n S: 2,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 135°↻ | Southwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SW: 3,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 180° | West |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n W: 4,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -135°/225°↻ | Northwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NW: 5,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -90°/270°↻ | North |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n N: 6,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -45°/315°↻ | Northeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NE: 7,\n /**\n * Reflection about Y-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_VERTICAL: 8,\n /**\n * Reflection about the main diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MAIN_DIAGONAL: 10,\n /**\n * Reflection about X-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_HORIZONTAL: 12,\n /**\n * Reflection about reverse diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n REVERSE_DIAGONAL: 14,\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the U-axis\n * after rotating the axes.\n */\n uX: function (ind) { return ux[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis\n * after rotating the axes.\n */\n uY: function (ind) { return uy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the V-axis\n * after rotating the axes.\n */\n vX: function (ind) { return vx[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis\n * after rotating the axes.\n */\n vY: function (ind) { return vy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite\n * is needed. Only rotations have opposite symmetries while\n * reflections don't.\n * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation`\n */\n inv: function (rotation) {\n if (rotation & 8) // true only if between 8 & 15 (reflections)\n {\n return rotation & 15; // or rotation % 16\n }\n return (-rotation) & 7; // or (8 - rotation) % 8\n },\n /**\n * Composes the two D8 operations.\n *\n * Taking `^` as reflection:\n *\n * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |\n * |-------|-----|-----|-----|-----|------|-------|-------|-------|\n * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |\n * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |\n * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |\n * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |\n * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |\n * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |\n * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |\n * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |\n *\n * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which\n * is the row in the above cayley table.\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which\n * is the column in the above cayley table.\n * @returns {PIXI.GD8Symmetry} Composed operation\n */\n add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); },\n /**\n * Reverse of `add`.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation\n * @returns {PIXI.GD8Symmetry} Result\n */\n sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); },\n /**\n * Adds 180 degrees to rotation, which is a commutative\n * operation.\n * @memberof PIXI.groupD8\n * @param {number} rotation - The number to rotate.\n * @returns {number} Rotated number\n */\n rotate180: function (rotation) { return rotation ^ 4; },\n /**\n * Checks if the rotation angle is vertical, i.e. south\n * or north. It doesn't work for reflections.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - The number to check.\n * @returns {boolean} Whether or not the direction is vertical\n */\n isVertical: function (rotation) { return (rotation & 3) === 2; },\n /**\n * Approximates the vector `V(dx,dy)` into one of the\n * eight directions provided by `groupD8`.\n * @memberof PIXI.groupD8\n * @param {number} dx - X-component of the vector\n * @param {number} dy - Y-component of the vector\n * @returns {PIXI.GD8Symmetry} Approximation of the vector into\n * one of the eight symmetries.\n */\n byDirection: function (dx, dy) {\n if (Math.abs(dx) * 2 <= Math.abs(dy)) {\n if (dy >= 0) {\n return groupD8.S;\n }\n return groupD8.N;\n }\n else if (Math.abs(dy) * 2 <= Math.abs(dx)) {\n if (dx > 0) {\n return groupD8.E;\n }\n return groupD8.W;\n }\n else if (dy > 0) {\n if (dx > 0) {\n return groupD8.SE;\n }\n return groupD8.SW;\n }\n else if (dx > 0) {\n return groupD8.NE;\n }\n return groupD8.NW;\n },\n /**\n * Helps sprite to compensate texture packer rotation.\n * @memberof PIXI.groupD8\n * @param {PIXI.Matrix} matrix - sprite world matrix\n * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.\n * @param {number} tx - sprite anchoring\n * @param {number} ty - sprite anchoring\n */\n matrixAppendRotationInv: function (matrix, rotation, tx, ty) {\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n // Packer used \"rotation\", we use \"inv(rotation)\"\n var mat = rotationMatrices[groupD8.inv(rotation)];\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n },\n};\n\n/**\n * Transform that takes care about its versions.\n * @memberof PIXI\n */\nvar Transform = /** @class */ (function () {\n function Transform() {\n this.worldTransform = new Matrix();\n this.localTransform = new Matrix();\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n this._rotation = 0;\n this._cx = 1;\n this._sx = 0;\n this._cy = 0;\n this._sy = 1;\n this._localID = 0;\n this._currentLocalID = 0;\n this._worldID = 0;\n this._parentID = 0;\n }\n /** Called when a value changes. */\n Transform.prototype.onChange = function () {\n this._localID++;\n };\n /** Called when the skew or the rotation changes. */\n Transform.prototype.updateSkew = function () {\n this._cx = Math.cos(this._rotation + this.skew.y);\n this._sx = Math.sin(this._rotation + this.skew.y);\n this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2\n this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2\n this._localID++;\n };\n Transform.prototype.toString = function () {\n return \"[@pixi/math:Transform \"\n + (\"position=(\" + this.position.x + \", \" + this.position.y + \") \")\n + (\"rotation=\" + this.rotation + \" \")\n + (\"scale=(\" + this.scale.x + \", \" + this.scale.y + \") \")\n + (\"skew=(\" + this.skew.x + \", \" + this.skew.y + \") \")\n + \"]\";\n };\n /** Updates the local transformation matrix. */\n Transform.prototype.updateLocalTransform = function () {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n };\n /**\n * Updates the local and the world transformation matrices.\n * @param parentTransform - The parent transform\n */\n Transform.prototype.updateTransform = function (parentTransform) {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n if (this._parentID !== parentTransform._worldID) {\n // concat the parent matrix with the objects transform.\n var pt = parentTransform.worldTransform;\n var wt = this.worldTransform;\n wt.a = (lt.a * pt.a) + (lt.b * pt.c);\n wt.b = (lt.a * pt.b) + (lt.b * pt.d);\n wt.c = (lt.c * pt.a) + (lt.d * pt.c);\n wt.d = (lt.c * pt.b) + (lt.d * pt.d);\n wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;\n wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;\n this._parentID = parentTransform._worldID;\n // update the id of the transform..\n this._worldID++;\n }\n };\n /**\n * Decomposes a matrix and sets the transforms properties based on it.\n * @param matrix - The matrix to decompose\n */\n Transform.prototype.setFromMatrix = function (matrix) {\n matrix.decompose(this);\n this._localID++;\n };\n Object.defineProperty(Transform.prototype, \"rotation\", {\n /** The rotation of the object in radians. */\n get: function () {\n return this._rotation;\n },\n set: function (value) {\n if (this._rotation !== value) {\n this._rotation = value;\n this.updateSkew();\n }\n },\n enumerable: false,\n configurable: true\n });\n /** A default (identity) transform. */\n Transform.IDENTITY = new Transform();\n return Transform;\n}());\n\nexport { Circle, DEG_TO_RAD, Ellipse, Matrix, ObservablePoint, PI_2, Point, Polygon, RAD_TO_DEG, Rectangle, RoundedRectangle, SHAPES, Transform, groupD8 };\n//# sourceMappingURL=math.mjs.map\n","/*!\n * @pixi/ticker - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/ticker is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { ExtensionType } from '@pixi/extensions';\n\n/**\n * Target frames per millisecond.\n * @static\n * @name TARGET_FPMS\n * @memberof PIXI.settings\n * @type {number}\n * @default 0.06\n */\nsettings.TARGET_FPMS = 0.06;\n\n/**\n * Represents the update priorities used by internal PIXI classes when registered with\n * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower\n * priority items, such as render, should go later.\n * @static\n * @constant\n * @name UPDATE_PRIORITY\n * @memberof PIXI\n * @enum {number}\n * @property {number} [INTERACTION=50] Highest priority, used for {@link PIXI.InteractionManager}\n * @property {number} [HIGH=25] High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite}\n * @property {number} [NORMAL=0] Default priority for ticker events, see {@link PIXI.Ticker#add}.\n * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering.\n * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility.\n */\nvar UPDATE_PRIORITY;\n(function (UPDATE_PRIORITY) {\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"INTERACTION\"] = 50] = \"INTERACTION\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"HIGH\"] = 25] = \"HIGH\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"NORMAL\"] = 0] = \"NORMAL\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"LOW\"] = -25] = \"LOW\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"UTILITY\"] = -50] = \"UTILITY\";\n})(UPDATE_PRIORITY || (UPDATE_PRIORITY = {}));\n\n/**\n * Internal class for handling the priority sorting of ticker handlers.\n * @private\n * @class\n * @memberof PIXI\n */\nvar TickerListener = /** @class */ (function () {\n /**\n * Constructor\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param priority - The priority for emitting\n * @param once - If the handler should fire once\n */\n function TickerListener(fn, context, priority, once) {\n if (context === void 0) { context = null; }\n if (priority === void 0) { priority = 0; }\n if (once === void 0) { once = false; }\n /** The next item in chain. */\n this.next = null;\n /** The previous item in chain. */\n this.previous = null;\n /** `true` if this listener has been destroyed already. */\n this._destroyed = false;\n this.fn = fn;\n this.context = context;\n this.priority = priority;\n this.once = once;\n }\n /**\n * Simple compare function to figure out if a function and context match.\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @returns `true` if the listener match the arguments\n */\n TickerListener.prototype.match = function (fn, context) {\n if (context === void 0) { context = null; }\n return this.fn === fn && this.context === context;\n };\n /**\n * Emit by calling the current function.\n * @private\n * @param deltaTime - time since the last emit.\n * @returns Next ticker\n */\n TickerListener.prototype.emit = function (deltaTime) {\n if (this.fn) {\n if (this.context) {\n this.fn.call(this.context, deltaTime);\n }\n else {\n this.fn(deltaTime);\n }\n }\n var redirect = this.next;\n if (this.once) {\n this.destroy(true);\n }\n // Soft-destroying should remove\n // the next reference\n if (this._destroyed) {\n this.next = null;\n }\n return redirect;\n };\n /**\n * Connect to the list.\n * @private\n * @param previous - Input node, previous listener\n */\n TickerListener.prototype.connect = function (previous) {\n this.previous = previous;\n if (previous.next) {\n previous.next.previous = this;\n }\n this.next = previous.next;\n previous.next = this;\n };\n /**\n * Destroy and don't use after this.\n * @private\n * @param hard - `true` to remove the `next` reference, this\n * is considered a hard destroy. Soft destroy maintains the next reference.\n * @returns The listener to redirect while emitting or removing.\n */\n TickerListener.prototype.destroy = function (hard) {\n if (hard === void 0) { hard = false; }\n this._destroyed = true;\n this.fn = null;\n this.context = null;\n // Disconnect, hook up next and previous\n if (this.previous) {\n this.previous.next = this.next;\n }\n if (this.next) {\n this.next.previous = this.previous;\n }\n // Redirect to the next item\n var redirect = this.next;\n // Remove references\n this.next = hard ? null : redirect;\n this.previous = null;\n return redirect;\n };\n return TickerListener;\n}());\n\n/**\n * A Ticker class that runs an update loop that other objects listen to.\n *\n * This class is composed around listeners meant for execution on the next requested animation frame.\n * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners.\n * @class\n * @memberof PIXI\n */\nvar Ticker = /** @class */ (function () {\n function Ticker() {\n var _this = this;\n /**\n * Whether or not this ticker should invoke the method\n * {@link PIXI.Ticker#start} automatically\n * when a listener is added.\n */\n this.autoStart = false;\n /**\n * Scalar time value from last frame to this frame.\n * This value is capped by setting {@link PIXI.Ticker#minFPS}\n * and is scaled with {@link PIXI.Ticker#speed}.\n * **Note:** The cap may be exceeded by scaling.\n */\n this.deltaTime = 1;\n /**\n * The last time {@link PIXI.Ticker#update} was invoked.\n * This value is also reset internally outside of invoking\n * update, but only when a new animation frame is requested.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n */\n this.lastTime = -1;\n /**\n * Factor of current {@link PIXI.Ticker#deltaTime}.\n * @example\n * // Scales ticker.deltaTime to what would be\n * // the equivalent of approximately 120 FPS\n * ticker.speed = 2;\n */\n this.speed = 1;\n /**\n * Whether or not this ticker has been started.\n * `true` if {@link PIXI.Ticker#start} has been called.\n * `false` if {@link PIXI.Ticker#stop} has been called.\n * While `false`, this value may change to `true` in the\n * event of {@link PIXI.Ticker#autoStart} being `true`\n * and a listener is added.\n */\n this.started = false;\n /** Internal current frame request ID */\n this._requestId = null;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the maximum allowed milliseconds between updates.\n */\n this._maxElapsedMS = 100;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the minimum allowed milliseconds between updates.\n */\n this._minElapsedMS = 0;\n /** If enabled, deleting is disabled.*/\n this._protected = false;\n /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */\n this._lastFrame = -1;\n this._head = new TickerListener(null, null, Infinity);\n this.deltaMS = 1 / settings.TARGET_FPMS;\n this.elapsedMS = 1 / settings.TARGET_FPMS;\n this._tick = function (time) {\n _this._requestId = null;\n if (_this.started) {\n // Invoke listeners now\n _this.update(time);\n // Listener side effects may have modified ticker state.\n if (_this.started && _this._requestId === null && _this._head.next) {\n _this._requestId = requestAnimationFrame(_this._tick);\n }\n }\n };\n }\n /**\n * Conditionally requests a new animation frame.\n * If a frame has not already been requested, and if the internal\n * emitter has listeners, a new frame is requested.\n * @private\n */\n Ticker.prototype._requestIfNeeded = function () {\n if (this._requestId === null && this._head.next) {\n // ensure callbacks get correct delta\n this.lastTime = performance.now();\n this._lastFrame = this.lastTime;\n this._requestId = requestAnimationFrame(this._tick);\n }\n };\n /**\n * Conditionally cancels a pending animation frame.\n * @private\n */\n Ticker.prototype._cancelIfNeeded = function () {\n if (this._requestId !== null) {\n cancelAnimationFrame(this._requestId);\n this._requestId = null;\n }\n };\n /**\n * Conditionally requests a new animation frame.\n * If the ticker has been started it checks if a frame has not already\n * been requested, and if the internal emitter has listeners. If these\n * conditions are met, a new frame is requested. If the ticker has not\n * been started, but autoStart is `true`, then the ticker starts now,\n * and continues with the previous conditions to request a new frame.\n * @private\n */\n Ticker.prototype._startIfPossible = function () {\n if (this.started) {\n this._requestIfNeeded();\n }\n else if (this.autoStart) {\n this.start();\n }\n };\n /**\n * Register a handler for tick events. Calls continuously unless\n * it is removed or the ticker is stopped.\n * @param fn - The listener function to be added for updates\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.add = function (fn, context, priority) {\n if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority));\n };\n /**\n * Add a handler for the tick event which is only execute once.\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.addOnce = function (fn, context, priority) {\n if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority, true));\n };\n /**\n * Internally adds the event handler so that it can be sorted by priority.\n * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run\n * before the rendering.\n * @private\n * @param listener - Current listener being added.\n * @returns This instance of a ticker\n */\n Ticker.prototype._addListener = function (listener) {\n // For attaching to head\n var current = this._head.next;\n var previous = this._head;\n // Add the first item\n if (!current) {\n listener.connect(previous);\n }\n else {\n // Go from highest to lowest priority\n while (current) {\n if (listener.priority > current.priority) {\n listener.connect(previous);\n break;\n }\n previous = current;\n current = current.next;\n }\n // Not yet connected\n if (!listener.previous) {\n listener.connect(previous);\n }\n }\n this._startIfPossible();\n return this;\n };\n /**\n * Removes any handlers matching the function and context parameters.\n * If no handlers are left after removing, then it cancels the animation frame.\n * @param fn - The listener function to be removed\n * @param context - The listener context to be removed\n * @returns This instance of a ticker\n */\n Ticker.prototype.remove = function (fn, context) {\n var listener = this._head.next;\n while (listener) {\n // We found a match, lets remove it\n // no break to delete all possible matches\n // incase a listener was added 2+ times\n if (listener.match(fn, context)) {\n listener = listener.destroy();\n }\n else {\n listener = listener.next;\n }\n }\n if (!this._head.next) {\n this._cancelIfNeeded();\n }\n return this;\n };\n Object.defineProperty(Ticker.prototype, \"count\", {\n /**\n * The number of listeners on this ticker, calculated by walking through linked list\n * @readonly\n * @member {number}\n */\n get: function () {\n if (!this._head) {\n return 0;\n }\n var count = 0;\n var current = this._head;\n while ((current = current.next)) {\n count++;\n }\n return count;\n },\n enumerable: false,\n configurable: true\n });\n /** Starts the ticker. If the ticker has listeners a new animation frame is requested at this point. */\n Ticker.prototype.start = function () {\n if (!this.started) {\n this.started = true;\n this._requestIfNeeded();\n }\n };\n /** Stops the ticker. If the ticker has requested an animation frame it is canceled at this point. */\n Ticker.prototype.stop = function () {\n if (this.started) {\n this.started = false;\n this._cancelIfNeeded();\n }\n };\n /** Destroy the ticker and don't use after this. Calling this method removes all references to internal events. */\n Ticker.prototype.destroy = function () {\n if (!this._protected) {\n this.stop();\n var listener = this._head.next;\n while (listener) {\n listener = listener.destroy(true);\n }\n this._head.destroy();\n this._head = null;\n }\n };\n /**\n * Triggers an update. An update entails setting the\n * current {@link PIXI.Ticker#elapsedMS},\n * the current {@link PIXI.Ticker#deltaTime},\n * invoking all listeners with current deltaTime,\n * and then finally setting {@link PIXI.Ticker#lastTime}\n * with the value of currentTime that was provided.\n * This method will be called automatically by animation\n * frame callbacks if the ticker instance has been started\n * and listeners are added.\n * @param {number} [currentTime=performance.now()] - the current time of execution\n */\n Ticker.prototype.update = function (currentTime) {\n if (currentTime === void 0) { currentTime = performance.now(); }\n var elapsedMS;\n // If the difference in time is zero or negative, we ignore most of the work done here.\n // If there is no valid difference, then should be no reason to let anyone know about it.\n // A zero delta, is exactly that, nothing should update.\n //\n // The difference in time can be negative, and no this does not mean time traveling.\n // This can be the result of a race condition between when an animation frame is requested\n // on the current JavaScript engine event loop, and when the ticker's start method is invoked\n // (which invokes the internal _requestIfNeeded method). If a frame is requested before\n // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests,\n // can receive a time argument that can be less than the lastTime value that was set within\n // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems.\n //\n // This check covers this browser engine timing issue, as well as if consumers pass an invalid\n // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves.\n if (currentTime > this.lastTime) {\n // Save uncapped elapsedMS for measurement\n elapsedMS = this.elapsedMS = currentTime - this.lastTime;\n // cap the milliseconds elapsed used for deltaTime\n if (elapsedMS > this._maxElapsedMS) {\n elapsedMS = this._maxElapsedMS;\n }\n elapsedMS *= this.speed;\n // If not enough time has passed, exit the function.\n // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS\n // adjustment to ensure a relatively stable interval.\n if (this._minElapsedMS) {\n var delta = currentTime - this._lastFrame | 0;\n if (delta < this._minElapsedMS) {\n return;\n }\n this._lastFrame = currentTime - (delta % this._minElapsedMS);\n }\n this.deltaMS = elapsedMS;\n this.deltaTime = this.deltaMS * settings.TARGET_FPMS;\n // Cache a local reference, in-case ticker is destroyed\n // during the emit, we can still check for head.next\n var head = this._head;\n // Invoke listeners added to internal emitter\n var listener = head.next;\n while (listener) {\n listener = listener.emit(this.deltaTime);\n }\n if (!head.next) {\n this._cancelIfNeeded();\n }\n }\n else {\n this.deltaTime = this.deltaMS = this.elapsedMS = 0;\n }\n this.lastTime = currentTime;\n };\n Object.defineProperty(Ticker.prototype, \"FPS\", {\n /**\n * The frames per second at which this ticker is running.\n * The default is approximately 60 in most modern browsers.\n * **Note:** This does not factor in the value of\n * {@link PIXI.Ticker#speed}, which is specific\n * to scaling {@link PIXI.Ticker#deltaTime}.\n * @member {number}\n * @readonly\n */\n get: function () {\n return 1000 / this.elapsedMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"minFPS\", {\n /**\n * Manages the maximum amount of milliseconds allowed to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This value is used to cap {@link PIXI.Ticker#deltaTime},\n * but does not effect the measured value of {@link PIXI.Ticker#FPS}.\n * When setting this property it is clamped to a value between\n * `0` and `PIXI.settings.TARGET_FPMS * 1000`.\n * @member {number}\n * @default 10\n */\n get: function () {\n return 1000 / this._maxElapsedMS;\n },\n set: function (fps) {\n // Minimum must be below the maxFPS\n var minFPS = Math.min(this.maxFPS, fps);\n // Must be at least 0, but below 1 / settings.TARGET_FPMS\n var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.TARGET_FPMS);\n this._maxElapsedMS = 1 / minFPMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"maxFPS\", {\n /**\n * Manages the minimum amount of milliseconds required to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This will effect the measured value of {@link PIXI.Ticker#FPS}.\n * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can.\n * Otherwise it will be at least `minFPS`\n * @member {number}\n * @default 0\n */\n get: function () {\n if (this._minElapsedMS) {\n return Math.round(1000 / this._minElapsedMS);\n }\n return 0;\n },\n set: function (fps) {\n if (fps === 0) {\n this._minElapsedMS = 0;\n }\n else {\n // Max must be at least the minFPS\n var maxFPS = Math.max(this.minFPS, fps);\n this._minElapsedMS = 1 / (maxFPS / 1000);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"shared\", {\n /**\n * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by\n * {@link PIXI.VideoResource} to update animation frames / video textures.\n *\n * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker.\n * @example\n * let ticker = PIXI.Ticker.shared;\n * // Set this to prevent starting this ticker when listeners are added.\n * // By default this is true only for the PIXI.Ticker.shared instance.\n * ticker.autoStart = false;\n * // FYI, call this to ensure the ticker is stopped. It should be stopped\n * // if you have not attempted to render anything yet.\n * ticker.stop();\n * // Call this when you are ready for a running shared ticker.\n * ticker.start();\n * @example\n * // You may use the shared ticker to render...\n * let renderer = PIXI.autoDetectRenderer();\n * let stage = new PIXI.Container();\n * document.body.appendChild(renderer.view);\n * ticker.add(function (time) {\n * renderer.render(stage);\n * });\n * @example\n * // Or you can just update it manually.\n * ticker.autoStart = false;\n * ticker.stop();\n * function animate(time) {\n * ticker.update(time);\n * renderer.render(stage);\n * requestAnimationFrame(animate);\n * }\n * animate(performance.now());\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._shared) {\n var shared = Ticker._shared = new Ticker();\n shared.autoStart = true;\n shared._protected = true;\n }\n return Ticker._shared;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"system\", {\n /**\n * The system ticker instance used by {@link PIXI.InteractionManager} and by\n * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused,\n * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._system) {\n var system = Ticker._system = new Ticker();\n system.autoStart = true;\n system._protected = true;\n }\n return Ticker._system;\n },\n enumerable: false,\n configurable: true\n });\n return Ticker;\n}());\n\n/**\n * Middleware for for Application Ticker.\n * @example\n * import {TickerPlugin} from '@pixi/ticker';\n * import {Application} from '@pixi/app';\n * import {extensions} from '@pixi/extensions';\n * extensions.add(TickerPlugin);\n * @class\n * @memberof PIXI\n */\nvar TickerPlugin = /** @class */ (function () {\n function TickerPlugin() {\n }\n /**\n * Initialize the plugin with scope of application instance\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n TickerPlugin.init = function (options) {\n var _this = this;\n // Set default\n options = Object.assign({\n autoStart: true,\n sharedTicker: false,\n }, options);\n // Create ticker setter\n Object.defineProperty(this, 'ticker', {\n set: function (ticker) {\n if (this._ticker) {\n this._ticker.remove(this.render, this);\n }\n this._ticker = ticker;\n if (ticker) {\n ticker.add(this.render, this, UPDATE_PRIORITY.LOW);\n }\n },\n get: function () {\n return this._ticker;\n },\n });\n /**\n * Convenience method for stopping the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.stop = function () {\n _this._ticker.stop();\n };\n /**\n * Convenience method for starting the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.start = function () {\n _this._ticker.start();\n };\n /**\n * Internal reference to the ticker.\n * @type {PIXI.Ticker}\n * @name _ticker\n * @memberof PIXI.Application#\n * @private\n */\n this._ticker = null;\n /**\n * Ticker for doing render updates.\n * @type {PIXI.Ticker}\n * @name ticker\n * @memberof PIXI.Application#\n * @default PIXI.Ticker.shared\n */\n this.ticker = options.sharedTicker ? Ticker.shared : new Ticker();\n // Start the rendering\n if (options.autoStart) {\n this.start();\n }\n };\n /**\n * Clean up the ticker, scoped to application.\n * @static\n * @private\n */\n TickerPlugin.destroy = function () {\n if (this._ticker) {\n var oldTicker = this._ticker;\n this.ticker = null;\n oldTicker.destroy();\n }\n };\n /** @ignore */\n TickerPlugin.extension = ExtensionType.Application;\n return TickerPlugin;\n}());\n\nexport { Ticker, TickerPlugin, UPDATE_PRIORITY };\n//# sourceMappingURL=ticker.mjs.map\n","/*!\n * @pixi/display - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/display is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { Rectangle, RAD_TO_DEG, DEG_TO_RAD, Transform } from '@pixi/math';\nimport { EventEmitter, removeItems } from '@pixi/utils';\n\n/**\n * Sets the default value for the container property 'sortableChildren'.\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n * @static\n * @constant\n * @name SORTABLE_CHILDREN\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.SORTABLE_CHILDREN = false;\n\n/**\n * 'Builder' pattern for bounds rectangles.\n *\n * This could be called an Axis-Aligned Bounding Box.\n * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems.\n * @memberof PIXI\n */\nvar Bounds = /** @class */ (function () {\n function Bounds() {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n this.rect = null;\n this.updateID = -1;\n }\n /**\n * Checks if bounds are empty.\n * @returns - True if empty.\n */\n Bounds.prototype.isEmpty = function () {\n return this.minX > this.maxX || this.minY > this.maxY;\n };\n /** Clears the bounds and resets. */\n Bounds.prototype.clear = function () {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n };\n /**\n * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n * It is not guaranteed that it will return tempRect\n * @param rect - Temporary object will be used if AABB is not empty\n * @returns - A rectangle of the bounds\n */\n Bounds.prototype.getRectangle = function (rect) {\n if (this.minX > this.maxX || this.minY > this.maxY) {\n return Rectangle.EMPTY;\n }\n rect = rect || new Rectangle(0, 0, 1, 1);\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n return rect;\n };\n /**\n * This function should be inlined when its possible.\n * @param point - The point to add.\n */\n Bounds.prototype.addPoint = function (point) {\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n };\n /**\n * Adds a point, after transformed. This should be inlined when its possible.\n * @param matrix\n * @param point\n */\n Bounds.prototype.addPointMatrix = function (matrix, point) {\n var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty;\n var x = (a * point.x) + (c * point.y) + tx;\n var y = (b * point.x) + (d * point.y) + ty;\n this.minX = Math.min(this.minX, x);\n this.maxX = Math.max(this.maxX, x);\n this.minY = Math.min(this.minY, y);\n this.maxY = Math.max(this.maxY, y);\n };\n /**\n * Adds a quad, not transformed\n * @param vertices - The verts to add.\n */\n Bounds.prototype.addQuad = function (vertices) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = vertices[0];\n var y = vertices[1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds sprite frame, transformed.\n * @param transform - transform to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) {\n this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1);\n };\n /**\n * Adds sprite frame, multiplied by matrix\n * @param matrix - matrix to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) {\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = (a * x0) + (c * y0) + tx;\n var y = (b * x0) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y0) + tx;\n y = (b * x1) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x0) + (c * y1) + tx;\n y = (b * x0) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y1) + tx;\n y = (b * x1) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds screen vertices from array\n * @param vertexData - calculated vertices\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var x = vertexData[i];\n var y = vertexData[i + 1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Add an array of mesh vertices\n * @param transform - mesh transform\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) {\n this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset);\n };\n /**\n * Add an array of mesh vertices.\n * @param matrix - mesh matrix\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n * @param padX - x padding\n * @param padY - y padding\n */\n Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) {\n if (padX === void 0) { padX = 0; }\n if (padY === void 0) { padY = padX; }\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var rawX = vertices[i];\n var rawY = vertices[i + 1];\n var x = (a * rawX) + (c * rawY) + tx;\n var y = (d * rawY) + (b * rawX) + ty;\n minX = Math.min(minX, x - padX);\n maxX = Math.max(maxX, x + padX);\n minY = Math.min(minY, y - padY);\n maxY = Math.max(maxY, y + padY);\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds other {@link Bounds}.\n * @param bounds - The Bounds to be added\n */\n Bounds.prototype.addBounds = function (bounds) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = bounds.minX < minX ? bounds.minX : minX;\n this.minY = bounds.minY < minY ? bounds.minY : minY;\n this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX;\n this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY;\n };\n /**\n * Adds other Bounds, masked with Bounds.\n * @param bounds - The Bounds to be added.\n * @param mask - TODO\n */\n Bounds.prototype.addBoundsMask = function (bounds, mask) {\n var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX;\n var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY;\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty.\n * @param bounds - other bounds\n * @param matrix - multiplicator\n */\n Bounds.prototype.addBoundsMatrix = function (bounds, matrix) {\n this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY);\n };\n /**\n * Adds other Bounds, masked with Rectangle.\n * @param bounds - TODO\n * @param area - TODO\n */\n Bounds.prototype.addBoundsArea = function (bounds, area) {\n var _minX = bounds.minX > area.x ? bounds.minX : area.x;\n var _minY = bounds.minY > area.y ? bounds.minY : area.y;\n var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width);\n var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height);\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Pads bounds object, making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n */\n Bounds.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n if (!this.isEmpty()) {\n this.minX -= paddingX;\n this.maxX += paddingX;\n this.minY -= paddingY;\n this.maxY += paddingY;\n }\n };\n /**\n * Adds padded frame. (x0, y0) should be strictly less than (x1, y1)\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n * @param padX - padding X\n * @param padY - padding Y\n */\n Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) {\n x0 -= padX;\n y0 -= padY;\n x1 += padX;\n y1 += padY;\n this.minX = this.minX < x0 ? this.minX : x0;\n this.maxX = this.maxX > x1 ? this.maxX : x1;\n this.minY = this.minY < y0 ? this.minY : y0;\n this.maxY = this.maxY > y1 ? this.maxY : y1;\n };\n return Bounds;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * The base class for all objects that are rendered on the screen.\n *\n * This is an abstract class and can not be used on its own; rather it should be extended.\n *\n * ## Display objects implemented in PixiJS\n *\n * | Display Object | Description |\n * | ------------------------------- | --------------------------------------------------------------------- |\n * | {@link PIXI.Container} | Adds support for `children` to DisplayObject |\n * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API |\n * | {@link PIXI.Sprite} | Draws textures (i.e. images) |\n * | {@link PIXI.Text} | Draws text using the Canvas API internally |\n * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures |\n * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion |\n * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images |\n * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data |\n * | {@link PIXI.NineSlicePlane} | Mesh-related |\n * | {@link PIXI.SimpleMesh} | v4-compatible mesh |\n * | {@link PIXI.SimplePlane} | Mesh-related |\n * | {@link PIXI.SimpleRope} | Mesh-related |\n *\n * ## Transforms\n *\n * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its\n * local coordinate space to its parent's local coordinate space. The following properties are derived\n * from the transform:\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n *
                                                                        PropertyDescription
                                                                        [pivot]{@link PIXI.DisplayObject#pivot}\n * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot\n * is equal to position, regardless of the other three transformations. In other words, It is the center of\n * rotation, scaling, and skewing.\n *
                                                                        [position]{@link PIXI.DisplayObject#position}\n * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local\n * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object\n * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space.\n *
                                                                        [scale]{@link PIXI.DisplayObject#scale}\n * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the\n * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center\n * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}.\n *
                                                                        [rotation]{@link PIXI.DisplayObject#rotation}\n * Rotation. This will rotate the display object's projection by this angle (in radians).\n *
                                                                        [skew]{@link PIXI.DisplayObject#skew}\n *

                                                                        Skewing. This can be used to deform a rectangular display object into a parallelogram.

                                                                        \n *

                                                                        \n * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be\n * thought of the net rotation applied to the coordinate axes (separately). For example, if \"skew.x\" is\n * ⍺ and \"skew.y\" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be\n * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will\n * be rotated by an angle between ⍺ and β.\n *

                                                                        \n *

                                                                        \n * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying\n * a rotation. Indeed, if \"skew.x\" = -ϴ and \"skew.y\" = ϴ, it will produce an equivalent of \"rotation\" = ϴ.\n *

                                                                        \n *

                                                                        \n * Another quite interesting observation is that \"skew.x\", \"skew.y\", rotation are communtative operations. Indeed,\n * because rotation is essentially a careful combination of the two.\n *

                                                                        \n *
                                                                        angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
                                                                        xTranslation. This is an alias for position.x!
                                                                        yTranslation. This is an alias for position.y!
                                                                        width\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing\n * the \"requested\" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there\n * is no concept of user-defined width.\n *
                                                                        height\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing\n * the \"requested\" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there\n * is no concept of user-defined height.\n *
                                                                        \n *\n * ## Bounds\n *\n * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit\n * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the\n * `worldTransform` to calculate in world space).\n *\n * There are a few additional types of bounding boxes:\n *\n * | Bounds | Description |\n * | --------------------- | ---------------------------------------------------------------------------------------- |\n * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. |\n * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. |\n * | Render Bounds | The bounds, but including extra rendering effects like filter padding. |\n * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. |\n * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. |\n * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)|\n * | Content Bounds | The natural bounds when excluding all children of a `Container`. |\n *\n * ### calculateBounds\n *\n * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children.\n *\n * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and\n * `getLocalBounds` to work. This method must write the bounds into `this._bounds`.\n *\n * Generally, the following technique works for most simple cases: take the list of points\n * forming the \"hull\" of the object (i.e. outline of the object's shape), and then add them\n * using {@link PIXI.Bounds#addPointMatrix}.\n *\n * ```js\n * calculateBounds(): void\n * {\n * const points = [...];\n *\n * for (let i = 0, j = points.length; i < j; i++)\n * {\n * this._bounds.addPointMatrix(this.worldTransform, points[i]);\n * }\n * }\n * ```\n *\n * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them\n * in one array together.\n *\n * ## Alpha\n *\n * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display\n * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not\n * applied on any ancestor further up the chain).\n *\n * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}.\n *\n * ## Renderable vs Visible\n *\n * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the\n * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display\n * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not\n * be calculated.\n *\n * It is recommended that applications use the `renderable` property for culling. See\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details.\n *\n * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This\n * one is also better in terms of performance.\n * @memberof PIXI\n */\nvar DisplayObject = /** @class */ (function (_super) {\n __extends(DisplayObject, _super);\n function DisplayObject() {\n var _this = _super.call(this) || this;\n _this.tempDisplayObjectParent = null;\n // TODO: need to create Transform from factory\n _this.transform = new Transform();\n _this.alpha = 1;\n _this.visible = true;\n _this.renderable = true;\n _this.cullable = false;\n _this.cullArea = null;\n _this.parent = null;\n _this.worldAlpha = 1;\n _this._lastSortedIndex = 0;\n _this._zIndex = 0;\n _this.filterArea = null;\n _this.filters = null;\n _this._enabledFilters = null;\n _this._bounds = new Bounds();\n _this._localBounds = null;\n _this._boundsID = 0;\n _this._boundsRect = null;\n _this._localBoundsRect = null;\n _this._mask = null;\n _this._maskRefCount = 0;\n _this._destroyed = false;\n _this.isSprite = false;\n _this.isMask = false;\n return _this;\n }\n /**\n * Mixes all enumerable properties and methods from a source object to DisplayObject.\n * @param source - The source of properties and methods to mix in.\n */\n DisplayObject.mixin = function (source) {\n // in ES8/ES2017, this would be really easy:\n // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source));\n // get all the enumerable property keys\n var keys = Object.keys(source);\n // loop through properties\n for (var i = 0; i < keys.length; ++i) {\n var propertyName = keys[i];\n // Set the property using the property descriptor - this works for accessors and normal value properties\n Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName));\n }\n };\n Object.defineProperty(DisplayObject.prototype, \"destroyed\", {\n /**\n * Fired when this DisplayObject is added to a Container.\n * @instance\n * @event added\n * @param {PIXI.Container} container - The container added to.\n */\n /**\n * Fired when this DisplayObject is removed from a Container.\n * @instance\n * @event removed\n * @param {PIXI.Container} container - The container removed from.\n */\n /**\n * Fired when this DisplayObject is destroyed. This event is emitted once\n * destroy is finished.\n * @instance\n * @event destroyed\n */\n /** Readonly flag for destroyed display objects. */\n get: function () {\n return this._destroyed;\n },\n enumerable: false,\n configurable: true\n });\n /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */\n DisplayObject.prototype._recursivePostUpdateTransform = function () {\n if (this.parent) {\n this.parent._recursivePostUpdateTransform();\n this.transform.updateTransform(this.parent.transform);\n }\n else {\n this.transform.updateTransform(this._tempDisplayObjectParent.transform);\n }\n };\n /** Updates the object transform for rendering. TODO - Optimization pass! */\n DisplayObject.prototype.updateTransform = function () {\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // multiply the alphas..\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n };\n /**\n * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}.\n *\n * This method is expensive on containers with a large subtree (like the stage). This is because the bounds\n * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to\n * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update\n * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using\n * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise,\n * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as\n * its height increases.\n *\n * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated.\n * The world bounds of all display objects in a container's **subtree** will also be recalculated.\n *\n * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds\n * calculation if needed.\n *\n * ```js\n * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect);\n * ```\n *\n * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This\n * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more\n * details.\n *\n * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms\n * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain\n * cases.\n * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The minimum axis-aligned rectangle in world space that fits around this object.\n */\n DisplayObject.prototype.getBounds = function (skipUpdate, rect) {\n if (!skipUpdate) {\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else {\n this._recursivePostUpdateTransform();\n this.updateTransform();\n }\n }\n if (this._bounds.updateID !== this._boundsID) {\n this.calculateBounds();\n this._bounds.updateID = this._boundsID;\n }\n if (!rect) {\n if (!this._boundsRect) {\n this._boundsRect = new Rectangle();\n }\n rect = this._boundsRect;\n }\n return this._bounds.getRectangle(rect);\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The rectangular bounding area.\n */\n DisplayObject.prototype.getLocalBounds = function (rect) {\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n var transformRef = this.transform;\n var parentRef = this.parent;\n this.parent = null;\n this.transform = this._tempDisplayObjectParent.transform;\n var worldBounds = this._bounds;\n var worldBoundsID = this._boundsID;\n this._bounds = this._localBounds;\n var bounds = this.getBounds(false, rect);\n this.parent = parentRef;\n this.transform = transformRef;\n this._bounds = worldBounds;\n this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects\n return bounds;\n };\n /**\n * Calculates the global position of the display object.\n * @param position - The world origin to calculate from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform.\n * @returns - A point object representing the position of this object.\n */\n DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) {\n if (skipUpdate === void 0) { skipUpdate = false; }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // don't need to update the lot\n return this.worldTransform.apply(position, point);\n };\n /**\n * Calculates the local position of the display object relative to another point.\n * @param position - The world origin to calculate from.\n * @param from - The DisplayObject to calculate the global position from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform\n * @returns - A point object representing the position of this object\n */\n DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) {\n if (from) {\n position = from.toGlobal(position, point, skipUpdate);\n }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // simply apply the matrix..\n return this.worldTransform.applyInverse(position, point);\n };\n /**\n * Set the parent Container of this DisplayObject.\n * @param container - The Container to add this DisplayObject to.\n * @returns - The Container that this DisplayObject was added to.\n */\n DisplayObject.prototype.setParent = function (container) {\n if (!container || !container.addChild) {\n throw new Error('setParent: Argument must be a Container');\n }\n container.addChild(this);\n return container;\n };\n /**\n * Convenience function to set the position, scale, skew and pivot at once.\n * @param x - The X position\n * @param y - The Y position\n * @param scaleX - The X scale value\n * @param scaleY - The Y scale value\n * @param rotation - The rotation\n * @param skewX - The X skew value\n * @param skewY - The Y skew value\n * @param pivotX - The X pivot value\n * @param pivotY - The Y pivot value\n * @returns - The DisplayObject instance\n */\n DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (scaleX === void 0) { scaleX = 1; }\n if (scaleY === void 0) { scaleY = 1; }\n if (rotation === void 0) { rotation = 0; }\n if (skewX === void 0) { skewX = 0; }\n if (skewY === void 0) { skewY = 0; }\n if (pivotX === void 0) { pivotX = 0; }\n if (pivotY === void 0) { pivotY = 0; }\n this.position.x = x;\n this.position.y = y;\n this.scale.x = !scaleX ? 1 : scaleX;\n this.scale.y = !scaleY ? 1 : scaleY;\n this.rotation = rotation;\n this.skew.x = skewX;\n this.skew.y = skewY;\n this.pivot.x = pivotX;\n this.pivot.y = pivotY;\n return this;\n };\n /**\n * Base destroy method for generic display objects. This will automatically\n * remove the display object from its parent Container as well as remove\n * all current event listeners and internal references. Do not use a DisplayObject\n * after calling `destroy()`.\n * @param _options\n */\n DisplayObject.prototype.destroy = function (_options) {\n if (this.parent) {\n this.parent.removeChild(this);\n }\n this._destroyed = true;\n this.transform = null;\n this.parent = null;\n this._bounds = null;\n this.mask = null;\n this.cullArea = null;\n this.filters = null;\n this.filterArea = null;\n this.hitArea = null;\n this.interactive = false;\n this.interactiveChildren = false;\n this.emit('destroyed');\n this.removeAllListeners();\n };\n Object.defineProperty(DisplayObject.prototype, \"_tempDisplayObjectParent\", {\n /**\n * @protected\n * @member {PIXI.Container}\n */\n get: function () {\n if (this.tempDisplayObjectParent === null) {\n // eslint-disable-next-line @typescript-eslint/no-use-before-define\n this.tempDisplayObjectParent = new TemporaryDisplayObject();\n }\n return this.tempDisplayObjectParent;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root\n *\n * ```\n * const cacheParent = elem.enableTempParent();\n * elem.updateTransform();\n * elem.disableTempParent(cacheParent);\n * ```\n * @returns - current parent\n */\n DisplayObject.prototype.enableTempParent = function () {\n var myParent = this.parent;\n this.parent = this._tempDisplayObjectParent;\n return myParent;\n };\n /**\n * Pair method for `enableTempParent`\n * @param cacheParent - Actual parent of element\n */\n DisplayObject.prototype.disableTempParent = function (cacheParent) {\n this.parent = cacheParent;\n };\n Object.defineProperty(DisplayObject.prototype, \"x\", {\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n * An alias to position.x\n */\n get: function () {\n return this.position.x;\n },\n set: function (value) {\n this.transform.position.x = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"y\", {\n /**\n * The position of the displayObject on the y axis relative to the local coordinates of the parent.\n * An alias to position.y\n */\n get: function () {\n return this.position.y;\n },\n set: function (value) {\n this.transform.position.y = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldTransform\", {\n /**\n * Current transform of the object based on world (parent) factors.\n * @readonly\n */\n get: function () {\n return this.transform.worldTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"localTransform\", {\n /**\n * Current transform of the object based on local factors: position, scale, other stuff.\n * @readonly\n */\n get: function () {\n return this.transform.localTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"position\", {\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.position;\n },\n set: function (value) {\n this.transform.position.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"scale\", {\n /**\n * The scale factors of this object along the local coordinate axes.\n *\n * The default scale is (1, 1).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.scale;\n },\n set: function (value) {\n this.transform.scale.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"pivot\", {\n /**\n * The center of rotation, scaling, and skewing for this display object in its local space. The `position`\n * is the projection of `pivot` in the parent's local space.\n *\n * By default, the pivot is the origin (0, 0).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.pivot;\n },\n set: function (value) {\n this.transform.pivot.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"skew\", {\n /**\n * The skew factor for the object in radians.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.skew;\n },\n set: function (value) {\n this.transform.skew.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"rotation\", {\n /**\n * The rotation of the object in radians.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation;\n },\n set: function (value) {\n this.transform.rotation = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"angle\", {\n /**\n * The angle of the object in degrees.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation * RAD_TO_DEG;\n },\n set: function (value) {\n this.transform.rotation = value * DEG_TO_RAD;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"zIndex\", {\n /**\n * The zIndex of the displayObject.\n *\n * If a container has the sortableChildren property set to true, children will be automatically\n * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array,\n * and thus rendered on top of other display objects within the same container.\n * @see PIXI.Container#sortableChildren\n */\n get: function () {\n return this._zIndex;\n },\n set: function (value) {\n this._zIndex = value;\n if (this.parent) {\n this.parent.sortDirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldVisible\", {\n /**\n * Indicates if the object is globally visible.\n * @readonly\n */\n get: function () {\n var item = this;\n do {\n if (!item.visible) {\n return false;\n }\n item = item.parent;\n } while (item);\n return true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"mask\", {\n /**\n * Sets a mask for the displayObject. A mask is an object that limits the visibility of an\n * object to the shape of the mask applied to it. In PixiJS a regular mask must be a\n * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it\n * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent.\n * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong.\n * To remove a mask, set this property to `null`.\n *\n * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.\n * @example\n * const graphics = new PIXI.Graphics();\n * graphics.beginFill(0xFF3300);\n * graphics.drawRect(50, 250, 100, 100);\n * graphics.endFill();\n *\n * const sprite = new PIXI.Sprite(texture);\n * sprite.mask = graphics;\n * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.\n */\n get: function () {\n return this._mask;\n },\n set: function (value) {\n if (this._mask === value) {\n return;\n }\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n maskObject._maskRefCount--;\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = true;\n maskObject.isMask = false;\n }\n }\n }\n this._mask = value;\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = false;\n maskObject.isMask = true;\n }\n maskObject._maskRefCount++;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return DisplayObject;\n}(EventEmitter));\n/**\n * @private\n */\nvar TemporaryDisplayObject = /** @class */ (function (_super) {\n __extends(TemporaryDisplayObject, _super);\n function TemporaryDisplayObject() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n _this.sortDirty = null;\n return _this;\n }\n return TemporaryDisplayObject;\n}(DisplayObject));\n/**\n * DisplayObject default updateTransform, does not update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.DisplayObject#\n * @method displayObjectUpdateTransform\n */\nDisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;\n\n/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\nfunction sortChildren(a, b) {\n if (a.zIndex === b.zIndex) {\n return a._lastSortedIndex - b._lastSortedIndex;\n }\n return a.zIndex - b.zIndex;\n}\n/**\n * Container is a general-purpose display object that holds children. It also adds built-in support for advanced\n * rendering features like masking and filtering.\n *\n * It is the base class of all display objects that act as a container for other objects, including Graphics\n * and Sprite.\n *\n * ```js\n * import { BlurFilter } from '@pixi/filter-blur';\n * import { Container } from '@pixi/display';\n * import { Graphics } from '@pixi/graphics';\n * import { Sprite } from '@pixi/sprite';\n *\n * let container = new Container();\n * let sprite = Sprite.from(\"https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png\");\n *\n * sprite.width = 512;\n * sprite.height = 512;\n *\n * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container\n * // is rendered.\n * container.addChild(sprite);\n *\n * // Blurs whatever is rendered by the container\n * container.filters = [new BlurFilter()];\n *\n * // Only the contents within a circle at the center should be rendered onto the screen.\n * container.mask = new Graphics()\n * .beginFill(0xffffff)\n * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2)\n * .endFill();\n * ```\n * @memberof PIXI\n */\nvar Container = /** @class */ (function (_super) {\n __extends(Container, _super);\n function Container() {\n var _this = _super.call(this) || this;\n _this.children = [];\n _this.sortableChildren = settings.SORTABLE_CHILDREN;\n _this.sortDirty = false;\n return _this;\n /**\n * Fired when a DisplayObject is added to this Container.\n * @event PIXI.Container#childAdded\n * @param {PIXI.DisplayObject} child - The child added to the Container.\n * @param {PIXI.Container} container - The container that added the child.\n * @param {number} index - The children's index of the added child.\n */\n /**\n * Fired when a DisplayObject is removed from this Container.\n * @event PIXI.DisplayObject#removedFrom\n * @param {PIXI.DisplayObject} child - The child removed from the Container.\n * @param {PIXI.Container} container - The container that removed removed the child.\n * @param {number} index - The former children's index of the removed child\n */\n }\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified.\n * @param _length\n */\n Container.prototype.onChildrenChange = function (_length) {\n /* empty */\n };\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container\n * @returns {PIXI.DisplayObject} - The first child that was added.\n */\n Container.prototype.addChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the array and add all children\n for (var i = 0; i < children.length; i++) {\n // eslint-disable-next-line prefer-rest-params\n this.addChild(children[i]);\n }\n }\n else {\n var child = children[0];\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.push(child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n this.emit('childAdded', child, this, this.children.length - 1);\n child.emit('added', this);\n }\n return children[0];\n };\n /**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n * @param {PIXI.DisplayObject} child - The child to add\n * @param {number} index - The index to place the child in\n * @returns {PIXI.DisplayObject} The child that was added.\n */\n Container.prototype.addChildAt = function (child, index) {\n if (index < 0 || index > this.children.length) {\n throw new Error(child + \"addChildAt: The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.splice(index, 0, child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('added', this);\n this.emit('childAdded', child, this, index);\n return child;\n };\n /**\n * Swaps the position of 2 Display Objects within this container.\n * @param child - First display object to swap\n * @param child2 - Second display object to swap\n */\n Container.prototype.swapChildren = function (child, child2) {\n if (child === child2) {\n return;\n }\n var index1 = this.getChildIndex(child);\n var index2 = this.getChildIndex(child2);\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n };\n /**\n * Returns the index position of a child DisplayObject instance\n * @param child - The DisplayObject instance to identify\n * @returns - The index position of the child display object to identify\n */\n Container.prototype.getChildIndex = function (child) {\n var index = this.children.indexOf(child);\n if (index === -1) {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n return index;\n };\n /**\n * Changes the position of an existing child in the display object container\n * @param child - The child DisplayObject instance for which you want to change the index number\n * @param index - The resulting index number for the child display object\n */\n Container.prototype.setChildIndex = function (child, index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n var currentIndex = this.getChildIndex(child);\n removeItems(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n this.onChildrenChange(index);\n };\n /**\n * Returns the child at the specified index\n * @param index - The index to get the child at\n * @returns - The child at the given index, if any.\n */\n Container.prototype.getChildAt = function (index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"getChildAt: Index (\" + index + \") does not exist.\");\n }\n return this.children[index];\n };\n /**\n * Removes one or more children from the container.\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove\n * @returns {PIXI.DisplayObject} The first child that was removed.\n */\n Container.prototype.removeChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the arguments property and remove all children\n for (var i = 0; i < children.length; i++) {\n this.removeChild(children[i]);\n }\n }\n else {\n var child = children[0];\n var index = this.children.indexOf(child);\n if (index === -1)\n { return null; }\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n }\n return children[0];\n };\n /**\n * Removes a child from the specified index position.\n * @param index - The index to get the child from\n * @returns The child that was removed.\n */\n Container.prototype.removeChildAt = function (index) {\n var child = this.getChildAt(index);\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n return child;\n };\n /**\n * Removes all children from this container that are within the begin and end indexes.\n * @param beginIndex - The beginning position.\n * @param endIndex - The ending position. Default value is size of the container.\n * @returns - List of removed children\n */\n Container.prototype.removeChildren = function (beginIndex, endIndex) {\n if (beginIndex === void 0) { beginIndex = 0; }\n if (endIndex === void 0) { endIndex = this.children.length; }\n var begin = beginIndex;\n var end = endIndex;\n var range = end - begin;\n var removed;\n if (range > 0 && range <= end) {\n removed = this.children.splice(begin, range);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].parent = null;\n if (removed[i].transform) {\n removed[i].transform._parentID = -1;\n }\n }\n this._boundsID++;\n this.onChildrenChange(beginIndex);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].emit('removed', this);\n this.emit('childRemoved', removed[i], this, i);\n }\n return removed;\n }\n else if (range === 0 && this.children.length === 0) {\n return [];\n }\n throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n };\n /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */\n Container.prototype.sortChildren = function () {\n var sortRequired = false;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n child._lastSortedIndex = i;\n if (!sortRequired && child.zIndex !== 0) {\n sortRequired = true;\n }\n }\n if (sortRequired && this.children.length > 1) {\n this.children.sort(sortChildren);\n }\n this.sortDirty = false;\n };\n /** Updates the transform on all children of this container for rendering. */\n Container.prototype.updateTransform = function () {\n if (this.sortableChildren && this.sortDirty) {\n this.sortChildren();\n }\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // TODO: check render flags, how to process stuff here\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n };\n /**\n * Recalculates the bounds of the container.\n *\n * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds\n * is limited to its mask's bounds or filterArea, if any is applied.\n */\n Container.prototype.calculateBounds = function () {\n this._bounds.clear();\n this._calculateBounds();\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n if (!child.visible || !child.renderable) {\n continue;\n }\n child.calculateBounds();\n // TODO: filter+mask, need to mask both somehow\n if (child._mask) {\n var maskObject = (child._mask.isMaskData\n ? child._mask.maskObject : child._mask);\n if (maskObject) {\n maskObject.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, maskObject._bounds);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n else if (child.filterArea) {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n this._bounds.updateID = this._boundsID;\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n *\n * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render()\n * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms,\n * it was default behaviour of pixi 4.0-5.2 and caused many problems to users.\n * @returns - The rectangular bounding area.\n */\n Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) {\n if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; }\n var result = _super.prototype.getLocalBounds.call(this, rect);\n if (!skipChildrenUpdate) {\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n }\n return result;\n };\n /**\n * Recalculates the content bounds of this object. This should be overriden to\n * calculate the bounds of this specific object (not including children).\n * @protected\n */\n Container.prototype._calculateBounds = function () {\n // FILL IN//\n };\n /**\n * Renders this object and its children with culling.\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n Container.prototype._renderWithCulling = function (renderer) {\n var sourceFrame = renderer.renderTexture.sourceFrame;\n // If the source frame is empty, stop rendering.\n if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) {\n return;\n }\n // Render the content of the container only if its bounds intersect with the source frame.\n // All filters are on the stack at this point, and the filter source frame is bound:\n // therefore, even if the bounds to non intersect the filter frame, the filter\n // is still applied and any filter padding that is in the frame is rendered correctly.\n var bounds;\n var transform;\n // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea\n // rectangle must completely contain the container and its children including filter padding.\n if (this.cullArea) {\n bounds = this.cullArea;\n transform = this.worldTransform;\n }\n // If the container doesn't override _render, we can skip the bounds calculation and intersection test.\n else if (this._render !== Container.prototype._render) {\n bounds = this.getBounds(true);\n }\n // Render the container if the source frame intersects the bounds.\n if (bounds && sourceFrame.intersects(bounds, transform)) {\n this._render(renderer);\n }\n // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering.\n else if (this.cullArea) {\n return;\n }\n // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect\n // the source frame, because the children might have filters with nonzero padding, which may intersect\n // with the source frame while the bounds do not: filter padding is not included in the bounds.\n // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered\n // if they are out of frame; otherwise, render the children normally.\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n var childCullable = child.cullable;\n child.cullable = childCullable || !this.cullArea;\n child.render(renderer);\n child.cullable = childCullable;\n }\n };\n /**\n * Renders the object using the WebGL renderer.\n *\n * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the\n * container itself. This `render` method will invoke it, and also invoke the `render` methods of all\n * children afterward.\n *\n * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and\n * the bounds of this object are out of frame, this implementation will entirely skip rendering.\n * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally,\n * setting alpha to zero is not recommended for purely skipping rendering.\n *\n * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is\n * advised to employ **culling** to automatically skip rendering objects outside of the current screen.\n * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}.\n * Other culling methods might be better suited for a large number static objects; see\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}.\n *\n * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or\n * filtering is applied on a container. This does, however, break batching and can affect performance when\n * masking and filtering is applied extensively throughout the scene graph.\n * @param renderer - The renderer\n */\n Container.prototype.render = function (renderer) {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || (this.filters && this.filters.length)) {\n this.renderAdvanced(renderer);\n }\n else if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n };\n /**\n * Render the object using the WebGL renderer and advanced features.\n * @param renderer - The renderer\n */\n Container.prototype.renderAdvanced = function (renderer) {\n var filters = this.filters;\n var mask = this._mask;\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters) {\n if (!this._enabledFilters) {\n this._enabledFilters = [];\n }\n this._enabledFilters.length = 0;\n for (var i = 0; i < filters.length; i++) {\n if (filters[i].enabled) {\n this._enabledFilters.push(filters[i]);\n }\n }\n }\n var flush = (filters && this._enabledFilters && this._enabledFilters.length)\n || (mask && (!mask.isMaskData\n || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE))));\n if (flush) {\n renderer.batch.flush();\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.push(this, this._enabledFilters);\n }\n if (mask) {\n renderer.mask.push(this, this._mask);\n }\n if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n if (flush) {\n renderer.batch.flush();\n }\n if (mask) {\n renderer.mask.pop(this);\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.pop();\n }\n };\n /**\n * To be overridden by the subclasses.\n * @param _renderer - The renderer\n */\n Container.prototype._render = function (_renderer) {\n // this is where content itself gets rendered...\n };\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n Container.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this);\n this.sortDirty = false;\n var destroyChildren = typeof options === 'boolean' ? options : options && options.children;\n var oldChildren = this.removeChildren(0, this.children.length);\n if (destroyChildren) {\n for (var i = 0; i < oldChildren.length; ++i) {\n oldChildren[i].destroy(options);\n }\n }\n };\n Object.defineProperty(Container.prototype, \"width\", {\n /** The width of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.x * this.getLocalBounds().width;\n },\n set: function (value) {\n var width = this.getLocalBounds().width;\n if (width !== 0) {\n this.scale.x = value / width;\n }\n else {\n this.scale.x = 1;\n }\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Container.prototype, \"height\", {\n /** The height of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.y * this.getLocalBounds().height;\n },\n set: function (value) {\n var height = this.getLocalBounds().height;\n if (height !== 0) {\n this.scale.y = value / height;\n }\n else {\n this.scale.y = 1;\n }\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n return Container;\n}(DisplayObject));\n/**\n * Container default updateTransform, does update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.Container#\n * @method containerUpdateTransform\n */\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n\nexport { Bounds, Container, DisplayObject, TemporaryDisplayObject };\n//# sourceMappingURL=display.mjs.map\n","/*!\n * @pixi/core - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/core is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { ENV, ALPHA_MODES, SCALE_MODES, FORMATS, TYPES, TARGETS, MIPMAP_MODES, MSAA_QUALITY, BUFFER_TYPE, CLEAR_MODES, DRAW_MODES, BUFFER_BITS, MASK_TYPES, PRECISION, BLEND_MODES, GC_MODES, SAMPLER_TYPES, WRAP_MODES, RENDERER_TYPE } from '@pixi/constants';\nimport { isMobile, isPow2, BaseTextureCache, TextureCache, uid, EventEmitter, determineCrossOrigin, getResolutionOfUrl, deprecation, nextPow2, getBufferType, ProgramCache, removeItems, hex2string, hex2rgb, sayHello, isWebGLSupported, premultiplyBlendMode, log2, premultiplyTint } from '@pixi/utils';\nimport { extensions as extensions$1, ExtensionType } from '@pixi/extensions';\nexport * from '@pixi/extensions';\nimport { Runner } from '@pixi/runner';\nimport { Ticker } from '@pixi/ticker';\nimport { groupD8, Rectangle, Point, Matrix } from '@pixi/math';\n\n/**\n * The maximum support for using WebGL. If a device does not\n * support WebGL version, for instance WebGL 2, it will still\n * attempt to fallback support to WebGL 1. If you want to\n * explicitly remove feature support to target a more stable\n * baseline, prefer a lower environment.\n *\n * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium}\n * we disable webgl2 by default for all non-apple mobile devices.\n * @static\n * @name PREFER_ENV\n * @memberof PIXI.settings\n * @type {number}\n * @default PIXI.ENV.WEBGL2\n */\nsettings.PREFER_ENV = isMobile.any ? ENV.WEBGL : ENV.WEBGL2;\n/**\n * If set to `true`, *only* Textures and BaseTexture objects stored\n * in the caches ({@link PIXI.utils.TextureCache TextureCache} and\n * {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can be\n * used when calling {@link PIXI.Texture.from Texture.from} or\n * {@link PIXI.BaseTexture.from BaseTexture.from}.\n * Otherwise, these `from` calls throw an exception. Using this property\n * can be useful if you want to enforce preloading all assets with\n * {@link PIXI.Loader Loader}.\n * @static\n * @name STRICT_TEXTURE_CACHE\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.STRICT_TEXTURE_CACHE = false;\n\n/**\n * Collection of installed resource types, class must extend {@link PIXI.Resource}.\n * @example\n * class CustomResource extends PIXI.Resource {\n * // MUST have source, options constructor signature\n * // for auto-detected resources to be created.\n * constructor(source, options) {\n * super();\n * }\n * upload(renderer, baseTexture, glTexture) {\n * // upload with GL\n * return true;\n * }\n * // used to auto-detect resource\n * static test(source, extension) {\n * return extension === 'xyz'|| source instanceof SomeClass;\n * }\n * }\n * // Install the new resource type\n * PIXI.INSTALLED.push(CustomResource);\n * @memberof PIXI\n * @type {Array}\n * @static\n * @readonly\n */\nvar INSTALLED = [];\n/**\n * Create a resource element from a single source element. This\n * auto-detects which type of resource to create. All resources that\n * are auto-detectable must have a static `test` method and a constructor\n * with the arguments `(source, options?)`. Currently, the supported\n * resources for auto-detection include:\n * - {@link PIXI.ImageResource}\n * - {@link PIXI.CanvasResource}\n * - {@link PIXI.VideoResource}\n * - {@link PIXI.SVGResource}\n * - {@link PIXI.BufferResource}\n * @static\n * @memberof PIXI\n * @function autoDetectResource\n * @param {string|*} source - Resource source, this can be the URL to the resource,\n * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri\n * or any other resource that can be auto-detected. If not resource is\n * detected, it's assumed to be an ImageResource.\n * @param {object} [options] - Pass-through options to use for Resource\n * @param {number} [options.width] - Width of BufferResource or SVG rasterization\n * @param {number} [options.height] - Height of BufferResource or SVG rasterization\n * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading\n * @param {number} [options.scale=1] - SVG source scale. Overridden by width, height\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object\n * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin\n * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately\n * @param {number} [options.updateFPS=0] - Video option to update how many times a second the\n * texture should be updated from the video. Leave at 0 to update at every render\n * @returns {PIXI.Resource} The created resource.\n */\nfunction autoDetectResource(source, options) {\n if (!source) {\n return null;\n }\n var extension = '';\n if (typeof source === 'string') {\n // search for file extension: period, 3-4 chars, then ?, # or EOL\n var result = (/\\.(\\w{3,4})(?:$|\\?|#)/i).exec(source);\n if (result) {\n extension = result[1].toLowerCase();\n }\n }\n for (var i = INSTALLED.length - 1; i >= 0; --i) {\n var ResourcePlugin = INSTALLED[i];\n if (ResourcePlugin.test && ResourcePlugin.test(source, extension)) {\n return new ResourcePlugin(source, options);\n }\n }\n throw new Error('Unrecognized source type to auto-detect Resource');\n}\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nvar __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\n var arguments$1 = arguments;\n\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments$1[i];\r\n for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } }\r\n }\r\n return t;\r\n };\r\n return __assign.apply(this, arguments);\r\n};\r\n\r\nfunction __rest(s, e) {\r\n var t = {};\r\n for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n { t[p] = s[p]; } }\r\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n { for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\r\n if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\r\n { t[p[i]] = s[p[i]]; }\r\n } }\r\n return t;\r\n}\n\n/**\n * Base resource class for textures that manages validation and uploading, depending on its type.\n *\n * Uploading of a base texture to the GPU is required.\n * @memberof PIXI\n */\nvar Resource = /** @class */ (function () {\n /**\n * @param width - Width of the resource\n * @param height - Height of the resource\n */\n function Resource(width, height) {\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this._width = width;\n this._height = height;\n this.destroyed = false;\n this.internal = false;\n this.onResize = new Runner('setRealSize');\n this.onUpdate = new Runner('update');\n this.onError = new Runner('onError');\n }\n /**\n * Bind to a parent BaseTexture\n * @param baseTexture - Parent texture\n */\n Resource.prototype.bind = function (baseTexture) {\n this.onResize.add(baseTexture);\n this.onUpdate.add(baseTexture);\n this.onError.add(baseTexture);\n // Call a resize immediate if we already\n // have the width and height of the resource\n if (this._width || this._height) {\n this.onResize.emit(this._width, this._height);\n }\n };\n /**\n * Unbind to a parent BaseTexture\n * @param baseTexture - Parent texture\n */\n Resource.prototype.unbind = function (baseTexture) {\n this.onResize.remove(baseTexture);\n this.onUpdate.remove(baseTexture);\n this.onError.remove(baseTexture);\n };\n /**\n * Trigger a resize event\n * @param width - X dimension\n * @param height - Y dimension\n */\n Resource.prototype.resize = function (width, height) {\n if (width !== this._width || height !== this._height) {\n this._width = width;\n this._height = height;\n this.onResize.emit(width, height);\n }\n };\n Object.defineProperty(Resource.prototype, \"valid\", {\n /**\n * Has been validated\n * @readonly\n */\n get: function () {\n return !!this._width && !!this._height;\n },\n enumerable: false,\n configurable: true\n });\n /** Has been updated trigger event. */\n Resource.prototype.update = function () {\n if (!this.destroyed) {\n this.onUpdate.emit();\n }\n };\n /**\n * This can be overridden to start preloading a resource\n * or do any other prepare step.\n * @protected\n * @returns Handle the validate event\n */\n Resource.prototype.load = function () {\n return Promise.resolve(this);\n };\n Object.defineProperty(Resource.prototype, \"width\", {\n /**\n * The width of the resource.\n * @readonly\n */\n get: function () {\n return this._width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Resource.prototype, \"height\", {\n /**\n * The height of the resource.\n * @readonly\n */\n get: function () {\n return this._height;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Set the style, optional to override\n * @param _renderer - yeah, renderer!\n * @param _baseTexture - the texture\n * @param _glTexture - texture instance for this webgl context\n * @returns - `true` is success\n */\n Resource.prototype.style = function (_renderer, _baseTexture, _glTexture) {\n return false;\n };\n /** Clean up anything, this happens when destroying is ready. */\n Resource.prototype.dispose = function () {\n // override\n };\n /**\n * Call when destroying resource, unbind any BaseTexture object\n * before calling this method, as reference counts are maintained\n * internally.\n */\n Resource.prototype.destroy = function () {\n if (!this.destroyed) {\n this.destroyed = true;\n this.dispose();\n this.onError.removeAll();\n this.onError = null;\n this.onResize.removeAll();\n this.onResize = null;\n this.onUpdate.removeAll();\n this.onUpdate = null;\n }\n };\n /**\n * Abstract, used to auto-detect resource type.\n * @param {*} _source - The source object\n * @param {string} _extension - The extension of source, if set\n */\n Resource.test = function (_source, _extension) {\n return false;\n };\n return Resource;\n}());\n\n/**\n * @interface SharedArrayBuffer\n */\n/**\n * Buffer resource with data of typed array.\n * @memberof PIXI\n */\nvar BufferResource = /** @class */ (function (_super) {\n __extends(BufferResource, _super);\n /**\n * @param source - Source buffer\n * @param options - Options\n * @param {number} options.width - Width of the texture\n * @param {number} options.height - Height of the texture\n */\n function BufferResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n if (!width || !height) {\n throw new Error('BufferResource width or height invalid');\n }\n _this = _super.call(this, width, height) || this;\n _this.data = source;\n return _this;\n }\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture - glTexture\n * @returns - true is success\n */\n BufferResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n var gl = renderer.gl;\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n if (glTexture.width === width && glTexture.height === height) {\n gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data);\n }\n return true;\n };\n /** Destroy and don't use after this. */\n BufferResource.prototype.dispose = function () {\n this.data = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if \n */\n BufferResource.test = function (source) {\n return source instanceof Float32Array\n || source instanceof Uint8Array\n || source instanceof Uint32Array;\n };\n return BufferResource;\n}(Resource));\n\nvar defaultBufferOptions = {\n scaleMode: SCALE_MODES.NEAREST,\n format: FORMATS.RGBA,\n alphaMode: ALPHA_MODES.NPM,\n};\n/**\n * A Texture stores the information that represents an image.\n * All textures have a base texture, which contains information about the source.\n * Therefore you can have many textures all using a single BaseTexture\n * @memberof PIXI\n * @typeParam R - The BaseTexture's Resource type.\n * @typeParam RO - The options for constructing resource.\n */\nvar BaseTexture = /** @class */ (function (_super) {\n __extends(BaseTexture, _super);\n /**\n * @param {PIXI.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null] -\n * The current resource to use, for things that aren't Resource objects, will be converted\n * into a Resource.\n * @param options - Collection of options\n * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture\n * @param {number} [options.anisotropicLevel=PIXI.settings.ANISOTROPIC_LEVEL] - Anisotropic filtering level of texture\n * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest\n * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type\n * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type\n * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Pre multiply the image alpha\n * @param {number} [options.width=0] - Width of the texture\n * @param {number} [options.height=0] - Height of the texture\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - Resolution of the base texture\n * @param {object} [options.resourceOptions] - Optional resource options,\n * see {@link PIXI.autoDetectResource autoDetectResource}\n */\n function BaseTexture(resource, options) {\n if (resource === void 0) { resource = null; }\n if (options === void 0) { options = null; }\n var _this = _super.call(this) || this;\n options = options || {};\n var alphaMode = options.alphaMode, mipmap = options.mipmap, anisotropicLevel = options.anisotropicLevel, scaleMode = options.scaleMode, width = options.width, height = options.height, wrapMode = options.wrapMode, format = options.format, type = options.type, target = options.target, resolution = options.resolution, resourceOptions = options.resourceOptions;\n // Convert the resource to a Resource object\n if (resource && !(resource instanceof Resource)) {\n resource = autoDetectResource(resource, resourceOptions);\n resource.internal = true;\n }\n _this.resolution = resolution || settings.RESOLUTION;\n _this.width = Math.round((width || 0) * _this.resolution) / _this.resolution;\n _this.height = Math.round((height || 0) * _this.resolution) / _this.resolution;\n _this._mipmap = mipmap !== undefined ? mipmap : settings.MIPMAP_TEXTURES;\n _this.anisotropicLevel = anisotropicLevel !== undefined ? anisotropicLevel : settings.ANISOTROPIC_LEVEL;\n _this._wrapMode = wrapMode || settings.WRAP_MODE;\n _this._scaleMode = scaleMode !== undefined ? scaleMode : settings.SCALE_MODE;\n _this.format = format || FORMATS.RGBA;\n _this.type = type || TYPES.UNSIGNED_BYTE;\n _this.target = target || TARGETS.TEXTURE_2D;\n _this.alphaMode = alphaMode !== undefined ? alphaMode : ALPHA_MODES.UNPACK;\n _this.uid = uid();\n _this.touched = 0;\n _this.isPowerOfTwo = false;\n _this._refreshPOT();\n _this._glTextures = {};\n _this.dirtyId = 0;\n _this.dirtyStyleId = 0;\n _this.cacheId = null;\n _this.valid = width > 0 && height > 0;\n _this.textureCacheIds = [];\n _this.destroyed = false;\n _this.resource = null;\n _this._batchEnabled = 0;\n _this._batchLocation = 0;\n _this.parentTextureArray = null;\n /**\n * Fired when a not-immediately-available source finishes loading.\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n /**\n * Fired when a not-immediately-available source fails to load.\n * @protected\n * @event PIXI.BaseTexture#error\n * @param {PIXI.BaseTexture} baseTexture - Resource errored.\n * @param {ErrorEvent} event - Load error event.\n */\n /**\n * Fired when BaseTexture is updated.\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n /**\n * Fired when BaseTexture is updated.\n * @protected\n * @event PIXI.BaseTexture#update\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated.\n */\n /**\n * Fired when BaseTexture is destroyed.\n * @protected\n * @event PIXI.BaseTexture#dispose\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed.\n */\n // Set the resource\n _this.setResource(resource);\n return _this;\n }\n Object.defineProperty(BaseTexture.prototype, \"realWidth\", {\n /**\n * Pixel width of the source of this texture\n * @readonly\n */\n get: function () {\n return Math.round(this.width * this.resolution);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"realHeight\", {\n /**\n * Pixel height of the source of this texture\n * @readonly\n */\n get: function () {\n return Math.round(this.height * this.resolution);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"mipmap\", {\n /**\n * Mipmap mode of the texture, affects downscaled images\n * @default PIXI.settings.MIPMAP_TEXTURES\n */\n get: function () {\n return this._mipmap;\n },\n set: function (value) {\n if (this._mipmap !== value) {\n this._mipmap = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"scaleMode\", {\n /**\n * The scale mode to apply when scaling this texture\n * @default PIXI.settings.SCALE_MODE\n */\n get: function () {\n return this._scaleMode;\n },\n set: function (value) {\n if (this._scaleMode !== value) {\n this._scaleMode = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"wrapMode\", {\n /**\n * How the texture wraps\n * @default PIXI.settings.WRAP_MODE\n */\n get: function () {\n return this._wrapMode;\n },\n set: function (value) {\n if (this._wrapMode !== value) {\n this._wrapMode = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Changes style options of BaseTexture\n * @param scaleMode - Pixi scalemode\n * @param mipmap - enable mipmaps\n * @returns - this\n */\n BaseTexture.prototype.setStyle = function (scaleMode, mipmap) {\n var dirty;\n if (scaleMode !== undefined && scaleMode !== this.scaleMode) {\n this.scaleMode = scaleMode;\n dirty = true;\n }\n if (mipmap !== undefined && mipmap !== this.mipmap) {\n this.mipmap = mipmap;\n dirty = true;\n }\n if (dirty) {\n this.dirtyStyleId++;\n }\n return this;\n };\n /**\n * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero.\n * @param desiredWidth - Desired visual width\n * @param desiredHeight - Desired visual height\n * @param resolution - Optionally set resolution\n * @returns - this\n */\n BaseTexture.prototype.setSize = function (desiredWidth, desiredHeight, resolution) {\n resolution = resolution || this.resolution;\n return this.setRealSize(desiredWidth * resolution, desiredHeight * resolution, resolution);\n };\n /**\n * Sets real size of baseTexture, preserves current resolution.\n * @param realWidth - Full rendered width\n * @param realHeight - Full rendered height\n * @param resolution - Optionally set resolution\n * @returns - this\n */\n BaseTexture.prototype.setRealSize = function (realWidth, realHeight, resolution) {\n this.resolution = resolution || this.resolution;\n this.width = Math.round(realWidth) / this.resolution;\n this.height = Math.round(realHeight) / this.resolution;\n this._refreshPOT();\n this.update();\n return this;\n };\n /**\n * Refresh check for isPowerOfTwo texture based on size\n * @private\n */\n BaseTexture.prototype._refreshPOT = function () {\n this.isPowerOfTwo = isPow2(this.realWidth) && isPow2(this.realHeight);\n };\n /**\n * Changes resolution\n * @param resolution - res\n * @returns - this\n */\n BaseTexture.prototype.setResolution = function (resolution) {\n var oldResolution = this.resolution;\n if (oldResolution === resolution) {\n return this;\n }\n this.resolution = resolution;\n if (this.valid) {\n this.width = Math.round(this.width * oldResolution) / resolution;\n this.height = Math.round(this.height * oldResolution) / resolution;\n this.emit('update', this);\n }\n this._refreshPOT();\n return this;\n };\n /**\n * Sets the resource if it wasn't set. Throws error if resource already present\n * @param resource - that is managing this BaseTexture\n * @returns - this\n */\n BaseTexture.prototype.setResource = function (resource) {\n if (this.resource === resource) {\n return this;\n }\n if (this.resource) {\n throw new Error('Resource can be set only once');\n }\n resource.bind(this);\n this.resource = resource;\n return this;\n };\n /** Invalidates the object. Texture becomes valid if width and height are greater than zero. */\n BaseTexture.prototype.update = function () {\n if (!this.valid) {\n if (this.width > 0 && this.height > 0) {\n this.valid = true;\n this.emit('loaded', this);\n this.emit('update', this);\n }\n }\n else {\n this.dirtyId++;\n this.dirtyStyleId++;\n this.emit('update', this);\n }\n };\n /**\n * Handle errors with resources.\n * @private\n * @param event - Error event emitted.\n */\n BaseTexture.prototype.onError = function (event) {\n this.emit('error', this, event);\n };\n /**\n * Destroys this base texture.\n * The method stops if resource doesn't want this texture to be destroyed.\n * Removes texture from all caches.\n */\n BaseTexture.prototype.destroy = function () {\n // remove and destroy the resource\n if (this.resource) {\n this.resource.unbind(this);\n // only destroy resourced created internally\n if (this.resource.internal) {\n this.resource.destroy();\n }\n this.resource = null;\n }\n if (this.cacheId) {\n delete BaseTextureCache[this.cacheId];\n delete TextureCache[this.cacheId];\n this.cacheId = null;\n }\n // finally let the WebGL renderer know..\n this.dispose();\n BaseTexture.removeFromCache(this);\n this.textureCacheIds = null;\n this.destroyed = true;\n };\n /**\n * Frees the texture from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n * @fires PIXI.BaseTexture#dispose\n */\n BaseTexture.prototype.dispose = function () {\n this.emit('dispose', this);\n };\n /** Utility function for BaseTexture|Texture cast. */\n BaseTexture.prototype.castToBaseTexture = function () {\n return this;\n };\n /**\n * Helper function that creates a base texture based on the source you provide.\n * The source can be - image url, image element, canvas element. If the\n * source is an image url or an image element and not in the base texture\n * cache, it will be created and loaded.\n * @static\n * @param {string|string[]|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The\n * source to create base texture from.\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id\n * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}.\n * @returns {PIXI.BaseTexture} The new base texture.\n */\n BaseTexture.from = function (source, options, strict) {\n if (strict === void 0) { strict = settings.STRICT_TEXTURE_CACHE; }\n var isFrame = typeof source === 'string';\n var cacheId = null;\n if (isFrame) {\n cacheId = source;\n }\n else {\n if (!source._pixiId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source._pixiId = prefix + \"_\" + uid();\n }\n cacheId = source._pixiId;\n }\n var baseTexture = BaseTextureCache[cacheId];\n // Strict-mode rejects invalid cacheIds\n if (isFrame && strict && !baseTexture) {\n throw new Error(\"The cacheId \\\"\" + cacheId + \"\\\" does not exist in BaseTextureCache.\");\n }\n if (!baseTexture) {\n baseTexture = new BaseTexture(source, options);\n baseTexture.cacheId = cacheId;\n BaseTexture.addToCache(baseTexture, cacheId);\n }\n return baseTexture;\n };\n /**\n * Create a new BaseTexture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param width - Width of the resource\n * @param height - Height of the resource\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * Default properties are different from the constructor's defaults.\n * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.NPM] - Image alpha, not premultiplied by default\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.SCALE_MODES.NEAREST] - Scale mode, pixelating by default\n * @returns - The resulting new BaseTexture\n */\n BaseTexture.fromBuffer = function (buffer, width, height, options) {\n buffer = buffer || new Float32Array(width * height * 4);\n var resource = new BufferResource(buffer, { width: width, height: height });\n var type = buffer instanceof Float32Array ? TYPES.FLOAT : TYPES.UNSIGNED_BYTE;\n return new BaseTexture(resource, Object.assign(defaultBufferOptions, options || { width: width, height: height, type: type }));\n };\n /**\n * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object.\n * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache.\n * @param {string} id - The id that the BaseTexture will be stored against.\n */\n BaseTexture.addToCache = function (baseTexture, id) {\n if (id) {\n if (baseTexture.textureCacheIds.indexOf(id) === -1) {\n baseTexture.textureCacheIds.push(id);\n }\n if (BaseTextureCache[id]) {\n // eslint-disable-next-line no-console\n console.warn(\"BaseTexture added to the cache with an id [\" + id + \"] that already had an entry\");\n }\n BaseTextureCache[id] = baseTexture;\n }\n };\n /**\n * Remove a BaseTexture from the global BaseTextureCache.\n * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself.\n * @returns {PIXI.BaseTexture|null} The BaseTexture that was removed.\n */\n BaseTexture.removeFromCache = function (baseTexture) {\n if (typeof baseTexture === 'string') {\n var baseTextureFromCache = BaseTextureCache[baseTexture];\n if (baseTextureFromCache) {\n var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture);\n if (index > -1) {\n baseTextureFromCache.textureCacheIds.splice(index, 1);\n }\n delete BaseTextureCache[baseTexture];\n return baseTextureFromCache;\n }\n }\n else if (baseTexture && baseTexture.textureCacheIds) {\n for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) {\n delete BaseTextureCache[baseTexture.textureCacheIds[i]];\n }\n baseTexture.textureCacheIds.length = 0;\n return baseTexture;\n }\n return null;\n };\n /** Global number of the texture batch, used by multi-texture renderers. */\n BaseTexture._globalBatch = 0;\n return BaseTexture;\n}(EventEmitter));\n\n/**\n * Resource that can manage several resource (items) inside.\n * All resources need to have the same pixel size.\n * Parent class for CubeResource and ArrayResource\n * @memberof PIXI\n */\nvar AbstractMultiResource = /** @class */ (function (_super) {\n __extends(AbstractMultiResource, _super);\n /**\n * @param length\n * @param options - Options to for Resource constructor\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\n function AbstractMultiResource(length, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n _this = _super.call(this, width, height) || this;\n _this.items = [];\n _this.itemDirtyIds = [];\n for (var i = 0; i < length; i++) {\n var partTexture = new BaseTexture();\n _this.items.push(partTexture);\n // -2 - first run of texture array upload\n // -1 - texture item was allocated\n // >=0 - texture item uploaded , in sync with items[i].dirtyId\n _this.itemDirtyIds.push(-2);\n }\n _this.length = length;\n _this._load = null;\n _this.baseTexture = null;\n return _this;\n }\n /**\n * Used from ArrayResource and CubeResource constructors.\n * @param resources - Can be resources, image elements, canvas, etc. ,\n * length should be same as constructor length\n * @param options - Detect options for resources\n */\n AbstractMultiResource.prototype.initFromArray = function (resources, options) {\n for (var i = 0; i < this.length; i++) {\n if (!resources[i]) {\n continue;\n }\n if (resources[i].castToBaseTexture) {\n this.addBaseTextureAt(resources[i].castToBaseTexture(), i);\n }\n else if (resources[i] instanceof Resource) {\n this.addResourceAt(resources[i], i);\n }\n else {\n this.addResourceAt(autoDetectResource(resources[i], options), i);\n }\n }\n };\n /** Destroy this BaseImageResource. */\n AbstractMultiResource.prototype.dispose = function () {\n for (var i = 0, len = this.length; i < len; i++) {\n this.items[i].destroy();\n }\n this.items = null;\n this.itemDirtyIds = null;\n this._load = null;\n };\n /**\n * Set a resource by ID\n * @param resource\n * @param index - Zero-based index of resource to set\n * @returns - Instance for chaining\n */\n AbstractMultiResource.prototype.addResourceAt = function (resource, index) {\n if (!this.items[index]) {\n throw new Error(\"Index \" + index + \" is out of bounds\");\n }\n // Inherit the first resource dimensions\n if (resource.valid && !this.valid) {\n this.resize(resource.width, resource.height);\n }\n this.items[index].setResource(resource);\n return this;\n };\n /**\n * Set the parent base texture.\n * @param baseTexture\n */\n AbstractMultiResource.prototype.bind = function (baseTexture) {\n if (this.baseTexture !== null) {\n throw new Error('Only one base texture per TextureArray is allowed');\n }\n _super.prototype.bind.call(this, baseTexture);\n for (var i = 0; i < this.length; i++) {\n this.items[i].parentTextureArray = baseTexture;\n this.items[i].on('update', baseTexture.update, baseTexture);\n }\n };\n /**\n * Unset the parent base texture.\n * @param baseTexture\n */\n AbstractMultiResource.prototype.unbind = function (baseTexture) {\n _super.prototype.unbind.call(this, baseTexture);\n for (var i = 0; i < this.length; i++) {\n this.items[i].parentTextureArray = null;\n this.items[i].off('update', baseTexture.update, baseTexture);\n }\n };\n /**\n * Load all the resources simultaneously\n * @returns - When load is resolved\n */\n AbstractMultiResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n var resources = this.items.map(function (item) { return item.resource; }).filter(function (item) { return item; });\n // TODO: also implement load part-by-part strategy\n var promises = resources.map(function (item) { return item.load(); });\n this._load = Promise.all(promises)\n .then(function () {\n var _a = _this.items[0], realWidth = _a.realWidth, realHeight = _a.realHeight;\n _this.resize(realWidth, realHeight);\n return Promise.resolve(_this);\n });\n return this._load;\n };\n return AbstractMultiResource;\n}(Resource));\n\n/**\n * A resource that contains a number of sources.\n * @memberof PIXI\n */\nvar ArrayResource = /** @class */ (function (_super) {\n __extends(ArrayResource, _super);\n /**\n * @param source - Number of items in array or the collection\n * of image URLs to use. Can also be resources, image elements, canvas, etc.\n * @param options - Options to apply to {@link PIXI.autoDetectResource}\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\n function ArrayResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n var urls;\n var length;\n if (Array.isArray(source)) {\n urls = source;\n length = source.length;\n }\n else {\n length = source;\n }\n _this = _super.call(this, length, { width: width, height: height }) || this;\n if (urls) {\n _this.initFromArray(urls, options);\n }\n return _this;\n }\n /**\n * Set a baseTexture by ID,\n * ArrayResource just takes resource from it, nothing more\n * @param baseTexture\n * @param index - Zero-based index of resource to set\n * @returns - Instance for chaining\n */\n ArrayResource.prototype.addBaseTextureAt = function (baseTexture, index) {\n if (baseTexture.resource) {\n this.addResourceAt(baseTexture.resource, index);\n }\n else {\n throw new Error('ArrayResource does not support RenderTexture');\n }\n return this;\n };\n /**\n * Add binding\n * @param baseTexture\n */\n ArrayResource.prototype.bind = function (baseTexture) {\n _super.prototype.bind.call(this, baseTexture);\n baseTexture.target = TARGETS.TEXTURE_2D_ARRAY;\n };\n /**\n * Upload the resources to the GPU.\n * @param renderer\n * @param texture\n * @param glTexture\n * @returns - whether texture was uploaded\n */\n ArrayResource.prototype.upload = function (renderer, texture, glTexture) {\n var _a = this, length = _a.length, itemDirtyIds = _a.itemDirtyIds, items = _a.items;\n var gl = renderer.gl;\n if (glTexture.dirtyId < 0) {\n gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, glTexture.internalFormat, this._width, this._height, length, 0, texture.format, glTexture.type, null);\n }\n for (var i = 0; i < length; i++) {\n var item = items[i];\n if (itemDirtyIds[i] < item.dirtyId) {\n itemDirtyIds[i] = item.dirtyId;\n if (item.valid) {\n gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, // xoffset\n 0, // yoffset\n i, // zoffset\n item.resource.width, item.resource.height, 1, texture.format, glTexture.type, item.resource.source);\n }\n }\n }\n return true;\n };\n return ArrayResource;\n}(AbstractMultiResource));\n\n/**\n * Base for all the image/canvas resources.\n * @memberof PIXI\n */\nvar BaseImageResource = /** @class */ (function (_super) {\n __extends(BaseImageResource, _super);\n /**\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} source\n */\n function BaseImageResource(source) {\n var _this = this;\n var sourceAny = source;\n var width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width;\n var height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height;\n _this = _super.call(this, width, height) || this;\n _this.source = source;\n _this.noSubImage = false;\n return _this;\n }\n /**\n * Set cross origin based detecting the url and the crossorigin\n * @param element - Element to apply crossOrigin\n * @param url - URL to check\n * @param crossorigin - Cross origin value to use\n */\n BaseImageResource.crossOrigin = function (element, url, crossorigin) {\n if (crossorigin === undefined && url.indexOf('data:') !== 0) {\n element.crossOrigin = determineCrossOrigin(url);\n }\n else if (crossorigin !== false) {\n element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous';\n }\n };\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] - (optional)\n * @returns - true is success\n */\n BaseImageResource.prototype.upload = function (renderer, baseTexture, glTexture, source) {\n var gl = renderer.gl;\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n source = source || this.source;\n if (source instanceof HTMLImageElement) {\n if (!source.complete || source.naturalWidth === 0) {\n return false;\n }\n }\n else if (source instanceof HTMLVideoElement) {\n if (source.readyState <= 1) {\n return false;\n }\n }\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n if (!this.noSubImage\n && baseTexture.target === gl.TEXTURE_2D\n && glTexture.width === width\n && glTexture.height === height) {\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, glTexture.type, source);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, baseTexture.format, glTexture.type, source);\n }\n return true;\n };\n /**\n * Checks if source width/height was changed, resize can cause extra baseTexture update.\n * Triggers one update in any case.\n */\n BaseImageResource.prototype.update = function () {\n if (this.destroyed) {\n return;\n }\n var source = this.source;\n var width = source.naturalWidth || source.videoWidth || source.width;\n var height = source.naturalHeight || source.videoHeight || source.height;\n this.resize(width, height);\n _super.prototype.update.call(this);\n };\n /** Destroy this {@link BaseImageResource} */\n BaseImageResource.prototype.dispose = function () {\n this.source = null;\n };\n return BaseImageResource;\n}(Resource));\n\n/**\n * @interface OffscreenCanvas\n */\n/**\n * Resource type for HTMLCanvasElement.\n * @memberof PIXI\n */\nvar CanvasResource = /** @class */ (function (_super) {\n __extends(CanvasResource, _super);\n /**\n * @param source - Canvas element to use\n */\n // eslint-disable-next-line @typescript-eslint/no-useless-constructor\n function CanvasResource(source) {\n return _super.call(this, source) || this;\n }\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is HTMLCanvasElement or OffscreenCanvas\n */\n CanvasResource.test = function (source) {\n var OffscreenCanvas = globalThis.OffscreenCanvas;\n // Check for browsers that don't yet support OffscreenCanvas\n if (OffscreenCanvas && source instanceof OffscreenCanvas) {\n return true;\n }\n return globalThis.HTMLCanvasElement && source instanceof HTMLCanvasElement;\n };\n return CanvasResource;\n}(BaseImageResource));\n\n/**\n * Resource for a CubeTexture which contains six resources.\n * @memberof PIXI\n */\nvar CubeResource = /** @class */ (function (_super) {\n __extends(CubeResource, _super);\n /**\n * @param {Array} [source] - Collection of URLs or resources\n * to use as the sides of the cube.\n * @param options - ImageResource options\n * @param {number} [options.width] - Width of resource\n * @param {number} [options.height] - Height of resource\n * @param {number} [options.autoLoad=true] - Whether to auto-load resources\n * @param {number} [options.linkBaseTexture=true] - In case BaseTextures are supplied,\n * whether to copy them or use\n */\n function CubeResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height, autoLoad = _a.autoLoad, linkBaseTexture = _a.linkBaseTexture;\n if (source && source.length !== CubeResource.SIDES) {\n throw new Error(\"Invalid length. Got \" + source.length + \", expected 6\");\n }\n _this = _super.call(this, 6, { width: width, height: height }) || this;\n for (var i = 0; i < CubeResource.SIDES; i++) {\n _this.items[i].target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + i;\n }\n _this.linkBaseTexture = linkBaseTexture !== false;\n if (source) {\n _this.initFromArray(source, options);\n }\n if (autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Add binding.\n * @param baseTexture - parent base texture\n */\n CubeResource.prototype.bind = function (baseTexture) {\n _super.prototype.bind.call(this, baseTexture);\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP;\n };\n CubeResource.prototype.addBaseTextureAt = function (baseTexture, index, linkBaseTexture) {\n if (!this.items[index]) {\n throw new Error(\"Index \" + index + \" is out of bounds\");\n }\n if (!this.linkBaseTexture\n || baseTexture.parentTextureArray\n || Object.keys(baseTexture._glTextures).length > 0) {\n // copy mode\n if (baseTexture.resource) {\n this.addResourceAt(baseTexture.resource, index);\n }\n else {\n throw new Error(\"CubeResource does not support copying of renderTexture.\");\n }\n }\n else {\n // link mode, the difficult one!\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + index;\n baseTexture.parentTextureArray = this.baseTexture;\n this.items[index] = baseTexture;\n }\n if (baseTexture.valid && !this.valid) {\n this.resize(baseTexture.realWidth, baseTexture.realHeight);\n }\n this.items[index] = baseTexture;\n return this;\n };\n /**\n * Upload the resource\n * @param renderer\n * @param _baseTexture\n * @param glTexture\n * @returns {boolean} true is success\n */\n CubeResource.prototype.upload = function (renderer, _baseTexture, glTexture) {\n var dirty = this.itemDirtyIds;\n for (var i = 0; i < CubeResource.SIDES; i++) {\n var side = this.items[i];\n if (dirty[i] < side.dirtyId || glTexture.dirtyId < _baseTexture.dirtyId) {\n if (side.valid && side.resource) {\n side.resource.upload(renderer, side, glTexture);\n dirty[i] = side.dirtyId;\n }\n else if (dirty[i] < -1) {\n // either item is not valid yet, either its a renderTexture\n // allocate the memory\n renderer.gl.texImage2D(side.target, 0, glTexture.internalFormat, _baseTexture.realWidth, _baseTexture.realHeight, 0, _baseTexture.format, glTexture.type, null);\n dirty[i] = -1;\n }\n }\n }\n return true;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is an array of 6 elements\n */\n CubeResource.test = function (source) {\n return Array.isArray(source) && source.length === CubeResource.SIDES;\n };\n /** Number of texture sides to store for CubeResources. */\n CubeResource.SIDES = 6;\n return CubeResource;\n}(AbstractMultiResource));\n\n/**\n * Resource type for HTMLImageElement.\n * @memberof PIXI\n */\nvar ImageResource = /** @class */ (function (_super) {\n __extends(ImageResource, _super);\n /**\n * @param source - image source or URL\n * @param options\n * @param {boolean} [options.autoLoad=true] - start loading process\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - whether its required to create\n * a bitmap before upload\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Premultiply image alpha in bitmap\n */\n function ImageResource(source, options) {\n var _this = this;\n options = options || {};\n if (!(source instanceof HTMLImageElement)) {\n var imageElement = new Image();\n BaseImageResource.crossOrigin(imageElement, source, options.crossorigin);\n imageElement.src = source;\n source = imageElement;\n }\n _this = _super.call(this, source) || this;\n // FireFox 68, and possibly other versions, seems like setting the HTMLImageElement#width and #height\n // to non-zero values before its loading completes if images are in a cache.\n // Because of this, need to set the `_width` and the `_height` to zero to avoid uploading incomplete images.\n // Please refer to the issue #5968 (https://github.com/pixijs/pixi.js/issues/5968).\n if (!source.complete && !!_this._width && !!_this._height) {\n _this._width = 0;\n _this._height = 0;\n }\n _this.url = source.src;\n _this._process = null;\n _this.preserveBitmap = false;\n _this.createBitmap = (options.createBitmap !== undefined\n ? options.createBitmap : settings.CREATE_IMAGE_BITMAP) && !!globalThis.createImageBitmap;\n _this.alphaMode = typeof options.alphaMode === 'number' ? options.alphaMode : null;\n _this.bitmap = null;\n _this._load = null;\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Returns a promise when image will be loaded and processed.\n * @param createBitmap - whether process image into bitmap\n */\n ImageResource.prototype.load = function (createBitmap) {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n if (createBitmap !== undefined) {\n this.createBitmap = createBitmap;\n }\n this._load = new Promise(function (resolve, reject) {\n var source = _this.source;\n _this.url = source.src;\n var completed = function () {\n if (_this.destroyed) {\n return;\n }\n source.onload = null;\n source.onerror = null;\n _this.resize(source.width, source.height);\n _this._load = null;\n if (_this.createBitmap) {\n resolve(_this.process());\n }\n else {\n resolve(_this);\n }\n };\n if (source.complete && source.src) {\n completed();\n }\n else {\n source.onload = completed;\n source.onerror = function (event) {\n // Avoids Promise freezing when resource broken\n reject(event);\n _this.onError.emit(event);\n };\n }\n });\n return this._load;\n };\n /**\n * Called when we need to convert image into BitmapImage.\n * Can be called multiple times, real promise is cached inside.\n * @returns - Cached promise to fill that bitmap\n */\n ImageResource.prototype.process = function () {\n var _this = this;\n var source = this.source;\n if (this._process !== null) {\n return this._process;\n }\n if (this.bitmap !== null || !globalThis.createImageBitmap) {\n return Promise.resolve(this);\n }\n var createImageBitmap = globalThis.createImageBitmap;\n var cors = !source.crossOrigin || source.crossOrigin === 'anonymous';\n this._process = fetch(source.src, {\n mode: cors ? 'cors' : 'no-cors'\n })\n .then(function (r) { return r.blob(); })\n .then(function (blob) { return createImageBitmap(blob, 0, 0, source.width, source.height, {\n premultiplyAlpha: _this.alphaMode === ALPHA_MODES.UNPACK ? 'premultiply' : 'none',\n }); })\n .then(function (bitmap) {\n if (_this.destroyed) {\n return Promise.reject();\n }\n _this.bitmap = bitmap;\n _this.update();\n _this._process = null;\n return Promise.resolve(_this);\n });\n return this._process;\n };\n /**\n * Upload the image resource to GPU.\n * @param renderer - Renderer to upload to\n * @param baseTexture - BaseTexture for this resource\n * @param glTexture - GLTexture to use\n * @returns {boolean} true is success\n */\n ImageResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n if (typeof this.alphaMode === 'number') {\n // bitmap stores unpack premultiply flag, we dont have to notify texImage2D about it\n baseTexture.alphaMode = this.alphaMode;\n }\n if (!this.createBitmap) {\n return _super.prototype.upload.call(this, renderer, baseTexture, glTexture);\n }\n if (!this.bitmap) {\n // yeah, ignore the output\n this.process();\n if (!this.bitmap) {\n return false;\n }\n }\n _super.prototype.upload.call(this, renderer, baseTexture, glTexture, this.bitmap);\n if (!this.preserveBitmap) {\n // checks if there are other renderers that possibly need this bitmap\n var flag = true;\n var glTextures = baseTexture._glTextures;\n for (var key in glTextures) {\n var otherTex = glTextures[key];\n if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId) {\n flag = false;\n break;\n }\n }\n if (flag) {\n if (this.bitmap.close) {\n this.bitmap.close();\n }\n this.bitmap = null;\n }\n }\n return true;\n };\n /** Destroys this resource. */\n ImageResource.prototype.dispose = function () {\n this.source.onload = null;\n this.source.onerror = null;\n _super.prototype.dispose.call(this);\n if (this.bitmap) {\n this.bitmap.close();\n this.bitmap = null;\n }\n this._process = null;\n this._load = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is string or HTMLImageElement\n */\n ImageResource.test = function (source) {\n return typeof source === 'string' || source instanceof HTMLImageElement;\n };\n return ImageResource;\n}(BaseImageResource));\n\n/**\n * Resource type for SVG elements and graphics.\n * @memberof PIXI\n */\nvar SVGResource = /** @class */ (function (_super) {\n __extends(SVGResource, _super);\n /**\n * @param sourceBase64 - Base64 encoded SVG element or URL for SVG file.\n * @param {object} [options] - Options to use\n * @param {number} [options.scale=1] - Scale to apply to SVG. Overridden by...\n * @param {number} [options.width] - Rasterize SVG this wide. Aspect ratio preserved if height not specified.\n * @param {number} [options.height] - Rasterize SVG this high. Aspect ratio preserved if width not specified.\n * @param {boolean} [options.autoLoad=true] - Start loading right away.\n */\n function SVGResource(sourceBase64, options) {\n var _this = this;\n options = options || {};\n _this = _super.call(this, document.createElement('canvas')) || this;\n _this._width = 0;\n _this._height = 0;\n _this.svg = sourceBase64;\n _this.scale = options.scale || 1;\n _this._overrideWidth = options.width;\n _this._overrideHeight = options.height;\n _this._resolve = null;\n _this._crossorigin = options.crossorigin;\n _this._load = null;\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n SVGResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n this._load = new Promise(function (resolve) {\n // Save this until after load is finished\n _this._resolve = function () {\n _this.resize(_this.source.width, _this.source.height);\n resolve(_this);\n };\n // Convert SVG inline string to data-uri\n if (SVGResource.SVG_XML.test(_this.svg.trim())) {\n if (!btoa) {\n throw new Error('Your browser doesn\\'t support base64 conversions.');\n }\n _this.svg = \"data:image/svg+xml;base64,\" + btoa(unescape(encodeURIComponent(_this.svg)));\n }\n _this._loadSvg();\n });\n return this._load;\n };\n /** Loads an SVG image from `imageUrl` or `data URL`. */\n SVGResource.prototype._loadSvg = function () {\n var _this = this;\n var tempImage = new Image();\n BaseImageResource.crossOrigin(tempImage, this.svg, this._crossorigin);\n tempImage.src = this.svg;\n tempImage.onerror = function (event) {\n if (!_this._resolve) {\n return;\n }\n tempImage.onerror = null;\n _this.onError.emit(event);\n };\n tempImage.onload = function () {\n if (!_this._resolve) {\n return;\n }\n var svgWidth = tempImage.width;\n var svgHeight = tempImage.height;\n if (!svgWidth || !svgHeight) {\n throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.');\n }\n // Set render size\n var width = svgWidth * _this.scale;\n var height = svgHeight * _this.scale;\n if (_this._overrideWidth || _this._overrideHeight) {\n width = _this._overrideWidth || _this._overrideHeight / svgHeight * svgWidth;\n height = _this._overrideHeight || _this._overrideWidth / svgWidth * svgHeight;\n }\n width = Math.round(width);\n height = Math.round(height);\n // Create a canvas element\n var canvas = _this.source;\n canvas.width = width;\n canvas.height = height;\n canvas._pixiId = \"canvas_\" + uid();\n // Draw the Svg to the canvas\n canvas\n .getContext('2d')\n .drawImage(tempImage, 0, 0, svgWidth, svgHeight, 0, 0, width, height);\n _this._resolve();\n _this._resolve = null;\n };\n };\n /**\n * Get size from an svg string using a regular expression.\n * @param svgString - a serialized svg element\n * @returns - image extension\n */\n SVGResource.getSize = function (svgString) {\n var sizeMatch = SVGResource.SVG_SIZE.exec(svgString);\n var size = {};\n if (sizeMatch) {\n size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3]));\n size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7]));\n }\n return size;\n };\n /** Destroys this texture. */\n SVGResource.prototype.dispose = function () {\n _super.prototype.dispose.call(this);\n this._resolve = null;\n this._crossorigin = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n * @returns {boolean} - If the source is a SVG source or data file\n */\n SVGResource.test = function (source, extension) {\n // url file extension is SVG\n return extension === 'svg'\n // source is SVG data-uri\n || (typeof source === 'string' && (/^data:image\\/svg\\+xml(;(charset=utf8|utf8))?;base64/).test(source))\n // source is SVG inline\n || (typeof source === 'string' && SVGResource.SVG_XML.test(source));\n };\n /**\n * Regular expression for SVG XML document.\n * @example <?xml version=\"1.0\" encoding=\"utf-8\" ?><!-- image/svg --><svg\n * @readonly\n */\n SVGResource.SVG_XML = /^(<\\?xml[^?]+\\?>)?\\s*()]*-->)?\\s*\\]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*>/i; // eslint-disable-line max-len\n return SVGResource;\n}(BaseImageResource));\n\n/**\n * Resource type for {@code HTMLVideoElement}.\n * @memberof PIXI\n */\nvar VideoResource = /** @class */ (function (_super) {\n __extends(VideoResource, _super);\n /**\n * @param {HTMLVideoElement|object|string|Array} source - Video element to use.\n * @param {object} [options] - Options to use\n * @param {boolean} [options.autoLoad=true] - Start loading the video immediately\n * @param {boolean} [options.autoPlay=true] - Start playing video immediately\n * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video.\n * Leave at 0 to update at every render.\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n */\n function VideoResource(source, options) {\n var _this = this;\n options = options || {};\n if (!(source instanceof HTMLVideoElement)) {\n var videoElement = document.createElement('video');\n // workaround for https://github.com/pixijs/pixi.js/issues/5996\n videoElement.setAttribute('preload', 'auto');\n videoElement.setAttribute('webkit-playsinline', '');\n videoElement.setAttribute('playsinline', '');\n if (typeof source === 'string') {\n source = [source];\n }\n var firstSrc = source[0].src || source[0];\n BaseImageResource.crossOrigin(videoElement, firstSrc, options.crossorigin);\n // array of objects or strings\n for (var i = 0; i < source.length; ++i) {\n var sourceElement = document.createElement('source');\n var _a = source[i], src = _a.src, mime = _a.mime;\n src = src || source[i];\n var baseSrc = src.split('?').shift().toLowerCase();\n var ext = baseSrc.slice(baseSrc.lastIndexOf('.') + 1);\n mime = mime || VideoResource.MIME_TYPES[ext] || \"video/\" + ext;\n sourceElement.src = src;\n sourceElement.type = mime;\n videoElement.appendChild(sourceElement);\n }\n // Override the source\n source = videoElement;\n }\n _this = _super.call(this, source) || this;\n _this.noSubImage = true;\n _this._autoUpdate = true;\n _this._isConnectedToTicker = false;\n _this._updateFPS = options.updateFPS || 0;\n _this._msToNextUpdate = 0;\n _this.autoPlay = options.autoPlay !== false;\n _this._load = null;\n _this._resolve = null;\n // Bind for listeners\n _this._onCanPlay = _this._onCanPlay.bind(_this);\n _this._onError = _this._onError.bind(_this);\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Trigger updating of the texture.\n * @param _deltaTime - time delta since last tick\n */\n VideoResource.prototype.update = function (_deltaTime) {\n if (!this.destroyed) {\n // account for if video has had its playbackRate changed\n var elapsedMS = Ticker.shared.elapsedMS * this.source.playbackRate;\n this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS);\n if (!this._updateFPS || this._msToNextUpdate <= 0) {\n _super.prototype.update.call(this);\n this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0;\n }\n }\n };\n /**\n * Start preloading the video resource.\n * @returns {Promise} Handle the validate event\n */\n VideoResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n var source = this.source;\n if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA)\n && source.width && source.height) {\n source.complete = true;\n }\n source.addEventListener('play', this._onPlayStart.bind(this));\n source.addEventListener('pause', this._onPlayStop.bind(this));\n if (!this._isSourceReady()) {\n source.addEventListener('canplay', this._onCanPlay);\n source.addEventListener('canplaythrough', this._onCanPlay);\n source.addEventListener('error', this._onError, true);\n }\n else {\n this._onCanPlay();\n }\n this._load = new Promise(function (resolve) {\n if (_this.valid) {\n resolve(_this);\n }\n else {\n _this._resolve = resolve;\n source.load();\n }\n });\n return this._load;\n };\n /**\n * Handle video error events.\n * @param event\n */\n VideoResource.prototype._onError = function (event) {\n this.source.removeEventListener('error', this._onError, true);\n this.onError.emit(event);\n };\n /**\n * Returns true if the underlying source is playing.\n * @returns - True if playing.\n */\n VideoResource.prototype._isSourcePlaying = function () {\n var source = this.source;\n return (source.currentTime > 0 && source.paused === false && source.ended === false && source.readyState > 2);\n };\n /**\n * Returns true if the underlying source is ready for playing.\n * @returns - True if ready.\n */\n VideoResource.prototype._isSourceReady = function () {\n var source = this.source;\n return source.readyState === 3 || source.readyState === 4;\n };\n /** Runs the update loop when the video is ready to play. */\n VideoResource.prototype._onPlayStart = function () {\n // Just in case the video has not received its can play even yet..\n if (!this.valid) {\n this._onCanPlay();\n }\n if (this.autoUpdate && !this._isConnectedToTicker) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n };\n /** Fired when a pause event is triggered, stops the update loop. */\n VideoResource.prototype._onPlayStop = function () {\n if (this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n };\n /** Fired when the video is loaded and ready to play. */\n VideoResource.prototype._onCanPlay = function () {\n var source = this.source;\n source.removeEventListener('canplay', this._onCanPlay);\n source.removeEventListener('canplaythrough', this._onCanPlay);\n var valid = this.valid;\n this.resize(source.videoWidth, source.videoHeight);\n // prevent multiple loaded dispatches..\n if (!valid && this._resolve) {\n this._resolve(this);\n this._resolve = null;\n }\n if (this._isSourcePlaying()) {\n this._onPlayStart();\n }\n else if (this.autoPlay) {\n source.play();\n }\n };\n /** Destroys this texture. */\n VideoResource.prototype.dispose = function () {\n if (this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n var source = this.source;\n if (source) {\n source.removeEventListener('error', this._onError, true);\n source.pause();\n source.src = '';\n source.load();\n }\n _super.prototype.dispose.call(this);\n };\n Object.defineProperty(VideoResource.prototype, \"autoUpdate\", {\n /** Should the base texture automatically update itself, set to true by default. */\n get: function () {\n return this._autoUpdate;\n },\n set: function (value) {\n if (value !== this._autoUpdate) {\n this._autoUpdate = value;\n if (!this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying()) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(VideoResource.prototype, \"updateFPS\", {\n /**\n * How many times a second to update the texture from the video. Leave at 0 to update at every render.\n * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient.\n */\n get: function () {\n return this._updateFPS;\n },\n set: function (value) {\n if (value !== this._updateFPS) {\n this._updateFPS = value;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n * @returns {boolean} `true` if video source\n */\n VideoResource.test = function (source, extension) {\n return (globalThis.HTMLVideoElement && source instanceof HTMLVideoElement)\n || VideoResource.TYPES.indexOf(extension) > -1;\n };\n /**\n * List of common video file extensions supported by VideoResource.\n * @readonly\n */\n VideoResource.TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov'];\n /**\n * Map of video MIME types that can't be directly derived from file extensions.\n * @readonly\n */\n VideoResource.MIME_TYPES = {\n ogv: 'video/ogg',\n mov: 'video/quicktime',\n m4v: 'video/mp4',\n };\n return VideoResource;\n}(BaseImageResource));\n\n/**\n * Resource type for ImageBitmap.\n * @memberof PIXI\n */\nvar ImageBitmapResource = /** @class */ (function (_super) {\n __extends(ImageBitmapResource, _super);\n /**\n * @param source - Image element to use\n */\n // eslint-disable-next-line @typescript-eslint/no-useless-constructor\n function ImageBitmapResource(source) {\n return _super.call(this, source) || this;\n }\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is an ImageBitmap\n */\n ImageBitmapResource.test = function (source) {\n return !!globalThis.createImageBitmap && typeof ImageBitmap !== 'undefined' && source instanceof ImageBitmap;\n };\n return ImageBitmapResource;\n}(BaseImageResource));\n\nINSTALLED.push(ImageResource, ImageBitmapResource, CanvasResource, VideoResource, SVGResource, BufferResource, CubeResource, ArrayResource);\n\nvar _resources = {\n __proto__: null,\n Resource: Resource,\n BaseImageResource: BaseImageResource,\n INSTALLED: INSTALLED,\n autoDetectResource: autoDetectResource,\n AbstractMultiResource: AbstractMultiResource,\n ArrayResource: ArrayResource,\n BufferResource: BufferResource,\n CanvasResource: CanvasResource,\n CubeResource: CubeResource,\n ImageResource: ImageResource,\n SVGResource: SVGResource,\n VideoResource: VideoResource,\n ImageBitmapResource: ImageBitmapResource\n};\n\n/**\n * Resource type for DepthTexture.\n * @memberof PIXI\n */\nvar DepthResource = /** @class */ (function (_super) {\n __extends(DepthResource, _super);\n function DepthResource() {\n return _super !== null && _super.apply(this, arguments) || this;\n }\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture - glTexture\n * @returns - true is success\n */\n DepthResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n var gl = renderer.gl;\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n if (glTexture.width === width && glTexture.height === height) {\n gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data);\n }\n return true;\n };\n return DepthResource;\n}(BufferResource));\n\n/**\n * A framebuffer can be used to render contents off of the screen. {@link PIXI.BaseRenderTexture} uses\n * one internally to render into itself. You can attach a depth or stencil buffer to a framebuffer.\n *\n * On WebGL 2 machines, shaders can output to multiple textures simultaneously with GLSL 300 ES.\n * @memberof PIXI\n */\nvar Framebuffer = /** @class */ (function () {\n /**\n * @param width - Width of the frame buffer\n * @param height - Height of the frame buffer\n */\n function Framebuffer(width, height) {\n this.width = Math.round(width || 100);\n this.height = Math.round(height || 100);\n this.stencil = false;\n this.depth = false;\n this.dirtyId = 0;\n this.dirtyFormat = 0;\n this.dirtySize = 0;\n this.depthTexture = null;\n this.colorTextures = [];\n this.glFramebuffers = {};\n this.disposeRunner = new Runner('disposeFramebuffer');\n this.multisample = MSAA_QUALITY.NONE;\n }\n Object.defineProperty(Framebuffer.prototype, \"colorTexture\", {\n /**\n * Reference to the colorTexture.\n * @readonly\n */\n get: function () {\n return this.colorTextures[0];\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Add texture to the colorTexture array.\n * @param index - Index of the array to add the texture to\n * @param texture - Texture to add to the array\n */\n Framebuffer.prototype.addColorTexture = function (index, texture) {\n if (index === void 0) { index = 0; }\n // TODO add some validation to the texture - same width / height etc?\n this.colorTextures[index] = texture || new BaseTexture(null, {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n mipmap: MIPMAP_MODES.OFF,\n width: this.width,\n height: this.height,\n });\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /**\n * Add a depth texture to the frame buffer.\n * @param texture - Texture to add.\n */\n Framebuffer.prototype.addDepthTexture = function (texture) {\n /* eslint-disable max-len */\n this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n width: this.width,\n height: this.height,\n mipmap: MIPMAP_MODES.OFF,\n format: FORMATS.DEPTH_COMPONENT,\n type: TYPES.UNSIGNED_SHORT,\n });\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /** Enable depth on the frame buffer. */\n Framebuffer.prototype.enableDepth = function () {\n this.depth = true;\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /** Enable stencil on the frame buffer. */\n Framebuffer.prototype.enableStencil = function () {\n this.stencil = true;\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /**\n * Resize the frame buffer\n * @param width - Width of the frame buffer to resize to\n * @param height - Height of the frame buffer to resize to\n */\n Framebuffer.prototype.resize = function (width, height) {\n width = Math.round(width);\n height = Math.round(height);\n if (width === this.width && height === this.height)\n { return; }\n this.width = width;\n this.height = height;\n this.dirtyId++;\n this.dirtySize++;\n for (var i = 0; i < this.colorTextures.length; i++) {\n var texture = this.colorTextures[i];\n var resolution = texture.resolution;\n // take into account the fact the texture may have a different resolution..\n texture.setSize(width / resolution, height / resolution);\n }\n if (this.depthTexture) {\n var resolution = this.depthTexture.resolution;\n this.depthTexture.setSize(width / resolution, height / resolution);\n }\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Framebuffer.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys and removes the depth texture added to this framebuffer. */\n Framebuffer.prototype.destroyDepthTexture = function () {\n if (this.depthTexture) {\n this.depthTexture.destroy();\n this.depthTexture = null;\n ++this.dirtyId;\n ++this.dirtyFormat;\n }\n };\n return Framebuffer;\n}());\n\n/**\n * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position\n * and rotation of the given Display Objects is ignored. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, {renderTexture});\n * ```\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n *\n * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture\n * ```\n * @memberof PIXI\n */\nvar BaseRenderTexture = /** @class */ (function (_super) {\n __extends(BaseRenderTexture, _super);\n /**\n * @param options\n * @param {number} [options.width=100] - The width of the base render texture.\n * @param {number} [options.height=100] - The height of the base render texture.\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES}\n * for possible values.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio\n * of the texture being generated.\n * @param {PIXI.MSAA_QUALITY} [options.multisample=PIXI.MSAA_QUALITY.NONE] - The number of samples of the frame buffer.\n */\n function BaseRenderTexture(options) {\n if (options === void 0) { options = {}; }\n var _this = this;\n if (typeof options === 'number') {\n /* eslint-disable prefer-rest-params */\n // Backward compatibility of signature\n var width = arguments[0];\n var height = arguments[1];\n var scaleMode = arguments[2];\n var resolution = arguments[3];\n options = { width: width, height: height, scaleMode: scaleMode, resolution: resolution };\n /* eslint-enable prefer-rest-params */\n }\n options.width = options.width || 100;\n options.height = options.height || 100;\n options.multisample = options.multisample !== undefined ? options.multisample : MSAA_QUALITY.NONE;\n _this = _super.call(this, null, options) || this;\n // Set defaults\n _this.mipmap = MIPMAP_MODES.OFF;\n _this.valid = true;\n _this.clearColor = [0, 0, 0, 0];\n _this.framebuffer = new Framebuffer(_this.realWidth, _this.realHeight)\n .addColorTexture(0, _this);\n _this.framebuffer.multisample = options.multisample;\n // TODO - could this be added the systems?\n _this.maskStack = [];\n _this.filterStack = [{}];\n return _this;\n }\n /**\n * Resizes the BaseRenderTexture.\n * @param desiredWidth - The desired width to resize to.\n * @param desiredHeight - The desired height to resize to.\n */\n BaseRenderTexture.prototype.resize = function (desiredWidth, desiredHeight) {\n this.framebuffer.resize(desiredWidth * this.resolution, desiredHeight * this.resolution);\n this.setRealSize(this.framebuffer.width, this.framebuffer.height);\n };\n /**\n * Frees the texture and framebuffer from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n * @fires PIXI.BaseTexture#dispose\n */\n BaseRenderTexture.prototype.dispose = function () {\n this.framebuffer.dispose();\n _super.prototype.dispose.call(this);\n };\n /** Destroys this texture. */\n BaseRenderTexture.prototype.destroy = function () {\n _super.prototype.destroy.call(this);\n this.framebuffer.destroyDepthTexture();\n this.framebuffer = null;\n };\n return BaseRenderTexture;\n}(BaseTexture));\n\n/**\n * Stores a texture's frame in UV coordinates, in\n * which everything lies in the rectangle `[(0,0), (1,0),\n * (1,1), (0,1)]`.\n *\n * | Corner | Coordinates |\n * |--------------|-------------|\n * | Top-Left | `(x0,y0)` |\n * | Top-Right | `(x1,y1)` |\n * | Bottom-Right | `(x2,y2)` |\n * | Bottom-Left | `(x3,y3)` |\n * @protected\n * @memberof PIXI\n */\nvar TextureUvs = /** @class */ (function () {\n function TextureUvs() {\n this.x0 = 0;\n this.y0 = 0;\n this.x1 = 1;\n this.y1 = 0;\n this.x2 = 1;\n this.y2 = 1;\n this.x3 = 0;\n this.y3 = 1;\n this.uvsFloat32 = new Float32Array(8);\n }\n /**\n * Sets the texture Uvs based on the given frame information.\n * @protected\n * @param frame - The frame of the texture\n * @param baseFrame - The base frame of the texture\n * @param rotate - Rotation of frame, see {@link PIXI.groupD8}\n */\n TextureUvs.prototype.set = function (frame, baseFrame, rotate) {\n var tw = baseFrame.width;\n var th = baseFrame.height;\n if (rotate) {\n // width and height div 2 div baseFrame size\n var w2 = frame.width / 2 / tw;\n var h2 = frame.height / 2 / th;\n // coordinates of center\n var cX = (frame.x / tw) + w2;\n var cY = (frame.y / th) + h2;\n rotate = groupD8.add(rotate, groupD8.NW); // NW is top-left corner\n this.x0 = cX + (w2 * groupD8.uX(rotate));\n this.y0 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2); // rotate 90 degrees clockwise\n this.x1 = cX + (w2 * groupD8.uX(rotate));\n this.y1 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2);\n this.x2 = cX + (w2 * groupD8.uX(rotate));\n this.y2 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2);\n this.x3 = cX + (w2 * groupD8.uX(rotate));\n this.y3 = cY + (h2 * groupD8.uY(rotate));\n }\n else {\n this.x0 = frame.x / tw;\n this.y0 = frame.y / th;\n this.x1 = (frame.x + frame.width) / tw;\n this.y1 = frame.y / th;\n this.x2 = (frame.x + frame.width) / tw;\n this.y2 = (frame.y + frame.height) / th;\n this.x3 = frame.x / tw;\n this.y3 = (frame.y + frame.height) / th;\n }\n this.uvsFloat32[0] = this.x0;\n this.uvsFloat32[1] = this.y0;\n this.uvsFloat32[2] = this.x1;\n this.uvsFloat32[3] = this.y1;\n this.uvsFloat32[4] = this.x2;\n this.uvsFloat32[5] = this.y2;\n this.uvsFloat32[6] = this.x3;\n this.uvsFloat32[7] = this.y3;\n };\n TextureUvs.prototype.toString = function () {\n return \"[@pixi/core:TextureUvs \"\n + (\"x0=\" + this.x0 + \" y0=\" + this.y0 + \" \")\n + (\"x1=\" + this.x1 + \" y1=\" + this.y1 + \" x2=\" + this.x2 + \" \")\n + (\"y2=\" + this.y2 + \" x3=\" + this.x3 + \" y3=\" + this.y3)\n + \"]\";\n };\n return TextureUvs;\n}());\n\nvar DEFAULT_UVS = new TextureUvs();\n/**\n * Used to remove listeners from WHITE and EMPTY Textures\n * @ignore\n */\nfunction removeAllHandlers(tex) {\n tex.destroy = function _emptyDestroy() { };\n tex.on = function _emptyOn() { };\n tex.once = function _emptyOnce() { };\n tex.emit = function _emptyEmit() { };\n}\n/**\n * A texture stores the information that represents an image or part of an image.\n *\n * It cannot be added to the display list directly; instead use it as the texture for a Sprite.\n * If no frame is provided for a texture, then the whole image is used.\n *\n * You can directly create a texture from an image and then reuse it multiple times like this :\n *\n * ```js\n * let texture = PIXI.Texture.from('assets/image.png');\n * let sprite1 = new PIXI.Sprite(texture);\n * let sprite2 = new PIXI.Sprite(texture);\n * ```\n *\n * If you didnt pass the texture frame to constructor, it enables `noFrame` mode:\n * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture.\n *\n * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing.\n * You can check for this by checking the sprite's _textureID property.\n * ```js\n * var texture = PIXI.Texture.from('assets/image.svg');\n * var sprite1 = new PIXI.Sprite(texture);\n * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file\n * ```\n * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068.\n * @memberof PIXI\n * @typeParam R - The BaseTexture's Resource type.\n */\nvar Texture = /** @class */ (function (_super) {\n __extends(Texture, _super);\n /**\n * @param baseTexture - The base texture source to create the texture from\n * @param frame - The rectangle frame of the texture to show\n * @param orig - The area of original texture\n * @param trim - Trimmed rectangle of original texture\n * @param rotate - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8}\n * @param anchor - Default anchor point used for sprite placement / rotation\n */\n function Texture(baseTexture, frame, orig, trim, rotate, anchor) {\n var _this = _super.call(this) || this;\n _this.noFrame = false;\n if (!frame) {\n _this.noFrame = true;\n frame = new Rectangle(0, 0, 1, 1);\n }\n if (baseTexture instanceof Texture) {\n baseTexture = baseTexture.baseTexture;\n }\n _this.baseTexture = baseTexture;\n _this._frame = frame;\n _this.trim = trim;\n _this.valid = false;\n _this._uvs = DEFAULT_UVS;\n _this.uvMatrix = null;\n _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1);\n _this._rotate = Number(rotate || 0);\n if (rotate === true) {\n // this is old texturepacker legacy, some games/libraries are passing \"true\" for rotated textures\n _this._rotate = 2;\n }\n else if (_this._rotate % 2 !== 0) {\n throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually');\n }\n _this.defaultAnchor = anchor ? new Point(anchor.x, anchor.y) : new Point(0, 0);\n _this._updateID = 0;\n _this.textureCacheIds = [];\n if (!baseTexture.valid) {\n baseTexture.once('loaded', _this.onBaseTextureUpdated, _this);\n }\n else if (_this.noFrame) {\n // if there is no frame we should monitor for any base texture changes..\n if (baseTexture.valid) {\n _this.onBaseTextureUpdated(baseTexture);\n }\n }\n else {\n _this.frame = frame;\n }\n if (_this.noFrame) {\n baseTexture.on('update', _this.onBaseTextureUpdated, _this);\n }\n return _this;\n }\n /**\n * Updates this texture on the gpu.\n *\n * Calls the TextureResource update.\n *\n * If you adjusted `frame` manually, please call `updateUvs()` instead.\n */\n Texture.prototype.update = function () {\n if (this.baseTexture.resource) {\n this.baseTexture.resource.update();\n }\n };\n /**\n * Called when the base texture is updated\n * @protected\n * @param baseTexture - The base texture.\n */\n Texture.prototype.onBaseTextureUpdated = function (baseTexture) {\n if (this.noFrame) {\n if (!this.baseTexture.valid) {\n return;\n }\n this._frame.width = baseTexture.width;\n this._frame.height = baseTexture.height;\n this.valid = true;\n this.updateUvs();\n }\n else {\n // TODO this code looks confusing.. boo to abusing getters and setters!\n // if user gave us frame that has bigger size than resized texture it can be a problem\n this.frame = this._frame;\n }\n this.emit('update', this);\n };\n /**\n * Destroys this texture\n * @param [destroyBase=false] - Whether to destroy the base texture as well\n */\n Texture.prototype.destroy = function (destroyBase) {\n if (this.baseTexture) {\n if (destroyBase) {\n var resource = this.baseTexture.resource;\n // delete the texture if it exists in the texture cache..\n // this only needs to be removed if the base texture is actually destroyed too..\n if (resource && resource.url && TextureCache[resource.url]) {\n Texture.removeFromCache(resource.url);\n }\n this.baseTexture.destroy();\n }\n this.baseTexture.off('loaded', this.onBaseTextureUpdated, this);\n this.baseTexture.off('update', this.onBaseTextureUpdated, this);\n this.baseTexture = null;\n }\n this._frame = null;\n this._uvs = null;\n this.trim = null;\n this.orig = null;\n this.valid = false;\n Texture.removeFromCache(this);\n this.textureCacheIds = null;\n };\n /**\n * Creates a new texture object that acts the same as this one.\n * @returns - The new texture\n */\n Texture.prototype.clone = function () {\n var clonedFrame = this._frame.clone();\n var clonedOrig = this._frame === this.orig ? clonedFrame : this.orig.clone();\n var clonedTexture = new Texture(this.baseTexture, !this.noFrame && clonedFrame, clonedOrig, this.trim && this.trim.clone(), this.rotate, this.defaultAnchor);\n if (this.noFrame) {\n clonedTexture._frame = clonedFrame;\n }\n return clonedTexture;\n };\n /**\n * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture.\n * Call it after changing the frame\n */\n Texture.prototype.updateUvs = function () {\n if (this._uvs === DEFAULT_UVS) {\n this._uvs = new TextureUvs();\n }\n this._uvs.set(this._frame, this.baseTexture, this.rotate);\n this._updateID++;\n };\n /**\n * Helper function that creates a new Texture based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n * @param {string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source -\n * Source or array of sources to create texture from\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id\n * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}.\n * @returns {PIXI.Texture} The newly created texture\n */\n Texture.from = function (source, options, strict) {\n if (options === void 0) { options = {}; }\n if (strict === void 0) { strict = settings.STRICT_TEXTURE_CACHE; }\n var isFrame = typeof source === 'string';\n var cacheId = null;\n if (isFrame) {\n cacheId = source;\n }\n else if (source instanceof BaseTexture) {\n if (!source.cacheId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source.cacheId = prefix + \"-\" + uid();\n BaseTexture.addToCache(source, source.cacheId);\n }\n cacheId = source.cacheId;\n }\n else {\n if (!source._pixiId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source._pixiId = prefix + \"_\" + uid();\n }\n cacheId = source._pixiId;\n }\n var texture = TextureCache[cacheId];\n // Strict-mode rejects invalid cacheIds\n if (isFrame && strict && !texture) {\n throw new Error(\"The cacheId \\\"\" + cacheId + \"\\\" does not exist in TextureCache.\");\n }\n if (!texture && !(source instanceof BaseTexture)) {\n if (!options.resolution) {\n options.resolution = getResolutionOfUrl(source);\n }\n texture = new Texture(new BaseTexture(source, options));\n texture.baseTexture.cacheId = cacheId;\n BaseTexture.addToCache(texture.baseTexture, cacheId);\n Texture.addToCache(texture, cacheId);\n }\n else if (!texture && (source instanceof BaseTexture)) {\n texture = new Texture(source);\n Texture.addToCache(texture, cacheId);\n }\n // lets assume its a base texture!\n return texture;\n };\n /**\n * Useful for loading textures via URLs. Use instead of `Texture.from` because\n * it does a better job of handling failed URLs more effectively. This also ignores\n * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images.\n * @param url - The remote URL or array of URLs to load.\n * @param options - Optional options to include\n * @returns - A Promise that resolves to a Texture.\n */\n Texture.fromURL = function (url, options) {\n var resourceOptions = Object.assign({ autoLoad: false }, options === null || options === void 0 ? void 0 : options.resourceOptions);\n var texture = Texture.from(url, Object.assign({ resourceOptions: resourceOptions }, options), false);\n var resource = texture.baseTexture.resource;\n // The texture was already loaded\n if (texture.baseTexture.valid) {\n return Promise.resolve(texture);\n }\n // Manually load the texture, this should allow users to handle load errors\n return resource.load().then(function () { return Promise.resolve(texture); });\n };\n /**\n * Create a new Texture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param width - Width of the resource\n * @param height - Height of the resource\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @returns - The resulting new BaseTexture\n */\n Texture.fromBuffer = function (buffer, width, height, options) {\n return new Texture(BaseTexture.fromBuffer(buffer, width, height, options));\n };\n /**\n * Create a texture from a source and add to the cache.\n * @param {HTMLImageElement|HTMLCanvasElement|string} source - The input source.\n * @param imageUrl - File name of texture, for cache and resolving resolution.\n * @param name - Human readable name for the texture cache. If no name is\n * specified, only `imageUrl` will be used as the cache ID.\n * @param options\n * @returns - Output texture\n */\n Texture.fromLoader = function (source, imageUrl, name, options) {\n var baseTexture = new BaseTexture(source, Object.assign({\n scaleMode: settings.SCALE_MODE,\n resolution: getResolutionOfUrl(imageUrl),\n }, options));\n var resource = baseTexture.resource;\n if (resource instanceof ImageResource) {\n resource.url = imageUrl;\n }\n var texture = new Texture(baseTexture);\n // No name, use imageUrl instead\n if (!name) {\n name = imageUrl;\n }\n // lets also add the frame to pixi's global cache for 'fromLoader' function\n BaseTexture.addToCache(texture.baseTexture, name);\n Texture.addToCache(texture, name);\n // also add references by url if they are different.\n if (name !== imageUrl) {\n BaseTexture.addToCache(texture.baseTexture, imageUrl);\n Texture.addToCache(texture, imageUrl);\n }\n // Generally images are valid right away\n if (texture.baseTexture.valid) {\n return Promise.resolve(texture);\n }\n // SVG assets need to be parsed async, let's wait\n return new Promise(function (resolve) {\n texture.baseTexture.once('loaded', function () { return resolve(texture); });\n });\n };\n /**\n * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object.\n * @param texture - The Texture to add to the cache.\n * @param id - The id that the Texture will be stored against.\n */\n Texture.addToCache = function (texture, id) {\n if (id) {\n if (texture.textureCacheIds.indexOf(id) === -1) {\n texture.textureCacheIds.push(id);\n }\n if (TextureCache[id]) {\n // eslint-disable-next-line no-console\n console.warn(\"Texture added to the cache with an id [\" + id + \"] that already had an entry\");\n }\n TextureCache[id] = texture;\n }\n };\n /**\n * Remove a Texture from the global TextureCache.\n * @param texture - id of a Texture to be removed, or a Texture instance itself\n * @returns - The Texture that was removed\n */\n Texture.removeFromCache = function (texture) {\n if (typeof texture === 'string') {\n var textureFromCache = TextureCache[texture];\n if (textureFromCache) {\n var index = textureFromCache.textureCacheIds.indexOf(texture);\n if (index > -1) {\n textureFromCache.textureCacheIds.splice(index, 1);\n }\n delete TextureCache[texture];\n return textureFromCache;\n }\n }\n else if (texture && texture.textureCacheIds) {\n for (var i = 0; i < texture.textureCacheIds.length; ++i) {\n // Check that texture matches the one being passed in before deleting it from the cache.\n if (TextureCache[texture.textureCacheIds[i]] === texture) {\n delete TextureCache[texture.textureCacheIds[i]];\n }\n }\n texture.textureCacheIds.length = 0;\n return texture;\n }\n return null;\n };\n Object.defineProperty(Texture.prototype, \"resolution\", {\n /**\n * Returns resolution of baseTexture\n * @readonly\n */\n get: function () {\n return this.baseTexture.resolution;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"frame\", {\n /**\n * The frame specifies the region of the base texture that this texture uses.\n * Please call `updateUvs()` after you change coordinates of `frame` manually.\n */\n get: function () {\n return this._frame;\n },\n set: function (frame) {\n this._frame = frame;\n this.noFrame = false;\n var x = frame.x, y = frame.y, width = frame.width, height = frame.height;\n var xNotFit = x + width > this.baseTexture.width;\n var yNotFit = y + height > this.baseTexture.height;\n if (xNotFit || yNotFit) {\n var relationship = xNotFit && yNotFit ? 'and' : 'or';\n var errorX = \"X: \" + x + \" + \" + width + \" = \" + (x + width) + \" > \" + this.baseTexture.width;\n var errorY = \"Y: \" + y + \" + \" + height + \" = \" + (y + height) + \" > \" + this.baseTexture.height;\n throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: '\n + (errorX + \" \" + relationship + \" \" + errorY));\n }\n this.valid = width && height && this.baseTexture.valid;\n if (!this.trim && !this.rotate) {\n this.orig = frame;\n }\n if (this.valid) {\n this.updateUvs();\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"rotate\", {\n /**\n * Indicates whether the texture is rotated inside the atlas\n * set to 2 to compensate for texture packer rotation\n * set to 6 to compensate for spine packer rotation\n * can be used to rotate or mirror sprites\n * See {@link PIXI.groupD8} for explanation\n */\n get: function () {\n return this._rotate;\n },\n set: function (rotate) {\n this._rotate = rotate;\n if (this.valid) {\n this.updateUvs();\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"width\", {\n /** The width of the Texture in pixels. */\n get: function () {\n return this.orig.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"height\", {\n /** The height of the Texture in pixels. */\n get: function () {\n return this.orig.height;\n },\n enumerable: false,\n configurable: true\n });\n /** Utility function for BaseTexture|Texture cast. */\n Texture.prototype.castToBaseTexture = function () {\n return this.baseTexture;\n };\n Object.defineProperty(Texture, \"EMPTY\", {\n /** An empty texture, used often to not have to create multiple empty textures. Can not be destroyed. */\n get: function () {\n if (!Texture._EMPTY) {\n Texture._EMPTY = new Texture(new BaseTexture());\n removeAllHandlers(Texture._EMPTY);\n removeAllHandlers(Texture._EMPTY.baseTexture);\n }\n return Texture._EMPTY;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture, \"WHITE\", {\n /** A white texture of 16x16 size, used for graphics and other things Can not be destroyed. */\n get: function () {\n if (!Texture._WHITE) {\n var canvas = settings.ADAPTER.createCanvas(16, 16);\n var context = canvas.getContext('2d');\n canvas.width = 16;\n canvas.height = 16;\n context.fillStyle = 'white';\n context.fillRect(0, 0, 16, 16);\n Texture._WHITE = new Texture(BaseTexture.from(canvas));\n removeAllHandlers(Texture._WHITE);\n removeAllHandlers(Texture._WHITE.baseTexture);\n }\n return Texture._WHITE;\n },\n enumerable: false,\n configurable: true\n });\n return Texture;\n}(EventEmitter));\n\n/**\n * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * __Hint-2__: The actual memory allocation will happen on first render.\n * You shouldn't create renderTextures each frame just to delete them after, try to reuse them.\n *\n * A RenderTexture takes a snapshot of any Display Object given to its render method. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let renderTexture = PIXI.RenderTexture.create({ width: 800, height: 600 });\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, {renderTexture});\n * ```\n * Note that you should not create a new renderer, but reuse the same one as the rest of the application.\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let renderTexture = new PIXI.RenderTexture.create({ width: 100, height: 100 });\n *\n * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture\n * ```\n * @memberof PIXI\n */\nvar RenderTexture = /** @class */ (function (_super) {\n __extends(RenderTexture, _super);\n /**\n * @param baseRenderTexture - The base texture object that this texture uses.\n * @param frame - The rectangle frame of the texture to show.\n */\n function RenderTexture(baseRenderTexture, frame) {\n var _this = _super.call(this, baseRenderTexture, frame) || this;\n _this.valid = true;\n _this.filterFrame = null;\n _this.filterPoolKey = null;\n _this.updateUvs();\n return _this;\n }\n Object.defineProperty(RenderTexture.prototype, \"framebuffer\", {\n /**\n * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast.\n * @readonly\n */\n get: function () {\n return this.baseTexture.framebuffer;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(RenderTexture.prototype, \"multisample\", {\n /**\n * Shortcut to `this.framebuffer.multisample`.\n * @default PIXI.MSAA_QUALITY.NONE\n */\n get: function () {\n return this.framebuffer.multisample;\n },\n set: function (value) {\n this.framebuffer.multisample = value;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Resizes the RenderTexture.\n * @param desiredWidth - The desired width to resize to.\n * @param desiredHeight - The desired height to resize to.\n * @param resizeBaseTexture - Should the baseTexture.width and height values be resized as well?\n */\n RenderTexture.prototype.resize = function (desiredWidth, desiredHeight, resizeBaseTexture) {\n if (resizeBaseTexture === void 0) { resizeBaseTexture = true; }\n var resolution = this.baseTexture.resolution;\n var width = Math.round(desiredWidth * resolution) / resolution;\n var height = Math.round(desiredHeight * resolution) / resolution;\n // TODO - could be not required..\n this.valid = (width > 0 && height > 0);\n this._frame.width = this.orig.width = width;\n this._frame.height = this.orig.height = height;\n if (resizeBaseTexture) {\n this.baseTexture.resize(width, height);\n }\n this.updateUvs();\n };\n /**\n * Changes the resolution of baseTexture, but does not change framebuffer size.\n * @param resolution - The new resolution to apply to RenderTexture\n */\n RenderTexture.prototype.setResolution = function (resolution) {\n var baseTexture = this.baseTexture;\n if (baseTexture.resolution === resolution) {\n return;\n }\n baseTexture.setResolution(resolution);\n this.resize(baseTexture.width, baseTexture.height, false);\n };\n RenderTexture.create = function (options) {\n var arguments$1 = arguments;\n\n var rest = [];\n for (var _i = 1; _i < arguments.length; _i++) {\n rest[_i - 1] = arguments$1[_i];\n }\n // @deprecated fallback, old-style: create(width, height, scaleMode, resolution)\n if (typeof options === 'number') {\n deprecation('6.0.0', 'Arguments (width, height, scaleMode, resolution) have been deprecated.');\n /* eslint-disable prefer-rest-params */\n options = {\n width: options,\n height: rest[0],\n scaleMode: rest[1],\n resolution: rest[2],\n };\n /* eslint-enable prefer-rest-params */\n }\n return new RenderTexture(new BaseRenderTexture(options));\n };\n return RenderTexture;\n}(Texture));\n\n/**\n * Texture pool, used by FilterSystem and plugins.\n *\n * Stores collection of temporary pow2 or screen-sized renderTextures\n *\n * If you use custom RenderTexturePool for your filters, you can use methods\n * `getFilterTexture` and `returnFilterTexture` same as in\n * @memberof PIXI\n */\nvar RenderTexturePool = /** @class */ (function () {\n /**\n * @param textureOptions - options that will be passed to BaseRenderTexture constructor\n * @param {PIXI.SCALE_MODES} [textureOptions.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values.\n */\n function RenderTexturePool(textureOptions) {\n this.texturePool = {};\n this.textureOptions = textureOptions || {};\n this.enableFullScreen = false;\n this._pixelsWidth = 0;\n this._pixelsHeight = 0;\n }\n /**\n * Creates texture with params that were specified in pool constructor.\n * @param realWidth - Width of texture in pixels.\n * @param realHeight - Height of texture in pixels.\n * @param multisample - Number of samples of the framebuffer.\n */\n RenderTexturePool.prototype.createTexture = function (realWidth, realHeight, multisample) {\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n var baseRenderTexture = new BaseRenderTexture(Object.assign({\n width: realWidth,\n height: realHeight,\n resolution: 1,\n multisample: multisample,\n }, this.textureOptions));\n return new RenderTexture(baseRenderTexture);\n };\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n * @param minWidth - The minimum width of the render texture.\n * @param minHeight - The minimum height of the render texture.\n * @param resolution - The resolution of the render texture.\n * @param multisample - Number of samples of the render texture.\n * @returns The new render texture.\n */\n RenderTexturePool.prototype.getOptimalTexture = function (minWidth, minHeight, resolution, multisample) {\n if (resolution === void 0) { resolution = 1; }\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n var key;\n minWidth = Math.ceil((minWidth * resolution) - 1e-6);\n minHeight = Math.ceil((minHeight * resolution) - 1e-6);\n if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight) {\n minWidth = nextPow2(minWidth);\n minHeight = nextPow2(minHeight);\n key = (((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF)) >>> 0;\n if (multisample > 1) {\n key += multisample * 0x100000000;\n }\n }\n else {\n key = multisample > 1 ? -multisample : -1;\n }\n if (!this.texturePool[key]) {\n this.texturePool[key] = [];\n }\n var renderTexture = this.texturePool[key].pop();\n if (!renderTexture) {\n renderTexture = this.createTexture(minWidth, minHeight, multisample);\n }\n renderTexture.filterPoolKey = key;\n renderTexture.setResolution(resolution);\n return renderTexture;\n };\n /**\n * Gets extra texture of the same size as input renderTexture\n *\n * `getFilterTexture(input, 0.5)` or `getFilterTexture(0.5, input)`\n * @param input - renderTexture from which size and resolution will be copied\n * @param resolution - override resolution of the renderTexture\n * It overrides, it does not multiply\n * @param multisample - number of samples of the renderTexture\n */\n RenderTexturePool.prototype.getFilterTexture = function (input, resolution, multisample) {\n var filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE);\n filterTexture.filterFrame = input.filterFrame;\n return filterTexture;\n };\n /**\n * Place a render texture back into the pool.\n * @param renderTexture - The renderTexture to free\n */\n RenderTexturePool.prototype.returnTexture = function (renderTexture) {\n var key = renderTexture.filterPoolKey;\n renderTexture.filterFrame = null;\n this.texturePool[key].push(renderTexture);\n };\n /**\n * Alias for returnTexture, to be compliant with FilterSystem interface.\n * @param renderTexture - The renderTexture to free\n */\n RenderTexturePool.prototype.returnFilterTexture = function (renderTexture) {\n this.returnTexture(renderTexture);\n };\n /**\n * Clears the pool.\n * @param destroyTextures - Destroy all stored textures.\n */\n RenderTexturePool.prototype.clear = function (destroyTextures) {\n destroyTextures = destroyTextures !== false;\n if (destroyTextures) {\n for (var i in this.texturePool) {\n var textures = this.texturePool[i];\n if (textures) {\n for (var j = 0; j < textures.length; j++) {\n textures[j].destroy(true);\n }\n }\n }\n }\n this.texturePool = {};\n };\n /**\n * If screen size was changed, drops all screen-sized textures,\n * sets new screen size, sets `enableFullScreen` to true\n *\n * Size is measured in pixels, `renderer.view` can be passed here, not `renderer.screen`\n * @param size - Initial size of screen.\n */\n RenderTexturePool.prototype.setScreenSize = function (size) {\n if (size.width === this._pixelsWidth\n && size.height === this._pixelsHeight) {\n return;\n }\n this.enableFullScreen = size.width > 0 && size.height > 0;\n for (var i in this.texturePool) {\n if (!(Number(i) < 0)) {\n continue;\n }\n var textures = this.texturePool[i];\n if (textures) {\n for (var j = 0; j < textures.length; j++) {\n textures[j].destroy(true);\n }\n }\n this.texturePool[i] = [];\n }\n this._pixelsWidth = size.width;\n this._pixelsHeight = size.height;\n };\n /**\n * Key that is used to store fullscreen renderTextures in a pool\n * @constant\n */\n RenderTexturePool.SCREEN_KEY = -1;\n return RenderTexturePool;\n}());\n\n/* eslint-disable max-len */\n/**\n * Holds the information for a single attribute structure required to render geometry.\n *\n * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer}\n * This can include anything from positions, uvs, normals, colors etc.\n * @memberof PIXI\n */\nvar Attribute = /** @class */ (function () {\n /**\n * @param buffer - the id of the buffer that this attribute will look for\n * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2.\n * @param normalized - should the data be normalized.\n * @param {PIXI.TYPES} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @param [start=0] - How far into the array to start reading values (used for interleaving data)\n * @param [instance=false] - Whether the geometry is instanced.\n */\n function Attribute(buffer, size, normalized, type, stride, start, instance) {\n if (size === void 0) { size = 0; }\n if (normalized === void 0) { normalized = false; }\n if (type === void 0) { type = TYPES.FLOAT; }\n this.buffer = buffer;\n this.size = size;\n this.normalized = normalized;\n this.type = type;\n this.stride = stride;\n this.start = start;\n this.instance = instance;\n }\n /** Destroys the Attribute. */\n Attribute.prototype.destroy = function () {\n this.buffer = null;\n };\n /**\n * Helper function that creates an Attribute based on the information provided\n * @param buffer - the id of the buffer that this attribute will look for\n * @param [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param [normalized=false] - should the data be normalized.\n * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @returns - A new {@link PIXI.Attribute} based on the information provided\n */\n Attribute.from = function (buffer, size, normalized, type, stride) {\n return new Attribute(buffer, size, normalized, type, stride);\n };\n return Attribute;\n}());\n\nvar UID$4 = 0;\n/**\n * A wrapper for data so that it can be used and uploaded by WebGL\n * @memberof PIXI\n */\nvar Buffer = /** @class */ (function () {\n /**\n * @param {PIXI.IArrayBuffer} data - the data to store in the buffer.\n * @param _static - `true` for static buffer\n * @param index - `true` for index buffer\n */\n function Buffer(data, _static, index) {\n if (_static === void 0) { _static = true; }\n if (index === void 0) { index = false; }\n this.data = (data || new Float32Array(1));\n this._glBuffers = {};\n this._updateID = 0;\n this.index = index;\n this.static = _static;\n this.id = UID$4++;\n this.disposeRunner = new Runner('disposeBuffer');\n }\n // TODO could explore flagging only a partial upload?\n /**\n * Flags this buffer as requiring an upload to the GPU.\n * @param {PIXI.IArrayBuffer|number[]} [data] - the data to update in the buffer.\n */\n Buffer.prototype.update = function (data) {\n if (data instanceof Array) {\n data = new Float32Array(data);\n }\n this.data = data || this.data;\n this._updateID++;\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Buffer.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys the buffer. */\n Buffer.prototype.destroy = function () {\n this.dispose();\n this.data = null;\n };\n Object.defineProperty(Buffer.prototype, \"index\", {\n get: function () {\n return this.type === BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n },\n /**\n * Flags whether this is an index buffer.\n *\n * Index buffers are of type `ELEMENT_ARRAY_BUFFER`. Note that setting this property to false will make\n * the buffer of type `ARRAY_BUFFER`.\n *\n * For backwards compatibility.\n */\n set: function (value) {\n this.type = value ? BUFFER_TYPE.ELEMENT_ARRAY_BUFFER : BUFFER_TYPE.ARRAY_BUFFER;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Helper function that creates a buffer based on an array or TypedArray\n * @param {ArrayBufferView | number[]} data - the TypedArray that the buffer will store. If this is a regular Array it will be converted to a Float32Array.\n * @returns - A new Buffer based on the data provided.\n */\n Buffer.from = function (data) {\n if (data instanceof Array) {\n data = new Float32Array(data);\n }\n return new Buffer(data);\n };\n return Buffer;\n}());\n\n/* eslint-disable object-shorthand */\nvar map$1 = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n};\nfunction interleaveTypedArrays(arrays, sizes) {\n var outSize = 0;\n var stride = 0;\n var views = {};\n for (var i = 0; i < arrays.length; i++) {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n var buffer = new ArrayBuffer(outSize * 4);\n var out = null;\n var littleOffset = 0;\n for (var i = 0; i < arrays.length; i++) {\n var size = sizes[i];\n var array = arrays[i];\n var type = getBufferType(array);\n if (!views[type]) {\n views[type] = new map$1[type](buffer);\n }\n out = views[type];\n for (var j = 0; j < array.length; j++) {\n var indexStart = ((j / size | 0) * stride) + littleOffset;\n var index = j % size;\n out[indexStart + index] = array[j];\n }\n littleOffset += size;\n }\n return new Float32Array(buffer);\n}\n\nvar byteSizeMap$1 = { 5126: 4, 5123: 2, 5121: 1 };\nvar UID$3 = 0;\n/* eslint-disable object-shorthand */\nvar map = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n Uint16Array: Uint16Array,\n};\n/* eslint-disable max-len */\n/**\n * The Geometry represents a model. It consists of two components:\n * - GeometryStyle - The structure of the model such as the attributes layout\n * - GeometryData - the data of the model - this consists of buffers.\n * This can include anything from positions, uvs, normals, colors etc.\n *\n * Geometry can be defined without passing in a style or data if required (thats how I prefer!)\n *\n * ```js\n * let geometry = new PIXI.Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1],2)\n * geometry.addIndex([0,1,2,1,3,2])\n * ```\n * @memberof PIXI\n */\nvar Geometry = /** @class */ (function () {\n /**\n * @param buffers - An array of buffers. optional.\n * @param attributes - Of the geometry, optional structure of the attributes layout\n */\n function Geometry(buffers, attributes) {\n if (buffers === void 0) { buffers = []; }\n if (attributes === void 0) { attributes = {}; }\n this.buffers = buffers;\n this.indexBuffer = null;\n this.attributes = attributes;\n this.glVertexArrayObjects = {};\n this.id = UID$3++;\n this.instanced = false;\n this.instanceCount = 1;\n this.disposeRunner = new Runner('disposeGeometry');\n this.refCount = 0;\n }\n /**\n *\n * Adds an attribute to the geometry\n * Note: `stride` and `start` should be `undefined` if you dont know them, not 0!\n * @param id - the name of the attribute (matching up to a shader)\n * @param {PIXI.Buffer|number[]} buffer - the buffer that holds the data of the attribute . You can also provide an Array and a buffer will be created from it.\n * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param normalized - should the data be normalized.\n * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @param [start=0] - How far into the array to start reading values (used for interleaving data)\n * @param instance - Instancing flag\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.addAttribute = function (id, buffer, size, normalized, type, stride, start, instance) {\n if (size === void 0) { size = 0; }\n if (normalized === void 0) { normalized = false; }\n if (instance === void 0) { instance = false; }\n if (!buffer) {\n throw new Error('You must pass a buffer when creating an attribute');\n }\n // check if this is a buffer!\n if (!(buffer instanceof Buffer)) {\n // its an array!\n if (buffer instanceof Array) {\n buffer = new Float32Array(buffer);\n }\n buffer = new Buffer(buffer);\n }\n var ids = id.split('|');\n if (ids.length > 1) {\n for (var i = 0; i < ids.length; i++) {\n this.addAttribute(ids[i], buffer, size, normalized, type);\n }\n return this;\n }\n var bufferIndex = this.buffers.indexOf(buffer);\n if (bufferIndex === -1) {\n this.buffers.push(buffer);\n bufferIndex = this.buffers.length - 1;\n }\n this.attributes[id] = new Attribute(bufferIndex, size, normalized, type, stride, start, instance);\n // assuming that if there is instanced data then this will be drawn with instancing!\n this.instanced = this.instanced || instance;\n return this;\n };\n /**\n * Returns the requested attribute.\n * @param id - The name of the attribute required\n * @returns - The attribute requested.\n */\n Geometry.prototype.getAttribute = function (id) {\n return this.attributes[id];\n };\n /**\n * Returns the requested buffer.\n * @param id - The name of the buffer required.\n * @returns - The buffer requested.\n */\n Geometry.prototype.getBuffer = function (id) {\n return this.buffers[this.getAttribute(id).buffer];\n };\n /**\n *\n * Adds an index buffer to the geometry\n * The index buffer contains integers, three for each triangle in the geometry, which reference the various attribute buffers (position, colour, UV coordinates, other UV coordinates, normal, …). There is only ONE index buffer.\n * @param {PIXI.Buffer|number[]} [buffer] - The buffer that holds the data of the index buffer. You can also provide an Array and a buffer will be created from it.\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.addIndex = function (buffer) {\n if (!(buffer instanceof Buffer)) {\n // its an array!\n if (buffer instanceof Array) {\n buffer = new Uint16Array(buffer);\n }\n buffer = new Buffer(buffer);\n }\n buffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n this.indexBuffer = buffer;\n if (this.buffers.indexOf(buffer) === -1) {\n this.buffers.push(buffer);\n }\n return this;\n };\n /**\n * Returns the index buffer\n * @returns - The index buffer.\n */\n Geometry.prototype.getIndex = function () {\n return this.indexBuffer;\n };\n /**\n * This function modifies the structure so that all current attributes become interleaved into a single buffer\n * This can be useful if your model remains static as it offers a little performance boost\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.interleave = function () {\n // a simple check to see if buffers are already interleaved..\n if (this.buffers.length === 1 || (this.buffers.length === 2 && this.indexBuffer))\n { return this; }\n // assume already that no buffers are interleaved\n var arrays = [];\n var sizes = [];\n var interleavedBuffer = new Buffer();\n var i;\n for (i in this.attributes) {\n var attribute = this.attributes[i];\n var buffer = this.buffers[attribute.buffer];\n arrays.push(buffer.data);\n sizes.push((attribute.size * byteSizeMap$1[attribute.type]) / 4);\n attribute.buffer = 0;\n }\n interleavedBuffer.data = interleaveTypedArrays(arrays, sizes);\n for (i = 0; i < this.buffers.length; i++) {\n if (this.buffers[i] !== this.indexBuffer) {\n this.buffers[i].destroy();\n }\n }\n this.buffers = [interleavedBuffer];\n if (this.indexBuffer) {\n this.buffers.push(this.indexBuffer);\n }\n return this;\n };\n /** Get the size of the geometries, in vertices. */\n Geometry.prototype.getSize = function () {\n for (var i in this.attributes) {\n var attribute = this.attributes[i];\n var buffer = this.buffers[attribute.buffer];\n return buffer.data.length / ((attribute.stride / 4) || attribute.size);\n }\n return 0;\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Geometry.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys the geometry. */\n Geometry.prototype.destroy = function () {\n this.dispose();\n this.buffers = null;\n this.indexBuffer = null;\n this.attributes = null;\n };\n /**\n * Returns a clone of the geometry.\n * @returns - A new clone of this geometry.\n */\n Geometry.prototype.clone = function () {\n var geometry = new Geometry();\n for (var i = 0; i < this.buffers.length; i++) {\n geometry.buffers[i] = new Buffer(this.buffers[i].data.slice(0));\n }\n for (var i in this.attributes) {\n var attrib = this.attributes[i];\n geometry.attributes[i] = new Attribute(attrib.buffer, attrib.size, attrib.normalized, attrib.type, attrib.stride, attrib.start, attrib.instance);\n }\n if (this.indexBuffer) {\n geometry.indexBuffer = geometry.buffers[this.buffers.indexOf(this.indexBuffer)];\n geometry.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n }\n return geometry;\n };\n /**\n * Merges an array of geometries into a new single one.\n *\n * Geometry attribute styles must match for this operation to work.\n * @param geometries - array of geometries to merge\n * @returns - Shiny new geometry!\n */\n Geometry.merge = function (geometries) {\n // todo add a geometry check!\n // also a size check.. cant be too big!]\n var geometryOut = new Geometry();\n var arrays = [];\n var sizes = [];\n var offsets = [];\n var geometry;\n // pass one.. get sizes..\n for (var i = 0; i < geometries.length; i++) {\n geometry = geometries[i];\n for (var j = 0; j < geometry.buffers.length; j++) {\n sizes[j] = sizes[j] || 0;\n sizes[j] += geometry.buffers[j].data.length;\n offsets[j] = 0;\n }\n }\n // build the correct size arrays..\n for (var i = 0; i < geometry.buffers.length; i++) {\n // TODO types!\n arrays[i] = new map[getBufferType(geometry.buffers[i].data)](sizes[i]);\n geometryOut.buffers[i] = new Buffer(arrays[i]);\n }\n // pass to set data..\n for (var i = 0; i < geometries.length; i++) {\n geometry = geometries[i];\n for (var j = 0; j < geometry.buffers.length; j++) {\n arrays[j].set(geometry.buffers[j].data, offsets[j]);\n offsets[j] += geometry.buffers[j].data.length;\n }\n }\n geometryOut.attributes = geometry.attributes;\n if (geometry.indexBuffer) {\n geometryOut.indexBuffer = geometryOut.buffers[geometry.buffers.indexOf(geometry.indexBuffer)];\n geometryOut.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n var offset = 0;\n var stride = 0;\n var offset2 = 0;\n var bufferIndexToCount = 0;\n // get a buffer\n for (var i = 0; i < geometry.buffers.length; i++) {\n if (geometry.buffers[i] !== geometry.indexBuffer) {\n bufferIndexToCount = i;\n break;\n }\n }\n // figure out the stride of one buffer..\n for (var i in geometry.attributes) {\n var attribute = geometry.attributes[i];\n if ((attribute.buffer | 0) === bufferIndexToCount) {\n stride += ((attribute.size * byteSizeMap$1[attribute.type]) / 4);\n }\n }\n // time to off set all indexes..\n for (var i = 0; i < geometries.length; i++) {\n var indexBufferData = geometries[i].indexBuffer.data;\n for (var j = 0; j < indexBufferData.length; j++) {\n geometryOut.indexBuffer.data[j + offset2] += offset;\n }\n offset += geometries[i].buffers[bufferIndexToCount].data.length / (stride);\n offset2 += indexBufferData.length;\n }\n }\n return geometryOut;\n };\n return Geometry;\n}());\n\n/**\n * Helper class to create a quad\n * @memberof PIXI\n */\nvar Quad = /** @class */ (function (_super) {\n __extends(Quad, _super);\n function Quad() {\n var _this = _super.call(this) || this;\n _this.addAttribute('aVertexPosition', new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1 ]))\n .addIndex([0, 1, 3, 2]);\n return _this;\n }\n return Quad;\n}(Geometry));\n\n/**\n * Helper class to create a quad with uvs like in v4\n * @memberof PIXI\n */\nvar QuadUv = /** @class */ (function (_super) {\n __extends(QuadUv, _super);\n function QuadUv() {\n var _this = _super.call(this) || this;\n _this.vertices = new Float32Array([\n -1, -1,\n 1, -1,\n 1, 1,\n -1, 1 ]);\n _this.uvs = new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1 ]);\n _this.vertexBuffer = new Buffer(_this.vertices);\n _this.uvBuffer = new Buffer(_this.uvs);\n _this.addAttribute('aVertexPosition', _this.vertexBuffer)\n .addAttribute('aTextureCoord', _this.uvBuffer)\n .addIndex([0, 1, 2, 0, 2, 3]);\n return _this;\n }\n /**\n * Maps two Rectangle to the quad.\n * @param targetTextureFrame - The first rectangle\n * @param destinationFrame - The second rectangle\n * @returns - Returns itself.\n */\n QuadUv.prototype.map = function (targetTextureFrame, destinationFrame) {\n var x = 0; // destinationFrame.x / targetTextureFrame.width;\n var y = 0; // destinationFrame.y / targetTextureFrame.height;\n this.uvs[0] = x;\n this.uvs[1] = y;\n this.uvs[2] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[3] = y;\n this.uvs[4] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[5] = y + (destinationFrame.height / targetTextureFrame.height);\n this.uvs[6] = x;\n this.uvs[7] = y + (destinationFrame.height / targetTextureFrame.height);\n x = destinationFrame.x;\n y = destinationFrame.y;\n this.vertices[0] = x;\n this.vertices[1] = y;\n this.vertices[2] = x + destinationFrame.width;\n this.vertices[3] = y;\n this.vertices[4] = x + destinationFrame.width;\n this.vertices[5] = y + destinationFrame.height;\n this.vertices[6] = x;\n this.vertices[7] = y + destinationFrame.height;\n this.invalidate();\n return this;\n };\n /**\n * Legacy upload method, just marks buffers dirty.\n * @returns - Returns itself.\n */\n QuadUv.prototype.invalidate = function () {\n this.vertexBuffer._updateID++;\n this.uvBuffer._updateID++;\n return this;\n };\n return QuadUv;\n}(Geometry));\n\nvar UID$2 = 0;\n/**\n * Uniform group holds uniform map and some ID's for work\n *\n * `UniformGroup` has two modes:\n *\n * 1: Normal mode\n * Normal mode will upload the uniforms with individual function calls as required\n *\n * 2: Uniform buffer mode\n * This mode will treat the uniforms as a uniform buffer. You can pass in either a buffer that you manually handle, or\n * or a generic object that PixiJS will automatically map to a buffer for you.\n * For maximum benefits, make Ubo UniformGroups static, and only update them each frame.\n *\n * Rules of UBOs:\n * - UBOs only work with WebGL2, so make sure you have a fallback!\n * - Only floats are supported (including vec[2,3,4], mat[2,3,4])\n * - Samplers cannot be used in ubo's (a GPU limitation)\n * - You must ensure that the object you pass in exactly matches in the shader ubo structure.\n * Otherwise, weirdness will ensue!\n * - The name of the ubo object added to the group must match exactly the name of the ubo in the shader.\n *\n * ```\n * // ubo in shader:\n * uniform myCoolData { // declaring a ubo..\n * mat4 uCoolMatrix;\n * float uFloatyMcFloatFace\n *\n *\n * // a new uniform buffer object..\n * const myCoolData = new UniformBufferGroup({\n * uCoolMatrix: new Matrix(),\n * uFloatyMcFloatFace: 23,\n * }}\n *\n * // build a shader...\n * const shader = Shader.from(srcVert, srcFrag, {\n * myCoolData // name matches the ubo name in the shader. will be processed accordingly.\n * })\n *\n * ```\n * @memberof PIXI\n */\nvar UniformGroup = /** @class */ (function () {\n /**\n * @param {object | Buffer} [uniforms] - Custom uniforms to use to augment the built-in ones. Or a pixi buffer.\n * @param isStatic - Uniforms wont be changed after creation.\n * @param isUbo - If true, will treat this uniform group as a uniform buffer object.\n */\n function UniformGroup(uniforms, isStatic, isUbo) {\n this.group = true;\n // lets generate this when the shader ?\n this.syncUniforms = {};\n this.dirtyId = 0;\n this.id = UID$2++;\n this.static = !!isStatic;\n this.ubo = !!isUbo;\n if (uniforms instanceof Buffer) {\n this.buffer = uniforms;\n this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER;\n this.autoManage = false;\n this.ubo = true;\n }\n else {\n this.uniforms = uniforms;\n if (this.ubo) {\n this.buffer = new Buffer(new Float32Array(1));\n this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER;\n this.autoManage = true;\n }\n }\n }\n UniformGroup.prototype.update = function () {\n this.dirtyId++;\n if (!this.autoManage && this.buffer) {\n this.buffer.update();\n }\n };\n UniformGroup.prototype.add = function (name, uniforms, _static) {\n if (!this.ubo) {\n this.uniforms[name] = new UniformGroup(uniforms, _static);\n }\n else {\n // eslint-disable-next-line max-len\n throw new Error('[UniformGroup] uniform groups in ubo mode cannot be modified, or have uniform groups nested in them');\n }\n };\n UniformGroup.from = function (uniforms, _static, _ubo) {\n return new UniformGroup(uniforms, _static, _ubo);\n };\n /**\n * A short hand function for creating a static UBO UniformGroup.\n * @param uniforms - the ubo item\n * @param _static - should this be updated each time it is used? defaults to true here!\n */\n UniformGroup.uboFrom = function (uniforms, _static) {\n return new UniformGroup(uniforms, _static !== null && _static !== void 0 ? _static : true, true);\n };\n return UniformGroup;\n}());\n\n/**\n * System plugin to the renderer to manage filter states.\n * @ignore\n */\nvar FilterState = /** @class */ (function () {\n function FilterState() {\n this.renderTexture = null;\n this.target = null;\n this.legacy = false;\n this.resolution = 1;\n this.multisample = MSAA_QUALITY.NONE;\n // next three fields are created only for root\n // re-assigned for everything else\n this.sourceFrame = new Rectangle();\n this.destinationFrame = new Rectangle();\n this.bindingSourceFrame = new Rectangle();\n this.bindingDestinationFrame = new Rectangle();\n this.filters = [];\n this.transform = null;\n }\n /** Clears the state */\n FilterState.prototype.clear = function () {\n this.target = null;\n this.filters = null;\n this.renderTexture = null;\n };\n return FilterState;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\nvar tempMatrix$2 = new Matrix();\n/**\n * System plugin to the renderer to manage filters.\n *\n * ## Pipeline\n *\n * The FilterSystem executes the filtering pipeline by rendering the display-object into a texture, applying its\n * [filters]{@link PIXI.Filter} in series, and the last filter outputs into the final render-target.\n *\n * The filter-frame is the rectangle in world space being filtered, and those contents are mapped into\n * `(0, 0, filterFrame.width, filterFrame.height)` into the filter render-texture. The filter-frame is also called\n * the source-frame, as it is used to bind the filter render-textures. The last filter outputs to the `filterFrame`\n * in the final render-target.\n *\n * ## Usage\n *\n * {@link PIXI.Container#renderAdvanced} is an example of how to use the filter system. It is a 3 step process:\n *\n * **push**: Use {@link PIXI.FilterSystem#push} to push the set of filters to be applied on a filter-target.\n * **render**: Render the contents to be filtered using the renderer. The filter-system will only capture the contents\n * inside the bounds of the filter-target. NOTE: Using {@link PIXI.Renderer#render} is\n * illegal during an existing render cycle, and it may reset the filter system.\n * **pop**: Use {@link PIXI.FilterSystem#pop} to pop & execute the filters you initially pushed. It will apply them\n * serially and output to the bounds of the filter-target.\n * @memberof PIXI\n */\nvar FilterSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function FilterSystem(renderer) {\n this.renderer = renderer;\n this.defaultFilterStack = [{}];\n this.texturePool = new RenderTexturePool();\n this.texturePool.setScreenSize(renderer.view);\n this.statePool = [];\n this.quad = new Quad();\n this.quadUv = new QuadUv();\n this.tempRect = new Rectangle();\n this.activeState = {};\n this.globalUniforms = new UniformGroup({\n outputFrame: new Rectangle(),\n inputSize: new Float32Array(4),\n inputPixel: new Float32Array(4),\n inputClamp: new Float32Array(4),\n resolution: 1,\n // legacy variables\n filterArea: new Float32Array(4),\n filterClamp: new Float32Array(4),\n }, true);\n this.forceClear = false;\n this.useMaxPadding = false;\n }\n /**\n * Pushes a set of filters to be applied later to the system. This will redirect further rendering into an\n * input render-texture for the rest of the filtering pipeline.\n * @param {PIXI.DisplayObject} target - The target of the filter to render.\n * @param filters - The filters to apply.\n */\n FilterSystem.prototype.push = function (target, filters) {\n var _a, _b;\n var renderer = this.renderer;\n var filterStack = this.defaultFilterStack;\n var state = this.statePool.pop() || new FilterState();\n var renderTextureSystem = this.renderer.renderTexture;\n var resolution = filters[0].resolution;\n var multisample = filters[0].multisample;\n var padding = filters[0].padding;\n var autoFit = filters[0].autoFit;\n // We don't know whether it's a legacy filter until it was bound for the first time,\n // therefore we have to assume that it is if legacy is undefined.\n var legacy = (_a = filters[0].legacy) !== null && _a !== void 0 ? _a : true;\n for (var i = 1; i < filters.length; i++) {\n var filter = filters[i];\n // let's use the lowest resolution\n resolution = Math.min(resolution, filter.resolution);\n // let's use the lowest number of samples\n multisample = Math.min(multisample, filter.multisample);\n // figure out the padding required for filters\n padding = this.useMaxPadding\n // old behavior: use largest amount of padding!\n ? Math.max(padding, filter.padding)\n // new behavior: sum the padding\n : padding + filter.padding;\n // only auto fit if all filters are autofit\n autoFit = autoFit && filter.autoFit;\n legacy = legacy || ((_b = filter.legacy) !== null && _b !== void 0 ? _b : true);\n }\n if (filterStack.length === 1) {\n this.defaultFilterStack[0].renderTexture = renderTextureSystem.current;\n }\n filterStack.push(state);\n state.resolution = resolution;\n state.multisample = multisample;\n state.legacy = legacy;\n state.target = target;\n state.sourceFrame.copyFrom(target.filterArea || target.getBounds(true));\n state.sourceFrame.pad(padding);\n var sourceFrameProjected = this.tempRect.copyFrom(renderTextureSystem.sourceFrame);\n // Project source frame into world space (if projection is applied)\n if (renderer.projection.transform) {\n this.transformAABB(tempMatrix$2.copyFrom(renderer.projection.transform).invert(), sourceFrameProjected);\n }\n if (autoFit) {\n state.sourceFrame.fit(sourceFrameProjected);\n if (state.sourceFrame.width <= 0 || state.sourceFrame.height <= 0) {\n state.sourceFrame.width = 0;\n state.sourceFrame.height = 0;\n }\n }\n else if (!state.sourceFrame.intersects(sourceFrameProjected)) {\n state.sourceFrame.width = 0;\n state.sourceFrame.height = 0;\n }\n // Round sourceFrame in screen space based on render-texture.\n this.roundFrame(state.sourceFrame, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform);\n state.renderTexture = this.getOptimalFilterTexture(state.sourceFrame.width, state.sourceFrame.height, resolution, multisample);\n state.filters = filters;\n state.destinationFrame.width = state.renderTexture.width;\n state.destinationFrame.height = state.renderTexture.height;\n var destinationFrame = this.tempRect;\n destinationFrame.x = 0;\n destinationFrame.y = 0;\n destinationFrame.width = state.sourceFrame.width;\n destinationFrame.height = state.sourceFrame.height;\n state.renderTexture.filterFrame = state.sourceFrame;\n state.bindingSourceFrame.copyFrom(renderTextureSystem.sourceFrame);\n state.bindingDestinationFrame.copyFrom(renderTextureSystem.destinationFrame);\n state.transform = renderer.projection.transform;\n renderer.projection.transform = null;\n renderTextureSystem.bind(state.renderTexture, state.sourceFrame, destinationFrame);\n renderer.framebuffer.clear(0, 0, 0, 0);\n };\n /** Pops off the filter and applies it. */\n FilterSystem.prototype.pop = function () {\n var filterStack = this.defaultFilterStack;\n var state = filterStack.pop();\n var filters = state.filters;\n this.activeState = state;\n var globalUniforms = this.globalUniforms.uniforms;\n globalUniforms.outputFrame = state.sourceFrame;\n globalUniforms.resolution = state.resolution;\n var inputSize = globalUniforms.inputSize;\n var inputPixel = globalUniforms.inputPixel;\n var inputClamp = globalUniforms.inputClamp;\n inputSize[0] = state.destinationFrame.width;\n inputSize[1] = state.destinationFrame.height;\n inputSize[2] = 1.0 / inputSize[0];\n inputSize[3] = 1.0 / inputSize[1];\n inputPixel[0] = Math.round(inputSize[0] * state.resolution);\n inputPixel[1] = Math.round(inputSize[1] * state.resolution);\n inputPixel[2] = 1.0 / inputPixel[0];\n inputPixel[3] = 1.0 / inputPixel[1];\n inputClamp[0] = 0.5 * inputPixel[2];\n inputClamp[1] = 0.5 * inputPixel[3];\n inputClamp[2] = (state.sourceFrame.width * inputSize[2]) - (0.5 * inputPixel[2]);\n inputClamp[3] = (state.sourceFrame.height * inputSize[3]) - (0.5 * inputPixel[3]);\n // only update the rect if its legacy..\n if (state.legacy) {\n var filterArea = globalUniforms.filterArea;\n filterArea[0] = state.destinationFrame.width;\n filterArea[1] = state.destinationFrame.height;\n filterArea[2] = state.sourceFrame.x;\n filterArea[3] = state.sourceFrame.y;\n globalUniforms.filterClamp = globalUniforms.inputClamp;\n }\n this.globalUniforms.update();\n var lastState = filterStack[filterStack.length - 1];\n this.renderer.framebuffer.blit();\n if (filters.length === 1) {\n filters[0].apply(this, state.renderTexture, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n this.returnFilterTexture(state.renderTexture);\n }\n else {\n var flip = state.renderTexture;\n var flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution);\n flop.filterFrame = flip.filterFrame;\n var i = 0;\n for (i = 0; i < filters.length - 1; ++i) {\n if (i === 1 && state.multisample > 1) {\n flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution);\n flop.filterFrame = flip.filterFrame;\n }\n filters[i].apply(this, flip, flop, CLEAR_MODES.CLEAR, state);\n var t = flip;\n flip = flop;\n flop = t;\n }\n filters[i].apply(this, flip, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n if (i > 1 && state.multisample > 1) {\n this.returnFilterTexture(state.renderTexture);\n }\n this.returnFilterTexture(flip);\n this.returnFilterTexture(flop);\n }\n // lastState.renderTexture is blitted when lastState is popped\n state.clear();\n this.statePool.push(state);\n };\n /**\n * Binds a renderTexture with corresponding `filterFrame`, clears it if mode corresponds.\n * @param filterTexture - renderTexture to bind, should belong to filter pool or filter stack\n * @param clearMode - clearMode, by default its CLEAR/YES. See {@link PIXI.CLEAR_MODES}\n */\n FilterSystem.prototype.bindAndClear = function (filterTexture, clearMode) {\n if (clearMode === void 0) { clearMode = CLEAR_MODES.CLEAR; }\n var _a = this.renderer, renderTextureSystem = _a.renderTexture, stateSystem = _a.state;\n if (filterTexture === this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) {\n // Restore projection transform if rendering into the output render-target.\n this.renderer.projection.transform = this.activeState.transform;\n }\n else {\n // Prevent projection within filtering pipeline.\n this.renderer.projection.transform = null;\n }\n if (filterTexture && filterTexture.filterFrame) {\n var destinationFrame = this.tempRect;\n destinationFrame.x = 0;\n destinationFrame.y = 0;\n destinationFrame.width = filterTexture.filterFrame.width;\n destinationFrame.height = filterTexture.filterFrame.height;\n renderTextureSystem.bind(filterTexture, filterTexture.filterFrame, destinationFrame);\n }\n else if (filterTexture !== this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) {\n renderTextureSystem.bind(filterTexture);\n }\n else {\n // Restore binding for output render-target.\n this.renderer.renderTexture.bind(filterTexture, this.activeState.bindingSourceFrame, this.activeState.bindingDestinationFrame);\n }\n // Clear the texture in BLIT mode if blending is disabled or the forceClear flag is set. The blending\n // is stored in the 0th bit of the state.\n var autoClear = (stateSystem.stateId & 1) || this.forceClear;\n if (clearMode === CLEAR_MODES.CLEAR\n || (clearMode === CLEAR_MODES.BLIT && autoClear)) {\n // Use framebuffer.clear because we want to clear the whole filter texture, not just the filtering\n // area over which the shaders are run. This is because filters may sampling outside of it (e.g. blur)\n // instead of clamping their arithmetic.\n this.renderer.framebuffer.clear(0, 0, 0, 0);\n }\n };\n /**\n * Draws a filter using the default rendering process.\n *\n * This should be called only by {@link Filter#apply}.\n * @param filter - The filter to draw.\n * @param input - The input render target.\n * @param output - The target to output to.\n * @param clearMode - Should the output be cleared before rendering to it\n */\n FilterSystem.prototype.applyFilter = function (filter, input, output, clearMode) {\n var renderer = this.renderer;\n // Set state before binding, so bindAndClear gets the blend mode.\n renderer.state.set(filter.state);\n this.bindAndClear(output, clearMode);\n // set the uniforms..\n filter.uniforms.uSampler = input;\n filter.uniforms.filterGlobals = this.globalUniforms;\n // TODO make it so that the order of this does not matter..\n // because it does at the moment cos of global uniforms.\n // they need to get resynced\n renderer.shader.bind(filter);\n // check to see if the filter is a legacy one..\n filter.legacy = !!filter.program.attributeData.aTextureCoord;\n if (filter.legacy) {\n this.quadUv.map(input._frame, input.filterFrame);\n renderer.geometry.bind(this.quadUv);\n renderer.geometry.draw(DRAW_MODES.TRIANGLES);\n }\n else {\n renderer.geometry.bind(this.quad);\n renderer.geometry.draw(DRAW_MODES.TRIANGLE_STRIP);\n }\n };\n /**\n * Multiply _input normalized coordinates_ to this matrix to get _sprite texture normalized coordinates_.\n *\n * Use `outputMatrix * vTextureCoord` in the shader.\n * @param outputMatrix - The matrix to output to.\n * @param {PIXI.Sprite} sprite - The sprite to map to.\n * @returns The mapped matrix.\n */\n FilterSystem.prototype.calculateSpriteMatrix = function (outputMatrix, sprite) {\n var _a = this.activeState, sourceFrame = _a.sourceFrame, destinationFrame = _a.destinationFrame;\n var orig = sprite._texture.orig;\n var mappedMatrix = outputMatrix.set(destinationFrame.width, 0, 0, destinationFrame.height, sourceFrame.x, sourceFrame.y);\n var worldTransform = sprite.worldTransform.copyTo(Matrix.TEMP_MATRIX);\n worldTransform.invert();\n mappedMatrix.prepend(worldTransform);\n mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height);\n mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y);\n return mappedMatrix;\n };\n /** Destroys this Filter System. */\n FilterSystem.prototype.destroy = function () {\n this.renderer = null;\n // Those textures has to be destroyed by RenderTextureSystem or FramebufferSystem\n this.texturePool.clear(false);\n };\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n * @param minWidth - The minimum width of the render texture in real pixels.\n * @param minHeight - The minimum height of the render texture in real pixels.\n * @param resolution - The resolution of the render texture.\n * @param multisample - Number of samples of the render texture.\n * @returns - The new render texture.\n */\n FilterSystem.prototype.getOptimalFilterTexture = function (minWidth, minHeight, resolution, multisample) {\n if (resolution === void 0) { resolution = 1; }\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n return this.texturePool.getOptimalTexture(minWidth, minHeight, resolution, multisample);\n };\n /**\n * Gets extra render texture to use inside current filter\n * To be compliant with older filters, you can use params in any order\n * @param input - renderTexture from which size and resolution will be copied\n * @param resolution - override resolution of the renderTexture\n * @param multisample - number of samples of the renderTexture\n */\n FilterSystem.prototype.getFilterTexture = function (input, resolution, multisample) {\n if (typeof input === 'number') {\n var swap = input;\n input = resolution;\n resolution = swap;\n }\n input = input || this.activeState.renderTexture;\n var filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE);\n filterTexture.filterFrame = input.filterFrame;\n return filterTexture;\n };\n /**\n * Frees a render texture back into the pool.\n * @param renderTexture - The renderTarget to free\n */\n FilterSystem.prototype.returnFilterTexture = function (renderTexture) {\n this.texturePool.returnTexture(renderTexture);\n };\n /** Empties the texture pool. */\n FilterSystem.prototype.emptyPool = function () {\n this.texturePool.clear(true);\n };\n /** Calls `texturePool.resize()`, affects fullScreen renderTextures. */\n FilterSystem.prototype.resize = function () {\n this.texturePool.setScreenSize(this.renderer.view);\n };\n /**\n * @param matrix - first param\n * @param rect - second param\n */\n FilterSystem.prototype.transformAABB = function (matrix, rect) {\n var lt = tempPoints[0];\n var lb = tempPoints[1];\n var rt = tempPoints[2];\n var rb = tempPoints[3];\n lt.set(rect.left, rect.top);\n lb.set(rect.left, rect.bottom);\n rt.set(rect.right, rect.top);\n rb.set(rect.right, rect.bottom);\n matrix.apply(lt, lt);\n matrix.apply(lb, lb);\n matrix.apply(rt, rt);\n matrix.apply(rb, rb);\n var x0 = Math.min(lt.x, lb.x, rt.x, rb.x);\n var y0 = Math.min(lt.y, lb.y, rt.y, rb.y);\n var x1 = Math.max(lt.x, lb.x, rt.x, rb.x);\n var y1 = Math.max(lt.y, lb.y, rt.y, rb.y);\n rect.x = x0;\n rect.y = y0;\n rect.width = x1 - x0;\n rect.height = y1 - y0;\n };\n FilterSystem.prototype.roundFrame = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) {\n if (frame.width <= 0 || frame.height <= 0 || bindingSourceFrame.width <= 0 || bindingSourceFrame.height <= 0) {\n return;\n }\n if (transform) {\n var a = transform.a, b = transform.b, c = transform.c, d = transform.d;\n // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation\n // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0).\n if ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4)\n && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4)) {\n return;\n }\n }\n transform = transform ? tempMatrix$2.copyFrom(transform) : tempMatrix$2.identity();\n // Get forward transform from world space to screen space\n transform\n .translate(-bindingSourceFrame.x, -bindingSourceFrame.y)\n .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height)\n .translate(bindingDestinationFrame.x, bindingDestinationFrame.y);\n // Convert frame to screen space\n this.transformAABB(transform, frame);\n // Round frame in screen space\n frame.ceil(resolution);\n // Project back into world space.\n this.transformAABB(transform.invert(), frame);\n };\n return FilterSystem;\n}());\n\n/**\n * Base for a common object renderer that can be used as a\n * system renderer plugin.\n * @memberof PIXI\n */\nvar ObjectRenderer = /** @class */ (function () {\n /**\n * @param renderer - The renderer this manager works for.\n */\n function ObjectRenderer(renderer) {\n this.renderer = renderer;\n }\n /** Stub method that should be used to empty the current batch by rendering objects now. */\n ObjectRenderer.prototype.flush = function () {\n // flush!\n };\n /** Generic destruction method that frees all resources. This should be called by subclasses. */\n ObjectRenderer.prototype.destroy = function () {\n this.renderer = null;\n };\n /**\n * Stub method that initializes any state required before\n * rendering starts. It is different from the `prerender`\n * signal, which occurs every frame, in that it is called\n * whenever an object requests _this_ renderer specifically.\n */\n ObjectRenderer.prototype.start = function () {\n // set the shader..\n };\n /** Stops the renderer. It should free up any state and become dormant. */\n ObjectRenderer.prototype.stop = function () {\n this.flush();\n };\n /**\n * Keeps the object to render. It doesn't have to be\n * rendered immediately.\n * @param {PIXI.DisplayObject} _object - The object to render.\n */\n ObjectRenderer.prototype.render = function (_object) {\n // render the object\n };\n return ObjectRenderer;\n}());\n\n/**\n * System plugin to the renderer to manage batching.\n * @memberof PIXI\n */\nvar BatchSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function BatchSystem(renderer) {\n this.renderer = renderer;\n this.emptyRenderer = new ObjectRenderer(renderer);\n this.currentRenderer = this.emptyRenderer;\n }\n /**\n * Changes the current renderer to the one given in parameter\n * @param objectRenderer - The object renderer to use.\n */\n BatchSystem.prototype.setObjectRenderer = function (objectRenderer) {\n if (this.currentRenderer === objectRenderer) {\n return;\n }\n this.currentRenderer.stop();\n this.currentRenderer = objectRenderer;\n this.currentRenderer.start();\n };\n /**\n * This should be called if you wish to do some custom rendering\n * It will basically render anything that may be batched up such as sprites\n */\n BatchSystem.prototype.flush = function () {\n this.setObjectRenderer(this.emptyRenderer);\n };\n /** Reset the system to an empty renderer */\n BatchSystem.prototype.reset = function () {\n this.setObjectRenderer(this.emptyRenderer);\n };\n /**\n * Handy function for batch renderers: copies bound textures in first maxTextures locations to array\n * sets actual _batchLocation for them\n * @param arr - arr copy destination\n * @param maxTextures - number of copied elements\n */\n BatchSystem.prototype.copyBoundTextures = function (arr, maxTextures) {\n var boundTextures = this.renderer.texture.boundTextures;\n for (var i = maxTextures - 1; i >= 0; --i) {\n arr[i] = boundTextures[i] || null;\n if (arr[i]) {\n arr[i]._batchLocation = i;\n }\n }\n };\n /**\n * Assigns batch locations to textures in array based on boundTextures state.\n * All textures in texArray should have `_batchEnabled = _batchId`,\n * and their count should be less than `maxTextures`.\n * @param texArray - textures to bound\n * @param boundTextures - current state of bound textures\n * @param batchId - marker for _batchEnabled param of textures in texArray\n * @param maxTextures - number of texture locations to manipulate\n */\n BatchSystem.prototype.boundArray = function (texArray, boundTextures, batchId, maxTextures) {\n var elements = texArray.elements, ids = texArray.ids, count = texArray.count;\n var j = 0;\n for (var i = 0; i < count; i++) {\n var tex = elements[i];\n var loc = tex._batchLocation;\n if (loc >= 0 && loc < maxTextures\n && boundTextures[loc] === tex) {\n ids[i] = loc;\n continue;\n }\n while (j < maxTextures) {\n var bound = boundTextures[j];\n if (bound && bound._batchEnabled === batchId\n && bound._batchLocation === j) {\n j++;\n continue;\n }\n ids[i] = j;\n tex._batchLocation = j;\n boundTextures[j] = tex;\n break;\n }\n }\n };\n /**\n * @ignore\n */\n BatchSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return BatchSystem;\n}());\n\nvar CONTEXT_UID_COUNTER = 0;\n/**\n * System plugin to the renderer to manage the context.\n * @memberof PIXI\n */\nvar ContextSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ContextSystem(renderer) {\n this.renderer = renderer;\n this.webGLVersion = 1;\n this.extensions = {};\n this.supports = {\n uint32Indices: false,\n };\n // Bind functions\n this.handleContextLost = this.handleContextLost.bind(this);\n this.handleContextRestored = this.handleContextRestored.bind(this);\n renderer.view.addEventListener('webglcontextlost', this.handleContextLost, false);\n renderer.view.addEventListener('webglcontextrestored', this.handleContextRestored, false);\n }\n Object.defineProperty(ContextSystem.prototype, \"isLost\", {\n /**\n * `true` if the context is lost\n * @readonly\n */\n get: function () {\n return (!this.gl || this.gl.isContextLost());\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Handles the context change event.\n * @param {WebGLRenderingContext} gl - New WebGL context.\n */\n ContextSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n // restore a context if it was previously lost\n if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) {\n gl.getExtension('WEBGL_lose_context').restoreContext();\n }\n };\n /**\n * Initializes the context.\n * @protected\n * @param {WebGLRenderingContext} gl - WebGL context\n */\n ContextSystem.prototype.initFromContext = function (gl) {\n this.gl = gl;\n this.validateContext(gl);\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n this.renderer.runners.contextChange.emit(gl);\n };\n /**\n * Initialize from context options\n * @protected\n * @see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext\n * @param {object} options - context attributes\n */\n ContextSystem.prototype.initFromOptions = function (options) {\n var gl = this.createContext(this.renderer.view, options);\n this.initFromContext(gl);\n };\n /**\n * Helper class to create a WebGL Context\n * @param canvas - the canvas element that we will get the context from\n * @param options - An options object that gets passed in to the canvas element containing the\n * context attributes\n * @see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext\n * @returns {WebGLRenderingContext} the WebGL context\n */\n ContextSystem.prototype.createContext = function (canvas, options) {\n var gl;\n if (settings.PREFER_ENV >= ENV.WEBGL2) {\n gl = canvas.getContext('webgl2', options);\n }\n if (gl) {\n this.webGLVersion = 2;\n }\n else {\n this.webGLVersion = 1;\n gl = canvas.getContext('webgl', options) || canvas.getContext('experimental-webgl', options);\n if (!gl) {\n // fail, not able to get a context\n throw new Error('This browser does not support WebGL. Try using the canvas renderer');\n }\n }\n this.gl = gl;\n this.getExtensions();\n return this.gl;\n };\n /** Auto-populate the {@link PIXI.ContextSystem.extensions extensions}. */\n ContextSystem.prototype.getExtensions = function () {\n // time to set up default extensions that Pixi uses.\n var gl = this.gl;\n var common = {\n anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'),\n floatTextureLinear: gl.getExtension('OES_texture_float_linear'),\n s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'),\n s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'),\n etc: gl.getExtension('WEBGL_compressed_texture_etc'),\n etc1: gl.getExtension('WEBGL_compressed_texture_etc1'),\n pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc')\n || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'),\n atc: gl.getExtension('WEBGL_compressed_texture_atc'),\n astc: gl.getExtension('WEBGL_compressed_texture_astc')\n };\n if (this.webGLVersion === 1) {\n Object.assign(this.extensions, common, {\n drawBuffers: gl.getExtension('WEBGL_draw_buffers'),\n depthTexture: gl.getExtension('WEBGL_depth_texture'),\n loseContext: gl.getExtension('WEBGL_lose_context'),\n vertexArrayObject: gl.getExtension('OES_vertex_array_object')\n || gl.getExtension('MOZ_OES_vertex_array_object')\n || gl.getExtension('WEBKIT_OES_vertex_array_object'),\n uint32ElementIndex: gl.getExtension('OES_element_index_uint'),\n // Floats and half-floats\n floatTexture: gl.getExtension('OES_texture_float'),\n floatTextureLinear: gl.getExtension('OES_texture_float_linear'),\n textureHalfFloat: gl.getExtension('OES_texture_half_float'),\n textureHalfFloatLinear: gl.getExtension('OES_texture_half_float_linear'),\n });\n }\n else if (this.webGLVersion === 2) {\n Object.assign(this.extensions, common, {\n // Floats and half-floats\n colorBufferFloat: gl.getExtension('EXT_color_buffer_float')\n });\n }\n };\n /**\n * Handles a lost webgl context\n * @param {WebGLContextEvent} event - The context lost event.\n */\n ContextSystem.prototype.handleContextLost = function (event) {\n event.preventDefault();\n };\n /** Handles a restored webgl context. */\n ContextSystem.prototype.handleContextRestored = function () {\n this.renderer.runners.contextChange.emit(this.gl);\n };\n ContextSystem.prototype.destroy = function () {\n var view = this.renderer.view;\n this.renderer = null;\n // remove listeners\n view.removeEventListener('webglcontextlost', this.handleContextLost);\n view.removeEventListener('webglcontextrestored', this.handleContextRestored);\n this.gl.useProgram(null);\n if (this.extensions.loseContext) {\n this.extensions.loseContext.loseContext();\n }\n };\n /** Handle the post-render runner event. */\n ContextSystem.prototype.postrender = function () {\n if (this.renderer.renderingToScreen) {\n this.gl.flush();\n }\n };\n /**\n * Validate context.\n * @param {WebGLRenderingContext} gl - Render context.\n */\n ContextSystem.prototype.validateContext = function (gl) {\n var attributes = gl.getContextAttributes();\n var isWebGl2 = 'WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext;\n if (isWebGl2) {\n this.webGLVersion = 2;\n }\n // this is going to be fairly simple for now.. but at least we have room to grow!\n if (attributes && !attributes.stencil) {\n /* eslint-disable max-len, no-console */\n console.warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly');\n /* eslint-enable max-len, no-console */\n }\n var hasuint32 = isWebGl2 || !!gl.getExtension('OES_element_index_uint');\n this.supports.uint32Indices = hasuint32;\n if (!hasuint32) {\n /* eslint-disable max-len, no-console */\n console.warn('Provided WebGL context does not support 32 index buffer, complex graphics may not render correctly');\n /* eslint-enable max-len, no-console */\n }\n };\n return ContextSystem;\n}());\n\n/**\n * Internal framebuffer for WebGL context.\n * @memberof PIXI\n */\nvar GLFramebuffer = /** @class */ (function () {\n function GLFramebuffer(framebuffer) {\n this.framebuffer = framebuffer;\n this.stencil = null;\n this.dirtyId = -1;\n this.dirtyFormat = -1;\n this.dirtySize = -1;\n this.multisample = MSAA_QUALITY.NONE;\n this.msaaBuffer = null;\n this.blitFramebuffer = null;\n this.mipLevel = 0;\n }\n return GLFramebuffer;\n}());\n\nvar tempRectangle = new Rectangle();\n/**\n * System plugin to the renderer to manage framebuffers.\n * @memberof PIXI\n */\nvar FramebufferSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function FramebufferSystem(renderer) {\n this.renderer = renderer;\n this.managedFramebuffers = [];\n this.unknownFramebuffer = new Framebuffer(10, 10);\n this.msaaSamples = null;\n }\n /** Sets up the renderer context and necessary buffers. */\n FramebufferSystem.prototype.contextChange = function () {\n var gl = this.gl = this.renderer.gl;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n this.hasMRT = true;\n this.writeDepthTexture = true;\n this.disposeAll(true);\n // webgl2\n if (this.renderer.context.webGLVersion === 1) {\n // webgl 1!\n var nativeDrawBuffersExtension_1 = this.renderer.context.extensions.drawBuffers;\n var nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n nativeDrawBuffersExtension_1 = null;\n nativeDepthTextureExtension = null;\n }\n if (nativeDrawBuffersExtension_1) {\n gl.drawBuffers = function (activeTextures) {\n return nativeDrawBuffersExtension_1.drawBuffersWEBGL(activeTextures);\n };\n }\n else {\n this.hasMRT = false;\n gl.drawBuffers = function () {\n // empty\n };\n }\n if (!nativeDepthTextureExtension) {\n this.writeDepthTexture = false;\n }\n }\n else {\n // WebGL2\n // cache possible MSAA samples\n this.msaaSamples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES);\n }\n };\n /**\n * Bind a framebuffer.\n * @param framebuffer\n * @param frame - frame, default is framebuffer size\n * @param mipLevel - optional mip level to set on the framebuffer - defaults to 0\n */\n FramebufferSystem.prototype.bind = function (framebuffer, frame, mipLevel) {\n if (mipLevel === void 0) { mipLevel = 0; }\n var gl = this.gl;\n if (framebuffer) {\n // TODO caching layer!\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID] || this.initFramebuffer(framebuffer);\n if (this.current !== framebuffer) {\n this.current = framebuffer;\n gl.bindFramebuffer(gl.FRAMEBUFFER, fbo.framebuffer);\n }\n // make sure all textures are unbound..\n if (fbo.mipLevel !== mipLevel) {\n framebuffer.dirtyId++;\n framebuffer.dirtyFormat++;\n fbo.mipLevel = mipLevel;\n }\n // now check for updates...\n if (fbo.dirtyId !== framebuffer.dirtyId) {\n fbo.dirtyId = framebuffer.dirtyId;\n if (fbo.dirtyFormat !== framebuffer.dirtyFormat) {\n fbo.dirtyFormat = framebuffer.dirtyFormat;\n fbo.dirtySize = framebuffer.dirtySize;\n this.updateFramebuffer(framebuffer, mipLevel);\n }\n else if (fbo.dirtySize !== framebuffer.dirtySize) {\n fbo.dirtySize = framebuffer.dirtySize;\n this.resizeFramebuffer(framebuffer);\n }\n }\n for (var i = 0; i < framebuffer.colorTextures.length; i++) {\n var tex = framebuffer.colorTextures[i];\n this.renderer.texture.unbind(tex.parentTextureArray || tex);\n }\n if (framebuffer.depthTexture) {\n this.renderer.texture.unbind(framebuffer.depthTexture);\n }\n if (frame) {\n var mipWidth = (frame.width >> mipLevel);\n var mipHeight = (frame.height >> mipLevel);\n var scale = mipWidth / frame.width;\n this.setViewport(frame.x * scale, frame.y * scale, mipWidth, mipHeight);\n }\n else {\n var mipWidth = (framebuffer.width >> mipLevel);\n var mipHeight = (framebuffer.height >> mipLevel);\n this.setViewport(0, 0, mipWidth, mipHeight);\n }\n }\n else {\n if (this.current) {\n this.current = null;\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n }\n if (frame) {\n this.setViewport(frame.x, frame.y, frame.width, frame.height);\n }\n else {\n this.setViewport(0, 0, this.renderer.width, this.renderer.height);\n }\n }\n };\n /**\n * Set the WebGLRenderingContext's viewport.\n * @param x - X position of viewport\n * @param y - Y position of viewport\n * @param width - Width of viewport\n * @param height - Height of viewport\n */\n FramebufferSystem.prototype.setViewport = function (x, y, width, height) {\n var v = this.viewport;\n x = Math.round(x);\n y = Math.round(y);\n width = Math.round(width);\n height = Math.round(height);\n if (v.width !== width || v.height !== height || v.x !== x || v.y !== y) {\n v.x = x;\n v.y = y;\n v.width = width;\n v.height = height;\n this.gl.viewport(x, y, width, height);\n }\n };\n Object.defineProperty(FramebufferSystem.prototype, \"size\", {\n /**\n * Get the size of the current width and height. Returns object with `width` and `height` values.\n * @readonly\n */\n get: function () {\n if (this.current) {\n // TODO store temp\n return { x: 0, y: 0, width: this.current.width, height: this.current.height };\n }\n return { x: 0, y: 0, width: this.renderer.width, height: this.renderer.height };\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Clear the color of the context\n * @param r - Red value from 0 to 1\n * @param g - Green value from 0 to 1\n * @param b - Blue value from 0 to 1\n * @param a - Alpha value from 0 to 1\n * @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks\n * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.\n */\n FramebufferSystem.prototype.clear = function (r, g, b, a, mask) {\n if (mask === void 0) { mask = BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH; }\n var gl = this.gl;\n // TODO clear color can be set only one right?\n gl.clearColor(r, g, b, a);\n gl.clear(mask);\n };\n /**\n * Initialize framebuffer for this context\n * @protected\n * @param framebuffer\n * @returns - created GLFramebuffer\n */\n FramebufferSystem.prototype.initFramebuffer = function (framebuffer) {\n var gl = this.gl;\n var fbo = new GLFramebuffer(gl.createFramebuffer());\n fbo.multisample = this.detectSamples(framebuffer.multisample);\n framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo;\n this.managedFramebuffers.push(framebuffer);\n framebuffer.disposeRunner.add(this);\n return fbo;\n };\n /**\n * Resize the framebuffer\n * @param framebuffer\n * @protected\n */\n FramebufferSystem.prototype.resizeFramebuffer = function (framebuffer) {\n var gl = this.gl;\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n if (fbo.msaaBuffer) {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height);\n }\n if (fbo.stencil) {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n }\n var colorTextures = framebuffer.colorTextures;\n var count = colorTextures.length;\n if (!gl.drawBuffers) {\n count = Math.min(count, 1);\n }\n for (var i = 0; i < count; i++) {\n var texture = colorTextures[i];\n var parentTexture = texture.parentTextureArray || texture;\n this.renderer.texture.bind(parentTexture, 0);\n }\n if (framebuffer.depthTexture && this.writeDepthTexture) {\n this.renderer.texture.bind(framebuffer.depthTexture, 0);\n }\n };\n /**\n * Update the framebuffer\n * @param framebuffer\n * @param mipLevel\n * @protected\n */\n FramebufferSystem.prototype.updateFramebuffer = function (framebuffer, mipLevel) {\n var gl = this.gl;\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n // bind the color texture\n var colorTextures = framebuffer.colorTextures;\n var count = colorTextures.length;\n if (!gl.drawBuffers) {\n count = Math.min(count, 1);\n }\n if (fbo.multisample > 1 && this.canMultisampleFramebuffer(framebuffer)) {\n fbo.msaaBuffer = fbo.msaaBuffer || gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height);\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, fbo.msaaBuffer);\n }\n else if (fbo.msaaBuffer) {\n gl.deleteRenderbuffer(fbo.msaaBuffer);\n fbo.msaaBuffer = null;\n if (fbo.blitFramebuffer) {\n fbo.blitFramebuffer.dispose();\n fbo.blitFramebuffer = null;\n }\n }\n var activeTextures = [];\n for (var i = 0; i < count; i++) {\n var texture = colorTextures[i];\n var parentTexture = texture.parentTextureArray || texture;\n this.renderer.texture.bind(parentTexture, 0);\n if (i === 0 && fbo.msaaBuffer) {\n continue;\n }\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, texture.target, parentTexture._glTextures[this.CONTEXT_UID].texture, mipLevel);\n activeTextures.push(gl.COLOR_ATTACHMENT0 + i);\n }\n if (activeTextures.length > 1) {\n gl.drawBuffers(activeTextures);\n }\n if (framebuffer.depthTexture) {\n var writeDepthTexture = this.writeDepthTexture;\n if (writeDepthTexture) {\n var depthTexture = framebuffer.depthTexture;\n this.renderer.texture.bind(depthTexture, 0);\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._glTextures[this.CONTEXT_UID].texture, mipLevel);\n }\n }\n if ((framebuffer.stencil || framebuffer.depth) && !(framebuffer.depthTexture && this.writeDepthTexture)) {\n fbo.stencil = fbo.stencil || gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, fbo.stencil);\n }\n else if (fbo.stencil) {\n gl.deleteRenderbuffer(fbo.stencil);\n fbo.stencil = null;\n }\n };\n /**\n * Returns true if the frame buffer can be multisampled.\n * @param framebuffer\n */\n FramebufferSystem.prototype.canMultisampleFramebuffer = function (framebuffer) {\n return this.renderer.context.webGLVersion !== 1\n && framebuffer.colorTextures.length <= 1 && !framebuffer.depthTexture;\n };\n /**\n * Detects number of samples that is not more than a param but as close to it as possible\n * @param samples - number of samples\n * @returns - recommended number of samples\n */\n FramebufferSystem.prototype.detectSamples = function (samples) {\n var msaaSamples = this.msaaSamples;\n var res = MSAA_QUALITY.NONE;\n if (samples <= 1 || msaaSamples === null) {\n return res;\n }\n for (var i = 0; i < msaaSamples.length; i++) {\n if (msaaSamples[i] <= samples) {\n res = msaaSamples[i];\n break;\n }\n }\n if (res === 1) {\n res = MSAA_QUALITY.NONE;\n }\n return res;\n };\n /**\n * Only works with WebGL2\n *\n * blits framebuffer to another of the same or bigger size\n * after that target framebuffer is bound\n *\n * Fails with WebGL warning if blits multisample framebuffer to different size\n * @param framebuffer - by default it blits \"into itself\", from renderBuffer to texture.\n * @param sourcePixels - source rectangle in pixels\n * @param destPixels - dest rectangle in pixels, assumed to be the same as sourcePixels\n */\n FramebufferSystem.prototype.blit = function (framebuffer, sourcePixels, destPixels) {\n var _a = this, current = _a.current, renderer = _a.renderer, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n if (renderer.context.webGLVersion !== 2) {\n return;\n }\n if (!current) {\n return;\n }\n var fbo = current.glFramebuffers[CONTEXT_UID];\n if (!fbo) {\n return;\n }\n if (!framebuffer) {\n if (!fbo.msaaBuffer) {\n return;\n }\n var colorTexture = current.colorTextures[0];\n if (!colorTexture) {\n return;\n }\n if (!fbo.blitFramebuffer) {\n fbo.blitFramebuffer = new Framebuffer(current.width, current.height);\n fbo.blitFramebuffer.addColorTexture(0, colorTexture);\n }\n framebuffer = fbo.blitFramebuffer;\n if (framebuffer.colorTextures[0] !== colorTexture) {\n framebuffer.colorTextures[0] = colorTexture;\n framebuffer.dirtyId++;\n framebuffer.dirtyFormat++;\n }\n if (framebuffer.width !== current.width || framebuffer.height !== current.height) {\n framebuffer.width = current.width;\n framebuffer.height = current.height;\n framebuffer.dirtyId++;\n framebuffer.dirtySize++;\n }\n }\n if (!sourcePixels) {\n sourcePixels = tempRectangle;\n sourcePixels.width = current.width;\n sourcePixels.height = current.height;\n }\n if (!destPixels) {\n destPixels = sourcePixels;\n }\n var sameSize = sourcePixels.width === destPixels.width && sourcePixels.height === destPixels.height;\n this.bind(framebuffer);\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo.framebuffer);\n gl.blitFramebuffer(sourcePixels.left, sourcePixels.top, sourcePixels.right, sourcePixels.bottom, destPixels.left, destPixels.top, destPixels.right, destPixels.bottom, gl.COLOR_BUFFER_BIT, sameSize ? gl.NEAREST : gl.LINEAR);\n };\n /**\n * Disposes framebuffer.\n * @param framebuffer - framebuffer that has to be disposed of\n * @param contextLost - If context was lost, we suppress all delete function calls\n */\n FramebufferSystem.prototype.disposeFramebuffer = function (framebuffer, contextLost) {\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n var gl = this.gl;\n if (!fbo) {\n return;\n }\n delete framebuffer.glFramebuffers[this.CONTEXT_UID];\n var index = this.managedFramebuffers.indexOf(framebuffer);\n if (index >= 0) {\n this.managedFramebuffers.splice(index, 1);\n }\n framebuffer.disposeRunner.remove(this);\n if (!contextLost) {\n gl.deleteFramebuffer(fbo.framebuffer);\n if (fbo.msaaBuffer) {\n gl.deleteRenderbuffer(fbo.msaaBuffer);\n }\n if (fbo.stencil) {\n gl.deleteRenderbuffer(fbo.stencil);\n }\n }\n if (fbo.blitFramebuffer) {\n fbo.blitFramebuffer.dispose();\n }\n };\n /**\n * Disposes all framebuffers, but not textures bound to them.\n * @param [contextLost=false] - If context was lost, we suppress all delete function calls\n */\n FramebufferSystem.prototype.disposeAll = function (contextLost) {\n var list = this.managedFramebuffers;\n this.managedFramebuffers = [];\n for (var i = 0; i < list.length; i++) {\n this.disposeFramebuffer(list[i], contextLost);\n }\n };\n /**\n * Forcing creation of stencil buffer for current framebuffer, if it wasn't done before.\n * Used by MaskSystem, when its time to use stencil mask for Graphics element.\n *\n * Its an alternative for public lazy `framebuffer.enableStencil`, in case we need stencil without rebind.\n * @private\n */\n FramebufferSystem.prototype.forceStencil = function () {\n var framebuffer = this.current;\n if (!framebuffer) {\n return;\n }\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n if (!fbo || fbo.stencil) {\n return;\n }\n framebuffer.stencil = true;\n var w = framebuffer.width;\n var h = framebuffer.height;\n var gl = this.gl;\n var stencil = gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, w, h);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, w, h);\n }\n fbo.stencil = stencil;\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencil);\n };\n /** Resets framebuffer stored state, binds screen framebuffer. Should be called before renderTexture reset(). */\n FramebufferSystem.prototype.reset = function () {\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n };\n FramebufferSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return FramebufferSystem;\n}());\n\nvar byteSizeMap = { 5126: 4, 5123: 2, 5121: 1 };\n/**\n * System plugin to the renderer to manage geometry.\n * @memberof PIXI\n */\nvar GeometrySystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function GeometrySystem(renderer) {\n this.renderer = renderer;\n this._activeGeometry = null;\n this._activeVao = null;\n this.hasVao = true;\n this.hasInstance = true;\n this.canUseUInt32ElementIndex = false;\n this.managedGeometries = {};\n }\n /** Sets up the renderer context and necessary buffers. */\n GeometrySystem.prototype.contextChange = function () {\n this.disposeAll(true);\n var gl = this.gl = this.renderer.gl;\n var context = this.renderer.context;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n // webgl2\n if (context.webGLVersion !== 2) {\n // webgl 1!\n var nativeVaoExtension_1 = this.renderer.context.extensions.vertexArrayObject;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n nativeVaoExtension_1 = null;\n }\n if (nativeVaoExtension_1) {\n gl.createVertexArray = function () {\n return nativeVaoExtension_1.createVertexArrayOES();\n };\n gl.bindVertexArray = function (vao) {\n return nativeVaoExtension_1.bindVertexArrayOES(vao);\n };\n gl.deleteVertexArray = function (vao) {\n return nativeVaoExtension_1.deleteVertexArrayOES(vao);\n };\n }\n else {\n this.hasVao = false;\n gl.createVertexArray = function () {\n return null;\n };\n gl.bindVertexArray = function () {\n return null;\n };\n gl.deleteVertexArray = function () {\n return null;\n };\n }\n }\n if (context.webGLVersion !== 2) {\n var instanceExt_1 = gl.getExtension('ANGLE_instanced_arrays');\n if (instanceExt_1) {\n gl.vertexAttribDivisor = function (a, b) {\n return instanceExt_1.vertexAttribDivisorANGLE(a, b);\n };\n gl.drawElementsInstanced = function (a, b, c, d, e) {\n return instanceExt_1.drawElementsInstancedANGLE(a, b, c, d, e);\n };\n gl.drawArraysInstanced = function (a, b, c, d) {\n return instanceExt_1.drawArraysInstancedANGLE(a, b, c, d);\n };\n }\n else {\n this.hasInstance = false;\n }\n }\n this.canUseUInt32ElementIndex = context.webGLVersion === 2 || !!context.extensions.uint32ElementIndex;\n };\n /**\n * Binds geometry so that is can be drawn. Creating a Vao if required\n * @param geometry - Instance of geometry to bind.\n * @param shader - Instance of shader to use vao for.\n */\n GeometrySystem.prototype.bind = function (geometry, shader) {\n shader = shader || this.renderer.shader.shader;\n var gl = this.gl;\n // not sure the best way to address this..\n // currently different shaders require different VAOs for the same geometry\n // Still mulling over the best way to solve this one..\n // will likely need to modify the shader attribute locations at run time!\n var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var incRefCount = false;\n if (!vaos) {\n this.managedGeometries[geometry.id] = geometry;\n geometry.disposeRunner.add(this);\n geometry.glVertexArrayObjects[this.CONTEXT_UID] = vaos = {};\n incRefCount = true;\n }\n var vao = vaos[shader.program.id] || this.initGeometryVao(geometry, shader, incRefCount);\n this._activeGeometry = geometry;\n if (this._activeVao !== vao) {\n this._activeVao = vao;\n if (this.hasVao) {\n gl.bindVertexArray(vao);\n }\n else {\n this.activateVao(geometry, shader.program);\n }\n }\n // TODO - optimise later!\n // don't need to loop through if nothing changed!\n // maybe look to add an 'autoupdate' to geometry?\n this.updateBuffers();\n };\n /** Reset and unbind any active VAO and geometry. */\n GeometrySystem.prototype.reset = function () {\n this.unbind();\n };\n /** Update buffers of the currently bound geometry. */\n GeometrySystem.prototype.updateBuffers = function () {\n var geometry = this._activeGeometry;\n var bufferSystem = this.renderer.buffer;\n for (var i = 0; i < geometry.buffers.length; i++) {\n var buffer = geometry.buffers[i];\n bufferSystem.update(buffer);\n }\n };\n /**\n * Check compatibility between a geometry and a program\n * @param geometry - Geometry instance.\n * @param program - Program instance.\n */\n GeometrySystem.prototype.checkCompatibility = function (geometry, program) {\n // geometry must have at least all the attributes that the shader requires.\n var geometryAttributes = geometry.attributes;\n var shaderAttributes = program.attributeData;\n for (var j in shaderAttributes) {\n if (!geometryAttributes[j]) {\n throw new Error(\"shader and geometry incompatible, geometry missing the \\\"\" + j + \"\\\" attribute\");\n }\n }\n };\n /**\n * Takes a geometry and program and generates a unique signature for them.\n * @param geometry - To get signature from.\n * @param program - To test geometry against.\n * @returns - Unique signature of the geometry and program\n */\n GeometrySystem.prototype.getSignature = function (geometry, program) {\n var attribs = geometry.attributes;\n var shaderAttributes = program.attributeData;\n var strings = ['g', geometry.id];\n for (var i in attribs) {\n if (shaderAttributes[i]) {\n strings.push(i, shaderAttributes[i].location);\n }\n }\n return strings.join('-');\n };\n /**\n * Creates or gets Vao with the same structure as the geometry and stores it on the geometry.\n * If vao is created, it is bound automatically. We use a shader to infer what and how to set up the\n * attribute locations.\n * @param geometry - Instance of geometry to to generate Vao for.\n * @param shader - Instance of the shader.\n * @param incRefCount - Increment refCount of all geometry buffers.\n */\n GeometrySystem.prototype.initGeometryVao = function (geometry, shader, incRefCount) {\n if (incRefCount === void 0) { incRefCount = true; }\n var gl = this.gl;\n var CONTEXT_UID = this.CONTEXT_UID;\n var bufferSystem = this.renderer.buffer;\n var program = shader.program;\n if (!program.glPrograms[CONTEXT_UID]) {\n this.renderer.shader.generateProgram(shader);\n }\n this.checkCompatibility(geometry, program);\n var signature = this.getSignature(geometry, program);\n var vaoObjectHash = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var vao = vaoObjectHash[signature];\n if (vao) {\n // this will give us easy access to the vao\n vaoObjectHash[program.id] = vao;\n return vao;\n }\n var buffers = geometry.buffers;\n var attributes = geometry.attributes;\n var tempStride = {};\n var tempStart = {};\n for (var j in buffers) {\n tempStride[j] = 0;\n tempStart[j] = 0;\n }\n for (var j in attributes) {\n if (!attributes[j].size && program.attributeData[j]) {\n attributes[j].size = program.attributeData[j].size;\n }\n else if (!attributes[j].size) {\n console.warn(\"PIXI Geometry attribute '\" + j + \"' size cannot be determined (likely the bound shader does not have the attribute)\"); // eslint-disable-line\n }\n tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap[attributes[j].type];\n }\n for (var j in attributes) {\n var attribute = attributes[j];\n var attribSize = attribute.size;\n if (attribute.stride === undefined) {\n if (tempStride[attribute.buffer] === attribSize * byteSizeMap[attribute.type]) {\n attribute.stride = 0;\n }\n else {\n attribute.stride = tempStride[attribute.buffer];\n }\n }\n if (attribute.start === undefined) {\n attribute.start = tempStart[attribute.buffer];\n tempStart[attribute.buffer] += attribSize * byteSizeMap[attribute.type];\n }\n }\n vao = gl.createVertexArray();\n gl.bindVertexArray(vao);\n // first update - and create the buffers!\n // only create a gl buffer if it actually gets\n for (var i = 0; i < buffers.length; i++) {\n var buffer = buffers[i];\n bufferSystem.bind(buffer);\n if (incRefCount) {\n buffer._glBuffers[CONTEXT_UID].refCount++;\n }\n }\n // TODO - maybe make this a data object?\n // lets wait to see if we need to first!\n this.activateVao(geometry, program);\n this._activeVao = vao;\n // add it to the cache!\n vaoObjectHash[program.id] = vao;\n vaoObjectHash[signature] = vao;\n return vao;\n };\n /**\n * Disposes geometry.\n * @param geometry - Geometry with buffers. Only VAO will be disposed\n * @param [contextLost=false] - If context was lost, we suppress deleteVertexArray\n */\n GeometrySystem.prototype.disposeGeometry = function (geometry, contextLost) {\n var _a;\n if (!this.managedGeometries[geometry.id]) {\n return;\n }\n delete this.managedGeometries[geometry.id];\n var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var gl = this.gl;\n var buffers = geometry.buffers;\n var bufferSystem = (_a = this.renderer) === null || _a === void 0 ? void 0 : _a.buffer;\n geometry.disposeRunner.remove(this);\n if (!vaos) {\n return;\n }\n // bufferSystem may have already been destroyed..\n // if this is the case, there is no need to destroy the geometry buffers...\n // they already have been!\n if (bufferSystem) {\n for (var i = 0; i < buffers.length; i++) {\n var buf = buffers[i]._glBuffers[this.CONTEXT_UID];\n // my be null as context may have changed right before the dispose is called\n if (buf) {\n buf.refCount--;\n if (buf.refCount === 0 && !contextLost) {\n bufferSystem.dispose(buffers[i], contextLost);\n }\n }\n }\n }\n if (!contextLost) {\n for (var vaoId in vaos) {\n // delete only signatures, everything else are copies\n if (vaoId[0] === 'g') {\n var vao = vaos[vaoId];\n if (this._activeVao === vao) {\n this.unbind();\n }\n gl.deleteVertexArray(vao);\n }\n }\n }\n delete geometry.glVertexArrayObjects[this.CONTEXT_UID];\n };\n /**\n * Dispose all WebGL resources of all managed geometries.\n * @param [contextLost=false] - If context was lost, we suppress `gl.delete` calls\n */\n GeometrySystem.prototype.disposeAll = function (contextLost) {\n var all = Object.keys(this.managedGeometries);\n for (var i = 0; i < all.length; i++) {\n this.disposeGeometry(this.managedGeometries[all[i]], contextLost);\n }\n };\n /**\n * Activate vertex array object.\n * @param geometry - Geometry instance.\n * @param program - Shader program instance.\n */\n GeometrySystem.prototype.activateVao = function (geometry, program) {\n var gl = this.gl;\n var CONTEXT_UID = this.CONTEXT_UID;\n var bufferSystem = this.renderer.buffer;\n var buffers = geometry.buffers;\n var attributes = geometry.attributes;\n if (geometry.indexBuffer) {\n // first update the index buffer if we have one..\n bufferSystem.bind(geometry.indexBuffer);\n }\n var lastBuffer = null;\n // add a new one!\n for (var j in attributes) {\n var attribute = attributes[j];\n var buffer = buffers[attribute.buffer];\n var glBuffer = buffer._glBuffers[CONTEXT_UID];\n if (program.attributeData[j]) {\n if (lastBuffer !== glBuffer) {\n bufferSystem.bind(buffer);\n lastBuffer = glBuffer;\n }\n var location = program.attributeData[j].location;\n // TODO introduce state again\n // we can optimise this for older devices that have no VAOs\n gl.enableVertexAttribArray(location);\n gl.vertexAttribPointer(location, attribute.size, attribute.type || gl.FLOAT, attribute.normalized, attribute.stride, attribute.start);\n if (attribute.instance) {\n // TODO calculate instance count based of this...\n if (this.hasInstance) {\n gl.vertexAttribDivisor(location, 1);\n }\n else {\n throw new Error('geometry error, GPU Instancing is not supported on this device');\n }\n }\n }\n }\n };\n /**\n * Draws the currently bound geometry.\n * @param type - The type primitive to render.\n * @param size - The number of elements to be rendered. If not specified, all vertices after the\n * starting vertex will be drawn.\n * @param start - The starting vertex in the geometry to start drawing from. If not specified,\n * drawing will start from the first vertex.\n * @param instanceCount - The number of instances of the set of elements to execute. If not specified,\n * all instances will be drawn.\n */\n GeometrySystem.prototype.draw = function (type, size, start, instanceCount) {\n var gl = this.gl;\n var geometry = this._activeGeometry;\n // TODO.. this should not change so maybe cache the function?\n if (geometry.indexBuffer) {\n var byteSize = geometry.indexBuffer.data.BYTES_PER_ELEMENT;\n var glType = byteSize === 2 ? gl.UNSIGNED_SHORT : gl.UNSIGNED_INT;\n if (byteSize === 2 || (byteSize === 4 && this.canUseUInt32ElementIndex)) {\n if (geometry.instanced) {\n /* eslint-disable max-len */\n gl.drawElementsInstanced(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize, instanceCount || 1);\n /* eslint-enable max-len */\n }\n else {\n /* eslint-disable max-len */\n gl.drawElements(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize);\n /* eslint-enable max-len */\n }\n }\n else {\n console.warn('unsupported index buffer type: uint32');\n }\n }\n else if (geometry.instanced) {\n // TODO need a better way to calculate size..\n gl.drawArraysInstanced(type, start, size || geometry.getSize(), instanceCount || 1);\n }\n else {\n gl.drawArrays(type, start, size || geometry.getSize());\n }\n return this;\n };\n /** Unbind/reset everything. */\n GeometrySystem.prototype.unbind = function () {\n this.gl.bindVertexArray(null);\n this._activeVao = null;\n this._activeGeometry = null;\n };\n GeometrySystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return GeometrySystem;\n}());\n\n/**\n * Component for masked elements.\n *\n * Holds mask mode and temporary data about current mask.\n * @memberof PIXI\n */\nvar MaskData = /** @class */ (function () {\n /**\n * Create MaskData\n * @param {PIXI.DisplayObject} [maskObject=null] - object that describes the mask\n */\n function MaskData(maskObject) {\n if (maskObject === void 0) { maskObject = null; }\n this.type = MASK_TYPES.NONE;\n this.autoDetect = true;\n this.maskObject = maskObject || null;\n this.pooled = false;\n this.isMaskData = true;\n this.resolution = null;\n this.multisample = settings.FILTER_MULTISAMPLE;\n this.enabled = true;\n this.colorMask = 0xf;\n this._filters = null;\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n this._scissorRectLocal = null;\n this._colorMask = 0xf;\n this._target = null;\n }\n Object.defineProperty(MaskData.prototype, \"filter\", {\n /**\n * The sprite mask filter.\n * If set to `null`, the default sprite mask filter is used.\n * @default null\n */\n get: function () {\n return this._filters ? this._filters[0] : null;\n },\n set: function (value) {\n if (value) {\n if (this._filters) {\n this._filters[0] = value;\n }\n else {\n this._filters = [value];\n }\n }\n else {\n this._filters = null;\n }\n },\n enumerable: false,\n configurable: true\n });\n /** Resets the mask data after popMask(). */\n MaskData.prototype.reset = function () {\n if (this.pooled) {\n this.maskObject = null;\n this.type = MASK_TYPES.NONE;\n this.autoDetect = true;\n }\n this._target = null;\n this._scissorRectLocal = null;\n };\n /**\n * Copies counters from maskData above, called from pushMask().\n * @param maskAbove\n */\n MaskData.prototype.copyCountersOrReset = function (maskAbove) {\n if (maskAbove) {\n this._stencilCounter = maskAbove._stencilCounter;\n this._scissorCounter = maskAbove._scissorCounter;\n this._scissorRect = maskAbove._scissorRect;\n }\n else {\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n }\n };\n return MaskData;\n}());\n\n/**\n * @private\n * @param {WebGLRenderingContext} gl - The current WebGL context {WebGLProgram}\n * @param {number} type - the type, can be either VERTEX_SHADER or FRAGMENT_SHADER\n * @param {string} src - The vertex shader source as an array of strings.\n * @returns {WebGLShader} the shader\n */\nfunction compileShader(gl, type, src) {\n var shader = gl.createShader(type);\n gl.shaderSource(shader, src);\n gl.compileShader(shader);\n return shader;\n}\n\n/**\n * will log a shader error highlighting the lines with the error\n * also will add numbers along the side.\n * @param gl - the WebGLContext\n * @param shader - the shader to log errors for\n */\nfunction logPrettyShaderError(gl, shader) {\n var shaderSrc = gl.getShaderSource(shader)\n .split('\\n')\n .map(function (line, index) { return index + \": \" + line; });\n var shaderLog = gl.getShaderInfoLog(shader);\n var splitShader = shaderLog.split('\\n');\n var dedupe = {};\n var lineNumbers = splitShader.map(function (line) { return parseFloat(line.replace(/^ERROR\\: 0\\:([\\d]+)\\:.*$/, '$1')); })\n .filter(function (n) {\n if (n && !dedupe[n]) {\n dedupe[n] = true;\n return true;\n }\n return false;\n });\n var logArgs = [''];\n lineNumbers.forEach(function (number) {\n shaderSrc[number - 1] = \"%c\" + shaderSrc[number - 1] + \"%c\";\n logArgs.push('background: #FF0000; color:#FFFFFF; font-size: 10px', 'font-size: 10px');\n });\n var fragmentSourceToLog = shaderSrc\n .join('\\n');\n logArgs[0] = fragmentSourceToLog;\n console.error(shaderLog);\n // eslint-disable-next-line no-console\n console.groupCollapsed('click to view full shader code');\n console.warn.apply(console, logArgs);\n // eslint-disable-next-line no-console\n console.groupEnd();\n}\n/**\n *\n * logs out any program errors\n * @param gl - The current WebGL context\n * @param program - the WebGL program to display errors for\n * @param vertexShader - the fragment WebGL shader program\n * @param fragmentShader - the vertex WebGL shader program\n */\nfunction logProgramError(gl, program, vertexShader, fragmentShader) {\n // if linking fails, then log and cleanup\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {\n logPrettyShaderError(gl, vertexShader);\n }\n if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {\n logPrettyShaderError(gl, fragmentShader);\n }\n console.error('PixiJS Error: Could not initialize shader.');\n // if there is a program info log, log it\n if (gl.getProgramInfoLog(program) !== '') {\n console.warn('PixiJS Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program));\n }\n }\n}\n\nfunction booleanArray(size) {\n var array = new Array(size);\n for (var i = 0; i < array.length; i++) {\n array[i] = false;\n }\n return array;\n}\n/**\n * @method defaultValue\n * @memberof PIXI.glCore.shader\n * @param {string} type - Type of value\n * @param {number} size\n * @private\n */\nfunction defaultValue(type, size) {\n switch (type) {\n case 'float':\n return 0;\n case 'vec2':\n return new Float32Array(2 * size);\n case 'vec3':\n return new Float32Array(3 * size);\n case 'vec4':\n return new Float32Array(4 * size);\n case 'int':\n case 'uint':\n case 'sampler2D':\n case 'sampler2DArray':\n return 0;\n case 'ivec2':\n return new Int32Array(2 * size);\n case 'ivec3':\n return new Int32Array(3 * size);\n case 'ivec4':\n return new Int32Array(4 * size);\n case 'uvec2':\n return new Uint32Array(2 * size);\n case 'uvec3':\n return new Uint32Array(3 * size);\n case 'uvec4':\n return new Uint32Array(4 * size);\n case 'bool':\n return false;\n case 'bvec2':\n return booleanArray(2 * size);\n case 'bvec3':\n return booleanArray(3 * size);\n case 'bvec4':\n return booleanArray(4 * size);\n case 'mat2':\n return new Float32Array([1, 0,\n 0, 1]);\n case 'mat3':\n return new Float32Array([1, 0, 0,\n 0, 1, 0,\n 0, 0, 1]);\n case 'mat4':\n return new Float32Array([1, 0, 0, 0,\n 0, 1, 0, 0,\n 0, 0, 1, 0,\n 0, 0, 0, 1]);\n }\n return null;\n}\n\nvar unknownContext = {};\nvar context = unknownContext;\n/**\n * returns a little WebGL context to use for program inspection.\n * @static\n * @private\n * @returns {WebGLRenderingContext} a gl context to test with\n */\nfunction getTestContext() {\n if (context === unknownContext || (context && context.isContextLost())) {\n var canvas = settings.ADAPTER.createCanvas();\n var gl = void 0;\n if (settings.PREFER_ENV >= ENV.WEBGL2) {\n gl = canvas.getContext('webgl2', {});\n }\n if (!gl) {\n gl = (canvas.getContext('webgl', {})\n || canvas.getContext('experimental-webgl', {}));\n if (!gl) {\n // fail, not able to get a context\n gl = null;\n }\n else {\n // for shader testing..\n gl.getExtension('WEBGL_draw_buffers');\n }\n }\n context = gl;\n }\n return context;\n}\n\nvar maxFragmentPrecision;\nfunction getMaxFragmentPrecision() {\n if (!maxFragmentPrecision) {\n maxFragmentPrecision = PRECISION.MEDIUM;\n var gl = getTestContext();\n if (gl) {\n if (gl.getShaderPrecisionFormat) {\n var shaderFragment = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);\n maxFragmentPrecision = shaderFragment.precision ? PRECISION.HIGH : PRECISION.MEDIUM;\n }\n }\n }\n return maxFragmentPrecision;\n}\n\n/**\n * Sets the float precision on the shader, ensuring the device supports the request precision.\n * If the precision is already present, it just ensures that the device is able to handle it.\n * @private\n * @param {string} src - The shader source\n * @param {PIXI.PRECISION} requestedPrecision - The request float precision of the shader.\n * @param {PIXI.PRECISION} maxSupportedPrecision - The maximum precision the shader supports.\n * @returns {string} modified shader source\n */\nfunction setPrecision(src, requestedPrecision, maxSupportedPrecision) {\n if (src.substring(0, 9) !== 'precision') {\n // no precision supplied, so PixiJS will add the requested level.\n var precision = requestedPrecision;\n // If highp is requested but not supported, downgrade precision to a level all devices support.\n if (requestedPrecision === PRECISION.HIGH && maxSupportedPrecision !== PRECISION.HIGH) {\n precision = PRECISION.MEDIUM;\n }\n return \"precision \" + precision + \" float;\\n\" + src;\n }\n else if (maxSupportedPrecision !== PRECISION.HIGH && src.substring(0, 15) === 'precision highp') {\n // precision was supplied, but at a level this device does not support, so downgrading to mediump.\n return src.replace('precision highp', 'precision mediump');\n }\n return src;\n}\n\nvar GLSL_TO_SIZE = {\n float: 1,\n vec2: 2,\n vec3: 3,\n vec4: 4,\n int: 1,\n ivec2: 2,\n ivec3: 3,\n ivec4: 4,\n uint: 1,\n uvec2: 2,\n uvec3: 3,\n uvec4: 4,\n bool: 1,\n bvec2: 2,\n bvec3: 3,\n bvec4: 4,\n mat2: 4,\n mat3: 9,\n mat4: 16,\n sampler2D: 1,\n};\n/**\n * @private\n * @method mapSize\n * @memberof PIXI.glCore.shader\n * @param {string} type\n */\nfunction mapSize(type) {\n return GLSL_TO_SIZE[type];\n}\n\nvar GL_TABLE = null;\nvar GL_TO_GLSL_TYPES = {\n FLOAT: 'float',\n FLOAT_VEC2: 'vec2',\n FLOAT_VEC3: 'vec3',\n FLOAT_VEC4: 'vec4',\n INT: 'int',\n INT_VEC2: 'ivec2',\n INT_VEC3: 'ivec3',\n INT_VEC4: 'ivec4',\n UNSIGNED_INT: 'uint',\n UNSIGNED_INT_VEC2: 'uvec2',\n UNSIGNED_INT_VEC3: 'uvec3',\n UNSIGNED_INT_VEC4: 'uvec4',\n BOOL: 'bool',\n BOOL_VEC2: 'bvec2',\n BOOL_VEC3: 'bvec3',\n BOOL_VEC4: 'bvec4',\n FLOAT_MAT2: 'mat2',\n FLOAT_MAT3: 'mat3',\n FLOAT_MAT4: 'mat4',\n SAMPLER_2D: 'sampler2D',\n INT_SAMPLER_2D: 'sampler2D',\n UNSIGNED_INT_SAMPLER_2D: 'sampler2D',\n SAMPLER_CUBE: 'samplerCube',\n INT_SAMPLER_CUBE: 'samplerCube',\n UNSIGNED_INT_SAMPLER_CUBE: 'samplerCube',\n SAMPLER_2D_ARRAY: 'sampler2DArray',\n INT_SAMPLER_2D_ARRAY: 'sampler2DArray',\n UNSIGNED_INT_SAMPLER_2D_ARRAY: 'sampler2DArray',\n};\n// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\nfunction mapType(gl, type) {\n if (!GL_TABLE) {\n var typeNames = Object.keys(GL_TO_GLSL_TYPES);\n GL_TABLE = {};\n for (var i = 0; i < typeNames.length; ++i) {\n var tn = typeNames[i];\n GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn];\n }\n }\n return GL_TABLE[type];\n}\n\n/* eslint-disable @typescript-eslint/explicit-module-boundary-types */\n// Parsers, each one of these will take a look at the type of shader property and uniform.\n// if they pass the test function then the code function is called that returns a the shader upload code for that uniform.\n// Shader upload code is automagically generated with these parsers.\n// If no parser is valid then the default upload functions are used.\n// exposing Parsers means that custom upload logic can be added to pixi's shaders.\n// A good example would be a pixi rectangle can be directly set on a uniform.\n// If the shader sees it it knows how to upload the rectangle structure as a vec4\n// format is as follows:\n//\n// {\n// test: (data, uniform) => {} <--- test is this code should be used for this uniform\n// code: (name, uniform) => {} <--- returns the string of the piece of code that uploads the uniform\n// codeUbo: (name, uniform) => {} <--- returns the string of the piece of code that uploads the\n// uniform to a uniform buffer\n// }\nvar uniformParsers = [\n // a float cache layer\n {\n test: function (data) {\n return data.type === 'float' && data.size === 1;\n },\n code: function (name) {\n return \"\\n if(uv[\\\"\" + name + \"\\\"] !== ud[\\\"\" + name + \"\\\"].value)\\n {\\n ud[\\\"\" + name + \"\\\"].value = uv[\\\"\" + name + \"\\\"]\\n gl.uniform1f(ud[\\\"\" + name + \"\\\"].location, uv[\\\"\" + name + \"\\\"])\\n }\\n \";\n },\n },\n // handling samplers\n {\n test: function (data) {\n // eslint-disable-next-line max-len\n return (data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray;\n },\n code: function (name) { return \"t = syncData.textureCount++;\\n\\n renderer.texture.bind(uv[\\\"\" + name + \"\\\"], t);\\n\\n if(ud[\\\"\" + name + \"\\\"].value !== t)\\n {\\n ud[\\\"\" + name + \"\\\"].value = t;\\n gl.uniform1i(ud[\\\"\" + name + \"\\\"].location, t);\\n; // eslint-disable-line max-len\\n }\"; },\n },\n // uploading pixi matrix object to mat3\n {\n test: function (data, uniform) {\n return data.type === 'mat3' && data.size === 1 && uniform.a !== undefined;\n },\n code: function (name) {\n // TODO and some smart caching dirty ids here!\n return \"\\n gl.uniformMatrix3fv(ud[\\\"\" + name + \"\\\"].location, false, uv[\\\"\" + name + \"\\\"].toArray(true));\\n \";\n },\n codeUbo: function (name) {\n return \"\\n var \" + name + \"_matrix = uv.\" + name + \".toArray(true);\\n\\n data[offset] = \" + name + \"_matrix[0];\\n data[offset+1] = \" + name + \"_matrix[1];\\n data[offset+2] = \" + name + \"_matrix[2];\\n \\n data[offset + 4] = \" + name + \"_matrix[3];\\n data[offset + 5] = \" + name + \"_matrix[4];\\n data[offset + 6] = \" + name + \"_matrix[5];\\n \\n data[offset + 8] = \" + name + \"_matrix[6];\\n data[offset + 9] = \" + name + \"_matrix[7];\\n data[offset + 10] = \" + name + \"_matrix[8];\\n \";\n },\n },\n // uploading a pixi point as a vec2 with caching layer\n {\n test: function (data, uniform) {\n return data.type === 'vec2' && data.size === 1 && uniform.x !== undefined;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v.x || cv[1] !== v.y)\\n {\\n cv[0] = v.x;\\n cv[1] = v.y;\\n gl.uniform2f(ud[\\\"\" + name + \"\\\"].location, v.x, v.y);\\n }\";\n },\n codeUbo: function (name) {\n return \"\\n v = uv.\" + name + \";\\n\\n data[offset] = v.x;\\n data[offset+1] = v.y;\\n \";\n }\n },\n // caching layer for a vec2\n {\n test: function (data) {\n return data.type === 'vec2' && data.size === 1;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n gl.uniform2f(ud[\\\"\" + name + \"\\\"].location, v[0], v[1]);\\n }\\n \";\n },\n },\n // upload a pixi rectangle as a vec4 with caching layer\n {\n test: function (data, uniform) {\n return data.type === 'vec4' && data.size === 1 && uniform.width !== undefined;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height)\\n {\\n cv[0] = v.x;\\n cv[1] = v.y;\\n cv[2] = v.width;\\n cv[3] = v.height;\\n gl.uniform4f(ud[\\\"\" + name + \"\\\"].location, v.x, v.y, v.width, v.height)\\n }\";\n },\n codeUbo: function (name) {\n return \"\\n v = uv.\" + name + \";\\n\\n data[offset] = v.x;\\n data[offset+1] = v.y;\\n data[offset+2] = v.width;\\n data[offset+3] = v.height;\\n \";\n }\n },\n // a caching layer for vec4 uploading\n {\n test: function (data) {\n return data.type === 'vec4' && data.size === 1;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4f(ud[\\\"\" + name + \"\\\"].location, v[0], v[1], v[2], v[3])\\n }\";\n },\n } ];\n\n// cu = Cached value's uniform data field\n// cv = Cached value\n// v = value to upload\n// ud = uniformData\n// uv = uniformValue\n// l = location\nvar GLSL_TO_SINGLE_SETTERS_CACHED = {\n float: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n gl.uniform1f(location, v);\\n }\",\n vec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2f(location, v[0], v[1])\\n }\",\n vec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3f(location, v[0], v[1], v[2])\\n }\",\n vec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4f(location, v[0], v[1], v[2], v[3]);\\n }\",\n int: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1i(location, v);\\n }\",\n ivec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2i(location, v[0], v[1]);\\n }\",\n ivec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3i(location, v[0], v[1], v[2]);\\n }\",\n ivec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\\n }\",\n uint: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1ui(location, v);\\n }\",\n uvec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2ui(location, v[0], v[1]);\\n }\",\n uvec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3ui(location, v[0], v[1], v[2]);\\n }\",\n uvec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4ui(location, v[0], v[1], v[2], v[3]);\\n }\",\n bool: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n gl.uniform1i(location, v);\\n }\",\n bvec2: \"\\n if (cv[0] != v[0] || cv[1] != v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2i(location, v[0], v[1]);\\n }\",\n bvec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3i(location, v[0], v[1], v[2]);\\n }\",\n bvec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\\n }\",\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n sampler2D: 'gl.uniform1i(location, v)',\n samplerCube: 'gl.uniform1i(location, v)',\n sampler2DArray: 'gl.uniform1i(location, v)',\n};\nvar GLSL_TO_ARRAY_SETTERS = {\n float: \"gl.uniform1fv(location, v)\",\n vec2: \"gl.uniform2fv(location, v)\",\n vec3: \"gl.uniform3fv(location, v)\",\n vec4: 'gl.uniform4fv(location, v)',\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n int: 'gl.uniform1iv(location, v)',\n ivec2: 'gl.uniform2iv(location, v)',\n ivec3: 'gl.uniform3iv(location, v)',\n ivec4: 'gl.uniform4iv(location, v)',\n uint: 'gl.uniform1uiv(location, v)',\n uvec2: 'gl.uniform2uiv(location, v)',\n uvec3: 'gl.uniform3uiv(location, v)',\n uvec4: 'gl.uniform4uiv(location, v)',\n bool: 'gl.uniform1iv(location, v)',\n bvec2: 'gl.uniform2iv(location, v)',\n bvec3: 'gl.uniform3iv(location, v)',\n bvec4: 'gl.uniform4iv(location, v)',\n sampler2D: 'gl.uniform1iv(location, v)',\n samplerCube: 'gl.uniform1iv(location, v)',\n sampler2DArray: 'gl.uniform1iv(location, v)',\n};\nfunction generateUniformsSync(group, uniformData) {\n var _a;\n var funcFragments = [\"\\n var v = null;\\n var cv = null;\\n var cu = null;\\n var t = 0;\\n var gl = renderer.gl;\\n \"];\n for (var i in group.uniforms) {\n var data = uniformData[i];\n if (!data) {\n if ((_a = group.uniforms[i]) === null || _a === void 0 ? void 0 : _a.group) {\n if (group.uniforms[i].ubo) {\n funcFragments.push(\"\\n renderer.shader.syncUniformBufferGroup(uv.\" + i + \", '\" + i + \"');\\n \");\n }\n else {\n funcFragments.push(\"\\n renderer.shader.syncUniformGroup(uv.\" + i + \", syncData);\\n \");\n }\n }\n continue;\n }\n var uniform = group.uniforms[i];\n var parsed = false;\n for (var j = 0; j < uniformParsers.length; j++) {\n if (uniformParsers[j].test(data, uniform)) {\n funcFragments.push(uniformParsers[j].code(i, uniform));\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n var templateType = (data.size === 1) ? GLSL_TO_SINGLE_SETTERS_CACHED : GLSL_TO_ARRAY_SETTERS;\n var template = templateType[data.type].replace('location', \"ud[\\\"\" + i + \"\\\"].location\");\n funcFragments.push(\"\\n cu = ud[\\\"\" + i + \"\\\"];\\n cv = cu.value;\\n v = uv[\\\"\" + i + \"\\\"];\\n \" + template + \";\");\n }\n }\n /*\n * the introduction of syncData is to solve an issue where textures in uniform groups are not set correctly\n * the texture count was always starting from 0 in each group. This needs to increment each time a texture is used\n * no matter which group is being used\n *\n */\n // eslint-disable-next-line no-new-func\n return new Function('ud', 'uv', 'renderer', 'syncData', funcFragments.join('\\n'));\n}\n\nvar fragTemplate = [\n 'precision mediump float;',\n 'void main(void){',\n 'float test = 0.1;',\n '%forloop%',\n 'gl_FragColor = vec4(0.0);',\n '}' ].join('\\n');\nfunction generateIfTestSrc(maxIfs) {\n var src = '';\n for (var i = 0; i < maxIfs; ++i) {\n if (i > 0) {\n src += '\\nelse ';\n }\n if (i < maxIfs - 1) {\n src += \"if(test == \" + i + \".0){}\";\n }\n }\n return src;\n}\nfunction checkMaxIfStatementsInShader(maxIfs, gl) {\n if (maxIfs === 0) {\n throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`');\n }\n var shader = gl.createShader(gl.FRAGMENT_SHADER);\n while (true) // eslint-disable-line no-constant-condition\n {\n var fragmentSrc = fragTemplate.replace(/%forloop%/gi, generateIfTestSrc(maxIfs));\n gl.shaderSource(shader, fragmentSrc);\n gl.compileShader(shader);\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n maxIfs = (maxIfs / 2) | 0;\n }\n else {\n // valid!\n break;\n }\n }\n return maxIfs;\n}\n\n// Cache the result to prevent running this over and over\nvar unsafeEval;\n/**\n * Not all platforms allow to generate function code (e.g., `new Function`).\n * this provides the platform-level detection.\n * @private\n * @returns {boolean} `true` if `new Function` is supported.\n */\nfunction unsafeEvalSupported() {\n if (typeof unsafeEval === 'boolean') {\n return unsafeEval;\n }\n try {\n /* eslint-disable no-new-func */\n var func = new Function('param1', 'param2', 'param3', 'return param1[param2] === param3;');\n /* eslint-enable no-new-func */\n unsafeEval = func({ a: 'b' }, 'a', 'b') === true;\n }\n catch (e) {\n unsafeEval = false;\n }\n return unsafeEval;\n}\n\nvar defaultFragment$2 = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n gl_FragColor *= texture2D(uSampler, vTextureCoord);\\n}\";\n\nvar defaultVertex$3 = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void){\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n vTextureCoord = aTextureCoord;\\n}\\n\";\n\nvar UID$1 = 0;\nvar nameCache = {};\n/**\n * Helper class to create a shader program.\n * @memberof PIXI\n */\nvar Program = /** @class */ (function () {\n /**\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param name - Name for shader\n */\n function Program(vertexSrc, fragmentSrc, name) {\n if (name === void 0) { name = 'pixi-shader'; }\n this.id = UID$1++;\n this.vertexSrc = vertexSrc || Program.defaultVertexSrc;\n this.fragmentSrc = fragmentSrc || Program.defaultFragmentSrc;\n this.vertexSrc = this.vertexSrc.trim();\n this.fragmentSrc = this.fragmentSrc.trim();\n if (this.vertexSrc.substring(0, 8) !== '#version') {\n name = name.replace(/\\s+/g, '-');\n if (nameCache[name]) {\n nameCache[name]++;\n name += \"-\" + nameCache[name];\n }\n else {\n nameCache[name] = 1;\n }\n this.vertexSrc = \"#define SHADER_NAME \" + name + \"\\n\" + this.vertexSrc;\n this.fragmentSrc = \"#define SHADER_NAME \" + name + \"\\n\" + this.fragmentSrc;\n this.vertexSrc = setPrecision(this.vertexSrc, settings.PRECISION_VERTEX, PRECISION.HIGH);\n this.fragmentSrc = setPrecision(this.fragmentSrc, settings.PRECISION_FRAGMENT, getMaxFragmentPrecision());\n }\n // currently this does not extract structs only default types\n // this is where we store shader references..\n this.glPrograms = {};\n this.syncUniforms = null;\n }\n Object.defineProperty(Program, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source.\n * @constant\n */\n get: function () {\n return defaultVertex$3;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Program, \"defaultFragmentSrc\", {\n /**\n * The default fragment shader source.\n * @constant\n */\n get: function () {\n return defaultFragment$2;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * A short hand function to create a program based of a vertex and fragment shader.\n *\n * This method will also check to see if there is a cached program.\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param name - Name for shader\n * @returns A shiny new PixiJS shader program!\n */\n Program.from = function (vertexSrc, fragmentSrc, name) {\n var key = vertexSrc + fragmentSrc;\n var program = ProgramCache[key];\n if (!program) {\n ProgramCache[key] = program = new Program(vertexSrc, fragmentSrc, name);\n }\n return program;\n };\n return Program;\n}());\n\n/**\n * A helper class for shaders.\n * @memberof PIXI\n */\nvar Shader = /** @class */ (function () {\n /**\n * @param program - The program the shader will use.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n */\n function Shader(program, uniforms) {\n /**\n * Used internally to bind uniform buffer objects.\n * @ignore\n */\n this.uniformBindCount = 0;\n this.program = program;\n // lets see whats been passed in\n // uniforms should be converted to a uniform group\n if (uniforms) {\n if (uniforms instanceof UniformGroup) {\n this.uniformGroup = uniforms;\n }\n else {\n this.uniformGroup = new UniformGroup(uniforms);\n }\n }\n else {\n this.uniformGroup = new UniformGroup({});\n }\n }\n // TODO move to shader system..\n Shader.prototype.checkUniformExists = function (name, group) {\n if (group.uniforms[name]) {\n return true;\n }\n for (var i in group.uniforms) {\n var uniform = group.uniforms[i];\n if (uniform.group) {\n if (this.checkUniformExists(name, uniform)) {\n return true;\n }\n }\n }\n return false;\n };\n Shader.prototype.destroy = function () {\n // usage count on programs?\n // remove if not used!\n this.uniformGroup = null;\n };\n Object.defineProperty(Shader.prototype, \"uniforms\", {\n /**\n * Shader uniform values, shortcut for `uniformGroup.uniforms`.\n * @readonly\n */\n get: function () {\n return this.uniformGroup.uniforms;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * A short hand function to create a shader based of a vertex and fragment shader.\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n * @returns A shiny new PixiJS shader!\n */\n Shader.from = function (vertexSrc, fragmentSrc, uniforms) {\n var program = Program.from(vertexSrc, fragmentSrc);\n return new Shader(program, uniforms);\n };\n return Shader;\n}());\n\n/* eslint-disable max-len */\nvar BLEND$1 = 0;\nvar OFFSET$1 = 1;\nvar CULLING$1 = 2;\nvar DEPTH_TEST$1 = 3;\nvar WINDING$1 = 4;\nvar DEPTH_MASK$1 = 5;\n/**\n * This is a WebGL state, and is is passed to {@link PIXI.StateSystem}.\n *\n * Each mesh rendered may require WebGL to be in a different state.\n * For example you may want different blend mode or to enable polygon offsets\n * @memberof PIXI\n */\nvar State = /** @class */ (function () {\n function State() {\n this.data = 0;\n this.blendMode = BLEND_MODES.NORMAL;\n this.polygonOffset = 0;\n this.blend = true;\n this.depthMask = true;\n // this.depthTest = true;\n }\n Object.defineProperty(State.prototype, \"blend\", {\n /**\n * Activates blending of the computed fragment color values.\n * @default true\n */\n get: function () {\n return !!(this.data & (1 << BLEND$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << BLEND$1)) !== value) {\n this.data ^= (1 << BLEND$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"offsets\", {\n /**\n * Activates adding an offset to depth values of polygon's fragments\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << OFFSET$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << OFFSET$1)) !== value) {\n this.data ^= (1 << OFFSET$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"culling\", {\n /**\n * Activates culling of polygons.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << CULLING$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << CULLING$1)) !== value) {\n this.data ^= (1 << CULLING$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"depthTest\", {\n /**\n * Activates depth comparisons and updates to the depth buffer.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << DEPTH_TEST$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << DEPTH_TEST$1)) !== value) {\n this.data ^= (1 << DEPTH_TEST$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"depthMask\", {\n /**\n * Enables or disables writing to the depth buffer.\n * @default true\n */\n get: function () {\n return !!(this.data & (1 << DEPTH_MASK$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << DEPTH_MASK$1)) !== value) {\n this.data ^= (1 << DEPTH_MASK$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"clockwiseFrontFace\", {\n /**\n * Specifies whether or not front or back-facing polygons can be culled.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << WINDING$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << WINDING$1)) !== value) {\n this.data ^= (1 << WINDING$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"blendMode\", {\n /**\n * The blend mode to be applied when this state is set. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n * Setting this mode to anything other than NO_BLEND will automatically switch blending on.\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get: function () {\n return this._blendMode;\n },\n set: function (value) {\n this.blend = (value !== BLEND_MODES.NONE);\n this._blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"polygonOffset\", {\n /**\n * The polygon offset. Setting this property to anything other than 0 will automatically enable polygon offset fill.\n * @default 0\n */\n get: function () {\n return this._polygonOffset;\n },\n set: function (value) {\n this.offsets = !!value;\n this._polygonOffset = value;\n },\n enumerable: false,\n configurable: true\n });\n State.prototype.toString = function () {\n return \"[@pixi/core:State \"\n + (\"blendMode=\" + this.blendMode + \" \")\n + (\"clockwiseFrontFace=\" + this.clockwiseFrontFace + \" \")\n + (\"culling=\" + this.culling + \" \")\n + (\"depthMask=\" + this.depthMask + \" \")\n + (\"polygonOffset=\" + this.polygonOffset)\n + \"]\";\n };\n State.for2d = function () {\n var state = new State();\n state.depthTest = false;\n state.blend = true;\n return state;\n };\n return State;\n}());\n\nvar defaultFragment$1 = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n gl_FragColor = texture2D(uSampler, vTextureCoord);\\n}\\n\";\n\nvar defaultVertex$2 = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n gl_Position = filterVertexPosition();\\n vTextureCoord = filterTextureCoord();\\n}\\n\";\n\n/**\n * A filter is a special shader that applies post-processing effects to an input texture and writes into an output\n * render-target.\n *\n * {@link http://pixijs.io/examples/#/filters/blur-filter.js Example} of the\n * {@link PIXI.filters.BlurFilter BlurFilter}.\n *\n * ### Usage\n * Filters can be applied to any DisplayObject or Container.\n * PixiJS' `FilterSystem` renders the container into temporary Framebuffer,\n * then filter renders it to the screen.\n * Multiple filters can be added to the `filters` array property and stacked on each other.\n *\n * ```\n * const filter = new PIXI.Filter(myShaderVert, myShaderFrag, { myUniform: 0.5 });\n * const container = new PIXI.Container();\n * container.filters = [filter];\n * ```\n *\n * ### Previous Version Differences\n *\n * In PixiJS **v3**, a filter was always applied to _whole screen_.\n *\n * In PixiJS **v4**, a filter can be applied _only part of the screen_.\n * Developers had to create a set of uniforms to deal with coordinates.\n *\n * In PixiJS **v5** combines _both approaches_.\n * Developers can use normal coordinates of v3 and then allow filter to use partial Framebuffers,\n * bringing those extra uniforms into account.\n *\n * Also be aware that we have changed default vertex shader, please consult\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * ### Frames\n *\n * The following table summarizes the coordinate spaces used in the filtering pipeline:\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n *
                                                                        Coordinate SpaceDescription
                                                                        Texture Coordinates\n * The texture (or UV) coordinates in the input base-texture's space. These are normalized into the (0,1) range along\n * both axes.\n *
                                                                        World Space\n * A point in the same space as the world bounds of any display-object (i.e. in the scene graph's space).\n *
                                                                        Physical Pixels\n * This is base-texture's space with the origin on the top-left. You can calculate these by multiplying the texture\n * coordinates by the dimensions of the texture.\n *
                                                                        \n *\n * ### Built-in Uniforms\n *\n * PixiJS viewport uses screen (CSS) coordinates, `(0, 0, renderer.screen.width, renderer.screen.height)`,\n * and `projectionMatrix` uniform maps it to the gl viewport.\n *\n * **uSampler**\n *\n * The most important uniform is the input texture that container was rendered into.\n * _Important note: as with all Framebuffers in PixiJS, both input and output are\n * premultiplied by alpha._\n *\n * By default, input normalized coordinates are passed to fragment shader with `vTextureCoord`.\n * Use it to sample the input.\n *\n * ```\n * const fragment = `\n * varying vec2 vTextureCoord;\n * uniform sampler2D uSampler;\n * void main(void)\n * {\n * gl_FragColor = texture2D(uSampler, vTextureCoord);\n * }\n * `;\n *\n * const myFilter = new PIXI.Filter(null, fragment);\n * ```\n *\n * This filter is just one uniform less than {@link PIXI.filters.AlphaFilter AlphaFilter}.\n *\n * **outputFrame**\n *\n * The `outputFrame` holds the rectangle where filter is applied in screen (CSS) coordinates.\n * It's the same as `renderer.screen` for a fullscreen filter.\n * Only a part of `outputFrame.zw` size of temporary Framebuffer is used,\n * `(0, 0, outputFrame.width, outputFrame.height)`,\n *\n * Filters uses this quad to normalized (0-1) space, its passed into `aVertexPosition` attribute.\n * To calculate vertex position in screen space using normalized (0-1) space:\n *\n * ```\n * vec4 filterVertexPosition( void )\n * {\n * vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n * return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n * }\n * ```\n *\n * **inputSize**\n *\n * Temporary framebuffer is different, it can be either the size of screen, either power-of-two.\n * The `inputSize.xy` are size of temporary framebuffer that holds input.\n * The `inputSize.zw` is inverted, it's a shortcut to evade division inside the shader.\n *\n * Set `inputSize.xy = outputFrame.zw` for a fullscreen filter.\n *\n * To calculate input normalized coordinate, you have to map it to filter normalized space.\n * Multiply by `outputFrame.zw` to get input coordinate.\n * Divide by `inputSize.xy` to get input normalized coordinate.\n *\n * ```\n * vec2 filterTextureCoord( void )\n * {\n * return aVertexPosition * (outputFrame.zw * inputSize.zw); // same as /inputSize.xy\n * }\n * ```\n * **resolution**\n *\n * The `resolution` is the ratio of screen (CSS) pixels to real pixels.\n *\n * **inputPixel**\n *\n * `inputPixel.xy` is the size of framebuffer in real pixels, same as `inputSize.xy * resolution`\n * `inputPixel.zw` is inverted `inputPixel.xy`.\n *\n * It's handy for filters that use neighbour pixels, like {@link PIXI.filters.FXAAFilter FXAAFilter}.\n *\n * **inputClamp**\n *\n * If you try to get info from outside of used part of Framebuffer - you'll get undefined behaviour.\n * For displacements, coordinates has to be clamped.\n *\n * The `inputClamp.xy` is left-top pixel center, you may ignore it, because we use left-top part of Framebuffer\n * `inputClamp.zw` is bottom-right pixel center.\n *\n * ```\n * vec4 color = texture2D(uSampler, clamp(modifiedTextureCoord, inputClamp.xy, inputClamp.zw))\n * ```\n * OR\n * ```\n * vec4 color = texture2D(uSampler, min(modifigedTextureCoord, inputClamp.zw))\n * ```\n *\n * ### Additional Information\n *\n * Complete documentation on Filter usage is located in the\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * Since PixiJS only had a handful of built-in filters, additional filters can be downloaded\n * {@link https://github.com/pixijs/pixi-filters here} from the PixiJS Filters repository.\n * @memberof PIXI\n */\nvar Filter = /** @class */ (function (_super) {\n __extends(Filter, _super);\n /**\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n */\n function Filter(vertexSrc, fragmentSrc, uniforms) {\n var _this = this;\n var program = Program.from(vertexSrc || Filter.defaultVertexSrc, fragmentSrc || Filter.defaultFragmentSrc);\n _this = _super.call(this, program, uniforms) || this;\n _this.padding = 0;\n _this.resolution = settings.FILTER_RESOLUTION;\n _this.multisample = settings.FILTER_MULTISAMPLE;\n _this.enabled = true;\n _this.autoFit = true;\n _this.state = new State();\n return _this;\n }\n /**\n * Applies the filter\n * @param {PIXI.FilterSystem} filterManager - The renderer to retrieve the filter from\n * @param {PIXI.RenderTexture} input - The input render target.\n * @param {PIXI.RenderTexture} output - The target to output to.\n * @param {PIXI.CLEAR_MODES} [clearMode] - Should the output be cleared before rendering to it.\n * @param {object} [_currentState] - It's current state of filter.\n * There are some useful properties in the currentState :\n * target, filters, sourceFrame, destinationFrame, renderTarget, resolution\n */\n Filter.prototype.apply = function (filterManager, input, output, clearMode, _currentState) {\n // do as you please!\n filterManager.applyFilter(this, input, output, clearMode);\n // or just do a regular render..\n };\n Object.defineProperty(Filter.prototype, \"blendMode\", {\n /**\n * Sets the blend mode of the filter.\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get: function () {\n return this.state.blendMode;\n },\n set: function (value) {\n this.state.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter.prototype, \"resolution\", {\n /**\n * The resolution of the filter. Setting this to be lower will lower the quality but\n * increase the performance of the filter.\n */\n get: function () {\n return this._resolution;\n },\n set: function (value) {\n this._resolution = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source\n * @constant\n */\n get: function () {\n return defaultVertex$2;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter, \"defaultFragmentSrc\", {\n /**\n * The default fragment shader source\n * @constant\n */\n get: function () {\n return defaultFragment$1;\n },\n enumerable: false,\n configurable: true\n });\n return Filter;\n}(Shader));\n\nvar vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 otherMatrix;\\n\\nvarying vec2 vMaskCoord;\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\\n}\\n\";\n\nvar fragment = \"varying vec2 vMaskCoord;\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform sampler2D mask;\\nuniform float alpha;\\nuniform float npmAlpha;\\nuniform vec4 maskClamp;\\n\\nvoid main(void)\\n{\\n float clip = step(3.5,\\n step(maskClamp.x, vMaskCoord.x) +\\n step(maskClamp.y, vMaskCoord.y) +\\n step(vMaskCoord.x, maskClamp.z) +\\n step(vMaskCoord.y, maskClamp.w));\\n\\n vec4 original = texture2D(uSampler, vTextureCoord);\\n vec4 masky = texture2D(mask, vMaskCoord);\\n float alphaMul = 1.0 - npmAlpha * (1.0 - masky.a);\\n\\n original *= (alphaMul * masky.r * alpha * clip);\\n\\n gl_FragColor = original;\\n}\\n\";\n\nvar tempMat = new Matrix();\n/**\n * Class controls uv mapping from Texture normal space to BaseTexture normal space.\n *\n * Takes `trim` and `rotate` into account. May contain clamp settings for Meshes and TilingSprite.\n *\n * Can be used in Texture `uvMatrix` field, or separately, you can use different clamp settings on the same texture.\n * If you want to add support for texture region of certain feature or filter, that's what you're looking for.\n *\n * Takes track of Texture changes through `_lastTextureID` private field.\n * Use `update()` method call to track it from outside.\n * @see PIXI.Texture\n * @see PIXI.Mesh\n * @see PIXI.TilingSprite\n * @memberof PIXI\n */\nvar TextureMatrix = /** @class */ (function () {\n /**\n * @param texture - observed texture\n * @param clampMargin - Changes frame clamping, 0.5 by default. Use -0.5 for extra border.\n */\n function TextureMatrix(texture, clampMargin) {\n this._texture = texture;\n this.mapCoord = new Matrix();\n this.uClampFrame = new Float32Array(4);\n this.uClampOffset = new Float32Array(2);\n this._textureID = -1;\n this._updateID = 0;\n this.clampOffset = 0;\n this.clampMargin = (typeof clampMargin === 'undefined') ? 0.5 : clampMargin;\n this.isSimple = false;\n }\n Object.defineProperty(TextureMatrix.prototype, \"texture\", {\n /** Texture property. */\n get: function () {\n return this._texture;\n },\n set: function (value) {\n this._texture = value;\n this._textureID = -1;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Multiplies uvs array to transform\n * @param uvs - mesh uvs\n * @param [out=uvs] - output\n * @returns - output\n */\n TextureMatrix.prototype.multiplyUvs = function (uvs, out) {\n if (out === undefined) {\n out = uvs;\n }\n var mat = this.mapCoord;\n for (var i = 0; i < uvs.length; i += 2) {\n var x = uvs[i];\n var y = uvs[i + 1];\n out[i] = (x * mat.a) + (y * mat.c) + mat.tx;\n out[i + 1] = (x * mat.b) + (y * mat.d) + mat.ty;\n }\n return out;\n };\n /**\n * Updates matrices if texture was changed.\n * @param [forceUpdate=false] - if true, matrices will be updated any case\n * @returns - Whether or not it was updated\n */\n TextureMatrix.prototype.update = function (forceUpdate) {\n var tex = this._texture;\n if (!tex || !tex.valid) {\n return false;\n }\n if (!forceUpdate\n && this._textureID === tex._updateID) {\n return false;\n }\n this._textureID = tex._updateID;\n this._updateID++;\n var uvs = tex._uvs;\n this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0);\n var orig = tex.orig;\n var trim = tex.trim;\n if (trim) {\n tempMat.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height);\n this.mapCoord.append(tempMat);\n }\n var texBase = tex.baseTexture;\n var frame = this.uClampFrame;\n var margin = this.clampMargin / texBase.resolution;\n var offset = this.clampOffset;\n frame[0] = (tex._frame.x + margin + offset) / texBase.width;\n frame[1] = (tex._frame.y + margin + offset) / texBase.height;\n frame[2] = (tex._frame.x + tex._frame.width - margin + offset) / texBase.width;\n frame[3] = (tex._frame.y + tex._frame.height - margin + offset) / texBase.height;\n this.uClampOffset[0] = offset / texBase.realWidth;\n this.uClampOffset[1] = offset / texBase.realHeight;\n this.isSimple = tex._frame.width === texBase.width\n && tex._frame.height === texBase.height\n && tex.rotate === 0;\n return true;\n };\n return TextureMatrix;\n}());\n\n/**\n * This handles a Sprite acting as a mask, as opposed to a Graphic.\n *\n * WebGL only.\n * @memberof PIXI\n */\nvar SpriteMaskFilter = /** @class */ (function (_super) {\n __extends(SpriteMaskFilter, _super);\n /** @ignore */\n function SpriteMaskFilter(vertexSrc, fragmentSrc, uniforms) {\n var _this = this;\n var sprite = null;\n if (typeof vertexSrc !== 'string' && fragmentSrc === undefined && uniforms === undefined) {\n sprite = vertexSrc;\n vertexSrc = undefined;\n fragmentSrc = undefined;\n uniforms = undefined;\n }\n _this = _super.call(this, vertexSrc || vertex, fragmentSrc || fragment, uniforms) || this;\n _this.maskSprite = sprite;\n _this.maskMatrix = new Matrix();\n return _this;\n }\n Object.defineProperty(SpriteMaskFilter.prototype, \"maskSprite\", {\n /**\n * Sprite mask\n * @type {PIXI.DisplayObject}\n */\n get: function () {\n return this._maskSprite;\n },\n set: function (value) {\n this._maskSprite = value;\n if (this._maskSprite) {\n this._maskSprite.renderable = false;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Applies the filter\n * @param filterManager - The renderer to retrieve the filter from\n * @param input - The input render target.\n * @param output - The target to output to.\n * @param clearMode - Should the output be cleared before rendering to it.\n */\n SpriteMaskFilter.prototype.apply = function (filterManager, input, output, clearMode) {\n var maskSprite = this._maskSprite;\n var tex = maskSprite._texture;\n if (!tex.valid) {\n return;\n }\n if (!tex.uvMatrix) {\n // margin = 0.0, let it bleed a bit, shader code becomes easier\n // assuming that atlas textures were made with 1-pixel padding\n tex.uvMatrix = new TextureMatrix(tex, 0.0);\n }\n tex.uvMatrix.update();\n this.uniforms.npmAlpha = tex.baseTexture.alphaMode ? 0.0 : 1.0;\n this.uniforms.mask = tex;\n // get _normalized sprite texture coords_ and convert them to _normalized atlas texture coords_ with `prepend`\n this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite)\n .prepend(tex.uvMatrix.mapCoord);\n this.uniforms.alpha = maskSprite.worldAlpha;\n this.uniforms.maskClamp = tex.uvMatrix.uClampFrame;\n filterManager.applyFilter(this, input, output, clearMode);\n };\n return SpriteMaskFilter;\n}(Filter));\n\n/**\n * System plugin to the renderer to manage masks.\n *\n * There are three built-in types of masking:\n * **Scissor Masking**: Scissor masking discards pixels that are outside of a rectangle called the scissor box. It is\n * the most performant as the scissor test is inexpensive. However, it can only be used when the mask is rectangular.\n * **Stencil Masking**: Stencil masking discards pixels that don't overlap with the pixels rendered into the stencil\n * buffer. It is the next fastest option as it does not require rendering into a separate framebuffer. However, it does\n * cause the mask to be rendered **twice** for each masking operation; hence, minimize the rendering cost of your masks.\n * **Sprite Mask Filtering**: Sprite mask filtering discards pixels based on the red channel of the sprite-mask's\n * texture. (Generally, the masking texture is grayscale). Using advanced techniques, you might be able to embed this\n * type of masking in a custom shader - and hence, bypassing the masking system fully for performance wins.\n *\n * The best type of masking is auto-detected when you `push` one. To use scissor masking, you must pass in a `Graphics`\n * object with just a rectangle drawn.\n *\n * ## Mask Stacks\n *\n * In the scene graph, masks can be applied recursively, i.e. a mask can be applied during a masking operation. The mask\n * stack stores the currently applied masks in order. Each {@link PIXI.BaseRenderTexture} holds its own mask stack, i.e.\n * when you switch render-textures, the old masks only applied when you switch back to rendering to the old render-target.\n * @memberof PIXI\n */\nvar MaskSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function MaskSystem(renderer) {\n this.renderer = renderer;\n this.enableScissor = true;\n this.alphaMaskPool = [];\n this.maskDataPool = [];\n this.maskStack = [];\n this.alphaMaskIndex = 0;\n }\n /**\n * Changes the mask stack that is used by this System.\n * @param maskStack - The mask stack\n */\n MaskSystem.prototype.setMaskStack = function (maskStack) {\n this.maskStack = maskStack;\n this.renderer.scissor.setMaskStack(maskStack);\n this.renderer.stencil.setMaskStack(maskStack);\n };\n /**\n * Enables the mask and appends it to the current mask stack.\n *\n * NOTE: The batch renderer should be flushed beforehand to prevent pending renders from being masked.\n * @param {PIXI.DisplayObject} target - Display Object to push the mask to\n * @param {PIXI.MaskData|PIXI.Sprite|PIXI.Graphics|PIXI.DisplayObject} maskDataOrTarget - The masking data.\n */\n MaskSystem.prototype.push = function (target, maskDataOrTarget) {\n var maskData = maskDataOrTarget;\n if (!maskData.isMaskData) {\n var d = this.maskDataPool.pop() || new MaskData();\n d.pooled = true;\n d.maskObject = maskDataOrTarget;\n maskData = d;\n }\n var maskAbove = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null;\n maskData.copyCountersOrReset(maskAbove);\n maskData._colorMask = maskAbove ? maskAbove._colorMask : 0xf;\n if (maskData.autoDetect) {\n this.detect(maskData);\n }\n maskData._target = target;\n if (maskData.type !== MASK_TYPES.SPRITE) {\n this.maskStack.push(maskData);\n }\n if (maskData.enabled) {\n switch (maskData.type) {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.push(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.push(maskData);\n break;\n case MASK_TYPES.SPRITE:\n maskData.copyCountersOrReset(null);\n this.pushSpriteMask(maskData);\n break;\n case MASK_TYPES.COLOR:\n this.pushColorMask(maskData);\n break;\n }\n }\n if (maskData.type === MASK_TYPES.SPRITE) {\n this.maskStack.push(maskData);\n }\n };\n /**\n * Removes the last mask from the mask stack and doesn't return it.\n *\n * NOTE: The batch renderer should be flushed beforehand to render the masked contents before the mask is removed.\n * @param {PIXI.IMaskTarget} target - Display Object to pop the mask from\n */\n MaskSystem.prototype.pop = function (target) {\n var maskData = this.maskStack.pop();\n if (!maskData || maskData._target !== target) {\n // TODO: add an assert when we have it\n return;\n }\n if (maskData.enabled) {\n switch (maskData.type) {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.pop(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.pop(maskData.maskObject);\n break;\n case MASK_TYPES.SPRITE:\n this.popSpriteMask(maskData);\n break;\n case MASK_TYPES.COLOR:\n this.popColorMask(maskData);\n break;\n }\n }\n maskData.reset();\n if (maskData.pooled) {\n this.maskDataPool.push(maskData);\n }\n if (this.maskStack.length !== 0) {\n var maskCurrent = this.maskStack[this.maskStack.length - 1];\n if (maskCurrent.type === MASK_TYPES.SPRITE && maskCurrent._filters) {\n maskCurrent._filters[0].maskSprite = maskCurrent.maskObject;\n }\n }\n };\n /**\n * Sets type of MaskData based on its maskObject.\n * @param maskData\n */\n MaskSystem.prototype.detect = function (maskData) {\n var maskObject = maskData.maskObject;\n if (!maskObject) {\n maskData.type = MASK_TYPES.COLOR;\n }\n else if (maskObject.isSprite) {\n maskData.type = MASK_TYPES.SPRITE;\n }\n else if (this.enableScissor && this.renderer.scissor.testScissor(maskData)) {\n maskData.type = MASK_TYPES.SCISSOR;\n }\n else {\n maskData.type = MASK_TYPES.STENCIL;\n }\n };\n /**\n * Applies the Mask and adds it to the current filter stack.\n * @param maskData - Sprite to be used as the mask.\n */\n MaskSystem.prototype.pushSpriteMask = function (maskData) {\n var _a, _b;\n var maskObject = maskData.maskObject;\n var target = maskData._target;\n var alphaMaskFilter = maskData._filters;\n if (!alphaMaskFilter) {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex];\n if (!alphaMaskFilter) {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter()];\n }\n }\n var renderer = this.renderer;\n var renderTextureSystem = renderer.renderTexture;\n var resolution;\n var multisample;\n if (renderTextureSystem.current) {\n var renderTexture = renderTextureSystem.current;\n resolution = maskData.resolution || renderTexture.resolution;\n multisample = (_a = maskData.multisample) !== null && _a !== void 0 ? _a : renderTexture.multisample;\n }\n else {\n resolution = maskData.resolution || renderer.resolution;\n multisample = (_b = maskData.multisample) !== null && _b !== void 0 ? _b : renderer.multisample;\n }\n alphaMaskFilter[0].resolution = resolution;\n alphaMaskFilter[0].multisample = multisample;\n alphaMaskFilter[0].maskSprite = maskObject;\n var stashFilterArea = target.filterArea;\n target.filterArea = maskObject.getBounds(true);\n renderer.filter.push(target, alphaMaskFilter);\n target.filterArea = stashFilterArea;\n if (!maskData._filters) {\n this.alphaMaskIndex++;\n }\n };\n /**\n * Removes the last filter from the filter stack and doesn't return it.\n * @param maskData - Sprite to be used as the mask.\n */\n MaskSystem.prototype.popSpriteMask = function (maskData) {\n this.renderer.filter.pop();\n if (maskData._filters) {\n maskData._filters[0].maskSprite = null;\n }\n else {\n this.alphaMaskIndex--;\n this.alphaMaskPool[this.alphaMaskIndex][0].maskSprite = null;\n }\n };\n /**\n * Pushes the color mask.\n * @param maskData - The mask data\n */\n MaskSystem.prototype.pushColorMask = function (maskData) {\n var currColorMask = maskData._colorMask;\n var nextColorMask = maskData._colorMask = currColorMask & maskData.colorMask;\n if (nextColorMask !== currColorMask) {\n this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0);\n }\n };\n /**\n * Pops the color mask.\n * @param maskData - The mask data\n */\n MaskSystem.prototype.popColorMask = function (maskData) {\n var currColorMask = maskData._colorMask;\n var nextColorMask = this.maskStack.length > 0\n ? this.maskStack[this.maskStack.length - 1]._colorMask : 0xf;\n if (nextColorMask !== currColorMask) {\n this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0);\n }\n };\n MaskSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return MaskSystem;\n}());\n\n/**\n * System plugin to the renderer to manage specific types of masking operations.\n * @memberof PIXI\n */\nvar AbstractMaskSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function AbstractMaskSystem(renderer) {\n this.renderer = renderer;\n this.maskStack = [];\n this.glConst = 0;\n }\n /** Gets count of masks of certain type. */\n AbstractMaskSystem.prototype.getStackLength = function () {\n return this.maskStack.length;\n };\n /**\n * Changes the mask stack that is used by this System.\n * @param {PIXI.MaskData[]} maskStack - The mask stack\n */\n AbstractMaskSystem.prototype.setMaskStack = function (maskStack) {\n var gl = this.renderer.gl;\n var curStackLen = this.getStackLength();\n this.maskStack = maskStack;\n var newStackLen = this.getStackLength();\n if (newStackLen !== curStackLen) {\n if (newStackLen === 0) {\n gl.disable(this.glConst);\n }\n else {\n gl.enable(this.glConst);\n this._useCurrent();\n }\n }\n };\n /**\n * Setup renderer to use the current mask data.\n * @private\n */\n AbstractMaskSystem.prototype._useCurrent = function () {\n // OVERWRITE;\n };\n /** Destroys the mask stack. */\n AbstractMaskSystem.prototype.destroy = function () {\n this.renderer = null;\n this.maskStack = null;\n };\n return AbstractMaskSystem;\n}());\n\nvar tempMatrix$1 = new Matrix();\nvar rectPool = [];\n/**\n * System plugin to the renderer to manage scissor masking.\n *\n * Scissor masking discards pixels outside of a rectangle called the scissor box. The scissor box is in the framebuffer\n * viewport's space; however, the mask's rectangle is projected from world-space to viewport space automatically\n * by this system.\n * @memberof PIXI\n */\nvar ScissorSystem = /** @class */ (function (_super) {\n __extends(ScissorSystem, _super);\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n function ScissorSystem(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.glConst = settings.ADAPTER.getWebGLRenderingContext().SCISSOR_TEST;\n return _this;\n }\n ScissorSystem.prototype.getStackLength = function () {\n var maskData = this.maskStack[this.maskStack.length - 1];\n if (maskData) {\n return maskData._scissorCounter;\n }\n return 0;\n };\n /**\n * evaluates _boundsTransformed, _scissorRect for MaskData\n * @param maskData\n */\n ScissorSystem.prototype.calcScissorRect = function (maskData) {\n var _a;\n if (maskData._scissorRectLocal) {\n return;\n }\n var prevData = maskData._scissorRect;\n var maskObject = maskData.maskObject;\n var renderer = this.renderer;\n var renderTextureSystem = renderer.renderTexture;\n var rect = maskObject.getBounds(true, (_a = rectPool.pop()) !== null && _a !== void 0 ? _a : new Rectangle());\n this.roundFrameToPixels(rect, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform);\n if (prevData) {\n rect.fit(prevData);\n }\n maskData._scissorRectLocal = rect;\n };\n ScissorSystem.isMatrixRotated = function (matrix) {\n if (!matrix) {\n return false;\n }\n var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d;\n // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation\n // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0).\n return ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4)\n && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4));\n };\n /**\n * Test, whether the object can be scissor mask with current renderer projection.\n * Calls \"calcScissorRect()\" if its true.\n * @param maskData - mask data\n * @returns whether Whether the object can be scissor mask\n */\n ScissorSystem.prototype.testScissor = function (maskData) {\n var maskObject = maskData.maskObject;\n if (!maskObject.isFastRect || !maskObject.isFastRect()) {\n return false;\n }\n if (ScissorSystem.isMatrixRotated(maskObject.worldTransform)) {\n return false;\n }\n if (ScissorSystem.isMatrixRotated(this.renderer.projection.transform)) {\n return false;\n }\n this.calcScissorRect(maskData);\n var rect = maskData._scissorRectLocal;\n return rect.width > 0 && rect.height > 0;\n };\n ScissorSystem.prototype.roundFrameToPixels = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) {\n if (ScissorSystem.isMatrixRotated(transform)) {\n return;\n }\n transform = transform ? tempMatrix$1.copyFrom(transform) : tempMatrix$1.identity();\n // Get forward transform from world space to screen space\n transform\n .translate(-bindingSourceFrame.x, -bindingSourceFrame.y)\n .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height)\n .translate(bindingDestinationFrame.x, bindingDestinationFrame.y);\n // Convert frame to screen space\n this.renderer.filter.transformAABB(transform, frame);\n frame.fit(bindingDestinationFrame);\n frame.x = Math.round(frame.x * resolution);\n frame.y = Math.round(frame.y * resolution);\n frame.width = Math.round(frame.width * resolution);\n frame.height = Math.round(frame.height * resolution);\n };\n /**\n * Applies the Mask and adds it to the current stencil stack.\n * @author alvin\n * @param maskData - The mask data.\n */\n ScissorSystem.prototype.push = function (maskData) {\n if (!maskData._scissorRectLocal) {\n this.calcScissorRect(maskData);\n }\n var gl = this.renderer.gl;\n if (!maskData._scissorRect) {\n gl.enable(gl.SCISSOR_TEST);\n }\n maskData._scissorCounter++;\n maskData._scissorRect = maskData._scissorRectLocal;\n this._useCurrent();\n };\n /**\n * This should be called after a mask is popped off the mask stack. It will rebind the scissor box to be latest with the\n * last mask in the stack.\n *\n * This can also be called when you directly modify the scissor box and want to restore PixiJS state.\n * @param maskData - The mask data.\n */\n ScissorSystem.prototype.pop = function (maskData) {\n var gl = this.renderer.gl;\n if (maskData) {\n rectPool.push(maskData._scissorRectLocal);\n }\n if (this.getStackLength() > 0) {\n this._useCurrent();\n }\n else {\n gl.disable(gl.SCISSOR_TEST);\n }\n };\n /**\n * Setup renderer to use the current scissor data.\n * @private\n */\n ScissorSystem.prototype._useCurrent = function () {\n var rect = this.maskStack[this.maskStack.length - 1]._scissorRect;\n var y;\n if (this.renderer.renderTexture.current) {\n y = rect.y;\n }\n else {\n // flipY. In future we'll have it over renderTextures as an option\n y = this.renderer.height - rect.height - rect.y;\n }\n this.renderer.gl.scissor(rect.x, y, rect.width, rect.height);\n };\n return ScissorSystem;\n}(AbstractMaskSystem));\n\n/**\n * System plugin to the renderer to manage stencils (used for masks).\n * @memberof PIXI\n */\nvar StencilSystem = /** @class */ (function (_super) {\n __extends(StencilSystem, _super);\n /**\n * @param renderer - The renderer this System works for.\n */\n function StencilSystem(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.glConst = settings.ADAPTER.getWebGLRenderingContext().STENCIL_TEST;\n return _this;\n }\n StencilSystem.prototype.getStackLength = function () {\n var maskData = this.maskStack[this.maskStack.length - 1];\n if (maskData) {\n return maskData._stencilCounter;\n }\n return 0;\n };\n /**\n * Applies the Mask and adds it to the current stencil stack.\n * @param maskData - The mask data\n */\n StencilSystem.prototype.push = function (maskData) {\n var maskObject = maskData.maskObject;\n var gl = this.renderer.gl;\n var prevMaskCount = maskData._stencilCounter;\n if (prevMaskCount === 0) {\n // force use stencil texture in current framebuffer\n this.renderer.framebuffer.forceStencil();\n gl.clearStencil(0);\n gl.clear(gl.STENCIL_BUFFER_BIT);\n gl.enable(gl.STENCIL_TEST);\n }\n maskData._stencilCounter++;\n var colorMask = maskData._colorMask;\n if (colorMask !== 0) {\n maskData._colorMask = 0;\n gl.colorMask(false, false, false, false);\n }\n // Increment the reference stencil value where the new mask overlaps with the old ones.\n gl.stencilFunc(gl.EQUAL, prevMaskCount, 0xFFFFFFFF);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR);\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n if (colorMask !== 0) {\n maskData._colorMask = colorMask;\n gl.colorMask((colorMask & 1) !== 0, (colorMask & 2) !== 0, (colorMask & 4) !== 0, (colorMask & 8) !== 0);\n }\n this._useCurrent();\n };\n /**\n * Pops stencil mask. MaskData is already removed from stack\n * @param {PIXI.DisplayObject} maskObject - object of popped mask data\n */\n StencilSystem.prototype.pop = function (maskObject) {\n var gl = this.renderer.gl;\n if (this.getStackLength() === 0) {\n // the stack is empty!\n gl.disable(gl.STENCIL_TEST);\n }\n else {\n var maskData = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null;\n var colorMask = maskData ? maskData._colorMask : 0xf;\n if (colorMask !== 0) {\n maskData._colorMask = 0;\n gl.colorMask(false, false, false, false);\n }\n // Decrement the reference stencil value where the popped mask overlaps with the other ones\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR);\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n if (colorMask !== 0) {\n maskData._colorMask = colorMask;\n gl.colorMask((colorMask & 0x1) !== 0, (colorMask & 0x2) !== 0, (colorMask & 0x4) !== 0, (colorMask & 0x8) !== 0);\n }\n this._useCurrent();\n }\n };\n /**\n * Setup renderer to use the current stencil data.\n * @private\n */\n StencilSystem.prototype._useCurrent = function () {\n var gl = this.renderer.gl;\n gl.stencilFunc(gl.EQUAL, this.getStackLength(), 0xFFFFFFFF);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);\n };\n return StencilSystem;\n}(AbstractMaskSystem));\n\n/**\n * System plugin to the renderer to manage the projection matrix.\n *\n * The `projectionMatrix` is a global uniform provided to all shaders. It is used to transform points in world space to\n * normalized device coordinates.\n * @memberof PIXI\n */\nvar ProjectionSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ProjectionSystem(renderer) {\n this.renderer = renderer;\n this.destinationFrame = null;\n this.sourceFrame = null;\n this.defaultFrame = null;\n this.projectionMatrix = new Matrix();\n this.transform = null;\n }\n /**\n * Updates the projection-matrix based on the sourceFrame → destinationFrame mapping provided.\n *\n * NOTE: It is expected you call `renderer.framebuffer.setViewport(destinationFrame)` after this. This is because\n * the framebuffer viewport converts shader vertex output in normalized device coordinates to window coordinates.\n *\n * NOTE-2: {@link RenderTextureSystem#bind} updates the projection-matrix when you bind a render-texture. It is expected\n * that you dirty the current bindings when calling this manually.\n * @param destinationFrame - The rectangle in the render-target to render the contents into. If rendering to the canvas,\n * the origin is on the top-left; if rendering to a render-texture, the origin is on the bottom-left.\n * @param sourceFrame - The rectangle in world space that contains the contents being rendered.\n * @param resolution - The resolution of the render-target, which is the ratio of\n * world-space (or CSS) pixels to physical pixels.\n * @param root - Whether the render-target is the screen. This is required because rendering to textures\n * is y-flipped (i.e. upside down relative to the screen).\n */\n ProjectionSystem.prototype.update = function (destinationFrame, sourceFrame, resolution, root) {\n this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame;\n this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame;\n // Calculate object-space to clip-space projection\n this.calculateProjection(this.destinationFrame, this.sourceFrame, resolution, root);\n if (this.transform) {\n this.projectionMatrix.append(this.transform);\n }\n var renderer = this.renderer;\n renderer.globalUniforms.uniforms.projectionMatrix = this.projectionMatrix;\n renderer.globalUniforms.update();\n // this will work for now\n // but would be sweet to stick and even on the global uniforms..\n if (renderer.shader.shader) {\n renderer.shader.syncUniformGroup(renderer.shader.shader.uniforms.globals);\n }\n };\n /**\n * Calculates the `projectionMatrix` to map points inside `sourceFrame` to inside `destinationFrame`.\n * @param _destinationFrame - The destination frame in the render-target.\n * @param sourceFrame - The source frame in world space.\n * @param _resolution - The render-target's resolution, i.e. ratio of CSS to physical pixels.\n * @param root - Whether rendering into the screen. Otherwise, if rendering to a framebuffer, the projection\n * is y-flipped.\n */\n ProjectionSystem.prototype.calculateProjection = function (_destinationFrame, sourceFrame, _resolution, root) {\n var pm = this.projectionMatrix;\n var sign = !root ? 1 : -1;\n pm.identity();\n pm.a = (1 / sourceFrame.width * 2);\n pm.d = sign * (1 / sourceFrame.height * 2);\n pm.tx = -1 - (sourceFrame.x * pm.a);\n pm.ty = -sign - (sourceFrame.y * pm.d);\n };\n /**\n * Sets the transform of the active render target to the given matrix.\n * @param _matrix - The transformation matrix\n */\n ProjectionSystem.prototype.setTransform = function (_matrix) {\n // this._activeRenderTarget.transform = matrix;\n };\n ProjectionSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return ProjectionSystem;\n}());\n\n// Temporary rectangle for assigned sourceFrame or destinationFrame\nvar tempRect = new Rectangle();\n// Temporary rectangle for renderTexture destinationFrame\nvar tempRect2 = new Rectangle();\n/* eslint-disable max-len */\n/**\n * System plugin to the renderer to manage render textures.\n *\n * Should be added after FramebufferSystem\n *\n * ### Frames\n *\n * The `RenderTextureSystem` holds a sourceFrame → destinationFrame projection. The following table explains the different\n * coordinate spaces used:\n *\n * | Frame | Description | Coordinate System |\n * | ---------------------- | ---------------------------------------------------------------- | ------------------------------------------------------- |\n * | sourceFrame | The rectangle inside of which display-objects are being rendered | **World Space**: The origin on the top-left |\n * | destinationFrame | The rectangle in the render-target (canvas or texture) into which contents should be rendered | If rendering to the canvas, this is in screen space and the origin is on the top-left. If rendering to a render-texture, this is in its base-texture's space with the origin on the bottom-left. |\n * | viewportFrame | The framebuffer viewport corresponding to the destination-frame | **Window Coordinates**: The origin is always on the bottom-left. |\n * @memberof PIXI\n */\nvar RenderTextureSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function RenderTextureSystem(renderer) {\n this.renderer = renderer;\n this.clearColor = renderer._backgroundColorRgba;\n this.defaultMaskStack = [];\n this.current = null;\n this.sourceFrame = new Rectangle();\n this.destinationFrame = new Rectangle();\n this.viewportFrame = new Rectangle();\n }\n /**\n * Bind the current render texture.\n * @param renderTexture - RenderTexture to bind, by default its `null` - the screen.\n * @param sourceFrame - Part of world that is mapped to the renderTexture.\n * @param destinationFrame - Part of renderTexture, by default it has the same size as sourceFrame.\n */\n RenderTextureSystem.prototype.bind = function (renderTexture, sourceFrame, destinationFrame) {\n if (renderTexture === void 0) { renderTexture = null; }\n var renderer = this.renderer;\n this.current = renderTexture;\n var baseTexture;\n var framebuffer;\n var resolution;\n if (renderTexture) {\n baseTexture = renderTexture.baseTexture;\n resolution = baseTexture.resolution;\n if (!sourceFrame) {\n tempRect.width = renderTexture.frame.width;\n tempRect.height = renderTexture.frame.height;\n sourceFrame = tempRect;\n }\n if (!destinationFrame) {\n tempRect2.x = renderTexture.frame.x;\n tempRect2.y = renderTexture.frame.y;\n tempRect2.width = sourceFrame.width;\n tempRect2.height = sourceFrame.height;\n destinationFrame = tempRect2;\n }\n framebuffer = baseTexture.framebuffer;\n }\n else {\n resolution = renderer.resolution;\n if (!sourceFrame) {\n tempRect.width = renderer.screen.width;\n tempRect.height = renderer.screen.height;\n sourceFrame = tempRect;\n }\n if (!destinationFrame) {\n destinationFrame = tempRect;\n destinationFrame.width = sourceFrame.width;\n destinationFrame.height = sourceFrame.height;\n }\n }\n var viewportFrame = this.viewportFrame;\n viewportFrame.x = destinationFrame.x * resolution;\n viewportFrame.y = destinationFrame.y * resolution;\n viewportFrame.width = destinationFrame.width * resolution;\n viewportFrame.height = destinationFrame.height * resolution;\n if (!renderTexture) {\n viewportFrame.y = renderer.view.height - (viewportFrame.y + viewportFrame.height);\n }\n viewportFrame.ceil();\n this.renderer.framebuffer.bind(framebuffer, viewportFrame);\n this.renderer.projection.update(destinationFrame, sourceFrame, resolution, !framebuffer);\n if (renderTexture) {\n this.renderer.mask.setMaskStack(baseTexture.maskStack);\n }\n else {\n this.renderer.mask.setMaskStack(this.defaultMaskStack);\n }\n this.sourceFrame.copyFrom(sourceFrame);\n this.destinationFrame.copyFrom(destinationFrame);\n };\n /**\n * Erases the render texture and fills the drawing area with a colour.\n * @param clearColor - The color as rgba, default to use the renderer backgroundColor\n * @param [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks\n * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.\n */\n RenderTextureSystem.prototype.clear = function (clearColor, mask) {\n if (this.current) {\n clearColor = clearColor || this.current.baseTexture.clearColor;\n }\n else {\n clearColor = clearColor || this.clearColor;\n }\n var destinationFrame = this.destinationFrame;\n var baseFrame = this.current ? this.current.baseTexture : this.renderer.screen;\n var clearMask = destinationFrame.width !== baseFrame.width || destinationFrame.height !== baseFrame.height;\n if (clearMask) {\n var _a = this.viewportFrame, x = _a.x, y = _a.y, width = _a.width, height = _a.height;\n x = Math.round(x);\n y = Math.round(y);\n width = Math.round(width);\n height = Math.round(height);\n // TODO: ScissorSystem should cache whether the scissor test is enabled or not.\n this.renderer.gl.enable(this.renderer.gl.SCISSOR_TEST);\n this.renderer.gl.scissor(x, y, width, height);\n }\n this.renderer.framebuffer.clear(clearColor[0], clearColor[1], clearColor[2], clearColor[3], mask);\n if (clearMask) {\n // Restore the scissor box\n this.renderer.scissor.pop();\n }\n };\n RenderTextureSystem.prototype.resize = function () {\n // resize the root only!\n this.bind(null);\n };\n /** Resets render-texture state. */\n RenderTextureSystem.prototype.reset = function () {\n this.bind(null);\n };\n RenderTextureSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return RenderTextureSystem;\n}());\n\nfunction uboUpdate(_ud, _uv, _renderer, _syncData, buffer) {\n _renderer.buffer.update(buffer);\n}\n// cv = CachedValue\n// v = value\n// ud = uniformData\n// uv = uniformValue\n// l = location\nvar UBO_TO_SINGLE_SETTERS = {\n float: \"\\n data[offset] = v;\\n \",\n vec2: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n \",\n vec3: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n\\n \",\n vec4: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n data[offset+3] = v[3];\\n \",\n mat2: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n\\n data[offset+4] = v[2];\\n data[offset+5] = v[3];\\n \",\n mat3: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n\\n data[offset + 4] = v[3];\\n data[offset + 5] = v[4];\\n data[offset + 6] = v[5];\\n\\n data[offset + 8] = v[6];\\n data[offset + 9] = v[7];\\n data[offset + 10] = v[8];\\n \",\n mat4: \"\\n for(var i = 0; i < 16; i++)\\n {\\n data[offset + i] = v[i];\\n }\\n \"\n};\nvar GLSL_TO_STD40_SIZE = {\n float: 4,\n vec2: 8,\n vec3: 12,\n vec4: 16,\n int: 4,\n ivec2: 8,\n ivec3: 12,\n ivec4: 16,\n uint: 4,\n uvec2: 8,\n uvec3: 12,\n uvec4: 16,\n bool: 4,\n bvec2: 8,\n bvec3: 12,\n bvec4: 16,\n mat2: 16 * 2,\n mat3: 16 * 3,\n mat4: 16 * 4,\n};\n/**\n * logic originally from here: https://github.com/sketchpunk/FunWithWebGL2/blob/master/lesson_022/Shaders.js\n * rewrote it, but this was a great starting point to get a solid understanding of whats going on :)\n * @ignore\n * @param uniformData\n */\nfunction createUBOElements(uniformData) {\n var uboElements = uniformData.map(function (data) {\n return ({\n data: data,\n offset: 0,\n dataLen: 0,\n dirty: 0\n });\n });\n var size = 0;\n var chunkSize = 0;\n var offset = 0;\n for (var i = 0; i < uboElements.length; i++) {\n var uboElement = uboElements[i];\n size = GLSL_TO_STD40_SIZE[uboElement.data.type];\n if (uboElement.data.size > 1) {\n size = Math.max(size, 16) * uboElement.data.size;\n }\n uboElement.dataLen = size;\n // add some size offset..\n // must align to the nearest 16 bytes or internally nearest round size\n if (chunkSize % size !== 0 && chunkSize < 16) {\n // diff required to line up..\n var lineUpValue = (chunkSize % size) % 16;\n chunkSize += lineUpValue;\n offset += lineUpValue;\n }\n if ((chunkSize + size) > 16) {\n offset = Math.ceil(offset / 16) * 16;\n uboElement.offset = offset;\n offset += size;\n chunkSize = size;\n }\n else {\n uboElement.offset = offset;\n chunkSize += size;\n offset += size;\n }\n }\n offset = Math.ceil(offset / 16) * 16;\n return { uboElements: uboElements, size: offset };\n}\nfunction getUBOData(uniforms, uniformData) {\n var usedUniformDatas = [];\n // build..\n for (var i in uniforms) {\n if (uniformData[i]) {\n usedUniformDatas.push(uniformData[i]);\n }\n }\n // sort them out by index!\n usedUniformDatas.sort(function (a, b) { return a.index - b.index; });\n return usedUniformDatas;\n}\nfunction generateUniformBufferSync(group, uniformData) {\n if (!group.autoManage) {\n // if the group is nott automatically managed, we don't need to generate a special function for it...\n return { size: 0, syncFunc: uboUpdate };\n }\n var usedUniformDatas = getUBOData(group.uniforms, uniformData);\n var _a = createUBOElements(usedUniformDatas), uboElements = _a.uboElements, size = _a.size;\n var funcFragments = [\"\\n var v = null;\\n var v2 = null;\\n var cv = null;\\n var t = 0;\\n var gl = renderer.gl\\n var index = 0;\\n var data = buffer.data;\\n \"];\n for (var i = 0; i < uboElements.length; i++) {\n var uboElement = uboElements[i];\n var uniform = group.uniforms[uboElement.data.name];\n var name = uboElement.data.name;\n var parsed = false;\n for (var j = 0; j < uniformParsers.length; j++) {\n var uniformParser = uniformParsers[j];\n if (uniformParser.codeUbo && uniformParser.test(uboElement.data, uniform)) {\n funcFragments.push(\"offset = \" + uboElement.offset / 4 + \";\", uniformParsers[j].codeUbo(uboElement.data.name, uniform));\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n if (uboElement.data.size > 1) {\n var size_1 = mapSize(uboElement.data.type);\n var rowSize = Math.max(GLSL_TO_STD40_SIZE[uboElement.data.type] / 16, 1);\n var elementSize = size_1 / rowSize;\n var remainder = (4 - (elementSize % 4)) % 4;\n funcFragments.push(\"\\n cv = ud.\" + name + \".value;\\n v = uv.\" + name + \";\\n offset = \" + uboElement.offset / 4 + \";\\n\\n t = 0;\\n\\n for(var i=0; i < \" + uboElement.data.size * rowSize + \"; i++)\\n {\\n for(var j = 0; j < \" + elementSize + \"; j++)\\n {\\n data[offset++] = v[t++];\\n }\\n offset += \" + remainder + \";\\n }\\n\\n \");\n }\n else {\n var template = UBO_TO_SINGLE_SETTERS[uboElement.data.type];\n funcFragments.push(\"\\n cv = ud.\" + name + \".value;\\n v = uv.\" + name + \";\\n offset = \" + uboElement.offset / 4 + \";\\n \" + template + \";\\n \");\n }\n }\n }\n funcFragments.push(\"\\n renderer.buffer.update(buffer);\\n \");\n return {\n size: size,\n // eslint-disable-next-line no-new-func\n syncFunc: new Function('ud', 'uv', 'renderer', 'syncData', 'buffer', funcFragments.join('\\n'))\n };\n}\n\n/**\n * @private\n */\nvar IGLUniformData = /** @class */ (function () {\n function IGLUniformData() {\n }\n return IGLUniformData;\n}());\n/**\n * Helper class to create a WebGL Program\n * @memberof PIXI\n */\nvar GLProgram = /** @class */ (function () {\n /**\n * Makes a new Pixi program.\n * @param program - webgl program\n * @param uniformData - uniforms\n */\n function GLProgram(program, uniformData) {\n this.program = program;\n this.uniformData = uniformData;\n this.uniformGroups = {};\n this.uniformDirtyGroups = {};\n this.uniformBufferBindings = {};\n }\n /** Destroys this program. */\n GLProgram.prototype.destroy = function () {\n this.uniformData = null;\n this.uniformGroups = null;\n this.uniformDirtyGroups = null;\n this.uniformBufferBindings = null;\n this.program = null;\n };\n return GLProgram;\n}());\n\n/**\n * returns the attribute data from the program\n * @private\n * @param {WebGLProgram} [program] - the WebGL program\n * @param {WebGLRenderingContext} [gl] - the WebGL context\n * @returns {object} the attribute data for this program\n */\nfunction getAttributeData(program, gl) {\n var attributes = {};\n var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);\n for (var i = 0; i < totalAttributes; i++) {\n var attribData = gl.getActiveAttrib(program, i);\n if (attribData.name.indexOf('gl_') === 0) {\n continue;\n }\n var type = mapType(gl, attribData.type);\n var data = {\n type: type,\n name: attribData.name,\n size: mapSize(type),\n location: gl.getAttribLocation(program, attribData.name),\n };\n attributes[attribData.name] = data;\n }\n return attributes;\n}\n\n/**\n * returns the uniform data from the program\n * @private\n * @param program - the webgl program\n * @param gl - the WebGL context\n * @returns {object} the uniform data for this program\n */\nfunction getUniformData(program, gl) {\n var uniforms = {};\n var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);\n for (var i = 0; i < totalUniforms; i++) {\n var uniformData = gl.getActiveUniform(program, i);\n var name = uniformData.name.replace(/\\[.*?\\]$/, '');\n var isArray = !!(uniformData.name.match(/\\[.*?\\]$/));\n var type = mapType(gl, uniformData.type);\n uniforms[name] = {\n name: name,\n index: i,\n type: type,\n size: uniformData.size,\n isArray: isArray,\n value: defaultValue(type, uniformData.size),\n };\n }\n return uniforms;\n}\n\n/**\n * generates a WebGL Program object from a high level Pixi Program.\n * @param gl - a rendering context on which to generate the program\n * @param program - the high level Pixi Program.\n */\nfunction generateProgram(gl, program) {\n var glVertShader = compileShader(gl, gl.VERTEX_SHADER, program.vertexSrc);\n var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, program.fragmentSrc);\n var webGLProgram = gl.createProgram();\n gl.attachShader(webGLProgram, glVertShader);\n gl.attachShader(webGLProgram, glFragShader);\n gl.linkProgram(webGLProgram);\n if (!gl.getProgramParameter(webGLProgram, gl.LINK_STATUS)) {\n logProgramError(gl, webGLProgram, glVertShader, glFragShader);\n }\n program.attributeData = getAttributeData(webGLProgram, gl);\n program.uniformData = getUniformData(webGLProgram, gl);\n // GLSL 1.00: bind attributes sorted by name in ascending order\n // GLSL 3.00: don't change the attribute locations that where chosen by the compiler\n // or assigned by the layout specifier in the shader source code\n if (!(/^[ \\t]*#[ \\t]*version[ \\t]+300[ \\t]+es[ \\t]*$/m).test(program.vertexSrc)) {\n var keys = Object.keys(program.attributeData);\n keys.sort(function (a, b) { return (a > b) ? 1 : -1; }); // eslint-disable-line no-confusing-arrow\n for (var i = 0; i < keys.length; i++) {\n program.attributeData[keys[i]].location = i;\n gl.bindAttribLocation(webGLProgram, i, keys[i]);\n }\n gl.linkProgram(webGLProgram);\n }\n gl.deleteShader(glVertShader);\n gl.deleteShader(glFragShader);\n var uniformData = {};\n for (var i in program.uniformData) {\n var data = program.uniformData[i];\n uniformData[i] = {\n location: gl.getUniformLocation(webGLProgram, i),\n value: defaultValue(data.type, data.size),\n };\n }\n var glProgram = new GLProgram(webGLProgram, uniformData);\n return glProgram;\n}\n\nvar UID = 0;\n// default sync data so we don't create a new one each time!\nvar defaultSyncData = { textureCount: 0, uboCount: 0 };\n/**\n * System plugin to the renderer to manage shaders.\n * @memberof PIXI\n */\nvar ShaderSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ShaderSystem(renderer) {\n this.destroyed = false;\n this.renderer = renderer;\n // Validation check that this environment support `new Function`\n this.systemCheck();\n this.gl = null;\n this.shader = null;\n this.program = null;\n this.cache = {};\n this._uboCache = {};\n this.id = UID++;\n }\n /**\n * Overrideable function by `@pixi/unsafe-eval` to silence\n * throwing an error if platform doesn't support unsafe-evals.\n * @private\n */\n ShaderSystem.prototype.systemCheck = function () {\n if (!unsafeEvalSupported()) {\n throw new Error('Current environment does not allow unsafe-eval, '\n + 'please use @pixi/unsafe-eval module to enable support.');\n }\n };\n ShaderSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.reset();\n };\n /**\n * Changes the current shader to the one given in parameter.\n * @param shader - the new shader\n * @param dontSync - false if the shader should automatically sync its uniforms.\n * @returns the glProgram that belongs to the shader.\n */\n ShaderSystem.prototype.bind = function (shader, dontSync) {\n shader.uniforms.globals = this.renderer.globalUniforms;\n var program = shader.program;\n var glProgram = program.glPrograms[this.renderer.CONTEXT_UID] || this.generateProgram(shader);\n this.shader = shader;\n // TODO - some current Pixi plugins bypass this.. so it not safe to use yet..\n if (this.program !== program) {\n this.program = program;\n this.gl.useProgram(glProgram.program);\n }\n if (!dontSync) {\n defaultSyncData.textureCount = 0;\n defaultSyncData.uboCount = 0;\n this.syncUniformGroup(shader.uniformGroup, defaultSyncData);\n }\n return glProgram;\n };\n /**\n * Uploads the uniforms values to the currently bound shader.\n * @param uniforms - the uniforms values that be applied to the current shader\n */\n ShaderSystem.prototype.setUniforms = function (uniforms) {\n var shader = this.shader.program;\n var glProgram = shader.glPrograms[this.renderer.CONTEXT_UID];\n shader.syncUniforms(glProgram.uniformData, uniforms, this.renderer);\n };\n /* eslint-disable @typescript-eslint/explicit-module-boundary-types */\n /**\n * Syncs uniforms on the group\n * @param group - the uniform group to sync\n * @param syncData - this is data that is passed to the sync function and any nested sync functions\n */\n ShaderSystem.prototype.syncUniformGroup = function (group, syncData) {\n var glProgram = this.getGlProgram();\n if (!group.static || group.dirtyId !== glProgram.uniformDirtyGroups[group.id]) {\n glProgram.uniformDirtyGroups[group.id] = group.dirtyId;\n this.syncUniforms(group, glProgram, syncData);\n }\n };\n /**\n * Overrideable by the @pixi/unsafe-eval package to use static syncUniforms instead.\n * @param group\n * @param glProgram\n * @param syncData\n */\n ShaderSystem.prototype.syncUniforms = function (group, glProgram, syncData) {\n var syncFunc = group.syncUniforms[this.shader.program.id] || this.createSyncGroups(group);\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer, syncData);\n };\n ShaderSystem.prototype.createSyncGroups = function (group) {\n var id = this.getSignature(group, this.shader.program.uniformData, 'u');\n if (!this.cache[id]) {\n this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData);\n }\n group.syncUniforms[this.shader.program.id] = this.cache[id];\n return group.syncUniforms[this.shader.program.id];\n };\n /**\n * Syncs uniform buffers\n * @param group - the uniform buffer group to sync\n * @param name - the name of the uniform buffer\n */\n ShaderSystem.prototype.syncUniformBufferGroup = function (group, name) {\n var glProgram = this.getGlProgram();\n if (!group.static || group.dirtyId !== 0 || !glProgram.uniformGroups[group.id]) {\n group.dirtyId = 0;\n var syncFunc = glProgram.uniformGroups[group.id]\n || this.createSyncBufferGroup(group, glProgram, name);\n // TODO wrap update in a cache??\n group.buffer.update();\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer, defaultSyncData, group.buffer);\n }\n this.renderer.buffer.bindBufferBase(group.buffer, glProgram.uniformBufferBindings[name]);\n };\n /**\n * Will create a function that uploads a uniform buffer using the STD140 standard.\n * The upload function will then be cached for future calls\n * If a group is manually managed, then a simple upload function is generated\n * @param group - the uniform buffer group to sync\n * @param glProgram - the gl program to attach the uniform bindings to\n * @param name - the name of the uniform buffer (must exist on the shader)\n */\n ShaderSystem.prototype.createSyncBufferGroup = function (group, glProgram, name) {\n var gl = this.renderer.gl;\n this.renderer.buffer.bind(group.buffer);\n // bind them...\n var uniformBlockIndex = this.gl.getUniformBlockIndex(glProgram.program, name);\n glProgram.uniformBufferBindings[name] = this.shader.uniformBindCount;\n gl.uniformBlockBinding(glProgram.program, uniformBlockIndex, this.shader.uniformBindCount);\n this.shader.uniformBindCount++;\n var id = this.getSignature(group, this.shader.program.uniformData, 'ubo');\n var uboData = this._uboCache[id];\n if (!uboData) {\n uboData = this._uboCache[id] = generateUniformBufferSync(group, this.shader.program.uniformData);\n }\n if (group.autoManage) {\n var data = new Float32Array(uboData.size / 4);\n group.buffer.update(data);\n }\n glProgram.uniformGroups[group.id] = uboData.syncFunc;\n return glProgram.uniformGroups[group.id];\n };\n /**\n * Takes a uniform group and data and generates a unique signature for them.\n * @param group - The uniform group to get signature of\n * @param group.uniforms\n * @param uniformData - Uniform information generated by the shader\n * @param preFix\n * @returns Unique signature of the uniform group\n */\n ShaderSystem.prototype.getSignature = function (group, uniformData, preFix) {\n var uniforms = group.uniforms;\n var strings = [preFix + \"-\"];\n for (var i in uniforms) {\n strings.push(i);\n if (uniformData[i]) {\n strings.push(uniformData[i].type);\n }\n }\n return strings.join('-');\n };\n /**\n * Returns the underlying GLShade rof the currently bound shader.\n *\n * This can be handy for when you to have a little more control over the setting of your uniforms.\n * @returns The glProgram for the currently bound Shader for this context\n */\n ShaderSystem.prototype.getGlProgram = function () {\n if (this.shader) {\n return this.shader.program.glPrograms[this.renderer.CONTEXT_UID];\n }\n return null;\n };\n /**\n * Generates a glProgram version of the Shader provided.\n * @param shader - The shader that the glProgram will be based on.\n * @returns A shiny new glProgram!\n */\n ShaderSystem.prototype.generateProgram = function (shader) {\n var gl = this.gl;\n var program = shader.program;\n var glProgram = generateProgram(gl, program);\n program.glPrograms[this.renderer.CONTEXT_UID] = glProgram;\n return glProgram;\n };\n /** Resets ShaderSystem state, does not affect WebGL state. */\n ShaderSystem.prototype.reset = function () {\n this.program = null;\n this.shader = null;\n };\n /** Destroys this System and removes all its textures. */\n ShaderSystem.prototype.destroy = function () {\n this.renderer = null;\n // TODO implement destroy method for ShaderSystem\n this.destroyed = true;\n };\n return ShaderSystem;\n}());\n\n/**\n * Maps gl blend combinations to WebGL.\n * @memberof PIXI\n * @function mapWebGLBlendModesToPixi\n * @private\n * @param {WebGLRenderingContext} gl - The rendering context.\n * @param {number[][]} [array=[]] - The array to output into.\n * @returns {number[][]} Mapped modes.\n */\nfunction mapWebGLBlendModesToPixi(gl, array) {\n if (array === void 0) { array = []; }\n // TODO - premultiply alpha would be different.\n // add a boolean for that!\n array[BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD] = [gl.ONE, gl.ONE];\n array[BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.NONE] = [0, 0];\n // not-premultiplied blend modes\n array[BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE];\n array[BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n // composite operations\n array[BLEND_MODES.SRC_IN] = [gl.DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE];\n array[BLEND_MODES.DST_IN] = [gl.ZERO, gl.SRC_ALPHA];\n array[BLEND_MODES.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA];\n array[BLEND_MODES.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n // SUBTRACT from flash\n array[BLEND_MODES.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD];\n return array;\n}\n\nvar BLEND = 0;\nvar OFFSET = 1;\nvar CULLING = 2;\nvar DEPTH_TEST = 3;\nvar WINDING = 4;\nvar DEPTH_MASK = 5;\n/**\n * System plugin to the renderer to manage WebGL state machines.\n * @memberof PIXI\n */\nvar StateSystem = /** @class */ (function () {\n function StateSystem() {\n this.gl = null;\n this.stateId = 0;\n this.polygonOffset = 0;\n this.blendMode = BLEND_MODES.NONE;\n this._blendEq = false;\n // map functions for when we set state..\n this.map = [];\n this.map[BLEND] = this.setBlend;\n this.map[OFFSET] = this.setOffset;\n this.map[CULLING] = this.setCullFace;\n this.map[DEPTH_TEST] = this.setDepthTest;\n this.map[WINDING] = this.setFrontFace;\n this.map[DEPTH_MASK] = this.setDepthMask;\n this.checks = [];\n this.defaultState = new State();\n this.defaultState.blend = true;\n }\n StateSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.blendModes = mapWebGLBlendModesToPixi(gl);\n this.set(this.defaultState);\n this.reset();\n };\n /**\n * Sets the current state\n * @param {*} state - The state to set.\n */\n StateSystem.prototype.set = function (state) {\n state = state || this.defaultState;\n // TODO maybe to an object check? ( this.state === state )?\n if (this.stateId !== state.data) {\n var diff = this.stateId ^ state.data;\n var i = 0;\n // order from least to most common\n while (diff) {\n if (diff & 1) {\n // state change!\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n diff = diff >> 1;\n i++;\n }\n this.stateId = state.data;\n }\n // based on the above settings we check for specific modes..\n // for example if blend is active we check and set the blend modes\n // or of polygon offset is active we check the poly depth.\n for (var i = 0; i < this.checks.length; i++) {\n this.checks[i](this, state);\n }\n };\n /**\n * Sets the state, when previous state is unknown.\n * @param {*} state - The state to set\n */\n StateSystem.prototype.forceState = function (state) {\n state = state || this.defaultState;\n for (var i = 0; i < this.map.length; i++) {\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n for (var i = 0; i < this.checks.length; i++) {\n this.checks[i](this, state);\n }\n this.stateId = state.data;\n };\n /**\n * Sets whether to enable or disable blending.\n * @param value - Turn on or off WebGl blending.\n */\n StateSystem.prototype.setBlend = function (value) {\n this.updateCheck(StateSystem.checkBlendMode, value);\n this.gl[value ? 'enable' : 'disable'](this.gl.BLEND);\n };\n /**\n * Sets whether to enable or disable polygon offset fill.\n * @param value - Turn on or off webgl polygon offset testing.\n */\n StateSystem.prototype.setOffset = function (value) {\n this.updateCheck(StateSystem.checkPolygonOffset, value);\n this.gl[value ? 'enable' : 'disable'](this.gl.POLYGON_OFFSET_FILL);\n };\n /**\n * Sets whether to enable or disable depth test.\n * @param value - Turn on or off webgl depth testing.\n */\n StateSystem.prototype.setDepthTest = function (value) {\n this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST);\n };\n /**\n * Sets whether to enable or disable depth mask.\n * @param value - Turn on or off webgl depth mask.\n */\n StateSystem.prototype.setDepthMask = function (value) {\n this.gl.depthMask(value);\n };\n /**\n * Sets whether to enable or disable cull face.\n * @param {boolean} value - Turn on or off webgl cull face.\n */\n StateSystem.prototype.setCullFace = function (value) {\n this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE);\n };\n /**\n * Sets the gl front face.\n * @param {boolean} value - true is clockwise and false is counter-clockwise\n */\n StateSystem.prototype.setFrontFace = function (value) {\n this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']);\n };\n /**\n * Sets the blend mode.\n * @param {number} value - The blend mode to set to.\n */\n StateSystem.prototype.setBlendMode = function (value) {\n if (value === this.blendMode) {\n return;\n }\n this.blendMode = value;\n var mode = this.blendModes[value];\n var gl = this.gl;\n if (mode.length === 2) {\n gl.blendFunc(mode[0], mode[1]);\n }\n else {\n gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]);\n }\n if (mode.length === 6) {\n this._blendEq = true;\n gl.blendEquationSeparate(mode[4], mode[5]);\n }\n else if (this._blendEq) {\n this._blendEq = false;\n gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);\n }\n };\n /**\n * Sets the polygon offset.\n * @param {number} value - the polygon offset\n * @param {number} scale - the polygon offset scale\n */\n StateSystem.prototype.setPolygonOffset = function (value, scale) {\n this.gl.polygonOffset(value, scale);\n };\n // used\n /** Resets all the logic and disables the VAOs. */\n StateSystem.prototype.reset = function () {\n this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false);\n this.forceState(this.defaultState);\n this._blendEq = true;\n this.blendMode = -1;\n this.setBlendMode(0);\n };\n /**\n * Checks to see which updates should be checked based on which settings have been activated.\n *\n * For example, if blend is enabled then we should check the blend modes each time the state is changed\n * or if polygon fill is activated then we need to check if the polygon offset changes.\n * The idea is that we only check what we have too.\n * @param func - the checking function to add or remove\n * @param value - should the check function be added or removed.\n */\n StateSystem.prototype.updateCheck = function (func, value) {\n var index = this.checks.indexOf(func);\n if (value && index === -1) {\n this.checks.push(func);\n }\n else if (!value && index !== -1) {\n this.checks.splice(index, 1);\n }\n };\n /**\n * A private little wrapper function that we call to check the blend mode.\n * @param system - the System to perform the state check on\n * @param state - the state that the blendMode will pulled from\n */\n StateSystem.checkBlendMode = function (system, state) {\n system.setBlendMode(state.blendMode);\n };\n /**\n * A private little wrapper function that we call to check the polygon offset.\n * @param system - the System to perform the state check on\n * @param state - the state that the blendMode will pulled from\n */\n StateSystem.checkPolygonOffset = function (system, state) {\n system.setPolygonOffset(1, state.polygonOffset);\n };\n /**\n * @ignore\n */\n StateSystem.prototype.destroy = function () {\n this.gl = null;\n };\n return StateSystem;\n}());\n\n/**\n * System plugin to the renderer to manage texture garbage collection on the GPU,\n * ensuring that it does not get clogged up with textures that are no longer being used.\n * @memberof PIXI\n */\nvar TextureGCSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function TextureGCSystem(renderer) {\n this.renderer = renderer;\n this.count = 0;\n this.checkCount = 0;\n this.maxIdle = settings.GC_MAX_IDLE;\n this.checkCountMax = settings.GC_MAX_CHECK_COUNT;\n this.mode = settings.GC_MODE;\n }\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n TextureGCSystem.prototype.postrender = function () {\n if (!this.renderer.renderingToScreen) {\n return;\n }\n this.count++;\n if (this.mode === GC_MODES.MANUAL) {\n return;\n }\n this.checkCount++;\n if (this.checkCount > this.checkCountMax) {\n this.checkCount = 0;\n this.run();\n }\n };\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n TextureGCSystem.prototype.run = function () {\n var tm = this.renderer.texture;\n var managedTextures = tm.managedTextures;\n var wasRemoved = false;\n for (var i = 0; i < managedTextures.length; i++) {\n var texture = managedTextures[i];\n // only supports non generated textures at the moment!\n if (!texture.framebuffer && this.count - texture.touched > this.maxIdle) {\n tm.destroyTexture(texture, true);\n managedTextures[i] = null;\n wasRemoved = true;\n }\n }\n if (wasRemoved) {\n var j = 0;\n for (var i = 0; i < managedTextures.length; i++) {\n if (managedTextures[i] !== null) {\n managedTextures[j++] = managedTextures[i];\n }\n }\n managedTextures.length = j;\n }\n };\n /**\n * Removes all the textures within the specified displayObject and its children from the GPU\n * @param {PIXI.DisplayObject} displayObject - the displayObject to remove the textures from.\n */\n TextureGCSystem.prototype.unload = function (displayObject) {\n var tm = this.renderer.texture;\n var texture = displayObject._texture;\n // only destroy non generated textures\n if (texture && !texture.framebuffer) {\n tm.destroyTexture(texture);\n }\n for (var i = displayObject.children.length - 1; i >= 0; i--) {\n this.unload(displayObject.children[i]);\n }\n };\n TextureGCSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return TextureGCSystem;\n}());\n\n/**\n * Returns a lookup table that maps each type-format pair to a compatible internal format.\n * @memberof PIXI\n * @function mapTypeAndFormatToInternalFormat\n * @private\n * @param {WebGLRenderingContext} gl - The rendering context.\n * @returns Lookup table.\n */\nfunction mapTypeAndFormatToInternalFormat(gl) {\n var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s, _t, _u, _v, _w, _x;\n var table;\n if ('WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext) {\n table = (_a = {},\n _a[TYPES.UNSIGNED_BYTE] = (_b = {},\n _b[FORMATS.RGBA] = gl.RGBA8,\n _b[FORMATS.RGB] = gl.RGB8,\n _b[FORMATS.RG] = gl.RG8,\n _b[FORMATS.RED] = gl.R8,\n _b[FORMATS.RGBA_INTEGER] = gl.RGBA8UI,\n _b[FORMATS.RGB_INTEGER] = gl.RGB8UI,\n _b[FORMATS.RG_INTEGER] = gl.RG8UI,\n _b[FORMATS.RED_INTEGER] = gl.R8UI,\n _b[FORMATS.ALPHA] = gl.ALPHA,\n _b[FORMATS.LUMINANCE] = gl.LUMINANCE,\n _b[FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA,\n _b),\n _a[TYPES.BYTE] = (_c = {},\n _c[FORMATS.RGBA] = gl.RGBA8_SNORM,\n _c[FORMATS.RGB] = gl.RGB8_SNORM,\n _c[FORMATS.RG] = gl.RG8_SNORM,\n _c[FORMATS.RED] = gl.R8_SNORM,\n _c[FORMATS.RGBA_INTEGER] = gl.RGBA8I,\n _c[FORMATS.RGB_INTEGER] = gl.RGB8I,\n _c[FORMATS.RG_INTEGER] = gl.RG8I,\n _c[FORMATS.RED_INTEGER] = gl.R8I,\n _c),\n _a[TYPES.UNSIGNED_SHORT] = (_d = {},\n _d[FORMATS.RGBA_INTEGER] = gl.RGBA16UI,\n _d[FORMATS.RGB_INTEGER] = gl.RGB16UI,\n _d[FORMATS.RG_INTEGER] = gl.RG16UI,\n _d[FORMATS.RED_INTEGER] = gl.R16UI,\n _d[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT16,\n _d),\n _a[TYPES.SHORT] = (_e = {},\n _e[FORMATS.RGBA_INTEGER] = gl.RGBA16I,\n _e[FORMATS.RGB_INTEGER] = gl.RGB16I,\n _e[FORMATS.RG_INTEGER] = gl.RG16I,\n _e[FORMATS.RED_INTEGER] = gl.R16I,\n _e),\n _a[TYPES.UNSIGNED_INT] = (_f = {},\n _f[FORMATS.RGBA_INTEGER] = gl.RGBA32UI,\n _f[FORMATS.RGB_INTEGER] = gl.RGB32UI,\n _f[FORMATS.RG_INTEGER] = gl.RG32UI,\n _f[FORMATS.RED_INTEGER] = gl.R32UI,\n _f[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT24,\n _f),\n _a[TYPES.INT] = (_g = {},\n _g[FORMATS.RGBA_INTEGER] = gl.RGBA32I,\n _g[FORMATS.RGB_INTEGER] = gl.RGB32I,\n _g[FORMATS.RG_INTEGER] = gl.RG32I,\n _g[FORMATS.RED_INTEGER] = gl.R32I,\n _g),\n _a[TYPES.FLOAT] = (_h = {},\n _h[FORMATS.RGBA] = gl.RGBA32F,\n _h[FORMATS.RGB] = gl.RGB32F,\n _h[FORMATS.RG] = gl.RG32F,\n _h[FORMATS.RED] = gl.R32F,\n _h[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT32F,\n _h),\n _a[TYPES.HALF_FLOAT] = (_j = {},\n _j[FORMATS.RGBA] = gl.RGBA16F,\n _j[FORMATS.RGB] = gl.RGB16F,\n _j[FORMATS.RG] = gl.RG16F,\n _j[FORMATS.RED] = gl.R16F,\n _j),\n _a[TYPES.UNSIGNED_SHORT_5_6_5] = (_k = {},\n _k[FORMATS.RGB] = gl.RGB565,\n _k),\n _a[TYPES.UNSIGNED_SHORT_4_4_4_4] = (_l = {},\n _l[FORMATS.RGBA] = gl.RGBA4,\n _l),\n _a[TYPES.UNSIGNED_SHORT_5_5_5_1] = (_m = {},\n _m[FORMATS.RGBA] = gl.RGB5_A1,\n _m),\n _a[TYPES.UNSIGNED_INT_2_10_10_10_REV] = (_o = {},\n _o[FORMATS.RGBA] = gl.RGB10_A2,\n _o[FORMATS.RGBA_INTEGER] = gl.RGB10_A2UI,\n _o),\n _a[TYPES.UNSIGNED_INT_10F_11F_11F_REV] = (_p = {},\n _p[FORMATS.RGB] = gl.R11F_G11F_B10F,\n _p),\n _a[TYPES.UNSIGNED_INT_5_9_9_9_REV] = (_q = {},\n _q[FORMATS.RGB] = gl.RGB9_E5,\n _q),\n _a[TYPES.UNSIGNED_INT_24_8] = (_r = {},\n _r[FORMATS.DEPTH_STENCIL] = gl.DEPTH24_STENCIL8,\n _r),\n _a[TYPES.FLOAT_32_UNSIGNED_INT_24_8_REV] = (_s = {},\n _s[FORMATS.DEPTH_STENCIL] = gl.DEPTH32F_STENCIL8,\n _s),\n _a);\n }\n else {\n table = (_t = {},\n _t[TYPES.UNSIGNED_BYTE] = (_u = {},\n _u[FORMATS.RGBA] = gl.RGBA,\n _u[FORMATS.RGB] = gl.RGB,\n _u[FORMATS.ALPHA] = gl.ALPHA,\n _u[FORMATS.LUMINANCE] = gl.LUMINANCE,\n _u[FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA,\n _u),\n _t[TYPES.UNSIGNED_SHORT_5_6_5] = (_v = {},\n _v[FORMATS.RGB] = gl.RGB,\n _v),\n _t[TYPES.UNSIGNED_SHORT_4_4_4_4] = (_w = {},\n _w[FORMATS.RGBA] = gl.RGBA,\n _w),\n _t[TYPES.UNSIGNED_SHORT_5_5_5_1] = (_x = {},\n _x[FORMATS.RGBA] = gl.RGBA,\n _x),\n _t);\n }\n return table;\n}\n\n/**\n * Internal texture for WebGL context.\n * @memberof PIXI\n */\nvar GLTexture = /** @class */ (function () {\n function GLTexture(texture) {\n this.texture = texture;\n this.width = -1;\n this.height = -1;\n this.dirtyId = -1;\n this.dirtyStyleId = -1;\n this.mipmap = false;\n this.wrapMode = 33071;\n this.type = TYPES.UNSIGNED_BYTE;\n this.internalFormat = FORMATS.RGBA;\n this.samplerType = 0;\n }\n return GLTexture;\n}());\n\n/**\n * System plugin to the renderer to manage textures.\n * @memberof PIXI\n */\nvar TextureSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this system works for.\n */\n function TextureSystem(renderer) {\n this.renderer = renderer;\n // TODO set to max textures...\n this.boundTextures = [];\n this.currentLocation = -1;\n this.managedTextures = [];\n this._unknownBoundTextures = false;\n this.unknownTexture = new BaseTexture();\n this.hasIntegerTextures = false;\n }\n /** Sets up the renderer context and necessary buffers. */\n TextureSystem.prototype.contextChange = function () {\n var gl = this.gl = this.renderer.gl;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n this.webGLVersion = this.renderer.context.webGLVersion;\n this.internalFormats = mapTypeAndFormatToInternalFormat(gl);\n var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);\n this.boundTextures.length = maxTextures;\n for (var i = 0; i < maxTextures; i++) {\n this.boundTextures[i] = null;\n }\n // TODO move this.. to a nice make empty textures class..\n this.emptyTextures = {};\n var emptyTexture2D = new GLTexture(gl.createTexture());\n gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4));\n this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D;\n this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(gl.createTexture());\n gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture);\n for (var i = 0; i < 6; i++) {\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n }\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\n for (var i = 0; i < this.boundTextures.length; i++) {\n this.bind(null, i);\n }\n };\n /**\n * Bind a texture to a specific location\n *\n * If you want to unbind something, please use `unbind(texture)` instead of `bind(null, textureLocation)`\n * @param texture - Texture to bind\n * @param [location=0] - Location to bind at\n */\n TextureSystem.prototype.bind = function (texture, location) {\n if (location === void 0) { location = 0; }\n var gl = this.gl;\n texture = texture === null || texture === void 0 ? void 0 : texture.castToBaseTexture();\n // cannot bind partial texture\n // TODO: report a warning\n if (texture && texture.valid && !texture.parentTextureArray) {\n texture.touched = this.renderer.textureGC.count;\n var glTexture = texture._glTextures[this.CONTEXT_UID] || this.initTexture(texture);\n if (this.boundTextures[location] !== texture) {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n gl.bindTexture(texture.target, glTexture.texture);\n }\n if (glTexture.dirtyId !== texture.dirtyId) {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n this.updateTexture(texture);\n }\n this.boundTextures[location] = texture;\n }\n else {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[gl.TEXTURE_2D].texture);\n this.boundTextures[location] = null;\n }\n };\n /** Resets texture location and bound textures Actual `bind(null, i)` calls will be performed at next `unbind()` call */\n TextureSystem.prototype.reset = function () {\n this._unknownBoundTextures = true;\n this.hasIntegerTextures = false;\n this.currentLocation = -1;\n for (var i = 0; i < this.boundTextures.length; i++) {\n this.boundTextures[i] = this.unknownTexture;\n }\n };\n /**\n * Unbind a texture.\n * @param texture - Texture to bind\n */\n TextureSystem.prototype.unbind = function (texture) {\n var _a = this, gl = _a.gl, boundTextures = _a.boundTextures;\n if (this._unknownBoundTextures) {\n this._unknownBoundTextures = false;\n // someone changed webGL state,\n // we have to be sure that our texture does not appear in multi-texture renderer samplers\n for (var i = 0; i < boundTextures.length; i++) {\n if (boundTextures[i] === this.unknownTexture) {\n this.bind(null, i);\n }\n }\n }\n for (var i = 0; i < boundTextures.length; i++) {\n if (boundTextures[i] === texture) {\n if (this.currentLocation !== i) {\n gl.activeTexture(gl.TEXTURE0 + i);\n this.currentLocation = i;\n }\n gl.bindTexture(texture.target, this.emptyTextures[texture.target].texture);\n boundTextures[i] = null;\n }\n }\n };\n /**\n * Ensures that current boundTextures all have FLOAT sampler type,\n * see {@link PIXI.SAMPLER_TYPES} for explanation.\n * @param maxTextures - number of locations to check\n */\n TextureSystem.prototype.ensureSamplerType = function (maxTextures) {\n var _a = this, boundTextures = _a.boundTextures, hasIntegerTextures = _a.hasIntegerTextures, CONTEXT_UID = _a.CONTEXT_UID;\n if (!hasIntegerTextures) {\n return;\n }\n for (var i = maxTextures - 1; i >= 0; --i) {\n var tex = boundTextures[i];\n if (tex) {\n var glTexture = tex._glTextures[CONTEXT_UID];\n if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) {\n this.renderer.texture.unbind(tex);\n }\n }\n }\n };\n /**\n * Initialize a texture\n * @private\n * @param texture - Texture to initialize\n */\n TextureSystem.prototype.initTexture = function (texture) {\n var glTexture = new GLTexture(this.gl.createTexture());\n // guarantee an update..\n glTexture.dirtyId = -1;\n texture._glTextures[this.CONTEXT_UID] = glTexture;\n this.managedTextures.push(texture);\n texture.on('dispose', this.destroyTexture, this);\n return glTexture;\n };\n TextureSystem.prototype.initTextureType = function (texture, glTexture) {\n var _a, _b;\n glTexture.internalFormat = (_b = (_a = this.internalFormats[texture.type]) === null || _a === void 0 ? void 0 : _a[texture.format]) !== null && _b !== void 0 ? _b : texture.format;\n if (this.webGLVersion === 2 && texture.type === TYPES.HALF_FLOAT) {\n // TYPES.HALF_FLOAT is WebGL1 HALF_FLOAT_OES\n // we have to convert it to WebGL HALF_FLOAT\n glTexture.type = this.gl.HALF_FLOAT;\n }\n else {\n glTexture.type = texture.type;\n }\n };\n /**\n * Update a texture\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to initialize\n */\n TextureSystem.prototype.updateTexture = function (texture) {\n var glTexture = texture._glTextures[this.CONTEXT_UID];\n if (!glTexture) {\n return;\n }\n var renderer = this.renderer;\n this.initTextureType(texture, glTexture);\n if (texture.resource && texture.resource.upload(renderer, texture, glTexture)) {\n // texture is uploaded, dont do anything!\n if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) {\n this.hasIntegerTextures = true;\n }\n }\n else {\n // default, renderTexture-like logic\n var width = texture.realWidth;\n var height = texture.realHeight;\n var gl = renderer.gl;\n if (glTexture.width !== width\n || glTexture.height !== height\n || glTexture.dirtyId < 0) {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(texture.target, 0, glTexture.internalFormat, width, height, 0, texture.format, glTexture.type, null);\n }\n }\n // lets only update what changes..\n if (texture.dirtyStyleId !== glTexture.dirtyStyleId) {\n this.updateTextureStyle(texture);\n }\n glTexture.dirtyId = texture.dirtyId;\n };\n /**\n * Deletes the texture from WebGL\n * @private\n * @param texture - the texture to destroy\n * @param [skipRemove=false] - Whether to skip removing the texture from the TextureManager.\n */\n TextureSystem.prototype.destroyTexture = function (texture, skipRemove) {\n var gl = this.gl;\n texture = texture.castToBaseTexture();\n if (texture._glTextures[this.CONTEXT_UID]) {\n this.unbind(texture);\n gl.deleteTexture(texture._glTextures[this.CONTEXT_UID].texture);\n texture.off('dispose', this.destroyTexture, this);\n delete texture._glTextures[this.CONTEXT_UID];\n if (!skipRemove) {\n var i = this.managedTextures.indexOf(texture);\n if (i !== -1) {\n removeItems(this.managedTextures, i, 1);\n }\n }\n }\n };\n /**\n * Update texture style such as mipmap flag\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to update\n */\n TextureSystem.prototype.updateTextureStyle = function (texture) {\n var glTexture = texture._glTextures[this.CONTEXT_UID];\n if (!glTexture) {\n return;\n }\n if ((texture.mipmap === MIPMAP_MODES.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo) {\n glTexture.mipmap = false;\n }\n else {\n glTexture.mipmap = texture.mipmap >= 1;\n }\n if (this.webGLVersion !== 2 && !texture.isPowerOfTwo) {\n glTexture.wrapMode = WRAP_MODES.CLAMP;\n }\n else {\n glTexture.wrapMode = texture.wrapMode;\n }\n if (texture.resource && texture.resource.style(this.renderer, texture, glTexture)) ;\n else {\n this.setStyle(texture, glTexture);\n }\n glTexture.dirtyStyleId = texture.dirtyStyleId;\n };\n /**\n * Set style for texture\n * @private\n * @param texture - Texture to update\n * @param glTexture\n */\n TextureSystem.prototype.setStyle = function (texture, glTexture) {\n var gl = this.gl;\n if (glTexture.mipmap && texture.mipmap !== MIPMAP_MODES.ON_MANUAL) {\n gl.generateMipmap(texture.target);\n }\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode);\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode);\n if (glTexture.mipmap) {\n /* eslint-disable max-len */\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);\n /* eslint-disable max-len */\n var anisotropicExt = this.renderer.context.extensions.anisotropicFiltering;\n if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === SCALE_MODES.LINEAR) {\n var level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT));\n gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level);\n }\n }\n else {\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n }\n gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n };\n TextureSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return TextureSystem;\n}());\n\nvar _systems = {\n __proto__: null,\n FilterSystem: FilterSystem,\n BatchSystem: BatchSystem,\n ContextSystem: ContextSystem,\n FramebufferSystem: FramebufferSystem,\n GeometrySystem: GeometrySystem,\n MaskSystem: MaskSystem,\n ScissorSystem: ScissorSystem,\n StencilSystem: StencilSystem,\n ProjectionSystem: ProjectionSystem,\n RenderTextureSystem: RenderTextureSystem,\n ShaderSystem: ShaderSystem,\n StateSystem: StateSystem,\n TextureGCSystem: TextureGCSystem,\n TextureSystem: TextureSystem\n};\n\nvar tempMatrix = new Matrix();\n/**\n * The AbstractRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer}\n * and {@link PIXI.Renderer} which can be used for rendering a PixiJS scene.\n * @abstract\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nvar AbstractRenderer = /** @class */ (function (_super) {\n __extends(AbstractRenderer, _super);\n /**\n * @param type - The renderer type.\n * @param [options] - The optional renderer parameters.\n * @param {number} [options.width=800] - The width of the screen.\n * @param {number} [options.height=600] - The height of the screen.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the WebGL context.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n */\n function AbstractRenderer(type, options) {\n if (type === void 0) { type = RENDERER_TYPE.UNKNOWN; }\n var _this = _super.call(this) || this;\n // Add the default render options\n options = Object.assign({}, settings.RENDER_OPTIONS, options);\n /**\n * The supplied constructor options.\n * @member {object}\n * @readonly\n */\n _this.options = options;\n /**\n * The type of the renderer.\n * @member {number}\n * @default PIXI.RENDERER_TYPE.UNKNOWN\n * @see PIXI.RENDERER_TYPE\n */\n _this.type = type;\n /**\n * Measurements of the screen. (0, 0, screenWidth, screenHeight).\n *\n * Its safe to use as filterArea or hitArea for the whole stage.\n * @member {PIXI.Rectangle}\n */\n _this.screen = new Rectangle(0, 0, options.width, options.height);\n /**\n * The canvas element that everything is drawn to.\n * @member {HTMLCanvasElement}\n */\n _this.view = options.view || settings.ADAPTER.createCanvas();\n /**\n * The resolution / device pixel ratio of the renderer.\n * @member {number}\n * @default PIXI.settings.RESOLUTION\n */\n _this.resolution = options.resolution || settings.RESOLUTION;\n /**\n * Pass-thru setting for the canvas' context `alpha` property. This is typically\n * not something you need to fiddle with. If you want transparency, use `backgroundAlpha`.\n * @member {boolean}\n */\n _this.useContextAlpha = options.useContextAlpha;\n /**\n * Whether CSS dimensions of canvas view should be resized to screen dimensions automatically.\n * @member {boolean}\n */\n _this.autoDensity = !!options.autoDensity;\n /**\n * The value of the preserveDrawingBuffer flag affects whether or not the contents of\n * the stencil buffer is retained after rendering.\n * @member {boolean}\n */\n _this.preserveDrawingBuffer = options.preserveDrawingBuffer;\n /**\n * This sets if the CanvasRenderer will clear the canvas or not before the new render pass.\n * If the scene is NOT transparent PixiJS will use a canvas sized fillRect operation every\n * frame to set the canvas background color. If the scene is transparent PixiJS will use clearRect\n * to clear the canvas every frame. Disable this by setting this to false. For example, if\n * your game has a canvas filling background image you often don't need this set.\n * @member {boolean}\n * @default\n */\n _this.clearBeforeRender = options.clearBeforeRender;\n /**\n * The background color as a number.\n * @member {number}\n * @protected\n */\n _this._backgroundColor = 0x000000;\n /**\n * The background color as an [R, G, B, A] array.\n * @member {number[]}\n * @protected\n */\n _this._backgroundColorRgba = [0, 0, 0, 1];\n /**\n * The background color as a string.\n * @member {string}\n * @protected\n */\n _this._backgroundColorString = '#000000';\n _this.backgroundColor = options.backgroundColor || _this._backgroundColor; // run bg color setter\n _this.backgroundAlpha = options.backgroundAlpha;\n // @deprecated\n if (options.transparent !== undefined) {\n deprecation('6.0.0', 'Option transparent is deprecated, please use backgroundAlpha instead.');\n _this.useContextAlpha = options.transparent;\n _this.backgroundAlpha = options.transparent ? 0 : 1;\n }\n /**\n * The last root object that the renderer tried to render.\n * @member {PIXI.DisplayObject}\n * @protected\n */\n _this._lastObjectRendered = null;\n /**\n * Collection of plugins.\n * @readonly\n * @member {object}\n */\n _this.plugins = {};\n return _this;\n }\n /**\n * Initialize the plugins.\n * @protected\n * @param {object} staticMap - The dictionary of statically saved plugins.\n */\n AbstractRenderer.prototype.initPlugins = function (staticMap) {\n for (var o in staticMap) {\n this.plugins[o] = new (staticMap[o])(this);\n }\n };\n Object.defineProperty(AbstractRenderer.prototype, \"width\", {\n /**\n * Same as view.width, actual number of pixels in the canvas by horizontal.\n * @member {number}\n * @readonly\n * @default 800\n */\n get: function () {\n return this.view.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AbstractRenderer.prototype, \"height\", {\n /**\n * Same as view.height, actual number of pixels in the canvas by vertical.\n * @member {number}\n * @readonly\n * @default 600\n */\n get: function () {\n return this.view.height;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Resizes the screen and canvas as close as possible to the specified width and height.\n * Canvas dimensions are multiplied by resolution and rounded to the nearest integers.\n * The new canvas dimensions divided by the resolution become the new screen dimensions.\n * @param desiredScreenWidth - The desired width of the screen.\n * @param desiredScreenHeight - The desired height of the screen.\n */\n AbstractRenderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) {\n this.view.width = Math.round(desiredScreenWidth * this.resolution);\n this.view.height = Math.round(desiredScreenHeight * this.resolution);\n var screenWidth = this.view.width / this.resolution;\n var screenHeight = this.view.height / this.resolution;\n this.screen.width = screenWidth;\n this.screen.height = screenHeight;\n if (this.autoDensity) {\n this.view.style.width = screenWidth + \"px\";\n this.view.style.height = screenHeight + \"px\";\n }\n /**\n * Fired after view has been resized.\n * @event PIXI.Renderer#resize\n * @param {number} screenWidth - The new width of the screen.\n * @param {number} screenHeight - The new height of the screen.\n */\n this.emit('resize', screenWidth, screenHeight);\n };\n /**\n * @ignore\n */\n AbstractRenderer.prototype.generateTexture = function (displayObject, options, resolution, region) {\n if (options === void 0) { options = {}; }\n // @deprecated parameters spread, use options instead\n if (typeof options === 'number') {\n deprecation('6.1.0', 'generateTexture options (scaleMode, resolution, region) are now object options.');\n options = { scaleMode: options, resolution: resolution, region: region };\n }\n var manualRegion = options.region, textureOptions = __rest(options, [\"region\"]);\n region = manualRegion || displayObject.getLocalBounds(null, true);\n // minimum texture size is 1x1, 0x0 will throw an error\n if (region.width === 0)\n { region.width = 1; }\n if (region.height === 0)\n { region.height = 1; }\n var renderTexture = RenderTexture.create(__assign({ width: region.width, height: region.height }, textureOptions));\n tempMatrix.tx = -region.x;\n tempMatrix.ty = -region.y;\n this.render(displayObject, {\n renderTexture: renderTexture,\n clear: false,\n transform: tempMatrix,\n skipUpdateTransform: !!displayObject.parent\n });\n return renderTexture;\n };\n /**\n * Removes everything from the renderer and optionally removes the Canvas DOM element.\n * @param [removeView=false] - Removes the Canvas element from the DOM.\n */\n AbstractRenderer.prototype.destroy = function (removeView) {\n for (var o in this.plugins) {\n this.plugins[o].destroy();\n this.plugins[o] = null;\n }\n if (removeView && this.view.parentNode) {\n this.view.parentNode.removeChild(this.view);\n }\n var thisAny = this;\n // null-ing all objects, that's a tradition!\n thisAny.plugins = null;\n thisAny.type = RENDERER_TYPE.UNKNOWN;\n thisAny.view = null;\n thisAny.screen = null;\n thisAny._tempDisplayObjectParent = null;\n thisAny.options = null;\n this._backgroundColorRgba = null;\n this._backgroundColorString = null;\n this._lastObjectRendered = null;\n };\n Object.defineProperty(AbstractRenderer.prototype, \"backgroundColor\", {\n /**\n * The background color to fill if not transparent\n * @member {number}\n */\n get: function () {\n return this._backgroundColor;\n },\n set: function (value) {\n this._backgroundColor = value;\n this._backgroundColorString = hex2string(value);\n hex2rgb(value, this._backgroundColorRgba);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AbstractRenderer.prototype, \"backgroundAlpha\", {\n /**\n * The background color alpha. Setting this to 0 will make the canvas transparent.\n * @member {number}\n */\n get: function () {\n return this._backgroundColorRgba[3];\n },\n set: function (value) {\n this._backgroundColorRgba[3] = value;\n },\n enumerable: false,\n configurable: true\n });\n return AbstractRenderer;\n}(EventEmitter));\n\nvar GLBuffer = /** @class */ (function () {\n function GLBuffer(buffer) {\n this.buffer = buffer || null;\n this.updateID = -1;\n this.byteLength = -1;\n this.refCount = 0;\n }\n return GLBuffer;\n}());\n\n/**\n * System plugin to the renderer to manage buffers.\n *\n * WebGL uses Buffers as a way to store objects to the GPU.\n * This system makes working with them a lot easier.\n *\n * Buffers are used in three main places in WebGL\n * - geometry information\n * - Uniform information (via uniform buffer objects - a WebGL 2 only feature)\n * - Transform feedback information. (WebGL 2 only feature)\n *\n * This system will handle the binding of buffers to the GPU as well as uploading\n * them. With this system, you never need to work directly with GPU buffers, but instead work with\n * the PIXI.Buffer class.\n * @class\n * @memberof PIXI\n */\nvar BufferSystem = /** @class */ (function () {\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n function BufferSystem(renderer) {\n this.renderer = renderer;\n this.managedBuffers = {};\n this.boundBufferBases = {};\n }\n /**\n * @ignore\n */\n BufferSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n /** Sets up the renderer context and necessary buffers. */\n BufferSystem.prototype.contextChange = function () {\n this.disposeAll(true);\n this.gl = this.renderer.gl;\n // TODO fill out...\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n };\n /**\n * This binds specified buffer. On first run, it will create the webGL buffers for the context too\n * @param buffer - the buffer to bind to the renderer\n */\n BufferSystem.prototype.bind = function (buffer) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n gl.bindBuffer(buffer.type, glBuffer.buffer);\n };\n /**\n * Binds an uniform buffer to at the given index.\n *\n * A cache is used so a buffer will not be bound again if already bound.\n * @param buffer - the buffer to bind\n * @param index - the base index to bind it to.\n */\n BufferSystem.prototype.bindBufferBase = function (buffer, index) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n if (this.boundBufferBases[index] !== buffer) {\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n this.boundBufferBases[index] = buffer;\n gl.bindBufferBase(gl.UNIFORM_BUFFER, index, glBuffer.buffer);\n }\n };\n /**\n * Binds a buffer whilst also binding its range.\n * This will make the buffer start from the offset supplied rather than 0 when it is read.\n * @param buffer - the buffer to bind\n * @param index - the base index to bind at, defaults to 0\n * @param offset - the offset to bind at (this is blocks of 256). 0 = 0, 1 = 256, 2 = 512 etc\n */\n BufferSystem.prototype.bindBufferRange = function (buffer, index, offset) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n offset = offset || 0;\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n gl.bindBufferRange(gl.UNIFORM_BUFFER, index || 0, glBuffer.buffer, offset * 256, 256);\n };\n /**\n * Will ensure the data in the buffer is uploaded to the GPU.\n * @param {PIXI.Buffer} buffer - the buffer to update\n */\n BufferSystem.prototype.update = function (buffer) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n var glBuffer = buffer._glBuffers[CONTEXT_UID];\n if (buffer._updateID === glBuffer.updateID) {\n return;\n }\n glBuffer.updateID = buffer._updateID;\n gl.bindBuffer(buffer.type, glBuffer.buffer);\n if (glBuffer.byteLength >= buffer.data.byteLength) {\n // offset is always zero for now!\n gl.bufferSubData(buffer.type, 0, buffer.data);\n }\n else {\n var drawType = buffer.static ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW;\n glBuffer.byteLength = buffer.data.byteLength;\n gl.bufferData(buffer.type, buffer.data, drawType);\n }\n };\n /**\n * Disposes buffer\n * @param {PIXI.Buffer} buffer - buffer with data\n * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray\n */\n BufferSystem.prototype.dispose = function (buffer, contextLost) {\n if (!this.managedBuffers[buffer.id]) {\n return;\n }\n delete this.managedBuffers[buffer.id];\n var glBuffer = buffer._glBuffers[this.CONTEXT_UID];\n var gl = this.gl;\n buffer.disposeRunner.remove(this);\n if (!glBuffer) {\n return;\n }\n if (!contextLost) {\n gl.deleteBuffer(glBuffer.buffer);\n }\n delete buffer._glBuffers[this.CONTEXT_UID];\n };\n /**\n * dispose all WebGL resources of all managed buffers\n * @param {boolean} [contextLost=false] - If context was lost, we suppress `gl.delete` calls\n */\n BufferSystem.prototype.disposeAll = function (contextLost) {\n var all = Object.keys(this.managedBuffers);\n for (var i = 0; i < all.length; i++) {\n this.dispose(this.managedBuffers[all[i]], contextLost);\n }\n };\n /**\n * creates and attaches a GLBuffer object tied to the current context.\n * @param buffer\n * @protected\n */\n BufferSystem.prototype.createGLBuffer = function (buffer) {\n var _a = this, CONTEXT_UID = _a.CONTEXT_UID, gl = _a.gl;\n buffer._glBuffers[CONTEXT_UID] = new GLBuffer(gl.createBuffer());\n this.managedBuffers[buffer.id] = buffer;\n buffer.disposeRunner.add(this);\n return buffer._glBuffers[CONTEXT_UID];\n };\n return BufferSystem;\n}());\n\n/**\n * The Renderer draws the scene and all its content onto a WebGL enabled canvas.\n *\n * This renderer should be used for browsers that support WebGL.\n *\n * This renderer works by automatically managing WebGLBatchesm, so no need for Sprite Batches or Sprite Clouds.\n * Don't forget to add the view to your DOM or you will not see anything!\n *\n * Renderer is composed of systems that manage specific tasks. The following systems are added by default\n * whenever you create a renderer:\n *\n * | System | Description |\n * | ------------------------------------ | ----------------------------------------------------------------------------- |\n * | {@link PIXI.BatchSystem} | This manages object renderers that defer rendering until a flush. |\n * | {@link PIXI.ContextSystem} | This manages the WebGL context and extensions. |\n * | {@link PIXI.EventSystem} | This manages UI events. |\n * | {@link PIXI.FilterSystem} | This manages the filtering pipeline for post-processing effects. |\n * | {@link PIXI.FramebufferSystem} | This manages framebuffers, which are used for offscreen rendering. |\n * | {@link PIXI.GeometrySystem} | This manages geometries & buffers, which are used to draw object meshes. |\n * | {@link PIXI.MaskSystem} | This manages masking operations. |\n * | {@link PIXI.ProjectionSystem} | This manages the `projectionMatrix`, used by shaders to get NDC coordinates. |\n * | {@link PIXI.RenderTextureSystem} | This manages render-textures, which are an abstraction over framebuffers. |\n * | {@link PIXI.ScissorSystem} | This handles scissor masking, and is used internally by {@link MaskSystem} |\n * | {@link PIXI.ShaderSystem} | This manages shaders, programs that run on the GPU to calculate 'em pixels. |\n * | {@link PIXI.StateSystem} | This manages the WebGL state variables like blend mode, depth testing, etc. |\n * | {@link PIXI.StencilSystem} | This handles stencil masking, and is used internally by {@link MaskSystem} |\n * | {@link PIXI.TextureSystem} | This manages textures and their resources on the GPU. |\n * | {@link PIXI.TextureGCSystem} | This will automatically remove textures from the GPU if they are not used. |\n *\n * The breadth of the API surface provided by the renderer is contained within these systems.\n * @memberof PIXI\n */\nvar Renderer = /** @class */ (function (_super) {\n __extends(Renderer, _super);\n /**\n * @param [options] - The optional renderer parameters.\n * @param {number} [options.width=800] - The width of the screen.\n * @param {number} [options.height=600] - The height of the screen.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias. If not available natively then FXAA\n * antialiasing is used.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear\n * the canvas or not before the new render pass. If you wish to set this to false, you *must* set\n * preserveDrawingBuffer to `true`.\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the WebGL context.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n * @param {string} [options.powerPreference] - Parameter passed to WebGL context, set to \"high-performance\"\n * for devices with dual graphics card.\n * @param {object} [options.context] - If WebGL context already exists, all parameters must be taken from it.\n */\n function Renderer(options) {\n var _this = _super.call(this, RENDERER_TYPE.WEBGL, options) || this;\n // the options will have been modified here in the super constructor with pixi's default settings..\n options = _this.options;\n _this.gl = null;\n _this.CONTEXT_UID = 0;\n _this.runners = {\n destroy: new Runner('destroy'),\n contextChange: new Runner('contextChange'),\n reset: new Runner('reset'),\n update: new Runner('update'),\n postrender: new Runner('postrender'),\n prerender: new Runner('prerender'),\n resize: new Runner('resize'),\n };\n _this.runners.contextChange.add(_this);\n _this.globalUniforms = new UniformGroup({\n projectionMatrix: new Matrix(),\n }, true);\n _this.addSystem(MaskSystem, 'mask')\n .addSystem(ContextSystem, 'context')\n .addSystem(StateSystem, 'state')\n .addSystem(ShaderSystem, 'shader')\n .addSystem(TextureSystem, 'texture')\n .addSystem(BufferSystem, 'buffer')\n .addSystem(GeometrySystem, 'geometry')\n .addSystem(FramebufferSystem, 'framebuffer')\n .addSystem(ScissorSystem, 'scissor')\n .addSystem(StencilSystem, 'stencil')\n .addSystem(ProjectionSystem, 'projection')\n .addSystem(TextureGCSystem, 'textureGC')\n .addSystem(FilterSystem, 'filter')\n .addSystem(RenderTextureSystem, 'renderTexture')\n .addSystem(BatchSystem, 'batch');\n _this.initPlugins(Renderer.__plugins);\n _this.multisample = undefined;\n /*\n * The options passed in to create a new WebGL context.\n */\n if (options.context) {\n _this.context.initFromContext(options.context);\n }\n else {\n _this.context.initFromOptions({\n alpha: !!_this.useContextAlpha,\n antialias: options.antialias,\n premultipliedAlpha: _this.useContextAlpha && _this.useContextAlpha !== 'notMultiplied',\n stencil: true,\n preserveDrawingBuffer: options.preserveDrawingBuffer,\n powerPreference: _this.options.powerPreference,\n });\n }\n _this.renderingToScreen = true;\n sayHello(_this.context.webGLVersion === 2 ? 'WebGL 2' : 'WebGL 1');\n _this.resize(_this.options.width, _this.options.height);\n return _this;\n }\n /**\n * Create renderer if WebGL is available. Overrideable\n * by the **@pixi/canvas-renderer** package to allow fallback.\n * throws error if WebGL is not available.\n * @param options\n * @private\n */\n Renderer.create = function (options) {\n if (isWebGLSupported()) {\n return new Renderer(options);\n }\n throw new Error('WebGL unsupported in this browser, use \"pixi.js-legacy\" for fallback canvas2d support.');\n };\n Renderer.prototype.contextChange = function () {\n var gl = this.gl;\n var samples;\n if (this.context.webGLVersion === 1) {\n var framebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING);\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n samples = gl.getParameter(gl.SAMPLES);\n gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);\n }\n else {\n var framebuffer = gl.getParameter(gl.DRAW_FRAMEBUFFER_BINDING);\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);\n samples = gl.getParameter(gl.SAMPLES);\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, framebuffer);\n }\n if (samples >= MSAA_QUALITY.HIGH) {\n this.multisample = MSAA_QUALITY.HIGH;\n }\n else if (samples >= MSAA_QUALITY.MEDIUM) {\n this.multisample = MSAA_QUALITY.MEDIUM;\n }\n else if (samples >= MSAA_QUALITY.LOW) {\n this.multisample = MSAA_QUALITY.LOW;\n }\n else {\n this.multisample = MSAA_QUALITY.NONE;\n }\n };\n /**\n * Add a new system to the renderer.\n * @param ClassRef - Class reference\n * @param name - Property name for system, if not specified\n * will use a static `name` property on the class itself. This\n * name will be assigned as s property on the Renderer so make\n * sure it doesn't collide with properties on Renderer.\n * @returns Return instance of renderer\n */\n Renderer.prototype.addSystem = function (ClassRef, name) {\n var system = new ClassRef(this);\n if (this[name]) {\n throw new Error(\"Whoops! The name \\\"\" + name + \"\\\" is already in use\");\n }\n this[name] = system;\n for (var i in this.runners) {\n this.runners[i].add(system);\n }\n /**\n * Fired after rendering finishes.\n * @event PIXI.Renderer#postrender\n */\n /**\n * Fired before rendering starts.\n * @event PIXI.Renderer#prerender\n */\n /**\n * Fired when the WebGL context is set.\n * @event PIXI.Renderer#context\n * @param {WebGLRenderingContext} gl - WebGL context.\n */\n return this;\n };\n /**\n * @ignore\n */\n Renderer.prototype.render = function (displayObject, options) {\n var renderTexture;\n var clear;\n var transform;\n var skipUpdateTransform;\n if (options) {\n if (options instanceof RenderTexture) {\n deprecation('6.0.0', 'Renderer#render arguments changed, use options instead.');\n /* eslint-disable prefer-rest-params */\n renderTexture = options;\n clear = arguments[2];\n transform = arguments[3];\n skipUpdateTransform = arguments[4];\n /* eslint-enable prefer-rest-params */\n }\n else {\n renderTexture = options.renderTexture;\n clear = options.clear;\n transform = options.transform;\n skipUpdateTransform = options.skipUpdateTransform;\n }\n }\n // can be handy to know!\n this.renderingToScreen = !renderTexture;\n this.runners.prerender.emit();\n this.emit('prerender');\n // apply a transform at a GPU level\n this.projection.transform = transform;\n // no point rendering if our context has been blown up!\n if (this.context.isLost) {\n return;\n }\n if (!renderTexture) {\n this._lastObjectRendered = displayObject;\n }\n if (!skipUpdateTransform) {\n // update the scene graph\n var cacheParent = displayObject.enableTempParent();\n displayObject.updateTransform();\n displayObject.disableTempParent(cacheParent);\n // displayObject.hitArea = //TODO add a temp hit area\n }\n this.renderTexture.bind(renderTexture);\n this.batch.currentRenderer.start();\n if (clear !== undefined ? clear : this.clearBeforeRender) {\n this.renderTexture.clear();\n }\n displayObject.render(this);\n // apply transform..\n this.batch.currentRenderer.flush();\n if (renderTexture) {\n renderTexture.baseTexture.update();\n }\n this.runners.postrender.emit();\n // reset transform after render\n this.projection.transform = null;\n this.emit('postrender');\n };\n /**\n * @override\n * @ignore\n */\n Renderer.prototype.generateTexture = function (displayObject, options, resolution, region) {\n if (options === void 0) { options = {}; }\n var renderTexture = _super.prototype.generateTexture.call(this, displayObject, options, resolution, region);\n this.framebuffer.blit();\n return renderTexture;\n };\n /**\n * Resizes the WebGL view to the specified width and height.\n * @param desiredScreenWidth - The desired width of the screen.\n * @param desiredScreenHeight - The desired height of the screen.\n */\n Renderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) {\n _super.prototype.resize.call(this, desiredScreenWidth, desiredScreenHeight);\n this.runners.resize.emit(this.screen.height, this.screen.width);\n };\n /**\n * Resets the WebGL state so you can render things however you fancy!\n * @returns Returns itself.\n */\n Renderer.prototype.reset = function () {\n this.runners.reset.emit();\n return this;\n };\n /** Clear the frame buffer. */\n Renderer.prototype.clear = function () {\n this.renderTexture.bind();\n this.renderTexture.clear();\n };\n /**\n * Removes everything from the renderer (event listeners, spritebatch, etc...)\n * @param [removeView=false] - Removes the Canvas element from the DOM.\n * See: https://github.com/pixijs/pixi.js/issues/2233\n */\n Renderer.prototype.destroy = function (removeView) {\n this.runners.destroy.emit();\n for (var r in this.runners) {\n this.runners[r].destroy();\n }\n // call base destroy\n _super.prototype.destroy.call(this, removeView);\n // TODO nullify all the managers..\n this.gl = null;\n };\n Object.defineProperty(Renderer.prototype, \"extract\", {\n /**\n * Please use `plugins.extract` instead.\n * @member {PIXI.Extract} extract\n * @deprecated since 6.0.0\n * @readonly\n */\n get: function () {\n deprecation('6.0.0', 'Renderer#extract has been deprecated, please use Renderer#plugins.extract instead.');\n return this.plugins.extract;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Use the {@link PIXI.extensions.add} API to register plugins.\n * @deprecated since 6.5.0\n * @param pluginName - The name of the plugin.\n * @param ctor - The constructor function or class for the plugin.\n */\n Renderer.registerPlugin = function (pluginName, ctor) {\n deprecation('6.5.0', 'Renderer.registerPlugin() has been deprecated, please use extensions.add() instead.');\n extensions$1.add({\n name: pluginName,\n type: ExtensionType.RendererPlugin,\n ref: ctor,\n });\n };\n /**\n * Collection of installed plugins. These are included by default in PIXI, but can be excluded\n * by creating a custom build. Consult the README for more information about creating custom\n * builds and excluding plugins.\n * @readonly\n * @property {PIXI.AccessibilityManager} accessibility Support tabbing interactive elements.\n * @property {PIXI.Extract} extract Extract image data from renderer.\n * @property {PIXI.InteractionManager} interaction Handles mouse, touch and pointer events.\n * @property {PIXI.ParticleRenderer} particle Renderer for ParticleContainer objects.\n * @property {PIXI.Prepare} prepare Pre-render display objects.\n * @property {PIXI.BatchRenderer} batch Batching of Sprite, Graphics and Mesh objects.\n * @property {PIXI.TilingSpriteRenderer} tilingSprite Renderer for TilingSprite objects.\n */\n Renderer.__plugins = {};\n return Renderer;\n}(AbstractRenderer));\n// Handle registration of extensions\nextensions$1.handleByMap(ExtensionType.RendererPlugin, Renderer.__plugins);\n\n/**\n * This helper function will automatically detect which renderer you should be using.\n * WebGL is the preferred renderer as it is a lot faster. If WebGL is not supported by\n * the browser then this function will return a canvas renderer\n * @memberof PIXI\n * @function autoDetectRenderer\n * @param {object} [options] - The optional renderer parameters\n * @param {number} [options.width=800] - the width of the renderers view\n * @param {number} [options.height=600] - the height of the renderers view\n * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1\n * @param {boolean} [options.antialias=false] - sets antialias\n * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, enable this if you\n * need to call toDataUrl on the webgl context\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this\n * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise\n * it is ignored.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card **webgl only**\n * @returns {PIXI.Renderer|PIXI.CanvasRenderer} Returns WebGL renderer if available, otherwise CanvasRenderer\n */\nfunction autoDetectRenderer(options) {\n return Renderer.create(options);\n}\n\nvar $defaultVertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n vTextureCoord = aTextureCoord;\\n}\";\n\nvar $defaultFilterVertex = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n gl_Position = filterVertexPosition();\\n vTextureCoord = filterTextureCoord();\\n}\\n\";\n\n/**\n * Default vertex shader\n * @memberof PIXI\n * @member {string} defaultVertex\n */\n/**\n * Default filter vertex shader\n * @memberof PIXI\n * @member {string} defaultFilterVertex\n */\n// NOTE: This black magic is so that @microsoft/api-extractor does not complain! This explicitly specifies the types\n// of defaultVertex, defaultFilterVertex.\nvar defaultVertex$1 = $defaultVertex;\nvar defaultFilterVertex = $defaultFilterVertex;\n\n/**\n * Use the ISystem interface instead.\n * @deprecated since 6.1.0\n * @memberof PIXI\n */\nvar System = /** @class */ (function () {\n /**\n * @param renderer - Reference to Renderer\n */\n function System(renderer) {\n deprecation('6.1.0', 'System class is deprecated, implemement ISystem interface instead.');\n this.renderer = renderer;\n }\n /** Destroy and don't use after this. */\n System.prototype.destroy = function () {\n this.renderer = null;\n };\n return System;\n}());\n\n/**\n * Used by the batcher to draw batches.\n * Each one of these contains all information required to draw a bound geometry.\n * @memberof PIXI\n */\nvar BatchDrawCall = /** @class */ (function () {\n function BatchDrawCall() {\n this.texArray = null;\n this.blend = 0;\n this.type = DRAW_MODES.TRIANGLES;\n this.start = 0;\n this.size = 0;\n this.data = null;\n }\n return BatchDrawCall;\n}());\n\n/**\n * Used by the batcher to build texture batches.\n * Holds list of textures and their respective locations.\n * @memberof PIXI\n */\nvar BatchTextureArray = /** @class */ (function () {\n function BatchTextureArray() {\n this.elements = [];\n this.ids = [];\n this.count = 0;\n }\n BatchTextureArray.prototype.clear = function () {\n for (var i = 0; i < this.count; i++) {\n this.elements[i] = null;\n }\n this.count = 0;\n };\n return BatchTextureArray;\n}());\n\n/**\n * Flexible wrapper around `ArrayBuffer` that also provides typed array views on demand.\n * @memberof PIXI\n */\nvar ViewableBuffer = /** @class */ (function () {\n function ViewableBuffer(sizeOrBuffer) {\n if (typeof sizeOrBuffer === 'number') {\n this.rawBinaryData = new ArrayBuffer(sizeOrBuffer);\n }\n else if (sizeOrBuffer instanceof Uint8Array) {\n this.rawBinaryData = sizeOrBuffer.buffer;\n }\n else {\n this.rawBinaryData = sizeOrBuffer;\n }\n this.uint32View = new Uint32Array(this.rawBinaryData);\n this.float32View = new Float32Array(this.rawBinaryData);\n }\n Object.defineProperty(ViewableBuffer.prototype, \"int8View\", {\n /** View on the raw binary data as a `Int8Array`. */\n get: function () {\n if (!this._int8View) {\n this._int8View = new Int8Array(this.rawBinaryData);\n }\n return this._int8View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"uint8View\", {\n /** View on the raw binary data as a `Uint8Array`. */\n get: function () {\n if (!this._uint8View) {\n this._uint8View = new Uint8Array(this.rawBinaryData);\n }\n return this._uint8View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"int16View\", {\n /** View on the raw binary data as a `Int16Array`. */\n get: function () {\n if (!this._int16View) {\n this._int16View = new Int16Array(this.rawBinaryData);\n }\n return this._int16View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"uint16View\", {\n /** View on the raw binary data as a `Uint16Array`. */\n get: function () {\n if (!this._uint16View) {\n this._uint16View = new Uint16Array(this.rawBinaryData);\n }\n return this._uint16View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"int32View\", {\n /** View on the raw binary data as a `Int32Array`. */\n get: function () {\n if (!this._int32View) {\n this._int32View = new Int32Array(this.rawBinaryData);\n }\n return this._int32View;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Returns the view of the given type.\n * @param type - One of `int8`, `uint8`, `int16`,\n * `uint16`, `int32`, `uint32`, and `float32`.\n * @returns - typed array of given type\n */\n ViewableBuffer.prototype.view = function (type) {\n return this[type + \"View\"];\n };\n /** Destroys all buffer references. Do not use after calling this. */\n ViewableBuffer.prototype.destroy = function () {\n this.rawBinaryData = null;\n this._int8View = null;\n this._uint8View = null;\n this._int16View = null;\n this._uint16View = null;\n this._int32View = null;\n this.uint32View = null;\n this.float32View = null;\n };\n ViewableBuffer.sizeOf = function (type) {\n switch (type) {\n case 'int8':\n case 'uint8':\n return 1;\n case 'int16':\n case 'uint16':\n return 2;\n case 'int32':\n case 'uint32':\n case 'float32':\n return 4;\n default:\n throw new Error(type + \" isn't a valid view type\");\n }\n };\n return ViewableBuffer;\n}());\n\n/**\n * Renderer dedicated to drawing and batching sprites.\n *\n * This is the default batch renderer. It buffers objects\n * with texture-based geometries and renders them in\n * batches. It uploads multiple textures to the GPU to\n * reduce to the number of draw calls.\n * @memberof PIXI\n */\nvar AbstractBatchRenderer = /** @class */ (function (_super) {\n __extends(AbstractBatchRenderer, _super);\n /**\n * This will hook onto the renderer's `contextChange`\n * and `prerender` signals.\n * @param {PIXI.Renderer} renderer - The renderer this works for.\n */\n function AbstractBatchRenderer(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.shaderGenerator = null;\n _this.geometryClass = null;\n _this.vertexSize = null;\n _this.state = State.for2d();\n _this.size = settings.SPRITE_BATCH_SIZE * 4;\n _this._vertexCount = 0;\n _this._indexCount = 0;\n _this._bufferedElements = [];\n _this._bufferedTextures = [];\n _this._bufferSize = 0;\n _this._shader = null;\n _this._packedGeometries = [];\n _this._packedGeometryPoolSize = 2;\n _this._flushId = 0;\n _this._aBuffers = {};\n _this._iBuffers = {};\n _this.MAX_TEXTURES = 1;\n _this.renderer.on('prerender', _this.onPrerender, _this);\n renderer.runners.contextChange.add(_this);\n _this._dcIndex = 0;\n _this._aIndex = 0;\n _this._iIndex = 0;\n _this._attributeBuffer = null;\n _this._indexBuffer = null;\n _this._tempBoundTextures = [];\n return _this;\n }\n /**\n * Handles the `contextChange` signal.\n *\n * It calculates `this.MAX_TEXTURES` and allocating the packed-geometry object pool.\n */\n AbstractBatchRenderer.prototype.contextChange = function () {\n var gl = this.renderer.gl;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n this.MAX_TEXTURES = 1;\n }\n else {\n // step 1: first check max textures the GPU can handle.\n this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), settings.SPRITE_MAX_TEXTURES);\n // step 2: check the maximum number of if statements the shader can have too..\n this.MAX_TEXTURES = checkMaxIfStatementsInShader(this.MAX_TEXTURES, gl);\n }\n this._shader = this.shaderGenerator.generateShader(this.MAX_TEXTURES);\n // we use the second shader as the first one depending on your browser\n // may omit aTextureId as it is not used by the shader so is optimized out.\n for (var i = 0; i < this._packedGeometryPoolSize; i++) {\n /* eslint-disable max-len */\n this._packedGeometries[i] = new (this.geometryClass)();\n }\n this.initFlushBuffers();\n };\n /** Makes sure that static and dynamic flush pooled objects have correct dimensions. */\n AbstractBatchRenderer.prototype.initFlushBuffers = function () {\n var _drawCallPool = AbstractBatchRenderer._drawCallPool, _textureArrayPool = AbstractBatchRenderer._textureArrayPool;\n // max draw calls\n var MAX_SPRITES = this.size / 4;\n // max texture arrays\n var MAX_TA = Math.floor(MAX_SPRITES / this.MAX_TEXTURES) + 1;\n while (_drawCallPool.length < MAX_SPRITES) {\n _drawCallPool.push(new BatchDrawCall());\n }\n while (_textureArrayPool.length < MAX_TA) {\n _textureArrayPool.push(new BatchTextureArray());\n }\n for (var i = 0; i < this.MAX_TEXTURES; i++) {\n this._tempBoundTextures[i] = null;\n }\n };\n /** Handles the `prerender` signal. It ensures that flushes start from the first geometry object again. */\n AbstractBatchRenderer.prototype.onPrerender = function () {\n this._flushId = 0;\n };\n /**\n * Buffers the \"batchable\" object. It need not be rendered immediately.\n * @param {PIXI.DisplayObject} element - the element to render when\n * using this renderer\n */\n AbstractBatchRenderer.prototype.render = function (element) {\n if (!element._texture.valid) {\n return;\n }\n if (this._vertexCount + (element.vertexData.length / 2) > this.size) {\n this.flush();\n }\n this._vertexCount += element.vertexData.length / 2;\n this._indexCount += element.indices.length;\n this._bufferedTextures[this._bufferSize] = element._texture.baseTexture;\n this._bufferedElements[this._bufferSize++] = element;\n };\n AbstractBatchRenderer.prototype.buildTexturesAndDrawCalls = function () {\n var _a = this, textures = _a._bufferedTextures, MAX_TEXTURES = _a.MAX_TEXTURES;\n var textureArrays = AbstractBatchRenderer._textureArrayPool;\n var batch = this.renderer.batch;\n var boundTextures = this._tempBoundTextures;\n var touch = this.renderer.textureGC.count;\n var TICK = ++BaseTexture._globalBatch;\n var countTexArrays = 0;\n var texArray = textureArrays[0];\n var start = 0;\n batch.copyBoundTextures(boundTextures, MAX_TEXTURES);\n for (var i = 0; i < this._bufferSize; ++i) {\n var tex = textures[i];\n textures[i] = null;\n if (tex._batchEnabled === TICK) {\n continue;\n }\n if (texArray.count >= MAX_TEXTURES) {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, i);\n start = i;\n texArray = textureArrays[++countTexArrays];\n ++TICK;\n }\n tex._batchEnabled = TICK;\n tex.touched = touch;\n texArray.elements[texArray.count++] = tex;\n }\n if (texArray.count > 0) {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, this._bufferSize);\n ++countTexArrays;\n ++TICK;\n }\n // Clean-up\n for (var i = 0; i < boundTextures.length; i++) {\n boundTextures[i] = null;\n }\n BaseTexture._globalBatch = TICK;\n };\n /**\n * Populating drawcalls for rendering\n * @param texArray\n * @param start\n * @param finish\n */\n AbstractBatchRenderer.prototype.buildDrawCalls = function (texArray, start, finish) {\n var _a = this, elements = _a._bufferedElements, _attributeBuffer = _a._attributeBuffer, _indexBuffer = _a._indexBuffer, vertexSize = _a.vertexSize;\n var drawCalls = AbstractBatchRenderer._drawCallPool;\n var dcIndex = this._dcIndex;\n var aIndex = this._aIndex;\n var iIndex = this._iIndex;\n var drawCall = drawCalls[dcIndex];\n drawCall.start = this._iIndex;\n drawCall.texArray = texArray;\n for (var i = start; i < finish; ++i) {\n var sprite = elements[i];\n var tex = sprite._texture.baseTexture;\n var spriteBlendMode = premultiplyBlendMode[tex.alphaMode ? 1 : 0][sprite.blendMode];\n elements[i] = null;\n if (start < i && drawCall.blend !== spriteBlendMode) {\n drawCall.size = iIndex - drawCall.start;\n start = i;\n drawCall = drawCalls[++dcIndex];\n drawCall.texArray = texArray;\n drawCall.start = iIndex;\n }\n this.packInterleavedGeometry(sprite, _attributeBuffer, _indexBuffer, aIndex, iIndex);\n aIndex += sprite.vertexData.length / 2 * vertexSize;\n iIndex += sprite.indices.length;\n drawCall.blend = spriteBlendMode;\n }\n if (start < finish) {\n drawCall.size = iIndex - drawCall.start;\n ++dcIndex;\n }\n this._dcIndex = dcIndex;\n this._aIndex = aIndex;\n this._iIndex = iIndex;\n };\n /**\n * Bind textures for current rendering\n * @param texArray\n */\n AbstractBatchRenderer.prototype.bindAndClearTexArray = function (texArray) {\n var textureSystem = this.renderer.texture;\n for (var j = 0; j < texArray.count; j++) {\n textureSystem.bind(texArray.elements[j], texArray.ids[j]);\n texArray.elements[j] = null;\n }\n texArray.count = 0;\n };\n AbstractBatchRenderer.prototype.updateGeometry = function () {\n var _a = this, packedGeometries = _a._packedGeometries, attributeBuffer = _a._attributeBuffer, indexBuffer = _a._indexBuffer;\n if (!settings.CAN_UPLOAD_SAME_BUFFER) { /* Usually on iOS devices, where the browser doesn't\n like uploads to the same buffer in a single frame. */\n if (this._packedGeometryPoolSize <= this._flushId) {\n this._packedGeometryPoolSize++;\n packedGeometries[this._flushId] = new (this.geometryClass)();\n }\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n this.renderer.geometry.bind(packedGeometries[this._flushId]);\n this.renderer.geometry.updateBuffers();\n this._flushId++;\n }\n else {\n // lets use the faster option, always use buffer number 0\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n this.renderer.geometry.updateBuffers();\n }\n };\n AbstractBatchRenderer.prototype.drawBatches = function () {\n var dcCount = this._dcIndex;\n var _a = this.renderer, gl = _a.gl, stateSystem = _a.state;\n var drawCalls = AbstractBatchRenderer._drawCallPool;\n var curTexArray = null;\n // Upload textures and do the draw calls\n for (var i = 0; i < dcCount; i++) {\n var _b = drawCalls[i], texArray = _b.texArray, type = _b.type, size = _b.size, start = _b.start, blend = _b.blend;\n if (curTexArray !== texArray) {\n curTexArray = texArray;\n this.bindAndClearTexArray(texArray);\n }\n this.state.blendMode = blend;\n stateSystem.set(this.state);\n gl.drawElements(type, size, gl.UNSIGNED_SHORT, start * 2);\n }\n };\n /** Renders the content _now_ and empties the current batch. */\n AbstractBatchRenderer.prototype.flush = function () {\n if (this._vertexCount === 0) {\n return;\n }\n this._attributeBuffer = this.getAttributeBuffer(this._vertexCount);\n this._indexBuffer = this.getIndexBuffer(this._indexCount);\n this._aIndex = 0;\n this._iIndex = 0;\n this._dcIndex = 0;\n this.buildTexturesAndDrawCalls();\n this.updateGeometry();\n this.drawBatches();\n // reset elements buffer for the next flush\n this._bufferSize = 0;\n this._vertexCount = 0;\n this._indexCount = 0;\n };\n /** Starts a new sprite batch. */\n AbstractBatchRenderer.prototype.start = function () {\n this.renderer.state.set(this.state);\n this.renderer.texture.ensureSamplerType(this.MAX_TEXTURES);\n this.renderer.shader.bind(this._shader);\n if (settings.CAN_UPLOAD_SAME_BUFFER) {\n // bind buffer #0, we don't need others\n this.renderer.geometry.bind(this._packedGeometries[this._flushId]);\n }\n };\n /** Stops and flushes the current batch. */\n AbstractBatchRenderer.prototype.stop = function () {\n this.flush();\n };\n /** Destroys this `AbstractBatchRenderer`. It cannot be used again. */\n AbstractBatchRenderer.prototype.destroy = function () {\n for (var i = 0; i < this._packedGeometryPoolSize; i++) {\n if (this._packedGeometries[i]) {\n this._packedGeometries[i].destroy();\n }\n }\n this.renderer.off('prerender', this.onPrerender, this);\n this._aBuffers = null;\n this._iBuffers = null;\n this._packedGeometries = null;\n this._attributeBuffer = null;\n this._indexBuffer = null;\n if (this._shader) {\n this._shader.destroy();\n this._shader = null;\n }\n _super.prototype.destroy.call(this);\n };\n /**\n * Fetches an attribute buffer from `this._aBuffers` that can hold atleast `size` floats.\n * @param size - minimum capacity required\n * @returns - buffer than can hold atleast `size` floats\n */\n AbstractBatchRenderer.prototype.getAttributeBuffer = function (size) {\n // 8 vertices is enough for 2 quads\n var roundedP2 = nextPow2(Math.ceil(size / 8));\n var roundedSizeIndex = log2(roundedP2);\n var roundedSize = roundedP2 * 8;\n if (this._aBuffers.length <= roundedSizeIndex) {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n var buffer = this._aBuffers[roundedSize];\n if (!buffer) {\n this._aBuffers[roundedSize] = buffer = new ViewableBuffer(roundedSize * this.vertexSize * 4);\n }\n return buffer;\n };\n /**\n * Fetches an index buffer from `this._iBuffers` that can\n * have at least `size` capacity.\n * @param size - minimum required capacity\n * @returns - buffer that can fit `size` indices.\n */\n AbstractBatchRenderer.prototype.getIndexBuffer = function (size) {\n // 12 indices is enough for 2 quads\n var roundedP2 = nextPow2(Math.ceil(size / 12));\n var roundedSizeIndex = log2(roundedP2);\n var roundedSize = roundedP2 * 12;\n if (this._iBuffers.length <= roundedSizeIndex) {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n var buffer = this._iBuffers[roundedSizeIndex];\n if (!buffer) {\n this._iBuffers[roundedSizeIndex] = buffer = new Uint16Array(roundedSize);\n }\n return buffer;\n };\n /**\n * Takes the four batching parameters of `element`, interleaves\n * and pushes them into the batching attribute/index buffers given.\n *\n * It uses these properties: `vertexData` `uvs`, `textureId` and\n * `indicies`. It also uses the \"tint\" of the base-texture, if\n * present.\n * @param {PIXI.DisplayObject} element - element being rendered\n * @param attributeBuffer - attribute buffer.\n * @param indexBuffer - index buffer\n * @param aIndex - number of floats already in the attribute buffer\n * @param iIndex - number of indices already in `indexBuffer`\n */\n AbstractBatchRenderer.prototype.packInterleavedGeometry = function (element, attributeBuffer, indexBuffer, aIndex, iIndex) {\n var uint32View = attributeBuffer.uint32View, float32View = attributeBuffer.float32View;\n var packedVertices = aIndex / this.vertexSize;\n var uvs = element.uvs;\n var indicies = element.indices;\n var vertexData = element.vertexData;\n var textureId = element._texture.baseTexture._batchLocation;\n var alpha = Math.min(element.worldAlpha, 1.0);\n var argb = (alpha < 1.0\n && element._texture.baseTexture.alphaMode)\n ? premultiplyTint(element._tintRGB, alpha)\n : element._tintRGB + (alpha * 255 << 24);\n // lets not worry about tint! for now..\n for (var i = 0; i < vertexData.length; i += 2) {\n float32View[aIndex++] = vertexData[i];\n float32View[aIndex++] = vertexData[i + 1];\n float32View[aIndex++] = uvs[i];\n float32View[aIndex++] = uvs[i + 1];\n uint32View[aIndex++] = argb;\n float32View[aIndex++] = textureId;\n }\n for (var i = 0; i < indicies.length; i++) {\n indexBuffer[iIndex++] = packedVertices + indicies[i];\n }\n };\n /**\n * Pool of `BatchDrawCall` objects that `flush` used\n * to create \"batches\" of the objects being rendered.\n *\n * These are never re-allocated again.\n * Shared between all batch renderers because it can be only one \"flush\" working at the moment.\n * @member {PIXI.BatchDrawCall[]}\n */\n AbstractBatchRenderer._drawCallPool = [];\n /**\n * Pool of `BatchDrawCall` objects that `flush` used\n * to create \"batches\" of the objects being rendered.\n *\n * These are never re-allocated again.\n * Shared between all batch renderers because it can be only one \"flush\" working at the moment.\n * @member {PIXI.BatchTextureArray[]}\n */\n AbstractBatchRenderer._textureArrayPool = [];\n return AbstractBatchRenderer;\n}(ObjectRenderer));\n\n/**\n * Helper that generates batching multi-texture shader. Use it with your new BatchRenderer\n * @memberof PIXI\n */\nvar BatchShaderGenerator = /** @class */ (function () {\n /**\n * @param vertexSrc - Vertex shader\n * @param fragTemplate - Fragment shader template\n */\n function BatchShaderGenerator(vertexSrc, fragTemplate) {\n this.vertexSrc = vertexSrc;\n this.fragTemplate = fragTemplate;\n this.programCache = {};\n this.defaultGroupCache = {};\n if (fragTemplate.indexOf('%count%') < 0) {\n throw new Error('Fragment template must contain \"%count%\".');\n }\n if (fragTemplate.indexOf('%forloop%') < 0) {\n throw new Error('Fragment template must contain \"%forloop%\".');\n }\n }\n BatchShaderGenerator.prototype.generateShader = function (maxTextures) {\n if (!this.programCache[maxTextures]) {\n var sampleValues = new Int32Array(maxTextures);\n for (var i = 0; i < maxTextures; i++) {\n sampleValues[i] = i;\n }\n this.defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true);\n var fragmentSrc = this.fragTemplate;\n fragmentSrc = fragmentSrc.replace(/%count%/gi, \"\" + maxTextures);\n fragmentSrc = fragmentSrc.replace(/%forloop%/gi, this.generateSampleSrc(maxTextures));\n this.programCache[maxTextures] = new Program(this.vertexSrc, fragmentSrc);\n }\n var uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: this.defaultGroupCache[maxTextures],\n };\n return new Shader(this.programCache[maxTextures], uniforms);\n };\n BatchShaderGenerator.prototype.generateSampleSrc = function (maxTextures) {\n var src = '';\n src += '\\n';\n src += '\\n';\n for (var i = 0; i < maxTextures; i++) {\n if (i > 0) {\n src += '\\nelse ';\n }\n if (i < maxTextures - 1) {\n src += \"if(vTextureId < \" + i + \".5)\";\n }\n src += '\\n{';\n src += \"\\n\\tcolor = texture2D(uSamplers[\" + i + \"], vTextureCoord);\";\n src += '\\n}';\n }\n src += '\\n';\n src += '\\n';\n return src;\n };\n return BatchShaderGenerator;\n}());\n\n/**\n * Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects).\n * @memberof PIXI\n */\nvar BatchGeometry = /** @class */ (function (_super) {\n __extends(BatchGeometry, _super);\n /**\n * @param {boolean} [_static=false] - Optimization flag, where `false`\n * is updated every frame, `true` doesn't change frame-to-frame.\n */\n function BatchGeometry(_static) {\n if (_static === void 0) { _static = false; }\n var _this = _super.call(this) || this;\n _this._buffer = new Buffer(null, _static, false);\n _this._indexBuffer = new Buffer(null, _static, true);\n _this.addAttribute('aVertexPosition', _this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', _this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aColor', _this._buffer, 4, true, TYPES.UNSIGNED_BYTE)\n .addAttribute('aTextureId', _this._buffer, 1, true, TYPES.FLOAT)\n .addIndex(_this._indexBuffer);\n return _this;\n }\n return BatchGeometry;\n}(Geometry));\n\nvar defaultVertex = \"precision highp float;\\nattribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\nattribute vec4 aColor;\\nattribute float aTextureId;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform vec4 tint;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\nvarying float vTextureId;\\n\\nvoid main(void){\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vTextureId = aTextureId;\\n vColor = aColor * tint;\\n}\\n\";\n\nvar defaultFragment = \"varying vec2 vTextureCoord;\\nvarying vec4 vColor;\\nvarying float vTextureId;\\nuniform sampler2D uSamplers[%count%];\\n\\nvoid main(void){\\n vec4 color;\\n %forloop%\\n gl_FragColor = color * vColor;\\n}\\n\";\n\n/** @memberof PIXI */\nvar BatchPluginFactory = /** @class */ (function () {\n function BatchPluginFactory() {\n }\n /**\n * Create a new BatchRenderer plugin for Renderer. this convenience can provide an easy way\n * to extend BatchRenderer with all the necessary pieces.\n * @example\n * const fragment = `\n * varying vec2 vTextureCoord;\n * varying vec4 vColor;\n * varying float vTextureId;\n * uniform sampler2D uSamplers[%count%];\n *\n * void main(void){\n * vec4 color;\n * %forloop%\n * gl_FragColor = vColor * vec4(color.a - color.rgb, color.a);\n * }\n * `;\n * const InvertBatchRenderer = PIXI.BatchPluginFactory.create({ fragment });\n * PIXI.extensions.add({\n * name: 'invert',\n * ref: InvertBatchRenderer,\n * type: PIXI.ExtensionType.RendererPlugin,\n * });\n * const sprite = new PIXI.Sprite();\n * sprite.pluginName = 'invert';\n * @param {object} [options]\n * @param {string} [options.vertex=PIXI.BatchPluginFactory.defaultVertexSrc] - Vertex shader source\n * @param {string} [options.fragment=PIXI.BatchPluginFactory.defaultFragmentTemplate] - Fragment shader template\n * @param {number} [options.vertexSize=6] - Vertex size\n * @param {object} [options.geometryClass=PIXI.BatchGeometry]\n * @returns {*} New batch renderer plugin\n */\n BatchPluginFactory.create = function (options) {\n var _a = Object.assign({\n vertex: defaultVertex,\n fragment: defaultFragment,\n geometryClass: BatchGeometry,\n vertexSize: 6,\n }, options), vertex = _a.vertex, fragment = _a.fragment, vertexSize = _a.vertexSize, geometryClass = _a.geometryClass;\n return /** @class */ (function (_super) {\n __extends(BatchPlugin, _super);\n function BatchPlugin(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.shaderGenerator = new BatchShaderGenerator(vertex, fragment);\n _this.geometryClass = geometryClass;\n _this.vertexSize = vertexSize;\n return _this;\n }\n return BatchPlugin;\n }(AbstractBatchRenderer));\n };\n Object.defineProperty(BatchPluginFactory, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source\n * @readonly\n */\n get: function () {\n return defaultVertex;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BatchPluginFactory, \"defaultFragmentTemplate\", {\n /**\n * The default fragment shader source\n * @readonly\n */\n get: function () {\n return defaultFragment;\n },\n enumerable: false,\n configurable: true\n });\n return BatchPluginFactory;\n}());\n// Setup the default BatchRenderer plugin, this is what\n// we'll actually export at the root level\nvar BatchRenderer = BatchPluginFactory.create();\nObject.assign(BatchRenderer, {\n extension: {\n name: 'batch',\n type: ExtensionType.RendererPlugin,\n },\n});\n\n/**\n * @memberof PIXI\n * @namespace resources\n * @see PIXI\n * @deprecated since 6.0.0\n */\nvar resources = {};\nvar _loop_1 = function (name) {\n Object.defineProperty(resources, name, {\n get: function () {\n deprecation('6.0.0', \"PIXI.systems.\" + name + \" has moved to PIXI.\" + name);\n return _resources[name];\n },\n });\n};\nfor (var name in _resources) {\n _loop_1(name);\n}\n/**\n * @memberof PIXI\n * @namespace systems\n * @see PIXI\n * @deprecated since 6.0.0\n */\nvar systems = {};\nvar _loop_2 = function (name) {\n Object.defineProperty(systems, name, {\n get: function () {\n deprecation('6.0.0', \"PIXI.resources.\" + name + \" has moved to PIXI.\" + name);\n return _systems[name];\n },\n });\n};\nfor (var name in _systems) {\n _loop_2(name);\n}\n\n/**\n * @namespace PIXI\n */\n/**\n * String of the current PIXI version.\n * @memberof PIXI\n */\nvar VERSION = '6.5.1';\n\nexport { AbstractBatchRenderer, AbstractMultiResource, AbstractRenderer, ArrayResource, Attribute, BaseImageResource, BaseRenderTexture, BaseTexture, BatchDrawCall, BatchGeometry, BatchPluginFactory, BatchRenderer, BatchShaderGenerator, BatchSystem, BatchTextureArray, Buffer, BufferResource, CanvasResource, ContextSystem, CubeResource, Filter, FilterState, FilterSystem, Framebuffer, FramebufferSystem, GLFramebuffer, GLProgram, GLTexture, Geometry, GeometrySystem, IGLUniformData, INSTALLED, ImageBitmapResource, ImageResource, MaskData, MaskSystem, ObjectRenderer, Program, ProjectionSystem, Quad, QuadUv, RenderTexture, RenderTexturePool, RenderTextureSystem, Renderer, Resource, SVGResource, ScissorSystem, Shader, ShaderSystem, SpriteMaskFilter, State, StateSystem, StencilSystem, System, Texture, TextureGCSystem, TextureMatrix, TextureSystem, TextureUvs, UniformGroup, VERSION, VideoResource, ViewableBuffer, autoDetectRenderer, autoDetectResource, checkMaxIfStatementsInShader, createUBOElements, defaultFilterVertex, defaultVertex$1 as defaultVertex, generateProgram, generateUniformBufferSync, getTestContext, getUBOData, resources, systems, uniformParsers };\n//# sourceMappingURL=core.mjs.map\n","/*!\n * @pixi/interaction - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/interaction is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Point } from '@pixi/math';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\nimport { DisplayObject, TemporaryDisplayObject } from '@pixi/display';\nimport { EventEmitter } from '@pixi/utils';\nimport { ExtensionType } from '@pixi/core';\n\n/**\n * Holds all information related to an Interaction event\n * @memberof PIXI\n */\nvar InteractionData = /** @class */ (function () {\n function InteractionData() {\n /**\n * Pressure applied by the pointing device during the event. A Touch's force property\n * will be represented by this value.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pressure\n */\n this.pressure = 0;\n /**\n * From TouchEvents (not PointerEvents triggered by touches), the rotationAngle of the Touch.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/Touch/rotationAngle\n */\n this.rotationAngle = 0;\n /**\n * Twist of a stylus pointer.\n * @see https://w3c.github.io/pointerevents/#pointerevent-interface\n */\n this.twist = 0;\n /**\n * Barrel pressure on a stylus pointer.\n * @see https://w3c.github.io/pointerevents/#pointerevent-interface\n */\n this.tangentialPressure = 0;\n this.global = new Point();\n this.target = null;\n this.originalEvent = null;\n this.identifier = null;\n this.isPrimary = false;\n this.button = 0;\n this.buttons = 0;\n this.width = 0;\n this.height = 0;\n this.tiltX = 0;\n this.tiltY = 0;\n this.pointerType = null;\n this.pressure = 0;\n this.rotationAngle = 0;\n this.twist = 0;\n this.tangentialPressure = 0;\n }\n Object.defineProperty(InteractionData.prototype, \"pointerId\", {\n /**\n * The unique identifier of the pointer. It will be the same as `identifier`.\n * @readonly\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerId\n */\n get: function () {\n return this.identifier;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * This will return the local coordinates of the specified displayObject for this InteractionData\n * @param displayObject - The DisplayObject that you would like the local\n * coords off\n * @param point - A Point object in which to store the value, optional (otherwise\n * will create a new point)\n * @param globalPos - A Point object containing your custom global coords, optional\n * (otherwise will use the current global coords)\n * @returns - A point containing the coordinates of the InteractionData position relative\n * to the DisplayObject\n */\n InteractionData.prototype.getLocalPosition = function (displayObject, point, globalPos) {\n return displayObject.worldTransform.applyInverse(globalPos || this.global, point);\n };\n /**\n * Copies properties from normalized event data.\n * @param {Touch|MouseEvent|PointerEvent} event - The normalized event data\n */\n InteractionData.prototype.copyEvent = function (event) {\n // isPrimary should only change on touchstart/pointerdown, so we don't want to overwrite\n // it with \"false\" on later events when our shim for it on touch events might not be\n // accurate\n if ('isPrimary' in event && event.isPrimary) {\n this.isPrimary = true;\n }\n this.button = 'button' in event && event.button;\n // event.buttons is not available in all browsers (ie. Safari), but it does have a non-standard\n // event.which property instead, which conveys the same information.\n var buttons = 'buttons' in event && event.buttons;\n this.buttons = Number.isInteger(buttons) ? buttons : 'which' in event && event.which;\n this.width = 'width' in event && event.width;\n this.height = 'height' in event && event.height;\n this.tiltX = 'tiltX' in event && event.tiltX;\n this.tiltY = 'tiltY' in event && event.tiltY;\n this.pointerType = 'pointerType' in event && event.pointerType;\n this.pressure = 'pressure' in event && event.pressure;\n this.rotationAngle = 'rotationAngle' in event && event.rotationAngle;\n this.twist = ('twist' in event && event.twist) || 0;\n this.tangentialPressure = ('tangentialPressure' in event && event.tangentialPressure) || 0;\n };\n /** Resets the data for pooling. */\n InteractionData.prototype.reset = function () {\n // isPrimary is the only property that we really need to reset - everything else is\n // guaranteed to be overwritten\n this.isPrimary = false;\n };\n return InteractionData;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * Event class that mimics native DOM events.\n * @memberof PIXI\n */\nvar InteractionEvent = /** @class */ (function () {\n function InteractionEvent() {\n this.stopped = false;\n this.stopsPropagatingAt = null;\n this.stopPropagationHint = false;\n this.target = null;\n this.currentTarget = null;\n this.type = null;\n this.data = null;\n }\n /** Prevents event from reaching any objects other than the current object. */\n InteractionEvent.prototype.stopPropagation = function () {\n this.stopped = true;\n this.stopPropagationHint = true;\n this.stopsPropagatingAt = this.currentTarget;\n };\n /** Resets the event. */\n InteractionEvent.prototype.reset = function () {\n this.stopped = false;\n this.stopsPropagatingAt = null;\n this.stopPropagationHint = false;\n this.currentTarget = null;\n this.target = null;\n };\n return InteractionEvent;\n}());\n\n/**\n * DisplayObjects with the {@link PIXI.interactiveTarget} mixin use this class to track interactions\n * @class\n * @private\n * @memberof PIXI\n */\nvar InteractionTrackingData = /** @class */ (function () {\n /**\n * @param {number} pointerId - Unique pointer id of the event\n * @private\n */\n function InteractionTrackingData(pointerId) {\n this._pointerId = pointerId;\n this._flags = InteractionTrackingData.FLAGS.NONE;\n }\n /**\n *\n * @private\n * @param {number} flag - The interaction flag to set\n * @param {boolean} yn - Should the flag be set or unset\n */\n InteractionTrackingData.prototype._doSet = function (flag, yn) {\n if (yn) {\n this._flags = this._flags | flag;\n }\n else {\n this._flags = this._flags & (~flag);\n }\n };\n Object.defineProperty(InteractionTrackingData.prototype, \"pointerId\", {\n /**\n * Unique pointer id of the event\n * @readonly\n * @private\n * @member {number}\n */\n get: function () {\n return this._pointerId;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"flags\", {\n /**\n * State of the tracking data, expressed as bit flags\n * @private\n * @member {number}\n */\n get: function () {\n return this._flags;\n },\n set: function (flags) {\n this._flags = flags;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"none\", {\n /**\n * Is the tracked event inactive (not over or down)?\n * @private\n * @member {number}\n */\n get: function () {\n return this._flags === InteractionTrackingData.FLAGS.NONE;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"over\", {\n /**\n * Is the tracked event over the DisplayObject?\n * @private\n * @member {boolean}\n */\n get: function () {\n return (this._flags & InteractionTrackingData.FLAGS.OVER) !== 0;\n },\n set: function (yn) {\n this._doSet(InteractionTrackingData.FLAGS.OVER, yn);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"rightDown\", {\n /**\n * Did the right mouse button come down in the DisplayObject?\n * @private\n * @member {boolean}\n */\n get: function () {\n return (this._flags & InteractionTrackingData.FLAGS.RIGHT_DOWN) !== 0;\n },\n set: function (yn) {\n this._doSet(InteractionTrackingData.FLAGS.RIGHT_DOWN, yn);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"leftDown\", {\n /**\n * Did the left mouse button come down in the DisplayObject?\n * @private\n * @member {boolean}\n */\n get: function () {\n return (this._flags & InteractionTrackingData.FLAGS.LEFT_DOWN) !== 0;\n },\n set: function (yn) {\n this._doSet(InteractionTrackingData.FLAGS.LEFT_DOWN, yn);\n },\n enumerable: false,\n configurable: true\n });\n InteractionTrackingData.FLAGS = Object.freeze({\n NONE: 0,\n OVER: 1 << 0,\n LEFT_DOWN: 1 << 1,\n RIGHT_DOWN: 1 << 2,\n });\n return InteractionTrackingData;\n}());\n\n/**\n * Strategy how to search through stage tree for interactive objects\n * @memberof PIXI\n */\nvar TreeSearch = /** @class */ (function () {\n function TreeSearch() {\n this._tempPoint = new Point();\n }\n /**\n * Recursive implementation for findHit\n * @private\n * @param interactionEvent - event containing the point that\n * is tested for collision\n * @param displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param func - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param hitTest - this indicates if the objects inside should be hit test against the point\n * @param interactive - Whether the displayObject is interactive\n * @returns - Returns true if the displayObject hit the point\n */\n TreeSearch.prototype.recursiveFindHit = function (interactionEvent, displayObject, func, hitTest, interactive) {\n var _a;\n if (!displayObject || !displayObject.visible) {\n return false;\n }\n var point = interactionEvent.data.global;\n // Took a little while to rework this function correctly! But now it is done and nice and optimized! ^_^\n //\n // This function will now loop through all objects and then only hit test the objects it HAS\n // to, not all of them. MUCH faster..\n // An object will be hit test if the following is true:\n //\n // 1: It is interactive.\n // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit.\n //\n // As another little optimization once an interactive object has been hit we can carry on\n // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests\n // A final optimization is that an object is not hit test directly if a child has already been hit.\n interactive = displayObject.interactive || interactive;\n var hit = false;\n var interactiveParent = interactive;\n // Flag here can set to false if the event is outside the parents hitArea or mask\n var hitTestChildren = true;\n // If there is a hitArea, no need to test against anything else if the pointer is not within the hitArea\n // There is also no longer a need to hitTest children.\n if (displayObject.hitArea) {\n if (hitTest) {\n displayObject.worldTransform.applyInverse(point, this._tempPoint);\n if (!displayObject.hitArea.contains(this._tempPoint.x, this._tempPoint.y)) {\n hitTest = false;\n hitTestChildren = false;\n }\n else {\n hit = true;\n }\n }\n interactiveParent = false;\n }\n // If there is a mask, no need to hitTest against anything else if the pointer is not within the mask.\n // We still want to hitTestChildren, however, to ensure a mouseout can still be generated.\n // https://github.com/pixijs/pixi.js/issues/5135\n else if (displayObject._mask) {\n if (hitTest) {\n var maskObject = (displayObject._mask.isMaskData\n ? displayObject._mask.maskObject : displayObject._mask);\n if (maskObject && !((_a = maskObject.containsPoint) === null || _a === void 0 ? void 0 : _a.call(maskObject, point))) {\n hitTest = false;\n }\n }\n }\n // ** FREE TIP **! If an object is not interactive or has no buttons in it\n // (such as a game scene!) set interactiveChildren to false for that displayObject.\n // This will allow PixiJS to completely ignore and bypass checking the displayObjects children.\n if (hitTestChildren && displayObject.interactiveChildren && displayObject.children) {\n var children = displayObject.children;\n for (var i = children.length - 1; i >= 0; i--) {\n var child = children[i];\n // time to get recursive.. if this function will return if something is hit..\n var childHit = this.recursiveFindHit(interactionEvent, child, func, hitTest, interactiveParent);\n if (childHit) {\n // its a good idea to check if a child has lost its parent.\n // this means it has been removed whilst looping so its best\n if (!child.parent) {\n continue;\n }\n // we no longer need to hit test any more objects in this container as we we\n // now know the parent has been hit\n interactiveParent = false;\n // If the child is interactive , that means that the object hit was actually\n // interactive and not just the child of an interactive object.\n // This means we no longer need to hit test anything else. We still need to run\n // through all objects, but we don't need to perform any hit tests.\n if (childHit) {\n if (interactionEvent.target) {\n hitTest = false;\n }\n hit = true;\n }\n }\n }\n }\n // no point running this if the item is not interactive or does not have an interactive parent.\n if (interactive) {\n // if we are hit testing (as in we have no hit any objects yet)\n // We also don't need to worry about hit testing if once of the displayObjects children\n // has already been hit - but only if it was interactive, otherwise we need to keep\n // looking for an interactive child, just in case we hit one\n if (hitTest && !interactionEvent.target) {\n // already tested against hitArea if it is defined\n if (!displayObject.hitArea && displayObject.containsPoint) {\n if (displayObject.containsPoint(point)) {\n hit = true;\n }\n }\n }\n if (displayObject.interactive) {\n if (hit && !interactionEvent.target) {\n interactionEvent.target = displayObject;\n }\n if (func) {\n func(interactionEvent, displayObject, !!hit);\n }\n }\n }\n return hit;\n };\n /**\n * This function is provides a neat way of crawling through the scene graph and running a\n * specified function on all interactive objects it finds. It will also take care of hit\n * testing the interactive objects and passes the hit across in the function.\n * @private\n * @param interactionEvent - event containing the point that\n * is tested for collision\n * @param displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param func - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param hitTest - this indicates if the objects inside should be hit test against the point\n * @returns - Returns true if the displayObject hit the point\n */\n TreeSearch.prototype.findHit = function (interactionEvent, displayObject, func, hitTest) {\n this.recursiveFindHit(interactionEvent, displayObject, func, hitTest, false);\n };\n return TreeSearch;\n}());\n\n/**\n * Interface for classes that represent a hit area.\n *\n * It is implemented by the following classes:\n * - {@link PIXI.Circle}\n * - {@link PIXI.Ellipse}\n * - {@link PIXI.Polygon}\n * - {@link PIXI.RoundedRectangle}\n * @interface IHitArea\n * @memberof PIXI\n */\n/**\n * Checks whether the x and y coordinates given are contained within this area\n * @method\n * @name contains\n * @memberof PIXI.IHitArea#\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @returns {boolean} Whether the x/y coordinates are within this area\n */\n/**\n * Default property values of interactive objects\n * Used by {@link PIXI.InteractionManager} to automatically give all DisplayObjects these properties\n * @private\n * @name interactiveTarget\n * @type {object}\n * @memberof PIXI\n * @example\n * function MyObject() {}\n *\n * Object.assign(\n * DisplayObject.prototype,\n * PIXI.interactiveTarget\n * );\n */\nvar interactiveTarget = {\n interactive: false,\n interactiveChildren: true,\n hitArea: null,\n /**\n * If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive\n * Setting this changes the 'cursor' property to `'pointer'`.\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.buttonMode = true;\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n get buttonMode() {\n return this.cursor === 'pointer';\n },\n set buttonMode(value) {\n if (value) {\n this.cursor = 'pointer';\n }\n else if (this.cursor === 'pointer') {\n this.cursor = null;\n }\n },\n /**\n * This defines what cursor mode is used when the mouse cursor\n * is hovered over the displayObject.\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.cursor = 'wait';\n * @see https://developer.mozilla.org/en/docs/Web/CSS/cursor\n * @member {string}\n * @memberof PIXI.DisplayObject#\n */\n cursor: null,\n /**\n * Internal set of all active pointers, by identifier\n * @member {Map}\n * @memberof PIXI.DisplayObject#\n * @private\n */\n get trackedPointers() {\n if (this._trackedPointers === undefined)\n { this._trackedPointers = {}; }\n return this._trackedPointers;\n },\n /**\n * Map of all tracked pointers, by identifier. Use trackedPointers to access.\n * @private\n * @type {Map}\n */\n _trackedPointers: undefined,\n};\n\n// Mix interactiveTarget into DisplayObject.prototype\nDisplayObject.mixin(interactiveTarget);\nvar MOUSE_POINTER_ID = 1;\n// helpers for hitTest() - only used inside hitTest()\nvar hitTestEvent = {\n target: null,\n data: {\n global: null,\n },\n};\n/**\n * The interaction manager deals with mouse, touch and pointer events.\n *\n * Any DisplayObject can be interactive if its `interactive` property is set to true.\n *\n * This manager also supports multitouch.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.interaction`\n * @memberof PIXI\n */\nvar InteractionManager = /** @class */ (function (_super) {\n __extends(InteractionManager, _super);\n /**\n * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer\n * @param options - The options for the manager.\n * @param {boolean} [options.autoPreventDefault=true] - Should the manager automatically prevent default browser actions.\n * @param {number} [options.interactionFrequency=10] - Maximum frequency (ms) at pointer over/out states will be checked.\n * @param {number} [options.useSystemTicker=true] - Whether to add {@link tickerUpdate} to {@link PIXI.Ticker.system}.\n */\n function InteractionManager(renderer, options) {\n var _this = _super.call(this) || this;\n options = options || {};\n _this.renderer = renderer;\n _this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true;\n _this.interactionFrequency = options.interactionFrequency || 10;\n _this.mouse = new InteractionData();\n _this.mouse.identifier = MOUSE_POINTER_ID;\n // setting the mouse to start off far off screen will mean that mouse over does\n // not get called before we even move the mouse.\n _this.mouse.global.set(-999999);\n _this.activeInteractionData = {};\n _this.activeInteractionData[MOUSE_POINTER_ID] = _this.mouse;\n _this.interactionDataPool = [];\n _this.eventData = new InteractionEvent();\n _this.interactionDOMElement = null;\n _this.moveWhenInside = false;\n _this.eventsAdded = false;\n _this.tickerAdded = false;\n _this.mouseOverRenderer = !('PointerEvent' in globalThis);\n _this.supportsTouchEvents = 'ontouchstart' in globalThis;\n _this.supportsPointerEvents = !!globalThis.PointerEvent;\n // this will make it so that you don't have to call bind all the time\n _this.onPointerUp = _this.onPointerUp.bind(_this);\n _this.processPointerUp = _this.processPointerUp.bind(_this);\n _this.onPointerCancel = _this.onPointerCancel.bind(_this);\n _this.processPointerCancel = _this.processPointerCancel.bind(_this);\n _this.onPointerDown = _this.onPointerDown.bind(_this);\n _this.processPointerDown = _this.processPointerDown.bind(_this);\n _this.onPointerMove = _this.onPointerMove.bind(_this);\n _this.processPointerMove = _this.processPointerMove.bind(_this);\n _this.onPointerOut = _this.onPointerOut.bind(_this);\n _this.processPointerOverOut = _this.processPointerOverOut.bind(_this);\n _this.onPointerOver = _this.onPointerOver.bind(_this);\n _this.cursorStyles = {\n default: 'inherit',\n pointer: 'pointer',\n };\n _this.currentCursorMode = null;\n _this.cursor = null;\n _this.resolution = 1;\n _this.delayedEvents = [];\n _this.search = new TreeSearch();\n _this._tempDisplayObject = new TemporaryDisplayObject();\n _this._eventListenerOptions = { capture: true, passive: false };\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed on the display\n * object.\n * @event PIXI.InteractionManager#mousedown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * on the display object.\n * @event PIXI.InteractionManager#rightdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released over the display\n * object.\n * @event PIXI.InteractionManager#mouseup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * over the display object.\n * @event PIXI.InteractionManager#rightup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed and released on\n * the display object.\n * @event PIXI.InteractionManager#click\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * and released on the display object.\n * @event PIXI.InteractionManager#rightclick\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released outside the\n * display object that initially registered a\n * [mousedown]{@link PIXI.InteractionManager#event:mousedown}.\n * @event PIXI.InteractionManager#mouseupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * outside the display object that initially registered a\n * [rightdown]{@link PIXI.InteractionManager#event:rightdown}.\n * @event PIXI.InteractionManager#rightupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved while over the display object\n * @event PIXI.InteractionManager#mousemove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved onto the display object\n * @event PIXI.InteractionManager#mouseover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved off the display object\n * @event PIXI.InteractionManager#mouseout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is pressed on the display object.\n * @event PIXI.InteractionManager#pointerdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is released over the display object.\n * Not always fired when some buttons are held down while others are released. In those cases,\n * use [mousedown]{@link PIXI.InteractionManager#event:mousedown} and\n * [mouseup]{@link PIXI.InteractionManager#event:mouseup} instead.\n * @event PIXI.InteractionManager#pointerup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when the operating system cancels a pointer event\n * @event PIXI.InteractionManager#pointercancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is pressed and released on the display object.\n * @event PIXI.InteractionManager#pointertap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is released outside the display object that initially\n * registered a [pointerdown]{@link PIXI.InteractionManager#event:pointerdown}.\n * @event PIXI.InteractionManager#pointerupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved while over the display object\n * @event PIXI.InteractionManager#pointermove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved onto the display object\n * @event PIXI.InteractionManager#pointerover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved off the display object\n * @event PIXI.InteractionManager#pointerout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is placed on the display object.\n * @event PIXI.InteractionManager#touchstart\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is removed from the display object.\n * @event PIXI.InteractionManager#touchend\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when the operating system cancels a touch\n * @event PIXI.InteractionManager#touchcancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is placed and removed from the display object.\n * @event PIXI.InteractionManager#tap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is removed outside of the display object that initially\n * registered a [touchstart]{@link PIXI.InteractionManager#event:touchstart}.\n * @event PIXI.InteractionManager#touchendoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is moved along the display object.\n * @event PIXI.InteractionManager#touchmove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed on the display.\n * object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mousedown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#rightdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released over the display\n * object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mouseup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#rightup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed and released on\n * the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#click\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#rightclick\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released outside the\n * display object that initially registered a\n * [mousedown]{@link PIXI.DisplayObject#event:mousedown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mouseupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * outside the display object that initially registered a\n * [rightdown]{@link PIXI.DisplayObject#event:rightdown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#rightupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved while over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mousemove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved onto the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mouseover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved off the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mouseout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is pressed on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is released over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when the operating system cancels a pointer event.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointercancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is pressed and released on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointertap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is released outside the display object that initially\n * registered a [pointerdown]{@link PIXI.DisplayObject#event:pointerdown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved while over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointermove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved onto the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved off the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is placed on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchstart\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is removed from the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchend\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when the operating system cancels a touch.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchcancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is placed and removed from the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#tap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is removed outside of the display object that initially\n * registered a [touchstart]{@link PIXI.DisplayObject#event:touchstart}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchendoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is moved along the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchmove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n _this._useSystemTicker = options.useSystemTicker !== undefined ? options.useSystemTicker : true;\n _this.setTargetElement(_this.renderer.view, _this.renderer.resolution);\n return _this;\n }\n Object.defineProperty(InteractionManager.prototype, \"useSystemTicker\", {\n /**\n * Should the InteractionManager automatically add {@link tickerUpdate} to {@link PIXI.Ticker.system}.\n * @default true\n */\n get: function () {\n return this._useSystemTicker;\n },\n set: function (useSystemTicker) {\n this._useSystemTicker = useSystemTicker;\n if (useSystemTicker) {\n this.addTickerListener();\n }\n else {\n this.removeTickerListener();\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionManager.prototype, \"lastObjectRendered\", {\n /**\n * Last rendered object or temp object.\n * @readonly\n * @protected\n */\n get: function () {\n return this.renderer._lastObjectRendered || this._tempDisplayObject;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Hit tests a point against the display tree, returning the first interactive object that is hit.\n * @param globalPoint - A point to hit test with, in global space.\n * @param root - The root display object to start from. If omitted, defaults\n * to the last rendered root of the associated renderer.\n * @returns - The hit display object, if any.\n */\n InteractionManager.prototype.hitTest = function (globalPoint, root) {\n // clear the target for our hit test\n hitTestEvent.target = null;\n // assign the global point\n hitTestEvent.data.global = globalPoint;\n // ensure safety of the root\n if (!root) {\n root = this.lastObjectRendered;\n }\n // run the hit test\n this.processInteractive(hitTestEvent, root, null, true);\n // return our found object - it'll be null if we didn't hit anything\n return hitTestEvent.target;\n };\n /**\n * Sets the DOM element which will receive mouse/touch events. This is useful for when you have\n * other DOM elements on top of the renderers Canvas element. With this you'll be bale to delegate\n * another DOM element to receive those events.\n * @param element - the DOM element which will receive mouse and touch events.\n * @param resolution - The resolution / device pixel ratio of the new element (relative to the canvas).\n */\n InteractionManager.prototype.setTargetElement = function (element, resolution) {\n if (resolution === void 0) { resolution = 1; }\n this.removeTickerListener();\n this.removeEvents();\n this.interactionDOMElement = element;\n this.resolution = resolution;\n this.addEvents();\n this.addTickerListener();\n };\n /** Adds the ticker listener. */\n InteractionManager.prototype.addTickerListener = function () {\n if (this.tickerAdded || !this.interactionDOMElement || !this._useSystemTicker) {\n return;\n }\n Ticker.system.add(this.tickerUpdate, this, UPDATE_PRIORITY.INTERACTION);\n this.tickerAdded = true;\n };\n /** Removes the ticker listener. */\n InteractionManager.prototype.removeTickerListener = function () {\n if (!this.tickerAdded) {\n return;\n }\n Ticker.system.remove(this.tickerUpdate, this);\n this.tickerAdded = false;\n };\n /** Registers all the DOM events. */\n InteractionManager.prototype.addEvents = function () {\n if (this.eventsAdded || !this.interactionDOMElement) {\n return;\n }\n var style = this.interactionDOMElement.style;\n if (globalThis.navigator.msPointerEnabled) {\n style.msContentZooming = 'none';\n style.msTouchAction = 'none';\n }\n else if (this.supportsPointerEvents) {\n style.touchAction = 'none';\n }\n /*\n * These events are added first, so that if pointer events are normalized, they are fired\n * in the same order as non-normalized events. ie. pointer event 1st, mouse / touch 2nd\n */\n if (this.supportsPointerEvents) {\n globalThis.document.addEventListener('pointermove', this.onPointerMove, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions);\n // pointerout is fired in addition to pointerup (for touch events) and pointercancel\n // we already handle those, so for the purposes of what we do in onPointerOut, we only\n // care about the pointerleave event\n this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, this._eventListenerOptions);\n globalThis.addEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions);\n globalThis.addEventListener('pointerup', this.onPointerUp, this._eventListenerOptions);\n }\n else {\n globalThis.document.addEventListener('mousemove', this.onPointerMove, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, this._eventListenerOptions);\n globalThis.addEventListener('mouseup', this.onPointerUp, this._eventListenerOptions);\n }\n // always look directly for touch events so that we can provide original data\n // In a future version we should change this to being just a fallback and rely solely on\n // PointerEvents whenever available\n if (this.supportsTouchEvents) {\n this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, this._eventListenerOptions);\n }\n this.eventsAdded = true;\n };\n /** Removes all the DOM events that were previously registered. */\n InteractionManager.prototype.removeEvents = function () {\n if (!this.eventsAdded || !this.interactionDOMElement) {\n return;\n }\n var style = this.interactionDOMElement.style;\n if (globalThis.navigator.msPointerEnabled) {\n style.msContentZooming = '';\n style.msTouchAction = '';\n }\n else if (this.supportsPointerEvents) {\n style.touchAction = '';\n }\n if (this.supportsPointerEvents) {\n globalThis.document.removeEventListener('pointermove', this.onPointerMove, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, this._eventListenerOptions);\n globalThis.removeEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions);\n globalThis.removeEventListener('pointerup', this.onPointerUp, this._eventListenerOptions);\n }\n else {\n globalThis.document.removeEventListener('mousemove', this.onPointerMove, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, this._eventListenerOptions);\n globalThis.removeEventListener('mouseup', this.onPointerUp, this._eventListenerOptions);\n }\n if (this.supportsTouchEvents) {\n this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, this._eventListenerOptions);\n }\n this.interactionDOMElement = null;\n this.eventsAdded = false;\n };\n /**\n * Updates the state of interactive objects if at least {@link interactionFrequency}\n * milliseconds have passed since the last invocation.\n *\n * Invoked by a throttled ticker update from {@link PIXI.Ticker.system}.\n * @param deltaTime - time delta since the last call\n */\n InteractionManager.prototype.tickerUpdate = function (deltaTime) {\n this._deltaTime += deltaTime;\n if (this._deltaTime < this.interactionFrequency) {\n return;\n }\n this._deltaTime = 0;\n this.update();\n };\n /** Updates the state of interactive objects. */\n InteractionManager.prototype.update = function () {\n if (!this.interactionDOMElement) {\n return;\n }\n // if the user move the mouse this check has already been done using the mouse move!\n if (this._didMove) {\n this._didMove = false;\n return;\n }\n this.cursor = null;\n // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind,\n // but there was a scenario of a display object moving under a static mouse cursor.\n // In this case, mouseover and mouseevents would not pass the flag test in dispatchEvent function\n for (var k in this.activeInteractionData) {\n // eslint-disable-next-line no-prototype-builtins\n if (this.activeInteractionData.hasOwnProperty(k)) {\n var interactionData = this.activeInteractionData[k];\n if (interactionData.originalEvent && interactionData.pointerType !== 'touch') {\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, interactionData.originalEvent, interactionData);\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, true);\n }\n }\n }\n this.setCursorMode(this.cursor);\n };\n /**\n * Sets the current cursor mode, handling any callbacks or CSS style changes.\n * @param mode - cursor mode, a key from the cursorStyles dictionary\n */\n InteractionManager.prototype.setCursorMode = function (mode) {\n mode = mode || 'default';\n var applyStyles = true;\n // offscreen canvas does not support setting styles, but cursor modes can be functions,\n // in order to handle pixi rendered cursors, so we can't bail\n if (globalThis.OffscreenCanvas && this.interactionDOMElement instanceof OffscreenCanvas) {\n applyStyles = false;\n }\n // if the mode didn't actually change, bail early\n if (this.currentCursorMode === mode) {\n return;\n }\n this.currentCursorMode = mode;\n var style = this.cursorStyles[mode];\n // only do things if there is a cursor style for it\n if (style) {\n switch (typeof style) {\n case 'string':\n // string styles are handled as cursor CSS\n if (applyStyles) {\n this.interactionDOMElement.style.cursor = style;\n }\n break;\n case 'function':\n // functions are just called, and passed the cursor mode\n style(mode);\n break;\n case 'object':\n // if it is an object, assume that it is a dictionary of CSS styles,\n // apply it to the interactionDOMElement\n if (applyStyles) {\n Object.assign(this.interactionDOMElement.style, style);\n }\n break;\n }\n }\n else if (applyStyles && typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode)) {\n // if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry\n // for the mode, then assume that the dev wants it to be CSS for the cursor.\n this.interactionDOMElement.style.cursor = mode;\n }\n };\n /**\n * Dispatches an event on the display object that was interacted with.\n * @param displayObject - the display object in question\n * @param eventString - the name of the event (e.g, mousedown)\n * @param eventData - the event data object\n */\n InteractionManager.prototype.dispatchEvent = function (displayObject, eventString, eventData) {\n // Even if the event was stopped, at least dispatch any remaining events\n // for the same display object.\n if (!eventData.stopPropagationHint || displayObject === eventData.stopsPropagatingAt) {\n eventData.currentTarget = displayObject;\n eventData.type = eventString;\n displayObject.emit(eventString, eventData);\n if (displayObject[eventString]) {\n displayObject[eventString](eventData);\n }\n }\n };\n /**\n * Puts a event on a queue to be dispatched later. This is used to guarantee correct\n * ordering of over/out events.\n * @param displayObject - the display object in question\n * @param eventString - the name of the event (e.g, mousedown)\n * @param eventData - the event data object\n */\n InteractionManager.prototype.delayDispatchEvent = function (displayObject, eventString, eventData) {\n this.delayedEvents.push({ displayObject: displayObject, eventString: eventString, eventData: eventData });\n };\n /**\n * Maps x and y coords from a DOM object and maps them correctly to the PixiJS view. The\n * resulting value is stored in the point. This takes into account the fact that the DOM\n * element could be scaled and positioned anywhere on the screen.\n * @param point - the point that the result will be stored in\n * @param x - the x coord of the position to map\n * @param y - the y coord of the position to map\n */\n InteractionManager.prototype.mapPositionToPoint = function (point, x, y) {\n var rect;\n // IE 11 fix\n if (!this.interactionDOMElement.parentElement) {\n rect = {\n x: 0,\n y: 0,\n width: this.interactionDOMElement.width,\n height: this.interactionDOMElement.height,\n left: 0,\n top: 0\n };\n }\n else {\n rect = this.interactionDOMElement.getBoundingClientRect();\n }\n var resolutionMultiplier = 1.0 / this.resolution;\n point.x = ((x - rect.left) * (this.interactionDOMElement.width / rect.width)) * resolutionMultiplier;\n point.y = ((y - rect.top) * (this.interactionDOMElement.height / rect.height)) * resolutionMultiplier;\n };\n /**\n * This function is provides a neat way of crawling through the scene graph and running a\n * specified function on all interactive objects it finds. It will also take care of hit\n * testing the interactive objects and passes the hit across in the function.\n * @protected\n * @param interactionEvent - event containing the point that\n * is tested for collision\n * @param displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param func - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param hitTest - indicates whether we want to calculate hits\n * or just iterate through all interactive objects\n */\n InteractionManager.prototype.processInteractive = function (interactionEvent, displayObject, func, hitTest) {\n var hit = this.search.findHit(interactionEvent, displayObject, func, hitTest);\n var delayedEvents = this.delayedEvents;\n if (!delayedEvents.length) {\n return hit;\n }\n // Reset the propagation hint, because we start deeper in the tree again.\n interactionEvent.stopPropagationHint = false;\n var delayedLen = delayedEvents.length;\n this.delayedEvents = [];\n for (var i = 0; i < delayedLen; i++) {\n var _a = delayedEvents[i], displayObject_1 = _a.displayObject, eventString = _a.eventString, eventData = _a.eventData;\n // When we reach the object we wanted to stop propagating at,\n // set the propagation hint.\n if (eventData.stopsPropagatingAt === displayObject_1) {\n eventData.stopPropagationHint = true;\n }\n this.dispatchEvent(displayObject_1, eventString, eventData);\n }\n return hit;\n };\n /**\n * Is called when the pointer button is pressed down on the renderer element\n * @param originalEvent - The DOM event of a pointer button being pressed down\n */\n InteractionManager.prototype.onPointerDown = function (originalEvent) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && originalEvent.pointerType === 'touch')\n { return; }\n var events = this.normalizeToPointerData(originalEvent);\n /*\n * No need to prevent default on natural pointer events, as there are no side effects\n * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser,\n * so still need to be prevented.\n */\n // Guaranteed that there will be at least one event in events, and all events must have the same pointer type\n if (this.autoPreventDefault && events[0].isNormalized) {\n var cancelable = originalEvent.cancelable || !('cancelable' in originalEvent);\n if (cancelable) {\n originalEvent.preventDefault();\n }\n }\n var eventLen = events.length;\n for (var i = 0; i < eventLen; i++) {\n var event = events[i];\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = originalEvent;\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerDown, true);\n this.emit('pointerdown', interactionEvent);\n if (event.pointerType === 'touch') {\n this.emit('touchstart', interactionEvent);\n }\n // emit a mouse event for \"pen\" pointers, the way a browser would emit a fallback event\n else if (event.pointerType === 'mouse' || event.pointerType === 'pen') {\n var isRightButton = event.button === 2;\n this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData);\n }\n }\n };\n /**\n * Processes the result of the pointer down check and dispatches the event if need be\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n * @param hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerDown = function (interactionEvent, displayObject, hit) {\n var data = interactionEvent.data;\n var id = interactionEvent.data.identifier;\n if (hit) {\n if (!displayObject.trackedPointers[id]) {\n displayObject.trackedPointers[id] = new InteractionTrackingData(id);\n }\n this.dispatchEvent(displayObject, 'pointerdown', interactionEvent);\n if (data.pointerType === 'touch') {\n this.dispatchEvent(displayObject, 'touchstart', interactionEvent);\n }\n else if (data.pointerType === 'mouse' || data.pointerType === 'pen') {\n var isRightButton = data.button === 2;\n if (isRightButton) {\n displayObject.trackedPointers[id].rightDown = true;\n }\n else {\n displayObject.trackedPointers[id].leftDown = true;\n }\n this.dispatchEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent);\n }\n }\n };\n /**\n * Is called when the pointer button is released on the renderer element\n * @param originalEvent - The DOM event of a pointer button being released\n * @param cancelled - true if the pointer is cancelled\n * @param func - Function passed to {@link processInteractive}\n */\n InteractionManager.prototype.onPointerComplete = function (originalEvent, cancelled, func) {\n var events = this.normalizeToPointerData(originalEvent);\n var eventLen = events.length;\n // if the event wasn't targeting our canvas, then consider it to be pointerupoutside\n // in all cases (unless it was a pointercancel)\n var target = originalEvent.target;\n // if in shadow DOM use composedPath to access target\n if (originalEvent.composedPath && originalEvent.composedPath().length > 0) {\n target = originalEvent.composedPath()[0];\n }\n var eventAppend = target !== this.interactionDOMElement ? 'outside' : '';\n for (var i = 0; i < eventLen; i++) {\n var event = events[i];\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = originalEvent;\n // perform hit testing for events targeting our canvas or cancel events\n this.processInteractive(interactionEvent, this.lastObjectRendered, func, cancelled || !eventAppend);\n this.emit(cancelled ? 'pointercancel' : \"pointerup\" + eventAppend, interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen') {\n var isRightButton = event.button === 2;\n this.emit(isRightButton ? \"rightup\" + eventAppend : \"mouseup\" + eventAppend, interactionEvent);\n }\n else if (event.pointerType === 'touch') {\n this.emit(cancelled ? 'touchcancel' : \"touchend\" + eventAppend, interactionEvent);\n this.releaseInteractionDataForPointerId(event.pointerId);\n }\n }\n };\n /**\n * Is called when the pointer button is cancelled\n * @param event - The DOM event of a pointer button being released\n */\n InteractionManager.prototype.onPointerCancel = function (event) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && event.pointerType === 'touch')\n { return; }\n this.onPointerComplete(event, true, this.processPointerCancel);\n };\n /**\n * Processes the result of the pointer cancel check and dispatches the event if need be\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n */\n InteractionManager.prototype.processPointerCancel = function (interactionEvent, displayObject) {\n var data = interactionEvent.data;\n var id = interactionEvent.data.identifier;\n if (displayObject.trackedPointers[id] !== undefined) {\n delete displayObject.trackedPointers[id];\n this.dispatchEvent(displayObject, 'pointercancel', interactionEvent);\n if (data.pointerType === 'touch') {\n this.dispatchEvent(displayObject, 'touchcancel', interactionEvent);\n }\n }\n };\n /**\n * Is called when the pointer button is released on the renderer element\n * @param event - The DOM event of a pointer button being released\n */\n InteractionManager.prototype.onPointerUp = function (event) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && event.pointerType === 'touch')\n { return; }\n this.onPointerComplete(event, false, this.processPointerUp);\n };\n /**\n * Processes the result of the pointer up check and dispatches the event if need be\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n * @param hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerUp = function (interactionEvent, displayObject, hit) {\n var data = interactionEvent.data;\n var id = interactionEvent.data.identifier;\n var trackingData = displayObject.trackedPointers[id];\n var isTouch = data.pointerType === 'touch';\n var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n // need to track mouse down status in the mouse block so that we can emit\n // event in a later block\n var isMouseTap = false;\n // Mouse only\n if (isMouse) {\n var isRightButton = data.button === 2;\n var flags = InteractionTrackingData.FLAGS;\n var test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN;\n var isDown = trackingData !== undefined && (trackingData.flags & test);\n if (hit) {\n this.dispatchEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent);\n if (isDown) {\n this.dispatchEvent(displayObject, isRightButton ? 'rightclick' : 'click', interactionEvent);\n // because we can confirm that the mousedown happened on this object, flag for later emit of pointertap\n isMouseTap = true;\n }\n }\n else if (isDown) {\n this.dispatchEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent);\n }\n // update the down state of the tracking data\n if (trackingData) {\n if (isRightButton) {\n trackingData.rightDown = false;\n }\n else {\n trackingData.leftDown = false;\n }\n }\n }\n // Pointers and Touches, and Mouse\n if (hit) {\n this.dispatchEvent(displayObject, 'pointerup', interactionEvent);\n if (isTouch)\n { this.dispatchEvent(displayObject, 'touchend', interactionEvent); }\n if (trackingData) {\n // emit pointertap if not a mouse, or if the mouse block decided it was a tap\n if (!isMouse || isMouseTap) {\n this.dispatchEvent(displayObject, 'pointertap', interactionEvent);\n }\n if (isTouch) {\n this.dispatchEvent(displayObject, 'tap', interactionEvent);\n // touches are no longer over (if they ever were) when we get the touchend\n // so we should ensure that we don't keep pretending that they are\n trackingData.over = false;\n }\n }\n }\n else if (trackingData) {\n this.dispatchEvent(displayObject, 'pointerupoutside', interactionEvent);\n if (isTouch)\n { this.dispatchEvent(displayObject, 'touchendoutside', interactionEvent); }\n }\n // Only remove the tracking data if there is no over/down state still associated with it\n if (trackingData && trackingData.none) {\n delete displayObject.trackedPointers[id];\n }\n };\n /**\n * Is called when the pointer moves across the renderer element\n * @param originalEvent - The DOM event of a pointer moving\n */\n InteractionManager.prototype.onPointerMove = function (originalEvent) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && originalEvent.pointerType === 'touch')\n { return; }\n var events = this.normalizeToPointerData(originalEvent);\n if (events[0].pointerType === 'mouse' || events[0].pointerType === 'pen') {\n this._didMove = true;\n this.cursor = null;\n }\n var eventLen = events.length;\n for (var i = 0; i < eventLen; i++) {\n var event = events[i];\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = originalEvent;\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerMove, true);\n this.emit('pointermove', interactionEvent);\n if (event.pointerType === 'touch')\n { this.emit('touchmove', interactionEvent); }\n if (event.pointerType === 'mouse' || event.pointerType === 'pen')\n { this.emit('mousemove', interactionEvent); }\n }\n if (events[0].pointerType === 'mouse') {\n this.setCursorMode(this.cursor);\n // TODO BUG for parents interactive object (border order issue)\n }\n };\n /**\n * Processes the result of the pointer move check and dispatches the event if need be\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n * @param hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerMove = function (interactionEvent, displayObject, hit) {\n var data = interactionEvent.data;\n var isTouch = data.pointerType === 'touch';\n var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n if (isMouse) {\n this.processPointerOverOut(interactionEvent, displayObject, hit);\n }\n if (!this.moveWhenInside || hit) {\n this.dispatchEvent(displayObject, 'pointermove', interactionEvent);\n if (isTouch)\n { this.dispatchEvent(displayObject, 'touchmove', interactionEvent); }\n if (isMouse)\n { this.dispatchEvent(displayObject, 'mousemove', interactionEvent); }\n }\n };\n /**\n * Is called when the pointer is moved out of the renderer element\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out\n */\n InteractionManager.prototype.onPointerOut = function (originalEvent) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && originalEvent.pointerType === 'touch')\n { return; }\n var events = this.normalizeToPointerData(originalEvent);\n // Only mouse and pointer can call onPointerOut, so events will always be length 1\n var event = events[0];\n if (event.pointerType === 'mouse') {\n this.mouseOverRenderer = false;\n this.setCursorMode(null);\n }\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = event;\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, false);\n this.emit('pointerout', interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen') {\n this.emit('mouseout', interactionEvent);\n }\n else {\n // we can get touchleave events after touchend, so we want to make sure we don't\n // introduce memory leaks\n this.releaseInteractionDataForPointerId(interactionData.identifier);\n }\n };\n /**\n * Processes the result of the pointer over/out check and dispatches the event if need be.\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n * @param hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerOverOut = function (interactionEvent, displayObject, hit) {\n var data = interactionEvent.data;\n var id = interactionEvent.data.identifier;\n var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n var trackingData = displayObject.trackedPointers[id];\n // if we just moused over the display object, then we need to track that state\n if (hit && !trackingData) {\n trackingData = displayObject.trackedPointers[id] = new InteractionTrackingData(id);\n }\n if (trackingData === undefined)\n { return; }\n if (hit && this.mouseOverRenderer) {\n if (!trackingData.over) {\n trackingData.over = true;\n this.delayDispatchEvent(displayObject, 'pointerover', interactionEvent);\n if (isMouse) {\n this.delayDispatchEvent(displayObject, 'mouseover', interactionEvent);\n }\n }\n // only change the cursor if it has not already been changed (by something deeper in the\n // display tree)\n if (isMouse && this.cursor === null) {\n this.cursor = displayObject.cursor;\n }\n }\n else if (trackingData.over) {\n trackingData.over = false;\n this.dispatchEvent(displayObject, 'pointerout', this.eventData);\n if (isMouse) {\n this.dispatchEvent(displayObject, 'mouseout', interactionEvent);\n }\n // if there is no mouse down information for the pointer, then it is safe to delete\n if (trackingData.none) {\n delete displayObject.trackedPointers[id];\n }\n }\n };\n /**\n * Is called when the pointer is moved into the renderer element.\n * @param originalEvent - The DOM event of a pointer button being moved into the renderer view.\n */\n InteractionManager.prototype.onPointerOver = function (originalEvent) {\n var events = this.normalizeToPointerData(originalEvent);\n // Only mouse and pointer can call onPointerOver, so events will always be length 1\n var event = events[0];\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = event;\n if (event.pointerType === 'mouse') {\n this.mouseOverRenderer = true;\n }\n this.emit('pointerover', interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen') {\n this.emit('mouseover', interactionEvent);\n }\n };\n /**\n * Get InteractionData for a given pointerId. Store that data as well.\n * @param event - Normalized pointer event, output from normalizeToPointerData.\n * @returns - Interaction data for the given pointer identifier.\n */\n InteractionManager.prototype.getInteractionDataForPointerId = function (event) {\n var pointerId = event.pointerId;\n var interactionData;\n if (pointerId === MOUSE_POINTER_ID || event.pointerType === 'mouse') {\n interactionData = this.mouse;\n }\n else if (this.activeInteractionData[pointerId]) {\n interactionData = this.activeInteractionData[pointerId];\n }\n else {\n interactionData = this.interactionDataPool.pop() || new InteractionData();\n interactionData.identifier = pointerId;\n this.activeInteractionData[pointerId] = interactionData;\n }\n // copy properties from the event, so that we can make sure that touch/pointer specific\n // data is available\n interactionData.copyEvent(event);\n return interactionData;\n };\n /**\n * Return unused InteractionData to the pool, for a given pointerId\n * @param pointerId - Identifier from a pointer event\n */\n InteractionManager.prototype.releaseInteractionDataForPointerId = function (pointerId) {\n var interactionData = this.activeInteractionData[pointerId];\n if (interactionData) {\n delete this.activeInteractionData[pointerId];\n interactionData.reset();\n this.interactionDataPool.push(interactionData);\n }\n };\n /**\n * Configure an InteractionEvent to wrap a DOM PointerEvent and InteractionData\n * @param interactionEvent - The event to be configured\n * @param pointerEvent - The DOM event that will be paired with the InteractionEvent\n * @param interactionData - The InteractionData that will be paired\n * with the InteractionEvent\n * @returns - the interaction event that was passed in\n */\n InteractionManager.prototype.configureInteractionEventForDOMEvent = function (interactionEvent, pointerEvent, interactionData) {\n interactionEvent.data = interactionData;\n this.mapPositionToPoint(interactionData.global, pointerEvent.clientX, pointerEvent.clientY);\n // Not really sure why this is happening, but it's how a previous version handled things\n if (pointerEvent.pointerType === 'touch') {\n pointerEvent.globalX = interactionData.global.x;\n pointerEvent.globalY = interactionData.global.y;\n }\n interactionData.originalEvent = pointerEvent;\n interactionEvent.reset();\n return interactionEvent;\n };\n /**\n * Ensures that the original event object contains all data that a regular pointer event would have\n * @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event\n * @returns - An array containing a single normalized pointer event, in the case of a pointer\n * or mouse event, or a multiple normalized pointer events if there are multiple changed touches\n */\n InteractionManager.prototype.normalizeToPointerData = function (event) {\n var normalizedEvents = [];\n if (this.supportsTouchEvents && event instanceof TouchEvent) {\n for (var i = 0, li = event.changedTouches.length; i < li; i++) {\n var touch = event.changedTouches[i];\n if (typeof touch.button === 'undefined')\n { touch.button = event.touches.length ? 1 : 0; }\n if (typeof touch.buttons === 'undefined')\n { touch.buttons = event.touches.length ? 1 : 0; }\n if (typeof touch.isPrimary === 'undefined') {\n touch.isPrimary = event.touches.length === 1 && event.type === 'touchstart';\n }\n if (typeof touch.width === 'undefined')\n { touch.width = touch.radiusX || 1; }\n if (typeof touch.height === 'undefined')\n { touch.height = touch.radiusY || 1; }\n if (typeof touch.tiltX === 'undefined')\n { touch.tiltX = 0; }\n if (typeof touch.tiltY === 'undefined')\n { touch.tiltY = 0; }\n if (typeof touch.pointerType === 'undefined')\n { touch.pointerType = 'touch'; }\n if (typeof touch.pointerId === 'undefined')\n { touch.pointerId = touch.identifier || 0; }\n if (typeof touch.pressure === 'undefined')\n { touch.pressure = touch.force || 0.5; }\n if (typeof touch.twist === 'undefined')\n { touch.twist = 0; }\n if (typeof touch.tangentialPressure === 'undefined')\n { touch.tangentialPressure = 0; }\n // TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven\n // support, and the fill ins are not quite the same\n // offsetX/Y might be okay, but is not the same as clientX/Y when the canvas's top\n // left is not 0,0 on the page\n if (typeof touch.layerX === 'undefined')\n { touch.layerX = touch.offsetX = touch.clientX; }\n if (typeof touch.layerY === 'undefined')\n { touch.layerY = touch.offsetY = touch.clientY; }\n // mark the touch as normalized, just so that we know we did it\n touch.isNormalized = true;\n normalizedEvents.push(touch);\n }\n }\n // apparently PointerEvent subclasses MouseEvent, so yay\n else if (!globalThis.MouseEvent\n || (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof globalThis.PointerEvent)))) {\n var tempEvent = event;\n if (typeof tempEvent.isPrimary === 'undefined')\n { tempEvent.isPrimary = true; }\n if (typeof tempEvent.width === 'undefined')\n { tempEvent.width = 1; }\n if (typeof tempEvent.height === 'undefined')\n { tempEvent.height = 1; }\n if (typeof tempEvent.tiltX === 'undefined')\n { tempEvent.tiltX = 0; }\n if (typeof tempEvent.tiltY === 'undefined')\n { tempEvent.tiltY = 0; }\n if (typeof tempEvent.pointerType === 'undefined')\n { tempEvent.pointerType = 'mouse'; }\n if (typeof tempEvent.pointerId === 'undefined')\n { tempEvent.pointerId = MOUSE_POINTER_ID; }\n if (typeof tempEvent.pressure === 'undefined')\n { tempEvent.pressure = 0.5; }\n if (typeof tempEvent.twist === 'undefined')\n { tempEvent.twist = 0; }\n if (typeof tempEvent.tangentialPressure === 'undefined')\n { tempEvent.tangentialPressure = 0; }\n // mark the mouse event as normalized, just so that we know we did it\n tempEvent.isNormalized = true;\n normalizedEvents.push(tempEvent);\n }\n else {\n normalizedEvents.push(event);\n }\n return normalizedEvents;\n };\n /** Destroys the interaction manager. */\n InteractionManager.prototype.destroy = function () {\n this.removeEvents();\n this.removeTickerListener();\n this.removeAllListeners();\n this.renderer = null;\n this.mouse = null;\n this.eventData = null;\n this.interactionDOMElement = null;\n this.onPointerDown = null;\n this.processPointerDown = null;\n this.onPointerUp = null;\n this.processPointerUp = null;\n this.onPointerCancel = null;\n this.processPointerCancel = null;\n this.onPointerMove = null;\n this.processPointerMove = null;\n this.onPointerOut = null;\n this.processPointerOverOut = null;\n this.onPointerOver = null;\n this.search = null;\n };\n /** @ignore */\n InteractionManager.extension = {\n name: 'interaction',\n type: [\n ExtensionType.RendererPlugin,\n ExtensionType.CanvasRendererPlugin ],\n };\n return InteractionManager;\n}(EventEmitter));\n\nexport { InteractionData, InteractionEvent, InteractionManager, InteractionTrackingData, interactiveTarget };\n//# sourceMappingURL=interaction.mjs.map\n","/*!\n * @pixi/extract - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/extract is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { CanvasRenderTarget } from '@pixi/utils';\nimport { Rectangle } from '@pixi/math';\nimport { ExtensionType, RenderTexture } from '@pixi/core';\n\nvar TEMP_RECT = new Rectangle();\nvar BYTES_PER_PIXEL = 4;\n/**\n * This class provides renderer-specific plugins for exporting content from a renderer.\n * For instance, these plugins can be used for saving an Image, Canvas element or for exporting the raw image data (pixels).\n *\n * Do not instantiate these plugins directly. It is available from the `renderer.plugins` property.\n * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}.\n * @example\n * // Create a new app (will auto-add extract plugin to renderer)\n * const app = new PIXI.Application();\n *\n * // Draw a red circle\n * const graphics = new PIXI.Graphics()\n * .beginFill(0xFF0000)\n * .drawCircle(0, 0, 50);\n *\n * // Render the graphics as an HTMLImageElement\n * const image = app.renderer.plugins.extract.image(graphics);\n * document.body.appendChild(image);\n * @memberof PIXI\n */\nvar Extract = /** @class */ (function () {\n /**\n * @param renderer - A reference to the current renderer\n */\n function Extract(renderer) {\n this.renderer = renderer;\n }\n /**\n * Will return a HTML Image of the target\n * @param target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param format - Image format, e.g. \"image/jpeg\" or \"image/webp\".\n * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92.\n * @returns - HTML Image of the target\n */\n Extract.prototype.image = function (target, format, quality) {\n var image = new Image();\n image.src = this.base64(target, format, quality);\n return image;\n };\n /**\n * Will return a base64 encoded string of this target. It works by calling\n * `Extract.getCanvas` and then running toDataURL on that.\n * @param target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param format - Image format, e.g. \"image/jpeg\" or \"image/webp\".\n * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92.\n * @returns - A base64 encoded string of the texture.\n */\n Extract.prototype.base64 = function (target, format, quality) {\n return this.canvas(target).toDataURL(format, quality);\n };\n /**\n * Creates a Canvas element, renders this target to it and then returns it.\n * @param target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param frame - The frame the extraction is restricted to.\n * @returns - A Canvas element with the texture rendered on.\n */\n Extract.prototype.canvas = function (target, frame) {\n var renderer = this.renderer;\n var resolution;\n var flipY = false;\n var renderTexture;\n var generated = false;\n if (target) {\n if (target instanceof RenderTexture) {\n renderTexture = target;\n }\n else {\n renderTexture = this.renderer.generateTexture(target);\n generated = true;\n }\n }\n if (renderTexture) {\n resolution = renderTexture.baseTexture.resolution;\n frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame;\n flipY = false;\n renderer.renderTexture.bind(renderTexture);\n }\n else {\n resolution = renderer.resolution;\n if (!frame) {\n frame = TEMP_RECT;\n frame.width = renderer.width;\n frame.height = renderer.height;\n }\n flipY = true;\n renderer.renderTexture.bind(null);\n }\n var width = Math.round(frame.width * resolution);\n var height = Math.round(frame.height * resolution);\n var canvasBuffer = new CanvasRenderTarget(width, height, 1);\n var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height);\n // read pixels to the array\n var gl = renderer.gl;\n gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels);\n // add the pixels to the canvas\n var canvasData = canvasBuffer.context.getImageData(0, 0, width, height);\n Extract.arrayPostDivide(webglPixels, canvasData.data);\n canvasBuffer.context.putImageData(canvasData, 0, 0);\n // pulling pixels\n if (flipY) {\n var target_1 = new CanvasRenderTarget(canvasBuffer.width, canvasBuffer.height, 1);\n target_1.context.scale(1, -1);\n // we can't render to itself because we should be empty before render.\n target_1.context.drawImage(canvasBuffer.canvas, 0, -height);\n canvasBuffer.destroy();\n canvasBuffer = target_1;\n }\n if (generated) {\n renderTexture.destroy(true);\n }\n // send the canvas back..\n return canvasBuffer.canvas;\n };\n /**\n * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA\n * order, with integer values between 0 and 255 (included).\n * @param target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param frame - The frame the extraction is restricted to.\n * @returns - One-dimensional array containing the pixel data of the entire texture\n */\n Extract.prototype.pixels = function (target, frame) {\n var renderer = this.renderer;\n var resolution;\n var renderTexture;\n var generated = false;\n if (target) {\n if (target instanceof RenderTexture) {\n renderTexture = target;\n }\n else {\n renderTexture = this.renderer.generateTexture(target);\n generated = true;\n }\n }\n if (renderTexture) {\n resolution = renderTexture.baseTexture.resolution;\n frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame;\n renderer.renderTexture.bind(renderTexture);\n }\n else {\n resolution = renderer.resolution;\n if (!frame) {\n frame = TEMP_RECT;\n frame.width = renderer.width;\n frame.height = renderer.height;\n }\n renderer.renderTexture.bind(null);\n }\n var width = Math.round(frame.width * resolution);\n var height = Math.round(frame.height * resolution);\n var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height);\n // read pixels to the array\n var gl = renderer.gl;\n gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels);\n if (generated) {\n renderTexture.destroy(true);\n }\n Extract.arrayPostDivide(webglPixels, webglPixels);\n return webglPixels;\n };\n /** Destroys the extract. */\n Extract.prototype.destroy = function () {\n this.renderer = null;\n };\n /**\n * Takes premultiplied pixel data and produces regular pixel data\n * @private\n * @param pixels - array of pixel data\n * @param out - output array\n */\n Extract.arrayPostDivide = function (pixels, out) {\n for (var i = 0; i < pixels.length; i += 4) {\n var alpha = out[i + 3] = pixels[i + 3];\n if (alpha !== 0) {\n out[i] = Math.round(Math.min(pixels[i] * 255.0 / alpha, 255.0));\n out[i + 1] = Math.round(Math.min(pixels[i + 1] * 255.0 / alpha, 255.0));\n out[i + 2] = Math.round(Math.min(pixels[i + 2] * 255.0 / alpha, 255.0));\n }\n else {\n out[i] = pixels[i];\n out[i + 1] = pixels[i + 1];\n out[i + 2] = pixels[i + 2];\n }\n }\n };\n /** @ignore */\n Extract.extension = {\n name: 'extract',\n type: ExtensionType.RendererPlugin,\n };\n return Extract;\n}());\n\nexport { Extract };\n//# sourceMappingURL=extract.mjs.map\n","/*!\n * @pixi/loaders - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/loaders is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { extensions, ExtensionType, Texture } from '@pixi/core';\nimport { deprecation } from '@pixi/utils';\n\n/* jshint -W097 */\n/**\n * @memberof PIXI\n */\nvar SignalBinding = /** @class */ (function () {\n /**\n * SignalBinding constructor.\n * @constructs SignalBinding\n * @param {Function} fn - Event handler to be called.\n * @param {boolean} [once=false] - Should this listener be removed after dispatch\n * @param {object} [thisArg] - The context of the callback function.\n * @api private\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n function SignalBinding(fn, once, thisArg) {\n if (once === void 0) { once = false; }\n this._fn = fn;\n this._once = once;\n this._thisArg = thisArg;\n this._next = this._prev = this._owner = null;\n }\n SignalBinding.prototype.detach = function () {\n if (this._owner === null)\n { return false; }\n this._owner.detach(this);\n return true;\n };\n return SignalBinding;\n}());\n/**\n * @param self\n * @param node\n * @private\n */\nfunction _addSignalBinding(self, node) {\n if (!self._head) {\n self._head = node;\n self._tail = node;\n }\n else {\n self._tail._next = node;\n node._prev = self._tail;\n self._tail = node;\n }\n node._owner = self;\n return node;\n}\n/**\n * @memberof PIXI\n */\nvar Signal = /** @class */ (function () {\n /**\n * MiniSignal constructor.\n * @example\n * let mySignal = new Signal();\n * let binding = mySignal.add(onSignal);\n * mySignal.dispatch('foo', 'bar');\n * mySignal.detach(binding);\n */\n function Signal() {\n this._head = this._tail = undefined;\n }\n /**\n * Return an array of attached SignalBinding.\n * @param {boolean} [exists=false] - We only need to know if there are handlers.\n * @returns {PIXI.SignalBinding[] | boolean} Array of attached SignalBinding or Boolean if called with exists = true\n * @api public\n */\n Signal.prototype.handlers = function (exists) {\n if (exists === void 0) { exists = false; }\n var node = this._head;\n if (exists)\n { return !!node; }\n var ee = [];\n while (node) {\n ee.push(node);\n node = node._next;\n }\n return ee;\n };\n /**\n * Return true if node is a SignalBinding attached to this MiniSignal\n * @param {PIXI.SignalBinding} node - Node to check.\n * @returns {boolean} True if node is attache to mini-signal\n */\n Signal.prototype.has = function (node) {\n if (!(node instanceof SignalBinding)) {\n throw new Error('MiniSignal#has(): First arg must be a SignalBinding object.');\n }\n return node._owner === this;\n };\n /**\n * Dispaches a signal to all registered listeners.\n * @param {...any} args\n * @returns {boolean} Indication if we've emitted an event.\n */\n Signal.prototype.dispatch = function () {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n var node = this._head;\n if (!node)\n { return false; }\n while (node) {\n if (node._once)\n { this.detach(node); }\n node._fn.apply(node._thisArg, args);\n node = node._next;\n }\n return true;\n };\n /**\n * Register a new listener.\n * @param {Function} fn - Callback function.\n * @param {object} [thisArg] - The context of the callback function.\n * @returns {PIXI.SignalBinding} The SignalBinding node that was added.\n */\n Signal.prototype.add = function (fn, thisArg) {\n if (thisArg === void 0) { thisArg = null; }\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#add(): First arg must be a Function.');\n }\n return _addSignalBinding(this, new SignalBinding(fn, false, thisArg));\n };\n /**\n * Register a new listener that will be executed only once.\n * @param {Function} fn - Callback function.\n * @param {object} [thisArg] - The context of the callback function.\n * @returns {PIXI.SignalBinding} The SignalBinding node that was added.\n */\n Signal.prototype.once = function (fn, thisArg) {\n if (thisArg === void 0) { thisArg = null; }\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#once(): First arg must be a Function.');\n }\n return _addSignalBinding(this, new SignalBinding(fn, true, thisArg));\n };\n /**\n * Remove binding object.\n * @param {PIXI.SignalBinding} node - The binding node that will be removed.\n * @returns {Signal} The instance on which this method was called.\n @api public */\n Signal.prototype.detach = function (node) {\n if (!(node instanceof SignalBinding)) {\n throw new Error('MiniSignal#detach(): First arg must be a SignalBinding object.');\n }\n if (node._owner !== this)\n { return this; } // todo: or error?\n if (node._prev)\n { node._prev._next = node._next; }\n if (node._next)\n { node._next._prev = node._prev; }\n if (node === this._head) { // first node\n this._head = node._next;\n if (node._next === null) {\n this._tail = null;\n }\n }\n else if (node === this._tail) { // last node\n this._tail = node._prev;\n this._tail._next = null;\n }\n node._owner = null;\n return this;\n };\n /**\n * Detach all listeners.\n * @returns {Signal} The instance on which this method was called.\n */\n Signal.prototype.detachAll = function () {\n var node = this._head;\n if (!node)\n { return this; }\n this._head = this._tail = null;\n while (node) {\n node._owner = null;\n node = node._next;\n }\n return this;\n };\n return Signal;\n}());\n\n/**\n * function from npm package `parseUri`, converted to TS to avoid leftpad incident\n * @param {string} str\n * @param [opts] - options\n * @param {boolean} [opts.strictMode] - type of parser\n */\nfunction parseUri(str, opts) {\n opts = opts || {};\n var o = {\n // eslint-disable-next-line max-len\n key: ['source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host', 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'],\n q: {\n name: 'queryKey',\n parser: /(?:^|&)([^&=]*)=?([^&]*)/g\n },\n parser: {\n // eslint-disable-next-line max-len\n strict: /^(?:([^:\\/?#]+):)?(?:\\/\\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?))?((((?:[^?#\\/]*\\/)*)([^?#]*))(?:\\?([^#]*))?(?:#(.*))?)/,\n // eslint-disable-next-line max-len\n loose: /^(?:(?![^:@]+:[^:@\\/]*@)([^:\\/?#.]+):)?(?:\\/\\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?)(((\\/(?:[^?#](?![^?#\\/]*\\.[^?#\\/.]+(?:[?#]|$)))*\\/?)?([^?#\\/]*))(?:\\?([^#]*))?(?:#(.*))?)/\n }\n };\n var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str);\n var uri = {};\n var i = 14;\n while (i--)\n { uri[o.key[i]] = m[i] || ''; }\n uri[o.q.name] = {};\n uri[o.key[12]].replace(o.q.parser, function (_t0, t1, t2) {\n if (t1)\n { uri[o.q.name][t1] = t2; }\n });\n return uri;\n}\n\n// tests if CORS is supported in XHR, if not we need to use XDR\nvar useXdr;\nvar tempAnchor = null;\n// some status constants\nvar STATUS_NONE = 0;\nvar STATUS_OK = 200;\nvar STATUS_EMPTY = 204;\nvar STATUS_IE_BUG_EMPTY = 1223;\nvar STATUS_TYPE_OK = 2;\n// noop\nfunction _noop$1() { }\n/**\n * Quick helper to set a value on one of the extension maps. Ensures there is no\n * dot at the start of the extension.\n * @ignore\n * @param map - The map to set on.\n * @param extname - The extension (or key) to set.\n * @param val - The value to set.\n */\nfunction setExtMap(map, extname, val) {\n if (extname && extname.indexOf('.') === 0) {\n extname = extname.substring(1);\n }\n if (!extname) {\n return;\n }\n map[extname] = val;\n}\n/**\n * Quick helper to get string xhr type.\n * @ignore\n * @param xhr - The request to check.\n * @returns The type.\n */\nfunction reqType(xhr) {\n return xhr.toString().replace('object ', '');\n}\n/**\n * Manages the state and loading of a resource and all child resources.\n *\n * Can be extended in `GlobalMixins.LoaderResource`.\n * @memberof PIXI\n */\nvar LoaderResource = /** @class */ (function () {\n /**\n * @param {string} name - The name of the resource to load.\n * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass\n * an array of sources.\n * @param {object} [options] - The options for the load.\n * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to\n * determine automatically.\n * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes\n * longer than this time it is cancelled and the load is considered a failure. If this value is\n * set to `0` then there is no explicit timeout.\n * @param {PIXI.LoaderResource.LOAD_TYPE} [options.loadType=LOAD_TYPE.XHR] - How should this resource\n * be loaded?\n * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} [options.xhrType=XHR_RESPONSE_TYPE.DEFAULT] - How\n * should the data being loaded be interpreted when using XHR?\n * @param {PIXI.LoaderResource.IMetadata} [options.metadata] - Extra configuration for middleware\n * and the Resource object.\n */\n function LoaderResource(name, url, options) {\n /**\n * The `dequeue` method that will be used a storage place for the async queue dequeue method\n * used privately by the loader.\n * @private\n * @member {Function}\n */\n this._dequeue = _noop$1;\n /**\n * Used a storage place for the on load binding used privately by the loader.\n * @private\n * @member {Function}\n */\n this._onLoadBinding = null;\n /**\n * The timer for element loads to check if they timeout.\n * @private\n */\n this._elementTimer = 0;\n /**\n * The `complete` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundComplete = null;\n /**\n * The `_onError` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnError = null;\n /**\n * The `_onProgress` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnProgress = null;\n /**\n * The `_onTimeout` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnTimeout = null;\n this._boundXhrOnError = null;\n this._boundXhrOnTimeout = null;\n this._boundXhrOnAbort = null;\n this._boundXhrOnLoad = null;\n if (typeof name !== 'string' || typeof url !== 'string') {\n throw new Error('Both name and url are required for constructing a resource.');\n }\n options = options || {};\n this._flags = 0;\n // set data url flag, needs to be set early for some _determineX checks to work.\n this._setFlag(LoaderResource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0);\n this.name = name;\n this.url = url;\n this.extension = this._getExtension();\n this.data = null;\n this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin;\n this.timeout = options.timeout || 0;\n this.loadType = options.loadType || this._determineLoadType();\n // The type used to load the resource via XHR. If unset, determined automatically.\n this.xhrType = options.xhrType;\n // Extra info for middleware, and controlling specifics about how the resource loads.\n // Note that if you pass in a `loadElement`, the Resource class takes ownership of it.\n // Meaning it will modify it as it sees fit.\n this.metadata = options.metadata || {};\n // The error that occurred while loading (if any).\n this.error = null;\n // The XHR object that was used to load this resource. This is only set\n // when `loadType` is `LoaderResource.LOAD_TYPE.XHR`.\n this.xhr = null;\n // The child resources this resource owns.\n this.children = [];\n // The resource type.\n this.type = LoaderResource.TYPE.UNKNOWN;\n // The progress chunk owned by this resource.\n this.progressChunk = 0;\n // The `dequeue` method that will be used a storage place for the async queue dequeue method\n // used privately by the loader.\n this._dequeue = _noop$1;\n // Used a storage place for the on load binding used privately by the loader.\n this._onLoadBinding = null;\n // The timer for element loads to check if they timeout.\n this._elementTimer = 0;\n this._boundComplete = this.complete.bind(this);\n this._boundOnError = this._onError.bind(this);\n this._boundOnProgress = this._onProgress.bind(this);\n this._boundOnTimeout = this._onTimeout.bind(this);\n // xhr callbacks\n this._boundXhrOnError = this._xhrOnError.bind(this);\n this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this);\n this._boundXhrOnAbort = this._xhrOnAbort.bind(this);\n this._boundXhrOnLoad = this._xhrOnLoad.bind(this);\n // Dispatched when the resource beings to load.\n this.onStart = new Signal();\n // Dispatched each time progress of this resource load updates.\n // Not all resources types and loader systems can support this event\n // so sometimes it may not be available. If the resource\n // is being loaded on a modern browser, using XHR, and the remote server\n // properly sets Content-Length headers, then this will be available.\n this.onProgress = new Signal();\n // Dispatched once this resource has loaded, if there was an error it will\n // be in the `error` property.\n this.onComplete = new Signal();\n // Dispatched after this resource has had all the *after* middleware run on it.\n this.onAfterMiddleware = new Signal();\n }\n /**\n * Sets the load type to be used for a specific extension.\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {PIXI.LoaderResource.LOAD_TYPE} loadType - The load type to set it to.\n */\n LoaderResource.setExtensionLoadType = function (extname, loadType) {\n setExtMap(LoaderResource._loadTypeMap, extname, loadType);\n };\n /**\n * Sets the load type to be used for a specific extension.\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to.\n */\n LoaderResource.setExtensionXhrType = function (extname, xhrType) {\n setExtMap(LoaderResource._xhrTypeMap, extname, xhrType);\n };\n Object.defineProperty(LoaderResource.prototype, \"isDataUrl\", {\n /**\n * When the resource starts to load.\n * @memberof PIXI.LoaderResource\n * @callback OnStartSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n */\n /**\n * When the resource reports loading progress.\n * @memberof PIXI.LoaderResource\n * @callback OnProgressSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n * @param {number} percentage - The progress of the load in the range [0, 1].\n */\n /**\n * When the resource finishes loading.\n * @memberof PIXI.LoaderResource\n * @callback OnCompleteSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n */\n /**\n * @memberof PIXI.LoaderResource\n * @typedef {object} IMetadata\n * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The\n * element to use for loading, instead of creating one.\n * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This\n * is useful if you want to pass in a `loadElement` that you already added load sources to.\n * @property {string|string[]} [mimeType] - The mime type to use for the source element\n * of a video/audio elment. If the urls are an array, you can pass this as an array as well\n * where each index is the mime type to use for the corresponding url index.\n */\n /**\n * Stores whether or not this url is a data url.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.DATA_URL);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(LoaderResource.prototype, \"isComplete\", {\n /**\n * Describes if this resource has finished loading. Is true when the resource has completely\n * loaded.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.COMPLETE);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(LoaderResource.prototype, \"isLoading\", {\n /**\n * Describes if this resource is currently loading. Is true when the resource starts loading,\n * and is false again when complete.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.LOADING);\n },\n enumerable: false,\n configurable: true\n });\n /** Marks the resource as complete. */\n LoaderResource.prototype.complete = function () {\n this._clearEvents();\n this._finish();\n };\n /**\n * Aborts the loading of this resource, with an optional message.\n * @param {string} message - The message to use for the error\n */\n LoaderResource.prototype.abort = function (message) {\n // abort can be called multiple times, ignore subsequent calls.\n if (this.error) {\n return;\n }\n // store error\n this.error = new Error(message);\n // clear events before calling aborts\n this._clearEvents();\n // abort the actual loading\n if (this.xhr) {\n this.xhr.abort();\n }\n else if (this.xdr) {\n this.xdr.abort();\n }\n else if (this.data) {\n // single source\n if (this.data.src) {\n this.data.src = LoaderResource.EMPTY_GIF;\n }\n // multi-source\n else {\n while (this.data.firstChild) {\n this.data.removeChild(this.data.firstChild);\n }\n }\n }\n // done now.\n this._finish();\n };\n /**\n * Kicks off loading of this resource. This method is asynchronous.\n * @param {PIXI.LoaderResource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded.\n */\n LoaderResource.prototype.load = function (cb) {\n var _this = this;\n if (this.isLoading) {\n return;\n }\n if (this.isComplete) {\n if (cb) {\n setTimeout(function () { return cb(_this); }, 1);\n }\n return;\n }\n else if (cb) {\n this.onComplete.once(cb);\n }\n this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, true);\n this.onStart.dispatch(this);\n // if unset, determine the value\n if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') {\n this.crossOrigin = this._determineCrossOrigin(this.url);\n }\n switch (this.loadType) {\n case LoaderResource.LOAD_TYPE.IMAGE:\n this.type = LoaderResource.TYPE.IMAGE;\n this._loadElement('image');\n break;\n case LoaderResource.LOAD_TYPE.AUDIO:\n this.type = LoaderResource.TYPE.AUDIO;\n this._loadSourceElement('audio');\n break;\n case LoaderResource.LOAD_TYPE.VIDEO:\n this.type = LoaderResource.TYPE.VIDEO;\n this._loadSourceElement('video');\n break;\n case LoaderResource.LOAD_TYPE.XHR:\n /* falls through */\n default:\n if (typeof useXdr === 'undefined') {\n useXdr = !!(globalThis.XDomainRequest && !('withCredentials' in (new XMLHttpRequest())));\n }\n if (useXdr && this.crossOrigin) {\n this._loadXdr();\n }\n else {\n this._loadXhr();\n }\n break;\n }\n };\n /**\n * Checks if the flag is set.\n * @param flag - The flag to check.\n * @returns True if the flag is set.\n */\n LoaderResource.prototype._hasFlag = function (flag) {\n return (this._flags & flag) !== 0;\n };\n /**\n * (Un)Sets the flag.\n * @param flag - The flag to (un)set.\n * @param value - Whether to set or (un)set the flag.\n */\n LoaderResource.prototype._setFlag = function (flag, value) {\n this._flags = value ? (this._flags | flag) : (this._flags & ~flag);\n };\n /** Clears all the events from the underlying loading source. */\n LoaderResource.prototype._clearEvents = function () {\n clearTimeout(this._elementTimer);\n if (this.data && this.data.removeEventListener) {\n this.data.removeEventListener('error', this._boundOnError, false);\n this.data.removeEventListener('load', this._boundComplete, false);\n this.data.removeEventListener('progress', this._boundOnProgress, false);\n this.data.removeEventListener('canplaythrough', this._boundComplete, false);\n }\n if (this.xhr) {\n if (this.xhr.removeEventListener) {\n this.xhr.removeEventListener('error', this._boundXhrOnError, false);\n this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false);\n this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false);\n this.xhr.removeEventListener('progress', this._boundOnProgress, false);\n this.xhr.removeEventListener('load', this._boundXhrOnLoad, false);\n }\n else {\n this.xhr.onerror = null;\n this.xhr.ontimeout = null;\n this.xhr.onprogress = null;\n this.xhr.onload = null;\n }\n }\n };\n /** Finalizes the load. */\n LoaderResource.prototype._finish = function () {\n if (this.isComplete) {\n throw new Error('Complete called again for an already completed resource.');\n }\n this._setFlag(LoaderResource.STATUS_FLAGS.COMPLETE, true);\n this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, false);\n this.onComplete.dispatch(this);\n };\n /**\n * Loads this resources using an element that has a single source,\n * like an HTMLImageElement.\n * @private\n * @param type - The type of element to use.\n */\n LoaderResource.prototype._loadElement = function (type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n }\n else if (type === 'image' && typeof globalThis.Image !== 'undefined') {\n this.data = new Image();\n }\n else {\n this.data = document.createElement(type);\n }\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n if (!this.metadata.skipSource) {\n this.data.src = this.url;\n }\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n };\n /**\n * Loads this resources using an element that has multiple sources,\n * like an HTMLAudioElement or HTMLVideoElement.\n * @param type - The type of element to use.\n */\n LoaderResource.prototype._loadSourceElement = function (type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n }\n else if (type === 'audio' && typeof globalThis.Audio !== 'undefined') {\n this.data = new Audio();\n }\n else {\n this.data = document.createElement(type);\n }\n if (this.data === null) {\n this.abort(\"Unsupported element: \" + type);\n return;\n }\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n if (!this.metadata.skipSource) {\n // support for CocoonJS Canvas+ runtime, lacks document.createElement('source')\n if (navigator.isCocoonJS) {\n this.data.src = Array.isArray(this.url) ? this.url[0] : this.url;\n }\n else if (Array.isArray(this.url)) {\n var mimeTypes = this.metadata.mimeType;\n for (var i = 0; i < this.url.length; ++i) {\n this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes));\n }\n }\n else {\n var mimeTypes = this.metadata.mimeType;\n this.data.appendChild(this._createSource(type, this.url, Array.isArray(mimeTypes) ? mimeTypes[0] : mimeTypes));\n }\n }\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n this.data.addEventListener('canplaythrough', this._boundComplete, false);\n this.data.load();\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n };\n /** Loads this resources using an XMLHttpRequest. */\n LoaderResource.prototype._loadXhr = function () {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n var xhr = this.xhr = new XMLHttpRequest();\n // send credentials when crossOrigin with credentials requested\n if (this.crossOrigin === 'use-credentials') {\n xhr.withCredentials = true;\n }\n // set the request type and url\n xhr.open('GET', this.url, true);\n xhr.timeout = this.timeout;\n // load json as text and parse it ourselves. We do this because some browsers\n // *cough* safari *cough* can't deal with it.\n if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON\n || this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) {\n xhr.responseType = LoaderResource.XHR_RESPONSE_TYPE.TEXT;\n }\n else {\n xhr.responseType = this.xhrType;\n }\n xhr.addEventListener('error', this._boundXhrOnError, false);\n xhr.addEventListener('timeout', this._boundXhrOnTimeout, false);\n xhr.addEventListener('abort', this._boundXhrOnAbort, false);\n xhr.addEventListener('progress', this._boundOnProgress, false);\n xhr.addEventListener('load', this._boundXhrOnLoad, false);\n xhr.send();\n };\n /** Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross). */\n LoaderResource.prototype._loadXdr = function () {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n var xdr = this.xhr = new globalThis.XDomainRequest(); // eslint-disable-line no-undef\n // XDomainRequest has a few quirks. Occasionally it will abort requests\n // A way to avoid this is to make sure ALL callbacks are set even if not used\n // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9\n xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9\n xdr.onerror = this._boundXhrOnError;\n xdr.ontimeout = this._boundXhrOnTimeout;\n xdr.onprogress = this._boundOnProgress;\n xdr.onload = this._boundXhrOnLoad;\n xdr.open('GET', this.url, true);\n // Note: The xdr.send() call is wrapped in a timeout to prevent an\n // issue with the interface where some requests are lost if multiple\n // XDomainRequests are being sent at the same time.\n // Some info here: https://github.com/photonstorm/phaser/issues/1248\n setTimeout(function () { return xdr.send(); }, 1);\n };\n /**\n * Creates a source used in loading via an element.\n * @param type - The element type (video or audio).\n * @param url - The source URL to load from.\n * @param [mime] - The mime type of the video\n * @returns The source element.\n */\n LoaderResource.prototype._createSource = function (type, url, mime) {\n if (!mime) {\n mime = type + \"/\" + this._getExtension(url);\n }\n var source = document.createElement('source');\n source.src = url;\n source.type = mime;\n return source;\n };\n /**\n * Called if a load errors out.\n * @param event - The error event from the element that emits it.\n */\n LoaderResource.prototype._onError = function (event) {\n this.abort(\"Failed to load element using: \" + event.target.nodeName);\n };\n /**\n * Called if a load progress event fires for an element or xhr/xdr.\n * @param event - Progress event.\n */\n LoaderResource.prototype._onProgress = function (event) {\n if (event && event.lengthComputable) {\n this.onProgress.dispatch(this, event.loaded / event.total);\n }\n };\n /** Called if a timeout event fires for an element. */\n LoaderResource.prototype._onTimeout = function () {\n this.abort(\"Load timed out.\");\n };\n /** Called if an error event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnError = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request failed. Status: \" + xhr.status + \", text: \\\"\" + xhr.statusText + \"\\\"\");\n };\n /** Called if an error event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnTimeout = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request timed out.\");\n };\n /** Called if an abort event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnAbort = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request was aborted by the user.\");\n };\n /** Called when data successfully loads from an xhr/xdr request. */\n LoaderResource.prototype._xhrOnLoad = function () {\n var xhr = this.xhr;\n var text = '';\n var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200.\n // responseText is accessible only if responseType is '' or 'text' and on older browsers\n if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') {\n text = xhr.responseText;\n }\n // status can be 0 when using the `file://` protocol so we also check if a response is set.\n // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request.\n if (status === STATUS_NONE && (text.length > 0 || xhr.responseType === LoaderResource.XHR_RESPONSE_TYPE.BUFFER)) {\n status = STATUS_OK;\n }\n // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request\n else if (status === STATUS_IE_BUG_EMPTY) {\n status = STATUS_EMPTY;\n }\n var statusType = (status / 100) | 0;\n if (statusType === STATUS_TYPE_OK) {\n // if text, just return it\n if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.TEXT) {\n this.data = text;\n this.type = LoaderResource.TYPE.TEXT;\n }\n // if json, parse into json object\n else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON) {\n try {\n this.data = JSON.parse(text);\n this.type = LoaderResource.TYPE.JSON;\n }\n catch (e) {\n this.abort(\"Error trying to parse loaded json: \" + e);\n return;\n }\n }\n // if xml, parse into an xml document or div element\n else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) {\n try {\n if (globalThis.DOMParser) {\n var domparser = new DOMParser();\n this.data = domparser.parseFromString(text, 'text/xml');\n }\n else {\n var div = document.createElement('div');\n div.innerHTML = text;\n this.data = div;\n }\n this.type = LoaderResource.TYPE.XML;\n }\n catch (e$1) {\n this.abort(\"Error trying to parse loaded xml: \" + e$1);\n return;\n }\n }\n // other types just return the response\n else {\n this.data = xhr.response || text;\n }\n }\n else {\n this.abort(\"[\" + xhr.status + \"] \" + xhr.statusText + \": \" + xhr.responseURL);\n return;\n }\n this.complete();\n };\n /**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n * @private\n * @param url - The url to test.\n * @param [loc=globalThis.location] - The location object to test against.\n * @returns The crossOrigin value to use (or empty string for none).\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n LoaderResource.prototype._determineCrossOrigin = function (url, loc) {\n // data: and javascript: urls are considered same-origin\n if (url.indexOf('data:') === 0) {\n return '';\n }\n // A sandboxed iframe without the 'allow-same-origin' attribute will have a special\n // origin designed not to match globalThis.location.origin, and will always require\n // crossOrigin requests regardless of whether the location matches.\n if (globalThis.origin !== globalThis.location.origin) {\n return 'anonymous';\n }\n // default is globalThis.location\n loc = loc || globalThis.location;\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url;\n var parsedUrl = parseUri(tempAnchor.href, { strictMode: true });\n var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port);\n var protocol = parsedUrl.protocol ? parsedUrl.protocol + \":\" : '';\n // if cross origin\n if (parsedUrl.host !== loc.hostname || !samePort || protocol !== loc.protocol) {\n return 'anonymous';\n }\n return '';\n };\n /**\n * Determines the responseType of an XHR request based on the extension of the\n * resource being loaded.\n * @private\n * @returns {PIXI.LoaderResource.XHR_RESPONSE_TYPE} The responseType to use.\n */\n LoaderResource.prototype._determineXhrType = function () {\n return LoaderResource._xhrTypeMap[this.extension] || LoaderResource.XHR_RESPONSE_TYPE.TEXT;\n };\n /**\n * Determines the loadType of a resource based on the extension of the\n * resource being loaded.\n * @private\n * @returns {PIXI.LoaderResource.LOAD_TYPE} The loadType to use.\n */\n LoaderResource.prototype._determineLoadType = function () {\n return LoaderResource._loadTypeMap[this.extension] || LoaderResource.LOAD_TYPE.XHR;\n };\n /**\n * Extracts the extension (sans '.') of the file being loaded by the resource.\n * @param [url] - url to parse, `this.url` by default.\n * @returns The extension.\n */\n LoaderResource.prototype._getExtension = function (url) {\n if (url === void 0) { url = this.url; }\n var ext = '';\n if (this.isDataUrl) {\n var slashIndex = url.indexOf('/');\n ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex));\n }\n else {\n var queryStart = url.indexOf('?');\n var hashStart = url.indexOf('#');\n var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length);\n url = url.substring(0, index);\n ext = url.substring(url.lastIndexOf('.') + 1);\n }\n return ext.toLowerCase();\n };\n /**\n * Determines the mime type of an XHR request based on the responseType of\n * resource being loaded.\n * @param type - The type to get a mime type for.\n * @private\n * @returns The mime type to use.\n */\n LoaderResource.prototype._getMimeFromXhrType = function (type) {\n switch (type) {\n case LoaderResource.XHR_RESPONSE_TYPE.BUFFER:\n return 'application/octet-binary';\n case LoaderResource.XHR_RESPONSE_TYPE.BLOB:\n return 'application/blob';\n case LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT:\n return 'application/xml';\n case LoaderResource.XHR_RESPONSE_TYPE.JSON:\n return 'application/json';\n case LoaderResource.XHR_RESPONSE_TYPE.DEFAULT:\n case LoaderResource.XHR_RESPONSE_TYPE.TEXT:\n /* falls through */\n default:\n return 'text/plain';\n }\n };\n return LoaderResource;\n}());\n// eslint-disable-next-line @typescript-eslint/no-namespace\n(function (LoaderResource) {\n (function (STATUS_FLAGS) {\n /** None */\n STATUS_FLAGS[STATUS_FLAGS[\"NONE\"] = 0] = \"NONE\";\n /** Data URL */\n STATUS_FLAGS[STATUS_FLAGS[\"DATA_URL\"] = 1] = \"DATA_URL\";\n /** Complete */\n STATUS_FLAGS[STATUS_FLAGS[\"COMPLETE\"] = 2] = \"COMPLETE\";\n /** Loading */\n STATUS_FLAGS[STATUS_FLAGS[\"LOADING\"] = 4] = \"LOADING\";\n })(LoaderResource.STATUS_FLAGS || (LoaderResource.STATUS_FLAGS = {}));\n (function (TYPE) {\n /** Unknown */\n TYPE[TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n /** JSON */\n TYPE[TYPE[\"JSON\"] = 1] = \"JSON\";\n /** XML */\n TYPE[TYPE[\"XML\"] = 2] = \"XML\";\n /** Image */\n TYPE[TYPE[\"IMAGE\"] = 3] = \"IMAGE\";\n /** Audio */\n TYPE[TYPE[\"AUDIO\"] = 4] = \"AUDIO\";\n /** Video */\n TYPE[TYPE[\"VIDEO\"] = 5] = \"VIDEO\";\n /** Plain text */\n TYPE[TYPE[\"TEXT\"] = 6] = \"TEXT\";\n })(LoaderResource.TYPE || (LoaderResource.TYPE = {}));\n (function (LOAD_TYPE) {\n /** Uses XMLHttpRequest to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"XHR\"] = 1] = \"XHR\";\n /** Uses an `Image` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"IMAGE\"] = 2] = \"IMAGE\";\n /** Uses an `Audio` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"AUDIO\"] = 3] = \"AUDIO\";\n /** Uses a `Video` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"VIDEO\"] = 4] = \"VIDEO\";\n })(LoaderResource.LOAD_TYPE || (LoaderResource.LOAD_TYPE = {}));\n (function (XHR_RESPONSE_TYPE) {\n /** string */\n XHR_RESPONSE_TYPE[\"DEFAULT\"] = \"text\";\n /** ArrayBuffer */\n XHR_RESPONSE_TYPE[\"BUFFER\"] = \"arraybuffer\";\n /** Blob */\n XHR_RESPONSE_TYPE[\"BLOB\"] = \"blob\";\n /** Document */\n XHR_RESPONSE_TYPE[\"DOCUMENT\"] = \"document\";\n /** Object */\n XHR_RESPONSE_TYPE[\"JSON\"] = \"json\";\n /** String */\n XHR_RESPONSE_TYPE[\"TEXT\"] = \"text\";\n })(LoaderResource.XHR_RESPONSE_TYPE || (LoaderResource.XHR_RESPONSE_TYPE = {}));\n LoaderResource._loadTypeMap = {\n // images\n gif: LoaderResource.LOAD_TYPE.IMAGE,\n png: LoaderResource.LOAD_TYPE.IMAGE,\n bmp: LoaderResource.LOAD_TYPE.IMAGE,\n jpg: LoaderResource.LOAD_TYPE.IMAGE,\n jpeg: LoaderResource.LOAD_TYPE.IMAGE,\n tif: LoaderResource.LOAD_TYPE.IMAGE,\n tiff: LoaderResource.LOAD_TYPE.IMAGE,\n webp: LoaderResource.LOAD_TYPE.IMAGE,\n tga: LoaderResource.LOAD_TYPE.IMAGE,\n svg: LoaderResource.LOAD_TYPE.IMAGE,\n 'svg+xml': LoaderResource.LOAD_TYPE.IMAGE,\n // audio\n mp3: LoaderResource.LOAD_TYPE.AUDIO,\n ogg: LoaderResource.LOAD_TYPE.AUDIO,\n wav: LoaderResource.LOAD_TYPE.AUDIO,\n // videos\n mp4: LoaderResource.LOAD_TYPE.VIDEO,\n webm: LoaderResource.LOAD_TYPE.VIDEO,\n };\n LoaderResource._xhrTypeMap = {\n // xml\n xhtml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n html: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n htm: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n xml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n tmx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n svg: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component.\n // Since it is way less likely for people to be loading TypeScript files instead of Tiled files,\n // this should probably be fine.\n tsx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n // images\n gif: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n png: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n bmp: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n jpg: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n jpeg: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tif: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tiff: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n webp: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tga: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n // json\n json: LoaderResource.XHR_RESPONSE_TYPE.JSON,\n // text\n text: LoaderResource.XHR_RESPONSE_TYPE.TEXT,\n txt: LoaderResource.XHR_RESPONSE_TYPE.TEXT,\n // fonts\n ttf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER,\n otf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER,\n };\n // We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif\n LoaderResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw==';\n})(LoaderResource || (LoaderResource = {}));\n\n/**\n * Smaller version of the async library constructs.\n * @ignore\n */\nfunction _noop() {\n}\n/**\n * Ensures a function is only called once.\n * @ignore\n * @param {Function} fn - The function to wrap.\n * @returns {Function} The wrapping function.\n */\nfunction onlyOnce(fn) {\n return function onceWrapper() {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n if (fn === null) {\n throw new Error('Callback was already called.');\n }\n var callFn = fn;\n fn = null;\n callFn.apply(this, args);\n };\n}\n/**\n * @private\n * @memberof PIXI\n */\nvar AsyncQueueItem = /** @class */ (function () {\n /**\n * @param data\n * @param callback\n * @private\n */\n function AsyncQueueItem(data, callback) {\n this.data = data;\n this.callback = callback;\n }\n return AsyncQueueItem;\n}());\n/**\n * @private\n * @memberof PIXI\n */\nvar AsyncQueue = /** @class */ (function () {\n /**\n * @param worker\n * @param concurrency\n * @private\n */\n function AsyncQueue(worker, concurrency) {\n var _this = this;\n if (concurrency === void 0) { concurrency = 1; }\n this.workers = 0;\n this.saturated = _noop;\n this.unsaturated = _noop;\n this.empty = _noop;\n this.drain = _noop;\n this.error = _noop;\n this.started = false;\n this.paused = false;\n this._tasks = [];\n this._insert = function (data, insertAtFront, callback) {\n if (callback && typeof callback !== 'function') {\n throw new Error('task callback must be a function');\n }\n _this.started = true;\n // eslint-disable-next-line no-eq-null,eqeqeq\n if (data == null && _this.idle()) {\n // call drain immediately if there are no tasks\n setTimeout(function () { return _this.drain(); }, 1);\n return;\n }\n var item = new AsyncQueueItem(data, typeof callback === 'function' ? callback : _noop);\n if (insertAtFront) {\n _this._tasks.unshift(item);\n }\n else {\n _this._tasks.push(item);\n }\n setTimeout(_this.process, 1);\n };\n this.process = function () {\n while (!_this.paused && _this.workers < _this.concurrency && _this._tasks.length) {\n var task = _this._tasks.shift();\n if (_this._tasks.length === 0) {\n _this.empty();\n }\n _this.workers += 1;\n if (_this.workers === _this.concurrency) {\n _this.saturated();\n }\n _this._worker(task.data, onlyOnce(_this._next(task)));\n }\n };\n this._worker = worker;\n if (concurrency === 0) {\n throw new Error('Concurrency must not be zero');\n }\n this.concurrency = concurrency;\n this.buffer = concurrency / 4.0;\n }\n /**\n * @param task\n * @private\n */\n AsyncQueue.prototype._next = function (task) {\n var _this = this;\n return function () {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n _this.workers -= 1;\n task.callback.apply(task, args);\n // eslint-disable-next-line no-eq-null,eqeqeq\n if (args[0] != null) {\n _this.error(args[0], task.data);\n }\n if (_this.workers <= (_this.concurrency - _this.buffer)) {\n _this.unsaturated();\n }\n if (_this.idle()) {\n _this.drain();\n }\n _this.process();\n };\n };\n // That was in object\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n AsyncQueue.prototype.push = function (data, callback) {\n this._insert(data, false, callback);\n };\n AsyncQueue.prototype.kill = function () {\n this.workers = 0;\n this.drain = _noop;\n this.started = false;\n this._tasks = [];\n };\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n AsyncQueue.prototype.unshift = function (data, callback) {\n this._insert(data, true, callback);\n };\n AsyncQueue.prototype.length = function () {\n return this._tasks.length;\n };\n AsyncQueue.prototype.running = function () {\n return this.workers;\n };\n AsyncQueue.prototype.idle = function () {\n return this._tasks.length + this.workers === 0;\n };\n AsyncQueue.prototype.pause = function () {\n if (this.paused === true) {\n return;\n }\n this.paused = true;\n };\n AsyncQueue.prototype.resume = function () {\n if (this.paused === false) {\n return;\n }\n this.paused = false;\n // Need to call this.process once per concurrent\n // worker to preserve full concurrency after pause\n for (var w = 1; w <= this.concurrency; w++) {\n this.process();\n }\n };\n /**\n * Iterates an array in series.\n * @param {Array.<*>} array - Array to iterate.\n * @param {Function} iterator - Function to call for each element.\n * @param {Function} callback - Function to call when done, or on error.\n * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1.\n */\n AsyncQueue.eachSeries = function (array, iterator, callback, deferNext) {\n var i = 0;\n var len = array.length;\n function next(err) {\n if (err || i === len) {\n if (callback) {\n callback(err);\n }\n return;\n }\n if (deferNext) {\n setTimeout(function () {\n iterator(array[i++], next);\n }, 1);\n }\n else {\n iterator(array[i++], next);\n }\n }\n next();\n };\n /**\n * Async queue implementation,\n * @param {Function} worker - The worker function to call for each task.\n * @param {number} concurrency - How many workers to run in parrallel.\n * @returns {*} The async queue object.\n */\n AsyncQueue.queue = function (worker, concurrency) {\n return new AsyncQueue(worker, concurrency);\n };\n return AsyncQueue;\n}());\n\n// some constants\nvar MAX_PROGRESS = 100;\nvar rgxExtractUrlHash = /(#[\\w-]+)?$/;\n/**\n * The new loader, forked from Resource Loader by Chad Engler: https://github.com/englercj/resource-loader\n *\n * ```js\n * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use.\n * // or\n * const loader = new PIXI.Loader(); // You can also create your own if you want\n *\n * const sprites = {};\n *\n * // Chainable `add` to enqueue a resource\n * loader.add('bunny', 'data/bunny.png')\n * .add('spaceship', 'assets/spritesheet.json');\n * loader.add('scoreFont', 'assets/score.fnt');\n *\n * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource.\n * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc).\n * loader.pre(cachingMiddleware);\n *\n * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource.\n * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc).\n * loader.use(parsingMiddleware);\n *\n * // The `load` method loads the queue of resources, and calls the passed in callback called once all\n * // resources have loaded.\n * loader.load((loader, resources) => {\n * // resources is an object where the key is the name of the resource loaded and the value is the resource object.\n * // They have a couple default properties:\n * // - `url`: The URL that the resource was loaded from\n * // - `error`: The error that happened when trying to load (if any)\n * // - `data`: The raw data that was loaded\n * // also may contain other properties based on the middleware that runs.\n * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture);\n * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture);\n * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture);\n * });\n *\n * // throughout the process multiple signals can be dispatched.\n * loader.onProgress.add(() => {}); // called once per loaded/errored file\n * loader.onError.add(() => {}); // called once per errored file\n * loader.onLoad.add(() => {}); // called once per loaded file\n * loader.onComplete.add(() => {}); // called once when the queued resources all load.\n * ```\n * @memberof PIXI\n */\nvar Loader = /** @class */ (function () {\n /**\n * @param baseUrl - The base url for all resources loaded by this loader.\n * @param concurrency - The number of resources to load concurrently.\n */\n function Loader(baseUrl, concurrency) {\n var _this = this;\n if (baseUrl === void 0) { baseUrl = ''; }\n if (concurrency === void 0) { concurrency = 10; }\n /** The progress percent of the loader going through the queue. */\n this.progress = 0;\n /** Loading state of the loader, true if it is currently loading resources. */\n this.loading = false;\n /**\n * A querystring to append to every URL added to the loader.\n *\n * This should be a valid query string *without* the question-mark (`?`). The loader will\n * also *not* escape values for you. Make sure to escape your parameters with\n * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property.\n * @example\n * const loader = new Loader();\n *\n * loader.defaultQueryString = 'user=me&password=secret';\n *\n * // This will request 'image.png?user=me&password=secret'\n * loader.add('image.png').load();\n *\n * loader.reset();\n *\n * // This will request 'image.png?v=1&user=me&password=secret'\n * loader.add('iamge.png?v=1').load();\n */\n this.defaultQueryString = '';\n /** The middleware to run before loading each resource. */\n this._beforeMiddleware = [];\n /** The middleware to run after loading each resource. */\n this._afterMiddleware = [];\n /** The tracks the resources we are currently completing parsing for. */\n this._resourcesParsing = [];\n /**\n * The `_loadResource` function bound with this object context.\n * @param r - The resource to load\n * @param d - The dequeue function\n */\n this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); };\n /** All the resources for this loader keyed by name. */\n this.resources = {};\n this.baseUrl = baseUrl;\n this._beforeMiddleware = [];\n this._afterMiddleware = [];\n this._resourcesParsing = [];\n this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); };\n this._queue = AsyncQueue.queue(this._boundLoadResource, concurrency);\n this._queue.pause();\n this.resources = {};\n this.onProgress = new Signal();\n this.onError = new Signal();\n this.onLoad = new Signal();\n this.onStart = new Signal();\n this.onComplete = new Signal();\n for (var i = 0; i < Loader._plugins.length; ++i) {\n var plugin = Loader._plugins[i];\n var pre = plugin.pre, use = plugin.use;\n if (pre) {\n this.pre(pre);\n }\n if (use) {\n this.use(use);\n }\n }\n this._protected = false;\n }\n /**\n * Same as add, params have strict order\n * @private\n * @param name - The name of the resource to load.\n * @param url - The url for this resource, relative to the baseUrl of this loader.\n * @param options - The options for the load.\n * @param callback - Function to call when this specific resource completes loading.\n * @returns The loader itself.\n */\n Loader.prototype._add = function (name, url, options, callback) {\n // if loading already you can only add resources that have a parent.\n if (this.loading && (!options || !options.parentResource)) {\n throw new Error('Cannot add resources while the loader is running.');\n }\n // check if resource already exists.\n if (this.resources[name]) {\n throw new Error(\"Resource named \\\"\" + name + \"\\\" already exists.\");\n }\n // add base url if this isn't an absolute url\n url = this._prepareUrl(url);\n // create the store the resource\n this.resources[name] = new LoaderResource(name, url, options);\n if (typeof callback === 'function') {\n this.resources[name].onAfterMiddleware.once(callback);\n }\n // if actively loading, make sure to adjust progress chunks for that parent and its children\n if (this.loading) {\n var parent = options.parentResource;\n var incompleteChildren = [];\n for (var i = 0; i < parent.children.length; ++i) {\n if (!parent.children[i].isComplete) {\n incompleteChildren.push(parent.children[i]);\n }\n }\n var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent\n var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child\n parent.children.push(this.resources[name]);\n parent.progressChunk = eachChunk;\n for (var i = 0; i < incompleteChildren.length; ++i) {\n incompleteChildren[i].progressChunk = eachChunk;\n }\n this.resources[name].progressChunk = eachChunk;\n }\n // add the resource to the queue\n this._queue.push(this.resources[name]);\n return this;\n };\n /* eslint-enable require-jsdoc,valid-jsdoc */\n /**\n * Sets up a middleware function that will run *before* the\n * resource is loaded.\n * @param fn - The middleware function to register.\n * @returns The loader itself.\n */\n Loader.prototype.pre = function (fn) {\n this._beforeMiddleware.push(fn);\n return this;\n };\n /**\n * Sets up a middleware function that will run *after* the\n * resource is loaded.\n * @param fn - The middleware function to register.\n * @returns The loader itself.\n */\n Loader.prototype.use = function (fn) {\n this._afterMiddleware.push(fn);\n return this;\n };\n /**\n * Resets the queue of the loader to prepare for a new load.\n * @returns The loader itself.\n */\n Loader.prototype.reset = function () {\n this.progress = 0;\n this.loading = false;\n this._queue.kill();\n this._queue.pause();\n // abort all resource loads\n for (var k in this.resources) {\n var res = this.resources[k];\n if (res._onLoadBinding) {\n res._onLoadBinding.detach();\n }\n if (res.isLoading) {\n res.abort('loader reset');\n }\n }\n this.resources = {};\n return this;\n };\n /**\n * Starts loading the queued resources.\n * @param cb - Optional callback that will be bound to the `complete` event.\n * @returns The loader itself.\n */\n Loader.prototype.load = function (cb) {\n deprecation('6.5.0', '@pixi/loaders is being replaced with @pixi/assets in the next major release.');\n // register complete callback if they pass one\n if (typeof cb === 'function') {\n this.onComplete.once(cb);\n }\n // if the queue has already started we are done here\n if (this.loading) {\n return this;\n }\n if (this._queue.idle()) {\n this._onStart();\n this._onComplete();\n }\n else {\n // distribute progress chunks\n var numTasks = this._queue._tasks.length;\n var chunk = MAX_PROGRESS / numTasks;\n for (var i = 0; i < this._queue._tasks.length; ++i) {\n this._queue._tasks[i].data.progressChunk = chunk;\n }\n // notify we are starting\n this._onStart();\n // start loading\n this._queue.resume();\n }\n return this;\n };\n Object.defineProperty(Loader.prototype, \"concurrency\", {\n /**\n * The number of resources to load concurrently.\n * @default 10\n */\n get: function () {\n return this._queue.concurrency;\n },\n set: function (concurrency) {\n this._queue.concurrency = concurrency;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Prepares a url for usage based on the configuration of this object\n * @param url - The url to prepare.\n * @returns The prepared url.\n */\n Loader.prototype._prepareUrl = function (url) {\n var parsedUrl = parseUri(url, { strictMode: true });\n var result;\n // absolute url, just use it as is.\n if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) {\n result = url;\n }\n // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween\n else if (this.baseUrl.length\n && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1\n && url.charAt(0) !== '/') {\n result = this.baseUrl + \"/\" + url;\n }\n else {\n result = this.baseUrl + url;\n }\n // if we need to add a default querystring, there is a bit more work\n if (this.defaultQueryString) {\n var hash = rgxExtractUrlHash.exec(result)[0];\n result = result.slice(0, result.length - hash.length);\n if (result.indexOf('?') !== -1) {\n result += \"&\" + this.defaultQueryString;\n }\n else {\n result += \"?\" + this.defaultQueryString;\n }\n result += hash;\n }\n return result;\n };\n /**\n * Loads a single resource.\n * @param resource - The resource to load.\n * @param dequeue - The function to call when we need to dequeue this item.\n */\n Loader.prototype._loadResource = function (resource, dequeue) {\n var _this = this;\n resource._dequeue = dequeue;\n // run before middleware\n AsyncQueue.eachSeries(this._beforeMiddleware, function (fn, next) {\n fn.call(_this, resource, function () {\n // if the before middleware marks the resource as complete,\n // break and don't process any more before middleware\n next(resource.isComplete ? {} : null);\n });\n }, function () {\n if (resource.isComplete) {\n _this._onLoad(resource);\n }\n else {\n resource._onLoadBinding = resource.onComplete.once(_this._onLoad, _this);\n resource.load();\n }\n }, true);\n };\n /** Called once loading has started. */\n Loader.prototype._onStart = function () {\n this.progress = 0;\n this.loading = true;\n this.onStart.dispatch(this);\n };\n /** Called once each resource has loaded. */\n Loader.prototype._onComplete = function () {\n this.progress = MAX_PROGRESS;\n this.loading = false;\n this.onComplete.dispatch(this, this.resources);\n };\n /**\n * Called each time a resources is loaded.\n * @param resource - The resource that was loaded\n */\n Loader.prototype._onLoad = function (resource) {\n var _this = this;\n resource._onLoadBinding = null;\n // remove this resource from the async queue, and add it to our list of resources that are being parsed\n this._resourcesParsing.push(resource);\n resource._dequeue();\n // run all the after middleware for this resource\n AsyncQueue.eachSeries(this._afterMiddleware, function (fn, next) {\n fn.call(_this, resource, next);\n }, function () {\n resource.onAfterMiddleware.dispatch(resource);\n _this.progress = Math.min(MAX_PROGRESS, _this.progress + resource.progressChunk);\n _this.onProgress.dispatch(_this, resource);\n if (resource.error) {\n _this.onError.dispatch(resource.error, _this, resource);\n }\n else {\n _this.onLoad.dispatch(_this, resource);\n }\n _this._resourcesParsing.splice(_this._resourcesParsing.indexOf(resource), 1);\n // do completion check\n if (_this._queue.idle() && _this._resourcesParsing.length === 0) {\n _this._onComplete();\n }\n }, true);\n };\n /** Destroy the loader, removes references. */\n Loader.prototype.destroy = function () {\n if (!this._protected) {\n this.reset();\n }\n };\n Object.defineProperty(Loader, \"shared\", {\n /** A premade instance of the loader that can be used to load resources. */\n get: function () {\n var shared = Loader._shared;\n if (!shared) {\n shared = new Loader();\n shared._protected = true;\n Loader._shared = shared;\n }\n return shared;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Use the {@link PIXI.extensions.add} API to register plugins.\n * @deprecated since 6.5.0\n * @param plugin - The plugin to add\n * @returns Reference to PIXI.Loader for chaining\n */\n Loader.registerPlugin = function (plugin) {\n deprecation('6.5.0', 'Loader.registerPlugin() is deprecated, use extensions.add() instead.');\n extensions.add({\n type: ExtensionType.Loader,\n ref: plugin,\n });\n return Loader;\n };\n Loader._plugins = [];\n return Loader;\n}());\nextensions.handleByList(ExtensionType.Loader, Loader._plugins);\nLoader.prototype.add = function add(name, url, options, callback) {\n // special case of an array of objects or urls\n if (Array.isArray(name)) {\n for (var i = 0; i < name.length; ++i) {\n this.add(name[i]);\n }\n return this;\n }\n // if an object is passed instead of params\n if (typeof name === 'object') {\n options = name;\n callback = url || options.callback || options.onComplete;\n url = options.url;\n name = options.name || options.key || options.url;\n }\n // case where no name is passed shift all args over by one.\n if (typeof url !== 'string') {\n callback = options;\n options = url;\n url = name;\n }\n // now that we shifted make sure we have a proper url.\n if (typeof url !== 'string') {\n throw new Error('No url passed to add resource to loader.');\n }\n // options are optional so people might pass a function and no options\n if (typeof options === 'function') {\n callback = options;\n options = null;\n }\n return this._add(name, url, options, callback);\n};\n\n/**\n * Application plugin for supporting loader option. Installing the LoaderPlugin\n * is not necessary if using **pixi.js** or **pixi.js-legacy**.\n * @example\n * import {AppLoaderPlugin} from '@pixi/loaders';\n * import {extensions} from '@pixi/core';\n * extensions.add(AppLoaderPlugin);\n * @memberof PIXI\n */\nvar AppLoaderPlugin = /** @class */ (function () {\n function AppLoaderPlugin() {\n }\n /**\n * Called on application constructor\n * @param options\n * @private\n */\n AppLoaderPlugin.init = function (options) {\n options = Object.assign({\n sharedLoader: false,\n }, options);\n this.loader = options.sharedLoader ? Loader.shared : new Loader();\n };\n /**\n * Called when application destroyed\n * @private\n */\n AppLoaderPlugin.destroy = function () {\n if (this.loader) {\n this.loader.destroy();\n this.loader = null;\n }\n };\n /** @ignore */\n AppLoaderPlugin.extension = ExtensionType.Application;\n return AppLoaderPlugin;\n}());\n\n/**\n * Loader plugin for handling Texture resources.\n * @memberof PIXI\n */\nvar TextureLoader = /** @class */ (function () {\n function TextureLoader() {\n }\n /** Handle SVG elements a text, render with SVGResource. */\n TextureLoader.add = function () {\n LoaderResource.setExtensionLoadType('svg', LoaderResource.LOAD_TYPE.XHR);\n LoaderResource.setExtensionXhrType('svg', LoaderResource.XHR_RESPONSE_TYPE.TEXT);\n };\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param resource\n * @param {Function} next\n */\n TextureLoader.use = function (resource, next) {\n // create a new texture if the data is an Image object\n if (resource.data && (resource.type === LoaderResource.TYPE.IMAGE || resource.extension === 'svg')) {\n var data = resource.data, url = resource.url, name = resource.name, metadata = resource.metadata;\n Texture.fromLoader(data, url, name, metadata).then(function (texture) {\n resource.texture = texture;\n next();\n })\n // TODO: handle errors in Texture.fromLoader\n // so we can pass them to the Loader\n .catch(next);\n }\n else {\n next();\n }\n };\n /** @ignore */\n TextureLoader.extension = ExtensionType.Loader;\n return TextureLoader;\n}());\n\nvar _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=';\n/**\n * Encodes binary into base64.\n * @function encodeBinary\n * @param {string} input - The input data to encode.\n * @returns {string} The encoded base64 string\n */\nfunction encodeBinary(input) {\n var output = '';\n var inx = 0;\n while (inx < input.length) {\n // Fill byte buffer array\n var bytebuffer = [0, 0, 0];\n var encodedCharIndexes = [0, 0, 0, 0];\n for (var jnx = 0; jnx < bytebuffer.length; ++jnx) {\n if (inx < input.length) {\n // throw away high-order byte, as documented at:\n // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data\n bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff;\n }\n else {\n bytebuffer[jnx] = 0;\n }\n }\n // Get each encoded character, 6 bits at a time\n // index 1: first 6 bits\n encodedCharIndexes[0] = bytebuffer[0] >> 2;\n // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2)\n encodedCharIndexes[1] = ((bytebuffer[0] & 0x3) << 4) | (bytebuffer[1] >> 4);\n // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3)\n encodedCharIndexes[2] = ((bytebuffer[1] & 0x0f) << 2) | (bytebuffer[2] >> 6);\n // index 3: forth 6 bits (6 least significant bits from input byte 3)\n encodedCharIndexes[3] = bytebuffer[2] & 0x3f;\n // Determine whether padding happened, and adjust accordingly\n var paddingBytes = inx - (input.length - 1);\n switch (paddingBytes) {\n case 2:\n // Set last 2 characters to padding char\n encodedCharIndexes[3] = 64;\n encodedCharIndexes[2] = 64;\n break;\n case 1:\n // Set last character to padding char\n encodedCharIndexes[3] = 64;\n break;\n }\n // Now we will grab each appropriate character out of our keystring\n // based on our index array and append it to the output string\n for (var jnx = 0; jnx < encodedCharIndexes.length; ++jnx) {\n output += _keyStr.charAt(encodedCharIndexes[jnx]);\n }\n }\n return output;\n}\n\n/**\n * A middleware for transforming XHR loaded Blobs into more useful objects\n * @ignore\n * @function parsing\n * @example\n * import { Loader, middleware } from 'resource-loader';\n * const loader = new Loader();\n * loader.use(middleware.parsing);\n * @param resource - Current Resource\n * @param next - Callback when complete\n */\nfunction parsing(resource, next) {\n if (!resource.data) {\n next();\n return;\n }\n // if this was an XHR load of a blob\n if (resource.xhr && resource.xhrType === LoaderResource.XHR_RESPONSE_TYPE.BLOB) {\n // if there is no blob support we probably got a binary string back\n if (!self.Blob || typeof resource.data === 'string') {\n var type = resource.xhr.getResponseHeader('content-type');\n // this is an image, convert the binary string into a data url\n if (type && type.indexOf('image') === 0) {\n resource.data = new Image();\n resource.data.src = \"data:\" + type + \";base64,\" + encodeBinary(resource.xhr.responseText);\n resource.type = LoaderResource.TYPE.IMAGE;\n // wait until the image loads and then callback\n resource.data.onload = function () {\n resource.data.onload = null;\n next();\n };\n // next will be called on load\n return;\n }\n }\n // if content type says this is an image, then we should transform the blob into an Image object\n else if (resource.data.type.indexOf('image') === 0) {\n var Url_1 = globalThis.URL || globalThis.webkitURL;\n var src_1 = Url_1.createObjectURL(resource.data);\n resource.blob = resource.data;\n resource.data = new Image();\n resource.data.src = src_1;\n resource.type = LoaderResource.TYPE.IMAGE;\n // cleanup the no longer used blob after the image loads\n // TODO: Is this correct? Will the image be invalid after revoking?\n resource.data.onload = function () {\n Url_1.revokeObjectURL(src_1);\n resource.data.onload = null;\n next();\n };\n // next will be called on load.\n return;\n }\n }\n next();\n}\n\n/**\n * Parse any blob into more usable objects (e.g. Image).\n * @memberof PIXI\n */\nvar ParsingLoader = /** @class */ (function () {\n function ParsingLoader() {\n }\n /** @ignore */\n ParsingLoader.extension = ExtensionType.Loader;\n ParsingLoader.use = parsing;\n return ParsingLoader;\n}());\n\nextensions.add(TextureLoader, ParsingLoader);\n\nexport { AppLoaderPlugin, Loader, LoaderResource, TextureLoader };\n//# sourceMappingURL=loaders.mjs.map\n","/*!\n * @pixi/loaders - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/loaders is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { extensions, ExtensionType, Texture } from '@pixi/core';\nimport { deprecation } from '@pixi/utils';\n\n/* jshint -W097 */\n/**\n * @memberof PIXI\n */\nvar SignalBinding = /** @class */ (function () {\n /**\n * SignalBinding constructor.\n * @constructs SignalBinding\n * @param {Function} fn - Event handler to be called.\n * @param {boolean} [once=false] - Should this listener be removed after dispatch\n * @param {object} [thisArg] - The context of the callback function.\n * @api private\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n function SignalBinding(fn, once, thisArg) {\n if (once === void 0) { once = false; }\n this._fn = fn;\n this._once = once;\n this._thisArg = thisArg;\n this._next = this._prev = this._owner = null;\n }\n SignalBinding.prototype.detach = function () {\n if (this._owner === null)\n { return false; }\n this._owner.detach(this);\n return true;\n };\n return SignalBinding;\n}());\n/**\n * @param self\n * @param node\n * @private\n */\nfunction _addSignalBinding(self, node) {\n if (!self._head) {\n self._head = node;\n self._tail = node;\n }\n else {\n self._tail._next = node;\n node._prev = self._tail;\n self._tail = node;\n }\n node._owner = self;\n return node;\n}\n/**\n * @memberof PIXI\n */\nvar Signal = /** @class */ (function () {\n /**\n * MiniSignal constructor.\n * @example\n * let mySignal = new Signal();\n * let binding = mySignal.add(onSignal);\n * mySignal.dispatch('foo', 'bar');\n * mySignal.detach(binding);\n */\n function Signal() {\n this._head = this._tail = undefined;\n }\n /**\n * Return an array of attached SignalBinding.\n * @param {boolean} [exists=false] - We only need to know if there are handlers.\n * @returns {PIXI.SignalBinding[] | boolean} Array of attached SignalBinding or Boolean if called with exists = true\n * @api public\n */\n Signal.prototype.handlers = function (exists) {\n if (exists === void 0) { exists = false; }\n var node = this._head;\n if (exists)\n { return !!node; }\n var ee = [];\n while (node) {\n ee.push(node);\n node = node._next;\n }\n return ee;\n };\n /**\n * Return true if node is a SignalBinding attached to this MiniSignal\n * @param {PIXI.SignalBinding} node - Node to check.\n * @returns {boolean} True if node is attache to mini-signal\n */\n Signal.prototype.has = function (node) {\n if (!(node instanceof SignalBinding)) {\n throw new Error('MiniSignal#has(): First arg must be a SignalBinding object.');\n }\n return node._owner === this;\n };\n /**\n * Dispaches a signal to all registered listeners.\n * @param {...any} args\n * @returns {boolean} Indication if we've emitted an event.\n */\n Signal.prototype.dispatch = function () {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n var node = this._head;\n if (!node)\n { return false; }\n while (node) {\n if (node._once)\n { this.detach(node); }\n node._fn.apply(node._thisArg, args);\n node = node._next;\n }\n return true;\n };\n /**\n * Register a new listener.\n * @param {Function} fn - Callback function.\n * @param {object} [thisArg] - The context of the callback function.\n * @returns {PIXI.SignalBinding} The SignalBinding node that was added.\n */\n Signal.prototype.add = function (fn, thisArg) {\n if (thisArg === void 0) { thisArg = null; }\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#add(): First arg must be a Function.');\n }\n return _addSignalBinding(this, new SignalBinding(fn, false, thisArg));\n };\n /**\n * Register a new listener that will be executed only once.\n * @param {Function} fn - Callback function.\n * @param {object} [thisArg] - The context of the callback function.\n * @returns {PIXI.SignalBinding} The SignalBinding node that was added.\n */\n Signal.prototype.once = function (fn, thisArg) {\n if (thisArg === void 0) { thisArg = null; }\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#once(): First arg must be a Function.');\n }\n return _addSignalBinding(this, new SignalBinding(fn, true, thisArg));\n };\n /**\n * Remove binding object.\n * @param {PIXI.SignalBinding} node - The binding node that will be removed.\n * @returns {Signal} The instance on which this method was called.\n @api public */\n Signal.prototype.detach = function (node) {\n if (!(node instanceof SignalBinding)) {\n throw new Error('MiniSignal#detach(): First arg must be a SignalBinding object.');\n }\n if (node._owner !== this)\n { return this; } // todo: or error?\n if (node._prev)\n { node._prev._next = node._next; }\n if (node._next)\n { node._next._prev = node._prev; }\n if (node === this._head) { // first node\n this._head = node._next;\n if (node._next === null) {\n this._tail = null;\n }\n }\n else if (node === this._tail) { // last node\n this._tail = node._prev;\n this._tail._next = null;\n }\n node._owner = null;\n return this;\n };\n /**\n * Detach all listeners.\n * @returns {Signal} The instance on which this method was called.\n */\n Signal.prototype.detachAll = function () {\n var node = this._head;\n if (!node)\n { return this; }\n this._head = this._tail = null;\n while (node) {\n node._owner = null;\n node = node._next;\n }\n return this;\n };\n return Signal;\n}());\n\n/**\n * function from npm package `parseUri`, converted to TS to avoid leftpad incident\n * @param {string} str\n * @param [opts] - options\n * @param {boolean} [opts.strictMode] - type of parser\n */\nfunction parseUri(str, opts) {\n opts = opts || {};\n var o = {\n // eslint-disable-next-line max-len\n key: ['source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host', 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'],\n q: {\n name: 'queryKey',\n parser: /(?:^|&)([^&=]*)=?([^&]*)/g\n },\n parser: {\n // eslint-disable-next-line max-len\n strict: /^(?:([^:\\/?#]+):)?(?:\\/\\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?))?((((?:[^?#\\/]*\\/)*)([^?#]*))(?:\\?([^#]*))?(?:#(.*))?)/,\n // eslint-disable-next-line max-len\n loose: /^(?:(?![^:@]+:[^:@\\/]*@)([^:\\/?#.]+):)?(?:\\/\\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?)(((\\/(?:[^?#](?![^?#\\/]*\\.[^?#\\/.]+(?:[?#]|$)))*\\/?)?([^?#\\/]*))(?:\\?([^#]*))?(?:#(.*))?)/\n }\n };\n var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str);\n var uri = {};\n var i = 14;\n while (i--)\n { uri[o.key[i]] = m[i] || ''; }\n uri[o.q.name] = {};\n uri[o.key[12]].replace(o.q.parser, function (_t0, t1, t2) {\n if (t1)\n { uri[o.q.name][t1] = t2; }\n });\n return uri;\n}\n\n// tests if CORS is supported in XHR, if not we need to use XDR\nvar useXdr;\nvar tempAnchor = null;\n// some status constants\nvar STATUS_NONE = 0;\nvar STATUS_OK = 200;\nvar STATUS_EMPTY = 204;\nvar STATUS_IE_BUG_EMPTY = 1223;\nvar STATUS_TYPE_OK = 2;\n// noop\nfunction _noop$1() { }\n/**\n * Quick helper to set a value on one of the extension maps. Ensures there is no\n * dot at the start of the extension.\n * @ignore\n * @param map - The map to set on.\n * @param extname - The extension (or key) to set.\n * @param val - The value to set.\n */\nfunction setExtMap(map, extname, val) {\n if (extname && extname.indexOf('.') === 0) {\n extname = extname.substring(1);\n }\n if (!extname) {\n return;\n }\n map[extname] = val;\n}\n/**\n * Quick helper to get string xhr type.\n * @ignore\n * @param xhr - The request to check.\n * @returns The type.\n */\nfunction reqType(xhr) {\n return xhr.toString().replace('object ', '');\n}\n/**\n * Manages the state and loading of a resource and all child resources.\n *\n * Can be extended in `GlobalMixins.LoaderResource`.\n * @memberof PIXI\n */\nvar LoaderResource = /** @class */ (function () {\n /**\n * @param {string} name - The name of the resource to load.\n * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass\n * an array of sources.\n * @param {object} [options] - The options for the load.\n * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to\n * determine automatically.\n * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes\n * longer than this time it is cancelled and the load is considered a failure. If this value is\n * set to `0` then there is no explicit timeout.\n * @param {PIXI.LoaderResource.LOAD_TYPE} [options.loadType=LOAD_TYPE.XHR] - How should this resource\n * be loaded?\n * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} [options.xhrType=XHR_RESPONSE_TYPE.DEFAULT] - How\n * should the data being loaded be interpreted when using XHR?\n * @param {PIXI.LoaderResource.IMetadata} [options.metadata] - Extra configuration for middleware\n * and the Resource object.\n */\n function LoaderResource(name, url, options) {\n /**\n * The `dequeue` method that will be used a storage place for the async queue dequeue method\n * used privately by the loader.\n * @private\n * @member {Function}\n */\n this._dequeue = _noop$1;\n /**\n * Used a storage place for the on load binding used privately by the loader.\n * @private\n * @member {Function}\n */\n this._onLoadBinding = null;\n /**\n * The timer for element loads to check if they timeout.\n * @private\n */\n this._elementTimer = 0;\n /**\n * The `complete` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundComplete = null;\n /**\n * The `_onError` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnError = null;\n /**\n * The `_onProgress` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnProgress = null;\n /**\n * The `_onTimeout` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnTimeout = null;\n this._boundXhrOnError = null;\n this._boundXhrOnTimeout = null;\n this._boundXhrOnAbort = null;\n this._boundXhrOnLoad = null;\n if (typeof name !== 'string' || typeof url !== 'string') {\n throw new Error('Both name and url are required for constructing a resource.');\n }\n options = options || {};\n this._flags = 0;\n // set data url flag, needs to be set early for some _determineX checks to work.\n this._setFlag(LoaderResource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0);\n this.name = name;\n this.url = url;\n this.extension = this._getExtension();\n this.data = null;\n this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin;\n this.timeout = options.timeout || 0;\n this.loadType = options.loadType || this._determineLoadType();\n // The type used to load the resource via XHR. If unset, determined automatically.\n this.xhrType = options.xhrType;\n // Extra info for middleware, and controlling specifics about how the resource loads.\n // Note that if you pass in a `loadElement`, the Resource class takes ownership of it.\n // Meaning it will modify it as it sees fit.\n this.metadata = options.metadata || {};\n // The error that occurred while loading (if any).\n this.error = null;\n // The XHR object that was used to load this resource. This is only set\n // when `loadType` is `LoaderResource.LOAD_TYPE.XHR`.\n this.xhr = null;\n // The child resources this resource owns.\n this.children = [];\n // The resource type.\n this.type = LoaderResource.TYPE.UNKNOWN;\n // The progress chunk owned by this resource.\n this.progressChunk = 0;\n // The `dequeue` method that will be used a storage place for the async queue dequeue method\n // used privately by the loader.\n this._dequeue = _noop$1;\n // Used a storage place for the on load binding used privately by the loader.\n this._onLoadBinding = null;\n // The timer for element loads to check if they timeout.\n this._elementTimer = 0;\n this._boundComplete = this.complete.bind(this);\n this._boundOnError = this._onError.bind(this);\n this._boundOnProgress = this._onProgress.bind(this);\n this._boundOnTimeout = this._onTimeout.bind(this);\n // xhr callbacks\n this._boundXhrOnError = this._xhrOnError.bind(this);\n this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this);\n this._boundXhrOnAbort = this._xhrOnAbort.bind(this);\n this._boundXhrOnLoad = this._xhrOnLoad.bind(this);\n // Dispatched when the resource beings to load.\n this.onStart = new Signal();\n // Dispatched each time progress of this resource load updates.\n // Not all resources types and loader systems can support this event\n // so sometimes it may not be available. If the resource\n // is being loaded on a modern browser, using XHR, and the remote server\n // properly sets Content-Length headers, then this will be available.\n this.onProgress = new Signal();\n // Dispatched once this resource has loaded, if there was an error it will\n // be in the `error` property.\n this.onComplete = new Signal();\n // Dispatched after this resource has had all the *after* middleware run on it.\n this.onAfterMiddleware = new Signal();\n }\n /**\n * Sets the load type to be used for a specific extension.\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {PIXI.LoaderResource.LOAD_TYPE} loadType - The load type to set it to.\n */\n LoaderResource.setExtensionLoadType = function (extname, loadType) {\n setExtMap(LoaderResource._loadTypeMap, extname, loadType);\n };\n /**\n * Sets the load type to be used for a specific extension.\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to.\n */\n LoaderResource.setExtensionXhrType = function (extname, xhrType) {\n setExtMap(LoaderResource._xhrTypeMap, extname, xhrType);\n };\n Object.defineProperty(LoaderResource.prototype, \"isDataUrl\", {\n /**\n * When the resource starts to load.\n * @memberof PIXI.LoaderResource\n * @callback OnStartSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n */\n /**\n * When the resource reports loading progress.\n * @memberof PIXI.LoaderResource\n * @callback OnProgressSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n * @param {number} percentage - The progress of the load in the range [0, 1].\n */\n /**\n * When the resource finishes loading.\n * @memberof PIXI.LoaderResource\n * @callback OnCompleteSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n */\n /**\n * @memberof PIXI.LoaderResource\n * @typedef {object} IMetadata\n * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The\n * element to use for loading, instead of creating one.\n * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This\n * is useful if you want to pass in a `loadElement` that you already added load sources to.\n * @property {string|string[]} [mimeType] - The mime type to use for the source element\n * of a video/audio elment. If the urls are an array, you can pass this as an array as well\n * where each index is the mime type to use for the corresponding url index.\n */\n /**\n * Stores whether or not this url is a data url.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.DATA_URL);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(LoaderResource.prototype, \"isComplete\", {\n /**\n * Describes if this resource has finished loading. Is true when the resource has completely\n * loaded.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.COMPLETE);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(LoaderResource.prototype, \"isLoading\", {\n /**\n * Describes if this resource is currently loading. Is true when the resource starts loading,\n * and is false again when complete.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.LOADING);\n },\n enumerable: false,\n configurable: true\n });\n /** Marks the resource as complete. */\n LoaderResource.prototype.complete = function () {\n this._clearEvents();\n this._finish();\n };\n /**\n * Aborts the loading of this resource, with an optional message.\n * @param {string} message - The message to use for the error\n */\n LoaderResource.prototype.abort = function (message) {\n // abort can be called multiple times, ignore subsequent calls.\n if (this.error) {\n return;\n }\n // store error\n this.error = new Error(message);\n // clear events before calling aborts\n this._clearEvents();\n // abort the actual loading\n if (this.xhr) {\n this.xhr.abort();\n }\n else if (this.xdr) {\n this.xdr.abort();\n }\n else if (this.data) {\n // single source\n if (this.data.src) {\n this.data.src = LoaderResource.EMPTY_GIF;\n }\n // multi-source\n else {\n while (this.data.firstChild) {\n this.data.removeChild(this.data.firstChild);\n }\n }\n }\n // done now.\n this._finish();\n };\n /**\n * Kicks off loading of this resource. This method is asynchronous.\n * @param {PIXI.LoaderResource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded.\n */\n LoaderResource.prototype.load = function (cb) {\n var _this = this;\n if (this.isLoading) {\n return;\n }\n if (this.isComplete) {\n if (cb) {\n setTimeout(function () { return cb(_this); }, 1);\n }\n return;\n }\n else if (cb) {\n this.onComplete.once(cb);\n }\n this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, true);\n this.onStart.dispatch(this);\n // if unset, determine the value\n if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') {\n this.crossOrigin = this._determineCrossOrigin(this.url);\n }\n switch (this.loadType) {\n case LoaderResource.LOAD_TYPE.IMAGE:\n this.type = LoaderResource.TYPE.IMAGE;\n this._loadElement('image');\n break;\n case LoaderResource.LOAD_TYPE.AUDIO:\n this.type = LoaderResource.TYPE.AUDIO;\n this._loadSourceElement('audio');\n break;\n case LoaderResource.LOAD_TYPE.VIDEO:\n this.type = LoaderResource.TYPE.VIDEO;\n this._loadSourceElement('video');\n break;\n case LoaderResource.LOAD_TYPE.XHR:\n /* falls through */\n default:\n if (typeof useXdr === 'undefined') {\n useXdr = !!(globalThis.XDomainRequest && !('withCredentials' in (new XMLHttpRequest())));\n }\n if (useXdr && this.crossOrigin) {\n this._loadXdr();\n }\n else {\n this._loadXhr();\n }\n break;\n }\n };\n /**\n * Checks if the flag is set.\n * @param flag - The flag to check.\n * @returns True if the flag is set.\n */\n LoaderResource.prototype._hasFlag = function (flag) {\n return (this._flags & flag) !== 0;\n };\n /**\n * (Un)Sets the flag.\n * @param flag - The flag to (un)set.\n * @param value - Whether to set or (un)set the flag.\n */\n LoaderResource.prototype._setFlag = function (flag, value) {\n this._flags = value ? (this._flags | flag) : (this._flags & ~flag);\n };\n /** Clears all the events from the underlying loading source. */\n LoaderResource.prototype._clearEvents = function () {\n clearTimeout(this._elementTimer);\n if (this.data && this.data.removeEventListener) {\n this.data.removeEventListener('error', this._boundOnError, false);\n this.data.removeEventListener('load', this._boundComplete, false);\n this.data.removeEventListener('progress', this._boundOnProgress, false);\n this.data.removeEventListener('canplaythrough', this._boundComplete, false);\n }\n if (this.xhr) {\n if (this.xhr.removeEventListener) {\n this.xhr.removeEventListener('error', this._boundXhrOnError, false);\n this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false);\n this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false);\n this.xhr.removeEventListener('progress', this._boundOnProgress, false);\n this.xhr.removeEventListener('load', this._boundXhrOnLoad, false);\n }\n else {\n this.xhr.onerror = null;\n this.xhr.ontimeout = null;\n this.xhr.onprogress = null;\n this.xhr.onload = null;\n }\n }\n };\n /** Finalizes the load. */\n LoaderResource.prototype._finish = function () {\n if (this.isComplete) {\n throw new Error('Complete called again for an already completed resource.');\n }\n this._setFlag(LoaderResource.STATUS_FLAGS.COMPLETE, true);\n this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, false);\n this.onComplete.dispatch(this);\n };\n /**\n * Loads this resources using an element that has a single source,\n * like an HTMLImageElement.\n * @private\n * @param type - The type of element to use.\n */\n LoaderResource.prototype._loadElement = function (type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n }\n else if (type === 'image' && typeof globalThis.Image !== 'undefined') {\n this.data = new Image();\n }\n else {\n this.data = document.createElement(type);\n }\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n if (!this.metadata.skipSource) {\n this.data.src = this.url;\n }\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n };\n /**\n * Loads this resources using an element that has multiple sources,\n * like an HTMLAudioElement or HTMLVideoElement.\n * @param type - The type of element to use.\n */\n LoaderResource.prototype._loadSourceElement = function (type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n }\n else if (type === 'audio' && typeof globalThis.Audio !== 'undefined') {\n this.data = new Audio();\n }\n else {\n this.data = document.createElement(type);\n }\n if (this.data === null) {\n this.abort(\"Unsupported element: \" + type);\n return;\n }\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n if (!this.metadata.skipSource) {\n // support for CocoonJS Canvas+ runtime, lacks document.createElement('source')\n if (navigator.isCocoonJS) {\n this.data.src = Array.isArray(this.url) ? this.url[0] : this.url;\n }\n else if (Array.isArray(this.url)) {\n var mimeTypes = this.metadata.mimeType;\n for (var i = 0; i < this.url.length; ++i) {\n this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes));\n }\n }\n else {\n var mimeTypes = this.metadata.mimeType;\n this.data.appendChild(this._createSource(type, this.url, Array.isArray(mimeTypes) ? mimeTypes[0] : mimeTypes));\n }\n }\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n this.data.addEventListener('canplaythrough', this._boundComplete, false);\n this.data.load();\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n };\n /** Loads this resources using an XMLHttpRequest. */\n LoaderResource.prototype._loadXhr = function () {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n var xhr = this.xhr = new XMLHttpRequest();\n // send credentials when crossOrigin with credentials requested\n if (this.crossOrigin === 'use-credentials') {\n xhr.withCredentials = true;\n }\n // set the request type and url\n xhr.open('GET', this.url, true);\n xhr.timeout = this.timeout;\n // load json as text and parse it ourselves. We do this because some browsers\n // *cough* safari *cough* can't deal with it.\n if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON\n || this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) {\n xhr.responseType = LoaderResource.XHR_RESPONSE_TYPE.TEXT;\n }\n else {\n xhr.responseType = this.xhrType;\n }\n xhr.addEventListener('error', this._boundXhrOnError, false);\n xhr.addEventListener('timeout', this._boundXhrOnTimeout, false);\n xhr.addEventListener('abort', this._boundXhrOnAbort, false);\n xhr.addEventListener('progress', this._boundOnProgress, false);\n xhr.addEventListener('load', this._boundXhrOnLoad, false);\n xhr.send();\n };\n /** Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross). */\n LoaderResource.prototype._loadXdr = function () {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n var xdr = this.xhr = new globalThis.XDomainRequest(); // eslint-disable-line no-undef\n // XDomainRequest has a few quirks. Occasionally it will abort requests\n // A way to avoid this is to make sure ALL callbacks are set even if not used\n // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9\n xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9\n xdr.onerror = this._boundXhrOnError;\n xdr.ontimeout = this._boundXhrOnTimeout;\n xdr.onprogress = this._boundOnProgress;\n xdr.onload = this._boundXhrOnLoad;\n xdr.open('GET', this.url, true);\n // Note: The xdr.send() call is wrapped in a timeout to prevent an\n // issue with the interface where some requests are lost if multiple\n // XDomainRequests are being sent at the same time.\n // Some info here: https://github.com/photonstorm/phaser/issues/1248\n setTimeout(function () { return xdr.send(); }, 1);\n };\n /**\n * Creates a source used in loading via an element.\n * @param type - The element type (video or audio).\n * @param url - The source URL to load from.\n * @param [mime] - The mime type of the video\n * @returns The source element.\n */\n LoaderResource.prototype._createSource = function (type, url, mime) {\n if (!mime) {\n mime = type + \"/\" + this._getExtension(url);\n }\n var source = document.createElement('source');\n source.src = url;\n source.type = mime;\n return source;\n };\n /**\n * Called if a load errors out.\n * @param event - The error event from the element that emits it.\n */\n LoaderResource.prototype._onError = function (event) {\n this.abort(\"Failed to load element using: \" + event.target.nodeName);\n };\n /**\n * Called if a load progress event fires for an element or xhr/xdr.\n * @param event - Progress event.\n */\n LoaderResource.prototype._onProgress = function (event) {\n if (event && event.lengthComputable) {\n this.onProgress.dispatch(this, event.loaded / event.total);\n }\n };\n /** Called if a timeout event fires for an element. */\n LoaderResource.prototype._onTimeout = function () {\n this.abort(\"Load timed out.\");\n };\n /** Called if an error event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnError = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request failed. Status: \" + xhr.status + \", text: \\\"\" + xhr.statusText + \"\\\"\");\n };\n /** Called if an error event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnTimeout = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request timed out.\");\n };\n /** Called if an abort event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnAbort = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request was aborted by the user.\");\n };\n /** Called when data successfully loads from an xhr/xdr request. */\n LoaderResource.prototype._xhrOnLoad = function () {\n var xhr = this.xhr;\n var text = '';\n var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200.\n // responseText is accessible only if responseType is '' or 'text' and on older browsers\n if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') {\n text = xhr.responseText;\n }\n // status can be 0 when using the `file://` protocol so we also check if a response is set.\n // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request.\n if (status === STATUS_NONE && (text.length > 0 || xhr.responseType === LoaderResource.XHR_RESPONSE_TYPE.BUFFER)) {\n status = STATUS_OK;\n }\n // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request\n else if (status === STATUS_IE_BUG_EMPTY) {\n status = STATUS_EMPTY;\n }\n var statusType = (status / 100) | 0;\n if (statusType === STATUS_TYPE_OK) {\n // if text, just return it\n if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.TEXT) {\n this.data = text;\n this.type = LoaderResource.TYPE.TEXT;\n }\n // if json, parse into json object\n else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON) {\n try {\n this.data = JSON.parse(text);\n this.type = LoaderResource.TYPE.JSON;\n }\n catch (e) {\n this.abort(\"Error trying to parse loaded json: \" + e);\n return;\n }\n }\n // if xml, parse into an xml document or div element\n else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) {\n try {\n if (globalThis.DOMParser) {\n var domparser = new DOMParser();\n this.data = domparser.parseFromString(text, 'text/xml');\n }\n else {\n var div = document.createElement('div');\n div.innerHTML = text;\n this.data = div;\n }\n this.type = LoaderResource.TYPE.XML;\n }\n catch (e$1) {\n this.abort(\"Error trying to parse loaded xml: \" + e$1);\n return;\n }\n }\n // other types just return the response\n else {\n this.data = xhr.response || text;\n }\n }\n else {\n this.abort(\"[\" + xhr.status + \"] \" + xhr.statusText + \": \" + xhr.responseURL);\n return;\n }\n this.complete();\n };\n /**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n * @private\n * @param url - The url to test.\n * @param [loc=globalThis.location] - The location object to test against.\n * @returns The crossOrigin value to use (or empty string for none).\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n LoaderResource.prototype._determineCrossOrigin = function (url, loc) {\n // data: and javascript: urls are considered same-origin\n if (url.indexOf('data:') === 0) {\n return '';\n }\n // A sandboxed iframe without the 'allow-same-origin' attribute will have a special\n // origin designed not to match globalThis.location.origin, and will always require\n // crossOrigin requests regardless of whether the location matches.\n if (globalThis.origin !== globalThis.location.origin) {\n return 'anonymous';\n }\n // default is globalThis.location\n loc = loc || globalThis.location;\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url;\n var parsedUrl = parseUri(tempAnchor.href, { strictMode: true });\n var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port);\n var protocol = parsedUrl.protocol ? parsedUrl.protocol + \":\" : '';\n // if cross origin\n if (parsedUrl.host !== loc.hostname || !samePort || protocol !== loc.protocol) {\n return 'anonymous';\n }\n return '';\n };\n /**\n * Determines the responseType of an XHR request based on the extension of the\n * resource being loaded.\n * @private\n * @returns {PIXI.LoaderResource.XHR_RESPONSE_TYPE} The responseType to use.\n */\n LoaderResource.prototype._determineXhrType = function () {\n return LoaderResource._xhrTypeMap[this.extension] || LoaderResource.XHR_RESPONSE_TYPE.TEXT;\n };\n /**\n * Determines the loadType of a resource based on the extension of the\n * resource being loaded.\n * @private\n * @returns {PIXI.LoaderResource.LOAD_TYPE} The loadType to use.\n */\n LoaderResource.prototype._determineLoadType = function () {\n return LoaderResource._loadTypeMap[this.extension] || LoaderResource.LOAD_TYPE.XHR;\n };\n /**\n * Extracts the extension (sans '.') of the file being loaded by the resource.\n * @param [url] - url to parse, `this.url` by default.\n * @returns The extension.\n */\n LoaderResource.prototype._getExtension = function (url) {\n if (url === void 0) { url = this.url; }\n var ext = '';\n if (this.isDataUrl) {\n var slashIndex = url.indexOf('/');\n ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex));\n }\n else {\n var queryStart = url.indexOf('?');\n var hashStart = url.indexOf('#');\n var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length);\n url = url.substring(0, index);\n ext = url.substring(url.lastIndexOf('.') + 1);\n }\n return ext.toLowerCase();\n };\n /**\n * Determines the mime type of an XHR request based on the responseType of\n * resource being loaded.\n * @param type - The type to get a mime type for.\n * @private\n * @returns The mime type to use.\n */\n LoaderResource.prototype._getMimeFromXhrType = function (type) {\n switch (type) {\n case LoaderResource.XHR_RESPONSE_TYPE.BUFFER:\n return 'application/octet-binary';\n case LoaderResource.XHR_RESPONSE_TYPE.BLOB:\n return 'application/blob';\n case LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT:\n return 'application/xml';\n case LoaderResource.XHR_RESPONSE_TYPE.JSON:\n return 'application/json';\n case LoaderResource.XHR_RESPONSE_TYPE.DEFAULT:\n case LoaderResource.XHR_RESPONSE_TYPE.TEXT:\n /* falls through */\n default:\n return 'text/plain';\n }\n };\n return LoaderResource;\n}());\n// eslint-disable-next-line @typescript-eslint/no-namespace\n(function (LoaderResource) {\n (function (STATUS_FLAGS) {\n /** None */\n STATUS_FLAGS[STATUS_FLAGS[\"NONE\"] = 0] = \"NONE\";\n /** Data URL */\n STATUS_FLAGS[STATUS_FLAGS[\"DATA_URL\"] = 1] = \"DATA_URL\";\n /** Complete */\n STATUS_FLAGS[STATUS_FLAGS[\"COMPLETE\"] = 2] = \"COMPLETE\";\n /** Loading */\n STATUS_FLAGS[STATUS_FLAGS[\"LOADING\"] = 4] = \"LOADING\";\n })(LoaderResource.STATUS_FLAGS || (LoaderResource.STATUS_FLAGS = {}));\n (function (TYPE) {\n /** Unknown */\n TYPE[TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n /** JSON */\n TYPE[TYPE[\"JSON\"] = 1] = \"JSON\";\n /** XML */\n TYPE[TYPE[\"XML\"] = 2] = \"XML\";\n /** Image */\n TYPE[TYPE[\"IMAGE\"] = 3] = \"IMAGE\";\n /** Audio */\n TYPE[TYPE[\"AUDIO\"] = 4] = \"AUDIO\";\n /** Video */\n TYPE[TYPE[\"VIDEO\"] = 5] = \"VIDEO\";\n /** Plain text */\n TYPE[TYPE[\"TEXT\"] = 6] = \"TEXT\";\n })(LoaderResource.TYPE || (LoaderResource.TYPE = {}));\n (function (LOAD_TYPE) {\n /** Uses XMLHttpRequest to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"XHR\"] = 1] = \"XHR\";\n /** Uses an `Image` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"IMAGE\"] = 2] = \"IMAGE\";\n /** Uses an `Audio` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"AUDIO\"] = 3] = \"AUDIO\";\n /** Uses a `Video` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"VIDEO\"] = 4] = \"VIDEO\";\n })(LoaderResource.LOAD_TYPE || (LoaderResource.LOAD_TYPE = {}));\n (function (XHR_RESPONSE_TYPE) {\n /** string */\n XHR_RESPONSE_TYPE[\"DEFAULT\"] = \"text\";\n /** ArrayBuffer */\n XHR_RESPONSE_TYPE[\"BUFFER\"] = \"arraybuffer\";\n /** Blob */\n XHR_RESPONSE_TYPE[\"BLOB\"] = \"blob\";\n /** Document */\n XHR_RESPONSE_TYPE[\"DOCUMENT\"] = \"document\";\n /** Object */\n XHR_RESPONSE_TYPE[\"JSON\"] = \"json\";\n /** String */\n XHR_RESPONSE_TYPE[\"TEXT\"] = \"text\";\n })(LoaderResource.XHR_RESPONSE_TYPE || (LoaderResource.XHR_RESPONSE_TYPE = {}));\n LoaderResource._loadTypeMap = {\n // images\n gif: LoaderResource.LOAD_TYPE.IMAGE,\n png: LoaderResource.LOAD_TYPE.IMAGE,\n bmp: LoaderResource.LOAD_TYPE.IMAGE,\n jpg: LoaderResource.LOAD_TYPE.IMAGE,\n jpeg: LoaderResource.LOAD_TYPE.IMAGE,\n tif: LoaderResource.LOAD_TYPE.IMAGE,\n tiff: LoaderResource.LOAD_TYPE.IMAGE,\n webp: LoaderResource.LOAD_TYPE.IMAGE,\n tga: LoaderResource.LOAD_TYPE.IMAGE,\n svg: LoaderResource.LOAD_TYPE.IMAGE,\n 'svg+xml': LoaderResource.LOAD_TYPE.IMAGE,\n // audio\n mp3: LoaderResource.LOAD_TYPE.AUDIO,\n ogg: LoaderResource.LOAD_TYPE.AUDIO,\n wav: LoaderResource.LOAD_TYPE.AUDIO,\n // videos\n mp4: LoaderResource.LOAD_TYPE.VIDEO,\n webm: LoaderResource.LOAD_TYPE.VIDEO,\n };\n LoaderResource._xhrTypeMap = {\n // xml\n xhtml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n html: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n htm: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n xml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n tmx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n svg: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component.\n // Since it is way less likely for people to be loading TypeScript files instead of Tiled files,\n // this should probably be fine.\n tsx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n // images\n gif: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n png: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n bmp: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n jpg: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n jpeg: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tif: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tiff: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n webp: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tga: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n // json\n json: LoaderResource.XHR_RESPONSE_TYPE.JSON,\n // text\n text: LoaderResource.XHR_RESPONSE_TYPE.TEXT,\n txt: LoaderResource.XHR_RESPONSE_TYPE.TEXT,\n // fonts\n ttf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER,\n otf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER,\n };\n // We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif\n LoaderResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw==';\n})(LoaderResource || (LoaderResource = {}));\n\n/**\n * Smaller version of the async library constructs.\n * @ignore\n */\nfunction _noop() {\n}\n/**\n * Ensures a function is only called once.\n * @ignore\n * @param {Function} fn - The function to wrap.\n * @returns {Function} The wrapping function.\n */\nfunction onlyOnce(fn) {\n return function onceWrapper() {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n if (fn === null) {\n throw new Error('Callback was already called.');\n }\n var callFn = fn;\n fn = null;\n callFn.apply(this, args);\n };\n}\n/**\n * @private\n * @memberof PIXI\n */\nvar AsyncQueueItem = /** @class */ (function () {\n /**\n * @param data\n * @param callback\n * @private\n */\n function AsyncQueueItem(data, callback) {\n this.data = data;\n this.callback = callback;\n }\n return AsyncQueueItem;\n}());\n/**\n * @private\n * @memberof PIXI\n */\nvar AsyncQueue = /** @class */ (function () {\n /**\n * @param worker\n * @param concurrency\n * @private\n */\n function AsyncQueue(worker, concurrency) {\n var _this = this;\n if (concurrency === void 0) { concurrency = 1; }\n this.workers = 0;\n this.saturated = _noop;\n this.unsaturated = _noop;\n this.empty = _noop;\n this.drain = _noop;\n this.error = _noop;\n this.started = false;\n this.paused = false;\n this._tasks = [];\n this._insert = function (data, insertAtFront, callback) {\n if (callback && typeof callback !== 'function') {\n throw new Error('task callback must be a function');\n }\n _this.started = true;\n // eslint-disable-next-line no-eq-null,eqeqeq\n if (data == null && _this.idle()) {\n // call drain immediately if there are no tasks\n setTimeout(function () { return _this.drain(); }, 1);\n return;\n }\n var item = new AsyncQueueItem(data, typeof callback === 'function' ? callback : _noop);\n if (insertAtFront) {\n _this._tasks.unshift(item);\n }\n else {\n _this._tasks.push(item);\n }\n setTimeout(_this.process, 1);\n };\n this.process = function () {\n while (!_this.paused && _this.workers < _this.concurrency && _this._tasks.length) {\n var task = _this._tasks.shift();\n if (_this._tasks.length === 0) {\n _this.empty();\n }\n _this.workers += 1;\n if (_this.workers === _this.concurrency) {\n _this.saturated();\n }\n _this._worker(task.data, onlyOnce(_this._next(task)));\n }\n };\n this._worker = worker;\n if (concurrency === 0) {\n throw new Error('Concurrency must not be zero');\n }\n this.concurrency = concurrency;\n this.buffer = concurrency / 4.0;\n }\n /**\n * @param task\n * @private\n */\n AsyncQueue.prototype._next = function (task) {\n var _this = this;\n return function () {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n _this.workers -= 1;\n task.callback.apply(task, args);\n // eslint-disable-next-line no-eq-null,eqeqeq\n if (args[0] != null) {\n _this.error(args[0], task.data);\n }\n if (_this.workers <= (_this.concurrency - _this.buffer)) {\n _this.unsaturated();\n }\n if (_this.idle()) {\n _this.drain();\n }\n _this.process();\n };\n };\n // That was in object\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n AsyncQueue.prototype.push = function (data, callback) {\n this._insert(data, false, callback);\n };\n AsyncQueue.prototype.kill = function () {\n this.workers = 0;\n this.drain = _noop;\n this.started = false;\n this._tasks = [];\n };\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n AsyncQueue.prototype.unshift = function (data, callback) {\n this._insert(data, true, callback);\n };\n AsyncQueue.prototype.length = function () {\n return this._tasks.length;\n };\n AsyncQueue.prototype.running = function () {\n return this.workers;\n };\n AsyncQueue.prototype.idle = function () {\n return this._tasks.length + this.workers === 0;\n };\n AsyncQueue.prototype.pause = function () {\n if (this.paused === true) {\n return;\n }\n this.paused = true;\n };\n AsyncQueue.prototype.resume = function () {\n if (this.paused === false) {\n return;\n }\n this.paused = false;\n // Need to call this.process once per concurrent\n // worker to preserve full concurrency after pause\n for (var w = 1; w <= this.concurrency; w++) {\n this.process();\n }\n };\n /**\n * Iterates an array in series.\n * @param {Array.<*>} array - Array to iterate.\n * @param {Function} iterator - Function to call for each element.\n * @param {Function} callback - Function to call when done, or on error.\n * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1.\n */\n AsyncQueue.eachSeries = function (array, iterator, callback, deferNext) {\n var i = 0;\n var len = array.length;\n function next(err) {\n if (err || i === len) {\n if (callback) {\n callback(err);\n }\n return;\n }\n if (deferNext) {\n setTimeout(function () {\n iterator(array[i++], next);\n }, 1);\n }\n else {\n iterator(array[i++], next);\n }\n }\n next();\n };\n /**\n * Async queue implementation,\n * @param {Function} worker - The worker function to call for each task.\n * @param {number} concurrency - How many workers to run in parrallel.\n * @returns {*} The async queue object.\n */\n AsyncQueue.queue = function (worker, concurrency) {\n return new AsyncQueue(worker, concurrency);\n };\n return AsyncQueue;\n}());\n\n// some constants\nvar MAX_PROGRESS = 100;\nvar rgxExtractUrlHash = /(#[\\w-]+)?$/;\n/**\n * The new loader, forked from Resource Loader by Chad Engler: https://github.com/englercj/resource-loader\n *\n * ```js\n * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use.\n * // or\n * const loader = new PIXI.Loader(); // You can also create your own if you want\n *\n * const sprites = {};\n *\n * // Chainable `add` to enqueue a resource\n * loader.add('bunny', 'data/bunny.png')\n * .add('spaceship', 'assets/spritesheet.json');\n * loader.add('scoreFont', 'assets/score.fnt');\n *\n * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource.\n * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc).\n * loader.pre(cachingMiddleware);\n *\n * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource.\n * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc).\n * loader.use(parsingMiddleware);\n *\n * // The `load` method loads the queue of resources, and calls the passed in callback called once all\n * // resources have loaded.\n * loader.load((loader, resources) => {\n * // resources is an object where the key is the name of the resource loaded and the value is the resource object.\n * // They have a couple default properties:\n * // - `url`: The URL that the resource was loaded from\n * // - `error`: The error that happened when trying to load (if any)\n * // - `data`: The raw data that was loaded\n * // also may contain other properties based on the middleware that runs.\n * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture);\n * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture);\n * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture);\n * });\n *\n * // throughout the process multiple signals can be dispatched.\n * loader.onProgress.add(() => {}); // called once per loaded/errored file\n * loader.onError.add(() => {}); // called once per errored file\n * loader.onLoad.add(() => {}); // called once per loaded file\n * loader.onComplete.add(() => {}); // called once when the queued resources all load.\n * ```\n * @memberof PIXI\n */\nvar Loader = /** @class */ (function () {\n /**\n * @param baseUrl - The base url for all resources loaded by this loader.\n * @param concurrency - The number of resources to load concurrently.\n */\n function Loader(baseUrl, concurrency) {\n var _this = this;\n if (baseUrl === void 0) { baseUrl = ''; }\n if (concurrency === void 0) { concurrency = 10; }\n /** The progress percent of the loader going through the queue. */\n this.progress = 0;\n /** Loading state of the loader, true if it is currently loading resources. */\n this.loading = false;\n /**\n * A querystring to append to every URL added to the loader.\n *\n * This should be a valid query string *without* the question-mark (`?`). The loader will\n * also *not* escape values for you. Make sure to escape your parameters with\n * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property.\n * @example\n * const loader = new Loader();\n *\n * loader.defaultQueryString = 'user=me&password=secret';\n *\n * // This will request 'image.png?user=me&password=secret'\n * loader.add('image.png').load();\n *\n * loader.reset();\n *\n * // This will request 'image.png?v=1&user=me&password=secret'\n * loader.add('iamge.png?v=1').load();\n */\n this.defaultQueryString = '';\n /** The middleware to run before loading each resource. */\n this._beforeMiddleware = [];\n /** The middleware to run after loading each resource. */\n this._afterMiddleware = [];\n /** The tracks the resources we are currently completing parsing for. */\n this._resourcesParsing = [];\n /**\n * The `_loadResource` function bound with this object context.\n * @param r - The resource to load\n * @param d - The dequeue function\n */\n this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); };\n /** All the resources for this loader keyed by name. */\n this.resources = {};\n this.baseUrl = baseUrl;\n this._beforeMiddleware = [];\n this._afterMiddleware = [];\n this._resourcesParsing = [];\n this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); };\n this._queue = AsyncQueue.queue(this._boundLoadResource, concurrency);\n this._queue.pause();\n this.resources = {};\n this.onProgress = new Signal();\n this.onError = new Signal();\n this.onLoad = new Signal();\n this.onStart = new Signal();\n this.onComplete = new Signal();\n for (var i = 0; i < Loader._plugins.length; ++i) {\n var plugin = Loader._plugins[i];\n var pre = plugin.pre, use = plugin.use;\n if (pre) {\n this.pre(pre);\n }\n if (use) {\n this.use(use);\n }\n }\n this._protected = false;\n }\n /**\n * Same as add, params have strict order\n * @private\n * @param name - The name of the resource to load.\n * @param url - The url for this resource, relative to the baseUrl of this loader.\n * @param options - The options for the load.\n * @param callback - Function to call when this specific resource completes loading.\n * @returns The loader itself.\n */\n Loader.prototype._add = function (name, url, options, callback) {\n // if loading already you can only add resources that have a parent.\n if (this.loading && (!options || !options.parentResource)) {\n throw new Error('Cannot add resources while the loader is running.');\n }\n // check if resource already exists.\n if (this.resources[name]) {\n throw new Error(\"Resource named \\\"\" + name + \"\\\" already exists.\");\n }\n // add base url if this isn't an absolute url\n url = this._prepareUrl(url);\n // create the store the resource\n this.resources[name] = new LoaderResource(name, url, options);\n if (typeof callback === 'function') {\n this.resources[name].onAfterMiddleware.once(callback);\n }\n // if actively loading, make sure to adjust progress chunks for that parent and its children\n if (this.loading) {\n var parent = options.parentResource;\n var incompleteChildren = [];\n for (var i = 0; i < parent.children.length; ++i) {\n if (!parent.children[i].isComplete) {\n incompleteChildren.push(parent.children[i]);\n }\n }\n var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent\n var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child\n parent.children.push(this.resources[name]);\n parent.progressChunk = eachChunk;\n for (var i = 0; i < incompleteChildren.length; ++i) {\n incompleteChildren[i].progressChunk = eachChunk;\n }\n this.resources[name].progressChunk = eachChunk;\n }\n // add the resource to the queue\n this._queue.push(this.resources[name]);\n return this;\n };\n /* eslint-enable require-jsdoc,valid-jsdoc */\n /**\n * Sets up a middleware function that will run *before* the\n * resource is loaded.\n * @param fn - The middleware function to register.\n * @returns The loader itself.\n */\n Loader.prototype.pre = function (fn) {\n this._beforeMiddleware.push(fn);\n return this;\n };\n /**\n * Sets up a middleware function that will run *after* the\n * resource is loaded.\n * @param fn - The middleware function to register.\n * @returns The loader itself.\n */\n Loader.prototype.use = function (fn) {\n this._afterMiddleware.push(fn);\n return this;\n };\n /**\n * Resets the queue of the loader to prepare for a new load.\n * @returns The loader itself.\n */\n Loader.prototype.reset = function () {\n this.progress = 0;\n this.loading = false;\n this._queue.kill();\n this._queue.pause();\n // abort all resource loads\n for (var k in this.resources) {\n var res = this.resources[k];\n if (res._onLoadBinding) {\n res._onLoadBinding.detach();\n }\n if (res.isLoading) {\n res.abort('loader reset');\n }\n }\n this.resources = {};\n return this;\n };\n /**\n * Starts loading the queued resources.\n * @param cb - Optional callback that will be bound to the `complete` event.\n * @returns The loader itself.\n */\n Loader.prototype.load = function (cb) {\n deprecation('6.5.0', '@pixi/loaders is being replaced with @pixi/assets in the next major release.');\n // register complete callback if they pass one\n if (typeof cb === 'function') {\n this.onComplete.once(cb);\n }\n // if the queue has already started we are done here\n if (this.loading) {\n return this;\n }\n if (this._queue.idle()) {\n this._onStart();\n this._onComplete();\n }\n else {\n // distribute progress chunks\n var numTasks = this._queue._tasks.length;\n var chunk = MAX_PROGRESS / numTasks;\n for (var i = 0; i < this._queue._tasks.length; ++i) {\n this._queue._tasks[i].data.progressChunk = chunk;\n }\n // notify we are starting\n this._onStart();\n // start loading\n this._queue.resume();\n }\n return this;\n };\n Object.defineProperty(Loader.prototype, \"concurrency\", {\n /**\n * The number of resources to load concurrently.\n * @default 10\n */\n get: function () {\n return this._queue.concurrency;\n },\n set: function (concurrency) {\n this._queue.concurrency = concurrency;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Prepares a url for usage based on the configuration of this object\n * @param url - The url to prepare.\n * @returns The prepared url.\n */\n Loader.prototype._prepareUrl = function (url) {\n var parsedUrl = parseUri(url, { strictMode: true });\n var result;\n // absolute url, just use it as is.\n if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) {\n result = url;\n }\n // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween\n else if (this.baseUrl.length\n && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1\n && url.charAt(0) !== '/') {\n result = this.baseUrl + \"/\" + url;\n }\n else {\n result = this.baseUrl + url;\n }\n // if we need to add a default querystring, there is a bit more work\n if (this.defaultQueryString) {\n var hash = rgxExtractUrlHash.exec(result)[0];\n result = result.slice(0, result.length - hash.length);\n if (result.indexOf('?') !== -1) {\n result += \"&\" + this.defaultQueryString;\n }\n else {\n result += \"?\" + this.defaultQueryString;\n }\n result += hash;\n }\n return result;\n };\n /**\n * Loads a single resource.\n * @param resource - The resource to load.\n * @param dequeue - The function to call when we need to dequeue this item.\n */\n Loader.prototype._loadResource = function (resource, dequeue) {\n var _this = this;\n resource._dequeue = dequeue;\n // run before middleware\n AsyncQueue.eachSeries(this._beforeMiddleware, function (fn, next) {\n fn.call(_this, resource, function () {\n // if the before middleware marks the resource as complete,\n // break and don't process any more before middleware\n next(resource.isComplete ? {} : null);\n });\n }, function () {\n if (resource.isComplete) {\n _this._onLoad(resource);\n }\n else {\n resource._onLoadBinding = resource.onComplete.once(_this._onLoad, _this);\n resource.load();\n }\n }, true);\n };\n /** Called once loading has started. */\n Loader.prototype._onStart = function () {\n this.progress = 0;\n this.loading = true;\n this.onStart.dispatch(this);\n };\n /** Called once each resource has loaded. */\n Loader.prototype._onComplete = function () {\n this.progress = MAX_PROGRESS;\n this.loading = false;\n this.onComplete.dispatch(this, this.resources);\n };\n /**\n * Called each time a resources is loaded.\n * @param resource - The resource that was loaded\n */\n Loader.prototype._onLoad = function (resource) {\n var _this = this;\n resource._onLoadBinding = null;\n // remove this resource from the async queue, and add it to our list of resources that are being parsed\n this._resourcesParsing.push(resource);\n resource._dequeue();\n // run all the after middleware for this resource\n AsyncQueue.eachSeries(this._afterMiddleware, function (fn, next) {\n fn.call(_this, resource, next);\n }, function () {\n resource.onAfterMiddleware.dispatch(resource);\n _this.progress = Math.min(MAX_PROGRESS, _this.progress + resource.progressChunk);\n _this.onProgress.dispatch(_this, resource);\n if (resource.error) {\n _this.onError.dispatch(resource.error, _this, resource);\n }\n else {\n _this.onLoad.dispatch(_this, resource);\n }\n _this._resourcesParsing.splice(_this._resourcesParsing.indexOf(resource), 1);\n // do completion check\n if (_this._queue.idle() && _this._resourcesParsing.length === 0) {\n _this._onComplete();\n }\n }, true);\n };\n /** Destroy the loader, removes references. */\n Loader.prototype.destroy = function () {\n if (!this._protected) {\n this.reset();\n }\n };\n Object.defineProperty(Loader, \"shared\", {\n /** A premade instance of the loader that can be used to load resources. */\n get: function () {\n var shared = Loader._shared;\n if (!shared) {\n shared = new Loader();\n shared._protected = true;\n Loader._shared = shared;\n }\n return shared;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Use the {@link PIXI.extensions.add} API to register plugins.\n * @deprecated since 6.5.0\n * @param plugin - The plugin to add\n * @returns Reference to PIXI.Loader for chaining\n */\n Loader.registerPlugin = function (plugin) {\n deprecation('6.5.0', 'Loader.registerPlugin() is deprecated, use extensions.add() instead.');\n extensions.add({\n type: ExtensionType.Loader,\n ref: plugin,\n });\n return Loader;\n };\n Loader._plugins = [];\n return Loader;\n}());\nextensions.handleByList(ExtensionType.Loader, Loader._plugins);\nLoader.prototype.add = function add(name, url, options, callback) {\n // special case of an array of objects or urls\n if (Array.isArray(name)) {\n for (var i = 0; i < name.length; ++i) {\n this.add(name[i]);\n }\n return this;\n }\n // if an object is passed instead of params\n if (typeof name === 'object') {\n options = name;\n callback = url || options.callback || options.onComplete;\n url = options.url;\n name = options.name || options.key || options.url;\n }\n // case where no name is passed shift all args over by one.\n if (typeof url !== 'string') {\n callback = options;\n options = url;\n url = name;\n }\n // now that we shifted make sure we have a proper url.\n if (typeof url !== 'string') {\n throw new Error('No url passed to add resource to loader.');\n }\n // options are optional so people might pass a function and no options\n if (typeof options === 'function') {\n callback = options;\n options = null;\n }\n return this._add(name, url, options, callback);\n};\n\n/**\n * Application plugin for supporting loader option. Installing the LoaderPlugin\n * is not necessary if using **pixi.js** or **pixi.js-legacy**.\n * @example\n * import {AppLoaderPlugin} from '@pixi/loaders';\n * import {extensions} from '@pixi/core';\n * extensions.add(AppLoaderPlugin);\n * @memberof PIXI\n */\nvar AppLoaderPlugin = /** @class */ (function () {\n function AppLoaderPlugin() {\n }\n /**\n * Called on application constructor\n * @param options\n * @private\n */\n AppLoaderPlugin.init = function (options) {\n options = Object.assign({\n sharedLoader: false,\n }, options);\n this.loader = options.sharedLoader ? Loader.shared : new Loader();\n };\n /**\n * Called when application destroyed\n * @private\n */\n AppLoaderPlugin.destroy = function () {\n if (this.loader) {\n this.loader.destroy();\n this.loader = null;\n }\n };\n /** @ignore */\n AppLoaderPlugin.extension = ExtensionType.Application;\n return AppLoaderPlugin;\n}());\n\n/**\n * Loader plugin for handling Texture resources.\n * @memberof PIXI\n */\nvar TextureLoader = /** @class */ (function () {\n function TextureLoader() {\n }\n /** Handle SVG elements a text, render with SVGResource. */\n TextureLoader.add = function () {\n LoaderResource.setExtensionLoadType('svg', LoaderResource.LOAD_TYPE.XHR);\n LoaderResource.setExtensionXhrType('svg', LoaderResource.XHR_RESPONSE_TYPE.TEXT);\n };\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param resource\n * @param {Function} next\n */\n TextureLoader.use = function (resource, next) {\n // create a new texture if the data is an Image object\n if (resource.data && (resource.type === LoaderResource.TYPE.IMAGE || resource.extension === 'svg')) {\n var data = resource.data, url = resource.url, name = resource.name, metadata = resource.metadata;\n Texture.fromLoader(data, url, name, metadata).then(function (texture) {\n resource.texture = texture;\n next();\n })\n // TODO: handle errors in Texture.fromLoader\n // so we can pass them to the Loader\n .catch(next);\n }\n else {\n next();\n }\n };\n /** @ignore */\n TextureLoader.extension = ExtensionType.Loader;\n return TextureLoader;\n}());\n\nvar _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=';\n/**\n * Encodes binary into base64.\n * @function encodeBinary\n * @param {string} input - The input data to encode.\n * @returns {string} The encoded base64 string\n */\nfunction encodeBinary(input) {\n var output = '';\n var inx = 0;\n while (inx < input.length) {\n // Fill byte buffer array\n var bytebuffer = [0, 0, 0];\n var encodedCharIndexes = [0, 0, 0, 0];\n for (var jnx = 0; jnx < bytebuffer.length; ++jnx) {\n if (inx < input.length) {\n // throw away high-order byte, as documented at:\n // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data\n bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff;\n }\n else {\n bytebuffer[jnx] = 0;\n }\n }\n // Get each encoded character, 6 bits at a time\n // index 1: first 6 bits\n encodedCharIndexes[0] = bytebuffer[0] >> 2;\n // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2)\n encodedCharIndexes[1] = ((bytebuffer[0] & 0x3) << 4) | (bytebuffer[1] >> 4);\n // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3)\n encodedCharIndexes[2] = ((bytebuffer[1] & 0x0f) << 2) | (bytebuffer[2] >> 6);\n // index 3: forth 6 bits (6 least significant bits from input byte 3)\n encodedCharIndexes[3] = bytebuffer[2] & 0x3f;\n // Determine whether padding happened, and adjust accordingly\n var paddingBytes = inx - (input.length - 1);\n switch (paddingBytes) {\n case 2:\n // Set last 2 characters to padding char\n encodedCharIndexes[3] = 64;\n encodedCharIndexes[2] = 64;\n break;\n case 1:\n // Set last character to padding char\n encodedCharIndexes[3] = 64;\n break;\n }\n // Now we will grab each appropriate character out of our keystring\n // based on our index array and append it to the output string\n for (var jnx = 0; jnx < encodedCharIndexes.length; ++jnx) {\n output += _keyStr.charAt(encodedCharIndexes[jnx]);\n }\n }\n return output;\n}\n\n/**\n * A middleware for transforming XHR loaded Blobs into more useful objects\n * @ignore\n * @function parsing\n * @example\n * import { Loader, middleware } from 'resource-loader';\n * const loader = new Loader();\n * loader.use(middleware.parsing);\n * @param resource - Current Resource\n * @param next - Callback when complete\n */\nfunction parsing(resource, next) {\n if (!resource.data) {\n next();\n return;\n }\n // if this was an XHR load of a blob\n if (resource.xhr && resource.xhrType === LoaderResource.XHR_RESPONSE_TYPE.BLOB) {\n // if there is no blob support we probably got a binary string back\n if (!self.Blob || typeof resource.data === 'string') {\n var type = resource.xhr.getResponseHeader('content-type');\n // this is an image, convert the binary string into a data url\n if (type && type.indexOf('image') === 0) {\n resource.data = new Image();\n resource.data.src = \"data:\" + type + \";base64,\" + encodeBinary(resource.xhr.responseText);\n resource.type = LoaderResource.TYPE.IMAGE;\n // wait until the image loads and then callback\n resource.data.onload = function () {\n resource.data.onload = null;\n next();\n };\n // next will be called on load\n return;\n }\n }\n // if content type says this is an image, then we should transform the blob into an Image object\n else if (resource.data.type.indexOf('image') === 0) {\n var Url_1 = globalThis.URL || globalThis.webkitURL;\n var src_1 = Url_1.createObjectURL(resource.data);\n resource.blob = resource.data;\n resource.data = new Image();\n resource.data.src = src_1;\n resource.type = LoaderResource.TYPE.IMAGE;\n // cleanup the no longer used blob after the image loads\n // TODO: Is this correct? Will the image be invalid after revoking?\n resource.data.onload = function () {\n Url_1.revokeObjectURL(src_1);\n resource.data.onload = null;\n next();\n };\n // next will be called on load.\n return;\n }\n }\n next();\n}\n\n/**\n * Parse any blob into more usable objects (e.g. Image).\n * @memberof PIXI\n */\nvar ParsingLoader = /** @class */ (function () {\n function ParsingLoader() {\n }\n /** @ignore */\n ParsingLoader.extension = ExtensionType.Loader;\n ParsingLoader.use = parsing;\n return ParsingLoader;\n}());\n\nextensions.add(TextureLoader, ParsingLoader);\n\nexport { AppLoaderPlugin, Loader, LoaderResource, TextureLoader };\n//# sourceMappingURL=loaders.mjs.map\n","/*!\n * @pixi/compressed-textures - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/compressed-textures is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { ViewableBuffer, BufferResource, ExtensionType, Texture, BaseTexture } from '@pixi/core';\nimport { LoaderResource } from '@pixi/loaders';\nimport { url } from '@pixi/utils';\nimport { MIPMAP_MODES, ALPHA_MODES, TYPES, FORMATS } from '@pixi/constants';\n\nvar _a$2;\n/**\n * WebGL internal formats, including compressed texture formats provided by extensions\n * @memberof PIXI\n * @static\n * @name INTERNAL_FORMATS\n * @enum {number}\n * @property {number} [COMPRESSED_RGB_S3TC_DXT1_EXT=0x83F0] -\n * @property {number} [COMPRESSED_RGBA_S3TC_DXT1_EXT=0x83F1] -\n * @property {number} [COMPRESSED_RGBA_S3TC_DXT3_EXT=0x83F2] -\n * @property {number} [COMPRESSED_RGBA_S3TC_DXT5_EXT=0x83F3] -\n * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT=35917] -\n * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT=35918] -\n * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT=35919] -\n * @property {number} [COMPRESSED_SRGB_S3TC_DXT1_EXT=35916] -\n * @property {number} [COMPRESSED_R11_EAC=0x9270] -\n * @property {number} [COMPRESSED_SIGNED_R11_EAC=0x9271] -\n * @property {number} [COMPRESSED_RG11_EAC=0x9272] -\n * @property {number} [COMPRESSED_SIGNED_RG11_EAC=0x9273] -\n * @property {number} [COMPRESSED_RGB8_ETC2=0x9274] -\n * @property {number} [COMPRESSED_RGBA8_ETC2_EAC=0x9278] -\n * @property {number} [COMPRESSED_SRGB8_ETC2=0x9275] -\n * @property {number} [COMPRESSED_SRGB8_ALPHA8_ETC2_EAC=0x9279] -\n * @property {number} [COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9276] -\n * @property {number} [COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9277] -\n * @property {number} [COMPRESSED_RGB_PVRTC_4BPPV1_IMG=0x8C00] -\n * @property {number} [COMPRESSED_RGBA_PVRTC_4BPPV1_IMG=0x8C02] -\n * @property {number} [COMPRESSED_RGB_PVRTC_2BPPV1_IMG=0x8C01] -\n * @property {number} [COMPRESSED_RGBA_PVRTC_2BPPV1_IMG=0x8C03] -\n * @property {number} [COMPRESSED_RGB_ETC1_WEBGL=0x8D64] -\n * @property {number} [COMPRESSED_RGB_ATC_WEBGL=0x8C92] -\n * @property {number} [COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL=0x8C92] -\n * @property {number} [COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL=0x87EE] -\n */\nvar INTERNAL_FORMATS;\n(function (INTERNAL_FORMATS) {\n // WEBGL_compressed_texture_s3tc\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_S3TC_DXT1_EXT\"] = 33776] = \"COMPRESSED_RGB_S3TC_DXT1_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_S3TC_DXT1_EXT\"] = 33777] = \"COMPRESSED_RGBA_S3TC_DXT1_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_S3TC_DXT3_EXT\"] = 33778] = \"COMPRESSED_RGBA_S3TC_DXT3_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_S3TC_DXT5_EXT\"] = 33779] = \"COMPRESSED_RGBA_S3TC_DXT5_EXT\";\n // WEBGL_compressed_texture_s3tc_srgb\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT\"] = 35917] = \"COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT\"] = 35918] = \"COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT\"] = 35919] = \"COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB_S3TC_DXT1_EXT\"] = 35916] = \"COMPRESSED_SRGB_S3TC_DXT1_EXT\";\n // WEBGL_compressed_texture_etc\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_R11_EAC\"] = 37488] = \"COMPRESSED_R11_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SIGNED_R11_EAC\"] = 37489] = \"COMPRESSED_SIGNED_R11_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RG11_EAC\"] = 37490] = \"COMPRESSED_RG11_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SIGNED_RG11_EAC\"] = 37491] = \"COMPRESSED_SIGNED_RG11_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB8_ETC2\"] = 37492] = \"COMPRESSED_RGB8_ETC2\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA8_ETC2_EAC\"] = 37496] = \"COMPRESSED_RGBA8_ETC2_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB8_ETC2\"] = 37493] = \"COMPRESSED_SRGB8_ETC2\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB8_ALPHA8_ETC2_EAC\"] = 37497] = \"COMPRESSED_SRGB8_ALPHA8_ETC2_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2\"] = 37494] = \"COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2\"] = 37495] = \"COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2\";\n // WEBGL_compressed_texture_pvrtc\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_PVRTC_4BPPV1_IMG\"] = 35840] = \"COMPRESSED_RGB_PVRTC_4BPPV1_IMG\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_PVRTC_4BPPV1_IMG\"] = 35842] = \"COMPRESSED_RGBA_PVRTC_4BPPV1_IMG\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_PVRTC_2BPPV1_IMG\"] = 35841] = \"COMPRESSED_RGB_PVRTC_2BPPV1_IMG\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_PVRTC_2BPPV1_IMG\"] = 35843] = \"COMPRESSED_RGBA_PVRTC_2BPPV1_IMG\";\n // WEBGL_compressed_texture_etc1\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_ETC1_WEBGL\"] = 36196] = \"COMPRESSED_RGB_ETC1_WEBGL\";\n // WEBGL_compressed_texture_atc\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_ATC_WEBGL\"] = 35986] = \"COMPRESSED_RGB_ATC_WEBGL\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL\"] = 35986] = \"COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL\"] = 34798] = \"COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL\";\n})(INTERNAL_FORMATS || (INTERNAL_FORMATS = {}));\n/**\n * Maps the compressed texture formats in {@link PIXI.INTERNAL_FORMATS} to the number of bytes taken by\n * each texel.\n * @memberof PIXI\n * @static\n * @ignore\n */\nvar INTERNAL_FORMAT_TO_BYTES_PER_PIXEL = (_a$2 = {},\n // WEBGL_compressed_texture_s3tc\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_S3TC_DXT1_EXT] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT] = 1,\n // WEBGL_compressed_texture_s3tc\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_S3TC_DXT1_EXT] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT] = 1,\n // WEBGL_compressed_texture_etc\n _a$2[INTERNAL_FORMATS.COMPRESSED_R11_EAC] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SIGNED_R11_EAC] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RG11_EAC] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SIGNED_RG11_EAC] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB8_ETC2] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA8_ETC2_EAC] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_ETC2] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5,\n // WEBGL_compressed_texture_pvrtc\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_4BPPV1_IMG] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_2BPPV1_IMG] = 0.25,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG] = 0.25,\n // WEBGL_compressed_texture_etc1\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_ETC1_WEBGL] = 0.5,\n // @see https://www.khronos.org/registry/OpenGL/extensions/AMD/AMD_compressed_ATC_texture.txt\n // WEBGL_compressed_texture_atc\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_ATC_WEBGL] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL] = 1,\n _a$2);\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nfunction __awaiter(thisArg, _arguments, P, generator) {\r\n function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\nfunction __generator(thisArg, body) {\r\n var _ = { label: 0, sent: function() { if (t[0] & 1) { throw t[1]; } return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n function verb(n) { return function (v) { return step([n, v]); }; }\r\n function step(op) {\r\n if (f) { throw new TypeError(\"Generator is already executing.\"); }\r\n while (_) { try {\r\n if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) { return t; }\r\n if (y = 0, t) { op = [op[0] & 2, t.value]; }\r\n switch (op[0]) {\r\n case 0: case 1: t = op; break;\r\n case 4: _.label++; return { value: op[1], done: false };\r\n case 5: _.label++; y = op[1]; op = [0]; continue;\r\n case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n default:\r\n if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n if (t[2]) { _.ops.pop(); }\r\n _.trys.pop(); continue;\r\n }\r\n op = body.call(thisArg, _);\r\n } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; } }\r\n if (op[0] & 5) { throw op[1]; } return { value: op[0] ? op[1] : void 0, done: true };\r\n }\r\n}\n\n/**\n * Resource that fetches texture data over the network and stores it in a buffer.\n * @class\n * @extends PIXI.Resource\n * @memberof PIXI\n */\nvar BlobResource = /** @class */ (function (_super) {\n __extends(BlobResource, _super);\n /**\n * @param {string} source - the URL of the texture file\n * @param {PIXI.IBlobOptions} options\n * @param {boolean}[options.autoLoad] - whether to fetch the data immediately;\n * you can fetch it later via {@link BlobResource#load}\n * @param {boolean}[options.width] - the width in pixels.\n * @param {boolean}[options.height] - the height in pixels.\n */\n function BlobResource(source, options) {\n if (options === void 0) { options = { width: 1, height: 1, autoLoad: true }; }\n var _this = this;\n var origin;\n var data;\n if (typeof source === 'string') {\n origin = source;\n data = new Uint8Array();\n }\n else {\n origin = null;\n data = source;\n }\n _this = _super.call(this, data, options) || this;\n /**\n * The URL of the texture file\n * @member {string}\n */\n _this.origin = origin;\n /**\n * The viewable buffer on the data\n * @member {ViewableBuffer}\n */\n // HINT: BlobResource allows \"null\" sources, assuming the child class provides an alternative\n _this.buffer = data ? new ViewableBuffer(data) : null;\n // Allow autoLoad = \"undefined\" still load the resource by default\n if (_this.origin && options.autoLoad !== false) {\n _this.load();\n }\n if (data && data.length) {\n _this.loaded = true;\n _this.onBlobLoaded(_this.buffer.rawBinaryData);\n }\n return _this;\n }\n BlobResource.prototype.onBlobLoaded = function (_data) {\n // TODO: Override this method\n };\n /** Loads the blob */\n BlobResource.prototype.load = function () {\n return __awaiter(this, void 0, Promise, function () {\n var response, blob, arrayBuffer;\n return __generator(this, function (_a) {\n switch (_a.label) {\n case 0: return [4 /*yield*/, fetch(this.origin)];\n case 1:\n response = _a.sent();\n return [4 /*yield*/, response.blob()];\n case 2:\n blob = _a.sent();\n return [4 /*yield*/, blob.arrayBuffer()];\n case 3:\n arrayBuffer = _a.sent();\n this.data = new Uint32Array(arrayBuffer);\n this.buffer = new ViewableBuffer(arrayBuffer);\n this.loaded = true;\n this.onBlobLoaded(arrayBuffer);\n this.update();\n return [2 /*return*/, this];\n }\n });\n });\n };\n return BlobResource;\n}(BufferResource));\n\n/**\n * Resource for compressed texture formats, as follows: S3TC/DXTn (& their sRGB formats), ATC, ASTC, ETC 1/2, PVRTC.\n *\n * Compressed textures improve performance when rendering is texture-bound. The texture data stays compressed in\n * graphics memory, increasing memory locality and speeding up texture fetches. These formats can also be used to store\n * more detail in the same amount of memory.\n *\n * For most developers, container file formats are a better abstraction instead of directly handling raw texture\n * data. PixiJS provides native support for the following texture file formats (via {@link PIXI.Loader}):\n *\n * **.dds** - the DirectDraw Surface file format stores DXTn (DXT-1,3,5) data. See {@link PIXI.DDSLoader}\n * **.ktx** - the Khronos Texture Container file format supports storing all the supported WebGL compression formats.\n * See {@link PIXI.KTXLoader}.\n * **.basis** - the BASIS supercompressed file format stores texture data in an internal format that is transcoded\n * to the compression format supported on the device at _runtime_. It also supports transcoding into a uncompressed\n * format as a fallback; you must install the `@pixi/basis-loader`, `@pixi/basis-transcoder` packages separately to\n * use these files. See {@link PIXI.BasisLoader}.\n *\n * The loaders for the aforementioned formats use `CompressedTextureResource` internally. It is strongly suggested that\n * they be used instead.\n *\n * ## Working directly with CompressedTextureResource\n *\n * Since `CompressedTextureResource` inherits `BlobResource`, you can provide it a URL pointing to a file containing\n * the raw texture data (with no file headers!):\n *\n * ```js\n * // The resource backing the texture data for your textures.\n * // NOTE: You can also provide a ArrayBufferView instead of a URL. This is used when loading data from a container file\n * // format such as KTX, DDS, or BASIS.\n * const compressedResource = new PIXI.CompressedTextureResource(\"bunny.dxt5\", {\n * format: PIXI.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n * width: 256,\n * height: 256\n * });\n *\n * // You can create a base-texture to the cache, so that future `Texture`s can be created using the `Texture.from` API.\n * const baseTexture = new PIXI.BaseTexture(compressedResource, { pmaMode: PIXI.ALPHA_MODES.NPM });\n *\n * // Create a Texture to add to the TextureCache\n * const texture = new PIXI.Texture(baseTexture);\n *\n * // Add baseTexture & texture to the global texture cache\n * PIXI.BaseTexture.addToCache(baseTexture, \"bunny.dxt5\");\n * PIXI.Texture.addToCache(texture, \"bunny.dxt5\");\n * ```\n * @memberof PIXI\n */\nvar CompressedTextureResource = /** @class */ (function (_super) {\n __extends(CompressedTextureResource, _super);\n /**\n * @param source - the buffer/URL holding the compressed texture data\n * @param options\n * @param {PIXI.INTERNAL_FORMATS} options.format - the compression format\n * @param {number} options.width - the image width in pixels.\n * @param {number} options.height - the image height in pixels.\n * @param {number} [options.level=1] - the mipmap levels stored in the compressed texture, including level 0.\n * @param {number} [options.levelBuffers] - the buffers for each mipmap level. `CompressedTextureResource` can allows you\n * to pass `null` for `source`, for cases where each level is stored in non-contiguous memory.\n */\n function CompressedTextureResource(source, options) {\n var _this = _super.call(this, source, options) || this;\n _this.format = options.format;\n _this.levels = options.levels || 1;\n _this._width = options.width;\n _this._height = options.height;\n _this._extension = CompressedTextureResource._formatToExtension(_this.format);\n if (options.levelBuffers || _this.buffer) {\n // ViewableBuffer doesn't support byteOffset :-( so allow source to be Uint8Array\n _this._levelBuffers = options.levelBuffers\n || CompressedTextureResource._createLevelBuffers(source instanceof Uint8Array ? source : _this.buffer.uint8View, _this.format, _this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode\n _this.width, _this.height);\n }\n return _this;\n }\n /**\n * @override\n * @param renderer - A reference to the current renderer\n * @param _texture - the texture\n * @param _glTexture - texture instance for this webgl context\n */\n CompressedTextureResource.prototype.upload = function (renderer, _texture, _glTexture) {\n var gl = renderer.gl;\n var extension = renderer.context.extensions[this._extension];\n if (!extension) {\n throw new Error(this._extension + \" textures are not supported on the current machine\");\n }\n if (!this._levelBuffers) {\n // Do not try to upload data before BlobResource loads, unless the levelBuffers were provided directly!\n return false;\n }\n for (var i = 0, j = this.levels; i < j; i++) {\n var _a = this._levelBuffers[i], levelID = _a.levelID, levelWidth = _a.levelWidth, levelHeight = _a.levelHeight, levelBuffer = _a.levelBuffer;\n gl.compressedTexImage2D(gl.TEXTURE_2D, levelID, this.format, levelWidth, levelHeight, 0, levelBuffer);\n }\n return true;\n };\n /** @protected */\n CompressedTextureResource.prototype.onBlobLoaded = function () {\n this._levelBuffers = CompressedTextureResource._createLevelBuffers(this.buffer.uint8View, this.format, this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode\n this.width, this.height);\n };\n /**\n * Returns the key (to ContextSystem#extensions) for the WebGL extension supporting the compression format\n * @private\n * @param format - the compression format to get the extension for.\n */\n CompressedTextureResource._formatToExtension = function (format) {\n if (format >= 0x83F0 && format <= 0x83F3) {\n return 's3tc';\n }\n else if (format >= 0x9270 && format <= 0x9279) {\n return 'etc';\n }\n else if (format >= 0x8C00 && format <= 0x8C03) {\n return 'pvrtc';\n }\n else if (format >= 0x8D64) {\n return 'etc1';\n }\n else if (format >= 0x8C92 && format <= 0x87EE) {\n return 'atc';\n }\n throw new Error('Invalid (compressed) texture format given!');\n };\n /**\n * Pre-creates buffer views for each mipmap level\n * @private\n * @param buffer -\n * @param format - compression formats\n * @param levels - mipmap levels\n * @param blockWidth -\n * @param blockHeight -\n * @param imageWidth - width of the image in pixels\n * @param imageHeight - height of the image in pixels\n */\n CompressedTextureResource._createLevelBuffers = function (buffer, format, levels, blockWidth, blockHeight, imageWidth, imageHeight) {\n // The byte-size of the first level buffer\n var buffers = new Array(levels);\n var offset = buffer.byteOffset;\n var levelWidth = imageWidth;\n var levelHeight = imageHeight;\n var alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1);\n var alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1);\n var levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format];\n for (var i = 0; i < levels; i++) {\n buffers[i] = {\n levelID: i,\n levelWidth: levels > 1 ? levelWidth : alignedLevelWidth,\n levelHeight: levels > 1 ? levelHeight : alignedLevelHeight,\n levelBuffer: new Uint8Array(buffer.buffer, offset, levelSize)\n };\n offset += levelSize;\n // Calculate levelBuffer dimensions for next iteration\n levelWidth = (levelWidth >> 1) || 1;\n levelHeight = (levelHeight >> 1) || 1;\n alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1);\n alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1);\n levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format];\n }\n return buffers;\n };\n return CompressedTextureResource;\n}(BlobResource));\n\n/* eslint-enable camelcase */\n/**\n * Loader plugin for handling compressed textures for all platforms.\n * @class\n * @memberof PIXI\n * @implements {PIXI.ILoaderPlugin}\n */\nvar CompressedTextureLoader = /** @class */ (function () {\n function CompressedTextureLoader() {\n }\n /**\n * Called after a compressed-textures manifest is loaded.\n *\n * This will then load the correct compression format for the device. Your manifest should adhere\n * to the following schema:\n *\n * ```js\n * import { INTERNAL_FORMATS } from '@pixi/constants';\n *\n * type CompressedTextureManifest = {\n * textures: Array<{ src: string, format?: keyof INTERNAL_FORMATS}>,\n * cacheID: string;\n * };\n * ```\n *\n * This is an example of a .json manifest file\n *\n * ```json\n * {\n * \"cacheID\":\"asset\",\n * \"textures\":[\n * { \"src\":\"asset.fallback.png\" },\n * { \"format\":\"COMPRESSED_RGBA_S3TC_DXT5_EXT\", \"src\":\"asset.s3tc.ktx\" },\n * { \"format\":\"COMPRESSED_RGBA8_ETC2_EAC\", \"src\":\"asset.etc.ktx\" },\n * { \"format\":\"RGBA_PVRTC_4BPPV1_IMG\", \"src\":\"asset.pvrtc.ktx\" }\n * ]\n * }\n * ```\n */\n CompressedTextureLoader.use = function (resource, next) {\n var data = resource.data;\n var loader = this;\n if (resource.type === LoaderResource.TYPE.JSON\n && data\n && data.cacheID\n && data.textures) {\n var textures = data.textures;\n var textureURL = void 0;\n var fallbackURL = void 0;\n // Search for an extension that holds one the formats\n for (var i = 0, j = textures.length; i < j; i++) {\n var texture = textures[i];\n var url_1 = texture.src;\n var format = texture.format;\n if (!format) {\n fallbackURL = url_1;\n }\n if (CompressedTextureLoader.textureFormats[format]) {\n textureURL = url_1;\n break;\n }\n }\n textureURL = textureURL || fallbackURL;\n // Make sure we have a URL\n if (!textureURL) {\n next(new Error(\"Cannot load compressed-textures in \" + resource.url + \", make sure you provide a fallback\"));\n return;\n }\n if (textureURL === resource.url) {\n // Prevent infinite loops\n next(new Error('URL of compressed texture cannot be the same as the manifest\\'s URL'));\n return;\n }\n var loadOptions = {\n crossOrigin: resource.crossOrigin,\n metadata: resource.metadata.imageMetadata,\n parentResource: resource\n };\n var resourcePath = url.resolve(resource.url.replace(loader.baseUrl, ''), textureURL);\n var resourceName = data.cacheID;\n // The appropriate loader should register the texture\n loader.add(resourceName, resourcePath, loadOptions, function (res) {\n if (res.error) {\n next(res.error);\n return;\n }\n var _a = res.texture, texture = _a === void 0 ? null : _a, _b = res.textures, textures = _b === void 0 ? {} : _b;\n // Make sure texture/textures is assigned to parent resource\n Object.assign(resource, { texture: texture, textures: textures });\n // Pass along any error\n next();\n });\n }\n else {\n next();\n }\n };\n Object.defineProperty(CompressedTextureLoader, \"textureExtensions\", {\n /** Map of available texture extensions. */\n get: function () {\n if (!CompressedTextureLoader._textureExtensions) {\n // Auto-detect WebGL compressed-texture extensions\n var canvas = document.createElement('canvas');\n var gl = canvas.getContext('webgl');\n if (!gl) {\n console.warn('WebGL not available for compressed textures. Silently failing.');\n return {};\n }\n var extensions = {\n s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'),\n s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'),\n etc: gl.getExtension('WEBGL_compressed_texture_etc'),\n etc1: gl.getExtension('WEBGL_compressed_texture_etc1'),\n pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc')\n || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'),\n atc: gl.getExtension('WEBGL_compressed_texture_atc'),\n astc: gl.getExtension('WEBGL_compressed_texture_astc')\n };\n CompressedTextureLoader._textureExtensions = extensions;\n }\n return CompressedTextureLoader._textureExtensions;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(CompressedTextureLoader, \"textureFormats\", {\n /** Map of available texture formats. */\n get: function () {\n if (!CompressedTextureLoader._textureFormats) {\n var extensions = CompressedTextureLoader.textureExtensions;\n CompressedTextureLoader._textureFormats = {};\n // Assign all available compressed-texture formats\n for (var extensionName in extensions) {\n var extension = extensions[extensionName];\n if (!extension) {\n continue;\n }\n Object.assign(CompressedTextureLoader._textureFormats, Object.getPrototypeOf(extension));\n }\n }\n return CompressedTextureLoader._textureFormats;\n },\n enumerable: false,\n configurable: true\n });\n /** @ignore */\n CompressedTextureLoader.extension = ExtensionType.Loader;\n return CompressedTextureLoader;\n}());\n\n/**\n * Creates base-textures and textures for each compressed-texture resource and adds them into the global\n * texture cache. The first texture has two IDs - `${url}`, `${url}-1`; while the rest have an ID of the\n * form `${url}-i`.\n * @param url - the original address of the resources\n * @param resources - the resources backing texture data\n * @ignore\n */\nfunction registerCompressedTextures(url, resources, metadata) {\n var result = {\n textures: {},\n texture: null,\n };\n if (!resources) {\n return result;\n }\n var textures = resources.map(function (resource) {\n return (new Texture(new BaseTexture(resource, Object.assign({\n mipmap: MIPMAP_MODES.OFF,\n alphaMode: ALPHA_MODES.NO_PREMULTIPLIED_ALPHA\n }, metadata))));\n });\n textures.forEach(function (texture, i) {\n var baseTexture = texture.baseTexture;\n var cacheID = url + \"-\" + (i + 1);\n BaseTexture.addToCache(baseTexture, cacheID);\n Texture.addToCache(texture, cacheID);\n if (i === 0) {\n BaseTexture.addToCache(baseTexture, url);\n Texture.addToCache(texture, url);\n result.texture = texture;\n }\n result.textures[cacheID] = texture;\n });\n return result;\n}\n\nvar _a$1, _b$1;\nvar DDS_MAGIC_SIZE = 4;\nvar DDS_HEADER_SIZE = 124;\nvar DDS_HEADER_PF_SIZE = 32;\nvar DDS_HEADER_DX10_SIZE = 20;\n// DDS file format magic word\nvar DDS_MAGIC = 0x20534444;\n/**\n * DWORD offsets of the DDS file header fields (relative to file start).\n * @ignore\n */\nvar DDS_FIELDS = {\n SIZE: 1,\n FLAGS: 2,\n HEIGHT: 3,\n WIDTH: 4,\n MIPMAP_COUNT: 7,\n PIXEL_FORMAT: 19,\n};\n/**\n * DWORD offsets of the DDS PIXEL_FORMAT fields.\n * @ignore\n */\nvar DDS_PF_FIELDS = {\n SIZE: 0,\n FLAGS: 1,\n FOURCC: 2,\n RGB_BITCOUNT: 3,\n R_BIT_MASK: 4,\n G_BIT_MASK: 5,\n B_BIT_MASK: 6,\n A_BIT_MASK: 7\n};\n/**\n * DWORD offsets of the DDS_HEADER_DX10 fields.\n * @ignore\n */\nvar DDS_DX10_FIELDS = {\n DXGI_FORMAT: 0,\n RESOURCE_DIMENSION: 1,\n MISC_FLAG: 2,\n ARRAY_SIZE: 3,\n MISC_FLAGS2: 4\n};\n/**\n * @see https://docs.microsoft.com/en-us/windows/win32/api/dxgiformat/ne-dxgiformat-dxgi_format\n * @ignore\n */\n// This is way over-blown for us! Lend us a hand, and remove the ones that aren't used (but set the remaining\n// ones to their correct value)\nvar DXGI_FORMAT;\n(function (DXGI_FORMAT) {\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_UNKNOWN\"] = 0] = \"DXGI_FORMAT_UNKNOWN\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32A32_TYPELESS\"] = 1] = \"DXGI_FORMAT_R32G32B32A32_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32A32_FLOAT\"] = 2] = \"DXGI_FORMAT_R32G32B32A32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32A32_UINT\"] = 3] = \"DXGI_FORMAT_R32G32B32A32_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32A32_SINT\"] = 4] = \"DXGI_FORMAT_R32G32B32A32_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32_TYPELESS\"] = 5] = \"DXGI_FORMAT_R32G32B32_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32_FLOAT\"] = 6] = \"DXGI_FORMAT_R32G32B32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32_UINT\"] = 7] = \"DXGI_FORMAT_R32G32B32_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32_SINT\"] = 8] = \"DXGI_FORMAT_R32G32B32_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_TYPELESS\"] = 9] = \"DXGI_FORMAT_R16G16B16A16_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_FLOAT\"] = 10] = \"DXGI_FORMAT_R16G16B16A16_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_UNORM\"] = 11] = \"DXGI_FORMAT_R16G16B16A16_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_UINT\"] = 12] = \"DXGI_FORMAT_R16G16B16A16_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_SNORM\"] = 13] = \"DXGI_FORMAT_R16G16B16A16_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_SINT\"] = 14] = \"DXGI_FORMAT_R16G16B16A16_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32_TYPELESS\"] = 15] = \"DXGI_FORMAT_R32G32_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32_FLOAT\"] = 16] = \"DXGI_FORMAT_R32G32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32_UINT\"] = 17] = \"DXGI_FORMAT_R32G32_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32_SINT\"] = 18] = \"DXGI_FORMAT_R32G32_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G8X24_TYPELESS\"] = 19] = \"DXGI_FORMAT_R32G8X24_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_D32_FLOAT_S8X24_UINT\"] = 20] = \"DXGI_FORMAT_D32_FLOAT_S8X24_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS\"] = 21] = \"DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_X32_TYPELESS_G8X24_UINT\"] = 22] = \"DXGI_FORMAT_X32_TYPELESS_G8X24_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R10G10B10A2_TYPELESS\"] = 23] = \"DXGI_FORMAT_R10G10B10A2_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R10G10B10A2_UNORM\"] = 24] = \"DXGI_FORMAT_R10G10B10A2_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R10G10B10A2_UINT\"] = 25] = \"DXGI_FORMAT_R10G10B10A2_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R11G11B10_FLOAT\"] = 26] = \"DXGI_FORMAT_R11G11B10_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_TYPELESS\"] = 27] = \"DXGI_FORMAT_R8G8B8A8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_UNORM\"] = 28] = \"DXGI_FORMAT_R8G8B8A8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_UNORM_SRGB\"] = 29] = \"DXGI_FORMAT_R8G8B8A8_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_UINT\"] = 30] = \"DXGI_FORMAT_R8G8B8A8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_SNORM\"] = 31] = \"DXGI_FORMAT_R8G8B8A8_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_SINT\"] = 32] = \"DXGI_FORMAT_R8G8B8A8_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_TYPELESS\"] = 33] = \"DXGI_FORMAT_R16G16_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_FLOAT\"] = 34] = \"DXGI_FORMAT_R16G16_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_UNORM\"] = 35] = \"DXGI_FORMAT_R16G16_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_UINT\"] = 36] = \"DXGI_FORMAT_R16G16_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_SNORM\"] = 37] = \"DXGI_FORMAT_R16G16_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_SINT\"] = 38] = \"DXGI_FORMAT_R16G16_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_TYPELESS\"] = 39] = \"DXGI_FORMAT_R32_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_D32_FLOAT\"] = 40] = \"DXGI_FORMAT_D32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_FLOAT\"] = 41] = \"DXGI_FORMAT_R32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_UINT\"] = 42] = \"DXGI_FORMAT_R32_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_SINT\"] = 43] = \"DXGI_FORMAT_R32_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R24G8_TYPELESS\"] = 44] = \"DXGI_FORMAT_R24G8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_D24_UNORM_S8_UINT\"] = 45] = \"DXGI_FORMAT_D24_UNORM_S8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R24_UNORM_X8_TYPELESS\"] = 46] = \"DXGI_FORMAT_R24_UNORM_X8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_X24_TYPELESS_G8_UINT\"] = 47] = \"DXGI_FORMAT_X24_TYPELESS_G8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_TYPELESS\"] = 48] = \"DXGI_FORMAT_R8G8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_UNORM\"] = 49] = \"DXGI_FORMAT_R8G8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_UINT\"] = 50] = \"DXGI_FORMAT_R8G8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_SNORM\"] = 51] = \"DXGI_FORMAT_R8G8_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_SINT\"] = 52] = \"DXGI_FORMAT_R8G8_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_TYPELESS\"] = 53] = \"DXGI_FORMAT_R16_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_FLOAT\"] = 54] = \"DXGI_FORMAT_R16_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_D16_UNORM\"] = 55] = \"DXGI_FORMAT_D16_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_UNORM\"] = 56] = \"DXGI_FORMAT_R16_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_UINT\"] = 57] = \"DXGI_FORMAT_R16_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_SNORM\"] = 58] = \"DXGI_FORMAT_R16_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_SINT\"] = 59] = \"DXGI_FORMAT_R16_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_TYPELESS\"] = 60] = \"DXGI_FORMAT_R8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_UNORM\"] = 61] = \"DXGI_FORMAT_R8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_UINT\"] = 62] = \"DXGI_FORMAT_R8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_SNORM\"] = 63] = \"DXGI_FORMAT_R8_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_SINT\"] = 64] = \"DXGI_FORMAT_R8_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_A8_UNORM\"] = 65] = \"DXGI_FORMAT_A8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R1_UNORM\"] = 66] = \"DXGI_FORMAT_R1_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R9G9B9E5_SHAREDEXP\"] = 67] = \"DXGI_FORMAT_R9G9B9E5_SHAREDEXP\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_B8G8_UNORM\"] = 68] = \"DXGI_FORMAT_R8G8_B8G8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_G8R8_G8B8_UNORM\"] = 69] = \"DXGI_FORMAT_G8R8_G8B8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC1_TYPELESS\"] = 70] = \"DXGI_FORMAT_BC1_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC1_UNORM\"] = 71] = \"DXGI_FORMAT_BC1_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC1_UNORM_SRGB\"] = 72] = \"DXGI_FORMAT_BC1_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC2_TYPELESS\"] = 73] = \"DXGI_FORMAT_BC2_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC2_UNORM\"] = 74] = \"DXGI_FORMAT_BC2_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC2_UNORM_SRGB\"] = 75] = \"DXGI_FORMAT_BC2_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC3_TYPELESS\"] = 76] = \"DXGI_FORMAT_BC3_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC3_UNORM\"] = 77] = \"DXGI_FORMAT_BC3_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC3_UNORM_SRGB\"] = 78] = \"DXGI_FORMAT_BC3_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC4_TYPELESS\"] = 79] = \"DXGI_FORMAT_BC4_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC4_UNORM\"] = 80] = \"DXGI_FORMAT_BC4_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC4_SNORM\"] = 81] = \"DXGI_FORMAT_BC4_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC5_TYPELESS\"] = 82] = \"DXGI_FORMAT_BC5_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC5_UNORM\"] = 83] = \"DXGI_FORMAT_BC5_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC5_SNORM\"] = 84] = \"DXGI_FORMAT_BC5_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B5G6R5_UNORM\"] = 85] = \"DXGI_FORMAT_B5G6R5_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B5G5R5A1_UNORM\"] = 86] = \"DXGI_FORMAT_B5G5R5A1_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8A8_UNORM\"] = 87] = \"DXGI_FORMAT_B8G8R8A8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8X8_UNORM\"] = 88] = \"DXGI_FORMAT_B8G8R8X8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM\"] = 89] = \"DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8A8_TYPELESS\"] = 90] = \"DXGI_FORMAT_B8G8R8A8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8A8_UNORM_SRGB\"] = 91] = \"DXGI_FORMAT_B8G8R8A8_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8X8_TYPELESS\"] = 92] = \"DXGI_FORMAT_B8G8R8X8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8X8_UNORM_SRGB\"] = 93] = \"DXGI_FORMAT_B8G8R8X8_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC6H_TYPELESS\"] = 94] = \"DXGI_FORMAT_BC6H_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC6H_UF16\"] = 95] = \"DXGI_FORMAT_BC6H_UF16\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC6H_SF16\"] = 96] = \"DXGI_FORMAT_BC6H_SF16\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC7_TYPELESS\"] = 97] = \"DXGI_FORMAT_BC7_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC7_UNORM\"] = 98] = \"DXGI_FORMAT_BC7_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC7_UNORM_SRGB\"] = 99] = \"DXGI_FORMAT_BC7_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_AYUV\"] = 100] = \"DXGI_FORMAT_AYUV\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_Y410\"] = 101] = \"DXGI_FORMAT_Y410\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_Y416\"] = 102] = \"DXGI_FORMAT_Y416\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_NV12\"] = 103] = \"DXGI_FORMAT_NV12\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_P010\"] = 104] = \"DXGI_FORMAT_P010\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_P016\"] = 105] = \"DXGI_FORMAT_P016\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_420_OPAQUE\"] = 106] = \"DXGI_FORMAT_420_OPAQUE\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_YUY2\"] = 107] = \"DXGI_FORMAT_YUY2\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_Y210\"] = 108] = \"DXGI_FORMAT_Y210\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_Y216\"] = 109] = \"DXGI_FORMAT_Y216\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_NV11\"] = 110] = \"DXGI_FORMAT_NV11\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_AI44\"] = 111] = \"DXGI_FORMAT_AI44\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_IA44\"] = 112] = \"DXGI_FORMAT_IA44\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_P8\"] = 113] = \"DXGI_FORMAT_P8\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_A8P8\"] = 114] = \"DXGI_FORMAT_A8P8\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B4G4R4A4_UNORM\"] = 115] = \"DXGI_FORMAT_B4G4R4A4_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_P208\"] = 116] = \"DXGI_FORMAT_P208\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_V208\"] = 117] = \"DXGI_FORMAT_V208\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_V408\"] = 118] = \"DXGI_FORMAT_V408\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE\"] = 119] = \"DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE\"] = 120] = \"DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_FORCE_UINT\"] = 121] = \"DXGI_FORMAT_FORCE_UINT\";\n})(DXGI_FORMAT || (DXGI_FORMAT = {}));\n/**\n * Possible values of the field {@link DDS_DX10_FIELDS.RESOURCE_DIMENSION}\n * @ignore\n */\nvar D3D10_RESOURCE_DIMENSION;\n(function (D3D10_RESOURCE_DIMENSION) {\n D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION[\"DDS_DIMENSION_TEXTURE1D\"] = 2] = \"DDS_DIMENSION_TEXTURE1D\";\n D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION[\"DDS_DIMENSION_TEXTURE2D\"] = 3] = \"DDS_DIMENSION_TEXTURE2D\";\n D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION[\"DDS_DIMENSION_TEXTURE3D\"] = 6] = \"DDS_DIMENSION_TEXTURE3D\";\n})(D3D10_RESOURCE_DIMENSION || (D3D10_RESOURCE_DIMENSION = {}));\nvar PF_FLAGS = 1;\n// PIXEL_FORMAT flags\nvar DDPF_ALPHA = 0x2;\nvar DDPF_FOURCC = 0x4;\nvar DDPF_RGB = 0x40;\nvar DDPF_YUV = 0x200;\nvar DDPF_LUMINANCE = 0x20000;\n// Four character codes for DXTn formats\nvar FOURCC_DXT1 = 0x31545844;\nvar FOURCC_DXT3 = 0x33545844;\nvar FOURCC_DXT5 = 0x35545844;\nvar FOURCC_DX10 = 0x30315844;\n// Cubemap texture flag (for DDS_DX10_FIELDS.MISC_FLAG)\nvar DDS_RESOURCE_MISC_TEXTURECUBE = 0x4;\n/**\n * Maps `FOURCC_*` formats to internal formats (see {@link PIXI.INTERNAL_FORMATS}).\n * @ignore\n */\nvar FOURCC_TO_FORMAT = (_a$1 = {},\n _a$1[FOURCC_DXT1] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT,\n _a$1[FOURCC_DXT3] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT,\n _a$1[FOURCC_DXT5] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n _a$1);\n/**\n * Maps {@link DXGI_FORMAT} to types/internal-formats (see {@link PIXI.TYPES}, {@link PIXI.INTERNAL_FORMATS})\n * @ignore\n */\nvar DXGI_TO_FORMAT = (_b$1 = {},\n // WEBGL_compressed_texture_s3tc\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n // WEBGL_compressed_texture_s3tc_srgb\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT,\n _b$1);\n/**\n * @class\n * @memberof PIXI\n * @implements {PIXI.ILoaderPlugin}\n * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide\n */\n/**\n * Parses the DDS file header, generates base-textures, and puts them into the texture cache.\n * @param arrayBuffer\n */\nfunction parseDDS(arrayBuffer) {\n var data = new Uint32Array(arrayBuffer);\n var magicWord = data[0];\n if (magicWord !== DDS_MAGIC) {\n throw new Error('Invalid DDS file magic word');\n }\n var header = new Uint32Array(arrayBuffer, 0, DDS_HEADER_SIZE / Uint32Array.BYTES_PER_ELEMENT);\n // DDS header fields\n var height = header[DDS_FIELDS.HEIGHT];\n var width = header[DDS_FIELDS.WIDTH];\n var mipmapCount = header[DDS_FIELDS.MIPMAP_COUNT];\n // PIXEL_FORMAT fields\n var pixelFormat = new Uint32Array(arrayBuffer, DDS_FIELDS.PIXEL_FORMAT * Uint32Array.BYTES_PER_ELEMENT, DDS_HEADER_PF_SIZE / Uint32Array.BYTES_PER_ELEMENT);\n var formatFlags = pixelFormat[PF_FLAGS];\n // File contains compressed texture(s)\n if (formatFlags & DDPF_FOURCC) {\n var fourCC = pixelFormat[DDS_PF_FIELDS.FOURCC];\n // File contains one DXTn compressed texture\n if (fourCC !== FOURCC_DX10) {\n var internalFormat_1 = FOURCC_TO_FORMAT[fourCC];\n var dataOffset_1 = DDS_MAGIC_SIZE + DDS_HEADER_SIZE;\n var texData = new Uint8Array(arrayBuffer, dataOffset_1);\n var resource = new CompressedTextureResource(texData, {\n format: internalFormat_1,\n width: width,\n height: height,\n levels: mipmapCount // CompressedTextureResource will separate the levelBuffers for us!\n });\n return [resource];\n }\n // FOURCC_DX10 indicates there is a 20-byte DDS_HEADER_DX10 after DDS_HEADER\n var dx10Offset = DDS_MAGIC_SIZE + DDS_HEADER_SIZE;\n var dx10Header = new Uint32Array(data.buffer, dx10Offset, DDS_HEADER_DX10_SIZE / Uint32Array.BYTES_PER_ELEMENT);\n var dxgiFormat = dx10Header[DDS_DX10_FIELDS.DXGI_FORMAT];\n var resourceDimension = dx10Header[DDS_DX10_FIELDS.RESOURCE_DIMENSION];\n var miscFlag = dx10Header[DDS_DX10_FIELDS.MISC_FLAG];\n var arraySize = dx10Header[DDS_DX10_FIELDS.ARRAY_SIZE];\n // Map dxgiFormat to PIXI.INTERNAL_FORMATS\n var internalFormat_2 = DXGI_TO_FORMAT[dxgiFormat];\n if (internalFormat_2 === undefined) {\n throw new Error(\"DDSParser cannot parse texture data with DXGI format \" + dxgiFormat);\n }\n if (miscFlag === DDS_RESOURCE_MISC_TEXTURECUBE) {\n // FIXME: Anybody excited about cubemap compressed textures?\n throw new Error('DDSParser does not support cubemap textures');\n }\n if (resourceDimension === D3D10_RESOURCE_DIMENSION.DDS_DIMENSION_TEXTURE3D) {\n // FIXME: Anybody excited about 3D compressed textures?\n throw new Error('DDSParser does not supported 3D texture data');\n }\n // Uint8Array buffers of image data, including all mipmap levels in each image\n var imageBuffers = new Array();\n var dataOffset = DDS_MAGIC_SIZE\n + DDS_HEADER_SIZE\n + DDS_HEADER_DX10_SIZE;\n if (arraySize === 1) {\n // No need bothering with the imageSize calculation!\n imageBuffers.push(new Uint8Array(arrayBuffer, dataOffset));\n }\n else {\n // Calculate imageSize for each texture, and then locate each image's texture data\n var pixelSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[internalFormat_2];\n var imageSize = 0;\n var levelWidth = width;\n var levelHeight = height;\n for (var i = 0; i < mipmapCount; i++) {\n var alignedLevelWidth = Math.max(1, (levelWidth + 3) & ~3);\n var alignedLevelHeight = Math.max(1, (levelHeight + 3) & ~3);\n var levelSize = alignedLevelWidth * alignedLevelHeight * pixelSize;\n imageSize += levelSize;\n levelWidth = levelWidth >>> 1;\n levelHeight = levelHeight >>> 1;\n }\n var imageOffset = dataOffset;\n // NOTE: Cubemaps have 6-images per texture (but they aren't supported so ^_^)\n for (var i = 0; i < arraySize; i++) {\n imageBuffers.push(new Uint8Array(arrayBuffer, imageOffset, imageSize));\n imageOffset += imageSize;\n }\n }\n // Uint8Array -> CompressedTextureResource, and we're done!\n return imageBuffers.map(function (buffer) { return new CompressedTextureResource(buffer, {\n format: internalFormat_2,\n width: width,\n height: height,\n levels: mipmapCount\n }); });\n }\n if (formatFlags & DDPF_RGB) {\n // FIXME: We might want to allow uncompressed *.dds files?\n throw new Error('DDSParser does not support uncompressed texture data.');\n }\n if (formatFlags & DDPF_YUV) {\n // FIXME: Does anybody need this feature?\n throw new Error('DDSParser does not supported YUV uncompressed texture data.');\n }\n if (formatFlags & DDPF_LUMINANCE) {\n // FIXME: Microsoft says older DDS filers use this feature! Probably not worth the effort!\n throw new Error('DDSParser does not support single-channel (lumninance) texture data!');\n }\n if (formatFlags & DDPF_ALPHA) {\n // FIXME: I'm tired! See above =)\n throw new Error('DDSParser does not support single-channel (alpha) texture data!');\n }\n throw new Error('DDSParser failed to load a texture file due to an unknown reason!');\n}\n\nvar _a, _b, _c;\n/**\n * The 12-byte KTX file identifier\n * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.1\n * @ignore\n */\nvar FILE_IDENTIFIER = [0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A];\n/**\n * The value stored in the \"endianness\" field.\n * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.2\n * @ignore\n */\nvar ENDIANNESS = 0x04030201;\n/**\n * Byte offsets of the KTX file header fields\n * @ignore\n */\nvar KTX_FIELDS = {\n FILE_IDENTIFIER: 0,\n ENDIANNESS: 12,\n GL_TYPE: 16,\n GL_TYPE_SIZE: 20,\n GL_FORMAT: 24,\n GL_INTERNAL_FORMAT: 28,\n GL_BASE_INTERNAL_FORMAT: 32,\n PIXEL_WIDTH: 36,\n PIXEL_HEIGHT: 40,\n PIXEL_DEPTH: 44,\n NUMBER_OF_ARRAY_ELEMENTS: 48,\n NUMBER_OF_FACES: 52,\n NUMBER_OF_MIPMAP_LEVELS: 56,\n BYTES_OF_KEY_VALUE_DATA: 60\n};\n/**\n * Byte size of the file header fields in {@code KTX_FIELDS}\n * @ignore\n */\nvar FILE_HEADER_SIZE = 64;\n/**\n * Maps {@link PIXI.TYPES} to the bytes taken per component, excluding those ones that are bit-fields.\n * @ignore\n */\nvar TYPES_TO_BYTES_PER_COMPONENT = (_a = {},\n _a[TYPES.UNSIGNED_BYTE] = 1,\n _a[TYPES.UNSIGNED_SHORT] = 2,\n _a[TYPES.INT] = 4,\n _a[TYPES.UNSIGNED_INT] = 4,\n _a[TYPES.FLOAT] = 4,\n _a[TYPES.HALF_FLOAT] = 8,\n _a);\n/**\n * Number of components in each {@link PIXI.FORMATS}\n * @ignore\n */\nvar FORMATS_TO_COMPONENTS = (_b = {},\n _b[FORMATS.RGBA] = 4,\n _b[FORMATS.RGB] = 3,\n _b[FORMATS.RG] = 2,\n _b[FORMATS.RED] = 1,\n _b[FORMATS.LUMINANCE] = 1,\n _b[FORMATS.LUMINANCE_ALPHA] = 2,\n _b[FORMATS.ALPHA] = 1,\n _b);\n/**\n * Number of bytes per pixel in bit-field types in {@link PIXI.TYPES}\n * @ignore\n */\nvar TYPES_TO_BYTES_PER_PIXEL = (_c = {},\n _c[TYPES.UNSIGNED_SHORT_4_4_4_4] = 2,\n _c[TYPES.UNSIGNED_SHORT_5_5_5_1] = 2,\n _c[TYPES.UNSIGNED_SHORT_5_6_5] = 2,\n _c);\nfunction parseKTX(url, arrayBuffer, loadKeyValueData) {\n if (loadKeyValueData === void 0) { loadKeyValueData = false; }\n var dataView = new DataView(arrayBuffer);\n if (!validate(url, dataView)) {\n return null;\n }\n var littleEndian = dataView.getUint32(KTX_FIELDS.ENDIANNESS, true) === ENDIANNESS;\n var glType = dataView.getUint32(KTX_FIELDS.GL_TYPE, littleEndian);\n // const glTypeSize = dataView.getUint32(KTX_FIELDS.GL_TYPE_SIZE, littleEndian);\n var glFormat = dataView.getUint32(KTX_FIELDS.GL_FORMAT, littleEndian);\n var glInternalFormat = dataView.getUint32(KTX_FIELDS.GL_INTERNAL_FORMAT, littleEndian);\n var pixelWidth = dataView.getUint32(KTX_FIELDS.PIXEL_WIDTH, littleEndian);\n var pixelHeight = dataView.getUint32(KTX_FIELDS.PIXEL_HEIGHT, littleEndian) || 1; // \"pixelHeight = 0\" -> \"1\"\n var pixelDepth = dataView.getUint32(KTX_FIELDS.PIXEL_DEPTH, littleEndian) || 1; // ^^\n var numberOfArrayElements = dataView.getUint32(KTX_FIELDS.NUMBER_OF_ARRAY_ELEMENTS, littleEndian) || 1; // ^^\n var numberOfFaces = dataView.getUint32(KTX_FIELDS.NUMBER_OF_FACES, littleEndian);\n var numberOfMipmapLevels = dataView.getUint32(KTX_FIELDS.NUMBER_OF_MIPMAP_LEVELS, littleEndian);\n var bytesOfKeyValueData = dataView.getUint32(KTX_FIELDS.BYTES_OF_KEY_VALUE_DATA, littleEndian);\n // Whether the platform architecture is little endian. If littleEndian !== platformLittleEndian, then the\n // file contents must be endian-converted!\n // TODO: Endianness conversion\n // const platformLittleEndian = new Uint8Array((new Uint32Array([ENDIANNESS])).buffer)[0] === 0x01;\n if (pixelHeight === 0 || pixelDepth !== 1) {\n throw new Error('Only 2D textures are supported');\n }\n if (numberOfFaces !== 1) {\n throw new Error('CubeTextures are not supported by KTXLoader yet!');\n }\n if (numberOfArrayElements !== 1) {\n // TODO: Support splitting array-textures into multiple BaseTextures\n throw new Error('WebGL does not support array textures');\n }\n // TODO: 8x4 blocks for 2bpp pvrtc\n var blockWidth = 4;\n var blockHeight = 4;\n var alignedWidth = (pixelWidth + 3) & ~3;\n var alignedHeight = (pixelHeight + 3) & ~3;\n var imageBuffers = new Array(numberOfArrayElements);\n var imagePixels = pixelWidth * pixelHeight;\n if (glType === 0) {\n // Align to 16 pixels (4x4 blocks)\n imagePixels = alignedWidth * alignedHeight;\n }\n var imagePixelByteSize;\n if (glType !== 0) {\n // Uncompressed texture format\n if (TYPES_TO_BYTES_PER_COMPONENT[glType]) {\n imagePixelByteSize = TYPES_TO_BYTES_PER_COMPONENT[glType] * FORMATS_TO_COMPONENTS[glFormat];\n }\n else {\n imagePixelByteSize = TYPES_TO_BYTES_PER_PIXEL[glType];\n }\n }\n else {\n imagePixelByteSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[glInternalFormat];\n }\n if (imagePixelByteSize === undefined) {\n throw new Error('Unable to resolve the pixel format stored in the *.ktx file!');\n }\n var kvData = loadKeyValueData\n ? parseKvData(dataView, bytesOfKeyValueData, littleEndian)\n : null;\n var imageByteSize = imagePixels * imagePixelByteSize;\n var mipByteSize = imageByteSize;\n var mipWidth = pixelWidth;\n var mipHeight = pixelHeight;\n var alignedMipWidth = alignedWidth;\n var alignedMipHeight = alignedHeight;\n var imageOffset = FILE_HEADER_SIZE + bytesOfKeyValueData;\n for (var mipmapLevel = 0; mipmapLevel < numberOfMipmapLevels; mipmapLevel++) {\n var imageSize = dataView.getUint32(imageOffset, littleEndian);\n var elementOffset = imageOffset + 4;\n for (var arrayElement = 0; arrayElement < numberOfArrayElements; arrayElement++) {\n // TODO: Maybe support 3D textures? :-)\n // for (let zSlice = 0; zSlice < pixelDepth; zSlice)\n var mips = imageBuffers[arrayElement];\n if (!mips) {\n mips = imageBuffers[arrayElement] = new Array(numberOfMipmapLevels);\n }\n mips[mipmapLevel] = {\n levelID: mipmapLevel,\n // don't align mipWidth when texture not compressed! (glType not zero)\n levelWidth: numberOfMipmapLevels > 1 || glType !== 0 ? mipWidth : alignedMipWidth,\n levelHeight: numberOfMipmapLevels > 1 || glType !== 0 ? mipHeight : alignedMipHeight,\n levelBuffer: new Uint8Array(arrayBuffer, elementOffset, mipByteSize)\n };\n elementOffset += mipByteSize;\n }\n // HINT: Aligns to 4-byte boundary after jumping imageSize (in lieu of mipPadding)\n imageOffset += imageSize + 4; // (+4 to jump the imageSize field itself)\n imageOffset = imageOffset % 4 !== 0 ? imageOffset + 4 - (imageOffset % 4) : imageOffset;\n // Calculate mipWidth, mipHeight for _next_ iteration\n mipWidth = (mipWidth >> 1) || 1;\n mipHeight = (mipHeight >> 1) || 1;\n alignedMipWidth = (mipWidth + blockWidth - 1) & ~(blockWidth - 1);\n alignedMipHeight = (mipHeight + blockHeight - 1) & ~(blockHeight - 1);\n // Each mipmap level is 4-times smaller?\n mipByteSize = alignedMipWidth * alignedMipHeight * imagePixelByteSize;\n }\n // We use the levelBuffers feature of CompressedTextureResource b/c texture data is image-major, not level-major.\n if (glType !== 0) {\n return {\n uncompressed: imageBuffers.map(function (levelBuffers) {\n var buffer = levelBuffers[0].levelBuffer;\n var convertToInt = false;\n if (glType === TYPES.FLOAT) {\n buffer = new Float32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4);\n }\n else if (glType === TYPES.UNSIGNED_INT) {\n convertToInt = true;\n buffer = new Uint32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4);\n }\n else if (glType === TYPES.INT) {\n convertToInt = true;\n buffer = new Int32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4);\n }\n return {\n resource: new BufferResource(buffer, {\n width: levelBuffers[0].levelWidth,\n height: levelBuffers[0].levelHeight,\n }),\n type: glType,\n format: convertToInt ? convertFormatToInteger(glFormat) : glFormat,\n };\n }),\n kvData: kvData\n };\n }\n return {\n compressed: imageBuffers.map(function (levelBuffers) { return new CompressedTextureResource(null, {\n format: glInternalFormat,\n width: pixelWidth,\n height: pixelHeight,\n levels: numberOfMipmapLevels,\n levelBuffers: levelBuffers,\n }); }),\n kvData: kvData\n };\n}\n/**\n * Checks whether the arrayBuffer contains a valid *.ktx file.\n * @param url\n * @param dataView\n */\nfunction validate(url, dataView) {\n // NOTE: Do not optimize this into 3 32-bit integer comparison because the endianness\n // of the data is not specified.\n for (var i = 0; i < FILE_IDENTIFIER.length; i++) {\n if (dataView.getUint8(i) !== FILE_IDENTIFIER[i]) {\n console.error(url + \" is not a valid *.ktx file!\");\n return false;\n }\n }\n return true;\n}\nfunction convertFormatToInteger(format) {\n switch (format) {\n case FORMATS.RGBA: return FORMATS.RGBA_INTEGER;\n case FORMATS.RGB: return FORMATS.RGB_INTEGER;\n case FORMATS.RG: return FORMATS.RG_INTEGER;\n case FORMATS.RED: return FORMATS.RED_INTEGER;\n default: return format;\n }\n}\nfunction parseKvData(dataView, bytesOfKeyValueData, littleEndian) {\n var kvData = new Map();\n var bytesIntoKeyValueData = 0;\n while (bytesIntoKeyValueData < bytesOfKeyValueData) {\n var keyAndValueByteSize = dataView.getUint32(FILE_HEADER_SIZE + bytesIntoKeyValueData, littleEndian);\n var keyAndValueByteOffset = FILE_HEADER_SIZE + bytesIntoKeyValueData + 4;\n var valuePadding = 3 - ((keyAndValueByteSize + 3) % 4);\n // Bounds check\n if (keyAndValueByteSize === 0 || keyAndValueByteSize > bytesOfKeyValueData - bytesIntoKeyValueData) {\n console.error('KTXLoader: keyAndValueByteSize out of bounds');\n break;\n }\n // Note: keyNulByte can't be 0 otherwise the key is an empty string.\n var keyNulByte = 0;\n for (; keyNulByte < keyAndValueByteSize; keyNulByte++) {\n if (dataView.getUint8(keyAndValueByteOffset + keyNulByte) === 0x00) {\n break;\n }\n }\n if (keyNulByte === -1) {\n console.error('KTXLoader: Failed to find null byte terminating kvData key');\n break;\n }\n var key = new TextDecoder().decode(new Uint8Array(dataView.buffer, keyAndValueByteOffset, keyNulByte));\n var value = new DataView(dataView.buffer, keyAndValueByteOffset + keyNulByte + 1, keyAndValueByteSize - keyNulByte - 1);\n kvData.set(key, value);\n // 4 = the keyAndValueByteSize field itself\n // keyAndValueByteSize = the bytes taken by the key and value\n // valuePadding = extra padding to align with 4 bytes\n bytesIntoKeyValueData += 4 + keyAndValueByteSize + valuePadding;\n }\n return kvData;\n}\n\n// Set DDS files to be loaded as an ArrayBuffer\nLoaderResource.setExtensionXhrType('dds', LoaderResource.XHR_RESPONSE_TYPE.BUFFER);\n/**\n * @class\n * @memberof PIXI\n * @implements {PIXI.ILoaderPlugin}\n * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide\n */\nvar DDSLoader = /** @class */ (function () {\n function DDSLoader() {\n }\n /**\n * Registers a DDS compressed texture\n * @see PIXI.Loader.loaderMiddleware\n * @param resource - loader resource that is checked to see if it is a DDS file\n * @param next - callback Function to call when done\n */\n DDSLoader.use = function (resource, next) {\n if (resource.extension === 'dds' && resource.data) {\n try {\n Object.assign(resource, registerCompressedTextures(resource.name || resource.url, parseDDS(resource.data), resource.metadata));\n }\n catch (err) {\n next(err);\n return;\n }\n }\n next();\n };\n /** @ignore */\n DDSLoader.extension = ExtensionType.Loader;\n return DDSLoader;\n}());\n\n// Set KTX files to be loaded as an ArrayBuffer\nLoaderResource.setExtensionXhrType('ktx', LoaderResource.XHR_RESPONSE_TYPE.BUFFER);\n/**\n * Loader plugin for handling KTX texture container files.\n *\n * This KTX loader does not currently support the following features:\n * * cube textures\n * * 3D textures\n * * endianness conversion for big-endian machines\n * * embedded *.basis files\n *\n * It does supports the following features:\n * * multiple textures per file\n * * mipmapping (only for compressed formats)\n * * vendor-specific key/value data parsing (enable {@link PIXI.KTXLoader.loadKeyValueData})\n * @class\n * @memberof PIXI\n * @implements {PIXI.ILoaderPlugin}\n */\nvar KTXLoader = /** @class */ (function () {\n function KTXLoader() {\n }\n /**\n * Called after a KTX file is loaded.\n *\n * This will parse the KTX file header and add a {@code BaseTexture} to the texture\n * cache.\n * @see PIXI.Loader.loaderMiddleware\n * @param resource - loader resource that is checked to see if it is a KTX file\n * @param next - callback Function to call when done\n */\n KTXLoader.use = function (resource, next) {\n if (resource.extension === 'ktx' && resource.data) {\n try {\n var url_1 = resource.name || resource.url;\n var _a = parseKTX(url_1, resource.data, this.loadKeyValueData), compressed = _a.compressed, uncompressed = _a.uncompressed, kvData_1 = _a.kvData;\n if (compressed) {\n var result = registerCompressedTextures(url_1, compressed, resource.metadata);\n if (kvData_1 && result.textures) {\n for (var textureId in result.textures) {\n result.textures[textureId].baseTexture.ktxKeyValueData = kvData_1;\n }\n }\n Object.assign(resource, result);\n }\n else if (uncompressed) {\n var textures_1 = {};\n uncompressed.forEach(function (image, i) {\n var texture = new Texture(new BaseTexture(image.resource, {\n mipmap: MIPMAP_MODES.OFF,\n alphaMode: ALPHA_MODES.NO_PREMULTIPLIED_ALPHA,\n type: image.type,\n format: image.format,\n }));\n var cacheID = url_1 + \"-\" + (i + 1);\n if (kvData_1)\n { texture.baseTexture.ktxKeyValueData = kvData_1; }\n BaseTexture.addToCache(texture.baseTexture, cacheID);\n Texture.addToCache(texture, cacheID);\n if (i === 0) {\n textures_1[url_1] = texture;\n BaseTexture.addToCache(texture.baseTexture, url_1);\n Texture.addToCache(texture, url_1);\n }\n textures_1[cacheID] = texture;\n });\n Object.assign(resource, { textures: textures_1 });\n }\n }\n catch (err) {\n next(err);\n return;\n }\n }\n next();\n };\n /** @ignore */\n KTXLoader.extension = ExtensionType.Loader;\n /**\n * If set to `true`, {@link PIXI.KTXLoader} will parse key-value data in KTX textures. This feature relies\n * on the [Encoding Standard]{@link https://encoding.spec.whatwg.org}.\n *\n * The key-value data will be available on the base-textures as {@code PIXI.BaseTexture.ktxKeyValueData}. They\n * will hold a reference to the texture data buffer, so make sure to delete key-value data once you are done\n * using it.\n */\n KTXLoader.loadKeyValueData = false;\n return KTXLoader;\n}());\n\nexport { BlobResource, CompressedTextureLoader, CompressedTextureResource, DDSLoader, FORMATS_TO_COMPONENTS, INTERNAL_FORMATS, INTERNAL_FORMAT_TO_BYTES_PER_PIXEL, KTXLoader, TYPES_TO_BYTES_PER_COMPONENT, TYPES_TO_BYTES_PER_PIXEL, parseDDS, parseKTX };\n//# sourceMappingURL=compressed-textures.mjs.map\n","/*!\n * @pixi/particle-container - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/particle-container is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { BLEND_MODES, TYPES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { hex2rgb, createIndicesForQuads, correctBlendMode, premultiplyRgba, premultiplyTint } from '@pixi/utils';\nimport { Geometry, Buffer, ExtensionType, ObjectRenderer, Shader, State } from '@pixi/core';\nimport { Matrix } from '@pixi/math';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * The ParticleContainer class is a really fast version of the Container built solely for speed,\n * so use when you need a lot of sprites or particles.\n *\n * The tradeoff of the ParticleContainer is that most advanced functionality will not work.\n * ParticleContainer implements the basic object transform (position, scale, rotation)\n * and some advanced functionality like tint (as of v4.5.6).\n *\n * Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch.\n *\n * It's extremely easy to use:\n * ```js\n * let container = new ParticleContainer();\n *\n * for (let i = 0; i < 100; ++i)\n * {\n * let sprite = PIXI.Sprite.from(\"myImage.png\");\n * container.addChild(sprite);\n * }\n * ```\n *\n * And here you have a hundred sprites that will be rendered at the speed of light.\n * @memberof PIXI\n */\nvar ParticleContainer = /** @class */ (function (_super) {\n __extends(ParticleContainer, _super);\n /**\n * @param maxSize - The maximum number of particles that can be rendered by the container.\n * Affects size of allocated buffers.\n * @param properties - The properties of children that should be uploaded to the gpu and applied.\n * @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied.\n * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`.\n * @param {boolean} [properties.position=true] - When true, position be uploaded and applied.\n * @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied.\n * @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied.\n * @param {boolean} [properties.tint=false] - When true, alpha and tint be uploaded and applied.\n * @param {number} [batchSize=16384] - Number of particles per batch. If less than maxSize, it uses maxSize instead.\n * @param {boolean} [autoResize=false] - If true, container allocates more batches in case\n * there are more than `maxSize` particles.\n */\n function ParticleContainer(maxSize, properties, batchSize, autoResize) {\n if (maxSize === void 0) { maxSize = 1500; }\n if (batchSize === void 0) { batchSize = 16384; }\n if (autoResize === void 0) { autoResize = false; }\n var _this = _super.call(this) || this;\n // Making sure the batch size is valid\n // 65535 is max vertex index in the index buffer (see ParticleRenderer)\n // so max number of particles is 65536 / 4 = 16384\n var maxBatchSize = 16384;\n if (batchSize > maxBatchSize) {\n batchSize = maxBatchSize;\n }\n _this._properties = [false, true, false, false, false];\n _this._maxSize = maxSize;\n _this._batchSize = batchSize;\n _this._buffers = null;\n _this._bufferUpdateIDs = [];\n _this._updateID = 0;\n _this.interactiveChildren = false;\n _this.blendMode = BLEND_MODES.NORMAL;\n _this.autoResize = autoResize;\n _this.roundPixels = true;\n _this.baseTexture = null;\n _this.setProperties(properties);\n _this._tint = 0;\n _this.tintRgb = new Float32Array(4);\n _this.tint = 0xFFFFFF;\n return _this;\n }\n /**\n * Sets the private properties array to dynamic / static based on the passed properties object\n * @param properties - The properties to be uploaded\n */\n ParticleContainer.prototype.setProperties = function (properties) {\n if (properties) {\n this._properties[0] = 'vertices' in properties || 'scale' in properties\n ? !!properties.vertices || !!properties.scale : this._properties[0];\n this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1];\n this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2];\n this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3];\n this._properties[4] = 'tint' in properties || 'alpha' in properties\n ? !!properties.tint || !!properties.alpha : this._properties[4];\n }\n };\n ParticleContainer.prototype.updateTransform = function () {\n // TODO don't need to!\n this.displayObjectUpdateTransform();\n };\n Object.defineProperty(ParticleContainer.prototype, \"tint\", {\n /**\n * The tint applied to the container. This is a hex value.\n * A value of 0xFFFFFF will remove any tint effect.\n * IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.\n * @default 0xFFFFFF\n */\n get: function () {\n return this._tint;\n },\n set: function (value) {\n this._tint = value;\n hex2rgb(value, this.tintRgb);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Renders the container using the WebGL renderer.\n * @param renderer - The WebGL renderer.\n */\n ParticleContainer.prototype.render = function (renderer) {\n var _this = this;\n if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) {\n return;\n }\n if (!this.baseTexture) {\n this.baseTexture = this.children[0]._texture.baseTexture;\n if (!this.baseTexture.valid) {\n this.baseTexture.once('update', function () { return _this.onChildrenChange(0); });\n }\n }\n renderer.batch.setObjectRenderer(renderer.plugins.particle);\n renderer.plugins.particle.render(this);\n };\n /**\n * Set the flag that static data should be updated to true\n * @param smallestChildIndex - The smallest child index.\n */\n ParticleContainer.prototype.onChildrenChange = function (smallestChildIndex) {\n var bufferIndex = Math.floor(smallestChildIndex / this._batchSize);\n while (this._bufferUpdateIDs.length < bufferIndex) {\n this._bufferUpdateIDs.push(0);\n }\n this._bufferUpdateIDs[bufferIndex] = ++this._updateID;\n };\n ParticleContainer.prototype.dispose = function () {\n if (this._buffers) {\n for (var i = 0; i < this._buffers.length; ++i) {\n this._buffers[i].destroy();\n }\n this._buffers = null;\n }\n };\n /**\n * Destroys the container\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their\n * destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n ParticleContainer.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this, options);\n this.dispose();\n this._properties = null;\n this._buffers = null;\n this._bufferUpdateIDs = null;\n };\n return ParticleContainer;\n}(Container));\n\n/*\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that\n * they now share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's ParticleBuffer:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java\n */\n/**\n * The particle buffer manages the static and dynamic buffers for a particle container.\n * @private\n * @memberof PIXI\n */\nvar ParticleBuffer = /** @class */ (function () {\n /**\n * @param {object} properties - The properties to upload.\n * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic.\n * @param {number} size - The size of the batch.\n */\n function ParticleBuffer(properties, dynamicPropertyFlags, size) {\n this.geometry = new Geometry();\n this.indexBuffer = null;\n this.size = size;\n this.dynamicProperties = [];\n this.staticProperties = [];\n for (var i = 0; i < properties.length; ++i) {\n var property = properties[i];\n // Make copy of properties object so that when we edit the offset it doesn't\n // change all other instances of the object literal\n property = {\n attributeName: property.attributeName,\n size: property.size,\n uploadFunction: property.uploadFunction,\n type: property.type || TYPES.FLOAT,\n offset: property.offset,\n };\n if (dynamicPropertyFlags[i]) {\n this.dynamicProperties.push(property);\n }\n else {\n this.staticProperties.push(property);\n }\n }\n this.staticStride = 0;\n this.staticBuffer = null;\n this.staticData = null;\n this.staticDataUint32 = null;\n this.dynamicStride = 0;\n this.dynamicBuffer = null;\n this.dynamicData = null;\n this.dynamicDataUint32 = null;\n this._updateID = 0;\n this.initBuffers();\n }\n /** Sets up the renderer context and necessary buffers. */\n ParticleBuffer.prototype.initBuffers = function () {\n var geometry = this.geometry;\n var dynamicOffset = 0;\n this.indexBuffer = new Buffer(createIndicesForQuads(this.size), true, true);\n geometry.addIndex(this.indexBuffer);\n this.dynamicStride = 0;\n for (var i = 0; i < this.dynamicProperties.length; ++i) {\n var property = this.dynamicProperties[i];\n property.offset = dynamicOffset;\n dynamicOffset += property.size;\n this.dynamicStride += property.size;\n }\n var dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4);\n this.dynamicData = new Float32Array(dynBuffer);\n this.dynamicDataUint32 = new Uint32Array(dynBuffer);\n this.dynamicBuffer = new Buffer(this.dynamicData, false, false);\n // static //\n var staticOffset = 0;\n this.staticStride = 0;\n for (var i = 0; i < this.staticProperties.length; ++i) {\n var property = this.staticProperties[i];\n property.offset = staticOffset;\n staticOffset += property.size;\n this.staticStride += property.size;\n }\n var statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4);\n this.staticData = new Float32Array(statBuffer);\n this.staticDataUint32 = new Uint32Array(statBuffer);\n this.staticBuffer = new Buffer(this.staticData, true, false);\n for (var i = 0; i < this.dynamicProperties.length; ++i) {\n var property = this.dynamicProperties[i];\n geometry.addAttribute(property.attributeName, this.dynamicBuffer, 0, property.type === TYPES.UNSIGNED_BYTE, property.type, this.dynamicStride * 4, property.offset * 4);\n }\n for (var i = 0; i < this.staticProperties.length; ++i) {\n var property = this.staticProperties[i];\n geometry.addAttribute(property.attributeName, this.staticBuffer, 0, property.type === TYPES.UNSIGNED_BYTE, property.type, this.staticStride * 4, property.offset * 4);\n }\n };\n /**\n * Uploads the dynamic properties.\n * @param children - The children to upload.\n * @param startIndex - The index to start at.\n * @param amount - The number to upload.\n */\n ParticleBuffer.prototype.uploadDynamic = function (children, startIndex, amount) {\n for (var i = 0; i < this.dynamicProperties.length; i++) {\n var property = this.dynamicProperties[i];\n property.uploadFunction(children, startIndex, amount, property.type === TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData, this.dynamicStride, property.offset);\n }\n this.dynamicBuffer._updateID++;\n };\n /**\n * Uploads the static properties.\n * @param children - The children to upload.\n * @param startIndex - The index to start at.\n * @param amount - The number to upload.\n */\n ParticleBuffer.prototype.uploadStatic = function (children, startIndex, amount) {\n for (var i = 0; i < this.staticProperties.length; i++) {\n var property = this.staticProperties[i];\n property.uploadFunction(children, startIndex, amount, property.type === TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData, this.staticStride, property.offset);\n }\n this.staticBuffer._updateID++;\n };\n /** Destroys the ParticleBuffer. */\n ParticleBuffer.prototype.destroy = function () {\n this.indexBuffer = null;\n this.dynamicProperties = null;\n this.dynamicBuffer = null;\n this.dynamicData = null;\n this.dynamicDataUint32 = null;\n this.staticProperties = null;\n this.staticBuffer = null;\n this.staticData = null;\n this.staticDataUint32 = null;\n // all buffers are destroyed inside geometry\n this.geometry.destroy();\n };\n return ParticleBuffer;\n}());\n\nvar fragment = \"varying vec2 vTextureCoord;\\nvarying vec4 vColor;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n vec4 color = texture2D(uSampler, vTextureCoord) * vColor;\\n gl_FragColor = color;\\n}\";\n\nvar vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\nattribute vec4 aColor;\\n\\nattribute vec2 aPositionCoord;\\nattribute float aRotation;\\n\\nuniform mat3 translationMatrix;\\nuniform vec4 uColor;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\n\\nvoid main(void){\\n float x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);\\n float y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);\\n\\n vec2 v = vec2(x, y);\\n v = v + aPositionCoord;\\n\\n gl_Position = vec4((translationMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vColor = aColor * uColor;\\n}\\n\";\n\n/*\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now\n * share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's ParticleRenderer:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java\n */\n/**\n * Renderer for Particles that is designer for speed over feature set.\n * @memberof PIXI\n */\nvar ParticleRenderer = /** @class */ (function (_super) {\n __extends(ParticleRenderer, _super);\n /**\n * @param renderer - The renderer this sprite batch works for.\n */\n function ParticleRenderer(renderer) {\n var _this = _super.call(this, renderer) || this;\n // 65535 is max vertex index in the index buffer (see ParticleRenderer)\n // so max number of particles is 65536 / 4 = 16384\n // and max number of element in the index buffer is 16384 * 6 = 98304\n // Creating a full index buffer, overhead is 98304 * 2 = 196Ko\n // let numIndices = 98304;\n _this.shader = null;\n _this.properties = null;\n _this.tempMatrix = new Matrix();\n _this.properties = [\n // verticesData\n {\n attributeName: 'aVertexPosition',\n size: 2,\n uploadFunction: _this.uploadVertices,\n offset: 0,\n },\n // positionData\n {\n attributeName: 'aPositionCoord',\n size: 2,\n uploadFunction: _this.uploadPosition,\n offset: 0,\n },\n // rotationData\n {\n attributeName: 'aRotation',\n size: 1,\n uploadFunction: _this.uploadRotation,\n offset: 0,\n },\n // uvsData\n {\n attributeName: 'aTextureCoord',\n size: 2,\n uploadFunction: _this.uploadUvs,\n offset: 0,\n },\n // tintData\n {\n attributeName: 'aColor',\n size: 1,\n type: TYPES.UNSIGNED_BYTE,\n uploadFunction: _this.uploadTint,\n offset: 0,\n } ];\n _this.shader = Shader.from(vertex, fragment, {});\n _this.state = State.for2d();\n return _this;\n }\n /**\n * Renders the particle container object.\n * @param container - The container to render using this ParticleRenderer.\n */\n ParticleRenderer.prototype.render = function (container) {\n var children = container.children;\n var maxSize = container._maxSize;\n var batchSize = container._batchSize;\n var renderer = this.renderer;\n var totalChildren = children.length;\n if (totalChildren === 0) {\n return;\n }\n else if (totalChildren > maxSize && !container.autoResize) {\n totalChildren = maxSize;\n }\n var buffers = container._buffers;\n if (!buffers) {\n buffers = container._buffers = this.generateBuffers(container);\n }\n var baseTexture = children[0]._texture.baseTexture;\n var premultiplied = baseTexture.alphaMode > 0;\n // if the uvs have not updated then no point rendering just yet!\n this.state.blendMode = correctBlendMode(container.blendMode, premultiplied);\n renderer.state.set(this.state);\n var gl = renderer.gl;\n var m = container.worldTransform.copyTo(this.tempMatrix);\n m.prepend(renderer.globalUniforms.uniforms.projectionMatrix);\n this.shader.uniforms.translationMatrix = m.toArray(true);\n this.shader.uniforms.uColor = premultiplyRgba(container.tintRgb, container.worldAlpha, this.shader.uniforms.uColor, premultiplied);\n this.shader.uniforms.uSampler = baseTexture;\n this.renderer.shader.bind(this.shader);\n var updateStatic = false;\n // now lets upload and render the buffers..\n for (var i = 0, j = 0; i < totalChildren; i += batchSize, j += 1) {\n var amount = (totalChildren - i);\n if (amount > batchSize) {\n amount = batchSize;\n }\n if (j >= buffers.length) {\n buffers.push(this._generateOneMoreBuffer(container));\n }\n var buffer = buffers[j];\n // we always upload the dynamic\n buffer.uploadDynamic(children, i, amount);\n var bid = container._bufferUpdateIDs[j] || 0;\n updateStatic = updateStatic || (buffer._updateID < bid);\n // we only upload the static content when we have to!\n if (updateStatic) {\n buffer._updateID = container._updateID;\n buffer.uploadStatic(children, i, amount);\n }\n // bind the buffer\n renderer.geometry.bind(buffer.geometry);\n gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0);\n }\n };\n /**\n * Creates one particle buffer for each child in the container we want to render and updates internal properties.\n * @param container - The container to render using this ParticleRenderer\n * @returns - The buffers\n */\n ParticleRenderer.prototype.generateBuffers = function (container) {\n var buffers = [];\n var size = container._maxSize;\n var batchSize = container._batchSize;\n var dynamicPropertyFlags = container._properties;\n for (var i = 0; i < size; i += batchSize) {\n buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize));\n }\n return buffers;\n };\n /**\n * Creates one more particle buffer, because container has autoResize feature.\n * @param container - The container to render using this ParticleRenderer\n * @returns - The generated buffer\n */\n ParticleRenderer.prototype._generateOneMoreBuffer = function (container) {\n var batchSize = container._batchSize;\n var dynamicPropertyFlags = container._properties;\n return new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize);\n };\n /**\n * Uploads the vertices.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their vertices uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadVertices = function (children, startIndex, amount, array, stride, offset) {\n var w0 = 0;\n var w1 = 0;\n var h0 = 0;\n var h1 = 0;\n for (var i = 0; i < amount; ++i) {\n var sprite = children[startIndex + i];\n var texture = sprite._texture;\n var sx = sprite.scale.x;\n var sy = sprite.scale.y;\n var trim = texture.trim;\n var orig = texture.orig;\n if (trim) {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the\n // extra space before transforming the sprite coords..\n w1 = trim.x - (sprite.anchor.x * orig.width);\n w0 = w1 + trim.width;\n h1 = trim.y - (sprite.anchor.y * orig.height);\n h0 = h1 + trim.height;\n }\n else {\n w0 = (orig.width) * (1 - sprite.anchor.x);\n w1 = (orig.width) * -sprite.anchor.x;\n h0 = orig.height * (1 - sprite.anchor.y);\n h1 = orig.height * -sprite.anchor.y;\n }\n array[offset] = w1 * sx;\n array[offset + 1] = h1 * sy;\n array[offset + stride] = w0 * sx;\n array[offset + stride + 1] = h1 * sy;\n array[offset + (stride * 2)] = w0 * sx;\n array[offset + (stride * 2) + 1] = h0 * sy;\n array[offset + (stride * 3)] = w1 * sx;\n array[offset + (stride * 3) + 1] = h0 * sy;\n offset += stride * 4;\n }\n };\n /**\n * Uploads the position.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their positions uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadPosition = function (children, startIndex, amount, array, stride, offset) {\n for (var i = 0; i < amount; i++) {\n var spritePosition = children[startIndex + i].position;\n array[offset] = spritePosition.x;\n array[offset + 1] = spritePosition.y;\n array[offset + stride] = spritePosition.x;\n array[offset + stride + 1] = spritePosition.y;\n array[offset + (stride * 2)] = spritePosition.x;\n array[offset + (stride * 2) + 1] = spritePosition.y;\n array[offset + (stride * 3)] = spritePosition.x;\n array[offset + (stride * 3) + 1] = spritePosition.y;\n offset += stride * 4;\n }\n };\n /**\n * Uploads the rotation.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their rotation uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadRotation = function (children, startIndex, amount, array, stride, offset) {\n for (var i = 0; i < amount; i++) {\n var spriteRotation = children[startIndex + i].rotation;\n array[offset] = spriteRotation;\n array[offset + stride] = spriteRotation;\n array[offset + (stride * 2)] = spriteRotation;\n array[offset + (stride * 3)] = spriteRotation;\n offset += stride * 4;\n }\n };\n /**\n * Uploads the UVs.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their rotation uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadUvs = function (children, startIndex, amount, array, stride, offset) {\n for (var i = 0; i < amount; ++i) {\n var textureUvs = children[startIndex + i]._texture._uvs;\n if (textureUvs) {\n array[offset] = textureUvs.x0;\n array[offset + 1] = textureUvs.y0;\n array[offset + stride] = textureUvs.x1;\n array[offset + stride + 1] = textureUvs.y1;\n array[offset + (stride * 2)] = textureUvs.x2;\n array[offset + (stride * 2) + 1] = textureUvs.y2;\n array[offset + (stride * 3)] = textureUvs.x3;\n array[offset + (stride * 3) + 1] = textureUvs.y3;\n offset += stride * 4;\n }\n else {\n // TODO you know this can be easier!\n array[offset] = 0;\n array[offset + 1] = 0;\n array[offset + stride] = 0;\n array[offset + stride + 1] = 0;\n array[offset + (stride * 2)] = 0;\n array[offset + (stride * 2) + 1] = 0;\n array[offset + (stride * 3)] = 0;\n array[offset + (stride * 3) + 1] = 0;\n offset += stride * 4;\n }\n }\n };\n /**\n * Uploads the tint.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their rotation uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadTint = function (children, startIndex, amount, array, stride, offset) {\n for (var i = 0; i < amount; ++i) {\n var sprite = children[startIndex + i];\n var premultiplied = sprite._texture.baseTexture.alphaMode > 0;\n var alpha = sprite.alpha;\n // we dont call extra function if alpha is 1.0, that's faster\n var argb = alpha < 1.0 && premultiplied\n ? premultiplyTint(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24);\n array[offset] = argb;\n array[offset + stride] = argb;\n array[offset + (stride * 2)] = argb;\n array[offset + (stride * 3)] = argb;\n offset += stride * 4;\n }\n };\n /** Destroys the ParticleRenderer. */\n ParticleRenderer.prototype.destroy = function () {\n _super.prototype.destroy.call(this);\n if (this.shader) {\n this.shader.destroy();\n this.shader = null;\n }\n this.tempMatrix = null;\n };\n /** @ignore */\n ParticleRenderer.extension = {\n name: 'particle',\n type: ExtensionType.RendererPlugin,\n };\n return ParticleRenderer;\n}(ObjectRenderer));\n\nexport { ParticleContainer, ParticleRenderer };\n//# sourceMappingURL=particle-container.mjs.map\n","/*!\n * @pixi/graphics - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/graphics is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Texture, BaseTexture, BatchDrawCall, BatchTextureArray, BatchGeometry, UniformGroup, Shader, State } from '@pixi/core';\nimport { SHAPES, Point, PI_2, Polygon, Rectangle, RoundedRectangle, Circle, Ellipse, Matrix } from '@pixi/math';\nimport { earcut, premultiplyTint, hex2rgb } from '@pixi/utils';\nimport { WRAP_MODES, DRAW_MODES, BLEND_MODES } from '@pixi/constants';\nimport { Bounds, Container } from '@pixi/display';\n\n/**\n * Supported line joints in `PIXI.LineStyle` for graphics.\n * @see PIXI.Graphics#lineStyle\n * @see https://graphicdesign.stackexchange.com/questions/59018/what-is-a-bevel-join-of-two-lines-exactly-illustrator\n * @name LINE_JOIN\n * @memberof PIXI\n * @static\n * @enum {string}\n * @property {string} MITER - 'miter': make a sharp corner where outer part of lines meet\n * @property {string} BEVEL - 'bevel': add a square butt at each end of line segment and fill the triangle at turn\n * @property {string} ROUND - 'round': add an arc at the joint\n */\nvar LINE_JOIN;\n(function (LINE_JOIN) {\n LINE_JOIN[\"MITER\"] = \"miter\";\n LINE_JOIN[\"BEVEL\"] = \"bevel\";\n LINE_JOIN[\"ROUND\"] = \"round\";\n})(LINE_JOIN || (LINE_JOIN = {}));\n/**\n * Support line caps in `PIXI.LineStyle` for graphics.\n * @see PIXI.Graphics#lineStyle\n * @name LINE_CAP\n * @memberof PIXI\n * @static\n * @enum {string}\n * @property {string} BUTT - 'butt': don't add any cap at line ends (leaves orthogonal edges)\n * @property {string} ROUND - 'round': add semicircle at ends\n * @property {string} SQUARE - 'square': add square at end (like `BUTT` except more length at end)\n */\nvar LINE_CAP;\n(function (LINE_CAP) {\n LINE_CAP[\"BUTT\"] = \"butt\";\n LINE_CAP[\"ROUND\"] = \"round\";\n LINE_CAP[\"SQUARE\"] = \"square\";\n})(LINE_CAP || (LINE_CAP = {}));\n/**\n * Graphics curves resolution settings. If `adaptive` flag is set to `true`,\n * the resolution is calculated based on the curve's length to ensure better visual quality.\n * Adaptive draw works with `bezierCurveTo` and `quadraticCurveTo`.\n * @static\n * @constant\n * @memberof PIXI\n * @name GRAPHICS_CURVES\n * @type {object}\n * @property {boolean} [adaptive=true] - flag indicating if the resolution should be adaptive\n * @property {number} [maxLength=10] - maximal length of a single segment of the curve (if adaptive = false, ignored)\n * @property {number} [minSegments=8] - minimal number of segments in the curve (if adaptive = false, ignored)\n * @property {number} [maxSegments=2048] - maximal number of segments in the curve (if adaptive = false, ignored)\n */\nvar GRAPHICS_CURVES = {\n adaptive: true,\n maxLength: 10,\n minSegments: 8,\n maxSegments: 2048,\n epsilon: 0.0001,\n _segmentsCount: function (length, defaultSegments) {\n if (defaultSegments === void 0) { defaultSegments = 20; }\n if (!this.adaptive || !length || isNaN(length)) {\n return defaultSegments;\n }\n var result = Math.ceil(length / this.maxLength);\n if (result < this.minSegments) {\n result = this.minSegments;\n }\n else if (result > this.maxSegments) {\n result = this.maxSegments;\n }\n return result;\n },\n};\n\n/**\n * Fill style object for Graphics.\n * @memberof PIXI\n */\nvar FillStyle = /** @class */ (function () {\n function FillStyle() {\n /**\n * The hex color value used when coloring the Graphics object.\n * @default 0xFFFFFF\n */\n this.color = 0xFFFFFF;\n /** The alpha value used when filling the Graphics object. */\n this.alpha = 1.0;\n /**\n * The texture to be used for the fill.\n * @default 0\n */\n this.texture = Texture.WHITE;\n /**\n * The transform applied to the texture.\n * @default null\n */\n this.matrix = null;\n /** If the current fill is visible. */\n this.visible = false;\n this.reset();\n }\n /** Clones the object */\n FillStyle.prototype.clone = function () {\n var obj = new FillStyle();\n obj.color = this.color;\n obj.alpha = this.alpha;\n obj.texture = this.texture;\n obj.matrix = this.matrix;\n obj.visible = this.visible;\n return obj;\n };\n /** Reset */\n FillStyle.prototype.reset = function () {\n this.color = 0xFFFFFF;\n this.alpha = 1;\n this.texture = Texture.WHITE;\n this.matrix = null;\n this.visible = false;\n };\n /** Destroy and don't use after this. */\n FillStyle.prototype.destroy = function () {\n this.texture = null;\n this.matrix = null;\n };\n return FillStyle;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nfunction fixOrientation(points, hole) {\n var _a, _b;\n if (hole === void 0) { hole = false; }\n var m = points.length;\n if (m < 6) {\n return;\n }\n var area = 0;\n for (var i = 0, x1 = points[m - 2], y1 = points[m - 1]; i < m; i += 2) {\n var x2 = points[i];\n var y2 = points[i + 1];\n area += (x2 - x1) * (y2 + y1);\n x1 = x2;\n y1 = y2;\n }\n if ((!hole && area > 0) || (hole && area <= 0)) {\n var n = m / 2;\n for (var i = n + (n % 2); i < m; i += 2) {\n var i1 = m - i - 2;\n var i2 = m - i - 1;\n var i3 = i;\n var i4 = i + 1;\n _a = [points[i3], points[i1]], points[i1] = _a[0], points[i3] = _a[1];\n _b = [points[i4], points[i2]], points[i2] = _b[0], points[i4] = _b[1];\n }\n }\n}\n/**\n * Builds a polygon to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildPoly = {\n build: function (graphicsData) {\n graphicsData.points = graphicsData.shape.points.slice();\n },\n triangulate: function (graphicsData, graphicsGeometry) {\n var points = graphicsData.points;\n var holes = graphicsData.holes;\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n if (points.length >= 6) {\n fixOrientation(points, false);\n var holeArray = [];\n // Process holes..\n for (var i = 0; i < holes.length; i++) {\n var hole = holes[i];\n fixOrientation(hole.points, true);\n holeArray.push(points.length / 2);\n points = points.concat(hole.points);\n }\n // sort color\n var triangles = earcut(points, holeArray, 2);\n if (!triangles) {\n return;\n }\n var vertPos = verts.length / 2;\n for (var i = 0; i < triangles.length; i += 3) {\n indices.push(triangles[i] + vertPos);\n indices.push(triangles[i + 1] + vertPos);\n indices.push(triangles[i + 2] + vertPos);\n }\n for (var i = 0; i < points.length; i++) {\n verts.push(points[i]);\n }\n }\n },\n};\n\n// for type only\n/**\n * Builds a circle to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object to draw\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildCircle = {\n build: function (graphicsData) {\n // need to convert points to a nice regular data\n var points = graphicsData.points;\n var x;\n var y;\n var dx;\n var dy;\n var rx;\n var ry;\n if (graphicsData.type === SHAPES.CIRC) {\n var circle = graphicsData.shape;\n x = circle.x;\n y = circle.y;\n rx = ry = circle.radius;\n dx = dy = 0;\n }\n else if (graphicsData.type === SHAPES.ELIP) {\n var ellipse = graphicsData.shape;\n x = ellipse.x;\n y = ellipse.y;\n rx = ellipse.width;\n ry = ellipse.height;\n dx = dy = 0;\n }\n else {\n var roundedRect = graphicsData.shape;\n var halfWidth = roundedRect.width / 2;\n var halfHeight = roundedRect.height / 2;\n x = roundedRect.x + halfWidth;\n y = roundedRect.y + halfHeight;\n rx = ry = Math.max(0, Math.min(roundedRect.radius, Math.min(halfWidth, halfHeight)));\n dx = halfWidth - rx;\n dy = halfHeight - ry;\n }\n if (!(rx >= 0 && ry >= 0 && dx >= 0 && dy >= 0)) {\n points.length = 0;\n return;\n }\n // Choose a number of segments such that the maximum absolute deviation from the circle is approximately 0.029\n var n = Math.ceil(2.3 * Math.sqrt(rx + ry));\n var m = (n * 8) + (dx ? 4 : 0) + (dy ? 4 : 0);\n points.length = m;\n if (m === 0) {\n return;\n }\n if (n === 0) {\n points.length = 8;\n points[0] = points[6] = x + dx;\n points[1] = points[3] = y + dy;\n points[2] = points[4] = x - dx;\n points[5] = points[7] = y - dy;\n return;\n }\n var j1 = 0;\n var j2 = (n * 4) + (dx ? 2 : 0) + 2;\n var j3 = j2;\n var j4 = m;\n {\n var x0 = dx + rx;\n var y0 = dy;\n var x1 = x + x0;\n var x2 = x - x0;\n var y1 = y + y0;\n points[j1++] = x1;\n points[j1++] = y1;\n points[--j2] = y1;\n points[--j2] = x2;\n if (dy) {\n var y2 = y - y0;\n points[j3++] = x2;\n points[j3++] = y2;\n points[--j4] = y2;\n points[--j4] = x1;\n }\n }\n for (var i = 1; i < n; i++) {\n var a = Math.PI / 2 * (i / n);\n var x0 = dx + (Math.cos(a) * rx);\n var y0 = dy + (Math.sin(a) * ry);\n var x1 = x + x0;\n var x2 = x - x0;\n var y1 = y + y0;\n var y2 = y - y0;\n points[j1++] = x1;\n points[j1++] = y1;\n points[--j2] = y1;\n points[--j2] = x2;\n points[j3++] = x2;\n points[j3++] = y2;\n points[--j4] = y2;\n points[--j4] = x1;\n }\n {\n var x0 = dx;\n var y0 = dy + ry;\n var x1 = x + x0;\n var x2 = x - x0;\n var y1 = y + y0;\n var y2 = y - y0;\n points[j1++] = x1;\n points[j1++] = y1;\n points[--j4] = y2;\n points[--j4] = x1;\n if (dx) {\n points[j1++] = x2;\n points[j1++] = y1;\n points[--j4] = y2;\n points[--j4] = x2;\n }\n }\n },\n triangulate: function (graphicsData, graphicsGeometry) {\n var points = graphicsData.points;\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n if (points.length === 0) {\n return;\n }\n var vertPos = verts.length / 2;\n var center = vertPos;\n var x;\n var y;\n if (graphicsData.type !== SHAPES.RREC) {\n var circle = graphicsData.shape;\n x = circle.x;\n y = circle.y;\n }\n else {\n var roundedRect = graphicsData.shape;\n x = roundedRect.x + (roundedRect.width / 2);\n y = roundedRect.y + (roundedRect.height / 2);\n }\n var matrix = graphicsData.matrix;\n // Push center (special point)\n verts.push(graphicsData.matrix ? (matrix.a * x) + (matrix.c * y) + matrix.tx : x, graphicsData.matrix ? (matrix.b * x) + (matrix.d * y) + matrix.ty : y);\n vertPos++;\n verts.push(points[0], points[1]);\n for (var i = 2; i < points.length; i += 2) {\n verts.push(points[i], points[i + 1]);\n // add some uvs\n indices.push(vertPos++, center, vertPos);\n }\n indices.push(center + 1, center, vertPos);\n },\n};\n\n/**\n * Builds a rectangle to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildRectangle = {\n build: function (graphicsData) {\n // --- //\n // need to convert points to a nice regular data\n //\n var rectData = graphicsData.shape;\n var x = rectData.x;\n var y = rectData.y;\n var width = rectData.width;\n var height = rectData.height;\n var points = graphicsData.points;\n points.length = 0;\n points.push(x, y, x + width, y, x + width, y + height, x, y + height);\n },\n triangulate: function (graphicsData, graphicsGeometry) {\n var points = graphicsData.points;\n var verts = graphicsGeometry.points;\n var vertPos = verts.length / 2;\n verts.push(points[0], points[1], points[2], points[3], points[6], points[7], points[4], points[5]);\n graphicsGeometry.indices.push(vertPos, vertPos + 1, vertPos + 2, vertPos + 1, vertPos + 2, vertPos + 3);\n },\n};\n\n/**\n * Calculate a single point for a quadratic bezier curve.\n * Utility function used by quadraticBezierCurve.\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {number} n1 - first number\n * @param {number} n2 - second number\n * @param {number} perc - percentage\n * @returns {number} the result\n */\nfunction getPt(n1, n2, perc) {\n var diff = n2 - n1;\n return n1 + (diff * perc);\n}\n/**\n * Calculate the points for a quadratic bezier curve. (helper function..)\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {number} fromX - Origin point x\n * @param {number} fromY - Origin point x\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @param {number[]} [out=[]] - The output array to add points into. If not passed, a new array is created.\n * @returns {number[]} an array of points\n */\nfunction quadraticBezierCurve(fromX, fromY, cpX, cpY, toX, toY, out) {\n if (out === void 0) { out = []; }\n var n = 20;\n var points = out;\n var xa = 0;\n var ya = 0;\n var xb = 0;\n var yb = 0;\n var x = 0;\n var y = 0;\n for (var i = 0, j = 0; i <= n; ++i) {\n j = i / n;\n // The Green Line\n xa = getPt(fromX, cpX, j);\n ya = getPt(fromY, cpY, j);\n xb = getPt(cpX, toX, j);\n yb = getPt(cpY, toY, j);\n // The Black Dot\n x = getPt(xa, xb, j);\n y = getPt(ya, yb, j);\n // Handle case when first curve points overlaps and earcut fails to triangulate\n if (i === 0 && points[points.length - 2] === x && points[points.length - 1] === y) {\n continue;\n }\n points.push(x, y);\n }\n return points;\n}\n/**\n * Builds a rounded rectangle to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildRoundedRectangle = {\n build: function (graphicsData) {\n if (Graphics.nextRoundedRectBehavior) {\n buildCircle.build(graphicsData);\n return;\n }\n var rrectData = graphicsData.shape;\n var points = graphicsData.points;\n var x = rrectData.x;\n var y = rrectData.y;\n var width = rrectData.width;\n var height = rrectData.height;\n // Don't allow negative radius or greater than half the smallest width\n var radius = Math.max(0, Math.min(rrectData.radius, Math.min(width, height) / 2));\n points.length = 0;\n // No radius, do a simple rectangle\n if (!radius) {\n points.push(x, y, x + width, y, x + width, y + height, x, y + height);\n }\n else {\n quadraticBezierCurve(x, y + radius, x, y, x + radius, y, points);\n quadraticBezierCurve(x + width - radius, y, x + width, y, x + width, y + radius, points);\n quadraticBezierCurve(x + width, y + height - radius, x + width, y + height, x + width - radius, y + height, points);\n quadraticBezierCurve(x + radius, y + height, x, y + height, x, y + height - radius, points);\n }\n },\n triangulate: function (graphicsData, graphicsGeometry) {\n if (Graphics.nextRoundedRectBehavior) {\n buildCircle.triangulate(graphicsData, graphicsGeometry);\n return;\n }\n var points = graphicsData.points;\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n var vecPos = verts.length / 2;\n var triangles = earcut(points, null, 2);\n for (var i = 0, j = triangles.length; i < j; i += 3) {\n indices.push(triangles[i] + vecPos);\n // indices.push(triangles[i] + vecPos);\n indices.push(triangles[i + 1] + vecPos);\n // indices.push(triangles[i + 2] + vecPos);\n indices.push(triangles[i + 2] + vecPos);\n }\n for (var i = 0, j = points.length; i < j; i++) {\n verts.push(points[i], points[++i]);\n }\n },\n};\n\n/**\n * Buffers vertices to draw a square cap.\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {number} x - X-coord of end point\n * @param {number} y - Y-coord of end point\n * @param {number} nx - X-coord of line normal pointing inside\n * @param {number} ny - Y-coord of line normal pointing inside\n * @param {number} innerWeight - Weight of inner points\n * @param {number} outerWeight - Weight of outer points\n * @param {boolean} clockwise - Whether the cap is drawn clockwise\n * @param {Array} verts - vertex buffer\n * @returns {number} - no. of vertices pushed\n */\nfunction square(x, y, nx, ny, innerWeight, outerWeight, clockwise, /* rotation for square (true at left end, false at right end) */ verts) {\n var ix = x - (nx * innerWeight);\n var iy = y - (ny * innerWeight);\n var ox = x + (nx * outerWeight);\n var oy = y + (ny * outerWeight);\n /* Rotate nx,ny for extension vector */\n var exx;\n var eyy;\n if (clockwise) {\n exx = ny;\n eyy = -nx;\n }\n else {\n exx = -ny;\n eyy = nx;\n }\n /* [i|0]x,y extended at cap */\n var eix = ix + exx;\n var eiy = iy + eyy;\n var eox = ox + exx;\n var eoy = oy + eyy;\n /* Square itself must be inserted clockwise*/\n verts.push(eix, eiy);\n verts.push(eox, eoy);\n return 2;\n}\n/**\n * Buffers vertices to draw an arc at the line joint or cap.\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {number} cx - X-coord of center\n * @param {number} cy - Y-coord of center\n * @param {number} sx - X-coord of arc start\n * @param {number} sy - Y-coord of arc start\n * @param {number} ex - X-coord of arc end\n * @param {number} ey - Y-coord of arc end\n * @param {Array} verts - buffer of vertices\n * @param {boolean} clockwise - orientation of vertices\n * @returns {number} - no. of vertices pushed\n */\nfunction round(cx, cy, sx, sy, ex, ey, verts, clockwise) {\n var cx2p0x = sx - cx;\n var cy2p0y = sy - cy;\n var angle0 = Math.atan2(cx2p0x, cy2p0y);\n var angle1 = Math.atan2(ex - cx, ey - cy);\n if (clockwise && angle0 < angle1) {\n angle0 += Math.PI * 2;\n }\n else if (!clockwise && angle0 > angle1) {\n angle1 += Math.PI * 2;\n }\n var startAngle = angle0;\n var angleDiff = angle1 - angle0;\n var absAngleDiff = Math.abs(angleDiff);\n /* if (absAngleDiff >= PI_LBOUND && absAngleDiff <= PI_UBOUND)\n {\n const r1x = cx - nxtPx;\n const r1y = cy - nxtPy;\n\n if (r1x === 0)\n {\n if (r1y > 0)\n {\n angleDiff = -angleDiff;\n }\n }\n else if (r1x >= -GRAPHICS_CURVES.epsilon)\n {\n angleDiff = -angleDiff;\n }\n }*/\n var radius = Math.sqrt((cx2p0x * cx2p0x) + (cy2p0y * cy2p0y));\n var segCount = ((15 * absAngleDiff * Math.sqrt(radius) / Math.PI) >> 0) + 1;\n var angleInc = angleDiff / segCount;\n startAngle += angleInc;\n if (clockwise) {\n verts.push(cx, cy);\n verts.push(sx, sy);\n for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) {\n verts.push(cx, cy);\n verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius)));\n }\n verts.push(cx, cy);\n verts.push(ex, ey);\n }\n else {\n verts.push(sx, sy);\n verts.push(cx, cy);\n for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) {\n verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius)));\n verts.push(cx, cy);\n }\n verts.push(ex, ey);\n verts.push(cx, cy);\n }\n return segCount * 2;\n}\n/**\n * Builds a line to draw using the polygon method.\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildNonNativeLine(graphicsData, graphicsGeometry) {\n var shape = graphicsData.shape;\n var points = graphicsData.points || shape.points.slice();\n var eps = graphicsGeometry.closePointEps;\n if (points.length === 0) {\n return;\n }\n // if the line width is an odd number add 0.5 to align to a whole pixel\n // commenting this out fixes #711 and #1620\n // if (graphicsData.lineWidth%2)\n // {\n // for (i = 0; i < points.length; i++)\n // {\n // points[i] += 0.5;\n // }\n // }\n var style = graphicsData.lineStyle;\n // get first and last point.. figure out the middle!\n var firstPoint = new Point(points[0], points[1]);\n var lastPoint = new Point(points[points.length - 2], points[points.length - 1]);\n var closedShape = shape.type !== SHAPES.POLY || shape.closeStroke;\n var closedPath = Math.abs(firstPoint.x - lastPoint.x) < eps\n && Math.abs(firstPoint.y - lastPoint.y) < eps;\n // if the first point is the last point - gonna have issues :)\n if (closedShape) {\n // need to clone as we are going to slightly modify the shape..\n points = points.slice();\n if (closedPath) {\n points.pop();\n points.pop();\n lastPoint.set(points[points.length - 2], points[points.length - 1]);\n }\n var midPointX = (firstPoint.x + lastPoint.x) * 0.5;\n var midPointY = (lastPoint.y + firstPoint.y) * 0.5;\n points.unshift(midPointX, midPointY);\n points.push(midPointX, midPointY);\n }\n var verts = graphicsGeometry.points;\n var length = points.length / 2;\n var indexCount = points.length;\n var indexStart = verts.length / 2;\n // Max. inner and outer width\n var width = style.width / 2;\n var widthSquared = width * width;\n var miterLimitSquared = style.miterLimit * style.miterLimit;\n /* Line segments of interest where (x1,y1) forms the corner. */\n var x0 = points[0];\n var y0 = points[1];\n var x1 = points[2];\n var y1 = points[3];\n var x2 = 0;\n var y2 = 0;\n /* perp[?](x|y) = the line normal with magnitude lineWidth. */\n var perpx = -(y0 - y1);\n var perpy = x0 - x1;\n var perp1x = 0;\n var perp1y = 0;\n var dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n var ratio = style.alignment; // 0.5;\n var innerWeight = (1 - ratio) * 2;\n var outerWeight = ratio * 2;\n if (!closedShape) {\n if (style.cap === LINE_CAP.ROUND) {\n indexCount += round(x0 - (perpx * (innerWeight - outerWeight) * 0.5), y0 - (perpy * (innerWeight - outerWeight) * 0.5), x0 - (perpx * innerWeight), y0 - (perpy * innerWeight), x0 + (perpx * outerWeight), y0 + (perpy * outerWeight), verts, true) + 2;\n }\n else if (style.cap === LINE_CAP.SQUARE) {\n indexCount += square(x0, y0, perpx, perpy, innerWeight, outerWeight, true, verts);\n }\n }\n // Push first point (below & above vertices)\n verts.push(x0 - (perpx * innerWeight), y0 - (perpy * innerWeight));\n verts.push(x0 + (perpx * outerWeight), y0 + (perpy * outerWeight));\n for (var i = 1; i < length - 1; ++i) {\n x0 = points[(i - 1) * 2];\n y0 = points[((i - 1) * 2) + 1];\n x1 = points[i * 2];\n y1 = points[(i * 2) + 1];\n x2 = points[(i + 1) * 2];\n y2 = points[((i + 1) * 2) + 1];\n perpx = -(y0 - y1);\n perpy = x0 - x1;\n dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n perp1x = -(y1 - y2);\n perp1y = x1 - x2;\n dist = Math.sqrt((perp1x * perp1x) + (perp1y * perp1y));\n perp1x /= dist;\n perp1y /= dist;\n perp1x *= width;\n perp1y *= width;\n /* d[x|y](0|1) = the component displacement between points p(0,1|1,2) */\n var dx0 = x1 - x0;\n var dy0 = y0 - y1;\n var dx1 = x1 - x2;\n var dy1 = y2 - y1;\n /* +ve if internal angle counterclockwise, -ve if internal angle clockwise. */\n var cross = (dy0 * dx1) - (dy1 * dx0);\n var clockwise = (cross < 0);\n /* Going nearly straight? */\n if (Math.abs(cross) < 0.1) {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));\n continue;\n }\n /* p[x|y] is the miter point. pdist is the distance between miter point and p1. */\n var c1 = ((-perpx + x0) * (-perpy + y1)) - ((-perpx + x1) * (-perpy + y0));\n var c2 = ((-perp1x + x2) * (-perp1y + y1)) - ((-perp1x + x1) * (-perp1y + y2));\n var px = ((dx0 * c2) - (dx1 * c1)) / cross;\n var py = ((dy1 * c1) - (dy0 * c2)) / cross;\n var pdist = ((px - x1) * (px - x1)) + ((py - y1) * (py - y1));\n /* Inner miter point */\n var imx = x1 + ((px - x1) * innerWeight);\n var imy = y1 + ((py - y1) * innerWeight);\n /* Outer miter point */\n var omx = x1 - ((px - x1) * outerWeight);\n var omy = y1 - ((py - y1) * outerWeight);\n /* Is the inside miter point too far away, creating a spike? */\n var smallerInsideSegmentSq = Math.min((dx0 * dx0) + (dy0 * dy0), (dx1 * dx1) + (dy1 * dy1));\n var insideWeight = clockwise ? innerWeight : outerWeight;\n var smallerInsideDiagonalSq = smallerInsideSegmentSq + (insideWeight * insideWeight * widthSquared);\n var insideMiterOk = pdist <= smallerInsideDiagonalSq;\n if (insideMiterOk) {\n if (style.join === LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared) {\n if (clockwise) /* rotating at inner angle */ {\n verts.push(imx, imy); // inner miter point\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex\n verts.push(imx, imy); // inner miter point\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex\n }\n else /* rotating at outer angle */ {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex\n verts.push(omx, omy); // outer miter point\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's outer vertex\n verts.push(omx, omy); // outer miter point\n }\n indexCount += 2;\n }\n else if (style.join === LINE_JOIN.ROUND) {\n if (clockwise) /* arc is outside */ {\n verts.push(imx, imy);\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));\n indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 4;\n verts.push(imx, imy);\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight));\n }\n else /* arc is inside */ {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));\n verts.push(omx, omy);\n indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 4;\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight));\n verts.push(omx, omy);\n }\n }\n else {\n verts.push(imx, imy);\n verts.push(omx, omy);\n }\n }\n else // inside miter is NOT ok\n {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex\n if (style.join === LINE_JOIN.ROUND) {\n if (clockwise) /* arc is outside */ {\n indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 2;\n }\n else /* arc is inside */ {\n indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 2;\n }\n }\n else if (style.join === LINE_JOIN.MITER && pdist / widthSquared <= miterLimitSquared) {\n if (clockwise) {\n verts.push(omx, omy); // inner miter point\n verts.push(omx, omy); // inner miter point\n }\n else {\n verts.push(imx, imy); // outer miter point\n verts.push(imx, imy); // outer miter point\n }\n indexCount += 2;\n }\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's inner vertex\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex\n indexCount += 2;\n }\n }\n x0 = points[(length - 2) * 2];\n y0 = points[((length - 2) * 2) + 1];\n x1 = points[(length - 1) * 2];\n y1 = points[((length - 1) * 2) + 1];\n perpx = -(y0 - y1);\n perpy = x0 - x1;\n dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));\n if (!closedShape) {\n if (style.cap === LINE_CAP.ROUND) {\n indexCount += round(x1 - (perpx * (innerWeight - outerWeight) * 0.5), y1 - (perpy * (innerWeight - outerWeight) * 0.5), x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), verts, false) + 2;\n }\n else if (style.cap === LINE_CAP.SQUARE) {\n indexCount += square(x1, y1, perpx, perpy, innerWeight, outerWeight, false, verts);\n }\n }\n var indices = graphicsGeometry.indices;\n var eps2 = GRAPHICS_CURVES.epsilon * GRAPHICS_CURVES.epsilon;\n // indices.push(indexStart);\n for (var i = indexStart; i < indexCount + indexStart - 2; ++i) {\n x0 = verts[(i * 2)];\n y0 = verts[(i * 2) + 1];\n x1 = verts[(i + 1) * 2];\n y1 = verts[((i + 1) * 2) + 1];\n x2 = verts[(i + 2) * 2];\n y2 = verts[((i + 2) * 2) + 1];\n /* Skip zero area triangles */\n if (Math.abs((x0 * (y1 - y2)) + (x1 * (y2 - y0)) + (x2 * (y0 - y1))) < eps2) {\n continue;\n }\n indices.push(i, i + 1, i + 2);\n }\n}\n/**\n * Builds a line to draw using the gl.drawArrays(gl.LINES) method\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildNativeLine(graphicsData, graphicsGeometry) {\n var i = 0;\n var shape = graphicsData.shape;\n var points = graphicsData.points || shape.points;\n var closedShape = shape.type !== SHAPES.POLY || shape.closeStroke;\n if (points.length === 0)\n { return; }\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n var length = points.length / 2;\n var startIndex = verts.length / 2;\n var currentIndex = startIndex;\n verts.push(points[0], points[1]);\n for (i = 1; i < length; i++) {\n verts.push(points[i * 2], points[(i * 2) + 1]);\n indices.push(currentIndex, currentIndex + 1);\n currentIndex++;\n }\n if (closedShape) {\n indices.push(currentIndex, startIndex);\n }\n}\n/**\n * Builds a line to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildLine(graphicsData, graphicsGeometry) {\n if (graphicsData.lineStyle.native) {\n buildNativeLine(graphicsData, graphicsGeometry);\n }\n else {\n buildNonNativeLine(graphicsData, graphicsGeometry);\n }\n}\n\n/**\n * Utilities for arc curves.\n * @private\n */\nvar ArcUtils = /** @class */ (function () {\n function ArcUtils() {\n }\n /**\n * The arcTo() method creates an arc/curve between two tangents on the canvas.\n *\n * \"borrowed\" from https://code.google.com/p/fxcanvas/ - thanks google!\n * @private\n * @param x1 - The x-coordinate of the beginning of the arc\n * @param y1 - The y-coordinate of the beginning of the arc\n * @param x2 - The x-coordinate of the end of the arc\n * @param y2 - The y-coordinate of the end of the arc\n * @param radius - The radius of the arc\n * @param points -\n * @returns - If the arc length is valid, return center of circle, radius and other info otherwise `null`.\n */\n ArcUtils.curveTo = function (x1, y1, x2, y2, radius, points) {\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n var a1 = fromY - y1;\n var b1 = fromX - x1;\n var a2 = y2 - y1;\n var b2 = x2 - x1;\n var mm = Math.abs((a1 * b2) - (b1 * a2));\n if (mm < 1.0e-8 || radius === 0) {\n if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1) {\n points.push(x1, y1);\n }\n return null;\n }\n var dd = (a1 * a1) + (b1 * b1);\n var cc = (a2 * a2) + (b2 * b2);\n var tt = (a1 * a2) + (b1 * b2);\n var k1 = radius * Math.sqrt(dd) / mm;\n var k2 = radius * Math.sqrt(cc) / mm;\n var j1 = k1 * tt / dd;\n var j2 = k2 * tt / cc;\n var cx = (k1 * b2) + (k2 * b1);\n var cy = (k1 * a2) + (k2 * a1);\n var px = b1 * (k2 + j1);\n var py = a1 * (k2 + j1);\n var qx = b2 * (k1 + j2);\n var qy = a2 * (k1 + j2);\n var startAngle = Math.atan2(py - cy, px - cx);\n var endAngle = Math.atan2(qy - cy, qx - cx);\n return {\n cx: (cx + x1),\n cy: (cy + y1),\n radius: radius,\n startAngle: startAngle,\n endAngle: endAngle,\n anticlockwise: (b1 * a2 > b2 * a1),\n };\n };\n /* eslint-disable max-len */\n /**\n * The arc method creates an arc/curve (used to create circles, or parts of circles).\n * @private\n * @param _startX - Start x location of arc\n * @param _startY - Start y location of arc\n * @param cx - The x-coordinate of the center of the circle\n * @param cy - The y-coordinate of the center of the circle\n * @param radius - The radius of the circle\n * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position\n * of the arc's circle)\n * @param endAngle - The ending angle, in radians\n * @param _anticlockwise - Specifies whether the drawing should be\n * counter-clockwise or clockwise. False is default, and indicates clockwise, while true\n * indicates counter-clockwise.\n * @param points - Collection of points to add to\n */\n ArcUtils.arc = function (_startX, _startY, cx, cy, radius, startAngle, endAngle, _anticlockwise, points) {\n var sweep = endAngle - startAngle;\n var n = GRAPHICS_CURVES._segmentsCount(Math.abs(sweep) * radius, Math.ceil(Math.abs(sweep) / PI_2) * 40);\n var theta = (sweep) / (n * 2);\n var theta2 = theta * 2;\n var cTheta = Math.cos(theta);\n var sTheta = Math.sin(theta);\n var segMinus = n - 1;\n var remainder = (segMinus % 1) / segMinus;\n for (var i = 0; i <= segMinus; ++i) {\n var real = i + (remainder * i);\n var angle = ((theta) + startAngle + (theta2 * real));\n var c = Math.cos(angle);\n var s = -Math.sin(angle);\n points.push((((cTheta * c) + (sTheta * s)) * radius) + cx, (((cTheta * -s) + (sTheta * c)) * radius) + cy);\n }\n };\n return ArcUtils;\n}());\n\n/**\n * Utilities for bezier curves\n * @private\n */\nvar BezierUtils = /** @class */ (function () {\n function BezierUtils() {\n }\n /**\n * Calculate length of bezier curve.\n * Analytical solution is impossible, since it involves an integral that does not integrate in general.\n * Therefore numerical solution is used.\n * @private\n * @param fromX - Starting point x\n * @param fromY - Starting point y\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param cpX2 - Second Control point x\n * @param cpY2 - Second Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @returns - Length of bezier curve\n */\n BezierUtils.curveLength = function (fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY) {\n var n = 10;\n var result = 0.0;\n var t = 0.0;\n var t2 = 0.0;\n var t3 = 0.0;\n var nt = 0.0;\n var nt2 = 0.0;\n var nt3 = 0.0;\n var x = 0.0;\n var y = 0.0;\n var dx = 0.0;\n var dy = 0.0;\n var prevX = fromX;\n var prevY = fromY;\n for (var i = 1; i <= n; ++i) {\n t = i / n;\n t2 = t * t;\n t3 = t2 * t;\n nt = (1.0 - t);\n nt2 = nt * nt;\n nt3 = nt2 * nt;\n x = (nt3 * fromX) + (3.0 * nt2 * t * cpX) + (3.0 * nt * t2 * cpX2) + (t3 * toX);\n y = (nt3 * fromY) + (3.0 * nt2 * t * cpY) + (3 * nt * t2 * cpY2) + (t3 * toY);\n dx = prevX - x;\n dy = prevY - y;\n prevX = x;\n prevY = y;\n result += Math.sqrt((dx * dx) + (dy * dy));\n }\n return result;\n };\n /**\n * Calculate the points for a bezier curve and then draws it.\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param cpX2 - Second Control point x\n * @param cpY2 - Second Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @param points - Path array to push points into\n */\n BezierUtils.curveTo = function (cpX, cpY, cpX2, cpY2, toX, toY, points) {\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n points.length -= 2;\n var n = GRAPHICS_CURVES._segmentsCount(BezierUtils.curveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY));\n var dt = 0;\n var dt2 = 0;\n var dt3 = 0;\n var t2 = 0;\n var t3 = 0;\n points.push(fromX, fromY);\n for (var i = 1, j = 0; i <= n; ++i) {\n j = i / n;\n dt = (1 - j);\n dt2 = dt * dt;\n dt3 = dt2 * dt;\n t2 = j * j;\n t3 = t2 * j;\n points.push((dt3 * fromX) + (3 * dt2 * j * cpX) + (3 * dt * t2 * cpX2) + (t3 * toX), (dt3 * fromY) + (3 * dt2 * j * cpY) + (3 * dt * t2 * cpY2) + (t3 * toY));\n }\n };\n return BezierUtils;\n}());\n\n/**\n * Utilities for quadratic curves.\n * @private\n */\nvar QuadraticUtils = /** @class */ (function () {\n function QuadraticUtils() {\n }\n /**\n * Calculate length of quadratic curve\n * @see {@link http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/}\n * for the detailed explanation of math behind this.\n * @private\n * @param fromX - x-coordinate of curve start point\n * @param fromY - y-coordinate of curve start point\n * @param cpX - x-coordinate of curve control point\n * @param cpY - y-coordinate of curve control point\n * @param toX - x-coordinate of curve end point\n * @param toY - y-coordinate of curve end point\n * @returns - Length of quadratic curve\n */\n QuadraticUtils.curveLength = function (fromX, fromY, cpX, cpY, toX, toY) {\n var ax = fromX - (2.0 * cpX) + toX;\n var ay = fromY - (2.0 * cpY) + toY;\n var bx = (2.0 * cpX) - (2.0 * fromX);\n var by = (2.0 * cpY) - (2.0 * fromY);\n var a = 4.0 * ((ax * ax) + (ay * ay));\n var b = 4.0 * ((ax * bx) + (ay * by));\n var c = (bx * bx) + (by * by);\n var s = 2.0 * Math.sqrt(a + b + c);\n var a2 = Math.sqrt(a);\n var a32 = 2.0 * a * a2;\n var c2 = 2.0 * Math.sqrt(c);\n var ba = b / a2;\n return ((a32 * s)\n + (a2 * b * (s - c2))\n + (((4.0 * c * a) - (b * b))\n * Math.log(((2.0 * a2) + ba + s) / (ba + c2)))) / (4.0 * a32);\n };\n /**\n * Calculate the points for a quadratic bezier curve and then draws it.\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n * @private\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @param points - Points to add segments to.\n */\n QuadraticUtils.curveTo = function (cpX, cpY, toX, toY, points) {\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n var n = GRAPHICS_CURVES._segmentsCount(QuadraticUtils.curveLength(fromX, fromY, cpX, cpY, toX, toY));\n var xa = 0;\n var ya = 0;\n for (var i = 1; i <= n; ++i) {\n var j = i / n;\n xa = fromX + ((cpX - fromX) * j);\n ya = fromY + ((cpY - fromY) * j);\n points.push(xa + (((cpX + ((toX - cpX) * j)) - xa) * j), ya + (((cpY + ((toY - cpY) * j)) - ya) * j));\n }\n };\n return QuadraticUtils;\n}());\n\n/**\n * A structure to hold interim batch objects for Graphics.\n * @memberof PIXI.graphicsUtils\n */\nvar BatchPart = /** @class */ (function () {\n function BatchPart() {\n this.reset();\n }\n /**\n * Begin batch part.\n * @param style\n * @param startIndex\n * @param attribStart\n */\n BatchPart.prototype.begin = function (style, startIndex, attribStart) {\n this.reset();\n this.style = style;\n this.start = startIndex;\n this.attribStart = attribStart;\n };\n /**\n * End batch part.\n * @param endIndex\n * @param endAttrib\n */\n BatchPart.prototype.end = function (endIndex, endAttrib) {\n this.attribSize = endAttrib - this.attribStart;\n this.size = endIndex - this.start;\n };\n BatchPart.prototype.reset = function () {\n this.style = null;\n this.size = 0;\n this.start = 0;\n this.attribStart = 0;\n this.attribSize = 0;\n };\n return BatchPart;\n}());\n\n/**\n * Generalized convenience utilities for Graphics.\n * @namespace graphicsUtils\n * @memberof PIXI\n */\nvar _a;\n/**\n * Map of fill commands for each shape type.\n * @memberof PIXI.graphicsUtils\n * @member {object} FILL_COMMANDS\n */\nvar FILL_COMMANDS = (_a = {},\n _a[SHAPES.POLY] = buildPoly,\n _a[SHAPES.CIRC] = buildCircle,\n _a[SHAPES.ELIP] = buildCircle,\n _a[SHAPES.RECT] = buildRectangle,\n _a[SHAPES.RREC] = buildRoundedRectangle,\n _a);\n/**\n * Batch pool, stores unused batches for preventing allocations.\n * @memberof PIXI.graphicsUtils\n * @member {Array} BATCH_POOL\n */\nvar BATCH_POOL = [];\n/**\n * Draw call pool, stores unused draw calls for preventing allocations.\n * @memberof PIXI.graphicsUtils\n * @member {Array} DRAW_CALL_POOL\n */\nvar DRAW_CALL_POOL = [];\n\n/**\n * A class to contain data useful for Graphics objects\n * @memberof PIXI\n */\nvar GraphicsData = /** @class */ (function () {\n /**\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param fillStyle - the width of the line to draw\n * @param lineStyle - the color of the line to draw\n * @param matrix - Transform matrix\n */\n function GraphicsData(shape, fillStyle, lineStyle, matrix) {\n if (fillStyle === void 0) { fillStyle = null; }\n if (lineStyle === void 0) { lineStyle = null; }\n if (matrix === void 0) { matrix = null; }\n /** The collection of points. */\n this.points = [];\n /** The collection of holes. */\n this.holes = [];\n this.shape = shape;\n this.lineStyle = lineStyle;\n this.fillStyle = fillStyle;\n this.matrix = matrix;\n this.type = shape.type;\n }\n /**\n * Creates a new GraphicsData object with the same values as this one.\n * @returns - Cloned GraphicsData object\n */\n GraphicsData.prototype.clone = function () {\n return new GraphicsData(this.shape, this.fillStyle, this.lineStyle, this.matrix);\n };\n /** Destroys the Graphics data. */\n GraphicsData.prototype.destroy = function () {\n this.shape = null;\n this.holes.length = 0;\n this.holes = null;\n this.points.length = 0;\n this.points = null;\n this.lineStyle = null;\n this.fillStyle = null;\n };\n return GraphicsData;\n}());\n\nvar tmpPoint = new Point();\n/**\n * The Graphics class contains methods used to draw primitive shapes such as lines, circles and\n * rectangles to the display, and to color and fill them.\n *\n * GraphicsGeometry is designed to not be continually updating the geometry since it's expensive\n * to re-tesselate using **earcut**. Consider using {@link PIXI.Mesh} for this use-case, it's much faster.\n * @memberof PIXI\n */\nvar GraphicsGeometry = /** @class */ (function (_super) {\n __extends(GraphicsGeometry, _super);\n // eslint-disable-next-line @typescript-eslint/no-useless-constructor\n function GraphicsGeometry() {\n var _this = _super.call(this) || this;\n /** Minimal distance between points that are considered different. Affects line tesselation. */\n _this.closePointEps = 1e-4;\n /** Padding to add to the bounds. */\n _this.boundsPadding = 0;\n _this.uvsFloat32 = null;\n _this.indicesUint16 = null;\n _this.batchable = false;\n /** An array of points to draw, 2 numbers per point */\n _this.points = [];\n /** The collection of colors */\n _this.colors = [];\n /** The UVs collection */\n _this.uvs = [];\n /** The indices of the vertices */\n _this.indices = [];\n /** Reference to the texture IDs. */\n _this.textureIds = [];\n /**\n * The collection of drawn shapes.\n * @member {PIXI.GraphicsData[]}\n */\n _this.graphicsData = [];\n /**\n * List of current draw calls drived from the batches.\n * @member {PIXI.BatchDrawCall[]}\n */\n _this.drawCalls = [];\n /** Batches need to regenerated if the geometry is updated. */\n _this.batchDirty = -1;\n /**\n * Intermediate abstract format sent to batch system.\n * Can be converted to drawCalls or to batchable objects.\n * @member {PIXI.graphicsUtils.BatchPart[]}\n */\n _this.batches = [];\n /** Used to detect if the graphics object has changed. */\n _this.dirty = 0;\n /** Used to check if the cache is dirty. */\n _this.cacheDirty = -1;\n /** Used to detect if we cleared the graphicsData. */\n _this.clearDirty = 0;\n /** Index of the last batched shape in the stack of calls. */\n _this.shapeIndex = 0;\n /** Cached bounds. */\n _this._bounds = new Bounds();\n /** The bounds dirty flag. */\n _this.boundsDirty = -1;\n return _this;\n }\n Object.defineProperty(GraphicsGeometry.prototype, \"bounds\", {\n /**\n * Get the current bounds of the graphic geometry.\n * @readonly\n */\n get: function () {\n this.updateBatches();\n if (this.boundsDirty !== this.dirty) {\n this.boundsDirty = this.dirty;\n this.calculateBounds();\n }\n return this._bounds;\n },\n enumerable: false,\n configurable: true\n });\n /** Call if you changed graphicsData manually. Empties all batch buffers. */\n GraphicsGeometry.prototype.invalidate = function () {\n this.boundsDirty = -1;\n this.dirty++;\n this.batchDirty++;\n this.shapeIndex = 0;\n this.points.length = 0;\n this.colors.length = 0;\n this.uvs.length = 0;\n this.indices.length = 0;\n this.textureIds.length = 0;\n for (var i = 0; i < this.drawCalls.length; i++) {\n this.drawCalls[i].texArray.clear();\n DRAW_CALL_POOL.push(this.drawCalls[i]);\n }\n this.drawCalls.length = 0;\n for (var i = 0; i < this.batches.length; i++) {\n var batchPart = this.batches[i];\n batchPart.reset();\n BATCH_POOL.push(batchPart);\n }\n this.batches.length = 0;\n };\n /**\n * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.\n * @returns - This GraphicsGeometry object. Good for chaining method calls\n */\n GraphicsGeometry.prototype.clear = function () {\n if (this.graphicsData.length > 0) {\n this.invalidate();\n this.clearDirty++;\n this.graphicsData.length = 0;\n }\n return this;\n };\n /**\n * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param fillStyle - Defines style of the fill.\n * @param lineStyle - Defines style of the lines.\n * @param matrix - Transform applied to the points of the shape.\n * @returns - Returns geometry for chaining.\n */\n GraphicsGeometry.prototype.drawShape = function (shape, fillStyle, lineStyle, matrix) {\n if (fillStyle === void 0) { fillStyle = null; }\n if (lineStyle === void 0) { lineStyle = null; }\n if (matrix === void 0) { matrix = null; }\n var data = new GraphicsData(shape, fillStyle, lineStyle, matrix);\n this.graphicsData.push(data);\n this.dirty++;\n return this;\n };\n /**\n * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param matrix - Transform applied to the points of the shape.\n * @returns - Returns geometry for chaining.\n */\n GraphicsGeometry.prototype.drawHole = function (shape, matrix) {\n if (matrix === void 0) { matrix = null; }\n if (!this.graphicsData.length) {\n return null;\n }\n var data = new GraphicsData(shape, null, null, matrix);\n var lastShape = this.graphicsData[this.graphicsData.length - 1];\n data.lineStyle = lastShape.lineStyle;\n lastShape.holes.push(data);\n this.dirty++;\n return this;\n };\n /** Destroys the GraphicsGeometry object. */\n GraphicsGeometry.prototype.destroy = function () {\n _super.prototype.destroy.call(this);\n // destroy each of the GraphicsData objects\n for (var i = 0; i < this.graphicsData.length; ++i) {\n this.graphicsData[i].destroy();\n }\n this.points.length = 0;\n this.points = null;\n this.colors.length = 0;\n this.colors = null;\n this.uvs.length = 0;\n this.uvs = null;\n this.indices.length = 0;\n this.indices = null;\n this.indexBuffer.destroy();\n this.indexBuffer = null;\n this.graphicsData.length = 0;\n this.graphicsData = null;\n this.drawCalls.length = 0;\n this.drawCalls = null;\n this.batches.length = 0;\n this.batches = null;\n this._bounds = null;\n };\n /**\n * Check to see if a point is contained within this geometry.\n * @param point - Point to check if it's contained.\n * @returns {boolean} `true` if the point is contained within geometry.\n */\n GraphicsGeometry.prototype.containsPoint = function (point) {\n var graphicsData = this.graphicsData;\n for (var i = 0; i < graphicsData.length; ++i) {\n var data = graphicsData[i];\n if (!data.fillStyle.visible) {\n continue;\n }\n // only deal with fills..\n if (data.shape) {\n if (data.matrix) {\n data.matrix.applyInverse(point, tmpPoint);\n }\n else {\n tmpPoint.copyFrom(point);\n }\n if (data.shape.contains(tmpPoint.x, tmpPoint.y)) {\n var hitHole = false;\n if (data.holes) {\n for (var i_1 = 0; i_1 < data.holes.length; i_1++) {\n var hole = data.holes[i_1];\n if (hole.shape.contains(tmpPoint.x, tmpPoint.y)) {\n hitHole = true;\n break;\n }\n }\n }\n if (!hitHole) {\n return true;\n }\n }\n }\n }\n return false;\n };\n /**\n * Generates intermediate batch data. Either gets converted to drawCalls\n * or used to convert to batch objects directly by the Graphics object.\n */\n GraphicsGeometry.prototype.updateBatches = function () {\n if (!this.graphicsData.length) {\n this.batchable = true;\n return;\n }\n if (!this.validateBatching()) {\n return;\n }\n this.cacheDirty = this.dirty;\n var uvs = this.uvs;\n var graphicsData = this.graphicsData;\n var batchPart = null;\n var currentStyle = null;\n if (this.batches.length > 0) {\n batchPart = this.batches[this.batches.length - 1];\n currentStyle = batchPart.style;\n }\n for (var i = this.shapeIndex; i < graphicsData.length; i++) {\n this.shapeIndex++;\n var data = graphicsData[i];\n var fillStyle = data.fillStyle;\n var lineStyle = data.lineStyle;\n var command = FILL_COMMANDS[data.type];\n // build out the shapes points..\n command.build(data);\n if (data.matrix) {\n this.transformPoints(data.points, data.matrix);\n }\n if (fillStyle.visible || lineStyle.visible) {\n this.processHoles(data.holes);\n }\n for (var j = 0; j < 2; j++) {\n var style = (j === 0) ? fillStyle : lineStyle;\n if (!style.visible)\n { continue; }\n var nextTexture = style.texture.baseTexture;\n var index_1 = this.indices.length;\n var attribIndex = this.points.length / 2;\n nextTexture.wrapMode = WRAP_MODES.REPEAT;\n if (j === 0) {\n this.processFill(data);\n }\n else {\n this.processLine(data);\n }\n var size = (this.points.length / 2) - attribIndex;\n if (size === 0)\n { continue; }\n // close batch if style is different\n if (batchPart && !this._compareStyles(currentStyle, style)) {\n batchPart.end(index_1, attribIndex);\n batchPart = null;\n }\n // spawn new batch if its first batch or previous was closed\n if (!batchPart) {\n batchPart = BATCH_POOL.pop() || new BatchPart();\n batchPart.begin(style, index_1, attribIndex);\n this.batches.push(batchPart);\n currentStyle = style;\n }\n this.addUvs(this.points, uvs, style.texture, attribIndex, size, style.matrix);\n }\n }\n var index = this.indices.length;\n var attrib = this.points.length / 2;\n if (batchPart) {\n batchPart.end(index, attrib);\n }\n if (this.batches.length === 0) {\n // there are no visible styles in GraphicsData\n // its possible that someone wants Graphics just for the bounds\n this.batchable = true;\n return;\n }\n var need32 = attrib > 0xffff;\n // prevent allocation when length is same as buffer\n if (this.indicesUint16 && this.indices.length === this.indicesUint16.length\n && need32 === (this.indicesUint16.BYTES_PER_ELEMENT > 2)) {\n this.indicesUint16.set(this.indices);\n }\n else {\n this.indicesUint16 = need32 ? new Uint32Array(this.indices) : new Uint16Array(this.indices);\n }\n // TODO make this a const..\n this.batchable = this.isBatchable();\n if (this.batchable) {\n this.packBatches();\n }\n else {\n this.buildDrawCalls();\n }\n };\n /**\n * Affinity check\n * @param styleA\n * @param styleB\n */\n GraphicsGeometry.prototype._compareStyles = function (styleA, styleB) {\n if (!styleA || !styleB) {\n return false;\n }\n if (styleA.texture.baseTexture !== styleB.texture.baseTexture) {\n return false;\n }\n if (styleA.color + styleA.alpha !== styleB.color + styleB.alpha) {\n return false;\n }\n if (!!styleA.native !== !!styleB.native) {\n return false;\n }\n return true;\n };\n /** Test geometry for batching process. */\n GraphicsGeometry.prototype.validateBatching = function () {\n if (this.dirty === this.cacheDirty || !this.graphicsData.length) {\n return false;\n }\n for (var i = 0, l = this.graphicsData.length; i < l; i++) {\n var data = this.graphicsData[i];\n var fill = data.fillStyle;\n var line = data.lineStyle;\n if (fill && !fill.texture.baseTexture.valid)\n { return false; }\n if (line && !line.texture.baseTexture.valid)\n { return false; }\n }\n return true;\n };\n /** Offset the indices so that it works with the batcher. */\n GraphicsGeometry.prototype.packBatches = function () {\n this.batchDirty++;\n this.uvsFloat32 = new Float32Array(this.uvs);\n var batches = this.batches;\n for (var i = 0, l = batches.length; i < l; i++) {\n var batch = batches[i];\n for (var j = 0; j < batch.size; j++) {\n var index = batch.start + j;\n this.indicesUint16[index] = this.indicesUint16[index] - batch.attribStart;\n }\n }\n };\n /**\n * Checks to see if this graphics geometry can be batched.\n * Currently it needs to be small enough and not contain any native lines.\n */\n GraphicsGeometry.prototype.isBatchable = function () {\n // prevent heavy mesh batching\n if (this.points.length > 0xffff * 2) {\n return false;\n }\n var batches = this.batches;\n for (var i = 0; i < batches.length; i++) {\n if (batches[i].style.native) {\n return false;\n }\n }\n return (this.points.length < GraphicsGeometry.BATCHABLE_SIZE * 2);\n };\n /** Converts intermediate batches data to drawCalls. */\n GraphicsGeometry.prototype.buildDrawCalls = function () {\n var TICK = ++BaseTexture._globalBatch;\n for (var i = 0; i < this.drawCalls.length; i++) {\n this.drawCalls[i].texArray.clear();\n DRAW_CALL_POOL.push(this.drawCalls[i]);\n }\n this.drawCalls.length = 0;\n var colors = this.colors;\n var textureIds = this.textureIds;\n var currentGroup = DRAW_CALL_POOL.pop();\n if (!currentGroup) {\n currentGroup = new BatchDrawCall();\n currentGroup.texArray = new BatchTextureArray();\n }\n currentGroup.texArray.count = 0;\n currentGroup.start = 0;\n currentGroup.size = 0;\n currentGroup.type = DRAW_MODES.TRIANGLES;\n var textureCount = 0;\n var currentTexture = null;\n var textureId = 0;\n var native = false;\n var drawMode = DRAW_MODES.TRIANGLES;\n var index = 0;\n this.drawCalls.push(currentGroup);\n // TODO - this can be simplified\n for (var i = 0; i < this.batches.length; i++) {\n var data = this.batches[i];\n // TODO add some full on MAX_TEXTURE CODE..\n var MAX_TEXTURES = 8;\n // Forced cast for checking `native` without errors\n var style = data.style;\n var nextTexture = style.texture.baseTexture;\n if (native !== !!style.native) {\n native = !!style.native;\n drawMode = native ? DRAW_MODES.LINES : DRAW_MODES.TRIANGLES;\n // force the batch to break!\n currentTexture = null;\n textureCount = MAX_TEXTURES;\n TICK++;\n }\n if (currentTexture !== nextTexture) {\n currentTexture = nextTexture;\n if (nextTexture._batchEnabled !== TICK) {\n if (textureCount === MAX_TEXTURES) {\n TICK++;\n textureCount = 0;\n if (currentGroup.size > 0) {\n currentGroup = DRAW_CALL_POOL.pop();\n if (!currentGroup) {\n currentGroup = new BatchDrawCall();\n currentGroup.texArray = new BatchTextureArray();\n }\n this.drawCalls.push(currentGroup);\n }\n currentGroup.start = index;\n currentGroup.size = 0;\n currentGroup.texArray.count = 0;\n currentGroup.type = drawMode;\n }\n // TODO add this to the render part..\n // Hack! Because texture has protected `touched`\n nextTexture.touched = 1; // touch;\n nextTexture._batchEnabled = TICK;\n nextTexture._batchLocation = textureCount;\n nextTexture.wrapMode = WRAP_MODES.REPEAT;\n currentGroup.texArray.elements[currentGroup.texArray.count++] = nextTexture;\n textureCount++;\n }\n }\n currentGroup.size += data.size;\n index += data.size;\n textureId = nextTexture._batchLocation;\n this.addColors(colors, style.color, style.alpha, data.attribSize, data.attribStart);\n this.addTextureIds(textureIds, textureId, data.attribSize, data.attribStart);\n }\n BaseTexture._globalBatch = TICK;\n // upload..\n // merge for now!\n this.packAttributes();\n };\n /** Packs attributes to single buffer. */\n GraphicsGeometry.prototype.packAttributes = function () {\n var verts = this.points;\n var uvs = this.uvs;\n var colors = this.colors;\n var textureIds = this.textureIds;\n // verts are 2 positions.. so we * by 3 as there are 6 properties.. then 4 cos its bytes\n var glPoints = new ArrayBuffer(verts.length * 3 * 4);\n var f32 = new Float32Array(glPoints);\n var u32 = new Uint32Array(glPoints);\n var p = 0;\n for (var i = 0; i < verts.length / 2; i++) {\n f32[p++] = verts[i * 2];\n f32[p++] = verts[(i * 2) + 1];\n f32[p++] = uvs[i * 2];\n f32[p++] = uvs[(i * 2) + 1];\n u32[p++] = colors[i];\n f32[p++] = textureIds[i];\n }\n this._buffer.update(glPoints);\n this._indexBuffer.update(this.indicesUint16);\n };\n /**\n * Process fill part of Graphics.\n * @param data\n */\n GraphicsGeometry.prototype.processFill = function (data) {\n if (data.holes.length) {\n buildPoly.triangulate(data, this);\n }\n else {\n var command = FILL_COMMANDS[data.type];\n command.triangulate(data, this);\n }\n };\n /**\n * Process line part of Graphics.\n * @param data\n */\n GraphicsGeometry.prototype.processLine = function (data) {\n buildLine(data, this);\n for (var i = 0; i < data.holes.length; i++) {\n buildLine(data.holes[i], this);\n }\n };\n /**\n * Process the holes data.\n * @param holes\n */\n GraphicsGeometry.prototype.processHoles = function (holes) {\n for (var i = 0; i < holes.length; i++) {\n var hole = holes[i];\n var command = FILL_COMMANDS[hole.type];\n command.build(hole);\n if (hole.matrix) {\n this.transformPoints(hole.points, hole.matrix);\n }\n }\n };\n /** Update the local bounds of the object. Expensive to use performance-wise. */\n GraphicsGeometry.prototype.calculateBounds = function () {\n var bounds = this._bounds;\n bounds.clear();\n bounds.addVertexData(this.points, 0, this.points.length);\n bounds.pad(this.boundsPadding, this.boundsPadding);\n };\n /**\n * Transform points using matrix.\n * @param points - Points to transform\n * @param matrix - Transform matrix\n */\n GraphicsGeometry.prototype.transformPoints = function (points, matrix) {\n for (var i = 0; i < points.length / 2; i++) {\n var x = points[(i * 2)];\n var y = points[(i * 2) + 1];\n points[(i * 2)] = (matrix.a * x) + (matrix.c * y) + matrix.tx;\n points[(i * 2) + 1] = (matrix.b * x) + (matrix.d * y) + matrix.ty;\n }\n };\n /**\n * Add colors.\n * @param colors - List of colors to add to\n * @param color - Color to add\n * @param alpha - Alpha to use\n * @param size - Number of colors to add\n * @param offset\n */\n GraphicsGeometry.prototype.addColors = function (colors, color, alpha, size, offset) {\n if (offset === void 0) { offset = 0; }\n // TODO use the premultiply bits Ivan added\n var rgb = (color >> 16) + (color & 0xff00) + ((color & 0xff) << 16);\n var rgba = premultiplyTint(rgb, alpha);\n colors.length = Math.max(colors.length, offset + size);\n for (var i = 0; i < size; i++) {\n colors[offset + i] = rgba;\n }\n };\n /**\n * Add texture id that the shader/fragment wants to use.\n * @param textureIds\n * @param id\n * @param size\n * @param offset\n */\n GraphicsGeometry.prototype.addTextureIds = function (textureIds, id, size, offset) {\n if (offset === void 0) { offset = 0; }\n textureIds.length = Math.max(textureIds.length, offset + size);\n for (var i = 0; i < size; i++) {\n textureIds[offset + i] = id;\n }\n };\n /**\n * Generates the UVs for a shape.\n * @param verts - Vertices\n * @param uvs - UVs\n * @param texture - Reference to Texture\n * @param start - Index buffer start index.\n * @param size - The size/length for index buffer.\n * @param matrix - Optional transform for all points.\n */\n GraphicsGeometry.prototype.addUvs = function (verts, uvs, texture, start, size, matrix) {\n if (matrix === void 0) { matrix = null; }\n var index = 0;\n var uvsStart = uvs.length;\n var frame = texture.frame;\n while (index < size) {\n var x = verts[(start + index) * 2];\n var y = verts[((start + index) * 2) + 1];\n if (matrix) {\n var nx = (matrix.a * x) + (matrix.c * y) + matrix.tx;\n y = (matrix.b * x) + (matrix.d * y) + matrix.ty;\n x = nx;\n }\n index++;\n uvs.push(x / frame.width, y / frame.height);\n }\n var baseTexture = texture.baseTexture;\n if (frame.width < baseTexture.width\n || frame.height < baseTexture.height) {\n this.adjustUvs(uvs, texture, uvsStart, size);\n }\n };\n /**\n * Modify uvs array according to position of texture region\n * Does not work with rotated or trimmed textures\n * @param uvs - array\n * @param texture - region\n * @param start - starting index for uvs\n * @param size - how many points to adjust\n */\n GraphicsGeometry.prototype.adjustUvs = function (uvs, texture, start, size) {\n var baseTexture = texture.baseTexture;\n var eps = 1e-6;\n var finish = start + (size * 2);\n var frame = texture.frame;\n var scaleX = frame.width / baseTexture.width;\n var scaleY = frame.height / baseTexture.height;\n var offsetX = frame.x / frame.width;\n var offsetY = frame.y / frame.height;\n var minX = Math.floor(uvs[start] + eps);\n var minY = Math.floor(uvs[start + 1] + eps);\n for (var i = start + 2; i < finish; i += 2) {\n minX = Math.min(minX, Math.floor(uvs[i] + eps));\n minY = Math.min(minY, Math.floor(uvs[i + 1] + eps));\n }\n offsetX -= minX;\n offsetY -= minY;\n for (var i = start; i < finish; i += 2) {\n uvs[i] = (uvs[i] + offsetX) * scaleX;\n uvs[i + 1] = (uvs[i + 1] + offsetY) * scaleY;\n }\n };\n /**\n * The maximum number of points to consider an object \"batchable\",\n * able to be batched by the renderer's batch system.\n\\\n */\n GraphicsGeometry.BATCHABLE_SIZE = 100;\n return GraphicsGeometry;\n}(BatchGeometry));\n\n/**\n * Represents the line style for Graphics.\n * @memberof PIXI\n */\nvar LineStyle = /** @class */ (function (_super) {\n __extends(LineStyle, _super);\n function LineStyle() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n /** The width (thickness) of any lines drawn. */\n _this.width = 0;\n /** The alignment of any lines drawn (0.5 = middle, 1 = outer, 0 = inner). WebGL only. */\n _this.alignment = 0.5;\n /** If true the lines will be draw using LINES instead of TRIANGLE_STRIP. */\n _this.native = false;\n /**\n * Line cap style.\n * @member {PIXI.LINE_CAP}\n * @default PIXI.LINE_CAP.BUTT\n */\n _this.cap = LINE_CAP.BUTT;\n /**\n * Line join style.\n * @member {PIXI.LINE_JOIN}\n * @default PIXI.LINE_JOIN.MITER\n */\n _this.join = LINE_JOIN.MITER;\n /** Miter limit. */\n _this.miterLimit = 10;\n return _this;\n }\n /** Clones the object. */\n LineStyle.prototype.clone = function () {\n var obj = new LineStyle();\n obj.color = this.color;\n obj.alpha = this.alpha;\n obj.texture = this.texture;\n obj.matrix = this.matrix;\n obj.visible = this.visible;\n obj.width = this.width;\n obj.alignment = this.alignment;\n obj.native = this.native;\n obj.cap = this.cap;\n obj.join = this.join;\n obj.miterLimit = this.miterLimit;\n return obj;\n };\n /** Reset the line style to default. */\n LineStyle.prototype.reset = function () {\n _super.prototype.reset.call(this);\n // Override default line style color\n this.color = 0x0;\n this.alignment = 0.5;\n this.width = 0;\n this.native = false;\n };\n return LineStyle;\n}(FillStyle));\n\nvar temp = new Float32Array(3);\n// a default shaders map used by graphics..\nvar DEFAULT_SHADERS = {};\n/**\n * The Graphics class is primarily used to render primitive shapes such as lines, circles and\n * rectangles to the display, and to color and fill them. However, you can also use a Graphics\n * object to build a list of primitives to use as a mask, or as a complex hitArea.\n *\n * Please note that due to legacy naming conventions, the behavior of some functions in this class\n * can be confusing. Each call to `drawRect()`, `drawPolygon()`, etc. actually stores that primitive\n * in the Geometry class's GraphicsGeometry object for later use in rendering or hit testing - the\n * functions do not directly draw anything to the screen. Similarly, the `clear()` function doesn't\n * change the screen, it simply resets the list of primitives, which can be useful if you want to\n * rebuild the contents of an existing Graphics object.\n *\n * Once a GraphicsGeometry list is built, you can re-use it in other Geometry objects as\n * an optimization, by passing it into a new Geometry object's constructor. Because of this\n * ability, it's important to call `destroy()` on Geometry objects once you are done with them, to\n * properly dereference each GraphicsGeometry and prevent memory leaks.\n * @memberof PIXI\n */\nvar Graphics = /** @class */ (function (_super) {\n __extends(Graphics, _super);\n /**\n * @param geometry - Geometry to use, if omitted will create a new GraphicsGeometry instance.\n */\n function Graphics(geometry) {\n if (geometry === void 0) { geometry = null; }\n var _this = _super.call(this) || this;\n /**\n * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU.\n * Can be shared between multiple Graphics objects.\n */\n _this.shader = null;\n /** Renderer plugin for batching */\n _this.pluginName = 'batch';\n /**\n * Current path\n * @readonly\n */\n _this.currentPath = null;\n /** A collections of batches! These can be drawn by the renderer batch system. */\n _this.batches = [];\n /** Update dirty for limiting calculating tints for batches. */\n _this.batchTint = -1;\n /** Update dirty for limiting calculating batches.*/\n _this.batchDirty = -1;\n /** Copy of the object vertex data. */\n _this.vertexData = null;\n /** Current fill style. */\n _this._fillStyle = new FillStyle();\n /** Current line style. */\n _this._lineStyle = new LineStyle();\n /** Current shape transform matrix. */\n _this._matrix = null;\n /** Current hole mode is enabled. */\n _this._holeMode = false;\n /**\n * Represents the WebGL state the Graphics required to render, excludes shader and geometry. E.g.,\n * blend mode, culling, depth testing, direction of rendering triangles, backface, etc.\n */\n _this.state = State.for2d();\n _this._geometry = geometry || new GraphicsGeometry();\n _this._geometry.refCount++;\n /**\n * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite.\n * This is useful if your graphics element does not change often, as it will speed up the rendering\n * of the object in exchange for taking up texture memory. It is also useful if you need the graphics\n * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if\n * you are constantly redrawing the graphics element.\n * @name cacheAsBitmap\n * @member {boolean}\n * @memberof PIXI.Graphics#\n * @default false\n */\n _this._transformID = -1;\n // Set default\n _this.tint = 0xFFFFFF;\n _this.blendMode = BLEND_MODES.NORMAL;\n return _this;\n }\n Object.defineProperty(Graphics.prototype, \"geometry\", {\n /**\n * Includes vertex positions, face indices, normals, colors, UVs, and\n * custom attributes within buffers, reducing the cost of passing all\n * this data to the GPU. Can be shared between multiple Mesh or Graphics objects.\n * @readonly\n */\n get: function () {\n return this._geometry;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates a new Graphics object with the same values as this one.\n * Note that only the geometry of the object is cloned, not its transform (position,scale,etc)\n * @returns - A clone of the graphics object\n */\n Graphics.prototype.clone = function () {\n this.finishPoly();\n return new Graphics(this._geometry);\n };\n Object.defineProperty(Graphics.prototype, \"blendMode\", {\n get: function () {\n return this.state.blendMode;\n },\n /**\n * The blend mode to be applied to the graphic shape. Apply a value of\n * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. Note that, since each\n * primitive in the GraphicsGeometry list is rendered sequentially, modes\n * such as `PIXI.BLEND_MODES.ADD` and `PIXI.BLEND_MODES.MULTIPLY` will\n * be applied per-primitive.\n * @default PIXI.BLEND_MODES.NORMAL\n */\n set: function (value) {\n this.state.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Graphics.prototype, \"tint\", {\n /**\n * The tint applied to each graphic shape. This is a hex value. A value of\n * 0xFFFFFF will remove any tint effect.\n * @default 0xFFFFFF\n */\n get: function () {\n return this._tint;\n },\n set: function (value) {\n this._tint = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Graphics.prototype, \"fill\", {\n /**\n * The current fill style.\n * @readonly\n */\n get: function () {\n return this._fillStyle;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Graphics.prototype, \"line\", {\n /**\n * The current line style.\n * @readonly\n */\n get: function () {\n return this._lineStyle;\n },\n enumerable: false,\n configurable: true\n });\n Graphics.prototype.lineStyle = function (options, color, alpha, alignment, native) {\n if (options === void 0) { options = null; }\n if (color === void 0) { color = 0x0; }\n if (alpha === void 0) { alpha = 1; }\n if (alignment === void 0) { alignment = 0.5; }\n if (native === void 0) { native = false; }\n // Support non-object params: (width, color, alpha, alignment, native)\n if (typeof options === 'number') {\n options = { width: options, color: color, alpha: alpha, alignment: alignment, native: native };\n }\n return this.lineTextureStyle(options);\n };\n /**\n * Like line style but support texture for line fill.\n * @param [options] - Collection of options for setting line style.\n * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style\n * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to use\n * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style.\n * Default 0xFFFFFF if texture present.\n * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style\n * @param {PIXI.Matrix} [options.matrix=null] - Texture matrix to transform texture\n * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outer).\n * WebGL only.\n * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style\n * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style\n * @param {number}[options.miterLimit=10] - miter limit ratio\n * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.lineTextureStyle = function (options) {\n // Apply defaults\n options = Object.assign({\n width: 0,\n texture: Texture.WHITE,\n color: (options && options.texture) ? 0xFFFFFF : 0x0,\n alpha: 1,\n matrix: null,\n alignment: 0.5,\n native: false,\n cap: LINE_CAP.BUTT,\n join: LINE_JOIN.MITER,\n miterLimit: 10,\n }, options);\n if (this.currentPath) {\n this.startPoly();\n }\n var visible = options.width > 0 && options.alpha > 0;\n if (!visible) {\n this._lineStyle.reset();\n }\n else {\n if (options.matrix) {\n options.matrix = options.matrix.clone();\n options.matrix.invert();\n }\n Object.assign(this._lineStyle, { visible: visible }, options);\n }\n return this;\n };\n /**\n * Start a polygon object internally.\n * @protected\n */\n Graphics.prototype.startPoly = function () {\n if (this.currentPath) {\n var points = this.currentPath.points;\n var len = this.currentPath.points.length;\n if (len > 2) {\n this.drawShape(this.currentPath);\n this.currentPath = new Polygon();\n this.currentPath.closeStroke = false;\n this.currentPath.points.push(points[len - 2], points[len - 1]);\n }\n }\n else {\n this.currentPath = new Polygon();\n this.currentPath.closeStroke = false;\n }\n };\n /**\n * Finish the polygon object.\n * @protected\n */\n Graphics.prototype.finishPoly = function () {\n if (this.currentPath) {\n if (this.currentPath.points.length > 2) {\n this.drawShape(this.currentPath);\n this.currentPath = null;\n }\n else {\n this.currentPath.points.length = 0;\n }\n }\n };\n /**\n * Moves the current drawing position to x, y.\n * @param x - the X coordinate to move to\n * @param y - the Y coordinate to move to\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.moveTo = function (x, y) {\n this.startPoly();\n this.currentPath.points[0] = x;\n this.currentPath.points[1] = y;\n return this;\n };\n /**\n * Draws a line using the current line style from the current drawing position to (x, y);\n * The current drawing position is then set to (x, y).\n * @param x - the X coordinate to draw to\n * @param y - the Y coordinate to draw to\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.lineTo = function (x, y) {\n if (!this.currentPath) {\n this.moveTo(0, 0);\n }\n // remove duplicates..\n var points = this.currentPath.points;\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n if (fromX !== x || fromY !== y) {\n points.push(x, y);\n }\n return this;\n };\n /**\n * Initialize the curve\n * @param x\n * @param y\n */\n Graphics.prototype._initCurve = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (this.currentPath) {\n if (this.currentPath.points.length === 0) {\n this.currentPath.points = [x, y];\n }\n }\n else {\n this.moveTo(x, y);\n }\n };\n /**\n * Calculate the points for a quadratic bezier curve and then draws it.\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.quadraticCurveTo = function (cpX, cpY, toX, toY) {\n this._initCurve();\n var points = this.currentPath.points;\n if (points.length === 0) {\n this.moveTo(0, 0);\n }\n QuadraticUtils.curveTo(cpX, cpY, toX, toY, points);\n return this;\n };\n /**\n * Calculate the points for a bezier curve and then draws it.\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param cpX2 - Second Control point x\n * @param cpY2 - Second Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @returns This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.bezierCurveTo = function (cpX, cpY, cpX2, cpY2, toX, toY) {\n this._initCurve();\n BezierUtils.curveTo(cpX, cpY, cpX2, cpY2, toX, toY, this.currentPath.points);\n return this;\n };\n /**\n * The arcTo() method creates an arc/curve between two tangents on the canvas.\n *\n * \"borrowed\" from https://code.google.com/p/fxcanvas/ - thanks google!\n * @param x1 - The x-coordinate of the first tangent point of the arc\n * @param y1 - The y-coordinate of the first tangent point of the arc\n * @param x2 - The x-coordinate of the end of the arc\n * @param y2 - The y-coordinate of the end of the arc\n * @param radius - The radius of the arc\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.arcTo = function (x1, y1, x2, y2, radius) {\n this._initCurve(x1, y1);\n var points = this.currentPath.points;\n var result = ArcUtils.curveTo(x1, y1, x2, y2, radius, points);\n if (result) {\n var cx = result.cx, cy = result.cy, radius_1 = result.radius, startAngle = result.startAngle, endAngle = result.endAngle, anticlockwise = result.anticlockwise;\n this.arc(cx, cy, radius_1, startAngle, endAngle, anticlockwise);\n }\n return this;\n };\n /**\n * The arc method creates an arc/curve (used to create circles, or parts of circles).\n * @param cx - The x-coordinate of the center of the circle\n * @param cy - The y-coordinate of the center of the circle\n * @param radius - The radius of the circle\n * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position\n * of the arc's circle)\n * @param endAngle - The ending angle, in radians\n * @param anticlockwise - Specifies whether the drawing should be\n * counter-clockwise or clockwise. False is default, and indicates clockwise, while true\n * indicates counter-clockwise.\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.arc = function (cx, cy, radius, startAngle, endAngle, anticlockwise) {\n if (anticlockwise === void 0) { anticlockwise = false; }\n if (startAngle === endAngle) {\n return this;\n }\n if (!anticlockwise && endAngle <= startAngle) {\n endAngle += PI_2;\n }\n else if (anticlockwise && startAngle <= endAngle) {\n startAngle += PI_2;\n }\n var sweep = endAngle - startAngle;\n if (sweep === 0) {\n return this;\n }\n var startX = cx + (Math.cos(startAngle) * radius);\n var startY = cy + (Math.sin(startAngle) * radius);\n var eps = this._geometry.closePointEps;\n // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path.\n var points = this.currentPath ? this.currentPath.points : null;\n if (points) {\n // TODO: make a better fix.\n // We check how far our start is from the last existing point\n var xDiff = Math.abs(points[points.length - 2] - startX);\n var yDiff = Math.abs(points[points.length - 1] - startY);\n if (xDiff < eps && yDiff < eps) ;\n else {\n points.push(startX, startY);\n }\n }\n else {\n this.moveTo(startX, startY);\n points = this.currentPath.points;\n }\n ArcUtils.arc(startX, startY, cx, cy, radius, startAngle, endAngle, anticlockwise, points);\n return this;\n };\n /**\n * Specifies a simple one-color fill that subsequent calls to other Graphics methods\n * (such as lineTo() or drawCircle()) use when drawing.\n * @param color - the color of the fill\n * @param alpha - the alpha of the fill\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.beginFill = function (color, alpha) {\n if (color === void 0) { color = 0; }\n if (alpha === void 0) { alpha = 1; }\n return this.beginTextureFill({ texture: Texture.WHITE, color: color, alpha: alpha });\n };\n /**\n * Begin the texture fill\n * @param options - Object object.\n * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to fill\n * @param {number} [options.color=0xffffff] - Background to fill behind texture\n * @param {number} [options.alpha=1] - Alpha of fill\n * @param {PIXI.Matrix} [options.matrix=null] - Transform matrix\n * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.beginTextureFill = function (options) {\n // Apply defaults\n options = Object.assign({\n texture: Texture.WHITE,\n color: 0xFFFFFF,\n alpha: 1,\n matrix: null,\n }, options);\n if (this.currentPath) {\n this.startPoly();\n }\n var visible = options.alpha > 0;\n if (!visible) {\n this._fillStyle.reset();\n }\n else {\n if (options.matrix) {\n options.matrix = options.matrix.clone();\n options.matrix.invert();\n }\n Object.assign(this._fillStyle, { visible: visible }, options);\n }\n return this;\n };\n /**\n * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.endFill = function () {\n this.finishPoly();\n this._fillStyle.reset();\n return this;\n };\n /**\n * Draws a rectangle shape.\n * @param x - The X coord of the top-left of the rectangle\n * @param y - The Y coord of the top-left of the rectangle\n * @param width - The width of the rectangle\n * @param height - The height of the rectangle\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawRect = function (x, y, width, height) {\n return this.drawShape(new Rectangle(x, y, width, height));\n };\n /**\n * Draw a rectangle shape with rounded/beveled corners.\n * @param x - The X coord of the top-left of the rectangle\n * @param y - The Y coord of the top-left of the rectangle\n * @param width - The width of the rectangle\n * @param height - The height of the rectangle\n * @param radius - Radius of the rectangle corners\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawRoundedRect = function (x, y, width, height, radius) {\n return this.drawShape(new RoundedRectangle(x, y, width, height, radius));\n };\n /**\n * Draws a circle.\n * @param x - The X coordinate of the center of the circle\n * @param y - The Y coordinate of the center of the circle\n * @param radius - The radius of the circle\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawCircle = function (x, y, radius) {\n return this.drawShape(new Circle(x, y, radius));\n };\n /**\n * Draws an ellipse.\n * @param x - The X coordinate of the center of the ellipse\n * @param y - The Y coordinate of the center of the ellipse\n * @param width - The half width of the ellipse\n * @param height - The half height of the ellipse\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawEllipse = function (x, y, width, height) {\n return this.drawShape(new Ellipse(x, y, width, height));\n };\n /**\n * Draws a polygon using the given path.\n * @param {number[]|PIXI.Point[]|PIXI.Polygon} path - The path data used to construct the polygon.\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawPolygon = function () {\n var arguments$1 = arguments;\n\n var path = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n path[_i] = arguments$1[_i];\n }\n var points;\n var closeStroke = true; // !!this._fillStyle;\n var poly = path[0];\n // check if data has points..\n if (poly.points) {\n closeStroke = poly.closeStroke;\n points = poly.points;\n }\n else if (Array.isArray(path[0])) {\n points = path[0];\n }\n else {\n points = path;\n }\n var shape = new Polygon(points);\n shape.closeStroke = closeStroke;\n this.drawShape(shape);\n return this;\n };\n /**\n * Draw any shape.\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - Shape to draw\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawShape = function (shape) {\n if (!this._holeMode) {\n this._geometry.drawShape(shape, this._fillStyle.clone(), this._lineStyle.clone(), this._matrix);\n }\n else {\n this._geometry.drawHole(shape, this._matrix);\n }\n return this;\n };\n /**\n * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.clear = function () {\n this._geometry.clear();\n this._lineStyle.reset();\n this._fillStyle.reset();\n this._boundsID++;\n this._matrix = null;\n this._holeMode = false;\n this.currentPath = null;\n return this;\n };\n /**\n * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and\n * masked with gl.scissor.\n * @returns - True if only 1 rect.\n */\n Graphics.prototype.isFastRect = function () {\n var data = this._geometry.graphicsData;\n return data.length === 1\n && data[0].shape.type === SHAPES.RECT\n && !data[0].matrix\n && !data[0].holes.length\n && !(data[0].lineStyle.visible && data[0].lineStyle.width);\n };\n /**\n * Renders the object using the WebGL renderer\n * @param renderer - The renderer\n */\n Graphics.prototype._render = function (renderer) {\n this.finishPoly();\n var geometry = this._geometry;\n // batch part..\n // batch it!\n geometry.updateBatches();\n if (geometry.batchable) {\n if (this.batchDirty !== geometry.batchDirty) {\n this._populateBatches();\n }\n this._renderBatched(renderer);\n }\n else {\n // no batching...\n renderer.batch.flush();\n this._renderDirect(renderer);\n }\n };\n /** Populating batches for rendering. */\n Graphics.prototype._populateBatches = function () {\n var geometry = this._geometry;\n var blendMode = this.blendMode;\n var len = geometry.batches.length;\n this.batchTint = -1;\n this._transformID = -1;\n this.batchDirty = geometry.batchDirty;\n this.batches.length = len;\n this.vertexData = new Float32Array(geometry.points);\n for (var i = 0; i < len; i++) {\n var gI = geometry.batches[i];\n var color = gI.style.color;\n var vertexData = new Float32Array(this.vertexData.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2);\n var uvs = new Float32Array(geometry.uvsFloat32.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2);\n var indices = new Uint16Array(geometry.indicesUint16.buffer, gI.start * 2, gI.size);\n var batch = {\n vertexData: vertexData,\n blendMode: blendMode,\n indices: indices,\n uvs: uvs,\n _batchRGB: hex2rgb(color),\n _tintRGB: color,\n _texture: gI.style.texture,\n alpha: gI.style.alpha,\n worldAlpha: 1\n };\n this.batches[i] = batch;\n }\n };\n /**\n * Renders the batches using the BathedRenderer plugin\n * @param renderer - The renderer\n */\n Graphics.prototype._renderBatched = function (renderer) {\n if (!this.batches.length) {\n return;\n }\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n this.calculateVertices();\n this.calculateTints();\n for (var i = 0, l = this.batches.length; i < l; i++) {\n var batch = this.batches[i];\n batch.worldAlpha = this.worldAlpha * batch.alpha;\n renderer.plugins[this.pluginName].render(batch);\n }\n };\n /**\n * Renders the graphics direct\n * @param renderer - The renderer\n */\n Graphics.prototype._renderDirect = function (renderer) {\n var shader = this._resolveDirectShader(renderer);\n var geometry = this._geometry;\n var tint = this.tint;\n var worldAlpha = this.worldAlpha;\n var uniforms = shader.uniforms;\n var drawCalls = geometry.drawCalls;\n // lets set the transfomr\n uniforms.translationMatrix = this.transform.worldTransform;\n // and then lets set the tint..\n uniforms.tint[0] = (((tint >> 16) & 0xFF) / 255) * worldAlpha;\n uniforms.tint[1] = (((tint >> 8) & 0xFF) / 255) * worldAlpha;\n uniforms.tint[2] = ((tint & 0xFF) / 255) * worldAlpha;\n uniforms.tint[3] = worldAlpha;\n // the first draw call, we can set the uniforms of the shader directly here.\n // this means that we can tack advantage of the sync function of pixi!\n // bind and sync uniforms..\n // there is a way to optimise this..\n renderer.shader.bind(shader);\n renderer.geometry.bind(geometry, shader);\n // set state..\n renderer.state.set(this.state);\n // then render the rest of them...\n for (var i = 0, l = drawCalls.length; i < l; i++) {\n this._renderDrawCallDirect(renderer, geometry.drawCalls[i]);\n }\n };\n /**\n * Renders specific DrawCall\n * @param renderer\n * @param drawCall\n */\n Graphics.prototype._renderDrawCallDirect = function (renderer, drawCall) {\n var texArray = drawCall.texArray, type = drawCall.type, size = drawCall.size, start = drawCall.start;\n var groupTextureCount = texArray.count;\n for (var j = 0; j < groupTextureCount; j++) {\n renderer.texture.bind(texArray.elements[j], j);\n }\n renderer.geometry.draw(type, size, start);\n };\n /**\n * Resolves shader for direct rendering\n * @param renderer - The renderer\n */\n Graphics.prototype._resolveDirectShader = function (renderer) {\n var shader = this.shader;\n var pluginName = this.pluginName;\n if (!shader) {\n // if there is no shader here, we can use the default shader.\n // and that only gets created if we actually need it..\n // but may be more than one plugins for graphics\n if (!DEFAULT_SHADERS[pluginName]) {\n var MAX_TEXTURES = renderer.plugins[pluginName].MAX_TEXTURES;\n var sampleValues = new Int32Array(MAX_TEXTURES);\n for (var i = 0; i < MAX_TEXTURES; i++) {\n sampleValues[i] = i;\n }\n var uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: UniformGroup.from({ uSamplers: sampleValues }, true),\n };\n var program = renderer.plugins[pluginName]._shader.program;\n DEFAULT_SHADERS[pluginName] = new Shader(program, uniforms);\n }\n shader = DEFAULT_SHADERS[pluginName];\n }\n return shader;\n };\n /** Retrieves the bounds of the graphic shape as a rectangle object. */\n Graphics.prototype._calculateBounds = function () {\n this.finishPoly();\n var geometry = this._geometry;\n // skipping when graphics is empty, like a container\n if (!geometry.graphicsData.length) {\n return;\n }\n var _a = geometry.bounds, minX = _a.minX, minY = _a.minY, maxX = _a.maxX, maxY = _a.maxY;\n this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);\n };\n /**\n * Tests if a point is inside this graphics object\n * @param point - the point to test\n * @returns - the result of the test\n */\n Graphics.prototype.containsPoint = function (point) {\n this.worldTransform.applyInverse(point, Graphics._TEMP_POINT);\n return this._geometry.containsPoint(Graphics._TEMP_POINT);\n };\n /** Recalculate the tint by applying tint to batches using Graphics tint. */\n Graphics.prototype.calculateTints = function () {\n if (this.batchTint !== this.tint) {\n this.batchTint = this.tint;\n var tintRGB = hex2rgb(this.tint, temp);\n for (var i = 0; i < this.batches.length; i++) {\n var batch = this.batches[i];\n var batchTint = batch._batchRGB;\n var r = (tintRGB[0] * batchTint[0]) * 255;\n var g = (tintRGB[1] * batchTint[1]) * 255;\n var b = (tintRGB[2] * batchTint[2]) * 255;\n // TODO Ivan, can this be done in one go?\n var color = (r << 16) + (g << 8) + (b | 0);\n batch._tintRGB = (color >> 16)\n + (color & 0xff00)\n + ((color & 0xff) << 16);\n }\n }\n };\n /** If there's a transform update or a change to the shape of the geometry, recalculate the vertices. */\n Graphics.prototype.calculateVertices = function () {\n var wtID = this.transform._worldID;\n if (this._transformID === wtID) {\n return;\n }\n this._transformID = wtID;\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var data = this._geometry.points; // batch.vertexDataOriginal;\n var vertexData = this.vertexData;\n var count = 0;\n for (var i = 0; i < data.length; i += 2) {\n var x = data[i];\n var y = data[i + 1];\n vertexData[count++] = (a * x) + (c * y) + tx;\n vertexData[count++] = (d * y) + (b * x) + ty;\n }\n };\n /**\n * Closes the current path.\n * @returns - Returns itself.\n */\n Graphics.prototype.closePath = function () {\n var currentPath = this.currentPath;\n if (currentPath) {\n // we don't need to add extra point in the end because buildLine will take care of that\n currentPath.closeStroke = true;\n // ensure that the polygon is completed, and is available for hit detection\n // (even if the graphics is not rendered yet)\n this.finishPoly();\n }\n return this;\n };\n /**\n * Apply a matrix to the positional data.\n * @param matrix - Matrix to use for transform current shape.\n * @returns - Returns itself.\n */\n Graphics.prototype.setMatrix = function (matrix) {\n this._matrix = matrix;\n return this;\n };\n /**\n * Begin adding holes to the last draw shape\n * IMPORTANT: holes must be fully inside a shape to work\n * Also weirdness ensues if holes overlap!\n * Ellipses, Circles, Rectangles and Rounded Rectangles cannot be holes or host for holes in CanvasRenderer,\n * please use `moveTo` `lineTo`, `quadraticCurveTo` if you rely on pixi-legacy bundle.\n * @returns - Returns itself.\n */\n Graphics.prototype.beginHole = function () {\n this.finishPoly();\n this._holeMode = true;\n return this;\n };\n /**\n * End adding holes to the last draw shape.\n * @returns - Returns itself.\n */\n Graphics.prototype.endHole = function () {\n this.finishPoly();\n this._holeMode = false;\n return this;\n };\n /**\n * Destroys the Graphics object.\n * @param options - Options parameter. A boolean will act as if all\n * options have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have\n * their destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n Graphics.prototype.destroy = function (options) {\n this._geometry.refCount--;\n if (this._geometry.refCount === 0) {\n this._geometry.dispose();\n }\n this._matrix = null;\n this.currentPath = null;\n this._lineStyle.destroy();\n this._lineStyle = null;\n this._fillStyle.destroy();\n this._fillStyle = null;\n this._geometry = null;\n this.shader = null;\n this.vertexData = null;\n this.batches.length = 0;\n this.batches = null;\n _super.prototype.destroy.call(this, options);\n };\n /**\n * New rendering behavior for rounded rectangles: circular arcs instead of quadratic bezier curves.\n * In the next major release, we'll enable this by default.\n */\n Graphics.nextRoundedRectBehavior = false;\n /**\n * Temporary point to use for containsPoint.\n * @private\n */\n Graphics._TEMP_POINT = new Point();\n return Graphics;\n}(Container));\n\nvar graphicsUtils = {\n buildPoly: buildPoly,\n buildCircle: buildCircle,\n buildRectangle: buildRectangle,\n buildRoundedRectangle: buildRoundedRectangle,\n buildLine: buildLine,\n ArcUtils: ArcUtils,\n BezierUtils: BezierUtils,\n QuadraticUtils: QuadraticUtils,\n BatchPart: BatchPart,\n FILL_COMMANDS: FILL_COMMANDS,\n BATCH_POOL: BATCH_POOL,\n DRAW_CALL_POOL: DRAW_CALL_POOL\n};\n\nexport { FillStyle, GRAPHICS_CURVES, Graphics, GraphicsData, GraphicsGeometry, LINE_CAP, LINE_JOIN, LineStyle, graphicsUtils };\n//# sourceMappingURL=graphics.mjs.map\n","/*!\n * @pixi/sprite - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/sprite is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { BLEND_MODES } from '@pixi/constants';\nimport { Texture } from '@pixi/core';\nimport { Bounds, Container } from '@pixi/display';\nimport { Point, Rectangle, ObservablePoint } from '@pixi/math';\nimport { settings } from '@pixi/settings';\nimport { sign } from '@pixi/utils';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar tempPoint = new Point();\nvar indices = new Uint16Array([0, 1, 2, 0, 2, 3]);\n/**\n * The Sprite object is the base for all textured objects that are rendered to the screen\n *\n * A sprite can be created directly from an image like this:\n *\n * ```js\n * let sprite = PIXI.Sprite.from('assets/image.png');\n * ```\n *\n * The more efficient way to create sprites is using a {@link PIXI.Spritesheet},\n * as swapping base textures when rendering to the screen is inefficient.\n *\n * ```js\n * PIXI.Loader.shared.add(\"assets/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"assets/spritesheet.json\"].spritesheet;\n * let sprite = new PIXI.Sprite(sheet.textures[\"image.png\"]);\n * ...\n * }\n * ```\n * @memberof PIXI\n */\nvar Sprite = /** @class */ (function (_super) {\n __extends(Sprite, _super);\n /** @param texture - The texture for this sprite. */\n function Sprite(texture) {\n var _this = _super.call(this) || this;\n _this._anchor = new ObservablePoint(_this._onAnchorUpdate, _this, (texture ? texture.defaultAnchor.x : 0), (texture ? texture.defaultAnchor.y : 0));\n _this._texture = null;\n _this._width = 0;\n _this._height = 0;\n _this._tint = null;\n _this._tintRGB = null;\n _this.tint = 0xFFFFFF;\n _this.blendMode = BLEND_MODES.NORMAL;\n _this._cachedTint = 0xFFFFFF;\n _this.uvs = null;\n // call texture setter\n _this.texture = texture || Texture.EMPTY;\n _this.vertexData = new Float32Array(8);\n _this.vertexTrimmedData = null;\n _this._transformID = -1;\n _this._textureID = -1;\n _this._transformTrimmedID = -1;\n _this._textureTrimmedID = -1;\n // Batchable stuff..\n // TODO could make this a mixin?\n _this.indices = indices;\n _this.pluginName = 'batch';\n /**\n * Used to fast check if a sprite is.. a sprite!\n * @member {boolean}\n */\n _this.isSprite = true;\n _this._roundPixels = settings.ROUND_PIXELS;\n return _this;\n }\n /** When the texture is updated, this event will fire to update the scale and frame. */\n Sprite.prototype._onTextureUpdate = function () {\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this._cachedTint = 0xFFFFFF;\n // so if _width is 0 then width was not set..\n if (this._width) {\n this.scale.x = sign(this.scale.x) * this._width / this._texture.orig.width;\n }\n if (this._height) {\n this.scale.y = sign(this.scale.y) * this._height / this._texture.orig.height;\n }\n };\n /** Called when the anchor position updates. */\n Sprite.prototype._onAnchorUpdate = function () {\n this._transformID = -1;\n this._transformTrimmedID = -1;\n };\n /** Calculates worldTransform * vertices, store it in vertexData. */\n Sprite.prototype.calculateVertices = function () {\n var texture = this._texture;\n if (this._transformID === this.transform._worldID && this._textureID === texture._updateID) {\n return;\n }\n // update texture UV here, because base texture can be changed without calling `_onTextureUpdate`\n if (this._textureID !== texture._updateID) {\n this.uvs = this._texture._uvs.uvsFloat32;\n }\n this._transformID = this.transform._worldID;\n this._textureID = texture._updateID;\n // set the vertex data\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var vertexData = this.vertexData;\n var trim = texture.trim;\n var orig = texture.orig;\n var anchor = this._anchor;\n var w0 = 0;\n var w1 = 0;\n var h0 = 0;\n var h1 = 0;\n if (trim) {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the extra\n // space before transforming the sprite coords.\n w1 = trim.x - (anchor._x * orig.width);\n w0 = w1 + trim.width;\n h1 = trim.y - (anchor._y * orig.height);\n h0 = h1 + trim.height;\n }\n else {\n w1 = -anchor._x * orig.width;\n w0 = w1 + orig.width;\n h1 = -anchor._y * orig.height;\n h0 = h1 + orig.height;\n }\n // xy\n vertexData[0] = (a * w1) + (c * h1) + tx;\n vertexData[1] = (d * h1) + (b * w1) + ty;\n // xy\n vertexData[2] = (a * w0) + (c * h1) + tx;\n vertexData[3] = (d * h1) + (b * w0) + ty;\n // xy\n vertexData[4] = (a * w0) + (c * h0) + tx;\n vertexData[5] = (d * h0) + (b * w0) + ty;\n // xy\n vertexData[6] = (a * w1) + (c * h0) + tx;\n vertexData[7] = (d * h0) + (b * w1) + ty;\n if (this._roundPixels) {\n var resolution = settings.RESOLUTION;\n for (var i = 0; i < vertexData.length; ++i) {\n vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution);\n }\n }\n };\n /**\n * Calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData.\n *\n * This is used to ensure that the true width and height of a trimmed texture is respected.\n */\n Sprite.prototype.calculateTrimmedVertices = function () {\n if (!this.vertexTrimmedData) {\n this.vertexTrimmedData = new Float32Array(8);\n }\n else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) {\n return;\n }\n this._transformTrimmedID = this.transform._worldID;\n this._textureTrimmedID = this._texture._updateID;\n // lets do some special trim code!\n var texture = this._texture;\n var vertexData = this.vertexTrimmedData;\n var orig = texture.orig;\n var anchor = this._anchor;\n // lets calculate the new untrimmed bounds..\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var w1 = -anchor._x * orig.width;\n var w0 = w1 + orig.width;\n var h1 = -anchor._y * orig.height;\n var h0 = h1 + orig.height;\n // xy\n vertexData[0] = (a * w1) + (c * h1) + tx;\n vertexData[1] = (d * h1) + (b * w1) + ty;\n // xy\n vertexData[2] = (a * w0) + (c * h1) + tx;\n vertexData[3] = (d * h1) + (b * w0) + ty;\n // xy\n vertexData[4] = (a * w0) + (c * h0) + tx;\n vertexData[5] = (d * h0) + (b * w0) + ty;\n // xy\n vertexData[6] = (a * w1) + (c * h0) + tx;\n vertexData[7] = (d * h0) + (b * w1) + ty;\n };\n /**\n *\n * Renders the object using the WebGL renderer\n * @param renderer - The webgl renderer to use.\n */\n Sprite.prototype._render = function (renderer) {\n this.calculateVertices();\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n };\n /** Updates the bounds of the sprite. */\n Sprite.prototype._calculateBounds = function () {\n var trim = this._texture.trim;\n var orig = this._texture.orig;\n // First lets check to see if the current texture has a trim..\n if (!trim || (trim.width === orig.width && trim.height === orig.height)) {\n // no trim! lets use the usual calculations..\n this.calculateVertices();\n this._bounds.addQuad(this.vertexData);\n }\n else {\n // lets calculate a special trimmed bounds...\n this.calculateTrimmedVertices();\n this._bounds.addQuad(this.vertexTrimmedData);\n }\n };\n /**\n * Gets the local bounds of the sprite object.\n * @param rect - Optional output rectangle.\n * @returns The bounds.\n */\n Sprite.prototype.getLocalBounds = function (rect) {\n // we can do a fast local bounds if the sprite has no children!\n if (this.children.length === 0) {\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n this._localBounds.minX = this._texture.orig.width * -this._anchor._x;\n this._localBounds.minY = this._texture.orig.height * -this._anchor._y;\n this._localBounds.maxX = this._texture.orig.width * (1 - this._anchor._x);\n this._localBounds.maxY = this._texture.orig.height * (1 - this._anchor._y);\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n return this._localBounds.getRectangle(rect);\n }\n return _super.prototype.getLocalBounds.call(this, rect);\n };\n /**\n * Tests if a point is inside this sprite\n * @param point - the point to test\n * @returns The result of the test\n */\n Sprite.prototype.containsPoint = function (point) {\n this.worldTransform.applyInverse(point, tempPoint);\n var width = this._texture.orig.width;\n var height = this._texture.orig.height;\n var x1 = -width * this.anchor.x;\n var y1 = 0;\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width) {\n y1 = -height * this.anchor.y;\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Destroys this sprite and optionally its texture and children.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param [options.texture=false] - Should it destroy the current texture of the sprite as well\n * @param [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n */\n Sprite.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this, options);\n this._texture.off('update', this._onTextureUpdate, this);\n this._anchor = null;\n var destroyTexture = typeof options === 'boolean' ? options : options && options.texture;\n if (destroyTexture) {\n var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture;\n this._texture.destroy(!!destroyBaseTexture);\n }\n this._texture = null;\n };\n // some helper functions..\n /**\n * Helper function that creates a new sprite based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from\n * @param {object} [options] - See {@link PIXI.BaseTexture}'s constructor for options.\n * @returns The newly created sprite\n */\n Sprite.from = function (source, options) {\n var texture = (source instanceof Texture)\n ? source\n : Texture.from(source, options);\n return new Sprite(texture);\n };\n Object.defineProperty(Sprite.prototype, \"roundPixels\", {\n get: function () {\n return this._roundPixels;\n },\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n *\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n *\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}.\n * @default false\n */\n set: function (value) {\n if (this._roundPixels !== value) {\n this._transformID = -1;\n }\n this._roundPixels = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"width\", {\n /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return Math.abs(this.scale.x) * this._texture.orig.width;\n },\n set: function (value) {\n var s = sign(this.scale.x) || 1;\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"height\", {\n /** The height of the sprite, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return Math.abs(this.scale.y) * this._texture.orig.height;\n },\n set: function (value) {\n var s = sign(this.scale.y) || 1;\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"anchor\", {\n /**\n * The anchor sets the origin point of the sprite. The default value is taken from the {@link PIXI.Texture|Texture}\n * and passed to the constructor.\n *\n * The default is `(0,0)`, this means the sprite's origin is the top left.\n *\n * Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered.\n *\n * Setting the anchor to `(1,1)` would mean the sprite's origin point will be the bottom right corner.\n *\n * If you pass only single parameter, it will set both x and y to the same value as shown in the example below.\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5).\n */\n get: function () {\n return this._anchor;\n },\n set: function (value) {\n this._anchor.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"tint\", {\n /**\n * The tint applied to the sprite. This is a hex value.\n *\n * A value of 0xFFFFFF will remove any tint effect.\n * @default 0xFFFFFF\n */\n get: function () {\n return this._tint;\n },\n set: function (value) {\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"texture\", {\n /** The texture that the sprite is using. */\n get: function () {\n return this._texture;\n },\n set: function (value) {\n if (this._texture === value) {\n return;\n }\n if (this._texture) {\n this._texture.off('update', this._onTextureUpdate, this);\n }\n this._texture = value || Texture.EMPTY;\n this._cachedTint = 0xFFFFFF;\n this._textureID = -1;\n this._textureTrimmedID = -1;\n if (value) {\n // wait for the texture to load\n if (value.baseTexture.valid) {\n this._onTextureUpdate();\n }\n else {\n value.once('update', this._onTextureUpdate, this);\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return Sprite;\n}(Container));\n\nexport { Sprite };\n//# sourceMappingURL=sprite.mjs.map\n","/*!\n * @pixi/text - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/text is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Sprite } from '@pixi/sprite';\nimport { Texture } from '@pixi/core';\nimport { settings } from '@pixi/settings';\nimport { Rectangle } from '@pixi/math';\nimport { hex2string, hex2rgb, string2hex, trimCanvas, sign } from '@pixi/utils';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * Constants that define the type of gradient on text.\n * @static\n * @constant\n * @name TEXT_GRADIENT\n * @memberof PIXI\n * @type {object}\n * @property {number} LINEAR_VERTICAL Vertical gradient\n * @property {number} LINEAR_HORIZONTAL Linear gradient\n */\nvar TEXT_GRADIENT;\n(function (TEXT_GRADIENT) {\n TEXT_GRADIENT[TEXT_GRADIENT[\"LINEAR_VERTICAL\"] = 0] = \"LINEAR_VERTICAL\";\n TEXT_GRADIENT[TEXT_GRADIENT[\"LINEAR_HORIZONTAL\"] = 1] = \"LINEAR_HORIZONTAL\";\n})(TEXT_GRADIENT || (TEXT_GRADIENT = {}));\n\n// disabling eslint for now, going to rewrite this in v5\nvar defaultStyle = {\n align: 'left',\n breakWords: false,\n dropShadow: false,\n dropShadowAlpha: 1,\n dropShadowAngle: Math.PI / 6,\n dropShadowBlur: 0,\n dropShadowColor: 'black',\n dropShadowDistance: 5,\n fill: 'black',\n fillGradientType: TEXT_GRADIENT.LINEAR_VERTICAL,\n fillGradientStops: [],\n fontFamily: 'Arial',\n fontSize: 26,\n fontStyle: 'normal',\n fontVariant: 'normal',\n fontWeight: 'normal',\n letterSpacing: 0,\n lineHeight: 0,\n lineJoin: 'miter',\n miterLimit: 10,\n padding: 0,\n stroke: 'black',\n strokeThickness: 0,\n textBaseline: 'alphabetic',\n trim: false,\n whiteSpace: 'pre',\n wordWrap: false,\n wordWrapWidth: 100,\n leading: 0,\n};\nvar genericFontFamilies = [\n 'serif',\n 'sans-serif',\n 'monospace',\n 'cursive',\n 'fantasy',\n 'system-ui' ];\n/**\n * A TextStyle Object contains information to decorate a Text objects.\n *\n * An instance can be shared between multiple Text objects; then changing the style will update all text objects using it.\n *\n * A tool can be used to generate a text style [here](https://pixijs.io/pixi-text-style).\n *\n * @memberof PIXI\n */\nvar TextStyle = /** @class */ (function () {\n /**\n * @param {object} [style] - The style parameters\n * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'),\n * does not affect single line text\n * @param {boolean} [style.breakWords=false] - Indicates if lines can be wrapped within words, it\n * needs wordWrap to be set to true\n * @param {boolean} [style.dropShadow=false] - Set a drop shadow for the text\n * @param {number} [style.dropShadowAlpha=1] - Set alpha for the drop shadow\n * @param {number} [style.dropShadowAngle=Math.PI/6] - Set a angle of the drop shadow\n * @param {number} [style.dropShadowBlur=0] - Set a shadow blur radius\n * @param {string|number} [style.dropShadowColor='black'] - A fill style to be used on the dropshadow e.g 'red', '#00FF00'\n * @param {number} [style.dropShadowDistance=5] - Set a distance of the drop shadow\n * @param {string|string[]|number|number[]|CanvasGradient|CanvasPattern} [style.fill='black'] - A canvas\n * fillstyle that will be used on the text e.g 'red', '#00FF00'. Can be an array to create a gradient\n * eg ['#000000','#FFFFFF']\n * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN}\n * @param {number} [style.fillGradientType=PIXI.TEXT_GRADIENT.LINEAR_VERTICAL] - If fill is an array of colours\n * to create a gradient, this can change the type/direction of the gradient. See {@link PIXI.TEXT_GRADIENT}\n * @param {number[]} [style.fillGradientStops] - If fill is an array of colours to create a gradient, this array can set\n * the stop points (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them.\n * @param {string|string[]} [style.fontFamily='Arial'] - The font family\n * @param {number|string} [style.fontSize=26] - The font size (as a number it converts to px, but as a string,\n * equivalents are '26px','20pt','160%' or '1.6em')\n * @param {string} [style.fontStyle='normal'] - The font style ('normal', 'italic' or 'oblique')\n * @param {string} [style.fontVariant='normal'] - The font variant ('normal' or 'small-caps')\n * @param {string} [style.fontWeight='normal'] - The font weight ('normal', 'bold', 'bolder', 'lighter' and '100',\n * '200', '300', '400', '500', '600', '700', '800' or '900')\n * @param {number} [style.leading=0] - The space between lines\n * @param {number} [style.letterSpacing=0] - The amount of spacing between letters, default is 0\n * @param {number} [style.lineHeight] - The line height, a number that represents the vertical space that a letter uses\n * @param {string} [style.lineJoin='miter'] - The lineJoin property sets the type of corner created, it can resolve\n * spiked text issues. Possible values \"miter\" (creates a sharp corner), \"round\" (creates a round corner) or \"bevel\"\n * (creates a squared corner).\n * @param {number} [style.miterLimit=10] - The miter limit to use when using the 'miter' lineJoin mode. This can reduce\n * or increase the spikiness of rendered text.\n * @param {number} [style.padding=0] - Occasionally some fonts are cropped. Adding some padding will prevent this from\n * happening by adding padding to all sides of the text.\n * @param {string|number} [style.stroke='black'] - A canvas fillstyle that will be used on the text stroke\n * e.g 'blue', '#FCFF00'\n * @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke.\n * Default is 0 (no stroke)\n * @param {boolean} [style.trim=false] - Trim transparent borders\n * @param {string} [style.textBaseline='alphabetic'] - The baseline of the text that is rendered.\n * @param {string} [style.whiteSpace='pre'] - Determines whether newlines & spaces are collapsed or preserved \"normal\"\n * (collapse, collapse), \"pre\" (preserve, preserve) | \"pre-line\" (preserve, collapse). It needs wordWrap to be set to true\n * @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used\n * @param {number} [style.wordWrapWidth=100] - The width at which text will wrap, it needs wordWrap to be set to true\n */\n function TextStyle(style) {\n this.styleID = 0;\n this.reset();\n deepCopyProperties(this, style, style);\n }\n /**\n * Creates a new TextStyle object with the same values as this one.\n * Note that the only the properties of the object are cloned.\n *\n * @return New cloned TextStyle object\n */\n TextStyle.prototype.clone = function () {\n var clonedProperties = {};\n deepCopyProperties(clonedProperties, this, defaultStyle);\n return new TextStyle(clonedProperties);\n };\n /** Resets all properties to the defaults specified in TextStyle.prototype._default */\n TextStyle.prototype.reset = function () {\n deepCopyProperties(this, defaultStyle, defaultStyle);\n };\n Object.defineProperty(TextStyle.prototype, \"align\", {\n /**\n * Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text\n *\n * @member {string}\n */\n get: function () {\n return this._align;\n },\n set: function (align) {\n if (this._align !== align) {\n this._align = align;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"breakWords\", {\n /** Indicates if lines can be wrapped within words, it needs wordWrap to be set to true. */\n get: function () {\n return this._breakWords;\n },\n set: function (breakWords) {\n if (this._breakWords !== breakWords) {\n this._breakWords = breakWords;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadow\", {\n /** Set a drop shadow for the text. */\n get: function () {\n return this._dropShadow;\n },\n set: function (dropShadow) {\n if (this._dropShadow !== dropShadow) {\n this._dropShadow = dropShadow;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowAlpha\", {\n /** Set alpha for the drop shadow. */\n get: function () {\n return this._dropShadowAlpha;\n },\n set: function (dropShadowAlpha) {\n if (this._dropShadowAlpha !== dropShadowAlpha) {\n this._dropShadowAlpha = dropShadowAlpha;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowAngle\", {\n /** Set a angle of the drop shadow. */\n get: function () {\n return this._dropShadowAngle;\n },\n set: function (dropShadowAngle) {\n if (this._dropShadowAngle !== dropShadowAngle) {\n this._dropShadowAngle = dropShadowAngle;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowBlur\", {\n /** Set a shadow blur radius. */\n get: function () {\n return this._dropShadowBlur;\n },\n set: function (dropShadowBlur) {\n if (this._dropShadowBlur !== dropShadowBlur) {\n this._dropShadowBlur = dropShadowBlur;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowColor\", {\n /** A fill style to be used on the dropshadow e.g 'red', '#00FF00'. */\n get: function () {\n return this._dropShadowColor;\n },\n set: function (dropShadowColor) {\n var outputColor = getColor(dropShadowColor);\n if (this._dropShadowColor !== outputColor) {\n this._dropShadowColor = outputColor;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowDistance\", {\n /** Set a distance of the drop shadow. */\n get: function () {\n return this._dropShadowDistance;\n },\n set: function (dropShadowDistance) {\n if (this._dropShadowDistance !== dropShadowDistance) {\n this._dropShadowDistance = dropShadowDistance;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fill\", {\n /**\n * A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'.\n *\n * Can be an array to create a gradient eg ['#000000','#FFFFFF']\n * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN}\n *\n * @member {string|string[]|number|number[]|CanvasGradient|CanvasPattern}\n */\n get: function () {\n return this._fill;\n },\n set: function (fill) {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n // TODO: Not sure if getColor works properly with CanvasGradient and/or CanvasPattern, can't pass in\n // without casting here.\n var outputColor = getColor(fill);\n if (this._fill !== outputColor) {\n this._fill = outputColor;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fillGradientType\", {\n /**\n * If fill is an array of colours to create a gradient, this can change the type/direction of the gradient.\n *\n * @see PIXI.TEXT_GRADIENT\n */\n get: function () {\n return this._fillGradientType;\n },\n set: function (fillGradientType) {\n if (this._fillGradientType !== fillGradientType) {\n this._fillGradientType = fillGradientType;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fillGradientStops\", {\n /**\n * If fill is an array of colours to create a gradient, this array can set the stop points\n * (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them.\n */\n get: function () {\n return this._fillGradientStops;\n },\n set: function (fillGradientStops) {\n if (!areArraysEqual(this._fillGradientStops, fillGradientStops)) {\n this._fillGradientStops = fillGradientStops;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontFamily\", {\n /** The font family. */\n get: function () {\n return this._fontFamily;\n },\n set: function (fontFamily) {\n if (this.fontFamily !== fontFamily) {\n this._fontFamily = fontFamily;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontSize\", {\n /**\n * The font size\n * (as a number it converts to px, but as a string, equivalents are '26px','20pt','160%' or '1.6em')\n */\n get: function () {\n return this._fontSize;\n },\n set: function (fontSize) {\n if (this._fontSize !== fontSize) {\n this._fontSize = fontSize;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontStyle\", {\n /**\n * The font style\n * ('normal', 'italic' or 'oblique')\n *\n * @member {string}\n */\n get: function () {\n return this._fontStyle;\n },\n set: function (fontStyle) {\n if (this._fontStyle !== fontStyle) {\n this._fontStyle = fontStyle;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontVariant\", {\n /**\n * The font variant\n * ('normal' or 'small-caps')\n *\n * @member {string}\n */\n get: function () {\n return this._fontVariant;\n },\n set: function (fontVariant) {\n if (this._fontVariant !== fontVariant) {\n this._fontVariant = fontVariant;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontWeight\", {\n /**\n * The font weight\n * ('normal', 'bold', 'bolder', 'lighter' and '100', '200', '300', '400', '500', '600', '700', 800' or '900')\n *\n * @member {string}\n */\n get: function () {\n return this._fontWeight;\n },\n set: function (fontWeight) {\n if (this._fontWeight !== fontWeight) {\n this._fontWeight = fontWeight;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"letterSpacing\", {\n /** The amount of spacing between letters, default is 0. */\n get: function () {\n return this._letterSpacing;\n },\n set: function (letterSpacing) {\n if (this._letterSpacing !== letterSpacing) {\n this._letterSpacing = letterSpacing;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"lineHeight\", {\n /** The line height, a number that represents the vertical space that a letter uses. */\n get: function () {\n return this._lineHeight;\n },\n set: function (lineHeight) {\n if (this._lineHeight !== lineHeight) {\n this._lineHeight = lineHeight;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"leading\", {\n /** The space between lines. */\n get: function () {\n return this._leading;\n },\n set: function (leading) {\n if (this._leading !== leading) {\n this._leading = leading;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"lineJoin\", {\n /**\n * The lineJoin property sets the type of corner created, it can resolve spiked text issues.\n * Default is 'miter' (creates a sharp corner).\n *\n * @member {string}\n */\n get: function () {\n return this._lineJoin;\n },\n set: function (lineJoin) {\n if (this._lineJoin !== lineJoin) {\n this._lineJoin = lineJoin;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"miterLimit\", {\n /**\n * The miter limit to use when using the 'miter' lineJoin mode.\n *\n * This can reduce or increase the spikiness of rendered text.\n */\n get: function () {\n return this._miterLimit;\n },\n set: function (miterLimit) {\n if (this._miterLimit !== miterLimit) {\n this._miterLimit = miterLimit;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"padding\", {\n /**\n * Occasionally some fonts are cropped. Adding some padding will prevent this from happening\n * by adding padding to all sides of the text.\n */\n get: function () {\n return this._padding;\n },\n set: function (padding) {\n if (this._padding !== padding) {\n this._padding = padding;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"stroke\", {\n /**\n * A canvas fillstyle that will be used on the text stroke\n * e.g 'blue', '#FCFF00'\n */\n get: function () {\n return this._stroke;\n },\n set: function (stroke) {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n var outputColor = getColor(stroke);\n if (this._stroke !== outputColor) {\n this._stroke = outputColor;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"strokeThickness\", {\n /**\n * A number that represents the thickness of the stroke.\n *\n * @default 0\n */\n get: function () {\n return this._strokeThickness;\n },\n set: function (strokeThickness) {\n if (this._strokeThickness !== strokeThickness) {\n this._strokeThickness = strokeThickness;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"textBaseline\", {\n /**\n * The baseline of the text that is rendered.\n *\n * @member {string}\n */\n get: function () {\n return this._textBaseline;\n },\n set: function (textBaseline) {\n if (this._textBaseline !== textBaseline) {\n this._textBaseline = textBaseline;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"trim\", {\n /** Trim transparent borders. */\n get: function () {\n return this._trim;\n },\n set: function (trim) {\n if (this._trim !== trim) {\n this._trim = trim;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"whiteSpace\", {\n /**\n * How newlines and spaces should be handled.\n * Default is 'pre' (preserve, preserve).\n *\n * value | New lines | Spaces\n * --- | --- | ---\n * 'normal' | Collapse | Collapse\n * 'pre' | Preserve | Preserve\n * 'pre-line' | Preserve | Collapse\n *\n * @member {string}\n */\n get: function () {\n return this._whiteSpace;\n },\n set: function (whiteSpace) {\n if (this._whiteSpace !== whiteSpace) {\n this._whiteSpace = whiteSpace;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"wordWrap\", {\n /** Indicates if word wrap should be used. */\n get: function () {\n return this._wordWrap;\n },\n set: function (wordWrap) {\n if (this._wordWrap !== wordWrap) {\n this._wordWrap = wordWrap;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"wordWrapWidth\", {\n /** The width at which text will wrap, it needs wordWrap to be set to true. */\n get: function () {\n return this._wordWrapWidth;\n },\n set: function (wordWrapWidth) {\n if (this._wordWrapWidth !== wordWrapWidth) {\n this._wordWrapWidth = wordWrapWidth;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Generates a font style string to use for `TextMetrics.measureFont()`.\n *\n * @return Font style string, for passing to `TextMetrics.measureFont()`\n */\n TextStyle.prototype.toFontString = function () {\n // build canvas api font setting from individual components. Convert a numeric this.fontSize to px\n var fontSizeString = (typeof this.fontSize === 'number') ? this.fontSize + \"px\" : this.fontSize;\n // Clean-up fontFamily property by quoting each font name\n // this will support font names with spaces\n var fontFamilies = this.fontFamily;\n if (!Array.isArray(this.fontFamily)) {\n fontFamilies = this.fontFamily.split(',');\n }\n for (var i = fontFamilies.length - 1; i >= 0; i--) {\n // Trim any extra white-space\n var fontFamily = fontFamilies[i].trim();\n // Check if font already contains strings\n if (!(/([\\\"\\'])[^\\'\\\"]+\\1/).test(fontFamily) && genericFontFamilies.indexOf(fontFamily) < 0) {\n fontFamily = \"\\\"\" + fontFamily + \"\\\"\";\n }\n fontFamilies[i] = fontFamily;\n }\n return this.fontStyle + \" \" + this.fontVariant + \" \" + this.fontWeight + \" \" + fontSizeString + \" \" + fontFamilies.join(',');\n };\n return TextStyle;\n}());\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * @private\n * @param color\n * @return The color as a string.\n */\nfunction getSingleColor(color) {\n if (typeof color === 'number') {\n return hex2string(color);\n }\n else if (typeof color === 'string') {\n if (color.indexOf('0x') === 0) {\n color = color.replace('0x', '#');\n }\n }\n return color;\n}\nfunction getColor(color) {\n if (!Array.isArray(color)) {\n return getSingleColor(color);\n }\n else {\n for (var i = 0; i < color.length; ++i) {\n color[i] = getSingleColor(color[i]);\n }\n return color;\n }\n}\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * This version can also convert array of colors\n * @private\n * @param array1 - First array to compare\n * @param array2 - Second array to compare\n * @return Do the arrays contain the same values in the same order\n */\nfunction areArraysEqual(array1, array2) {\n if (!Array.isArray(array1) || !Array.isArray(array2)) {\n return false;\n }\n if (array1.length !== array2.length) {\n return false;\n }\n for (var i = 0; i < array1.length; ++i) {\n if (array1[i] !== array2[i]) {\n return false;\n }\n }\n return true;\n}\n/**\n * Utility function to ensure that object properties are copied by value, and not by reference\n * @private\n * @param target - Target object to copy properties into\n * @param source - Source object for the properties to copy\n * @param propertyObj - Object containing properties names we want to loop over\n */\nfunction deepCopyProperties(target, source, propertyObj) {\n for (var prop in propertyObj) {\n if (Array.isArray(source[prop])) {\n target[prop] = source[prop].slice();\n }\n else {\n target[prop] = source[prop];\n }\n }\n}\n\n/**\n * The TextMetrics object represents the measurement of a block of text with a specified style.\n *\n * ```js\n * let style = new PIXI.TextStyle({fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'})\n * let textMetrics = PIXI.TextMetrics.measureText('Your text', style)\n * ```\n * @memberof PIXI\n */\nvar TextMetrics = /** @class */ (function () {\n /**\n * @param text - the text that was measured\n * @param style - the style that was measured\n * @param width - the measured width of the text\n * @param height - the measured height of the text\n * @param lines - an array of the lines of text broken by new lines and wrapping if specified in style\n * @param lineWidths - an array of the line widths for each line matched to `lines`\n * @param lineHeight - the measured line height for this style\n * @param maxLineWidth - the maximum line width for all measured lines\n * @param {PIXI.IFontMetrics} fontProperties - the font properties object from TextMetrics.measureFont\n */\n function TextMetrics(text, style, width, height, lines, lineWidths, lineHeight, maxLineWidth, fontProperties) {\n this.text = text;\n this.style = style;\n this.width = width;\n this.height = height;\n this.lines = lines;\n this.lineWidths = lineWidths;\n this.lineHeight = lineHeight;\n this.maxLineWidth = maxLineWidth;\n this.fontProperties = fontProperties;\n }\n /**\n * Measures the supplied string of text and returns a Rectangle.\n * @param text - The text to measure.\n * @param style - The text style to use for measuring\n * @param wordWrap - Override for if word-wrap should be applied to the text.\n * @param canvas - optional specification of the canvas to use for measuring.\n * @returns Measured width and height of the text.\n */\n TextMetrics.measureText = function (text, style, wordWrap, canvas) {\n if (canvas === void 0) { canvas = TextMetrics._canvas; }\n wordWrap = (wordWrap === undefined || wordWrap === null) ? style.wordWrap : wordWrap;\n var font = style.toFontString();\n var fontProperties = TextMetrics.measureFont(font);\n // fallback in case UA disallow canvas data extraction\n // (toDataURI, getImageData functions)\n if (fontProperties.fontSize === 0) {\n fontProperties.fontSize = style.fontSize;\n fontProperties.ascent = style.fontSize;\n }\n var context = canvas.getContext('2d');\n context.font = font;\n var outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text;\n var lines = outputText.split(/(?:\\r\\n|\\r|\\n)/);\n var lineWidths = new Array(lines.length);\n var maxLineWidth = 0;\n for (var i = 0; i < lines.length; i++) {\n var lineWidth = context.measureText(lines[i]).width + ((lines[i].length - 1) * style.letterSpacing);\n lineWidths[i] = lineWidth;\n maxLineWidth = Math.max(maxLineWidth, lineWidth);\n }\n var width = maxLineWidth + style.strokeThickness;\n if (style.dropShadow) {\n width += style.dropShadowDistance;\n }\n var lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness;\n var height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness)\n + ((lines.length - 1) * (lineHeight + style.leading));\n if (style.dropShadow) {\n height += style.dropShadowDistance;\n }\n return new TextMetrics(text, style, width, height, lines, lineWidths, lineHeight + style.leading, maxLineWidth, fontProperties);\n };\n /**\n * Applies newlines to a string to have it optimally fit into the horizontal\n * bounds set by the Text object's wordWrapWidth property.\n * @param text - String to apply word wrapping to\n * @param style - the style to use when wrapping\n * @param canvas - optional specification of the canvas to use for measuring.\n * @returns New string with new lines applied where required\n */\n TextMetrics.wordWrap = function (text, style, canvas) {\n if (canvas === void 0) { canvas = TextMetrics._canvas; }\n var context = canvas.getContext('2d');\n var width = 0;\n var line = '';\n var lines = '';\n var cache = Object.create(null);\n var letterSpacing = style.letterSpacing, whiteSpace = style.whiteSpace;\n // How to handle whitespaces\n var collapseSpaces = TextMetrics.collapseSpaces(whiteSpace);\n var collapseNewlines = TextMetrics.collapseNewlines(whiteSpace);\n // whether or not spaces may be added to the beginning of lines\n var canPrependSpaces = !collapseSpaces;\n // There is letterSpacing after every char except the last one\n // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!\n // so for convenience the above needs to be compared to width + 1 extra letterSpace\n // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!_\n // ________________________________________________\n // And then the final space is simply no appended to each line\n var wordWrapWidth = style.wordWrapWidth + letterSpacing;\n // break text into words, spaces and newline chars\n var tokens = TextMetrics.tokenize(text);\n for (var i = 0; i < tokens.length; i++) {\n // get the word, space or newlineChar\n var token = tokens[i];\n // if word is a new line\n if (TextMetrics.isNewline(token)) {\n // keep the new line\n if (!collapseNewlines) {\n lines += TextMetrics.addLine(line);\n canPrependSpaces = !collapseSpaces;\n line = '';\n width = 0;\n continue;\n }\n // if we should collapse new lines\n // we simply convert it into a space\n token = ' ';\n }\n // if we should collapse repeated whitespaces\n if (collapseSpaces) {\n // check both this and the last tokens for spaces\n var currIsBreakingSpace = TextMetrics.isBreakingSpace(token);\n var lastIsBreakingSpace = TextMetrics.isBreakingSpace(line[line.length - 1]);\n if (currIsBreakingSpace && lastIsBreakingSpace) {\n continue;\n }\n }\n // get word width from cache if possible\n var tokenWidth = TextMetrics.getFromCache(token, letterSpacing, cache, context);\n // word is longer than desired bounds\n if (tokenWidth > wordWrapWidth) {\n // if we are not already at the beginning of a line\n if (line !== '') {\n // start newlines for overflow words\n lines += TextMetrics.addLine(line);\n line = '';\n width = 0;\n }\n // break large word over multiple lines\n if (TextMetrics.canBreakWords(token, style.breakWords)) {\n // break word into characters\n var characters = TextMetrics.wordWrapSplit(token);\n // loop the characters\n for (var j = 0; j < characters.length; j++) {\n var char = characters[j];\n var k = 1;\n // we are not at the end of the token\n while (characters[j + k]) {\n var nextChar = characters[j + k];\n var lastChar = char[char.length - 1];\n // should not split chars\n if (!TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords)) {\n // combine chars & move forward one\n char += nextChar;\n }\n else {\n break;\n }\n k++;\n }\n j += char.length - 1;\n var characterWidth = TextMetrics.getFromCache(char, letterSpacing, cache, context);\n if (characterWidth + width > wordWrapWidth) {\n lines += TextMetrics.addLine(line);\n canPrependSpaces = false;\n line = '';\n width = 0;\n }\n line += char;\n width += characterWidth;\n }\n }\n // run word out of the bounds\n else {\n // if there are words in this line already\n // finish that line and start a new one\n if (line.length > 0) {\n lines += TextMetrics.addLine(line);\n line = '';\n width = 0;\n }\n var isLastToken = i === tokens.length - 1;\n // give it its own line if it's not the end\n lines += TextMetrics.addLine(token, !isLastToken);\n canPrependSpaces = false;\n line = '';\n width = 0;\n }\n }\n // word could fit\n else {\n // word won't fit because of existing words\n // start a new line\n if (tokenWidth + width > wordWrapWidth) {\n // if its a space we don't want it\n canPrependSpaces = false;\n // add a new line\n lines += TextMetrics.addLine(line);\n // start a new line\n line = '';\n width = 0;\n }\n // don't add spaces to the beginning of lines\n if (line.length > 0 || !TextMetrics.isBreakingSpace(token) || canPrependSpaces) {\n // add the word to the current line\n line += token;\n // update width counter\n width += tokenWidth;\n }\n }\n }\n lines += TextMetrics.addLine(line, false);\n return lines;\n };\n /**\n * Convienience function for logging each line added during the wordWrap method.\n * @param line - The line of text to add\n * @param newLine - Add new line character to end\n * @returns A formatted line\n */\n TextMetrics.addLine = function (line, newLine) {\n if (newLine === void 0) { newLine = true; }\n line = TextMetrics.trimRight(line);\n line = (newLine) ? line + \"\\n\" : line;\n return line;\n };\n /**\n * Gets & sets the widths of calculated characters in a cache object\n * @param key - The key\n * @param letterSpacing - The letter spacing\n * @param cache - The cache\n * @param context - The canvas context\n * @returns The from cache.\n */\n TextMetrics.getFromCache = function (key, letterSpacing, cache, context) {\n var width = cache[key];\n if (typeof width !== 'number') {\n var spacing = ((key.length) * letterSpacing);\n width = context.measureText(key).width + spacing;\n cache[key] = width;\n }\n return width;\n };\n /**\n * Determines whether we should collapse breaking spaces.\n * @param whiteSpace - The TextStyle property whiteSpace\n * @returns Should collapse\n */\n TextMetrics.collapseSpaces = function (whiteSpace) {\n return (whiteSpace === 'normal' || whiteSpace === 'pre-line');\n };\n /**\n * Determines whether we should collapse newLine chars.\n * @param whiteSpace - The white space\n * @returns should collapse\n */\n TextMetrics.collapseNewlines = function (whiteSpace) {\n return (whiteSpace === 'normal');\n };\n /**\n * Trims breaking whitespaces from string.\n * @param text - The text\n * @returns Trimmed string\n */\n TextMetrics.trimRight = function (text) {\n if (typeof text !== 'string') {\n return '';\n }\n for (var i = text.length - 1; i >= 0; i--) {\n var char = text[i];\n if (!TextMetrics.isBreakingSpace(char)) {\n break;\n }\n text = text.slice(0, -1);\n }\n return text;\n };\n /**\n * Determines if char is a newline.\n * @param char - The character\n * @returns True if newline, False otherwise.\n */\n TextMetrics.isNewline = function (char) {\n if (typeof char !== 'string') {\n return false;\n }\n return (TextMetrics._newlines.indexOf(char.charCodeAt(0)) >= 0);\n };\n /**\n * Determines if char is a breaking whitespace.\n *\n * It allows one to determine whether char should be a breaking whitespace\n * For example certain characters in CJK langs or numbers.\n * It must return a boolean.\n * @param char - The character\n * @param [_nextChar] - The next character\n * @returns True if whitespace, False otherwise.\n */\n TextMetrics.isBreakingSpace = function (char, _nextChar) {\n if (typeof char !== 'string') {\n return false;\n }\n return (TextMetrics._breakingSpaces.indexOf(char.charCodeAt(0)) >= 0);\n };\n /**\n * Splits a string into words, breaking-spaces and newLine characters\n * @param text - The text\n * @returns A tokenized array\n */\n TextMetrics.tokenize = function (text) {\n var tokens = [];\n var token = '';\n if (typeof text !== 'string') {\n return tokens;\n }\n for (var i = 0; i < text.length; i++) {\n var char = text[i];\n var nextChar = text[i + 1];\n if (TextMetrics.isBreakingSpace(char, nextChar) || TextMetrics.isNewline(char)) {\n if (token !== '') {\n tokens.push(token);\n token = '';\n }\n tokens.push(char);\n continue;\n }\n token += char;\n }\n if (token !== '') {\n tokens.push(token);\n }\n return tokens;\n };\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It allows one to customise which words should break\n * Examples are if the token is CJK or numbers.\n * It must return a boolean.\n * @param _token - The token\n * @param breakWords - The style attr break words\n * @returns Whether to break word or not\n */\n TextMetrics.canBreakWords = function (_token, breakWords) {\n return breakWords;\n };\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It allows one to determine whether a pair of characters\n * should be broken by newlines\n * For example certain characters in CJK langs or numbers.\n * It must return a boolean.\n * @param _char - The character\n * @param _nextChar - The next character\n * @param _token - The token/word the characters are from\n * @param _index - The index in the token of the char\n * @param _breakWords - The style attr break words\n * @returns whether to break word or not\n */\n TextMetrics.canBreakChars = function (_char, _nextChar, _token, _index, _breakWords) {\n return true;\n };\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It is called when a token (usually a word) has to be split into separate pieces\n * in order to determine the point to break a word.\n * It must return an array of characters.\n * @example\n * // Correctly splits emojis, eg \"🤪🤪\" will result in two element array, each with one emoji.\n * TextMetrics.wordWrapSplit = (token) => [...token];\n * @param token - The token to split\n * @returns The characters of the token\n */\n TextMetrics.wordWrapSplit = function (token) {\n return token.split('');\n };\n /**\n * Calculates the ascent, descent and fontSize of a given font-style\n * @param font - String representing the style of the font\n * @returns Font properties object\n */\n TextMetrics.measureFont = function (font) {\n // as this method is used for preparing assets, don't recalculate things if we don't need to\n if (TextMetrics._fonts[font]) {\n return TextMetrics._fonts[font];\n }\n var properties = {\n ascent: 0,\n descent: 0,\n fontSize: 0,\n };\n var canvas = TextMetrics._canvas;\n var context = TextMetrics._context;\n context.font = font;\n var metricsString = TextMetrics.METRICS_STRING + TextMetrics.BASELINE_SYMBOL;\n var width = Math.ceil(context.measureText(metricsString).width);\n var baseline = Math.ceil(context.measureText(TextMetrics.BASELINE_SYMBOL).width);\n var height = Math.ceil(TextMetrics.HEIGHT_MULTIPLIER * baseline);\n baseline = baseline * TextMetrics.BASELINE_MULTIPLIER | 0;\n canvas.width = width;\n canvas.height = height;\n context.fillStyle = '#f00';\n context.fillRect(0, 0, width, height);\n context.font = font;\n context.textBaseline = 'alphabetic';\n context.fillStyle = '#000';\n context.fillText(metricsString, 0, baseline);\n var imagedata = context.getImageData(0, 0, width, height).data;\n var pixels = imagedata.length;\n var line = width * 4;\n var i = 0;\n var idx = 0;\n var stop = false;\n // ascent. scan from top to bottom until we find a non red pixel\n for (i = 0; i < baseline; ++i) {\n for (var j = 0; j < line; j += 4) {\n if (imagedata[idx + j] !== 255) {\n stop = true;\n break;\n }\n }\n if (!stop) {\n idx += line;\n }\n else {\n break;\n }\n }\n properties.ascent = baseline - i;\n idx = pixels - line;\n stop = false;\n // descent. scan from bottom to top until we find a non red pixel\n for (i = height; i > baseline; --i) {\n for (var j = 0; j < line; j += 4) {\n if (imagedata[idx + j] !== 255) {\n stop = true;\n break;\n }\n }\n if (!stop) {\n idx -= line;\n }\n else {\n break;\n }\n }\n properties.descent = i - baseline;\n properties.fontSize = properties.ascent + properties.descent;\n TextMetrics._fonts[font] = properties;\n return properties;\n };\n /**\n * Clear font metrics in metrics cache.\n * @param {string} [font] - font name. If font name not set then clear cache for all fonts.\n */\n TextMetrics.clearMetrics = function (font) {\n if (font === void 0) { font = ''; }\n if (font) {\n delete TextMetrics._fonts[font];\n }\n else {\n TextMetrics._fonts = {};\n }\n };\n Object.defineProperty(TextMetrics, \"_canvas\", {\n /**\n * Cached canvas element for measuring text\n * TODO: this should be private, but isn't because of backward compat, will fix later.\n * @ignore\n */\n get: function () {\n if (!TextMetrics.__canvas) {\n var canvas = void 0;\n try {\n // OffscreenCanvas2D measureText can be up to 40% faster.\n var c = new OffscreenCanvas(0, 0);\n var context = c.getContext('2d');\n if (context && context.measureText) {\n TextMetrics.__canvas = c;\n return c;\n }\n canvas = settings.ADAPTER.createCanvas();\n }\n catch (ex) {\n canvas = settings.ADAPTER.createCanvas();\n }\n canvas.width = canvas.height = 10;\n TextMetrics.__canvas = canvas;\n }\n return TextMetrics.__canvas;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextMetrics, \"_context\", {\n /**\n * TODO: this should be private, but isn't because of backward compat, will fix later.\n * @ignore\n */\n get: function () {\n if (!TextMetrics.__context) {\n TextMetrics.__context = TextMetrics._canvas.getContext('2d');\n }\n return TextMetrics.__context;\n },\n enumerable: false,\n configurable: true\n });\n return TextMetrics;\n}());\n/**\n * Internal return object for {@link PIXI.TextMetrics.measureFont `TextMetrics.measureFont`}.\n * @typedef {object} FontMetrics\n * @property {number} ascent - The ascent distance\n * @property {number} descent - The descent distance\n * @property {number} fontSize - Font size from ascent to descent\n * @memberof PIXI.TextMetrics\n * @private\n */\n/**\n * Cache of {@see PIXI.TextMetrics.FontMetrics} objects.\n * @memberof PIXI.TextMetrics\n * @type {object}\n * @private\n */\nTextMetrics._fonts = {};\n/**\n * String used for calculate font metrics.\n * These characters are all tall to help calculate the height required for text.\n * @static\n * @memberof PIXI.TextMetrics\n * @name METRICS_STRING\n * @type {string}\n * @default |ÉqÅ\n */\nTextMetrics.METRICS_STRING = '|ÉqÅ';\n/**\n * Baseline symbol for calculate font metrics.\n * @static\n * @memberof PIXI.TextMetrics\n * @name BASELINE_SYMBOL\n * @type {string}\n * @default M\n */\nTextMetrics.BASELINE_SYMBOL = 'M';\n/**\n * Baseline multiplier for calculate font metrics.\n * @static\n * @memberof PIXI.TextMetrics\n * @name BASELINE_MULTIPLIER\n * @type {number}\n * @default 1.4\n */\nTextMetrics.BASELINE_MULTIPLIER = 1.4;\n/**\n * Height multiplier for setting height of canvas to calculate font metrics.\n * @static\n * @memberof PIXI.TextMetrics\n * @name HEIGHT_MULTIPLIER\n * @type {number}\n * @default 2.00\n */\nTextMetrics.HEIGHT_MULTIPLIER = 2.0;\n/**\n * Cache of new line chars.\n * @memberof PIXI.TextMetrics\n * @type {number[]}\n * @private\n */\nTextMetrics._newlines = [\n 0x000A,\n 0x000D ];\n/**\n * Cache of breaking spaces.\n * @memberof PIXI.TextMetrics\n * @type {number[]}\n * @private\n */\nTextMetrics._breakingSpaces = [\n 0x0009,\n 0x0020,\n 0x2000,\n 0x2001,\n 0x2002,\n 0x2003,\n 0x2004,\n 0x2005,\n 0x2006,\n 0x2008,\n 0x2009,\n 0x200A,\n 0x205F,\n 0x3000 ];\n/**\n * A number, or a string containing a number.\n * @memberof PIXI\n * @typedef {object} IFontMetrics\n * @property {number} ascent - Font ascent\n * @property {number} descent - Font descent\n * @property {number} fontSize - Font size\n */\n\nvar defaultDestroyOptions = {\n texture: true,\n children: false,\n baseTexture: true,\n};\n/**\n * A Text Object will create a line or multiple lines of text.\n *\n * The text is created using the [Canvas API](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API).\n *\n * The primary advantage of this class over BitmapText is that you have great control over the style of the text,\n * which you can change at runtime.\n *\n * The primary disadvantages is that each piece of text has it's own texture, which can use more memory.\n * When text changes, this texture has to be re-generated and re-uploaded to the GPU, taking up time.\n *\n * To split a line you can use '\\n' in your text string, or, on the `style` object,\n * change its `wordWrap` property to true and and give the `wordWrapWidth` property a value.\n *\n * A Text can be created directly from a string and a style object,\n * which can be generated [here](https://pixijs.io/pixi-text-style).\n *\n * ```js\n * let text = new PIXI.Text('This is a PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'});\n * ```\n * @memberof PIXI\n */\nvar Text = /** @class */ (function (_super) {\n __extends(Text, _super);\n /**\n * @param text - The string that you would like the text to display\n * @param {object|PIXI.TextStyle} [style] - The style parameters\n * @param canvas - The canvas element for drawing text\n */\n function Text(text, style, canvas) {\n var _this = this;\n var ownCanvas = false;\n if (!canvas) {\n canvas = settings.ADAPTER.createCanvas();\n ownCanvas = true;\n }\n canvas.width = 3;\n canvas.height = 3;\n var texture = Texture.from(canvas);\n texture.orig = new Rectangle();\n texture.trim = new Rectangle();\n _this = _super.call(this, texture) || this;\n _this._ownCanvas = ownCanvas;\n _this.canvas = canvas;\n _this.context = canvas.getContext('2d');\n _this._resolution = settings.RESOLUTION;\n _this._autoResolution = true;\n _this._text = null;\n _this._style = null;\n _this._styleListener = null;\n _this._font = '';\n _this.text = text;\n _this.style = style;\n _this.localStyleID = -1;\n return _this;\n }\n /**\n * Renders text to its canvas, and updates its texture.\n *\n * By default this is used internally to ensure the texture is correct before rendering,\n * but it can be used called externally, for example from this class to 'pre-generate' the texture from a piece of text,\n * and then shared across multiple Sprites.\n * @param respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called.\n */\n Text.prototype.updateText = function (respectDirty) {\n var style = this._style;\n // check if style has changed..\n if (this.localStyleID !== style.styleID) {\n this.dirty = true;\n this.localStyleID = style.styleID;\n }\n if (!this.dirty && respectDirty) {\n return;\n }\n this._font = this._style.toFontString();\n var context = this.context;\n var measured = TextMetrics.measureText(this._text || ' ', this._style, this._style.wordWrap, this.canvas);\n var width = measured.width;\n var height = measured.height;\n var lines = measured.lines;\n var lineHeight = measured.lineHeight;\n var lineWidths = measured.lineWidths;\n var maxLineWidth = measured.maxLineWidth;\n var fontProperties = measured.fontProperties;\n this.canvas.width = Math.ceil(Math.ceil((Math.max(1, width) + (style.padding * 2))) * this._resolution);\n this.canvas.height = Math.ceil(Math.ceil((Math.max(1, height) + (style.padding * 2))) * this._resolution);\n context.scale(this._resolution, this._resolution);\n context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n context.font = this._font;\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n var linePositionX;\n var linePositionY;\n // require 2 passes if a shadow; the first to draw the drop shadow, the second to draw the text\n var passesCount = style.dropShadow ? 2 : 1;\n // For v4, we drew text at the colours of the drop shadow underneath the normal text. This gave the correct zIndex,\n // but features such as alpha and shadowblur did not look right at all, since we were using actual text as a shadow.\n //\n // For v5.0.0, we moved over to just use the canvas API for drop shadows, which made them look much nicer and more\n // visually please, but now because the stroke is drawn and then the fill, drop shadows would appear on both the fill\n // and the stroke; and fill drop shadows would appear over the top of the stroke.\n //\n // For v5.1.1, the new route is to revert to v4 style of drawing text first to get the drop shadows underneath normal\n // text, but instead drawing text in the correct location, we'll draw it off screen (-paddingY), and then adjust the\n // drop shadow so only that appears on screen (+paddingY). Now we'll have the correct draw order of the shadow\n // beneath the text, whilst also having the proper text shadow styling.\n for (var i = 0; i < passesCount; ++i) {\n var isShadowPass = style.dropShadow && i === 0;\n // we only want the drop shadow, so put text way off-screen\n var dsOffsetText = isShadowPass ? Math.ceil(Math.max(1, height) + (style.padding * 2)) : 0;\n var dsOffsetShadow = dsOffsetText * this._resolution;\n if (isShadowPass) {\n // On Safari, text with gradient and drop shadows together do not position correctly\n // if the scale of the canvas is not 1: https://bugs.webkit.org/show_bug.cgi?id=197689\n // Therefore we'll set the styles to be a plain black whilst generating this drop shadow\n context.fillStyle = 'black';\n context.strokeStyle = 'black';\n var dropShadowColor = style.dropShadowColor;\n var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor));\n var dropShadowBlur = style.dropShadowBlur * this._resolution;\n var dropShadowDistance = style.dropShadowDistance * this._resolution;\n context.shadowColor = \"rgba(\" + rgb[0] * 255 + \",\" + rgb[1] * 255 + \",\" + rgb[2] * 255 + \",\" + style.dropShadowAlpha + \")\";\n context.shadowBlur = dropShadowBlur;\n context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance;\n context.shadowOffsetY = (Math.sin(style.dropShadowAngle) * dropShadowDistance) + dsOffsetShadow;\n }\n else {\n // set canvas text styles\n context.fillStyle = this._generateFillStyle(style, lines, measured);\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n context.strokeStyle = style.stroke;\n context.shadowColor = 'black';\n context.shadowBlur = 0;\n context.shadowOffsetX = 0;\n context.shadowOffsetY = 0;\n }\n var linePositionYShift = (lineHeight - fontProperties.fontSize) / 2;\n if (!Text.nextLineHeightBehavior || lineHeight - fontProperties.fontSize < 0) {\n linePositionYShift = 0;\n }\n // draw lines line by line\n for (var i_1 = 0; i_1 < lines.length; i_1++) {\n linePositionX = style.strokeThickness / 2;\n linePositionY = ((style.strokeThickness / 2) + (i_1 * lineHeight)) + fontProperties.ascent\n + linePositionYShift;\n if (style.align === 'right') {\n linePositionX += maxLineWidth - lineWidths[i_1];\n }\n else if (style.align === 'center') {\n linePositionX += (maxLineWidth - lineWidths[i_1]) / 2;\n }\n if (style.stroke && style.strokeThickness) {\n this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText, true);\n }\n if (style.fill) {\n this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText);\n }\n }\n }\n this.updateTexture();\n };\n /**\n * Render the text with letter-spacing.\n * @param text - The text to draw\n * @param x - Horizontal position to draw the text\n * @param y - Vertical position to draw the text\n * @param isStroke - Is this drawing for the outside stroke of the\n * text? If not, it's for the inside fill\n */\n Text.prototype.drawLetterSpacing = function (text, x, y, isStroke) {\n if (isStroke === void 0) { isStroke = false; }\n var style = this._style;\n // letterSpacing of 0 means normal\n var letterSpacing = style.letterSpacing;\n // Checking that we can use moddern canvas2D api\n // https://developer.chrome.com/origintrials/#/view_trial/3585991203293757441\n // note: this is unstable API, Chrome less 94 use a `textLetterSpacing`, newest use a letterSpacing\n // eslint-disable-next-line max-len\n var supportLetterSpacing = Text.experimentalLetterSpacing\n && ('letterSpacing' in CanvasRenderingContext2D.prototype\n || 'textLetterSpacing' in CanvasRenderingContext2D.prototype);\n if (letterSpacing === 0 || supportLetterSpacing) {\n if (supportLetterSpacing) {\n this.context.letterSpacing = letterSpacing;\n this.context.textLetterSpacing = letterSpacing;\n }\n if (isStroke) {\n this.context.strokeText(text, x, y);\n }\n else {\n this.context.fillText(text, x, y);\n }\n return;\n }\n var currentPosition = x;\n // Using Array.from correctly splits characters whilst keeping emoji together.\n // This is not supported on IE as it requires ES6, so regular text splitting occurs.\n // This also doesn't account for emoji that are multiple emoji put together to make something else.\n // Handling all of this would require a big library itself.\n // https://medium.com/@giltayar/iterating-over-emoji-characters-the-es6-way-f06e4589516\n // https://github.com/orling/grapheme-splitter\n var stringArray = Array.from ? Array.from(text) : text.split('');\n var previousWidth = this.context.measureText(text).width;\n var currentWidth = 0;\n for (var i = 0; i < stringArray.length; ++i) {\n var currentChar = stringArray[i];\n if (isStroke) {\n this.context.strokeText(currentChar, currentPosition, y);\n }\n else {\n this.context.fillText(currentChar, currentPosition, y);\n }\n var textStr = '';\n for (var j = i + 1; j < stringArray.length; ++j) {\n textStr += stringArray[j];\n }\n currentWidth = this.context.measureText(textStr).width;\n currentPosition += previousWidth - currentWidth + letterSpacing;\n previousWidth = currentWidth;\n }\n };\n /** Updates texture size based on canvas size. */\n Text.prototype.updateTexture = function () {\n var canvas = this.canvas;\n if (this._style.trim) {\n var trimmed = trimCanvas(canvas);\n if (trimmed.data) {\n canvas.width = trimmed.width;\n canvas.height = trimmed.height;\n this.context.putImageData(trimmed.data, 0, 0);\n }\n }\n var texture = this._texture;\n var style = this._style;\n var padding = style.trim ? 0 : style.padding;\n var baseTexture = texture.baseTexture;\n texture.trim.width = texture._frame.width = canvas.width / this._resolution;\n texture.trim.height = texture._frame.height = canvas.height / this._resolution;\n texture.trim.x = -padding;\n texture.trim.y = -padding;\n texture.orig.width = texture._frame.width - (padding * 2);\n texture.orig.height = texture._frame.height - (padding * 2);\n // call sprite onTextureUpdate to update scale if _width or _height were set\n this._onTextureUpdate();\n baseTexture.setRealSize(canvas.width, canvas.height, this._resolution);\n texture.updateUvs();\n this.dirty = false;\n };\n /**\n * Renders the object using the WebGL renderer\n * @param renderer - The renderer\n */\n Text.prototype._render = function (renderer) {\n if (this._autoResolution && this._resolution !== renderer.resolution) {\n this._resolution = renderer.resolution;\n this.dirty = true;\n }\n this.updateText(true);\n _super.prototype._render.call(this, renderer);\n };\n /** Updates the transform on all children of this container for rendering. */\n Text.prototype.updateTransform = function () {\n this.updateText(true);\n _super.prototype.updateTransform.call(this);\n };\n Text.prototype.getBounds = function (skipUpdate, rect) {\n this.updateText(true);\n if (this._textureID === -1) {\n // texture was updated: recalculate transforms\n skipUpdate = false;\n }\n return _super.prototype.getBounds.call(this, skipUpdate, rect);\n };\n /**\n * Gets the local bounds of the text object.\n * @param rect - The output rectangle.\n * @returns The bounds.\n */\n Text.prototype.getLocalBounds = function (rect) {\n this.updateText(true);\n return _super.prototype.getLocalBounds.call(this, rect);\n };\n /** Calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account. */\n Text.prototype._calculateBounds = function () {\n this.calculateVertices();\n // if we have already done this on THIS frame.\n this._bounds.addQuad(this.vertexData);\n };\n /**\n * Generates the fill style. Can automatically generate a gradient based on the fill style being an array\n * @param style - The style.\n * @param lines - The lines of text.\n * @param metrics\n * @returns The fill style\n */\n Text.prototype._generateFillStyle = function (style, lines, metrics) {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n var fillStyle = style.fill;\n if (!Array.isArray(fillStyle)) {\n return fillStyle;\n }\n else if (fillStyle.length === 1) {\n return fillStyle[0];\n }\n // the gradient will be evenly spaced out according to how large the array is.\n // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75\n var gradient;\n // a dropshadow will enlarge the canvas and result in the gradient being\n // generated with the incorrect dimensions\n var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0;\n // should also take padding into account, padding can offset the gradient\n var padding = style.padding || 0;\n var width = (this.canvas.width / this._resolution) - dropShadowCorrection - (padding * 2);\n var height = (this.canvas.height / this._resolution) - dropShadowCorrection - (padding * 2);\n // make a copy of the style settings, so we can manipulate them later\n var fill = fillStyle.slice();\n var fillGradientStops = style.fillGradientStops.slice();\n // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75\n if (!fillGradientStops.length) {\n var lengthPlus1 = fill.length + 1;\n for (var i = 1; i < lengthPlus1; ++i) {\n fillGradientStops.push(i / lengthPlus1);\n }\n }\n // stop the bleeding of the last gradient on the line above to the top gradient of the this line\n // by hard defining the first gradient colour at point 0, and last gradient colour at point 1\n fill.unshift(fillStyle[0]);\n fillGradientStops.unshift(0);\n fill.push(fillStyle[fillStyle.length - 1]);\n fillGradientStops.push(1);\n if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) {\n // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas\n gradient = this.context.createLinearGradient(width / 2, padding, width / 2, height + padding);\n // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect\n // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875\n // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc\n var textHeight = metrics.fontProperties.fontSize + style.strokeThickness;\n for (var i = 0; i < lines.length; i++) {\n var lastLineBottom = (metrics.lineHeight * (i - 1)) + textHeight;\n var thisLineTop = metrics.lineHeight * i;\n var thisLineGradientStart = thisLineTop;\n // Handle case where last & this line overlap\n if (i > 0 && lastLineBottom > thisLineTop) {\n thisLineGradientStart = (thisLineTop + lastLineBottom) / 2;\n }\n var thisLineBottom = thisLineTop + textHeight;\n var nextLineTop = metrics.lineHeight * (i + 1);\n var thisLineGradientEnd = thisLineBottom;\n // Handle case where this & next line overlap\n if (i + 1 < lines.length && nextLineTop < thisLineBottom) {\n thisLineGradientEnd = (thisLineBottom + nextLineTop) / 2;\n }\n // textHeight, but as a 0-1 size in global gradient stop space\n var gradStopLineHeight = (thisLineGradientEnd - thisLineGradientStart) / height;\n for (var j = 0; j < fill.length; j++) {\n // 0-1 stop point for the current line, multiplied to global space afterwards\n var lineStop = 0;\n if (typeof fillGradientStops[j] === 'number') {\n lineStop = fillGradientStops[j];\n }\n else {\n lineStop = j / fill.length;\n }\n var globalStop = Math.min(1, Math.max(0, (thisLineGradientStart / height) + (lineStop * gradStopLineHeight)));\n // There's potential for floating point precision issues at the seams between gradient repeats.\n globalStop = Number(globalStop.toFixed(5));\n gradient.addColorStop(globalStop, fill[j]);\n }\n }\n }\n else {\n // start the gradient at the center left of the canvas, and end at the center right of the canvas\n gradient = this.context.createLinearGradient(padding, height / 2, width + padding, height / 2);\n // can just evenly space out the gradients in this case, as multiple lines makes no difference\n // to an even left to right gradient\n var totalIterations = fill.length + 1;\n var currentIteration = 1;\n for (var i = 0; i < fill.length; i++) {\n var stop = void 0;\n if (typeof fillGradientStops[i] === 'number') {\n stop = fillGradientStops[i];\n }\n else {\n stop = currentIteration / totalIterations;\n }\n gradient.addColorStop(stop, fill[i]);\n currentIteration++;\n }\n }\n return gradient;\n };\n /**\n * Destroys this text object.\n *\n * Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as\n * the majority of the time the texture will not be shared with any other Sprites.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their\n * destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well\n */\n Text.prototype.destroy = function (options) {\n if (typeof options === 'boolean') {\n options = { children: options };\n }\n options = Object.assign({}, defaultDestroyOptions, options);\n _super.prototype.destroy.call(this, options);\n // set canvas width and height to 0 to workaround memory leak in Safari < 13\n // https://stackoverflow.com/questions/52532614/total-canvas-memory-use-exceeds-the-maximum-limit-safari-12\n if (this._ownCanvas) {\n this.canvas.height = this.canvas.width = 0;\n }\n // make sure to reset the context and canvas.. dont want this hanging around in memory!\n this.context = null;\n this.canvas = null;\n this._style = null;\n };\n Object.defineProperty(Text.prototype, \"width\", {\n /** The width of the Text, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n this.updateText(true);\n return Math.abs(this.scale.x) * this._texture.orig.width;\n },\n set: function (value) {\n this.updateText(true);\n var s = sign(this.scale.x) || 1;\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Text.prototype, \"height\", {\n /** The height of the Text, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n this.updateText(true);\n return Math.abs(this.scale.y) * this._texture.orig.height;\n },\n set: function (value) {\n this.updateText(true);\n var s = sign(this.scale.y) || 1;\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Text.prototype, \"style\", {\n /**\n * Set the style of the text.\n *\n * Set up an event listener to listen for changes on the style object and mark the text as dirty.\n */\n get: function () {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the ITextStyle\n // since the setter creates the TextStyle. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n return this._style;\n },\n set: function (style) {\n style = style || {};\n if (style instanceof TextStyle) {\n this._style = style;\n }\n else {\n this._style = new TextStyle(style);\n }\n this.localStyleID = -1;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Text.prototype, \"text\", {\n /** Set the copy for the text object. To split a line you can use '\\n'. */\n get: function () {\n return this._text;\n },\n set: function (text) {\n text = String(text === null || text === undefined ? '' : text);\n if (this._text === text) {\n return;\n }\n this._text = text;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Text.prototype, \"resolution\", {\n /**\n * The resolution / device pixel ratio of the canvas.\n *\n * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually.\n * @default 1\n */\n get: function () {\n return this._resolution;\n },\n set: function (value) {\n this._autoResolution = false;\n if (this._resolution === value) {\n return;\n }\n this._resolution = value;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * New behavior for `lineHeight` that's meant to mimic HTML text. A value of `true` will\n * make sure the first baseline is offset by the `lineHeight` value if it is greater than `fontSize`.\n * A value of `false` will use the legacy behavior and not change the baseline of the first line.\n * In the next major release, we'll enable this by default.\n */\n Text.nextLineHeightBehavior = false;\n /**\n * New rendering behavior for letter-spacing which uses Chrome's new native API. This will\n * lead to more accurate letter-spacing results because it does not try to manually draw\n * each character. However, this Chrome API is experimental and may not serve all cases yet.\n */\n Text.experimentalLetterSpacing = false;\n return Text;\n}(Sprite));\n\nexport { TEXT_GRADIENT, Text, TextMetrics, TextStyle };\n//# sourceMappingURL=text.mjs.map\n","/*!\n * @pixi/prepare - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/prepare is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { Texture, BaseTexture, ExtensionType } from '@pixi/core';\nimport { Graphics } from '@pixi/graphics';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\nimport { Container } from '@pixi/display';\nimport { Text, TextStyle, TextMetrics } from '@pixi/text';\nimport { deprecation } from '@pixi/utils';\n\n/**\n * Default number of uploads per frame using prepare plugin.\n * @static\n * @memberof PIXI.settings\n * @name UPLOADS_PER_FRAME\n * @type {number}\n * @default 4\n */\nsettings.UPLOADS_PER_FRAME = 4;\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * CountLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified\n * number of items per frame.\n * @memberof PIXI\n */\nvar CountLimiter = /** @class */ (function () {\n /**\n * @param maxItemsPerFrame - The maximum number of items that can be prepared each frame.\n */\n function CountLimiter(maxItemsPerFrame) {\n this.maxItemsPerFrame = maxItemsPerFrame;\n this.itemsLeft = 0;\n }\n /** Resets any counting properties to start fresh on a new frame. */\n CountLimiter.prototype.beginFrame = function () {\n this.itemsLeft = this.maxItemsPerFrame;\n };\n /**\n * Checks to see if another item can be uploaded. This should only be called once per item.\n * @returns If the item is allowed to be uploaded.\n */\n CountLimiter.prototype.allowedToUpload = function () {\n return this.itemsLeft-- > 0;\n };\n return CountLimiter;\n}());\n\n/**\n * Built-in hook to find multiple textures from objects like AnimatedSprites.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns If a PIXI.Texture object was found.\n */\nfunction findMultipleBaseTextures(item, queue) {\n var result = false;\n // Objects with multiple textures\n if (item && item._textures && item._textures.length) {\n for (var i = 0; i < item._textures.length; i++) {\n if (item._textures[i] instanceof Texture) {\n var baseTexture = item._textures[i].baseTexture;\n if (queue.indexOf(baseTexture) === -1) {\n queue.push(baseTexture);\n result = true;\n }\n }\n }\n }\n return result;\n}\n/**\n * Built-in hook to find BaseTextures from Texture.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns If a PIXI.Texture object was found.\n */\nfunction findBaseTexture(item, queue) {\n if (item.baseTexture instanceof BaseTexture) {\n var texture = item.baseTexture;\n if (queue.indexOf(texture) === -1) {\n queue.push(texture);\n }\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to find textures from objects.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns If a PIXI.Texture object was found.\n */\nfunction findTexture(item, queue) {\n if (item._texture && item._texture instanceof Texture) {\n var texture = item._texture.baseTexture;\n if (queue.indexOf(texture) === -1) {\n queue.push(texture);\n }\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to draw PIXI.Text to its texture.\n * @private\n * @param _helper - Not used by this upload handler\n * @param item - Item to check\n * @returns If item was uploaded.\n */\nfunction drawText(_helper, item) {\n if (item instanceof Text) {\n // updating text will return early if it is not dirty\n item.updateText(true);\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to calculate a text style for a PIXI.Text object.\n * @private\n * @param _helper - Not used by this upload handler\n * @param item - Item to check\n * @returns If item was uploaded.\n */\nfunction calculateTextStyle(_helper, item) {\n if (item instanceof TextStyle) {\n var font = item.toFontString();\n TextMetrics.measureFont(font);\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to find Text objects.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns if a PIXI.Text object was found.\n */\nfunction findText(item, queue) {\n if (item instanceof Text) {\n // push the text style to prepare it - this can be really expensive\n if (queue.indexOf(item.style) === -1) {\n queue.push(item.style);\n }\n // also push the text object so that we can render it (to canvas/texture) if needed\n if (queue.indexOf(item) === -1) {\n queue.push(item);\n }\n // also push the Text's texture for upload to GPU\n var texture = item._texture.baseTexture;\n if (queue.indexOf(texture) === -1) {\n queue.push(texture);\n }\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to find TextStyle objects.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns If a PIXI.TextStyle object was found.\n */\nfunction findTextStyle(item, queue) {\n if (item instanceof TextStyle) {\n if (queue.indexOf(item) === -1) {\n queue.push(item);\n }\n return true;\n }\n return false;\n}\n/**\n * The prepare manager provides functionality to upload content to the GPU.\n *\n * BasePrepare handles basic queuing functionality and is extended by\n * {@link PIXI.Prepare} and {@link PIXI.CanvasPrepare}\n * to provide preparation capabilities specific to their respective renderers.\n * @example\n * // Create a sprite\n * const sprite = PIXI.Sprite.from('something.png');\n *\n * // Load object into GPU\n * app.renderer.plugins.prepare.upload(sprite, () => {\n *\n * //Texture(s) has been uploaded to GPU\n * app.stage.addChild(sprite);\n *\n * })\n * @abstract\n * @memberof PIXI\n */\nvar BasePrepare = /** @class */ (function () {\n /**\n * @param {PIXI.AbstractRenderer} renderer - A reference to the current renderer\n */\n function BasePrepare(renderer) {\n var _this = this;\n this.limiter = new CountLimiter(settings.UPLOADS_PER_FRAME);\n this.renderer = renderer;\n this.uploadHookHelper = null;\n this.queue = [];\n this.addHooks = [];\n this.uploadHooks = [];\n this.completes = [];\n this.ticking = false;\n this.delayedTick = function () {\n // unlikely, but in case we were destroyed between tick() and delayedTick()\n if (!_this.queue) {\n return;\n }\n _this.prepareItems();\n };\n // hooks to find the correct texture\n this.registerFindHook(findText);\n this.registerFindHook(findTextStyle);\n this.registerFindHook(findMultipleBaseTextures);\n this.registerFindHook(findBaseTexture);\n this.registerFindHook(findTexture);\n // upload hooks\n this.registerUploadHook(drawText);\n this.registerUploadHook(calculateTextStyle);\n }\n /** @ignore */\n BasePrepare.prototype.upload = function (item, done) {\n var _this = this;\n if (typeof item === 'function') {\n done = item;\n item = null;\n }\n if (done) {\n deprecation('6.5.0', 'BasePrepare.upload callback is deprecated, use the return Promise instead.');\n }\n return new Promise(function (resolve) {\n // If a display object, search for items\n // that we could upload\n if (item) {\n _this.add(item);\n }\n // TODO: remove done callback and just use resolve\n var complete = function () {\n done === null || done === void 0 ? void 0 : done();\n resolve();\n };\n // Get the items for upload from the display\n if (_this.queue.length) {\n _this.completes.push(complete);\n if (!_this.ticking) {\n _this.ticking = true;\n Ticker.system.addOnce(_this.tick, _this, UPDATE_PRIORITY.UTILITY);\n }\n }\n else {\n complete();\n }\n });\n };\n /**\n * Handle tick update\n * @private\n */\n BasePrepare.prototype.tick = function () {\n setTimeout(this.delayedTick, 0);\n };\n /**\n * Actually prepare items. This is handled outside of the tick because it will take a while\n * and we do NOT want to block the current animation frame from rendering.\n * @private\n */\n BasePrepare.prototype.prepareItems = function () {\n this.limiter.beginFrame();\n // Upload the graphics\n while (this.queue.length && this.limiter.allowedToUpload()) {\n var item = this.queue[0];\n var uploaded = false;\n if (item && !item._destroyed) {\n for (var i = 0, len = this.uploadHooks.length; i < len; i++) {\n if (this.uploadHooks[i](this.uploadHookHelper, item)) {\n this.queue.shift();\n uploaded = true;\n break;\n }\n }\n }\n if (!uploaded) {\n this.queue.shift();\n }\n }\n // We're finished\n if (!this.queue.length) {\n this.ticking = false;\n var completes = this.completes.slice(0);\n this.completes.length = 0;\n for (var i = 0, len = completes.length; i < len; i++) {\n completes[i]();\n }\n }\n else {\n // if we are not finished, on the next rAF do this again\n Ticker.system.addOnce(this.tick, this, UPDATE_PRIORITY.UTILITY);\n }\n };\n /**\n * Adds hooks for finding items.\n * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array`\n * function must return `true` if it was able to add item to the queue.\n * @returns Instance of plugin for chaining.\n */\n BasePrepare.prototype.registerFindHook = function (addHook) {\n if (addHook) {\n this.addHooks.push(addHook);\n }\n return this;\n };\n /**\n * Adds hooks for uploading items.\n * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and\n * function must return `true` if it was able to handle upload of item.\n * @returns Instance of plugin for chaining.\n */\n BasePrepare.prototype.registerUploadHook = function (uploadHook) {\n if (uploadHook) {\n this.uploadHooks.push(uploadHook);\n }\n return this;\n };\n /**\n * Manually add an item to the uploading queue.\n * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to\n * add to the queue\n * @returns Instance of plugin for chaining.\n */\n BasePrepare.prototype.add = function (item) {\n // Add additional hooks for finding elements on special\n // types of objects that\n for (var i = 0, len = this.addHooks.length; i < len; i++) {\n if (this.addHooks[i](item, this.queue)) {\n break;\n }\n }\n // Get children recursively\n if (item instanceof Container) {\n for (var i = item.children.length - 1; i >= 0; i--) {\n this.add(item.children[i]);\n }\n }\n return this;\n };\n /** Destroys the plugin, don't use after this. */\n BasePrepare.prototype.destroy = function () {\n if (this.ticking) {\n Ticker.system.remove(this.tick, this);\n }\n this.ticking = false;\n this.addHooks = null;\n this.uploadHooks = null;\n this.renderer = null;\n this.completes = null;\n this.queue = null;\n this.limiter = null;\n this.uploadHookHelper = null;\n };\n return BasePrepare;\n}());\n\n/**\n * Built-in hook to upload PIXI.Texture objects to the GPU.\n * @private\n * @param renderer - instance of the webgl renderer\n * @param item - Item to check\n * @returns If item was uploaded.\n */\nfunction uploadBaseTextures(renderer, item) {\n if (item instanceof BaseTexture) {\n // if the texture already has a GL texture, then the texture has been prepared or rendered\n // before now. If the texture changed, then the changer should be calling texture.update() which\n // reuploads the texture without need for preparing it again\n if (!item._glTextures[renderer.CONTEXT_UID]) {\n renderer.texture.bind(item);\n }\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to upload PIXI.Graphics to the GPU.\n * @private\n * @param renderer - instance of the webgl renderer\n * @param item - Item to check\n * @returns If item was uploaded.\n */\nfunction uploadGraphics(renderer, item) {\n if (!(item instanceof Graphics)) {\n return false;\n }\n var geometry = item.geometry;\n // update dirty graphics to get batches\n item.finishPoly();\n geometry.updateBatches();\n var batches = geometry.batches;\n // upload all textures found in styles\n for (var i = 0; i < batches.length; i++) {\n var texture = batches[i].style.texture;\n if (texture) {\n uploadBaseTextures(renderer, texture.baseTexture);\n }\n }\n // if its not batchable - update vao for particular shader\n if (!geometry.batchable) {\n renderer.geometry.bind(geometry, item._resolveDirectShader(renderer));\n }\n return true;\n}\n/**\n * Built-in hook to find graphics.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns if a PIXI.Graphics object was found.\n */\nfunction findGraphics(item, queue) {\n if (item instanceof Graphics) {\n queue.push(item);\n return true;\n }\n return false;\n}\n/**\n * The prepare plugin provides renderer-specific plugins for pre-rendering DisplayObjects. These plugins are useful for\n * asynchronously preparing and uploading to the GPU assets, textures, graphics waiting to be displayed.\n *\n * Do not instantiate this plugin directly. It is available from the `renderer.plugins` property.\n * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}.\n * @example\n * // Create a new application\n * const app = new PIXI.Application();\n * document.body.appendChild(app.view);\n *\n * // Don't start rendering right away\n * app.stop();\n *\n * // create a display object\n * const rect = new PIXI.Graphics()\n * .beginFill(0x00ff00)\n * .drawRect(40, 40, 200, 200);\n *\n * // Add to the stage\n * app.stage.addChild(rect);\n *\n * // Don't start rendering until the graphic is uploaded to the GPU\n * app.renderer.plugins.prepare.upload(app.stage, () => {\n * app.start();\n * });\n * @memberof PIXI\n */\nvar Prepare = /** @class */ (function (_super) {\n __extends(Prepare, _super);\n /**\n * @param {PIXI.Renderer} renderer - A reference to the current renderer\n */\n function Prepare(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.uploadHookHelper = _this.renderer;\n // Add textures and graphics to upload\n _this.registerFindHook(findGraphics);\n _this.registerUploadHook(uploadBaseTextures);\n _this.registerUploadHook(uploadGraphics);\n return _this;\n }\n /** @ignore */\n Prepare.extension = {\n name: 'prepare',\n type: ExtensionType.RendererPlugin,\n };\n return Prepare;\n}(BasePrepare));\n\n/**\n * TimeLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified\n * number of milliseconds per frame.\n * @memberof PIXI\n */\nvar TimeLimiter = /** @class */ (function () {\n /** @param maxMilliseconds - The maximum milliseconds that can be spent preparing items each frame. */\n function TimeLimiter(maxMilliseconds) {\n this.maxMilliseconds = maxMilliseconds;\n this.frameStart = 0;\n }\n /** Resets any counting properties to start fresh on a new frame. */\n TimeLimiter.prototype.beginFrame = function () {\n this.frameStart = Date.now();\n };\n /**\n * Checks to see if another item can be uploaded. This should only be called once per item.\n * @returns - If the item is allowed to be uploaded.\n */\n TimeLimiter.prototype.allowedToUpload = function () {\n return Date.now() - this.frameStart < this.maxMilliseconds;\n };\n return TimeLimiter;\n}());\n\nexport { BasePrepare, CountLimiter, Prepare, TimeLimiter };\n//# sourceMappingURL=prepare.mjs.map\n","/*!\n * @pixi/spritesheet - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/spritesheet is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Rectangle } from '@pixi/math';\nimport { Texture, BaseTexture, ExtensionType } from '@pixi/core';\nimport { getResolutionOfUrl, deprecation, url } from '@pixi/utils';\nimport { LoaderResource } from '@pixi/loaders';\n\n/**\n * Utility class for maintaining reference to a collection\n * of Textures on a single Spritesheet.\n *\n * To access a sprite sheet from your code you may pass its JSON data file to Pixi's loader:\n *\n * ```js\n * PIXI.Loader.shared.add(\"images/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"images/spritesheet.json\"].spritesheet;\n * ...\n * }\n * ```\n *\n * Alternately, you may circumvent the loader by instantiating the Spritesheet directly:\n * ```js\n * const sheet = new PIXI.Spritesheet(texture, spritesheetData);\n * await sheet.parse();\n * console.log('Spritesheet ready to use!');\n * ```\n *\n * With the `sheet.textures` you can create Sprite objects,`sheet.animations` can be used to create an AnimatedSprite.\n *\n * Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker},\n * {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}.\n * Default anchor points (see {@link PIXI.Texture#defaultAnchor}) and grouping of animation sprites are currently only\n * supported by TexturePacker.\n * @memberof PIXI\n */\nvar Spritesheet = /** @class */ (function () {\n /**\n * @param texture - Reference to the source BaseTexture object.\n * @param {object} data - Spritesheet image data.\n * @param resolutionFilename - The filename to consider when determining\n * the resolution of the spritesheet. If not provided, the imageUrl will\n * be used on the BaseTexture.\n */\n function Spritesheet(texture, data, resolutionFilename) {\n if (resolutionFilename === void 0) { resolutionFilename = null; }\n /** For multi-packed spritesheets, this contains a reference to all the other spritesheets it depends on. */\n this.linkedSheets = [];\n this._texture = texture instanceof Texture ? texture : null;\n this.baseTexture = texture instanceof BaseTexture ? texture : this._texture.baseTexture;\n this.textures = {};\n this.animations = {};\n this.data = data;\n var resource = this.baseTexture.resource;\n this.resolution = this._updateResolution(resolutionFilename || (resource ? resource.url : null));\n this._frames = this.data.frames;\n this._frameKeys = Object.keys(this._frames);\n this._batchIndex = 0;\n this._callback = null;\n }\n /**\n * Generate the resolution from the filename or fallback\n * to the meta.scale field of the JSON data.\n * @param resolutionFilename - The filename to use for resolving\n * the default resolution.\n * @returns Resolution to use for spritesheet.\n */\n Spritesheet.prototype._updateResolution = function (resolutionFilename) {\n if (resolutionFilename === void 0) { resolutionFilename = null; }\n var scale = this.data.meta.scale;\n // Use a defaultValue of `null` to check if a url-based resolution is set\n var resolution = getResolutionOfUrl(resolutionFilename, null);\n // No resolution found via URL\n if (resolution === null) {\n // Use the scale value or default to 1\n resolution = scale !== undefined ? parseFloat(scale) : 1;\n }\n // For non-1 resolutions, update baseTexture\n if (resolution !== 1) {\n this.baseTexture.setResolution(resolution);\n }\n return resolution;\n };\n /** @ignore */\n Spritesheet.prototype.parse = function (callback) {\n var _this = this;\n if (callback) {\n deprecation('6.5.0', 'Spritesheet.parse callback is deprecated, use the return Promise instead.');\n }\n return new Promise(function (resolve) {\n _this._callback = function (textures) {\n callback === null || callback === void 0 ? void 0 : callback(textures);\n resolve(textures);\n };\n _this._batchIndex = 0;\n if (_this._frameKeys.length <= Spritesheet.BATCH_SIZE) {\n _this._processFrames(0);\n _this._processAnimations();\n _this._parseComplete();\n }\n else {\n _this._nextBatch();\n }\n });\n };\n /**\n * Process a batch of frames\n * @param initialFrameIndex - The index of frame to start.\n */\n Spritesheet.prototype._processFrames = function (initialFrameIndex) {\n var frameIndex = initialFrameIndex;\n var maxFrames = Spritesheet.BATCH_SIZE;\n while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length) {\n var i = this._frameKeys[frameIndex];\n var data = this._frames[i];\n var rect = data.frame;\n if (rect) {\n var frame = null;\n var trim = null;\n var sourceSize = data.trimmed !== false && data.sourceSize\n ? data.sourceSize : data.frame;\n var orig = new Rectangle(0, 0, Math.floor(sourceSize.w) / this.resolution, Math.floor(sourceSize.h) / this.resolution);\n if (data.rotated) {\n frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.h) / this.resolution, Math.floor(rect.w) / this.resolution);\n }\n else {\n frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution);\n }\n // Check to see if the sprite is trimmed\n if (data.trimmed !== false && data.spriteSourceSize) {\n trim = new Rectangle(Math.floor(data.spriteSourceSize.x) / this.resolution, Math.floor(data.spriteSourceSize.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution);\n }\n this.textures[i] = new Texture(this.baseTexture, frame, orig, trim, data.rotated ? 2 : 0, data.anchor);\n // lets also add the frame to pixi's global cache for 'from' and 'fromLoader' functions\n Texture.addToCache(this.textures[i], i);\n }\n frameIndex++;\n }\n };\n /** Parse animations config. */\n Spritesheet.prototype._processAnimations = function () {\n var animations = this.data.animations || {};\n for (var animName in animations) {\n this.animations[animName] = [];\n for (var i = 0; i < animations[animName].length; i++) {\n var frameName = animations[animName][i];\n this.animations[animName].push(this.textures[frameName]);\n }\n }\n };\n /** The parse has completed. */\n Spritesheet.prototype._parseComplete = function () {\n var callback = this._callback;\n this._callback = null;\n this._batchIndex = 0;\n callback.call(this, this.textures);\n };\n /** Begin the next batch of textures. */\n Spritesheet.prototype._nextBatch = function () {\n var _this = this;\n this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE);\n this._batchIndex++;\n setTimeout(function () {\n if (_this._batchIndex * Spritesheet.BATCH_SIZE < _this._frameKeys.length) {\n _this._nextBatch();\n }\n else {\n _this._processAnimations();\n _this._parseComplete();\n }\n }, 0);\n };\n /**\n * Destroy Spritesheet and don't use after this.\n * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well\n */\n Spritesheet.prototype.destroy = function (destroyBase) {\n var _a;\n if (destroyBase === void 0) { destroyBase = false; }\n for (var i in this.textures) {\n this.textures[i].destroy();\n }\n this._frames = null;\n this._frameKeys = null;\n this.data = null;\n this.textures = null;\n if (destroyBase) {\n (_a = this._texture) === null || _a === void 0 ? void 0 : _a.destroy();\n this.baseTexture.destroy();\n }\n this._texture = null;\n this.baseTexture = null;\n this.linkedSheets = [];\n };\n /** The maximum number of Textures to build per process. */\n Spritesheet.BATCH_SIZE = 1000;\n return Spritesheet;\n}());\n/**\n * Reference to Spritesheet object created.\n * @member {PIXI.Spritesheet} spritesheet\n * @memberof PIXI.LoaderResource\n * @instance\n */\n/**\n * Dictionary of textures from Spritesheet.\n * @member {Object} textures\n * @memberof PIXI.LoaderResource\n * @instance\n */\n\n/**\n * {@link PIXI.Loader} middleware for loading texture atlases that have been created with\n * TexturePacker or similar JSON-based spritesheet.\n *\n * This middleware automatically generates Texture resources.\n *\n * If you're using Webpack or other bundlers and plan on bundling the atlas' JSON,\n * use the {@link PIXI.Spritesheet} class to directly parse the JSON.\n *\n * The Loader's image Resource name is automatically appended with `\"_image\"`.\n * If a Resource with this name is already loaded, the Loader will skip parsing the\n * Spritesheet. The code below will generate an internal Loader Resource called `\"myatlas_image\"`.\n * @example\n * loader.add('myatlas', 'path/to/myatlas.json');\n * loader.load(() => {\n * loader.resources.myatlas; // atlas JSON resource\n * loader.resources.myatlas_image; // atlas Image resource\n * });\n * @memberof PIXI\n */\nvar SpritesheetLoader = /** @class */ (function () {\n function SpritesheetLoader() {\n }\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param resource\n * @param next\n */\n SpritesheetLoader.use = function (resource, next) {\n var _a, _b;\n // because this is middleware, it execute in loader context. `this` = loader\n var loader = this;\n var imageResourceName = resource.name + \"_image\";\n // skip if no data, its not json, it isn't spritesheet data, or the image resource already exists\n if (!resource.data\n || resource.type !== LoaderResource.TYPE.JSON\n || !resource.data.frames\n || loader.resources[imageResourceName]) {\n next();\n return;\n }\n // Check and add the multi atlas\n // Heavily influenced and based on https://github.com/rocket-ua/pixi-tps-loader/blob/master/src/ResourceLoader.js\n // eslint-disable-next-line camelcase\n var multiPacks = (_b = (_a = resource.data) === null || _a === void 0 ? void 0 : _a.meta) === null || _b === void 0 ? void 0 : _b.related_multi_packs;\n if (Array.isArray(multiPacks)) {\n var _loop_1 = function (item) {\n if (typeof item !== 'string') {\n return \"continue\";\n }\n var itemName = item.replace('.json', '');\n var itemUrl = url.resolve(resource.url.replace(loader.baseUrl, ''), item);\n // Check if the file wasn't already added as multipacks are redundant\n if (loader.resources[itemName]\n || Object.values(loader.resources).some(function (r) { return url.format(url.parse(r.url)) === itemUrl; })) {\n return \"continue\";\n }\n var options = {\n crossOrigin: resource.crossOrigin,\n loadType: LoaderResource.LOAD_TYPE.XHR,\n xhrType: LoaderResource.XHR_RESPONSE_TYPE.JSON,\n parentResource: resource,\n metadata: resource.metadata\n };\n loader.add(itemName, itemUrl, options);\n };\n for (var _i = 0, multiPacks_1 = multiPacks; _i < multiPacks_1.length; _i++) {\n var item = multiPacks_1[_i];\n _loop_1(item);\n }\n }\n var loadOptions = {\n crossOrigin: resource.crossOrigin,\n metadata: resource.metadata.imageMetadata,\n parentResource: resource,\n };\n var resourcePath = SpritesheetLoader.getResourcePath(resource, loader.baseUrl);\n // load the image for this sheet\n loader.add(imageResourceName, resourcePath, loadOptions, function onImageLoad(res) {\n if (res.error) {\n next(res.error);\n return;\n }\n var spritesheet = new Spritesheet(res.texture, resource.data, resource.url);\n spritesheet.parse().then(function () {\n resource.spritesheet = spritesheet;\n resource.textures = spritesheet.textures;\n next();\n });\n });\n };\n /**\n * Get the spritesheets root path\n * @param resource - Resource to check path\n * @param baseUrl - Base root url\n */\n SpritesheetLoader.getResourcePath = function (resource, baseUrl) {\n // Prepend url path unless the resource image is a data url\n if (resource.isDataUrl) {\n return resource.data.meta.image;\n }\n return url.resolve(resource.url.replace(baseUrl, ''), resource.data.meta.image);\n };\n /** @ignore */\n SpritesheetLoader.extension = ExtensionType.Loader;\n return SpritesheetLoader;\n}());\n\nexport { Spritesheet, SpritesheetLoader };\n//# sourceMappingURL=spritesheet.mjs.map\n","/*!\n * @pixi/sprite-tiling - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/sprite-tiling is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Texture, TextureMatrix, Shader, ExtensionType, QuadUv, State, ObjectRenderer } from '@pixi/core';\nimport { Point, Rectangle, Transform, Matrix } from '@pixi/math';\nimport { Sprite } from '@pixi/sprite';\nimport { WRAP_MODES } from '@pixi/constants';\nimport { premultiplyTintToRgba, correctBlendMode } from '@pixi/utils';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar tempPoint = new Point();\n/**\n * A tiling sprite is a fast way of rendering a tiling image.\n * @memberof PIXI\n */\nvar TilingSprite = /** @class */ (function (_super) {\n __extends(TilingSprite, _super);\n /**\n * @param texture - The texture of the tiling sprite.\n * @param width - The width of the tiling sprite.\n * @param height - The height of the tiling sprite.\n */\n function TilingSprite(texture, width, height) {\n if (width === void 0) { width = 100; }\n if (height === void 0) { height = 100; }\n var _this = _super.call(this, texture) || this;\n _this.tileTransform = new Transform();\n // The width of the tiling sprite\n _this._width = width;\n // The height of the tiling sprite\n _this._height = height;\n _this.uvMatrix = _this.texture.uvMatrix || new TextureMatrix(texture);\n /**\n * Plugin that is responsible for rendering this element.\n * Allows to customize the rendering process without overriding '_render' method.\n * @default 'tilingSprite'\n */\n _this.pluginName = 'tilingSprite';\n _this.uvRespectAnchor = false;\n return _this;\n }\n Object.defineProperty(TilingSprite.prototype, \"clampMargin\", {\n /**\n * Changes frame clamping in corresponding textureTransform, shortcut\n * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas\n * @default 0.5\n * @member {number}\n */\n get: function () {\n return this.uvMatrix.clampMargin;\n },\n set: function (value) {\n this.uvMatrix.clampMargin = value;\n this.uvMatrix.update(true);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TilingSprite.prototype, \"tileScale\", {\n /** The scaling of the image that is being tiled. */\n get: function () {\n return this.tileTransform.scale;\n },\n set: function (value) {\n this.tileTransform.scale.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TilingSprite.prototype, \"tilePosition\", {\n /** The offset of the image that is being tiled. */\n get: function () {\n return this.tileTransform.position;\n },\n set: function (value) {\n this.tileTransform.position.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * @protected\n */\n TilingSprite.prototype._onTextureUpdate = function () {\n if (this.uvMatrix) {\n this.uvMatrix.texture = this._texture;\n }\n this._cachedTint = 0xFFFFFF;\n };\n /**\n * Renders the object using the WebGL renderer\n * @param renderer - The renderer\n */\n TilingSprite.prototype._render = function (renderer) {\n // tweak our texture temporarily..\n var texture = this._texture;\n if (!texture || !texture.valid) {\n return;\n }\n this.tileTransform.updateLocalTransform();\n this.uvMatrix.update();\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n };\n /** Updates the bounds of the tiling sprite. */\n TilingSprite.prototype._calculateBounds = function () {\n var minX = this._width * -this._anchor._x;\n var minY = this._height * -this._anchor._y;\n var maxX = this._width * (1 - this._anchor._x);\n var maxY = this._height * (1 - this._anchor._y);\n this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);\n };\n /**\n * Gets the local bounds of the sprite object.\n * @param rect - Optional output rectangle.\n * @returns The bounds.\n */\n TilingSprite.prototype.getLocalBounds = function (rect) {\n // we can do a fast local bounds if the sprite has no children!\n if (this.children.length === 0) {\n this._bounds.minX = this._width * -this._anchor._x;\n this._bounds.minY = this._height * -this._anchor._y;\n this._bounds.maxX = this._width * (1 - this._anchor._x);\n this._bounds.maxY = this._height * (1 - this._anchor._y);\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n return this._bounds.getRectangle(rect);\n }\n return _super.prototype.getLocalBounds.call(this, rect);\n };\n /**\n * Checks if a point is inside this tiling sprite.\n * @param point - The point to check.\n * @returns Whether or not the sprite contains the point.\n */\n TilingSprite.prototype.containsPoint = function (point) {\n this.worldTransform.applyInverse(point, tempPoint);\n var width = this._width;\n var height = this._height;\n var x1 = -width * this.anchor._x;\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width) {\n var y1 = -height * this.anchor._y;\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Destroys this sprite and optionally its texture and children\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n */\n TilingSprite.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this, options);\n this.tileTransform = null;\n this.uvMatrix = null;\n };\n /**\n * Helper function that creates a new tiling sprite based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n * @static\n * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from\n * @param {object} options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {number} options.width - required width of the tiling sprite\n * @param {number} options.height - required height of the tiling sprite\n * @returns {PIXI.TilingSprite} The newly created texture\n */\n TilingSprite.from = function (source, options) {\n var texture = (source instanceof Texture)\n ? source\n : Texture.from(source, options);\n return new TilingSprite(texture, options.width, options.height);\n };\n Object.defineProperty(TilingSprite.prototype, \"width\", {\n /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this._width;\n },\n set: function (value) {\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TilingSprite.prototype, \"height\", {\n /** The height of the TilingSprite, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this._height;\n },\n set: function (value) {\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n return TilingSprite;\n}(Sprite));\n\nvar fragmentSimpleSrc = \"#version 100\\n#define SHADER_NAME Tiling-Sprite-Simple-100\\n\\nprecision lowp float;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform vec4 uColor;\\n\\nvoid main(void)\\n{\\n vec4 texSample = texture2D(uSampler, vTextureCoord);\\n gl_FragColor = texSample * uColor;\\n}\\n\";\n\nvar gl1VertexSrc = \"#version 100\\n#define SHADER_NAME Tiling-Sprite-100\\n\\nprecision lowp float;\\n\\nattribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform mat3 uTransform;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\\n}\\n\";\n\nvar gl1FragmentSrc = \"#version 100\\n#ifdef GL_EXT_shader_texture_lod\\n #extension GL_EXT_shader_texture_lod : enable\\n#endif\\n#define SHADER_NAME Tiling-Sprite-100\\n\\nprecision lowp float;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform vec4 uColor;\\nuniform mat3 uMapCoord;\\nuniform vec4 uClampFrame;\\nuniform vec2 uClampOffset;\\n\\nvoid main(void)\\n{\\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\\n vec2 unclamped = coord;\\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\\n\\n #ifdef GL_EXT_shader_texture_lod\\n vec4 texSample = unclamped == coord\\n ? texture2D(uSampler, coord) \\n : texture2DLodEXT(uSampler, coord, 0);\\n #else\\n vec4 texSample = texture2D(uSampler, coord);\\n #endif\\n\\n gl_FragColor = texSample * uColor;\\n}\\n\";\n\nvar gl2VertexSrc = \"#version 300 es\\n#define SHADER_NAME Tiling-Sprite-300\\n\\nprecision lowp float;\\n\\nin vec2 aVertexPosition;\\nin vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform mat3 uTransform;\\n\\nout vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\\n}\\n\";\n\nvar gl2FragmentSrc = \"#version 300 es\\n#define SHADER_NAME Tiling-Sprite-100\\n\\nprecision lowp float;\\n\\nin vec2 vTextureCoord;\\n\\nout vec4 fragmentColor;\\n\\nuniform sampler2D uSampler;\\nuniform vec4 uColor;\\nuniform mat3 uMapCoord;\\nuniform vec4 uClampFrame;\\nuniform vec2 uClampOffset;\\n\\nvoid main(void)\\n{\\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\\n vec2 unclamped = coord;\\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\\n\\n vec4 texSample = texture(uSampler, coord, unclamped == coord ? 0.0f : -32.0f);// lod-bias very negative to force lod 0\\n\\n fragmentColor = texSample * uColor;\\n}\\n\";\n\nvar tempMat = new Matrix();\n/**\n * WebGL renderer plugin for tiling sprites\n * @class\n * @memberof PIXI\n * @extends PIXI.ObjectRenderer\n */\nvar TilingSpriteRenderer = /** @class */ (function (_super) {\n __extends(TilingSpriteRenderer, _super);\n /**\n * constructor for renderer\n * @param {PIXI.Renderer} renderer - The renderer this tiling awesomeness works for.\n */\n function TilingSpriteRenderer(renderer) {\n var _this = _super.call(this, renderer) || this;\n // WebGL version is not available during initialization!\n renderer.runners.contextChange.add(_this);\n _this.quad = new QuadUv();\n /**\n * The WebGL state in which this renderer will work.\n * @member {PIXI.State}\n * @readonly\n */\n _this.state = State.for2d();\n return _this;\n }\n /** Creates shaders when context is initialized. */\n TilingSpriteRenderer.prototype.contextChange = function () {\n var renderer = this.renderer;\n var uniforms = { globals: renderer.globalUniforms };\n this.simpleShader = Shader.from(gl1VertexSrc, fragmentSimpleSrc, uniforms);\n this.shader = renderer.context.webGLVersion > 1\n ? Shader.from(gl2VertexSrc, gl2FragmentSrc, uniforms)\n : Shader.from(gl1VertexSrc, gl1FragmentSrc, uniforms);\n };\n /**\n * @param {PIXI.TilingSprite} ts - tilingSprite to be rendered\n */\n TilingSpriteRenderer.prototype.render = function (ts) {\n var renderer = this.renderer;\n var quad = this.quad;\n var vertices = quad.vertices;\n vertices[0] = vertices[6] = (ts._width) * -ts.anchor.x;\n vertices[1] = vertices[3] = ts._height * -ts.anchor.y;\n vertices[2] = vertices[4] = (ts._width) * (1.0 - ts.anchor.x);\n vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y);\n var anchorX = ts.uvRespectAnchor ? ts.anchor.x : 0;\n var anchorY = ts.uvRespectAnchor ? ts.anchor.y : 0;\n vertices = quad.uvs;\n vertices[0] = vertices[6] = -anchorX;\n vertices[1] = vertices[3] = -anchorY;\n vertices[2] = vertices[4] = 1.0 - anchorX;\n vertices[5] = vertices[7] = 1.0 - anchorY;\n quad.invalidate();\n var tex = ts._texture;\n var baseTex = tex.baseTexture;\n var premultiplied = baseTex.alphaMode > 0;\n var lt = ts.tileTransform.localTransform;\n var uv = ts.uvMatrix;\n var isSimple = baseTex.isPowerOfTwo\n && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height;\n // auto, force repeat wrapMode for big tiling textures\n if (isSimple) {\n if (!baseTex._glTextures[renderer.CONTEXT_UID]) {\n if (baseTex.wrapMode === WRAP_MODES.CLAMP) {\n baseTex.wrapMode = WRAP_MODES.REPEAT;\n }\n }\n else {\n isSimple = baseTex.wrapMode !== WRAP_MODES.CLAMP;\n }\n }\n var shader = isSimple ? this.simpleShader : this.shader;\n var w = tex.width;\n var h = tex.height;\n var W = ts._width;\n var H = ts._height;\n tempMat.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H);\n // that part is the same as above:\n // tempMat.identity();\n // tempMat.scale(tex.width, tex.height);\n // tempMat.prepend(lt);\n // tempMat.scale(1.0 / ts._width, 1.0 / ts._height);\n tempMat.invert();\n if (isSimple) {\n tempMat.prepend(uv.mapCoord);\n }\n else {\n shader.uniforms.uMapCoord = uv.mapCoord.toArray(true);\n shader.uniforms.uClampFrame = uv.uClampFrame;\n shader.uniforms.uClampOffset = uv.uClampOffset;\n }\n shader.uniforms.uTransform = tempMat.toArray(true);\n shader.uniforms.uColor = premultiplyTintToRgba(ts.tint, ts.worldAlpha, shader.uniforms.uColor, premultiplied);\n shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true);\n shader.uniforms.uSampler = tex;\n renderer.shader.bind(shader);\n renderer.geometry.bind(quad);\n this.state.blendMode = correctBlendMode(ts.blendMode, premultiplied);\n renderer.state.set(this.state);\n renderer.geometry.draw(this.renderer.gl.TRIANGLES, 6, 0);\n };\n /** @ignore */\n TilingSpriteRenderer.extension = {\n name: 'tilingSprite',\n type: ExtensionType.RendererPlugin,\n };\n return TilingSpriteRenderer;\n}(ObjectRenderer));\n\nexport { TilingSprite, TilingSpriteRenderer };\n//# sourceMappingURL=sprite-tiling.mjs.map\n","/*!\n * @pixi/mesh - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/mesh is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { State, Program, TextureMatrix, Shader, Buffer, Geometry } from '@pixi/core';\nimport { Point, Polygon, Matrix } from '@pixi/math';\nimport { DRAW_MODES, TYPES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { settings } from '@pixi/settings';\nimport { premultiplyTintToRgba } from '@pixi/utils';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * Class controls cache for UV mapping from Texture normal space to BaseTexture normal space.\n * @memberof PIXI\n */\nvar MeshBatchUvs = /** @class */ (function () {\n /**\n * @param uvBuffer - Buffer with normalized uv's\n * @param uvMatrix - Material UV matrix\n */\n function MeshBatchUvs(uvBuffer, uvMatrix) {\n this.uvBuffer = uvBuffer;\n this.uvMatrix = uvMatrix;\n this.data = null;\n this._bufferUpdateId = -1;\n this._textureUpdateId = -1;\n this._updateID = 0;\n }\n /**\n * Updates\n * @param forceUpdate - force the update\n */\n MeshBatchUvs.prototype.update = function (forceUpdate) {\n if (!forceUpdate\n && this._bufferUpdateId === this.uvBuffer._updateID\n && this._textureUpdateId === this.uvMatrix._updateID) {\n return;\n }\n this._bufferUpdateId = this.uvBuffer._updateID;\n this._textureUpdateId = this.uvMatrix._updateID;\n var data = this.uvBuffer.data;\n if (!this.data || this.data.length !== data.length) {\n this.data = new Float32Array(data.length);\n }\n this.uvMatrix.multiplyUvs(data, this.data);\n this._updateID++;\n };\n return MeshBatchUvs;\n}());\n\nvar tempPoint = new Point();\nvar tempPolygon = new Polygon();\n/**\n * Base mesh class.\n *\n * This class empowers you to have maximum flexibility to render any kind of WebGL visuals you can think of.\n * This class assumes a certain level of WebGL knowledge.\n * If you know a bit this should abstract enough away to make your life easier!\n *\n * Pretty much ALL WebGL can be broken down into the following:\n * - Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc..\n * - Shader - This is the shader that PixiJS will render the geometry with (attributes in the shader must match the geometry)\n * - State - This is the state of WebGL required to render the mesh.\n *\n * Through a combination of the above elements you can render anything you want, 2D or 3D!\n * @memberof PIXI\n */\nvar Mesh = /** @class */ (function (_super) {\n __extends(Mesh, _super);\n /**\n * @param geometry - The geometry the mesh will use.\n * @param {PIXI.MeshMaterial} shader - The shader the mesh will use.\n * @param state - The state that the WebGL context is required to be in to render the mesh\n * if no state is provided, uses {@link PIXI.State.for2d} to create a 2D state for PixiJS.\n * @param drawMode - The drawMode, can be any of the {@link PIXI.DRAW_MODES} constants.\n */\n function Mesh(geometry, shader, state, drawMode) {\n if (drawMode === void 0) { drawMode = DRAW_MODES.TRIANGLES; }\n var _this = _super.call(this) || this;\n _this.geometry = geometry;\n _this.shader = shader;\n _this.state = state || State.for2d();\n _this.drawMode = drawMode;\n _this.start = 0;\n _this.size = 0;\n _this.uvs = null;\n _this.indices = null;\n _this.vertexData = new Float32Array(1);\n _this.vertexDirty = -1;\n _this._transformID = -1;\n _this._roundPixels = settings.ROUND_PIXELS;\n _this.batchUvs = null;\n return _this;\n }\n Object.defineProperty(Mesh.prototype, \"geometry\", {\n /**\n * Includes vertex positions, face indices, normals, colors, UVs, and\n * custom attributes within buffers, reducing the cost of passing all\n * this data to the GPU. Can be shared between multiple Mesh objects.\n */\n get: function () {\n return this._geometry;\n },\n set: function (value) {\n if (this._geometry === value) {\n return;\n }\n if (this._geometry) {\n this._geometry.refCount--;\n if (this._geometry.refCount === 0) {\n this._geometry.dispose();\n }\n }\n this._geometry = value;\n if (this._geometry) {\n this._geometry.refCount++;\n }\n this.vertexDirty = -1;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"uvBuffer\", {\n /**\n * To change mesh uv's, change its uvBuffer data and increment its _updateID.\n * @readonly\n */\n get: function () {\n return this.geometry.buffers[1];\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"verticesBuffer\", {\n /**\n * To change mesh vertices, change its uvBuffer data and increment its _updateID.\n * Incrementing _updateID is optional because most of Mesh objects do it anyway.\n * @readonly\n */\n get: function () {\n return this.geometry.buffers[0];\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"material\", {\n get: function () {\n return this.shader;\n },\n /** Alias for {@link PIXI.Mesh#shader}. */\n set: function (value) {\n this.shader = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"blendMode\", {\n get: function () {\n return this.state.blendMode;\n },\n /**\n * The blend mode to be applied to the Mesh. Apply a value of\n * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n * @default PIXI.BLEND_MODES.NORMAL;\n */\n set: function (value) {\n this.state.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"roundPixels\", {\n get: function () {\n return this._roundPixels;\n },\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n * @default false\n */\n set: function (value) {\n if (this._roundPixels !== value) {\n this._transformID = -1;\n }\n this._roundPixels = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"tint\", {\n /**\n * The multiply tint applied to the Mesh. This is a hex value. A value of\n * `0xFFFFFF` will remove any tint effect.\n *\n * Null for non-MeshMaterial shaders\n * @default 0xFFFFFF\n */\n get: function () {\n return 'tint' in this.shader ? this.shader.tint : null;\n },\n set: function (value) {\n this.shader.tint = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"texture\", {\n /** The texture that the Mesh uses. Null for non-MeshMaterial shaders */\n get: function () {\n return 'texture' in this.shader ? this.shader.texture : null;\n },\n set: function (value) {\n this.shader.texture = value;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Standard renderer draw.\n * @param renderer - Instance to renderer.\n */\n Mesh.prototype._render = function (renderer) {\n // set properties for batching..\n // TODO could use a different way to grab verts?\n var vertices = this.geometry.buffers[0].data;\n var shader = this.shader;\n // TODO benchmark check for attribute size..\n if (shader.batchable\n && this.drawMode === DRAW_MODES.TRIANGLES\n && vertices.length < Mesh.BATCHABLE_SIZE * 2) {\n this._renderToBatch(renderer);\n }\n else {\n this._renderDefault(renderer);\n }\n };\n /**\n * Standard non-batching way of rendering.\n * @param renderer - Instance to renderer.\n */\n Mesh.prototype._renderDefault = function (renderer) {\n var shader = this.shader;\n shader.alpha = this.worldAlpha;\n if (shader.update) {\n shader.update();\n }\n renderer.batch.flush();\n // bind and sync uniforms..\n shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true);\n renderer.shader.bind(shader);\n // set state..\n renderer.state.set(this.state);\n // bind the geometry...\n renderer.geometry.bind(this.geometry, shader);\n // then render it\n renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount);\n };\n /**\n * Rendering by using the Batch system.\n * @param renderer - Instance to renderer.\n */\n Mesh.prototype._renderToBatch = function (renderer) {\n var geometry = this.geometry;\n var shader = this.shader;\n if (shader.uvMatrix) {\n shader.uvMatrix.update();\n this.calculateUvs();\n }\n // set properties for batching..\n this.calculateVertices();\n this.indices = geometry.indexBuffer.data;\n this._tintRGB = shader._tintRGB;\n this._texture = shader.texture;\n var pluginName = this.material.pluginName;\n renderer.batch.setObjectRenderer(renderer.plugins[pluginName]);\n renderer.plugins[pluginName].render(this);\n };\n /** Updates vertexData field based on transform and vertices. */\n Mesh.prototype.calculateVertices = function () {\n var geometry = this.geometry;\n var verticesBuffer = geometry.buffers[0];\n var vertices = verticesBuffer.data;\n var vertexDirtyId = verticesBuffer._updateID;\n if (vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID) {\n return;\n }\n this._transformID = this.transform._worldID;\n if (this.vertexData.length !== vertices.length) {\n this.vertexData = new Float32Array(vertices.length);\n }\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var vertexData = this.vertexData;\n for (var i = 0; i < vertexData.length / 2; i++) {\n var x = vertices[(i * 2)];\n var y = vertices[(i * 2) + 1];\n vertexData[(i * 2)] = (a * x) + (c * y) + tx;\n vertexData[(i * 2) + 1] = (b * x) + (d * y) + ty;\n }\n if (this._roundPixels) {\n var resolution = settings.RESOLUTION;\n for (var i = 0; i < vertexData.length; ++i) {\n vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution);\n }\n }\n this.vertexDirty = vertexDirtyId;\n };\n /** Updates uv field based on from geometry uv's or batchUvs. */\n Mesh.prototype.calculateUvs = function () {\n var geomUvs = this.geometry.buffers[1];\n var shader = this.shader;\n if (!shader.uvMatrix.isSimple) {\n if (!this.batchUvs) {\n this.batchUvs = new MeshBatchUvs(geomUvs, shader.uvMatrix);\n }\n this.batchUvs.update();\n this.uvs = this.batchUvs.data;\n }\n else {\n this.uvs = geomUvs.data;\n }\n };\n /**\n * Updates the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.\n * there must be a aVertexPosition attribute present in the geometry for bounds to be calculated correctly.\n */\n Mesh.prototype._calculateBounds = function () {\n this.calculateVertices();\n this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length);\n };\n /**\n * Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES.\n * @param point - The point to test.\n * @returns - The result of the test.\n */\n Mesh.prototype.containsPoint = function (point) {\n if (!this.getBounds().contains(point.x, point.y)) {\n return false;\n }\n this.worldTransform.applyInverse(point, tempPoint);\n var vertices = this.geometry.getBuffer('aVertexPosition').data;\n var points = tempPolygon.points;\n var indices = this.geometry.getIndex().data;\n var len = indices.length;\n var step = this.drawMode === 4 ? 3 : 1;\n for (var i = 0; i + 2 < len; i += step) {\n var ind0 = indices[i] * 2;\n var ind1 = indices[i + 1] * 2;\n var ind2 = indices[i + 2] * 2;\n points[0] = vertices[ind0];\n points[1] = vertices[ind0 + 1];\n points[2] = vertices[ind1];\n points[3] = vertices[ind1 + 1];\n points[4] = vertices[ind2];\n points[5] = vertices[ind2 + 1];\n if (tempPolygon.contains(tempPoint.x, tempPoint.y)) {\n return true;\n }\n }\n return false;\n };\n Mesh.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this, options);\n if (this._cachedTexture) {\n this._cachedTexture.destroy();\n this._cachedTexture = null;\n }\n this.geometry = null;\n this.shader = null;\n this.state = null;\n this.uvs = null;\n this.indices = null;\n this.vertexData = null;\n };\n /** The maximum number of vertices to consider batchable. Generally, the complexity of the geometry. */\n Mesh.BATCHABLE_SIZE = 100;\n return Mesh;\n}(Container));\n\nvar fragment = \"varying vec2 vTextureCoord;\\nuniform vec4 uColor;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void)\\n{\\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;\\n}\\n\";\n\nvar vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform mat3 uTextureMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\\n}\\n\";\n\n/**\n * Slightly opinionated default shader for PixiJS 2D objects.\n * @memberof PIXI\n */\nvar MeshMaterial = /** @class */ (function (_super) {\n __extends(MeshMaterial, _super);\n /**\n * @param uSampler - Texture that material uses to render.\n * @param options - Additional options\n * @param {number} [options.alpha=1] - Default alpha.\n * @param {number} [options.tint=0xFFFFFF] - Default tint.\n * @param {string} [options.pluginName='batch'] - Renderer plugin for batching.\n * @param {PIXI.Program} [options.program=0xFFFFFF] - Custom program.\n * @param {object} [options.uniforms] - Custom uniforms.\n */\n function MeshMaterial(uSampler, options) {\n var _this = this;\n var uniforms = {\n uSampler: uSampler,\n alpha: 1,\n uTextureMatrix: Matrix.IDENTITY,\n uColor: new Float32Array([1, 1, 1, 1]),\n };\n // Set defaults\n options = Object.assign({\n tint: 0xFFFFFF,\n alpha: 1,\n pluginName: 'batch',\n }, options);\n if (options.uniforms) {\n Object.assign(uniforms, options.uniforms);\n }\n _this = _super.call(this, options.program || Program.from(vertex, fragment), uniforms) || this;\n _this._colorDirty = false;\n _this.uvMatrix = new TextureMatrix(uSampler);\n _this.batchable = options.program === undefined;\n _this.pluginName = options.pluginName;\n _this.tint = options.tint;\n _this.alpha = options.alpha;\n return _this;\n }\n Object.defineProperty(MeshMaterial.prototype, \"texture\", {\n /** Reference to the texture being rendered. */\n get: function () {\n return this.uniforms.uSampler;\n },\n set: function (value) {\n if (this.uniforms.uSampler !== value) {\n if (!this.uniforms.uSampler.baseTexture.alphaMode !== !value.baseTexture.alphaMode) {\n this._colorDirty = true;\n }\n this.uniforms.uSampler = value;\n this.uvMatrix.texture = value;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(MeshMaterial.prototype, \"alpha\", {\n get: function () {\n return this._alpha;\n },\n /**\n * This gets automatically set by the object using this.\n * @default 1\n */\n set: function (value) {\n if (value === this._alpha)\n { return; }\n this._alpha = value;\n this._colorDirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(MeshMaterial.prototype, \"tint\", {\n get: function () {\n return this._tint;\n },\n /**\n * Multiply tint for the material.\n * @default 0xFFFFFF\n */\n set: function (value) {\n if (value === this._tint)\n { return; }\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);\n this._colorDirty = true;\n },\n enumerable: false,\n configurable: true\n });\n /** Gets called automatically by the Mesh. Intended to be overridden for custom {@link MeshMaterial} objects. */\n MeshMaterial.prototype.update = function () {\n if (this._colorDirty) {\n this._colorDirty = false;\n var baseTexture = this.texture.baseTexture;\n premultiplyTintToRgba(this._tint, this._alpha, this.uniforms.uColor, baseTexture.alphaMode);\n }\n if (this.uvMatrix.update()) {\n this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord;\n }\n };\n return MeshMaterial;\n}(Shader));\n\n/**\n * Standard 2D geometry used in PixiJS.\n *\n * Geometry can be defined without passing in a style or data if required.\n *\n * ```js\n * const geometry = new PIXI.Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1], 2);\n * geometry.addIndex([0,1,2,1,3,2]);\n *\n * ```\n * @memberof PIXI\n */\nvar MeshGeometry = /** @class */ (function (_super) {\n __extends(MeshGeometry, _super);\n /**\n * @param {Float32Array|number[]} [vertices] - Positional data on geometry.\n * @param {Float32Array|number[]} [uvs] - Texture UVs.\n * @param {Uint16Array|number[]} [index] - IndexBuffer\n */\n function MeshGeometry(vertices, uvs, index) {\n var _this = _super.call(this) || this;\n var verticesBuffer = new Buffer(vertices);\n var uvsBuffer = new Buffer(uvs, true);\n var indexBuffer = new Buffer(index, true, true);\n _this.addAttribute('aVertexPosition', verticesBuffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', uvsBuffer, 2, false, TYPES.FLOAT)\n .addIndex(indexBuffer);\n _this._updateId = -1;\n return _this;\n }\n Object.defineProperty(MeshGeometry.prototype, \"vertexDirtyId\", {\n /**\n * If the vertex position is updated.\n * @readonly\n * @private\n */\n get: function () {\n return this.buffers[0]._updateID;\n },\n enumerable: false,\n configurable: true\n });\n return MeshGeometry;\n}(Geometry));\n\nexport { Mesh, MeshBatchUvs, MeshGeometry, MeshMaterial };\n//# sourceMappingURL=mesh.mjs.map\n","/*!\n * @pixi/text-bitmap - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/text-bitmap is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Rectangle, Point, ObservablePoint } from '@pixi/math';\nimport { settings } from '@pixi/settings';\nimport { MeshGeometry, MeshMaterial, Mesh } from '@pixi/mesh';\nimport { hex2rgb, string2hex, getResolutionOfUrl, removeItems } from '@pixi/utils';\nimport { BaseTexture, Texture, Program, ExtensionType } from '@pixi/core';\nimport { TEXT_GRADIENT, TextStyle, TextMetrics } from '@pixi/text';\nimport { ALPHA_MODES, BLEND_MODES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { LoaderResource } from '@pixi/loaders';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/* eslint-disable max-len */\n/**\n * Normalized parsed data from .fnt files.\n * @memberof PIXI\n */\nvar BitmapFontData = /** @class */ (function () {\n function BitmapFontData() {\n this.info = [];\n this.common = [];\n this.page = [];\n this.char = [];\n this.kerning = [];\n this.distanceField = [];\n }\n return BitmapFontData;\n}());\n\n/**\n * BitmapFont format that's Text-based.\n * @private\n */\nvar TextFormat = /** @class */ (function () {\n function TextFormat() {\n }\n /**\n * Check if resource refers to txt font data.\n * @param data\n * @returns - True if resource could be treated as font data, false otherwise.\n */\n TextFormat.test = function (data) {\n return typeof data === 'string' && data.indexOf('info face=') === 0;\n };\n /**\n * Convert text font data to a javascript object.\n * @param txt - Raw string data to be converted\n * @returns - Parsed font data\n */\n TextFormat.parse = function (txt) {\n // Retrieve data item\n var items = txt.match(/^[a-z]+\\s+.+$/gm);\n var rawData = {\n info: [],\n common: [],\n page: [],\n char: [],\n chars: [],\n kerning: [],\n kernings: [],\n distanceField: [],\n };\n for (var i in items) {\n // Extract item name\n var name = items[i].match(/^[a-z]+/gm)[0];\n // Extract item attribute list as string ex.: \"width=10\"\n var attributeList = items[i].match(/[a-zA-Z]+=([^\\s\"']+|\"([^\"]*)\")/gm);\n // Convert attribute list into an object\n var itemData = {};\n for (var i_1 in attributeList) {\n // Split key-value pairs\n var split = attributeList[i_1].split('=');\n var key = split[0];\n // Remove eventual quotes from value\n var strValue = split[1].replace(/\"/gm, '');\n // Try to convert value into float\n var floatValue = parseFloat(strValue);\n // Use string value case float value is NaN\n var value = isNaN(floatValue) ? strValue : floatValue;\n itemData[key] = value;\n }\n // Push current item to the resulting data\n rawData[name].push(itemData);\n }\n var font = new BitmapFontData();\n rawData.info.forEach(function (info) { return font.info.push({\n face: info.face,\n size: parseInt(info.size, 10),\n }); });\n rawData.common.forEach(function (common) { return font.common.push({\n lineHeight: parseInt(common.lineHeight, 10),\n }); });\n rawData.page.forEach(function (page) { return font.page.push({\n id: parseInt(page.id, 10),\n file: page.file,\n }); });\n rawData.char.forEach(function (char) { return font.char.push({\n id: parseInt(char.id, 10),\n page: parseInt(char.page, 10),\n x: parseInt(char.x, 10),\n y: parseInt(char.y, 10),\n width: parseInt(char.width, 10),\n height: parseInt(char.height, 10),\n xoffset: parseInt(char.xoffset, 10),\n yoffset: parseInt(char.yoffset, 10),\n xadvance: parseInt(char.xadvance, 10),\n }); });\n rawData.kerning.forEach(function (kerning) { return font.kerning.push({\n first: parseInt(kerning.first, 10),\n second: parseInt(kerning.second, 10),\n amount: parseInt(kerning.amount, 10),\n }); });\n rawData.distanceField.forEach(function (df) { return font.distanceField.push({\n distanceRange: parseInt(df.distanceRange, 10),\n fieldType: df.fieldType,\n }); });\n return font;\n };\n return TextFormat;\n}());\n\n/**\n * BitmapFont format that's XML-based.\n * @private\n */\nvar XMLFormat = /** @class */ (function () {\n function XMLFormat() {\n }\n /**\n * Check if resource refers to xml font data.\n * @param data\n * @returns - True if resource could be treated as font data, false otherwise.\n */\n XMLFormat.test = function (data) {\n return data instanceof XMLDocument\n && data.getElementsByTagName('page').length\n && data.getElementsByTagName('info')[0].getAttribute('face') !== null;\n };\n /**\n * Convert the XML into BitmapFontData that we can use.\n * @param xml\n * @returns - Data to use for BitmapFont\n */\n XMLFormat.parse = function (xml) {\n var data = new BitmapFontData();\n var info = xml.getElementsByTagName('info');\n var common = xml.getElementsByTagName('common');\n var page = xml.getElementsByTagName('page');\n var char = xml.getElementsByTagName('char');\n var kerning = xml.getElementsByTagName('kerning');\n var distanceField = xml.getElementsByTagName('distanceField');\n for (var i = 0; i < info.length; i++) {\n data.info.push({\n face: info[i].getAttribute('face'),\n size: parseInt(info[i].getAttribute('size'), 10),\n });\n }\n for (var i = 0; i < common.length; i++) {\n data.common.push({\n lineHeight: parseInt(common[i].getAttribute('lineHeight'), 10),\n });\n }\n for (var i = 0; i < page.length; i++) {\n data.page.push({\n id: parseInt(page[i].getAttribute('id'), 10) || 0,\n file: page[i].getAttribute('file'),\n });\n }\n for (var i = 0; i < char.length; i++) {\n var letter = char[i];\n data.char.push({\n id: parseInt(letter.getAttribute('id'), 10),\n page: parseInt(letter.getAttribute('page'), 10) || 0,\n x: parseInt(letter.getAttribute('x'), 10),\n y: parseInt(letter.getAttribute('y'), 10),\n width: parseInt(letter.getAttribute('width'), 10),\n height: parseInt(letter.getAttribute('height'), 10),\n xoffset: parseInt(letter.getAttribute('xoffset'), 10),\n yoffset: parseInt(letter.getAttribute('yoffset'), 10),\n xadvance: parseInt(letter.getAttribute('xadvance'), 10),\n });\n }\n for (var i = 0; i < kerning.length; i++) {\n data.kerning.push({\n first: parseInt(kerning[i].getAttribute('first'), 10),\n second: parseInt(kerning[i].getAttribute('second'), 10),\n amount: parseInt(kerning[i].getAttribute('amount'), 10),\n });\n }\n for (var i = 0; i < distanceField.length; i++) {\n data.distanceField.push({\n fieldType: distanceField[i].getAttribute('fieldType'),\n distanceRange: parseInt(distanceField[i].getAttribute('distanceRange'), 10),\n });\n }\n return data;\n };\n return XMLFormat;\n}());\n\n/**\n * BitmapFont format that's XML-based.\n * @private\n */\nvar XMLStringFormat = /** @class */ (function () {\n function XMLStringFormat() {\n }\n /**\n * Check if resource refers to text xml font data.\n * @param data\n * @returns - True if resource could be treated as font data, false otherwise.\n */\n XMLStringFormat.test = function (data) {\n if (typeof data === 'string' && data.indexOf('') > -1) {\n var xml = new globalThis.DOMParser().parseFromString(data, 'text/xml');\n return XMLFormat.test(xml);\n }\n return false;\n };\n /**\n * Convert the text XML into BitmapFontData that we can use.\n * @param xmlTxt\n * @returns - Data to use for BitmapFont\n */\n XMLStringFormat.parse = function (xmlTxt) {\n var xml = new globalThis.DOMParser().parseFromString(xmlTxt, 'text/xml');\n return XMLFormat.parse(xml);\n };\n return XMLStringFormat;\n}());\n\n// Registered formats, maybe make this extensible in the future?\nvar formats = [\n TextFormat,\n XMLFormat,\n XMLStringFormat ];\n/**\n * Auto-detect BitmapFont parsing format based on data.\n * @private\n * @param {any} data - Data to detect format\n * @returns {any} Format or null\n */\nfunction autoDetectFormat(data) {\n for (var i = 0; i < formats.length; i++) {\n if (formats[i].test(data)) {\n return formats[i];\n }\n }\n return null;\n}\n\n// TODO: Prevent code duplication b/w generateFillStyle & Text#generateFillStyle\n/**\n * Generates the fill style. Can automatically generate a gradient based on the fill style being an array\n * @private\n * @param canvas\n * @param context\n * @param {object} style - The style.\n * @param resolution\n * @param {string[]} lines - The lines of text.\n * @param metrics\n * @returns {string|number|CanvasGradient} The fill style\n */\nfunction generateFillStyle(canvas, context, style, resolution, lines, metrics) {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n var fillStyle = style.fill;\n if (!Array.isArray(fillStyle)) {\n return fillStyle;\n }\n else if (fillStyle.length === 1) {\n return fillStyle[0];\n }\n // the gradient will be evenly spaced out according to how large the array is.\n // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75\n var gradient;\n // a dropshadow will enlarge the canvas and result in the gradient being\n // generated with the incorrect dimensions\n var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0;\n // should also take padding into account, padding can offset the gradient\n var padding = style.padding || 0;\n var width = (canvas.width / resolution) - dropShadowCorrection - (padding * 2);\n var height = (canvas.height / resolution) - dropShadowCorrection - (padding * 2);\n // make a copy of the style settings, so we can manipulate them later\n var fill = fillStyle.slice();\n var fillGradientStops = style.fillGradientStops.slice();\n // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75\n if (!fillGradientStops.length) {\n var lengthPlus1 = fill.length + 1;\n for (var i = 1; i < lengthPlus1; ++i) {\n fillGradientStops.push(i / lengthPlus1);\n }\n }\n // stop the bleeding of the last gradient on the line above to the top gradient of the this line\n // by hard defining the first gradient colour at point 0, and last gradient colour at point 1\n fill.unshift(fillStyle[0]);\n fillGradientStops.unshift(0);\n fill.push(fillStyle[fillStyle.length - 1]);\n fillGradientStops.push(1);\n if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) {\n // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas\n gradient = context.createLinearGradient(width / 2, padding, width / 2, height + padding);\n // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect\n // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875\n // There's potential for floating point precision issues at the seams between gradient repeats.\n // The loop below generates the stops in order, so track the last generated one to prevent\n // floating point precision from making us go the teeniest bit backwards, resulting in\n // the first and last colors getting swapped.\n var lastIterationStop = 0;\n // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc\n var textHeight = metrics.fontProperties.fontSize + style.strokeThickness;\n // textHeight, but as a 0-1 size in global gradient stop space\n var gradStopLineHeight = textHeight / height;\n for (var i = 0; i < lines.length; i++) {\n var thisLineTop = metrics.lineHeight * i;\n for (var j = 0; j < fill.length; j++) {\n // 0-1 stop point for the current line, multiplied to global space afterwards\n var lineStop = 0;\n if (typeof fillGradientStops[j] === 'number') {\n lineStop = fillGradientStops[j];\n }\n else {\n lineStop = j / fill.length;\n }\n var globalStop = (thisLineTop / height) + (lineStop * gradStopLineHeight);\n // Prevent color stop generation going backwards from floating point imprecision\n var clampedStop = Math.max(lastIterationStop, globalStop);\n clampedStop = Math.min(clampedStop, 1); // Cap at 1 as well for safety's sake to avoid a possible throw.\n gradient.addColorStop(clampedStop, fill[j]);\n lastIterationStop = clampedStop;\n }\n }\n }\n else {\n // start the gradient at the center left of the canvas, and end at the center right of the canvas\n gradient = context.createLinearGradient(padding, height / 2, width + padding, height / 2);\n // can just evenly space out the gradients in this case, as multiple lines makes no difference\n // to an even left to right gradient\n var totalIterations = fill.length + 1;\n var currentIteration = 1;\n for (var i = 0; i < fill.length; i++) {\n var stop = void 0;\n if (typeof fillGradientStops[i] === 'number') {\n stop = fillGradientStops[i];\n }\n else {\n stop = currentIteration / totalIterations;\n }\n gradient.addColorStop(stop, fill[i]);\n currentIteration++;\n }\n }\n return gradient;\n}\n\n// TODO: Prevent code duplication b/w drawGlyph & Text#updateText\n/**\n * Draws the glyph `metrics.text` on the given canvas.\n *\n * Ignored because not directly exposed.\n * @ignore\n * @param {HTMLCanvasElement} canvas\n * @param {CanvasRenderingContext2D} context\n * @param {TextMetrics} metrics\n * @param {number} x\n * @param {number} y\n * @param {number} resolution\n * @param {TextStyle} style\n */\nfunction drawGlyph(canvas, context, metrics, x, y, resolution, style) {\n var char = metrics.text;\n var fontProperties = metrics.fontProperties;\n context.translate(x, y);\n context.scale(resolution, resolution);\n var tx = style.strokeThickness / 2;\n var ty = -(style.strokeThickness / 2);\n context.font = style.toFontString();\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n // set canvas text styles\n context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics);\n context.strokeStyle = style.stroke;\n if (style.dropShadow) {\n var dropShadowColor = style.dropShadowColor;\n var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor));\n var dropShadowBlur = style.dropShadowBlur * resolution;\n var dropShadowDistance = style.dropShadowDistance * resolution;\n context.shadowColor = \"rgba(\" + rgb[0] * 255 + \",\" + rgb[1] * 255 + \",\" + rgb[2] * 255 + \",\" + style.dropShadowAlpha + \")\";\n context.shadowBlur = dropShadowBlur;\n context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance;\n context.shadowOffsetY = Math.sin(style.dropShadowAngle) * dropShadowDistance;\n }\n else {\n context.shadowColor = 'black';\n context.shadowBlur = 0;\n context.shadowOffsetX = 0;\n context.shadowOffsetY = 0;\n }\n if (style.stroke && style.strokeThickness) {\n context.strokeText(char, tx, ty + metrics.lineHeight - fontProperties.descent);\n }\n if (style.fill) {\n context.fillText(char, tx, ty + metrics.lineHeight - fontProperties.descent);\n }\n context.setTransform(1, 0, 0, 1, 0, 0); // defaults needed for older browsers (e.g. Opera 29)\n context.fillStyle = 'rgba(0, 0, 0, 0)';\n}\n\n/**\n * Ponyfill for IE because it doesn't support `Array.from`\n * @param text\n * @private\n */\nfunction splitTextToCharacters(text) {\n return Array.from ? Array.from(text) : text.split('');\n}\n\n/**\n * Processes the passed character set data and returns a flattened array of all the characters.\n *\n * Ignored because not directly exposed.\n * @ignore\n * @param {string | string[] | string[][] } chars\n * @returns {string[]} the flattened array of characters\n */\nfunction resolveCharacters(chars) {\n // Split the chars string into individual characters\n if (typeof chars === 'string') {\n chars = [chars];\n }\n // Handle an array of characters+ranges\n var result = [];\n for (var i = 0, j = chars.length; i < j; i++) {\n var item = chars[i];\n // Handle range delimited by start/end chars\n if (Array.isArray(item)) {\n if (item.length !== 2) {\n throw new Error(\"[BitmapFont]: Invalid character range length, expecting 2 got \" + item.length + \".\");\n }\n var startCode = item[0].charCodeAt(0);\n var endCode = item[1].charCodeAt(0);\n if (endCode < startCode) {\n throw new Error('[BitmapFont]: Invalid character range.');\n }\n for (var i_1 = startCode, j_1 = endCode; i_1 <= j_1; i_1++) {\n result.push(String.fromCharCode(i_1));\n }\n }\n // Handle a character set string\n else {\n result.push.apply(result, splitTextToCharacters(item));\n }\n }\n if (result.length === 0) {\n throw new Error('[BitmapFont]: Empty set when resolving characters.');\n }\n return result;\n}\n\n/**\n * Ponyfill for IE because it doesn't support `codePointAt`\n * @param str\n * @private\n */\nfunction extractCharCode(str) {\n return str.codePointAt ? str.codePointAt(0) : str.charCodeAt(0);\n}\n\n/**\n * BitmapFont represents a typeface available for use with the BitmapText class. Use the `install`\n * method for adding a font to be used.\n * @memberof PIXI\n */\nvar BitmapFont = /** @class */ (function () {\n /**\n * @param data\n * @param textures\n * @param ownsTextures - Setting to `true` will destroy page textures\n * when the font is uninstalled.\n */\n function BitmapFont(data, textures, ownsTextures) {\n var _a, _b;\n var info = data.info[0];\n var common = data.common[0];\n var page = data.page[0];\n var distanceField = data.distanceField[0];\n var res = getResolutionOfUrl(page.file);\n var pageTextures = {};\n this._ownsTextures = ownsTextures;\n this.font = info.face;\n this.size = info.size;\n this.lineHeight = common.lineHeight / res;\n this.chars = {};\n this.pageTextures = pageTextures;\n // Convert the input Texture, Textures or object\n // into a page Texture lookup by \"id\"\n for (var i = 0; i < data.page.length; i++) {\n var _c = data.page[i], id = _c.id, file = _c.file;\n pageTextures[id] = textures instanceof Array\n ? textures[i] : textures[file];\n // only MSDF and SDF fonts need no-premultiplied-alpha\n if ((distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) && distanceField.fieldType !== 'none') {\n pageTextures[id].baseTexture.alphaMode = ALPHA_MODES.NO_PREMULTIPLIED_ALPHA;\n }\n }\n // parse letters\n for (var i = 0; i < data.char.length; i++) {\n var _d = data.char[i], id = _d.id, page_1 = _d.page;\n var _e = data.char[i], x = _e.x, y = _e.y, width = _e.width, height = _e.height, xoffset = _e.xoffset, yoffset = _e.yoffset, xadvance = _e.xadvance;\n x /= res;\n y /= res;\n width /= res;\n height /= res;\n xoffset /= res;\n yoffset /= res;\n xadvance /= res;\n var rect = new Rectangle(x + (pageTextures[page_1].frame.x / res), y + (pageTextures[page_1].frame.y / res), width, height);\n this.chars[id] = {\n xOffset: xoffset,\n yOffset: yoffset,\n xAdvance: xadvance,\n kerning: {},\n texture: new Texture(pageTextures[page_1].baseTexture, rect),\n page: page_1,\n };\n }\n // parse kernings\n for (var i = 0; i < data.kerning.length; i++) {\n var _f = data.kerning[i], first = _f.first, second = _f.second, amount = _f.amount;\n first /= res;\n second /= res;\n amount /= res;\n if (this.chars[second]) {\n this.chars[second].kerning[first] = amount;\n }\n }\n // Store distance field information\n this.distanceFieldRange = distanceField === null || distanceField === void 0 ? void 0 : distanceField.distanceRange;\n this.distanceFieldType = (_b = (_a = distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) === null || _a === void 0 ? void 0 : _a.toLowerCase()) !== null && _b !== void 0 ? _b : 'none';\n }\n /** Remove references to created glyph textures. */\n BitmapFont.prototype.destroy = function () {\n for (var id in this.chars) {\n this.chars[id].texture.destroy();\n this.chars[id].texture = null;\n }\n for (var id in this.pageTextures) {\n if (this._ownsTextures) {\n this.pageTextures[id].destroy(true);\n }\n this.pageTextures[id] = null;\n }\n // Set readonly null.\n this.chars = null;\n this.pageTextures = null;\n };\n /**\n * Register a new bitmap font.\n * @param data - The\n * characters map that could be provided as xml or raw string.\n * @param textures - List of textures for each page.\n * @param ownsTextures - Set to `true` to destroy page textures\n * when the font is uninstalled. By default fonts created with\n * `BitmapFont.from` or from the `BitmapFontLoader` are `true`.\n * @returns {PIXI.BitmapFont} Result font object with font, size, lineHeight\n * and char fields.\n */\n BitmapFont.install = function (data, textures, ownsTextures) {\n var fontData;\n if (data instanceof BitmapFontData) {\n fontData = data;\n }\n else {\n var format = autoDetectFormat(data);\n if (!format) {\n throw new Error('Unrecognized data format for font.');\n }\n fontData = format.parse(data);\n }\n // Single texture, convert to list\n if (textures instanceof Texture) {\n textures = [textures];\n }\n var font = new BitmapFont(fontData, textures, ownsTextures);\n BitmapFont.available[font.font] = font;\n return font;\n };\n /**\n * Remove bitmap font by name.\n * @param name - Name of the font to uninstall.\n */\n BitmapFont.uninstall = function (name) {\n var font = BitmapFont.available[name];\n if (!font) {\n throw new Error(\"No font found named '\" + name + \"'\");\n }\n font.destroy();\n delete BitmapFont.available[name];\n };\n /**\n * Generates a bitmap-font for the given style and character set. This does not support\n * kernings yet. With `style` properties, only the following non-layout properties are used:\n *\n * - {@link PIXI.TextStyle#dropShadow|dropShadow}\n * - {@link PIXI.TextStyle#dropShadowDistance|dropShadowDistance}\n * - {@link PIXI.TextStyle#dropShadowColor|dropShadowColor}\n * - {@link PIXI.TextStyle#dropShadowBlur|dropShadowBlur}\n * - {@link PIXI.TextStyle#dropShadowAngle|dropShadowAngle}\n * - {@link PIXI.TextStyle#fill|fill}\n * - {@link PIXI.TextStyle#fillGradientStops|fillGradientStops}\n * - {@link PIXI.TextStyle#fillGradientType|fillGradientType}\n * - {@link PIXI.TextStyle#fontFamily|fontFamily}\n * - {@link PIXI.TextStyle#fontSize|fontSize}\n * - {@link PIXI.TextStyle#fontVariant|fontVariant}\n * - {@link PIXI.TextStyle#fontWeight|fontWeight}\n * - {@link PIXI.TextStyle#lineJoin|lineJoin}\n * - {@link PIXI.TextStyle#miterLimit|miterLimit}\n * - {@link PIXI.TextStyle#stroke|stroke}\n * - {@link PIXI.TextStyle#strokeThickness|strokeThickness}\n * - {@link PIXI.TextStyle#textBaseline|textBaseline}\n * @param name - The name of the custom font to use with BitmapText.\n * @param textStyle - Style options to render with BitmapFont.\n * @param options - Setup options for font or name of the font.\n * @param {string|string[]|string[][]} [options.chars=PIXI.BitmapFont.ALPHANUMERIC] - characters included\n * in the font set. You can also use ranges. For example, `[['a', 'z'], ['A', 'Z'], \"!@#$%^&*()~{}[] \"]`.\n * Don't forget to include spaces ' ' in your character set!\n * @param {number} [options.resolution=1] - Render resolution for glyphs.\n * @param {number} [options.textureWidth=512] - Optional width of atlas, smaller values to reduce memory.\n * @param {number} [options.textureHeight=512] - Optional height of atlas, smaller values to reduce memory.\n * @param {number} [options.padding=4] - Padding between glyphs on texture atlas.\n * @returns Font generated by style options.\n * @example\n * PIXI.BitmapFont.from(\"TitleFont\", {\n * fontFamily: \"Arial\",\n * fontSize: 12,\n * strokeThickness: 2,\n * fill: \"purple\"\n * });\n *\n * const title = new PIXI.BitmapText(\"This is the title\", { fontName: \"TitleFont\" });\n */\n BitmapFont.from = function (name, textStyle, options) {\n if (!name) {\n throw new Error('[BitmapFont] Property `name` is required.');\n }\n var _a = Object.assign({}, BitmapFont.defaultOptions, options), chars = _a.chars, padding = _a.padding, resolution = _a.resolution, textureWidth = _a.textureWidth, textureHeight = _a.textureHeight;\n var charsList = resolveCharacters(chars);\n var style = textStyle instanceof TextStyle ? textStyle : new TextStyle(textStyle);\n var lineWidth = textureWidth;\n var fontData = new BitmapFontData();\n fontData.info[0] = {\n face: style.fontFamily,\n size: style.fontSize,\n };\n fontData.common[0] = {\n lineHeight: style.fontSize,\n };\n var positionX = 0;\n var positionY = 0;\n var canvas;\n var context;\n var baseTexture;\n var maxCharHeight = 0;\n var textures = [];\n for (var i = 0; i < charsList.length; i++) {\n if (!canvas) {\n canvas = settings.ADAPTER.createCanvas();\n canvas.width = textureWidth;\n canvas.height = textureHeight;\n context = canvas.getContext('2d');\n baseTexture = new BaseTexture(canvas, { resolution: resolution });\n textures.push(new Texture(baseTexture));\n fontData.page.push({\n id: textures.length - 1,\n file: '',\n });\n }\n // Measure glyph dimensions\n var metrics = TextMetrics.measureText(charsList[i], style, false, canvas);\n var width = metrics.width;\n var height = Math.ceil(metrics.height);\n // This is ugly - but italics are given more space so they don't overlap\n var textureGlyphWidth = Math.ceil((style.fontStyle === 'italic' ? 2 : 1) * width);\n // Can't fit char anymore: next canvas please!\n if (positionY >= textureHeight - (height * resolution)) {\n if (positionY === 0) {\n // We don't want user debugging an infinite loop (or do we? :)\n throw new Error(\"[BitmapFont] textureHeight \" + textureHeight + \"px is \"\n + (\"too small for \" + style.fontSize + \"px fonts\"));\n }\n --i;\n // Create new atlas once current has filled up\n canvas = null;\n context = null;\n baseTexture = null;\n positionY = 0;\n positionX = 0;\n maxCharHeight = 0;\n continue;\n }\n maxCharHeight = Math.max(height + metrics.fontProperties.descent, maxCharHeight);\n // Wrap line once full row has been rendered\n if ((textureGlyphWidth * resolution) + positionX >= lineWidth) {\n --i;\n positionY += maxCharHeight * resolution;\n positionY = Math.ceil(positionY);\n positionX = 0;\n maxCharHeight = 0;\n continue;\n }\n drawGlyph(canvas, context, metrics, positionX, positionY, resolution, style);\n // Unique (numeric) ID mapping to this glyph\n var id = extractCharCode(metrics.text);\n // Create a texture holding just the glyph\n fontData.char.push({\n id: id,\n page: textures.length - 1,\n x: positionX / resolution,\n y: positionY / resolution,\n width: textureGlyphWidth,\n height: height,\n xoffset: 0,\n yoffset: 0,\n xadvance: Math.ceil(width\n - (style.dropShadow ? style.dropShadowDistance : 0)\n - (style.stroke ? style.strokeThickness : 0)),\n });\n positionX += (textureGlyphWidth + (2 * padding)) * resolution;\n positionX = Math.ceil(positionX);\n }\n // Brute-force kerning info, this can be expensive b/c it's an O(n²),\n // but we're using measureText which is native and fast.\n for (var i = 0, len = charsList.length; i < len; i++) {\n var first = charsList[i];\n for (var j = 0; j < len; j++) {\n var second = charsList[j];\n var c1 = context.measureText(first).width;\n var c2 = context.measureText(second).width;\n var total = context.measureText(first + second).width;\n var amount = total - (c1 + c2);\n if (amount) {\n fontData.kerning.push({\n first: extractCharCode(first),\n second: extractCharCode(second),\n amount: amount,\n });\n }\n }\n }\n var font = new BitmapFont(fontData, textures, true);\n // Make it easier to replace a font\n if (BitmapFont.available[name] !== undefined) {\n BitmapFont.uninstall(name);\n }\n BitmapFont.available[name] = font;\n return font;\n };\n /**\n * This character set includes all the letters in the alphabet (both lower- and upper- case).\n * @type {string[][]}\n * @example\n * BitmapFont.from(\"ExampleFont\", style, { chars: BitmapFont.ALPHA })\n */\n BitmapFont.ALPHA = [['a', 'z'], ['A', 'Z'], ' '];\n /**\n * This character set includes all decimal digits (from 0 to 9).\n * @type {string[][]}\n * @example\n * BitmapFont.from(\"ExampleFont\", style, { chars: BitmapFont.NUMERIC })\n */\n BitmapFont.NUMERIC = [['0', '9']];\n /**\n * This character set is the union of `BitmapFont.ALPHA` and `BitmapFont.NUMERIC`.\n * @type {string[][]}\n */\n BitmapFont.ALPHANUMERIC = [['a', 'z'], ['A', 'Z'], ['0', '9'], ' '];\n /**\n * This character set consists of all the ASCII table.\n * @member {string[][]}\n * @see http://www.asciitable.com/\n */\n BitmapFont.ASCII = [[' ', '~']];\n /**\n * Collection of default options when using `BitmapFont.from`.\n * @property {number} [resolution=1] -\n * @property {number} [textureWidth=512] -\n * @property {number} [textureHeight=512] -\n * @property {number} [padding=4] -\n * @property {string|string[]|string[][]} chars = PIXI.BitmapFont.ALPHANUMERIC\n */\n BitmapFont.defaultOptions = {\n resolution: 1,\n textureWidth: 512,\n textureHeight: 512,\n padding: 4,\n chars: BitmapFont.ALPHANUMERIC,\n };\n /** Collection of available/installed fonts. */\n BitmapFont.available = {};\n return BitmapFont;\n}());\n\nvar msdfFrag = \"// Pixi texture info\\r\\nvarying vec2 vTextureCoord;\\r\\nuniform sampler2D uSampler;\\r\\n\\r\\n// Tint\\r\\nuniform vec4 uColor;\\r\\n\\r\\n// on 2D applications fwidth is screenScale / glyphAtlasScale * distanceFieldRange\\r\\nuniform float uFWidth;\\r\\n\\r\\nvoid main(void) {\\r\\n\\r\\n // To stack MSDF and SDF we need a non-pre-multiplied-alpha texture.\\r\\n vec4 texColor = texture2D(uSampler, vTextureCoord);\\r\\n\\r\\n // MSDF\\r\\n float median = texColor.r + texColor.g + texColor.b -\\r\\n min(texColor.r, min(texColor.g, texColor.b)) -\\r\\n max(texColor.r, max(texColor.g, texColor.b));\\r\\n // SDF\\r\\n median = min(median, texColor.a);\\r\\n\\r\\n float screenPxDistance = uFWidth * (median - 0.5);\\r\\n float alpha = clamp(screenPxDistance + 0.5, 0.0, 1.0);\\r\\n\\r\\n // NPM Textures, NPM outputs\\r\\n gl_FragColor = vec4(uColor.rgb, uColor.a * alpha);\\r\\n\\r\\n}\\r\\n\";\n\nvar msdfVert = \"// Mesh material default fragment\\r\\nattribute vec2 aVertexPosition;\\r\\nattribute vec2 aTextureCoord;\\r\\n\\r\\nuniform mat3 projectionMatrix;\\r\\nuniform mat3 translationMatrix;\\r\\nuniform mat3 uTextureMatrix;\\r\\n\\r\\nvarying vec2 vTextureCoord;\\r\\n\\r\\nvoid main(void)\\r\\n{\\r\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\r\\n\\r\\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\\r\\n}\\r\\n\";\n\n// If we ever need more than two pools, please make a Dict or something better.\nvar pageMeshDataDefaultPageMeshData = [];\nvar pageMeshDataMSDFPageMeshData = [];\nvar charRenderDataPool = [];\n/**\n * A BitmapText object will create a line or multiple lines of text using bitmap font.\n *\n * The primary advantage of this class over Text is that all of your textures are pre-generated and loading,\n * meaning that rendering is fast, and changing text has no performance implications.\n *\n * Supporting character sets other than latin, such as CJK languages, may be impractical due to the number of characters.\n *\n * To split a line you can use '\\n', '\\r' or '\\r\\n' in your string.\n *\n * PixiJS can auto-generate fonts on-the-fly using BitmapFont or use fnt files provided by:\n * http://www.angelcode.com/products/bmfont/ for Windows or\n * http://www.bmglyph.com/ for Mac.\n *\n * You can also use SDF, MSDF and MTSDF BitmapFonts for vector-like scaling appearance provided by:\n * https://github.com/soimy/msdf-bmfont-xml for SDF and MSDF fnt files or\n * https://github.com/Chlumsky/msdf-atlas-gen for SDF, MSDF and MTSDF json files\n *\n * A BitmapText can only be created when the font is loaded.\n *\n * ```js\n * // in this case the font is in a file called 'desyrel.fnt'\n * let bitmapText = new PIXI.BitmapText(\"text using a fancy font!\", {\n * fontName: \"Desyrel\",\n * fontSize: 35,\n * align: \"right\"\n * });\n * ```\n * @memberof PIXI\n */\nvar BitmapText = /** @class */ (function (_super) {\n __extends(BitmapText, _super);\n /**\n * @param text - A string that you would like the text to display.\n * @param style - The style parameters.\n * @param {string} style.fontName - The installed BitmapFont name.\n * @param {number} [style.fontSize] - The size of the font in pixels, e.g. 24. If undefined,\n *. this will default to the BitmapFont size.\n * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center', 'right' or 'justify'),\n * does not affect single line text.\n * @param {number} [style.tint=0xFFFFFF] - The tint color.\n * @param {number} [style.letterSpacing=0] - The amount of spacing between letters.\n * @param {number} [style.maxWidth=0] - The max width of the text before line wrapping.\n */\n function BitmapText(text, style) {\n if (style === void 0) { style = {}; }\n var _this = _super.call(this) || this;\n /**\n * Private tracker for the current tint.\n * @private\n */\n _this._tint = 0xFFFFFF;\n // Apply the defaults\n var _a = Object.assign({}, BitmapText.styleDefaults, style), align = _a.align, tint = _a.tint, maxWidth = _a.maxWidth, letterSpacing = _a.letterSpacing, fontName = _a.fontName, fontSize = _a.fontSize;\n if (!BitmapFont.available[fontName]) {\n throw new Error(\"Missing BitmapFont \\\"\" + fontName + \"\\\"\");\n }\n _this._activePagesMeshData = [];\n _this._textWidth = 0;\n _this._textHeight = 0;\n _this._align = align;\n _this._tint = tint;\n _this._fontName = fontName;\n _this._fontSize = fontSize || BitmapFont.available[fontName].size;\n _this.text = text;\n _this._maxWidth = maxWidth;\n _this._maxLineHeight = 0;\n _this._letterSpacing = letterSpacing;\n _this._anchor = new ObservablePoint(function () { _this.dirty = true; }, _this, 0, 0);\n _this._roundPixels = settings.ROUND_PIXELS;\n _this.dirty = true;\n _this._resolution = settings.RESOLUTION;\n _this._autoResolution = true;\n _this._textureCache = {};\n return _this;\n }\n /** Renders text and updates it when needed. This should only be called if the BitmapFont is regenerated. */\n BitmapText.prototype.updateText = function () {\n var _a;\n var data = BitmapFont.available[this._fontName];\n var scale = this._fontSize / data.size;\n var pos = new Point();\n var chars = [];\n var lineWidths = [];\n var lineSpaces = [];\n var text = this._text.replace(/(?:\\r\\n|\\r)/g, '\\n') || ' ';\n var charsInput = splitTextToCharacters(text);\n var maxWidth = this._maxWidth * data.size / this._fontSize;\n var pageMeshDataPool = data.distanceFieldType === 'none'\n ? pageMeshDataDefaultPageMeshData : pageMeshDataMSDFPageMeshData;\n var prevCharCode = null;\n var lastLineWidth = 0;\n var maxLineWidth = 0;\n var line = 0;\n var lastBreakPos = -1;\n var lastBreakWidth = 0;\n var spacesRemoved = 0;\n var maxLineHeight = 0;\n var spaceCount = 0;\n for (var i = 0; i < charsInput.length; i++) {\n var char = charsInput[i];\n var charCode = extractCharCode(char);\n if ((/(?:\\s)/).test(char)) {\n lastBreakPos = i;\n lastBreakWidth = lastLineWidth;\n spaceCount++;\n }\n if (char === '\\r' || char === '\\n') {\n lineWidths.push(lastLineWidth);\n lineSpaces.push(-1);\n maxLineWidth = Math.max(maxLineWidth, lastLineWidth);\n ++line;\n ++spacesRemoved;\n pos.x = 0;\n pos.y += data.lineHeight;\n prevCharCode = null;\n spaceCount = 0;\n continue;\n }\n var charData = data.chars[charCode];\n if (!charData) {\n continue;\n }\n if (prevCharCode && charData.kerning[prevCharCode]) {\n pos.x += charData.kerning[prevCharCode];\n }\n var charRenderData = charRenderDataPool.pop() || {\n texture: Texture.EMPTY,\n line: 0,\n charCode: 0,\n prevSpaces: 0,\n position: new Point(),\n };\n charRenderData.texture = charData.texture;\n charRenderData.line = line;\n charRenderData.charCode = charCode;\n charRenderData.position.x = pos.x + charData.xOffset + (this._letterSpacing / 2);\n charRenderData.position.y = pos.y + charData.yOffset;\n charRenderData.prevSpaces = spaceCount;\n chars.push(charRenderData);\n lastLineWidth = charRenderData.position.x + Math.max(charData.xAdvance, charData.texture.orig.width);\n pos.x += charData.xAdvance + this._letterSpacing;\n maxLineHeight = Math.max(maxLineHeight, (charData.yOffset + charData.texture.height));\n prevCharCode = charCode;\n if (lastBreakPos !== -1 && maxWidth > 0 && pos.x > maxWidth) {\n ++spacesRemoved;\n removeItems(chars, 1 + lastBreakPos - spacesRemoved, 1 + i - lastBreakPos);\n i = lastBreakPos;\n lastBreakPos = -1;\n lineWidths.push(lastBreakWidth);\n lineSpaces.push(chars.length > 0 ? chars[chars.length - 1].prevSpaces : 0);\n maxLineWidth = Math.max(maxLineWidth, lastBreakWidth);\n line++;\n pos.x = 0;\n pos.y += data.lineHeight;\n prevCharCode = null;\n spaceCount = 0;\n }\n }\n var lastChar = charsInput[charsInput.length - 1];\n if (lastChar !== '\\r' && lastChar !== '\\n') {\n if ((/(?:\\s)/).test(lastChar)) {\n lastLineWidth = lastBreakWidth;\n }\n lineWidths.push(lastLineWidth);\n maxLineWidth = Math.max(maxLineWidth, lastLineWidth);\n lineSpaces.push(-1);\n }\n var lineAlignOffsets = [];\n for (var i = 0; i <= line; i++) {\n var alignOffset = 0;\n if (this._align === 'right') {\n alignOffset = maxLineWidth - lineWidths[i];\n }\n else if (this._align === 'center') {\n alignOffset = (maxLineWidth - lineWidths[i]) / 2;\n }\n else if (this._align === 'justify') {\n alignOffset = lineSpaces[i] < 0 ? 0 : (maxLineWidth - lineWidths[i]) / lineSpaces[i];\n }\n lineAlignOffsets.push(alignOffset);\n }\n var lenChars = chars.length;\n var pagesMeshData = {};\n var newPagesMeshData = [];\n var activePagesMeshData = this._activePagesMeshData;\n for (var i = 0; i < activePagesMeshData.length; i++) {\n pageMeshDataPool.push(activePagesMeshData[i]);\n }\n for (var i = 0; i < lenChars; i++) {\n var texture = chars[i].texture;\n var baseTextureUid = texture.baseTexture.uid;\n if (!pagesMeshData[baseTextureUid]) {\n var pageMeshData = pageMeshDataPool.pop();\n if (!pageMeshData) {\n var geometry = new MeshGeometry();\n var material = void 0;\n var meshBlendMode = void 0;\n if (data.distanceFieldType === 'none') {\n material = new MeshMaterial(Texture.EMPTY);\n meshBlendMode = BLEND_MODES.NORMAL;\n }\n else {\n material = new MeshMaterial(Texture.EMPTY, { program: Program.from(msdfVert, msdfFrag), uniforms: { uFWidth: 0 } });\n meshBlendMode = BLEND_MODES.NORMAL_NPM;\n }\n var mesh = new Mesh(geometry, material);\n mesh.blendMode = meshBlendMode;\n pageMeshData = {\n index: 0,\n indexCount: 0,\n vertexCount: 0,\n uvsCount: 0,\n total: 0,\n mesh: mesh,\n vertices: null,\n uvs: null,\n indices: null,\n };\n }\n // reset data..\n pageMeshData.index = 0;\n pageMeshData.indexCount = 0;\n pageMeshData.vertexCount = 0;\n pageMeshData.uvsCount = 0;\n pageMeshData.total = 0;\n // TODO need to get page texture here somehow..\n var _textureCache = this._textureCache;\n _textureCache[baseTextureUid] = _textureCache[baseTextureUid] || new Texture(texture.baseTexture);\n pageMeshData.mesh.texture = _textureCache[baseTextureUid];\n pageMeshData.mesh.tint = this._tint;\n newPagesMeshData.push(pageMeshData);\n pagesMeshData[baseTextureUid] = pageMeshData;\n }\n pagesMeshData[baseTextureUid].total++;\n }\n // lets find any previously active pageMeshDatas that are no longer required for\n // the updated text (if any), removed and return them to the pool.\n for (var i = 0; i < activePagesMeshData.length; i++) {\n if (newPagesMeshData.indexOf(activePagesMeshData[i]) === -1) {\n this.removeChild(activePagesMeshData[i].mesh);\n }\n }\n // next lets add any new meshes, that have not yet been added to this BitmapText\n // we only add if its not already a child of this BitmapObject\n for (var i = 0; i < newPagesMeshData.length; i++) {\n if (newPagesMeshData[i].mesh.parent !== this) {\n this.addChild(newPagesMeshData[i].mesh);\n }\n }\n // active page mesh datas are set to be the new pages added.\n this._activePagesMeshData = newPagesMeshData;\n for (var i in pagesMeshData) {\n var pageMeshData = pagesMeshData[i];\n var total = pageMeshData.total;\n // lets only allocate new buffers if we can fit the new text in the current ones..\n // unless that is, we will be batching. Currently batching dose not respect the size property of mesh\n if (!(((_a = pageMeshData.indices) === null || _a === void 0 ? void 0 : _a.length) > 6 * total) || pageMeshData.vertices.length < Mesh.BATCHABLE_SIZE * 2) {\n pageMeshData.vertices = new Float32Array(4 * 2 * total);\n pageMeshData.uvs = new Float32Array(4 * 2 * total);\n pageMeshData.indices = new Uint16Array(6 * total);\n }\n else {\n var total_1 = pageMeshData.total;\n var vertices = pageMeshData.vertices;\n // Clear the garbage at the end of the vertices buffer. This will prevent the bounds miscalculation.\n for (var i_1 = total_1 * 4 * 2; i_1 < vertices.length; i_1++) {\n vertices[i_1] = 0;\n }\n }\n // as a buffer maybe bigger than the current word, we set the size of the meshMaterial\n // to match the number of letters needed\n pageMeshData.mesh.size = 6 * total;\n }\n for (var i = 0; i < lenChars; i++) {\n var char = chars[i];\n var offset = char.position.x + (lineAlignOffsets[char.line] * (this._align === 'justify' ? char.prevSpaces : 1));\n if (this._roundPixels) {\n offset = Math.round(offset);\n }\n var xPos = offset * scale;\n var yPos = char.position.y * scale;\n var texture = char.texture;\n var pageMesh = pagesMeshData[texture.baseTexture.uid];\n var textureFrame = texture.frame;\n var textureUvs = texture._uvs;\n var index = pageMesh.index++;\n pageMesh.indices[(index * 6) + 0] = 0 + (index * 4);\n pageMesh.indices[(index * 6) + 1] = 1 + (index * 4);\n pageMesh.indices[(index * 6) + 2] = 2 + (index * 4);\n pageMesh.indices[(index * 6) + 3] = 0 + (index * 4);\n pageMesh.indices[(index * 6) + 4] = 2 + (index * 4);\n pageMesh.indices[(index * 6) + 5] = 3 + (index * 4);\n pageMesh.vertices[(index * 8) + 0] = xPos;\n pageMesh.vertices[(index * 8) + 1] = yPos;\n pageMesh.vertices[(index * 8) + 2] = xPos + (textureFrame.width * scale);\n pageMesh.vertices[(index * 8) + 3] = yPos;\n pageMesh.vertices[(index * 8) + 4] = xPos + (textureFrame.width * scale);\n pageMesh.vertices[(index * 8) + 5] = yPos + (textureFrame.height * scale);\n pageMesh.vertices[(index * 8) + 6] = xPos;\n pageMesh.vertices[(index * 8) + 7] = yPos + (textureFrame.height * scale);\n pageMesh.uvs[(index * 8) + 0] = textureUvs.x0;\n pageMesh.uvs[(index * 8) + 1] = textureUvs.y0;\n pageMesh.uvs[(index * 8) + 2] = textureUvs.x1;\n pageMesh.uvs[(index * 8) + 3] = textureUvs.y1;\n pageMesh.uvs[(index * 8) + 4] = textureUvs.x2;\n pageMesh.uvs[(index * 8) + 5] = textureUvs.y2;\n pageMesh.uvs[(index * 8) + 6] = textureUvs.x3;\n pageMesh.uvs[(index * 8) + 7] = textureUvs.y3;\n }\n this._textWidth = maxLineWidth * scale;\n this._textHeight = (pos.y + data.lineHeight) * scale;\n for (var i in pagesMeshData) {\n var pageMeshData = pagesMeshData[i];\n // apply anchor\n if (this.anchor.x !== 0 || this.anchor.y !== 0) {\n var vertexCount = 0;\n var anchorOffsetX = this._textWidth * this.anchor.x;\n var anchorOffsetY = this._textHeight * this.anchor.y;\n for (var i_2 = 0; i_2 < pageMeshData.total; i_2++) {\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n }\n }\n this._maxLineHeight = maxLineHeight * scale;\n var vertexBuffer = pageMeshData.mesh.geometry.getBuffer('aVertexPosition');\n var textureBuffer = pageMeshData.mesh.geometry.getBuffer('aTextureCoord');\n var indexBuffer = pageMeshData.mesh.geometry.getIndex();\n vertexBuffer.data = pageMeshData.vertices;\n textureBuffer.data = pageMeshData.uvs;\n indexBuffer.data = pageMeshData.indices;\n vertexBuffer.update();\n textureBuffer.update();\n indexBuffer.update();\n }\n for (var i = 0; i < chars.length; i++) {\n charRenderDataPool.push(chars[i]);\n }\n };\n BitmapText.prototype.updateTransform = function () {\n this.validate();\n this.containerUpdateTransform();\n };\n BitmapText.prototype._render = function (renderer) {\n if (this._autoResolution && this._resolution !== renderer.resolution) {\n this._resolution = renderer.resolution;\n this.dirty = true;\n }\n // Update the uniform\n var _a = BitmapFont.available[this._fontName], distanceFieldRange = _a.distanceFieldRange, distanceFieldType = _a.distanceFieldType, size = _a.size;\n if (distanceFieldType !== 'none') {\n // Inject the shader code with the correct value\n var _b = this.worldTransform, a = _b.a, b = _b.b, c = _b.c, d = _b.d;\n var dx = Math.sqrt((a * a) + (b * b));\n var dy = Math.sqrt((c * c) + (d * d));\n var worldScale = (Math.abs(dx) + Math.abs(dy)) / 2;\n var fontScale = this._fontSize / size;\n for (var _i = 0, _c = this._activePagesMeshData; _i < _c.length; _i++) {\n var mesh = _c[_i];\n mesh.mesh.shader.uniforms.uFWidth = worldScale * distanceFieldRange * fontScale * this._resolution;\n }\n }\n _super.prototype._render.call(this, renderer);\n };\n /**\n * Validates text before calling parent's getLocalBounds\n * @returns - The rectangular bounding area\n */\n BitmapText.prototype.getLocalBounds = function () {\n this.validate();\n return _super.prototype.getLocalBounds.call(this);\n };\n /**\n * Updates text when needed\n * @private\n */\n BitmapText.prototype.validate = function () {\n if (this.dirty) {\n this.updateText();\n this.dirty = false;\n }\n };\n Object.defineProperty(BitmapText.prototype, \"tint\", {\n /**\n * The tint of the BitmapText object.\n * @default 0xffffff\n */\n get: function () {\n return this._tint;\n },\n set: function (value) {\n if (this._tint === value)\n { return; }\n this._tint = value;\n for (var i = 0; i < this._activePagesMeshData.length; i++) {\n this._activePagesMeshData[i].mesh.tint = value;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"align\", {\n /**\n * The alignment of the BitmapText object.\n * @member {string}\n * @default 'left'\n */\n get: function () {\n return this._align;\n },\n set: function (value) {\n if (this._align !== value) {\n this._align = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"fontName\", {\n /** The name of the BitmapFont. */\n get: function () {\n return this._fontName;\n },\n set: function (value) {\n if (!BitmapFont.available[value]) {\n throw new Error(\"Missing BitmapFont \\\"\" + value + \"\\\"\");\n }\n if (this._fontName !== value) {\n this._fontName = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"fontSize\", {\n /** The size of the font to display. */\n get: function () {\n return this._fontSize;\n },\n set: function (value) {\n if (this._fontSize !== value) {\n this._fontSize = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"anchor\", {\n /**\n * The anchor sets the origin point of the text.\n *\n * The default is `(0,0)`, this means the text's origin is the top left.\n *\n * Setting the anchor to `(0.5,0.5)` means the text's origin is centered.\n *\n * Setting the anchor to `(1,1)` would mean the text's origin point will be the bottom right corner.\n */\n get: function () {\n return this._anchor;\n },\n set: function (value) {\n if (typeof value === 'number') {\n this._anchor.set(value);\n }\n else {\n this._anchor.copyFrom(value);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"text\", {\n /** The text of the BitmapText object. */\n get: function () {\n return this._text;\n },\n set: function (text) {\n text = String(text === null || text === undefined ? '' : text);\n if (this._text === text) {\n return;\n }\n this._text = text;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"maxWidth\", {\n /**\n * The max width of this bitmap text in pixels. If the text provided is longer than the\n * value provided, line breaks will be automatically inserted in the last whitespace.\n * Disable by setting the value to 0.\n */\n get: function () {\n return this._maxWidth;\n },\n set: function (value) {\n if (this._maxWidth === value) {\n return;\n }\n this._maxWidth = value;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"maxLineHeight\", {\n /**\n * The max line height. This is useful when trying to use the total height of the Text,\n * i.e. when trying to vertically align.\n * @readonly\n */\n get: function () {\n this.validate();\n return this._maxLineHeight;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"textWidth\", {\n /**\n * The width of the overall text, different from fontSize,\n * which is defined in the style object.\n * @readonly\n */\n get: function () {\n this.validate();\n return this._textWidth;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"letterSpacing\", {\n /** Additional space between characters. */\n get: function () {\n return this._letterSpacing;\n },\n set: function (value) {\n if (this._letterSpacing !== value) {\n this._letterSpacing = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"roundPixels\", {\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n * @default PIXI.settings.ROUND_PIXELS\n */\n get: function () {\n return this._roundPixels;\n },\n set: function (value) {\n if (value !== this._roundPixels) {\n this._roundPixels = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"textHeight\", {\n /**\n * The height of the overall text, different from fontSize,\n * which is defined in the style object.\n * @readonly\n */\n get: function () {\n this.validate();\n return this._textHeight;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"resolution\", {\n /**\n * The resolution / device pixel ratio of the canvas.\n *\n * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually.\n * @default 1\n */\n get: function () {\n return this._resolution;\n },\n set: function (value) {\n this._autoResolution = false;\n if (this._resolution === value) {\n return;\n }\n this._resolution = value;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n BitmapText.prototype.destroy = function (options) {\n var _textureCache = this._textureCache;\n for (var id in _textureCache) {\n var texture = _textureCache[id];\n texture.destroy();\n delete _textureCache[id];\n }\n this._textureCache = null;\n _super.prototype.destroy.call(this, options);\n };\n BitmapText.styleDefaults = {\n align: 'left',\n tint: 0xFFFFFF,\n maxWidth: 0,\n letterSpacing: 0,\n };\n return BitmapText;\n}(Container));\n\n/**\n * {@link PIXI.Loader Loader} middleware for loading\n * bitmap-based fonts suitable for using with {@link PIXI.BitmapText}.\n * @memberof PIXI\n */\nvar BitmapFontLoader = /** @class */ (function () {\n function BitmapFontLoader() {\n }\n /**\n * Called when the plugin is installed.\n * @see PIXI.extensions.add\n */\n BitmapFontLoader.add = function () {\n LoaderResource.setExtensionXhrType('fnt', LoaderResource.XHR_RESPONSE_TYPE.TEXT);\n };\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param this\n * @param {PIXI.LoaderResource} resource\n * @param {Function} next\n */\n BitmapFontLoader.use = function (resource, next) {\n var format = autoDetectFormat(resource.data);\n // Resource was not recognised as any of the expected font data format\n if (!format) {\n next();\n return;\n }\n var baseUrl = BitmapFontLoader.getBaseUrl(this, resource);\n var data = format.parse(resource.data);\n var textures = {};\n // Handle completed, when the number of textures\n // load is the same number as references in the fnt file\n var completed = function (page) {\n textures[page.metadata.pageFile] = page.texture;\n if (Object.keys(textures).length === data.page.length) {\n resource.bitmapFont = BitmapFont.install(data, textures, true);\n next();\n }\n };\n for (var i = 0; i < data.page.length; ++i) {\n var pageFile = data.page[i].file;\n var url = baseUrl + pageFile;\n var exists = false;\n // incase the image is loaded outside\n // using the same loader, resource will be available\n for (var name in this.resources) {\n var bitmapResource = this.resources[name];\n if (bitmapResource.url === url) {\n bitmapResource.metadata.pageFile = pageFile;\n if (bitmapResource.texture) {\n completed(bitmapResource);\n }\n else {\n bitmapResource.onAfterMiddleware.add(completed);\n }\n exists = true;\n break;\n }\n }\n // texture is not loaded, we'll attempt to add\n // it to the load and add the texture to the list\n if (!exists) {\n // Standard loading options for images\n var options = {\n crossOrigin: resource.crossOrigin,\n loadType: LoaderResource.LOAD_TYPE.IMAGE,\n metadata: Object.assign({ pageFile: pageFile }, resource.metadata.imageMetadata),\n parentResource: resource,\n };\n this.add(url, options, completed);\n }\n }\n };\n /**\n * Get folder path from a resource.\n * @param loader\n * @param resource\n */\n BitmapFontLoader.getBaseUrl = function (loader, resource) {\n var resUrl = !resource.isDataUrl ? BitmapFontLoader.dirname(resource.url) : '';\n if (resource.isDataUrl) {\n if (resUrl === '.') {\n resUrl = '';\n }\n if (loader.baseUrl && resUrl) {\n // if baseurl has a trailing slash then add one to resUrl so the replace works below\n if (loader.baseUrl.charAt(loader.baseUrl.length - 1) === '/') {\n resUrl += '/';\n }\n }\n }\n // remove baseUrl from resUrl\n resUrl = resUrl.replace(loader.baseUrl, '');\n // if there is an resUrl now, it needs a trailing slash. Ensure that it does if the string isn't empty.\n if (resUrl && resUrl.charAt(resUrl.length - 1) !== '/') {\n resUrl += '/';\n }\n return resUrl;\n };\n /**\n * Replacement for NodeJS's path.dirname\n * @param {string} url - Path to get directory for\n */\n BitmapFontLoader.dirname = function (url) {\n var dir = url\n .replace(/\\\\/g, '/') // convert windows notation to UNIX notation, URL-safe because it's a forbidden character\n .replace(/\\/$/, '') // replace trailing slash\n .replace(/\\/[^\\/]*$/, ''); // remove everything after the last\n // File request is relative, use current directory\n if (dir === url) {\n return '.';\n }\n // Started with a slash\n else if (dir === '') {\n return '/';\n }\n return dir;\n };\n /** @ignore */\n BitmapFontLoader.extension = ExtensionType.Loader;\n return BitmapFontLoader;\n}());\n\nexport { BitmapFont, BitmapFontData, BitmapFontLoader, BitmapText, TextFormat, XMLFormat, XMLStringFormat, autoDetectFormat };\n//# sourceMappingURL=text-bitmap.mjs.map\n","/*!\n * @pixi/filter-alpha - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/filter-alpha is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { defaultVertex, Filter } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar fragment = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform float uAlpha;\\n\\nvoid main(void)\\n{\\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uAlpha;\\n}\\n\";\n\n/**\n * Simplest filter - applies alpha.\n *\n * Use this instead of Container's alpha property to avoid visual layering of individual elements.\n * AlphaFilter applies alpha evenly across the entire display object and any opaque elements it contains.\n * If elements are not opaque, they will blend with each other anyway.\n *\n * Very handy if you want to use common features of all filters:\n *\n * 1. Assign a blendMode to this filter, blend all elements inside display object with background.\n *\n * 2. To use clipping in display coordinates, assign a filterArea to the same container that has this filter.\n * @memberof PIXI.filters\n */\nvar AlphaFilter = /** @class */ (function (_super) {\n __extends(AlphaFilter, _super);\n /**\n * @param alpha - Amount of alpha from 0 to 1, where 0 is transparent\n */\n function AlphaFilter(alpha) {\n if (alpha === void 0) { alpha = 1.0; }\n var _this = _super.call(this, defaultVertex, fragment, { uAlpha: 1 }) || this;\n _this.alpha = alpha;\n return _this;\n }\n Object.defineProperty(AlphaFilter.prototype, \"alpha\", {\n /**\n * Coefficient for alpha multiplication\n * @default 1\n */\n get: function () {\n return this.uniforms.uAlpha;\n },\n set: function (value) {\n this.uniforms.uAlpha = value;\n },\n enumerable: false,\n configurable: true\n });\n return AlphaFilter;\n}(Filter));\n\nexport { AlphaFilter };\n//# sourceMappingURL=filter-alpha.mjs.map\n","/*!\n * @pixi/filter-blur - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/filter-blur is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Filter } from '@pixi/core';\nimport { settings } from '@pixi/settings';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar vertTemplate = \"\\n attribute vec2 aVertexPosition;\\n\\n uniform mat3 projectionMatrix;\\n\\n uniform float strength;\\n\\n varying vec2 vBlurTexCoords[%size%];\\n\\n uniform vec4 inputSize;\\n uniform vec4 outputFrame;\\n\\n vec4 filterVertexPosition( void )\\n {\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n }\\n\\n vec2 filterTextureCoord( void )\\n {\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n }\\n\\n void main(void)\\n {\\n gl_Position = filterVertexPosition();\\n\\n vec2 textureCoord = filterTextureCoord();\\n %blur%\\n }\";\nfunction generateBlurVertSource(kernelSize, x) {\n var halfLength = Math.ceil(kernelSize / 2);\n var vertSource = vertTemplate;\n var blurLoop = '';\n var template;\n if (x) {\n template = 'vBlurTexCoords[%index%] = textureCoord + vec2(%sampleIndex% * strength, 0.0);';\n }\n else {\n template = 'vBlurTexCoords[%index%] = textureCoord + vec2(0.0, %sampleIndex% * strength);';\n }\n for (var i = 0; i < kernelSize; i++) {\n var blur = template.replace('%index%', i.toString());\n blur = blur.replace('%sampleIndex%', i - (halfLength - 1) + \".0\");\n blurLoop += blur;\n blurLoop += '\\n';\n }\n vertSource = vertSource.replace('%blur%', blurLoop);\n vertSource = vertSource.replace('%size%', kernelSize.toString());\n return vertSource;\n}\n\nvar GAUSSIAN_VALUES = {\n 5: [0.153388, 0.221461, 0.250301],\n 7: [0.071303, 0.131514, 0.189879, 0.214607],\n 9: [0.028532, 0.067234, 0.124009, 0.179044, 0.20236],\n 11: [0.0093, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596],\n 13: [0.002406, 0.009255, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641],\n 15: [0.000489, 0.002403, 0.009246, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448],\n};\nvar fragTemplate = [\n 'varying vec2 vBlurTexCoords[%size%];',\n 'uniform sampler2D uSampler;',\n 'void main(void)',\n '{',\n ' gl_FragColor = vec4(0.0);',\n ' %blur%',\n '}' ].join('\\n');\nfunction generateBlurFragSource(kernelSize) {\n var kernel = GAUSSIAN_VALUES[kernelSize];\n var halfLength = kernel.length;\n var fragSource = fragTemplate;\n var blurLoop = '';\n var template = 'gl_FragColor += texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;';\n var value;\n for (var i = 0; i < kernelSize; i++) {\n var blur = template.replace('%index%', i.toString());\n value = i;\n if (i >= halfLength) {\n value = kernelSize - i - 1;\n }\n blur = blur.replace('%value%', kernel[value].toString());\n blurLoop += blur;\n blurLoop += '\\n';\n }\n fragSource = fragSource.replace('%blur%', blurLoop);\n fragSource = fragSource.replace('%size%', kernelSize.toString());\n return fragSource;\n}\n\n/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\n/**\n * The BlurFilterPass applies a horizontal or vertical Gaussian blur to an object.\n * @memberof PIXI.filters\n */\nvar BlurFilterPass = /** @class */ (function (_super) {\n __extends(BlurFilterPass, _super);\n /**\n * @param horizontal - Do pass along the x-axis (`true`) or y-axis (`false`).\n * @param strength - The strength of the blur filter.\n * @param quality - The quality of the blur filter.\n * @param resolution - The resolution of the blur filter.\n * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15.\n */\n function BlurFilterPass(horizontal, strength, quality, resolution, kernelSize) {\n if (strength === void 0) { strength = 8; }\n if (quality === void 0) { quality = 4; }\n if (resolution === void 0) { resolution = settings.FILTER_RESOLUTION; }\n if (kernelSize === void 0) { kernelSize = 5; }\n var _this = this;\n var vertSrc = generateBlurVertSource(kernelSize, horizontal);\n var fragSrc = generateBlurFragSource(kernelSize);\n _this = _super.call(this, \n // vertex shader\n vertSrc, \n // fragment shader\n fragSrc) || this;\n _this.horizontal = horizontal;\n _this.resolution = resolution;\n _this._quality = 0;\n _this.quality = quality;\n _this.blur = strength;\n return _this;\n }\n /**\n * Applies the filter.\n * @param filterManager - The manager.\n * @param input - The input target.\n * @param output - The output target.\n * @param clearMode - How to clear\n */\n BlurFilterPass.prototype.apply = function (filterManager, input, output, clearMode) {\n if (output) {\n if (this.horizontal) {\n this.uniforms.strength = (1 / output.width) * (output.width / input.width);\n }\n else {\n this.uniforms.strength = (1 / output.height) * (output.height / input.height);\n }\n }\n else {\n if (this.horizontal) // eslint-disable-line\n {\n this.uniforms.strength = (1 / filterManager.renderer.width) * (filterManager.renderer.width / input.width);\n }\n else {\n this.uniforms.strength = (1 / filterManager.renderer.height) * (filterManager.renderer.height / input.height); // eslint-disable-line\n }\n }\n // screen space!\n this.uniforms.strength *= this.strength;\n this.uniforms.strength /= this.passes;\n if (this.passes === 1) {\n filterManager.applyFilter(this, input, output, clearMode);\n }\n else {\n var renderTarget = filterManager.getFilterTexture();\n var renderer = filterManager.renderer;\n var flip = input;\n var flop = renderTarget;\n this.state.blend = false;\n filterManager.applyFilter(this, flip, flop, CLEAR_MODES.CLEAR);\n for (var i = 1; i < this.passes - 1; i++) {\n filterManager.bindAndClear(flip, CLEAR_MODES.BLIT);\n this.uniforms.uSampler = flop;\n var temp = flop;\n flop = flip;\n flip = temp;\n renderer.shader.bind(this);\n renderer.geometry.draw(5);\n }\n this.state.blend = true;\n filterManager.applyFilter(this, flop, output, clearMode);\n filterManager.returnFilterTexture(renderTarget);\n }\n };\n Object.defineProperty(BlurFilterPass.prototype, \"blur\", {\n /**\n * Sets the strength of both the blur.\n * @default 16\n */\n get: function () {\n return this.strength;\n },\n set: function (value) {\n this.padding = 1 + (Math.abs(value) * 2);\n this.strength = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilterPass.prototype, \"quality\", {\n /**\n * Sets the quality of the blur by modifying the number of passes. More passes means higher\n * quality bluring but the lower the performance.\n * @default 4\n */\n get: function () {\n return this._quality;\n },\n set: function (value) {\n this._quality = value;\n this.passes = value;\n },\n enumerable: false,\n configurable: true\n });\n return BlurFilterPass;\n}(Filter));\n\n/**\n * The BlurFilter applies a Gaussian blur to an object.\n *\n * The strength of the blur can be set for the x-axis and y-axis separately.\n * @memberof PIXI.filters\n */\nvar BlurFilter = /** @class */ (function (_super) {\n __extends(BlurFilter, _super);\n /**\n * @param strength - The strength of the blur filter.\n * @param quality - The quality of the blur filter.\n * @param [resolution=PIXI.settings.FILTER_RESOLUTION] - The resolution of the blur filter.\n * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15.\n */\n function BlurFilter(strength, quality, resolution, kernelSize) {\n if (strength === void 0) { strength = 8; }\n if (quality === void 0) { quality = 4; }\n if (resolution === void 0) { resolution = settings.FILTER_RESOLUTION; }\n if (kernelSize === void 0) { kernelSize = 5; }\n var _this = _super.call(this) || this;\n _this.blurXFilter = new BlurFilterPass(true, strength, quality, resolution, kernelSize);\n _this.blurYFilter = new BlurFilterPass(false, strength, quality, resolution, kernelSize);\n _this.resolution = resolution;\n _this.quality = quality;\n _this.blur = strength;\n _this.repeatEdgePixels = false;\n return _this;\n }\n /**\n * Applies the filter.\n * @param filterManager - The manager.\n * @param input - The input target.\n * @param output - The output target.\n * @param clearMode - How to clear\n */\n BlurFilter.prototype.apply = function (filterManager, input, output, clearMode) {\n var xStrength = Math.abs(this.blurXFilter.strength);\n var yStrength = Math.abs(this.blurYFilter.strength);\n if (xStrength && yStrength) {\n var renderTarget = filterManager.getFilterTexture();\n this.blurXFilter.apply(filterManager, input, renderTarget, CLEAR_MODES.CLEAR);\n this.blurYFilter.apply(filterManager, renderTarget, output, clearMode);\n filterManager.returnFilterTexture(renderTarget);\n }\n else if (yStrength) {\n this.blurYFilter.apply(filterManager, input, output, clearMode);\n }\n else {\n this.blurXFilter.apply(filterManager, input, output, clearMode);\n }\n };\n BlurFilter.prototype.updatePadding = function () {\n if (this._repeatEdgePixels) {\n this.padding = 0;\n }\n else {\n this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2;\n }\n };\n Object.defineProperty(BlurFilter.prototype, \"blur\", {\n /**\n * Sets the strength of both the blurX and blurY properties simultaneously\n * @default 2\n */\n get: function () {\n return this.blurXFilter.blur;\n },\n set: function (value) {\n this.blurXFilter.blur = this.blurYFilter.blur = value;\n this.updatePadding();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"quality\", {\n /**\n * Sets the number of passes for blur. More passes means higher quality bluring.\n * @default 1\n */\n get: function () {\n return this.blurXFilter.quality;\n },\n set: function (value) {\n this.blurXFilter.quality = this.blurYFilter.quality = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"blurX\", {\n /**\n * Sets the strength of the blurX property\n * @default 2\n */\n get: function () {\n return this.blurXFilter.blur;\n },\n set: function (value) {\n this.blurXFilter.blur = value;\n this.updatePadding();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"blurY\", {\n /**\n * Sets the strength of the blurY property\n * @default 2\n */\n get: function () {\n return this.blurYFilter.blur;\n },\n set: function (value) {\n this.blurYFilter.blur = value;\n this.updatePadding();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"blendMode\", {\n /**\n * Sets the blendmode of the filter\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get: function () {\n return this.blurYFilter.blendMode;\n },\n set: function (value) {\n this.blurYFilter.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"repeatEdgePixels\", {\n /**\n * If set to true the edge of the target will be clamped\n * @default false\n */\n get: function () {\n return this._repeatEdgePixels;\n },\n set: function (value) {\n this._repeatEdgePixels = value;\n this.updatePadding();\n },\n enumerable: false,\n configurable: true\n });\n return BlurFilter;\n}(Filter));\n\nexport { BlurFilter, BlurFilterPass };\n//# sourceMappingURL=filter-blur.mjs.map\n","/*!\n * @pixi/filter-color-matrix - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/filter-color-matrix is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { defaultFilterVertex, Filter } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar fragment = \"varying vec2 vTextureCoord;\\nuniform sampler2D uSampler;\\nuniform float m[20];\\nuniform float uAlpha;\\n\\nvoid main(void)\\n{\\n vec4 c = texture2D(uSampler, vTextureCoord);\\n\\n if (uAlpha == 0.0) {\\n gl_FragColor = c;\\n return;\\n }\\n\\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\\n if (c.a > 0.0) {\\n c.rgb /= c.a;\\n }\\n\\n vec4 result;\\n\\n result.r = (m[0] * c.r);\\n result.r += (m[1] * c.g);\\n result.r += (m[2] * c.b);\\n result.r += (m[3] * c.a);\\n result.r += m[4];\\n\\n result.g = (m[5] * c.r);\\n result.g += (m[6] * c.g);\\n result.g += (m[7] * c.b);\\n result.g += (m[8] * c.a);\\n result.g += m[9];\\n\\n result.b = (m[10] * c.r);\\n result.b += (m[11] * c.g);\\n result.b += (m[12] * c.b);\\n result.b += (m[13] * c.a);\\n result.b += m[14];\\n\\n result.a = (m[15] * c.r);\\n result.a += (m[16] * c.g);\\n result.a += (m[17] * c.b);\\n result.a += (m[18] * c.a);\\n result.a += m[19];\\n\\n vec3 rgb = mix(c.rgb, result.rgb, uAlpha);\\n\\n // Premultiply alpha again.\\n rgb *= result.a;\\n\\n gl_FragColor = vec4(rgb, result.a);\\n}\\n\";\n\n/**\n * The ColorMatrixFilter class lets you apply a 5x4 matrix transformation on the RGBA\n * color and alpha values of every pixel on your displayObject to produce a result\n * with a new set of RGBA color and alpha values. It's pretty powerful!\n *\n * ```js\n * let colorMatrix = new PIXI.filters.ColorMatrixFilter();\n * container.filters = [colorMatrix];\n * colorMatrix.contrast(2);\n * ```\n * @author Clément Chenebault \n * @memberof PIXI.filters\n */\nvar ColorMatrixFilter = /** @class */ (function (_super) {\n __extends(ColorMatrixFilter, _super);\n function ColorMatrixFilter() {\n var _this = this;\n var uniforms = {\n m: new Float32Array([1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0]),\n uAlpha: 1,\n };\n _this = _super.call(this, defaultFilterVertex, fragment, uniforms) || this;\n _this.alpha = 1;\n return _this;\n }\n /**\n * Transforms current matrix and set the new one\n * @param {number[]} matrix - 5x4 matrix\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype._loadMatrix = function (matrix, multiply) {\n if (multiply === void 0) { multiply = false; }\n var newMatrix = matrix;\n if (multiply) {\n this._multiply(newMatrix, this.uniforms.m, matrix);\n newMatrix = this._colorMatrix(newMatrix);\n }\n // set the new matrix\n this.uniforms.m = newMatrix;\n };\n /**\n * Multiplies two mat5's\n * @private\n * @param out - 5x4 matrix the receiving matrix\n * @param a - 5x4 matrix the first operand\n * @param b - 5x4 matrix the second operand\n * @returns {number[]} 5x4 matrix\n */\n ColorMatrixFilter.prototype._multiply = function (out, a, b) {\n // Red Channel\n out[0] = (a[0] * b[0]) + (a[1] * b[5]) + (a[2] * b[10]) + (a[3] * b[15]);\n out[1] = (a[0] * b[1]) + (a[1] * b[6]) + (a[2] * b[11]) + (a[3] * b[16]);\n out[2] = (a[0] * b[2]) + (a[1] * b[7]) + (a[2] * b[12]) + (a[3] * b[17]);\n out[3] = (a[0] * b[3]) + (a[1] * b[8]) + (a[2] * b[13]) + (a[3] * b[18]);\n out[4] = (a[0] * b[4]) + (a[1] * b[9]) + (a[2] * b[14]) + (a[3] * b[19]) + a[4];\n // Green Channel\n out[5] = (a[5] * b[0]) + (a[6] * b[5]) + (a[7] * b[10]) + (a[8] * b[15]);\n out[6] = (a[5] * b[1]) + (a[6] * b[6]) + (a[7] * b[11]) + (a[8] * b[16]);\n out[7] = (a[5] * b[2]) + (a[6] * b[7]) + (a[7] * b[12]) + (a[8] * b[17]);\n out[8] = (a[5] * b[3]) + (a[6] * b[8]) + (a[7] * b[13]) + (a[8] * b[18]);\n out[9] = (a[5] * b[4]) + (a[6] * b[9]) + (a[7] * b[14]) + (a[8] * b[19]) + a[9];\n // Blue Channel\n out[10] = (a[10] * b[0]) + (a[11] * b[5]) + (a[12] * b[10]) + (a[13] * b[15]);\n out[11] = (a[10] * b[1]) + (a[11] * b[6]) + (a[12] * b[11]) + (a[13] * b[16]);\n out[12] = (a[10] * b[2]) + (a[11] * b[7]) + (a[12] * b[12]) + (a[13] * b[17]);\n out[13] = (a[10] * b[3]) + (a[11] * b[8]) + (a[12] * b[13]) + (a[13] * b[18]);\n out[14] = (a[10] * b[4]) + (a[11] * b[9]) + (a[12] * b[14]) + (a[13] * b[19]) + a[14];\n // Alpha Channel\n out[15] = (a[15] * b[0]) + (a[16] * b[5]) + (a[17] * b[10]) + (a[18] * b[15]);\n out[16] = (a[15] * b[1]) + (a[16] * b[6]) + (a[17] * b[11]) + (a[18] * b[16]);\n out[17] = (a[15] * b[2]) + (a[16] * b[7]) + (a[17] * b[12]) + (a[18] * b[17]);\n out[18] = (a[15] * b[3]) + (a[16] * b[8]) + (a[17] * b[13]) + (a[18] * b[18]);\n out[19] = (a[15] * b[4]) + (a[16] * b[9]) + (a[17] * b[14]) + (a[18] * b[19]) + a[19];\n return out;\n };\n /**\n * Create a Float32 Array and normalize the offset component to 0-1\n * @param {number[]} matrix - 5x4 matrix\n * @returns {number[]} 5x4 matrix with all values between 0-1\n */\n ColorMatrixFilter.prototype._colorMatrix = function (matrix) {\n // Create a Float32 Array and normalize the offset component to 0-1\n var m = new Float32Array(matrix);\n m[4] /= 255;\n m[9] /= 255;\n m[14] /= 255;\n m[19] /= 255;\n return m;\n };\n /**\n * Adjusts brightness\n * @param b - value of the brigthness (0-1, where 0 is black)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.brightness = function (b, multiply) {\n var matrix = [\n b, 0, 0, 0, 0,\n 0, b, 0, 0, 0,\n 0, 0, b, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Sets each channel on the diagonal of the color matrix.\n * This can be used to achieve a tinting effect on Containers similar to the tint field of some\n * display objects like Sprite, Text, Graphics, and Mesh.\n * @param color - Color of the tint. This is a hex value.\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.tint = function (color, multiply) {\n var r = (color >> 16) & 0xff;\n var g = (color >> 8) & 0xff;\n var b = color & 0xff;\n var matrix = [\n r / 255, 0, 0, 0, 0,\n 0, g / 255, 0, 0, 0,\n 0, 0, b / 255, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the matrices in grey scales\n * @param scale - value of the grey (0-1, where 0 is black)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.greyscale = function (scale, multiply) {\n var matrix = [\n scale, scale, scale, 0, 0,\n scale, scale, scale, 0, 0,\n scale, scale, scale, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the black and white matrice.\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.blackAndWhite = function (multiply) {\n var matrix = [\n 0.3, 0.6, 0.1, 0, 0,\n 0.3, 0.6, 0.1, 0, 0,\n 0.3, 0.6, 0.1, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the hue property of the color\n * @param rotation - in degrees\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.hue = function (rotation, multiply) {\n rotation = (rotation || 0) / 180 * Math.PI;\n var cosR = Math.cos(rotation);\n var sinR = Math.sin(rotation);\n var sqrt = Math.sqrt;\n /* a good approximation for hue rotation\n This matrix is far better than the versions with magic luminance constants\n formerly used here, but also used in the starling framework (flash) and known from this\n old part of the internet: quasimondo.com/archives/000565.php\n\n This new matrix is based on rgb cube rotation in space. Look here for a more descriptive\n implementation as a shader not a general matrix:\n https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js\n\n This is the source for the code:\n see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751\n */\n var w = 1 / 3;\n var sqrW = sqrt(w); // weight is\n var a00 = cosR + ((1.0 - cosR) * w);\n var a01 = (w * (1.0 - cosR)) - (sqrW * sinR);\n var a02 = (w * (1.0 - cosR)) + (sqrW * sinR);\n var a10 = (w * (1.0 - cosR)) + (sqrW * sinR);\n var a11 = cosR + (w * (1.0 - cosR));\n var a12 = (w * (1.0 - cosR)) - (sqrW * sinR);\n var a20 = (w * (1.0 - cosR)) - (sqrW * sinR);\n var a21 = (w * (1.0 - cosR)) + (sqrW * sinR);\n var a22 = cosR + (w * (1.0 - cosR));\n var matrix = [\n a00, a01, a02, 0, 0,\n a10, a11, a12, 0, 0,\n a20, a21, a22, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the contrast matrix, increase the separation between dark and bright\n * Increase contrast : shadows darker and highlights brighter\n * Decrease contrast : bring the shadows up and the highlights down\n * @param amount - value of the contrast (0-1)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.contrast = function (amount, multiply) {\n var v = (amount || 0) + 1;\n var o = -0.5 * (v - 1);\n var matrix = [\n v, 0, 0, 0, o,\n 0, v, 0, 0, o,\n 0, 0, v, 0, o,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the saturation matrix, increase the separation between colors\n * Increase saturation : increase contrast, brightness, and sharpness\n * @param amount - The saturation amount (0-1)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.saturate = function (amount, multiply) {\n if (amount === void 0) { amount = 0; }\n var x = (amount * 2 / 3) + 1;\n var y = ((x - 1) * -0.5);\n var matrix = [\n x, y, y, 0, 0,\n y, x, y, 0, 0,\n y, y, x, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /** Desaturate image (remove color) Call the saturate function */\n ColorMatrixFilter.prototype.desaturate = function () {\n this.saturate(-1);\n };\n /**\n * Negative image (inverse of classic rgb matrix)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.negative = function (multiply) {\n var matrix = [\n -1, 0, 0, 1, 0,\n 0, -1, 0, 1, 0,\n 0, 0, -1, 1, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Sepia image\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.sepia = function (multiply) {\n var matrix = [\n 0.393, 0.7689999, 0.18899999, 0, 0,\n 0.349, 0.6859999, 0.16799999, 0, 0,\n 0.272, 0.5339999, 0.13099999, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Color motion picture process invented in 1916 (thanks Dominic Szablewski)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.technicolor = function (multiply) {\n var matrix = [\n 1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337,\n -0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398,\n -0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Polaroid filter\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.polaroid = function (multiply) {\n var matrix = [\n 1.438, -0.062, -0.062, 0, 0,\n -0.122, 1.378, -0.122, 0, 0,\n -0.016, -0.016, 1.483, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Filter who transforms : Red -> Blue and Blue -> Red\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.toBGR = function (multiply) {\n var matrix = [\n 0, 0, 1, 0, 0,\n 0, 1, 0, 0, 0,\n 1, 0, 0, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.kodachrome = function (multiply) {\n var matrix = [\n 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502,\n -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203,\n -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Brown delicious browni filter (thanks Dominic Szablewski)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.browni = function (multiply) {\n var matrix = [\n 0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873,\n -0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127,\n 0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Vintage filter (thanks Dominic Szablewski)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.vintage = function (multiply) {\n var matrix = [\n 0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123,\n 0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591,\n 0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * We don't know exactly what it does, kind of gradient map, but funny to play with!\n * @param desaturation - Tone values.\n * @param toned - Tone values.\n * @param lightColor - Tone values, example: `0xFFE580`\n * @param darkColor - Tone values, example: `0xFFE580`\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.colorTone = function (desaturation, toned, lightColor, darkColor, multiply) {\n desaturation = desaturation || 0.2;\n toned = toned || 0.15;\n lightColor = lightColor || 0xFFE580;\n darkColor = darkColor || 0x338000;\n var lR = ((lightColor >> 16) & 0xFF) / 255;\n var lG = ((lightColor >> 8) & 0xFF) / 255;\n var lB = (lightColor & 0xFF) / 255;\n var dR = ((darkColor >> 16) & 0xFF) / 255;\n var dG = ((darkColor >> 8) & 0xFF) / 255;\n var dB = (darkColor & 0xFF) / 255;\n var matrix = [\n 0.3, 0.59, 0.11, 0, 0,\n lR, lG, lB, desaturation, 0,\n dR, dG, dB, toned, 0,\n lR - dR, lG - dG, lB - dB, 0, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Night effect\n * @param intensity - The intensity of the night effect.\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.night = function (intensity, multiply) {\n intensity = intensity || 0.1;\n var matrix = [\n intensity * (-2.0), -intensity, 0, 0, 0,\n -intensity, 0, intensity, 0, 0,\n 0, intensity, intensity * 2.0, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Predator effect\n *\n * Erase the current matrix by setting a new indepent one\n * @param amount - how much the predator feels his future victim\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.predator = function (amount, multiply) {\n var matrix = [\n // row 1\n 11.224130630493164 * amount,\n -4.794486999511719 * amount,\n -2.8746118545532227 * amount,\n 0 * amount,\n 0.40342438220977783 * amount,\n // row 2\n -3.6330697536468506 * amount,\n 9.193157196044922 * amount,\n -2.951810836791992 * amount,\n 0 * amount,\n -1.316135048866272 * amount,\n // row 3\n -3.2184197902679443 * amount,\n -4.2375030517578125 * amount,\n 7.476448059082031 * amount,\n 0 * amount,\n 0.8044459223747253 * amount,\n // row 4\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * LSD effect\n *\n * Multiply the current matrix\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.lsd = function (multiply) {\n var matrix = [\n 2, -0.4, 0.5, 0, 0,\n -0.5, 2, -0.4, 0, 0,\n -0.4, -0.5, 3, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /** Erase the current matrix by setting the default one. */\n ColorMatrixFilter.prototype.reset = function () {\n var matrix = [\n 1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, false);\n };\n Object.defineProperty(ColorMatrixFilter.prototype, \"matrix\", {\n /**\n * The matrix of the color matrix filter\n * @member {number[]}\n * @default [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0]\n */\n get: function () {\n return this.uniforms.m;\n },\n set: function (value) {\n this.uniforms.m = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ColorMatrixFilter.prototype, \"alpha\", {\n /**\n * The opacity value to use when mixing the original and resultant colors.\n *\n * When the value is 0, the original color is used without modification.\n * When the value is 1, the result color is used.\n * When in the range (0, 1) the color is interpolated between the original and result by this amount.\n * @default 1\n */\n get: function () {\n return this.uniforms.uAlpha;\n },\n set: function (value) {\n this.uniforms.uAlpha = value;\n },\n enumerable: false,\n configurable: true\n });\n return ColorMatrixFilter;\n}(Filter));\n// Americanized alias\nColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale;\n\nexport { ColorMatrixFilter };\n//# sourceMappingURL=filter-color-matrix.mjs.map\n","/*!\n * @pixi/filter-displacement - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/filter-displacement is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Filter } from '@pixi/core';\nimport { Matrix, Point } from '@pixi/math';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar fragment = \"varying vec2 vFilterCoord;\\nvarying vec2 vTextureCoord;\\n\\nuniform vec2 scale;\\nuniform mat2 rotation;\\nuniform sampler2D uSampler;\\nuniform sampler2D mapSampler;\\n\\nuniform highp vec4 inputSize;\\nuniform vec4 inputClamp;\\n\\nvoid main(void)\\n{\\n vec4 map = texture2D(mapSampler, vFilterCoord);\\n\\n map -= 0.5;\\n map.xy = scale * inputSize.zw * (rotation * map.xy);\\n\\n gl_FragColor = texture2D(uSampler, clamp(vec2(vTextureCoord.x + map.x, vTextureCoord.y + map.y), inputClamp.xy, inputClamp.zw));\\n}\\n\";\n\nvar vertex = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 filterMatrix;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec2 vFilterCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n\\tgl_Position = filterVertexPosition();\\n\\tvTextureCoord = filterTextureCoord();\\n\\tvFilterCoord = ( filterMatrix * vec3( vTextureCoord, 1.0) ).xy;\\n}\\n\";\n\n/**\n * The DisplacementFilter class uses the pixel values from the specified texture\n * (called the displacement map) to perform a displacement of an object.\n *\n * You can use this filter to apply all manor of crazy warping effects.\n * Currently the `r` property of the texture is used to offset the `x`\n * and the `g` property of the texture is used to offset the `y`.\n *\n * The way it works is it uses the values of the displacement map to look up the\n * correct pixels to output. This means it's not technically moving the original.\n * Instead, it's starting at the output and asking \"which pixel from the original goes here\".\n * For example, if a displacement map pixel has `red = 1` and the filter scale is `20`,\n * this filter will output the pixel approximately 20 pixels to the right of the original.\n * @memberof PIXI.filters\n */\nvar DisplacementFilter = /** @class */ (function (_super) {\n __extends(DisplacementFilter, _super);\n /**\n * @param {PIXI.Sprite} sprite - The sprite used for the displacement map. (make sure its added to the scene!)\n * @param scale - The scale of the displacement\n */\n function DisplacementFilter(sprite, scale) {\n var _this = this;\n var maskMatrix = new Matrix();\n sprite.renderable = false;\n _this = _super.call(this, vertex, fragment, {\n mapSampler: sprite._texture,\n filterMatrix: maskMatrix,\n scale: { x: 1, y: 1 },\n rotation: new Float32Array([1, 0, 0, 1]),\n }) || this;\n _this.maskSprite = sprite;\n _this.maskMatrix = maskMatrix;\n if (scale === null || scale === undefined) {\n scale = 20;\n }\n /**\n * scaleX, scaleY for displacements\n * @member {PIXI.Point}\n */\n _this.scale = new Point(scale, scale);\n return _this;\n }\n /**\n * Applies the filter.\n * @param filterManager - The manager.\n * @param input - The input target.\n * @param output - The output target.\n * @param clearMode - clearMode.\n */\n DisplacementFilter.prototype.apply = function (filterManager, input, output, clearMode) {\n // fill maskMatrix with _normalized sprite texture coords_\n this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, this.maskSprite);\n this.uniforms.scale.x = this.scale.x;\n this.uniforms.scale.y = this.scale.y;\n // Extract rotation from world transform\n var wt = this.maskSprite.worldTransform;\n var lenX = Math.sqrt((wt.a * wt.a) + (wt.b * wt.b));\n var lenY = Math.sqrt((wt.c * wt.c) + (wt.d * wt.d));\n if (lenX !== 0 && lenY !== 0) {\n this.uniforms.rotation[0] = wt.a / lenX;\n this.uniforms.rotation[1] = wt.b / lenX;\n this.uniforms.rotation[2] = wt.c / lenY;\n this.uniforms.rotation[3] = wt.d / lenY;\n }\n // draw the filter...\n filterManager.applyFilter(this, input, output, clearMode);\n };\n Object.defineProperty(DisplacementFilter.prototype, \"map\", {\n /** The texture used for the displacement map. Must be power of 2 sized texture. */\n get: function () {\n return this.uniforms.mapSampler;\n },\n set: function (value) {\n this.uniforms.mapSampler = value;\n },\n enumerable: false,\n configurable: true\n });\n return DisplacementFilter;\n}(Filter));\n\nexport { DisplacementFilter };\n//# sourceMappingURL=filter-displacement.mjs.map\n","/*!\n * @pixi/filter-fxaa - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/filter-fxaa is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Filter } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar vertex = \"\\nattribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 v_rgbNW;\\nvarying vec2 v_rgbNE;\\nvarying vec2 v_rgbSW;\\nvarying vec2 v_rgbSE;\\nvarying vec2 v_rgbM;\\n\\nvarying vec2 vFragCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvoid texcoords(vec2 fragCoord, vec2 inverseVP,\\n out vec2 v_rgbNW, out vec2 v_rgbNE,\\n out vec2 v_rgbSW, out vec2 v_rgbSE,\\n out vec2 v_rgbM) {\\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\\n v_rgbM = vec2(fragCoord * inverseVP);\\n}\\n\\nvoid main(void) {\\n\\n gl_Position = filterVertexPosition();\\n\\n vFragCoord = aVertexPosition * outputFrame.zw;\\n\\n texcoords(vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\\n}\\n\";\n\nvar fragment = \"varying vec2 v_rgbNW;\\nvarying vec2 v_rgbNE;\\nvarying vec2 v_rgbSW;\\nvarying vec2 v_rgbSE;\\nvarying vec2 v_rgbM;\\n\\nvarying vec2 vFragCoord;\\nuniform sampler2D uSampler;\\nuniform highp vec4 inputSize;\\n\\n\\n/**\\n Basic FXAA implementation based on the code on geeks3d.com with the\\n modification that the texture2DLod stuff was removed since it's\\n unsupported by WebGL.\\n\\n --\\n\\n From:\\n https://github.com/mitsuhiko/webgl-meincraft\\n\\n Copyright (c) 2011 by Armin Ronacher.\\n\\n Some rights reserved.\\n\\n Redistribution and use in source and binary forms, with or without\\n modification, are permitted provided that the following conditions are\\n met:\\n\\n * Redistributions of source code must retain the above copyright\\n notice, this list of conditions and the following disclaimer.\\n\\n * Redistributions in binary form must reproduce the above\\n copyright notice, this list of conditions and the following\\n disclaimer in the documentation and/or other materials provided\\n with the distribution.\\n\\n * The names of the contributors may not be used to endorse or\\n promote products derived from this software without specific\\n prior written permission.\\n\\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\\n \\\"AS IS\\\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\\n LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\\n A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\\n OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\\n SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\\n LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\\n DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\\n THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\\n (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\\n */\\n\\n#ifndef FXAA_REDUCE_MIN\\n#define FXAA_REDUCE_MIN (1.0/ 128.0)\\n#endif\\n#ifndef FXAA_REDUCE_MUL\\n#define FXAA_REDUCE_MUL (1.0 / 8.0)\\n#endif\\n#ifndef FXAA_SPAN_MAX\\n#define FXAA_SPAN_MAX 8.0\\n#endif\\n\\n//optimized version for mobile, where dependent\\n//texture reads can be a bottleneck\\nvec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,\\n vec2 v_rgbNW, vec2 v_rgbNE,\\n vec2 v_rgbSW, vec2 v_rgbSE,\\n vec2 v_rgbM) {\\n vec4 color;\\n vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\\n vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\\n vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\\n vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\\n vec4 texColor = texture2D(tex, v_rgbM);\\n vec3 rgbM = texColor.xyz;\\n vec3 luma = vec3(0.299, 0.587, 0.114);\\n float lumaNW = dot(rgbNW, luma);\\n float lumaNE = dot(rgbNE, luma);\\n float lumaSW = dot(rgbSW, luma);\\n float lumaSE = dot(rgbSE, luma);\\n float lumaM = dot(rgbM, luma);\\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\\n\\n mediump vec2 dir;\\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\\n\\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\\n (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\\n\\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\\n dir * rcpDirMin)) * inverseVP;\\n\\n vec3 rgbA = 0.5 * (\\n texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\\n texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\\n texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\\n texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\\n\\n float lumaB = dot(rgbB, luma);\\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\\n color = vec4(rgbA, texColor.a);\\n else\\n color = vec4(rgbB, texColor.a);\\n return color;\\n}\\n\\nvoid main() {\\n\\n vec4 color;\\n\\n color = fxaa(uSampler, vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\\n\\n gl_FragColor = color;\\n}\\n\";\n\n/**\n * Basic FXAA (Fast Approximate Anti-Aliasing) implementation based on the code on geeks3d.com\n * with the modification that the texture2DLod stuff was removed since it is unsupported by WebGL.\n * @see https://github.com/mitsuhiko/webgl-meincraft\n * @memberof PIXI.filters\n */\nvar FXAAFilter = /** @class */ (function (_super) {\n __extends(FXAAFilter, _super);\n function FXAAFilter() {\n // TODO - needs work\n return _super.call(this, vertex, fragment) || this;\n }\n return FXAAFilter;\n}(Filter));\n\nexport { FXAAFilter };\n//# sourceMappingURL=filter-fxaa.mjs.map\n","/*!\n * @pixi/filter-noise - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/filter-noise is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { defaultFilterVertex, Filter } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar fragment = \"precision highp float;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\n\\nuniform float uNoise;\\nuniform float uSeed;\\nuniform sampler2D uSampler;\\n\\nfloat rand(vec2 co)\\n{\\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\\n}\\n\\nvoid main()\\n{\\n vec4 color = texture2D(uSampler, vTextureCoord);\\n float randomValue = rand(gl_FragCoord.xy * uSeed);\\n float diff = (randomValue - 0.5) * uNoise;\\n\\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\\n if (color.a > 0.0) {\\n color.rgb /= color.a;\\n }\\n\\n color.r += diff;\\n color.g += diff;\\n color.b += diff;\\n\\n // Premultiply alpha again.\\n color.rgb *= color.a;\\n\\n gl_FragColor = color;\\n}\\n\";\n\n/**\n * A Noise effect filter.\n *\n * original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/noise.js\n * @memberof PIXI.filters\n * @author Vico @vicocotea\n */\nvar NoiseFilter = /** @class */ (function (_super) {\n __extends(NoiseFilter, _super);\n /**\n * @param {number} [noise=0.5] - The noise intensity, should be a normalized value in the range [0, 1].\n * @param {number} [seed] - A random seed for the noise generation. Default is `Math.random()`.\n */\n function NoiseFilter(noise, seed) {\n if (noise === void 0) { noise = 0.5; }\n if (seed === void 0) { seed = Math.random(); }\n var _this = _super.call(this, defaultFilterVertex, fragment, {\n uNoise: 0,\n uSeed: 0,\n }) || this;\n _this.noise = noise;\n _this.seed = seed;\n return _this;\n }\n Object.defineProperty(NoiseFilter.prototype, \"noise\", {\n /**\n * The amount of noise to apply, this value should be in the range (0, 1].\n * @default 0.5\n */\n get: function () {\n return this.uniforms.uNoise;\n },\n set: function (value) {\n this.uniforms.uNoise = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NoiseFilter.prototype, \"seed\", {\n /** A seed value to apply to the random noise generation. `Math.random()` is a good value to use. */\n get: function () {\n return this.uniforms.uSeed;\n },\n set: function (value) {\n this.uniforms.uSeed = value;\n },\n enumerable: false,\n configurable: true\n });\n return NoiseFilter;\n}(Filter));\n\nexport { NoiseFilter };\n//# sourceMappingURL=filter-noise.mjs.map\n","/*!\n * @pixi/mixin-cache-as-bitmap - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/mixin-cache-as-bitmap is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { RenderTexture, BaseTexture, Texture } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\nimport { DisplayObject } from '@pixi/display';\nimport { Matrix } from '@pixi/math';\nimport { uid } from '@pixi/utils';\nimport { settings } from '@pixi/settings';\n\n/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\nvar _tempMatrix = new Matrix();\nDisplayObject.prototype._cacheAsBitmap = false;\nDisplayObject.prototype._cacheData = null;\nDisplayObject.prototype._cacheAsBitmapResolution = null;\nDisplayObject.prototype._cacheAsBitmapMultisample = MSAA_QUALITY.NONE;\n// figured there's no point adding ALL the extra variables to prototype.\n// this model can hold the information needed. This can also be generated on demand as\n// most objects are not cached as bitmaps.\n/**\n * @class\n * @ignore\n * @private\n */\nvar CacheData = /** @class */ (function () {\n function CacheData() {\n this.textureCacheId = null;\n this.originalRender = null;\n this.originalRenderCanvas = null;\n this.originalCalculateBounds = null;\n this.originalGetLocalBounds = null;\n this.originalUpdateTransform = null;\n this.originalDestroy = null;\n this.originalMask = null;\n this.originalFilterArea = null;\n this.originalContainsPoint = null;\n this.sprite = null;\n }\n return CacheData;\n}());\nObject.defineProperties(DisplayObject.prototype, {\n /**\n * The resolution to use for cacheAsBitmap. By default this will use the renderer's resolution\n * but can be overriden for performance. Lower values will reduce memory usage at the expense\n * of render quality. A falsey value of `null` or `0` will default to the renderer's resolution.\n * If `cacheAsBitmap` is set to `true`, this will re-render with the new resolution.\n * @member {number} cacheAsBitmapResolution\n * @memberof PIXI.DisplayObject#\n * @default null\n */\n cacheAsBitmapResolution: {\n get: function () {\n return this._cacheAsBitmapResolution;\n },\n set: function (resolution) {\n if (resolution === this._cacheAsBitmapResolution) {\n return;\n }\n this._cacheAsBitmapResolution = resolution;\n if (this.cacheAsBitmap) {\n // Toggle to re-render at the new resolution\n this.cacheAsBitmap = false;\n this.cacheAsBitmap = true;\n }\n },\n },\n /**\n * The number of samples to use for cacheAsBitmap. If set to `null`, the renderer's\n * sample count is used.\n * If `cacheAsBitmap` is set to `true`, this will re-render with the new number of samples.\n * @member {number} cacheAsBitmapMultisample\n * @memberof PIXI.DisplayObject#\n * @default PIXI.MSAA_QUALITY.NONE\n */\n cacheAsBitmapMultisample: {\n get: function () {\n return this._cacheAsBitmapMultisample;\n },\n set: function (multisample) {\n if (multisample === this._cacheAsBitmapMultisample) {\n return;\n }\n this._cacheAsBitmapMultisample = multisample;\n if (this.cacheAsBitmap) {\n // Toggle to re-render with new multisample\n this.cacheAsBitmap = false;\n this.cacheAsBitmap = true;\n }\n },\n },\n /**\n * Set this to true if you want this display object to be cached as a bitmap.\n * This basically takes a snap shot of the display object as it is at that moment. It can\n * provide a performance benefit for complex static displayObjects.\n * To remove simply set this property to `false`\n *\n * IMPORTANT GOTCHA - Make sure that all your textures are preloaded BEFORE setting this property to true\n * as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear.\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n cacheAsBitmap: {\n get: function () {\n return this._cacheAsBitmap;\n },\n set: function (value) {\n if (this._cacheAsBitmap === value) {\n return;\n }\n this._cacheAsBitmap = value;\n var data;\n if (value) {\n if (!this._cacheData) {\n this._cacheData = new CacheData();\n }\n data = this._cacheData;\n data.originalRender = this.render;\n data.originalRenderCanvas = this.renderCanvas;\n data.originalUpdateTransform = this.updateTransform;\n data.originalCalculateBounds = this.calculateBounds;\n data.originalGetLocalBounds = this.getLocalBounds;\n data.originalDestroy = this.destroy;\n data.originalContainsPoint = this.containsPoint;\n data.originalMask = this._mask;\n data.originalFilterArea = this.filterArea;\n this.render = this._renderCached;\n this.renderCanvas = this._renderCachedCanvas;\n this.destroy = this._cacheAsBitmapDestroy;\n }\n else {\n data = this._cacheData;\n if (data.sprite) {\n this._destroyCachedDisplayObject();\n }\n this.render = data.originalRender;\n this.renderCanvas = data.originalRenderCanvas;\n this.calculateBounds = data.originalCalculateBounds;\n this.getLocalBounds = data.originalGetLocalBounds;\n this.destroy = data.originalDestroy;\n this.updateTransform = data.originalUpdateTransform;\n this.containsPoint = data.originalContainsPoint;\n this._mask = data.originalMask;\n this.filterArea = data.originalFilterArea;\n }\n },\n },\n});\n/**\n * Renders a cached version of the sprite with WebGL\n * @private\n * @method _renderCached\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Renderer} renderer - the WebGL renderer\n */\nDisplayObject.prototype._renderCached = function _renderCached(renderer) {\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n this._initCachedDisplayObject(renderer);\n this._cacheData.sprite.transform._worldID = this.transform._worldID;\n this._cacheData.sprite.worldAlpha = this.worldAlpha;\n this._cacheData.sprite._render(renderer);\n};\n/**\n * Prepares the WebGL renderer to cache the sprite\n * @private\n * @method _initCachedDisplayObject\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Renderer} renderer - the WebGL renderer\n */\nDisplayObject.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer) {\n var _a;\n if (this._cacheData && this._cacheData.sprite) {\n return;\n }\n // make sure alpha is set to 1 otherwise it will get rendered as invisible!\n var cacheAlpha = this.alpha;\n this.alpha = 1;\n // first we flush anything left in the renderer (otherwise it would get rendered to the cached texture)\n renderer.batch.flush();\n // this.filters= [];\n // next we find the dimensions of the untransformed object\n // this function also calls updatetransform on all its children as part of the measuring.\n // This means we don't need to update the transform again in this function\n // TODO pass an object to clone too? saves having to create a new one each time!\n var bounds = this.getLocalBounds(null, true).clone();\n // add some padding!\n if (this.filters && this.filters.length) {\n var padding = this.filters[0].padding;\n bounds.pad(padding);\n }\n bounds.ceil(settings.RESOLUTION);\n // for now we cache the current renderTarget that the WebGL renderer is currently using.\n // this could be more elegant..\n var cachedRenderTexture = renderer.renderTexture.current;\n var cachedSourceFrame = renderer.renderTexture.sourceFrame.clone();\n var cachedDestinationFrame = renderer.renderTexture.destinationFrame.clone();\n var cachedProjectionTransform = renderer.projection.transform;\n // We also store the filter stack - I will definitely look to change how this works a little later down the line.\n // const stack = renderer.filterManager.filterStack;\n // this renderTexture will be used to store the cached DisplayObject\n var renderTexture = RenderTexture.create({\n width: bounds.width,\n height: bounds.height,\n resolution: this.cacheAsBitmapResolution || renderer.resolution,\n multisample: (_a = this.cacheAsBitmapMultisample) !== null && _a !== void 0 ? _a : renderer.multisample,\n });\n var textureCacheId = \"cacheAsBitmap_\" + uid();\n this._cacheData.textureCacheId = textureCacheId;\n BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);\n Texture.addToCache(renderTexture, textureCacheId);\n // need to set //\n var m = this.transform.localTransform.copyTo(_tempMatrix).invert().translate(-bounds.x, -bounds.y);\n // set all properties to there original so we can render to a texture\n this.render = this._cacheData.originalRender;\n renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false });\n renderer.framebuffer.blit();\n // now restore the state be setting the new properties\n renderer.projection.transform = cachedProjectionTransform;\n renderer.renderTexture.bind(cachedRenderTexture, cachedSourceFrame, cachedDestinationFrame);\n // renderer.filterManager.filterStack = stack;\n this.render = this._renderCached;\n // the rest is the same as for Canvas\n this.updateTransform = this.displayObjectUpdateTransform;\n this.calculateBounds = this._calculateCachedBounds;\n this.getLocalBounds = this._getCachedLocalBounds;\n this._mask = null;\n this.filterArea = null;\n this.alpha = cacheAlpha;\n // create our cached sprite\n var cachedSprite = new Sprite(renderTexture);\n cachedSprite.transform.worldTransform = this.transform.worldTransform;\n cachedSprite.anchor.x = -(bounds.x / bounds.width);\n cachedSprite.anchor.y = -(bounds.y / bounds.height);\n cachedSprite.alpha = cacheAlpha;\n cachedSprite._bounds = this._bounds;\n this._cacheData.sprite = cachedSprite;\n this.transform._parentID = -1;\n // restore the transform of the cached sprite to avoid the nasty flicker..\n if (!this.parent) {\n this.enableTempParent();\n this.updateTransform();\n this.disableTempParent(null);\n }\n else {\n this.updateTransform();\n }\n // map the hit test..\n this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite);\n};\n/**\n * Renders a cached version of the sprite with canvas\n * @private\n * @method _renderCachedCanvas\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer\n */\nDisplayObject.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer) {\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n this._initCachedDisplayObjectCanvas(renderer);\n this._cacheData.sprite.worldAlpha = this.worldAlpha;\n this._cacheData.sprite._renderCanvas(renderer);\n};\n// TODO this can be the same as the WebGL version.. will need to do a little tweaking first though..\n/**\n * Prepares the Canvas renderer to cache the sprite\n * @private\n * @method _initCachedDisplayObjectCanvas\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer\n */\nDisplayObject.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(renderer) {\n if (this._cacheData && this._cacheData.sprite) {\n return;\n }\n // get bounds actually transforms the object for us already!\n var bounds = this.getLocalBounds(null, true);\n var cacheAlpha = this.alpha;\n this.alpha = 1;\n var cachedRenderTarget = renderer.context;\n var cachedProjectionTransform = renderer._projTransform;\n bounds.ceil(settings.RESOLUTION);\n var renderTexture = RenderTexture.create({ width: bounds.width, height: bounds.height });\n var textureCacheId = \"cacheAsBitmap_\" + uid();\n this._cacheData.textureCacheId = textureCacheId;\n BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);\n Texture.addToCache(renderTexture, textureCacheId);\n // need to set //\n var m = _tempMatrix;\n this.transform.localTransform.copyTo(m);\n m.invert();\n m.tx -= bounds.x;\n m.ty -= bounds.y;\n // m.append(this.transform.worldTransform.)\n // set all properties to there original so we can render to a texture\n this.renderCanvas = this._cacheData.originalRenderCanvas;\n renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false });\n // now restore the state be setting the new properties\n renderer.context = cachedRenderTarget;\n renderer._projTransform = cachedProjectionTransform;\n this.renderCanvas = this._renderCachedCanvas;\n // the rest is the same as for WebGL\n this.updateTransform = this.displayObjectUpdateTransform;\n this.calculateBounds = this._calculateCachedBounds;\n this.getLocalBounds = this._getCachedLocalBounds;\n this._mask = null;\n this.filterArea = null;\n this.alpha = cacheAlpha;\n // create our cached sprite\n var cachedSprite = new Sprite(renderTexture);\n cachedSprite.transform.worldTransform = this.transform.worldTransform;\n cachedSprite.anchor.x = -(bounds.x / bounds.width);\n cachedSprite.anchor.y = -(bounds.y / bounds.height);\n cachedSprite.alpha = cacheAlpha;\n cachedSprite._bounds = this._bounds;\n this._cacheData.sprite = cachedSprite;\n this.transform._parentID = -1;\n // restore the transform of the cached sprite to avoid the nasty flicker..\n if (!this.parent) {\n this.parent = renderer._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else {\n this.updateTransform();\n }\n // map the hit test..\n this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite);\n};\n/**\n * Calculates the bounds of the cached sprite\n * @private\n * @method\n */\nDisplayObject.prototype._calculateCachedBounds = function _calculateCachedBounds() {\n this._bounds.clear();\n this._cacheData.sprite.transform._worldID = this.transform._worldID;\n this._cacheData.sprite._calculateBounds();\n this._bounds.updateID = this._boundsID;\n};\n/**\n * Gets the bounds of the cached sprite.\n * @private\n * @method\n * @returns {Rectangle} The local bounds.\n */\nDisplayObject.prototype._getCachedLocalBounds = function _getCachedLocalBounds() {\n return this._cacheData.sprite.getLocalBounds(null);\n};\n/**\n * Destroys the cached sprite.\n * @private\n * @method\n */\nDisplayObject.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject() {\n this._cacheData.sprite._texture.destroy(true);\n this._cacheData.sprite = null;\n BaseTexture.removeFromCache(this._cacheData.textureCacheId);\n Texture.removeFromCache(this._cacheData.textureCacheId);\n this._cacheData.textureCacheId = null;\n};\n/**\n * Destroys the cached object.\n * @private\n * @method\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value.\n * Used when destroying containers, see the Container.destroy method.\n */\nDisplayObject.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options) {\n this.cacheAsBitmap = false;\n this.destroy(options);\n};\n\nexport { CacheData };\n//# sourceMappingURL=mixin-cache-as-bitmap.mjs.map\n","/*!\n * @pixi/mixin-get-child-by-name - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/mixin-get-child-by-name is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { DisplayObject, Container } from '@pixi/display';\n\n/**\n * The instance name of the object.\n * @memberof PIXI.DisplayObject#\n * @member {string} name\n */\nDisplayObject.prototype.name = null;\n/**\n * Returns the display object in the container.\n *\n * Recursive searches are done in a preorder traversal.\n * @method getChildByName\n * @memberof PIXI.Container#\n * @param {string} name - Instance name.\n * @param {boolean}[deep=false] - Whether to search recursively\n * @returns {PIXI.DisplayObject} The child with the specified name.\n */\nContainer.prototype.getChildByName = function getChildByName(name, deep) {\n for (var i = 0, j = this.children.length; i < j; i++) {\n if (this.children[i].name === name) {\n return this.children[i];\n }\n }\n if (deep) {\n for (var i = 0, j = this.children.length; i < j; i++) {\n var child = this.children[i];\n if (!child.getChildByName) {\n continue;\n }\n var target = child.getChildByName(name, true);\n if (target) {\n return target;\n }\n }\n }\n return null;\n};\n//# sourceMappingURL=mixin-get-child-by-name.mjs.map\n","/*!\n * @pixi/mixin-get-global-position - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/mixin-get-global-position is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { DisplayObject } from '@pixi/display';\nimport { Point } from '@pixi/math';\n\n/**\n * Returns the global position of the displayObject. Does not depend on object scale, rotation and pivot.\n * @method getGlobalPosition\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Point} [point=new PIXI.Point()] - The point to write the global value to.\n * @param {boolean} [skipUpdate=false] - Setting to true will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @returns {PIXI.Point} The updated point.\n */\nDisplayObject.prototype.getGlobalPosition = function getGlobalPosition(point, skipUpdate) {\n if (point === void 0) { point = new Point(); }\n if (skipUpdate === void 0) { skipUpdate = false; }\n if (this.parent) {\n this.parent.toGlobal(this.position, point, skipUpdate);\n }\n else {\n point.x = this.position.x;\n point.y = this.position.y;\n }\n return point;\n};\n//# sourceMappingURL=mixin-get-global-position.mjs.map\n","/*!\n * @pixi/math - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/math is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Two Pi.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar PI_2 = Math.PI * 2;\n/**\n * Conversion factor for converting radians to degrees.\n * @static\n * @member {number} RAD_TO_DEG\n * @memberof PIXI\n */\nvar RAD_TO_DEG = 180 / Math.PI;\n/**\n * Conversion factor for converting degrees to radians.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar DEG_TO_RAD = Math.PI / 180;\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n * @static\n * @memberof PIXI\n * @enum {number}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n */\nvar SHAPES;\n(function (SHAPES) {\n SHAPES[SHAPES[\"POLY\"] = 0] = \"POLY\";\n SHAPES[SHAPES[\"RECT\"] = 1] = \"RECT\";\n SHAPES[SHAPES[\"CIRC\"] = 2] = \"CIRC\";\n SHAPES[SHAPES[\"ELIP\"] = 3] = \"ELIP\";\n SHAPES[SHAPES[\"RREC\"] = 4] = \"RREC\";\n})(SHAPES || (SHAPES = {}));\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis\n * @class\n * @memberof PIXI\n * @implements {IPoint}\n */\nvar Point = /** @class */ (function () {\n /**\n * Creates a new `Point`\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function Point(x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n /** Position of the point on the x axis */\n this.x = 0;\n /** Position of the point on the y axis */\n this.y = 0;\n this.x = x;\n this.y = y;\n }\n /**\n * Creates a clone of this point\n * @returns A clone of this point\n */\n Point.prototype.clone = function () {\n return new Point(this.x, this.y);\n };\n /**\n * Copies `x` and `y` from the given point into this point\n * @param p - The point to copy from\n * @returns The point instance itself\n */\n Point.prototype.copyFrom = function (p) {\n this.set(p.x, p.y);\n return this;\n };\n /**\n * Copies this point's x and y into the given point (`p`).\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n Point.prototype.copyTo = function (p) {\n p.set(this.x, this.y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n Point.prototype.equals = function (p) {\n return (p.x === this.x) && (p.y === this.y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the `x` axis\n * @param {number} [y=x] - position of the point on the `y` axis\n * @returns The point instance itself\n */\n Point.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n this.x = x;\n this.y = y;\n return this;\n };\n Point.prototype.toString = function () {\n return \"[@pixi/math:Point x=\" + this.x + \" y=\" + this.y + \"]\";\n };\n return Point;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\n/**\n * Size object, contains width and height\n * @memberof PIXI\n * @typedef {object} ISize\n * @property {number} width - Width component\n * @property {number} height - Height component\n */\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n * @memberof PIXI\n */\nvar Rectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rectangle\n * @param y - The Y coordinate of the upper-left corner of the rectangle\n * @param width - The overall width of the rectangle\n * @param height - The overall height of the rectangle\n */\n function Rectangle(x, y, width, height) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this.x = Number(x);\n this.y = Number(y);\n this.width = Number(width);\n this.height = Number(height);\n this.type = SHAPES.RECT;\n }\n Object.defineProperty(Rectangle.prototype, \"left\", {\n /** Returns the left edge of the rectangle. */\n get: function () {\n return this.x;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"right\", {\n /** Returns the right edge of the rectangle. */\n get: function () {\n return this.x + this.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"top\", {\n /** Returns the top edge of the rectangle. */\n get: function () {\n return this.y;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"bottom\", {\n /** Returns the bottom edge of the rectangle. */\n get: function () {\n return this.y + this.height;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle, \"EMPTY\", {\n /** A constant empty rectangle. */\n get: function () {\n return new Rectangle(0, 0, 0, 0);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates a clone of this Rectangle\n * @returns a copy of the rectangle\n */\n Rectangle.prototype.clone = function () {\n return new Rectangle(this.x, this.y, this.width, this.height);\n };\n /**\n * Copies another rectangle to this one.\n * @param rectangle - The rectangle to copy from.\n * @returns Returns itself.\n */\n Rectangle.prototype.copyFrom = function (rectangle) {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n return this;\n };\n /**\n * Copies this rectangle to another one.\n * @param rectangle - The rectangle to copy to.\n * @returns Returns given parameter.\n */\n Rectangle.prototype.copyTo = function (rectangle) {\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n return rectangle;\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Rectangle\n */\n Rectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x < this.x + this.width) {\n if (y >= this.y && y < this.y + this.height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object.\n * Returns true only if the area of the intersection is >0, this means that Rectangles\n * sharing a side are not overlapping. Another side effect is that an arealess rectangle\n * (width or height equal to zero) can't intersect any other rectangle.\n * @param {Rectangle} other - The Rectangle to intersect with `this`.\n * @param {Matrix} transform - The transformation matrix of `other`.\n * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`.\n */\n Rectangle.prototype.intersects = function (other, transform) {\n if (!transform) {\n var x0_1 = this.x < other.x ? other.x : this.x;\n var x1_1 = this.right > other.right ? other.right : this.right;\n if (x1_1 <= x0_1) {\n return false;\n }\n var y0_1 = this.y < other.y ? other.y : this.y;\n var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom;\n return y1_1 > y0_1;\n }\n var x0 = this.left;\n var x1 = this.right;\n var y0 = this.top;\n var y1 = this.bottom;\n if (x1 <= x0 || y1 <= y0) {\n return false;\n }\n var lt = tempPoints[0].set(other.left, other.top);\n var lb = tempPoints[1].set(other.left, other.bottom);\n var rt = tempPoints[2].set(other.right, other.top);\n var rb = tempPoints[3].set(other.right, other.bottom);\n if (rt.x <= lt.x || lb.y <= lt.y) {\n return false;\n }\n var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c));\n if (s === 0) {\n return false;\n }\n transform.apply(lt, lt);\n transform.apply(lb, lb);\n transform.apply(rt, rt);\n transform.apply(rb, rb);\n if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0\n || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1\n || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0\n || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) {\n return false;\n }\n var nx = s * (lb.y - lt.y);\n var ny = s * (lt.x - lb.x);\n var n00 = (nx * x0) + (ny * y0);\n var n10 = (nx * x1) + (ny * y0);\n var n01 = (nx * x0) + (ny * y1);\n var n11 = (nx * x1) + (ny * y1);\n if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y)\n || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) {\n return false;\n }\n var mx = s * (lt.y - rt.y);\n var my = s * (rt.x - lt.x);\n var m00 = (mx * x0) + (my * y0);\n var m10 = (mx * x1) + (my * y0);\n var m01 = (mx * x0) + (my * y1);\n var m11 = (mx * x1) + (my * y1);\n if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y)\n || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) {\n return false;\n }\n return true;\n };\n /**\n * Pads the rectangle making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n * @returns Returns itself.\n */\n Rectangle.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n this.x -= paddingX;\n this.y -= paddingY;\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n return this;\n };\n /**\n * Fits this rectangle around the passed one.\n * @param rectangle - The rectangle to fit.\n * @returns Returns itself.\n */\n Rectangle.prototype.fit = function (rectangle) {\n var x1 = Math.max(this.x, rectangle.x);\n var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.max(this.y, rectangle.y);\n var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = Math.max(x2 - x1, 0);\n this.y = y1;\n this.height = Math.max(y2 - y1, 0);\n return this;\n };\n /**\n * Enlarges rectangle that way its corners lie on grid\n * @param resolution - resolution\n * @param eps - precision\n * @returns Returns itself.\n */\n Rectangle.prototype.ceil = function (resolution, eps) {\n if (resolution === void 0) { resolution = 1; }\n if (eps === void 0) { eps = 0.001; }\n var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n return this;\n };\n /**\n * Enlarges this rectangle to include the passed rectangle.\n * @param rectangle - The rectangle to include.\n * @returns Returns itself.\n */\n Rectangle.prototype.enlarge = function (rectangle) {\n var x1 = Math.min(this.x, rectangle.x);\n var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.min(this.y, rectangle.y);\n var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n return this;\n };\n Rectangle.prototype.toString = function () {\n return \"[@pixi/math:Rectangle x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Rectangle;\n}());\n\n/**\n * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Circle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this circle\n * @param y - The Y coordinate of the center of this circle\n * @param radius - The radius of the circle\n */\n function Circle(x, y, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (radius === void 0) { radius = 0; }\n this.x = x;\n this.y = y;\n this.radius = radius;\n this.type = SHAPES.CIRC;\n }\n /**\n * Creates a clone of this Circle instance\n * @returns A copy of the Circle\n */\n Circle.prototype.clone = function () {\n return new Circle(this.x, this.y, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this circle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Circle\n */\n Circle.prototype.contains = function (x, y) {\n if (this.radius <= 0) {\n return false;\n }\n var r2 = this.radius * this.radius;\n var dx = (this.x - x);\n var dy = (this.y - y);\n dx *= dx;\n dy *= dy;\n return (dx + dy <= r2);\n };\n /**\n * Returns the framing rectangle of the circle as a Rectangle object\n * @returns The framing rectangle\n */\n Circle.prototype.getBounds = function () {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n };\n Circle.prototype.toString = function () {\n return \"[@pixi/math:Circle x=\" + this.x + \" y=\" + this.y + \" radius=\" + this.radius + \"]\";\n };\n return Circle;\n}());\n\n/**\n * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Ellipse = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this ellipse\n * @param y - The Y coordinate of the center of this ellipse\n * @param halfWidth - The half width of this ellipse\n * @param halfHeight - The half height of this ellipse\n */\n function Ellipse(x, y, halfWidth, halfHeight) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (halfWidth === void 0) { halfWidth = 0; }\n if (halfHeight === void 0) { halfHeight = 0; }\n this.x = x;\n this.y = y;\n this.width = halfWidth;\n this.height = halfHeight;\n this.type = SHAPES.ELIP;\n }\n /**\n * Creates a clone of this Ellipse instance\n * @returns {PIXI.Ellipse} A copy of the ellipse\n */\n Ellipse.prototype.clone = function () {\n return new Ellipse(this.x, this.y, this.width, this.height);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this ellipse\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coords are within this ellipse\n */\n Ellipse.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n // normalize the coords to an ellipse with center 0,0\n var normx = ((x - this.x) / this.width);\n var normy = ((y - this.y) / this.height);\n normx *= normx;\n normy *= normy;\n return (normx + normy <= 1);\n };\n /**\n * Returns the framing rectangle of the ellipse as a Rectangle object\n * @returns The framing rectangle\n */\n Ellipse.prototype.getBounds = function () {\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n };\n Ellipse.prototype.toString = function () {\n return \"[@pixi/math:Ellipse x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Ellipse;\n}());\n\n/**\n * A class to define a shape via user defined coordinates.\n * @memberof PIXI\n */\nvar Polygon = /** @class */ (function () {\n /**\n * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points\n * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or\n * the arguments passed can be all the points of the polygon e.g.\n * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat\n * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.\n */\n function Polygon() {\n var arguments$1 = arguments;\n\n var points = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n points[_i] = arguments$1[_i];\n }\n var flat = Array.isArray(points[0]) ? points[0] : points;\n // if this is an array of points, convert it to a flat array of numbers\n if (typeof flat[0] !== 'number') {\n var p = [];\n for (var i = 0, il = flat.length; i < il; i++) {\n p.push(flat[i].x, flat[i].y);\n }\n flat = p;\n }\n this.points = flat;\n this.type = SHAPES.POLY;\n this.closeStroke = true;\n }\n /**\n * Creates a clone of this polygon.\n * @returns - A copy of the polygon.\n */\n Polygon.prototype.clone = function () {\n var points = this.points.slice();\n var polygon = new Polygon(points);\n polygon.closeStroke = this.closeStroke;\n return polygon;\n };\n /**\n * Checks whether the x and y coordinates passed to this function are contained within this polygon.\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this polygon.\n */\n Polygon.prototype.contains = function (x, y) {\n var inside = false;\n // use some raycasting to test hits\n // https://github.com/substack/point-in-polygon/blob/master/index.js\n var length = this.points.length / 2;\n for (var i = 0, j = length - 1; i < length; j = i++) {\n var xi = this.points[i * 2];\n var yi = this.points[(i * 2) + 1];\n var xj = this.points[j * 2];\n var yj = this.points[(j * 2) + 1];\n var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);\n if (intersect) {\n inside = !inside;\n }\n }\n return inside;\n };\n Polygon.prototype.toString = function () {\n return \"[@pixi/math:Polygon\"\n + (\"closeStroke=\" + this.closeStroke)\n + (\"points=\" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + \", \" + currentPoint; }, '') + \"]\");\n };\n return Polygon;\n}());\n\n/**\n * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its\n * top-left corner point (x, y) and by its width and its height and its radius.\n * @memberof PIXI\n */\nvar RoundedRectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rounded rectangle\n * @param y - The Y coordinate of the upper-left corner of the rounded rectangle\n * @param width - The overall width of this rounded rectangle\n * @param height - The overall height of this rounded rectangle\n * @param radius - Controls the radius of the rounded corners\n */\n function RoundedRectangle(x, y, width, height, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n if (radius === void 0) { radius = 20; }\n this.x = x;\n this.y = y;\n this.width = width;\n this.height = height;\n this.radius = radius;\n this.type = SHAPES.RREC;\n }\n /**\n * Creates a clone of this Rounded Rectangle.\n * @returns - A copy of the rounded rectangle.\n */\n RoundedRectangle.prototype.clone = function () {\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rounded Rectangle\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this Rounded Rectangle.\n */\n RoundedRectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width) {\n if (y >= this.y && y <= this.y + this.height) {\n var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2));\n if ((y >= this.y + radius && y <= this.y + this.height - radius)\n || (x >= this.x + radius && x <= this.x + this.width - radius)) {\n return true;\n }\n var dx = x - (this.x + radius);\n var dy = y - (this.y + radius);\n var radius2 = radius * radius;\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + this.width - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dy = y - (this.y + this.height - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n }\n }\n return false;\n };\n RoundedRectangle.prototype.toString = function () {\n return \"[@pixi/math:RoundedRectangle x=\" + this.x + \" y=\" + this.y\n + (\"width=\" + this.width + \" height=\" + this.height + \" radius=\" + this.radius + \"]\");\n };\n return RoundedRectangle;\n}());\n\n/**\n * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis.\n *\n * An `ObservablePoint` is a point that triggers a callback when the point's position is changed.\n * @memberof PIXI\n */\nvar ObservablePoint = /** @class */ (function () {\n /**\n * Creates a new `ObservablePoint`\n * @param cb - callback function triggered when `x` and/or `y` are changed\n * @param scope - owner of callback\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function ObservablePoint(cb, scope, x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n this._x = x;\n this._y = y;\n this.cb = cb;\n this.scope = scope;\n }\n /**\n * Creates a clone of this point.\n * The callback and scope params can be overridden otherwise they will default\n * to the clone object's values.\n * @override\n * @param cb - The callback function triggered when `x` and/or `y` are changed\n * @param scope - The owner of the callback\n * @returns a copy of this observable point\n */\n ObservablePoint.prototype.clone = function (cb, scope) {\n if (cb === void 0) { cb = this.cb; }\n if (scope === void 0) { scope = this.scope; }\n return new ObservablePoint(cb, scope, this._x, this._y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n if (this._x !== x || this._y !== y) {\n this._x = x;\n this._y = y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies x and y from the given point (`p`)\n * @param p - The point to copy from. Can be any of type that is or extends `IPointData`\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.copyFrom = function (p) {\n if (this._x !== p.x || this._y !== p.y) {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies this point's x and y into that of the given point (`p`)\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n ObservablePoint.prototype.copyTo = function (p) {\n p.set(this._x, this._y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n ObservablePoint.prototype.equals = function (p) {\n return (p.x === this._x) && (p.y === this._y);\n };\n ObservablePoint.prototype.toString = function () {\n return \"[@pixi/math:ObservablePoint x=\" + 0 + \" y=\" + 0 + \" scope=\" + this.scope + \"]\";\n };\n Object.defineProperty(ObservablePoint.prototype, \"x\", {\n /** Position of the observable point on the x axis. */\n get: function () {\n return this._x;\n },\n set: function (value) {\n if (this._x !== value) {\n this._x = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ObservablePoint.prototype, \"y\", {\n /** Position of the observable point on the y axis. */\n get: function () {\n return this._y;\n },\n set: function (value) {\n if (this._y !== value) {\n this._y = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n return ObservablePoint;\n}());\n\n/**\n * The PixiJS Matrix as a class makes it a lot faster.\n *\n * Here is a representation of it:\n * ```js\n * | a | c | tx|\n * | b | d | ty|\n * | 0 | 0 | 1 |\n * ```\n * @memberof PIXI\n */\nvar Matrix = /** @class */ (function () {\n /**\n * @param a - x scale\n * @param b - y skew\n * @param c - x skew\n * @param d - y scale\n * @param tx - x translation\n * @param ty - y translation\n */\n function Matrix(a, b, c, d, tx, ty) {\n if (a === void 0) { a = 1; }\n if (b === void 0) { b = 0; }\n if (c === void 0) { c = 0; }\n if (d === void 0) { d = 1; }\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n this.array = null;\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n }\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n * @param array - The array that the matrix will be populated from.\n */\n Matrix.prototype.fromArray = function (array) {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n };\n /**\n * Sets the matrix properties.\n * @param a - Matrix component\n * @param b - Matrix component\n * @param c - Matrix component\n * @param d - Matrix component\n * @param tx - Matrix component\n * @param ty - Matrix component\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.set = function (a, b, c, d, tx, ty) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n return this;\n };\n /**\n * Creates an array from the current Matrix object.\n * @param transpose - Whether we need to transpose the matrix or not\n * @param [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @returns The newly created array which contains the matrix\n */\n Matrix.prototype.toArray = function (transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n var array = out || this.array;\n if (transpose) {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n }\n else {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n return array;\n };\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, transformed through this matrix\n */\n Matrix.prototype.apply = function (pos, newPos) {\n newPos = (newPos || new Point());\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.a * x) + (this.c * y) + this.tx;\n newPos.y = (this.b * x) + (this.d * y) + this.ty;\n return newPos;\n };\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n Matrix.prototype.applyInverse = function (pos, newPos) {\n newPos = (newPos || new Point());\n var id = 1 / ((this.a * this.d) + (this.c * -this.b));\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);\n newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);\n return newPos;\n };\n /**\n * Translates the matrix on the x and y.\n * @param x - How much to translate x by\n * @param y - How much to translate y by\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.translate = function (x, y) {\n this.tx += x;\n this.ty += y;\n return this;\n };\n /**\n * Applies a scale transformation to the matrix.\n * @param x - The amount to scale horizontally\n * @param y - The amount to scale vertically\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.scale = function (x, y) {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n return this;\n };\n /**\n * Applies a rotation transformation to the matrix.\n * @param angle - The angle in radians.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.rotate = function (angle) {\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n var a1 = this.a;\n var c1 = this.c;\n var tx1 = this.tx;\n this.a = (a1 * cos) - (this.b * sin);\n this.b = (a1 * sin) + (this.b * cos);\n this.c = (c1 * cos) - (this.d * sin);\n this.d = (c1 * sin) + (this.d * cos);\n this.tx = (tx1 * cos) - (this.ty * sin);\n this.ty = (tx1 * sin) + (this.ty * cos);\n return this;\n };\n /**\n * Appends the given Matrix to this Matrix.\n * @param matrix - The matrix to append.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.append = function (matrix) {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n this.a = (matrix.a * a1) + (matrix.b * c1);\n this.b = (matrix.a * b1) + (matrix.b * d1);\n this.c = (matrix.c * a1) + (matrix.d * c1);\n this.d = (matrix.c * b1) + (matrix.d * d1);\n this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;\n this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;\n return this;\n };\n /**\n * Sets the matrix based on all the available properties\n * @param x - Position on the x axis\n * @param y - Position on the y axis\n * @param pivotX - Pivot on the x axis\n * @param pivotY - Pivot on the y axis\n * @param scaleX - Scale on the x axis\n * @param scaleY - Scale on the y axis\n * @param rotation - Rotation in radians\n * @param skewX - Skew on the x axis\n * @param skewY - Skew on the y axis\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n this.a = Math.cos(rotation + skewY) * scaleX;\n this.b = Math.sin(rotation + skewY) * scaleX;\n this.c = -Math.sin(rotation - skewX) * scaleY;\n this.d = Math.cos(rotation - skewX) * scaleY;\n this.tx = x - ((pivotX * this.a) + (pivotY * this.c));\n this.ty = y - ((pivotX * this.b) + (pivotY * this.d));\n return this;\n };\n /**\n * Prepends the given Matrix to this Matrix.\n * @param matrix - The matrix to prepend\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.prepend = function (matrix) {\n var tx1 = this.tx;\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n var a1 = this.a;\n var c1 = this.c;\n this.a = (a1 * matrix.a) + (this.b * matrix.c);\n this.b = (a1 * matrix.b) + (this.b * matrix.d);\n this.c = (c1 * matrix.a) + (this.d * matrix.c);\n this.d = (c1 * matrix.b) + (this.d * matrix.d);\n }\n this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;\n this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;\n return this;\n };\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n * @param transform - The transform to apply the properties to.\n * @returns The transform with the newly applied properties\n */\n Matrix.prototype.decompose = function (transform) {\n // sort out rotation / skew..\n var a = this.a;\n var b = this.b;\n var c = this.c;\n var d = this.d;\n var pivot = transform.pivot;\n var skewX = -Math.atan2(-c, d);\n var skewY = Math.atan2(b, a);\n var delta = Math.abs(skewX + skewY);\n if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n }\n else {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n // next set scale\n transform.scale.x = Math.sqrt((a * a) + (b * b));\n transform.scale.y = Math.sqrt((c * c) + (d * d));\n // next set position\n transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c));\n transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d));\n return transform;\n };\n /**\n * Inverts this matrix\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.invert = function () {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n var tx1 = this.tx;\n var n = (a1 * d1) - (b1 * c1);\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;\n this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;\n return this;\n };\n /**\n * Resets this Matrix to an identity (default) matrix.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.identity = function () {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n return this;\n };\n /**\n * Creates a new Matrix object with the same values as this one.\n * @returns A copy of this matrix. Good for chaining method calls.\n */\n Matrix.prototype.clone = function () {\n var matrix = new Matrix();\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n * @param matrix - The matrix to copy to.\n * @returns The matrix given in parameter with its values updated.\n */\n Matrix.prototype.copyTo = function (matrix) {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the matrix to be the same as the ones in given matrix\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @returns {PIXI.Matrix} this\n */\n Matrix.prototype.copyFrom = function (matrix) {\n this.a = matrix.a;\n this.b = matrix.b;\n this.c = matrix.c;\n this.d = matrix.d;\n this.tx = matrix.tx;\n this.ty = matrix.ty;\n return this;\n };\n Matrix.prototype.toString = function () {\n return \"[@pixi/math:Matrix a=\" + this.a + \" b=\" + this.b + \" c=\" + this.c + \" d=\" + this.d + \" tx=\" + this.tx + \" ty=\" + this.ty + \"]\";\n };\n Object.defineProperty(Matrix, \"IDENTITY\", {\n /**\n * A default (identity) matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Matrix, \"TEMP_MATRIX\", {\n /**\n * A temp matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n return Matrix;\n}());\n\n// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group\n/*\n * Transform matrix for operation n is:\n * | ux | vx |\n * | uy | vy |\n */\nvar ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nvar uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\n/**\n * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * for the composition of each rotation in the dihederal group D8.\n * @type {number[][]}\n * @private\n */\nvar rotationCayley = [];\n/**\n * Matrices for each `GD8Symmetry` rotation.\n * @type {PIXI.Matrix[]}\n * @private\n */\nvar rotationMatrices = [];\n/*\n * Alias for {@code Math.sign}.\n */\nvar signum = Math.sign;\n/*\n * Initializes `rotationCayley` and `rotationMatrices`. It is called\n * only once below.\n */\nfunction init() {\n for (var i = 0; i < 16; i++) {\n var row = [];\n rotationCayley.push(row);\n for (var j = 0; j < 16; j++) {\n /* Multiplies rotation matrices i and j. */\n var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));\n var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));\n var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));\n var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));\n /* Finds rotation matrix matching the product and pushes it. */\n for (var k = 0; k < 16; k++) {\n if (ux[k] === _ux && uy[k] === _uy\n && vx[k] === _vx && vy[k] === _vy) {\n row.push(k);\n break;\n }\n }\n }\n }\n for (var i = 0; i < 16; i++) {\n var mat = new Matrix();\n mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);\n rotationMatrices.push(mat);\n }\n}\ninit();\n/**\n * @memberof PIXI\n * @typedef {number} GD8Symmetry\n * @see PIXI.groupD8\n */\n/**\n * Implements the dihedral group D8, which is similar to\n * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};\n * D8 is the same but with diagonals, and it is used for texture\n * rotations.\n *\n * The directions the U- and V- axes after rotation\n * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`\n * and `(vX(a), vY(a))`. These aren't necessarily unit vectors.\n *\n * **Origin:**
                                                                        \n * This is the small part of gameofbombs.com portal system. It works.\n * @see PIXI.groupD8.E\n * @see PIXI.groupD8.SE\n * @see PIXI.groupD8.S\n * @see PIXI.groupD8.SW\n * @see PIXI.groupD8.W\n * @see PIXI.groupD8.NW\n * @see PIXI.groupD8.N\n * @see PIXI.groupD8.NE\n * @author Ivan @ivanpopelyshev\n * @namespace PIXI.groupD8\n * @memberof PIXI\n */\nvar groupD8 = {\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 0° | East |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n E: 0,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 45°↻ | Southeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SE: 1,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 90°↻ | South |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n S: 2,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 135°↻ | Southwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SW: 3,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 180° | West |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n W: 4,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -135°/225°↻ | Northwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NW: 5,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -90°/270°↻ | North |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n N: 6,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -45°/315°↻ | Northeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NE: 7,\n /**\n * Reflection about Y-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_VERTICAL: 8,\n /**\n * Reflection about the main diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MAIN_DIAGONAL: 10,\n /**\n * Reflection about X-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_HORIZONTAL: 12,\n /**\n * Reflection about reverse diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n REVERSE_DIAGONAL: 14,\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the U-axis\n * after rotating the axes.\n */\n uX: function (ind) { return ux[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis\n * after rotating the axes.\n */\n uY: function (ind) { return uy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the V-axis\n * after rotating the axes.\n */\n vX: function (ind) { return vx[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis\n * after rotating the axes.\n */\n vY: function (ind) { return vy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite\n * is needed. Only rotations have opposite symmetries while\n * reflections don't.\n * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation`\n */\n inv: function (rotation) {\n if (rotation & 8) // true only if between 8 & 15 (reflections)\n {\n return rotation & 15; // or rotation % 16\n }\n return (-rotation) & 7; // or (8 - rotation) % 8\n },\n /**\n * Composes the two D8 operations.\n *\n * Taking `^` as reflection:\n *\n * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |\n * |-------|-----|-----|-----|-----|------|-------|-------|-------|\n * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |\n * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |\n * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |\n * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |\n * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |\n * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |\n * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |\n * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |\n *\n * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which\n * is the row in the above cayley table.\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which\n * is the column in the above cayley table.\n * @returns {PIXI.GD8Symmetry} Composed operation\n */\n add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); },\n /**\n * Reverse of `add`.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation\n * @returns {PIXI.GD8Symmetry} Result\n */\n sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); },\n /**\n * Adds 180 degrees to rotation, which is a commutative\n * operation.\n * @memberof PIXI.groupD8\n * @param {number} rotation - The number to rotate.\n * @returns {number} Rotated number\n */\n rotate180: function (rotation) { return rotation ^ 4; },\n /**\n * Checks if the rotation angle is vertical, i.e. south\n * or north. It doesn't work for reflections.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - The number to check.\n * @returns {boolean} Whether or not the direction is vertical\n */\n isVertical: function (rotation) { return (rotation & 3) === 2; },\n /**\n * Approximates the vector `V(dx,dy)` into one of the\n * eight directions provided by `groupD8`.\n * @memberof PIXI.groupD8\n * @param {number} dx - X-component of the vector\n * @param {number} dy - Y-component of the vector\n * @returns {PIXI.GD8Symmetry} Approximation of the vector into\n * one of the eight symmetries.\n */\n byDirection: function (dx, dy) {\n if (Math.abs(dx) * 2 <= Math.abs(dy)) {\n if (dy >= 0) {\n return groupD8.S;\n }\n return groupD8.N;\n }\n else if (Math.abs(dy) * 2 <= Math.abs(dx)) {\n if (dx > 0) {\n return groupD8.E;\n }\n return groupD8.W;\n }\n else if (dy > 0) {\n if (dx > 0) {\n return groupD8.SE;\n }\n return groupD8.SW;\n }\n else if (dx > 0) {\n return groupD8.NE;\n }\n return groupD8.NW;\n },\n /**\n * Helps sprite to compensate texture packer rotation.\n * @memberof PIXI.groupD8\n * @param {PIXI.Matrix} matrix - sprite world matrix\n * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.\n * @param {number} tx - sprite anchoring\n * @param {number} ty - sprite anchoring\n */\n matrixAppendRotationInv: function (matrix, rotation, tx, ty) {\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n // Packer used \"rotation\", we use \"inv(rotation)\"\n var mat = rotationMatrices[groupD8.inv(rotation)];\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n },\n};\n\n/**\n * Transform that takes care about its versions.\n * @memberof PIXI\n */\nvar Transform = /** @class */ (function () {\n function Transform() {\n this.worldTransform = new Matrix();\n this.localTransform = new Matrix();\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n this._rotation = 0;\n this._cx = 1;\n this._sx = 0;\n this._cy = 0;\n this._sy = 1;\n this._localID = 0;\n this._currentLocalID = 0;\n this._worldID = 0;\n this._parentID = 0;\n }\n /** Called when a value changes. */\n Transform.prototype.onChange = function () {\n this._localID++;\n };\n /** Called when the skew or the rotation changes. */\n Transform.prototype.updateSkew = function () {\n this._cx = Math.cos(this._rotation + this.skew.y);\n this._sx = Math.sin(this._rotation + this.skew.y);\n this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2\n this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2\n this._localID++;\n };\n Transform.prototype.toString = function () {\n return \"[@pixi/math:Transform \"\n + (\"position=(\" + this.position.x + \", \" + this.position.y + \") \")\n + (\"rotation=\" + this.rotation + \" \")\n + (\"scale=(\" + this.scale.x + \", \" + this.scale.y + \") \")\n + (\"skew=(\" + this.skew.x + \", \" + this.skew.y + \") \")\n + \"]\";\n };\n /** Updates the local transformation matrix. */\n Transform.prototype.updateLocalTransform = function () {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n };\n /**\n * Updates the local and the world transformation matrices.\n * @param parentTransform - The parent transform\n */\n Transform.prototype.updateTransform = function (parentTransform) {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n if (this._parentID !== parentTransform._worldID) {\n // concat the parent matrix with the objects transform.\n var pt = parentTransform.worldTransform;\n var wt = this.worldTransform;\n wt.a = (lt.a * pt.a) + (lt.b * pt.c);\n wt.b = (lt.a * pt.b) + (lt.b * pt.d);\n wt.c = (lt.c * pt.a) + (lt.d * pt.c);\n wt.d = (lt.c * pt.b) + (lt.d * pt.d);\n wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;\n wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;\n this._parentID = parentTransform._worldID;\n // update the id of the transform..\n this._worldID++;\n }\n };\n /**\n * Decomposes a matrix and sets the transforms properties based on it.\n * @param matrix - The matrix to decompose\n */\n Transform.prototype.setFromMatrix = function (matrix) {\n matrix.decompose(this);\n this._localID++;\n };\n Object.defineProperty(Transform.prototype, \"rotation\", {\n /** The rotation of the object in radians. */\n get: function () {\n return this._rotation;\n },\n set: function (value) {\n if (this._rotation !== value) {\n this._rotation = value;\n this.updateSkew();\n }\n },\n enumerable: false,\n configurable: true\n });\n /** A default (identity) transform. */\n Transform.IDENTITY = new Transform();\n return Transform;\n}());\n\nexport { Circle, DEG_TO_RAD, Ellipse, Matrix, ObservablePoint, PI_2, Point, Polygon, RAD_TO_DEG, Rectangle, RoundedRectangle, SHAPES, Transform, groupD8 };\n//# sourceMappingURL=math.mjs.map\n","/*!\n * @pixi/display - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/display is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { Rectangle, RAD_TO_DEG, DEG_TO_RAD, Transform } from '@pixi/math';\nimport { EventEmitter, removeItems } from '@pixi/utils';\n\n/**\n * Sets the default value for the container property 'sortableChildren'.\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n * @static\n * @constant\n * @name SORTABLE_CHILDREN\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.SORTABLE_CHILDREN = false;\n\n/**\n * 'Builder' pattern for bounds rectangles.\n *\n * This could be called an Axis-Aligned Bounding Box.\n * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems.\n * @memberof PIXI\n */\nvar Bounds = /** @class */ (function () {\n function Bounds() {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n this.rect = null;\n this.updateID = -1;\n }\n /**\n * Checks if bounds are empty.\n * @returns - True if empty.\n */\n Bounds.prototype.isEmpty = function () {\n return this.minX > this.maxX || this.minY > this.maxY;\n };\n /** Clears the bounds and resets. */\n Bounds.prototype.clear = function () {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n };\n /**\n * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n * It is not guaranteed that it will return tempRect\n * @param rect - Temporary object will be used if AABB is not empty\n * @returns - A rectangle of the bounds\n */\n Bounds.prototype.getRectangle = function (rect) {\n if (this.minX > this.maxX || this.minY > this.maxY) {\n return Rectangle.EMPTY;\n }\n rect = rect || new Rectangle(0, 0, 1, 1);\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n return rect;\n };\n /**\n * This function should be inlined when its possible.\n * @param point - The point to add.\n */\n Bounds.prototype.addPoint = function (point) {\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n };\n /**\n * Adds a point, after transformed. This should be inlined when its possible.\n * @param matrix\n * @param point\n */\n Bounds.prototype.addPointMatrix = function (matrix, point) {\n var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty;\n var x = (a * point.x) + (c * point.y) + tx;\n var y = (b * point.x) + (d * point.y) + ty;\n this.minX = Math.min(this.minX, x);\n this.maxX = Math.max(this.maxX, x);\n this.minY = Math.min(this.minY, y);\n this.maxY = Math.max(this.maxY, y);\n };\n /**\n * Adds a quad, not transformed\n * @param vertices - The verts to add.\n */\n Bounds.prototype.addQuad = function (vertices) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = vertices[0];\n var y = vertices[1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds sprite frame, transformed.\n * @param transform - transform to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) {\n this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1);\n };\n /**\n * Adds sprite frame, multiplied by matrix\n * @param matrix - matrix to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) {\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = (a * x0) + (c * y0) + tx;\n var y = (b * x0) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y0) + tx;\n y = (b * x1) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x0) + (c * y1) + tx;\n y = (b * x0) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y1) + tx;\n y = (b * x1) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds screen vertices from array\n * @param vertexData - calculated vertices\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var x = vertexData[i];\n var y = vertexData[i + 1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Add an array of mesh vertices\n * @param transform - mesh transform\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) {\n this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset);\n };\n /**\n * Add an array of mesh vertices.\n * @param matrix - mesh matrix\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n * @param padX - x padding\n * @param padY - y padding\n */\n Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) {\n if (padX === void 0) { padX = 0; }\n if (padY === void 0) { padY = padX; }\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var rawX = vertices[i];\n var rawY = vertices[i + 1];\n var x = (a * rawX) + (c * rawY) + tx;\n var y = (d * rawY) + (b * rawX) + ty;\n minX = Math.min(minX, x - padX);\n maxX = Math.max(maxX, x + padX);\n minY = Math.min(minY, y - padY);\n maxY = Math.max(maxY, y + padY);\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds other {@link Bounds}.\n * @param bounds - The Bounds to be added\n */\n Bounds.prototype.addBounds = function (bounds) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = bounds.minX < minX ? bounds.minX : minX;\n this.minY = bounds.minY < minY ? bounds.minY : minY;\n this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX;\n this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY;\n };\n /**\n * Adds other Bounds, masked with Bounds.\n * @param bounds - The Bounds to be added.\n * @param mask - TODO\n */\n Bounds.prototype.addBoundsMask = function (bounds, mask) {\n var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX;\n var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY;\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty.\n * @param bounds - other bounds\n * @param matrix - multiplicator\n */\n Bounds.prototype.addBoundsMatrix = function (bounds, matrix) {\n this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY);\n };\n /**\n * Adds other Bounds, masked with Rectangle.\n * @param bounds - TODO\n * @param area - TODO\n */\n Bounds.prototype.addBoundsArea = function (bounds, area) {\n var _minX = bounds.minX > area.x ? bounds.minX : area.x;\n var _minY = bounds.minY > area.y ? bounds.minY : area.y;\n var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width);\n var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height);\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Pads bounds object, making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n */\n Bounds.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n if (!this.isEmpty()) {\n this.minX -= paddingX;\n this.maxX += paddingX;\n this.minY -= paddingY;\n this.maxY += paddingY;\n }\n };\n /**\n * Adds padded frame. (x0, y0) should be strictly less than (x1, y1)\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n * @param padX - padding X\n * @param padY - padding Y\n */\n Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) {\n x0 -= padX;\n y0 -= padY;\n x1 += padX;\n y1 += padY;\n this.minX = this.minX < x0 ? this.minX : x0;\n this.maxX = this.maxX > x1 ? this.maxX : x1;\n this.minY = this.minY < y0 ? this.minY : y0;\n this.maxY = this.maxY > y1 ? this.maxY : y1;\n };\n return Bounds;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * The base class for all objects that are rendered on the screen.\n *\n * This is an abstract class and can not be used on its own; rather it should be extended.\n *\n * ## Display objects implemented in PixiJS\n *\n * | Display Object | Description |\n * | ------------------------------- | --------------------------------------------------------------------- |\n * | {@link PIXI.Container} | Adds support for `children` to DisplayObject |\n * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API |\n * | {@link PIXI.Sprite} | Draws textures (i.e. images) |\n * | {@link PIXI.Text} | Draws text using the Canvas API internally |\n * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures |\n * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion |\n * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images |\n * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data |\n * | {@link PIXI.NineSlicePlane} | Mesh-related |\n * | {@link PIXI.SimpleMesh} | v4-compatible mesh |\n * | {@link PIXI.SimplePlane} | Mesh-related |\n * | {@link PIXI.SimpleRope} | Mesh-related |\n *\n * ## Transforms\n *\n * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its\n * local coordinate space to its parent's local coordinate space. The following properties are derived\n * from the transform:\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n *
                                                                        PropertyDescription
                                                                        [pivot]{@link PIXI.DisplayObject#pivot}\n * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot\n * is equal to position, regardless of the other three transformations. In other words, It is the center of\n * rotation, scaling, and skewing.\n *
                                                                        [position]{@link PIXI.DisplayObject#position}\n * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local\n * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object\n * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space.\n *
                                                                        [scale]{@link PIXI.DisplayObject#scale}\n * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the\n * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center\n * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}.\n *
                                                                        [rotation]{@link PIXI.DisplayObject#rotation}\n * Rotation. This will rotate the display object's projection by this angle (in radians).\n *
                                                                        [skew]{@link PIXI.DisplayObject#skew}\n *

                                                                        Skewing. This can be used to deform a rectangular display object into a parallelogram.

                                                                        \n *

                                                                        \n * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be\n * thought of the net rotation applied to the coordinate axes (separately). For example, if \"skew.x\" is\n * ⍺ and \"skew.y\" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be\n * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will\n * be rotated by an angle between ⍺ and β.\n *

                                                                        \n *

                                                                        \n * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying\n * a rotation. Indeed, if \"skew.x\" = -ϴ and \"skew.y\" = ϴ, it will produce an equivalent of \"rotation\" = ϴ.\n *

                                                                        \n *

                                                                        \n * Another quite interesting observation is that \"skew.x\", \"skew.y\", rotation are communtative operations. Indeed,\n * because rotation is essentially a careful combination of the two.\n *

                                                                        \n *
                                                                        angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
                                                                        xTranslation. This is an alias for position.x!
                                                                        yTranslation. This is an alias for position.y!
                                                                        width\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing\n * the \"requested\" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there\n * is no concept of user-defined width.\n *
                                                                        height\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing\n * the \"requested\" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there\n * is no concept of user-defined height.\n *
                                                                        \n *\n * ## Bounds\n *\n * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit\n * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the\n * `worldTransform` to calculate in world space).\n *\n * There are a few additional types of bounding boxes:\n *\n * | Bounds | Description |\n * | --------------------- | ---------------------------------------------------------------------------------------- |\n * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. |\n * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. |\n * | Render Bounds | The bounds, but including extra rendering effects like filter padding. |\n * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. |\n * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. |\n * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)|\n * | Content Bounds | The natural bounds when excluding all children of a `Container`. |\n *\n * ### calculateBounds\n *\n * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children.\n *\n * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and\n * `getLocalBounds` to work. This method must write the bounds into `this._bounds`.\n *\n * Generally, the following technique works for most simple cases: take the list of points\n * forming the \"hull\" of the object (i.e. outline of the object's shape), and then add them\n * using {@link PIXI.Bounds#addPointMatrix}.\n *\n * ```js\n * calculateBounds(): void\n * {\n * const points = [...];\n *\n * for (let i = 0, j = points.length; i < j; i++)\n * {\n * this._bounds.addPointMatrix(this.worldTransform, points[i]);\n * }\n * }\n * ```\n *\n * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them\n * in one array together.\n *\n * ## Alpha\n *\n * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display\n * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not\n * applied on any ancestor further up the chain).\n *\n * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}.\n *\n * ## Renderable vs Visible\n *\n * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the\n * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display\n * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not\n * be calculated.\n *\n * It is recommended that applications use the `renderable` property for culling. See\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details.\n *\n * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This\n * one is also better in terms of performance.\n * @memberof PIXI\n */\nvar DisplayObject = /** @class */ (function (_super) {\n __extends(DisplayObject, _super);\n function DisplayObject() {\n var _this = _super.call(this) || this;\n _this.tempDisplayObjectParent = null;\n // TODO: need to create Transform from factory\n _this.transform = new Transform();\n _this.alpha = 1;\n _this.visible = true;\n _this.renderable = true;\n _this.cullable = false;\n _this.cullArea = null;\n _this.parent = null;\n _this.worldAlpha = 1;\n _this._lastSortedIndex = 0;\n _this._zIndex = 0;\n _this.filterArea = null;\n _this.filters = null;\n _this._enabledFilters = null;\n _this._bounds = new Bounds();\n _this._localBounds = null;\n _this._boundsID = 0;\n _this._boundsRect = null;\n _this._localBoundsRect = null;\n _this._mask = null;\n _this._maskRefCount = 0;\n _this._destroyed = false;\n _this.isSprite = false;\n _this.isMask = false;\n return _this;\n }\n /**\n * Mixes all enumerable properties and methods from a source object to DisplayObject.\n * @param source - The source of properties and methods to mix in.\n */\n DisplayObject.mixin = function (source) {\n // in ES8/ES2017, this would be really easy:\n // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source));\n // get all the enumerable property keys\n var keys = Object.keys(source);\n // loop through properties\n for (var i = 0; i < keys.length; ++i) {\n var propertyName = keys[i];\n // Set the property using the property descriptor - this works for accessors and normal value properties\n Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName));\n }\n };\n Object.defineProperty(DisplayObject.prototype, \"destroyed\", {\n /**\n * Fired when this DisplayObject is added to a Container.\n * @instance\n * @event added\n * @param {PIXI.Container} container - The container added to.\n */\n /**\n * Fired when this DisplayObject is removed from a Container.\n * @instance\n * @event removed\n * @param {PIXI.Container} container - The container removed from.\n */\n /**\n * Fired when this DisplayObject is destroyed. This event is emitted once\n * destroy is finished.\n * @instance\n * @event destroyed\n */\n /** Readonly flag for destroyed display objects. */\n get: function () {\n return this._destroyed;\n },\n enumerable: false,\n configurable: true\n });\n /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */\n DisplayObject.prototype._recursivePostUpdateTransform = function () {\n if (this.parent) {\n this.parent._recursivePostUpdateTransform();\n this.transform.updateTransform(this.parent.transform);\n }\n else {\n this.transform.updateTransform(this._tempDisplayObjectParent.transform);\n }\n };\n /** Updates the object transform for rendering. TODO - Optimization pass! */\n DisplayObject.prototype.updateTransform = function () {\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // multiply the alphas..\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n };\n /**\n * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}.\n *\n * This method is expensive on containers with a large subtree (like the stage). This is because the bounds\n * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to\n * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update\n * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using\n * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise,\n * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as\n * its height increases.\n *\n * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated.\n * The world bounds of all display objects in a container's **subtree** will also be recalculated.\n *\n * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds\n * calculation if needed.\n *\n * ```js\n * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect);\n * ```\n *\n * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This\n * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more\n * details.\n *\n * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms\n * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain\n * cases.\n * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The minimum axis-aligned rectangle in world space that fits around this object.\n */\n DisplayObject.prototype.getBounds = function (skipUpdate, rect) {\n if (!skipUpdate) {\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else {\n this._recursivePostUpdateTransform();\n this.updateTransform();\n }\n }\n if (this._bounds.updateID !== this._boundsID) {\n this.calculateBounds();\n this._bounds.updateID = this._boundsID;\n }\n if (!rect) {\n if (!this._boundsRect) {\n this._boundsRect = new Rectangle();\n }\n rect = this._boundsRect;\n }\n return this._bounds.getRectangle(rect);\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The rectangular bounding area.\n */\n DisplayObject.prototype.getLocalBounds = function (rect) {\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n var transformRef = this.transform;\n var parentRef = this.parent;\n this.parent = null;\n this.transform = this._tempDisplayObjectParent.transform;\n var worldBounds = this._bounds;\n var worldBoundsID = this._boundsID;\n this._bounds = this._localBounds;\n var bounds = this.getBounds(false, rect);\n this.parent = parentRef;\n this.transform = transformRef;\n this._bounds = worldBounds;\n this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects\n return bounds;\n };\n /**\n * Calculates the global position of the display object.\n * @param position - The world origin to calculate from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform.\n * @returns - A point object representing the position of this object.\n */\n DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) {\n if (skipUpdate === void 0) { skipUpdate = false; }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // don't need to update the lot\n return this.worldTransform.apply(position, point);\n };\n /**\n * Calculates the local position of the display object relative to another point.\n * @param position - The world origin to calculate from.\n * @param from - The DisplayObject to calculate the global position from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform\n * @returns - A point object representing the position of this object\n */\n DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) {\n if (from) {\n position = from.toGlobal(position, point, skipUpdate);\n }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // simply apply the matrix..\n return this.worldTransform.applyInverse(position, point);\n };\n /**\n * Set the parent Container of this DisplayObject.\n * @param container - The Container to add this DisplayObject to.\n * @returns - The Container that this DisplayObject was added to.\n */\n DisplayObject.prototype.setParent = function (container) {\n if (!container || !container.addChild) {\n throw new Error('setParent: Argument must be a Container');\n }\n container.addChild(this);\n return container;\n };\n /**\n * Convenience function to set the position, scale, skew and pivot at once.\n * @param x - The X position\n * @param y - The Y position\n * @param scaleX - The X scale value\n * @param scaleY - The Y scale value\n * @param rotation - The rotation\n * @param skewX - The X skew value\n * @param skewY - The Y skew value\n * @param pivotX - The X pivot value\n * @param pivotY - The Y pivot value\n * @returns - The DisplayObject instance\n */\n DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (scaleX === void 0) { scaleX = 1; }\n if (scaleY === void 0) { scaleY = 1; }\n if (rotation === void 0) { rotation = 0; }\n if (skewX === void 0) { skewX = 0; }\n if (skewY === void 0) { skewY = 0; }\n if (pivotX === void 0) { pivotX = 0; }\n if (pivotY === void 0) { pivotY = 0; }\n this.position.x = x;\n this.position.y = y;\n this.scale.x = !scaleX ? 1 : scaleX;\n this.scale.y = !scaleY ? 1 : scaleY;\n this.rotation = rotation;\n this.skew.x = skewX;\n this.skew.y = skewY;\n this.pivot.x = pivotX;\n this.pivot.y = pivotY;\n return this;\n };\n /**\n * Base destroy method for generic display objects. This will automatically\n * remove the display object from its parent Container as well as remove\n * all current event listeners and internal references. Do not use a DisplayObject\n * after calling `destroy()`.\n * @param _options\n */\n DisplayObject.prototype.destroy = function (_options) {\n if (this.parent) {\n this.parent.removeChild(this);\n }\n this._destroyed = true;\n this.transform = null;\n this.parent = null;\n this._bounds = null;\n this.mask = null;\n this.cullArea = null;\n this.filters = null;\n this.filterArea = null;\n this.hitArea = null;\n this.interactive = false;\n this.interactiveChildren = false;\n this.emit('destroyed');\n this.removeAllListeners();\n };\n Object.defineProperty(DisplayObject.prototype, \"_tempDisplayObjectParent\", {\n /**\n * @protected\n * @member {PIXI.Container}\n */\n get: function () {\n if (this.tempDisplayObjectParent === null) {\n // eslint-disable-next-line @typescript-eslint/no-use-before-define\n this.tempDisplayObjectParent = new TemporaryDisplayObject();\n }\n return this.tempDisplayObjectParent;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root\n *\n * ```\n * const cacheParent = elem.enableTempParent();\n * elem.updateTransform();\n * elem.disableTempParent(cacheParent);\n * ```\n * @returns - current parent\n */\n DisplayObject.prototype.enableTempParent = function () {\n var myParent = this.parent;\n this.parent = this._tempDisplayObjectParent;\n return myParent;\n };\n /**\n * Pair method for `enableTempParent`\n * @param cacheParent - Actual parent of element\n */\n DisplayObject.prototype.disableTempParent = function (cacheParent) {\n this.parent = cacheParent;\n };\n Object.defineProperty(DisplayObject.prototype, \"x\", {\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n * An alias to position.x\n */\n get: function () {\n return this.position.x;\n },\n set: function (value) {\n this.transform.position.x = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"y\", {\n /**\n * The position of the displayObject on the y axis relative to the local coordinates of the parent.\n * An alias to position.y\n */\n get: function () {\n return this.position.y;\n },\n set: function (value) {\n this.transform.position.y = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldTransform\", {\n /**\n * Current transform of the object based on world (parent) factors.\n * @readonly\n */\n get: function () {\n return this.transform.worldTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"localTransform\", {\n /**\n * Current transform of the object based on local factors: position, scale, other stuff.\n * @readonly\n */\n get: function () {\n return this.transform.localTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"position\", {\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.position;\n },\n set: function (value) {\n this.transform.position.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"scale\", {\n /**\n * The scale factors of this object along the local coordinate axes.\n *\n * The default scale is (1, 1).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.scale;\n },\n set: function (value) {\n this.transform.scale.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"pivot\", {\n /**\n * The center of rotation, scaling, and skewing for this display object in its local space. The `position`\n * is the projection of `pivot` in the parent's local space.\n *\n * By default, the pivot is the origin (0, 0).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.pivot;\n },\n set: function (value) {\n this.transform.pivot.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"skew\", {\n /**\n * The skew factor for the object in radians.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.skew;\n },\n set: function (value) {\n this.transform.skew.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"rotation\", {\n /**\n * The rotation of the object in radians.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation;\n },\n set: function (value) {\n this.transform.rotation = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"angle\", {\n /**\n * The angle of the object in degrees.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation * RAD_TO_DEG;\n },\n set: function (value) {\n this.transform.rotation = value * DEG_TO_RAD;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"zIndex\", {\n /**\n * The zIndex of the displayObject.\n *\n * If a container has the sortableChildren property set to true, children will be automatically\n * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array,\n * and thus rendered on top of other display objects within the same container.\n * @see PIXI.Container#sortableChildren\n */\n get: function () {\n return this._zIndex;\n },\n set: function (value) {\n this._zIndex = value;\n if (this.parent) {\n this.parent.sortDirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldVisible\", {\n /**\n * Indicates if the object is globally visible.\n * @readonly\n */\n get: function () {\n var item = this;\n do {\n if (!item.visible) {\n return false;\n }\n item = item.parent;\n } while (item);\n return true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"mask\", {\n /**\n * Sets a mask for the displayObject. A mask is an object that limits the visibility of an\n * object to the shape of the mask applied to it. In PixiJS a regular mask must be a\n * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it\n * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent.\n * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong.\n * To remove a mask, set this property to `null`.\n *\n * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.\n * @example\n * const graphics = new PIXI.Graphics();\n * graphics.beginFill(0xFF3300);\n * graphics.drawRect(50, 250, 100, 100);\n * graphics.endFill();\n *\n * const sprite = new PIXI.Sprite(texture);\n * sprite.mask = graphics;\n * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.\n */\n get: function () {\n return this._mask;\n },\n set: function (value) {\n if (this._mask === value) {\n return;\n }\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n maskObject._maskRefCount--;\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = true;\n maskObject.isMask = false;\n }\n }\n }\n this._mask = value;\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = false;\n maskObject.isMask = true;\n }\n maskObject._maskRefCount++;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return DisplayObject;\n}(EventEmitter));\n/**\n * @private\n */\nvar TemporaryDisplayObject = /** @class */ (function (_super) {\n __extends(TemporaryDisplayObject, _super);\n function TemporaryDisplayObject() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n _this.sortDirty = null;\n return _this;\n }\n return TemporaryDisplayObject;\n}(DisplayObject));\n/**\n * DisplayObject default updateTransform, does not update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.DisplayObject#\n * @method displayObjectUpdateTransform\n */\nDisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;\n\n/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\nfunction sortChildren(a, b) {\n if (a.zIndex === b.zIndex) {\n return a._lastSortedIndex - b._lastSortedIndex;\n }\n return a.zIndex - b.zIndex;\n}\n/**\n * Container is a general-purpose display object that holds children. It also adds built-in support for advanced\n * rendering features like masking and filtering.\n *\n * It is the base class of all display objects that act as a container for other objects, including Graphics\n * and Sprite.\n *\n * ```js\n * import { BlurFilter } from '@pixi/filter-blur';\n * import { Container } from '@pixi/display';\n * import { Graphics } from '@pixi/graphics';\n * import { Sprite } from '@pixi/sprite';\n *\n * let container = new Container();\n * let sprite = Sprite.from(\"https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png\");\n *\n * sprite.width = 512;\n * sprite.height = 512;\n *\n * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container\n * // is rendered.\n * container.addChild(sprite);\n *\n * // Blurs whatever is rendered by the container\n * container.filters = [new BlurFilter()];\n *\n * // Only the contents within a circle at the center should be rendered onto the screen.\n * container.mask = new Graphics()\n * .beginFill(0xffffff)\n * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2)\n * .endFill();\n * ```\n * @memberof PIXI\n */\nvar Container = /** @class */ (function (_super) {\n __extends(Container, _super);\n function Container() {\n var _this = _super.call(this) || this;\n _this.children = [];\n _this.sortableChildren = settings.SORTABLE_CHILDREN;\n _this.sortDirty = false;\n return _this;\n /**\n * Fired when a DisplayObject is added to this Container.\n * @event PIXI.Container#childAdded\n * @param {PIXI.DisplayObject} child - The child added to the Container.\n * @param {PIXI.Container} container - The container that added the child.\n * @param {number} index - The children's index of the added child.\n */\n /**\n * Fired when a DisplayObject is removed from this Container.\n * @event PIXI.DisplayObject#removedFrom\n * @param {PIXI.DisplayObject} child - The child removed from the Container.\n * @param {PIXI.Container} container - The container that removed removed the child.\n * @param {number} index - The former children's index of the removed child\n */\n }\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified.\n * @param _length\n */\n Container.prototype.onChildrenChange = function (_length) {\n /* empty */\n };\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container\n * @returns {PIXI.DisplayObject} - The first child that was added.\n */\n Container.prototype.addChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the array and add all children\n for (var i = 0; i < children.length; i++) {\n // eslint-disable-next-line prefer-rest-params\n this.addChild(children[i]);\n }\n }\n else {\n var child = children[0];\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.push(child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n this.emit('childAdded', child, this, this.children.length - 1);\n child.emit('added', this);\n }\n return children[0];\n };\n /**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n * @param {PIXI.DisplayObject} child - The child to add\n * @param {number} index - The index to place the child in\n * @returns {PIXI.DisplayObject} The child that was added.\n */\n Container.prototype.addChildAt = function (child, index) {\n if (index < 0 || index > this.children.length) {\n throw new Error(child + \"addChildAt: The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.splice(index, 0, child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('added', this);\n this.emit('childAdded', child, this, index);\n return child;\n };\n /**\n * Swaps the position of 2 Display Objects within this container.\n * @param child - First display object to swap\n * @param child2 - Second display object to swap\n */\n Container.prototype.swapChildren = function (child, child2) {\n if (child === child2) {\n return;\n }\n var index1 = this.getChildIndex(child);\n var index2 = this.getChildIndex(child2);\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n };\n /**\n * Returns the index position of a child DisplayObject instance\n * @param child - The DisplayObject instance to identify\n * @returns - The index position of the child display object to identify\n */\n Container.prototype.getChildIndex = function (child) {\n var index = this.children.indexOf(child);\n if (index === -1) {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n return index;\n };\n /**\n * Changes the position of an existing child in the display object container\n * @param child - The child DisplayObject instance for which you want to change the index number\n * @param index - The resulting index number for the child display object\n */\n Container.prototype.setChildIndex = function (child, index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n var currentIndex = this.getChildIndex(child);\n removeItems(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n this.onChildrenChange(index);\n };\n /**\n * Returns the child at the specified index\n * @param index - The index to get the child at\n * @returns - The child at the given index, if any.\n */\n Container.prototype.getChildAt = function (index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"getChildAt: Index (\" + index + \") does not exist.\");\n }\n return this.children[index];\n };\n /**\n * Removes one or more children from the container.\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove\n * @returns {PIXI.DisplayObject} The first child that was removed.\n */\n Container.prototype.removeChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the arguments property and remove all children\n for (var i = 0; i < children.length; i++) {\n this.removeChild(children[i]);\n }\n }\n else {\n var child = children[0];\n var index = this.children.indexOf(child);\n if (index === -1)\n { return null; }\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n }\n return children[0];\n };\n /**\n * Removes a child from the specified index position.\n * @param index - The index to get the child from\n * @returns The child that was removed.\n */\n Container.prototype.removeChildAt = function (index) {\n var child = this.getChildAt(index);\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n return child;\n };\n /**\n * Removes all children from this container that are within the begin and end indexes.\n * @param beginIndex - The beginning position.\n * @param endIndex - The ending position. Default value is size of the container.\n * @returns - List of removed children\n */\n Container.prototype.removeChildren = function (beginIndex, endIndex) {\n if (beginIndex === void 0) { beginIndex = 0; }\n if (endIndex === void 0) { endIndex = this.children.length; }\n var begin = beginIndex;\n var end = endIndex;\n var range = end - begin;\n var removed;\n if (range > 0 && range <= end) {\n removed = this.children.splice(begin, range);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].parent = null;\n if (removed[i].transform) {\n removed[i].transform._parentID = -1;\n }\n }\n this._boundsID++;\n this.onChildrenChange(beginIndex);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].emit('removed', this);\n this.emit('childRemoved', removed[i], this, i);\n }\n return removed;\n }\n else if (range === 0 && this.children.length === 0) {\n return [];\n }\n throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n };\n /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */\n Container.prototype.sortChildren = function () {\n var sortRequired = false;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n child._lastSortedIndex = i;\n if (!sortRequired && child.zIndex !== 0) {\n sortRequired = true;\n }\n }\n if (sortRequired && this.children.length > 1) {\n this.children.sort(sortChildren);\n }\n this.sortDirty = false;\n };\n /** Updates the transform on all children of this container for rendering. */\n Container.prototype.updateTransform = function () {\n if (this.sortableChildren && this.sortDirty) {\n this.sortChildren();\n }\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // TODO: check render flags, how to process stuff here\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n };\n /**\n * Recalculates the bounds of the container.\n *\n * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds\n * is limited to its mask's bounds or filterArea, if any is applied.\n */\n Container.prototype.calculateBounds = function () {\n this._bounds.clear();\n this._calculateBounds();\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n if (!child.visible || !child.renderable) {\n continue;\n }\n child.calculateBounds();\n // TODO: filter+mask, need to mask both somehow\n if (child._mask) {\n var maskObject = (child._mask.isMaskData\n ? child._mask.maskObject : child._mask);\n if (maskObject) {\n maskObject.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, maskObject._bounds);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n else if (child.filterArea) {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n this._bounds.updateID = this._boundsID;\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n *\n * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render()\n * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms,\n * it was default behaviour of pixi 4.0-5.2 and caused many problems to users.\n * @returns - The rectangular bounding area.\n */\n Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) {\n if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; }\n var result = _super.prototype.getLocalBounds.call(this, rect);\n if (!skipChildrenUpdate) {\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n }\n return result;\n };\n /**\n * Recalculates the content bounds of this object. This should be overriden to\n * calculate the bounds of this specific object (not including children).\n * @protected\n */\n Container.prototype._calculateBounds = function () {\n // FILL IN//\n };\n /**\n * Renders this object and its children with culling.\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n Container.prototype._renderWithCulling = function (renderer) {\n var sourceFrame = renderer.renderTexture.sourceFrame;\n // If the source frame is empty, stop rendering.\n if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) {\n return;\n }\n // Render the content of the container only if its bounds intersect with the source frame.\n // All filters are on the stack at this point, and the filter source frame is bound:\n // therefore, even if the bounds to non intersect the filter frame, the filter\n // is still applied and any filter padding that is in the frame is rendered correctly.\n var bounds;\n var transform;\n // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea\n // rectangle must completely contain the container and its children including filter padding.\n if (this.cullArea) {\n bounds = this.cullArea;\n transform = this.worldTransform;\n }\n // If the container doesn't override _render, we can skip the bounds calculation and intersection test.\n else if (this._render !== Container.prototype._render) {\n bounds = this.getBounds(true);\n }\n // Render the container if the source frame intersects the bounds.\n if (bounds && sourceFrame.intersects(bounds, transform)) {\n this._render(renderer);\n }\n // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering.\n else if (this.cullArea) {\n return;\n }\n // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect\n // the source frame, because the children might have filters with nonzero padding, which may intersect\n // with the source frame while the bounds do not: filter padding is not included in the bounds.\n // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered\n // if they are out of frame; otherwise, render the children normally.\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n var childCullable = child.cullable;\n child.cullable = childCullable || !this.cullArea;\n child.render(renderer);\n child.cullable = childCullable;\n }\n };\n /**\n * Renders the object using the WebGL renderer.\n *\n * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the\n * container itself. This `render` method will invoke it, and also invoke the `render` methods of all\n * children afterward.\n *\n * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and\n * the bounds of this object are out of frame, this implementation will entirely skip rendering.\n * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally,\n * setting alpha to zero is not recommended for purely skipping rendering.\n *\n * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is\n * advised to employ **culling** to automatically skip rendering objects outside of the current screen.\n * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}.\n * Other culling methods might be better suited for a large number static objects; see\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}.\n *\n * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or\n * filtering is applied on a container. This does, however, break batching and can affect performance when\n * masking and filtering is applied extensively throughout the scene graph.\n * @param renderer - The renderer\n */\n Container.prototype.render = function (renderer) {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || (this.filters && this.filters.length)) {\n this.renderAdvanced(renderer);\n }\n else if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n };\n /**\n * Render the object using the WebGL renderer and advanced features.\n * @param renderer - The renderer\n */\n Container.prototype.renderAdvanced = function (renderer) {\n var filters = this.filters;\n var mask = this._mask;\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters) {\n if (!this._enabledFilters) {\n this._enabledFilters = [];\n }\n this._enabledFilters.length = 0;\n for (var i = 0; i < filters.length; i++) {\n if (filters[i].enabled) {\n this._enabledFilters.push(filters[i]);\n }\n }\n }\n var flush = (filters && this._enabledFilters && this._enabledFilters.length)\n || (mask && (!mask.isMaskData\n || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE))));\n if (flush) {\n renderer.batch.flush();\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.push(this, this._enabledFilters);\n }\n if (mask) {\n renderer.mask.push(this, this._mask);\n }\n if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n if (flush) {\n renderer.batch.flush();\n }\n if (mask) {\n renderer.mask.pop(this);\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.pop();\n }\n };\n /**\n * To be overridden by the subclasses.\n * @param _renderer - The renderer\n */\n Container.prototype._render = function (_renderer) {\n // this is where content itself gets rendered...\n };\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n Container.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this);\n this.sortDirty = false;\n var destroyChildren = typeof options === 'boolean' ? options : options && options.children;\n var oldChildren = this.removeChildren(0, this.children.length);\n if (destroyChildren) {\n for (var i = 0; i < oldChildren.length; ++i) {\n oldChildren[i].destroy(options);\n }\n }\n };\n Object.defineProperty(Container.prototype, \"width\", {\n /** The width of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.x * this.getLocalBounds().width;\n },\n set: function (value) {\n var width = this.getLocalBounds().width;\n if (width !== 0) {\n this.scale.x = value / width;\n }\n else {\n this.scale.x = 1;\n }\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Container.prototype, \"height\", {\n /** The height of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.y * this.getLocalBounds().height;\n },\n set: function (value) {\n var height = this.getLocalBounds().height;\n if (height !== 0) {\n this.scale.y = value / height;\n }\n else {\n this.scale.y = 1;\n }\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n return Container;\n}(DisplayObject));\n/**\n * Container default updateTransform, does update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.Container#\n * @method containerUpdateTransform\n */\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n\nexport { Bounds, Container, DisplayObject, TemporaryDisplayObject };\n//# sourceMappingURL=display.mjs.map\n","/*!\n * @pixi/app - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/app is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { ExtensionType, extensions, autoDetectRenderer } from '@pixi/core';\nimport { Container } from '@pixi/display';\n\n/**\n * Middleware for for Application's resize functionality\n * @private\n * @class\n */\nvar ResizePlugin = /** @class */ (function () {\n function ResizePlugin() {\n }\n /**\n * Initialize the plugin with scope of application instance\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n ResizePlugin.init = function (options) {\n var _this = this;\n Object.defineProperty(this, 'resizeTo', \n /**\n * The HTML element or window to automatically resize the\n * renderer's view element to match width and height.\n * @member {Window|HTMLElement}\n * @name resizeTo\n * @memberof PIXI.Application#\n */\n {\n set: function (dom) {\n globalThis.removeEventListener('resize', this.queueResize);\n this._resizeTo = dom;\n if (dom) {\n globalThis.addEventListener('resize', this.queueResize);\n this.resize();\n }\n },\n get: function () {\n return this._resizeTo;\n },\n });\n /**\n * Resize is throttled, so it's safe to call this multiple times per frame and it'll\n * only be called once.\n * @memberof PIXI.Application#\n * @method queueResize\n * @private\n */\n this.queueResize = function () {\n if (!_this._resizeTo) {\n return;\n }\n _this.cancelResize();\n // // Throttle resize events per raf\n _this._resizeId = requestAnimationFrame(function () { return _this.resize(); });\n };\n /**\n * Cancel the resize queue.\n * @memberof PIXI.Application#\n * @method cancelResize\n * @private\n */\n this.cancelResize = function () {\n if (_this._resizeId) {\n cancelAnimationFrame(_this._resizeId);\n _this._resizeId = null;\n }\n };\n /**\n * Execute an immediate resize on the renderer, this is not\n * throttled and can be expensive to call many times in a row.\n * Will resize only if `resizeTo` property is set.\n * @memberof PIXI.Application#\n * @method resize\n */\n this.resize = function () {\n if (!_this._resizeTo) {\n return;\n }\n // clear queue resize\n _this.cancelResize();\n var width;\n var height;\n // Resize to the window\n if (_this._resizeTo === globalThis.window) {\n width = globalThis.innerWidth;\n height = globalThis.innerHeight;\n }\n // Resize to other HTML entities\n else {\n var _a = _this._resizeTo, clientWidth = _a.clientWidth, clientHeight = _a.clientHeight;\n width = clientWidth;\n height = clientHeight;\n }\n _this.renderer.resize(width, height);\n };\n // On resize\n this._resizeId = null;\n this._resizeTo = null;\n this.resizeTo = options.resizeTo || null;\n };\n /**\n * Clean up the ticker, scoped to application\n * @static\n * @private\n */\n ResizePlugin.destroy = function () {\n globalThis.removeEventListener('resize', this.queueResize);\n this.cancelResize();\n this.cancelResize = null;\n this.queueResize = null;\n this.resizeTo = null;\n this.resize = null;\n };\n /** @ignore */\n ResizePlugin.extension = ExtensionType.Application;\n return ResizePlugin;\n}());\n\n/*!\n * @pixi/settings - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/settings is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV$1;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV$1 || (ENV$1 = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE$1;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE$1 || (RENDERER_TYPE$1 = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS$1;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS$1 || (BUFFER_BITS$1 = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES$1;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES$1 || (BLEND_MODES$1 = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES$1;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES$1 || (DRAW_MODES$1 = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS$1;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS$1 || (FORMATS$1 = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS$1;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS$1 || (TARGETS$1 = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES$1;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES$1 || (TYPES$1 = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES$1;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES$1 || (SAMPLER_TYPES$1 = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES$1;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES$1 || (SCALE_MODES$1 = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES$1;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES$1 || (WRAP_MODES$1 = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES$1;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES$1 || (MIPMAP_MODES$1 = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES$1;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES$1 || (ALPHA_MODES$1 = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES$1;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES$1 || (CLEAR_MODES$1 = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES$1;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES$1 || (GC_MODES$1 = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION$1;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION$1 || (PRECISION$1 = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES$1;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES$1 || (MASK_TYPES$1 = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS$1;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS$1 || (COLOR_MASK_BITS$1 = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY$1;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY$1 || (MSAA_QUALITY$1 = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE$1;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE$1 || (BUFFER_TYPE$1 = {}));\n\nvar BrowserAdapter = {\n /**\n * Creates a canvas element of the given size.\n * This canvas is created using the browser's native canvas element.\n * @param width - width of the canvas\n * @param height - height of the canvas\n */\n createCanvas: function (width, height) {\n var canvas = document.createElement('canvas');\n canvas.width = width;\n canvas.height = height;\n return canvas;\n },\n getWebGLRenderingContext: function () { return WebGLRenderingContext; },\n getNavigator: function () { return navigator; },\n getBaseUrl: function () { var _a; return (_a = document.baseURI) !== null && _a !== void 0 ? _a : window.location.href; },\n fetch: function (url, options) { return fetch(url, options); },\n};\n\nvar appleIphone = /iPhone/i;\nvar appleIpod = /iPod/i;\nvar appleTablet = /iPad/i;\nvar appleUniversal = /\\biOS-universal(?:.+)Mac\\b/i;\nvar androidPhone = /\\bAndroid(?:.+)Mobile\\b/i;\nvar androidTablet = /Android/i;\nvar amazonPhone = /(?:SD4930UR|\\bSilk(?:.+)Mobile\\b)/i;\nvar amazonTablet = /Silk/i;\nvar windowsPhone = /Windows Phone/i;\nvar windowsTablet = /\\bWindows(?:.+)ARM\\b/i;\nvar otherBlackBerry = /BlackBerry/i;\nvar otherBlackBerry10 = /BB10/i;\nvar otherOpera = /Opera Mini/i;\nvar otherChrome = /\\b(CriOS|Chrome)(?:.+)Mobile/i;\nvar otherFirefox = /Mobile(?:.+)Firefox\\b/i;\nvar isAppleTabletOnIos13 = function (navigator) {\n return (typeof navigator !== 'undefined' &&\n navigator.platform === 'MacIntel' &&\n typeof navigator.maxTouchPoints === 'number' &&\n navigator.maxTouchPoints > 1 &&\n typeof MSStream === 'undefined');\n};\nfunction createMatch(userAgent) {\n return function (regex) { return regex.test(userAgent); };\n}\nfunction isMobile$1(param) {\n var nav = {\n userAgent: '',\n platform: '',\n maxTouchPoints: 0\n };\n if (!param && typeof navigator !== 'undefined') {\n nav = {\n userAgent: navigator.userAgent,\n platform: navigator.platform,\n maxTouchPoints: navigator.maxTouchPoints || 0\n };\n }\n else if (typeof param === 'string') {\n nav.userAgent = param;\n }\n else if (param && param.userAgent) {\n nav = {\n userAgent: param.userAgent,\n platform: param.platform,\n maxTouchPoints: param.maxTouchPoints || 0\n };\n }\n var userAgent = nav.userAgent;\n var tmp = userAgent.split('[FBAN');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n tmp = userAgent.split('Twitter');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n var match = createMatch(userAgent);\n var result = {\n apple: {\n phone: match(appleIphone) && !match(windowsPhone),\n ipod: match(appleIpod),\n tablet: !match(appleIphone) &&\n (match(appleTablet) || isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone),\n universal: match(appleUniversal),\n device: (match(appleIphone) ||\n match(appleIpod) ||\n match(appleTablet) ||\n match(appleUniversal) ||\n isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone)\n },\n amazon: {\n phone: match(amazonPhone),\n tablet: !match(amazonPhone) && match(amazonTablet),\n device: match(amazonPhone) || match(amazonTablet)\n },\n android: {\n phone: (!match(windowsPhone) && match(amazonPhone)) ||\n (!match(windowsPhone) && match(androidPhone)),\n tablet: !match(windowsPhone) &&\n !match(amazonPhone) &&\n !match(androidPhone) &&\n (match(amazonTablet) || match(androidTablet)),\n device: (!match(windowsPhone) &&\n (match(amazonPhone) ||\n match(amazonTablet) ||\n match(androidPhone) ||\n match(androidTablet))) ||\n match(/\\bokhttp\\b/i)\n },\n windows: {\n phone: match(windowsPhone),\n tablet: match(windowsTablet),\n device: match(windowsPhone) || match(windowsTablet)\n },\n other: {\n blackberry: match(otherBlackBerry),\n blackberry10: match(otherBlackBerry10),\n opera: match(otherOpera),\n firefox: match(otherFirefox),\n chrome: match(otherChrome),\n device: match(otherBlackBerry) ||\n match(otherBlackBerry10) ||\n match(otherOpera) ||\n match(otherFirefox) ||\n match(otherChrome)\n },\n any: false,\n phone: false,\n tablet: false\n };\n result.any =\n result.apple.device ||\n result.android.device ||\n result.windows.device ||\n result.other.device;\n result.phone =\n result.apple.phone || result.android.phone || result.windows.phone;\n result.tablet =\n result.apple.tablet || result.android.tablet || result.windows.tablet;\n return result;\n}\n\nvar isMobile = isMobile$1(globalThis.navigator);\n\n/**\n * Uploading the same buffer multiple times in a single frame can cause performance issues.\n * Apparent on iOS so only check for that at the moment\n * This check may become more complex if this issue pops up elsewhere.\n * @private\n * @returns {boolean} `true` if the same buffer may be uploaded more than once.\n */\nfunction canUploadSameBuffer() {\n return !isMobile.apple.device;\n}\n\n/**\n * The maximum recommended texture units to use.\n * In theory the bigger the better, and for desktop we'll use as many as we can.\n * But some mobile devices slow down if there is to many branches in the shader.\n * So in practice there seems to be a sweet spot size that varies depending on the device.\n *\n * In v4, all mobile devices were limited to 4 texture units because for this.\n * In v5, we allow all texture units to be used on modern Apple or Android devices.\n * @private\n * @param {number} max\n * @returns {number} The maximum recommended texture units to use.\n */\nfunction maxRecommendedTextures(max) {\n var allowMax = true;\n if (isMobile.tablet || isMobile.phone) {\n if (isMobile.apple.device) {\n var match = (navigator.userAgent).match(/OS (\\d+)_(\\d+)?/);\n if (match) {\n var majorVersion = parseInt(match[1], 10);\n // Limit texture units on devices below iOS 11, which will be older hardware\n if (majorVersion < 11) {\n allowMax = false;\n }\n }\n }\n if (isMobile.android.device) {\n var match = (navigator.userAgent).match(/Android\\s([0-9.]*)/);\n if (match) {\n var majorVersion = parseInt(match[1], 10);\n // Limit texture units on devices below Android 7 (Nougat), which will be older hardware\n if (majorVersion < 7) {\n allowMax = false;\n }\n }\n }\n }\n return allowMax ? max : 4;\n}\n\n/**\n * User's customizable globals for overriding the default PIXI settings, such\n * as a renderer's default resolution, framerate, float precision, etc.\n * @example\n * // Use the native window resolution as the default resolution\n * // will support high-density displays when rendering\n * PIXI.settings.RESOLUTION = window.devicePixelRatio;\n *\n * // Disable interpolation when scaling, will make texture be pixelated\n * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST;\n * @namespace PIXI.settings\n */\nvar settings = {\n /**\n * This adapter is used to call methods that are platform dependent.\n * For example `document.createElement` only runs on the web but fails in node environments.\n * This allows us to support more platforms by abstracting away specific implementations per platform.\n *\n * By default the adapter is set to work in the browser. However you can create your own\n * by implementing the `IAdapter` interface. See `IAdapter` for more information.\n * @name ADAPTER\n * @memberof PIXI.settings\n * @type {PIXI.IAdapter}\n * @default PIXI.BrowserAdapter\n */\n ADAPTER: BrowserAdapter,\n /**\n * If set to true WebGL will attempt make textures mimpaped by default.\n * Mipmapping will only succeed if the base texture uploaded has power of two dimensions.\n * @static\n * @name MIPMAP_TEXTURES\n * @memberof PIXI.settings\n * @type {PIXI.MIPMAP_MODES}\n * @default PIXI.MIPMAP_MODES.POW2\n */\n MIPMAP_TEXTURES: MIPMAP_MODES$1.POW2,\n /**\n * Default anisotropic filtering level of textures.\n * Usually from 0 to 16\n * @static\n * @name ANISOTROPIC_LEVEL\n * @memberof PIXI.settings\n * @type {number}\n * @default 0\n */\n ANISOTROPIC_LEVEL: 0,\n /**\n * Default resolution / device pixel ratio of the renderer.\n * @static\n * @name RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n RESOLUTION: 1,\n /**\n * Default filter resolution.\n * @static\n * @name FILTER_RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n FILTER_RESOLUTION: 1,\n /**\n * Default filter samples.\n * @static\n * @name FILTER_MULTISAMPLE\n * @memberof PIXI.settings\n * @type {PIXI.MSAA_QUALITY}\n * @default PIXI.MSAA_QUALITY.NONE\n */\n FILTER_MULTISAMPLE: MSAA_QUALITY$1.NONE,\n /**\n * The maximum textures that this device supports.\n * @static\n * @name SPRITE_MAX_TEXTURES\n * @memberof PIXI.settings\n * @type {number}\n * @default 32\n */\n SPRITE_MAX_TEXTURES: maxRecommendedTextures(32),\n // TODO: maybe change to SPRITE.BATCH_SIZE: 2000\n // TODO: maybe add PARTICLE.BATCH_SIZE: 15000\n /**\n * The default sprite batch size.\n *\n * The default aims to balance desktop and mobile devices.\n * @static\n * @name SPRITE_BATCH_SIZE\n * @memberof PIXI.settings\n * @type {number}\n * @default 4096\n */\n SPRITE_BATCH_SIZE: 4096,\n /**\n * The default render options if none are supplied to {@link PIXI.Renderer}\n * or {@link PIXI.CanvasRenderer}.\n * @static\n * @name RENDER_OPTIONS\n * @memberof PIXI.settings\n * @type {object}\n * @property {HTMLCanvasElement} [view=null] -\n * @property {boolean} [antialias=false] -\n * @property {boolean} [autoDensity=false] -\n * @property {boolean} [useContextAlpha=true] -\n * @property {number} [backgroundColor=0x000000] -\n * @property {number} [backgroundAlpha=1] -\n * @property {boolean} [clearBeforeRender=true] -\n * @property {boolean} [preserveDrawingBuffer=false] -\n * @property {number} [width=800] -\n * @property {number} [height=600] -\n * @property {boolean} [legacy=false] -\n */\n RENDER_OPTIONS: {\n view: null,\n antialias: false,\n autoDensity: false,\n backgroundColor: 0x000000,\n backgroundAlpha: 1,\n useContextAlpha: true,\n clearBeforeRender: true,\n preserveDrawingBuffer: false,\n width: 800,\n height: 600,\n legacy: false,\n },\n /**\n * Default Garbage Collection mode.\n * @static\n * @name GC_MODE\n * @memberof PIXI.settings\n * @type {PIXI.GC_MODES}\n * @default PIXI.GC_MODES.AUTO\n */\n GC_MODE: GC_MODES$1.AUTO,\n /**\n * Default Garbage Collection max idle.\n * @static\n * @name GC_MAX_IDLE\n * @memberof PIXI.settings\n * @type {number}\n * @default 3600\n */\n GC_MAX_IDLE: 60 * 60,\n /**\n * Default Garbage Collection maximum check count.\n * @static\n * @name GC_MAX_CHECK_COUNT\n * @memberof PIXI.settings\n * @type {number}\n * @default 600\n */\n GC_MAX_CHECK_COUNT: 60 * 10,\n /**\n * Default wrap modes that are supported by pixi.\n * @static\n * @name WRAP_MODE\n * @memberof PIXI.settings\n * @type {PIXI.WRAP_MODES}\n * @default PIXI.WRAP_MODES.CLAMP\n */\n WRAP_MODE: WRAP_MODES$1.CLAMP,\n /**\n * Default scale mode for textures.\n * @static\n * @name SCALE_MODE\n * @memberof PIXI.settings\n * @type {PIXI.SCALE_MODES}\n * @default PIXI.SCALE_MODES.LINEAR\n */\n SCALE_MODE: SCALE_MODES$1.LINEAR,\n /**\n * Default specify float precision in vertex shader.\n * @static\n * @name PRECISION_VERTEX\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.HIGH\n */\n PRECISION_VERTEX: PRECISION$1.HIGH,\n /**\n * Default specify float precision in fragment shader.\n * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742\n * @static\n * @name PRECISION_FRAGMENT\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.MEDIUM\n */\n PRECISION_FRAGMENT: isMobile.apple.device ? PRECISION$1.HIGH : PRECISION$1.MEDIUM,\n /**\n * Can we upload the same buffer in a single frame?\n * @static\n * @name CAN_UPLOAD_SAME_BUFFER\n * @memberof PIXI.settings\n * @type {boolean}\n */\n CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(),\n /**\n * Enables bitmap creation before image load. This feature is experimental.\n * @static\n * @name CREATE_IMAGE_BITMAP\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n CREATE_IMAGE_BITMAP: false,\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * @static\n * @constant\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n ROUND_PIXELS: false,\n};\n\nvar commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {};\n\nfunction createCommonjsModule(fn, basedir, module) {\n\treturn module = {\n\t\tpath: basedir,\n\t\texports: {},\n\t\trequire: function (path, base) {\n\t\t\treturn commonjsRequire(path, (base === undefined || base === null) ? module.path : base);\n\t\t}\n\t}, fn(module, module.exports), module.exports;\n}\n\nfunction commonjsRequire () {\n\tthrow new Error('Dynamic requires are not currently supported by @rollup/plugin-commonjs');\n}\n\ncreateCommonjsModule(function (module) {\n\nvar has = Object.prototype.hasOwnProperty\n , prefix = '~';\n\n/**\n * Constructor to create a storage for our `EE` objects.\n * An `Events` instance is a plain object whose properties are event names.\n *\n * @constructor\n * @private\n */\nfunction Events() {}\n\n//\n// We try to not inherit from `Object.prototype`. In some engines creating an\n// instance in this way is faster than calling `Object.create(null)` directly.\n// If `Object.create(null)` is not supported we prefix the event names with a\n// character to make sure that the built-in object properties are not\n// overridden or used as an attack vector.\n//\nif (Object.create) {\n Events.prototype = Object.create(null);\n\n //\n // This hack is needed because the `__proto__` property is still inherited in\n // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.\n //\n if (!new Events().__proto__) { prefix = false; }\n}\n\n/**\n * Representation of a single event listener.\n *\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} [once=false] Specify if the listener is a one-time listener.\n * @constructor\n * @private\n */\nfunction EE(fn, context, once) {\n this.fn = fn;\n this.context = context;\n this.once = once || false;\n}\n\n/**\n * Add a listener for a given event.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} once Specify if the listener is a one-time listener.\n * @returns {EventEmitter}\n * @private\n */\nfunction addListener(emitter, event, fn, context, once) {\n if (typeof fn !== 'function') {\n throw new TypeError('The listener must be a function');\n }\n\n var listener = new EE(fn, context || emitter, once)\n , evt = prefix ? prefix + event : event;\n\n if (!emitter._events[evt]) { emitter._events[evt] = listener, emitter._eventsCount++; }\n else if (!emitter._events[evt].fn) { emitter._events[evt].push(listener); }\n else { emitter._events[evt] = [emitter._events[evt], listener]; }\n\n return emitter;\n}\n\n/**\n * Clear event by name.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} evt The Event name.\n * @private\n */\nfunction clearEvent(emitter, evt) {\n if (--emitter._eventsCount === 0) { emitter._events = new Events(); }\n else { delete emitter._events[evt]; }\n}\n\n/**\n * Minimal `EventEmitter` interface that is molded against the Node.js\n * `EventEmitter` interface.\n *\n * @constructor\n * @public\n */\nfunction EventEmitter() {\n this._events = new Events();\n this._eventsCount = 0;\n}\n\n/**\n * Return an array listing the events for which the emitter has registered\n * listeners.\n *\n * @returns {Array}\n * @public\n */\nEventEmitter.prototype.eventNames = function eventNames() {\n var names = []\n , events\n , name;\n\n if (this._eventsCount === 0) { return names; }\n\n for (name in (events = this._events)) {\n if (has.call(events, name)) { names.push(prefix ? name.slice(1) : name); }\n }\n\n if (Object.getOwnPropertySymbols) {\n return names.concat(Object.getOwnPropertySymbols(events));\n }\n\n return names;\n};\n\n/**\n * Return the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Array} The registered listeners.\n * @public\n */\nEventEmitter.prototype.listeners = function listeners(event) {\n var evt = prefix ? prefix + event : event\n , handlers = this._events[evt];\n\n if (!handlers) { return []; }\n if (handlers.fn) { return [handlers.fn]; }\n\n for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) {\n ee[i] = handlers[i].fn;\n }\n\n return ee;\n};\n\n/**\n * Return the number of listeners listening to a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Number} The number of listeners.\n * @public\n */\nEventEmitter.prototype.listenerCount = function listenerCount(event) {\n var evt = prefix ? prefix + event : event\n , listeners = this._events[evt];\n\n if (!listeners) { return 0; }\n if (listeners.fn) { return 1; }\n return listeners.length;\n};\n\n/**\n * Calls each of the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Boolean} `true` if the event had listeners, else `false`.\n * @public\n */\nEventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {\n var arguments$1 = arguments;\n\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) { return false; }\n\n var listeners = this._events[evt]\n , len = arguments.length\n , args\n , i;\n\n if (listeners.fn) {\n if (listeners.once) { this.removeListener(event, listeners.fn, undefined, true); }\n\n switch (len) {\n case 1: return listeners.fn.call(listeners.context), true;\n case 2: return listeners.fn.call(listeners.context, a1), true;\n case 3: return listeners.fn.call(listeners.context, a1, a2), true;\n case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;\n case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;\n case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;\n }\n\n for (i = 1, args = new Array(len -1); i < len; i++) {\n args[i - 1] = arguments$1[i];\n }\n\n listeners.fn.apply(listeners.context, args);\n } else {\n var length = listeners.length\n , j;\n\n for (i = 0; i < length; i++) {\n if (listeners[i].once) { this.removeListener(event, listeners[i].fn, undefined, true); }\n\n switch (len) {\n case 1: listeners[i].fn.call(listeners[i].context); break;\n case 2: listeners[i].fn.call(listeners[i].context, a1); break;\n case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;\n case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;\n default:\n if (!args) { for (j = 1, args = new Array(len -1); j < len; j++) {\n args[j - 1] = arguments$1[j];\n } }\n\n listeners[i].fn.apply(listeners[i].context, args);\n }\n }\n }\n\n return true;\n};\n\n/**\n * Add a listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.on = function on(event, fn, context) {\n return addListener(this, event, fn, context, false);\n};\n\n/**\n * Add a one-time listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.once = function once(event, fn, context) {\n return addListener(this, event, fn, context, true);\n};\n\n/**\n * Remove the listeners of a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn Only remove the listeners that match this function.\n * @param {*} context Only remove the listeners that have this context.\n * @param {Boolean} once Only remove one-time listeners.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) { return this; }\n if (!fn) {\n clearEvent(this, evt);\n return this;\n }\n\n var listeners = this._events[evt];\n\n if (listeners.fn) {\n if (\n listeners.fn === fn &&\n (!once || listeners.once) &&\n (!context || listeners.context === context)\n ) {\n clearEvent(this, evt);\n }\n } else {\n for (var i = 0, events = [], length = listeners.length; i < length; i++) {\n if (\n listeners[i].fn !== fn ||\n (once && !listeners[i].once) ||\n (context && listeners[i].context !== context)\n ) {\n events.push(listeners[i]);\n }\n }\n\n //\n // Reset the array, or remove it completely if we have no more listeners.\n //\n if (events.length) { this._events[evt] = events.length === 1 ? events[0] : events; }\n else { clearEvent(this, evt); }\n }\n\n return this;\n};\n\n/**\n * Remove all listeners, or those of the specified event.\n *\n * @param {(String|Symbol)} [event] The event name.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {\n var evt;\n\n if (event) {\n evt = prefix ? prefix + event : event;\n if (this._events[evt]) { clearEvent(this, evt); }\n } else {\n this._events = new Events();\n this._eventsCount = 0;\n }\n\n return this;\n};\n\n//\n// Alias methods names because people roll like that.\n//\nEventEmitter.prototype.off = EventEmitter.prototype.removeListener;\nEventEmitter.prototype.addListener = EventEmitter.prototype.on;\n\n//\n// Expose the prefix.\n//\nEventEmitter.prefixed = prefix;\n\n//\n// Allow `EventEmitter` to be imported as module namespace.\n//\nEventEmitter.EventEmitter = EventEmitter;\n\n//\n// Expose the module.\n//\n{\n module.exports = EventEmitter;\n}\n});\n\ncreateCommonjsModule(function (module, exports) {\n(function(root) {\n\n\t/** Detect free variables */\n\tvar freeExports = exports &&\n\t\t!exports.nodeType && exports;\n\tvar freeModule = module &&\n\t\t!module.nodeType && module;\n\tvar freeGlobal = typeof commonjsGlobal == 'object' && commonjsGlobal;\n\tif (\n\t\tfreeGlobal.global === freeGlobal ||\n\t\tfreeGlobal.window === freeGlobal ||\n\t\tfreeGlobal.self === freeGlobal\n\t) {\n\t\troot = freeGlobal;\n\t}\n\n\t/**\n\t * The `punycode` object.\n\t * @name punycode\n\t * @type Object\n\t */\n\tvar punycode,\n\n\t/** Highest positive signed 32-bit float value */\n\tmaxInt = 2147483647, // aka. 0x7FFFFFFF or 2^31-1\n\n\t/** Bootstring parameters */\n\tbase = 36,\n\ttMin = 1,\n\ttMax = 26,\n\tskew = 38,\n\tdamp = 700,\n\tinitialBias = 72,\n\tinitialN = 128, // 0x80\n\tdelimiter = '-', // '\\x2D'\n\n\t/** Regular expressions */\n\tregexPunycode = /^xn--/,\n\tregexNonASCII = /[^\\x20-\\x7E]/, // unprintable ASCII chars + non-ASCII chars\n\tregexSeparators = /[\\x2E\\u3002\\uFF0E\\uFF61]/g, // RFC 3490 separators\n\n\t/** Error messages */\n\terrors = {\n\t\t'overflow': 'Overflow: input needs wider integers to process',\n\t\t'not-basic': 'Illegal input >= 0x80 (not a basic code point)',\n\t\t'invalid-input': 'Invalid input'\n\t},\n\n\t/** Convenience shortcuts */\n\tbaseMinusTMin = base - tMin,\n\tfloor = Math.floor,\n\tstringFromCharCode = String.fromCharCode,\n\n\t/** Temporary variable */\n\tkey;\n\n\t/*--------------------------------------------------------------------------*/\n\n\t/**\n\t * A generic error utility function.\n\t * @private\n\t * @param {String} type The error type.\n\t * @returns {Error} Throws a `RangeError` with the applicable error message.\n\t */\n\tfunction error(type) {\n\t\tthrow RangeError(errors[type]);\n\t}\n\n\t/**\n\t * A generic `Array#map` utility function.\n\t * @private\n\t * @param {Array} array The array to iterate over.\n\t * @param {Function} callback The function that gets called for every array\n\t * item.\n\t * @returns {Array} A new array of values returned by the callback function.\n\t */\n\tfunction map(array, fn) {\n\t\tvar length = array.length;\n\t\tvar result = [];\n\t\twhile (length--) {\n\t\t\tresult[length] = fn(array[length]);\n\t\t}\n\t\treturn result;\n\t}\n\n\t/**\n\t * A simple `Array#map`-like wrapper to work with domain name strings or email\n\t * addresses.\n\t * @private\n\t * @param {String} domain The domain name or email address.\n\t * @param {Function} callback The function that gets called for every\n\t * character.\n\t * @returns {Array} A new string of characters returned by the callback\n\t * function.\n\t */\n\tfunction mapDomain(string, fn) {\n\t\tvar parts = string.split('@');\n\t\tvar result = '';\n\t\tif (parts.length > 1) {\n\t\t\t// In email addresses, only the domain name should be punycoded. Leave\n\t\t\t// the local part (i.e. everything up to `@`) intact.\n\t\t\tresult = parts[0] + '@';\n\t\t\tstring = parts[1];\n\t\t}\n\t\t// Avoid `split(regex)` for IE8 compatibility. See #17.\n\t\tstring = string.replace(regexSeparators, '\\x2E');\n\t\tvar labels = string.split('.');\n\t\tvar encoded = map(labels, fn).join('.');\n\t\treturn result + encoded;\n\t}\n\n\t/**\n\t * Creates an array containing the numeric code points of each Unicode\n\t * character in the string. While JavaScript uses UCS-2 internally,\n\t * this function will convert a pair of surrogate halves (each of which\n\t * UCS-2 exposes as separate characters) into a single code point,\n\t * matching UTF-16.\n\t * @see `punycode.ucs2.encode`\n\t * @see \n\t * @memberOf punycode.ucs2\n\t * @name decode\n\t * @param {String} string The Unicode input string (UCS-2).\n\t * @returns {Array} The new array of code points.\n\t */\n\tfunction ucs2decode(string) {\n\t\tvar output = [],\n\t\t counter = 0,\n\t\t length = string.length,\n\t\t value,\n\t\t extra;\n\t\twhile (counter < length) {\n\t\t\tvalue = string.charCodeAt(counter++);\n\t\t\tif (value >= 0xD800 && value <= 0xDBFF && counter < length) {\n\t\t\t\t// high surrogate, and there is a next character\n\t\t\t\textra = string.charCodeAt(counter++);\n\t\t\t\tif ((extra & 0xFC00) == 0xDC00) { // low surrogate\n\t\t\t\t\toutput.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000);\n\t\t\t\t} else {\n\t\t\t\t\t// unmatched surrogate; only append this code unit, in case the next\n\t\t\t\t\t// code unit is the high surrogate of a surrogate pair\n\t\t\t\t\toutput.push(value);\n\t\t\t\t\tcounter--;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\toutput.push(value);\n\t\t\t}\n\t\t}\n\t\treturn output;\n\t}\n\n\t/**\n\t * Creates a string based on an array of numeric code points.\n\t * @see `punycode.ucs2.decode`\n\t * @memberOf punycode.ucs2\n\t * @name encode\n\t * @param {Array} codePoints The array of numeric code points.\n\t * @returns {String} The new Unicode string (UCS-2).\n\t */\n\tfunction ucs2encode(array) {\n\t\treturn map(array, function(value) {\n\t\t\tvar output = '';\n\t\t\tif (value > 0xFFFF) {\n\t\t\t\tvalue -= 0x10000;\n\t\t\t\toutput += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800);\n\t\t\t\tvalue = 0xDC00 | value & 0x3FF;\n\t\t\t}\n\t\t\toutput += stringFromCharCode(value);\n\t\t\treturn output;\n\t\t}).join('');\n\t}\n\n\t/**\n\t * Converts a basic code point into a digit/integer.\n\t * @see `digitToBasic()`\n\t * @private\n\t * @param {Number} codePoint The basic numeric code point value.\n\t * @returns {Number} The numeric value of a basic code point (for use in\n\t * representing integers) in the range `0` to `base - 1`, or `base` if\n\t * the code point does not represent a value.\n\t */\n\tfunction basicToDigit(codePoint) {\n\t\tif (codePoint - 48 < 10) {\n\t\t\treturn codePoint - 22;\n\t\t}\n\t\tif (codePoint - 65 < 26) {\n\t\t\treturn codePoint - 65;\n\t\t}\n\t\tif (codePoint - 97 < 26) {\n\t\t\treturn codePoint - 97;\n\t\t}\n\t\treturn base;\n\t}\n\n\t/**\n\t * Converts a digit/integer into a basic code point.\n\t * @see `basicToDigit()`\n\t * @private\n\t * @param {Number} digit The numeric value of a basic code point.\n\t * @returns {Number} The basic code point whose value (when used for\n\t * representing integers) is `digit`, which needs to be in the range\n\t * `0` to `base - 1`. If `flag` is non-zero, the uppercase form is\n\t * used; else, the lowercase form is used. The behavior is undefined\n\t * if `flag` is non-zero and `digit` has no uppercase form.\n\t */\n\tfunction digitToBasic(digit, flag) {\n\t\t// 0..25 map to ASCII a..z or A..Z\n\t\t// 26..35 map to ASCII 0..9\n\t\treturn digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5);\n\t}\n\n\t/**\n\t * Bias adaptation function as per section 3.4 of RFC 3492.\n\t * http://tools.ietf.org/html/rfc3492#section-3.4\n\t * @private\n\t */\n\tfunction adapt(delta, numPoints, firstTime) {\n\t\tvar k = 0;\n\t\tdelta = firstTime ? floor(delta / damp) : delta >> 1;\n\t\tdelta += floor(delta / numPoints);\n\t\tfor (/* no initialization */; delta > baseMinusTMin * tMax >> 1; k += base) {\n\t\t\tdelta = floor(delta / baseMinusTMin);\n\t\t}\n\t\treturn floor(k + (baseMinusTMin + 1) * delta / (delta + skew));\n\t}\n\n\t/**\n\t * Converts a Punycode string of ASCII-only symbols to a string of Unicode\n\t * symbols.\n\t * @memberOf punycode\n\t * @param {String} input The Punycode string of ASCII-only symbols.\n\t * @returns {String} The resulting string of Unicode symbols.\n\t */\n\tfunction decode(input) {\n\t\t// Don't use UCS-2\n\t\tvar output = [],\n\t\t inputLength = input.length,\n\t\t out,\n\t\t i = 0,\n\t\t n = initialN,\n\t\t bias = initialBias,\n\t\t basic,\n\t\t j,\n\t\t index,\n\t\t oldi,\n\t\t w,\n\t\t k,\n\t\t digit,\n\t\t t,\n\t\t /** Cached calculation results */\n\t\t baseMinusT;\n\n\t\t// Handle the basic code points: let `basic` be the number of input code\n\t\t// points before the last delimiter, or `0` if there is none, then copy\n\t\t// the first basic code points to the output.\n\n\t\tbasic = input.lastIndexOf(delimiter);\n\t\tif (basic < 0) {\n\t\t\tbasic = 0;\n\t\t}\n\n\t\tfor (j = 0; j < basic; ++j) {\n\t\t\t// if it's not a basic code point\n\t\t\tif (input.charCodeAt(j) >= 0x80) {\n\t\t\t\terror('not-basic');\n\t\t\t}\n\t\t\toutput.push(input.charCodeAt(j));\n\t\t}\n\n\t\t// Main decoding loop: start just after the last delimiter if any basic code\n\t\t// points were copied; start at the beginning otherwise.\n\n\t\tfor (index = basic > 0 ? basic + 1 : 0; index < inputLength; /* no final expression */) {\n\n\t\t\t// `index` is the index of the next character to be consumed.\n\t\t\t// Decode a generalized variable-length integer into `delta`,\n\t\t\t// which gets added to `i`. The overflow checking is easier\n\t\t\t// if we increase `i` as we go, then subtract off its starting\n\t\t\t// value at the end to obtain `delta`.\n\t\t\tfor (oldi = i, w = 1, k = base; /* no condition */; k += base) {\n\n\t\t\t\tif (index >= inputLength) {\n\t\t\t\t\terror('invalid-input');\n\t\t\t\t}\n\n\t\t\t\tdigit = basicToDigit(input.charCodeAt(index++));\n\n\t\t\t\tif (digit >= base || digit > floor((maxInt - i) / w)) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\ti += digit * w;\n\t\t\t\tt = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n\n\t\t\t\tif (digit < t) {\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\n\t\t\t\tbaseMinusT = base - t;\n\t\t\t\tif (w > floor(maxInt / baseMinusT)) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\tw *= baseMinusT;\n\n\t\t\t}\n\n\t\t\tout = output.length + 1;\n\t\t\tbias = adapt(i - oldi, out, oldi == 0);\n\n\t\t\t// `i` was supposed to wrap around from `out` to `0`,\n\t\t\t// incrementing `n` each time, so we'll fix that now:\n\t\t\tif (floor(i / out) > maxInt - n) {\n\t\t\t\terror('overflow');\n\t\t\t}\n\n\t\t\tn += floor(i / out);\n\t\t\ti %= out;\n\n\t\t\t// Insert `n` at position `i` of the output\n\t\t\toutput.splice(i++, 0, n);\n\n\t\t}\n\n\t\treturn ucs2encode(output);\n\t}\n\n\t/**\n\t * Converts a string of Unicode symbols (e.g. a domain name label) to a\n\t * Punycode string of ASCII-only symbols.\n\t * @memberOf punycode\n\t * @param {String} input The string of Unicode symbols.\n\t * @returns {String} The resulting Punycode string of ASCII-only symbols.\n\t */\n\tfunction encode(input) {\n\t\tvar n,\n\t\t delta,\n\t\t handledCPCount,\n\t\t basicLength,\n\t\t bias,\n\t\t j,\n\t\t m,\n\t\t q,\n\t\t k,\n\t\t t,\n\t\t currentValue,\n\t\t output = [],\n\t\t /** `inputLength` will hold the number of code points in `input`. */\n\t\t inputLength,\n\t\t /** Cached calculation results */\n\t\t handledCPCountPlusOne,\n\t\t baseMinusT,\n\t\t qMinusT;\n\n\t\t// Convert the input in UCS-2 to Unicode\n\t\tinput = ucs2decode(input);\n\n\t\t// Cache the length\n\t\tinputLength = input.length;\n\n\t\t// Initialize the state\n\t\tn = initialN;\n\t\tdelta = 0;\n\t\tbias = initialBias;\n\n\t\t// Handle the basic code points\n\t\tfor (j = 0; j < inputLength; ++j) {\n\t\t\tcurrentValue = input[j];\n\t\t\tif (currentValue < 0x80) {\n\t\t\t\toutput.push(stringFromCharCode(currentValue));\n\t\t\t}\n\t\t}\n\n\t\thandledCPCount = basicLength = output.length;\n\n\t\t// `handledCPCount` is the number of code points that have been handled;\n\t\t// `basicLength` is the number of basic code points.\n\n\t\t// Finish the basic string - if it is not empty - with a delimiter\n\t\tif (basicLength) {\n\t\t\toutput.push(delimiter);\n\t\t}\n\n\t\t// Main encoding loop:\n\t\twhile (handledCPCount < inputLength) {\n\n\t\t\t// All non-basic code points < n have been handled already. Find the next\n\t\t\t// larger one:\n\t\t\tfor (m = maxInt, j = 0; j < inputLength; ++j) {\n\t\t\t\tcurrentValue = input[j];\n\t\t\t\tif (currentValue >= n && currentValue < m) {\n\t\t\t\t\tm = currentValue;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Increase `delta` enough to advance the decoder's state to ,\n\t\t\t// but guard against overflow\n\t\t\thandledCPCountPlusOne = handledCPCount + 1;\n\t\t\tif (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) {\n\t\t\t\terror('overflow');\n\t\t\t}\n\n\t\t\tdelta += (m - n) * handledCPCountPlusOne;\n\t\t\tn = m;\n\n\t\t\tfor (j = 0; j < inputLength; ++j) {\n\t\t\t\tcurrentValue = input[j];\n\n\t\t\t\tif (currentValue < n && ++delta > maxInt) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\tif (currentValue == n) {\n\t\t\t\t\t// Represent delta as a generalized variable-length integer\n\t\t\t\t\tfor (q = delta, k = base; /* no condition */; k += base) {\n\t\t\t\t\t\tt = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n\t\t\t\t\t\tif (q < t) {\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tqMinusT = q - t;\n\t\t\t\t\t\tbaseMinusT = base - t;\n\t\t\t\t\t\toutput.push(\n\t\t\t\t\t\t\tstringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0))\n\t\t\t\t\t\t);\n\t\t\t\t\t\tq = floor(qMinusT / baseMinusT);\n\t\t\t\t\t}\n\n\t\t\t\t\toutput.push(stringFromCharCode(digitToBasic(q, 0)));\n\t\t\t\t\tbias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength);\n\t\t\t\t\tdelta = 0;\n\t\t\t\t\t++handledCPCount;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t++delta;\n\t\t\t++n;\n\n\t\t}\n\t\treturn output.join('');\n\t}\n\n\t/**\n\t * Converts a Punycode string representing a domain name or an email address\n\t * to Unicode. Only the Punycoded parts of the input will be converted, i.e.\n\t * it doesn't matter if you call it on a string that has already been\n\t * converted to Unicode.\n\t * @memberOf punycode\n\t * @param {String} input The Punycoded domain name or email address to\n\t * convert to Unicode.\n\t * @returns {String} The Unicode representation of the given Punycode\n\t * string.\n\t */\n\tfunction toUnicode(input) {\n\t\treturn mapDomain(input, function(string) {\n\t\t\treturn regexPunycode.test(string)\n\t\t\t\t? decode(string.slice(4).toLowerCase())\n\t\t\t\t: string;\n\t\t});\n\t}\n\n\t/**\n\t * Converts a Unicode string representing a domain name or an email address to\n\t * Punycode. Only the non-ASCII parts of the domain name will be converted,\n\t * i.e. it doesn't matter if you call it with a domain that's already in\n\t * ASCII.\n\t * @memberOf punycode\n\t * @param {String} input The domain name or email address to convert, as a\n\t * Unicode string.\n\t * @returns {String} The Punycode representation of the given domain name or\n\t * email address.\n\t */\n\tfunction toASCII(input) {\n\t\treturn mapDomain(input, function(string) {\n\t\t\treturn regexNonASCII.test(string)\n\t\t\t\t? 'xn--' + encode(string)\n\t\t\t\t: string;\n\t\t});\n\t}\n\n\t/*--------------------------------------------------------------------------*/\n\n\t/** Define the public API */\n\tpunycode = {\n\t\t/**\n\t\t * A string representing the current Punycode.js version number.\n\t\t * @memberOf punycode\n\t\t * @type String\n\t\t */\n\t\t'version': '1.3.2',\n\t\t/**\n\t\t * An object of methods to convert from JavaScript's internal character\n\t\t * representation (UCS-2) to Unicode code points, and back.\n\t\t * @see \n\t\t * @memberOf punycode\n\t\t * @type Object\n\t\t */\n\t\t'ucs2': {\n\t\t\t'decode': ucs2decode,\n\t\t\t'encode': ucs2encode\n\t\t},\n\t\t'decode': decode,\n\t\t'encode': encode,\n\t\t'toASCII': toASCII,\n\t\t'toUnicode': toUnicode\n\t};\n\n\t/** Expose `punycode` */\n\t// Some AMD build optimizers, like r.js, check for specific condition patterns\n\t// like the following:\n\tif (freeExports && freeModule) {\n\t\tif (module.exports == freeExports) { // in Node.js or RingoJS v0.8.0+\n\t\t\tfreeModule.exports = punycode;\n\t\t} else { // in Narwhal or RingoJS v0.7.0-\n\t\t\tfor (key in punycode) {\n\t\t\t\tpunycode.hasOwnProperty(key) && (freeExports[key] = punycode[key]);\n\t\t\t}\n\t\t}\n\t} else { // in Rhino or a web browser\n\t\troot.punycode = punycode;\n\t}\n\n}(commonjsGlobal));\n});\n\n// Copyright Joyent, Inc. and other Node contributors.\n\n// If obj.hasOwnProperty has been overridden, then calling\n// obj.hasOwnProperty(prop) will break.\n// See: https://github.com/joyent/node/issues/1707\nfunction hasOwnProperty(obj, prop) {\n return Object.prototype.hasOwnProperty.call(obj, prop);\n}\n\nvar decode = function(qs, sep, eq, options) {\n sep = sep || '&';\n eq = eq || '=';\n var obj = {};\n\n if (typeof qs !== 'string' || qs.length === 0) {\n return obj;\n }\n\n var regexp = /\\+/g;\n qs = qs.split(sep);\n\n var maxKeys = 1000;\n if (options && typeof options.maxKeys === 'number') {\n maxKeys = options.maxKeys;\n }\n\n var len = qs.length;\n // maxKeys <= 0 means that we should not limit keys count\n if (maxKeys > 0 && len > maxKeys) {\n len = maxKeys;\n }\n\n for (var i = 0; i < len; ++i) {\n var x = qs[i].replace(regexp, '%20'),\n idx = x.indexOf(eq),\n kstr, vstr, k, v;\n\n if (idx >= 0) {\n kstr = x.substr(0, idx);\n vstr = x.substr(idx + 1);\n } else {\n kstr = x;\n vstr = '';\n }\n\n k = decodeURIComponent(kstr);\n v = decodeURIComponent(vstr);\n\n if (!hasOwnProperty(obj, k)) {\n obj[k] = v;\n } else if (Array.isArray(obj[k])) {\n obj[k].push(v);\n } else {\n obj[k] = [obj[k], v];\n }\n }\n\n return obj;\n};\n\n// Copyright Joyent, Inc. and other Node contributors.\n\nvar stringifyPrimitive = function(v) {\n switch (typeof v) {\n case 'string':\n return v;\n\n case 'boolean':\n return v ? 'true' : 'false';\n\n case 'number':\n return isFinite(v) ? v : '';\n\n default:\n return '';\n }\n};\n\nvar encode = function(obj, sep, eq, name) {\n sep = sep || '&';\n eq = eq || '=';\n if (obj === null) {\n obj = undefined;\n }\n\n if (typeof obj === 'object') {\n return Object.keys(obj).map(function(k) {\n var ks = encodeURIComponent(stringifyPrimitive(k)) + eq;\n if (Array.isArray(obj[k])) {\n return obj[k].map(function(v) {\n return ks + encodeURIComponent(stringifyPrimitive(v));\n }).join(sep);\n } else {\n return ks + encodeURIComponent(stringifyPrimitive(obj[k]));\n }\n }).join(sep);\n\n }\n\n if (!name) { return ''; }\n return encodeURIComponent(stringifyPrimitive(name)) + eq +\n encodeURIComponent(stringifyPrimitive(obj));\n};\n\ncreateCommonjsModule(function (module, exports) {\n\nexports.decode = exports.parse = decode;\nexports.encode = exports.stringify = encode;\n});\n\n/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\n/*!\n * @pixi/utils - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/utils is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n\n/**\n * The prefix that denotes a URL is for a retina asset.\n * @static\n * @name RETINA_PREFIX\n * @memberof PIXI.settings\n * @type {RegExp}\n * @default /@([0-9\\.]+)x/\n * @example `@2x`\n */\nsettings.RETINA_PREFIX = /@([0-9\\.]+)x/;\n/**\n * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function.\n * If set to true, a WebGL renderer can fail to be created if the browser thinks there could be performance issues when\n * using WebGL.\n *\n * In PixiJS v6 this has changed from true to false by default, to allow WebGL to work in as many scenarios as possible.\n * However, some users may have a poor experience, for example, if a user has a gpu or driver version blacklisted by the\n * browser.\n *\n * If your application requires high performance rendering, you may wish to set this to false.\n * We recommend one of two options if you decide to set this flag to false:\n *\n * 1: Use the `pixi.js-legacy` package, which includes a Canvas renderer as a fallback in case high performance WebGL is\n * not supported.\n *\n * 2: Call `isWebGLSupported` (which if found in the PIXI.utils package) in your code before attempting to create a PixiJS\n * renderer, and show an error message to the user if the function returns false, explaining that their device & browser\n * combination does not support high performance WebGL.\n * This is a much better strategy than trying to create a PixiJS renderer and finding it then fails.\n * @static\n * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false;\n\n/**\n * Corrects PixiJS blend, takes premultiplied alpha into account\n * @memberof PIXI.utils\n * @function mapPremultipliedBlendModes\n * @private\n * @returns {Array} Mapped modes.\n */\nfunction mapPremultipliedBlendModes() {\n var pm = [];\n var npm = [];\n for (var i = 0; i < 32; i++) {\n pm[i] = i;\n npm[i] = i;\n }\n pm[BLEND_MODES.NORMAL_NPM] = BLEND_MODES.NORMAL;\n pm[BLEND_MODES.ADD_NPM] = BLEND_MODES.ADD;\n pm[BLEND_MODES.SCREEN_NPM] = BLEND_MODES.SCREEN;\n npm[BLEND_MODES.NORMAL] = BLEND_MODES.NORMAL_NPM;\n npm[BLEND_MODES.ADD] = BLEND_MODES.ADD_NPM;\n npm[BLEND_MODES.SCREEN] = BLEND_MODES.SCREEN_NPM;\n var array = [];\n array.push(npm);\n array.push(pm);\n return array;\n}\n/**\n * maps premultiply flag and blendMode to adjusted blendMode\n * @memberof PIXI.utils\n * @constant premultiplyBlendMode\n * @type {Array}\n */\nmapPremultipliedBlendModes();\n\n// A map of warning messages already fired\nvar warnings = {};\n/**\n * Helper for warning developers about deprecated features & settings.\n * A stack track for warnings is given; useful for tracking-down where\n * deprecated methods/properties/classes are being used within the code.\n * @memberof PIXI.utils\n * @function deprecation\n * @param {string} version - The version where the feature became deprecated\n * @param {string} message - Message should include what is deprecated, where, and the new solution\n * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack\n * this is mostly to ignore internal deprecation calls.\n */\nfunction deprecation(version, message, ignoreDepth) {\n if (ignoreDepth === void 0) { ignoreDepth = 3; }\n // Ignore duplicat\n if (warnings[message]) {\n return;\n }\n /* eslint-disable no-console */\n var stack = new Error().stack;\n // Handle IE < 10 and Safari < 6\n if (typeof stack === 'undefined') {\n console.warn('PixiJS Deprecation Warning: ', message + \"\\nDeprecated since v\" + version);\n }\n else {\n // chop off the stack trace which includes PixiJS internal calls\n stack = stack.split('\\n').splice(ignoreDepth).join('\\n');\n if (console.groupCollapsed) {\n console.groupCollapsed('%cPixiJS Deprecation Warning: %c%s', 'color:#614108;background:#fffbe6', 'font-weight:normal;color:#614108;background:#fffbe6', message + \"\\nDeprecated since v\" + version);\n console.warn(stack);\n console.groupEnd();\n }\n else {\n console.warn('PixiJS Deprecation Warning: ', message + \"\\nDeprecated since v\" + version);\n console.warn(stack);\n }\n }\n /* eslint-enable no-console */\n warnings[message] = true;\n}\n\n/**\n * Creates a Canvas element of the given size to be used as a target for rendering to.\n * @class\n * @memberof PIXI.utils\n */\n/** @class */ ((function () {\n /**\n * @param width - the width for the newly created canvas\n * @param height - the height for the newly created canvas\n * @param {number} [resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the canvas\n */\n function CanvasRenderTarget(width, height, resolution) {\n this.canvas = settings.ADAPTER.createCanvas();\n this.context = this.canvas.getContext('2d');\n this.resolution = resolution || settings.RESOLUTION;\n this.resize(width, height);\n }\n /**\n * Clears the canvas that was created by the CanvasRenderTarget class.\n * @private\n */\n CanvasRenderTarget.prototype.clear = function () {\n this.context.setTransform(1, 0, 0, 1, 0, 0);\n this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n };\n /**\n * Resizes the canvas to the specified width and height.\n * @param desiredWidth - the desired width of the canvas\n * @param desiredHeight - the desired height of the canvas\n */\n CanvasRenderTarget.prototype.resize = function (desiredWidth, desiredHeight) {\n this.canvas.width = Math.round(desiredWidth * this.resolution);\n this.canvas.height = Math.round(desiredHeight * this.resolution);\n };\n /** Destroys this canvas. */\n CanvasRenderTarget.prototype.destroy = function () {\n this.context = null;\n this.canvas = null;\n };\n Object.defineProperty(CanvasRenderTarget.prototype, \"width\", {\n /**\n * The width of the canvas buffer in pixels.\n * @member {number}\n */\n get: function () {\n return this.canvas.width;\n },\n set: function (val) {\n this.canvas.width = Math.round(val);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(CanvasRenderTarget.prototype, \"height\", {\n /**\n * The height of the canvas buffer in pixels.\n * @member {number}\n */\n get: function () {\n return this.canvas.height;\n },\n set: function (val) {\n this.canvas.height = Math.round(val);\n },\n enumerable: false,\n configurable: true\n });\n return CanvasRenderTarget;\n})());\n\n/**\n * Convenience class to create a new PIXI application.\n *\n * This class automatically creates the renderer, ticker and root container.\n * @example\n * // Create the application\n * const app = new PIXI.Application();\n *\n * // Add the view to the DOM\n * document.body.appendChild(app.view);\n *\n * // ex, add display objects\n * app.stage.addChild(PIXI.Sprite.from('something.png'));\n * @class\n * @memberof PIXI\n */\nvar Application = /** @class */ (function () {\n /**\n * @param {object} [options] - The optional renderer parameters.\n * @param {boolean} [options.autoStart=true] - Automatically starts the rendering after the construction.\n * **Note**: Setting this parameter to false does NOT stop the shared ticker even if you set\n * options.sharedTicker to true in case that it is already started. Stop it by your own.\n * @param {number} [options.width=800] - The width of the renderers view.\n * @param {number} [options.height=600] - The height of the renderers view.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, enable this if you\n * need to call toDataUrl on the WebGL context.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this\n * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise\n * it is ignored.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card. **(WebGL only)**.\n * @param {boolean} [options.sharedTicker=false] - `true` to use PIXI.Ticker.shared, `false` to create new ticker.\n * If set to false, you cannot register a handler to occur before anything that runs on the shared ticker.\n * The system ticker will always run before both the shared ticker and the app ticker.\n * @param {boolean} [options.sharedLoader=false] - `true` to use PIXI.Loader.shared, `false` to create new Loader.\n * @param {Window|HTMLElement} [options.resizeTo] - Element to automatically resize stage to.\n */\n function Application(options) {\n var _this = this;\n /**\n * The root display container that's rendered.\n * @member {PIXI.Container}\n */\n this.stage = new Container();\n // The default options\n options = Object.assign({\n forceCanvas: false,\n }, options);\n this.renderer = autoDetectRenderer(options);\n // install plugins here\n Application._plugins.forEach(function (plugin) {\n plugin.init.call(_this, options);\n });\n }\n /**\n * Use the {@link PIXI.extensions.add} API to register plugins.\n * @deprecated since 6.5.0\n * @static\n * @param {PIXI.IApplicationPlugin} plugin - Plugin being installed\n */\n Application.registerPlugin = function (plugin) {\n deprecation('6.5.0', 'Application.registerPlugin() is deprecated, use extensions.add()');\n extensions.add({\n type: ExtensionType.Application,\n ref: plugin,\n });\n };\n /** Render the current stage. */\n Application.prototype.render = function () {\n this.renderer.render(this.stage);\n };\n Object.defineProperty(Application.prototype, \"view\", {\n /**\n * Reference to the renderer's canvas element.\n * @member {HTMLCanvasElement}\n * @readonly\n */\n get: function () {\n return this.renderer.view;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Application.prototype, \"screen\", {\n /**\n * Reference to the renderer's screen rectangle. Its safe to use as `filterArea` or `hitArea` for the whole screen.\n * @member {PIXI.Rectangle}\n * @readonly\n */\n get: function () {\n return this.renderer.screen;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Destroy and don't use after this.\n * @param {boolean} [removeView=false] - Automatically remove canvas from DOM.\n * @param {object|boolean} [stageOptions] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [stageOptions.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'stageOptions' will be passed on to those calls.\n * @param {boolean} [stageOptions.texture=false] - Only used for child Sprites if stageOptions.children is set\n * to true. Should it destroy the texture of the child sprite\n * @param {boolean} [stageOptions.baseTexture=false] - Only used for child Sprites if stageOptions.children is set\n * to true. Should it destroy the base texture of the child sprite\n */\n Application.prototype.destroy = function (removeView, stageOptions) {\n var _this = this;\n // Destroy plugins in the opposite order\n // which they were constructed\n var plugins = Application._plugins.slice(0);\n plugins.reverse();\n plugins.forEach(function (plugin) {\n plugin.destroy.call(_this);\n });\n this.stage.destroy(stageOptions);\n this.stage = null;\n this.renderer.destroy(removeView);\n this.renderer = null;\n };\n /** Collection of installed plugins. */\n Application._plugins = [];\n return Application;\n}());\nextensions.handleByList(ExtensionType.Application, Application._plugins);\n\nextensions.add(ResizePlugin);\n\nexport { Application, ResizePlugin };\n//# sourceMappingURL=app.mjs.map\n","/*!\n * @pixi/mesh-extras - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/mesh-extras is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { MeshGeometry, Mesh, MeshMaterial } from '@pixi/mesh';\nimport { WRAP_MODES } from '@pixi/constants';\nimport { Texture } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * @memberof PIXI\n */\nvar PlaneGeometry = /** @class */ (function (_super) {\n __extends(PlaneGeometry, _super);\n /**\n * @param width - The width of the plane.\n * @param height - The height of the plane.\n * @param segWidth - Number of horizontal segments.\n * @param segHeight - Number of vertical segments.\n */\n function PlaneGeometry(width, height, segWidth, segHeight) {\n if (width === void 0) { width = 100; }\n if (height === void 0) { height = 100; }\n if (segWidth === void 0) { segWidth = 10; }\n if (segHeight === void 0) { segHeight = 10; }\n var _this = _super.call(this) || this;\n _this.segWidth = segWidth;\n _this.segHeight = segHeight;\n _this.width = width;\n _this.height = height;\n _this.build();\n return _this;\n }\n /**\n * Refreshes plane coordinates\n * @private\n */\n PlaneGeometry.prototype.build = function () {\n var total = this.segWidth * this.segHeight;\n var verts = [];\n var uvs = [];\n var indices = [];\n var segmentsX = this.segWidth - 1;\n var segmentsY = this.segHeight - 1;\n var sizeX = (this.width) / segmentsX;\n var sizeY = (this.height) / segmentsY;\n for (var i = 0; i < total; i++) {\n var x = (i % this.segWidth);\n var y = ((i / this.segWidth) | 0);\n verts.push(x * sizeX, y * sizeY);\n uvs.push(x / segmentsX, y / segmentsY);\n }\n var totalSub = segmentsX * segmentsY;\n for (var i = 0; i < totalSub; i++) {\n var xpos = i % segmentsX;\n var ypos = (i / segmentsX) | 0;\n var value = (ypos * this.segWidth) + xpos;\n var value2 = (ypos * this.segWidth) + xpos + 1;\n var value3 = ((ypos + 1) * this.segWidth) + xpos;\n var value4 = ((ypos + 1) * this.segWidth) + xpos + 1;\n indices.push(value, value2, value3, value2, value4, value3);\n }\n this.buffers[0].data = new Float32Array(verts);\n this.buffers[1].data = new Float32Array(uvs);\n this.indexBuffer.data = new Uint16Array(indices);\n // ensure that the changes are uploaded\n this.buffers[0].update();\n this.buffers[1].update();\n this.indexBuffer.update();\n };\n return PlaneGeometry;\n}(MeshGeometry));\n\n/**\n * RopeGeometry allows you to draw a geometry across several points and then manipulate these points.\n *\n * ```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * const rope = new PIXI.RopeGeometry(100, points);\n * ```\n * @memberof PIXI\n */\nvar RopeGeometry = /** @class */ (function (_super) {\n __extends(RopeGeometry, _super);\n /**\n * @param width - The width (i.e., thickness) of the rope.\n * @param points - An array of {@link PIXI.Point} objects to construct this rope.\n * @param textureScale - By default the rope texture will be stretched to match\n * rope length. If textureScale is positive this value will be treated as a scaling\n * factor and the texture will preserve its aspect ratio instead. To create a tiling rope\n * set baseTexture.wrapMode to {@link PIXI.WRAP_MODES.REPEAT} and use a power of two texture,\n * then set textureScale=1 to keep the original texture pixel size.\n * In order to reduce alpha channel artifacts provide a larger texture and downsample -\n * i.e. set textureScale=0.5 to scale it down twice.\n */\n function RopeGeometry(width, points, textureScale) {\n if (width === void 0) { width = 200; }\n if (textureScale === void 0) { textureScale = 0; }\n var _this = _super.call(this, new Float32Array(points.length * 4), new Float32Array(points.length * 4), new Uint16Array((points.length - 1) * 6)) || this;\n _this.points = points;\n _this._width = width;\n _this.textureScale = textureScale;\n _this.build();\n return _this;\n }\n Object.defineProperty(RopeGeometry.prototype, \"width\", {\n /**\n * The width (i.e., thickness) of the rope.\n * @readonly\n */\n get: function () {\n return this._width;\n },\n enumerable: false,\n configurable: true\n });\n /** Refreshes Rope indices and uvs */\n RopeGeometry.prototype.build = function () {\n var points = this.points;\n if (!points)\n { return; }\n var vertexBuffer = this.getBuffer('aVertexPosition');\n var uvBuffer = this.getBuffer('aTextureCoord');\n var indexBuffer = this.getIndex();\n // if too little points, or texture hasn't got UVs set yet just move on.\n if (points.length < 1) {\n return;\n }\n // if the number of points has changed we will need to recreate the arraybuffers\n if (vertexBuffer.data.length / 4 !== points.length) {\n vertexBuffer.data = new Float32Array(points.length * 4);\n uvBuffer.data = new Float32Array(points.length * 4);\n indexBuffer.data = new Uint16Array((points.length - 1) * 6);\n }\n var uvs = uvBuffer.data;\n var indices = indexBuffer.data;\n uvs[0] = 0;\n uvs[1] = 0;\n uvs[2] = 0;\n uvs[3] = 1;\n var amount = 0;\n var prev = points[0];\n var textureWidth = this._width * this.textureScale;\n var total = points.length; // - 1;\n for (var i = 0; i < total; i++) {\n // time to do some smart drawing!\n var index = i * 4;\n if (this.textureScale > 0) {\n // calculate pixel distance from previous point\n var dx = prev.x - points[i].x;\n var dy = prev.y - points[i].y;\n var distance = Math.sqrt((dx * dx) + (dy * dy));\n prev = points[i];\n amount += distance / textureWidth;\n }\n else {\n // stretch texture\n amount = i / (total - 1);\n }\n uvs[index] = amount;\n uvs[index + 1] = 0;\n uvs[index + 2] = amount;\n uvs[index + 3] = 1;\n }\n var indexCount = 0;\n for (var i = 0; i < total - 1; i++) {\n var index = i * 2;\n indices[indexCount++] = index;\n indices[indexCount++] = index + 1;\n indices[indexCount++] = index + 2;\n indices[indexCount++] = index + 2;\n indices[indexCount++] = index + 1;\n indices[indexCount++] = index + 3;\n }\n // ensure that the changes are uploaded\n uvBuffer.update();\n indexBuffer.update();\n this.updateVertices();\n };\n /** refreshes vertices of Rope mesh */\n RopeGeometry.prototype.updateVertices = function () {\n var points = this.points;\n if (points.length < 1) {\n return;\n }\n var lastPoint = points[0];\n var nextPoint;\n var perpX = 0;\n var perpY = 0;\n var vertices = this.buffers[0].data;\n var total = points.length;\n for (var i = 0; i < total; i++) {\n var point = points[i];\n var index = i * 4;\n if (i < points.length - 1) {\n nextPoint = points[i + 1];\n }\n else {\n nextPoint = point;\n }\n perpY = -(nextPoint.x - lastPoint.x);\n perpX = nextPoint.y - lastPoint.y;\n var perpLength = Math.sqrt((perpX * perpX) + (perpY * perpY));\n var num = this.textureScale > 0 ? this.textureScale * this._width / 2 : this._width / 2;\n perpX /= perpLength;\n perpY /= perpLength;\n perpX *= num;\n perpY *= num;\n vertices[index] = point.x + perpX;\n vertices[index + 1] = point.y + perpY;\n vertices[index + 2] = point.x - perpX;\n vertices[index + 3] = point.y - perpY;\n lastPoint = point;\n }\n this.buffers[0].update();\n };\n RopeGeometry.prototype.update = function () {\n if (this.textureScale > 0) {\n this.build(); // we need to update UVs\n }\n else {\n this.updateVertices();\n }\n };\n return RopeGeometry;\n}(MeshGeometry));\n\n/**\n * The rope allows you to draw a texture across several points and then manipulate these points\n *\n *```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * let rope = new PIXI.SimpleRope(PIXI.Texture.from(\"snake.png\"), points);\n * ```\n * @memberof PIXI\n */\nvar SimpleRope = /** @class */ (function (_super) {\n __extends(SimpleRope, _super);\n /**\n * @param texture - The texture to use on the rope.\n * @param points - An array of {@link PIXI.Point} objects to construct this rope.\n * @param {number} textureScale - Optional. Positive values scale rope texture\n * keeping its aspect ratio. You can reduce alpha channel artifacts by providing a larger texture\n * and downsampling here. If set to zero, texture will be stretched instead.\n */\n function SimpleRope(texture, points, textureScale) {\n if (textureScale === void 0) { textureScale = 0; }\n var _this = this;\n var ropeGeometry = new RopeGeometry(texture.height, points, textureScale);\n var meshMaterial = new MeshMaterial(texture);\n if (textureScale > 0) {\n // attempt to set UV wrapping, will fail on non-power of two textures\n texture.baseTexture.wrapMode = WRAP_MODES.REPEAT;\n }\n _this = _super.call(this, ropeGeometry, meshMaterial) || this;\n /**\n * re-calculate vertices by rope points each frame\n * @member {boolean}\n */\n _this.autoUpdate = true;\n return _this;\n }\n SimpleRope.prototype._render = function (renderer) {\n var geometry = this.geometry;\n if (this.autoUpdate || geometry._width !== this.shader.texture.height) {\n geometry._width = this.shader.texture.height;\n geometry.update();\n }\n _super.prototype._render.call(this, renderer);\n };\n return SimpleRope;\n}(Mesh));\n\n/**\n * The SimplePlane allows you to draw a texture across several points and then manipulate these points\n *\n *```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * let SimplePlane = new PIXI.SimplePlane(PIXI.Texture.from(\"snake.png\"), points);\n * ```\n * @memberof PIXI\n */\nvar SimplePlane = /** @class */ (function (_super) {\n __extends(SimplePlane, _super);\n /**\n * @param texture - The texture to use on the SimplePlane.\n * @param verticesX - The number of vertices in the x-axis\n * @param verticesY - The number of vertices in the y-axis\n */\n function SimplePlane(texture, verticesX, verticesY) {\n var _this = this;\n var planeGeometry = new PlaneGeometry(texture.width, texture.height, verticesX, verticesY);\n var meshMaterial = new MeshMaterial(Texture.WHITE);\n _this = _super.call(this, planeGeometry, meshMaterial) || this;\n // lets call the setter to ensure all necessary updates are performed\n _this.texture = texture;\n _this.autoResize = true;\n return _this;\n }\n /**\n * Method used for overrides, to do something in case texture frame was changed.\n * Meshes based on plane can override it and change more details based on texture.\n */\n SimplePlane.prototype.textureUpdated = function () {\n this._textureID = this.shader.texture._updateID;\n var geometry = this.geometry;\n var _a = this.shader.texture, width = _a.width, height = _a.height;\n if (this.autoResize && (geometry.width !== width || geometry.height !== height)) {\n geometry.width = this.shader.texture.width;\n geometry.height = this.shader.texture.height;\n geometry.build();\n }\n };\n Object.defineProperty(SimplePlane.prototype, \"texture\", {\n get: function () {\n return this.shader.texture;\n },\n set: function (value) {\n // Track texture same way sprite does.\n // For generated meshes like NineSlicePlane it can change the geometry.\n // Unfortunately, this method might not work if you directly change texture in material.\n if (this.shader.texture === value) {\n return;\n }\n this.shader.texture = value;\n this._textureID = -1;\n if (value.baseTexture.valid) {\n this.textureUpdated();\n }\n else {\n value.once('update', this.textureUpdated, this);\n }\n },\n enumerable: false,\n configurable: true\n });\n SimplePlane.prototype._render = function (renderer) {\n if (this._textureID !== this.shader.texture._updateID) {\n this.textureUpdated();\n }\n _super.prototype._render.call(this, renderer);\n };\n SimplePlane.prototype.destroy = function (options) {\n this.shader.texture.off('update', this.textureUpdated, this);\n _super.prototype.destroy.call(this, options);\n };\n return SimplePlane;\n}(Mesh));\n\n/**\n * The Simple Mesh class mimics Mesh in PixiJS v4, providing easy-to-use constructor arguments.\n * For more robust customization, use {@link PIXI.Mesh}.\n * @memberof PIXI\n */\nvar SimpleMesh = /** @class */ (function (_super) {\n __extends(SimpleMesh, _super);\n /**\n * @param texture - The texture to use\n * @param {Float32Array} [vertices] - if you want to specify the vertices\n * @param {Float32Array} [uvs] - if you want to specify the uvs\n * @param {Uint16Array} [indices] - if you want to specify the indices\n * @param drawMode - the drawMode, can be any of the Mesh.DRAW_MODES consts\n */\n function SimpleMesh(texture, vertices, uvs, indices, drawMode) {\n if (texture === void 0) { texture = Texture.EMPTY; }\n var _this = this;\n var geometry = new MeshGeometry(vertices, uvs, indices);\n geometry.getBuffer('aVertexPosition').static = false;\n var meshMaterial = new MeshMaterial(texture);\n _this = _super.call(this, geometry, meshMaterial, null, drawMode) || this;\n _this.autoUpdate = true;\n return _this;\n }\n Object.defineProperty(SimpleMesh.prototype, \"vertices\", {\n /**\n * Collection of vertices data.\n * @type {Float32Array}\n */\n get: function () {\n return this.geometry.getBuffer('aVertexPosition').data;\n },\n set: function (value) {\n this.geometry.getBuffer('aVertexPosition').data = value;\n },\n enumerable: false,\n configurable: true\n });\n SimpleMesh.prototype._render = function (renderer) {\n if (this.autoUpdate) {\n this.geometry.getBuffer('aVertexPosition').update();\n }\n _super.prototype._render.call(this, renderer);\n };\n return SimpleMesh;\n}(Mesh));\n\nvar DEFAULT_BORDER_SIZE = 10;\n/**\n * The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful\n * for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically\n *\n *```js\n * let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.from('BoxWithRoundedCorners.png'), 15, 15, 15, 15);\n * ```\n *
                                                                        \n *      A                          B\n *    +---+----------------------+---+\n *  C | 1 |          2           | 3 |\n *    +---+----------------------+---+\n *    |   |                      |   |\n *    | 4 |          5           | 6 |\n *    |   |                      |   |\n *    +---+----------------------+---+\n *  D | 7 |          8           | 9 |\n *    +---+----------------------+---+\n *  When changing this objects width and/or height:\n *     areas 1 3 7 and 9 will remain unscaled.\n *     areas 2 and 8 will be stretched horizontally\n *     areas 4 and 6 will be stretched vertically\n *     area 5 will be stretched both horizontally and vertically\n * 
                                                                        \n * @memberof PIXI\n */\nvar NineSlicePlane = /** @class */ (function (_super) {\n __extends(NineSlicePlane, _super);\n /**\n * @param texture - The texture to use on the NineSlicePlane.\n * @param {number} [leftWidth=10] - size of the left vertical bar (A)\n * @param {number} [topHeight=10] - size of the top horizontal bar (C)\n * @param {number} [rightWidth=10] - size of the right vertical bar (B)\n * @param {number} [bottomHeight=10] - size of the bottom horizontal bar (D)\n */\n function NineSlicePlane(texture, leftWidth, topHeight, rightWidth, bottomHeight) {\n if (leftWidth === void 0) { leftWidth = DEFAULT_BORDER_SIZE; }\n if (topHeight === void 0) { topHeight = DEFAULT_BORDER_SIZE; }\n if (rightWidth === void 0) { rightWidth = DEFAULT_BORDER_SIZE; }\n if (bottomHeight === void 0) { bottomHeight = DEFAULT_BORDER_SIZE; }\n var _this = _super.call(this, Texture.WHITE, 4, 4) || this;\n _this._origWidth = texture.orig.width;\n _this._origHeight = texture.orig.height;\n /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */\n _this._width = _this._origWidth;\n /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */\n _this._height = _this._origHeight;\n _this._leftWidth = leftWidth;\n _this._rightWidth = rightWidth;\n _this._topHeight = topHeight;\n _this._bottomHeight = bottomHeight;\n // lets call the setter to ensure all necessary updates are performed\n _this.texture = texture;\n return _this;\n }\n NineSlicePlane.prototype.textureUpdated = function () {\n this._textureID = this.shader.texture._updateID;\n this._refresh();\n };\n Object.defineProperty(NineSlicePlane.prototype, \"vertices\", {\n get: function () {\n return this.geometry.getBuffer('aVertexPosition').data;\n },\n set: function (value) {\n this.geometry.getBuffer('aVertexPosition').data = value;\n },\n enumerable: false,\n configurable: true\n });\n /** Updates the horizontal vertices. */\n NineSlicePlane.prototype.updateHorizontalVertices = function () {\n var vertices = this.vertices;\n var scale = this._getMinScale();\n vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight * scale;\n vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - (this._bottomHeight * scale);\n vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height;\n };\n /** Updates the vertical vertices. */\n NineSlicePlane.prototype.updateVerticalVertices = function () {\n var vertices = this.vertices;\n var scale = this._getMinScale();\n vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth * scale;\n vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - (this._rightWidth * scale);\n vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width;\n };\n /**\n * Returns the smaller of a set of vertical and horizontal scale of nine slice corners.\n * @returns Smaller number of vertical and horizontal scale.\n */\n NineSlicePlane.prototype._getMinScale = function () {\n var w = this._leftWidth + this._rightWidth;\n var scaleW = this._width > w ? 1.0 : this._width / w;\n var h = this._topHeight + this._bottomHeight;\n var scaleH = this._height > h ? 1.0 : this._height / h;\n var scale = Math.min(scaleW, scaleH);\n return scale;\n };\n Object.defineProperty(NineSlicePlane.prototype, \"width\", {\n /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */\n get: function () {\n return this._width;\n },\n set: function (value) {\n this._width = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"height\", {\n /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */\n get: function () {\n return this._height;\n },\n set: function (value) {\n this._height = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"leftWidth\", {\n /** The width of the left column. */\n get: function () {\n return this._leftWidth;\n },\n set: function (value) {\n this._leftWidth = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"rightWidth\", {\n /** The width of the right column. */\n get: function () {\n return this._rightWidth;\n },\n set: function (value) {\n this._rightWidth = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"topHeight\", {\n /** The height of the top row. */\n get: function () {\n return this._topHeight;\n },\n set: function (value) {\n this._topHeight = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"bottomHeight\", {\n /** The height of the bottom row. */\n get: function () {\n return this._bottomHeight;\n },\n set: function (value) {\n this._bottomHeight = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n /** Refreshes NineSlicePlane coords. All of them. */\n NineSlicePlane.prototype._refresh = function () {\n var texture = this.texture;\n var uvs = this.geometry.buffers[1].data;\n this._origWidth = texture.orig.width;\n this._origHeight = texture.orig.height;\n var _uvw = 1.0 / this._origWidth;\n var _uvh = 1.0 / this._origHeight;\n uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0;\n uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0;\n uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1;\n uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1;\n uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth;\n uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - (_uvw * this._rightWidth);\n uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight;\n uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - (_uvh * this._bottomHeight);\n this.updateHorizontalVertices();\n this.updateVerticalVertices();\n this.geometry.buffers[0].update();\n this.geometry.buffers[1].update();\n };\n return NineSlicePlane;\n}(SimplePlane));\n\nexport { NineSlicePlane, PlaneGeometry, RopeGeometry, SimpleMesh, SimplePlane, SimpleRope };\n//# sourceMappingURL=mesh-extras.mjs.map\n","/*!\n * @pixi/sprite-animated - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/sprite-animated is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Texture } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * An AnimatedSprite is a simple way to display an animation depicted by a list of textures.\n *\n * ```js\n * let alienImages = [\"image_sequence_01.png\",\"image_sequence_02.png\",\"image_sequence_03.png\",\"image_sequence_04.png\"];\n * let textureArray = [];\n *\n * for (let i=0; i < 4; i++)\n * {\n * let texture = PIXI.Texture.from(alienImages[i]);\n * textureArray.push(texture);\n * };\n *\n * let animatedSprite = new PIXI.AnimatedSprite(textureArray);\n * ```\n *\n * The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet}\n * containing the animation definitions:\n *\n * ```js\n * PIXI.Loader.shared.add(\"assets/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"assets/spritesheet.json\"].spritesheet;\n * animatedSprite = new PIXI.AnimatedSprite(sheet.animations[\"image_sequence\"]);\n * ...\n * }\n * ```\n * @memberof PIXI\n */\nvar AnimatedSprite = /** @class */ (function (_super) {\n __extends(AnimatedSprite, _super);\n /**\n * @param textures - An array of {@link PIXI.Texture} or frame\n * objects that make up the animation.\n * @param {boolean} [autoUpdate=true] - Whether to use PIXI.Ticker.shared to auto update animation time.\n */\n function AnimatedSprite(textures, autoUpdate) {\n if (autoUpdate === void 0) { autoUpdate = true; }\n var _this = _super.call(this, textures[0] instanceof Texture ? textures[0] : textures[0].texture) || this;\n _this._textures = null;\n _this._durations = null;\n _this._autoUpdate = autoUpdate;\n _this._isConnectedToTicker = false;\n _this.animationSpeed = 1;\n _this.loop = true;\n _this.updateAnchor = false;\n _this.onComplete = null;\n _this.onFrameChange = null;\n _this.onLoop = null;\n _this._currentTime = 0;\n _this._playing = false;\n _this._previousFrame = null;\n _this.textures = textures;\n return _this;\n }\n /** Stops the AnimatedSprite. */\n AnimatedSprite.prototype.stop = function () {\n if (!this._playing) {\n return;\n }\n this._playing = false;\n if (this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n };\n /** Plays the AnimatedSprite. */\n AnimatedSprite.prototype.play = function () {\n if (this._playing) {\n return;\n }\n this._playing = true;\n if (this._autoUpdate && !this._isConnectedToTicker) {\n Ticker.shared.add(this.update, this, UPDATE_PRIORITY.HIGH);\n this._isConnectedToTicker = true;\n }\n };\n /**\n * Stops the AnimatedSprite and goes to a specific frame.\n * @param frameNumber - Frame index to stop at.\n */\n AnimatedSprite.prototype.gotoAndStop = function (frameNumber) {\n this.stop();\n var previousFrame = this.currentFrame;\n this._currentTime = frameNumber;\n if (previousFrame !== this.currentFrame) {\n this.updateTexture();\n }\n };\n /**\n * Goes to a specific frame and begins playing the AnimatedSprite.\n * @param frameNumber - Frame index to start at.\n */\n AnimatedSprite.prototype.gotoAndPlay = function (frameNumber) {\n var previousFrame = this.currentFrame;\n this._currentTime = frameNumber;\n if (previousFrame !== this.currentFrame) {\n this.updateTexture();\n }\n this.play();\n };\n /**\n * Updates the object transform for rendering.\n * @param deltaTime - Time since last tick.\n */\n AnimatedSprite.prototype.update = function (deltaTime) {\n if (!this._playing) {\n return;\n }\n var elapsed = this.animationSpeed * deltaTime;\n var previousFrame = this.currentFrame;\n if (this._durations !== null) {\n var lag = this._currentTime % 1 * this._durations[this.currentFrame];\n lag += elapsed / 60 * 1000;\n while (lag < 0) {\n this._currentTime--;\n lag += this._durations[this.currentFrame];\n }\n var sign = Math.sign(this.animationSpeed * deltaTime);\n this._currentTime = Math.floor(this._currentTime);\n while (lag >= this._durations[this.currentFrame]) {\n lag -= this._durations[this.currentFrame] * sign;\n this._currentTime += sign;\n }\n this._currentTime += lag / this._durations[this.currentFrame];\n }\n else {\n this._currentTime += elapsed;\n }\n if (this._currentTime < 0 && !this.loop) {\n this.gotoAndStop(0);\n if (this.onComplete) {\n this.onComplete();\n }\n }\n else if (this._currentTime >= this._textures.length && !this.loop) {\n this.gotoAndStop(this._textures.length - 1);\n if (this.onComplete) {\n this.onComplete();\n }\n }\n else if (previousFrame !== this.currentFrame) {\n if (this.loop && this.onLoop) {\n if (this.animationSpeed > 0 && this.currentFrame < previousFrame) {\n this.onLoop();\n }\n else if (this.animationSpeed < 0 && this.currentFrame > previousFrame) {\n this.onLoop();\n }\n }\n this.updateTexture();\n }\n };\n /** Updates the displayed texture to match the current frame index. */\n AnimatedSprite.prototype.updateTexture = function () {\n var currentFrame = this.currentFrame;\n if (this._previousFrame === currentFrame) {\n return;\n }\n this._previousFrame = currentFrame;\n this._texture = this._textures[currentFrame];\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this._cachedTint = 0xFFFFFF;\n this.uvs = this._texture._uvs.uvsFloat32;\n if (this.updateAnchor) {\n this._anchor.copyFrom(this._texture.defaultAnchor);\n }\n if (this.onFrameChange) {\n this.onFrameChange(this.currentFrame);\n }\n };\n /**\n * Stops the AnimatedSprite and destroys it.\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value.\n * @param {boolean} [options.children=false] - If set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well.\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well.\n */\n AnimatedSprite.prototype.destroy = function (options) {\n this.stop();\n _super.prototype.destroy.call(this, options);\n this.onComplete = null;\n this.onFrameChange = null;\n this.onLoop = null;\n };\n /**\n * A short hand way of creating an AnimatedSprite from an array of frame ids.\n * @param frames - The array of frames ids the AnimatedSprite will use as its texture frames.\n * @returns - The new animated sprite with the specified frames.\n */\n AnimatedSprite.fromFrames = function (frames) {\n var textures = [];\n for (var i = 0; i < frames.length; ++i) {\n textures.push(Texture.from(frames[i]));\n }\n return new AnimatedSprite(textures);\n };\n /**\n * A short hand way of creating an AnimatedSprite from an array of image ids.\n * @param images - The array of image urls the AnimatedSprite will use as its texture frames.\n * @returns The new animate sprite with the specified images as frames.\n */\n AnimatedSprite.fromImages = function (images) {\n var textures = [];\n for (var i = 0; i < images.length; ++i) {\n textures.push(Texture.from(images[i]));\n }\n return new AnimatedSprite(textures);\n };\n Object.defineProperty(AnimatedSprite.prototype, \"totalFrames\", {\n /**\n * The total number of frames in the AnimatedSprite. This is the same as number of textures\n * assigned to the AnimatedSprite.\n * @readonly\n * @default 0\n */\n get: function () {\n return this._textures.length;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AnimatedSprite.prototype, \"textures\", {\n /** The array of textures used for this AnimatedSprite. */\n get: function () {\n return this._textures;\n },\n set: function (value) {\n if (value[0] instanceof Texture) {\n this._textures = value;\n this._durations = null;\n }\n else {\n this._textures = [];\n this._durations = [];\n for (var i = 0; i < value.length; i++) {\n this._textures.push(value[i].texture);\n this._durations.push(value[i].time);\n }\n }\n this._previousFrame = null;\n this.gotoAndStop(0);\n this.updateTexture();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AnimatedSprite.prototype, \"currentFrame\", {\n /**\n * The AnimatedSprites current frame index.\n * @readonly\n */\n get: function () {\n var currentFrame = Math.floor(this._currentTime) % this._textures.length;\n if (currentFrame < 0) {\n currentFrame += this._textures.length;\n }\n return currentFrame;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AnimatedSprite.prototype, \"playing\", {\n /**\n * Indicates if the AnimatedSprite is currently playing.\n * @readonly\n */\n get: function () {\n return this._playing;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AnimatedSprite.prototype, \"autoUpdate\", {\n /** Whether to use PIXI.Ticker.shared to auto update animation time. */\n get: function () {\n return this._autoUpdate;\n },\n set: function (value) {\n if (value !== this._autoUpdate) {\n this._autoUpdate = value;\n if (!this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n else if (this._autoUpdate && !this._isConnectedToTicker && this._playing) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return AnimatedSprite;\n}(Sprite));\n\nexport { AnimatedSprite };\n//# sourceMappingURL=sprite-animated.mjs.map\n","/*!\n * pixi.js - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * pixi.js is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport '@pixi/polyfill';\nimport * as utils from '@pixi/utils';\nexport { utils };\nimport { AccessibilityManager } from '@pixi/accessibility';\nexport * from '@pixi/accessibility';\nimport { InteractionManager } from '@pixi/interaction';\nexport * from '@pixi/interaction';\nimport { extensions, BatchRenderer } from '@pixi/core';\nexport * from '@pixi/core';\nimport { Extract } from '@pixi/extract';\nexport * from '@pixi/extract';\nimport { AppLoaderPlugin } from '@pixi/loaders';\nexport * from '@pixi/loaders';\nimport { CompressedTextureLoader, DDSLoader, KTXLoader } from '@pixi/compressed-textures';\nexport * from '@pixi/compressed-textures';\nimport { ParticleRenderer } from '@pixi/particle-container';\nexport * from '@pixi/particle-container';\nimport { Prepare } from '@pixi/prepare';\nexport * from '@pixi/prepare';\nimport { SpritesheetLoader } from '@pixi/spritesheet';\nexport * from '@pixi/spritesheet';\nimport { TilingSpriteRenderer } from '@pixi/sprite-tiling';\nexport * from '@pixi/sprite-tiling';\nimport { BitmapFontLoader } from '@pixi/text-bitmap';\nexport * from '@pixi/text-bitmap';\nimport { TickerPlugin } from '@pixi/ticker';\nexport * from '@pixi/ticker';\nimport { AlphaFilter } from '@pixi/filter-alpha';\nimport { BlurFilter, BlurFilterPass } from '@pixi/filter-blur';\nimport { ColorMatrixFilter } from '@pixi/filter-color-matrix';\nimport { DisplacementFilter } from '@pixi/filter-displacement';\nimport { FXAAFilter } from '@pixi/filter-fxaa';\nimport { NoiseFilter } from '@pixi/filter-noise';\nimport '@pixi/mixin-cache-as-bitmap';\nimport '@pixi/mixin-get-child-by-name';\nimport '@pixi/mixin-get-global-position';\nexport * from '@pixi/app';\nexport * from '@pixi/constants';\nexport * from '@pixi/display';\nexport * from '@pixi/graphics';\nexport * from '@pixi/math';\nexport * from '@pixi/mesh';\nexport * from '@pixi/mesh-extras';\nexport * from '@pixi/runner';\nexport * from '@pixi/sprite';\nexport * from '@pixi/sprite-animated';\nexport * from '@pixi/text';\nexport * from '@pixi/settings';\n\nextensions.add(\n// Install renderer plugins\nAccessibilityManager, Extract, InteractionManager, ParticleRenderer, Prepare, BatchRenderer, TilingSpriteRenderer, \n// Install loader plugins\nBitmapFontLoader, CompressedTextureLoader, DDSLoader, KTXLoader, SpritesheetLoader, \n// Install application plugins\nTickerPlugin, AppLoaderPlugin);\n/**\n * This namespace contains WebGL-only display filters that can be applied\n * to DisplayObjects using the {@link PIXI.DisplayObject#filters filters} property.\n *\n * Since PixiJS only had a handful of built-in filters, additional filters\n * can be downloaded {@link https://github.com/pixijs/pixi-filters here} from the\n * PixiJS Filters repository.\n *\n * All filters must extend {@link PIXI.Filter}.\n * @example\n * // Create a new application\n * const app = new PIXI.Application();\n *\n * // Draw a green rectangle\n * const rect = new PIXI.Graphics()\n * .beginFill(0x00ff00)\n * .drawRect(40, 40, 200, 200);\n *\n * // Add a blur filter\n * rect.filters = [new PIXI.filters.BlurFilter()];\n *\n * // Display rectangle\n * app.stage.addChild(rect);\n * document.body.appendChild(app.view);\n * @namespace PIXI.filters\n */\nvar filters = {\n AlphaFilter: AlphaFilter,\n BlurFilter: BlurFilter,\n BlurFilterPass: BlurFilterPass,\n ColorMatrixFilter: ColorMatrixFilter,\n DisplacementFilter: DisplacementFilter,\n FXAAFilter: FXAAFilter,\n NoiseFilter: NoiseFilter,\n};\n\nexport { filters };\n//# sourceMappingURL=pixi.mjs.map\n","var commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {};\n\nfunction createCommonjsModule(fn, module) {\n\treturn module = { exports: {} }, fn(module, module.exports), module.exports;\n}\n\nvar penner = createCommonjsModule(function (module, exports) {\n/*\n\tCopyright © 2001 Robert Penner\n\tAll rights reserved.\n\n\tRedistribution and use in source and binary forms, with or without modification, \n\tare permitted provided that the following conditions are met:\n\n\tRedistributions of source code must retain the above copyright notice, this list of \n\tconditions and the following disclaimer.\n\tRedistributions in binary form must reproduce the above copyright notice, this list \n\tof conditions and the following disclaimer in the documentation and/or other materials \n\tprovided with the distribution.\n\n\tNeither the name of the author nor the names of contributors may be used to endorse \n\tor promote products derived from this software without specific prior written permission.\n\n\tTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY \n\tEXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n\tMERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n\tCOPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n\tEXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n\tGOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED \n\tAND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n\tNEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED \n\tOF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n(function() {\n var penner, umd;\n\n umd = function(factory) {\n {\n return module.exports = factory;\n }\n };\n\n penner = {\n linear: function(t, b, c, d) {\n return c * t / d + b;\n },\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n easeInOutQuad: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t + b;\n } else {\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n }\n },\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n easeOutCubic: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n },\n easeInOutCubic: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n },\n easeInQuart: function(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n },\n easeOutQuart: function(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n },\n easeInOutQuart: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t + b;\n } else {\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n },\n easeInQuint: function(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n },\n easeOutQuint: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n },\n easeInOutQuint: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n },\n easeInSine: function(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n },\n easeOutSine: function(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n },\n easeInOutSine: function(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n },\n easeInExpo: function(t, b, c, d) {\n if (t === 0) {\n return b;\n } else {\n return c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n },\n easeOutExpo: function(t, b, c, d) {\n if (t === d) {\n return b + c;\n } else {\n return c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n },\n easeInOutExpo: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n } else {\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n },\n easeInCirc: function(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n },\n easeOutCirc: function(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n },\n easeInOutCirc: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n } else {\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n },\n easeInElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) ; else if ((t /= d) === 1) ;\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n },\n easeOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) ; else if ((t /= d) === 1) ;\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b;\n },\n easeInOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) ; else if ((t /= d / 2) === 2) ;\n if (!p) {\n p = d * (.3 * 1.5);\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n if (t < 1) {\n return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n } else {\n return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;\n }\n },\n easeInBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n },\n easeOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n },\n easeInOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b;\n } else {\n return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b;\n }\n },\n easeInBounce: function(t, b, c, d) {\n var v;\n v = penner.easeOutBounce(d - t, 0, c, d);\n return c - v + b;\n },\n easeOutBounce: function(t, b, c, d) {\n if ((t /= d) < 1 / 2.75) {\n return c * (7.5625 * t * t) + b;\n } else if (t < 2 / 2.75) {\n return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b;\n } else if (t < 2.5 / 2.75) {\n return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b;\n } else {\n return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b;\n }\n },\n easeInOutBounce: function(t, b, c, d) {\n var v;\n if (t < d / 2) {\n v = penner.easeInBounce(t * 2, 0, c, d);\n return v * .5 + b;\n } else {\n v = penner.easeOutBounce(t * 2 - d, 0, c, d);\n return v * .5 + c * .5 + b;\n }\n }\n };\n\n umd(penner);\n\n}).call(commonjsGlobal);\n});\n\nvar eventemitter3 = createCommonjsModule(function (module) {\n\nvar has = Object.prototype.hasOwnProperty\n , prefix = '~';\n\n/**\n * Constructor to create a storage for our `EE` objects.\n * An `Events` instance is a plain object whose properties are event names.\n *\n * @constructor\n * @private\n */\nfunction Events() {}\n\n//\n// We try to not inherit from `Object.prototype`. In some engines creating an\n// instance in this way is faster than calling `Object.create(null)` directly.\n// If `Object.create(null)` is not supported we prefix the event names with a\n// character to make sure that the built-in object properties are not\n// overridden or used as an attack vector.\n//\nif (Object.create) {\n Events.prototype = Object.create(null);\n\n //\n // This hack is needed because the `__proto__` property is still inherited in\n // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.\n //\n if (!new Events().__proto__) prefix = false;\n}\n\n/**\n * Representation of a single event listener.\n *\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} [once=false] Specify if the listener is a one-time listener.\n * @constructor\n * @private\n */\nfunction EE(fn, context, once) {\n this.fn = fn;\n this.context = context;\n this.once = once || false;\n}\n\n/**\n * Add a listener for a given event.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} once Specify if the listener is a one-time listener.\n * @returns {EventEmitter}\n * @private\n */\nfunction addListener(emitter, event, fn, context, once) {\n if (typeof fn !== 'function') {\n throw new TypeError('The listener must be a function');\n }\n\n var listener = new EE(fn, context || emitter, once)\n , evt = prefix ? prefix + event : event;\n\n if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++;\n else if (!emitter._events[evt].fn) emitter._events[evt].push(listener);\n else emitter._events[evt] = [emitter._events[evt], listener];\n\n return emitter;\n}\n\n/**\n * Clear event by name.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} evt The Event name.\n * @private\n */\nfunction clearEvent(emitter, evt) {\n if (--emitter._eventsCount === 0) emitter._events = new Events();\n else delete emitter._events[evt];\n}\n\n/**\n * Minimal `EventEmitter` interface that is molded against the Node.js\n * `EventEmitter` interface.\n *\n * @constructor\n * @public\n */\nfunction EventEmitter() {\n this._events = new Events();\n this._eventsCount = 0;\n}\n\n/**\n * Return an array listing the events for which the emitter has registered\n * listeners.\n *\n * @returns {Array}\n * @public\n */\nEventEmitter.prototype.eventNames = function eventNames() {\n var names = []\n , events\n , name;\n\n if (this._eventsCount === 0) return names;\n\n for (name in (events = this._events)) {\n if (has.call(events, name)) names.push(prefix ? name.slice(1) : name);\n }\n\n if (Object.getOwnPropertySymbols) {\n return names.concat(Object.getOwnPropertySymbols(events));\n }\n\n return names;\n};\n\n/**\n * Return the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Array} The registered listeners.\n * @public\n */\nEventEmitter.prototype.listeners = function listeners(event) {\n var evt = prefix ? prefix + event : event\n , handlers = this._events[evt];\n\n if (!handlers) return [];\n if (handlers.fn) return [handlers.fn];\n\n for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) {\n ee[i] = handlers[i].fn;\n }\n\n return ee;\n};\n\n/**\n * Return the number of listeners listening to a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Number} The number of listeners.\n * @public\n */\nEventEmitter.prototype.listenerCount = function listenerCount(event) {\n var evt = prefix ? prefix + event : event\n , listeners = this._events[evt];\n\n if (!listeners) return 0;\n if (listeners.fn) return 1;\n return listeners.length;\n};\n\n/**\n * Calls each of the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Boolean} `true` if the event had listeners, else `false`.\n * @public\n */\nEventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return false;\n\n var listeners = this._events[evt]\n , len = arguments.length\n , args\n , i;\n\n if (listeners.fn) {\n if (listeners.once) this.removeListener(event, listeners.fn, undefined, true);\n\n switch (len) {\n case 1: return listeners.fn.call(listeners.context), true;\n case 2: return listeners.fn.call(listeners.context, a1), true;\n case 3: return listeners.fn.call(listeners.context, a1, a2), true;\n case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;\n case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;\n case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;\n }\n\n for (i = 1, args = new Array(len -1); i < len; i++) {\n args[i - 1] = arguments[i];\n }\n\n listeners.fn.apply(listeners.context, args);\n } else {\n var length = listeners.length\n , j;\n\n for (i = 0; i < length; i++) {\n if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true);\n\n switch (len) {\n case 1: listeners[i].fn.call(listeners[i].context); break;\n case 2: listeners[i].fn.call(listeners[i].context, a1); break;\n case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;\n case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;\n default:\n if (!args) for (j = 1, args = new Array(len -1); j < len; j++) {\n args[j - 1] = arguments[j];\n }\n\n listeners[i].fn.apply(listeners[i].context, args);\n }\n }\n }\n\n return true;\n};\n\n/**\n * Add a listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.on = function on(event, fn, context) {\n return addListener(this, event, fn, context, false);\n};\n\n/**\n * Add a one-time listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.once = function once(event, fn, context) {\n return addListener(this, event, fn, context, true);\n};\n\n/**\n * Remove the listeners of a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn Only remove the listeners that match this function.\n * @param {*} context Only remove the listeners that have this context.\n * @param {Boolean} once Only remove one-time listeners.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return this;\n if (!fn) {\n clearEvent(this, evt);\n return this;\n }\n\n var listeners = this._events[evt];\n\n if (listeners.fn) {\n if (\n listeners.fn === fn &&\n (!once || listeners.once) &&\n (!context || listeners.context === context)\n ) {\n clearEvent(this, evt);\n }\n } else {\n for (var i = 0, events = [], length = listeners.length; i < length; i++) {\n if (\n listeners[i].fn !== fn ||\n (once && !listeners[i].once) ||\n (context && listeners[i].context !== context)\n ) {\n events.push(listeners[i]);\n }\n }\n\n //\n // Reset the array, or remove it completely if we have no more listeners.\n //\n if (events.length) this._events[evt] = events.length === 1 ? events[0] : events;\n else clearEvent(this, evt);\n }\n\n return this;\n};\n\n/**\n * Remove all listeners, or those of the specified event.\n *\n * @param {(String|Symbol)} [event] The event name.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {\n var evt;\n\n if (event) {\n evt = prefix ? prefix + event : event;\n if (this._events[evt]) clearEvent(this, evt);\n } else {\n this._events = new Events();\n this._eventsCount = 0;\n }\n\n return this;\n};\n\n//\n// Alias methods names because people roll like that.\n//\nEventEmitter.prototype.off = EventEmitter.prototype.removeListener;\nEventEmitter.prototype.addListener = EventEmitter.prototype.on;\n\n//\n// Expose the prefix.\n//\nEventEmitter.prefixed = prefix;\n\n//\n// Allow `EventEmitter` to be imported as module namespace.\n//\nEventEmitter.EventEmitter = EventEmitter;\n\n//\n// Expose the module.\n//\n{\n module.exports = EventEmitter;\n}\n});\n\n/**\r\n * Controls a group of easings added by Ease.add()\r\n * @extends EventEmitter\r\n */\r\nclass Easing extends eventemitter3\r\n{\r\n /**\r\n * an easing that acts on an element or an array of elements\r\n * @param {(PIXI.DisplayObject|PIXI.DisplayObject[])} element\r\n * @param {object} params\r\n * @param {object} options\r\n * @extends EventEmitter\r\n * @fires EaseElement#complete\r\n * @fires EaseElement#each\r\n * @fires EaseElement#complete\r\n * @fires EaseElement#reverse\r\n * @fires EaseElement#repeat\r\n * @fires EaseElement#wait\r\n * @fires EaseElement#wait-end\r\n */\r\n constructor(element, params, options)\r\n {\r\n super();\r\n\r\n /**\r\n * element(s) being eased\r\n * @member {(PIXI.DisplayObject|PIXI.DisplayObject[])}\r\n */\r\n this.elements = Array.isArray(element) ? element : [element];\r\n this.eases = [];\r\n this.options = options || {};\r\n this.time = 0;\r\n for (let param in params)\r\n {\r\n for (let element of this.elements)\r\n {\r\n this.addParam(element, param, params[param]);\r\n }\r\n }\r\n }\r\n\r\n addParam(element, entry, param)\r\n {\r\n let start, to, delta, update, name = entry;\r\n switch (entry)\r\n {\r\n case 'scaleX':\r\n case 'skewX':\r\n name = entry.substr(0, entry.length - 1);\r\n start = element[name].x;\r\n to = param;\r\n delta = param - start;\r\n update = ease => this.updateCoord(ease, name, 'x');\r\n break\r\n\r\n case 'scaleY':\r\n case 'skewY':\r\n name = entry.substr(0, entry.length - 1);\r\n start = element[name].y;\r\n to = param;\r\n delta = param - start;\r\n update = ease => this.updateCoord(ease, name, 'y');\r\n break\r\n\r\n case 'tint':\r\n case 'blend':\r\n const colors = Array.isArray(param) ? param : [element.tint, param];\r\n start = 0;\r\n to = colors.length;\r\n delta = to;\r\n update = (entry === 'tint') ? ease => this.updateTint(ease, colors) : ease => this.updateBlend(ease, colors);\r\n break\r\n\r\n case 'shake':\r\n start = { x: element.x, y: element.y };\r\n to = param;\r\n update = ease => this.updateShake(ease);\r\n break\r\n\r\n case 'position':\r\n start = { x: element.x, y: element.y };\r\n to = { x: param.x, y: param.y };\r\n delta = { x: to.x - start.x, y: to.y - start.y };\r\n update = ease => this.updatePosition(ease);\r\n break\r\n\r\n case 'skew':\r\n case 'scale':\r\n start = element[entry].x;\r\n to = param;\r\n delta = param - start;\r\n update = ease => this.updatePoint(ease, entry);\r\n break\r\n\r\n case 'face':\r\n start = element.rotation;\r\n to = Easing.shortestAngle(start, Math.atan2(param.y - element.y, param.x - element.x));\r\n delta = to - start;\r\n update = ease => this.updateOne(ease, 'rotation');\r\n break\r\n\r\n default:\r\n start = element[entry];\r\n to = param;\r\n delta = param - start;\r\n update = ease => this.updateOne(ease, entry);\r\n }\r\n this.eases.push({ element, entry, update, start, to, delta });\r\n }\r\n\r\n /**\r\n * helper function to find closest angle to change between angle start and angle finish (used by face)\r\n * @param {number} start angle\r\n * @param {number} finish angle\r\n * @private\r\n */\r\n static shortestAngle(start, finish)\r\n {\r\n function mod(a, n)\r\n {\r\n return (a % n + n) % n\r\n }\r\n\r\n const PI_2 = Math.PI * 2;\r\n let diff = Math.abs(start - finish) % PI_2;\r\n diff = diff > Math.PI ? (PI_2 - diff) : diff;\r\n\r\n const simple = finish - start;\r\n const sign = mod((simple + Math.PI), PI_2) - Math.PI > 0 ? 1 : -1;\r\n\r\n return diff * sign\r\n }\r\n\r\n /**\r\n * remove all easings with matching element and params\r\n * @param {PIXI.DisplayObject} [element] if not set, removes all elements in this easing\r\n * @param {(string|string[])} [params] if not set, removes all params for each element\r\n */\r\n remove(element, params)\r\n {\r\n if (arguments.length === 0)\r\n {\r\n this.eases = [];\r\n }\r\n else\r\n {\r\n if (typeof params === 'string')\r\n {\r\n params = [params];\r\n }\r\n for (let i = 0; i < this.eases.length; i++)\r\n {\r\n const ease = this.eases[i];\r\n if ((!element || ease.element === element) && (!params || params.indexOf(ease.entry) !== -1))\r\n {\r\n this.eases.splice(i, 1);\r\n i--;\r\n }\r\n }\r\n }\r\n if (this.eases.length === 0)\r\n {\r\n return true\r\n }\r\n }\r\n\r\n updateOne(ease, entry)\r\n {\r\n ease.element[entry] = this.options.ease(this.time, ease.start, ease.delta, this.options.duration);\r\n }\r\n\r\n updatePoint(ease, entry)\r\n {\r\n ease.element[entry].x = ease.element[entry].y = this.options.ease(this.time, ease.start, ease.delta, this.options.duration);\r\n }\r\n\r\n updatePosition(ease)\r\n {\r\n ease.element.x = this.options.ease(this.time, ease.start.x, ease.delta.x, this.options.duration);\r\n ease.element.y = this.options.ease(this.time, ease.start.y, ease.delta.y, this.options.duration);\r\n }\r\n\r\n updateCoord(ease, name, coord)\r\n {\r\n ease.element[name][coord] = this.options.ease(this.time, ease.start, ease.delta, this.options.duration);\r\n }\r\n\r\n updateTint(ease, colors)\r\n {\r\n let index = Math.floor(this.options.ease(this.time, ease.start, ease.delta, this.options.duration));\r\n if (index === colors.length)\r\n {\r\n index = colors.length - 1;\r\n }\r\n ease.element.tint = colors[index];\r\n }\r\n\r\n updateBlend(ease, colors)\r\n {\r\n const calc = this.options.ease(this.time, ease.start, ease.delta, this.options.duration);\r\n let index = Math.floor(calc);\r\n if (index === colors.length)\r\n {\r\n index = colors.length - 1;\r\n }\r\n let next = index + 1;\r\n if (next === colors.length)\r\n {\r\n next = this.options.reverse ? index - 1 : this.options.repeat ? 0 : index;\r\n }\r\n const percent = calc - index;\r\n const color1 = colors[index];\r\n const color2 = colors[next];\r\n const r1 = color1 >> 16;\r\n const g1 = color1 >> 8 & 0x0000ff;\r\n const b1 = color1 & 0x0000ff;\r\n const r2 = color2 >> 16;\r\n const g2 = color2 >> 8 & 0x0000ff;\r\n const b2 = color2 & 0x0000ff;\r\n const percent1 = 1 - percent;\r\n const r = percent1 * r1 + percent * r2;\r\n const g = percent1 * g1 + percent * g2;\r\n const b = percent1 * b1 + percent * b2;\r\n ease.element.tint = r << 16 | g << 8 | b;\r\n }\r\n\r\n updateShake(ease)\r\n {\r\n function random(n)\r\n {\r\n return Math.floor(Math.random() * n) - Math.floor(n / 2)\r\n }\r\n ease.element.x = ease.start.x + random(ease.to);\r\n ease.element.y = ease.start.y + random(ease.to);\r\n }\r\n\r\n complete(ease)\r\n {\r\n if (ease.entry === 'shake')\r\n {\r\n ease.element.x = ease.start.x;\r\n ease.element.y = ease.start.y;\r\n }\r\n }\r\n\r\n reverse(ease)\r\n {\r\n if (ease.entry === 'position')\r\n {\r\n const swapX = ease.to.x;\r\n const swapY = ease.to.y;\r\n ease.to.x = ease.start.x;\r\n ease.to.y = ease.start.y;\r\n ease.start.x = swapX;\r\n ease.start.y = swapY;\r\n ease.delta.x = -ease.delta.x;\r\n ease.delta.y = -ease.delta.y;\r\n }\r\n else\r\n {\r\n const swap = ease.to;\r\n ease.to = ease.start;\r\n ease.start = swap;\r\n ease.delta = -ease.delta;\r\n }\r\n }\r\n\r\n repeat(ease)\r\n {\r\n switch (ease.entry)\r\n {\r\n case 'skewX':\r\n ease.element.skew.x = ease.start;\r\n break\r\n\r\n case 'skewY':\r\n ease.element.skew.y = ease.start;\r\n break\r\n\r\n case 'skew':\r\n ease.element.skew.x = ease.start;\r\n ease.element.skew.y = ease.start;\r\n break\r\n\r\n case 'scaleX':\r\n ease.element.scale.x = ease.start;\r\n break\r\n\r\n case 'scaleY':\r\n ease.element.scale.y = ease.start;\r\n break\r\n\r\n case 'scale':\r\n ease.element.scale.x = ease.start;\r\n ease.element.scale.y = ease.start;\r\n break\r\n\r\n case 'position':\r\n ease.element.x = ease.start.x;\r\n ease.element.y = ease.start.y;\r\n break\r\n\r\n default:\r\n ease.element[ease.entry] = ease.start;\r\n }\r\n }\r\n\r\n update(elapsed)\r\n {\r\n if (this.eases.length === 0)\r\n {\r\n return true\r\n }\r\n if (this.options.wait)\r\n {\r\n this.options.wait -= elapsed;\r\n if (this.options.wait > 0)\r\n {\r\n this.emit('wait', this);\r\n return\r\n }\r\n else\r\n {\r\n elapsed = -this.options.wait;\r\n this.options.wait = 0;\r\n this.emit('wait-end', this);\r\n }\r\n }\r\n this.time += elapsed;\r\n let leftover = 0;\r\n if (this.time >= this.options.duration)\r\n {\r\n leftover = this.time - this.options.duration;\r\n this.time = this.options.duration;\r\n }\r\n for (let i = 0; i < this.eases.length; i++)\r\n {\r\n const ease = this.eases[i];\r\n if (ease.element._destroyed)\r\n {\r\n this.eases.splice(i, 1);\r\n i--;\r\n }\r\n else\r\n {\r\n ease.update(ease);\r\n }\r\n }\r\n this.emit('each', this);\r\n if (this.time >= this.options.duration)\r\n {\r\n if (this.options.reverse)\r\n {\r\n this.eases.forEach(ease => this.reverse(ease));\r\n this.time = leftover;\r\n if (leftover)\r\n {\r\n this.eases.forEach(ease => ease.update(ease));\r\n }\r\n this.emit('reverse', this);\r\n if (!this.options.repeat)\r\n {\r\n this.options.reverse = false;\r\n }\r\n else if (this.options.repeat !== true)\r\n {\r\n this.options.repeat--;\r\n }\r\n }\r\n else if (this.options.repeat)\r\n {\r\n this.eases.forEach(ease => this.repeat(ease));\r\n this.time = leftover;\r\n if (leftover)\r\n {\r\n this.eases.forEach(ease => ease.update(ease));\r\n }\r\n if (this.options.repeat !== true)\r\n {\r\n this.options.repeat--;\r\n }\r\n this.emit('repeat', this);\r\n }\r\n else\r\n {\r\n this.eases.forEach(ease => this.complete(ease));\r\n this.emit('complete', this);\r\n return true\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * number of parameters being eased\r\n * @returns {number}\r\n */\r\n get count()\r\n {\r\n return this.eases.length\r\n }\r\n}\r\n\r\n/**\r\n * fires when easings are finished\r\n * @event EaseElement#complete\r\n * @type {EaseElement}\r\n */\r\n\r\n/**\r\n * fires on each loop where there are easings\r\n * @event EaseElement#each\r\n * @type {EaseElement}\r\n */\r\n\r\n/**\r\n * fires when easings repeats\r\n * @event EaseElement#repeat\r\n * @type {EaseElement}\r\n */\r\n\r\n /**\r\n * fires when easings reverse\r\n * @event EaseElement#reverse\r\n * @type {EaseElement}\r\n */\r\n\r\n/**\r\n * fires on each frame while a wait is counting down\r\n * @event EaseElement#wait\r\n * @type {object}\r\n * @property {EaseElement} element\r\n * @property {number} wait\r\n */\r\n\r\n/**\r\n * fires after a wait expires\r\n * @event EaseElement#wait-end\r\n * @type { EaseElement }\r\n */\n\nconst easeOptions = {\r\n duration: 1000,\r\n ease: penner.easeInOutSine,\r\n maxFrame: 1000 / 60,\r\n ticker: null,\r\n useRAF: true\r\n};\r\n\r\n/**\r\n * Manages a group of eases\r\n * @extends EventEmitter\r\n * @example\r\n * import * as PIXI from 'pixi.js'\r\n * import { Ease, ease } from 'pixi-ease'\r\n *\r\n * const app = new PIXI.Application()\r\n * const test = app.stage.addChild(new PIXI.Sprite(PIXI.Texture.WHITE))\r\n *\r\n * const move = ease.add(test, { x: 20, y: 15, alpha: 0.25 }, { reverse: true })\r\n * move.once('complete', () => console.log('move ease complete.'))\r\n *\r\n * test.generic = 25\r\n * const generic = ease.add(test, { generic: 0 }, { duration: 1500, ease: 'easeOutQuad' })\r\n * generic.on('each', () => console.log(test.generic))\r\n *\r\n * const secondEase = new Ease({ duration: 3000, ease: 'easeInBack' })\r\n * const test2 = app.stage.addChild(new PIXI.Sprite(PIXI.Texture.WHITE))\r\n * test2.tint = 0x0000ff\r\n * secondEase.add(test2, { blend: [0xff0000, 0x00ff00], scale: 2 })\r\n */\r\nclass Ease extends eventemitter3\r\n{\r\n /**\r\n * @param {object} [options]\r\n * @param {number} [options.duration=1000] default duration if not set\r\n * @param {(string|function)} [options.ease=Penner.easeInOutSine] default ease function if not set (see {@link https://www.npmjs.com/package/penner} for names of easing functions)\r\n * @param {boolean} [option.useRAF=true] attach to a requestAnimationFrame listener\r\n * @param {PIXI.Ticker} [options.ticker] attach to a PIXI.Ticker instead of RAF\r\n * @param {number} [options.maxFrame=1000/60] maximum frame time (set to Infinity to ignore); only used if useTicker = true\r\n * @fires Ease#complete\r\n * @fires Ease#each\r\n */\r\n constructor(options)\r\n {\r\n super();\r\n this.options = Object.assign({}, easeOptions, options);\r\n this.easings = [];\r\n this.empty = true;\r\n if (this.options.ticker)\r\n {\r\n this.options.ticker.add(this.update, this);\r\n }\r\n }\r\n\r\n /**\r\n * removes all eases and tickers\r\n */\r\n destroy()\r\n {\r\n this.removeAll();\r\n if (this.options.useTicker)\r\n {\r\n this.ticker.remove(this.update, this);\r\n }\r\n else if (this.options.useRAF)\r\n {\r\n cancelAnimationFrame(this.handleRAF);\r\n this.handleRAF = null;\r\n }\r\n }\r\n\r\n /**\r\n * add ease(s) to a PIXI.DisplayObject element\r\n * @param {(PIXI.DisplayObject|PIXI.DisplayObject[])} element\r\n *\r\n * @param {object} params\r\n * @param {number} [params.x]\r\n * @param {number} [params.y]\r\n * @param {(PIXI.DisplayObject|PIXI.Point)} [params.position] changes both x and y\r\n * @param {number} [params.width]\r\n * @param {number} [params.height]\r\n * @param {number} [params.scale] changes both scale.x and scale.y\r\n * @param {number} [params.scaleX]\r\n * @param {number} [params.scaleY]\r\n * @param {number} [params.alpha]\r\n * @param {number} [params.rotation]\r\n * @param {(PIXI.DisplayObject|PIXI.Point)} [params.face] rotate the element to face a DisplayObject using the closest angle\r\n * @param {number} [params.skew] changes both skew.x and skew.y\r\n * @param {number} [params.skewX]\r\n * @param {number} [params.skewY]\r\n * @param {(number|number[])} [params.tint] cycle through colors - if number is provided then it cycles between current tint and number; if number[] is provided is cycles only between tints in the number[]\r\n * @param {(number|number[])} [params.blend] blend between colors - if number is provided then it blends current tint to number; if number[] is provided then it blends between the tints in the number[]\r\n * @param {number} [params.shake] shakes the object by this number (randomly placing the element +/-shake pixels away from starting point)\r\n * @param {number} [params.*] generic number parameter\r\n *\r\n * @param {object} [options]\r\n * @param {number} [options.duration]\r\n * @param {(string|function)} [options.ease]\r\n * @param {(boolean|number)} [options.repeat]\r\n * @param {boolean} [options.reverse]\r\n * @param {number} [options.wait] wait this number of milliseconds before ease starts\r\n *\r\n * @returns {Easing}\r\n */\r\n add(element, params, options)\r\n {\r\n options = options || {};\r\n options.duration = typeof options.duration !== 'undefined' ? options.duration : this.options.duration;\r\n options.ease = options.ease || this.options.ease;\r\n if (typeof options.ease === 'string')\r\n {\r\n options.ease = penner[options.ease];\r\n }\r\n const easing = new Easing(element, params, options);\r\n this.easings.push(easing);\r\n if (this.empty && this.options.useRAF)\r\n {\r\n this.handleRAF = requestAnimationFrame(() => this.update());\r\n this.lastTime = Date.now();\r\n }\r\n this.empty = false;\r\n return easing\r\n }\r\n\r\n /**\r\n * create an ease that changes position (x, y) of the element by moving to the target at the speed\r\n * NOTE: under the hood this calls add(element, { x, y }, { duration: })\r\n * @param {PIXI.DisplayObject} element\r\n * @param {(PIXI.DisplayObject|PIXI.Point)} target\r\n * @param {number} speed in pixels / ms\r\n *\r\n * @param {object} [options]\r\n * @param {(string|function)} [options.ease]\r\n * @param {(boolean|number)} [options.repeat]\r\n * @param {boolean} [options.reverse]\r\n * @param {number} [options.wait] wait this number of milliseconds before ease starts\r\n * @param {boolean} [options.removeExisting] removes existing eases on the element of the same type (including x,y/position, skewX,skewY/skew, scaleX,scaleY/scale)\r\n *\r\n * @returns {Easing}\r\n */\r\n target(element, target, speed, options)\r\n {\r\n const duration = Math.sqrt(Math.pow(element.x - target.x, 2) + Math.pow(element.y - target.y, 2)) / speed;\r\n options = options || {};\r\n options.duration = duration;\r\n return this.add(element, { x: target.x, y: target.y }, options)\r\n }\r\n\r\n /**\r\n * helper function to add an ease that changes rotation to face the element at the desired target using the speed\r\n * NOTE: under the hood this calls add(element {x, y }, { duration: })\r\n * @param {PIXI.DisplayObject} element\r\n * @param {(PIXI.DisplayObject|PIXI.Point)} target\r\n * @param {number} speed in radians / ms\r\n *\r\n * @param {object} [options]\r\n * @param {(string|function)} [options.ease]\r\n * @param {(boolean|number)} [options.repeat]\r\n * @param {boolean} [options.reverse]\r\n * @param {number} [options.wait] wait this number of milliseconds before ease starts\r\n *\r\n * @returns {Easing}\r\n */\r\n face(element, target, speed, options)\r\n {\r\n const shortestAngle = Easing.shortestAngle(element.rotation, Math.atan2(target.y - element.y, target.x - element.x));\r\n const duration = Math.abs(shortestAngle - element.rotation) / speed;\r\n options = options || {};\r\n options.duration = duration;\r\n return this.add(element, { rotation: shortestAngle }, options)\r\n }\r\n\r\n /**\r\n * removes one or more eases from a DisplayObject\r\n * WARNING: 'complete' events will not fire for these removals\r\n * @param {PIXI.DisplayObject} element\r\n * @param {(string|string[])} [param] omit to remove all easings for an element\r\n */\r\n removeEase(element, param)\r\n {\r\n for (let i = 0; i < this.easings.length; i++)\r\n {\r\n if (this.easings[i].remove(element, param))\r\n {\r\n this.easings.splice(i, 1);\r\n i--;\r\n }\r\n }\r\n if (this.easings.length === 0)\r\n {\r\n this.empty = true;\r\n if (this.options.useRAF && this.handleRAF)\r\n {\r\n cancelAnimationFrame(this.handleRAF);\r\n this.handleRAF = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * remove all easings\r\n * WARNING: 'complete' events will not fire for these removals\r\n */\r\n removeAll()\r\n {\r\n this.easings = [];\r\n this.empty = true;\r\n if (this.options.useRAF && this.handleRAF)\r\n {\r\n cancelAnimationFrame(this.handleRAF);\r\n this.handleRAF = null;\r\n }\r\n}\r\n\r\n /**\r\n * update frame; this is called automatically if options.useTicker !== false\r\n * @param {number} elapsed time in ms since last frame\r\n */\r\n update(elapsed)\r\n {\r\n if (this.options.useTicker)\r\n {\r\n elapsed = this.ticker.elapsedMS;\r\n }\r\n else if (this.options.useRAF)\r\n {\r\n const now = Date.now();\r\n elapsed = now - this.lastTime;\r\n this.lastTime = now;\r\n }\r\n elapsed = Math.min(elapsed, this.options.maxFrame);\r\n if (!this.empty)\r\n {\r\n const list = this.easings.slice(0);\r\n for (let easing of list)\r\n {\r\n if (easing.update(elapsed))\r\n {\r\n this.easings.splice(this.easings.indexOf(easing), 1);\r\n }\r\n }\r\n this.emit('each', this);\r\n if (this.easings.length === 0)\r\n {\r\n this.empty = true;\r\n this.emit('complete', this);\r\n }\r\n }\r\n if (this.options.useRAF && this.easings.length)\r\n {\r\n this.handleRAF = requestAnimationFrame(() => this.update());\r\n }\r\n else\r\n {\r\n this.handleRAF = null;\r\n }\r\n }\r\n\r\n /**\r\n * number of easings\r\n * @type {number}\r\n */\r\n get count()\r\n {\r\n return this.easings.length\r\n }\r\n\r\n /**\r\n * number of active easings across all elements\r\n * @returns {number}\r\n */\r\n countRunning()\r\n {\r\n let count = 0;\r\n for (let entry of this.easings)\r\n {\r\n count += entry.count;\r\n }\r\n return count\r\n }\r\n\r\n /**\r\n * default duration for eases.add() (only applies to newly added eases)\r\n * @type {number}\r\n */\r\n set duration(duration)\r\n {\r\n this.options.duration = duration;\r\n }\r\n get duration()\r\n {\r\n return this.options.duration\r\n }\r\n\r\n /**\r\n * default ease for eases.add() (only applies to newly added eases)\r\n * @type {(string|Function)}\r\n */\r\n set ease(ease)\r\n {\r\n this.options.ease = ease;\r\n }\r\n get ease()\r\n {\r\n return this.options.ease\r\n }\r\n}\r\n\r\n// manages the ids used to define the DisplayObject ease variable (enabled multiple eases attached to the same object)\r\nEase.id = 0;\r\n\r\n/**\r\n * default instantiated Ease class\r\n * @type {Ease}\r\n */\r\nlet ease = new Ease();\r\n\r\nEase.ease = ease;\r\n\r\nclass List\r\n{\r\n constructor()\r\n {\r\n console.warn('Ease.List was deprecated. Use new Ease() instead.');\r\n }\r\n}\r\n\r\n/**\r\n * fires when there are no more eases\r\n * @event Ease#complete\r\n * @type {Ease}\r\n */\r\n\r\n /**\r\n * fires on each loop when there are eases running\r\n * @event Ease#each\r\n * @type {Ease}\r\n */\n\nexport { Ease, List, ease };\n//# sourceMappingURL=ease.es.js.map\n","// A port of an algorithm by Johannes Baagøe , 2010\n// http://baagoe.com/en/RandomMusings/javascript/\n// https://github.com/nquinlan/better-random-numbers-for-javascript-mirror\n// Original work is under MIT license -\n\n// Copyright (C) 2010 by Johannes Baagøe \n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\n\n\n(function(global, module, define) {\n\nfunction Alea(seed) {\n var me = this, mash = Mash();\n\n me.next = function() {\n var t = 2091639 * me.s0 + me.c * 2.3283064365386963e-10; // 2^-32\n me.s0 = me.s1;\n me.s1 = me.s2;\n return me.s2 = t - (me.c = t | 0);\n };\n\n // Apply the seeding algorithm from Baagoe.\n me.c = 1;\n me.s0 = mash(' ');\n me.s1 = mash(' ');\n me.s2 = mash(' ');\n me.s0 -= mash(seed);\n if (me.s0 < 0) { me.s0 += 1; }\n me.s1 -= mash(seed);\n if (me.s1 < 0) { me.s1 += 1; }\n me.s2 -= mash(seed);\n if (me.s2 < 0) { me.s2 += 1; }\n mash = null;\n}\n\nfunction copy(f, t) {\n t.c = f.c;\n t.s0 = f.s0;\n t.s1 = f.s1;\n t.s2 = f.s2;\n return t;\n}\n\nfunction impl(seed, opts) {\n var xg = new Alea(seed),\n state = opts && opts.state,\n prng = xg.next;\n prng.int32 = function() { return (xg.next() * 0x100000000) | 0; }\n prng.double = function() {\n return prng() + (prng() * 0x200000 | 0) * 1.1102230246251565e-16; // 2^-53\n };\n prng.quick = prng;\n if (state) {\n if (typeof(state) == 'object') copy(state, xg);\n prng.state = function() { return copy(xg, {}); }\n }\n return prng;\n}\n\nfunction Mash() {\n var n = 0xefc8249d;\n\n var mash = function(data) {\n data = String(data);\n for (var i = 0; i < data.length; i++) {\n n += data.charCodeAt(i);\n var h = 0.02519603282416938 * n;\n n = h >>> 0;\n h -= n;\n h *= n;\n n = h >>> 0;\n h -= n;\n n += h * 0x100000000; // 2^32\n }\n return (n >>> 0) * 2.3283064365386963e-10; // 2^-32\n };\n\n return mash;\n}\n\n\nif (module && module.exports) {\n module.exports = impl;\n} else if (define && define.amd) {\n define(function() { return impl; });\n} else {\n this.alea = impl;\n}\n\n})(\n this,\n (typeof module) == 'object' && module, // present in node.js\n (typeof define) == 'function' && define // present with an AMD loader\n);\n\n\n","// A Javascript implementaion of the \"xor128\" prng algorithm by\n// George Marsaglia. See http://www.jstatsoft.org/v08/i14/paper\n\n(function(global, module, define) {\n\nfunction XorGen(seed) {\n var me = this, strseed = '';\n\n me.x = 0;\n me.y = 0;\n me.z = 0;\n me.w = 0;\n\n // Set up generator function.\n me.next = function() {\n var t = me.x ^ (me.x << 11);\n me.x = me.y;\n me.y = me.z;\n me.z = me.w;\n return me.w ^= (me.w >>> 19) ^ t ^ (t >>> 8);\n };\n\n if (seed === (seed | 0)) {\n // Integer seed.\n me.x = seed;\n } else {\n // String seed.\n strseed += seed;\n }\n\n // Mix in string seed, then discard an initial batch of 64 values.\n for (var k = 0; k < strseed.length + 64; k++) {\n me.x ^= strseed.charCodeAt(k) | 0;\n me.next();\n }\n}\n\nfunction copy(f, t) {\n t.x = f.x;\n t.y = f.y;\n t.z = f.z;\n t.w = f.w;\n return t;\n}\n\nfunction impl(seed, opts) {\n var xg = new XorGen(seed),\n state = opts && opts.state,\n prng = function() { return (xg.next() >>> 0) / 0x100000000; };\n prng.double = function() {\n do {\n var top = xg.next() >>> 11,\n bot = (xg.next() >>> 0) / 0x100000000,\n result = (top + bot) / (1 << 21);\n } while (result === 0);\n return result;\n };\n prng.int32 = xg.next;\n prng.quick = prng;\n if (state) {\n if (typeof(state) == 'object') copy(state, xg);\n prng.state = function() { return copy(xg, {}); }\n }\n return prng;\n}\n\nif (module && module.exports) {\n module.exports = impl;\n} else if (define && define.amd) {\n define(function() { return impl; });\n} else {\n this.xor128 = impl;\n}\n\n})(\n this,\n (typeof module) == 'object' && module, // present in node.js\n (typeof define) == 'function' && define // present with an AMD loader\n);\n\n\n","// A Javascript implementaion of the \"xorwow\" prng algorithm by\n// George Marsaglia. See http://www.jstatsoft.org/v08/i14/paper\n\n(function(global, module, define) {\n\nfunction XorGen(seed) {\n var me = this, strseed = '';\n\n // Set up generator function.\n me.next = function() {\n var t = (me.x ^ (me.x >>> 2));\n me.x = me.y; me.y = me.z; me.z = me.w; me.w = me.v;\n return (me.d = (me.d + 362437 | 0)) +\n (me.v = (me.v ^ (me.v << 4)) ^ (t ^ (t << 1))) | 0;\n };\n\n me.x = 0;\n me.y = 0;\n me.z = 0;\n me.w = 0;\n me.v = 0;\n\n if (seed === (seed | 0)) {\n // Integer seed.\n me.x = seed;\n } else {\n // String seed.\n strseed += seed;\n }\n\n // Mix in string seed, then discard an initial batch of 64 values.\n for (var k = 0; k < strseed.length + 64; k++) {\n me.x ^= strseed.charCodeAt(k) | 0;\n if (k == strseed.length) {\n me.d = me.x << 10 ^ me.x >>> 4;\n }\n me.next();\n }\n}\n\nfunction copy(f, t) {\n t.x = f.x;\n t.y = f.y;\n t.z = f.z;\n t.w = f.w;\n t.v = f.v;\n t.d = f.d;\n return t;\n}\n\nfunction impl(seed, opts) {\n var xg = new XorGen(seed),\n state = opts && opts.state,\n prng = function() { return (xg.next() >>> 0) / 0x100000000; };\n prng.double = function() {\n do {\n var top = xg.next() >>> 11,\n bot = (xg.next() >>> 0) / 0x100000000,\n result = (top + bot) / (1 << 21);\n } while (result === 0);\n return result;\n };\n prng.int32 = xg.next;\n prng.quick = prng;\n if (state) {\n if (typeof(state) == 'object') copy(state, xg);\n prng.state = function() { return copy(xg, {}); }\n }\n return prng;\n}\n\nif (module && module.exports) {\n module.exports = impl;\n} else if (define && define.amd) {\n define(function() { return impl; });\n} else {\n this.xorwow = impl;\n}\n\n})(\n this,\n (typeof module) == 'object' && module, // present in node.js\n (typeof define) == 'function' && define // present with an AMD loader\n);\n\n\n","// A Javascript implementaion of the \"xorshift7\" algorithm by\n// François Panneton and Pierre L'ecuyer:\n// \"On the Xorgshift Random Number Generators\"\n// http://saluc.engr.uconn.edu/refs/crypto/rng/panneton05onthexorshift.pdf\n\n(function(global, module, define) {\n\nfunction XorGen(seed) {\n var me = this;\n\n // Set up generator function.\n me.next = function() {\n // Update xor generator.\n var X = me.x, i = me.i, t, v, w;\n t = X[i]; t ^= (t >>> 7); v = t ^ (t << 24);\n t = X[(i + 1) & 7]; v ^= t ^ (t >>> 10);\n t = X[(i + 3) & 7]; v ^= t ^ (t >>> 3);\n t = X[(i + 4) & 7]; v ^= t ^ (t << 7);\n t = X[(i + 7) & 7]; t = t ^ (t << 13); v ^= t ^ (t << 9);\n X[i] = v;\n me.i = (i + 1) & 7;\n return v;\n };\n\n function init(me, seed) {\n var j, w, X = [];\n\n if (seed === (seed | 0)) {\n // Seed state array using a 32-bit integer.\n w = X[0] = seed;\n } else {\n // Seed state using a string.\n seed = '' + seed;\n for (j = 0; j < seed.length; ++j) {\n X[j & 7] = (X[j & 7] << 15) ^\n (seed.charCodeAt(j) + X[(j + 1) & 7] << 13);\n }\n }\n // Enforce an array length of 8, not all zeroes.\n while (X.length < 8) X.push(0);\n for (j = 0; j < 8 && X[j] === 0; ++j);\n if (j == 8) w = X[7] = -1; else w = X[j];\n\n me.x = X;\n me.i = 0;\n\n // Discard an initial 256 values.\n for (j = 256; j > 0; --j) {\n me.next();\n }\n }\n\n init(me, seed);\n}\n\nfunction copy(f, t) {\n t.x = f.x.slice();\n t.i = f.i;\n return t;\n}\n\nfunction impl(seed, opts) {\n if (seed == null) seed = +(new Date);\n var xg = new XorGen(seed),\n state = opts && opts.state,\n prng = function() { return (xg.next() >>> 0) / 0x100000000; };\n prng.double = function() {\n do {\n var top = xg.next() >>> 11,\n bot = (xg.next() >>> 0) / 0x100000000,\n result = (top + bot) / (1 << 21);\n } while (result === 0);\n return result;\n };\n prng.int32 = xg.next;\n prng.quick = prng;\n if (state) {\n if (state.x) copy(state, xg);\n prng.state = function() { return copy(xg, {}); }\n }\n return prng;\n}\n\nif (module && module.exports) {\n module.exports = impl;\n} else if (define && define.amd) {\n define(function() { return impl; });\n} else {\n this.xorshift7 = impl;\n}\n\n})(\n this,\n (typeof module) == 'object' && module, // present in node.js\n (typeof define) == 'function' && define // present with an AMD loader\n);\n\n","// A Javascript implementaion of Richard Brent's Xorgens xor4096 algorithm.\n//\n// This fast non-cryptographic random number generator is designed for\n// use in Monte-Carlo algorithms. It combines a long-period xorshift\n// generator with a Weyl generator, and it passes all common batteries\n// of stasticial tests for randomness while consuming only a few nanoseconds\n// for each prng generated. For background on the generator, see Brent's\n// paper: \"Some long-period random number generators using shifts and xors.\"\n// http://arxiv.org/pdf/1004.3115v1.pdf\n//\n// Usage:\n//\n// var xor4096 = require('xor4096');\n// random = xor4096(1); // Seed with int32 or string.\n// assert.equal(random(), 0.1520436450538547); // (0, 1) range, 53 bits.\n// assert.equal(random.int32(), 1806534897); // signed int32, 32 bits.\n//\n// For nonzero numeric keys, this impelementation provides a sequence\n// identical to that by Brent's xorgens 3 implementaion in C. This\n// implementation also provides for initalizing the generator with\n// string seeds, or for saving and restoring the state of the generator.\n//\n// On Chrome, this prng benchmarks about 2.1 times slower than\n// Javascript's built-in Math.random().\n\n(function(global, module, define) {\n\nfunction XorGen(seed) {\n var me = this;\n\n // Set up generator function.\n me.next = function() {\n var w = me.w,\n X = me.X, i = me.i, t, v;\n // Update Weyl generator.\n me.w = w = (w + 0x61c88647) | 0;\n // Update xor generator.\n v = X[(i + 34) & 127];\n t = X[i = ((i + 1) & 127)];\n v ^= v << 13;\n t ^= t << 17;\n v ^= v >>> 15;\n t ^= t >>> 12;\n // Update Xor generator array state.\n v = X[i] = v ^ t;\n me.i = i;\n // Result is the combination.\n return (v + (w ^ (w >>> 16))) | 0;\n };\n\n function init(me, seed) {\n var t, v, i, j, w, X = [], limit = 128;\n if (seed === (seed | 0)) {\n // Numeric seeds initialize v, which is used to generates X.\n v = seed;\n seed = null;\n } else {\n // String seeds are mixed into v and X one character at a time.\n seed = seed + '\\0';\n v = 0;\n limit = Math.max(limit, seed.length);\n }\n // Initialize circular array and weyl value.\n for (i = 0, j = -32; j < limit; ++j) {\n // Put the unicode characters into the array, and shuffle them.\n if (seed) v ^= seed.charCodeAt((j + 32) % seed.length);\n // After 32 shuffles, take v as the starting w value.\n if (j === 0) w = v;\n v ^= v << 10;\n v ^= v >>> 15;\n v ^= v << 4;\n v ^= v >>> 13;\n if (j >= 0) {\n w = (w + 0x61c88647) | 0; // Weyl.\n t = (X[j & 127] ^= (v + w)); // Combine xor and weyl to init array.\n i = (0 == t) ? i + 1 : 0; // Count zeroes.\n }\n }\n // We have detected all zeroes; make the key nonzero.\n if (i >= 128) {\n X[(seed && seed.length || 0) & 127] = -1;\n }\n // Run the generator 512 times to further mix the state before using it.\n // Factoring this as a function slows the main generator, so it is just\n // unrolled here. The weyl generator is not advanced while warming up.\n i = 127;\n for (j = 4 * 128; j > 0; --j) {\n v = X[(i + 34) & 127];\n t = X[i = ((i + 1) & 127)];\n v ^= v << 13;\n t ^= t << 17;\n v ^= v >>> 15;\n t ^= t >>> 12;\n X[i] = v ^ t;\n }\n // Storing state as object members is faster than using closure variables.\n me.w = w;\n me.X = X;\n me.i = i;\n }\n\n init(me, seed);\n}\n\nfunction copy(f, t) {\n t.i = f.i;\n t.w = f.w;\n t.X = f.X.slice();\n return t;\n};\n\nfunction impl(seed, opts) {\n if (seed == null) seed = +(new Date);\n var xg = new XorGen(seed),\n state = opts && opts.state,\n prng = function() { return (xg.next() >>> 0) / 0x100000000; };\n prng.double = function() {\n do {\n var top = xg.next() >>> 11,\n bot = (xg.next() >>> 0) / 0x100000000,\n result = (top + bot) / (1 << 21);\n } while (result === 0);\n return result;\n };\n prng.int32 = xg.next;\n prng.quick = prng;\n if (state) {\n if (state.X) copy(state, xg);\n prng.state = function() { return copy(xg, {}); }\n }\n return prng;\n}\n\nif (module && module.exports) {\n module.exports = impl;\n} else if (define && define.amd) {\n define(function() { return impl; });\n} else {\n this.xor4096 = impl;\n}\n\n})(\n this, // window object or global\n (typeof module) == 'object' && module, // present in node.js\n (typeof define) == 'function' && define // present with an AMD loader\n);\n","// A Javascript implementaion of the \"Tyche-i\" prng algorithm by\n// Samuel Neves and Filipe Araujo.\n// See https://eden.dei.uc.pt/~sneves/pubs/2011-snfa2.pdf\n\n(function(global, module, define) {\n\nfunction XorGen(seed) {\n var me = this, strseed = '';\n\n // Set up generator function.\n me.next = function() {\n var b = me.b, c = me.c, d = me.d, a = me.a;\n b = (b << 25) ^ (b >>> 7) ^ c;\n c = (c - d) | 0;\n d = (d << 24) ^ (d >>> 8) ^ a;\n a = (a - b) | 0;\n me.b = b = (b << 20) ^ (b >>> 12) ^ c;\n me.c = c = (c - d) | 0;\n me.d = (d << 16) ^ (c >>> 16) ^ a;\n return me.a = (a - b) | 0;\n };\n\n /* The following is non-inverted tyche, which has better internal\n * bit diffusion, but which is about 25% slower than tyche-i in JS.\n me.next = function() {\n var a = me.a, b = me.b, c = me.c, d = me.d;\n a = (me.a + me.b | 0) >>> 0;\n d = me.d ^ a; d = d << 16 ^ d >>> 16;\n c = me.c + d | 0;\n b = me.b ^ c; b = b << 12 ^ d >>> 20;\n me.a = a = a + b | 0;\n d = d ^ a; me.d = d = d << 8 ^ d >>> 24;\n me.c = c = c + d | 0;\n b = b ^ c;\n return me.b = (b << 7 ^ b >>> 25);\n }\n */\n\n me.a = 0;\n me.b = 0;\n me.c = 2654435769 | 0;\n me.d = 1367130551;\n\n if (seed === Math.floor(seed)) {\n // Integer seed.\n me.a = (seed / 0x100000000) | 0;\n me.b = seed | 0;\n } else {\n // String seed.\n strseed += seed;\n }\n\n // Mix in string seed, then discard an initial batch of 64 values.\n for (var k = 0; k < strseed.length + 20; k++) {\n me.b ^= strseed.charCodeAt(k) | 0;\n me.next();\n }\n}\n\nfunction copy(f, t) {\n t.a = f.a;\n t.b = f.b;\n t.c = f.c;\n t.d = f.d;\n return t;\n};\n\nfunction impl(seed, opts) {\n var xg = new XorGen(seed),\n state = opts && opts.state,\n prng = function() { return (xg.next() >>> 0) / 0x100000000; };\n prng.double = function() {\n do {\n var top = xg.next() >>> 11,\n bot = (xg.next() >>> 0) / 0x100000000,\n result = (top + bot) / (1 << 21);\n } while (result === 0);\n return result;\n };\n prng.int32 = xg.next;\n prng.quick = prng;\n if (state) {\n if (typeof(state) == 'object') copy(state, xg);\n prng.state = function() { return copy(xg, {}); }\n }\n return prng;\n}\n\nif (module && module.exports) {\n module.exports = impl;\n} else if (define && define.amd) {\n define(function() { return impl; });\n} else {\n this.tychei = impl;\n}\n\n})(\n this,\n (typeof module) == 'object' && module, // present in node.js\n (typeof define) == 'function' && define // present with an AMD loader\n);\n\n\n","export default {};\n","/*\nCopyright 2019 David Bau.\n\nPermission is hereby granted, free of charge, to any person obtaining\na copy of this software and associated documentation files (the\n\"Software\"), to deal in the Software without restriction, including\nwithout limitation the rights to use, copy, modify, merge, publish,\ndistribute, sublicense, and/or sell copies of the Software, and to\npermit persons to whom the Software is furnished to do so, subject to\nthe following conditions:\n\nThe above copyright notice and this permission notice shall be\nincluded in all copies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\nEXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\nMERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.\nIN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY\nCLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,\nTORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE\nSOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n*/\n\n(function (global, pool, math) {\n//\n// The following constants are related to IEEE 754 limits.\n//\n\nvar width = 256, // each RC4 output is 0 <= x < 256\n chunks = 6, // at least six RC4 outputs for each double\n digits = 52, // there are 52 significant digits in a double\n rngname = 'random', // rngname: name for Math.random and Math.seedrandom\n startdenom = math.pow(width, chunks),\n significance = math.pow(2, digits),\n overflow = significance * 2,\n mask = width - 1,\n nodecrypto; // node.js crypto module, initialized at the bottom.\n\n//\n// seedrandom()\n// This is the seedrandom function described above.\n//\nfunction seedrandom(seed, options, callback) {\n var key = [];\n options = (options == true) ? { entropy: true } : (options || {});\n\n // Flatten the seed string or build one from local entropy if needed.\n var shortseed = mixkey(flatten(\n options.entropy ? [seed, tostring(pool)] :\n (seed == null) ? autoseed() : seed, 3), key);\n\n // Use the seed to initialize an ARC4 generator.\n var arc4 = new ARC4(key);\n\n // This function returns a random double in [0, 1) that contains\n // randomness in every bit of the mantissa of the IEEE 754 value.\n var prng = function() {\n var n = arc4.g(chunks), // Start with a numerator n < 2 ^ 48\n d = startdenom, // and denominator d = 2 ^ 48.\n x = 0; // and no 'extra last byte'.\n while (n < significance) { // Fill up all significant digits by\n n = (n + x) * width; // shifting numerator and\n d *= width; // denominator and generating a\n x = arc4.g(1); // new least-significant-byte.\n }\n while (n >= overflow) { // To avoid rounding up, before adding\n n /= 2; // last byte, shift everything\n d /= 2; // right using integer math until\n x >>>= 1; // we have exactly the desired bits.\n }\n return (n + x) / d; // Form the number within [0, 1).\n };\n\n prng.int32 = function() { return arc4.g(4) | 0; }\n prng.quick = function() { return arc4.g(4) / 0x100000000; }\n prng.double = prng;\n\n // Mix the randomness into accumulated entropy.\n mixkey(tostring(arc4.S), pool);\n\n // Calling convention: what to return as a function of prng, seed, is_math.\n return (options.pass || callback ||\n function(prng, seed, is_math_call, state) {\n if (state) {\n // Load the arc4 state from the given state if it has an S array.\n if (state.S) { copy(state, arc4); }\n // Only provide the .state method if requested via options.state.\n prng.state = function() { return copy(arc4, {}); }\n }\n\n // If called as a method of Math (Math.seedrandom()), mutate\n // Math.random because that is how seedrandom.js has worked since v1.0.\n if (is_math_call) { math[rngname] = prng; return seed; }\n\n // Otherwise, it is a newer calling convention, so return the\n // prng directly.\n else return prng;\n })(\n prng,\n shortseed,\n 'global' in options ? options.global : (this == math),\n options.state);\n}\n\n//\n// ARC4\n//\n// An ARC4 implementation. The constructor takes a key in the form of\n// an array of at most (width) integers that should be 0 <= x < (width).\n//\n// The g(count) method returns a pseudorandom integer that concatenates\n// the next (count) outputs from ARC4. Its return value is a number x\n// that is in the range 0 <= x < (width ^ count).\n//\nfunction ARC4(key) {\n var t, keylen = key.length,\n me = this, i = 0, j = me.i = me.j = 0, s = me.S = [];\n\n // The empty key [] is treated as [0].\n if (!keylen) { key = [keylen++]; }\n\n // Set up S using the standard key scheduling algorithm.\n while (i < width) {\n s[i] = i++;\n }\n for (i = 0; i < width; i++) {\n s[i] = s[j = mask & (j + key[i % keylen] + (t = s[i]))];\n s[j] = t;\n }\n\n // The \"g\" method returns the next (count) outputs as one number.\n (me.g = function(count) {\n // Using instance members instead of closure state nearly doubles speed.\n var t, r = 0,\n i = me.i, j = me.j, s = me.S;\n while (count--) {\n t = s[i = mask & (i + 1)];\n r = r * width + s[mask & ((s[i] = s[j = mask & (j + t)]) + (s[j] = t))];\n }\n me.i = i; me.j = j;\n return r;\n // For robust unpredictability, the function call below automatically\n // discards an initial batch of values. This is called RC4-drop[256].\n // See http://google.com/search?q=rsa+fluhrer+response&btnI\n })(width);\n}\n\n//\n// copy()\n// Copies internal state of ARC4 to or from a plain object.\n//\nfunction copy(f, t) {\n t.i = f.i;\n t.j = f.j;\n t.S = f.S.slice();\n return t;\n};\n\n//\n// flatten()\n// Converts an object tree to nested arrays of strings.\n//\nfunction flatten(obj, depth) {\n var result = [], typ = (typeof obj), prop;\n if (depth && typ == 'object') {\n for (prop in obj) {\n try { result.push(flatten(obj[prop], depth - 1)); } catch (e) {}\n }\n }\n return (result.length ? result : typ == 'string' ? obj : obj + '\\0');\n}\n\n//\n// mixkey()\n// Mixes a string seed into a key that is an array of integers, and\n// returns a shortened string seed that is equivalent to the result key.\n//\nfunction mixkey(seed, key) {\n var stringseed = seed + '', smear, j = 0;\n while (j < stringseed.length) {\n key[mask & j] =\n mask & ((smear ^= key[mask & j] * 19) + stringseed.charCodeAt(j++));\n }\n return tostring(key);\n}\n\n//\n// autoseed()\n// Returns an object for autoseeding, using window.crypto and Node crypto\n// module if available.\n//\nfunction autoseed() {\n try {\n var out;\n if (nodecrypto && (out = nodecrypto.randomBytes)) {\n // The use of 'out' to remember randomBytes makes tight minified code.\n out = out(width);\n } else {\n out = new Uint8Array(width);\n (global.crypto || global.msCrypto).getRandomValues(out);\n }\n return tostring(out);\n } catch (e) {\n var browser = global.navigator,\n plugins = browser && browser.plugins;\n return [+new Date, global, plugins, global.screen, tostring(pool)];\n }\n}\n\n//\n// tostring()\n// Converts an array of charcodes to a string\n//\nfunction tostring(a) {\n return String.fromCharCode.apply(0, a);\n}\n\n//\n// When seedrandom.js is loaded, we immediately mix a few bits\n// from the built-in RNG into the entropy pool. Because we do\n// not want to interfere with deterministic PRNG state later,\n// seedrandom will not call math.random on its own again after\n// initialization.\n//\nmixkey(math.random(), pool);\n\n//\n// Nodejs and AMD support: export the implementation as a module using\n// either convention.\n//\nif ((typeof module) == 'object' && module.exports) {\n module.exports = seedrandom;\n // When in node.js, try using crypto package for autoseeding.\n try {\n nodecrypto = require('crypto');\n } catch (ex) {}\n} else if ((typeof define) == 'function' && define.amd) {\n define(function() { return seedrandom; });\n} else {\n // When included as a plain script, set up Math.seedrandom global.\n math['seed' + rngname] = seedrandom;\n}\n\n\n// End anonymous scope, and pass initial values.\n})(\n // global: `self` in browsers (including strict mode and web workers),\n // otherwise `this` in Node and other environments\n (typeof self !== 'undefined') ? self : this,\n [], // pool: entropy pool starts empty\n Math // math: package containing random, pow, and seedrandom\n);\n","// A library of seedable RNGs implemented in Javascript.\n//\n// Usage:\n//\n// var seedrandom = require('seedrandom');\n// var random = seedrandom(1); // or any seed.\n// var x = random(); // 0 <= x < 1. Every bit is random.\n// var x = random.quick(); // 0 <= x < 1. 32 bits of randomness.\n\n// alea, a 53-bit multiply-with-carry generator by Johannes Baagøe.\n// Period: ~2^116\n// Reported to pass all BigCrush tests.\nvar alea = require('./lib/alea');\n\n// xor128, a pure xor-shift generator by George Marsaglia.\n// Period: 2^128-1.\n// Reported to fail: MatrixRank and LinearComp.\nvar xor128 = require('./lib/xor128');\n\n// xorwow, George Marsaglia's 160-bit xor-shift combined plus weyl.\n// Period: 2^192-2^32\n// Reported to fail: CollisionOver, SimpPoker, and LinearComp.\nvar xorwow = require('./lib/xorwow');\n\n// xorshift7, by François Panneton and Pierre L'ecuyer, takes\n// a different approach: it adds robustness by allowing more shifts\n// than Marsaglia's original three. It is a 7-shift generator\n// with 256 bits, that passes BigCrush with no systmatic failures.\n// Period 2^256-1.\n// No systematic BigCrush failures reported.\nvar xorshift7 = require('./lib/xorshift7');\n\n// xor4096, by Richard Brent, is a 4096-bit xor-shift with a\n// very long period that also adds a Weyl generator. It also passes\n// BigCrush with no systematic failures. Its long period may\n// be useful if you have many generators and need to avoid\n// collisions.\n// Period: 2^4128-2^32.\n// No systematic BigCrush failures reported.\nvar xor4096 = require('./lib/xor4096');\n\n// Tyche-i, by Samuel Neves and Filipe Araujo, is a bit-shifting random\n// number generator derived from ChaCha, a modern stream cipher.\n// https://eden.dei.uc.pt/~sneves/pubs/2011-snfa2.pdf\n// Period: ~2^127\n// No systematic BigCrush failures reported.\nvar tychei = require('./lib/tychei');\n\n// The original ARC4-based prng included in this library.\n// Period: ~2^1600\nvar sr = require('./seedrandom');\n\nsr.alea = alea;\nsr.xor128 = xor128;\nsr.xorwow = xorwow;\nsr.xorshift7 = xorshift7;\nsr.xor4096 = xor4096;\nsr.tychei = tychei;\n\nmodule.exports = sr;\n","'use strict';\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _toConsumableArray(arr) { if (Array.isArray(arr)) { for (var i = 0, arr2 = Array(arr.length); i < arr.length; i++) { arr2[i] = arr[i]; } return arr2; } else { return Array.from(arr); } }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n// yy-random\n// by David Figatner\n// MIT license\n// copyright YOPEY YOPEY LLC 2016-17\n// https://github.com/davidfig/random\n\nvar seedrandom = require('seedrandom');\n\nvar Random = function () {\n function Random() {\n _classCallCheck(this, Random);\n\n this.generator = Math.random;\n }\n\n /**\n * generates a seeded number\n * @param {number} seed\n * @param {object} [options]\n * @param {string} [PRNG=\"alea\"] - name of algorithm, see https://github.com/davidbau/seedrandom\n * @param {(boolean|string)} [state] - can include the state returned from save()\n */\n\n\n _createClass(Random, [{\n key: 'seed',\n value: function seed(_seed, options) {\n options = options || {};\n this.generator = seedrandom[options.PRNG || 'alea'](_seed, { state: options.state });\n this.options = options;\n }\n\n /**\n * saves the state of the random generator\n * can only be used after Random.seed() is called with options.state = true\n * @returns {number} state\n */\n\n }, {\n key: 'save',\n value: function save() {\n if (this.generator !== Math.random) {\n return this.generator.state();\n }\n }\n\n /**\n * restores the state of the random generator\n * @param {number} state\n */\n\n }, {\n key: 'restore',\n value: function restore(state) {\n this.generator = seedrandom[this.options.PRNG || 'alea']('', { state: state });\n }\n\n /**\n * changes the generator to use the old Math.sin-based random function\n * based on : http://stackoverflow.com/questions/521295/javascript-random-seeds\n * (deprecated) Use only for compatibility purposes\n * @param {number} seed\n */\n\n }, {\n key: 'seedOld',\n value: function seedOld(seed) {\n this.generator = function () {\n var x = Math.sin(seed++) * 10000;\n return x - Math.floor(x);\n };\n }\n\n /**\n * create a separate random generator using the seed\n * @param {number} seed\n * @return {object}\n */\n\n }, {\n key: 'separateSeed',\n value: function separateSeed(seed) {\n var random = new Random();\n random.seed(seed);\n return random;\n }\n\n /**\n * resets the random number this.generator to Math.random()\n */\n\n }, {\n key: 'reset',\n value: function reset() {\n this.generator = Math.random;\n }\n\n /**\n * returns a random number using the this.generator between [0, ceiling - 1]\n * @param {number} ceiling\n * @param {boolean} [useFloat=false]\n * @return {number}\n */\n\n }, {\n key: 'get',\n value: function get(ceiling, useFloat) {\n var negative = ceiling < 0 ? -1 : 1;\n ceiling *= negative;\n var result = void 0;\n if (useFloat) {\n result = this.generator() * ceiling;\n } else {\n result = Math.floor(this.generator() * ceiling);\n }\n return result * negative;\n }\n\n /**\n * returns a random integer between 0 - Number.MAX_SAFE_INTEGER\n * @return {number}\n */\n\n }, {\n key: 'getHuge',\n value: function getHuge() {\n return this.get(Number.MAX_SAFE_INTEGER);\n }\n\n /**\n * random number [middle - range, middle + range]\n * @param {number} middle\n * @param {number} delta\n * @param {boolean} [useFloat=false]\n * @return {number}\n */\n\n }, {\n key: 'middle',\n value: function middle(_middle, delta, useFloat) {\n var half = delta / 2;\n return this.range(_middle - half, _middle + half, useFloat);\n }\n\n /**\n * random number [start, end]\n * @param {number} start\n * @param {number} end\n * @param {boolean} [useFloat=false] if true, then range is (start, end)--i.e., not inclusive to start and end\n * @return {number}\n */\n\n }, {\n key: 'range',\n value: function range(start, end, useFloat) {\n // case where there is no range\n if (end === start) {\n return end;\n }\n\n if (useFloat) {\n return this.get(end - start, true) + start;\n } else {\n var range = void 0;\n if (start < 0 && end > 0) {\n range = -start + end + 1;\n } else if (start === 0 && end > 0) {\n range = end + 1;\n } else if (start < 0 && end === 0) {\n range = start - 1;\n start = 1;\n } else if (start < 0 && end < 0) {\n range = end - start - 1;\n } else {\n range = end - start + 1;\n }\n return Math.floor(this.generator() * range) + start;\n }\n }\n\n /**\n * an array of random numbers between [start, end]\n * @param {number} start\n * @param {number} end\n * @param {number} count\n * @param {boolean} [useFloat=false]\n * @return {number[]}\n */\n\n }, {\n key: 'rangeMultiple',\n value: function rangeMultiple(start, end, count, useFloat) {\n var array = [];\n for (var i = 0; i < count; i++) {\n array.push(this.range(start, end, useFloat));\n }\n return array;\n }\n\n /**\n * an array of random numbers between [middle - range, middle + range]\n * @param {number} middle\n * @param {number} range\n * @param {number} count\n * @param {boolean} [useFloat=false]\n * @return {number[]}\n */\n\n }, {\n key: 'middleMultiple',\n value: function middleMultiple(middle, range, count, useFloat) {\n var array = [];\n for (var i = 0; i < count; i++) {\n array.push(middle(middle, range, useFloat));\n }\n return array;\n }\n\n /**\n * @param {number} [chance=0.5]\n * returns random sign (either +1 or -1)\n * @return {number}\n */\n\n }, {\n key: 'sign',\n value: function sign(chance) {\n chance = chance || 0.5;\n return this.generator() < chance ? 1 : -1;\n }\n\n /**\n * tells you whether a random chance was achieved\n * @param {number} [percent=0.5]\n * @return {boolean}\n */\n\n }, {\n key: 'chance',\n value: function chance(percent) {\n return this.generator() < (percent || 0.5);\n }\n\n /**\n * returns a random angle in radians [0 - 2 * Math.PI)\n */\n\n }, {\n key: 'angle',\n value: function angle() {\n return this.get(Math.PI * 2, true);\n }\n\n /**\n * Shuffle array (either in place or copied)\n * from http://stackoverflow.com/questions/2450954/how-to-randomize-shuffle-a-javascript-array\n * @param {Array} array\n * @param {boolean} [copy=false] whether to shuffle in place (default) or return a new shuffled array\n * @return {Array} a shuffled array\n */\n\n }, {\n key: 'shuffle',\n value: function shuffle(array, copy) {\n if (copy) {\n array = array.slice();\n }\n if (array.length === 0) {\n return array;\n }\n\n var currentIndex = array.length,\n temporaryValue = void 0,\n randomIndex = void 0;\n\n // While there remain elements to shuffle...\n while (0 !== currentIndex) {\n // Pick a remaining element...\n randomIndex = this.get(currentIndex);\n currentIndex -= 1;\n\n // And swap it with the current element.\n temporaryValue = array[currentIndex];\n array[currentIndex] = array[randomIndex];\n array[randomIndex] = temporaryValue;\n }\n return array;\n }\n\n /**\n * picks a random element from an array\n * @param {Array} array\n * @return {*}\n */\n\n }, {\n key: 'pick',\n value: function pick(array, remove) {\n if (!remove) {\n return array[this.get(array.length)];\n } else {\n var pick = this.get(array.length);\n var temp = array[pick];\n array.splice(pick, 1);\n return temp;\n }\n }\n\n /**\n * select a random collection of elements from an array\n * @param {Array} array\n * @param {number} count\n * @param {Array} array of selected items\n */\n\n }, {\n key: 'select',\n value: function select(array, count) {\n var select = [].concat(_toConsumableArray(array));\n var selected = [];\n for (var i = 0; i < count; i++) {\n var index = this.get(select.length);\n selected.push.apply(selected, _toConsumableArray(select.splice(index, 1)));\n }\n return selected;\n }\n\n /**\n * returns a random property from an object\n * from http://stackoverflow.com/questions/2532218/pick-random-property-from-a-javascript-object\n * @param {object} obj\n * @return {*}\n */\n\n }, {\n key: 'property',\n value: function property(obj) {\n var result;\n var count = 0;\n for (var prop in obj) {\n if (this.chance(1 / ++count)) {\n result = prop;\n }\n }\n return result;\n }\n\n /**\n * creates a random set where each entry is a value between [min, max]\n * @param {number} min\n * @param {number} max\n * @param {number} amount of numbers in set\n * @param {number[]}\n */\n\n }, {\n key: 'set',\n value: function set(min, max, amount) {\n var set = [],\n all = [],\n i;\n for (i = min; i < max; i++) {\n all.push(i);\n }\n\n for (i = 0; i < amount; i++) {\n var found = this.get(all.length);\n set.push(all[found]);\n all.splice(found, 1);\n }\n return set;\n }\n\n /**\n * returns a set of numbers with a randomly even distribution (i.e., no overlapping and filling the space)\n * @param {number} start position\n * @param {number} end position\n * @param {number} count of non-start/end points\n * @param {boolean} [includeStart=false] includes start point (count++)\n * @param {boolean} [includeEnd=false] includes end point (count++)\n * @param {boolean} [useFloat=false]\n * @param {number[]}\n */\n\n }, {\n key: 'distribution',\n value: function distribution(start, end, count, includeStart, includeEnd, useFloat) {\n var interval = Math.floor((end - start) / count);\n var halfInterval = interval / 2;\n var quarterInterval = interval / 4;\n var set = [];\n if (includeStart) {\n set.push(start);\n }\n for (var i = 0; i < count; i++) {\n set.push(start + i * interval + halfInterval + this.range(-quarterInterval, quarterInterval, useFloat));\n }\n if (includeEnd) {\n set.push(end);\n }\n return set;\n }\n\n /**\n * returns a random number based on weighted probability between [min, max]\n * from http://stackoverflow.com/questions/22656126/javascript-random-number-with-weighted-probability\n * @param {number} min value\n * @param {number} max value\n * @param {number} target for average value\n * @param {number} stddev - standard deviation\n */\n\n }, {\n key: 'weightedProbabilityInt',\n value: function weightedProbabilityInt(min, max, target, stddev) {\n function normRand() {\n var x1 = void 0,\n x2 = void 0,\n rad = void 0;\n do {\n x1 = 2 * this.get(1, true) - 1;\n x2 = 2 * this.get(1, true) - 1;\n rad = x1 * x1 + x2 * x2;\n } while (rad >= 1 || rad === 0);\n var c = Math.sqrt(-2 * Math.log(rad) / rad);\n return x1 * c;\n }\n\n stddev = stddev || 1;\n if (Math.random() < 0.81546) {\n while (true) {\n var sample = normRand() * stddev + target;\n if (sample >= min && sample <= max) {\n return sample;\n }\n }\n } else {\n return this.range(min, max);\n }\n }\n\n /**\n * returns a random number within a circle with a normal distribution\n * from https://stackoverflow.com/a/5838055/1955997\n * @param {number} x\n * @param {number} y\n * @param {number} radius\n * @param {bool} [float]\n * @returns {number[]} [x, y]\n */\n\n }, {\n key: 'circle',\n value: function circle(x, y, radius, float) {\n var t = this.angle();\n var u = this.get(1, true) + this.get(1, true);\n var r = u > 1 ? 2 - u : u;\n if (float) {\n return [x + r * Math.cos(t) * radius, y + r * Math.sin(t) * radius];\n } else {\n return [Math.round(x + r * Math.cos(t) * radius), Math.round(y + r * Math.sin(t) * radius)];\n }\n }\n\n /*\n * returns a random hex color (0 - 0xffffff)\n * @return {number}\n */\n\n }, {\n key: 'color',\n value: function color() {\n return this.get(0xffffff);\n }\n }]);\n\n return Random;\n}();\n\nmodule.exports = new Random();\n\n//# 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yy-random\n// by David Figatner\n// MIT license\n// copyright YOPEY YOPEY LLC 2016-17\n// https://github.com/davidfig/random\n\nconst seedrandom = require('seedrandom')\n\nclass Random {\n    constructor() {\n        this.generator = Math.random\n    }\n\n    /**\n     * generates a seeded number\n     * @param {number} seed\n     * @param {object} [options]\n     * @param {string} [PRNG=\"alea\"] - name of algorithm, see https://github.com/davidbau/seedrandom\n     * @param {(boolean|string)} [state] - can include the state returned from save()\n     */\n    seed(seed, options) {\n        options = options || {}\n        this.generator = seedrandom[options.PRNG || 'alea'](seed, { state: options.state })\n        this.options = options\n    }\n\n    /**\n     * saves the state of the random generator\n     * can only be used after Random.seed() is called with options.state = true\n     * @returns {number} state\n     */\n    save() {\n        if (this.generator !== Math.random) {\n            return this.generator.state()\n        }\n    }\n\n    /**\n     * restores the state of the random generator\n     * @param {number} state\n     */\n    restore(state) {\n        this.generator = seedrandom[this.options.PRNG || 'alea']('', { state })\n    }\n\n    /**\n     * changes the generator to use the old Math.sin-based random function\n     * based on : http://stackoverflow.com/questions/521295/javascript-random-seeds\n     * (deprecated) Use only for compatibility purposes\n     * @param {number} seed\n     */\n    seedOld(seed) {\n        this.generator = function() {\n            const x = Math.sin(seed++) * 10000\n            return x - Math.floor(x)\n        }\n    }\n\n    /**\n     * create a separate random generator using the seed\n     * @param {number} seed\n     * @return {object}\n     */\n    separateSeed(seed) {\n        const random = new Random()\n        random.seed(seed)\n        return random\n    }\n\n    /**\n     * resets the random number this.generator to Math.random()\n     */\n    reset() {\n        this.generator = Math.random\n    }\n\n    /**\n     * returns a random number using the this.generator between [0, ceiling - 1]\n     * @param {number} ceiling\n     * @param {boolean} [useFloat=false]\n     * @return {number}\n     */\n    get(ceiling, useFloat) {\n        const negative = ceiling < 0 ? -1 : 1\n        ceiling *= negative\n        let result\n        if (useFloat) {\n            result = this.generator() * ceiling\n        } else {\n            result = Math.floor(this.generator() * ceiling)\n        }\n        return result * negative\n    }\n\n    /**\n     * returns a random integer between 0 - Number.MAX_SAFE_INTEGER\n     * @return {number}\n     */\n    getHuge() {\n        return this.get(Number.MAX_SAFE_INTEGER)\n    }\n\n    /**\n     * random number [middle - range, middle + range]\n     * @param {number} middle\n     * @param {number} delta\n     * @param {boolean} [useFloat=false]\n     * @return {number}\n     */\n    middle(middle, delta, useFloat) {\n        const half = delta / 2\n        return this.range(middle - half, middle + half, useFloat)\n    }\n\n    /**\n     * random number [start, end]\n     * @param {number} start\n     * @param {number} end\n     * @param {boolean} [useFloat=false] if true, then range is (start, end)--i.e., not inclusive to start and end\n     * @return {number}\n     */\n    range(start, end, useFloat) {\n        // case where there is no range\n        if (end === start) {\n            return end\n        }\n\n        if (useFloat) {\n            return this.get(end - start, true) + start\n        } else {\n            let range\n            if (start < 0 && end > 0) {\n                range = -start + end + 1\n            } else if (start === 0 && end > 0) {\n                range = end + 1\n            } else if (start < 0 && end === 0) {\n                range = start - 1\n                start = 1\n            } else if (start < 0 && end < 0) {\n                range = end - start - 1\n            } else {\n                range = end - start + 1\n            }\n            return Math.floor(this.generator() * range) + start\n        }\n    }\n\n    /**\n     * an array of random numbers between [start, end]\n     * @param {number} start\n     * @param {number} end\n     * @param {number} count\n     * @param {boolean} [useFloat=false]\n     * @return {number[]}\n     */\n    rangeMultiple(start, end, count, useFloat) {\n        var array = []\n        for (let i = 0; i < count; i++) {\n            array.push(this.range(start, end, useFloat))\n        }\n        return array\n    }\n\n    /**\n     * an array of random numbers between [middle - range, middle + range]\n     * @param {number} middle\n     * @param {number} range\n     * @param {number} count\n     * @param {boolean} [useFloat=false]\n     * @return {number[]}\n     */\n    middleMultiple(middle, range, count, useFloat) {\n        const array = []\n        for (let i = 0; i < count; i++) {\n            array.push(middle(middle, range, useFloat))\n        }\n        return array\n    }\n\n    /**\n     * @param {number} [chance=0.5]\n     * returns random sign (either +1 or -1)\n     * @return {number}\n     */\n    sign(chance) {\n        chance = chance || 0.5\n        return this.generator() < chance ? 1 : -1\n    }\n\n    /**\n     * tells you whether a random chance was achieved\n     * @param {number} [percent=0.5]\n     * @return {boolean}\n     */\n    chance(percent) {\n        return this.generator() < (percent || 0.5)\n    }\n\n    /**\n     * returns a random angle in radians [0 - 2 * Math.PI)\n     */\n    angle() {\n        return this.get(Math.PI * 2, true)\n    }\n\n    /**\n     * Shuffle array (either in place or copied)\n     * from http://stackoverflow.com/questions/2450954/how-to-randomize-shuffle-a-javascript-array\n     * @param {Array} array\n     * @param {boolean} [copy=false] whether to shuffle in place (default) or return a new shuffled array\n     * @return {Array} a shuffled array\n     */\n    shuffle(array, copy) {\n        if (copy) {\n            array = array.slice()\n        }\n        if (array.length === 0) {\n            return array\n        }\n\n        let currentIndex = array.length, temporaryValue, randomIndex\n\n        // While there remain elements to shuffle...\n        while (0 !== currentIndex) {\n            // Pick a remaining element...\n            randomIndex = this.get(currentIndex)\n            currentIndex -= 1\n\n            // And swap it with the current element.\n            temporaryValue = array[currentIndex]\n            array[currentIndex] = array[randomIndex]\n            array[randomIndex] = temporaryValue\n        }\n        return array\n    }\n\n    /**\n     * picks a random element from an array\n     * @param {Array} array\n     * @return {*}\n     */\n    pick(array, remove) {\n        if (!remove) {\n            return array[this.get(array.length)]\n        } else {\n            const pick = this.get(array.length)\n            const temp = array[pick]\n            array.splice(pick, 1)\n            return temp\n        }\n    }\n\n    /**\n     * select a random collection of elements from an array\n     * @param {Array} array\n     * @param {number} count\n     * @param {Array} array of selected items\n     */\n    select(array, count) {\n        const select = [...array]\n        const selected = []\n        for (let i = 0; i < count; i++) {\n            const index = this.get(select.length)\n            selected.push(...select.splice(index, 1))\n        }\n        return selected\n    }\n\n    /**\n     * returns a random property from an object\n     * from http://stackoverflow.com/questions/2532218/pick-random-property-from-a-javascript-object\n     * @param {object} obj\n     * @return {*}\n     */\n    property(obj) {\n        var result\n        var count = 0\n        for (var prop in obj) {\n            if (this.chance(1 / ++count)) {\n                result = prop\n            }\n        }\n        return result\n    }\n\n    /**\n     * creates a random set where each entry is a value between [min, max]\n     * @param {number} min\n     * @param {number} max\n     * @param {number} amount of numbers in set\n     * @param {number[]}\n     */\n    set(min, max, amount) {\n        var set = [], all = [], i\n        for (i = min; i < max; i++) {\n            all.push(i)\n        }\n\n        for (i = 0; i < amount; i++) {\n            var found = this.get(all.length)\n            set.push(all[found])\n            all.splice(found, 1)\n        }\n        return set\n    }\n\n\n    /**\n     * returns a set of numbers with a randomly even distribution (i.e., no overlapping and filling the space)\n     * @param {number} start position\n     * @param {number} end position\n     * @param {number} count of non-start/end points\n     * @param {boolean} [includeStart=false] includes start point (count++)\n     * @param {boolean} [includeEnd=false] includes end point (count++)\n     * @param {boolean} [useFloat=false]\n     * @param {number[]}\n     */\n    distribution(start, end, count, includeStart, includeEnd, useFloat) {\n        var interval = Math.floor((end - start) / count)\n        var halfInterval = interval / 2\n        var quarterInterval = interval / 4\n        var set = []\n        if (includeStart) {\n            set.push(start)\n        }\n        for (var i = 0; i < count; i++) {\n            set.push(start + i * interval + halfInterval + this.range(-quarterInterval, quarterInterval, useFloat))\n        }\n        if (includeEnd) {\n            set.push(end)\n        }\n        return set\n    }\n\n    /**\n     * returns a random number based on weighted probability between [min, max]\n     * from http://stackoverflow.com/questions/22656126/javascript-random-number-with-weighted-probability\n     * @param {number} min value\n     * @param {number} max value\n     * @param {number} target for average value\n     * @param {number} stddev - standard deviation\n     */\n    weightedProbabilityInt(min, max, target, stddev) {\n        function normRand() {\n            let x1, x2, rad\n            do {\n                x1 = 2 * this.get(1, true) - 1\n                x2 = 2 * this.get(1, true) - 1\n                rad = x1 * x1 + x2 * x2\n            } while (rad >= 1 || rad === 0)\n            const c = Math.sqrt(-2 * Math.log(rad) / rad)\n            return x1 * c\n        }\n\n        stddev = stddev || 1\n        if (Math.random() < 0.81546) {\n            while (true) {\n                const sample = ((normRand() * stddev) + target)\n                if (sample >= min && sample <= max) {\n                    return sample\n                }\n            }\n        } else {\n            return this.range(min, max)\n        }\n    }\n\n    /**\n     * returns a random number within a circle with a normal distribution\n     * from https://stackoverflow.com/a/5838055/1955997\n     * @param {number} x\n     * @param {number} y\n     * @param {number} radius\n     * @param {bool} [float]\n     * @returns {number[]} [x, y]\n     */\n    circle(x, y, radius, float) {\n        const t = this.angle()\n        const u = this.get(1, true) + this.get(1, true)\n        const r = u > 1 ? 2 - u : u\n        if (float) {\n            return [x + r * Math.cos(t) * radius, y + r * Math.sin(t) * radius]\n        } else {\n            return [Math.round(x + r * Math.cos(t) * radius), Math.round(y + r * Math.sin(t) * radius)]\n        }\n    }\n\n    /*\n     * returns a random hex color (0 - 0xffffff)\n     * @return {number}\n     */\n    color() {\n        return this.get(0xffffff)\n    }\n}\n\nmodule.exports = new Random()"]}","// yy-counter\n// In-browser counter to watch changeable values like counters or FPS\n// David Figatner\n// (c) YOPEY YOPEY LLC 2017\n// MIT License\n// https://github.com/davidfig/counter\n\nmodule.exports = class Counter\n{\n /**\n * @param {object} [options]\n * @param {string} [options.side=rightbottom] side to place the panel (combination of right/left and bottom/top)\n * @param {number} [options.padding=7px]\n * @param {string} [options.color=white]\n * @param {string} [options.background=rgba(0,0,0,0.5)]\n * @param {*} {options.xxx} where xxx is a CSS style for the div\n */\n constructor(options)\n {\n options = options || {}\n options.side = options.side || 'rightbottom'\n options.side.toLowerCase()\n options.padding = options.padding || '7px'\n options.color = options.color || 'white'\n options.background = options.background || 'rgba(0,0,0,0.5)'\n this.div = document.createElement('div')\n Counter.findParent(options.side).appendChild(this.div)\n for (let style in options)\n {\n if (style !== 'parent' && style !== 'side')\n {\n this.div.style[style] = options[style]\n }\n }\n }\n\n /**\n * find the parent div for one of the corners\n * @param {string} [options.side] side to place the panel (combination of right/left and bottom/top)\n * @return {HTMLElement}\n */\n static findParent(side)\n {\n const styles = []\n let name = 'yy-counter-'\n if (side.indexOf('left') !== -1)\n {\n name += 'left-'\n styles['left'] = 0\n }\n else\n {\n name += 'right-'\n styles['right'] = 0\n }\n if (side.indexOf('top') !== -1)\n {\n name += 'top'\n styles['top'] = 0\n }\n else\n {\n name += 'bottom'\n styles['bottom'] = 0\n }\n const test = document.getElementById(name)\n if (test)\n {\n return test\n }\n const container = document.createElement('div')\n container.id = name\n container.style.overflow = 'hidden'\n container.style.position = 'fixed'\n container.style.zIndex = 10000\n container.style.pointerEvents = 'none'\n container.style.userSelect = 'none'\n for (let style in styles)\n {\n container.style[style] = styles[style]\n }\n document.body.appendChild(container)\n return container\n }\n\n /**\n * replaces the innerHTML of the console\n * @param {string|number} text1\n * @param {string|number} [text2]\n * @param {string|number} [...textn] any number of arguments\n */\n log()\n {\n let s = ''\n for (let arg of arguments)\n {\n s += '
                                                                        ' + arg + '
                                                                        '\n }\n this.div.innerHTML = s\n }\n\n /**\n * appends to the innerHTML of the console\n * @param {string|number} text1\n * @param {string|number} [text2]\n * @param {string|number} [...textn] any number of arguments\n */\n append()\n {\n let s = this.div.innerHTML\n for (let arg of arguments)\n {\n s += '
                                                                        ' + arg + '
                                                                        '\n }\n this.div.innerHTML = s\n }\n}","/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n\r\nvar __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments[i];\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\r\n }\r\n return t;\r\n };\r\n return __assign.apply(this, arguments);\r\n};\n\nvar defaultFPSOptions = {\n meter: true,\n side: 'bottom-right',\n FPS: 60,\n tolerance: 1,\n meterWidth: 100,\n meterHeight: 25,\n meterLineHeight: 4,\n styles: {\n 'background': 'rgba(0, 0, 0, 0.5)',\n 'color': 'white',\n },\n stylesFPS: {\n 'padding': '0.1em 0.5em',\n },\n text: ' FPS',\n colorGreen: '#00ff00',\n colorOrange: '#ffa500',\n colorRed: '#ff0000',\n zIndex: 1000,\n};\nvar FPS = /** @class */ (function () {\n /**\n * @param [options]\n * @param [options.meter=true] - include a meter with the FPS\n * @param [options.side=bottom-right] - include any combination of left/right and top/bottom\n * @param [options.FPS=60] - desired FPS\n * @param [options.tolerance=1] - minimum tolerance for fluctuations in FPS number\n * @param [options.meterWidth=100] - width of meter div\n * @param [options.meterHeight=25] - height of meter div\n * @param [options.meterLineHeight=4] - height of meter line\n * @param [options.styles] - CSS styles to apply to the div (in javascript format)\n * @param [options.stylesFPS] - CSS styles to apply to the FPS text (in javascript format)\n * @param [options.stylesMeter] - CSS styles to apply to the FPS meter (in javascript format)\n * @param [options.text=\" FPS\"] - change the text to the right of the FPS\n * @param [options.colorGreen=#ffa500] green (good) color on meter\n * @param [options.colorRed = #ff0000] red (bad) color on meter\n * @param [options.zIndex = 1000] zIndex to assign to div\n */\n function FPS(options) {\n if (options === void 0) { options = {}; }\n this.lastTime = 0;\n this.frameNumber = 0;\n this.lastFPS = 0;\n this.options = __assign(__assign({}, defaultFPSOptions), options);\n this.div = document.createElement('div');\n this.findParent(this.options.side || 'bottom-right').appendChild(this.div);\n this.style(this.div, this.options.styles);\n this.createDivFPS();\n if (this.options.meter) {\n this.createDivMeter();\n }\n }\n Object.defineProperty(FPS.prototype, \"fps\", {\n /** desired FPS */\n get: function () {\n return this.options.FPS;\n },\n set: function (value) {\n this.options.FPS = value;\n },\n enumerable: false,\n configurable: true\n });\n /** remove meter from DOM */\n FPS.prototype.remove = function () {\n this.div.remove();\n };\n Object.defineProperty(FPS.prototype, \"meter\", {\n /** meter (the FPS graph) is on or off */\n get: function () {\n return this.options.meter;\n },\n set: function (value) {\n if (value) {\n this.createDivMeter();\n }\n else if (this.meterCanvas) {\n this.meterCanvas.style.display = 'none';\n }\n },\n enumerable: false,\n configurable: true\n });\n FPS.prototype.style = function (div, style) {\n for (var entry in style) {\n div.style[entry] = style[entry];\n }\n };\n FPS.prototype.createDivFPS = function () {\n var divFPS = document.createElement('div');\n this.style(divFPS, this.options.stylesFPS);\n this.div.appendChild(divFPS);\n this.fpsSpan = document.createElement('span');\n divFPS.appendChild(this.fpsSpan);\n var span = document.createElement('span');\n divFPS.appendChild(span);\n span.innerText = this.options.text;\n };\n FPS.prototype.createDivMeter = function () {\n if (!this.meterCanvas) {\n this.meterCanvas = document.createElement('canvas');\n this.div.appendChild(this.meterCanvas);\n this.meterCanvas.width = this.options.meterWidth;\n this.meterCanvas.height = this.options.meterHeight;\n this.meterCanvas.style.width = this.options.meterWidth + 'px';\n this.meterCanvas.style.height = this.options.meterHeight + 'px';\n this.style(this.meterCanvas, this.options.stylesMeter);\n this.meterContext = this.meterCanvas.getContext('2d');\n }\n else {\n this.meterCanvas.style.display = 'block';\n }\n };\n /** call this at the end of the frame to calculate FPS */\n FPS.prototype.frame = function () {\n this.frameNumber++;\n var currentTime = performance.now() - this.lastTime;\n // skip large differences to remove garbage\n if (currentTime > 500) {\n if (this.lastTime !== 0) {\n this.lastFPS = Math.floor(this.frameNumber / (currentTime / 1000));\n if (this.lastFPS > this.options.FPS ||\n (this.lastFPS >= this.options.FPS - this.options.tolerance &&\n this.lastFPS <= this.options.FPS + this.options.tolerance)) {\n this.lastFPS = this.options.FPS;\n }\n }\n this.lastTime = performance.now();\n this.frameNumber = 0;\n }\n this.fpsSpan.innerText = this.lastFPS === 0 ? '--' : this.lastFPS + '';\n if (this.options.meter && this.lastFPS !== 0) {\n this.meterUpdate(this.lastFPS / this.options.FPS);\n }\n };\n /**\n * From https://github.com/bgrins/TinyColor#readme\n * Mix two RGP colors\n * @param color1 - first color\n * @param color2 - second color\n * @param percent - percent to mix\n */\n FPS.prototype.mix = function (color1, color2, percent) {\n var rgb = function (color) {\n return {\n r: parseInt(color.substr(1, 2), 16),\n g: parseInt(color.substr(3, 2), 16),\n b: parseInt(color.substr(5, 2), 16),\n };\n };\n var digit2 = function (n) {\n n = Math.floor(n);\n if (n.toString().length === 1) {\n return '0' + n.toString(16);\n }\n else {\n return n.toString(16);\n }\n };\n var rgb1 = rgb(color1);\n var rgb2 = rgb(color2);\n var r = digit2(rgb1.r * percent + rgb2.r * (1 - percent));\n var g = digit2(rgb1.g * percent + rgb2.g * (1 - percent));\n var b = digit2(rgb1.b * percent + rgb2.b * (1 - percent));\n return \"#\" + r + g + b;\n };\n FPS.prototype.meterUpdate = function (percent) {\n var data = this.meterContext.getImageData(0, 0, this.meterCanvas.width, this.meterCanvas.height);\n this.meterContext.putImageData(data, -1, 0);\n this.meterContext.clearRect(this.meterCanvas.width - 1, 0, 1, this.meterCanvas.height);\n if (percent <= 0.5) {\n this.meterContext.fillStyle = this.mix(this.options.colorRed, this.options.colorOrange, 1 - percent * 2);\n }\n else {\n this.meterContext.fillStyle = this.mix(this.options.colorGreen, this.options.colorOrange, (percent - 0.5) * 2);\n }\n var height = (this.meterCanvas.height - this.options.meterLineHeight) * (1 - percent);\n this.meterContext.fillRect(this.meterCanvas.width - 1, height, 1, this.options.meterLineHeight);\n };\n /**\n * find the parent div for one of the corners\n * @param side side to place the panel (combination of right/left and bottom/top)\n * @return {HTMLElement}\n */\n FPS.prototype.findParent = function (side) {\n var styles = [];\n var name = 'yy-counter-';\n if (side.indexOf('left') !== -1) {\n name += 'left-';\n styles['left'] = 0;\n }\n else {\n name += 'right-';\n styles['right'] = 0;\n }\n if (side.indexOf('top') !== -1) {\n name += 'top';\n styles['top'] = 0;\n }\n else {\n name += 'bottom';\n styles['bottom'] = 0;\n }\n var test = document.getElementById(name);\n if (test) {\n return test;\n }\n var container = document.createElement('div');\n container.id = name;\n container.style.overflow = 'hidden';\n container.style.position = 'fixed';\n container.style.zIndex = this.options.zIndex.toString();\n container.style.pointerEvents = 'none';\n container.style.userSelect = 'none';\n for (var style in styles) {\n container.style[style] = styles[style];\n }\n document.body.appendChild(container);\n return container;\n };\n return FPS;\n}());\n\nexport { FPS, defaultFPSOptions };\n//# sourceMappingURL=fps.es.js.map\n","const defaultOptions = {\n threshold: 10,\n clicked: true,\n mouse: true,\n touch: 1,\n doubleClicked: false,\n doubleClickedTime: 300,\n longClicked: false,\n longClickedTime: 500,\n capture: false,\n clickDown: false\n};\nexport function clicked(element, callback, options) {\n return new Clicked(element, callback, options);\n}\nexport class Clicked {\n constructor(element, callback, options) {\n if (typeof element === 'string') {\n element = document.querySelector(element);\n if (!element) {\n console.warn(`Unknown element: document.querySelector(${element}) in clicked()`);\n return;\n }\n }\n this.element = element;\n this.callback = callback;\n this.options = Object.assign(Object.assign({}, defaultOptions), options);\n this.createListeners();\n }\n createListeners() {\n this.events = {\n mousedown: (e) => this.mousedown(e),\n mouseup: (e) => this.mouseup(e),\n mousemove: (e) => this.mousemove(e),\n touchstart: (e) => this.touchstart(e),\n touchmove: (e) => this.touchmove(e),\n touchcancel: () => this.cancel(),\n touchend: (e) => this.touchend(e)\n };\n this.element.addEventListener('mousedown', this.events.mousedown, { capture: this.options.capture });\n this.element.addEventListener('mouseup', this.events.mouseup, { capture: this.options.capture });\n this.element.addEventListener('mousemove', this.events.mousemove, { capture: this.options.capture });\n this.element.addEventListener('touchstart', this.events.touchstart, { passive: true, capture: this.options.capture });\n this.element.addEventListener('touchmove', this.events.touchmove, { passive: true, capture: this.options.capture });\n this.element.addEventListener('touchcancel', this.events.touchcancel, { capture: this.options.capture });\n this.element.addEventListener('touchend', this.events.touchend, { capture: this.options.capture });\n }\n destroy() {\n this.element.removeEventListener('mousedown', this.events.mousedown);\n this.element.removeEventListener('mouseup', this.events.mouseup);\n this.element.removeEventListener('mousemove', this.events.mousemove);\n this.element.removeEventListener('touchstart', this.events.touchstart);\n this.element.removeEventListener('touchmove', this.events.touchmove);\n this.element.removeEventListener('touchcancel', this.events.touchcancel);\n this.element.removeEventListener('touchend', this.events.touchend);\n }\n touchstart(e) {\n if (this.options.touch) {\n if (this.down === true) {\n this.cancel();\n }\n else {\n if (this.options.touch === true || e.touches.length <= this.options.touch) {\n this.handleDown(e, e.changedTouches[0].screenX, e.changedTouches[0].screenY);\n }\n }\n }\n }\n pastThreshold(x, y) {\n return Math.abs(this.lastX - x) > this.options.threshold || Math.abs(this.lastY - y) > this.options.threshold;\n }\n touchmove(e) {\n if (this.down) {\n if (e.touches.length !== 1) {\n this.cancel();\n }\n else {\n const x = e.changedTouches[0].screenX;\n const y = e.changedTouches[0].screenY;\n if (this.pastThreshold(x, y)) {\n this.cancel();\n }\n }\n }\n }\n cancel() {\n this.down = false;\n if (this.doubleClickedTimeout) {\n clearTimeout(this.doubleClickedTimeout);\n this.doubleClickedTimeout = null;\n }\n if (this.longClickedTimeout) {\n clearTimeout(this.longClickedTimeout);\n this.longClickedTimeout = null;\n }\n }\n touchend(e) {\n if (this.down) {\n e.preventDefault();\n this.handleClicks(e);\n }\n }\n handleClicks(e) {\n if (this.options.doubleClicked) {\n this.doubleClickedTimeout = this.setTimeout(() => this.doubleClickedCancel(e), this.options.doubleClickedTime);\n }\n else if (this.options.clicked) {\n this.callback({ event: e, type: 'clicked' });\n }\n if (this.longClickedTimeout) {\n clearTimeout(this.longClickedTimeout);\n this.longClickedTimeout = null;\n }\n this.down = false;\n }\n handleDown(e, x, y) {\n if (this.doubleClickedTimeout) {\n if (this.pastThreshold(x, y)) {\n if (this.options.clicked) {\n this.callback({ event: e, type: 'clicked' });\n }\n this.cancel();\n }\n else {\n this.callback({ event: e, type: 'double-clicked' });\n this.cancel();\n }\n }\n else {\n this.lastX = x;\n this.lastY = y;\n this.down = true;\n if (this.options.longClicked) {\n this.longClickedTimeout = this.setTimeout(() => this.longClicked(e), this.options.longClickedTime);\n }\n if (this.options.clickDown) {\n this.callback({ event: e, type: 'click-down' });\n }\n }\n }\n longClicked(e) {\n this.longClickedTimeout = null;\n this.down = false;\n this.callback({ event: e, type: 'long-clicked' });\n }\n doubleClickedCancel(e) {\n this.doubleClickedTimeout = null;\n if (this.options.clicked) {\n this.callback({ event: e, type: 'clicked' });\n }\n }\n checkMouseButtons(e) {\n if (this.options.mouse === false) {\n return false;\n }\n else if (this.options.mouse === true) {\n return true;\n }\n else if (e.button === 0) {\n return this.options.mouse.indexOf('left') !== -1;\n }\n else if (e.button === 1) {\n return this.options.mouse.indexOf('middle') !== -1;\n }\n else if (e.button === 2) {\n return this.options.mouse.indexOf('right') !== -1;\n }\n }\n mousedown(e) {\n if (this.checkMouseButtons(e)) {\n if (this.down === true) {\n this.down = false;\n }\n else {\n this.handleDown(e, e.screenX, e.screenY);\n }\n }\n }\n mousemove(e) {\n if (this.down) {\n const x = e.screenX;\n const y = e.screenY;\n if (this.pastThreshold(x, y)) {\n this.cancel();\n }\n }\n }\n mouseup(e) {\n if (this.down) {\n e.preventDefault();\n this.handleClicks(e);\n }\n }\n setTimeout(callback, time) {\n return setTimeout(callback, time);\n }\n}\n//# sourceMappingURL=clicked.js.map","\n/*\n\tCopyright © 2001 Robert Penner\n\tAll rights reserved.\n\n\tRedistribution and use in source and binary forms, with or without modification, \n\tare permitted provided that the following conditions are met:\n\n\tRedistributions of source code must retain the above copyright notice, this list of \n\tconditions and the following disclaimer.\n\tRedistributions in binary form must reproduce the above copyright notice, this list \n\tof conditions and the following disclaimer in the documentation and/or other materials \n\tprovided with the distribution.\n\n\tNeither the name of the author nor the names of contributors may be used to endorse \n\tor promote products derived from this software without specific prior written permission.\n\n\tTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY \n\tEXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n\tMERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n\tCOPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n\tEXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n\tGOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED \n\tAND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n\tNEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED \n\tOF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n(function() {\n var penner, umd;\n\n umd = function(factory) {\n if (typeof exports === 'object') {\n return module.exports = factory;\n } else if (typeof define === 'function' && define.amd) {\n return define([], factory);\n } else {\n return this.penner = factory;\n }\n };\n\n penner = {\n linear: function(t, b, c, d) {\n return c * t / d + b;\n },\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n easeInOutQuad: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t + b;\n } else {\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n }\n },\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n easeOutCubic: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n },\n easeInOutCubic: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n },\n easeInQuart: function(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n },\n easeOutQuart: function(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n },\n easeInOutQuart: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t + b;\n } else {\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n },\n easeInQuint: function(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n },\n easeOutQuint: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n },\n easeInOutQuint: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n },\n easeInSine: function(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n },\n easeOutSine: function(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n },\n easeInOutSine: function(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n },\n easeInExpo: function(t, b, c, d) {\n if (t === 0) {\n return b;\n } else {\n return c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n },\n easeOutExpo: function(t, b, c, d) {\n if (t === d) {\n return b + c;\n } else {\n return c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n },\n easeInOutExpo: function(t, b, c, d) {\n if (t === 0) {\n b;\n }\n if (t === d) {\n b + c;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n } else {\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n },\n easeInCirc: function(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n },\n easeOutCirc: function(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n },\n easeInOutCirc: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n } else {\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n },\n easeInElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n },\n easeOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b;\n },\n easeInOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d / 2) === 2) {\n b + c;\n }\n if (!p) {\n p = d * (.3 * 1.5);\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n if (t < 1) {\n return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n } else {\n return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;\n }\n },\n easeInBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n },\n easeOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n },\n easeInOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b;\n } else {\n return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b;\n }\n },\n easeInBounce: function(t, b, c, d) {\n var v;\n v = penner.easeOutBounce(d - t, 0, c, d);\n return c - v + b;\n },\n easeOutBounce: function(t, b, c, d) {\n if ((t /= d) < 1 / 2.75) {\n return c * (7.5625 * t * t) + b;\n } else if (t < 2 / 2.75) {\n return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b;\n } else if (t < 2.5 / 2.75) {\n return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b;\n } else {\n return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b;\n }\n },\n easeInOutBounce: function(t, b, c, d) {\n var v;\n if (t < d / 2) {\n v = penner.easeInBounce(t * 2, 0, c, d);\n return v * .5 + b;\n } else {\n v = penner.easeOutBounce(t * 2 - d, 0, c, d);\n return v * .5 + c * .5 + b;\n }\n }\n };\n\n umd(penner);\n\n}).call(this);\n","'use strict';\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\r\n * create number entry\r\n * @private\r\n * @param {string} entry\r\n * @param {number} start\r\n * @param {number} to\r\n * @param {string} [units]\r\n */\nmodule.exports = function () {\n function Number(element, entry, start, to, units) {\n _classCallCheck(this, Number);\n\n this.element = element;\n this.entry = entry;\n this.to = to;\n this.start = start;\n this.delta = to - start;\n this.units = units || '';\n }\n\n _createClass(Number, [{\n key: 'update',\n value: function update(percent) {\n this.element.style[this.entry] = this.start + this.delta * percent + this.units;\n }\n }, {\n key: 'reverse',\n value: function reverse() {\n var swap = this.to;\n this.to = this.start;\n this.start = swap;\n this.delta = -this.delta;\n }\n }]);\n\n return Number;\n}();\n//# sourceMappingURL=data:application/json;charset=utf-8;base64,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","\"use 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[colors];\n }\n this.colors.push(element.style[style]);\n this.interval = interval;\n }\n\n _createClass(Color, [{\n key: \"update\",\n value: function update(percent, time) {\n var elementStyle = this.element.style;\n var style = this.style;\n var colors = this.colors;\n var i = Math.floor(time / this.interval);\n var color = colors[i];\n if (elementStyle[style] !== color) {\n elementStyle[style] = colors[i];\n }\n }\n }, {\n key: \"reverse\",\n value: function reverse() {\n var reverse = [];\n var colors = this.colors;\n for (var color in colors) {\n reverse.unshift(colors[color]);\n }\n reverse.push(reverse.shift());\n this.colors = reverse;\n }\n }]);\n\n return Color;\n}();\n//# 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strict';\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nmodule.exports = function () {\n function Transform(element, entry, to) {\n _classCallCheck(this, Transform);\n\n this.element = element;\n this.transforms = [];\n var transform = element.style.transform;\n var inside = void 0,\n name = '',\n values = void 0;\n for (var i = 0, _i = transform.length; i < _i; i++) {\n var letter = transform[i];\n if (inside) {\n if (letter === ')') {\n inside = false;\n this.transforms.push({ name: name, values: values });\n name = '';\n } else {\n values += letter;\n }\n } else {\n if (letter === '(') {\n values = '';\n inside = true;\n } else if (letter !== ' ') {\n name += letter;\n }\n }\n }\n this.add(entry, to);\n }\n\n _createClass(Transform, [{\n key: 'add',\n value: function add(entry, to) {\n var _iteratorNormalCompletion = true;\n var _didIteratorError = false;\n var _iteratorError = undefined;\n\n try {\n for (var _iterator = this.transforms[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true) {\n var _transform = _step.value;\n\n if (_transform.name === entry) {\n _transform.start = parseFloat(_transform.values);\n _transform.to = to;\n _transform.delta = _transform.to - _transform.start;\n return;\n }\n }\n } catch (err) {\n _didIteratorError = true;\n _iteratorError = err;\n } finally {\n try {\n if (!_iteratorNormalCompletion && _iterator.return) {\n _iterator.return();\n }\n } finally {\n if (_didIteratorError) {\n throw _iteratorError;\n }\n }\n }\n\n this.transforms.push({ name: entry, start: 1, to: to, delta: to - 1 });\n }\n }, {\n key: 'update',\n value: function update(percent) {\n var _iteratorNormalCompletion2 = true;\n var _didIteratorError2 = false;\n var _iteratorError2 = undefined;\n\n try {\n for (var _iterator2 = this.transforms[Symbol.iterator](), _step2; !(_iteratorNormalCompletion2 = (_step2 = _iterator2.next()).done); _iteratorNormalCompletion2 = true) {\n var _transform2 = _step2.value;\n\n _transform2.values = _transform2.start + _transform2.delta * percent;\n }\n } catch (err) {\n _didIteratorError2 = true;\n _iteratorError2 = err;\n } finally {\n try {\n if (!_iteratorNormalCompletion2 && _iterator2.return) {\n _iterator2.return();\n }\n } finally {\n if (_didIteratorError2) {\n throw _iteratorError2;\n }\n }\n }\n\n var s = '';\n var _iteratorNormalCompletion3 = true;\n var _didIteratorError3 = false;\n var _iteratorError3 = undefined;\n\n try {\n for (var _iterator3 = this.transforms[Symbol.iterator](), _step3; !(_iteratorNormalCompletion3 = (_step3 = _iterator3.next()).done); _iteratorNormalCompletion3 = true) {\n var _transform3 = _step3.value;\n\n s += _transform3.name + '(' + _transform3.values + ') ';\n }\n } catch (err) {\n _didIteratorError3 = true;\n _iteratorError3 = err;\n } finally {\n try {\n if (!_iteratorNormalCompletion3 && _iterator3.return) {\n _iterator3.return();\n }\n } finally {\n if (_didIteratorError3) {\n throw _iteratorError3;\n }\n }\n }\n\n this.element.style.transform = s;\n }\n }, {\n key: 'reverse',\n value: function reverse() {\n var _iteratorNormalCompletion4 = true;\n var _didIteratorError4 = false;\n var _iteratorError4 = undefined;\n\n try {\n for (var _iterator4 = this.transforms[Symbol.iterator](), _step4; !(_iteratorNormalCompletion4 = (_step4 = _iterator4.next()).done); _iteratorNormalCompletion4 = true) {\n var _transform4 = _step4.value;\n\n var swap = _transform4.to;\n _transform4.to = _transform4.start;\n _transform4.start = swap;\n _transform4.delta = -_transform4.delta;\n }\n } catch (err) {\n _didIteratorError4 = true;\n _iteratorError4 = err;\n } finally {\n try {\n if (!_iteratorNormalCompletion4 && _iterator4.return) {\n _iterator4.return();\n }\n } finally {\n if (_didIteratorError4) {\n throw _iteratorError4;\n }\n }\n }\n }\n }]);\n\n return Transform;\n}();\n//# 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strict';\n\nfunction getComputed(el, style) {\n return document.defaultView.getComputedStyle(el, '').getPropertyValue(style);\n}\n\nmodule.exports = {\n getComputed: getComputed\n};\n//# sourceMappingURL=data:application/json;charset=utf-8;base64,eyJ2ZXJzaW9uIjozLCJzb3VyY2VzIjpbIi4uL3NyYy91dGlscy5qcyJdLCJuYW1lcyI6WyJnZXRDb21wdXRlZCIsImVsIiwic3R5bGUiLCJkb2N1bWVudCIsImRlZmF1bHRWaWV3IiwiZ2V0Q29tcHV0ZWRTdHlsZSIsImdldFByb3BlcnR5VmFsdWUiLCJtb2R1bGUiLCJleHBvcnRzIl0sIm1hcHBpbmdzIjoiOztBQUFBLFNBQVNBLFdBQVQsQ0FBcUJDLEVBQXJCLEVBQXlCQyxLQUF6QixFQUNBO0FBQ0ksV0FBT0MsU0FBU0MsV0FBVCxDQUFxQkMsZ0JBQXJCLENBQXNDSixFQUF0QyxFQUEwQyxFQUExQyxFQUE4Q0ssZ0JBQTlDLENBQStESixLQUEvRCxDQUFQO0FBQ0g7O0FBRURLLE9BQU9DLE9BQVAsR0FBaUI7QUFDYlI7QUFEYSxDQUFqQiIsImZpbGUiOiJ1dGlscy5qcyIsInNvdXJjZXNDb250ZW50IjpbImZ1bmN0aW9uIGdldENvbXB1dGVkKGVsLCBzdHlsZSlcclxue1xyXG4gICAgcmV0dXJuIGRvY3VtZW50LmRlZmF1bHRWaWV3LmdldENvbXB1dGVkU3R5bGUoZWwsICcnKS5nZXRQcm9wZXJ0eVZhbHVlKHN0eWxlKVxyXG59XHJcblxyXG5tb2R1bGUuZXhwb3J0cyA9IHtcclxuICAgIGdldENvbXB1dGVkXHJcbn0iXX0=","'use strict';\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nvar utils = require('./utils');\n\nvar ORDER = ['marginTop', 'marginRight', 'marginBottom', 'marginLeft'];\n\nmodule.exports = function () {\n function Margin(element, entry, to) {\n _classCallCheck(this, Margin);\n\n this.element = element;\n this.margins = {\n marginTop: { start: parseInt(utils.getComputed(element, 'margin-top')) },\n marginRight: { start: parseInt(utils.getComputed(element, 'margin-right')) },\n marginBottom: { start: parseInt(utils.getComputed(element, 'margin-bottom')) },\n marginLeft: { start: parseInt(utils.getComputed(element, 'margin-left')) }\n };\n this.add(entry, to);\n }\n\n _createClass(Margin, [{\n key: 'add',\n value: function add(entry, to) {\n var margin = this.margins[entry];\n margin.animate = true;\n margin.to = to;\n margin.delta = to - margin.start;\n }\n }, {\n key: 'update',\n value: function update(percent) {\n var value = '';\n var _iteratorNormalCompletion = true;\n var _didIteratorError = false;\n var _iteratorError = undefined;\n\n try {\n for (var _iterator = ORDER[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true) {\n var key = _step.value;\n\n var margin = this.margins[key];\n if (margin.animate) {\n value += Math.round(margin.start + margin.delta * percent) + 'px ';\n } else {\n value += margin.start + 'px ';\n }\n }\n } catch (err) {\n _didIteratorError = true;\n _iteratorError = err;\n } finally {\n try {\n if (!_iteratorNormalCompletion && _iterator.return) {\n _iterator.return();\n }\n } finally {\n if (_didIteratorError) {\n throw _iteratorError;\n }\n }\n }\n\n this.element.style.margin = value;\n }\n }, {\n key: 'reverse',\n value: function reverse() {\n var _iteratorNormalCompletion2 = true;\n var _didIteratorError2 = false;\n var _iteratorError2 = undefined;\n\n try {\n for (var _iterator2 = ORDER[Symbol.iterator](), _step2; !(_iteratorNormalCompletion2 = (_step2 = _iterator2.next()).done); _iteratorNormalCompletion2 = true) {\n var order = _step2.value;\n\n var margin = this.margins[order];\n if (margin.animate) {\n var swap = margin.to;\n margin.to = margin.start;\n margin.start = swap;\n margin.delta = -margin.delta;\n }\n }\n } catch (err) {\n _didIteratorError2 = true;\n _iteratorError2 = err;\n } finally {\n try {\n if (!_iteratorNormalCompletion2 && _iterator2.return) {\n _iterator2.return();\n }\n } finally {\n if (_didIteratorError2) {\n throw _iteratorError2;\n }\n }\n }\n }\n }]);\n\n return Margin;\n}();\n//# 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strict';\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nvar EventEmitter = require('eventemitter3');\n\nvar Number = require('./number');\nvar Color = require('./color');\nvar Transform = require('./transform');\nvar Margin = require('./margin');\nvar utils = require('./utils');\n\nvar Ease = function (_EventEmitter) {\n _inherits(Ease, _EventEmitter);\n\n /**\r\n * Ease class returned by DomEase.add()\r\n * @extends EventEmitter\r\n * @param {HTMLElement} element\r\n * @param {object} params\r\n * @param {number} [params.left] in px\r\n * @param {number} [params.right] in px\r\n * @param {number} [params.top] in px\r\n * @param {number} [params.bottom] in px\r\n * @param {number} [params.width] in px\r\n * @param {number} [params.height] in px\r\n * @param {number} [params.scale]\r\n * @param {number} [params.scaleX]\r\n * @param {number} [params.scaleY]\r\n * @param {number} [params.opacity]\r\n * @param {number} [params.marginLeft] in px\r\n * @param {number} [params.marginRight] in px\r\n * @param {number} [params.marginTop] in px\r\n * @param {number} [params.marginBottom] in px\r\n * @param {(color|color[])} [params.color]\r\n * @param {(color|color[])} [params.backgroundColor]\r\n * @param {object} [options]\r\n * @param {number} [options.start] use this as the starting value\r\n * @param {number} [options.duration]\r\n * @param {(string|function)} [options.ease]\r\n * @param {(boolean|number)} [options.repeat]\r\n * @param {boolean} [options.reverse]\r\n * @param {number} [options.wait]\r\n * @returns {Ease}\r\n * @fires Ease#each\r\n * @fires Ease#complete\r\n * @fires Ease#loop\r\n * @hideconstructor\r\n */\n function Ease(element, params, options) {\n _classCallCheck(this, Ease);\n\n var _this = _possibleConstructorReturn(this, (Ease.__proto__ || Object.getPrototypeOf(Ease)).call(this));\n\n _this.element = element;\n _this.list = [];\n _this.time = 0;\n _this.duration = options.duration;\n _this.ease = options.ease;\n _this.repeat = options.repeat;\n _this.reverse = options.reverse;\n _this.wait = options.wait || 0;\n for (var entry in params) {\n switch (entry) {\n case 'left':\n _this.list.push(new Number(element, entry, element.offsetLeft, params[entry], 'px'));\n break;\n\n case 'top':\n _this.list.push(new Number(element, entry, element.offsetTop, params[entry], 'px'));\n break;\n\n case 'bottom':\n _this.list.push(new Number(element, entry, element.parentNode.offsetHeight - (element.offsetTop + element.offsetHeight), params[entry], 'px'));\n break;\n\n case 'right':\n _this.list.push(new Number(element, entry, element.parentNode.offsetWidth - (element.offsetLeft + element.offsetWidth), params[entry], 'px'));\n break;\n\n case 'color':\n _this.list.push(new Color(element, 'color', params[entry], _this.duration / (1 + params[entry].length)));\n break;\n\n case 'backgroundColor':\n _this.list.push(new Color(element, 'backgroundColor', _this.duration / (1 + params[entry].length)));\n break;\n\n case 'scale':\n if (_this.transform) {\n _this.transform.add('scaleX', params[entry]);\n } else {\n _this.transform = new Transform(element, 'scaleX', params[entry]);\n _this.list.push(_this.transform);\n }\n _this.transform.add('scaleY', params[entry]);\n break;\n\n case 'scaleX':\n case 'scaleY':\n if (_this.transform) {\n _this.transform.add(entry, params[entry]);\n } else {\n _this.transform = new Transform(element, entry, params[entry]);\n _this.list.push(_this.transform);\n }\n break;\n\n case 'opacity':\n _this.list.push(new Number(element, entry, parseFloat(utils.getComputed(element, 'opacity')), params[entry]));\n break;\n\n case 'width':\n _this.list.push(new Number(element, entry, element.offsetWidth, params[entry], 'px'));\n break;\n\n case 'height':\n _this.list.push(new Number(element, entry, element.offsetHeight, params[entry], 'px'));\n break;\n\n case 'marginLeft':\n case 'marginRight':\n case 'marginTop':\n case 'marginBottom':\n if (_this.margin) {\n _this.margin.add(entry, params[entry]);\n } else {\n _this.margin = new Margin(element, entry, params[entry]);\n _this.list.push(_this.margin);\n }\n break;\n\n default:\n console.warn(entry + ' not setup for animation in dom-ease.');\n }\n }\n return _this;\n }\n\n _createClass(Ease, [{\n key: 'update',\n value: function update(elapsed) {\n if (this.wait) {\n this.wait -= elapsed;\n if (this.wait < 0) {\n elapsed = -this.wait;\n this.wait = 0;\n } else {\n return;\n }\n }\n var list = this.list;\n var leftover = null;\n this.time += elapsed;\n if (this.time >= this.duration) {\n leftover = this.time - this.duration;\n this.time -= leftover;\n }\n var percent = this.ease(this.time, 0, 1, this.duration);\n for (var i = 0, _i = list.length; i < _i; i++) {\n list[i].update(percent, this.time);\n }\n this.emit('each', this);\n\n // handle end of duration\n if (leftover !== null) {\n if (this.reverse) {\n this.reverseEases();\n this.time = leftover;\n this.emit('loop', this);\n if (!this.repeat) {\n this.reverse = false;\n } else if (this.repeat !== true) {\n this.repeat--;\n }\n } else if (this.repeat) {\n this.emit('loop', this);\n this.time = leftover;\n if (this.repeat !== true) {\n this.repeat--;\n }\n } else {\n this.emit('complete', this);\n return true;\n }\n }\n }\n }, {\n key: 'reverseEases',\n value: function reverseEases() {\n var list = this.list;\n for (var i = 0, _i = list.length; i < _i; i++) {\n var ease = list[i];\n ease.reverse();\n }\n }\n }]);\n\n return Ease;\n}(EventEmitter);\n\n/**\r\n * fires when eases are complete\r\n * @event Ease#complete\r\n * @type {Ease}\r\n */\n\n/**\r\n * fires on each loop while eases are running\r\n * @event Ease#each\r\n * @type {Ease}\r\n */\n\n/**\r\n * fires when eases repeat or reverse\r\n * @event Ease#loop\r\n * @type {Ease}\r\n */\n\nmodule.exports = Ease;\n//# 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EventEmitter = require('eventemitter3')\r\n\r\nconst Number = require('./number')\r\nconst Color = require('./color')\r\nconst Transform = require('./transform')\r\nconst Margin = require('./margin')\r\nconst utils = require('./utils')\r\n\r\nclass Ease extends EventEmitter\r\n{\r\n    /**\r\n     * Ease class returned by DomEase.add()\r\n     * @extends EventEmitter\r\n     * @param {HTMLElement} element\r\n     * @param {object} params\r\n     * @param {number} [params.left] in px\r\n     * @param {number} [params.right] in px\r\n     * @param {number} [params.top] in px\r\n     * @param {number} [params.bottom] in px\r\n     * @param {number} [params.width] in px\r\n     * @param {number} [params.height] in px\r\n     * @param {number} [params.scale]\r\n     * @param {number} [params.scaleX]\r\n     * @param {number} [params.scaleY]\r\n     * @param {number} [params.opacity]\r\n     * @param {number} [params.marginLeft] in px\r\n     * @param {number} [params.marginRight] in px\r\n     * @param {number} [params.marginTop] in px\r\n     * @param {number} [params.marginBottom] in px\r\n     * @param {(color|color[])} [params.color]\r\n     * @param {(color|color[])} [params.backgroundColor]\r\n     * @param {object} [options]\r\n     * @param {number} [options.start] use this as the starting value\r\n     * @param {number} [options.duration]\r\n     * @param {(string|function)} [options.ease]\r\n     * @param {(boolean|number)} [options.repeat]\r\n     * @param {boolean} [options.reverse]\r\n     * @param {number} [options.wait]\r\n     * @returns {Ease}\r\n     * @fires Ease#each\r\n     * @fires Ease#complete\r\n     * @fires Ease#loop\r\n     * @hideconstructor\r\n     */\r\n    constructor(element, params, options)\r\n    {\r\n        super()\r\n        this.element = element\r\n        this.list = []\r\n        this.time = 0\r\n        this.duration = options.duration\r\n        this.ease = options.ease\r\n        this.repeat = options.repeat\r\n        this.reverse = options.reverse\r\n        this.wait = options.wait || 0\r\n        for (let entry in params)\r\n        {\r\n            switch (entry)\r\n            {\r\n                case 'left':\r\n                    this.list.push(new Number(element, entry, element.offsetLeft, params[entry], 'px'))\r\n                    break\r\n\r\n                case 'top':\r\n                    this.list.push(new Number(element, entry, element.offsetTop, params[entry], 'px'))\r\n                    break\r\n\r\n                case 'bottom':\r\n                    this.list.push(new Number(element, entry, element.parentNode.offsetHeight - (element.offsetTop + element.offsetHeight), params[entry], 'px'))\r\n                    break\r\n\r\n                case 'right':\r\n                    this.list.push(new Number(element, entry, element.parentNode.offsetWidth - (element.offsetLeft + element.offsetWidth), params[entry], 'px'))\r\n                    break\r\n\r\n                case 'color':\r\n                    this.list.push(new Color(element, 'color', params[entry], this.duration / (1 + params[entry].length)))\r\n                    break\r\n\r\n                case 'backgroundColor':\r\n                    this.list.push(new Color(element, 'backgroundColor', this.duration / (1 + params[entry].length)))\r\n                    break\r\n\r\n                case 'scale':\r\n                    if (this.transform)\r\n                    {\r\n                        this.transform.add('scaleX', params[entry])\r\n                    }\r\n                    else\r\n                    {\r\n                        this.transform = new Transform(element, 'scaleX', params[entry])\r\n                        this.list.push(this.transform)\r\n                    }\r\n                    this.transform.add('scaleY', params[entry])\r\n                    break\r\n\r\n                case 'scaleX':\r\n                case 'scaleY':\r\n                    if (this.transform)\r\n                    {\r\n                        this.transform.add(entry, params[entry])\r\n                    }\r\n                    else\r\n                    {\r\n                        this.transform = new Transform(element, entry, params[entry])\r\n                        this.list.push(this.transform)\r\n                    }\r\n                    break\r\n\r\n                case 'opacity':\r\n                    this.list.push(new Number(element, entry, parseFloat(utils.getComputed(element, 'opacity')), params[entry]))\r\n                    break\r\n\r\n                case 'width':\r\n                    this.list.push(new Number(element, entry, element.offsetWidth, params[entry], 'px'))\r\n                    break\r\n\r\n                case 'height':\r\n                    this.list.push(new Number(element, entry, element.offsetHeight, params[entry], 'px'))\r\n                    break\r\n\r\n                case 'marginLeft':\r\n                case 'marginRight':\r\n                case 'marginTop':\r\n                case 'marginBottom':\r\n                    if (this.margin)\r\n                    {\r\n                        this.margin.add(entry, params[entry])\r\n                    }\r\n                    else\r\n                    {\r\n                        this.margin = new Margin(element, entry, params[entry])\r\n                        this.list.push(this.margin)\r\n                    }\r\n                    break\r\n\r\n                default:\r\n                    console.warn(entry + ' not setup for animation in dom-ease.')\r\n            }\r\n        }\r\n    }\r\n\r\n    update(elapsed)\r\n    {\r\n        if (this.wait)\r\n        {\r\n            this.wait -= elapsed\r\n            if (this.wait < 0)\r\n            {\r\n                elapsed = -this.wait\r\n                this.wait = 0\r\n            }\r\n            else\r\n            {\r\n                return\r\n            }\r\n        }\r\n        const list = this.list\r\n        let leftover = null\r\n        this.time += elapsed\r\n        if (this.time >= this.duration)\r\n        {\r\n            leftover = this.time - this.duration\r\n            this.time -= leftover\r\n        }\r\n        const percent = this.ease(this.time, 0, 1, this.duration)\r\n        for (let i = 0, _i = list.length; i < _i; i++)\r\n        {\r\n            list[i].update(percent, this.time)\r\n        }\r\n        this.emit('each', this)\r\n\r\n        // handle end of duration\r\n        if (leftover !== null)\r\n        {\r\n            if (this.reverse)\r\n            {\r\n                this.reverseEases()\r\n                this.time = leftover\r\n                this.emit('loop', this)\r\n                if (!this.repeat)\r\n                {\r\n                    this.reverse = false\r\n                }\r\n                else if (this.repeat !== true)\r\n                {\r\n                    this.repeat--\r\n                }\r\n            }\r\n            else if (this.repeat)\r\n            {\r\n                this.emit('loop', this)\r\n                this.time = leftover\r\n                if (this.repeat !== true)\r\n                {\r\n                    this.repeat--\r\n                }\r\n            }\r\n            else\r\n            {\r\n                this.emit('complete', this)\r\n                return true\r\n            }\r\n        }\r\n    }\r\n\r\n    reverseEases()\r\n    {\r\n        const list = this.list\r\n        for (let i = 0, _i = list.length; i < _i; i++)\r\n        {\r\n            const ease = list[i]\r\n            ease.reverse()\r\n        }\r\n    }\r\n}\r\n\r\n/**\r\n * fires when eases are complete\r\n * @event Ease#complete\r\n * @type {Ease}\r\n */\r\n\r\n/**\r\n * fires on each loop while eases are running\r\n * @event Ease#each\r\n * @type {Ease}\r\n */\r\n\r\n/**\r\n * fires when eases repeat or reverse\r\n * @event Ease#loop\r\n * @type {Ease}\r\n */\r\n\r\nmodule.exports = Ease"]}","'use strict';\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nvar EventEmitter = require('eventemitter3');\nvar Penner = require('penner');\n\nvar Ease = require('./ease');\n\n/**\r\n * Manages all eases\r\n * @extends EventEmitter\r\n * @example\r\n * var Ease = require('dom-ease');\r\n * var ease = new Ease({ duration: 3000, ease: 'easeInOutSine' });\r\n *\r\n * var test = document.getElementById('test')\r\n * ease.add(test, { left: 20, top: 15, opacity: 0.25 }, { repeat: true, reverse: true })\r\n */\n\nvar DomEase = function (_EventEmitter) {\n _inherits(DomEase, _EventEmitter);\n\n /**\r\n * @param {object} [options]\r\n * @param {number} [options.duration=1000] default duration\r\n * @param {(string|function)} [options.ease=penner.linear] default ease\r\n * @param {(string|function)} [options.autostart=true]\r\n * @param {number} [options.maximumFrameRate=16.667]\r\n * @param {boolean} [options.pauseOnBlur] pause timer on blur, resume on focus\r\n * @fires DomEase#each\r\n * @fires DomEase#complete\r\n */\n function DomEase(options) {\n _classCallCheck(this, DomEase);\n\n var _this = _possibleConstructorReturn(this, (DomEase.__proto__ || Object.getPrototypeOf(DomEase)).call(this));\n\n _this.options = options || {};\n _this.options.duration = _this.options.duration || 1000;\n _this.options.ease = _this.options.ease || Penner.linear;\n _this.options.maximumFrameRate = _this.options.maximumFrameRate || 16.667;\n _this.list = [];\n _this.empty = true;\n if (!_this.options.autostart) {\n _this.start();\n }\n if (_this.options.pauseOnBlur) {\n window.addEventListener('blur', function () {\n return _this.blur();\n });\n window.addEventListener('focus', function () {\n return _this.focus();\n });\n }\n return _this;\n }\n\n /**\r\n * start animation loop (automatically called unless options.autostart=false)\r\n */\n\n\n _createClass(DomEase, [{\n key: 'start',\n value: function start() {\n if (!this._requested) {\n this._requested = true;\n this.loop();\n this.running = true;\n }\n }\n }, {\n key: 'blur',\n value: function blur() {\n if (this.running) {\n this.stop();\n this.running = true;\n }\n }\n }, {\n key: 'focus',\n value: function focus() {\n if (this.running) {\n this.start();\n }\n }\n }, {\n key: 'loop',\n value: function loop(time) {\n var _this2 = this;\n\n if (time) {\n var elapsed = this._last ? time - this._last : 0;\n elapsed = elapsed > this.options.maximumFrameRate ? this.options.maximumFrameRate : elapsed;\n this.update(elapsed);\n }\n this._last = time;\n this._requestId = window.requestAnimationFrame(function (time) {\n return _this2.loop(time);\n });\n }\n\n /**\r\n * stop animation loop\r\n */\n\n }, {\n key: 'stop',\n value: function stop() {\n if (this._requested) {\n window.cancelAnimationFrame(this._requestId);\n this._requested = false;\n this.running = false;\n }\n }\n\n /**\r\n * add ease(s) to one or more elements\r\n * @param {(HTMLElement|HTMLElement[])} element(s)\r\n * @param {object} params\r\n * @param {number} [params.left] in px\r\n * @param {number} [params.top] in px\r\n * @param {number} [params.width] in px\r\n * @param {number} [params.height] in px\r\n * @param {number} [params.scale]\r\n * @param {number} [params.scaleX]\r\n * @param {number} [params.scaleY]\r\n * @param {number} [params.opacity]\r\n * @param {number} [params.marginTop] in px\r\n * @param {number} [params.marginRight] in px\r\n * @param {number} [params.marginBottom] in px\r\n * @param {number} [params.marginLeft] in px\r\n * @param {(color|color[])} [params.color]\r\n * @param {(color|color[])} [params.backgroundColor]\r\n * @param {object} [options]\r\n * @param {number} [options.duration]\r\n * @param {(string|function)} [options.ease]\r\n * @param {(boolean|number)} [options.repeat]\r\n * @param {boolean} [options.reverse]\r\n * @returns {(Ease|Ease[])} ease(s) for each element\r\n */\n\n }, {\n key: 'add',\n value: function add(element, params, options) {\n // set up default options\n options = options || {};\n options.duration = typeof options.duration !== 'undefined' ? options.duration : this.options.duration;\n options.ease = options.ease || this.options.ease;\n if (typeof options.ease === 'string') {\n options.ease = Penner[options.ease];\n }\n if (Array.isArray(element)) {\n var eases = [];\n var _iteratorNormalCompletion = true;\n var _didIteratorError = false;\n var _iteratorError = undefined;\n\n try {\n for (var _iterator = element[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true) {\n var el = _step.value;\n\n var ease = new Ease(el, params, options);\n this.list.push(ease);\n eases.push(ease);\n }\n } catch (err) {\n _didIteratorError = true;\n _iteratorError = err;\n } finally {\n try {\n if (!_iteratorNormalCompletion && _iterator.return) {\n _iterator.return();\n }\n } finally {\n if (_didIteratorError) {\n throw _iteratorError;\n }\n }\n }\n\n return eases;\n } else 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EventEmitter = require('eventemitter3')\r\nconst Penner = require('penner')\r\n\r\nconst Ease = require('./ease')\r\n\r\n/**\r\n * Manages all eases\r\n * @extends EventEmitter\r\n * @example\r\n * var Ease = require('dom-ease');\r\n * var ease = new Ease({ duration: 3000, ease: 'easeInOutSine' });\r\n *\r\n * var test = document.getElementById('test')\r\n * ease.add(test, { left: 20, top: 15, opacity: 0.25 }, { repeat: true, reverse: true })\r\n */\r\nclass DomEase extends EventEmitter\r\n{\r\n    /**\r\n     * @param {object} [options]\r\n     * @param {number} [options.duration=1000] default duration\r\n     * @param {(string|function)} [options.ease=penner.linear] default ease\r\n     * @param {(string|function)} [options.autostart=true]\r\n     * @param {number} [options.maximumFrameRate=16.667]\r\n     * @param {boolean} [options.pauseOnBlur] pause timer on blur, resume on focus\r\n     * @fires DomEase#each\r\n     * @fires DomEase#complete\r\n     */\r\n    constructor(options)\r\n    {\r\n        super()\r\n        this.options = options || {}\r\n        this.options.duration = this.options.duration || 1000\r\n        this.options.ease = this.options.ease || Penner.linear\r\n        this.options.maximumFrameRate = this.options.maximumFrameRate || 16.667\r\n        this.list = []\r\n        this.empty = true\r\n        if (!this.options.autostart)\r\n        {\r\n            this.start()\r\n        }\r\n        if (this.options.pauseOnBlur)\r\n        {\r\n            window.addEventListener('blur', () => this.blur())\r\n            window.addEventListener('focus', () => this.focus())\r\n        }\r\n    }\r\n\r\n    /**\r\n     * start animation loop (automatically called unless options.autostart=false)\r\n     */\r\n    start()\r\n    {\r\n        if (!this._requested)\r\n        {\r\n            this._requested = true\r\n            this.loop()\r\n            this.running = true\r\n        }\r\n    }\r\n\r\n    blur()\r\n    {\r\n        if (this.running)\r\n        {\r\n            this.stop()\r\n            this.running = true\r\n        }\r\n    }\r\n\r\n    focus()\r\n    {\r\n        if (this.running)\r\n        {\r\n            this.start()\r\n        }\r\n    }\r\n\r\n    loop(time)\r\n    {\r\n        if (time)\r\n        {\r\n            let elapsed = this._last ? time - this._last : 0\r\n            elapsed = elapsed > this.options.maximumFrameRate ? this.options.maximumFrameRate : elapsed\r\n            this.update(elapsed)\r\n        }\r\n        this._last = time\r\n        this._requestId = window.requestAnimationFrame((time) => this.loop(time))\r\n    }\r\n\r\n    /**\r\n     * stop animation loop\r\n     */\r\n    stop()\r\n    {\r\n        if (this._requested)\r\n        {\r\n            window.cancelAnimationFrame(this._requestId)\r\n            this._requested = false\r\n            this.running = false\r\n        }\r\n    }\r\n\r\n    /**\r\n     * add ease(s) to one or more elements\r\n     * @param {(HTMLElement|HTMLElement[])} element(s)\r\n     * @param {object} params\r\n     * @param {number} [params.left] in px\r\n     * @param {number} [params.top] in px\r\n     * @param {number} [params.width] in px\r\n     * @param {number} [params.height] in px\r\n     * @param {number} [params.scale]\r\n     * @param {number} [params.scaleX]\r\n     * @param {number} [params.scaleY]\r\n     * @param {number} [params.opacity]\r\n     * @param {number} [params.marginTop] in px\r\n     * @param {number} [params.marginRight] in px\r\n     * @param {number} [params.marginBottom] in px\r\n     * @param {number} [params.marginLeft] in px\r\n     * @param {(color|color[])} [params.color]\r\n     * @param {(color|color[])} [params.backgroundColor]\r\n     * @param {object} [options]\r\n     * @param {number} [options.duration]\r\n     * @param {(string|function)} [options.ease]\r\n     * @param {(boolean|number)} [options.repeat]\r\n     * @param {boolean} [options.reverse]\r\n     * @returns {(Ease|Ease[])} ease(s) for each element\r\n     */\r\n    add(element, params, options)\r\n    {\r\n        // set up default options\r\n        options = options || {}\r\n        options.duration = typeof options.duration !== 'undefined' ? options.duration : this.options.duration\r\n        options.ease = options.ease || this.options.ease\r\n        if (typeof options.ease === 'string')\r\n        {\r\n            options.ease = Penner[options.ease]\r\n        }\r\n        if (Array.isArray(element))\r\n        {\r\n            const eases = []\r\n            for (let el of element)\r\n            {\r\n                const ease = new Ease(el, params, options)\r\n                this.list.push(ease)\r\n                eases.push(ease)\r\n            }\r\n            return eases\r\n        }\r\n        else\r\n        {\r\n            const ease = new Ease(element, params, options)\r\n            this.list.push(ease)\r\n            return ease\r\n        }\r\n    }\r\n\r\n    /**\r\n     * remove all eases on element\r\n     * @param {HTMLElement} element\r\n     */\r\n    removeObjectEases(element)\r\n    {\r\n        const list = this.list\r\n        for (let i = 0, _i = list.length; i < _i; i++)\r\n        {\r\n            const ease = list[i]\r\n            if (ease.element === element)\r\n            {\r\n                list.splice(i, 1)\r\n                i--\r\n                _i--\r\n            }\r\n        }\r\n    }\r\n\r\n    /**\r\n     * remove eases using Ease object returned by add()\r\n     * @param {Ease} ease\r\n     */\r\n    remove(ease)\r\n    {\r\n        const list = this.list\r\n        for (let i = 0, _i = list.length; i < _i; i++)\r\n        {\r\n            if (list[i] === ease)\r\n            {\r\n                list.splice(i, 1)\r\n                return\r\n            }\r\n        }\r\n    }\r\n\r\n    /**\r\n     * remove all eases\r\n     */\r\n    removeAll()\r\n    {\r\n        this.list = []\r\n    }\r\n\r\n    /**\r\n     * update frame; this is called automatically if start() is used\r\n     * @param {number} elapsed time in ms\r\n     */\r\n    update(elapsed)\r\n    {\r\n        for (let i = 0, _i = this.list.length; i < _i; i++)\r\n        {\r\n            if (this.list[i].update(elapsed))\r\n            {\r\n                this.list.splice(i, 1)\r\n                i--\r\n                _i--\r\n            }\r\n        }\r\n        this.emit('each', this)\r\n        if (!this.empty && this.list.length === 0)\r\n        {\r\n            this.emit('complete', this)\r\n            this.empty = true\r\n        }\r\n    }\r\n\r\n    /**\r\n     * number of eases\r\n     * @returns {number}\r\n     */\r\n    getCount()\r\n    {\r\n        return this.list.length\r\n    }\r\n}\r\n\r\n/**\r\n * fires when there are no more animations for a DOM element\r\n * @event DomEase#complete\r\n * @type {DomEase}\r\n */\r\n\r\n/**\r\n * fires on each loop for a DOM element where there are animations\r\n * @event DomEase#each\r\n * @type {DomEase}\r\n */\r\n\r\nmodule.exports = DomEase"]}","/*!\n * @pixi/math - v6.5.7\n * Compiled Thu, 20 Oct 2022 15:13:33 UTC\n *\n * @pixi/math is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n'use strict';\n\nObject.defineProperty(exports, '__esModule', { value: true });\n\n/**\n * Two Pi.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar PI_2 = Math.PI * 2;\n/**\n * Conversion factor for converting radians to degrees.\n * @static\n * @member {number} RAD_TO_DEG\n * @memberof PIXI\n */\nvar RAD_TO_DEG = 180 / Math.PI;\n/**\n * Conversion factor for converting degrees to radians.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar DEG_TO_RAD = Math.PI / 180;\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n * @static\n * @memberof PIXI\n * @enum {number}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n */\nexports.SHAPES = void 0;\n(function (SHAPES) {\n SHAPES[SHAPES[\"POLY\"] = 0] = \"POLY\";\n SHAPES[SHAPES[\"RECT\"] = 1] = \"RECT\";\n SHAPES[SHAPES[\"CIRC\"] = 2] = \"CIRC\";\n SHAPES[SHAPES[\"ELIP\"] = 3] = \"ELIP\";\n SHAPES[SHAPES[\"RREC\"] = 4] = \"RREC\";\n})(exports.SHAPES || (exports.SHAPES = {}));\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis\n * @class\n * @memberof PIXI\n * @implements {IPoint}\n */\nvar Point = /** @class */ (function () {\n /**\n * Creates a new `Point`\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function Point(x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n /** Position of the point on the x axis */\n this.x = 0;\n /** Position of the point on the y axis */\n this.y = 0;\n this.x = x;\n this.y = y;\n }\n /**\n * Creates a clone of this point\n * @returns A clone of this point\n */\n Point.prototype.clone = function () {\n return new Point(this.x, this.y);\n };\n /**\n * Copies `x` and `y` from the given point into this point\n * @param p - The point to copy from\n * @returns The point instance itself\n */\n Point.prototype.copyFrom = function (p) {\n this.set(p.x, p.y);\n return this;\n };\n /**\n * Copies this point's x and y into the given point (`p`).\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n Point.prototype.copyTo = function (p) {\n p.set(this.x, this.y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n Point.prototype.equals = function (p) {\n return (p.x === this.x) && (p.y === this.y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the `x` axis\n * @param {number} [y=x] - position of the point on the `y` axis\n * @returns The point instance itself\n */\n Point.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n this.x = x;\n this.y = y;\n return this;\n };\n Point.prototype.toString = function () {\n return \"[@pixi/math:Point x=\" + this.x + \" y=\" + this.y + \"]\";\n };\n return Point;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\n/**\n * Size object, contains width and height\n * @memberof PIXI\n * @typedef {object} ISize\n * @property {number} width - Width component\n * @property {number} height - Height component\n */\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n * @memberof PIXI\n */\nvar Rectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rectangle\n * @param y - The Y coordinate of the upper-left corner of the rectangle\n * @param width - The overall width of the rectangle\n * @param height - The overall height of the rectangle\n */\n function Rectangle(x, y, width, height) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this.x = Number(x);\n this.y = Number(y);\n this.width = Number(width);\n this.height = Number(height);\n this.type = exports.SHAPES.RECT;\n }\n Object.defineProperty(Rectangle.prototype, \"left\", {\n /** Returns the left edge of the rectangle. */\n get: function () {\n return this.x;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"right\", {\n /** Returns the right edge of the rectangle. */\n get: function () {\n return this.x + this.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"top\", {\n /** Returns the top edge of the rectangle. */\n get: function () {\n return this.y;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"bottom\", {\n /** Returns the bottom edge of the rectangle. */\n get: function () {\n return this.y + this.height;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle, \"EMPTY\", {\n /** A constant empty rectangle. */\n get: function () {\n return new Rectangle(0, 0, 0, 0);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates a clone of this Rectangle\n * @returns a copy of the rectangle\n */\n Rectangle.prototype.clone = function () {\n return new Rectangle(this.x, this.y, this.width, this.height);\n };\n /**\n * Copies another rectangle to this one.\n * @param rectangle - The rectangle to copy from.\n * @returns Returns itself.\n */\n Rectangle.prototype.copyFrom = function (rectangle) {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n return this;\n };\n /**\n * Copies this rectangle to another one.\n * @param rectangle - The rectangle to copy to.\n * @returns Returns given parameter.\n */\n Rectangle.prototype.copyTo = function (rectangle) {\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n return rectangle;\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Rectangle\n */\n Rectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x < this.x + this.width) {\n if (y >= this.y && y < this.y + this.height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object.\n * Returns true only if the area of the intersection is >0, this means that Rectangles\n * sharing a side are not overlapping. Another side effect is that an arealess rectangle\n * (width or height equal to zero) can't intersect any other rectangle.\n * @param {Rectangle} other - The Rectangle to intersect with `this`.\n * @param {Matrix} transform - The transformation matrix of `other`.\n * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`.\n */\n Rectangle.prototype.intersects = function (other, transform) {\n if (!transform) {\n var x0_1 = this.x < other.x ? other.x : this.x;\n var x1_1 = this.right > other.right ? other.right : this.right;\n if (x1_1 <= x0_1) {\n return false;\n }\n var y0_1 = this.y < other.y ? other.y : this.y;\n var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom;\n return y1_1 > y0_1;\n }\n var x0 = this.left;\n var x1 = this.right;\n var y0 = this.top;\n var y1 = this.bottom;\n if (x1 <= x0 || y1 <= y0) {\n return false;\n }\n var lt = tempPoints[0].set(other.left, other.top);\n var lb = tempPoints[1].set(other.left, other.bottom);\n var rt = tempPoints[2].set(other.right, other.top);\n var rb = tempPoints[3].set(other.right, other.bottom);\n if (rt.x <= lt.x || lb.y <= lt.y) {\n return false;\n }\n var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c));\n if (s === 0) {\n return false;\n }\n transform.apply(lt, lt);\n transform.apply(lb, lb);\n transform.apply(rt, rt);\n transform.apply(rb, rb);\n if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0\n || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1\n || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0\n || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) {\n return false;\n }\n var nx = s * (lb.y - lt.y);\n var ny = s * (lt.x - lb.x);\n var n00 = (nx * x0) + (ny * y0);\n var n10 = (nx * x1) + (ny * y0);\n var n01 = (nx * x0) + (ny * y1);\n var n11 = (nx * x1) + (ny * y1);\n if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y)\n || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) {\n return false;\n }\n var mx = s * (lt.y - rt.y);\n var my = s * (rt.x - lt.x);\n var m00 = (mx * x0) + (my * y0);\n var m10 = (mx * x1) + (my * y0);\n var m01 = (mx * x0) + (my * y1);\n var m11 = (mx * x1) + (my * y1);\n if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y)\n || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) {\n return false;\n }\n return true;\n };\n /**\n * Pads the rectangle making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n * @returns Returns itself.\n */\n Rectangle.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n this.x -= paddingX;\n this.y -= paddingY;\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n return this;\n };\n /**\n * Fits this rectangle around the passed one.\n * @param rectangle - The rectangle to fit.\n * @returns Returns itself.\n */\n Rectangle.prototype.fit = function (rectangle) {\n var x1 = Math.max(this.x, rectangle.x);\n var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.max(this.y, rectangle.y);\n var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = Math.max(x2 - x1, 0);\n this.y = y1;\n this.height = Math.max(y2 - y1, 0);\n return this;\n };\n /**\n * Enlarges rectangle that way its corners lie on grid\n * @param resolution - resolution\n * @param eps - precision\n * @returns Returns itself.\n */\n Rectangle.prototype.ceil = function (resolution, eps) {\n if (resolution === void 0) { resolution = 1; }\n if (eps === void 0) { eps = 0.001; }\n var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n return this;\n };\n /**\n * Enlarges this rectangle to include the passed rectangle.\n * @param rectangle - The rectangle to include.\n * @returns Returns itself.\n */\n Rectangle.prototype.enlarge = function (rectangle) {\n var x1 = Math.min(this.x, rectangle.x);\n var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.min(this.y, rectangle.y);\n var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n return this;\n };\n Rectangle.prototype.toString = function () {\n return \"[@pixi/math:Rectangle x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Rectangle;\n}());\n\n/**\n * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Circle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this circle\n * @param y - The Y coordinate of the center of this circle\n * @param radius - The radius of the circle\n */\n function Circle(x, y, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (radius === void 0) { radius = 0; }\n this.x = x;\n this.y = y;\n this.radius = radius;\n this.type = exports.SHAPES.CIRC;\n }\n /**\n * Creates a clone of this Circle instance\n * @returns A copy of the Circle\n */\n Circle.prototype.clone = function () {\n return new Circle(this.x, this.y, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this circle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Circle\n */\n Circle.prototype.contains = function (x, y) {\n if (this.radius <= 0) {\n return false;\n }\n var r2 = this.radius * this.radius;\n var dx = (this.x - x);\n var dy = (this.y - y);\n dx *= dx;\n dy *= dy;\n return (dx + dy <= r2);\n };\n /**\n * Returns the framing rectangle of the circle as a Rectangle object\n * @returns The framing rectangle\n */\n Circle.prototype.getBounds = function () {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n };\n Circle.prototype.toString = function () {\n return \"[@pixi/math:Circle x=\" + this.x + \" y=\" + this.y + \" radius=\" + this.radius + \"]\";\n };\n return Circle;\n}());\n\n/**\n * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Ellipse = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this ellipse\n * @param y - The Y coordinate of the center of this ellipse\n * @param halfWidth - The half width of this ellipse\n * @param halfHeight - The half height of this ellipse\n */\n function Ellipse(x, y, halfWidth, halfHeight) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (halfWidth === void 0) { halfWidth = 0; }\n if (halfHeight === void 0) { halfHeight = 0; }\n this.x = x;\n this.y = y;\n this.width = halfWidth;\n this.height = halfHeight;\n this.type = exports.SHAPES.ELIP;\n }\n /**\n * Creates a clone of this Ellipse instance\n * @returns {PIXI.Ellipse} A copy of the ellipse\n */\n Ellipse.prototype.clone = function () {\n return new Ellipse(this.x, this.y, this.width, this.height);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this ellipse\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coords are within this ellipse\n */\n Ellipse.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n // normalize the coords to an ellipse with center 0,0\n var normx = ((x - this.x) / this.width);\n var normy = ((y - this.y) / this.height);\n normx *= normx;\n normy *= normy;\n return (normx + normy <= 1);\n };\n /**\n * Returns the framing rectangle of the ellipse as a Rectangle object\n * @returns The framing rectangle\n */\n Ellipse.prototype.getBounds = function () {\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n };\n Ellipse.prototype.toString = function () {\n return \"[@pixi/math:Ellipse x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Ellipse;\n}());\n\n/**\n * A class to define a shape via user defined coordinates.\n * @memberof PIXI\n */\nvar Polygon = /** @class */ (function () {\n /**\n * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points\n * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or\n * the arguments passed can be all the points of the polygon e.g.\n * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat\n * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.\n */\n function Polygon() {\n var arguments$1 = arguments;\n\n var points = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n points[_i] = arguments$1[_i];\n }\n var flat = Array.isArray(points[0]) ? points[0] : points;\n // if this is an array of points, convert it to a flat array of numbers\n if (typeof flat[0] !== 'number') {\n var p = [];\n for (var i = 0, il = flat.length; i < il; i++) {\n p.push(flat[i].x, flat[i].y);\n }\n flat = p;\n }\n this.points = flat;\n this.type = exports.SHAPES.POLY;\n this.closeStroke = true;\n }\n /**\n * Creates a clone of this polygon.\n * @returns - A copy of the polygon.\n */\n Polygon.prototype.clone = function () {\n var points = this.points.slice();\n var polygon = new Polygon(points);\n polygon.closeStroke = this.closeStroke;\n return polygon;\n };\n /**\n * Checks whether the x and y coordinates passed to this function are contained within this polygon.\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this polygon.\n */\n Polygon.prototype.contains = function (x, y) {\n var inside = false;\n // use some raycasting to test hits\n // https://github.com/substack/point-in-polygon/blob/master/index.js\n var length = this.points.length / 2;\n for (var i = 0, j = length - 1; i < length; j = i++) {\n var xi = this.points[i * 2];\n var yi = this.points[(i * 2) + 1];\n var xj = this.points[j * 2];\n var yj = this.points[(j * 2) + 1];\n var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);\n if (intersect) {\n inside = !inside;\n }\n }\n return inside;\n };\n Polygon.prototype.toString = function () {\n return \"[@pixi/math:Polygon\"\n + (\"closeStroke=\" + this.closeStroke)\n + (\"points=\" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + \", \" + currentPoint; }, '') + \"]\");\n };\n return Polygon;\n}());\n\n/**\n * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its\n * top-left corner point (x, y) and by its width and its height and its radius.\n * @memberof PIXI\n */\nvar RoundedRectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rounded rectangle\n * @param y - The Y coordinate of the upper-left corner of the rounded rectangle\n * @param width - The overall width of this rounded rectangle\n * @param height - The overall height of this rounded rectangle\n * @param radius - Controls the radius of the rounded corners\n */\n function RoundedRectangle(x, y, width, height, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n if (radius === void 0) { radius = 20; }\n this.x = x;\n this.y = y;\n this.width = width;\n this.height = height;\n this.radius = radius;\n this.type = exports.SHAPES.RREC;\n }\n /**\n * Creates a clone of this Rounded Rectangle.\n * @returns - A copy of the rounded rectangle.\n */\n RoundedRectangle.prototype.clone = function () {\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rounded Rectangle\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this Rounded Rectangle.\n */\n RoundedRectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width) {\n if (y >= this.y && y <= this.y + this.height) {\n var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2));\n if ((y >= this.y + radius && y <= this.y + this.height - radius)\n || (x >= this.x + radius && x <= this.x + this.width - radius)) {\n return true;\n }\n var dx = x - (this.x + radius);\n var dy = y - (this.y + radius);\n var radius2 = radius * radius;\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + this.width - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dy = y - (this.y + this.height - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n }\n }\n return false;\n };\n RoundedRectangle.prototype.toString = function () {\n return \"[@pixi/math:RoundedRectangle x=\" + this.x + \" y=\" + this.y\n + (\"width=\" + this.width + \" height=\" + this.height + \" radius=\" + this.radius + \"]\");\n };\n return RoundedRectangle;\n}());\n\n/**\n * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis.\n *\n * An `ObservablePoint` is a point that triggers a callback when the point's position is changed.\n * @memberof PIXI\n */\nvar ObservablePoint = /** @class */ (function () {\n /**\n * Creates a new `ObservablePoint`\n * @param cb - callback function triggered when `x` and/or `y` are changed\n * @param scope - owner of callback\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function ObservablePoint(cb, scope, x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n this._x = x;\n this._y = y;\n this.cb = cb;\n this.scope = scope;\n }\n /**\n * Creates a clone of this point.\n * The callback and scope params can be overridden otherwise they will default\n * to the clone object's values.\n * @override\n * @param cb - The callback function triggered when `x` and/or `y` are changed\n * @param scope - The owner of the callback\n * @returns a copy of this observable point\n */\n ObservablePoint.prototype.clone = function (cb, scope) {\n if (cb === void 0) { cb = this.cb; }\n if (scope === void 0) { scope = this.scope; }\n return new ObservablePoint(cb, scope, this._x, this._y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n if (this._x !== x || this._y !== y) {\n this._x = x;\n this._y = y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies x and y from the given point (`p`)\n * @param p - The point to copy from. Can be any of type that is or extends `IPointData`\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.copyFrom = function (p) {\n if (this._x !== p.x || this._y !== p.y) {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies this point's x and y into that of the given point (`p`)\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n ObservablePoint.prototype.copyTo = function (p) {\n p.set(this._x, this._y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n ObservablePoint.prototype.equals = function (p) {\n return (p.x === this._x) && (p.y === this._y);\n };\n ObservablePoint.prototype.toString = function () {\n return \"[@pixi/math:ObservablePoint x=\" + 0 + \" y=\" + 0 + \" scope=\" + this.scope + \"]\";\n };\n Object.defineProperty(ObservablePoint.prototype, \"x\", {\n /** Position of the observable point on the x axis. */\n get: function () {\n return this._x;\n },\n set: function (value) {\n if (this._x !== value) {\n this._x = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ObservablePoint.prototype, \"y\", {\n /** Position of the observable point on the y axis. */\n get: function () {\n return this._y;\n },\n set: function (value) {\n if (this._y !== value) {\n this._y = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n return ObservablePoint;\n}());\n\n/**\n * The PixiJS Matrix as a class makes it a lot faster.\n *\n * Here is a representation of it:\n * ```js\n * | a | c | tx|\n * | b | d | ty|\n * | 0 | 0 | 1 |\n * ```\n * @memberof PIXI\n */\nvar Matrix = /** @class */ (function () {\n /**\n * @param a - x scale\n * @param b - y skew\n * @param c - x skew\n * @param d - y scale\n * @param tx - x translation\n * @param ty - y translation\n */\n function Matrix(a, b, c, d, tx, ty) {\n if (a === void 0) { a = 1; }\n if (b === void 0) { b = 0; }\n if (c === void 0) { c = 0; }\n if (d === void 0) { d = 1; }\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n this.array = null;\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n }\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n * @param array - The array that the matrix will be populated from.\n */\n Matrix.prototype.fromArray = function (array) {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n };\n /**\n * Sets the matrix properties.\n * @param a - Matrix component\n * @param b - Matrix component\n * @param c - Matrix component\n * @param d - Matrix component\n * @param tx - Matrix component\n * @param ty - Matrix component\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.set = function (a, b, c, d, tx, ty) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n return this;\n };\n /**\n * Creates an array from the current Matrix object.\n * @param transpose - Whether we need to transpose the matrix or not\n * @param [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @returns The newly created array which contains the matrix\n */\n Matrix.prototype.toArray = function (transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n var array = out || this.array;\n if (transpose) {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n }\n else {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n return array;\n };\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, transformed through this matrix\n */\n Matrix.prototype.apply = function (pos, newPos) {\n newPos = (newPos || new Point());\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.a * x) + (this.c * y) + this.tx;\n newPos.y = (this.b * x) + (this.d * y) + this.ty;\n return newPos;\n };\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n Matrix.prototype.applyInverse = function (pos, newPos) {\n newPos = (newPos || new Point());\n var id = 1 / ((this.a * this.d) + (this.c * -this.b));\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);\n newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);\n return newPos;\n };\n /**\n * Translates the matrix on the x and y.\n * @param x - How much to translate x by\n * @param y - How much to translate y by\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.translate = function (x, y) {\n this.tx += x;\n this.ty += y;\n return this;\n };\n /**\n * Applies a scale transformation to the matrix.\n * @param x - The amount to scale horizontally\n * @param y - The amount to scale vertically\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.scale = function (x, y) {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n return this;\n };\n /**\n * Applies a rotation transformation to the matrix.\n * @param angle - The angle in radians.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.rotate = function (angle) {\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n var a1 = this.a;\n var c1 = this.c;\n var tx1 = this.tx;\n this.a = (a1 * cos) - (this.b * sin);\n this.b = (a1 * sin) + (this.b * cos);\n this.c = (c1 * cos) - (this.d * sin);\n this.d = (c1 * sin) + (this.d * cos);\n this.tx = (tx1 * cos) - (this.ty * sin);\n this.ty = (tx1 * sin) + (this.ty * cos);\n return this;\n };\n /**\n * Appends the given Matrix to this Matrix.\n * @param matrix - The matrix to append.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.append = function (matrix) {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n this.a = (matrix.a * a1) + (matrix.b * c1);\n this.b = (matrix.a * b1) + (matrix.b * d1);\n this.c = (matrix.c * a1) + (matrix.d * c1);\n this.d = (matrix.c * b1) + (matrix.d * d1);\n this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;\n this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;\n return this;\n };\n /**\n * Sets the matrix based on all the available properties\n * @param x - Position on the x axis\n * @param y - Position on the y axis\n * @param pivotX - Pivot on the x axis\n * @param pivotY - Pivot on the y axis\n * @param scaleX - Scale on the x axis\n * @param scaleY - Scale on the y axis\n * @param rotation - Rotation in radians\n * @param skewX - Skew on the x axis\n * @param skewY - Skew on the y axis\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n this.a = Math.cos(rotation + skewY) * scaleX;\n this.b = Math.sin(rotation + skewY) * scaleX;\n this.c = -Math.sin(rotation - skewX) * scaleY;\n this.d = Math.cos(rotation - skewX) * scaleY;\n this.tx = x - ((pivotX * this.a) + (pivotY * this.c));\n this.ty = y - ((pivotX * this.b) + (pivotY * this.d));\n return this;\n };\n /**\n * Prepends the given Matrix to this Matrix.\n * @param matrix - The matrix to prepend\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.prepend = function (matrix) {\n var tx1 = this.tx;\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n var a1 = this.a;\n var c1 = this.c;\n this.a = (a1 * matrix.a) + (this.b * matrix.c);\n this.b = (a1 * matrix.b) + (this.b * matrix.d);\n this.c = (c1 * matrix.a) + (this.d * matrix.c);\n this.d = (c1 * matrix.b) + (this.d * matrix.d);\n }\n this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;\n this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;\n return this;\n };\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n * @param transform - The transform to apply the properties to.\n * @returns The transform with the newly applied properties\n */\n Matrix.prototype.decompose = function (transform) {\n // sort out rotation / skew..\n var a = this.a;\n var b = this.b;\n var c = this.c;\n var d = this.d;\n var pivot = transform.pivot;\n var skewX = -Math.atan2(-c, d);\n var skewY = Math.atan2(b, a);\n var delta = Math.abs(skewX + skewY);\n if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n }\n else {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n // next set scale\n transform.scale.x = Math.sqrt((a * a) + (b * b));\n transform.scale.y = Math.sqrt((c * c) + (d * d));\n // next set position\n transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c));\n transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d));\n return transform;\n };\n /**\n * Inverts this matrix\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.invert = function () {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n var tx1 = this.tx;\n var n = (a1 * d1) - (b1 * c1);\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;\n this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;\n return this;\n };\n /**\n * Resets this Matrix to an identity (default) matrix.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.identity = function () {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n return this;\n };\n /**\n * Creates a new Matrix object with the same values as this one.\n * @returns A copy of this matrix. Good for chaining method calls.\n */\n Matrix.prototype.clone = function () {\n var matrix = new Matrix();\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n * @param matrix - The matrix to copy to.\n * @returns The matrix given in parameter with its values updated.\n */\n Matrix.prototype.copyTo = function (matrix) {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the matrix to be the same as the ones in given matrix\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @returns {PIXI.Matrix} this\n */\n Matrix.prototype.copyFrom = function (matrix) {\n this.a = matrix.a;\n this.b = matrix.b;\n this.c = matrix.c;\n this.d = matrix.d;\n this.tx = matrix.tx;\n this.ty = matrix.ty;\n return this;\n };\n Matrix.prototype.toString = function () {\n return \"[@pixi/math:Matrix a=\" + this.a + \" b=\" + this.b + \" c=\" + this.c + \" d=\" + this.d + \" tx=\" + this.tx + \" ty=\" + this.ty + \"]\";\n };\n Object.defineProperty(Matrix, \"IDENTITY\", {\n /**\n * A default (identity) matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Matrix, \"TEMP_MATRIX\", {\n /**\n * A temp matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n return Matrix;\n}());\n\n// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group\n/*\n * Transform matrix for operation n is:\n * | ux | vx |\n * | uy | vy |\n */\nvar ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nvar uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\n/**\n * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * for the composition of each rotation in the dihederal group D8.\n * @type {number[][]}\n * @private\n */\nvar rotationCayley = [];\n/**\n * Matrices for each `GD8Symmetry` rotation.\n * @type {PIXI.Matrix[]}\n * @private\n */\nvar rotationMatrices = [];\n/*\n * Alias for {@code Math.sign}.\n */\nvar signum = Math.sign;\n/*\n * Initializes `rotationCayley` and `rotationMatrices`. It is called\n * only once below.\n */\nfunction init() {\n for (var i = 0; i < 16; i++) {\n var row = [];\n rotationCayley.push(row);\n for (var j = 0; j < 16; j++) {\n /* Multiplies rotation matrices i and j. */\n var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));\n var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));\n var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));\n var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));\n /* Finds rotation matrix matching the product and pushes it. */\n for (var k = 0; k < 16; k++) {\n if (ux[k] === _ux && uy[k] === _uy\n && vx[k] === _vx && vy[k] === _vy) {\n row.push(k);\n break;\n }\n }\n }\n }\n for (var i = 0; i < 16; i++) {\n var mat = new Matrix();\n mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);\n rotationMatrices.push(mat);\n }\n}\ninit();\n/**\n * @memberof PIXI\n * @typedef {number} GD8Symmetry\n * @see PIXI.groupD8\n */\n/**\n * Implements the dihedral group D8, which is similar to\n * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};\n * D8 is the same but with diagonals, and it is used for texture\n * rotations.\n *\n * The directions the U- and V- axes after rotation\n * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`\n * and `(vX(a), vY(a))`. These aren't necessarily unit vectors.\n *\n * **Origin:**
                                                                        \n * This is the small part of gameofbombs.com portal system. It works.\n * @see PIXI.groupD8.E\n * @see PIXI.groupD8.SE\n * @see PIXI.groupD8.S\n * @see PIXI.groupD8.SW\n * @see PIXI.groupD8.W\n * @see PIXI.groupD8.NW\n * @see PIXI.groupD8.N\n * @see PIXI.groupD8.NE\n * @author Ivan @ivanpopelyshev\n * @namespace PIXI.groupD8\n * @memberof PIXI\n */\nvar groupD8 = {\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 0° | East |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n E: 0,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 45°↻ | Southeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SE: 1,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 90°↻ | South |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n S: 2,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 135°↻ | Southwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SW: 3,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 180° | West |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n W: 4,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -135°/225°↻ | Northwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NW: 5,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -90°/270°↻ | North |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n N: 6,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -45°/315°↻ | Northeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NE: 7,\n /**\n * Reflection about Y-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_VERTICAL: 8,\n /**\n * Reflection about the main diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MAIN_DIAGONAL: 10,\n /**\n * Reflection about X-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_HORIZONTAL: 12,\n /**\n * Reflection about reverse diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n REVERSE_DIAGONAL: 14,\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the U-axis\n * after rotating the axes.\n */\n uX: function (ind) { return ux[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis\n * after rotating the axes.\n */\n uY: function (ind) { return uy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the V-axis\n * after rotating the axes.\n */\n vX: function (ind) { return vx[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis\n * after rotating the axes.\n */\n vY: function (ind) { return vy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite\n * is needed. Only rotations have opposite symmetries while\n * reflections don't.\n * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation`\n */\n inv: function (rotation) {\n if (rotation & 8) // true only if between 8 & 15 (reflections)\n {\n return rotation & 15; // or rotation % 16\n }\n return (-rotation) & 7; // or (8 - rotation) % 8\n },\n /**\n * Composes the two D8 operations.\n *\n * Taking `^` as reflection:\n *\n * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |\n * |-------|-----|-----|-----|-----|------|-------|-------|-------|\n * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |\n * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |\n * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |\n * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |\n * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |\n * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |\n * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |\n * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |\n *\n * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which\n * is the row in the above cayley table.\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which\n * is the column in the above cayley table.\n * @returns {PIXI.GD8Symmetry} Composed operation\n */\n add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); },\n /**\n * Reverse of `add`.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation\n * @returns {PIXI.GD8Symmetry} Result\n */\n sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); },\n /**\n * Adds 180 degrees to rotation, which is a commutative\n * operation.\n * @memberof PIXI.groupD8\n * @param {number} rotation - The number to rotate.\n * @returns {number} Rotated number\n */\n rotate180: function (rotation) { return rotation ^ 4; },\n /**\n * Checks if the rotation angle is vertical, i.e. south\n * or north. It doesn't work for reflections.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - The number to check.\n * @returns {boolean} Whether or not the direction is vertical\n */\n isVertical: function (rotation) { return (rotation & 3) === 2; },\n /**\n * Approximates the vector `V(dx,dy)` into one of the\n * eight directions provided by `groupD8`.\n * @memberof PIXI.groupD8\n * @param {number} dx - X-component of the vector\n * @param {number} dy - Y-component of the vector\n * @returns {PIXI.GD8Symmetry} Approximation of the vector into\n * one of the eight symmetries.\n */\n byDirection: function (dx, dy) {\n if (Math.abs(dx) * 2 <= Math.abs(dy)) {\n if (dy >= 0) {\n return groupD8.S;\n }\n return groupD8.N;\n }\n else if (Math.abs(dy) * 2 <= Math.abs(dx)) {\n if (dx > 0) {\n return groupD8.E;\n }\n return groupD8.W;\n }\n else if (dy > 0) {\n if (dx > 0) {\n return groupD8.SE;\n }\n return groupD8.SW;\n }\n else if (dx > 0) {\n return groupD8.NE;\n }\n return groupD8.NW;\n },\n /**\n * Helps sprite to compensate texture packer rotation.\n * @memberof PIXI.groupD8\n * @param {PIXI.Matrix} matrix - sprite world matrix\n * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.\n * @param {number} tx - sprite anchoring\n * @param {number} ty - sprite anchoring\n */\n matrixAppendRotationInv: function (matrix, rotation, tx, ty) {\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n // Packer used \"rotation\", we use \"inv(rotation)\"\n var mat = rotationMatrices[groupD8.inv(rotation)];\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n },\n};\n\n/**\n * Transform that takes care about its versions.\n * @memberof PIXI\n */\nvar Transform = /** @class */ (function () {\n function Transform() {\n this.worldTransform = new Matrix();\n this.localTransform = new Matrix();\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n this._rotation = 0;\n this._cx = 1;\n this._sx = 0;\n this._cy = 0;\n this._sy = 1;\n this._localID = 0;\n this._currentLocalID = 0;\n this._worldID = 0;\n this._parentID = 0;\n }\n /** Called when a value changes. */\n Transform.prototype.onChange = function () {\n this._localID++;\n };\n /** Called when the skew or the rotation changes. */\n Transform.prototype.updateSkew = function () {\n this._cx = Math.cos(this._rotation + this.skew.y);\n this._sx = Math.sin(this._rotation + this.skew.y);\n this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2\n this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2\n this._localID++;\n };\n Transform.prototype.toString = function () {\n return \"[@pixi/math:Transform \"\n + (\"position=(\" + this.position.x + \", \" + this.position.y + \") \")\n + (\"rotation=\" + this.rotation + \" \")\n + (\"scale=(\" + this.scale.x + \", \" + this.scale.y + \") \")\n + (\"skew=(\" + this.skew.x + \", \" + this.skew.y + \") \")\n + \"]\";\n };\n /** Updates the local transformation matrix. */\n Transform.prototype.updateLocalTransform = function () {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n };\n /**\n * Updates the local and the world transformation matrices.\n * @param parentTransform - The parent transform\n */\n Transform.prototype.updateTransform = function (parentTransform) {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n if (this._parentID !== parentTransform._worldID) {\n // concat the parent matrix with the objects transform.\n var pt = parentTransform.worldTransform;\n var wt = this.worldTransform;\n wt.a = (lt.a * pt.a) + (lt.b * pt.c);\n wt.b = (lt.a * pt.b) + (lt.b * pt.d);\n wt.c = (lt.c * pt.a) + (lt.d * pt.c);\n wt.d = (lt.c * pt.b) + (lt.d * pt.d);\n wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;\n wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;\n this._parentID = parentTransform._worldID;\n // update the id of the transform..\n this._worldID++;\n }\n };\n /**\n * Decomposes a matrix and sets the transforms properties based on it.\n * @param matrix - The matrix to decompose\n */\n Transform.prototype.setFromMatrix = function (matrix) {\n matrix.decompose(this);\n this._localID++;\n };\n Object.defineProperty(Transform.prototype, \"rotation\", {\n /** The rotation of the object in radians. */\n get: function () {\n return this._rotation;\n },\n set: function (value) {\n if (this._rotation !== value) {\n this._rotation = value;\n this.updateSkew();\n }\n },\n enumerable: false,\n configurable: true\n });\n /** A default (identity) transform. */\n Transform.IDENTITY = new Transform();\n return Transform;\n}());\n\nexports.Circle = Circle;\nexports.DEG_TO_RAD = DEG_TO_RAD;\nexports.Ellipse = Ellipse;\nexports.Matrix = Matrix;\nexports.ObservablePoint = ObservablePoint;\nexports.PI_2 = PI_2;\nexports.Point = Point;\nexports.Polygon = Polygon;\nexports.RAD_TO_DEG = RAD_TO_DEG;\nexports.Rectangle = Rectangle;\nexports.RoundedRectangle = RoundedRectangle;\nexports.Transform = Transform;\nexports.groupD8 = groupD8;\n//# sourceMappingURL=math.js.map\n","/*!\n * @pixi/settings - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/settings is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n'use strict';\n\nObject.defineProperty(exports, '__esModule', { value: true });\n\n/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\nvar BrowserAdapter = {\n /**\n * Creates a canvas element of the given size.\n * This canvas is created using the browser's native canvas element.\n * @param width - width of the canvas\n * @param height - height of the canvas\n */\n createCanvas: function (width, height) {\n var canvas = document.createElement('canvas');\n canvas.width = width;\n canvas.height = height;\n return canvas;\n },\n getWebGLRenderingContext: function () { return WebGLRenderingContext; },\n getNavigator: function () { return navigator; },\n getBaseUrl: function () { var _a; return (_a = document.baseURI) !== null && _a !== void 0 ? _a : window.location.href; },\n fetch: function (url, options) { return fetch(url, options); },\n};\n\nvar appleIphone = /iPhone/i;\nvar appleIpod = /iPod/i;\nvar appleTablet = /iPad/i;\nvar appleUniversal = /\\biOS-universal(?:.+)Mac\\b/i;\nvar androidPhone = /\\bAndroid(?:.+)Mobile\\b/i;\nvar androidTablet = /Android/i;\nvar amazonPhone = /(?:SD4930UR|\\bSilk(?:.+)Mobile\\b)/i;\nvar amazonTablet = /Silk/i;\nvar windowsPhone = /Windows Phone/i;\nvar windowsTablet = /\\bWindows(?:.+)ARM\\b/i;\nvar otherBlackBerry = /BlackBerry/i;\nvar otherBlackBerry10 = /BB10/i;\nvar otherOpera = /Opera Mini/i;\nvar otherChrome = /\\b(CriOS|Chrome)(?:.+)Mobile/i;\nvar otherFirefox = /Mobile(?:.+)Firefox\\b/i;\nvar isAppleTabletOnIos13 = function (navigator) {\n return (typeof navigator !== 'undefined' &&\n navigator.platform === 'MacIntel' &&\n typeof navigator.maxTouchPoints === 'number' &&\n navigator.maxTouchPoints > 1 &&\n typeof MSStream === 'undefined');\n};\nfunction createMatch(userAgent) {\n return function (regex) { return regex.test(userAgent); };\n}\nfunction isMobile$1(param) {\n var nav = {\n userAgent: '',\n platform: '',\n maxTouchPoints: 0\n };\n if (!param && typeof navigator !== 'undefined') {\n nav = {\n userAgent: navigator.userAgent,\n platform: navigator.platform,\n maxTouchPoints: navigator.maxTouchPoints || 0\n };\n }\n else if (typeof param === 'string') {\n nav.userAgent = param;\n }\n else if (param && param.userAgent) {\n nav = {\n userAgent: param.userAgent,\n platform: param.platform,\n maxTouchPoints: param.maxTouchPoints || 0\n };\n }\n var userAgent = nav.userAgent;\n var tmp = userAgent.split('[FBAN');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n tmp = userAgent.split('Twitter');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n var match = createMatch(userAgent);\n var result = {\n apple: {\n phone: match(appleIphone) && !match(windowsPhone),\n ipod: match(appleIpod),\n tablet: !match(appleIphone) &&\n (match(appleTablet) || isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone),\n universal: match(appleUniversal),\n device: (match(appleIphone) ||\n match(appleIpod) ||\n match(appleTablet) ||\n match(appleUniversal) ||\n isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone)\n },\n amazon: {\n phone: match(amazonPhone),\n tablet: !match(amazonPhone) && match(amazonTablet),\n device: match(amazonPhone) || match(amazonTablet)\n },\n android: {\n phone: (!match(windowsPhone) && match(amazonPhone)) ||\n (!match(windowsPhone) && match(androidPhone)),\n tablet: !match(windowsPhone) &&\n !match(amazonPhone) &&\n !match(androidPhone) &&\n (match(amazonTablet) || match(androidTablet)),\n device: (!match(windowsPhone) &&\n (match(amazonPhone) ||\n match(amazonTablet) ||\n match(androidPhone) ||\n match(androidTablet))) ||\n match(/\\bokhttp\\b/i)\n },\n windows: {\n phone: match(windowsPhone),\n tablet: match(windowsTablet),\n device: match(windowsPhone) || match(windowsTablet)\n },\n other: {\n blackberry: match(otherBlackBerry),\n blackberry10: match(otherBlackBerry10),\n opera: match(otherOpera),\n firefox: match(otherFirefox),\n chrome: match(otherChrome),\n device: match(otherBlackBerry) ||\n match(otherBlackBerry10) ||\n match(otherOpera) ||\n match(otherFirefox) ||\n match(otherChrome)\n },\n any: false,\n phone: false,\n tablet: false\n };\n result.any =\n result.apple.device ||\n result.android.device ||\n result.windows.device ||\n result.other.device;\n result.phone =\n result.apple.phone || result.android.phone || result.windows.phone;\n result.tablet =\n result.apple.tablet || result.android.tablet || result.windows.tablet;\n return result;\n}\n\nvar isMobile = isMobile$1(globalThis.navigator);\n\n/**\n * Uploading the same buffer multiple times in a single frame can cause performance issues.\n * Apparent on iOS so only check for that at the moment\n * This check may become more complex if this issue pops up elsewhere.\n * @private\n * @returns {boolean} `true` if the same buffer may be uploaded more than once.\n */\nfunction canUploadSameBuffer() {\n return !isMobile.apple.device;\n}\n\n/**\n * The maximum recommended texture units to use.\n * In theory the bigger the better, and for desktop we'll use as many as we can.\n * But some mobile devices slow down if there is to many branches in the shader.\n * So in practice there seems to be a sweet spot size that varies depending on the device.\n *\n * In v4, all mobile devices were limited to 4 texture units because for this.\n * In v5, we allow all texture units to be used on modern Apple or Android devices.\n * @private\n * @param {number} max\n * @returns {number} The maximum recommended texture units to use.\n */\nfunction maxRecommendedTextures(max) {\n var allowMax = true;\n if (isMobile.tablet || isMobile.phone) {\n if (isMobile.apple.device) {\n var match = (navigator.userAgent).match(/OS (\\d+)_(\\d+)?/);\n if (match) {\n var majorVersion = parseInt(match[1], 10);\n // Limit texture units on devices below iOS 11, which will be older hardware\n if (majorVersion < 11) {\n allowMax = false;\n }\n }\n }\n if (isMobile.android.device) {\n var match = (navigator.userAgent).match(/Android\\s([0-9.]*)/);\n if (match) {\n var majorVersion = parseInt(match[1], 10);\n // Limit texture units on devices below Android 7 (Nougat), which will be older hardware\n if (majorVersion < 7) {\n allowMax = false;\n }\n }\n }\n }\n return allowMax ? max : 4;\n}\n\n/**\n * User's customizable globals for overriding the default PIXI settings, such\n * as a renderer's default resolution, framerate, float precision, etc.\n * @example\n * // Use the native window resolution as the default resolution\n * // will support high-density displays when rendering\n * PIXI.settings.RESOLUTION = window.devicePixelRatio;\n *\n * // Disable interpolation when scaling, will make texture be pixelated\n * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST;\n * @namespace PIXI.settings\n */\nvar settings = {\n /**\n * This adapter is used to call methods that are platform dependent.\n * For example `document.createElement` only runs on the web but fails in node environments.\n * This allows us to support more platforms by abstracting away specific implementations per platform.\n *\n * By default the adapter is set to work in the browser. However you can create your own\n * by implementing the `IAdapter` interface. See `IAdapter` for more information.\n * @name ADAPTER\n * @memberof PIXI.settings\n * @type {PIXI.IAdapter}\n * @default PIXI.BrowserAdapter\n */\n ADAPTER: BrowserAdapter,\n /**\n * If set to true WebGL will attempt make textures mimpaped by default.\n * Mipmapping will only succeed if the base texture uploaded has power of two dimensions.\n * @static\n * @name MIPMAP_TEXTURES\n * @memberof PIXI.settings\n * @type {PIXI.MIPMAP_MODES}\n * @default PIXI.MIPMAP_MODES.POW2\n */\n MIPMAP_TEXTURES: MIPMAP_MODES.POW2,\n /**\n * Default anisotropic filtering level of textures.\n * Usually from 0 to 16\n * @static\n * @name ANISOTROPIC_LEVEL\n * @memberof PIXI.settings\n * @type {number}\n * @default 0\n */\n ANISOTROPIC_LEVEL: 0,\n /**\n * Default resolution / device pixel ratio of the renderer.\n * @static\n * @name RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n RESOLUTION: 1,\n /**\n * Default filter resolution.\n * @static\n * @name FILTER_RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n FILTER_RESOLUTION: 1,\n /**\n * Default filter samples.\n * @static\n * @name FILTER_MULTISAMPLE\n * @memberof PIXI.settings\n * @type {PIXI.MSAA_QUALITY}\n * @default PIXI.MSAA_QUALITY.NONE\n */\n FILTER_MULTISAMPLE: MSAA_QUALITY.NONE,\n /**\n * The maximum textures that this device supports.\n * @static\n * @name SPRITE_MAX_TEXTURES\n * @memberof PIXI.settings\n * @type {number}\n * @default 32\n */\n SPRITE_MAX_TEXTURES: maxRecommendedTextures(32),\n // TODO: maybe change to SPRITE.BATCH_SIZE: 2000\n // TODO: maybe add PARTICLE.BATCH_SIZE: 15000\n /**\n * The default sprite batch size.\n *\n * The default aims to balance desktop and mobile devices.\n * @static\n * @name SPRITE_BATCH_SIZE\n * @memberof PIXI.settings\n * @type {number}\n * @default 4096\n */\n SPRITE_BATCH_SIZE: 4096,\n /**\n * The default render options if none are supplied to {@link PIXI.Renderer}\n * or {@link PIXI.CanvasRenderer}.\n * @static\n * @name RENDER_OPTIONS\n * @memberof PIXI.settings\n * @type {object}\n * @property {HTMLCanvasElement} [view=null] -\n * @property {boolean} [antialias=false] -\n * @property {boolean} [autoDensity=false] -\n * @property {boolean} [useContextAlpha=true] -\n * @property {number} [backgroundColor=0x000000] -\n * @property {number} [backgroundAlpha=1] -\n * @property {boolean} [clearBeforeRender=true] -\n * @property {boolean} [preserveDrawingBuffer=false] -\n * @property {number} [width=800] -\n * @property {number} [height=600] -\n * @property {boolean} [legacy=false] -\n */\n RENDER_OPTIONS: {\n view: null,\n antialias: false,\n autoDensity: false,\n backgroundColor: 0x000000,\n backgroundAlpha: 1,\n useContextAlpha: true,\n clearBeforeRender: true,\n preserveDrawingBuffer: false,\n width: 800,\n height: 600,\n legacy: false,\n },\n /**\n * Default Garbage Collection mode.\n * @static\n * @name GC_MODE\n * @memberof PIXI.settings\n * @type {PIXI.GC_MODES}\n * @default PIXI.GC_MODES.AUTO\n */\n GC_MODE: GC_MODES.AUTO,\n /**\n * Default Garbage Collection max idle.\n * @static\n * @name GC_MAX_IDLE\n * @memberof PIXI.settings\n * @type {number}\n * @default 3600\n */\n GC_MAX_IDLE: 60 * 60,\n /**\n * Default Garbage Collection maximum check count.\n * @static\n * @name GC_MAX_CHECK_COUNT\n * @memberof PIXI.settings\n * @type {number}\n * @default 600\n */\n GC_MAX_CHECK_COUNT: 60 * 10,\n /**\n * Default wrap modes that are supported by pixi.\n * @static\n * @name WRAP_MODE\n * @memberof PIXI.settings\n * @type {PIXI.WRAP_MODES}\n * @default PIXI.WRAP_MODES.CLAMP\n */\n WRAP_MODE: WRAP_MODES.CLAMP,\n /**\n * Default scale mode for textures.\n * @static\n * @name SCALE_MODE\n * @memberof PIXI.settings\n * @type {PIXI.SCALE_MODES}\n * @default PIXI.SCALE_MODES.LINEAR\n */\n SCALE_MODE: SCALE_MODES.LINEAR,\n /**\n * Default specify float precision in vertex shader.\n * @static\n * @name PRECISION_VERTEX\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.HIGH\n */\n PRECISION_VERTEX: PRECISION.HIGH,\n /**\n * Default specify float precision in fragment shader.\n * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742\n * @static\n * @name PRECISION_FRAGMENT\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.MEDIUM\n */\n PRECISION_FRAGMENT: isMobile.apple.device ? PRECISION.HIGH : PRECISION.MEDIUM,\n /**\n * Can we upload the same buffer in a single frame?\n * @static\n * @name CAN_UPLOAD_SAME_BUFFER\n * @memberof PIXI.settings\n * @type {boolean}\n */\n CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(),\n /**\n * Enables bitmap creation before image load. This feature is experimental.\n * @static\n * @name CREATE_IMAGE_BITMAP\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n CREATE_IMAGE_BITMAP: false,\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * @static\n * @constant\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n ROUND_PIXELS: false,\n};\n\nexports.BrowserAdapter = BrowserAdapter;\nexports.isMobile = isMobile;\nexports.settings = settings;\n//# sourceMappingURL=settings.js.map\n","/*!\n * @pixi/constants - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n'use strict';\n\nObject.defineProperty(exports, '__esModule', { value: true });\n\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nexports.ENV = void 0;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(exports.ENV || (exports.ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nexports.RENDERER_TYPE = void 0;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(exports.RENDERER_TYPE || (exports.RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nexports.BUFFER_BITS = void 0;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(exports.BUFFER_BITS || (exports.BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nexports.BLEND_MODES = void 0;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(exports.BLEND_MODES || (exports.BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nexports.DRAW_MODES = void 0;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(exports.DRAW_MODES || (exports.DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nexports.FORMATS = void 0;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(exports.FORMATS || (exports.FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nexports.TARGETS = void 0;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(exports.TARGETS || (exports.TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nexports.TYPES = void 0;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(exports.TYPES || (exports.TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nexports.SAMPLER_TYPES = void 0;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(exports.SAMPLER_TYPES || (exports.SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nexports.SCALE_MODES = void 0;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(exports.SCALE_MODES || (exports.SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nexports.WRAP_MODES = void 0;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(exports.WRAP_MODES || (exports.WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nexports.MIPMAP_MODES = void 0;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(exports.MIPMAP_MODES || (exports.MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nexports.ALPHA_MODES = void 0;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(exports.ALPHA_MODES || (exports.ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nexports.CLEAR_MODES = void 0;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(exports.CLEAR_MODES || (exports.CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nexports.GC_MODES = void 0;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(exports.GC_MODES || (exports.GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nexports.PRECISION = void 0;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(exports.PRECISION || (exports.PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nexports.MASK_TYPES = void 0;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(exports.MASK_TYPES || (exports.MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nexports.COLOR_MASK_BITS = void 0;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(exports.COLOR_MASK_BITS || (exports.COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nexports.MSAA_QUALITY = void 0;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(exports.MSAA_QUALITY || (exports.MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nexports.BUFFER_TYPE = void 0;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(exports.BUFFER_TYPE || (exports.BUFFER_TYPE = {}));\n//# sourceMappingURL=constants.js.map\n","/*!\n * @pixi/utils - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/utils is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n'use strict';\n\nObject.defineProperty(exports, '__esModule', { value: true });\n\nvar settings = require('@pixi/settings');\nvar eventemitter3 = require('eventemitter3');\nvar earcut = require('earcut');\nvar url$1 = require('url');\nvar constants = require('@pixi/constants');\n\nfunction _interopDefaultLegacy (e) { return e && typeof e === 'object' && 'default' in e ? e : { 'default': e }; }\n\nvar eventemitter3__default = /*#__PURE__*/_interopDefaultLegacy(eventemitter3);\nvar earcut__default = /*#__PURE__*/_interopDefaultLegacy(earcut);\n\n/**\n * This file contains redeclared types for Node `url` and `querystring` modules. These modules\n * don't provide their own typings but instead are a part of the full Node typings. The purpose of\n * this file is to redeclare the required types to avoid having the whole Node types as a\n * dependency.\n */\nvar url = {\n parse: url$1.parse,\n format: url$1.format,\n resolve: url$1.resolve,\n};\n\n/**\n * The prefix that denotes a URL is for a retina asset.\n * @static\n * @name RETINA_PREFIX\n * @memberof PIXI.settings\n * @type {RegExp}\n * @default /@([0-9\\.]+)x/\n * @example `@2x`\n */\nsettings.settings.RETINA_PREFIX = /@([0-9\\.]+)x/;\n/**\n * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function.\n * If set to true, a WebGL renderer can fail to be created if the browser thinks there could be performance issues when\n * using WebGL.\n *\n * In PixiJS v6 this has changed from true to false by default, to allow WebGL to work in as many scenarios as possible.\n * However, some users may have a poor experience, for example, if a user has a gpu or driver version blacklisted by the\n * browser.\n *\n * If your application requires high performance rendering, you may wish to set this to false.\n * We recommend one of two options if you decide to set this flag to false:\n *\n * 1: Use the `pixi.js-legacy` package, which includes a Canvas renderer as a fallback in case high performance WebGL is\n * not supported.\n *\n * 2: Call `isWebGLSupported` (which if found in the PIXI.utils package) in your code before attempting to create a PixiJS\n * renderer, and show an error message to the user if the function returns false, explaining that their device & browser\n * combination does not support high performance WebGL.\n * This is a much better strategy than trying to create a PixiJS renderer and finding it then fails.\n * @static\n * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false;\n\nvar saidHello = false;\nvar VERSION = '6.5.1';\n/**\n * Skips the hello message of renderers that are created after this is run.\n * @function skipHello\n * @memberof PIXI.utils\n */\nfunction skipHello() {\n saidHello = true;\n}\n/**\n * Logs out the version and renderer information for this running instance of PIXI.\n * If you don't want to see this message you can run `PIXI.utils.skipHello()` before\n * creating your renderer. Keep in mind that doing that will forever make you a jerk face.\n * @static\n * @function sayHello\n * @memberof PIXI.utils\n * @param {string} type - The string renderer type to log.\n */\nfunction sayHello(type) {\n var _a;\n if (saidHello) {\n return;\n }\n if (settings.settings.ADAPTER.getNavigator().userAgent.toLowerCase().indexOf('chrome') > -1) {\n var args = [\n \"\\n %c %c %c PixiJS \" + VERSION + \" - \\u2730 \" + type + \" \\u2730 %c %c http://www.pixijs.com/ %c %c \\u2665%c\\u2665%c\\u2665 \\n\\n\",\n 'background: #ff66a5; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'color: #ff66a5; background: #030307; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'background: #ffc3dc; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;' ];\n (_a = globalThis.console).log.apply(_a, args);\n }\n else if (globalThis.console) {\n globalThis.console.log(\"PixiJS \" + VERSION + \" - \" + type + \" - http://www.pixijs.com/\");\n }\n saidHello = true;\n}\n\nvar supported;\n/**\n * Helper for checking for WebGL support.\n * @memberof PIXI.utils\n * @function isWebGLSupported\n * @returns {boolean} Is WebGL supported.\n */\nfunction isWebGLSupported() {\n if (typeof supported === 'undefined') {\n supported = (function supported() {\n var contextOptions = {\n stencil: true,\n failIfMajorPerformanceCaveat: settings.settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT,\n };\n try {\n if (!settings.settings.ADAPTER.getWebGLRenderingContext()) {\n return false;\n }\n var canvas = settings.settings.ADAPTER.createCanvas();\n var gl = (canvas.getContext('webgl', contextOptions)\n || canvas.getContext('experimental-webgl', contextOptions));\n var success = !!(gl && gl.getContextAttributes().stencil);\n if (gl) {\n var loseContext = gl.getExtension('WEBGL_lose_context');\n if (loseContext) {\n loseContext.loseContext();\n }\n }\n gl = null;\n return success;\n }\n catch (e) {\n return false;\n }\n })();\n }\n return supported;\n}\n\nvar aliceblue = \"#f0f8ff\";\nvar antiquewhite = \"#faebd7\";\nvar aqua = \"#00ffff\";\nvar aquamarine = \"#7fffd4\";\nvar azure = \"#f0ffff\";\nvar beige = \"#f5f5dc\";\nvar bisque = \"#ffe4c4\";\nvar black = \"#000000\";\nvar blanchedalmond = \"#ffebcd\";\nvar blue = \"#0000ff\";\nvar blueviolet = \"#8a2be2\";\nvar brown = \"#a52a2a\";\nvar burlywood = \"#deb887\";\nvar cadetblue = \"#5f9ea0\";\nvar chartreuse = \"#7fff00\";\nvar chocolate = \"#d2691e\";\nvar coral = \"#ff7f50\";\nvar cornflowerblue = \"#6495ed\";\nvar cornsilk = \"#fff8dc\";\nvar crimson = \"#dc143c\";\nvar cyan = \"#00ffff\";\nvar darkblue = \"#00008b\";\nvar darkcyan = \"#008b8b\";\nvar darkgoldenrod = \"#b8860b\";\nvar darkgray = \"#a9a9a9\";\nvar darkgreen = \"#006400\";\nvar darkgrey = \"#a9a9a9\";\nvar darkkhaki = \"#bdb76b\";\nvar darkmagenta = \"#8b008b\";\nvar darkolivegreen = \"#556b2f\";\nvar darkorange = \"#ff8c00\";\nvar darkorchid = \"#9932cc\";\nvar darkred = \"#8b0000\";\nvar darksalmon = \"#e9967a\";\nvar darkseagreen = \"#8fbc8f\";\nvar darkslateblue = \"#483d8b\";\nvar darkslategray = \"#2f4f4f\";\nvar darkslategrey = \"#2f4f4f\";\nvar darkturquoise = \"#00ced1\";\nvar darkviolet = \"#9400d3\";\nvar deeppink = \"#ff1493\";\nvar deepskyblue = \"#00bfff\";\nvar dimgray = \"#696969\";\nvar dimgrey = \"#696969\";\nvar dodgerblue = \"#1e90ff\";\nvar firebrick = \"#b22222\";\nvar floralwhite = \"#fffaf0\";\nvar forestgreen = \"#228b22\";\nvar fuchsia = \"#ff00ff\";\nvar gainsboro = \"#dcdcdc\";\nvar ghostwhite = \"#f8f8ff\";\nvar goldenrod = \"#daa520\";\nvar gold = \"#ffd700\";\nvar gray = \"#808080\";\nvar green = \"#008000\";\nvar greenyellow = \"#adff2f\";\nvar grey = \"#808080\";\nvar honeydew = \"#f0fff0\";\nvar hotpink = \"#ff69b4\";\nvar indianred = \"#cd5c5c\";\nvar indigo = \"#4b0082\";\nvar ivory = \"#fffff0\";\nvar khaki = \"#f0e68c\";\nvar lavenderblush = \"#fff0f5\";\nvar lavender = \"#e6e6fa\";\nvar lawngreen = \"#7cfc00\";\nvar lemonchiffon = \"#fffacd\";\nvar lightblue = \"#add8e6\";\nvar lightcoral = \"#f08080\";\nvar lightcyan = \"#e0ffff\";\nvar lightgoldenrodyellow = \"#fafad2\";\nvar lightgray = \"#d3d3d3\";\nvar lightgreen = \"#90ee90\";\nvar lightgrey = \"#d3d3d3\";\nvar lightpink = \"#ffb6c1\";\nvar lightsalmon = \"#ffa07a\";\nvar lightseagreen = \"#20b2aa\";\nvar lightskyblue = \"#87cefa\";\nvar lightslategray = \"#778899\";\nvar lightslategrey = \"#778899\";\nvar lightsteelblue = \"#b0c4de\";\nvar lightyellow = \"#ffffe0\";\nvar lime = \"#00ff00\";\nvar limegreen = \"#32cd32\";\nvar linen = \"#faf0e6\";\nvar magenta = \"#ff00ff\";\nvar maroon = \"#800000\";\nvar mediumaquamarine = \"#66cdaa\";\nvar mediumblue = \"#0000cd\";\nvar mediumorchid = \"#ba55d3\";\nvar mediumpurple = \"#9370db\";\nvar mediumseagreen = \"#3cb371\";\nvar mediumslateblue = \"#7b68ee\";\nvar mediumspringgreen = \"#00fa9a\";\nvar mediumturquoise = \"#48d1cc\";\nvar mediumvioletred = \"#c71585\";\nvar midnightblue = \"#191970\";\nvar mintcream = \"#f5fffa\";\nvar mistyrose = \"#ffe4e1\";\nvar moccasin = \"#ffe4b5\";\nvar navajowhite = \"#ffdead\";\nvar navy = \"#000080\";\nvar oldlace = \"#fdf5e6\";\nvar olive = \"#808000\";\nvar olivedrab = \"#6b8e23\";\nvar orange = \"#ffa500\";\nvar orangered = \"#ff4500\";\nvar orchid = \"#da70d6\";\nvar palegoldenrod = \"#eee8aa\";\nvar palegreen = \"#98fb98\";\nvar paleturquoise = \"#afeeee\";\nvar palevioletred = \"#db7093\";\nvar papayawhip = \"#ffefd5\";\nvar peachpuff = \"#ffdab9\";\nvar peru = \"#cd853f\";\nvar pink = \"#ffc0cb\";\nvar plum = \"#dda0dd\";\nvar powderblue = \"#b0e0e6\";\nvar purple = \"#800080\";\nvar rebeccapurple = \"#663399\";\nvar red = \"#ff0000\";\nvar rosybrown = \"#bc8f8f\";\nvar royalblue = \"#4169e1\";\nvar saddlebrown = \"#8b4513\";\nvar salmon = \"#fa8072\";\nvar sandybrown = \"#f4a460\";\nvar seagreen = \"#2e8b57\";\nvar seashell = \"#fff5ee\";\nvar sienna = \"#a0522d\";\nvar silver = \"#c0c0c0\";\nvar skyblue = \"#87ceeb\";\nvar slateblue = \"#6a5acd\";\nvar slategray = \"#708090\";\nvar slategrey = \"#708090\";\nvar snow = \"#fffafa\";\nvar springgreen = \"#00ff7f\";\nvar steelblue = \"#4682b4\";\nvar tan = \"#d2b48c\";\nvar teal = \"#008080\";\nvar thistle = \"#d8bfd8\";\nvar tomato = \"#ff6347\";\nvar turquoise = \"#40e0d0\";\nvar violet = \"#ee82ee\";\nvar wheat = \"#f5deb3\";\nvar white = \"#ffffff\";\nvar whitesmoke = \"#f5f5f5\";\nvar yellow = \"#ffff00\";\nvar yellowgreen = \"#9acd32\";\nvar cssColorNames = {\n\taliceblue: aliceblue,\n\tantiquewhite: antiquewhite,\n\taqua: aqua,\n\taquamarine: aquamarine,\n\tazure: azure,\n\tbeige: beige,\n\tbisque: bisque,\n\tblack: black,\n\tblanchedalmond: blanchedalmond,\n\tblue: blue,\n\tblueviolet: blueviolet,\n\tbrown: brown,\n\tburlywood: burlywood,\n\tcadetblue: cadetblue,\n\tchartreuse: chartreuse,\n\tchocolate: chocolate,\n\tcoral: coral,\n\tcornflowerblue: cornflowerblue,\n\tcornsilk: cornsilk,\n\tcrimson: crimson,\n\tcyan: cyan,\n\tdarkblue: darkblue,\n\tdarkcyan: darkcyan,\n\tdarkgoldenrod: darkgoldenrod,\n\tdarkgray: darkgray,\n\tdarkgreen: darkgreen,\n\tdarkgrey: darkgrey,\n\tdarkkhaki: darkkhaki,\n\tdarkmagenta: darkmagenta,\n\tdarkolivegreen: darkolivegreen,\n\tdarkorange: darkorange,\n\tdarkorchid: darkorchid,\n\tdarkred: darkred,\n\tdarksalmon: darksalmon,\n\tdarkseagreen: darkseagreen,\n\tdarkslateblue: darkslateblue,\n\tdarkslategray: darkslategray,\n\tdarkslategrey: darkslategrey,\n\tdarkturquoise: darkturquoise,\n\tdarkviolet: darkviolet,\n\tdeeppink: deeppink,\n\tdeepskyblue: deepskyblue,\n\tdimgray: dimgray,\n\tdimgrey: dimgrey,\n\tdodgerblue: dodgerblue,\n\tfirebrick: firebrick,\n\tfloralwhite: floralwhite,\n\tforestgreen: forestgreen,\n\tfuchsia: fuchsia,\n\tgainsboro: gainsboro,\n\tghostwhite: ghostwhite,\n\tgoldenrod: goldenrod,\n\tgold: gold,\n\tgray: gray,\n\tgreen: green,\n\tgreenyellow: greenyellow,\n\tgrey: grey,\n\thoneydew: honeydew,\n\thotpink: hotpink,\n\tindianred: indianred,\n\tindigo: indigo,\n\tivory: ivory,\n\tkhaki: khaki,\n\tlavenderblush: lavenderblush,\n\tlavender: lavender,\n\tlawngreen: lawngreen,\n\tlemonchiffon: lemonchiffon,\n\tlightblue: lightblue,\n\tlightcoral: lightcoral,\n\tlightcyan: lightcyan,\n\tlightgoldenrodyellow: lightgoldenrodyellow,\n\tlightgray: lightgray,\n\tlightgreen: lightgreen,\n\tlightgrey: lightgrey,\n\tlightpink: lightpink,\n\tlightsalmon: lightsalmon,\n\tlightseagreen: lightseagreen,\n\tlightskyblue: lightskyblue,\n\tlightslategray: lightslategray,\n\tlightslategrey: lightslategrey,\n\tlightsteelblue: lightsteelblue,\n\tlightyellow: lightyellow,\n\tlime: lime,\n\tlimegreen: limegreen,\n\tlinen: linen,\n\tmagenta: magenta,\n\tmaroon: maroon,\n\tmediumaquamarine: mediumaquamarine,\n\tmediumblue: mediumblue,\n\tmediumorchid: mediumorchid,\n\tmediumpurple: mediumpurple,\n\tmediumseagreen: mediumseagreen,\n\tmediumslateblue: mediumslateblue,\n\tmediumspringgreen: mediumspringgreen,\n\tmediumturquoise: mediumturquoise,\n\tmediumvioletred: mediumvioletred,\n\tmidnightblue: midnightblue,\n\tmintcream: mintcream,\n\tmistyrose: mistyrose,\n\tmoccasin: moccasin,\n\tnavajowhite: navajowhite,\n\tnavy: navy,\n\toldlace: oldlace,\n\tolive: olive,\n\tolivedrab: olivedrab,\n\torange: orange,\n\torangered: orangered,\n\torchid: orchid,\n\tpalegoldenrod: palegoldenrod,\n\tpalegreen: palegreen,\n\tpaleturquoise: paleturquoise,\n\tpalevioletred: palevioletred,\n\tpapayawhip: papayawhip,\n\tpeachpuff: peachpuff,\n\tperu: peru,\n\tpink: pink,\n\tplum: plum,\n\tpowderblue: powderblue,\n\tpurple: purple,\n\trebeccapurple: rebeccapurple,\n\tred: red,\n\trosybrown: rosybrown,\n\troyalblue: royalblue,\n\tsaddlebrown: saddlebrown,\n\tsalmon: salmon,\n\tsandybrown: sandybrown,\n\tseagreen: seagreen,\n\tseashell: seashell,\n\tsienna: sienna,\n\tsilver: silver,\n\tskyblue: skyblue,\n\tslateblue: slateblue,\n\tslategray: slategray,\n\tslategrey: slategrey,\n\tsnow: snow,\n\tspringgreen: springgreen,\n\tsteelblue: steelblue,\n\ttan: tan,\n\tteal: teal,\n\tthistle: thistle,\n\ttomato: tomato,\n\tturquoise: turquoise,\n\tviolet: violet,\n\twheat: wheat,\n\twhite: white,\n\twhitesmoke: whitesmoke,\n\tyellow: yellow,\n\tyellowgreen: yellowgreen\n};\n\n/**\n * Converts a hexadecimal color number to an [R, G, B] array of normalized floats (numbers from 0.0 to 1.0).\n * @example\n * PIXI.utils.hex2rgb(0xffffff); // returns [1, 1, 1]\n * @memberof PIXI.utils\n * @function hex2rgb\n * @param {number} hex - The hexadecimal number to convert\n * @param {number[]} [out=[]] - If supplied, this array will be used rather than returning a new one\n * @returns {number[]} An array representing the [R, G, B] of the color where all values are floats.\n */\nfunction hex2rgb(hex, out) {\n if (out === void 0) { out = []; }\n out[0] = ((hex >> 16) & 0xFF) / 255;\n out[1] = ((hex >> 8) & 0xFF) / 255;\n out[2] = (hex & 0xFF) / 255;\n return out;\n}\n/**\n * Converts a hexadecimal color number to a string.\n * @example\n * PIXI.utils.hex2string(0xffffff); // returns \"#ffffff\"\n * @memberof PIXI.utils\n * @function hex2string\n * @param {number} hex - Number in hex (e.g., `0xffffff`)\n * @returns {string} The string color (e.g., `\"#ffffff\"`).\n */\nfunction hex2string(hex) {\n var hexString = hex.toString(16);\n hexString = '000000'.substring(0, 6 - hexString.length) + hexString;\n return \"#\" + hexString;\n}\n/**\n * Converts a string to a hexadecimal color number.\n * It can handle:\n * hex strings starting with #: \"#ffffff\"\n * hex strings starting with 0x: \"0xffffff\"\n * hex strings without prefix: \"ffffff\"\n * css colors: \"black\"\n * @example\n * PIXI.utils.string2hex(\"#ffffff\"); // returns 0xffffff\n * @memberof PIXI.utils\n * @function string2hex\n * @param {string} string - The string color (e.g., `\"#ffffff\"`)\n * @returns {number} Number in hexadecimal.\n */\nfunction string2hex(string) {\n if (typeof string === 'string') {\n string = cssColorNames[string.toLowerCase()] || string;\n if (string[0] === '#') {\n string = string.slice(1);\n }\n }\n return parseInt(string, 16);\n}\n/**\n * Converts a color as an [R, G, B] array of normalized floats to a hexadecimal number.\n * @example\n * PIXI.utils.rgb2hex([1, 1, 1]); // returns 0xffffff\n * @memberof PIXI.utils\n * @function rgb2hex\n * @param {number[]} rgb - Array of numbers where all values are normalized floats from 0.0 to 1.0.\n * @returns {number} Number in hexadecimal.\n */\nfunction rgb2hex(rgb) {\n return (((rgb[0] * 255) << 16) + ((rgb[1] * 255) << 8) + (rgb[2] * 255 | 0));\n}\n\n/**\n * Corrects PixiJS blend, takes premultiplied alpha into account\n * @memberof PIXI.utils\n * @function mapPremultipliedBlendModes\n * @private\n * @returns {Array} Mapped modes.\n */\nfunction mapPremultipliedBlendModes() {\n var pm = [];\n var npm = [];\n for (var i = 0; i < 32; i++) {\n pm[i] = i;\n npm[i] = i;\n }\n pm[constants.BLEND_MODES.NORMAL_NPM] = constants.BLEND_MODES.NORMAL;\n pm[constants.BLEND_MODES.ADD_NPM] = constants.BLEND_MODES.ADD;\n pm[constants.BLEND_MODES.SCREEN_NPM] = constants.BLEND_MODES.SCREEN;\n npm[constants.BLEND_MODES.NORMAL] = constants.BLEND_MODES.NORMAL_NPM;\n npm[constants.BLEND_MODES.ADD] = constants.BLEND_MODES.ADD_NPM;\n npm[constants.BLEND_MODES.SCREEN] = constants.BLEND_MODES.SCREEN_NPM;\n var array = [];\n array.push(npm);\n array.push(pm);\n return array;\n}\n/**\n * maps premultiply flag and blendMode to adjusted blendMode\n * @memberof PIXI.utils\n * @constant premultiplyBlendMode\n * @type {Array}\n */\nvar premultiplyBlendMode = mapPremultipliedBlendModes();\n/**\n * changes blendMode according to texture format\n * @memberof PIXI.utils\n * @function correctBlendMode\n * @param {number} blendMode - supposed blend mode\n * @param {boolean} premultiplied - whether source is premultiplied\n * @returns {number} true blend mode for this texture\n */\nfunction correctBlendMode(blendMode, premultiplied) {\n return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode];\n}\n/**\n * combines rgb and alpha to out array\n * @memberof PIXI.utils\n * @function premultiplyRgba\n * @param {Float32Array|number[]} rgb - input rgb\n * @param {number} alpha - alpha param\n * @param {Float32Array} [out] - output\n * @param {boolean} [premultiply=true] - do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nfunction premultiplyRgba(rgb, alpha, out, premultiply) {\n out = out || new Float32Array(4);\n if (premultiply || premultiply === undefined) {\n out[0] = rgb[0] * alpha;\n out[1] = rgb[1] * alpha;\n out[2] = rgb[2] * alpha;\n }\n else {\n out[0] = rgb[0];\n out[1] = rgb[1];\n out[2] = rgb[2];\n }\n out[3] = alpha;\n return out;\n}\n/**\n * premultiplies tint\n * @memberof PIXI.utils\n * @function premultiplyTint\n * @param {number} tint - integer RGB\n * @param {number} alpha - floating point alpha (0.0-1.0)\n * @returns {number} tint multiplied by alpha\n */\nfunction premultiplyTint(tint, alpha) {\n if (alpha === 1.0) {\n return (alpha * 255 << 24) + tint;\n }\n if (alpha === 0.0) {\n return 0;\n }\n var R = ((tint >> 16) & 0xFF);\n var G = ((tint >> 8) & 0xFF);\n var B = (tint & 0xFF);\n R = ((R * alpha) + 0.5) | 0;\n G = ((G * alpha) + 0.5) | 0;\n B = ((B * alpha) + 0.5) | 0;\n return (alpha * 255 << 24) + (R << 16) + (G << 8) + B;\n}\n/**\n * converts integer tint and float alpha to vec4 form, premultiplies by default\n * @memberof PIXI.utils\n * @function premultiplyTintToRgba\n * @param {number} tint - input tint\n * @param {number} alpha - alpha param\n * @param {Float32Array} [out] - output\n * @param {boolean} [premultiply=true] - do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nfunction premultiplyTintToRgba(tint, alpha, out, premultiply) {\n out = out || new Float32Array(4);\n out[0] = ((tint >> 16) & 0xFF) / 255.0;\n out[1] = ((tint >> 8) & 0xFF) / 255.0;\n out[2] = (tint & 0xFF) / 255.0;\n if (premultiply || premultiply === undefined) {\n out[0] *= alpha;\n out[1] *= alpha;\n out[2] *= alpha;\n }\n out[3] = alpha;\n return out;\n}\n\n/**\n * Generic Mask Stack data structure\n * @memberof PIXI.utils\n * @function createIndicesForQuads\n * @param {number} size - Number of quads\n * @param {Uint16Array|Uint32Array} [outBuffer] - Buffer for output, length has to be `6 * size`\n * @returns {Uint16Array|Uint32Array} - Resulting index buffer\n */\nfunction createIndicesForQuads(size, outBuffer) {\n if (outBuffer === void 0) { outBuffer = null; }\n // the total number of indices in our array, there are 6 points per quad.\n var totalIndices = size * 6;\n outBuffer = outBuffer || new Uint16Array(totalIndices);\n if (outBuffer.length !== totalIndices) {\n throw new Error(\"Out buffer length is incorrect, got \" + outBuffer.length + \" and expected \" + totalIndices);\n }\n // fill the indices with the quads to draw\n for (var i = 0, j = 0; i < totalIndices; i += 6, j += 4) {\n outBuffer[i + 0] = j + 0;\n outBuffer[i + 1] = j + 1;\n outBuffer[i + 2] = j + 2;\n outBuffer[i + 3] = j + 0;\n outBuffer[i + 4] = j + 2;\n outBuffer[i + 5] = j + 3;\n }\n return outBuffer;\n}\n\nfunction getBufferType(array) {\n if (array.BYTES_PER_ELEMENT === 4) {\n if (array instanceof Float32Array) {\n return 'Float32Array';\n }\n else if (array instanceof Uint32Array) {\n return 'Uint32Array';\n }\n return 'Int32Array';\n }\n else if (array.BYTES_PER_ELEMENT === 2) {\n if (array instanceof Uint16Array) {\n return 'Uint16Array';\n }\n }\n else if (array.BYTES_PER_ELEMENT === 1) {\n if (array instanceof Uint8Array) {\n return 'Uint8Array';\n }\n }\n // TODO map out the rest of the array elements!\n return null;\n}\n\n/* eslint-disable object-shorthand */\nvar map = { Float32Array: Float32Array, Uint32Array: Uint32Array, Int32Array: Int32Array, Uint8Array: Uint8Array };\nfunction interleaveTypedArrays(arrays, sizes) {\n var outSize = 0;\n var stride = 0;\n var views = {};\n for (var i = 0; i < arrays.length; i++) {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n var buffer = new ArrayBuffer(outSize * 4);\n var out = null;\n var littleOffset = 0;\n for (var i = 0; i < arrays.length; i++) {\n var size = sizes[i];\n var array = arrays[i];\n /*\n @todo This is unsafe casting but consistent with how the code worked previously. Should it stay this way\n or should and `getBufferTypeUnsafe` function be exposed that throws an Error if unsupported type is passed?\n */\n var type = getBufferType(array);\n if (!views[type]) {\n views[type] = new map[type](buffer);\n }\n out = views[type];\n for (var j = 0; j < array.length; j++) {\n var indexStart = ((j / size | 0) * stride) + littleOffset;\n var index = j % size;\n out[indexStart + index] = array[j];\n }\n littleOffset += size;\n }\n return new Float32Array(buffer);\n}\n\n// Taken from the bit-twiddle package\n/**\n * Rounds to next power of two.\n * @function nextPow2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @returns {number} - next rounded power of two\n */\nfunction nextPow2(v) {\n v += v === 0 ? 1 : 0;\n --v;\n v |= v >>> 1;\n v |= v >>> 2;\n v |= v >>> 4;\n v |= v >>> 8;\n v |= v >>> 16;\n return v + 1;\n}\n/**\n * Checks if a number is a power of two.\n * @function isPow2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @returns {boolean} `true` if value is power of two\n */\nfunction isPow2(v) {\n return !(v & (v - 1)) && (!!v);\n}\n/**\n * Computes ceil of log base 2\n * @function log2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @returns {number} logarithm base 2\n */\nfunction log2(v) {\n var r = (v > 0xFFFF ? 1 : 0) << 4;\n v >>>= r;\n var shift = (v > 0xFF ? 1 : 0) << 3;\n v >>>= shift;\n r |= shift;\n shift = (v > 0xF ? 1 : 0) << 2;\n v >>>= shift;\n r |= shift;\n shift = (v > 0x3 ? 1 : 0) << 1;\n v >>>= shift;\n r |= shift;\n return r | (v >> 1);\n}\n\n/**\n * Remove items from a javascript array without generating garbage\n * @function removeItems\n * @memberof PIXI.utils\n * @param {Array} arr - Array to remove elements from\n * @param {number} startIdx - starting index\n * @param {number} removeCount - how many to remove\n */\nfunction removeItems(arr, startIdx, removeCount) {\n var length = arr.length;\n var i;\n if (startIdx >= length || removeCount === 0) {\n return;\n }\n removeCount = (startIdx + removeCount > length ? length - startIdx : removeCount);\n var len = length - removeCount;\n for (i = startIdx; i < len; ++i) {\n arr[i] = arr[i + removeCount];\n }\n arr.length = len;\n}\n\n/**\n * Returns sign of number\n * @memberof PIXI.utils\n * @function sign\n * @param {number} n - the number to check the sign of\n * @returns {number} 0 if `n` is 0, -1 if `n` is negative, 1 if `n` is positive\n */\nfunction sign(n) {\n if (n === 0)\n { return 0; }\n return n < 0 ? -1 : 1;\n}\n\nvar nextUid = 0;\n/**\n * Gets the next unique identifier\n * @memberof PIXI.utils\n * @function uid\n * @returns {number} The next unique identifier to use.\n */\nfunction uid() {\n return ++nextUid;\n}\n\n// A map of warning messages already fired\nvar warnings = {};\n/**\n * Helper for warning developers about deprecated features & settings.\n * A stack track for warnings is given; useful for tracking-down where\n * deprecated methods/properties/classes are being used within the code.\n * @memberof PIXI.utils\n * @function deprecation\n * @param {string} version - The version where the feature became deprecated\n * @param {string} message - Message should include what is deprecated, where, and the new solution\n * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack\n * this is mostly to ignore internal deprecation calls.\n */\nfunction deprecation(version, message, ignoreDepth) {\n if (ignoreDepth === void 0) { ignoreDepth = 3; }\n // Ignore duplicat\n if (warnings[message]) {\n return;\n }\n /* eslint-disable no-console */\n var stack = new Error().stack;\n // Handle IE < 10 and Safari < 6\n if (typeof stack === 'undefined') {\n console.warn('PixiJS Deprecation Warning: ', message + \"\\nDeprecated since v\" + version);\n }\n else {\n // chop off the stack trace which includes PixiJS internal calls\n stack = stack.split('\\n').splice(ignoreDepth).join('\\n');\n if (console.groupCollapsed) {\n console.groupCollapsed('%cPixiJS Deprecation Warning: %c%s', 'color:#614108;background:#fffbe6', 'font-weight:normal;color:#614108;background:#fffbe6', message + \"\\nDeprecated since v\" + version);\n console.warn(stack);\n console.groupEnd();\n }\n else {\n console.warn('PixiJS Deprecation Warning: ', message + \"\\nDeprecated since v\" + version);\n console.warn(stack);\n }\n }\n /* eslint-enable no-console */\n warnings[message] = true;\n}\n\n/**\n * @todo Describe property usage\n * @static\n * @name ProgramCache\n * @memberof PIXI.utils\n * @type {object}\n */\nvar ProgramCache = {};\n/**\n * @todo Describe property usage\n * @static\n * @name TextureCache\n * @memberof PIXI.utils\n * @type {object}\n */\nvar TextureCache = Object.create(null);\n/**\n * @todo Describe property usage\n * @static\n * @name BaseTextureCache\n * @memberof PIXI.utils\n * @type {object}\n */\nvar BaseTextureCache = Object.create(null);\n/**\n * Destroys all texture in the cache\n * @memberof PIXI.utils\n * @function destroyTextureCache\n */\nfunction destroyTextureCache() {\n var key;\n for (key in TextureCache) {\n TextureCache[key].destroy();\n }\n for (key in BaseTextureCache) {\n BaseTextureCache[key].destroy();\n }\n}\n/**\n * Removes all textures from cache, but does not destroy them\n * @memberof PIXI.utils\n * @function clearTextureCache\n */\nfunction clearTextureCache() {\n var key;\n for (key in TextureCache) {\n delete TextureCache[key];\n }\n for (key in BaseTextureCache) {\n delete BaseTextureCache[key];\n }\n}\n\n/**\n * Creates a Canvas element of the given size to be used as a target for rendering to.\n * @class\n * @memberof PIXI.utils\n */\nvar CanvasRenderTarget = /** @class */ (function () {\n /**\n * @param width - the width for the newly created canvas\n * @param height - the height for the newly created canvas\n * @param {number} [resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the canvas\n */\n function CanvasRenderTarget(width, height, resolution) {\n this.canvas = settings.settings.ADAPTER.createCanvas();\n this.context = this.canvas.getContext('2d');\n this.resolution = resolution || settings.settings.RESOLUTION;\n this.resize(width, height);\n }\n /**\n * Clears the canvas that was created by the CanvasRenderTarget class.\n * @private\n */\n CanvasRenderTarget.prototype.clear = function () {\n this.context.setTransform(1, 0, 0, 1, 0, 0);\n this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n };\n /**\n * Resizes the canvas to the specified width and height.\n * @param desiredWidth - the desired width of the canvas\n * @param desiredHeight - the desired height of the canvas\n */\n CanvasRenderTarget.prototype.resize = function (desiredWidth, desiredHeight) {\n this.canvas.width = Math.round(desiredWidth * this.resolution);\n this.canvas.height = Math.round(desiredHeight * this.resolution);\n };\n /** Destroys this canvas. */\n CanvasRenderTarget.prototype.destroy = function () {\n this.context = null;\n this.canvas = null;\n };\n Object.defineProperty(CanvasRenderTarget.prototype, \"width\", {\n /**\n * The width of the canvas buffer in pixels.\n * @member {number}\n */\n get: function () {\n return this.canvas.width;\n },\n set: function (val) {\n this.canvas.width = Math.round(val);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(CanvasRenderTarget.prototype, \"height\", {\n /**\n * The height of the canvas buffer in pixels.\n * @member {number}\n */\n get: function () {\n return this.canvas.height;\n },\n set: function (val) {\n this.canvas.height = Math.round(val);\n },\n enumerable: false,\n configurable: true\n });\n return CanvasRenderTarget;\n}());\n\n/**\n * Trim transparent borders from a canvas\n * @memberof PIXI.utils\n * @function trimCanvas\n * @param {HTMLCanvasElement} canvas - the canvas to trim\n * @returns {object} Trim data\n */\nfunction trimCanvas(canvas) {\n // https://gist.github.com/remy/784508\n var width = canvas.width;\n var height = canvas.height;\n var context = canvas.getContext('2d');\n var imageData = context.getImageData(0, 0, width, height);\n var pixels = imageData.data;\n var len = pixels.length;\n var bound = {\n top: null,\n left: null,\n right: null,\n bottom: null,\n };\n var data = null;\n var i;\n var x;\n var y;\n for (i = 0; i < len; i += 4) {\n if (pixels[i + 3] !== 0) {\n x = (i / 4) % width;\n y = ~~((i / 4) / width);\n if (bound.top === null) {\n bound.top = y;\n }\n if (bound.left === null) {\n bound.left = x;\n }\n else if (x < bound.left) {\n bound.left = x;\n }\n if (bound.right === null) {\n bound.right = x + 1;\n }\n else if (bound.right < x) {\n bound.right = x + 1;\n }\n if (bound.bottom === null) {\n bound.bottom = y;\n }\n else if (bound.bottom < y) {\n bound.bottom = y;\n }\n }\n }\n if (bound.top !== null) {\n width = bound.right - bound.left;\n height = bound.bottom - bound.top + 1;\n data = context.getImageData(bound.left, bound.top, width, height);\n }\n return {\n height: height,\n width: width,\n data: data,\n };\n}\n\n/**\n * Regexp for data URI.\n * Based on: {@link https://github.com/ragingwind/data-uri-regex}\n * @static\n * @constant {RegExp|string} DATA_URI\n * @memberof PIXI\n * @example data:image/png;base64\n */\nvar DATA_URI = /^\\s*data:(?:([\\w-]+)\\/([\\w+.-]+))?(?:;charset=([\\w-]+))?(?:;(base64))?,(.*)/i;\n\n/**\n * @memberof PIXI.utils\n * @interface DecomposedDataUri\n */\n/**\n * type, eg. `image`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} mediaType\n */\n/**\n * Sub type, eg. `png`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} subType\n */\n/**\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} charset\n */\n/**\n * Data encoding, eg. `base64`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} encoding\n */\n/**\n * The actual data\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} data\n */\n/**\n * Split a data URI into components. Returns undefined if\n * parameter `dataUri` is not a valid data URI.\n * @memberof PIXI.utils\n * @function decomposeDataUri\n * @param {string} dataUri - the data URI to check\n * @returns {PIXI.utils.DecomposedDataUri|undefined} The decomposed data uri or undefined\n */\nfunction decomposeDataUri(dataUri) {\n var dataUriMatch = DATA_URI.exec(dataUri);\n if (dataUriMatch) {\n return {\n mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : undefined,\n subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : undefined,\n charset: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : undefined,\n encoding: dataUriMatch[4] ? dataUriMatch[4].toLowerCase() : undefined,\n data: dataUriMatch[5],\n };\n }\n return undefined;\n}\n\nvar tempAnchor;\n/**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n * Nipped from the resource loader!\n * @ignore\n * @param {string} url - The url to test.\n * @param {object} [loc=window.location] - The location object to test against.\n * @returns {string} The crossOrigin value to use (or empty string for none).\n */\nfunction determineCrossOrigin(url$1, loc) {\n if (loc === void 0) { loc = globalThis.location; }\n // data: and javascript: urls are considered same-origin\n if (url$1.indexOf('data:') === 0) {\n return '';\n }\n // default is window.location\n loc = loc || globalThis.location;\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url$1;\n var parsedUrl = url.parse(tempAnchor.href);\n var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port);\n // if cross origin\n if (parsedUrl.hostname !== loc.hostname || !samePort || parsedUrl.protocol !== loc.protocol) {\n return 'anonymous';\n }\n return '';\n}\n\n/**\n * get the resolution / device pixel ratio of an asset by looking for the prefix\n * used by spritesheets and image urls\n * @memberof PIXI.utils\n * @function getResolutionOfUrl\n * @param {string} url - the image path\n * @param {number} [defaultValue=1] - the defaultValue if no filename prefix is set.\n * @returns {number} resolution / device pixel ratio of an asset\n */\nfunction getResolutionOfUrl(url, defaultValue) {\n var resolution = settings.settings.RETINA_PREFIX.exec(url);\n if (resolution) {\n return parseFloat(resolution[1]);\n }\n return defaultValue !== undefined ? defaultValue : 1;\n}\n\nObject.defineProperty(exports, 'isMobile', {\n enumerable: true,\n get: function () { return settings.isMobile; }\n});\nObject.defineProperty(exports, 'EventEmitter', {\n enumerable: true,\n get: function () { return eventemitter3__default[\"default\"]; }\n});\nObject.defineProperty(exports, 'earcut', {\n enumerable: true,\n get: function () { return earcut__default[\"default\"]; }\n});\nexports.BaseTextureCache = BaseTextureCache;\nexports.CanvasRenderTarget = CanvasRenderTarget;\nexports.DATA_URI = DATA_URI;\nexports.ProgramCache = ProgramCache;\nexports.TextureCache = TextureCache;\nexports.clearTextureCache = clearTextureCache;\nexports.correctBlendMode = correctBlendMode;\nexports.createIndicesForQuads = createIndicesForQuads;\nexports.decomposeDataUri = decomposeDataUri;\nexports.deprecation = deprecation;\nexports.destroyTextureCache = destroyTextureCache;\nexports.determineCrossOrigin = determineCrossOrigin;\nexports.getBufferType = getBufferType;\nexports.getResolutionOfUrl = getResolutionOfUrl;\nexports.hex2rgb = hex2rgb;\nexports.hex2string = hex2string;\nexports.interleaveTypedArrays = interleaveTypedArrays;\nexports.isPow2 = isPow2;\nexports.isWebGLSupported = isWebGLSupported;\nexports.log2 = log2;\nexports.nextPow2 = nextPow2;\nexports.premultiplyBlendMode = premultiplyBlendMode;\nexports.premultiplyRgba = premultiplyRgba;\nexports.premultiplyTint = premultiplyTint;\nexports.premultiplyTintToRgba = premultiplyTintToRgba;\nexports.removeItems = removeItems;\nexports.rgb2hex = rgb2hex;\nexports.sayHello = sayHello;\nexports.sign = sign;\nexports.skipHello = skipHello;\nexports.string2hex = string2hex;\nexports.trimCanvas = trimCanvas;\nexports.uid = uid;\nexports.url = url;\n//# sourceMappingURL=utils.js.map\n","/*!\n * @pixi/display - v6.5.7\n * Compiled Thu, 20 Oct 2022 15:13:33 UTC\n *\n * @pixi/display is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n'use strict';\n\nObject.defineProperty(exports, '__esModule', { value: true });\n\nvar settings = require('@pixi/settings');\nvar math = require('@pixi/math');\nvar utils = require('@pixi/utils');\n\n/**\n * Sets the default value for the container property 'sortableChildren'.\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n * @static\n * @constant\n * @name SORTABLE_CHILDREN\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.settings.SORTABLE_CHILDREN = false;\n\n/**\n * 'Builder' pattern for bounds rectangles.\n *\n * This could be called an Axis-Aligned Bounding Box.\n * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems.\n * @memberof PIXI\n */\nvar Bounds = /** @class */ (function () {\n function Bounds() {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n this.rect = null;\n this.updateID = -1;\n }\n /**\n * Checks if bounds are empty.\n * @returns - True if empty.\n */\n Bounds.prototype.isEmpty = function () {\n return this.minX > this.maxX || this.minY > this.maxY;\n };\n /** Clears the bounds and resets. */\n Bounds.prototype.clear = function () {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n };\n /**\n * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n * It is not guaranteed that it will return tempRect\n * @param rect - Temporary object will be used if AABB is not empty\n * @returns - A rectangle of the bounds\n */\n Bounds.prototype.getRectangle = function (rect) {\n if (this.minX > this.maxX || this.minY > this.maxY) {\n return math.Rectangle.EMPTY;\n }\n rect = rect || new math.Rectangle(0, 0, 1, 1);\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n return rect;\n };\n /**\n * This function should be inlined when its possible.\n * @param point - The point to add.\n */\n Bounds.prototype.addPoint = function (point) {\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n };\n /**\n * Adds a point, after transformed. This should be inlined when its possible.\n * @param matrix\n * @param point\n */\n Bounds.prototype.addPointMatrix = function (matrix, point) {\n var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty;\n var x = (a * point.x) + (c * point.y) + tx;\n var y = (b * point.x) + (d * point.y) + ty;\n this.minX = Math.min(this.minX, x);\n this.maxX = Math.max(this.maxX, x);\n this.minY = Math.min(this.minY, y);\n this.maxY = Math.max(this.maxY, y);\n };\n /**\n * Adds a quad, not transformed\n * @param vertices - The verts to add.\n */\n Bounds.prototype.addQuad = function (vertices) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = vertices[0];\n var y = vertices[1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds sprite frame, transformed.\n * @param transform - transform to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) {\n this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1);\n };\n /**\n * Adds sprite frame, multiplied by matrix\n * @param matrix - matrix to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) {\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = (a * x0) + (c * y0) + tx;\n var y = (b * x0) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y0) + tx;\n y = (b * x1) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x0) + (c * y1) + tx;\n y = (b * x0) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y1) + tx;\n y = (b * x1) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds screen vertices from array\n * @param vertexData - calculated vertices\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var x = vertexData[i];\n var y = vertexData[i + 1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Add an array of mesh vertices\n * @param transform - mesh transform\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) {\n this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset);\n };\n /**\n * Add an array of mesh vertices.\n * @param matrix - mesh matrix\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n * @param padX - x padding\n * @param padY - y padding\n */\n Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) {\n if (padX === void 0) { padX = 0; }\n if (padY === void 0) { padY = padX; }\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var rawX = vertices[i];\n var rawY = vertices[i + 1];\n var x = (a * rawX) + (c * rawY) + tx;\n var y = (d * rawY) + (b * rawX) + ty;\n minX = Math.min(minX, x - padX);\n maxX = Math.max(maxX, x + padX);\n minY = Math.min(minY, y - padY);\n maxY = Math.max(maxY, y + padY);\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds other {@link Bounds}.\n * @param bounds - The Bounds to be added\n */\n Bounds.prototype.addBounds = function (bounds) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = bounds.minX < minX ? bounds.minX : minX;\n this.minY = bounds.minY < minY ? bounds.minY : minY;\n this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX;\n this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY;\n };\n /**\n * Adds other Bounds, masked with Bounds.\n * @param bounds - The Bounds to be added.\n * @param mask - TODO\n */\n Bounds.prototype.addBoundsMask = function (bounds, mask) {\n var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX;\n var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY;\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty.\n * @param bounds - other bounds\n * @param matrix - multiplicator\n */\n Bounds.prototype.addBoundsMatrix = function (bounds, matrix) {\n this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY);\n };\n /**\n * Adds other Bounds, masked with Rectangle.\n * @param bounds - TODO\n * @param area - TODO\n */\n Bounds.prototype.addBoundsArea = function (bounds, area) {\n var _minX = bounds.minX > area.x ? bounds.minX : area.x;\n var _minY = bounds.minY > area.y ? bounds.minY : area.y;\n var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width);\n var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height);\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Pads bounds object, making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n */\n Bounds.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n if (!this.isEmpty()) {\n this.minX -= paddingX;\n this.maxX += paddingX;\n this.minY -= paddingY;\n this.maxY += paddingY;\n }\n };\n /**\n * Adds padded frame. (x0, y0) should be strictly less than (x1, y1)\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n * @param padX - padding X\n * @param padY - padding Y\n */\n Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) {\n x0 -= padX;\n y0 -= padY;\n x1 += padX;\n y1 += padY;\n this.minX = this.minX < x0 ? this.minX : x0;\n this.maxX = this.maxX > x1 ? this.maxX : x1;\n this.minY = this.minY < y0 ? this.minY : y0;\n this.maxY = this.maxY > y1 ? this.maxY : y1;\n };\n return Bounds;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * The base class for all objects that are rendered on the screen.\n *\n * This is an abstract class and can not be used on its own; rather it should be extended.\n *\n * ## Display objects implemented in PixiJS\n *\n * | Display Object | Description |\n * | ------------------------------- | --------------------------------------------------------------------- |\n * | {@link PIXI.Container} | Adds support for `children` to DisplayObject |\n * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API |\n * | {@link PIXI.Sprite} | Draws textures (i.e. images) |\n * | {@link PIXI.Text} | Draws text using the Canvas API internally |\n * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures |\n * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion |\n * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images |\n * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data |\n * | {@link PIXI.NineSlicePlane} | Mesh-related |\n * | {@link PIXI.SimpleMesh} | v4-compatible mesh |\n * | {@link PIXI.SimplePlane} | Mesh-related |\n * | {@link PIXI.SimpleRope} | Mesh-related |\n *\n * ## Transforms\n *\n * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its\n * local coordinate space to its parent's local coordinate space. The following properties are derived\n * from the transform:\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n *
                                                                        PropertyDescription
                                                                        [pivot]{@link PIXI.DisplayObject#pivot}\n * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot\n * is equal to position, regardless of the other three transformations. In other words, It is the center of\n * rotation, scaling, and skewing.\n *
                                                                        [position]{@link PIXI.DisplayObject#position}\n * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local\n * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object\n * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space.\n *
                                                                        [scale]{@link PIXI.DisplayObject#scale}\n * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the\n * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center\n * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}.\n *
                                                                        [rotation]{@link PIXI.DisplayObject#rotation}\n * Rotation. This will rotate the display object's projection by this angle (in radians).\n *
                                                                        [skew]{@link PIXI.DisplayObject#skew}\n *

                                                                        Skewing. This can be used to deform a rectangular display object into a parallelogram.

                                                                        \n *

                                                                        \n * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be\n * thought of the net rotation applied to the coordinate axes (separately). For example, if \"skew.x\" is\n * ⍺ and \"skew.y\" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be\n * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will\n * be rotated by an angle between ⍺ and β.\n *

                                                                        \n *

                                                                        \n * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying\n * a rotation. Indeed, if \"skew.x\" = -ϴ and \"skew.y\" = ϴ, it will produce an equivalent of \"rotation\" = ϴ.\n *

                                                                        \n *

                                                                        \n * Another quite interesting observation is that \"skew.x\", \"skew.y\", rotation are communtative operations. Indeed,\n * because rotation is essentially a careful combination of the two.\n *

                                                                        \n *
                                                                        angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
                                                                        xTranslation. This is an alias for position.x!
                                                                        yTranslation. This is an alias for position.y!
                                                                        width\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing\n * the \"requested\" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there\n * is no concept of user-defined width.\n *
                                                                        height\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing\n * the \"requested\" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there\n * is no concept of user-defined height.\n *
                                                                        \n *\n * ## Bounds\n *\n * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit\n * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the\n * `worldTransform` to calculate in world space).\n *\n * There are a few additional types of bounding boxes:\n *\n * | Bounds | Description |\n * | --------------------- | ---------------------------------------------------------------------------------------- |\n * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. |\n * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. |\n * | Render Bounds | The bounds, but including extra rendering effects like filter padding. |\n * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. |\n * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. |\n * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)|\n * | Content Bounds | The natural bounds when excluding all children of a `Container`. |\n *\n * ### calculateBounds\n *\n * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children.\n *\n * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and\n * `getLocalBounds` to work. This method must write the bounds into `this._bounds`.\n *\n * Generally, the following technique works for most simple cases: take the list of points\n * forming the \"hull\" of the object (i.e. outline of the object's shape), and then add them\n * using {@link PIXI.Bounds#addPointMatrix}.\n *\n * ```js\n * calculateBounds(): void\n * {\n * const points = [...];\n *\n * for (let i = 0, j = points.length; i < j; i++)\n * {\n * this._bounds.addPointMatrix(this.worldTransform, points[i]);\n * }\n * }\n * ```\n *\n * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them\n * in one array together.\n *\n * ## Alpha\n *\n * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display\n * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not\n * applied on any ancestor further up the chain).\n *\n * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}.\n *\n * ## Renderable vs Visible\n *\n * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the\n * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display\n * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not\n * be calculated.\n *\n * It is recommended that applications use the `renderable` property for culling. See\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details.\n *\n * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This\n * one is also better in terms of performance.\n * @memberof PIXI\n */\nvar DisplayObject = /** @class */ (function (_super) {\n __extends(DisplayObject, _super);\n function DisplayObject() {\n var _this = _super.call(this) || this;\n _this.tempDisplayObjectParent = null;\n // TODO: need to create Transform from factory\n _this.transform = new math.Transform();\n _this.alpha = 1;\n _this.visible = true;\n _this.renderable = true;\n _this.cullable = false;\n _this.cullArea = null;\n _this.parent = null;\n _this.worldAlpha = 1;\n _this._lastSortedIndex = 0;\n _this._zIndex = 0;\n _this.filterArea = null;\n _this.filters = null;\n _this._enabledFilters = null;\n _this._bounds = new Bounds();\n _this._localBounds = null;\n _this._boundsID = 0;\n _this._boundsRect = null;\n _this._localBoundsRect = null;\n _this._mask = null;\n _this._maskRefCount = 0;\n _this._destroyed = false;\n _this.isSprite = false;\n _this.isMask = false;\n return _this;\n }\n /**\n * Mixes all enumerable properties and methods from a source object to DisplayObject.\n * @param source - The source of properties and methods to mix in.\n */\n DisplayObject.mixin = function (source) {\n // in ES8/ES2017, this would be really easy:\n // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source));\n // get all the enumerable property keys\n var keys = Object.keys(source);\n // loop through properties\n for (var i = 0; i < keys.length; ++i) {\n var propertyName = keys[i];\n // Set the property using the property descriptor - this works for accessors and normal value properties\n Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName));\n }\n };\n Object.defineProperty(DisplayObject.prototype, \"destroyed\", {\n /**\n * Fired when this DisplayObject is added to a Container.\n * @instance\n * @event added\n * @param {PIXI.Container} container - The container added to.\n */\n /**\n * Fired when this DisplayObject is removed from a Container.\n * @instance\n * @event removed\n * @param {PIXI.Container} container - The container removed from.\n */\n /**\n * Fired when this DisplayObject is destroyed. This event is emitted once\n * destroy is finished.\n * @instance\n * @event destroyed\n */\n /** Readonly flag for destroyed display objects. */\n get: function () {\n return this._destroyed;\n },\n enumerable: false,\n configurable: true\n });\n /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */\n DisplayObject.prototype._recursivePostUpdateTransform = function () {\n if (this.parent) {\n this.parent._recursivePostUpdateTransform();\n this.transform.updateTransform(this.parent.transform);\n }\n else {\n this.transform.updateTransform(this._tempDisplayObjectParent.transform);\n }\n };\n /** Updates the object transform for rendering. TODO - Optimization pass! */\n DisplayObject.prototype.updateTransform = function () {\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // multiply the alphas..\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n };\n /**\n * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}.\n *\n * This method is expensive on containers with a large subtree (like the stage). This is because the bounds\n * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to\n * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update\n * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using\n * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise,\n * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as\n * its height increases.\n *\n * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated.\n * The world bounds of all display objects in a container's **subtree** will also be recalculated.\n *\n * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds\n * calculation if needed.\n *\n * ```js\n * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect);\n * ```\n *\n * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This\n * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more\n * details.\n *\n * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms\n * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain\n * cases.\n * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The minimum axis-aligned rectangle in world space that fits around this object.\n */\n DisplayObject.prototype.getBounds = function (skipUpdate, rect) {\n if (!skipUpdate) {\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else {\n this._recursivePostUpdateTransform();\n this.updateTransform();\n }\n }\n if (this._bounds.updateID !== this._boundsID) {\n this.calculateBounds();\n this._bounds.updateID = this._boundsID;\n }\n if (!rect) {\n if (!this._boundsRect) {\n this._boundsRect = new math.Rectangle();\n }\n rect = this._boundsRect;\n }\n return this._bounds.getRectangle(rect);\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The rectangular bounding area.\n */\n DisplayObject.prototype.getLocalBounds = function (rect) {\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new math.Rectangle();\n }\n rect = this._localBoundsRect;\n }\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n var transformRef = this.transform;\n var parentRef = this.parent;\n this.parent = null;\n this.transform = this._tempDisplayObjectParent.transform;\n var worldBounds = this._bounds;\n var worldBoundsID = this._boundsID;\n this._bounds = this._localBounds;\n var bounds = this.getBounds(false, rect);\n this.parent = parentRef;\n this.transform = transformRef;\n this._bounds = worldBounds;\n this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects\n return bounds;\n };\n /**\n * Calculates the global position of the display object.\n * @param position - The world origin to calculate from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform.\n * @returns - A point object representing the position of this object.\n */\n DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) {\n if (skipUpdate === void 0) { skipUpdate = false; }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // don't need to update the lot\n return this.worldTransform.apply(position, point);\n };\n /**\n * Calculates the local position of the display object relative to another point.\n * @param position - The world origin to calculate from.\n * @param from - The DisplayObject to calculate the global position from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform\n * @returns - A point object representing the position of this object\n */\n DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) {\n if (from) {\n position = from.toGlobal(position, point, skipUpdate);\n }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // simply apply the matrix..\n return this.worldTransform.applyInverse(position, point);\n };\n /**\n * Set the parent Container of this DisplayObject.\n * @param container - The Container to add this DisplayObject to.\n * @returns - The Container that this DisplayObject was added to.\n */\n DisplayObject.prototype.setParent = function (container) {\n if (!container || !container.addChild) {\n throw new Error('setParent: Argument must be a Container');\n }\n container.addChild(this);\n return container;\n };\n /**\n * Convenience function to set the position, scale, skew and pivot at once.\n * @param x - The X position\n * @param y - The Y position\n * @param scaleX - The X scale value\n * @param scaleY - The Y scale value\n * @param rotation - The rotation\n * @param skewX - The X skew value\n * @param skewY - The Y skew value\n * @param pivotX - The X pivot value\n * @param pivotY - The Y pivot value\n * @returns - The DisplayObject instance\n */\n DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (scaleX === void 0) { scaleX = 1; }\n if (scaleY === void 0) { scaleY = 1; }\n if (rotation === void 0) { rotation = 0; }\n if (skewX === void 0) { skewX = 0; }\n if (skewY === void 0) { skewY = 0; }\n if (pivotX === void 0) { pivotX = 0; }\n if (pivotY === void 0) { pivotY = 0; }\n this.position.x = x;\n this.position.y = y;\n this.scale.x = !scaleX ? 1 : scaleX;\n this.scale.y = !scaleY ? 1 : scaleY;\n this.rotation = rotation;\n this.skew.x = skewX;\n this.skew.y = skewY;\n this.pivot.x = pivotX;\n this.pivot.y = pivotY;\n return this;\n };\n /**\n * Base destroy method for generic display objects. This will automatically\n * remove the display object from its parent Container as well as remove\n * all current event listeners and internal references. Do not use a DisplayObject\n * after calling `destroy()`.\n * @param _options\n */\n DisplayObject.prototype.destroy = function (_options) {\n if (this.parent) {\n this.parent.removeChild(this);\n }\n this._destroyed = true;\n this.transform = null;\n this.parent = null;\n this._bounds = null;\n this.mask = null;\n this.cullArea = null;\n this.filters = null;\n this.filterArea = null;\n this.hitArea = null;\n this.interactive = false;\n this.interactiveChildren = false;\n this.emit('destroyed');\n this.removeAllListeners();\n };\n Object.defineProperty(DisplayObject.prototype, \"_tempDisplayObjectParent\", {\n /**\n * @protected\n * @member {PIXI.Container}\n */\n get: function () {\n if (this.tempDisplayObjectParent === null) {\n // eslint-disable-next-line @typescript-eslint/no-use-before-define\n this.tempDisplayObjectParent = new TemporaryDisplayObject();\n }\n return this.tempDisplayObjectParent;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root\n *\n * ```\n * const cacheParent = elem.enableTempParent();\n * elem.updateTransform();\n * elem.disableTempParent(cacheParent);\n * ```\n * @returns - current parent\n */\n DisplayObject.prototype.enableTempParent = function () {\n var myParent = this.parent;\n this.parent = this._tempDisplayObjectParent;\n return myParent;\n };\n /**\n * Pair method for `enableTempParent`\n * @param cacheParent - Actual parent of element\n */\n DisplayObject.prototype.disableTempParent = function (cacheParent) {\n this.parent = cacheParent;\n };\n Object.defineProperty(DisplayObject.prototype, \"x\", {\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n * An alias to position.x\n */\n get: function () {\n return this.position.x;\n },\n set: function (value) {\n this.transform.position.x = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"y\", {\n /**\n * The position of the displayObject on the y axis relative to the local coordinates of the parent.\n * An alias to position.y\n */\n get: function () {\n return this.position.y;\n },\n set: function (value) {\n this.transform.position.y = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldTransform\", {\n /**\n * Current transform of the object based on world (parent) factors.\n * @readonly\n */\n get: function () {\n return this.transform.worldTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"localTransform\", {\n /**\n * Current transform of the object based on local factors: position, scale, other stuff.\n * @readonly\n */\n get: function () {\n return this.transform.localTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"position\", {\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.position;\n },\n set: function (value) {\n this.transform.position.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"scale\", {\n /**\n * The scale factors of this object along the local coordinate axes.\n *\n * The default scale is (1, 1).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.scale;\n },\n set: function (value) {\n this.transform.scale.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"pivot\", {\n /**\n * The center of rotation, scaling, and skewing for this display object in its local space. The `position`\n * is the projection of `pivot` in the parent's local space.\n *\n * By default, the pivot is the origin (0, 0).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.pivot;\n },\n set: function (value) {\n this.transform.pivot.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"skew\", {\n /**\n * The skew factor for the object in radians.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.skew;\n },\n set: function (value) {\n this.transform.skew.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"rotation\", {\n /**\n * The rotation of the object in radians.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation;\n },\n set: function (value) {\n this.transform.rotation = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"angle\", {\n /**\n * The angle of the object in degrees.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation * math.RAD_TO_DEG;\n },\n set: function (value) {\n this.transform.rotation = value * math.DEG_TO_RAD;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"zIndex\", {\n /**\n * The zIndex of the displayObject.\n *\n * If a container has the sortableChildren property set to true, children will be automatically\n * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array,\n * and thus rendered on top of other display objects within the same container.\n * @see PIXI.Container#sortableChildren\n */\n get: function () {\n return this._zIndex;\n },\n set: function (value) {\n this._zIndex = value;\n if (this.parent) {\n this.parent.sortDirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldVisible\", {\n /**\n * Indicates if the object is globally visible.\n * @readonly\n */\n get: function () {\n var item = this;\n do {\n if (!item.visible) {\n return false;\n }\n item = item.parent;\n } while (item);\n return true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"mask\", {\n /**\n * Sets a mask for the displayObject. A mask is an object that limits the visibility of an\n * object to the shape of the mask applied to it. In PixiJS a regular mask must be a\n * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it\n * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent.\n * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong.\n * To remove a mask, set this property to `null`.\n *\n * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.\n * @example\n * const graphics = new PIXI.Graphics();\n * graphics.beginFill(0xFF3300);\n * graphics.drawRect(50, 250, 100, 100);\n * graphics.endFill();\n *\n * const sprite = new PIXI.Sprite(texture);\n * sprite.mask = graphics;\n * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.\n */\n get: function () {\n return this._mask;\n },\n set: function (value) {\n if (this._mask === value) {\n return;\n }\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n maskObject._maskRefCount--;\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = true;\n maskObject.isMask = false;\n }\n }\n }\n this._mask = value;\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = false;\n maskObject.isMask = true;\n }\n maskObject._maskRefCount++;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return DisplayObject;\n}(utils.EventEmitter));\n/**\n * @private\n */\nvar TemporaryDisplayObject = /** @class */ (function (_super) {\n __extends(TemporaryDisplayObject, _super);\n function TemporaryDisplayObject() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n _this.sortDirty = null;\n return _this;\n }\n return TemporaryDisplayObject;\n}(DisplayObject));\n/**\n * DisplayObject default updateTransform, does not update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.DisplayObject#\n * @method displayObjectUpdateTransform\n */\nDisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;\n\n/*!\n * @pixi/constants - v6.5.7\n * Compiled Thu, 20 Oct 2022 15:13:33 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\nfunction sortChildren(a, b) {\n if (a.zIndex === b.zIndex) {\n return a._lastSortedIndex - b._lastSortedIndex;\n }\n return a.zIndex - b.zIndex;\n}\n/**\n * Container is a general-purpose display object that holds children. It also adds built-in support for advanced\n * rendering features like masking and filtering.\n *\n * It is the base class of all display objects that act as a container for other objects, including Graphics\n * and Sprite.\n *\n * ```js\n * import { BlurFilter } from '@pixi/filter-blur';\n * import { Container } from '@pixi/display';\n * import { Graphics } from '@pixi/graphics';\n * import { Sprite } from '@pixi/sprite';\n *\n * let container = new Container();\n * let sprite = Sprite.from(\"https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png\");\n *\n * sprite.width = 512;\n * sprite.height = 512;\n *\n * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container\n * // is rendered.\n * container.addChild(sprite);\n *\n * // Blurs whatever is rendered by the container\n * container.filters = [new BlurFilter()];\n *\n * // Only the contents within a circle at the center should be rendered onto the screen.\n * container.mask = new Graphics()\n * .beginFill(0xffffff)\n * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2)\n * .endFill();\n * ```\n * @memberof PIXI\n */\nvar Container = /** @class */ (function (_super) {\n __extends(Container, _super);\n function Container() {\n var _this = _super.call(this) || this;\n _this.children = [];\n _this.sortableChildren = settings.settings.SORTABLE_CHILDREN;\n _this.sortDirty = false;\n return _this;\n /**\n * Fired when a DisplayObject is added to this Container.\n * @event PIXI.Container#childAdded\n * @param {PIXI.DisplayObject} child - The child added to the Container.\n * @param {PIXI.Container} container - The container that added the child.\n * @param {number} index - The children's index of the added child.\n */\n /**\n * Fired when a DisplayObject is removed from this Container.\n * @event PIXI.DisplayObject#childRemoved\n * @param {PIXI.DisplayObject} child - The child removed from the Container.\n * @param {PIXI.Container} container - The container that removed the child.\n * @param {number} index - The former children's index of the removed child\n */\n }\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified.\n * @param _length\n */\n Container.prototype.onChildrenChange = function (_length) {\n /* empty */\n };\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container\n * @returns {PIXI.DisplayObject} - The first child that was added.\n */\n Container.prototype.addChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the array and add all children\n for (var i = 0; i < children.length; i++) {\n // eslint-disable-next-line prefer-rest-params\n this.addChild(children[i]);\n }\n }\n else {\n var child = children[0];\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.push(child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n this.emit('childAdded', child, this, this.children.length - 1);\n child.emit('added', this);\n }\n return children[0];\n };\n /**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n * @param {PIXI.DisplayObject} child - The child to add\n * @param {number} index - The index to place the child in\n * @returns {PIXI.DisplayObject} The child that was added.\n */\n Container.prototype.addChildAt = function (child, index) {\n if (index < 0 || index > this.children.length) {\n throw new Error(child + \"addChildAt: The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.splice(index, 0, child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('added', this);\n this.emit('childAdded', child, this, index);\n return child;\n };\n /**\n * Swaps the position of 2 Display Objects within this container.\n * @param child - First display object to swap\n * @param child2 - Second display object to swap\n */\n Container.prototype.swapChildren = function (child, child2) {\n if (child === child2) {\n return;\n }\n var index1 = this.getChildIndex(child);\n var index2 = this.getChildIndex(child2);\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n };\n /**\n * Returns the index position of a child DisplayObject instance\n * @param child - The DisplayObject instance to identify\n * @returns - The index position of the child display object to identify\n */\n Container.prototype.getChildIndex = function (child) {\n var index = this.children.indexOf(child);\n if (index === -1) {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n return index;\n };\n /**\n * Changes the position of an existing child in the display object container\n * @param child - The child DisplayObject instance for which you want to change the index number\n * @param index - The resulting index number for the child display object\n */\n Container.prototype.setChildIndex = function (child, index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n var currentIndex = this.getChildIndex(child);\n utils.removeItems(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n this.onChildrenChange(index);\n };\n /**\n * Returns the child at the specified index\n * @param index - The index to get the child at\n * @returns - The child at the given index, if any.\n */\n Container.prototype.getChildAt = function (index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"getChildAt: Index (\" + index + \") does not exist.\");\n }\n return this.children[index];\n };\n /**\n * Removes one or more children from the container.\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove\n * @returns {PIXI.DisplayObject} The first child that was removed.\n */\n Container.prototype.removeChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the arguments property and remove all children\n for (var i = 0; i < children.length; i++) {\n this.removeChild(children[i]);\n }\n }\n else {\n var child = children[0];\n var index = this.children.indexOf(child);\n if (index === -1)\n { return null; }\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n utils.removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n }\n return children[0];\n };\n /**\n * Removes a child from the specified index position.\n * @param index - The index to get the child from\n * @returns The child that was removed.\n */\n Container.prototype.removeChildAt = function (index) {\n var child = this.getChildAt(index);\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n utils.removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n return child;\n };\n /**\n * Removes all children from this container that are within the begin and end indexes.\n * @param beginIndex - The beginning position.\n * @param endIndex - The ending position. Default value is size of the container.\n * @returns - List of removed children\n */\n Container.prototype.removeChildren = function (beginIndex, endIndex) {\n if (beginIndex === void 0) { beginIndex = 0; }\n if (endIndex === void 0) { endIndex = this.children.length; }\n var begin = beginIndex;\n var end = endIndex;\n var range = end - begin;\n var removed;\n if (range > 0 && range <= end) {\n removed = this.children.splice(begin, range);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].parent = null;\n if (removed[i].transform) {\n removed[i].transform._parentID = -1;\n }\n }\n this._boundsID++;\n this.onChildrenChange(beginIndex);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].emit('removed', this);\n this.emit('childRemoved', removed[i], this, i);\n }\n return removed;\n }\n else if (range === 0 && this.children.length === 0) {\n return [];\n }\n throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n };\n /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */\n Container.prototype.sortChildren = function () {\n var sortRequired = false;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n child._lastSortedIndex = i;\n if (!sortRequired && child.zIndex !== 0) {\n sortRequired = true;\n }\n }\n if (sortRequired && this.children.length > 1) {\n this.children.sort(sortChildren);\n }\n this.sortDirty = false;\n };\n /** Updates the transform on all children of this container for rendering. */\n Container.prototype.updateTransform = function () {\n if (this.sortableChildren && this.sortDirty) {\n this.sortChildren();\n }\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // TODO: check render flags, how to process stuff here\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n };\n /**\n * Recalculates the bounds of the container.\n *\n * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds\n * is limited to its mask's bounds or filterArea, if any is applied.\n */\n Container.prototype.calculateBounds = function () {\n this._bounds.clear();\n this._calculateBounds();\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n if (!child.visible || !child.renderable) {\n continue;\n }\n child.calculateBounds();\n // TODO: filter+mask, need to mask both somehow\n if (child._mask) {\n var maskObject = (child._mask.isMaskData\n ? child._mask.maskObject : child._mask);\n if (maskObject) {\n maskObject.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, maskObject._bounds);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n else if (child.filterArea) {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n this._bounds.updateID = this._boundsID;\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n *\n * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render()\n * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms,\n * it was default behaviour of pixi 4.0-5.2 and caused many problems to users.\n * @returns - The rectangular bounding area.\n */\n Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) {\n if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; }\n var result = _super.prototype.getLocalBounds.call(this, rect);\n if (!skipChildrenUpdate) {\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n }\n return result;\n };\n /**\n * Recalculates the content bounds of this object. This should be overriden to\n * calculate the bounds of this specific object (not including children).\n * @protected\n */\n Container.prototype._calculateBounds = function () {\n // FILL IN//\n };\n /**\n * Renders this object and its children with culling.\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n Container.prototype._renderWithCulling = function (renderer) {\n var sourceFrame = renderer.renderTexture.sourceFrame;\n // If the source frame is empty, stop rendering.\n if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) {\n return;\n }\n // Render the content of the container only if its bounds intersect with the source frame.\n // All filters are on the stack at this point, and the filter source frame is bound:\n // therefore, even if the bounds to non intersect the filter frame, the filter\n // is still applied and any filter padding that is in the frame is rendered correctly.\n var bounds;\n var transform;\n // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea\n // rectangle must completely contain the container and its children including filter padding.\n if (this.cullArea) {\n bounds = this.cullArea;\n transform = this.worldTransform;\n }\n // If the container doesn't override _render, we can skip the bounds calculation and intersection test.\n else if (this._render !== Container.prototype._render) {\n bounds = this.getBounds(true);\n }\n // Render the container if the source frame intersects the bounds.\n if (bounds && sourceFrame.intersects(bounds, transform)) {\n this._render(renderer);\n }\n // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering.\n else if (this.cullArea) {\n return;\n }\n // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect\n // the source frame, because the children might have filters with nonzero padding, which may intersect\n // with the source frame while the bounds do not: filter padding is not included in the bounds.\n // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered\n // if they are out of frame; otherwise, render the children normally.\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n var childCullable = child.cullable;\n child.cullable = childCullable || !this.cullArea;\n child.render(renderer);\n child.cullable = childCullable;\n }\n };\n /**\n * Renders the object using the WebGL renderer.\n *\n * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the\n * container itself. This `render` method will invoke it, and also invoke the `render` methods of all\n * children afterward.\n *\n * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and\n * the bounds of this object are out of frame, this implementation will entirely skip rendering.\n * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally,\n * setting alpha to zero is not recommended for purely skipping rendering.\n *\n * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is\n * advised to employ **culling** to automatically skip rendering objects outside of the current screen.\n * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}.\n * Other culling methods might be better suited for a large number static objects; see\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}.\n *\n * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or\n * filtering is applied on a container. This does, however, break batching and can affect performance when\n * masking and filtering is applied extensively throughout the scene graph.\n * @param renderer - The renderer\n */\n Container.prototype.render = function (renderer) {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || (this.filters && this.filters.length)) {\n this.renderAdvanced(renderer);\n }\n else if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n };\n /**\n * Render the object using the WebGL renderer and advanced features.\n * @param renderer - The renderer\n */\n Container.prototype.renderAdvanced = function (renderer) {\n var filters = this.filters;\n var mask = this._mask;\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters) {\n if (!this._enabledFilters) {\n this._enabledFilters = [];\n }\n this._enabledFilters.length = 0;\n for (var i = 0; i < filters.length; i++) {\n if (filters[i].enabled) {\n this._enabledFilters.push(filters[i]);\n }\n }\n }\n var flush = (filters && this._enabledFilters && this._enabledFilters.length)\n || (mask && (!mask.isMaskData\n || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE))));\n if (flush) {\n renderer.batch.flush();\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.push(this, this._enabledFilters);\n }\n if (mask) {\n renderer.mask.push(this, this._mask);\n }\n if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n if (flush) {\n renderer.batch.flush();\n }\n if (mask) {\n renderer.mask.pop(this);\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.pop();\n }\n };\n /**\n * To be overridden by the subclasses.\n * @param _renderer - The renderer\n */\n Container.prototype._render = function (_renderer) {\n // this is where content itself gets rendered...\n };\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n Container.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this);\n this.sortDirty = false;\n var destroyChildren = typeof options === 'boolean' ? options : options && options.children;\n var oldChildren = this.removeChildren(0, this.children.length);\n if (destroyChildren) {\n for (var i = 0; i < oldChildren.length; ++i) {\n oldChildren[i].destroy(options);\n }\n }\n };\n Object.defineProperty(Container.prototype, \"width\", {\n /** The width of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.x * this.getLocalBounds().width;\n },\n set: function (value) {\n var width = this.getLocalBounds().width;\n if (width !== 0) {\n this.scale.x = value / width;\n }\n else {\n this.scale.x = 1;\n }\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Container.prototype, \"height\", {\n /** The height of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.y * this.getLocalBounds().height;\n },\n set: function (value) {\n var height = this.getLocalBounds().height;\n if (height !== 0) {\n this.scale.y = value / height;\n }\n else {\n this.scale.y = 1;\n }\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n return Container;\n}(DisplayObject));\n/**\n * Container default updateTransform, does update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.Container#\n * @method containerUpdateTransform\n */\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n\nexports.Bounds = Bounds;\nexports.Container = Container;\nexports.DisplayObject = DisplayObject;\nexports.TemporaryDisplayObject = TemporaryDisplayObject;\n//# sourceMappingURL=display.js.map\n","/*!\n * @pixi/extensions - v6.5.1\n * Compiled Sun, 24 Jul 2022 20:56:21 UTC\n *\n * @pixi/extensions is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n'use strict';\n\nObject.defineProperty(exports, '__esModule', { value: true });\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n\r\nvar __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\n var arguments$1 = arguments;\n\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments$1[i];\r\n for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } }\r\n }\r\n return t;\r\n };\r\n return __assign.apply(this, arguments);\r\n};\n\n/**\n * Collection of valid extension types.\n * @memberof PIXI\n * @property {string} Application - Application plugins\n * @property {string} RendererPlugin - Plugins for Renderer\n * @property {string} CanvasRendererPlugin - Plugins for CanvasRenderer\n * @property {string} Loader - Plugins to use with Loader\n * @property {string} LoadParser - Parsers for Assets loader.\n * @property {string} ResolveParser - Parsers for Assets resolvers.\n * @property {string} CacheParser - Parsers for Assets cache.\n */\nexports.ExtensionType = void 0;\n(function (ExtensionType) {\n ExtensionType[\"Application\"] = \"application\";\n ExtensionType[\"RendererPlugin\"] = \"renderer-webgl-plugin\";\n ExtensionType[\"CanvasRendererPlugin\"] = \"renderer-canvas-plugin\";\n ExtensionType[\"Loader\"] = \"loader\";\n ExtensionType[\"LoadParser\"] = \"load-parser\";\n ExtensionType[\"ResolveParser\"] = \"resolve-parser\";\n ExtensionType[\"CacheParser\"] = \"cache-parser\";\n ExtensionType[\"DetectionParser\"] = \"detection-parser\";\n})(exports.ExtensionType || (exports.ExtensionType = {}));\n/**\n * Convert input into extension format data.\n * @ignore\n */\nvar normalizeExtension = function (ext) {\n // Class/Object submission, use extension object\n if (typeof ext === 'function' || (typeof ext === 'object' && ext.extension)) {\n if (!ext.extension) {\n throw new Error('Extension class must have an extension object');\n }\n var metadata = (typeof ext.extension !== 'object')\n ? { type: ext.extension }\n : ext.extension;\n ext = __assign(__assign({}, metadata), { ref: ext });\n }\n if (typeof ext === 'object') {\n ext = __assign({}, ext);\n }\n else {\n throw new Error('Invalid extension type');\n }\n if (typeof ext.type === 'string') {\n ext.type = [ext.type];\n }\n return ext;\n};\n/**\n * Global registration of all PixiJS extensions. One-stop-shop for extensibility.\n * @memberof PIXI\n * @namespace extensions\n */\nvar extensions = {\n /** @ignore */\n _addHandlers: null,\n /** @ignore */\n _removeHandlers: null,\n /** @ignore */\n _queue: {},\n /**\n * Remove extensions from PixiJS.\n * @param extensions - Extensions to be removed.\n * @returns {PIXI.extensions} For chaining.\n */\n remove: function () {\n var arguments$1 = arguments;\n\n var _this = this;\n var extensions = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n extensions[_i] = arguments$1[_i];\n }\n extensions.map(normalizeExtension).forEach(function (ext) {\n ext.type.forEach(function (type) { var _a, _b; return (_b = (_a = _this._removeHandlers)[type]) === null || _b === void 0 ? void 0 : _b.call(_a, ext); });\n });\n return this;\n },\n /**\n * Register new extensions with PixiJS.\n * @param extensions - The spread of extensions to add to PixiJS.\n * @returns {PIXI.extensions} For chaining.\n */\n add: function () {\n var arguments$1 = arguments;\n\n var _this = this;\n var extensions = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n extensions[_i] = arguments$1[_i];\n }\n // Handle any extensions either passed as class w/ data or as data\n extensions.map(normalizeExtension).forEach(function (ext) {\n ext.type.forEach(function (type) {\n var handlers = _this._addHandlers;\n var queue = _this._queue;\n if (!handlers[type]) {\n queue[type] = queue[type] || [];\n queue[type].push(ext);\n }\n else {\n handlers[type](ext);\n }\n });\n });\n return this;\n },\n /**\n * Internal method to handle extensions by name.\n * @param type - The extension type.\n * @param onAdd - Function for handling when extensions are added/registered passes {@link PIXI.ExtensionFormat}.\n * @param onRemove - Function for handling when extensions are removed/unregistered passes {@link PIXI.ExtensionFormat}.\n * @returns {PIXI.extensions} For chaining.\n */\n handle: function (type, onAdd, onRemove) {\n var addHandlers = this._addHandlers = this._addHandlers || {};\n var removeHandlers = this._removeHandlers = this._removeHandlers || {};\n if (addHandlers[type] || removeHandlers[type]) {\n throw new Error(\"Extension type \" + type + \" already has a handler\");\n }\n addHandlers[type] = onAdd;\n removeHandlers[type] = onRemove;\n // Process the queue\n var queue = this._queue;\n // Process any plugins that have been registered before the handler\n if (queue[type]) {\n queue[type].forEach(function (ext) { return onAdd(ext); });\n delete queue[type];\n }\n return this;\n },\n /**\n * Handle a type, but using a map by `name` property.\n * @param type - Type of extension to handle.\n * @param map - The object map of named extensions.\n * @returns {PIXI.extensions} For chaining.\n */\n handleByMap: function (type, map) {\n return this.handle(type, function (extension) {\n map[extension.name] = extension.ref;\n }, function (extension) {\n delete map[extension.name];\n });\n },\n /**\n * Handle a type, but using a list of extensions.\n * @param type - Type of extension to handle.\n * @param list - The list of extensions.\n * @returns {PIXI.extensions} For chaining.\n */\n handleByList: function (type, list) {\n return this.handle(type, function (extension) {\n var _a, _b;\n list.push(extension.ref);\n // TODO: remove me later, only added for @pixi/loaders\n if (type === exports.ExtensionType.Loader) {\n (_b = (_a = extension.ref).add) === null || _b === void 0 ? void 0 : _b.call(_a);\n }\n }, function (extension) {\n var index = list.indexOf(extension.ref);\n if (index !== -1) {\n list.splice(index, 1);\n }\n });\n },\n};\n\nexports.extensions = extensions;\n//# sourceMappingURL=extensions.js.map\n","/*!\n * @pixi/ticker - v6.5.7\n * Compiled Thu, 20 Oct 2022 15:13:33 UTC\n *\n * @pixi/ticker is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n'use strict';\n\nObject.defineProperty(exports, '__esModule', { value: true });\n\nvar settings = require('@pixi/settings');\nvar extensions = require('@pixi/extensions');\n\n/**\n * Target frames per millisecond.\n * @static\n * @name TARGET_FPMS\n * @memberof PIXI.settings\n * @type {number}\n * @default 0.06\n */\nsettings.settings.TARGET_FPMS = 0.06;\n\n/**\n * Represents the update priorities used by internal PIXI classes when registered with\n * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower\n * priority items, such as render, should go later.\n * @static\n * @constant\n * @name UPDATE_PRIORITY\n * @memberof PIXI\n * @enum {number}\n * @property {number} [INTERACTION=50] Highest priority, used for {@link PIXI.InteractionManager}\n * @property {number} [HIGH=25] High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite}\n * @property {number} [NORMAL=0] Default priority for ticker events, see {@link PIXI.Ticker#add}.\n * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering.\n * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility.\n */\nexports.UPDATE_PRIORITY = void 0;\n(function (UPDATE_PRIORITY) {\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"INTERACTION\"] = 50] = \"INTERACTION\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"HIGH\"] = 25] = \"HIGH\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"NORMAL\"] = 0] = \"NORMAL\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"LOW\"] = -25] = \"LOW\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"UTILITY\"] = -50] = \"UTILITY\";\n})(exports.UPDATE_PRIORITY || (exports.UPDATE_PRIORITY = {}));\n\n/**\n * Internal class for handling the priority sorting of ticker handlers.\n * @private\n * @class\n * @memberof PIXI\n */\nvar TickerListener = /** @class */ (function () {\n /**\n * Constructor\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param priority - The priority for emitting\n * @param once - If the handler should fire once\n */\n function TickerListener(fn, context, priority, once) {\n if (context === void 0) { context = null; }\n if (priority === void 0) { priority = 0; }\n if (once === void 0) { once = false; }\n /** The next item in chain. */\n this.next = null;\n /** The previous item in chain. */\n this.previous = null;\n /** `true` if this listener has been destroyed already. */\n this._destroyed = false;\n this.fn = fn;\n this.context = context;\n this.priority = priority;\n this.once = once;\n }\n /**\n * Simple compare function to figure out if a function and context match.\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @returns `true` if the listener match the arguments\n */\n TickerListener.prototype.match = function (fn, context) {\n if (context === void 0) { context = null; }\n return this.fn === fn && this.context === context;\n };\n /**\n * Emit by calling the current function.\n * @private\n * @param deltaTime - time since the last emit.\n * @returns Next ticker\n */\n TickerListener.prototype.emit = function (deltaTime) {\n if (this.fn) {\n if (this.context) {\n this.fn.call(this.context, deltaTime);\n }\n else {\n this.fn(deltaTime);\n }\n }\n var redirect = this.next;\n if (this.once) {\n this.destroy(true);\n }\n // Soft-destroying should remove\n // the next reference\n if (this._destroyed) {\n this.next = null;\n }\n return redirect;\n };\n /**\n * Connect to the list.\n * @private\n * @param previous - Input node, previous listener\n */\n TickerListener.prototype.connect = function (previous) {\n this.previous = previous;\n if (previous.next) {\n previous.next.previous = this;\n }\n this.next = previous.next;\n previous.next = this;\n };\n /**\n * Destroy and don't use after this.\n * @private\n * @param hard - `true` to remove the `next` reference, this\n * is considered a hard destroy. Soft destroy maintains the next reference.\n * @returns The listener to redirect while emitting or removing.\n */\n TickerListener.prototype.destroy = function (hard) {\n if (hard === void 0) { hard = false; }\n this._destroyed = true;\n this.fn = null;\n this.context = null;\n // Disconnect, hook up next and previous\n if (this.previous) {\n this.previous.next = this.next;\n }\n if (this.next) {\n this.next.previous = this.previous;\n }\n // Redirect to the next item\n var redirect = this.next;\n // Remove references\n this.next = hard ? null : redirect;\n this.previous = null;\n return redirect;\n };\n return TickerListener;\n}());\n\n/**\n * A Ticker class that runs an update loop that other objects listen to.\n *\n * This class is composed around listeners meant for execution on the next requested animation frame.\n * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners.\n * @class\n * @memberof PIXI\n */\nvar Ticker = /** @class */ (function () {\n function Ticker() {\n var _this = this;\n /**\n * Whether or not this ticker should invoke the method\n * {@link PIXI.Ticker#start} automatically\n * when a listener is added.\n */\n this.autoStart = false;\n /**\n * Scalar time value from last frame to this frame.\n * This value is capped by setting {@link PIXI.Ticker#minFPS}\n * and is scaled with {@link PIXI.Ticker#speed}.\n * **Note:** The cap may be exceeded by scaling.\n */\n this.deltaTime = 1;\n /**\n * The last time {@link PIXI.Ticker#update} was invoked.\n * This value is also reset internally outside of invoking\n * update, but only when a new animation frame is requested.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n */\n this.lastTime = -1;\n /**\n * Factor of current {@link PIXI.Ticker#deltaTime}.\n * @example\n * // Scales ticker.deltaTime to what would be\n * // the equivalent of approximately 120 FPS\n * ticker.speed = 2;\n */\n this.speed = 1;\n /**\n * Whether or not this ticker has been started.\n * `true` if {@link PIXI.Ticker#start} has been called.\n * `false` if {@link PIXI.Ticker#stop} has been called.\n * While `false`, this value may change to `true` in the\n * event of {@link PIXI.Ticker#autoStart} being `true`\n * and a listener is added.\n */\n this.started = false;\n /** Internal current frame request ID */\n this._requestId = null;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the maximum allowed milliseconds between updates.\n */\n this._maxElapsedMS = 100;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the minimum allowed milliseconds between updates.\n */\n this._minElapsedMS = 0;\n /** If enabled, deleting is disabled.*/\n this._protected = false;\n /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */\n this._lastFrame = -1;\n this._head = new TickerListener(null, null, Infinity);\n this.deltaMS = 1 / settings.settings.TARGET_FPMS;\n this.elapsedMS = 1 / settings.settings.TARGET_FPMS;\n this._tick = function (time) {\n _this._requestId = null;\n if (_this.started) {\n // Invoke listeners now\n _this.update(time);\n // Listener side effects may have modified ticker state.\n if (_this.started && _this._requestId === null && _this._head.next) {\n _this._requestId = requestAnimationFrame(_this._tick);\n }\n }\n };\n }\n /**\n * Conditionally requests a new animation frame.\n * If a frame has not already been requested, and if the internal\n * emitter has listeners, a new frame is requested.\n * @private\n */\n Ticker.prototype._requestIfNeeded = function () {\n if (this._requestId === null && this._head.next) {\n // ensure callbacks get correct delta\n this.lastTime = performance.now();\n this._lastFrame = this.lastTime;\n this._requestId = requestAnimationFrame(this._tick);\n }\n };\n /**\n * Conditionally cancels a pending animation frame.\n * @private\n */\n Ticker.prototype._cancelIfNeeded = function () {\n if (this._requestId !== null) {\n cancelAnimationFrame(this._requestId);\n this._requestId = null;\n }\n };\n /**\n * Conditionally requests a new animation frame.\n * If the ticker has been started it checks if a frame has not already\n * been requested, and if the internal emitter has listeners. If these\n * conditions are met, a new frame is requested. If the ticker has not\n * been started, but autoStart is `true`, then the ticker starts now,\n * and continues with the previous conditions to request a new frame.\n * @private\n */\n Ticker.prototype._startIfPossible = function () {\n if (this.started) {\n this._requestIfNeeded();\n }\n else if (this.autoStart) {\n this.start();\n }\n };\n /**\n * Register a handler for tick events. Calls continuously unless\n * it is removed or the ticker is stopped.\n * @param fn - The listener function to be added for updates\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.add = function (fn, context, priority) {\n if (priority === void 0) { priority = exports.UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority));\n };\n /**\n * Add a handler for the tick event which is only execute once.\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.addOnce = function (fn, context, priority) {\n if (priority === void 0) { priority = exports.UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority, true));\n };\n /**\n * Internally adds the event handler so that it can be sorted by priority.\n * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run\n * before the rendering.\n * @private\n * @param listener - Current listener being added.\n * @returns This instance of a ticker\n */\n Ticker.prototype._addListener = function (listener) {\n // For attaching to head\n var current = this._head.next;\n var previous = this._head;\n // Add the first item\n if (!current) {\n listener.connect(previous);\n }\n else {\n // Go from highest to lowest priority\n while (current) {\n if (listener.priority > current.priority) {\n listener.connect(previous);\n break;\n }\n previous = current;\n current = current.next;\n }\n // Not yet connected\n if (!listener.previous) {\n listener.connect(previous);\n }\n }\n this._startIfPossible();\n return this;\n };\n /**\n * Removes any handlers matching the function and context parameters.\n * If no handlers are left after removing, then it cancels the animation frame.\n * @param fn - The listener function to be removed\n * @param context - The listener context to be removed\n * @returns This instance of a ticker\n */\n Ticker.prototype.remove = function (fn, context) {\n var listener = this._head.next;\n while (listener) {\n // We found a match, lets remove it\n // no break to delete all possible matches\n // incase a listener was added 2+ times\n if (listener.match(fn, context)) {\n listener = listener.destroy();\n }\n else {\n listener = listener.next;\n }\n }\n if (!this._head.next) {\n this._cancelIfNeeded();\n }\n return this;\n };\n Object.defineProperty(Ticker.prototype, \"count\", {\n /**\n * The number of listeners on this ticker, calculated by walking through linked list\n * @readonly\n * @member {number}\n */\n get: function () {\n if (!this._head) {\n return 0;\n }\n var count = 0;\n var current = this._head;\n while ((current = current.next)) {\n count++;\n }\n return count;\n },\n enumerable: false,\n configurable: true\n });\n /** Starts the ticker. If the ticker has listeners a new animation frame is requested at this point. */\n Ticker.prototype.start = function () {\n if (!this.started) {\n this.started = true;\n this._requestIfNeeded();\n }\n };\n /** Stops the ticker. If the ticker has requested an animation frame it is canceled at this point. */\n Ticker.prototype.stop = function () {\n if (this.started) {\n this.started = false;\n this._cancelIfNeeded();\n }\n };\n /** Destroy the ticker and don't use after this. Calling this method removes all references to internal events. */\n Ticker.prototype.destroy = function () {\n if (!this._protected) {\n this.stop();\n var listener = this._head.next;\n while (listener) {\n listener = listener.destroy(true);\n }\n this._head.destroy();\n this._head = null;\n }\n };\n /**\n * Triggers an update. An update entails setting the\n * current {@link PIXI.Ticker#elapsedMS},\n * the current {@link PIXI.Ticker#deltaTime},\n * invoking all listeners with current deltaTime,\n * and then finally setting {@link PIXI.Ticker#lastTime}\n * with the value of currentTime that was provided.\n * This method will be called automatically by animation\n * frame callbacks if the ticker instance has been started\n * and listeners are added.\n * @param {number} [currentTime=performance.now()] - the current time of execution\n */\n Ticker.prototype.update = function (currentTime) {\n if (currentTime === void 0) { currentTime = performance.now(); }\n var elapsedMS;\n // If the difference in time is zero or negative, we ignore most of the work done here.\n // If there is no valid difference, then should be no reason to let anyone know about it.\n // A zero delta, is exactly that, nothing should update.\n //\n // The difference in time can be negative, and no this does not mean time traveling.\n // This can be the result of a race condition between when an animation frame is requested\n // on the current JavaScript engine event loop, and when the ticker's start method is invoked\n // (which invokes the internal _requestIfNeeded method). If a frame is requested before\n // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests,\n // can receive a time argument that can be less than the lastTime value that was set within\n // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems.\n //\n // This check covers this browser engine timing issue, as well as if consumers pass an invalid\n // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves.\n if (currentTime > this.lastTime) {\n // Save uncapped elapsedMS for measurement\n elapsedMS = this.elapsedMS = currentTime - this.lastTime;\n // cap the milliseconds elapsed used for deltaTime\n if (elapsedMS > this._maxElapsedMS) {\n elapsedMS = this._maxElapsedMS;\n }\n elapsedMS *= this.speed;\n // If not enough time has passed, exit the function.\n // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS\n // adjustment to ensure a relatively stable interval.\n if (this._minElapsedMS) {\n var delta = currentTime - this._lastFrame | 0;\n if (delta < this._minElapsedMS) {\n return;\n }\n this._lastFrame = currentTime - (delta % this._minElapsedMS);\n }\n this.deltaMS = elapsedMS;\n this.deltaTime = this.deltaMS * settings.settings.TARGET_FPMS;\n // Cache a local reference, in-case ticker is destroyed\n // during the emit, we can still check for head.next\n var head = this._head;\n // Invoke listeners added to internal emitter\n var listener = head.next;\n while (listener) {\n listener = listener.emit(this.deltaTime);\n }\n if (!head.next) {\n this._cancelIfNeeded();\n }\n }\n else {\n this.deltaTime = this.deltaMS = this.elapsedMS = 0;\n }\n this.lastTime = currentTime;\n };\n Object.defineProperty(Ticker.prototype, \"FPS\", {\n /**\n * The frames per second at which this ticker is running.\n * The default is approximately 60 in most modern browsers.\n * **Note:** This does not factor in the value of\n * {@link PIXI.Ticker#speed}, which is specific\n * to scaling {@link PIXI.Ticker#deltaTime}.\n * @member {number}\n * @readonly\n */\n get: function () {\n return 1000 / this.elapsedMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"minFPS\", {\n /**\n * Manages the maximum amount of milliseconds allowed to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This value is used to cap {@link PIXI.Ticker#deltaTime},\n * but does not effect the measured value of {@link PIXI.Ticker#FPS}.\n * When setting this property it is clamped to a value between\n * `0` and `PIXI.settings.TARGET_FPMS * 1000`.\n * @member {number}\n * @default 10\n */\n get: function () {\n return 1000 / this._maxElapsedMS;\n },\n set: function (fps) {\n // Minimum must be below the maxFPS\n var minFPS = Math.min(this.maxFPS, fps);\n // Must be at least 0, but below 1 / settings.TARGET_FPMS\n var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.settings.TARGET_FPMS);\n this._maxElapsedMS = 1 / minFPMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"maxFPS\", {\n /**\n * Manages the minimum amount of milliseconds required to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This will effect the measured value of {@link PIXI.Ticker#FPS}.\n * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can.\n * Otherwise it will be at least `minFPS`\n * @member {number}\n * @default 0\n */\n get: function () {\n if (this._minElapsedMS) {\n return Math.round(1000 / this._minElapsedMS);\n }\n return 0;\n },\n set: function (fps) {\n if (fps === 0) {\n this._minElapsedMS = 0;\n }\n else {\n // Max must be at least the minFPS\n var maxFPS = Math.max(this.minFPS, fps);\n this._minElapsedMS = 1 / (maxFPS / 1000);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"shared\", {\n /**\n * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by\n * {@link PIXI.VideoResource} to update animation frames / video textures.\n *\n * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker.\n * @example\n * let ticker = PIXI.Ticker.shared;\n * // Set this to prevent starting this ticker when listeners are added.\n * // By default this is true only for the PIXI.Ticker.shared instance.\n * ticker.autoStart = false;\n * // FYI, call this to ensure the ticker is stopped. It should be stopped\n * // if you have not attempted to render anything yet.\n * ticker.stop();\n * // Call this when you are ready for a running shared ticker.\n * ticker.start();\n * @example\n * // You may use the shared ticker to render...\n * let renderer = PIXI.autoDetectRenderer();\n * let stage = new PIXI.Container();\n * document.body.appendChild(renderer.view);\n * ticker.add(function (time) {\n * renderer.render(stage);\n * });\n * @example\n * // Or you can just update it manually.\n * ticker.autoStart = false;\n * ticker.stop();\n * function animate(time) {\n * ticker.update(time);\n * renderer.render(stage);\n * requestAnimationFrame(animate);\n * }\n * animate(performance.now());\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._shared) {\n var shared = Ticker._shared = new Ticker();\n shared.autoStart = true;\n shared._protected = true;\n }\n return Ticker._shared;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"system\", {\n /**\n * The system ticker instance used by {@link PIXI.InteractionManager} and by\n * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused,\n * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._system) {\n var system = Ticker._system = new Ticker();\n system.autoStart = true;\n system._protected = true;\n }\n return Ticker._system;\n },\n enumerable: false,\n configurable: true\n });\n return Ticker;\n}());\n\n/**\n * Middleware for for Application Ticker.\n * @example\n * import {TickerPlugin} from '@pixi/ticker';\n * import {Application} from '@pixi/app';\n * import {extensions} from '@pixi/extensions';\n * extensions.add(TickerPlugin);\n * @class\n * @memberof PIXI\n */\nvar TickerPlugin = /** @class */ (function () {\n function TickerPlugin() {\n }\n /**\n * Initialize the plugin with scope of application instance\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n TickerPlugin.init = function (options) {\n var _this = this;\n // Set default\n options = Object.assign({\n autoStart: true,\n sharedTicker: false,\n }, options);\n // Create ticker setter\n Object.defineProperty(this, 'ticker', {\n set: function (ticker) {\n if (this._ticker) {\n this._ticker.remove(this.render, this);\n }\n this._ticker = ticker;\n if (ticker) {\n ticker.add(this.render, this, exports.UPDATE_PRIORITY.LOW);\n }\n },\n get: function () {\n return this._ticker;\n },\n });\n /**\n * Convenience method for stopping the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.stop = function () {\n _this._ticker.stop();\n };\n /**\n * Convenience method for starting the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.start = function () {\n _this._ticker.start();\n };\n /**\n * Internal reference to the ticker.\n * @type {PIXI.Ticker}\n * @name _ticker\n * @memberof PIXI.Application#\n * @private\n */\n this._ticker = null;\n /**\n * Ticker for doing render updates.\n * @type {PIXI.Ticker}\n * @name ticker\n * @memberof PIXI.Application#\n * @default PIXI.Ticker.shared\n */\n this.ticker = options.sharedTicker ? Ticker.shared : new Ticker();\n // Start the rendering\n if (options.autoStart) {\n this.start();\n }\n };\n /**\n * Clean up the ticker, scoped to application.\n * @static\n * @private\n */\n TickerPlugin.destroy = function () {\n if (this._ticker) {\n var oldTicker = this._ticker;\n this.ticker = null;\n oldTicker.destroy();\n }\n };\n /** @ignore */\n TickerPlugin.extension = extensions.ExtensionType.Application;\n return TickerPlugin;\n}());\n\nexports.Ticker = Ticker;\nexports.TickerPlugin = TickerPlugin;\n//# sourceMappingURL=ticker.js.map\n","/* eslint-disable */\n \n/*!\n * pixi-viewport - v4.37.0\n * Compiled Sun, 23 Oct 2022 14:02:15 UTC\n *\n * pixi-viewport is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n * \n * Copyright 2019-2020, David Figatner, All Rights Reserved\n */\nthis.PIXI = this.PIXI || {};\n(function (global, factory) {\n typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports, require('@pixi/math'), require('@pixi/display'), require('@pixi/ticker')) :\n typeof define === 'function' && define.amd ? define(['exports', '@pixi/math', '@pixi/display', '@pixi/ticker'], factory) :\n (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.pixi_viewport = {}, global.PIXI, global.PIXI, global.PIXI));\n})(this, (function (exports, math, display, ticker) { 'use strict';\n\n /**\n * Derive this class to create user-defined plugins\n *\n * @public\n */\n class Plugin\n {\n /** The viewport to which this plugin is attached. */\n \n\n /**\n * Flags whether this plugin has been \"paused\".\n *\n * @see Plugin#pause\n * @see Plugin#resume\n */\n \n\n /** @param {Viewport} parent */\n constructor(parent)\n {\n this.parent = parent;\n this.paused = false;\n }\n\n /** Called when plugin is removed */\n destroy()\n {\n // Override for implementation\n }\n\n /** Handler for pointerdown PIXI event */\n down(_e)\n {\n return false;\n }\n\n /** Handler for pointermove PIXI event */\n move(_e)\n {\n return false;\n }\n\n /** Handler for pointerup PIXI event */\n up(_e)\n {\n return false;\n }\n\n /** Handler for wheel event on div */\n wheel(_e)\n {\n return false;\n }\n\n /**\n * Called on each tick\n * @param {number} elapsed time in millisecond since last update\n */\n update(_delta)\n {\n // Override for implementation\n }\n\n /** Called when the viewport is resized */\n resize()\n {\n // Override for implementation\n }\n\n /** Called when the viewport is manually moved */\n reset()\n {\n // Override for implementation\n }\n\n /** Pause the plugin */\n pause()\n {\n this.paused = true;\n }\n\n /** Un-pause the plugin */\n resume()\n {\n this.paused = false;\n }\n }\n\n var commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {};\n\n function getDefaultExportFromCjs (x) {\n \treturn x && x.__esModule && Object.prototype.hasOwnProperty.call(x, 'default') ? x['default'] : x;\n }\n\n function createCommonjsModule(fn, basedir, module) {\n \treturn module = {\n \t path: basedir,\n \t exports: {},\n \t require: function (path, base) {\n return commonjsRequire(path, (base === undefined || base === null) ? module.path : base);\n }\n \t}, fn(module, module.exports), module.exports;\n }\n\n function getDefaultExportFromNamespaceIfPresent (n) {\n \treturn n && Object.prototype.hasOwnProperty.call(n, 'default') ? n['default'] : n;\n }\n\n function getDefaultExportFromNamespaceIfNotNamed (n) {\n \treturn n && Object.prototype.hasOwnProperty.call(n, 'default') && Object.keys(n).length === 1 ? n['default'] : n;\n }\n\n function commonjsRequire () {\n \tthrow new Error('Dynamic requires are not currently supported by @rollup/plugin-commonjs');\n }\n\n var penner = createCommonjsModule(function (module, exports) {\n /*\n \tCopyright © 2001 Robert Penner\n \tAll rights reserved.\n\n \tRedistribution and use in source and binary forms, with or without modification, \n \tare permitted provided that the following conditions are met:\n\n \tRedistributions of source code must retain the above copyright notice, this list of \n \tconditions and the following disclaimer.\n \tRedistributions in binary form must reproduce the above copyright notice, this list \n \tof conditions and the following disclaimer in the documentation and/or other materials \n \tprovided with the distribution.\n\n \tNeither the name of the author nor the names of contributors may be used to endorse \n \tor promote products derived from this software without specific prior written permission.\n\n \tTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY \n \tEXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n \tMERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n \tCOPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n \tEXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n \tGOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED \n \tAND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n \tNEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED \n \tOF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n (function() {\n var penner, umd;\n\n umd = function(factory) {\n if ('object' === 'object') {\n return module.exports = factory;\n } else if (typeof undefined === 'function' && undefined.amd) {\n return undefined([], factory);\n } else {\n return this.penner = factory;\n }\n };\n\n penner = {\n linear: function(t, b, c, d) {\n return c * t / d + b;\n },\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n easeInOutQuad: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t + b;\n } else {\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n }\n },\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n easeOutCubic: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n },\n easeInOutCubic: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n },\n easeInQuart: function(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n },\n easeOutQuart: function(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n },\n easeInOutQuart: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t + b;\n } else {\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n },\n easeInQuint: function(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n },\n easeOutQuint: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n },\n easeInOutQuint: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n },\n easeInSine: function(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n },\n easeOutSine: function(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n },\n easeInOutSine: function(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n },\n easeInExpo: function(t, b, c, d) {\n if (t === 0) {\n return b;\n } else {\n return c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n },\n easeOutExpo: function(t, b, c, d) {\n if (t === d) {\n return b + c;\n } else {\n return c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n },\n easeInOutExpo: function(t, b, c, d) {\n if (t === 0) {\n b;\n }\n if (t === d) {\n b + c;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n } else {\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n },\n easeInCirc: function(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n },\n easeOutCirc: function(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n },\n easeInOutCirc: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n } else {\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n },\n easeInElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n },\n easeOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b;\n },\n easeInOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d / 2) === 2) {\n b + c;\n }\n if (!p) {\n p = d * (.3 * 1.5);\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n if (t < 1) {\n return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n } else {\n return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;\n }\n },\n easeInBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n },\n easeOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n },\n easeInOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b;\n } else {\n return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b;\n }\n },\n easeInBounce: function(t, b, c, d) {\n var v;\n v = penner.easeOutBounce(d - t, 0, c, d);\n return c - v + b;\n },\n easeOutBounce: function(t, b, c, d) {\n if ((t /= d) < 1 / 2.75) {\n return c * (7.5625 * t * t) + b;\n } else if (t < 2 / 2.75) {\n return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b;\n } else if (t < 2.5 / 2.75) {\n return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b;\n } else {\n return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b;\n }\n },\n easeInOutBounce: function(t, b, c, d) {\n var v;\n if (t < d / 2) {\n v = penner.easeInBounce(t * 2, 0, c, d);\n return v * .5 + b;\n } else {\n v = penner.easeOutBounce(t * 2 - d, 0, c, d);\n return v * .5 + c * .5 + b;\n }\n }\n };\n\n umd(penner);\n\n }).call(commonjsGlobal);\n });\n\n // eslint-disable-next-line\n\n /**\n * Returns correct Penner equation using string or Function.\n *\n * @internal\n * @ignore\n * @param {(function|string)} [ease]\n * @param {defaults} default penner equation to use if none is provided\n */\n function ease(ease, defaults)\n {\n if (!ease)\n {\n return penner[defaults]\n }\n else if (typeof ease === 'function')\n {\n return ease\n }\n else if (typeof ease === 'string')\n {\n return penner[ease]\n }\n }\n\n /** Options for {@link Animate}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n const DEFAULT_ANIMATE_OPTIONS = {\n removeOnInterrupt: false,\n ease: 'linear',\n time: 1000,\n };\n\n /**\n * Animation plugin.\n *\n * @see Viewport#animate\n * @fires animate-end\n */\n class Animate extends Plugin\n {\n \n\n /** The starting x-coordinate of the viewport. */\n \n\n /** The starting y-coordinate of the viewport. */\n \n\n /** The change in the x-coordinate of the viewport through the animation.*/\n \n\n /** The change in the y-coordinate of the viewport through the animation. */\n \n\n /** Marks whether the center of the viewport is preserved in the animation. */\n \n\n /** The starting viewport width. */\n __init() {this.startWidth = null;}\n\n /** The starting viewport height. */\n __init2() {this.startHeight = null;}\n\n /** The change in the viewport's width through the animation. */\n __init3() {this.deltaWidth = null;}\n\n /** The change in the viewport's height through the animation. */\n __init4() {this.deltaHeight = null;}\n\n /** The viewport's width post-animation. */\n __init5() {this.width = null;}\n\n /** The viewport's height post-animation. */\n __init6() {this.height = null;}\n\n /** The time since the animation started. */\n __init7() {this.time = 0;}\n\n /**\n * This is called by {@link Viewport.animate}.\n *\n * @param parent\n * @param options\n */\n constructor(parent, options = {})\n {\n super(parent);Animate.prototype.__init.call(this);Animate.prototype.__init2.call(this);Animate.prototype.__init3.call(this);Animate.prototype.__init4.call(this);Animate.prototype.__init5.call(this);Animate.prototype.__init6.call(this);Animate.prototype.__init7.call(this);;\n\n this.options = Object.assign({}, DEFAULT_ANIMATE_OPTIONS, options);\n this.options.ease = ease(this.options.ease);\n\n this.setupPosition();\n this.setupZoom();\n\n this.time = 0;\n }\n\n /**\n * Setup `startX`, `startY`, `deltaX`, `deltaY`, `keepCenter`.\n *\n * This is called during construction.\n */\n setupPosition()\n {\n if (typeof this.options.position !== 'undefined')\n {\n this.startX = this.parent.center.x;\n this.startY = this.parent.center.y;\n this.deltaX = this.options.position.x - this.parent.center.x;\n this.deltaY = this.options.position.y - this.parent.center.y;\n this.keepCenter = false;\n }\n else\n {\n this.keepCenter = true;\n }\n }\n\n /**\n * Setup `startWidth, `startHeight`, `deltaWidth, `deltaHeight, `width`, `height`.\n *\n * This is called during construction.\n */\n setupZoom()\n {\n this.width = null;\n this.height = null;\n\n if (typeof this.options.scale !== 'undefined')\n {\n this.width = this.parent.screenWidth / this.options.scale;\n }\n else if (typeof this.options.scaleX !== 'undefined' || typeof this.options.scaleY !== 'undefined')\n {\n if (typeof this.options.scaleX !== 'undefined')\n {\n // screenSizeInWorldPixels = screenWidth / scale\n this.width = this.parent.screenWidth / this.options.scaleX;\n }\n if (typeof this.options.scaleY !== 'undefined')\n {\n this.height = this.parent.screenHeight / this.options.scaleY;\n }\n }\n else\n {\n if (typeof this.options.width !== 'undefined')\n {\n this.width = this.options.width;\n }\n if (typeof this.options.height !== 'undefined')\n {\n this.height = this.options.height;\n }\n }\n\n if (this.width !== null)\n {\n this.startWidth = this.parent.screenWidthInWorldPixels;\n this.deltaWidth = this.width - this.startWidth;\n }\n if (this.height !== null)\n {\n this.startHeight = this.parent.screenHeightInWorldPixels;\n this.deltaHeight = this.height - this.startHeight;\n }\n }\n\n down()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('animate');\n }\n\n return false;\n }\n\n complete()\n {\n this.parent.plugins.remove('animate');\n if (this.width !== null)\n {\n this.parent.fitWidth(this.width, this.keepCenter, this.height === null);\n }\n if (this.height !== null)\n {\n this.parent.fitHeight(this.height, this.keepCenter, this.width === null);\n }\n if (!this.keepCenter)\n {\n this.parent.moveCenter(this.options.position);\n }\n\n this.parent.emit('animate-end', this.parent);\n\n if (this.options.callbackOnComplete)\n {\n this.options.callbackOnComplete(this.parent);\n }\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n this.time += elapsed;\n\n const originalZoom = new math.Point(this.parent.scale.x, this.parent.scale.y);\n\n if (this.time >= this.options.time)\n {\n const originalWidth = this.parent.width;\n const originalHeight = this.parent.height;\n\n this.complete();\n if (originalWidth !== this.parent.width || originalHeight !== this.parent.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n else\n {\n const percent = this.options.ease(this.time, 0, 1, this.options.time);\n\n if (this.width !== null)\n {\n const startWidth = this.startWidth ;\n const deltaWidth = this.deltaWidth ;\n\n this.parent.fitWidth(\n startWidth + (deltaWidth * percent),\n this.keepCenter,\n this.height === null);\n }\n if (this.height !== null)\n {\n const startHeight = this.startHeight ;\n const deltaHeight = this.deltaHeight ;\n\n this.parent.fitHeight(\n startHeight + (deltaHeight * percent),\n this.keepCenter,\n this.width === null);\n }\n if (this.width === null)\n {\n this.parent.scale.x = this.parent.scale.y;\n }\n else if (this.height === null)\n {\n this.parent.scale.y = this.parent.scale.x;\n }\n if (!this.keepCenter)\n {\n const startX = this.startX ;\n const startY = this.startY ;\n const deltaX = this.deltaX ;\n const deltaY = this.deltaY ;\n const original = new math.Point(this.parent.x, this.parent.y);\n\n this.parent.moveCenter(startX + (deltaX * percent), startY + (deltaY * percent));\n this.parent.emit('moved', { viewport: this.parent, original, type: 'animate' });\n }\n if (this.width || this.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n }\n }\n\n function _optionalChain$1(ops) { let lastAccessLHS = undefined; let value = ops[0]; let i = 1; while (i < ops.length) { const op = ops[i]; const fn = ops[i + 1]; i += 2; if ((op === 'optionalAccess' || op === 'optionalCall') && value == null) { return undefined; } if (op === 'access' || op === 'optionalAccess') { lastAccessLHS = value; value = fn(value); } else if (op === 'call' || op === 'optionalCall') { value = fn((...args) => value.call(lastAccessLHS, ...args)); lastAccessLHS = undefined; } } return value; }\n\n\n\n\n\n /** Options for {@link Bounce}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n const DEFAULT_BOUNCE_OPTIONS = {\n sides: 'all',\n friction: 0.5,\n time: 150,\n ease: 'easeInOutSine',\n underflow: 'center',\n bounceBox: null\n };\n\n /**\n * @fires bounce-start-x\n * @fires bounce.end-x\n * @fires bounce-start-y\n * @fires bounce-end-y\n * @public\n */\n class Bounce extends Plugin\n {\n /** The options passed to initialize this plugin, cannot be modified again. */\n \n\n /** Holds whether to bounce from left side. */\n \n\n /** Holds whether to bounce from top side. */\n \n\n /** Holds whether to bounce from right side. */\n \n\n /** Holds whether to bounce from bottom side. */\n \n\n /** Direction of underflow along x-axis. */\n \n\n /** Direction of underflow along y-axis. */\n \n\n /** Easing */\n \n\n /** Bounce state along x-axis */\n \n\n /** Bounce state along y-axis */\n \n\n /**\n * This is called by {@link Viewport.bounce}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_BOUNCE_OPTIONS, options);\n this.ease = ease(this.options.ease, 'easeInOutSine');\n\n if (this.options.sides)\n {\n if (this.options.sides === 'all')\n {\n this.top = this.bottom = this.left = this.right = true;\n }\n else if (this.options.sides === 'horizontal')\n {\n this.right = this.left = true;\n this.top = this.bottom = false;\n }\n else if (this.options.sides === 'vertical')\n {\n this.left = this.right = false;\n this.top = this.bottom = true;\n }\n else\n {\n this.top = this.options.sides.indexOf('top') !== -1;\n this.bottom = this.options.sides.indexOf('bottom') !== -1;\n this.left = this.options.sides.indexOf('left') !== -1;\n this.right = this.options.sides.indexOf('right') !== -1;\n }\n } else {\n this.left = this.top = this.right = this.bottom = false;\n }\n\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n }\n\n this.reset();\n }\n\n isActive()\n {\n return this.toX !== null || this.toY !== null;\n }\n\n down()\n {\n this.toX = this.toY = null;\n\n return false;\n }\n\n up()\n {\n this.bounce();\n\n return false;\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n\n this.bounce();\n\n if (this.toX)\n {\n const toX = this.toX;\n\n toX.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-x' });\n\n if (toX.time >= this.options.time)\n {\n this.parent.x = toX.end;\n this.toX = null;\n this.parent.emit('bounce-x-end', this.parent);\n }\n else\n {\n this.parent.x = this.ease(toX.time, toX.start, toX.delta, this.options.time);\n }\n }\n\n if (this.toY)\n {\n const toY = this.toY;\n\n toY.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-y' });\n\n if (toY.time >= this.options.time)\n {\n this.parent.y = toY.end;\n this.toY = null;\n this.parent.emit('bounce-y-end', this.parent);\n }\n else\n {\n this.parent.y = this.ease(toY.time, toY.start, toY.delta, this.options.time);\n }\n }\n }\n\n /** @internal */\n calcUnderflowX()\n {\n let x;\n\n switch (this.underflowX)\n {\n case -1:\n x = 0;\n break;\n case 1:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n\n return x;\n }\n\n /** @internal */\n calcUnderflowY()\n {\n let y;\n\n switch (this.underflowY)\n {\n case -1:\n y = 0;\n break;\n case 1:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n\n return y;\n }\n\n oob()\n {\n const box = this.options.bounceBox;\n\n if (box)\n {\n const x1 = typeof box.x === 'undefined' ? 0 : box.x;\n const y1 = typeof box.y === 'undefined' ? 0 : box.y;\n const width = typeof box.width === 'undefined' ? this.parent.worldWidth : box.width;\n const height = typeof box.height === 'undefined' ? this.parent.worldHeight : box.height;\n\n return {\n left: this.parent.left < x1,\n right: this.parent.right > width,\n top: this.parent.top < y1,\n bottom: this.parent.bottom > height,\n topLeft: new math.Point(\n x1 * this.parent.scale.x,\n y1 * this.parent.scale.y\n ),\n bottomRight: new math.Point(\n width * this.parent.scale.x - this.parent.screenWidth,\n height * this.parent.scale.y - this.parent.screenHeight\n )\n };\n }\n\n return {\n left: this.parent.left < 0,\n right: this.parent.right > this.parent.worldWidth,\n top: this.parent.top < 0,\n bottom: this.parent.bottom > this.parent.worldHeight,\n topLeft: new math.Point(0, 0),\n bottomRight: new math.Point(\n this.parent.worldWidth * this.parent.scale.x - this.parent.screenWidth,\n this.parent.worldHeight * this.parent.scale.y - this.parent.screenHeight\n )\n };\n }\n\n bounce()\n {\n if (this.paused)\n {\n return;\n }\n\n let oob;\n let decelerate\n\n\n\n\n\n = this.parent.plugins.get('decelerate', true) ;\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n if ((decelerate.x && decelerate.percentChangeX === _optionalChain$1([decelerate, 'access', _ => _.options, 'optionalAccess', _2 => _2.friction])) || (decelerate.y && decelerate.percentChangeY === _optionalChain$1([decelerate, 'access', _3 => _3.options, 'optionalAccess', _4 => _4.friction])))\n {\n oob = this.oob();\n if ((oob.left && this.left) || (oob.right && this.right))\n {\n decelerate.percentChangeX = this.options.friction;\n }\n if ((oob.top && this.top) || (oob.bottom && this.bottom))\n {\n decelerate.percentChangeY = this.options.friction;\n }\n }\n }\n const drag = this.parent.plugins.get('drag', true) || {};\n const pinch = this.parent.plugins.get('pinch', true) || {};\n\n decelerate = decelerate || {};\n\n if (!_optionalChain$1([drag, 'optionalAccess', _5 => _5.active]) && !_optionalChain$1([pinch, 'optionalAccess', _6 => _6.active]) && ((!this.toX || !this.toY) && (!decelerate.x || !decelerate.y)))\n {\n oob = oob || this.oob();\n const topLeft = oob.topLeft;\n const bottomRight = oob.bottomRight;\n\n if (!this.toX && !decelerate.x)\n {\n let x = null;\n\n if (oob.left && this.left)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -topLeft.x;\n }\n else if (oob.right && this.right)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -bottomRight.x;\n }\n if (x !== null && this.parent.x !== x)\n {\n this.toX = { time: 0, start: this.parent.x, delta: x - this.parent.x, end: x };\n this.parent.emit('bounce-x-start', this.parent);\n }\n }\n if (!this.toY && !decelerate.y)\n {\n let y = null;\n\n if (oob.top && this.top)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -topLeft.y;\n }\n else if (oob.bottom && this.bottom)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -bottomRight.y;\n }\n if (y !== null && this.parent.y !== y)\n {\n this.toY = { time: 0, start: this.parent.y, delta: y - this.parent.y, end: y };\n this.parent.emit('bounce-y-start', this.parent);\n }\n }\n }\n }\n\n reset()\n {\n this.toX = this.toY = null;\n this.bounce();\n }\n }\n\n /**\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of the world offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight]\n * eg: to allow the world to be completely dragged offscreen, set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the appropriate boundaries\n *\n */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n const DEFAULT_CLAMP_OPTIONS = {\n left: false,\n right: false,\n top: false,\n bottom: false,\n direction: null,\n underflow: 'center'\n };\n\n /**\n * Plugin to clamp the viewport to a specific world bounding box.\n *\n * @public\n */\n class Clamp extends Plugin\n {\n /** Options used to initialize this plugin, cannot be modified later. */\n \n\n /** Last state of viewport */\n \n\n\n\n\n\n\n \n \n \n\n /**\n * This is called by {@link Viewport.clamp}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_OPTIONS, options);\n\n if (this.options.direction)\n {\n this.options.left = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.right = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.top = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n this.options.bottom = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n }\n\n this.parseUnderflow();\n this.last = { x: null, y: null, scaleX: null, scaleY: null };\n this.update();\n }\n\n parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'none')\n {\n this.noUnderflow = true;\n }\n else if (clamp === 'center')\n {\n this.underflowX = this.underflowY = 0;\n this.noUnderflow = false;\n }\n else\n {\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n this.noUnderflow = false;\n }\n }\n\n move()\n {\n this.update();\n\n return false;\n }\n\n update()\n {\n if (this.paused)\n {\n return;\n }\n\n // only clamp on change\n if (this.parent.x === this.last.x\n && this.parent.y === this.last.y\n && this.parent.scale.x === this.last.scaleX\n && this.parent.scale.y === this.last.scaleY)\n {\n return;\n }\n const original = { x: this.parent.x, y: this.parent.y };\n // TODO: Fix\n const decelerate = (this.parent.plugins ).decelerate || {};\n\n if (this.options.left !== null || this.options.right !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n if (this.parent.x !== 0)\n {\n this.parent.x = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.x !== this.parent.screenWidth - this.parent.screenWorldWidth)\n {\n this.parent.x = this.parent.screenWidth - this.parent.screenWorldWidth;\n moved = true;\n }\n break;\n default:\n if (this.parent.x !== (this.parent.screenWidth - this.parent.screenWorldWidth) / 2)\n {\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.left !== null)\n {\n if (this.parent.left < (this.options.left === true ? 0 : this.options.left))\n {\n this.parent.x = -(this.options.left === true ? 0 : this.options.left) * this.parent.scale.x;\n decelerate.x = 0;\n moved = true;\n }\n }\n if (this.options.right !== null)\n {\n if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right))\n {\n this.parent.x = -(this.options.right === true ? this.parent.worldWidth : this.options.right) * this.parent.scale.x + this.parent.screenWidth;\n decelerate.x = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-x' });\n }\n }\n if (this.options.top !== null || this.options.bottom !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n if (this.parent.y !== 0)\n {\n this.parent.y = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.y !== this.parent.screenHeight - this.parent.screenWorldHeight)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n moved = true;\n }\n break;\n default:\n if (this.parent.y !== (this.parent.screenHeight - this.parent.screenWorldHeight) / 2)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.top !== null)\n {\n if (this.parent.top < (this.options.top === true ? 0 : this.options.top))\n {\n this.parent.y = -(this.options.top === true ? 0 : this.options.top)\n * this.parent.scale.y;\n decelerate.y = 0;\n moved = true;\n }\n }\n if (this.options.bottom !== null)\n {\n if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom))\n {\n this.parent.y = -(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)\n * this.parent.scale.y + this.parent.screenHeight;\n decelerate.y = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-y' });\n }\n }\n this.last.x = this.parent.x;\n this.last.y = this.parent.y;\n this.last.scaleX = this.parent.scale.x;\n this.last.scaleY = this.parent.scale.y;\n }\n\n reset()\n {\n this.update();\n }\n }\n\n /**\n * Options for {@link ClampZoom}.\n *\n * Use either minimum width/height or minimum scale\n */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n const DEFAULT_CLAMP_ZOOM_OPTIONS = {\n minWidth: null,\n minHeight: null,\n maxWidth: null,\n maxHeight: null,\n minScale: null,\n maxScale: null\n };\n\n /**\n * Plugin to clamp the viewport's zoom to a specific range.\n *\n * @public\n */\n class ClampZoom extends Plugin\n {\n \n\n /**\n * This is called by {@link Viewport.clampZoom}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_ZOOM_OPTIONS, options);\n\n this.clamp();\n }\n\n resize()\n {\n this.clamp();\n }\n\n /** Clamp the viewport scale zoom) */\n clamp()\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.options.minWidth || this.options.minHeight || this.options.maxWidth || this.options.maxHeight)\n {\n let width = this.parent.worldScreenWidth;\n let height = this.parent.worldScreenHeight;\n\n if (this.options.minWidth !== null && width < this.options.minWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.minWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxWidth !== null && width > this.options.maxWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.maxWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.minHeight !== null && height < this.options.minHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.minHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxHeight !== null && height > this.options.maxHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.maxHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n else\n if (this.options.minScale || this.options.maxScale)\n {\n const minScale = { x: null, y: null };\n const maxScale = { x: null, y: null };\n\n if (typeof this.options.minScale === 'number')\n {\n minScale.x = this.options.minScale;\n minScale.y = this.options.minScale;\n }\n else if (this.options.minScale !== null)\n {\n const optsMinScale = this.options.minScale ;\n\n minScale.x = typeof optsMinScale.x === 'undefined' ? null : optsMinScale.x;\n minScale.y = typeof optsMinScale.y === 'undefined' ? null : optsMinScale.y;\n }\n\n if (typeof this.options.maxScale === 'number')\n {\n maxScale.x = this.options.maxScale;\n maxScale.y = this.options.maxScale;\n }\n else if (this.options.maxScale !== null)\n {\n const optsMaxScale = this.options.maxScale ;\n\n maxScale.x = typeof optsMaxScale.x === 'undefined' ? null : optsMaxScale.x;\n maxScale.y = typeof optsMaxScale.y === 'undefined' ? null : optsMaxScale.y;\n }\n\n let scaleX = this.parent.scale.x;\n let scaleY = this.parent.scale.y;\n\n if (minScale.x !== null && scaleX < minScale.x)\n {\n scaleX = minScale.x;\n }\n if (maxScale.x !== null && scaleX > maxScale.x)\n {\n scaleX = maxScale.x;\n }\n if (minScale.y !== null && scaleY < minScale.y)\n {\n scaleY = minScale.y;\n }\n if (maxScale.y !== null && scaleY > maxScale.y)\n {\n scaleY = maxScale.y;\n }\n if (scaleX !== this.parent.scale.x || scaleY !== this.parent.scale.y)\n {\n this.parent.scale.set(scaleX, scaleY);\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n }\n\n reset()\n {\n this.clamp();\n }\n }\n\n /** This allows independent x and y values for min/maxScale */\n\n const DEFAULT_DECELERATE_OPTIONS = {\n friction: 0.98,\n bounce: 0.8,\n minSpeed: 0.01\n };\n\n /**\n * Time period of decay (1 frame)\n *\n * @internal\n * @ignore\n */\n const TP = 16;\n\n /**\n * Plugin to decelerate viewport velocity smoothly after panning ends.\n *\n * @public\n */\n class Decelerate extends Plugin\n {\n /** Options used to initialize this plugin. */\n \n\n /**\n * x-component of the velocity of viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n \n\n /**\n * y-component of the velocity of the viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n \n\n /**\n * The decay factor for the x-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n \n\n /**\n * The decay factor for the y-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n \n\n /** Saved list of recent viewport position snapshots, to estimate velocity. */\n \n\n /** The time since the user released panning of the viewport. */\n \n\n /**\n * This is called by {@link Viewport.decelerate}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DECELERATE_OPTIONS, options);\n this.saved = [];\n this.timeSinceRelease = 0;\n\n this.reset();\n this.parent.on('moved', (data) => this.moved(data));\n }\n\n down()\n {\n this.saved = [];\n this.x = this.y = null;\n\n return false;\n }\n\n isActive()\n {\n return !!(this.x || this.y);\n }\n\n move()\n {\n if (this.paused)\n {\n return false;\n }\n\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n this.saved.push({ x: this.parent.x, y: this.parent.y, time: performance.now() });\n\n if (this.saved.length > 60)\n {\n this.saved.splice(0, 30);\n }\n }\n\n // Silently recording viewport positions\n return false;\n }\n\n /** Listener to viewport's \"moved\" event. */\n moved(data)\n {\n if (this.saved.length)\n {\n const last = this.saved[this.saved.length - 1];\n\n if (data.type === 'clamp-x')\n {\n if (last.x === data.original.x)\n {\n last.x = this.parent.x;\n }\n }\n else if (data.type === 'clamp-y')\n {\n if (last.y === data.original.y)\n {\n last.y = this.parent.y;\n }\n }\n }\n }\n\n up()\n {\n if (this.parent.input.count() === 0 && this.saved.length)\n {\n const now = performance.now();\n\n for (const save of this.saved)\n {\n if (save.time >= now - 100)\n {\n const time = now - save.time;\n\n this.x = (this.parent.x - save.x) / time;\n this.y = (this.parent.y - save.y) / time;\n this.percentChangeX = this.percentChangeY = this.options.friction;\n this.timeSinceRelease = 0;\n break;\n }\n }\n }\n\n return false;\n }\n\n /**\n * Manually activate deceleration, starting from the (x, y) velocity components passed in the options.\n *\n * @param {object} options\n * @param {number} [options.x] - Specify x-component of initial velocity.\n * @param {number} [options.y] - Specify y-component of initial velocity.\n */\n activate(options)\n {\n options = options || {};\n\n if (typeof options.x !== 'undefined')\n {\n this.x = options.x;\n this.percentChangeX = this.options.friction;\n }\n if (typeof options.y !== 'undefined')\n {\n this.y = options.y;\n this.percentChangeY = this.options.friction;\n }\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n\n /*\n * See https://github.com/davidfig/pixi-viewport/issues/271 for math.\n *\n * The viewport velocity (this.x, this.y) decays exponentially by the the decay factor\n * (this.percentChangeX, this.percentChangeY) each frame. This velocity function is integrated\n * to calculate the displacement.\n */\n\n const moved = this.x || this.y;\n\n const ti = this.timeSinceRelease;\n const tf = this.timeSinceRelease + elapsed;\n\n if (this.x)\n {\n const k = this.percentChangeX;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport x-coordinate.\n this.parent.x += ((this.x * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on x-component of velocity\n this.x *= Math.pow(this.percentChangeX, elapsed / TP);\n }\n if (this.y)\n {\n const k = this.percentChangeY;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport y-coordinate.\n this.parent.y += ((this.y * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on y-component of velocity\n this.y *= Math.pow(this.percentChangeY, elapsed / TP);\n }\n\n this.timeSinceRelease += elapsed;\n\n // End decelerate velocity once it goes under a certain amount of precision.\n if (this.x && this.y) {\n if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) {\n this.x = 0;\n this.y = 0;\n }\n } else {\n if (Math.abs(this.x || 0) < this.options.minSpeed) {\n this.x = 0;\n }\n if (Math.abs(this.y || 0) < this.options.minSpeed) {\n this.y = 0;\n }\n }\n\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, type: 'decelerate' });\n }\n }\n\n reset()\n {\n this.x = this.y = null;\n }\n }\n\n /** Options for {@link Drag}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n const DEFAULT_DRAG_OPTIONS = {\n direction: 'all',\n pressDrag: true,\n wheel: true,\n wheelScroll: 1,\n reverse: false,\n clampWheel: false,\n underflow: 'center',\n factor: 1,\n mouseButtons: 'all',\n keyToPress: null,\n ignoreKeyToPressOnTouch: false,\n lineHeight: 20,\n wheelSwapAxes: false,\n };\n\n /**\n * Plugin to enable panning/dragging of the viewport to move around.\n *\n * @public\n */\n class Drag extends Plugin\n {\n /** Options used to initialize this plugin, cannot be modified later. */\n \n\n /** Flags when viewport is moving. */\n \n\n /** Factor to apply from {@link IDecelerateOptions}'s reverse. */\n \n\n /** Holds whether dragging is enabled along the x-axis. */\n \n\n /** Holds whether dragging is enabled along the y-axis. */\n \n\n /** Flags whether the keys required to drag are pressed currently. */\n \n\n /** Holds whether the left, center, and right buttons are required to pan. */\n \n\n /** Underflow factor along x-axis */\n \n\n /** Underflow factor along y-axis */\n \n\n /** Last pointer position while panning. */\n \n\n /** The ID of the pointer currently panning the viewport. */\n \n\n /**\n * This is called by {@link Viewport.drag}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options);\n this.moved = false;\n this.reverse = this.options.reverse ? 1 : -1;\n this.xDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'x';\n this.yDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'y';\n this.keyIsPressed = false;\n\n this.parseUnderflow();\n this.mouseButtons(this.options.mouseButtons);\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger drag event\n */\n handleKeyPresses(codes)\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n { this.keyIsPressed = true; }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n { this.keyIsPressed = false; }\n });\n }\n\n /**\n * initialize mousebuttons array\n * @param {string} buttons\n */\n mouseButtons(buttons)\n {\n if (!buttons || buttons === 'all')\n {\n this.mouse = [true, true, true];\n }\n else\n {\n this.mouse = [\n buttons.indexOf('left') !== -1,\n buttons.indexOf('middle') !== -1,\n buttons.indexOf('right') !== -1\n ];\n }\n }\n\n parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n if (clamp.includes('left'))\n {\n this.underflowX = -1;\n }\n else if (clamp.includes('right'))\n {\n this.underflowX = 1;\n }\n else\n {\n this.underflowX = 0;\n }\n if (clamp.includes('top'))\n {\n this.underflowY = -1;\n }\n else if (clamp.includes('bottom'))\n {\n this.underflowY = 1;\n }\n else\n {\n this.underflowY = 0;\n }\n }\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n checkButtons(event)\n {\n const isMouse = event.data.pointerType === 'mouse';\n const count = this.parent.input.count();\n\n if ((count === 1) || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n if (!isMouse || this.mouse[event.data.button])\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n checkKeyPress(event)\n {\n return (!this.options.keyToPress\n || this.keyIsPressed\n || (this.options.ignoreKeyToPressOnTouch && event.data.pointerType === 'touch'));\n }\n\n down(event)\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.checkButtons(event) && this.checkKeyPress(event))\n {\n this.last = { x: event.data.global.x, y: event.data.global.y };\n this.current = event.data.pointerId;\n\n return true;\n }\n this.last = null;\n\n return false;\n }\n\n get active()\n {\n return this.moved;\n }\n\n move(event)\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.last && this.current === event.data.pointerId)\n {\n const x = event.data.global.x;\n const y = event.data.global.y;\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n const distX = x - this.last.x;\n const distY = y - this.last.y;\n\n if (this.moved\n || ((this.xDirection && this.parent.input.checkThreshold(distX))\n || (this.yDirection && this.parent.input.checkThreshold(distY))))\n {\n const newPoint = { x, y };\n\n if (this.xDirection)\n {\n this.parent.x += (newPoint.x - this.last.x) * this.options.factor;\n }\n if (this.yDirection)\n {\n this.parent.y += (newPoint.y - this.last.y) * this.options.factor;\n }\n this.last = newPoint;\n if (!this.moved)\n {\n this.parent.emit('drag-start', {\n event,\n screen: new math.Point(this.last.x, this.last.y),\n world: this.parent.toWorld(new math.Point(this.last.x, this.last.y)),\n viewport: this.parent\n });\n }\n this.moved = true;\n this.parent.emit('moved', { viewport: this.parent, type: 'drag' });\n\n return true;\n }\n }\n else\n {\n this.moved = false;\n }\n }\n\n return false;\n }\n\n up(event)\n {\n if (this.paused)\n {\n return false;\n }\n\n const touches = this.parent.input.touches;\n\n if (touches.length === 1)\n {\n const pointer = touches[0];\n\n if (pointer.last)\n {\n this.last = { x: pointer.last.x, y: pointer.last.y };\n this.current = pointer.id;\n }\n this.moved = false;\n\n return true;\n }\n else if (this.last)\n {\n if (this.moved)\n {\n const screen = new math.Point(this.last.x, this.last.y);\n\n this.parent.emit('drag-end', {\n event, screen,\n world: this.parent.toWorld(screen),\n viewport: this.parent,\n });\n this.last = null;\n this.moved = false;\n\n return true;\n }\n }\n\n return false;\n }\n\n wheel(event)\n {\n if (this.paused)\n {\n return false;\n }\n\n if (this.options.wheel)\n {\n const wheel = this.parent.plugins.get('wheel', true);\n\n if (!wheel || (!wheel.options.wheelZoom && !event.ctrlKey))\n {\n const step = event.deltaMode ? this.options.lineHeight : 1;\n\n const deltas = [event.deltaX, event.deltaY];\n const [deltaX, deltaY] = this.options.wheelSwapAxes ? deltas.reverse() : deltas;\n\n if (this.xDirection)\n {\n this.parent.x += deltaX * step * this.options.wheelScroll * this.reverse;\n }\n if (this.yDirection)\n {\n this.parent.y += deltaY * step * this.options.wheelScroll * this.reverse;\n }\n if (this.options.clampWheel)\n {\n this.clamp();\n }\n this.parent.emit('wheel-scroll', this.parent);\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n if (!this.parent.options.passiveWheel)\n {\n event.preventDefault();\n }\n if (this.parent.options.stopPropagation)\n {\n event.stopPropagation();\n }\n\n return true;\n }\n }\n\n return false;\n }\n\n resume()\n {\n this.last = null;\n this.paused = false;\n }\n\n clamp()\n {\n const decelerate = this.parent.plugins.get('decelerate', true) || {};\n\n if (this.options.clampWheel !== 'y')\n {\n if (this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n this.parent.x = 0;\n break;\n case 1:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n }\n else\n if (this.parent.left < 0)\n {\n this.parent.x = 0;\n decelerate.x = 0;\n }\n else if (this.parent.right > this.parent.worldWidth)\n {\n this.parent.x = (-this.parent.worldWidth * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n }\n }\n if (this.options.clampWheel !== 'x')\n {\n if (this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n this.parent.y = 0;\n break;\n case 1:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n }\n else\n {\n if (this.parent.top < 0)\n {\n this.parent.y = 0;\n decelerate.y = 0;\n }\n if (this.parent.bottom > this.parent.worldHeight)\n {\n this.parent.y = (-this.parent.worldHeight * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n }\n }\n }\n }\n }\n\n /** Options for {@link Follow}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n const DEFAULT_FOLLOW_OPTIONS = {\n speed: 0,\n acceleration: null,\n radius: null\n };\n\n /**\n * Plugin to follow a display-object.\n *\n * @see Viewport.follow\n * @public\n */\n class Follow extends Plugin\n {\n /** The options used to initialize this plugin. */\n \n\n /** The target this plugin will make the viewport follow. */\n \n\n /** The velocity provided the viewport by following, at the current time. */\n \n\n /**\n * This is called by {@link Viewport.follow}.\n *\n * @param parent\n * @param target - target to follow\n * @param options\n */\n constructor(parent, target, options = {})\n {\n super(parent);\n\n this.target = target;\n this.options = Object.assign({}, DEFAULT_FOLLOW_OPTIONS, options);\n this.velocity = { x: 0, y: 0 };\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n\n const center = this.parent.center;\n let toX = this.target.x;\n let toY = this.target.y;\n\n if (this.options.radius)\n {\n const distance = Math.sqrt(Math.pow(this.target.y - center.y, 2) + Math.pow(this.target.x - center.x, 2));\n\n if (distance > this.options.radius)\n {\n const angle = Math.atan2(this.target.y - center.y, this.target.x - center.x);\n\n toX = this.target.x - (Math.cos(angle) * this.options.radius);\n toY = this.target.y - (Math.sin(angle) * this.options.radius);\n }\n else\n {\n return;\n }\n }\n\n const deltaX = toX - center.x;\n const deltaY = toY - center.y;\n\n if (deltaX || deltaY)\n {\n if (this.options.speed)\n {\n if (this.options.acceleration)\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const distance = Math.sqrt(Math.pow(deltaX, 2) + Math.pow(deltaY, 2));\n\n if (distance)\n {\n const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) / (2 * this.options.acceleration);\n\n if (distance > decelerationDistance)\n {\n this.velocity = {\n x: Math.min(this.velocity.x + this.options.acceleration * elapsed, this.options.speed),\n y: Math.min(this.velocity.y + this.options.acceleration * elapsed, this.options.speed)\n };\n }\n else\n {\n this.velocity = {\n x: Math.max(this.velocity.x - this.options.acceleration * this.options.speed, 0),\n y: Math.max(this.velocity.y - this.options.acceleration * this.options.speed, 0)\n };\n }\n const changeX = Math.cos(angle) * this.velocity.x;\n const changeY = Math.sin(angle) * this.velocity.y;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const changeX = Math.cos(angle) * this.options.speed;\n const changeY = Math.sin(angle) * this.options.speed;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n this.parent.moveCenter(toX, toY);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n }\n }\n\n /** Insets for mouse edges scrolling regions */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n const MOUSE_EDGES_OPTIONS = {\n radius: null,\n distance: null,\n top: null,\n bottom: null,\n left: null,\n right: null,\n speed: 8,\n reverse: false,\n noDecelerate: false,\n linear: false,\n allowButtons: false,\n };\n\n /**\n * Scroll viewport when mouse hovers near one of the edges.\n *\n * @event mouse-edge-start(Viewport) emitted when mouse-edge starts\n * @event mouse-edge-end(Viewport) emitted when mouse-edge ends\n */\n class MouseEdges extends Plugin\n {\n /** Options used to initialize this plugin, cannot be modified later. */\n \n\n /** Factor from reverse option. */\n \n\n /** Radius squared */\n \n\n /** Scroll region size on the left side. */\n \n\n /** Scroll region size on the top size. */\n \n\n /** Scroll region size on the right side. */\n \n\n /** Scroll region size on the bottom side. */\n \n\n \n\n \n\n /**\n * This is called by {@link Viewport.mouseEdges}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, MOUSE_EDGES_OPTIONS, options);\n this.reverse = this.options.reverse ? 1 : -1;\n this.radiusSquared = typeof this.options.radius === 'number' ? Math.pow(this.options.radius, 2) : null;\n\n this.resize();\n }\n\n resize()\n {\n const distance = this.options.distance;\n\n if (distance !== null)\n {\n this.left = distance;\n this.top = distance;\n this.right = this.parent.screenWidth - distance;\n this.bottom = this.parent.screenHeight - distance;\n }\n else if (!this.options.radius)\n {\n this.left = this.options.left;\n this.top = this.options.top;\n this.right = this.options.right === null ? null : this.parent.screenWidth - this.options.right;\n this.bottom = this.options.bottom === null ? null : this.parent.screenHeight - this.options.bottom;\n }\n }\n\n down()\n {\n if (this.paused)\n {\n return false;\n }\n if (!this.options.allowButtons)\n {\n this.horizontal = this.vertical = null;\n }\n\n return false;\n }\n\n move(event)\n {\n if (this.paused)\n {\n return false;\n }\n if ((event.data.pointerType !== 'mouse' && event.data.identifier !== 1)\n || (!this.options.allowButtons && event.data.buttons !== 0))\n {\n return false;\n }\n\n const x = event.data.global.x;\n const y = event.data.global.y;\n\n if (this.radiusSquared)\n {\n const center = this.parent.toScreen(this.parent.center);\n const distance = Math.pow(center.x - x, 2) + Math.pow(center.y - y, 2);\n\n if (distance >= this.radiusSquared)\n {\n const angle = Math.atan2(center.y - y, center.x - x);\n\n if (this.options.linear)\n {\n this.horizontal = Math.round(Math.cos(angle)) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.round(Math.sin(angle)) * this.options.speed * this.reverse * (60 / 1000);\n }\n else\n {\n this.horizontal = Math.cos(angle) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.sin(angle) * this.options.speed * this.reverse * (60 / 1000);\n }\n }\n else\n {\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n\n this.horizontal = this.vertical = 0;\n }\n }\n else\n {\n if (this.left !== null && x < this.left)\n {\n this.horizontal = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.right !== null && x > this.right)\n {\n this.horizontal = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateHorizontal();\n this.horizontal = 0;\n }\n if (this.top !== null && y < this.top)\n {\n this.vertical = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.bottom !== null && y > this.bottom)\n {\n this.vertical = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateVertical();\n this.vertical = 0;\n }\n }\n\n return false;\n }\n\n decelerateHorizontal()\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.horizontal && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ x: (this.horizontal * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n decelerateVertical()\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.vertical && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ y: (this.vertical * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n up()\n {\n if (this.paused)\n {\n return false;\n }\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n this.horizontal = this.vertical = null;\n\n return false;\n }\n\n update()\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.horizontal || this.vertical)\n {\n const center = this.parent.center;\n\n if (this.horizontal)\n {\n center.x += this.horizontal * this.options.speed;\n }\n if (this.vertical)\n {\n center.y += this.vertical * this.options.speed;\n }\n\n this.parent.moveCenter(center);\n this.parent.emit('moved', { viewport: this.parent, type: 'mouse-edges' });\n }\n }\n }\n\n /** Options for {@link Pinch}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n const DEFAULT_PINCH_OPTIONS = {\n noDrag: false,\n percent: 1,\n center: null,\n factor: 1,\n axis: 'all',\n };\n\n /**\n * Plugin for enabling two-finger pinching (or dragging).\n *\n * @public\n */\n class Pinch extends Plugin\n {\n /** Options used to initialize this plugin. */\n \n\n /** Flags whether this plugin is active, i.e. a pointer is down on the viewport. */\n __init() {this.active = false;}\n\n /** Flags whether the viewport is being pinched. */\n __init2() {this.pinching = false;}\n\n __init3() {this.moved = false;}\n \n\n /**\n * This is called by {@link Viewport.pinch}.\n */\n constructor(parent, options = {})\n {\n super(parent);Pinch.prototype.__init.call(this);Pinch.prototype.__init2.call(this);Pinch.prototype.__init3.call(this);;\n this.options = Object.assign({}, DEFAULT_PINCH_OPTIONS, options);\n }\n\n down()\n {\n if (this.parent.input.count() >= 2)\n {\n this.active = true;\n\n return true;\n }\n\n return false;\n }\n\n isAxisX()\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n isAxisY()\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n move(e)\n {\n if (this.paused || !this.active)\n {\n return false;\n }\n\n const x = e.data.global.x;\n const y = e.data.global.y;\n\n const pointers = this.parent.input.touches;\n\n if (pointers.length >= 2)\n {\n const first = pointers[0] ;\n const second = pointers[1] ;\n const last = (first.last && second.last)\n ? Math.sqrt(Math.pow(second.last.x - first.last.x, 2) + Math.pow(second.last.y - first.last.y, 2))\n : null;\n\n if (first.id === e.data.pointerId)\n {\n first.last = { x, y, data: e.data } ;\n }\n else if (second.id === e.data.pointerId)\n {\n second.last = { x, y, data: e.data } ;\n }\n if (last)\n {\n let oldPoint;\n\n const point = {\n x: (first.last ).x\n + ((second.last ).x - (first.last ).x) / 2,\n y: (first.last ).y\n + ((second.last ).y - (first.last ).y) / 2,\n };\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n let dist = Math.sqrt(Math.pow(\n (second.last ).x - (first.last ).x, 2)\n + Math.pow((second.last ).y - (first.last ).y, 2));\n\n dist = dist === 0 ? dist = 0.0000000001 : dist;\n\n const change = (1 - last / dist) * this.options.percent\n * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y);\n\n if (this.isAxisX())\n {\n this.parent.scale.x += change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'pinch', center: point });\n\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += (point.x - newPoint.x) * this.options.factor;\n this.parent.y += (point.y - newPoint.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n if (!this.options.noDrag && this.lastCenter)\n {\n this.parent.x += (point.x - this.lastCenter.x) * this.options.factor;\n this.parent.y += (point.y - this.lastCenter.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n\n this.lastCenter = point;\n this.moved = true;\n }\n else if (!this.pinching)\n {\n this.parent.emit('pinch-start', this.parent);\n this.pinching = true;\n }\n\n return true;\n }\n\n return false;\n }\n\n up()\n {\n if (this.pinching)\n {\n if (this.parent.input.touches.length <= 1)\n {\n this.active = false;\n this.lastCenter = null;\n this.pinching = false;\n this.moved = false;\n this.parent.emit('pinch-end', this.parent);\n\n return true;\n }\n }\n\n return false;\n }\n }\n\n const DEFAULT_SNAP_OPTIONS = {\n topLeft: false,\n friction: 0.8,\n time: 1000,\n ease: 'easeInOutSine',\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false\n };\n\n /**\n * @event snap-start(Viewport) emitted each time a snap animation starts\n * @event snap-restart(Viewport) emitted each time a snap resets because of a change in viewport size\n * @event snap-end(Viewport) emitted each time snap reaches its target\n * @event snap-remove(Viewport) emitted if snap plugin is removed\n */\n class Snap extends Plugin\n {\n \n \n \n \n\n \n \n \n \n \n \n\n /**\n * This is called by {@link Viewport.snap}.\n */\n constructor(parent, x, y, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_SNAP_OPTIONS, options);\n this.ease = ease(options.ease, 'easeInOutSine');\n this.x = x;\n this.y = y;\n\n if (this.options.forceStart)\n {\n this.snapStart();\n }\n }\n\n snapStart()\n {\n this.percent = 0;\n this.snapping = { time: 0 };\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n this.deltaX = this.x - current.x;\n this.deltaY = this.y - current.y;\n this.startX = current.x;\n this.startY = current.y;\n this.parent.emit('snap-start', this.parent);\n }\n\n wheel()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n\n return false;\n }\n\n down()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n up()\n {\n if (this.parent.input.count() === 0)\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n decelerate.percentChangeX = decelerate.percentChangeY = this.options.friction;\n }\n }\n\n return false;\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n if (!this.snapping)\n {\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n if (current.x !== this.x || current.y !== this.y)\n {\n this.snapStart();\n }\n }\n else\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n let finished;\n let x;\n let y;\n\n const startX = this.startX ;\n const startY = this.startY ;\n const deltaX = this.deltaX ;\n const deltaY = this.deltaY ;\n\n if (snapping.time > this.options.time)\n {\n finished = true;\n x = startX + deltaX;\n y = startY + deltaY;\n }\n else\n {\n const percent = this.ease(snapping.time, 0, 1, this.options.time);\n\n x = startX + (deltaX * percent);\n y = startY + (deltaY * percent);\n }\n if (this.options.topLeft)\n {\n this.parent.moveCorner(x, y);\n }\n else\n {\n this.parent.moveCenter(x, y);\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'snap' });\n\n if (finished)\n {\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap');\n }\n this.parent.emit('snap-end', this.parent);\n this.snapping = null;\n }\n }\n }\n }\n\n /** Options for {@link SnapZoom}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n const DEFAULT_SNAP_ZOOM_OPTIONS = {\n width: 0,\n height: 0,\n time: 1000,\n ease: 'easeInOutSine',\n center: null,\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false,\n noMove: false\n };\n\n /**\n * @event snap-zoom-start(Viewport) emitted each time a fit animation starts\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n */\n class SnapZoom extends Plugin\n {\n \n\n \n \n \n \n \n \n\n\n\n\n\n\n\n /**\n * This is called by {@link Viewport.snapZoom}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_SNAP_ZOOM_OPTIONS, options);\n this.ease = ease(this.options.ease);\n\n // Assign defaults for typescript.\n this.xIndependent = false;\n this.yIndependent = false;\n this.xScale = 0;\n this.yScale = 0;\n\n if (this.options.width > 0)\n {\n this.xScale = parent.screenWidth / this.options.width;\n this.xIndependent = true;\n }\n if (this.options.height > 0)\n {\n this.yScale = parent.screenHeight / this.options.height;\n this.yIndependent = true;\n }\n\n this.xScale = this.xIndependent ? (this.xScale ) : (this.yScale );\n this.yScale = this.yIndependent ? (this.yScale ) : this.xScale;\n\n if (this.options.time === 0)\n {\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.x = this.xScale;\n\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.y = this.yScale;\n\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n }\n else if (options.forceStart)\n {\n this.createSnapping();\n }\n }\n\n createSnapping()\n {\n const startWorldScreenWidth = this.parent.worldScreenWidth;\n const startWorldScreenHeight = this.parent.worldScreenHeight;\n const endWorldScreenWidth = this.parent.screenWidth / this.xScale;\n const endWorldScreenHeight = this.parent.screenHeight / this.yScale;\n\n this.snapping = {\n time: 0,\n startX: startWorldScreenWidth,\n startY: startWorldScreenHeight,\n deltaX: endWorldScreenWidth - startWorldScreenWidth,\n deltaY: endWorldScreenHeight - startWorldScreenHeight\n };\n\n this.parent.emit('snap-zoom-start', this.parent);\n }\n\n resize()\n {\n this.snapping = null;\n\n if (this.options.width > 0)\n {\n this.xScale = this.parent.screenWidth / this.options.width;\n }\n if (this.options.height > 0)\n {\n this.yScale = this.parent.screenHeight / this.options.height;\n }\n this.xScale = this.xIndependent ? this.xScale : this.yScale;\n this.yScale = this.yIndependent ? this.yScale : this.xScale;\n }\n\n wheel()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n\n return false;\n }\n\n down()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n\n let oldCenter;\n\n if (!this.options.center && !this.options.noMove)\n {\n oldCenter = this.parent.center;\n }\n if (!this.snapping)\n {\n if (this.parent.scale.x !== this.xScale || this.parent.scale.y !== this.yScale)\n {\n this.createSnapping();\n }\n }\n else if (this.snapping)\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n\n if (snapping.time >= this.options.time)\n {\n this.parent.scale.set(this.xScale, this.yScale);\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n this.parent.emit('snap-zoom-end', this.parent);\n this.snapping = null;\n }\n else\n {\n const snapping = this.snapping;\n const worldScreenWidth = this.ease(snapping.time, snapping.startX, snapping.deltaX, this.options.time);\n const worldScreenHeight = this.ease(snapping.time, snapping.startY, snapping.deltaY, this.options.time);\n\n this.parent.scale.x = this.parent.screenWidth / worldScreenWidth;\n this.parent.scale.y = this.parent.screenHeight / worldScreenHeight;\n }\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (!this.options.noMove)\n {\n if (!this.options.center)\n {\n this.parent.moveCenter(oldCenter );\n }\n else\n {\n this.parent.moveCenter(this.options.center);\n }\n }\n }\n }\n\n resume()\n {\n this.snapping = null;\n super.resume();\n }\n }\n\n /** Options for {@link Wheel}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n const DEFAULT_WHEEL_OPTIONS = {\n percent: 0.1,\n smooth: false,\n interrupt: true,\n reverse: false,\n center: null,\n lineHeight: 20,\n axis: 'all',\n keyToPress: null,\n trackpadPinch: false,\n wheelZoom: true,\n };\n\n /**\n * Plugin for handling wheel scrolling for viewport zoom.\n *\n * @event wheel({wheel: {dx, dy, dz}, event, viewport})\n */\n class Wheel extends Plugin\n {\n \n\n \n \n \n\n /** Flags whether the keys required to zoom are pressed currently. */\n \n\n /**\n * This is called by {@link Viewport.wheel}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_WHEEL_OPTIONS, options);\n this.keyIsPressed = false;\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger zoom event\n */\n handleKeyPresses(codes)\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = true;\n }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = false;\n }\n });\n }\n\n checkKeyPress()\n {\n return !this.options.keyToPress || this.keyIsPressed;\n }\n\n down()\n {\n if (this.options.interrupt)\n {\n this.smoothing = null;\n }\n\n return false;\n }\n\n isAxisX()\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n isAxisY()\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n update()\n {\n if (this.smoothing)\n {\n const point = this.smoothingCenter;\n const change = this.smoothing;\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point );\n }\n if (this.isAxisX())\n {\n this.parent.scale.x += change.x;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change.y;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += (point ).x - newPoint.x;\n this.parent.y += (point ).y - newPoint.y;\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n (this.smoothingCount )++;\n\n if ((this.smoothingCount ) >= this.options.smooth)\n {\n this.smoothing = null;\n }\n }\n }\n\n pinch(e)\n {\n if (this.paused)\n {\n return;\n }\n\n const point = this.parent.input.getPointerPosition(e);\n const step = -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 200;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n wheel(e)\n {\n if (this.paused)\n {\n return false;\n }\n\n if (!this.checkKeyPress())\n {\n return false;\n }\n\n if (e.ctrlKey && this.options.trackpadPinch)\n {\n this.pinch(e);\n }\n else if (this.options.wheelZoom)\n {\n const point = this.parent.input.getPointerPosition(e);\n const sign = this.options.reverse ? -1 : 1;\n const step = sign * -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 500;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n if (this.options.smooth)\n {\n const original = {\n x: this.smoothing ? this.smoothing.x * (this.options.smooth - (this.smoothingCount )) : 0,\n y: this.smoothing ? this.smoothing.y * (this.options.smooth - (this.smoothingCount )) : 0\n };\n\n this.smoothing = {\n x: ((this.parent.scale.x + original.x) * change - this.parent.scale.x) / this.options.smooth,\n y: ((this.parent.scale.y + original.y) * change - this.parent.scale.y) / this.options.smooth,\n };\n this.smoothingCount = 0;\n this.smoothingCenter = point;\n }\n else\n {\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n return !this.parent.options.passiveWheel;\n }\n }\n\n /**\n * Handles all input for Viewport\n *\n * @internal\n * @ignore\n * @private\n */\n class InputManager\n {\n \n\n \n \n \n \n /** List of active touches on viewport */\n \n\n constructor(viewport)\n {\n this.viewport = viewport;\n this.touches = [];\n\n this.addListeners();\n }\n\n /** Add input listeners */\n addListeners()\n {\n this.viewport.interactive = true;\n if (!this.viewport.forceHitArea)\n {\n this.viewport.hitArea = new math.Rectangle(0, 0, this.viewport.worldWidth, this.viewport.worldHeight);\n }\n this.viewport.on('pointerdown', this.down, this);\n this.viewport.on('pointermove', this.move, this);\n this.viewport.on('pointerup', this.up, this);\n this.viewport.on('pointerupoutside', this.up, this);\n this.viewport.on('pointercancel', this.up, this);\n this.viewport.on('pointerout', this.up, this);\n this.wheelFunction = (e) => this.handleWheel(e);\n this.viewport.options.divWheel.addEventListener(\n 'wheel',\n this.wheelFunction ,\n { passive: this.viewport.options.passiveWheel });\n this.isMouseDown = false;\n }\n\n /**\n * Removes all event listeners from viewport\n * (useful for cleanup of wheel when removing viewport)\n */\n destroy()\n {\n this.viewport.options.divWheel.removeEventListener('wheel', this.wheelFunction );\n }\n\n /**\n * handle down events for viewport\n *\n * @param {PIXI.InteractionEvent} event\n */\n down(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = true;\n }\n else if (!this.get(event.data.pointerId))\n {\n this.touches.push({ id: event.data.pointerId, last: null });\n }\n if (this.count() === 1)\n {\n this.last = event.data.global.clone();\n\n // clicked event does not fire if viewport is decelerating or bouncing\n const decelerate = this.viewport.plugins.get('decelerate', true);\n const bounce = this.viewport.plugins.get('bounce', true);\n\n if ((!decelerate || !decelerate.isActive()) && (!bounce || !bounce.isActive()))\n {\n this.clickedAvailable = true;\n }\n else\n {\n this.clickedAvailable = false;\n }\n }\n else\n {\n this.clickedAvailable = false;\n }\n\n const stop = this.viewport.plugins.down(event);\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Clears all pointer events */\n clear()\n {\n this.isMouseDown = false;\n this.touches = [];\n this.last = null;\n }\n\n /**\n * @param {number} change\n * @returns whether change exceeds threshold\n */\n checkThreshold(change)\n {\n if (Math.abs(change) >= this.viewport.threshold)\n {\n return true;\n }\n\n return false;\n }\n\n /** Handle move events for viewport */\n move(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n const stop = this.viewport.plugins.move(event);\n\n if (this.clickedAvailable && this.last)\n {\n const distX = event.data.global.x - this.last.x;\n const distY = event.data.global.y - this.last.y;\n\n if (this.checkThreshold(distX) || this.checkThreshold(distY))\n {\n this.clickedAvailable = false;\n }\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Handle up events for viewport */\n up(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = false;\n }\n\n if (event.data.pointerType !== 'mouse')\n {\n this.remove(event.data.pointerId);\n }\n\n const stop = this.viewport.plugins.up(event);\n\n if (this.clickedAvailable && this.count() === 0 && this.last)\n {\n this.viewport.emit('clicked', {\n event,\n screen: this.last,\n world: this.viewport.toWorld(this.last),\n viewport: this\n });\n this.clickedAvailable = false;\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Gets pointer position if this.interaction is set */\n getPointerPosition(event)\n {\n const point = new math.Point();\n\n if (this.viewport.options.interaction)\n {\n this.viewport.options.interaction.mapPositionToPoint(point, event.clientX, event.clientY);\n }\n else if (this.viewport.options.useDivWheelForInputManager && this.viewport.options.divWheel)\n {\n const rect = this.viewport.options.divWheel.getBoundingClientRect();\n\n point.x = event.clientX - rect.left;\n point.y = event.clientY - rect.top;\n }\n else\n {\n point.x = event.clientX;\n point.y = event.clientY;\n }\n\n return point;\n }\n\n /** Handle wheel events */\n handleWheel(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n // do not handle events coming from other elements\n if (this.viewport.options.interaction\n && (this.viewport.options.interaction ).interactionDOMElement !== event.target)\n {\n return;\n }\n\n // only handle wheel events where the mouse is over the viewport\n const point = this.viewport.toLocal(this.getPointerPosition(event));\n\n if (this.viewport.left <= point.x\n && point.x <= this.viewport.right\n && this.viewport.top <= point.y\n && point.y <= this.viewport.bottom)\n {\n const stop = this.viewport.plugins.wheel(event);\n\n if (stop && !this.viewport.options.passiveWheel)\n {\n event.preventDefault();\n }\n }\n }\n\n pause()\n {\n this.touches = [];\n this.isMouseDown = false;\n }\n\n /** Get touch by id */\n get(id)\n {\n for (const touch of this.touches)\n {\n if (touch.id === id)\n {\n return touch;\n }\n }\n\n return null;\n }\n\n /** Remove touch by number */\n remove(id)\n {\n for (let i = 0; i < this.touches.length; i++)\n {\n if (this.touches[i].id === id)\n {\n this.touches.splice(i, 1);\n\n return;\n }\n }\n }\n\n /**\n * @returns {number} count of mouse/touch pointers that are down on the viewport\n */\n count()\n {\n return (this.isMouseDown ? 1 : 0) + this.touches.length;\n }\n }\n\n function _optionalChain(ops) { let lastAccessLHS = undefined; let value = ops[0]; let i = 1; while (i < ops.length) { const op = ops[i]; const fn = ops[i + 1]; i += 2; if ((op === 'optionalAccess' || op === 'optionalCall') && value == null) { return undefined; } if (op === 'access' || op === 'optionalAccess') { lastAccessLHS = value; value = fn(value); } else if (op === 'call' || op === 'optionalCall') { value = fn((...args) => value.call(lastAccessLHS, ...args)); lastAccessLHS = undefined; } } return value; }\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n const PLUGIN_ORDER = [\n 'drag',\n 'pinch',\n 'wheel',\n 'follow',\n 'mouse-edges',\n 'decelerate',\n 'animate',\n 'bounce',\n 'snap-zoom',\n 'clamp-zoom',\n 'snap',\n 'clamp',\n ];\n\n /**\n * Use this to access current plugins or add user-defined plugins\n *\n * @public\n */\n class PluginManager\n {\n /** Maps mounted plugins by their type */\n \n\n /**\n * List of plugins mounted\n *\n * This list is kept sorted by the internal priority of plugins (hard-coded).\n */\n \n\n /** The viewport using the plugins managed by `this`. */\n \n\n /** This is called by {@link Viewport} to initialize the {@link Viewport.plugins plugins}. */\n constructor(viewport)\n {\n this.viewport = viewport;\n this.list = [];\n this.plugins = {};\n }\n\n /**\n * Inserts a named plugin or a user plugin into the viewport\n * default plugin order: 'drag', 'pinch', 'wheel', 'follow', 'mouse-edges', 'decelerate', 'bounce',\n * 'snap-zoom', 'clamp-zoom', 'snap', 'clamp'\n *\n * @param {string} name of plugin\n * @param {Plugin} plugin - instantiated Plugin class\n * @param {number} index to insert userPlugin (otherwise inserts it at the end)\n */\n add(name, plugin, index = PLUGIN_ORDER.length)\n {\n this.plugins[name] = plugin;\n\n const current = PLUGIN_ORDER.indexOf(name);\n\n if (current !== -1)\n {\n PLUGIN_ORDER.splice(current, 1);\n }\n\n PLUGIN_ORDER.splice(index, 0, name);\n this.sort();\n }\n\n \n\n\n\n\n\n\n\n\n\n\n\n\n\n /**\n * Get plugin\n *\n * @param {string} name of plugin\n * @param {boolean} [ignorePaused] return null if plugin is paused\n */\n get(name, ignorePaused)\n {\n if (ignorePaused)\n {\n if (_optionalChain([this, 'access', _ => _.plugins, 'access', _2 => _2[name], 'optionalAccess', _3 => _3.paused]))\n {\n return null;\n }\n }\n\n return this.plugins[name] ;\n }\n\n /**\n * Update all active plugins\n *\n * @internal\n * @ignore\n * @param {number} elapsed type in milliseconds since last update\n */\n update(elapsed)\n {\n for (const plugin of this.list)\n {\n plugin.update(elapsed);\n }\n }\n\n /**\n * Resize all active plugins\n *\n * @internal\n * @ignore\n */\n resize()\n {\n for (const plugin of this.list)\n {\n plugin.resize();\n }\n }\n\n /** Clamps and resets bounce and decelerate (as needed) after manually moving viewport */\n reset()\n {\n for (const plugin of this.list)\n {\n plugin.reset();\n }\n }\n\n /** removes all installed plugins */\n removeAll()\n {\n this.plugins = {};\n this.sort();\n }\n\n /**\n * Removes installed plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n remove(name)\n {\n if (this.plugins[name])\n {\n delete this.plugins[name];\n this.viewport.emit(`${name}-remove`);\n this.sort();\n }\n }\n\n /**\n * Pause plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n pause(name)\n {\n _optionalChain([this, 'access', _4 => _4.plugins, 'access', _5 => _5[name], 'optionalAccess', _6 => _6.pause, 'call', _7 => _7()]);\n }\n\n /**\n * Resume plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n resume(name)\n {\n _optionalChain([this, 'access', _8 => _8.plugins, 'access', _9 => _9[name], 'optionalAccess', _10 => _10.resume, 'call', _11 => _11()]);\n }\n\n /**\n * Sort plugins according to PLUGIN_ORDER\n *\n * @internal\n * @ignore\n */\n sort()\n {\n this.list = [];\n\n for (const plugin of PLUGIN_ORDER)\n {\n if (this.plugins[plugin])\n {\n this.list.push(this.plugins[plugin] );\n }\n }\n }\n\n /**\n * Handle down for all plugins\n *\n * @internal\n * @ignore\n */\n down(event)\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.down(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle move for all plugins\n *\n * @internal\n * @ignore\n */\n move(event)\n {\n let stop = false;\n\n for (const plugin of this.viewport.plugins.list)\n {\n if (plugin.move(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle up for all plugins\n *\n * @internal\n * @ignore\n */\n up(event)\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.up(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle wheel event for all plugins\n *\n * @internal\n * @ignore\n */\n wheel(e)\n {\n let result = false;\n\n for (const plugin of this.list)\n {\n if (plugin.wheel(e))\n {\n result = true;\n }\n }\n\n return result;\n }\n }\n\n /** Options for {@link Viewport}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n const DEFAULT_VIEWPORT_OPTIONS = {\n screenWidth: window.innerWidth,\n screenHeight: window.innerHeight,\n worldWidth: null,\n worldHeight: null,\n threshold: 5,\n passiveWheel: true,\n stopPropagation: false,\n forceHitArea: null,\n noTicker: false,\n interaction: null,\n disableOnContextMenu: false,\n ticker: ticker.Ticker.shared,\n };\n\n /**\n * Main class to use when creating a Viewport\n *\n * @public\n * @fires clicked\n * @fires drag-start\n * @fires drag-end\n * @fires drag-remove\n * @fires pinch-start\n * @fires pinch-end\n * @fires pinch-remove\n * @fires snap-start\n * @fires snap-end\n * @fires snap-remove\n * @fires snap-zoom-start\n * @fires snap-zoom-end\n * @fires snap-zoom-remove\n * @fires bounce-x-start\n * @fires bounce-x-end\n * @fires bounce-y-start\n * @fires bounce-y-end\n * @fires bounce-remove\n * @fires wheel\n * @fires wheel-remove\n * @fires wheel-scroll\n * @fires wheel-scroll-remove\n * @fires mouse-edge-start\n * @fires mouse-edge-end\n * @fires mouse-edge-remove\n * @fires moved\n * @fires moved-end\n * @fires zoomed\n * @fires zoomed-end\n * @fires frame-end\n */\n class Viewport extends display.Container\n {\n /** Flags whether the viewport is being panned */\n \n\n \n \n\n /** Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event */\n \n\n \n\n /** Use this to add user plugins or access existing plugins (e.g., to pause, resume, or remove them) */\n \n\n /** Flags whether the viewport zoom is being changed. */\n \n\n \n\n /** The options passed when creating this viewport, merged with the default values */\n \n\n \n \n \n \n \n \n \n __init() {this._disableOnContextMenu = (e) => e.preventDefault();}\n\n /**\n * @param {IViewportOptions} ViewportOptions\n * @param {number} [options.screenWidth=window.innerWidth]\n * @param {number} [options.screenHeight=window.innerHeight]\n * @param {number} [options.worldWidth=this.width]\n * @param {number} [options.worldHeight=this.height]\n * @param {number} [options.threshold=5] number of pixels to move to trigger an input event (e.g., drag, pinch)\n * or disable a clicked event\n * @param {boolean} [options.passiveWheel=true] whether the 'wheel' event is set to passive (note: if false,\n * e.preventDefault() will be called when wheel is used over the viewport)\n * @param {boolean} [options.stopPropagation=false] whether to stopPropagation of events that impact the viewport\n * (except wheel events, see options.passiveWheel)\n * @param {HitArea} [options.forceHitArea] change the default hitArea from world size to a new value\n * @param {boolean} [options.noTicker] set this if you want to manually call update() function on each frame\n * @param {PIXI.Ticker} [options.ticker=PIXI.Ticker.shared] use this PIXI.ticker for updates\n * @param {PIXI.InteractionManager} [options.interaction=null] InteractionManager, available from instantiated\n * WebGLRenderer/CanvasRenderer.plugins.interaction - used to calculate pointer position relative to canvas\n * location on screen\n * @param {HTMLElement} [options.divWheel=document.body] div to attach the wheel event\n * @param {boolean} [options.disableOnContextMenu] remove oncontextmenu=() => {} from the divWheel element\n */\n constructor(options = {})\n {\n super();Viewport.prototype.__init.call(this);;\n this.options = Object.assign(\n {},\n { divWheel: document.body },\n DEFAULT_VIEWPORT_OPTIONS,\n options\n );\n\n this.screenWidth = this.options.screenWidth;\n this.screenHeight = this.options.screenHeight;\n\n this._worldWidth = this.options.worldWidth;\n this._worldHeight = this.options.worldHeight;\n this.forceHitArea = this.options.forceHitArea;\n this.threshold = this.options.threshold;\n\n this.options.divWheel = this.options.divWheel || document.body;\n\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.addEventListener('contextmenu', this._disableOnContextMenu);\n }\n if (!this.options.noTicker)\n {\n this.tickerFunction = () => this.update(this.options.ticker.elapsedMS);\n this.options.ticker.add(this.tickerFunction);\n }\n\n this.input = new InputManager(this);\n this.plugins = new PluginManager(this);\n }\n\n /** Overrides PIXI.Container's destroy to also remove the 'wheel' and PIXI.Ticker listeners */\n destroy(options)\n {\n if (!this.options.noTicker && this.tickerFunction)\n {\n this.options.ticker.remove(this.tickerFunction);\n }\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.removeEventListener('contextmenu', this._disableOnContextMenu);\n }\n\n this.input.destroy();\n super.destroy(options);\n }\n\n /**\n * Update viewport on each frame.\n *\n * By default, you do not need to call this unless you set `options.noTicker=true`.\n *\n * @param {number} elapsed time in milliseconds since last update\n */\n update(elapsed)\n {\n if (!this.pause)\n {\n this.plugins.update(elapsed);\n\n if (this.lastViewport)\n {\n // Check for moved-end event\n if (this.lastViewport.x !== this.x || this.lastViewport.y !== this.y)\n {\n this.moving = true;\n }\n else if (this.moving)\n {\n this.emit('moved-end', this);\n this.moving = false;\n }\n\n // Check for zoomed-end event\n if (this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y)\n {\n this.zooming = true;\n }\n else if (this.zooming)\n {\n this.emit('zoomed-end', this);\n this.zooming = false;\n }\n }\n\n if (!this.forceHitArea)\n {\n this._hitAreaDefault = new math.Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n this.hitArea = this._hitAreaDefault;\n }\n\n this._dirty = this._dirty || !this.lastViewport\n || this.lastViewport.x !== this.x || this.lastViewport.y !== this.y\n || this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y;\n\n this.lastViewport = {\n x: this.x,\n y: this.y,\n scaleX: this.scale.x,\n scaleY: this.scale.y\n };\n this.emit('frame-end', this);\n }\n }\n\n /**\n * Use this to set screen and world sizes, needed for pinch/wheel/clamp/bounce.\n * @param {number} screenWidth=window.innerWidth\n * @param {number} screenHeight=window.innerHeight\n * @param {number} [worldWidth]\n * @param {number} [worldHeight]\n */\n resize(\n screenWidth = window.innerWidth,\n screenHeight = window.innerHeight,\n worldWidth,\n worldHeight\n )\n {\n this.screenWidth = screenWidth;\n this.screenHeight = screenHeight;\n\n if (typeof worldWidth !== 'undefined')\n {\n this._worldWidth = worldWidth;\n }\n if (typeof worldHeight !== 'undefined')\n {\n this._worldHeight = worldHeight;\n }\n\n this.plugins.resize();\n this.dirty = true;\n }\n\n /** World width, in pixels */\n get worldWidth()\n {\n if (this._worldWidth)\n {\n return this._worldWidth;\n }\n\n return this.width / this.scale.x;\n }\n set worldWidth(value)\n {\n this._worldWidth = value;\n this.plugins.resize();\n }\n\n /** World height, in pixels */\n get worldHeight()\n {\n if (this._worldHeight)\n {\n return this._worldHeight;\n }\n\n return this.height / this.scale.y;\n }\n set worldHeight(value)\n {\n this._worldHeight = value;\n this.plugins.resize();\n }\n\n /** Get visible world bounds of viewport */\n getVisibleBounds()\n {\n return new math.Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n }\n\n /** Change coordinates from screen to world */\n \n\n\n\n /**\n * Changes coordinate from screen to world\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n toWorld(x, y)\n {\n if (arguments.length === 2)\n {\n return this.toLocal(new math.Point(x , y));\n }\n\n return this.toLocal(x );\n }\n\n /** Change coordinates from world to screen */\n \n\n\n\n /**\n * Changes coordinate from world to screen\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n toScreen(x, y)\n {\n if (arguments.length === 2)\n {\n return this.toGlobal(new math.Point(x , y));\n }\n\n return this.toGlobal(x );\n }\n\n /** Screen width in world coordinates */\n get worldScreenWidth()\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Screen height in world coordinates */\n get worldScreenHeight()\n {\n return this.screenHeight / this.scale.y;\n }\n\n /** World width in screen coordinates */\n get screenWorldWidth()\n {\n return this.worldWidth * this.scale.x;\n }\n\n /** World height in screen coordinates */\n get screenWorldHeight()\n {\n return this.worldHeight * this.scale.y;\n }\n\n /** Center of screen in world coordinates */\n get center()\n {\n return new math.Point(\n (this.worldScreenWidth / 2) - (this.x / this.scale.x),\n (this.worldScreenHeight / 2) - (this.y / this.scale.y),\n );\n }\n set center(value)\n {\n this.moveCenter(value);\n }\n\n \n\n\n\n\n /**\n * Move center of viewport to (x, y)\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @return {Viewport}\n */\n moveCenter(...args)\n {\n let x;\n let y;\n\n if (typeof args[0] === 'number')\n {\n x = args[0];\n y = args[1] ;\n }\n else\n {\n x = args[0].x;\n y = args[0].y;\n }\n\n const newX = ((this.worldScreenWidth / 2) - x) * this.scale.x;\n const newY = ((this.worldScreenHeight / 2) - y) * this.scale.y;\n\n if (this.x !== newX || this.y !== newY)\n {\n this.position.set(newX, newY);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Top-left corner of Viewport */\n get corner()\n {\n return new math.Point(-this.x / this.scale.x, -this.y / this.scale.y);\n }\n set corner(value)\n {\n this.moveCorner(value);\n }\n\n /** Move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n \n\n\n\n\n /**\n * MoveCorner\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @returns {Viewport}\n */\n moveCorner(...args)\n {\n let x;\n let y;\n\n if (args.length === 1)\n {\n x = -args[0].x * this.scale.x;\n y = -args[0].y * this.scale.y;\n }\n else\n {\n x = -args[0] * this.scale.x;\n y = -args[1] * this.scale.y;\n }\n\n if (x !== this.x || y !== this.y)\n {\n this.position.set(x, y);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Get how many world pixels fit in screen's width */\n get screenWidthInWorldPixels()\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Get how many world pixels fit on screen's height */\n get screenHeightInWorldPixels()\n {\n return this.screenHeight / this.scale.y;\n }\n\n /**\n * Find the scale value that fits a world width on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param width - Width in world pixels\n * @return - scale\n */\n findFitWidth(width)\n {\n return this.screenWidth / width;\n }\n\n /**\n * Finds the scale value that fits a world height on the screens\n * does not change the viewport (use fit... to change)\n *\n * @param height - Height in world pixels\n * @return - scale\n */\n findFitHeight(height)\n {\n return this.screenHeight / height;\n }\n\n /**\n * Finds the scale value that fits the smaller of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findFit(width, height)\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.min(scaleX, scaleY);\n }\n\n /**\n * Finds the scale value that fits the larger of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findCover(width, height)\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.max(scaleX, scaleY);\n }\n\n /**\n * Change zoom so the width fits in the viewport\n *\n * @param width - width in world coordinates\n * @param center - maintain the same center\n * @param scaleY - whether to set scaleY=scaleX\n * @param noClamp - whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitWidth(width = this.worldWidth, center, scaleY = true, noClamp)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.x = this.screenWidth / width;\n\n if (scaleY)\n {\n this.scale.y = this.scale.x;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so the height fits in the viewport\n *\n * @param {number} [height=this.worldHeight] in world coordinates\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {boolean} [scaleX=true] whether to set scaleX = scaleY\n * @param {boolean} [noClamp] whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitHeight(height = this.worldHeight, center, scaleX = true, noClamp)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.y = this.screenHeight / height;\n\n if (scaleX)\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the entire world in the viewport\n *\n * @param {boolean} center maintain the same center of the screen after zoom\n * @returns {Viewport} this\n */\n fitWorld(center)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / this.worldWidth;\n this.scale.y = this.screenHeight / this.worldHeight;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the size or the entire world in the viewport\n *\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {number} [width=this.worldWidth] desired width\n * @param {number} [height=this.worldHeight] desired height\n * @returns {Viewport} this\n */\n fit(center, width = this.worldWidth, height = this.worldHeight)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / width;\n this.scale.y = this.screenHeight / height;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport to specific value.\n *\n * @param {number} scale value (e.g., 1 would be 100%, 0.25 would be 25%)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n setZoom(scale, center)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.set(scale);\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport by a certain percent (in both x and y direction).\n *\n * @param {number} percent change (e.g., 0.25 would increase a starting scale of 1.0 to 1.25)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoomPercent(percent, center)\n {\n return this.setZoom(this.scale.x + (this.scale.x * percent), center);\n }\n\n /**\n * Zoom viewport by increasing/decreasing width by a certain number of pixels.\n *\n * @param {number} change in pixels\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoom(change, center)\n {\n this.fitWidth(change + this.worldScreenWidth, center);\n\n return this;\n }\n\n /** Changes scale of viewport and maintains center of viewport */\n get scaled()\n {\n return this.scale.x;\n }\n set scaled(scale)\n {\n this.setZoom(scale, true);\n }\n\n /**\n * Returns zoom to the desired scale\n *\n * @param {ISnapZoomOptions} options\n * @param {number} [options.width=0] - the desired width to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.height=0] - the desired height to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.time=1000] - time for snapping in ms\n * @param {(string|function)} [options.ease=easeInOutSine] ease function or name (see http://easings.net/\n * for supported names)\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of the viewport\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at the\n * desired zoom\n * @param {boolean} [options.noMove] - zoom but do not move\n */\n snapZoom(options)\n {\n this.plugins.add('snap-zoom', new SnapZoom(this, options));\n\n return this;\n }\n\n /** Is container out of world bounds */\n OOB()\n\n\n\n\n\n\n {\n return {\n left: this.left < 0,\n right: this.right > this.worldWidth,\n top: this.top < 0,\n bottom: this.bottom > this.worldHeight,\n cornerPoint: new math.Point(\n (this.worldWidth * this.scale.x) - this.screenWidth,\n (this.worldHeight * this.scale.y) - this.screenHeight\n )\n };\n }\n\n /** World coordinates of the right edge of the screen */\n get right()\n {\n return (-this.x / this.scale.x) + this.worldScreenWidth;\n }\n set right(value)\n {\n this.x = (-value * this.scale.x) + this.screenWidth;\n this.plugins.reset();\n }\n\n /** World coordinates of the left edge of the screen */\n get left()\n {\n return -this.x / this.scale.x;\n }\n set left(value)\n {\n this.x = -value * this.scale.x;\n this.plugins.reset();\n }\n\n /** World coordinates of the top edge of the screen */\n get top()\n {\n return -this.y / this.scale.y;\n }\n set top(value)\n {\n this.y = -value * this.scale.y;\n this.plugins.reset();\n }\n\n /** World coordinates of the bottom edge of the screen */\n get bottom()\n {\n return (-this.y / this.scale.y) + this.worldScreenHeight;\n }\n set bottom(value)\n {\n this.y = (-value * this.scale.y) + this.screenHeight;\n this.plugins.reset();\n }\n\n /**\n * Determines whether the viewport is dirty (i.e., needs to be rendered to the screen because of a change)\n */\n get dirty()\n {\n return !!this._dirty;\n }\n set dirty(value)\n {\n this._dirty = value;\n }\n\n /**\n * Permanently changes the Viewport's hitArea\n *\n * NOTE: if not set then hitArea = PIXI.Rectangle(Viewport.left, Viewport.top, Viewport.worldScreenWidth,\n * Viewport.worldScreenHeight)\n */\n get forceHitArea()\n {\n return this._forceHitArea;\n }\n set forceHitArea(value)\n {\n if (value)\n {\n this._forceHitArea = value;\n this.hitArea = value;\n }\n else\n {\n this._forceHitArea = null;\n this.hitArea = new math.Rectangle(0, 0, this.worldWidth, this.worldHeight);\n }\n }\n\n /**\n * Enable one-finger touch to drag\n *\n * NOTE: if you expect users to use right-click dragging, you should enable `viewport.options.disableOnContextMenu`\n * to avoid the context menu popping up on each right-click drag.\n *\n * @param {IDragOptions} [options]\n * @param {string} [options.direction=all] direction to drag\n * @param {boolean} [options.pressDrag=true] whether click to drag is active\n * @param {boolean} [options.wheel=true] use wheel to scroll in direction (unless wheel plugin is active)\n * @param {number} [options.wheelScroll=1] number of pixels to scroll with each wheel spin\n * @param {boolean} [options.reverse] reverse the direction of the wheel scroll\n * @param {(boolean|string)} [options.clampWheel=false] clamp wheel(to avoid weird bounce with mouse wheel)\n * @param {string} [options.underflow=center] where to place world if too small for screen\n * @param {number} [options.factor=1] factor to multiply drag to increase the speed of movement\n * @param {string} [options.mouseButtons=all] changes which mouse buttons trigger drag, use: 'all', 'left',\n * 'right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * viewport.options.disableOnContextMenu if you want to use right-click dragging\n * @param {string[]} [options.keyToPress=null] - array containing\n * {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of keys that can be\n * pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n * @param {boolean} [options.ignoreKeyToPressOnTouch=false] - ignore keyToPress for touch events\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @returns {Viewport} this\n */\n drag(options)\n {\n this.plugins.add('drag', new Drag(this, options));\n\n return this;\n }\n\n /**\n * Clamp to world boundaries or other provided boundaries\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary\n * [0, viewport.worldWidth/viewport.worldHeight], eg: to allow the world to be completely dragged offscreen,\n * set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the\n * appropriate boundaries\n *\n * NOTES:\n * clamp is disabled if called with no options; use { direction: 'all' } for all edge clamping\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n *\n * @param {object} [options]\n * @param {(number|boolean)} [options.left=false] - clamp left; true = 0\n * @param {(number|boolean)} [options.right=false] - clamp right; true = viewport.worldWidth\n * @param {(number|boolean)} [options.top=false] - clamp top; true = 0\n * @param {(number|boolean)} [options.bottom=false] - clamp bottom; true = viewport.worldHeight\n * @param {string} [direction] - (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight];\n * replaces left/right/top/bottom if set\n * @param {string} [underflow=center] - where to place world if too small for screen (e.g., top-right, center,\n * none, bottomLeft) * @returns {Viewport} this\n */\n clamp(options)\n {\n this.plugins.add('clamp', new Clamp(this, options));\n\n return this;\n }\n\n /**\n * Decelerate after a move\n *\n * NOTE: this fires 'moved' event during deceleration\n *\n * @param {IDecelerateOptions} [options]\n * @param {number} [options.friction=0.95] - percent to decelerate after movement\n * @param {number} [options.bounce=0.8] - percent to decelerate when past boundaries (only applicable when\n * viewport.bounce() is active)\n * @param {number} [options.minSpeed=0.01] - minimum velocity before stopping/reversing acceleration\n * @return {Viewport} this\n */\n decelerate(options)\n {\n this.plugins.add('decelerate', new Decelerate(this, options));\n\n return this;\n }\n\n /**\n * Bounce on borders\n * NOTES:\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n * fires 'moved', 'bounce-x-start', 'bounce-y-start', 'bounce-x-end', and 'bounce-y-end' events\n * @param {object} [options]\n * @param {string} [options.sides=all] - all, horizontal, vertical, or combination of top, bottom, right, left\n * (e.g., 'top-bottom-right')\n * @param {number} [options.friction=0.5] - friction to apply to decelerate if active\n * @param {number} [options.time=150] - time in ms to finish bounce\n * @param {object} [options.bounceBox] - use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight)\n * @param {number} [options.bounceBox.x=0]\n * @param {number} [options.bounceBox.y=0]\n * @param {number} [options.bounceBox.width=viewport.worldWidth]\n * @param {number} [options.bounceBox.height=viewport.worldHeight]\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name\n * (see http://easings.net/ for supported names)\n * @param {string} [options.underflow=center] - (top/bottom/center and left/right/center, or center)\n * where to place world if too small for screen\n * @return {Viewport} this\n */\n bounce(options)\n {\n this.plugins.add('bounce', new Bounce(this, options));\n\n return this;\n }\n\n /**\n * Enable pinch to zoom and two-finger touch to drag\n *\n * @param {PinchOptions} [options]\n * @param {boolean} [options.noDrag] - disable two-finger dragging\n * @param {number} [options.percent=1] - percent to modify pinch speed\n * @param {number} [options.factor=1] - factor to multiply two-finger drag to increase the speed of movement\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of two fingers\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n pinch(options)\n {\n this.plugins.add('pinch', new Pinch(this, options));\n\n return this;\n }\n\n /**\n * Snap to a point\n *\n * @param {number} x\n * @param {number} y\n * @param {ISnapOptions} [options]\n * @param {boolean} [options.topLeft] - snap to the top-left of viewport instead of center\n * @param {number} [options.friction=0.8] - friction/frame to apply if decelerate is active\n * @param {number} [options.time=1000] - time in ms to snap\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name (see http://easings.net/\n * for supported names)\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at\n * the desired location\n * @return {Viewport} this\n */\n snap(x, y, options)\n {\n this.plugins.add('snap', new Snap(this, x, y, options));\n\n return this;\n }\n\n /**\n * Follow a target\n *\n * NOTES:\n * uses the (x, y) as the center to follow; for PIXI.Sprite to work properly, use sprite.anchor.set(0.5)\n * options.acceleration is not perfect as it doesn't know the velocity of the target. It adds acceleration\n * to the start of movement and deceleration to the end of movement when the target is stopped.\n * To cancel the follow, use: `viewport.plugins.remove('follow')`\n *\n * @fires 'moved' event\n *\n * @param {PIXI.DisplayObject} target to follow\n * @param {IFollowOptions} [options]\n * @param {number} [options.speed=0] - to follow in pixels/frame (0=teleport to location)\n * @param {number} [options.acceleration] - set acceleration to accelerate and decelerate at this rate; speed\n * cannot be 0 to use acceleration\n * @param {number} [options.radius] - radius (in world coordinates) of center circle where movement is allowed\n * without moving the viewport * @returns {Viewport} this\n * @returns {Viewport} this\n */\n follow(target, options)\n {\n this.plugins.add('follow', new Follow(this, target, options));\n\n return this;\n }\n\n /**\n * Zoom using mouse wheel\n *\n * NOTE: the default event listener for 'wheel' event is document.body. Use `Viewport.options.divWheel` to\n * change this default\n *\n * @param {IWheelOptions} [options]\n * @param {number} [options.percent=0.1] - percent to scroll with each spin\n * @param {number} [options.smooth] - smooth the zooming by providing the number of frames to zoom between wheel spins\n * @param {boolean} [options.interrupt=true] - stop smoothing with any user input on the viewport\n * @param {boolean} [options.reverse] - reverse the direction of the scroll\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of current mouse position\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n wheel(options)\n {\n this.plugins.add('wheel', new Wheel(this, options));\n\n return this;\n }\n\n /**\n * Animate the position and/or scale of the viewport\n * To set the zoom level, use: (1) scale, (2) scaleX and scaleY, or (3) width and/or height\n * @param {object} options\n * @param {number} [options.time=1000] - time to animate\n * @param {PIXI.Point} [options.position=viewport.center] - position to move viewport\n * @param {number} [options.width] - desired viewport width in world pixels (use instead of scale;\n * aspect ratio is maintained if height is not provided)\n * @param {number} [options.height] - desired viewport height in world pixels (use instead of scale;\n * aspect ratio is maintained if width is not provided)\n * @param {number} [options.scale] - scale to change zoom (scale.x = scale.y)\n * @param {number} [options.scaleX] - independently change zoom in x-direction\n * @param {number} [options.scaleY] - independently change zoom in y-direction\n * @param {(function|string)} [options.ease=linear] - easing function to use\n * @param {function} [options.callbackOnComplete]\n * @param {boolean} [options.removeOnInterrupt] removes this plugin if interrupted by any user input\n * @returns {Viewport} this\n */\n animate(options)\n {\n this.plugins.add('animate', new Animate(this, options));\n\n return this;\n }\n\n /**\n * Enable clamping of zoom to constraints\n *\n * The minWidth/Height settings are how small the world can get (as it would appear on the screen)\n * before clamping. The maxWidth/maxHeight is how larger the world can scale (as it would appear on\n * the screen) before clamping.\n *\n * For example, if you have a world size of 1000 x 1000 and a screen size of 100 x 100, if you set\n * minWidth/Height = 100 then the world will not be able to zoom smaller than the screen size (ie,\n * zooming out so it appears smaller than the screen). Similarly, if you set maxWidth/Height = 100\n * the world will not be able to zoom larger than the screen size (ie, zooming in so it appears\n * larger than the screen).\n *\n * @param {object} [options]\n * @param {number} [options.minWidth] - minimum width\n * @param {number} [options.minHeight] - minimum height\n * @param {number} [options.maxWidth] - maximum width\n * @param {number} [options.maxHeight] - maximum height\n * @param {number} [options.minScale] - minimum scale\n * @param {number} [options.maxScale] - minimum scale\n * @return {Viewport} this\n */\n clampZoom(options)\n {\n this.plugins.add('clamp-zoom', new ClampZoom(this, options));\n\n return this;\n }\n\n /**\n * Scroll viewport when mouse hovers near one of the edges or radius-distance from center of screen.\n *\n * NOTES: fires 'moved' event; there's a known bug where the mouseEdges does not work properly with \"windowed\" viewports\n *\n * @param {IMouseEdgesOptions} [options]\n * @param {number} [options.radius] - distance from center of screen in screen pixels\n * @param {number} [options.distance] - distance from all sides in screen pixels\n * @param {number} [options.top] - alternatively, set top distance (leave unset for no top scroll)\n * @param {number} [options.bottom] - alternatively, set bottom distance (leave unset for no top scroll)\n * @param {number} [options.left] - alternatively, set left distance (leave unset for no top scroll)\n * @param {number} [options.right] - alternatively, set right distance (leave unset for no top scroll)\n * @param {number} [options.speed=8] - speed in pixels/frame to scroll viewport\n * @param {boolean} [options.reverse] - reverse direction of scroll\n * @param {boolean} [options.noDecelerate] - don't use decelerate plugin even if it's installed\n * @param {boolean} [options.linear] - if using radius, use linear movement (+/- 1, +/- 1) instead of angled\n * movement (Math.cos(angle from center), Math.sin(angle from center))\n * @param {boolean} [options.allowButtons] allows plugin to continue working even when there's a mousedown event\n */\n mouseEdges(options)\n {\n this.plugins.add('mouse-edges', new MouseEdges(this, options));\n\n return this;\n }\n\n /** Pause viewport (including animation updates such as decelerate) */\n get pause()\n {\n return !!this._pause;\n }\n set pause(value)\n {\n this._pause = value;\n\n this.lastViewport = null;\n this.moving = false;\n this.zooming = false;\n\n if (value)\n {\n this.input.pause();\n }\n }\n\n /**\n * Move the viewport so the bounding box is visible\n *\n * @param x - left\n * @param y - top\n * @param width\n * @param height\n * @param resizeToFit - Resize the viewport so the box fits within the viewport\n */\n ensureVisible(x, y, width, height, resizeToFit)\n {\n if (resizeToFit && (width > this.worldScreenWidth || height > this.worldScreenHeight))\n {\n this.fit(true, width, height);\n this.emit('zoomed', { viewport: this, type: 'ensureVisible' });\n }\n let moved = false;\n\n if (x < this.left)\n {\n this.left = x;\n moved = true;\n }\n else if (x + width > this.right)\n {\n this.right = x + width;\n moved = true;\n }\n if (y < this.top)\n {\n this.top = y;\n moved = true;\n }\n else if (y + height > this.bottom)\n {\n this.bottom = y + height;\n moved = true;\n }\n if (moved)\n {\n this.emit('moved', { viewport: this, type: 'ensureVisible' });\n }\n }\n }\n\n /**\n * Fires after a mouse or touch click\n * @event Viewport#clicked\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n /**\n * Fires when a drag starts\n * @event Viewport#drag-start\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n /**\n * Fires when a drag ends\n * @event Viewport#drag-end\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n /**\n * Fires when a pinch starts\n * @event Viewport#pinch-start\n * @type {Viewport}\n */\n\n /**\n * Fires when a pinch end\n * @event Viewport#pinch-end\n * @type {Viewport}\n */\n\n /**\n * Fires when a snap starts\n * @event Viewport#snap-start\n * @type {Viewport}\n */\n\n /**\n * Fires when a snap ends\n * @event Viewport#snap-end\n * @type {Viewport}\n */\n\n /**\n * Fires when a snap-zoom starts\n * @event Viewport#snap-zoom-start\n * @type {Viewport}\n */\n\n /**\n * Fires when a snap-zoom ends\n * @event Viewport#snap-zoom-end\n * @type {Viewport}\n */\n\n /**\n * Fires when a bounce starts in the x direction\n * @event Viewport#bounce-x-start\n * @type {Viewport}\n */\n\n /**\n * Fires when a bounce ends in the x direction\n * @event Viewport#bounce-x-end\n * @type {Viewport}\n */\n\n /**\n * Fires when a bounce starts in the y direction\n * @event Viewport#bounce-y-start\n * @type {Viewport}\n */\n\n /**\n * Fires when a bounce ends in the y direction\n * @event Viewport#bounce-y-end\n * @type {Viewport}\n */\n\n /**\n * Fires when for a mouse wheel event\n * @event Viewport#wheel\n * @type {object}\n * @property {object} wheel\n * @property {number} wheel.dx\n * @property {number} wheel.dy\n * @property {number} wheel.dz\n * @property {Viewport} viewport\n */\n\n /**\n * Fires when a wheel-scroll occurs\n * @event Viewport#wheel-scroll\n * @type {Viewport}\n */\n\n /**\n * Fires when a mouse-edge starts to scroll\n * @event Viewport#mouse-edge-start\n * @type {Viewport}\n */\n\n /**\n * Fires when the mouse-edge scrolling ends\n * @event Viewport#mouse-edge-end\n * @type {Viewport}\n */\n\n /**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#moved\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type - (drag, snap, pinch, follow, bounce-x, bounce-y,\n * clamp-x, clamp-y, decelerate, mouse-edges, wheel, ensureVisible)\n */\n\n /**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#zoomed\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type (drag-zoom, pinch, wheel, clamp-zoom, ensureVisible)\n */\n\n /**\n * Fires when viewport stops moving\n * @event Viewport#moved-end\n * @type {Viewport}\n */\n\n /**\n * Fires when viewport stops zooming\n * @event Viewport#zoomed-end\n * @type {Viewport}\n */\n\n /**\n * Fires at the end of an update frame\n * @event Viewport#frame-end\n * @type {Viewport}\n */\n\n exports.Animate = Animate;\n exports.Bounce = Bounce;\n exports.Clamp = Clamp;\n exports.ClampZoom = ClampZoom;\n exports.Decelerate = Decelerate;\n exports.Drag = Drag;\n exports.Follow = Follow;\n exports.InputManager = InputManager;\n exports.MouseEdges = MouseEdges;\n exports.Pinch = Pinch;\n exports.Plugin = Plugin;\n exports.PluginManager = PluginManager;\n exports.Snap = Snap;\n exports.SnapZoom = SnapZoom;\n exports.Viewport = Viewport;\n exports.Wheel = Wheel;\n\n Object.defineProperty(exports, '__esModule', { value: true });\n\n}));\nif (typeof pixi_viewport !== 'undefined') { Object.assign(this.PIXI, pixi_viewport); }\n//# sourceMappingURL=viewport.min.js.map\n","/*!\n * @pixi/math - v6.5.7\n * Compiled Thu, 20 Oct 2022 15:13:33 UTC\n *\n * @pixi/math is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Two Pi.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar PI_2 = Math.PI * 2;\n/**\n * Conversion factor for converting radians to degrees.\n * @static\n * @member {number} RAD_TO_DEG\n * @memberof PIXI\n */\nvar RAD_TO_DEG = 180 / Math.PI;\n/**\n * Conversion factor for converting degrees to radians.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar DEG_TO_RAD = Math.PI / 180;\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n * @static\n * @memberof PIXI\n * @enum {number}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n */\nvar SHAPES;\n(function (SHAPES) {\n SHAPES[SHAPES[\"POLY\"] = 0] = \"POLY\";\n SHAPES[SHAPES[\"RECT\"] = 1] = \"RECT\";\n SHAPES[SHAPES[\"CIRC\"] = 2] = \"CIRC\";\n SHAPES[SHAPES[\"ELIP\"] = 3] = \"ELIP\";\n SHAPES[SHAPES[\"RREC\"] = 4] = \"RREC\";\n})(SHAPES || (SHAPES = {}));\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis\n * @class\n * @memberof PIXI\n * @implements {IPoint}\n */\nvar Point = /** @class */ (function () {\n /**\n * Creates a new `Point`\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function Point(x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n /** Position of the point on the x axis */\n this.x = 0;\n /** Position of the point on the y axis */\n this.y = 0;\n this.x = x;\n this.y = y;\n }\n /**\n * Creates a clone of this point\n * @returns A clone of this point\n */\n Point.prototype.clone = function () {\n return new Point(this.x, this.y);\n };\n /**\n * Copies `x` and `y` from the given point into this point\n * @param p - The point to copy from\n * @returns The point instance itself\n */\n Point.prototype.copyFrom = function (p) {\n this.set(p.x, p.y);\n return this;\n };\n /**\n * Copies this point's x and y into the given point (`p`).\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n Point.prototype.copyTo = function (p) {\n p.set(this.x, this.y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n Point.prototype.equals = function (p) {\n return (p.x === this.x) && (p.y === this.y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the `x` axis\n * @param {number} [y=x] - position of the point on the `y` axis\n * @returns The point instance itself\n */\n Point.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n this.x = x;\n this.y = y;\n return this;\n };\n Point.prototype.toString = function () {\n return \"[@pixi/math:Point x=\" + this.x + \" y=\" + this.y + \"]\";\n };\n return Point;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\n/**\n * Size object, contains width and height\n * @memberof PIXI\n * @typedef {object} ISize\n * @property {number} width - Width component\n * @property {number} height - Height component\n */\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n * @memberof PIXI\n */\nvar Rectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rectangle\n * @param y - The Y coordinate of the upper-left corner of the rectangle\n * @param width - The overall width of the rectangle\n * @param height - The overall height of the rectangle\n */\n function Rectangle(x, y, width, height) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this.x = Number(x);\n this.y = Number(y);\n this.width = Number(width);\n this.height = Number(height);\n this.type = SHAPES.RECT;\n }\n Object.defineProperty(Rectangle.prototype, \"left\", {\n /** Returns the left edge of the rectangle. */\n get: function () {\n return this.x;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"right\", {\n /** Returns the right edge of the rectangle. */\n get: function () {\n return this.x + this.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"top\", {\n /** Returns the top edge of the rectangle. */\n get: function () {\n return this.y;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"bottom\", {\n /** Returns the bottom edge of the rectangle. */\n get: function () {\n return this.y + this.height;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle, \"EMPTY\", {\n /** A constant empty rectangle. */\n get: function () {\n return new Rectangle(0, 0, 0, 0);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates a clone of this Rectangle\n * @returns a copy of the rectangle\n */\n Rectangle.prototype.clone = function () {\n return new Rectangle(this.x, this.y, this.width, this.height);\n };\n /**\n * Copies another rectangle to this one.\n * @param rectangle - The rectangle to copy from.\n * @returns Returns itself.\n */\n Rectangle.prototype.copyFrom = function (rectangle) {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n return this;\n };\n /**\n * Copies this rectangle to another one.\n * @param rectangle - The rectangle to copy to.\n * @returns Returns given parameter.\n */\n Rectangle.prototype.copyTo = function (rectangle) {\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n return rectangle;\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Rectangle\n */\n Rectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x < this.x + this.width) {\n if (y >= this.y && y < this.y + this.height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object.\n * Returns true only if the area of the intersection is >0, this means that Rectangles\n * sharing a side are not overlapping. Another side effect is that an arealess rectangle\n * (width or height equal to zero) can't intersect any other rectangle.\n * @param {Rectangle} other - The Rectangle to intersect with `this`.\n * @param {Matrix} transform - The transformation matrix of `other`.\n * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`.\n */\n Rectangle.prototype.intersects = function (other, transform) {\n if (!transform) {\n var x0_1 = this.x < other.x ? other.x : this.x;\n var x1_1 = this.right > other.right ? other.right : this.right;\n if (x1_1 <= x0_1) {\n return false;\n }\n var y0_1 = this.y < other.y ? other.y : this.y;\n var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom;\n return y1_1 > y0_1;\n }\n var x0 = this.left;\n var x1 = this.right;\n var y0 = this.top;\n var y1 = this.bottom;\n if (x1 <= x0 || y1 <= y0) {\n return false;\n }\n var lt = tempPoints[0].set(other.left, other.top);\n var lb = tempPoints[1].set(other.left, other.bottom);\n var rt = tempPoints[2].set(other.right, other.top);\n var rb = tempPoints[3].set(other.right, other.bottom);\n if (rt.x <= lt.x || lb.y <= lt.y) {\n return false;\n }\n var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c));\n if (s === 0) {\n return false;\n }\n transform.apply(lt, lt);\n transform.apply(lb, lb);\n transform.apply(rt, rt);\n transform.apply(rb, rb);\n if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0\n || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1\n || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0\n || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) {\n return false;\n }\n var nx = s * (lb.y - lt.y);\n var ny = s * (lt.x - lb.x);\n var n00 = (nx * x0) + (ny * y0);\n var n10 = (nx * x1) + (ny * y0);\n var n01 = (nx * x0) + (ny * y1);\n var n11 = (nx * x1) + (ny * y1);\n if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y)\n || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) {\n return false;\n }\n var mx = s * (lt.y - rt.y);\n var my = s * (rt.x - lt.x);\n var m00 = (mx * x0) + (my * y0);\n var m10 = (mx * x1) + (my * y0);\n var m01 = (mx * x0) + (my * y1);\n var m11 = (mx * x1) + (my * y1);\n if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y)\n || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) {\n return false;\n }\n return true;\n };\n /**\n * Pads the rectangle making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n * @returns Returns itself.\n */\n Rectangle.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n this.x -= paddingX;\n this.y -= paddingY;\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n return this;\n };\n /**\n * Fits this rectangle around the passed one.\n * @param rectangle - The rectangle to fit.\n * @returns Returns itself.\n */\n Rectangle.prototype.fit = function (rectangle) {\n var x1 = Math.max(this.x, rectangle.x);\n var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.max(this.y, rectangle.y);\n var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = Math.max(x2 - x1, 0);\n this.y = y1;\n this.height = Math.max(y2 - y1, 0);\n return this;\n };\n /**\n * Enlarges rectangle that way its corners lie on grid\n * @param resolution - resolution\n * @param eps - precision\n * @returns Returns itself.\n */\n Rectangle.prototype.ceil = function (resolution, eps) {\n if (resolution === void 0) { resolution = 1; }\n if (eps === void 0) { eps = 0.001; }\n var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n return this;\n };\n /**\n * Enlarges this rectangle to include the passed rectangle.\n * @param rectangle - The rectangle to include.\n * @returns Returns itself.\n */\n Rectangle.prototype.enlarge = function (rectangle) {\n var x1 = Math.min(this.x, rectangle.x);\n var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.min(this.y, rectangle.y);\n var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n return this;\n };\n Rectangle.prototype.toString = function () {\n return \"[@pixi/math:Rectangle x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Rectangle;\n}());\n\n/**\n * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Circle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this circle\n * @param y - The Y coordinate of the center of this circle\n * @param radius - The radius of the circle\n */\n function Circle(x, y, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (radius === void 0) { radius = 0; }\n this.x = x;\n this.y = y;\n this.radius = radius;\n this.type = SHAPES.CIRC;\n }\n /**\n * Creates a clone of this Circle instance\n * @returns A copy of the Circle\n */\n Circle.prototype.clone = function () {\n return new Circle(this.x, this.y, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this circle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Circle\n */\n Circle.prototype.contains = function (x, y) {\n if (this.radius <= 0) {\n return false;\n }\n var r2 = this.radius * this.radius;\n var dx = (this.x - x);\n var dy = (this.y - y);\n dx *= dx;\n dy *= dy;\n return (dx + dy <= r2);\n };\n /**\n * Returns the framing rectangle of the circle as a Rectangle object\n * @returns The framing rectangle\n */\n Circle.prototype.getBounds = function () {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n };\n Circle.prototype.toString = function () {\n return \"[@pixi/math:Circle x=\" + this.x + \" y=\" + this.y + \" radius=\" + this.radius + \"]\";\n };\n return Circle;\n}());\n\n/**\n * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Ellipse = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this ellipse\n * @param y - The Y coordinate of the center of this ellipse\n * @param halfWidth - The half width of this ellipse\n * @param halfHeight - The half height of this ellipse\n */\n function Ellipse(x, y, halfWidth, halfHeight) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (halfWidth === void 0) { halfWidth = 0; }\n if (halfHeight === void 0) { halfHeight = 0; }\n this.x = x;\n this.y = y;\n this.width = halfWidth;\n this.height = halfHeight;\n this.type = SHAPES.ELIP;\n }\n /**\n * Creates a clone of this Ellipse instance\n * @returns {PIXI.Ellipse} A copy of the ellipse\n */\n Ellipse.prototype.clone = function () {\n return new Ellipse(this.x, this.y, this.width, this.height);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this ellipse\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coords are within this ellipse\n */\n Ellipse.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n // normalize the coords to an ellipse with center 0,0\n var normx = ((x - this.x) / this.width);\n var normy = ((y - this.y) / this.height);\n normx *= normx;\n normy *= normy;\n return (normx + normy <= 1);\n };\n /**\n * Returns the framing rectangle of the ellipse as a Rectangle object\n * @returns The framing rectangle\n */\n Ellipse.prototype.getBounds = function () {\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n };\n Ellipse.prototype.toString = function () {\n return \"[@pixi/math:Ellipse x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Ellipse;\n}());\n\n/**\n * A class to define a shape via user defined coordinates.\n * @memberof PIXI\n */\nvar Polygon = /** @class */ (function () {\n /**\n * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points\n * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or\n * the arguments passed can be all the points of the polygon e.g.\n * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat\n * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.\n */\n function Polygon() {\n var arguments$1 = arguments;\n\n var points = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n points[_i] = arguments$1[_i];\n }\n var flat = Array.isArray(points[0]) ? points[0] : points;\n // if this is an array of points, convert it to a flat array of numbers\n if (typeof flat[0] !== 'number') {\n var p = [];\n for (var i = 0, il = flat.length; i < il; i++) {\n p.push(flat[i].x, flat[i].y);\n }\n flat = p;\n }\n this.points = flat;\n this.type = SHAPES.POLY;\n this.closeStroke = true;\n }\n /**\n * Creates a clone of this polygon.\n * @returns - A copy of the polygon.\n */\n Polygon.prototype.clone = function () {\n var points = this.points.slice();\n var polygon = new Polygon(points);\n polygon.closeStroke = this.closeStroke;\n return polygon;\n };\n /**\n * Checks whether the x and y coordinates passed to this function are contained within this polygon.\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this polygon.\n */\n Polygon.prototype.contains = function (x, y) {\n var inside = false;\n // use some raycasting to test hits\n // https://github.com/substack/point-in-polygon/blob/master/index.js\n var length = this.points.length / 2;\n for (var i = 0, j = length - 1; i < length; j = i++) {\n var xi = this.points[i * 2];\n var yi = this.points[(i * 2) + 1];\n var xj = this.points[j * 2];\n var yj = this.points[(j * 2) + 1];\n var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);\n if (intersect) {\n inside = !inside;\n }\n }\n return inside;\n };\n Polygon.prototype.toString = function () {\n return \"[@pixi/math:Polygon\"\n + (\"closeStroke=\" + this.closeStroke)\n + (\"points=\" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + \", \" + currentPoint; }, '') + \"]\");\n };\n return Polygon;\n}());\n\n/**\n * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its\n * top-left corner point (x, y) and by its width and its height and its radius.\n * @memberof PIXI\n */\nvar RoundedRectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rounded rectangle\n * @param y - The Y coordinate of the upper-left corner of the rounded rectangle\n * @param width - The overall width of this rounded rectangle\n * @param height - The overall height of this rounded rectangle\n * @param radius - Controls the radius of the rounded corners\n */\n function RoundedRectangle(x, y, width, height, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n if (radius === void 0) { radius = 20; }\n this.x = x;\n this.y = y;\n this.width = width;\n this.height = height;\n this.radius = radius;\n this.type = SHAPES.RREC;\n }\n /**\n * Creates a clone of this Rounded Rectangle.\n * @returns - A copy of the rounded rectangle.\n */\n RoundedRectangle.prototype.clone = function () {\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rounded Rectangle\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this Rounded Rectangle.\n */\n RoundedRectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width) {\n if (y >= this.y && y <= this.y + this.height) {\n var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2));\n if ((y >= this.y + radius && y <= this.y + this.height - radius)\n || (x >= this.x + radius && x <= this.x + this.width - radius)) {\n return true;\n }\n var dx = x - (this.x + radius);\n var dy = y - (this.y + radius);\n var radius2 = radius * radius;\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + this.width - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dy = y - (this.y + this.height - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n }\n }\n return false;\n };\n RoundedRectangle.prototype.toString = function () {\n return \"[@pixi/math:RoundedRectangle x=\" + this.x + \" y=\" + this.y\n + (\"width=\" + this.width + \" height=\" + this.height + \" radius=\" + this.radius + \"]\");\n };\n return RoundedRectangle;\n}());\n\n/**\n * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis.\n *\n * An `ObservablePoint` is a point that triggers a callback when the point's position is changed.\n * @memberof PIXI\n */\nvar ObservablePoint = /** @class */ (function () {\n /**\n * Creates a new `ObservablePoint`\n * @param cb - callback function triggered when `x` and/or `y` are changed\n * @param scope - owner of callback\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function ObservablePoint(cb, scope, x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n this._x = x;\n this._y = y;\n this.cb = cb;\n this.scope = scope;\n }\n /**\n * Creates a clone of this point.\n * The callback and scope params can be overridden otherwise they will default\n * to the clone object's values.\n * @override\n * @param cb - The callback function triggered when `x` and/or `y` are changed\n * @param scope - The owner of the callback\n * @returns a copy of this observable point\n */\n ObservablePoint.prototype.clone = function (cb, scope) {\n if (cb === void 0) { cb = this.cb; }\n if (scope === void 0) { scope = this.scope; }\n return new ObservablePoint(cb, scope, this._x, this._y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n if (this._x !== x || this._y !== y) {\n this._x = x;\n this._y = y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies x and y from the given point (`p`)\n * @param p - The point to copy from. Can be any of type that is or extends `IPointData`\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.copyFrom = function (p) {\n if (this._x !== p.x || this._y !== p.y) {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies this point's x and y into that of the given point (`p`)\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n ObservablePoint.prototype.copyTo = function (p) {\n p.set(this._x, this._y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n ObservablePoint.prototype.equals = function (p) {\n return (p.x === this._x) && (p.y === this._y);\n };\n ObservablePoint.prototype.toString = function () {\n return \"[@pixi/math:ObservablePoint x=\" + 0 + \" y=\" + 0 + \" scope=\" + this.scope + \"]\";\n };\n Object.defineProperty(ObservablePoint.prototype, \"x\", {\n /** Position of the observable point on the x axis. */\n get: function () {\n return this._x;\n },\n set: function (value) {\n if (this._x !== value) {\n this._x = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ObservablePoint.prototype, \"y\", {\n /** Position of the observable point on the y axis. */\n get: function () {\n return this._y;\n },\n set: function (value) {\n if (this._y !== value) {\n this._y = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n return ObservablePoint;\n}());\n\n/**\n * The PixiJS Matrix as a class makes it a lot faster.\n *\n * Here is a representation of it:\n * ```js\n * | a | c | tx|\n * | b | d | ty|\n * | 0 | 0 | 1 |\n * ```\n * @memberof PIXI\n */\nvar Matrix = /** @class */ (function () {\n /**\n * @param a - x scale\n * @param b - y skew\n * @param c - x skew\n * @param d - y scale\n * @param tx - x translation\n * @param ty - y translation\n */\n function Matrix(a, b, c, d, tx, ty) {\n if (a === void 0) { a = 1; }\n if (b === void 0) { b = 0; }\n if (c === void 0) { c = 0; }\n if (d === void 0) { d = 1; }\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n this.array = null;\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n }\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n * @param array - The array that the matrix will be populated from.\n */\n Matrix.prototype.fromArray = function (array) {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n };\n /**\n * Sets the matrix properties.\n * @param a - Matrix component\n * @param b - Matrix component\n * @param c - Matrix component\n * @param d - Matrix component\n * @param tx - Matrix component\n * @param ty - Matrix component\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.set = function (a, b, c, d, tx, ty) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n return this;\n };\n /**\n * Creates an array from the current Matrix object.\n * @param transpose - Whether we need to transpose the matrix or not\n * @param [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @returns The newly created array which contains the matrix\n */\n Matrix.prototype.toArray = function (transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n var array = out || this.array;\n if (transpose) {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n }\n else {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n return array;\n };\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, transformed through this matrix\n */\n Matrix.prototype.apply = function (pos, newPos) {\n newPos = (newPos || new Point());\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.a * x) + (this.c * y) + this.tx;\n newPos.y = (this.b * x) + (this.d * y) + this.ty;\n return newPos;\n };\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n Matrix.prototype.applyInverse = function (pos, newPos) {\n newPos = (newPos || new Point());\n var id = 1 / ((this.a * this.d) + (this.c * -this.b));\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);\n newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);\n return newPos;\n };\n /**\n * Translates the matrix on the x and y.\n * @param x - How much to translate x by\n * @param y - How much to translate y by\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.translate = function (x, y) {\n this.tx += x;\n this.ty += y;\n return this;\n };\n /**\n * Applies a scale transformation to the matrix.\n * @param x - The amount to scale horizontally\n * @param y - The amount to scale vertically\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.scale = function (x, y) {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n return this;\n };\n /**\n * Applies a rotation transformation to the matrix.\n * @param angle - The angle in radians.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.rotate = function (angle) {\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n var a1 = this.a;\n var c1 = this.c;\n var tx1 = this.tx;\n this.a = (a1 * cos) - (this.b * sin);\n this.b = (a1 * sin) + (this.b * cos);\n this.c = (c1 * cos) - (this.d * sin);\n this.d = (c1 * sin) + (this.d * cos);\n this.tx = (tx1 * cos) - (this.ty * sin);\n this.ty = (tx1 * sin) + (this.ty * cos);\n return this;\n };\n /**\n * Appends the given Matrix to this Matrix.\n * @param matrix - The matrix to append.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.append = function (matrix) {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n this.a = (matrix.a * a1) + (matrix.b * c1);\n this.b = (matrix.a * b1) + (matrix.b * d1);\n this.c = (matrix.c * a1) + (matrix.d * c1);\n this.d = (matrix.c * b1) + (matrix.d * d1);\n this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;\n this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;\n return this;\n };\n /**\n * Sets the matrix based on all the available properties\n * @param x - Position on the x axis\n * @param y - Position on the y axis\n * @param pivotX - Pivot on the x axis\n * @param pivotY - Pivot on the y axis\n * @param scaleX - Scale on the x axis\n * @param scaleY - Scale on the y axis\n * @param rotation - Rotation in radians\n * @param skewX - Skew on the x axis\n * @param skewY - Skew on the y axis\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n this.a = Math.cos(rotation + skewY) * scaleX;\n this.b = Math.sin(rotation + skewY) * scaleX;\n this.c = -Math.sin(rotation - skewX) * scaleY;\n this.d = Math.cos(rotation - skewX) * scaleY;\n this.tx = x - ((pivotX * this.a) + (pivotY * this.c));\n this.ty = y - ((pivotX * this.b) + (pivotY * this.d));\n return this;\n };\n /**\n * Prepends the given Matrix to this Matrix.\n * @param matrix - The matrix to prepend\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.prepend = function (matrix) {\n var tx1 = this.tx;\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n var a1 = this.a;\n var c1 = this.c;\n this.a = (a1 * matrix.a) + (this.b * matrix.c);\n this.b = (a1 * matrix.b) + (this.b * matrix.d);\n this.c = (c1 * matrix.a) + (this.d * matrix.c);\n this.d = (c1 * matrix.b) + (this.d * matrix.d);\n }\n this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;\n this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;\n return this;\n };\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n * @param transform - The transform to apply the properties to.\n * @returns The transform with the newly applied properties\n */\n Matrix.prototype.decompose = function (transform) {\n // sort out rotation / skew..\n var a = this.a;\n var b = this.b;\n var c = this.c;\n var d = this.d;\n var pivot = transform.pivot;\n var skewX = -Math.atan2(-c, d);\n var skewY = Math.atan2(b, a);\n var delta = Math.abs(skewX + skewY);\n if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n }\n else {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n // next set scale\n transform.scale.x = Math.sqrt((a * a) + (b * b));\n transform.scale.y = Math.sqrt((c * c) + (d * d));\n // next set position\n transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c));\n transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d));\n return transform;\n };\n /**\n * Inverts this matrix\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.invert = function () {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n var tx1 = this.tx;\n var n = (a1 * d1) - (b1 * c1);\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;\n this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;\n return this;\n };\n /**\n * Resets this Matrix to an identity (default) matrix.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.identity = function () {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n return this;\n };\n /**\n * Creates a new Matrix object with the same values as this one.\n * @returns A copy of this matrix. Good for chaining method calls.\n */\n Matrix.prototype.clone = function () {\n var matrix = new Matrix();\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n * @param matrix - The matrix to copy to.\n * @returns The matrix given in parameter with its values updated.\n */\n Matrix.prototype.copyTo = function (matrix) {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the matrix to be the same as the ones in given matrix\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @returns {PIXI.Matrix} this\n */\n Matrix.prototype.copyFrom = function (matrix) {\n this.a = matrix.a;\n this.b = matrix.b;\n this.c = matrix.c;\n this.d = matrix.d;\n this.tx = matrix.tx;\n this.ty = matrix.ty;\n return this;\n };\n Matrix.prototype.toString = function () {\n return \"[@pixi/math:Matrix a=\" + this.a + \" b=\" + this.b + \" c=\" + this.c + \" d=\" + this.d + \" tx=\" + this.tx + \" ty=\" + this.ty + \"]\";\n };\n Object.defineProperty(Matrix, \"IDENTITY\", {\n /**\n * A default (identity) matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Matrix, \"TEMP_MATRIX\", {\n /**\n * A temp matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n return Matrix;\n}());\n\n// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group\n/*\n * Transform matrix for operation n is:\n * | ux | vx |\n * | uy | vy |\n */\nvar ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nvar uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\n/**\n * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * for the composition of each rotation in the dihederal group D8.\n * @type {number[][]}\n * @private\n */\nvar rotationCayley = [];\n/**\n * Matrices for each `GD8Symmetry` rotation.\n * @type {PIXI.Matrix[]}\n * @private\n */\nvar rotationMatrices = [];\n/*\n * Alias for {@code Math.sign}.\n */\nvar signum = Math.sign;\n/*\n * Initializes `rotationCayley` and `rotationMatrices`. It is called\n * only once below.\n */\nfunction init() {\n for (var i = 0; i < 16; i++) {\n var row = [];\n rotationCayley.push(row);\n for (var j = 0; j < 16; j++) {\n /* Multiplies rotation matrices i and j. */\n var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));\n var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));\n var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));\n var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));\n /* Finds rotation matrix matching the product and pushes it. */\n for (var k = 0; k < 16; k++) {\n if (ux[k] === _ux && uy[k] === _uy\n && vx[k] === _vx && vy[k] === _vy) {\n row.push(k);\n break;\n }\n }\n }\n }\n for (var i = 0; i < 16; i++) {\n var mat = new Matrix();\n mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);\n rotationMatrices.push(mat);\n }\n}\ninit();\n/**\n * @memberof PIXI\n * @typedef {number} GD8Symmetry\n * @see PIXI.groupD8\n */\n/**\n * Implements the dihedral group D8, which is similar to\n * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};\n * D8 is the same but with diagonals, and it is used for texture\n * rotations.\n *\n * The directions the U- and V- axes after rotation\n * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`\n * and `(vX(a), vY(a))`. These aren't necessarily unit vectors.\n *\n * **Origin:**
                                                                        \n * This is the small part of gameofbombs.com portal system. It works.\n * @see PIXI.groupD8.E\n * @see PIXI.groupD8.SE\n * @see PIXI.groupD8.S\n * @see PIXI.groupD8.SW\n * @see PIXI.groupD8.W\n * @see PIXI.groupD8.NW\n * @see PIXI.groupD8.N\n * @see PIXI.groupD8.NE\n * @author Ivan @ivanpopelyshev\n * @namespace PIXI.groupD8\n * @memberof PIXI\n */\nvar groupD8 = {\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 0° | East |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n E: 0,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 45°↻ | Southeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SE: 1,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 90°↻ | South |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n S: 2,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 135°↻ | Southwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SW: 3,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 180° | West |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n W: 4,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -135°/225°↻ | Northwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NW: 5,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -90°/270°↻ | North |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n N: 6,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -45°/315°↻ | Northeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NE: 7,\n /**\n * Reflection about Y-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_VERTICAL: 8,\n /**\n * Reflection about the main diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MAIN_DIAGONAL: 10,\n /**\n * Reflection about X-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_HORIZONTAL: 12,\n /**\n * Reflection about reverse diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n REVERSE_DIAGONAL: 14,\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the U-axis\n * after rotating the axes.\n */\n uX: function (ind) { return ux[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis\n * after rotating the axes.\n */\n uY: function (ind) { return uy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the V-axis\n * after rotating the axes.\n */\n vX: function (ind) { return vx[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis\n * after rotating the axes.\n */\n vY: function (ind) { return vy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite\n * is needed. Only rotations have opposite symmetries while\n * reflections don't.\n * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation`\n */\n inv: function (rotation) {\n if (rotation & 8) // true only if between 8 & 15 (reflections)\n {\n return rotation & 15; // or rotation % 16\n }\n return (-rotation) & 7; // or (8 - rotation) % 8\n },\n /**\n * Composes the two D8 operations.\n *\n * Taking `^` as reflection:\n *\n * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |\n * |-------|-----|-----|-----|-----|------|-------|-------|-------|\n * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |\n * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |\n * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |\n * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |\n * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |\n * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |\n * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |\n * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |\n *\n * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which\n * is the row in the above cayley table.\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which\n * is the column in the above cayley table.\n * @returns {PIXI.GD8Symmetry} Composed operation\n */\n add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); },\n /**\n * Reverse of `add`.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation\n * @returns {PIXI.GD8Symmetry} Result\n */\n sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); },\n /**\n * Adds 180 degrees to rotation, which is a commutative\n * operation.\n * @memberof PIXI.groupD8\n * @param {number} rotation - The number to rotate.\n * @returns {number} Rotated number\n */\n rotate180: function (rotation) { return rotation ^ 4; },\n /**\n * Checks if the rotation angle is vertical, i.e. south\n * or north. It doesn't work for reflections.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - The number to check.\n * @returns {boolean} Whether or not the direction is vertical\n */\n isVertical: function (rotation) { return (rotation & 3) === 2; },\n /**\n * Approximates the vector `V(dx,dy)` into one of the\n * eight directions provided by `groupD8`.\n * @memberof PIXI.groupD8\n * @param {number} dx - X-component of the vector\n * @param {number} dy - Y-component of the vector\n * @returns {PIXI.GD8Symmetry} Approximation of the vector into\n * one of the eight symmetries.\n */\n byDirection: function (dx, dy) {\n if (Math.abs(dx) * 2 <= Math.abs(dy)) {\n if (dy >= 0) {\n return groupD8.S;\n }\n return groupD8.N;\n }\n else if (Math.abs(dy) * 2 <= Math.abs(dx)) {\n if (dx > 0) {\n return groupD8.E;\n }\n return groupD8.W;\n }\n else if (dy > 0) {\n if (dx > 0) {\n return groupD8.SE;\n }\n return groupD8.SW;\n }\n else if (dx > 0) {\n return groupD8.NE;\n }\n return groupD8.NW;\n },\n /**\n * Helps sprite to compensate texture packer rotation.\n * @memberof PIXI.groupD8\n * @param {PIXI.Matrix} matrix - sprite world matrix\n * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.\n * @param {number} tx - sprite anchoring\n * @param {number} ty - sprite anchoring\n */\n matrixAppendRotationInv: function (matrix, rotation, tx, ty) {\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n // Packer used \"rotation\", we use \"inv(rotation)\"\n var mat = rotationMatrices[groupD8.inv(rotation)];\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n },\n};\n\n/**\n * Transform that takes care about its versions.\n * @memberof PIXI\n */\nvar Transform = /** @class */ (function () {\n function Transform() {\n this.worldTransform = new Matrix();\n this.localTransform = new Matrix();\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n this._rotation = 0;\n this._cx = 1;\n this._sx = 0;\n this._cy = 0;\n this._sy = 1;\n this._localID = 0;\n this._currentLocalID = 0;\n this._worldID = 0;\n this._parentID = 0;\n }\n /** Called when a value changes. */\n Transform.prototype.onChange = function () {\n this._localID++;\n };\n /** Called when the skew or the rotation changes. */\n Transform.prototype.updateSkew = function () {\n this._cx = Math.cos(this._rotation + this.skew.y);\n this._sx = Math.sin(this._rotation + this.skew.y);\n this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2\n this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2\n this._localID++;\n };\n Transform.prototype.toString = function () {\n return \"[@pixi/math:Transform \"\n + (\"position=(\" + this.position.x + \", \" + this.position.y + \") \")\n + (\"rotation=\" + this.rotation + \" \")\n + (\"scale=(\" + this.scale.x + \", \" + this.scale.y + \") \")\n + (\"skew=(\" + this.skew.x + \", \" + this.skew.y + \") \")\n + \"]\";\n };\n /** Updates the local transformation matrix. */\n Transform.prototype.updateLocalTransform = function () {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n };\n /**\n * Updates the local and the world transformation matrices.\n * @param parentTransform - The parent transform\n */\n Transform.prototype.updateTransform = function (parentTransform) {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n if (this._parentID !== parentTransform._worldID) {\n // concat the parent matrix with the objects transform.\n var pt = parentTransform.worldTransform;\n var wt = this.worldTransform;\n wt.a = (lt.a * pt.a) + (lt.b * pt.c);\n wt.b = (lt.a * pt.b) + (lt.b * pt.d);\n wt.c = (lt.c * pt.a) + (lt.d * pt.c);\n wt.d = (lt.c * pt.b) + (lt.d * pt.d);\n wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;\n wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;\n this._parentID = parentTransform._worldID;\n // update the id of the transform..\n this._worldID++;\n }\n };\n /**\n * Decomposes a matrix and sets the transforms properties based on it.\n * @param matrix - The matrix to decompose\n */\n Transform.prototype.setFromMatrix = function (matrix) {\n matrix.decompose(this);\n this._localID++;\n };\n Object.defineProperty(Transform.prototype, \"rotation\", {\n /** The rotation of the object in radians. */\n get: function () {\n return this._rotation;\n },\n set: function (value) {\n if (this._rotation !== value) {\n this._rotation = value;\n this.updateSkew();\n }\n },\n enumerable: false,\n configurable: true\n });\n /** A default (identity) transform. */\n Transform.IDENTITY = new Transform();\n return Transform;\n}());\n\nexport { Circle, DEG_TO_RAD, Ellipse, Matrix, ObservablePoint, PI_2, Point, Polygon, RAD_TO_DEG, Rectangle, RoundedRectangle, SHAPES, Transform, groupD8 };\n//# sourceMappingURL=math.mjs.map\n","/*!\n * @pixi/display - v6.5.7\n * Compiled Thu, 20 Oct 2022 15:13:33 UTC\n *\n * @pixi/display is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { Rectangle, RAD_TO_DEG, DEG_TO_RAD, Transform } from '@pixi/math';\nimport { EventEmitter, removeItems } from '@pixi/utils';\n\n/**\n * Sets the default value for the container property 'sortableChildren'.\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n * @static\n * @constant\n * @name SORTABLE_CHILDREN\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.SORTABLE_CHILDREN = false;\n\n/**\n * 'Builder' pattern for bounds rectangles.\n *\n * This could be called an Axis-Aligned Bounding Box.\n * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems.\n * @memberof PIXI\n */\nvar Bounds = /** @class */ (function () {\n function Bounds() {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n this.rect = null;\n this.updateID = -1;\n }\n /**\n * Checks if bounds are empty.\n * @returns - True if empty.\n */\n Bounds.prototype.isEmpty = function () {\n return this.minX > this.maxX || this.minY > this.maxY;\n };\n /** Clears the bounds and resets. */\n Bounds.prototype.clear = function () {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n };\n /**\n * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n * It is not guaranteed that it will return tempRect\n * @param rect - Temporary object will be used if AABB is not empty\n * @returns - A rectangle of the bounds\n */\n Bounds.prototype.getRectangle = function (rect) {\n if (this.minX > this.maxX || this.minY > this.maxY) {\n return Rectangle.EMPTY;\n }\n rect = rect || new Rectangle(0, 0, 1, 1);\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n return rect;\n };\n /**\n * This function should be inlined when its possible.\n * @param point - The point to add.\n */\n Bounds.prototype.addPoint = function (point) {\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n };\n /**\n * Adds a point, after transformed. This should be inlined when its possible.\n * @param matrix\n * @param point\n */\n Bounds.prototype.addPointMatrix = function (matrix, point) {\n var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty;\n var x = (a * point.x) + (c * point.y) + tx;\n var y = (b * point.x) + (d * point.y) + ty;\n this.minX = Math.min(this.minX, x);\n this.maxX = Math.max(this.maxX, x);\n this.minY = Math.min(this.minY, y);\n this.maxY = Math.max(this.maxY, y);\n };\n /**\n * Adds a quad, not transformed\n * @param vertices - The verts to add.\n */\n Bounds.prototype.addQuad = function (vertices) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = vertices[0];\n var y = vertices[1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds sprite frame, transformed.\n * @param transform - transform to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) {\n this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1);\n };\n /**\n * Adds sprite frame, multiplied by matrix\n * @param matrix - matrix to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) {\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = (a * x0) + (c * y0) + tx;\n var y = (b * x0) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y0) + tx;\n y = (b * x1) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x0) + (c * y1) + tx;\n y = (b * x0) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y1) + tx;\n y = (b * x1) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds screen vertices from array\n * @param vertexData - calculated vertices\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var x = vertexData[i];\n var y = vertexData[i + 1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Add an array of mesh vertices\n * @param transform - mesh transform\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) {\n this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset);\n };\n /**\n * Add an array of mesh vertices.\n * @param matrix - mesh matrix\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n * @param padX - x padding\n * @param padY - y padding\n */\n Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) {\n if (padX === void 0) { padX = 0; }\n if (padY === void 0) { padY = padX; }\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var rawX = vertices[i];\n var rawY = vertices[i + 1];\n var x = (a * rawX) + (c * rawY) + tx;\n var y = (d * rawY) + (b * rawX) + ty;\n minX = Math.min(minX, x - padX);\n maxX = Math.max(maxX, x + padX);\n minY = Math.min(minY, y - padY);\n maxY = Math.max(maxY, y + padY);\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds other {@link Bounds}.\n * @param bounds - The Bounds to be added\n */\n Bounds.prototype.addBounds = function (bounds) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = bounds.minX < minX ? bounds.minX : minX;\n this.minY = bounds.minY < minY ? bounds.minY : minY;\n this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX;\n this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY;\n };\n /**\n * Adds other Bounds, masked with Bounds.\n * @param bounds - The Bounds to be added.\n * @param mask - TODO\n */\n Bounds.prototype.addBoundsMask = function (bounds, mask) {\n var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX;\n var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY;\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty.\n * @param bounds - other bounds\n * @param matrix - multiplicator\n */\n Bounds.prototype.addBoundsMatrix = function (bounds, matrix) {\n this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY);\n };\n /**\n * Adds other Bounds, masked with Rectangle.\n * @param bounds - TODO\n * @param area - TODO\n */\n Bounds.prototype.addBoundsArea = function (bounds, area) {\n var _minX = bounds.minX > area.x ? bounds.minX : area.x;\n var _minY = bounds.minY > area.y ? bounds.minY : area.y;\n var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width);\n var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height);\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Pads bounds object, making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n */\n Bounds.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n if (!this.isEmpty()) {\n this.minX -= paddingX;\n this.maxX += paddingX;\n this.minY -= paddingY;\n this.maxY += paddingY;\n }\n };\n /**\n * Adds padded frame. (x0, y0) should be strictly less than (x1, y1)\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n * @param padX - padding X\n * @param padY - padding Y\n */\n Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) {\n x0 -= padX;\n y0 -= padY;\n x1 += padX;\n y1 += padY;\n this.minX = this.minX < x0 ? this.minX : x0;\n this.maxX = this.maxX > x1 ? this.maxX : x1;\n this.minY = this.minY < y0 ? this.minY : y0;\n this.maxY = this.maxY > y1 ? this.maxY : y1;\n };\n return Bounds;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * The base class for all objects that are rendered on the screen.\n *\n * This is an abstract class and can not be used on its own; rather it should be extended.\n *\n * ## Display objects implemented in PixiJS\n *\n * | Display Object | Description |\n * | ------------------------------- | --------------------------------------------------------------------- |\n * | {@link PIXI.Container} | Adds support for `children` to DisplayObject |\n * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API |\n * | {@link PIXI.Sprite} | Draws textures (i.e. images) |\n * | {@link PIXI.Text} | Draws text using the Canvas API internally |\n * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures |\n * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion |\n * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images |\n * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data |\n * | {@link PIXI.NineSlicePlane} | Mesh-related |\n * | {@link PIXI.SimpleMesh} | v4-compatible mesh |\n * | {@link PIXI.SimplePlane} | Mesh-related |\n * | {@link PIXI.SimpleRope} | Mesh-related |\n *\n * ## Transforms\n *\n * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its\n * local coordinate space to its parent's local coordinate space. The following properties are derived\n * from the transform:\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n *
                                                                        PropertyDescription
                                                                        [pivot]{@link PIXI.DisplayObject#pivot}\n * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot\n * is equal to position, regardless of the other three transformations. In other words, It is the center of\n * rotation, scaling, and skewing.\n *
                                                                        [position]{@link PIXI.DisplayObject#position}\n * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local\n * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object\n * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space.\n *
                                                                        [scale]{@link PIXI.DisplayObject#scale}\n * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the\n * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center\n * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}.\n *
                                                                        [rotation]{@link PIXI.DisplayObject#rotation}\n * Rotation. This will rotate the display object's projection by this angle (in radians).\n *
                                                                        [skew]{@link PIXI.DisplayObject#skew}\n *

                                                                        Skewing. This can be used to deform a rectangular display object into a parallelogram.

                                                                        \n *

                                                                        \n * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be\n * thought of the net rotation applied to the coordinate axes (separately). For example, if \"skew.x\" is\n * ⍺ and \"skew.y\" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be\n * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will\n * be rotated by an angle between ⍺ and β.\n *

                                                                        \n *

                                                                        \n * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying\n * a rotation. Indeed, if \"skew.x\" = -ϴ and \"skew.y\" = ϴ, it will produce an equivalent of \"rotation\" = ϴ.\n *

                                                                        \n *

                                                                        \n * Another quite interesting observation is that \"skew.x\", \"skew.y\", rotation are communtative operations. Indeed,\n * because rotation is essentially a careful combination of the two.\n *

                                                                        \n *
                                                                        angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
                                                                        xTranslation. This is an alias for position.x!
                                                                        yTranslation. This is an alias for position.y!
                                                                        width\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing\n * the \"requested\" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there\n * is no concept of user-defined width.\n *
                                                                        height\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing\n * the \"requested\" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there\n * is no concept of user-defined height.\n *
                                                                        \n *\n * ## Bounds\n *\n * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit\n * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the\n * `worldTransform` to calculate in world space).\n *\n * There are a few additional types of bounding boxes:\n *\n * | Bounds | Description |\n * | --------------------- | ---------------------------------------------------------------------------------------- |\n * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. |\n * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. |\n * | Render Bounds | The bounds, but including extra rendering effects like filter padding. |\n * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. |\n * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. |\n * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)|\n * | Content Bounds | The natural bounds when excluding all children of a `Container`. |\n *\n * ### calculateBounds\n *\n * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children.\n *\n * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and\n * `getLocalBounds` to work. This method must write the bounds into `this._bounds`.\n *\n * Generally, the following technique works for most simple cases: take the list of points\n * forming the \"hull\" of the object (i.e. outline of the object's shape), and then add them\n * using {@link PIXI.Bounds#addPointMatrix}.\n *\n * ```js\n * calculateBounds(): void\n * {\n * const points = [...];\n *\n * for (let i = 0, j = points.length; i < j; i++)\n * {\n * this._bounds.addPointMatrix(this.worldTransform, points[i]);\n * }\n * }\n * ```\n *\n * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them\n * in one array together.\n *\n * ## Alpha\n *\n * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display\n * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not\n * applied on any ancestor further up the chain).\n *\n * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}.\n *\n * ## Renderable vs Visible\n *\n * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the\n * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display\n * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not\n * be calculated.\n *\n * It is recommended that applications use the `renderable` property for culling. See\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details.\n *\n * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This\n * one is also better in terms of performance.\n * @memberof PIXI\n */\nvar DisplayObject = /** @class */ (function (_super) {\n __extends(DisplayObject, _super);\n function DisplayObject() {\n var _this = _super.call(this) || this;\n _this.tempDisplayObjectParent = null;\n // TODO: need to create Transform from factory\n _this.transform = new Transform();\n _this.alpha = 1;\n _this.visible = true;\n _this.renderable = true;\n _this.cullable = false;\n _this.cullArea = null;\n _this.parent = null;\n _this.worldAlpha = 1;\n _this._lastSortedIndex = 0;\n _this._zIndex = 0;\n _this.filterArea = null;\n _this.filters = null;\n _this._enabledFilters = null;\n _this._bounds = new Bounds();\n _this._localBounds = null;\n _this._boundsID = 0;\n _this._boundsRect = null;\n _this._localBoundsRect = null;\n _this._mask = null;\n _this._maskRefCount = 0;\n _this._destroyed = false;\n _this.isSprite = false;\n _this.isMask = false;\n return _this;\n }\n /**\n * Mixes all enumerable properties and methods from a source object to DisplayObject.\n * @param source - The source of properties and methods to mix in.\n */\n DisplayObject.mixin = function (source) {\n // in ES8/ES2017, this would be really easy:\n // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source));\n // get all the enumerable property keys\n var keys = Object.keys(source);\n // loop through properties\n for (var i = 0; i < keys.length; ++i) {\n var propertyName = keys[i];\n // Set the property using the property descriptor - this works for accessors and normal value properties\n Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName));\n }\n };\n Object.defineProperty(DisplayObject.prototype, \"destroyed\", {\n /**\n * Fired when this DisplayObject is added to a Container.\n * @instance\n * @event added\n * @param {PIXI.Container} container - The container added to.\n */\n /**\n * Fired when this DisplayObject is removed from a Container.\n * @instance\n * @event removed\n * @param {PIXI.Container} container - The container removed from.\n */\n /**\n * Fired when this DisplayObject is destroyed. This event is emitted once\n * destroy is finished.\n * @instance\n * @event destroyed\n */\n /** Readonly flag for destroyed display objects. */\n get: function () {\n return this._destroyed;\n },\n enumerable: false,\n configurable: true\n });\n /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */\n DisplayObject.prototype._recursivePostUpdateTransform = function () {\n if (this.parent) {\n this.parent._recursivePostUpdateTransform();\n this.transform.updateTransform(this.parent.transform);\n }\n else {\n this.transform.updateTransform(this._tempDisplayObjectParent.transform);\n }\n };\n /** Updates the object transform for rendering. TODO - Optimization pass! */\n DisplayObject.prototype.updateTransform = function () {\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // multiply the alphas..\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n };\n /**\n * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}.\n *\n * This method is expensive on containers with a large subtree (like the stage). This is because the bounds\n * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to\n * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update\n * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using\n * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise,\n * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as\n * its height increases.\n *\n * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated.\n * The world bounds of all display objects in a container's **subtree** will also be recalculated.\n *\n * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds\n * calculation if needed.\n *\n * ```js\n * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect);\n * ```\n *\n * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This\n * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more\n * details.\n *\n * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms\n * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain\n * cases.\n * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The minimum axis-aligned rectangle in world space that fits around this object.\n */\n DisplayObject.prototype.getBounds = function (skipUpdate, rect) {\n if (!skipUpdate) {\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else {\n this._recursivePostUpdateTransform();\n this.updateTransform();\n }\n }\n if (this._bounds.updateID !== this._boundsID) {\n this.calculateBounds();\n this._bounds.updateID = this._boundsID;\n }\n if (!rect) {\n if (!this._boundsRect) {\n this._boundsRect = new Rectangle();\n }\n rect = this._boundsRect;\n }\n return this._bounds.getRectangle(rect);\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The rectangular bounding area.\n */\n DisplayObject.prototype.getLocalBounds = function (rect) {\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n var transformRef = this.transform;\n var parentRef = this.parent;\n this.parent = null;\n this.transform = this._tempDisplayObjectParent.transform;\n var worldBounds = this._bounds;\n var worldBoundsID = this._boundsID;\n this._bounds = this._localBounds;\n var bounds = this.getBounds(false, rect);\n this.parent = parentRef;\n this.transform = transformRef;\n this._bounds = worldBounds;\n this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects\n return bounds;\n };\n /**\n * Calculates the global position of the display object.\n * @param position - The world origin to calculate from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform.\n * @returns - A point object representing the position of this object.\n */\n DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) {\n if (skipUpdate === void 0) { skipUpdate = false; }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // don't need to update the lot\n return this.worldTransform.apply(position, point);\n };\n /**\n * Calculates the local position of the display object relative to another point.\n * @param position - The world origin to calculate from.\n * @param from - The DisplayObject to calculate the global position from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform\n * @returns - A point object representing the position of this object\n */\n DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) {\n if (from) {\n position = from.toGlobal(position, point, skipUpdate);\n }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // simply apply the matrix..\n return this.worldTransform.applyInverse(position, point);\n };\n /**\n * Set the parent Container of this DisplayObject.\n * @param container - The Container to add this DisplayObject to.\n * @returns - The Container that this DisplayObject was added to.\n */\n DisplayObject.prototype.setParent = function (container) {\n if (!container || !container.addChild) {\n throw new Error('setParent: Argument must be a Container');\n }\n container.addChild(this);\n return container;\n };\n /**\n * Convenience function to set the position, scale, skew and pivot at once.\n * @param x - The X position\n * @param y - The Y position\n * @param scaleX - The X scale value\n * @param scaleY - The Y scale value\n * @param rotation - The rotation\n * @param skewX - The X skew value\n * @param skewY - The Y skew value\n * @param pivotX - The X pivot value\n * @param pivotY - The Y pivot value\n * @returns - The DisplayObject instance\n */\n DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (scaleX === void 0) { scaleX = 1; }\n if (scaleY === void 0) { scaleY = 1; }\n if (rotation === void 0) { rotation = 0; }\n if (skewX === void 0) { skewX = 0; }\n if (skewY === void 0) { skewY = 0; }\n if (pivotX === void 0) { pivotX = 0; }\n if (pivotY === void 0) { pivotY = 0; }\n this.position.x = x;\n this.position.y = y;\n this.scale.x = !scaleX ? 1 : scaleX;\n this.scale.y = !scaleY ? 1 : scaleY;\n this.rotation = rotation;\n this.skew.x = skewX;\n this.skew.y = skewY;\n this.pivot.x = pivotX;\n this.pivot.y = pivotY;\n return this;\n };\n /**\n * Base destroy method for generic display objects. This will automatically\n * remove the display object from its parent Container as well as remove\n * all current event listeners and internal references. Do not use a DisplayObject\n * after calling `destroy()`.\n * @param _options\n */\n DisplayObject.prototype.destroy = function (_options) {\n if (this.parent) {\n this.parent.removeChild(this);\n }\n this._destroyed = true;\n this.transform = null;\n this.parent = null;\n this._bounds = null;\n this.mask = null;\n this.cullArea = null;\n this.filters = null;\n this.filterArea = null;\n this.hitArea = null;\n this.interactive = false;\n this.interactiveChildren = false;\n this.emit('destroyed');\n this.removeAllListeners();\n };\n Object.defineProperty(DisplayObject.prototype, \"_tempDisplayObjectParent\", {\n /**\n * @protected\n * @member {PIXI.Container}\n */\n get: function () {\n if (this.tempDisplayObjectParent === null) {\n // eslint-disable-next-line @typescript-eslint/no-use-before-define\n this.tempDisplayObjectParent = new TemporaryDisplayObject();\n }\n return this.tempDisplayObjectParent;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root\n *\n * ```\n * const cacheParent = elem.enableTempParent();\n * elem.updateTransform();\n * elem.disableTempParent(cacheParent);\n * ```\n * @returns - current parent\n */\n DisplayObject.prototype.enableTempParent = function () {\n var myParent = this.parent;\n this.parent = this._tempDisplayObjectParent;\n return myParent;\n };\n /**\n * Pair method for `enableTempParent`\n * @param cacheParent - Actual parent of element\n */\n DisplayObject.prototype.disableTempParent = function (cacheParent) {\n this.parent = cacheParent;\n };\n Object.defineProperty(DisplayObject.prototype, \"x\", {\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n * An alias to position.x\n */\n get: function () {\n return this.position.x;\n },\n set: function (value) {\n this.transform.position.x = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"y\", {\n /**\n * The position of the displayObject on the y axis relative to the local coordinates of the parent.\n * An alias to position.y\n */\n get: function () {\n return this.position.y;\n },\n set: function (value) {\n this.transform.position.y = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldTransform\", {\n /**\n * Current transform of the object based on world (parent) factors.\n * @readonly\n */\n get: function () {\n return this.transform.worldTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"localTransform\", {\n /**\n * Current transform of the object based on local factors: position, scale, other stuff.\n * @readonly\n */\n get: function () {\n return this.transform.localTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"position\", {\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.position;\n },\n set: function (value) {\n this.transform.position.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"scale\", {\n /**\n * The scale factors of this object along the local coordinate axes.\n *\n * The default scale is (1, 1).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.scale;\n },\n set: function (value) {\n this.transform.scale.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"pivot\", {\n /**\n * The center of rotation, scaling, and skewing for this display object in its local space. The `position`\n * is the projection of `pivot` in the parent's local space.\n *\n * By default, the pivot is the origin (0, 0).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.pivot;\n },\n set: function (value) {\n this.transform.pivot.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"skew\", {\n /**\n * The skew factor for the object in radians.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.skew;\n },\n set: function (value) {\n this.transform.skew.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"rotation\", {\n /**\n * The rotation of the object in radians.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation;\n },\n set: function (value) {\n this.transform.rotation = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"angle\", {\n /**\n * The angle of the object in degrees.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation * RAD_TO_DEG;\n },\n set: function (value) {\n this.transform.rotation = value * DEG_TO_RAD;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"zIndex\", {\n /**\n * The zIndex of the displayObject.\n *\n * If a container has the sortableChildren property set to true, children will be automatically\n * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array,\n * and thus rendered on top of other display objects within the same container.\n * @see PIXI.Container#sortableChildren\n */\n get: function () {\n return this._zIndex;\n },\n set: function (value) {\n this._zIndex = value;\n if (this.parent) {\n this.parent.sortDirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldVisible\", {\n /**\n * Indicates if the object is globally visible.\n * @readonly\n */\n get: function () {\n var item = this;\n do {\n if (!item.visible) {\n return false;\n }\n item = item.parent;\n } while (item);\n return true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"mask\", {\n /**\n * Sets a mask for the displayObject. A mask is an object that limits the visibility of an\n * object to the shape of the mask applied to it. In PixiJS a regular mask must be a\n * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it\n * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent.\n * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong.\n * To remove a mask, set this property to `null`.\n *\n * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.\n * @example\n * const graphics = new PIXI.Graphics();\n * graphics.beginFill(0xFF3300);\n * graphics.drawRect(50, 250, 100, 100);\n * graphics.endFill();\n *\n * const sprite = new PIXI.Sprite(texture);\n * sprite.mask = graphics;\n * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.\n */\n get: function () {\n return this._mask;\n },\n set: function (value) {\n if (this._mask === value) {\n return;\n }\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n maskObject._maskRefCount--;\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = true;\n maskObject.isMask = false;\n }\n }\n }\n this._mask = value;\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = false;\n maskObject.isMask = true;\n }\n maskObject._maskRefCount++;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return DisplayObject;\n}(EventEmitter));\n/**\n * @private\n */\nvar TemporaryDisplayObject = /** @class */ (function (_super) {\n __extends(TemporaryDisplayObject, _super);\n function TemporaryDisplayObject() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n _this.sortDirty = null;\n return _this;\n }\n return TemporaryDisplayObject;\n}(DisplayObject));\n/**\n * DisplayObject default updateTransform, does not update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.DisplayObject#\n * @method displayObjectUpdateTransform\n */\nDisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;\n\n/*!\n * @pixi/constants - v6.5.7\n * Compiled Thu, 20 Oct 2022 15:13:33 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\nfunction sortChildren(a, b) {\n if (a.zIndex === b.zIndex) {\n return a._lastSortedIndex - b._lastSortedIndex;\n }\n return a.zIndex - b.zIndex;\n}\n/**\n * Container is a general-purpose display object that holds children. It also adds built-in support for advanced\n * rendering features like masking and filtering.\n *\n * It is the base class of all display objects that act as a container for other objects, including Graphics\n * and Sprite.\n *\n * ```js\n * import { BlurFilter } from '@pixi/filter-blur';\n * import { Container } from '@pixi/display';\n * import { Graphics } from '@pixi/graphics';\n * import { Sprite } from '@pixi/sprite';\n *\n * let container = new Container();\n * let sprite = Sprite.from(\"https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png\");\n *\n * sprite.width = 512;\n * sprite.height = 512;\n *\n * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container\n * // is rendered.\n * container.addChild(sprite);\n *\n * // Blurs whatever is rendered by the container\n * container.filters = [new BlurFilter()];\n *\n * // Only the contents within a circle at the center should be rendered onto the screen.\n * container.mask = new Graphics()\n * .beginFill(0xffffff)\n * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2)\n * .endFill();\n * ```\n * @memberof PIXI\n */\nvar Container = /** @class */ (function (_super) {\n __extends(Container, _super);\n function Container() {\n var _this = _super.call(this) || this;\n _this.children = [];\n _this.sortableChildren = settings.SORTABLE_CHILDREN;\n _this.sortDirty = false;\n return _this;\n /**\n * Fired when a DisplayObject is added to this Container.\n * @event PIXI.Container#childAdded\n * @param {PIXI.DisplayObject} child - The child added to the Container.\n * @param {PIXI.Container} container - The container that added the child.\n * @param {number} index - The children's index of the added child.\n */\n /**\n * Fired when a DisplayObject is removed from this Container.\n * @event PIXI.DisplayObject#childRemoved\n * @param {PIXI.DisplayObject} child - The child removed from the Container.\n * @param {PIXI.Container} container - The container that removed the child.\n * @param {number} index - The former children's index of the removed child\n */\n }\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified.\n * @param _length\n */\n Container.prototype.onChildrenChange = function (_length) {\n /* empty */\n };\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container\n * @returns {PIXI.DisplayObject} - The first child that was added.\n */\n Container.prototype.addChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the array and add all children\n for (var i = 0; i < children.length; i++) {\n // eslint-disable-next-line prefer-rest-params\n this.addChild(children[i]);\n }\n }\n else {\n var child = children[0];\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.push(child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n this.emit('childAdded', child, this, this.children.length - 1);\n child.emit('added', this);\n }\n return children[0];\n };\n /**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n * @param {PIXI.DisplayObject} child - The child to add\n * @param {number} index - The index to place the child in\n * @returns {PIXI.DisplayObject} The child that was added.\n */\n Container.prototype.addChildAt = function (child, index) {\n if (index < 0 || index > this.children.length) {\n throw new Error(child + \"addChildAt: The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.splice(index, 0, child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('added', this);\n this.emit('childAdded', child, this, index);\n return child;\n };\n /**\n * Swaps the position of 2 Display Objects within this container.\n * @param child - First display object to swap\n * @param child2 - Second display object to swap\n */\n Container.prototype.swapChildren = function (child, child2) {\n if (child === child2) {\n return;\n }\n var index1 = this.getChildIndex(child);\n var index2 = this.getChildIndex(child2);\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n };\n /**\n * Returns the index position of a child DisplayObject instance\n * @param child - The DisplayObject instance to identify\n * @returns - The index position of the child display object to identify\n */\n Container.prototype.getChildIndex = function (child) {\n var index = this.children.indexOf(child);\n if (index === -1) {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n return index;\n };\n /**\n * Changes the position of an existing child in the display object container\n * @param child - The child DisplayObject instance for which you want to change the index number\n * @param index - The resulting index number for the child display object\n */\n Container.prototype.setChildIndex = function (child, index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n var currentIndex = this.getChildIndex(child);\n removeItems(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n this.onChildrenChange(index);\n };\n /**\n * Returns the child at the specified index\n * @param index - The index to get the child at\n * @returns - The child at the given index, if any.\n */\n Container.prototype.getChildAt = function (index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"getChildAt: Index (\" + index + \") does not exist.\");\n }\n return this.children[index];\n };\n /**\n * Removes one or more children from the container.\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove\n * @returns {PIXI.DisplayObject} The first child that was removed.\n */\n Container.prototype.removeChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the arguments property and remove all children\n for (var i = 0; i < children.length; i++) {\n this.removeChild(children[i]);\n }\n }\n else {\n var child = children[0];\n var index = this.children.indexOf(child);\n if (index === -1)\n { return null; }\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n }\n return children[0];\n };\n /**\n * Removes a child from the specified index position.\n * @param index - The index to get the child from\n * @returns The child that was removed.\n */\n Container.prototype.removeChildAt = function (index) {\n var child = this.getChildAt(index);\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n return child;\n };\n /**\n * Removes all children from this container that are within the begin and end indexes.\n * @param beginIndex - The beginning position.\n * @param endIndex - The ending position. Default value is size of the container.\n * @returns - List of removed children\n */\n Container.prototype.removeChildren = function (beginIndex, endIndex) {\n if (beginIndex === void 0) { beginIndex = 0; }\n if (endIndex === void 0) { endIndex = this.children.length; }\n var begin = beginIndex;\n var end = endIndex;\n var range = end - begin;\n var removed;\n if (range > 0 && range <= end) {\n removed = this.children.splice(begin, range);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].parent = null;\n if (removed[i].transform) {\n removed[i].transform._parentID = -1;\n }\n }\n this._boundsID++;\n this.onChildrenChange(beginIndex);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].emit('removed', this);\n this.emit('childRemoved', removed[i], this, i);\n }\n return removed;\n }\n else if (range === 0 && this.children.length === 0) {\n return [];\n }\n throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n };\n /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */\n Container.prototype.sortChildren = function () {\n var sortRequired = false;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n child._lastSortedIndex = i;\n if (!sortRequired && child.zIndex !== 0) {\n sortRequired = true;\n }\n }\n if (sortRequired && this.children.length > 1) {\n this.children.sort(sortChildren);\n }\n this.sortDirty = false;\n };\n /** Updates the transform on all children of this container for rendering. */\n Container.prototype.updateTransform = function () {\n if (this.sortableChildren && this.sortDirty) {\n this.sortChildren();\n }\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // TODO: check render flags, how to process stuff here\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n };\n /**\n * Recalculates the bounds of the container.\n *\n * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds\n * is limited to its mask's bounds or filterArea, if any is applied.\n */\n Container.prototype.calculateBounds = function () {\n this._bounds.clear();\n this._calculateBounds();\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n if (!child.visible || !child.renderable) {\n continue;\n }\n child.calculateBounds();\n // TODO: filter+mask, need to mask both somehow\n if (child._mask) {\n var maskObject = (child._mask.isMaskData\n ? child._mask.maskObject : child._mask);\n if (maskObject) {\n maskObject.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, maskObject._bounds);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n else if (child.filterArea) {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n this._bounds.updateID = this._boundsID;\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n *\n * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render()\n * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms,\n * it was default behaviour of pixi 4.0-5.2 and caused many problems to users.\n * @returns - The rectangular bounding area.\n */\n Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) {\n if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; }\n var result = _super.prototype.getLocalBounds.call(this, rect);\n if (!skipChildrenUpdate) {\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n }\n return result;\n };\n /**\n * Recalculates the content bounds of this object. This should be overriden to\n * calculate the bounds of this specific object (not including children).\n * @protected\n */\n Container.prototype._calculateBounds = function () {\n // FILL IN//\n };\n /**\n * Renders this object and its children with culling.\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n Container.prototype._renderWithCulling = function (renderer) {\n var sourceFrame = renderer.renderTexture.sourceFrame;\n // If the source frame is empty, stop rendering.\n if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) {\n return;\n }\n // Render the content of the container only if its bounds intersect with the source frame.\n // All filters are on the stack at this point, and the filter source frame is bound:\n // therefore, even if the bounds to non intersect the filter frame, the filter\n // is still applied and any filter padding that is in the frame is rendered correctly.\n var bounds;\n var transform;\n // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea\n // rectangle must completely contain the container and its children including filter padding.\n if (this.cullArea) {\n bounds = this.cullArea;\n transform = this.worldTransform;\n }\n // If the container doesn't override _render, we can skip the bounds calculation and intersection test.\n else if (this._render !== Container.prototype._render) {\n bounds = this.getBounds(true);\n }\n // Render the container if the source frame intersects the bounds.\n if (bounds && sourceFrame.intersects(bounds, transform)) {\n this._render(renderer);\n }\n // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering.\n else if (this.cullArea) {\n return;\n }\n // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect\n // the source frame, because the children might have filters with nonzero padding, which may intersect\n // with the source frame while the bounds do not: filter padding is not included in the bounds.\n // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered\n // if they are out of frame; otherwise, render the children normally.\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n var childCullable = child.cullable;\n child.cullable = childCullable || !this.cullArea;\n child.render(renderer);\n child.cullable = childCullable;\n }\n };\n /**\n * Renders the object using the WebGL renderer.\n *\n * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the\n * container itself. This `render` method will invoke it, and also invoke the `render` methods of all\n * children afterward.\n *\n * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and\n * the bounds of this object are out of frame, this implementation will entirely skip rendering.\n * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally,\n * setting alpha to zero is not recommended for purely skipping rendering.\n *\n * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is\n * advised to employ **culling** to automatically skip rendering objects outside of the current screen.\n * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}.\n * Other culling methods might be better suited for a large number static objects; see\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}.\n *\n * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or\n * filtering is applied on a container. This does, however, break batching and can affect performance when\n * masking and filtering is applied extensively throughout the scene graph.\n * @param renderer - The renderer\n */\n Container.prototype.render = function (renderer) {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || (this.filters && this.filters.length)) {\n this.renderAdvanced(renderer);\n }\n else if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n };\n /**\n * Render the object using the WebGL renderer and advanced features.\n * @param renderer - The renderer\n */\n Container.prototype.renderAdvanced = function (renderer) {\n var filters = this.filters;\n var mask = this._mask;\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters) {\n if (!this._enabledFilters) {\n this._enabledFilters = [];\n }\n this._enabledFilters.length = 0;\n for (var i = 0; i < filters.length; i++) {\n if (filters[i].enabled) {\n this._enabledFilters.push(filters[i]);\n }\n }\n }\n var flush = (filters && this._enabledFilters && this._enabledFilters.length)\n || (mask && (!mask.isMaskData\n || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE))));\n if (flush) {\n renderer.batch.flush();\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.push(this, this._enabledFilters);\n }\n if (mask) {\n renderer.mask.push(this, this._mask);\n }\n if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n if (flush) {\n renderer.batch.flush();\n }\n if (mask) {\n renderer.mask.pop(this);\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.pop();\n }\n };\n /**\n * To be overridden by the subclasses.\n * @param _renderer - The renderer\n */\n Container.prototype._render = function (_renderer) {\n // this is where content itself gets rendered...\n };\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n Container.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this);\n this.sortDirty = false;\n var destroyChildren = typeof options === 'boolean' ? options : options && options.children;\n var oldChildren = this.removeChildren(0, this.children.length);\n if (destroyChildren) {\n for (var i = 0; i < oldChildren.length; ++i) {\n oldChildren[i].destroy(options);\n }\n }\n };\n Object.defineProperty(Container.prototype, \"width\", {\n /** The width of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.x * this.getLocalBounds().width;\n },\n set: function (value) {\n var width = this.getLocalBounds().width;\n if (width !== 0) {\n this.scale.x = value / width;\n }\n else {\n this.scale.x = 1;\n }\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Container.prototype, \"height\", {\n /** The height of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.y * this.getLocalBounds().height;\n },\n set: function (value) {\n var height = this.getLocalBounds().height;\n if (height !== 0) {\n this.scale.y = value / height;\n }\n else {\n this.scale.y = 1;\n }\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n return Container;\n}(DisplayObject));\n/**\n * Container default updateTransform, does update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.Container#\n * @method containerUpdateTransform\n */\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n\nexport { Bounds, Container, DisplayObject, TemporaryDisplayObject };\n//# sourceMappingURL=display.mjs.map\n","/*!\n * @pixi/ticker - v6.5.7\n * Compiled Thu, 20 Oct 2022 15:13:33 UTC\n *\n * @pixi/ticker is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { ExtensionType } from '@pixi/extensions';\n\n/**\n * Target frames per millisecond.\n * @static\n * @name TARGET_FPMS\n * @memberof PIXI.settings\n * @type {number}\n * @default 0.06\n */\nsettings.TARGET_FPMS = 0.06;\n\n/**\n * Represents the update priorities used by internal PIXI classes when registered with\n * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower\n * priority items, such as render, should go later.\n * @static\n * @constant\n * @name UPDATE_PRIORITY\n * @memberof PIXI\n * @enum {number}\n * @property {number} [INTERACTION=50] Highest priority, used for {@link PIXI.InteractionManager}\n * @property {number} [HIGH=25] High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite}\n * @property {number} [NORMAL=0] Default priority for ticker events, see {@link PIXI.Ticker#add}.\n * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering.\n * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility.\n */\nvar UPDATE_PRIORITY;\n(function (UPDATE_PRIORITY) {\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"INTERACTION\"] = 50] = \"INTERACTION\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"HIGH\"] = 25] = \"HIGH\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"NORMAL\"] = 0] = \"NORMAL\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"LOW\"] = -25] = \"LOW\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"UTILITY\"] = -50] = \"UTILITY\";\n})(UPDATE_PRIORITY || (UPDATE_PRIORITY = {}));\n\n/**\n * Internal class for handling the priority sorting of ticker handlers.\n * @private\n * @class\n * @memberof PIXI\n */\nvar TickerListener = /** @class */ (function () {\n /**\n * Constructor\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param priority - The priority for emitting\n * @param once - If the handler should fire once\n */\n function TickerListener(fn, context, priority, once) {\n if (context === void 0) { context = null; }\n if (priority === void 0) { priority = 0; }\n if (once === void 0) { once = false; }\n /** The next item in chain. */\n this.next = null;\n /** The previous item in chain. */\n this.previous = null;\n /** `true` if this listener has been destroyed already. */\n this._destroyed = false;\n this.fn = fn;\n this.context = context;\n this.priority = priority;\n this.once = once;\n }\n /**\n * Simple compare function to figure out if a function and context match.\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @returns `true` if the listener match the arguments\n */\n TickerListener.prototype.match = function (fn, context) {\n if (context === void 0) { context = null; }\n return this.fn === fn && this.context === context;\n };\n /**\n * Emit by calling the current function.\n * @private\n * @param deltaTime - time since the last emit.\n * @returns Next ticker\n */\n TickerListener.prototype.emit = function (deltaTime) {\n if (this.fn) {\n if (this.context) {\n this.fn.call(this.context, deltaTime);\n }\n else {\n this.fn(deltaTime);\n }\n }\n var redirect = this.next;\n if (this.once) {\n this.destroy(true);\n }\n // Soft-destroying should remove\n // the next reference\n if (this._destroyed) {\n this.next = null;\n }\n return redirect;\n };\n /**\n * Connect to the list.\n * @private\n * @param previous - Input node, previous listener\n */\n TickerListener.prototype.connect = function (previous) {\n this.previous = previous;\n if (previous.next) {\n previous.next.previous = this;\n }\n this.next = previous.next;\n previous.next = this;\n };\n /**\n * Destroy and don't use after this.\n * @private\n * @param hard - `true` to remove the `next` reference, this\n * is considered a hard destroy. Soft destroy maintains the next reference.\n * @returns The listener to redirect while emitting or removing.\n */\n TickerListener.prototype.destroy = function (hard) {\n if (hard === void 0) { hard = false; }\n this._destroyed = true;\n this.fn = null;\n this.context = null;\n // Disconnect, hook up next and previous\n if (this.previous) {\n this.previous.next = this.next;\n }\n if (this.next) {\n this.next.previous = this.previous;\n }\n // Redirect to the next item\n var redirect = this.next;\n // Remove references\n this.next = hard ? null : redirect;\n this.previous = null;\n return redirect;\n };\n return TickerListener;\n}());\n\n/**\n * A Ticker class that runs an update loop that other objects listen to.\n *\n * This class is composed around listeners meant for execution on the next requested animation frame.\n * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners.\n * @class\n * @memberof PIXI\n */\nvar Ticker = /** @class */ (function () {\n function Ticker() {\n var _this = this;\n /**\n * Whether or not this ticker should invoke the method\n * {@link PIXI.Ticker#start} automatically\n * when a listener is added.\n */\n this.autoStart = false;\n /**\n * Scalar time value from last frame to this frame.\n * This value is capped by setting {@link PIXI.Ticker#minFPS}\n * and is scaled with {@link PIXI.Ticker#speed}.\n * **Note:** The cap may be exceeded by scaling.\n */\n this.deltaTime = 1;\n /**\n * The last time {@link PIXI.Ticker#update} was invoked.\n * This value is also reset internally outside of invoking\n * update, but only when a new animation frame is requested.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n */\n this.lastTime = -1;\n /**\n * Factor of current {@link PIXI.Ticker#deltaTime}.\n * @example\n * // Scales ticker.deltaTime to what would be\n * // the equivalent of approximately 120 FPS\n * ticker.speed = 2;\n */\n this.speed = 1;\n /**\n * Whether or not this ticker has been started.\n * `true` if {@link PIXI.Ticker#start} has been called.\n * `false` if {@link PIXI.Ticker#stop} has been called.\n * While `false`, this value may change to `true` in the\n * event of {@link PIXI.Ticker#autoStart} being `true`\n * and a listener is added.\n */\n this.started = false;\n /** Internal current frame request ID */\n this._requestId = null;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the maximum allowed milliseconds between updates.\n */\n this._maxElapsedMS = 100;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the minimum allowed milliseconds between updates.\n */\n this._minElapsedMS = 0;\n /** If enabled, deleting is disabled.*/\n this._protected = false;\n /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */\n this._lastFrame = -1;\n this._head = new TickerListener(null, null, Infinity);\n this.deltaMS = 1 / settings.TARGET_FPMS;\n this.elapsedMS = 1 / settings.TARGET_FPMS;\n this._tick = function (time) {\n _this._requestId = null;\n if (_this.started) {\n // Invoke listeners now\n _this.update(time);\n // Listener side effects may have modified ticker state.\n if (_this.started && _this._requestId === null && _this._head.next) {\n _this._requestId = requestAnimationFrame(_this._tick);\n }\n }\n };\n }\n /**\n * Conditionally requests a new animation frame.\n * If a frame has not already been requested, and if the internal\n * emitter has listeners, a new frame is requested.\n * @private\n */\n Ticker.prototype._requestIfNeeded = function () {\n if (this._requestId === null && this._head.next) {\n // ensure callbacks get correct delta\n this.lastTime = performance.now();\n this._lastFrame = this.lastTime;\n this._requestId = requestAnimationFrame(this._tick);\n }\n };\n /**\n * Conditionally cancels a pending animation frame.\n * @private\n */\n Ticker.prototype._cancelIfNeeded = function () {\n if (this._requestId !== null) {\n cancelAnimationFrame(this._requestId);\n this._requestId = null;\n }\n };\n /**\n * Conditionally requests a new animation frame.\n * If the ticker has been started it checks if a frame has not already\n * been requested, and if the internal emitter has listeners. If these\n * conditions are met, a new frame is requested. If the ticker has not\n * been started, but autoStart is `true`, then the ticker starts now,\n * and continues with the previous conditions to request a new frame.\n * @private\n */\n Ticker.prototype._startIfPossible = function () {\n if (this.started) {\n this._requestIfNeeded();\n }\n else if (this.autoStart) {\n this.start();\n }\n };\n /**\n * Register a handler for tick events. Calls continuously unless\n * it is removed or the ticker is stopped.\n * @param fn - The listener function to be added for updates\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.add = function (fn, context, priority) {\n if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority));\n };\n /**\n * Add a handler for the tick event which is only execute once.\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.addOnce = function (fn, context, priority) {\n if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority, true));\n };\n /**\n * Internally adds the event handler so that it can be sorted by priority.\n * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run\n * before the rendering.\n * @private\n * @param listener - Current listener being added.\n * @returns This instance of a ticker\n */\n Ticker.prototype._addListener = function (listener) {\n // For attaching to head\n var current = this._head.next;\n var previous = this._head;\n // Add the first item\n if (!current) {\n listener.connect(previous);\n }\n else {\n // Go from highest to lowest priority\n while (current) {\n if (listener.priority > current.priority) {\n listener.connect(previous);\n break;\n }\n previous = current;\n current = current.next;\n }\n // Not yet connected\n if (!listener.previous) {\n listener.connect(previous);\n }\n }\n this._startIfPossible();\n return this;\n };\n /**\n * Removes any handlers matching the function and context parameters.\n * If no handlers are left after removing, then it cancels the animation frame.\n * @param fn - The listener function to be removed\n * @param context - The listener context to be removed\n * @returns This instance of a ticker\n */\n Ticker.prototype.remove = function (fn, context) {\n var listener = this._head.next;\n while (listener) {\n // We found a match, lets remove it\n // no break to delete all possible matches\n // incase a listener was added 2+ times\n if (listener.match(fn, context)) {\n listener = listener.destroy();\n }\n else {\n listener = listener.next;\n }\n }\n if (!this._head.next) {\n this._cancelIfNeeded();\n }\n return this;\n };\n Object.defineProperty(Ticker.prototype, \"count\", {\n /**\n * The number of listeners on this ticker, calculated by walking through linked list\n * @readonly\n * @member {number}\n */\n get: function () {\n if (!this._head) {\n return 0;\n }\n var count = 0;\n var current = this._head;\n while ((current = current.next)) {\n count++;\n }\n return count;\n },\n enumerable: false,\n configurable: true\n });\n /** Starts the ticker. If the ticker has listeners a new animation frame is requested at this point. */\n Ticker.prototype.start = function () {\n if (!this.started) {\n this.started = true;\n this._requestIfNeeded();\n }\n };\n /** Stops the ticker. If the ticker has requested an animation frame it is canceled at this point. */\n Ticker.prototype.stop = function () {\n if (this.started) {\n this.started = false;\n this._cancelIfNeeded();\n }\n };\n /** Destroy the ticker and don't use after this. Calling this method removes all references to internal events. */\n Ticker.prototype.destroy = function () {\n if (!this._protected) {\n this.stop();\n var listener = this._head.next;\n while (listener) {\n listener = listener.destroy(true);\n }\n this._head.destroy();\n this._head = null;\n }\n };\n /**\n * Triggers an update. An update entails setting the\n * current {@link PIXI.Ticker#elapsedMS},\n * the current {@link PIXI.Ticker#deltaTime},\n * invoking all listeners with current deltaTime,\n * and then finally setting {@link PIXI.Ticker#lastTime}\n * with the value of currentTime that was provided.\n * This method will be called automatically by animation\n * frame callbacks if the ticker instance has been started\n * and listeners are added.\n * @param {number} [currentTime=performance.now()] - the current time of execution\n */\n Ticker.prototype.update = function (currentTime) {\n if (currentTime === void 0) { currentTime = performance.now(); }\n var elapsedMS;\n // If the difference in time is zero or negative, we ignore most of the work done here.\n // If there is no valid difference, then should be no reason to let anyone know about it.\n // A zero delta, is exactly that, nothing should update.\n //\n // The difference in time can be negative, and no this does not mean time traveling.\n // This can be the result of a race condition between when an animation frame is requested\n // on the current JavaScript engine event loop, and when the ticker's start method is invoked\n // (which invokes the internal _requestIfNeeded method). If a frame is requested before\n // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests,\n // can receive a time argument that can be less than the lastTime value that was set within\n // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems.\n //\n // This check covers this browser engine timing issue, as well as if consumers pass an invalid\n // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves.\n if (currentTime > this.lastTime) {\n // Save uncapped elapsedMS for measurement\n elapsedMS = this.elapsedMS = currentTime - this.lastTime;\n // cap the milliseconds elapsed used for deltaTime\n if (elapsedMS > this._maxElapsedMS) {\n elapsedMS = this._maxElapsedMS;\n }\n elapsedMS *= this.speed;\n // If not enough time has passed, exit the function.\n // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS\n // adjustment to ensure a relatively stable interval.\n if (this._minElapsedMS) {\n var delta = currentTime - this._lastFrame | 0;\n if (delta < this._minElapsedMS) {\n return;\n }\n this._lastFrame = currentTime - (delta % this._minElapsedMS);\n }\n this.deltaMS = elapsedMS;\n this.deltaTime = this.deltaMS * settings.TARGET_FPMS;\n // Cache a local reference, in-case ticker is destroyed\n // during the emit, we can still check for head.next\n var head = this._head;\n // Invoke listeners added to internal emitter\n var listener = head.next;\n while (listener) {\n listener = listener.emit(this.deltaTime);\n }\n if (!head.next) {\n this._cancelIfNeeded();\n }\n }\n else {\n this.deltaTime = this.deltaMS = this.elapsedMS = 0;\n }\n this.lastTime = currentTime;\n };\n Object.defineProperty(Ticker.prototype, \"FPS\", {\n /**\n * The frames per second at which this ticker is running.\n * The default is approximately 60 in most modern browsers.\n * **Note:** This does not factor in the value of\n * {@link PIXI.Ticker#speed}, which is specific\n * to scaling {@link PIXI.Ticker#deltaTime}.\n * @member {number}\n * @readonly\n */\n get: function () {\n return 1000 / this.elapsedMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"minFPS\", {\n /**\n * Manages the maximum amount of milliseconds allowed to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This value is used to cap {@link PIXI.Ticker#deltaTime},\n * but does not effect the measured value of {@link PIXI.Ticker#FPS}.\n * When setting this property it is clamped to a value between\n * `0` and `PIXI.settings.TARGET_FPMS * 1000`.\n * @member {number}\n * @default 10\n */\n get: function () {\n return 1000 / this._maxElapsedMS;\n },\n set: function (fps) {\n // Minimum must be below the maxFPS\n var minFPS = Math.min(this.maxFPS, fps);\n // Must be at least 0, but below 1 / settings.TARGET_FPMS\n var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.TARGET_FPMS);\n this._maxElapsedMS = 1 / minFPMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"maxFPS\", {\n /**\n * Manages the minimum amount of milliseconds required to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This will effect the measured value of {@link PIXI.Ticker#FPS}.\n * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can.\n * Otherwise it will be at least `minFPS`\n * @member {number}\n * @default 0\n */\n get: function () {\n if (this._minElapsedMS) {\n return Math.round(1000 / this._minElapsedMS);\n }\n return 0;\n },\n set: function (fps) {\n if (fps === 0) {\n this._minElapsedMS = 0;\n }\n else {\n // Max must be at least the minFPS\n var maxFPS = Math.max(this.minFPS, fps);\n this._minElapsedMS = 1 / (maxFPS / 1000);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"shared\", {\n /**\n * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by\n * {@link PIXI.VideoResource} to update animation frames / video textures.\n *\n * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker.\n * @example\n * let ticker = PIXI.Ticker.shared;\n * // Set this to prevent starting this ticker when listeners are added.\n * // By default this is true only for the PIXI.Ticker.shared instance.\n * ticker.autoStart = false;\n * // FYI, call this to ensure the ticker is stopped. It should be stopped\n * // if you have not attempted to render anything yet.\n * ticker.stop();\n * // Call this when you are ready for a running shared ticker.\n * ticker.start();\n * @example\n * // You may use the shared ticker to render...\n * let renderer = PIXI.autoDetectRenderer();\n * let stage = new PIXI.Container();\n * document.body.appendChild(renderer.view);\n * ticker.add(function (time) {\n * renderer.render(stage);\n * });\n * @example\n * // Or you can just update it manually.\n * ticker.autoStart = false;\n * ticker.stop();\n * function animate(time) {\n * ticker.update(time);\n * renderer.render(stage);\n * requestAnimationFrame(animate);\n * }\n * animate(performance.now());\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._shared) {\n var shared = Ticker._shared = new Ticker();\n shared.autoStart = true;\n shared._protected = true;\n }\n return Ticker._shared;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"system\", {\n /**\n * The system ticker instance used by {@link PIXI.InteractionManager} and by\n * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused,\n * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._system) {\n var system = Ticker._system = new Ticker();\n system.autoStart = true;\n system._protected = true;\n }\n return Ticker._system;\n },\n enumerable: false,\n configurable: true\n });\n return Ticker;\n}());\n\n/**\n * Middleware for for Application Ticker.\n * @example\n * import {TickerPlugin} from '@pixi/ticker';\n * import {Application} from '@pixi/app';\n * import {extensions} from '@pixi/extensions';\n * extensions.add(TickerPlugin);\n * @class\n * @memberof PIXI\n */\nvar TickerPlugin = /** @class */ (function () {\n function TickerPlugin() {\n }\n /**\n * Initialize the plugin with scope of application instance\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n TickerPlugin.init = function (options) {\n var _this = this;\n // Set default\n options = Object.assign({\n autoStart: true,\n sharedTicker: false,\n }, options);\n // Create ticker setter\n Object.defineProperty(this, 'ticker', {\n set: function (ticker) {\n if (this._ticker) {\n this._ticker.remove(this.render, this);\n }\n this._ticker = ticker;\n if (ticker) {\n ticker.add(this.render, this, UPDATE_PRIORITY.LOW);\n }\n },\n get: function () {\n return this._ticker;\n },\n });\n /**\n * Convenience method for stopping the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.stop = function () {\n _this._ticker.stop();\n };\n /**\n * Convenience method for starting the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.start = function () {\n _this._ticker.start();\n };\n /**\n * Internal reference to the ticker.\n * @type {PIXI.Ticker}\n * @name _ticker\n * @memberof PIXI.Application#\n * @private\n */\n this._ticker = null;\n /**\n * Ticker for doing render updates.\n * @type {PIXI.Ticker}\n * @name ticker\n * @memberof PIXI.Application#\n * @default PIXI.Ticker.shared\n */\n this.ticker = options.sharedTicker ? Ticker.shared : new Ticker();\n // Start the rendering\n if (options.autoStart) {\n this.start();\n }\n };\n /**\n * Clean up the ticker, scoped to application.\n * @static\n * @private\n */\n TickerPlugin.destroy = function () {\n if (this._ticker) {\n var oldTicker = this._ticker;\n this.ticker = null;\n oldTicker.destroy();\n }\n };\n /** @ignore */\n TickerPlugin.extension = ExtensionType.Application;\n return TickerPlugin;\n}());\n\nexport { Ticker, TickerPlugin, UPDATE_PRIORITY };\n//# sourceMappingURL=ticker.mjs.map\n","/* eslint-disable */\n \n/*!\n * pixi-viewport - v4.37.0\n * Compiled Sun, 23 Oct 2022 14:02:15 UTC\n *\n * pixi-viewport is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n * \n * Copyright 2019-2020, David Figatner, All Rights Reserved\n */\nimport { Point, Rectangle } from '@pixi/math';\nimport { Container } from '@pixi/display';\nimport { Ticker } from '@pixi/ticker';\n\n/**\n * Derive this class to create user-defined plugins\n *\n * @public\n */\nclass Plugin\n{\n /** The viewport to which this plugin is attached. */\n \n\n /**\n * Flags whether this plugin has been \"paused\".\n *\n * @see Plugin#pause\n * @see Plugin#resume\n */\n \n\n /** @param {Viewport} parent */\n constructor(parent)\n {\n this.parent = parent;\n this.paused = false;\n }\n\n /** Called when plugin is removed */\n destroy()\n {\n // Override for implementation\n }\n\n /** Handler for pointerdown PIXI event */\n down(_e)\n {\n return false;\n }\n\n /** Handler for pointermove PIXI event */\n move(_e)\n {\n return false;\n }\n\n /** Handler for pointerup PIXI event */\n up(_e)\n {\n return false;\n }\n\n /** Handler for wheel event on div */\n wheel(_e)\n {\n return false;\n }\n\n /**\n * Called on each tick\n * @param {number} elapsed time in millisecond since last update\n */\n update(_delta)\n {\n // Override for implementation\n }\n\n /** Called when the viewport is resized */\n resize()\n {\n // Override for implementation\n }\n\n /** Called when the viewport is manually moved */\n reset()\n {\n // Override for implementation\n }\n\n /** Pause the plugin */\n pause()\n {\n this.paused = true;\n }\n\n /** Un-pause the plugin */\n resume()\n {\n this.paused = false;\n }\n}\n\nvar commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {};\n\nfunction createCommonjsModule(fn, basedir, module) {\n\treturn module = {\n\t path: basedir,\n\t exports: {},\n\t require: function (path, base) {\n return commonjsRequire(path, (base === undefined || base === null) ? module.path : base);\n }\n\t}, fn(module, module.exports), module.exports;\n}\n\nfunction commonjsRequire () {\n\tthrow new Error('Dynamic requires are not currently supported by @rollup/plugin-commonjs');\n}\n\nvar penner = createCommonjsModule(function (module, exports) {\n/*\n\tCopyright © 2001 Robert Penner\n\tAll rights reserved.\n\n\tRedistribution and use in source and binary forms, with or without modification, \n\tare permitted provided that the following conditions are met:\n\n\tRedistributions of source code must retain the above copyright notice, this list of \n\tconditions and the following disclaimer.\n\tRedistributions in binary form must reproduce the above copyright notice, this list \n\tof conditions and the following disclaimer in the documentation and/or other materials \n\tprovided with the distribution.\n\n\tNeither the name of the author nor the names of contributors may be used to endorse \n\tor promote products derived from this software without specific prior written permission.\n\n\tTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY \n\tEXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n\tMERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n\tCOPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n\tEXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n\tGOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED \n\tAND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n\tNEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED \n\tOF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n(function() {\n var penner, umd;\n\n umd = function(factory) {\n {\n return module.exports = factory;\n }\n };\n\n penner = {\n linear: function(t, b, c, d) {\n return c * t / d + b;\n },\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n easeInOutQuad: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t + b;\n } else {\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n }\n },\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n easeOutCubic: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n },\n easeInOutCubic: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n },\n easeInQuart: function(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n },\n easeOutQuart: function(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n },\n easeInOutQuart: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t + b;\n } else {\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n },\n easeInQuint: function(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n },\n easeOutQuint: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n },\n easeInOutQuint: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n },\n easeInSine: function(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n },\n easeOutSine: function(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n },\n easeInOutSine: function(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n },\n easeInExpo: function(t, b, c, d) {\n if (t === 0) {\n return b;\n } else {\n return c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n },\n easeOutExpo: function(t, b, c, d) {\n if (t === d) {\n return b + c;\n } else {\n return c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n },\n easeInOutExpo: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n } else {\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n },\n easeInCirc: function(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n },\n easeOutCirc: function(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n },\n easeInOutCirc: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n } else {\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n },\n easeInElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) ; else if ((t /= d) === 1) ;\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n },\n easeOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) ; else if ((t /= d) === 1) ;\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b;\n },\n easeInOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) ; else if ((t /= d / 2) === 2) ;\n if (!p) {\n p = d * (.3 * 1.5);\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n if (t < 1) {\n return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n } else {\n return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;\n }\n },\n easeInBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n },\n easeOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n },\n easeInOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b;\n } else {\n return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b;\n }\n },\n easeInBounce: function(t, b, c, d) {\n var v;\n v = penner.easeOutBounce(d - t, 0, c, d);\n return c - v + b;\n },\n easeOutBounce: function(t, b, c, d) {\n if ((t /= d) < 1 / 2.75) {\n return c * (7.5625 * t * t) + b;\n } else if (t < 2 / 2.75) {\n return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b;\n } else if (t < 2.5 / 2.75) {\n return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b;\n } else {\n return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b;\n }\n },\n easeInOutBounce: function(t, b, c, d) {\n var v;\n if (t < d / 2) {\n v = penner.easeInBounce(t * 2, 0, c, d);\n return v * .5 + b;\n } else {\n v = penner.easeOutBounce(t * 2 - d, 0, c, d);\n return v * .5 + c * .5 + b;\n }\n }\n };\n\n umd(penner);\n\n}).call(commonjsGlobal);\n});\n\n// eslint-disable-next-line\n\n/**\n * Returns correct Penner equation using string or Function.\n *\n * @internal\n * @ignore\n * @param {(function|string)} [ease]\n * @param {defaults} default penner equation to use if none is provided\n */\nfunction ease(ease, defaults)\n{\n if (!ease)\n {\n return penner[defaults]\n }\n else if (typeof ease === 'function')\n {\n return ease\n }\n else if (typeof ease === 'string')\n {\n return penner[ease]\n }\n}\n\n/** Options for {@link Animate}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_ANIMATE_OPTIONS = {\n removeOnInterrupt: false,\n ease: 'linear',\n time: 1000,\n};\n\n/**\n * Animation plugin.\n *\n * @see Viewport#animate\n * @fires animate-end\n */\nclass Animate extends Plugin\n{\n \n\n /** The starting x-coordinate of the viewport. */\n \n\n /** The starting y-coordinate of the viewport. */\n \n\n /** The change in the x-coordinate of the viewport through the animation.*/\n \n\n /** The change in the y-coordinate of the viewport through the animation. */\n \n\n /** Marks whether the center of the viewport is preserved in the animation. */\n \n\n /** The starting viewport width. */\n __init() {this.startWidth = null;}\n\n /** The starting viewport height. */\n __init2() {this.startHeight = null;}\n\n /** The change in the viewport's width through the animation. */\n __init3() {this.deltaWidth = null;}\n\n /** The change in the viewport's height through the animation. */\n __init4() {this.deltaHeight = null;}\n\n /** The viewport's width post-animation. */\n __init5() {this.width = null;}\n\n /** The viewport's height post-animation. */\n __init6() {this.height = null;}\n\n /** The time since the animation started. */\n __init7() {this.time = 0;}\n\n /**\n * This is called by {@link Viewport.animate}.\n *\n * @param parent\n * @param options\n */\n constructor(parent, options = {})\n {\n super(parent);Animate.prototype.__init.call(this);Animate.prototype.__init2.call(this);Animate.prototype.__init3.call(this);Animate.prototype.__init4.call(this);Animate.prototype.__init5.call(this);Animate.prototype.__init6.call(this);Animate.prototype.__init7.call(this);\n this.options = Object.assign({}, DEFAULT_ANIMATE_OPTIONS, options);\n this.options.ease = ease(this.options.ease);\n\n this.setupPosition();\n this.setupZoom();\n\n this.time = 0;\n }\n\n /**\n * Setup `startX`, `startY`, `deltaX`, `deltaY`, `keepCenter`.\n *\n * This is called during construction.\n */\n setupPosition()\n {\n if (typeof this.options.position !== 'undefined')\n {\n this.startX = this.parent.center.x;\n this.startY = this.parent.center.y;\n this.deltaX = this.options.position.x - this.parent.center.x;\n this.deltaY = this.options.position.y - this.parent.center.y;\n this.keepCenter = false;\n }\n else\n {\n this.keepCenter = true;\n }\n }\n\n /**\n * Setup `startWidth, `startHeight`, `deltaWidth, `deltaHeight, `width`, `height`.\n *\n * This is called during construction.\n */\n setupZoom()\n {\n this.width = null;\n this.height = null;\n\n if (typeof this.options.scale !== 'undefined')\n {\n this.width = this.parent.screenWidth / this.options.scale;\n }\n else if (typeof this.options.scaleX !== 'undefined' || typeof this.options.scaleY !== 'undefined')\n {\n if (typeof this.options.scaleX !== 'undefined')\n {\n // screenSizeInWorldPixels = screenWidth / scale\n this.width = this.parent.screenWidth / this.options.scaleX;\n }\n if (typeof this.options.scaleY !== 'undefined')\n {\n this.height = this.parent.screenHeight / this.options.scaleY;\n }\n }\n else\n {\n if (typeof this.options.width !== 'undefined')\n {\n this.width = this.options.width;\n }\n if (typeof this.options.height !== 'undefined')\n {\n this.height = this.options.height;\n }\n }\n\n if (this.width !== null)\n {\n this.startWidth = this.parent.screenWidthInWorldPixels;\n this.deltaWidth = this.width - this.startWidth;\n }\n if (this.height !== null)\n {\n this.startHeight = this.parent.screenHeightInWorldPixels;\n this.deltaHeight = this.height - this.startHeight;\n }\n }\n\n down()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('animate');\n }\n\n return false;\n }\n\n complete()\n {\n this.parent.plugins.remove('animate');\n if (this.width !== null)\n {\n this.parent.fitWidth(this.width, this.keepCenter, this.height === null);\n }\n if (this.height !== null)\n {\n this.parent.fitHeight(this.height, this.keepCenter, this.width === null);\n }\n if (!this.keepCenter)\n {\n this.parent.moveCenter(this.options.position);\n }\n\n this.parent.emit('animate-end', this.parent);\n\n if (this.options.callbackOnComplete)\n {\n this.options.callbackOnComplete(this.parent);\n }\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n this.time += elapsed;\n\n const originalZoom = new Point(this.parent.scale.x, this.parent.scale.y);\n\n if (this.time >= this.options.time)\n {\n const originalWidth = this.parent.width;\n const originalHeight = this.parent.height;\n\n this.complete();\n if (originalWidth !== this.parent.width || originalHeight !== this.parent.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n else\n {\n const percent = this.options.ease(this.time, 0, 1, this.options.time);\n\n if (this.width !== null)\n {\n const startWidth = this.startWidth ;\n const deltaWidth = this.deltaWidth ;\n\n this.parent.fitWidth(\n startWidth + (deltaWidth * percent),\n this.keepCenter,\n this.height === null);\n }\n if (this.height !== null)\n {\n const startHeight = this.startHeight ;\n const deltaHeight = this.deltaHeight ;\n\n this.parent.fitHeight(\n startHeight + (deltaHeight * percent),\n this.keepCenter,\n this.width === null);\n }\n if (this.width === null)\n {\n this.parent.scale.x = this.parent.scale.y;\n }\n else if (this.height === null)\n {\n this.parent.scale.y = this.parent.scale.x;\n }\n if (!this.keepCenter)\n {\n const startX = this.startX ;\n const startY = this.startY ;\n const deltaX = this.deltaX ;\n const deltaY = this.deltaY ;\n const original = new Point(this.parent.x, this.parent.y);\n\n this.parent.moveCenter(startX + (deltaX * percent), startY + (deltaY * percent));\n this.parent.emit('moved', { viewport: this.parent, original, type: 'animate' });\n }\n if (this.width || this.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n }\n}\n\nfunction _optionalChain$1(ops) { let lastAccessLHS = undefined; let value = ops[0]; let i = 1; while (i < ops.length) { const op = ops[i]; const fn = ops[i + 1]; i += 2; if ((op === 'optionalAccess' || op === 'optionalCall') && value == null) { return undefined; } if (op === 'access' || op === 'optionalAccess') { lastAccessLHS = value; value = fn(value); } else if (op === 'call' || op === 'optionalCall') { value = fn((...args) => value.call(lastAccessLHS, ...args)); lastAccessLHS = undefined; } } return value; }\n\n\n\n\n\n/** Options for {@link Bounce}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_BOUNCE_OPTIONS = {\n sides: 'all',\n friction: 0.5,\n time: 150,\n ease: 'easeInOutSine',\n underflow: 'center',\n bounceBox: null\n};\n\n/**\n * @fires bounce-start-x\n * @fires bounce.end-x\n * @fires bounce-start-y\n * @fires bounce-end-y\n * @public\n */\nclass Bounce extends Plugin\n{\n /** The options passed to initialize this plugin, cannot be modified again. */\n \n\n /** Holds whether to bounce from left side. */\n \n\n /** Holds whether to bounce from top side. */\n \n\n /** Holds whether to bounce from right side. */\n \n\n /** Holds whether to bounce from bottom side. */\n \n\n /** Direction of underflow along x-axis. */\n \n\n /** Direction of underflow along y-axis. */\n \n\n /** Easing */\n \n\n /** Bounce state along x-axis */\n \n\n /** Bounce state along y-axis */\n \n\n /**\n * This is called by {@link Viewport.bounce}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_BOUNCE_OPTIONS, options);\n this.ease = ease(this.options.ease, 'easeInOutSine');\n\n if (this.options.sides)\n {\n if (this.options.sides === 'all')\n {\n this.top = this.bottom = this.left = this.right = true;\n }\n else if (this.options.sides === 'horizontal')\n {\n this.right = this.left = true;\n this.top = this.bottom = false;\n }\n else if (this.options.sides === 'vertical')\n {\n this.left = this.right = false;\n this.top = this.bottom = true;\n }\n else\n {\n this.top = this.options.sides.indexOf('top') !== -1;\n this.bottom = this.options.sides.indexOf('bottom') !== -1;\n this.left = this.options.sides.indexOf('left') !== -1;\n this.right = this.options.sides.indexOf('right') !== -1;\n }\n } else {\n this.left = this.top = this.right = this.bottom = false;\n }\n\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n }\n\n this.reset();\n }\n\n isActive()\n {\n return this.toX !== null || this.toY !== null;\n }\n\n down()\n {\n this.toX = this.toY = null;\n\n return false;\n }\n\n up()\n {\n this.bounce();\n\n return false;\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n\n this.bounce();\n\n if (this.toX)\n {\n const toX = this.toX;\n\n toX.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-x' });\n\n if (toX.time >= this.options.time)\n {\n this.parent.x = toX.end;\n this.toX = null;\n this.parent.emit('bounce-x-end', this.parent);\n }\n else\n {\n this.parent.x = this.ease(toX.time, toX.start, toX.delta, this.options.time);\n }\n }\n\n if (this.toY)\n {\n const toY = this.toY;\n\n toY.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-y' });\n\n if (toY.time >= this.options.time)\n {\n this.parent.y = toY.end;\n this.toY = null;\n this.parent.emit('bounce-y-end', this.parent);\n }\n else\n {\n this.parent.y = this.ease(toY.time, toY.start, toY.delta, this.options.time);\n }\n }\n }\n\n /** @internal */\n calcUnderflowX()\n {\n let x;\n\n switch (this.underflowX)\n {\n case -1:\n x = 0;\n break;\n case 1:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n\n return x;\n }\n\n /** @internal */\n calcUnderflowY()\n {\n let y;\n\n switch (this.underflowY)\n {\n case -1:\n y = 0;\n break;\n case 1:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n\n return y;\n }\n\n oob()\n {\n const box = this.options.bounceBox;\n\n if (box)\n {\n const x1 = typeof box.x === 'undefined' ? 0 : box.x;\n const y1 = typeof box.y === 'undefined' ? 0 : box.y;\n const width = typeof box.width === 'undefined' ? this.parent.worldWidth : box.width;\n const height = typeof box.height === 'undefined' ? this.parent.worldHeight : box.height;\n\n return {\n left: this.parent.left < x1,\n right: this.parent.right > width,\n top: this.parent.top < y1,\n bottom: this.parent.bottom > height,\n topLeft: new Point(\n x1 * this.parent.scale.x,\n y1 * this.parent.scale.y\n ),\n bottomRight: new Point(\n width * this.parent.scale.x - this.parent.screenWidth,\n height * this.parent.scale.y - this.parent.screenHeight\n )\n };\n }\n\n return {\n left: this.parent.left < 0,\n right: this.parent.right > this.parent.worldWidth,\n top: this.parent.top < 0,\n bottom: this.parent.bottom > this.parent.worldHeight,\n topLeft: new Point(0, 0),\n bottomRight: new Point(\n this.parent.worldWidth * this.parent.scale.x - this.parent.screenWidth,\n this.parent.worldHeight * this.parent.scale.y - this.parent.screenHeight\n )\n };\n }\n\n bounce()\n {\n if (this.paused)\n {\n return;\n }\n\n let oob;\n let decelerate\n\n\n\n\n\n = this.parent.plugins.get('decelerate', true) ;\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n if ((decelerate.x && decelerate.percentChangeX === _optionalChain$1([decelerate, 'access', _ => _.options, 'optionalAccess', _2 => _2.friction])) || (decelerate.y && decelerate.percentChangeY === _optionalChain$1([decelerate, 'access', _3 => _3.options, 'optionalAccess', _4 => _4.friction])))\n {\n oob = this.oob();\n if ((oob.left && this.left) || (oob.right && this.right))\n {\n decelerate.percentChangeX = this.options.friction;\n }\n if ((oob.top && this.top) || (oob.bottom && this.bottom))\n {\n decelerate.percentChangeY = this.options.friction;\n }\n }\n }\n const drag = this.parent.plugins.get('drag', true) || {};\n const pinch = this.parent.plugins.get('pinch', true) || {};\n\n decelerate = decelerate || {};\n\n if (!_optionalChain$1([drag, 'optionalAccess', _5 => _5.active]) && !_optionalChain$1([pinch, 'optionalAccess', _6 => _6.active]) && ((!this.toX || !this.toY) && (!decelerate.x || !decelerate.y)))\n {\n oob = oob || this.oob();\n const topLeft = oob.topLeft;\n const bottomRight = oob.bottomRight;\n\n if (!this.toX && !decelerate.x)\n {\n let x = null;\n\n if (oob.left && this.left)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -topLeft.x;\n }\n else if (oob.right && this.right)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -bottomRight.x;\n }\n if (x !== null && this.parent.x !== x)\n {\n this.toX = { time: 0, start: this.parent.x, delta: x - this.parent.x, end: x };\n this.parent.emit('bounce-x-start', this.parent);\n }\n }\n if (!this.toY && !decelerate.y)\n {\n let y = null;\n\n if (oob.top && this.top)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -topLeft.y;\n }\n else if (oob.bottom && this.bottom)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -bottomRight.y;\n }\n if (y !== null && this.parent.y !== y)\n {\n this.toY = { time: 0, start: this.parent.y, delta: y - this.parent.y, end: y };\n this.parent.emit('bounce-y-start', this.parent);\n }\n }\n }\n }\n\n reset()\n {\n this.toX = this.toY = null;\n this.bounce();\n }\n}\n\n/**\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of the world offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight]\n * eg: to allow the world to be completely dragged offscreen, set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the appropriate boundaries\n *\n */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_CLAMP_OPTIONS = {\n left: false,\n right: false,\n top: false,\n bottom: false,\n direction: null,\n underflow: 'center'\n};\n\n/**\n * Plugin to clamp the viewport to a specific world bounding box.\n *\n * @public\n */\nclass Clamp extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n \n\n /** Last state of viewport */\n \n\n\n\n\n\n\n \n \n \n\n /**\n * This is called by {@link Viewport.clamp}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_OPTIONS, options);\n\n if (this.options.direction)\n {\n this.options.left = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.right = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.top = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n this.options.bottom = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n }\n\n this.parseUnderflow();\n this.last = { x: null, y: null, scaleX: null, scaleY: null };\n this.update();\n }\n\n parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'none')\n {\n this.noUnderflow = true;\n }\n else if (clamp === 'center')\n {\n this.underflowX = this.underflowY = 0;\n this.noUnderflow = false;\n }\n else\n {\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n this.noUnderflow = false;\n }\n }\n\n move()\n {\n this.update();\n\n return false;\n }\n\n update()\n {\n if (this.paused)\n {\n return;\n }\n\n // only clamp on change\n if (this.parent.x === this.last.x\n && this.parent.y === this.last.y\n && this.parent.scale.x === this.last.scaleX\n && this.parent.scale.y === this.last.scaleY)\n {\n return;\n }\n const original = { x: this.parent.x, y: this.parent.y };\n // TODO: Fix\n const decelerate = (this.parent.plugins ).decelerate || {};\n\n if (this.options.left !== null || this.options.right !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n if (this.parent.x !== 0)\n {\n this.parent.x = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.x !== this.parent.screenWidth - this.parent.screenWorldWidth)\n {\n this.parent.x = this.parent.screenWidth - this.parent.screenWorldWidth;\n moved = true;\n }\n break;\n default:\n if (this.parent.x !== (this.parent.screenWidth - this.parent.screenWorldWidth) / 2)\n {\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.left !== null)\n {\n if (this.parent.left < (this.options.left === true ? 0 : this.options.left))\n {\n this.parent.x = -(this.options.left === true ? 0 : this.options.left) * this.parent.scale.x;\n decelerate.x = 0;\n moved = true;\n }\n }\n if (this.options.right !== null)\n {\n if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right))\n {\n this.parent.x = -(this.options.right === true ? this.parent.worldWidth : this.options.right) * this.parent.scale.x + this.parent.screenWidth;\n decelerate.x = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-x' });\n }\n }\n if (this.options.top !== null || this.options.bottom !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n if (this.parent.y !== 0)\n {\n this.parent.y = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.y !== this.parent.screenHeight - this.parent.screenWorldHeight)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n moved = true;\n }\n break;\n default:\n if (this.parent.y !== (this.parent.screenHeight - this.parent.screenWorldHeight) / 2)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.top !== null)\n {\n if (this.parent.top < (this.options.top === true ? 0 : this.options.top))\n {\n this.parent.y = -(this.options.top === true ? 0 : this.options.top)\n * this.parent.scale.y;\n decelerate.y = 0;\n moved = true;\n }\n }\n if (this.options.bottom !== null)\n {\n if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom))\n {\n this.parent.y = -(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)\n * this.parent.scale.y + this.parent.screenHeight;\n decelerate.y = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-y' });\n }\n }\n this.last.x = this.parent.x;\n this.last.y = this.parent.y;\n this.last.scaleX = this.parent.scale.x;\n this.last.scaleY = this.parent.scale.y;\n }\n\n reset()\n {\n this.update();\n }\n}\n\n/**\n * Options for {@link ClampZoom}.\n *\n * Use either minimum width/height or minimum scale\n */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_CLAMP_ZOOM_OPTIONS = {\n minWidth: null,\n minHeight: null,\n maxWidth: null,\n maxHeight: null,\n minScale: null,\n maxScale: null\n};\n\n/**\n * Plugin to clamp the viewport's zoom to a specific range.\n *\n * @public\n */\nclass ClampZoom extends Plugin\n{\n \n\n /**\n * This is called by {@link Viewport.clampZoom}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_ZOOM_OPTIONS, options);\n\n this.clamp();\n }\n\n resize()\n {\n this.clamp();\n }\n\n /** Clamp the viewport scale zoom) */\n clamp()\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.options.minWidth || this.options.minHeight || this.options.maxWidth || this.options.maxHeight)\n {\n let width = this.parent.worldScreenWidth;\n let height = this.parent.worldScreenHeight;\n\n if (this.options.minWidth !== null && width < this.options.minWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.minWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxWidth !== null && width > this.options.maxWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.maxWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.minHeight !== null && height < this.options.minHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.minHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxHeight !== null && height > this.options.maxHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.maxHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n else\n if (this.options.minScale || this.options.maxScale)\n {\n const minScale = { x: null, y: null };\n const maxScale = { x: null, y: null };\n\n if (typeof this.options.minScale === 'number')\n {\n minScale.x = this.options.minScale;\n minScale.y = this.options.minScale;\n }\n else if (this.options.minScale !== null)\n {\n const optsMinScale = this.options.minScale ;\n\n minScale.x = typeof optsMinScale.x === 'undefined' ? null : optsMinScale.x;\n minScale.y = typeof optsMinScale.y === 'undefined' ? null : optsMinScale.y;\n }\n\n if (typeof this.options.maxScale === 'number')\n {\n maxScale.x = this.options.maxScale;\n maxScale.y = this.options.maxScale;\n }\n else if (this.options.maxScale !== null)\n {\n const optsMaxScale = this.options.maxScale ;\n\n maxScale.x = typeof optsMaxScale.x === 'undefined' ? null : optsMaxScale.x;\n maxScale.y = typeof optsMaxScale.y === 'undefined' ? null : optsMaxScale.y;\n }\n\n let scaleX = this.parent.scale.x;\n let scaleY = this.parent.scale.y;\n\n if (minScale.x !== null && scaleX < minScale.x)\n {\n scaleX = minScale.x;\n }\n if (maxScale.x !== null && scaleX > maxScale.x)\n {\n scaleX = maxScale.x;\n }\n if (minScale.y !== null && scaleY < minScale.y)\n {\n scaleY = minScale.y;\n }\n if (maxScale.y !== null && scaleY > maxScale.y)\n {\n scaleY = maxScale.y;\n }\n if (scaleX !== this.parent.scale.x || scaleY !== this.parent.scale.y)\n {\n this.parent.scale.set(scaleX, scaleY);\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n }\n\n reset()\n {\n this.clamp();\n }\n}\n\n/** This allows independent x and y values for min/maxScale */\n\nconst DEFAULT_DECELERATE_OPTIONS = {\n friction: 0.98,\n bounce: 0.8,\n minSpeed: 0.01\n};\n\n/**\n * Time period of decay (1 frame)\n *\n * @internal\n * @ignore\n */\nconst TP = 16;\n\n/**\n * Plugin to decelerate viewport velocity smoothly after panning ends.\n *\n * @public\n */\nclass Decelerate extends Plugin\n{\n /** Options used to initialize this plugin. */\n \n\n /**\n * x-component of the velocity of viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n \n\n /**\n * y-component of the velocity of the viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n \n\n /**\n * The decay factor for the x-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n \n\n /**\n * The decay factor for the y-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n \n\n /** Saved list of recent viewport position snapshots, to estimate velocity. */\n \n\n /** The time since the user released panning of the viewport. */\n \n\n /**\n * This is called by {@link Viewport.decelerate}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DECELERATE_OPTIONS, options);\n this.saved = [];\n this.timeSinceRelease = 0;\n\n this.reset();\n this.parent.on('moved', (data) => this.moved(data));\n }\n\n down()\n {\n this.saved = [];\n this.x = this.y = null;\n\n return false;\n }\n\n isActive()\n {\n return !!(this.x || this.y);\n }\n\n move()\n {\n if (this.paused)\n {\n return false;\n }\n\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n this.saved.push({ x: this.parent.x, y: this.parent.y, time: performance.now() });\n\n if (this.saved.length > 60)\n {\n this.saved.splice(0, 30);\n }\n }\n\n // Silently recording viewport positions\n return false;\n }\n\n /** Listener to viewport's \"moved\" event. */\n moved(data)\n {\n if (this.saved.length)\n {\n const last = this.saved[this.saved.length - 1];\n\n if (data.type === 'clamp-x')\n {\n if (last.x === data.original.x)\n {\n last.x = this.parent.x;\n }\n }\n else if (data.type === 'clamp-y')\n {\n if (last.y === data.original.y)\n {\n last.y = this.parent.y;\n }\n }\n }\n }\n\n up()\n {\n if (this.parent.input.count() === 0 && this.saved.length)\n {\n const now = performance.now();\n\n for (const save of this.saved)\n {\n if (save.time >= now - 100)\n {\n const time = now - save.time;\n\n this.x = (this.parent.x - save.x) / time;\n this.y = (this.parent.y - save.y) / time;\n this.percentChangeX = this.percentChangeY = this.options.friction;\n this.timeSinceRelease = 0;\n break;\n }\n }\n }\n\n return false;\n }\n\n /**\n * Manually activate deceleration, starting from the (x, y) velocity components passed in the options.\n *\n * @param {object} options\n * @param {number} [options.x] - Specify x-component of initial velocity.\n * @param {number} [options.y] - Specify y-component of initial velocity.\n */\n activate(options)\n {\n options = options || {};\n\n if (typeof options.x !== 'undefined')\n {\n this.x = options.x;\n this.percentChangeX = this.options.friction;\n }\n if (typeof options.y !== 'undefined')\n {\n this.y = options.y;\n this.percentChangeY = this.options.friction;\n }\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n\n /*\n * See https://github.com/davidfig/pixi-viewport/issues/271 for math.\n *\n * The viewport velocity (this.x, this.y) decays exponentially by the the decay factor\n * (this.percentChangeX, this.percentChangeY) each frame. This velocity function is integrated\n * to calculate the displacement.\n */\n\n const moved = this.x || this.y;\n\n const ti = this.timeSinceRelease;\n const tf = this.timeSinceRelease + elapsed;\n\n if (this.x)\n {\n const k = this.percentChangeX;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport x-coordinate.\n this.parent.x += ((this.x * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on x-component of velocity\n this.x *= Math.pow(this.percentChangeX, elapsed / TP);\n }\n if (this.y)\n {\n const k = this.percentChangeY;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport y-coordinate.\n this.parent.y += ((this.y * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on y-component of velocity\n this.y *= Math.pow(this.percentChangeY, elapsed / TP);\n }\n\n this.timeSinceRelease += elapsed;\n\n // End decelerate velocity once it goes under a certain amount of precision.\n if (this.x && this.y) {\n if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) {\n this.x = 0;\n this.y = 0;\n }\n } else {\n if (Math.abs(this.x || 0) < this.options.minSpeed) {\n this.x = 0;\n }\n if (Math.abs(this.y || 0) < this.options.minSpeed) {\n this.y = 0;\n }\n }\n\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, type: 'decelerate' });\n }\n }\n\n reset()\n {\n this.x = this.y = null;\n }\n}\n\n/** Options for {@link Drag}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_DRAG_OPTIONS = {\n direction: 'all',\n pressDrag: true,\n wheel: true,\n wheelScroll: 1,\n reverse: false,\n clampWheel: false,\n underflow: 'center',\n factor: 1,\n mouseButtons: 'all',\n keyToPress: null,\n ignoreKeyToPressOnTouch: false,\n lineHeight: 20,\n wheelSwapAxes: false,\n};\n\n/**\n * Plugin to enable panning/dragging of the viewport to move around.\n *\n * @public\n */\nclass Drag extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n \n\n /** Flags when viewport is moving. */\n \n\n /** Factor to apply from {@link IDecelerateOptions}'s reverse. */\n \n\n /** Holds whether dragging is enabled along the x-axis. */\n \n\n /** Holds whether dragging is enabled along the y-axis. */\n \n\n /** Flags whether the keys required to drag are pressed currently. */\n \n\n /** Holds whether the left, center, and right buttons are required to pan. */\n \n\n /** Underflow factor along x-axis */\n \n\n /** Underflow factor along y-axis */\n \n\n /** Last pointer position while panning. */\n \n\n /** The ID of the pointer currently panning the viewport. */\n \n\n /**\n * This is called by {@link Viewport.drag}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options);\n this.moved = false;\n this.reverse = this.options.reverse ? 1 : -1;\n this.xDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'x';\n this.yDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'y';\n this.keyIsPressed = false;\n\n this.parseUnderflow();\n this.mouseButtons(this.options.mouseButtons);\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger drag event\n */\n handleKeyPresses(codes)\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n { this.keyIsPressed = true; }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n { this.keyIsPressed = false; }\n });\n }\n\n /**\n * initialize mousebuttons array\n * @param {string} buttons\n */\n mouseButtons(buttons)\n {\n if (!buttons || buttons === 'all')\n {\n this.mouse = [true, true, true];\n }\n else\n {\n this.mouse = [\n buttons.indexOf('left') !== -1,\n buttons.indexOf('middle') !== -1,\n buttons.indexOf('right') !== -1\n ];\n }\n }\n\n parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n if (clamp.includes('left'))\n {\n this.underflowX = -1;\n }\n else if (clamp.includes('right'))\n {\n this.underflowX = 1;\n }\n else\n {\n this.underflowX = 0;\n }\n if (clamp.includes('top'))\n {\n this.underflowY = -1;\n }\n else if (clamp.includes('bottom'))\n {\n this.underflowY = 1;\n }\n else\n {\n this.underflowY = 0;\n }\n }\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n checkButtons(event)\n {\n const isMouse = event.data.pointerType === 'mouse';\n const count = this.parent.input.count();\n\n if ((count === 1) || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n if (!isMouse || this.mouse[event.data.button])\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n checkKeyPress(event)\n {\n return (!this.options.keyToPress\n || this.keyIsPressed\n || (this.options.ignoreKeyToPressOnTouch && event.data.pointerType === 'touch'));\n }\n\n down(event)\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.checkButtons(event) && this.checkKeyPress(event))\n {\n this.last = { x: event.data.global.x, y: event.data.global.y };\n this.current = event.data.pointerId;\n\n return true;\n }\n this.last = null;\n\n return false;\n }\n\n get active()\n {\n return this.moved;\n }\n\n move(event)\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.last && this.current === event.data.pointerId)\n {\n const x = event.data.global.x;\n const y = event.data.global.y;\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n const distX = x - this.last.x;\n const distY = y - this.last.y;\n\n if (this.moved\n || ((this.xDirection && this.parent.input.checkThreshold(distX))\n || (this.yDirection && this.parent.input.checkThreshold(distY))))\n {\n const newPoint = { x, y };\n\n if (this.xDirection)\n {\n this.parent.x += (newPoint.x - this.last.x) * this.options.factor;\n }\n if (this.yDirection)\n {\n this.parent.y += (newPoint.y - this.last.y) * this.options.factor;\n }\n this.last = newPoint;\n if (!this.moved)\n {\n this.parent.emit('drag-start', {\n event,\n screen: new Point(this.last.x, this.last.y),\n world: this.parent.toWorld(new Point(this.last.x, this.last.y)),\n viewport: this.parent\n });\n }\n this.moved = true;\n this.parent.emit('moved', { viewport: this.parent, type: 'drag' });\n\n return true;\n }\n }\n else\n {\n this.moved = false;\n }\n }\n\n return false;\n }\n\n up(event)\n {\n if (this.paused)\n {\n return false;\n }\n\n const touches = this.parent.input.touches;\n\n if (touches.length === 1)\n {\n const pointer = touches[0];\n\n if (pointer.last)\n {\n this.last = { x: pointer.last.x, y: pointer.last.y };\n this.current = pointer.id;\n }\n this.moved = false;\n\n return true;\n }\n else if (this.last)\n {\n if (this.moved)\n {\n const screen = new Point(this.last.x, this.last.y);\n\n this.parent.emit('drag-end', {\n event, screen,\n world: this.parent.toWorld(screen),\n viewport: this.parent,\n });\n this.last = null;\n this.moved = false;\n\n return true;\n }\n }\n\n return false;\n }\n\n wheel(event)\n {\n if (this.paused)\n {\n return false;\n }\n\n if (this.options.wheel)\n {\n const wheel = this.parent.plugins.get('wheel', true);\n\n if (!wheel || (!wheel.options.wheelZoom && !event.ctrlKey))\n {\n const step = event.deltaMode ? this.options.lineHeight : 1;\n\n const deltas = [event.deltaX, event.deltaY];\n const [deltaX, deltaY] = this.options.wheelSwapAxes ? deltas.reverse() : deltas;\n\n if (this.xDirection)\n {\n this.parent.x += deltaX * step * this.options.wheelScroll * this.reverse;\n }\n if (this.yDirection)\n {\n this.parent.y += deltaY * step * this.options.wheelScroll * this.reverse;\n }\n if (this.options.clampWheel)\n {\n this.clamp();\n }\n this.parent.emit('wheel-scroll', this.parent);\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n if (!this.parent.options.passiveWheel)\n {\n event.preventDefault();\n }\n if (this.parent.options.stopPropagation)\n {\n event.stopPropagation();\n }\n\n return true;\n }\n }\n\n return false;\n }\n\n resume()\n {\n this.last = null;\n this.paused = false;\n }\n\n clamp()\n {\n const decelerate = this.parent.plugins.get('decelerate', true) || {};\n\n if (this.options.clampWheel !== 'y')\n {\n if (this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n this.parent.x = 0;\n break;\n case 1:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n }\n else\n if (this.parent.left < 0)\n {\n this.parent.x = 0;\n decelerate.x = 0;\n }\n else if (this.parent.right > this.parent.worldWidth)\n {\n this.parent.x = (-this.parent.worldWidth * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n }\n }\n if (this.options.clampWheel !== 'x')\n {\n if (this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n this.parent.y = 0;\n break;\n case 1:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n }\n else\n {\n if (this.parent.top < 0)\n {\n this.parent.y = 0;\n decelerate.y = 0;\n }\n if (this.parent.bottom > this.parent.worldHeight)\n {\n this.parent.y = (-this.parent.worldHeight * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n }\n }\n }\n }\n}\n\n/** Options for {@link Follow}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_FOLLOW_OPTIONS = {\n speed: 0,\n acceleration: null,\n radius: null\n};\n\n/**\n * Plugin to follow a display-object.\n *\n * @see Viewport.follow\n * @public\n */\nclass Follow extends Plugin\n{\n /** The options used to initialize this plugin. */\n \n\n /** The target this plugin will make the viewport follow. */\n \n\n /** The velocity provided the viewport by following, at the current time. */\n \n\n /**\n * This is called by {@link Viewport.follow}.\n *\n * @param parent\n * @param target - target to follow\n * @param options\n */\n constructor(parent, target, options = {})\n {\n super(parent);\n\n this.target = target;\n this.options = Object.assign({}, DEFAULT_FOLLOW_OPTIONS, options);\n this.velocity = { x: 0, y: 0 };\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n\n const center = this.parent.center;\n let toX = this.target.x;\n let toY = this.target.y;\n\n if (this.options.radius)\n {\n const distance = Math.sqrt(Math.pow(this.target.y - center.y, 2) + Math.pow(this.target.x - center.x, 2));\n\n if (distance > this.options.radius)\n {\n const angle = Math.atan2(this.target.y - center.y, this.target.x - center.x);\n\n toX = this.target.x - (Math.cos(angle) * this.options.radius);\n toY = this.target.y - (Math.sin(angle) * this.options.radius);\n }\n else\n {\n return;\n }\n }\n\n const deltaX = toX - center.x;\n const deltaY = toY - center.y;\n\n if (deltaX || deltaY)\n {\n if (this.options.speed)\n {\n if (this.options.acceleration)\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const distance = Math.sqrt(Math.pow(deltaX, 2) + Math.pow(deltaY, 2));\n\n if (distance)\n {\n const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) / (2 * this.options.acceleration);\n\n if (distance > decelerationDistance)\n {\n this.velocity = {\n x: Math.min(this.velocity.x + this.options.acceleration * elapsed, this.options.speed),\n y: Math.min(this.velocity.y + this.options.acceleration * elapsed, this.options.speed)\n };\n }\n else\n {\n this.velocity = {\n x: Math.max(this.velocity.x - this.options.acceleration * this.options.speed, 0),\n y: Math.max(this.velocity.y - this.options.acceleration * this.options.speed, 0)\n };\n }\n const changeX = Math.cos(angle) * this.velocity.x;\n const changeY = Math.sin(angle) * this.velocity.y;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const changeX = Math.cos(angle) * this.options.speed;\n const changeY = Math.sin(angle) * this.options.speed;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n this.parent.moveCenter(toX, toY);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n }\n}\n\n/** Insets for mouse edges scrolling regions */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst MOUSE_EDGES_OPTIONS = {\n radius: null,\n distance: null,\n top: null,\n bottom: null,\n left: null,\n right: null,\n speed: 8,\n reverse: false,\n noDecelerate: false,\n linear: false,\n allowButtons: false,\n};\n\n/**\n * Scroll viewport when mouse hovers near one of the edges.\n *\n * @event mouse-edge-start(Viewport) emitted when mouse-edge starts\n * @event mouse-edge-end(Viewport) emitted when mouse-edge ends\n */\nclass MouseEdges extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n \n\n /** Factor from reverse option. */\n \n\n /** Radius squared */\n \n\n /** Scroll region size on the left side. */\n \n\n /** Scroll region size on the top size. */\n \n\n /** Scroll region size on the right side. */\n \n\n /** Scroll region size on the bottom side. */\n \n\n \n\n \n\n /**\n * This is called by {@link Viewport.mouseEdges}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, MOUSE_EDGES_OPTIONS, options);\n this.reverse = this.options.reverse ? 1 : -1;\n this.radiusSquared = typeof this.options.radius === 'number' ? Math.pow(this.options.radius, 2) : null;\n\n this.resize();\n }\n\n resize()\n {\n const distance = this.options.distance;\n\n if (distance !== null)\n {\n this.left = distance;\n this.top = distance;\n this.right = this.parent.screenWidth - distance;\n this.bottom = this.parent.screenHeight - distance;\n }\n else if (!this.options.radius)\n {\n this.left = this.options.left;\n this.top = this.options.top;\n this.right = this.options.right === null ? null : this.parent.screenWidth - this.options.right;\n this.bottom = this.options.bottom === null ? null : this.parent.screenHeight - this.options.bottom;\n }\n }\n\n down()\n {\n if (this.paused)\n {\n return false;\n }\n if (!this.options.allowButtons)\n {\n this.horizontal = this.vertical = null;\n }\n\n return false;\n }\n\n move(event)\n {\n if (this.paused)\n {\n return false;\n }\n if ((event.data.pointerType !== 'mouse' && event.data.identifier !== 1)\n || (!this.options.allowButtons && event.data.buttons !== 0))\n {\n return false;\n }\n\n const x = event.data.global.x;\n const y = event.data.global.y;\n\n if (this.radiusSquared)\n {\n const center = this.parent.toScreen(this.parent.center);\n const distance = Math.pow(center.x - x, 2) + Math.pow(center.y - y, 2);\n\n if (distance >= this.radiusSquared)\n {\n const angle = Math.atan2(center.y - y, center.x - x);\n\n if (this.options.linear)\n {\n this.horizontal = Math.round(Math.cos(angle)) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.round(Math.sin(angle)) * this.options.speed * this.reverse * (60 / 1000);\n }\n else\n {\n this.horizontal = Math.cos(angle) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.sin(angle) * this.options.speed * this.reverse * (60 / 1000);\n }\n }\n else\n {\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n\n this.horizontal = this.vertical = 0;\n }\n }\n else\n {\n if (this.left !== null && x < this.left)\n {\n this.horizontal = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.right !== null && x > this.right)\n {\n this.horizontal = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateHorizontal();\n this.horizontal = 0;\n }\n if (this.top !== null && y < this.top)\n {\n this.vertical = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.bottom !== null && y > this.bottom)\n {\n this.vertical = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateVertical();\n this.vertical = 0;\n }\n }\n\n return false;\n }\n\n decelerateHorizontal()\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.horizontal && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ x: (this.horizontal * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n decelerateVertical()\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.vertical && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ y: (this.vertical * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n up()\n {\n if (this.paused)\n {\n return false;\n }\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n this.horizontal = this.vertical = null;\n\n return false;\n }\n\n update()\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.horizontal || this.vertical)\n {\n const center = this.parent.center;\n\n if (this.horizontal)\n {\n center.x += this.horizontal * this.options.speed;\n }\n if (this.vertical)\n {\n center.y += this.vertical * this.options.speed;\n }\n\n this.parent.moveCenter(center);\n this.parent.emit('moved', { viewport: this.parent, type: 'mouse-edges' });\n }\n }\n}\n\n/** Options for {@link Pinch}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_PINCH_OPTIONS = {\n noDrag: false,\n percent: 1,\n center: null,\n factor: 1,\n axis: 'all',\n};\n\n/**\n * Plugin for enabling two-finger pinching (or dragging).\n *\n * @public\n */\nclass Pinch extends Plugin\n{\n /** Options used to initialize this plugin. */\n \n\n /** Flags whether this plugin is active, i.e. a pointer is down on the viewport. */\n __init() {this.active = false;}\n\n /** Flags whether the viewport is being pinched. */\n __init2() {this.pinching = false;}\n\n __init3() {this.moved = false;}\n \n\n /**\n * This is called by {@link Viewport.pinch}.\n */\n constructor(parent, options = {})\n {\n super(parent);Pinch.prototype.__init.call(this);Pinch.prototype.__init2.call(this);Pinch.prototype.__init3.call(this); this.options = Object.assign({}, DEFAULT_PINCH_OPTIONS, options);\n }\n\n down()\n {\n if (this.parent.input.count() >= 2)\n {\n this.active = true;\n\n return true;\n }\n\n return false;\n }\n\n isAxisX()\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n isAxisY()\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n move(e)\n {\n if (this.paused || !this.active)\n {\n return false;\n }\n\n const x = e.data.global.x;\n const y = e.data.global.y;\n\n const pointers = this.parent.input.touches;\n\n if (pointers.length >= 2)\n {\n const first = pointers[0] ;\n const second = pointers[1] ;\n const last = (first.last && second.last)\n ? Math.sqrt(Math.pow(second.last.x - first.last.x, 2) + Math.pow(second.last.y - first.last.y, 2))\n : null;\n\n if (first.id === e.data.pointerId)\n {\n first.last = { x, y, data: e.data } ;\n }\n else if (second.id === e.data.pointerId)\n {\n second.last = { x, y, data: e.data } ;\n }\n if (last)\n {\n let oldPoint;\n\n const point = {\n x: (first.last ).x\n + ((second.last ).x - (first.last ).x) / 2,\n y: (first.last ).y\n + ((second.last ).y - (first.last ).y) / 2,\n };\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n let dist = Math.sqrt(Math.pow(\n (second.last ).x - (first.last ).x, 2)\n + Math.pow((second.last ).y - (first.last ).y, 2));\n\n dist = dist === 0 ? dist = 0.0000000001 : dist;\n\n const change = (1 - last / dist) * this.options.percent\n * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y);\n\n if (this.isAxisX())\n {\n this.parent.scale.x += change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'pinch', center: point });\n\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += (point.x - newPoint.x) * this.options.factor;\n this.parent.y += (point.y - newPoint.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n if (!this.options.noDrag && this.lastCenter)\n {\n this.parent.x += (point.x - this.lastCenter.x) * this.options.factor;\n this.parent.y += (point.y - this.lastCenter.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n\n this.lastCenter = point;\n this.moved = true;\n }\n else if (!this.pinching)\n {\n this.parent.emit('pinch-start', this.parent);\n this.pinching = true;\n }\n\n return true;\n }\n\n return false;\n }\n\n up()\n {\n if (this.pinching)\n {\n if (this.parent.input.touches.length <= 1)\n {\n this.active = false;\n this.lastCenter = null;\n this.pinching = false;\n this.moved = false;\n this.parent.emit('pinch-end', this.parent);\n\n return true;\n }\n }\n\n return false;\n }\n}\n\nconst DEFAULT_SNAP_OPTIONS = {\n topLeft: false,\n friction: 0.8,\n time: 1000,\n ease: 'easeInOutSine',\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false\n};\n\n/**\n * @event snap-start(Viewport) emitted each time a snap animation starts\n * @event snap-restart(Viewport) emitted each time a snap resets because of a change in viewport size\n * @event snap-end(Viewport) emitted each time snap reaches its target\n * @event snap-remove(Viewport) emitted if snap plugin is removed\n */\nclass Snap extends Plugin\n{\n \n \n \n \n\n \n \n \n \n \n \n\n /**\n * This is called by {@link Viewport.snap}.\n */\n constructor(parent, x, y, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_SNAP_OPTIONS, options);\n this.ease = ease(options.ease, 'easeInOutSine');\n this.x = x;\n this.y = y;\n\n if (this.options.forceStart)\n {\n this.snapStart();\n }\n }\n\n snapStart()\n {\n this.percent = 0;\n this.snapping = { time: 0 };\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n this.deltaX = this.x - current.x;\n this.deltaY = this.y - current.y;\n this.startX = current.x;\n this.startY = current.y;\n this.parent.emit('snap-start', this.parent);\n }\n\n wheel()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n\n return false;\n }\n\n down()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n up()\n {\n if (this.parent.input.count() === 0)\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n decelerate.percentChangeX = decelerate.percentChangeY = this.options.friction;\n }\n }\n\n return false;\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n if (!this.snapping)\n {\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n if (current.x !== this.x || current.y !== this.y)\n {\n this.snapStart();\n }\n }\n else\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n let finished;\n let x;\n let y;\n\n const startX = this.startX ;\n const startY = this.startY ;\n const deltaX = this.deltaX ;\n const deltaY = this.deltaY ;\n\n if (snapping.time > this.options.time)\n {\n finished = true;\n x = startX + deltaX;\n y = startY + deltaY;\n }\n else\n {\n const percent = this.ease(snapping.time, 0, 1, this.options.time);\n\n x = startX + (deltaX * percent);\n y = startY + (deltaY * percent);\n }\n if (this.options.topLeft)\n {\n this.parent.moveCorner(x, y);\n }\n else\n {\n this.parent.moveCenter(x, y);\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'snap' });\n\n if (finished)\n {\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap');\n }\n this.parent.emit('snap-end', this.parent);\n this.snapping = null;\n }\n }\n }\n}\n\n/** Options for {@link SnapZoom}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_SNAP_ZOOM_OPTIONS = {\n width: 0,\n height: 0,\n time: 1000,\n ease: 'easeInOutSine',\n center: null,\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false,\n noMove: false\n};\n\n/**\n * @event snap-zoom-start(Viewport) emitted each time a fit animation starts\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n */\nclass SnapZoom extends Plugin\n{\n \n\n \n \n \n \n \n \n\n\n\n\n\n\n\n /**\n * This is called by {@link Viewport.snapZoom}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_SNAP_ZOOM_OPTIONS, options);\n this.ease = ease(this.options.ease);\n\n // Assign defaults for typescript.\n this.xIndependent = false;\n this.yIndependent = false;\n this.xScale = 0;\n this.yScale = 0;\n\n if (this.options.width > 0)\n {\n this.xScale = parent.screenWidth / this.options.width;\n this.xIndependent = true;\n }\n if (this.options.height > 0)\n {\n this.yScale = parent.screenHeight / this.options.height;\n this.yIndependent = true;\n }\n\n this.xScale = this.xIndependent ? (this.xScale ) : (this.yScale );\n this.yScale = this.yIndependent ? (this.yScale ) : this.xScale;\n\n if (this.options.time === 0)\n {\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.x = this.xScale;\n\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.y = this.yScale;\n\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n }\n else if (options.forceStart)\n {\n this.createSnapping();\n }\n }\n\n createSnapping()\n {\n const startWorldScreenWidth = this.parent.worldScreenWidth;\n const startWorldScreenHeight = this.parent.worldScreenHeight;\n const endWorldScreenWidth = this.parent.screenWidth / this.xScale;\n const endWorldScreenHeight = this.parent.screenHeight / this.yScale;\n\n this.snapping = {\n time: 0,\n startX: startWorldScreenWidth,\n startY: startWorldScreenHeight,\n deltaX: endWorldScreenWidth - startWorldScreenWidth,\n deltaY: endWorldScreenHeight - startWorldScreenHeight\n };\n\n this.parent.emit('snap-zoom-start', this.parent);\n }\n\n resize()\n {\n this.snapping = null;\n\n if (this.options.width > 0)\n {\n this.xScale = this.parent.screenWidth / this.options.width;\n }\n if (this.options.height > 0)\n {\n this.yScale = this.parent.screenHeight / this.options.height;\n }\n this.xScale = this.xIndependent ? this.xScale : this.yScale;\n this.yScale = this.yIndependent ? this.yScale : this.xScale;\n }\n\n wheel()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n\n return false;\n }\n\n down()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n\n let oldCenter;\n\n if (!this.options.center && !this.options.noMove)\n {\n oldCenter = this.parent.center;\n }\n if (!this.snapping)\n {\n if (this.parent.scale.x !== this.xScale || this.parent.scale.y !== this.yScale)\n {\n this.createSnapping();\n }\n }\n else if (this.snapping)\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n\n if (snapping.time >= this.options.time)\n {\n this.parent.scale.set(this.xScale, this.yScale);\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n this.parent.emit('snap-zoom-end', this.parent);\n this.snapping = null;\n }\n else\n {\n const snapping = this.snapping;\n const worldScreenWidth = this.ease(snapping.time, snapping.startX, snapping.deltaX, this.options.time);\n const worldScreenHeight = this.ease(snapping.time, snapping.startY, snapping.deltaY, this.options.time);\n\n this.parent.scale.x = this.parent.screenWidth / worldScreenWidth;\n this.parent.scale.y = this.parent.screenHeight / worldScreenHeight;\n }\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (!this.options.noMove)\n {\n if (!this.options.center)\n {\n this.parent.moveCenter(oldCenter );\n }\n else\n {\n this.parent.moveCenter(this.options.center);\n }\n }\n }\n }\n\n resume()\n {\n this.snapping = null;\n super.resume();\n }\n}\n\n/** Options for {@link Wheel}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_WHEEL_OPTIONS = {\n percent: 0.1,\n smooth: false,\n interrupt: true,\n reverse: false,\n center: null,\n lineHeight: 20,\n axis: 'all',\n keyToPress: null,\n trackpadPinch: false,\n wheelZoom: true,\n};\n\n/**\n * Plugin for handling wheel scrolling for viewport zoom.\n *\n * @event wheel({wheel: {dx, dy, dz}, event, viewport})\n */\nclass Wheel extends Plugin\n{\n \n\n \n \n \n\n /** Flags whether the keys required to zoom are pressed currently. */\n \n\n /**\n * This is called by {@link Viewport.wheel}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_WHEEL_OPTIONS, options);\n this.keyIsPressed = false;\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger zoom event\n */\n handleKeyPresses(codes)\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = true;\n }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = false;\n }\n });\n }\n\n checkKeyPress()\n {\n return !this.options.keyToPress || this.keyIsPressed;\n }\n\n down()\n {\n if (this.options.interrupt)\n {\n this.smoothing = null;\n }\n\n return false;\n }\n\n isAxisX()\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n isAxisY()\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n update()\n {\n if (this.smoothing)\n {\n const point = this.smoothingCenter;\n const change = this.smoothing;\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point );\n }\n if (this.isAxisX())\n {\n this.parent.scale.x += change.x;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change.y;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += (point ).x - newPoint.x;\n this.parent.y += (point ).y - newPoint.y;\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n (this.smoothingCount )++;\n\n if ((this.smoothingCount ) >= this.options.smooth)\n {\n this.smoothing = null;\n }\n }\n }\n\n pinch(e)\n {\n if (this.paused)\n {\n return;\n }\n\n const point = this.parent.input.getPointerPosition(e);\n const step = -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 200;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n wheel(e)\n {\n if (this.paused)\n {\n return false;\n }\n\n if (!this.checkKeyPress())\n {\n return false;\n }\n\n if (e.ctrlKey && this.options.trackpadPinch)\n {\n this.pinch(e);\n }\n else if (this.options.wheelZoom)\n {\n const point = this.parent.input.getPointerPosition(e);\n const sign = this.options.reverse ? -1 : 1;\n const step = sign * -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 500;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n if (this.options.smooth)\n {\n const original = {\n x: this.smoothing ? this.smoothing.x * (this.options.smooth - (this.smoothingCount )) : 0,\n y: this.smoothing ? this.smoothing.y * (this.options.smooth - (this.smoothingCount )) : 0\n };\n\n this.smoothing = {\n x: ((this.parent.scale.x + original.x) * change - this.parent.scale.x) / this.options.smooth,\n y: ((this.parent.scale.y + original.y) * change - this.parent.scale.y) / this.options.smooth,\n };\n this.smoothingCount = 0;\n this.smoothingCenter = point;\n }\n else\n {\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n return !this.parent.options.passiveWheel;\n }\n}\n\n/**\n * Handles all input for Viewport\n *\n * @internal\n * @ignore\n * @private\n */\nclass InputManager\n{\n \n\n \n \n \n \n /** List of active touches on viewport */\n \n\n constructor(viewport)\n {\n this.viewport = viewport;\n this.touches = [];\n\n this.addListeners();\n }\n\n /** Add input listeners */\n addListeners()\n {\n this.viewport.interactive = true;\n if (!this.viewport.forceHitArea)\n {\n this.viewport.hitArea = new Rectangle(0, 0, this.viewport.worldWidth, this.viewport.worldHeight);\n }\n this.viewport.on('pointerdown', this.down, this);\n this.viewport.on('pointermove', this.move, this);\n this.viewport.on('pointerup', this.up, this);\n this.viewport.on('pointerupoutside', this.up, this);\n this.viewport.on('pointercancel', this.up, this);\n this.viewport.on('pointerout', this.up, this);\n this.wheelFunction = (e) => this.handleWheel(e);\n this.viewport.options.divWheel.addEventListener(\n 'wheel',\n this.wheelFunction ,\n { passive: this.viewport.options.passiveWheel });\n this.isMouseDown = false;\n }\n\n /**\n * Removes all event listeners from viewport\n * (useful for cleanup of wheel when removing viewport)\n */\n destroy()\n {\n this.viewport.options.divWheel.removeEventListener('wheel', this.wheelFunction );\n }\n\n /**\n * handle down events for viewport\n *\n * @param {PIXI.InteractionEvent} event\n */\n down(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = true;\n }\n else if (!this.get(event.data.pointerId))\n {\n this.touches.push({ id: event.data.pointerId, last: null });\n }\n if (this.count() === 1)\n {\n this.last = event.data.global.clone();\n\n // clicked event does not fire if viewport is decelerating or bouncing\n const decelerate = this.viewport.plugins.get('decelerate', true);\n const bounce = this.viewport.plugins.get('bounce', true);\n\n if ((!decelerate || !decelerate.isActive()) && (!bounce || !bounce.isActive()))\n {\n this.clickedAvailable = true;\n }\n else\n {\n this.clickedAvailable = false;\n }\n }\n else\n {\n this.clickedAvailable = false;\n }\n\n const stop = this.viewport.plugins.down(event);\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Clears all pointer events */\n clear()\n {\n this.isMouseDown = false;\n this.touches = [];\n this.last = null;\n }\n\n /**\n * @param {number} change\n * @returns whether change exceeds threshold\n */\n checkThreshold(change)\n {\n if (Math.abs(change) >= this.viewport.threshold)\n {\n return true;\n }\n\n return false;\n }\n\n /** Handle move events for viewport */\n move(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n const stop = this.viewport.plugins.move(event);\n\n if (this.clickedAvailable && this.last)\n {\n const distX = event.data.global.x - this.last.x;\n const distY = event.data.global.y - this.last.y;\n\n if (this.checkThreshold(distX) || this.checkThreshold(distY))\n {\n this.clickedAvailable = false;\n }\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Handle up events for viewport */\n up(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = false;\n }\n\n if (event.data.pointerType !== 'mouse')\n {\n this.remove(event.data.pointerId);\n }\n\n const stop = this.viewport.plugins.up(event);\n\n if (this.clickedAvailable && this.count() === 0 && this.last)\n {\n this.viewport.emit('clicked', {\n event,\n screen: this.last,\n world: this.viewport.toWorld(this.last),\n viewport: this\n });\n this.clickedAvailable = false;\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Gets pointer position if this.interaction is set */\n getPointerPosition(event)\n {\n const point = new Point();\n\n if (this.viewport.options.interaction)\n {\n this.viewport.options.interaction.mapPositionToPoint(point, event.clientX, event.clientY);\n }\n else if (this.viewport.options.useDivWheelForInputManager && this.viewport.options.divWheel)\n {\n const rect = this.viewport.options.divWheel.getBoundingClientRect();\n\n point.x = event.clientX - rect.left;\n point.y = event.clientY - rect.top;\n }\n else\n {\n point.x = event.clientX;\n point.y = event.clientY;\n }\n\n return point;\n }\n\n /** Handle wheel events */\n handleWheel(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n // do not handle events coming from other elements\n if (this.viewport.options.interaction\n && (this.viewport.options.interaction ).interactionDOMElement !== event.target)\n {\n return;\n }\n\n // only handle wheel events where the mouse is over the viewport\n const point = this.viewport.toLocal(this.getPointerPosition(event));\n\n if (this.viewport.left <= point.x\n && point.x <= this.viewport.right\n && this.viewport.top <= point.y\n && point.y <= this.viewport.bottom)\n {\n const stop = this.viewport.plugins.wheel(event);\n\n if (stop && !this.viewport.options.passiveWheel)\n {\n event.preventDefault();\n }\n }\n }\n\n pause()\n {\n this.touches = [];\n this.isMouseDown = false;\n }\n\n /** Get touch by id */\n get(id)\n {\n for (const touch of this.touches)\n {\n if (touch.id === id)\n {\n return touch;\n }\n }\n\n return null;\n }\n\n /** Remove touch by number */\n remove(id)\n {\n for (let i = 0; i < this.touches.length; i++)\n {\n if (this.touches[i].id === id)\n {\n this.touches.splice(i, 1);\n\n return;\n }\n }\n }\n\n /**\n * @returns {number} count of mouse/touch pointers that are down on the viewport\n */\n count()\n {\n return (this.isMouseDown ? 1 : 0) + this.touches.length;\n }\n}\n\nfunction _optionalChain(ops) { let lastAccessLHS = undefined; let value = ops[0]; let i = 1; while (i < ops.length) { const op = ops[i]; const fn = ops[i + 1]; i += 2; if ((op === 'optionalAccess' || op === 'optionalCall') && value == null) { return undefined; } if (op === 'access' || op === 'optionalAccess') { lastAccessLHS = value; value = fn(value); } else if (op === 'call' || op === 'optionalCall') { value = fn((...args) => value.call(lastAccessLHS, ...args)); lastAccessLHS = undefined; } } return value; }\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst PLUGIN_ORDER = [\n 'drag',\n 'pinch',\n 'wheel',\n 'follow',\n 'mouse-edges',\n 'decelerate',\n 'animate',\n 'bounce',\n 'snap-zoom',\n 'clamp-zoom',\n 'snap',\n 'clamp',\n];\n\n/**\n * Use this to access current plugins or add user-defined plugins\n *\n * @public\n */\nclass PluginManager\n{\n /** Maps mounted plugins by their type */\n \n\n /**\n * List of plugins mounted\n *\n * This list is kept sorted by the internal priority of plugins (hard-coded).\n */\n \n\n /** The viewport using the plugins managed by `this`. */\n \n\n /** This is called by {@link Viewport} to initialize the {@link Viewport.plugins plugins}. */\n constructor(viewport)\n {\n this.viewport = viewport;\n this.list = [];\n this.plugins = {};\n }\n\n /**\n * Inserts a named plugin or a user plugin into the viewport\n * default plugin order: 'drag', 'pinch', 'wheel', 'follow', 'mouse-edges', 'decelerate', 'bounce',\n * 'snap-zoom', 'clamp-zoom', 'snap', 'clamp'\n *\n * @param {string} name of plugin\n * @param {Plugin} plugin - instantiated Plugin class\n * @param {number} index to insert userPlugin (otherwise inserts it at the end)\n */\n add(name, plugin, index = PLUGIN_ORDER.length)\n {\n this.plugins[name] = plugin;\n\n const current = PLUGIN_ORDER.indexOf(name);\n\n if (current !== -1)\n {\n PLUGIN_ORDER.splice(current, 1);\n }\n\n PLUGIN_ORDER.splice(index, 0, name);\n this.sort();\n }\n\n \n\n\n\n\n\n\n\n\n\n\n\n\n\n /**\n * Get plugin\n *\n * @param {string} name of plugin\n * @param {boolean} [ignorePaused] return null if plugin is paused\n */\n get(name, ignorePaused)\n {\n if (ignorePaused)\n {\n if (_optionalChain([this, 'access', _ => _.plugins, 'access', _2 => _2[name], 'optionalAccess', _3 => _3.paused]))\n {\n return null;\n }\n }\n\n return this.plugins[name] ;\n }\n\n /**\n * Update all active plugins\n *\n * @internal\n * @ignore\n * @param {number} elapsed type in milliseconds since last update\n */\n update(elapsed)\n {\n for (const plugin of this.list)\n {\n plugin.update(elapsed);\n }\n }\n\n /**\n * Resize all active plugins\n *\n * @internal\n * @ignore\n */\n resize()\n {\n for (const plugin of this.list)\n {\n plugin.resize();\n }\n }\n\n /** Clamps and resets bounce and decelerate (as needed) after manually moving viewport */\n reset()\n {\n for (const plugin of this.list)\n {\n plugin.reset();\n }\n }\n\n /** removes all installed plugins */\n removeAll()\n {\n this.plugins = {};\n this.sort();\n }\n\n /**\n * Removes installed plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n remove(name)\n {\n if (this.plugins[name])\n {\n delete this.plugins[name];\n this.viewport.emit(`${name}-remove`);\n this.sort();\n }\n }\n\n /**\n * Pause plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n pause(name)\n {\n _optionalChain([this, 'access', _4 => _4.plugins, 'access', _5 => _5[name], 'optionalAccess', _6 => _6.pause, 'call', _7 => _7()]);\n }\n\n /**\n * Resume plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n resume(name)\n {\n _optionalChain([this, 'access', _8 => _8.plugins, 'access', _9 => _9[name], 'optionalAccess', _10 => _10.resume, 'call', _11 => _11()]);\n }\n\n /**\n * Sort plugins according to PLUGIN_ORDER\n *\n * @internal\n * @ignore\n */\n sort()\n {\n this.list = [];\n\n for (const plugin of PLUGIN_ORDER)\n {\n if (this.plugins[plugin])\n {\n this.list.push(this.plugins[plugin] );\n }\n }\n }\n\n /**\n * Handle down for all plugins\n *\n * @internal\n * @ignore\n */\n down(event)\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.down(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle move for all plugins\n *\n * @internal\n * @ignore\n */\n move(event)\n {\n let stop = false;\n\n for (const plugin of this.viewport.plugins.list)\n {\n if (plugin.move(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle up for all plugins\n *\n * @internal\n * @ignore\n */\n up(event)\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.up(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle wheel event for all plugins\n *\n * @internal\n * @ignore\n */\n wheel(e)\n {\n let result = false;\n\n for (const plugin of this.list)\n {\n if (plugin.wheel(e))\n {\n result = true;\n }\n }\n\n return result;\n }\n}\n\n/** Options for {@link Viewport}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_VIEWPORT_OPTIONS = {\n screenWidth: window.innerWidth,\n screenHeight: window.innerHeight,\n worldWidth: null,\n worldHeight: null,\n threshold: 5,\n passiveWheel: true,\n stopPropagation: false,\n forceHitArea: null,\n noTicker: false,\n interaction: null,\n disableOnContextMenu: false,\n ticker: Ticker.shared,\n};\n\n/**\n * Main class to use when creating a Viewport\n *\n * @public\n * @fires clicked\n * @fires drag-start\n * @fires drag-end\n * @fires drag-remove\n * @fires pinch-start\n * @fires pinch-end\n * @fires pinch-remove\n * @fires snap-start\n * @fires snap-end\n * @fires snap-remove\n * @fires snap-zoom-start\n * @fires snap-zoom-end\n * @fires snap-zoom-remove\n * @fires bounce-x-start\n * @fires bounce-x-end\n * @fires bounce-y-start\n * @fires bounce-y-end\n * @fires bounce-remove\n * @fires wheel\n * @fires wheel-remove\n * @fires wheel-scroll\n * @fires wheel-scroll-remove\n * @fires mouse-edge-start\n * @fires mouse-edge-end\n * @fires mouse-edge-remove\n * @fires moved\n * @fires moved-end\n * @fires zoomed\n * @fires zoomed-end\n * @fires frame-end\n */\nclass Viewport extends Container\n{\n /** Flags whether the viewport is being panned */\n \n\n \n \n\n /** Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event */\n \n\n \n\n /** Use this to add user plugins or access existing plugins (e.g., to pause, resume, or remove them) */\n \n\n /** Flags whether the viewport zoom is being changed. */\n \n\n \n\n /** The options passed when creating this viewport, merged with the default values */\n \n\n \n \n \n \n \n \n \n __init() {this._disableOnContextMenu = (e) => e.preventDefault();}\n\n /**\n * @param {IViewportOptions} ViewportOptions\n * @param {number} [options.screenWidth=window.innerWidth]\n * @param {number} [options.screenHeight=window.innerHeight]\n * @param {number} [options.worldWidth=this.width]\n * @param {number} [options.worldHeight=this.height]\n * @param {number} [options.threshold=5] number of pixels to move to trigger an input event (e.g., drag, pinch)\n * or disable a clicked event\n * @param {boolean} [options.passiveWheel=true] whether the 'wheel' event is set to passive (note: if false,\n * e.preventDefault() will be called when wheel is used over the viewport)\n * @param {boolean} [options.stopPropagation=false] whether to stopPropagation of events that impact the viewport\n * (except wheel events, see options.passiveWheel)\n * @param {HitArea} [options.forceHitArea] change the default hitArea from world size to a new value\n * @param {boolean} [options.noTicker] set this if you want to manually call update() function on each frame\n * @param {PIXI.Ticker} [options.ticker=PIXI.Ticker.shared] use this PIXI.ticker for updates\n * @param {PIXI.InteractionManager} [options.interaction=null] InteractionManager, available from instantiated\n * WebGLRenderer/CanvasRenderer.plugins.interaction - used to calculate pointer position relative to canvas\n * location on screen\n * @param {HTMLElement} [options.divWheel=document.body] div to attach the wheel event\n * @param {boolean} [options.disableOnContextMenu] remove oncontextmenu=() => {} from the divWheel element\n */\n constructor(options = {})\n {\n super();Viewport.prototype.__init.call(this); this.options = Object.assign(\n {},\n { divWheel: document.body },\n DEFAULT_VIEWPORT_OPTIONS,\n options\n );\n\n this.screenWidth = this.options.screenWidth;\n this.screenHeight = this.options.screenHeight;\n\n this._worldWidth = this.options.worldWidth;\n this._worldHeight = this.options.worldHeight;\n this.forceHitArea = this.options.forceHitArea;\n this.threshold = this.options.threshold;\n\n this.options.divWheel = this.options.divWheel || document.body;\n\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.addEventListener('contextmenu', this._disableOnContextMenu);\n }\n if (!this.options.noTicker)\n {\n this.tickerFunction = () => this.update(this.options.ticker.elapsedMS);\n this.options.ticker.add(this.tickerFunction);\n }\n\n this.input = new InputManager(this);\n this.plugins = new PluginManager(this);\n }\n\n /** Overrides PIXI.Container's destroy to also remove the 'wheel' and PIXI.Ticker listeners */\n destroy(options)\n {\n if (!this.options.noTicker && this.tickerFunction)\n {\n this.options.ticker.remove(this.tickerFunction);\n }\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.removeEventListener('contextmenu', this._disableOnContextMenu);\n }\n\n this.input.destroy();\n super.destroy(options);\n }\n\n /**\n * Update viewport on each frame.\n *\n * By default, you do not need to call this unless you set `options.noTicker=true`.\n *\n * @param {number} elapsed time in milliseconds since last update\n */\n update(elapsed)\n {\n if (!this.pause)\n {\n this.plugins.update(elapsed);\n\n if (this.lastViewport)\n {\n // Check for moved-end event\n if (this.lastViewport.x !== this.x || this.lastViewport.y !== this.y)\n {\n this.moving = true;\n }\n else if (this.moving)\n {\n this.emit('moved-end', this);\n this.moving = false;\n }\n\n // Check for zoomed-end event\n if (this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y)\n {\n this.zooming = true;\n }\n else if (this.zooming)\n {\n this.emit('zoomed-end', this);\n this.zooming = false;\n }\n }\n\n if (!this.forceHitArea)\n {\n this._hitAreaDefault = new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n this.hitArea = this._hitAreaDefault;\n }\n\n this._dirty = this._dirty || !this.lastViewport\n || this.lastViewport.x !== this.x || this.lastViewport.y !== this.y\n || this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y;\n\n this.lastViewport = {\n x: this.x,\n y: this.y,\n scaleX: this.scale.x,\n scaleY: this.scale.y\n };\n this.emit('frame-end', this);\n }\n }\n\n /**\n * Use this to set screen and world sizes, needed for pinch/wheel/clamp/bounce.\n * @param {number} screenWidth=window.innerWidth\n * @param {number} screenHeight=window.innerHeight\n * @param {number} [worldWidth]\n * @param {number} [worldHeight]\n */\n resize(\n screenWidth = window.innerWidth,\n screenHeight = window.innerHeight,\n worldWidth,\n worldHeight\n )\n {\n this.screenWidth = screenWidth;\n this.screenHeight = screenHeight;\n\n if (typeof worldWidth !== 'undefined')\n {\n this._worldWidth = worldWidth;\n }\n if (typeof worldHeight !== 'undefined')\n {\n this._worldHeight = worldHeight;\n }\n\n this.plugins.resize();\n this.dirty = true;\n }\n\n /** World width, in pixels */\n get worldWidth()\n {\n if (this._worldWidth)\n {\n return this._worldWidth;\n }\n\n return this.width / this.scale.x;\n }\n set worldWidth(value)\n {\n this._worldWidth = value;\n this.plugins.resize();\n }\n\n /** World height, in pixels */\n get worldHeight()\n {\n if (this._worldHeight)\n {\n return this._worldHeight;\n }\n\n return this.height / this.scale.y;\n }\n set worldHeight(value)\n {\n this._worldHeight = value;\n this.plugins.resize();\n }\n\n /** Get visible world bounds of viewport */\n getVisibleBounds()\n {\n return new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n }\n\n /** Change coordinates from screen to world */\n \n\n\n\n /**\n * Changes coordinate from screen to world\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n toWorld(x, y)\n {\n if (arguments.length === 2)\n {\n return this.toLocal(new Point(x , y));\n }\n\n return this.toLocal(x );\n }\n\n /** Change coordinates from world to screen */\n \n\n\n\n /**\n * Changes coordinate from world to screen\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n toScreen(x, y)\n {\n if (arguments.length === 2)\n {\n return this.toGlobal(new Point(x , y));\n }\n\n return this.toGlobal(x );\n }\n\n /** Screen width in world coordinates */\n get worldScreenWidth()\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Screen height in world coordinates */\n get worldScreenHeight()\n {\n return this.screenHeight / this.scale.y;\n }\n\n /** World width in screen coordinates */\n get screenWorldWidth()\n {\n return this.worldWidth * this.scale.x;\n }\n\n /** World height in screen coordinates */\n get screenWorldHeight()\n {\n return this.worldHeight * this.scale.y;\n }\n\n /** Center of screen in world coordinates */\n get center()\n {\n return new Point(\n (this.worldScreenWidth / 2) - (this.x / this.scale.x),\n (this.worldScreenHeight / 2) - (this.y / this.scale.y),\n );\n }\n set center(value)\n {\n this.moveCenter(value);\n }\n\n \n\n\n\n\n /**\n * Move center of viewport to (x, y)\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @return {Viewport}\n */\n moveCenter(...args)\n {\n let x;\n let y;\n\n if (typeof args[0] === 'number')\n {\n x = args[0];\n y = args[1] ;\n }\n else\n {\n x = args[0].x;\n y = args[0].y;\n }\n\n const newX = ((this.worldScreenWidth / 2) - x) * this.scale.x;\n const newY = ((this.worldScreenHeight / 2) - y) * this.scale.y;\n\n if (this.x !== newX || this.y !== newY)\n {\n this.position.set(newX, newY);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Top-left corner of Viewport */\n get corner()\n {\n return new Point(-this.x / this.scale.x, -this.y / this.scale.y);\n }\n set corner(value)\n {\n this.moveCorner(value);\n }\n\n /** Move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n \n\n\n\n\n /**\n * MoveCorner\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @returns {Viewport}\n */\n moveCorner(...args)\n {\n let x;\n let y;\n\n if (args.length === 1)\n {\n x = -args[0].x * this.scale.x;\n y = -args[0].y * this.scale.y;\n }\n else\n {\n x = -args[0] * this.scale.x;\n y = -args[1] * this.scale.y;\n }\n\n if (x !== this.x || y !== this.y)\n {\n this.position.set(x, y);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Get how many world pixels fit in screen's width */\n get screenWidthInWorldPixels()\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Get how many world pixels fit on screen's height */\n get screenHeightInWorldPixels()\n {\n return this.screenHeight / this.scale.y;\n }\n\n /**\n * Find the scale value that fits a world width on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param width - Width in world pixels\n * @return - scale\n */\n findFitWidth(width)\n {\n return this.screenWidth / width;\n }\n\n /**\n * Finds the scale value that fits a world height on the screens\n * does not change the viewport (use fit... to change)\n *\n * @param height - Height in world pixels\n * @return - scale\n */\n findFitHeight(height)\n {\n return this.screenHeight / height;\n }\n\n /**\n * Finds the scale value that fits the smaller of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findFit(width, height)\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.min(scaleX, scaleY);\n }\n\n /**\n * Finds the scale value that fits the larger of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findCover(width, height)\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.max(scaleX, scaleY);\n }\n\n /**\n * Change zoom so the width fits in the viewport\n *\n * @param width - width in world coordinates\n * @param center - maintain the same center\n * @param scaleY - whether to set scaleY=scaleX\n * @param noClamp - whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitWidth(width = this.worldWidth, center, scaleY = true, noClamp)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.x = this.screenWidth / width;\n\n if (scaleY)\n {\n this.scale.y = this.scale.x;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so the height fits in the viewport\n *\n * @param {number} [height=this.worldHeight] in world coordinates\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {boolean} [scaleX=true] whether to set scaleX = scaleY\n * @param {boolean} [noClamp] whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitHeight(height = this.worldHeight, center, scaleX = true, noClamp)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.y = this.screenHeight / height;\n\n if (scaleX)\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the entire world in the viewport\n *\n * @param {boolean} center maintain the same center of the screen after zoom\n * @returns {Viewport} this\n */\n fitWorld(center)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / this.worldWidth;\n this.scale.y = this.screenHeight / this.worldHeight;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the size or the entire world in the viewport\n *\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {number} [width=this.worldWidth] desired width\n * @param {number} [height=this.worldHeight] desired height\n * @returns {Viewport} this\n */\n fit(center, width = this.worldWidth, height = this.worldHeight)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / width;\n this.scale.y = this.screenHeight / height;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport to specific value.\n *\n * @param {number} scale value (e.g., 1 would be 100%, 0.25 would be 25%)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n setZoom(scale, center)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.set(scale);\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport by a certain percent (in both x and y direction).\n *\n * @param {number} percent change (e.g., 0.25 would increase a starting scale of 1.0 to 1.25)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoomPercent(percent, center)\n {\n return this.setZoom(this.scale.x + (this.scale.x * percent), center);\n }\n\n /**\n * Zoom viewport by increasing/decreasing width by a certain number of pixels.\n *\n * @param {number} change in pixels\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoom(change, center)\n {\n this.fitWidth(change + this.worldScreenWidth, center);\n\n return this;\n }\n\n /** Changes scale of viewport and maintains center of viewport */\n get scaled()\n {\n return this.scale.x;\n }\n set scaled(scale)\n {\n this.setZoom(scale, true);\n }\n\n /**\n * Returns zoom to the desired scale\n *\n * @param {ISnapZoomOptions} options\n * @param {number} [options.width=0] - the desired width to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.height=0] - the desired height to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.time=1000] - time for snapping in ms\n * @param {(string|function)} [options.ease=easeInOutSine] ease function or name (see http://easings.net/\n * for supported names)\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of the viewport\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at the\n * desired zoom\n * @param {boolean} [options.noMove] - zoom but do not move\n */\n snapZoom(options)\n {\n this.plugins.add('snap-zoom', new SnapZoom(this, options));\n\n return this;\n }\n\n /** Is container out of world bounds */\n OOB()\n\n\n\n\n\n\n {\n return {\n left: this.left < 0,\n right: this.right > this.worldWidth,\n top: this.top < 0,\n bottom: this.bottom > this.worldHeight,\n cornerPoint: new Point(\n (this.worldWidth * this.scale.x) - this.screenWidth,\n (this.worldHeight * this.scale.y) - this.screenHeight\n )\n };\n }\n\n /** World coordinates of the right edge of the screen */\n get right()\n {\n return (-this.x / this.scale.x) + this.worldScreenWidth;\n }\n set right(value)\n {\n this.x = (-value * this.scale.x) + this.screenWidth;\n this.plugins.reset();\n }\n\n /** World coordinates of the left edge of the screen */\n get left()\n {\n return -this.x / this.scale.x;\n }\n set left(value)\n {\n this.x = -value * this.scale.x;\n this.plugins.reset();\n }\n\n /** World coordinates of the top edge of the screen */\n get top()\n {\n return -this.y / this.scale.y;\n }\n set top(value)\n {\n this.y = -value * this.scale.y;\n this.plugins.reset();\n }\n\n /** World coordinates of the bottom edge of the screen */\n get bottom()\n {\n return (-this.y / this.scale.y) + this.worldScreenHeight;\n }\n set bottom(value)\n {\n this.y = (-value * this.scale.y) + this.screenHeight;\n this.plugins.reset();\n }\n\n /**\n * Determines whether the viewport is dirty (i.e., needs to be rendered to the screen because of a change)\n */\n get dirty()\n {\n return !!this._dirty;\n }\n set dirty(value)\n {\n this._dirty = value;\n }\n\n /**\n * Permanently changes the Viewport's hitArea\n *\n * NOTE: if not set then hitArea = PIXI.Rectangle(Viewport.left, Viewport.top, Viewport.worldScreenWidth,\n * Viewport.worldScreenHeight)\n */\n get forceHitArea()\n {\n return this._forceHitArea;\n }\n set forceHitArea(value)\n {\n if (value)\n {\n this._forceHitArea = value;\n this.hitArea = value;\n }\n else\n {\n this._forceHitArea = null;\n this.hitArea = new Rectangle(0, 0, this.worldWidth, this.worldHeight);\n }\n }\n\n /**\n * Enable one-finger touch to drag\n *\n * NOTE: if you expect users to use right-click dragging, you should enable `viewport.options.disableOnContextMenu`\n * to avoid the context menu popping up on each right-click drag.\n *\n * @param {IDragOptions} [options]\n * @param {string} [options.direction=all] direction to drag\n * @param {boolean} [options.pressDrag=true] whether click to drag is active\n * @param {boolean} [options.wheel=true] use wheel to scroll in direction (unless wheel plugin is active)\n * @param {number} [options.wheelScroll=1] number of pixels to scroll with each wheel spin\n * @param {boolean} [options.reverse] reverse the direction of the wheel scroll\n * @param {(boolean|string)} [options.clampWheel=false] clamp wheel(to avoid weird bounce with mouse wheel)\n * @param {string} [options.underflow=center] where to place world if too small for screen\n * @param {number} [options.factor=1] factor to multiply drag to increase the speed of movement\n * @param {string} [options.mouseButtons=all] changes which mouse buttons trigger drag, use: 'all', 'left',\n * 'right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * viewport.options.disableOnContextMenu if you want to use right-click dragging\n * @param {string[]} [options.keyToPress=null] - array containing\n * {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of keys that can be\n * pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n * @param {boolean} [options.ignoreKeyToPressOnTouch=false] - ignore keyToPress for touch events\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @returns {Viewport} this\n */\n drag(options)\n {\n this.plugins.add('drag', new Drag(this, options));\n\n return this;\n }\n\n /**\n * Clamp to world boundaries or other provided boundaries\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary\n * [0, viewport.worldWidth/viewport.worldHeight], eg: to allow the world to be completely dragged offscreen,\n * set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the\n * appropriate boundaries\n *\n * NOTES:\n * clamp is disabled if called with no options; use { direction: 'all' } for all edge clamping\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n *\n * @param {object} [options]\n * @param {(number|boolean)} [options.left=false] - clamp left; true = 0\n * @param {(number|boolean)} [options.right=false] - clamp right; true = viewport.worldWidth\n * @param {(number|boolean)} [options.top=false] - clamp top; true = 0\n * @param {(number|boolean)} [options.bottom=false] - clamp bottom; true = viewport.worldHeight\n * @param {string} [direction] - (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight];\n * replaces left/right/top/bottom if set\n * @param {string} [underflow=center] - where to place world if too small for screen (e.g., top-right, center,\n * none, bottomLeft) * @returns {Viewport} this\n */\n clamp(options)\n {\n this.plugins.add('clamp', new Clamp(this, options));\n\n return this;\n }\n\n /**\n * Decelerate after a move\n *\n * NOTE: this fires 'moved' event during deceleration\n *\n * @param {IDecelerateOptions} [options]\n * @param {number} [options.friction=0.95] - percent to decelerate after movement\n * @param {number} [options.bounce=0.8] - percent to decelerate when past boundaries (only applicable when\n * viewport.bounce() is active)\n * @param {number} [options.minSpeed=0.01] - minimum velocity before stopping/reversing acceleration\n * @return {Viewport} this\n */\n decelerate(options)\n {\n this.plugins.add('decelerate', new Decelerate(this, options));\n\n return this;\n }\n\n /**\n * Bounce on borders\n * NOTES:\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n * fires 'moved', 'bounce-x-start', 'bounce-y-start', 'bounce-x-end', and 'bounce-y-end' events\n * @param {object} [options]\n * @param {string} [options.sides=all] - all, horizontal, vertical, or combination of top, bottom, right, left\n * (e.g., 'top-bottom-right')\n * @param {number} [options.friction=0.5] - friction to apply to decelerate if active\n * @param {number} [options.time=150] - time in ms to finish bounce\n * @param {object} [options.bounceBox] - use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight)\n * @param {number} [options.bounceBox.x=0]\n * @param {number} [options.bounceBox.y=0]\n * @param {number} [options.bounceBox.width=viewport.worldWidth]\n * @param {number} [options.bounceBox.height=viewport.worldHeight]\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name\n * (see http://easings.net/ for supported names)\n * @param {string} [options.underflow=center] - (top/bottom/center and left/right/center, or center)\n * where to place world if too small for screen\n * @return {Viewport} this\n */\n bounce(options)\n {\n this.plugins.add('bounce', new Bounce(this, options));\n\n return this;\n }\n\n /**\n * Enable pinch to zoom and two-finger touch to drag\n *\n * @param {PinchOptions} [options]\n * @param {boolean} [options.noDrag] - disable two-finger dragging\n * @param {number} [options.percent=1] - percent to modify pinch speed\n * @param {number} [options.factor=1] - factor to multiply two-finger drag to increase the speed of movement\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of two fingers\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n pinch(options)\n {\n this.plugins.add('pinch', new Pinch(this, options));\n\n return this;\n }\n\n /**\n * Snap to a point\n *\n * @param {number} x\n * @param {number} y\n * @param {ISnapOptions} [options]\n * @param {boolean} [options.topLeft] - snap to the top-left of viewport instead of center\n * @param {number} [options.friction=0.8] - friction/frame to apply if decelerate is active\n * @param {number} [options.time=1000] - time in ms to snap\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name (see http://easings.net/\n * for supported names)\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at\n * the desired location\n * @return {Viewport} this\n */\n snap(x, y, options)\n {\n this.plugins.add('snap', new Snap(this, x, y, options));\n\n return this;\n }\n\n /**\n * Follow a target\n *\n * NOTES:\n * uses the (x, y) as the center to follow; for PIXI.Sprite to work properly, use sprite.anchor.set(0.5)\n * options.acceleration is not perfect as it doesn't know the velocity of the target. It adds acceleration\n * to the start of movement and deceleration to the end of movement when the target is stopped.\n * To cancel the follow, use: `viewport.plugins.remove('follow')`\n *\n * @fires 'moved' event\n *\n * @param {PIXI.DisplayObject} target to follow\n * @param {IFollowOptions} [options]\n * @param {number} [options.speed=0] - to follow in pixels/frame (0=teleport to location)\n * @param {number} [options.acceleration] - set acceleration to accelerate and decelerate at this rate; speed\n * cannot be 0 to use acceleration\n * @param {number} [options.radius] - radius (in world coordinates) of center circle where movement is allowed\n * without moving the viewport * @returns {Viewport} this\n * @returns {Viewport} this\n */\n follow(target, options)\n {\n this.plugins.add('follow', new Follow(this, target, options));\n\n return this;\n }\n\n /**\n * Zoom using mouse wheel\n *\n * NOTE: the default event listener for 'wheel' event is document.body. Use `Viewport.options.divWheel` to\n * change this default\n *\n * @param {IWheelOptions} [options]\n * @param {number} [options.percent=0.1] - percent to scroll with each spin\n * @param {number} [options.smooth] - smooth the zooming by providing the number of frames to zoom between wheel spins\n * @param {boolean} [options.interrupt=true] - stop smoothing with any user input on the viewport\n * @param {boolean} [options.reverse] - reverse the direction of the scroll\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of current mouse position\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n wheel(options)\n {\n this.plugins.add('wheel', new Wheel(this, options));\n\n return this;\n }\n\n /**\n * Animate the position and/or scale of the viewport\n * To set the zoom level, use: (1) scale, (2) scaleX and scaleY, or (3) width and/or height\n * @param {object} options\n * @param {number} [options.time=1000] - time to animate\n * @param {PIXI.Point} [options.position=viewport.center] - position to move viewport\n * @param {number} [options.width] - desired viewport width in world pixels (use instead of scale;\n * aspect ratio is maintained if height is not provided)\n * @param {number} [options.height] - desired viewport height in world pixels (use instead of scale;\n * aspect ratio is maintained if width is not provided)\n * @param {number} [options.scale] - scale to change zoom (scale.x = scale.y)\n * @param {number} [options.scaleX] - independently change zoom in x-direction\n * @param {number} [options.scaleY] - independently change zoom in y-direction\n * @param {(function|string)} [options.ease=linear] - easing function to use\n * @param {function} [options.callbackOnComplete]\n * @param {boolean} [options.removeOnInterrupt] removes this plugin if interrupted by any user input\n * @returns {Viewport} this\n */\n animate(options)\n {\n this.plugins.add('animate', new Animate(this, options));\n\n return this;\n }\n\n /**\n * Enable clamping of zoom to constraints\n *\n * The minWidth/Height settings are how small the world can get (as it would appear on the screen)\n * before clamping. The maxWidth/maxHeight is how larger the world can scale (as it would appear on\n * the screen) before clamping.\n *\n * For example, if you have a world size of 1000 x 1000 and a screen size of 100 x 100, if you set\n * minWidth/Height = 100 then the world will not be able to zoom smaller than the screen size (ie,\n * zooming out so it appears smaller than the screen). Similarly, if you set maxWidth/Height = 100\n * the world will not be able to zoom larger than the screen size (ie, zooming in so it appears\n * larger than the screen).\n *\n * @param {object} [options]\n * @param {number} [options.minWidth] - minimum width\n * @param {number} [options.minHeight] - minimum height\n * @param {number} [options.maxWidth] - maximum width\n * @param {number} [options.maxHeight] - maximum height\n * @param {number} [options.minScale] - minimum scale\n * @param {number} [options.maxScale] - minimum scale\n * @return {Viewport} this\n */\n clampZoom(options)\n {\n this.plugins.add('clamp-zoom', new ClampZoom(this, options));\n\n return this;\n }\n\n /**\n * Scroll viewport when mouse hovers near one of the edges or radius-distance from center of screen.\n *\n * NOTES: fires 'moved' event; there's a known bug where the mouseEdges does not work properly with \"windowed\" viewports\n *\n * @param {IMouseEdgesOptions} [options]\n * @param {number} [options.radius] - distance from center of screen in screen pixels\n * @param {number} [options.distance] - distance from all sides in screen pixels\n * @param {number} [options.top] - alternatively, set top distance (leave unset for no top scroll)\n * @param {number} [options.bottom] - alternatively, set bottom distance (leave unset for no top scroll)\n * @param {number} [options.left] - alternatively, set left distance (leave unset for no top scroll)\n * @param {number} [options.right] - alternatively, set right distance (leave unset for no top scroll)\n * @param {number} [options.speed=8] - speed in pixels/frame to scroll viewport\n * @param {boolean} [options.reverse] - reverse direction of scroll\n * @param {boolean} [options.noDecelerate] - don't use decelerate plugin even if it's installed\n * @param {boolean} [options.linear] - if using radius, use linear movement (+/- 1, +/- 1) instead of angled\n * movement (Math.cos(angle from center), Math.sin(angle from center))\n * @param {boolean} [options.allowButtons] allows plugin to continue working even when there's a mousedown event\n */\n mouseEdges(options)\n {\n this.plugins.add('mouse-edges', new MouseEdges(this, options));\n\n return this;\n }\n\n /** Pause viewport (including animation updates such as decelerate) */\n get pause()\n {\n return !!this._pause;\n }\n set pause(value)\n {\n this._pause = value;\n\n this.lastViewport = null;\n this.moving = false;\n this.zooming = false;\n\n if (value)\n {\n this.input.pause();\n }\n }\n\n /**\n * Move the viewport so the bounding box is visible\n *\n * @param x - left\n * @param y - top\n * @param width\n * @param height\n * @param resizeToFit - Resize the viewport so the box fits within the viewport\n */\n ensureVisible(x, y, width, height, resizeToFit)\n {\n if (resizeToFit && (width > this.worldScreenWidth || height > this.worldScreenHeight))\n {\n this.fit(true, width, height);\n this.emit('zoomed', { viewport: this, type: 'ensureVisible' });\n }\n let moved = false;\n\n if (x < this.left)\n {\n this.left = x;\n moved = true;\n }\n else if (x + width > this.right)\n {\n this.right = x + width;\n moved = true;\n }\n if (y < this.top)\n {\n this.top = y;\n moved = true;\n }\n else if (y + height > this.bottom)\n {\n this.bottom = y + height;\n moved = true;\n }\n if (moved)\n {\n this.emit('moved', { viewport: this, type: 'ensureVisible' });\n }\n }\n}\n\n/**\n * Fires after a mouse or touch click\n * @event Viewport#clicked\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag starts\n * @event Viewport#drag-start\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag ends\n * @event Viewport#drag-end\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a pinch starts\n * @event Viewport#pinch-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a pinch end\n * @event Viewport#pinch-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap starts\n * @event Viewport#snap-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap ends\n * @event Viewport#snap-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom starts\n * @event Viewport#snap-zoom-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom ends\n * @event Viewport#snap-zoom-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the x direction\n * @event Viewport#bounce-x-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the x direction\n * @event Viewport#bounce-x-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the y direction\n * @event Viewport#bounce-y-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the y direction\n * @event Viewport#bounce-y-end\n * @type {Viewport}\n */\n\n/**\n * Fires when for a mouse wheel event\n * @event Viewport#wheel\n * @type {object}\n * @property {object} wheel\n * @property {number} wheel.dx\n * @property {number} wheel.dy\n * @property {number} wheel.dz\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a wheel-scroll occurs\n * @event Viewport#wheel-scroll\n * @type {Viewport}\n */\n\n/**\n * Fires when a mouse-edge starts to scroll\n * @event Viewport#mouse-edge-start\n * @type {Viewport}\n */\n\n/**\n * Fires when the mouse-edge scrolling ends\n * @event Viewport#mouse-edge-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#moved\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type - (drag, snap, pinch, follow, bounce-x, bounce-y,\n * clamp-x, clamp-y, decelerate, mouse-edges, wheel, ensureVisible)\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#zoomed\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type (drag-zoom, pinch, wheel, clamp-zoom, ensureVisible)\n */\n\n/**\n * Fires when viewport stops moving\n * @event Viewport#moved-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport stops zooming\n * @event Viewport#zoomed-end\n * @type {Viewport}\n */\n\n/**\n* Fires at the end of an update frame\n* @event Viewport#frame-end\n* @type {Viewport}\n*/\n\nexport { Animate, Bounce, Clamp, ClampZoom, Decelerate, Drag, Follow, InputManager, MouseEdges, Pinch, Plugin, PluginManager, Snap, SnapZoom, Viewport, Wheel };\n//# sourceMappingURL=viewport.es.js.map\n","import { Plugin } from '../../dist/esm/viewport.es'\n\nexport class UserPlugin extends Plugin {\n constructor(parent) {\n super(parent)\n }\n}","let _viewport, _drawWorld, _gui, _world\n\nexport let options\n\nconst TEST = false\n\nexport function gui(viewport, drawWorld, target) {\n _viewport = viewport\n _drawWorld = drawWorld\n _gui = new dat.GUI({ autoPlace: false })\n if (TEST) _gui.close()\n document.body.appendChild(_gui.domElement)\n _gui.domElement.style.bottom = '2em'\n _gui.domElement.style.right = 0\n _gui.domElement.style.position = 'fixed'\n _gui.domElement.style.opacity = 0.95\n _world = _gui.addFolder('world')\n options = {\n testDirty: false,\n drag: true,\n clampZoom: {\n clampZoom: false,\n minWidth: 1000,\n minHeight: 1000,\n maxWidth: 2000,\n maxHeight: 2000\n },\n pinch: {\n pinch: true,\n percent: 1,\n noDrag: false,\n centerX: 0,\n centerY: 0\n },\n clamp: {\n clamp: false,\n x: true,\n y: true,\n underflow: 'center'\n },\n bounce: {\n bounce: false,\n sides: 'all',\n friction: 0.5,\n time: 150,\n ease: 'easeInOutSine',\n underflow: 'center'\n },\n decelerate: {\n decelerate: true,\n friction: 0.95,\n minSpeed: 0.01\n },\n snap: {\n snap: false,\n x: 0,\n y: 0,\n friction: 0.8,\n topLeft: false,\n interrupt: true,\n time: 1000,\n ease: 'easeInOutSine'\n },\n follow: {\n follow: false,\n speed: 0,\n radius: 0,\n acceleration: 0\n },\n wheel: {\n wheel: true,\n percent: 0.1,\n centerX: 0,\n centerY: 0,\n lineHeight: 20\n },\n snapZoom: {\n snapZoom: false,\n width: 2000,\n height: 0,\n time: 1000,\n ease: 'easeInOutSine',\n removeOnComplete: false,\n centerX: 0,\n centerY: 0,\n interrupt: true\n },\n mouseEdges: {\n mouseEdges: false,\n radius: 300,\n distance: 0,\n top: 0,\n left: 0,\n right: 0,\n bottom: 0,\n speed: 8,\n reverse: false,\n noDecelerate: false,\n linear: false\n }\n }\n guiWorld()\n guiDrag()\n guiPinch()\n guiWheel()\n guiClamp()\n guiClampZoom()\n guiBounce()\n guiDecelerate()\n guiSnap()\n guiFollow(target)\n guiSnapZoom()\n guiMouseEdges()\n}\n\nfunction guiWorld() {\n _world.add(_viewport, 'worldWidth').onChange(_drawWorld)\n _world.add(_viewport, 'worldHeight').onChange(_drawWorld)\n}\n\nfunction guiDrag() {\n _gui.add(options, 'drag').onChange(\n function (value) {\n if (value) {\n _viewport.drag({ clampWheel: true })\n }\n else {\n _viewport.plugins.remove('drag')\n }\n })\n}\n\nfunction guiClamp() {\n function change() {\n _viewport.clamp({ direction: options.clamp.x && options.clamp.y ? 'all' : options.clamp.x ? 'x' : 'y', underflow: options.clamp.underflow })\n }\n\n function add() {\n clampX = clamp.add(options.clamp, 'x').onChange(change)\n clampY = clamp.add(options.clamp, 'y').onChange(change)\n underflow = clamp.add(options.clamp, 'underflow').onChange(change)\n }\n\n let clampX, clampY, underflow\n const clamp = _gui.addFolder('clamp')\n clamp.add(options.clamp, 'clamp').onChange(\n function (value) {\n if (value) {\n change()\n add()\n }\n else {\n _viewport.plugins.remove('clamp')\n clamp.remove(clampX)\n clamp.remove(clampY)\n clamp.remove(underflow)\n }\n })\n if (options.clamp.clamp) {\n clamp.open()\n }\n}\n\nfunction guiPinch() {\n function change() {\n const center = (options.pinch.centerX || options.pinch.centerY) ? { x: options.pinch.centerX, y: options.pinch.centerY } : null\n _viewport.pinch({ noDrag: options.pinch.noDrag, center, percent: options.pinch.percent })\n }\n\n function add() {\n noDrag = pinch.add(options.pinch, 'noDrag').onChange(change)\n centerX = pinch.add(options.pinch, 'centerX').onChange(change)\n centerY = pinch.add(options.pinch, 'centerY').onChange(change)\n percent = pinch.add(options.pinch, 'percent').onChange(change)\n }\n\n const pinch = _gui.addFolder('pinch')\n pinch.add(options.pinch, 'pinch').onChange(\n function (value) {\n if (value) {\n change()\n add()\n }\n else {\n _viewport.plugins.remove('pinch')\n pinch.remove(noDrag)\n pinch.remove(centerX)\n pinch.remove(centerY)\n pinch.remove(percent)\n }\n })\n let noDrag, centerX, centerY, percent\n if (options.pinch) {\n add()\n }\n if (options.pinch.pinch) {\n pinch.open()\n }\n}\n\nfunction guiBounce() {\n function change() {\n _viewport.bounce({ sides: options.bounce.sides, time: options.bounce.time, ease: options.bounce.ease, friction: options.bounce.friction, underflow: options.bounce.underflow })\n }\n\n function add() {\n sides = bounce.add(options.bounce, 'sides').onChange(change)\n time = bounce.add(options.bounce, 'time', 0, 2000).step(50).onChange(change)\n ease = bounce.add(options.bounce, 'ease').onChange(change)\n underflow = bounce.add(options.bounce, 'underflow').onChange(change)\n }\n\n let time, ease, underflow, sides\n const bounce = _gui.addFolder('bounce')\n bounce.add(options.bounce, 'bounce').onChange(\n function (value) {\n if (value) {\n change()\n if (!time) {\n add()\n }\n }\n else {\n _viewport.plugins.remove('bounce')\n if (time) {\n bounce.remove(sides)\n bounce.remove(time)\n time = null\n bounce.remove(ease)\n bounce.remove(underflow)\n }\n }\n }\n )\n if (options.bounce) {\n add()\n }\n if (options.bounce.bounce) {\n bounce.open()\n }\n}\n\nfunction guiDecelerate() {\n function change() {\n _viewport.decelerate({ friction: options.decelerate.friction, minSpeed: options.decelerate.minSpeed })\n }\n\n function add() {\n friction = decelerate.add(options.decelerate, 'friction', 0, 1)\n minSpeed = decelerate.add(options.decelerate, 'minSpeed')\n }\n\n let friction, minSpeed\n\n const decelerate = _gui.addFolder('decelerate')\n decelerate.add(options.decelerate, 'decelerate').onChange(\n function (value) {\n if (value) {\n change()\n if (!friction) {\n add()\n }\n }\n else {\n if (friction) {\n decelerate.remove(friction)\n decelerate.remove(minSpeed)\n friction = null\n }\n }\n }\n )\n if (options.decelerate) {\n add()\n }\n if (options.decelerate.decelerate) {\n decelerate.open()\n }\n}\n\nfunction guiSnap() {\n function change() {\n _viewport.snap(options.snap.x, options.snap.y, { interrupt: options.snap.interrupt, time: options.snap.time, ease: options.snap.ease, friction: options.snap.friction, topLeft: options.snap.topLeft })\n }\n\n function add() {\n x = snap.add(options.snap, 'x').onChange(change)\n y = snap.add(options.snap, 'y').onChange(change)\n friction = snap.add(options.snap, 'friction').onChange(change)\n topLeft = snap.add(options.snap, 'topLeft').onChange(change)\n interrupt = snap.add(options.snap, 'interrupt').onChange(change)\n time = snap.add(options.snap, 'time').onChange(change)\n ease = snap.add(options.snap, 'ease').onChange(change)\n }\n\n let x, y, time, ease, friction, interrupt, topLeft\n\n const snap = _gui.addFolder('snap')\n snap.add(options.snap, 'snap').onChange(\n function (value) {\n if (value) {\n change()\n add()\n }\n else {\n snap.remove(x)\n snap.remove(y)\n snap.remove(time)\n snap.remove(ease)\n snap.remove(friction)\n snap.remove(interrupt)\n snap.remove(topLeft)\n _viewport.plugins.remove('snap')\n }\n }\n )\n if (options.snap.snap) {\n add()\n }\n if (options.snap.snap) {\n snap.open()\n }\n}\n\nfunction guiFollow(target) {\n function change() {\n _viewport.follow(target, { speed: options.follow.speed, radius: options.follow.radius, acceleration: options.follow.acceleration })\n }\n\n function add() {\n speed = follow.add(options.follow, 'speed').onChange(change)\n radius = follow.add(options.follow, 'radius').onChange(change)\n acceleration = follow.add(options.follow, 'acceleration').onChange(change)\n }\n\n let speed, radius, acceleration\n const follow = _gui.addFolder('follow')\n follow.add(options.follow, 'follow').onChange(\n function (value) {\n if (value) {\n change()\n add()\n }\n else {\n follow.remove(speed)\n follow.remove(radius)\n follow.remove(acceleration)\n _viewport.plugins.remove('follow')\n }\n }\n )\n if (options.follow.follow) {\n add()\n }\n if (options.follow.follow) {\n follow.open()\n }\n}\n\nfunction guiWheel() {\n function change() {\n const center = (options.wheel.centerX || options.wheel.centerY) ? { x: options.wheel.centerX, y: options.wheel.centerY } : null\n _viewport.wheel({ percent: options.wheel.percent, minWidth: options.wheel.minWidth, maxWidth: options.wheel.maxWidth, minHeight: options.wheel.minHeight, maxHeight: options.wheel.maxHeight, center, lineHeight: options.wheel.lineHeight })\n }\n\n function add() {\n percent = wheel.add(options.wheel, 'percent').onChange(change)\n centerX = wheel.add(options.wheel, 'centerX').onChange(change)\n centerY = wheel.add(options.wheel, 'centerY').onChange(change)\n lineHeight = wheel.add(options.wheel, 'lineHeight').onChange(change)\n }\n\n const wheel = _gui.addFolder('wheel')\n wheel.add(options.wheel, 'wheel').onChange(\n function (value) {\n if (value) {\n change()\n add()\n }\n else {\n _viewport.plugins.remove('wheel')\n wheel.remove(percent)\n wheel.remove(centerX)\n wheel.remove(centerY)\n wheel.remove(lineHeight)\n }\n })\n let percent, centerX, centerY, lineHeight\n if (options.wheel) {\n add()\n }\n if (options.wheel.wheel) {\n wheel.open()\n }\n}\n\nfunction guiClampZoom() {\n function change() {\n _viewport.clampZoom({ minWidth: options.clampZoom.minWidth, maxWidth: options.clampZoom.maxWidth, minHeight: options.clampZoom.minHeight, maxHeight: options.clampZoom.maxHeight })\n }\n\n function add() {\n minWidth = clampZoom.add(options.clampZoom, 'minWidth').onChange(change)\n maxWidth = clampZoom.add(options.clampZoom, 'maxWidth').onChange(change)\n minHeight = clampZoom.add(options.clampZoom, 'minHeight').onChange(change)\n maxHeight = clampZoom.add(options.clampZoom, 'maxHeight').onChange(change)\n }\n\n const clampZoom = _gui.addFolder('clamp-zoom')\n clampZoom.add(options.clampZoom, 'clampZoom').onChange(\n function (value) {\n if (value) {\n change()\n add()\n }\n else {\n _viewport.plugins.remove('clamp-zoom')\n clampZoom.remove(minWidth)\n clampZoom.remove(maxWidth)\n clampZoom.remove(minHeight)\n clampZoom.remove(maxHeight)\n }\n })\n let minWidth, maxWidth, minHeight, maxHeight\n if (options.clampZoom.clampZoom) {\n add()\n }\n if (options.clampZoom.clampZoom) {\n clampZoom.open()\n }\n}\n\nfunction guiSnapZoom() {\n function change() {\n options.snapZoom.center = (options.snapZoom.centerX || options.snapZoom.centerY) ? { x: options.snapZoom.centerX, y: options.snapZoom.centerY } : null\n _viewport.snapZoom(options.snapZoom)\n }\n\n function add() {\n width = snapZoom.add(options.snapZoom, 'width').onChange(change)\n height = snapZoom.add(options.snapZoom, 'height').onChange(change)\n time = snapZoom.add(options.snapZoom, 'time').onChange(change)\n ease = snapZoom.add(options.snapZoom, 'ease').onChange(change)\n removeOnComplete = snapZoom.add(options.snapZoom, 'removeOnComplete').onChange(change)\n centerX = snapZoom.add(options.snapZoom, 'centerX').onChange(change)\n centerY = snapZoom.add(options.snapZoom, 'centerY').onChange(change)\n interrupt = snapZoom.add(options.snapZoom, 'interrupt').onChange(change)\n }\n\n const snapZoom = _gui.addFolder('snap-zoom')\n snapZoom.add(options.snapZoom, 'snapZoom').onChange(\n function (value) {\n if (value) {\n change()\n add()\n }\n else {\n _viewport.plugins.remove('snap-zoom')\n snapZoom.remove(width)\n snapZoom.remove(height)\n snapZoom.remove(time)\n snapZoom.remove(ease)\n snapZoom.remove(removeOnComplete)\n snapZoom.remove(centerX)\n snapZoom.remove(centerY)\n snapZoom.remove(interrupt)\n }\n })\n let width, height, time, ease, removeOnComplete, centerX, centerY, interrupt\n if (options.snapZoom.snapZoom) {\n add()\n }\n if (options.snapZoom.snapZoom) {\n snapZoom.open()\n }\n}\n\nfunction guiMouseEdges() {\n function change() {\n const me = options.mouseEdges\n _viewport.mouseEdges({ radius: me.radius !== 0 ? me.radius : null, distance: me.distance !== 0 ? me.distance : null, top: me.top !== 0 ? me.top : null, bottom: me.bottom !== 0 ? me.bottom : null, left: me.left !== 0 ? me.left : null, right: me.right !== 0 ? me.right : null, speed: me.speed, reverse: me.reverse, noDecelerate: me.noDecelerate, linear: me.linear })\n }\n\n function add() {\n radius = mouseEdges.add(options.mouseEdges, 'radius').onChange(change)\n distance = mouseEdges.add(options.mouseEdges, 'distance').onChange(change)\n top = mouseEdges.add(options.mouseEdges, 'top').onChange(change)\n left = mouseEdges.add(options.mouseEdges, 'left').onChange(change)\n right = mouseEdges.add(options.mouseEdges, 'right').onChange(change)\n bottom = mouseEdges.add(options.mouseEdges, 'bottom').onChange(change)\n speed = mouseEdges.add(options.mouseEdges, 'speed').onChange(change)\n reverse = mouseEdges.add(options.mouseEdges, 'reverse').onChange(change)\n noDecelerate = mouseEdges.add(options.mouseEdges, 'noDecelerate').onChange(change)\n linear = mouseEdges.add(options.mouseEdges, 'linear').onChange(change)\n }\n\n const mouseEdges = _gui.addFolder('mouseEdges')\n mouseEdges.add(options.mouseEdges, 'mouseEdges').onChange(\n function (value) {\n if (value) {\n change()\n add()\n }\n else {\n _viewport.plugins.remove('mouse-edges')\n mouseEdges.remove(radius)\n mouseEdges.remove(distance)\n mouseEdges.remove(top)\n mouseEdges.remove(left)\n mouseEdges.remove(right)\n mouseEdges.remove(bottom)\n mouseEdges.remove(speed)\n mouseEdges.remove(reverse)\n mouseEdges.remove(noDecelerate)\n mouseEdges.remove(linear)\n }\n })\n let radius, distance, top, left, right, bottom, speed, reverse, noDecelerate, linear\n if (options.mouseEdges.mouseEdges) {\n add()\n }\n if (options.mouseEdges.mouseEdges) {\n mouseEdges.open()\n }\n}\n\n/* global dat */","import * as PIXI from 'pixi.js'\nimport { ease } from 'pixi-ease'\nimport Random from 'yy-random'\nimport Counter from 'yy-counter'\nimport { FPS } from 'yy-fps'\nimport { clicked } from 'clicked'\nimport DomEase from 'dom-ease'\n\nimport { Viewport } from '../../dist/viewport.min.js'\nimport { UserPlugin } from './user-plugin'\n\nimport { gui } from './gui'\n\nconst BORDER = 10\nconst WIDTH = 2000\nconst HEIGHT = 2000\nconst STAR_SIZE = 30\nconst OBJECT_SIZE = 50\nconst OBJECT_ROTATION_TIME = 1000\nconst OBJECT_SPEED = 0.25\nconst FADE_TIME = 2000\n\nlet _fps, _application, _viewport, _object, _stars = [], domEase\n\nfunction viewport() {\n _viewport = _application.stage.addChild(new Viewport(\n {\n interaction: _application.renderer.plugins.interaction,\n passiveWheel: false,\n stopPropagation: true\n }))\n _viewport\n .drag({ clampWheel: false })\n .wheel({ smooth: 3, trackpadPinch: true, wheelZoom: false, })\n .pinch()\n .decelerate()\n .on('clicked', click)\n resize()\n\n domEase = new DomEase({ duration: FADE_TIME })\n ease.duration = FADE_TIME\n\n // test for x/y independent scaling\n // _viewport.scale.y = 1.5\n\n // test for removeListeners()\n // _viewport.removeListeners()\n\n // _viewport.clampZoom({ minWidth: 1000 })\n\n _viewport.plugins.add('test', new UserPlugin(_viewport))\n\n // _viewport.ensureVisible(0, 0, 5000, 5000, true)\n\n // _viewport.clampZoom({ minScale: 0.2, maxScale: 2.5 })\n // _viewport.clampZoom({ minWidth: 1000, minHeight: 1000, maxWidth: 5000, maxHeight: 5000 })\n\n // _viewport.drag({ pressDrag: false })\n\n _viewport.setZoom(0.5, { x: 500, y: 500 })\n // const animate1 = () => _viewport.animate({ scale: 3, ease: 'easeInOutSine', callbackOnComplete: animate2 })\n // const animate2 = () => _viewport.animate({ scale: 1, ease: 'easeInOutSine', callbackOnComplete: animate1 })\n // const animate1 = () => _viewport.animate({ position: { x: 1000, y: 1000 }, scale: 3, time: 3000, ease: 'linear', callbackOnComplete: animate2 })\n // const animate2 = () => _viewport.animate({ position: { x: 500, y: 500 }, scale: 1, time: 3000, ease: 'linear', callbackOnComplete: animate3 })\n // const animate3 = () => _viewport.animate({ position: { x: 0, y: 0 }, scale: 5, time: 3000, ease: 'linear', callbackOnComplete: animate1 })\n // animate1()\n _viewport.input.clear()\n}\n\nfunction resize() {\n _application.renderer.resize(window.innerWidth, window.innerHeight)\n _viewport.resize(window.innerWidth, window.innerHeight, WIDTH, HEIGHT)\n}\n\nfunction addCounter(name) {\n const counter = new Counter({ side: 'top-left' })\n counter.log(name)\n const e = domEase.add(counter.div, { opacity: 0 })\n e.once('complete', () => counter.div.remove())\n}\n\nfunction events() {\n _viewport.on('clicked', () => addCounter('clicked'))\n _viewport.on('drag-start', () => addCounter('drag-start'))\n 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star.position.set(x, y)\n _viewport.addChild(star)\n _stars.push(star)\n }\n}\n\nfunction createTarget() {\n const x = Random.range(OBJECT_SIZE / 2 + BORDER, _viewport.worldWidth - OBJECT_SIZE / 2 - BORDER)\n const y = Random.range(OBJECT_SIZE / 2 + BORDER, _viewport.worldHeight - OBJECT_SIZE / 2 - BORDER)\n const target = ease.target(_object, { x, y }, OBJECT_SPEED, { wait: Random.chance(0.75) ? 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=== 'function') {\n then.call(\n val,\n function(val) {\n res(i, val);\n },\n function(e) {\n args[i] = { status: 'rejected', reason: e };\n if (--remaining === 0) {\n resolve(args);\n }\n }\n );\n return;\n }\n }\n args[i] = { status: 'fulfilled', value: val };\n if (--remaining === 0) {\n resolve(args);\n }\n }\n\n for (var i = 0; i < args.length; i++) {\n res(i, args[i]);\n }\n });\n}\n\nexport default allSettled;\n","import promiseFinally from './finally';\nimport allSettled from './allSettled';\n\n// Store setTimeout reference so promise-polyfill will be unaffected by\n// other code modifying setTimeout (like sinon.useFakeTimers())\nvar setTimeoutFunc = setTimeout;\n\nfunction isArray(x) {\n return Boolean(x && typeof x.length !== 'undefined');\n}\n\nfunction noop() {}\n\n// Polyfill for Function.prototype.bind\nfunction bind(fn, thisArg) {\n return function() {\n fn.apply(thisArg, arguments);\n };\n}\n\n/**\n * @constructor\n * @param {Function} fn\n */\nfunction Promise(fn) {\n if (!(this instanceof Promise))\n throw new TypeError('Promises must be constructed via new');\n if (typeof fn !== 'function') throw new TypeError('not a function');\n /** @type {!number} */\n this._state = 0;\n /** @type {!boolean} */\n this._handled = false;\n /** @type {Promise|undefined} */\n this._value = undefined;\n /** @type {!Array} */\n this._deferreds = [];\n\n doResolve(fn, this);\n}\n\nfunction handle(self, deferred) {\n while (self._state === 3) {\n self = self._value;\n }\n if (self._state === 0) {\n self._deferreds.push(deferred);\n return;\n }\n self._handled = true;\n Promise._immediateFn(function() {\n var cb = self._state === 1 ? deferred.onFulfilled : deferred.onRejected;\n if (cb === null) {\n (self._state === 1 ? resolve : reject)(deferred.promise, self._value);\n return;\n }\n var ret;\n try {\n ret = cb(self._value);\n } catch (e) {\n reject(deferred.promise, e);\n return;\n }\n resolve(deferred.promise, ret);\n });\n}\n\nfunction resolve(self, newValue) {\n try {\n // Promise Resolution Procedure: https://github.com/promises-aplus/promises-spec#the-promise-resolution-procedure\n if (newValue === self)\n throw new TypeError('A promise cannot be resolved with itself.');\n if (\n newValue &&\n (typeof newValue === 'object' || typeof newValue === 'function')\n ) {\n var then = newValue.then;\n if (newValue instanceof Promise) {\n self._state = 3;\n self._value = newValue;\n finale(self);\n return;\n } else if (typeof then === 'function') {\n doResolve(bind(then, newValue), self);\n return;\n }\n }\n self._state = 1;\n self._value = newValue;\n finale(self);\n } catch (e) {\n reject(self, e);\n }\n}\n\nfunction reject(self, newValue) {\n self._state = 2;\n self._value = newValue;\n finale(self);\n}\n\nfunction finale(self) {\n if (self._state === 2 && self._deferreds.length === 0) {\n Promise._immediateFn(function() {\n if (!self._handled) {\n Promise._unhandledRejectionFn(self._value);\n }\n });\n }\n\n for (var i = 0, len = self._deferreds.length; i < len; i++) {\n handle(self, self._deferreds[i]);\n }\n self._deferreds = null;\n}\n\n/**\n * @constructor\n */\nfunction Handler(onFulfilled, onRejected, promise) {\n this.onFulfilled = typeof onFulfilled === 'function' ? onFulfilled : null;\n this.onRejected = typeof onRejected === 'function' ? onRejected : null;\n this.promise = promise;\n}\n\n/**\n * Take a potentially misbehaving resolver function and make sure\n * onFulfilled and onRejected are only called once.\n *\n * Makes no guarantees about asynchrony.\n */\nfunction doResolve(fn, self) {\n var done = false;\n try {\n fn(\n function(value) {\n if (done) return;\n done = true;\n resolve(self, value);\n },\n function(reason) {\n if (done) return;\n done = true;\n reject(self, reason);\n }\n );\n } catch (ex) {\n if (done) return;\n done = true;\n reject(self, ex);\n }\n}\n\nPromise.prototype['catch'] = function(onRejected) {\n return this.then(null, onRejected);\n};\n\nPromise.prototype.then = function(onFulfilled, onRejected) {\n // @ts-ignore\n var prom = new this.constructor(noop);\n\n handle(this, new Handler(onFulfilled, onRejected, prom));\n return prom;\n};\n\nPromise.prototype['finally'] = promiseFinally;\n\nPromise.all = function(arr) {\n return new Promise(function(resolve, reject) {\n if (!isArray(arr)) {\n return reject(new TypeError('Promise.all accepts an array'));\n }\n\n var args = Array.prototype.slice.call(arr);\n if (args.length === 0) return resolve([]);\n var remaining = args.length;\n\n function res(i, val) {\n try {\n if (val && (typeof val === 'object' || typeof val === 'function')) {\n var then = val.then;\n if (typeof then === 'function') {\n then.call(\n val,\n function(val) {\n res(i, val);\n },\n reject\n );\n return;\n }\n }\n args[i] = val;\n if (--remaining === 0) {\n resolve(args);\n }\n } catch (ex) {\n reject(ex);\n }\n }\n\n for (var i = 0; i < args.length; i++) {\n res(i, args[i]);\n }\n });\n};\n\nPromise.allSettled = allSettled;\n\nPromise.resolve = function(value) {\n if (value && typeof value === 'object' && value.constructor === Promise) {\n return value;\n }\n\n return new Promise(function(resolve) {\n resolve(value);\n });\n};\n\nPromise.reject = function(value) {\n return new Promise(function(resolve, reject) {\n reject(value);\n });\n};\n\nPromise.race = function(arr) {\n return new Promise(function(resolve, reject) {\n if (!isArray(arr)) {\n return reject(new TypeError('Promise.race accepts an array'));\n }\n\n for (var i = 0, len = arr.length; i < len; i++) {\n Promise.resolve(arr[i]).then(resolve, reject);\n }\n });\n};\n\n// Use polyfill for setImmediate for performance gains\nPromise._immediateFn =\n // @ts-ignore\n (typeof setImmediate === 'function' &&\n function(fn) {\n // @ts-ignore\n setImmediate(fn);\n }) ||\n function(fn) {\n setTimeoutFunc(fn, 0);\n };\n\nPromise._unhandledRejectionFn = function _unhandledRejectionFn(err) {\n if (typeof console !== 'undefined' && console) {\n console.warn('Possible Unhandled Promise Rejection:', err); // eslint-disable-line no-console\n }\n};\n\nexport default Promise;\n","/*\nobject-assign\n(c) Sindre Sorhus\n@license MIT\n*/\n\n'use strict';\n/* eslint-disable no-unused-vars */\nvar getOwnPropertySymbols = Object.getOwnPropertySymbols;\nvar hasOwnProperty = Object.prototype.hasOwnProperty;\nvar propIsEnumerable = Object.prototype.propertyIsEnumerable;\n\nfunction toObject(val) {\n\tif (val === null || val === undefined) {\n\t\tthrow new TypeError('Object.assign cannot be called with null or undefined');\n\t}\n\n\treturn Object(val);\n}\n\nfunction shouldUseNative() {\n\ttry {\n\t\tif (!Object.assign) {\n\t\t\treturn false;\n\t\t}\n\n\t\t// Detect buggy property enumeration order in older V8 versions.\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=4118\n\t\tvar test1 = new String('abc'); // eslint-disable-line no-new-wrappers\n\t\ttest1[5] = 'de';\n\t\tif (Object.getOwnPropertyNames(test1)[0] === '5') {\n\t\t\treturn false;\n\t\t}\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=3056\n\t\tvar test2 = {};\n\t\tfor (var i = 0; i < 10; i++) {\n\t\t\ttest2['_' + String.fromCharCode(i)] = i;\n\t\t}\n\t\tvar order2 = Object.getOwnPropertyNames(test2).map(function (n) {\n\t\t\treturn test2[n];\n\t\t});\n\t\tif (order2.join('') !== '0123456789') {\n\t\t\treturn false;\n\t\t}\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=3056\n\t\tvar test3 = {};\n\t\t'abcdefghijklmnopqrst'.split('').forEach(function (letter) {\n\t\t\ttest3[letter] = letter;\n\t\t});\n\t\tif (Object.keys(Object.assign({}, test3)).join('') !==\n\t\t\t\t'abcdefghijklmnopqrst') {\n\t\t\treturn false;\n\t\t}\n\n\t\treturn true;\n\t} catch (err) {\n\t\t// We don't expect any of the above to throw, but better to be safe.\n\t\treturn false;\n\t}\n}\n\nmodule.exports = shouldUseNative() ? Object.assign : function (target, source) {\n\tvar from;\n\tvar to = toObject(target);\n\tvar symbols;\n\n\tfor (var s = 1; s < arguments.length; s++) {\n\t\tfrom = Object(arguments[s]);\n\n\t\tfor (var key in from) {\n\t\t\tif (hasOwnProperty.call(from, key)) {\n\t\t\t\tto[key] = from[key];\n\t\t\t}\n\t\t}\n\n\t\tif (getOwnPropertySymbols) {\n\t\t\tsymbols = getOwnPropertySymbols(from);\n\t\t\tfor (var i = 0; i < symbols.length; i++) {\n\t\t\t\tif (propIsEnumerable.call(from, symbols[i])) {\n\t\t\t\t\tto[symbols[i]] = from[symbols[i]];\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\treturn to;\n};\n","/*!\n * @pixi/polyfill - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/polyfill is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport Polyfill from 'promise-polyfill';\nimport objectAssign from 'object-assign';\n\nif (typeof globalThis === 'undefined') {\n if (typeof self !== 'undefined') {\n // covers browsers\n // @ts-expect-error not-writable ts(2540) error only on node\n self.globalThis = self;\n }\n else if (typeof global !== 'undefined') {\n // covers versions of Node < 12\n // @ts-expect-error not-writable ts(2540) error only on node\n global.globalThis = global;\n }\n}\n\n// Support for IE 9 - 11 which does not include Promises\nif (!globalThis.Promise) {\n globalThis.Promise = Polyfill;\n}\n\n// References:\nif (!Object.assign) {\n Object.assign = objectAssign;\n}\n\n// References:\n// http://paulirish.com/2011/requestanimationframe-for-smart-animating/\n// https://gist.github.com/1579671\n// http://updates.html5rocks.com/2012/05/requestAnimationFrame-API-now-with-sub-millisecond-precision\n// https://gist.github.com/timhall/4078614\n// https://github.com/Financial-Times/polyfill-service/tree/master/polyfills/requestAnimationFrame\n// Expected to be used with Browserfiy\n// Browserify automatically detects the use of `global` and passes the\n// correct reference of `global`, `globalThis`, and finally `window`\nvar ONE_FRAME_TIME = 16;\n// Date.now\nif (!(Date.now && Date.prototype.getTime)) {\n Date.now = function now() {\n return new Date().getTime();\n };\n}\n// performance.now\nif (!(globalThis.performance && globalThis.performance.now)) {\n var startTime_1 = Date.now();\n if (!globalThis.performance) {\n globalThis.performance = {};\n }\n globalThis.performance.now = function () { return Date.now() - startTime_1; };\n}\n// requestAnimationFrame\nvar lastTime = Date.now();\nvar vendors = ['ms', 'moz', 'webkit', 'o'];\nfor (var x = 0; x < vendors.length && !globalThis.requestAnimationFrame; ++x) {\n var p = vendors[x];\n globalThis.requestAnimationFrame = globalThis[p + \"RequestAnimationFrame\"];\n globalThis.cancelAnimationFrame = globalThis[p + \"CancelAnimationFrame\"]\n || globalThis[p + \"CancelRequestAnimationFrame\"];\n}\nif (!globalThis.requestAnimationFrame) {\n globalThis.requestAnimationFrame = function (callback) {\n if (typeof callback !== 'function') {\n throw new TypeError(callback + \"is not a function\");\n }\n var currentTime = Date.now();\n var delay = ONE_FRAME_TIME + lastTime - currentTime;\n if (delay < 0) {\n delay = 0;\n }\n lastTime = currentTime;\n return globalThis.self.setTimeout(function () {\n lastTime = Date.now();\n callback(performance.now());\n }, delay);\n };\n}\nif (!globalThis.cancelAnimationFrame) {\n globalThis.cancelAnimationFrame = function (id) { return clearTimeout(id); };\n}\n\n// References:\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign\nif (!Math.sign) {\n Math.sign = function mathSign(x) {\n x = Number(x);\n if (x === 0 || isNaN(x)) {\n return x;\n }\n return x > 0 ? 1 : -1;\n };\n}\n\n// References:\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger\nif (!Number.isInteger) {\n Number.isInteger = function numberIsInteger(value) {\n return typeof value === 'number' && isFinite(value) && Math.floor(value) === value;\n };\n}\n\nif (!globalThis.ArrayBuffer) {\n globalThis.ArrayBuffer = Array;\n}\nif (!globalThis.Float32Array) {\n globalThis.Float32Array = Array;\n}\nif (!globalThis.Uint32Array) {\n globalThis.Uint32Array = Array;\n}\nif (!globalThis.Uint16Array) {\n globalThis.Uint16Array = Array;\n}\nif (!globalThis.Uint8Array) {\n globalThis.Uint8Array = Array;\n}\nif (!globalThis.Int32Array) {\n globalThis.Int32Array = Array;\n}\n//# sourceMappingURL=polyfill.mjs.map\n","/*!\n * @pixi/constants - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nvar ENV;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(ENV || (ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(RENDERER_TYPE || (RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nvar BUFFER_BITS;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(BUFFER_BITS || (BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nvar BLEND_MODES;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(BLEND_MODES || (BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nvar DRAW_MODES;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(DRAW_MODES || (DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nvar FORMATS;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(FORMATS || (FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nvar TARGETS;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(TARGETS || (TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nvar TYPES;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(TYPES || (TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nvar SAMPLER_TYPES;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(SAMPLER_TYPES || (SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(SCALE_MODES || (SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(WRAP_MODES || (WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nvar MIPMAP_MODES;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(MIPMAP_MODES || (MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nvar ALPHA_MODES;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(ALPHA_MODES || (ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nvar CLEAR_MODES;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(CLEAR_MODES || (CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(GC_MODES || (GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nvar PRECISION;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(PRECISION || (PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nvar MASK_TYPES;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(MASK_TYPES || (MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nvar COLOR_MASK_BITS;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(COLOR_MASK_BITS || (COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nvar MSAA_QUALITY;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(MSAA_QUALITY || (MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nvar BUFFER_TYPE;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(BUFFER_TYPE || (BUFFER_TYPE = {}));\n\nexport { ALPHA_MODES, BLEND_MODES, BUFFER_BITS, BUFFER_TYPE, CLEAR_MODES, COLOR_MASK_BITS, DRAW_MODES, ENV, FORMATS, GC_MODES, MASK_TYPES, MIPMAP_MODES, MSAA_QUALITY, PRECISION, RENDERER_TYPE, SAMPLER_TYPES, SCALE_MODES, TARGETS, TYPES, WRAP_MODES };\n//# sourceMappingURL=constants.mjs.map\n","/*!\n * @pixi/settings - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/settings is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { MIPMAP_MODES, MSAA_QUALITY, GC_MODES, WRAP_MODES, SCALE_MODES, PRECISION } from '@pixi/constants';\n\nvar BrowserAdapter = {\n /**\n * Creates a canvas element of the given size.\n * This canvas is created using the browser's native canvas element.\n * @param width - width of the canvas\n * @param height - height of the canvas\n */\n createCanvas: function (width, height) {\n var canvas = document.createElement('canvas');\n canvas.width = width;\n canvas.height = height;\n return canvas;\n },\n getWebGLRenderingContext: function () { return WebGLRenderingContext; },\n getNavigator: function () { return navigator; },\n getBaseUrl: function () { var _a; return ((_a = document.baseURI) !== null && _a !== void 0 ? _a : window.location.href); },\n fetch: function (url, options) { return fetch(url, options); },\n};\n\nvar appleIphone = /iPhone/i;\nvar appleIpod = /iPod/i;\nvar appleTablet = /iPad/i;\nvar appleUniversal = /\\biOS-universal(?:.+)Mac\\b/i;\nvar androidPhone = /\\bAndroid(?:.+)Mobile\\b/i;\nvar androidTablet = /Android/i;\nvar amazonPhone = /(?:SD4930UR|\\bSilk(?:.+)Mobile\\b)/i;\nvar amazonTablet = /Silk/i;\nvar windowsPhone = /Windows Phone/i;\nvar windowsTablet = /\\bWindows(?:.+)ARM\\b/i;\nvar otherBlackBerry = /BlackBerry/i;\nvar otherBlackBerry10 = /BB10/i;\nvar otherOpera = /Opera Mini/i;\nvar otherChrome = /\\b(CriOS|Chrome)(?:.+)Mobile/i;\nvar otherFirefox = /Mobile(?:.+)Firefox\\b/i;\nvar isAppleTabletOnIos13 = function (navigator) {\n return (typeof navigator !== 'undefined' &&\n navigator.platform === 'MacIntel' &&\n typeof navigator.maxTouchPoints === 'number' &&\n navigator.maxTouchPoints > 1 &&\n typeof MSStream === 'undefined');\n};\nfunction createMatch(userAgent) {\n return function (regex) { return regex.test(userAgent); };\n}\nfunction isMobile$1(param) {\n var nav = {\n userAgent: '',\n platform: '',\n maxTouchPoints: 0\n };\n if (!param && typeof navigator !== 'undefined') {\n nav = {\n userAgent: navigator.userAgent,\n platform: navigator.platform,\n maxTouchPoints: navigator.maxTouchPoints || 0\n };\n }\n else if (typeof param === 'string') {\n nav.userAgent = param;\n }\n else if (param && param.userAgent) {\n nav = {\n userAgent: param.userAgent,\n platform: param.platform,\n maxTouchPoints: param.maxTouchPoints || 0\n };\n }\n var userAgent = nav.userAgent;\n var tmp = userAgent.split('[FBAN');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n tmp = userAgent.split('Twitter');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n var match = createMatch(userAgent);\n var result = {\n apple: {\n phone: match(appleIphone) && !match(windowsPhone),\n ipod: match(appleIpod),\n tablet: !match(appleIphone) &&\n (match(appleTablet) || isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone),\n universal: match(appleUniversal),\n device: (match(appleIphone) ||\n match(appleIpod) ||\n match(appleTablet) ||\n match(appleUniversal) ||\n isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone)\n },\n amazon: {\n phone: match(amazonPhone),\n tablet: !match(amazonPhone) && match(amazonTablet),\n device: match(amazonPhone) || match(amazonTablet)\n },\n android: {\n phone: (!match(windowsPhone) && match(amazonPhone)) ||\n (!match(windowsPhone) && match(androidPhone)),\n tablet: !match(windowsPhone) &&\n !match(amazonPhone) &&\n !match(androidPhone) &&\n (match(amazonTablet) || match(androidTablet)),\n device: (!match(windowsPhone) &&\n (match(amazonPhone) ||\n match(amazonTablet) ||\n match(androidPhone) ||\n match(androidTablet))) ||\n match(/\\bokhttp\\b/i)\n },\n windows: {\n phone: match(windowsPhone),\n tablet: match(windowsTablet),\n device: match(windowsPhone) || match(windowsTablet)\n },\n other: {\n blackberry: match(otherBlackBerry),\n blackberry10: match(otherBlackBerry10),\n opera: match(otherOpera),\n firefox: match(otherFirefox),\n chrome: match(otherChrome),\n device: match(otherBlackBerry) ||\n match(otherBlackBerry10) ||\n match(otherOpera) ||\n match(otherFirefox) ||\n match(otherChrome)\n },\n any: false,\n phone: false,\n tablet: false\n };\n result.any =\n result.apple.device ||\n result.android.device ||\n result.windows.device ||\n result.other.device;\n result.phone =\n result.apple.phone || result.android.phone || result.windows.phone;\n result.tablet =\n result.apple.tablet || result.android.tablet || result.windows.tablet;\n return result;\n}\n\nvar isMobile = isMobile$1(globalThis.navigator);\n\n/**\n * Uploading the same buffer multiple times in a single frame can cause performance issues.\n * Apparent on iOS so only check for that at the moment\n * This check may become more complex if this issue pops up elsewhere.\n * @private\n * @returns {boolean} `true` if the same buffer may be uploaded more than once.\n */\nfunction canUploadSameBuffer() {\n return !isMobile.apple.device;\n}\n\n/**\n * The maximum recommended texture units to use.\n * In theory the bigger the better, and for desktop we'll use as many as we can.\n * But some mobile devices slow down if there is to many branches in the shader.\n * So in practice there seems to be a sweet spot size that varies depending on the device.\n *\n * In v4, all mobile devices were limited to 4 texture units because for this.\n * In v5, we allow all texture units to be used on modern Apple or Android devices.\n * @private\n * @param {number} max\n * @returns {number} The maximum recommended texture units to use.\n */\nfunction maxRecommendedTextures(max) {\n var allowMax = true;\n if (isMobile.tablet || isMobile.phone) {\n if (isMobile.apple.device) {\n var match = (navigator.userAgent).match(/OS (\\d+)_(\\d+)?/);\n if (match) {\n var majorVersion = parseInt(match[1], 10);\n // Limit texture units on devices below iOS 11, which will be older hardware\n if (majorVersion < 11) {\n allowMax = false;\n }\n }\n }\n if (isMobile.android.device) {\n var match = (navigator.userAgent).match(/Android\\s([0-9.]*)/);\n if (match) {\n var majorVersion = parseInt(match[1], 10);\n // Limit texture units on devices below Android 7 (Nougat), which will be older hardware\n if (majorVersion < 7) {\n allowMax = false;\n }\n }\n }\n }\n return allowMax ? max : 4;\n}\n\n/**\n * User's customizable globals for overriding the default PIXI settings, such\n * as a renderer's default resolution, framerate, float precision, etc.\n * @example\n * // Use the native window resolution as the default resolution\n * // will support high-density displays when rendering\n * PIXI.settings.RESOLUTION = window.devicePixelRatio;\n *\n * // Disable interpolation when scaling, will make texture be pixelated\n * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST;\n * @namespace PIXI.settings\n */\nvar settings = {\n /**\n * This adapter is used to call methods that are platform dependent.\n * For example `document.createElement` only runs on the web but fails in node environments.\n * This allows us to support more platforms by abstracting away specific implementations per platform.\n *\n * By default the adapter is set to work in the browser. However you can create your own\n * by implementing the `IAdapter` interface. See `IAdapter` for more information.\n * @name ADAPTER\n * @memberof PIXI.settings\n * @type {PIXI.IAdapter}\n * @default PIXI.BrowserAdapter\n */\n ADAPTER: BrowserAdapter,\n /**\n * If set to true WebGL will attempt make textures mimpaped by default.\n * Mipmapping will only succeed if the base texture uploaded has power of two dimensions.\n * @static\n * @name MIPMAP_TEXTURES\n * @memberof PIXI.settings\n * @type {PIXI.MIPMAP_MODES}\n * @default PIXI.MIPMAP_MODES.POW2\n */\n MIPMAP_TEXTURES: MIPMAP_MODES.POW2,\n /**\n * Default anisotropic filtering level of textures.\n * Usually from 0 to 16\n * @static\n * @name ANISOTROPIC_LEVEL\n * @memberof PIXI.settings\n * @type {number}\n * @default 0\n */\n ANISOTROPIC_LEVEL: 0,\n /**\n * Default resolution / device pixel ratio of the renderer.\n * @static\n * @name RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n RESOLUTION: 1,\n /**\n * Default filter resolution.\n * @static\n * @name FILTER_RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n FILTER_RESOLUTION: 1,\n /**\n * Default filter samples.\n * @static\n * @name FILTER_MULTISAMPLE\n * @memberof PIXI.settings\n * @type {PIXI.MSAA_QUALITY}\n * @default PIXI.MSAA_QUALITY.NONE\n */\n FILTER_MULTISAMPLE: MSAA_QUALITY.NONE,\n /**\n * The maximum textures that this device supports.\n * @static\n * @name SPRITE_MAX_TEXTURES\n * @memberof PIXI.settings\n * @type {number}\n * @default 32\n */\n SPRITE_MAX_TEXTURES: maxRecommendedTextures(32),\n // TODO: maybe change to SPRITE.BATCH_SIZE: 2000\n // TODO: maybe add PARTICLE.BATCH_SIZE: 15000\n /**\n * The default sprite batch size.\n *\n * The default aims to balance desktop and mobile devices.\n * @static\n * @name SPRITE_BATCH_SIZE\n * @memberof PIXI.settings\n * @type {number}\n * @default 4096\n */\n SPRITE_BATCH_SIZE: 4096,\n /**\n * The default render options if none are supplied to {@link PIXI.Renderer}\n * or {@link PIXI.CanvasRenderer}.\n * @static\n * @name RENDER_OPTIONS\n * @memberof PIXI.settings\n * @type {object}\n * @property {HTMLCanvasElement} [view=null] -\n * @property {boolean} [antialias=false] -\n * @property {boolean} [autoDensity=false] -\n * @property {boolean} [useContextAlpha=true] -\n * @property {number} [backgroundColor=0x000000] -\n * @property {number} [backgroundAlpha=1] -\n * @property {boolean} [clearBeforeRender=true] -\n * @property {boolean} [preserveDrawingBuffer=false] -\n * @property {number} [width=800] -\n * @property {number} [height=600] -\n * @property {boolean} [legacy=false] -\n */\n RENDER_OPTIONS: {\n view: null,\n antialias: false,\n autoDensity: false,\n backgroundColor: 0x000000,\n backgroundAlpha: 1,\n useContextAlpha: true,\n clearBeforeRender: true,\n preserveDrawingBuffer: false,\n width: 800,\n height: 600,\n legacy: false,\n },\n /**\n * Default Garbage Collection mode.\n * @static\n * @name GC_MODE\n * @memberof PIXI.settings\n * @type {PIXI.GC_MODES}\n * @default PIXI.GC_MODES.AUTO\n */\n GC_MODE: GC_MODES.AUTO,\n /**\n * Default Garbage Collection max idle.\n * @static\n * @name GC_MAX_IDLE\n * @memberof PIXI.settings\n * @type {number}\n * @default 3600\n */\n GC_MAX_IDLE: 60 * 60,\n /**\n * Default Garbage Collection maximum check count.\n * @static\n * @name GC_MAX_CHECK_COUNT\n * @memberof PIXI.settings\n * @type {number}\n * @default 600\n */\n GC_MAX_CHECK_COUNT: 60 * 10,\n /**\n * Default wrap modes that are supported by pixi.\n * @static\n * @name WRAP_MODE\n * @memberof PIXI.settings\n * @type {PIXI.WRAP_MODES}\n * @default PIXI.WRAP_MODES.CLAMP\n */\n WRAP_MODE: WRAP_MODES.CLAMP,\n /**\n * Default scale mode for textures.\n * @static\n * @name SCALE_MODE\n * @memberof PIXI.settings\n * @type {PIXI.SCALE_MODES}\n * @default PIXI.SCALE_MODES.LINEAR\n */\n SCALE_MODE: SCALE_MODES.LINEAR,\n /**\n * Default specify float precision in vertex shader.\n * @static\n * @name PRECISION_VERTEX\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.HIGH\n */\n PRECISION_VERTEX: PRECISION.HIGH,\n /**\n * Default specify float precision in fragment shader.\n * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742\n * @static\n * @name PRECISION_FRAGMENT\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.MEDIUM\n */\n PRECISION_FRAGMENT: isMobile.apple.device ? PRECISION.HIGH : PRECISION.MEDIUM,\n /**\n * Can we upload the same buffer in a single frame?\n * @static\n * @name CAN_UPLOAD_SAME_BUFFER\n * @memberof PIXI.settings\n * @type {boolean}\n */\n CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(),\n /**\n * Enables bitmap creation before image load. This feature is experimental.\n * @static\n * @name CREATE_IMAGE_BITMAP\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n CREATE_IMAGE_BITMAP: false,\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * @static\n * @constant\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n ROUND_PIXELS: false,\n};\n\nexport { BrowserAdapter, isMobile, settings };\n//# sourceMappingURL=settings.mjs.map\n","'use strict';\n\nvar has = Object.prototype.hasOwnProperty\n , prefix = '~';\n\n/**\n * Constructor to create a storage for our `EE` objects.\n * An `Events` instance is a plain object whose properties are event names.\n *\n * @constructor\n * @private\n */\nfunction Events() {}\n\n//\n// We try to not inherit from `Object.prototype`. In some engines creating an\n// instance in this way is faster than calling `Object.create(null)` directly.\n// If `Object.create(null)` is not supported we prefix the event names with a\n// character to make sure that the built-in object properties are not\n// overridden or used as an attack vector.\n//\nif (Object.create) {\n Events.prototype = Object.create(null);\n\n //\n // This hack is needed because the `__proto__` property is still inherited in\n // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.\n //\n if (!new Events().__proto__) prefix = false;\n}\n\n/**\n * Representation of a single event listener.\n *\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} [once=false] Specify if the listener is a one-time listener.\n * @constructor\n * @private\n */\nfunction EE(fn, context, once) {\n this.fn = fn;\n this.context = context;\n this.once = once || false;\n}\n\n/**\n * Add a listener for a given event.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} once Specify if the listener is a one-time listener.\n * @returns {EventEmitter}\n * @private\n */\nfunction addListener(emitter, event, fn, context, once) {\n if (typeof fn !== 'function') {\n throw new TypeError('The listener must be a function');\n }\n\n var listener = new EE(fn, context || emitter, once)\n , evt = prefix ? prefix + event : event;\n\n if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++;\n else if (!emitter._events[evt].fn) emitter._events[evt].push(listener);\n else emitter._events[evt] = [emitter._events[evt], listener];\n\n return emitter;\n}\n\n/**\n * Clear event by name.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} evt The Event name.\n * @private\n */\nfunction clearEvent(emitter, evt) {\n if (--emitter._eventsCount === 0) emitter._events = new Events();\n else delete emitter._events[evt];\n}\n\n/**\n * Minimal `EventEmitter` interface that is molded against the Node.js\n * `EventEmitter` interface.\n *\n * @constructor\n * @public\n */\nfunction EventEmitter() {\n this._events = new Events();\n this._eventsCount = 0;\n}\n\n/**\n * Return an array listing the events for which the emitter has registered\n * listeners.\n *\n * @returns {Array}\n * @public\n */\nEventEmitter.prototype.eventNames = function eventNames() {\n var names = []\n , events\n , name;\n\n if (this._eventsCount === 0) return names;\n\n for (name in (events = this._events)) {\n if (has.call(events, name)) names.push(prefix ? name.slice(1) : name);\n }\n\n if (Object.getOwnPropertySymbols) {\n return names.concat(Object.getOwnPropertySymbols(events));\n }\n\n return names;\n};\n\n/**\n * Return the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Array} The registered listeners.\n * @public\n */\nEventEmitter.prototype.listeners = function listeners(event) {\n var evt = prefix ? prefix + event : event\n , handlers = this._events[evt];\n\n if (!handlers) return [];\n if (handlers.fn) return [handlers.fn];\n\n for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) {\n ee[i] = handlers[i].fn;\n }\n\n return ee;\n};\n\n/**\n * Return the number of listeners listening to a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Number} The number of listeners.\n * @public\n */\nEventEmitter.prototype.listenerCount = function listenerCount(event) {\n var evt = prefix ? prefix + event : event\n , listeners = this._events[evt];\n\n if (!listeners) return 0;\n if (listeners.fn) return 1;\n return listeners.length;\n};\n\n/**\n * Calls each of the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Boolean} `true` if the event had listeners, else `false`.\n * @public\n */\nEventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return false;\n\n var listeners = this._events[evt]\n , len = arguments.length\n , args\n , i;\n\n if (listeners.fn) {\n if (listeners.once) this.removeListener(event, listeners.fn, undefined, true);\n\n switch (len) {\n case 1: return listeners.fn.call(listeners.context), true;\n case 2: return listeners.fn.call(listeners.context, a1), true;\n case 3: return listeners.fn.call(listeners.context, a1, a2), true;\n case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;\n case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;\n case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;\n }\n\n for (i = 1, args = new Array(len -1); i < len; i++) {\n args[i - 1] = arguments[i];\n }\n\n listeners.fn.apply(listeners.context, args);\n } else {\n var length = listeners.length\n , j;\n\n for (i = 0; i < length; i++) {\n if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true);\n\n switch (len) {\n case 1: listeners[i].fn.call(listeners[i].context); break;\n case 2: listeners[i].fn.call(listeners[i].context, a1); break;\n case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;\n case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;\n default:\n if (!args) for (j = 1, args = new Array(len -1); j < len; j++) {\n args[j - 1] = arguments[j];\n }\n\n listeners[i].fn.apply(listeners[i].context, args);\n }\n }\n }\n\n return true;\n};\n\n/**\n * Add a listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.on = function on(event, fn, context) {\n return addListener(this, event, fn, context, false);\n};\n\n/**\n * Add a one-time listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.once = function once(event, fn, context) {\n return addListener(this, event, fn, context, true);\n};\n\n/**\n * Remove the listeners of a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn Only remove the listeners that match this function.\n * @param {*} context Only remove the listeners that have this context.\n * @param {Boolean} once Only remove one-time listeners.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return this;\n if (!fn) {\n clearEvent(this, evt);\n return this;\n }\n\n var listeners = this._events[evt];\n\n if (listeners.fn) {\n if (\n listeners.fn === fn &&\n (!once || listeners.once) &&\n (!context || listeners.context === context)\n ) {\n clearEvent(this, evt);\n }\n } else {\n for (var i = 0, events = [], length = listeners.length; i < length; i++) {\n if (\n listeners[i].fn !== fn ||\n (once && !listeners[i].once) ||\n (context && listeners[i].context !== context)\n ) {\n events.push(listeners[i]);\n }\n }\n\n //\n // Reset the array, or remove it completely if we have no more listeners.\n //\n if (events.length) this._events[evt] = events.length === 1 ? events[0] : events;\n else clearEvent(this, evt);\n }\n\n return this;\n};\n\n/**\n * Remove all listeners, or those of the specified event.\n *\n * @param {(String|Symbol)} [event] The event name.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {\n var evt;\n\n if (event) {\n evt = prefix ? prefix + event : event;\n if (this._events[evt]) clearEvent(this, evt);\n } else {\n this._events = new Events();\n this._eventsCount = 0;\n }\n\n return this;\n};\n\n//\n// Alias methods names because people roll like that.\n//\nEventEmitter.prototype.off = EventEmitter.prototype.removeListener;\nEventEmitter.prototype.addListener = EventEmitter.prototype.on;\n\n//\n// Expose the prefix.\n//\nEventEmitter.prefixed = prefix;\n\n//\n// Allow `EventEmitter` to be imported as module namespace.\n//\nEventEmitter.EventEmitter = EventEmitter;\n\n//\n// Expose the module.\n//\nif ('undefined' !== typeof module) {\n module.exports = EventEmitter;\n}\n","'use strict';\n\nmodule.exports = earcut;\nmodule.exports.default = earcut;\n\nfunction earcut(data, holeIndices, dim) {\n\n dim = dim || 2;\n\n var hasHoles = holeIndices && holeIndices.length,\n outerLen = hasHoles ? holeIndices[0] * dim : data.length,\n outerNode = linkedList(data, 0, outerLen, dim, true),\n triangles = [];\n\n if (!outerNode || outerNode.next === outerNode.prev) return triangles;\n\n var minX, minY, maxX, maxY, x, y, invSize;\n\n if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);\n\n // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n if (data.length > 80 * dim) {\n minX = maxX = data[0];\n minY = maxY = data[1];\n\n for (var i = dim; i < outerLen; i += dim) {\n x = data[i];\n y = data[i + 1];\n if (x < minX) minX = x;\n if (y < minY) minY = y;\n if (x > maxX) maxX = x;\n if (y > maxY) maxY = y;\n }\n\n // minX, minY and invSize are later used to transform coords into integers for z-order calculation\n invSize = Math.max(maxX - minX, maxY - minY);\n invSize = invSize !== 0 ? 32767 / invSize : 0;\n }\n\n earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);\n\n return triangles;\n}\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList(data, start, end, dim, clockwise) {\n var i, last;\n\n if (clockwise === (signedArea(data, start, end, dim) > 0)) {\n for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);\n } else {\n for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);\n }\n\n if (last && equals(last, last.next)) {\n removeNode(last);\n last = last.next;\n }\n\n return last;\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints(start, end) {\n if (!start) return start;\n if (!end) end = start;\n\n var p = start,\n again;\n do {\n again = false;\n\n if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {\n removeNode(p);\n p = end = p.prev;\n if (p === p.next) break;\n again = true;\n\n } else {\n p = p.next;\n }\n } while (again || p !== end);\n\n return end;\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {\n if (!ear) return;\n\n // interlink polygon nodes in z-order\n if (!pass && invSize) indexCurve(ear, minX, minY, invSize);\n\n var stop = ear,\n prev, next;\n\n // iterate through ears, slicing them one by one\n while (ear.prev !== ear.next) {\n prev = ear.prev;\n next = ear.next;\n\n if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {\n // cut off the triangle\n triangles.push(prev.i / dim | 0);\n triangles.push(ear.i / dim | 0);\n triangles.push(next.i / dim | 0);\n\n removeNode(ear);\n\n // skipping the next vertex leads to less sliver triangles\n ear = next.next;\n stop = next.next;\n\n continue;\n }\n\n ear = next;\n\n // if we looped through the whole remaining polygon and can't find any more ears\n if (ear === stop) {\n // try filtering points and slicing again\n if (!pass) {\n earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);\n\n // if this didn't work, try curing all small self-intersections locally\n } else if (pass === 1) {\n ear = cureLocalIntersections(filterPoints(ear), triangles, dim);\n earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);\n\n // as a last resort, try splitting the remaining polygon into two\n } else if (pass === 2) {\n splitEarcut(ear, triangles, dim, minX, minY, invSize);\n }\n\n break;\n }\n }\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar(ear) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n // now make sure we don't have other points inside the potential ear\n var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n // triangle bbox; min & max are calculated like this for speed\n var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx),\n y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy),\n x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx),\n y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy);\n\n var p = c.next;\n while (p !== a) {\n if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&\n pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.next;\n }\n\n return true;\n}\n\nfunction isEarHashed(ear, minX, minY, invSize) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n // triangle bbox; min & max are calculated like this for speed\n var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx),\n y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy),\n x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx),\n y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy);\n\n // z-order range for the current triangle bbox;\n var minZ = zOrder(x0, y0, minX, minY, invSize),\n maxZ = zOrder(x1, y1, minX, minY, invSize);\n\n var p = ear.prevZ,\n n = ear.nextZ;\n\n // look for points inside the triangle in both directions\n while (p && p.z >= minZ && n && n.z <= maxZ) {\n if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n\n if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;\n n = n.nextZ;\n }\n\n // look for remaining points in decreasing z-order\n while (p && p.z >= minZ) {\n if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n }\n\n // look for remaining points in increasing z-order\n while (n && n.z <= maxZ) {\n if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;\n n = n.nextZ;\n }\n\n return true;\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections(start, triangles, dim) {\n var p = start;\n do {\n var a = p.prev,\n b = p.next.next;\n\n if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {\n\n triangles.push(a.i / dim | 0);\n triangles.push(p.i / dim | 0);\n triangles.push(b.i / dim | 0);\n\n // remove two nodes involved\n removeNode(p);\n removeNode(p.next);\n\n p = start = b;\n }\n p = p.next;\n } while (p !== start);\n\n return filterPoints(p);\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut(start, triangles, dim, minX, minY, invSize) {\n // look for a valid diagonal that divides the polygon into two\n var a = start;\n do {\n var b = a.next.next;\n while (b !== a.prev) {\n if (a.i !== b.i && isValidDiagonal(a, b)) {\n // split the polygon in two by the diagonal\n var c = splitPolygon(a, b);\n\n // filter colinear points around the cuts\n a = filterPoints(a, a.next);\n c = filterPoints(c, c.next);\n\n // run earcut on each half\n earcutLinked(a, triangles, dim, minX, minY, invSize, 0);\n earcutLinked(c, triangles, dim, minX, minY, invSize, 0);\n return;\n }\n b = b.next;\n }\n a = a.next;\n } while (a !== start);\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles(data, holeIndices, outerNode, dim) {\n var queue = [],\n i, len, start, end, list;\n\n for (i = 0, len = holeIndices.length; i < len; i++) {\n start = holeIndices[i] * dim;\n end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n list = linkedList(data, start, end, dim, false);\n if (list === list.next) list.steiner = true;\n queue.push(getLeftmost(list));\n }\n\n queue.sort(compareX);\n\n // process holes from left to right\n for (i = 0; i < queue.length; i++) {\n outerNode = eliminateHole(queue[i], outerNode);\n }\n\n return outerNode;\n}\n\nfunction compareX(a, b) {\n return a.x - b.x;\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole(hole, outerNode) {\n var bridge = findHoleBridge(hole, outerNode);\n if (!bridge) {\n return outerNode;\n }\n\n var bridgeReverse = splitPolygon(bridge, hole);\n\n // filter collinear points around the cuts\n filterPoints(bridgeReverse, bridgeReverse.next);\n return filterPoints(bridge, bridge.next);\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge(hole, outerNode) {\n var p = outerNode,\n hx = hole.x,\n hy = hole.y,\n qx = -Infinity,\n m;\n\n // find a segment intersected by a ray from the hole's leftmost point to the left;\n // segment's endpoint with lesser x will be potential connection point\n do {\n if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {\n var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);\n if (x <= hx && x > qx) {\n qx = x;\n m = p.x < p.next.x ? p : p.next;\n if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint\n }\n }\n p = p.next;\n } while (p !== outerNode);\n\n if (!m) return null;\n\n // look for points inside the triangle of hole point, segment intersection and endpoint;\n // if there are no points found, we have a valid connection;\n // otherwise choose the point of the minimum angle with the ray as connection point\n\n var stop = m,\n mx = m.x,\n my = m.y,\n tanMin = Infinity,\n tan;\n\n p = m;\n\n do {\n if (hx >= p.x && p.x >= mx && hx !== p.x &&\n pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {\n\n tan = Math.abs(hy - p.y) / (hx - p.x); // tangential\n\n if (locallyInside(p, hole) &&\n (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {\n m = p;\n tanMin = tan;\n }\n }\n\n p = p.next;\n } while (p !== stop);\n\n return m;\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector(m, p) {\n return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve(start, minX, minY, invSize) {\n var p = start;\n do {\n if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);\n p.prevZ = p.prev;\n p.nextZ = p.next;\n p = p.next;\n } while (p !== start);\n\n p.prevZ.nextZ = null;\n p.prevZ = null;\n\n sortLinked(p);\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked(list) {\n var i, p, q, e, tail, numMerges, pSize, qSize,\n inSize = 1;\n\n do {\n p = list;\n list = null;\n tail = null;\n numMerges = 0;\n\n while (p) {\n numMerges++;\n q = p;\n pSize = 0;\n for (i = 0; i < inSize; i++) {\n pSize++;\n q = q.nextZ;\n if (!q) break;\n }\n qSize = inSize;\n\n while (pSize > 0 || (qSize > 0 && q)) {\n\n if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {\n e = p;\n p = p.nextZ;\n pSize--;\n } else {\n e = q;\n q = q.nextZ;\n qSize--;\n }\n\n if (tail) tail.nextZ = e;\n else list = e;\n\n e.prevZ = tail;\n tail = e;\n }\n\n p = q;\n }\n\n tail.nextZ = null;\n inSize *= 2;\n\n } while (numMerges > 1);\n\n return list;\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder(x, y, minX, minY, invSize) {\n // coords are transformed into non-negative 15-bit integer range\n x = (x - minX) * invSize | 0;\n y = (y - minY) * invSize | 0;\n\n x = (x | (x << 8)) & 0x00FF00FF;\n x = (x | (x << 4)) & 0x0F0F0F0F;\n x = (x | (x << 2)) & 0x33333333;\n x = (x | (x << 1)) & 0x55555555;\n\n y = (y | (y << 8)) & 0x00FF00FF;\n y = (y | (y << 4)) & 0x0F0F0F0F;\n y = (y | (y << 2)) & 0x33333333;\n y = (y | (y << 1)) & 0x55555555;\n\n return x | (y << 1);\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost(start) {\n var p = start,\n leftmost = start;\n do {\n if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;\n p = p.next;\n } while (p !== start);\n\n return leftmost;\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {\n return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&\n (ax - px) * (by - py) >= (bx - px) * (ay - py) &&\n (bx - px) * (cy - py) >= (cx - px) * (by - py);\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal(a, b) {\n return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges\n (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible\n (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors\n equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case\n}\n\n// signed area of a triangle\nfunction area(p, q, r) {\n return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);\n}\n\n// check if two points are equal\nfunction equals(p1, p2) {\n return p1.x === p2.x && p1.y === p2.y;\n}\n\n// check if two segments intersect\nfunction intersects(p1, q1, p2, q2) {\n var o1 = sign(area(p1, q1, p2));\n var o2 = sign(area(p1, q1, q2));\n var o3 = sign(area(p2, q2, p1));\n var o4 = sign(area(p2, q2, q1));\n\n if (o1 !== o2 && o3 !== o4) return true; // general case\n\n if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n return false;\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment(p, q, r) {\n return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);\n}\n\nfunction sign(num) {\n return num > 0 ? 1 : num < 0 ? -1 : 0;\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon(a, b) {\n var p = a;\n do {\n if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n intersects(p, p.next, a, b)) return true;\n p = p.next;\n } while (p !== a);\n\n return false;\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside(a, b) {\n return area(a.prev, a, a.next) < 0 ?\n area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :\n area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside(a, b) {\n var p = a,\n inside = false,\n px = (a.x + b.x) / 2,\n py = (a.y + b.y) / 2;\n do {\n if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&\n (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))\n inside = !inside;\n p = p.next;\n } while (p !== a);\n\n return inside;\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon(a, b) {\n var a2 = new Node(a.i, a.x, a.y),\n b2 = new Node(b.i, b.x, b.y),\n an = a.next,\n bp = b.prev;\n\n a.next = b;\n b.prev = a;\n\n a2.next = an;\n an.prev = a2;\n\n b2.next = a2;\n a2.prev = b2;\n\n bp.next = b2;\n b2.prev = bp;\n\n return b2;\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode(i, x, y, last) {\n var p = new Node(i, x, y);\n\n if (!last) {\n p.prev = p;\n p.next = p;\n\n } else {\n p.next = last.next;\n p.prev = last;\n last.next.prev = p;\n last.next = p;\n }\n return p;\n}\n\nfunction removeNode(p) {\n p.next.prev = p.prev;\n p.prev.next = p.next;\n\n if (p.prevZ) p.prevZ.nextZ = p.nextZ;\n if (p.nextZ) p.nextZ.prevZ = p.prevZ;\n}\n\nfunction Node(i, x, y) {\n // vertex index in coordinates array\n this.i = i;\n\n // vertex coordinates\n this.x = x;\n this.y = y;\n\n // previous and next vertex nodes in a polygon ring\n this.prev = null;\n this.next = null;\n\n // z-order curve value\n this.z = 0;\n\n // previous and next nodes in z-order\n this.prevZ = null;\n this.nextZ = null;\n\n // indicates whether this is a steiner point\n this.steiner = false;\n}\n\n// return a percentage difference between the polygon area and its triangulation area;\n// used to verify correctness of triangulation\nearcut.deviation = function (data, holeIndices, dim, triangles) {\n var hasHoles = holeIndices && holeIndices.length;\n var outerLen = hasHoles ? holeIndices[0] * dim : data.length;\n\n var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));\n if (hasHoles) {\n for (var i = 0, len = holeIndices.length; i < len; i++) {\n var start = holeIndices[i] * dim;\n var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n polygonArea -= Math.abs(signedArea(data, start, end, dim));\n }\n }\n\n var trianglesArea = 0;\n for (i = 0; i < triangles.length; i += 3) {\n var a = triangles[i] * dim;\n var b = triangles[i + 1] * dim;\n var c = triangles[i + 2] * dim;\n trianglesArea += Math.abs(\n (data[a] - data[c]) * (data[b + 1] - data[a + 1]) -\n (data[a] - data[b]) * (data[c + 1] - data[a + 1]));\n }\n\n return polygonArea === 0 && trianglesArea === 0 ? 0 :\n Math.abs((trianglesArea - polygonArea) / polygonArea);\n};\n\nfunction signedArea(data, start, end, dim) {\n var sum = 0;\n for (var i = start, j = end - dim; i < end; i += dim) {\n sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);\n j = i;\n }\n return sum;\n}\n\n// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts\nearcut.flatten = function (data) {\n var dim = data[0][0].length,\n result = {vertices: [], holes: [], dimensions: dim},\n holeIndex = 0;\n\n for (var i = 0; i < data.length; i++) {\n for (var j = 0; j < data[i].length; j++) {\n for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]);\n }\n if (i > 0) {\n holeIndex += data[i - 1].length;\n result.holes.push(holeIndex);\n }\n }\n return result;\n};\n","/*! https://mths.be/punycode v1.4.1 by @mathias */\n\n\n/** Highest positive signed 32-bit float value */\nvar maxInt = 2147483647; // aka. 0x7FFFFFFF or 2^31-1\n\n/** Bootstring parameters */\nvar base = 36;\nvar tMin = 1;\nvar tMax = 26;\nvar skew = 38;\nvar damp = 700;\nvar initialBias = 72;\nvar initialN = 128; // 0x80\nvar delimiter = '-'; // '\\x2D'\n\n/** Regular expressions */\nvar regexPunycode = /^xn--/;\nvar regexNonASCII = /[^\\x20-\\x7E]/; // unprintable ASCII chars + non-ASCII chars\nvar regexSeparators = /[\\x2E\\u3002\\uFF0E\\uFF61]/g; // RFC 3490 separators\n\n/** Error messages */\nvar errors = {\n 'overflow': 'Overflow: input needs wider integers to process',\n 'not-basic': 'Illegal input >= 0x80 (not a basic code point)',\n 'invalid-input': 'Invalid input'\n};\n\n/** Convenience shortcuts */\nvar baseMinusTMin = base - tMin;\nvar floor = Math.floor;\nvar stringFromCharCode = String.fromCharCode;\n\n/*--------------------------------------------------------------------------*/\n\n/**\n * A generic error utility function.\n * @private\n * @param {String} type The error type.\n * @returns {Error} Throws a `RangeError` with the applicable error message.\n */\nfunction error(type) {\n throw new RangeError(errors[type]);\n}\n\n/**\n * A generic `Array#map` utility function.\n * @private\n * @param {Array} array The array to iterate over.\n * @param {Function} callback The function that gets called for every array\n * item.\n * @returns {Array} A new array of values returned by the callback function.\n */\nfunction map(array, fn) {\n var length = array.length;\n var result = [];\n while (length--) {\n result[length] = fn(array[length]);\n }\n return result;\n}\n\n/**\n * A simple `Array#map`-like wrapper to work with domain name strings or email\n * addresses.\n * @private\n * @param {String} domain The domain name or email address.\n * @param {Function} callback The function that gets called for every\n * character.\n * @returns {Array} A new string of characters returned by the callback\n * function.\n */\nfunction mapDomain(string, fn) {\n var parts = string.split('@');\n var result = '';\n if (parts.length > 1) {\n // In email addresses, only the domain name should be punycoded. Leave\n // the local part (i.e. everything up to `@`) intact.\n result = parts[0] + '@';\n string = parts[1];\n }\n // Avoid `split(regex)` for IE8 compatibility. See #17.\n string = string.replace(regexSeparators, '\\x2E');\n var labels = string.split('.');\n var encoded = map(labels, fn).join('.');\n return result + encoded;\n}\n\n/**\n * Creates an array containing the numeric code points of each Unicode\n * character in the string. While JavaScript uses UCS-2 internally,\n * this function will convert a pair of surrogate halves (each of which\n * UCS-2 exposes as separate characters) into a single code point,\n * matching UTF-16.\n * @see `punycode.ucs2.encode`\n * @see \n * @memberOf punycode.ucs2\n * @name decode\n * @param {String} string The Unicode input string (UCS-2).\n * @returns {Array} The new array of code points.\n */\nfunction ucs2decode(string) {\n var output = [],\n counter = 0,\n length = string.length,\n value,\n extra;\n while (counter < length) {\n value = string.charCodeAt(counter++);\n if (value >= 0xD800 && value <= 0xDBFF && counter < length) {\n // high surrogate, and there is a next character\n extra = string.charCodeAt(counter++);\n if ((extra & 0xFC00) == 0xDC00) { // low surrogate\n output.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000);\n } else {\n // unmatched surrogate; only append this code unit, in case the next\n // code unit is the high surrogate of a surrogate pair\n output.push(value);\n counter--;\n }\n } else {\n output.push(value);\n }\n }\n return output;\n}\n\n/**\n * Creates a string based on an array of numeric code points.\n * @see `punycode.ucs2.decode`\n * @memberOf punycode.ucs2\n * @name encode\n * @param {Array} codePoints The array of numeric code points.\n * @returns {String} The new Unicode string (UCS-2).\n */\nfunction ucs2encode(array) {\n return map(array, function(value) {\n var output = '';\n if (value > 0xFFFF) {\n value -= 0x10000;\n output += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800);\n value = 0xDC00 | value & 0x3FF;\n }\n output += stringFromCharCode(value);\n return output;\n }).join('');\n}\n\n/**\n * Converts a basic code point into a digit/integer.\n * @see `digitToBasic()`\n * @private\n * @param {Number} codePoint The basic numeric code point value.\n * @returns {Number} The numeric value of a basic code point (for use in\n * representing integers) in the range `0` to `base - 1`, or `base` if\n * the code point does not represent a value.\n */\nfunction basicToDigit(codePoint) {\n if (codePoint - 48 < 10) {\n return codePoint - 22;\n }\n if (codePoint - 65 < 26) {\n return codePoint - 65;\n }\n if (codePoint - 97 < 26) {\n return codePoint - 97;\n }\n return base;\n}\n\n/**\n * Converts a digit/integer into a basic code point.\n * @see `basicToDigit()`\n * @private\n * @param {Number} digit The numeric value of a basic code point.\n * @returns {Number} The basic code point whose value (when used for\n * representing integers) is `digit`, which needs to be in the range\n * `0` to `base - 1`. If `flag` is non-zero, the uppercase form is\n * used; else, the lowercase form is used. The behavior is undefined\n * if `flag` is non-zero and `digit` has no uppercase form.\n */\nfunction digitToBasic(digit, flag) {\n // 0..25 map to ASCII a..z or A..Z\n // 26..35 map to ASCII 0..9\n return digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5);\n}\n\n/**\n * Bias adaptation function as per section 3.4 of RFC 3492.\n * https://tools.ietf.org/html/rfc3492#section-3.4\n * @private\n */\nfunction adapt(delta, numPoints, firstTime) {\n var k = 0;\n delta = firstTime ? floor(delta / damp) : delta >> 1;\n delta += floor(delta / numPoints);\n for ( /* no initialization */ ; delta > baseMinusTMin * tMax >> 1; k += base) {\n delta = floor(delta / baseMinusTMin);\n }\n return floor(k + (baseMinusTMin + 1) * delta / (delta + skew));\n}\n\n/**\n * Converts a Punycode string of ASCII-only symbols to a string of Unicode\n * symbols.\n * @memberOf punycode\n * @param {String} input The Punycode string of ASCII-only symbols.\n * @returns {String} The resulting string of Unicode symbols.\n */\nexport function decode(input) {\n // Don't use UCS-2\n var output = [],\n inputLength = input.length,\n out,\n i = 0,\n n = initialN,\n bias = initialBias,\n basic,\n j,\n index,\n oldi,\n w,\n k,\n digit,\n t,\n /** Cached calculation results */\n baseMinusT;\n\n // Handle the basic code points: let `basic` be the number of input code\n // points before the last delimiter, or `0` if there is none, then copy\n // the first basic code points to the output.\n\n basic = input.lastIndexOf(delimiter);\n if (basic < 0) {\n basic = 0;\n }\n\n for (j = 0; j < basic; ++j) {\n // if it's not a basic code point\n if (input.charCodeAt(j) >= 0x80) {\n error('not-basic');\n }\n output.push(input.charCodeAt(j));\n }\n\n // Main decoding loop: start just after the last delimiter if any basic code\n // points were copied; start at the beginning otherwise.\n\n for (index = basic > 0 ? basic + 1 : 0; index < inputLength; /* no final expression */ ) {\n\n // `index` is the index of the next character to be consumed.\n // Decode a generalized variable-length integer into `delta`,\n // which gets added to `i`. The overflow checking is easier\n // if we increase `i` as we go, then subtract off its starting\n // value at the end to obtain `delta`.\n for (oldi = i, w = 1, k = base; /* no condition */ ; k += base) {\n\n if (index >= inputLength) {\n error('invalid-input');\n }\n\n digit = basicToDigit(input.charCodeAt(index++));\n\n if (digit >= base || digit > floor((maxInt - i) / w)) {\n error('overflow');\n }\n\n i += digit * w;\n t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n\n if (digit < t) {\n break;\n }\n\n baseMinusT = base - t;\n if (w > floor(maxInt / baseMinusT)) {\n error('overflow');\n }\n\n w *= baseMinusT;\n\n }\n\n out = output.length + 1;\n bias = adapt(i - oldi, out, oldi == 0);\n\n // `i` was supposed to wrap around from `out` to `0`,\n // incrementing `n` each time, so we'll fix that now:\n if (floor(i / out) > maxInt - n) {\n error('overflow');\n }\n\n n += floor(i / out);\n i %= out;\n\n // Insert `n` at position `i` of the output\n output.splice(i++, 0, n);\n\n }\n\n return ucs2encode(output);\n}\n\n/**\n * Converts a string of Unicode symbols (e.g. a domain name label) to a\n * Punycode string of ASCII-only symbols.\n * @memberOf punycode\n * @param {String} input The string of Unicode symbols.\n * @returns {String} The resulting Punycode string of ASCII-only symbols.\n */\nexport function encode(input) {\n var n,\n delta,\n handledCPCount,\n basicLength,\n bias,\n j,\n m,\n q,\n k,\n t,\n currentValue,\n output = [],\n /** `inputLength` will hold the number of code points in `input`. */\n inputLength,\n /** Cached calculation results */\n handledCPCountPlusOne,\n baseMinusT,\n qMinusT;\n\n // Convert the input in UCS-2 to Unicode\n input = ucs2decode(input);\n\n // Cache the length\n inputLength = input.length;\n\n // Initialize the state\n n = initialN;\n delta = 0;\n bias = initialBias;\n\n // Handle the basic code points\n for (j = 0; j < inputLength; ++j) {\n currentValue = input[j];\n if (currentValue < 0x80) {\n output.push(stringFromCharCode(currentValue));\n }\n }\n\n handledCPCount = basicLength = output.length;\n\n // `handledCPCount` is the number of code points that have been handled;\n // `basicLength` is the number of basic code points.\n\n // Finish the basic string - if it is not empty - with a delimiter\n if (basicLength) {\n output.push(delimiter);\n }\n\n // Main encoding loop:\n while (handledCPCount < inputLength) {\n\n // All non-basic code points < n have been handled already. Find the next\n // larger one:\n for (m = maxInt, j = 0; j < inputLength; ++j) {\n currentValue = input[j];\n if (currentValue >= n && currentValue < m) {\n m = currentValue;\n }\n }\n\n // Increase `delta` enough to advance the decoder's state to ,\n // but guard against overflow\n handledCPCountPlusOne = handledCPCount + 1;\n if (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) {\n error('overflow');\n }\n\n delta += (m - n) * handledCPCountPlusOne;\n n = m;\n\n for (j = 0; j < inputLength; ++j) {\n currentValue = input[j];\n\n if (currentValue < n && ++delta > maxInt) {\n error('overflow');\n }\n\n if (currentValue == n) {\n // Represent delta as a generalized variable-length integer\n for (q = delta, k = base; /* no condition */ ; k += base) {\n t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n if (q < t) {\n break;\n }\n qMinusT = q - t;\n baseMinusT = base - t;\n output.push(\n stringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0))\n );\n q = floor(qMinusT / baseMinusT);\n }\n\n output.push(stringFromCharCode(digitToBasic(q, 0)));\n bias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength);\n delta = 0;\n ++handledCPCount;\n }\n }\n\n ++delta;\n ++n;\n\n }\n return output.join('');\n}\n\n/**\n * Converts a Punycode string representing a domain name or an email address\n * to Unicode. Only the Punycoded parts of the input will be converted, i.e.\n * it doesn't matter if you call it on a string that has already been\n * converted to Unicode.\n * @memberOf punycode\n * @param {String} input The Punycoded domain name or email address to\n * convert to Unicode.\n * @returns {String} The Unicode representation of the given Punycode\n * string.\n */\nexport function toUnicode(input) {\n return mapDomain(input, function(string) {\n return regexPunycode.test(string) ?\n decode(string.slice(4).toLowerCase()) :\n string;\n });\n}\n\n/**\n * Converts a Unicode string representing a domain name or an email address to\n * Punycode. Only the non-ASCII parts of the domain name will be converted,\n * i.e. it doesn't matter if you call it with a domain that's already in\n * ASCII.\n * @memberOf punycode\n * @param {String} input The domain name or email address to convert, as a\n * Unicode string.\n * @returns {String} The Punycode representation of the given domain name or\n * email address.\n */\nexport function toASCII(input) {\n return mapDomain(input, function(string) {\n return regexNonASCII.test(string) ?\n 'xn--' + encode(string) :\n string;\n });\n}\nexport var version = '1.4.1';\n/**\n * An object of methods to convert from JavaScript's internal character\n * representation (UCS-2) to Unicode code points, and back.\n * @see \n * @memberOf punycode\n * @type Object\n */\n\nexport var ucs2 = {\n decode: ucs2decode,\n encode: ucs2encode\n};\nexport default {\n version: version,\n ucs2: ucs2,\n toASCII: toASCII,\n toUnicode: toUnicode,\n encode: encode,\n decode: decode\n}\n","export default (typeof global !== \"undefined\" ? global :\n typeof self !== \"undefined\" ? self :\n typeof window !== \"undefined\" ? window : {});\n","\nvar lookup = []\nvar revLookup = []\nvar Arr = typeof Uint8Array !== 'undefined' ? Uint8Array : Array\nvar inited = false;\nfunction init () {\n inited = true;\n var code = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'\n for (var i = 0, len = code.length; i < len; ++i) {\n lookup[i] = code[i]\n revLookup[code.charCodeAt(i)] = i\n }\n\n revLookup['-'.charCodeAt(0)] = 62\n revLookup['_'.charCodeAt(0)] = 63\n}\n\nexport function toByteArray (b64) {\n if (!inited) {\n init();\n }\n var i, j, l, tmp, placeHolders, arr\n var len = b64.length\n\n if (len % 4 > 0) {\n throw new Error('Invalid string. Length must be a multiple of 4')\n }\n\n // the number of equal signs (place holders)\n // if there are two placeholders, than the two characters before it\n // represent one byte\n // if there is only one, then the three characters before it represent 2 bytes\n // this is just a cheap hack to not do indexOf twice\n placeHolders = b64[len - 2] === '=' ? 2 : b64[len - 1] === '=' ? 1 : 0\n\n // base64 is 4/3 + up to two characters of the original data\n arr = new Arr(len * 3 / 4 - placeHolders)\n\n // if there are placeholders, only get up to the last complete 4 chars\n l = placeHolders > 0 ? len - 4 : len\n\n var L = 0\n\n for (i = 0, j = 0; i < l; i += 4, j += 3) {\n tmp = (revLookup[b64.charCodeAt(i)] << 18) | (revLookup[b64.charCodeAt(i + 1)] << 12) | (revLookup[b64.charCodeAt(i + 2)] << 6) | revLookup[b64.charCodeAt(i + 3)]\n arr[L++] = (tmp >> 16) & 0xFF\n arr[L++] = (tmp >> 8) & 0xFF\n arr[L++] = tmp & 0xFF\n }\n\n if (placeHolders === 2) {\n tmp = (revLookup[b64.charCodeAt(i)] << 2) | (revLookup[b64.charCodeAt(i + 1)] >> 4)\n arr[L++] = tmp & 0xFF\n } else if (placeHolders === 1) {\n tmp = (revLookup[b64.charCodeAt(i)] << 10) | (revLookup[b64.charCodeAt(i + 1)] << 4) | (revLookup[b64.charCodeAt(i + 2)] >> 2)\n arr[L++] = (tmp >> 8) & 0xFF\n arr[L++] = tmp & 0xFF\n }\n\n return arr\n}\n\nfunction tripletToBase64 (num) {\n return lookup[num >> 18 & 0x3F] + lookup[num >> 12 & 0x3F] + lookup[num >> 6 & 0x3F] + lookup[num & 0x3F]\n}\n\nfunction encodeChunk (uint8, start, end) {\n var tmp\n var output = []\n for (var i = start; i < end; i += 3) {\n tmp = (uint8[i] << 16) + (uint8[i + 1] << 8) + (uint8[i + 2])\n output.push(tripletToBase64(tmp))\n }\n return output.join('')\n}\n\nexport function fromByteArray (uint8) {\n if (!inited) {\n init();\n }\n var tmp\n var len = uint8.length\n var extraBytes = len % 3 // if we have 1 byte left, pad 2 bytes\n var output = ''\n var parts = []\n var maxChunkLength = 16383 // must be multiple of 3\n\n // go through the array every three bytes, we'll deal with trailing stuff later\n for (var i = 0, len2 = len - extraBytes; i < len2; i += maxChunkLength) {\n parts.push(encodeChunk(uint8, i, (i + maxChunkLength) > len2 ? len2 : (i + maxChunkLength)))\n }\n\n // pad the end with zeros, but make sure to not forget the extra bytes\n if (extraBytes === 1) {\n tmp = uint8[len - 1]\n output += lookup[tmp >> 2]\n output += lookup[(tmp << 4) & 0x3F]\n output += '=='\n } else if (extraBytes === 2) {\n tmp = (uint8[len - 2] << 8) + (uint8[len - 1])\n output += lookup[tmp >> 10]\n output += lookup[(tmp >> 4) & 0x3F]\n output += lookup[(tmp << 2) & 0x3F]\n output += '='\n }\n\n parts.push(output)\n\n return parts.join('')\n}\n","\nexport function read (buffer, offset, isLE, mLen, nBytes) {\n var e, m\n var eLen = nBytes * 8 - mLen - 1\n var eMax = (1 << eLen) - 1\n var eBias = eMax >> 1\n var nBits = -7\n var i = isLE ? (nBytes - 1) : 0\n var d = isLE ? -1 : 1\n var s = buffer[offset + i]\n\n i += d\n\n e = s & ((1 << (-nBits)) - 1)\n s >>= (-nBits)\n nBits += eLen\n for (; nBits > 0; e = e * 256 + buffer[offset + i], i += d, nBits -= 8) {}\n\n m = e & ((1 << (-nBits)) - 1)\n e >>= (-nBits)\n nBits += mLen\n for (; nBits > 0; m = m * 256 + buffer[offset + i], i += d, nBits -= 8) {}\n\n if (e === 0) {\n e = 1 - eBias\n } else if (e === eMax) {\n return m ? NaN : ((s ? -1 : 1) * Infinity)\n } else {\n m = m + Math.pow(2, mLen)\n e = e - eBias\n }\n return (s ? -1 : 1) * m * Math.pow(2, e - mLen)\n}\n\nexport function write (buffer, value, offset, isLE, mLen, nBytes) {\n var e, m, c\n var eLen = nBytes * 8 - mLen - 1\n var eMax = (1 << eLen) - 1\n var eBias = eMax >> 1\n var rt = (mLen === 23 ? Math.pow(2, -24) - Math.pow(2, -77) : 0)\n var i = isLE ? 0 : (nBytes - 1)\n var d = isLE ? 1 : -1\n var s = value < 0 || (value === 0 && 1 / value < 0) ? 1 : 0\n\n value = Math.abs(value)\n\n if (isNaN(value) || value === Infinity) {\n m = isNaN(value) ? 1 : 0\n e = eMax\n } else {\n e = Math.floor(Math.log(value) / Math.LN2)\n if (value * (c = Math.pow(2, -e)) < 1) {\n e--\n c *= 2\n }\n if (e + eBias >= 1) {\n value += rt / c\n } else {\n value += rt * Math.pow(2, 1 - eBias)\n }\n if (value * c >= 2) {\n e++\n c /= 2\n }\n\n if (e + eBias >= eMax) {\n m = 0\n e = eMax\n } else if (e + eBias >= 1) {\n m = (value * c - 1) * Math.pow(2, mLen)\n e = e + eBias\n } else {\n m = value * Math.pow(2, eBias - 1) * Math.pow(2, mLen)\n e = 0\n }\n }\n\n for (; mLen >= 8; buffer[offset + i] = m & 0xff, i += d, m /= 256, mLen -= 8) {}\n\n e = (e << mLen) | m\n eLen += mLen\n for (; eLen > 0; buffer[offset + i] = e & 0xff, i += d, e /= 256, eLen -= 8) {}\n\n buffer[offset + i - d] |= s * 128\n}\n","var toString = {}.toString;\n\nexport default Array.isArray || function (arr) {\n return toString.call(arr) == '[object Array]';\n};\n","/*!\n * The buffer module from node.js, for the browser.\n *\n * @author Feross Aboukhadijeh \n * @license MIT\n */\n/* eslint-disable no-proto */\n\n\nimport * as base64 from './base64'\nimport * as ieee754 from './ieee754'\nimport isArray from './isArray'\n\nexport var INSPECT_MAX_BYTES = 50\n\n/**\n * If `Buffer.TYPED_ARRAY_SUPPORT`:\n * === true Use Uint8Array implementation (fastest)\n * === false Use Object implementation (most compatible, even IE6)\n *\n * Browsers that support typed arrays are IE 10+, Firefox 4+, Chrome 7+, Safari 5.1+,\n * Opera 11.6+, iOS 4.2+.\n *\n * Due to various browser bugs, sometimes the Object implementation will be used even\n * when the browser supports typed arrays.\n *\n * Note:\n *\n * - Firefox 4-29 lacks support for adding new properties to `Uint8Array` instances,\n * See: https://bugzilla.mozilla.org/show_bug.cgi?id=695438.\n *\n * - Chrome 9-10 is missing the `TypedArray.prototype.subarray` function.\n *\n * - IE10 has a broken `TypedArray.prototype.subarray` function which returns arrays of\n * incorrect length in some situations.\n\n * We detect these buggy browsers and set `Buffer.TYPED_ARRAY_SUPPORT` to `false` so they\n * get the Object implementation, which is slower but behaves correctly.\n */\nBuffer.TYPED_ARRAY_SUPPORT = global.TYPED_ARRAY_SUPPORT !== undefined\n ? global.TYPED_ARRAY_SUPPORT\n : true\n\n/*\n * Export kMaxLength after typed array support is determined.\n */\nvar _kMaxLength = kMaxLength()\nexport {_kMaxLength as kMaxLength};\nfunction typedArraySupport () {\n return true;\n // rollup issues\n // try {\n // var arr = new Uint8Array(1)\n // arr.__proto__ = {\n // __proto__: Uint8Array.prototype,\n // foo: function () { return 42 }\n // }\n // return arr.foo() === 42 && // typed array instances can be augmented\n // typeof arr.subarray === 'function' && // chrome 9-10 lack `subarray`\n // arr.subarray(1, 1).byteLength === 0 // ie10 has broken `subarray`\n // } catch (e) {\n // return false\n // }\n}\n\nfunction kMaxLength () {\n return Buffer.TYPED_ARRAY_SUPPORT\n ? 0x7fffffff\n : 0x3fffffff\n}\n\nfunction createBuffer (that, length) {\n if (kMaxLength() < length) {\n throw new RangeError('Invalid typed array length')\n }\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n // Return an augmented `Uint8Array` instance, for best performance\n that = new Uint8Array(length)\n that.__proto__ = Buffer.prototype\n } else {\n // Fallback: Return an object instance of the Buffer class\n if (that === null) {\n that = new Buffer(length)\n }\n that.length = length\n }\n\n return that\n}\n\n/**\n * The Buffer constructor returns instances of `Uint8Array` that have their\n * prototype changed to `Buffer.prototype`. Furthermore, `Buffer` is a subclass of\n * `Uint8Array`, so the returned instances will have all the node `Buffer` methods\n * and the `Uint8Array` methods. Square bracket notation works as expected -- it\n * returns a single octet.\n *\n * The `Uint8Array` prototype remains unmodified.\n */\n\nexport function Buffer (arg, encodingOrOffset, length) {\n if (!Buffer.TYPED_ARRAY_SUPPORT && !(this instanceof Buffer)) {\n return new Buffer(arg, encodingOrOffset, length)\n }\n\n // Common case.\n if (typeof arg === 'number') {\n if (typeof encodingOrOffset === 'string') {\n throw new Error(\n 'If encoding is specified then the first argument must be a string'\n )\n }\n return allocUnsafe(this, arg)\n }\n return from(this, arg, encodingOrOffset, length)\n}\n\nBuffer.poolSize = 8192 // not used by this implementation\n\n// TODO: Legacy, not needed anymore. Remove in next major version.\nBuffer._augment = function (arr) {\n arr.__proto__ = Buffer.prototype\n return arr\n}\n\nfunction from (that, value, encodingOrOffset, length) {\n if (typeof value === 'number') {\n throw new TypeError('\"value\" argument must not be a number')\n }\n\n if (typeof ArrayBuffer !== 'undefined' && value instanceof ArrayBuffer) {\n return fromArrayBuffer(that, value, encodingOrOffset, length)\n }\n\n if (typeof value === 'string') {\n return fromString(that, value, encodingOrOffset)\n }\n\n return fromObject(that, value)\n}\n\n/**\n * Functionally equivalent to Buffer(arg, encoding) but throws a TypeError\n * if value is a number.\n * Buffer.from(str[, encoding])\n * Buffer.from(array)\n * Buffer.from(buffer)\n * Buffer.from(arrayBuffer[, byteOffset[, length]])\n **/\nBuffer.from = function (value, encodingOrOffset, length) {\n return from(null, value, encodingOrOffset, length)\n}\n\nif (Buffer.TYPED_ARRAY_SUPPORT) {\n Buffer.prototype.__proto__ = Uint8Array.prototype\n Buffer.__proto__ = Uint8Array\n if (typeof Symbol !== 'undefined' && Symbol.species &&\n Buffer[Symbol.species] === Buffer) {\n // Fix subarray() in ES2016. See: https://github.com/feross/buffer/pull/97\n // Object.defineProperty(Buffer, Symbol.species, {\n // value: null,\n // configurable: true\n // })\n }\n}\n\nfunction assertSize (size) {\n if (typeof size !== 'number') {\n throw new TypeError('\"size\" argument must be a number')\n } else if (size < 0) {\n throw new RangeError('\"size\" argument must not be negative')\n }\n}\n\nfunction alloc (that, size, fill, encoding) {\n assertSize(size)\n if (size <= 0) {\n return createBuffer(that, size)\n }\n if (fill !== undefined) {\n // Only pay attention to encoding if it's a string. This\n // prevents accidentally sending in a number that would\n // be interpretted as a start offset.\n return typeof encoding === 'string'\n ? createBuffer(that, size).fill(fill, encoding)\n : createBuffer(that, size).fill(fill)\n }\n return createBuffer(that, size)\n}\n\n/**\n * Creates a new filled Buffer instance.\n * alloc(size[, fill[, encoding]])\n **/\nBuffer.alloc = function (size, fill, encoding) {\n return alloc(null, size, fill, encoding)\n}\n\nfunction allocUnsafe (that, size) {\n assertSize(size)\n that = createBuffer(that, size < 0 ? 0 : checked(size) | 0)\n if (!Buffer.TYPED_ARRAY_SUPPORT) {\n for (var i = 0; i < size; ++i) {\n that[i] = 0\n }\n }\n return that\n}\n\n/**\n * Equivalent to Buffer(num), by default creates a non-zero-filled Buffer instance.\n * */\nBuffer.allocUnsafe = function (size) {\n return allocUnsafe(null, size)\n}\n/**\n * Equivalent to SlowBuffer(num), by default creates a non-zero-filled Buffer instance.\n */\nBuffer.allocUnsafeSlow = function (size) {\n return allocUnsafe(null, size)\n}\n\nfunction fromString (that, string, encoding) {\n if (typeof encoding !== 'string' || encoding === '') {\n encoding = 'utf8'\n }\n\n if (!Buffer.isEncoding(encoding)) {\n throw new TypeError('\"encoding\" must be a valid string encoding')\n }\n\n var length = byteLength(string, encoding) | 0\n that = createBuffer(that, length)\n\n var actual = that.write(string, encoding)\n\n if (actual !== length) {\n // Writing a hex string, for example, that contains invalid characters will\n // cause everything after the first invalid character to be ignored. (e.g.\n // 'abxxcd' will be treated as 'ab')\n that = that.slice(0, actual)\n }\n\n return that\n}\n\nfunction fromArrayLike (that, array) {\n var length = array.length < 0 ? 0 : checked(array.length) | 0\n that = createBuffer(that, length)\n for (var i = 0; i < length; i += 1) {\n that[i] = array[i] & 255\n }\n return that\n}\n\nfunction fromArrayBuffer (that, array, byteOffset, length) {\n array.byteLength // this throws if `array` is not a valid ArrayBuffer\n\n if (byteOffset < 0 || array.byteLength < byteOffset) {\n throw new RangeError('\\'offset\\' is out of bounds')\n }\n\n if (array.byteLength < byteOffset + (length || 0)) {\n throw new RangeError('\\'length\\' is out of bounds')\n }\n\n if (byteOffset === undefined && length === undefined) {\n array = new Uint8Array(array)\n } else if (length === undefined) {\n array = new Uint8Array(array, byteOffset)\n } else {\n array = new Uint8Array(array, byteOffset, length)\n }\n\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n // Return an augmented `Uint8Array` instance, for best performance\n that = array\n that.__proto__ = Buffer.prototype\n } else {\n // Fallback: Return an object instance of the Buffer class\n that = fromArrayLike(that, array)\n }\n return that\n}\n\nfunction fromObject (that, obj) {\n if (internalIsBuffer(obj)) {\n var len = checked(obj.length) | 0\n that = createBuffer(that, len)\n\n if (that.length === 0) {\n return that\n }\n\n obj.copy(that, 0, 0, len)\n return that\n }\n\n if (obj) {\n if ((typeof ArrayBuffer !== 'undefined' &&\n obj.buffer instanceof ArrayBuffer) || 'length' in obj) {\n if (typeof obj.length !== 'number' || isnan(obj.length)) {\n return createBuffer(that, 0)\n }\n return fromArrayLike(that, obj)\n }\n\n if (obj.type === 'Buffer' && isArray(obj.data)) {\n return fromArrayLike(that, obj.data)\n }\n }\n\n throw new TypeError('First argument must be a string, Buffer, ArrayBuffer, Array, or array-like object.')\n}\n\nfunction checked (length) {\n // Note: cannot use `length < kMaxLength()` here because that fails when\n // length is NaN (which is otherwise coerced to zero.)\n if (length >= kMaxLength()) {\n throw new RangeError('Attempt to allocate Buffer larger than maximum ' +\n 'size: 0x' + kMaxLength().toString(16) + ' bytes')\n }\n return length | 0\n}\n\nexport function SlowBuffer (length) {\n if (+length != length) { // eslint-disable-line eqeqeq\n length = 0\n }\n return Buffer.alloc(+length)\n}\nBuffer.isBuffer = isBuffer;\nfunction internalIsBuffer (b) {\n return !!(b != null && b._isBuffer)\n}\n\nBuffer.compare = function compare (a, b) {\n if (!internalIsBuffer(a) || !internalIsBuffer(b)) {\n throw new TypeError('Arguments must be Buffers')\n }\n\n if (a === b) return 0\n\n var x = a.length\n var y = b.length\n\n for (var i = 0, len = Math.min(x, y); i < len; ++i) {\n if (a[i] !== b[i]) {\n x = a[i]\n y = b[i]\n break\n }\n }\n\n if (x < y) return -1\n if (y < x) return 1\n return 0\n}\n\nBuffer.isEncoding = function isEncoding (encoding) {\n switch (String(encoding).toLowerCase()) {\n case 'hex':\n case 'utf8':\n case 'utf-8':\n case 'ascii':\n case 'latin1':\n case 'binary':\n case 'base64':\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return true\n default:\n return false\n }\n}\n\nBuffer.concat = function concat (list, length) {\n if (!isArray(list)) {\n throw new TypeError('\"list\" argument must be an Array of Buffers')\n }\n\n if (list.length === 0) {\n return Buffer.alloc(0)\n }\n\n var i\n if (length === undefined) {\n length = 0\n for (i = 0; i < list.length; ++i) {\n length += list[i].length\n }\n }\n\n var buffer = Buffer.allocUnsafe(length)\n var pos = 0\n for (i = 0; i < list.length; ++i) {\n var buf = list[i]\n if (!internalIsBuffer(buf)) {\n throw new TypeError('\"list\" argument must be an Array of Buffers')\n }\n buf.copy(buffer, pos)\n pos += buf.length\n }\n return buffer\n}\n\nfunction byteLength (string, encoding) {\n if (internalIsBuffer(string)) {\n return string.length\n }\n if (typeof ArrayBuffer !== 'undefined' && typeof ArrayBuffer.isView === 'function' &&\n (ArrayBuffer.isView(string) || string instanceof ArrayBuffer)) {\n return string.byteLength\n }\n if (typeof string !== 'string') {\n string = '' + string\n }\n\n var len = string.length\n if (len === 0) return 0\n\n // Use a for loop to avoid recursion\n var loweredCase = false\n for (;;) {\n switch (encoding) {\n case 'ascii':\n case 'latin1':\n case 'binary':\n return len\n case 'utf8':\n case 'utf-8':\n case undefined:\n return utf8ToBytes(string).length\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return len * 2\n case 'hex':\n return len >>> 1\n case 'base64':\n return base64ToBytes(string).length\n default:\n if (loweredCase) return utf8ToBytes(string).length // assume utf8\n encoding = ('' + encoding).toLowerCase()\n loweredCase = true\n }\n }\n}\nBuffer.byteLength = byteLength\n\nfunction slowToString (encoding, start, end) {\n var loweredCase = false\n\n // No need to verify that \"this.length <= MAX_UINT32\" since it's a read-only\n // property of a typed array.\n\n // This behaves neither like String nor Uint8Array in that we set start/end\n // to their upper/lower bounds if the value passed is out of range.\n // undefined is handled specially as per ECMA-262 6th Edition,\n // Section 13.3.3.7 Runtime Semantics: KeyedBindingInitialization.\n if (start === undefined || start < 0) {\n start = 0\n }\n // Return early if start > this.length. Done here to prevent potential uint32\n // coercion fail below.\n if (start > this.length) {\n return ''\n }\n\n if (end === undefined || end > this.length) {\n end = this.length\n }\n\n if (end <= 0) {\n return ''\n }\n\n // Force coersion to uint32. This will also coerce falsey/NaN values to 0.\n end >>>= 0\n start >>>= 0\n\n if (end <= start) {\n return ''\n }\n\n if (!encoding) encoding = 'utf8'\n\n while (true) {\n switch (encoding) {\n case 'hex':\n return hexSlice(this, start, end)\n\n case 'utf8':\n case 'utf-8':\n return utf8Slice(this, start, end)\n\n case 'ascii':\n return asciiSlice(this, start, end)\n\n case 'latin1':\n case 'binary':\n return latin1Slice(this, start, end)\n\n case 'base64':\n return base64Slice(this, start, end)\n\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return utf16leSlice(this, start, end)\n\n default:\n if (loweredCase) throw new TypeError('Unknown encoding: ' + encoding)\n encoding = (encoding + '').toLowerCase()\n loweredCase = true\n }\n }\n}\n\n// The property is used by `Buffer.isBuffer` and `is-buffer` (in Safari 5-7) to detect\n// Buffer instances.\nBuffer.prototype._isBuffer = true\n\nfunction swap (b, n, m) {\n var i = b[n]\n b[n] = b[m]\n b[m] = i\n}\n\nBuffer.prototype.swap16 = function swap16 () {\n var len = this.length\n if (len % 2 !== 0) {\n throw new RangeError('Buffer size must be a multiple of 16-bits')\n }\n for (var i = 0; i < len; i += 2) {\n swap(this, i, i + 1)\n }\n return this\n}\n\nBuffer.prototype.swap32 = function swap32 () {\n var len = this.length\n if (len % 4 !== 0) {\n throw new RangeError('Buffer size must be a multiple of 32-bits')\n }\n for (var i = 0; i < len; i += 4) {\n swap(this, i, i + 3)\n swap(this, i + 1, i + 2)\n }\n return this\n}\n\nBuffer.prototype.swap64 = function swap64 () {\n var len = this.length\n if (len % 8 !== 0) {\n throw new RangeError('Buffer size must be a multiple of 64-bits')\n }\n for (var i = 0; i < len; i += 8) {\n swap(this, i, i + 7)\n swap(this, i + 1, i + 6)\n swap(this, i + 2, i + 5)\n swap(this, i + 3, i + 4)\n }\n return this\n}\n\nBuffer.prototype.toString = function toString () {\n var length = this.length | 0\n if (length === 0) return ''\n if (arguments.length === 0) return utf8Slice(this, 0, length)\n return slowToString.apply(this, arguments)\n}\n\nBuffer.prototype.equals = function equals (b) {\n if (!internalIsBuffer(b)) throw new TypeError('Argument must be a Buffer')\n if (this === b) return true\n return Buffer.compare(this, b) === 0\n}\n\nBuffer.prototype.inspect = function inspect () {\n var str = ''\n var max = INSPECT_MAX_BYTES\n if (this.length > 0) {\n str = this.toString('hex', 0, max).match(/.{2}/g).join(' ')\n if (this.length > max) str += ' ... '\n }\n return ''\n}\n\nBuffer.prototype.compare = function compare (target, start, end, thisStart, thisEnd) {\n if (!internalIsBuffer(target)) {\n throw new TypeError('Argument must be a Buffer')\n }\n\n if (start === undefined) {\n start = 0\n }\n if (end === undefined) {\n end = target ? target.length : 0\n }\n if (thisStart === undefined) {\n thisStart = 0\n }\n if (thisEnd === undefined) {\n thisEnd = this.length\n }\n\n if (start < 0 || end > target.length || thisStart < 0 || thisEnd > this.length) {\n throw new RangeError('out of range index')\n }\n\n if (thisStart >= thisEnd && start >= end) {\n return 0\n }\n if (thisStart >= thisEnd) {\n return -1\n }\n if (start >= end) {\n return 1\n }\n\n start >>>= 0\n end >>>= 0\n thisStart >>>= 0\n thisEnd >>>= 0\n\n if (this === target) return 0\n\n var x = thisEnd - thisStart\n var y = end - start\n var len = Math.min(x, y)\n\n var thisCopy = this.slice(thisStart, thisEnd)\n var targetCopy = target.slice(start, end)\n\n for (var i = 0; i < len; ++i) {\n if (thisCopy[i] !== targetCopy[i]) {\n x = thisCopy[i]\n y = targetCopy[i]\n break\n }\n }\n\n if (x < y) return -1\n if (y < x) return 1\n return 0\n}\n\n// Finds either the first index of `val` in `buffer` at offset >= `byteOffset`,\n// OR the last index of `val` in `buffer` at offset <= `byteOffset`.\n//\n// Arguments:\n// - buffer - a Buffer to search\n// - val - a string, Buffer, or number\n// - byteOffset - an index into `buffer`; will be clamped to an int32\n// - encoding - an optional encoding, relevant is val is a string\n// - dir - true for indexOf, false for lastIndexOf\nfunction bidirectionalIndexOf (buffer, val, byteOffset, encoding, dir) {\n // Empty buffer means no match\n if (buffer.length === 0) return -1\n\n // Normalize byteOffset\n if (typeof byteOffset === 'string') {\n encoding = byteOffset\n byteOffset = 0\n } else if (byteOffset > 0x7fffffff) {\n byteOffset = 0x7fffffff\n } else if (byteOffset < -0x80000000) {\n byteOffset = -0x80000000\n }\n byteOffset = +byteOffset // Coerce to Number.\n if (isNaN(byteOffset)) {\n // byteOffset: it it's undefined, null, NaN, \"foo\", etc, search whole buffer\n byteOffset = dir ? 0 : (buffer.length - 1)\n }\n\n // Normalize byteOffset: negative offsets start from the end of the buffer\n if (byteOffset < 0) byteOffset = buffer.length + byteOffset\n if (byteOffset >= buffer.length) {\n if (dir) return -1\n else byteOffset = buffer.length - 1\n } else if (byteOffset < 0) {\n if (dir) byteOffset = 0\n else return -1\n }\n\n // Normalize val\n if (typeof val === 'string') {\n val = Buffer.from(val, encoding)\n }\n\n // Finally, search either indexOf (if dir is true) or lastIndexOf\n if (internalIsBuffer(val)) {\n // Special case: looking for empty string/buffer always fails\n if (val.length === 0) {\n return -1\n }\n return arrayIndexOf(buffer, val, byteOffset, encoding, dir)\n } else if (typeof val === 'number') {\n val = val & 0xFF // Search for a byte value [0-255]\n if (Buffer.TYPED_ARRAY_SUPPORT &&\n typeof Uint8Array.prototype.indexOf === 'function') {\n if (dir) {\n return Uint8Array.prototype.indexOf.call(buffer, val, byteOffset)\n } else {\n return Uint8Array.prototype.lastIndexOf.call(buffer, val, byteOffset)\n }\n }\n return arrayIndexOf(buffer, [ val ], byteOffset, encoding, dir)\n }\n\n throw new TypeError('val must be string, number or Buffer')\n}\n\nfunction arrayIndexOf (arr, val, byteOffset, encoding, dir) {\n var indexSize = 1\n var arrLength = arr.length\n var valLength = val.length\n\n if (encoding !== undefined) {\n encoding = String(encoding).toLowerCase()\n if (encoding === 'ucs2' || encoding === 'ucs-2' ||\n encoding === 'utf16le' || encoding === 'utf-16le') {\n if (arr.length < 2 || val.length < 2) {\n return -1\n }\n indexSize = 2\n arrLength /= 2\n valLength /= 2\n byteOffset /= 2\n }\n }\n\n function read (buf, i) {\n if (indexSize === 1) {\n return buf[i]\n } else {\n return buf.readUInt16BE(i * indexSize)\n }\n }\n\n var i\n if (dir) {\n var foundIndex = -1\n for (i = byteOffset; i < arrLength; i++) {\n if (read(arr, i) === read(val, foundIndex === -1 ? 0 : i - foundIndex)) {\n if (foundIndex === -1) foundIndex = i\n if (i - foundIndex + 1 === valLength) return foundIndex * indexSize\n } else {\n if (foundIndex !== -1) i -= i - foundIndex\n foundIndex = -1\n }\n }\n } else {\n if (byteOffset + valLength > arrLength) byteOffset = arrLength - valLength\n for (i = byteOffset; i >= 0; i--) {\n var found = true\n for (var j = 0; j < valLength; j++) {\n if (read(arr, i + j) !== read(val, j)) {\n found = false\n break\n }\n }\n if (found) return i\n }\n }\n\n return -1\n}\n\nBuffer.prototype.includes = function includes (val, byteOffset, encoding) {\n return this.indexOf(val, byteOffset, encoding) !== -1\n}\n\nBuffer.prototype.indexOf = function indexOf (val, byteOffset, encoding) {\n return bidirectionalIndexOf(this, val, byteOffset, encoding, true)\n}\n\nBuffer.prototype.lastIndexOf = function lastIndexOf (val, byteOffset, encoding) {\n return bidirectionalIndexOf(this, val, byteOffset, encoding, false)\n}\n\nfunction hexWrite (buf, string, offset, length) {\n offset = Number(offset) || 0\n var remaining = buf.length - offset\n if (!length) {\n length = remaining\n } else {\n length = Number(length)\n if (length > remaining) {\n length = remaining\n }\n }\n\n // must be an even number of digits\n var strLen = string.length\n if (strLen % 2 !== 0) throw new TypeError('Invalid hex string')\n\n if (length > strLen / 2) {\n length = strLen / 2\n }\n for (var i = 0; i < length; ++i) {\n var parsed = parseInt(string.substr(i * 2, 2), 16)\n if (isNaN(parsed)) return i\n buf[offset + i] = parsed\n }\n return i\n}\n\nfunction utf8Write (buf, string, offset, length) {\n return blitBuffer(utf8ToBytes(string, buf.length - offset), buf, offset, length)\n}\n\nfunction asciiWrite (buf, string, offset, length) {\n return blitBuffer(asciiToBytes(string), buf, offset, length)\n}\n\nfunction latin1Write (buf, string, offset, length) {\n return asciiWrite(buf, string, offset, length)\n}\n\nfunction base64Write (buf, string, offset, length) {\n return blitBuffer(base64ToBytes(string), buf, offset, length)\n}\n\nfunction ucs2Write (buf, string, offset, length) {\n return blitBuffer(utf16leToBytes(string, buf.length - offset), buf, offset, length)\n}\n\nBuffer.prototype.write = function write (string, offset, length, encoding) {\n // Buffer#write(string)\n if (offset === undefined) {\n encoding = 'utf8'\n length = this.length\n offset = 0\n // Buffer#write(string, encoding)\n } else if (length === undefined && typeof offset === 'string') {\n encoding = offset\n length = this.length\n offset = 0\n // Buffer#write(string, offset[, length][, encoding])\n } else if (isFinite(offset)) {\n offset = offset | 0\n if (isFinite(length)) {\n length = length | 0\n if (encoding === undefined) encoding = 'utf8'\n } else {\n encoding = length\n length = undefined\n }\n // legacy write(string, encoding, offset, length) - remove in v0.13\n } else {\n throw new Error(\n 'Buffer.write(string, encoding, offset[, length]) is no longer supported'\n )\n }\n\n var remaining = this.length - offset\n if (length === undefined || length > remaining) length = remaining\n\n if ((string.length > 0 && (length < 0 || offset < 0)) || offset > this.length) {\n throw new RangeError('Attempt to write outside buffer bounds')\n }\n\n if (!encoding) encoding = 'utf8'\n\n var loweredCase = false\n for (;;) {\n switch (encoding) {\n case 'hex':\n return hexWrite(this, string, offset, length)\n\n case 'utf8':\n case 'utf-8':\n return utf8Write(this, string, offset, length)\n\n case 'ascii':\n return asciiWrite(this, string, offset, length)\n\n case 'latin1':\n case 'binary':\n return latin1Write(this, string, offset, length)\n\n case 'base64':\n // Warning: maxLength not taken into account in base64Write\n return base64Write(this, string, offset, length)\n\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return ucs2Write(this, string, offset, length)\n\n default:\n if (loweredCase) throw new TypeError('Unknown encoding: ' + encoding)\n encoding = ('' + encoding).toLowerCase()\n loweredCase = true\n }\n }\n}\n\nBuffer.prototype.toJSON = function toJSON () {\n return {\n type: 'Buffer',\n data: Array.prototype.slice.call(this._arr || this, 0)\n }\n}\n\nfunction base64Slice (buf, start, end) {\n if (start === 0 && end === buf.length) {\n return base64.fromByteArray(buf)\n } else {\n return base64.fromByteArray(buf.slice(start, end))\n }\n}\n\nfunction utf8Slice (buf, start, end) {\n end = Math.min(buf.length, end)\n var res = []\n\n var i = start\n while (i < end) {\n var firstByte = buf[i]\n var codePoint = null\n var bytesPerSequence = (firstByte > 0xEF) ? 4\n : (firstByte > 0xDF) ? 3\n : (firstByte > 0xBF) ? 2\n : 1\n\n if (i + bytesPerSequence <= end) {\n var secondByte, thirdByte, fourthByte, tempCodePoint\n\n switch (bytesPerSequence) {\n case 1:\n if (firstByte < 0x80) {\n codePoint = firstByte\n }\n break\n case 2:\n secondByte = buf[i + 1]\n if ((secondByte & 0xC0) === 0x80) {\n tempCodePoint = (firstByte & 0x1F) << 0x6 | (secondByte & 0x3F)\n if (tempCodePoint > 0x7F) {\n codePoint = tempCodePoint\n }\n }\n break\n case 3:\n secondByte = buf[i + 1]\n thirdByte = buf[i + 2]\n if ((secondByte & 0xC0) === 0x80 && (thirdByte & 0xC0) === 0x80) {\n tempCodePoint = (firstByte & 0xF) << 0xC | (secondByte & 0x3F) << 0x6 | (thirdByte & 0x3F)\n if (tempCodePoint > 0x7FF && (tempCodePoint < 0xD800 || tempCodePoint > 0xDFFF)) {\n codePoint = tempCodePoint\n }\n }\n break\n case 4:\n secondByte = buf[i + 1]\n thirdByte = buf[i + 2]\n fourthByte = buf[i + 3]\n if ((secondByte & 0xC0) === 0x80 && (thirdByte & 0xC0) === 0x80 && (fourthByte & 0xC0) === 0x80) {\n tempCodePoint = (firstByte & 0xF) << 0x12 | (secondByte & 0x3F) << 0xC | (thirdByte & 0x3F) << 0x6 | (fourthByte & 0x3F)\n if (tempCodePoint > 0xFFFF && tempCodePoint < 0x110000) {\n codePoint = tempCodePoint\n }\n }\n }\n }\n\n if (codePoint === null) {\n // we did not generate a valid codePoint so insert a\n // replacement char (U+FFFD) and advance only 1 byte\n codePoint = 0xFFFD\n bytesPerSequence = 1\n } else if (codePoint > 0xFFFF) {\n // encode to utf16 (surrogate pair dance)\n codePoint -= 0x10000\n res.push(codePoint >>> 10 & 0x3FF | 0xD800)\n codePoint = 0xDC00 | codePoint & 0x3FF\n }\n\n res.push(codePoint)\n i += bytesPerSequence\n }\n\n return decodeCodePointsArray(res)\n}\n\n// Based on http://stackoverflow.com/a/22747272/680742, the browser with\n// the lowest limit is Chrome, with 0x10000 args.\n// We go 1 magnitude less, for safety\nvar MAX_ARGUMENTS_LENGTH = 0x1000\n\nfunction decodeCodePointsArray (codePoints) {\n var len = codePoints.length\n if (len <= MAX_ARGUMENTS_LENGTH) {\n return String.fromCharCode.apply(String, codePoints) // avoid extra slice()\n }\n\n // Decode in chunks to avoid \"call stack size exceeded\".\n var res = ''\n var i = 0\n while (i < len) {\n res += String.fromCharCode.apply(\n String,\n codePoints.slice(i, i += MAX_ARGUMENTS_LENGTH)\n )\n }\n return res\n}\n\nfunction asciiSlice (buf, start, end) {\n var ret = ''\n end = Math.min(buf.length, end)\n\n for (var i = start; i < end; ++i) {\n ret += String.fromCharCode(buf[i] & 0x7F)\n }\n return ret\n}\n\nfunction latin1Slice (buf, start, end) {\n var ret = ''\n end = Math.min(buf.length, end)\n\n for (var i = start; i < end; ++i) {\n ret += String.fromCharCode(buf[i])\n }\n return ret\n}\n\nfunction hexSlice (buf, start, end) {\n var len = buf.length\n\n if (!start || start < 0) start = 0\n if (!end || end < 0 || end > len) end = len\n\n var out = ''\n for (var i = start; i < end; ++i) {\n out += toHex(buf[i])\n }\n return out\n}\n\nfunction utf16leSlice (buf, start, end) {\n var bytes = buf.slice(start, end)\n var res = ''\n for (var i = 0; i < bytes.length; i += 2) {\n res += String.fromCharCode(bytes[i] + bytes[i + 1] * 256)\n }\n return res\n}\n\nBuffer.prototype.slice = function slice (start, end) {\n var len = this.length\n start = ~~start\n end = end === undefined ? len : ~~end\n\n if (start < 0) {\n start += len\n if (start < 0) start = 0\n } else if (start > len) {\n start = len\n }\n\n if (end < 0) {\n end += len\n if (end < 0) end = 0\n } else if (end > len) {\n end = len\n }\n\n if (end < start) end = start\n\n var newBuf\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n newBuf = this.subarray(start, end)\n newBuf.__proto__ = Buffer.prototype\n } else {\n var sliceLen = end - start\n newBuf = new Buffer(sliceLen, undefined)\n for (var i = 0; i < sliceLen; ++i) {\n newBuf[i] = this[i + start]\n }\n }\n\n return newBuf\n}\n\n/*\n * Need to make sure that buffer isn't trying to write out of bounds.\n */\nfunction checkOffset (offset, ext, length) {\n if ((offset % 1) !== 0 || offset < 0) throw new RangeError('offset is not uint')\n if (offset + ext > length) throw new RangeError('Trying to access beyond buffer length')\n}\n\nBuffer.prototype.readUIntLE = function readUIntLE (offset, byteLength, noAssert) {\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) checkOffset(offset, byteLength, this.length)\n\n var val = this[offset]\n var mul = 1\n var i = 0\n while (++i < byteLength && (mul *= 0x100)) {\n val += this[offset + i] * mul\n }\n\n return val\n}\n\nBuffer.prototype.readUIntBE = function readUIntBE (offset, byteLength, noAssert) {\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) {\n checkOffset(offset, byteLength, this.length)\n }\n\n var val = this[offset + --byteLength]\n var mul = 1\n while (byteLength > 0 && (mul *= 0x100)) {\n val += this[offset + --byteLength] * mul\n }\n\n return val\n}\n\nBuffer.prototype.readUInt8 = function readUInt8 (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 1, this.length)\n return this[offset]\n}\n\nBuffer.prototype.readUInt16LE = function readUInt16LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length)\n return this[offset] | (this[offset + 1] << 8)\n}\n\nBuffer.prototype.readUInt16BE = function readUInt16BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length)\n return (this[offset] << 8) | this[offset + 1]\n}\n\nBuffer.prototype.readUInt32LE = function readUInt32LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n\n return ((this[offset]) |\n (this[offset + 1] << 8) |\n (this[offset + 2] << 16)) +\n (this[offset + 3] * 0x1000000)\n}\n\nBuffer.prototype.readUInt32BE = function readUInt32BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n\n return (this[offset] * 0x1000000) +\n ((this[offset + 1] << 16) |\n (this[offset + 2] << 8) |\n this[offset + 3])\n}\n\nBuffer.prototype.readIntLE = function readIntLE (offset, byteLength, noAssert) {\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) checkOffset(offset, byteLength, this.length)\n\n var val = this[offset]\n var mul = 1\n var i = 0\n while (++i < byteLength && (mul *= 0x100)) {\n val += this[offset + i] * mul\n }\n mul *= 0x80\n\n if (val >= mul) val -= Math.pow(2, 8 * byteLength)\n\n return val\n}\n\nBuffer.prototype.readIntBE = function readIntBE (offset, byteLength, noAssert) {\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) checkOffset(offset, byteLength, this.length)\n\n var i = byteLength\n var mul = 1\n var val = this[offset + --i]\n while (i > 0 && (mul *= 0x100)) {\n val += this[offset + --i] * mul\n }\n mul *= 0x80\n\n if (val >= mul) val -= Math.pow(2, 8 * byteLength)\n\n return val\n}\n\nBuffer.prototype.readInt8 = function readInt8 (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 1, this.length)\n if (!(this[offset] & 0x80)) return (this[offset])\n return ((0xff - this[offset] + 1) * -1)\n}\n\nBuffer.prototype.readInt16LE = function readInt16LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length)\n var val = this[offset] | (this[offset + 1] << 8)\n return (val & 0x8000) ? val | 0xFFFF0000 : val\n}\n\nBuffer.prototype.readInt16BE = function readInt16BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length)\n var val = this[offset + 1] | (this[offset] << 8)\n return (val & 0x8000) ? val | 0xFFFF0000 : val\n}\n\nBuffer.prototype.readInt32LE = function readInt32LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n\n return (this[offset]) |\n (this[offset + 1] << 8) |\n (this[offset + 2] << 16) |\n (this[offset + 3] << 24)\n}\n\nBuffer.prototype.readInt32BE = function readInt32BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n\n return (this[offset] << 24) |\n (this[offset + 1] << 16) |\n (this[offset + 2] << 8) |\n (this[offset + 3])\n}\n\nBuffer.prototype.readFloatLE = function readFloatLE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n return ieee754.read(this, offset, true, 23, 4)\n}\n\nBuffer.prototype.readFloatBE = function readFloatBE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length)\n return ieee754.read(this, offset, false, 23, 4)\n}\n\nBuffer.prototype.readDoubleLE = function readDoubleLE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 8, this.length)\n return ieee754.read(this, offset, true, 52, 8)\n}\n\nBuffer.prototype.readDoubleBE = function readDoubleBE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 8, this.length)\n return ieee754.read(this, offset, false, 52, 8)\n}\n\nfunction checkInt (buf, value, offset, ext, max, min) {\n if (!internalIsBuffer(buf)) throw new TypeError('\"buffer\" argument must be a Buffer instance')\n if (value > max || value < min) throw new RangeError('\"value\" argument is out of bounds')\n if (offset + ext > buf.length) throw new RangeError('Index out of range')\n}\n\nBuffer.prototype.writeUIntLE = function writeUIntLE (value, offset, byteLength, noAssert) {\n value = +value\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) {\n var maxBytes = Math.pow(2, 8 * byteLength) - 1\n checkInt(this, value, offset, byteLength, maxBytes, 0)\n }\n\n var mul = 1\n var i = 0\n this[offset] = value & 0xFF\n while (++i < byteLength && (mul *= 0x100)) {\n this[offset + i] = (value / mul) & 0xFF\n }\n\n return offset + byteLength\n}\n\nBuffer.prototype.writeUIntBE = function writeUIntBE (value, offset, byteLength, noAssert) {\n value = +value\n offset = offset | 0\n byteLength = byteLength | 0\n if (!noAssert) {\n var maxBytes = Math.pow(2, 8 * byteLength) - 1\n checkInt(this, value, offset, byteLength, maxBytes, 0)\n }\n\n var i = byteLength - 1\n var mul = 1\n this[offset + i] = value & 0xFF\n while (--i >= 0 && (mul *= 0x100)) {\n this[offset + i] = (value / mul) & 0xFF\n }\n\n return offset + byteLength\n}\n\nBuffer.prototype.writeUInt8 = function writeUInt8 (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 1, 0xff, 0)\n if (!Buffer.TYPED_ARRAY_SUPPORT) value = Math.floor(value)\n this[offset] = (value & 0xff)\n return offset + 1\n}\n\nfunction objectWriteUInt16 (buf, value, offset, littleEndian) {\n if (value < 0) value = 0xffff + value + 1\n for (var i = 0, j = Math.min(buf.length - offset, 2); i < j; ++i) {\n buf[offset + i] = (value & (0xff << (8 * (littleEndian ? i : 1 - i)))) >>>\n (littleEndian ? i : 1 - i) * 8\n }\n}\n\nBuffer.prototype.writeUInt16LE = function writeUInt16LE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value & 0xff)\n this[offset + 1] = (value >>> 8)\n } else {\n objectWriteUInt16(this, value, offset, true)\n }\n return offset + 2\n}\n\nBuffer.prototype.writeUInt16BE = function writeUInt16BE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 8)\n this[offset + 1] = (value & 0xff)\n } else {\n objectWriteUInt16(this, value, offset, false)\n }\n return offset + 2\n}\n\nfunction objectWriteUInt32 (buf, value, offset, littleEndian) {\n if (value < 0) value = 0xffffffff + value + 1\n for (var i = 0, j = Math.min(buf.length - offset, 4); i < j; ++i) {\n buf[offset + i] = (value >>> (littleEndian ? i : 3 - i) * 8) & 0xff\n }\n}\n\nBuffer.prototype.writeUInt32LE = function writeUInt32LE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset + 3] = (value >>> 24)\n this[offset + 2] = (value >>> 16)\n this[offset + 1] = (value >>> 8)\n this[offset] = (value & 0xff)\n } else {\n objectWriteUInt32(this, value, offset, true)\n }\n return offset + 4\n}\n\nBuffer.prototype.writeUInt32BE = function writeUInt32BE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 24)\n this[offset + 1] = (value >>> 16)\n this[offset + 2] = (value >>> 8)\n this[offset + 3] = (value & 0xff)\n } else {\n objectWriteUInt32(this, value, offset, false)\n }\n return offset + 4\n}\n\nBuffer.prototype.writeIntLE = function writeIntLE (value, offset, byteLength, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) {\n var limit = Math.pow(2, 8 * byteLength - 1)\n\n checkInt(this, value, offset, byteLength, limit - 1, -limit)\n }\n\n var i = 0\n var mul = 1\n var sub = 0\n this[offset] = value & 0xFF\n while (++i < byteLength && (mul *= 0x100)) {\n if (value < 0 && sub === 0 && this[offset + i - 1] !== 0) {\n sub = 1\n }\n this[offset + i] = ((value / mul) >> 0) - sub & 0xFF\n }\n\n return offset + byteLength\n}\n\nBuffer.prototype.writeIntBE = function writeIntBE (value, offset, byteLength, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) {\n var limit = Math.pow(2, 8 * byteLength - 1)\n\n checkInt(this, value, offset, byteLength, limit - 1, -limit)\n }\n\n var i = byteLength - 1\n var mul = 1\n var sub = 0\n this[offset + i] = value & 0xFF\n while (--i >= 0 && (mul *= 0x100)) {\n if (value < 0 && sub === 0 && this[offset + i + 1] !== 0) {\n sub = 1\n }\n this[offset + i] = ((value / mul) >> 0) - sub & 0xFF\n }\n\n return offset + byteLength\n}\n\nBuffer.prototype.writeInt8 = function writeInt8 (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 1, 0x7f, -0x80)\n if (!Buffer.TYPED_ARRAY_SUPPORT) value = Math.floor(value)\n if (value < 0) value = 0xff + value + 1\n this[offset] = (value & 0xff)\n return offset + 1\n}\n\nBuffer.prototype.writeInt16LE = function writeInt16LE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value & 0xff)\n this[offset + 1] = (value >>> 8)\n } else {\n objectWriteUInt16(this, value, offset, true)\n }\n return offset + 2\n}\n\nBuffer.prototype.writeInt16BE = function writeInt16BE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 8)\n this[offset + 1] = (value & 0xff)\n } else {\n objectWriteUInt16(this, value, offset, false)\n }\n return offset + 2\n}\n\nBuffer.prototype.writeInt32LE = function writeInt32LE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000)\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value & 0xff)\n this[offset + 1] = (value >>> 8)\n this[offset + 2] = (value >>> 16)\n this[offset + 3] = (value >>> 24)\n } else {\n objectWriteUInt32(this, value, offset, true)\n }\n return offset + 4\n}\n\nBuffer.prototype.writeInt32BE = function writeInt32BE (value, offset, noAssert) {\n value = +value\n offset = offset | 0\n if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000)\n if (value < 0) value = 0xffffffff + value + 1\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 24)\n this[offset + 1] = (value >>> 16)\n this[offset + 2] = (value >>> 8)\n this[offset + 3] = (value & 0xff)\n } else {\n objectWriteUInt32(this, value, offset, false)\n }\n return offset + 4\n}\n\nfunction checkIEEE754 (buf, value, offset, ext, max, min) {\n if (offset + ext > buf.length) throw new RangeError('Index out of range')\n if (offset < 0) throw new RangeError('Index out of range')\n}\n\nfunction writeFloat (buf, value, offset, littleEndian, noAssert) {\n if (!noAssert) {\n checkIEEE754(buf, value, offset, 4, 3.4028234663852886e+38, -3.4028234663852886e+38)\n }\n ieee754.write(buf, value, offset, littleEndian, 23, 4)\n return offset + 4\n}\n\nBuffer.prototype.writeFloatLE = function writeFloatLE (value, offset, noAssert) {\n return writeFloat(this, value, offset, true, noAssert)\n}\n\nBuffer.prototype.writeFloatBE = function writeFloatBE (value, offset, noAssert) {\n return writeFloat(this, value, offset, false, noAssert)\n}\n\nfunction writeDouble (buf, value, offset, littleEndian, noAssert) {\n if (!noAssert) {\n checkIEEE754(buf, value, offset, 8, 1.7976931348623157E+308, -1.7976931348623157E+308)\n }\n ieee754.write(buf, value, offset, littleEndian, 52, 8)\n return offset + 8\n}\n\nBuffer.prototype.writeDoubleLE = function writeDoubleLE (value, offset, noAssert) {\n return writeDouble(this, value, offset, true, noAssert)\n}\n\nBuffer.prototype.writeDoubleBE = function writeDoubleBE (value, offset, noAssert) {\n return writeDouble(this, value, offset, false, noAssert)\n}\n\n// copy(targetBuffer, targetStart=0, sourceStart=0, sourceEnd=buffer.length)\nBuffer.prototype.copy = function copy (target, targetStart, start, end) {\n if (!start) start = 0\n if (!end && end !== 0) end = this.length\n if (targetStart >= target.length) targetStart = target.length\n if (!targetStart) targetStart = 0\n if (end > 0 && end < start) end = start\n\n // Copy 0 bytes; we're done\n if (end === start) return 0\n if (target.length === 0 || this.length === 0) return 0\n\n // Fatal error conditions\n if (targetStart < 0) {\n throw new RangeError('targetStart out of bounds')\n }\n if (start < 0 || start >= this.length) throw new RangeError('sourceStart out of bounds')\n if (end < 0) throw new RangeError('sourceEnd out of bounds')\n\n // Are we oob?\n if (end > this.length) end = this.length\n if (target.length - targetStart < end - start) {\n end = target.length - targetStart + start\n }\n\n var len = end - start\n var i\n\n if (this === target && start < targetStart && targetStart < end) {\n // descending copy from end\n for (i = len - 1; i >= 0; --i) {\n target[i + targetStart] = this[i + start]\n }\n } else if (len < 1000 || !Buffer.TYPED_ARRAY_SUPPORT) {\n // ascending copy from start\n for (i = 0; i < len; ++i) {\n target[i + targetStart] = this[i + start]\n }\n } else {\n Uint8Array.prototype.set.call(\n target,\n this.subarray(start, start + len),\n targetStart\n )\n }\n\n return len\n}\n\n// Usage:\n// buffer.fill(number[, offset[, end]])\n// buffer.fill(buffer[, offset[, end]])\n// buffer.fill(string[, offset[, end]][, encoding])\nBuffer.prototype.fill = function fill (val, start, end, encoding) {\n // Handle string cases:\n if (typeof val === 'string') {\n if (typeof start === 'string') {\n encoding = start\n start = 0\n end = this.length\n } else if (typeof end === 'string') {\n encoding = end\n end = this.length\n }\n if (val.length === 1) {\n var code = val.charCodeAt(0)\n if (code < 256) {\n val = code\n }\n }\n if (encoding !== undefined && typeof encoding !== 'string') {\n throw new TypeError('encoding must be a string')\n }\n if (typeof encoding === 'string' && !Buffer.isEncoding(encoding)) {\n throw new TypeError('Unknown encoding: ' + encoding)\n }\n } else if (typeof val === 'number') {\n val = val & 255\n }\n\n // Invalid ranges are not set to a default, so can range check early.\n if (start < 0 || this.length < start || this.length < end) {\n throw new RangeError('Out of range index')\n }\n\n if (end <= start) {\n return this\n }\n\n start = start >>> 0\n end = end === undefined ? this.length : end >>> 0\n\n if (!val) val = 0\n\n var i\n if (typeof val === 'number') {\n for (i = start; i < end; ++i) {\n this[i] = val\n }\n } else {\n var bytes = internalIsBuffer(val)\n ? val\n : utf8ToBytes(new Buffer(val, encoding).toString())\n var len = bytes.length\n for (i = 0; i < end - start; ++i) {\n this[i + start] = bytes[i % len]\n }\n }\n\n return this\n}\n\n// HELPER FUNCTIONS\n// ================\n\nvar INVALID_BASE64_RE = /[^+\\/0-9A-Za-z-_]/g\n\nfunction base64clean (str) {\n // Node strips out invalid characters like \\n and \\t from the string, base64-js does not\n str = stringtrim(str).replace(INVALID_BASE64_RE, '')\n // Node converts strings with length < 2 to ''\n if (str.length < 2) return ''\n // Node allows for non-padded base64 strings (missing trailing ===), base64-js does not\n while (str.length % 4 !== 0) {\n str = str + '='\n }\n return str\n}\n\nfunction stringtrim (str) {\n if (str.trim) return str.trim()\n return str.replace(/^\\s+|\\s+$/g, '')\n}\n\nfunction toHex (n) {\n if (n < 16) return '0' + n.toString(16)\n return n.toString(16)\n}\n\nfunction utf8ToBytes (string, units) {\n units = units || Infinity\n var codePoint\n var length = string.length\n var leadSurrogate = null\n var bytes = []\n\n for (var i = 0; i < length; ++i) {\n codePoint = string.charCodeAt(i)\n\n // is surrogate component\n if (codePoint > 0xD7FF && codePoint < 0xE000) {\n // last char was a lead\n if (!leadSurrogate) {\n // no lead yet\n if (codePoint > 0xDBFF) {\n // unexpected trail\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)\n continue\n } else if (i + 1 === length) {\n // unpaired lead\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)\n continue\n }\n\n // valid lead\n leadSurrogate = codePoint\n\n continue\n }\n\n // 2 leads in a row\n if (codePoint < 0xDC00) {\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)\n leadSurrogate = codePoint\n continue\n }\n\n // valid surrogate pair\n codePoint = (leadSurrogate - 0xD800 << 10 | codePoint - 0xDC00) + 0x10000\n } else if (leadSurrogate) {\n // valid bmp char, but last char was a lead\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)\n }\n\n leadSurrogate = null\n\n // encode utf8\n if (codePoint < 0x80) {\n if ((units -= 1) < 0) break\n bytes.push(codePoint)\n } else if (codePoint < 0x800) {\n if ((units -= 2) < 0) break\n bytes.push(\n codePoint >> 0x6 | 0xC0,\n codePoint & 0x3F | 0x80\n )\n } else if (codePoint < 0x10000) {\n if ((units -= 3) < 0) break\n bytes.push(\n codePoint >> 0xC | 0xE0,\n codePoint >> 0x6 & 0x3F | 0x80,\n codePoint & 0x3F | 0x80\n )\n } else if (codePoint < 0x110000) {\n if ((units -= 4) < 0) break\n bytes.push(\n codePoint >> 0x12 | 0xF0,\n codePoint >> 0xC & 0x3F | 0x80,\n codePoint >> 0x6 & 0x3F | 0x80,\n codePoint & 0x3F | 0x80\n )\n } else {\n throw new Error('Invalid code point')\n }\n }\n\n return bytes\n}\n\nfunction asciiToBytes (str) {\n var byteArray = []\n for (var i = 0; i < str.length; ++i) {\n // Node's code seems to be doing this and not & 0x7F..\n byteArray.push(str.charCodeAt(i) & 0xFF)\n }\n return byteArray\n}\n\nfunction utf16leToBytes (str, units) {\n var c, hi, lo\n var byteArray = []\n for (var i = 0; i < str.length; ++i) {\n if ((units -= 2) < 0) break\n\n c = str.charCodeAt(i)\n hi = c >> 8\n lo = c % 256\n byteArray.push(lo)\n byteArray.push(hi)\n }\n\n return byteArray\n}\n\n\nfunction base64ToBytes (str) {\n return base64.toByteArray(base64clean(str))\n}\n\nfunction blitBuffer (src, dst, offset, length) {\n for (var i = 0; i < length; ++i) {\n if ((i + offset >= dst.length) || (i >= src.length)) break\n dst[i + offset] = src[i]\n }\n return i\n}\n\nfunction isnan (val) {\n return val !== val // eslint-disable-line no-self-compare\n}\n\n\n// the following is from is-buffer, also by Feross Aboukhadijeh and with same lisence\n// The _isBuffer check is for Safari 5-7 support, because it's missing\n// Object.prototype.constructor. Remove this eventually\nexport function isBuffer(obj) {\n return obj != null && (!!obj._isBuffer || isFastBuffer(obj) || isSlowBuffer(obj))\n}\n\nfunction isFastBuffer (obj) {\n return !!obj.constructor && typeof obj.constructor.isBuffer === 'function' && obj.constructor.isBuffer(obj)\n}\n\n// For Node v0.10 support. Remove this eventually.\nfunction isSlowBuffer (obj) {\n return typeof obj.readFloatLE === 'function' && typeof obj.slice === 'function' && isFastBuffer(obj.slice(0, 0))\n}\n","// shim for using process in browser\n// based off https://github.com/defunctzombie/node-process/blob/master/browser.js\n\nfunction defaultSetTimout() {\n throw new Error('setTimeout has not been defined');\n}\nfunction defaultClearTimeout () {\n throw new Error('clearTimeout has not been defined');\n}\nvar cachedSetTimeout = defaultSetTimout;\nvar cachedClearTimeout = defaultClearTimeout;\nif (typeof global.setTimeout === 'function') {\n cachedSetTimeout = setTimeout;\n}\nif (typeof global.clearTimeout === 'function') {\n cachedClearTimeout = clearTimeout;\n}\n\nfunction runTimeout(fun) {\n if (cachedSetTimeout === setTimeout) {\n //normal enviroments in sane situations\n return setTimeout(fun, 0);\n }\n // if setTimeout wasn't available but was latter defined\n if ((cachedSetTimeout === defaultSetTimout || !cachedSetTimeout) && setTimeout) {\n cachedSetTimeout = setTimeout;\n return setTimeout(fun, 0);\n }\n try {\n // when when somebody has screwed with setTimeout but no I.E. maddness\n return cachedSetTimeout(fun, 0);\n } catch(e){\n try {\n // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally\n return cachedSetTimeout.call(null, fun, 0);\n } catch(e){\n // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error\n return cachedSetTimeout.call(this, fun, 0);\n }\n }\n\n\n}\nfunction runClearTimeout(marker) {\n if (cachedClearTimeout === clearTimeout) {\n //normal enviroments in sane situations\n return clearTimeout(marker);\n }\n // if clearTimeout wasn't available but was latter defined\n if ((cachedClearTimeout === defaultClearTimeout || !cachedClearTimeout) && clearTimeout) {\n cachedClearTimeout = clearTimeout;\n return clearTimeout(marker);\n }\n try {\n // when when somebody has screwed with setTimeout but no I.E. maddness\n return cachedClearTimeout(marker);\n } catch (e){\n try {\n // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally\n return cachedClearTimeout.call(null, marker);\n } catch (e){\n // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error.\n // Some versions of I.E. have different rules for clearTimeout vs setTimeout\n return cachedClearTimeout.call(this, marker);\n }\n }\n\n\n\n}\nvar queue = [];\nvar draining = false;\nvar currentQueue;\nvar queueIndex = -1;\n\nfunction cleanUpNextTick() {\n if (!draining || !currentQueue) {\n return;\n }\n draining = false;\n if (currentQueue.length) {\n queue = currentQueue.concat(queue);\n } else {\n queueIndex = -1;\n }\n if (queue.length) {\n drainQueue();\n }\n}\n\nfunction drainQueue() {\n if (draining) {\n return;\n }\n var timeout = runTimeout(cleanUpNextTick);\n draining = true;\n\n var len = queue.length;\n while(len) {\n currentQueue = queue;\n queue = [];\n while (++queueIndex < len) {\n if (currentQueue) {\n currentQueue[queueIndex].run();\n }\n }\n queueIndex = -1;\n len = queue.length;\n }\n currentQueue = null;\n draining = false;\n runClearTimeout(timeout);\n}\nexport function nextTick(fun) {\n var args = new Array(arguments.length - 1);\n if (arguments.length > 1) {\n for (var i = 1; i < arguments.length; i++) {\n args[i - 1] = arguments[i];\n }\n }\n queue.push(new Item(fun, args));\n if (queue.length === 1 && !draining) {\n runTimeout(drainQueue);\n }\n}\n// v8 likes predictible objects\nfunction Item(fun, array) {\n this.fun = fun;\n this.array = array;\n}\nItem.prototype.run = function () {\n this.fun.apply(null, this.array);\n};\nexport var title = 'browser';\nexport var platform = 'browser';\nexport var browser = true;\nexport var env = {};\nexport var argv = [];\nexport var version = ''; // empty string to avoid regexp issues\nexport var versions = {};\nexport var release = {};\nexport var config = {};\n\nfunction noop() {}\n\nexport var on = noop;\nexport var addListener = noop;\nexport var once = noop;\nexport var off = noop;\nexport var removeListener = noop;\nexport var removeAllListeners = noop;\nexport var emit = noop;\n\nexport function binding(name) {\n throw new Error('process.binding is not supported');\n}\n\nexport function cwd () { return '/' }\nexport function chdir (dir) {\n throw new Error('process.chdir is not supported');\n};\nexport function umask() { return 0; }\n\n// from https://github.com/kumavis/browser-process-hrtime/blob/master/index.js\nvar performance = global.performance || {}\nvar performanceNow =\n performance.now ||\n performance.mozNow ||\n performance.msNow ||\n performance.oNow ||\n performance.webkitNow ||\n function(){ return (new Date()).getTime() }\n\n// generate timestamp or delta\n// see http://nodejs.org/api/process.html#process_process_hrtime\nexport function hrtime(previousTimestamp){\n var clocktime = performanceNow.call(performance)*1e-3\n var seconds = Math.floor(clocktime)\n var nanoseconds = Math.floor((clocktime%1)*1e9)\n if (previousTimestamp) {\n seconds = seconds - previousTimestamp[0]\n nanoseconds = nanoseconds - previousTimestamp[1]\n if (nanoseconds<0) {\n seconds--\n nanoseconds += 1e9\n }\n }\n return [seconds,nanoseconds]\n}\n\nvar startTime = new Date();\nexport function uptime() {\n var currentTime = new Date();\n var dif = currentTime - startTime;\n return dif / 1000;\n}\n\nexport default {\n nextTick: nextTick,\n title: title,\n browser: browser,\n env: env,\n argv: argv,\n version: version,\n versions: versions,\n on: on,\n addListener: addListener,\n once: once,\n off: off,\n removeListener: removeListener,\n removeAllListeners: removeAllListeners,\n emit: emit,\n binding: binding,\n cwd: cwd,\n chdir: chdir,\n umask: umask,\n hrtime: hrtime,\n platform: platform,\n release: release,\n config: config,\n uptime: uptime\n};\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\nimport process from 'process';\nvar formatRegExp = /%[sdj%]/g;\nexport function format(f) {\n if (!isString(f)) {\n var objects = [];\n for (var i = 0; i < arguments.length; i++) {\n objects.push(inspect(arguments[i]));\n }\n return objects.join(' ');\n }\n\n var i = 1;\n var args = arguments;\n var len = args.length;\n var str = String(f).replace(formatRegExp, function(x) {\n if (x === '%%') return '%';\n if (i >= len) return x;\n switch (x) {\n case '%s': return String(args[i++]);\n case '%d': return Number(args[i++]);\n case '%j':\n try {\n return JSON.stringify(args[i++]);\n } catch (_) {\n return '[Circular]';\n }\n default:\n return x;\n }\n });\n for (var x = args[i]; i < len; x = args[++i]) {\n if (isNull(x) || !isObject(x)) {\n str += ' ' + x;\n } else {\n str += ' ' + inspect(x);\n }\n }\n return str;\n};\n\n\n// Mark that a method should not be used.\n// Returns a modified function which warns once by default.\n// If --no-deprecation is set, then it is a no-op.\nexport function deprecate(fn, msg) {\n // Allow for deprecating things in the process of starting up.\n if (isUndefined(global.process)) {\n return function() {\n return deprecate(fn, msg).apply(this, arguments);\n };\n }\n\n if (process.noDeprecation === true) {\n return fn;\n }\n\n var warned = false;\n function deprecated() {\n if (!warned) {\n if (process.throwDeprecation) {\n throw new Error(msg);\n } else if (process.traceDeprecation) {\n console.trace(msg);\n } else {\n console.error(msg);\n }\n warned = true;\n }\n return fn.apply(this, arguments);\n }\n\n return deprecated;\n};\n\n\nvar debugs = {};\nvar debugEnviron;\nexport function debuglog(set) {\n if (isUndefined(debugEnviron))\n debugEnviron = process.env.NODE_DEBUG || '';\n set = set.toUpperCase();\n if (!debugs[set]) {\n if (new RegExp('\\\\b' + set + '\\\\b', 'i').test(debugEnviron)) {\n var pid = 0;\n debugs[set] = function() {\n var msg = format.apply(null, arguments);\n console.error('%s %d: %s', set, pid, msg);\n };\n } else {\n debugs[set] = function() {};\n }\n }\n return debugs[set];\n};\n\n\n/**\n * Echos the value of a value. Trys to print the value out\n * in the best way possible given the different types.\n *\n * @param {Object} obj The object to print out.\n * @param {Object} opts Optional options object that alters the output.\n */\n/* legacy: obj, showHidden, depth, colors*/\nexport function inspect(obj, opts) {\n // default options\n var ctx = {\n seen: [],\n stylize: stylizeNoColor\n };\n // legacy...\n if (arguments.length >= 3) ctx.depth = arguments[2];\n if (arguments.length >= 4) ctx.colors = arguments[3];\n if (isBoolean(opts)) {\n // legacy...\n ctx.showHidden = opts;\n } else if (opts) {\n // got an \"options\" object\n _extend(ctx, opts);\n }\n // set default options\n if (isUndefined(ctx.showHidden)) ctx.showHidden = false;\n if (isUndefined(ctx.depth)) ctx.depth = 2;\n if (isUndefined(ctx.colors)) ctx.colors = false;\n if (isUndefined(ctx.customInspect)) ctx.customInspect = true;\n if (ctx.colors) ctx.stylize = stylizeWithColor;\n return formatValue(ctx, obj, ctx.depth);\n}\n\n// http://en.wikipedia.org/wiki/ANSI_escape_code#graphics\ninspect.colors = {\n 'bold' : [1, 22],\n 'italic' : [3, 23],\n 'underline' : [4, 24],\n 'inverse' : [7, 27],\n 'white' : [37, 39],\n 'grey' : [90, 39],\n 'black' : [30, 39],\n 'blue' : [34, 39],\n 'cyan' : [36, 39],\n 'green' : [32, 39],\n 'magenta' : [35, 39],\n 'red' : [31, 39],\n 'yellow' : [33, 39]\n};\n\n// Don't use 'blue' not visible on cmd.exe\ninspect.styles = {\n 'special': 'cyan',\n 'number': 'yellow',\n 'boolean': 'yellow',\n 'undefined': 'grey',\n 'null': 'bold',\n 'string': 'green',\n 'date': 'magenta',\n // \"name\": intentionally not styling\n 'regexp': 'red'\n};\n\n\nfunction stylizeWithColor(str, styleType) {\n var style = inspect.styles[styleType];\n\n if (style) {\n return '\\u001b[' + inspect.colors[style][0] + 'm' + str +\n '\\u001b[' + inspect.colors[style][1] + 'm';\n } else {\n return str;\n }\n}\n\n\nfunction stylizeNoColor(str, styleType) {\n return str;\n}\n\n\nfunction arrayToHash(array) {\n var hash = {};\n\n array.forEach(function(val, idx) {\n hash[val] = true;\n });\n\n return hash;\n}\n\n\nfunction formatValue(ctx, value, recurseTimes) {\n // Provide a hook for user-specified inspect functions.\n // Check that value is an object with an inspect function on it\n if (ctx.customInspect &&\n value &&\n isFunction(value.inspect) &&\n // Filter out the util module, it's inspect function is special\n value.inspect !== inspect &&\n // Also filter out any prototype objects using the circular check.\n !(value.constructor && value.constructor.prototype === value)) {\n var ret = value.inspect(recurseTimes, ctx);\n if (!isString(ret)) {\n ret = formatValue(ctx, ret, recurseTimes);\n }\n return ret;\n }\n\n // Primitive types cannot have properties\n var primitive = formatPrimitive(ctx, value);\n if (primitive) {\n return primitive;\n }\n\n // Look up the keys of the object.\n var keys = Object.keys(value);\n var visibleKeys = arrayToHash(keys);\n\n if (ctx.showHidden) {\n keys = Object.getOwnPropertyNames(value);\n }\n\n // IE doesn't make error fields non-enumerable\n // http://msdn.microsoft.com/en-us/library/ie/dww52sbt(v=vs.94).aspx\n if (isError(value)\n && (keys.indexOf('message') >= 0 || keys.indexOf('description') >= 0)) {\n return formatError(value);\n }\n\n // Some type of object without properties can be shortcutted.\n if (keys.length === 0) {\n if (isFunction(value)) {\n var name = value.name ? ': ' + value.name : '';\n return ctx.stylize('[Function' + name + ']', 'special');\n }\n if (isRegExp(value)) {\n return ctx.stylize(RegExp.prototype.toString.call(value), 'regexp');\n }\n if (isDate(value)) {\n return ctx.stylize(Date.prototype.toString.call(value), 'date');\n }\n if (isError(value)) {\n return formatError(value);\n }\n }\n\n var base = '', array = false, braces = ['{', '}'];\n\n // Make Array say that they are Array\n if (isArray(value)) {\n array = true;\n braces = ['[', ']'];\n }\n\n // Make functions say that they are functions\n if (isFunction(value)) {\n var n = value.name ? ': ' + value.name : '';\n base = ' [Function' + n + ']';\n }\n\n // Make RegExps say that they are RegExps\n if (isRegExp(value)) {\n base = ' ' + RegExp.prototype.toString.call(value);\n }\n\n // Make dates with properties first say the date\n if (isDate(value)) {\n base = ' ' + Date.prototype.toUTCString.call(value);\n }\n\n // Make error with message first say the error\n if (isError(value)) {\n base = ' ' + formatError(value);\n }\n\n if (keys.length === 0 && (!array || value.length == 0)) {\n return braces[0] + base + braces[1];\n }\n\n if (recurseTimes < 0) {\n if (isRegExp(value)) {\n return ctx.stylize(RegExp.prototype.toString.call(value), 'regexp');\n } else {\n return ctx.stylize('[Object]', 'special');\n }\n }\n\n ctx.seen.push(value);\n\n var output;\n if (array) {\n output = formatArray(ctx, value, recurseTimes, visibleKeys, keys);\n } else {\n output = keys.map(function(key) {\n return formatProperty(ctx, value, recurseTimes, visibleKeys, key, array);\n });\n }\n\n ctx.seen.pop();\n\n return reduceToSingleString(output, base, braces);\n}\n\n\nfunction formatPrimitive(ctx, value) {\n if (isUndefined(value))\n return ctx.stylize('undefined', 'undefined');\n if (isString(value)) {\n var simple = '\\'' + JSON.stringify(value).replace(/^\"|\"$/g, '')\n .replace(/'/g, \"\\\\'\")\n .replace(/\\\\\"/g, '\"') + '\\'';\n return ctx.stylize(simple, 'string');\n }\n if (isNumber(value))\n return ctx.stylize('' + value, 'number');\n if (isBoolean(value))\n return ctx.stylize('' + value, 'boolean');\n // For some reason typeof null is \"object\", so special case here.\n if (isNull(value))\n return ctx.stylize('null', 'null');\n}\n\n\nfunction formatError(value) {\n return '[' + Error.prototype.toString.call(value) + ']';\n}\n\n\nfunction formatArray(ctx, value, recurseTimes, visibleKeys, keys) {\n var output = [];\n for (var i = 0, l = value.length; i < l; ++i) {\n if (hasOwnProperty(value, String(i))) {\n output.push(formatProperty(ctx, value, recurseTimes, visibleKeys,\n String(i), true));\n } else {\n output.push('');\n }\n }\n keys.forEach(function(key) {\n if (!key.match(/^\\d+$/)) {\n output.push(formatProperty(ctx, value, recurseTimes, visibleKeys,\n key, true));\n }\n });\n return output;\n}\n\n\nfunction formatProperty(ctx, value, recurseTimes, visibleKeys, key, array) {\n var name, str, desc;\n desc = Object.getOwnPropertyDescriptor(value, key) || { value: value[key] };\n if (desc.get) {\n if (desc.set) {\n str = ctx.stylize('[Getter/Setter]', 'special');\n } else {\n str = ctx.stylize('[Getter]', 'special');\n }\n } else {\n if (desc.set) {\n str = ctx.stylize('[Setter]', 'special');\n }\n }\n if (!hasOwnProperty(visibleKeys, key)) {\n name = '[' + key + ']';\n }\n if (!str) {\n if (ctx.seen.indexOf(desc.value) < 0) {\n if (isNull(recurseTimes)) {\n str = formatValue(ctx, desc.value, null);\n } else {\n str = formatValue(ctx, desc.value, recurseTimes - 1);\n }\n if (str.indexOf('\\n') > -1) {\n if (array) {\n str = str.split('\\n').map(function(line) {\n return ' ' + line;\n }).join('\\n').substr(2);\n } else {\n str = '\\n' + str.split('\\n').map(function(line) {\n return ' ' + line;\n }).join('\\n');\n }\n }\n } else {\n str = ctx.stylize('[Circular]', 'special');\n }\n }\n if (isUndefined(name)) {\n if (array && key.match(/^\\d+$/)) {\n return str;\n }\n name = JSON.stringify('' + key);\n if (name.match(/^\"([a-zA-Z_][a-zA-Z_0-9]*)\"$/)) {\n name = name.substr(1, name.length - 2);\n name = ctx.stylize(name, 'name');\n } else {\n name = name.replace(/'/g, \"\\\\'\")\n .replace(/\\\\\"/g, '\"')\n .replace(/(^\"|\"$)/g, \"'\");\n name = ctx.stylize(name, 'string');\n }\n }\n\n return name + ': ' + str;\n}\n\n\nfunction reduceToSingleString(output, base, braces) {\n var numLinesEst = 0;\n var length = output.reduce(function(prev, cur) {\n numLinesEst++;\n if (cur.indexOf('\\n') >= 0) numLinesEst++;\n return prev + cur.replace(/\\u001b\\[\\d\\d?m/g, '').length + 1;\n }, 0);\n\n if (length > 60) {\n return braces[0] +\n (base === '' ? '' : base + '\\n ') +\n ' ' +\n output.join(',\\n ') +\n ' ' +\n braces[1];\n }\n\n return braces[0] + base + ' ' + output.join(', ') + ' ' + braces[1];\n}\n\n\n// NOTE: These type checking functions intentionally don't use `instanceof`\n// because it is fragile and can be easily faked with `Object.create()`.\nexport function isArray(ar) {\n return Array.isArray(ar);\n}\n\nexport function isBoolean(arg) {\n return typeof arg === 'boolean';\n}\n\nexport function isNull(arg) {\n return arg === null;\n}\n\nexport function isNullOrUndefined(arg) {\n return arg == null;\n}\n\nexport function isNumber(arg) {\n return typeof arg === 'number';\n}\n\nexport function isString(arg) {\n return typeof arg === 'string';\n}\n\nexport function isSymbol(arg) {\n return typeof arg === 'symbol';\n}\n\nexport function isUndefined(arg) {\n return arg === void 0;\n}\n\nexport function isRegExp(re) {\n return isObject(re) && objectToString(re) === '[object RegExp]';\n}\n\nexport function isObject(arg) {\n return typeof arg === 'object' && arg !== null;\n}\n\nexport function isDate(d) {\n return isObject(d) && objectToString(d) === '[object Date]';\n}\n\nexport function isError(e) {\n return isObject(e) &&\n (objectToString(e) === '[object Error]' || e instanceof Error);\n}\n\nexport function isFunction(arg) {\n return typeof arg === 'function';\n}\n\nexport function isPrimitive(arg) {\n return arg === null ||\n typeof arg === 'boolean' ||\n typeof arg === 'number' ||\n typeof arg === 'string' ||\n typeof arg === 'symbol' || // ES6 symbol\n typeof arg === 'undefined';\n}\n\nexport function isBuffer(maybeBuf) {\n return Buffer.isBuffer(maybeBuf);\n}\n\nfunction objectToString(o) {\n return Object.prototype.toString.call(o);\n}\n\n\nfunction pad(n) {\n return n < 10 ? '0' + n.toString(10) : n.toString(10);\n}\n\n\nvar months = ['Jan', 'Feb', 'Mar', 'Apr', 'May', 'Jun', 'Jul', 'Aug', 'Sep',\n 'Oct', 'Nov', 'Dec'];\n\n// 26 Feb 16:19:34\nfunction timestamp() {\n var d = new Date();\n var time = [pad(d.getHours()),\n pad(d.getMinutes()),\n pad(d.getSeconds())].join(':');\n return [d.getDate(), months[d.getMonth()], time].join(' ');\n}\n\n\n// log is just a thin wrapper to console.log that prepends a timestamp\nexport function log() {\n console.log('%s - %s', timestamp(), format.apply(null, arguments));\n}\n\n\n/**\n * Inherit the prototype methods from one constructor into another.\n *\n * The Function.prototype.inherits from lang.js rewritten as a standalone\n * function (not on Function.prototype). NOTE: If this file is to be loaded\n * during bootstrapping this function needs to be rewritten using some native\n * functions as prototype setup using normal JavaScript does not work as\n * expected during bootstrapping (see mirror.js in r114903).\n *\n * @param {function} ctor Constructor function which needs to inherit the\n * prototype.\n * @param {function} superCtor Constructor function to inherit prototype from.\n */\nimport inherits from './inherits';\nexport {inherits}\n\nexport function _extend(origin, add) {\n // Don't do anything if add isn't an object\n if (!add || !isObject(add)) return origin;\n\n var keys = Object.keys(add);\n var i = keys.length;\n while (i--) {\n origin[keys[i]] = add[keys[i]];\n }\n return origin;\n};\n\nfunction hasOwnProperty(obj, prop) {\n return Object.prototype.hasOwnProperty.call(obj, prop);\n}\n\nexport default {\n inherits: inherits,\n _extend: _extend,\n log: log,\n isBuffer: isBuffer,\n isPrimitive: isPrimitive,\n isFunction: isFunction,\n isError: isError,\n isDate: isDate,\n isObject: isObject,\n isRegExp: isRegExp,\n isUndefined: isUndefined,\n isSymbol: isSymbol,\n isString: isString,\n isNumber: isNumber,\n isNullOrUndefined: isNullOrUndefined,\n isNull: isNull,\n isBoolean: isBoolean,\n isArray: isArray,\n inspect: inspect,\n deprecate: deprecate,\n format: format,\n debuglog: debuglog\n}\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n\n// If obj.hasOwnProperty has been overridden, then calling\n// obj.hasOwnProperty(prop) will break.\n// See: https://github.com/joyent/node/issues/1707\nfunction hasOwnProperty(obj, prop) {\n return Object.prototype.hasOwnProperty.call(obj, prop);\n}\nvar isArray = Array.isArray || function (xs) {\n return Object.prototype.toString.call(xs) === '[object Array]';\n};\nfunction stringifyPrimitive(v) {\n switch (typeof v) {\n case 'string':\n return v;\n\n case 'boolean':\n return v ? 'true' : 'false';\n\n case 'number':\n return isFinite(v) ? v : '';\n\n default:\n return '';\n }\n}\n\nexport function stringify (obj, sep, eq, name) {\n sep = sep || '&';\n eq = eq || '=';\n if (obj === null) {\n obj = undefined;\n }\n\n if (typeof obj === 'object') {\n return map(objectKeys(obj), function(k) {\n var ks = encodeURIComponent(stringifyPrimitive(k)) + eq;\n if (isArray(obj[k])) {\n return map(obj[k], function(v) {\n return ks + encodeURIComponent(stringifyPrimitive(v));\n }).join(sep);\n } else {\n return ks + encodeURIComponent(stringifyPrimitive(obj[k]));\n }\n }).join(sep);\n\n }\n\n if (!name) return '';\n return encodeURIComponent(stringifyPrimitive(name)) + eq +\n encodeURIComponent(stringifyPrimitive(obj));\n};\n\nfunction map (xs, f) {\n if (xs.map) return xs.map(f);\n var res = [];\n for (var i = 0; i < xs.length; i++) {\n res.push(f(xs[i], i));\n }\n return res;\n}\n\nvar objectKeys = Object.keys || function (obj) {\n var res = [];\n for (var key in obj) {\n if (Object.prototype.hasOwnProperty.call(obj, key)) res.push(key);\n }\n return res;\n};\n\nexport function parse(qs, sep, eq, options) {\n sep = sep || '&';\n eq = eq || '=';\n var obj = {};\n\n if (typeof qs !== 'string' || qs.length === 0) {\n return obj;\n }\n\n var regexp = /\\+/g;\n qs = qs.split(sep);\n\n var maxKeys = 1000;\n if (options && typeof options.maxKeys === 'number') {\n maxKeys = options.maxKeys;\n }\n\n var len = qs.length;\n // maxKeys <= 0 means that we should not limit keys count\n if (maxKeys > 0 && len > maxKeys) {\n len = maxKeys;\n }\n\n for (var i = 0; i < len; ++i) {\n var x = qs[i].replace(regexp, '%20'),\n idx = x.indexOf(eq),\n kstr, vstr, k, v;\n\n if (idx >= 0) {\n kstr = x.substr(0, idx);\n vstr = x.substr(idx + 1);\n } else {\n kstr = x;\n vstr = '';\n }\n\n k = decodeURIComponent(kstr);\n v = decodeURIComponent(vstr);\n\n if (!hasOwnProperty(obj, k)) {\n obj[k] = v;\n } else if (isArray(obj[k])) {\n obj[k].push(v);\n } else {\n obj[k] = [obj[k], v];\n }\n }\n\n return obj;\n};\nexport default {\n encode: stringify,\n stringify: stringify,\n decode: parse,\n parse: parse\n}\nexport {stringify as encode, parse as decode};\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n\nimport {toASCII} from 'punycode';\nimport {isObject,isString,isNullOrUndefined,isNull} from 'util';\nimport {parse as qsParse,stringify as qsStringify} from 'querystring';\nexport {\n urlParse as parse,\n urlResolve as resolve,\n urlResolveObject as resolveObject,\n urlFormat as format\n};\nexport default {\n parse: urlParse,\n resolve: urlResolve,\n resolveObject: urlResolveObject,\n format: urlFormat,\n Url: Url\n}\nexport function Url() {\n this.protocol = null;\n this.slashes = null;\n this.auth = null;\n this.host = null;\n this.port = null;\n this.hostname = null;\n this.hash = null;\n this.search = null;\n this.query = null;\n this.pathname = null;\n this.path = null;\n this.href = null;\n}\n\n// Reference: RFC 3986, RFC 1808, RFC 2396\n\n// define these here so at least they only have to be\n// compiled once on the first module load.\nvar protocolPattern = /^([a-z0-9.+-]+:)/i,\n portPattern = /:[0-9]*$/,\n\n // Special case for a simple path URL\n simplePathPattern = /^(\\/\\/?(?!\\/)[^\\?\\s]*)(\\?[^\\s]*)?$/,\n\n // RFC 2396: characters reserved for delimiting URLs.\n // We actually just auto-escape these.\n delims = ['<', '>', '\"', '`', ' ', '\\r', '\\n', '\\t'],\n\n // RFC 2396: characters not allowed for various reasons.\n unwise = ['{', '}', '|', '\\\\', '^', '`'].concat(delims),\n\n // Allowed by RFCs, but cause of XSS attacks. Always escape these.\n autoEscape = ['\\''].concat(unwise),\n // Characters that are never ever allowed in a hostname.\n // Note that any invalid chars are also handled, but these\n // are the ones that are *expected* to be seen, so we fast-path\n // them.\n nonHostChars = ['%', '/', '?', ';', '#'].concat(autoEscape),\n hostEndingChars = ['/', '?', '#'],\n hostnameMaxLen = 255,\n hostnamePartPattern = /^[+a-z0-9A-Z_-]{0,63}$/,\n hostnamePartStart = /^([+a-z0-9A-Z_-]{0,63})(.*)$/,\n // protocols that can allow \"unsafe\" and \"unwise\" chars.\n unsafeProtocol = {\n 'javascript': true,\n 'javascript:': true\n },\n // protocols that never have a hostname.\n hostlessProtocol = {\n 'javascript': true,\n 'javascript:': true\n },\n // protocols that always contain a // bit.\n slashedProtocol = {\n 'http': true,\n 'https': true,\n 'ftp': true,\n 'gopher': true,\n 'file': true,\n 'http:': true,\n 'https:': true,\n 'ftp:': true,\n 'gopher:': true,\n 'file:': true\n };\n\nfunction urlParse(url, parseQueryString, slashesDenoteHost) {\n if (url && isObject(url) && url instanceof Url) return url;\n\n var u = new Url;\n u.parse(url, parseQueryString, slashesDenoteHost);\n return u;\n}\nUrl.prototype.parse = function(url, parseQueryString, slashesDenoteHost) {\n return parse(this, url, parseQueryString, slashesDenoteHost);\n}\n\nfunction parse(self, url, parseQueryString, slashesDenoteHost) {\n if (!isString(url)) {\n throw new TypeError('Parameter \\'url\\' must be a string, not ' + typeof url);\n }\n\n // Copy chrome, IE, opera backslash-handling behavior.\n // Back slashes before the query string get converted to forward slashes\n // See: https://code.google.com/p/chromium/issues/detail?id=25916\n var queryIndex = url.indexOf('?'),\n splitter =\n (queryIndex !== -1 && queryIndex < url.indexOf('#')) ? '?' : '#',\n uSplit = url.split(splitter),\n slashRegex = /\\\\/g;\n uSplit[0] = uSplit[0].replace(slashRegex, '/');\n url = uSplit.join(splitter);\n\n var rest = url;\n\n // trim before proceeding.\n // This is to support parse stuff like \" http://foo.com \\n\"\n rest = rest.trim();\n\n if (!slashesDenoteHost && url.split('#').length === 1) {\n // Try fast path regexp\n var simplePath = simplePathPattern.exec(rest);\n if (simplePath) {\n self.path = rest;\n self.href = rest;\n self.pathname = simplePath[1];\n if (simplePath[2]) {\n self.search = simplePath[2];\n if (parseQueryString) {\n self.query = qsParse(self.search.substr(1));\n } else {\n self.query = self.search.substr(1);\n }\n } else if (parseQueryString) {\n self.search = '';\n self.query = {};\n }\n return self;\n }\n }\n\n var proto = protocolPattern.exec(rest);\n if (proto) {\n proto = proto[0];\n var lowerProto = proto.toLowerCase();\n self.protocol = lowerProto;\n rest = rest.substr(proto.length);\n }\n\n // figure out if it's got a host\n // user@server is *always* interpreted as a hostname, and url\n // resolution will treat //foo/bar as host=foo,path=bar because that's\n // how the browser resolves relative URLs.\n if (slashesDenoteHost || proto || rest.match(/^\\/\\/[^@\\/]+@[^@\\/]+/)) {\n var slashes = rest.substr(0, 2) === '//';\n if (slashes && !(proto && hostlessProtocol[proto])) {\n rest = rest.substr(2);\n self.slashes = true;\n }\n }\n var i, hec, l, p;\n if (!hostlessProtocol[proto] &&\n (slashes || (proto && !slashedProtocol[proto]))) {\n\n // there's a hostname.\n // the first instance of /, ?, ;, or # ends the host.\n //\n // If there is an @ in the hostname, then non-host chars *are* allowed\n // to the left of the last @ sign, unless some host-ending character\n // comes *before* the @-sign.\n // URLs are obnoxious.\n //\n // ex:\n // http://a@b@c/ => user:a@b host:c\n // http://a@b?@c => user:a host:c path:/?@c\n\n // v0.12 TODO(isaacs): This is not quite how Chrome does things.\n // Review our test case against browsers more comprehensively.\n\n // find the first instance of any hostEndingChars\n var hostEnd = -1;\n for (i = 0; i < hostEndingChars.length; i++) {\n hec = rest.indexOf(hostEndingChars[i]);\n if (hec !== -1 && (hostEnd === -1 || hec < hostEnd))\n hostEnd = hec;\n }\n\n // at this point, either we have an explicit point where the\n // auth portion cannot go past, or the last @ char is the decider.\n var auth, atSign;\n if (hostEnd === -1) {\n // atSign can be anywhere.\n atSign = rest.lastIndexOf('@');\n } else {\n // atSign must be in auth portion.\n // http://a@b/c@d => host:b auth:a path:/c@d\n atSign = rest.lastIndexOf('@', hostEnd);\n }\n\n // Now we have a portion which is definitely the auth.\n // Pull that off.\n if (atSign !== -1) {\n auth = rest.slice(0, atSign);\n rest = rest.slice(atSign + 1);\n self.auth = decodeURIComponent(auth);\n }\n\n // the host is the remaining to the left of the first non-host char\n hostEnd = -1;\n for (i = 0; i < nonHostChars.length; i++) {\n hec = rest.indexOf(nonHostChars[i]);\n if (hec !== -1 && (hostEnd === -1 || hec < hostEnd))\n hostEnd = hec;\n }\n // if we still have not hit it, then the entire thing is a host.\n if (hostEnd === -1)\n hostEnd = rest.length;\n\n self.host = rest.slice(0, hostEnd);\n rest = rest.slice(hostEnd);\n\n // pull out port.\n parseHost(self);\n\n // we've indicated that there is a hostname,\n // so even if it's empty, it has to be present.\n self.hostname = self.hostname || '';\n\n // if hostname begins with [ and ends with ]\n // assume that it's an IPv6 address.\n var ipv6Hostname = self.hostname[0] === '[' &&\n self.hostname[self.hostname.length - 1] === ']';\n\n // validate a little.\n if (!ipv6Hostname) {\n var hostparts = self.hostname.split(/\\./);\n for (i = 0, l = hostparts.length; i < l; i++) {\n var part = hostparts[i];\n if (!part) continue;\n if (!part.match(hostnamePartPattern)) {\n var newpart = '';\n for (var j = 0, k = part.length; j < k; j++) {\n if (part.charCodeAt(j) > 127) {\n // we replace non-ASCII char with a temporary placeholder\n // we need this to make sure size of hostname is not\n // broken by replacing non-ASCII by nothing\n newpart += 'x';\n } else {\n newpart += part[j];\n }\n }\n // we test again with ASCII char only\n if (!newpart.match(hostnamePartPattern)) {\n var validParts = hostparts.slice(0, i);\n var notHost = hostparts.slice(i + 1);\n var bit = part.match(hostnamePartStart);\n if (bit) {\n validParts.push(bit[1]);\n notHost.unshift(bit[2]);\n }\n if (notHost.length) {\n rest = '/' + notHost.join('.') + rest;\n }\n self.hostname = validParts.join('.');\n break;\n }\n }\n }\n }\n\n if (self.hostname.length > hostnameMaxLen) {\n self.hostname = '';\n } else {\n // hostnames are always lower case.\n self.hostname = self.hostname.toLowerCase();\n }\n\n if (!ipv6Hostname) {\n // IDNA Support: Returns a punycoded representation of \"domain\".\n // It only converts parts of the domain name that\n // have non-ASCII characters, i.e. it doesn't matter if\n // you call it with a domain that already is ASCII-only.\n self.hostname = toASCII(self.hostname);\n }\n\n p = self.port ? ':' + self.port : '';\n var h = self.hostname || '';\n self.host = h + p;\n self.href += self.host;\n\n // strip [ and ] from the hostname\n // the host field still retains them, though\n if (ipv6Hostname) {\n self.hostname = self.hostname.substr(1, self.hostname.length - 2);\n if (rest[0] !== '/') {\n rest = '/' + rest;\n }\n }\n }\n\n // now rest is set to the post-host stuff.\n // chop off any delim chars.\n if (!unsafeProtocol[lowerProto]) {\n\n // First, make 100% sure that any \"autoEscape\" chars get\n // escaped, even if encodeURIComponent doesn't think they\n // need to be.\n for (i = 0, l = autoEscape.length; i < l; i++) {\n var ae = autoEscape[i];\n if (rest.indexOf(ae) === -1)\n continue;\n var esc = encodeURIComponent(ae);\n if (esc === ae) {\n esc = escape(ae);\n }\n rest = rest.split(ae).join(esc);\n }\n }\n\n\n // chop off from the tail first.\n var hash = rest.indexOf('#');\n if (hash !== -1) {\n // got a fragment string.\n self.hash = rest.substr(hash);\n rest = rest.slice(0, hash);\n }\n var qm = rest.indexOf('?');\n if (qm !== -1) {\n self.search = rest.substr(qm);\n self.query = rest.substr(qm + 1);\n if (parseQueryString) {\n self.query = qsParse(self.query);\n }\n rest = rest.slice(0, qm);\n } else if (parseQueryString) {\n // no query string, but parseQueryString still requested\n self.search = '';\n self.query = {};\n }\n if (rest) self.pathname = rest;\n if (slashedProtocol[lowerProto] &&\n self.hostname && !self.pathname) {\n self.pathname = '/';\n }\n\n //to support http.request\n if (self.pathname || self.search) {\n p = self.pathname || '';\n var s = self.search || '';\n self.path = p + s;\n }\n\n // finally, reconstruct the href based on what has been validated.\n self.href = format(self);\n return self;\n}\n\n// format a parsed object into a url string\nfunction urlFormat(obj) {\n // ensure it's an object, and not a string url.\n // If it's an obj, this is a no-op.\n // this way, you can call url_format() on strings\n // to clean up potentially wonky urls.\n if (isString(obj)) obj = parse({}, obj);\n return format(obj);\n}\n\nfunction format(self) {\n var auth = self.auth || '';\n if (auth) {\n auth = encodeURIComponent(auth);\n auth = auth.replace(/%3A/i, ':');\n auth += '@';\n }\n\n var protocol = self.protocol || '',\n pathname = self.pathname || '',\n hash = self.hash || '',\n host = false,\n query = '';\n\n if (self.host) {\n host = auth + self.host;\n } else if (self.hostname) {\n host = auth + (self.hostname.indexOf(':') === -1 ?\n self.hostname :\n '[' + this.hostname + ']');\n if (self.port) {\n host += ':' + self.port;\n }\n }\n\n if (self.query &&\n isObject(self.query) &&\n Object.keys(self.query).length) {\n query = qsStringify(self.query);\n }\n\n var search = self.search || (query && ('?' + query)) || '';\n\n if (protocol && protocol.substr(-1) !== ':') protocol += ':';\n\n // only the slashedProtocols get the //. Not mailto:, xmpp:, etc.\n // unless they had them to begin with.\n if (self.slashes ||\n (!protocol || slashedProtocol[protocol]) && host !== false) {\n host = '//' + (host || '');\n if (pathname && pathname.charAt(0) !== '/') pathname = '/' + pathname;\n } else if (!host) {\n host = '';\n }\n\n if (hash && hash.charAt(0) !== '#') hash = '#' + hash;\n if (search && search.charAt(0) !== '?') search = '?' + search;\n\n pathname = pathname.replace(/[?#]/g, function(match) {\n return encodeURIComponent(match);\n });\n search = search.replace('#', '%23');\n\n return protocol + host + pathname + search + hash;\n}\n\nUrl.prototype.format = function() {\n return format(this);\n}\n\nfunction urlResolve(source, relative) {\n return urlParse(source, false, true).resolve(relative);\n}\n\nUrl.prototype.resolve = function(relative) {\n return this.resolveObject(urlParse(relative, false, true)).format();\n};\n\nfunction urlResolveObject(source, relative) {\n if (!source) return relative;\n return urlParse(source, false, true).resolveObject(relative);\n}\n\nUrl.prototype.resolveObject = function(relative) {\n if (isString(relative)) {\n var rel = new Url();\n rel.parse(relative, false, true);\n relative = rel;\n }\n\n var result = new Url();\n var tkeys = Object.keys(this);\n for (var tk = 0; tk < tkeys.length; tk++) {\n var tkey = tkeys[tk];\n result[tkey] = this[tkey];\n }\n\n // hash is always overridden, no matter what.\n // even href=\"\" will remove it.\n result.hash = relative.hash;\n\n // if the relative url is empty, then there's nothing left to do here.\n if (relative.href === '') {\n result.href = result.format();\n return result;\n }\n\n // hrefs like //foo/bar always cut to the protocol.\n if (relative.slashes && !relative.protocol) {\n // take everything except the protocol from relative\n var rkeys = Object.keys(relative);\n for (var rk = 0; rk < rkeys.length; rk++) {\n var rkey = rkeys[rk];\n if (rkey !== 'protocol')\n result[rkey] = relative[rkey];\n }\n\n //urlParse appends trailing / to urls like http://www.example.com\n if (slashedProtocol[result.protocol] &&\n result.hostname && !result.pathname) {\n result.path = result.pathname = '/';\n }\n\n result.href = result.format();\n return result;\n }\n var relPath;\n if (relative.protocol && relative.protocol !== result.protocol) {\n // if it's a known url protocol, then changing\n // the protocol does weird things\n // first, if it's not file:, then we MUST have a host,\n // and if there was a path\n // to begin with, then we MUST have a path.\n // if it is file:, then the host is dropped,\n // because that's known to be hostless.\n // anything else is assumed to be absolute.\n if (!slashedProtocol[relative.protocol]) {\n var keys = Object.keys(relative);\n for (var v = 0; v < keys.length; v++) {\n var k = keys[v];\n result[k] = relative[k];\n }\n result.href = result.format();\n return result;\n }\n\n result.protocol = relative.protocol;\n if (!relative.host && !hostlessProtocol[relative.protocol]) {\n relPath = (relative.pathname || '').split('/');\n while (relPath.length && !(relative.host = relPath.shift()));\n if (!relative.host) relative.host = '';\n if (!relative.hostname) relative.hostname = '';\n if (relPath[0] !== '') relPath.unshift('');\n if (relPath.length < 2) relPath.unshift('');\n result.pathname = relPath.join('/');\n } else {\n result.pathname = relative.pathname;\n }\n result.search = relative.search;\n result.query = relative.query;\n result.host = relative.host || '';\n result.auth = relative.auth;\n result.hostname = relative.hostname || relative.host;\n result.port = relative.port;\n // to support http.request\n if (result.pathname || result.search) {\n var p = result.pathname || '';\n var s = result.search || '';\n result.path = p + s;\n }\n result.slashes = result.slashes || relative.slashes;\n result.href = result.format();\n return result;\n }\n\n var isSourceAbs = (result.pathname && result.pathname.charAt(0) === '/'),\n isRelAbs = (\n relative.host ||\n relative.pathname && relative.pathname.charAt(0) === '/'\n ),\n mustEndAbs = (isRelAbs || isSourceAbs ||\n (result.host && relative.pathname)),\n removeAllDots = mustEndAbs,\n srcPath = result.pathname && result.pathname.split('/') || [],\n psychotic = result.protocol && !slashedProtocol[result.protocol];\n relPath = relative.pathname && relative.pathname.split('/') || [];\n // if the url is a non-slashed url, then relative\n // links like ../.. should be able\n // to crawl up to the hostname, as well. This is strange.\n // result.protocol has already been set by now.\n // Later on, put the first path part into the host field.\n if (psychotic) {\n result.hostname = '';\n result.port = null;\n if (result.host) {\n if (srcPath[0] === '') srcPath[0] = result.host;\n else srcPath.unshift(result.host);\n }\n result.host = '';\n if (relative.protocol) {\n relative.hostname = null;\n relative.port = null;\n if (relative.host) {\n if (relPath[0] === '') relPath[0] = relative.host;\n else relPath.unshift(relative.host);\n }\n relative.host = null;\n }\n mustEndAbs = mustEndAbs && (relPath[0] === '' || srcPath[0] === '');\n }\n var authInHost;\n if (isRelAbs) {\n // it's absolute.\n result.host = (relative.host || relative.host === '') ?\n relative.host : result.host;\n result.hostname = (relative.hostname || relative.hostname === '') ?\n relative.hostname : result.hostname;\n result.search = relative.search;\n result.query = relative.query;\n srcPath = relPath;\n // fall through to the dot-handling below.\n } else if (relPath.length) {\n // it's relative\n // throw away the existing file, and take the new path instead.\n if (!srcPath) srcPath = [];\n srcPath.pop();\n srcPath = srcPath.concat(relPath);\n result.search = relative.search;\n result.query = relative.query;\n } else if (!isNullOrUndefined(relative.search)) {\n // just pull out the search.\n // like href='?foo'.\n // Put this after the other two cases because it simplifies the booleans\n if (psychotic) {\n result.hostname = result.host = srcPath.shift();\n //occationaly the auth can get stuck only in host\n //this especially happens in cases like\n //url.resolveObject('mailto:local1@domain1', 'local2@domain2')\n authInHost = result.host && result.host.indexOf('@') > 0 ?\n result.host.split('@') : false;\n if (authInHost) {\n result.auth = authInHost.shift();\n result.host = result.hostname = authInHost.shift();\n }\n }\n result.search = relative.search;\n result.query = relative.query;\n //to support http.request\n if (!isNull(result.pathname) || !isNull(result.search)) {\n result.path = (result.pathname ? result.pathname : '') +\n (result.search ? result.search : '');\n }\n result.href = result.format();\n return result;\n }\n\n if (!srcPath.length) {\n // no path at all. easy.\n // we've already handled the other stuff above.\n result.pathname = null;\n //to support http.request\n if (result.search) {\n result.path = '/' + result.search;\n } else {\n result.path = null;\n }\n result.href = result.format();\n return result;\n }\n\n // if a url ENDs in . or .., then it must get a trailing slash.\n // however, if it ends in anything else non-slashy,\n // then it must NOT get a trailing slash.\n var last = srcPath.slice(-1)[0];\n var hasTrailingSlash = (\n (result.host || relative.host || srcPath.length > 1) &&\n (last === '.' || last === '..') || last === '');\n\n // strip single dots, resolve double dots to parent dir\n // if the path tries to go above the root, `up` ends up > 0\n var up = 0;\n for (var i = srcPath.length; i >= 0; i--) {\n last = srcPath[i];\n if (last === '.') {\n srcPath.splice(i, 1);\n } else if (last === '..') {\n srcPath.splice(i, 1);\n up++;\n } else if (up) {\n srcPath.splice(i, 1);\n up--;\n }\n }\n\n // if the path is allowed to go above the root, restore leading ..s\n if (!mustEndAbs && !removeAllDots) {\n for (; up--; up) {\n srcPath.unshift('..');\n }\n }\n\n if (mustEndAbs && srcPath[0] !== '' &&\n (!srcPath[0] || srcPath[0].charAt(0) !== '/')) {\n srcPath.unshift('');\n }\n\n if (hasTrailingSlash && (srcPath.join('/').substr(-1) !== '/')) {\n srcPath.push('');\n }\n\n var isAbsolute = srcPath[0] === '' ||\n (srcPath[0] && srcPath[0].charAt(0) === '/');\n\n // put the host back\n if (psychotic) {\n result.hostname = result.host = isAbsolute ? '' :\n srcPath.length ? srcPath.shift() : '';\n //occationaly the auth can get stuck only in host\n //this especially happens in cases like\n //url.resolveObject('mailto:local1@domain1', 'local2@domain2')\n authInHost = result.host && result.host.indexOf('@') > 0 ?\n result.host.split('@') : false;\n if (authInHost) {\n result.auth = authInHost.shift();\n result.host = result.hostname = authInHost.shift();\n }\n }\n\n mustEndAbs = mustEndAbs || (result.host && srcPath.length);\n\n if (mustEndAbs && !isAbsolute) {\n srcPath.unshift('');\n }\n\n if (!srcPath.length) {\n result.pathname = null;\n result.path = null;\n } else {\n result.pathname = srcPath.join('/');\n }\n\n //to support request.http\n if (!isNull(result.pathname) || !isNull(result.search)) {\n result.path = (result.pathname ? result.pathname : '') +\n (result.search ? result.search : '');\n }\n result.auth = relative.auth || result.auth;\n result.slashes = result.slashes || relative.slashes;\n result.href = result.format();\n return result;\n};\n\nUrl.prototype.parseHost = function() {\n return parseHost(this);\n};\n\nfunction parseHost(self) {\n var host = self.host;\n var port = portPattern.exec(host);\n if (port) {\n port = port[0];\n if (port !== ':') {\n self.port = port.substr(1);\n }\n host = host.substr(0, host.length - port.length);\n }\n if (host) self.hostname = host;\n}\n","/*!\n * @pixi/utils - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/utils is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nexport { isMobile } from '@pixi/settings';\nexport { default as EventEmitter } from 'eventemitter3';\nexport { default as earcut } from 'earcut';\nimport { parse, format, resolve } from 'url';\nimport { BLEND_MODES } from '@pixi/constants';\n\n/**\n * This file contains redeclared types for Node `url` and `querystring` modules. These modules\n * don't provide their own typings but instead are a part of the full Node typings. The purpose of\n * this file is to redeclare the required types to avoid having the whole Node types as a\n * dependency.\n */\nvar url = {\n parse: parse,\n format: format,\n resolve: resolve,\n};\n\nfunction assertPath(path) {\n if (typeof path !== 'string') {\n throw new TypeError(\"Path must be a string. Received \" + JSON.stringify(path));\n }\n}\nfunction removeUrlParams(url) {\n var re = url.split('?')[0];\n return re.split('#')[0];\n}\nfunction escapeRegExp(string) {\n return string.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\$&'); // $& means the whole matched string\n}\nfunction replaceAll(str, find, replace) {\n return str.replace(new RegExp(escapeRegExp(find), 'g'), replace);\n}\n// Resolves . and .. elements in a path with directory names\nfunction normalizeStringPosix(path, allowAboveRoot) {\n var res = '';\n var lastSegmentLength = 0;\n var lastSlash = -1;\n var dots = 0;\n var code;\n for (var i = 0; i <= path.length; ++i) {\n if (i < path.length) {\n code = path.charCodeAt(i);\n }\n else if (code === 47) {\n break;\n }\n else {\n code = 47;\n }\n if (code === 47) {\n if (lastSlash === i - 1 || dots === 1) ;\n else if (lastSlash !== i - 1 && dots === 2) {\n if (res.length < 2\n || lastSegmentLength !== 2\n || res.charCodeAt(res.length - 1) !== 46\n || res.charCodeAt(res.length - 2) !== 46) {\n if (res.length > 2) {\n var lastSlashIndex = res.lastIndexOf('/');\n if (lastSlashIndex !== res.length - 1) {\n if (lastSlashIndex === -1) {\n res = '';\n lastSegmentLength = 0;\n }\n else {\n res = res.slice(0, lastSlashIndex);\n lastSegmentLength = res.length - 1 - res.lastIndexOf('/');\n }\n lastSlash = i;\n dots = 0;\n continue;\n }\n }\n else if (res.length === 2 || res.length === 1) {\n res = '';\n lastSegmentLength = 0;\n lastSlash = i;\n dots = 0;\n continue;\n }\n }\n if (allowAboveRoot) {\n if (res.length > 0) {\n res += '/..';\n }\n else {\n res = '..';\n }\n lastSegmentLength = 2;\n }\n }\n else {\n if (res.length > 0) {\n res += \"/\" + path.slice(lastSlash + 1, i);\n }\n else {\n res = path.slice(lastSlash + 1, i);\n }\n lastSegmentLength = i - lastSlash - 1;\n }\n lastSlash = i;\n dots = 0;\n }\n else if (code === 46 && dots !== -1) {\n ++dots;\n }\n else {\n dots = -1;\n }\n }\n return res;\n}\nvar path = {\n /**\n * Converts a path to posix format.\n * @param path - The path to convert to posix\n */\n toPosix: function (path) { return replaceAll(path, '\\\\', '/'); },\n /**\n * Checks if the path is a URL\n * @param path - The path to check\n */\n isUrl: function (path) { return (/^https?:/).test(this.toPosix(path)); },\n /**\n * Checks if the path is a data URL\n * @param path - The path to check\n */\n isDataUrl: function (path) {\n // eslint-disable-next-line max-len\n return (/^data:([a-z]+\\/[a-z0-9-+.]+(;[a-z0-9-.!#$%*+.{}|~`]+=[a-z0-9-.!#$%*+.{}()_|~`]+)*)?(;base64)?,([a-z0-9!$&',()*+;=\\-._~:@\\/?%\\s<>]*?)$/i)\n .test(path);\n },\n /**\n * Checks if the path has a protocol e.g. http://\n * This will return true for windows file paths\n * @param path - The path to check\n */\n hasProtocol: function (path) { return (/^[^/:]+:\\//).test(this.toPosix(path)); },\n /**\n * Returns the protocol of the path e.g. http://, C:/, file:///\n * @param path - The path to get the protocol from\n */\n getProtocol: function (path) {\n assertPath(path);\n path = this.toPosix(path);\n var protocol = '';\n var isFile = (/^file:\\/\\/\\//).exec(path);\n var isHttp = (/^[^/:]+:\\/\\//).exec(path);\n var isWindows = (/^[^/:]+:\\//).exec(path);\n if (isFile || isHttp || isWindows) {\n var arr = (isFile === null || isFile === void 0 ? void 0 : isFile[0]) || (isHttp === null || isHttp === void 0 ? void 0 : isHttp[0]) || (isWindows === null || isWindows === void 0 ? void 0 : isWindows[0]);\n protocol = arr;\n path = path.slice(arr.length);\n }\n return protocol;\n },\n /**\n * Converts URL to an absolute path.\n * When loading from a Web Worker, we must use absolute paths.\n * If the URL is already absolute we return it as is\n * If it's not, we convert it\n * @param url - The URL to test\n * @param customBaseUrl - The base URL to use\n * @param customRootUrl - The root URL to use\n */\n toAbsolute: function (url, customBaseUrl, customRootUrl) {\n if (this.isDataUrl(url))\n { return url; }\n var baseUrl = removeUrlParams(this.toPosix(customBaseUrl !== null && customBaseUrl !== void 0 ? customBaseUrl : settings.ADAPTER.getBaseUrl()));\n var rootUrl = removeUrlParams(this.toPosix(customRootUrl !== null && customRootUrl !== void 0 ? customRootUrl : this.rootname(baseUrl)));\n assertPath(url);\n url = this.toPosix(url);\n // root relative url\n if (url.startsWith('/')) {\n return path.join(rootUrl, url.slice(1));\n }\n var absolutePath = this.isAbsolute(url) ? url : this.join(baseUrl, url);\n return absolutePath;\n },\n /**\n * Normalizes the given path, resolving '..' and '.' segments\n * @param path - The path to normalize\n */\n normalize: function (path) {\n path = this.toPosix(path);\n assertPath(path);\n if (path.length === 0)\n { return '.'; }\n var protocol = '';\n var isAbsolute = path.startsWith('/');\n if (this.hasProtocol(path)) {\n protocol = this.rootname(path);\n path = path.slice(protocol.length);\n }\n var trailingSeparator = path.endsWith('/');\n // Normalize the path\n path = normalizeStringPosix(path, false);\n if (path.length > 0 && trailingSeparator)\n { path += '/'; }\n if (isAbsolute)\n { return \"/\" + path; }\n return protocol + path;\n },\n /**\n * Determines if path is an absolute path.\n * Absolute paths can be urls, data urls, or paths on disk\n * @param path - The path to test\n */\n isAbsolute: function (path) {\n assertPath(path);\n path = this.toPosix(path);\n if (this.hasProtocol(path))\n { return true; }\n return path.startsWith('/');\n },\n /**\n * Joins all given path segments together using the platform-specific separator as a delimiter,\n * then normalizes the resulting path\n * @param segments - The segments of the path to join\n */\n join: function () {\n var arguments$1 = arguments;\n\n var _a;\n var segments = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n segments[_i] = arguments$1[_i];\n }\n if (segments.length === 0) {\n return '.';\n }\n var joined;\n for (var i = 0; i < segments.length; ++i) {\n var arg = segments[i];\n assertPath(arg);\n if (arg.length > 0) {\n if (joined === undefined)\n { joined = arg; }\n else {\n var prevArg = (_a = segments[i - 1]) !== null && _a !== void 0 ? _a : '';\n if (this.extname(prevArg)) {\n joined += \"/../\" + arg;\n }\n else {\n joined += \"/\" + arg;\n }\n }\n }\n }\n if (joined === undefined) {\n return '.';\n }\n return this.normalize(joined);\n },\n /**\n * Returns the directory name of a path\n * @param path - The path to parse\n */\n dirname: function (path) {\n assertPath(path);\n if (path.length === 0)\n { return '.'; }\n path = this.toPosix(path);\n var code = path.charCodeAt(0);\n var hasRoot = code === 47;\n var end = -1;\n var matchedSlash = true;\n var proto = this.getProtocol(path);\n var origpath = path;\n path = path.slice(proto.length);\n for (var i = path.length - 1; i >= 1; --i) {\n code = path.charCodeAt(i);\n if (code === 47) {\n if (!matchedSlash) {\n end = i;\n break;\n }\n }\n else {\n // We saw the first non-path separator\n matchedSlash = false;\n }\n }\n // if end is -1 and its a url then we need to add the path back\n // eslint-disable-next-line no-nested-ternary\n if (end === -1)\n { return hasRoot ? '/' : this.isUrl(origpath) ? proto + path : proto; }\n if (hasRoot && end === 1)\n { return '//'; }\n return proto + path.slice(0, end);\n },\n /**\n * Returns the root of the path e.g. /, C:/, file:///, http://domain.com/\n * @param path - The path to parse\n */\n rootname: function (path) {\n assertPath(path);\n path = this.toPosix(path);\n var root = '';\n if (path.startsWith('/'))\n { root = '/'; }\n else {\n root = this.getProtocol(path);\n }\n if (this.isUrl(path)) {\n // need to find the first path separator\n var index = path.indexOf('/', root.length);\n if (index !== -1) {\n root = path.slice(0, index);\n }\n else\n { root = path; }\n if (!root.endsWith('/'))\n { root += '/'; }\n }\n return root;\n },\n /**\n * Returns the last portion of a path\n * @param path - The path to test\n * @param ext - Optional extension to remove\n */\n basename: function (path, ext) {\n assertPath(path);\n if (ext)\n { assertPath(ext); }\n path = this.toPosix(path);\n var start = 0;\n var end = -1;\n var matchedSlash = true;\n var i;\n if (ext !== undefined && ext.length > 0 && ext.length <= path.length) {\n if (ext.length === path.length && ext === path)\n { return ''; }\n var extIdx = ext.length - 1;\n var firstNonSlashEnd = -1;\n for (i = path.length - 1; i >= 0; --i) {\n var code = path.charCodeAt(i);\n if (code === 47) {\n // If we reached a path separator that was not part of a set of path\n // separators at the end of the string, stop now\n if (!matchedSlash) {\n start = i + 1;\n break;\n }\n }\n else {\n if (firstNonSlashEnd === -1) {\n // We saw the first non-path separator, remember this index in case\n // we need it if the extension ends up not matching\n matchedSlash = false;\n firstNonSlashEnd = i + 1;\n }\n if (extIdx >= 0) {\n // Try to match the explicit extension\n if (code === ext.charCodeAt(extIdx)) {\n if (--extIdx === -1) {\n // We matched the extension, so mark this as the end of our path\n // component\n end = i;\n }\n }\n else {\n // Extension does not match, so our result is the entire path\n // component\n extIdx = -1;\n end = firstNonSlashEnd;\n }\n }\n }\n }\n if (start === end)\n { end = firstNonSlashEnd; }\n else if (end === -1)\n { end = path.length; }\n return path.slice(start, end);\n }\n for (i = path.length - 1; i >= 0; --i) {\n if (path.charCodeAt(i) === 47) {\n // If we reached a path separator that was not part of a set of path\n // separators at the end of the string, stop now\n if (!matchedSlash) {\n start = i + 1;\n break;\n }\n }\n else if (end === -1) {\n // We saw the first non-path separator, mark this as the end of our\n // path component\n matchedSlash = false;\n end = i + 1;\n }\n }\n if (end === -1)\n { return ''; }\n return path.slice(start, end);\n },\n /**\n * Returns the extension of the path, from the last occurrence of the . (period) character to end of string in the last\n * portion of the path. If there is no . in the last portion of the path, or if there are no . characters other than\n * the first character of the basename of path, an empty string is returned.\n * @param path - The path to parse\n */\n extname: function (path) {\n assertPath(path);\n path = this.toPosix(path);\n var startDot = -1;\n var startPart = 0;\n var end = -1;\n var matchedSlash = true;\n // Track the state of characters (if any) we see before our first dot and\n // after any path separator we find\n var preDotState = 0;\n for (var i = path.length - 1; i >= 0; --i) {\n var code = path.charCodeAt(i);\n if (code === 47) {\n // If we reached a path separator that was not part of a set of path\n // separators at the end of the string, stop now\n if (!matchedSlash) {\n startPart = i + 1;\n break;\n }\n continue;\n }\n if (end === -1) {\n // We saw the first non-path separator, mark this as the end of our\n // extension\n matchedSlash = false;\n end = i + 1;\n }\n if (code === 46) {\n // If this is our first dot, mark it as the start of our extension\n if (startDot === -1)\n { startDot = i; }\n else if (preDotState !== 1)\n { preDotState = 1; }\n }\n else if (startDot !== -1) {\n // We saw a non-dot and non-path separator before our dot, so we should\n // have a good chance at having a non-empty extension\n preDotState = -1;\n }\n }\n if (startDot === -1 || end === -1\n // We saw a non-dot character immediately before the dot\n || preDotState === 0\n // The (right-most) trimmed path component is exactly '..'\n // eslint-disable-next-line no-mixed-operators\n || preDotState === 1 && startDot === end - 1 && startDot === startPart + 1) {\n return '';\n }\n return path.slice(startDot, end);\n },\n /**\n * Parses a path into an object containing the 'root', `dir`, `base`, `ext`, and `name` properties.\n * @param path - The path to parse\n */\n parse: function (path) {\n assertPath(path);\n var ret = { root: '', dir: '', base: '', ext: '', name: '' };\n if (path.length === 0)\n { return ret; }\n path = this.toPosix(path);\n var code = path.charCodeAt(0);\n var isAbsolute = this.isAbsolute(path);\n var start;\n ret.root = this.rootname(path);\n if (isAbsolute || this.hasProtocol(path)) {\n start = 1;\n }\n else {\n start = 0;\n }\n var startDot = -1;\n var startPart = 0;\n var end = -1;\n var matchedSlash = true;\n var i = path.length - 1;\n // Track the state of characters (if any) we see before our first dot and\n // after any path separator we find\n var preDotState = 0;\n // Get non-dir info\n for (; i >= start; --i) {\n code = path.charCodeAt(i);\n if (code === 47) {\n // If we reached a path separator that was not part of a set of path\n // separators at the end of the string, stop now\n if (!matchedSlash) {\n startPart = i + 1;\n break;\n }\n continue;\n }\n if (end === -1) {\n // We saw the first non-path separator, mark this as the end of our\n // extension\n matchedSlash = false;\n end = i + 1;\n }\n if (code === 46) {\n // If this is our first dot, mark it as the start of our extension\n if (startDot === -1)\n { startDot = i; }\n else if (preDotState !== 1)\n { preDotState = 1; }\n }\n else if (startDot !== -1) {\n // We saw a non-dot and non-path separator before our dot, so we should\n // have a good chance at having a non-empty extension\n preDotState = -1;\n }\n }\n if (startDot === -1 || end === -1\n // We saw a non-dot character immediately before the dot\n || preDotState === 0\n // The (right-most) trimmed path component is exactly '..'\n // eslint-disable-next-line no-mixed-operators\n || preDotState === 1 && startDot === end - 1 && startDot === startPart + 1) {\n if (end !== -1) {\n if (startPart === 0 && isAbsolute)\n { ret.base = ret.name = path.slice(1, end); }\n else\n { ret.base = ret.name = path.slice(startPart, end); }\n }\n }\n else {\n if (startPart === 0 && isAbsolute) {\n ret.name = path.slice(1, startDot);\n ret.base = path.slice(1, end);\n }\n else {\n ret.name = path.slice(startPart, startDot);\n ret.base = path.slice(startPart, end);\n }\n ret.ext = path.slice(startDot, end);\n }\n ret.dir = this.dirname(path);\n return ret;\n },\n sep: '/',\n delimiter: ':'\n};\n\n/**\n * The prefix that denotes a URL is for a retina asset.\n * @static\n * @name RETINA_PREFIX\n * @memberof PIXI.settings\n * @type {RegExp}\n * @default /@([0-9\\.]+)x/\n * @example `@2x`\n */\nsettings.RETINA_PREFIX = /@([0-9\\.]+)x/;\n/**\n * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function.\n * If set to true, a WebGL renderer can fail to be created if the browser thinks there could be performance issues when\n * using WebGL.\n *\n * In PixiJS v6 this has changed from true to false by default, to allow WebGL to work in as many scenarios as possible.\n * However, some users may have a poor experience, for example, if a user has a gpu or driver version blacklisted by the\n * browser.\n *\n * If your application requires high performance rendering, you may wish to set this to false.\n * We recommend one of two options if you decide to set this flag to false:\n *\n * 1: Use the `pixi.js-legacy` package, which includes a Canvas renderer as a fallback in case high performance WebGL is\n * not supported.\n *\n * 2: Call `isWebGLSupported` (which if found in the PIXI.utils package) in your code before attempting to create a PixiJS\n * renderer, and show an error message to the user if the function returns false, explaining that their device & browser\n * combination does not support high performance WebGL.\n * This is a much better strategy than trying to create a PixiJS renderer and finding it then fails.\n * @static\n * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false;\n\nvar saidHello = false;\nvar VERSION = '6.5.8';\n/**\n * Skips the hello message of renderers that are created after this is run.\n * @function skipHello\n * @memberof PIXI.utils\n */\nfunction skipHello() {\n saidHello = true;\n}\n/**\n * Logs out the version and renderer information for this running instance of PIXI.\n * If you don't want to see this message you can run `PIXI.utils.skipHello()` before\n * creating your renderer. Keep in mind that doing that will forever make you a jerk face.\n * @static\n * @function sayHello\n * @memberof PIXI.utils\n * @param {string} type - The string renderer type to log.\n */\nfunction sayHello(type) {\n var _a;\n if (saidHello) {\n return;\n }\n if (settings.ADAPTER.getNavigator().userAgent.toLowerCase().indexOf('chrome') > -1) {\n var args = [\n \"\\n %c %c %c PixiJS \" + VERSION + \" - \\u2730 \" + type + \" \\u2730 %c %c http://www.pixijs.com/ %c %c \\u2665%c\\u2665%c\\u2665 \\n\\n\",\n 'background: #ff66a5; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'color: #ff66a5; background: #030307; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'background: #ffc3dc; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;' ];\n (_a = globalThis.console).log.apply(_a, args);\n }\n else if (globalThis.console) {\n globalThis.console.log(\"PixiJS \" + VERSION + \" - \" + type + \" - http://www.pixijs.com/\");\n }\n saidHello = true;\n}\n\nvar supported;\n/**\n * Helper for checking for WebGL support.\n * @memberof PIXI.utils\n * @function isWebGLSupported\n * @returns {boolean} Is WebGL supported.\n */\nfunction isWebGLSupported() {\n if (typeof supported === 'undefined') {\n supported = (function supported() {\n var contextOptions = {\n stencil: true,\n failIfMajorPerformanceCaveat: settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT,\n };\n try {\n if (!settings.ADAPTER.getWebGLRenderingContext()) {\n return false;\n }\n var canvas = settings.ADAPTER.createCanvas();\n var gl = (canvas.getContext('webgl', contextOptions)\n || canvas.getContext('experimental-webgl', contextOptions));\n var success = !!(gl && gl.getContextAttributes().stencil);\n if (gl) {\n var loseContext = gl.getExtension('WEBGL_lose_context');\n if (loseContext) {\n loseContext.loseContext();\n }\n }\n gl = null;\n return success;\n }\n catch (e) {\n return false;\n }\n })();\n }\n return supported;\n}\n\nvar aliceblue = \"#f0f8ff\";\nvar antiquewhite = \"#faebd7\";\nvar aqua = \"#00ffff\";\nvar aquamarine = \"#7fffd4\";\nvar azure = \"#f0ffff\";\nvar beige = \"#f5f5dc\";\nvar bisque = \"#ffe4c4\";\nvar black = \"#000000\";\nvar blanchedalmond = \"#ffebcd\";\nvar blue = \"#0000ff\";\nvar blueviolet = \"#8a2be2\";\nvar brown = \"#a52a2a\";\nvar burlywood = \"#deb887\";\nvar cadetblue = \"#5f9ea0\";\nvar chartreuse = \"#7fff00\";\nvar chocolate = \"#d2691e\";\nvar coral = \"#ff7f50\";\nvar cornflowerblue = \"#6495ed\";\nvar cornsilk = \"#fff8dc\";\nvar crimson = \"#dc143c\";\nvar cyan = \"#00ffff\";\nvar darkblue = \"#00008b\";\nvar darkcyan = \"#008b8b\";\nvar darkgoldenrod = \"#b8860b\";\nvar darkgray = \"#a9a9a9\";\nvar darkgreen = \"#006400\";\nvar darkgrey = \"#a9a9a9\";\nvar darkkhaki = \"#bdb76b\";\nvar darkmagenta = \"#8b008b\";\nvar darkolivegreen = \"#556b2f\";\nvar darkorange = \"#ff8c00\";\nvar darkorchid = \"#9932cc\";\nvar darkred = \"#8b0000\";\nvar darksalmon = \"#e9967a\";\nvar darkseagreen = \"#8fbc8f\";\nvar darkslateblue = \"#483d8b\";\nvar darkslategray = \"#2f4f4f\";\nvar darkslategrey = \"#2f4f4f\";\nvar darkturquoise = \"#00ced1\";\nvar darkviolet = \"#9400d3\";\nvar deeppink = \"#ff1493\";\nvar deepskyblue = \"#00bfff\";\nvar dimgray = \"#696969\";\nvar dimgrey = \"#696969\";\nvar dodgerblue = \"#1e90ff\";\nvar firebrick = \"#b22222\";\nvar floralwhite = \"#fffaf0\";\nvar forestgreen = \"#228b22\";\nvar fuchsia = \"#ff00ff\";\nvar gainsboro = \"#dcdcdc\";\nvar ghostwhite = \"#f8f8ff\";\nvar goldenrod = \"#daa520\";\nvar gold = \"#ffd700\";\nvar gray = \"#808080\";\nvar green = \"#008000\";\nvar greenyellow = \"#adff2f\";\nvar grey = \"#808080\";\nvar honeydew = \"#f0fff0\";\nvar hotpink = \"#ff69b4\";\nvar indianred = \"#cd5c5c\";\nvar indigo = \"#4b0082\";\nvar ivory = \"#fffff0\";\nvar khaki = \"#f0e68c\";\nvar lavenderblush = \"#fff0f5\";\nvar lavender = \"#e6e6fa\";\nvar lawngreen = \"#7cfc00\";\nvar lemonchiffon = \"#fffacd\";\nvar lightblue = \"#add8e6\";\nvar lightcoral = \"#f08080\";\nvar lightcyan = \"#e0ffff\";\nvar lightgoldenrodyellow = \"#fafad2\";\nvar lightgray = \"#d3d3d3\";\nvar lightgreen = \"#90ee90\";\nvar lightgrey = \"#d3d3d3\";\nvar lightpink = \"#ffb6c1\";\nvar lightsalmon = \"#ffa07a\";\nvar lightseagreen = \"#20b2aa\";\nvar lightskyblue = \"#87cefa\";\nvar lightslategray = \"#778899\";\nvar lightslategrey = \"#778899\";\nvar lightsteelblue = \"#b0c4de\";\nvar lightyellow = \"#ffffe0\";\nvar lime = \"#00ff00\";\nvar limegreen = \"#32cd32\";\nvar linen = \"#faf0e6\";\nvar magenta = \"#ff00ff\";\nvar maroon = \"#800000\";\nvar mediumaquamarine = \"#66cdaa\";\nvar mediumblue = \"#0000cd\";\nvar mediumorchid = \"#ba55d3\";\nvar mediumpurple = \"#9370db\";\nvar mediumseagreen = \"#3cb371\";\nvar mediumslateblue = \"#7b68ee\";\nvar mediumspringgreen = \"#00fa9a\";\nvar mediumturquoise = \"#48d1cc\";\nvar mediumvioletred = \"#c71585\";\nvar midnightblue = \"#191970\";\nvar mintcream = \"#f5fffa\";\nvar mistyrose = \"#ffe4e1\";\nvar moccasin = \"#ffe4b5\";\nvar navajowhite = \"#ffdead\";\nvar navy = \"#000080\";\nvar oldlace = \"#fdf5e6\";\nvar olive = \"#808000\";\nvar olivedrab = \"#6b8e23\";\nvar orange = \"#ffa500\";\nvar orangered = \"#ff4500\";\nvar orchid = \"#da70d6\";\nvar palegoldenrod = \"#eee8aa\";\nvar palegreen = \"#98fb98\";\nvar paleturquoise = \"#afeeee\";\nvar palevioletred = \"#db7093\";\nvar papayawhip = \"#ffefd5\";\nvar peachpuff = \"#ffdab9\";\nvar peru = \"#cd853f\";\nvar pink = \"#ffc0cb\";\nvar plum = \"#dda0dd\";\nvar powderblue = \"#b0e0e6\";\nvar purple = \"#800080\";\nvar rebeccapurple = \"#663399\";\nvar red = \"#ff0000\";\nvar rosybrown = \"#bc8f8f\";\nvar royalblue = \"#4169e1\";\nvar saddlebrown = \"#8b4513\";\nvar salmon = \"#fa8072\";\nvar sandybrown = \"#f4a460\";\nvar seagreen = \"#2e8b57\";\nvar seashell = \"#fff5ee\";\nvar sienna = \"#a0522d\";\nvar silver = \"#c0c0c0\";\nvar skyblue = \"#87ceeb\";\nvar slateblue = \"#6a5acd\";\nvar slategray = \"#708090\";\nvar slategrey = \"#708090\";\nvar snow = \"#fffafa\";\nvar springgreen = \"#00ff7f\";\nvar steelblue = \"#4682b4\";\nvar tan = \"#d2b48c\";\nvar teal = \"#008080\";\nvar thistle = \"#d8bfd8\";\nvar tomato = \"#ff6347\";\nvar turquoise = \"#40e0d0\";\nvar violet = \"#ee82ee\";\nvar wheat = \"#f5deb3\";\nvar white = \"#ffffff\";\nvar whitesmoke = \"#f5f5f5\";\nvar yellow = \"#ffff00\";\nvar yellowgreen = \"#9acd32\";\nvar cssColorNames = {\n\taliceblue: aliceblue,\n\tantiquewhite: antiquewhite,\n\taqua: aqua,\n\taquamarine: aquamarine,\n\tazure: azure,\n\tbeige: beige,\n\tbisque: bisque,\n\tblack: black,\n\tblanchedalmond: blanchedalmond,\n\tblue: blue,\n\tblueviolet: blueviolet,\n\tbrown: brown,\n\tburlywood: burlywood,\n\tcadetblue: cadetblue,\n\tchartreuse: chartreuse,\n\tchocolate: chocolate,\n\tcoral: coral,\n\tcornflowerblue: cornflowerblue,\n\tcornsilk: cornsilk,\n\tcrimson: crimson,\n\tcyan: cyan,\n\tdarkblue: darkblue,\n\tdarkcyan: darkcyan,\n\tdarkgoldenrod: darkgoldenrod,\n\tdarkgray: darkgray,\n\tdarkgreen: darkgreen,\n\tdarkgrey: darkgrey,\n\tdarkkhaki: darkkhaki,\n\tdarkmagenta: darkmagenta,\n\tdarkolivegreen: darkolivegreen,\n\tdarkorange: darkorange,\n\tdarkorchid: darkorchid,\n\tdarkred: darkred,\n\tdarksalmon: darksalmon,\n\tdarkseagreen: darkseagreen,\n\tdarkslateblue: darkslateblue,\n\tdarkslategray: darkslategray,\n\tdarkslategrey: darkslategrey,\n\tdarkturquoise: darkturquoise,\n\tdarkviolet: darkviolet,\n\tdeeppink: deeppink,\n\tdeepskyblue: deepskyblue,\n\tdimgray: dimgray,\n\tdimgrey: dimgrey,\n\tdodgerblue: dodgerblue,\n\tfirebrick: firebrick,\n\tfloralwhite: floralwhite,\n\tforestgreen: forestgreen,\n\tfuchsia: fuchsia,\n\tgainsboro: gainsboro,\n\tghostwhite: ghostwhite,\n\tgoldenrod: goldenrod,\n\tgold: gold,\n\tgray: gray,\n\tgreen: green,\n\tgreenyellow: greenyellow,\n\tgrey: grey,\n\thoneydew: honeydew,\n\thotpink: hotpink,\n\tindianred: indianred,\n\tindigo: indigo,\n\tivory: ivory,\n\tkhaki: khaki,\n\tlavenderblush: lavenderblush,\n\tlavender: lavender,\n\tlawngreen: lawngreen,\n\tlemonchiffon: lemonchiffon,\n\tlightblue: lightblue,\n\tlightcoral: lightcoral,\n\tlightcyan: lightcyan,\n\tlightgoldenrodyellow: lightgoldenrodyellow,\n\tlightgray: lightgray,\n\tlightgreen: lightgreen,\n\tlightgrey: lightgrey,\n\tlightpink: lightpink,\n\tlightsalmon: lightsalmon,\n\tlightseagreen: lightseagreen,\n\tlightskyblue: lightskyblue,\n\tlightslategray: lightslategray,\n\tlightslategrey: lightslategrey,\n\tlightsteelblue: lightsteelblue,\n\tlightyellow: lightyellow,\n\tlime: lime,\n\tlimegreen: limegreen,\n\tlinen: linen,\n\tmagenta: magenta,\n\tmaroon: maroon,\n\tmediumaquamarine: mediumaquamarine,\n\tmediumblue: mediumblue,\n\tmediumorchid: mediumorchid,\n\tmediumpurple: mediumpurple,\n\tmediumseagreen: mediumseagreen,\n\tmediumslateblue: mediumslateblue,\n\tmediumspringgreen: mediumspringgreen,\n\tmediumturquoise: mediumturquoise,\n\tmediumvioletred: mediumvioletred,\n\tmidnightblue: midnightblue,\n\tmintcream: mintcream,\n\tmistyrose: mistyrose,\n\tmoccasin: moccasin,\n\tnavajowhite: navajowhite,\n\tnavy: navy,\n\toldlace: oldlace,\n\tolive: olive,\n\tolivedrab: olivedrab,\n\torange: orange,\n\torangered: orangered,\n\torchid: orchid,\n\tpalegoldenrod: palegoldenrod,\n\tpalegreen: palegreen,\n\tpaleturquoise: paleturquoise,\n\tpalevioletred: palevioletred,\n\tpapayawhip: papayawhip,\n\tpeachpuff: peachpuff,\n\tperu: peru,\n\tpink: pink,\n\tplum: plum,\n\tpowderblue: powderblue,\n\tpurple: purple,\n\trebeccapurple: rebeccapurple,\n\tred: red,\n\trosybrown: rosybrown,\n\troyalblue: royalblue,\n\tsaddlebrown: saddlebrown,\n\tsalmon: salmon,\n\tsandybrown: sandybrown,\n\tseagreen: seagreen,\n\tseashell: seashell,\n\tsienna: sienna,\n\tsilver: silver,\n\tskyblue: skyblue,\n\tslateblue: slateblue,\n\tslategray: slategray,\n\tslategrey: slategrey,\n\tsnow: snow,\n\tspringgreen: springgreen,\n\tsteelblue: steelblue,\n\ttan: tan,\n\tteal: teal,\n\tthistle: thistle,\n\ttomato: tomato,\n\tturquoise: turquoise,\n\tviolet: violet,\n\twheat: wheat,\n\twhite: white,\n\twhitesmoke: whitesmoke,\n\tyellow: yellow,\n\tyellowgreen: yellowgreen\n};\n\n/**\n * Converts a hexadecimal color number to an [R, G, B] array of normalized floats (numbers from 0.0 to 1.0).\n * @example\n * PIXI.utils.hex2rgb(0xffffff); // returns [1, 1, 1]\n * @memberof PIXI.utils\n * @function hex2rgb\n * @param {number} hex - The hexadecimal number to convert\n * @param {number[]} [out=[]] - If supplied, this array will be used rather than returning a new one\n * @returns {number[]} An array representing the [R, G, B] of the color where all values are floats.\n */\nfunction hex2rgb(hex, out) {\n if (out === void 0) { out = []; }\n out[0] = ((hex >> 16) & 0xFF) / 255;\n out[1] = ((hex >> 8) & 0xFF) / 255;\n out[2] = (hex & 0xFF) / 255;\n return out;\n}\n/**\n * Converts a hexadecimal color number to a string.\n * @example\n * PIXI.utils.hex2string(0xffffff); // returns \"#ffffff\"\n * @memberof PIXI.utils\n * @function hex2string\n * @param {number} hex - Number in hex (e.g., `0xffffff`)\n * @returns {string} The string color (e.g., `\"#ffffff\"`).\n */\nfunction hex2string(hex) {\n var hexString = hex.toString(16);\n hexString = '000000'.substring(0, 6 - hexString.length) + hexString;\n return \"#\" + hexString;\n}\n/**\n * Converts a string to a hexadecimal color number.\n * It can handle:\n * hex strings starting with #: \"#ffffff\"\n * hex strings starting with 0x: \"0xffffff\"\n * hex strings without prefix: \"ffffff\"\n * css colors: \"black\"\n * @example\n * PIXI.utils.string2hex(\"#ffffff\"); // returns 0xffffff, which is 16777215 as an integer\n * @memberof PIXI.utils\n * @function string2hex\n * @param {string} string - The string color (e.g., `\"#ffffff\"`)\n * @returns {number} Number in hexadecimal.\n */\nfunction string2hex(string) {\n if (typeof string === 'string') {\n string = cssColorNames[string.toLowerCase()] || string;\n if (string[0] === '#') {\n string = string.slice(1);\n }\n }\n return parseInt(string, 16);\n}\n/**\n * Converts a color as an [R, G, B] array of normalized floats to a hexadecimal number.\n * @example\n * PIXI.utils.rgb2hex([1, 1, 1]); // returns 0xffffff, which is 16777215 as an integer\n * @memberof PIXI.utils\n * @function rgb2hex\n * @param {number[]} rgb - Array of numbers where all values are normalized floats from 0.0 to 1.0.\n * @returns {number} Number in hexadecimal.\n */\nfunction rgb2hex(rgb) {\n return (((rgb[0] * 255) << 16) + ((rgb[1] * 255) << 8) + (rgb[2] * 255 | 0));\n}\n\n/**\n * Corrects PixiJS blend, takes premultiplied alpha into account\n * @memberof PIXI.utils\n * @function mapPremultipliedBlendModes\n * @private\n * @returns {Array} Mapped modes.\n */\nfunction mapPremultipliedBlendModes() {\n var pm = [];\n var npm = [];\n for (var i = 0; i < 32; i++) {\n pm[i] = i;\n npm[i] = i;\n }\n pm[BLEND_MODES.NORMAL_NPM] = BLEND_MODES.NORMAL;\n pm[BLEND_MODES.ADD_NPM] = BLEND_MODES.ADD;\n pm[BLEND_MODES.SCREEN_NPM] = BLEND_MODES.SCREEN;\n npm[BLEND_MODES.NORMAL] = BLEND_MODES.NORMAL_NPM;\n npm[BLEND_MODES.ADD] = BLEND_MODES.ADD_NPM;\n npm[BLEND_MODES.SCREEN] = BLEND_MODES.SCREEN_NPM;\n var array = [];\n array.push(npm);\n array.push(pm);\n return array;\n}\n/**\n * maps premultiply flag and blendMode to adjusted blendMode\n * @memberof PIXI.utils\n * @constant premultiplyBlendMode\n * @type {Array}\n */\nvar premultiplyBlendMode = mapPremultipliedBlendModes();\n/**\n * changes blendMode according to texture format\n * @memberof PIXI.utils\n * @function correctBlendMode\n * @param {number} blendMode - supposed blend mode\n * @param {boolean} premultiplied - whether source is premultiplied\n * @returns {number} true blend mode for this texture\n */\nfunction correctBlendMode(blendMode, premultiplied) {\n return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode];\n}\n/**\n * combines rgb and alpha to out array\n * @memberof PIXI.utils\n * @function premultiplyRgba\n * @param {Float32Array|number[]} rgb - input rgb\n * @param {number} alpha - alpha param\n * @param {Float32Array} [out] - output\n * @param {boolean} [premultiply=true] - do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nfunction premultiplyRgba(rgb, alpha, out, premultiply) {\n out = out || new Float32Array(4);\n if (premultiply || premultiply === undefined) {\n out[0] = rgb[0] * alpha;\n out[1] = rgb[1] * alpha;\n out[2] = rgb[2] * alpha;\n }\n else {\n out[0] = rgb[0];\n out[1] = rgb[1];\n out[2] = rgb[2];\n }\n out[3] = alpha;\n return out;\n}\n/**\n * premultiplies tint\n * @memberof PIXI.utils\n * @function premultiplyTint\n * @param {number} tint - integer RGB\n * @param {number} alpha - floating point alpha (0.0-1.0)\n * @returns {number} tint multiplied by alpha\n */\nfunction premultiplyTint(tint, alpha) {\n if (alpha === 1.0) {\n return (alpha * 255 << 24) + tint;\n }\n if (alpha === 0.0) {\n return 0;\n }\n var R = ((tint >> 16) & 0xFF);\n var G = ((tint >> 8) & 0xFF);\n var B = (tint & 0xFF);\n R = ((R * alpha) + 0.5) | 0;\n G = ((G * alpha) + 0.5) | 0;\n B = ((B * alpha) + 0.5) | 0;\n return (alpha * 255 << 24) + (R << 16) + (G << 8) + B;\n}\n/**\n * converts integer tint and float alpha to vec4 form, premultiplies by default\n * @memberof PIXI.utils\n * @function premultiplyTintToRgba\n * @param {number} tint - input tint\n * @param {number} alpha - alpha param\n * @param {Float32Array} [out] - output\n * @param {boolean} [premultiply=true] - do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nfunction premultiplyTintToRgba(tint, alpha, out, premultiply) {\n out = out || new Float32Array(4);\n out[0] = ((tint >> 16) & 0xFF) / 255.0;\n out[1] = ((tint >> 8) & 0xFF) / 255.0;\n out[2] = (tint & 0xFF) / 255.0;\n if (premultiply || premultiply === undefined) {\n out[0] *= alpha;\n out[1] *= alpha;\n out[2] *= alpha;\n }\n out[3] = alpha;\n return out;\n}\n\n/**\n * Generic Mask Stack data structure\n * @memberof PIXI.utils\n * @function createIndicesForQuads\n * @param {number} size - Number of quads\n * @param {Uint16Array|Uint32Array} [outBuffer] - Buffer for output, length has to be `6 * size`\n * @returns {Uint16Array|Uint32Array} - Resulting index buffer\n */\nfunction createIndicesForQuads(size, outBuffer) {\n if (outBuffer === void 0) { outBuffer = null; }\n // the total number of indices in our array, there are 6 points per quad.\n var totalIndices = size * 6;\n outBuffer = outBuffer || new Uint16Array(totalIndices);\n if (outBuffer.length !== totalIndices) {\n throw new Error(\"Out buffer length is incorrect, got \" + outBuffer.length + \" and expected \" + totalIndices);\n }\n // fill the indices with the quads to draw\n for (var i = 0, j = 0; i < totalIndices; i += 6, j += 4) {\n outBuffer[i + 0] = j + 0;\n outBuffer[i + 1] = j + 1;\n outBuffer[i + 2] = j + 2;\n outBuffer[i + 3] = j + 0;\n outBuffer[i + 4] = j + 2;\n outBuffer[i + 5] = j + 3;\n }\n return outBuffer;\n}\n\nfunction getBufferType(array) {\n if (array.BYTES_PER_ELEMENT === 4) {\n if (array instanceof Float32Array) {\n return 'Float32Array';\n }\n else if (array instanceof Uint32Array) {\n return 'Uint32Array';\n }\n return 'Int32Array';\n }\n else if (array.BYTES_PER_ELEMENT === 2) {\n if (array instanceof Uint16Array) {\n return 'Uint16Array';\n }\n }\n else if (array.BYTES_PER_ELEMENT === 1) {\n if (array instanceof Uint8Array) {\n return 'Uint8Array';\n }\n }\n // TODO map out the rest of the array elements!\n return null;\n}\n\n/* eslint-disable object-shorthand */\nvar map = { Float32Array: Float32Array, Uint32Array: Uint32Array, Int32Array: Int32Array, Uint8Array: Uint8Array };\nfunction interleaveTypedArrays(arrays, sizes) {\n var outSize = 0;\n var stride = 0;\n var views = {};\n for (var i = 0; i < arrays.length; i++) {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n var buffer = new ArrayBuffer(outSize * 4);\n var out = null;\n var littleOffset = 0;\n for (var i = 0; i < arrays.length; i++) {\n var size = sizes[i];\n var array = arrays[i];\n /*\n @todo This is unsafe casting but consistent with how the code worked previously. Should it stay this way\n or should and `getBufferTypeUnsafe` function be exposed that throws an Error if unsupported type is passed?\n */\n var type = getBufferType(array);\n if (!views[type]) {\n views[type] = new map[type](buffer);\n }\n out = views[type];\n for (var j = 0; j < array.length; j++) {\n var indexStart = ((j / size | 0) * stride) + littleOffset;\n var index = j % size;\n out[indexStart + index] = array[j];\n }\n littleOffset += size;\n }\n return new Float32Array(buffer);\n}\n\n// Taken from the bit-twiddle package\n/**\n * Rounds to next power of two.\n * @function nextPow2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @returns {number} - next rounded power of two\n */\nfunction nextPow2(v) {\n v += v === 0 ? 1 : 0;\n --v;\n v |= v >>> 1;\n v |= v >>> 2;\n v |= v >>> 4;\n v |= v >>> 8;\n v |= v >>> 16;\n return v + 1;\n}\n/**\n * Checks if a number is a power of two.\n * @function isPow2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @returns {boolean} `true` if value is power of two\n */\nfunction isPow2(v) {\n return !(v & (v - 1)) && (!!v);\n}\n/**\n * Computes ceil of log base 2\n * @function log2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @returns {number} logarithm base 2\n */\nfunction log2(v) {\n var r = (v > 0xFFFF ? 1 : 0) << 4;\n v >>>= r;\n var shift = (v > 0xFF ? 1 : 0) << 3;\n v >>>= shift;\n r |= shift;\n shift = (v > 0xF ? 1 : 0) << 2;\n v >>>= shift;\n r |= shift;\n shift = (v > 0x3 ? 1 : 0) << 1;\n v >>>= shift;\n r |= shift;\n return r | (v >> 1);\n}\n\n/**\n * Remove items from a javascript array without generating garbage\n * @function removeItems\n * @memberof PIXI.utils\n * @param {Array} arr - Array to remove elements from\n * @param {number} startIdx - starting index\n * @param {number} removeCount - how many to remove\n */\nfunction removeItems(arr, startIdx, removeCount) {\n var length = arr.length;\n var i;\n if (startIdx >= length || removeCount === 0) {\n return;\n }\n removeCount = (startIdx + removeCount > length ? length - startIdx : removeCount);\n var len = length - removeCount;\n for (i = startIdx; i < len; ++i) {\n arr[i] = arr[i + removeCount];\n }\n arr.length = len;\n}\n\n/**\n * Returns sign of number\n * @memberof PIXI.utils\n * @function sign\n * @param {number} n - the number to check the sign of\n * @returns {number} 0 if `n` is 0, -1 if `n` is negative, 1 if `n` is positive\n */\nfunction sign(n) {\n if (n === 0)\n { return 0; }\n return n < 0 ? -1 : 1;\n}\n\nvar nextUid = 0;\n/**\n * Gets the next unique identifier\n * @memberof PIXI.utils\n * @function uid\n * @returns {number} The next unique identifier to use.\n */\nfunction uid() {\n return ++nextUid;\n}\n\n// A map of warning messages already fired\nvar warnings = {};\n/**\n * Helper for warning developers about deprecated features & settings.\n * A stack track for warnings is given; useful for tracking-down where\n * deprecated methods/properties/classes are being used within the code.\n * @memberof PIXI.utils\n * @function deprecation\n * @param {string} version - The version where the feature became deprecated\n * @param {string} message - Message should include what is deprecated, where, and the new solution\n * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack\n * this is mostly to ignore internal deprecation calls.\n */\nfunction deprecation(version, message, ignoreDepth) {\n if (ignoreDepth === void 0) { ignoreDepth = 3; }\n // Ignore duplicat\n if (warnings[message]) {\n return;\n }\n /* eslint-disable no-console */\n var stack = new Error().stack;\n // Handle IE < 10 and Safari < 6\n if (typeof stack === 'undefined') {\n console.warn('PixiJS Deprecation Warning: ', message + \"\\nDeprecated since v\" + version);\n }\n else {\n // chop off the stack trace which includes PixiJS internal calls\n stack = stack.split('\\n').splice(ignoreDepth).join('\\n');\n if (console.groupCollapsed) {\n console.groupCollapsed('%cPixiJS Deprecation Warning: %c%s', 'color:#614108;background:#fffbe6', 'font-weight:normal;color:#614108;background:#fffbe6', message + \"\\nDeprecated since v\" + version);\n console.warn(stack);\n console.groupEnd();\n }\n else {\n console.warn('PixiJS Deprecation Warning: ', message + \"\\nDeprecated since v\" + version);\n console.warn(stack);\n }\n }\n /* eslint-enable no-console */\n warnings[message] = true;\n}\n\n/**\n * @todo Describe property usage\n * @static\n * @name ProgramCache\n * @memberof PIXI.utils\n * @type {object}\n */\nvar ProgramCache = {};\n/**\n * @todo Describe property usage\n * @static\n * @name TextureCache\n * @memberof PIXI.utils\n * @type {object}\n */\nvar TextureCache = Object.create(null);\n/**\n * @todo Describe property usage\n * @static\n * @name BaseTextureCache\n * @memberof PIXI.utils\n * @type {object}\n */\nvar BaseTextureCache = Object.create(null);\n/**\n * Destroys all texture in the cache\n * @memberof PIXI.utils\n * @function destroyTextureCache\n */\nfunction destroyTextureCache() {\n var key;\n for (key in TextureCache) {\n TextureCache[key].destroy();\n }\n for (key in BaseTextureCache) {\n BaseTextureCache[key].destroy();\n }\n}\n/**\n * Removes all textures from cache, but does not destroy them\n * @memberof PIXI.utils\n * @function clearTextureCache\n */\nfunction clearTextureCache() {\n var key;\n for (key in TextureCache) {\n delete TextureCache[key];\n }\n for (key in BaseTextureCache) {\n delete BaseTextureCache[key];\n }\n}\n\n/**\n * Creates a Canvas element of the given size to be used as a target for rendering to.\n * @class\n * @memberof PIXI.utils\n */\nvar CanvasRenderTarget = /** @class */ (function () {\n /**\n * @param width - the width for the newly created canvas\n * @param height - the height for the newly created canvas\n * @param {number} [resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the canvas\n */\n function CanvasRenderTarget(width, height, resolution) {\n this.canvas = settings.ADAPTER.createCanvas();\n this.context = this.canvas.getContext('2d');\n this.resolution = resolution || settings.RESOLUTION;\n this.resize(width, height);\n }\n /**\n * Clears the canvas that was created by the CanvasRenderTarget class.\n * @private\n */\n CanvasRenderTarget.prototype.clear = function () {\n this.context.setTransform(1, 0, 0, 1, 0, 0);\n this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n };\n /**\n * Resizes the canvas to the specified width and height.\n * @param desiredWidth - the desired width of the canvas\n * @param desiredHeight - the desired height of the canvas\n */\n CanvasRenderTarget.prototype.resize = function (desiredWidth, desiredHeight) {\n this.canvas.width = Math.round(desiredWidth * this.resolution);\n this.canvas.height = Math.round(desiredHeight * this.resolution);\n };\n /** Destroys this canvas. */\n CanvasRenderTarget.prototype.destroy = function () {\n this.context = null;\n this.canvas = null;\n };\n Object.defineProperty(CanvasRenderTarget.prototype, \"width\", {\n /**\n * The width of the canvas buffer in pixels.\n * @member {number}\n */\n get: function () {\n return this.canvas.width;\n },\n set: function (val) {\n this.canvas.width = Math.round(val);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(CanvasRenderTarget.prototype, \"height\", {\n /**\n * The height of the canvas buffer in pixels.\n * @member {number}\n */\n get: function () {\n return this.canvas.height;\n },\n set: function (val) {\n this.canvas.height = Math.round(val);\n },\n enumerable: false,\n configurable: true\n });\n return CanvasRenderTarget;\n}());\n\n/**\n * Trim transparent borders from a canvas\n * @memberof PIXI.utils\n * @function trimCanvas\n * @param {HTMLCanvasElement} canvas - the canvas to trim\n * @returns {object} Trim data\n */\nfunction trimCanvas(canvas) {\n // https://gist.github.com/remy/784508\n var width = canvas.width;\n var height = canvas.height;\n var context = canvas.getContext('2d', {\n willReadFrequently: true,\n });\n var imageData = context.getImageData(0, 0, width, height);\n var pixels = imageData.data;\n var len = pixels.length;\n var bound = {\n top: null,\n left: null,\n right: null,\n bottom: null,\n };\n var data = null;\n var i;\n var x;\n var y;\n for (i = 0; i < len; i += 4) {\n if (pixels[i + 3] !== 0) {\n x = (i / 4) % width;\n y = ~~((i / 4) / width);\n if (bound.top === null) {\n bound.top = y;\n }\n if (bound.left === null) {\n bound.left = x;\n }\n else if (x < bound.left) {\n bound.left = x;\n }\n if (bound.right === null) {\n bound.right = x + 1;\n }\n else if (bound.right < x) {\n bound.right = x + 1;\n }\n if (bound.bottom === null) {\n bound.bottom = y;\n }\n else if (bound.bottom < y) {\n bound.bottom = y;\n }\n }\n }\n if (bound.top !== null) {\n width = bound.right - bound.left;\n height = bound.bottom - bound.top + 1;\n data = context.getImageData(bound.left, bound.top, width, height);\n }\n return {\n height: height,\n width: width,\n data: data,\n };\n}\n\n/**\n * Regexp for data URI.\n * Based on: {@link https://github.com/ragingwind/data-uri-regex}\n * @static\n * @constant {RegExp|string} DATA_URI\n * @memberof PIXI\n * @example data:image/png;base64\n */\nvar DATA_URI = /^\\s*data:(?:([\\w-]+)\\/([\\w+.-]+))?(?:;charset=([\\w-]+))?(?:;(base64))?,(.*)/i;\n\n/**\n * @memberof PIXI.utils\n * @interface DecomposedDataUri\n */\n/**\n * type, eg. `image`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} mediaType\n */\n/**\n * Sub type, eg. `png`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} subType\n */\n/**\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} charset\n */\n/**\n * Data encoding, eg. `base64`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} encoding\n */\n/**\n * The actual data\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} data\n */\n/**\n * Split a data URI into components. Returns undefined if\n * parameter `dataUri` is not a valid data URI.\n * @memberof PIXI.utils\n * @function decomposeDataUri\n * @param {string} dataUri - the data URI to check\n * @returns {PIXI.utils.DecomposedDataUri|undefined} The decomposed data uri or undefined\n */\nfunction decomposeDataUri(dataUri) {\n var dataUriMatch = DATA_URI.exec(dataUri);\n if (dataUriMatch) {\n return {\n mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : undefined,\n subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : undefined,\n charset: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : undefined,\n encoding: dataUriMatch[4] ? dataUriMatch[4].toLowerCase() : undefined,\n data: dataUriMatch[5],\n };\n }\n return undefined;\n}\n\nvar tempAnchor;\n/**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n * Nipped from the resource loader!\n * @ignore\n * @param {string} url - The url to test.\n * @param {object} [loc=window.location] - The location object to test against.\n * @returns {string} The crossOrigin value to use (or empty string for none).\n */\nfunction determineCrossOrigin(url$1, loc) {\n if (loc === void 0) { loc = globalThis.location; }\n // data: and javascript: urls are considered same-origin\n if (url$1.indexOf('data:') === 0) {\n return '';\n }\n // default is window.location\n loc = loc || globalThis.location;\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url$1;\n var parsedUrl = url.parse(tempAnchor.href);\n var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port);\n // if cross origin\n if (parsedUrl.hostname !== loc.hostname || !samePort || parsedUrl.protocol !== loc.protocol) {\n return 'anonymous';\n }\n return '';\n}\n\n/**\n * get the resolution / device pixel ratio of an asset by looking for the prefix\n * used by spritesheets and image urls\n * @memberof PIXI.utils\n * @function getResolutionOfUrl\n * @param {string} url - the image path\n * @param {number} [defaultValue=1] - the defaultValue if no filename prefix is set.\n * @returns {number} resolution / device pixel ratio of an asset\n */\nfunction getResolutionOfUrl(url, defaultValue) {\n var resolution = settings.RETINA_PREFIX.exec(url);\n if (resolution) {\n return parseFloat(resolution[1]);\n }\n return defaultValue !== undefined ? defaultValue : 1;\n}\n\nexport { BaseTextureCache, CanvasRenderTarget, DATA_URI, ProgramCache, TextureCache, clearTextureCache, correctBlendMode, createIndicesForQuads, decomposeDataUri, deprecation, destroyTextureCache, determineCrossOrigin, getBufferType, getResolutionOfUrl, hex2rgb, hex2string, interleaveTypedArrays, isPow2, isWebGLSupported, log2, nextPow2, path, premultiplyBlendMode, premultiplyRgba, premultiplyTint, premultiplyTintToRgba, removeItems, rgb2hex, sayHello, sign, skipHello, string2hex, trimCanvas, uid, url };\n//# sourceMappingURL=utils.mjs.map\n","/*!\n * @pixi/math - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/math is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * Two Pi.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar PI_2 = Math.PI * 2;\n/**\n * Conversion factor for converting radians to degrees.\n * @static\n * @member {number} RAD_TO_DEG\n * @memberof PIXI\n */\nvar RAD_TO_DEG = 180 / Math.PI;\n/**\n * Conversion factor for converting degrees to radians.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar DEG_TO_RAD = Math.PI / 180;\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n * @static\n * @memberof PIXI\n * @enum {number}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n */\nvar SHAPES;\n(function (SHAPES) {\n SHAPES[SHAPES[\"POLY\"] = 0] = \"POLY\";\n SHAPES[SHAPES[\"RECT\"] = 1] = \"RECT\";\n SHAPES[SHAPES[\"CIRC\"] = 2] = \"CIRC\";\n SHAPES[SHAPES[\"ELIP\"] = 3] = \"ELIP\";\n SHAPES[SHAPES[\"RREC\"] = 4] = \"RREC\";\n})(SHAPES || (SHAPES = {}));\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis\n * @class\n * @memberof PIXI\n * @implements {IPoint}\n */\nvar Point = /** @class */ (function () {\n /**\n * Creates a new `Point`\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function Point(x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n /** Position of the point on the x axis */\n this.x = 0;\n /** Position of the point on the y axis */\n this.y = 0;\n this.x = x;\n this.y = y;\n }\n /**\n * Creates a clone of this point\n * @returns A clone of this point\n */\n Point.prototype.clone = function () {\n return new Point(this.x, this.y);\n };\n /**\n * Copies `x` and `y` from the given point into this point\n * @param p - The point to copy from\n * @returns The point instance itself\n */\n Point.prototype.copyFrom = function (p) {\n this.set(p.x, p.y);\n return this;\n };\n /**\n * Copies this point's x and y into the given point (`p`).\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n Point.prototype.copyTo = function (p) {\n p.set(this.x, this.y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n Point.prototype.equals = function (p) {\n return (p.x === this.x) && (p.y === this.y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the `x` axis\n * @param {number} [y=x] - position of the point on the `y` axis\n * @returns The point instance itself\n */\n Point.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n this.x = x;\n this.y = y;\n return this;\n };\n Point.prototype.toString = function () {\n return \"[@pixi/math:Point x=\" + this.x + \" y=\" + this.y + \"]\";\n };\n return Point;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\n/**\n * Size object, contains width and height\n * @memberof PIXI\n * @typedef {object} ISize\n * @property {number} width - Width component\n * @property {number} height - Height component\n */\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n * @memberof PIXI\n */\nvar Rectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rectangle\n * @param y - The Y coordinate of the upper-left corner of the rectangle\n * @param width - The overall width of the rectangle\n * @param height - The overall height of the rectangle\n */\n function Rectangle(x, y, width, height) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this.x = Number(x);\n this.y = Number(y);\n this.width = Number(width);\n this.height = Number(height);\n this.type = SHAPES.RECT;\n }\n Object.defineProperty(Rectangle.prototype, \"left\", {\n /** Returns the left edge of the rectangle. */\n get: function () {\n return this.x;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"right\", {\n /** Returns the right edge of the rectangle. */\n get: function () {\n return this.x + this.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"top\", {\n /** Returns the top edge of the rectangle. */\n get: function () {\n return this.y;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"bottom\", {\n /** Returns the bottom edge of the rectangle. */\n get: function () {\n return this.y + this.height;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle, \"EMPTY\", {\n /** A constant empty rectangle. */\n get: function () {\n return new Rectangle(0, 0, 0, 0);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates a clone of this Rectangle\n * @returns a copy of the rectangle\n */\n Rectangle.prototype.clone = function () {\n return new Rectangle(this.x, this.y, this.width, this.height);\n };\n /**\n * Copies another rectangle to this one.\n * @param rectangle - The rectangle to copy from.\n * @returns Returns itself.\n */\n Rectangle.prototype.copyFrom = function (rectangle) {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n return this;\n };\n /**\n * Copies this rectangle to another one.\n * @param rectangle - The rectangle to copy to.\n * @returns Returns given parameter.\n */\n Rectangle.prototype.copyTo = function (rectangle) {\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n return rectangle;\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Rectangle\n */\n Rectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x < this.x + this.width) {\n if (y >= this.y && y < this.y + this.height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object.\n * Returns true only if the area of the intersection is >0, this means that Rectangles\n * sharing a side are not overlapping. Another side effect is that an arealess rectangle\n * (width or height equal to zero) can't intersect any other rectangle.\n * @param {Rectangle} other - The Rectangle to intersect with `this`.\n * @param {Matrix} transform - The transformation matrix of `other`.\n * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`.\n */\n Rectangle.prototype.intersects = function (other, transform) {\n if (!transform) {\n var x0_1 = this.x < other.x ? other.x : this.x;\n var x1_1 = this.right > other.right ? other.right : this.right;\n if (x1_1 <= x0_1) {\n return false;\n }\n var y0_1 = this.y < other.y ? other.y : this.y;\n var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom;\n return y1_1 > y0_1;\n }\n var x0 = this.left;\n var x1 = this.right;\n var y0 = this.top;\n var y1 = this.bottom;\n if (x1 <= x0 || y1 <= y0) {\n return false;\n }\n var lt = tempPoints[0].set(other.left, other.top);\n var lb = tempPoints[1].set(other.left, other.bottom);\n var rt = tempPoints[2].set(other.right, other.top);\n var rb = tempPoints[3].set(other.right, other.bottom);\n if (rt.x <= lt.x || lb.y <= lt.y) {\n return false;\n }\n var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c));\n if (s === 0) {\n return false;\n }\n transform.apply(lt, lt);\n transform.apply(lb, lb);\n transform.apply(rt, rt);\n transform.apply(rb, rb);\n if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0\n || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1\n || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0\n || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) {\n return false;\n }\n var nx = s * (lb.y - lt.y);\n var ny = s * (lt.x - lb.x);\n var n00 = (nx * x0) + (ny * y0);\n var n10 = (nx * x1) + (ny * y0);\n var n01 = (nx * x0) + (ny * y1);\n var n11 = (nx * x1) + (ny * y1);\n if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y)\n || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) {\n return false;\n }\n var mx = s * (lt.y - rt.y);\n var my = s * (rt.x - lt.x);\n var m00 = (mx * x0) + (my * y0);\n var m10 = (mx * x1) + (my * y0);\n var m01 = (mx * x0) + (my * y1);\n var m11 = (mx * x1) + (my * y1);\n if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y)\n || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) {\n return false;\n }\n return true;\n };\n /**\n * Pads the rectangle making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n * @returns Returns itself.\n */\n Rectangle.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n this.x -= paddingX;\n this.y -= paddingY;\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n return this;\n };\n /**\n * Fits this rectangle around the passed one.\n * @param rectangle - The rectangle to fit.\n * @returns Returns itself.\n */\n Rectangle.prototype.fit = function (rectangle) {\n var x1 = Math.max(this.x, rectangle.x);\n var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.max(this.y, rectangle.y);\n var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = Math.max(x2 - x1, 0);\n this.y = y1;\n this.height = Math.max(y2 - y1, 0);\n return this;\n };\n /**\n * Enlarges rectangle that way its corners lie on grid\n * @param resolution - resolution\n * @param eps - precision\n * @returns Returns itself.\n */\n Rectangle.prototype.ceil = function (resolution, eps) {\n if (resolution === void 0) { resolution = 1; }\n if (eps === void 0) { eps = 0.001; }\n var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n return this;\n };\n /**\n * Enlarges this rectangle to include the passed rectangle.\n * @param rectangle - The rectangle to include.\n * @returns Returns itself.\n */\n Rectangle.prototype.enlarge = function (rectangle) {\n var x1 = Math.min(this.x, rectangle.x);\n var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.min(this.y, rectangle.y);\n var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n return this;\n };\n Rectangle.prototype.toString = function () {\n return \"[@pixi/math:Rectangle x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Rectangle;\n}());\n\n/**\n * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Circle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this circle\n * @param y - The Y coordinate of the center of this circle\n * @param radius - The radius of the circle\n */\n function Circle(x, y, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (radius === void 0) { radius = 0; }\n this.x = x;\n this.y = y;\n this.radius = radius;\n this.type = SHAPES.CIRC;\n }\n /**\n * Creates a clone of this Circle instance\n * @returns A copy of the Circle\n */\n Circle.prototype.clone = function () {\n return new Circle(this.x, this.y, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this circle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Circle\n */\n Circle.prototype.contains = function (x, y) {\n if (this.radius <= 0) {\n return false;\n }\n var r2 = this.radius * this.radius;\n var dx = (this.x - x);\n var dy = (this.y - y);\n dx *= dx;\n dy *= dy;\n return (dx + dy <= r2);\n };\n /**\n * Returns the framing rectangle of the circle as a Rectangle object\n * @returns The framing rectangle\n */\n Circle.prototype.getBounds = function () {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n };\n Circle.prototype.toString = function () {\n return \"[@pixi/math:Circle x=\" + this.x + \" y=\" + this.y + \" radius=\" + this.radius + \"]\";\n };\n return Circle;\n}());\n\n/**\n * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Ellipse = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this ellipse\n * @param y - The Y coordinate of the center of this ellipse\n * @param halfWidth - The half width of this ellipse\n * @param halfHeight - The half height of this ellipse\n */\n function Ellipse(x, y, halfWidth, halfHeight) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (halfWidth === void 0) { halfWidth = 0; }\n if (halfHeight === void 0) { halfHeight = 0; }\n this.x = x;\n this.y = y;\n this.width = halfWidth;\n this.height = halfHeight;\n this.type = SHAPES.ELIP;\n }\n /**\n * Creates a clone of this Ellipse instance\n * @returns {PIXI.Ellipse} A copy of the ellipse\n */\n Ellipse.prototype.clone = function () {\n return new Ellipse(this.x, this.y, this.width, this.height);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this ellipse\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coords are within this ellipse\n */\n Ellipse.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n // normalize the coords to an ellipse with center 0,0\n var normx = ((x - this.x) / this.width);\n var normy = ((y - this.y) / this.height);\n normx *= normx;\n normy *= normy;\n return (normx + normy <= 1);\n };\n /**\n * Returns the framing rectangle of the ellipse as a Rectangle object\n * @returns The framing rectangle\n */\n Ellipse.prototype.getBounds = function () {\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n };\n Ellipse.prototype.toString = function () {\n return \"[@pixi/math:Ellipse x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Ellipse;\n}());\n\n/**\n * A class to define a shape via user defined coordinates.\n * @memberof PIXI\n */\nvar Polygon = /** @class */ (function () {\n /**\n * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points\n * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or\n * the arguments passed can be all the points of the polygon e.g.\n * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat\n * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.\n */\n function Polygon() {\n var arguments$1 = arguments;\n\n var points = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n points[_i] = arguments$1[_i];\n }\n var flat = Array.isArray(points[0]) ? points[0] : points;\n // if this is an array of points, convert it to a flat array of numbers\n if (typeof flat[0] !== 'number') {\n var p = [];\n for (var i = 0, il = flat.length; i < il; i++) {\n p.push(flat[i].x, flat[i].y);\n }\n flat = p;\n }\n this.points = flat;\n this.type = SHAPES.POLY;\n this.closeStroke = true;\n }\n /**\n * Creates a clone of this polygon.\n * @returns - A copy of the polygon.\n */\n Polygon.prototype.clone = function () {\n var points = this.points.slice();\n var polygon = new Polygon(points);\n polygon.closeStroke = this.closeStroke;\n return polygon;\n };\n /**\n * Checks whether the x and y coordinates passed to this function are contained within this polygon.\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this polygon.\n */\n Polygon.prototype.contains = function (x, y) {\n var inside = false;\n // use some raycasting to test hits\n // https://github.com/substack/point-in-polygon/blob/master/index.js\n var length = this.points.length / 2;\n for (var i = 0, j = length - 1; i < length; j = i++) {\n var xi = this.points[i * 2];\n var yi = this.points[(i * 2) + 1];\n var xj = this.points[j * 2];\n var yj = this.points[(j * 2) + 1];\n var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);\n if (intersect) {\n inside = !inside;\n }\n }\n return inside;\n };\n Polygon.prototype.toString = function () {\n return \"[@pixi/math:Polygon\"\n + (\"closeStroke=\" + this.closeStroke)\n + (\"points=\" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + \", \" + currentPoint; }, '') + \"]\");\n };\n return Polygon;\n}());\n\n/**\n * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its\n * top-left corner point (x, y) and by its width and its height and its radius.\n * @memberof PIXI\n */\nvar RoundedRectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rounded rectangle\n * @param y - The Y coordinate of the upper-left corner of the rounded rectangle\n * @param width - The overall width of this rounded rectangle\n * @param height - The overall height of this rounded rectangle\n * @param radius - Controls the radius of the rounded corners\n */\n function RoundedRectangle(x, y, width, height, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n if (radius === void 0) { radius = 20; }\n this.x = x;\n this.y = y;\n this.width = width;\n this.height = height;\n this.radius = radius;\n this.type = SHAPES.RREC;\n }\n /**\n * Creates a clone of this Rounded Rectangle.\n * @returns - A copy of the rounded rectangle.\n */\n RoundedRectangle.prototype.clone = function () {\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rounded Rectangle\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this Rounded Rectangle.\n */\n RoundedRectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width) {\n if (y >= this.y && y <= this.y + this.height) {\n var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2));\n if ((y >= this.y + radius && y <= this.y + this.height - radius)\n || (x >= this.x + radius && x <= this.x + this.width - radius)) {\n return true;\n }\n var dx = x - (this.x + radius);\n var dy = y - (this.y + radius);\n var radius2 = radius * radius;\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + this.width - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dy = y - (this.y + this.height - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n }\n }\n return false;\n };\n RoundedRectangle.prototype.toString = function () {\n return \"[@pixi/math:RoundedRectangle x=\" + this.x + \" y=\" + this.y\n + (\"width=\" + this.width + \" height=\" + this.height + \" radius=\" + this.radius + \"]\");\n };\n return RoundedRectangle;\n}());\n\n/**\n * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis.\n *\n * An `ObservablePoint` is a point that triggers a callback when the point's position is changed.\n * @memberof PIXI\n */\nvar ObservablePoint = /** @class */ (function () {\n /**\n * Creates a new `ObservablePoint`\n * @param cb - callback function triggered when `x` and/or `y` are changed\n * @param scope - owner of callback\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function ObservablePoint(cb, scope, x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n this._x = x;\n this._y = y;\n this.cb = cb;\n this.scope = scope;\n }\n /**\n * Creates a clone of this point.\n * The callback and scope params can be overridden otherwise they will default\n * to the clone object's values.\n * @override\n * @param cb - The callback function triggered when `x` and/or `y` are changed\n * @param scope - The owner of the callback\n * @returns a copy of this observable point\n */\n ObservablePoint.prototype.clone = function (cb, scope) {\n if (cb === void 0) { cb = this.cb; }\n if (scope === void 0) { scope = this.scope; }\n return new ObservablePoint(cb, scope, this._x, this._y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n if (this._x !== x || this._y !== y) {\n this._x = x;\n this._y = y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies x and y from the given point (`p`)\n * @param p - The point to copy from. Can be any of type that is or extends `IPointData`\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.copyFrom = function (p) {\n if (this._x !== p.x || this._y !== p.y) {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies this point's x and y into that of the given point (`p`)\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n ObservablePoint.prototype.copyTo = function (p) {\n p.set(this._x, this._y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n ObservablePoint.prototype.equals = function (p) {\n return (p.x === this._x) && (p.y === this._y);\n };\n ObservablePoint.prototype.toString = function () {\n return \"[@pixi/math:ObservablePoint x=\" + 0 + \" y=\" + 0 + \" scope=\" + this.scope + \"]\";\n };\n Object.defineProperty(ObservablePoint.prototype, \"x\", {\n /** Position of the observable point on the x axis. */\n get: function () {\n return this._x;\n },\n set: function (value) {\n if (this._x !== value) {\n this._x = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ObservablePoint.prototype, \"y\", {\n /** Position of the observable point on the y axis. */\n get: function () {\n return this._y;\n },\n set: function (value) {\n if (this._y !== value) {\n this._y = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n return ObservablePoint;\n}());\n\n/**\n * The PixiJS Matrix as a class makes it a lot faster.\n *\n * Here is a representation of it:\n * ```js\n * | a | c | tx|\n * | b | d | ty|\n * | 0 | 0 | 1 |\n * ```\n * @memberof PIXI\n */\nvar Matrix = /** @class */ (function () {\n /**\n * @param a - x scale\n * @param b - y skew\n * @param c - x skew\n * @param d - y scale\n * @param tx - x translation\n * @param ty - y translation\n */\n function Matrix(a, b, c, d, tx, ty) {\n if (a === void 0) { a = 1; }\n if (b === void 0) { b = 0; }\n if (c === void 0) { c = 0; }\n if (d === void 0) { d = 1; }\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n this.array = null;\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n }\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n * @param array - The array that the matrix will be populated from.\n */\n Matrix.prototype.fromArray = function (array) {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n };\n /**\n * Sets the matrix properties.\n * @param a - Matrix component\n * @param b - Matrix component\n * @param c - Matrix component\n * @param d - Matrix component\n * @param tx - Matrix component\n * @param ty - Matrix component\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.set = function (a, b, c, d, tx, ty) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n return this;\n };\n /**\n * Creates an array from the current Matrix object.\n * @param transpose - Whether we need to transpose the matrix or not\n * @param [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @returns The newly created array which contains the matrix\n */\n Matrix.prototype.toArray = function (transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n var array = out || this.array;\n if (transpose) {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n }\n else {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n return array;\n };\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, transformed through this matrix\n */\n Matrix.prototype.apply = function (pos, newPos) {\n newPos = (newPos || new Point());\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.a * x) + (this.c * y) + this.tx;\n newPos.y = (this.b * x) + (this.d * y) + this.ty;\n return newPos;\n };\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n Matrix.prototype.applyInverse = function (pos, newPos) {\n newPos = (newPos || new Point());\n var id = 1 / ((this.a * this.d) + (this.c * -this.b));\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);\n newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);\n return newPos;\n };\n /**\n * Translates the matrix on the x and y.\n * @param x - How much to translate x by\n * @param y - How much to translate y by\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.translate = function (x, y) {\n this.tx += x;\n this.ty += y;\n return this;\n };\n /**\n * Applies a scale transformation to the matrix.\n * @param x - The amount to scale horizontally\n * @param y - The amount to scale vertically\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.scale = function (x, y) {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n return this;\n };\n /**\n * Applies a rotation transformation to the matrix.\n * @param angle - The angle in radians.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.rotate = function (angle) {\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n var a1 = this.a;\n var c1 = this.c;\n var tx1 = this.tx;\n this.a = (a1 * cos) - (this.b * sin);\n this.b = (a1 * sin) + (this.b * cos);\n this.c = (c1 * cos) - (this.d * sin);\n this.d = (c1 * sin) + (this.d * cos);\n this.tx = (tx1 * cos) - (this.ty * sin);\n this.ty = (tx1 * sin) + (this.ty * cos);\n return this;\n };\n /**\n * Appends the given Matrix to this Matrix.\n * @param matrix - The matrix to append.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.append = function (matrix) {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n this.a = (matrix.a * a1) + (matrix.b * c1);\n this.b = (matrix.a * b1) + (matrix.b * d1);\n this.c = (matrix.c * a1) + (matrix.d * c1);\n this.d = (matrix.c * b1) + (matrix.d * d1);\n this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;\n this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;\n return this;\n };\n /**\n * Sets the matrix based on all the available properties\n * @param x - Position on the x axis\n * @param y - Position on the y axis\n * @param pivotX - Pivot on the x axis\n * @param pivotY - Pivot on the y axis\n * @param scaleX - Scale on the x axis\n * @param scaleY - Scale on the y axis\n * @param rotation - Rotation in radians\n * @param skewX - Skew on the x axis\n * @param skewY - Skew on the y axis\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n this.a = Math.cos(rotation + skewY) * scaleX;\n this.b = Math.sin(rotation + skewY) * scaleX;\n this.c = -Math.sin(rotation - skewX) * scaleY;\n this.d = Math.cos(rotation - skewX) * scaleY;\n this.tx = x - ((pivotX * this.a) + (pivotY * this.c));\n this.ty = y - ((pivotX * this.b) + (pivotY * this.d));\n return this;\n };\n /**\n * Prepends the given Matrix to this Matrix.\n * @param matrix - The matrix to prepend\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.prepend = function (matrix) {\n var tx1 = this.tx;\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n var a1 = this.a;\n var c1 = this.c;\n this.a = (a1 * matrix.a) + (this.b * matrix.c);\n this.b = (a1 * matrix.b) + (this.b * matrix.d);\n this.c = (c1 * matrix.a) + (this.d * matrix.c);\n this.d = (c1 * matrix.b) + (this.d * matrix.d);\n }\n this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;\n this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;\n return this;\n };\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n * @param transform - The transform to apply the properties to.\n * @returns The transform with the newly applied properties\n */\n Matrix.prototype.decompose = function (transform) {\n // sort out rotation / skew..\n var a = this.a;\n var b = this.b;\n var c = this.c;\n var d = this.d;\n var pivot = transform.pivot;\n var skewX = -Math.atan2(-c, d);\n var skewY = Math.atan2(b, a);\n var delta = Math.abs(skewX + skewY);\n if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n }\n else {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n // next set scale\n transform.scale.x = Math.sqrt((a * a) + (b * b));\n transform.scale.y = Math.sqrt((c * c) + (d * d));\n // next set position\n transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c));\n transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d));\n return transform;\n };\n /**\n * Inverts this matrix\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.invert = function () {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n var tx1 = this.tx;\n var n = (a1 * d1) - (b1 * c1);\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;\n this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;\n return this;\n };\n /**\n * Resets this Matrix to an identity (default) matrix.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.identity = function () {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n return this;\n };\n /**\n * Creates a new Matrix object with the same values as this one.\n * @returns A copy of this matrix. Good for chaining method calls.\n */\n Matrix.prototype.clone = function () {\n var matrix = new Matrix();\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n * @param matrix - The matrix to copy to.\n * @returns The matrix given in parameter with its values updated.\n */\n Matrix.prototype.copyTo = function (matrix) {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the matrix to be the same as the ones in given matrix\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @returns {PIXI.Matrix} this\n */\n Matrix.prototype.copyFrom = function (matrix) {\n this.a = matrix.a;\n this.b = matrix.b;\n this.c = matrix.c;\n this.d = matrix.d;\n this.tx = matrix.tx;\n this.ty = matrix.ty;\n return this;\n };\n Matrix.prototype.toString = function () {\n return \"[@pixi/math:Matrix a=\" + this.a + \" b=\" + this.b + \" c=\" + this.c + \" d=\" + this.d + \" tx=\" + this.tx + \" ty=\" + this.ty + \"]\";\n };\n Object.defineProperty(Matrix, \"IDENTITY\", {\n /**\n * A default (identity) matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Matrix, \"TEMP_MATRIX\", {\n /**\n * A temp matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n return Matrix;\n}());\n\n// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group\n/*\n * Transform matrix for operation n is:\n * | ux | vx |\n * | uy | vy |\n */\nvar ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nvar uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\n/**\n * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * for the composition of each rotation in the dihederal group D8.\n * @type {number[][]}\n * @private\n */\nvar rotationCayley = [];\n/**\n * Matrices for each `GD8Symmetry` rotation.\n * @type {PIXI.Matrix[]}\n * @private\n */\nvar rotationMatrices = [];\n/*\n * Alias for {@code Math.sign}.\n */\nvar signum = Math.sign;\n/*\n * Initializes `rotationCayley` and `rotationMatrices`. It is called\n * only once below.\n */\nfunction init() {\n for (var i = 0; i < 16; i++) {\n var row = [];\n rotationCayley.push(row);\n for (var j = 0; j < 16; j++) {\n /* Multiplies rotation matrices i and j. */\n var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));\n var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));\n var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));\n var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));\n /* Finds rotation matrix matching the product and pushes it. */\n for (var k = 0; k < 16; k++) {\n if (ux[k] === _ux && uy[k] === _uy\n && vx[k] === _vx && vy[k] === _vy) {\n row.push(k);\n break;\n }\n }\n }\n }\n for (var i = 0; i < 16; i++) {\n var mat = new Matrix();\n mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);\n rotationMatrices.push(mat);\n }\n}\ninit();\n/**\n * @memberof PIXI\n * @typedef {number} GD8Symmetry\n * @see PIXI.groupD8\n */\n/**\n * Implements the dihedral group D8, which is similar to\n * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};\n * D8 is the same but with diagonals, and it is used for texture\n * rotations.\n *\n * The directions the U- and V- axes after rotation\n * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`\n * and `(vX(a), vY(a))`. These aren't necessarily unit vectors.\n *\n * **Origin:**
                                                                        \n * This is the small part of gameofbombs.com portal system. It works.\n * @see PIXI.groupD8.E\n * @see PIXI.groupD8.SE\n * @see PIXI.groupD8.S\n * @see PIXI.groupD8.SW\n * @see PIXI.groupD8.W\n * @see PIXI.groupD8.NW\n * @see PIXI.groupD8.N\n * @see PIXI.groupD8.NE\n * @author Ivan @ivanpopelyshev\n * @namespace PIXI.groupD8\n * @memberof PIXI\n */\nvar groupD8 = {\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 0° | East |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n E: 0,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 45°↻ | Southeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SE: 1,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 90°↻ | South |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n S: 2,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 135°↻ | Southwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SW: 3,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 180° | West |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n W: 4,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -135°/225°↻ | Northwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NW: 5,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -90°/270°↻ | North |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n N: 6,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -45°/315°↻ | Northeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NE: 7,\n /**\n * Reflection about Y-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_VERTICAL: 8,\n /**\n * Reflection about the main diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MAIN_DIAGONAL: 10,\n /**\n * Reflection about X-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_HORIZONTAL: 12,\n /**\n * Reflection about reverse diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n REVERSE_DIAGONAL: 14,\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the U-axis\n * after rotating the axes.\n */\n uX: function (ind) { return ux[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis\n * after rotating the axes.\n */\n uY: function (ind) { return uy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the V-axis\n * after rotating the axes.\n */\n vX: function (ind) { return vx[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis\n * after rotating the axes.\n */\n vY: function (ind) { return vy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite\n * is needed. Only rotations have opposite symmetries while\n * reflections don't.\n * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation`\n */\n inv: function (rotation) {\n if (rotation & 8) // true only if between 8 & 15 (reflections)\n {\n return rotation & 15; // or rotation % 16\n }\n return (-rotation) & 7; // or (8 - rotation) % 8\n },\n /**\n * Composes the two D8 operations.\n *\n * Taking `^` as reflection:\n *\n * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |\n * |-------|-----|-----|-----|-----|------|-------|-------|-------|\n * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |\n * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |\n * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |\n * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |\n * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |\n * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |\n * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |\n * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |\n *\n * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which\n * is the row in the above cayley table.\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which\n * is the column in the above cayley table.\n * @returns {PIXI.GD8Symmetry} Composed operation\n */\n add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); },\n /**\n * Reverse of `add`.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation\n * @returns {PIXI.GD8Symmetry} Result\n */\n sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); },\n /**\n * Adds 180 degrees to rotation, which is a commutative\n * operation.\n * @memberof PIXI.groupD8\n * @param {number} rotation - The number to rotate.\n * @returns {number} Rotated number\n */\n rotate180: function (rotation) { return rotation ^ 4; },\n /**\n * Checks if the rotation angle is vertical, i.e. south\n * or north. It doesn't work for reflections.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - The number to check.\n * @returns {boolean} Whether or not the direction is vertical\n */\n isVertical: function (rotation) { return (rotation & 3) === 2; },\n /**\n * Approximates the vector `V(dx,dy)` into one of the\n * eight directions provided by `groupD8`.\n * @memberof PIXI.groupD8\n * @param {number} dx - X-component of the vector\n * @param {number} dy - Y-component of the vector\n * @returns {PIXI.GD8Symmetry} Approximation of the vector into\n * one of the eight symmetries.\n */\n byDirection: function (dx, dy) {\n if (Math.abs(dx) * 2 <= Math.abs(dy)) {\n if (dy >= 0) {\n return groupD8.S;\n }\n return groupD8.N;\n }\n else if (Math.abs(dy) * 2 <= Math.abs(dx)) {\n if (dx > 0) {\n return groupD8.E;\n }\n return groupD8.W;\n }\n else if (dy > 0) {\n if (dx > 0) {\n return groupD8.SE;\n }\n return groupD8.SW;\n }\n else if (dx > 0) {\n return groupD8.NE;\n }\n return groupD8.NW;\n },\n /**\n * Helps sprite to compensate texture packer rotation.\n * @memberof PIXI.groupD8\n * @param {PIXI.Matrix} matrix - sprite world matrix\n * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.\n * @param {number} tx - sprite anchoring\n * @param {number} ty - sprite anchoring\n */\n matrixAppendRotationInv: function (matrix, rotation, tx, ty) {\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n // Packer used \"rotation\", we use \"inv(rotation)\"\n var mat = rotationMatrices[groupD8.inv(rotation)];\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n },\n};\n\n/**\n * Transform that takes care about its versions.\n * @memberof PIXI\n */\nvar Transform = /** @class */ (function () {\n function Transform() {\n this.worldTransform = new Matrix();\n this.localTransform = new Matrix();\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n this._rotation = 0;\n this._cx = 1;\n this._sx = 0;\n this._cy = 0;\n this._sy = 1;\n this._localID = 0;\n this._currentLocalID = 0;\n this._worldID = 0;\n this._parentID = 0;\n }\n /** Called when a value changes. */\n Transform.prototype.onChange = function () {\n this._localID++;\n };\n /** Called when the skew or the rotation changes. */\n Transform.prototype.updateSkew = function () {\n this._cx = Math.cos(this._rotation + this.skew.y);\n this._sx = Math.sin(this._rotation + this.skew.y);\n this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2\n this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2\n this._localID++;\n };\n Transform.prototype.toString = function () {\n return \"[@pixi/math:Transform \"\n + (\"position=(\" + this.position.x + \", \" + this.position.y + \") \")\n + (\"rotation=\" + this.rotation + \" \")\n + (\"scale=(\" + this.scale.x + \", \" + this.scale.y + \") \")\n + (\"skew=(\" + this.skew.x + \", \" + this.skew.y + \") \")\n + \"]\";\n };\n /** Updates the local transformation matrix. */\n Transform.prototype.updateLocalTransform = function () {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n };\n /**\n * Updates the local and the world transformation matrices.\n * @param parentTransform - The parent transform\n */\n Transform.prototype.updateTransform = function (parentTransform) {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n if (this._parentID !== parentTransform._worldID) {\n // concat the parent matrix with the objects transform.\n var pt = parentTransform.worldTransform;\n var wt = this.worldTransform;\n wt.a = (lt.a * pt.a) + (lt.b * pt.c);\n wt.b = (lt.a * pt.b) + (lt.b * pt.d);\n wt.c = (lt.c * pt.a) + (lt.d * pt.c);\n wt.d = (lt.c * pt.b) + (lt.d * pt.d);\n wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;\n wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;\n this._parentID = parentTransform._worldID;\n // update the id of the transform..\n this._worldID++;\n }\n };\n /**\n * Decomposes a matrix and sets the transforms properties based on it.\n * @param matrix - The matrix to decompose\n */\n Transform.prototype.setFromMatrix = function (matrix) {\n matrix.decompose(this);\n this._localID++;\n };\n Object.defineProperty(Transform.prototype, \"rotation\", {\n /** The rotation of the object in radians. */\n get: function () {\n return this._rotation;\n },\n set: function (value) {\n if (this._rotation !== value) {\n this._rotation = value;\n this.updateSkew();\n }\n },\n enumerable: false,\n configurable: true\n });\n /** A default (identity) transform. */\n Transform.IDENTITY = new Transform();\n return Transform;\n}());\n\nexport { Circle, DEG_TO_RAD, Ellipse, Matrix, ObservablePoint, PI_2, Point, Polygon, RAD_TO_DEG, Rectangle, RoundedRectangle, SHAPES, Transform, groupD8 };\n//# sourceMappingURL=math.mjs.map\n","/*!\n * @pixi/display - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/display is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { Rectangle, RAD_TO_DEG, DEG_TO_RAD, Transform } from '@pixi/math';\nimport { EventEmitter, removeItems } from '@pixi/utils';\nimport { MASK_TYPES } from '@pixi/constants';\n\n/**\n * Sets the default value for the container property 'sortableChildren'.\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n * @static\n * @constant\n * @name SORTABLE_CHILDREN\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.SORTABLE_CHILDREN = false;\n\n/**\n * 'Builder' pattern for bounds rectangles.\n *\n * This could be called an Axis-Aligned Bounding Box.\n * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems.\n * @memberof PIXI\n */\nvar Bounds = /** @class */ (function () {\n function Bounds() {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n this.rect = null;\n this.updateID = -1;\n }\n /**\n * Checks if bounds are empty.\n * @returns - True if empty.\n */\n Bounds.prototype.isEmpty = function () {\n return this.minX > this.maxX || this.minY > this.maxY;\n };\n /** Clears the bounds and resets. */\n Bounds.prototype.clear = function () {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n };\n /**\n * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n * It is not guaranteed that it will return tempRect\n * @param rect - Temporary object will be used if AABB is not empty\n * @returns - A rectangle of the bounds\n */\n Bounds.prototype.getRectangle = function (rect) {\n if (this.minX > this.maxX || this.minY > this.maxY) {\n return Rectangle.EMPTY;\n }\n rect = rect || new Rectangle(0, 0, 1, 1);\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n return rect;\n };\n /**\n * This function should be inlined when its possible.\n * @param point - The point to add.\n */\n Bounds.prototype.addPoint = function (point) {\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n };\n /**\n * Adds a point, after transformed. This should be inlined when its possible.\n * @param matrix\n * @param point\n */\n Bounds.prototype.addPointMatrix = function (matrix, point) {\n var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty;\n var x = (a * point.x) + (c * point.y) + tx;\n var y = (b * point.x) + (d * point.y) + ty;\n this.minX = Math.min(this.minX, x);\n this.maxX = Math.max(this.maxX, x);\n this.minY = Math.min(this.minY, y);\n this.maxY = Math.max(this.maxY, y);\n };\n /**\n * Adds a quad, not transformed\n * @param vertices - The verts to add.\n */\n Bounds.prototype.addQuad = function (vertices) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = vertices[0];\n var y = vertices[1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds sprite frame, transformed.\n * @param transform - transform to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) {\n this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1);\n };\n /**\n * Adds sprite frame, multiplied by matrix\n * @param matrix - matrix to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) {\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = (a * x0) + (c * y0) + tx;\n var y = (b * x0) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y0) + tx;\n y = (b * x1) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x0) + (c * y1) + tx;\n y = (b * x0) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y1) + tx;\n y = (b * x1) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds screen vertices from array\n * @param vertexData - calculated vertices\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var x = vertexData[i];\n var y = vertexData[i + 1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Add an array of mesh vertices\n * @param transform - mesh transform\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) {\n this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset);\n };\n /**\n * Add an array of mesh vertices.\n * @param matrix - mesh matrix\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n * @param padX - x padding\n * @param padY - y padding\n */\n Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) {\n if (padX === void 0) { padX = 0; }\n if (padY === void 0) { padY = padX; }\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var rawX = vertices[i];\n var rawY = vertices[i + 1];\n var x = (a * rawX) + (c * rawY) + tx;\n var y = (d * rawY) + (b * rawX) + ty;\n minX = Math.min(minX, x - padX);\n maxX = Math.max(maxX, x + padX);\n minY = Math.min(minY, y - padY);\n maxY = Math.max(maxY, y + padY);\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds other {@link Bounds}.\n * @param bounds - The Bounds to be added\n */\n Bounds.prototype.addBounds = function (bounds) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = bounds.minX < minX ? bounds.minX : minX;\n this.minY = bounds.minY < minY ? bounds.minY : minY;\n this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX;\n this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY;\n };\n /**\n * Adds other Bounds, masked with Bounds.\n * @param bounds - The Bounds to be added.\n * @param mask - TODO\n */\n Bounds.prototype.addBoundsMask = function (bounds, mask) {\n var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX;\n var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY;\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty.\n * @param bounds - other bounds\n * @param matrix - multiplicator\n */\n Bounds.prototype.addBoundsMatrix = function (bounds, matrix) {\n this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY);\n };\n /**\n * Adds other Bounds, masked with Rectangle.\n * @param bounds - TODO\n * @param area - TODO\n */\n Bounds.prototype.addBoundsArea = function (bounds, area) {\n var _minX = bounds.minX > area.x ? bounds.minX : area.x;\n var _minY = bounds.minY > area.y ? bounds.minY : area.y;\n var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width);\n var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height);\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Pads bounds object, making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n */\n Bounds.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n if (!this.isEmpty()) {\n this.minX -= paddingX;\n this.maxX += paddingX;\n this.minY -= paddingY;\n this.maxY += paddingY;\n }\n };\n /**\n * Adds padded frame. (x0, y0) should be strictly less than (x1, y1)\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n * @param padX - padding X\n * @param padY - padding Y\n */\n Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) {\n x0 -= padX;\n y0 -= padY;\n x1 += padX;\n y1 += padY;\n this.minX = this.minX < x0 ? this.minX : x0;\n this.maxX = this.maxX > x1 ? this.maxX : x1;\n this.minY = this.minY < y0 ? this.minY : y0;\n this.maxY = this.maxY > y1 ? this.maxY : y1;\n };\n return Bounds;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * The base class for all objects that are rendered on the screen.\n *\n * This is an abstract class and can not be used on its own; rather it should be extended.\n *\n * ## Display objects implemented in PixiJS\n *\n * | Display Object | Description |\n * | ------------------------------- | --------------------------------------------------------------------- |\n * | {@link PIXI.Container} | Adds support for `children` to DisplayObject |\n * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API |\n * | {@link PIXI.Sprite} | Draws textures (i.e. images) |\n * | {@link PIXI.Text} | Draws text using the Canvas API internally |\n * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures |\n * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion |\n * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images |\n * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data |\n * | {@link PIXI.NineSlicePlane} | Mesh-related |\n * | {@link PIXI.SimpleMesh} | v4-compatible mesh |\n * | {@link PIXI.SimplePlane} | Mesh-related |\n * | {@link PIXI.SimpleRope} | Mesh-related |\n *\n * ## Transforms\n *\n * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its\n * local coordinate space to its parent's local coordinate space. The following properties are derived\n * from the transform:\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n *
                                                                        PropertyDescription
                                                                        [pivot]{@link PIXI.DisplayObject#pivot}\n * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot\n * is equal to position, regardless of the other three transformations. In other words, It is the center of\n * rotation, scaling, and skewing.\n *
                                                                        [position]{@link PIXI.DisplayObject#position}\n * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local\n * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object\n * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space.\n *
                                                                        [scale]{@link PIXI.DisplayObject#scale}\n * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the\n * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center\n * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}.\n *
                                                                        [rotation]{@link PIXI.DisplayObject#rotation}\n * Rotation. This will rotate the display object's projection by this angle (in radians).\n *
                                                                        [skew]{@link PIXI.DisplayObject#skew}\n *

                                                                        Skewing. This can be used to deform a rectangular display object into a parallelogram.

                                                                        \n *

                                                                        \n * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be\n * thought of the net rotation applied to the coordinate axes (separately). For example, if \"skew.x\" is\n * ⍺ and \"skew.y\" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be\n * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will\n * be rotated by an angle between ⍺ and β.\n *

                                                                        \n *

                                                                        \n * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying\n * a rotation. Indeed, if \"skew.x\" = -ϴ and \"skew.y\" = ϴ, it will produce an equivalent of \"rotation\" = ϴ.\n *

                                                                        \n *

                                                                        \n * Another quite interesting observation is that \"skew.x\", \"skew.y\", rotation are communtative operations. Indeed,\n * because rotation is essentially a careful combination of the two.\n *

                                                                        \n *
                                                                        angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
                                                                        xTranslation. This is an alias for position.x!
                                                                        yTranslation. This is an alias for position.y!
                                                                        width\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing\n * the \"requested\" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there\n * is no concept of user-defined width.\n *
                                                                        height\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing\n * the \"requested\" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there\n * is no concept of user-defined height.\n *
                                                                        \n *\n * ## Bounds\n *\n * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit\n * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the\n * `worldTransform` to calculate in world space).\n *\n * There are a few additional types of bounding boxes:\n *\n * | Bounds | Description |\n * | --------------------- | ---------------------------------------------------------------------------------------- |\n * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. |\n * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. |\n * | Render Bounds | The bounds, but including extra rendering effects like filter padding. |\n * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. |\n * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. |\n * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)|\n * | Content Bounds | The natural bounds when excluding all children of a `Container`. |\n *\n * ### calculateBounds\n *\n * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children.\n *\n * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and\n * `getLocalBounds` to work. This method must write the bounds into `this._bounds`.\n *\n * Generally, the following technique works for most simple cases: take the list of points\n * forming the \"hull\" of the object (i.e. outline of the object's shape), and then add them\n * using {@link PIXI.Bounds#addPointMatrix}.\n *\n * ```js\n * calculateBounds(): void\n * {\n * const points = [...];\n *\n * for (let i = 0, j = points.length; i < j; i++)\n * {\n * this._bounds.addPointMatrix(this.worldTransform, points[i]);\n * }\n * }\n * ```\n *\n * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them\n * in one array together.\n *\n * ## Alpha\n *\n * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display\n * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not\n * applied on any ancestor further up the chain).\n *\n * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}.\n *\n * ## Renderable vs Visible\n *\n * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the\n * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display\n * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not\n * be calculated.\n *\n * It is recommended that applications use the `renderable` property for culling. See\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details.\n *\n * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This\n * one is also better in terms of performance.\n * @memberof PIXI\n */\nvar DisplayObject = /** @class */ (function (_super) {\n __extends(DisplayObject, _super);\n function DisplayObject() {\n var _this = _super.call(this) || this;\n _this.tempDisplayObjectParent = null;\n // TODO: need to create Transform from factory\n _this.transform = new Transform();\n _this.alpha = 1;\n _this.visible = true;\n _this.renderable = true;\n _this.cullable = false;\n _this.cullArea = null;\n _this.parent = null;\n _this.worldAlpha = 1;\n _this._lastSortedIndex = 0;\n _this._zIndex = 0;\n _this.filterArea = null;\n _this.filters = null;\n _this._enabledFilters = null;\n _this._bounds = new Bounds();\n _this._localBounds = null;\n _this._boundsID = 0;\n _this._boundsRect = null;\n _this._localBoundsRect = null;\n _this._mask = null;\n _this._maskRefCount = 0;\n _this._destroyed = false;\n _this.isSprite = false;\n _this.isMask = false;\n return _this;\n }\n /**\n * Mixes all enumerable properties and methods from a source object to DisplayObject.\n * @param source - The source of properties and methods to mix in.\n */\n DisplayObject.mixin = function (source) {\n // in ES8/ES2017, this would be really easy:\n // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source));\n // get all the enumerable property keys\n var keys = Object.keys(source);\n // loop through properties\n for (var i = 0; i < keys.length; ++i) {\n var propertyName = keys[i];\n // Set the property using the property descriptor - this works for accessors and normal value properties\n Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName));\n }\n };\n Object.defineProperty(DisplayObject.prototype, \"destroyed\", {\n /**\n * Fired when this DisplayObject is added to a Container.\n * @instance\n * @event added\n * @param {PIXI.Container} container - The container added to.\n */\n /**\n * Fired when this DisplayObject is removed from a Container.\n * @instance\n * @event removed\n * @param {PIXI.Container} container - The container removed from.\n */\n /**\n * Fired when this DisplayObject is destroyed. This event is emitted once\n * destroy is finished.\n * @instance\n * @event destroyed\n */\n /** Readonly flag for destroyed display objects. */\n get: function () {\n return this._destroyed;\n },\n enumerable: false,\n configurable: true\n });\n /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */\n DisplayObject.prototype._recursivePostUpdateTransform = function () {\n if (this.parent) {\n this.parent._recursivePostUpdateTransform();\n this.transform.updateTransform(this.parent.transform);\n }\n else {\n this.transform.updateTransform(this._tempDisplayObjectParent.transform);\n }\n };\n /** Updates the object transform for rendering. TODO - Optimization pass! */\n DisplayObject.prototype.updateTransform = function () {\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // multiply the alphas..\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n };\n /**\n * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}.\n *\n * This method is expensive on containers with a large subtree (like the stage). This is because the bounds\n * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to\n * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update\n * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using\n * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise,\n * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as\n * its height increases.\n *\n * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated.\n * The world bounds of all display objects in a container's **subtree** will also be recalculated.\n *\n * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds\n * calculation if needed.\n *\n * ```js\n * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect);\n * ```\n *\n * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This\n * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more\n * details.\n *\n * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms\n * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain\n * cases.\n * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The minimum axis-aligned rectangle in world space that fits around this object.\n */\n DisplayObject.prototype.getBounds = function (skipUpdate, rect) {\n if (!skipUpdate) {\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else {\n this._recursivePostUpdateTransform();\n this.updateTransform();\n }\n }\n if (this._bounds.updateID !== this._boundsID) {\n this.calculateBounds();\n this._bounds.updateID = this._boundsID;\n }\n if (!rect) {\n if (!this._boundsRect) {\n this._boundsRect = new Rectangle();\n }\n rect = this._boundsRect;\n }\n return this._bounds.getRectangle(rect);\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The rectangular bounding area.\n */\n DisplayObject.prototype.getLocalBounds = function (rect) {\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n var transformRef = this.transform;\n var parentRef = this.parent;\n this.parent = null;\n this.transform = this._tempDisplayObjectParent.transform;\n var worldBounds = this._bounds;\n var worldBoundsID = this._boundsID;\n this._bounds = this._localBounds;\n var bounds = this.getBounds(false, rect);\n this.parent = parentRef;\n this.transform = transformRef;\n this._bounds = worldBounds;\n this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects\n return bounds;\n };\n /**\n * Calculates the global position of the display object.\n * @param position - The world origin to calculate from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform.\n * @returns - A point object representing the position of this object.\n */\n DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) {\n if (skipUpdate === void 0) { skipUpdate = false; }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // don't need to update the lot\n return this.worldTransform.apply(position, point);\n };\n /**\n * Calculates the local position of the display object relative to another point.\n * @param position - The world origin to calculate from.\n * @param from - The DisplayObject to calculate the global position from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform\n * @returns - A point object representing the position of this object\n */\n DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) {\n if (from) {\n position = from.toGlobal(position, point, skipUpdate);\n }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // simply apply the matrix..\n return this.worldTransform.applyInverse(position, point);\n };\n /**\n * Set the parent Container of this DisplayObject.\n * @param container - The Container to add this DisplayObject to.\n * @returns - The Container that this DisplayObject was added to.\n */\n DisplayObject.prototype.setParent = function (container) {\n if (!container || !container.addChild) {\n throw new Error('setParent: Argument must be a Container');\n }\n container.addChild(this);\n return container;\n };\n /**\n * Convenience function to set the position, scale, skew and pivot at once.\n * @param x - The X position\n * @param y - The Y position\n * @param scaleX - The X scale value\n * @param scaleY - The Y scale value\n * @param rotation - The rotation\n * @param skewX - The X skew value\n * @param skewY - The Y skew value\n * @param pivotX - The X pivot value\n * @param pivotY - The Y pivot value\n * @returns - The DisplayObject instance\n */\n DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (scaleX === void 0) { scaleX = 1; }\n if (scaleY === void 0) { scaleY = 1; }\n if (rotation === void 0) { rotation = 0; }\n if (skewX === void 0) { skewX = 0; }\n if (skewY === void 0) { skewY = 0; }\n if (pivotX === void 0) { pivotX = 0; }\n if (pivotY === void 0) { pivotY = 0; }\n this.position.x = x;\n this.position.y = y;\n this.scale.x = !scaleX ? 1 : scaleX;\n this.scale.y = !scaleY ? 1 : scaleY;\n this.rotation = rotation;\n this.skew.x = skewX;\n this.skew.y = skewY;\n this.pivot.x = pivotX;\n this.pivot.y = pivotY;\n return this;\n };\n /**\n * Base destroy method for generic display objects. This will automatically\n * remove the display object from its parent Container as well as remove\n * all current event listeners and internal references. Do not use a DisplayObject\n * after calling `destroy()`.\n * @param _options\n */\n DisplayObject.prototype.destroy = function (_options) {\n if (this.parent) {\n this.parent.removeChild(this);\n }\n this._destroyed = true;\n this.transform = null;\n this.parent = null;\n this._bounds = null;\n this.mask = null;\n this.cullArea = null;\n this.filters = null;\n this.filterArea = null;\n this.hitArea = null;\n this.interactive = false;\n this.interactiveChildren = false;\n this.emit('destroyed');\n this.removeAllListeners();\n };\n Object.defineProperty(DisplayObject.prototype, \"_tempDisplayObjectParent\", {\n /**\n * @protected\n * @member {PIXI.Container}\n */\n get: function () {\n if (this.tempDisplayObjectParent === null) {\n // eslint-disable-next-line @typescript-eslint/no-use-before-define\n this.tempDisplayObjectParent = new TemporaryDisplayObject();\n }\n return this.tempDisplayObjectParent;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root\n *\n * ```\n * const cacheParent = elem.enableTempParent();\n * elem.updateTransform();\n * elem.disableTempParent(cacheParent);\n * ```\n * @returns - current parent\n */\n DisplayObject.prototype.enableTempParent = function () {\n var myParent = this.parent;\n this.parent = this._tempDisplayObjectParent;\n return myParent;\n };\n /**\n * Pair method for `enableTempParent`\n * @param cacheParent - Actual parent of element\n */\n DisplayObject.prototype.disableTempParent = function (cacheParent) {\n this.parent = cacheParent;\n };\n Object.defineProperty(DisplayObject.prototype, \"x\", {\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n * An alias to position.x\n */\n get: function () {\n return this.position.x;\n },\n set: function (value) {\n this.transform.position.x = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"y\", {\n /**\n * The position of the displayObject on the y axis relative to the local coordinates of the parent.\n * An alias to position.y\n */\n get: function () {\n return this.position.y;\n },\n set: function (value) {\n this.transform.position.y = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldTransform\", {\n /**\n * Current transform of the object based on world (parent) factors.\n * @readonly\n */\n get: function () {\n return this.transform.worldTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"localTransform\", {\n /**\n * Current transform of the object based on local factors: position, scale, other stuff.\n * @readonly\n */\n get: function () {\n return this.transform.localTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"position\", {\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.position;\n },\n set: function (value) {\n this.transform.position.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"scale\", {\n /**\n * The scale factors of this object along the local coordinate axes.\n *\n * The default scale is (1, 1).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.scale;\n },\n set: function (value) {\n this.transform.scale.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"pivot\", {\n /**\n * The center of rotation, scaling, and skewing for this display object in its local space. The `position`\n * is the projection of `pivot` in the parent's local space.\n *\n * By default, the pivot is the origin (0, 0).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.pivot;\n },\n set: function (value) {\n this.transform.pivot.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"skew\", {\n /**\n * The skew factor for the object in radians.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.skew;\n },\n set: function (value) {\n this.transform.skew.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"rotation\", {\n /**\n * The rotation of the object in radians.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation;\n },\n set: function (value) {\n this.transform.rotation = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"angle\", {\n /**\n * The angle of the object in degrees.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation * RAD_TO_DEG;\n },\n set: function (value) {\n this.transform.rotation = value * DEG_TO_RAD;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"zIndex\", {\n /**\n * The zIndex of the displayObject.\n *\n * If a container has the sortableChildren property set to true, children will be automatically\n * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array,\n * and thus rendered on top of other display objects within the same container.\n * @see PIXI.Container#sortableChildren\n */\n get: function () {\n return this._zIndex;\n },\n set: function (value) {\n this._zIndex = value;\n if (this.parent) {\n this.parent.sortDirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldVisible\", {\n /**\n * Indicates if the object is globally visible.\n * @readonly\n */\n get: function () {\n var item = this;\n do {\n if (!item.visible) {\n return false;\n }\n item = item.parent;\n } while (item);\n return true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"mask\", {\n /**\n * Sets a mask for the displayObject. A mask is an object that limits the visibility of an\n * object to the shape of the mask applied to it. In PixiJS a regular mask must be a\n * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it\n * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent.\n * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong.\n * To remove a mask, set this property to `null`.\n *\n * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.\n * @example\n * const graphics = new PIXI.Graphics();\n * graphics.beginFill(0xFF3300);\n * graphics.drawRect(50, 250, 100, 100);\n * graphics.endFill();\n *\n * const sprite = new PIXI.Sprite(texture);\n * sprite.mask = graphics;\n * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.\n */\n get: function () {\n return this._mask;\n },\n set: function (value) {\n if (this._mask === value) {\n return;\n }\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n maskObject._maskRefCount--;\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = true;\n maskObject.isMask = false;\n }\n }\n }\n this._mask = value;\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = false;\n maskObject.isMask = true;\n }\n maskObject._maskRefCount++;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return DisplayObject;\n}(EventEmitter));\n/**\n * @private\n */\nvar TemporaryDisplayObject = /** @class */ (function (_super) {\n __extends(TemporaryDisplayObject, _super);\n function TemporaryDisplayObject() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n _this.sortDirty = null;\n return _this;\n }\n return TemporaryDisplayObject;\n}(DisplayObject));\n/**\n * DisplayObject default updateTransform, does not update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.DisplayObject#\n * @method displayObjectUpdateTransform\n */\nDisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;\n\nfunction sortChildren(a, b) {\n if (a.zIndex === b.zIndex) {\n return a._lastSortedIndex - b._lastSortedIndex;\n }\n return a.zIndex - b.zIndex;\n}\n/**\n * Container is a general-purpose display object that holds children. It also adds built-in support for advanced\n * rendering features like masking and filtering.\n *\n * It is the base class of all display objects that act as a container for other objects, including Graphics\n * and Sprite.\n *\n * ```js\n * import { BlurFilter } from '@pixi/filter-blur';\n * import { Container } from '@pixi/display';\n * import { Graphics } from '@pixi/graphics';\n * import { Sprite } from '@pixi/sprite';\n *\n * let container = new Container();\n * let sprite = Sprite.from(\"https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png\");\n *\n * sprite.width = 512;\n * sprite.height = 512;\n *\n * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container\n * // is rendered.\n * container.addChild(sprite);\n *\n * // Blurs whatever is rendered by the container\n * container.filters = [new BlurFilter()];\n *\n * // Only the contents within a circle at the center should be rendered onto the screen.\n * container.mask = new Graphics()\n * .beginFill(0xffffff)\n * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2)\n * .endFill();\n * ```\n * @memberof PIXI\n */\nvar Container = /** @class */ (function (_super) {\n __extends(Container, _super);\n function Container() {\n var _this = _super.call(this) || this;\n _this.children = [];\n _this.sortableChildren = settings.SORTABLE_CHILDREN;\n _this.sortDirty = false;\n return _this;\n /**\n * Fired when a DisplayObject is added to this Container.\n * @event PIXI.Container#childAdded\n * @param {PIXI.DisplayObject} child - The child added to the Container.\n * @param {PIXI.Container} container - The container that added the child.\n * @param {number} index - The children's index of the added child.\n */\n /**\n * Fired when a DisplayObject is removed from this Container.\n * @event PIXI.DisplayObject#childRemoved\n * @param {PIXI.DisplayObject} child - The child removed from the Container.\n * @param {PIXI.Container} container - The container that removed the child.\n * @param {number} index - The former children's index of the removed child\n */\n }\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified.\n * @param _length\n */\n Container.prototype.onChildrenChange = function (_length) {\n /* empty */\n };\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container\n * @returns {PIXI.DisplayObject} - The first child that was added.\n */\n Container.prototype.addChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the array and add all children\n for (var i = 0; i < children.length; i++) {\n // eslint-disable-next-line prefer-rest-params\n this.addChild(children[i]);\n }\n }\n else {\n var child = children[0];\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.push(child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n this.emit('childAdded', child, this, this.children.length - 1);\n child.emit('added', this);\n }\n return children[0];\n };\n /**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n * @param {PIXI.DisplayObject} child - The child to add\n * @param {number} index - The index to place the child in\n * @returns {PIXI.DisplayObject} The child that was added.\n */\n Container.prototype.addChildAt = function (child, index) {\n if (index < 0 || index > this.children.length) {\n throw new Error(child + \"addChildAt: The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.splice(index, 0, child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('added', this);\n this.emit('childAdded', child, this, index);\n return child;\n };\n /**\n * Swaps the position of 2 Display Objects within this container.\n * @param child - First display object to swap\n * @param child2 - Second display object to swap\n */\n Container.prototype.swapChildren = function (child, child2) {\n if (child === child2) {\n return;\n }\n var index1 = this.getChildIndex(child);\n var index2 = this.getChildIndex(child2);\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n };\n /**\n * Returns the index position of a child DisplayObject instance\n * @param child - The DisplayObject instance to identify\n * @returns - The index position of the child display object to identify\n */\n Container.prototype.getChildIndex = function (child) {\n var index = this.children.indexOf(child);\n if (index === -1) {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n return index;\n };\n /**\n * Changes the position of an existing child in the display object container\n * @param child - The child DisplayObject instance for which you want to change the index number\n * @param index - The resulting index number for the child display object\n */\n Container.prototype.setChildIndex = function (child, index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n var currentIndex = this.getChildIndex(child);\n removeItems(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n this.onChildrenChange(index);\n };\n /**\n * Returns the child at the specified index\n * @param index - The index to get the child at\n * @returns - The child at the given index, if any.\n */\n Container.prototype.getChildAt = function (index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"getChildAt: Index (\" + index + \") does not exist.\");\n }\n return this.children[index];\n };\n /**\n * Removes one or more children from the container.\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove\n * @returns {PIXI.DisplayObject} The first child that was removed.\n */\n Container.prototype.removeChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the arguments property and remove all children\n for (var i = 0; i < children.length; i++) {\n this.removeChild(children[i]);\n }\n }\n else {\n var child = children[0];\n var index = this.children.indexOf(child);\n if (index === -1)\n { return null; }\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n }\n return children[0];\n };\n /**\n * Removes a child from the specified index position.\n * @param index - The index to get the child from\n * @returns The child that was removed.\n */\n Container.prototype.removeChildAt = function (index) {\n var child = this.getChildAt(index);\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n return child;\n };\n /**\n * Removes all children from this container that are within the begin and end indexes.\n * @param beginIndex - The beginning position.\n * @param endIndex - The ending position. Default value is size of the container.\n * @returns - List of removed children\n */\n Container.prototype.removeChildren = function (beginIndex, endIndex) {\n if (beginIndex === void 0) { beginIndex = 0; }\n if (endIndex === void 0) { endIndex = this.children.length; }\n var begin = beginIndex;\n var end = endIndex;\n var range = end - begin;\n var removed;\n if (range > 0 && range <= end) {\n removed = this.children.splice(begin, range);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].parent = null;\n if (removed[i].transform) {\n removed[i].transform._parentID = -1;\n }\n }\n this._boundsID++;\n this.onChildrenChange(beginIndex);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].emit('removed', this);\n this.emit('childRemoved', removed[i], this, i);\n }\n return removed;\n }\n else if (range === 0 && this.children.length === 0) {\n return [];\n }\n throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n };\n /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */\n Container.prototype.sortChildren = function () {\n var sortRequired = false;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n child._lastSortedIndex = i;\n if (!sortRequired && child.zIndex !== 0) {\n sortRequired = true;\n }\n }\n if (sortRequired && this.children.length > 1) {\n this.children.sort(sortChildren);\n }\n this.sortDirty = false;\n };\n /** Updates the transform on all children of this container for rendering. */\n Container.prototype.updateTransform = function () {\n if (this.sortableChildren && this.sortDirty) {\n this.sortChildren();\n }\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // TODO: check render flags, how to process stuff here\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n };\n /**\n * Recalculates the bounds of the container.\n *\n * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds\n * is limited to its mask's bounds or filterArea, if any is applied.\n */\n Container.prototype.calculateBounds = function () {\n this._bounds.clear();\n this._calculateBounds();\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n if (!child.visible || !child.renderable) {\n continue;\n }\n child.calculateBounds();\n // TODO: filter+mask, need to mask both somehow\n if (child._mask) {\n var maskObject = (child._mask.isMaskData\n ? child._mask.maskObject : child._mask);\n if (maskObject) {\n maskObject.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, maskObject._bounds);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n else if (child.filterArea) {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n this._bounds.updateID = this._boundsID;\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n *\n * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render()\n * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms,\n * it was default behaviour of pixi 4.0-5.2 and caused many problems to users.\n * @returns - The rectangular bounding area.\n */\n Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) {\n if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; }\n var result = _super.prototype.getLocalBounds.call(this, rect);\n if (!skipChildrenUpdate) {\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n }\n return result;\n };\n /**\n * Recalculates the content bounds of this object. This should be overriden to\n * calculate the bounds of this specific object (not including children).\n * @protected\n */\n Container.prototype._calculateBounds = function () {\n // FILL IN//\n };\n /**\n * Renders this object and its children with culling.\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n Container.prototype._renderWithCulling = function (renderer) {\n var sourceFrame = renderer.renderTexture.sourceFrame;\n // If the source frame is empty, stop rendering.\n if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) {\n return;\n }\n // Render the content of the container only if its bounds intersect with the source frame.\n // All filters are on the stack at this point, and the filter source frame is bound:\n // therefore, even if the bounds to non intersect the filter frame, the filter\n // is still applied and any filter padding that is in the frame is rendered correctly.\n var bounds;\n var transform;\n // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea\n // rectangle must completely contain the container and its children including filter padding.\n if (this.cullArea) {\n bounds = this.cullArea;\n transform = this.worldTransform;\n }\n // If the container doesn't override _render, we can skip the bounds calculation and intersection test.\n else if (this._render !== Container.prototype._render) {\n bounds = this.getBounds(true);\n }\n // Render the container if the source frame intersects the bounds.\n if (bounds && sourceFrame.intersects(bounds, transform)) {\n this._render(renderer);\n }\n // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering.\n else if (this.cullArea) {\n return;\n }\n // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect\n // the source frame, because the children might have filters with nonzero padding, which may intersect\n // with the source frame while the bounds do not: filter padding is not included in the bounds.\n // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered\n // if they are out of frame; otherwise, render the children normally.\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n var childCullable = child.cullable;\n child.cullable = childCullable || !this.cullArea;\n child.render(renderer);\n child.cullable = childCullable;\n }\n };\n /**\n * Renders the object using the WebGL renderer.\n *\n * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the\n * container itself. This `render` method will invoke it, and also invoke the `render` methods of all\n * children afterward.\n *\n * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and\n * the bounds of this object are out of frame, this implementation will entirely skip rendering.\n * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally,\n * setting alpha to zero is not recommended for purely skipping rendering.\n *\n * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is\n * advised to employ **culling** to automatically skip rendering objects outside of the current screen.\n * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}.\n * Other culling methods might be better suited for a large number static objects; see\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}.\n *\n * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or\n * filtering is applied on a container. This does, however, break batching and can affect performance when\n * masking and filtering is applied extensively throughout the scene graph.\n * @param renderer - The renderer\n */\n Container.prototype.render = function (renderer) {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || (this.filters && this.filters.length)) {\n this.renderAdvanced(renderer);\n }\n else if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n };\n /**\n * Render the object using the WebGL renderer and advanced features.\n * @param renderer - The renderer\n */\n Container.prototype.renderAdvanced = function (renderer) {\n var filters = this.filters;\n var mask = this._mask;\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters) {\n if (!this._enabledFilters) {\n this._enabledFilters = [];\n }\n this._enabledFilters.length = 0;\n for (var i = 0; i < filters.length; i++) {\n if (filters[i].enabled) {\n this._enabledFilters.push(filters[i]);\n }\n }\n }\n var flush = (filters && this._enabledFilters && this._enabledFilters.length)\n || (mask && (!mask.isMaskData\n || (mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE))));\n if (flush) {\n renderer.batch.flush();\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.push(this, this._enabledFilters);\n }\n if (mask) {\n renderer.mask.push(this, this._mask);\n }\n if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n if (flush) {\n renderer.batch.flush();\n }\n if (mask) {\n renderer.mask.pop(this);\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.pop();\n }\n };\n /**\n * To be overridden by the subclasses.\n * @param _renderer - The renderer\n */\n Container.prototype._render = function (_renderer) {\n // this is where content itself gets rendered...\n };\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n Container.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this);\n this.sortDirty = false;\n var destroyChildren = typeof options === 'boolean' ? options : options && options.children;\n var oldChildren = this.removeChildren(0, this.children.length);\n if (destroyChildren) {\n for (var i = 0; i < oldChildren.length; ++i) {\n oldChildren[i].destroy(options);\n }\n }\n };\n Object.defineProperty(Container.prototype, \"width\", {\n /** The width of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.x * this.getLocalBounds().width;\n },\n set: function (value) {\n var width = this.getLocalBounds().width;\n if (width !== 0) {\n this.scale.x = value / width;\n }\n else {\n this.scale.x = 1;\n }\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Container.prototype, \"height\", {\n /** The height of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.y * this.getLocalBounds().height;\n },\n set: function (value) {\n var height = this.getLocalBounds().height;\n if (height !== 0) {\n this.scale.y = value / height;\n }\n else {\n this.scale.y = 1;\n }\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n return Container;\n}(DisplayObject));\n/**\n * Container default updateTransform, does update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.Container#\n * @method containerUpdateTransform\n */\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n\nexport { Bounds, Container, DisplayObject, TemporaryDisplayObject };\n//# sourceMappingURL=display.mjs.map\n","/*!\n * @pixi/extensions - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/extensions is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n\r\nvar __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\n var arguments$1 = arguments;\n\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments$1[i];\r\n for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } }\r\n }\r\n return t;\r\n };\r\n return __assign.apply(this, arguments);\r\n};\n\n/**\n * Collection of valid extension types.\n * @memberof PIXI\n * @property {string} Application - Application plugins\n * @property {string} RendererPlugin - Plugins for Renderer\n * @property {string} CanvasRendererPlugin - Plugins for CanvasRenderer\n * @property {string} Loader - Plugins to use with Loader\n * @property {string} LoadParser - Parsers for Assets loader.\n * @property {string} ResolveParser - Parsers for Assets resolvers.\n * @property {string} CacheParser - Parsers for Assets cache.\n */\nvar ExtensionType;\n(function (ExtensionType) {\n ExtensionType[\"Application\"] = \"application\";\n ExtensionType[\"RendererPlugin\"] = \"renderer-webgl-plugin\";\n ExtensionType[\"CanvasRendererPlugin\"] = \"renderer-canvas-plugin\";\n ExtensionType[\"Loader\"] = \"loader\";\n ExtensionType[\"LoadParser\"] = \"load-parser\";\n ExtensionType[\"ResolveParser\"] = \"resolve-parser\";\n ExtensionType[\"CacheParser\"] = \"cache-parser\";\n ExtensionType[\"DetectionParser\"] = \"detection-parser\";\n})(ExtensionType || (ExtensionType = {}));\n/**\n * Convert input into extension format data.\n * @ignore\n */\nvar normalizeExtension = function (ext) {\n // Class/Object submission, use extension object\n if (typeof ext === 'function' || (typeof ext === 'object' && ext.extension)) {\n if (!ext.extension) {\n throw new Error('Extension class must have an extension object');\n }\n var metadata = (typeof ext.extension !== 'object')\n ? { type: ext.extension }\n : ext.extension;\n ext = __assign(__assign({}, metadata), { ref: ext });\n }\n if (typeof ext === 'object') {\n ext = __assign({}, ext);\n }\n else {\n throw new Error('Invalid extension type');\n }\n if (typeof ext.type === 'string') {\n ext.type = [ext.type];\n }\n return ext;\n};\n/**\n * Global registration of all PixiJS extensions. One-stop-shop for extensibility.\n * @memberof PIXI\n * @namespace extensions\n */\nvar extensions = {\n /** @ignore */\n _addHandlers: null,\n /** @ignore */\n _removeHandlers: null,\n /** @ignore */\n _queue: {},\n /**\n * Remove extensions from PixiJS.\n * @param extensions - Extensions to be removed.\n * @returns {PIXI.extensions} For chaining.\n */\n remove: function () {\n var arguments$1 = arguments;\n\n var _this = this;\n var extensions = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n extensions[_i] = arguments$1[_i];\n }\n extensions.map(normalizeExtension).forEach(function (ext) {\n ext.type.forEach(function (type) { var _a, _b; return (_b = (_a = _this._removeHandlers)[type]) === null || _b === void 0 ? void 0 : _b.call(_a, ext); });\n });\n return this;\n },\n /**\n * Register new extensions with PixiJS.\n * @param extensions - The spread of extensions to add to PixiJS.\n * @returns {PIXI.extensions} For chaining.\n */\n add: function () {\n var arguments$1 = arguments;\n\n var _this = this;\n var extensions = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n extensions[_i] = arguments$1[_i];\n }\n // Handle any extensions either passed as class w/ data or as data\n extensions.map(normalizeExtension).forEach(function (ext) {\n ext.type.forEach(function (type) {\n var handlers = _this._addHandlers;\n var queue = _this._queue;\n if (!handlers[type]) {\n queue[type] = queue[type] || [];\n queue[type].push(ext);\n }\n else {\n handlers[type](ext);\n }\n });\n });\n return this;\n },\n /**\n * Internal method to handle extensions by name.\n * @param type - The extension type.\n * @param onAdd - Function for handling when extensions are added/registered passes {@link PIXI.ExtensionFormat}.\n * @param onRemove - Function for handling when extensions are removed/unregistered passes {@link PIXI.ExtensionFormat}.\n * @returns {PIXI.extensions} For chaining.\n */\n handle: function (type, onAdd, onRemove) {\n var addHandlers = this._addHandlers = this._addHandlers || {};\n var removeHandlers = this._removeHandlers = this._removeHandlers || {};\n if (addHandlers[type] || removeHandlers[type]) {\n throw new Error(\"Extension type \" + type + \" already has a handler\");\n }\n addHandlers[type] = onAdd;\n removeHandlers[type] = onRemove;\n // Process the queue\n var queue = this._queue;\n // Process any plugins that have been registered before the handler\n if (queue[type]) {\n queue[type].forEach(function (ext) { return onAdd(ext); });\n delete queue[type];\n }\n return this;\n },\n /**\n * Handle a type, but using a map by `name` property.\n * @param type - Type of extension to handle.\n * @param map - The object map of named extensions.\n * @returns {PIXI.extensions} For chaining.\n */\n handleByMap: function (type, map) {\n return this.handle(type, function (extension) {\n map[extension.name] = extension.ref;\n }, function (extension) {\n delete map[extension.name];\n });\n },\n /**\n * Handle a type, but using a list of extensions.\n * @param type - Type of extension to handle.\n * @param list - The list of extensions.\n * @returns {PIXI.extensions} For chaining.\n */\n handleByList: function (type, list) {\n return this.handle(type, function (extension) {\n var _a, _b;\n list.push(extension.ref);\n // TODO: remove me later, only added for @pixi/loaders\n if (type === ExtensionType.Loader) {\n (_b = (_a = extension.ref).add) === null || _b === void 0 ? void 0 : _b.call(_a);\n }\n }, function (extension) {\n var index = list.indexOf(extension.ref);\n if (index !== -1) {\n list.splice(index, 1);\n }\n });\n },\n};\n\nexport { ExtensionType, extensions };\n//# sourceMappingURL=extensions.mjs.map\n","/*!\n * @pixi/runner - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/runner is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n/**\n * A Runner is a highly performant and simple alternative to signals. Best used in situations\n * where events are dispatched to many objects at high frequency (say every frame!)\n *\n *\n * like a signal..\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const myObject = {\n * loaded: new Runner('loaded')\n * }\n *\n * const listener = {\n * loaded: function(){\n * // thin\n * }\n * }\n *\n * myObject.loaded.add(listener);\n *\n * myObject.loaded.emit();\n * ```\n *\n * Or for handling calling the same function on many items\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const myGame = {\n * update: new Runner('update')\n * }\n *\n * const gameObject = {\n * update: function(time){\n * // update my gamey state\n * }\n * }\n *\n * myGame.update.add(gameObject);\n *\n * myGame.update.emit(time);\n * ```\n * @memberof PIXI\n */\nvar Runner = /** @class */ (function () {\n /**\n * @param name - The function name that will be executed on the listeners added to this Runner.\n */\n function Runner(name) {\n this.items = [];\n this._name = name;\n this._aliasCount = 0;\n }\n /* eslint-disable jsdoc/require-param, jsdoc/check-param-names */\n /**\n * Dispatch/Broadcast Runner to all listeners added to the queue.\n * @param {...any} params - (optional) parameters to pass to each listener\n */\n /* eslint-enable jsdoc/require-param, jsdoc/check-param-names */\n Runner.prototype.emit = function (a0, a1, a2, a3, a4, a5, a6, a7) {\n if (arguments.length > 8) {\n throw new Error('max arguments reached');\n }\n var _a = this, name = _a.name, items = _a.items;\n this._aliasCount++;\n for (var i = 0, len = items.length; i < len; i++) {\n items[i][name](a0, a1, a2, a3, a4, a5, a6, a7);\n }\n if (items === this.items) {\n this._aliasCount--;\n }\n return this;\n };\n Runner.prototype.ensureNonAliasedItems = function () {\n if (this._aliasCount > 0 && this.items.length > 1) {\n this._aliasCount = 0;\n this.items = this.items.slice(0);\n }\n };\n /**\n * Add a listener to the Runner\n *\n * Runners do not need to have scope or functions passed to them.\n * All that is required is to pass the listening object and ensure that it has contains a function that has the same name\n * as the name provided to the Runner when it was created.\n *\n * Eg A listener passed to this Runner will require a 'complete' function.\n *\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const complete = new Runner('complete');\n * ```\n *\n * The scope used will be the object itself.\n * @param {any} item - The object that will be listening.\n */\n Runner.prototype.add = function (item) {\n if (item[this._name]) {\n this.ensureNonAliasedItems();\n this.remove(item);\n this.items.push(item);\n }\n return this;\n };\n /**\n * Remove a single listener from the dispatch queue.\n * @param {any} item - The listener that you would like to remove.\n */\n Runner.prototype.remove = function (item) {\n var index = this.items.indexOf(item);\n if (index !== -1) {\n this.ensureNonAliasedItems();\n this.items.splice(index, 1);\n }\n return this;\n };\n /**\n * Check to see if the listener is already in the Runner\n * @param {any} item - The listener that you would like to check.\n */\n Runner.prototype.contains = function (item) {\n return this.items.indexOf(item) !== -1;\n };\n /** Remove all listeners from the Runner */\n Runner.prototype.removeAll = function () {\n this.ensureNonAliasedItems();\n this.items.length = 0;\n return this;\n };\n /** Remove all references, don't use after this. */\n Runner.prototype.destroy = function () {\n this.removeAll();\n this.items = null;\n this._name = null;\n };\n Object.defineProperty(Runner.prototype, \"empty\", {\n /**\n * `true` if there are no this Runner contains no listeners\n * @readonly\n */\n get: function () {\n return this.items.length === 0;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Runner.prototype, \"name\", {\n /**\n * The name of the runner.\n * @readonly\n */\n get: function () {\n return this._name;\n },\n enumerable: false,\n configurable: true\n });\n return Runner;\n}());\nObject.defineProperties(Runner.prototype, {\n /**\n * Alias for `emit`\n * @memberof PIXI.Runner#\n * @method dispatch\n * @see PIXI.Runner#emit\n */\n dispatch: { value: Runner.prototype.emit },\n /**\n * Alias for `emit`\n * @memberof PIXI.Runner#\n * @method run\n * @see PIXI.Runner#emit\n */\n run: { value: Runner.prototype.emit },\n});\n\nexport { Runner };\n//# sourceMappingURL=runner.mjs.map\n","/*!\n * @pixi/ticker - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/ticker is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { ExtensionType } from '@pixi/extensions';\n\n/**\n * Target frames per millisecond.\n * @static\n * @name TARGET_FPMS\n * @memberof PIXI.settings\n * @type {number}\n * @default 0.06\n */\nsettings.TARGET_FPMS = 0.06;\n\n/**\n * Represents the update priorities used by internal PIXI classes when registered with\n * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower\n * priority items, such as render, should go later.\n * @static\n * @constant\n * @name UPDATE_PRIORITY\n * @memberof PIXI\n * @enum {number}\n * @property {number} [INTERACTION=50] Highest priority, used for {@link PIXI.InteractionManager}\n * @property {number} [HIGH=25] High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite}\n * @property {number} [NORMAL=0] Default priority for ticker events, see {@link PIXI.Ticker#add}.\n * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering.\n * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility.\n */\nvar UPDATE_PRIORITY;\n(function (UPDATE_PRIORITY) {\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"INTERACTION\"] = 50] = \"INTERACTION\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"HIGH\"] = 25] = \"HIGH\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"NORMAL\"] = 0] = \"NORMAL\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"LOW\"] = -25] = \"LOW\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"UTILITY\"] = -50] = \"UTILITY\";\n})(UPDATE_PRIORITY || (UPDATE_PRIORITY = {}));\n\n/**\n * Internal class for handling the priority sorting of ticker handlers.\n * @private\n * @class\n * @memberof PIXI\n */\nvar TickerListener = /** @class */ (function () {\n /**\n * Constructor\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param priority - The priority for emitting\n * @param once - If the handler should fire once\n */\n function TickerListener(fn, context, priority, once) {\n if (context === void 0) { context = null; }\n if (priority === void 0) { priority = 0; }\n if (once === void 0) { once = false; }\n /** The next item in chain. */\n this.next = null;\n /** The previous item in chain. */\n this.previous = null;\n /** `true` if this listener has been destroyed already. */\n this._destroyed = false;\n this.fn = fn;\n this.context = context;\n this.priority = priority;\n this.once = once;\n }\n /**\n * Simple compare function to figure out if a function and context match.\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @returns `true` if the listener match the arguments\n */\n TickerListener.prototype.match = function (fn, context) {\n if (context === void 0) { context = null; }\n return this.fn === fn && this.context === context;\n };\n /**\n * Emit by calling the current function.\n * @private\n * @param deltaTime - time since the last emit.\n * @returns Next ticker\n */\n TickerListener.prototype.emit = function (deltaTime) {\n if (this.fn) {\n if (this.context) {\n this.fn.call(this.context, deltaTime);\n }\n else {\n this.fn(deltaTime);\n }\n }\n var redirect = this.next;\n if (this.once) {\n this.destroy(true);\n }\n // Soft-destroying should remove\n // the next reference\n if (this._destroyed) {\n this.next = null;\n }\n return redirect;\n };\n /**\n * Connect to the list.\n * @private\n * @param previous - Input node, previous listener\n */\n TickerListener.prototype.connect = function (previous) {\n this.previous = previous;\n if (previous.next) {\n previous.next.previous = this;\n }\n this.next = previous.next;\n previous.next = this;\n };\n /**\n * Destroy and don't use after this.\n * @private\n * @param hard - `true` to remove the `next` reference, this\n * is considered a hard destroy. Soft destroy maintains the next reference.\n * @returns The listener to redirect while emitting or removing.\n */\n TickerListener.prototype.destroy = function (hard) {\n if (hard === void 0) { hard = false; }\n this._destroyed = true;\n this.fn = null;\n this.context = null;\n // Disconnect, hook up next and previous\n if (this.previous) {\n this.previous.next = this.next;\n }\n if (this.next) {\n this.next.previous = this.previous;\n }\n // Redirect to the next item\n var redirect = this.next;\n // Remove references\n this.next = hard ? null : redirect;\n this.previous = null;\n return redirect;\n };\n return TickerListener;\n}());\n\n/**\n * A Ticker class that runs an update loop that other objects listen to.\n *\n * This class is composed around listeners meant for execution on the next requested animation frame.\n * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners.\n * @class\n * @memberof PIXI\n */\nvar Ticker = /** @class */ (function () {\n function Ticker() {\n var _this = this;\n /**\n * Whether or not this ticker should invoke the method\n * {@link PIXI.Ticker#start} automatically\n * when a listener is added.\n */\n this.autoStart = false;\n /**\n * Scalar time value from last frame to this frame.\n * This value is capped by setting {@link PIXI.Ticker#minFPS}\n * and is scaled with {@link PIXI.Ticker#speed}.\n * **Note:** The cap may be exceeded by scaling.\n */\n this.deltaTime = 1;\n /**\n * The last time {@link PIXI.Ticker#update} was invoked.\n * This value is also reset internally outside of invoking\n * update, but only when a new animation frame is requested.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n */\n this.lastTime = -1;\n /**\n * Factor of current {@link PIXI.Ticker#deltaTime}.\n * @example\n * // Scales ticker.deltaTime to what would be\n * // the equivalent of approximately 120 FPS\n * ticker.speed = 2;\n */\n this.speed = 1;\n /**\n * Whether or not this ticker has been started.\n * `true` if {@link PIXI.Ticker#start} has been called.\n * `false` if {@link PIXI.Ticker#stop} has been called.\n * While `false`, this value may change to `true` in the\n * event of {@link PIXI.Ticker#autoStart} being `true`\n * and a listener is added.\n */\n this.started = false;\n /** Internal current frame request ID */\n this._requestId = null;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the maximum allowed milliseconds between updates.\n */\n this._maxElapsedMS = 100;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the minimum allowed milliseconds between updates.\n */\n this._minElapsedMS = 0;\n /** If enabled, deleting is disabled.*/\n this._protected = false;\n /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */\n this._lastFrame = -1;\n this._head = new TickerListener(null, null, Infinity);\n this.deltaMS = 1 / settings.TARGET_FPMS;\n this.elapsedMS = 1 / settings.TARGET_FPMS;\n this._tick = function (time) {\n _this._requestId = null;\n if (_this.started) {\n // Invoke listeners now\n _this.update(time);\n // Listener side effects may have modified ticker state.\n if (_this.started && _this._requestId === null && _this._head.next) {\n _this._requestId = requestAnimationFrame(_this._tick);\n }\n }\n };\n }\n /**\n * Conditionally requests a new animation frame.\n * If a frame has not already been requested, and if the internal\n * emitter has listeners, a new frame is requested.\n * @private\n */\n Ticker.prototype._requestIfNeeded = function () {\n if (this._requestId === null && this._head.next) {\n // ensure callbacks get correct delta\n this.lastTime = performance.now();\n this._lastFrame = this.lastTime;\n this._requestId = requestAnimationFrame(this._tick);\n }\n };\n /**\n * Conditionally cancels a pending animation frame.\n * @private\n */\n Ticker.prototype._cancelIfNeeded = function () {\n if (this._requestId !== null) {\n cancelAnimationFrame(this._requestId);\n this._requestId = null;\n }\n };\n /**\n * Conditionally requests a new animation frame.\n * If the ticker has been started it checks if a frame has not already\n * been requested, and if the internal emitter has listeners. If these\n * conditions are met, a new frame is requested. If the ticker has not\n * been started, but autoStart is `true`, then the ticker starts now,\n * and continues with the previous conditions to request a new frame.\n * @private\n */\n Ticker.prototype._startIfPossible = function () {\n if (this.started) {\n this._requestIfNeeded();\n }\n else if (this.autoStart) {\n this.start();\n }\n };\n /**\n * Register a handler for tick events. Calls continuously unless\n * it is removed or the ticker is stopped.\n * @param fn - The listener function to be added for updates\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.add = function (fn, context, priority) {\n if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority));\n };\n /**\n * Add a handler for the tick event which is only execute once.\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.addOnce = function (fn, context, priority) {\n if (priority === void 0) { priority = UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority, true));\n };\n /**\n * Internally adds the event handler so that it can be sorted by priority.\n * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run\n * before the rendering.\n * @private\n * @param listener - Current listener being added.\n * @returns This instance of a ticker\n */\n Ticker.prototype._addListener = function (listener) {\n // For attaching to head\n var current = this._head.next;\n var previous = this._head;\n // Add the first item\n if (!current) {\n listener.connect(previous);\n }\n else {\n // Go from highest to lowest priority\n while (current) {\n if (listener.priority > current.priority) {\n listener.connect(previous);\n break;\n }\n previous = current;\n current = current.next;\n }\n // Not yet connected\n if (!listener.previous) {\n listener.connect(previous);\n }\n }\n this._startIfPossible();\n return this;\n };\n /**\n * Removes any handlers matching the function and context parameters.\n * If no handlers are left after removing, then it cancels the animation frame.\n * @param fn - The listener function to be removed\n * @param context - The listener context to be removed\n * @returns This instance of a ticker\n */\n Ticker.prototype.remove = function (fn, context) {\n var listener = this._head.next;\n while (listener) {\n // We found a match, lets remove it\n // no break to delete all possible matches\n // incase a listener was added 2+ times\n if (listener.match(fn, context)) {\n listener = listener.destroy();\n }\n else {\n listener = listener.next;\n }\n }\n if (!this._head.next) {\n this._cancelIfNeeded();\n }\n return this;\n };\n Object.defineProperty(Ticker.prototype, \"count\", {\n /**\n * The number of listeners on this ticker, calculated by walking through linked list\n * @readonly\n * @member {number}\n */\n get: function () {\n if (!this._head) {\n return 0;\n }\n var count = 0;\n var current = this._head;\n while ((current = current.next)) {\n count++;\n }\n return count;\n },\n enumerable: false,\n configurable: true\n });\n /** Starts the ticker. If the ticker has listeners a new animation frame is requested at this point. */\n Ticker.prototype.start = function () {\n if (!this.started) {\n this.started = true;\n this._requestIfNeeded();\n }\n };\n /** Stops the ticker. If the ticker has requested an animation frame it is canceled at this point. */\n Ticker.prototype.stop = function () {\n if (this.started) {\n this.started = false;\n this._cancelIfNeeded();\n }\n };\n /** Destroy the ticker and don't use after this. Calling this method removes all references to internal events. */\n Ticker.prototype.destroy = function () {\n if (!this._protected) {\n this.stop();\n var listener = this._head.next;\n while (listener) {\n listener = listener.destroy(true);\n }\n this._head.destroy();\n this._head = null;\n }\n };\n /**\n * Triggers an update. An update entails setting the\n * current {@link PIXI.Ticker#elapsedMS},\n * the current {@link PIXI.Ticker#deltaTime},\n * invoking all listeners with current deltaTime,\n * and then finally setting {@link PIXI.Ticker#lastTime}\n * with the value of currentTime that was provided.\n * This method will be called automatically by animation\n * frame callbacks if the ticker instance has been started\n * and listeners are added.\n * @param {number} [currentTime=performance.now()] - the current time of execution\n */\n Ticker.prototype.update = function (currentTime) {\n if (currentTime === void 0) { currentTime = performance.now(); }\n var elapsedMS;\n // If the difference in time is zero or negative, we ignore most of the work done here.\n // If there is no valid difference, then should be no reason to let anyone know about it.\n // A zero delta, is exactly that, nothing should update.\n //\n // The difference in time can be negative, and no this does not mean time traveling.\n // This can be the result of a race condition between when an animation frame is requested\n // on the current JavaScript engine event loop, and when the ticker's start method is invoked\n // (which invokes the internal _requestIfNeeded method). If a frame is requested before\n // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests,\n // can receive a time argument that can be less than the lastTime value that was set within\n // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems.\n //\n // This check covers this browser engine timing issue, as well as if consumers pass an invalid\n // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves.\n if (currentTime > this.lastTime) {\n // Save uncapped elapsedMS for measurement\n elapsedMS = this.elapsedMS = currentTime - this.lastTime;\n // cap the milliseconds elapsed used for deltaTime\n if (elapsedMS > this._maxElapsedMS) {\n elapsedMS = this._maxElapsedMS;\n }\n elapsedMS *= this.speed;\n // If not enough time has passed, exit the function.\n // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS\n // adjustment to ensure a relatively stable interval.\n if (this._minElapsedMS) {\n var delta = currentTime - this._lastFrame | 0;\n if (delta < this._minElapsedMS) {\n return;\n }\n this._lastFrame = currentTime - (delta % this._minElapsedMS);\n }\n this.deltaMS = elapsedMS;\n this.deltaTime = this.deltaMS * settings.TARGET_FPMS;\n // Cache a local reference, in-case ticker is destroyed\n // during the emit, we can still check for head.next\n var head = this._head;\n // Invoke listeners added to internal emitter\n var listener = head.next;\n while (listener) {\n listener = listener.emit(this.deltaTime);\n }\n if (!head.next) {\n this._cancelIfNeeded();\n }\n }\n else {\n this.deltaTime = this.deltaMS = this.elapsedMS = 0;\n }\n this.lastTime = currentTime;\n };\n Object.defineProperty(Ticker.prototype, \"FPS\", {\n /**\n * The frames per second at which this ticker is running.\n * The default is approximately 60 in most modern browsers.\n * **Note:** This does not factor in the value of\n * {@link PIXI.Ticker#speed}, which is specific\n * to scaling {@link PIXI.Ticker#deltaTime}.\n * @member {number}\n * @readonly\n */\n get: function () {\n return 1000 / this.elapsedMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"minFPS\", {\n /**\n * Manages the maximum amount of milliseconds allowed to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This value is used to cap {@link PIXI.Ticker#deltaTime},\n * but does not effect the measured value of {@link PIXI.Ticker#FPS}.\n * When setting this property it is clamped to a value between\n * `0` and `PIXI.settings.TARGET_FPMS * 1000`.\n * @member {number}\n * @default 10\n */\n get: function () {\n return 1000 / this._maxElapsedMS;\n },\n set: function (fps) {\n // Minimum must be below the maxFPS\n var minFPS = Math.min(this.maxFPS, fps);\n // Must be at least 0, but below 1 / settings.TARGET_FPMS\n var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.TARGET_FPMS);\n this._maxElapsedMS = 1 / minFPMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"maxFPS\", {\n /**\n * Manages the minimum amount of milliseconds required to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This will effect the measured value of {@link PIXI.Ticker#FPS}.\n * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can.\n * Otherwise it will be at least `minFPS`\n * @member {number}\n * @default 0\n */\n get: function () {\n if (this._minElapsedMS) {\n return Math.round(1000 / this._minElapsedMS);\n }\n return 0;\n },\n set: function (fps) {\n if (fps === 0) {\n this._minElapsedMS = 0;\n }\n else {\n // Max must be at least the minFPS\n var maxFPS = Math.max(this.minFPS, fps);\n this._minElapsedMS = 1 / (maxFPS / 1000);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"shared\", {\n /**\n * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by\n * {@link PIXI.VideoResource} to update animation frames / video textures.\n *\n * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker.\n * @example\n * let ticker = PIXI.Ticker.shared;\n * // Set this to prevent starting this ticker when listeners are added.\n * // By default this is true only for the PIXI.Ticker.shared instance.\n * ticker.autoStart = false;\n * // FYI, call this to ensure the ticker is stopped. It should be stopped\n * // if you have not attempted to render anything yet.\n * ticker.stop();\n * // Call this when you are ready for a running shared ticker.\n * ticker.start();\n * @example\n * // You may use the shared ticker to render...\n * let renderer = PIXI.autoDetectRenderer();\n * let stage = new PIXI.Container();\n * document.body.appendChild(renderer.view);\n * ticker.add(function (time) {\n * renderer.render(stage);\n * });\n * @example\n * // Or you can just update it manually.\n * ticker.autoStart = false;\n * ticker.stop();\n * function animate(time) {\n * ticker.update(time);\n * renderer.render(stage);\n * requestAnimationFrame(animate);\n * }\n * animate(performance.now());\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._shared) {\n var shared = Ticker._shared = new Ticker();\n shared.autoStart = true;\n shared._protected = true;\n }\n return Ticker._shared;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"system\", {\n /**\n * The system ticker instance used by {@link PIXI.InteractionManager} and by\n * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused,\n * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._system) {\n var system = Ticker._system = new Ticker();\n system.autoStart = true;\n system._protected = true;\n }\n return Ticker._system;\n },\n enumerable: false,\n configurable: true\n });\n return Ticker;\n}());\n\n/**\n * Middleware for for Application Ticker.\n * @example\n * import {TickerPlugin} from '@pixi/ticker';\n * import {Application} from '@pixi/app';\n * import {extensions} from '@pixi/extensions';\n * extensions.add(TickerPlugin);\n * @class\n * @memberof PIXI\n */\nvar TickerPlugin = /** @class */ (function () {\n function TickerPlugin() {\n }\n /**\n * Initialize the plugin with scope of application instance\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n TickerPlugin.init = function (options) {\n var _this = this;\n // Set default\n options = Object.assign({\n autoStart: true,\n sharedTicker: false,\n }, options);\n // Create ticker setter\n Object.defineProperty(this, 'ticker', {\n set: function (ticker) {\n if (this._ticker) {\n this._ticker.remove(this.render, this);\n }\n this._ticker = ticker;\n if (ticker) {\n ticker.add(this.render, this, UPDATE_PRIORITY.LOW);\n }\n },\n get: function () {\n return this._ticker;\n },\n });\n /**\n * Convenience method for stopping the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.stop = function () {\n _this._ticker.stop();\n };\n /**\n * Convenience method for starting the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.start = function () {\n _this._ticker.start();\n };\n /**\n * Internal reference to the ticker.\n * @type {PIXI.Ticker}\n * @name _ticker\n * @memberof PIXI.Application#\n * @private\n */\n this._ticker = null;\n /**\n * Ticker for doing render updates.\n * @type {PIXI.Ticker}\n * @name ticker\n * @memberof PIXI.Application#\n * @default PIXI.Ticker.shared\n */\n this.ticker = options.sharedTicker ? Ticker.shared : new Ticker();\n // Start the rendering\n if (options.autoStart) {\n this.start();\n }\n };\n /**\n * Clean up the ticker, scoped to application.\n * @static\n * @private\n */\n TickerPlugin.destroy = function () {\n if (this._ticker) {\n var oldTicker = this._ticker;\n this.ticker = null;\n oldTicker.destroy();\n }\n };\n /** @ignore */\n TickerPlugin.extension = ExtensionType.Application;\n return TickerPlugin;\n}());\n\nexport { Ticker, TickerPlugin, UPDATE_PRIORITY };\n//# sourceMappingURL=ticker.mjs.map\n","/*!\n * @pixi/core - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/core is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { ENV, ALPHA_MODES, SCALE_MODES, FORMATS, TYPES, TARGETS, MIPMAP_MODES, MSAA_QUALITY, BUFFER_TYPE, CLEAR_MODES, DRAW_MODES, BUFFER_BITS, MASK_TYPES, PRECISION, BLEND_MODES, GC_MODES, SAMPLER_TYPES, WRAP_MODES, RENDERER_TYPE } from '@pixi/constants';\nimport { isMobile, isPow2, BaseTextureCache, TextureCache, uid, EventEmitter, determineCrossOrigin, getResolutionOfUrl, deprecation, nextPow2, getBufferType, ProgramCache, removeItems, hex2string, hex2rgb, sayHello, isWebGLSupported, premultiplyBlendMode, log2, premultiplyTint } from '@pixi/utils';\nimport { extensions as extensions$1, ExtensionType } from '@pixi/extensions';\nexport * from '@pixi/extensions';\nimport { Runner } from '@pixi/runner';\nimport { Ticker } from '@pixi/ticker';\nimport { groupD8, Rectangle, Point, Matrix } from '@pixi/math';\n\n/**\n * The maximum support for using WebGL. If a device does not\n * support WebGL version, for instance WebGL 2, it will still\n * attempt to fallback support to WebGL 1. If you want to\n * explicitly remove feature support to target a more stable\n * baseline, prefer a lower environment.\n *\n * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium}\n * we disable webgl2 by default for all non-apple mobile devices.\n * @static\n * @name PREFER_ENV\n * @memberof PIXI.settings\n * @type {number}\n * @default PIXI.ENV.WEBGL2\n */\nsettings.PREFER_ENV = isMobile.any ? ENV.WEBGL : ENV.WEBGL2;\n/**\n * If set to `true`, *only* Textures and BaseTexture objects stored\n * in the caches ({@link PIXI.utils.TextureCache TextureCache} and\n * {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can be\n * used when calling {@link PIXI.Texture.from Texture.from} or\n * {@link PIXI.BaseTexture.from BaseTexture.from}.\n * Otherwise, these `from` calls throw an exception. Using this property\n * can be useful if you want to enforce preloading all assets with\n * {@link PIXI.Loader Loader}.\n * @static\n * @name STRICT_TEXTURE_CACHE\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.STRICT_TEXTURE_CACHE = false;\n\n/**\n * Collection of installed resource types, class must extend {@link PIXI.Resource}.\n * @example\n * class CustomResource extends PIXI.Resource {\n * // MUST have source, options constructor signature\n * // for auto-detected resources to be created.\n * constructor(source, options) {\n * super();\n * }\n * upload(renderer, baseTexture, glTexture) {\n * // upload with GL\n * return true;\n * }\n * // used to auto-detect resource\n * static test(source, extension) {\n * return extension === 'xyz'|| source instanceof SomeClass;\n * }\n * }\n * // Install the new resource type\n * PIXI.INSTALLED.push(CustomResource);\n * @memberof PIXI\n * @type {Array}\n * @static\n * @readonly\n */\nvar INSTALLED = [];\n/**\n * Create a resource element from a single source element. This\n * auto-detects which type of resource to create. All resources that\n * are auto-detectable must have a static `test` method and a constructor\n * with the arguments `(source, options?)`. Currently, the supported\n * resources for auto-detection include:\n * - {@link PIXI.ImageResource}\n * - {@link PIXI.CanvasResource}\n * - {@link PIXI.VideoResource}\n * - {@link PIXI.SVGResource}\n * - {@link PIXI.BufferResource}\n * @static\n * @memberof PIXI\n * @function autoDetectResource\n * @param {string|*} source - Resource source, this can be the URL to the resource,\n * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri\n * or any other resource that can be auto-detected. If not resource is\n * detected, it's assumed to be an ImageResource.\n * @param {object} [options] - Pass-through options to use for Resource\n * @param {number} [options.width] - Width of BufferResource or SVG rasterization\n * @param {number} [options.height] - Height of BufferResource or SVG rasterization\n * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading\n * @param {number} [options.scale=1] - SVG source scale. Overridden by width, height\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object\n * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin\n * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately\n * @param {number} [options.updateFPS=0] - Video option to update how many times a second the\n * texture should be updated from the video. Leave at 0 to update at every render\n * @returns {PIXI.Resource} The created resource.\n */\nfunction autoDetectResource(source, options) {\n if (!source) {\n return null;\n }\n var extension = '';\n if (typeof source === 'string') {\n // search for file extension: period, 3-4 chars, then ?, # or EOL\n var result = (/\\.(\\w{3,4})(?:$|\\?|#)/i).exec(source);\n if (result) {\n extension = result[1].toLowerCase();\n }\n }\n for (var i = INSTALLED.length - 1; i >= 0; --i) {\n var ResourcePlugin = INSTALLED[i];\n if (ResourcePlugin.test && ResourcePlugin.test(source, extension)) {\n return new ResourcePlugin(source, options);\n }\n }\n throw new Error('Unrecognized source type to auto-detect Resource');\n}\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nvar __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\n var arguments$1 = arguments;\n\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments$1[i];\r\n for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } }\r\n }\r\n return t;\r\n };\r\n return __assign.apply(this, arguments);\r\n};\r\n\r\nfunction __rest(s, e) {\r\n var t = {};\r\n for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n { t[p] = s[p]; } }\r\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n { for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\r\n if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\r\n { t[p[i]] = s[p[i]]; }\r\n } }\r\n return t;\r\n}\n\n/**\n * Base resource class for textures that manages validation and uploading, depending on its type.\n *\n * Uploading of a base texture to the GPU is required.\n * @memberof PIXI\n */\nvar Resource = /** @class */ (function () {\n /**\n * @param width - Width of the resource\n * @param height - Height of the resource\n */\n function Resource(width, height) {\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this._width = width;\n this._height = height;\n this.destroyed = false;\n this.internal = false;\n this.onResize = new Runner('setRealSize');\n this.onUpdate = new Runner('update');\n this.onError = new Runner('onError');\n }\n /**\n * Bind to a parent BaseTexture\n * @param baseTexture - Parent texture\n */\n Resource.prototype.bind = function (baseTexture) {\n this.onResize.add(baseTexture);\n this.onUpdate.add(baseTexture);\n this.onError.add(baseTexture);\n // Call a resize immediate if we already\n // have the width and height of the resource\n if (this._width || this._height) {\n this.onResize.emit(this._width, this._height);\n }\n };\n /**\n * Unbind to a parent BaseTexture\n * @param baseTexture - Parent texture\n */\n Resource.prototype.unbind = function (baseTexture) {\n this.onResize.remove(baseTexture);\n this.onUpdate.remove(baseTexture);\n this.onError.remove(baseTexture);\n };\n /**\n * Trigger a resize event\n * @param width - X dimension\n * @param height - Y dimension\n */\n Resource.prototype.resize = function (width, height) {\n if (width !== this._width || height !== this._height) {\n this._width = width;\n this._height = height;\n this.onResize.emit(width, height);\n }\n };\n Object.defineProperty(Resource.prototype, \"valid\", {\n /**\n * Has been validated\n * @readonly\n */\n get: function () {\n return !!this._width && !!this._height;\n },\n enumerable: false,\n configurable: true\n });\n /** Has been updated trigger event. */\n Resource.prototype.update = function () {\n if (!this.destroyed) {\n this.onUpdate.emit();\n }\n };\n /**\n * This can be overridden to start preloading a resource\n * or do any other prepare step.\n * @protected\n * @returns Handle the validate event\n */\n Resource.prototype.load = function () {\n return Promise.resolve(this);\n };\n Object.defineProperty(Resource.prototype, \"width\", {\n /**\n * The width of the resource.\n * @readonly\n */\n get: function () {\n return this._width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Resource.prototype, \"height\", {\n /**\n * The height of the resource.\n * @readonly\n */\n get: function () {\n return this._height;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Set the style, optional to override\n * @param _renderer - yeah, renderer!\n * @param _baseTexture - the texture\n * @param _glTexture - texture instance for this webgl context\n * @returns - `true` is success\n */\n Resource.prototype.style = function (_renderer, _baseTexture, _glTexture) {\n return false;\n };\n /** Clean up anything, this happens when destroying is ready. */\n Resource.prototype.dispose = function () {\n // override\n };\n /**\n * Call when destroying resource, unbind any BaseTexture object\n * before calling this method, as reference counts are maintained\n * internally.\n */\n Resource.prototype.destroy = function () {\n if (!this.destroyed) {\n this.destroyed = true;\n this.dispose();\n this.onError.removeAll();\n this.onError = null;\n this.onResize.removeAll();\n this.onResize = null;\n this.onUpdate.removeAll();\n this.onUpdate = null;\n }\n };\n /**\n * Abstract, used to auto-detect resource type.\n * @param {*} _source - The source object\n * @param {string} _extension - The extension of source, if set\n */\n Resource.test = function (_source, _extension) {\n return false;\n };\n return Resource;\n}());\n\n/**\n * @interface SharedArrayBuffer\n */\n/**\n * Buffer resource with data of typed array.\n * @memberof PIXI\n */\nvar BufferResource = /** @class */ (function (_super) {\n __extends(BufferResource, _super);\n /**\n * @param source - Source buffer\n * @param options - Options\n * @param {number} options.width - Width of the texture\n * @param {number} options.height - Height of the texture\n */\n function BufferResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n if (!width || !height) {\n throw new Error('BufferResource width or height invalid');\n }\n _this = _super.call(this, width, height) || this;\n _this.data = source;\n return _this;\n }\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture - glTexture\n * @returns - true is success\n */\n BufferResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n var gl = renderer.gl;\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n if (glTexture.width === width && glTexture.height === height) {\n gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data);\n }\n return true;\n };\n /** Destroy and don't use after this. */\n BufferResource.prototype.dispose = function () {\n this.data = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if \n */\n BufferResource.test = function (source) {\n return source instanceof Float32Array\n || source instanceof Uint8Array\n || source instanceof Uint32Array;\n };\n return BufferResource;\n}(Resource));\n\nvar defaultBufferOptions = {\n scaleMode: SCALE_MODES.NEAREST,\n format: FORMATS.RGBA,\n alphaMode: ALPHA_MODES.NPM,\n};\n/**\n * A Texture stores the information that represents an image.\n * All textures have a base texture, which contains information about the source.\n * Therefore you can have many textures all using a single BaseTexture\n * @memberof PIXI\n * @typeParam R - The BaseTexture's Resource type.\n * @typeParam RO - The options for constructing resource.\n */\nvar BaseTexture = /** @class */ (function (_super) {\n __extends(BaseTexture, _super);\n /**\n * @param {PIXI.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null] -\n * The current resource to use, for things that aren't Resource objects, will be converted\n * into a Resource.\n * @param options - Collection of options\n * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture\n * @param {number} [options.anisotropicLevel=PIXI.settings.ANISOTROPIC_LEVEL] - Anisotropic filtering level of texture\n * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest\n * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type\n * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type\n * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Pre multiply the image alpha\n * @param {number} [options.width=0] - Width of the texture\n * @param {number} [options.height=0] - Height of the texture\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - Resolution of the base texture\n * @param {object} [options.resourceOptions] - Optional resource options,\n * see {@link PIXI.autoDetectResource autoDetectResource}\n */\n function BaseTexture(resource, options) {\n if (resource === void 0) { resource = null; }\n if (options === void 0) { options = null; }\n var _this = _super.call(this) || this;\n options = options || {};\n var alphaMode = options.alphaMode, mipmap = options.mipmap, anisotropicLevel = options.anisotropicLevel, scaleMode = options.scaleMode, width = options.width, height = options.height, wrapMode = options.wrapMode, format = options.format, type = options.type, target = options.target, resolution = options.resolution, resourceOptions = options.resourceOptions;\n // Convert the resource to a Resource object\n if (resource && !(resource instanceof Resource)) {\n resource = autoDetectResource(resource, resourceOptions);\n resource.internal = true;\n }\n _this.resolution = resolution || settings.RESOLUTION;\n _this.width = Math.round((width || 0) * _this.resolution) / _this.resolution;\n _this.height = Math.round((height || 0) * _this.resolution) / _this.resolution;\n _this._mipmap = mipmap !== undefined ? mipmap : settings.MIPMAP_TEXTURES;\n _this.anisotropicLevel = anisotropicLevel !== undefined ? anisotropicLevel : settings.ANISOTROPIC_LEVEL;\n _this._wrapMode = wrapMode || settings.WRAP_MODE;\n _this._scaleMode = scaleMode !== undefined ? scaleMode : settings.SCALE_MODE;\n _this.format = format || FORMATS.RGBA;\n _this.type = type || TYPES.UNSIGNED_BYTE;\n _this.target = target || TARGETS.TEXTURE_2D;\n _this.alphaMode = alphaMode !== undefined ? alphaMode : ALPHA_MODES.UNPACK;\n _this.uid = uid();\n _this.touched = 0;\n _this.isPowerOfTwo = false;\n _this._refreshPOT();\n _this._glTextures = {};\n _this.dirtyId = 0;\n _this.dirtyStyleId = 0;\n _this.cacheId = null;\n _this.valid = width > 0 && height > 0;\n _this.textureCacheIds = [];\n _this.destroyed = false;\n _this.resource = null;\n _this._batchEnabled = 0;\n _this._batchLocation = 0;\n _this.parentTextureArray = null;\n /**\n * Fired when a not-immediately-available source finishes loading.\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n /**\n * Fired when a not-immediately-available source fails to load.\n * @protected\n * @event PIXI.BaseTexture#error\n * @param {PIXI.BaseTexture} baseTexture - Resource errored.\n * @param {ErrorEvent} event - Load error event.\n */\n /**\n * Fired when BaseTexture is updated.\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n /**\n * Fired when BaseTexture is updated.\n * @protected\n * @event PIXI.BaseTexture#update\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated.\n */\n /**\n * Fired when BaseTexture is destroyed.\n * @protected\n * @event PIXI.BaseTexture#dispose\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed.\n */\n // Set the resource\n _this.setResource(resource);\n return _this;\n }\n Object.defineProperty(BaseTexture.prototype, \"realWidth\", {\n /**\n * Pixel width of the source of this texture\n * @readonly\n */\n get: function () {\n return Math.round(this.width * this.resolution);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"realHeight\", {\n /**\n * Pixel height of the source of this texture\n * @readonly\n */\n get: function () {\n return Math.round(this.height * this.resolution);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"mipmap\", {\n /**\n * Mipmap mode of the texture, affects downscaled images\n * @default PIXI.settings.MIPMAP_TEXTURES\n */\n get: function () {\n return this._mipmap;\n },\n set: function (value) {\n if (this._mipmap !== value) {\n this._mipmap = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"scaleMode\", {\n /**\n * The scale mode to apply when scaling this texture\n * @default PIXI.settings.SCALE_MODE\n */\n get: function () {\n return this._scaleMode;\n },\n set: function (value) {\n if (this._scaleMode !== value) {\n this._scaleMode = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BaseTexture.prototype, \"wrapMode\", {\n /**\n * How the texture wraps\n * @default PIXI.settings.WRAP_MODE\n */\n get: function () {\n return this._wrapMode;\n },\n set: function (value) {\n if (this._wrapMode !== value) {\n this._wrapMode = value;\n this.dirtyStyleId++;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Changes style options of BaseTexture\n * @param scaleMode - Pixi scalemode\n * @param mipmap - enable mipmaps\n * @returns - this\n */\n BaseTexture.prototype.setStyle = function (scaleMode, mipmap) {\n var dirty;\n if (scaleMode !== undefined && scaleMode !== this.scaleMode) {\n this.scaleMode = scaleMode;\n dirty = true;\n }\n if (mipmap !== undefined && mipmap !== this.mipmap) {\n this.mipmap = mipmap;\n dirty = true;\n }\n if (dirty) {\n this.dirtyStyleId++;\n }\n return this;\n };\n /**\n * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero.\n * @param desiredWidth - Desired visual width\n * @param desiredHeight - Desired visual height\n * @param resolution - Optionally set resolution\n * @returns - this\n */\n BaseTexture.prototype.setSize = function (desiredWidth, desiredHeight, resolution) {\n resolution = resolution || this.resolution;\n return this.setRealSize(desiredWidth * resolution, desiredHeight * resolution, resolution);\n };\n /**\n * Sets real size of baseTexture, preserves current resolution.\n * @param realWidth - Full rendered width\n * @param realHeight - Full rendered height\n * @param resolution - Optionally set resolution\n * @returns - this\n */\n BaseTexture.prototype.setRealSize = function (realWidth, realHeight, resolution) {\n this.resolution = resolution || this.resolution;\n this.width = Math.round(realWidth) / this.resolution;\n this.height = Math.round(realHeight) / this.resolution;\n this._refreshPOT();\n this.update();\n return this;\n };\n /**\n * Refresh check for isPowerOfTwo texture based on size\n * @private\n */\n BaseTexture.prototype._refreshPOT = function () {\n this.isPowerOfTwo = isPow2(this.realWidth) && isPow2(this.realHeight);\n };\n /**\n * Changes resolution\n * @param resolution - res\n * @returns - this\n */\n BaseTexture.prototype.setResolution = function (resolution) {\n var oldResolution = this.resolution;\n if (oldResolution === resolution) {\n return this;\n }\n this.resolution = resolution;\n if (this.valid) {\n this.width = Math.round(this.width * oldResolution) / resolution;\n this.height = Math.round(this.height * oldResolution) / resolution;\n this.emit('update', this);\n }\n this._refreshPOT();\n return this;\n };\n /**\n * Sets the resource if it wasn't set. Throws error if resource already present\n * @param resource - that is managing this BaseTexture\n * @returns - this\n */\n BaseTexture.prototype.setResource = function (resource) {\n if (this.resource === resource) {\n return this;\n }\n if (this.resource) {\n throw new Error('Resource can be set only once');\n }\n resource.bind(this);\n this.resource = resource;\n return this;\n };\n /** Invalidates the object. Texture becomes valid if width and height are greater than zero. */\n BaseTexture.prototype.update = function () {\n if (!this.valid) {\n if (this.width > 0 && this.height > 0) {\n this.valid = true;\n this.emit('loaded', this);\n this.emit('update', this);\n }\n }\n else {\n this.dirtyId++;\n this.dirtyStyleId++;\n this.emit('update', this);\n }\n };\n /**\n * Handle errors with resources.\n * @private\n * @param event - Error event emitted.\n */\n BaseTexture.prototype.onError = function (event) {\n this.emit('error', this, event);\n };\n /**\n * Destroys this base texture.\n * The method stops if resource doesn't want this texture to be destroyed.\n * Removes texture from all caches.\n */\n BaseTexture.prototype.destroy = function () {\n // remove and destroy the resource\n if (this.resource) {\n this.resource.unbind(this);\n // only destroy resourced created internally\n if (this.resource.internal) {\n this.resource.destroy();\n }\n this.resource = null;\n }\n if (this.cacheId) {\n delete BaseTextureCache[this.cacheId];\n delete TextureCache[this.cacheId];\n this.cacheId = null;\n }\n // finally let the WebGL renderer know..\n this.dispose();\n BaseTexture.removeFromCache(this);\n this.textureCacheIds = null;\n this.destroyed = true;\n };\n /**\n * Frees the texture from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n * @fires PIXI.BaseTexture#dispose\n */\n BaseTexture.prototype.dispose = function () {\n this.emit('dispose', this);\n };\n /** Utility function for BaseTexture|Texture cast. */\n BaseTexture.prototype.castToBaseTexture = function () {\n return this;\n };\n /**\n * Helper function that creates a base texture based on the source you provide.\n * The source can be - image url, image element, canvas element. If the\n * source is an image url or an image element and not in the base texture\n * cache, it will be created and loaded.\n * @static\n * @param {string|string[]|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The\n * source to create base texture from.\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id\n * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}.\n * @returns {PIXI.BaseTexture} The new base texture.\n */\n BaseTexture.from = function (source, options, strict) {\n if (strict === void 0) { strict = settings.STRICT_TEXTURE_CACHE; }\n var isFrame = typeof source === 'string';\n var cacheId = null;\n if (isFrame) {\n cacheId = source;\n }\n else {\n if (!source._pixiId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source._pixiId = prefix + \"_\" + uid();\n }\n cacheId = source._pixiId;\n }\n var baseTexture = BaseTextureCache[cacheId];\n // Strict-mode rejects invalid cacheIds\n if (isFrame && strict && !baseTexture) {\n throw new Error(\"The cacheId \\\"\" + cacheId + \"\\\" does not exist in BaseTextureCache.\");\n }\n if (!baseTexture) {\n baseTexture = new BaseTexture(source, options);\n baseTexture.cacheId = cacheId;\n BaseTexture.addToCache(baseTexture, cacheId);\n }\n return baseTexture;\n };\n /**\n * Create a new BaseTexture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param width - Width of the resource\n * @param height - Height of the resource\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * Default properties are different from the constructor's defaults.\n * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.NPM] - Image alpha, not premultiplied by default\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.SCALE_MODES.NEAREST] - Scale mode, pixelating by default\n * @returns - The resulting new BaseTexture\n */\n BaseTexture.fromBuffer = function (buffer, width, height, options) {\n buffer = buffer || new Float32Array(width * height * 4);\n var resource = new BufferResource(buffer, { width: width, height: height });\n var type = buffer instanceof Float32Array ? TYPES.FLOAT : TYPES.UNSIGNED_BYTE;\n return new BaseTexture(resource, Object.assign({}, defaultBufferOptions, options || { width: width, height: height, type: type }));\n };\n /**\n * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object.\n * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache.\n * @param {string} id - The id that the BaseTexture will be stored against.\n */\n BaseTexture.addToCache = function (baseTexture, id) {\n if (id) {\n if (baseTexture.textureCacheIds.indexOf(id) === -1) {\n baseTexture.textureCacheIds.push(id);\n }\n if (BaseTextureCache[id]) {\n // eslint-disable-next-line no-console\n console.warn(\"BaseTexture added to the cache with an id [\" + id + \"] that already had an entry\");\n }\n BaseTextureCache[id] = baseTexture;\n }\n };\n /**\n * Remove a BaseTexture from the global BaseTextureCache.\n * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself.\n * @returns {PIXI.BaseTexture|null} The BaseTexture that was removed.\n */\n BaseTexture.removeFromCache = function (baseTexture) {\n if (typeof baseTexture === 'string') {\n var baseTextureFromCache = BaseTextureCache[baseTexture];\n if (baseTextureFromCache) {\n var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture);\n if (index > -1) {\n baseTextureFromCache.textureCacheIds.splice(index, 1);\n }\n delete BaseTextureCache[baseTexture];\n return baseTextureFromCache;\n }\n }\n else if (baseTexture && baseTexture.textureCacheIds) {\n for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) {\n delete BaseTextureCache[baseTexture.textureCacheIds[i]];\n }\n baseTexture.textureCacheIds.length = 0;\n return baseTexture;\n }\n return null;\n };\n /** Global number of the texture batch, used by multi-texture renderers. */\n BaseTexture._globalBatch = 0;\n return BaseTexture;\n}(EventEmitter));\n\n/**\n * Resource that can manage several resource (items) inside.\n * All resources need to have the same pixel size.\n * Parent class for CubeResource and ArrayResource\n * @memberof PIXI\n */\nvar AbstractMultiResource = /** @class */ (function (_super) {\n __extends(AbstractMultiResource, _super);\n /**\n * @param length\n * @param options - Options to for Resource constructor\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\n function AbstractMultiResource(length, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n _this = _super.call(this, width, height) || this;\n _this.items = [];\n _this.itemDirtyIds = [];\n for (var i = 0; i < length; i++) {\n var partTexture = new BaseTexture();\n _this.items.push(partTexture);\n // -2 - first run of texture array upload\n // -1 - texture item was allocated\n // >=0 - texture item uploaded , in sync with items[i].dirtyId\n _this.itemDirtyIds.push(-2);\n }\n _this.length = length;\n _this._load = null;\n _this.baseTexture = null;\n return _this;\n }\n /**\n * Used from ArrayResource and CubeResource constructors.\n * @param resources - Can be resources, image elements, canvas, etc. ,\n * length should be same as constructor length\n * @param options - Detect options for resources\n */\n AbstractMultiResource.prototype.initFromArray = function (resources, options) {\n for (var i = 0; i < this.length; i++) {\n if (!resources[i]) {\n continue;\n }\n if (resources[i].castToBaseTexture) {\n this.addBaseTextureAt(resources[i].castToBaseTexture(), i);\n }\n else if (resources[i] instanceof Resource) {\n this.addResourceAt(resources[i], i);\n }\n else {\n this.addResourceAt(autoDetectResource(resources[i], options), i);\n }\n }\n };\n /** Destroy this BaseImageResource. */\n AbstractMultiResource.prototype.dispose = function () {\n for (var i = 0, len = this.length; i < len; i++) {\n this.items[i].destroy();\n }\n this.items = null;\n this.itemDirtyIds = null;\n this._load = null;\n };\n /**\n * Set a resource by ID\n * @param resource\n * @param index - Zero-based index of resource to set\n * @returns - Instance for chaining\n */\n AbstractMultiResource.prototype.addResourceAt = function (resource, index) {\n if (!this.items[index]) {\n throw new Error(\"Index \" + index + \" is out of bounds\");\n }\n // Inherit the first resource dimensions\n if (resource.valid && !this.valid) {\n this.resize(resource.width, resource.height);\n }\n this.items[index].setResource(resource);\n return this;\n };\n /**\n * Set the parent base texture.\n * @param baseTexture\n */\n AbstractMultiResource.prototype.bind = function (baseTexture) {\n if (this.baseTexture !== null) {\n throw new Error('Only one base texture per TextureArray is allowed');\n }\n _super.prototype.bind.call(this, baseTexture);\n for (var i = 0; i < this.length; i++) {\n this.items[i].parentTextureArray = baseTexture;\n this.items[i].on('update', baseTexture.update, baseTexture);\n }\n };\n /**\n * Unset the parent base texture.\n * @param baseTexture\n */\n AbstractMultiResource.prototype.unbind = function (baseTexture) {\n _super.prototype.unbind.call(this, baseTexture);\n for (var i = 0; i < this.length; i++) {\n this.items[i].parentTextureArray = null;\n this.items[i].off('update', baseTexture.update, baseTexture);\n }\n };\n /**\n * Load all the resources simultaneously\n * @returns - When load is resolved\n */\n AbstractMultiResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n var resources = this.items.map(function (item) { return item.resource; }).filter(function (item) { return item; });\n // TODO: also implement load part-by-part strategy\n var promises = resources.map(function (item) { return item.load(); });\n this._load = Promise.all(promises)\n .then(function () {\n var _a = _this.items[0], realWidth = _a.realWidth, realHeight = _a.realHeight;\n _this.resize(realWidth, realHeight);\n return Promise.resolve(_this);\n });\n return this._load;\n };\n return AbstractMultiResource;\n}(Resource));\n\n/**\n * A resource that contains a number of sources.\n * @memberof PIXI\n */\nvar ArrayResource = /** @class */ (function (_super) {\n __extends(ArrayResource, _super);\n /**\n * @param source - Number of items in array or the collection\n * of image URLs to use. Can also be resources, image elements, canvas, etc.\n * @param options - Options to apply to {@link PIXI.autoDetectResource}\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\n function ArrayResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height;\n var urls;\n var length;\n if (Array.isArray(source)) {\n urls = source;\n length = source.length;\n }\n else {\n length = source;\n }\n _this = _super.call(this, length, { width: width, height: height }) || this;\n if (urls) {\n _this.initFromArray(urls, options);\n }\n return _this;\n }\n /**\n * Set a baseTexture by ID,\n * ArrayResource just takes resource from it, nothing more\n * @param baseTexture\n * @param index - Zero-based index of resource to set\n * @returns - Instance for chaining\n */\n ArrayResource.prototype.addBaseTextureAt = function (baseTexture, index) {\n if (baseTexture.resource) {\n this.addResourceAt(baseTexture.resource, index);\n }\n else {\n throw new Error('ArrayResource does not support RenderTexture');\n }\n return this;\n };\n /**\n * Add binding\n * @param baseTexture\n */\n ArrayResource.prototype.bind = function (baseTexture) {\n _super.prototype.bind.call(this, baseTexture);\n baseTexture.target = TARGETS.TEXTURE_2D_ARRAY;\n };\n /**\n * Upload the resources to the GPU.\n * @param renderer\n * @param texture\n * @param glTexture\n * @returns - whether texture was uploaded\n */\n ArrayResource.prototype.upload = function (renderer, texture, glTexture) {\n var _a = this, length = _a.length, itemDirtyIds = _a.itemDirtyIds, items = _a.items;\n var gl = renderer.gl;\n if (glTexture.dirtyId < 0) {\n gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, glTexture.internalFormat, this._width, this._height, length, 0, texture.format, glTexture.type, null);\n }\n for (var i = 0; i < length; i++) {\n var item = items[i];\n if (itemDirtyIds[i] < item.dirtyId) {\n itemDirtyIds[i] = item.dirtyId;\n if (item.valid) {\n gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, // xoffset\n 0, // yoffset\n i, // zoffset\n item.resource.width, item.resource.height, 1, texture.format, glTexture.type, item.resource.source);\n }\n }\n }\n return true;\n };\n return ArrayResource;\n}(AbstractMultiResource));\n\n/**\n * Base for all the image/canvas resources.\n * @memberof PIXI\n */\nvar BaseImageResource = /** @class */ (function (_super) {\n __extends(BaseImageResource, _super);\n /**\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} source\n */\n function BaseImageResource(source) {\n var _this = this;\n var sourceAny = source;\n var width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width;\n var height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height;\n _this = _super.call(this, width, height) || this;\n _this.source = source;\n _this.noSubImage = false;\n return _this;\n }\n /**\n * Set cross origin based detecting the url and the crossorigin\n * @param element - Element to apply crossOrigin\n * @param url - URL to check\n * @param crossorigin - Cross origin value to use\n */\n BaseImageResource.crossOrigin = function (element, url, crossorigin) {\n if (crossorigin === undefined && url.indexOf('data:') !== 0) {\n element.crossOrigin = determineCrossOrigin(url);\n }\n else if (crossorigin !== false) {\n element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous';\n }\n };\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] - (optional)\n * @returns - true is success\n */\n BaseImageResource.prototype.upload = function (renderer, baseTexture, glTexture, source) {\n var gl = renderer.gl;\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n source = source || this.source;\n if (source instanceof HTMLImageElement) {\n if (!source.complete || source.naturalWidth === 0) {\n return false;\n }\n }\n else if (source instanceof HTMLVideoElement) {\n if (source.readyState <= 1) {\n return false;\n }\n }\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n if (!this.noSubImage\n && baseTexture.target === gl.TEXTURE_2D\n && glTexture.width === width\n && glTexture.height === height) {\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, glTexture.type, source);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, baseTexture.format, glTexture.type, source);\n }\n return true;\n };\n /**\n * Checks if source width/height was changed, resize can cause extra baseTexture update.\n * Triggers one update in any case.\n */\n BaseImageResource.prototype.update = function () {\n if (this.destroyed) {\n return;\n }\n var source = this.source;\n var width = source.naturalWidth || source.videoWidth || source.width;\n var height = source.naturalHeight || source.videoHeight || source.height;\n this.resize(width, height);\n _super.prototype.update.call(this);\n };\n /** Destroy this {@link BaseImageResource} */\n BaseImageResource.prototype.dispose = function () {\n this.source = null;\n };\n return BaseImageResource;\n}(Resource));\n\n/**\n * @interface OffscreenCanvas\n */\n/**\n * Resource type for HTMLCanvasElement.\n * @memberof PIXI\n */\nvar CanvasResource = /** @class */ (function (_super) {\n __extends(CanvasResource, _super);\n /**\n * @param source - Canvas element to use\n */\n // eslint-disable-next-line @typescript-eslint/no-useless-constructor\n function CanvasResource(source) {\n return _super.call(this, source) || this;\n }\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is HTMLCanvasElement or OffscreenCanvas\n */\n CanvasResource.test = function (source) {\n var OffscreenCanvas = globalThis.OffscreenCanvas;\n // Check for browsers that don't yet support OffscreenCanvas\n if (OffscreenCanvas && source instanceof OffscreenCanvas) {\n return true;\n }\n return globalThis.HTMLCanvasElement && source instanceof HTMLCanvasElement;\n };\n return CanvasResource;\n}(BaseImageResource));\n\n/**\n * Resource for a CubeTexture which contains six resources.\n * @memberof PIXI\n */\nvar CubeResource = /** @class */ (function (_super) {\n __extends(CubeResource, _super);\n /**\n * @param {Array} [source] - Collection of URLs or resources\n * to use as the sides of the cube.\n * @param options - ImageResource options\n * @param {number} [options.width] - Width of resource\n * @param {number} [options.height] - Height of resource\n * @param {number} [options.autoLoad=true] - Whether to auto-load resources\n * @param {number} [options.linkBaseTexture=true] - In case BaseTextures are supplied,\n * whether to copy them or use\n */\n function CubeResource(source, options) {\n var _this = this;\n var _a = options || {}, width = _a.width, height = _a.height, autoLoad = _a.autoLoad, linkBaseTexture = _a.linkBaseTexture;\n if (source && source.length !== CubeResource.SIDES) {\n throw new Error(\"Invalid length. Got \" + source.length + \", expected 6\");\n }\n _this = _super.call(this, 6, { width: width, height: height }) || this;\n for (var i = 0; i < CubeResource.SIDES; i++) {\n _this.items[i].target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + i;\n }\n _this.linkBaseTexture = linkBaseTexture !== false;\n if (source) {\n _this.initFromArray(source, options);\n }\n if (autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Add binding.\n * @param baseTexture - parent base texture\n */\n CubeResource.prototype.bind = function (baseTexture) {\n _super.prototype.bind.call(this, baseTexture);\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP;\n };\n CubeResource.prototype.addBaseTextureAt = function (baseTexture, index, linkBaseTexture) {\n if (!this.items[index]) {\n throw new Error(\"Index \" + index + \" is out of bounds\");\n }\n if (!this.linkBaseTexture\n || baseTexture.parentTextureArray\n || Object.keys(baseTexture._glTextures).length > 0) {\n // copy mode\n if (baseTexture.resource) {\n this.addResourceAt(baseTexture.resource, index);\n }\n else {\n throw new Error(\"CubeResource does not support copying of renderTexture.\");\n }\n }\n else {\n // link mode, the difficult one!\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + index;\n baseTexture.parentTextureArray = this.baseTexture;\n this.items[index] = baseTexture;\n }\n if (baseTexture.valid && !this.valid) {\n this.resize(baseTexture.realWidth, baseTexture.realHeight);\n }\n this.items[index] = baseTexture;\n return this;\n };\n /**\n * Upload the resource\n * @param renderer\n * @param _baseTexture\n * @param glTexture\n * @returns {boolean} true is success\n */\n CubeResource.prototype.upload = function (renderer, _baseTexture, glTexture) {\n var dirty = this.itemDirtyIds;\n for (var i = 0; i < CubeResource.SIDES; i++) {\n var side = this.items[i];\n if (dirty[i] < side.dirtyId || glTexture.dirtyId < _baseTexture.dirtyId) {\n if (side.valid && side.resource) {\n side.resource.upload(renderer, side, glTexture);\n dirty[i] = side.dirtyId;\n }\n else if (dirty[i] < -1) {\n // either item is not valid yet, either its a renderTexture\n // allocate the memory\n renderer.gl.texImage2D(side.target, 0, glTexture.internalFormat, _baseTexture.realWidth, _baseTexture.realHeight, 0, _baseTexture.format, glTexture.type, null);\n dirty[i] = -1;\n }\n }\n }\n return true;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is an array of 6 elements\n */\n CubeResource.test = function (source) {\n return Array.isArray(source) && source.length === CubeResource.SIDES;\n };\n /** Number of texture sides to store for CubeResources. */\n CubeResource.SIDES = 6;\n return CubeResource;\n}(AbstractMultiResource));\n\n/**\n * Resource type for HTMLImageElement.\n * @memberof PIXI\n */\nvar ImageResource = /** @class */ (function (_super) {\n __extends(ImageResource, _super);\n /**\n * @param source - image source or URL\n * @param options\n * @param {boolean} [options.autoLoad=true] - start loading process\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - whether its required to create\n * a bitmap before upload\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Premultiply image alpha in bitmap\n */\n function ImageResource(source, options) {\n var _this = this;\n options = options || {};\n if (!(source instanceof HTMLImageElement)) {\n var imageElement = new Image();\n BaseImageResource.crossOrigin(imageElement, source, options.crossorigin);\n imageElement.src = source;\n source = imageElement;\n }\n _this = _super.call(this, source) || this;\n // FireFox 68, and possibly other versions, seems like setting the HTMLImageElement#width and #height\n // to non-zero values before its loading completes if images are in a cache.\n // Because of this, need to set the `_width` and the `_height` to zero to avoid uploading incomplete images.\n // Please refer to the issue #5968 (https://github.com/pixijs/pixi.js/issues/5968).\n if (!source.complete && !!_this._width && !!_this._height) {\n _this._width = 0;\n _this._height = 0;\n }\n _this.url = source.src;\n _this._process = null;\n _this.preserveBitmap = false;\n _this.createBitmap = (options.createBitmap !== undefined\n ? options.createBitmap : settings.CREATE_IMAGE_BITMAP) && !!globalThis.createImageBitmap;\n _this.alphaMode = typeof options.alphaMode === 'number' ? options.alphaMode : null;\n _this.bitmap = null;\n _this._load = null;\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Returns a promise when image will be loaded and processed.\n * @param createBitmap - whether process image into bitmap\n */\n ImageResource.prototype.load = function (createBitmap) {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n if (createBitmap !== undefined) {\n this.createBitmap = createBitmap;\n }\n this._load = new Promise(function (resolve, reject) {\n var source = _this.source;\n _this.url = source.src;\n var completed = function () {\n if (_this.destroyed) {\n return;\n }\n source.onload = null;\n source.onerror = null;\n _this.resize(source.width, source.height);\n _this._load = null;\n if (_this.createBitmap) {\n resolve(_this.process());\n }\n else {\n resolve(_this);\n }\n };\n if (source.complete && source.src) {\n completed();\n }\n else {\n source.onload = completed;\n source.onerror = function (event) {\n // Avoids Promise freezing when resource broken\n reject(event);\n _this.onError.emit(event);\n };\n }\n });\n return this._load;\n };\n /**\n * Called when we need to convert image into BitmapImage.\n * Can be called multiple times, real promise is cached inside.\n * @returns - Cached promise to fill that bitmap\n */\n ImageResource.prototype.process = function () {\n var _this = this;\n var source = this.source;\n if (this._process !== null) {\n return this._process;\n }\n if (this.bitmap !== null || !globalThis.createImageBitmap) {\n return Promise.resolve(this);\n }\n var createImageBitmap = globalThis.createImageBitmap;\n var cors = !source.crossOrigin || source.crossOrigin === 'anonymous';\n this._process = fetch(source.src, {\n mode: cors ? 'cors' : 'no-cors'\n })\n .then(function (r) { return r.blob(); })\n .then(function (blob) { return createImageBitmap(blob, 0, 0, source.width, source.height, {\n premultiplyAlpha: _this.alphaMode === null || _this.alphaMode === ALPHA_MODES.UNPACK\n ? 'premultiply' : 'none',\n }); })\n .then(function (bitmap) {\n if (_this.destroyed) {\n return Promise.reject();\n }\n _this.bitmap = bitmap;\n _this.update();\n _this._process = null;\n return Promise.resolve(_this);\n });\n return this._process;\n };\n /**\n * Upload the image resource to GPU.\n * @param renderer - Renderer to upload to\n * @param baseTexture - BaseTexture for this resource\n * @param glTexture - GLTexture to use\n * @returns {boolean} true is success\n */\n ImageResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n if (typeof this.alphaMode === 'number') {\n // bitmap stores unpack premultiply flag, we dont have to notify texImage2D about it\n baseTexture.alphaMode = this.alphaMode;\n }\n if (!this.createBitmap) {\n return _super.prototype.upload.call(this, renderer, baseTexture, glTexture);\n }\n if (!this.bitmap) {\n // yeah, ignore the output\n this.process();\n if (!this.bitmap) {\n return false;\n }\n }\n _super.prototype.upload.call(this, renderer, baseTexture, glTexture, this.bitmap);\n if (!this.preserveBitmap) {\n // checks if there are other renderers that possibly need this bitmap\n var flag = true;\n var glTextures = baseTexture._glTextures;\n for (var key in glTextures) {\n var otherTex = glTextures[key];\n if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId) {\n flag = false;\n break;\n }\n }\n if (flag) {\n if (this.bitmap.close) {\n this.bitmap.close();\n }\n this.bitmap = null;\n }\n }\n return true;\n };\n /** Destroys this resource. */\n ImageResource.prototype.dispose = function () {\n this.source.onload = null;\n this.source.onerror = null;\n _super.prototype.dispose.call(this);\n if (this.bitmap) {\n this.bitmap.close();\n this.bitmap = null;\n }\n this._process = null;\n this._load = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is string or HTMLImageElement\n */\n ImageResource.test = function (source) {\n return typeof source === 'string' || source instanceof HTMLImageElement;\n };\n return ImageResource;\n}(BaseImageResource));\n\n/**\n * Resource type for SVG elements and graphics.\n * @memberof PIXI\n */\nvar SVGResource = /** @class */ (function (_super) {\n __extends(SVGResource, _super);\n /**\n * @param sourceBase64 - Base64 encoded SVG element or URL for SVG file.\n * @param {object} [options] - Options to use\n * @param {number} [options.scale=1] - Scale to apply to SVG. Overridden by...\n * @param {number} [options.width] - Rasterize SVG this wide. Aspect ratio preserved if height not specified.\n * @param {number} [options.height] - Rasterize SVG this high. Aspect ratio preserved if width not specified.\n * @param {boolean} [options.autoLoad=true] - Start loading right away.\n */\n function SVGResource(sourceBase64, options) {\n var _this = this;\n options = options || {};\n _this = _super.call(this, settings.ADAPTER.createCanvas()) || this;\n _this._width = 0;\n _this._height = 0;\n _this.svg = sourceBase64;\n _this.scale = options.scale || 1;\n _this._overrideWidth = options.width;\n _this._overrideHeight = options.height;\n _this._resolve = null;\n _this._crossorigin = options.crossorigin;\n _this._load = null;\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n SVGResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n this._load = new Promise(function (resolve) {\n // Save this until after load is finished\n _this._resolve = function () {\n _this.resize(_this.source.width, _this.source.height);\n resolve(_this);\n };\n // Convert SVG inline string to data-uri\n if (SVGResource.SVG_XML.test(_this.svg.trim())) {\n if (!btoa) {\n throw new Error('Your browser doesn\\'t support base64 conversions.');\n }\n _this.svg = \"data:image/svg+xml;base64,\" + btoa(unescape(encodeURIComponent(_this.svg)));\n }\n _this._loadSvg();\n });\n return this._load;\n };\n /** Loads an SVG image from `imageUrl` or `data URL`. */\n SVGResource.prototype._loadSvg = function () {\n var _this = this;\n var tempImage = new Image();\n BaseImageResource.crossOrigin(tempImage, this.svg, this._crossorigin);\n tempImage.src = this.svg;\n tempImage.onerror = function (event) {\n if (!_this._resolve) {\n return;\n }\n tempImage.onerror = null;\n _this.onError.emit(event);\n };\n tempImage.onload = function () {\n if (!_this._resolve) {\n return;\n }\n var svgWidth = tempImage.width;\n var svgHeight = tempImage.height;\n if (!svgWidth || !svgHeight) {\n throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.');\n }\n // Set render size\n var width = svgWidth * _this.scale;\n var height = svgHeight * _this.scale;\n if (_this._overrideWidth || _this._overrideHeight) {\n width = _this._overrideWidth || _this._overrideHeight / svgHeight * svgWidth;\n height = _this._overrideHeight || _this._overrideWidth / svgWidth * svgHeight;\n }\n width = Math.round(width);\n height = Math.round(height);\n // Create a canvas element\n var canvas = _this.source;\n canvas.width = width;\n canvas.height = height;\n canvas._pixiId = \"canvas_\" + uid();\n // Draw the Svg to the canvas\n canvas\n .getContext('2d')\n .drawImage(tempImage, 0, 0, svgWidth, svgHeight, 0, 0, width, height);\n _this._resolve();\n _this._resolve = null;\n };\n };\n /**\n * Get size from an svg string using a regular expression.\n * @param svgString - a serialized svg element\n * @returns - image extension\n */\n SVGResource.getSize = function (svgString) {\n var sizeMatch = SVGResource.SVG_SIZE.exec(svgString);\n var size = {};\n if (sizeMatch) {\n size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3]));\n size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7]));\n }\n return size;\n };\n /** Destroys this texture. */\n SVGResource.prototype.dispose = function () {\n _super.prototype.dispose.call(this);\n this._resolve = null;\n this._crossorigin = null;\n };\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n * @returns {boolean} - If the source is a SVG source or data file\n */\n SVGResource.test = function (source, extension) {\n // url file extension is SVG\n return extension === 'svg'\n // source is SVG data-uri\n || (typeof source === 'string' && source.startsWith('data:image/svg+xml'))\n // source is SVG inline\n || (typeof source === 'string' && SVGResource.SVG_XML.test(source));\n };\n /**\n * Regular expression for SVG XML document.\n * @example <?xml version=\"1.0\" encoding=\"utf-8\" ?><!-- image/svg --><svg\n * @readonly\n */\n SVGResource.SVG_XML = /^(<\\?xml[^?]+\\?>)?\\s*()]*-->)?\\s*\\]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*>/i; // eslint-disable-line max-len\n return SVGResource;\n}(BaseImageResource));\n\n/**\n * Resource type for {@code HTMLVideoElement}.\n * @memberof PIXI\n */\nvar VideoResource = /** @class */ (function (_super) {\n __extends(VideoResource, _super);\n /**\n * @param {HTMLVideoElement|object|string|Array} source - Video element to use.\n * @param {object} [options] - Options to use\n * @param {boolean} [options.autoLoad=true] - Start loading the video immediately\n * @param {boolean} [options.autoPlay=true] - Start playing video immediately\n * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video.\n * Leave at 0 to update at every render.\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n */\n function VideoResource(source, options) {\n var _this = this;\n options = options || {};\n if (!(source instanceof HTMLVideoElement)) {\n var videoElement = document.createElement('video');\n // workaround for https://github.com/pixijs/pixi.js/issues/5996\n videoElement.setAttribute('preload', 'auto');\n videoElement.setAttribute('webkit-playsinline', '');\n videoElement.setAttribute('playsinline', '');\n if (typeof source === 'string') {\n source = [source];\n }\n var firstSrc = source[0].src || source[0];\n BaseImageResource.crossOrigin(videoElement, firstSrc, options.crossorigin);\n // array of objects or strings\n for (var i = 0; i < source.length; ++i) {\n var sourceElement = document.createElement('source');\n var _a = source[i], src = _a.src, mime = _a.mime;\n src = src || source[i];\n var baseSrc = src.split('?').shift().toLowerCase();\n var ext = baseSrc.slice(baseSrc.lastIndexOf('.') + 1);\n mime = mime || VideoResource.MIME_TYPES[ext] || \"video/\" + ext;\n sourceElement.src = src;\n sourceElement.type = mime;\n videoElement.appendChild(sourceElement);\n }\n // Override the source\n source = videoElement;\n }\n _this = _super.call(this, source) || this;\n _this.noSubImage = true;\n _this._autoUpdate = true;\n _this._isConnectedToTicker = false;\n _this._updateFPS = options.updateFPS || 0;\n _this._msToNextUpdate = 0;\n _this.autoPlay = options.autoPlay !== false;\n _this._load = null;\n _this._resolve = null;\n // Bind for listeners\n _this._onCanPlay = _this._onCanPlay.bind(_this);\n _this._onError = _this._onError.bind(_this);\n if (options.autoLoad !== false) {\n _this.load();\n }\n return _this;\n }\n /**\n * Trigger updating of the texture.\n * @param _deltaTime - time delta since last tick\n */\n VideoResource.prototype.update = function (_deltaTime) {\n if (!this.destroyed) {\n // account for if video has had its playbackRate changed\n var elapsedMS = Ticker.shared.elapsedMS * this.source.playbackRate;\n this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS);\n if (!this._updateFPS || this._msToNextUpdate <= 0) {\n _super.prototype.update.call(this);\n this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0;\n }\n }\n };\n /**\n * Start preloading the video resource.\n * @returns {Promise} Handle the validate event\n */\n VideoResource.prototype.load = function () {\n var _this = this;\n if (this._load) {\n return this._load;\n }\n var source = this.source;\n if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA)\n && source.width && source.height) {\n source.complete = true;\n }\n source.addEventListener('play', this._onPlayStart.bind(this));\n source.addEventListener('pause', this._onPlayStop.bind(this));\n if (!this._isSourceReady()) {\n source.addEventListener('canplay', this._onCanPlay);\n source.addEventListener('canplaythrough', this._onCanPlay);\n source.addEventListener('error', this._onError, true);\n }\n else {\n this._onCanPlay();\n }\n this._load = new Promise(function (resolve) {\n if (_this.valid) {\n resolve(_this);\n }\n else {\n _this._resolve = resolve;\n source.load();\n }\n });\n return this._load;\n };\n /**\n * Handle video error events.\n * @param event\n */\n VideoResource.prototype._onError = function (event) {\n this.source.removeEventListener('error', this._onError, true);\n this.onError.emit(event);\n };\n /**\n * Returns true if the underlying source is playing.\n * @returns - True if playing.\n */\n VideoResource.prototype._isSourcePlaying = function () {\n var source = this.source;\n return (!source.paused && !source.ended && this._isSourceReady());\n };\n /**\n * Returns true if the underlying source is ready for playing.\n * @returns - True if ready.\n */\n VideoResource.prototype._isSourceReady = function () {\n var source = this.source;\n return source.readyState > 2;\n };\n /** Runs the update loop when the video is ready to play. */\n VideoResource.prototype._onPlayStart = function () {\n // Just in case the video has not received its can play even yet..\n if (!this.valid) {\n this._onCanPlay();\n }\n if (this.autoUpdate && !this._isConnectedToTicker) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n };\n /** Fired when a pause event is triggered, stops the update loop. */\n VideoResource.prototype._onPlayStop = function () {\n if (this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n };\n /** Fired when the video is loaded and ready to play. */\n VideoResource.prototype._onCanPlay = function () {\n var source = this.source;\n source.removeEventListener('canplay', this._onCanPlay);\n source.removeEventListener('canplaythrough', this._onCanPlay);\n var valid = this.valid;\n this.resize(source.videoWidth, source.videoHeight);\n // prevent multiple loaded dispatches..\n if (!valid && this._resolve) {\n this._resolve(this);\n this._resolve = null;\n }\n if (this._isSourcePlaying()) {\n this._onPlayStart();\n }\n else if (this.autoPlay) {\n source.play();\n }\n };\n /** Destroys this texture. */\n VideoResource.prototype.dispose = function () {\n if (this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n var source = this.source;\n if (source) {\n source.removeEventListener('error', this._onError, true);\n source.pause();\n source.src = '';\n source.load();\n }\n _super.prototype.dispose.call(this);\n };\n Object.defineProperty(VideoResource.prototype, \"autoUpdate\", {\n /** Should the base texture automatically update itself, set to true by default. */\n get: function () {\n return this._autoUpdate;\n },\n set: function (value) {\n if (value !== this._autoUpdate) {\n this._autoUpdate = value;\n if (!this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying()) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(VideoResource.prototype, \"updateFPS\", {\n /**\n * How many times a second to update the texture from the video. Leave at 0 to update at every render.\n * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient.\n */\n get: function () {\n return this._updateFPS;\n },\n set: function (value) {\n if (value !== this._updateFPS) {\n this._updateFPS = value;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n * @returns {boolean} `true` if video source\n */\n VideoResource.test = function (source, extension) {\n return (globalThis.HTMLVideoElement && source instanceof HTMLVideoElement)\n || VideoResource.TYPES.indexOf(extension) > -1;\n };\n /**\n * List of common video file extensions supported by VideoResource.\n * @readonly\n */\n VideoResource.TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov'];\n /**\n * Map of video MIME types that can't be directly derived from file extensions.\n * @readonly\n */\n VideoResource.MIME_TYPES = {\n ogv: 'video/ogg',\n mov: 'video/quicktime',\n m4v: 'video/mp4',\n };\n return VideoResource;\n}(BaseImageResource));\n\n/**\n * Resource type for ImageBitmap.\n * @memberof PIXI\n */\nvar ImageBitmapResource = /** @class */ (function (_super) {\n __extends(ImageBitmapResource, _super);\n /**\n * @param source - Image element to use\n */\n // eslint-disable-next-line @typescript-eslint/no-useless-constructor\n function ImageBitmapResource(source) {\n return _super.call(this, source) || this;\n }\n /**\n * Used to auto-detect the type of resource.\n * @param {*} source - The source object\n * @returns {boolean} `true` if source is an ImageBitmap\n */\n ImageBitmapResource.test = function (source) {\n return !!globalThis.createImageBitmap && typeof ImageBitmap !== 'undefined' && source instanceof ImageBitmap;\n };\n return ImageBitmapResource;\n}(BaseImageResource));\n\nINSTALLED.push(ImageResource, ImageBitmapResource, CanvasResource, VideoResource, SVGResource, BufferResource, CubeResource, ArrayResource);\n\nvar _resources = {\n __proto__: null,\n Resource: Resource,\n BaseImageResource: BaseImageResource,\n INSTALLED: INSTALLED,\n autoDetectResource: autoDetectResource,\n AbstractMultiResource: AbstractMultiResource,\n ArrayResource: ArrayResource,\n BufferResource: BufferResource,\n CanvasResource: CanvasResource,\n CubeResource: CubeResource,\n ImageResource: ImageResource,\n SVGResource: SVGResource,\n VideoResource: VideoResource,\n ImageBitmapResource: ImageBitmapResource\n};\n\n/**\n * Resource type for DepthTexture.\n * @memberof PIXI\n */\nvar DepthResource = /** @class */ (function (_super) {\n __extends(DepthResource, _super);\n function DepthResource() {\n return _super !== null && _super.apply(this, arguments) || this;\n }\n /**\n * Upload the texture to the GPU.\n * @param renderer - Upload to the renderer\n * @param baseTexture - Reference to parent texture\n * @param glTexture - glTexture\n * @returns - true is success\n */\n DepthResource.prototype.upload = function (renderer, baseTexture, glTexture) {\n var gl = renderer.gl;\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n var width = baseTexture.realWidth;\n var height = baseTexture.realHeight;\n if (glTexture.width === width && glTexture.height === height) {\n gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data);\n }\n else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data);\n }\n return true;\n };\n return DepthResource;\n}(BufferResource));\n\n/**\n * A framebuffer can be used to render contents off of the screen. {@link PIXI.BaseRenderTexture} uses\n * one internally to render into itself. You can attach a depth or stencil buffer to a framebuffer.\n *\n * On WebGL 2 machines, shaders can output to multiple textures simultaneously with GLSL 300 ES.\n * @memberof PIXI\n */\nvar Framebuffer = /** @class */ (function () {\n /**\n * @param width - Width of the frame buffer\n * @param height - Height of the frame buffer\n */\n function Framebuffer(width, height) {\n this.width = Math.round(width || 100);\n this.height = Math.round(height || 100);\n this.stencil = false;\n this.depth = false;\n this.dirtyId = 0;\n this.dirtyFormat = 0;\n this.dirtySize = 0;\n this.depthTexture = null;\n this.colorTextures = [];\n this.glFramebuffers = {};\n this.disposeRunner = new Runner('disposeFramebuffer');\n this.multisample = MSAA_QUALITY.NONE;\n }\n Object.defineProperty(Framebuffer.prototype, \"colorTexture\", {\n /**\n * Reference to the colorTexture.\n * @readonly\n */\n get: function () {\n return this.colorTextures[0];\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Add texture to the colorTexture array.\n * @param index - Index of the array to add the texture to\n * @param texture - Texture to add to the array\n */\n Framebuffer.prototype.addColorTexture = function (index, texture) {\n if (index === void 0) { index = 0; }\n // TODO add some validation to the texture - same width / height etc?\n this.colorTextures[index] = texture || new BaseTexture(null, {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n mipmap: MIPMAP_MODES.OFF,\n width: this.width,\n height: this.height,\n });\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /**\n * Add a depth texture to the frame buffer.\n * @param texture - Texture to add.\n */\n Framebuffer.prototype.addDepthTexture = function (texture) {\n /* eslint-disable max-len */\n this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n width: this.width,\n height: this.height,\n mipmap: MIPMAP_MODES.OFF,\n format: FORMATS.DEPTH_COMPONENT,\n type: TYPES.UNSIGNED_SHORT,\n });\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /** Enable depth on the frame buffer. */\n Framebuffer.prototype.enableDepth = function () {\n this.depth = true;\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /** Enable stencil on the frame buffer. */\n Framebuffer.prototype.enableStencil = function () {\n this.stencil = true;\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n };\n /**\n * Resize the frame buffer\n * @param width - Width of the frame buffer to resize to\n * @param height - Height of the frame buffer to resize to\n */\n Framebuffer.prototype.resize = function (width, height) {\n width = Math.round(width);\n height = Math.round(height);\n if (width === this.width && height === this.height)\n { return; }\n this.width = width;\n this.height = height;\n this.dirtyId++;\n this.dirtySize++;\n for (var i = 0; i < this.colorTextures.length; i++) {\n var texture = this.colorTextures[i];\n var resolution = texture.resolution;\n // take into account the fact the texture may have a different resolution..\n texture.setSize(width / resolution, height / resolution);\n }\n if (this.depthTexture) {\n var resolution = this.depthTexture.resolution;\n this.depthTexture.setSize(width / resolution, height / resolution);\n }\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Framebuffer.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys and removes the depth texture added to this framebuffer. */\n Framebuffer.prototype.destroyDepthTexture = function () {\n if (this.depthTexture) {\n this.depthTexture.destroy();\n this.depthTexture = null;\n ++this.dirtyId;\n ++this.dirtyFormat;\n }\n };\n return Framebuffer;\n}());\n\n/**\n * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position\n * and rotation of the given Display Objects is ignored. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, {renderTexture});\n * ```\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n *\n * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture\n * ```\n * @memberof PIXI\n */\nvar BaseRenderTexture = /** @class */ (function (_super) {\n __extends(BaseRenderTexture, _super);\n /**\n * @param options\n * @param {number} [options.width=100] - The width of the base render texture.\n * @param {number} [options.height=100] - The height of the base render texture.\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES}\n * for possible values.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio\n * of the texture being generated.\n * @param {PIXI.MSAA_QUALITY} [options.multisample=PIXI.MSAA_QUALITY.NONE] - The number of samples of the frame buffer.\n */\n function BaseRenderTexture(options) {\n if (options === void 0) { options = {}; }\n var _this = this;\n if (typeof options === 'number') {\n /* eslint-disable prefer-rest-params */\n // Backward compatibility of signature\n var width = arguments[0];\n var height = arguments[1];\n var scaleMode = arguments[2];\n var resolution = arguments[3];\n options = { width: width, height: height, scaleMode: scaleMode, resolution: resolution };\n /* eslint-enable prefer-rest-params */\n }\n options.width = options.width || 100;\n options.height = options.height || 100;\n options.multisample = options.multisample !== undefined ? options.multisample : MSAA_QUALITY.NONE;\n _this = _super.call(this, null, options) || this;\n // Set defaults\n _this.mipmap = MIPMAP_MODES.OFF;\n _this.valid = true;\n _this.clearColor = [0, 0, 0, 0];\n _this.framebuffer = new Framebuffer(_this.realWidth, _this.realHeight)\n .addColorTexture(0, _this);\n _this.framebuffer.multisample = options.multisample;\n // TODO - could this be added the systems?\n _this.maskStack = [];\n _this.filterStack = [{}];\n return _this;\n }\n /**\n * Resizes the BaseRenderTexture.\n * @param desiredWidth - The desired width to resize to.\n * @param desiredHeight - The desired height to resize to.\n */\n BaseRenderTexture.prototype.resize = function (desiredWidth, desiredHeight) {\n this.framebuffer.resize(desiredWidth * this.resolution, desiredHeight * this.resolution);\n this.setRealSize(this.framebuffer.width, this.framebuffer.height);\n };\n /**\n * Frees the texture and framebuffer from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n * @fires PIXI.BaseTexture#dispose\n */\n BaseRenderTexture.prototype.dispose = function () {\n this.framebuffer.dispose();\n _super.prototype.dispose.call(this);\n };\n /** Destroys this texture. */\n BaseRenderTexture.prototype.destroy = function () {\n _super.prototype.destroy.call(this);\n this.framebuffer.destroyDepthTexture();\n this.framebuffer = null;\n };\n return BaseRenderTexture;\n}(BaseTexture));\n\n/**\n * Stores a texture's frame in UV coordinates, in\n * which everything lies in the rectangle `[(0,0), (1,0),\n * (1,1), (0,1)]`.\n *\n * | Corner | Coordinates |\n * |--------------|-------------|\n * | Top-Left | `(x0,y0)` |\n * | Top-Right | `(x1,y1)` |\n * | Bottom-Right | `(x2,y2)` |\n * | Bottom-Left | `(x3,y3)` |\n * @protected\n * @memberof PIXI\n */\nvar TextureUvs = /** @class */ (function () {\n function TextureUvs() {\n this.x0 = 0;\n this.y0 = 0;\n this.x1 = 1;\n this.y1 = 0;\n this.x2 = 1;\n this.y2 = 1;\n this.x3 = 0;\n this.y3 = 1;\n this.uvsFloat32 = new Float32Array(8);\n }\n /**\n * Sets the texture Uvs based on the given frame information.\n * @protected\n * @param frame - The frame of the texture\n * @param baseFrame - The base frame of the texture\n * @param rotate - Rotation of frame, see {@link PIXI.groupD8}\n */\n TextureUvs.prototype.set = function (frame, baseFrame, rotate) {\n var tw = baseFrame.width;\n var th = baseFrame.height;\n if (rotate) {\n // width and height div 2 div baseFrame size\n var w2 = frame.width / 2 / tw;\n var h2 = frame.height / 2 / th;\n // coordinates of center\n var cX = (frame.x / tw) + w2;\n var cY = (frame.y / th) + h2;\n rotate = groupD8.add(rotate, groupD8.NW); // NW is top-left corner\n this.x0 = cX + (w2 * groupD8.uX(rotate));\n this.y0 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2); // rotate 90 degrees clockwise\n this.x1 = cX + (w2 * groupD8.uX(rotate));\n this.y1 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2);\n this.x2 = cX + (w2 * groupD8.uX(rotate));\n this.y2 = cY + (h2 * groupD8.uY(rotate));\n rotate = groupD8.add(rotate, 2);\n this.x3 = cX + (w2 * groupD8.uX(rotate));\n this.y3 = cY + (h2 * groupD8.uY(rotate));\n }\n else {\n this.x0 = frame.x / tw;\n this.y0 = frame.y / th;\n this.x1 = (frame.x + frame.width) / tw;\n this.y1 = frame.y / th;\n this.x2 = (frame.x + frame.width) / tw;\n this.y2 = (frame.y + frame.height) / th;\n this.x3 = frame.x / tw;\n this.y3 = (frame.y + frame.height) / th;\n }\n this.uvsFloat32[0] = this.x0;\n this.uvsFloat32[1] = this.y0;\n this.uvsFloat32[2] = this.x1;\n this.uvsFloat32[3] = this.y1;\n this.uvsFloat32[4] = this.x2;\n this.uvsFloat32[5] = this.y2;\n this.uvsFloat32[6] = this.x3;\n this.uvsFloat32[7] = this.y3;\n };\n TextureUvs.prototype.toString = function () {\n return \"[@pixi/core:TextureUvs \"\n + (\"x0=\" + this.x0 + \" y0=\" + this.y0 + \" \")\n + (\"x1=\" + this.x1 + \" y1=\" + this.y1 + \" x2=\" + this.x2 + \" \")\n + (\"y2=\" + this.y2 + \" x3=\" + this.x3 + \" y3=\" + this.y3)\n + \"]\";\n };\n return TextureUvs;\n}());\n\nvar DEFAULT_UVS = new TextureUvs();\n/**\n * Used to remove listeners from WHITE and EMPTY Textures\n * @ignore\n */\nfunction removeAllHandlers(tex) {\n tex.destroy = function _emptyDestroy() { };\n tex.on = function _emptyOn() { };\n tex.once = function _emptyOnce() { };\n tex.emit = function _emptyEmit() { };\n}\n/**\n * A texture stores the information that represents an image or part of an image.\n *\n * It cannot be added to the display list directly; instead use it as the texture for a Sprite.\n * If no frame is provided for a texture, then the whole image is used.\n *\n * You can directly create a texture from an image and then reuse it multiple times like this :\n *\n * ```js\n * let texture = PIXI.Texture.from('assets/image.png');\n * let sprite1 = new PIXI.Sprite(texture);\n * let sprite2 = new PIXI.Sprite(texture);\n * ```\n *\n * If you didnt pass the texture frame to constructor, it enables `noFrame` mode:\n * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture.\n *\n * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing.\n * You can check for this by checking the sprite's _textureID property.\n * ```js\n * var texture = PIXI.Texture.from('assets/image.svg');\n * var sprite1 = new PIXI.Sprite(texture);\n * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file\n * ```\n * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068.\n * @memberof PIXI\n * @typeParam R - The BaseTexture's Resource type.\n */\nvar Texture = /** @class */ (function (_super) {\n __extends(Texture, _super);\n /**\n * @param baseTexture - The base texture source to create the texture from\n * @param frame - The rectangle frame of the texture to show\n * @param orig - The area of original texture\n * @param trim - Trimmed rectangle of original texture\n * @param rotate - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8}\n * @param anchor - Default anchor point used for sprite placement / rotation\n */\n function Texture(baseTexture, frame, orig, trim, rotate, anchor) {\n var _this = _super.call(this) || this;\n _this.noFrame = false;\n if (!frame) {\n _this.noFrame = true;\n frame = new Rectangle(0, 0, 1, 1);\n }\n if (baseTexture instanceof Texture) {\n baseTexture = baseTexture.baseTexture;\n }\n _this.baseTexture = baseTexture;\n _this._frame = frame;\n _this.trim = trim;\n _this.valid = false;\n _this._uvs = DEFAULT_UVS;\n _this.uvMatrix = null;\n _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1);\n _this._rotate = Number(rotate || 0);\n if (rotate === true) {\n // this is old texturepacker legacy, some games/libraries are passing \"true\" for rotated textures\n _this._rotate = 2;\n }\n else if (_this._rotate % 2 !== 0) {\n throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually');\n }\n _this.defaultAnchor = anchor ? new Point(anchor.x, anchor.y) : new Point(0, 0);\n _this._updateID = 0;\n _this.textureCacheIds = [];\n if (!baseTexture.valid) {\n baseTexture.once('loaded', _this.onBaseTextureUpdated, _this);\n }\n else if (_this.noFrame) {\n // if there is no frame we should monitor for any base texture changes..\n if (baseTexture.valid) {\n _this.onBaseTextureUpdated(baseTexture);\n }\n }\n else {\n _this.frame = frame;\n }\n if (_this.noFrame) {\n baseTexture.on('update', _this.onBaseTextureUpdated, _this);\n }\n return _this;\n }\n /**\n * Updates this texture on the gpu.\n *\n * Calls the TextureResource update.\n *\n * If you adjusted `frame` manually, please call `updateUvs()` instead.\n */\n Texture.prototype.update = function () {\n if (this.baseTexture.resource) {\n this.baseTexture.resource.update();\n }\n };\n /**\n * Called when the base texture is updated\n * @protected\n * @param baseTexture - The base texture.\n */\n Texture.prototype.onBaseTextureUpdated = function (baseTexture) {\n if (this.noFrame) {\n if (!this.baseTexture.valid) {\n return;\n }\n this._frame.width = baseTexture.width;\n this._frame.height = baseTexture.height;\n this.valid = true;\n this.updateUvs();\n }\n else {\n // TODO this code looks confusing.. boo to abusing getters and setters!\n // if user gave us frame that has bigger size than resized texture it can be a problem\n this.frame = this._frame;\n }\n this.emit('update', this);\n };\n /**\n * Destroys this texture\n * @param [destroyBase=false] - Whether to destroy the base texture as well\n */\n Texture.prototype.destroy = function (destroyBase) {\n if (this.baseTexture) {\n if (destroyBase) {\n var resource = this.baseTexture.resource;\n // delete the texture if it exists in the texture cache..\n // this only needs to be removed if the base texture is actually destroyed too..\n if (resource && resource.url && TextureCache[resource.url]) {\n Texture.removeFromCache(resource.url);\n }\n this.baseTexture.destroy();\n }\n this.baseTexture.off('loaded', this.onBaseTextureUpdated, this);\n this.baseTexture.off('update', this.onBaseTextureUpdated, this);\n this.baseTexture = null;\n }\n this._frame = null;\n this._uvs = null;\n this.trim = null;\n this.orig = null;\n this.valid = false;\n Texture.removeFromCache(this);\n this.textureCacheIds = null;\n };\n /**\n * Creates a new texture object that acts the same as this one.\n * @returns - The new texture\n */\n Texture.prototype.clone = function () {\n var clonedFrame = this._frame.clone();\n var clonedOrig = this._frame === this.orig ? clonedFrame : this.orig.clone();\n var clonedTexture = new Texture(this.baseTexture, !this.noFrame && clonedFrame, clonedOrig, this.trim && this.trim.clone(), this.rotate, this.defaultAnchor);\n if (this.noFrame) {\n clonedTexture._frame = clonedFrame;\n }\n return clonedTexture;\n };\n /**\n * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture.\n * Call it after changing the frame\n */\n Texture.prototype.updateUvs = function () {\n if (this._uvs === DEFAULT_UVS) {\n this._uvs = new TextureUvs();\n }\n this._uvs.set(this._frame, this.baseTexture, this.rotate);\n this._updateID++;\n };\n /**\n * Helper function that creates a new Texture based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n * @param {string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source -\n * Source or array of sources to create texture from\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id\n * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}.\n * @returns {PIXI.Texture} The newly created texture\n */\n Texture.from = function (source, options, strict) {\n if (options === void 0) { options = {}; }\n if (strict === void 0) { strict = settings.STRICT_TEXTURE_CACHE; }\n var isFrame = typeof source === 'string';\n var cacheId = null;\n if (isFrame) {\n cacheId = source;\n }\n else if (source instanceof BaseTexture) {\n if (!source.cacheId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source.cacheId = prefix + \"-\" + uid();\n BaseTexture.addToCache(source, source.cacheId);\n }\n cacheId = source.cacheId;\n }\n else {\n if (!source._pixiId) {\n var prefix = (options && options.pixiIdPrefix) || 'pixiid';\n source._pixiId = prefix + \"_\" + uid();\n }\n cacheId = source._pixiId;\n }\n var texture = TextureCache[cacheId];\n // Strict-mode rejects invalid cacheIds\n if (isFrame && strict && !texture) {\n throw new Error(\"The cacheId \\\"\" + cacheId + \"\\\" does not exist in TextureCache.\");\n }\n if (!texture && !(source instanceof BaseTexture)) {\n if (!options.resolution) {\n options.resolution = getResolutionOfUrl(source);\n }\n texture = new Texture(new BaseTexture(source, options));\n texture.baseTexture.cacheId = cacheId;\n BaseTexture.addToCache(texture.baseTexture, cacheId);\n Texture.addToCache(texture, cacheId);\n }\n else if (!texture && (source instanceof BaseTexture)) {\n texture = new Texture(source);\n Texture.addToCache(texture, cacheId);\n }\n // lets assume its a base texture!\n return texture;\n };\n /**\n * Useful for loading textures via URLs. Use instead of `Texture.from` because\n * it does a better job of handling failed URLs more effectively. This also ignores\n * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images.\n * @param url - The remote URL or array of URLs to load.\n * @param options - Optional options to include\n * @returns - A Promise that resolves to a Texture.\n */\n Texture.fromURL = function (url, options) {\n var resourceOptions = Object.assign({ autoLoad: false }, options === null || options === void 0 ? void 0 : options.resourceOptions);\n var texture = Texture.from(url, Object.assign({ resourceOptions: resourceOptions }, options), false);\n var resource = texture.baseTexture.resource;\n // The texture was already loaded\n if (texture.baseTexture.valid) {\n return Promise.resolve(texture);\n }\n // Manually load the texture, this should allow users to handle load errors\n return resource.load().then(function () { return Promise.resolve(texture); });\n };\n /**\n * Create a new Texture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param width - Width of the resource\n * @param height - Height of the resource\n * @param options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @returns - The resulting new BaseTexture\n */\n Texture.fromBuffer = function (buffer, width, height, options) {\n return new Texture(BaseTexture.fromBuffer(buffer, width, height, options));\n };\n /**\n * Create a texture from a source and add to the cache.\n * @param {HTMLImageElement|HTMLCanvasElement|string} source - The input source.\n * @param imageUrl - File name of texture, for cache and resolving resolution.\n * @param name - Human readable name for the texture cache. If no name is\n * specified, only `imageUrl` will be used as the cache ID.\n * @param options\n * @returns - Output texture\n */\n Texture.fromLoader = function (source, imageUrl, name, options) {\n var baseTexture = new BaseTexture(source, Object.assign({\n scaleMode: settings.SCALE_MODE,\n resolution: getResolutionOfUrl(imageUrl),\n }, options));\n var resource = baseTexture.resource;\n if (resource instanceof ImageResource) {\n resource.url = imageUrl;\n }\n var texture = new Texture(baseTexture);\n // No name, use imageUrl instead\n if (!name) {\n name = imageUrl;\n }\n // lets also add the frame to pixi's global cache for 'fromLoader' function\n BaseTexture.addToCache(texture.baseTexture, name);\n Texture.addToCache(texture, name);\n // also add references by url if they are different.\n if (name !== imageUrl) {\n BaseTexture.addToCache(texture.baseTexture, imageUrl);\n Texture.addToCache(texture, imageUrl);\n }\n // Generally images are valid right away\n if (texture.baseTexture.valid) {\n return Promise.resolve(texture);\n }\n // SVG assets need to be parsed async, let's wait\n return new Promise(function (resolve) {\n texture.baseTexture.once('loaded', function () { return resolve(texture); });\n });\n };\n /**\n * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object.\n * @param texture - The Texture to add to the cache.\n * @param id - The id that the Texture will be stored against.\n */\n Texture.addToCache = function (texture, id) {\n if (id) {\n if (texture.textureCacheIds.indexOf(id) === -1) {\n texture.textureCacheIds.push(id);\n }\n if (TextureCache[id]) {\n // eslint-disable-next-line no-console\n console.warn(\"Texture added to the cache with an id [\" + id + \"] that already had an entry\");\n }\n TextureCache[id] = texture;\n }\n };\n /**\n * Remove a Texture from the global TextureCache.\n * @param texture - id of a Texture to be removed, or a Texture instance itself\n * @returns - The Texture that was removed\n */\n Texture.removeFromCache = function (texture) {\n if (typeof texture === 'string') {\n var textureFromCache = TextureCache[texture];\n if (textureFromCache) {\n var index = textureFromCache.textureCacheIds.indexOf(texture);\n if (index > -1) {\n textureFromCache.textureCacheIds.splice(index, 1);\n }\n delete TextureCache[texture];\n return textureFromCache;\n }\n }\n else if (texture && texture.textureCacheIds) {\n for (var i = 0; i < texture.textureCacheIds.length; ++i) {\n // Check that texture matches the one being passed in before deleting it from the cache.\n if (TextureCache[texture.textureCacheIds[i]] === texture) {\n delete TextureCache[texture.textureCacheIds[i]];\n }\n }\n texture.textureCacheIds.length = 0;\n return texture;\n }\n return null;\n };\n Object.defineProperty(Texture.prototype, \"resolution\", {\n /**\n * Returns resolution of baseTexture\n * @readonly\n */\n get: function () {\n return this.baseTexture.resolution;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"frame\", {\n /**\n * The frame specifies the region of the base texture that this texture uses.\n * Please call `updateUvs()` after you change coordinates of `frame` manually.\n */\n get: function () {\n return this._frame;\n },\n set: function (frame) {\n this._frame = frame;\n this.noFrame = false;\n var x = frame.x, y = frame.y, width = frame.width, height = frame.height;\n var xNotFit = x + width > this.baseTexture.width;\n var yNotFit = y + height > this.baseTexture.height;\n if (xNotFit || yNotFit) {\n var relationship = xNotFit && yNotFit ? 'and' : 'or';\n var errorX = \"X: \" + x + \" + \" + width + \" = \" + (x + width) + \" > \" + this.baseTexture.width;\n var errorY = \"Y: \" + y + \" + \" + height + \" = \" + (y + height) + \" > \" + this.baseTexture.height;\n throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: '\n + (errorX + \" \" + relationship + \" \" + errorY));\n }\n this.valid = width && height && this.baseTexture.valid;\n if (!this.trim && !this.rotate) {\n this.orig = frame;\n }\n if (this.valid) {\n this.updateUvs();\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"rotate\", {\n /**\n * Indicates whether the texture is rotated inside the atlas\n * set to 2 to compensate for texture packer rotation\n * set to 6 to compensate for spine packer rotation\n * can be used to rotate or mirror sprites\n * See {@link PIXI.groupD8} for explanation\n */\n get: function () {\n return this._rotate;\n },\n set: function (rotate) {\n this._rotate = rotate;\n if (this.valid) {\n this.updateUvs();\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"width\", {\n /** The width of the Texture in pixels. */\n get: function () {\n return this.orig.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture.prototype, \"height\", {\n /** The height of the Texture in pixels. */\n get: function () {\n return this.orig.height;\n },\n enumerable: false,\n configurable: true\n });\n /** Utility function for BaseTexture|Texture cast. */\n Texture.prototype.castToBaseTexture = function () {\n return this.baseTexture;\n };\n Object.defineProperty(Texture, \"EMPTY\", {\n /** An empty texture, used often to not have to create multiple empty textures. Can not be destroyed. */\n get: function () {\n if (!Texture._EMPTY) {\n Texture._EMPTY = new Texture(new BaseTexture());\n removeAllHandlers(Texture._EMPTY);\n removeAllHandlers(Texture._EMPTY.baseTexture);\n }\n return Texture._EMPTY;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Texture, \"WHITE\", {\n /** A white texture of 16x16 size, used for graphics and other things Can not be destroyed. */\n get: function () {\n if (!Texture._WHITE) {\n var canvas = settings.ADAPTER.createCanvas(16, 16);\n var context = canvas.getContext('2d');\n canvas.width = 16;\n canvas.height = 16;\n context.fillStyle = 'white';\n context.fillRect(0, 0, 16, 16);\n Texture._WHITE = new Texture(BaseTexture.from(canvas));\n removeAllHandlers(Texture._WHITE);\n removeAllHandlers(Texture._WHITE.baseTexture);\n }\n return Texture._WHITE;\n },\n enumerable: false,\n configurable: true\n });\n return Texture;\n}(EventEmitter));\n\n/**\n * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * __Hint-2__: The actual memory allocation will happen on first render.\n * You shouldn't create renderTextures each frame just to delete them after, try to reuse them.\n *\n * A RenderTexture takes a snapshot of any Display Object given to its render method. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let renderTexture = PIXI.RenderTexture.create({ width: 800, height: 600 });\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, {renderTexture});\n * ```\n * Note that you should not create a new renderer, but reuse the same one as the rest of the application.\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let renderTexture = new PIXI.RenderTexture.create({ width: 100, height: 100 });\n *\n * renderer.render(sprite, {renderTexture}); // Renders to center of RenderTexture\n * ```\n * @memberof PIXI\n */\nvar RenderTexture = /** @class */ (function (_super) {\n __extends(RenderTexture, _super);\n /**\n * @param baseRenderTexture - The base texture object that this texture uses.\n * @param frame - The rectangle frame of the texture to show.\n */\n function RenderTexture(baseRenderTexture, frame) {\n var _this = _super.call(this, baseRenderTexture, frame) || this;\n _this.valid = true;\n _this.filterFrame = null;\n _this.filterPoolKey = null;\n _this.updateUvs();\n return _this;\n }\n Object.defineProperty(RenderTexture.prototype, \"framebuffer\", {\n /**\n * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast.\n * @readonly\n */\n get: function () {\n return this.baseTexture.framebuffer;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(RenderTexture.prototype, \"multisample\", {\n /**\n * Shortcut to `this.framebuffer.multisample`.\n * @default PIXI.MSAA_QUALITY.NONE\n */\n get: function () {\n return this.framebuffer.multisample;\n },\n set: function (value) {\n this.framebuffer.multisample = value;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Resizes the RenderTexture.\n * @param desiredWidth - The desired width to resize to.\n * @param desiredHeight - The desired height to resize to.\n * @param resizeBaseTexture - Should the baseTexture.width and height values be resized as well?\n */\n RenderTexture.prototype.resize = function (desiredWidth, desiredHeight, resizeBaseTexture) {\n if (resizeBaseTexture === void 0) { resizeBaseTexture = true; }\n var resolution = this.baseTexture.resolution;\n var width = Math.round(desiredWidth * resolution) / resolution;\n var height = Math.round(desiredHeight * resolution) / resolution;\n // TODO - could be not required..\n this.valid = (width > 0 && height > 0);\n this._frame.width = this.orig.width = width;\n this._frame.height = this.orig.height = height;\n if (resizeBaseTexture) {\n this.baseTexture.resize(width, height);\n }\n this.updateUvs();\n };\n /**\n * Changes the resolution of baseTexture, but does not change framebuffer size.\n * @param resolution - The new resolution to apply to RenderTexture\n */\n RenderTexture.prototype.setResolution = function (resolution) {\n var baseTexture = this.baseTexture;\n if (baseTexture.resolution === resolution) {\n return;\n }\n baseTexture.setResolution(resolution);\n this.resize(baseTexture.width, baseTexture.height, false);\n };\n RenderTexture.create = function (options) {\n var arguments$1 = arguments;\n\n var rest = [];\n for (var _i = 1; _i < arguments.length; _i++) {\n rest[_i - 1] = arguments$1[_i];\n }\n // @deprecated fallback, old-style: create(width, height, scaleMode, resolution)\n if (typeof options === 'number') {\n deprecation('6.0.0', 'Arguments (width, height, scaleMode, resolution) have been deprecated.');\n /* eslint-disable prefer-rest-params */\n options = {\n width: options,\n height: rest[0],\n scaleMode: rest[1],\n resolution: rest[2],\n };\n /* eslint-enable prefer-rest-params */\n }\n return new RenderTexture(new BaseRenderTexture(options));\n };\n return RenderTexture;\n}(Texture));\n\n/**\n * Texture pool, used by FilterSystem and plugins.\n *\n * Stores collection of temporary pow2 or screen-sized renderTextures\n *\n * If you use custom RenderTexturePool for your filters, you can use methods\n * `getFilterTexture` and `returnFilterTexture` same as in\n * @memberof PIXI\n */\nvar RenderTexturePool = /** @class */ (function () {\n /**\n * @param textureOptions - options that will be passed to BaseRenderTexture constructor\n * @param {PIXI.SCALE_MODES} [textureOptions.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values.\n */\n function RenderTexturePool(textureOptions) {\n this.texturePool = {};\n this.textureOptions = textureOptions || {};\n this.enableFullScreen = false;\n this._pixelsWidth = 0;\n this._pixelsHeight = 0;\n }\n /**\n * Creates texture with params that were specified in pool constructor.\n * @param realWidth - Width of texture in pixels.\n * @param realHeight - Height of texture in pixels.\n * @param multisample - Number of samples of the framebuffer.\n */\n RenderTexturePool.prototype.createTexture = function (realWidth, realHeight, multisample) {\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n var baseRenderTexture = new BaseRenderTexture(Object.assign({\n width: realWidth,\n height: realHeight,\n resolution: 1,\n multisample: multisample,\n }, this.textureOptions));\n return new RenderTexture(baseRenderTexture);\n };\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n * @param minWidth - The minimum width of the render texture.\n * @param minHeight - The minimum height of the render texture.\n * @param resolution - The resolution of the render texture.\n * @param multisample - Number of samples of the render texture.\n * @returns The new render texture.\n */\n RenderTexturePool.prototype.getOptimalTexture = function (minWidth, minHeight, resolution, multisample) {\n if (resolution === void 0) { resolution = 1; }\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n var key;\n minWidth = Math.ceil((minWidth * resolution) - 1e-6);\n minHeight = Math.ceil((minHeight * resolution) - 1e-6);\n if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight) {\n minWidth = nextPow2(minWidth);\n minHeight = nextPow2(minHeight);\n key = (((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF)) >>> 0;\n if (multisample > 1) {\n key += multisample * 0x100000000;\n }\n }\n else {\n key = multisample > 1 ? -multisample : -1;\n }\n if (!this.texturePool[key]) {\n this.texturePool[key] = [];\n }\n var renderTexture = this.texturePool[key].pop();\n if (!renderTexture) {\n renderTexture = this.createTexture(minWidth, minHeight, multisample);\n }\n renderTexture.filterPoolKey = key;\n renderTexture.setResolution(resolution);\n return renderTexture;\n };\n /**\n * Gets extra texture of the same size as input renderTexture\n *\n * `getFilterTexture(input, 0.5)` or `getFilterTexture(0.5, input)`\n * @param input - renderTexture from which size and resolution will be copied\n * @param resolution - override resolution of the renderTexture\n * It overrides, it does not multiply\n * @param multisample - number of samples of the renderTexture\n */\n RenderTexturePool.prototype.getFilterTexture = function (input, resolution, multisample) {\n var filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE);\n filterTexture.filterFrame = input.filterFrame;\n return filterTexture;\n };\n /**\n * Place a render texture back into the pool.\n * @param renderTexture - The renderTexture to free\n */\n RenderTexturePool.prototype.returnTexture = function (renderTexture) {\n var key = renderTexture.filterPoolKey;\n renderTexture.filterFrame = null;\n this.texturePool[key].push(renderTexture);\n };\n /**\n * Alias for returnTexture, to be compliant with FilterSystem interface.\n * @param renderTexture - The renderTexture to free\n */\n RenderTexturePool.prototype.returnFilterTexture = function (renderTexture) {\n this.returnTexture(renderTexture);\n };\n /**\n * Clears the pool.\n * @param destroyTextures - Destroy all stored textures.\n */\n RenderTexturePool.prototype.clear = function (destroyTextures) {\n destroyTextures = destroyTextures !== false;\n if (destroyTextures) {\n for (var i in this.texturePool) {\n var textures = this.texturePool[i];\n if (textures) {\n for (var j = 0; j < textures.length; j++) {\n textures[j].destroy(true);\n }\n }\n }\n }\n this.texturePool = {};\n };\n /**\n * If screen size was changed, drops all screen-sized textures,\n * sets new screen size, sets `enableFullScreen` to true\n *\n * Size is measured in pixels, `renderer.view` can be passed here, not `renderer.screen`\n * @param size - Initial size of screen.\n */\n RenderTexturePool.prototype.setScreenSize = function (size) {\n if (size.width === this._pixelsWidth\n && size.height === this._pixelsHeight) {\n return;\n }\n this.enableFullScreen = size.width > 0 && size.height > 0;\n for (var i in this.texturePool) {\n if (!(Number(i) < 0)) {\n continue;\n }\n var textures = this.texturePool[i];\n if (textures) {\n for (var j = 0; j < textures.length; j++) {\n textures[j].destroy(true);\n }\n }\n this.texturePool[i] = [];\n }\n this._pixelsWidth = size.width;\n this._pixelsHeight = size.height;\n };\n /**\n * Key that is used to store fullscreen renderTextures in a pool\n * @constant\n */\n RenderTexturePool.SCREEN_KEY = -1;\n return RenderTexturePool;\n}());\n\n/* eslint-disable max-len */\n/**\n * Holds the information for a single attribute structure required to render geometry.\n *\n * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer}\n * This can include anything from positions, uvs, normals, colors etc.\n * @memberof PIXI\n */\nvar Attribute = /** @class */ (function () {\n /**\n * @param buffer - the id of the buffer that this attribute will look for\n * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2.\n * @param normalized - should the data be normalized.\n * @param {PIXI.TYPES} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @param [start=0] - How far into the array to start reading values (used for interleaving data)\n * @param [instance=false] - Whether the geometry is instanced.\n */\n function Attribute(buffer, size, normalized, type, stride, start, instance) {\n if (size === void 0) { size = 0; }\n if (normalized === void 0) { normalized = false; }\n if (type === void 0) { type = TYPES.FLOAT; }\n this.buffer = buffer;\n this.size = size;\n this.normalized = normalized;\n this.type = type;\n this.stride = stride;\n this.start = start;\n this.instance = instance;\n }\n /** Destroys the Attribute. */\n Attribute.prototype.destroy = function () {\n this.buffer = null;\n };\n /**\n * Helper function that creates an Attribute based on the information provided\n * @param buffer - the id of the buffer that this attribute will look for\n * @param [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param [normalized=false] - should the data be normalized.\n * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @returns - A new {@link PIXI.Attribute} based on the information provided\n */\n Attribute.from = function (buffer, size, normalized, type, stride) {\n return new Attribute(buffer, size, normalized, type, stride);\n };\n return Attribute;\n}());\n\nvar UID$4 = 0;\n/**\n * A wrapper for data so that it can be used and uploaded by WebGL\n * @memberof PIXI\n */\nvar Buffer = /** @class */ (function () {\n /**\n * @param {PIXI.IArrayBuffer} data - the data to store in the buffer.\n * @param _static - `true` for static buffer\n * @param index - `true` for index buffer\n */\n function Buffer(data, _static, index) {\n if (_static === void 0) { _static = true; }\n if (index === void 0) { index = false; }\n this.data = (data || new Float32Array(1));\n this._glBuffers = {};\n this._updateID = 0;\n this.index = index;\n this.static = _static;\n this.id = UID$4++;\n this.disposeRunner = new Runner('disposeBuffer');\n }\n // TODO could explore flagging only a partial upload?\n /**\n * Flags this buffer as requiring an upload to the GPU.\n * @param {PIXI.IArrayBuffer|number[]} [data] - the data to update in the buffer.\n */\n Buffer.prototype.update = function (data) {\n if (data instanceof Array) {\n data = new Float32Array(data);\n }\n this.data = data || this.data;\n this._updateID++;\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Buffer.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys the buffer. */\n Buffer.prototype.destroy = function () {\n this.dispose();\n this.data = null;\n };\n Object.defineProperty(Buffer.prototype, \"index\", {\n get: function () {\n return this.type === BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n },\n /**\n * Flags whether this is an index buffer.\n *\n * Index buffers are of type `ELEMENT_ARRAY_BUFFER`. Note that setting this property to false will make\n * the buffer of type `ARRAY_BUFFER`.\n *\n * For backwards compatibility.\n */\n set: function (value) {\n this.type = value ? BUFFER_TYPE.ELEMENT_ARRAY_BUFFER : BUFFER_TYPE.ARRAY_BUFFER;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Helper function that creates a buffer based on an array or TypedArray\n * @param {ArrayBufferView | number[]} data - the TypedArray that the buffer will store. If this is a regular Array it will be converted to a Float32Array.\n * @returns - A new Buffer based on the data provided.\n */\n Buffer.from = function (data) {\n if (data instanceof Array) {\n data = new Float32Array(data);\n }\n return new Buffer(data);\n };\n return Buffer;\n}());\n\n/* eslint-disable object-shorthand */\nvar map$1 = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n};\nfunction interleaveTypedArrays(arrays, sizes) {\n var outSize = 0;\n var stride = 0;\n var views = {};\n for (var i = 0; i < arrays.length; i++) {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n var buffer = new ArrayBuffer(outSize * 4);\n var out = null;\n var littleOffset = 0;\n for (var i = 0; i < arrays.length; i++) {\n var size = sizes[i];\n var array = arrays[i];\n var type = getBufferType(array);\n if (!views[type]) {\n views[type] = new map$1[type](buffer);\n }\n out = views[type];\n for (var j = 0; j < array.length; j++) {\n var indexStart = ((j / size | 0) * stride) + littleOffset;\n var index = j % size;\n out[indexStart + index] = array[j];\n }\n littleOffset += size;\n }\n return new Float32Array(buffer);\n}\n\nvar byteSizeMap$1 = { 5126: 4, 5123: 2, 5121: 1 };\nvar UID$3 = 0;\n/* eslint-disable object-shorthand */\nvar map = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n Uint16Array: Uint16Array,\n};\n/* eslint-disable max-len */\n/**\n * The Geometry represents a model. It consists of two components:\n * - GeometryStyle - The structure of the model such as the attributes layout\n * - GeometryData - the data of the model - this consists of buffers.\n * This can include anything from positions, uvs, normals, colors etc.\n *\n * Geometry can be defined without passing in a style or data if required (thats how I prefer!)\n *\n * ```js\n * let geometry = new PIXI.Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1],2)\n * geometry.addIndex([0,1,2,1,3,2])\n * ```\n * @memberof PIXI\n */\nvar Geometry = /** @class */ (function () {\n /**\n * @param buffers - An array of buffers. optional.\n * @param attributes - Of the geometry, optional structure of the attributes layout\n */\n function Geometry(buffers, attributes) {\n if (buffers === void 0) { buffers = []; }\n if (attributes === void 0) { attributes = {}; }\n this.buffers = buffers;\n this.indexBuffer = null;\n this.attributes = attributes;\n this.glVertexArrayObjects = {};\n this.id = UID$3++;\n this.instanced = false;\n this.instanceCount = 1;\n this.disposeRunner = new Runner('disposeGeometry');\n this.refCount = 0;\n }\n /**\n *\n * Adds an attribute to the geometry\n * Note: `stride` and `start` should be `undefined` if you dont know them, not 0!\n * @param id - the name of the attribute (matching up to a shader)\n * @param {PIXI.Buffer|number[]} buffer - the buffer that holds the data of the attribute . You can also provide an Array and a buffer will be created from it.\n * @param size - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param normalized - should the data be normalized.\n * @param [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {PIXI.TYPES} to see the ones available\n * @param [stride=0] - How far apart, in bytes, the start of each value is. (used for interleaving data)\n * @param [start=0] - How far into the array to start reading values (used for interleaving data)\n * @param instance - Instancing flag\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.addAttribute = function (id, buffer, size, normalized, type, stride, start, instance) {\n if (size === void 0) { size = 0; }\n if (normalized === void 0) { normalized = false; }\n if (instance === void 0) { instance = false; }\n if (!buffer) {\n throw new Error('You must pass a buffer when creating an attribute');\n }\n // check if this is a buffer!\n if (!(buffer instanceof Buffer)) {\n // its an array!\n if (buffer instanceof Array) {\n buffer = new Float32Array(buffer);\n }\n buffer = new Buffer(buffer);\n }\n var ids = id.split('|');\n if (ids.length > 1) {\n for (var i = 0; i < ids.length; i++) {\n this.addAttribute(ids[i], buffer, size, normalized, type);\n }\n return this;\n }\n var bufferIndex = this.buffers.indexOf(buffer);\n if (bufferIndex === -1) {\n this.buffers.push(buffer);\n bufferIndex = this.buffers.length - 1;\n }\n this.attributes[id] = new Attribute(bufferIndex, size, normalized, type, stride, start, instance);\n // assuming that if there is instanced data then this will be drawn with instancing!\n this.instanced = this.instanced || instance;\n return this;\n };\n /**\n * Returns the requested attribute.\n * @param id - The name of the attribute required\n * @returns - The attribute requested.\n */\n Geometry.prototype.getAttribute = function (id) {\n return this.attributes[id];\n };\n /**\n * Returns the requested buffer.\n * @param id - The name of the buffer required.\n * @returns - The buffer requested.\n */\n Geometry.prototype.getBuffer = function (id) {\n return this.buffers[this.getAttribute(id).buffer];\n };\n /**\n *\n * Adds an index buffer to the geometry\n * The index buffer contains integers, three for each triangle in the geometry, which reference the various attribute buffers (position, colour, UV coordinates, other UV coordinates, normal, …). There is only ONE index buffer.\n * @param {PIXI.Buffer|number[]} [buffer] - The buffer that holds the data of the index buffer. You can also provide an Array and a buffer will be created from it.\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.addIndex = function (buffer) {\n if (!(buffer instanceof Buffer)) {\n // its an array!\n if (buffer instanceof Array) {\n buffer = new Uint16Array(buffer);\n }\n buffer = new Buffer(buffer);\n }\n buffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n this.indexBuffer = buffer;\n if (this.buffers.indexOf(buffer) === -1) {\n this.buffers.push(buffer);\n }\n return this;\n };\n /**\n * Returns the index buffer\n * @returns - The index buffer.\n */\n Geometry.prototype.getIndex = function () {\n return this.indexBuffer;\n };\n /**\n * This function modifies the structure so that all current attributes become interleaved into a single buffer\n * This can be useful if your model remains static as it offers a little performance boost\n * @returns - Returns self, useful for chaining.\n */\n Geometry.prototype.interleave = function () {\n // a simple check to see if buffers are already interleaved..\n if (this.buffers.length === 1 || (this.buffers.length === 2 && this.indexBuffer))\n { return this; }\n // assume already that no buffers are interleaved\n var arrays = [];\n var sizes = [];\n var interleavedBuffer = new Buffer();\n var i;\n for (i in this.attributes) {\n var attribute = this.attributes[i];\n var buffer = this.buffers[attribute.buffer];\n arrays.push(buffer.data);\n sizes.push((attribute.size * byteSizeMap$1[attribute.type]) / 4);\n attribute.buffer = 0;\n }\n interleavedBuffer.data = interleaveTypedArrays(arrays, sizes);\n for (i = 0; i < this.buffers.length; i++) {\n if (this.buffers[i] !== this.indexBuffer) {\n this.buffers[i].destroy();\n }\n }\n this.buffers = [interleavedBuffer];\n if (this.indexBuffer) {\n this.buffers.push(this.indexBuffer);\n }\n return this;\n };\n /** Get the size of the geometries, in vertices. */\n Geometry.prototype.getSize = function () {\n for (var i in this.attributes) {\n var attribute = this.attributes[i];\n var buffer = this.buffers[attribute.buffer];\n return buffer.data.length / ((attribute.stride / 4) || attribute.size);\n }\n return 0;\n };\n /** Disposes WebGL resources that are connected to this geometry. */\n Geometry.prototype.dispose = function () {\n this.disposeRunner.emit(this, false);\n };\n /** Destroys the geometry. */\n Geometry.prototype.destroy = function () {\n this.dispose();\n this.buffers = null;\n this.indexBuffer = null;\n this.attributes = null;\n };\n /**\n * Returns a clone of the geometry.\n * @returns - A new clone of this geometry.\n */\n Geometry.prototype.clone = function () {\n var geometry = new Geometry();\n for (var i = 0; i < this.buffers.length; i++) {\n geometry.buffers[i] = new Buffer(this.buffers[i].data.slice(0));\n }\n for (var i in this.attributes) {\n var attrib = this.attributes[i];\n geometry.attributes[i] = new Attribute(attrib.buffer, attrib.size, attrib.normalized, attrib.type, attrib.stride, attrib.start, attrib.instance);\n }\n if (this.indexBuffer) {\n geometry.indexBuffer = geometry.buffers[this.buffers.indexOf(this.indexBuffer)];\n geometry.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n }\n return geometry;\n };\n /**\n * Merges an array of geometries into a new single one.\n *\n * Geometry attribute styles must match for this operation to work.\n * @param geometries - array of geometries to merge\n * @returns - Shiny new geometry!\n */\n Geometry.merge = function (geometries) {\n // todo add a geometry check!\n // also a size check.. cant be too big!]\n var geometryOut = new Geometry();\n var arrays = [];\n var sizes = [];\n var offsets = [];\n var geometry;\n // pass one.. get sizes..\n for (var i = 0; i < geometries.length; i++) {\n geometry = geometries[i];\n for (var j = 0; j < geometry.buffers.length; j++) {\n sizes[j] = sizes[j] || 0;\n sizes[j] += geometry.buffers[j].data.length;\n offsets[j] = 0;\n }\n }\n // build the correct size arrays..\n for (var i = 0; i < geometry.buffers.length; i++) {\n // TODO types!\n arrays[i] = new map[getBufferType(geometry.buffers[i].data)](sizes[i]);\n geometryOut.buffers[i] = new Buffer(arrays[i]);\n }\n // pass to set data..\n for (var i = 0; i < geometries.length; i++) {\n geometry = geometries[i];\n for (var j = 0; j < geometry.buffers.length; j++) {\n arrays[j].set(geometry.buffers[j].data, offsets[j]);\n offsets[j] += geometry.buffers[j].data.length;\n }\n }\n geometryOut.attributes = geometry.attributes;\n if (geometry.indexBuffer) {\n geometryOut.indexBuffer = geometryOut.buffers[geometry.buffers.indexOf(geometry.indexBuffer)];\n geometryOut.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n var offset = 0;\n var stride = 0;\n var offset2 = 0;\n var bufferIndexToCount = 0;\n // get a buffer\n for (var i = 0; i < geometry.buffers.length; i++) {\n if (geometry.buffers[i] !== geometry.indexBuffer) {\n bufferIndexToCount = i;\n break;\n }\n }\n // figure out the stride of one buffer..\n for (var i in geometry.attributes) {\n var attribute = geometry.attributes[i];\n if ((attribute.buffer | 0) === bufferIndexToCount) {\n stride += ((attribute.size * byteSizeMap$1[attribute.type]) / 4);\n }\n }\n // time to off set all indexes..\n for (var i = 0; i < geometries.length; i++) {\n var indexBufferData = geometries[i].indexBuffer.data;\n for (var j = 0; j < indexBufferData.length; j++) {\n geometryOut.indexBuffer.data[j + offset2] += offset;\n }\n offset += geometries[i].buffers[bufferIndexToCount].data.length / (stride);\n offset2 += indexBufferData.length;\n }\n }\n return geometryOut;\n };\n return Geometry;\n}());\n\n/**\n * Helper class to create a quad\n * @memberof PIXI\n */\nvar Quad = /** @class */ (function (_super) {\n __extends(Quad, _super);\n function Quad() {\n var _this = _super.call(this) || this;\n _this.addAttribute('aVertexPosition', new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1 ]))\n .addIndex([0, 1, 3, 2]);\n return _this;\n }\n return Quad;\n}(Geometry));\n\n/**\n * Helper class to create a quad with uvs like in v4\n * @memberof PIXI\n */\nvar QuadUv = /** @class */ (function (_super) {\n __extends(QuadUv, _super);\n function QuadUv() {\n var _this = _super.call(this) || this;\n _this.vertices = new Float32Array([\n -1, -1,\n 1, -1,\n 1, 1,\n -1, 1 ]);\n _this.uvs = new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1 ]);\n _this.vertexBuffer = new Buffer(_this.vertices);\n _this.uvBuffer = new Buffer(_this.uvs);\n _this.addAttribute('aVertexPosition', _this.vertexBuffer)\n .addAttribute('aTextureCoord', _this.uvBuffer)\n .addIndex([0, 1, 2, 0, 2, 3]);\n return _this;\n }\n /**\n * Maps two Rectangle to the quad.\n * @param targetTextureFrame - The first rectangle\n * @param destinationFrame - The second rectangle\n * @returns - Returns itself.\n */\n QuadUv.prototype.map = function (targetTextureFrame, destinationFrame) {\n var x = 0; // destinationFrame.x / targetTextureFrame.width;\n var y = 0; // destinationFrame.y / targetTextureFrame.height;\n this.uvs[0] = x;\n this.uvs[1] = y;\n this.uvs[2] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[3] = y;\n this.uvs[4] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[5] = y + (destinationFrame.height / targetTextureFrame.height);\n this.uvs[6] = x;\n this.uvs[7] = y + (destinationFrame.height / targetTextureFrame.height);\n x = destinationFrame.x;\n y = destinationFrame.y;\n this.vertices[0] = x;\n this.vertices[1] = y;\n this.vertices[2] = x + destinationFrame.width;\n this.vertices[3] = y;\n this.vertices[4] = x + destinationFrame.width;\n this.vertices[5] = y + destinationFrame.height;\n this.vertices[6] = x;\n this.vertices[7] = y + destinationFrame.height;\n this.invalidate();\n return this;\n };\n /**\n * Legacy upload method, just marks buffers dirty.\n * @returns - Returns itself.\n */\n QuadUv.prototype.invalidate = function () {\n this.vertexBuffer._updateID++;\n this.uvBuffer._updateID++;\n return this;\n };\n return QuadUv;\n}(Geometry));\n\nvar UID$2 = 0;\n/**\n * Uniform group holds uniform map and some ID's for work\n *\n * `UniformGroup` has two modes:\n *\n * 1: Normal mode\n * Normal mode will upload the uniforms with individual function calls as required\n *\n * 2: Uniform buffer mode\n * This mode will treat the uniforms as a uniform buffer. You can pass in either a buffer that you manually handle, or\n * or a generic object that PixiJS will automatically map to a buffer for you.\n * For maximum benefits, make Ubo UniformGroups static, and only update them each frame.\n *\n * Rules of UBOs:\n * - UBOs only work with WebGL2, so make sure you have a fallback!\n * - Only floats are supported (including vec[2,3,4], mat[2,3,4])\n * - Samplers cannot be used in ubo's (a GPU limitation)\n * - You must ensure that the object you pass in exactly matches in the shader ubo structure.\n * Otherwise, weirdness will ensue!\n * - The name of the ubo object added to the group must match exactly the name of the ubo in the shader.\n *\n * ```\n * // ubo in shader:\n * uniform myCoolData { // declaring a ubo..\n * mat4 uCoolMatrix;\n * float uFloatyMcFloatFace\n *\n *\n * // a new uniform buffer object..\n * const myCoolData = new UniformBufferGroup({\n * uCoolMatrix: new Matrix(),\n * uFloatyMcFloatFace: 23,\n * }}\n *\n * // build a shader...\n * const shader = Shader.from(srcVert, srcFrag, {\n * myCoolData // name matches the ubo name in the shader. will be processed accordingly.\n * })\n *\n * ```\n * @memberof PIXI\n */\nvar UniformGroup = /** @class */ (function () {\n /**\n * @param {object | Buffer} [uniforms] - Custom uniforms to use to augment the built-in ones. Or a pixi buffer.\n * @param isStatic - Uniforms wont be changed after creation.\n * @param isUbo - If true, will treat this uniform group as a uniform buffer object.\n */\n function UniformGroup(uniforms, isStatic, isUbo) {\n this.group = true;\n // lets generate this when the shader ?\n this.syncUniforms = {};\n this.dirtyId = 0;\n this.id = UID$2++;\n this.static = !!isStatic;\n this.ubo = !!isUbo;\n if (uniforms instanceof Buffer) {\n this.buffer = uniforms;\n this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER;\n this.autoManage = false;\n this.ubo = true;\n }\n else {\n this.uniforms = uniforms;\n if (this.ubo) {\n this.buffer = new Buffer(new Float32Array(1));\n this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER;\n this.autoManage = true;\n }\n }\n }\n UniformGroup.prototype.update = function () {\n this.dirtyId++;\n if (!this.autoManage && this.buffer) {\n this.buffer.update();\n }\n };\n UniformGroup.prototype.add = function (name, uniforms, _static) {\n if (!this.ubo) {\n this.uniforms[name] = new UniformGroup(uniforms, _static);\n }\n else {\n // eslint-disable-next-line max-len\n throw new Error('[UniformGroup] uniform groups in ubo mode cannot be modified, or have uniform groups nested in them');\n }\n };\n UniformGroup.from = function (uniforms, _static, _ubo) {\n return new UniformGroup(uniforms, _static, _ubo);\n };\n /**\n * A short hand function for creating a static UBO UniformGroup.\n * @param uniforms - the ubo item\n * @param _static - should this be updated each time it is used? defaults to true here!\n */\n UniformGroup.uboFrom = function (uniforms, _static) {\n return new UniformGroup(uniforms, _static !== null && _static !== void 0 ? _static : true, true);\n };\n return UniformGroup;\n}());\n\n/**\n * System plugin to the renderer to manage filter states.\n * @ignore\n */\nvar FilterState = /** @class */ (function () {\n function FilterState() {\n this.renderTexture = null;\n this.target = null;\n this.legacy = false;\n this.resolution = 1;\n this.multisample = MSAA_QUALITY.NONE;\n // next three fields are created only for root\n // re-assigned for everything else\n this.sourceFrame = new Rectangle();\n this.destinationFrame = new Rectangle();\n this.bindingSourceFrame = new Rectangle();\n this.bindingDestinationFrame = new Rectangle();\n this.filters = [];\n this.transform = null;\n }\n /** Clears the state */\n FilterState.prototype.clear = function () {\n this.target = null;\n this.filters = null;\n this.renderTexture = null;\n };\n return FilterState;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\nvar tempMatrix$2 = new Matrix();\n/**\n * System plugin to the renderer to manage filters.\n *\n * ## Pipeline\n *\n * The FilterSystem executes the filtering pipeline by rendering the display-object into a texture, applying its\n * [filters]{@link PIXI.Filter} in series, and the last filter outputs into the final render-target.\n *\n * The filter-frame is the rectangle in world space being filtered, and those contents are mapped into\n * `(0, 0, filterFrame.width, filterFrame.height)` into the filter render-texture. The filter-frame is also called\n * the source-frame, as it is used to bind the filter render-textures. The last filter outputs to the `filterFrame`\n * in the final render-target.\n *\n * ## Usage\n *\n * {@link PIXI.Container#renderAdvanced} is an example of how to use the filter system. It is a 3 step process:\n *\n * **push**: Use {@link PIXI.FilterSystem#push} to push the set of filters to be applied on a filter-target.\n * **render**: Render the contents to be filtered using the renderer. The filter-system will only capture the contents\n * inside the bounds of the filter-target. NOTE: Using {@link PIXI.Renderer#render} is\n * illegal during an existing render cycle, and it may reset the filter system.\n * **pop**: Use {@link PIXI.FilterSystem#pop} to pop & execute the filters you initially pushed. It will apply them\n * serially and output to the bounds of the filter-target.\n * @memberof PIXI\n */\nvar FilterSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function FilterSystem(renderer) {\n this.renderer = renderer;\n this.defaultFilterStack = [{}];\n this.texturePool = new RenderTexturePool();\n this.texturePool.setScreenSize(renderer.view);\n this.statePool = [];\n this.quad = new Quad();\n this.quadUv = new QuadUv();\n this.tempRect = new Rectangle();\n this.activeState = {};\n this.globalUniforms = new UniformGroup({\n outputFrame: new Rectangle(),\n inputSize: new Float32Array(4),\n inputPixel: new Float32Array(4),\n inputClamp: new Float32Array(4),\n resolution: 1,\n // legacy variables\n filterArea: new Float32Array(4),\n filterClamp: new Float32Array(4),\n }, true);\n this.forceClear = false;\n this.useMaxPadding = false;\n }\n /**\n * Pushes a set of filters to be applied later to the system. This will redirect further rendering into an\n * input render-texture for the rest of the filtering pipeline.\n * @param {PIXI.DisplayObject} target - The target of the filter to render.\n * @param filters - The filters to apply.\n */\n FilterSystem.prototype.push = function (target, filters) {\n var _a, _b;\n var renderer = this.renderer;\n var filterStack = this.defaultFilterStack;\n var state = this.statePool.pop() || new FilterState();\n var renderTextureSystem = this.renderer.renderTexture;\n var resolution = filters[0].resolution;\n var multisample = filters[0].multisample;\n var padding = filters[0].padding;\n var autoFit = filters[0].autoFit;\n // We don't know whether it's a legacy filter until it was bound for the first time,\n // therefore we have to assume that it is if legacy is undefined.\n var legacy = (_a = filters[0].legacy) !== null && _a !== void 0 ? _a : true;\n for (var i = 1; i < filters.length; i++) {\n var filter = filters[i];\n // let's use the lowest resolution\n resolution = Math.min(resolution, filter.resolution);\n // let's use the lowest number of samples\n multisample = Math.min(multisample, filter.multisample);\n // figure out the padding required for filters\n padding = this.useMaxPadding\n // old behavior: use largest amount of padding!\n ? Math.max(padding, filter.padding)\n // new behavior: sum the padding\n : padding + filter.padding;\n // only auto fit if all filters are autofit\n autoFit = autoFit && filter.autoFit;\n legacy = legacy || ((_b = filter.legacy) !== null && _b !== void 0 ? _b : true);\n }\n if (filterStack.length === 1) {\n this.defaultFilterStack[0].renderTexture = renderTextureSystem.current;\n }\n filterStack.push(state);\n state.resolution = resolution;\n state.multisample = multisample;\n state.legacy = legacy;\n state.target = target;\n state.sourceFrame.copyFrom(target.filterArea || target.getBounds(true));\n state.sourceFrame.pad(padding);\n var sourceFrameProjected = this.tempRect.copyFrom(renderTextureSystem.sourceFrame);\n // Project source frame into world space (if projection is applied)\n if (renderer.projection.transform) {\n this.transformAABB(tempMatrix$2.copyFrom(renderer.projection.transform).invert(), sourceFrameProjected);\n }\n if (autoFit) {\n state.sourceFrame.fit(sourceFrameProjected);\n if (state.sourceFrame.width <= 0 || state.sourceFrame.height <= 0) {\n state.sourceFrame.width = 0;\n state.sourceFrame.height = 0;\n }\n }\n else if (!state.sourceFrame.intersects(sourceFrameProjected)) {\n state.sourceFrame.width = 0;\n state.sourceFrame.height = 0;\n }\n // Round sourceFrame in screen space based on render-texture.\n this.roundFrame(state.sourceFrame, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform);\n state.renderTexture = this.getOptimalFilterTexture(state.sourceFrame.width, state.sourceFrame.height, resolution, multisample);\n state.filters = filters;\n state.destinationFrame.width = state.renderTexture.width;\n state.destinationFrame.height = state.renderTexture.height;\n var destinationFrame = this.tempRect;\n destinationFrame.x = 0;\n destinationFrame.y = 0;\n destinationFrame.width = state.sourceFrame.width;\n destinationFrame.height = state.sourceFrame.height;\n state.renderTexture.filterFrame = state.sourceFrame;\n state.bindingSourceFrame.copyFrom(renderTextureSystem.sourceFrame);\n state.bindingDestinationFrame.copyFrom(renderTextureSystem.destinationFrame);\n state.transform = renderer.projection.transform;\n renderer.projection.transform = null;\n renderTextureSystem.bind(state.renderTexture, state.sourceFrame, destinationFrame);\n renderer.framebuffer.clear(0, 0, 0, 0);\n };\n /** Pops off the filter and applies it. */\n FilterSystem.prototype.pop = function () {\n var filterStack = this.defaultFilterStack;\n var state = filterStack.pop();\n var filters = state.filters;\n this.activeState = state;\n var globalUniforms = this.globalUniforms.uniforms;\n globalUniforms.outputFrame = state.sourceFrame;\n globalUniforms.resolution = state.resolution;\n var inputSize = globalUniforms.inputSize;\n var inputPixel = globalUniforms.inputPixel;\n var inputClamp = globalUniforms.inputClamp;\n inputSize[0] = state.destinationFrame.width;\n inputSize[1] = state.destinationFrame.height;\n inputSize[2] = 1.0 / inputSize[0];\n inputSize[3] = 1.0 / inputSize[1];\n inputPixel[0] = Math.round(inputSize[0] * state.resolution);\n inputPixel[1] = Math.round(inputSize[1] * state.resolution);\n inputPixel[2] = 1.0 / inputPixel[0];\n inputPixel[3] = 1.0 / inputPixel[1];\n inputClamp[0] = 0.5 * inputPixel[2];\n inputClamp[1] = 0.5 * inputPixel[3];\n inputClamp[2] = (state.sourceFrame.width * inputSize[2]) - (0.5 * inputPixel[2]);\n inputClamp[3] = (state.sourceFrame.height * inputSize[3]) - (0.5 * inputPixel[3]);\n // only update the rect if its legacy..\n if (state.legacy) {\n var filterArea = globalUniforms.filterArea;\n filterArea[0] = state.destinationFrame.width;\n filterArea[1] = state.destinationFrame.height;\n filterArea[2] = state.sourceFrame.x;\n filterArea[3] = state.sourceFrame.y;\n globalUniforms.filterClamp = globalUniforms.inputClamp;\n }\n this.globalUniforms.update();\n var lastState = filterStack[filterStack.length - 1];\n this.renderer.framebuffer.blit();\n if (filters.length === 1) {\n filters[0].apply(this, state.renderTexture, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n this.returnFilterTexture(state.renderTexture);\n }\n else {\n var flip = state.renderTexture;\n var flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution);\n flop.filterFrame = flip.filterFrame;\n var i = 0;\n for (i = 0; i < filters.length - 1; ++i) {\n if (i === 1 && state.multisample > 1) {\n flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution);\n flop.filterFrame = flip.filterFrame;\n }\n filters[i].apply(this, flip, flop, CLEAR_MODES.CLEAR, state);\n var t = flip;\n flip = flop;\n flop = t;\n }\n filters[i].apply(this, flip, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n if (i > 1 && state.multisample > 1) {\n this.returnFilterTexture(state.renderTexture);\n }\n this.returnFilterTexture(flip);\n this.returnFilterTexture(flop);\n }\n // lastState.renderTexture is blitted when lastState is popped\n state.clear();\n this.statePool.push(state);\n };\n /**\n * Binds a renderTexture with corresponding `filterFrame`, clears it if mode corresponds.\n * @param filterTexture - renderTexture to bind, should belong to filter pool or filter stack\n * @param clearMode - clearMode, by default its CLEAR/YES. See {@link PIXI.CLEAR_MODES}\n */\n FilterSystem.prototype.bindAndClear = function (filterTexture, clearMode) {\n if (clearMode === void 0) { clearMode = CLEAR_MODES.CLEAR; }\n var _a = this.renderer, renderTextureSystem = _a.renderTexture, stateSystem = _a.state;\n if (filterTexture === this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) {\n // Restore projection transform if rendering into the output render-target.\n this.renderer.projection.transform = this.activeState.transform;\n }\n else {\n // Prevent projection within filtering pipeline.\n this.renderer.projection.transform = null;\n }\n if (filterTexture && filterTexture.filterFrame) {\n var destinationFrame = this.tempRect;\n destinationFrame.x = 0;\n destinationFrame.y = 0;\n destinationFrame.width = filterTexture.filterFrame.width;\n destinationFrame.height = filterTexture.filterFrame.height;\n renderTextureSystem.bind(filterTexture, filterTexture.filterFrame, destinationFrame);\n }\n else if (filterTexture !== this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) {\n renderTextureSystem.bind(filterTexture);\n }\n else {\n // Restore binding for output render-target.\n this.renderer.renderTexture.bind(filterTexture, this.activeState.bindingSourceFrame, this.activeState.bindingDestinationFrame);\n }\n // Clear the texture in BLIT mode if blending is disabled or the forceClear flag is set. The blending\n // is stored in the 0th bit of the state.\n var autoClear = (stateSystem.stateId & 1) || this.forceClear;\n if (clearMode === CLEAR_MODES.CLEAR\n || (clearMode === CLEAR_MODES.BLIT && autoClear)) {\n // Use framebuffer.clear because we want to clear the whole filter texture, not just the filtering\n // area over which the shaders are run. This is because filters may sampling outside of it (e.g. blur)\n // instead of clamping their arithmetic.\n this.renderer.framebuffer.clear(0, 0, 0, 0);\n }\n };\n /**\n * Draws a filter using the default rendering process.\n *\n * This should be called only by {@link Filter#apply}.\n * @param filter - The filter to draw.\n * @param input - The input render target.\n * @param output - The target to output to.\n * @param clearMode - Should the output be cleared before rendering to it\n */\n FilterSystem.prototype.applyFilter = function (filter, input, output, clearMode) {\n var renderer = this.renderer;\n // Set state before binding, so bindAndClear gets the blend mode.\n renderer.state.set(filter.state);\n this.bindAndClear(output, clearMode);\n // set the uniforms..\n filter.uniforms.uSampler = input;\n filter.uniforms.filterGlobals = this.globalUniforms;\n // TODO make it so that the order of this does not matter..\n // because it does at the moment cos of global uniforms.\n // they need to get resynced\n renderer.shader.bind(filter);\n // check to see if the filter is a legacy one..\n filter.legacy = !!filter.program.attributeData.aTextureCoord;\n if (filter.legacy) {\n this.quadUv.map(input._frame, input.filterFrame);\n renderer.geometry.bind(this.quadUv);\n renderer.geometry.draw(DRAW_MODES.TRIANGLES);\n }\n else {\n renderer.geometry.bind(this.quad);\n renderer.geometry.draw(DRAW_MODES.TRIANGLE_STRIP);\n }\n };\n /**\n * Multiply _input normalized coordinates_ to this matrix to get _sprite texture normalized coordinates_.\n *\n * Use `outputMatrix * vTextureCoord` in the shader.\n * @param outputMatrix - The matrix to output to.\n * @param {PIXI.Sprite} sprite - The sprite to map to.\n * @returns The mapped matrix.\n */\n FilterSystem.prototype.calculateSpriteMatrix = function (outputMatrix, sprite) {\n var _a = this.activeState, sourceFrame = _a.sourceFrame, destinationFrame = _a.destinationFrame;\n var orig = sprite._texture.orig;\n var mappedMatrix = outputMatrix.set(destinationFrame.width, 0, 0, destinationFrame.height, sourceFrame.x, sourceFrame.y);\n var worldTransform = sprite.worldTransform.copyTo(Matrix.TEMP_MATRIX);\n worldTransform.invert();\n mappedMatrix.prepend(worldTransform);\n mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height);\n mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y);\n return mappedMatrix;\n };\n /** Destroys this Filter System. */\n FilterSystem.prototype.destroy = function () {\n this.renderer = null;\n // Those textures has to be destroyed by RenderTextureSystem or FramebufferSystem\n this.texturePool.clear(false);\n };\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n * @param minWidth - The minimum width of the render texture in real pixels.\n * @param minHeight - The minimum height of the render texture in real pixels.\n * @param resolution - The resolution of the render texture.\n * @param multisample - Number of samples of the render texture.\n * @returns - The new render texture.\n */\n FilterSystem.prototype.getOptimalFilterTexture = function (minWidth, minHeight, resolution, multisample) {\n if (resolution === void 0) { resolution = 1; }\n if (multisample === void 0) { multisample = MSAA_QUALITY.NONE; }\n return this.texturePool.getOptimalTexture(minWidth, minHeight, resolution, multisample);\n };\n /**\n * Gets extra render texture to use inside current filter\n * To be compliant with older filters, you can use params in any order\n * @param input - renderTexture from which size and resolution will be copied\n * @param resolution - override resolution of the renderTexture\n * @param multisample - number of samples of the renderTexture\n */\n FilterSystem.prototype.getFilterTexture = function (input, resolution, multisample) {\n if (typeof input === 'number') {\n var swap = input;\n input = resolution;\n resolution = swap;\n }\n input = input || this.activeState.renderTexture;\n var filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE);\n filterTexture.filterFrame = input.filterFrame;\n return filterTexture;\n };\n /**\n * Frees a render texture back into the pool.\n * @param renderTexture - The renderTarget to free\n */\n FilterSystem.prototype.returnFilterTexture = function (renderTexture) {\n this.texturePool.returnTexture(renderTexture);\n };\n /** Empties the texture pool. */\n FilterSystem.prototype.emptyPool = function () {\n this.texturePool.clear(true);\n };\n /** Calls `texturePool.resize()`, affects fullScreen renderTextures. */\n FilterSystem.prototype.resize = function () {\n this.texturePool.setScreenSize(this.renderer.view);\n };\n /**\n * @param matrix - first param\n * @param rect - second param\n */\n FilterSystem.prototype.transformAABB = function (matrix, rect) {\n var lt = tempPoints[0];\n var lb = tempPoints[1];\n var rt = tempPoints[2];\n var rb = tempPoints[3];\n lt.set(rect.left, rect.top);\n lb.set(rect.left, rect.bottom);\n rt.set(rect.right, rect.top);\n rb.set(rect.right, rect.bottom);\n matrix.apply(lt, lt);\n matrix.apply(lb, lb);\n matrix.apply(rt, rt);\n matrix.apply(rb, rb);\n var x0 = Math.min(lt.x, lb.x, rt.x, rb.x);\n var y0 = Math.min(lt.y, lb.y, rt.y, rb.y);\n var x1 = Math.max(lt.x, lb.x, rt.x, rb.x);\n var y1 = Math.max(lt.y, lb.y, rt.y, rb.y);\n rect.x = x0;\n rect.y = y0;\n rect.width = x1 - x0;\n rect.height = y1 - y0;\n };\n FilterSystem.prototype.roundFrame = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) {\n if (frame.width <= 0 || frame.height <= 0 || bindingSourceFrame.width <= 0 || bindingSourceFrame.height <= 0) {\n return;\n }\n if (transform) {\n var a = transform.a, b = transform.b, c = transform.c, d = transform.d;\n // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation\n // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0).\n if ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4)\n && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4)) {\n return;\n }\n }\n transform = transform ? tempMatrix$2.copyFrom(transform) : tempMatrix$2.identity();\n // Get forward transform from world space to screen space\n transform\n .translate(-bindingSourceFrame.x, -bindingSourceFrame.y)\n .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height)\n .translate(bindingDestinationFrame.x, bindingDestinationFrame.y);\n // Convert frame to screen space\n this.transformAABB(transform, frame);\n // Round frame in screen space\n frame.ceil(resolution);\n // Project back into world space.\n this.transformAABB(transform.invert(), frame);\n };\n return FilterSystem;\n}());\n\n/**\n * Base for a common object renderer that can be used as a\n * system renderer plugin.\n * @memberof PIXI\n */\nvar ObjectRenderer = /** @class */ (function () {\n /**\n * @param renderer - The renderer this manager works for.\n */\n function ObjectRenderer(renderer) {\n this.renderer = renderer;\n }\n /** Stub method that should be used to empty the current batch by rendering objects now. */\n ObjectRenderer.prototype.flush = function () {\n // flush!\n };\n /** Generic destruction method that frees all resources. This should be called by subclasses. */\n ObjectRenderer.prototype.destroy = function () {\n this.renderer = null;\n };\n /**\n * Stub method that initializes any state required before\n * rendering starts. It is different from the `prerender`\n * signal, which occurs every frame, in that it is called\n * whenever an object requests _this_ renderer specifically.\n */\n ObjectRenderer.prototype.start = function () {\n // set the shader..\n };\n /** Stops the renderer. It should free up any state and become dormant. */\n ObjectRenderer.prototype.stop = function () {\n this.flush();\n };\n /**\n * Keeps the object to render. It doesn't have to be\n * rendered immediately.\n * @param {PIXI.DisplayObject} _object - The object to render.\n */\n ObjectRenderer.prototype.render = function (_object) {\n // render the object\n };\n return ObjectRenderer;\n}());\n\n/**\n * System plugin to the renderer to manage batching.\n * @memberof PIXI\n */\nvar BatchSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function BatchSystem(renderer) {\n this.renderer = renderer;\n this.emptyRenderer = new ObjectRenderer(renderer);\n this.currentRenderer = this.emptyRenderer;\n }\n /**\n * Changes the current renderer to the one given in parameter\n * @param objectRenderer - The object renderer to use.\n */\n BatchSystem.prototype.setObjectRenderer = function (objectRenderer) {\n if (this.currentRenderer === objectRenderer) {\n return;\n }\n this.currentRenderer.stop();\n this.currentRenderer = objectRenderer;\n this.currentRenderer.start();\n };\n /**\n * This should be called if you wish to do some custom rendering\n * It will basically render anything that may be batched up such as sprites\n */\n BatchSystem.prototype.flush = function () {\n this.setObjectRenderer(this.emptyRenderer);\n };\n /** Reset the system to an empty renderer */\n BatchSystem.prototype.reset = function () {\n this.setObjectRenderer(this.emptyRenderer);\n };\n /**\n * Handy function for batch renderers: copies bound textures in first maxTextures locations to array\n * sets actual _batchLocation for them\n * @param arr - arr copy destination\n * @param maxTextures - number of copied elements\n */\n BatchSystem.prototype.copyBoundTextures = function (arr, maxTextures) {\n var boundTextures = this.renderer.texture.boundTextures;\n for (var i = maxTextures - 1; i >= 0; --i) {\n arr[i] = boundTextures[i] || null;\n if (arr[i]) {\n arr[i]._batchLocation = i;\n }\n }\n };\n /**\n * Assigns batch locations to textures in array based on boundTextures state.\n * All textures in texArray should have `_batchEnabled = _batchId`,\n * and their count should be less than `maxTextures`.\n * @param texArray - textures to bound\n * @param boundTextures - current state of bound textures\n * @param batchId - marker for _batchEnabled param of textures in texArray\n * @param maxTextures - number of texture locations to manipulate\n */\n BatchSystem.prototype.boundArray = function (texArray, boundTextures, batchId, maxTextures) {\n var elements = texArray.elements, ids = texArray.ids, count = texArray.count;\n var j = 0;\n for (var i = 0; i < count; i++) {\n var tex = elements[i];\n var loc = tex._batchLocation;\n if (loc >= 0 && loc < maxTextures\n && boundTextures[loc] === tex) {\n ids[i] = loc;\n continue;\n }\n while (j < maxTextures) {\n var bound = boundTextures[j];\n if (bound && bound._batchEnabled === batchId\n && bound._batchLocation === j) {\n j++;\n continue;\n }\n ids[i] = j;\n tex._batchLocation = j;\n boundTextures[j] = tex;\n break;\n }\n }\n };\n /**\n * @ignore\n */\n BatchSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return BatchSystem;\n}());\n\nvar CONTEXT_UID_COUNTER = 0;\n/**\n * System plugin to the renderer to manage the context.\n * @memberof PIXI\n */\nvar ContextSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ContextSystem(renderer) {\n this.renderer = renderer;\n this.webGLVersion = 1;\n this.extensions = {};\n this.supports = {\n uint32Indices: false,\n };\n // Bind functions\n this.handleContextLost = this.handleContextLost.bind(this);\n this.handleContextRestored = this.handleContextRestored.bind(this);\n renderer.view.addEventListener('webglcontextlost', this.handleContextLost, false);\n renderer.view.addEventListener('webglcontextrestored', this.handleContextRestored, false);\n }\n Object.defineProperty(ContextSystem.prototype, \"isLost\", {\n /**\n * `true` if the context is lost\n * @readonly\n */\n get: function () {\n return (!this.gl || this.gl.isContextLost());\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Handles the context change event.\n * @param {WebGLRenderingContext} gl - New WebGL context.\n */\n ContextSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n // restore a context if it was previously lost\n if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) {\n gl.getExtension('WEBGL_lose_context').restoreContext();\n }\n };\n /**\n * Initializes the context.\n * @protected\n * @param {WebGLRenderingContext} gl - WebGL context\n */\n ContextSystem.prototype.initFromContext = function (gl) {\n this.gl = gl;\n this.validateContext(gl);\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n this.renderer.runners.contextChange.emit(gl);\n };\n /**\n * Initialize from context options\n * @protected\n * @see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext\n * @param {object} options - context attributes\n */\n ContextSystem.prototype.initFromOptions = function (options) {\n var gl = this.createContext(this.renderer.view, options);\n this.initFromContext(gl);\n };\n /**\n * Helper class to create a WebGL Context\n * @param canvas - the canvas element that we will get the context from\n * @param options - An options object that gets passed in to the canvas element containing the\n * context attributes\n * @see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext\n * @returns {WebGLRenderingContext} the WebGL context\n */\n ContextSystem.prototype.createContext = function (canvas, options) {\n var gl;\n if (settings.PREFER_ENV >= ENV.WEBGL2) {\n gl = canvas.getContext('webgl2', options);\n }\n if (gl) {\n this.webGLVersion = 2;\n }\n else {\n this.webGLVersion = 1;\n gl = canvas.getContext('webgl', options) || canvas.getContext('experimental-webgl', options);\n if (!gl) {\n // fail, not able to get a context\n throw new Error('This browser does not support WebGL. Try using the canvas renderer');\n }\n }\n this.gl = gl;\n this.getExtensions();\n return this.gl;\n };\n /** Auto-populate the {@link PIXI.ContextSystem.extensions extensions}. */\n ContextSystem.prototype.getExtensions = function () {\n // time to set up default extensions that Pixi uses.\n var gl = this.gl;\n var common = {\n anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'),\n floatTextureLinear: gl.getExtension('OES_texture_float_linear'),\n s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'),\n s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'),\n etc: gl.getExtension('WEBGL_compressed_texture_etc'),\n etc1: gl.getExtension('WEBGL_compressed_texture_etc1'),\n pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc')\n || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'),\n atc: gl.getExtension('WEBGL_compressed_texture_atc'),\n astc: gl.getExtension('WEBGL_compressed_texture_astc')\n };\n if (this.webGLVersion === 1) {\n Object.assign(this.extensions, common, {\n drawBuffers: gl.getExtension('WEBGL_draw_buffers'),\n depthTexture: gl.getExtension('WEBGL_depth_texture'),\n loseContext: gl.getExtension('WEBGL_lose_context'),\n vertexArrayObject: gl.getExtension('OES_vertex_array_object')\n || gl.getExtension('MOZ_OES_vertex_array_object')\n || gl.getExtension('WEBKIT_OES_vertex_array_object'),\n uint32ElementIndex: gl.getExtension('OES_element_index_uint'),\n // Floats and half-floats\n floatTexture: gl.getExtension('OES_texture_float'),\n floatTextureLinear: gl.getExtension('OES_texture_float_linear'),\n textureHalfFloat: gl.getExtension('OES_texture_half_float'),\n textureHalfFloatLinear: gl.getExtension('OES_texture_half_float_linear'),\n });\n }\n else if (this.webGLVersion === 2) {\n Object.assign(this.extensions, common, {\n // Floats and half-floats\n colorBufferFloat: gl.getExtension('EXT_color_buffer_float')\n });\n }\n };\n /**\n * Handles a lost webgl context\n * @param {WebGLContextEvent} event - The context lost event.\n */\n ContextSystem.prototype.handleContextLost = function (event) {\n event.preventDefault();\n };\n /** Handles a restored webgl context. */\n ContextSystem.prototype.handleContextRestored = function () {\n this.renderer.runners.contextChange.emit(this.gl);\n };\n ContextSystem.prototype.destroy = function () {\n var view = this.renderer.view;\n this.renderer = null;\n // remove listeners\n view.removeEventListener('webglcontextlost', this.handleContextLost);\n view.removeEventListener('webglcontextrestored', this.handleContextRestored);\n this.gl.useProgram(null);\n if (this.extensions.loseContext) {\n this.extensions.loseContext.loseContext();\n }\n };\n /** Handle the post-render runner event. */\n ContextSystem.prototype.postrender = function () {\n if (this.renderer.renderingToScreen) {\n this.gl.flush();\n }\n };\n /**\n * Validate context.\n * @param {WebGLRenderingContext} gl - Render context.\n */\n ContextSystem.prototype.validateContext = function (gl) {\n var attributes = gl.getContextAttributes();\n var isWebGl2 = 'WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext;\n if (isWebGl2) {\n this.webGLVersion = 2;\n }\n // this is going to be fairly simple for now.. but at least we have room to grow!\n if (attributes && !attributes.stencil) {\n /* eslint-disable max-len, no-console */\n console.warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly');\n /* eslint-enable max-len, no-console */\n }\n var hasuint32 = isWebGl2 || !!gl.getExtension('OES_element_index_uint');\n this.supports.uint32Indices = hasuint32;\n if (!hasuint32) {\n /* eslint-disable max-len, no-console */\n console.warn('Provided WebGL context does not support 32 index buffer, complex graphics may not render correctly');\n /* eslint-enable max-len, no-console */\n }\n };\n return ContextSystem;\n}());\n\n/**\n * Internal framebuffer for WebGL context.\n * @memberof PIXI\n */\nvar GLFramebuffer = /** @class */ (function () {\n function GLFramebuffer(framebuffer) {\n this.framebuffer = framebuffer;\n this.stencil = null;\n this.dirtyId = -1;\n this.dirtyFormat = -1;\n this.dirtySize = -1;\n this.multisample = MSAA_QUALITY.NONE;\n this.msaaBuffer = null;\n this.blitFramebuffer = null;\n this.mipLevel = 0;\n }\n return GLFramebuffer;\n}());\n\nvar tempRectangle = new Rectangle();\n/**\n * System plugin to the renderer to manage framebuffers.\n * @memberof PIXI\n */\nvar FramebufferSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function FramebufferSystem(renderer) {\n this.renderer = renderer;\n this.managedFramebuffers = [];\n this.unknownFramebuffer = new Framebuffer(10, 10);\n this.msaaSamples = null;\n }\n /** Sets up the renderer context and necessary buffers. */\n FramebufferSystem.prototype.contextChange = function () {\n var gl = this.gl = this.renderer.gl;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n this.hasMRT = true;\n this.writeDepthTexture = true;\n this.disposeAll(true);\n // webgl2\n if (this.renderer.context.webGLVersion === 1) {\n // webgl 1!\n var nativeDrawBuffersExtension_1 = this.renderer.context.extensions.drawBuffers;\n var nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n nativeDrawBuffersExtension_1 = null;\n nativeDepthTextureExtension = null;\n }\n if (nativeDrawBuffersExtension_1) {\n gl.drawBuffers = function (activeTextures) {\n return nativeDrawBuffersExtension_1.drawBuffersWEBGL(activeTextures);\n };\n }\n else {\n this.hasMRT = false;\n gl.drawBuffers = function () {\n // empty\n };\n }\n if (!nativeDepthTextureExtension) {\n this.writeDepthTexture = false;\n }\n }\n else {\n // WebGL2\n // cache possible MSAA samples\n this.msaaSamples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES);\n }\n };\n /**\n * Bind a framebuffer.\n * @param framebuffer\n * @param frame - frame, default is framebuffer size\n * @param mipLevel - optional mip level to set on the framebuffer - defaults to 0\n */\n FramebufferSystem.prototype.bind = function (framebuffer, frame, mipLevel) {\n if (mipLevel === void 0) { mipLevel = 0; }\n var gl = this.gl;\n if (framebuffer) {\n // TODO caching layer!\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID] || this.initFramebuffer(framebuffer);\n if (this.current !== framebuffer) {\n this.current = framebuffer;\n gl.bindFramebuffer(gl.FRAMEBUFFER, fbo.framebuffer);\n }\n // make sure all textures are unbound..\n if (fbo.mipLevel !== mipLevel) {\n framebuffer.dirtyId++;\n framebuffer.dirtyFormat++;\n fbo.mipLevel = mipLevel;\n }\n // now check for updates...\n if (fbo.dirtyId !== framebuffer.dirtyId) {\n fbo.dirtyId = framebuffer.dirtyId;\n if (fbo.dirtyFormat !== framebuffer.dirtyFormat) {\n fbo.dirtyFormat = framebuffer.dirtyFormat;\n fbo.dirtySize = framebuffer.dirtySize;\n this.updateFramebuffer(framebuffer, mipLevel);\n }\n else if (fbo.dirtySize !== framebuffer.dirtySize) {\n fbo.dirtySize = framebuffer.dirtySize;\n this.resizeFramebuffer(framebuffer);\n }\n }\n for (var i = 0; i < framebuffer.colorTextures.length; i++) {\n var tex = framebuffer.colorTextures[i];\n this.renderer.texture.unbind(tex.parentTextureArray || tex);\n }\n if (framebuffer.depthTexture) {\n this.renderer.texture.unbind(framebuffer.depthTexture);\n }\n if (frame) {\n var mipWidth = (frame.width >> mipLevel);\n var mipHeight = (frame.height >> mipLevel);\n var scale = mipWidth / frame.width;\n this.setViewport(frame.x * scale, frame.y * scale, mipWidth, mipHeight);\n }\n else {\n var mipWidth = (framebuffer.width >> mipLevel);\n var mipHeight = (framebuffer.height >> mipLevel);\n this.setViewport(0, 0, mipWidth, mipHeight);\n }\n }\n else {\n if (this.current) {\n this.current = null;\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n }\n if (frame) {\n this.setViewport(frame.x, frame.y, frame.width, frame.height);\n }\n else {\n this.setViewport(0, 0, this.renderer.width, this.renderer.height);\n }\n }\n };\n /**\n * Set the WebGLRenderingContext's viewport.\n * @param x - X position of viewport\n * @param y - Y position of viewport\n * @param width - Width of viewport\n * @param height - Height of viewport\n */\n FramebufferSystem.prototype.setViewport = function (x, y, width, height) {\n var v = this.viewport;\n x = Math.round(x);\n y = Math.round(y);\n width = Math.round(width);\n height = Math.round(height);\n if (v.width !== width || v.height !== height || v.x !== x || v.y !== y) {\n v.x = x;\n v.y = y;\n v.width = width;\n v.height = height;\n this.gl.viewport(x, y, width, height);\n }\n };\n Object.defineProperty(FramebufferSystem.prototype, \"size\", {\n /**\n * Get the size of the current width and height. Returns object with `width` and `height` values.\n * @readonly\n */\n get: function () {\n if (this.current) {\n // TODO store temp\n return { x: 0, y: 0, width: this.current.width, height: this.current.height };\n }\n return { x: 0, y: 0, width: this.renderer.width, height: this.renderer.height };\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Clear the color of the context\n * @param r - Red value from 0 to 1\n * @param g - Green value from 0 to 1\n * @param b - Blue value from 0 to 1\n * @param a - Alpha value from 0 to 1\n * @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks\n * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.\n */\n FramebufferSystem.prototype.clear = function (r, g, b, a, mask) {\n if (mask === void 0) { mask = BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH; }\n var gl = this.gl;\n // TODO clear color can be set only one right?\n gl.clearColor(r, g, b, a);\n gl.clear(mask);\n };\n /**\n * Initialize framebuffer for this context\n * @protected\n * @param framebuffer\n * @returns - created GLFramebuffer\n */\n FramebufferSystem.prototype.initFramebuffer = function (framebuffer) {\n var gl = this.gl;\n var fbo = new GLFramebuffer(gl.createFramebuffer());\n fbo.multisample = this.detectSamples(framebuffer.multisample);\n framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo;\n this.managedFramebuffers.push(framebuffer);\n framebuffer.disposeRunner.add(this);\n return fbo;\n };\n /**\n * Resize the framebuffer\n * @param framebuffer\n * @protected\n */\n FramebufferSystem.prototype.resizeFramebuffer = function (framebuffer) {\n var gl = this.gl;\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n if (fbo.msaaBuffer) {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height);\n }\n if (fbo.stencil) {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n }\n var colorTextures = framebuffer.colorTextures;\n var count = colorTextures.length;\n if (!gl.drawBuffers) {\n count = Math.min(count, 1);\n }\n for (var i = 0; i < count; i++) {\n var texture = colorTextures[i];\n var parentTexture = texture.parentTextureArray || texture;\n this.renderer.texture.bind(parentTexture, 0);\n }\n if (framebuffer.depthTexture && this.writeDepthTexture) {\n this.renderer.texture.bind(framebuffer.depthTexture, 0);\n }\n };\n /**\n * Update the framebuffer\n * @param framebuffer\n * @param mipLevel\n * @protected\n */\n FramebufferSystem.prototype.updateFramebuffer = function (framebuffer, mipLevel) {\n var gl = this.gl;\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n // bind the color texture\n var colorTextures = framebuffer.colorTextures;\n var count = colorTextures.length;\n if (!gl.drawBuffers) {\n count = Math.min(count, 1);\n }\n if (fbo.multisample > 1 && this.canMultisampleFramebuffer(framebuffer)) {\n fbo.msaaBuffer = fbo.msaaBuffer || gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height);\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, fbo.msaaBuffer);\n }\n else if (fbo.msaaBuffer) {\n gl.deleteRenderbuffer(fbo.msaaBuffer);\n fbo.msaaBuffer = null;\n if (fbo.blitFramebuffer) {\n fbo.blitFramebuffer.dispose();\n fbo.blitFramebuffer = null;\n }\n }\n var activeTextures = [];\n for (var i = 0; i < count; i++) {\n var texture = colorTextures[i];\n var parentTexture = texture.parentTextureArray || texture;\n this.renderer.texture.bind(parentTexture, 0);\n if (i === 0 && fbo.msaaBuffer) {\n continue;\n }\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, texture.target, parentTexture._glTextures[this.CONTEXT_UID].texture, mipLevel);\n activeTextures.push(gl.COLOR_ATTACHMENT0 + i);\n }\n if (activeTextures.length > 1) {\n gl.drawBuffers(activeTextures);\n }\n if (framebuffer.depthTexture) {\n var writeDepthTexture = this.writeDepthTexture;\n if (writeDepthTexture) {\n var depthTexture = framebuffer.depthTexture;\n this.renderer.texture.bind(depthTexture, 0);\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._glTextures[this.CONTEXT_UID].texture, mipLevel);\n }\n }\n if ((framebuffer.stencil || framebuffer.depth) && !(framebuffer.depthTexture && this.writeDepthTexture)) {\n fbo.stencil = fbo.stencil || gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, fbo.stencil);\n }\n else if (fbo.stencil) {\n gl.deleteRenderbuffer(fbo.stencil);\n fbo.stencil = null;\n }\n };\n /**\n * Returns true if the frame buffer can be multisampled.\n * @param framebuffer\n */\n FramebufferSystem.prototype.canMultisampleFramebuffer = function (framebuffer) {\n return this.renderer.context.webGLVersion !== 1\n && framebuffer.colorTextures.length <= 1 && !framebuffer.depthTexture;\n };\n /**\n * Detects number of samples that is not more than a param but as close to it as possible\n * @param samples - number of samples\n * @returns - recommended number of samples\n */\n FramebufferSystem.prototype.detectSamples = function (samples) {\n var msaaSamples = this.msaaSamples;\n var res = MSAA_QUALITY.NONE;\n if (samples <= 1 || msaaSamples === null) {\n return res;\n }\n for (var i = 0; i < msaaSamples.length; i++) {\n if (msaaSamples[i] <= samples) {\n res = msaaSamples[i];\n break;\n }\n }\n if (res === 1) {\n res = MSAA_QUALITY.NONE;\n }\n return res;\n };\n /**\n * Only works with WebGL2\n *\n * blits framebuffer to another of the same or bigger size\n * after that target framebuffer is bound\n *\n * Fails with WebGL warning if blits multisample framebuffer to different size\n * @param framebuffer - by default it blits \"into itself\", from renderBuffer to texture.\n * @param sourcePixels - source rectangle in pixels\n * @param destPixels - dest rectangle in pixels, assumed to be the same as sourcePixels\n */\n FramebufferSystem.prototype.blit = function (framebuffer, sourcePixels, destPixels) {\n var _a = this, current = _a.current, renderer = _a.renderer, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n if (renderer.context.webGLVersion !== 2) {\n return;\n }\n if (!current) {\n return;\n }\n var fbo = current.glFramebuffers[CONTEXT_UID];\n if (!fbo) {\n return;\n }\n if (!framebuffer) {\n if (!fbo.msaaBuffer) {\n return;\n }\n var colorTexture = current.colorTextures[0];\n if (!colorTexture) {\n return;\n }\n if (!fbo.blitFramebuffer) {\n fbo.blitFramebuffer = new Framebuffer(current.width, current.height);\n fbo.blitFramebuffer.addColorTexture(0, colorTexture);\n }\n framebuffer = fbo.blitFramebuffer;\n if (framebuffer.colorTextures[0] !== colorTexture) {\n framebuffer.colorTextures[0] = colorTexture;\n framebuffer.dirtyId++;\n framebuffer.dirtyFormat++;\n }\n if (framebuffer.width !== current.width || framebuffer.height !== current.height) {\n framebuffer.width = current.width;\n framebuffer.height = current.height;\n framebuffer.dirtyId++;\n framebuffer.dirtySize++;\n }\n }\n if (!sourcePixels) {\n sourcePixels = tempRectangle;\n sourcePixels.width = current.width;\n sourcePixels.height = current.height;\n }\n if (!destPixels) {\n destPixels = sourcePixels;\n }\n var sameSize = sourcePixels.width === destPixels.width && sourcePixels.height === destPixels.height;\n this.bind(framebuffer);\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo.framebuffer);\n gl.blitFramebuffer(sourcePixels.left, sourcePixels.top, sourcePixels.right, sourcePixels.bottom, destPixels.left, destPixels.top, destPixels.right, destPixels.bottom, gl.COLOR_BUFFER_BIT, sameSize ? gl.NEAREST : gl.LINEAR);\n };\n /**\n * Disposes framebuffer.\n * @param framebuffer - framebuffer that has to be disposed of\n * @param contextLost - If context was lost, we suppress all delete function calls\n */\n FramebufferSystem.prototype.disposeFramebuffer = function (framebuffer, contextLost) {\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n var gl = this.gl;\n if (!fbo) {\n return;\n }\n delete framebuffer.glFramebuffers[this.CONTEXT_UID];\n var index = this.managedFramebuffers.indexOf(framebuffer);\n if (index >= 0) {\n this.managedFramebuffers.splice(index, 1);\n }\n framebuffer.disposeRunner.remove(this);\n if (!contextLost) {\n gl.deleteFramebuffer(fbo.framebuffer);\n if (fbo.msaaBuffer) {\n gl.deleteRenderbuffer(fbo.msaaBuffer);\n }\n if (fbo.stencil) {\n gl.deleteRenderbuffer(fbo.stencil);\n }\n }\n if (fbo.blitFramebuffer) {\n fbo.blitFramebuffer.dispose();\n }\n };\n /**\n * Disposes all framebuffers, but not textures bound to them.\n * @param [contextLost=false] - If context was lost, we suppress all delete function calls\n */\n FramebufferSystem.prototype.disposeAll = function (contextLost) {\n var list = this.managedFramebuffers;\n this.managedFramebuffers = [];\n for (var i = 0; i < list.length; i++) {\n this.disposeFramebuffer(list[i], contextLost);\n }\n };\n /**\n * Forcing creation of stencil buffer for current framebuffer, if it wasn't done before.\n * Used by MaskSystem, when its time to use stencil mask for Graphics element.\n *\n * Its an alternative for public lazy `framebuffer.enableStencil`, in case we need stencil without rebind.\n * @private\n */\n FramebufferSystem.prototype.forceStencil = function () {\n var framebuffer = this.current;\n if (!framebuffer) {\n return;\n }\n var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n if (!fbo || fbo.stencil) {\n return;\n }\n framebuffer.stencil = true;\n var w = framebuffer.width;\n var h = framebuffer.height;\n var gl = this.gl;\n var stencil = gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, w, h);\n }\n else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, w, h);\n }\n fbo.stencil = stencil;\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencil);\n };\n /** Resets framebuffer stored state, binds screen framebuffer. Should be called before renderTexture reset(). */\n FramebufferSystem.prototype.reset = function () {\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n };\n FramebufferSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return FramebufferSystem;\n}());\n\nvar byteSizeMap = { 5126: 4, 5123: 2, 5121: 1 };\n/**\n * System plugin to the renderer to manage geometry.\n * @memberof PIXI\n */\nvar GeometrySystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function GeometrySystem(renderer) {\n this.renderer = renderer;\n this._activeGeometry = null;\n this._activeVao = null;\n this.hasVao = true;\n this.hasInstance = true;\n this.canUseUInt32ElementIndex = false;\n this.managedGeometries = {};\n }\n /** Sets up the renderer context and necessary buffers. */\n GeometrySystem.prototype.contextChange = function () {\n this.disposeAll(true);\n var gl = this.gl = this.renderer.gl;\n var context = this.renderer.context;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n // webgl2\n if (context.webGLVersion !== 2) {\n // webgl 1!\n var nativeVaoExtension_1 = this.renderer.context.extensions.vertexArrayObject;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n nativeVaoExtension_1 = null;\n }\n if (nativeVaoExtension_1) {\n gl.createVertexArray = function () {\n return nativeVaoExtension_1.createVertexArrayOES();\n };\n gl.bindVertexArray = function (vao) {\n return nativeVaoExtension_1.bindVertexArrayOES(vao);\n };\n gl.deleteVertexArray = function (vao) {\n return nativeVaoExtension_1.deleteVertexArrayOES(vao);\n };\n }\n else {\n this.hasVao = false;\n gl.createVertexArray = function () {\n return null;\n };\n gl.bindVertexArray = function () {\n return null;\n };\n gl.deleteVertexArray = function () {\n return null;\n };\n }\n }\n if (context.webGLVersion !== 2) {\n var instanceExt_1 = gl.getExtension('ANGLE_instanced_arrays');\n if (instanceExt_1) {\n gl.vertexAttribDivisor = function (a, b) {\n return instanceExt_1.vertexAttribDivisorANGLE(a, b);\n };\n gl.drawElementsInstanced = function (a, b, c, d, e) {\n return instanceExt_1.drawElementsInstancedANGLE(a, b, c, d, e);\n };\n gl.drawArraysInstanced = function (a, b, c, d) {\n return instanceExt_1.drawArraysInstancedANGLE(a, b, c, d);\n };\n }\n else {\n this.hasInstance = false;\n }\n }\n this.canUseUInt32ElementIndex = context.webGLVersion === 2 || !!context.extensions.uint32ElementIndex;\n };\n /**\n * Binds geometry so that is can be drawn. Creating a Vao if required\n * @param geometry - Instance of geometry to bind.\n * @param shader - Instance of shader to use vao for.\n */\n GeometrySystem.prototype.bind = function (geometry, shader) {\n shader = shader || this.renderer.shader.shader;\n var gl = this.gl;\n // not sure the best way to address this..\n // currently different shaders require different VAOs for the same geometry\n // Still mulling over the best way to solve this one..\n // will likely need to modify the shader attribute locations at run time!\n var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var incRefCount = false;\n if (!vaos) {\n this.managedGeometries[geometry.id] = geometry;\n geometry.disposeRunner.add(this);\n geometry.glVertexArrayObjects[this.CONTEXT_UID] = vaos = {};\n incRefCount = true;\n }\n var vao = vaos[shader.program.id] || this.initGeometryVao(geometry, shader, incRefCount);\n this._activeGeometry = geometry;\n if (this._activeVao !== vao) {\n this._activeVao = vao;\n if (this.hasVao) {\n gl.bindVertexArray(vao);\n }\n else {\n this.activateVao(geometry, shader.program);\n }\n }\n // TODO - optimise later!\n // don't need to loop through if nothing changed!\n // maybe look to add an 'autoupdate' to geometry?\n this.updateBuffers();\n };\n /** Reset and unbind any active VAO and geometry. */\n GeometrySystem.prototype.reset = function () {\n this.unbind();\n };\n /** Update buffers of the currently bound geometry. */\n GeometrySystem.prototype.updateBuffers = function () {\n var geometry = this._activeGeometry;\n var bufferSystem = this.renderer.buffer;\n for (var i = 0; i < geometry.buffers.length; i++) {\n var buffer = geometry.buffers[i];\n bufferSystem.update(buffer);\n }\n };\n /**\n * Check compatibility between a geometry and a program\n * @param geometry - Geometry instance.\n * @param program - Program instance.\n */\n GeometrySystem.prototype.checkCompatibility = function (geometry, program) {\n // geometry must have at least all the attributes that the shader requires.\n var geometryAttributes = geometry.attributes;\n var shaderAttributes = program.attributeData;\n for (var j in shaderAttributes) {\n if (!geometryAttributes[j]) {\n throw new Error(\"shader and geometry incompatible, geometry missing the \\\"\" + j + \"\\\" attribute\");\n }\n }\n };\n /**\n * Takes a geometry and program and generates a unique signature for them.\n * @param geometry - To get signature from.\n * @param program - To test geometry against.\n * @returns - Unique signature of the geometry and program\n */\n GeometrySystem.prototype.getSignature = function (geometry, program) {\n var attribs = geometry.attributes;\n var shaderAttributes = program.attributeData;\n var strings = ['g', geometry.id];\n for (var i in attribs) {\n if (shaderAttributes[i]) {\n strings.push(i, shaderAttributes[i].location);\n }\n }\n return strings.join('-');\n };\n /**\n * Creates or gets Vao with the same structure as the geometry and stores it on the geometry.\n * If vao is created, it is bound automatically. We use a shader to infer what and how to set up the\n * attribute locations.\n * @param geometry - Instance of geometry to to generate Vao for.\n * @param shader - Instance of the shader.\n * @param incRefCount - Increment refCount of all geometry buffers.\n */\n GeometrySystem.prototype.initGeometryVao = function (geometry, shader, incRefCount) {\n if (incRefCount === void 0) { incRefCount = true; }\n var gl = this.gl;\n var CONTEXT_UID = this.CONTEXT_UID;\n var bufferSystem = this.renderer.buffer;\n var program = shader.program;\n if (!program.glPrograms[CONTEXT_UID]) {\n this.renderer.shader.generateProgram(shader);\n }\n this.checkCompatibility(geometry, program);\n var signature = this.getSignature(geometry, program);\n var vaoObjectHash = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var vao = vaoObjectHash[signature];\n if (vao) {\n // this will give us easy access to the vao\n vaoObjectHash[program.id] = vao;\n return vao;\n }\n var buffers = geometry.buffers;\n var attributes = geometry.attributes;\n var tempStride = {};\n var tempStart = {};\n for (var j in buffers) {\n tempStride[j] = 0;\n tempStart[j] = 0;\n }\n for (var j in attributes) {\n if (!attributes[j].size && program.attributeData[j]) {\n attributes[j].size = program.attributeData[j].size;\n }\n else if (!attributes[j].size) {\n console.warn(\"PIXI Geometry attribute '\" + j + \"' size cannot be determined (likely the bound shader does not have the attribute)\"); // eslint-disable-line\n }\n tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap[attributes[j].type];\n }\n for (var j in attributes) {\n var attribute = attributes[j];\n var attribSize = attribute.size;\n if (attribute.stride === undefined) {\n if (tempStride[attribute.buffer] === attribSize * byteSizeMap[attribute.type]) {\n attribute.stride = 0;\n }\n else {\n attribute.stride = tempStride[attribute.buffer];\n }\n }\n if (attribute.start === undefined) {\n attribute.start = tempStart[attribute.buffer];\n tempStart[attribute.buffer] += attribSize * byteSizeMap[attribute.type];\n }\n }\n vao = gl.createVertexArray();\n gl.bindVertexArray(vao);\n // first update - and create the buffers!\n // only create a gl buffer if it actually gets\n for (var i = 0; i < buffers.length; i++) {\n var buffer = buffers[i];\n bufferSystem.bind(buffer);\n if (incRefCount) {\n buffer._glBuffers[CONTEXT_UID].refCount++;\n }\n }\n // TODO - maybe make this a data object?\n // lets wait to see if we need to first!\n this.activateVao(geometry, program);\n this._activeVao = vao;\n // add it to the cache!\n vaoObjectHash[program.id] = vao;\n vaoObjectHash[signature] = vao;\n return vao;\n };\n /**\n * Disposes geometry.\n * @param geometry - Geometry with buffers. Only VAO will be disposed\n * @param [contextLost=false] - If context was lost, we suppress deleteVertexArray\n */\n GeometrySystem.prototype.disposeGeometry = function (geometry, contextLost) {\n var _a;\n if (!this.managedGeometries[geometry.id]) {\n return;\n }\n delete this.managedGeometries[geometry.id];\n var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n var gl = this.gl;\n var buffers = geometry.buffers;\n var bufferSystem = (_a = this.renderer) === null || _a === void 0 ? void 0 : _a.buffer;\n geometry.disposeRunner.remove(this);\n if (!vaos) {\n return;\n }\n // bufferSystem may have already been destroyed..\n // if this is the case, there is no need to destroy the geometry buffers...\n // they already have been!\n if (bufferSystem) {\n for (var i = 0; i < buffers.length; i++) {\n var buf = buffers[i]._glBuffers[this.CONTEXT_UID];\n // my be null as context may have changed right before the dispose is called\n if (buf) {\n buf.refCount--;\n if (buf.refCount === 0 && !contextLost) {\n bufferSystem.dispose(buffers[i], contextLost);\n }\n }\n }\n }\n if (!contextLost) {\n for (var vaoId in vaos) {\n // delete only signatures, everything else are copies\n if (vaoId[0] === 'g') {\n var vao = vaos[vaoId];\n if (this._activeVao === vao) {\n this.unbind();\n }\n gl.deleteVertexArray(vao);\n }\n }\n }\n delete geometry.glVertexArrayObjects[this.CONTEXT_UID];\n };\n /**\n * Dispose all WebGL resources of all managed geometries.\n * @param [contextLost=false] - If context was lost, we suppress `gl.delete` calls\n */\n GeometrySystem.prototype.disposeAll = function (contextLost) {\n var all = Object.keys(this.managedGeometries);\n for (var i = 0; i < all.length; i++) {\n this.disposeGeometry(this.managedGeometries[all[i]], contextLost);\n }\n };\n /**\n * Activate vertex array object.\n * @param geometry - Geometry instance.\n * @param program - Shader program instance.\n */\n GeometrySystem.prototype.activateVao = function (geometry, program) {\n var gl = this.gl;\n var CONTEXT_UID = this.CONTEXT_UID;\n var bufferSystem = this.renderer.buffer;\n var buffers = geometry.buffers;\n var attributes = geometry.attributes;\n if (geometry.indexBuffer) {\n // first update the index buffer if we have one..\n bufferSystem.bind(geometry.indexBuffer);\n }\n var lastBuffer = null;\n // add a new one!\n for (var j in attributes) {\n var attribute = attributes[j];\n var buffer = buffers[attribute.buffer];\n var glBuffer = buffer._glBuffers[CONTEXT_UID];\n if (program.attributeData[j]) {\n if (lastBuffer !== glBuffer) {\n bufferSystem.bind(buffer);\n lastBuffer = glBuffer;\n }\n var location = program.attributeData[j].location;\n // TODO introduce state again\n // we can optimise this for older devices that have no VAOs\n gl.enableVertexAttribArray(location);\n gl.vertexAttribPointer(location, attribute.size, attribute.type || gl.FLOAT, attribute.normalized, attribute.stride, attribute.start);\n if (attribute.instance) {\n // TODO calculate instance count based of this...\n if (this.hasInstance) {\n gl.vertexAttribDivisor(location, 1);\n }\n else {\n throw new Error('geometry error, GPU Instancing is not supported on this device');\n }\n }\n }\n }\n };\n /**\n * Draws the currently bound geometry.\n * @param type - The type primitive to render.\n * @param size - The number of elements to be rendered. If not specified, all vertices after the\n * starting vertex will be drawn.\n * @param start - The starting vertex in the geometry to start drawing from. If not specified,\n * drawing will start from the first vertex.\n * @param instanceCount - The number of instances of the set of elements to execute. If not specified,\n * all instances will be drawn.\n */\n GeometrySystem.prototype.draw = function (type, size, start, instanceCount) {\n var gl = this.gl;\n var geometry = this._activeGeometry;\n // TODO.. this should not change so maybe cache the function?\n if (geometry.indexBuffer) {\n var byteSize = geometry.indexBuffer.data.BYTES_PER_ELEMENT;\n var glType = byteSize === 2 ? gl.UNSIGNED_SHORT : gl.UNSIGNED_INT;\n if (byteSize === 2 || (byteSize === 4 && this.canUseUInt32ElementIndex)) {\n if (geometry.instanced) {\n /* eslint-disable max-len */\n gl.drawElementsInstanced(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize, instanceCount || 1);\n /* eslint-enable max-len */\n }\n else {\n /* eslint-disable max-len */\n gl.drawElements(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize);\n /* eslint-enable max-len */\n }\n }\n else {\n console.warn('unsupported index buffer type: uint32');\n }\n }\n else if (geometry.instanced) {\n // TODO need a better way to calculate size..\n gl.drawArraysInstanced(type, start, size || geometry.getSize(), instanceCount || 1);\n }\n else {\n gl.drawArrays(type, start, size || geometry.getSize());\n }\n return this;\n };\n /** Unbind/reset everything. */\n GeometrySystem.prototype.unbind = function () {\n this.gl.bindVertexArray(null);\n this._activeVao = null;\n this._activeGeometry = null;\n };\n GeometrySystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return GeometrySystem;\n}());\n\n/**\n * Component for masked elements.\n *\n * Holds mask mode and temporary data about current mask.\n * @memberof PIXI\n */\nvar MaskData = /** @class */ (function () {\n /**\n * Create MaskData\n * @param {PIXI.DisplayObject} [maskObject=null] - object that describes the mask\n */\n function MaskData(maskObject) {\n if (maskObject === void 0) { maskObject = null; }\n this.type = MASK_TYPES.NONE;\n this.autoDetect = true;\n this.maskObject = maskObject || null;\n this.pooled = false;\n this.isMaskData = true;\n this.resolution = null;\n this.multisample = settings.FILTER_MULTISAMPLE;\n this.enabled = true;\n this.colorMask = 0xf;\n this._filters = null;\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n this._scissorRectLocal = null;\n this._colorMask = 0xf;\n this._target = null;\n }\n Object.defineProperty(MaskData.prototype, \"filter\", {\n /**\n * The sprite mask filter.\n * If set to `null`, the default sprite mask filter is used.\n * @default null\n */\n get: function () {\n return this._filters ? this._filters[0] : null;\n },\n set: function (value) {\n if (value) {\n if (this._filters) {\n this._filters[0] = value;\n }\n else {\n this._filters = [value];\n }\n }\n else {\n this._filters = null;\n }\n },\n enumerable: false,\n configurable: true\n });\n /** Resets the mask data after popMask(). */\n MaskData.prototype.reset = function () {\n if (this.pooled) {\n this.maskObject = null;\n this.type = MASK_TYPES.NONE;\n this.autoDetect = true;\n }\n this._target = null;\n this._scissorRectLocal = null;\n };\n /**\n * Copies counters from maskData above, called from pushMask().\n * @param maskAbove\n */\n MaskData.prototype.copyCountersOrReset = function (maskAbove) {\n if (maskAbove) {\n this._stencilCounter = maskAbove._stencilCounter;\n this._scissorCounter = maskAbove._scissorCounter;\n this._scissorRect = maskAbove._scissorRect;\n }\n else {\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n }\n };\n return MaskData;\n}());\n\n/**\n * @private\n * @param {WebGLRenderingContext} gl - The current WebGL context {WebGLProgram}\n * @param {number} type - the type, can be either VERTEX_SHADER or FRAGMENT_SHADER\n * @param {string} src - The vertex shader source as an array of strings.\n * @returns {WebGLShader} the shader\n */\nfunction compileShader(gl, type, src) {\n var shader = gl.createShader(type);\n gl.shaderSource(shader, src);\n gl.compileShader(shader);\n return shader;\n}\n\n/**\n * will log a shader error highlighting the lines with the error\n * also will add numbers along the side.\n * @param gl - the WebGLContext\n * @param shader - the shader to log errors for\n */\nfunction logPrettyShaderError(gl, shader) {\n var shaderSrc = gl.getShaderSource(shader)\n .split('\\n')\n .map(function (line, index) { return index + \": \" + line; });\n var shaderLog = gl.getShaderInfoLog(shader);\n var splitShader = shaderLog.split('\\n');\n var dedupe = {};\n var lineNumbers = splitShader.map(function (line) { return parseFloat(line.replace(/^ERROR\\: 0\\:([\\d]+)\\:.*$/, '$1')); })\n .filter(function (n) {\n if (n && !dedupe[n]) {\n dedupe[n] = true;\n return true;\n }\n return false;\n });\n var logArgs = [''];\n lineNumbers.forEach(function (number) {\n shaderSrc[number - 1] = \"%c\" + shaderSrc[number - 1] + \"%c\";\n logArgs.push('background: #FF0000; color:#FFFFFF; font-size: 10px', 'font-size: 10px');\n });\n var fragmentSourceToLog = shaderSrc\n .join('\\n');\n logArgs[0] = fragmentSourceToLog;\n console.error(shaderLog);\n // eslint-disable-next-line no-console\n console.groupCollapsed('click to view full shader code');\n console.warn.apply(console, logArgs);\n // eslint-disable-next-line no-console\n console.groupEnd();\n}\n/**\n *\n * logs out any program errors\n * @param gl - The current WebGL context\n * @param program - the WebGL program to display errors for\n * @param vertexShader - the fragment WebGL shader program\n * @param fragmentShader - the vertex WebGL shader program\n */\nfunction logProgramError(gl, program, vertexShader, fragmentShader) {\n // if linking fails, then log and cleanup\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {\n logPrettyShaderError(gl, vertexShader);\n }\n if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {\n logPrettyShaderError(gl, fragmentShader);\n }\n console.error('PixiJS Error: Could not initialize shader.');\n // if there is a program info log, log it\n if (gl.getProgramInfoLog(program) !== '') {\n console.warn('PixiJS Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program));\n }\n }\n}\n\nfunction booleanArray(size) {\n var array = new Array(size);\n for (var i = 0; i < array.length; i++) {\n array[i] = false;\n }\n return array;\n}\n/**\n * @method defaultValue\n * @memberof PIXI.glCore.shader\n * @param {string} type - Type of value\n * @param {number} size\n * @private\n */\nfunction defaultValue(type, size) {\n switch (type) {\n case 'float':\n return 0;\n case 'vec2':\n return new Float32Array(2 * size);\n case 'vec3':\n return new Float32Array(3 * size);\n case 'vec4':\n return new Float32Array(4 * size);\n case 'int':\n case 'uint':\n case 'sampler2D':\n case 'sampler2DArray':\n return 0;\n case 'ivec2':\n return new Int32Array(2 * size);\n case 'ivec3':\n return new Int32Array(3 * size);\n case 'ivec4':\n return new Int32Array(4 * size);\n case 'uvec2':\n return new Uint32Array(2 * size);\n case 'uvec3':\n return new Uint32Array(3 * size);\n case 'uvec4':\n return new Uint32Array(4 * size);\n case 'bool':\n return false;\n case 'bvec2':\n return booleanArray(2 * size);\n case 'bvec3':\n return booleanArray(3 * size);\n case 'bvec4':\n return booleanArray(4 * size);\n case 'mat2':\n return new Float32Array([1, 0,\n 0, 1]);\n case 'mat3':\n return new Float32Array([1, 0, 0,\n 0, 1, 0,\n 0, 0, 1]);\n case 'mat4':\n return new Float32Array([1, 0, 0, 0,\n 0, 1, 0, 0,\n 0, 0, 1, 0,\n 0, 0, 0, 1]);\n }\n return null;\n}\n\nvar unknownContext = {};\nvar context = unknownContext;\n/**\n * returns a little WebGL context to use for program inspection.\n * @static\n * @private\n * @returns {WebGLRenderingContext} a gl context to test with\n */\nfunction getTestContext() {\n if (context === unknownContext || (context && context.isContextLost())) {\n var canvas = settings.ADAPTER.createCanvas();\n var gl = void 0;\n if (settings.PREFER_ENV >= ENV.WEBGL2) {\n gl = canvas.getContext('webgl2', {});\n }\n if (!gl) {\n gl = (canvas.getContext('webgl', {})\n || canvas.getContext('experimental-webgl', {}));\n if (!gl) {\n // fail, not able to get a context\n gl = null;\n }\n else {\n // for shader testing..\n gl.getExtension('WEBGL_draw_buffers');\n }\n }\n context = gl;\n }\n return context;\n}\n\nvar maxFragmentPrecision;\nfunction getMaxFragmentPrecision() {\n if (!maxFragmentPrecision) {\n maxFragmentPrecision = PRECISION.MEDIUM;\n var gl = getTestContext();\n if (gl) {\n if (gl.getShaderPrecisionFormat) {\n var shaderFragment = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);\n maxFragmentPrecision = shaderFragment.precision ? PRECISION.HIGH : PRECISION.MEDIUM;\n }\n }\n }\n return maxFragmentPrecision;\n}\n\n/**\n * Sets the float precision on the shader, ensuring the device supports the request precision.\n * If the precision is already present, it just ensures that the device is able to handle it.\n * @private\n * @param {string} src - The shader source\n * @param {PIXI.PRECISION} requestedPrecision - The request float precision of the shader.\n * @param {PIXI.PRECISION} maxSupportedPrecision - The maximum precision the shader supports.\n * @returns {string} modified shader source\n */\nfunction setPrecision(src, requestedPrecision, maxSupportedPrecision) {\n if (src.substring(0, 9) !== 'precision') {\n // no precision supplied, so PixiJS will add the requested level.\n var precision = requestedPrecision;\n // If highp is requested but not supported, downgrade precision to a level all devices support.\n if (requestedPrecision === PRECISION.HIGH && maxSupportedPrecision !== PRECISION.HIGH) {\n precision = PRECISION.MEDIUM;\n }\n return \"precision \" + precision + \" float;\\n\" + src;\n }\n else if (maxSupportedPrecision !== PRECISION.HIGH && src.substring(0, 15) === 'precision highp') {\n // precision was supplied, but at a level this device does not support, so downgrading to mediump.\n return src.replace('precision highp', 'precision mediump');\n }\n return src;\n}\n\nvar GLSL_TO_SIZE = {\n float: 1,\n vec2: 2,\n vec3: 3,\n vec4: 4,\n int: 1,\n ivec2: 2,\n ivec3: 3,\n ivec4: 4,\n uint: 1,\n uvec2: 2,\n uvec3: 3,\n uvec4: 4,\n bool: 1,\n bvec2: 2,\n bvec3: 3,\n bvec4: 4,\n mat2: 4,\n mat3: 9,\n mat4: 16,\n sampler2D: 1,\n};\n/**\n * @private\n * @method mapSize\n * @memberof PIXI.glCore.shader\n * @param {string} type\n */\nfunction mapSize(type) {\n return GLSL_TO_SIZE[type];\n}\n\nvar GL_TABLE = null;\nvar GL_TO_GLSL_TYPES = {\n FLOAT: 'float',\n FLOAT_VEC2: 'vec2',\n FLOAT_VEC3: 'vec3',\n FLOAT_VEC4: 'vec4',\n INT: 'int',\n INT_VEC2: 'ivec2',\n INT_VEC3: 'ivec3',\n INT_VEC4: 'ivec4',\n UNSIGNED_INT: 'uint',\n UNSIGNED_INT_VEC2: 'uvec2',\n UNSIGNED_INT_VEC3: 'uvec3',\n UNSIGNED_INT_VEC4: 'uvec4',\n BOOL: 'bool',\n BOOL_VEC2: 'bvec2',\n BOOL_VEC3: 'bvec3',\n BOOL_VEC4: 'bvec4',\n FLOAT_MAT2: 'mat2',\n FLOAT_MAT3: 'mat3',\n FLOAT_MAT4: 'mat4',\n SAMPLER_2D: 'sampler2D',\n INT_SAMPLER_2D: 'sampler2D',\n UNSIGNED_INT_SAMPLER_2D: 'sampler2D',\n SAMPLER_CUBE: 'samplerCube',\n INT_SAMPLER_CUBE: 'samplerCube',\n UNSIGNED_INT_SAMPLER_CUBE: 'samplerCube',\n SAMPLER_2D_ARRAY: 'sampler2DArray',\n INT_SAMPLER_2D_ARRAY: 'sampler2DArray',\n UNSIGNED_INT_SAMPLER_2D_ARRAY: 'sampler2DArray',\n};\n// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\nfunction mapType(gl, type) {\n if (!GL_TABLE) {\n var typeNames = Object.keys(GL_TO_GLSL_TYPES);\n GL_TABLE = {};\n for (var i = 0; i < typeNames.length; ++i) {\n var tn = typeNames[i];\n GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn];\n }\n }\n return GL_TABLE[type];\n}\n\n/* eslint-disable @typescript-eslint/explicit-module-boundary-types */\n// Parsers, each one of these will take a look at the type of shader property and uniform.\n// if they pass the test function then the code function is called that returns a the shader upload code for that uniform.\n// Shader upload code is automagically generated with these parsers.\n// If no parser is valid then the default upload functions are used.\n// exposing Parsers means that custom upload logic can be added to pixi's shaders.\n// A good example would be a pixi rectangle can be directly set on a uniform.\n// If the shader sees it it knows how to upload the rectangle structure as a vec4\n// format is as follows:\n//\n// {\n// test: (data, uniform) => {} <--- test is this code should be used for this uniform\n// code: (name, uniform) => {} <--- returns the string of the piece of code that uploads the uniform\n// codeUbo: (name, uniform) => {} <--- returns the string of the piece of code that uploads the\n// uniform to a uniform buffer\n// }\nvar uniformParsers = [\n // a float cache layer\n {\n test: function (data) {\n return data.type === 'float' && data.size === 1 && !data.isArray;\n },\n code: function (name) {\n return \"\\n if(uv[\\\"\" + name + \"\\\"] !== ud[\\\"\" + name + \"\\\"].value)\\n {\\n ud[\\\"\" + name + \"\\\"].value = uv[\\\"\" + name + \"\\\"]\\n gl.uniform1f(ud[\\\"\" + name + \"\\\"].location, uv[\\\"\" + name + \"\\\"])\\n }\\n \";\n },\n },\n // handling samplers\n {\n test: function (data, uniform) {\n // eslint-disable-next-line max-len,no-eq-null,eqeqeq\n return (data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray && (uniform == null || uniform.castToBaseTexture !== undefined);\n },\n code: function (name) { return \"t = syncData.textureCount++;\\n\\n renderer.texture.bind(uv[\\\"\" + name + \"\\\"], t);\\n\\n if(ud[\\\"\" + name + \"\\\"].value !== t)\\n {\\n ud[\\\"\" + name + \"\\\"].value = t;\\n gl.uniform1i(ud[\\\"\" + name + \"\\\"].location, t);\\n; // eslint-disable-line max-len\\n }\"; },\n },\n // uploading pixi matrix object to mat3\n {\n test: function (data, uniform) {\n return data.type === 'mat3' && data.size === 1 && !data.isArray && uniform.a !== undefined;\n },\n code: function (name) {\n // TODO and some smart caching dirty ids here!\n return \"\\n gl.uniformMatrix3fv(ud[\\\"\" + name + \"\\\"].location, false, uv[\\\"\" + name + \"\\\"].toArray(true));\\n \";\n },\n codeUbo: function (name) {\n return \"\\n var \" + name + \"_matrix = uv.\" + name + \".toArray(true);\\n\\n data[offset] = \" + name + \"_matrix[0];\\n data[offset+1] = \" + name + \"_matrix[1];\\n data[offset+2] = \" + name + \"_matrix[2];\\n \\n data[offset + 4] = \" + name + \"_matrix[3];\\n data[offset + 5] = \" + name + \"_matrix[4];\\n data[offset + 6] = \" + name + \"_matrix[5];\\n \\n data[offset + 8] = \" + name + \"_matrix[6];\\n data[offset + 9] = \" + name + \"_matrix[7];\\n data[offset + 10] = \" + name + \"_matrix[8];\\n \";\n },\n },\n // uploading a pixi point as a vec2 with caching layer\n {\n test: function (data, uniform) {\n return data.type === 'vec2' && data.size === 1 && !data.isArray && uniform.x !== undefined;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v.x || cv[1] !== v.y)\\n {\\n cv[0] = v.x;\\n cv[1] = v.y;\\n gl.uniform2f(ud[\\\"\" + name + \"\\\"].location, v.x, v.y);\\n }\";\n },\n codeUbo: function (name) {\n return \"\\n v = uv.\" + name + \";\\n\\n data[offset] = v.x;\\n data[offset+1] = v.y;\\n \";\n }\n },\n // caching layer for a vec2\n {\n test: function (data) {\n return data.type === 'vec2' && data.size === 1 && !data.isArray;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n gl.uniform2f(ud[\\\"\" + name + \"\\\"].location, v[0], v[1]);\\n }\\n \";\n },\n },\n // upload a pixi rectangle as a vec4 with caching layer\n {\n test: function (data, uniform) {\n return data.type === 'vec4' && data.size === 1 && !data.isArray && uniform.width !== undefined;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height)\\n {\\n cv[0] = v.x;\\n cv[1] = v.y;\\n cv[2] = v.width;\\n cv[3] = v.height;\\n gl.uniform4f(ud[\\\"\" + name + \"\\\"].location, v.x, v.y, v.width, v.height)\\n }\";\n },\n codeUbo: function (name) {\n return \"\\n v = uv.\" + name + \";\\n\\n data[offset] = v.x;\\n data[offset+1] = v.y;\\n data[offset+2] = v.width;\\n data[offset+3] = v.height;\\n \";\n }\n },\n // a caching layer for vec4 uploading\n {\n test: function (data) {\n return data.type === 'vec4' && data.size === 1 && !data.isArray;\n },\n code: function (name) {\n return \"\\n cv = ud[\\\"\" + name + \"\\\"].value;\\n v = uv[\\\"\" + name + \"\\\"];\\n\\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4f(ud[\\\"\" + name + \"\\\"].location, v[0], v[1], v[2], v[3])\\n }\";\n },\n } ];\n\n// cu = Cached value's uniform data field\n// cv = Cached value\n// v = value to upload\n// ud = uniformData\n// uv = uniformValue\n// l = location\nvar GLSL_TO_SINGLE_SETTERS_CACHED = {\n float: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n gl.uniform1f(location, v);\\n }\",\n vec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2f(location, v[0], v[1])\\n }\",\n vec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3f(location, v[0], v[1], v[2])\\n }\",\n vec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4f(location, v[0], v[1], v[2], v[3]);\\n }\",\n int: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1i(location, v);\\n }\",\n ivec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2i(location, v[0], v[1]);\\n }\",\n ivec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3i(location, v[0], v[1], v[2]);\\n }\",\n ivec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\\n }\",\n uint: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1ui(location, v);\\n }\",\n uvec2: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2ui(location, v[0], v[1]);\\n }\",\n uvec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3ui(location, v[0], v[1], v[2]);\\n }\",\n uvec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4ui(location, v[0], v[1], v[2], v[3]);\\n }\",\n bool: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n gl.uniform1i(location, v);\\n }\",\n bvec2: \"\\n if (cv[0] != v[0] || cv[1] != v[1])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n\\n gl.uniform2i(location, v[0], v[1]);\\n }\",\n bvec3: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n\\n gl.uniform3i(location, v[0], v[1], v[2]);\\n }\",\n bvec4: \"\\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\\n {\\n cv[0] = v[0];\\n cv[1] = v[1];\\n cv[2] = v[2];\\n cv[3] = v[3];\\n\\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\\n }\",\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n sampler2D: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1i(location, v);\\n }\",\n samplerCube: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1i(location, v);\\n }\",\n sampler2DArray: \"\\n if (cv !== v)\\n {\\n cu.value = v;\\n\\n gl.uniform1i(location, v);\\n }\",\n};\nvar GLSL_TO_ARRAY_SETTERS = {\n float: \"gl.uniform1fv(location, v)\",\n vec2: \"gl.uniform2fv(location, v)\",\n vec3: \"gl.uniform3fv(location, v)\",\n vec4: 'gl.uniform4fv(location, v)',\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n int: 'gl.uniform1iv(location, v)',\n ivec2: 'gl.uniform2iv(location, v)',\n ivec3: 'gl.uniform3iv(location, v)',\n ivec4: 'gl.uniform4iv(location, v)',\n uint: 'gl.uniform1uiv(location, v)',\n uvec2: 'gl.uniform2uiv(location, v)',\n uvec3: 'gl.uniform3uiv(location, v)',\n uvec4: 'gl.uniform4uiv(location, v)',\n bool: 'gl.uniform1iv(location, v)',\n bvec2: 'gl.uniform2iv(location, v)',\n bvec3: 'gl.uniform3iv(location, v)',\n bvec4: 'gl.uniform4iv(location, v)',\n sampler2D: 'gl.uniform1iv(location, v)',\n samplerCube: 'gl.uniform1iv(location, v)',\n sampler2DArray: 'gl.uniform1iv(location, v)',\n};\nfunction generateUniformsSync(group, uniformData) {\n var _a;\n var funcFragments = [\"\\n var v = null;\\n var cv = null;\\n var cu = null;\\n var t = 0;\\n var gl = renderer.gl;\\n \"];\n for (var i in group.uniforms) {\n var data = uniformData[i];\n if (!data) {\n if ((_a = group.uniforms[i]) === null || _a === void 0 ? void 0 : _a.group) {\n if (group.uniforms[i].ubo) {\n funcFragments.push(\"\\n renderer.shader.syncUniformBufferGroup(uv.\" + i + \", '\" + i + \"');\\n \");\n }\n else {\n funcFragments.push(\"\\n renderer.shader.syncUniformGroup(uv.\" + i + \", syncData);\\n \");\n }\n }\n continue;\n }\n var uniform = group.uniforms[i];\n var parsed = false;\n for (var j = 0; j < uniformParsers.length; j++) {\n if (uniformParsers[j].test(data, uniform)) {\n funcFragments.push(uniformParsers[j].code(i, uniform));\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n var templateType = data.size === 1 && !data.isArray ? GLSL_TO_SINGLE_SETTERS_CACHED : GLSL_TO_ARRAY_SETTERS;\n var template = templateType[data.type].replace('location', \"ud[\\\"\" + i + \"\\\"].location\");\n funcFragments.push(\"\\n cu = ud[\\\"\" + i + \"\\\"];\\n cv = cu.value;\\n v = uv[\\\"\" + i + \"\\\"];\\n \" + template + \";\");\n }\n }\n /*\n * the introduction of syncData is to solve an issue where textures in uniform groups are not set correctly\n * the texture count was always starting from 0 in each group. This needs to increment each time a texture is used\n * no matter which group is being used\n *\n */\n // eslint-disable-next-line no-new-func\n return new Function('ud', 'uv', 'renderer', 'syncData', funcFragments.join('\\n'));\n}\n\nvar fragTemplate = [\n 'precision mediump float;',\n 'void main(void){',\n 'float test = 0.1;',\n '%forloop%',\n 'gl_FragColor = vec4(0.0);',\n '}' ].join('\\n');\nfunction generateIfTestSrc(maxIfs) {\n var src = '';\n for (var i = 0; i < maxIfs; ++i) {\n if (i > 0) {\n src += '\\nelse ';\n }\n if (i < maxIfs - 1) {\n src += \"if(test == \" + i + \".0){}\";\n }\n }\n return src;\n}\nfunction checkMaxIfStatementsInShader(maxIfs, gl) {\n if (maxIfs === 0) {\n throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`');\n }\n var shader = gl.createShader(gl.FRAGMENT_SHADER);\n while (true) // eslint-disable-line no-constant-condition\n {\n var fragmentSrc = fragTemplate.replace(/%forloop%/gi, generateIfTestSrc(maxIfs));\n gl.shaderSource(shader, fragmentSrc);\n gl.compileShader(shader);\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n maxIfs = (maxIfs / 2) | 0;\n }\n else {\n // valid!\n break;\n }\n }\n return maxIfs;\n}\n\n// Cache the result to prevent running this over and over\nvar unsafeEval;\n/**\n * Not all platforms allow to generate function code (e.g., `new Function`).\n * this provides the platform-level detection.\n * @private\n * @returns {boolean} `true` if `new Function` is supported.\n */\nfunction unsafeEvalSupported() {\n if (typeof unsafeEval === 'boolean') {\n return unsafeEval;\n }\n try {\n /* eslint-disable no-new-func */\n var func = new Function('param1', 'param2', 'param3', 'return param1[param2] === param3;');\n /* eslint-enable no-new-func */\n unsafeEval = func({ a: 'b' }, 'a', 'b') === true;\n }\n catch (e) {\n unsafeEval = false;\n }\n return unsafeEval;\n}\n\nvar defaultFragment$2 = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n gl_FragColor *= texture2D(uSampler, vTextureCoord);\\n}\";\n\nvar defaultVertex$3 = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void){\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n vTextureCoord = aTextureCoord;\\n}\\n\";\n\nvar UID$1 = 0;\nvar nameCache = {};\n/**\n * Helper class to create a shader program.\n * @memberof PIXI\n */\nvar Program = /** @class */ (function () {\n /**\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param name - Name for shader\n */\n function Program(vertexSrc, fragmentSrc, name) {\n if (name === void 0) { name = 'pixi-shader'; }\n this.id = UID$1++;\n this.vertexSrc = vertexSrc || Program.defaultVertexSrc;\n this.fragmentSrc = fragmentSrc || Program.defaultFragmentSrc;\n this.vertexSrc = this.vertexSrc.trim();\n this.fragmentSrc = this.fragmentSrc.trim();\n if (this.vertexSrc.substring(0, 8) !== '#version') {\n name = name.replace(/\\s+/g, '-');\n if (nameCache[name]) {\n nameCache[name]++;\n name += \"-\" + nameCache[name];\n }\n else {\n nameCache[name] = 1;\n }\n this.vertexSrc = \"#define SHADER_NAME \" + name + \"\\n\" + this.vertexSrc;\n this.fragmentSrc = \"#define SHADER_NAME \" + name + \"\\n\" + this.fragmentSrc;\n this.vertexSrc = setPrecision(this.vertexSrc, settings.PRECISION_VERTEX, PRECISION.HIGH);\n this.fragmentSrc = setPrecision(this.fragmentSrc, settings.PRECISION_FRAGMENT, getMaxFragmentPrecision());\n }\n // currently this does not extract structs only default types\n // this is where we store shader references..\n this.glPrograms = {};\n this.syncUniforms = null;\n }\n Object.defineProperty(Program, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source.\n * @constant\n */\n get: function () {\n return defaultVertex$3;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Program, \"defaultFragmentSrc\", {\n /**\n * The default fragment shader source.\n * @constant\n */\n get: function () {\n return defaultFragment$2;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * A short hand function to create a program based of a vertex and fragment shader.\n *\n * This method will also check to see if there is a cached program.\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param name - Name for shader\n * @returns A shiny new PixiJS shader program!\n */\n Program.from = function (vertexSrc, fragmentSrc, name) {\n var key = vertexSrc + fragmentSrc;\n var program = ProgramCache[key];\n if (!program) {\n ProgramCache[key] = program = new Program(vertexSrc, fragmentSrc, name);\n }\n return program;\n };\n return Program;\n}());\n\n/**\n * A helper class for shaders.\n * @memberof PIXI\n */\nvar Shader = /** @class */ (function () {\n /**\n * @param program - The program the shader will use.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n */\n function Shader(program, uniforms) {\n /**\n * Used internally to bind uniform buffer objects.\n * @ignore\n */\n this.uniformBindCount = 0;\n this.program = program;\n // lets see whats been passed in\n // uniforms should be converted to a uniform group\n if (uniforms) {\n if (uniforms instanceof UniformGroup) {\n this.uniformGroup = uniforms;\n }\n else {\n this.uniformGroup = new UniformGroup(uniforms);\n }\n }\n else {\n this.uniformGroup = new UniformGroup({});\n }\n this.disposeRunner = new Runner('disposeShader');\n }\n // TODO move to shader system..\n Shader.prototype.checkUniformExists = function (name, group) {\n if (group.uniforms[name]) {\n return true;\n }\n for (var i in group.uniforms) {\n var uniform = group.uniforms[i];\n if (uniform.group) {\n if (this.checkUniformExists(name, uniform)) {\n return true;\n }\n }\n }\n return false;\n };\n Shader.prototype.destroy = function () {\n // usage count on programs?\n // remove if not used!\n this.uniformGroup = null;\n this.disposeRunner.emit(this);\n this.disposeRunner.destroy();\n };\n Object.defineProperty(Shader.prototype, \"uniforms\", {\n /**\n * Shader uniform values, shortcut for `uniformGroup.uniforms`.\n * @readonly\n */\n get: function () {\n return this.uniformGroup.uniforms;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * A short hand function to create a shader based of a vertex and fragment shader.\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n * @returns A shiny new PixiJS shader!\n */\n Shader.from = function (vertexSrc, fragmentSrc, uniforms) {\n var program = Program.from(vertexSrc, fragmentSrc);\n return new Shader(program, uniforms);\n };\n return Shader;\n}());\n\n/* eslint-disable max-len */\nvar BLEND$1 = 0;\nvar OFFSET$1 = 1;\nvar CULLING$1 = 2;\nvar DEPTH_TEST$1 = 3;\nvar WINDING$1 = 4;\nvar DEPTH_MASK$1 = 5;\n/**\n * This is a WebGL state, and is is passed to {@link PIXI.StateSystem}.\n *\n * Each mesh rendered may require WebGL to be in a different state.\n * For example you may want different blend mode or to enable polygon offsets\n * @memberof PIXI\n */\nvar State = /** @class */ (function () {\n function State() {\n this.data = 0;\n this.blendMode = BLEND_MODES.NORMAL;\n this.polygonOffset = 0;\n this.blend = true;\n this.depthMask = true;\n // this.depthTest = true;\n }\n Object.defineProperty(State.prototype, \"blend\", {\n /**\n * Activates blending of the computed fragment color values.\n * @default true\n */\n get: function () {\n return !!(this.data & (1 << BLEND$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << BLEND$1)) !== value) {\n this.data ^= (1 << BLEND$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"offsets\", {\n /**\n * Activates adding an offset to depth values of polygon's fragments\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << OFFSET$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << OFFSET$1)) !== value) {\n this.data ^= (1 << OFFSET$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"culling\", {\n /**\n * Activates culling of polygons.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << CULLING$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << CULLING$1)) !== value) {\n this.data ^= (1 << CULLING$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"depthTest\", {\n /**\n * Activates depth comparisons and updates to the depth buffer.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << DEPTH_TEST$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << DEPTH_TEST$1)) !== value) {\n this.data ^= (1 << DEPTH_TEST$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"depthMask\", {\n /**\n * Enables or disables writing to the depth buffer.\n * @default true\n */\n get: function () {\n return !!(this.data & (1 << DEPTH_MASK$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << DEPTH_MASK$1)) !== value) {\n this.data ^= (1 << DEPTH_MASK$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"clockwiseFrontFace\", {\n /**\n * Specifies whether or not front or back-facing polygons can be culled.\n * @default false\n */\n get: function () {\n return !!(this.data & (1 << WINDING$1));\n },\n set: function (value) {\n if (!!(this.data & (1 << WINDING$1)) !== value) {\n this.data ^= (1 << WINDING$1);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"blendMode\", {\n /**\n * The blend mode to be applied when this state is set. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n * Setting this mode to anything other than NO_BLEND will automatically switch blending on.\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get: function () {\n return this._blendMode;\n },\n set: function (value) {\n this.blend = (value !== BLEND_MODES.NONE);\n this._blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(State.prototype, \"polygonOffset\", {\n /**\n * The polygon offset. Setting this property to anything other than 0 will automatically enable polygon offset fill.\n * @default 0\n */\n get: function () {\n return this._polygonOffset;\n },\n set: function (value) {\n this.offsets = !!value;\n this._polygonOffset = value;\n },\n enumerable: false,\n configurable: true\n });\n State.prototype.toString = function () {\n return \"[@pixi/core:State \"\n + (\"blendMode=\" + this.blendMode + \" \")\n + (\"clockwiseFrontFace=\" + this.clockwiseFrontFace + \" \")\n + (\"culling=\" + this.culling + \" \")\n + (\"depthMask=\" + this.depthMask + \" \")\n + (\"polygonOffset=\" + this.polygonOffset)\n + \"]\";\n };\n State.for2d = function () {\n var state = new State();\n state.depthTest = false;\n state.blend = true;\n return state;\n };\n return State;\n}());\n\nvar defaultFragment$1 = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n gl_FragColor = texture2D(uSampler, vTextureCoord);\\n}\\n\";\n\nvar defaultVertex$2 = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n gl_Position = filterVertexPosition();\\n vTextureCoord = filterTextureCoord();\\n}\\n\";\n\n/**\n * A filter is a special shader that applies post-processing effects to an input texture and writes into an output\n * render-target.\n *\n * {@link http://pixijs.io/examples/#/filters/blur-filter.js Example} of the\n * {@link PIXI.filters.BlurFilter BlurFilter}.\n *\n * ### Usage\n * Filters can be applied to any DisplayObject or Container.\n * PixiJS' `FilterSystem` renders the container into temporary Framebuffer,\n * then filter renders it to the screen.\n * Multiple filters can be added to the `filters` array property and stacked on each other.\n *\n * ```\n * const filter = new PIXI.Filter(myShaderVert, myShaderFrag, { myUniform: 0.5 });\n * const container = new PIXI.Container();\n * container.filters = [filter];\n * ```\n *\n * ### Previous Version Differences\n *\n * In PixiJS **v3**, a filter was always applied to _whole screen_.\n *\n * In PixiJS **v4**, a filter can be applied _only part of the screen_.\n * Developers had to create a set of uniforms to deal with coordinates.\n *\n * In PixiJS **v5** combines _both approaches_.\n * Developers can use normal coordinates of v3 and then allow filter to use partial Framebuffers,\n * bringing those extra uniforms into account.\n *\n * Also be aware that we have changed default vertex shader, please consult\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * ### Frames\n *\n * The following table summarizes the coordinate spaces used in the filtering pipeline:\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n *
                                                                        Coordinate SpaceDescription
                                                                        Texture Coordinates\n * The texture (or UV) coordinates in the input base-texture's space. These are normalized into the (0,1) range along\n * both axes.\n *
                                                                        World Space\n * A point in the same space as the world bounds of any display-object (i.e. in the scene graph's space).\n *
                                                                        Physical Pixels\n * This is base-texture's space with the origin on the top-left. You can calculate these by multiplying the texture\n * coordinates by the dimensions of the texture.\n *
                                                                        \n *\n * ### Built-in Uniforms\n *\n * PixiJS viewport uses screen (CSS) coordinates, `(0, 0, renderer.screen.width, renderer.screen.height)`,\n * and `projectionMatrix` uniform maps it to the gl viewport.\n *\n * **uSampler**\n *\n * The most important uniform is the input texture that container was rendered into.\n * _Important note: as with all Framebuffers in PixiJS, both input and output are\n * premultiplied by alpha._\n *\n * By default, input normalized coordinates are passed to fragment shader with `vTextureCoord`.\n * Use it to sample the input.\n *\n * ```\n * const fragment = `\n * varying vec2 vTextureCoord;\n * uniform sampler2D uSampler;\n * void main(void)\n * {\n * gl_FragColor = texture2D(uSampler, vTextureCoord);\n * }\n * `;\n *\n * const myFilter = new PIXI.Filter(null, fragment);\n * ```\n *\n * This filter is just one uniform less than {@link PIXI.filters.AlphaFilter AlphaFilter}.\n *\n * **outputFrame**\n *\n * The `outputFrame` holds the rectangle where filter is applied in screen (CSS) coordinates.\n * It's the same as `renderer.screen` for a fullscreen filter.\n * Only a part of `outputFrame.zw` size of temporary Framebuffer is used,\n * `(0, 0, outputFrame.width, outputFrame.height)`,\n *\n * Filters uses this quad to normalized (0-1) space, its passed into `aVertexPosition` attribute.\n * To calculate vertex position in screen space using normalized (0-1) space:\n *\n * ```\n * vec4 filterVertexPosition( void )\n * {\n * vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n * return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n * }\n * ```\n *\n * **inputSize**\n *\n * Temporary framebuffer is different, it can be either the size of screen, either power-of-two.\n * The `inputSize.xy` are size of temporary framebuffer that holds input.\n * The `inputSize.zw` is inverted, it's a shortcut to evade division inside the shader.\n *\n * Set `inputSize.xy = outputFrame.zw` for a fullscreen filter.\n *\n * To calculate input normalized coordinate, you have to map it to filter normalized space.\n * Multiply by `outputFrame.zw` to get input coordinate.\n * Divide by `inputSize.xy` to get input normalized coordinate.\n *\n * ```\n * vec2 filterTextureCoord( void )\n * {\n * return aVertexPosition * (outputFrame.zw * inputSize.zw); // same as /inputSize.xy\n * }\n * ```\n * **resolution**\n *\n * The `resolution` is the ratio of screen (CSS) pixels to real pixels.\n *\n * **inputPixel**\n *\n * `inputPixel.xy` is the size of framebuffer in real pixels, same as `inputSize.xy * resolution`\n * `inputPixel.zw` is inverted `inputPixel.xy`.\n *\n * It's handy for filters that use neighbour pixels, like {@link PIXI.filters.FXAAFilter FXAAFilter}.\n *\n * **inputClamp**\n *\n * If you try to get info from outside of used part of Framebuffer - you'll get undefined behaviour.\n * For displacements, coordinates has to be clamped.\n *\n * The `inputClamp.xy` is left-top pixel center, you may ignore it, because we use left-top part of Framebuffer\n * `inputClamp.zw` is bottom-right pixel center.\n *\n * ```\n * vec4 color = texture2D(uSampler, clamp(modifiedTextureCoord, inputClamp.xy, inputClamp.zw))\n * ```\n * OR\n * ```\n * vec4 color = texture2D(uSampler, min(modifigedTextureCoord, inputClamp.zw))\n * ```\n *\n * ### Additional Information\n *\n * Complete documentation on Filter usage is located in the\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * Since PixiJS only had a handful of built-in filters, additional filters can be downloaded\n * {@link https://github.com/pixijs/pixi-filters here} from the PixiJS Filters repository.\n * @memberof PIXI\n */\nvar Filter = /** @class */ (function (_super) {\n __extends(Filter, _super);\n /**\n * @param vertexSrc - The source of the vertex shader.\n * @param fragmentSrc - The source of the fragment shader.\n * @param uniforms - Custom uniforms to use to augment the built-in ones.\n */\n function Filter(vertexSrc, fragmentSrc, uniforms) {\n var _this = this;\n var program = Program.from(vertexSrc || Filter.defaultVertexSrc, fragmentSrc || Filter.defaultFragmentSrc);\n _this = _super.call(this, program, uniforms) || this;\n _this.padding = 0;\n _this.resolution = settings.FILTER_RESOLUTION;\n _this.multisample = settings.FILTER_MULTISAMPLE;\n _this.enabled = true;\n _this.autoFit = true;\n _this.state = new State();\n return _this;\n }\n /**\n * Applies the filter\n * @param {PIXI.FilterSystem} filterManager - The renderer to retrieve the filter from\n * @param {PIXI.RenderTexture} input - The input render target.\n * @param {PIXI.RenderTexture} output - The target to output to.\n * @param {PIXI.CLEAR_MODES} [clearMode] - Should the output be cleared before rendering to it.\n * @param {object} [_currentState] - It's current state of filter.\n * There are some useful properties in the currentState :\n * target, filters, sourceFrame, destinationFrame, renderTarget, resolution\n */\n Filter.prototype.apply = function (filterManager, input, output, clearMode, _currentState) {\n // do as you please!\n filterManager.applyFilter(this, input, output, clearMode);\n // or just do a regular render..\n };\n Object.defineProperty(Filter.prototype, \"blendMode\", {\n /**\n * Sets the blend mode of the filter.\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get: function () {\n return this.state.blendMode;\n },\n set: function (value) {\n this.state.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter.prototype, \"resolution\", {\n /**\n * The resolution of the filter. Setting this to be lower will lower the quality but\n * increase the performance of the filter.\n */\n get: function () {\n return this._resolution;\n },\n set: function (value) {\n this._resolution = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source\n * @constant\n */\n get: function () {\n return defaultVertex$2;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Filter, \"defaultFragmentSrc\", {\n /**\n * The default fragment shader source\n * @constant\n */\n get: function () {\n return defaultFragment$1;\n },\n enumerable: false,\n configurable: true\n });\n return Filter;\n}(Shader));\n\nvar vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 otherMatrix;\\n\\nvarying vec2 vMaskCoord;\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\\n}\\n\";\n\nvar fragment = \"varying vec2 vMaskCoord;\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform sampler2D mask;\\nuniform float alpha;\\nuniform float npmAlpha;\\nuniform vec4 maskClamp;\\n\\nvoid main(void)\\n{\\n float clip = step(3.5,\\n step(maskClamp.x, vMaskCoord.x) +\\n step(maskClamp.y, vMaskCoord.y) +\\n step(vMaskCoord.x, maskClamp.z) +\\n step(vMaskCoord.y, maskClamp.w));\\n\\n vec4 original = texture2D(uSampler, vTextureCoord);\\n vec4 masky = texture2D(mask, vMaskCoord);\\n float alphaMul = 1.0 - npmAlpha * (1.0 - masky.a);\\n\\n original *= (alphaMul * masky.r * alpha * clip);\\n\\n gl_FragColor = original;\\n}\\n\";\n\nvar tempMat = new Matrix();\n/**\n * Class controls uv mapping from Texture normal space to BaseTexture normal space.\n *\n * Takes `trim` and `rotate` into account. May contain clamp settings for Meshes and TilingSprite.\n *\n * Can be used in Texture `uvMatrix` field, or separately, you can use different clamp settings on the same texture.\n * If you want to add support for texture region of certain feature or filter, that's what you're looking for.\n *\n * Takes track of Texture changes through `_lastTextureID` private field.\n * Use `update()` method call to track it from outside.\n * @see PIXI.Texture\n * @see PIXI.Mesh\n * @see PIXI.TilingSprite\n * @memberof PIXI\n */\nvar TextureMatrix = /** @class */ (function () {\n /**\n * @param texture - observed texture\n * @param clampMargin - Changes frame clamping, 0.5 by default. Use -0.5 for extra border.\n */\n function TextureMatrix(texture, clampMargin) {\n this._texture = texture;\n this.mapCoord = new Matrix();\n this.uClampFrame = new Float32Array(4);\n this.uClampOffset = new Float32Array(2);\n this._textureID = -1;\n this._updateID = 0;\n this.clampOffset = 0;\n this.clampMargin = (typeof clampMargin === 'undefined') ? 0.5 : clampMargin;\n this.isSimple = false;\n }\n Object.defineProperty(TextureMatrix.prototype, \"texture\", {\n /** Texture property. */\n get: function () {\n return this._texture;\n },\n set: function (value) {\n this._texture = value;\n this._textureID = -1;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Multiplies uvs array to transform\n * @param uvs - mesh uvs\n * @param [out=uvs] - output\n * @returns - output\n */\n TextureMatrix.prototype.multiplyUvs = function (uvs, out) {\n if (out === undefined) {\n out = uvs;\n }\n var mat = this.mapCoord;\n for (var i = 0; i < uvs.length; i += 2) {\n var x = uvs[i];\n var y = uvs[i + 1];\n out[i] = (x * mat.a) + (y * mat.c) + mat.tx;\n out[i + 1] = (x * mat.b) + (y * mat.d) + mat.ty;\n }\n return out;\n };\n /**\n * Updates matrices if texture was changed.\n * @param [forceUpdate=false] - if true, matrices will be updated any case\n * @returns - Whether or not it was updated\n */\n TextureMatrix.prototype.update = function (forceUpdate) {\n var tex = this._texture;\n if (!tex || !tex.valid) {\n return false;\n }\n if (!forceUpdate\n && this._textureID === tex._updateID) {\n return false;\n }\n this._textureID = tex._updateID;\n this._updateID++;\n var uvs = tex._uvs;\n this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0);\n var orig = tex.orig;\n var trim = tex.trim;\n if (trim) {\n tempMat.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height);\n this.mapCoord.append(tempMat);\n }\n var texBase = tex.baseTexture;\n var frame = this.uClampFrame;\n var margin = this.clampMargin / texBase.resolution;\n var offset = this.clampOffset;\n frame[0] = (tex._frame.x + margin + offset) / texBase.width;\n frame[1] = (tex._frame.y + margin + offset) / texBase.height;\n frame[2] = (tex._frame.x + tex._frame.width - margin + offset) / texBase.width;\n frame[3] = (tex._frame.y + tex._frame.height - margin + offset) / texBase.height;\n this.uClampOffset[0] = offset / texBase.realWidth;\n this.uClampOffset[1] = offset / texBase.realHeight;\n this.isSimple = tex._frame.width === texBase.width\n && tex._frame.height === texBase.height\n && tex.rotate === 0;\n return true;\n };\n return TextureMatrix;\n}());\n\n/**\n * This handles a Sprite acting as a mask, as opposed to a Graphic.\n *\n * WebGL only.\n * @memberof PIXI\n */\nvar SpriteMaskFilter = /** @class */ (function (_super) {\n __extends(SpriteMaskFilter, _super);\n /** @ignore */\n function SpriteMaskFilter(vertexSrc, fragmentSrc, uniforms) {\n var _this = this;\n var sprite = null;\n if (typeof vertexSrc !== 'string' && fragmentSrc === undefined && uniforms === undefined) {\n sprite = vertexSrc;\n vertexSrc = undefined;\n fragmentSrc = undefined;\n uniforms = undefined;\n }\n _this = _super.call(this, vertexSrc || vertex, fragmentSrc || fragment, uniforms) || this;\n _this.maskSprite = sprite;\n _this.maskMatrix = new Matrix();\n return _this;\n }\n Object.defineProperty(SpriteMaskFilter.prototype, \"maskSprite\", {\n /**\n * Sprite mask\n * @type {PIXI.DisplayObject}\n */\n get: function () {\n return this._maskSprite;\n },\n set: function (value) {\n this._maskSprite = value;\n if (this._maskSprite) {\n this._maskSprite.renderable = false;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Applies the filter\n * @param filterManager - The renderer to retrieve the filter from\n * @param input - The input render target.\n * @param output - The target to output to.\n * @param clearMode - Should the output be cleared before rendering to it.\n */\n SpriteMaskFilter.prototype.apply = function (filterManager, input, output, clearMode) {\n var maskSprite = this._maskSprite;\n var tex = maskSprite._texture;\n if (!tex.valid) {\n return;\n }\n if (!tex.uvMatrix) {\n // margin = 0.0, let it bleed a bit, shader code becomes easier\n // assuming that atlas textures were made with 1-pixel padding\n tex.uvMatrix = new TextureMatrix(tex, 0.0);\n }\n tex.uvMatrix.update();\n this.uniforms.npmAlpha = tex.baseTexture.alphaMode ? 0.0 : 1.0;\n this.uniforms.mask = tex;\n // get _normalized sprite texture coords_ and convert them to _normalized atlas texture coords_ with `prepend`\n this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite)\n .prepend(tex.uvMatrix.mapCoord);\n this.uniforms.alpha = maskSprite.worldAlpha;\n this.uniforms.maskClamp = tex.uvMatrix.uClampFrame;\n filterManager.applyFilter(this, input, output, clearMode);\n };\n return SpriteMaskFilter;\n}(Filter));\n\n/**\n * System plugin to the renderer to manage masks.\n *\n * There are three built-in types of masking:\n * **Scissor Masking**: Scissor masking discards pixels that are outside of a rectangle called the scissor box. It is\n * the most performant as the scissor test is inexpensive. However, it can only be used when the mask is rectangular.\n * **Stencil Masking**: Stencil masking discards pixels that don't overlap with the pixels rendered into the stencil\n * buffer. It is the next fastest option as it does not require rendering into a separate framebuffer. However, it does\n * cause the mask to be rendered **twice** for each masking operation; hence, minimize the rendering cost of your masks.\n * **Sprite Mask Filtering**: Sprite mask filtering discards pixels based on the red channel of the sprite-mask's\n * texture. (Generally, the masking texture is grayscale). Using advanced techniques, you might be able to embed this\n * type of masking in a custom shader - and hence, bypassing the masking system fully for performance wins.\n *\n * The best type of masking is auto-detected when you `push` one. To use scissor masking, you must pass in a `Graphics`\n * object with just a rectangle drawn.\n *\n * ## Mask Stacks\n *\n * In the scene graph, masks can be applied recursively, i.e. a mask can be applied during a masking operation. The mask\n * stack stores the currently applied masks in order. Each {@link PIXI.BaseRenderTexture} holds its own mask stack, i.e.\n * when you switch render-textures, the old masks only applied when you switch back to rendering to the old render-target.\n * @memberof PIXI\n */\nvar MaskSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function MaskSystem(renderer) {\n this.renderer = renderer;\n this.enableScissor = true;\n this.alphaMaskPool = [];\n this.maskDataPool = [];\n this.maskStack = [];\n this.alphaMaskIndex = 0;\n }\n /**\n * Changes the mask stack that is used by this System.\n * @param maskStack - The mask stack\n */\n MaskSystem.prototype.setMaskStack = function (maskStack) {\n this.maskStack = maskStack;\n this.renderer.scissor.setMaskStack(maskStack);\n this.renderer.stencil.setMaskStack(maskStack);\n };\n /**\n * Enables the mask and appends it to the current mask stack.\n *\n * NOTE: The batch renderer should be flushed beforehand to prevent pending renders from being masked.\n * @param {PIXI.DisplayObject} target - Display Object to push the mask to\n * @param {PIXI.MaskData|PIXI.Sprite|PIXI.Graphics|PIXI.DisplayObject} maskDataOrTarget - The masking data.\n */\n MaskSystem.prototype.push = function (target, maskDataOrTarget) {\n var maskData = maskDataOrTarget;\n if (!maskData.isMaskData) {\n var d = this.maskDataPool.pop() || new MaskData();\n d.pooled = true;\n d.maskObject = maskDataOrTarget;\n maskData = d;\n }\n var maskAbove = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null;\n maskData.copyCountersOrReset(maskAbove);\n maskData._colorMask = maskAbove ? maskAbove._colorMask : 0xf;\n if (maskData.autoDetect) {\n this.detect(maskData);\n }\n maskData._target = target;\n if (maskData.type !== MASK_TYPES.SPRITE) {\n this.maskStack.push(maskData);\n }\n if (maskData.enabled) {\n switch (maskData.type) {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.push(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.push(maskData);\n break;\n case MASK_TYPES.SPRITE:\n maskData.copyCountersOrReset(null);\n this.pushSpriteMask(maskData);\n break;\n case MASK_TYPES.COLOR:\n this.pushColorMask(maskData);\n break;\n }\n }\n if (maskData.type === MASK_TYPES.SPRITE) {\n this.maskStack.push(maskData);\n }\n };\n /**\n * Removes the last mask from the mask stack and doesn't return it.\n *\n * NOTE: The batch renderer should be flushed beforehand to render the masked contents before the mask is removed.\n * @param {PIXI.IMaskTarget} target - Display Object to pop the mask from\n */\n MaskSystem.prototype.pop = function (target) {\n var maskData = this.maskStack.pop();\n if (!maskData || maskData._target !== target) {\n // TODO: add an assert when we have it\n return;\n }\n if (maskData.enabled) {\n switch (maskData.type) {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.pop(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.pop(maskData.maskObject);\n break;\n case MASK_TYPES.SPRITE:\n this.popSpriteMask(maskData);\n break;\n case MASK_TYPES.COLOR:\n this.popColorMask(maskData);\n break;\n }\n }\n maskData.reset();\n if (maskData.pooled) {\n this.maskDataPool.push(maskData);\n }\n if (this.maskStack.length !== 0) {\n var maskCurrent = this.maskStack[this.maskStack.length - 1];\n if (maskCurrent.type === MASK_TYPES.SPRITE && maskCurrent._filters) {\n maskCurrent._filters[0].maskSprite = maskCurrent.maskObject;\n }\n }\n };\n /**\n * Sets type of MaskData based on its maskObject.\n * @param maskData\n */\n MaskSystem.prototype.detect = function (maskData) {\n var maskObject = maskData.maskObject;\n if (!maskObject) {\n maskData.type = MASK_TYPES.COLOR;\n }\n else if (maskObject.isSprite) {\n maskData.type = MASK_TYPES.SPRITE;\n }\n else if (this.enableScissor && this.renderer.scissor.testScissor(maskData)) {\n maskData.type = MASK_TYPES.SCISSOR;\n }\n else {\n maskData.type = MASK_TYPES.STENCIL;\n }\n };\n /**\n * Applies the Mask and adds it to the current filter stack.\n * @param maskData - Sprite to be used as the mask.\n */\n MaskSystem.prototype.pushSpriteMask = function (maskData) {\n var _a, _b;\n var maskObject = maskData.maskObject;\n var target = maskData._target;\n var alphaMaskFilter = maskData._filters;\n if (!alphaMaskFilter) {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex];\n if (!alphaMaskFilter) {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter()];\n }\n }\n var renderer = this.renderer;\n var renderTextureSystem = renderer.renderTexture;\n var resolution;\n var multisample;\n if (renderTextureSystem.current) {\n var renderTexture = renderTextureSystem.current;\n resolution = maskData.resolution || renderTexture.resolution;\n multisample = (_a = maskData.multisample) !== null && _a !== void 0 ? _a : renderTexture.multisample;\n }\n else {\n resolution = maskData.resolution || renderer.resolution;\n multisample = (_b = maskData.multisample) !== null && _b !== void 0 ? _b : renderer.multisample;\n }\n alphaMaskFilter[0].resolution = resolution;\n alphaMaskFilter[0].multisample = multisample;\n alphaMaskFilter[0].maskSprite = maskObject;\n var stashFilterArea = target.filterArea;\n target.filterArea = maskObject.getBounds(true);\n renderer.filter.push(target, alphaMaskFilter);\n target.filterArea = stashFilterArea;\n if (!maskData._filters) {\n this.alphaMaskIndex++;\n }\n };\n /**\n * Removes the last filter from the filter stack and doesn't return it.\n * @param maskData - Sprite to be used as the mask.\n */\n MaskSystem.prototype.popSpriteMask = function (maskData) {\n this.renderer.filter.pop();\n if (maskData._filters) {\n maskData._filters[0].maskSprite = null;\n }\n else {\n this.alphaMaskIndex--;\n this.alphaMaskPool[this.alphaMaskIndex][0].maskSprite = null;\n }\n };\n /**\n * Pushes the color mask.\n * @param maskData - The mask data\n */\n MaskSystem.prototype.pushColorMask = function (maskData) {\n var currColorMask = maskData._colorMask;\n var nextColorMask = maskData._colorMask = currColorMask & maskData.colorMask;\n if (nextColorMask !== currColorMask) {\n this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0);\n }\n };\n /**\n * Pops the color mask.\n * @param maskData - The mask data\n */\n MaskSystem.prototype.popColorMask = function (maskData) {\n var currColorMask = maskData._colorMask;\n var nextColorMask = this.maskStack.length > 0\n ? this.maskStack[this.maskStack.length - 1]._colorMask : 0xf;\n if (nextColorMask !== currColorMask) {\n this.renderer.gl.colorMask((nextColorMask & 0x1) !== 0, (nextColorMask & 0x2) !== 0, (nextColorMask & 0x4) !== 0, (nextColorMask & 0x8) !== 0);\n }\n };\n MaskSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return MaskSystem;\n}());\n\n/**\n * System plugin to the renderer to manage specific types of masking operations.\n * @memberof PIXI\n */\nvar AbstractMaskSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function AbstractMaskSystem(renderer) {\n this.renderer = renderer;\n this.maskStack = [];\n this.glConst = 0;\n }\n /** Gets count of masks of certain type. */\n AbstractMaskSystem.prototype.getStackLength = function () {\n return this.maskStack.length;\n };\n /**\n * Changes the mask stack that is used by this System.\n * @param {PIXI.MaskData[]} maskStack - The mask stack\n */\n AbstractMaskSystem.prototype.setMaskStack = function (maskStack) {\n var gl = this.renderer.gl;\n var curStackLen = this.getStackLength();\n this.maskStack = maskStack;\n var newStackLen = this.getStackLength();\n if (newStackLen !== curStackLen) {\n if (newStackLen === 0) {\n gl.disable(this.glConst);\n }\n else {\n gl.enable(this.glConst);\n this._useCurrent();\n }\n }\n };\n /**\n * Setup renderer to use the current mask data.\n * @private\n */\n AbstractMaskSystem.prototype._useCurrent = function () {\n // OVERWRITE;\n };\n /** Destroys the mask stack. */\n AbstractMaskSystem.prototype.destroy = function () {\n this.renderer = null;\n this.maskStack = null;\n };\n return AbstractMaskSystem;\n}());\n\nvar tempMatrix$1 = new Matrix();\nvar rectPool = [];\n/**\n * System plugin to the renderer to manage scissor masking.\n *\n * Scissor masking discards pixels outside of a rectangle called the scissor box. The scissor box is in the framebuffer\n * viewport's space; however, the mask's rectangle is projected from world-space to viewport space automatically\n * by this system.\n * @memberof PIXI\n */\nvar ScissorSystem = /** @class */ (function (_super) {\n __extends(ScissorSystem, _super);\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n function ScissorSystem(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.glConst = settings.ADAPTER.getWebGLRenderingContext().SCISSOR_TEST;\n return _this;\n }\n ScissorSystem.prototype.getStackLength = function () {\n var maskData = this.maskStack[this.maskStack.length - 1];\n if (maskData) {\n return maskData._scissorCounter;\n }\n return 0;\n };\n /**\n * evaluates _boundsTransformed, _scissorRect for MaskData\n * @param maskData\n */\n ScissorSystem.prototype.calcScissorRect = function (maskData) {\n var _a;\n if (maskData._scissorRectLocal) {\n return;\n }\n var prevData = maskData._scissorRect;\n var maskObject = maskData.maskObject;\n var renderer = this.renderer;\n var renderTextureSystem = renderer.renderTexture;\n var rect = maskObject.getBounds(true, (_a = rectPool.pop()) !== null && _a !== void 0 ? _a : new Rectangle());\n this.roundFrameToPixels(rect, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform);\n if (prevData) {\n rect.fit(prevData);\n }\n maskData._scissorRectLocal = rect;\n };\n ScissorSystem.isMatrixRotated = function (matrix) {\n if (!matrix) {\n return false;\n }\n var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d;\n // Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation\n // is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0).\n return ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4)\n && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4));\n };\n /**\n * Test, whether the object can be scissor mask with current renderer projection.\n * Calls \"calcScissorRect()\" if its true.\n * @param maskData - mask data\n * @returns whether Whether the object can be scissor mask\n */\n ScissorSystem.prototype.testScissor = function (maskData) {\n var maskObject = maskData.maskObject;\n if (!maskObject.isFastRect || !maskObject.isFastRect()) {\n return false;\n }\n if (ScissorSystem.isMatrixRotated(maskObject.worldTransform)) {\n return false;\n }\n if (ScissorSystem.isMatrixRotated(this.renderer.projection.transform)) {\n return false;\n }\n this.calcScissorRect(maskData);\n var rect = maskData._scissorRectLocal;\n return rect.width > 0 && rect.height > 0;\n };\n ScissorSystem.prototype.roundFrameToPixels = function (frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) {\n if (ScissorSystem.isMatrixRotated(transform)) {\n return;\n }\n transform = transform ? tempMatrix$1.copyFrom(transform) : tempMatrix$1.identity();\n // Get forward transform from world space to screen space\n transform\n .translate(-bindingSourceFrame.x, -bindingSourceFrame.y)\n .scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height)\n .translate(bindingDestinationFrame.x, bindingDestinationFrame.y);\n // Convert frame to screen space\n this.renderer.filter.transformAABB(transform, frame);\n frame.fit(bindingDestinationFrame);\n frame.x = Math.round(frame.x * resolution);\n frame.y = Math.round(frame.y * resolution);\n frame.width = Math.round(frame.width * resolution);\n frame.height = Math.round(frame.height * resolution);\n };\n /**\n * Applies the Mask and adds it to the current stencil stack.\n * @author alvin\n * @param maskData - The mask data.\n */\n ScissorSystem.prototype.push = function (maskData) {\n if (!maskData._scissorRectLocal) {\n this.calcScissorRect(maskData);\n }\n var gl = this.renderer.gl;\n if (!maskData._scissorRect) {\n gl.enable(gl.SCISSOR_TEST);\n }\n maskData._scissorCounter++;\n maskData._scissorRect = maskData._scissorRectLocal;\n this._useCurrent();\n };\n /**\n * This should be called after a mask is popped off the mask stack. It will rebind the scissor box to be latest with the\n * last mask in the stack.\n *\n * This can also be called when you directly modify the scissor box and want to restore PixiJS state.\n * @param maskData - The mask data.\n */\n ScissorSystem.prototype.pop = function (maskData) {\n var gl = this.renderer.gl;\n if (maskData) {\n rectPool.push(maskData._scissorRectLocal);\n }\n if (this.getStackLength() > 0) {\n this._useCurrent();\n }\n else {\n gl.disable(gl.SCISSOR_TEST);\n }\n };\n /**\n * Setup renderer to use the current scissor data.\n * @private\n */\n ScissorSystem.prototype._useCurrent = function () {\n var rect = this.maskStack[this.maskStack.length - 1]._scissorRect;\n var y;\n if (this.renderer.renderTexture.current) {\n y = rect.y;\n }\n else {\n // flipY. In future we'll have it over renderTextures as an option\n y = this.renderer.height - rect.height - rect.y;\n }\n this.renderer.gl.scissor(rect.x, y, rect.width, rect.height);\n };\n return ScissorSystem;\n}(AbstractMaskSystem));\n\n/**\n * System plugin to the renderer to manage stencils (used for masks).\n * @memberof PIXI\n */\nvar StencilSystem = /** @class */ (function (_super) {\n __extends(StencilSystem, _super);\n /**\n * @param renderer - The renderer this System works for.\n */\n function StencilSystem(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.glConst = settings.ADAPTER.getWebGLRenderingContext().STENCIL_TEST;\n return _this;\n }\n StencilSystem.prototype.getStackLength = function () {\n var maskData = this.maskStack[this.maskStack.length - 1];\n if (maskData) {\n return maskData._stencilCounter;\n }\n return 0;\n };\n /**\n * Applies the Mask and adds it to the current stencil stack.\n * @param maskData - The mask data\n */\n StencilSystem.prototype.push = function (maskData) {\n var maskObject = maskData.maskObject;\n var gl = this.renderer.gl;\n var prevMaskCount = maskData._stencilCounter;\n if (prevMaskCount === 0) {\n // force use stencil texture in current framebuffer\n this.renderer.framebuffer.forceStencil();\n gl.clearStencil(0);\n gl.clear(gl.STENCIL_BUFFER_BIT);\n gl.enable(gl.STENCIL_TEST);\n }\n maskData._stencilCounter++;\n var colorMask = maskData._colorMask;\n if (colorMask !== 0) {\n maskData._colorMask = 0;\n gl.colorMask(false, false, false, false);\n }\n // Increment the reference stencil value where the new mask overlaps with the old ones.\n gl.stencilFunc(gl.EQUAL, prevMaskCount, 0xFFFFFFFF);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR);\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n if (colorMask !== 0) {\n maskData._colorMask = colorMask;\n gl.colorMask((colorMask & 1) !== 0, (colorMask & 2) !== 0, (colorMask & 4) !== 0, (colorMask & 8) !== 0);\n }\n this._useCurrent();\n };\n /**\n * Pops stencil mask. MaskData is already removed from stack\n * @param {PIXI.DisplayObject} maskObject - object of popped mask data\n */\n StencilSystem.prototype.pop = function (maskObject) {\n var gl = this.renderer.gl;\n if (this.getStackLength() === 0) {\n // the stack is empty!\n gl.disable(gl.STENCIL_TEST);\n }\n else {\n var maskData = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null;\n var colorMask = maskData ? maskData._colorMask : 0xf;\n if (colorMask !== 0) {\n maskData._colorMask = 0;\n gl.colorMask(false, false, false, false);\n }\n // Decrement the reference stencil value where the popped mask overlaps with the other ones\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR);\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n if (colorMask !== 0) {\n maskData._colorMask = colorMask;\n gl.colorMask((colorMask & 0x1) !== 0, (colorMask & 0x2) !== 0, (colorMask & 0x4) !== 0, (colorMask & 0x8) !== 0);\n }\n this._useCurrent();\n }\n };\n /**\n * Setup renderer to use the current stencil data.\n * @private\n */\n StencilSystem.prototype._useCurrent = function () {\n var gl = this.renderer.gl;\n gl.stencilFunc(gl.EQUAL, this.getStackLength(), 0xFFFFFFFF);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);\n };\n return StencilSystem;\n}(AbstractMaskSystem));\n\n/**\n * System plugin to the renderer to manage the projection matrix.\n *\n * The `projectionMatrix` is a global uniform provided to all shaders. It is used to transform points in world space to\n * normalized device coordinates.\n * @memberof PIXI\n */\nvar ProjectionSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ProjectionSystem(renderer) {\n this.renderer = renderer;\n this.destinationFrame = null;\n this.sourceFrame = null;\n this.defaultFrame = null;\n this.projectionMatrix = new Matrix();\n this.transform = null;\n }\n /**\n * Updates the projection-matrix based on the sourceFrame → destinationFrame mapping provided.\n *\n * NOTE: It is expected you call `renderer.framebuffer.setViewport(destinationFrame)` after this. This is because\n * the framebuffer viewport converts shader vertex output in normalized device coordinates to window coordinates.\n *\n * NOTE-2: {@link RenderTextureSystem#bind} updates the projection-matrix when you bind a render-texture. It is expected\n * that you dirty the current bindings when calling this manually.\n * @param destinationFrame - The rectangle in the render-target to render the contents into. If rendering to the canvas,\n * the origin is on the top-left; if rendering to a render-texture, the origin is on the bottom-left.\n * @param sourceFrame - The rectangle in world space that contains the contents being rendered.\n * @param resolution - The resolution of the render-target, which is the ratio of\n * world-space (or CSS) pixels to physical pixels.\n * @param root - Whether the render-target is the screen. This is required because rendering to textures\n * is y-flipped (i.e. upside down relative to the screen).\n */\n ProjectionSystem.prototype.update = function (destinationFrame, sourceFrame, resolution, root) {\n this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame;\n this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame;\n // Calculate object-space to clip-space projection\n this.calculateProjection(this.destinationFrame, this.sourceFrame, resolution, root);\n if (this.transform) {\n this.projectionMatrix.append(this.transform);\n }\n var renderer = this.renderer;\n renderer.globalUniforms.uniforms.projectionMatrix = this.projectionMatrix;\n renderer.globalUniforms.update();\n // this will work for now\n // but would be sweet to stick and even on the global uniforms..\n if (renderer.shader.shader) {\n renderer.shader.syncUniformGroup(renderer.shader.shader.uniforms.globals);\n }\n };\n /**\n * Calculates the `projectionMatrix` to map points inside `sourceFrame` to inside `destinationFrame`.\n * @param _destinationFrame - The destination frame in the render-target.\n * @param sourceFrame - The source frame in world space.\n * @param _resolution - The render-target's resolution, i.e. ratio of CSS to physical pixels.\n * @param root - Whether rendering into the screen. Otherwise, if rendering to a framebuffer, the projection\n * is y-flipped.\n */\n ProjectionSystem.prototype.calculateProjection = function (_destinationFrame, sourceFrame, _resolution, root) {\n var pm = this.projectionMatrix;\n var sign = !root ? 1 : -1;\n pm.identity();\n pm.a = (1 / sourceFrame.width * 2);\n pm.d = sign * (1 / sourceFrame.height * 2);\n pm.tx = -1 - (sourceFrame.x * pm.a);\n pm.ty = -sign - (sourceFrame.y * pm.d);\n };\n /**\n * Sets the transform of the active render target to the given matrix.\n * @param _matrix - The transformation matrix\n */\n ProjectionSystem.prototype.setTransform = function (_matrix) {\n // this._activeRenderTarget.transform = matrix;\n };\n ProjectionSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return ProjectionSystem;\n}());\n\n// Temporary rectangle for assigned sourceFrame or destinationFrame\nvar tempRect = new Rectangle();\n// Temporary rectangle for renderTexture destinationFrame\nvar tempRect2 = new Rectangle();\n/* eslint-disable max-len */\n/**\n * System plugin to the renderer to manage render textures.\n *\n * Should be added after FramebufferSystem\n *\n * ### Frames\n *\n * The `RenderTextureSystem` holds a sourceFrame → destinationFrame projection. The following table explains the different\n * coordinate spaces used:\n *\n * | Frame | Description | Coordinate System |\n * | ---------------------- | ---------------------------------------------------------------- | ------------------------------------------------------- |\n * | sourceFrame | The rectangle inside of which display-objects are being rendered | **World Space**: The origin on the top-left |\n * | destinationFrame | The rectangle in the render-target (canvas or texture) into which contents should be rendered | If rendering to the canvas, this is in screen space and the origin is on the top-left. If rendering to a render-texture, this is in its base-texture's space with the origin on the bottom-left. |\n * | viewportFrame | The framebuffer viewport corresponding to the destination-frame | **Window Coordinates**: The origin is always on the bottom-left. |\n * @memberof PIXI\n */\nvar RenderTextureSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this System works for.\n */\n function RenderTextureSystem(renderer) {\n this.renderer = renderer;\n this.clearColor = renderer._backgroundColorRgba;\n this.defaultMaskStack = [];\n this.current = null;\n this.sourceFrame = new Rectangle();\n this.destinationFrame = new Rectangle();\n this.viewportFrame = new Rectangle();\n }\n /**\n * Bind the current render texture.\n * @param renderTexture - RenderTexture to bind, by default its `null` - the screen.\n * @param sourceFrame - Part of world that is mapped to the renderTexture.\n * @param destinationFrame - Part of renderTexture, by default it has the same size as sourceFrame.\n */\n RenderTextureSystem.prototype.bind = function (renderTexture, sourceFrame, destinationFrame) {\n if (renderTexture === void 0) { renderTexture = null; }\n var renderer = this.renderer;\n this.current = renderTexture;\n var baseTexture;\n var framebuffer;\n var resolution;\n if (renderTexture) {\n baseTexture = renderTexture.baseTexture;\n resolution = baseTexture.resolution;\n if (!sourceFrame) {\n tempRect.width = renderTexture.frame.width;\n tempRect.height = renderTexture.frame.height;\n sourceFrame = tempRect;\n }\n if (!destinationFrame) {\n tempRect2.x = renderTexture.frame.x;\n tempRect2.y = renderTexture.frame.y;\n tempRect2.width = sourceFrame.width;\n tempRect2.height = sourceFrame.height;\n destinationFrame = tempRect2;\n }\n framebuffer = baseTexture.framebuffer;\n }\n else {\n resolution = renderer.resolution;\n if (!sourceFrame) {\n tempRect.width = renderer.screen.width;\n tempRect.height = renderer.screen.height;\n sourceFrame = tempRect;\n }\n if (!destinationFrame) {\n destinationFrame = tempRect;\n destinationFrame.width = sourceFrame.width;\n destinationFrame.height = sourceFrame.height;\n }\n }\n var viewportFrame = this.viewportFrame;\n viewportFrame.x = destinationFrame.x * resolution;\n viewportFrame.y = destinationFrame.y * resolution;\n viewportFrame.width = destinationFrame.width * resolution;\n viewportFrame.height = destinationFrame.height * resolution;\n if (!renderTexture) {\n viewportFrame.y = renderer.view.height - (viewportFrame.y + viewportFrame.height);\n }\n viewportFrame.ceil();\n this.renderer.framebuffer.bind(framebuffer, viewportFrame);\n this.renderer.projection.update(destinationFrame, sourceFrame, resolution, !framebuffer);\n if (renderTexture) {\n this.renderer.mask.setMaskStack(baseTexture.maskStack);\n }\n else {\n this.renderer.mask.setMaskStack(this.defaultMaskStack);\n }\n this.sourceFrame.copyFrom(sourceFrame);\n this.destinationFrame.copyFrom(destinationFrame);\n };\n /**\n * Erases the render texture and fills the drawing area with a colour.\n * @param clearColor - The color as rgba, default to use the renderer backgroundColor\n * @param [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks\n * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.\n */\n RenderTextureSystem.prototype.clear = function (clearColor, mask) {\n if (this.current) {\n clearColor = clearColor || this.current.baseTexture.clearColor;\n }\n else {\n clearColor = clearColor || this.clearColor;\n }\n var destinationFrame = this.destinationFrame;\n var baseFrame = this.current ? this.current.baseTexture : this.renderer.screen;\n var clearMask = destinationFrame.width !== baseFrame.width || destinationFrame.height !== baseFrame.height;\n if (clearMask) {\n var _a = this.viewportFrame, x = _a.x, y = _a.y, width = _a.width, height = _a.height;\n x = Math.round(x);\n y = Math.round(y);\n width = Math.round(width);\n height = Math.round(height);\n // TODO: ScissorSystem should cache whether the scissor test is enabled or not.\n this.renderer.gl.enable(this.renderer.gl.SCISSOR_TEST);\n this.renderer.gl.scissor(x, y, width, height);\n }\n this.renderer.framebuffer.clear(clearColor[0], clearColor[1], clearColor[2], clearColor[3], mask);\n if (clearMask) {\n // Restore the scissor box\n this.renderer.scissor.pop();\n }\n };\n RenderTextureSystem.prototype.resize = function () {\n // resize the root only!\n this.bind(null);\n };\n /** Resets render-texture state. */\n RenderTextureSystem.prototype.reset = function () {\n this.bind(null);\n };\n RenderTextureSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return RenderTextureSystem;\n}());\n\nfunction uboUpdate(_ud, _uv, _renderer, _syncData, buffer) {\n _renderer.buffer.update(buffer);\n}\n// cv = CachedValue\n// v = value\n// ud = uniformData\n// uv = uniformValue\n// l = location\nvar UBO_TO_SINGLE_SETTERS = {\n float: \"\\n data[offset] = v;\\n \",\n vec2: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n \",\n vec3: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n\\n \",\n vec4: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n data[offset+3] = v[3];\\n \",\n mat2: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n\\n data[offset+4] = v[2];\\n data[offset+5] = v[3];\\n \",\n mat3: \"\\n data[offset] = v[0];\\n data[offset+1] = v[1];\\n data[offset+2] = v[2];\\n\\n data[offset + 4] = v[3];\\n data[offset + 5] = v[4];\\n data[offset + 6] = v[5];\\n\\n data[offset + 8] = v[6];\\n data[offset + 9] = v[7];\\n data[offset + 10] = v[8];\\n \",\n mat4: \"\\n for(var i = 0; i < 16; i++)\\n {\\n data[offset + i] = v[i];\\n }\\n \"\n};\nvar GLSL_TO_STD40_SIZE = {\n float: 4,\n vec2: 8,\n vec3: 12,\n vec4: 16,\n int: 4,\n ivec2: 8,\n ivec3: 12,\n ivec4: 16,\n uint: 4,\n uvec2: 8,\n uvec3: 12,\n uvec4: 16,\n bool: 4,\n bvec2: 8,\n bvec3: 12,\n bvec4: 16,\n mat2: 16 * 2,\n mat3: 16 * 3,\n mat4: 16 * 4,\n};\n/**\n * logic originally from here: https://github.com/sketchpunk/FunWithWebGL2/blob/master/lesson_022/Shaders.js\n * rewrote it, but this was a great starting point to get a solid understanding of whats going on :)\n * @ignore\n * @param uniformData\n */\nfunction createUBOElements(uniformData) {\n var uboElements = uniformData.map(function (data) {\n return ({\n data: data,\n offset: 0,\n dataLen: 0,\n dirty: 0\n });\n });\n var size = 0;\n var chunkSize = 0;\n var offset = 0;\n for (var i = 0; i < uboElements.length; i++) {\n var uboElement = uboElements[i];\n size = GLSL_TO_STD40_SIZE[uboElement.data.type];\n if (uboElement.data.size > 1) {\n size = Math.max(size, 16) * uboElement.data.size;\n }\n uboElement.dataLen = size;\n // add some size offset..\n // must align to the nearest 16 bytes or internally nearest round size\n if (chunkSize % size !== 0 && chunkSize < 16) {\n // diff required to line up..\n var lineUpValue = (chunkSize % size) % 16;\n chunkSize += lineUpValue;\n offset += lineUpValue;\n }\n if ((chunkSize + size) > 16) {\n offset = Math.ceil(offset / 16) * 16;\n uboElement.offset = offset;\n offset += size;\n chunkSize = size;\n }\n else {\n uboElement.offset = offset;\n chunkSize += size;\n offset += size;\n }\n }\n offset = Math.ceil(offset / 16) * 16;\n return { uboElements: uboElements, size: offset };\n}\nfunction getUBOData(uniforms, uniformData) {\n var usedUniformDatas = [];\n // build..\n for (var i in uniforms) {\n if (uniformData[i]) {\n usedUniformDatas.push(uniformData[i]);\n }\n }\n // sort them out by index!\n usedUniformDatas.sort(function (a, b) { return a.index - b.index; });\n return usedUniformDatas;\n}\nfunction generateUniformBufferSync(group, uniformData) {\n if (!group.autoManage) {\n // if the group is nott automatically managed, we don't need to generate a special function for it...\n return { size: 0, syncFunc: uboUpdate };\n }\n var usedUniformDatas = getUBOData(group.uniforms, uniformData);\n var _a = createUBOElements(usedUniformDatas), uboElements = _a.uboElements, size = _a.size;\n var funcFragments = [\"\\n var v = null;\\n var v2 = null;\\n var cv = null;\\n var t = 0;\\n var gl = renderer.gl\\n var index = 0;\\n var data = buffer.data;\\n \"];\n for (var i = 0; i < uboElements.length; i++) {\n var uboElement = uboElements[i];\n var uniform = group.uniforms[uboElement.data.name];\n var name = uboElement.data.name;\n var parsed = false;\n for (var j = 0; j < uniformParsers.length; j++) {\n var uniformParser = uniformParsers[j];\n if (uniformParser.codeUbo && uniformParser.test(uboElement.data, uniform)) {\n funcFragments.push(\"offset = \" + uboElement.offset / 4 + \";\", uniformParsers[j].codeUbo(uboElement.data.name, uniform));\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n if (uboElement.data.size > 1) {\n var size_1 = mapSize(uboElement.data.type);\n var rowSize = Math.max(GLSL_TO_STD40_SIZE[uboElement.data.type] / 16, 1);\n var elementSize = size_1 / rowSize;\n var remainder = (4 - (elementSize % 4)) % 4;\n funcFragments.push(\"\\n cv = ud.\" + name + \".value;\\n v = uv.\" + name + \";\\n offset = \" + uboElement.offset / 4 + \";\\n\\n t = 0;\\n\\n for(var i=0; i < \" + uboElement.data.size * rowSize + \"; i++)\\n {\\n for(var j = 0; j < \" + elementSize + \"; j++)\\n {\\n data[offset++] = v[t++];\\n }\\n offset += \" + remainder + \";\\n }\\n\\n \");\n }\n else {\n var template = UBO_TO_SINGLE_SETTERS[uboElement.data.type];\n funcFragments.push(\"\\n cv = ud.\" + name + \".value;\\n v = uv.\" + name + \";\\n offset = \" + uboElement.offset / 4 + \";\\n \" + template + \";\\n \");\n }\n }\n }\n funcFragments.push(\"\\n renderer.buffer.update(buffer);\\n \");\n return {\n size: size,\n // eslint-disable-next-line no-new-func\n syncFunc: new Function('ud', 'uv', 'renderer', 'syncData', 'buffer', funcFragments.join('\\n'))\n };\n}\n\n/**\n * @private\n */\nvar IGLUniformData = /** @class */ (function () {\n function IGLUniformData() {\n }\n return IGLUniformData;\n}());\n/**\n * Helper class to create a WebGL Program\n * @memberof PIXI\n */\nvar GLProgram = /** @class */ (function () {\n /**\n * Makes a new Pixi program.\n * @param program - webgl program\n * @param uniformData - uniforms\n */\n function GLProgram(program, uniformData) {\n this.program = program;\n this.uniformData = uniformData;\n this.uniformGroups = {};\n this.uniformDirtyGroups = {};\n this.uniformBufferBindings = {};\n }\n /** Destroys this program. */\n GLProgram.prototype.destroy = function () {\n this.uniformData = null;\n this.uniformGroups = null;\n this.uniformDirtyGroups = null;\n this.uniformBufferBindings = null;\n this.program = null;\n };\n return GLProgram;\n}());\n\n/**\n * returns the attribute data from the program\n * @private\n * @param {WebGLProgram} [program] - the WebGL program\n * @param {WebGLRenderingContext} [gl] - the WebGL context\n * @returns {object} the attribute data for this program\n */\nfunction getAttributeData(program, gl) {\n var attributes = {};\n var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);\n for (var i = 0; i < totalAttributes; i++) {\n var attribData = gl.getActiveAttrib(program, i);\n if (attribData.name.indexOf('gl_') === 0) {\n continue;\n }\n var type = mapType(gl, attribData.type);\n var data = {\n type: type,\n name: attribData.name,\n size: mapSize(type),\n location: gl.getAttribLocation(program, attribData.name),\n };\n attributes[attribData.name] = data;\n }\n return attributes;\n}\n\n/**\n * returns the uniform data from the program\n * @private\n * @param program - the webgl program\n * @param gl - the WebGL context\n * @returns {object} the uniform data for this program\n */\nfunction getUniformData(program, gl) {\n var uniforms = {};\n var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);\n for (var i = 0; i < totalUniforms; i++) {\n var uniformData = gl.getActiveUniform(program, i);\n var name = uniformData.name.replace(/\\[.*?\\]$/, '');\n var isArray = !!(uniformData.name.match(/\\[.*?\\]$/));\n var type = mapType(gl, uniformData.type);\n uniforms[name] = {\n name: name,\n index: i,\n type: type,\n size: uniformData.size,\n isArray: isArray,\n value: defaultValue(type, uniformData.size),\n };\n }\n return uniforms;\n}\n\n/**\n * generates a WebGL Program object from a high level Pixi Program.\n * @param gl - a rendering context on which to generate the program\n * @param program - the high level Pixi Program.\n */\nfunction generateProgram(gl, program) {\n var glVertShader = compileShader(gl, gl.VERTEX_SHADER, program.vertexSrc);\n var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, program.fragmentSrc);\n var webGLProgram = gl.createProgram();\n gl.attachShader(webGLProgram, glVertShader);\n gl.attachShader(webGLProgram, glFragShader);\n gl.linkProgram(webGLProgram);\n if (!gl.getProgramParameter(webGLProgram, gl.LINK_STATUS)) {\n logProgramError(gl, webGLProgram, glVertShader, glFragShader);\n }\n program.attributeData = getAttributeData(webGLProgram, gl);\n program.uniformData = getUniformData(webGLProgram, gl);\n // GLSL 1.00: bind attributes sorted by name in ascending order\n // GLSL 3.00: don't change the attribute locations that where chosen by the compiler\n // or assigned by the layout specifier in the shader source code\n if (!(/^[ \\t]*#[ \\t]*version[ \\t]+300[ \\t]+es[ \\t]*$/m).test(program.vertexSrc)) {\n var keys = Object.keys(program.attributeData);\n keys.sort(function (a, b) { return (a > b) ? 1 : -1; }); // eslint-disable-line no-confusing-arrow\n for (var i = 0; i < keys.length; i++) {\n program.attributeData[keys[i]].location = i;\n gl.bindAttribLocation(webGLProgram, i, keys[i]);\n }\n gl.linkProgram(webGLProgram);\n }\n gl.deleteShader(glVertShader);\n gl.deleteShader(glFragShader);\n var uniformData = {};\n for (var i in program.uniformData) {\n var data = program.uniformData[i];\n uniformData[i] = {\n location: gl.getUniformLocation(webGLProgram, i),\n value: defaultValue(data.type, data.size),\n };\n }\n var glProgram = new GLProgram(webGLProgram, uniformData);\n return glProgram;\n}\n\nvar UID = 0;\n// default sync data so we don't create a new one each time!\nvar defaultSyncData = { textureCount: 0, uboCount: 0 };\n/**\n * System plugin to the renderer to manage shaders.\n * @memberof PIXI\n */\nvar ShaderSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function ShaderSystem(renderer) {\n this.destroyed = false;\n this.renderer = renderer;\n // Validation check that this environment support `new Function`\n this.systemCheck();\n this.gl = null;\n this.shader = null;\n this.program = null;\n this.cache = {};\n this._uboCache = {};\n this.id = UID++;\n }\n /**\n * Overrideable function by `@pixi/unsafe-eval` to silence\n * throwing an error if platform doesn't support unsafe-evals.\n * @private\n */\n ShaderSystem.prototype.systemCheck = function () {\n if (!unsafeEvalSupported()) {\n throw new Error('Current environment does not allow unsafe-eval, '\n + 'please use @pixi/unsafe-eval module to enable support.');\n }\n };\n ShaderSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.reset();\n };\n /**\n * Changes the current shader to the one given in parameter.\n * @param shader - the new shader\n * @param dontSync - false if the shader should automatically sync its uniforms.\n * @returns the glProgram that belongs to the shader.\n */\n ShaderSystem.prototype.bind = function (shader, dontSync) {\n shader.disposeRunner.add(this);\n shader.uniforms.globals = this.renderer.globalUniforms;\n var program = shader.program;\n var glProgram = program.glPrograms[this.renderer.CONTEXT_UID] || this.generateProgram(shader);\n this.shader = shader;\n // TODO - some current Pixi plugins bypass this.. so it not safe to use yet..\n if (this.program !== program) {\n this.program = program;\n this.gl.useProgram(glProgram.program);\n }\n if (!dontSync) {\n defaultSyncData.textureCount = 0;\n defaultSyncData.uboCount = 0;\n this.syncUniformGroup(shader.uniformGroup, defaultSyncData);\n }\n return glProgram;\n };\n /**\n * Uploads the uniforms values to the currently bound shader.\n * @param uniforms - the uniforms values that be applied to the current shader\n */\n ShaderSystem.prototype.setUniforms = function (uniforms) {\n var shader = this.shader.program;\n var glProgram = shader.glPrograms[this.renderer.CONTEXT_UID];\n shader.syncUniforms(glProgram.uniformData, uniforms, this.renderer);\n };\n /* eslint-disable @typescript-eslint/explicit-module-boundary-types */\n /**\n * Syncs uniforms on the group\n * @param group - the uniform group to sync\n * @param syncData - this is data that is passed to the sync function and any nested sync functions\n */\n ShaderSystem.prototype.syncUniformGroup = function (group, syncData) {\n var glProgram = this.getGlProgram();\n if (!group.static || group.dirtyId !== glProgram.uniformDirtyGroups[group.id]) {\n glProgram.uniformDirtyGroups[group.id] = group.dirtyId;\n this.syncUniforms(group, glProgram, syncData);\n }\n };\n /**\n * Overrideable by the @pixi/unsafe-eval package to use static syncUniforms instead.\n * @param group\n * @param glProgram\n * @param syncData\n */\n ShaderSystem.prototype.syncUniforms = function (group, glProgram, syncData) {\n var syncFunc = group.syncUniforms[this.shader.program.id] || this.createSyncGroups(group);\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer, syncData);\n };\n ShaderSystem.prototype.createSyncGroups = function (group) {\n var id = this.getSignature(group, this.shader.program.uniformData, 'u');\n if (!this.cache[id]) {\n this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData);\n }\n group.syncUniforms[this.shader.program.id] = this.cache[id];\n return group.syncUniforms[this.shader.program.id];\n };\n /**\n * Syncs uniform buffers\n * @param group - the uniform buffer group to sync\n * @param name - the name of the uniform buffer\n */\n ShaderSystem.prototype.syncUniformBufferGroup = function (group, name) {\n var glProgram = this.getGlProgram();\n if (!group.static || group.dirtyId !== 0 || !glProgram.uniformGroups[group.id]) {\n group.dirtyId = 0;\n var syncFunc = glProgram.uniformGroups[group.id]\n || this.createSyncBufferGroup(group, glProgram, name);\n // TODO wrap update in a cache??\n group.buffer.update();\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer, defaultSyncData, group.buffer);\n }\n this.renderer.buffer.bindBufferBase(group.buffer, glProgram.uniformBufferBindings[name]);\n };\n /**\n * Will create a function that uploads a uniform buffer using the STD140 standard.\n * The upload function will then be cached for future calls\n * If a group is manually managed, then a simple upload function is generated\n * @param group - the uniform buffer group to sync\n * @param glProgram - the gl program to attach the uniform bindings to\n * @param name - the name of the uniform buffer (must exist on the shader)\n */\n ShaderSystem.prototype.createSyncBufferGroup = function (group, glProgram, name) {\n var gl = this.renderer.gl;\n this.renderer.buffer.bind(group.buffer);\n // bind them...\n var uniformBlockIndex = this.gl.getUniformBlockIndex(glProgram.program, name);\n glProgram.uniformBufferBindings[name] = this.shader.uniformBindCount;\n gl.uniformBlockBinding(glProgram.program, uniformBlockIndex, this.shader.uniformBindCount);\n this.shader.uniformBindCount++;\n var id = this.getSignature(group, this.shader.program.uniformData, 'ubo');\n var uboData = this._uboCache[id];\n if (!uboData) {\n uboData = this._uboCache[id] = generateUniformBufferSync(group, this.shader.program.uniformData);\n }\n if (group.autoManage) {\n var data = new Float32Array(uboData.size / 4);\n group.buffer.update(data);\n }\n glProgram.uniformGroups[group.id] = uboData.syncFunc;\n return glProgram.uniformGroups[group.id];\n };\n /**\n * Takes a uniform group and data and generates a unique signature for them.\n * @param group - The uniform group to get signature of\n * @param group.uniforms\n * @param uniformData - Uniform information generated by the shader\n * @param preFix\n * @returns Unique signature of the uniform group\n */\n ShaderSystem.prototype.getSignature = function (group, uniformData, preFix) {\n var uniforms = group.uniforms;\n var strings = [preFix + \"-\"];\n for (var i in uniforms) {\n strings.push(i);\n if (uniformData[i]) {\n strings.push(uniformData[i].type);\n }\n }\n return strings.join('-');\n };\n /**\n * Returns the underlying GLShade rof the currently bound shader.\n *\n * This can be handy for when you to have a little more control over the setting of your uniforms.\n * @returns The glProgram for the currently bound Shader for this context\n */\n ShaderSystem.prototype.getGlProgram = function () {\n if (this.shader) {\n return this.shader.program.glPrograms[this.renderer.CONTEXT_UID];\n }\n return null;\n };\n /**\n * Generates a glProgram version of the Shader provided.\n * @param shader - The shader that the glProgram will be based on.\n * @returns A shiny new glProgram!\n */\n ShaderSystem.prototype.generateProgram = function (shader) {\n var gl = this.gl;\n var program = shader.program;\n var glProgram = generateProgram(gl, program);\n program.glPrograms[this.renderer.CONTEXT_UID] = glProgram;\n return glProgram;\n };\n /** Resets ShaderSystem state, does not affect WebGL state. */\n ShaderSystem.prototype.reset = function () {\n this.program = null;\n this.shader = null;\n };\n /**\n * Disposes shader.\n * If disposing one equals with current shader, set current as null.\n * @param shader - Shader object\n */\n ShaderSystem.prototype.disposeShader = function (shader) {\n if (this.shader === shader) {\n this.shader = null;\n }\n };\n /** Destroys this System and removes all its textures. */\n ShaderSystem.prototype.destroy = function () {\n this.renderer = null;\n // TODO implement destroy method for ShaderSystem\n this.destroyed = true;\n };\n return ShaderSystem;\n}());\n\n/**\n * Maps gl blend combinations to WebGL.\n * @memberof PIXI\n * @function mapWebGLBlendModesToPixi\n * @private\n * @param {WebGLRenderingContext} gl - The rendering context.\n * @param {number[][]} [array=[]] - The array to output into.\n * @returns {number[][]} Mapped modes.\n */\nfunction mapWebGLBlendModesToPixi(gl, array) {\n if (array === void 0) { array = []; }\n // TODO - premultiply alpha would be different.\n // add a boolean for that!\n array[BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD] = [gl.ONE, gl.ONE];\n array[BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.NONE] = [0, 0];\n // not-premultiplied blend modes\n array[BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE];\n array[BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n // composite operations\n array[BLEND_MODES.SRC_IN] = [gl.DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE];\n array[BLEND_MODES.DST_IN] = [gl.ZERO, gl.SRC_ALPHA];\n array[BLEND_MODES.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA];\n array[BLEND_MODES.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n // SUBTRACT from flash\n array[BLEND_MODES.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD];\n return array;\n}\n\nvar BLEND = 0;\nvar OFFSET = 1;\nvar CULLING = 2;\nvar DEPTH_TEST = 3;\nvar WINDING = 4;\nvar DEPTH_MASK = 5;\n/**\n * System plugin to the renderer to manage WebGL state machines.\n * @memberof PIXI\n */\nvar StateSystem = /** @class */ (function () {\n function StateSystem() {\n this.gl = null;\n this.stateId = 0;\n this.polygonOffset = 0;\n this.blendMode = BLEND_MODES.NONE;\n this._blendEq = false;\n // map functions for when we set state..\n this.map = [];\n this.map[BLEND] = this.setBlend;\n this.map[OFFSET] = this.setOffset;\n this.map[CULLING] = this.setCullFace;\n this.map[DEPTH_TEST] = this.setDepthTest;\n this.map[WINDING] = this.setFrontFace;\n this.map[DEPTH_MASK] = this.setDepthMask;\n this.checks = [];\n this.defaultState = new State();\n this.defaultState.blend = true;\n }\n StateSystem.prototype.contextChange = function (gl) {\n this.gl = gl;\n this.blendModes = mapWebGLBlendModesToPixi(gl);\n this.set(this.defaultState);\n this.reset();\n };\n /**\n * Sets the current state\n * @param {*} state - The state to set.\n */\n StateSystem.prototype.set = function (state) {\n state = state || this.defaultState;\n // TODO maybe to an object check? ( this.state === state )?\n if (this.stateId !== state.data) {\n var diff = this.stateId ^ state.data;\n var i = 0;\n // order from least to most common\n while (diff) {\n if (diff & 1) {\n // state change!\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n diff = diff >> 1;\n i++;\n }\n this.stateId = state.data;\n }\n // based on the above settings we check for specific modes..\n // for example if blend is active we check and set the blend modes\n // or of polygon offset is active we check the poly depth.\n for (var i = 0; i < this.checks.length; i++) {\n this.checks[i](this, state);\n }\n };\n /**\n * Sets the state, when previous state is unknown.\n * @param {*} state - The state to set\n */\n StateSystem.prototype.forceState = function (state) {\n state = state || this.defaultState;\n for (var i = 0; i < this.map.length; i++) {\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n for (var i = 0; i < this.checks.length; i++) {\n this.checks[i](this, state);\n }\n this.stateId = state.data;\n };\n /**\n * Sets whether to enable or disable blending.\n * @param value - Turn on or off WebGl blending.\n */\n StateSystem.prototype.setBlend = function (value) {\n this.updateCheck(StateSystem.checkBlendMode, value);\n this.gl[value ? 'enable' : 'disable'](this.gl.BLEND);\n };\n /**\n * Sets whether to enable or disable polygon offset fill.\n * @param value - Turn on or off webgl polygon offset testing.\n */\n StateSystem.prototype.setOffset = function (value) {\n this.updateCheck(StateSystem.checkPolygonOffset, value);\n this.gl[value ? 'enable' : 'disable'](this.gl.POLYGON_OFFSET_FILL);\n };\n /**\n * Sets whether to enable or disable depth test.\n * @param value - Turn on or off webgl depth testing.\n */\n StateSystem.prototype.setDepthTest = function (value) {\n this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST);\n };\n /**\n * Sets whether to enable or disable depth mask.\n * @param value - Turn on or off webgl depth mask.\n */\n StateSystem.prototype.setDepthMask = function (value) {\n this.gl.depthMask(value);\n };\n /**\n * Sets whether to enable or disable cull face.\n * @param {boolean} value - Turn on or off webgl cull face.\n */\n StateSystem.prototype.setCullFace = function (value) {\n this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE);\n };\n /**\n * Sets the gl front face.\n * @param {boolean} value - true is clockwise and false is counter-clockwise\n */\n StateSystem.prototype.setFrontFace = function (value) {\n this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']);\n };\n /**\n * Sets the blend mode.\n * @param {number} value - The blend mode to set to.\n */\n StateSystem.prototype.setBlendMode = function (value) {\n if (value === this.blendMode) {\n return;\n }\n this.blendMode = value;\n var mode = this.blendModes[value];\n var gl = this.gl;\n if (mode.length === 2) {\n gl.blendFunc(mode[0], mode[1]);\n }\n else {\n gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]);\n }\n if (mode.length === 6) {\n this._blendEq = true;\n gl.blendEquationSeparate(mode[4], mode[5]);\n }\n else if (this._blendEq) {\n this._blendEq = false;\n gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);\n }\n };\n /**\n * Sets the polygon offset.\n * @param {number} value - the polygon offset\n * @param {number} scale - the polygon offset scale\n */\n StateSystem.prototype.setPolygonOffset = function (value, scale) {\n this.gl.polygonOffset(value, scale);\n };\n // used\n /** Resets all the logic and disables the VAOs. */\n StateSystem.prototype.reset = function () {\n this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false);\n this.forceState(this.defaultState);\n this._blendEq = true;\n this.blendMode = -1;\n this.setBlendMode(0);\n };\n /**\n * Checks to see which updates should be checked based on which settings have been activated.\n *\n * For example, if blend is enabled then we should check the blend modes each time the state is changed\n * or if polygon fill is activated then we need to check if the polygon offset changes.\n * The idea is that we only check what we have too.\n * @param func - the checking function to add or remove\n * @param value - should the check function be added or removed.\n */\n StateSystem.prototype.updateCheck = function (func, value) {\n var index = this.checks.indexOf(func);\n if (value && index === -1) {\n this.checks.push(func);\n }\n else if (!value && index !== -1) {\n this.checks.splice(index, 1);\n }\n };\n /**\n * A private little wrapper function that we call to check the blend mode.\n * @param system - the System to perform the state check on\n * @param state - the state that the blendMode will pulled from\n */\n StateSystem.checkBlendMode = function (system, state) {\n system.setBlendMode(state.blendMode);\n };\n /**\n * A private little wrapper function that we call to check the polygon offset.\n * @param system - the System to perform the state check on\n * @param state - the state that the blendMode will pulled from\n */\n StateSystem.checkPolygonOffset = function (system, state) {\n system.setPolygonOffset(1, state.polygonOffset);\n };\n /**\n * @ignore\n */\n StateSystem.prototype.destroy = function () {\n this.gl = null;\n };\n return StateSystem;\n}());\n\n/**\n * System plugin to the renderer to manage texture garbage collection on the GPU,\n * ensuring that it does not get clogged up with textures that are no longer being used.\n * @memberof PIXI\n */\nvar TextureGCSystem = /** @class */ (function () {\n /** @param renderer - The renderer this System works for. */\n function TextureGCSystem(renderer) {\n this.renderer = renderer;\n this.count = 0;\n this.checkCount = 0;\n this.maxIdle = settings.GC_MAX_IDLE;\n this.checkCountMax = settings.GC_MAX_CHECK_COUNT;\n this.mode = settings.GC_MODE;\n }\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n TextureGCSystem.prototype.postrender = function () {\n if (!this.renderer.renderingToScreen) {\n return;\n }\n this.count++;\n if (this.mode === GC_MODES.MANUAL) {\n return;\n }\n this.checkCount++;\n if (this.checkCount > this.checkCountMax) {\n this.checkCount = 0;\n this.run();\n }\n };\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n TextureGCSystem.prototype.run = function () {\n var tm = this.renderer.texture;\n var managedTextures = tm.managedTextures;\n var wasRemoved = false;\n for (var i = 0; i < managedTextures.length; i++) {\n var texture = managedTextures[i];\n // only supports non generated textures at the moment!\n if (!texture.framebuffer && this.count - texture.touched > this.maxIdle) {\n tm.destroyTexture(texture, true);\n managedTextures[i] = null;\n wasRemoved = true;\n }\n }\n if (wasRemoved) {\n var j = 0;\n for (var i = 0; i < managedTextures.length; i++) {\n if (managedTextures[i] !== null) {\n managedTextures[j++] = managedTextures[i];\n }\n }\n managedTextures.length = j;\n }\n };\n /**\n * Removes all the textures within the specified displayObject and its children from the GPU\n * @param {PIXI.DisplayObject} displayObject - the displayObject to remove the textures from.\n */\n TextureGCSystem.prototype.unload = function (displayObject) {\n var tm = this.renderer.texture;\n var texture = displayObject._texture;\n // only destroy non generated textures\n if (texture && !texture.framebuffer) {\n tm.destroyTexture(texture);\n }\n for (var i = displayObject.children.length - 1; i >= 0; i--) {\n this.unload(displayObject.children[i]);\n }\n };\n TextureGCSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return TextureGCSystem;\n}());\n\n/**\n * Returns a lookup table that maps each type-format pair to a compatible internal format.\n * @memberof PIXI\n * @function mapTypeAndFormatToInternalFormat\n * @private\n * @param {WebGLRenderingContext} gl - The rendering context.\n * @returns Lookup table.\n */\nfunction mapTypeAndFormatToInternalFormat(gl) {\n var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s, _t, _u, _v, _w, _x;\n var table;\n if ('WebGL2RenderingContext' in globalThis && gl instanceof globalThis.WebGL2RenderingContext) {\n table = (_a = {},\n _a[TYPES.UNSIGNED_BYTE] = (_b = {},\n _b[FORMATS.RGBA] = gl.RGBA8,\n _b[FORMATS.RGB] = gl.RGB8,\n _b[FORMATS.RG] = gl.RG8,\n _b[FORMATS.RED] = gl.R8,\n _b[FORMATS.RGBA_INTEGER] = gl.RGBA8UI,\n _b[FORMATS.RGB_INTEGER] = gl.RGB8UI,\n _b[FORMATS.RG_INTEGER] = gl.RG8UI,\n _b[FORMATS.RED_INTEGER] = gl.R8UI,\n _b[FORMATS.ALPHA] = gl.ALPHA,\n _b[FORMATS.LUMINANCE] = gl.LUMINANCE,\n _b[FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA,\n _b),\n _a[TYPES.BYTE] = (_c = {},\n _c[FORMATS.RGBA] = gl.RGBA8_SNORM,\n _c[FORMATS.RGB] = gl.RGB8_SNORM,\n _c[FORMATS.RG] = gl.RG8_SNORM,\n _c[FORMATS.RED] = gl.R8_SNORM,\n _c[FORMATS.RGBA_INTEGER] = gl.RGBA8I,\n _c[FORMATS.RGB_INTEGER] = gl.RGB8I,\n _c[FORMATS.RG_INTEGER] = gl.RG8I,\n _c[FORMATS.RED_INTEGER] = gl.R8I,\n _c),\n _a[TYPES.UNSIGNED_SHORT] = (_d = {},\n _d[FORMATS.RGBA_INTEGER] = gl.RGBA16UI,\n _d[FORMATS.RGB_INTEGER] = gl.RGB16UI,\n _d[FORMATS.RG_INTEGER] = gl.RG16UI,\n _d[FORMATS.RED_INTEGER] = gl.R16UI,\n _d[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT16,\n _d),\n _a[TYPES.SHORT] = (_e = {},\n _e[FORMATS.RGBA_INTEGER] = gl.RGBA16I,\n _e[FORMATS.RGB_INTEGER] = gl.RGB16I,\n _e[FORMATS.RG_INTEGER] = gl.RG16I,\n _e[FORMATS.RED_INTEGER] = gl.R16I,\n _e),\n _a[TYPES.UNSIGNED_INT] = (_f = {},\n _f[FORMATS.RGBA_INTEGER] = gl.RGBA32UI,\n _f[FORMATS.RGB_INTEGER] = gl.RGB32UI,\n _f[FORMATS.RG_INTEGER] = gl.RG32UI,\n _f[FORMATS.RED_INTEGER] = gl.R32UI,\n _f[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT24,\n _f),\n _a[TYPES.INT] = (_g = {},\n _g[FORMATS.RGBA_INTEGER] = gl.RGBA32I,\n _g[FORMATS.RGB_INTEGER] = gl.RGB32I,\n _g[FORMATS.RG_INTEGER] = gl.RG32I,\n _g[FORMATS.RED_INTEGER] = gl.R32I,\n _g),\n _a[TYPES.FLOAT] = (_h = {},\n _h[FORMATS.RGBA] = gl.RGBA32F,\n _h[FORMATS.RGB] = gl.RGB32F,\n _h[FORMATS.RG] = gl.RG32F,\n _h[FORMATS.RED] = gl.R32F,\n _h[FORMATS.DEPTH_COMPONENT] = gl.DEPTH_COMPONENT32F,\n _h),\n _a[TYPES.HALF_FLOAT] = (_j = {},\n _j[FORMATS.RGBA] = gl.RGBA16F,\n _j[FORMATS.RGB] = gl.RGB16F,\n _j[FORMATS.RG] = gl.RG16F,\n _j[FORMATS.RED] = gl.R16F,\n _j),\n _a[TYPES.UNSIGNED_SHORT_5_6_5] = (_k = {},\n _k[FORMATS.RGB] = gl.RGB565,\n _k),\n _a[TYPES.UNSIGNED_SHORT_4_4_4_4] = (_l = {},\n _l[FORMATS.RGBA] = gl.RGBA4,\n _l),\n _a[TYPES.UNSIGNED_SHORT_5_5_5_1] = (_m = {},\n _m[FORMATS.RGBA] = gl.RGB5_A1,\n _m),\n _a[TYPES.UNSIGNED_INT_2_10_10_10_REV] = (_o = {},\n _o[FORMATS.RGBA] = gl.RGB10_A2,\n _o[FORMATS.RGBA_INTEGER] = gl.RGB10_A2UI,\n _o),\n _a[TYPES.UNSIGNED_INT_10F_11F_11F_REV] = (_p = {},\n _p[FORMATS.RGB] = gl.R11F_G11F_B10F,\n _p),\n _a[TYPES.UNSIGNED_INT_5_9_9_9_REV] = (_q = {},\n _q[FORMATS.RGB] = gl.RGB9_E5,\n _q),\n _a[TYPES.UNSIGNED_INT_24_8] = (_r = {},\n _r[FORMATS.DEPTH_STENCIL] = gl.DEPTH24_STENCIL8,\n _r),\n _a[TYPES.FLOAT_32_UNSIGNED_INT_24_8_REV] = (_s = {},\n _s[FORMATS.DEPTH_STENCIL] = gl.DEPTH32F_STENCIL8,\n _s),\n _a);\n }\n else {\n table = (_t = {},\n _t[TYPES.UNSIGNED_BYTE] = (_u = {},\n _u[FORMATS.RGBA] = gl.RGBA,\n _u[FORMATS.RGB] = gl.RGB,\n _u[FORMATS.ALPHA] = gl.ALPHA,\n _u[FORMATS.LUMINANCE] = gl.LUMINANCE,\n _u[FORMATS.LUMINANCE_ALPHA] = gl.LUMINANCE_ALPHA,\n _u),\n _t[TYPES.UNSIGNED_SHORT_5_6_5] = (_v = {},\n _v[FORMATS.RGB] = gl.RGB,\n _v),\n _t[TYPES.UNSIGNED_SHORT_4_4_4_4] = (_w = {},\n _w[FORMATS.RGBA] = gl.RGBA,\n _w),\n _t[TYPES.UNSIGNED_SHORT_5_5_5_1] = (_x = {},\n _x[FORMATS.RGBA] = gl.RGBA,\n _x),\n _t);\n }\n return table;\n}\n\n/**\n * Internal texture for WebGL context.\n * @memberof PIXI\n */\nvar GLTexture = /** @class */ (function () {\n function GLTexture(texture) {\n this.texture = texture;\n this.width = -1;\n this.height = -1;\n this.dirtyId = -1;\n this.dirtyStyleId = -1;\n this.mipmap = false;\n this.wrapMode = 33071;\n this.type = TYPES.UNSIGNED_BYTE;\n this.internalFormat = FORMATS.RGBA;\n this.samplerType = 0;\n }\n return GLTexture;\n}());\n\n/**\n * System plugin to the renderer to manage textures.\n * @memberof PIXI\n */\nvar TextureSystem = /** @class */ (function () {\n /**\n * @param renderer - The renderer this system works for.\n */\n function TextureSystem(renderer) {\n this.renderer = renderer;\n // TODO set to max textures...\n this.boundTextures = [];\n this.currentLocation = -1;\n this.managedTextures = [];\n this._unknownBoundTextures = false;\n this.unknownTexture = new BaseTexture();\n this.hasIntegerTextures = false;\n }\n /** Sets up the renderer context and necessary buffers. */\n TextureSystem.prototype.contextChange = function () {\n var gl = this.gl = this.renderer.gl;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n this.webGLVersion = this.renderer.context.webGLVersion;\n this.internalFormats = mapTypeAndFormatToInternalFormat(gl);\n var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);\n this.boundTextures.length = maxTextures;\n for (var i = 0; i < maxTextures; i++) {\n this.boundTextures[i] = null;\n }\n // TODO move this.. to a nice make empty textures class..\n this.emptyTextures = {};\n var emptyTexture2D = new GLTexture(gl.createTexture());\n gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4));\n this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D;\n this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(gl.createTexture());\n gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture);\n for (var i = 0; i < 6; i++) {\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n }\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\n for (var i = 0; i < this.boundTextures.length; i++) {\n this.bind(null, i);\n }\n };\n /**\n * Bind a texture to a specific location\n *\n * If you want to unbind something, please use `unbind(texture)` instead of `bind(null, textureLocation)`\n * @param texture - Texture to bind\n * @param [location=0] - Location to bind at\n */\n TextureSystem.prototype.bind = function (texture, location) {\n if (location === void 0) { location = 0; }\n var gl = this.gl;\n texture = texture === null || texture === void 0 ? void 0 : texture.castToBaseTexture();\n // cannot bind partial texture\n // TODO: report a warning\n if (texture && texture.valid && !texture.parentTextureArray) {\n texture.touched = this.renderer.textureGC.count;\n var glTexture = texture._glTextures[this.CONTEXT_UID] || this.initTexture(texture);\n if (this.boundTextures[location] !== texture) {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n gl.bindTexture(texture.target, glTexture.texture);\n }\n if (glTexture.dirtyId !== texture.dirtyId) {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n this.updateTexture(texture);\n }\n else if (glTexture.dirtyStyleId !== texture.dirtyStyleId) {\n this.updateTextureStyle(texture);\n }\n this.boundTextures[location] = texture;\n }\n else {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[gl.TEXTURE_2D].texture);\n this.boundTextures[location] = null;\n }\n };\n /** Resets texture location and bound textures Actual `bind(null, i)` calls will be performed at next `unbind()` call */\n TextureSystem.prototype.reset = function () {\n this._unknownBoundTextures = true;\n this.hasIntegerTextures = false;\n this.currentLocation = -1;\n for (var i = 0; i < this.boundTextures.length; i++) {\n this.boundTextures[i] = this.unknownTexture;\n }\n };\n /**\n * Unbind a texture.\n * @param texture - Texture to bind\n */\n TextureSystem.prototype.unbind = function (texture) {\n var _a = this, gl = _a.gl, boundTextures = _a.boundTextures;\n if (this._unknownBoundTextures) {\n this._unknownBoundTextures = false;\n // someone changed webGL state,\n // we have to be sure that our texture does not appear in multi-texture renderer samplers\n for (var i = 0; i < boundTextures.length; i++) {\n if (boundTextures[i] === this.unknownTexture) {\n this.bind(null, i);\n }\n }\n }\n for (var i = 0; i < boundTextures.length; i++) {\n if (boundTextures[i] === texture) {\n if (this.currentLocation !== i) {\n gl.activeTexture(gl.TEXTURE0 + i);\n this.currentLocation = i;\n }\n gl.bindTexture(texture.target, this.emptyTextures[texture.target].texture);\n boundTextures[i] = null;\n }\n }\n };\n /**\n * Ensures that current boundTextures all have FLOAT sampler type,\n * see {@link PIXI.SAMPLER_TYPES} for explanation.\n * @param maxTextures - number of locations to check\n */\n TextureSystem.prototype.ensureSamplerType = function (maxTextures) {\n var _a = this, boundTextures = _a.boundTextures, hasIntegerTextures = _a.hasIntegerTextures, CONTEXT_UID = _a.CONTEXT_UID;\n if (!hasIntegerTextures) {\n return;\n }\n for (var i = maxTextures - 1; i >= 0; --i) {\n var tex = boundTextures[i];\n if (tex) {\n var glTexture = tex._glTextures[CONTEXT_UID];\n if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) {\n this.renderer.texture.unbind(tex);\n }\n }\n }\n };\n /**\n * Initialize a texture\n * @private\n * @param texture - Texture to initialize\n */\n TextureSystem.prototype.initTexture = function (texture) {\n var glTexture = new GLTexture(this.gl.createTexture());\n // guarantee an update..\n glTexture.dirtyId = -1;\n texture._glTextures[this.CONTEXT_UID] = glTexture;\n this.managedTextures.push(texture);\n texture.on('dispose', this.destroyTexture, this);\n return glTexture;\n };\n TextureSystem.prototype.initTextureType = function (texture, glTexture) {\n var _a, _b;\n glTexture.internalFormat = (_b = (_a = this.internalFormats[texture.type]) === null || _a === void 0 ? void 0 : _a[texture.format]) !== null && _b !== void 0 ? _b : texture.format;\n if (this.webGLVersion === 2 && texture.type === TYPES.HALF_FLOAT) {\n // TYPES.HALF_FLOAT is WebGL1 HALF_FLOAT_OES\n // we have to convert it to WebGL HALF_FLOAT\n glTexture.type = this.gl.HALF_FLOAT;\n }\n else {\n glTexture.type = texture.type;\n }\n };\n /**\n * Update a texture\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to initialize\n */\n TextureSystem.prototype.updateTexture = function (texture) {\n var glTexture = texture._glTextures[this.CONTEXT_UID];\n if (!glTexture) {\n return;\n }\n var renderer = this.renderer;\n this.initTextureType(texture, glTexture);\n if (texture.resource && texture.resource.upload(renderer, texture, glTexture)) {\n // texture is uploaded, dont do anything!\n if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) {\n this.hasIntegerTextures = true;\n }\n }\n else {\n // default, renderTexture-like logic\n var width = texture.realWidth;\n var height = texture.realHeight;\n var gl = renderer.gl;\n if (glTexture.width !== width\n || glTexture.height !== height\n || glTexture.dirtyId < 0) {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(texture.target, 0, glTexture.internalFormat, width, height, 0, texture.format, glTexture.type, null);\n }\n }\n // lets only update what changes..\n if (texture.dirtyStyleId !== glTexture.dirtyStyleId) {\n this.updateTextureStyle(texture);\n }\n glTexture.dirtyId = texture.dirtyId;\n };\n /**\n * Deletes the texture from WebGL\n * @private\n * @param texture - the texture to destroy\n * @param [skipRemove=false] - Whether to skip removing the texture from the TextureManager.\n */\n TextureSystem.prototype.destroyTexture = function (texture, skipRemove) {\n var gl = this.gl;\n texture = texture.castToBaseTexture();\n if (texture._glTextures[this.CONTEXT_UID]) {\n this.unbind(texture);\n gl.deleteTexture(texture._glTextures[this.CONTEXT_UID].texture);\n texture.off('dispose', this.destroyTexture, this);\n delete texture._glTextures[this.CONTEXT_UID];\n if (!skipRemove) {\n var i = this.managedTextures.indexOf(texture);\n if (i !== -1) {\n removeItems(this.managedTextures, i, 1);\n }\n }\n }\n };\n /**\n * Update texture style such as mipmap flag\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to update\n */\n TextureSystem.prototype.updateTextureStyle = function (texture) {\n var glTexture = texture._glTextures[this.CONTEXT_UID];\n if (!glTexture) {\n return;\n }\n if ((texture.mipmap === MIPMAP_MODES.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo) {\n glTexture.mipmap = false;\n }\n else {\n glTexture.mipmap = texture.mipmap >= 1;\n }\n if (this.webGLVersion !== 2 && !texture.isPowerOfTwo) {\n glTexture.wrapMode = WRAP_MODES.CLAMP;\n }\n else {\n glTexture.wrapMode = texture.wrapMode;\n }\n if (texture.resource && texture.resource.style(this.renderer, texture, glTexture)) ;\n else {\n this.setStyle(texture, glTexture);\n }\n glTexture.dirtyStyleId = texture.dirtyStyleId;\n };\n /**\n * Set style for texture\n * @private\n * @param texture - Texture to update\n * @param glTexture\n */\n TextureSystem.prototype.setStyle = function (texture, glTexture) {\n var gl = this.gl;\n if (glTexture.mipmap && texture.mipmap !== MIPMAP_MODES.ON_MANUAL) {\n gl.generateMipmap(texture.target);\n }\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode);\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode);\n if (glTexture.mipmap) {\n /* eslint-disable max-len */\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);\n /* eslint-disable max-len */\n var anisotropicExt = this.renderer.context.extensions.anisotropicFiltering;\n if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === SCALE_MODES.LINEAR) {\n var level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT));\n gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level);\n }\n }\n else {\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n }\n gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n };\n TextureSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n return TextureSystem;\n}());\n\nvar _systems = {\n __proto__: null,\n FilterSystem: FilterSystem,\n BatchSystem: BatchSystem,\n ContextSystem: ContextSystem,\n FramebufferSystem: FramebufferSystem,\n GeometrySystem: GeometrySystem,\n MaskSystem: MaskSystem,\n ScissorSystem: ScissorSystem,\n StencilSystem: StencilSystem,\n ProjectionSystem: ProjectionSystem,\n RenderTextureSystem: RenderTextureSystem,\n ShaderSystem: ShaderSystem,\n StateSystem: StateSystem,\n TextureGCSystem: TextureGCSystem,\n TextureSystem: TextureSystem\n};\n\nvar tempMatrix = new Matrix();\n/**\n * The AbstractRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer}\n * and {@link PIXI.Renderer} which can be used for rendering a PixiJS scene.\n * @abstract\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nvar AbstractRenderer = /** @class */ (function (_super) {\n __extends(AbstractRenderer, _super);\n /**\n * @param type - The renderer type.\n * @param [options] - The optional renderer parameters.\n * @param {number} [options.width=800] - The width of the screen.\n * @param {number} [options.height=600] - The height of the screen.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the WebGL context.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n */\n function AbstractRenderer(type, options) {\n if (type === void 0) { type = RENDERER_TYPE.UNKNOWN; }\n var _this = _super.call(this) || this;\n // Add the default render options\n options = Object.assign({}, settings.RENDER_OPTIONS, options);\n /**\n * The supplied constructor options.\n * @member {object}\n * @readonly\n */\n _this.options = options;\n /**\n * The type of the renderer.\n * @member {number}\n * @default PIXI.RENDERER_TYPE.UNKNOWN\n * @see PIXI.RENDERER_TYPE\n */\n _this.type = type;\n /**\n * Measurements of the screen. (0, 0, screenWidth, screenHeight).\n *\n * Its safe to use as filterArea or hitArea for the whole stage.\n * @member {PIXI.Rectangle}\n */\n _this.screen = new Rectangle(0, 0, options.width, options.height);\n /**\n * The canvas element that everything is drawn to.\n * @member {HTMLCanvasElement}\n */\n _this.view = options.view || settings.ADAPTER.createCanvas();\n /**\n * The resolution / device pixel ratio of the renderer.\n * @member {number}\n * @default PIXI.settings.RESOLUTION\n */\n _this.resolution = options.resolution || settings.RESOLUTION;\n /**\n * Pass-thru setting for the canvas' context `alpha` property. This is typically\n * not something you need to fiddle with. If you want transparency, use `backgroundAlpha`.\n * @member {boolean}\n */\n _this.useContextAlpha = options.useContextAlpha;\n /**\n * Whether CSS dimensions of canvas view should be resized to screen dimensions automatically.\n * @member {boolean}\n */\n _this.autoDensity = !!options.autoDensity;\n /**\n * The value of the preserveDrawingBuffer flag affects whether or not the contents of\n * the stencil buffer is retained after rendering.\n * @member {boolean}\n */\n _this.preserveDrawingBuffer = options.preserveDrawingBuffer;\n /**\n * This sets if the CanvasRenderer will clear the canvas or not before the new render pass.\n * If the scene is NOT transparent PixiJS will use a canvas sized fillRect operation every\n * frame to set the canvas background color. If the scene is transparent PixiJS will use clearRect\n * to clear the canvas every frame. Disable this by setting this to false. For example, if\n * your game has a canvas filling background image you often don't need this set.\n * @member {boolean}\n * @default\n */\n _this.clearBeforeRender = options.clearBeforeRender;\n /**\n * The background color as a number.\n * @member {number}\n * @protected\n */\n _this._backgroundColor = 0x000000;\n /**\n * The background color as an [R, G, B, A] array.\n * @member {number[]}\n * @protected\n */\n _this._backgroundColorRgba = [0, 0, 0, 1];\n /**\n * The background color as a string.\n * @member {string}\n * @protected\n */\n _this._backgroundColorString = '#000000';\n _this.backgroundColor = options.backgroundColor || _this._backgroundColor; // run bg color setter\n _this.backgroundAlpha = options.backgroundAlpha;\n // @deprecated\n if (options.transparent !== undefined) {\n deprecation('6.0.0', 'Option transparent is deprecated, please use backgroundAlpha instead.');\n _this.useContextAlpha = options.transparent;\n _this.backgroundAlpha = options.transparent ? 0 : 1;\n }\n /**\n * The last root object that the renderer tried to render.\n * @member {PIXI.DisplayObject}\n * @protected\n */\n _this._lastObjectRendered = null;\n /**\n * Collection of plugins.\n * @readonly\n * @member {object}\n */\n _this.plugins = {};\n return _this;\n }\n /**\n * Initialize the plugins.\n * @protected\n * @param {object} staticMap - The dictionary of statically saved plugins.\n */\n AbstractRenderer.prototype.initPlugins = function (staticMap) {\n for (var o in staticMap) {\n this.plugins[o] = new (staticMap[o])(this);\n }\n };\n Object.defineProperty(AbstractRenderer.prototype, \"width\", {\n /**\n * Same as view.width, actual number of pixels in the canvas by horizontal.\n * @member {number}\n * @readonly\n * @default 800\n */\n get: function () {\n return this.view.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AbstractRenderer.prototype, \"height\", {\n /**\n * Same as view.height, actual number of pixels in the canvas by vertical.\n * @member {number}\n * @readonly\n * @default 600\n */\n get: function () {\n return this.view.height;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Resizes the screen and canvas as close as possible to the specified width and height.\n * Canvas dimensions are multiplied by resolution and rounded to the nearest integers.\n * The new canvas dimensions divided by the resolution become the new screen dimensions.\n * @param desiredScreenWidth - The desired width of the screen.\n * @param desiredScreenHeight - The desired height of the screen.\n */\n AbstractRenderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) {\n this.view.width = Math.round(desiredScreenWidth * this.resolution);\n this.view.height = Math.round(desiredScreenHeight * this.resolution);\n var screenWidth = this.view.width / this.resolution;\n var screenHeight = this.view.height / this.resolution;\n this.screen.width = screenWidth;\n this.screen.height = screenHeight;\n if (this.autoDensity) {\n this.view.style.width = screenWidth + \"px\";\n this.view.style.height = screenHeight + \"px\";\n }\n /**\n * Fired after view has been resized.\n * @event PIXI.Renderer#resize\n * @param {number} screenWidth - The new width of the screen.\n * @param {number} screenHeight - The new height of the screen.\n */\n this.emit('resize', screenWidth, screenHeight);\n };\n /**\n * @ignore\n */\n AbstractRenderer.prototype.generateTexture = function (displayObject, options, resolution, region) {\n if (options === void 0) { options = {}; }\n // @deprecated parameters spread, use options instead\n if (typeof options === 'number') {\n deprecation('6.1.0', 'generateTexture options (scaleMode, resolution, region) are now object options.');\n options = { scaleMode: options, resolution: resolution, region: region };\n }\n var manualRegion = options.region, textureOptions = __rest(options, [\"region\"]);\n region = manualRegion || displayObject.getLocalBounds(null, true);\n // minimum texture size is 1x1, 0x0 will throw an error\n if (region.width === 0)\n { region.width = 1; }\n if (region.height === 0)\n { region.height = 1; }\n var renderTexture = RenderTexture.create(__assign({ width: region.width, height: region.height }, textureOptions));\n tempMatrix.tx = -region.x;\n tempMatrix.ty = -region.y;\n this.render(displayObject, {\n renderTexture: renderTexture,\n clear: false,\n transform: tempMatrix,\n skipUpdateTransform: !!displayObject.parent\n });\n return renderTexture;\n };\n /**\n * Removes everything from the renderer and optionally removes the Canvas DOM element.\n * @param [removeView=false] - Removes the Canvas element from the DOM.\n */\n AbstractRenderer.prototype.destroy = function (removeView) {\n for (var o in this.plugins) {\n this.plugins[o].destroy();\n this.plugins[o] = null;\n }\n if (removeView && this.view.parentNode) {\n this.view.parentNode.removeChild(this.view);\n }\n var thisAny = this;\n // null-ing all objects, that's a tradition!\n thisAny.plugins = null;\n thisAny.type = RENDERER_TYPE.UNKNOWN;\n thisAny.view = null;\n thisAny.screen = null;\n thisAny._tempDisplayObjectParent = null;\n thisAny.options = null;\n this._backgroundColorRgba = null;\n this._backgroundColorString = null;\n this._lastObjectRendered = null;\n };\n Object.defineProperty(AbstractRenderer.prototype, \"backgroundColor\", {\n /**\n * The background color to fill if not transparent\n * @member {number}\n */\n get: function () {\n return this._backgroundColor;\n },\n set: function (value) {\n this._backgroundColor = value;\n this._backgroundColorString = hex2string(value);\n hex2rgb(value, this._backgroundColorRgba);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AbstractRenderer.prototype, \"backgroundAlpha\", {\n /**\n * The background color alpha. Setting this to 0 will make the canvas transparent.\n * @member {number}\n */\n get: function () {\n return this._backgroundColorRgba[3];\n },\n set: function (value) {\n this._backgroundColorRgba[3] = value;\n },\n enumerable: false,\n configurable: true\n });\n return AbstractRenderer;\n}(EventEmitter));\n\nvar GLBuffer = /** @class */ (function () {\n function GLBuffer(buffer) {\n this.buffer = buffer || null;\n this.updateID = -1;\n this.byteLength = -1;\n this.refCount = 0;\n }\n return GLBuffer;\n}());\n\n/**\n * System plugin to the renderer to manage buffers.\n *\n * WebGL uses Buffers as a way to store objects to the GPU.\n * This system makes working with them a lot easier.\n *\n * Buffers are used in three main places in WebGL\n * - geometry information\n * - Uniform information (via uniform buffer objects - a WebGL 2 only feature)\n * - Transform feedback information. (WebGL 2 only feature)\n *\n * This system will handle the binding of buffers to the GPU as well as uploading\n * them. With this system, you never need to work directly with GPU buffers, but instead work with\n * the PIXI.Buffer class.\n * @class\n * @memberof PIXI\n */\nvar BufferSystem = /** @class */ (function () {\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n function BufferSystem(renderer) {\n this.renderer = renderer;\n this.managedBuffers = {};\n this.boundBufferBases = {};\n }\n /**\n * @ignore\n */\n BufferSystem.prototype.destroy = function () {\n this.renderer = null;\n };\n /** Sets up the renderer context and necessary buffers. */\n BufferSystem.prototype.contextChange = function () {\n this.disposeAll(true);\n this.gl = this.renderer.gl;\n // TODO fill out...\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n };\n /**\n * This binds specified buffer. On first run, it will create the webGL buffers for the context too\n * @param buffer - the buffer to bind to the renderer\n */\n BufferSystem.prototype.bind = function (buffer) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n gl.bindBuffer(buffer.type, glBuffer.buffer);\n };\n /**\n * Binds an uniform buffer to at the given index.\n *\n * A cache is used so a buffer will not be bound again if already bound.\n * @param buffer - the buffer to bind\n * @param index - the base index to bind it to.\n */\n BufferSystem.prototype.bindBufferBase = function (buffer, index) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n if (this.boundBufferBases[index] !== buffer) {\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n this.boundBufferBases[index] = buffer;\n gl.bindBufferBase(gl.UNIFORM_BUFFER, index, glBuffer.buffer);\n }\n };\n /**\n * Binds a buffer whilst also binding its range.\n * This will make the buffer start from the offset supplied rather than 0 when it is read.\n * @param buffer - the buffer to bind\n * @param index - the base index to bind at, defaults to 0\n * @param offset - the offset to bind at (this is blocks of 256). 0 = 0, 1 = 256, 2 = 512 etc\n */\n BufferSystem.prototype.bindBufferRange = function (buffer, index, offset) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n offset = offset || 0;\n var glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n gl.bindBufferRange(gl.UNIFORM_BUFFER, index || 0, glBuffer.buffer, offset * 256, 256);\n };\n /**\n * Will ensure the data in the buffer is uploaded to the GPU.\n * @param {PIXI.Buffer} buffer - the buffer to update\n */\n BufferSystem.prototype.update = function (buffer) {\n var _a = this, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID;\n var glBuffer = buffer._glBuffers[CONTEXT_UID];\n if (buffer._updateID === glBuffer.updateID) {\n return;\n }\n glBuffer.updateID = buffer._updateID;\n gl.bindBuffer(buffer.type, glBuffer.buffer);\n if (glBuffer.byteLength >= buffer.data.byteLength) {\n // offset is always zero for now!\n gl.bufferSubData(buffer.type, 0, buffer.data);\n }\n else {\n var drawType = buffer.static ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW;\n glBuffer.byteLength = buffer.data.byteLength;\n gl.bufferData(buffer.type, buffer.data, drawType);\n }\n };\n /**\n * Disposes buffer\n * @param {PIXI.Buffer} buffer - buffer with data\n * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray\n */\n BufferSystem.prototype.dispose = function (buffer, contextLost) {\n if (!this.managedBuffers[buffer.id]) {\n return;\n }\n delete this.managedBuffers[buffer.id];\n var glBuffer = buffer._glBuffers[this.CONTEXT_UID];\n var gl = this.gl;\n buffer.disposeRunner.remove(this);\n if (!glBuffer) {\n return;\n }\n if (!contextLost) {\n gl.deleteBuffer(glBuffer.buffer);\n }\n delete buffer._glBuffers[this.CONTEXT_UID];\n };\n /**\n * dispose all WebGL resources of all managed buffers\n * @param {boolean} [contextLost=false] - If context was lost, we suppress `gl.delete` calls\n */\n BufferSystem.prototype.disposeAll = function (contextLost) {\n var all = Object.keys(this.managedBuffers);\n for (var i = 0; i < all.length; i++) {\n this.dispose(this.managedBuffers[all[i]], contextLost);\n }\n };\n /**\n * creates and attaches a GLBuffer object tied to the current context.\n * @param buffer\n * @protected\n */\n BufferSystem.prototype.createGLBuffer = function (buffer) {\n var _a = this, CONTEXT_UID = _a.CONTEXT_UID, gl = _a.gl;\n buffer._glBuffers[CONTEXT_UID] = new GLBuffer(gl.createBuffer());\n this.managedBuffers[buffer.id] = buffer;\n buffer.disposeRunner.add(this);\n return buffer._glBuffers[CONTEXT_UID];\n };\n return BufferSystem;\n}());\n\n/**\n * The Renderer draws the scene and all its content onto a WebGL enabled canvas.\n *\n * This renderer should be used for browsers that support WebGL.\n *\n * This renderer works by automatically managing WebGLBatchesm, so no need for Sprite Batches or Sprite Clouds.\n * Don't forget to add the view to your DOM or you will not see anything!\n *\n * Renderer is composed of systems that manage specific tasks. The following systems are added by default\n * whenever you create a renderer:\n *\n * | System | Description |\n * | ------------------------------------ | ----------------------------------------------------------------------------- |\n * | {@link PIXI.BatchSystem} | This manages object renderers that defer rendering until a flush. |\n * | {@link PIXI.ContextSystem} | This manages the WebGL context and extensions. |\n * | {@link PIXI.EventSystem} | This manages UI events. |\n * | {@link PIXI.FilterSystem} | This manages the filtering pipeline for post-processing effects. |\n * | {@link PIXI.FramebufferSystem} | This manages framebuffers, which are used for offscreen rendering. |\n * | {@link PIXI.GeometrySystem} | This manages geometries & buffers, which are used to draw object meshes. |\n * | {@link PIXI.MaskSystem} | This manages masking operations. |\n * | {@link PIXI.ProjectionSystem} | This manages the `projectionMatrix`, used by shaders to get NDC coordinates. |\n * | {@link PIXI.RenderTextureSystem} | This manages render-textures, which are an abstraction over framebuffers. |\n * | {@link PIXI.ScissorSystem} | This handles scissor masking, and is used internally by {@link MaskSystem} |\n * | {@link PIXI.ShaderSystem} | This manages shaders, programs that run on the GPU to calculate 'em pixels. |\n * | {@link PIXI.StateSystem} | This manages the WebGL state variables like blend mode, depth testing, etc. |\n * | {@link PIXI.StencilSystem} | This handles stencil masking, and is used internally by {@link MaskSystem} |\n * | {@link PIXI.TextureSystem} | This manages textures and their resources on the GPU. |\n * | {@link PIXI.TextureGCSystem} | This will automatically remove textures from the GPU if they are not used. |\n *\n * The breadth of the API surface provided by the renderer is contained within these systems.\n * @memberof PIXI\n */\nvar Renderer = /** @class */ (function (_super) {\n __extends(Renderer, _super);\n /**\n * @param [options] - The optional renderer parameters.\n * @param {number} [options.width=800] - The width of the screen.\n * @param {number} [options.height=600] - The height of the screen.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias. If not available natively then FXAA\n * antialiasing is used.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear\n * the canvas or not before the new render pass. If you wish to set this to false, you *must* set\n * preserveDrawingBuffer to `true`.\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the WebGL context.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n * @param {string} [options.powerPreference] - Parameter passed to WebGL context, set to \"high-performance\"\n * for devices with dual graphics card.\n * @param {object} [options.context] - If WebGL context already exists, all parameters must be taken from it.\n */\n function Renderer(options) {\n var _this = _super.call(this, RENDERER_TYPE.WEBGL, options) || this;\n // the options will have been modified here in the super constructor with pixi's default settings..\n options = _this.options;\n _this.gl = null;\n _this.CONTEXT_UID = 0;\n _this.runners = {\n destroy: new Runner('destroy'),\n contextChange: new Runner('contextChange'),\n reset: new Runner('reset'),\n update: new Runner('update'),\n postrender: new Runner('postrender'),\n prerender: new Runner('prerender'),\n resize: new Runner('resize'),\n };\n _this.runners.contextChange.add(_this);\n _this.globalUniforms = new UniformGroup({\n projectionMatrix: new Matrix(),\n }, true);\n _this.addSystem(MaskSystem, 'mask')\n .addSystem(ContextSystem, 'context')\n .addSystem(StateSystem, 'state')\n .addSystem(ShaderSystem, 'shader')\n .addSystem(TextureSystem, 'texture')\n .addSystem(BufferSystem, 'buffer')\n .addSystem(GeometrySystem, 'geometry')\n .addSystem(FramebufferSystem, 'framebuffer')\n .addSystem(ScissorSystem, 'scissor')\n .addSystem(StencilSystem, 'stencil')\n .addSystem(ProjectionSystem, 'projection')\n .addSystem(TextureGCSystem, 'textureGC')\n .addSystem(FilterSystem, 'filter')\n .addSystem(RenderTextureSystem, 'renderTexture')\n .addSystem(BatchSystem, 'batch');\n _this.initPlugins(Renderer.__plugins);\n _this.multisample = undefined;\n /*\n * The options passed in to create a new WebGL context.\n */\n if (options.context) {\n _this.context.initFromContext(options.context);\n }\n else {\n _this.context.initFromOptions({\n alpha: !!_this.useContextAlpha,\n antialias: options.antialias,\n premultipliedAlpha: _this.useContextAlpha && _this.useContextAlpha !== 'notMultiplied',\n stencil: true,\n preserveDrawingBuffer: options.preserveDrawingBuffer,\n powerPreference: _this.options.powerPreference,\n });\n }\n _this.renderingToScreen = true;\n sayHello(_this.context.webGLVersion === 2 ? 'WebGL 2' : 'WebGL 1');\n _this.resize(_this.options.width, _this.options.height);\n return _this;\n }\n /**\n * Create renderer if WebGL is available. Overrideable\n * by the **@pixi/canvas-renderer** package to allow fallback.\n * throws error if WebGL is not available.\n * @param options\n * @private\n */\n Renderer.create = function (options) {\n if (isWebGLSupported()) {\n return new Renderer(options);\n }\n throw new Error('WebGL unsupported in this browser, use \"pixi.js-legacy\" for fallback canvas2d support.');\n };\n Renderer.prototype.contextChange = function () {\n var gl = this.gl;\n var samples;\n if (this.context.webGLVersion === 1) {\n var framebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING);\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n samples = gl.getParameter(gl.SAMPLES);\n gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);\n }\n else {\n var framebuffer = gl.getParameter(gl.DRAW_FRAMEBUFFER_BINDING);\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);\n samples = gl.getParameter(gl.SAMPLES);\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, framebuffer);\n }\n if (samples >= MSAA_QUALITY.HIGH) {\n this.multisample = MSAA_QUALITY.HIGH;\n }\n else if (samples >= MSAA_QUALITY.MEDIUM) {\n this.multisample = MSAA_QUALITY.MEDIUM;\n }\n else if (samples >= MSAA_QUALITY.LOW) {\n this.multisample = MSAA_QUALITY.LOW;\n }\n else {\n this.multisample = MSAA_QUALITY.NONE;\n }\n };\n /**\n * Add a new system to the renderer.\n * @param ClassRef - Class reference\n * @param name - Property name for system, if not specified\n * will use a static `name` property on the class itself. This\n * name will be assigned as s property on the Renderer so make\n * sure it doesn't collide with properties on Renderer.\n * @returns Return instance of renderer\n */\n Renderer.prototype.addSystem = function (ClassRef, name) {\n var system = new ClassRef(this);\n if (this[name]) {\n throw new Error(\"Whoops! The name \\\"\" + name + \"\\\" is already in use\");\n }\n this[name] = system;\n for (var i in this.runners) {\n this.runners[i].add(system);\n }\n /**\n * Fired after rendering finishes.\n * @event PIXI.Renderer#postrender\n */\n /**\n * Fired before rendering starts.\n * @event PIXI.Renderer#prerender\n */\n /**\n * Fired when the WebGL context is set.\n * @event PIXI.Renderer#context\n * @param {WebGLRenderingContext} gl - WebGL context.\n */\n return this;\n };\n /**\n * @ignore\n */\n Renderer.prototype.render = function (displayObject, options) {\n var renderTexture;\n var clear;\n var transform;\n var skipUpdateTransform;\n if (options) {\n if (options instanceof RenderTexture) {\n deprecation('6.0.0', 'Renderer#render arguments changed, use options instead.');\n /* eslint-disable prefer-rest-params */\n renderTexture = options;\n clear = arguments[2];\n transform = arguments[3];\n skipUpdateTransform = arguments[4];\n /* eslint-enable prefer-rest-params */\n }\n else {\n renderTexture = options.renderTexture;\n clear = options.clear;\n transform = options.transform;\n skipUpdateTransform = options.skipUpdateTransform;\n }\n }\n // can be handy to know!\n this.renderingToScreen = !renderTexture;\n this.runners.prerender.emit();\n this.emit('prerender');\n // apply a transform at a GPU level\n this.projection.transform = transform;\n // no point rendering if our context has been blown up!\n if (this.context.isLost) {\n return;\n }\n if (!renderTexture) {\n this._lastObjectRendered = displayObject;\n }\n if (!skipUpdateTransform) {\n // update the scene graph\n var cacheParent = displayObject.enableTempParent();\n displayObject.updateTransform();\n displayObject.disableTempParent(cacheParent);\n // displayObject.hitArea = //TODO add a temp hit area\n }\n this.renderTexture.bind(renderTexture);\n this.batch.currentRenderer.start();\n if (clear !== undefined ? clear : this.clearBeforeRender) {\n this.renderTexture.clear();\n }\n displayObject.render(this);\n // apply transform..\n this.batch.currentRenderer.flush();\n if (renderTexture) {\n renderTexture.baseTexture.update();\n }\n this.runners.postrender.emit();\n // reset transform after render\n this.projection.transform = null;\n this.emit('postrender');\n };\n /**\n * @override\n * @ignore\n */\n Renderer.prototype.generateTexture = function (displayObject, options, resolution, region) {\n if (options === void 0) { options = {}; }\n var renderTexture = _super.prototype.generateTexture.call(this, displayObject, options, resolution, region);\n this.framebuffer.blit();\n return renderTexture;\n };\n /**\n * Resizes the WebGL view to the specified width and height.\n * @param desiredScreenWidth - The desired width of the screen.\n * @param desiredScreenHeight - The desired height of the screen.\n */\n Renderer.prototype.resize = function (desiredScreenWidth, desiredScreenHeight) {\n _super.prototype.resize.call(this, desiredScreenWidth, desiredScreenHeight);\n this.runners.resize.emit(this.screen.height, this.screen.width);\n };\n /**\n * Resets the WebGL state so you can render things however you fancy!\n * @returns Returns itself.\n */\n Renderer.prototype.reset = function () {\n this.runners.reset.emit();\n return this;\n };\n /** Clear the frame buffer. */\n Renderer.prototype.clear = function () {\n this.renderTexture.bind();\n this.renderTexture.clear();\n };\n /**\n * Removes everything from the renderer (event listeners, spritebatch, etc...)\n * @param [removeView=false] - Removes the Canvas element from the DOM.\n * See: https://github.com/pixijs/pixi.js/issues/2233\n */\n Renderer.prototype.destroy = function (removeView) {\n this.runners.destroy.emit();\n for (var r in this.runners) {\n this.runners[r].destroy();\n }\n // call base destroy\n _super.prototype.destroy.call(this, removeView);\n // TODO nullify all the managers..\n this.gl = null;\n };\n Object.defineProperty(Renderer.prototype, \"extract\", {\n /**\n * Please use `plugins.extract` instead.\n * @member {PIXI.Extract} extract\n * @deprecated since 6.0.0\n * @readonly\n */\n get: function () {\n deprecation('6.0.0', 'Renderer#extract has been deprecated, please use Renderer#plugins.extract instead.');\n return this.plugins.extract;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Use the {@link PIXI.extensions.add} API to register plugins.\n * @deprecated since 6.5.0\n * @param pluginName - The name of the plugin.\n * @param ctor - The constructor function or class for the plugin.\n */\n Renderer.registerPlugin = function (pluginName, ctor) {\n deprecation('6.5.0', 'Renderer.registerPlugin() has been deprecated, please use extensions.add() instead.');\n extensions$1.add({\n name: pluginName,\n type: ExtensionType.RendererPlugin,\n ref: ctor,\n });\n };\n /**\n * Collection of installed plugins. These are included by default in PIXI, but can be excluded\n * by creating a custom build. Consult the README for more information about creating custom\n * builds and excluding plugins.\n * @readonly\n * @property {PIXI.AccessibilityManager} accessibility Support tabbing interactive elements.\n * @property {PIXI.Extract} extract Extract image data from renderer.\n * @property {PIXI.InteractionManager} interaction Handles mouse, touch and pointer events.\n * @property {PIXI.ParticleRenderer} particle Renderer for ParticleContainer objects.\n * @property {PIXI.Prepare} prepare Pre-render display objects.\n * @property {PIXI.BatchRenderer} batch Batching of Sprite, Graphics and Mesh objects.\n * @property {PIXI.TilingSpriteRenderer} tilingSprite Renderer for TilingSprite objects.\n */\n Renderer.__plugins = {};\n return Renderer;\n}(AbstractRenderer));\n// Handle registration of extensions\nextensions$1.handleByMap(ExtensionType.RendererPlugin, Renderer.__plugins);\n\n/**\n * This helper function will automatically detect which renderer you should be using.\n * WebGL is the preferred renderer as it is a lot faster. If WebGL is not supported by\n * the browser then this function will return a canvas renderer\n * @memberof PIXI\n * @function autoDetectRenderer\n * @param {object} [options] - The optional renderer parameters\n * @param {number} [options.width=800] - the width of the renderers view\n * @param {number} [options.height=600] - the height of the renderers view\n * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1\n * @param {boolean} [options.antialias=false] - sets antialias\n * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, enable this if you\n * need to call toDataUrl on the webgl context\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this\n * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise\n * it is ignored.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card **webgl only**\n * @returns {PIXI.Renderer|PIXI.CanvasRenderer} Returns WebGL renderer if available, otherwise CanvasRenderer\n */\nfunction autoDetectRenderer(options) {\n return Renderer.create(options);\n}\n\nvar $defaultVertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n vTextureCoord = aTextureCoord;\\n}\";\n\nvar $defaultFilterVertex = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n gl_Position = filterVertexPosition();\\n vTextureCoord = filterTextureCoord();\\n}\\n\";\n\n/**\n * Default vertex shader\n * @memberof PIXI\n * @member {string} defaultVertex\n */\n/**\n * Default filter vertex shader\n * @memberof PIXI\n * @member {string} defaultFilterVertex\n */\n// NOTE: This black magic is so that @microsoft/api-extractor does not complain! This explicitly specifies the types\n// of defaultVertex, defaultFilterVertex.\nvar defaultVertex$1 = $defaultVertex;\nvar defaultFilterVertex = $defaultFilterVertex;\n\n/**\n * Use the ISystem interface instead.\n * @deprecated since 6.1.0\n * @memberof PIXI\n */\nvar System = /** @class */ (function () {\n /**\n * @param renderer - Reference to Renderer\n */\n function System(renderer) {\n deprecation('6.1.0', 'System class is deprecated, implemement ISystem interface instead.');\n this.renderer = renderer;\n }\n /** Destroy and don't use after this. */\n System.prototype.destroy = function () {\n this.renderer = null;\n };\n return System;\n}());\n\n/**\n * Used by the batcher to draw batches.\n * Each one of these contains all information required to draw a bound geometry.\n * @memberof PIXI\n */\nvar BatchDrawCall = /** @class */ (function () {\n function BatchDrawCall() {\n this.texArray = null;\n this.blend = 0;\n this.type = DRAW_MODES.TRIANGLES;\n this.start = 0;\n this.size = 0;\n this.data = null;\n }\n return BatchDrawCall;\n}());\n\n/**\n * Used by the batcher to build texture batches.\n * Holds list of textures and their respective locations.\n * @memberof PIXI\n */\nvar BatchTextureArray = /** @class */ (function () {\n function BatchTextureArray() {\n this.elements = [];\n this.ids = [];\n this.count = 0;\n }\n BatchTextureArray.prototype.clear = function () {\n for (var i = 0; i < this.count; i++) {\n this.elements[i] = null;\n }\n this.count = 0;\n };\n return BatchTextureArray;\n}());\n\n/**\n * Flexible wrapper around `ArrayBuffer` that also provides typed array views on demand.\n * @memberof PIXI\n */\nvar ViewableBuffer = /** @class */ (function () {\n function ViewableBuffer(sizeOrBuffer) {\n if (typeof sizeOrBuffer === 'number') {\n this.rawBinaryData = new ArrayBuffer(sizeOrBuffer);\n }\n else if (sizeOrBuffer instanceof Uint8Array) {\n this.rawBinaryData = sizeOrBuffer.buffer;\n }\n else {\n this.rawBinaryData = sizeOrBuffer;\n }\n this.uint32View = new Uint32Array(this.rawBinaryData);\n this.float32View = new Float32Array(this.rawBinaryData);\n }\n Object.defineProperty(ViewableBuffer.prototype, \"int8View\", {\n /** View on the raw binary data as a `Int8Array`. */\n get: function () {\n if (!this._int8View) {\n this._int8View = new Int8Array(this.rawBinaryData);\n }\n return this._int8View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"uint8View\", {\n /** View on the raw binary data as a `Uint8Array`. */\n get: function () {\n if (!this._uint8View) {\n this._uint8View = new Uint8Array(this.rawBinaryData);\n }\n return this._uint8View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"int16View\", {\n /** View on the raw binary data as a `Int16Array`. */\n get: function () {\n if (!this._int16View) {\n this._int16View = new Int16Array(this.rawBinaryData);\n }\n return this._int16View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"uint16View\", {\n /** View on the raw binary data as a `Uint16Array`. */\n get: function () {\n if (!this._uint16View) {\n this._uint16View = new Uint16Array(this.rawBinaryData);\n }\n return this._uint16View;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ViewableBuffer.prototype, \"int32View\", {\n /** View on the raw binary data as a `Int32Array`. */\n get: function () {\n if (!this._int32View) {\n this._int32View = new Int32Array(this.rawBinaryData);\n }\n return this._int32View;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Returns the view of the given type.\n * @param type - One of `int8`, `uint8`, `int16`,\n * `uint16`, `int32`, `uint32`, and `float32`.\n * @returns - typed array of given type\n */\n ViewableBuffer.prototype.view = function (type) {\n return this[type + \"View\"];\n };\n /** Destroys all buffer references. Do not use after calling this. */\n ViewableBuffer.prototype.destroy = function () {\n this.rawBinaryData = null;\n this._int8View = null;\n this._uint8View = null;\n this._int16View = null;\n this._uint16View = null;\n this._int32View = null;\n this.uint32View = null;\n this.float32View = null;\n };\n ViewableBuffer.sizeOf = function (type) {\n switch (type) {\n case 'int8':\n case 'uint8':\n return 1;\n case 'int16':\n case 'uint16':\n return 2;\n case 'int32':\n case 'uint32':\n case 'float32':\n return 4;\n default:\n throw new Error(type + \" isn't a valid view type\");\n }\n };\n return ViewableBuffer;\n}());\n\n/**\n * Renderer dedicated to drawing and batching sprites.\n *\n * This is the default batch renderer. It buffers objects\n * with texture-based geometries and renders them in\n * batches. It uploads multiple textures to the GPU to\n * reduce to the number of draw calls.\n * @memberof PIXI\n */\nvar AbstractBatchRenderer = /** @class */ (function (_super) {\n __extends(AbstractBatchRenderer, _super);\n /**\n * This will hook onto the renderer's `contextChange`\n * and `prerender` signals.\n * @param {PIXI.Renderer} renderer - The renderer this works for.\n */\n function AbstractBatchRenderer(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.shaderGenerator = null;\n _this.geometryClass = null;\n _this.vertexSize = null;\n _this.state = State.for2d();\n _this.size = settings.SPRITE_BATCH_SIZE * 4;\n _this._vertexCount = 0;\n _this._indexCount = 0;\n _this._bufferedElements = [];\n _this._bufferedTextures = [];\n _this._bufferSize = 0;\n _this._shader = null;\n _this._packedGeometries = [];\n _this._packedGeometryPoolSize = 2;\n _this._flushId = 0;\n _this._aBuffers = {};\n _this._iBuffers = {};\n _this.MAX_TEXTURES = 1;\n _this.renderer.on('prerender', _this.onPrerender, _this);\n renderer.runners.contextChange.add(_this);\n _this._dcIndex = 0;\n _this._aIndex = 0;\n _this._iIndex = 0;\n _this._attributeBuffer = null;\n _this._indexBuffer = null;\n _this._tempBoundTextures = [];\n return _this;\n }\n /**\n * Handles the `contextChange` signal.\n *\n * It calculates `this.MAX_TEXTURES` and allocating the packed-geometry object pool.\n */\n AbstractBatchRenderer.prototype.contextChange = function () {\n var gl = this.renderer.gl;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n this.MAX_TEXTURES = 1;\n }\n else {\n // step 1: first check max textures the GPU can handle.\n this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), settings.SPRITE_MAX_TEXTURES);\n // step 2: check the maximum number of if statements the shader can have too..\n this.MAX_TEXTURES = checkMaxIfStatementsInShader(this.MAX_TEXTURES, gl);\n }\n this._shader = this.shaderGenerator.generateShader(this.MAX_TEXTURES);\n // we use the second shader as the first one depending on your browser\n // may omit aTextureId as it is not used by the shader so is optimized out.\n for (var i = 0; i < this._packedGeometryPoolSize; i++) {\n /* eslint-disable max-len */\n this._packedGeometries[i] = new (this.geometryClass)();\n }\n this.initFlushBuffers();\n };\n /** Makes sure that static and dynamic flush pooled objects have correct dimensions. */\n AbstractBatchRenderer.prototype.initFlushBuffers = function () {\n var _drawCallPool = AbstractBatchRenderer._drawCallPool, _textureArrayPool = AbstractBatchRenderer._textureArrayPool;\n // max draw calls\n var MAX_SPRITES = this.size / 4;\n // max texture arrays\n var MAX_TA = Math.floor(MAX_SPRITES / this.MAX_TEXTURES) + 1;\n while (_drawCallPool.length < MAX_SPRITES) {\n _drawCallPool.push(new BatchDrawCall());\n }\n while (_textureArrayPool.length < MAX_TA) {\n _textureArrayPool.push(new BatchTextureArray());\n }\n for (var i = 0; i < this.MAX_TEXTURES; i++) {\n this._tempBoundTextures[i] = null;\n }\n };\n /** Handles the `prerender` signal. It ensures that flushes start from the first geometry object again. */\n AbstractBatchRenderer.prototype.onPrerender = function () {\n this._flushId = 0;\n };\n /**\n * Buffers the \"batchable\" object. It need not be rendered immediately.\n * @param {PIXI.DisplayObject} element - the element to render when\n * using this renderer\n */\n AbstractBatchRenderer.prototype.render = function (element) {\n if (!element._texture.valid) {\n return;\n }\n if (this._vertexCount + (element.vertexData.length / 2) > this.size) {\n this.flush();\n }\n this._vertexCount += element.vertexData.length / 2;\n this._indexCount += element.indices.length;\n this._bufferedTextures[this._bufferSize] = element._texture.baseTexture;\n this._bufferedElements[this._bufferSize++] = element;\n };\n AbstractBatchRenderer.prototype.buildTexturesAndDrawCalls = function () {\n var _a = this, textures = _a._bufferedTextures, MAX_TEXTURES = _a.MAX_TEXTURES;\n var textureArrays = AbstractBatchRenderer._textureArrayPool;\n var batch = this.renderer.batch;\n var boundTextures = this._tempBoundTextures;\n var touch = this.renderer.textureGC.count;\n var TICK = ++BaseTexture._globalBatch;\n var countTexArrays = 0;\n var texArray = textureArrays[0];\n var start = 0;\n batch.copyBoundTextures(boundTextures, MAX_TEXTURES);\n for (var i = 0; i < this._bufferSize; ++i) {\n var tex = textures[i];\n textures[i] = null;\n if (tex._batchEnabled === TICK) {\n continue;\n }\n if (texArray.count >= MAX_TEXTURES) {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, i);\n start = i;\n texArray = textureArrays[++countTexArrays];\n ++TICK;\n }\n tex._batchEnabled = TICK;\n tex.touched = touch;\n texArray.elements[texArray.count++] = tex;\n }\n if (texArray.count > 0) {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, this._bufferSize);\n ++countTexArrays;\n ++TICK;\n }\n // Clean-up\n for (var i = 0; i < boundTextures.length; i++) {\n boundTextures[i] = null;\n }\n BaseTexture._globalBatch = TICK;\n };\n /**\n * Populating drawcalls for rendering\n * @param texArray\n * @param start\n * @param finish\n */\n AbstractBatchRenderer.prototype.buildDrawCalls = function (texArray, start, finish) {\n var _a = this, elements = _a._bufferedElements, _attributeBuffer = _a._attributeBuffer, _indexBuffer = _a._indexBuffer, vertexSize = _a.vertexSize;\n var drawCalls = AbstractBatchRenderer._drawCallPool;\n var dcIndex = this._dcIndex;\n var aIndex = this._aIndex;\n var iIndex = this._iIndex;\n var drawCall = drawCalls[dcIndex];\n drawCall.start = this._iIndex;\n drawCall.texArray = texArray;\n for (var i = start; i < finish; ++i) {\n var sprite = elements[i];\n var tex = sprite._texture.baseTexture;\n var spriteBlendMode = premultiplyBlendMode[tex.alphaMode ? 1 : 0][sprite.blendMode];\n elements[i] = null;\n if (start < i && drawCall.blend !== spriteBlendMode) {\n drawCall.size = iIndex - drawCall.start;\n start = i;\n drawCall = drawCalls[++dcIndex];\n drawCall.texArray = texArray;\n drawCall.start = iIndex;\n }\n this.packInterleavedGeometry(sprite, _attributeBuffer, _indexBuffer, aIndex, iIndex);\n aIndex += sprite.vertexData.length / 2 * vertexSize;\n iIndex += sprite.indices.length;\n drawCall.blend = spriteBlendMode;\n }\n if (start < finish) {\n drawCall.size = iIndex - drawCall.start;\n ++dcIndex;\n }\n this._dcIndex = dcIndex;\n this._aIndex = aIndex;\n this._iIndex = iIndex;\n };\n /**\n * Bind textures for current rendering\n * @param texArray\n */\n AbstractBatchRenderer.prototype.bindAndClearTexArray = function (texArray) {\n var textureSystem = this.renderer.texture;\n for (var j = 0; j < texArray.count; j++) {\n textureSystem.bind(texArray.elements[j], texArray.ids[j]);\n texArray.elements[j] = null;\n }\n texArray.count = 0;\n };\n AbstractBatchRenderer.prototype.updateGeometry = function () {\n var _a = this, packedGeometries = _a._packedGeometries, attributeBuffer = _a._attributeBuffer, indexBuffer = _a._indexBuffer;\n if (!settings.CAN_UPLOAD_SAME_BUFFER) { /* Usually on iOS devices, where the browser doesn't\n like uploads to the same buffer in a single frame. */\n if (this._packedGeometryPoolSize <= this._flushId) {\n this._packedGeometryPoolSize++;\n packedGeometries[this._flushId] = new (this.geometryClass)();\n }\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n this.renderer.geometry.bind(packedGeometries[this._flushId]);\n this.renderer.geometry.updateBuffers();\n this._flushId++;\n }\n else {\n // lets use the faster option, always use buffer number 0\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n this.renderer.geometry.updateBuffers();\n }\n };\n AbstractBatchRenderer.prototype.drawBatches = function () {\n var dcCount = this._dcIndex;\n var _a = this.renderer, gl = _a.gl, stateSystem = _a.state;\n var drawCalls = AbstractBatchRenderer._drawCallPool;\n var curTexArray = null;\n // Upload textures and do the draw calls\n for (var i = 0; i < dcCount; i++) {\n var _b = drawCalls[i], texArray = _b.texArray, type = _b.type, size = _b.size, start = _b.start, blend = _b.blend;\n if (curTexArray !== texArray) {\n curTexArray = texArray;\n this.bindAndClearTexArray(texArray);\n }\n this.state.blendMode = blend;\n stateSystem.set(this.state);\n gl.drawElements(type, size, gl.UNSIGNED_SHORT, start * 2);\n }\n };\n /** Renders the content _now_ and empties the current batch. */\n AbstractBatchRenderer.prototype.flush = function () {\n if (this._vertexCount === 0) {\n return;\n }\n this._attributeBuffer = this.getAttributeBuffer(this._vertexCount);\n this._indexBuffer = this.getIndexBuffer(this._indexCount);\n this._aIndex = 0;\n this._iIndex = 0;\n this._dcIndex = 0;\n this.buildTexturesAndDrawCalls();\n this.updateGeometry();\n this.drawBatches();\n // reset elements buffer for the next flush\n this._bufferSize = 0;\n this._vertexCount = 0;\n this._indexCount = 0;\n };\n /** Starts a new sprite batch. */\n AbstractBatchRenderer.prototype.start = function () {\n this.renderer.state.set(this.state);\n this.renderer.texture.ensureSamplerType(this.MAX_TEXTURES);\n this.renderer.shader.bind(this._shader);\n if (settings.CAN_UPLOAD_SAME_BUFFER) {\n // bind buffer #0, we don't need others\n this.renderer.geometry.bind(this._packedGeometries[this._flushId]);\n }\n };\n /** Stops and flushes the current batch. */\n AbstractBatchRenderer.prototype.stop = function () {\n this.flush();\n };\n /** Destroys this `AbstractBatchRenderer`. It cannot be used again. */\n AbstractBatchRenderer.prototype.destroy = function () {\n for (var i = 0; i < this._packedGeometryPoolSize; i++) {\n if (this._packedGeometries[i]) {\n this._packedGeometries[i].destroy();\n }\n }\n this.renderer.off('prerender', this.onPrerender, this);\n this._aBuffers = null;\n this._iBuffers = null;\n this._packedGeometries = null;\n this._attributeBuffer = null;\n this._indexBuffer = null;\n if (this._shader) {\n this._shader.destroy();\n this._shader = null;\n }\n _super.prototype.destroy.call(this);\n };\n /**\n * Fetches an attribute buffer from `this._aBuffers` that can hold atleast `size` floats.\n * @param size - minimum capacity required\n * @returns - buffer than can hold atleast `size` floats\n */\n AbstractBatchRenderer.prototype.getAttributeBuffer = function (size) {\n // 8 vertices is enough for 2 quads\n var roundedP2 = nextPow2(Math.ceil(size / 8));\n var roundedSizeIndex = log2(roundedP2);\n var roundedSize = roundedP2 * 8;\n if (this._aBuffers.length <= roundedSizeIndex) {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n var buffer = this._aBuffers[roundedSize];\n if (!buffer) {\n this._aBuffers[roundedSize] = buffer = new ViewableBuffer(roundedSize * this.vertexSize * 4);\n }\n return buffer;\n };\n /**\n * Fetches an index buffer from `this._iBuffers` that can\n * have at least `size` capacity.\n * @param size - minimum required capacity\n * @returns - buffer that can fit `size` indices.\n */\n AbstractBatchRenderer.prototype.getIndexBuffer = function (size) {\n // 12 indices is enough for 2 quads\n var roundedP2 = nextPow2(Math.ceil(size / 12));\n var roundedSizeIndex = log2(roundedP2);\n var roundedSize = roundedP2 * 12;\n if (this._iBuffers.length <= roundedSizeIndex) {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n var buffer = this._iBuffers[roundedSizeIndex];\n if (!buffer) {\n this._iBuffers[roundedSizeIndex] = buffer = new Uint16Array(roundedSize);\n }\n return buffer;\n };\n /**\n * Takes the four batching parameters of `element`, interleaves\n * and pushes them into the batching attribute/index buffers given.\n *\n * It uses these properties: `vertexData` `uvs`, `textureId` and\n * `indicies`. It also uses the \"tint\" of the base-texture, if\n * present.\n * @param {PIXI.DisplayObject} element - element being rendered\n * @param attributeBuffer - attribute buffer.\n * @param indexBuffer - index buffer\n * @param aIndex - number of floats already in the attribute buffer\n * @param iIndex - number of indices already in `indexBuffer`\n */\n AbstractBatchRenderer.prototype.packInterleavedGeometry = function (element, attributeBuffer, indexBuffer, aIndex, iIndex) {\n var uint32View = attributeBuffer.uint32View, float32View = attributeBuffer.float32View;\n var packedVertices = aIndex / this.vertexSize;\n var uvs = element.uvs;\n var indicies = element.indices;\n var vertexData = element.vertexData;\n var textureId = element._texture.baseTexture._batchLocation;\n var alpha = Math.min(element.worldAlpha, 1.0);\n var argb = (alpha < 1.0\n && element._texture.baseTexture.alphaMode)\n ? premultiplyTint(element._tintRGB, alpha)\n : element._tintRGB + (alpha * 255 << 24);\n // lets not worry about tint! for now..\n for (var i = 0; i < vertexData.length; i += 2) {\n float32View[aIndex++] = vertexData[i];\n float32View[aIndex++] = vertexData[i + 1];\n float32View[aIndex++] = uvs[i];\n float32View[aIndex++] = uvs[i + 1];\n uint32View[aIndex++] = argb;\n float32View[aIndex++] = textureId;\n }\n for (var i = 0; i < indicies.length; i++) {\n indexBuffer[iIndex++] = packedVertices + indicies[i];\n }\n };\n /**\n * Pool of `BatchDrawCall` objects that `flush` used\n * to create \"batches\" of the objects being rendered.\n *\n * These are never re-allocated again.\n * Shared between all batch renderers because it can be only one \"flush\" working at the moment.\n * @member {PIXI.BatchDrawCall[]}\n */\n AbstractBatchRenderer._drawCallPool = [];\n /**\n * Pool of `BatchDrawCall` objects that `flush` used\n * to create \"batches\" of the objects being rendered.\n *\n * These are never re-allocated again.\n * Shared between all batch renderers because it can be only one \"flush\" working at the moment.\n * @member {PIXI.BatchTextureArray[]}\n */\n AbstractBatchRenderer._textureArrayPool = [];\n return AbstractBatchRenderer;\n}(ObjectRenderer));\n\n/**\n * Helper that generates batching multi-texture shader. Use it with your new BatchRenderer\n * @memberof PIXI\n */\nvar BatchShaderGenerator = /** @class */ (function () {\n /**\n * @param vertexSrc - Vertex shader\n * @param fragTemplate - Fragment shader template\n */\n function BatchShaderGenerator(vertexSrc, fragTemplate) {\n this.vertexSrc = vertexSrc;\n this.fragTemplate = fragTemplate;\n this.programCache = {};\n this.defaultGroupCache = {};\n if (fragTemplate.indexOf('%count%') < 0) {\n throw new Error('Fragment template must contain \"%count%\".');\n }\n if (fragTemplate.indexOf('%forloop%') < 0) {\n throw new Error('Fragment template must contain \"%forloop%\".');\n }\n }\n BatchShaderGenerator.prototype.generateShader = function (maxTextures) {\n if (!this.programCache[maxTextures]) {\n var sampleValues = new Int32Array(maxTextures);\n for (var i = 0; i < maxTextures; i++) {\n sampleValues[i] = i;\n }\n this.defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true);\n var fragmentSrc = this.fragTemplate;\n fragmentSrc = fragmentSrc.replace(/%count%/gi, \"\" + maxTextures);\n fragmentSrc = fragmentSrc.replace(/%forloop%/gi, this.generateSampleSrc(maxTextures));\n this.programCache[maxTextures] = new Program(this.vertexSrc, fragmentSrc);\n }\n var uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: this.defaultGroupCache[maxTextures],\n };\n return new Shader(this.programCache[maxTextures], uniforms);\n };\n BatchShaderGenerator.prototype.generateSampleSrc = function (maxTextures) {\n var src = '';\n src += '\\n';\n src += '\\n';\n for (var i = 0; i < maxTextures; i++) {\n if (i > 0) {\n src += '\\nelse ';\n }\n if (i < maxTextures - 1) {\n src += \"if(vTextureId < \" + i + \".5)\";\n }\n src += '\\n{';\n src += \"\\n\\tcolor = texture2D(uSamplers[\" + i + \"], vTextureCoord);\";\n src += '\\n}';\n }\n src += '\\n';\n src += '\\n';\n return src;\n };\n return BatchShaderGenerator;\n}());\n\n/**\n * Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects).\n * @memberof PIXI\n */\nvar BatchGeometry = /** @class */ (function (_super) {\n __extends(BatchGeometry, _super);\n /**\n * @param {boolean} [_static=false] - Optimization flag, where `false`\n * is updated every frame, `true` doesn't change frame-to-frame.\n */\n function BatchGeometry(_static) {\n if (_static === void 0) { _static = false; }\n var _this = _super.call(this) || this;\n _this._buffer = new Buffer(null, _static, false);\n _this._indexBuffer = new Buffer(null, _static, true);\n _this.addAttribute('aVertexPosition', _this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', _this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aColor', _this._buffer, 4, true, TYPES.UNSIGNED_BYTE)\n .addAttribute('aTextureId', _this._buffer, 1, true, TYPES.FLOAT)\n .addIndex(_this._indexBuffer);\n return _this;\n }\n return BatchGeometry;\n}(Geometry));\n\nvar defaultVertex = \"precision highp float;\\nattribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\nattribute vec4 aColor;\\nattribute float aTextureId;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform vec4 tint;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\nvarying float vTextureId;\\n\\nvoid main(void){\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vTextureId = aTextureId;\\n vColor = aColor * tint;\\n}\\n\";\n\nvar defaultFragment = \"varying vec2 vTextureCoord;\\nvarying vec4 vColor;\\nvarying float vTextureId;\\nuniform sampler2D uSamplers[%count%];\\n\\nvoid main(void){\\n vec4 color;\\n %forloop%\\n gl_FragColor = color * vColor;\\n}\\n\";\n\n/** @memberof PIXI */\nvar BatchPluginFactory = /** @class */ (function () {\n function BatchPluginFactory() {\n }\n /**\n * Create a new BatchRenderer plugin for Renderer. this convenience can provide an easy way\n * to extend BatchRenderer with all the necessary pieces.\n * @example\n * const fragment = `\n * varying vec2 vTextureCoord;\n * varying vec4 vColor;\n * varying float vTextureId;\n * uniform sampler2D uSamplers[%count%];\n *\n * void main(void){\n * vec4 color;\n * %forloop%\n * gl_FragColor = vColor * vec4(color.a - color.rgb, color.a);\n * }\n * `;\n * const InvertBatchRenderer = PIXI.BatchPluginFactory.create({ fragment });\n * PIXI.extensions.add({\n * name: 'invert',\n * ref: InvertBatchRenderer,\n * type: PIXI.ExtensionType.RendererPlugin,\n * });\n * const sprite = new PIXI.Sprite();\n * sprite.pluginName = 'invert';\n * @param {object} [options]\n * @param {string} [options.vertex=PIXI.BatchPluginFactory.defaultVertexSrc] - Vertex shader source\n * @param {string} [options.fragment=PIXI.BatchPluginFactory.defaultFragmentTemplate] - Fragment shader template\n * @param {number} [options.vertexSize=6] - Vertex size\n * @param {object} [options.geometryClass=PIXI.BatchGeometry]\n * @returns {*} New batch renderer plugin\n */\n BatchPluginFactory.create = function (options) {\n var _a = Object.assign({\n vertex: defaultVertex,\n fragment: defaultFragment,\n geometryClass: BatchGeometry,\n vertexSize: 6,\n }, options), vertex = _a.vertex, fragment = _a.fragment, vertexSize = _a.vertexSize, geometryClass = _a.geometryClass;\n return /** @class */ (function (_super) {\n __extends(BatchPlugin, _super);\n function BatchPlugin(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.shaderGenerator = new BatchShaderGenerator(vertex, fragment);\n _this.geometryClass = geometryClass;\n _this.vertexSize = vertexSize;\n return _this;\n }\n return BatchPlugin;\n }(AbstractBatchRenderer));\n };\n Object.defineProperty(BatchPluginFactory, \"defaultVertexSrc\", {\n /**\n * The default vertex shader source\n * @readonly\n */\n get: function () {\n return defaultVertex;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BatchPluginFactory, \"defaultFragmentTemplate\", {\n /**\n * The default fragment shader source\n * @readonly\n */\n get: function () {\n return defaultFragment;\n },\n enumerable: false,\n configurable: true\n });\n return BatchPluginFactory;\n}());\n// Setup the default BatchRenderer plugin, this is what\n// we'll actually export at the root level\nvar BatchRenderer = BatchPluginFactory.create();\nObject.assign(BatchRenderer, {\n extension: {\n name: 'batch',\n type: ExtensionType.RendererPlugin,\n },\n});\n\n/**\n * @memberof PIXI\n * @namespace resources\n * @see PIXI\n * @deprecated since 6.0.0\n */\nvar resources = {};\nvar _loop_1 = function (name) {\n Object.defineProperty(resources, name, {\n get: function () {\n deprecation('6.0.0', \"PIXI.systems.\" + name + \" has moved to PIXI.\" + name);\n return _resources[name];\n },\n });\n};\nfor (var name in _resources) {\n _loop_1(name);\n}\n/**\n * @memberof PIXI\n * @namespace systems\n * @see PIXI\n * @deprecated since 6.0.0\n */\nvar systems = {};\nvar _loop_2 = function (name) {\n Object.defineProperty(systems, name, {\n get: function () {\n deprecation('6.0.0', \"PIXI.resources.\" + name + \" has moved to PIXI.\" + name);\n return _systems[name];\n },\n });\n};\nfor (var name in _systems) {\n _loop_2(name);\n}\n\n/**\n * @namespace PIXI\n */\n/**\n * String of the current PIXI version.\n * @memberof PIXI\n */\nvar VERSION = '6.5.8';\n\nexport { AbstractBatchRenderer, AbstractMultiResource, AbstractRenderer, ArrayResource, Attribute, BaseImageResource, BaseRenderTexture, BaseTexture, BatchDrawCall, BatchGeometry, BatchPluginFactory, BatchRenderer, BatchShaderGenerator, BatchSystem, BatchTextureArray, Buffer, BufferResource, CanvasResource, ContextSystem, CubeResource, Filter, FilterState, FilterSystem, Framebuffer, FramebufferSystem, GLFramebuffer, GLProgram, GLTexture, Geometry, GeometrySystem, IGLUniformData, INSTALLED, ImageBitmapResource, ImageResource, MaskData, MaskSystem, ObjectRenderer, Program, ProjectionSystem, Quad, QuadUv, RenderTexture, RenderTexturePool, RenderTextureSystem, Renderer, Resource, SVGResource, ScissorSystem, Shader, ShaderSystem, SpriteMaskFilter, State, StateSystem, StencilSystem, System, Texture, TextureGCSystem, TextureMatrix, TextureSystem, TextureUvs, UniformGroup, VERSION, VideoResource, ViewableBuffer, autoDetectRenderer, autoDetectResource, checkMaxIfStatementsInShader, createUBOElements, defaultFilterVertex, defaultVertex$1 as defaultVertex, generateProgram, generateUniformBufferSync, getTestContext, getUBOData, resources, systems, uniformParsers };\n//# sourceMappingURL=core.mjs.map\n","/*!\n * @pixi/accessibility - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/accessibility is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { DisplayObject } from '@pixi/display';\nimport { isMobile, removeItems } from '@pixi/utils';\nimport { ExtensionType } from '@pixi/core';\n\n/**\n * Default property values of accessible objects\n * used by {@link PIXI.AccessibilityManager}.\n * @private\n * @function accessibleTarget\n * @memberof PIXI\n * @type {object}\n * @example\n * function MyObject() {}\n *\n * Object.assign(\n * MyObject.prototype,\n * PIXI.accessibleTarget\n * );\n */\nvar accessibleTarget = {\n /**\n * Flag for if the object is accessible. If true AccessibilityManager will overlay a\n * shadow div with attributes set\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n accessible: false,\n /**\n * Sets the title attribute of the shadow div\n * If accessibleTitle AND accessibleHint has not been this will default to 'displayObject [tabIndex]'\n * @member {?string}\n * @memberof PIXI.DisplayObject#\n */\n accessibleTitle: null,\n /**\n * Sets the aria-label attribute of the shadow div\n * @member {string}\n * @memberof PIXI.DisplayObject#\n */\n accessibleHint: null,\n /**\n * @member {number}\n * @memberof PIXI.DisplayObject#\n * @private\n * @todo Needs docs.\n */\n tabIndex: 0,\n /**\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @todo Needs docs.\n */\n _accessibleActive: false,\n /**\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @todo Needs docs.\n */\n _accessibleDiv: null,\n /**\n * Specify the type of div the accessible layer is. Screen readers treat the element differently\n * depending on this type. Defaults to button.\n * @member {string}\n * @memberof PIXI.DisplayObject#\n * @default 'button'\n */\n accessibleType: 'button',\n /**\n * Specify the pointer-events the accessible div will use\n * Defaults to auto.\n * @member {string}\n * @memberof PIXI.DisplayObject#\n * @default 'auto'\n */\n accessiblePointerEvents: 'auto',\n /**\n * Setting to false will prevent any children inside this container to\n * be accessible. Defaults to true.\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @default true\n */\n accessibleChildren: true,\n renderId: -1,\n};\n\n// add some extra variables to the container..\nDisplayObject.mixin(accessibleTarget);\nvar KEY_CODE_TAB = 9;\nvar DIV_TOUCH_SIZE = 100;\nvar DIV_TOUCH_POS_X = 0;\nvar DIV_TOUCH_POS_Y = 0;\nvar DIV_TOUCH_ZINDEX = 2;\nvar DIV_HOOK_SIZE = 1;\nvar DIV_HOOK_POS_X = -1000;\nvar DIV_HOOK_POS_Y = -1000;\nvar DIV_HOOK_ZINDEX = 2;\n/**\n * The Accessibility manager recreates the ability to tab and have content read by screen readers.\n * This is very important as it can possibly help people with disabilities access PixiJS content.\n *\n * A DisplayObject can be made accessible just like it can be made interactive. This manager will map the\n * events as if the mouse was being used, minimizing the effort required to implement.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.accessibility`\n * @class\n * @memberof PIXI\n */\nvar AccessibilityManager = /** @class */ (function () {\n /**\n * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer\n */\n function AccessibilityManager(renderer) {\n /** Setting this to true will visually show the divs. */\n this.debug = false;\n /** Internal variable, see isActive getter. */\n this._isActive = false;\n /** Internal variable, see isMobileAccessibility getter. */\n this._isMobileAccessibility = false;\n /** A simple pool for storing divs. */\n this.pool = [];\n /** This is a tick used to check if an object is no longer being rendered. */\n this.renderId = 0;\n /** The array of currently active accessible items. */\n this.children = [];\n /** Count to throttle div updates on android devices. */\n this.androidUpdateCount = 0;\n /** The frequency to update the div elements. */\n this.androidUpdateFrequency = 500; // 2fps\n this._hookDiv = null;\n if (isMobile.tablet || isMobile.phone) {\n this.createTouchHook();\n }\n // first we create a div that will sit over the PixiJS element. This is where the div overlays will go.\n var div = document.createElement('div');\n div.style.width = DIV_TOUCH_SIZE + \"px\";\n div.style.height = DIV_TOUCH_SIZE + \"px\";\n div.style.position = 'absolute';\n div.style.top = DIV_TOUCH_POS_X + \"px\";\n div.style.left = DIV_TOUCH_POS_Y + \"px\";\n div.style.zIndex = DIV_TOUCH_ZINDEX.toString();\n this.div = div;\n this.renderer = renderer;\n /**\n * pre-bind the functions\n * @type {Function}\n * @private\n */\n this._onKeyDown = this._onKeyDown.bind(this);\n /**\n * pre-bind the functions\n * @type {Function}\n * @private\n */\n this._onMouseMove = this._onMouseMove.bind(this);\n // let listen for tab.. once pressed we can fire up and show the accessibility layer\n globalThis.addEventListener('keydown', this._onKeyDown, false);\n }\n Object.defineProperty(AccessibilityManager.prototype, \"isActive\", {\n /**\n * Value of `true` if accessibility is currently active and accessibility layers are showing.\n * @member {boolean}\n * @readonly\n */\n get: function () {\n return this._isActive;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AccessibilityManager.prototype, \"isMobileAccessibility\", {\n /**\n * Value of `true` if accessibility is enabled for touch devices.\n * @member {boolean}\n * @readonly\n */\n get: function () {\n return this._isMobileAccessibility;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates the touch hooks.\n * @private\n */\n AccessibilityManager.prototype.createTouchHook = function () {\n var _this = this;\n var hookDiv = document.createElement('button');\n hookDiv.style.width = DIV_HOOK_SIZE + \"px\";\n hookDiv.style.height = DIV_HOOK_SIZE + \"px\";\n hookDiv.style.position = 'absolute';\n hookDiv.style.top = DIV_HOOK_POS_X + \"px\";\n hookDiv.style.left = DIV_HOOK_POS_Y + \"px\";\n hookDiv.style.zIndex = DIV_HOOK_ZINDEX.toString();\n hookDiv.style.backgroundColor = '#FF0000';\n hookDiv.title = 'select to enable accessibility for this content';\n hookDiv.addEventListener('focus', function () {\n _this._isMobileAccessibility = true;\n _this.activate();\n _this.destroyTouchHook();\n });\n document.body.appendChild(hookDiv);\n this._hookDiv = hookDiv;\n };\n /**\n * Destroys the touch hooks.\n * @private\n */\n AccessibilityManager.prototype.destroyTouchHook = function () {\n if (!this._hookDiv) {\n return;\n }\n document.body.removeChild(this._hookDiv);\n this._hookDiv = null;\n };\n /**\n * Activating will cause the Accessibility layer to be shown.\n * This is called when a user presses the tab key.\n * @private\n */\n AccessibilityManager.prototype.activate = function () {\n var _a;\n if (this._isActive) {\n return;\n }\n this._isActive = true;\n globalThis.document.addEventListener('mousemove', this._onMouseMove, true);\n globalThis.removeEventListener('keydown', this._onKeyDown, false);\n this.renderer.on('postrender', this.update, this);\n (_a = this.renderer.view.parentNode) === null || _a === void 0 ? void 0 : _a.appendChild(this.div);\n };\n /**\n * Deactivating will cause the Accessibility layer to be hidden.\n * This is called when a user moves the mouse.\n * @private\n */\n AccessibilityManager.prototype.deactivate = function () {\n var _a;\n if (!this._isActive || this._isMobileAccessibility) {\n return;\n }\n this._isActive = false;\n globalThis.document.removeEventListener('mousemove', this._onMouseMove, true);\n globalThis.addEventListener('keydown', this._onKeyDown, false);\n this.renderer.off('postrender', this.update);\n (_a = this.div.parentNode) === null || _a === void 0 ? void 0 : _a.removeChild(this.div);\n };\n /**\n * This recursive function will run through the scene graph and add any new accessible objects to the DOM layer.\n * @private\n * @param {PIXI.Container} displayObject - The DisplayObject to check.\n */\n AccessibilityManager.prototype.updateAccessibleObjects = function (displayObject) {\n if (!displayObject.visible || !displayObject.accessibleChildren) {\n return;\n }\n if (displayObject.accessible && displayObject.interactive) {\n if (!displayObject._accessibleActive) {\n this.addChild(displayObject);\n }\n displayObject.renderId = this.renderId;\n }\n var children = displayObject.children;\n if (children) {\n for (var i = 0; i < children.length; i++) {\n this.updateAccessibleObjects(children[i]);\n }\n }\n };\n /**\n * Before each render this function will ensure that all divs are mapped correctly to their DisplayObjects.\n * @private\n */\n AccessibilityManager.prototype.update = function () {\n /* On Android default web browser, tab order seems to be calculated by position rather than tabIndex,\n * moving buttons can cause focus to flicker between two buttons making it hard/impossible to navigate,\n * so I am just running update every half a second, seems to fix it.\n */\n var now = performance.now();\n if (isMobile.android.device && now < this.androidUpdateCount) {\n return;\n }\n this.androidUpdateCount = now + this.androidUpdateFrequency;\n if (!this.renderer.renderingToScreen) {\n return;\n }\n // update children...\n if (this.renderer._lastObjectRendered) {\n this.updateAccessibleObjects(this.renderer._lastObjectRendered);\n }\n var _a = this.renderer.view.getBoundingClientRect(), left = _a.left, top = _a.top, width = _a.width, height = _a.height;\n var _b = this.renderer, viewWidth = _b.width, viewHeight = _b.height, resolution = _b.resolution;\n var sx = (width / viewWidth) * resolution;\n var sy = (height / viewHeight) * resolution;\n var div = this.div;\n div.style.left = left + \"px\";\n div.style.top = top + \"px\";\n div.style.width = viewWidth + \"px\";\n div.style.height = viewHeight + \"px\";\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n if (child.renderId !== this.renderId) {\n child._accessibleActive = false;\n removeItems(this.children, i, 1);\n this.div.removeChild(child._accessibleDiv);\n this.pool.push(child._accessibleDiv);\n child._accessibleDiv = null;\n i--;\n }\n else {\n // map div to display..\n div = child._accessibleDiv;\n var hitArea = child.hitArea;\n var wt = child.worldTransform;\n if (child.hitArea) {\n div.style.left = (wt.tx + (hitArea.x * wt.a)) * sx + \"px\";\n div.style.top = (wt.ty + (hitArea.y * wt.d)) * sy + \"px\";\n div.style.width = hitArea.width * wt.a * sx + \"px\";\n div.style.height = hitArea.height * wt.d * sy + \"px\";\n }\n else {\n hitArea = child.getBounds();\n this.capHitArea(hitArea);\n div.style.left = hitArea.x * sx + \"px\";\n div.style.top = hitArea.y * sy + \"px\";\n div.style.width = hitArea.width * sx + \"px\";\n div.style.height = hitArea.height * sy + \"px\";\n // update button titles and hints if they exist and they've changed\n if (div.title !== child.accessibleTitle && child.accessibleTitle !== null) {\n div.title = child.accessibleTitle;\n }\n if (div.getAttribute('aria-label') !== child.accessibleHint\n && child.accessibleHint !== null) {\n div.setAttribute('aria-label', child.accessibleHint);\n }\n }\n // the title or index may have changed, if so lets update it!\n if (child.accessibleTitle !== div.title || child.tabIndex !== div.tabIndex) {\n div.title = child.accessibleTitle;\n div.tabIndex = child.tabIndex;\n if (this.debug)\n { this.updateDebugHTML(div); }\n }\n }\n }\n // increment the render id..\n this.renderId++;\n };\n /**\n * private function that will visually add the information to the\n * accessability div\n * @param {HTMLElement} div -\n */\n AccessibilityManager.prototype.updateDebugHTML = function (div) {\n div.innerHTML = \"type: \" + div.type + \"
                                                                        title : \" + div.title + \"
                                                                        tabIndex: \" + div.tabIndex;\n };\n /**\n * Adjust the hit area based on the bounds of a display object\n * @param {PIXI.Rectangle} hitArea - Bounds of the child\n */\n AccessibilityManager.prototype.capHitArea = function (hitArea) {\n if (hitArea.x < 0) {\n hitArea.width += hitArea.x;\n hitArea.x = 0;\n }\n if (hitArea.y < 0) {\n hitArea.height += hitArea.y;\n hitArea.y = 0;\n }\n var _a = this.renderer, viewWidth = _a.width, viewHeight = _a.height;\n if (hitArea.x + hitArea.width > viewWidth) {\n hitArea.width = viewWidth - hitArea.x;\n }\n if (hitArea.y + hitArea.height > viewHeight) {\n hitArea.height = viewHeight - hitArea.y;\n }\n };\n /**\n * Adds a DisplayObject to the accessibility manager\n * @private\n * @param {PIXI.DisplayObject} displayObject - The child to make accessible.\n */\n AccessibilityManager.prototype.addChild = function (displayObject) {\n // this.activate();\n var div = this.pool.pop();\n if (!div) {\n div = document.createElement('button');\n div.style.width = DIV_TOUCH_SIZE + \"px\";\n div.style.height = DIV_TOUCH_SIZE + \"px\";\n div.style.backgroundColor = this.debug ? 'rgba(255,255,255,0.5)' : 'transparent';\n div.style.position = 'absolute';\n div.style.zIndex = DIV_TOUCH_ZINDEX.toString();\n div.style.borderStyle = 'none';\n // ARIA attributes ensure that button title and hint updates are announced properly\n if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) {\n // Chrome doesn't need aria-live to work as intended; in fact it just gets more confused.\n div.setAttribute('aria-live', 'off');\n }\n else {\n div.setAttribute('aria-live', 'polite');\n }\n if (navigator.userAgent.match(/rv:.*Gecko\\//)) {\n // FireFox needs this to announce only the new button name\n div.setAttribute('aria-relevant', 'additions');\n }\n else {\n // required by IE, other browsers don't much care\n div.setAttribute('aria-relevant', 'text');\n }\n div.addEventListener('click', this._onClick.bind(this));\n div.addEventListener('focus', this._onFocus.bind(this));\n div.addEventListener('focusout', this._onFocusOut.bind(this));\n }\n // set pointer events\n div.style.pointerEvents = displayObject.accessiblePointerEvents;\n // set the type, this defaults to button!\n div.type = displayObject.accessibleType;\n if (displayObject.accessibleTitle && displayObject.accessibleTitle !== null) {\n div.title = displayObject.accessibleTitle;\n }\n else if (!displayObject.accessibleHint\n || displayObject.accessibleHint === null) {\n div.title = \"displayObject \" + displayObject.tabIndex;\n }\n if (displayObject.accessibleHint\n && displayObject.accessibleHint !== null) {\n div.setAttribute('aria-label', displayObject.accessibleHint);\n }\n if (this.debug)\n { this.updateDebugHTML(div); }\n displayObject._accessibleActive = true;\n displayObject._accessibleDiv = div;\n div.displayObject = displayObject;\n this.children.push(displayObject);\n this.div.appendChild(displayObject._accessibleDiv);\n displayObject._accessibleDiv.tabIndex = displayObject.tabIndex;\n };\n /**\n * Maps the div button press to pixi's InteractionManager (click)\n * @private\n * @param {MouseEvent} e - The click event.\n */\n AccessibilityManager.prototype._onClick = function (e) {\n var interactionManager = this.renderer.plugins.interaction;\n var displayObject = e.target.displayObject;\n var eventData = interactionManager.eventData;\n interactionManager.dispatchEvent(displayObject, 'click', eventData);\n interactionManager.dispatchEvent(displayObject, 'pointertap', eventData);\n interactionManager.dispatchEvent(displayObject, 'tap', eventData);\n };\n /**\n * Maps the div focus events to pixi's InteractionManager (mouseover)\n * @private\n * @param {FocusEvent} e - The focus event.\n */\n AccessibilityManager.prototype._onFocus = function (e) {\n if (!e.target.getAttribute('aria-live')) {\n e.target.setAttribute('aria-live', 'assertive');\n }\n var interactionManager = this.renderer.plugins.interaction;\n var displayObject = e.target.displayObject;\n var eventData = interactionManager.eventData;\n interactionManager.dispatchEvent(displayObject, 'mouseover', eventData);\n };\n /**\n * Maps the div focus events to pixi's InteractionManager (mouseout)\n * @private\n * @param {FocusEvent} e - The focusout event.\n */\n AccessibilityManager.prototype._onFocusOut = function (e) {\n if (!e.target.getAttribute('aria-live')) {\n e.target.setAttribute('aria-live', 'polite');\n }\n var interactionManager = this.renderer.plugins.interaction;\n var displayObject = e.target.displayObject;\n var eventData = interactionManager.eventData;\n interactionManager.dispatchEvent(displayObject, 'mouseout', eventData);\n };\n /**\n * Is called when a key is pressed\n * @private\n * @param {KeyboardEvent} e - The keydown event.\n */\n AccessibilityManager.prototype._onKeyDown = function (e) {\n if (e.keyCode !== KEY_CODE_TAB) {\n return;\n }\n this.activate();\n };\n /**\n * Is called when the mouse moves across the renderer element\n * @private\n * @param {MouseEvent} e - The mouse event.\n */\n AccessibilityManager.prototype._onMouseMove = function (e) {\n if (e.movementX === 0 && e.movementY === 0) {\n return;\n }\n this.deactivate();\n };\n /** Destroys the accessibility manager */\n AccessibilityManager.prototype.destroy = function () {\n this.destroyTouchHook();\n this.div = null;\n globalThis.document.removeEventListener('mousemove', this._onMouseMove, true);\n globalThis.removeEventListener('keydown', this._onKeyDown);\n this.pool = null;\n this.children = null;\n this.renderer = null;\n };\n /** @ignore */\n AccessibilityManager.extension = {\n name: 'accessibility',\n type: [\n ExtensionType.RendererPlugin,\n ExtensionType.CanvasRendererPlugin ],\n };\n return AccessibilityManager;\n}());\n\nexport { AccessibilityManager, accessibleTarget };\n//# sourceMappingURL=accessibility.mjs.map\n","/*!\n * @pixi/interaction - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/interaction is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Point } from '@pixi/math';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\nimport { DisplayObject, TemporaryDisplayObject } from '@pixi/display';\nimport { EventEmitter } from '@pixi/utils';\nimport { ExtensionType } from '@pixi/core';\n\n/**\n * Holds all information related to an Interaction event\n * @memberof PIXI\n */\nvar InteractionData = /** @class */ (function () {\n function InteractionData() {\n /**\n * Pressure applied by the pointing device during the event. A Touch's force property\n * will be represented by this value.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pressure\n */\n this.pressure = 0;\n /**\n * From TouchEvents (not PointerEvents triggered by touches), the rotationAngle of the Touch.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/Touch/rotationAngle\n */\n this.rotationAngle = 0;\n /**\n * Twist of a stylus pointer.\n * @see https://w3c.github.io/pointerevents/#pointerevent-interface\n */\n this.twist = 0;\n /**\n * Barrel pressure on a stylus pointer.\n * @see https://w3c.github.io/pointerevents/#pointerevent-interface\n */\n this.tangentialPressure = 0;\n this.global = new Point();\n this.target = null;\n this.originalEvent = null;\n this.identifier = null;\n this.isPrimary = false;\n this.button = 0;\n this.buttons = 0;\n this.width = 0;\n this.height = 0;\n this.tiltX = 0;\n this.tiltY = 0;\n this.pointerType = null;\n this.pressure = 0;\n this.rotationAngle = 0;\n this.twist = 0;\n this.tangentialPressure = 0;\n }\n Object.defineProperty(InteractionData.prototype, \"pointerId\", {\n /**\n * The unique identifier of the pointer. It will be the same as `identifier`.\n * @readonly\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerId\n */\n get: function () {\n return this.identifier;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * This will return the local coordinates of the specified displayObject for this InteractionData\n * @param displayObject - The DisplayObject that you would like the local\n * coords off\n * @param point - A Point object in which to store the value, optional (otherwise\n * will create a new point)\n * @param globalPos - A Point object containing your custom global coords, optional\n * (otherwise will use the current global coords)\n * @returns - A point containing the coordinates of the InteractionData position relative\n * to the DisplayObject\n */\n InteractionData.prototype.getLocalPosition = function (displayObject, point, globalPos) {\n return displayObject.worldTransform.applyInverse(globalPos || this.global, point);\n };\n /**\n * Copies properties from normalized event data.\n * @param {Touch|MouseEvent|PointerEvent} event - The normalized event data\n */\n InteractionData.prototype.copyEvent = function (event) {\n // isPrimary should only change on touchstart/pointerdown, so we don't want to overwrite\n // it with \"false\" on later events when our shim for it on touch events might not be\n // accurate\n if ('isPrimary' in event && event.isPrimary) {\n this.isPrimary = true;\n }\n this.button = 'button' in event && event.button;\n // event.buttons is not available in all browsers (ie. Safari), but it does have a non-standard\n // event.which property instead, which conveys the same information.\n var buttons = 'buttons' in event && event.buttons;\n this.buttons = Number.isInteger(buttons) ? buttons : 'which' in event && event.which;\n this.width = 'width' in event && event.width;\n this.height = 'height' in event && event.height;\n this.tiltX = 'tiltX' in event && event.tiltX;\n this.tiltY = 'tiltY' in event && event.tiltY;\n this.pointerType = 'pointerType' in event && event.pointerType;\n this.pressure = 'pressure' in event && event.pressure;\n this.rotationAngle = 'rotationAngle' in event && event.rotationAngle;\n this.twist = ('twist' in event && event.twist) || 0;\n this.tangentialPressure = ('tangentialPressure' in event && event.tangentialPressure) || 0;\n };\n /** Resets the data for pooling. */\n InteractionData.prototype.reset = function () {\n // isPrimary is the only property that we really need to reset - everything else is\n // guaranteed to be overwritten\n this.isPrimary = false;\n };\n return InteractionData;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * Event class that mimics native DOM events.\n * @memberof PIXI\n */\nvar InteractionEvent = /** @class */ (function () {\n function InteractionEvent() {\n this.stopped = false;\n this.stopsPropagatingAt = null;\n this.stopPropagationHint = false;\n this.target = null;\n this.currentTarget = null;\n this.type = null;\n this.data = null;\n }\n /** Prevents event from reaching any objects other than the current object. */\n InteractionEvent.prototype.stopPropagation = function () {\n this.stopped = true;\n this.stopPropagationHint = true;\n this.stopsPropagatingAt = this.currentTarget;\n };\n /** Resets the event. */\n InteractionEvent.prototype.reset = function () {\n this.stopped = false;\n this.stopsPropagatingAt = null;\n this.stopPropagationHint = false;\n this.currentTarget = null;\n this.target = null;\n };\n return InteractionEvent;\n}());\n\n/**\n * DisplayObjects with the {@link PIXI.interactiveTarget} mixin use this class to track interactions\n * @class\n * @private\n * @memberof PIXI\n */\nvar InteractionTrackingData = /** @class */ (function () {\n /**\n * @param {number} pointerId - Unique pointer id of the event\n * @private\n */\n function InteractionTrackingData(pointerId) {\n this._pointerId = pointerId;\n this._flags = InteractionTrackingData.FLAGS.NONE;\n }\n /**\n *\n * @private\n * @param {number} flag - The interaction flag to set\n * @param {boolean} yn - Should the flag be set or unset\n */\n InteractionTrackingData.prototype._doSet = function (flag, yn) {\n if (yn) {\n this._flags = this._flags | flag;\n }\n else {\n this._flags = this._flags & (~flag);\n }\n };\n Object.defineProperty(InteractionTrackingData.prototype, \"pointerId\", {\n /**\n * Unique pointer id of the event\n * @readonly\n * @private\n * @member {number}\n */\n get: function () {\n return this._pointerId;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"flags\", {\n /**\n * State of the tracking data, expressed as bit flags\n * @private\n * @member {number}\n */\n get: function () {\n return this._flags;\n },\n set: function (flags) {\n this._flags = flags;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"none\", {\n /**\n * Is the tracked event inactive (not over or down)?\n * @private\n * @member {number}\n */\n get: function () {\n return this._flags === InteractionTrackingData.FLAGS.NONE;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"over\", {\n /**\n * Is the tracked event over the DisplayObject?\n * @private\n * @member {boolean}\n */\n get: function () {\n return (this._flags & InteractionTrackingData.FLAGS.OVER) !== 0;\n },\n set: function (yn) {\n this._doSet(InteractionTrackingData.FLAGS.OVER, yn);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"rightDown\", {\n /**\n * Did the right mouse button come down in the DisplayObject?\n * @private\n * @member {boolean}\n */\n get: function () {\n return (this._flags & InteractionTrackingData.FLAGS.RIGHT_DOWN) !== 0;\n },\n set: function (yn) {\n this._doSet(InteractionTrackingData.FLAGS.RIGHT_DOWN, yn);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionTrackingData.prototype, \"leftDown\", {\n /**\n * Did the left mouse button come down in the DisplayObject?\n * @private\n * @member {boolean}\n */\n get: function () {\n return (this._flags & InteractionTrackingData.FLAGS.LEFT_DOWN) !== 0;\n },\n set: function (yn) {\n this._doSet(InteractionTrackingData.FLAGS.LEFT_DOWN, yn);\n },\n enumerable: false,\n configurable: true\n });\n InteractionTrackingData.FLAGS = Object.freeze({\n NONE: 0,\n OVER: 1 << 0,\n LEFT_DOWN: 1 << 1,\n RIGHT_DOWN: 1 << 2,\n });\n return InteractionTrackingData;\n}());\n\n/**\n * Strategy how to search through stage tree for interactive objects\n * @memberof PIXI\n */\nvar TreeSearch = /** @class */ (function () {\n function TreeSearch() {\n this._tempPoint = new Point();\n }\n /**\n * Recursive implementation for findHit\n * @private\n * @param interactionEvent - event containing the point that\n * is tested for collision\n * @param displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param func - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param hitTest - this indicates if the objects inside should be hit test against the point\n * @param interactive - Whether the displayObject is interactive\n * @returns - Returns true if the displayObject hit the point\n */\n TreeSearch.prototype.recursiveFindHit = function (interactionEvent, displayObject, func, hitTest, interactive) {\n var _a;\n if (!displayObject || !displayObject.visible) {\n return false;\n }\n var point = interactionEvent.data.global;\n // Took a little while to rework this function correctly! But now it is done and nice and optimized! ^_^\n //\n // This function will now loop through all objects and then only hit test the objects it HAS\n // to, not all of them. MUCH faster..\n // An object will be hit test if the following is true:\n //\n // 1: It is interactive.\n // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit.\n //\n // As another little optimization once an interactive object has been hit we can carry on\n // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests\n // A final optimization is that an object is not hit test directly if a child has already been hit.\n interactive = displayObject.interactive || interactive;\n var hit = false;\n var interactiveParent = interactive;\n // Flag here can set to false if the event is outside the parents hitArea or mask\n var hitTestChildren = true;\n // If there is a hitArea, no need to test against anything else if the pointer is not within the hitArea\n // There is also no longer a need to hitTest children.\n if (displayObject.hitArea) {\n if (hitTest) {\n displayObject.worldTransform.applyInverse(point, this._tempPoint);\n if (!displayObject.hitArea.contains(this._tempPoint.x, this._tempPoint.y)) {\n hitTest = false;\n hitTestChildren = false;\n }\n else {\n hit = true;\n }\n }\n interactiveParent = false;\n }\n // If there is a mask, no need to hitTest against anything else if the pointer is not within the mask.\n // We still want to hitTestChildren, however, to ensure a mouseout can still be generated.\n // https://github.com/pixijs/pixi.js/issues/5135\n else if (displayObject._mask) {\n if (hitTest) {\n var maskObject = (displayObject._mask.isMaskData\n ? displayObject._mask.maskObject : displayObject._mask);\n if (maskObject && !((_a = maskObject.containsPoint) === null || _a === void 0 ? void 0 : _a.call(maskObject, point))) {\n hitTest = false;\n }\n }\n }\n // ** FREE TIP **! If an object is not interactive or has no buttons in it\n // (such as a game scene!) set interactiveChildren to false for that displayObject.\n // This will allow PixiJS to completely ignore and bypass checking the displayObjects children.\n if (hitTestChildren && displayObject.interactiveChildren && displayObject.children) {\n var children = displayObject.children;\n for (var i = children.length - 1; i >= 0; i--) {\n var child = children[i];\n // time to get recursive.. if this function will return if something is hit..\n var childHit = this.recursiveFindHit(interactionEvent, child, func, hitTest, interactiveParent);\n if (childHit) {\n // its a good idea to check if a child has lost its parent.\n // this means it has been removed whilst looping so its best\n if (!child.parent) {\n continue;\n }\n // we no longer need to hit test any more objects in this container as we we\n // now know the parent has been hit\n interactiveParent = false;\n // If the child is interactive , that means that the object hit was actually\n // interactive and not just the child of an interactive object.\n // This means we no longer need to hit test anything else. We still need to run\n // through all objects, but we don't need to perform any hit tests.\n if (childHit) {\n if (interactionEvent.target) {\n hitTest = false;\n }\n hit = true;\n }\n }\n }\n }\n // no point running this if the item is not interactive or does not have an interactive parent.\n if (interactive) {\n // if we are hit testing (as in we have no hit any objects yet)\n // We also don't need to worry about hit testing if once of the displayObjects children\n // has already been hit - but only if it was interactive, otherwise we need to keep\n // looking for an interactive child, just in case we hit one\n if (hitTest && !interactionEvent.target) {\n // already tested against hitArea if it is defined\n if (!displayObject.hitArea && displayObject.containsPoint) {\n if (displayObject.containsPoint(point)) {\n hit = true;\n }\n }\n }\n if (displayObject.interactive) {\n if (hit && !interactionEvent.target) {\n interactionEvent.target = displayObject;\n }\n if (func) {\n func(interactionEvent, displayObject, !!hit);\n }\n }\n }\n return hit;\n };\n /**\n * This function is provides a neat way of crawling through the scene graph and running a\n * specified function on all interactive objects it finds. It will also take care of hit\n * testing the interactive objects and passes the hit across in the function.\n * @private\n * @param interactionEvent - event containing the point that\n * is tested for collision\n * @param displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param func - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param hitTest - this indicates if the objects inside should be hit test against the point\n * @returns - Returns true if the displayObject hit the point\n */\n TreeSearch.prototype.findHit = function (interactionEvent, displayObject, func, hitTest) {\n this.recursiveFindHit(interactionEvent, displayObject, func, hitTest, false);\n };\n return TreeSearch;\n}());\n\n/**\n * Interface for classes that represent a hit area.\n *\n * It is implemented by the following classes:\n * - {@link PIXI.Circle}\n * - {@link PIXI.Ellipse}\n * - {@link PIXI.Polygon}\n * - {@link PIXI.RoundedRectangle}\n * @interface IHitArea\n * @memberof PIXI\n */\n/**\n * Checks whether the x and y coordinates given are contained within this area\n * @method\n * @name contains\n * @memberof PIXI.IHitArea#\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @returns {boolean} Whether the x/y coordinates are within this area\n */\n/**\n * Default property values of interactive objects\n * Used by {@link PIXI.InteractionManager} to automatically give all DisplayObjects these properties\n * @private\n * @name interactiveTarget\n * @type {object}\n * @memberof PIXI\n * @example\n * function MyObject() {}\n *\n * Object.assign(\n * DisplayObject.prototype,\n * PIXI.interactiveTarget\n * );\n */\nvar interactiveTarget = {\n interactive: false,\n interactiveChildren: true,\n hitArea: null,\n /**\n * If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive\n * Setting this changes the 'cursor' property to `'pointer'`.\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.buttonMode = true;\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n get buttonMode() {\n return this.cursor === 'pointer';\n },\n set buttonMode(value) {\n if (value) {\n this.cursor = 'pointer';\n }\n else if (this.cursor === 'pointer') {\n this.cursor = null;\n }\n },\n /**\n * This defines what cursor mode is used when the mouse cursor\n * is hovered over the displayObject.\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.cursor = 'wait';\n * @see https://developer.mozilla.org/en/docs/Web/CSS/cursor\n * @member {string}\n * @memberof PIXI.DisplayObject#\n */\n cursor: null,\n /**\n * Internal set of all active pointers, by identifier\n * @member {Map}\n * @memberof PIXI.DisplayObject#\n * @private\n */\n get trackedPointers() {\n if (this._trackedPointers === undefined)\n { this._trackedPointers = {}; }\n return this._trackedPointers;\n },\n /**\n * Map of all tracked pointers, by identifier. Use trackedPointers to access.\n * @private\n * @type {Map}\n */\n _trackedPointers: undefined,\n};\n\n// Mix interactiveTarget into DisplayObject.prototype\nDisplayObject.mixin(interactiveTarget);\nvar MOUSE_POINTER_ID = 1;\n// helpers for hitTest() - only used inside hitTest()\nvar hitTestEvent = {\n target: null,\n data: {\n global: null,\n },\n};\n/**\n * The interaction manager deals with mouse, touch and pointer events.\n *\n * Any DisplayObject can be interactive if its `interactive` property is set to true.\n *\n * This manager also supports multitouch.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.interaction`\n * @memberof PIXI\n */\nvar InteractionManager = /** @class */ (function (_super) {\n __extends(InteractionManager, _super);\n /**\n * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer\n * @param options - The options for the manager.\n * @param {boolean} [options.autoPreventDefault=true] - Should the manager automatically prevent default browser actions.\n * @param {number} [options.interactionFrequency=10] - Maximum frequency (ms) at pointer over/out states will be checked.\n * @param {number} [options.useSystemTicker=true] - Whether to add {@link tickerUpdate} to {@link PIXI.Ticker.system}.\n */\n function InteractionManager(renderer, options) {\n var _this = _super.call(this) || this;\n options = options || {};\n _this.renderer = renderer;\n _this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true;\n _this.interactionFrequency = options.interactionFrequency || 10;\n _this.mouse = new InteractionData();\n _this.mouse.identifier = MOUSE_POINTER_ID;\n // setting the mouse to start off far off screen will mean that mouse over does\n // not get called before we even move the mouse.\n _this.mouse.global.set(-999999);\n _this.activeInteractionData = {};\n _this.activeInteractionData[MOUSE_POINTER_ID] = _this.mouse;\n _this.interactionDataPool = [];\n _this.eventData = new InteractionEvent();\n _this.interactionDOMElement = null;\n _this.moveWhenInside = false;\n _this.eventsAdded = false;\n _this.tickerAdded = false;\n _this.mouseOverRenderer = !('PointerEvent' in globalThis);\n _this.supportsTouchEvents = 'ontouchstart' in globalThis;\n _this.supportsPointerEvents = !!globalThis.PointerEvent;\n // this will make it so that you don't have to call bind all the time\n _this.onPointerUp = _this.onPointerUp.bind(_this);\n _this.processPointerUp = _this.processPointerUp.bind(_this);\n _this.onPointerCancel = _this.onPointerCancel.bind(_this);\n _this.processPointerCancel = _this.processPointerCancel.bind(_this);\n _this.onPointerDown = _this.onPointerDown.bind(_this);\n _this.processPointerDown = _this.processPointerDown.bind(_this);\n _this.onPointerMove = _this.onPointerMove.bind(_this);\n _this.processPointerMove = _this.processPointerMove.bind(_this);\n _this.onPointerOut = _this.onPointerOut.bind(_this);\n _this.processPointerOverOut = _this.processPointerOverOut.bind(_this);\n _this.onPointerOver = _this.onPointerOver.bind(_this);\n _this.cursorStyles = {\n default: 'inherit',\n pointer: 'pointer',\n };\n _this.currentCursorMode = null;\n _this.cursor = null;\n _this.resolution = 1;\n _this.delayedEvents = [];\n _this.search = new TreeSearch();\n _this._tempDisplayObject = new TemporaryDisplayObject();\n _this._eventListenerOptions = { capture: true, passive: false };\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed on the display\n * object.\n * @event PIXI.InteractionManager#mousedown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * on the display object.\n * @event PIXI.InteractionManager#rightdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released over the display\n * object.\n * @event PIXI.InteractionManager#mouseup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * over the display object.\n * @event PIXI.InteractionManager#rightup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed and released on\n * the display object.\n * @event PIXI.InteractionManager#click\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * and released on the display object.\n * @event PIXI.InteractionManager#rightclick\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released outside the\n * display object that initially registered a\n * [mousedown]{@link PIXI.InteractionManager#event:mousedown}.\n * @event PIXI.InteractionManager#mouseupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * outside the display object that initially registered a\n * [rightdown]{@link PIXI.InteractionManager#event:rightdown}.\n * @event PIXI.InteractionManager#rightupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved while over the display object\n * @event PIXI.InteractionManager#mousemove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved onto the display object\n * @event PIXI.InteractionManager#mouseover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved off the display object\n * @event PIXI.InteractionManager#mouseout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is pressed on the display object.\n * @event PIXI.InteractionManager#pointerdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is released over the display object.\n * Not always fired when some buttons are held down while others are released. In those cases,\n * use [mousedown]{@link PIXI.InteractionManager#event:mousedown} and\n * [mouseup]{@link PIXI.InteractionManager#event:mouseup} instead.\n * @event PIXI.InteractionManager#pointerup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when the operating system cancels a pointer event\n * @event PIXI.InteractionManager#pointercancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is pressed and released on the display object.\n * @event PIXI.InteractionManager#pointertap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is released outside the display object that initially\n * registered a [pointerdown]{@link PIXI.InteractionManager#event:pointerdown}.\n * @event PIXI.InteractionManager#pointerupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved while over the display object\n * @event PIXI.InteractionManager#pointermove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved onto the display object\n * @event PIXI.InteractionManager#pointerover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved off the display object\n * @event PIXI.InteractionManager#pointerout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is placed on the display object.\n * @event PIXI.InteractionManager#touchstart\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is removed from the display object.\n * @event PIXI.InteractionManager#touchend\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when the operating system cancels a touch\n * @event PIXI.InteractionManager#touchcancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is placed and removed from the display object.\n * @event PIXI.InteractionManager#tap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is removed outside of the display object that initially\n * registered a [touchstart]{@link PIXI.InteractionManager#event:touchstart}.\n * @event PIXI.InteractionManager#touchendoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is moved along the display object.\n * @event PIXI.InteractionManager#touchmove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed on the display.\n * object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mousedown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#rightdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released over the display\n * object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mouseup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#rightup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed and released on\n * the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#click\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#rightclick\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released outside the\n * display object that initially registered a\n * [mousedown]{@link PIXI.DisplayObject#event:mousedown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mouseupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * outside the display object that initially registered a\n * [rightdown]{@link PIXI.DisplayObject#event:rightdown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#rightupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved while over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mousemove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved onto the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mouseover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device (usually a mouse) is moved off the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#mouseout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is pressed on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is released over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when the operating system cancels a pointer event.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointercancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is pressed and released on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointertap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device button is released outside the display object that initially\n * registered a [pointerdown]{@link PIXI.DisplayObject#event:pointerdown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved while over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointermove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved onto the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a pointer device is moved off the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#pointerout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is placed on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchstart\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is removed from the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchend\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when the operating system cancels a touch.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchcancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is placed and removed from the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#tap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is removed outside of the display object that initially\n * registered a [touchstart]{@link PIXI.DisplayObject#event:touchstart}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchendoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n /**\n * Fired when a touch point is moved along the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * This comes from the @pixi/interaction package.\n * @event PIXI.DisplayObject#touchmove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n _this._useSystemTicker = options.useSystemTicker !== undefined ? options.useSystemTicker : true;\n _this.setTargetElement(_this.renderer.view, _this.renderer.resolution);\n return _this;\n }\n Object.defineProperty(InteractionManager.prototype, \"useSystemTicker\", {\n /**\n * Should the InteractionManager automatically add {@link tickerUpdate} to {@link PIXI.Ticker.system}.\n * @default true\n */\n get: function () {\n return this._useSystemTicker;\n },\n set: function (useSystemTicker) {\n this._useSystemTicker = useSystemTicker;\n if (useSystemTicker) {\n this.addTickerListener();\n }\n else {\n this.removeTickerListener();\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(InteractionManager.prototype, \"lastObjectRendered\", {\n /**\n * Last rendered object or temp object.\n * @readonly\n * @protected\n */\n get: function () {\n return this.renderer._lastObjectRendered || this._tempDisplayObject;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Hit tests a point against the display tree, returning the first interactive object that is hit.\n * @param globalPoint - A point to hit test with, in global space.\n * @param root - The root display object to start from. If omitted, defaults\n * to the last rendered root of the associated renderer.\n * @returns - The hit display object, if any.\n */\n InteractionManager.prototype.hitTest = function (globalPoint, root) {\n // clear the target for our hit test\n hitTestEvent.target = null;\n // assign the global point\n hitTestEvent.data.global = globalPoint;\n // ensure safety of the root\n if (!root) {\n root = this.lastObjectRendered;\n }\n // run the hit test\n this.processInteractive(hitTestEvent, root, null, true);\n // return our found object - it'll be null if we didn't hit anything\n return hitTestEvent.target;\n };\n /**\n * Sets the DOM element which will receive mouse/touch events. This is useful for when you have\n * other DOM elements on top of the renderers Canvas element. With this you'll be bale to delegate\n * another DOM element to receive those events.\n * @param element - the DOM element which will receive mouse and touch events.\n * @param resolution - The resolution / device pixel ratio of the new element (relative to the canvas).\n */\n InteractionManager.prototype.setTargetElement = function (element, resolution) {\n if (resolution === void 0) { resolution = 1; }\n this.removeTickerListener();\n this.removeEvents();\n this.interactionDOMElement = element;\n this.resolution = resolution;\n this.addEvents();\n this.addTickerListener();\n };\n /** Adds the ticker listener. */\n InteractionManager.prototype.addTickerListener = function () {\n if (this.tickerAdded || !this.interactionDOMElement || !this._useSystemTicker) {\n return;\n }\n Ticker.system.add(this.tickerUpdate, this, UPDATE_PRIORITY.INTERACTION);\n this.tickerAdded = true;\n };\n /** Removes the ticker listener. */\n InteractionManager.prototype.removeTickerListener = function () {\n if (!this.tickerAdded) {\n return;\n }\n Ticker.system.remove(this.tickerUpdate, this);\n this.tickerAdded = false;\n };\n /** Registers all the DOM events. */\n InteractionManager.prototype.addEvents = function () {\n if (this.eventsAdded || !this.interactionDOMElement) {\n return;\n }\n var style = this.interactionDOMElement.style;\n if (globalThis.navigator.msPointerEnabled) {\n style.msContentZooming = 'none';\n style.msTouchAction = 'none';\n }\n else if (this.supportsPointerEvents) {\n style.touchAction = 'none';\n }\n /*\n * These events are added first, so that if pointer events are normalized, they are fired\n * in the same order as non-normalized events. ie. pointer event 1st, mouse / touch 2nd\n */\n if (this.supportsPointerEvents) {\n globalThis.document.addEventListener('pointermove', this.onPointerMove, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions);\n // pointerout is fired in addition to pointerup (for touch events) and pointercancel\n // we already handle those, so for the purposes of what we do in onPointerOut, we only\n // care about the pointerleave event\n this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, this._eventListenerOptions);\n globalThis.addEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions);\n globalThis.addEventListener('pointerup', this.onPointerUp, this._eventListenerOptions);\n }\n else {\n globalThis.document.addEventListener('mousemove', this.onPointerMove, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, this._eventListenerOptions);\n globalThis.addEventListener('mouseup', this.onPointerUp, this._eventListenerOptions);\n }\n // always look directly for touch events so that we can provide original data\n // In a future version we should change this to being just a fallback and rely solely on\n // PointerEvents whenever available\n if (this.supportsTouchEvents) {\n this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, this._eventListenerOptions);\n this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, this._eventListenerOptions);\n }\n this.eventsAdded = true;\n };\n /** Removes all the DOM events that were previously registered. */\n InteractionManager.prototype.removeEvents = function () {\n if (!this.eventsAdded || !this.interactionDOMElement) {\n return;\n }\n var style = this.interactionDOMElement.style;\n if (globalThis.navigator.msPointerEnabled) {\n style.msContentZooming = '';\n style.msTouchAction = '';\n }\n else if (this.supportsPointerEvents) {\n style.touchAction = '';\n }\n if (this.supportsPointerEvents) {\n globalThis.document.removeEventListener('pointermove', this.onPointerMove, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, this._eventListenerOptions);\n globalThis.removeEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions);\n globalThis.removeEventListener('pointerup', this.onPointerUp, this._eventListenerOptions);\n }\n else {\n globalThis.document.removeEventListener('mousemove', this.onPointerMove, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, this._eventListenerOptions);\n globalThis.removeEventListener('mouseup', this.onPointerUp, this._eventListenerOptions);\n }\n if (this.supportsTouchEvents) {\n this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, this._eventListenerOptions);\n this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, this._eventListenerOptions);\n }\n this.interactionDOMElement = null;\n this.eventsAdded = false;\n };\n /**\n * Updates the state of interactive objects if at least {@link interactionFrequency}\n * milliseconds have passed since the last invocation.\n *\n * Invoked by a throttled ticker update from {@link PIXI.Ticker.system}.\n * @param deltaTime - time delta since the last call\n */\n InteractionManager.prototype.tickerUpdate = function (deltaTime) {\n this._deltaTime += deltaTime;\n if (this._deltaTime < this.interactionFrequency) {\n return;\n }\n this._deltaTime = 0;\n this.update();\n };\n /** Updates the state of interactive objects. */\n InteractionManager.prototype.update = function () {\n if (!this.interactionDOMElement) {\n return;\n }\n // if the user move the mouse this check has already been done using the mouse move!\n if (this._didMove) {\n this._didMove = false;\n return;\n }\n this.cursor = null;\n // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind,\n // but there was a scenario of a display object moving under a static mouse cursor.\n // In this case, mouseover and mouseevents would not pass the flag test in dispatchEvent function\n for (var k in this.activeInteractionData) {\n // eslint-disable-next-line no-prototype-builtins\n if (this.activeInteractionData.hasOwnProperty(k)) {\n var interactionData = this.activeInteractionData[k];\n if (interactionData.originalEvent && interactionData.pointerType !== 'touch') {\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, interactionData.originalEvent, interactionData);\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, true);\n }\n }\n }\n this.setCursorMode(this.cursor);\n };\n /**\n * Sets the current cursor mode, handling any callbacks or CSS style changes.\n * @param mode - cursor mode, a key from the cursorStyles dictionary\n */\n InteractionManager.prototype.setCursorMode = function (mode) {\n mode = mode || 'default';\n var applyStyles = true;\n // offscreen canvas does not support setting styles, but cursor modes can be functions,\n // in order to handle pixi rendered cursors, so we can't bail\n if (globalThis.OffscreenCanvas && this.interactionDOMElement instanceof OffscreenCanvas) {\n applyStyles = false;\n }\n // if the mode didn't actually change, bail early\n if (this.currentCursorMode === mode) {\n return;\n }\n this.currentCursorMode = mode;\n var style = this.cursorStyles[mode];\n // only do things if there is a cursor style for it\n if (style) {\n switch (typeof style) {\n case 'string':\n // string styles are handled as cursor CSS\n if (applyStyles) {\n this.interactionDOMElement.style.cursor = style;\n }\n break;\n case 'function':\n // functions are just called, and passed the cursor mode\n style(mode);\n break;\n case 'object':\n // if it is an object, assume that it is a dictionary of CSS styles,\n // apply it to the interactionDOMElement\n if (applyStyles) {\n Object.assign(this.interactionDOMElement.style, style);\n }\n break;\n }\n }\n else if (applyStyles && typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode)) {\n // if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry\n // for the mode, then assume that the dev wants it to be CSS for the cursor.\n this.interactionDOMElement.style.cursor = mode;\n }\n };\n /**\n * Dispatches an event on the display object that was interacted with.\n * @param displayObject - the display object in question\n * @param eventString - the name of the event (e.g, mousedown)\n * @param eventData - the event data object\n */\n InteractionManager.prototype.dispatchEvent = function (displayObject, eventString, eventData) {\n // Even if the event was stopped, at least dispatch any remaining events\n // for the same display object.\n if (!eventData.stopPropagationHint || displayObject === eventData.stopsPropagatingAt) {\n eventData.currentTarget = displayObject;\n eventData.type = eventString;\n displayObject.emit(eventString, eventData);\n if (displayObject[eventString]) {\n displayObject[eventString](eventData);\n }\n }\n };\n /**\n * Puts a event on a queue to be dispatched later. This is used to guarantee correct\n * ordering of over/out events.\n * @param displayObject - the display object in question\n * @param eventString - the name of the event (e.g, mousedown)\n * @param eventData - the event data object\n */\n InteractionManager.prototype.delayDispatchEvent = function (displayObject, eventString, eventData) {\n this.delayedEvents.push({ displayObject: displayObject, eventString: eventString, eventData: eventData });\n };\n /**\n * Maps x and y coords from a DOM object and maps them correctly to the PixiJS view. The\n * resulting value is stored in the point. This takes into account the fact that the DOM\n * element could be scaled and positioned anywhere on the screen.\n * @param point - the point that the result will be stored in\n * @param x - the x coord of the position to map\n * @param y - the y coord of the position to map\n */\n InteractionManager.prototype.mapPositionToPoint = function (point, x, y) {\n var rect;\n // IE 11 fix\n if (!this.interactionDOMElement.parentElement) {\n rect = {\n x: 0,\n y: 0,\n width: this.interactionDOMElement.width,\n height: this.interactionDOMElement.height,\n left: 0,\n top: 0\n };\n }\n else {\n rect = this.interactionDOMElement.getBoundingClientRect();\n }\n var resolutionMultiplier = 1.0 / this.resolution;\n point.x = ((x - rect.left) * (this.interactionDOMElement.width / rect.width)) * resolutionMultiplier;\n point.y = ((y - rect.top) * (this.interactionDOMElement.height / rect.height)) * resolutionMultiplier;\n };\n /**\n * This function is provides a neat way of crawling through the scene graph and running a\n * specified function on all interactive objects it finds. It will also take care of hit\n * testing the interactive objects and passes the hit across in the function.\n * @protected\n * @param interactionEvent - event containing the point that\n * is tested for collision\n * @param displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param func - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param hitTest - indicates whether we want to calculate hits\n * or just iterate through all interactive objects\n */\n InteractionManager.prototype.processInteractive = function (interactionEvent, displayObject, func, hitTest) {\n var hit = this.search.findHit(interactionEvent, displayObject, func, hitTest);\n var delayedEvents = this.delayedEvents;\n if (!delayedEvents.length) {\n return hit;\n }\n // Reset the propagation hint, because we start deeper in the tree again.\n interactionEvent.stopPropagationHint = false;\n var delayedLen = delayedEvents.length;\n this.delayedEvents = [];\n for (var i = 0; i < delayedLen; i++) {\n var _a = delayedEvents[i], displayObject_1 = _a.displayObject, eventString = _a.eventString, eventData = _a.eventData;\n // When we reach the object we wanted to stop propagating at,\n // set the propagation hint.\n if (eventData.stopsPropagatingAt === displayObject_1) {\n eventData.stopPropagationHint = true;\n }\n this.dispatchEvent(displayObject_1, eventString, eventData);\n }\n return hit;\n };\n /**\n * Is called when the pointer button is pressed down on the renderer element\n * @param originalEvent - The DOM event of a pointer button being pressed down\n */\n InteractionManager.prototype.onPointerDown = function (originalEvent) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && originalEvent.pointerType === 'touch')\n { return; }\n var events = this.normalizeToPointerData(originalEvent);\n /*\n * No need to prevent default on natural pointer events, as there are no side effects\n * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser,\n * so still need to be prevented.\n */\n // Guaranteed that there will be at least one event in events, and all events must have the same pointer type\n if (this.autoPreventDefault && events[0].isNormalized) {\n var cancelable = originalEvent.cancelable || !('cancelable' in originalEvent);\n if (cancelable) {\n originalEvent.preventDefault();\n }\n }\n var eventLen = events.length;\n for (var i = 0; i < eventLen; i++) {\n var event = events[i];\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = originalEvent;\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerDown, true);\n this.emit('pointerdown', interactionEvent);\n if (event.pointerType === 'touch') {\n this.emit('touchstart', interactionEvent);\n }\n // emit a mouse event for \"pen\" pointers, the way a browser would emit a fallback event\n else if (event.pointerType === 'mouse' || event.pointerType === 'pen') {\n var isRightButton = event.button === 2;\n this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData);\n }\n }\n };\n /**\n * Processes the result of the pointer down check and dispatches the event if need be\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n * @param hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerDown = function (interactionEvent, displayObject, hit) {\n var data = interactionEvent.data;\n var id = interactionEvent.data.identifier;\n if (hit) {\n if (!displayObject.trackedPointers[id]) {\n displayObject.trackedPointers[id] = new InteractionTrackingData(id);\n }\n this.dispatchEvent(displayObject, 'pointerdown', interactionEvent);\n if (data.pointerType === 'touch') {\n this.dispatchEvent(displayObject, 'touchstart', interactionEvent);\n }\n else if (data.pointerType === 'mouse' || data.pointerType === 'pen') {\n var isRightButton = data.button === 2;\n if (isRightButton) {\n displayObject.trackedPointers[id].rightDown = true;\n }\n else {\n displayObject.trackedPointers[id].leftDown = true;\n }\n this.dispatchEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent);\n }\n }\n };\n /**\n * Is called when the pointer button is released on the renderer element\n * @param originalEvent - The DOM event of a pointer button being released\n * @param cancelled - true if the pointer is cancelled\n * @param func - Function passed to {@link processInteractive}\n */\n InteractionManager.prototype.onPointerComplete = function (originalEvent, cancelled, func) {\n var events = this.normalizeToPointerData(originalEvent);\n var eventLen = events.length;\n // if the event wasn't targeting our canvas, then consider it to be pointerupoutside\n // in all cases (unless it was a pointercancel)\n var target = originalEvent.target;\n // if in shadow DOM use composedPath to access target\n if (originalEvent.composedPath && originalEvent.composedPath().length > 0) {\n target = originalEvent.composedPath()[0];\n }\n var eventAppend = target !== this.interactionDOMElement ? 'outside' : '';\n for (var i = 0; i < eventLen; i++) {\n var event = events[i];\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = originalEvent;\n // perform hit testing for events targeting our canvas or cancel events\n this.processInteractive(interactionEvent, this.lastObjectRendered, func, cancelled || !eventAppend);\n this.emit(cancelled ? 'pointercancel' : \"pointerup\" + eventAppend, interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen') {\n var isRightButton = event.button === 2;\n this.emit(isRightButton ? \"rightup\" + eventAppend : \"mouseup\" + eventAppend, interactionEvent);\n }\n else if (event.pointerType === 'touch') {\n this.emit(cancelled ? 'touchcancel' : \"touchend\" + eventAppend, interactionEvent);\n this.releaseInteractionDataForPointerId(event.pointerId);\n }\n }\n };\n /**\n * Is called when the pointer button is cancelled\n * @param event - The DOM event of a pointer button being released\n */\n InteractionManager.prototype.onPointerCancel = function (event) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && event.pointerType === 'touch')\n { return; }\n this.onPointerComplete(event, true, this.processPointerCancel);\n };\n /**\n * Processes the result of the pointer cancel check and dispatches the event if need be\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n */\n InteractionManager.prototype.processPointerCancel = function (interactionEvent, displayObject) {\n var data = interactionEvent.data;\n var id = interactionEvent.data.identifier;\n if (displayObject.trackedPointers[id] !== undefined) {\n delete displayObject.trackedPointers[id];\n this.dispatchEvent(displayObject, 'pointercancel', interactionEvent);\n if (data.pointerType === 'touch') {\n this.dispatchEvent(displayObject, 'touchcancel', interactionEvent);\n }\n }\n };\n /**\n * Is called when the pointer button is released on the renderer element\n * @param event - The DOM event of a pointer button being released\n */\n InteractionManager.prototype.onPointerUp = function (event) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && event.pointerType === 'touch')\n { return; }\n this.onPointerComplete(event, false, this.processPointerUp);\n };\n /**\n * Processes the result of the pointer up check and dispatches the event if need be\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n * @param hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerUp = function (interactionEvent, displayObject, hit) {\n var data = interactionEvent.data;\n var id = interactionEvent.data.identifier;\n var trackingData = displayObject.trackedPointers[id];\n var isTouch = data.pointerType === 'touch';\n var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n // need to track mouse down status in the mouse block so that we can emit\n // event in a later block\n var isMouseTap = false;\n // Mouse only\n if (isMouse) {\n var isRightButton = data.button === 2;\n var flags = InteractionTrackingData.FLAGS;\n var test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN;\n var isDown = trackingData !== undefined && (trackingData.flags & test);\n if (hit) {\n this.dispatchEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent);\n if (isDown) {\n this.dispatchEvent(displayObject, isRightButton ? 'rightclick' : 'click', interactionEvent);\n // because we can confirm that the mousedown happened on this object, flag for later emit of pointertap\n isMouseTap = true;\n }\n }\n else if (isDown) {\n this.dispatchEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent);\n }\n // update the down state of the tracking data\n if (trackingData) {\n if (isRightButton) {\n trackingData.rightDown = false;\n }\n else {\n trackingData.leftDown = false;\n }\n }\n }\n // Pointers and Touches, and Mouse\n if (hit) {\n this.dispatchEvent(displayObject, 'pointerup', interactionEvent);\n if (isTouch)\n { this.dispatchEvent(displayObject, 'touchend', interactionEvent); }\n if (trackingData) {\n // emit pointertap if not a mouse, or if the mouse block decided it was a tap\n if (!isMouse || isMouseTap) {\n this.dispatchEvent(displayObject, 'pointertap', interactionEvent);\n }\n if (isTouch) {\n this.dispatchEvent(displayObject, 'tap', interactionEvent);\n // touches are no longer over (if they ever were) when we get the touchend\n // so we should ensure that we don't keep pretending that they are\n trackingData.over = false;\n }\n }\n }\n else if (trackingData) {\n this.dispatchEvent(displayObject, 'pointerupoutside', interactionEvent);\n if (isTouch)\n { this.dispatchEvent(displayObject, 'touchendoutside', interactionEvent); }\n }\n // Only remove the tracking data if there is no over/down state still associated with it\n if (trackingData && trackingData.none) {\n delete displayObject.trackedPointers[id];\n }\n };\n /**\n * Is called when the pointer moves across the renderer element\n * @param originalEvent - The DOM event of a pointer moving\n */\n InteractionManager.prototype.onPointerMove = function (originalEvent) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && originalEvent.pointerType === 'touch')\n { return; }\n var events = this.normalizeToPointerData(originalEvent);\n if (events[0].pointerType === 'mouse' || events[0].pointerType === 'pen') {\n this._didMove = true;\n this.cursor = null;\n }\n var eventLen = events.length;\n for (var i = 0; i < eventLen; i++) {\n var event = events[i];\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = originalEvent;\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerMove, true);\n this.emit('pointermove', interactionEvent);\n if (event.pointerType === 'touch')\n { this.emit('touchmove', interactionEvent); }\n if (event.pointerType === 'mouse' || event.pointerType === 'pen')\n { this.emit('mousemove', interactionEvent); }\n }\n if (events[0].pointerType === 'mouse') {\n this.setCursorMode(this.cursor);\n // TODO BUG for parents interactive object (border order issue)\n }\n };\n /**\n * Processes the result of the pointer move check and dispatches the event if need be\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n * @param hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerMove = function (interactionEvent, displayObject, hit) {\n var data = interactionEvent.data;\n var isTouch = data.pointerType === 'touch';\n var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n if (isMouse) {\n this.processPointerOverOut(interactionEvent, displayObject, hit);\n }\n if (!this.moveWhenInside || hit) {\n this.dispatchEvent(displayObject, 'pointermove', interactionEvent);\n if (isTouch)\n { this.dispatchEvent(displayObject, 'touchmove', interactionEvent); }\n if (isMouse)\n { this.dispatchEvent(displayObject, 'mousemove', interactionEvent); }\n }\n };\n /**\n * Is called when the pointer is moved out of the renderer element\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out\n */\n InteractionManager.prototype.onPointerOut = function (originalEvent) {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && originalEvent.pointerType === 'touch')\n { return; }\n var events = this.normalizeToPointerData(originalEvent);\n // Only mouse and pointer can call onPointerOut, so events will always be length 1\n var event = events[0];\n if (event.pointerType === 'mouse') {\n this.mouseOverRenderer = false;\n this.setCursorMode(null);\n }\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = event;\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, false);\n this.emit('pointerout', interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen') {\n this.emit('mouseout', interactionEvent);\n }\n else {\n // we can get touchleave events after touchend, so we want to make sure we don't\n // introduce memory leaks\n this.releaseInteractionDataForPointerId(interactionData.identifier);\n }\n };\n /**\n * Processes the result of the pointer over/out check and dispatches the event if need be.\n * @param interactionEvent - The interaction event wrapping the DOM event\n * @param displayObject - The display object that was tested\n * @param hit - the result of the hit test on the display object\n */\n InteractionManager.prototype.processPointerOverOut = function (interactionEvent, displayObject, hit) {\n var data = interactionEvent.data;\n var id = interactionEvent.data.identifier;\n var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n var trackingData = displayObject.trackedPointers[id];\n // if we just moused over the display object, then we need to track that state\n if (hit && !trackingData) {\n trackingData = displayObject.trackedPointers[id] = new InteractionTrackingData(id);\n }\n if (trackingData === undefined)\n { return; }\n if (hit && this.mouseOverRenderer) {\n if (!trackingData.over) {\n trackingData.over = true;\n this.delayDispatchEvent(displayObject, 'pointerover', interactionEvent);\n if (isMouse) {\n this.delayDispatchEvent(displayObject, 'mouseover', interactionEvent);\n }\n }\n // only change the cursor if it has not already been changed (by something deeper in the\n // display tree)\n if (isMouse && this.cursor === null) {\n this.cursor = displayObject.cursor;\n }\n }\n else if (trackingData.over) {\n trackingData.over = false;\n this.dispatchEvent(displayObject, 'pointerout', this.eventData);\n if (isMouse) {\n this.dispatchEvent(displayObject, 'mouseout', interactionEvent);\n }\n // if there is no mouse down information for the pointer, then it is safe to delete\n if (trackingData.none) {\n delete displayObject.trackedPointers[id];\n }\n }\n };\n /**\n * Is called when the pointer is moved into the renderer element.\n * @param originalEvent - The DOM event of a pointer button being moved into the renderer view.\n */\n InteractionManager.prototype.onPointerOver = function (originalEvent) {\n if (this.supportsTouchEvents && originalEvent.pointerType === 'touch')\n { return; }\n var events = this.normalizeToPointerData(originalEvent);\n // Only mouse and pointer can call onPointerOver, so events will always be length 1\n var event = events[0];\n var interactionData = this.getInteractionDataForPointerId(event);\n var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n interactionEvent.data.originalEvent = event;\n if (event.pointerType === 'mouse') {\n this.mouseOverRenderer = true;\n }\n this.emit('pointerover', interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen') {\n this.emit('mouseover', interactionEvent);\n }\n };\n /**\n * Get InteractionData for a given pointerId. Store that data as well.\n * @param event - Normalized pointer event, output from normalizeToPointerData.\n * @returns - Interaction data for the given pointer identifier.\n */\n InteractionManager.prototype.getInteractionDataForPointerId = function (event) {\n var pointerId = event.pointerId;\n var interactionData;\n if (pointerId === MOUSE_POINTER_ID || event.pointerType === 'mouse') {\n interactionData = this.mouse;\n }\n else if (this.activeInteractionData[pointerId]) {\n interactionData = this.activeInteractionData[pointerId];\n }\n else {\n interactionData = this.interactionDataPool.pop() || new InteractionData();\n interactionData.identifier = pointerId;\n this.activeInteractionData[pointerId] = interactionData;\n }\n // copy properties from the event, so that we can make sure that touch/pointer specific\n // data is available\n interactionData.copyEvent(event);\n return interactionData;\n };\n /**\n * Return unused InteractionData to the pool, for a given pointerId\n * @param pointerId - Identifier from a pointer event\n */\n InteractionManager.prototype.releaseInteractionDataForPointerId = function (pointerId) {\n var interactionData = this.activeInteractionData[pointerId];\n if (interactionData) {\n delete this.activeInteractionData[pointerId];\n interactionData.reset();\n this.interactionDataPool.push(interactionData);\n }\n };\n /**\n * Configure an InteractionEvent to wrap a DOM PointerEvent and InteractionData\n * @param interactionEvent - The event to be configured\n * @param pointerEvent - The DOM event that will be paired with the InteractionEvent\n * @param interactionData - The InteractionData that will be paired\n * with the InteractionEvent\n * @returns - the interaction event that was passed in\n */\n InteractionManager.prototype.configureInteractionEventForDOMEvent = function (interactionEvent, pointerEvent, interactionData) {\n interactionEvent.data = interactionData;\n this.mapPositionToPoint(interactionData.global, pointerEvent.clientX, pointerEvent.clientY);\n // Not really sure why this is happening, but it's how a previous version handled things\n if (pointerEvent.pointerType === 'touch') {\n pointerEvent.globalX = interactionData.global.x;\n pointerEvent.globalY = interactionData.global.y;\n }\n interactionData.originalEvent = pointerEvent;\n interactionEvent.reset();\n return interactionEvent;\n };\n /**\n * Ensures that the original event object contains all data that a regular pointer event would have\n * @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event\n * @returns - An array containing a single normalized pointer event, in the case of a pointer\n * or mouse event, or a multiple normalized pointer events if there are multiple changed touches\n */\n InteractionManager.prototype.normalizeToPointerData = function (event) {\n var normalizedEvents = [];\n if (this.supportsTouchEvents && event instanceof TouchEvent) {\n for (var i = 0, li = event.changedTouches.length; i < li; i++) {\n var touch = event.changedTouches[i];\n if (typeof touch.button === 'undefined')\n { touch.button = event.touches.length ? 1 : 0; }\n if (typeof touch.buttons === 'undefined')\n { touch.buttons = event.touches.length ? 1 : 0; }\n if (typeof touch.isPrimary === 'undefined') {\n touch.isPrimary = event.touches.length === 1 && event.type === 'touchstart';\n }\n if (typeof touch.width === 'undefined')\n { touch.width = touch.radiusX || 1; }\n if (typeof touch.height === 'undefined')\n { touch.height = touch.radiusY || 1; }\n if (typeof touch.tiltX === 'undefined')\n { touch.tiltX = 0; }\n if (typeof touch.tiltY === 'undefined')\n { touch.tiltY = 0; }\n if (typeof touch.pointerType === 'undefined')\n { touch.pointerType = 'touch'; }\n if (typeof touch.pointerId === 'undefined')\n { touch.pointerId = touch.identifier || 0; }\n if (typeof touch.pressure === 'undefined')\n { touch.pressure = touch.force || 0.5; }\n if (typeof touch.twist === 'undefined')\n { touch.twist = 0; }\n if (typeof touch.tangentialPressure === 'undefined')\n { touch.tangentialPressure = 0; }\n // TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven\n // support, and the fill ins are not quite the same\n // offsetX/Y might be okay, but is not the same as clientX/Y when the canvas's top\n // left is not 0,0 on the page\n if (typeof touch.layerX === 'undefined')\n { touch.layerX = touch.offsetX = touch.clientX; }\n if (typeof touch.layerY === 'undefined')\n { touch.layerY = touch.offsetY = touch.clientY; }\n // mark the touch as normalized, just so that we know we did it\n touch.isNormalized = true;\n normalizedEvents.push(touch);\n }\n }\n // apparently PointerEvent subclasses MouseEvent, so yay\n else if (!globalThis.MouseEvent\n || (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof globalThis.PointerEvent)))) {\n var tempEvent = event;\n if (typeof tempEvent.isPrimary === 'undefined')\n { tempEvent.isPrimary = true; }\n if (typeof tempEvent.width === 'undefined')\n { tempEvent.width = 1; }\n if (typeof tempEvent.height === 'undefined')\n { tempEvent.height = 1; }\n if (typeof tempEvent.tiltX === 'undefined')\n { tempEvent.tiltX = 0; }\n if (typeof tempEvent.tiltY === 'undefined')\n { tempEvent.tiltY = 0; }\n if (typeof tempEvent.pointerType === 'undefined')\n { tempEvent.pointerType = 'mouse'; }\n if (typeof tempEvent.pointerId === 'undefined')\n { tempEvent.pointerId = MOUSE_POINTER_ID; }\n if (typeof tempEvent.pressure === 'undefined')\n { tempEvent.pressure = 0.5; }\n if (typeof tempEvent.twist === 'undefined')\n { tempEvent.twist = 0; }\n if (typeof tempEvent.tangentialPressure === 'undefined')\n { tempEvent.tangentialPressure = 0; }\n // mark the mouse event as normalized, just so that we know we did it\n tempEvent.isNormalized = true;\n normalizedEvents.push(tempEvent);\n }\n else {\n normalizedEvents.push(event);\n }\n return normalizedEvents;\n };\n /** Destroys the interaction manager. */\n InteractionManager.prototype.destroy = function () {\n this.removeEvents();\n this.removeTickerListener();\n this.removeAllListeners();\n this.renderer = null;\n this.mouse = null;\n this.eventData = null;\n this.interactionDOMElement = null;\n this.onPointerDown = null;\n this.processPointerDown = null;\n this.onPointerUp = null;\n this.processPointerUp = null;\n this.onPointerCancel = null;\n this.processPointerCancel = null;\n this.onPointerMove = null;\n this.processPointerMove = null;\n this.onPointerOut = null;\n this.processPointerOverOut = null;\n this.onPointerOver = null;\n this.search = null;\n };\n /** @ignore */\n InteractionManager.extension = {\n name: 'interaction',\n type: [\n ExtensionType.RendererPlugin,\n ExtensionType.CanvasRendererPlugin ],\n };\n return InteractionManager;\n}(EventEmitter));\n\nexport { InteractionData, InteractionEvent, InteractionManager, InteractionTrackingData, interactiveTarget };\n//# sourceMappingURL=interaction.mjs.map\n","/*!\n * @pixi/extract - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/extract is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { CanvasRenderTarget } from '@pixi/utils';\nimport { Rectangle } from '@pixi/math';\nimport { ExtensionType, RenderTexture } from '@pixi/core';\n\nvar TEMP_RECT = new Rectangle();\nvar BYTES_PER_PIXEL = 4;\n/**\n * This class provides renderer-specific plugins for exporting content from a renderer.\n * For instance, these plugins can be used for saving an Image, Canvas element or for exporting the raw image data (pixels).\n *\n * Do not instantiate these plugins directly. It is available from the `renderer.plugins` property.\n * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}.\n * @example\n * // Create a new app (will auto-add extract plugin to renderer)\n * const app = new PIXI.Application();\n *\n * // Draw a red circle\n * const graphics = new PIXI.Graphics()\n * .beginFill(0xFF0000)\n * .drawCircle(0, 0, 50);\n *\n * // Render the graphics as an HTMLImageElement\n * const image = app.renderer.plugins.extract.image(graphics);\n * document.body.appendChild(image);\n * @memberof PIXI\n */\nvar Extract = /** @class */ (function () {\n /**\n * @param renderer - A reference to the current renderer\n */\n function Extract(renderer) {\n this.renderer = renderer;\n }\n /**\n * Will return a HTML Image of the target\n * @param target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param format - Image format, e.g. \"image/jpeg\" or \"image/webp\".\n * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92.\n * @returns - HTML Image of the target\n */\n Extract.prototype.image = function (target, format, quality) {\n var image = new Image();\n image.src = this.base64(target, format, quality);\n return image;\n };\n /**\n * Will return a base64 encoded string of this target. It works by calling\n * `Extract.getCanvas` and then running toDataURL on that.\n * @param target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param format - Image format, e.g. \"image/jpeg\" or \"image/webp\".\n * @param quality - JPEG or Webp compression from 0 to 1. Default is 0.92.\n * @returns - A base64 encoded string of the texture.\n */\n Extract.prototype.base64 = function (target, format, quality) {\n return this.canvas(target).toDataURL(format, quality);\n };\n /**\n * Creates a Canvas element, renders this target to it and then returns it.\n * @param target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param frame - The frame the extraction is restricted to.\n * @returns - A Canvas element with the texture rendered on.\n */\n Extract.prototype.canvas = function (target, frame) {\n var renderer = this.renderer;\n var resolution;\n var flipY = false;\n var renderTexture;\n var generated = false;\n if (target) {\n if (target instanceof RenderTexture) {\n renderTexture = target;\n }\n else {\n renderTexture = this.renderer.generateTexture(target);\n generated = true;\n }\n }\n if (renderTexture) {\n resolution = renderTexture.baseTexture.resolution;\n frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame;\n flipY = false;\n renderer.renderTexture.bind(renderTexture);\n }\n else {\n resolution = renderer.resolution;\n if (!frame) {\n frame = TEMP_RECT;\n frame.width = renderer.width;\n frame.height = renderer.height;\n }\n flipY = true;\n renderer.renderTexture.bind(null);\n }\n var width = Math.round(frame.width * resolution);\n var height = Math.round(frame.height * resolution);\n var canvasBuffer = new CanvasRenderTarget(width, height, 1);\n var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height);\n // read pixels to the array\n var gl = renderer.gl;\n gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels);\n // add the pixels to the canvas\n var canvasData = canvasBuffer.context.getImageData(0, 0, width, height);\n Extract.arrayPostDivide(webglPixels, canvasData.data);\n canvasBuffer.context.putImageData(canvasData, 0, 0);\n // pulling pixels\n if (flipY) {\n var target_1 = new CanvasRenderTarget(canvasBuffer.width, canvasBuffer.height, 1);\n target_1.context.scale(1, -1);\n // we can't render to itself because we should be empty before render.\n target_1.context.drawImage(canvasBuffer.canvas, 0, -height);\n canvasBuffer.destroy();\n canvasBuffer = target_1;\n }\n if (generated) {\n renderTexture.destroy(true);\n }\n // send the canvas back..\n return canvasBuffer.canvas;\n };\n /**\n * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA\n * order, with integer values between 0 and 255 (included).\n * @param target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param frame - The frame the extraction is restricted to.\n * @returns - One-dimensional array containing the pixel data of the entire texture\n */\n Extract.prototype.pixels = function (target, frame) {\n var renderer = this.renderer;\n var resolution;\n var renderTexture;\n var generated = false;\n if (target) {\n if (target instanceof RenderTexture) {\n renderTexture = target;\n }\n else {\n renderTexture = this.renderer.generateTexture(target);\n generated = true;\n }\n }\n if (renderTexture) {\n resolution = renderTexture.baseTexture.resolution;\n frame = frame !== null && frame !== void 0 ? frame : renderTexture.frame;\n renderer.renderTexture.bind(renderTexture);\n }\n else {\n resolution = renderer.resolution;\n if (!frame) {\n frame = TEMP_RECT;\n frame.width = renderer.width;\n frame.height = renderer.height;\n }\n renderer.renderTexture.bind(null);\n }\n var width = Math.round(frame.width * resolution);\n var height = Math.round(frame.height * resolution);\n var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height);\n // read pixels to the array\n var gl = renderer.gl;\n gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels);\n if (generated) {\n renderTexture.destroy(true);\n }\n Extract.arrayPostDivide(webglPixels, webglPixels);\n return webglPixels;\n };\n /** Destroys the extract. */\n Extract.prototype.destroy = function () {\n this.renderer = null;\n };\n /**\n * Takes premultiplied pixel data and produces regular pixel data\n * @private\n * @param pixels - array of pixel data\n * @param out - output array\n */\n Extract.arrayPostDivide = function (pixels, out) {\n for (var i = 0; i < pixels.length; i += 4) {\n var alpha = out[i + 3] = pixels[i + 3];\n if (alpha !== 0) {\n out[i] = Math.round(Math.min(pixels[i] * 255.0 / alpha, 255.0));\n out[i + 1] = Math.round(Math.min(pixels[i + 1] * 255.0 / alpha, 255.0));\n out[i + 2] = Math.round(Math.min(pixels[i + 2] * 255.0 / alpha, 255.0));\n }\n else {\n out[i] = pixels[i];\n out[i + 1] = pixels[i + 1];\n out[i + 2] = pixels[i + 2];\n }\n }\n };\n /** @ignore */\n Extract.extension = {\n name: 'extract',\n type: ExtensionType.RendererPlugin,\n };\n return Extract;\n}());\n\nexport { Extract };\n//# sourceMappingURL=extract.mjs.map\n","/*!\n * @pixi/loaders - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/loaders is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { extensions, ExtensionType, Texture } from '@pixi/core';\nimport { deprecation } from '@pixi/utils';\n\n/* jshint -W097 */\n/**\n * @memberof PIXI\n */\nvar SignalBinding = /** @class */ (function () {\n /**\n * SignalBinding constructor.\n * @constructs SignalBinding\n * @param {Function} fn - Event handler to be called.\n * @param {boolean} [once=false] - Should this listener be removed after dispatch\n * @param {object} [thisArg] - The context of the callback function.\n * @api private\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n function SignalBinding(fn, once, thisArg) {\n if (once === void 0) { once = false; }\n this._fn = fn;\n this._once = once;\n this._thisArg = thisArg;\n this._next = this._prev = this._owner = null;\n }\n SignalBinding.prototype.detach = function () {\n if (this._owner === null)\n { return false; }\n this._owner.detach(this);\n return true;\n };\n return SignalBinding;\n}());\n/**\n * @param self\n * @param node\n * @private\n */\nfunction _addSignalBinding(self, node) {\n if (!self._head) {\n self._head = node;\n self._tail = node;\n }\n else {\n self._tail._next = node;\n node._prev = self._tail;\n self._tail = node;\n }\n node._owner = self;\n return node;\n}\n/**\n * @memberof PIXI\n */\nvar Signal = /** @class */ (function () {\n /**\n * MiniSignal constructor.\n * @example\n * let mySignal = new Signal();\n * let binding = mySignal.add(onSignal);\n * mySignal.dispatch('foo', 'bar');\n * mySignal.detach(binding);\n */\n function Signal() {\n this._head = this._tail = undefined;\n }\n /**\n * Return an array of attached SignalBinding.\n * @param {boolean} [exists=false] - We only need to know if there are handlers.\n * @returns {PIXI.SignalBinding[] | boolean} Array of attached SignalBinding or Boolean if called with exists = true\n * @api public\n */\n Signal.prototype.handlers = function (exists) {\n if (exists === void 0) { exists = false; }\n var node = this._head;\n if (exists)\n { return !!node; }\n var ee = [];\n while (node) {\n ee.push(node);\n node = node._next;\n }\n return ee;\n };\n /**\n * Return true if node is a SignalBinding attached to this MiniSignal\n * @param {PIXI.SignalBinding} node - Node to check.\n * @returns {boolean} True if node is attache to mini-signal\n */\n Signal.prototype.has = function (node) {\n if (!(node instanceof SignalBinding)) {\n throw new Error('MiniSignal#has(): First arg must be a SignalBinding object.');\n }\n return node._owner === this;\n };\n /**\n * Dispaches a signal to all registered listeners.\n * @param {...any} args\n * @returns {boolean} Indication if we've emitted an event.\n */\n Signal.prototype.dispatch = function () {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n var node = this._head;\n if (!node)\n { return false; }\n while (node) {\n if (node._once)\n { this.detach(node); }\n node._fn.apply(node._thisArg, args);\n node = node._next;\n }\n return true;\n };\n /**\n * Register a new listener.\n * @param {Function} fn - Callback function.\n * @param {object} [thisArg] - The context of the callback function.\n * @returns {PIXI.SignalBinding} The SignalBinding node that was added.\n */\n Signal.prototype.add = function (fn, thisArg) {\n if (thisArg === void 0) { thisArg = null; }\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#add(): First arg must be a Function.');\n }\n return _addSignalBinding(this, new SignalBinding(fn, false, thisArg));\n };\n /**\n * Register a new listener that will be executed only once.\n * @param {Function} fn - Callback function.\n * @param {object} [thisArg] - The context of the callback function.\n * @returns {PIXI.SignalBinding} The SignalBinding node that was added.\n */\n Signal.prototype.once = function (fn, thisArg) {\n if (thisArg === void 0) { thisArg = null; }\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#once(): First arg must be a Function.');\n }\n return _addSignalBinding(this, new SignalBinding(fn, true, thisArg));\n };\n /**\n * Remove binding object.\n * @param {PIXI.SignalBinding} node - The binding node that will be removed.\n * @returns {Signal} The instance on which this method was called.\n @api public */\n Signal.prototype.detach = function (node) {\n if (!(node instanceof SignalBinding)) {\n throw new Error('MiniSignal#detach(): First arg must be a SignalBinding object.');\n }\n if (node._owner !== this)\n { return this; } // todo: or error?\n if (node._prev)\n { node._prev._next = node._next; }\n if (node._next)\n { node._next._prev = node._prev; }\n if (node === this._head) { // first node\n this._head = node._next;\n if (node._next === null) {\n this._tail = null;\n }\n }\n else if (node === this._tail) { // last node\n this._tail = node._prev;\n this._tail._next = null;\n }\n node._owner = null;\n return this;\n };\n /**\n * Detach all listeners.\n * @returns {Signal} The instance on which this method was called.\n */\n Signal.prototype.detachAll = function () {\n var node = this._head;\n if (!node)\n { return this; }\n this._head = this._tail = null;\n while (node) {\n node._owner = null;\n node = node._next;\n }\n return this;\n };\n return Signal;\n}());\n\n/**\n * function from npm package `parseUri`, converted to TS to avoid leftpad incident\n * @param {string} str\n * @param [opts] - options\n * @param {boolean} [opts.strictMode] - type of parser\n */\nfunction parseUri(str, opts) {\n opts = opts || {};\n var o = {\n // eslint-disable-next-line max-len\n key: ['source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host', 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'],\n q: {\n name: 'queryKey',\n parser: /(?:^|&)([^&=]*)=?([^&]*)/g\n },\n parser: {\n // eslint-disable-next-line max-len\n strict: /^(?:([^:\\/?#]+):)?(?:\\/\\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?))?((((?:[^?#\\/]*\\/)*)([^?#]*))(?:\\?([^#]*))?(?:#(.*))?)/,\n // eslint-disable-next-line max-len\n loose: /^(?:(?![^:@]+:[^:@\\/]*@)([^:\\/?#.]+):)?(?:\\/\\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?)(((\\/(?:[^?#](?![^?#\\/]*\\.[^?#\\/.]+(?:[?#]|$)))*\\/?)?([^?#\\/]*))(?:\\?([^#]*))?(?:#(.*))?)/\n }\n };\n var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str);\n var uri = {};\n var i = 14;\n while (i--)\n { uri[o.key[i]] = m[i] || ''; }\n uri[o.q.name] = {};\n uri[o.key[12]].replace(o.q.parser, function (_t0, t1, t2) {\n if (t1)\n { uri[o.q.name][t1] = t2; }\n });\n return uri;\n}\n\n// tests if CORS is supported in XHR, if not we need to use XDR\nvar useXdr;\nvar tempAnchor = null;\n// some status constants\nvar STATUS_NONE = 0;\nvar STATUS_OK = 200;\nvar STATUS_EMPTY = 204;\nvar STATUS_IE_BUG_EMPTY = 1223;\nvar STATUS_TYPE_OK = 2;\n// noop\nfunction _noop$1() { }\n/**\n * Quick helper to set a value on one of the extension maps. Ensures there is no\n * dot at the start of the extension.\n * @ignore\n * @param map - The map to set on.\n * @param extname - The extension (or key) to set.\n * @param val - The value to set.\n */\nfunction setExtMap(map, extname, val) {\n if (extname && extname.indexOf('.') === 0) {\n extname = extname.substring(1);\n }\n if (!extname) {\n return;\n }\n map[extname] = val;\n}\n/**\n * Quick helper to get string xhr type.\n * @ignore\n * @param xhr - The request to check.\n * @returns The type.\n */\nfunction reqType(xhr) {\n return xhr.toString().replace('object ', '');\n}\n/**\n * Manages the state and loading of a resource and all child resources.\n *\n * Can be extended in `GlobalMixins.LoaderResource`.\n * @memberof PIXI\n */\nvar LoaderResource = /** @class */ (function () {\n /**\n * @param {string} name - The name of the resource to load.\n * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass\n * an array of sources.\n * @param {object} [options] - The options for the load.\n * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to\n * determine automatically.\n * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes\n * longer than this time it is cancelled and the load is considered a failure. If this value is\n * set to `0` then there is no explicit timeout.\n * @param {PIXI.LoaderResource.LOAD_TYPE} [options.loadType=LOAD_TYPE.XHR] - How should this resource\n * be loaded?\n * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} [options.xhrType=XHR_RESPONSE_TYPE.DEFAULT] - How\n * should the data being loaded be interpreted when using XHR?\n * @param {PIXI.LoaderResource.IMetadata} [options.metadata] - Extra configuration for middleware\n * and the Resource object.\n */\n function LoaderResource(name, url, options) {\n /**\n * The `dequeue` method that will be used a storage place for the async queue dequeue method\n * used privately by the loader.\n * @private\n * @member {Function}\n */\n this._dequeue = _noop$1;\n /**\n * Used a storage place for the on load binding used privately by the loader.\n * @private\n * @member {Function}\n */\n this._onLoadBinding = null;\n /**\n * The timer for element loads to check if they timeout.\n * @private\n */\n this._elementTimer = 0;\n /**\n * The `complete` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundComplete = null;\n /**\n * The `_onError` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnError = null;\n /**\n * The `_onProgress` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnProgress = null;\n /**\n * The `_onTimeout` function bound to this resource's context.\n * @private\n * @type {Function}\n */\n this._boundOnTimeout = null;\n this._boundXhrOnError = null;\n this._boundXhrOnTimeout = null;\n this._boundXhrOnAbort = null;\n this._boundXhrOnLoad = null;\n if (typeof name !== 'string' || typeof url !== 'string') {\n throw new Error('Both name and url are required for constructing a resource.');\n }\n options = options || {};\n this._flags = 0;\n // set data url flag, needs to be set early for some _determineX checks to work.\n this._setFlag(LoaderResource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0);\n this.name = name;\n this.url = url;\n this.extension = this._getExtension();\n this.data = null;\n this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin;\n this.timeout = options.timeout || 0;\n this.loadType = options.loadType || this._determineLoadType();\n // The type used to load the resource via XHR. If unset, determined automatically.\n this.xhrType = options.xhrType;\n // Extra info for middleware, and controlling specifics about how the resource loads.\n // Note that if you pass in a `loadElement`, the Resource class takes ownership of it.\n // Meaning it will modify it as it sees fit.\n this.metadata = options.metadata || {};\n // The error that occurred while loading (if any).\n this.error = null;\n // The XHR object that was used to load this resource. This is only set\n // when `loadType` is `LoaderResource.LOAD_TYPE.XHR`.\n this.xhr = null;\n // The child resources this resource owns.\n this.children = [];\n // The resource type.\n this.type = LoaderResource.TYPE.UNKNOWN;\n // The progress chunk owned by this resource.\n this.progressChunk = 0;\n // The `dequeue` method that will be used a storage place for the async queue dequeue method\n // used privately by the loader.\n this._dequeue = _noop$1;\n // Used a storage place for the on load binding used privately by the loader.\n this._onLoadBinding = null;\n // The timer for element loads to check if they timeout.\n this._elementTimer = 0;\n this._boundComplete = this.complete.bind(this);\n this._boundOnError = this._onError.bind(this);\n this._boundOnProgress = this._onProgress.bind(this);\n this._boundOnTimeout = this._onTimeout.bind(this);\n // xhr callbacks\n this._boundXhrOnError = this._xhrOnError.bind(this);\n this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this);\n this._boundXhrOnAbort = this._xhrOnAbort.bind(this);\n this._boundXhrOnLoad = this._xhrOnLoad.bind(this);\n // Dispatched when the resource beings to load.\n this.onStart = new Signal();\n // Dispatched each time progress of this resource load updates.\n // Not all resources types and loader systems can support this event\n // so sometimes it may not be available. If the resource\n // is being loaded on a modern browser, using XHR, and the remote server\n // properly sets Content-Length headers, then this will be available.\n this.onProgress = new Signal();\n // Dispatched once this resource has loaded, if there was an error it will\n // be in the `error` property.\n this.onComplete = new Signal();\n // Dispatched after this resource has had all the *after* middleware run on it.\n this.onAfterMiddleware = new Signal();\n }\n /**\n * Sets the load type to be used for a specific extension.\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {PIXI.LoaderResource.LOAD_TYPE} loadType - The load type to set it to.\n */\n LoaderResource.setExtensionLoadType = function (extname, loadType) {\n setExtMap(LoaderResource._loadTypeMap, extname, loadType);\n };\n /**\n * Sets the load type to be used for a specific extension.\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {PIXI.LoaderResource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to.\n */\n LoaderResource.setExtensionXhrType = function (extname, xhrType) {\n setExtMap(LoaderResource._xhrTypeMap, extname, xhrType);\n };\n Object.defineProperty(LoaderResource.prototype, \"isDataUrl\", {\n /**\n * When the resource starts to load.\n * @memberof PIXI.LoaderResource\n * @callback OnStartSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n */\n /**\n * When the resource reports loading progress.\n * @memberof PIXI.LoaderResource\n * @callback OnProgressSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n * @param {number} percentage - The progress of the load in the range [0, 1].\n */\n /**\n * When the resource finishes loading.\n * @memberof PIXI.LoaderResource\n * @callback OnCompleteSignal\n * @param {PIXI.Resource} resource - The resource that the event happened on.\n */\n /**\n * @memberof PIXI.LoaderResource\n * @typedef {object} IMetadata\n * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The\n * element to use for loading, instead of creating one.\n * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This\n * is useful if you want to pass in a `loadElement` that you already added load sources to.\n * @property {string|string[]} [mimeType] - The mime type to use for the source element\n * of a video/audio elment. If the urls are an array, you can pass this as an array as well\n * where each index is the mime type to use for the corresponding url index.\n */\n /**\n * Stores whether or not this url is a data url.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.DATA_URL);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(LoaderResource.prototype, \"isComplete\", {\n /**\n * Describes if this resource has finished loading. Is true when the resource has completely\n * loaded.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.COMPLETE);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(LoaderResource.prototype, \"isLoading\", {\n /**\n * Describes if this resource is currently loading. Is true when the resource starts loading,\n * and is false again when complete.\n * @readonly\n * @member {boolean}\n */\n get: function () {\n return this._hasFlag(LoaderResource.STATUS_FLAGS.LOADING);\n },\n enumerable: false,\n configurable: true\n });\n /** Marks the resource as complete. */\n LoaderResource.prototype.complete = function () {\n this._clearEvents();\n this._finish();\n };\n /**\n * Aborts the loading of this resource, with an optional message.\n * @param {string} message - The message to use for the error\n */\n LoaderResource.prototype.abort = function (message) {\n // abort can be called multiple times, ignore subsequent calls.\n if (this.error) {\n return;\n }\n // store error\n this.error = new Error(message);\n // clear events before calling aborts\n this._clearEvents();\n // abort the actual loading\n if (this.xhr) {\n this.xhr.abort();\n }\n else if (this.xdr) {\n this.xdr.abort();\n }\n else if (this.data) {\n // single source\n if (this.data.src) {\n this.data.src = LoaderResource.EMPTY_GIF;\n }\n // multi-source\n else {\n while (this.data.firstChild) {\n this.data.removeChild(this.data.firstChild);\n }\n }\n }\n // done now.\n this._finish();\n };\n /**\n * Kicks off loading of this resource. This method is asynchronous.\n * @param {PIXI.LoaderResource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded.\n */\n LoaderResource.prototype.load = function (cb) {\n var _this = this;\n if (this.isLoading) {\n return;\n }\n if (this.isComplete) {\n if (cb) {\n setTimeout(function () { return cb(_this); }, 1);\n }\n return;\n }\n else if (cb) {\n this.onComplete.once(cb);\n }\n this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, true);\n this.onStart.dispatch(this);\n // if unset, determine the value\n if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') {\n this.crossOrigin = this._determineCrossOrigin(this.url);\n }\n switch (this.loadType) {\n case LoaderResource.LOAD_TYPE.IMAGE:\n this.type = LoaderResource.TYPE.IMAGE;\n this._loadElement('image');\n break;\n case LoaderResource.LOAD_TYPE.AUDIO:\n this.type = LoaderResource.TYPE.AUDIO;\n this._loadSourceElement('audio');\n break;\n case LoaderResource.LOAD_TYPE.VIDEO:\n this.type = LoaderResource.TYPE.VIDEO;\n this._loadSourceElement('video');\n break;\n case LoaderResource.LOAD_TYPE.XHR:\n /* falls through */\n default:\n if (typeof useXdr === 'undefined') {\n useXdr = !!(globalThis.XDomainRequest && !('withCredentials' in (new XMLHttpRequest())));\n }\n if (useXdr && this.crossOrigin) {\n this._loadXdr();\n }\n else {\n this._loadXhr();\n }\n break;\n }\n };\n /**\n * Checks if the flag is set.\n * @param flag - The flag to check.\n * @returns True if the flag is set.\n */\n LoaderResource.prototype._hasFlag = function (flag) {\n return (this._flags & flag) !== 0;\n };\n /**\n * (Un)Sets the flag.\n * @param flag - The flag to (un)set.\n * @param value - Whether to set or (un)set the flag.\n */\n LoaderResource.prototype._setFlag = function (flag, value) {\n this._flags = value ? (this._flags | flag) : (this._flags & ~flag);\n };\n /** Clears all the events from the underlying loading source. */\n LoaderResource.prototype._clearEvents = function () {\n clearTimeout(this._elementTimer);\n if (this.data && this.data.removeEventListener) {\n this.data.removeEventListener('error', this._boundOnError, false);\n this.data.removeEventListener('load', this._boundComplete, false);\n this.data.removeEventListener('progress', this._boundOnProgress, false);\n this.data.removeEventListener('canplaythrough', this._boundComplete, false);\n }\n if (this.xhr) {\n if (this.xhr.removeEventListener) {\n this.xhr.removeEventListener('error', this._boundXhrOnError, false);\n this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false);\n this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false);\n this.xhr.removeEventListener('progress', this._boundOnProgress, false);\n this.xhr.removeEventListener('load', this._boundXhrOnLoad, false);\n }\n else {\n this.xhr.onerror = null;\n this.xhr.ontimeout = null;\n this.xhr.onprogress = null;\n this.xhr.onload = null;\n }\n }\n };\n /** Finalizes the load. */\n LoaderResource.prototype._finish = function () {\n if (this.isComplete) {\n throw new Error('Complete called again for an already completed resource.');\n }\n this._setFlag(LoaderResource.STATUS_FLAGS.COMPLETE, true);\n this._setFlag(LoaderResource.STATUS_FLAGS.LOADING, false);\n this.onComplete.dispatch(this);\n };\n /**\n * Loads this resources using an element that has a single source,\n * like an HTMLImageElement.\n * @private\n * @param type - The type of element to use.\n */\n LoaderResource.prototype._loadElement = function (type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n }\n else if (type === 'image' && typeof globalThis.Image !== 'undefined') {\n this.data = new Image();\n }\n else {\n this.data = document.createElement(type);\n }\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n if (!this.metadata.skipSource) {\n this.data.src = this.url;\n }\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n };\n /**\n * Loads this resources using an element that has multiple sources,\n * like an HTMLAudioElement or HTMLVideoElement.\n * @param type - The type of element to use.\n */\n LoaderResource.prototype._loadSourceElement = function (type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n }\n else if (type === 'audio' && typeof globalThis.Audio !== 'undefined') {\n this.data = new Audio();\n }\n else {\n this.data = document.createElement(type);\n }\n if (this.data === null) {\n this.abort(\"Unsupported element: \" + type);\n return;\n }\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n if (!this.metadata.skipSource) {\n // support for CocoonJS Canvas+ runtime, lacks document.createElement('source')\n if (navigator.isCocoonJS) {\n this.data.src = Array.isArray(this.url) ? this.url[0] : this.url;\n }\n else if (Array.isArray(this.url)) {\n var mimeTypes = this.metadata.mimeType;\n for (var i = 0; i < this.url.length; ++i) {\n this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes));\n }\n }\n else {\n var mimeTypes = this.metadata.mimeType;\n this.data.appendChild(this._createSource(type, this.url, Array.isArray(mimeTypes) ? mimeTypes[0] : mimeTypes));\n }\n }\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n this.data.addEventListener('canplaythrough', this._boundComplete, false);\n this.data.load();\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n };\n /** Loads this resources using an XMLHttpRequest. */\n LoaderResource.prototype._loadXhr = function () {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n var xhr = this.xhr = new XMLHttpRequest();\n // send credentials when crossOrigin with credentials requested\n if (this.crossOrigin === 'use-credentials') {\n xhr.withCredentials = true;\n }\n // set the request type and url\n xhr.open('GET', this.url, true);\n xhr.timeout = this.timeout;\n // load json as text and parse it ourselves. We do this because some browsers\n // *cough* safari *cough* can't deal with it.\n if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON\n || this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) {\n xhr.responseType = LoaderResource.XHR_RESPONSE_TYPE.TEXT;\n }\n else {\n xhr.responseType = this.xhrType;\n }\n xhr.addEventListener('error', this._boundXhrOnError, false);\n xhr.addEventListener('timeout', this._boundXhrOnTimeout, false);\n xhr.addEventListener('abort', this._boundXhrOnAbort, false);\n xhr.addEventListener('progress', this._boundOnProgress, false);\n xhr.addEventListener('load', this._boundXhrOnLoad, false);\n xhr.send();\n };\n /** Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross). */\n LoaderResource.prototype._loadXdr = function () {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n var xdr = this.xhr = new globalThis.XDomainRequest(); // eslint-disable-line no-undef\n // XDomainRequest has a few quirks. Occasionally it will abort requests\n // A way to avoid this is to make sure ALL callbacks are set even if not used\n // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9\n xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9\n xdr.onerror = this._boundXhrOnError;\n xdr.ontimeout = this._boundXhrOnTimeout;\n xdr.onprogress = this._boundOnProgress;\n xdr.onload = this._boundXhrOnLoad;\n xdr.open('GET', this.url, true);\n // Note: The xdr.send() call is wrapped in a timeout to prevent an\n // issue with the interface where some requests are lost if multiple\n // XDomainRequests are being sent at the same time.\n // Some info here: https://github.com/photonstorm/phaser/issues/1248\n setTimeout(function () { return xdr.send(); }, 1);\n };\n /**\n * Creates a source used in loading via an element.\n * @param type - The element type (video or audio).\n * @param url - The source URL to load from.\n * @param [mime] - The mime type of the video\n * @returns The source element.\n */\n LoaderResource.prototype._createSource = function (type, url, mime) {\n if (!mime) {\n mime = type + \"/\" + this._getExtension(url);\n }\n var source = document.createElement('source');\n source.src = url;\n source.type = mime;\n return source;\n };\n /**\n * Called if a load errors out.\n * @param event - The error event from the element that emits it.\n */\n LoaderResource.prototype._onError = function (event) {\n this.abort(\"Failed to load element using: \" + event.target.nodeName);\n };\n /**\n * Called if a load progress event fires for an element or xhr/xdr.\n * @param event - Progress event.\n */\n LoaderResource.prototype._onProgress = function (event) {\n if (event && event.lengthComputable) {\n this.onProgress.dispatch(this, event.loaded / event.total);\n }\n };\n /** Called if a timeout event fires for an element. */\n LoaderResource.prototype._onTimeout = function () {\n this.abort(\"Load timed out.\");\n };\n /** Called if an error event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnError = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request failed. Status: \" + xhr.status + \", text: \\\"\" + xhr.statusText + \"\\\"\");\n };\n /** Called if an error event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnTimeout = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request timed out.\");\n };\n /** Called if an abort event fires for xhr/xdr. */\n LoaderResource.prototype._xhrOnAbort = function () {\n var xhr = this.xhr;\n this.abort(reqType(xhr) + \" Request was aborted by the user.\");\n };\n /** Called when data successfully loads from an xhr/xdr request. */\n LoaderResource.prototype._xhrOnLoad = function () {\n var xhr = this.xhr;\n var text = '';\n var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200.\n // responseText is accessible only if responseType is '' or 'text' and on older browsers\n if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') {\n text = xhr.responseText;\n }\n // status can be 0 when using the `file://` protocol so we also check if a response is set.\n // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request.\n if (status === STATUS_NONE && (text.length > 0 || xhr.responseType === LoaderResource.XHR_RESPONSE_TYPE.BUFFER)) {\n status = STATUS_OK;\n }\n // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request\n else if (status === STATUS_IE_BUG_EMPTY) {\n status = STATUS_EMPTY;\n }\n var statusType = (status / 100) | 0;\n if (statusType === STATUS_TYPE_OK) {\n // if text, just return it\n if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.TEXT) {\n this.data = text;\n this.type = LoaderResource.TYPE.TEXT;\n }\n // if json, parse into json object\n else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.JSON) {\n try {\n this.data = JSON.parse(text);\n this.type = LoaderResource.TYPE.JSON;\n }\n catch (e) {\n this.abort(\"Error trying to parse loaded json: \" + e);\n return;\n }\n }\n // if xml, parse into an xml document or div element\n else if (this.xhrType === LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT) {\n try {\n if (globalThis.DOMParser) {\n var domparser = new DOMParser();\n this.data = domparser.parseFromString(text, 'text/xml');\n }\n else {\n var div = document.createElement('div');\n div.innerHTML = text;\n this.data = div;\n }\n this.type = LoaderResource.TYPE.XML;\n }\n catch (e$1) {\n this.abort(\"Error trying to parse loaded xml: \" + e$1);\n return;\n }\n }\n // other types just return the response\n else {\n this.data = xhr.response || text;\n }\n }\n else {\n this.abort(\"[\" + xhr.status + \"] \" + xhr.statusText + \": \" + xhr.responseURL);\n return;\n }\n this.complete();\n };\n /**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n * @private\n * @param url - The url to test.\n * @param [loc=globalThis.location] - The location object to test against.\n * @returns The crossOrigin value to use (or empty string for none).\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n LoaderResource.prototype._determineCrossOrigin = function (url, loc) {\n // data: and javascript: urls are considered same-origin\n if (url.indexOf('data:') === 0) {\n return '';\n }\n // A sandboxed iframe without the 'allow-same-origin' attribute will have a special\n // origin designed not to match globalThis.location.origin, and will always require\n // crossOrigin requests regardless of whether the location matches.\n if (globalThis.origin !== globalThis.location.origin) {\n return 'anonymous';\n }\n // default is globalThis.location\n loc = loc || globalThis.location;\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url;\n var parsedUrl = parseUri(tempAnchor.href, { strictMode: true });\n var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port);\n var protocol = parsedUrl.protocol ? parsedUrl.protocol + \":\" : '';\n // if cross origin\n if (parsedUrl.host !== loc.hostname || !samePort || protocol !== loc.protocol) {\n return 'anonymous';\n }\n return '';\n };\n /**\n * Determines the responseType of an XHR request based on the extension of the\n * resource being loaded.\n * @private\n * @returns {PIXI.LoaderResource.XHR_RESPONSE_TYPE} The responseType to use.\n */\n LoaderResource.prototype._determineXhrType = function () {\n return LoaderResource._xhrTypeMap[this.extension] || LoaderResource.XHR_RESPONSE_TYPE.TEXT;\n };\n /**\n * Determines the loadType of a resource based on the extension of the\n * resource being loaded.\n * @private\n * @returns {PIXI.LoaderResource.LOAD_TYPE} The loadType to use.\n */\n LoaderResource.prototype._determineLoadType = function () {\n return LoaderResource._loadTypeMap[this.extension] || LoaderResource.LOAD_TYPE.XHR;\n };\n /**\n * Extracts the extension (sans '.') of the file being loaded by the resource.\n * @param [url] - url to parse, `this.url` by default.\n * @returns The extension.\n */\n LoaderResource.prototype._getExtension = function (url) {\n if (url === void 0) { url = this.url; }\n var ext = '';\n if (this.isDataUrl) {\n var slashIndex = url.indexOf('/');\n ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex));\n }\n else {\n var queryStart = url.indexOf('?');\n var hashStart = url.indexOf('#');\n var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length);\n url = url.substring(0, index);\n ext = url.substring(url.lastIndexOf('.') + 1);\n }\n return ext.toLowerCase();\n };\n /**\n * Determines the mime type of an XHR request based on the responseType of\n * resource being loaded.\n * @param type - The type to get a mime type for.\n * @private\n * @returns The mime type to use.\n */\n LoaderResource.prototype._getMimeFromXhrType = function (type) {\n switch (type) {\n case LoaderResource.XHR_RESPONSE_TYPE.BUFFER:\n return 'application/octet-binary';\n case LoaderResource.XHR_RESPONSE_TYPE.BLOB:\n return 'application/blob';\n case LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT:\n return 'application/xml';\n case LoaderResource.XHR_RESPONSE_TYPE.JSON:\n return 'application/json';\n case LoaderResource.XHR_RESPONSE_TYPE.DEFAULT:\n case LoaderResource.XHR_RESPONSE_TYPE.TEXT:\n /* falls through */\n default:\n return 'text/plain';\n }\n };\n return LoaderResource;\n}());\n// eslint-disable-next-line @typescript-eslint/no-namespace\n(function (LoaderResource) {\n (function (STATUS_FLAGS) {\n /** None */\n STATUS_FLAGS[STATUS_FLAGS[\"NONE\"] = 0] = \"NONE\";\n /** Data URL */\n STATUS_FLAGS[STATUS_FLAGS[\"DATA_URL\"] = 1] = \"DATA_URL\";\n /** Complete */\n STATUS_FLAGS[STATUS_FLAGS[\"COMPLETE\"] = 2] = \"COMPLETE\";\n /** Loading */\n STATUS_FLAGS[STATUS_FLAGS[\"LOADING\"] = 4] = \"LOADING\";\n })(LoaderResource.STATUS_FLAGS || (LoaderResource.STATUS_FLAGS = {}));\n (function (TYPE) {\n /** Unknown */\n TYPE[TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n /** JSON */\n TYPE[TYPE[\"JSON\"] = 1] = \"JSON\";\n /** XML */\n TYPE[TYPE[\"XML\"] = 2] = \"XML\";\n /** Image */\n TYPE[TYPE[\"IMAGE\"] = 3] = \"IMAGE\";\n /** Audio */\n TYPE[TYPE[\"AUDIO\"] = 4] = \"AUDIO\";\n /** Video */\n TYPE[TYPE[\"VIDEO\"] = 5] = \"VIDEO\";\n /** Plain text */\n TYPE[TYPE[\"TEXT\"] = 6] = \"TEXT\";\n })(LoaderResource.TYPE || (LoaderResource.TYPE = {}));\n (function (LOAD_TYPE) {\n /** Uses XMLHttpRequest to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"XHR\"] = 1] = \"XHR\";\n /** Uses an `Image` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"IMAGE\"] = 2] = \"IMAGE\";\n /** Uses an `Audio` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"AUDIO\"] = 3] = \"AUDIO\";\n /** Uses a `Video` object to load the resource. */\n LOAD_TYPE[LOAD_TYPE[\"VIDEO\"] = 4] = \"VIDEO\";\n })(LoaderResource.LOAD_TYPE || (LoaderResource.LOAD_TYPE = {}));\n (function (XHR_RESPONSE_TYPE) {\n /** string */\n XHR_RESPONSE_TYPE[\"DEFAULT\"] = \"text\";\n /** ArrayBuffer */\n XHR_RESPONSE_TYPE[\"BUFFER\"] = \"arraybuffer\";\n /** Blob */\n XHR_RESPONSE_TYPE[\"BLOB\"] = \"blob\";\n /** Document */\n XHR_RESPONSE_TYPE[\"DOCUMENT\"] = \"document\";\n /** Object */\n XHR_RESPONSE_TYPE[\"JSON\"] = \"json\";\n /** String */\n XHR_RESPONSE_TYPE[\"TEXT\"] = \"text\";\n })(LoaderResource.XHR_RESPONSE_TYPE || (LoaderResource.XHR_RESPONSE_TYPE = {}));\n LoaderResource._loadTypeMap = {\n // images\n gif: LoaderResource.LOAD_TYPE.IMAGE,\n png: LoaderResource.LOAD_TYPE.IMAGE,\n bmp: LoaderResource.LOAD_TYPE.IMAGE,\n jpg: LoaderResource.LOAD_TYPE.IMAGE,\n jpeg: LoaderResource.LOAD_TYPE.IMAGE,\n tif: LoaderResource.LOAD_TYPE.IMAGE,\n tiff: LoaderResource.LOAD_TYPE.IMAGE,\n webp: LoaderResource.LOAD_TYPE.IMAGE,\n tga: LoaderResource.LOAD_TYPE.IMAGE,\n avif: LoaderResource.LOAD_TYPE.IMAGE,\n svg: LoaderResource.LOAD_TYPE.IMAGE,\n 'svg+xml': LoaderResource.LOAD_TYPE.IMAGE,\n // audio\n mp3: LoaderResource.LOAD_TYPE.AUDIO,\n ogg: LoaderResource.LOAD_TYPE.AUDIO,\n wav: LoaderResource.LOAD_TYPE.AUDIO,\n // videos\n mp4: LoaderResource.LOAD_TYPE.VIDEO,\n webm: LoaderResource.LOAD_TYPE.VIDEO,\n };\n LoaderResource._xhrTypeMap = {\n // xml\n xhtml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n html: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n htm: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n xml: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n tmx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n svg: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component.\n // Since it is way less likely for people to be loading TypeScript files instead of Tiled files,\n // this should probably be fine.\n tsx: LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT,\n // images\n gif: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n png: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n bmp: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n jpg: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n jpeg: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tif: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tiff: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n webp: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n tga: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n avif: LoaderResource.XHR_RESPONSE_TYPE.BLOB,\n // json\n json: LoaderResource.XHR_RESPONSE_TYPE.JSON,\n // text\n text: LoaderResource.XHR_RESPONSE_TYPE.TEXT,\n txt: LoaderResource.XHR_RESPONSE_TYPE.TEXT,\n // fonts\n ttf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER,\n otf: LoaderResource.XHR_RESPONSE_TYPE.BUFFER,\n };\n // We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif\n LoaderResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw==';\n})(LoaderResource || (LoaderResource = {}));\n\n/**\n * Smaller version of the async library constructs.\n * @ignore\n */\nfunction _noop() {\n}\n/**\n * Ensures a function is only called once.\n * @ignore\n * @param {Function} fn - The function to wrap.\n * @returns {Function} The wrapping function.\n */\nfunction onlyOnce(fn) {\n return function onceWrapper() {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n if (fn === null) {\n throw new Error('Callback was already called.');\n }\n var callFn = fn;\n fn = null;\n callFn.apply(this, args);\n };\n}\n/**\n * @private\n * @memberof PIXI\n */\nvar AsyncQueueItem = /** @class */ (function () {\n /**\n * @param data\n * @param callback\n * @private\n */\n function AsyncQueueItem(data, callback) {\n this.data = data;\n this.callback = callback;\n }\n return AsyncQueueItem;\n}());\n/**\n * @private\n * @memberof PIXI\n */\nvar AsyncQueue = /** @class */ (function () {\n /**\n * @param worker\n * @param concurrency\n * @private\n */\n function AsyncQueue(worker, concurrency) {\n var _this = this;\n if (concurrency === void 0) { concurrency = 1; }\n this.workers = 0;\n this.saturated = _noop;\n this.unsaturated = _noop;\n this.empty = _noop;\n this.drain = _noop;\n this.error = _noop;\n this.started = false;\n this.paused = false;\n this._tasks = [];\n this._insert = function (data, insertAtFront, callback) {\n if (callback && typeof callback !== 'function') {\n throw new Error('task callback must be a function');\n }\n _this.started = true;\n // eslint-disable-next-line no-eq-null,eqeqeq\n if (data == null && _this.idle()) {\n // call drain immediately if there are no tasks\n setTimeout(function () { return _this.drain(); }, 1);\n return;\n }\n var item = new AsyncQueueItem(data, typeof callback === 'function' ? callback : _noop);\n if (insertAtFront) {\n _this._tasks.unshift(item);\n }\n else {\n _this._tasks.push(item);\n }\n setTimeout(_this.process, 1);\n };\n this.process = function () {\n while (!_this.paused && _this.workers < _this.concurrency && _this._tasks.length) {\n var task = _this._tasks.shift();\n if (_this._tasks.length === 0) {\n _this.empty();\n }\n _this.workers += 1;\n if (_this.workers === _this.concurrency) {\n _this.saturated();\n }\n _this._worker(task.data, onlyOnce(_this._next(task)));\n }\n };\n this._worker = worker;\n if (concurrency === 0) {\n throw new Error('Concurrency must not be zero');\n }\n this.concurrency = concurrency;\n this.buffer = concurrency / 4.0;\n }\n /**\n * @param task\n * @private\n */\n AsyncQueue.prototype._next = function (task) {\n var _this = this;\n return function () {\n var arguments$1 = arguments;\n\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments$1[_i];\n }\n _this.workers -= 1;\n task.callback.apply(task, args);\n // eslint-disable-next-line no-eq-null,eqeqeq\n if (args[0] != null) {\n _this.error(args[0], task.data);\n }\n if (_this.workers <= (_this.concurrency - _this.buffer)) {\n _this.unsaturated();\n }\n if (_this.idle()) {\n _this.drain();\n }\n _this.process();\n };\n };\n // That was in object\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n AsyncQueue.prototype.push = function (data, callback) {\n this._insert(data, false, callback);\n };\n AsyncQueue.prototype.kill = function () {\n this.workers = 0;\n this.drain = _noop;\n this.started = false;\n this._tasks = [];\n };\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n AsyncQueue.prototype.unshift = function (data, callback) {\n this._insert(data, true, callback);\n };\n AsyncQueue.prototype.length = function () {\n return this._tasks.length;\n };\n AsyncQueue.prototype.running = function () {\n return this.workers;\n };\n AsyncQueue.prototype.idle = function () {\n return this._tasks.length + this.workers === 0;\n };\n AsyncQueue.prototype.pause = function () {\n if (this.paused === true) {\n return;\n }\n this.paused = true;\n };\n AsyncQueue.prototype.resume = function () {\n if (this.paused === false) {\n return;\n }\n this.paused = false;\n // Need to call this.process once per concurrent\n // worker to preserve full concurrency after pause\n for (var w = 1; w <= this.concurrency; w++) {\n this.process();\n }\n };\n /**\n * Iterates an array in series.\n * @param {Array.<*>} array - Array to iterate.\n * @param {Function} iterator - Function to call for each element.\n * @param {Function} callback - Function to call when done, or on error.\n * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1.\n */\n AsyncQueue.eachSeries = function (array, iterator, callback, deferNext) {\n var i = 0;\n var len = array.length;\n function next(err) {\n if (err || i === len) {\n if (callback) {\n callback(err);\n }\n return;\n }\n if (deferNext) {\n setTimeout(function () {\n iterator(array[i++], next);\n }, 1);\n }\n else {\n iterator(array[i++], next);\n }\n }\n next();\n };\n /**\n * Async queue implementation,\n * @param {Function} worker - The worker function to call for each task.\n * @param {number} concurrency - How many workers to run in parrallel.\n * @returns {*} The async queue object.\n */\n AsyncQueue.queue = function (worker, concurrency) {\n return new AsyncQueue(worker, concurrency);\n };\n return AsyncQueue;\n}());\n\n// some constants\nvar MAX_PROGRESS = 100;\nvar rgxExtractUrlHash = /(#[\\w-]+)?$/;\n/**\n * The new loader, forked from Resource Loader by Chad Engler: https://github.com/englercj/resource-loader\n *\n * ```js\n * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use.\n * // or\n * const loader = new PIXI.Loader(); // You can also create your own if you want\n *\n * const sprites = {};\n *\n * // Chainable `add` to enqueue a resource\n * loader.add('bunny', 'data/bunny.png')\n * .add('spaceship', 'assets/spritesheet.json');\n * loader.add('scoreFont', 'assets/score.fnt');\n *\n * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource.\n * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc).\n * loader.pre(cachingMiddleware);\n *\n * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource.\n * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc).\n * loader.use(parsingMiddleware);\n *\n * // The `load` method loads the queue of resources, and calls the passed in callback called once all\n * // resources have loaded.\n * loader.load((loader, resources) => {\n * // resources is an object where the key is the name of the resource loaded and the value is the resource object.\n * // They have a couple default properties:\n * // - `url`: The URL that the resource was loaded from\n * // - `error`: The error that happened when trying to load (if any)\n * // - `data`: The raw data that was loaded\n * // also may contain other properties based on the middleware that runs.\n * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture);\n * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture);\n * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture);\n * });\n *\n * // throughout the process multiple signals can be dispatched.\n * loader.onProgress.add(() => {}); // called once per loaded/errored file\n * loader.onError.add(() => {}); // called once per errored file\n * loader.onLoad.add(() => {}); // called once per loaded file\n * loader.onComplete.add(() => {}); // called once when the queued resources all load.\n * ```\n * @memberof PIXI\n */\nvar Loader = /** @class */ (function () {\n /**\n * @param baseUrl - The base url for all resources loaded by this loader.\n * @param concurrency - The number of resources to load concurrently.\n */\n function Loader(baseUrl, concurrency) {\n var _this = this;\n if (baseUrl === void 0) { baseUrl = ''; }\n if (concurrency === void 0) { concurrency = 10; }\n /** The progress percent of the loader going through the queue. */\n this.progress = 0;\n /** Loading state of the loader, true if it is currently loading resources. */\n this.loading = false;\n /**\n * A querystring to append to every URL added to the loader.\n *\n * This should be a valid query string *without* the question-mark (`?`). The loader will\n * also *not* escape values for you. Make sure to escape your parameters with\n * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property.\n * @example\n * const loader = new Loader();\n *\n * loader.defaultQueryString = 'user=me&password=secret';\n *\n * // This will request 'image.png?user=me&password=secret'\n * loader.add('image.png').load();\n *\n * loader.reset();\n *\n * // This will request 'image.png?v=1&user=me&password=secret'\n * loader.add('iamge.png?v=1').load();\n */\n this.defaultQueryString = '';\n /** The middleware to run before loading each resource. */\n this._beforeMiddleware = [];\n /** The middleware to run after loading each resource. */\n this._afterMiddleware = [];\n /** The tracks the resources we are currently completing parsing for. */\n this._resourcesParsing = [];\n /**\n * The `_loadResource` function bound with this object context.\n * @param r - The resource to load\n * @param d - The dequeue function\n */\n this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); };\n /** All the resources for this loader keyed by name. */\n this.resources = {};\n this.baseUrl = baseUrl;\n this._beforeMiddleware = [];\n this._afterMiddleware = [];\n this._resourcesParsing = [];\n this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); };\n this._queue = AsyncQueue.queue(this._boundLoadResource, concurrency);\n this._queue.pause();\n this.resources = {};\n this.onProgress = new Signal();\n this.onError = new Signal();\n this.onLoad = new Signal();\n this.onStart = new Signal();\n this.onComplete = new Signal();\n for (var i = 0; i < Loader._plugins.length; ++i) {\n var plugin = Loader._plugins[i];\n var pre = plugin.pre, use = plugin.use;\n if (pre) {\n this.pre(pre);\n }\n if (use) {\n this.use(use);\n }\n }\n this._protected = false;\n }\n /**\n * Same as add, params have strict order\n * @private\n * @param name - The name of the resource to load.\n * @param url - The url for this resource, relative to the baseUrl of this loader.\n * @param options - The options for the load.\n * @param callback - Function to call when this specific resource completes loading.\n * @returns The loader itself.\n */\n Loader.prototype._add = function (name, url, options, callback) {\n // if loading already you can only add resources that have a parent.\n if (this.loading && (!options || !options.parentResource)) {\n throw new Error('Cannot add resources while the loader is running.');\n }\n // check if resource already exists.\n if (this.resources[name]) {\n throw new Error(\"Resource named \\\"\" + name + \"\\\" already exists.\");\n }\n // add base url if this isn't an absolute url\n url = this._prepareUrl(url);\n // create the store the resource\n this.resources[name] = new LoaderResource(name, url, options);\n if (typeof callback === 'function') {\n this.resources[name].onAfterMiddleware.once(callback);\n }\n // if actively loading, make sure to adjust progress chunks for that parent and its children\n if (this.loading) {\n var parent = options.parentResource;\n var incompleteChildren = [];\n for (var i = 0; i < parent.children.length; ++i) {\n if (!parent.children[i].isComplete) {\n incompleteChildren.push(parent.children[i]);\n }\n }\n var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent\n var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child\n parent.children.push(this.resources[name]);\n parent.progressChunk = eachChunk;\n for (var i = 0; i < incompleteChildren.length; ++i) {\n incompleteChildren[i].progressChunk = eachChunk;\n }\n this.resources[name].progressChunk = eachChunk;\n }\n // add the resource to the queue\n this._queue.push(this.resources[name]);\n return this;\n };\n /* eslint-enable require-jsdoc,valid-jsdoc */\n /**\n * Sets up a middleware function that will run *before* the\n * resource is loaded.\n * @param fn - The middleware function to register.\n * @returns The loader itself.\n */\n Loader.prototype.pre = function (fn) {\n this._beforeMiddleware.push(fn);\n return this;\n };\n /**\n * Sets up a middleware function that will run *after* the\n * resource is loaded.\n * @param fn - The middleware function to register.\n * @returns The loader itself.\n */\n Loader.prototype.use = function (fn) {\n this._afterMiddleware.push(fn);\n return this;\n };\n /**\n * Resets the queue of the loader to prepare for a new load.\n * @returns The loader itself.\n */\n Loader.prototype.reset = function () {\n this.progress = 0;\n this.loading = false;\n this._queue.kill();\n this._queue.pause();\n // abort all resource loads\n for (var k in this.resources) {\n var res = this.resources[k];\n if (res._onLoadBinding) {\n res._onLoadBinding.detach();\n }\n if (res.isLoading) {\n res.abort('loader reset');\n }\n }\n this.resources = {};\n return this;\n };\n /**\n * Starts loading the queued resources.\n * @param cb - Optional callback that will be bound to the `complete` event.\n * @returns The loader itself.\n */\n Loader.prototype.load = function (cb) {\n deprecation('6.5.0', '@pixi/loaders is being replaced with @pixi/assets in the next major release.');\n // register complete callback if they pass one\n if (typeof cb === 'function') {\n this.onComplete.once(cb);\n }\n // if the queue has already started we are done here\n if (this.loading) {\n return this;\n }\n if (this._queue.idle()) {\n this._onStart();\n this._onComplete();\n }\n else {\n // distribute progress chunks\n var numTasks = this._queue._tasks.length;\n var chunk = MAX_PROGRESS / numTasks;\n for (var i = 0; i < this._queue._tasks.length; ++i) {\n this._queue._tasks[i].data.progressChunk = chunk;\n }\n // notify we are starting\n this._onStart();\n // start loading\n this._queue.resume();\n }\n return this;\n };\n Object.defineProperty(Loader.prototype, \"concurrency\", {\n /**\n * The number of resources to load concurrently.\n * @default 10\n */\n get: function () {\n return this._queue.concurrency;\n },\n set: function (concurrency) {\n this._queue.concurrency = concurrency;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Prepares a url for usage based on the configuration of this object\n * @param url - The url to prepare.\n * @returns The prepared url.\n */\n Loader.prototype._prepareUrl = function (url) {\n var parsedUrl = parseUri(url, { strictMode: true });\n var result;\n // absolute url, just use it as is.\n if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) {\n result = url;\n }\n // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween\n else if (this.baseUrl.length\n && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1\n && url.charAt(0) !== '/') {\n result = this.baseUrl + \"/\" + url;\n }\n else {\n result = this.baseUrl + url;\n }\n // if we need to add a default querystring, there is a bit more work\n if (this.defaultQueryString) {\n var hash = rgxExtractUrlHash.exec(result)[0];\n result = result.slice(0, result.length - hash.length);\n if (result.indexOf('?') !== -1) {\n result += \"&\" + this.defaultQueryString;\n }\n else {\n result += \"?\" + this.defaultQueryString;\n }\n result += hash;\n }\n return result;\n };\n /**\n * Loads a single resource.\n * @param resource - The resource to load.\n * @param dequeue - The function to call when we need to dequeue this item.\n */\n Loader.prototype._loadResource = function (resource, dequeue) {\n var _this = this;\n resource._dequeue = dequeue;\n // run before middleware\n AsyncQueue.eachSeries(this._beforeMiddleware, function (fn, next) {\n fn.call(_this, resource, function () {\n // if the before middleware marks the resource as complete,\n // break and don't process any more before middleware\n next(resource.isComplete ? {} : null);\n });\n }, function () {\n if (resource.isComplete) {\n _this._onLoad(resource);\n }\n else {\n resource._onLoadBinding = resource.onComplete.once(_this._onLoad, _this);\n resource.load();\n }\n }, true);\n };\n /** Called once loading has started. */\n Loader.prototype._onStart = function () {\n this.progress = 0;\n this.loading = true;\n this.onStart.dispatch(this);\n };\n /** Called once each resource has loaded. */\n Loader.prototype._onComplete = function () {\n this.progress = MAX_PROGRESS;\n this.loading = false;\n this.onComplete.dispatch(this, this.resources);\n };\n /**\n * Called each time a resources is loaded.\n * @param resource - The resource that was loaded\n */\n Loader.prototype._onLoad = function (resource) {\n var _this = this;\n resource._onLoadBinding = null;\n // remove this resource from the async queue, and add it to our list of resources that are being parsed\n this._resourcesParsing.push(resource);\n resource._dequeue();\n // run all the after middleware for this resource\n AsyncQueue.eachSeries(this._afterMiddleware, function (fn, next) {\n fn.call(_this, resource, next);\n }, function () {\n resource.onAfterMiddleware.dispatch(resource);\n _this.progress = Math.min(MAX_PROGRESS, _this.progress + resource.progressChunk);\n _this.onProgress.dispatch(_this, resource);\n if (resource.error) {\n _this.onError.dispatch(resource.error, _this, resource);\n }\n else {\n _this.onLoad.dispatch(_this, resource);\n }\n _this._resourcesParsing.splice(_this._resourcesParsing.indexOf(resource), 1);\n // do completion check\n if (_this._queue.idle() && _this._resourcesParsing.length === 0) {\n _this._onComplete();\n }\n }, true);\n };\n /** Destroy the loader, removes references. */\n Loader.prototype.destroy = function () {\n if (!this._protected) {\n this.reset();\n }\n };\n Object.defineProperty(Loader, \"shared\", {\n /** A premade instance of the loader that can be used to load resources. */\n get: function () {\n var shared = Loader._shared;\n if (!shared) {\n shared = new Loader();\n shared._protected = true;\n Loader._shared = shared;\n }\n return shared;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Use the {@link PIXI.extensions.add} API to register plugins.\n * @deprecated since 6.5.0\n * @param plugin - The plugin to add\n * @returns Reference to PIXI.Loader for chaining\n */\n Loader.registerPlugin = function (plugin) {\n deprecation('6.5.0', 'Loader.registerPlugin() is deprecated, use extensions.add() instead.');\n extensions.add({\n type: ExtensionType.Loader,\n ref: plugin,\n });\n return Loader;\n };\n Loader._plugins = [];\n return Loader;\n}());\nextensions.handleByList(ExtensionType.Loader, Loader._plugins);\nLoader.prototype.add = function add(name, url, options, callback) {\n // special case of an array of objects or urls\n if (Array.isArray(name)) {\n for (var i = 0; i < name.length; ++i) {\n this.add(name[i]);\n }\n return this;\n }\n // if an object is passed instead of params\n if (typeof name === 'object') {\n options = name;\n callback = url || options.callback || options.onComplete;\n url = options.url;\n name = options.name || options.key || options.url;\n }\n // case where no name is passed shift all args over by one.\n if (typeof url !== 'string') {\n callback = options;\n options = url;\n url = name;\n }\n // now that we shifted make sure we have a proper url.\n if (typeof url !== 'string') {\n throw new Error('No url passed to add resource to loader.');\n }\n // options are optional so people might pass a function and no options\n if (typeof options === 'function') {\n callback = options;\n options = null;\n }\n return this._add(name, url, options, callback);\n};\n\n/**\n * Application plugin for supporting loader option. Installing the LoaderPlugin\n * is not necessary if using **pixi.js** or **pixi.js-legacy**.\n * @example\n * import {AppLoaderPlugin} from '@pixi/loaders';\n * import {extensions} from '@pixi/core';\n * extensions.add(AppLoaderPlugin);\n * @memberof PIXI\n */\nvar AppLoaderPlugin = /** @class */ (function () {\n function AppLoaderPlugin() {\n }\n /**\n * Called on application constructor\n * @param options\n * @private\n */\n AppLoaderPlugin.init = function (options) {\n options = Object.assign({\n sharedLoader: false,\n }, options);\n this.loader = options.sharedLoader ? Loader.shared : new Loader();\n };\n /**\n * Called when application destroyed\n * @private\n */\n AppLoaderPlugin.destroy = function () {\n if (this.loader) {\n this.loader.destroy();\n this.loader = null;\n }\n };\n /** @ignore */\n AppLoaderPlugin.extension = ExtensionType.Application;\n return AppLoaderPlugin;\n}());\n\n/**\n * Loader plugin for handling Texture resources.\n * @memberof PIXI\n */\nvar TextureLoader = /** @class */ (function () {\n function TextureLoader() {\n }\n /** Handle SVG elements a text, render with SVGResource. */\n TextureLoader.add = function () {\n LoaderResource.setExtensionLoadType('svg', LoaderResource.LOAD_TYPE.XHR);\n LoaderResource.setExtensionXhrType('svg', LoaderResource.XHR_RESPONSE_TYPE.TEXT);\n };\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param resource\n * @param {Function} next\n */\n TextureLoader.use = function (resource, next) {\n // create a new texture if the data is an Image object\n if (resource.data && (resource.type === LoaderResource.TYPE.IMAGE || resource.extension === 'svg')) {\n var data = resource.data, url = resource.url, name = resource.name, metadata = resource.metadata;\n Texture.fromLoader(data, url, name, metadata).then(function (texture) {\n resource.texture = texture;\n next();\n })\n // TODO: handle errors in Texture.fromLoader\n // so we can pass them to the Loader\n .catch(next);\n }\n else {\n next();\n }\n };\n /** @ignore */\n TextureLoader.extension = ExtensionType.Loader;\n return TextureLoader;\n}());\n\nvar _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=';\n/**\n * Encodes binary into base64.\n * @function encodeBinary\n * @param {string} input - The input data to encode.\n * @returns {string} The encoded base64 string\n */\nfunction encodeBinary(input) {\n var output = '';\n var inx = 0;\n while (inx < input.length) {\n // Fill byte buffer array\n var bytebuffer = [0, 0, 0];\n var encodedCharIndexes = [0, 0, 0, 0];\n for (var jnx = 0; jnx < bytebuffer.length; ++jnx) {\n if (inx < input.length) {\n // throw away high-order byte, as documented at:\n // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data\n bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff;\n }\n else {\n bytebuffer[jnx] = 0;\n }\n }\n // Get each encoded character, 6 bits at a time\n // index 1: first 6 bits\n encodedCharIndexes[0] = bytebuffer[0] >> 2;\n // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2)\n encodedCharIndexes[1] = ((bytebuffer[0] & 0x3) << 4) | (bytebuffer[1] >> 4);\n // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3)\n encodedCharIndexes[2] = ((bytebuffer[1] & 0x0f) << 2) | (bytebuffer[2] >> 6);\n // index 3: forth 6 bits (6 least significant bits from input byte 3)\n encodedCharIndexes[3] = bytebuffer[2] & 0x3f;\n // Determine whether padding happened, and adjust accordingly\n var paddingBytes = inx - (input.length - 1);\n switch (paddingBytes) {\n case 2:\n // Set last 2 characters to padding char\n encodedCharIndexes[3] = 64;\n encodedCharIndexes[2] = 64;\n break;\n case 1:\n // Set last character to padding char\n encodedCharIndexes[3] = 64;\n break;\n }\n // Now we will grab each appropriate character out of our keystring\n // based on our index array and append it to the output string\n for (var jnx = 0; jnx < encodedCharIndexes.length; ++jnx) {\n output += _keyStr.charAt(encodedCharIndexes[jnx]);\n }\n }\n return output;\n}\n\n/**\n * A middleware for transforming XHR loaded Blobs into more useful objects\n * @ignore\n * @function parsing\n * @example\n * import { Loader, middleware } from 'resource-loader';\n * const loader = new Loader();\n * loader.use(middleware.parsing);\n * @param resource - Current Resource\n * @param next - Callback when complete\n */\nfunction parsing(resource, next) {\n if (!resource.data) {\n next();\n return;\n }\n // if this was an XHR load of a blob\n if (resource.xhr && resource.xhrType === LoaderResource.XHR_RESPONSE_TYPE.BLOB) {\n // if there is no blob support we probably got a binary string back\n if (!self.Blob || typeof resource.data === 'string') {\n var type = resource.xhr.getResponseHeader('content-type');\n // this is an image, convert the binary string into a data url\n if (type && type.indexOf('image') === 0) {\n resource.data = new Image();\n resource.data.src = \"data:\" + type + \";base64,\" + encodeBinary(resource.xhr.responseText);\n resource.type = LoaderResource.TYPE.IMAGE;\n // wait until the image loads and then callback\n resource.data.onload = function () {\n resource.data.onload = null;\n next();\n };\n // next will be called on load\n return;\n }\n }\n // if content type says this is an image, then we should transform the blob into an Image object\n else if (resource.data.type.indexOf('image') === 0) {\n var Url_1 = globalThis.URL || globalThis.webkitURL;\n var src_1 = Url_1.createObjectURL(resource.data);\n resource.blob = resource.data;\n resource.data = new Image();\n resource.data.src = src_1;\n resource.type = LoaderResource.TYPE.IMAGE;\n // cleanup the no longer used blob after the image loads\n // TODO: Is this correct? Will the image be invalid after revoking?\n resource.data.onload = function () {\n Url_1.revokeObjectURL(src_1);\n resource.data.onload = null;\n next();\n };\n // next will be called on load.\n return;\n }\n }\n next();\n}\n\n/**\n * Parse any blob into more usable objects (e.g. Image).\n * @memberof PIXI\n */\nvar ParsingLoader = /** @class */ (function () {\n function ParsingLoader() {\n }\n /** @ignore */\n ParsingLoader.extension = ExtensionType.Loader;\n ParsingLoader.use = parsing;\n return ParsingLoader;\n}());\n\nextensions.add(TextureLoader, ParsingLoader);\n\nexport { AppLoaderPlugin, Loader, LoaderResource, TextureLoader };\n//# sourceMappingURL=loaders.mjs.map\n","/*!\n * @pixi/compressed-textures - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/compressed-textures is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { ViewableBuffer, BufferResource, ExtensionType, Texture, BaseTexture } from '@pixi/core';\nimport { LoaderResource } from '@pixi/loaders';\nimport { url } from '@pixi/utils';\nimport { settings } from '@pixi/settings';\nimport { MIPMAP_MODES, ALPHA_MODES, TYPES, FORMATS } from '@pixi/constants';\n\nvar _a$2;\n/**\n * WebGL internal formats, including compressed texture formats provided by extensions\n * @memberof PIXI\n * @static\n * @name INTERNAL_FORMATS\n * @enum {number}\n * @property {number} [COMPRESSED_RGB_S3TC_DXT1_EXT=0x83F0] -\n * @property {number} [COMPRESSED_RGBA_S3TC_DXT1_EXT=0x83F1] -\n * @property {number} [COMPRESSED_RGBA_S3TC_DXT3_EXT=0x83F2] -\n * @property {number} [COMPRESSED_RGBA_S3TC_DXT5_EXT=0x83F3] -\n * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT=35917] -\n * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT=35918] -\n * @property {number} [COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT=35919] -\n * @property {number} [COMPRESSED_SRGB_S3TC_DXT1_EXT=35916] -\n * @property {number} [COMPRESSED_R11_EAC=0x9270] -\n * @property {number} [COMPRESSED_SIGNED_R11_EAC=0x9271] -\n * @property {number} [COMPRESSED_RG11_EAC=0x9272] -\n * @property {number} [COMPRESSED_SIGNED_RG11_EAC=0x9273] -\n * @property {number} [COMPRESSED_RGB8_ETC2=0x9274] -\n * @property {number} [COMPRESSED_RGBA8_ETC2_EAC=0x9278] -\n * @property {number} [COMPRESSED_SRGB8_ETC2=0x9275] -\n * @property {number} [COMPRESSED_SRGB8_ALPHA8_ETC2_EAC=0x9279] -\n * @property {number} [COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9276] -\n * @property {number} [COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2=0x9277] -\n * @property {number} [COMPRESSED_RGB_PVRTC_4BPPV1_IMG=0x8C00] -\n * @property {number} [COMPRESSED_RGBA_PVRTC_4BPPV1_IMG=0x8C02] -\n * @property {number} [COMPRESSED_RGB_PVRTC_2BPPV1_IMG=0x8C01] -\n * @property {number} [COMPRESSED_RGBA_PVRTC_2BPPV1_IMG=0x8C03] -\n * @property {number} [COMPRESSED_RGB_ETC1_WEBGL=0x8D64] -\n * @property {number} [COMPRESSED_RGB_ATC_WEBGL=0x8C92] -\n * @property {number} [COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL=0x8C92] -\n * @property {number} [COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL=0x87EE] -\n * @property {number} [COMPRESSED_RGBA_ASTC_4x4_KHR=0x93B0] -\n */\nvar INTERNAL_FORMATS;\n(function (INTERNAL_FORMATS) {\n // WEBGL_compressed_texture_s3tc\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_S3TC_DXT1_EXT\"] = 33776] = \"COMPRESSED_RGB_S3TC_DXT1_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_S3TC_DXT1_EXT\"] = 33777] = \"COMPRESSED_RGBA_S3TC_DXT1_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_S3TC_DXT3_EXT\"] = 33778] = \"COMPRESSED_RGBA_S3TC_DXT3_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_S3TC_DXT5_EXT\"] = 33779] = \"COMPRESSED_RGBA_S3TC_DXT5_EXT\";\n // WEBGL_compressed_texture_s3tc_srgb\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT\"] = 35917] = \"COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT\"] = 35918] = \"COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT\"] = 35919] = \"COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB_S3TC_DXT1_EXT\"] = 35916] = \"COMPRESSED_SRGB_S3TC_DXT1_EXT\";\n // WEBGL_compressed_texture_etc\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_R11_EAC\"] = 37488] = \"COMPRESSED_R11_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SIGNED_R11_EAC\"] = 37489] = \"COMPRESSED_SIGNED_R11_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RG11_EAC\"] = 37490] = \"COMPRESSED_RG11_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SIGNED_RG11_EAC\"] = 37491] = \"COMPRESSED_SIGNED_RG11_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB8_ETC2\"] = 37492] = \"COMPRESSED_RGB8_ETC2\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA8_ETC2_EAC\"] = 37496] = \"COMPRESSED_RGBA8_ETC2_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB8_ETC2\"] = 37493] = \"COMPRESSED_SRGB8_ETC2\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB8_ALPHA8_ETC2_EAC\"] = 37497] = \"COMPRESSED_SRGB8_ALPHA8_ETC2_EAC\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2\"] = 37494] = \"COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2\"] = 37495] = \"COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2\";\n // WEBGL_compressed_texture_pvrtc\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_PVRTC_4BPPV1_IMG\"] = 35840] = \"COMPRESSED_RGB_PVRTC_4BPPV1_IMG\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_PVRTC_4BPPV1_IMG\"] = 35842] = \"COMPRESSED_RGBA_PVRTC_4BPPV1_IMG\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_PVRTC_2BPPV1_IMG\"] = 35841] = \"COMPRESSED_RGB_PVRTC_2BPPV1_IMG\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_PVRTC_2BPPV1_IMG\"] = 35843] = \"COMPRESSED_RGBA_PVRTC_2BPPV1_IMG\";\n // WEBGL_compressed_texture_etc1\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_ETC1_WEBGL\"] = 36196] = \"COMPRESSED_RGB_ETC1_WEBGL\";\n // WEBGL_compressed_texture_atc\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGB_ATC_WEBGL\"] = 35986] = \"COMPRESSED_RGB_ATC_WEBGL\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL\"] = 35986] = \"COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL\";\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL\"] = 34798] = \"COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL\";\n // WEBGL_compressed_texture_astc\n /* eslint-disable-next-line camelcase */\n INTERNAL_FORMATS[INTERNAL_FORMATS[\"COMPRESSED_RGBA_ASTC_4x4_KHR\"] = 37808] = \"COMPRESSED_RGBA_ASTC_4x4_KHR\";\n})(INTERNAL_FORMATS || (INTERNAL_FORMATS = {}));\n/**\n * Maps the compressed texture formats in {@link PIXI.INTERNAL_FORMATS} to the number of bytes taken by\n * each texel.\n * @memberof PIXI\n * @static\n * @ignore\n */\nvar INTERNAL_FORMAT_TO_BYTES_PER_PIXEL = (_a$2 = {},\n // WEBGL_compressed_texture_s3tc\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_S3TC_DXT1_EXT] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT] = 1,\n // WEBGL_compressed_texture_s3tc\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_S3TC_DXT1_EXT] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT] = 1,\n // WEBGL_compressed_texture_etc\n _a$2[INTERNAL_FORMATS.COMPRESSED_R11_EAC] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SIGNED_R11_EAC] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RG11_EAC] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SIGNED_RG11_EAC] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB8_ETC2] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA8_ETC2_EAC] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_ETC2] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2] = 0.5,\n // WEBGL_compressed_texture_pvrtc\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_4BPPV1_IMG] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_PVRTC_2BPPV1_IMG] = 0.25,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG] = 0.25,\n // WEBGL_compressed_texture_etc1\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_ETC1_WEBGL] = 0.5,\n // @see https://www.khronos.org/registry/OpenGL/extensions/AMD/AMD_compressed_ATC_texture.txt\n // WEBGL_compressed_texture_atc\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGB_ATC_WEBGL] = 0.5,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL] = 1,\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL] = 1,\n // @see https://registry.khronos.org/OpenGL/extensions/KHR/KHR_texture_compression_astc_hdr.txt\n // WEBGL_compressed_texture_astc\n /* eslint-disable-next-line camelcase */\n _a$2[INTERNAL_FORMATS.COMPRESSED_RGBA_ASTC_4x4_KHR] = 1,\n _a$2);\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nfunction __awaiter(thisArg, _arguments, P, generator) {\r\n function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\nfunction __generator(thisArg, body) {\r\n var _ = { label: 0, sent: function() { if (t[0] & 1) { throw t[1]; } return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n function verb(n) { return function (v) { return step([n, v]); }; }\r\n function step(op) {\r\n if (f) { throw new TypeError(\"Generator is already executing.\"); }\r\n while (_) { try {\r\n if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) { return t; }\r\n if (y = 0, t) { op = [op[0] & 2, t.value]; }\r\n switch (op[0]) {\r\n case 0: case 1: t = op; break;\r\n case 4: _.label++; return { value: op[1], done: false };\r\n case 5: _.label++; y = op[1]; op = [0]; continue;\r\n case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n default:\r\n if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n if (t[2]) { _.ops.pop(); }\r\n _.trys.pop(); continue;\r\n }\r\n op = body.call(thisArg, _);\r\n } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; } }\r\n if (op[0] & 5) { throw op[1]; } return { value: op[0] ? op[1] : void 0, done: true };\r\n }\r\n}\n\n/**\n * Resource that fetches texture data over the network and stores it in a buffer.\n * @class\n * @extends PIXI.Resource\n * @memberof PIXI\n */\nvar BlobResource = /** @class */ (function (_super) {\n __extends(BlobResource, _super);\n /**\n * @param {string} source - the URL of the texture file\n * @param {PIXI.IBlobOptions} options\n * @param {boolean}[options.autoLoad] - whether to fetch the data immediately;\n * you can fetch it later via {@link BlobResource#load}\n * @param {boolean}[options.width] - the width in pixels.\n * @param {boolean}[options.height] - the height in pixels.\n */\n function BlobResource(source, options) {\n if (options === void 0) { options = { width: 1, height: 1, autoLoad: true }; }\n var _this = this;\n var origin;\n var data;\n if (typeof source === 'string') {\n origin = source;\n data = new Uint8Array();\n }\n else {\n origin = null;\n data = source;\n }\n _this = _super.call(this, data, options) || this;\n /**\n * The URL of the texture file\n * @member {string}\n */\n _this.origin = origin;\n /**\n * The viewable buffer on the data\n * @member {ViewableBuffer}\n */\n // HINT: BlobResource allows \"null\" sources, assuming the child class provides an alternative\n _this.buffer = data ? new ViewableBuffer(data) : null;\n // Allow autoLoad = \"undefined\" still load the resource by default\n if (_this.origin && options.autoLoad !== false) {\n _this.load();\n }\n if (data && data.length) {\n _this.loaded = true;\n _this.onBlobLoaded(_this.buffer.rawBinaryData);\n }\n return _this;\n }\n BlobResource.prototype.onBlobLoaded = function (_data) {\n // TODO: Override this method\n };\n /** Loads the blob */\n BlobResource.prototype.load = function () {\n return __awaiter(this, void 0, Promise, function () {\n var response, blob, arrayBuffer;\n return __generator(this, function (_a) {\n switch (_a.label) {\n case 0: return [4 /*yield*/, fetch(this.origin)];\n case 1:\n response = _a.sent();\n return [4 /*yield*/, response.blob()];\n case 2:\n blob = _a.sent();\n return [4 /*yield*/, blob.arrayBuffer()];\n case 3:\n arrayBuffer = _a.sent();\n this.data = new Uint32Array(arrayBuffer);\n this.buffer = new ViewableBuffer(arrayBuffer);\n this.loaded = true;\n this.onBlobLoaded(arrayBuffer);\n this.update();\n return [2 /*return*/, this];\n }\n });\n });\n };\n return BlobResource;\n}(BufferResource));\n\n/**\n * Resource for compressed texture formats, as follows: S3TC/DXTn (& their sRGB formats), ATC, ASTC, ETC 1/2, PVRTC.\n *\n * Compressed textures improve performance when rendering is texture-bound. The texture data stays compressed in\n * graphics memory, increasing memory locality and speeding up texture fetches. These formats can also be used to store\n * more detail in the same amount of memory.\n *\n * For most developers, container file formats are a better abstraction instead of directly handling raw texture\n * data. PixiJS provides native support for the following texture file formats (via {@link PIXI.Loader}):\n *\n * **.dds** - the DirectDraw Surface file format stores DXTn (DXT-1,3,5) data. See {@link PIXI.DDSLoader}\n * **.ktx** - the Khronos Texture Container file format supports storing all the supported WebGL compression formats.\n * See {@link PIXI.KTXLoader}.\n * **.basis** - the BASIS supercompressed file format stores texture data in an internal format that is transcoded\n * to the compression format supported on the device at _runtime_. It also supports transcoding into a uncompressed\n * format as a fallback; you must install the `@pixi/basis-loader`, `@pixi/basis-transcoder` packages separately to\n * use these files. See {@link PIXI.BasisLoader}.\n *\n * The loaders for the aforementioned formats use `CompressedTextureResource` internally. It is strongly suggested that\n * they be used instead.\n *\n * ## Working directly with CompressedTextureResource\n *\n * Since `CompressedTextureResource` inherits `BlobResource`, you can provide it a URL pointing to a file containing\n * the raw texture data (with no file headers!):\n *\n * ```js\n * // The resource backing the texture data for your textures.\n * // NOTE: You can also provide a ArrayBufferView instead of a URL. This is used when loading data from a container file\n * // format such as KTX, DDS, or BASIS.\n * const compressedResource = new PIXI.CompressedTextureResource(\"bunny.dxt5\", {\n * format: PIXI.INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n * width: 256,\n * height: 256\n * });\n *\n * // You can create a base-texture to the cache, so that future `Texture`s can be created using the `Texture.from` API.\n * const baseTexture = new PIXI.BaseTexture(compressedResource, { pmaMode: PIXI.ALPHA_MODES.NPM });\n *\n * // Create a Texture to add to the TextureCache\n * const texture = new PIXI.Texture(baseTexture);\n *\n * // Add baseTexture & texture to the global texture cache\n * PIXI.BaseTexture.addToCache(baseTexture, \"bunny.dxt5\");\n * PIXI.Texture.addToCache(texture, \"bunny.dxt5\");\n * ```\n * @memberof PIXI\n */\nvar CompressedTextureResource = /** @class */ (function (_super) {\n __extends(CompressedTextureResource, _super);\n /**\n * @param source - the buffer/URL holding the compressed texture data\n * @param options\n * @param {PIXI.INTERNAL_FORMATS} options.format - the compression format\n * @param {number} options.width - the image width in pixels.\n * @param {number} options.height - the image height in pixels.\n * @param {number} [options.level=1] - the mipmap levels stored in the compressed texture, including level 0.\n * @param {number} [options.levelBuffers] - the buffers for each mipmap level. `CompressedTextureResource` can allows you\n * to pass `null` for `source`, for cases where each level is stored in non-contiguous memory.\n */\n function CompressedTextureResource(source, options) {\n var _this = _super.call(this, source, options) || this;\n _this.format = options.format;\n _this.levels = options.levels || 1;\n _this._width = options.width;\n _this._height = options.height;\n _this._extension = CompressedTextureResource._formatToExtension(_this.format);\n if (options.levelBuffers || _this.buffer) {\n // ViewableBuffer doesn't support byteOffset :-( so allow source to be Uint8Array\n _this._levelBuffers = options.levelBuffers\n || CompressedTextureResource._createLevelBuffers(source instanceof Uint8Array ? source : _this.buffer.uint8View, _this.format, _this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode\n _this.width, _this.height);\n }\n return _this;\n }\n /**\n * @override\n * @param renderer - A reference to the current renderer\n * @param _texture - the texture\n * @param _glTexture - texture instance for this webgl context\n */\n CompressedTextureResource.prototype.upload = function (renderer, _texture, _glTexture) {\n var gl = renderer.gl;\n var extension = renderer.context.extensions[this._extension];\n if (!extension) {\n throw new Error(this._extension + \" textures are not supported on the current machine\");\n }\n if (!this._levelBuffers) {\n // Do not try to upload data before BlobResource loads, unless the levelBuffers were provided directly!\n return false;\n }\n for (var i = 0, j = this.levels; i < j; i++) {\n var _a = this._levelBuffers[i], levelID = _a.levelID, levelWidth = _a.levelWidth, levelHeight = _a.levelHeight, levelBuffer = _a.levelBuffer;\n gl.compressedTexImage2D(gl.TEXTURE_2D, levelID, this.format, levelWidth, levelHeight, 0, levelBuffer);\n }\n return true;\n };\n /** @protected */\n CompressedTextureResource.prototype.onBlobLoaded = function () {\n this._levelBuffers = CompressedTextureResource._createLevelBuffers(this.buffer.uint8View, this.format, this.levels, 4, 4, // PVRTC has 8x4 blocks in 2bpp mode\n this.width, this.height);\n };\n /**\n * Returns the key (to ContextSystem#extensions) for the WebGL extension supporting the compression format\n * @private\n * @param format - the compression format to get the extension for.\n */\n CompressedTextureResource._formatToExtension = function (format) {\n if (format >= 0x83F0 && format <= 0x83F3) {\n return 's3tc';\n }\n else if (format >= 0x9270 && format <= 0x9279) {\n return 'etc';\n }\n else if (format >= 0x8C00 && format <= 0x8C03) {\n return 'pvrtc';\n }\n else if (format >= 0x8D64) {\n return 'etc1';\n }\n else if (format >= 0x8C92 && format <= 0x87EE) {\n return 'atc';\n }\n throw new Error('Invalid (compressed) texture format given!');\n };\n /**\n * Pre-creates buffer views for each mipmap level\n * @private\n * @param buffer -\n * @param format - compression formats\n * @param levels - mipmap levels\n * @param blockWidth -\n * @param blockHeight -\n * @param imageWidth - width of the image in pixels\n * @param imageHeight - height of the image in pixels\n */\n CompressedTextureResource._createLevelBuffers = function (buffer, format, levels, blockWidth, blockHeight, imageWidth, imageHeight) {\n // The byte-size of the first level buffer\n var buffers = new Array(levels);\n var offset = buffer.byteOffset;\n var levelWidth = imageWidth;\n var levelHeight = imageHeight;\n var alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1);\n var alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1);\n var levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format];\n for (var i = 0; i < levels; i++) {\n buffers[i] = {\n levelID: i,\n levelWidth: levels > 1 ? levelWidth : alignedLevelWidth,\n levelHeight: levels > 1 ? levelHeight : alignedLevelHeight,\n levelBuffer: new Uint8Array(buffer.buffer, offset, levelSize)\n };\n offset += levelSize;\n // Calculate levelBuffer dimensions for next iteration\n levelWidth = (levelWidth >> 1) || 1;\n levelHeight = (levelHeight >> 1) || 1;\n alignedLevelWidth = (levelWidth + blockWidth - 1) & ~(blockWidth - 1);\n alignedLevelHeight = (levelHeight + blockHeight - 1) & ~(blockHeight - 1);\n levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format];\n }\n return buffers;\n };\n return CompressedTextureResource;\n}(BlobResource));\n\n/* eslint-enable camelcase */\n/**\n * Loader plugin for handling compressed textures for all platforms.\n * @class\n * @memberof PIXI\n * @implements {PIXI.ILoaderPlugin}\n */\nvar CompressedTextureLoader = /** @class */ (function () {\n function CompressedTextureLoader() {\n }\n /**\n * Called after a compressed-textures manifest is loaded.\n *\n * This will then load the correct compression format for the device. Your manifest should adhere\n * to the following schema:\n *\n * ```js\n * import { INTERNAL_FORMATS } from '@pixi/constants';\n *\n * type CompressedTextureManifest = {\n * textures: Array<{ src: string, format?: keyof INTERNAL_FORMATS}>,\n * cacheID: string;\n * };\n * ```\n *\n * This is an example of a .json manifest file\n *\n * ```json\n * {\n * \"cacheID\":\"asset\",\n * \"textures\":[\n * { \"src\":\"asset.fallback.png\" },\n * { \"format\":\"COMPRESSED_RGBA_S3TC_DXT5_EXT\", \"src\":\"asset.s3tc.ktx\" },\n * { \"format\":\"COMPRESSED_RGBA8_ETC2_EAC\", \"src\":\"asset.etc.ktx\" },\n * { \"format\":\"RGBA_PVRTC_4BPPV1_IMG\", \"src\":\"asset.pvrtc.ktx\" }\n * ]\n * }\n * ```\n */\n CompressedTextureLoader.use = function (resource, next) {\n var data = resource.data;\n var loader = this;\n if (resource.type === LoaderResource.TYPE.JSON\n && data\n && data.cacheID\n && data.textures) {\n var textures = data.textures;\n var textureURL = void 0;\n var fallbackURL = void 0;\n // Search for an extension that holds one the formats\n for (var i = 0, j = textures.length; i < j; i++) {\n var texture = textures[i];\n var url_1 = texture.src;\n var format = texture.format;\n if (!format) {\n fallbackURL = url_1;\n }\n if (CompressedTextureLoader.textureFormats[format]) {\n textureURL = url_1;\n break;\n }\n }\n textureURL = textureURL || fallbackURL;\n // Make sure we have a URL\n if (!textureURL) {\n next(new Error(\"Cannot load compressed-textures in \" + resource.url + \", make sure you provide a fallback\"));\n return;\n }\n if (textureURL === resource.url) {\n // Prevent infinite loops\n next(new Error('URL of compressed texture cannot be the same as the manifest\\'s URL'));\n return;\n }\n var loadOptions = {\n crossOrigin: resource.crossOrigin,\n metadata: resource.metadata.imageMetadata,\n parentResource: resource\n };\n var resourcePath = url.resolve(resource.url.replace(loader.baseUrl, ''), textureURL);\n var resourceName = data.cacheID;\n // The appropriate loader should register the texture\n loader.add(resourceName, resourcePath, loadOptions, function (res) {\n if (res.error) {\n next(res.error);\n return;\n }\n var _a = res.texture, texture = _a === void 0 ? null : _a, _b = res.textures, textures = _b === void 0 ? {} : _b;\n // Make sure texture/textures is assigned to parent resource\n Object.assign(resource, { texture: texture, textures: textures });\n // Pass along any error\n next();\n });\n }\n else {\n next();\n }\n };\n Object.defineProperty(CompressedTextureLoader, \"textureExtensions\", {\n /** Map of available texture extensions. */\n get: function () {\n if (!CompressedTextureLoader._textureExtensions) {\n // Auto-detect WebGL compressed-texture extensions\n var canvas = settings.ADAPTER.createCanvas();\n var gl = canvas.getContext('webgl');\n if (!gl) {\n console.warn('WebGL not available for compressed textures. Silently failing.');\n return {};\n }\n var extensions = {\n s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'),\n s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'),\n etc: gl.getExtension('WEBGL_compressed_texture_etc'),\n etc1: gl.getExtension('WEBGL_compressed_texture_etc1'),\n pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc')\n || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'),\n atc: gl.getExtension('WEBGL_compressed_texture_atc'),\n astc: gl.getExtension('WEBGL_compressed_texture_astc')\n };\n CompressedTextureLoader._textureExtensions = extensions;\n }\n return CompressedTextureLoader._textureExtensions;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(CompressedTextureLoader, \"textureFormats\", {\n /** Map of available texture formats. */\n get: function () {\n if (!CompressedTextureLoader._textureFormats) {\n var extensions = CompressedTextureLoader.textureExtensions;\n CompressedTextureLoader._textureFormats = {};\n // Assign all available compressed-texture formats\n for (var extensionName in extensions) {\n var extension = extensions[extensionName];\n if (!extension) {\n continue;\n }\n Object.assign(CompressedTextureLoader._textureFormats, Object.getPrototypeOf(extension));\n }\n }\n return CompressedTextureLoader._textureFormats;\n },\n enumerable: false,\n configurable: true\n });\n /** @ignore */\n CompressedTextureLoader.extension = ExtensionType.Loader;\n return CompressedTextureLoader;\n}());\n\n/**\n * Creates base-textures and textures for each compressed-texture resource and adds them into the global\n * texture cache. The first texture has two IDs - `${url}`, `${url}-1`; while the rest have an ID of the\n * form `${url}-i`.\n * @param url - the original address of the resources\n * @param resources - the resources backing texture data\n * @ignore\n */\nfunction registerCompressedTextures(url, resources, metadata) {\n var result = {\n textures: {},\n texture: null,\n };\n if (!resources) {\n return result;\n }\n var textures = resources.map(function (resource) {\n return (new Texture(new BaseTexture(resource, Object.assign({\n mipmap: MIPMAP_MODES.OFF,\n alphaMode: ALPHA_MODES.NO_PREMULTIPLIED_ALPHA\n }, metadata))));\n });\n textures.forEach(function (texture, i) {\n var baseTexture = texture.baseTexture;\n var cacheID = url + \"-\" + (i + 1);\n BaseTexture.addToCache(baseTexture, cacheID);\n Texture.addToCache(texture, cacheID);\n if (i === 0) {\n BaseTexture.addToCache(baseTexture, url);\n Texture.addToCache(texture, url);\n result.texture = texture;\n }\n result.textures[cacheID] = texture;\n });\n return result;\n}\n\nvar _a$1, _b$1;\nvar DDS_MAGIC_SIZE = 4;\nvar DDS_HEADER_SIZE = 124;\nvar DDS_HEADER_PF_SIZE = 32;\nvar DDS_HEADER_DX10_SIZE = 20;\n// DDS file format magic word\nvar DDS_MAGIC = 0x20534444;\n/**\n * DWORD offsets of the DDS file header fields (relative to file start).\n * @ignore\n */\nvar DDS_FIELDS = {\n SIZE: 1,\n FLAGS: 2,\n HEIGHT: 3,\n WIDTH: 4,\n MIPMAP_COUNT: 7,\n PIXEL_FORMAT: 19,\n};\n/**\n * DWORD offsets of the DDS PIXEL_FORMAT fields.\n * @ignore\n */\nvar DDS_PF_FIELDS = {\n SIZE: 0,\n FLAGS: 1,\n FOURCC: 2,\n RGB_BITCOUNT: 3,\n R_BIT_MASK: 4,\n G_BIT_MASK: 5,\n B_BIT_MASK: 6,\n A_BIT_MASK: 7\n};\n/**\n * DWORD offsets of the DDS_HEADER_DX10 fields.\n * @ignore\n */\nvar DDS_DX10_FIELDS = {\n DXGI_FORMAT: 0,\n RESOURCE_DIMENSION: 1,\n MISC_FLAG: 2,\n ARRAY_SIZE: 3,\n MISC_FLAGS2: 4\n};\n/**\n * @see https://docs.microsoft.com/en-us/windows/win32/api/dxgiformat/ne-dxgiformat-dxgi_format\n * @ignore\n */\n// This is way over-blown for us! Lend us a hand, and remove the ones that aren't used (but set the remaining\n// ones to their correct value)\nvar DXGI_FORMAT;\n(function (DXGI_FORMAT) {\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_UNKNOWN\"] = 0] = \"DXGI_FORMAT_UNKNOWN\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32A32_TYPELESS\"] = 1] = \"DXGI_FORMAT_R32G32B32A32_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32A32_FLOAT\"] = 2] = \"DXGI_FORMAT_R32G32B32A32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32A32_UINT\"] = 3] = \"DXGI_FORMAT_R32G32B32A32_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32A32_SINT\"] = 4] = \"DXGI_FORMAT_R32G32B32A32_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32_TYPELESS\"] = 5] = \"DXGI_FORMAT_R32G32B32_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32_FLOAT\"] = 6] = \"DXGI_FORMAT_R32G32B32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32_UINT\"] = 7] = \"DXGI_FORMAT_R32G32B32_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32B32_SINT\"] = 8] = \"DXGI_FORMAT_R32G32B32_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_TYPELESS\"] = 9] = \"DXGI_FORMAT_R16G16B16A16_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_FLOAT\"] = 10] = \"DXGI_FORMAT_R16G16B16A16_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_UNORM\"] = 11] = \"DXGI_FORMAT_R16G16B16A16_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_UINT\"] = 12] = \"DXGI_FORMAT_R16G16B16A16_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_SNORM\"] = 13] = \"DXGI_FORMAT_R16G16B16A16_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16B16A16_SINT\"] = 14] = \"DXGI_FORMAT_R16G16B16A16_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32_TYPELESS\"] = 15] = \"DXGI_FORMAT_R32G32_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32_FLOAT\"] = 16] = \"DXGI_FORMAT_R32G32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32_UINT\"] = 17] = \"DXGI_FORMAT_R32G32_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G32_SINT\"] = 18] = \"DXGI_FORMAT_R32G32_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32G8X24_TYPELESS\"] = 19] = \"DXGI_FORMAT_R32G8X24_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_D32_FLOAT_S8X24_UINT\"] = 20] = \"DXGI_FORMAT_D32_FLOAT_S8X24_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS\"] = 21] = \"DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_X32_TYPELESS_G8X24_UINT\"] = 22] = \"DXGI_FORMAT_X32_TYPELESS_G8X24_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R10G10B10A2_TYPELESS\"] = 23] = \"DXGI_FORMAT_R10G10B10A2_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R10G10B10A2_UNORM\"] = 24] = \"DXGI_FORMAT_R10G10B10A2_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R10G10B10A2_UINT\"] = 25] = \"DXGI_FORMAT_R10G10B10A2_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R11G11B10_FLOAT\"] = 26] = \"DXGI_FORMAT_R11G11B10_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_TYPELESS\"] = 27] = \"DXGI_FORMAT_R8G8B8A8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_UNORM\"] = 28] = \"DXGI_FORMAT_R8G8B8A8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_UNORM_SRGB\"] = 29] = \"DXGI_FORMAT_R8G8B8A8_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_UINT\"] = 30] = \"DXGI_FORMAT_R8G8B8A8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_SNORM\"] = 31] = \"DXGI_FORMAT_R8G8B8A8_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8B8A8_SINT\"] = 32] = \"DXGI_FORMAT_R8G8B8A8_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_TYPELESS\"] = 33] = \"DXGI_FORMAT_R16G16_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_FLOAT\"] = 34] = \"DXGI_FORMAT_R16G16_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_UNORM\"] = 35] = \"DXGI_FORMAT_R16G16_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_UINT\"] = 36] = \"DXGI_FORMAT_R16G16_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_SNORM\"] = 37] = \"DXGI_FORMAT_R16G16_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16G16_SINT\"] = 38] = \"DXGI_FORMAT_R16G16_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_TYPELESS\"] = 39] = \"DXGI_FORMAT_R32_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_D32_FLOAT\"] = 40] = \"DXGI_FORMAT_D32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_FLOAT\"] = 41] = \"DXGI_FORMAT_R32_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_UINT\"] = 42] = \"DXGI_FORMAT_R32_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R32_SINT\"] = 43] = \"DXGI_FORMAT_R32_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R24G8_TYPELESS\"] = 44] = \"DXGI_FORMAT_R24G8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_D24_UNORM_S8_UINT\"] = 45] = \"DXGI_FORMAT_D24_UNORM_S8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R24_UNORM_X8_TYPELESS\"] = 46] = \"DXGI_FORMAT_R24_UNORM_X8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_X24_TYPELESS_G8_UINT\"] = 47] = \"DXGI_FORMAT_X24_TYPELESS_G8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_TYPELESS\"] = 48] = \"DXGI_FORMAT_R8G8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_UNORM\"] = 49] = \"DXGI_FORMAT_R8G8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_UINT\"] = 50] = \"DXGI_FORMAT_R8G8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_SNORM\"] = 51] = \"DXGI_FORMAT_R8G8_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_SINT\"] = 52] = \"DXGI_FORMAT_R8G8_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_TYPELESS\"] = 53] = \"DXGI_FORMAT_R16_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_FLOAT\"] = 54] = \"DXGI_FORMAT_R16_FLOAT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_D16_UNORM\"] = 55] = \"DXGI_FORMAT_D16_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_UNORM\"] = 56] = \"DXGI_FORMAT_R16_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_UINT\"] = 57] = \"DXGI_FORMAT_R16_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_SNORM\"] = 58] = \"DXGI_FORMAT_R16_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R16_SINT\"] = 59] = \"DXGI_FORMAT_R16_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_TYPELESS\"] = 60] = \"DXGI_FORMAT_R8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_UNORM\"] = 61] = \"DXGI_FORMAT_R8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_UINT\"] = 62] = \"DXGI_FORMAT_R8_UINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_SNORM\"] = 63] = \"DXGI_FORMAT_R8_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8_SINT\"] = 64] = \"DXGI_FORMAT_R8_SINT\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_A8_UNORM\"] = 65] = \"DXGI_FORMAT_A8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R1_UNORM\"] = 66] = \"DXGI_FORMAT_R1_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R9G9B9E5_SHAREDEXP\"] = 67] = \"DXGI_FORMAT_R9G9B9E5_SHAREDEXP\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R8G8_B8G8_UNORM\"] = 68] = \"DXGI_FORMAT_R8G8_B8G8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_G8R8_G8B8_UNORM\"] = 69] = \"DXGI_FORMAT_G8R8_G8B8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC1_TYPELESS\"] = 70] = \"DXGI_FORMAT_BC1_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC1_UNORM\"] = 71] = \"DXGI_FORMAT_BC1_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC1_UNORM_SRGB\"] = 72] = \"DXGI_FORMAT_BC1_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC2_TYPELESS\"] = 73] = \"DXGI_FORMAT_BC2_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC2_UNORM\"] = 74] = \"DXGI_FORMAT_BC2_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC2_UNORM_SRGB\"] = 75] = \"DXGI_FORMAT_BC2_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC3_TYPELESS\"] = 76] = \"DXGI_FORMAT_BC3_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC3_UNORM\"] = 77] = \"DXGI_FORMAT_BC3_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC3_UNORM_SRGB\"] = 78] = \"DXGI_FORMAT_BC3_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC4_TYPELESS\"] = 79] = \"DXGI_FORMAT_BC4_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC4_UNORM\"] = 80] = \"DXGI_FORMAT_BC4_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC4_SNORM\"] = 81] = \"DXGI_FORMAT_BC4_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC5_TYPELESS\"] = 82] = \"DXGI_FORMAT_BC5_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC5_UNORM\"] = 83] = \"DXGI_FORMAT_BC5_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC5_SNORM\"] = 84] = \"DXGI_FORMAT_BC5_SNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B5G6R5_UNORM\"] = 85] = \"DXGI_FORMAT_B5G6R5_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B5G5R5A1_UNORM\"] = 86] = \"DXGI_FORMAT_B5G5R5A1_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8A8_UNORM\"] = 87] = \"DXGI_FORMAT_B8G8R8A8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8X8_UNORM\"] = 88] = \"DXGI_FORMAT_B8G8R8X8_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM\"] = 89] = \"DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8A8_TYPELESS\"] = 90] = \"DXGI_FORMAT_B8G8R8A8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8A8_UNORM_SRGB\"] = 91] = \"DXGI_FORMAT_B8G8R8A8_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8X8_TYPELESS\"] = 92] = \"DXGI_FORMAT_B8G8R8X8_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B8G8R8X8_UNORM_SRGB\"] = 93] = \"DXGI_FORMAT_B8G8R8X8_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC6H_TYPELESS\"] = 94] = \"DXGI_FORMAT_BC6H_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC6H_UF16\"] = 95] = \"DXGI_FORMAT_BC6H_UF16\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC6H_SF16\"] = 96] = \"DXGI_FORMAT_BC6H_SF16\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC7_TYPELESS\"] = 97] = \"DXGI_FORMAT_BC7_TYPELESS\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC7_UNORM\"] = 98] = \"DXGI_FORMAT_BC7_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_BC7_UNORM_SRGB\"] = 99] = \"DXGI_FORMAT_BC7_UNORM_SRGB\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_AYUV\"] = 100] = \"DXGI_FORMAT_AYUV\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_Y410\"] = 101] = \"DXGI_FORMAT_Y410\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_Y416\"] = 102] = \"DXGI_FORMAT_Y416\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_NV12\"] = 103] = \"DXGI_FORMAT_NV12\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_P010\"] = 104] = \"DXGI_FORMAT_P010\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_P016\"] = 105] = \"DXGI_FORMAT_P016\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_420_OPAQUE\"] = 106] = \"DXGI_FORMAT_420_OPAQUE\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_YUY2\"] = 107] = \"DXGI_FORMAT_YUY2\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_Y210\"] = 108] = \"DXGI_FORMAT_Y210\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_Y216\"] = 109] = \"DXGI_FORMAT_Y216\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_NV11\"] = 110] = \"DXGI_FORMAT_NV11\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_AI44\"] = 111] = \"DXGI_FORMAT_AI44\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_IA44\"] = 112] = \"DXGI_FORMAT_IA44\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_P8\"] = 113] = \"DXGI_FORMAT_P8\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_A8P8\"] = 114] = \"DXGI_FORMAT_A8P8\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_B4G4R4A4_UNORM\"] = 115] = \"DXGI_FORMAT_B4G4R4A4_UNORM\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_P208\"] = 116] = \"DXGI_FORMAT_P208\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_V208\"] = 117] = \"DXGI_FORMAT_V208\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_V408\"] = 118] = \"DXGI_FORMAT_V408\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE\"] = 119] = \"DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE\"] = 120] = \"DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE\";\n DXGI_FORMAT[DXGI_FORMAT[\"DXGI_FORMAT_FORCE_UINT\"] = 121] = \"DXGI_FORMAT_FORCE_UINT\";\n})(DXGI_FORMAT || (DXGI_FORMAT = {}));\n/**\n * Possible values of the field {@link DDS_DX10_FIELDS.RESOURCE_DIMENSION}\n * @ignore\n */\nvar D3D10_RESOURCE_DIMENSION;\n(function (D3D10_RESOURCE_DIMENSION) {\n D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION[\"DDS_DIMENSION_TEXTURE1D\"] = 2] = \"DDS_DIMENSION_TEXTURE1D\";\n D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION[\"DDS_DIMENSION_TEXTURE2D\"] = 3] = \"DDS_DIMENSION_TEXTURE2D\";\n D3D10_RESOURCE_DIMENSION[D3D10_RESOURCE_DIMENSION[\"DDS_DIMENSION_TEXTURE3D\"] = 6] = \"DDS_DIMENSION_TEXTURE3D\";\n})(D3D10_RESOURCE_DIMENSION || (D3D10_RESOURCE_DIMENSION = {}));\nvar PF_FLAGS = 1;\n// PIXEL_FORMAT flags\nvar DDPF_ALPHA = 0x2;\nvar DDPF_FOURCC = 0x4;\nvar DDPF_RGB = 0x40;\nvar DDPF_YUV = 0x200;\nvar DDPF_LUMINANCE = 0x20000;\n// Four character codes for DXTn formats\nvar FOURCC_DXT1 = 0x31545844;\nvar FOURCC_DXT3 = 0x33545844;\nvar FOURCC_DXT5 = 0x35545844;\nvar FOURCC_DX10 = 0x30315844;\n// Cubemap texture flag (for DDS_DX10_FIELDS.MISC_FLAG)\nvar DDS_RESOURCE_MISC_TEXTURECUBE = 0x4;\n/**\n * Maps `FOURCC_*` formats to internal formats (see {@link PIXI.INTERNAL_FORMATS}).\n * @ignore\n */\nvar FOURCC_TO_FORMAT = (_a$1 = {},\n _a$1[FOURCC_DXT1] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT,\n _a$1[FOURCC_DXT3] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT,\n _a$1[FOURCC_DXT5] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n _a$1);\n/**\n * Maps {@link DXGI_FORMAT} to types/internal-formats (see {@link PIXI.TYPES}, {@link PIXI.INTERNAL_FORMATS})\n * @ignore\n */\nvar DXGI_TO_FORMAT = (_b$1 = {},\n // WEBGL_compressed_texture_s3tc\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_TYPELESS] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM] = INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n // WEBGL_compressed_texture_s3tc_srgb\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT,\n _b$1[DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM_SRGB] = INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT,\n _b$1);\n/**\n * @class\n * @memberof PIXI\n * @implements {PIXI.ILoaderPlugin}\n * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide\n */\n/**\n * Parses the DDS file header, generates base-textures, and puts them into the texture cache.\n * @param arrayBuffer\n */\nfunction parseDDS(arrayBuffer) {\n var data = new Uint32Array(arrayBuffer);\n var magicWord = data[0];\n if (magicWord !== DDS_MAGIC) {\n throw new Error('Invalid DDS file magic word');\n }\n var header = new Uint32Array(arrayBuffer, 0, DDS_HEADER_SIZE / Uint32Array.BYTES_PER_ELEMENT);\n // DDS header fields\n var height = header[DDS_FIELDS.HEIGHT];\n var width = header[DDS_FIELDS.WIDTH];\n var mipmapCount = header[DDS_FIELDS.MIPMAP_COUNT];\n // PIXEL_FORMAT fields\n var pixelFormat = new Uint32Array(arrayBuffer, DDS_FIELDS.PIXEL_FORMAT * Uint32Array.BYTES_PER_ELEMENT, DDS_HEADER_PF_SIZE / Uint32Array.BYTES_PER_ELEMENT);\n var formatFlags = pixelFormat[PF_FLAGS];\n // File contains compressed texture(s)\n if (formatFlags & DDPF_FOURCC) {\n var fourCC = pixelFormat[DDS_PF_FIELDS.FOURCC];\n // File contains one DXTn compressed texture\n if (fourCC !== FOURCC_DX10) {\n var internalFormat_1 = FOURCC_TO_FORMAT[fourCC];\n var dataOffset_1 = DDS_MAGIC_SIZE + DDS_HEADER_SIZE;\n var texData = new Uint8Array(arrayBuffer, dataOffset_1);\n var resource = new CompressedTextureResource(texData, {\n format: internalFormat_1,\n width: width,\n height: height,\n levels: mipmapCount // CompressedTextureResource will separate the levelBuffers for us!\n });\n return [resource];\n }\n // FOURCC_DX10 indicates there is a 20-byte DDS_HEADER_DX10 after DDS_HEADER\n var dx10Offset = DDS_MAGIC_SIZE + DDS_HEADER_SIZE;\n var dx10Header = new Uint32Array(data.buffer, dx10Offset, DDS_HEADER_DX10_SIZE / Uint32Array.BYTES_PER_ELEMENT);\n var dxgiFormat = dx10Header[DDS_DX10_FIELDS.DXGI_FORMAT];\n var resourceDimension = dx10Header[DDS_DX10_FIELDS.RESOURCE_DIMENSION];\n var miscFlag = dx10Header[DDS_DX10_FIELDS.MISC_FLAG];\n var arraySize = dx10Header[DDS_DX10_FIELDS.ARRAY_SIZE];\n // Map dxgiFormat to PIXI.INTERNAL_FORMATS\n var internalFormat_2 = DXGI_TO_FORMAT[dxgiFormat];\n if (internalFormat_2 === undefined) {\n throw new Error(\"DDSParser cannot parse texture data with DXGI format \" + dxgiFormat);\n }\n if (miscFlag === DDS_RESOURCE_MISC_TEXTURECUBE) {\n // FIXME: Anybody excited about cubemap compressed textures?\n throw new Error('DDSParser does not support cubemap textures');\n }\n if (resourceDimension === D3D10_RESOURCE_DIMENSION.DDS_DIMENSION_TEXTURE3D) {\n // FIXME: Anybody excited about 3D compressed textures?\n throw new Error('DDSParser does not supported 3D texture data');\n }\n // Uint8Array buffers of image data, including all mipmap levels in each image\n var imageBuffers = new Array();\n var dataOffset = DDS_MAGIC_SIZE\n + DDS_HEADER_SIZE\n + DDS_HEADER_DX10_SIZE;\n if (arraySize === 1) {\n // No need bothering with the imageSize calculation!\n imageBuffers.push(new Uint8Array(arrayBuffer, dataOffset));\n }\n else {\n // Calculate imageSize for each texture, and then locate each image's texture data\n var pixelSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[internalFormat_2];\n var imageSize = 0;\n var levelWidth = width;\n var levelHeight = height;\n for (var i = 0; i < mipmapCount; i++) {\n var alignedLevelWidth = Math.max(1, (levelWidth + 3) & ~3);\n var alignedLevelHeight = Math.max(1, (levelHeight + 3) & ~3);\n var levelSize = alignedLevelWidth * alignedLevelHeight * pixelSize;\n imageSize += levelSize;\n levelWidth = levelWidth >>> 1;\n levelHeight = levelHeight >>> 1;\n }\n var imageOffset = dataOffset;\n // NOTE: Cubemaps have 6-images per texture (but they aren't supported so ^_^)\n for (var i = 0; i < arraySize; i++) {\n imageBuffers.push(new Uint8Array(arrayBuffer, imageOffset, imageSize));\n imageOffset += imageSize;\n }\n }\n // Uint8Array -> CompressedTextureResource, and we're done!\n return imageBuffers.map(function (buffer) { return new CompressedTextureResource(buffer, {\n format: internalFormat_2,\n width: width,\n height: height,\n levels: mipmapCount\n }); });\n }\n if (formatFlags & DDPF_RGB) {\n // FIXME: We might want to allow uncompressed *.dds files?\n throw new Error('DDSParser does not support uncompressed texture data.');\n }\n if (formatFlags & DDPF_YUV) {\n // FIXME: Does anybody need this feature?\n throw new Error('DDSParser does not supported YUV uncompressed texture data.');\n }\n if (formatFlags & DDPF_LUMINANCE) {\n // FIXME: Microsoft says older DDS filers use this feature! Probably not worth the effort!\n throw new Error('DDSParser does not support single-channel (lumninance) texture data!');\n }\n if (formatFlags & DDPF_ALPHA) {\n // FIXME: I'm tired! See above =)\n throw new Error('DDSParser does not support single-channel (alpha) texture data!');\n }\n throw new Error('DDSParser failed to load a texture file due to an unknown reason!');\n}\n\nvar _a, _b, _c;\n/**\n * The 12-byte KTX file identifier\n * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.1\n * @ignore\n */\nvar FILE_IDENTIFIER = [0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A];\n/**\n * The value stored in the \"endianness\" field.\n * @see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/#2.2\n * @ignore\n */\nvar ENDIANNESS = 0x04030201;\n/**\n * Byte offsets of the KTX file header fields\n * @ignore\n */\nvar KTX_FIELDS = {\n FILE_IDENTIFIER: 0,\n ENDIANNESS: 12,\n GL_TYPE: 16,\n GL_TYPE_SIZE: 20,\n GL_FORMAT: 24,\n GL_INTERNAL_FORMAT: 28,\n GL_BASE_INTERNAL_FORMAT: 32,\n PIXEL_WIDTH: 36,\n PIXEL_HEIGHT: 40,\n PIXEL_DEPTH: 44,\n NUMBER_OF_ARRAY_ELEMENTS: 48,\n NUMBER_OF_FACES: 52,\n NUMBER_OF_MIPMAP_LEVELS: 56,\n BYTES_OF_KEY_VALUE_DATA: 60\n};\n/**\n * Byte size of the file header fields in {@code KTX_FIELDS}\n * @ignore\n */\nvar FILE_HEADER_SIZE = 64;\n/**\n * Maps {@link PIXI.TYPES} to the bytes taken per component, excluding those ones that are bit-fields.\n * @ignore\n */\nvar TYPES_TO_BYTES_PER_COMPONENT = (_a = {},\n _a[TYPES.UNSIGNED_BYTE] = 1,\n _a[TYPES.UNSIGNED_SHORT] = 2,\n _a[TYPES.INT] = 4,\n _a[TYPES.UNSIGNED_INT] = 4,\n _a[TYPES.FLOAT] = 4,\n _a[TYPES.HALF_FLOAT] = 8,\n _a);\n/**\n * Number of components in each {@link PIXI.FORMATS}\n * @ignore\n */\nvar FORMATS_TO_COMPONENTS = (_b = {},\n _b[FORMATS.RGBA] = 4,\n _b[FORMATS.RGB] = 3,\n _b[FORMATS.RG] = 2,\n _b[FORMATS.RED] = 1,\n _b[FORMATS.LUMINANCE] = 1,\n _b[FORMATS.LUMINANCE_ALPHA] = 2,\n _b[FORMATS.ALPHA] = 1,\n _b);\n/**\n * Number of bytes per pixel in bit-field types in {@link PIXI.TYPES}\n * @ignore\n */\nvar TYPES_TO_BYTES_PER_PIXEL = (_c = {},\n _c[TYPES.UNSIGNED_SHORT_4_4_4_4] = 2,\n _c[TYPES.UNSIGNED_SHORT_5_5_5_1] = 2,\n _c[TYPES.UNSIGNED_SHORT_5_6_5] = 2,\n _c);\nfunction parseKTX(url, arrayBuffer, loadKeyValueData) {\n if (loadKeyValueData === void 0) { loadKeyValueData = false; }\n var dataView = new DataView(arrayBuffer);\n if (!validate(url, dataView)) {\n return null;\n }\n var littleEndian = dataView.getUint32(KTX_FIELDS.ENDIANNESS, true) === ENDIANNESS;\n var glType = dataView.getUint32(KTX_FIELDS.GL_TYPE, littleEndian);\n // const glTypeSize = dataView.getUint32(KTX_FIELDS.GL_TYPE_SIZE, littleEndian);\n var glFormat = dataView.getUint32(KTX_FIELDS.GL_FORMAT, littleEndian);\n var glInternalFormat = dataView.getUint32(KTX_FIELDS.GL_INTERNAL_FORMAT, littleEndian);\n var pixelWidth = dataView.getUint32(KTX_FIELDS.PIXEL_WIDTH, littleEndian);\n var pixelHeight = dataView.getUint32(KTX_FIELDS.PIXEL_HEIGHT, littleEndian) || 1; // \"pixelHeight = 0\" -> \"1\"\n var pixelDepth = dataView.getUint32(KTX_FIELDS.PIXEL_DEPTH, littleEndian) || 1; // ^^\n var numberOfArrayElements = dataView.getUint32(KTX_FIELDS.NUMBER_OF_ARRAY_ELEMENTS, littleEndian) || 1; // ^^\n var numberOfFaces = dataView.getUint32(KTX_FIELDS.NUMBER_OF_FACES, littleEndian);\n var numberOfMipmapLevels = dataView.getUint32(KTX_FIELDS.NUMBER_OF_MIPMAP_LEVELS, littleEndian);\n var bytesOfKeyValueData = dataView.getUint32(KTX_FIELDS.BYTES_OF_KEY_VALUE_DATA, littleEndian);\n // Whether the platform architecture is little endian. If littleEndian !== platformLittleEndian, then the\n // file contents must be endian-converted!\n // TODO: Endianness conversion\n // const platformLittleEndian = new Uint8Array((new Uint32Array([ENDIANNESS])).buffer)[0] === 0x01;\n if (pixelHeight === 0 || pixelDepth !== 1) {\n throw new Error('Only 2D textures are supported');\n }\n if (numberOfFaces !== 1) {\n throw new Error('CubeTextures are not supported by KTXLoader yet!');\n }\n if (numberOfArrayElements !== 1) {\n // TODO: Support splitting array-textures into multiple BaseTextures\n throw new Error('WebGL does not support array textures');\n }\n // TODO: 8x4 blocks for 2bpp pvrtc\n var blockWidth = 4;\n var blockHeight = 4;\n var alignedWidth = (pixelWidth + 3) & ~3;\n var alignedHeight = (pixelHeight + 3) & ~3;\n var imageBuffers = new Array(numberOfArrayElements);\n var imagePixels = pixelWidth * pixelHeight;\n if (glType === 0) {\n // Align to 16 pixels (4x4 blocks)\n imagePixels = alignedWidth * alignedHeight;\n }\n var imagePixelByteSize;\n if (glType !== 0) {\n // Uncompressed texture format\n if (TYPES_TO_BYTES_PER_COMPONENT[glType]) {\n imagePixelByteSize = TYPES_TO_BYTES_PER_COMPONENT[glType] * FORMATS_TO_COMPONENTS[glFormat];\n }\n else {\n imagePixelByteSize = TYPES_TO_BYTES_PER_PIXEL[glType];\n }\n }\n else {\n imagePixelByteSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[glInternalFormat];\n }\n if (imagePixelByteSize === undefined) {\n throw new Error('Unable to resolve the pixel format stored in the *.ktx file!');\n }\n var kvData = loadKeyValueData\n ? parseKvData(dataView, bytesOfKeyValueData, littleEndian)\n : null;\n var imageByteSize = imagePixels * imagePixelByteSize;\n var mipByteSize = imageByteSize;\n var mipWidth = pixelWidth;\n var mipHeight = pixelHeight;\n var alignedMipWidth = alignedWidth;\n var alignedMipHeight = alignedHeight;\n var imageOffset = FILE_HEADER_SIZE + bytesOfKeyValueData;\n for (var mipmapLevel = 0; mipmapLevel < numberOfMipmapLevels; mipmapLevel++) {\n var imageSize = dataView.getUint32(imageOffset, littleEndian);\n var elementOffset = imageOffset + 4;\n for (var arrayElement = 0; arrayElement < numberOfArrayElements; arrayElement++) {\n // TODO: Maybe support 3D textures? :-)\n // for (let zSlice = 0; zSlice < pixelDepth; zSlice)\n var mips = imageBuffers[arrayElement];\n if (!mips) {\n mips = imageBuffers[arrayElement] = new Array(numberOfMipmapLevels);\n }\n mips[mipmapLevel] = {\n levelID: mipmapLevel,\n // don't align mipWidth when texture not compressed! (glType not zero)\n levelWidth: numberOfMipmapLevels > 1 || glType !== 0 ? mipWidth : alignedMipWidth,\n levelHeight: numberOfMipmapLevels > 1 || glType !== 0 ? mipHeight : alignedMipHeight,\n levelBuffer: new Uint8Array(arrayBuffer, elementOffset, mipByteSize)\n };\n elementOffset += mipByteSize;\n }\n // HINT: Aligns to 4-byte boundary after jumping imageSize (in lieu of mipPadding)\n imageOffset += imageSize + 4; // (+4 to jump the imageSize field itself)\n imageOffset = imageOffset % 4 !== 0 ? imageOffset + 4 - (imageOffset % 4) : imageOffset;\n // Calculate mipWidth, mipHeight for _next_ iteration\n mipWidth = (mipWidth >> 1) || 1;\n mipHeight = (mipHeight >> 1) || 1;\n alignedMipWidth = (mipWidth + blockWidth - 1) & ~(blockWidth - 1);\n alignedMipHeight = (mipHeight + blockHeight - 1) & ~(blockHeight - 1);\n // Each mipmap level is 4-times smaller?\n mipByteSize = alignedMipWidth * alignedMipHeight * imagePixelByteSize;\n }\n // We use the levelBuffers feature of CompressedTextureResource b/c texture data is image-major, not level-major.\n if (glType !== 0) {\n return {\n uncompressed: imageBuffers.map(function (levelBuffers) {\n var buffer = levelBuffers[0].levelBuffer;\n var convertToInt = false;\n if (glType === TYPES.FLOAT) {\n buffer = new Float32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4);\n }\n else if (glType === TYPES.UNSIGNED_INT) {\n convertToInt = true;\n buffer = new Uint32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4);\n }\n else if (glType === TYPES.INT) {\n convertToInt = true;\n buffer = new Int32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4);\n }\n return {\n resource: new BufferResource(buffer, {\n width: levelBuffers[0].levelWidth,\n height: levelBuffers[0].levelHeight,\n }),\n type: glType,\n format: convertToInt ? convertFormatToInteger(glFormat) : glFormat,\n };\n }),\n kvData: kvData\n };\n }\n return {\n compressed: imageBuffers.map(function (levelBuffers) { return new CompressedTextureResource(null, {\n format: glInternalFormat,\n width: pixelWidth,\n height: pixelHeight,\n levels: numberOfMipmapLevels,\n levelBuffers: levelBuffers,\n }); }),\n kvData: kvData\n };\n}\n/**\n * Checks whether the arrayBuffer contains a valid *.ktx file.\n * @param url\n * @param dataView\n */\nfunction validate(url, dataView) {\n // NOTE: Do not optimize this into 3 32-bit integer comparison because the endianness\n // of the data is not specified.\n for (var i = 0; i < FILE_IDENTIFIER.length; i++) {\n if (dataView.getUint8(i) !== FILE_IDENTIFIER[i]) {\n console.error(url + \" is not a valid *.ktx file!\");\n return false;\n }\n }\n return true;\n}\nfunction convertFormatToInteger(format) {\n switch (format) {\n case FORMATS.RGBA: return FORMATS.RGBA_INTEGER;\n case FORMATS.RGB: return FORMATS.RGB_INTEGER;\n case FORMATS.RG: return FORMATS.RG_INTEGER;\n case FORMATS.RED: return FORMATS.RED_INTEGER;\n default: return format;\n }\n}\nfunction parseKvData(dataView, bytesOfKeyValueData, littleEndian) {\n var kvData = new Map();\n var bytesIntoKeyValueData = 0;\n while (bytesIntoKeyValueData < bytesOfKeyValueData) {\n var keyAndValueByteSize = dataView.getUint32(FILE_HEADER_SIZE + bytesIntoKeyValueData, littleEndian);\n var keyAndValueByteOffset = FILE_HEADER_SIZE + bytesIntoKeyValueData + 4;\n var valuePadding = 3 - ((keyAndValueByteSize + 3) % 4);\n // Bounds check\n if (keyAndValueByteSize === 0 || keyAndValueByteSize > bytesOfKeyValueData - bytesIntoKeyValueData) {\n console.error('KTXLoader: keyAndValueByteSize out of bounds');\n break;\n }\n // Note: keyNulByte can't be 0 otherwise the key is an empty string.\n var keyNulByte = 0;\n for (; keyNulByte < keyAndValueByteSize; keyNulByte++) {\n if (dataView.getUint8(keyAndValueByteOffset + keyNulByte) === 0x00) {\n break;\n }\n }\n if (keyNulByte === -1) {\n console.error('KTXLoader: Failed to find null byte terminating kvData key');\n break;\n }\n var key = new TextDecoder().decode(new Uint8Array(dataView.buffer, keyAndValueByteOffset, keyNulByte));\n var value = new DataView(dataView.buffer, keyAndValueByteOffset + keyNulByte + 1, keyAndValueByteSize - keyNulByte - 1);\n kvData.set(key, value);\n // 4 = the keyAndValueByteSize field itself\n // keyAndValueByteSize = the bytes taken by the key and value\n // valuePadding = extra padding to align with 4 bytes\n bytesIntoKeyValueData += 4 + keyAndValueByteSize + valuePadding;\n }\n return kvData;\n}\n\n// Set DDS files to be loaded as an ArrayBuffer\nLoaderResource.setExtensionXhrType('dds', LoaderResource.XHR_RESPONSE_TYPE.BUFFER);\n/**\n * @class\n * @memberof PIXI\n * @implements {PIXI.ILoaderPlugin}\n * @see https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds-pguide\n */\nvar DDSLoader = /** @class */ (function () {\n function DDSLoader() {\n }\n /**\n * Registers a DDS compressed texture\n * @see PIXI.Loader.loaderMiddleware\n * @param resource - loader resource that is checked to see if it is a DDS file\n * @param next - callback Function to call when done\n */\n DDSLoader.use = function (resource, next) {\n if (resource.extension === 'dds' && resource.data) {\n try {\n Object.assign(resource, registerCompressedTextures(resource.name || resource.url, parseDDS(resource.data), resource.metadata));\n }\n catch (err) {\n next(err);\n return;\n }\n }\n next();\n };\n /** @ignore */\n DDSLoader.extension = ExtensionType.Loader;\n return DDSLoader;\n}());\n\n// Set KTX files to be loaded as an ArrayBuffer\nLoaderResource.setExtensionXhrType('ktx', LoaderResource.XHR_RESPONSE_TYPE.BUFFER);\n/**\n * Loader plugin for handling KTX texture container files.\n *\n * This KTX loader does not currently support the following features:\n * * cube textures\n * * 3D textures\n * * endianness conversion for big-endian machines\n * * embedded *.basis files\n *\n * It does supports the following features:\n * * multiple textures per file\n * * mipmapping (only for compressed formats)\n * * vendor-specific key/value data parsing (enable {@link PIXI.KTXLoader.loadKeyValueData})\n * @class\n * @memberof PIXI\n * @implements {PIXI.ILoaderPlugin}\n */\nvar KTXLoader = /** @class */ (function () {\n function KTXLoader() {\n }\n /**\n * Called after a KTX file is loaded.\n *\n * This will parse the KTX file header and add a {@code BaseTexture} to the texture\n * cache.\n * @see PIXI.Loader.loaderMiddleware\n * @param resource - loader resource that is checked to see if it is a KTX file\n * @param next - callback Function to call when done\n */\n KTXLoader.use = function (resource, next) {\n if (resource.extension === 'ktx' && resource.data) {\n try {\n var url_1 = resource.name || resource.url;\n var _a = parseKTX(url_1, resource.data, this.loadKeyValueData), compressed = _a.compressed, uncompressed = _a.uncompressed, kvData_1 = _a.kvData;\n if (compressed) {\n var result = registerCompressedTextures(url_1, compressed, resource.metadata);\n if (kvData_1 && result.textures) {\n for (var textureId in result.textures) {\n result.textures[textureId].baseTexture.ktxKeyValueData = kvData_1;\n }\n }\n Object.assign(resource, result);\n }\n else if (uncompressed) {\n var textures_1 = {};\n uncompressed.forEach(function (image, i) {\n var texture = new Texture(new BaseTexture(image.resource, {\n mipmap: MIPMAP_MODES.OFF,\n alphaMode: ALPHA_MODES.NO_PREMULTIPLIED_ALPHA,\n type: image.type,\n format: image.format,\n }));\n var cacheID = url_1 + \"-\" + (i + 1);\n if (kvData_1)\n { texture.baseTexture.ktxKeyValueData = kvData_1; }\n BaseTexture.addToCache(texture.baseTexture, cacheID);\n Texture.addToCache(texture, cacheID);\n if (i === 0) {\n textures_1[url_1] = texture;\n BaseTexture.addToCache(texture.baseTexture, url_1);\n Texture.addToCache(texture, url_1);\n }\n textures_1[cacheID] = texture;\n });\n Object.assign(resource, { textures: textures_1 });\n }\n }\n catch (err) {\n next(err);\n return;\n }\n }\n next();\n };\n /** @ignore */\n KTXLoader.extension = ExtensionType.Loader;\n /**\n * If set to `true`, {@link PIXI.KTXLoader} will parse key-value data in KTX textures. This feature relies\n * on the [Encoding Standard]{@link https://encoding.spec.whatwg.org}.\n *\n * The key-value data will be available on the base-textures as {@code PIXI.BaseTexture.ktxKeyValueData}. They\n * will hold a reference to the texture data buffer, so make sure to delete key-value data once you are done\n * using it.\n */\n KTXLoader.loadKeyValueData = false;\n return KTXLoader;\n}());\n\nexport { BlobResource, CompressedTextureLoader, CompressedTextureResource, DDSLoader, FORMATS_TO_COMPONENTS, INTERNAL_FORMATS, INTERNAL_FORMAT_TO_BYTES_PER_PIXEL, KTXLoader, TYPES_TO_BYTES_PER_COMPONENT, TYPES_TO_BYTES_PER_PIXEL, parseDDS, parseKTX };\n//# sourceMappingURL=compressed-textures.mjs.map\n","/*!\n * @pixi/particle-container - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/particle-container is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { BLEND_MODES, TYPES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { hex2rgb, createIndicesForQuads, correctBlendMode, premultiplyRgba, premultiplyTint } from '@pixi/utils';\nimport { Geometry, Buffer, ExtensionType, ObjectRenderer, Shader, State } from '@pixi/core';\nimport { Matrix } from '@pixi/math';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * The ParticleContainer class is a really fast version of the Container built solely for speed,\n * so use when you need a lot of sprites or particles.\n *\n * The tradeoff of the ParticleContainer is that most advanced functionality will not work.\n * ParticleContainer implements the basic object transform (position, scale, rotation)\n * and some advanced functionality like tint (as of v4.5.6).\n *\n * Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch.\n *\n * It's extremely easy to use:\n * ```js\n * let container = new ParticleContainer();\n *\n * for (let i = 0; i < 100; ++i)\n * {\n * let sprite = PIXI.Sprite.from(\"myImage.png\");\n * container.addChild(sprite);\n * }\n * ```\n *\n * And here you have a hundred sprites that will be rendered at the speed of light.\n * @memberof PIXI\n */\nvar ParticleContainer = /** @class */ (function (_super) {\n __extends(ParticleContainer, _super);\n /**\n * @param maxSize - The maximum number of particles that can be rendered by the container.\n * Affects size of allocated buffers.\n * @param properties - The properties of children that should be uploaded to the gpu and applied.\n * @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied.\n * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`.\n * @param {boolean} [properties.position=true] - When true, position be uploaded and applied.\n * @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied.\n * @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied.\n * @param {boolean} [properties.tint=false] - When true, alpha and tint be uploaded and applied.\n * @param {number} [batchSize=16384] - Number of particles per batch. If less than maxSize, it uses maxSize instead.\n * @param {boolean} [autoResize=false] - If true, container allocates more batches in case\n * there are more than `maxSize` particles.\n */\n function ParticleContainer(maxSize, properties, batchSize, autoResize) {\n if (maxSize === void 0) { maxSize = 1500; }\n if (batchSize === void 0) { batchSize = 16384; }\n if (autoResize === void 0) { autoResize = false; }\n var _this = _super.call(this) || this;\n // Making sure the batch size is valid\n // 65535 is max vertex index in the index buffer (see ParticleRenderer)\n // so max number of particles is 65536 / 4 = 16384\n var maxBatchSize = 16384;\n if (batchSize > maxBatchSize) {\n batchSize = maxBatchSize;\n }\n _this._properties = [false, true, false, false, false];\n _this._maxSize = maxSize;\n _this._batchSize = batchSize;\n _this._buffers = null;\n _this._bufferUpdateIDs = [];\n _this._updateID = 0;\n _this.interactiveChildren = false;\n _this.blendMode = BLEND_MODES.NORMAL;\n _this.autoResize = autoResize;\n _this.roundPixels = true;\n _this.baseTexture = null;\n _this.setProperties(properties);\n _this._tint = 0;\n _this.tintRgb = new Float32Array(4);\n _this.tint = 0xFFFFFF;\n return _this;\n }\n /**\n * Sets the private properties array to dynamic / static based on the passed properties object\n * @param properties - The properties to be uploaded\n */\n ParticleContainer.prototype.setProperties = function (properties) {\n if (properties) {\n this._properties[0] = 'vertices' in properties || 'scale' in properties\n ? !!properties.vertices || !!properties.scale : this._properties[0];\n this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1];\n this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2];\n this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3];\n this._properties[4] = 'tint' in properties || 'alpha' in properties\n ? !!properties.tint || !!properties.alpha : this._properties[4];\n }\n };\n ParticleContainer.prototype.updateTransform = function () {\n // TODO don't need to!\n this.displayObjectUpdateTransform();\n };\n Object.defineProperty(ParticleContainer.prototype, \"tint\", {\n /**\n * The tint applied to the container. This is a hex value.\n * A value of 0xFFFFFF will remove any tint effect.\n * IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.\n * @default 0xFFFFFF\n */\n get: function () {\n return this._tint;\n },\n set: function (value) {\n this._tint = value;\n hex2rgb(value, this.tintRgb);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Renders the container using the WebGL renderer.\n * @param renderer - The WebGL renderer.\n */\n ParticleContainer.prototype.render = function (renderer) {\n var _this = this;\n if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) {\n return;\n }\n if (!this.baseTexture) {\n this.baseTexture = this.children[0]._texture.baseTexture;\n if (!this.baseTexture.valid) {\n this.baseTexture.once('update', function () { return _this.onChildrenChange(0); });\n }\n }\n renderer.batch.setObjectRenderer(renderer.plugins.particle);\n renderer.plugins.particle.render(this);\n };\n /**\n * Set the flag that static data should be updated to true\n * @param smallestChildIndex - The smallest child index.\n */\n ParticleContainer.prototype.onChildrenChange = function (smallestChildIndex) {\n var bufferIndex = Math.floor(smallestChildIndex / this._batchSize);\n while (this._bufferUpdateIDs.length < bufferIndex) {\n this._bufferUpdateIDs.push(0);\n }\n this._bufferUpdateIDs[bufferIndex] = ++this._updateID;\n };\n ParticleContainer.prototype.dispose = function () {\n if (this._buffers) {\n for (var i = 0; i < this._buffers.length; ++i) {\n this._buffers[i].destroy();\n }\n this._buffers = null;\n }\n };\n /**\n * Destroys the container\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their\n * destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n ParticleContainer.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this, options);\n this.dispose();\n this._properties = null;\n this._buffers = null;\n this._bufferUpdateIDs = null;\n };\n return ParticleContainer;\n}(Container));\n\n/*\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that\n * they now share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's ParticleBuffer:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java\n */\n/**\n * The particle buffer manages the static and dynamic buffers for a particle container.\n * @private\n * @memberof PIXI\n */\nvar ParticleBuffer = /** @class */ (function () {\n /**\n * @param {object} properties - The properties to upload.\n * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic.\n * @param {number} size - The size of the batch.\n */\n function ParticleBuffer(properties, dynamicPropertyFlags, size) {\n this.geometry = new Geometry();\n this.indexBuffer = null;\n this.size = size;\n this.dynamicProperties = [];\n this.staticProperties = [];\n for (var i = 0; i < properties.length; ++i) {\n var property = properties[i];\n // Make copy of properties object so that when we edit the offset it doesn't\n // change all other instances of the object literal\n property = {\n attributeName: property.attributeName,\n size: property.size,\n uploadFunction: property.uploadFunction,\n type: property.type || TYPES.FLOAT,\n offset: property.offset,\n };\n if (dynamicPropertyFlags[i]) {\n this.dynamicProperties.push(property);\n }\n else {\n this.staticProperties.push(property);\n }\n }\n this.staticStride = 0;\n this.staticBuffer = null;\n this.staticData = null;\n this.staticDataUint32 = null;\n this.dynamicStride = 0;\n this.dynamicBuffer = null;\n this.dynamicData = null;\n this.dynamicDataUint32 = null;\n this._updateID = 0;\n this.initBuffers();\n }\n /** Sets up the renderer context and necessary buffers. */\n ParticleBuffer.prototype.initBuffers = function () {\n var geometry = this.geometry;\n var dynamicOffset = 0;\n this.indexBuffer = new Buffer(createIndicesForQuads(this.size), true, true);\n geometry.addIndex(this.indexBuffer);\n this.dynamicStride = 0;\n for (var i = 0; i < this.dynamicProperties.length; ++i) {\n var property = this.dynamicProperties[i];\n property.offset = dynamicOffset;\n dynamicOffset += property.size;\n this.dynamicStride += property.size;\n }\n var dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4);\n this.dynamicData = new Float32Array(dynBuffer);\n this.dynamicDataUint32 = new Uint32Array(dynBuffer);\n this.dynamicBuffer = new Buffer(this.dynamicData, false, false);\n // static //\n var staticOffset = 0;\n this.staticStride = 0;\n for (var i = 0; i < this.staticProperties.length; ++i) {\n var property = this.staticProperties[i];\n property.offset = staticOffset;\n staticOffset += property.size;\n this.staticStride += property.size;\n }\n var statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4);\n this.staticData = new Float32Array(statBuffer);\n this.staticDataUint32 = new Uint32Array(statBuffer);\n this.staticBuffer = new Buffer(this.staticData, true, false);\n for (var i = 0; i < this.dynamicProperties.length; ++i) {\n var property = this.dynamicProperties[i];\n geometry.addAttribute(property.attributeName, this.dynamicBuffer, 0, property.type === TYPES.UNSIGNED_BYTE, property.type, this.dynamicStride * 4, property.offset * 4);\n }\n for (var i = 0; i < this.staticProperties.length; ++i) {\n var property = this.staticProperties[i];\n geometry.addAttribute(property.attributeName, this.staticBuffer, 0, property.type === TYPES.UNSIGNED_BYTE, property.type, this.staticStride * 4, property.offset * 4);\n }\n };\n /**\n * Uploads the dynamic properties.\n * @param children - The children to upload.\n * @param startIndex - The index to start at.\n * @param amount - The number to upload.\n */\n ParticleBuffer.prototype.uploadDynamic = function (children, startIndex, amount) {\n for (var i = 0; i < this.dynamicProperties.length; i++) {\n var property = this.dynamicProperties[i];\n property.uploadFunction(children, startIndex, amount, property.type === TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData, this.dynamicStride, property.offset);\n }\n this.dynamicBuffer._updateID++;\n };\n /**\n * Uploads the static properties.\n * @param children - The children to upload.\n * @param startIndex - The index to start at.\n * @param amount - The number to upload.\n */\n ParticleBuffer.prototype.uploadStatic = function (children, startIndex, amount) {\n for (var i = 0; i < this.staticProperties.length; i++) {\n var property = this.staticProperties[i];\n property.uploadFunction(children, startIndex, amount, property.type === TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData, this.staticStride, property.offset);\n }\n this.staticBuffer._updateID++;\n };\n /** Destroys the ParticleBuffer. */\n ParticleBuffer.prototype.destroy = function () {\n this.indexBuffer = null;\n this.dynamicProperties = null;\n this.dynamicBuffer = null;\n this.dynamicData = null;\n this.dynamicDataUint32 = null;\n this.staticProperties = null;\n this.staticBuffer = null;\n this.staticData = null;\n this.staticDataUint32 = null;\n // all buffers are destroyed inside geometry\n this.geometry.destroy();\n };\n return ParticleBuffer;\n}());\n\nvar fragment = \"varying vec2 vTextureCoord;\\nvarying vec4 vColor;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n vec4 color = texture2D(uSampler, vTextureCoord) * vColor;\\n gl_FragColor = color;\\n}\";\n\nvar vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\nattribute vec4 aColor;\\n\\nattribute vec2 aPositionCoord;\\nattribute float aRotation;\\n\\nuniform mat3 translationMatrix;\\nuniform vec4 uColor;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\n\\nvoid main(void){\\n float x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);\\n float y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);\\n\\n vec2 v = vec2(x, y);\\n v = v + aPositionCoord;\\n\\n gl_Position = vec4((translationMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vColor = aColor * uColor;\\n}\\n\";\n\n/*\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now\n * share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's ParticleRenderer:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java\n */\n/**\n * Renderer for Particles that is designer for speed over feature set.\n * @memberof PIXI\n */\nvar ParticleRenderer = /** @class */ (function (_super) {\n __extends(ParticleRenderer, _super);\n /**\n * @param renderer - The renderer this sprite batch works for.\n */\n function ParticleRenderer(renderer) {\n var _this = _super.call(this, renderer) || this;\n // 65535 is max vertex index in the index buffer (see ParticleRenderer)\n // so max number of particles is 65536 / 4 = 16384\n // and max number of element in the index buffer is 16384 * 6 = 98304\n // Creating a full index buffer, overhead is 98304 * 2 = 196Ko\n // let numIndices = 98304;\n _this.shader = null;\n _this.properties = null;\n _this.tempMatrix = new Matrix();\n _this.properties = [\n // verticesData\n {\n attributeName: 'aVertexPosition',\n size: 2,\n uploadFunction: _this.uploadVertices,\n offset: 0,\n },\n // positionData\n {\n attributeName: 'aPositionCoord',\n size: 2,\n uploadFunction: _this.uploadPosition,\n offset: 0,\n },\n // rotationData\n {\n attributeName: 'aRotation',\n size: 1,\n uploadFunction: _this.uploadRotation,\n offset: 0,\n },\n // uvsData\n {\n attributeName: 'aTextureCoord',\n size: 2,\n uploadFunction: _this.uploadUvs,\n offset: 0,\n },\n // tintData\n {\n attributeName: 'aColor',\n size: 1,\n type: TYPES.UNSIGNED_BYTE,\n uploadFunction: _this.uploadTint,\n offset: 0,\n } ];\n _this.shader = Shader.from(vertex, fragment, {});\n _this.state = State.for2d();\n return _this;\n }\n /**\n * Renders the particle container object.\n * @param container - The container to render using this ParticleRenderer.\n */\n ParticleRenderer.prototype.render = function (container) {\n var children = container.children;\n var maxSize = container._maxSize;\n var batchSize = container._batchSize;\n var renderer = this.renderer;\n var totalChildren = children.length;\n if (totalChildren === 0) {\n return;\n }\n else if (totalChildren > maxSize && !container.autoResize) {\n totalChildren = maxSize;\n }\n var buffers = container._buffers;\n if (!buffers) {\n buffers = container._buffers = this.generateBuffers(container);\n }\n var baseTexture = children[0]._texture.baseTexture;\n var premultiplied = baseTexture.alphaMode > 0;\n // if the uvs have not updated then no point rendering just yet!\n this.state.blendMode = correctBlendMode(container.blendMode, premultiplied);\n renderer.state.set(this.state);\n var gl = renderer.gl;\n var m = container.worldTransform.copyTo(this.tempMatrix);\n m.prepend(renderer.globalUniforms.uniforms.projectionMatrix);\n this.shader.uniforms.translationMatrix = m.toArray(true);\n this.shader.uniforms.uColor = premultiplyRgba(container.tintRgb, container.worldAlpha, this.shader.uniforms.uColor, premultiplied);\n this.shader.uniforms.uSampler = baseTexture;\n this.renderer.shader.bind(this.shader);\n var updateStatic = false;\n // now lets upload and render the buffers..\n for (var i = 0, j = 0; i < totalChildren; i += batchSize, j += 1) {\n var amount = (totalChildren - i);\n if (amount > batchSize) {\n amount = batchSize;\n }\n if (j >= buffers.length) {\n buffers.push(this._generateOneMoreBuffer(container));\n }\n var buffer = buffers[j];\n // we always upload the dynamic\n buffer.uploadDynamic(children, i, amount);\n var bid = container._bufferUpdateIDs[j] || 0;\n updateStatic = updateStatic || (buffer._updateID < bid);\n // we only upload the static content when we have to!\n if (updateStatic) {\n buffer._updateID = container._updateID;\n buffer.uploadStatic(children, i, amount);\n }\n // bind the buffer\n renderer.geometry.bind(buffer.geometry);\n gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0);\n }\n };\n /**\n * Creates one particle buffer for each child in the container we want to render and updates internal properties.\n * @param container - The container to render using this ParticleRenderer\n * @returns - The buffers\n */\n ParticleRenderer.prototype.generateBuffers = function (container) {\n var buffers = [];\n var size = container._maxSize;\n var batchSize = container._batchSize;\n var dynamicPropertyFlags = container._properties;\n for (var i = 0; i < size; i += batchSize) {\n buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize));\n }\n return buffers;\n };\n /**\n * Creates one more particle buffer, because container has autoResize feature.\n * @param container - The container to render using this ParticleRenderer\n * @returns - The generated buffer\n */\n ParticleRenderer.prototype._generateOneMoreBuffer = function (container) {\n var batchSize = container._batchSize;\n var dynamicPropertyFlags = container._properties;\n return new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize);\n };\n /**\n * Uploads the vertices.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their vertices uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadVertices = function (children, startIndex, amount, array, stride, offset) {\n var w0 = 0;\n var w1 = 0;\n var h0 = 0;\n var h1 = 0;\n for (var i = 0; i < amount; ++i) {\n var sprite = children[startIndex + i];\n var texture = sprite._texture;\n var sx = sprite.scale.x;\n var sy = sprite.scale.y;\n var trim = texture.trim;\n var orig = texture.orig;\n if (trim) {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the\n // extra space before transforming the sprite coords..\n w1 = trim.x - (sprite.anchor.x * orig.width);\n w0 = w1 + trim.width;\n h1 = trim.y - (sprite.anchor.y * orig.height);\n h0 = h1 + trim.height;\n }\n else {\n w0 = (orig.width) * (1 - sprite.anchor.x);\n w1 = (orig.width) * -sprite.anchor.x;\n h0 = orig.height * (1 - sprite.anchor.y);\n h1 = orig.height * -sprite.anchor.y;\n }\n array[offset] = w1 * sx;\n array[offset + 1] = h1 * sy;\n array[offset + stride] = w0 * sx;\n array[offset + stride + 1] = h1 * sy;\n array[offset + (stride * 2)] = w0 * sx;\n array[offset + (stride * 2) + 1] = h0 * sy;\n array[offset + (stride * 3)] = w1 * sx;\n array[offset + (stride * 3) + 1] = h0 * sy;\n offset += stride * 4;\n }\n };\n /**\n * Uploads the position.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their positions uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadPosition = function (children, startIndex, amount, array, stride, offset) {\n for (var i = 0; i < amount; i++) {\n var spritePosition = children[startIndex + i].position;\n array[offset] = spritePosition.x;\n array[offset + 1] = spritePosition.y;\n array[offset + stride] = spritePosition.x;\n array[offset + stride + 1] = spritePosition.y;\n array[offset + (stride * 2)] = spritePosition.x;\n array[offset + (stride * 2) + 1] = spritePosition.y;\n array[offset + (stride * 3)] = spritePosition.x;\n array[offset + (stride * 3) + 1] = spritePosition.y;\n offset += stride * 4;\n }\n };\n /**\n * Uploads the rotation.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their rotation uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadRotation = function (children, startIndex, amount, array, stride, offset) {\n for (var i = 0; i < amount; i++) {\n var spriteRotation = children[startIndex + i].rotation;\n array[offset] = spriteRotation;\n array[offset + stride] = spriteRotation;\n array[offset + (stride * 2)] = spriteRotation;\n array[offset + (stride * 3)] = spriteRotation;\n offset += stride * 4;\n }\n };\n /**\n * Uploads the UVs.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their rotation uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadUvs = function (children, startIndex, amount, array, stride, offset) {\n for (var i = 0; i < amount; ++i) {\n var textureUvs = children[startIndex + i]._texture._uvs;\n if (textureUvs) {\n array[offset] = textureUvs.x0;\n array[offset + 1] = textureUvs.y0;\n array[offset + stride] = textureUvs.x1;\n array[offset + stride + 1] = textureUvs.y1;\n array[offset + (stride * 2)] = textureUvs.x2;\n array[offset + (stride * 2) + 1] = textureUvs.y2;\n array[offset + (stride * 3)] = textureUvs.x3;\n array[offset + (stride * 3) + 1] = textureUvs.y3;\n offset += stride * 4;\n }\n else {\n // TODO you know this can be easier!\n array[offset] = 0;\n array[offset + 1] = 0;\n array[offset + stride] = 0;\n array[offset + stride + 1] = 0;\n array[offset + (stride * 2)] = 0;\n array[offset + (stride * 2) + 1] = 0;\n array[offset + (stride * 3)] = 0;\n array[offset + (stride * 3) + 1] = 0;\n offset += stride * 4;\n }\n }\n };\n /**\n * Uploads the tint.\n * @param children - the array of sprites to render\n * @param startIndex - the index to start from in the children array\n * @param amount - the amount of children that will have their rotation uploaded\n * @param array - The vertices to upload.\n * @param stride - Stride to use for iteration.\n * @param offset - Offset to start at.\n */\n ParticleRenderer.prototype.uploadTint = function (children, startIndex, amount, array, stride, offset) {\n for (var i = 0; i < amount; ++i) {\n var sprite = children[startIndex + i];\n var premultiplied = sprite._texture.baseTexture.alphaMode > 0;\n var alpha = sprite.alpha;\n // we dont call extra function if alpha is 1.0, that's faster\n var argb = alpha < 1.0 && premultiplied\n ? premultiplyTint(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24);\n array[offset] = argb;\n array[offset + stride] = argb;\n array[offset + (stride * 2)] = argb;\n array[offset + (stride * 3)] = argb;\n offset += stride * 4;\n }\n };\n /** Destroys the ParticleRenderer. */\n ParticleRenderer.prototype.destroy = function () {\n _super.prototype.destroy.call(this);\n if (this.shader) {\n this.shader.destroy();\n this.shader = null;\n }\n this.tempMatrix = null;\n };\n /** @ignore */\n ParticleRenderer.extension = {\n name: 'particle',\n type: ExtensionType.RendererPlugin,\n };\n return ParticleRenderer;\n}(ObjectRenderer));\n\nexport { ParticleContainer, ParticleRenderer };\n//# sourceMappingURL=particle-container.mjs.map\n","/*!\n * @pixi/graphics - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/graphics is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Texture, BaseTexture, BatchDrawCall, BatchTextureArray, BatchGeometry, UniformGroup, Shader, State } from '@pixi/core';\nimport { SHAPES, Point, PI_2, Polygon, Rectangle, RoundedRectangle, Circle, Ellipse, Matrix } from '@pixi/math';\nimport { earcut, premultiplyTint, hex2rgb } from '@pixi/utils';\nimport { WRAP_MODES, DRAW_MODES, BLEND_MODES } from '@pixi/constants';\nimport { Bounds, Container } from '@pixi/display';\n\n/**\n * Supported line joints in `PIXI.LineStyle` for graphics.\n * @see PIXI.Graphics#lineStyle\n * @see https://graphicdesign.stackexchange.com/questions/59018/what-is-a-bevel-join-of-two-lines-exactly-illustrator\n * @name LINE_JOIN\n * @memberof PIXI\n * @static\n * @enum {string}\n * @property {string} MITER - 'miter': make a sharp corner where outer part of lines meet\n * @property {string} BEVEL - 'bevel': add a square butt at each end of line segment and fill the triangle at turn\n * @property {string} ROUND - 'round': add an arc at the joint\n */\nvar LINE_JOIN;\n(function (LINE_JOIN) {\n LINE_JOIN[\"MITER\"] = \"miter\";\n LINE_JOIN[\"BEVEL\"] = \"bevel\";\n LINE_JOIN[\"ROUND\"] = \"round\";\n})(LINE_JOIN || (LINE_JOIN = {}));\n/**\n * Support line caps in `PIXI.LineStyle` for graphics.\n * @see PIXI.Graphics#lineStyle\n * @name LINE_CAP\n * @memberof PIXI\n * @static\n * @enum {string}\n * @property {string} BUTT - 'butt': don't add any cap at line ends (leaves orthogonal edges)\n * @property {string} ROUND - 'round': add semicircle at ends\n * @property {string} SQUARE - 'square': add square at end (like `BUTT` except more length at end)\n */\nvar LINE_CAP;\n(function (LINE_CAP) {\n LINE_CAP[\"BUTT\"] = \"butt\";\n LINE_CAP[\"ROUND\"] = \"round\";\n LINE_CAP[\"SQUARE\"] = \"square\";\n})(LINE_CAP || (LINE_CAP = {}));\n/**\n * Graphics curves resolution settings. If `adaptive` flag is set to `true`,\n * the resolution is calculated based on the curve's length to ensure better visual quality.\n * Adaptive draw works with `bezierCurveTo` and `quadraticCurveTo`.\n * @static\n * @constant\n * @memberof PIXI\n * @name GRAPHICS_CURVES\n * @type {object}\n * @property {boolean} [adaptive=true] - flag indicating if the resolution should be adaptive\n * @property {number} [maxLength=10] - maximal length of a single segment of the curve (if adaptive = false, ignored)\n * @property {number} [minSegments=8] - minimal number of segments in the curve (if adaptive = false, ignored)\n * @property {number} [maxSegments=2048] - maximal number of segments in the curve (if adaptive = false, ignored)\n */\nvar GRAPHICS_CURVES = {\n adaptive: true,\n maxLength: 10,\n minSegments: 8,\n maxSegments: 2048,\n epsilon: 0.0001,\n _segmentsCount: function (length, defaultSegments) {\n if (defaultSegments === void 0) { defaultSegments = 20; }\n if (!this.adaptive || !length || isNaN(length)) {\n return defaultSegments;\n }\n var result = Math.ceil(length / this.maxLength);\n if (result < this.minSegments) {\n result = this.minSegments;\n }\n else if (result > this.maxSegments) {\n result = this.maxSegments;\n }\n return result;\n },\n};\n\n/**\n * Fill style object for Graphics.\n * @memberof PIXI\n */\nvar FillStyle = /** @class */ (function () {\n function FillStyle() {\n /**\n * The hex color value used when coloring the Graphics object.\n * @default 0xFFFFFF\n */\n this.color = 0xFFFFFF;\n /** The alpha value used when filling the Graphics object. */\n this.alpha = 1.0;\n /**\n * The texture to be used for the fill.\n * @default 0\n */\n this.texture = Texture.WHITE;\n /**\n * The transform applied to the texture.\n * @default null\n */\n this.matrix = null;\n /** If the current fill is visible. */\n this.visible = false;\n this.reset();\n }\n /** Clones the object */\n FillStyle.prototype.clone = function () {\n var obj = new FillStyle();\n obj.color = this.color;\n obj.alpha = this.alpha;\n obj.texture = this.texture;\n obj.matrix = this.matrix;\n obj.visible = this.visible;\n return obj;\n };\n /** Reset */\n FillStyle.prototype.reset = function () {\n this.color = 0xFFFFFF;\n this.alpha = 1;\n this.texture = Texture.WHITE;\n this.matrix = null;\n this.visible = false;\n };\n /** Destroy and don't use after this. */\n FillStyle.prototype.destroy = function () {\n this.texture = null;\n this.matrix = null;\n };\n return FillStyle;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nfunction fixOrientation(points, hole) {\n var _a, _b;\n if (hole === void 0) { hole = false; }\n var m = points.length;\n if (m < 6) {\n return;\n }\n var area = 0;\n for (var i = 0, x1 = points[m - 2], y1 = points[m - 1]; i < m; i += 2) {\n var x2 = points[i];\n var y2 = points[i + 1];\n area += (x2 - x1) * (y2 + y1);\n x1 = x2;\n y1 = y2;\n }\n if ((!hole && area > 0) || (hole && area <= 0)) {\n var n = m / 2;\n for (var i = n + (n % 2); i < m; i += 2) {\n var i1 = m - i - 2;\n var i2 = m - i - 1;\n var i3 = i;\n var i4 = i + 1;\n _a = [points[i3], points[i1]], points[i1] = _a[0], points[i3] = _a[1];\n _b = [points[i4], points[i2]], points[i2] = _b[0], points[i4] = _b[1];\n }\n }\n}\n/**\n * Builds a polygon to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildPoly = {\n build: function (graphicsData) {\n graphicsData.points = graphicsData.shape.points.slice();\n },\n triangulate: function (graphicsData, graphicsGeometry) {\n var points = graphicsData.points;\n var holes = graphicsData.holes;\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n if (points.length >= 6) {\n fixOrientation(points, false);\n var holeArray = [];\n // Process holes..\n for (var i = 0; i < holes.length; i++) {\n var hole = holes[i];\n fixOrientation(hole.points, true);\n holeArray.push(points.length / 2);\n points = points.concat(hole.points);\n }\n // sort color\n var triangles = earcut(points, holeArray, 2);\n if (!triangles) {\n return;\n }\n var vertPos = verts.length / 2;\n for (var i = 0; i < triangles.length; i += 3) {\n indices.push(triangles[i] + vertPos);\n indices.push(triangles[i + 1] + vertPos);\n indices.push(triangles[i + 2] + vertPos);\n }\n for (var i = 0; i < points.length; i++) {\n verts.push(points[i]);\n }\n }\n },\n};\n\n// for type only\n/**\n * Builds a circle to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object to draw\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildCircle = {\n build: function (graphicsData) {\n // need to convert points to a nice regular data\n var points = graphicsData.points;\n var x;\n var y;\n var dx;\n var dy;\n var rx;\n var ry;\n if (graphicsData.type === SHAPES.CIRC) {\n var circle = graphicsData.shape;\n x = circle.x;\n y = circle.y;\n rx = ry = circle.radius;\n dx = dy = 0;\n }\n else if (graphicsData.type === SHAPES.ELIP) {\n var ellipse = graphicsData.shape;\n x = ellipse.x;\n y = ellipse.y;\n rx = ellipse.width;\n ry = ellipse.height;\n dx = dy = 0;\n }\n else {\n var roundedRect = graphicsData.shape;\n var halfWidth = roundedRect.width / 2;\n var halfHeight = roundedRect.height / 2;\n x = roundedRect.x + halfWidth;\n y = roundedRect.y + halfHeight;\n rx = ry = Math.max(0, Math.min(roundedRect.radius, Math.min(halfWidth, halfHeight)));\n dx = halfWidth - rx;\n dy = halfHeight - ry;\n }\n if (!(rx >= 0 && ry >= 0 && dx >= 0 && dy >= 0)) {\n points.length = 0;\n return;\n }\n // Choose a number of segments such that the maximum absolute deviation from the circle is approximately 0.029\n var n = Math.ceil(2.3 * Math.sqrt(rx + ry));\n var m = (n * 8) + (dx ? 4 : 0) + (dy ? 4 : 0);\n points.length = m;\n if (m === 0) {\n return;\n }\n if (n === 0) {\n points.length = 8;\n points[0] = points[6] = x + dx;\n points[1] = points[3] = y + dy;\n points[2] = points[4] = x - dx;\n points[5] = points[7] = y - dy;\n return;\n }\n var j1 = 0;\n var j2 = (n * 4) + (dx ? 2 : 0) + 2;\n var j3 = j2;\n var j4 = m;\n {\n var x0 = dx + rx;\n var y0 = dy;\n var x1 = x + x0;\n var x2 = x - x0;\n var y1 = y + y0;\n points[j1++] = x1;\n points[j1++] = y1;\n points[--j2] = y1;\n points[--j2] = x2;\n if (dy) {\n var y2 = y - y0;\n points[j3++] = x2;\n points[j3++] = y2;\n points[--j4] = y2;\n points[--j4] = x1;\n }\n }\n for (var i = 1; i < n; i++) {\n var a = Math.PI / 2 * (i / n);\n var x0 = dx + (Math.cos(a) * rx);\n var y0 = dy + (Math.sin(a) * ry);\n var x1 = x + x0;\n var x2 = x - x0;\n var y1 = y + y0;\n var y2 = y - y0;\n points[j1++] = x1;\n points[j1++] = y1;\n points[--j2] = y1;\n points[--j2] = x2;\n points[j3++] = x2;\n points[j3++] = y2;\n points[--j4] = y2;\n points[--j4] = x1;\n }\n {\n var x0 = dx;\n var y0 = dy + ry;\n var x1 = x + x0;\n var x2 = x - x0;\n var y1 = y + y0;\n var y2 = y - y0;\n points[j1++] = x1;\n points[j1++] = y1;\n points[--j4] = y2;\n points[--j4] = x1;\n if (dx) {\n points[j1++] = x2;\n points[j1++] = y1;\n points[--j4] = y2;\n points[--j4] = x2;\n }\n }\n },\n triangulate: function (graphicsData, graphicsGeometry) {\n var points = graphicsData.points;\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n if (points.length === 0) {\n return;\n }\n var vertPos = verts.length / 2;\n var center = vertPos;\n var x;\n var y;\n if (graphicsData.type !== SHAPES.RREC) {\n var circle = graphicsData.shape;\n x = circle.x;\n y = circle.y;\n }\n else {\n var roundedRect = graphicsData.shape;\n x = roundedRect.x + (roundedRect.width / 2);\n y = roundedRect.y + (roundedRect.height / 2);\n }\n var matrix = graphicsData.matrix;\n // Push center (special point)\n verts.push(graphicsData.matrix ? (matrix.a * x) + (matrix.c * y) + matrix.tx : x, graphicsData.matrix ? (matrix.b * x) + (matrix.d * y) + matrix.ty : y);\n vertPos++;\n verts.push(points[0], points[1]);\n for (var i = 2; i < points.length; i += 2) {\n verts.push(points[i], points[i + 1]);\n // add some uvs\n indices.push(vertPos++, center, vertPos);\n }\n indices.push(center + 1, center, vertPos);\n },\n};\n\n/**\n * Builds a rectangle to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildRectangle = {\n build: function (graphicsData) {\n // --- //\n // need to convert points to a nice regular data\n //\n var rectData = graphicsData.shape;\n var x = rectData.x;\n var y = rectData.y;\n var width = rectData.width;\n var height = rectData.height;\n var points = graphicsData.points;\n points.length = 0;\n points.push(x, y, x + width, y, x + width, y + height, x, y + height);\n },\n triangulate: function (graphicsData, graphicsGeometry) {\n var points = graphicsData.points;\n var verts = graphicsGeometry.points;\n var vertPos = verts.length / 2;\n verts.push(points[0], points[1], points[2], points[3], points[6], points[7], points[4], points[5]);\n graphicsGeometry.indices.push(vertPos, vertPos + 1, vertPos + 2, vertPos + 1, vertPos + 2, vertPos + 3);\n },\n};\n\n/**\n * Calculate a single point for a quadratic bezier curve.\n * Utility function used by quadraticBezierCurve.\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {number} n1 - first number\n * @param {number} n2 - second number\n * @param {number} perc - percentage\n * @returns {number} the result\n */\nfunction getPt(n1, n2, perc) {\n var diff = n2 - n1;\n return n1 + (diff * perc);\n}\n/**\n * Calculate the points for a quadratic bezier curve. (helper function..)\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {number} fromX - Origin point x\n * @param {number} fromY - Origin point x\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @param {number[]} [out=[]] - The output array to add points into. If not passed, a new array is created.\n * @returns {number[]} an array of points\n */\nfunction quadraticBezierCurve(fromX, fromY, cpX, cpY, toX, toY, out) {\n if (out === void 0) { out = []; }\n var n = 20;\n var points = out;\n var xa = 0;\n var ya = 0;\n var xb = 0;\n var yb = 0;\n var x = 0;\n var y = 0;\n for (var i = 0, j = 0; i <= n; ++i) {\n j = i / n;\n // The Green Line\n xa = getPt(fromX, cpX, j);\n ya = getPt(fromY, cpY, j);\n xb = getPt(cpX, toX, j);\n yb = getPt(cpY, toY, j);\n // The Black Dot\n x = getPt(xa, xb, j);\n y = getPt(ya, yb, j);\n // Handle case when first curve points overlaps and earcut fails to triangulate\n if (i === 0 && points[points.length - 2] === x && points[points.length - 1] === y) {\n continue;\n }\n points.push(x, y);\n }\n return points;\n}\n/**\n * Builds a rounded rectangle to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nvar buildRoundedRectangle = {\n build: function (graphicsData) {\n if (Graphics.nextRoundedRectBehavior) {\n buildCircle.build(graphicsData);\n return;\n }\n var rrectData = graphicsData.shape;\n var points = graphicsData.points;\n var x = rrectData.x;\n var y = rrectData.y;\n var width = rrectData.width;\n var height = rrectData.height;\n // Don't allow negative radius or greater than half the smallest width\n var radius = Math.max(0, Math.min(rrectData.radius, Math.min(width, height) / 2));\n points.length = 0;\n // No radius, do a simple rectangle\n if (!radius) {\n points.push(x, y, x + width, y, x + width, y + height, x, y + height);\n }\n else {\n quadraticBezierCurve(x, y + radius, x, y, x + radius, y, points);\n quadraticBezierCurve(x + width - radius, y, x + width, y, x + width, y + radius, points);\n quadraticBezierCurve(x + width, y + height - radius, x + width, y + height, x + width - radius, y + height, points);\n quadraticBezierCurve(x + radius, y + height, x, y + height, x, y + height - radius, points);\n }\n },\n triangulate: function (graphicsData, graphicsGeometry) {\n if (Graphics.nextRoundedRectBehavior) {\n buildCircle.triangulate(graphicsData, graphicsGeometry);\n return;\n }\n var points = graphicsData.points;\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n var vecPos = verts.length / 2;\n var triangles = earcut(points, null, 2);\n for (var i = 0, j = triangles.length; i < j; i += 3) {\n indices.push(triangles[i] + vecPos);\n // indices.push(triangles[i] + vecPos);\n indices.push(triangles[i + 1] + vecPos);\n // indices.push(triangles[i + 2] + vecPos);\n indices.push(triangles[i + 2] + vecPos);\n }\n for (var i = 0, j = points.length; i < j; i++) {\n verts.push(points[i], points[++i]);\n }\n },\n};\n\n/**\n * Buffers vertices to draw a square cap.\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {number} x - X-coord of end point\n * @param {number} y - Y-coord of end point\n * @param {number} nx - X-coord of line normal pointing inside\n * @param {number} ny - Y-coord of line normal pointing inside\n * @param {number} innerWeight - Weight of inner points\n * @param {number} outerWeight - Weight of outer points\n * @param {boolean} clockwise - Whether the cap is drawn clockwise\n * @param {Array} verts - vertex buffer\n * @returns {number} - no. of vertices pushed\n */\nfunction square(x, y, nx, ny, innerWeight, outerWeight, clockwise, /* rotation for square (true at left end, false at right end) */ verts) {\n var ix = x - (nx * innerWeight);\n var iy = y - (ny * innerWeight);\n var ox = x + (nx * outerWeight);\n var oy = y + (ny * outerWeight);\n /* Rotate nx,ny for extension vector */\n var exx;\n var eyy;\n if (clockwise) {\n exx = ny;\n eyy = -nx;\n }\n else {\n exx = -ny;\n eyy = nx;\n }\n /* [i|0]x,y extended at cap */\n var eix = ix + exx;\n var eiy = iy + eyy;\n var eox = ox + exx;\n var eoy = oy + eyy;\n /* Square itself must be inserted clockwise*/\n verts.push(eix, eiy);\n verts.push(eox, eoy);\n return 2;\n}\n/**\n * Buffers vertices to draw an arc at the line joint or cap.\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {number} cx - X-coord of center\n * @param {number} cy - Y-coord of center\n * @param {number} sx - X-coord of arc start\n * @param {number} sy - Y-coord of arc start\n * @param {number} ex - X-coord of arc end\n * @param {number} ey - Y-coord of arc end\n * @param {Array} verts - buffer of vertices\n * @param {boolean} clockwise - orientation of vertices\n * @returns {number} - no. of vertices pushed\n */\nfunction round(cx, cy, sx, sy, ex, ey, verts, clockwise) {\n var cx2p0x = sx - cx;\n var cy2p0y = sy - cy;\n var angle0 = Math.atan2(cx2p0x, cy2p0y);\n var angle1 = Math.atan2(ex - cx, ey - cy);\n if (clockwise && angle0 < angle1) {\n angle0 += Math.PI * 2;\n }\n else if (!clockwise && angle0 > angle1) {\n angle1 += Math.PI * 2;\n }\n var startAngle = angle0;\n var angleDiff = angle1 - angle0;\n var absAngleDiff = Math.abs(angleDiff);\n /* if (absAngleDiff >= PI_LBOUND && absAngleDiff <= PI_UBOUND)\n {\n const r1x = cx - nxtPx;\n const r1y = cy - nxtPy;\n\n if (r1x === 0)\n {\n if (r1y > 0)\n {\n angleDiff = -angleDiff;\n }\n }\n else if (r1x >= -GRAPHICS_CURVES.epsilon)\n {\n angleDiff = -angleDiff;\n }\n }*/\n var radius = Math.sqrt((cx2p0x * cx2p0x) + (cy2p0y * cy2p0y));\n var segCount = ((15 * absAngleDiff * Math.sqrt(radius) / Math.PI) >> 0) + 1;\n var angleInc = angleDiff / segCount;\n startAngle += angleInc;\n if (clockwise) {\n verts.push(cx, cy);\n verts.push(sx, sy);\n for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) {\n verts.push(cx, cy);\n verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius)));\n }\n verts.push(cx, cy);\n verts.push(ex, ey);\n }\n else {\n verts.push(sx, sy);\n verts.push(cx, cy);\n for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) {\n verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius)));\n verts.push(cx, cy);\n }\n verts.push(ex, ey);\n verts.push(cx, cy);\n }\n return segCount * 2;\n}\n/**\n * Builds a line to draw using the polygon method.\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildNonNativeLine(graphicsData, graphicsGeometry) {\n var shape = graphicsData.shape;\n var points = graphicsData.points || shape.points.slice();\n var eps = graphicsGeometry.closePointEps;\n if (points.length === 0) {\n return;\n }\n // if the line width is an odd number add 0.5 to align to a whole pixel\n // commenting this out fixes #711 and #1620\n // if (graphicsData.lineWidth%2)\n // {\n // for (i = 0; i < points.length; i++)\n // {\n // points[i] += 0.5;\n // }\n // }\n var style = graphicsData.lineStyle;\n // get first and last point.. figure out the middle!\n var firstPoint = new Point(points[0], points[1]);\n var lastPoint = new Point(points[points.length - 2], points[points.length - 1]);\n var closedShape = shape.type !== SHAPES.POLY || shape.closeStroke;\n var closedPath = Math.abs(firstPoint.x - lastPoint.x) < eps\n && Math.abs(firstPoint.y - lastPoint.y) < eps;\n // if the first point is the last point - gonna have issues :)\n if (closedShape) {\n // need to clone as we are going to slightly modify the shape..\n points = points.slice();\n if (closedPath) {\n points.pop();\n points.pop();\n lastPoint.set(points[points.length - 2], points[points.length - 1]);\n }\n var midPointX = (firstPoint.x + lastPoint.x) * 0.5;\n var midPointY = (lastPoint.y + firstPoint.y) * 0.5;\n points.unshift(midPointX, midPointY);\n points.push(midPointX, midPointY);\n }\n var verts = graphicsGeometry.points;\n var length = points.length / 2;\n var indexCount = points.length;\n var indexStart = verts.length / 2;\n // Max. inner and outer width\n var width = style.width / 2;\n var widthSquared = width * width;\n var miterLimitSquared = style.miterLimit * style.miterLimit;\n /* Line segments of interest where (x1,y1) forms the corner. */\n var x0 = points[0];\n var y0 = points[1];\n var x1 = points[2];\n var y1 = points[3];\n var x2 = 0;\n var y2 = 0;\n /* perp[?](x|y) = the line normal with magnitude lineWidth. */\n var perpx = -(y0 - y1);\n var perpy = x0 - x1;\n var perp1x = 0;\n var perp1y = 0;\n var dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n var ratio = style.alignment; // 0.5;\n var innerWeight = (1 - ratio) * 2;\n var outerWeight = ratio * 2;\n if (!closedShape) {\n if (style.cap === LINE_CAP.ROUND) {\n indexCount += round(x0 - (perpx * (innerWeight - outerWeight) * 0.5), y0 - (perpy * (innerWeight - outerWeight) * 0.5), x0 - (perpx * innerWeight), y0 - (perpy * innerWeight), x0 + (perpx * outerWeight), y0 + (perpy * outerWeight), verts, true) + 2;\n }\n else if (style.cap === LINE_CAP.SQUARE) {\n indexCount += square(x0, y0, perpx, perpy, innerWeight, outerWeight, true, verts);\n }\n }\n // Push first point (below & above vertices)\n verts.push(x0 - (perpx * innerWeight), y0 - (perpy * innerWeight));\n verts.push(x0 + (perpx * outerWeight), y0 + (perpy * outerWeight));\n for (var i = 1; i < length - 1; ++i) {\n x0 = points[(i - 1) * 2];\n y0 = points[((i - 1) * 2) + 1];\n x1 = points[i * 2];\n y1 = points[(i * 2) + 1];\n x2 = points[(i + 1) * 2];\n y2 = points[((i + 1) * 2) + 1];\n perpx = -(y0 - y1);\n perpy = x0 - x1;\n dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n perp1x = -(y1 - y2);\n perp1y = x1 - x2;\n dist = Math.sqrt((perp1x * perp1x) + (perp1y * perp1y));\n perp1x /= dist;\n perp1y /= dist;\n perp1x *= width;\n perp1y *= width;\n /* d[x|y](0|1) = the component displacement between points p(0,1|1,2) */\n var dx0 = x1 - x0;\n var dy0 = y0 - y1;\n var dx1 = x1 - x2;\n var dy1 = y2 - y1;\n /* +ve if internal angle < 90 degree, -ve if internal angle > 90 degree. */\n var dot = (dx0 * dx1) + (dy0 * dy1);\n /* +ve if internal angle counterclockwise, -ve if internal angle clockwise. */\n var cross = (dy0 * dx1) - (dy1 * dx0);\n var clockwise = (cross < 0);\n /* Going nearly parallel? */\n /* atan(0.001) ~= 0.001 rad ~= 0.057 degree */\n if (Math.abs(cross) < 0.001 * Math.abs(dot)) {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));\n /* 180 degree corner? */\n if (dot >= 0) {\n if (style.join === LINE_JOIN.ROUND) {\n indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 4;\n }\n else {\n indexCount += 2;\n }\n verts.push(x1 - (perp1x * outerWeight), y1 - (perp1y * outerWeight));\n verts.push(x1 + (perp1x * innerWeight), y1 + (perp1y * innerWeight));\n }\n continue;\n }\n /* p[x|y] is the miter point. pdist is the distance between miter point and p1. */\n var c1 = ((-perpx + x0) * (-perpy + y1)) - ((-perpx + x1) * (-perpy + y0));\n var c2 = ((-perp1x + x2) * (-perp1y + y1)) - ((-perp1x + x1) * (-perp1y + y2));\n var px = ((dx0 * c2) - (dx1 * c1)) / cross;\n var py = ((dy1 * c1) - (dy0 * c2)) / cross;\n var pdist = ((px - x1) * (px - x1)) + ((py - y1) * (py - y1));\n /* Inner miter point */\n var imx = x1 + ((px - x1) * innerWeight);\n var imy = y1 + ((py - y1) * innerWeight);\n /* Outer miter point */\n var omx = x1 - ((px - x1) * outerWeight);\n var omy = y1 - ((py - y1) * outerWeight);\n /* Is the inside miter point too far away, creating a spike? */\n var smallerInsideSegmentSq = Math.min((dx0 * dx0) + (dy0 * dy0), (dx1 * dx1) + (dy1 * dy1));\n var insideWeight = clockwise ? innerWeight : outerWeight;\n var smallerInsideDiagonalSq = smallerInsideSegmentSq + (insideWeight * insideWeight * widthSquared);\n var insideMiterOk = pdist <= smallerInsideDiagonalSq;\n if (insideMiterOk) {\n if (style.join === LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared) {\n if (clockwise) /* rotating at inner angle */ {\n verts.push(imx, imy); // inner miter point\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex\n verts.push(imx, imy); // inner miter point\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex\n }\n else /* rotating at outer angle */ {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex\n verts.push(omx, omy); // outer miter point\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's outer vertex\n verts.push(omx, omy); // outer miter point\n }\n indexCount += 2;\n }\n else if (style.join === LINE_JOIN.ROUND) {\n if (clockwise) /* arc is outside */ {\n verts.push(imx, imy);\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));\n indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 4;\n verts.push(imx, imy);\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight));\n }\n else /* arc is inside */ {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));\n verts.push(omx, omy);\n indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 4;\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight));\n verts.push(omx, omy);\n }\n }\n else {\n verts.push(imx, imy);\n verts.push(omx, omy);\n }\n }\n else // inside miter is NOT ok\n {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex\n if (style.join === LINE_JOIN.ROUND) {\n if (clockwise) /* arc is outside */ {\n indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 2;\n }\n else /* arc is inside */ {\n indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 2;\n }\n }\n else if (style.join === LINE_JOIN.MITER && pdist / widthSquared <= miterLimitSquared) {\n if (clockwise) {\n verts.push(omx, omy); // inner miter point\n verts.push(omx, omy); // inner miter point\n }\n else {\n verts.push(imx, imy); // outer miter point\n verts.push(imx, imy); // outer miter point\n }\n indexCount += 2;\n }\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's inner vertex\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex\n indexCount += 2;\n }\n }\n x0 = points[(length - 2) * 2];\n y0 = points[((length - 2) * 2) + 1];\n x1 = points[(length - 1) * 2];\n y1 = points[((length - 1) * 2) + 1];\n perpx = -(y0 - y1);\n perpy = x0 - x1;\n dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));\n if (!closedShape) {\n if (style.cap === LINE_CAP.ROUND) {\n indexCount += round(x1 - (perpx * (innerWeight - outerWeight) * 0.5), y1 - (perpy * (innerWeight - outerWeight) * 0.5), x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), verts, false) + 2;\n }\n else if (style.cap === LINE_CAP.SQUARE) {\n indexCount += square(x1, y1, perpx, perpy, innerWeight, outerWeight, false, verts);\n }\n }\n var indices = graphicsGeometry.indices;\n var eps2 = GRAPHICS_CURVES.epsilon * GRAPHICS_CURVES.epsilon;\n // indices.push(indexStart);\n for (var i = indexStart; i < indexCount + indexStart - 2; ++i) {\n x0 = verts[(i * 2)];\n y0 = verts[(i * 2) + 1];\n x1 = verts[(i + 1) * 2];\n y1 = verts[((i + 1) * 2) + 1];\n x2 = verts[(i + 2) * 2];\n y2 = verts[((i + 2) * 2) + 1];\n /* Skip zero area triangles */\n if (Math.abs((x0 * (y1 - y2)) + (x1 * (y2 - y0)) + (x2 * (y0 - y1))) < eps2) {\n continue;\n }\n indices.push(i, i + 1, i + 2);\n }\n}\n/**\n * Builds a line to draw using the gl.drawArrays(gl.LINES) method\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildNativeLine(graphicsData, graphicsGeometry) {\n var i = 0;\n var shape = graphicsData.shape;\n var points = graphicsData.points || shape.points;\n var closedShape = shape.type !== SHAPES.POLY || shape.closeStroke;\n if (points.length === 0)\n { return; }\n var verts = graphicsGeometry.points;\n var indices = graphicsGeometry.indices;\n var length = points.length / 2;\n var startIndex = verts.length / 2;\n var currentIndex = startIndex;\n verts.push(points[0], points[1]);\n for (i = 1; i < length; i++) {\n verts.push(points[i * 2], points[(i * 2) + 1]);\n indices.push(currentIndex, currentIndex + 1);\n currentIndex++;\n }\n if (closedShape) {\n indices.push(currentIndex, startIndex);\n }\n}\n/**\n * Builds a line to draw\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildLine(graphicsData, graphicsGeometry) {\n if (graphicsData.lineStyle.native) {\n buildNativeLine(graphicsData, graphicsGeometry);\n }\n else {\n buildNonNativeLine(graphicsData, graphicsGeometry);\n }\n}\n\n/**\n * Utilities for arc curves.\n * @private\n */\nvar ArcUtils = /** @class */ (function () {\n function ArcUtils() {\n }\n /**\n * The arcTo() method creates an arc/curve between two tangents on the canvas.\n *\n * \"borrowed\" from https://code.google.com/p/fxcanvas/ - thanks google!\n * @private\n * @param x1 - The x-coordinate of the beginning of the arc\n * @param y1 - The y-coordinate of the beginning of the arc\n * @param x2 - The x-coordinate of the end of the arc\n * @param y2 - The y-coordinate of the end of the arc\n * @param radius - The radius of the arc\n * @param points -\n * @returns - If the arc length is valid, return center of circle, radius and other info otherwise `null`.\n */\n ArcUtils.curveTo = function (x1, y1, x2, y2, radius, points) {\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n var a1 = fromY - y1;\n var b1 = fromX - x1;\n var a2 = y2 - y1;\n var b2 = x2 - x1;\n var mm = Math.abs((a1 * b2) - (b1 * a2));\n if (mm < 1.0e-8 || radius === 0) {\n if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1) {\n points.push(x1, y1);\n }\n return null;\n }\n var dd = (a1 * a1) + (b1 * b1);\n var cc = (a2 * a2) + (b2 * b2);\n var tt = (a1 * a2) + (b1 * b2);\n var k1 = radius * Math.sqrt(dd) / mm;\n var k2 = radius * Math.sqrt(cc) / mm;\n var j1 = k1 * tt / dd;\n var j2 = k2 * tt / cc;\n var cx = (k1 * b2) + (k2 * b1);\n var cy = (k1 * a2) + (k2 * a1);\n var px = b1 * (k2 + j1);\n var py = a1 * (k2 + j1);\n var qx = b2 * (k1 + j2);\n var qy = a2 * (k1 + j2);\n var startAngle = Math.atan2(py - cy, px - cx);\n var endAngle = Math.atan2(qy - cy, qx - cx);\n return {\n cx: (cx + x1),\n cy: (cy + y1),\n radius: radius,\n startAngle: startAngle,\n endAngle: endAngle,\n anticlockwise: (b1 * a2 > b2 * a1),\n };\n };\n /* eslint-disable max-len */\n /**\n * The arc method creates an arc/curve (used to create circles, or parts of circles).\n * @private\n * @param _startX - Start x location of arc\n * @param _startY - Start y location of arc\n * @param cx - The x-coordinate of the center of the circle\n * @param cy - The y-coordinate of the center of the circle\n * @param radius - The radius of the circle\n * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position\n * of the arc's circle)\n * @param endAngle - The ending angle, in radians\n * @param _anticlockwise - Specifies whether the drawing should be\n * counter-clockwise or clockwise. False is default, and indicates clockwise, while true\n * indicates counter-clockwise.\n * @param points - Collection of points to add to\n */\n ArcUtils.arc = function (_startX, _startY, cx, cy, radius, startAngle, endAngle, _anticlockwise, points) {\n var sweep = endAngle - startAngle;\n var n = GRAPHICS_CURVES._segmentsCount(Math.abs(sweep) * radius, Math.ceil(Math.abs(sweep) / PI_2) * 40);\n var theta = (sweep) / (n * 2);\n var theta2 = theta * 2;\n var cTheta = Math.cos(theta);\n var sTheta = Math.sin(theta);\n var segMinus = n - 1;\n var remainder = (segMinus % 1) / segMinus;\n for (var i = 0; i <= segMinus; ++i) {\n var real = i + (remainder * i);\n var angle = ((theta) + startAngle + (theta2 * real));\n var c = Math.cos(angle);\n var s = -Math.sin(angle);\n points.push((((cTheta * c) + (sTheta * s)) * radius) + cx, (((cTheta * -s) + (sTheta * c)) * radius) + cy);\n }\n };\n return ArcUtils;\n}());\n\n/**\n * Utilities for bezier curves\n * @private\n */\nvar BezierUtils = /** @class */ (function () {\n function BezierUtils() {\n }\n /**\n * Calculate length of bezier curve.\n * Analytical solution is impossible, since it involves an integral that does not integrate in general.\n * Therefore numerical solution is used.\n * @private\n * @param fromX - Starting point x\n * @param fromY - Starting point y\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param cpX2 - Second Control point x\n * @param cpY2 - Second Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @returns - Length of bezier curve\n */\n BezierUtils.curveLength = function (fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY) {\n var n = 10;\n var result = 0.0;\n var t = 0.0;\n var t2 = 0.0;\n var t3 = 0.0;\n var nt = 0.0;\n var nt2 = 0.0;\n var nt3 = 0.0;\n var x = 0.0;\n var y = 0.0;\n var dx = 0.0;\n var dy = 0.0;\n var prevX = fromX;\n var prevY = fromY;\n for (var i = 1; i <= n; ++i) {\n t = i / n;\n t2 = t * t;\n t3 = t2 * t;\n nt = (1.0 - t);\n nt2 = nt * nt;\n nt3 = nt2 * nt;\n x = (nt3 * fromX) + (3.0 * nt2 * t * cpX) + (3.0 * nt * t2 * cpX2) + (t3 * toX);\n y = (nt3 * fromY) + (3.0 * nt2 * t * cpY) + (3 * nt * t2 * cpY2) + (t3 * toY);\n dx = prevX - x;\n dy = prevY - y;\n prevX = x;\n prevY = y;\n result += Math.sqrt((dx * dx) + (dy * dy));\n }\n return result;\n };\n /**\n * Calculate the points for a bezier curve and then draws it.\n *\n * Ignored from docs since it is not directly exposed.\n * @ignore\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param cpX2 - Second Control point x\n * @param cpY2 - Second Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @param points - Path array to push points into\n */\n BezierUtils.curveTo = function (cpX, cpY, cpX2, cpY2, toX, toY, points) {\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n points.length -= 2;\n var n = GRAPHICS_CURVES._segmentsCount(BezierUtils.curveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY));\n var dt = 0;\n var dt2 = 0;\n var dt3 = 0;\n var t2 = 0;\n var t3 = 0;\n points.push(fromX, fromY);\n for (var i = 1, j = 0; i <= n; ++i) {\n j = i / n;\n dt = (1 - j);\n dt2 = dt * dt;\n dt3 = dt2 * dt;\n t2 = j * j;\n t3 = t2 * j;\n points.push((dt3 * fromX) + (3 * dt2 * j * cpX) + (3 * dt * t2 * cpX2) + (t3 * toX), (dt3 * fromY) + (3 * dt2 * j * cpY) + (3 * dt * t2 * cpY2) + (t3 * toY));\n }\n };\n return BezierUtils;\n}());\n\n/**\n * Utilities for quadratic curves.\n * @private\n */\nvar QuadraticUtils = /** @class */ (function () {\n function QuadraticUtils() {\n }\n /**\n * Calculate length of quadratic curve\n * @see {@link http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/}\n * for the detailed explanation of math behind this.\n * @private\n * @param fromX - x-coordinate of curve start point\n * @param fromY - y-coordinate of curve start point\n * @param cpX - x-coordinate of curve control point\n * @param cpY - y-coordinate of curve control point\n * @param toX - x-coordinate of curve end point\n * @param toY - y-coordinate of curve end point\n * @returns - Length of quadratic curve\n */\n QuadraticUtils.curveLength = function (fromX, fromY, cpX, cpY, toX, toY) {\n var ax = fromX - (2.0 * cpX) + toX;\n var ay = fromY - (2.0 * cpY) + toY;\n var bx = (2.0 * cpX) - (2.0 * fromX);\n var by = (2.0 * cpY) - (2.0 * fromY);\n var a = 4.0 * ((ax * ax) + (ay * ay));\n var b = 4.0 * ((ax * bx) + (ay * by));\n var c = (bx * bx) + (by * by);\n var s = 2.0 * Math.sqrt(a + b + c);\n var a2 = Math.sqrt(a);\n var a32 = 2.0 * a * a2;\n var c2 = 2.0 * Math.sqrt(c);\n var ba = b / a2;\n return ((a32 * s)\n + (a2 * b * (s - c2))\n + (((4.0 * c * a) - (b * b))\n * Math.log(((2.0 * a2) + ba + s) / (ba + c2)))) / (4.0 * a32);\n };\n /**\n * Calculate the points for a quadratic bezier curve and then draws it.\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n * @private\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @param points - Points to add segments to.\n */\n QuadraticUtils.curveTo = function (cpX, cpY, toX, toY, points) {\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n var n = GRAPHICS_CURVES._segmentsCount(QuadraticUtils.curveLength(fromX, fromY, cpX, cpY, toX, toY));\n var xa = 0;\n var ya = 0;\n for (var i = 1; i <= n; ++i) {\n var j = i / n;\n xa = fromX + ((cpX - fromX) * j);\n ya = fromY + ((cpY - fromY) * j);\n points.push(xa + (((cpX + ((toX - cpX) * j)) - xa) * j), ya + (((cpY + ((toY - cpY) * j)) - ya) * j));\n }\n };\n return QuadraticUtils;\n}());\n\n/**\n * A structure to hold interim batch objects for Graphics.\n * @memberof PIXI.graphicsUtils\n */\nvar BatchPart = /** @class */ (function () {\n function BatchPart() {\n this.reset();\n }\n /**\n * Begin batch part.\n * @param style\n * @param startIndex\n * @param attribStart\n */\n BatchPart.prototype.begin = function (style, startIndex, attribStart) {\n this.reset();\n this.style = style;\n this.start = startIndex;\n this.attribStart = attribStart;\n };\n /**\n * End batch part.\n * @param endIndex\n * @param endAttrib\n */\n BatchPart.prototype.end = function (endIndex, endAttrib) {\n this.attribSize = endAttrib - this.attribStart;\n this.size = endIndex - this.start;\n };\n BatchPart.prototype.reset = function () {\n this.style = null;\n this.size = 0;\n this.start = 0;\n this.attribStart = 0;\n this.attribSize = 0;\n };\n return BatchPart;\n}());\n\n/**\n * Generalized convenience utilities for Graphics.\n * @namespace graphicsUtils\n * @memberof PIXI\n */\nvar _a;\n/**\n * Map of fill commands for each shape type.\n * @memberof PIXI.graphicsUtils\n * @member {object} FILL_COMMANDS\n */\nvar FILL_COMMANDS = (_a = {},\n _a[SHAPES.POLY] = buildPoly,\n _a[SHAPES.CIRC] = buildCircle,\n _a[SHAPES.ELIP] = buildCircle,\n _a[SHAPES.RECT] = buildRectangle,\n _a[SHAPES.RREC] = buildRoundedRectangle,\n _a);\n/**\n * Batch pool, stores unused batches for preventing allocations.\n * @memberof PIXI.graphicsUtils\n * @member {Array} BATCH_POOL\n */\nvar BATCH_POOL = [];\n/**\n * Draw call pool, stores unused draw calls for preventing allocations.\n * @memberof PIXI.graphicsUtils\n * @member {Array} DRAW_CALL_POOL\n */\nvar DRAW_CALL_POOL = [];\n\n/**\n * A class to contain data useful for Graphics objects\n * @memberof PIXI\n */\nvar GraphicsData = /** @class */ (function () {\n /**\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param fillStyle - the width of the line to draw\n * @param lineStyle - the color of the line to draw\n * @param matrix - Transform matrix\n */\n function GraphicsData(shape, fillStyle, lineStyle, matrix) {\n if (fillStyle === void 0) { fillStyle = null; }\n if (lineStyle === void 0) { lineStyle = null; }\n if (matrix === void 0) { matrix = null; }\n /** The collection of points. */\n this.points = [];\n /** The collection of holes. */\n this.holes = [];\n this.shape = shape;\n this.lineStyle = lineStyle;\n this.fillStyle = fillStyle;\n this.matrix = matrix;\n this.type = shape.type;\n }\n /**\n * Creates a new GraphicsData object with the same values as this one.\n * @returns - Cloned GraphicsData object\n */\n GraphicsData.prototype.clone = function () {\n return new GraphicsData(this.shape, this.fillStyle, this.lineStyle, this.matrix);\n };\n /** Destroys the Graphics data. */\n GraphicsData.prototype.destroy = function () {\n this.shape = null;\n this.holes.length = 0;\n this.holes = null;\n this.points.length = 0;\n this.points = null;\n this.lineStyle = null;\n this.fillStyle = null;\n };\n return GraphicsData;\n}());\n\nvar tmpPoint = new Point();\n/**\n * The Graphics class contains methods used to draw primitive shapes such as lines, circles and\n * rectangles to the display, and to color and fill them.\n *\n * GraphicsGeometry is designed to not be continually updating the geometry since it's expensive\n * to re-tesselate using **earcut**. Consider using {@link PIXI.Mesh} for this use-case, it's much faster.\n * @memberof PIXI\n */\nvar GraphicsGeometry = /** @class */ (function (_super) {\n __extends(GraphicsGeometry, _super);\n // eslint-disable-next-line @typescript-eslint/no-useless-constructor\n function GraphicsGeometry() {\n var _this = _super.call(this) || this;\n /** Minimal distance between points that are considered different. Affects line tesselation. */\n _this.closePointEps = 1e-4;\n /** Padding to add to the bounds. */\n _this.boundsPadding = 0;\n _this.uvsFloat32 = null;\n _this.indicesUint16 = null;\n _this.batchable = false;\n /** An array of points to draw, 2 numbers per point */\n _this.points = [];\n /** The collection of colors */\n _this.colors = [];\n /** The UVs collection */\n _this.uvs = [];\n /** The indices of the vertices */\n _this.indices = [];\n /** Reference to the texture IDs. */\n _this.textureIds = [];\n /**\n * The collection of drawn shapes.\n * @member {PIXI.GraphicsData[]}\n */\n _this.graphicsData = [];\n /**\n * List of current draw calls drived from the batches.\n * @member {PIXI.BatchDrawCall[]}\n */\n _this.drawCalls = [];\n /** Batches need to regenerated if the geometry is updated. */\n _this.batchDirty = -1;\n /**\n * Intermediate abstract format sent to batch system.\n * Can be converted to drawCalls or to batchable objects.\n * @member {PIXI.graphicsUtils.BatchPart[]}\n */\n _this.batches = [];\n /** Used to detect if the graphics object has changed. */\n _this.dirty = 0;\n /** Used to check if the cache is dirty. */\n _this.cacheDirty = -1;\n /** Used to detect if we cleared the graphicsData. */\n _this.clearDirty = 0;\n /** Index of the last batched shape in the stack of calls. */\n _this.shapeIndex = 0;\n /** Cached bounds. */\n _this._bounds = new Bounds();\n /** The bounds dirty flag. */\n _this.boundsDirty = -1;\n return _this;\n }\n Object.defineProperty(GraphicsGeometry.prototype, \"bounds\", {\n /**\n * Get the current bounds of the graphic geometry.\n * @readonly\n */\n get: function () {\n this.updateBatches();\n if (this.boundsDirty !== this.dirty) {\n this.boundsDirty = this.dirty;\n this.calculateBounds();\n }\n return this._bounds;\n },\n enumerable: false,\n configurable: true\n });\n /** Call if you changed graphicsData manually. Empties all batch buffers. */\n GraphicsGeometry.prototype.invalidate = function () {\n this.boundsDirty = -1;\n this.dirty++;\n this.batchDirty++;\n this.shapeIndex = 0;\n this.points.length = 0;\n this.colors.length = 0;\n this.uvs.length = 0;\n this.indices.length = 0;\n this.textureIds.length = 0;\n for (var i = 0; i < this.drawCalls.length; i++) {\n this.drawCalls[i].texArray.clear();\n DRAW_CALL_POOL.push(this.drawCalls[i]);\n }\n this.drawCalls.length = 0;\n for (var i = 0; i < this.batches.length; i++) {\n var batchPart = this.batches[i];\n batchPart.reset();\n BATCH_POOL.push(batchPart);\n }\n this.batches.length = 0;\n };\n /**\n * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.\n * @returns - This GraphicsGeometry object. Good for chaining method calls\n */\n GraphicsGeometry.prototype.clear = function () {\n if (this.graphicsData.length > 0) {\n this.invalidate();\n this.clearDirty++;\n this.graphicsData.length = 0;\n }\n return this;\n };\n /**\n * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param fillStyle - Defines style of the fill.\n * @param lineStyle - Defines style of the lines.\n * @param matrix - Transform applied to the points of the shape.\n * @returns - Returns geometry for chaining.\n */\n GraphicsGeometry.prototype.drawShape = function (shape, fillStyle, lineStyle, matrix) {\n if (fillStyle === void 0) { fillStyle = null; }\n if (lineStyle === void 0) { lineStyle = null; }\n if (matrix === void 0) { matrix = null; }\n var data = new GraphicsData(shape, fillStyle, lineStyle, matrix);\n this.graphicsData.push(data);\n this.dirty++;\n return this;\n };\n /**\n * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param matrix - Transform applied to the points of the shape.\n * @returns - Returns geometry for chaining.\n */\n GraphicsGeometry.prototype.drawHole = function (shape, matrix) {\n if (matrix === void 0) { matrix = null; }\n if (!this.graphicsData.length) {\n return null;\n }\n var data = new GraphicsData(shape, null, null, matrix);\n var lastShape = this.graphicsData[this.graphicsData.length - 1];\n data.lineStyle = lastShape.lineStyle;\n lastShape.holes.push(data);\n this.dirty++;\n return this;\n };\n /** Destroys the GraphicsGeometry object. */\n GraphicsGeometry.prototype.destroy = function () {\n _super.prototype.destroy.call(this);\n // destroy each of the GraphicsData objects\n for (var i = 0; i < this.graphicsData.length; ++i) {\n this.graphicsData[i].destroy();\n }\n this.points.length = 0;\n this.points = null;\n this.colors.length = 0;\n this.colors = null;\n this.uvs.length = 0;\n this.uvs = null;\n this.indices.length = 0;\n this.indices = null;\n this.indexBuffer.destroy();\n this.indexBuffer = null;\n this.graphicsData.length = 0;\n this.graphicsData = null;\n this.drawCalls.length = 0;\n this.drawCalls = null;\n this.batches.length = 0;\n this.batches = null;\n this._bounds = null;\n };\n /**\n * Check to see if a point is contained within this geometry.\n * @param point - Point to check if it's contained.\n * @returns {boolean} `true` if the point is contained within geometry.\n */\n GraphicsGeometry.prototype.containsPoint = function (point) {\n var graphicsData = this.graphicsData;\n for (var i = 0; i < graphicsData.length; ++i) {\n var data = graphicsData[i];\n if (!data.fillStyle.visible) {\n continue;\n }\n // only deal with fills..\n if (data.shape) {\n if (data.matrix) {\n data.matrix.applyInverse(point, tmpPoint);\n }\n else {\n tmpPoint.copyFrom(point);\n }\n if (data.shape.contains(tmpPoint.x, tmpPoint.y)) {\n var hitHole = false;\n if (data.holes) {\n for (var i_1 = 0; i_1 < data.holes.length; i_1++) {\n var hole = data.holes[i_1];\n if (hole.shape.contains(tmpPoint.x, tmpPoint.y)) {\n hitHole = true;\n break;\n }\n }\n }\n if (!hitHole) {\n return true;\n }\n }\n }\n }\n return false;\n };\n /**\n * Generates intermediate batch data. Either gets converted to drawCalls\n * or used to convert to batch objects directly by the Graphics object.\n */\n GraphicsGeometry.prototype.updateBatches = function () {\n if (!this.graphicsData.length) {\n this.batchable = true;\n return;\n }\n if (!this.validateBatching()) {\n return;\n }\n this.cacheDirty = this.dirty;\n var uvs = this.uvs;\n var graphicsData = this.graphicsData;\n var batchPart = null;\n var currentStyle = null;\n if (this.batches.length > 0) {\n batchPart = this.batches[this.batches.length - 1];\n currentStyle = batchPart.style;\n }\n for (var i = this.shapeIndex; i < graphicsData.length; i++) {\n this.shapeIndex++;\n var data = graphicsData[i];\n var fillStyle = data.fillStyle;\n var lineStyle = data.lineStyle;\n var command = FILL_COMMANDS[data.type];\n // build out the shapes points..\n command.build(data);\n if (data.matrix) {\n this.transformPoints(data.points, data.matrix);\n }\n if (fillStyle.visible || lineStyle.visible) {\n this.processHoles(data.holes);\n }\n for (var j = 0; j < 2; j++) {\n var style = (j === 0) ? fillStyle : lineStyle;\n if (!style.visible)\n { continue; }\n var nextTexture = style.texture.baseTexture;\n var index_1 = this.indices.length;\n var attribIndex = this.points.length / 2;\n nextTexture.wrapMode = WRAP_MODES.REPEAT;\n if (j === 0) {\n this.processFill(data);\n }\n else {\n this.processLine(data);\n }\n var size = (this.points.length / 2) - attribIndex;\n if (size === 0)\n { continue; }\n // close batch if style is different\n if (batchPart && !this._compareStyles(currentStyle, style)) {\n batchPart.end(index_1, attribIndex);\n batchPart = null;\n }\n // spawn new batch if its first batch or previous was closed\n if (!batchPart) {\n batchPart = BATCH_POOL.pop() || new BatchPart();\n batchPart.begin(style, index_1, attribIndex);\n this.batches.push(batchPart);\n currentStyle = style;\n }\n this.addUvs(this.points, uvs, style.texture, attribIndex, size, style.matrix);\n }\n }\n var index = this.indices.length;\n var attrib = this.points.length / 2;\n if (batchPart) {\n batchPart.end(index, attrib);\n }\n if (this.batches.length === 0) {\n // there are no visible styles in GraphicsData\n // its possible that someone wants Graphics just for the bounds\n this.batchable = true;\n return;\n }\n var need32 = attrib > 0xffff;\n // prevent allocation when length is same as buffer\n if (this.indicesUint16 && this.indices.length === this.indicesUint16.length\n && need32 === (this.indicesUint16.BYTES_PER_ELEMENT > 2)) {\n this.indicesUint16.set(this.indices);\n }\n else {\n this.indicesUint16 = need32 ? new Uint32Array(this.indices) : new Uint16Array(this.indices);\n }\n // TODO make this a const..\n this.batchable = this.isBatchable();\n if (this.batchable) {\n this.packBatches();\n }\n else {\n this.buildDrawCalls();\n }\n };\n /**\n * Affinity check\n * @param styleA\n * @param styleB\n */\n GraphicsGeometry.prototype._compareStyles = function (styleA, styleB) {\n if (!styleA || !styleB) {\n return false;\n }\n if (styleA.texture.baseTexture !== styleB.texture.baseTexture) {\n return false;\n }\n if (styleA.color + styleA.alpha !== styleB.color + styleB.alpha) {\n return false;\n }\n if (!!styleA.native !== !!styleB.native) {\n return false;\n }\n return true;\n };\n /** Test geometry for batching process. */\n GraphicsGeometry.prototype.validateBatching = function () {\n if (this.dirty === this.cacheDirty || !this.graphicsData.length) {\n return false;\n }\n for (var i = 0, l = this.graphicsData.length; i < l; i++) {\n var data = this.graphicsData[i];\n var fill = data.fillStyle;\n var line = data.lineStyle;\n if (fill && !fill.texture.baseTexture.valid)\n { return false; }\n if (line && !line.texture.baseTexture.valid)\n { return false; }\n }\n return true;\n };\n /** Offset the indices so that it works with the batcher. */\n GraphicsGeometry.prototype.packBatches = function () {\n this.batchDirty++;\n this.uvsFloat32 = new Float32Array(this.uvs);\n var batches = this.batches;\n for (var i = 0, l = batches.length; i < l; i++) {\n var batch = batches[i];\n for (var j = 0; j < batch.size; j++) {\n var index = batch.start + j;\n this.indicesUint16[index] = this.indicesUint16[index] - batch.attribStart;\n }\n }\n };\n /**\n * Checks to see if this graphics geometry can be batched.\n * Currently it needs to be small enough and not contain any native lines.\n */\n GraphicsGeometry.prototype.isBatchable = function () {\n // prevent heavy mesh batching\n if (this.points.length > 0xffff * 2) {\n return false;\n }\n var batches = this.batches;\n for (var i = 0; i < batches.length; i++) {\n if (batches[i].style.native) {\n return false;\n }\n }\n return (this.points.length < GraphicsGeometry.BATCHABLE_SIZE * 2);\n };\n /** Converts intermediate batches data to drawCalls. */\n GraphicsGeometry.prototype.buildDrawCalls = function () {\n var TICK = ++BaseTexture._globalBatch;\n for (var i = 0; i < this.drawCalls.length; i++) {\n this.drawCalls[i].texArray.clear();\n DRAW_CALL_POOL.push(this.drawCalls[i]);\n }\n this.drawCalls.length = 0;\n var colors = this.colors;\n var textureIds = this.textureIds;\n var currentGroup = DRAW_CALL_POOL.pop();\n if (!currentGroup) {\n currentGroup = new BatchDrawCall();\n currentGroup.texArray = new BatchTextureArray();\n }\n currentGroup.texArray.count = 0;\n currentGroup.start = 0;\n currentGroup.size = 0;\n currentGroup.type = DRAW_MODES.TRIANGLES;\n var textureCount = 0;\n var currentTexture = null;\n var textureId = 0;\n var native = false;\n var drawMode = DRAW_MODES.TRIANGLES;\n var index = 0;\n this.drawCalls.push(currentGroup);\n // TODO - this can be simplified\n for (var i = 0; i < this.batches.length; i++) {\n var data = this.batches[i];\n // TODO add some full on MAX_TEXTURE CODE..\n var MAX_TEXTURES = 8;\n // Forced cast for checking `native` without errors\n var style = data.style;\n var nextTexture = style.texture.baseTexture;\n if (native !== !!style.native) {\n native = !!style.native;\n drawMode = native ? DRAW_MODES.LINES : DRAW_MODES.TRIANGLES;\n // force the batch to break!\n currentTexture = null;\n textureCount = MAX_TEXTURES;\n TICK++;\n }\n if (currentTexture !== nextTexture) {\n currentTexture = nextTexture;\n if (nextTexture._batchEnabled !== TICK) {\n if (textureCount === MAX_TEXTURES) {\n TICK++;\n textureCount = 0;\n if (currentGroup.size > 0) {\n currentGroup = DRAW_CALL_POOL.pop();\n if (!currentGroup) {\n currentGroup = new BatchDrawCall();\n currentGroup.texArray = new BatchTextureArray();\n }\n this.drawCalls.push(currentGroup);\n }\n currentGroup.start = index;\n currentGroup.size = 0;\n currentGroup.texArray.count = 0;\n currentGroup.type = drawMode;\n }\n // TODO add this to the render part..\n // Hack! Because texture has protected `touched`\n nextTexture.touched = 1; // touch;\n nextTexture._batchEnabled = TICK;\n nextTexture._batchLocation = textureCount;\n nextTexture.wrapMode = WRAP_MODES.REPEAT;\n currentGroup.texArray.elements[currentGroup.texArray.count++] = nextTexture;\n textureCount++;\n }\n }\n currentGroup.size += data.size;\n index += data.size;\n textureId = nextTexture._batchLocation;\n this.addColors(colors, style.color, style.alpha, data.attribSize, data.attribStart);\n this.addTextureIds(textureIds, textureId, data.attribSize, data.attribStart);\n }\n BaseTexture._globalBatch = TICK;\n // upload..\n // merge for now!\n this.packAttributes();\n };\n /** Packs attributes to single buffer. */\n GraphicsGeometry.prototype.packAttributes = function () {\n var verts = this.points;\n var uvs = this.uvs;\n var colors = this.colors;\n var textureIds = this.textureIds;\n // verts are 2 positions.. so we * by 3 as there are 6 properties.. then 4 cos its bytes\n var glPoints = new ArrayBuffer(verts.length * 3 * 4);\n var f32 = new Float32Array(glPoints);\n var u32 = new Uint32Array(glPoints);\n var p = 0;\n for (var i = 0; i < verts.length / 2; i++) {\n f32[p++] = verts[i * 2];\n f32[p++] = verts[(i * 2) + 1];\n f32[p++] = uvs[i * 2];\n f32[p++] = uvs[(i * 2) + 1];\n u32[p++] = colors[i];\n f32[p++] = textureIds[i];\n }\n this._buffer.update(glPoints);\n this._indexBuffer.update(this.indicesUint16);\n };\n /**\n * Process fill part of Graphics.\n * @param data\n */\n GraphicsGeometry.prototype.processFill = function (data) {\n if (data.holes.length) {\n buildPoly.triangulate(data, this);\n }\n else {\n var command = FILL_COMMANDS[data.type];\n command.triangulate(data, this);\n }\n };\n /**\n * Process line part of Graphics.\n * @param data\n */\n GraphicsGeometry.prototype.processLine = function (data) {\n buildLine(data, this);\n for (var i = 0; i < data.holes.length; i++) {\n buildLine(data.holes[i], this);\n }\n };\n /**\n * Process the holes data.\n * @param holes\n */\n GraphicsGeometry.prototype.processHoles = function (holes) {\n for (var i = 0; i < holes.length; i++) {\n var hole = holes[i];\n var command = FILL_COMMANDS[hole.type];\n command.build(hole);\n if (hole.matrix) {\n this.transformPoints(hole.points, hole.matrix);\n }\n }\n };\n /** Update the local bounds of the object. Expensive to use performance-wise. */\n GraphicsGeometry.prototype.calculateBounds = function () {\n var bounds = this._bounds;\n bounds.clear();\n bounds.addVertexData(this.points, 0, this.points.length);\n bounds.pad(this.boundsPadding, this.boundsPadding);\n };\n /**\n * Transform points using matrix.\n * @param points - Points to transform\n * @param matrix - Transform matrix\n */\n GraphicsGeometry.prototype.transformPoints = function (points, matrix) {\n for (var i = 0; i < points.length / 2; i++) {\n var x = points[(i * 2)];\n var y = points[(i * 2) + 1];\n points[(i * 2)] = (matrix.a * x) + (matrix.c * y) + matrix.tx;\n points[(i * 2) + 1] = (matrix.b * x) + (matrix.d * y) + matrix.ty;\n }\n };\n /**\n * Add colors.\n * @param colors - List of colors to add to\n * @param color - Color to add\n * @param alpha - Alpha to use\n * @param size - Number of colors to add\n * @param offset\n */\n GraphicsGeometry.prototype.addColors = function (colors, color, alpha, size, offset) {\n if (offset === void 0) { offset = 0; }\n // TODO use the premultiply bits Ivan added\n var rgb = (color >> 16) + (color & 0xff00) + ((color & 0xff) << 16);\n var rgba = premultiplyTint(rgb, alpha);\n colors.length = Math.max(colors.length, offset + size);\n for (var i = 0; i < size; i++) {\n colors[offset + i] = rgba;\n }\n };\n /**\n * Add texture id that the shader/fragment wants to use.\n * @param textureIds\n * @param id\n * @param size\n * @param offset\n */\n GraphicsGeometry.prototype.addTextureIds = function (textureIds, id, size, offset) {\n if (offset === void 0) { offset = 0; }\n textureIds.length = Math.max(textureIds.length, offset + size);\n for (var i = 0; i < size; i++) {\n textureIds[offset + i] = id;\n }\n };\n /**\n * Generates the UVs for a shape.\n * @param verts - Vertices\n * @param uvs - UVs\n * @param texture - Reference to Texture\n * @param start - Index buffer start index.\n * @param size - The size/length for index buffer.\n * @param matrix - Optional transform for all points.\n */\n GraphicsGeometry.prototype.addUvs = function (verts, uvs, texture, start, size, matrix) {\n if (matrix === void 0) { matrix = null; }\n var index = 0;\n var uvsStart = uvs.length;\n var frame = texture.frame;\n while (index < size) {\n var x = verts[(start + index) * 2];\n var y = verts[((start + index) * 2) + 1];\n if (matrix) {\n var nx = (matrix.a * x) + (matrix.c * y) + matrix.tx;\n y = (matrix.b * x) + (matrix.d * y) + matrix.ty;\n x = nx;\n }\n index++;\n uvs.push(x / frame.width, y / frame.height);\n }\n var baseTexture = texture.baseTexture;\n if (frame.width < baseTexture.width\n || frame.height < baseTexture.height) {\n this.adjustUvs(uvs, texture, uvsStart, size);\n }\n };\n /**\n * Modify uvs array according to position of texture region\n * Does not work with rotated or trimmed textures\n * @param uvs - array\n * @param texture - region\n * @param start - starting index for uvs\n * @param size - how many points to adjust\n */\n GraphicsGeometry.prototype.adjustUvs = function (uvs, texture, start, size) {\n var baseTexture = texture.baseTexture;\n var eps = 1e-6;\n var finish = start + (size * 2);\n var frame = texture.frame;\n var scaleX = frame.width / baseTexture.width;\n var scaleY = frame.height / baseTexture.height;\n var offsetX = frame.x / frame.width;\n var offsetY = frame.y / frame.height;\n var minX = Math.floor(uvs[start] + eps);\n var minY = Math.floor(uvs[start + 1] + eps);\n for (var i = start + 2; i < finish; i += 2) {\n minX = Math.min(minX, Math.floor(uvs[i] + eps));\n minY = Math.min(minY, Math.floor(uvs[i + 1] + eps));\n }\n offsetX -= minX;\n offsetY -= minY;\n for (var i = start; i < finish; i += 2) {\n uvs[i] = (uvs[i] + offsetX) * scaleX;\n uvs[i + 1] = (uvs[i + 1] + offsetY) * scaleY;\n }\n };\n /**\n * The maximum number of points to consider an object \"batchable\",\n * able to be batched by the renderer's batch system.\n\\\n */\n GraphicsGeometry.BATCHABLE_SIZE = 100;\n return GraphicsGeometry;\n}(BatchGeometry));\n\n/**\n * Represents the line style for Graphics.\n * @memberof PIXI\n */\nvar LineStyle = /** @class */ (function (_super) {\n __extends(LineStyle, _super);\n function LineStyle() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n /** The width (thickness) of any lines drawn. */\n _this.width = 0;\n /** The alignment of any lines drawn (0.5 = middle, 1 = outer, 0 = inner). WebGL only. */\n _this.alignment = 0.5;\n /** If true the lines will be draw using LINES instead of TRIANGLE_STRIP. */\n _this.native = false;\n /**\n * Line cap style.\n * @member {PIXI.LINE_CAP}\n * @default PIXI.LINE_CAP.BUTT\n */\n _this.cap = LINE_CAP.BUTT;\n /**\n * Line join style.\n * @member {PIXI.LINE_JOIN}\n * @default PIXI.LINE_JOIN.MITER\n */\n _this.join = LINE_JOIN.MITER;\n /** Miter limit. */\n _this.miterLimit = 10;\n return _this;\n }\n /** Clones the object. */\n LineStyle.prototype.clone = function () {\n var obj = new LineStyle();\n obj.color = this.color;\n obj.alpha = this.alpha;\n obj.texture = this.texture;\n obj.matrix = this.matrix;\n obj.visible = this.visible;\n obj.width = this.width;\n obj.alignment = this.alignment;\n obj.native = this.native;\n obj.cap = this.cap;\n obj.join = this.join;\n obj.miterLimit = this.miterLimit;\n return obj;\n };\n /** Reset the line style to default. */\n LineStyle.prototype.reset = function () {\n _super.prototype.reset.call(this);\n // Override default line style color\n this.color = 0x0;\n this.alignment = 0.5;\n this.width = 0;\n this.native = false;\n };\n return LineStyle;\n}(FillStyle));\n\nvar temp = new Float32Array(3);\n// a default shaders map used by graphics..\nvar DEFAULT_SHADERS = {};\n/**\n * The Graphics class is primarily used to render primitive shapes such as lines, circles and\n * rectangles to the display, and to color and fill them. However, you can also use a Graphics\n * object to build a list of primitives to use as a mask, or as a complex hitArea.\n *\n * Please note that due to legacy naming conventions, the behavior of some functions in this class\n * can be confusing. Each call to `drawRect()`, `drawPolygon()`, etc. actually stores that primitive\n * in the Geometry class's GraphicsGeometry object for later use in rendering or hit testing - the\n * functions do not directly draw anything to the screen. Similarly, the `clear()` function doesn't\n * change the screen, it simply resets the list of primitives, which can be useful if you want to\n * rebuild the contents of an existing Graphics object.\n *\n * Once a GraphicsGeometry list is built, you can re-use it in other Geometry objects as\n * an optimization, by passing it into a new Geometry object's constructor. Because of this\n * ability, it's important to call `destroy()` on Geometry objects once you are done with them, to\n * properly dereference each GraphicsGeometry and prevent memory leaks.\n * @memberof PIXI\n */\nvar Graphics = /** @class */ (function (_super) {\n __extends(Graphics, _super);\n /**\n * @param geometry - Geometry to use, if omitted will create a new GraphicsGeometry instance.\n */\n function Graphics(geometry) {\n if (geometry === void 0) { geometry = null; }\n var _this = _super.call(this) || this;\n /**\n * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU.\n * Can be shared between multiple Graphics objects.\n */\n _this.shader = null;\n /** Renderer plugin for batching */\n _this.pluginName = 'batch';\n /**\n * Current path\n * @readonly\n */\n _this.currentPath = null;\n /** A collections of batches! These can be drawn by the renderer batch system. */\n _this.batches = [];\n /** Update dirty for limiting calculating tints for batches. */\n _this.batchTint = -1;\n /** Update dirty for limiting calculating batches.*/\n _this.batchDirty = -1;\n /** Copy of the object vertex data. */\n _this.vertexData = null;\n /** Current fill style. */\n _this._fillStyle = new FillStyle();\n /** Current line style. */\n _this._lineStyle = new LineStyle();\n /** Current shape transform matrix. */\n _this._matrix = null;\n /** Current hole mode is enabled. */\n _this._holeMode = false;\n /**\n * Represents the WebGL state the Graphics required to render, excludes shader and geometry. E.g.,\n * blend mode, culling, depth testing, direction of rendering triangles, backface, etc.\n */\n _this.state = State.for2d();\n _this._geometry = geometry || new GraphicsGeometry();\n _this._geometry.refCount++;\n /**\n * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite.\n * This is useful if your graphics element does not change often, as it will speed up the rendering\n * of the object in exchange for taking up texture memory. It is also useful if you need the graphics\n * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if\n * you are constantly redrawing the graphics element.\n * @name cacheAsBitmap\n * @member {boolean}\n * @memberof PIXI.Graphics#\n * @default false\n */\n _this._transformID = -1;\n // Set default\n _this.tint = 0xFFFFFF;\n _this.blendMode = BLEND_MODES.NORMAL;\n return _this;\n }\n Object.defineProperty(Graphics.prototype, \"geometry\", {\n /**\n * Includes vertex positions, face indices, normals, colors, UVs, and\n * custom attributes within buffers, reducing the cost of passing all\n * this data to the GPU. Can be shared between multiple Mesh or Graphics objects.\n * @readonly\n */\n get: function () {\n return this._geometry;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates a new Graphics object with the same values as this one.\n * Note that only the geometry of the object is cloned, not its transform (position,scale,etc)\n * @returns - A clone of the graphics object\n */\n Graphics.prototype.clone = function () {\n this.finishPoly();\n return new Graphics(this._geometry);\n };\n Object.defineProperty(Graphics.prototype, \"blendMode\", {\n get: function () {\n return this.state.blendMode;\n },\n /**\n * The blend mode to be applied to the graphic shape. Apply a value of\n * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. Note that, since each\n * primitive in the GraphicsGeometry list is rendered sequentially, modes\n * such as `PIXI.BLEND_MODES.ADD` and `PIXI.BLEND_MODES.MULTIPLY` will\n * be applied per-primitive.\n * @default PIXI.BLEND_MODES.NORMAL\n */\n set: function (value) {\n this.state.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Graphics.prototype, \"tint\", {\n /**\n * The tint applied to each graphic shape. This is a hex value. A value of\n * 0xFFFFFF will remove any tint effect.\n * @default 0xFFFFFF\n */\n get: function () {\n return this._tint;\n },\n set: function (value) {\n this._tint = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Graphics.prototype, \"fill\", {\n /**\n * The current fill style.\n * @readonly\n */\n get: function () {\n return this._fillStyle;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Graphics.prototype, \"line\", {\n /**\n * The current line style.\n * @readonly\n */\n get: function () {\n return this._lineStyle;\n },\n enumerable: false,\n configurable: true\n });\n Graphics.prototype.lineStyle = function (options, color, alpha, alignment, native) {\n if (options === void 0) { options = null; }\n if (color === void 0) { color = 0x0; }\n if (alpha === void 0) { alpha = 1; }\n if (alignment === void 0) { alignment = 0.5; }\n if (native === void 0) { native = false; }\n // Support non-object params: (width, color, alpha, alignment, native)\n if (typeof options === 'number') {\n options = { width: options, color: color, alpha: alpha, alignment: alignment, native: native };\n }\n return this.lineTextureStyle(options);\n };\n /**\n * Like line style but support texture for line fill.\n * @param [options] - Collection of options for setting line style.\n * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style\n * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to use\n * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style.\n * Default 0xFFFFFF if texture present.\n * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style\n * @param {PIXI.Matrix} [options.matrix=null] - Texture matrix to transform texture\n * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outer).\n * WebGL only.\n * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style\n * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style\n * @param {number}[options.miterLimit=10] - miter limit ratio\n * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.lineTextureStyle = function (options) {\n // Apply defaults\n options = Object.assign({\n width: 0,\n texture: Texture.WHITE,\n color: (options && options.texture) ? 0xFFFFFF : 0x0,\n alpha: 1,\n matrix: null,\n alignment: 0.5,\n native: false,\n cap: LINE_CAP.BUTT,\n join: LINE_JOIN.MITER,\n miterLimit: 10,\n }, options);\n if (this.currentPath) {\n this.startPoly();\n }\n var visible = options.width > 0 && options.alpha > 0;\n if (!visible) {\n this._lineStyle.reset();\n }\n else {\n if (options.matrix) {\n options.matrix = options.matrix.clone();\n options.matrix.invert();\n }\n Object.assign(this._lineStyle, { visible: visible }, options);\n }\n return this;\n };\n /**\n * Start a polygon object internally.\n * @protected\n */\n Graphics.prototype.startPoly = function () {\n if (this.currentPath) {\n var points = this.currentPath.points;\n var len = this.currentPath.points.length;\n if (len > 2) {\n this.drawShape(this.currentPath);\n this.currentPath = new Polygon();\n this.currentPath.closeStroke = false;\n this.currentPath.points.push(points[len - 2], points[len - 1]);\n }\n }\n else {\n this.currentPath = new Polygon();\n this.currentPath.closeStroke = false;\n }\n };\n /**\n * Finish the polygon object.\n * @protected\n */\n Graphics.prototype.finishPoly = function () {\n if (this.currentPath) {\n if (this.currentPath.points.length > 2) {\n this.drawShape(this.currentPath);\n this.currentPath = null;\n }\n else {\n this.currentPath.points.length = 0;\n }\n }\n };\n /**\n * Moves the current drawing position to x, y.\n * @param x - the X coordinate to move to\n * @param y - the Y coordinate to move to\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.moveTo = function (x, y) {\n this.startPoly();\n this.currentPath.points[0] = x;\n this.currentPath.points[1] = y;\n return this;\n };\n /**\n * Draws a line using the current line style from the current drawing position to (x, y);\n * The current drawing position is then set to (x, y).\n * @param x - the X coordinate to draw to\n * @param y - the Y coordinate to draw to\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.lineTo = function (x, y) {\n if (!this.currentPath) {\n this.moveTo(0, 0);\n }\n // remove duplicates..\n var points = this.currentPath.points;\n var fromX = points[points.length - 2];\n var fromY = points[points.length - 1];\n if (fromX !== x || fromY !== y) {\n points.push(x, y);\n }\n return this;\n };\n /**\n * Initialize the curve\n * @param x\n * @param y\n */\n Graphics.prototype._initCurve = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (this.currentPath) {\n if (this.currentPath.points.length === 0) {\n this.currentPath.points = [x, y];\n }\n }\n else {\n this.moveTo(x, y);\n }\n };\n /**\n * Calculate the points for a quadratic bezier curve and then draws it.\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.quadraticCurveTo = function (cpX, cpY, toX, toY) {\n this._initCurve();\n var points = this.currentPath.points;\n if (points.length === 0) {\n this.moveTo(0, 0);\n }\n QuadraticUtils.curveTo(cpX, cpY, toX, toY, points);\n return this;\n };\n /**\n * Calculate the points for a bezier curve and then draws it.\n * @param cpX - Control point x\n * @param cpY - Control point y\n * @param cpX2 - Second Control point x\n * @param cpY2 - Second Control point y\n * @param toX - Destination point x\n * @param toY - Destination point y\n * @returns This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.bezierCurveTo = function (cpX, cpY, cpX2, cpY2, toX, toY) {\n this._initCurve();\n BezierUtils.curveTo(cpX, cpY, cpX2, cpY2, toX, toY, this.currentPath.points);\n return this;\n };\n /**\n * The arcTo() method creates an arc/curve between two tangents on the canvas.\n *\n * \"borrowed\" from https://code.google.com/p/fxcanvas/ - thanks google!\n * @param x1 - The x-coordinate of the first tangent point of the arc\n * @param y1 - The y-coordinate of the first tangent point of the arc\n * @param x2 - The x-coordinate of the end of the arc\n * @param y2 - The y-coordinate of the end of the arc\n * @param radius - The radius of the arc\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.arcTo = function (x1, y1, x2, y2, radius) {\n this._initCurve(x1, y1);\n var points = this.currentPath.points;\n var result = ArcUtils.curveTo(x1, y1, x2, y2, radius, points);\n if (result) {\n var cx = result.cx, cy = result.cy, radius_1 = result.radius, startAngle = result.startAngle, endAngle = result.endAngle, anticlockwise = result.anticlockwise;\n this.arc(cx, cy, radius_1, startAngle, endAngle, anticlockwise);\n }\n return this;\n };\n /**\n * The arc method creates an arc/curve (used to create circles, or parts of circles).\n * @param cx - The x-coordinate of the center of the circle\n * @param cy - The y-coordinate of the center of the circle\n * @param radius - The radius of the circle\n * @param startAngle - The starting angle, in radians (0 is at the 3 o'clock position\n * of the arc's circle)\n * @param endAngle - The ending angle, in radians\n * @param anticlockwise - Specifies whether the drawing should be\n * counter-clockwise or clockwise. False is default, and indicates clockwise, while true\n * indicates counter-clockwise.\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.arc = function (cx, cy, radius, startAngle, endAngle, anticlockwise) {\n if (anticlockwise === void 0) { anticlockwise = false; }\n if (startAngle === endAngle) {\n return this;\n }\n if (!anticlockwise && endAngle <= startAngle) {\n endAngle += PI_2;\n }\n else if (anticlockwise && startAngle <= endAngle) {\n startAngle += PI_2;\n }\n var sweep = endAngle - startAngle;\n if (sweep === 0) {\n return this;\n }\n var startX = cx + (Math.cos(startAngle) * radius);\n var startY = cy + (Math.sin(startAngle) * radius);\n var eps = this._geometry.closePointEps;\n // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path.\n var points = this.currentPath ? this.currentPath.points : null;\n if (points) {\n // TODO: make a better fix.\n // We check how far our start is from the last existing point\n var xDiff = Math.abs(points[points.length - 2] - startX);\n var yDiff = Math.abs(points[points.length - 1] - startY);\n if (xDiff < eps && yDiff < eps) ;\n else {\n points.push(startX, startY);\n }\n }\n else {\n this.moveTo(startX, startY);\n points = this.currentPath.points;\n }\n ArcUtils.arc(startX, startY, cx, cy, radius, startAngle, endAngle, anticlockwise, points);\n return this;\n };\n /**\n * Specifies a simple one-color fill that subsequent calls to other Graphics methods\n * (such as lineTo() or drawCircle()) use when drawing.\n * @param color - the color of the fill\n * @param alpha - the alpha of the fill\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.beginFill = function (color, alpha) {\n if (color === void 0) { color = 0; }\n if (alpha === void 0) { alpha = 1; }\n return this.beginTextureFill({ texture: Texture.WHITE, color: color, alpha: alpha });\n };\n /**\n * Begin the texture fill\n * @param options - Object object.\n * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to fill\n * @param {number} [options.color=0xffffff] - Background to fill behind texture\n * @param {number} [options.alpha=1] - Alpha of fill\n * @param {PIXI.Matrix} [options.matrix=null] - Transform matrix\n * @returns {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.beginTextureFill = function (options) {\n // Apply defaults\n options = Object.assign({\n texture: Texture.WHITE,\n color: 0xFFFFFF,\n alpha: 1,\n matrix: null,\n }, options);\n if (this.currentPath) {\n this.startPoly();\n }\n var visible = options.alpha > 0;\n if (!visible) {\n this._fillStyle.reset();\n }\n else {\n if (options.matrix) {\n options.matrix = options.matrix.clone();\n options.matrix.invert();\n }\n Object.assign(this._fillStyle, { visible: visible }, options);\n }\n return this;\n };\n /**\n * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.endFill = function () {\n this.finishPoly();\n this._fillStyle.reset();\n return this;\n };\n /**\n * Draws a rectangle shape.\n * @param x - The X coord of the top-left of the rectangle\n * @param y - The Y coord of the top-left of the rectangle\n * @param width - The width of the rectangle\n * @param height - The height of the rectangle\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawRect = function (x, y, width, height) {\n return this.drawShape(new Rectangle(x, y, width, height));\n };\n /**\n * Draw a rectangle shape with rounded/beveled corners.\n * @param x - The X coord of the top-left of the rectangle\n * @param y - The Y coord of the top-left of the rectangle\n * @param width - The width of the rectangle\n * @param height - The height of the rectangle\n * @param radius - Radius of the rectangle corners\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawRoundedRect = function (x, y, width, height, radius) {\n return this.drawShape(new RoundedRectangle(x, y, width, height, radius));\n };\n /**\n * Draws a circle.\n * @param x - The X coordinate of the center of the circle\n * @param y - The Y coordinate of the center of the circle\n * @param radius - The radius of the circle\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawCircle = function (x, y, radius) {\n return this.drawShape(new Circle(x, y, radius));\n };\n /**\n * Draws an ellipse.\n * @param x - The X coordinate of the center of the ellipse\n * @param y - The Y coordinate of the center of the ellipse\n * @param width - The half width of the ellipse\n * @param height - The half height of the ellipse\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawEllipse = function (x, y, width, height) {\n return this.drawShape(new Ellipse(x, y, width, height));\n };\n /**\n * Draws a polygon using the given path.\n * @param {number[]|PIXI.IPointData[]|PIXI.Polygon} path - The path data used to construct the polygon.\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawPolygon = function () {\n var arguments$1 = arguments;\n\n var path = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n path[_i] = arguments$1[_i];\n }\n var points;\n var closeStroke = true; // !!this._fillStyle;\n var poly = path[0];\n // check if data has points..\n if (poly.points) {\n closeStroke = poly.closeStroke;\n points = poly.points;\n }\n else if (Array.isArray(path[0])) {\n points = path[0];\n }\n else {\n points = path;\n }\n var shape = new Polygon(points);\n shape.closeStroke = closeStroke;\n this.drawShape(shape);\n return this;\n };\n /**\n * Draw any shape.\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - Shape to draw\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.drawShape = function (shape) {\n if (!this._holeMode) {\n this._geometry.drawShape(shape, this._fillStyle.clone(), this._lineStyle.clone(), this._matrix);\n }\n else {\n this._geometry.drawHole(shape, this._matrix);\n }\n return this;\n };\n /**\n * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.\n * @returns - This Graphics object. Good for chaining method calls\n */\n Graphics.prototype.clear = function () {\n this._geometry.clear();\n this._lineStyle.reset();\n this._fillStyle.reset();\n this._boundsID++;\n this._matrix = null;\n this._holeMode = false;\n this.currentPath = null;\n return this;\n };\n /**\n * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and\n * masked with gl.scissor.\n * @returns - True if only 1 rect.\n */\n Graphics.prototype.isFastRect = function () {\n var data = this._geometry.graphicsData;\n return data.length === 1\n && data[0].shape.type === SHAPES.RECT\n && !data[0].matrix\n && !data[0].holes.length\n && !(data[0].lineStyle.visible && data[0].lineStyle.width);\n };\n /**\n * Renders the object using the WebGL renderer\n * @param renderer - The renderer\n */\n Graphics.prototype._render = function (renderer) {\n this.finishPoly();\n var geometry = this._geometry;\n // batch part..\n // batch it!\n geometry.updateBatches();\n if (geometry.batchable) {\n if (this.batchDirty !== geometry.batchDirty) {\n this._populateBatches();\n }\n this._renderBatched(renderer);\n }\n else {\n // no batching...\n renderer.batch.flush();\n this._renderDirect(renderer);\n }\n };\n /** Populating batches for rendering. */\n Graphics.prototype._populateBatches = function () {\n var geometry = this._geometry;\n var blendMode = this.blendMode;\n var len = geometry.batches.length;\n this.batchTint = -1;\n this._transformID = -1;\n this.batchDirty = geometry.batchDirty;\n this.batches.length = len;\n this.vertexData = new Float32Array(geometry.points);\n for (var i = 0; i < len; i++) {\n var gI = geometry.batches[i];\n var color = gI.style.color;\n var vertexData = new Float32Array(this.vertexData.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2);\n var uvs = new Float32Array(geometry.uvsFloat32.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2);\n var indices = new Uint16Array(geometry.indicesUint16.buffer, gI.start * 2, gI.size);\n var batch = {\n vertexData: vertexData,\n blendMode: blendMode,\n indices: indices,\n uvs: uvs,\n _batchRGB: hex2rgb(color),\n _tintRGB: color,\n _texture: gI.style.texture,\n alpha: gI.style.alpha,\n worldAlpha: 1\n };\n this.batches[i] = batch;\n }\n };\n /**\n * Renders the batches using the BathedRenderer plugin\n * @param renderer - The renderer\n */\n Graphics.prototype._renderBatched = function (renderer) {\n if (!this.batches.length) {\n return;\n }\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n this.calculateVertices();\n this.calculateTints();\n for (var i = 0, l = this.batches.length; i < l; i++) {\n var batch = this.batches[i];\n batch.worldAlpha = this.worldAlpha * batch.alpha;\n renderer.plugins[this.pluginName].render(batch);\n }\n };\n /**\n * Renders the graphics direct\n * @param renderer - The renderer\n */\n Graphics.prototype._renderDirect = function (renderer) {\n var shader = this._resolveDirectShader(renderer);\n var geometry = this._geometry;\n var tint = this.tint;\n var worldAlpha = this.worldAlpha;\n var uniforms = shader.uniforms;\n var drawCalls = geometry.drawCalls;\n // lets set the transfomr\n uniforms.translationMatrix = this.transform.worldTransform;\n // and then lets set the tint..\n uniforms.tint[0] = (((tint >> 16) & 0xFF) / 255) * worldAlpha;\n uniforms.tint[1] = (((tint >> 8) & 0xFF) / 255) * worldAlpha;\n uniforms.tint[2] = ((tint & 0xFF) / 255) * worldAlpha;\n uniforms.tint[3] = worldAlpha;\n // the first draw call, we can set the uniforms of the shader directly here.\n // this means that we can tack advantage of the sync function of pixi!\n // bind and sync uniforms..\n // there is a way to optimise this..\n renderer.shader.bind(shader);\n renderer.geometry.bind(geometry, shader);\n // set state..\n renderer.state.set(this.state);\n // then render the rest of them...\n for (var i = 0, l = drawCalls.length; i < l; i++) {\n this._renderDrawCallDirect(renderer, geometry.drawCalls[i]);\n }\n };\n /**\n * Renders specific DrawCall\n * @param renderer\n * @param drawCall\n */\n Graphics.prototype._renderDrawCallDirect = function (renderer, drawCall) {\n var texArray = drawCall.texArray, type = drawCall.type, size = drawCall.size, start = drawCall.start;\n var groupTextureCount = texArray.count;\n for (var j = 0; j < groupTextureCount; j++) {\n renderer.texture.bind(texArray.elements[j], j);\n }\n renderer.geometry.draw(type, size, start);\n };\n /**\n * Resolves shader for direct rendering\n * @param renderer - The renderer\n */\n Graphics.prototype._resolveDirectShader = function (renderer) {\n var shader = this.shader;\n var pluginName = this.pluginName;\n if (!shader) {\n // if there is no shader here, we can use the default shader.\n // and that only gets created if we actually need it..\n // but may be more than one plugins for graphics\n if (!DEFAULT_SHADERS[pluginName]) {\n var MAX_TEXTURES = renderer.plugins[pluginName].MAX_TEXTURES;\n var sampleValues = new Int32Array(MAX_TEXTURES);\n for (var i = 0; i < MAX_TEXTURES; i++) {\n sampleValues[i] = i;\n }\n var uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: UniformGroup.from({ uSamplers: sampleValues }, true),\n };\n var program = renderer.plugins[pluginName]._shader.program;\n DEFAULT_SHADERS[pluginName] = new Shader(program, uniforms);\n }\n shader = DEFAULT_SHADERS[pluginName];\n }\n return shader;\n };\n /** Retrieves the bounds of the graphic shape as a rectangle object. */\n Graphics.prototype._calculateBounds = function () {\n this.finishPoly();\n var geometry = this._geometry;\n // skipping when graphics is empty, like a container\n if (!geometry.graphicsData.length) {\n return;\n }\n var _a = geometry.bounds, minX = _a.minX, minY = _a.minY, maxX = _a.maxX, maxY = _a.maxY;\n this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);\n };\n /**\n * Tests if a point is inside this graphics object\n * @param point - the point to test\n * @returns - the result of the test\n */\n Graphics.prototype.containsPoint = function (point) {\n this.worldTransform.applyInverse(point, Graphics._TEMP_POINT);\n return this._geometry.containsPoint(Graphics._TEMP_POINT);\n };\n /** Recalculate the tint by applying tint to batches using Graphics tint. */\n Graphics.prototype.calculateTints = function () {\n if (this.batchTint !== this.tint) {\n this.batchTint = this.tint;\n var tintRGB = hex2rgb(this.tint, temp);\n for (var i = 0; i < this.batches.length; i++) {\n var batch = this.batches[i];\n var batchTint = batch._batchRGB;\n var r = (tintRGB[0] * batchTint[0]) * 255;\n var g = (tintRGB[1] * batchTint[1]) * 255;\n var b = (tintRGB[2] * batchTint[2]) * 255;\n // TODO Ivan, can this be done in one go?\n var color = (r << 16) + (g << 8) + (b | 0);\n batch._tintRGB = (color >> 16)\n + (color & 0xff00)\n + ((color & 0xff) << 16);\n }\n }\n };\n /** If there's a transform update or a change to the shape of the geometry, recalculate the vertices. */\n Graphics.prototype.calculateVertices = function () {\n var wtID = this.transform._worldID;\n if (this._transformID === wtID) {\n return;\n }\n this._transformID = wtID;\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var data = this._geometry.points; // batch.vertexDataOriginal;\n var vertexData = this.vertexData;\n var count = 0;\n for (var i = 0; i < data.length; i += 2) {\n var x = data[i];\n var y = data[i + 1];\n vertexData[count++] = (a * x) + (c * y) + tx;\n vertexData[count++] = (d * y) + (b * x) + ty;\n }\n };\n /**\n * Closes the current path.\n * @returns - Returns itself.\n */\n Graphics.prototype.closePath = function () {\n var currentPath = this.currentPath;\n if (currentPath) {\n // we don't need to add extra point in the end because buildLine will take care of that\n currentPath.closeStroke = true;\n // ensure that the polygon is completed, and is available for hit detection\n // (even if the graphics is not rendered yet)\n this.finishPoly();\n }\n return this;\n };\n /**\n * Apply a matrix to the positional data.\n * @param matrix - Matrix to use for transform current shape.\n * @returns - Returns itself.\n */\n Graphics.prototype.setMatrix = function (matrix) {\n this._matrix = matrix;\n return this;\n };\n /**\n * Begin adding holes to the last draw shape\n * IMPORTANT: holes must be fully inside a shape to work\n * Also weirdness ensues if holes overlap!\n * Ellipses, Circles, Rectangles and Rounded Rectangles cannot be holes or host for holes in CanvasRenderer,\n * please use `moveTo` `lineTo`, `quadraticCurveTo` if you rely on pixi-legacy bundle.\n * @returns - Returns itself.\n */\n Graphics.prototype.beginHole = function () {\n this.finishPoly();\n this._holeMode = true;\n return this;\n };\n /**\n * End adding holes to the last draw shape.\n * @returns - Returns itself.\n */\n Graphics.prototype.endHole = function () {\n this.finishPoly();\n this._holeMode = false;\n return this;\n };\n /**\n * Destroys the Graphics object.\n * @param options - Options parameter. A boolean will act as if all\n * options have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have\n * their destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n Graphics.prototype.destroy = function (options) {\n this._geometry.refCount--;\n if (this._geometry.refCount === 0) {\n this._geometry.dispose();\n }\n this._matrix = null;\n this.currentPath = null;\n this._lineStyle.destroy();\n this._lineStyle = null;\n this._fillStyle.destroy();\n this._fillStyle = null;\n this._geometry = null;\n this.shader = null;\n this.vertexData = null;\n this.batches.length = 0;\n this.batches = null;\n _super.prototype.destroy.call(this, options);\n };\n /**\n * New rendering behavior for rounded rectangles: circular arcs instead of quadratic bezier curves.\n * In the next major release, we'll enable this by default.\n */\n Graphics.nextRoundedRectBehavior = false;\n /**\n * Temporary point to use for containsPoint.\n * @private\n */\n Graphics._TEMP_POINT = new Point();\n return Graphics;\n}(Container));\n\nvar graphicsUtils = {\n buildPoly: buildPoly,\n buildCircle: buildCircle,\n buildRectangle: buildRectangle,\n buildRoundedRectangle: buildRoundedRectangle,\n buildLine: buildLine,\n ArcUtils: ArcUtils,\n BezierUtils: BezierUtils,\n QuadraticUtils: QuadraticUtils,\n BatchPart: BatchPart,\n FILL_COMMANDS: FILL_COMMANDS,\n BATCH_POOL: BATCH_POOL,\n DRAW_CALL_POOL: DRAW_CALL_POOL\n};\n\nexport { FillStyle, GRAPHICS_CURVES, Graphics, GraphicsData, GraphicsGeometry, LINE_CAP, LINE_JOIN, LineStyle, graphicsUtils };\n//# sourceMappingURL=graphics.mjs.map\n","/*!\n * @pixi/sprite - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/sprite is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { BLEND_MODES } from '@pixi/constants';\nimport { Texture } from '@pixi/core';\nimport { Bounds, Container } from '@pixi/display';\nimport { Point, Rectangle, ObservablePoint } from '@pixi/math';\nimport { settings } from '@pixi/settings';\nimport { sign } from '@pixi/utils';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar tempPoint = new Point();\nvar indices = new Uint16Array([0, 1, 2, 0, 2, 3]);\n/**\n * The Sprite object is the base for all textured objects that are rendered to the screen\n *\n * A sprite can be created directly from an image like this:\n *\n * ```js\n * let sprite = PIXI.Sprite.from('assets/image.png');\n * ```\n *\n * The more efficient way to create sprites is using a {@link PIXI.Spritesheet},\n * as swapping base textures when rendering to the screen is inefficient.\n *\n * ```js\n * PIXI.Loader.shared.add(\"assets/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"assets/spritesheet.json\"].spritesheet;\n * let sprite = new PIXI.Sprite(sheet.textures[\"image.png\"]);\n * ...\n * }\n * ```\n * @memberof PIXI\n */\nvar Sprite = /** @class */ (function (_super) {\n __extends(Sprite, _super);\n /** @param texture - The texture for this sprite. */\n function Sprite(texture) {\n var _this = _super.call(this) || this;\n _this._anchor = new ObservablePoint(_this._onAnchorUpdate, _this, (texture ? texture.defaultAnchor.x : 0), (texture ? texture.defaultAnchor.y : 0));\n _this._texture = null;\n _this._width = 0;\n _this._height = 0;\n _this._tint = null;\n _this._tintRGB = null;\n _this.tint = 0xFFFFFF;\n _this.blendMode = BLEND_MODES.NORMAL;\n _this._cachedTint = 0xFFFFFF;\n _this.uvs = null;\n // call texture setter\n _this.texture = texture || Texture.EMPTY;\n _this.vertexData = new Float32Array(8);\n _this.vertexTrimmedData = null;\n _this._transformID = -1;\n _this._textureID = -1;\n _this._transformTrimmedID = -1;\n _this._textureTrimmedID = -1;\n // Batchable stuff..\n // TODO could make this a mixin?\n _this.indices = indices;\n _this.pluginName = 'batch';\n /**\n * Used to fast check if a sprite is.. a sprite!\n * @member {boolean}\n */\n _this.isSprite = true;\n _this._roundPixels = settings.ROUND_PIXELS;\n return _this;\n }\n /** When the texture is updated, this event will fire to update the scale and frame. */\n Sprite.prototype._onTextureUpdate = function () {\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this._cachedTint = 0xFFFFFF;\n // so if _width is 0 then width was not set..\n if (this._width) {\n this.scale.x = sign(this.scale.x) * this._width / this._texture.orig.width;\n }\n if (this._height) {\n this.scale.y = sign(this.scale.y) * this._height / this._texture.orig.height;\n }\n };\n /** Called when the anchor position updates. */\n Sprite.prototype._onAnchorUpdate = function () {\n this._transformID = -1;\n this._transformTrimmedID = -1;\n };\n /** Calculates worldTransform * vertices, store it in vertexData. */\n Sprite.prototype.calculateVertices = function () {\n var texture = this._texture;\n if (this._transformID === this.transform._worldID && this._textureID === texture._updateID) {\n return;\n }\n // update texture UV here, because base texture can be changed without calling `_onTextureUpdate`\n if (this._textureID !== texture._updateID) {\n this.uvs = this._texture._uvs.uvsFloat32;\n }\n this._transformID = this.transform._worldID;\n this._textureID = texture._updateID;\n // set the vertex data\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var vertexData = this.vertexData;\n var trim = texture.trim;\n var orig = texture.orig;\n var anchor = this._anchor;\n var w0 = 0;\n var w1 = 0;\n var h0 = 0;\n var h1 = 0;\n if (trim) {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the extra\n // space before transforming the sprite coords.\n w1 = trim.x - (anchor._x * orig.width);\n w0 = w1 + trim.width;\n h1 = trim.y - (anchor._y * orig.height);\n h0 = h1 + trim.height;\n }\n else {\n w1 = -anchor._x * orig.width;\n w0 = w1 + orig.width;\n h1 = -anchor._y * orig.height;\n h0 = h1 + orig.height;\n }\n // xy\n vertexData[0] = (a * w1) + (c * h1) + tx;\n vertexData[1] = (d * h1) + (b * w1) + ty;\n // xy\n vertexData[2] = (a * w0) + (c * h1) + tx;\n vertexData[3] = (d * h1) + (b * w0) + ty;\n // xy\n vertexData[4] = (a * w0) + (c * h0) + tx;\n vertexData[5] = (d * h0) + (b * w0) + ty;\n // xy\n vertexData[6] = (a * w1) + (c * h0) + tx;\n vertexData[7] = (d * h0) + (b * w1) + ty;\n if (this._roundPixels) {\n var resolution = settings.RESOLUTION;\n for (var i = 0; i < vertexData.length; ++i) {\n vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution);\n }\n }\n };\n /**\n * Calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData.\n *\n * This is used to ensure that the true width and height of a trimmed texture is respected.\n */\n Sprite.prototype.calculateTrimmedVertices = function () {\n if (!this.vertexTrimmedData) {\n this.vertexTrimmedData = new Float32Array(8);\n }\n else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) {\n return;\n }\n this._transformTrimmedID = this.transform._worldID;\n this._textureTrimmedID = this._texture._updateID;\n // lets do some special trim code!\n var texture = this._texture;\n var vertexData = this.vertexTrimmedData;\n var orig = texture.orig;\n var anchor = this._anchor;\n // lets calculate the new untrimmed bounds..\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var w1 = -anchor._x * orig.width;\n var w0 = w1 + orig.width;\n var h1 = -anchor._y * orig.height;\n var h0 = h1 + orig.height;\n // xy\n vertexData[0] = (a * w1) + (c * h1) + tx;\n vertexData[1] = (d * h1) + (b * w1) + ty;\n // xy\n vertexData[2] = (a * w0) + (c * h1) + tx;\n vertexData[3] = (d * h1) + (b * w0) + ty;\n // xy\n vertexData[4] = (a * w0) + (c * h0) + tx;\n vertexData[5] = (d * h0) + (b * w0) + ty;\n // xy\n vertexData[6] = (a * w1) + (c * h0) + tx;\n vertexData[7] = (d * h0) + (b * w1) + ty;\n };\n /**\n *\n * Renders the object using the WebGL renderer\n * @param renderer - The webgl renderer to use.\n */\n Sprite.prototype._render = function (renderer) {\n this.calculateVertices();\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n };\n /** Updates the bounds of the sprite. */\n Sprite.prototype._calculateBounds = function () {\n var trim = this._texture.trim;\n var orig = this._texture.orig;\n // First lets check to see if the current texture has a trim..\n if (!trim || (trim.width === orig.width && trim.height === orig.height)) {\n // no trim! lets use the usual calculations..\n this.calculateVertices();\n this._bounds.addQuad(this.vertexData);\n }\n else {\n // lets calculate a special trimmed bounds...\n this.calculateTrimmedVertices();\n this._bounds.addQuad(this.vertexTrimmedData);\n }\n };\n /**\n * Gets the local bounds of the sprite object.\n * @param rect - Optional output rectangle.\n * @returns The bounds.\n */\n Sprite.prototype.getLocalBounds = function (rect) {\n // we can do a fast local bounds if the sprite has no children!\n if (this.children.length === 0) {\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n this._localBounds.minX = this._texture.orig.width * -this._anchor._x;\n this._localBounds.minY = this._texture.orig.height * -this._anchor._y;\n this._localBounds.maxX = this._texture.orig.width * (1 - this._anchor._x);\n this._localBounds.maxY = this._texture.orig.height * (1 - this._anchor._y);\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n return this._localBounds.getRectangle(rect);\n }\n return _super.prototype.getLocalBounds.call(this, rect);\n };\n /**\n * Tests if a point is inside this sprite\n * @param point - the point to test\n * @returns The result of the test\n */\n Sprite.prototype.containsPoint = function (point) {\n this.worldTransform.applyInverse(point, tempPoint);\n var width = this._texture.orig.width;\n var height = this._texture.orig.height;\n var x1 = -width * this.anchor.x;\n var y1 = 0;\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width) {\n y1 = -height * this.anchor.y;\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Destroys this sprite and optionally its texture and children.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param [options.texture=false] - Should it destroy the current texture of the sprite as well\n * @param [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n */\n Sprite.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this, options);\n this._texture.off('update', this._onTextureUpdate, this);\n this._anchor = null;\n var destroyTexture = typeof options === 'boolean' ? options : options && options.texture;\n if (destroyTexture) {\n var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture;\n this._texture.destroy(!!destroyBaseTexture);\n }\n this._texture = null;\n };\n // some helper functions..\n /**\n * Helper function that creates a new sprite based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from\n * @param {object} [options] - See {@link PIXI.BaseTexture}'s constructor for options.\n * @returns The newly created sprite\n */\n Sprite.from = function (source, options) {\n var texture = (source instanceof Texture)\n ? source\n : Texture.from(source, options);\n return new Sprite(texture);\n };\n Object.defineProperty(Sprite.prototype, \"roundPixels\", {\n get: function () {\n return this._roundPixels;\n },\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n *\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n *\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}.\n * @default false\n */\n set: function (value) {\n if (this._roundPixels !== value) {\n this._transformID = -1;\n }\n this._roundPixels = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"width\", {\n /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return Math.abs(this.scale.x) * this._texture.orig.width;\n },\n set: function (value) {\n var s = sign(this.scale.x) || 1;\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"height\", {\n /** The height of the sprite, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return Math.abs(this.scale.y) * this._texture.orig.height;\n },\n set: function (value) {\n var s = sign(this.scale.y) || 1;\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"anchor\", {\n /**\n * The anchor sets the origin point of the sprite. The default value is taken from the {@link PIXI.Texture|Texture}\n * and passed to the constructor.\n *\n * The default is `(0,0)`, this means the sprite's origin is the top left.\n *\n * Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered.\n *\n * Setting the anchor to `(1,1)` would mean the sprite's origin point will be the bottom right corner.\n *\n * If you pass only single parameter, it will set both x and y to the same value as shown in the example below.\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5).\n */\n get: function () {\n return this._anchor;\n },\n set: function (value) {\n this._anchor.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"tint\", {\n /**\n * The tint applied to the sprite. This is a hex value.\n *\n * A value of 0xFFFFFF will remove any tint effect.\n * @default 0xFFFFFF\n */\n get: function () {\n return this._tint;\n },\n set: function (value) {\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Sprite.prototype, \"texture\", {\n /** The texture that the sprite is using. */\n get: function () {\n return this._texture;\n },\n set: function (value) {\n if (this._texture === value) {\n return;\n }\n if (this._texture) {\n this._texture.off('update', this._onTextureUpdate, this);\n }\n this._texture = value || Texture.EMPTY;\n this._cachedTint = 0xFFFFFF;\n this._textureID = -1;\n this._textureTrimmedID = -1;\n if (value) {\n // wait for the texture to load\n if (value.baseTexture.valid) {\n this._onTextureUpdate();\n }\n else {\n value.once('update', this._onTextureUpdate, this);\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return Sprite;\n}(Container));\n\nexport { Sprite };\n//# sourceMappingURL=sprite.mjs.map\n","/*!\n * @pixi/text - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/text is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Sprite } from '@pixi/sprite';\nimport { Texture } from '@pixi/core';\nimport { settings } from '@pixi/settings';\nimport { Rectangle } from '@pixi/math';\nimport { hex2string, hex2rgb, string2hex, trimCanvas, sign } from '@pixi/utils';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * Constants that define the type of gradient on text.\n * @static\n * @constant\n * @name TEXT_GRADIENT\n * @memberof PIXI\n * @type {object}\n * @property {number} LINEAR_VERTICAL Vertical gradient\n * @property {number} LINEAR_HORIZONTAL Linear gradient\n */\nvar TEXT_GRADIENT;\n(function (TEXT_GRADIENT) {\n TEXT_GRADIENT[TEXT_GRADIENT[\"LINEAR_VERTICAL\"] = 0] = \"LINEAR_VERTICAL\";\n TEXT_GRADIENT[TEXT_GRADIENT[\"LINEAR_HORIZONTAL\"] = 1] = \"LINEAR_HORIZONTAL\";\n})(TEXT_GRADIENT || (TEXT_GRADIENT = {}));\n\n// disabling eslint for now, going to rewrite this in v5\nvar defaultStyle = {\n align: 'left',\n breakWords: false,\n dropShadow: false,\n dropShadowAlpha: 1,\n dropShadowAngle: Math.PI / 6,\n dropShadowBlur: 0,\n dropShadowColor: 'black',\n dropShadowDistance: 5,\n fill: 'black',\n fillGradientType: TEXT_GRADIENT.LINEAR_VERTICAL,\n fillGradientStops: [],\n fontFamily: 'Arial',\n fontSize: 26,\n fontStyle: 'normal',\n fontVariant: 'normal',\n fontWeight: 'normal',\n letterSpacing: 0,\n lineHeight: 0,\n lineJoin: 'miter',\n miterLimit: 10,\n padding: 0,\n stroke: 'black',\n strokeThickness: 0,\n textBaseline: 'alphabetic',\n trim: false,\n whiteSpace: 'pre',\n wordWrap: false,\n wordWrapWidth: 100,\n leading: 0,\n};\nvar genericFontFamilies = [\n 'serif',\n 'sans-serif',\n 'monospace',\n 'cursive',\n 'fantasy',\n 'system-ui' ];\n/**\n * A TextStyle Object contains information to decorate a Text objects.\n *\n * An instance can be shared between multiple Text objects; then changing the style will update all text objects using it.\n *\n * A tool can be used to generate a text style [here](https://pixijs.io/pixi-text-style).\n *\n * @memberof PIXI\n */\nvar TextStyle = /** @class */ (function () {\n /**\n * @param {object} [style] - The style parameters\n * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'),\n * does not affect single line text\n * @param {boolean} [style.breakWords=false] - Indicates if lines can be wrapped within words, it\n * needs wordWrap to be set to true\n * @param {boolean} [style.dropShadow=false] - Set a drop shadow for the text\n * @param {number} [style.dropShadowAlpha=1] - Set alpha for the drop shadow\n * @param {number} [style.dropShadowAngle=Math.PI/6] - Set a angle of the drop shadow\n * @param {number} [style.dropShadowBlur=0] - Set a shadow blur radius\n * @param {string|number} [style.dropShadowColor='black'] - A fill style to be used on the dropshadow e.g 'red', '#00FF00'\n * @param {number} [style.dropShadowDistance=5] - Set a distance of the drop shadow\n * @param {string|string[]|number|number[]|CanvasGradient|CanvasPattern} [style.fill='black'] - A canvas\n * fillstyle that will be used on the text e.g 'red', '#00FF00'. Can be an array to create a gradient\n * eg ['#000000','#FFFFFF']\n * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN}\n * @param {number} [style.fillGradientType=PIXI.TEXT_GRADIENT.LINEAR_VERTICAL] - If fill is an array of colours\n * to create a gradient, this can change the type/direction of the gradient. See {@link PIXI.TEXT_GRADIENT}\n * @param {number[]} [style.fillGradientStops] - If fill is an array of colours to create a gradient, this array can set\n * the stop points (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them.\n * @param {string|string[]} [style.fontFamily='Arial'] - The font family\n * @param {number|string} [style.fontSize=26] - The font size (as a number it converts to px, but as a string,\n * equivalents are '26px','20pt','160%' or '1.6em')\n * @param {string} [style.fontStyle='normal'] - The font style ('normal', 'italic' or 'oblique')\n * @param {string} [style.fontVariant='normal'] - The font variant ('normal' or 'small-caps')\n * @param {string} [style.fontWeight='normal'] - The font weight ('normal', 'bold', 'bolder', 'lighter' and '100',\n * '200', '300', '400', '500', '600', '700', '800' or '900')\n * @param {number} [style.leading=0] - The space between lines\n * @param {number} [style.letterSpacing=0] - The amount of spacing between letters, default is 0\n * @param {number} [style.lineHeight] - The line height, a number that represents the vertical space that a letter uses\n * @param {string} [style.lineJoin='miter'] - The lineJoin property sets the type of corner created, it can resolve\n * spiked text issues. Possible values \"miter\" (creates a sharp corner), \"round\" (creates a round corner) or \"bevel\"\n * (creates a squared corner).\n * @param {number} [style.miterLimit=10] - The miter limit to use when using the 'miter' lineJoin mode. This can reduce\n * or increase the spikiness of rendered text.\n * @param {number} [style.padding=0] - Occasionally some fonts are cropped. Adding some padding will prevent this from\n * happening by adding padding to all sides of the text.\n * @param {string|number} [style.stroke='black'] - A canvas fillstyle that will be used on the text stroke\n * e.g 'blue', '#FCFF00'\n * @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke.\n * Default is 0 (no stroke)\n * @param {boolean} [style.trim=false] - Trim transparent borders\n * @param {string} [style.textBaseline='alphabetic'] - The baseline of the text that is rendered.\n * @param {string} [style.whiteSpace='pre'] - Determines whether newlines & spaces are collapsed or preserved \"normal\"\n * (collapse, collapse), \"pre\" (preserve, preserve) | \"pre-line\" (preserve, collapse). It needs wordWrap to be set to true\n * @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used\n * @param {number} [style.wordWrapWidth=100] - The width at which text will wrap, it needs wordWrap to be set to true\n */\n function TextStyle(style) {\n this.styleID = 0;\n this.reset();\n deepCopyProperties(this, style, style);\n }\n /**\n * Creates a new TextStyle object with the same values as this one.\n * Note that the only the properties of the object are cloned.\n *\n * @return New cloned TextStyle object\n */\n TextStyle.prototype.clone = function () {\n var clonedProperties = {};\n deepCopyProperties(clonedProperties, this, defaultStyle);\n return new TextStyle(clonedProperties);\n };\n /** Resets all properties to the defaults specified in TextStyle.prototype._default */\n TextStyle.prototype.reset = function () {\n deepCopyProperties(this, defaultStyle, defaultStyle);\n };\n Object.defineProperty(TextStyle.prototype, \"align\", {\n /**\n * Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text\n *\n * @member {string}\n */\n get: function () {\n return this._align;\n },\n set: function (align) {\n if (this._align !== align) {\n this._align = align;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"breakWords\", {\n /** Indicates if lines can be wrapped within words, it needs wordWrap to be set to true. */\n get: function () {\n return this._breakWords;\n },\n set: function (breakWords) {\n if (this._breakWords !== breakWords) {\n this._breakWords = breakWords;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadow\", {\n /** Set a drop shadow for the text. */\n get: function () {\n return this._dropShadow;\n },\n set: function (dropShadow) {\n if (this._dropShadow !== dropShadow) {\n this._dropShadow = dropShadow;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowAlpha\", {\n /** Set alpha for the drop shadow. */\n get: function () {\n return this._dropShadowAlpha;\n },\n set: function (dropShadowAlpha) {\n if (this._dropShadowAlpha !== dropShadowAlpha) {\n this._dropShadowAlpha = dropShadowAlpha;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowAngle\", {\n /** Set a angle of the drop shadow. */\n get: function () {\n return this._dropShadowAngle;\n },\n set: function (dropShadowAngle) {\n if (this._dropShadowAngle !== dropShadowAngle) {\n this._dropShadowAngle = dropShadowAngle;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowBlur\", {\n /** Set a shadow blur radius. */\n get: function () {\n return this._dropShadowBlur;\n },\n set: function (dropShadowBlur) {\n if (this._dropShadowBlur !== dropShadowBlur) {\n this._dropShadowBlur = dropShadowBlur;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowColor\", {\n /** A fill style to be used on the dropshadow e.g 'red', '#00FF00'. */\n get: function () {\n return this._dropShadowColor;\n },\n set: function (dropShadowColor) {\n var outputColor = getColor(dropShadowColor);\n if (this._dropShadowColor !== outputColor) {\n this._dropShadowColor = outputColor;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"dropShadowDistance\", {\n /** Set a distance of the drop shadow. */\n get: function () {\n return this._dropShadowDistance;\n },\n set: function (dropShadowDistance) {\n if (this._dropShadowDistance !== dropShadowDistance) {\n this._dropShadowDistance = dropShadowDistance;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fill\", {\n /**\n * A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'.\n *\n * Can be an array to create a gradient eg ['#000000','#FFFFFF']\n * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN}\n *\n * @member {string|string[]|number|number[]|CanvasGradient|CanvasPattern}\n */\n get: function () {\n return this._fill;\n },\n set: function (fill) {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n // TODO: Not sure if getColor works properly with CanvasGradient and/or CanvasPattern, can't pass in\n // without casting here.\n var outputColor = getColor(fill);\n if (this._fill !== outputColor) {\n this._fill = outputColor;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fillGradientType\", {\n /**\n * If fill is an array of colours to create a gradient, this can change the type/direction of the gradient.\n *\n * @see PIXI.TEXT_GRADIENT\n */\n get: function () {\n return this._fillGradientType;\n },\n set: function (fillGradientType) {\n if (this._fillGradientType !== fillGradientType) {\n this._fillGradientType = fillGradientType;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fillGradientStops\", {\n /**\n * If fill is an array of colours to create a gradient, this array can set the stop points\n * (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them.\n */\n get: function () {\n return this._fillGradientStops;\n },\n set: function (fillGradientStops) {\n if (!areArraysEqual(this._fillGradientStops, fillGradientStops)) {\n this._fillGradientStops = fillGradientStops;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontFamily\", {\n /** The font family. */\n get: function () {\n return this._fontFamily;\n },\n set: function (fontFamily) {\n if (this.fontFamily !== fontFamily) {\n this._fontFamily = fontFamily;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontSize\", {\n /**\n * The font size\n * (as a number it converts to px, but as a string, equivalents are '26px','20pt','160%' or '1.6em')\n */\n get: function () {\n return this._fontSize;\n },\n set: function (fontSize) {\n if (this._fontSize !== fontSize) {\n this._fontSize = fontSize;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontStyle\", {\n /**\n * The font style\n * ('normal', 'italic' or 'oblique')\n *\n * @member {string}\n */\n get: function () {\n return this._fontStyle;\n },\n set: function (fontStyle) {\n if (this._fontStyle !== fontStyle) {\n this._fontStyle = fontStyle;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontVariant\", {\n /**\n * The font variant\n * ('normal' or 'small-caps')\n *\n * @member {string}\n */\n get: function () {\n return this._fontVariant;\n },\n set: function (fontVariant) {\n if (this._fontVariant !== fontVariant) {\n this._fontVariant = fontVariant;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"fontWeight\", {\n /**\n * The font weight\n * ('normal', 'bold', 'bolder', 'lighter' and '100', '200', '300', '400', '500', '600', '700', 800' or '900')\n *\n * @member {string}\n */\n get: function () {\n return this._fontWeight;\n },\n set: function (fontWeight) {\n if (this._fontWeight !== fontWeight) {\n this._fontWeight = fontWeight;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"letterSpacing\", {\n /** The amount of spacing between letters, default is 0. */\n get: function () {\n return this._letterSpacing;\n },\n set: function (letterSpacing) {\n if (this._letterSpacing !== letterSpacing) {\n this._letterSpacing = letterSpacing;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"lineHeight\", {\n /** The line height, a number that represents the vertical space that a letter uses. */\n get: function () {\n return this._lineHeight;\n },\n set: function (lineHeight) {\n if (this._lineHeight !== lineHeight) {\n this._lineHeight = lineHeight;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"leading\", {\n /** The space between lines. */\n get: function () {\n return this._leading;\n },\n set: function (leading) {\n if (this._leading !== leading) {\n this._leading = leading;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"lineJoin\", {\n /**\n * The lineJoin property sets the type of corner created, it can resolve spiked text issues.\n * Default is 'miter' (creates a sharp corner).\n *\n * @member {string}\n */\n get: function () {\n return this._lineJoin;\n },\n set: function (lineJoin) {\n if (this._lineJoin !== lineJoin) {\n this._lineJoin = lineJoin;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"miterLimit\", {\n /**\n * The miter limit to use when using the 'miter' lineJoin mode.\n *\n * This can reduce or increase the spikiness of rendered text.\n */\n get: function () {\n return this._miterLimit;\n },\n set: function (miterLimit) {\n if (this._miterLimit !== miterLimit) {\n this._miterLimit = miterLimit;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"padding\", {\n /**\n * Occasionally some fonts are cropped. Adding some padding will prevent this from happening\n * by adding padding to all sides of the text.\n */\n get: function () {\n return this._padding;\n },\n set: function (padding) {\n if (this._padding !== padding) {\n this._padding = padding;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"stroke\", {\n /**\n * A canvas fillstyle that will be used on the text stroke\n * e.g 'blue', '#FCFF00'\n */\n get: function () {\n return this._stroke;\n },\n set: function (stroke) {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n var outputColor = getColor(stroke);\n if (this._stroke !== outputColor) {\n this._stroke = outputColor;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"strokeThickness\", {\n /**\n * A number that represents the thickness of the stroke.\n *\n * @default 0\n */\n get: function () {\n return this._strokeThickness;\n },\n set: function (strokeThickness) {\n if (this._strokeThickness !== strokeThickness) {\n this._strokeThickness = strokeThickness;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"textBaseline\", {\n /**\n * The baseline of the text that is rendered.\n *\n * @member {string}\n */\n get: function () {\n return this._textBaseline;\n },\n set: function (textBaseline) {\n if (this._textBaseline !== textBaseline) {\n this._textBaseline = textBaseline;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"trim\", {\n /** Trim transparent borders. */\n get: function () {\n return this._trim;\n },\n set: function (trim) {\n if (this._trim !== trim) {\n this._trim = trim;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"whiteSpace\", {\n /**\n * How newlines and spaces should be handled.\n * Default is 'pre' (preserve, preserve).\n *\n * value | New lines | Spaces\n * --- | --- | ---\n * 'normal' | Collapse | Collapse\n * 'pre' | Preserve | Preserve\n * 'pre-line' | Preserve | Collapse\n *\n * @member {string}\n */\n get: function () {\n return this._whiteSpace;\n },\n set: function (whiteSpace) {\n if (this._whiteSpace !== whiteSpace) {\n this._whiteSpace = whiteSpace;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"wordWrap\", {\n /** Indicates if word wrap should be used. */\n get: function () {\n return this._wordWrap;\n },\n set: function (wordWrap) {\n if (this._wordWrap !== wordWrap) {\n this._wordWrap = wordWrap;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextStyle.prototype, \"wordWrapWidth\", {\n /** The width at which text will wrap, it needs wordWrap to be set to true. */\n get: function () {\n return this._wordWrapWidth;\n },\n set: function (wordWrapWidth) {\n if (this._wordWrapWidth !== wordWrapWidth) {\n this._wordWrapWidth = wordWrapWidth;\n this.styleID++;\n }\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Generates a font style string to use for `TextMetrics.measureFont()`.\n *\n * @return Font style string, for passing to `TextMetrics.measureFont()`\n */\n TextStyle.prototype.toFontString = function () {\n // build canvas api font setting from individual components. Convert a numeric this.fontSize to px\n var fontSizeString = (typeof this.fontSize === 'number') ? this.fontSize + \"px\" : this.fontSize;\n // Clean-up fontFamily property by quoting each font name\n // this will support font names with spaces\n var fontFamilies = this.fontFamily;\n if (!Array.isArray(this.fontFamily)) {\n fontFamilies = this.fontFamily.split(',');\n }\n for (var i = fontFamilies.length - 1; i >= 0; i--) {\n // Trim any extra white-space\n var fontFamily = fontFamilies[i].trim();\n // Check if font already contains strings\n if (!(/([\\\"\\'])[^\\'\\\"]+\\1/).test(fontFamily) && genericFontFamilies.indexOf(fontFamily) < 0) {\n fontFamily = \"\\\"\" + fontFamily + \"\\\"\";\n }\n fontFamilies[i] = fontFamily;\n }\n return this.fontStyle + \" \" + this.fontVariant + \" \" + this.fontWeight + \" \" + fontSizeString + \" \" + fontFamilies.join(',');\n };\n return TextStyle;\n}());\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * @private\n * @param color\n * @return The color as a string.\n */\nfunction getSingleColor(color) {\n if (typeof color === 'number') {\n return hex2string(color);\n }\n else if (typeof color === 'string') {\n if (color.indexOf('0x') === 0) {\n color = color.replace('0x', '#');\n }\n }\n return color;\n}\nfunction getColor(color) {\n if (!Array.isArray(color)) {\n return getSingleColor(color);\n }\n else {\n for (var i = 0; i < color.length; ++i) {\n color[i] = getSingleColor(color[i]);\n }\n return color;\n }\n}\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * This version can also convert array of colors\n * @private\n * @param array1 - First array to compare\n * @param array2 - Second array to compare\n * @return Do the arrays contain the same values in the same order\n */\nfunction areArraysEqual(array1, array2) {\n if (!Array.isArray(array1) || !Array.isArray(array2)) {\n return false;\n }\n if (array1.length !== array2.length) {\n return false;\n }\n for (var i = 0; i < array1.length; ++i) {\n if (array1[i] !== array2[i]) {\n return false;\n }\n }\n return true;\n}\n/**\n * Utility function to ensure that object properties are copied by value, and not by reference\n * @private\n * @param target - Target object to copy properties into\n * @param source - Source object for the properties to copy\n * @param propertyObj - Object containing properties names we want to loop over\n */\nfunction deepCopyProperties(target, source, propertyObj) {\n for (var prop in propertyObj) {\n if (Array.isArray(source[prop])) {\n target[prop] = source[prop].slice();\n }\n else {\n target[prop] = source[prop];\n }\n }\n}\n\n// Default settings used for all getContext calls\nvar contextSettings = {\n // TextMetrics requires getImageData readback for measuring fonts.\n willReadFrequently: true,\n};\n/**\n * The TextMetrics object represents the measurement of a block of text with a specified style.\n *\n * ```js\n * let style = new PIXI.TextStyle({fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'})\n * let textMetrics = PIXI.TextMetrics.measureText('Your text', style)\n * ```\n * @memberof PIXI\n */\nvar TextMetrics = /** @class */ (function () {\n /**\n * @param text - the text that was measured\n * @param style - the style that was measured\n * @param width - the measured width of the text\n * @param height - the measured height of the text\n * @param lines - an array of the lines of text broken by new lines and wrapping if specified in style\n * @param lineWidths - an array of the line widths for each line matched to `lines`\n * @param lineHeight - the measured line height for this style\n * @param maxLineWidth - the maximum line width for all measured lines\n * @param {PIXI.IFontMetrics} fontProperties - the font properties object from TextMetrics.measureFont\n */\n function TextMetrics(text, style, width, height, lines, lineWidths, lineHeight, maxLineWidth, fontProperties) {\n this.text = text;\n this.style = style;\n this.width = width;\n this.height = height;\n this.lines = lines;\n this.lineWidths = lineWidths;\n this.lineHeight = lineHeight;\n this.maxLineWidth = maxLineWidth;\n this.fontProperties = fontProperties;\n }\n /**\n * Measures the supplied string of text and returns a Rectangle.\n * @param text - The text to measure.\n * @param style - The text style to use for measuring\n * @param wordWrap - Override for if word-wrap should be applied to the text.\n * @param canvas - optional specification of the canvas to use for measuring.\n * @returns Measured width and height of the text.\n */\n TextMetrics.measureText = function (text, style, wordWrap, canvas) {\n if (canvas === void 0) { canvas = TextMetrics._canvas; }\n wordWrap = (wordWrap === undefined || wordWrap === null) ? style.wordWrap : wordWrap;\n var font = style.toFontString();\n var fontProperties = TextMetrics.measureFont(font);\n // fallback in case UA disallow canvas data extraction\n // (toDataURI, getImageData functions)\n if (fontProperties.fontSize === 0) {\n fontProperties.fontSize = style.fontSize;\n fontProperties.ascent = style.fontSize;\n }\n var context = canvas.getContext('2d', contextSettings);\n context.font = font;\n var outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text;\n var lines = outputText.split(/(?:\\r\\n|\\r|\\n)/);\n var lineWidths = new Array(lines.length);\n var maxLineWidth = 0;\n for (var i = 0; i < lines.length; i++) {\n var lineWidth = context.measureText(lines[i]).width + ((lines[i].length - 1) * style.letterSpacing);\n lineWidths[i] = lineWidth;\n maxLineWidth = Math.max(maxLineWidth, lineWidth);\n }\n var width = maxLineWidth + style.strokeThickness;\n if (style.dropShadow) {\n width += style.dropShadowDistance;\n }\n var lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness;\n var height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness)\n + ((lines.length - 1) * (lineHeight + style.leading));\n if (style.dropShadow) {\n height += style.dropShadowDistance;\n }\n return new TextMetrics(text, style, width, height, lines, lineWidths, lineHeight + style.leading, maxLineWidth, fontProperties);\n };\n /**\n * Applies newlines to a string to have it optimally fit into the horizontal\n * bounds set by the Text object's wordWrapWidth property.\n * @param text - String to apply word wrapping to\n * @param style - the style to use when wrapping\n * @param canvas - optional specification of the canvas to use for measuring.\n * @returns New string with new lines applied where required\n */\n TextMetrics.wordWrap = function (text, style, canvas) {\n if (canvas === void 0) { canvas = TextMetrics._canvas; }\n var context = canvas.getContext('2d', contextSettings);\n var width = 0;\n var line = '';\n var lines = '';\n var cache = Object.create(null);\n var letterSpacing = style.letterSpacing, whiteSpace = style.whiteSpace;\n // How to handle whitespaces\n var collapseSpaces = TextMetrics.collapseSpaces(whiteSpace);\n var collapseNewlines = TextMetrics.collapseNewlines(whiteSpace);\n // whether or not spaces may be added to the beginning of lines\n var canPrependSpaces = !collapseSpaces;\n // There is letterSpacing after every char except the last one\n // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!\n // so for convenience the above needs to be compared to width + 1 extra letterSpace\n // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!_\n // ________________________________________________\n // And then the final space is simply no appended to each line\n var wordWrapWidth = style.wordWrapWidth + letterSpacing;\n // break text into words, spaces and newline chars\n var tokens = TextMetrics.tokenize(text);\n for (var i = 0; i < tokens.length; i++) {\n // get the word, space or newlineChar\n var token = tokens[i];\n // if word is a new line\n if (TextMetrics.isNewline(token)) {\n // keep the new line\n if (!collapseNewlines) {\n lines += TextMetrics.addLine(line);\n canPrependSpaces = !collapseSpaces;\n line = '';\n width = 0;\n continue;\n }\n // if we should collapse new lines\n // we simply convert it into a space\n token = ' ';\n }\n // if we should collapse repeated whitespaces\n if (collapseSpaces) {\n // check both this and the last tokens for spaces\n var currIsBreakingSpace = TextMetrics.isBreakingSpace(token);\n var lastIsBreakingSpace = TextMetrics.isBreakingSpace(line[line.length - 1]);\n if (currIsBreakingSpace && lastIsBreakingSpace) {\n continue;\n }\n }\n // get word width from cache if possible\n var tokenWidth = TextMetrics.getFromCache(token, letterSpacing, cache, context);\n // word is longer than desired bounds\n if (tokenWidth > wordWrapWidth) {\n // if we are not already at the beginning of a line\n if (line !== '') {\n // start newlines for overflow words\n lines += TextMetrics.addLine(line);\n line = '';\n width = 0;\n }\n // break large word over multiple lines\n if (TextMetrics.canBreakWords(token, style.breakWords)) {\n // break word into characters\n var characters = TextMetrics.wordWrapSplit(token);\n // loop the characters\n for (var j = 0; j < characters.length; j++) {\n var char = characters[j];\n var k = 1;\n // we are not at the end of the token\n while (characters[j + k]) {\n var nextChar = characters[j + k];\n var lastChar = char[char.length - 1];\n // should not split chars\n if (!TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords)) {\n // combine chars & move forward one\n char += nextChar;\n }\n else {\n break;\n }\n k++;\n }\n j += char.length - 1;\n var characterWidth = TextMetrics.getFromCache(char, letterSpacing, cache, context);\n if (characterWidth + width > wordWrapWidth) {\n lines += TextMetrics.addLine(line);\n canPrependSpaces = false;\n line = '';\n width = 0;\n }\n line += char;\n width += characterWidth;\n }\n }\n // run word out of the bounds\n else {\n // if there are words in this line already\n // finish that line and start a new one\n if (line.length > 0) {\n lines += TextMetrics.addLine(line);\n line = '';\n width = 0;\n }\n var isLastToken = i === tokens.length - 1;\n // give it its own line if it's not the end\n lines += TextMetrics.addLine(token, !isLastToken);\n canPrependSpaces = false;\n line = '';\n width = 0;\n }\n }\n // word could fit\n else {\n // word won't fit because of existing words\n // start a new line\n if (tokenWidth + width > wordWrapWidth) {\n // if its a space we don't want it\n canPrependSpaces = false;\n // add a new line\n lines += TextMetrics.addLine(line);\n // start a new line\n line = '';\n width = 0;\n }\n // don't add spaces to the beginning of lines\n if (line.length > 0 || !TextMetrics.isBreakingSpace(token) || canPrependSpaces) {\n // add the word to the current line\n line += token;\n // update width counter\n width += tokenWidth;\n }\n }\n }\n lines += TextMetrics.addLine(line, false);\n return lines;\n };\n /**\n * Convienience function for logging each line added during the wordWrap method.\n * @param line - The line of text to add\n * @param newLine - Add new line character to end\n * @returns A formatted line\n */\n TextMetrics.addLine = function (line, newLine) {\n if (newLine === void 0) { newLine = true; }\n line = TextMetrics.trimRight(line);\n line = (newLine) ? line + \"\\n\" : line;\n return line;\n };\n /**\n * Gets & sets the widths of calculated characters in a cache object\n * @param key - The key\n * @param letterSpacing - The letter spacing\n * @param cache - The cache\n * @param context - The canvas context\n * @returns The from cache.\n */\n TextMetrics.getFromCache = function (key, letterSpacing, cache, context) {\n var width = cache[key];\n if (typeof width !== 'number') {\n var spacing = ((key.length) * letterSpacing);\n width = context.measureText(key).width + spacing;\n cache[key] = width;\n }\n return width;\n };\n /**\n * Determines whether we should collapse breaking spaces.\n * @param whiteSpace - The TextStyle property whiteSpace\n * @returns Should collapse\n */\n TextMetrics.collapseSpaces = function (whiteSpace) {\n return (whiteSpace === 'normal' || whiteSpace === 'pre-line');\n };\n /**\n * Determines whether we should collapse newLine chars.\n * @param whiteSpace - The white space\n * @returns should collapse\n */\n TextMetrics.collapseNewlines = function (whiteSpace) {\n return (whiteSpace === 'normal');\n };\n /**\n * Trims breaking whitespaces from string.\n * @param text - The text\n * @returns Trimmed string\n */\n TextMetrics.trimRight = function (text) {\n if (typeof text !== 'string') {\n return '';\n }\n for (var i = text.length - 1; i >= 0; i--) {\n var char = text[i];\n if (!TextMetrics.isBreakingSpace(char)) {\n break;\n }\n text = text.slice(0, -1);\n }\n return text;\n };\n /**\n * Determines if char is a newline.\n * @param char - The character\n * @returns True if newline, False otherwise.\n */\n TextMetrics.isNewline = function (char) {\n if (typeof char !== 'string') {\n return false;\n }\n return (TextMetrics._newlines.indexOf(char.charCodeAt(0)) >= 0);\n };\n /**\n * Determines if char is a breaking whitespace.\n *\n * It allows one to determine whether char should be a breaking whitespace\n * For example certain characters in CJK langs or numbers.\n * It must return a boolean.\n * @param char - The character\n * @param [_nextChar] - The next character\n * @returns True if whitespace, False otherwise.\n */\n TextMetrics.isBreakingSpace = function (char, _nextChar) {\n if (typeof char !== 'string') {\n return false;\n }\n return (TextMetrics._breakingSpaces.indexOf(char.charCodeAt(0)) >= 0);\n };\n /**\n * Splits a string into words, breaking-spaces and newLine characters\n * @param text - The text\n * @returns A tokenized array\n */\n TextMetrics.tokenize = function (text) {\n var tokens = [];\n var token = '';\n if (typeof text !== 'string') {\n return tokens;\n }\n for (var i = 0; i < text.length; i++) {\n var char = text[i];\n var nextChar = text[i + 1];\n if (TextMetrics.isBreakingSpace(char, nextChar) || TextMetrics.isNewline(char)) {\n if (token !== '') {\n tokens.push(token);\n token = '';\n }\n tokens.push(char);\n continue;\n }\n token += char;\n }\n if (token !== '') {\n tokens.push(token);\n }\n return tokens;\n };\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It allows one to customise which words should break\n * Examples are if the token is CJK or numbers.\n * It must return a boolean.\n * @param _token - The token\n * @param breakWords - The style attr break words\n * @returns Whether to break word or not\n */\n TextMetrics.canBreakWords = function (_token, breakWords) {\n return breakWords;\n };\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It allows one to determine whether a pair of characters\n * should be broken by newlines\n * For example certain characters in CJK langs or numbers.\n * It must return a boolean.\n * @param _char - The character\n * @param _nextChar - The next character\n * @param _token - The token/word the characters are from\n * @param _index - The index in the token of the char\n * @param _breakWords - The style attr break words\n * @returns whether to break word or not\n */\n TextMetrics.canBreakChars = function (_char, _nextChar, _token, _index, _breakWords) {\n return true;\n };\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It is called when a token (usually a word) has to be split into separate pieces\n * in order to determine the point to break a word.\n * It must return an array of characters.\n * @example\n * // Correctly splits emojis, eg \"🤪🤪\" will result in two element array, each with one emoji.\n * TextMetrics.wordWrapSplit = (token) => [...token];\n * @param token - The token to split\n * @returns The characters of the token\n */\n TextMetrics.wordWrapSplit = function (token) {\n return token.split('');\n };\n /**\n * Calculates the ascent, descent and fontSize of a given font-style\n * @param font - String representing the style of the font\n * @returns Font properties object\n */\n TextMetrics.measureFont = function (font) {\n // as this method is used for preparing assets, don't recalculate things if we don't need to\n if (TextMetrics._fonts[font]) {\n return TextMetrics._fonts[font];\n }\n var properties = {\n ascent: 0,\n descent: 0,\n fontSize: 0,\n };\n var canvas = TextMetrics._canvas;\n var context = TextMetrics._context;\n context.font = font;\n var metricsString = TextMetrics.METRICS_STRING + TextMetrics.BASELINE_SYMBOL;\n var width = Math.ceil(context.measureText(metricsString).width);\n var baseline = Math.ceil(context.measureText(TextMetrics.BASELINE_SYMBOL).width);\n var height = Math.ceil(TextMetrics.HEIGHT_MULTIPLIER * baseline);\n baseline = baseline * TextMetrics.BASELINE_MULTIPLIER | 0;\n canvas.width = width;\n canvas.height = height;\n context.fillStyle = '#f00';\n context.fillRect(0, 0, width, height);\n context.font = font;\n context.textBaseline = 'alphabetic';\n context.fillStyle = '#000';\n context.fillText(metricsString, 0, baseline);\n var imagedata = context.getImageData(0, 0, width, height).data;\n var pixels = imagedata.length;\n var line = width * 4;\n var i = 0;\n var idx = 0;\n var stop = false;\n // ascent. scan from top to bottom until we find a non red pixel\n for (i = 0; i < baseline; ++i) {\n for (var j = 0; j < line; j += 4) {\n if (imagedata[idx + j] !== 255) {\n stop = true;\n break;\n }\n }\n if (!stop) {\n idx += line;\n }\n else {\n break;\n }\n }\n properties.ascent = baseline - i;\n idx = pixels - line;\n stop = false;\n // descent. scan from bottom to top until we find a non red pixel\n for (i = height; i > baseline; --i) {\n for (var j = 0; j < line; j += 4) {\n if (imagedata[idx + j] !== 255) {\n stop = true;\n break;\n }\n }\n if (!stop) {\n idx -= line;\n }\n else {\n break;\n }\n }\n properties.descent = i - baseline;\n properties.fontSize = properties.ascent + properties.descent;\n TextMetrics._fonts[font] = properties;\n return properties;\n };\n /**\n * Clear font metrics in metrics cache.\n * @param {string} [font] - font name. If font name not set then clear cache for all fonts.\n */\n TextMetrics.clearMetrics = function (font) {\n if (font === void 0) { font = ''; }\n if (font) {\n delete TextMetrics._fonts[font];\n }\n else {\n TextMetrics._fonts = {};\n }\n };\n Object.defineProperty(TextMetrics, \"_canvas\", {\n /**\n * Cached canvas element for measuring text\n * TODO: this should be private, but isn't because of backward compat, will fix later.\n * @ignore\n */\n get: function () {\n if (!TextMetrics.__canvas) {\n var canvas = void 0;\n try {\n // OffscreenCanvas2D measureText can be up to 40% faster.\n var c = new OffscreenCanvas(0, 0);\n var context = c.getContext('2d', contextSettings);\n if (context && context.measureText) {\n TextMetrics.__canvas = c;\n return c;\n }\n canvas = settings.ADAPTER.createCanvas();\n }\n catch (ex) {\n canvas = settings.ADAPTER.createCanvas();\n }\n canvas.width = canvas.height = 10;\n TextMetrics.__canvas = canvas;\n }\n return TextMetrics.__canvas;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TextMetrics, \"_context\", {\n /**\n * TODO: this should be private, but isn't because of backward compat, will fix later.\n * @ignore\n */\n get: function () {\n if (!TextMetrics.__context) {\n TextMetrics.__context = TextMetrics._canvas.getContext('2d', contextSettings);\n }\n return TextMetrics.__context;\n },\n enumerable: false,\n configurable: true\n });\n return TextMetrics;\n}());\n/**\n * Internal return object for {@link PIXI.TextMetrics.measureFont `TextMetrics.measureFont`}.\n * @typedef {object} FontMetrics\n * @property {number} ascent - The ascent distance\n * @property {number} descent - The descent distance\n * @property {number} fontSize - Font size from ascent to descent\n * @memberof PIXI.TextMetrics\n * @private\n */\n/**\n * Cache of {@see PIXI.TextMetrics.FontMetrics} objects.\n * @memberof PIXI.TextMetrics\n * @type {object}\n * @private\n */\nTextMetrics._fonts = {};\n/**\n * String used for calculate font metrics.\n * These characters are all tall to help calculate the height required for text.\n * @static\n * @memberof PIXI.TextMetrics\n * @name METRICS_STRING\n * @type {string}\n * @default |ÉqÅ\n */\nTextMetrics.METRICS_STRING = '|ÉqÅ';\n/**\n * Baseline symbol for calculate font metrics.\n * @static\n * @memberof PIXI.TextMetrics\n * @name BASELINE_SYMBOL\n * @type {string}\n * @default M\n */\nTextMetrics.BASELINE_SYMBOL = 'M';\n/**\n * Baseline multiplier for calculate font metrics.\n * @static\n * @memberof PIXI.TextMetrics\n * @name BASELINE_MULTIPLIER\n * @type {number}\n * @default 1.4\n */\nTextMetrics.BASELINE_MULTIPLIER = 1.4;\n/**\n * Height multiplier for setting height of canvas to calculate font metrics.\n * @static\n * @memberof PIXI.TextMetrics\n * @name HEIGHT_MULTIPLIER\n * @type {number}\n * @default 2.00\n */\nTextMetrics.HEIGHT_MULTIPLIER = 2.0;\n/**\n * Cache of new line chars.\n * @memberof PIXI.TextMetrics\n * @type {number[]}\n * @private\n */\nTextMetrics._newlines = [\n 0x000A,\n 0x000D ];\n/**\n * Cache of breaking spaces.\n * @memberof PIXI.TextMetrics\n * @type {number[]}\n * @private\n */\nTextMetrics._breakingSpaces = [\n 0x0009,\n 0x0020,\n 0x2000,\n 0x2001,\n 0x2002,\n 0x2003,\n 0x2004,\n 0x2005,\n 0x2006,\n 0x2008,\n 0x2009,\n 0x200A,\n 0x205F,\n 0x3000 ];\n/**\n * A number, or a string containing a number.\n * @memberof PIXI\n * @typedef {object} IFontMetrics\n * @property {number} ascent - Font ascent\n * @property {number} descent - Font descent\n * @property {number} fontSize - Font size\n */\n\nvar defaultDestroyOptions = {\n texture: true,\n children: false,\n baseTexture: true,\n};\n/**\n * A Text Object will create a line or multiple lines of text.\n *\n * The text is created using the [Canvas API](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API).\n *\n * The primary advantage of this class over BitmapText is that you have great control over the style of the text,\n * which you can change at runtime.\n *\n * The primary disadvantages is that each piece of text has it's own texture, which can use more memory.\n * When text changes, this texture has to be re-generated and re-uploaded to the GPU, taking up time.\n *\n * To split a line you can use '\\n' in your text string, or, on the `style` object,\n * change its `wordWrap` property to true and and give the `wordWrapWidth` property a value.\n *\n * A Text can be created directly from a string and a style object,\n * which can be generated [here](https://pixijs.io/pixi-text-style).\n *\n * ```js\n * let text = new PIXI.Text('This is a PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'});\n * ```\n * @memberof PIXI\n */\nvar Text = /** @class */ (function (_super) {\n __extends(Text, _super);\n /**\n * @param text - The string that you would like the text to display\n * @param {object|PIXI.TextStyle} [style] - The style parameters\n * @param canvas - The canvas element for drawing text\n */\n function Text(text, style, canvas) {\n var _this = this;\n var ownCanvas = false;\n if (!canvas) {\n canvas = settings.ADAPTER.createCanvas();\n ownCanvas = true;\n }\n canvas.width = 3;\n canvas.height = 3;\n var texture = Texture.from(canvas);\n texture.orig = new Rectangle();\n texture.trim = new Rectangle();\n _this = _super.call(this, texture) || this;\n _this._ownCanvas = ownCanvas;\n _this.canvas = canvas;\n _this.context = canvas.getContext('2d', {\n // required for trimming to work without warnings\n willReadFrequently: true,\n });\n _this._resolution = settings.RESOLUTION;\n _this._autoResolution = true;\n _this._text = null;\n _this._style = null;\n _this._styleListener = null;\n _this._font = '';\n _this.text = text;\n _this.style = style;\n _this.localStyleID = -1;\n return _this;\n }\n /**\n * Renders text to its canvas, and updates its texture.\n *\n * By default this is used internally to ensure the texture is correct before rendering,\n * but it can be used called externally, for example from this class to 'pre-generate' the texture from a piece of text,\n * and then shared across multiple Sprites.\n * @param respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called.\n */\n Text.prototype.updateText = function (respectDirty) {\n var style = this._style;\n // check if style has changed..\n if (this.localStyleID !== style.styleID) {\n this.dirty = true;\n this.localStyleID = style.styleID;\n }\n if (!this.dirty && respectDirty) {\n return;\n }\n this._font = this._style.toFontString();\n var context = this.context;\n var measured = TextMetrics.measureText(this._text || ' ', this._style, this._style.wordWrap, this.canvas);\n var width = measured.width;\n var height = measured.height;\n var lines = measured.lines;\n var lineHeight = measured.lineHeight;\n var lineWidths = measured.lineWidths;\n var maxLineWidth = measured.maxLineWidth;\n var fontProperties = measured.fontProperties;\n this.canvas.width = Math.ceil(Math.ceil((Math.max(1, width) + (style.padding * 2))) * this._resolution);\n this.canvas.height = Math.ceil(Math.ceil((Math.max(1, height) + (style.padding * 2))) * this._resolution);\n context.scale(this._resolution, this._resolution);\n context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n context.font = this._font;\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n var linePositionX;\n var linePositionY;\n // require 2 passes if a shadow; the first to draw the drop shadow, the second to draw the text\n var passesCount = style.dropShadow ? 2 : 1;\n // For v4, we drew text at the colours of the drop shadow underneath the normal text. This gave the correct zIndex,\n // but features such as alpha and shadowblur did not look right at all, since we were using actual text as a shadow.\n //\n // For v5.0.0, we moved over to just use the canvas API for drop shadows, which made them look much nicer and more\n // visually please, but now because the stroke is drawn and then the fill, drop shadows would appear on both the fill\n // and the stroke; and fill drop shadows would appear over the top of the stroke.\n //\n // For v5.1.1, the new route is to revert to v4 style of drawing text first to get the drop shadows underneath normal\n // text, but instead drawing text in the correct location, we'll draw it off screen (-paddingY), and then adjust the\n // drop shadow so only that appears on screen (+paddingY). Now we'll have the correct draw order of the shadow\n // beneath the text, whilst also having the proper text shadow styling.\n for (var i = 0; i < passesCount; ++i) {\n var isShadowPass = style.dropShadow && i === 0;\n // we only want the drop shadow, so put text way off-screen\n var dsOffsetText = isShadowPass ? Math.ceil(Math.max(1, height) + (style.padding * 2)) : 0;\n var dsOffsetShadow = dsOffsetText * this._resolution;\n if (isShadowPass) {\n // On Safari, text with gradient and drop shadows together do not position correctly\n // if the scale of the canvas is not 1: https://bugs.webkit.org/show_bug.cgi?id=197689\n // Therefore we'll set the styles to be a plain black whilst generating this drop shadow\n context.fillStyle = 'black';\n context.strokeStyle = 'black';\n var dropShadowColor = style.dropShadowColor;\n var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor));\n var dropShadowBlur = style.dropShadowBlur * this._resolution;\n var dropShadowDistance = style.dropShadowDistance * this._resolution;\n context.shadowColor = \"rgba(\" + rgb[0] * 255 + \",\" + rgb[1] * 255 + \",\" + rgb[2] * 255 + \",\" + style.dropShadowAlpha + \")\";\n context.shadowBlur = dropShadowBlur;\n context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance;\n context.shadowOffsetY = (Math.sin(style.dropShadowAngle) * dropShadowDistance) + dsOffsetShadow;\n }\n else {\n // set canvas text styles\n context.fillStyle = this._generateFillStyle(style, lines, measured);\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n context.strokeStyle = style.stroke;\n context.shadowColor = 'black';\n context.shadowBlur = 0;\n context.shadowOffsetX = 0;\n context.shadowOffsetY = 0;\n }\n var linePositionYShift = (lineHeight - fontProperties.fontSize) / 2;\n if (!Text.nextLineHeightBehavior || lineHeight - fontProperties.fontSize < 0) {\n linePositionYShift = 0;\n }\n // draw lines line by line\n for (var i_1 = 0; i_1 < lines.length; i_1++) {\n linePositionX = style.strokeThickness / 2;\n linePositionY = ((style.strokeThickness / 2) + (i_1 * lineHeight)) + fontProperties.ascent\n + linePositionYShift;\n if (style.align === 'right') {\n linePositionX += maxLineWidth - lineWidths[i_1];\n }\n else if (style.align === 'center') {\n linePositionX += (maxLineWidth - lineWidths[i_1]) / 2;\n }\n if (style.stroke && style.strokeThickness) {\n this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText, true);\n }\n if (style.fill) {\n this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText);\n }\n }\n }\n this.updateTexture();\n };\n /**\n * Render the text with letter-spacing.\n * @param text - The text to draw\n * @param x - Horizontal position to draw the text\n * @param y - Vertical position to draw the text\n * @param isStroke - Is this drawing for the outside stroke of the\n * text? If not, it's for the inside fill\n */\n Text.prototype.drawLetterSpacing = function (text, x, y, isStroke) {\n if (isStroke === void 0) { isStroke = false; }\n var style = this._style;\n // letterSpacing of 0 means normal\n var letterSpacing = style.letterSpacing;\n // Checking that we can use moddern canvas2D api\n // https://developer.chrome.com/origintrials/#/view_trial/3585991203293757441\n // note: this is unstable API, Chrome less 94 use a `textLetterSpacing`, newest use a letterSpacing\n // eslint-disable-next-line max-len\n var supportLetterSpacing = Text.experimentalLetterSpacing\n && ('letterSpacing' in CanvasRenderingContext2D.prototype\n || 'textLetterSpacing' in CanvasRenderingContext2D.prototype);\n if (letterSpacing === 0 || supportLetterSpacing) {\n if (supportLetterSpacing) {\n this.context.letterSpacing = letterSpacing;\n this.context.textLetterSpacing = letterSpacing;\n }\n if (isStroke) {\n this.context.strokeText(text, x, y);\n }\n else {\n this.context.fillText(text, x, y);\n }\n return;\n }\n var currentPosition = x;\n // Using Array.from correctly splits characters whilst keeping emoji together.\n // This is not supported on IE as it requires ES6, so regular text splitting occurs.\n // This also doesn't account for emoji that are multiple emoji put together to make something else.\n // Handling all of this would require a big library itself.\n // https://medium.com/@giltayar/iterating-over-emoji-characters-the-es6-way-f06e4589516\n // https://github.com/orling/grapheme-splitter\n var stringArray = Array.from ? Array.from(text) : text.split('');\n var previousWidth = this.context.measureText(text).width;\n var currentWidth = 0;\n for (var i = 0; i < stringArray.length; ++i) {\n var currentChar = stringArray[i];\n if (isStroke) {\n this.context.strokeText(currentChar, currentPosition, y);\n }\n else {\n this.context.fillText(currentChar, currentPosition, y);\n }\n var textStr = '';\n for (var j = i + 1; j < stringArray.length; ++j) {\n textStr += stringArray[j];\n }\n currentWidth = this.context.measureText(textStr).width;\n currentPosition += previousWidth - currentWidth + letterSpacing;\n previousWidth = currentWidth;\n }\n };\n /** Updates texture size based on canvas size. */\n Text.prototype.updateTexture = function () {\n var canvas = this.canvas;\n if (this._style.trim) {\n var trimmed = trimCanvas(canvas);\n if (trimmed.data) {\n canvas.width = trimmed.width;\n canvas.height = trimmed.height;\n this.context.putImageData(trimmed.data, 0, 0);\n }\n }\n var texture = this._texture;\n var style = this._style;\n var padding = style.trim ? 0 : style.padding;\n var baseTexture = texture.baseTexture;\n texture.trim.width = texture._frame.width = canvas.width / this._resolution;\n texture.trim.height = texture._frame.height = canvas.height / this._resolution;\n texture.trim.x = -padding;\n texture.trim.y = -padding;\n texture.orig.width = texture._frame.width - (padding * 2);\n texture.orig.height = texture._frame.height - (padding * 2);\n // call sprite onTextureUpdate to update scale if _width or _height were set\n this._onTextureUpdate();\n baseTexture.setRealSize(canvas.width, canvas.height, this._resolution);\n texture.updateUvs();\n this.dirty = false;\n };\n /**\n * Renders the object using the WebGL renderer\n * @param renderer - The renderer\n */\n Text.prototype._render = function (renderer) {\n if (this._autoResolution && this._resolution !== renderer.resolution) {\n this._resolution = renderer.resolution;\n this.dirty = true;\n }\n this.updateText(true);\n _super.prototype._render.call(this, renderer);\n };\n /** Updates the transform on all children of this container for rendering. */\n Text.prototype.updateTransform = function () {\n this.updateText(true);\n _super.prototype.updateTransform.call(this);\n };\n Text.prototype.getBounds = function (skipUpdate, rect) {\n this.updateText(true);\n if (this._textureID === -1) {\n // texture was updated: recalculate transforms\n skipUpdate = false;\n }\n return _super.prototype.getBounds.call(this, skipUpdate, rect);\n };\n /**\n * Gets the local bounds of the text object.\n * @param rect - The output rectangle.\n * @returns The bounds.\n */\n Text.prototype.getLocalBounds = function (rect) {\n this.updateText(true);\n return _super.prototype.getLocalBounds.call(this, rect);\n };\n /** Calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account. */\n Text.prototype._calculateBounds = function () {\n this.calculateVertices();\n // if we have already done this on THIS frame.\n this._bounds.addQuad(this.vertexData);\n };\n /**\n * Generates the fill style. Can automatically generate a gradient based on the fill style being an array\n * @param style - The style.\n * @param lines - The lines of text.\n * @param metrics\n * @returns The fill style\n */\n Text.prototype._generateFillStyle = function (style, lines, metrics) {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n var fillStyle = style.fill;\n if (!Array.isArray(fillStyle)) {\n return fillStyle;\n }\n else if (fillStyle.length === 1) {\n return fillStyle[0];\n }\n // the gradient will be evenly spaced out according to how large the array is.\n // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75\n var gradient;\n // a dropshadow will enlarge the canvas and result in the gradient being\n // generated with the incorrect dimensions\n var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0;\n // should also take padding into account, padding can offset the gradient\n var padding = style.padding || 0;\n var width = (this.canvas.width / this._resolution) - dropShadowCorrection - (padding * 2);\n var height = (this.canvas.height / this._resolution) - dropShadowCorrection - (padding * 2);\n // make a copy of the style settings, so we can manipulate them later\n var fill = fillStyle.slice();\n var fillGradientStops = style.fillGradientStops.slice();\n // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75\n if (!fillGradientStops.length) {\n var lengthPlus1 = fill.length + 1;\n for (var i = 1; i < lengthPlus1; ++i) {\n fillGradientStops.push(i / lengthPlus1);\n }\n }\n // stop the bleeding of the last gradient on the line above to the top gradient of the this line\n // by hard defining the first gradient colour at point 0, and last gradient colour at point 1\n fill.unshift(fillStyle[0]);\n fillGradientStops.unshift(0);\n fill.push(fillStyle[fillStyle.length - 1]);\n fillGradientStops.push(1);\n if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) {\n // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas\n gradient = this.context.createLinearGradient(width / 2, padding, width / 2, height + padding);\n // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect\n // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875\n // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc\n var textHeight = metrics.fontProperties.fontSize + style.strokeThickness;\n for (var i = 0; i < lines.length; i++) {\n var lastLineBottom = (metrics.lineHeight * (i - 1)) + textHeight;\n var thisLineTop = metrics.lineHeight * i;\n var thisLineGradientStart = thisLineTop;\n // Handle case where last & this line overlap\n if (i > 0 && lastLineBottom > thisLineTop) {\n thisLineGradientStart = (thisLineTop + lastLineBottom) / 2;\n }\n var thisLineBottom = thisLineTop + textHeight;\n var nextLineTop = metrics.lineHeight * (i + 1);\n var thisLineGradientEnd = thisLineBottom;\n // Handle case where this & next line overlap\n if (i + 1 < lines.length && nextLineTop < thisLineBottom) {\n thisLineGradientEnd = (thisLineBottom + nextLineTop) / 2;\n }\n // textHeight, but as a 0-1 size in global gradient stop space\n var gradStopLineHeight = (thisLineGradientEnd - thisLineGradientStart) / height;\n for (var j = 0; j < fill.length; j++) {\n // 0-1 stop point for the current line, multiplied to global space afterwards\n var lineStop = 0;\n if (typeof fillGradientStops[j] === 'number') {\n lineStop = fillGradientStops[j];\n }\n else {\n lineStop = j / fill.length;\n }\n var globalStop = Math.min(1, Math.max(0, (thisLineGradientStart / height) + (lineStop * gradStopLineHeight)));\n // There's potential for floating point precision issues at the seams between gradient repeats.\n globalStop = Number(globalStop.toFixed(5));\n gradient.addColorStop(globalStop, fill[j]);\n }\n }\n }\n else {\n // start the gradient at the center left of the canvas, and end at the center right of the canvas\n gradient = this.context.createLinearGradient(padding, height / 2, width + padding, height / 2);\n // can just evenly space out the gradients in this case, as multiple lines makes no difference\n // to an even left to right gradient\n var totalIterations = fill.length + 1;\n var currentIteration = 1;\n for (var i = 0; i < fill.length; i++) {\n var stop = void 0;\n if (typeof fillGradientStops[i] === 'number') {\n stop = fillGradientStops[i];\n }\n else {\n stop = currentIteration / totalIterations;\n }\n gradient.addColorStop(stop, fill[i]);\n currentIteration++;\n }\n }\n return gradient;\n };\n /**\n * Destroys this text object.\n *\n * Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as\n * the majority of the time the texture will not be shared with any other Sprites.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their\n * destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well\n */\n Text.prototype.destroy = function (options) {\n if (typeof options === 'boolean') {\n options = { children: options };\n }\n options = Object.assign({}, defaultDestroyOptions, options);\n _super.prototype.destroy.call(this, options);\n // set canvas width and height to 0 to workaround memory leak in Safari < 13\n // https://stackoverflow.com/questions/52532614/total-canvas-memory-use-exceeds-the-maximum-limit-safari-12\n if (this._ownCanvas) {\n this.canvas.height = this.canvas.width = 0;\n }\n // make sure to reset the context and canvas.. dont want this hanging around in memory!\n this.context = null;\n this.canvas = null;\n this._style = null;\n };\n Object.defineProperty(Text.prototype, \"width\", {\n /** The width of the Text, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n this.updateText(true);\n return Math.abs(this.scale.x) * this._texture.orig.width;\n },\n set: function (value) {\n this.updateText(true);\n var s = sign(this.scale.x) || 1;\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Text.prototype, \"height\", {\n /** The height of the Text, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n this.updateText(true);\n return Math.abs(this.scale.y) * this._texture.orig.height;\n },\n set: function (value) {\n this.updateText(true);\n var s = sign(this.scale.y) || 1;\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Text.prototype, \"style\", {\n /**\n * Set the style of the text.\n *\n * Set up an event listener to listen for changes on the style object and mark the text as dirty.\n */\n get: function () {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the ITextStyle\n // since the setter creates the TextStyle. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n return this._style;\n },\n set: function (style) {\n style = style || {};\n if (style instanceof TextStyle) {\n this._style = style;\n }\n else {\n this._style = new TextStyle(style);\n }\n this.localStyleID = -1;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Text.prototype, \"text\", {\n /** Set the copy for the text object. To split a line you can use '\\n'. */\n get: function () {\n return this._text;\n },\n set: function (text) {\n text = String(text === null || text === undefined ? '' : text);\n if (this._text === text) {\n return;\n }\n this._text = text;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Text.prototype, \"resolution\", {\n /**\n * The resolution / device pixel ratio of the canvas.\n *\n * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually.\n * @default 1\n */\n get: function () {\n return this._resolution;\n },\n set: function (value) {\n this._autoResolution = false;\n if (this._resolution === value) {\n return;\n }\n this._resolution = value;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * New behavior for `lineHeight` that's meant to mimic HTML text. A value of `true` will\n * make sure the first baseline is offset by the `lineHeight` value if it is greater than `fontSize`.\n * A value of `false` will use the legacy behavior and not change the baseline of the first line.\n * In the next major release, we'll enable this by default.\n */\n Text.nextLineHeightBehavior = false;\n /**\n * New rendering behavior for letter-spacing which uses Chrome's new native API. This will\n * lead to more accurate letter-spacing results because it does not try to manually draw\n * each character. However, this Chrome API is experimental and may not serve all cases yet.\n */\n Text.experimentalLetterSpacing = false;\n return Text;\n}(Sprite));\n\nexport { TEXT_GRADIENT, Text, TextMetrics, TextStyle };\n//# sourceMappingURL=text.mjs.map\n","/*!\n * @pixi/prepare - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/prepare is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { settings } from '@pixi/settings';\nimport { Texture, BaseTexture, ExtensionType } from '@pixi/core';\nimport { Graphics } from '@pixi/graphics';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\nimport { Container } from '@pixi/display';\nimport { Text, TextStyle, TextMetrics } from '@pixi/text';\nimport { deprecation } from '@pixi/utils';\n\n/**\n * Default number of uploads per frame using prepare plugin.\n * @static\n * @memberof PIXI.settings\n * @name UPLOADS_PER_FRAME\n * @type {number}\n * @default 4\n */\nsettings.UPLOADS_PER_FRAME = 4;\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * CountLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified\n * number of items per frame.\n * @memberof PIXI\n */\nvar CountLimiter = /** @class */ (function () {\n /**\n * @param maxItemsPerFrame - The maximum number of items that can be prepared each frame.\n */\n function CountLimiter(maxItemsPerFrame) {\n this.maxItemsPerFrame = maxItemsPerFrame;\n this.itemsLeft = 0;\n }\n /** Resets any counting properties to start fresh on a new frame. */\n CountLimiter.prototype.beginFrame = function () {\n this.itemsLeft = this.maxItemsPerFrame;\n };\n /**\n * Checks to see if another item can be uploaded. This should only be called once per item.\n * @returns If the item is allowed to be uploaded.\n */\n CountLimiter.prototype.allowedToUpload = function () {\n return this.itemsLeft-- > 0;\n };\n return CountLimiter;\n}());\n\n/**\n * Built-in hook to find multiple textures from objects like AnimatedSprites.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns If a PIXI.Texture object was found.\n */\nfunction findMultipleBaseTextures(item, queue) {\n var result = false;\n // Objects with multiple textures\n if (item && item._textures && item._textures.length) {\n for (var i = 0; i < item._textures.length; i++) {\n if (item._textures[i] instanceof Texture) {\n var baseTexture = item._textures[i].baseTexture;\n if (queue.indexOf(baseTexture) === -1) {\n queue.push(baseTexture);\n result = true;\n }\n }\n }\n }\n return result;\n}\n/**\n * Built-in hook to find BaseTextures from Texture.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns If a PIXI.Texture object was found.\n */\nfunction findBaseTexture(item, queue) {\n if (item.baseTexture instanceof BaseTexture) {\n var texture = item.baseTexture;\n if (queue.indexOf(texture) === -1) {\n queue.push(texture);\n }\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to find textures from objects.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns If a PIXI.Texture object was found.\n */\nfunction findTexture(item, queue) {\n if (item._texture && item._texture instanceof Texture) {\n var texture = item._texture.baseTexture;\n if (queue.indexOf(texture) === -1) {\n queue.push(texture);\n }\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to draw PIXI.Text to its texture.\n * @private\n * @param _helper - Not used by this upload handler\n * @param item - Item to check\n * @returns If item was uploaded.\n */\nfunction drawText(_helper, item) {\n if (item instanceof Text) {\n // updating text will return early if it is not dirty\n item.updateText(true);\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to calculate a text style for a PIXI.Text object.\n * @private\n * @param _helper - Not used by this upload handler\n * @param item - Item to check\n * @returns If item was uploaded.\n */\nfunction calculateTextStyle(_helper, item) {\n if (item instanceof TextStyle) {\n var font = item.toFontString();\n TextMetrics.measureFont(font);\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to find Text objects.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns if a PIXI.Text object was found.\n */\nfunction findText(item, queue) {\n if (item instanceof Text) {\n // push the text style to prepare it - this can be really expensive\n if (queue.indexOf(item.style) === -1) {\n queue.push(item.style);\n }\n // also push the text object so that we can render it (to canvas/texture) if needed\n if (queue.indexOf(item) === -1) {\n queue.push(item);\n }\n // also push the Text's texture for upload to GPU\n var texture = item._texture.baseTexture;\n if (queue.indexOf(texture) === -1) {\n queue.push(texture);\n }\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to find TextStyle objects.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns If a PIXI.TextStyle object was found.\n */\nfunction findTextStyle(item, queue) {\n if (item instanceof TextStyle) {\n if (queue.indexOf(item) === -1) {\n queue.push(item);\n }\n return true;\n }\n return false;\n}\n/**\n * The prepare manager provides functionality to upload content to the GPU.\n *\n * BasePrepare handles basic queuing functionality and is extended by\n * {@link PIXI.Prepare} and {@link PIXI.CanvasPrepare}\n * to provide preparation capabilities specific to their respective renderers.\n * @example\n * // Create a sprite\n * const sprite = PIXI.Sprite.from('something.png');\n *\n * // Load object into GPU\n * app.renderer.plugins.prepare.upload(sprite, () => {\n *\n * //Texture(s) has been uploaded to GPU\n * app.stage.addChild(sprite);\n *\n * })\n * @abstract\n * @memberof PIXI\n */\nvar BasePrepare = /** @class */ (function () {\n /**\n * @param {PIXI.AbstractRenderer} renderer - A reference to the current renderer\n */\n function BasePrepare(renderer) {\n var _this = this;\n this.limiter = new CountLimiter(settings.UPLOADS_PER_FRAME);\n this.renderer = renderer;\n this.uploadHookHelper = null;\n this.queue = [];\n this.addHooks = [];\n this.uploadHooks = [];\n this.completes = [];\n this.ticking = false;\n this.delayedTick = function () {\n // unlikely, but in case we were destroyed between tick() and delayedTick()\n if (!_this.queue) {\n return;\n }\n _this.prepareItems();\n };\n // hooks to find the correct texture\n this.registerFindHook(findText);\n this.registerFindHook(findTextStyle);\n this.registerFindHook(findMultipleBaseTextures);\n this.registerFindHook(findBaseTexture);\n this.registerFindHook(findTexture);\n // upload hooks\n this.registerUploadHook(drawText);\n this.registerUploadHook(calculateTextStyle);\n }\n /** @ignore */\n BasePrepare.prototype.upload = function (item, done) {\n var _this = this;\n if (typeof item === 'function') {\n done = item;\n item = null;\n }\n if (done) {\n deprecation('6.5.0', 'BasePrepare.upload callback is deprecated, use the return Promise instead.');\n }\n return new Promise(function (resolve) {\n // If a display object, search for items\n // that we could upload\n if (item) {\n _this.add(item);\n }\n // TODO: remove done callback and just use resolve\n var complete = function () {\n done === null || done === void 0 ? void 0 : done();\n resolve();\n };\n // Get the items for upload from the display\n if (_this.queue.length) {\n _this.completes.push(complete);\n if (!_this.ticking) {\n _this.ticking = true;\n Ticker.system.addOnce(_this.tick, _this, UPDATE_PRIORITY.UTILITY);\n }\n }\n else {\n complete();\n }\n });\n };\n /**\n * Handle tick update\n * @private\n */\n BasePrepare.prototype.tick = function () {\n setTimeout(this.delayedTick, 0);\n };\n /**\n * Actually prepare items. This is handled outside of the tick because it will take a while\n * and we do NOT want to block the current animation frame from rendering.\n * @private\n */\n BasePrepare.prototype.prepareItems = function () {\n this.limiter.beginFrame();\n // Upload the graphics\n while (this.queue.length && this.limiter.allowedToUpload()) {\n var item = this.queue[0];\n var uploaded = false;\n if (item && !item._destroyed) {\n for (var i = 0, len = this.uploadHooks.length; i < len; i++) {\n if (this.uploadHooks[i](this.uploadHookHelper, item)) {\n this.queue.shift();\n uploaded = true;\n break;\n }\n }\n }\n if (!uploaded) {\n this.queue.shift();\n }\n }\n // We're finished\n if (!this.queue.length) {\n this.ticking = false;\n var completes = this.completes.slice(0);\n this.completes.length = 0;\n for (var i = 0, len = completes.length; i < len; i++) {\n completes[i]();\n }\n }\n else {\n // if we are not finished, on the next rAF do this again\n Ticker.system.addOnce(this.tick, this, UPDATE_PRIORITY.UTILITY);\n }\n };\n /**\n * Adds hooks for finding items.\n * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array`\n * function must return `true` if it was able to add item to the queue.\n * @returns Instance of plugin for chaining.\n */\n BasePrepare.prototype.registerFindHook = function (addHook) {\n if (addHook) {\n this.addHooks.push(addHook);\n }\n return this;\n };\n /**\n * Adds hooks for uploading items.\n * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and\n * function must return `true` if it was able to handle upload of item.\n * @returns Instance of plugin for chaining.\n */\n BasePrepare.prototype.registerUploadHook = function (uploadHook) {\n if (uploadHook) {\n this.uploadHooks.push(uploadHook);\n }\n return this;\n };\n /**\n * Manually add an item to the uploading queue.\n * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to\n * add to the queue\n * @returns Instance of plugin for chaining.\n */\n BasePrepare.prototype.add = function (item) {\n // Add additional hooks for finding elements on special\n // types of objects that\n for (var i = 0, len = this.addHooks.length; i < len; i++) {\n if (this.addHooks[i](item, this.queue)) {\n break;\n }\n }\n // Get children recursively\n if (item instanceof Container) {\n for (var i = item.children.length - 1; i >= 0; i--) {\n this.add(item.children[i]);\n }\n }\n return this;\n };\n /** Destroys the plugin, don't use after this. */\n BasePrepare.prototype.destroy = function () {\n if (this.ticking) {\n Ticker.system.remove(this.tick, this);\n }\n this.ticking = false;\n this.addHooks = null;\n this.uploadHooks = null;\n this.renderer = null;\n this.completes = null;\n this.queue = null;\n this.limiter = null;\n this.uploadHookHelper = null;\n };\n return BasePrepare;\n}());\n\n/**\n * Built-in hook to upload PIXI.Texture objects to the GPU.\n * @private\n * @param renderer - instance of the webgl renderer\n * @param item - Item to check\n * @returns If item was uploaded.\n */\nfunction uploadBaseTextures(renderer, item) {\n if (item instanceof BaseTexture) {\n // if the texture already has a GL texture, then the texture has been prepared or rendered\n // before now. If the texture changed, then the changer should be calling texture.update() which\n // reuploads the texture without need for preparing it again\n if (!item._glTextures[renderer.CONTEXT_UID]) {\n renderer.texture.bind(item);\n }\n return true;\n }\n return false;\n}\n/**\n * Built-in hook to upload PIXI.Graphics to the GPU.\n * @private\n * @param renderer - instance of the webgl renderer\n * @param item - Item to check\n * @returns If item was uploaded.\n */\nfunction uploadGraphics(renderer, item) {\n if (!(item instanceof Graphics)) {\n return false;\n }\n var geometry = item.geometry;\n // update dirty graphics to get batches\n item.finishPoly();\n geometry.updateBatches();\n var batches = geometry.batches;\n // upload all textures found in styles\n for (var i = 0; i < batches.length; i++) {\n var texture = batches[i].style.texture;\n if (texture) {\n uploadBaseTextures(renderer, texture.baseTexture);\n }\n }\n // if its not batchable - update vao for particular shader\n if (!geometry.batchable) {\n renderer.geometry.bind(geometry, item._resolveDirectShader(renderer));\n }\n return true;\n}\n/**\n * Built-in hook to find graphics.\n * @private\n * @param item - Display object to check\n * @param queue - Collection of items to upload\n * @returns if a PIXI.Graphics object was found.\n */\nfunction findGraphics(item, queue) {\n if (item instanceof Graphics) {\n queue.push(item);\n return true;\n }\n return false;\n}\n/**\n * The prepare plugin provides renderer-specific plugins for pre-rendering DisplayObjects. These plugins are useful for\n * asynchronously preparing and uploading to the GPU assets, textures, graphics waiting to be displayed.\n *\n * Do not instantiate this plugin directly. It is available from the `renderer.plugins` property.\n * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}.\n * @example\n * // Create a new application\n * const app = new PIXI.Application();\n * document.body.appendChild(app.view);\n *\n * // Don't start rendering right away\n * app.stop();\n *\n * // create a display object\n * const rect = new PIXI.Graphics()\n * .beginFill(0x00ff00)\n * .drawRect(40, 40, 200, 200);\n *\n * // Add to the stage\n * app.stage.addChild(rect);\n *\n * // Don't start rendering until the graphic is uploaded to the GPU\n * app.renderer.plugins.prepare.upload(app.stage, () => {\n * app.start();\n * });\n * @memberof PIXI\n */\nvar Prepare = /** @class */ (function (_super) {\n __extends(Prepare, _super);\n /**\n * @param {PIXI.Renderer} renderer - A reference to the current renderer\n */\n function Prepare(renderer) {\n var _this = _super.call(this, renderer) || this;\n _this.uploadHookHelper = _this.renderer;\n // Add textures and graphics to upload\n _this.registerFindHook(findGraphics);\n _this.registerUploadHook(uploadBaseTextures);\n _this.registerUploadHook(uploadGraphics);\n return _this;\n }\n /** @ignore */\n Prepare.extension = {\n name: 'prepare',\n type: ExtensionType.RendererPlugin,\n };\n return Prepare;\n}(BasePrepare));\n\n/**\n * TimeLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified\n * number of milliseconds per frame.\n * @memberof PIXI\n */\nvar TimeLimiter = /** @class */ (function () {\n /** @param maxMilliseconds - The maximum milliseconds that can be spent preparing items each frame. */\n function TimeLimiter(maxMilliseconds) {\n this.maxMilliseconds = maxMilliseconds;\n this.frameStart = 0;\n }\n /** Resets any counting properties to start fresh on a new frame. */\n TimeLimiter.prototype.beginFrame = function () {\n this.frameStart = Date.now();\n };\n /**\n * Checks to see if another item can be uploaded. This should only be called once per item.\n * @returns - If the item is allowed to be uploaded.\n */\n TimeLimiter.prototype.allowedToUpload = function () {\n return Date.now() - this.frameStart < this.maxMilliseconds;\n };\n return TimeLimiter;\n}());\n\nexport { BasePrepare, CountLimiter, Prepare, TimeLimiter };\n//# sourceMappingURL=prepare.mjs.map\n","/*!\n * @pixi/spritesheet - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/spritesheet is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Rectangle } from '@pixi/math';\nimport { Texture, BaseTexture, ExtensionType } from '@pixi/core';\nimport { getResolutionOfUrl, deprecation, url } from '@pixi/utils';\nimport { LoaderResource } from '@pixi/loaders';\n\n/**\n * Utility class for maintaining reference to a collection\n * of Textures on a single Spritesheet.\n *\n * To access a sprite sheet from your code you may pass its JSON data file to Pixi's loader:\n *\n * ```js\n * PIXI.Loader.shared.add(\"images/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"images/spritesheet.json\"].spritesheet;\n * ...\n * }\n * ```\n *\n * Alternately, you may circumvent the loader by instantiating the Spritesheet directly:\n * ```js\n * const sheet = new PIXI.Spritesheet(texture, spritesheetData);\n * await sheet.parse();\n * console.log('Spritesheet ready to use!');\n * ```\n *\n * With the `sheet.textures` you can create Sprite objects,`sheet.animations` can be used to create an AnimatedSprite.\n *\n * Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker},\n * {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}.\n * Default anchor points (see {@link PIXI.Texture#defaultAnchor}) and grouping of animation sprites are currently only\n * supported by TexturePacker.\n * @memberof PIXI\n */\nvar Spritesheet = /** @class */ (function () {\n /**\n * @param texture - Reference to the source BaseTexture object.\n * @param {object} data - Spritesheet image data.\n * @param resolutionFilename - The filename to consider when determining\n * the resolution of the spritesheet. If not provided, the imageUrl will\n * be used on the BaseTexture.\n */\n function Spritesheet(texture, data, resolutionFilename) {\n if (resolutionFilename === void 0) { resolutionFilename = null; }\n /** For multi-packed spritesheets, this contains a reference to all the other spritesheets it depends on. */\n this.linkedSheets = [];\n this._texture = texture instanceof Texture ? texture : null;\n this.baseTexture = texture instanceof BaseTexture ? texture : this._texture.baseTexture;\n this.textures = {};\n this.animations = {};\n this.data = data;\n var resource = this.baseTexture.resource;\n this.resolution = this._updateResolution(resolutionFilename || (resource ? resource.url : null));\n this._frames = this.data.frames;\n this._frameKeys = Object.keys(this._frames);\n this._batchIndex = 0;\n this._callback = null;\n }\n /**\n * Generate the resolution from the filename or fallback\n * to the meta.scale field of the JSON data.\n * @param resolutionFilename - The filename to use for resolving\n * the default resolution.\n * @returns Resolution to use for spritesheet.\n */\n Spritesheet.prototype._updateResolution = function (resolutionFilename) {\n if (resolutionFilename === void 0) { resolutionFilename = null; }\n var scale = this.data.meta.scale;\n // Use a defaultValue of `null` to check if a url-based resolution is set\n var resolution = getResolutionOfUrl(resolutionFilename, null);\n // No resolution found via URL\n if (resolution === null) {\n // Use the scale value or default to 1\n resolution = scale !== undefined ? parseFloat(scale) : 1;\n }\n // For non-1 resolutions, update baseTexture\n if (resolution !== 1) {\n this.baseTexture.setResolution(resolution);\n }\n return resolution;\n };\n /** @ignore */\n Spritesheet.prototype.parse = function (callback) {\n var _this = this;\n if (callback) {\n deprecation('6.5.0', 'Spritesheet.parse callback is deprecated, use the return Promise instead.');\n }\n return new Promise(function (resolve) {\n _this._callback = function (textures) {\n callback === null || callback === void 0 ? void 0 : callback(textures);\n resolve(textures);\n };\n _this._batchIndex = 0;\n if (_this._frameKeys.length <= Spritesheet.BATCH_SIZE) {\n _this._processFrames(0);\n _this._processAnimations();\n _this._parseComplete();\n }\n else {\n _this._nextBatch();\n }\n });\n };\n /**\n * Process a batch of frames\n * @param initialFrameIndex - The index of frame to start.\n */\n Spritesheet.prototype._processFrames = function (initialFrameIndex) {\n var frameIndex = initialFrameIndex;\n var maxFrames = Spritesheet.BATCH_SIZE;\n while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length) {\n var i = this._frameKeys[frameIndex];\n var data = this._frames[i];\n var rect = data.frame;\n if (rect) {\n var frame = null;\n var trim = null;\n var sourceSize = data.trimmed !== false && data.sourceSize\n ? data.sourceSize : data.frame;\n var orig = new Rectangle(0, 0, Math.floor(sourceSize.w) / this.resolution, Math.floor(sourceSize.h) / this.resolution);\n if (data.rotated) {\n frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.h) / this.resolution, Math.floor(rect.w) / this.resolution);\n }\n else {\n frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution);\n }\n // Check to see if the sprite is trimmed\n if (data.trimmed !== false && data.spriteSourceSize) {\n trim = new Rectangle(Math.floor(data.spriteSourceSize.x) / this.resolution, Math.floor(data.spriteSourceSize.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution);\n }\n this.textures[i] = new Texture(this.baseTexture, frame, orig, trim, data.rotated ? 2 : 0, data.anchor);\n // lets also add the frame to pixi's global cache for 'from' and 'fromLoader' functions\n Texture.addToCache(this.textures[i], i);\n }\n frameIndex++;\n }\n };\n /** Parse animations config. */\n Spritesheet.prototype._processAnimations = function () {\n var animations = this.data.animations || {};\n for (var animName in animations) {\n this.animations[animName] = [];\n for (var i = 0; i < animations[animName].length; i++) {\n var frameName = animations[animName][i];\n this.animations[animName].push(this.textures[frameName]);\n }\n }\n };\n /** The parse has completed. */\n Spritesheet.prototype._parseComplete = function () {\n var callback = this._callback;\n this._callback = null;\n this._batchIndex = 0;\n callback.call(this, this.textures);\n };\n /** Begin the next batch of textures. */\n Spritesheet.prototype._nextBatch = function () {\n var _this = this;\n this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE);\n this._batchIndex++;\n setTimeout(function () {\n if (_this._batchIndex * Spritesheet.BATCH_SIZE < _this._frameKeys.length) {\n _this._nextBatch();\n }\n else {\n _this._processAnimations();\n _this._parseComplete();\n }\n }, 0);\n };\n /**\n * Destroy Spritesheet and don't use after this.\n * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well\n */\n Spritesheet.prototype.destroy = function (destroyBase) {\n var _a;\n if (destroyBase === void 0) { destroyBase = false; }\n for (var i in this.textures) {\n this.textures[i].destroy();\n }\n this._frames = null;\n this._frameKeys = null;\n this.data = null;\n this.textures = null;\n if (destroyBase) {\n (_a = this._texture) === null || _a === void 0 ? void 0 : _a.destroy();\n this.baseTexture.destroy();\n }\n this._texture = null;\n this.baseTexture = null;\n this.linkedSheets = [];\n };\n /** The maximum number of Textures to build per process. */\n Spritesheet.BATCH_SIZE = 1000;\n return Spritesheet;\n}());\n/**\n * Reference to Spritesheet object created.\n * @member {PIXI.Spritesheet} spritesheet\n * @memberof PIXI.LoaderResource\n * @instance\n */\n/**\n * Dictionary of textures from Spritesheet.\n * @member {Object} textures\n * @memberof PIXI.LoaderResource\n * @instance\n */\n\n/**\n * {@link PIXI.Loader} middleware for loading texture atlases that have been created with\n * TexturePacker or similar JSON-based spritesheet.\n *\n * This middleware automatically generates Texture resources.\n *\n * If you're using Webpack or other bundlers and plan on bundling the atlas' JSON,\n * use the {@link PIXI.Spritesheet} class to directly parse the JSON.\n *\n * The Loader's image Resource name is automatically appended with `\"_image\"`.\n * If a Resource with this name is already loaded, the Loader will skip parsing the\n * Spritesheet. The code below will generate an internal Loader Resource called `\"myatlas_image\"`.\n * @example\n * loader.add('myatlas', 'path/to/myatlas.json');\n * loader.load(() => {\n * loader.resources.myatlas; // atlas JSON resource\n * loader.resources.myatlas_image; // atlas Image resource\n * });\n * @memberof PIXI\n */\nvar SpritesheetLoader = /** @class */ (function () {\n function SpritesheetLoader() {\n }\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param resource\n * @param next\n */\n SpritesheetLoader.use = function (resource, next) {\n var _a, _b;\n // because this is middleware, it execute in loader context. `this` = loader\n var loader = this;\n var imageResourceName = resource.name + \"_image\";\n // skip if no data, its not json, it isn't spritesheet data, or the image resource already exists\n if (!resource.data\n || resource.type !== LoaderResource.TYPE.JSON\n || !resource.data.frames\n || loader.resources[imageResourceName]) {\n next();\n return;\n }\n // Check and add the multi atlas\n // Heavily influenced and based on https://github.com/rocket-ua/pixi-tps-loader/blob/master/src/ResourceLoader.js\n // eslint-disable-next-line camelcase\n var multiPacks = (_b = (_a = resource.data) === null || _a === void 0 ? void 0 : _a.meta) === null || _b === void 0 ? void 0 : _b.related_multi_packs;\n if (Array.isArray(multiPacks)) {\n var _loop_1 = function (item) {\n if (typeof item !== 'string') {\n return \"continue\";\n }\n var itemName = item.replace('.json', '');\n var itemUrl = url.resolve(resource.url.replace(loader.baseUrl, ''), item);\n // Check if the file wasn't already added as multipacks are redundant\n if (loader.resources[itemName]\n || Object.values(loader.resources).some(function (r) { return url.format(url.parse(r.url)) === itemUrl; })) {\n return \"continue\";\n }\n var options = {\n crossOrigin: resource.crossOrigin,\n loadType: LoaderResource.LOAD_TYPE.XHR,\n xhrType: LoaderResource.XHR_RESPONSE_TYPE.JSON,\n parentResource: resource,\n metadata: resource.metadata\n };\n loader.add(itemName, itemUrl, options);\n };\n for (var _i = 0, multiPacks_1 = multiPacks; _i < multiPacks_1.length; _i++) {\n var item = multiPacks_1[_i];\n _loop_1(item);\n }\n }\n var loadOptions = {\n crossOrigin: resource.crossOrigin,\n metadata: resource.metadata.imageMetadata,\n parentResource: resource,\n };\n var resourcePath = SpritesheetLoader.getResourcePath(resource, loader.baseUrl);\n // load the image for this sheet\n loader.add(imageResourceName, resourcePath, loadOptions, function onImageLoad(res) {\n if (res.error) {\n next(res.error);\n return;\n }\n var spritesheet = new Spritesheet(res.texture, resource.data, resource.url);\n spritesheet.parse().then(function () {\n resource.spritesheet = spritesheet;\n resource.textures = spritesheet.textures;\n next();\n });\n });\n };\n /**\n * Get the spritesheets root path\n * @param resource - Resource to check path\n * @param baseUrl - Base root url\n */\n SpritesheetLoader.getResourcePath = function (resource, baseUrl) {\n // Prepend url path unless the resource image is a data url\n if (resource.isDataUrl) {\n return resource.data.meta.image;\n }\n return url.resolve(resource.url.replace(baseUrl, ''), resource.data.meta.image);\n };\n /** @ignore */\n SpritesheetLoader.extension = ExtensionType.Loader;\n return SpritesheetLoader;\n}());\n\nexport { Spritesheet, SpritesheetLoader };\n//# sourceMappingURL=spritesheet.mjs.map\n","/*!\n * @pixi/sprite-tiling - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/sprite-tiling is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Texture, TextureMatrix, Shader, ExtensionType, QuadUv, State, ObjectRenderer } from '@pixi/core';\nimport { Point, Rectangle, Transform, Matrix } from '@pixi/math';\nimport { Sprite } from '@pixi/sprite';\nimport { WRAP_MODES } from '@pixi/constants';\nimport { premultiplyTintToRgba, correctBlendMode } from '@pixi/utils';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar tempPoint = new Point();\n/**\n * A tiling sprite is a fast way of rendering a tiling image.\n * @memberof PIXI\n */\nvar TilingSprite = /** @class */ (function (_super) {\n __extends(TilingSprite, _super);\n /**\n * @param texture - The texture of the tiling sprite.\n * @param width - The width of the tiling sprite.\n * @param height - The height of the tiling sprite.\n */\n function TilingSprite(texture, width, height) {\n if (width === void 0) { width = 100; }\n if (height === void 0) { height = 100; }\n var _this = _super.call(this, texture) || this;\n _this.tileTransform = new Transform();\n // The width of the tiling sprite\n _this._width = width;\n // The height of the tiling sprite\n _this._height = height;\n _this.uvMatrix = _this.texture.uvMatrix || new TextureMatrix(texture);\n /**\n * Plugin that is responsible for rendering this element.\n * Allows to customize the rendering process without overriding '_render' method.\n * @default 'tilingSprite'\n */\n _this.pluginName = 'tilingSprite';\n _this.uvRespectAnchor = false;\n return _this;\n }\n Object.defineProperty(TilingSprite.prototype, \"clampMargin\", {\n /**\n * Changes frame clamping in corresponding textureTransform, shortcut\n * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas\n * @default 0.5\n * @member {number}\n */\n get: function () {\n return this.uvMatrix.clampMargin;\n },\n set: function (value) {\n this.uvMatrix.clampMargin = value;\n this.uvMatrix.update(true);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TilingSprite.prototype, \"tileScale\", {\n /** The scaling of the image that is being tiled. */\n get: function () {\n return this.tileTransform.scale;\n },\n set: function (value) {\n this.tileTransform.scale.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TilingSprite.prototype, \"tilePosition\", {\n /** The offset of the image that is being tiled. */\n get: function () {\n return this.tileTransform.position;\n },\n set: function (value) {\n this.tileTransform.position.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * @protected\n */\n TilingSprite.prototype._onTextureUpdate = function () {\n if (this.uvMatrix) {\n this.uvMatrix.texture = this._texture;\n }\n this._cachedTint = 0xFFFFFF;\n };\n /**\n * Renders the object using the WebGL renderer\n * @param renderer - The renderer\n */\n TilingSprite.prototype._render = function (renderer) {\n // tweak our texture temporarily..\n var texture = this._texture;\n if (!texture || !texture.valid) {\n return;\n }\n this.tileTransform.updateLocalTransform();\n this.uvMatrix.update();\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n };\n /** Updates the bounds of the tiling sprite. */\n TilingSprite.prototype._calculateBounds = function () {\n var minX = this._width * -this._anchor._x;\n var minY = this._height * -this._anchor._y;\n var maxX = this._width * (1 - this._anchor._x);\n var maxY = this._height * (1 - this._anchor._y);\n this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);\n };\n /**\n * Gets the local bounds of the sprite object.\n * @param rect - Optional output rectangle.\n * @returns The bounds.\n */\n TilingSprite.prototype.getLocalBounds = function (rect) {\n // we can do a fast local bounds if the sprite has no children!\n if (this.children.length === 0) {\n this._bounds.minX = this._width * -this._anchor._x;\n this._bounds.minY = this._height * -this._anchor._y;\n this._bounds.maxX = this._width * (1 - this._anchor._x);\n this._bounds.maxY = this._height * (1 - this._anchor._y);\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n return this._bounds.getRectangle(rect);\n }\n return _super.prototype.getLocalBounds.call(this, rect);\n };\n /**\n * Checks if a point is inside this tiling sprite.\n * @param point - The point to check.\n * @returns Whether or not the sprite contains the point.\n */\n TilingSprite.prototype.containsPoint = function (point) {\n this.worldTransform.applyInverse(point, tempPoint);\n var width = this._width;\n var height = this._height;\n var x1 = -width * this.anchor._x;\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width) {\n var y1 = -height * this.anchor._y;\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Destroys this sprite and optionally its texture and children\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n */\n TilingSprite.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this, options);\n this.tileTransform = null;\n this.uvMatrix = null;\n };\n /**\n * Helper function that creates a new tiling sprite based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n * @static\n * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from\n * @param {object} options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {number} options.width - required width of the tiling sprite\n * @param {number} options.height - required height of the tiling sprite\n * @returns {PIXI.TilingSprite} The newly created texture\n */\n TilingSprite.from = function (source, options) {\n var texture = (source instanceof Texture)\n ? source\n : Texture.from(source, options);\n return new TilingSprite(texture, options.width, options.height);\n };\n Object.defineProperty(TilingSprite.prototype, \"width\", {\n /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this._width;\n },\n set: function (value) {\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(TilingSprite.prototype, \"height\", {\n /** The height of the TilingSprite, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this._height;\n },\n set: function (value) {\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n return TilingSprite;\n}(Sprite));\n\nvar fragmentSimpleSrc = \"#version 100\\n#define SHADER_NAME Tiling-Sprite-Simple-100\\n\\nprecision lowp float;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform vec4 uColor;\\n\\nvoid main(void)\\n{\\n vec4 texSample = texture2D(uSampler, vTextureCoord);\\n gl_FragColor = texSample * uColor;\\n}\\n\";\n\nvar gl1VertexSrc = \"#version 100\\n#define SHADER_NAME Tiling-Sprite-100\\n\\nprecision lowp float;\\n\\nattribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform mat3 uTransform;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\\n}\\n\";\n\nvar gl1FragmentSrc = \"#version 100\\n#ifdef GL_EXT_shader_texture_lod\\n #extension GL_EXT_shader_texture_lod : enable\\n#endif\\n#define SHADER_NAME Tiling-Sprite-100\\n\\nprecision lowp float;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform vec4 uColor;\\nuniform mat3 uMapCoord;\\nuniform vec4 uClampFrame;\\nuniform vec2 uClampOffset;\\n\\nvoid main(void)\\n{\\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\\n vec2 unclamped = coord;\\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\\n\\n #ifdef GL_EXT_shader_texture_lod\\n vec4 texSample = unclamped == coord\\n ? texture2D(uSampler, coord) \\n : texture2DLodEXT(uSampler, coord, 0);\\n #else\\n vec4 texSample = texture2D(uSampler, coord);\\n #endif\\n\\n gl_FragColor = texSample * uColor;\\n}\\n\";\n\nvar gl2VertexSrc = \"#version 300 es\\n#define SHADER_NAME Tiling-Sprite-300\\n\\nprecision lowp float;\\n\\nin vec2 aVertexPosition;\\nin vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform mat3 uTransform;\\n\\nout vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\\n}\\n\";\n\nvar gl2FragmentSrc = \"#version 300 es\\n#define SHADER_NAME Tiling-Sprite-100\\n\\nprecision lowp float;\\n\\nin vec2 vTextureCoord;\\n\\nout vec4 fragmentColor;\\n\\nuniform sampler2D uSampler;\\nuniform vec4 uColor;\\nuniform mat3 uMapCoord;\\nuniform vec4 uClampFrame;\\nuniform vec2 uClampOffset;\\n\\nvoid main(void)\\n{\\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\\n vec2 unclamped = coord;\\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\\n\\n vec4 texSample = texture(uSampler, coord, unclamped == coord ? 0.0f : -32.0f);// lod-bias very negative to force lod 0\\n\\n fragmentColor = texSample * uColor;\\n}\\n\";\n\nvar tempMat = new Matrix();\n/**\n * WebGL renderer plugin for tiling sprites\n * @class\n * @memberof PIXI\n * @extends PIXI.ObjectRenderer\n */\nvar TilingSpriteRenderer = /** @class */ (function (_super) {\n __extends(TilingSpriteRenderer, _super);\n /**\n * constructor for renderer\n * @param {PIXI.Renderer} renderer - The renderer this tiling awesomeness works for.\n */\n function TilingSpriteRenderer(renderer) {\n var _this = _super.call(this, renderer) || this;\n // WebGL version is not available during initialization!\n renderer.runners.contextChange.add(_this);\n _this.quad = new QuadUv();\n /**\n * The WebGL state in which this renderer will work.\n * @member {PIXI.State}\n * @readonly\n */\n _this.state = State.for2d();\n return _this;\n }\n /** Creates shaders when context is initialized. */\n TilingSpriteRenderer.prototype.contextChange = function () {\n var renderer = this.renderer;\n var uniforms = { globals: renderer.globalUniforms };\n this.simpleShader = Shader.from(gl1VertexSrc, fragmentSimpleSrc, uniforms);\n this.shader = renderer.context.webGLVersion > 1\n ? Shader.from(gl2VertexSrc, gl2FragmentSrc, uniforms)\n : Shader.from(gl1VertexSrc, gl1FragmentSrc, uniforms);\n };\n /**\n * @param {PIXI.TilingSprite} ts - tilingSprite to be rendered\n */\n TilingSpriteRenderer.prototype.render = function (ts) {\n var renderer = this.renderer;\n var quad = this.quad;\n var vertices = quad.vertices;\n vertices[0] = vertices[6] = (ts._width) * -ts.anchor.x;\n vertices[1] = vertices[3] = ts._height * -ts.anchor.y;\n vertices[2] = vertices[4] = (ts._width) * (1.0 - ts.anchor.x);\n vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y);\n var anchorX = ts.uvRespectAnchor ? ts.anchor.x : 0;\n var anchorY = ts.uvRespectAnchor ? ts.anchor.y : 0;\n vertices = quad.uvs;\n vertices[0] = vertices[6] = -anchorX;\n vertices[1] = vertices[3] = -anchorY;\n vertices[2] = vertices[4] = 1.0 - anchorX;\n vertices[5] = vertices[7] = 1.0 - anchorY;\n quad.invalidate();\n var tex = ts._texture;\n var baseTex = tex.baseTexture;\n var premultiplied = baseTex.alphaMode > 0;\n var lt = ts.tileTransform.localTransform;\n var uv = ts.uvMatrix;\n var isSimple = baseTex.isPowerOfTwo\n && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height;\n // auto, force repeat wrapMode for big tiling textures\n if (isSimple) {\n if (!baseTex._glTextures[renderer.CONTEXT_UID]) {\n if (baseTex.wrapMode === WRAP_MODES.CLAMP) {\n baseTex.wrapMode = WRAP_MODES.REPEAT;\n }\n }\n else {\n isSimple = baseTex.wrapMode !== WRAP_MODES.CLAMP;\n }\n }\n var shader = isSimple ? this.simpleShader : this.shader;\n var w = tex.width;\n var h = tex.height;\n var W = ts._width;\n var H = ts._height;\n tempMat.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H);\n // that part is the same as above:\n // tempMat.identity();\n // tempMat.scale(tex.width, tex.height);\n // tempMat.prepend(lt);\n // tempMat.scale(1.0 / ts._width, 1.0 / ts._height);\n tempMat.invert();\n if (isSimple) {\n tempMat.prepend(uv.mapCoord);\n }\n else {\n shader.uniforms.uMapCoord = uv.mapCoord.toArray(true);\n shader.uniforms.uClampFrame = uv.uClampFrame;\n shader.uniforms.uClampOffset = uv.uClampOffset;\n }\n shader.uniforms.uTransform = tempMat.toArray(true);\n shader.uniforms.uColor = premultiplyTintToRgba(ts.tint, ts.worldAlpha, shader.uniforms.uColor, premultiplied);\n shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true);\n shader.uniforms.uSampler = tex;\n renderer.shader.bind(shader);\n renderer.geometry.bind(quad);\n this.state.blendMode = correctBlendMode(ts.blendMode, premultiplied);\n renderer.state.set(this.state);\n renderer.geometry.draw(this.renderer.gl.TRIANGLES, 6, 0);\n };\n /** @ignore */\n TilingSpriteRenderer.extension = {\n name: 'tilingSprite',\n type: ExtensionType.RendererPlugin,\n };\n return TilingSpriteRenderer;\n}(ObjectRenderer));\n\nexport { TilingSprite, TilingSpriteRenderer };\n//# sourceMappingURL=sprite-tiling.mjs.map\n","/*!\n * @pixi/mesh - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/mesh is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { State, Program, TextureMatrix, Shader, Buffer, Geometry } from '@pixi/core';\nimport { Point, Polygon, Matrix } from '@pixi/math';\nimport { DRAW_MODES, TYPES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { settings } from '@pixi/settings';\nimport { premultiplyTintToRgba } from '@pixi/utils';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * Class controls cache for UV mapping from Texture normal space to BaseTexture normal space.\n * @memberof PIXI\n */\nvar MeshBatchUvs = /** @class */ (function () {\n /**\n * @param uvBuffer - Buffer with normalized uv's\n * @param uvMatrix - Material UV matrix\n */\n function MeshBatchUvs(uvBuffer, uvMatrix) {\n this.uvBuffer = uvBuffer;\n this.uvMatrix = uvMatrix;\n this.data = null;\n this._bufferUpdateId = -1;\n this._textureUpdateId = -1;\n this._updateID = 0;\n }\n /**\n * Updates\n * @param forceUpdate - force the update\n */\n MeshBatchUvs.prototype.update = function (forceUpdate) {\n if (!forceUpdate\n && this._bufferUpdateId === this.uvBuffer._updateID\n && this._textureUpdateId === this.uvMatrix._updateID) {\n return;\n }\n this._bufferUpdateId = this.uvBuffer._updateID;\n this._textureUpdateId = this.uvMatrix._updateID;\n var data = this.uvBuffer.data;\n if (!this.data || this.data.length !== data.length) {\n this.data = new Float32Array(data.length);\n }\n this.uvMatrix.multiplyUvs(data, this.data);\n this._updateID++;\n };\n return MeshBatchUvs;\n}());\n\nvar tempPoint = new Point();\nvar tempPolygon = new Polygon();\n/**\n * Base mesh class.\n *\n * This class empowers you to have maximum flexibility to render any kind of WebGL visuals you can think of.\n * This class assumes a certain level of WebGL knowledge.\n * If you know a bit this should abstract enough away to make your life easier!\n *\n * Pretty much ALL WebGL can be broken down into the following:\n * - Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc..\n * - Shader - This is the shader that PixiJS will render the geometry with (attributes in the shader must match the geometry)\n * - State - This is the state of WebGL required to render the mesh.\n *\n * Through a combination of the above elements you can render anything you want, 2D or 3D!\n * @memberof PIXI\n */\nvar Mesh = /** @class */ (function (_super) {\n __extends(Mesh, _super);\n /**\n * @param geometry - The geometry the mesh will use.\n * @param {PIXI.MeshMaterial} shader - The shader the mesh will use.\n * @param state - The state that the WebGL context is required to be in to render the mesh\n * if no state is provided, uses {@link PIXI.State.for2d} to create a 2D state for PixiJS.\n * @param drawMode - The drawMode, can be any of the {@link PIXI.DRAW_MODES} constants.\n */\n function Mesh(geometry, shader, state, drawMode) {\n if (drawMode === void 0) { drawMode = DRAW_MODES.TRIANGLES; }\n var _this = _super.call(this) || this;\n _this.geometry = geometry;\n _this.shader = shader;\n _this.state = state || State.for2d();\n _this.drawMode = drawMode;\n _this.start = 0;\n _this.size = 0;\n _this.uvs = null;\n _this.indices = null;\n _this.vertexData = new Float32Array(1);\n _this.vertexDirty = -1;\n _this._transformID = -1;\n _this._roundPixels = settings.ROUND_PIXELS;\n _this.batchUvs = null;\n return _this;\n }\n Object.defineProperty(Mesh.prototype, \"geometry\", {\n /**\n * Includes vertex positions, face indices, normals, colors, UVs, and\n * custom attributes within buffers, reducing the cost of passing all\n * this data to the GPU. Can be shared between multiple Mesh objects.\n */\n get: function () {\n return this._geometry;\n },\n set: function (value) {\n if (this._geometry === value) {\n return;\n }\n if (this._geometry) {\n this._geometry.refCount--;\n if (this._geometry.refCount === 0) {\n this._geometry.dispose();\n }\n }\n this._geometry = value;\n if (this._geometry) {\n this._geometry.refCount++;\n }\n this.vertexDirty = -1;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"uvBuffer\", {\n /**\n * To change mesh uv's, change its uvBuffer data and increment its _updateID.\n * @readonly\n */\n get: function () {\n return this.geometry.buffers[1];\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"verticesBuffer\", {\n /**\n * To change mesh vertices, change its uvBuffer data and increment its _updateID.\n * Incrementing _updateID is optional because most of Mesh objects do it anyway.\n * @readonly\n */\n get: function () {\n return this.geometry.buffers[0];\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"material\", {\n get: function () {\n return this.shader;\n },\n /** Alias for {@link PIXI.Mesh#shader}. */\n set: function (value) {\n this.shader = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"blendMode\", {\n get: function () {\n return this.state.blendMode;\n },\n /**\n * The blend mode to be applied to the Mesh. Apply a value of\n * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n * @default PIXI.BLEND_MODES.NORMAL;\n */\n set: function (value) {\n this.state.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"roundPixels\", {\n get: function () {\n return this._roundPixels;\n },\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n * @default false\n */\n set: function (value) {\n if (this._roundPixels !== value) {\n this._transformID = -1;\n }\n this._roundPixels = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"tint\", {\n /**\n * The multiply tint applied to the Mesh. This is a hex value. A value of\n * `0xFFFFFF` will remove any tint effect.\n *\n * Null for non-MeshMaterial shaders\n * @default 0xFFFFFF\n */\n get: function () {\n return 'tint' in this.shader ? this.shader.tint : null;\n },\n set: function (value) {\n this.shader.tint = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Mesh.prototype, \"texture\", {\n /** The texture that the Mesh uses. Null for non-MeshMaterial shaders */\n get: function () {\n return 'texture' in this.shader ? this.shader.texture : null;\n },\n set: function (value) {\n this.shader.texture = value;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Standard renderer draw.\n * @param renderer - Instance to renderer.\n */\n Mesh.prototype._render = function (renderer) {\n // set properties for batching..\n // TODO could use a different way to grab verts?\n var vertices = this.geometry.buffers[0].data;\n var shader = this.shader;\n // TODO benchmark check for attribute size..\n if (shader.batchable\n && this.drawMode === DRAW_MODES.TRIANGLES\n && vertices.length < Mesh.BATCHABLE_SIZE * 2) {\n this._renderToBatch(renderer);\n }\n else {\n this._renderDefault(renderer);\n }\n };\n /**\n * Standard non-batching way of rendering.\n * @param renderer - Instance to renderer.\n */\n Mesh.prototype._renderDefault = function (renderer) {\n var shader = this.shader;\n shader.alpha = this.worldAlpha;\n if (shader.update) {\n shader.update();\n }\n renderer.batch.flush();\n // bind and sync uniforms..\n shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true);\n renderer.shader.bind(shader);\n // set state..\n renderer.state.set(this.state);\n // bind the geometry...\n renderer.geometry.bind(this.geometry, shader);\n // then render it\n renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount);\n };\n /**\n * Rendering by using the Batch system.\n * @param renderer - Instance to renderer.\n */\n Mesh.prototype._renderToBatch = function (renderer) {\n var geometry = this.geometry;\n var shader = this.shader;\n if (shader.uvMatrix) {\n shader.uvMatrix.update();\n this.calculateUvs();\n }\n // set properties for batching..\n this.calculateVertices();\n this.indices = geometry.indexBuffer.data;\n this._tintRGB = shader._tintRGB;\n this._texture = shader.texture;\n var pluginName = this.material.pluginName;\n renderer.batch.setObjectRenderer(renderer.plugins[pluginName]);\n renderer.plugins[pluginName].render(this);\n };\n /** Updates vertexData field based on transform and vertices. */\n Mesh.prototype.calculateVertices = function () {\n var geometry = this.geometry;\n var verticesBuffer = geometry.buffers[0];\n var vertices = verticesBuffer.data;\n var vertexDirtyId = verticesBuffer._updateID;\n if (vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID) {\n return;\n }\n this._transformID = this.transform._worldID;\n if (this.vertexData.length !== vertices.length) {\n this.vertexData = new Float32Array(vertices.length);\n }\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var vertexData = this.vertexData;\n for (var i = 0; i < vertexData.length / 2; i++) {\n var x = vertices[(i * 2)];\n var y = vertices[(i * 2) + 1];\n vertexData[(i * 2)] = (a * x) + (c * y) + tx;\n vertexData[(i * 2) + 1] = (b * x) + (d * y) + ty;\n }\n if (this._roundPixels) {\n var resolution = settings.RESOLUTION;\n for (var i = 0; i < vertexData.length; ++i) {\n vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution);\n }\n }\n this.vertexDirty = vertexDirtyId;\n };\n /** Updates uv field based on from geometry uv's or batchUvs. */\n Mesh.prototype.calculateUvs = function () {\n var geomUvs = this.geometry.buffers[1];\n var shader = this.shader;\n if (!shader.uvMatrix.isSimple) {\n if (!this.batchUvs) {\n this.batchUvs = new MeshBatchUvs(geomUvs, shader.uvMatrix);\n }\n this.batchUvs.update();\n this.uvs = this.batchUvs.data;\n }\n else {\n this.uvs = geomUvs.data;\n }\n };\n /**\n * Updates the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.\n * there must be a aVertexPosition attribute present in the geometry for bounds to be calculated correctly.\n */\n Mesh.prototype._calculateBounds = function () {\n this.calculateVertices();\n this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length);\n };\n /**\n * Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES.\n * @param point - The point to test.\n * @returns - The result of the test.\n */\n Mesh.prototype.containsPoint = function (point) {\n if (!this.getBounds().contains(point.x, point.y)) {\n return false;\n }\n this.worldTransform.applyInverse(point, tempPoint);\n var vertices = this.geometry.getBuffer('aVertexPosition').data;\n var points = tempPolygon.points;\n var indices = this.geometry.getIndex().data;\n var len = indices.length;\n var step = this.drawMode === 4 ? 3 : 1;\n for (var i = 0; i + 2 < len; i += step) {\n var ind0 = indices[i] * 2;\n var ind1 = indices[i + 1] * 2;\n var ind2 = indices[i + 2] * 2;\n points[0] = vertices[ind0];\n points[1] = vertices[ind0 + 1];\n points[2] = vertices[ind1];\n points[3] = vertices[ind1 + 1];\n points[4] = vertices[ind2];\n points[5] = vertices[ind2 + 1];\n if (tempPolygon.contains(tempPoint.x, tempPoint.y)) {\n return true;\n }\n }\n return false;\n };\n Mesh.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this, options);\n if (this._cachedTexture) {\n this._cachedTexture.destroy();\n this._cachedTexture = null;\n }\n this.geometry = null;\n this.shader = null;\n this.state = null;\n this.uvs = null;\n this.indices = null;\n this.vertexData = null;\n };\n /** The maximum number of vertices to consider batchable. Generally, the complexity of the geometry. */\n Mesh.BATCHABLE_SIZE = 100;\n return Mesh;\n}(Container));\n\nvar fragment = \"varying vec2 vTextureCoord;\\nuniform vec4 uColor;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void)\\n{\\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;\\n}\\n\";\n\nvar vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform mat3 uTextureMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\\n}\\n\";\n\n/**\n * Slightly opinionated default shader for PixiJS 2D objects.\n * @memberof PIXI\n */\nvar MeshMaterial = /** @class */ (function (_super) {\n __extends(MeshMaterial, _super);\n /**\n * @param uSampler - Texture that material uses to render.\n * @param options - Additional options\n * @param {number} [options.alpha=1] - Default alpha.\n * @param {number} [options.tint=0xFFFFFF] - Default tint.\n * @param {string} [options.pluginName='batch'] - Renderer plugin for batching.\n * @param {PIXI.Program} [options.program=0xFFFFFF] - Custom program.\n * @param {object} [options.uniforms] - Custom uniforms.\n */\n function MeshMaterial(uSampler, options) {\n var _this = this;\n var uniforms = {\n uSampler: uSampler,\n alpha: 1,\n uTextureMatrix: Matrix.IDENTITY,\n uColor: new Float32Array([1, 1, 1, 1]),\n };\n // Set defaults\n options = Object.assign({\n tint: 0xFFFFFF,\n alpha: 1,\n pluginName: 'batch',\n }, options);\n if (options.uniforms) {\n Object.assign(uniforms, options.uniforms);\n }\n _this = _super.call(this, options.program || Program.from(vertex, fragment), uniforms) || this;\n _this._colorDirty = false;\n _this.uvMatrix = new TextureMatrix(uSampler);\n _this.batchable = options.program === undefined;\n _this.pluginName = options.pluginName;\n _this.tint = options.tint;\n _this.alpha = options.alpha;\n return _this;\n }\n Object.defineProperty(MeshMaterial.prototype, \"texture\", {\n /** Reference to the texture being rendered. */\n get: function () {\n return this.uniforms.uSampler;\n },\n set: function (value) {\n if (this.uniforms.uSampler !== value) {\n if (!this.uniforms.uSampler.baseTexture.alphaMode !== !value.baseTexture.alphaMode) {\n this._colorDirty = true;\n }\n this.uniforms.uSampler = value;\n this.uvMatrix.texture = value;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(MeshMaterial.prototype, \"alpha\", {\n get: function () {\n return this._alpha;\n },\n /**\n * This gets automatically set by the object using this.\n * @default 1\n */\n set: function (value) {\n if (value === this._alpha)\n { return; }\n this._alpha = value;\n this._colorDirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(MeshMaterial.prototype, \"tint\", {\n get: function () {\n return this._tint;\n },\n /**\n * Multiply tint for the material.\n * @default 0xFFFFFF\n */\n set: function (value) {\n if (value === this._tint)\n { return; }\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);\n this._colorDirty = true;\n },\n enumerable: false,\n configurable: true\n });\n /** Gets called automatically by the Mesh. Intended to be overridden for custom {@link MeshMaterial} objects. */\n MeshMaterial.prototype.update = function () {\n if (this._colorDirty) {\n this._colorDirty = false;\n var baseTexture = this.texture.baseTexture;\n premultiplyTintToRgba(this._tint, this._alpha, this.uniforms.uColor, baseTexture.alphaMode);\n }\n if (this.uvMatrix.update()) {\n this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord;\n }\n };\n return MeshMaterial;\n}(Shader));\n\n/**\n * Standard 2D geometry used in PixiJS.\n *\n * Geometry can be defined without passing in a style or data if required.\n *\n * ```js\n * const geometry = new PIXI.Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1], 2);\n * geometry.addIndex([0,1,2,1,3,2]);\n *\n * ```\n * @memberof PIXI\n */\nvar MeshGeometry = /** @class */ (function (_super) {\n __extends(MeshGeometry, _super);\n /**\n * @param {Float32Array|number[]} [vertices] - Positional data on geometry.\n * @param {Float32Array|number[]} [uvs] - Texture UVs.\n * @param {Uint16Array|number[]} [index] - IndexBuffer\n */\n function MeshGeometry(vertices, uvs, index) {\n var _this = _super.call(this) || this;\n var verticesBuffer = new Buffer(vertices);\n var uvsBuffer = new Buffer(uvs, true);\n var indexBuffer = new Buffer(index, true, true);\n _this.addAttribute('aVertexPosition', verticesBuffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', uvsBuffer, 2, false, TYPES.FLOAT)\n .addIndex(indexBuffer);\n _this._updateId = -1;\n return _this;\n }\n Object.defineProperty(MeshGeometry.prototype, \"vertexDirtyId\", {\n /**\n * If the vertex position is updated.\n * @readonly\n * @private\n */\n get: function () {\n return this.buffers[0]._updateID;\n },\n enumerable: false,\n configurable: true\n });\n return MeshGeometry;\n}(Geometry));\n\nexport { Mesh, MeshBatchUvs, MeshGeometry, MeshMaterial };\n//# sourceMappingURL=mesh.mjs.map\n","/*!\n * @pixi/text-bitmap - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/text-bitmap is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Rectangle, Point, ObservablePoint } from '@pixi/math';\nimport { settings } from '@pixi/settings';\nimport { MeshGeometry, MeshMaterial, Mesh } from '@pixi/mesh';\nimport { hex2rgb, string2hex, getResolutionOfUrl, removeItems } from '@pixi/utils';\nimport { BaseTexture, Texture, Program, ExtensionType } from '@pixi/core';\nimport { TEXT_GRADIENT, TextStyle, TextMetrics } from '@pixi/text';\nimport { ALPHA_MODES, MIPMAP_MODES, BLEND_MODES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { LoaderResource } from '@pixi/loaders';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/* eslint-disable max-len */\n/**\n * Normalized parsed data from .fnt files.\n * @memberof PIXI\n */\nvar BitmapFontData = /** @class */ (function () {\n function BitmapFontData() {\n this.info = [];\n this.common = [];\n this.page = [];\n this.char = [];\n this.kerning = [];\n this.distanceField = [];\n }\n return BitmapFontData;\n}());\n\n/**\n * BitmapFont format that's Text-based.\n * @private\n */\nvar TextFormat = /** @class */ (function () {\n function TextFormat() {\n }\n /**\n * Check if resource refers to txt font data.\n * @param data\n * @returns - True if resource could be treated as font data, false otherwise.\n */\n TextFormat.test = function (data) {\n return typeof data === 'string' && data.indexOf('info face=') === 0;\n };\n /**\n * Convert text font data to a javascript object.\n * @param txt - Raw string data to be converted\n * @returns - Parsed font data\n */\n TextFormat.parse = function (txt) {\n // Retrieve data item\n var items = txt.match(/^[a-z]+\\s+.+$/gm);\n var rawData = {\n info: [],\n common: [],\n page: [],\n char: [],\n chars: [],\n kerning: [],\n kernings: [],\n distanceField: [],\n };\n for (var i in items) {\n // Extract item name\n var name = items[i].match(/^[a-z]+/gm)[0];\n // Extract item attribute list as string ex.: \"width=10\"\n var attributeList = items[i].match(/[a-zA-Z]+=([^\\s\"']+|\"([^\"]*)\")/gm);\n // Convert attribute list into an object\n var itemData = {};\n for (var i_1 in attributeList) {\n // Split key-value pairs\n var split = attributeList[i_1].split('=');\n var key = split[0];\n // Remove eventual quotes from value\n var strValue = split[1].replace(/\"/gm, '');\n // Try to convert value into float\n var floatValue = parseFloat(strValue);\n // Use string value case float value is NaN\n var value = isNaN(floatValue) ? strValue : floatValue;\n itemData[key] = value;\n }\n // Push current item to the resulting data\n rawData[name].push(itemData);\n }\n var font = new BitmapFontData();\n rawData.info.forEach(function (info) { return font.info.push({\n face: info.face,\n size: parseInt(info.size, 10),\n }); });\n rawData.common.forEach(function (common) { return font.common.push({\n lineHeight: parseInt(common.lineHeight, 10),\n }); });\n rawData.page.forEach(function (page) { return font.page.push({\n id: parseInt(page.id, 10),\n file: page.file,\n }); });\n rawData.char.forEach(function (char) { return font.char.push({\n id: parseInt(char.id, 10),\n page: parseInt(char.page, 10),\n x: parseInt(char.x, 10),\n y: parseInt(char.y, 10),\n width: parseInt(char.width, 10),\n height: parseInt(char.height, 10),\n xoffset: parseInt(char.xoffset, 10),\n yoffset: parseInt(char.yoffset, 10),\n xadvance: parseInt(char.xadvance, 10),\n }); });\n rawData.kerning.forEach(function (kerning) { return font.kerning.push({\n first: parseInt(kerning.first, 10),\n second: parseInt(kerning.second, 10),\n amount: parseInt(kerning.amount, 10),\n }); });\n rawData.distanceField.forEach(function (df) { return font.distanceField.push({\n distanceRange: parseInt(df.distanceRange, 10),\n fieldType: df.fieldType,\n }); });\n return font;\n };\n return TextFormat;\n}());\n\n/**\n * BitmapFont format that's XML-based.\n * @private\n */\nvar XMLFormat = /** @class */ (function () {\n function XMLFormat() {\n }\n /**\n * Check if resource refers to xml font data.\n * @param data\n * @returns - True if resource could be treated as font data, false otherwise.\n */\n XMLFormat.test = function (data) {\n return data instanceof XMLDocument\n && data.getElementsByTagName('page').length\n && data.getElementsByTagName('info')[0].getAttribute('face') !== null;\n };\n /**\n * Convert the XML into BitmapFontData that we can use.\n * @param xml\n * @returns - Data to use for BitmapFont\n */\n XMLFormat.parse = function (xml) {\n var data = new BitmapFontData();\n var info = xml.getElementsByTagName('info');\n var common = xml.getElementsByTagName('common');\n var page = xml.getElementsByTagName('page');\n var char = xml.getElementsByTagName('char');\n var kerning = xml.getElementsByTagName('kerning');\n var distanceField = xml.getElementsByTagName('distanceField');\n for (var i = 0; i < info.length; i++) {\n data.info.push({\n face: info[i].getAttribute('face'),\n size: parseInt(info[i].getAttribute('size'), 10),\n });\n }\n for (var i = 0; i < common.length; i++) {\n data.common.push({\n lineHeight: parseInt(common[i].getAttribute('lineHeight'), 10),\n });\n }\n for (var i = 0; i < page.length; i++) {\n data.page.push({\n id: parseInt(page[i].getAttribute('id'), 10) || 0,\n file: page[i].getAttribute('file'),\n });\n }\n for (var i = 0; i < char.length; i++) {\n var letter = char[i];\n data.char.push({\n id: parseInt(letter.getAttribute('id'), 10),\n page: parseInt(letter.getAttribute('page'), 10) || 0,\n x: parseInt(letter.getAttribute('x'), 10),\n y: parseInt(letter.getAttribute('y'), 10),\n width: parseInt(letter.getAttribute('width'), 10),\n height: parseInt(letter.getAttribute('height'), 10),\n xoffset: parseInt(letter.getAttribute('xoffset'), 10),\n yoffset: parseInt(letter.getAttribute('yoffset'), 10),\n xadvance: parseInt(letter.getAttribute('xadvance'), 10),\n });\n }\n for (var i = 0; i < kerning.length; i++) {\n data.kerning.push({\n first: parseInt(kerning[i].getAttribute('first'), 10),\n second: parseInt(kerning[i].getAttribute('second'), 10),\n amount: parseInt(kerning[i].getAttribute('amount'), 10),\n });\n }\n for (var i = 0; i < distanceField.length; i++) {\n data.distanceField.push({\n fieldType: distanceField[i].getAttribute('fieldType'),\n distanceRange: parseInt(distanceField[i].getAttribute('distanceRange'), 10),\n });\n }\n return data;\n };\n return XMLFormat;\n}());\n\n/**\n * BitmapFont format that's XML-based.\n * @private\n */\nvar XMLStringFormat = /** @class */ (function () {\n function XMLStringFormat() {\n }\n /**\n * Check if resource refers to text xml font data.\n * @param data\n * @returns - True if resource could be treated as font data, false otherwise.\n */\n XMLStringFormat.test = function (data) {\n if (typeof data === 'string' && data.indexOf('') > -1) {\n var xml = new globalThis.DOMParser().parseFromString(data, 'text/xml');\n return XMLFormat.test(xml);\n }\n return false;\n };\n /**\n * Convert the text XML into BitmapFontData that we can use.\n * @param xmlTxt\n * @returns - Data to use for BitmapFont\n */\n XMLStringFormat.parse = function (xmlTxt) {\n var xml = new globalThis.DOMParser().parseFromString(xmlTxt, 'text/xml');\n return XMLFormat.parse(xml);\n };\n return XMLStringFormat;\n}());\n\n// Registered formats, maybe make this extensible in the future?\nvar formats = [\n TextFormat,\n XMLFormat,\n XMLStringFormat ];\n/**\n * Auto-detect BitmapFont parsing format based on data.\n * @private\n * @param {any} data - Data to detect format\n * @returns {any} Format or null\n */\nfunction autoDetectFormat(data) {\n for (var i = 0; i < formats.length; i++) {\n if (formats[i].test(data)) {\n return formats[i];\n }\n }\n return null;\n}\n\n// TODO: Prevent code duplication b/w generateFillStyle & Text#generateFillStyle\n/**\n * Generates the fill style. Can automatically generate a gradient based on the fill style being an array\n * @private\n * @param canvas\n * @param context\n * @param {object} style - The style.\n * @param resolution\n * @param {string[]} lines - The lines of text.\n * @param metrics\n * @returns {string|number|CanvasGradient} The fill style\n */\nfunction generateFillStyle(canvas, context, style, resolution, lines, metrics) {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n var fillStyle = style.fill;\n if (!Array.isArray(fillStyle)) {\n return fillStyle;\n }\n else if (fillStyle.length === 1) {\n return fillStyle[0];\n }\n // the gradient will be evenly spaced out according to how large the array is.\n // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75\n var gradient;\n // a dropshadow will enlarge the canvas and result in the gradient being\n // generated with the incorrect dimensions\n var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0;\n // should also take padding into account, padding can offset the gradient\n var padding = style.padding || 0;\n var width = (canvas.width / resolution) - dropShadowCorrection - (padding * 2);\n var height = (canvas.height / resolution) - dropShadowCorrection - (padding * 2);\n // make a copy of the style settings, so we can manipulate them later\n var fill = fillStyle.slice();\n var fillGradientStops = style.fillGradientStops.slice();\n // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75\n if (!fillGradientStops.length) {\n var lengthPlus1 = fill.length + 1;\n for (var i = 1; i < lengthPlus1; ++i) {\n fillGradientStops.push(i / lengthPlus1);\n }\n }\n // stop the bleeding of the last gradient on the line above to the top gradient of the this line\n // by hard defining the first gradient colour at point 0, and last gradient colour at point 1\n fill.unshift(fillStyle[0]);\n fillGradientStops.unshift(0);\n fill.push(fillStyle[fillStyle.length - 1]);\n fillGradientStops.push(1);\n if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) {\n // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas\n gradient = context.createLinearGradient(width / 2, padding, width / 2, height + padding);\n // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect\n // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875\n // There's potential for floating point precision issues at the seams between gradient repeats.\n // The loop below generates the stops in order, so track the last generated one to prevent\n // floating point precision from making us go the teeniest bit backwards, resulting in\n // the first and last colors getting swapped.\n var lastIterationStop = 0;\n // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc\n var textHeight = metrics.fontProperties.fontSize + style.strokeThickness;\n // textHeight, but as a 0-1 size in global gradient stop space\n var gradStopLineHeight = textHeight / height;\n for (var i = 0; i < lines.length; i++) {\n var thisLineTop = metrics.lineHeight * i;\n for (var j = 0; j < fill.length; j++) {\n // 0-1 stop point for the current line, multiplied to global space afterwards\n var lineStop = 0;\n if (typeof fillGradientStops[j] === 'number') {\n lineStop = fillGradientStops[j];\n }\n else {\n lineStop = j / fill.length;\n }\n var globalStop = (thisLineTop / height) + (lineStop * gradStopLineHeight);\n // Prevent color stop generation going backwards from floating point imprecision\n var clampedStop = Math.max(lastIterationStop, globalStop);\n clampedStop = Math.min(clampedStop, 1); // Cap at 1 as well for safety's sake to avoid a possible throw.\n gradient.addColorStop(clampedStop, fill[j]);\n lastIterationStop = clampedStop;\n }\n }\n }\n else {\n // start the gradient at the center left of the canvas, and end at the center right of the canvas\n gradient = context.createLinearGradient(padding, height / 2, width + padding, height / 2);\n // can just evenly space out the gradients in this case, as multiple lines makes no difference\n // to an even left to right gradient\n var totalIterations = fill.length + 1;\n var currentIteration = 1;\n for (var i = 0; i < fill.length; i++) {\n var stop = void 0;\n if (typeof fillGradientStops[i] === 'number') {\n stop = fillGradientStops[i];\n }\n else {\n stop = currentIteration / totalIterations;\n }\n gradient.addColorStop(stop, fill[i]);\n currentIteration++;\n }\n }\n return gradient;\n}\n\n// TODO: Prevent code duplication b/w drawGlyph & Text#updateText\n/**\n * Draws the glyph `metrics.text` on the given canvas.\n *\n * Ignored because not directly exposed.\n * @ignore\n * @param {HTMLCanvasElement} canvas\n * @param {CanvasRenderingContext2D} context\n * @param {TextMetrics} metrics\n * @param {number} x\n * @param {number} y\n * @param {number} resolution\n * @param {TextStyle} style\n */\nfunction drawGlyph(canvas, context, metrics, x, y, resolution, style) {\n var char = metrics.text;\n var fontProperties = metrics.fontProperties;\n context.translate(x, y);\n context.scale(resolution, resolution);\n var tx = style.strokeThickness / 2;\n var ty = -(style.strokeThickness / 2);\n context.font = style.toFontString();\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n // set canvas text styles\n context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics);\n context.strokeStyle = style.stroke;\n if (style.dropShadow) {\n var dropShadowColor = style.dropShadowColor;\n var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor));\n var dropShadowBlur = style.dropShadowBlur * resolution;\n var dropShadowDistance = style.dropShadowDistance * resolution;\n context.shadowColor = \"rgba(\" + rgb[0] * 255 + \",\" + rgb[1] * 255 + \",\" + rgb[2] * 255 + \",\" + style.dropShadowAlpha + \")\";\n context.shadowBlur = dropShadowBlur;\n context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance;\n context.shadowOffsetY = Math.sin(style.dropShadowAngle) * dropShadowDistance;\n }\n else {\n context.shadowColor = 'black';\n context.shadowBlur = 0;\n context.shadowOffsetX = 0;\n context.shadowOffsetY = 0;\n }\n if (style.stroke && style.strokeThickness) {\n context.strokeText(char, tx, ty + metrics.lineHeight - fontProperties.descent);\n }\n if (style.fill) {\n context.fillText(char, tx, ty + metrics.lineHeight - fontProperties.descent);\n }\n context.setTransform(1, 0, 0, 1, 0, 0); // defaults needed for older browsers (e.g. Opera 29)\n context.fillStyle = 'rgba(0, 0, 0, 0)';\n}\n\n/**\n * Ponyfill for IE because it doesn't support `Array.from`\n * @param text\n * @private\n */\nfunction splitTextToCharacters(text) {\n return Array.from ? Array.from(text) : text.split('');\n}\n\n/**\n * Processes the passed character set data and returns a flattened array of all the characters.\n *\n * Ignored because not directly exposed.\n * @ignore\n * @param {string | string[] | string[][] } chars\n * @returns {string[]} the flattened array of characters\n */\nfunction resolveCharacters(chars) {\n // Split the chars string into individual characters\n if (typeof chars === 'string') {\n chars = [chars];\n }\n // Handle an array of characters+ranges\n var result = [];\n for (var i = 0, j = chars.length; i < j; i++) {\n var item = chars[i];\n // Handle range delimited by start/end chars\n if (Array.isArray(item)) {\n if (item.length !== 2) {\n throw new Error(\"[BitmapFont]: Invalid character range length, expecting 2 got \" + item.length + \".\");\n }\n var startCode = item[0].charCodeAt(0);\n var endCode = item[1].charCodeAt(0);\n if (endCode < startCode) {\n throw new Error('[BitmapFont]: Invalid character range.');\n }\n for (var i_1 = startCode, j_1 = endCode; i_1 <= j_1; i_1++) {\n result.push(String.fromCharCode(i_1));\n }\n }\n // Handle a character set string\n else {\n result.push.apply(result, splitTextToCharacters(item));\n }\n }\n if (result.length === 0) {\n throw new Error('[BitmapFont]: Empty set when resolving characters.');\n }\n return result;\n}\n\n/**\n * Ponyfill for IE because it doesn't support `codePointAt`\n * @param str\n * @private\n */\nfunction extractCharCode(str) {\n return str.codePointAt ? str.codePointAt(0) : str.charCodeAt(0);\n}\n\n/**\n * BitmapFont represents a typeface available for use with the BitmapText class. Use the `install`\n * method for adding a font to be used.\n * @memberof PIXI\n */\nvar BitmapFont = /** @class */ (function () {\n /**\n * @param data\n * @param textures\n * @param ownsTextures - Setting to `true` will destroy page textures\n * when the font is uninstalled.\n */\n function BitmapFont(data, textures, ownsTextures) {\n var _a, _b;\n var info = data.info[0];\n var common = data.common[0];\n var page = data.page[0];\n var distanceField = data.distanceField[0];\n var res = getResolutionOfUrl(page.file);\n var pageTextures = {};\n this._ownsTextures = ownsTextures;\n this.font = info.face;\n this.size = info.size;\n this.lineHeight = common.lineHeight / res;\n this.chars = {};\n this.pageTextures = pageTextures;\n // Convert the input Texture, Textures or object\n // into a page Texture lookup by \"id\"\n for (var i = 0; i < data.page.length; i++) {\n var _c = data.page[i], id = _c.id, file = _c.file;\n pageTextures[id] = textures instanceof Array\n ? textures[i] : textures[file];\n // only MSDF and SDF fonts need no-premultiplied-alpha\n if ((distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) && distanceField.fieldType !== 'none') {\n pageTextures[id].baseTexture.alphaMode = ALPHA_MODES.NO_PREMULTIPLIED_ALPHA;\n pageTextures[id].baseTexture.mipmap = MIPMAP_MODES.OFF;\n }\n }\n // parse letters\n for (var i = 0; i < data.char.length; i++) {\n var _d = data.char[i], id = _d.id, page_1 = _d.page;\n var _e = data.char[i], x = _e.x, y = _e.y, width = _e.width, height = _e.height, xoffset = _e.xoffset, yoffset = _e.yoffset, xadvance = _e.xadvance;\n x /= res;\n y /= res;\n width /= res;\n height /= res;\n xoffset /= res;\n yoffset /= res;\n xadvance /= res;\n var rect = new Rectangle(x + (pageTextures[page_1].frame.x / res), y + (pageTextures[page_1].frame.y / res), width, height);\n this.chars[id] = {\n xOffset: xoffset,\n yOffset: yoffset,\n xAdvance: xadvance,\n kerning: {},\n texture: new Texture(pageTextures[page_1].baseTexture, rect),\n page: page_1,\n };\n }\n // parse kernings\n for (var i = 0; i < data.kerning.length; i++) {\n var _f = data.kerning[i], first = _f.first, second = _f.second, amount = _f.amount;\n first /= res;\n second /= res;\n amount /= res;\n if (this.chars[second]) {\n this.chars[second].kerning[first] = amount;\n }\n }\n // Store distance field information\n this.distanceFieldRange = distanceField === null || distanceField === void 0 ? void 0 : distanceField.distanceRange;\n this.distanceFieldType = (_b = (_a = distanceField === null || distanceField === void 0 ? void 0 : distanceField.fieldType) === null || _a === void 0 ? void 0 : _a.toLowerCase()) !== null && _b !== void 0 ? _b : 'none';\n }\n /** Remove references to created glyph textures. */\n BitmapFont.prototype.destroy = function () {\n for (var id in this.chars) {\n this.chars[id].texture.destroy();\n this.chars[id].texture = null;\n }\n for (var id in this.pageTextures) {\n if (this._ownsTextures) {\n this.pageTextures[id].destroy(true);\n }\n this.pageTextures[id] = null;\n }\n // Set readonly null.\n this.chars = null;\n this.pageTextures = null;\n };\n /**\n * Register a new bitmap font.\n * @param data - The\n * characters map that could be provided as xml or raw string.\n * @param textures - List of textures for each page.\n * @param ownsTextures - Set to `true` to destroy page textures\n * when the font is uninstalled. By default fonts created with\n * `BitmapFont.from` or from the `BitmapFontLoader` are `true`.\n * @returns {PIXI.BitmapFont} Result font object with font, size, lineHeight\n * and char fields.\n */\n BitmapFont.install = function (data, textures, ownsTextures) {\n var fontData;\n if (data instanceof BitmapFontData) {\n fontData = data;\n }\n else {\n var format = autoDetectFormat(data);\n if (!format) {\n throw new Error('Unrecognized data format for font.');\n }\n fontData = format.parse(data);\n }\n // Single texture, convert to list\n if (textures instanceof Texture) {\n textures = [textures];\n }\n var font = new BitmapFont(fontData, textures, ownsTextures);\n BitmapFont.available[font.font] = font;\n return font;\n };\n /**\n * Remove bitmap font by name.\n * @param name - Name of the font to uninstall.\n */\n BitmapFont.uninstall = function (name) {\n var font = BitmapFont.available[name];\n if (!font) {\n throw new Error(\"No font found named '\" + name + \"'\");\n }\n font.destroy();\n delete BitmapFont.available[name];\n };\n /**\n * Generates a bitmap-font for the given style and character set. This does not support\n * kernings yet. With `style` properties, only the following non-layout properties are used:\n *\n * - {@link PIXI.TextStyle#dropShadow|dropShadow}\n * - {@link PIXI.TextStyle#dropShadowDistance|dropShadowDistance}\n * - {@link PIXI.TextStyle#dropShadowColor|dropShadowColor}\n * - {@link PIXI.TextStyle#dropShadowBlur|dropShadowBlur}\n * - {@link PIXI.TextStyle#dropShadowAngle|dropShadowAngle}\n * - {@link PIXI.TextStyle#fill|fill}\n * - {@link PIXI.TextStyle#fillGradientStops|fillGradientStops}\n * - {@link PIXI.TextStyle#fillGradientType|fillGradientType}\n * - {@link PIXI.TextStyle#fontFamily|fontFamily}\n * - {@link PIXI.TextStyle#fontSize|fontSize}\n * - {@link PIXI.TextStyle#fontVariant|fontVariant}\n * - {@link PIXI.TextStyle#fontWeight|fontWeight}\n * - {@link PIXI.TextStyle#lineJoin|lineJoin}\n * - {@link PIXI.TextStyle#miterLimit|miterLimit}\n * - {@link PIXI.TextStyle#stroke|stroke}\n * - {@link PIXI.TextStyle#strokeThickness|strokeThickness}\n * - {@link PIXI.TextStyle#textBaseline|textBaseline}\n * @param name - The name of the custom font to use with BitmapText.\n * @param textStyle - Style options to render with BitmapFont.\n * @param options - Setup options for font or name of the font.\n * @param {string|string[]|string[][]} [options.chars=PIXI.BitmapFont.ALPHANUMERIC] - characters included\n * in the font set. You can also use ranges. For example, `[['a', 'z'], ['A', 'Z'], \"!@#$%^&*()~{}[] \"]`.\n * Don't forget to include spaces ' ' in your character set!\n * @param {number} [options.resolution=1] - Render resolution for glyphs.\n * @param {number} [options.textureWidth=512] - Optional width of atlas, smaller values to reduce memory.\n * @param {number} [options.textureHeight=512] - Optional height of atlas, smaller values to reduce memory.\n * @param {number} [options.padding=4] - Padding between glyphs on texture atlas.\n * @returns Font generated by style options.\n * @example\n * PIXI.BitmapFont.from(\"TitleFont\", {\n * fontFamily: \"Arial\",\n * fontSize: 12,\n * strokeThickness: 2,\n * fill: \"purple\"\n * });\n *\n * const title = new PIXI.BitmapText(\"This is the title\", { fontName: \"TitleFont\" });\n */\n BitmapFont.from = function (name, textStyle, options) {\n if (!name) {\n throw new Error('[BitmapFont] Property `name` is required.');\n }\n var _a = Object.assign({}, BitmapFont.defaultOptions, options), chars = _a.chars, padding = _a.padding, resolution = _a.resolution, textureWidth = _a.textureWidth, textureHeight = _a.textureHeight;\n var charsList = resolveCharacters(chars);\n var style = textStyle instanceof TextStyle ? textStyle : new TextStyle(textStyle);\n var lineWidth = textureWidth;\n var fontData = new BitmapFontData();\n fontData.info[0] = {\n face: style.fontFamily,\n size: style.fontSize,\n };\n fontData.common[0] = {\n lineHeight: style.fontSize,\n };\n var positionX = 0;\n var positionY = 0;\n var canvas;\n var context;\n var baseTexture;\n var maxCharHeight = 0;\n var textures = [];\n for (var i = 0; i < charsList.length; i++) {\n if (!canvas) {\n canvas = settings.ADAPTER.createCanvas();\n canvas.width = textureWidth;\n canvas.height = textureHeight;\n context = canvas.getContext('2d');\n baseTexture = new BaseTexture(canvas, { resolution: resolution });\n textures.push(new Texture(baseTexture));\n fontData.page.push({\n id: textures.length - 1,\n file: '',\n });\n }\n // Measure glyph dimensions\n var character = charsList[i];\n var metrics = TextMetrics.measureText(character, style, false, canvas);\n var width = metrics.width;\n var height = Math.ceil(metrics.height);\n // This is ugly - but italics are given more space so they don't overlap\n var textureGlyphWidth = Math.ceil((style.fontStyle === 'italic' ? 2 : 1) * width);\n // Can't fit char anymore: next canvas please!\n if (positionY >= textureHeight - (height * resolution)) {\n if (positionY === 0) {\n // We don't want user debugging an infinite loop (or do we? :)\n throw new Error(\"[BitmapFont] textureHeight \" + textureHeight + \"px is too small \"\n + (\"(fontFamily: '\" + style.fontFamily + \"', fontSize: \" + style.fontSize + \"px, char: '\" + character + \"')\"));\n }\n --i;\n // Create new atlas once current has filled up\n canvas = null;\n context = null;\n baseTexture = null;\n positionY = 0;\n positionX = 0;\n maxCharHeight = 0;\n continue;\n }\n maxCharHeight = Math.max(height + metrics.fontProperties.descent, maxCharHeight);\n // Wrap line once full row has been rendered\n if ((textureGlyphWidth * resolution) + positionX >= lineWidth) {\n if (positionX === 0) {\n // Avoid infinite loop (There can be some very wide char like '\\uFDFD'!)\n throw new Error(\"[BitmapFont] textureWidth \" + textureWidth + \"px is too small \"\n + (\"(fontFamily: '\" + style.fontFamily + \"', fontSize: \" + style.fontSize + \"px, char: '\" + character + \"')\"));\n }\n --i;\n positionY += maxCharHeight * resolution;\n positionY = Math.ceil(positionY);\n positionX = 0;\n maxCharHeight = 0;\n continue;\n }\n drawGlyph(canvas, context, metrics, positionX, positionY, resolution, style);\n // Unique (numeric) ID mapping to this glyph\n var id = extractCharCode(metrics.text);\n // Create a texture holding just the glyph\n fontData.char.push({\n id: id,\n page: textures.length - 1,\n x: positionX / resolution,\n y: positionY / resolution,\n width: textureGlyphWidth,\n height: height,\n xoffset: 0,\n yoffset: 0,\n xadvance: Math.ceil(width\n - (style.dropShadow ? style.dropShadowDistance : 0)\n - (style.stroke ? style.strokeThickness : 0)),\n });\n positionX += (textureGlyphWidth + (2 * padding)) * resolution;\n positionX = Math.ceil(positionX);\n }\n // Brute-force kerning info, this can be expensive b/c it's an O(n²),\n // but we're using measureText which is native and fast.\n for (var i = 0, len = charsList.length; i < len; i++) {\n var first = charsList[i];\n for (var j = 0; j < len; j++) {\n var second = charsList[j];\n var c1 = context.measureText(first).width;\n var c2 = context.measureText(second).width;\n var total = context.measureText(first + second).width;\n var amount = total - (c1 + c2);\n if (amount) {\n fontData.kerning.push({\n first: extractCharCode(first),\n second: extractCharCode(second),\n amount: amount,\n });\n }\n }\n }\n var font = new BitmapFont(fontData, textures, true);\n // Make it easier to replace a font\n if (BitmapFont.available[name] !== undefined) {\n BitmapFont.uninstall(name);\n }\n BitmapFont.available[name] = font;\n return font;\n };\n /**\n * This character set includes all the letters in the alphabet (both lower- and upper- case).\n * @type {string[][]}\n * @example\n * BitmapFont.from(\"ExampleFont\", style, { chars: BitmapFont.ALPHA })\n */\n BitmapFont.ALPHA = [['a', 'z'], ['A', 'Z'], ' '];\n /**\n * This character set includes all decimal digits (from 0 to 9).\n * @type {string[][]}\n * @example\n * BitmapFont.from(\"ExampleFont\", style, { chars: BitmapFont.NUMERIC })\n */\n BitmapFont.NUMERIC = [['0', '9']];\n /**\n * This character set is the union of `BitmapFont.ALPHA` and `BitmapFont.NUMERIC`.\n * @type {string[][]}\n */\n BitmapFont.ALPHANUMERIC = [['a', 'z'], ['A', 'Z'], ['0', '9'], ' '];\n /**\n * This character set consists of all the ASCII table.\n * @member {string[][]}\n * @see http://www.asciitable.com/\n */\n BitmapFont.ASCII = [[' ', '~']];\n /**\n * Collection of default options when using `BitmapFont.from`.\n * @property {number} [resolution=1] -\n * @property {number} [textureWidth=512] -\n * @property {number} [textureHeight=512] -\n * @property {number} [padding=4] -\n * @property {string|string[]|string[][]} chars = PIXI.BitmapFont.ALPHANUMERIC\n */\n BitmapFont.defaultOptions = {\n resolution: 1,\n textureWidth: 512,\n textureHeight: 512,\n padding: 4,\n chars: BitmapFont.ALPHANUMERIC,\n };\n /** Collection of available/installed fonts. */\n BitmapFont.available = {};\n return BitmapFont;\n}());\n\nvar msdfFrag = \"// Pixi texture info\\r\\nvarying vec2 vTextureCoord;\\r\\nuniform sampler2D uSampler;\\r\\n\\r\\n// Tint\\r\\nuniform vec4 uColor;\\r\\n\\r\\n// on 2D applications fwidth is screenScale / glyphAtlasScale * distanceFieldRange\\r\\nuniform float uFWidth;\\r\\n\\r\\nvoid main(void) {\\r\\n\\r\\n // To stack MSDF and SDF we need a non-pre-multiplied-alpha texture.\\r\\n vec4 texColor = texture2D(uSampler, vTextureCoord);\\r\\n\\r\\n // MSDF\\r\\n float median = texColor.r + texColor.g + texColor.b -\\r\\n min(texColor.r, min(texColor.g, texColor.b)) -\\r\\n max(texColor.r, max(texColor.g, texColor.b));\\r\\n // SDF\\r\\n median = min(median, texColor.a);\\r\\n\\r\\n float screenPxDistance = uFWidth * (median - 0.5);\\r\\n float alpha = clamp(screenPxDistance + 0.5, 0.0, 1.0);\\r\\n if (median < 0.01) {\\r\\n alpha = 0.0;\\r\\n } else if (median > 0.99) {\\r\\n alpha = 1.0;\\r\\n }\\r\\n\\r\\n // NPM Textures, NPM outputs\\r\\n gl_FragColor = vec4(uColor.rgb, uColor.a * alpha);\\r\\n\\r\\n}\\r\\n\";\n\nvar msdfVert = \"// Mesh material default fragment\\r\\nattribute vec2 aVertexPosition;\\r\\nattribute vec2 aTextureCoord;\\r\\n\\r\\nuniform mat3 projectionMatrix;\\r\\nuniform mat3 translationMatrix;\\r\\nuniform mat3 uTextureMatrix;\\r\\n\\r\\nvarying vec2 vTextureCoord;\\r\\n\\r\\nvoid main(void)\\r\\n{\\r\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\r\\n\\r\\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\\r\\n}\\r\\n\";\n\n// If we ever need more than two pools, please make a Dict or something better.\nvar pageMeshDataDefaultPageMeshData = [];\nvar pageMeshDataMSDFPageMeshData = [];\nvar charRenderDataPool = [];\n/**\n * A BitmapText object will create a line or multiple lines of text using bitmap font.\n *\n * The primary advantage of this class over Text is that all of your textures are pre-generated and loading,\n * meaning that rendering is fast, and changing text has no performance implications.\n *\n * Supporting character sets other than latin, such as CJK languages, may be impractical due to the number of characters.\n *\n * To split a line you can use '\\n', '\\r' or '\\r\\n' in your string.\n *\n * PixiJS can auto-generate fonts on-the-fly using BitmapFont or use fnt files provided by:\n * http://www.angelcode.com/products/bmfont/ for Windows or\n * http://www.bmglyph.com/ for Mac.\n *\n * You can also use SDF, MSDF and MTSDF BitmapFonts for vector-like scaling appearance provided by:\n * https://github.com/soimy/msdf-bmfont-xml for SDF and MSDF fnt files or\n * https://github.com/Chlumsky/msdf-atlas-gen for SDF, MSDF and MTSDF json files\n *\n * A BitmapText can only be created when the font is loaded.\n *\n * ```js\n * // in this case the font is in a file called 'desyrel.fnt'\n * let bitmapText = new PIXI.BitmapText(\"text using a fancy font!\", {\n * fontName: \"Desyrel\",\n * fontSize: 35,\n * align: \"right\"\n * });\n * ```\n * @memberof PIXI\n */\nvar BitmapText = /** @class */ (function (_super) {\n __extends(BitmapText, _super);\n /**\n * @param text - A string that you would like the text to display.\n * @param style - The style parameters.\n * @param {string} style.fontName - The installed BitmapFont name.\n * @param {number} [style.fontSize] - The size of the font in pixels, e.g. 24. If undefined,\n *. this will default to the BitmapFont size.\n * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center', 'right' or 'justify'),\n * does not affect single line text.\n * @param {number} [style.tint=0xFFFFFF] - The tint color.\n * @param {number} [style.letterSpacing=0] - The amount of spacing between letters.\n * @param {number} [style.maxWidth=0] - The max width of the text before line wrapping.\n */\n function BitmapText(text, style) {\n if (style === void 0) { style = {}; }\n var _this = _super.call(this) || this;\n /**\n * Private tracker for the current tint.\n * @private\n */\n _this._tint = 0xFFFFFF;\n // Apply the defaults\n var _a = Object.assign({}, BitmapText.styleDefaults, style), align = _a.align, tint = _a.tint, maxWidth = _a.maxWidth, letterSpacing = _a.letterSpacing, fontName = _a.fontName, fontSize = _a.fontSize;\n if (!BitmapFont.available[fontName]) {\n throw new Error(\"Missing BitmapFont \\\"\" + fontName + \"\\\"\");\n }\n _this._activePagesMeshData = [];\n _this._textWidth = 0;\n _this._textHeight = 0;\n _this._align = align;\n _this._tint = tint;\n _this._font = undefined;\n _this._fontName = fontName;\n _this._fontSize = fontSize;\n _this.text = text;\n _this._maxWidth = maxWidth;\n _this._maxLineHeight = 0;\n _this._letterSpacing = letterSpacing;\n _this._anchor = new ObservablePoint(function () { _this.dirty = true; }, _this, 0, 0);\n _this._roundPixels = settings.ROUND_PIXELS;\n _this.dirty = true;\n _this._resolution = settings.RESOLUTION;\n _this._autoResolution = true;\n _this._textureCache = {};\n return _this;\n }\n /** Renders text and updates it when needed. This should only be called if the BitmapFont is regenerated. */\n BitmapText.prototype.updateText = function () {\n var _a;\n var data = BitmapFont.available[this._fontName];\n var fontSize = this.fontSize;\n var scale = fontSize / data.size;\n var pos = new Point();\n var chars = [];\n var lineWidths = [];\n var lineSpaces = [];\n var text = this._text.replace(/(?:\\r\\n|\\r)/g, '\\n') || ' ';\n var charsInput = splitTextToCharacters(text);\n var maxWidth = this._maxWidth * data.size / fontSize;\n var pageMeshDataPool = data.distanceFieldType === 'none'\n ? pageMeshDataDefaultPageMeshData : pageMeshDataMSDFPageMeshData;\n var prevCharCode = null;\n var lastLineWidth = 0;\n var maxLineWidth = 0;\n var line = 0;\n var lastBreakPos = -1;\n var lastBreakWidth = 0;\n var spacesRemoved = 0;\n var maxLineHeight = 0;\n var spaceCount = 0;\n for (var i = 0; i < charsInput.length; i++) {\n var char = charsInput[i];\n var charCode = extractCharCode(char);\n if ((/(?:\\s)/).test(char)) {\n lastBreakPos = i;\n lastBreakWidth = lastLineWidth;\n spaceCount++;\n }\n if (char === '\\r' || char === '\\n') {\n lineWidths.push(lastLineWidth);\n lineSpaces.push(-1);\n maxLineWidth = Math.max(maxLineWidth, lastLineWidth);\n ++line;\n ++spacesRemoved;\n pos.x = 0;\n pos.y += data.lineHeight;\n prevCharCode = null;\n spaceCount = 0;\n continue;\n }\n var charData = data.chars[charCode];\n if (!charData) {\n continue;\n }\n if (prevCharCode && charData.kerning[prevCharCode]) {\n pos.x += charData.kerning[prevCharCode];\n }\n var charRenderData = charRenderDataPool.pop() || {\n texture: Texture.EMPTY,\n line: 0,\n charCode: 0,\n prevSpaces: 0,\n position: new Point(),\n };\n charRenderData.texture = charData.texture;\n charRenderData.line = line;\n charRenderData.charCode = charCode;\n charRenderData.position.x = pos.x + charData.xOffset + (this._letterSpacing / 2);\n charRenderData.position.y = pos.y + charData.yOffset;\n charRenderData.prevSpaces = spaceCount;\n chars.push(charRenderData);\n lastLineWidth = charRenderData.position.x\n + Math.max(charData.xAdvance - charData.xOffset, charData.texture.orig.width);\n pos.x += charData.xAdvance + this._letterSpacing;\n maxLineHeight = Math.max(maxLineHeight, (charData.yOffset + charData.texture.height));\n prevCharCode = charCode;\n if (lastBreakPos !== -1 && maxWidth > 0 && pos.x > maxWidth) {\n ++spacesRemoved;\n removeItems(chars, 1 + lastBreakPos - spacesRemoved, 1 + i - lastBreakPos);\n i = lastBreakPos;\n lastBreakPos = -1;\n lineWidths.push(lastBreakWidth);\n lineSpaces.push(chars.length > 0 ? chars[chars.length - 1].prevSpaces : 0);\n maxLineWidth = Math.max(maxLineWidth, lastBreakWidth);\n line++;\n pos.x = 0;\n pos.y += data.lineHeight;\n prevCharCode = null;\n spaceCount = 0;\n }\n }\n var lastChar = charsInput[charsInput.length - 1];\n if (lastChar !== '\\r' && lastChar !== '\\n') {\n if ((/(?:\\s)/).test(lastChar)) {\n lastLineWidth = lastBreakWidth;\n }\n lineWidths.push(lastLineWidth);\n maxLineWidth = Math.max(maxLineWidth, lastLineWidth);\n lineSpaces.push(-1);\n }\n var lineAlignOffsets = [];\n for (var i = 0; i <= line; i++) {\n var alignOffset = 0;\n if (this._align === 'right') {\n alignOffset = maxLineWidth - lineWidths[i];\n }\n else if (this._align === 'center') {\n alignOffset = (maxLineWidth - lineWidths[i]) / 2;\n }\n else if (this._align === 'justify') {\n alignOffset = lineSpaces[i] < 0 ? 0 : (maxLineWidth - lineWidths[i]) / lineSpaces[i];\n }\n lineAlignOffsets.push(alignOffset);\n }\n var lenChars = chars.length;\n var pagesMeshData = {};\n var newPagesMeshData = [];\n var activePagesMeshData = this._activePagesMeshData;\n pageMeshDataPool.push.apply(pageMeshDataPool, activePagesMeshData);\n for (var i = 0; i < lenChars; i++) {\n var texture = chars[i].texture;\n var baseTextureUid = texture.baseTexture.uid;\n if (!pagesMeshData[baseTextureUid]) {\n var pageMeshData = pageMeshDataPool.pop();\n if (!pageMeshData) {\n var geometry = new MeshGeometry();\n var material = void 0;\n var meshBlendMode = void 0;\n if (data.distanceFieldType === 'none') {\n material = new MeshMaterial(Texture.EMPTY);\n meshBlendMode = BLEND_MODES.NORMAL;\n }\n else {\n material = new MeshMaterial(Texture.EMPTY, { program: Program.from(msdfVert, msdfFrag), uniforms: { uFWidth: 0 } });\n meshBlendMode = BLEND_MODES.NORMAL_NPM;\n }\n var mesh = new Mesh(geometry, material);\n mesh.blendMode = meshBlendMode;\n pageMeshData = {\n index: 0,\n indexCount: 0,\n vertexCount: 0,\n uvsCount: 0,\n total: 0,\n mesh: mesh,\n vertices: null,\n uvs: null,\n indices: null,\n };\n }\n // reset data..\n pageMeshData.index = 0;\n pageMeshData.indexCount = 0;\n pageMeshData.vertexCount = 0;\n pageMeshData.uvsCount = 0;\n pageMeshData.total = 0;\n // TODO need to get page texture here somehow..\n var _textureCache = this._textureCache;\n _textureCache[baseTextureUid] = _textureCache[baseTextureUid] || new Texture(texture.baseTexture);\n pageMeshData.mesh.texture = _textureCache[baseTextureUid];\n pageMeshData.mesh.tint = this._tint;\n newPagesMeshData.push(pageMeshData);\n pagesMeshData[baseTextureUid] = pageMeshData;\n }\n pagesMeshData[baseTextureUid].total++;\n }\n // lets find any previously active pageMeshDatas that are no longer required for\n // the updated text (if any), removed and return them to the pool.\n for (var i = 0; i < activePagesMeshData.length; i++) {\n if (newPagesMeshData.indexOf(activePagesMeshData[i]) === -1) {\n this.removeChild(activePagesMeshData[i].mesh);\n }\n }\n // next lets add any new meshes, that have not yet been added to this BitmapText\n // we only add if its not already a child of this BitmapObject\n for (var i = 0; i < newPagesMeshData.length; i++) {\n if (newPagesMeshData[i].mesh.parent !== this) {\n this.addChild(newPagesMeshData[i].mesh);\n }\n }\n // active page mesh datas are set to be the new pages added.\n this._activePagesMeshData = newPagesMeshData;\n for (var i in pagesMeshData) {\n var pageMeshData = pagesMeshData[i];\n var total = pageMeshData.total;\n // lets only allocate new buffers if we can fit the new text in the current ones..\n // unless that is, we will be batching. Currently batching dose not respect the size property of mesh\n if (!(((_a = pageMeshData.indices) === null || _a === void 0 ? void 0 : _a.length) > 6 * total) || pageMeshData.vertices.length < Mesh.BATCHABLE_SIZE * 2) {\n pageMeshData.vertices = new Float32Array(4 * 2 * total);\n pageMeshData.uvs = new Float32Array(4 * 2 * total);\n pageMeshData.indices = new Uint16Array(6 * total);\n }\n else {\n var total_1 = pageMeshData.total;\n var vertices = pageMeshData.vertices;\n // Clear the garbage at the end of the vertices buffer. This will prevent the bounds miscalculation.\n for (var i_1 = total_1 * 4 * 2; i_1 < vertices.length; i_1++) {\n vertices[i_1] = 0;\n }\n }\n // as a buffer maybe bigger than the current word, we set the size of the meshMaterial\n // to match the number of letters needed\n pageMeshData.mesh.size = 6 * total;\n }\n for (var i = 0; i < lenChars; i++) {\n var char = chars[i];\n var offset = char.position.x + (lineAlignOffsets[char.line] * (this._align === 'justify' ? char.prevSpaces : 1));\n if (this._roundPixels) {\n offset = Math.round(offset);\n }\n var xPos = offset * scale;\n var yPos = char.position.y * scale;\n var texture = char.texture;\n var pageMesh = pagesMeshData[texture.baseTexture.uid];\n var textureFrame = texture.frame;\n var textureUvs = texture._uvs;\n var index = pageMesh.index++;\n pageMesh.indices[(index * 6) + 0] = 0 + (index * 4);\n pageMesh.indices[(index * 6) + 1] = 1 + (index * 4);\n pageMesh.indices[(index * 6) + 2] = 2 + (index * 4);\n pageMesh.indices[(index * 6) + 3] = 0 + (index * 4);\n pageMesh.indices[(index * 6) + 4] = 2 + (index * 4);\n pageMesh.indices[(index * 6) + 5] = 3 + (index * 4);\n pageMesh.vertices[(index * 8) + 0] = xPos;\n pageMesh.vertices[(index * 8) + 1] = yPos;\n pageMesh.vertices[(index * 8) + 2] = xPos + (textureFrame.width * scale);\n pageMesh.vertices[(index * 8) + 3] = yPos;\n pageMesh.vertices[(index * 8) + 4] = xPos + (textureFrame.width * scale);\n pageMesh.vertices[(index * 8) + 5] = yPos + (textureFrame.height * scale);\n pageMesh.vertices[(index * 8) + 6] = xPos;\n pageMesh.vertices[(index * 8) + 7] = yPos + (textureFrame.height * scale);\n pageMesh.uvs[(index * 8) + 0] = textureUvs.x0;\n pageMesh.uvs[(index * 8) + 1] = textureUvs.y0;\n pageMesh.uvs[(index * 8) + 2] = textureUvs.x1;\n pageMesh.uvs[(index * 8) + 3] = textureUvs.y1;\n pageMesh.uvs[(index * 8) + 4] = textureUvs.x2;\n pageMesh.uvs[(index * 8) + 5] = textureUvs.y2;\n pageMesh.uvs[(index * 8) + 6] = textureUvs.x3;\n pageMesh.uvs[(index * 8) + 7] = textureUvs.y3;\n }\n this._textWidth = maxLineWidth * scale;\n this._textHeight = (pos.y + data.lineHeight) * scale;\n for (var i in pagesMeshData) {\n var pageMeshData = pagesMeshData[i];\n // apply anchor\n if (this.anchor.x !== 0 || this.anchor.y !== 0) {\n var vertexCount = 0;\n var anchorOffsetX = this._textWidth * this.anchor.x;\n var anchorOffsetY = this._textHeight * this.anchor.y;\n for (var i_2 = 0; i_2 < pageMeshData.total; i_2++) {\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n }\n }\n this._maxLineHeight = maxLineHeight * scale;\n var vertexBuffer = pageMeshData.mesh.geometry.getBuffer('aVertexPosition');\n var textureBuffer = pageMeshData.mesh.geometry.getBuffer('aTextureCoord');\n var indexBuffer = pageMeshData.mesh.geometry.getIndex();\n vertexBuffer.data = pageMeshData.vertices;\n textureBuffer.data = pageMeshData.uvs;\n indexBuffer.data = pageMeshData.indices;\n vertexBuffer.update();\n textureBuffer.update();\n indexBuffer.update();\n }\n for (var i = 0; i < chars.length; i++) {\n charRenderDataPool.push(chars[i]);\n }\n this._font = data;\n this.dirty = false;\n };\n BitmapText.prototype.updateTransform = function () {\n this.validate();\n this.containerUpdateTransform();\n };\n BitmapText.prototype._render = function (renderer) {\n if (this._autoResolution && this._resolution !== renderer.resolution) {\n this._resolution = renderer.resolution;\n this.dirty = true;\n }\n // Update the uniform\n var _a = BitmapFont.available[this._fontName], distanceFieldRange = _a.distanceFieldRange, distanceFieldType = _a.distanceFieldType, size = _a.size;\n if (distanceFieldType !== 'none') {\n // Inject the shader code with the correct value\n var _b = this.worldTransform, a = _b.a, b = _b.b, c = _b.c, d = _b.d;\n var dx = Math.sqrt((a * a) + (b * b));\n var dy = Math.sqrt((c * c) + (d * d));\n var worldScale = (Math.abs(dx) + Math.abs(dy)) / 2;\n var fontScale = this.fontSize / size;\n for (var _i = 0, _c = this._activePagesMeshData; _i < _c.length; _i++) {\n var mesh = _c[_i];\n mesh.mesh.shader.uniforms.uFWidth = worldScale * distanceFieldRange * fontScale * this._resolution;\n }\n }\n _super.prototype._render.call(this, renderer);\n };\n /**\n * Validates text before calling parent's getLocalBounds\n * @returns - The rectangular bounding area\n */\n BitmapText.prototype.getLocalBounds = function () {\n this.validate();\n return _super.prototype.getLocalBounds.call(this);\n };\n /**\n * Updates text when needed\n * @private\n */\n BitmapText.prototype.validate = function () {\n var font = BitmapFont.available[this._fontName];\n if (!font) {\n throw new Error(\"Missing BitmapFont \\\"\" + this._fontName + \"\\\"\");\n }\n if (this._font !== font) {\n this.dirty = true;\n }\n if (this.dirty) {\n this.updateText();\n }\n };\n Object.defineProperty(BitmapText.prototype, \"tint\", {\n /**\n * The tint of the BitmapText object.\n * @default 0xffffff\n */\n get: function () {\n return this._tint;\n },\n set: function (value) {\n if (this._tint === value)\n { return; }\n this._tint = value;\n for (var i = 0; i < this._activePagesMeshData.length; i++) {\n this._activePagesMeshData[i].mesh.tint = value;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"align\", {\n /**\n * The alignment of the BitmapText object.\n * @member {string}\n * @default 'left'\n */\n get: function () {\n return this._align;\n },\n set: function (value) {\n if (this._align !== value) {\n this._align = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"fontName\", {\n /** The name of the BitmapFont. */\n get: function () {\n return this._fontName;\n },\n set: function (value) {\n if (!BitmapFont.available[value]) {\n throw new Error(\"Missing BitmapFont \\\"\" + value + \"\\\"\");\n }\n if (this._fontName !== value) {\n this._fontName = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"fontSize\", {\n /** The size of the font to display. */\n get: function () {\n var _a;\n return (_a = this._fontSize) !== null && _a !== void 0 ? _a : BitmapFont.available[this._fontName].size;\n },\n set: function (value) {\n if (this._fontSize !== value) {\n this._fontSize = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"anchor\", {\n /**\n * The anchor sets the origin point of the text.\n *\n * The default is `(0,0)`, this means the text's origin is the top left.\n *\n * Setting the anchor to `(0.5,0.5)` means the text's origin is centered.\n *\n * Setting the anchor to `(1,1)` would mean the text's origin point will be the bottom right corner.\n */\n get: function () {\n return this._anchor;\n },\n set: function (value) {\n if (typeof value === 'number') {\n this._anchor.set(value);\n }\n else {\n this._anchor.copyFrom(value);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"text\", {\n /** The text of the BitmapText object. */\n get: function () {\n return this._text;\n },\n set: function (text) {\n text = String(text === null || text === undefined ? '' : text);\n if (this._text === text) {\n return;\n }\n this._text = text;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"maxWidth\", {\n /**\n * The max width of this bitmap text in pixels. If the text provided is longer than the\n * value provided, line breaks will be automatically inserted in the last whitespace.\n * Disable by setting the value to 0.\n */\n get: function () {\n return this._maxWidth;\n },\n set: function (value) {\n if (this._maxWidth === value) {\n return;\n }\n this._maxWidth = value;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"maxLineHeight\", {\n /**\n * The max line height. This is useful when trying to use the total height of the Text,\n * i.e. when trying to vertically align.\n * @readonly\n */\n get: function () {\n this.validate();\n return this._maxLineHeight;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"textWidth\", {\n /**\n * The width of the overall text, different from fontSize,\n * which is defined in the style object.\n * @readonly\n */\n get: function () {\n this.validate();\n return this._textWidth;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"letterSpacing\", {\n /** Additional space between characters. */\n get: function () {\n return this._letterSpacing;\n },\n set: function (value) {\n if (this._letterSpacing !== value) {\n this._letterSpacing = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"roundPixels\", {\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n * @default PIXI.settings.ROUND_PIXELS\n */\n get: function () {\n return this._roundPixels;\n },\n set: function (value) {\n if (value !== this._roundPixels) {\n this._roundPixels = value;\n this.dirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"textHeight\", {\n /**\n * The height of the overall text, different from fontSize,\n * which is defined in the style object.\n * @readonly\n */\n get: function () {\n this.validate();\n return this._textHeight;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BitmapText.prototype, \"resolution\", {\n /**\n * The resolution / device pixel ratio of the canvas.\n *\n * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually.\n * @default 1\n */\n get: function () {\n return this._resolution;\n },\n set: function (value) {\n this._autoResolution = false;\n if (this._resolution === value) {\n return;\n }\n this._resolution = value;\n this.dirty = true;\n },\n enumerable: false,\n configurable: true\n });\n BitmapText.prototype.destroy = function (options) {\n var _textureCache = this._textureCache;\n var data = BitmapFont.available[this._fontName];\n var pageMeshDataPool = data.distanceFieldType === 'none'\n ? pageMeshDataDefaultPageMeshData : pageMeshDataMSDFPageMeshData;\n pageMeshDataPool.push.apply(pageMeshDataPool, this._activePagesMeshData);\n for (var _i = 0, _a = this._activePagesMeshData; _i < _a.length; _i++) {\n var pageMeshData = _a[_i];\n this.removeChild(pageMeshData.mesh);\n }\n this._activePagesMeshData = [];\n // Release references to any cached textures in page pool\n pageMeshDataPool\n .filter(function (page) { return _textureCache[page.mesh.texture.baseTexture.uid]; })\n .forEach(function (page) {\n page.mesh.texture = Texture.EMPTY;\n });\n for (var id in _textureCache) {\n var texture = _textureCache[id];\n texture.destroy();\n delete _textureCache[id];\n }\n this._font = null;\n this._textureCache = null;\n _super.prototype.destroy.call(this, options);\n };\n BitmapText.styleDefaults = {\n align: 'left',\n tint: 0xFFFFFF,\n maxWidth: 0,\n letterSpacing: 0,\n };\n return BitmapText;\n}(Container));\n\n/**\n * {@link PIXI.Loader Loader} middleware for loading\n * bitmap-based fonts suitable for using with {@link PIXI.BitmapText}.\n * @memberof PIXI\n */\nvar BitmapFontLoader = /** @class */ (function () {\n function BitmapFontLoader() {\n }\n /**\n * Called when the plugin is installed.\n * @see PIXI.extensions.add\n */\n BitmapFontLoader.add = function () {\n LoaderResource.setExtensionXhrType('fnt', LoaderResource.XHR_RESPONSE_TYPE.TEXT);\n };\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param this\n * @param {PIXI.LoaderResource} resource\n * @param {Function} next\n */\n BitmapFontLoader.use = function (resource, next) {\n var format = autoDetectFormat(resource.data);\n // Resource was not recognised as any of the expected font data format\n if (!format) {\n next();\n return;\n }\n var baseUrl = BitmapFontLoader.getBaseUrl(this, resource);\n var data = format.parse(resource.data);\n var textures = {};\n // Handle completed, when the number of textures\n // load is the same number as references in the fnt file\n var completed = function (page) {\n textures[page.metadata.pageFile] = page.texture;\n if (Object.keys(textures).length === data.page.length) {\n resource.bitmapFont = BitmapFont.install(data, textures, true);\n next();\n }\n };\n for (var i = 0; i < data.page.length; ++i) {\n var pageFile = data.page[i].file;\n var url = baseUrl + pageFile;\n var exists = false;\n // incase the image is loaded outside\n // using the same loader, resource will be available\n for (var name in this.resources) {\n var bitmapResource = this.resources[name];\n if (bitmapResource.url === url) {\n bitmapResource.metadata.pageFile = pageFile;\n if (bitmapResource.texture) {\n completed(bitmapResource);\n }\n else {\n bitmapResource.onAfterMiddleware.add(completed);\n }\n exists = true;\n break;\n }\n }\n // texture is not loaded, we'll attempt to add\n // it to the load and add the texture to the list\n if (!exists) {\n // Standard loading options for images\n var options = {\n crossOrigin: resource.crossOrigin,\n loadType: LoaderResource.LOAD_TYPE.IMAGE,\n metadata: Object.assign({ pageFile: pageFile }, resource.metadata.imageMetadata),\n parentResource: resource,\n };\n this.add(url, options, completed);\n }\n }\n };\n /**\n * Get folder path from a resource.\n * @param loader\n * @param resource\n */\n BitmapFontLoader.getBaseUrl = function (loader, resource) {\n var resUrl = !resource.isDataUrl ? BitmapFontLoader.dirname(resource.url) : '';\n if (resource.isDataUrl) {\n if (resUrl === '.') {\n resUrl = '';\n }\n if (loader.baseUrl && resUrl) {\n // if baseurl has a trailing slash then add one to resUrl so the replace works below\n if (loader.baseUrl.charAt(loader.baseUrl.length - 1) === '/') {\n resUrl += '/';\n }\n }\n }\n // remove baseUrl from resUrl\n resUrl = resUrl.replace(loader.baseUrl, '');\n // if there is an resUrl now, it needs a trailing slash. Ensure that it does if the string isn't empty.\n if (resUrl && resUrl.charAt(resUrl.length - 1) !== '/') {\n resUrl += '/';\n }\n return resUrl;\n };\n /**\n * Replacement for NodeJS's path.dirname\n * @param {string} url - Path to get directory for\n */\n BitmapFontLoader.dirname = function (url) {\n var dir = url\n .replace(/\\\\/g, '/') // convert windows notation to UNIX notation, URL-safe because it's a forbidden character\n .replace(/\\/$/, '') // replace trailing slash\n .replace(/\\/[^\\/]*$/, ''); // remove everything after the last\n // File request is relative, use current directory\n if (dir === url) {\n return '.';\n }\n // Started with a slash\n else if (dir === '') {\n return '/';\n }\n return dir;\n };\n /** @ignore */\n BitmapFontLoader.extension = ExtensionType.Loader;\n return BitmapFontLoader;\n}());\n\nexport { BitmapFont, BitmapFontData, BitmapFontLoader, BitmapText, TextFormat, XMLFormat, XMLStringFormat, autoDetectFormat };\n//# sourceMappingURL=text-bitmap.mjs.map\n","/*!\n * @pixi/filter-alpha - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/filter-alpha is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { defaultVertex, Filter } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar fragment = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform float uAlpha;\\n\\nvoid main(void)\\n{\\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uAlpha;\\n}\\n\";\n\n/**\n * Simplest filter - applies alpha.\n *\n * Use this instead of Container's alpha property to avoid visual layering of individual elements.\n * AlphaFilter applies alpha evenly across the entire display object and any opaque elements it contains.\n * If elements are not opaque, they will blend with each other anyway.\n *\n * Very handy if you want to use common features of all filters:\n *\n * 1. Assign a blendMode to this filter, blend all elements inside display object with background.\n *\n * 2. To use clipping in display coordinates, assign a filterArea to the same container that has this filter.\n * @memberof PIXI.filters\n */\nvar AlphaFilter = /** @class */ (function (_super) {\n __extends(AlphaFilter, _super);\n /**\n * @param alpha - Amount of alpha from 0 to 1, where 0 is transparent\n */\n function AlphaFilter(alpha) {\n if (alpha === void 0) { alpha = 1.0; }\n var _this = _super.call(this, defaultVertex, fragment, { uAlpha: 1 }) || this;\n _this.alpha = alpha;\n return _this;\n }\n Object.defineProperty(AlphaFilter.prototype, \"alpha\", {\n /**\n * Coefficient for alpha multiplication\n * @default 1\n */\n get: function () {\n return this.uniforms.uAlpha;\n },\n set: function (value) {\n this.uniforms.uAlpha = value;\n },\n enumerable: false,\n configurable: true\n });\n return AlphaFilter;\n}(Filter));\n\nexport { AlphaFilter };\n//# sourceMappingURL=filter-alpha.mjs.map\n","/*!\n * @pixi/filter-blur - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/filter-blur is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Filter } from '@pixi/core';\nimport { settings } from '@pixi/settings';\nimport { CLEAR_MODES } from '@pixi/constants';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar vertTemplate = \"\\n attribute vec2 aVertexPosition;\\n\\n uniform mat3 projectionMatrix;\\n\\n uniform float strength;\\n\\n varying vec2 vBlurTexCoords[%size%];\\n\\n uniform vec4 inputSize;\\n uniform vec4 outputFrame;\\n\\n vec4 filterVertexPosition( void )\\n {\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n }\\n\\n vec2 filterTextureCoord( void )\\n {\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n }\\n\\n void main(void)\\n {\\n gl_Position = filterVertexPosition();\\n\\n vec2 textureCoord = filterTextureCoord();\\n %blur%\\n }\";\nfunction generateBlurVertSource(kernelSize, x) {\n var halfLength = Math.ceil(kernelSize / 2);\n var vertSource = vertTemplate;\n var blurLoop = '';\n var template;\n if (x) {\n template = 'vBlurTexCoords[%index%] = textureCoord + vec2(%sampleIndex% * strength, 0.0);';\n }\n else {\n template = 'vBlurTexCoords[%index%] = textureCoord + vec2(0.0, %sampleIndex% * strength);';\n }\n for (var i = 0; i < kernelSize; i++) {\n var blur = template.replace('%index%', i.toString());\n blur = blur.replace('%sampleIndex%', i - (halfLength - 1) + \".0\");\n blurLoop += blur;\n blurLoop += '\\n';\n }\n vertSource = vertSource.replace('%blur%', blurLoop);\n vertSource = vertSource.replace('%size%', kernelSize.toString());\n return vertSource;\n}\n\nvar GAUSSIAN_VALUES = {\n 5: [0.153388, 0.221461, 0.250301],\n 7: [0.071303, 0.131514, 0.189879, 0.214607],\n 9: [0.028532, 0.067234, 0.124009, 0.179044, 0.20236],\n 11: [0.0093, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596],\n 13: [0.002406, 0.009255, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641],\n 15: [0.000489, 0.002403, 0.009246, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448],\n};\nvar fragTemplate = [\n 'varying vec2 vBlurTexCoords[%size%];',\n 'uniform sampler2D uSampler;',\n 'void main(void)',\n '{',\n ' gl_FragColor = vec4(0.0);',\n ' %blur%',\n '}' ].join('\\n');\nfunction generateBlurFragSource(kernelSize) {\n var kernel = GAUSSIAN_VALUES[kernelSize];\n var halfLength = kernel.length;\n var fragSource = fragTemplate;\n var blurLoop = '';\n var template = 'gl_FragColor += texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;';\n var value;\n for (var i = 0; i < kernelSize; i++) {\n var blur = template.replace('%index%', i.toString());\n value = i;\n if (i >= halfLength) {\n value = kernelSize - i - 1;\n }\n blur = blur.replace('%value%', kernel[value].toString());\n blurLoop += blur;\n blurLoop += '\\n';\n }\n fragSource = fragSource.replace('%blur%', blurLoop);\n fragSource = fragSource.replace('%size%', kernelSize.toString());\n return fragSource;\n}\n\n/**\n * The BlurFilterPass applies a horizontal or vertical Gaussian blur to an object.\n * @memberof PIXI.filters\n */\nvar BlurFilterPass = /** @class */ (function (_super) {\n __extends(BlurFilterPass, _super);\n /**\n * @param horizontal - Do pass along the x-axis (`true`) or y-axis (`false`).\n * @param strength - The strength of the blur filter.\n * @param quality - The quality of the blur filter.\n * @param resolution - The resolution of the blur filter.\n * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15.\n */\n function BlurFilterPass(horizontal, strength, quality, resolution, kernelSize) {\n if (strength === void 0) { strength = 8; }\n if (quality === void 0) { quality = 4; }\n if (resolution === void 0) { resolution = settings.FILTER_RESOLUTION; }\n if (kernelSize === void 0) { kernelSize = 5; }\n var _this = this;\n var vertSrc = generateBlurVertSource(kernelSize, horizontal);\n var fragSrc = generateBlurFragSource(kernelSize);\n _this = _super.call(this, \n // vertex shader\n vertSrc, \n // fragment shader\n fragSrc) || this;\n _this.horizontal = horizontal;\n _this.resolution = resolution;\n _this._quality = 0;\n _this.quality = quality;\n _this.blur = strength;\n return _this;\n }\n /**\n * Applies the filter.\n * @param filterManager - The manager.\n * @param input - The input target.\n * @param output - The output target.\n * @param clearMode - How to clear\n */\n BlurFilterPass.prototype.apply = function (filterManager, input, output, clearMode) {\n if (output) {\n if (this.horizontal) {\n this.uniforms.strength = (1 / output.width) * (output.width / input.width);\n }\n else {\n this.uniforms.strength = (1 / output.height) * (output.height / input.height);\n }\n }\n else {\n if (this.horizontal) // eslint-disable-line\n {\n this.uniforms.strength = (1 / filterManager.renderer.width) * (filterManager.renderer.width / input.width);\n }\n else {\n this.uniforms.strength = (1 / filterManager.renderer.height) * (filterManager.renderer.height / input.height); // eslint-disable-line\n }\n }\n // screen space!\n this.uniforms.strength *= this.strength;\n this.uniforms.strength /= this.passes;\n if (this.passes === 1) {\n filterManager.applyFilter(this, input, output, clearMode);\n }\n else {\n var renderTarget = filterManager.getFilterTexture();\n var renderer = filterManager.renderer;\n var flip = input;\n var flop = renderTarget;\n this.state.blend = false;\n filterManager.applyFilter(this, flip, flop, CLEAR_MODES.CLEAR);\n for (var i = 1; i < this.passes - 1; i++) {\n filterManager.bindAndClear(flip, CLEAR_MODES.BLIT);\n this.uniforms.uSampler = flop;\n var temp = flop;\n flop = flip;\n flip = temp;\n renderer.shader.bind(this);\n renderer.geometry.draw(5);\n }\n this.state.blend = true;\n filterManager.applyFilter(this, flop, output, clearMode);\n filterManager.returnFilterTexture(renderTarget);\n }\n };\n Object.defineProperty(BlurFilterPass.prototype, \"blur\", {\n /**\n * Sets the strength of both the blur.\n * @default 16\n */\n get: function () {\n return this.strength;\n },\n set: function (value) {\n this.padding = 1 + (Math.abs(value) * 2);\n this.strength = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilterPass.prototype, \"quality\", {\n /**\n * Sets the quality of the blur by modifying the number of passes. More passes means higher\n * quality bluring but the lower the performance.\n * @default 4\n */\n get: function () {\n return this._quality;\n },\n set: function (value) {\n this._quality = value;\n this.passes = value;\n },\n enumerable: false,\n configurable: true\n });\n return BlurFilterPass;\n}(Filter));\n\n/**\n * The BlurFilter applies a Gaussian blur to an object.\n *\n * The strength of the blur can be set for the x-axis and y-axis separately.\n * @memberof PIXI.filters\n */\nvar BlurFilter = /** @class */ (function (_super) {\n __extends(BlurFilter, _super);\n /**\n * @param strength - The strength of the blur filter.\n * @param quality - The quality of the blur filter.\n * @param [resolution=PIXI.settings.FILTER_RESOLUTION] - The resolution of the blur filter.\n * @param kernelSize - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15.\n */\n function BlurFilter(strength, quality, resolution, kernelSize) {\n if (strength === void 0) { strength = 8; }\n if (quality === void 0) { quality = 4; }\n if (resolution === void 0) { resolution = settings.FILTER_RESOLUTION; }\n if (kernelSize === void 0) { kernelSize = 5; }\n var _this = _super.call(this) || this;\n _this.blurXFilter = new BlurFilterPass(true, strength, quality, resolution, kernelSize);\n _this.blurYFilter = new BlurFilterPass(false, strength, quality, resolution, kernelSize);\n _this.resolution = resolution;\n _this.quality = quality;\n _this.blur = strength;\n _this.repeatEdgePixels = false;\n return _this;\n }\n /**\n * Applies the filter.\n * @param filterManager - The manager.\n * @param input - The input target.\n * @param output - The output target.\n * @param clearMode - How to clear\n */\n BlurFilter.prototype.apply = function (filterManager, input, output, clearMode) {\n var xStrength = Math.abs(this.blurXFilter.strength);\n var yStrength = Math.abs(this.blurYFilter.strength);\n if (xStrength && yStrength) {\n var renderTarget = filterManager.getFilterTexture();\n this.blurXFilter.apply(filterManager, input, renderTarget, CLEAR_MODES.CLEAR);\n this.blurYFilter.apply(filterManager, renderTarget, output, clearMode);\n filterManager.returnFilterTexture(renderTarget);\n }\n else if (yStrength) {\n this.blurYFilter.apply(filterManager, input, output, clearMode);\n }\n else {\n this.blurXFilter.apply(filterManager, input, output, clearMode);\n }\n };\n BlurFilter.prototype.updatePadding = function () {\n if (this._repeatEdgePixels) {\n this.padding = 0;\n }\n else {\n this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2;\n }\n };\n Object.defineProperty(BlurFilter.prototype, \"blur\", {\n /**\n * Sets the strength of both the blurX and blurY properties simultaneously\n * @default 2\n */\n get: function () {\n return this.blurXFilter.blur;\n },\n set: function (value) {\n this.blurXFilter.blur = this.blurYFilter.blur = value;\n this.updatePadding();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"quality\", {\n /**\n * Sets the number of passes for blur. More passes means higher quality bluring.\n * @default 1\n */\n get: function () {\n return this.blurXFilter.quality;\n },\n set: function (value) {\n this.blurXFilter.quality = this.blurYFilter.quality = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"blurX\", {\n /**\n * Sets the strength of the blurX property\n * @default 2\n */\n get: function () {\n return this.blurXFilter.blur;\n },\n set: function (value) {\n this.blurXFilter.blur = value;\n this.updatePadding();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"blurY\", {\n /**\n * Sets the strength of the blurY property\n * @default 2\n */\n get: function () {\n return this.blurYFilter.blur;\n },\n set: function (value) {\n this.blurYFilter.blur = value;\n this.updatePadding();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"blendMode\", {\n /**\n * Sets the blendmode of the filter\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get: function () {\n return this.blurYFilter.blendMode;\n },\n set: function (value) {\n this.blurYFilter.blendMode = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(BlurFilter.prototype, \"repeatEdgePixels\", {\n /**\n * If set to true the edge of the target will be clamped\n * @default false\n */\n get: function () {\n return this._repeatEdgePixels;\n },\n set: function (value) {\n this._repeatEdgePixels = value;\n this.updatePadding();\n },\n enumerable: false,\n configurable: true\n });\n return BlurFilter;\n}(Filter));\n\nexport { BlurFilter, BlurFilterPass };\n//# sourceMappingURL=filter-blur.mjs.map\n","/*!\n * @pixi/filter-color-matrix - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/filter-color-matrix is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { defaultFilterVertex, Filter } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar fragment = \"varying vec2 vTextureCoord;\\nuniform sampler2D uSampler;\\nuniform float m[20];\\nuniform float uAlpha;\\n\\nvoid main(void)\\n{\\n vec4 c = texture2D(uSampler, vTextureCoord);\\n\\n if (uAlpha == 0.0) {\\n gl_FragColor = c;\\n return;\\n }\\n\\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\\n if (c.a > 0.0) {\\n c.rgb /= c.a;\\n }\\n\\n vec4 result;\\n\\n result.r = (m[0] * c.r);\\n result.r += (m[1] * c.g);\\n result.r += (m[2] * c.b);\\n result.r += (m[3] * c.a);\\n result.r += m[4];\\n\\n result.g = (m[5] * c.r);\\n result.g += (m[6] * c.g);\\n result.g += (m[7] * c.b);\\n result.g += (m[8] * c.a);\\n result.g += m[9];\\n\\n result.b = (m[10] * c.r);\\n result.b += (m[11] * c.g);\\n result.b += (m[12] * c.b);\\n result.b += (m[13] * c.a);\\n result.b += m[14];\\n\\n result.a = (m[15] * c.r);\\n result.a += (m[16] * c.g);\\n result.a += (m[17] * c.b);\\n result.a += (m[18] * c.a);\\n result.a += m[19];\\n\\n vec3 rgb = mix(c.rgb, result.rgb, uAlpha);\\n\\n // Premultiply alpha again.\\n rgb *= result.a;\\n\\n gl_FragColor = vec4(rgb, result.a);\\n}\\n\";\n\n/**\n * The ColorMatrixFilter class lets you apply a 5x4 matrix transformation on the RGBA\n * color and alpha values of every pixel on your displayObject to produce a result\n * with a new set of RGBA color and alpha values. It's pretty powerful!\n *\n * ```js\n * let colorMatrix = new PIXI.filters.ColorMatrixFilter();\n * container.filters = [colorMatrix];\n * colorMatrix.contrast(2);\n * ```\n * @author Clément Chenebault \n * @memberof PIXI.filters\n */\nvar ColorMatrixFilter = /** @class */ (function (_super) {\n __extends(ColorMatrixFilter, _super);\n function ColorMatrixFilter() {\n var _this = this;\n var uniforms = {\n m: new Float32Array([1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0]),\n uAlpha: 1,\n };\n _this = _super.call(this, defaultFilterVertex, fragment, uniforms) || this;\n _this.alpha = 1;\n return _this;\n }\n /**\n * Transforms current matrix and set the new one\n * @param {number[]} matrix - 5x4 matrix\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype._loadMatrix = function (matrix, multiply) {\n if (multiply === void 0) { multiply = false; }\n var newMatrix = matrix;\n if (multiply) {\n this._multiply(newMatrix, this.uniforms.m, matrix);\n newMatrix = this._colorMatrix(newMatrix);\n }\n // set the new matrix\n this.uniforms.m = newMatrix;\n };\n /**\n * Multiplies two mat5's\n * @private\n * @param out - 5x4 matrix the receiving matrix\n * @param a - 5x4 matrix the first operand\n * @param b - 5x4 matrix the second operand\n * @returns {number[]} 5x4 matrix\n */\n ColorMatrixFilter.prototype._multiply = function (out, a, b) {\n // Red Channel\n out[0] = (a[0] * b[0]) + (a[1] * b[5]) + (a[2] * b[10]) + (a[3] * b[15]);\n out[1] = (a[0] * b[1]) + (a[1] * b[6]) + (a[2] * b[11]) + (a[3] * b[16]);\n out[2] = (a[0] * b[2]) + (a[1] * b[7]) + (a[2] * b[12]) + (a[3] * b[17]);\n out[3] = (a[0] * b[3]) + (a[1] * b[8]) + (a[2] * b[13]) + (a[3] * b[18]);\n out[4] = (a[0] * b[4]) + (a[1] * b[9]) + (a[2] * b[14]) + (a[3] * b[19]) + a[4];\n // Green Channel\n out[5] = (a[5] * b[0]) + (a[6] * b[5]) + (a[7] * b[10]) + (a[8] * b[15]);\n out[6] = (a[5] * b[1]) + (a[6] * b[6]) + (a[7] * b[11]) + (a[8] * b[16]);\n out[7] = (a[5] * b[2]) + (a[6] * b[7]) + (a[7] * b[12]) + (a[8] * b[17]);\n out[8] = (a[5] * b[3]) + (a[6] * b[8]) + (a[7] * b[13]) + (a[8] * b[18]);\n out[9] = (a[5] * b[4]) + (a[6] * b[9]) + (a[7] * b[14]) + (a[8] * b[19]) + a[9];\n // Blue Channel\n out[10] = (a[10] * b[0]) + (a[11] * b[5]) + (a[12] * b[10]) + (a[13] * b[15]);\n out[11] = (a[10] * b[1]) + (a[11] * b[6]) + (a[12] * b[11]) + (a[13] * b[16]);\n out[12] = (a[10] * b[2]) + (a[11] * b[7]) + (a[12] * b[12]) + (a[13] * b[17]);\n out[13] = (a[10] * b[3]) + (a[11] * b[8]) + (a[12] * b[13]) + (a[13] * b[18]);\n out[14] = (a[10] * b[4]) + (a[11] * b[9]) + (a[12] * b[14]) + (a[13] * b[19]) + a[14];\n // Alpha Channel\n out[15] = (a[15] * b[0]) + (a[16] * b[5]) + (a[17] * b[10]) + (a[18] * b[15]);\n out[16] = (a[15] * b[1]) + (a[16] * b[6]) + (a[17] * b[11]) + (a[18] * b[16]);\n out[17] = (a[15] * b[2]) + (a[16] * b[7]) + (a[17] * b[12]) + (a[18] * b[17]);\n out[18] = (a[15] * b[3]) + (a[16] * b[8]) + (a[17] * b[13]) + (a[18] * b[18]);\n out[19] = (a[15] * b[4]) + (a[16] * b[9]) + (a[17] * b[14]) + (a[18] * b[19]) + a[19];\n return out;\n };\n /**\n * Create a Float32 Array and normalize the offset component to 0-1\n * @param {number[]} matrix - 5x4 matrix\n * @returns {number[]} 5x4 matrix with all values between 0-1\n */\n ColorMatrixFilter.prototype._colorMatrix = function (matrix) {\n // Create a Float32 Array and normalize the offset component to 0-1\n var m = new Float32Array(matrix);\n m[4] /= 255;\n m[9] /= 255;\n m[14] /= 255;\n m[19] /= 255;\n return m;\n };\n /**\n * Adjusts brightness\n * @param b - value of the brigthness (0-1, where 0 is black)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.brightness = function (b, multiply) {\n var matrix = [\n b, 0, 0, 0, 0,\n 0, b, 0, 0, 0,\n 0, 0, b, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Sets each channel on the diagonal of the color matrix.\n * This can be used to achieve a tinting effect on Containers similar to the tint field of some\n * display objects like Sprite, Text, Graphics, and Mesh.\n * @param color - Color of the tint. This is a hex value.\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.tint = function (color, multiply) {\n var r = (color >> 16) & 0xff;\n var g = (color >> 8) & 0xff;\n var b = color & 0xff;\n var matrix = [\n r / 255, 0, 0, 0, 0,\n 0, g / 255, 0, 0, 0,\n 0, 0, b / 255, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the matrices in grey scales\n * @param scale - value of the grey (0-1, where 0 is black)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.greyscale = function (scale, multiply) {\n var matrix = [\n scale, scale, scale, 0, 0,\n scale, scale, scale, 0, 0,\n scale, scale, scale, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the black and white matrice.\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.blackAndWhite = function (multiply) {\n var matrix = [\n 0.3, 0.6, 0.1, 0, 0,\n 0.3, 0.6, 0.1, 0, 0,\n 0.3, 0.6, 0.1, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the hue property of the color\n * @param rotation - in degrees\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.hue = function (rotation, multiply) {\n rotation = (rotation || 0) / 180 * Math.PI;\n var cosR = Math.cos(rotation);\n var sinR = Math.sin(rotation);\n var sqrt = Math.sqrt;\n /* a good approximation for hue rotation\n This matrix is far better than the versions with magic luminance constants\n formerly used here, but also used in the starling framework (flash) and known from this\n old part of the internet: quasimondo.com/archives/000565.php\n\n This new matrix is based on rgb cube rotation in space. Look here for a more descriptive\n implementation as a shader not a general matrix:\n https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js\n\n This is the source for the code:\n see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751\n */\n var w = 1 / 3;\n var sqrW = sqrt(w); // weight is\n var a00 = cosR + ((1.0 - cosR) * w);\n var a01 = (w * (1.0 - cosR)) - (sqrW * sinR);\n var a02 = (w * (1.0 - cosR)) + (sqrW * sinR);\n var a10 = (w * (1.0 - cosR)) + (sqrW * sinR);\n var a11 = cosR + (w * (1.0 - cosR));\n var a12 = (w * (1.0 - cosR)) - (sqrW * sinR);\n var a20 = (w * (1.0 - cosR)) - (sqrW * sinR);\n var a21 = (w * (1.0 - cosR)) + (sqrW * sinR);\n var a22 = cosR + (w * (1.0 - cosR));\n var matrix = [\n a00, a01, a02, 0, 0,\n a10, a11, a12, 0, 0,\n a20, a21, a22, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the contrast matrix, increase the separation between dark and bright\n * Increase contrast : shadows darker and highlights brighter\n * Decrease contrast : bring the shadows up and the highlights down\n * @param amount - value of the contrast (0-1)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.contrast = function (amount, multiply) {\n var v = (amount || 0) + 1;\n var o = -0.5 * (v - 1);\n var matrix = [\n v, 0, 0, 0, o,\n 0, v, 0, 0, o,\n 0, 0, v, 0, o,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Set the saturation matrix, increase the separation between colors\n * Increase saturation : increase contrast, brightness, and sharpness\n * @param amount - The saturation amount (0-1)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.saturate = function (amount, multiply) {\n if (amount === void 0) { amount = 0; }\n var x = (amount * 2 / 3) + 1;\n var y = ((x - 1) * -0.5);\n var matrix = [\n x, y, y, 0, 0,\n y, x, y, 0, 0,\n y, y, x, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /** Desaturate image (remove color) Call the saturate function */\n ColorMatrixFilter.prototype.desaturate = function () {\n this.saturate(-1);\n };\n /**\n * Negative image (inverse of classic rgb matrix)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.negative = function (multiply) {\n var matrix = [\n -1, 0, 0, 1, 0,\n 0, -1, 0, 1, 0,\n 0, 0, -1, 1, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Sepia image\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.sepia = function (multiply) {\n var matrix = [\n 0.393, 0.7689999, 0.18899999, 0, 0,\n 0.349, 0.6859999, 0.16799999, 0, 0,\n 0.272, 0.5339999, 0.13099999, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Color motion picture process invented in 1916 (thanks Dominic Szablewski)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.technicolor = function (multiply) {\n var matrix = [\n 1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337,\n -0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398,\n -0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Polaroid filter\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.polaroid = function (multiply) {\n var matrix = [\n 1.438, -0.062, -0.062, 0, 0,\n -0.122, 1.378, -0.122, 0, 0,\n -0.016, -0.016, 1.483, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Filter who transforms : Red -> Blue and Blue -> Red\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.toBGR = function (multiply) {\n var matrix = [\n 0, 0, 1, 0, 0,\n 0, 1, 0, 0, 0,\n 1, 0, 0, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.kodachrome = function (multiply) {\n var matrix = [\n 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502,\n -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203,\n -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Brown delicious browni filter (thanks Dominic Szablewski)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.browni = function (multiply) {\n var matrix = [\n 0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873,\n -0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127,\n 0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Vintage filter (thanks Dominic Szablewski)\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.vintage = function (multiply) {\n var matrix = [\n 0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123,\n 0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591,\n 0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * We don't know exactly what it does, kind of gradient map, but funny to play with!\n * @param desaturation - Tone values.\n * @param toned - Tone values.\n * @param lightColor - Tone values, example: `0xFFE580`\n * @param darkColor - Tone values, example: `0xFFE580`\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.colorTone = function (desaturation, toned, lightColor, darkColor, multiply) {\n desaturation = desaturation || 0.2;\n toned = toned || 0.15;\n lightColor = lightColor || 0xFFE580;\n darkColor = darkColor || 0x338000;\n var lR = ((lightColor >> 16) & 0xFF) / 255;\n var lG = ((lightColor >> 8) & 0xFF) / 255;\n var lB = (lightColor & 0xFF) / 255;\n var dR = ((darkColor >> 16) & 0xFF) / 255;\n var dG = ((darkColor >> 8) & 0xFF) / 255;\n var dB = (darkColor & 0xFF) / 255;\n var matrix = [\n 0.3, 0.59, 0.11, 0, 0,\n lR, lG, lB, desaturation, 0,\n dR, dG, dB, toned, 0,\n lR - dR, lG - dG, lB - dB, 0, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Night effect\n * @param intensity - The intensity of the night effect.\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.night = function (intensity, multiply) {\n intensity = intensity || 0.1;\n var matrix = [\n intensity * (-2.0), -intensity, 0, 0, 0,\n -intensity, 0, intensity, 0, 0,\n 0, intensity, intensity * 2.0, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * Predator effect\n *\n * Erase the current matrix by setting a new indepent one\n * @param amount - how much the predator feels his future victim\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.predator = function (amount, multiply) {\n var matrix = [\n // row 1\n 11.224130630493164 * amount,\n -4.794486999511719 * amount,\n -2.8746118545532227 * amount,\n 0 * amount,\n 0.40342438220977783 * amount,\n // row 2\n -3.6330697536468506 * amount,\n 9.193157196044922 * amount,\n -2.951810836791992 * amount,\n 0 * amount,\n -1.316135048866272 * amount,\n // row 3\n -3.2184197902679443 * amount,\n -4.2375030517578125 * amount,\n 7.476448059082031 * amount,\n 0 * amount,\n 0.8044459223747253 * amount,\n // row 4\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /**\n * LSD effect\n *\n * Multiply the current matrix\n * @param multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n ColorMatrixFilter.prototype.lsd = function (multiply) {\n var matrix = [\n 2, -0.4, 0.5, 0, 0,\n -0.5, 2, -0.4, 0, 0,\n -0.4, -0.5, 3, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, multiply);\n };\n /** Erase the current matrix by setting the default one. */\n ColorMatrixFilter.prototype.reset = function () {\n var matrix = [\n 1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0 ];\n this._loadMatrix(matrix, false);\n };\n Object.defineProperty(ColorMatrixFilter.prototype, \"matrix\", {\n /**\n * The matrix of the color matrix filter\n * @member {number[]}\n * @default [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0]\n */\n get: function () {\n return this.uniforms.m;\n },\n set: function (value) {\n this.uniforms.m = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ColorMatrixFilter.prototype, \"alpha\", {\n /**\n * The opacity value to use when mixing the original and resultant colors.\n *\n * When the value is 0, the original color is used without modification.\n * When the value is 1, the result color is used.\n * When in the range (0, 1) the color is interpolated between the original and result by this amount.\n * @default 1\n */\n get: function () {\n return this.uniforms.uAlpha;\n },\n set: function (value) {\n this.uniforms.uAlpha = value;\n },\n enumerable: false,\n configurable: true\n });\n return ColorMatrixFilter;\n}(Filter));\n// Americanized alias\nColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale;\n\nexport { ColorMatrixFilter };\n//# sourceMappingURL=filter-color-matrix.mjs.map\n","/*!\n * @pixi/filter-displacement - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/filter-displacement is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Filter } from '@pixi/core';\nimport { Matrix, Point } from '@pixi/math';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar fragment = \"varying vec2 vFilterCoord;\\nvarying vec2 vTextureCoord;\\n\\nuniform vec2 scale;\\nuniform mat2 rotation;\\nuniform sampler2D uSampler;\\nuniform sampler2D mapSampler;\\n\\nuniform highp vec4 inputSize;\\nuniform vec4 inputClamp;\\n\\nvoid main(void)\\n{\\n vec4 map = texture2D(mapSampler, vFilterCoord);\\n\\n map -= 0.5;\\n map.xy = scale * inputSize.zw * (rotation * map.xy);\\n\\n gl_FragColor = texture2D(uSampler, clamp(vec2(vTextureCoord.x + map.x, vTextureCoord.y + map.y), inputClamp.xy, inputClamp.zw));\\n}\\n\";\n\nvar vertex = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 filterMatrix;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec2 vFilterCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n\\tgl_Position = filterVertexPosition();\\n\\tvTextureCoord = filterTextureCoord();\\n\\tvFilterCoord = ( filterMatrix * vec3( vTextureCoord, 1.0) ).xy;\\n}\\n\";\n\n/**\n * The DisplacementFilter class uses the pixel values from the specified texture\n * (called the displacement map) to perform a displacement of an object.\n *\n * You can use this filter to apply all manor of crazy warping effects.\n * Currently the `r` property of the texture is used to offset the `x`\n * and the `g` property of the texture is used to offset the `y`.\n *\n * The way it works is it uses the values of the displacement map to look up the\n * correct pixels to output. This means it's not technically moving the original.\n * Instead, it's starting at the output and asking \"which pixel from the original goes here\".\n * For example, if a displacement map pixel has `red = 1` and the filter scale is `20`,\n * this filter will output the pixel approximately 20 pixels to the right of the original.\n * @memberof PIXI.filters\n */\nvar DisplacementFilter = /** @class */ (function (_super) {\n __extends(DisplacementFilter, _super);\n /**\n * @param {PIXI.Sprite} sprite - The sprite used for the displacement map. (make sure its added to the scene!)\n * @param scale - The scale of the displacement\n */\n function DisplacementFilter(sprite, scale) {\n var _this = this;\n var maskMatrix = new Matrix();\n sprite.renderable = false;\n _this = _super.call(this, vertex, fragment, {\n mapSampler: sprite._texture,\n filterMatrix: maskMatrix,\n scale: { x: 1, y: 1 },\n rotation: new Float32Array([1, 0, 0, 1]),\n }) || this;\n _this.maskSprite = sprite;\n _this.maskMatrix = maskMatrix;\n if (scale === null || scale === undefined) {\n scale = 20;\n }\n /**\n * scaleX, scaleY for displacements\n * @member {PIXI.Point}\n */\n _this.scale = new Point(scale, scale);\n return _this;\n }\n /**\n * Applies the filter.\n * @param filterManager - The manager.\n * @param input - The input target.\n * @param output - The output target.\n * @param clearMode - clearMode.\n */\n DisplacementFilter.prototype.apply = function (filterManager, input, output, clearMode) {\n // fill maskMatrix with _normalized sprite texture coords_\n this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, this.maskSprite);\n this.uniforms.scale.x = this.scale.x;\n this.uniforms.scale.y = this.scale.y;\n // Extract rotation from world transform\n var wt = this.maskSprite.worldTransform;\n var lenX = Math.sqrt((wt.a * wt.a) + (wt.b * wt.b));\n var lenY = Math.sqrt((wt.c * wt.c) + (wt.d * wt.d));\n if (lenX !== 0 && lenY !== 0) {\n this.uniforms.rotation[0] = wt.a / lenX;\n this.uniforms.rotation[1] = wt.b / lenX;\n this.uniforms.rotation[2] = wt.c / lenY;\n this.uniforms.rotation[3] = wt.d / lenY;\n }\n // draw the filter...\n filterManager.applyFilter(this, input, output, clearMode);\n };\n Object.defineProperty(DisplacementFilter.prototype, \"map\", {\n /** The texture used for the displacement map. Must be power of 2 sized texture. */\n get: function () {\n return this.uniforms.mapSampler;\n },\n set: function (value) {\n this.uniforms.mapSampler = value;\n },\n enumerable: false,\n configurable: true\n });\n return DisplacementFilter;\n}(Filter));\n\nexport { DisplacementFilter };\n//# sourceMappingURL=filter-displacement.mjs.map\n","/*!\n * @pixi/filter-fxaa - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/filter-fxaa is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Filter } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar vertex = \"\\nattribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 v_rgbNW;\\nvarying vec2 v_rgbNE;\\nvarying vec2 v_rgbSW;\\nvarying vec2 v_rgbSE;\\nvarying vec2 v_rgbM;\\n\\nvarying vec2 vFragCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvoid texcoords(vec2 fragCoord, vec2 inverseVP,\\n out vec2 v_rgbNW, out vec2 v_rgbNE,\\n out vec2 v_rgbSW, out vec2 v_rgbSE,\\n out vec2 v_rgbM) {\\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\\n v_rgbM = vec2(fragCoord * inverseVP);\\n}\\n\\nvoid main(void) {\\n\\n gl_Position = filterVertexPosition();\\n\\n vFragCoord = aVertexPosition * outputFrame.zw;\\n\\n texcoords(vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\\n}\\n\";\n\nvar fragment = \"varying vec2 v_rgbNW;\\nvarying vec2 v_rgbNE;\\nvarying vec2 v_rgbSW;\\nvarying vec2 v_rgbSE;\\nvarying vec2 v_rgbM;\\n\\nvarying vec2 vFragCoord;\\nuniform sampler2D uSampler;\\nuniform highp vec4 inputSize;\\n\\n\\n/**\\n Basic FXAA implementation based on the code on geeks3d.com with the\\n modification that the texture2DLod stuff was removed since it's\\n unsupported by WebGL.\\n\\n --\\n\\n From:\\n https://github.com/mitsuhiko/webgl-meincraft\\n\\n Copyright (c) 2011 by Armin Ronacher.\\n\\n Some rights reserved.\\n\\n Redistribution and use in source and binary forms, with or without\\n modification, are permitted provided that the following conditions are\\n met:\\n\\n * Redistributions of source code must retain the above copyright\\n notice, this list of conditions and the following disclaimer.\\n\\n * Redistributions in binary form must reproduce the above\\n copyright notice, this list of conditions and the following\\n disclaimer in the documentation and/or other materials provided\\n with the distribution.\\n\\n * The names of the contributors may not be used to endorse or\\n promote products derived from this software without specific\\n prior written permission.\\n\\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\\n \\\"AS IS\\\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\\n LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\\n A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\\n OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\\n SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\\n LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\\n DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\\n THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\\n (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\\n */\\n\\n#ifndef FXAA_REDUCE_MIN\\n#define FXAA_REDUCE_MIN (1.0/ 128.0)\\n#endif\\n#ifndef FXAA_REDUCE_MUL\\n#define FXAA_REDUCE_MUL (1.0 / 8.0)\\n#endif\\n#ifndef FXAA_SPAN_MAX\\n#define FXAA_SPAN_MAX 8.0\\n#endif\\n\\n//optimized version for mobile, where dependent\\n//texture reads can be a bottleneck\\nvec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,\\n vec2 v_rgbNW, vec2 v_rgbNE,\\n vec2 v_rgbSW, vec2 v_rgbSE,\\n vec2 v_rgbM) {\\n vec4 color;\\n vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\\n vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\\n vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\\n vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\\n vec4 texColor = texture2D(tex, v_rgbM);\\n vec3 rgbM = texColor.xyz;\\n vec3 luma = vec3(0.299, 0.587, 0.114);\\n float lumaNW = dot(rgbNW, luma);\\n float lumaNE = dot(rgbNE, luma);\\n float lumaSW = dot(rgbSW, luma);\\n float lumaSE = dot(rgbSE, luma);\\n float lumaM = dot(rgbM, luma);\\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\\n\\n mediump vec2 dir;\\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\\n\\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\\n (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\\n\\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\\n dir * rcpDirMin)) * inverseVP;\\n\\n vec3 rgbA = 0.5 * (\\n texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\\n texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\\n texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\\n texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\\n\\n float lumaB = dot(rgbB, luma);\\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\\n color = vec4(rgbA, texColor.a);\\n else\\n color = vec4(rgbB, texColor.a);\\n return color;\\n}\\n\\nvoid main() {\\n\\n vec4 color;\\n\\n color = fxaa(uSampler, vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\\n\\n gl_FragColor = color;\\n}\\n\";\n\n/**\n * Basic FXAA (Fast Approximate Anti-Aliasing) implementation based on the code on geeks3d.com\n * with the modification that the texture2DLod stuff was removed since it is unsupported by WebGL.\n * @see https://github.com/mitsuhiko/webgl-meincraft\n * @memberof PIXI.filters\n */\nvar FXAAFilter = /** @class */ (function (_super) {\n __extends(FXAAFilter, _super);\n function FXAAFilter() {\n // TODO - needs work\n return _super.call(this, vertex, fragment) || this;\n }\n return FXAAFilter;\n}(Filter));\n\nexport { FXAAFilter };\n//# sourceMappingURL=filter-fxaa.mjs.map\n","/*!\n * @pixi/filter-noise - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/filter-noise is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { defaultFilterVertex, Filter } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\nvar fragment = \"precision highp float;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\n\\nuniform float uNoise;\\nuniform float uSeed;\\nuniform sampler2D uSampler;\\n\\nfloat rand(vec2 co)\\n{\\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\\n}\\n\\nvoid main()\\n{\\n vec4 color = texture2D(uSampler, vTextureCoord);\\n float randomValue = rand(gl_FragCoord.xy * uSeed);\\n float diff = (randomValue - 0.5) * uNoise;\\n\\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\\n if (color.a > 0.0) {\\n color.rgb /= color.a;\\n }\\n\\n color.r += diff;\\n color.g += diff;\\n color.b += diff;\\n\\n // Premultiply alpha again.\\n color.rgb *= color.a;\\n\\n gl_FragColor = color;\\n}\\n\";\n\n/**\n * A Noise effect filter.\n *\n * original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/noise.js\n * @memberof PIXI.filters\n * @author Vico @vicocotea\n */\nvar NoiseFilter = /** @class */ (function (_super) {\n __extends(NoiseFilter, _super);\n /**\n * @param {number} [noise=0.5] - The noise intensity, should be a normalized value in the range [0, 1].\n * @param {number} [seed] - A random seed for the noise generation. Default is `Math.random()`.\n */\n function NoiseFilter(noise, seed) {\n if (noise === void 0) { noise = 0.5; }\n if (seed === void 0) { seed = Math.random(); }\n var _this = _super.call(this, defaultFilterVertex, fragment, {\n uNoise: 0,\n uSeed: 0,\n }) || this;\n _this.noise = noise;\n _this.seed = seed;\n return _this;\n }\n Object.defineProperty(NoiseFilter.prototype, \"noise\", {\n /**\n * The amount of noise to apply, this value should be in the range (0, 1].\n * @default 0.5\n */\n get: function () {\n return this.uniforms.uNoise;\n },\n set: function (value) {\n this.uniforms.uNoise = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NoiseFilter.prototype, \"seed\", {\n /** A seed value to apply to the random noise generation. `Math.random()` is a good value to use. */\n get: function () {\n return this.uniforms.uSeed;\n },\n set: function (value) {\n this.uniforms.uSeed = value;\n },\n enumerable: false,\n configurable: true\n });\n return NoiseFilter;\n}(Filter));\n\nexport { NoiseFilter };\n//# sourceMappingURL=filter-noise.mjs.map\n","/*!\n * @pixi/mixin-cache-as-bitmap - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/mixin-cache-as-bitmap is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { RenderTexture, BaseTexture, Texture } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\nimport { DisplayObject } from '@pixi/display';\nimport { Matrix } from '@pixi/math';\nimport { uid } from '@pixi/utils';\nimport { settings } from '@pixi/settings';\nimport { MSAA_QUALITY } from '@pixi/constants';\n\nvar _tempMatrix = new Matrix();\nDisplayObject.prototype._cacheAsBitmap = false;\nDisplayObject.prototype._cacheData = null;\nDisplayObject.prototype._cacheAsBitmapResolution = null;\nDisplayObject.prototype._cacheAsBitmapMultisample = MSAA_QUALITY.NONE;\n// figured there's no point adding ALL the extra variables to prototype.\n// this model can hold the information needed. This can also be generated on demand as\n// most objects are not cached as bitmaps.\n/**\n * @class\n * @ignore\n * @private\n */\nvar CacheData = /** @class */ (function () {\n function CacheData() {\n this.textureCacheId = null;\n this.originalRender = null;\n this.originalRenderCanvas = null;\n this.originalCalculateBounds = null;\n this.originalGetLocalBounds = null;\n this.originalUpdateTransform = null;\n this.originalDestroy = null;\n this.originalMask = null;\n this.originalFilterArea = null;\n this.originalContainsPoint = null;\n this.sprite = null;\n }\n return CacheData;\n}());\nObject.defineProperties(DisplayObject.prototype, {\n /**\n * The resolution to use for cacheAsBitmap. By default this will use the renderer's resolution\n * but can be overriden for performance. Lower values will reduce memory usage at the expense\n * of render quality. A falsey value of `null` or `0` will default to the renderer's resolution.\n * If `cacheAsBitmap` is set to `true`, this will re-render with the new resolution.\n * @member {number} cacheAsBitmapResolution\n * @memberof PIXI.DisplayObject#\n * @default null\n */\n cacheAsBitmapResolution: {\n get: function () {\n return this._cacheAsBitmapResolution;\n },\n set: function (resolution) {\n if (resolution === this._cacheAsBitmapResolution) {\n return;\n }\n this._cacheAsBitmapResolution = resolution;\n if (this.cacheAsBitmap) {\n // Toggle to re-render at the new resolution\n this.cacheAsBitmap = false;\n this.cacheAsBitmap = true;\n }\n },\n },\n /**\n * The number of samples to use for cacheAsBitmap. If set to `null`, the renderer's\n * sample count is used.\n * If `cacheAsBitmap` is set to `true`, this will re-render with the new number of samples.\n * @member {number} cacheAsBitmapMultisample\n * @memberof PIXI.DisplayObject#\n * @default PIXI.MSAA_QUALITY.NONE\n */\n cacheAsBitmapMultisample: {\n get: function () {\n return this._cacheAsBitmapMultisample;\n },\n set: function (multisample) {\n if (multisample === this._cacheAsBitmapMultisample) {\n return;\n }\n this._cacheAsBitmapMultisample = multisample;\n if (this.cacheAsBitmap) {\n // Toggle to re-render with new multisample\n this.cacheAsBitmap = false;\n this.cacheAsBitmap = true;\n }\n },\n },\n /**\n * Set this to true if you want this display object to be cached as a bitmap.\n * This basically takes a snap shot of the display object as it is at that moment. It can\n * provide a performance benefit for complex static displayObjects.\n * To remove simply set this property to `false`\n *\n * IMPORTANT GOTCHA - Make sure that all your textures are preloaded BEFORE setting this property to true\n * as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear.\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n cacheAsBitmap: {\n get: function () {\n return this._cacheAsBitmap;\n },\n set: function (value) {\n if (this._cacheAsBitmap === value) {\n return;\n }\n this._cacheAsBitmap = value;\n var data;\n if (value) {\n if (!this._cacheData) {\n this._cacheData = new CacheData();\n }\n data = this._cacheData;\n data.originalRender = this.render;\n data.originalRenderCanvas = this.renderCanvas;\n data.originalUpdateTransform = this.updateTransform;\n data.originalCalculateBounds = this.calculateBounds;\n data.originalGetLocalBounds = this.getLocalBounds;\n data.originalDestroy = this.destroy;\n data.originalContainsPoint = this.containsPoint;\n data.originalMask = this._mask;\n data.originalFilterArea = this.filterArea;\n this.render = this._renderCached;\n this.renderCanvas = this._renderCachedCanvas;\n this.destroy = this._cacheAsBitmapDestroy;\n }\n else {\n data = this._cacheData;\n if (data.sprite) {\n this._destroyCachedDisplayObject();\n }\n this.render = data.originalRender;\n this.renderCanvas = data.originalRenderCanvas;\n this.calculateBounds = data.originalCalculateBounds;\n this.getLocalBounds = data.originalGetLocalBounds;\n this.destroy = data.originalDestroy;\n this.updateTransform = data.originalUpdateTransform;\n this.containsPoint = data.originalContainsPoint;\n this._mask = data.originalMask;\n this.filterArea = data.originalFilterArea;\n }\n },\n },\n});\n/**\n * Renders a cached version of the sprite with WebGL\n * @private\n * @method _renderCached\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Renderer} renderer - the WebGL renderer\n */\nDisplayObject.prototype._renderCached = function _renderCached(renderer) {\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n this._initCachedDisplayObject(renderer);\n this._cacheData.sprite.transform._worldID = this.transform._worldID;\n this._cacheData.sprite.worldAlpha = this.worldAlpha;\n this._cacheData.sprite._render(renderer);\n};\n/**\n * Prepares the WebGL renderer to cache the sprite\n * @private\n * @method _initCachedDisplayObject\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Renderer} renderer - the WebGL renderer\n */\nDisplayObject.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer) {\n var _a;\n if (this._cacheData && this._cacheData.sprite) {\n return;\n }\n // make sure alpha is set to 1 otherwise it will get rendered as invisible!\n var cacheAlpha = this.alpha;\n this.alpha = 1;\n // first we flush anything left in the renderer (otherwise it would get rendered to the cached texture)\n renderer.batch.flush();\n // this.filters= [];\n // next we find the dimensions of the untransformed object\n // this function also calls updatetransform on all its children as part of the measuring.\n // This means we don't need to update the transform again in this function\n // TODO pass an object to clone too? saves having to create a new one each time!\n var bounds = this.getLocalBounds(null, true).clone();\n // add some padding!\n if (this.filters && this.filters.length) {\n var padding = this.filters[0].padding;\n bounds.pad(padding);\n }\n bounds.ceil(settings.RESOLUTION);\n // for now we cache the current renderTarget that the WebGL renderer is currently using.\n // this could be more elegant..\n var cachedRenderTexture = renderer.renderTexture.current;\n var cachedSourceFrame = renderer.renderTexture.sourceFrame.clone();\n var cachedDestinationFrame = renderer.renderTexture.destinationFrame.clone();\n var cachedProjectionTransform = renderer.projection.transform;\n // We also store the filter stack - I will definitely look to change how this works a little later down the line.\n // const stack = renderer.filterManager.filterStack;\n // this renderTexture will be used to store the cached DisplayObject\n var renderTexture = RenderTexture.create({\n width: bounds.width,\n height: bounds.height,\n resolution: this.cacheAsBitmapResolution || renderer.resolution,\n multisample: (_a = this.cacheAsBitmapMultisample) !== null && _a !== void 0 ? _a : renderer.multisample,\n });\n var textureCacheId = \"cacheAsBitmap_\" + uid();\n this._cacheData.textureCacheId = textureCacheId;\n BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);\n Texture.addToCache(renderTexture, textureCacheId);\n // need to set //\n var m = this.transform.localTransform.copyTo(_tempMatrix).invert().translate(-bounds.x, -bounds.y);\n // set all properties to there original so we can render to a texture\n this.render = this._cacheData.originalRender;\n renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false });\n renderer.framebuffer.blit();\n // now restore the state be setting the new properties\n renderer.projection.transform = cachedProjectionTransform;\n renderer.renderTexture.bind(cachedRenderTexture, cachedSourceFrame, cachedDestinationFrame);\n // renderer.filterManager.filterStack = stack;\n this.render = this._renderCached;\n // the rest is the same as for Canvas\n this.updateTransform = this.displayObjectUpdateTransform;\n this.calculateBounds = this._calculateCachedBounds;\n this.getLocalBounds = this._getCachedLocalBounds;\n this._mask = null;\n this.filterArea = null;\n this.alpha = cacheAlpha;\n // create our cached sprite\n var cachedSprite = new Sprite(renderTexture);\n cachedSprite.transform.worldTransform = this.transform.worldTransform;\n cachedSprite.anchor.x = -(bounds.x / bounds.width);\n cachedSprite.anchor.y = -(bounds.y / bounds.height);\n cachedSprite.alpha = cacheAlpha;\n cachedSprite._bounds = this._bounds;\n this._cacheData.sprite = cachedSprite;\n this.transform._parentID = -1;\n // restore the transform of the cached sprite to avoid the nasty flicker..\n if (!this.parent) {\n this.enableTempParent();\n this.updateTransform();\n this.disableTempParent(null);\n }\n else {\n this.updateTransform();\n }\n // map the hit test..\n this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite);\n};\n/**\n * Renders a cached version of the sprite with canvas\n * @private\n * @method _renderCachedCanvas\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer\n */\nDisplayObject.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer) {\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n this._initCachedDisplayObjectCanvas(renderer);\n this._cacheData.sprite.worldAlpha = this.worldAlpha;\n this._cacheData.sprite._renderCanvas(renderer);\n};\n// TODO this can be the same as the WebGL version.. will need to do a little tweaking first though..\n/**\n * Prepares the Canvas renderer to cache the sprite\n * @private\n * @method _initCachedDisplayObjectCanvas\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer\n */\nDisplayObject.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(renderer) {\n if (this._cacheData && this._cacheData.sprite) {\n return;\n }\n // get bounds actually transforms the object for us already!\n var bounds = this.getLocalBounds(null, true);\n var cacheAlpha = this.alpha;\n this.alpha = 1;\n var cachedRenderTarget = renderer.context;\n var cachedProjectionTransform = renderer._projTransform;\n bounds.ceil(settings.RESOLUTION);\n var renderTexture = RenderTexture.create({ width: bounds.width, height: bounds.height });\n var textureCacheId = \"cacheAsBitmap_\" + uid();\n this._cacheData.textureCacheId = textureCacheId;\n BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);\n Texture.addToCache(renderTexture, textureCacheId);\n // need to set //\n var m = _tempMatrix;\n this.transform.localTransform.copyTo(m);\n m.invert();\n m.tx -= bounds.x;\n m.ty -= bounds.y;\n // m.append(this.transform.worldTransform.)\n // set all properties to there original so we can render to a texture\n this.renderCanvas = this._cacheData.originalRenderCanvas;\n renderer.render(this, { renderTexture: renderTexture, clear: true, transform: m, skipUpdateTransform: false });\n // now restore the state be setting the new properties\n renderer.context = cachedRenderTarget;\n renderer._projTransform = cachedProjectionTransform;\n this.renderCanvas = this._renderCachedCanvas;\n // the rest is the same as for WebGL\n this.updateTransform = this.displayObjectUpdateTransform;\n this.calculateBounds = this._calculateCachedBounds;\n this.getLocalBounds = this._getCachedLocalBounds;\n this._mask = null;\n this.filterArea = null;\n this.alpha = cacheAlpha;\n // create our cached sprite\n var cachedSprite = new Sprite(renderTexture);\n cachedSprite.transform.worldTransform = this.transform.worldTransform;\n cachedSprite.anchor.x = -(bounds.x / bounds.width);\n cachedSprite.anchor.y = -(bounds.y / bounds.height);\n cachedSprite.alpha = cacheAlpha;\n cachedSprite._bounds = this._bounds;\n this._cacheData.sprite = cachedSprite;\n this.transform._parentID = -1;\n // restore the transform of the cached sprite to avoid the nasty flicker..\n if (!this.parent) {\n this.parent = renderer._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else {\n this.updateTransform();\n }\n // map the hit test..\n this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite);\n};\n/**\n * Calculates the bounds of the cached sprite\n * @private\n * @method\n */\nDisplayObject.prototype._calculateCachedBounds = function _calculateCachedBounds() {\n this._bounds.clear();\n this._cacheData.sprite.transform._worldID = this.transform._worldID;\n this._cacheData.sprite._calculateBounds();\n this._bounds.updateID = this._boundsID;\n};\n/**\n * Gets the bounds of the cached sprite.\n * @private\n * @method\n * @returns {Rectangle} The local bounds.\n */\nDisplayObject.prototype._getCachedLocalBounds = function _getCachedLocalBounds() {\n return this._cacheData.sprite.getLocalBounds(null);\n};\n/**\n * Destroys the cached sprite.\n * @private\n * @method\n */\nDisplayObject.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject() {\n this._cacheData.sprite._texture.destroy(true);\n this._cacheData.sprite = null;\n BaseTexture.removeFromCache(this._cacheData.textureCacheId);\n Texture.removeFromCache(this._cacheData.textureCacheId);\n this._cacheData.textureCacheId = null;\n};\n/**\n * Destroys the cached object.\n * @private\n * @method\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value.\n * Used when destroying containers, see the Container.destroy method.\n */\nDisplayObject.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options) {\n this.cacheAsBitmap = false;\n this.destroy(options);\n};\n\nexport { CacheData };\n//# sourceMappingURL=mixin-cache-as-bitmap.mjs.map\n","/*!\n * @pixi/mixin-get-child-by-name - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/mixin-get-child-by-name is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { DisplayObject, Container } from '@pixi/display';\n\n/**\n * The instance name of the object.\n * @memberof PIXI.DisplayObject#\n * @member {string} name\n */\nDisplayObject.prototype.name = null;\n/**\n * Returns the display object in the container.\n *\n * Recursive searches are done in a preorder traversal.\n * @method getChildByName\n * @memberof PIXI.Container#\n * @param {string} name - Instance name.\n * @param {boolean}[deep=false] - Whether to search recursively\n * @returns {PIXI.DisplayObject} The child with the specified name.\n */\nContainer.prototype.getChildByName = function getChildByName(name, deep) {\n for (var i = 0, j = this.children.length; i < j; i++) {\n if (this.children[i].name === name) {\n return this.children[i];\n }\n }\n if (deep) {\n for (var i = 0, j = this.children.length; i < j; i++) {\n var child = this.children[i];\n if (!child.getChildByName) {\n continue;\n }\n var target = child.getChildByName(name, true);\n if (target) {\n return target;\n }\n }\n }\n return null;\n};\n//# sourceMappingURL=mixin-get-child-by-name.mjs.map\n","/*!\n * @pixi/mixin-get-global-position - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/mixin-get-global-position is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { DisplayObject } from '@pixi/display';\nimport { Point } from '@pixi/math';\n\n/**\n * Returns the global position of the displayObject. Does not depend on object scale, rotation and pivot.\n * @method getGlobalPosition\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Point} [point=new PIXI.Point()] - The point to write the global value to.\n * @param {boolean} [skipUpdate=false] - Setting to true will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @returns {PIXI.Point} The updated point.\n */\nDisplayObject.prototype.getGlobalPosition = function getGlobalPosition(point, skipUpdate) {\n if (point === void 0) { point = new Point(); }\n if (skipUpdate === void 0) { skipUpdate = false; }\n if (this.parent) {\n this.parent.toGlobal(this.position, point, skipUpdate);\n }\n else {\n point.x = this.position.x;\n point.y = this.position.y;\n }\n return point;\n};\n//# sourceMappingURL=mixin-get-global-position.mjs.map\n","/*!\n * @pixi/app - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/app is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { ExtensionType, extensions, autoDetectRenderer } from '@pixi/core';\nimport { Container } from '@pixi/display';\nimport { deprecation } from '@pixi/utils';\n\n/**\n * Middleware for for Application's resize functionality\n * @private\n * @class\n */\nvar ResizePlugin = /** @class */ (function () {\n function ResizePlugin() {\n }\n /**\n * Initialize the plugin with scope of application instance\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n ResizePlugin.init = function (options) {\n var _this = this;\n Object.defineProperty(this, 'resizeTo', \n /**\n * The HTML element or window to automatically resize the\n * renderer's view element to match width and height.\n * @member {Window|HTMLElement}\n * @name resizeTo\n * @memberof PIXI.Application#\n */\n {\n set: function (dom) {\n globalThis.removeEventListener('resize', this.queueResize);\n this._resizeTo = dom;\n if (dom) {\n globalThis.addEventListener('resize', this.queueResize);\n this.resize();\n }\n },\n get: function () {\n return this._resizeTo;\n },\n });\n /**\n * Resize is throttled, so it's safe to call this multiple times per frame and it'll\n * only be called once.\n * @memberof PIXI.Application#\n * @method queueResize\n * @private\n */\n this.queueResize = function () {\n if (!_this._resizeTo) {\n return;\n }\n _this.cancelResize();\n // // Throttle resize events per raf\n _this._resizeId = requestAnimationFrame(function () { return _this.resize(); });\n };\n /**\n * Cancel the resize queue.\n * @memberof PIXI.Application#\n * @method cancelResize\n * @private\n */\n this.cancelResize = function () {\n if (_this._resizeId) {\n cancelAnimationFrame(_this._resizeId);\n _this._resizeId = null;\n }\n };\n /**\n * Execute an immediate resize on the renderer, this is not\n * throttled and can be expensive to call many times in a row.\n * Will resize only if `resizeTo` property is set.\n * @memberof PIXI.Application#\n * @method resize\n */\n this.resize = function () {\n if (!_this._resizeTo) {\n return;\n }\n // clear queue resize\n _this.cancelResize();\n var width;\n var height;\n // Resize to the window\n if (_this._resizeTo === globalThis.window) {\n width = globalThis.innerWidth;\n height = globalThis.innerHeight;\n }\n // Resize to other HTML entities\n else {\n var _a = _this._resizeTo, clientWidth = _a.clientWidth, clientHeight = _a.clientHeight;\n width = clientWidth;\n height = clientHeight;\n }\n _this.renderer.resize(width, height);\n };\n // On resize\n this._resizeId = null;\n this._resizeTo = null;\n this.resizeTo = options.resizeTo || null;\n };\n /**\n * Clean up the ticker, scoped to application\n * @static\n * @private\n */\n ResizePlugin.destroy = function () {\n globalThis.removeEventListener('resize', this.queueResize);\n this.cancelResize();\n this.cancelResize = null;\n this.queueResize = null;\n this.resizeTo = null;\n this.resize = null;\n };\n /** @ignore */\n ResizePlugin.extension = ExtensionType.Application;\n return ResizePlugin;\n}());\n\n/**\n * Convenience class to create a new PIXI application.\n *\n * This class automatically creates the renderer, ticker and root container.\n * @example\n * // Create the application\n * const app = new PIXI.Application();\n *\n * // Add the view to the DOM\n * document.body.appendChild(app.view);\n *\n * // ex, add display objects\n * app.stage.addChild(PIXI.Sprite.from('something.png'));\n * @class\n * @memberof PIXI\n */\nvar Application = /** @class */ (function () {\n /**\n * @param {object} [options] - The optional renderer parameters.\n * @param {boolean} [options.autoStart=true] - Automatically starts the rendering after the construction.\n * **Note**: Setting this parameter to false does NOT stop the shared ticker even if you set\n * options.sharedTicker to true in case that it is already started. Stop it by your own.\n * @param {number} [options.width=800] - The width of the renderers view.\n * @param {number} [options.height=600] - The height of the renderers view.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.useContextAlpha=true] - Pass-through value for canvas' context `alpha` property.\n * If you want to set transparency, please use `backgroundAlpha`. This option is for cases where the\n * canvas needs to be opaque, possibly for performance reasons on some older devices.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, enable this if you\n * need to call toDataUrl on the WebGL context.\n * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the renderer.\n * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this\n * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise\n * it is ignored.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {number} [options.backgroundAlpha=1] - Value from 0 (fully transparent) to 1 (fully opaque).\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card. **(WebGL only)**.\n * @param {boolean} [options.sharedTicker=false] - `true` to use PIXI.Ticker.shared, `false` to create new ticker.\n * If set to false, you cannot register a handler to occur before anything that runs on the shared ticker.\n * The system ticker will always run before both the shared ticker and the app ticker.\n * @param {boolean} [options.sharedLoader=false] - `true` to use PIXI.Loader.shared, `false` to create new Loader.\n * @param {Window|HTMLElement} [options.resizeTo] - Element to automatically resize stage to.\n */\n function Application(options) {\n var _this = this;\n /**\n * The root display container that's rendered.\n * @member {PIXI.Container}\n */\n this.stage = new Container();\n // The default options\n options = Object.assign({\n forceCanvas: false,\n }, options);\n this.renderer = autoDetectRenderer(options);\n // install plugins here\n Application._plugins.forEach(function (plugin) {\n plugin.init.call(_this, options);\n });\n }\n /**\n * Use the {@link PIXI.extensions.add} API to register plugins.\n * @deprecated since 6.5.0\n * @static\n * @param {PIXI.IApplicationPlugin} plugin - Plugin being installed\n */\n Application.registerPlugin = function (plugin) {\n deprecation('6.5.0', 'Application.registerPlugin() is deprecated, use extensions.add()');\n extensions.add({\n type: ExtensionType.Application,\n ref: plugin,\n });\n };\n /** Render the current stage. */\n Application.prototype.render = function () {\n this.renderer.render(this.stage);\n };\n Object.defineProperty(Application.prototype, \"view\", {\n /**\n * Reference to the renderer's canvas element.\n * @member {HTMLCanvasElement}\n * @readonly\n */\n get: function () {\n return this.renderer.view;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Application.prototype, \"screen\", {\n /**\n * Reference to the renderer's screen rectangle. Its safe to use as `filterArea` or `hitArea` for the whole screen.\n * @member {PIXI.Rectangle}\n * @readonly\n */\n get: function () {\n return this.renderer.screen;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Destroy and don't use after this.\n * @param {boolean} [removeView=false] - Automatically remove canvas from DOM.\n * @param {object|boolean} [stageOptions] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [stageOptions.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'stageOptions' will be passed on to those calls.\n * @param {boolean} [stageOptions.texture=false] - Only used for child Sprites if stageOptions.children is set\n * to true. Should it destroy the texture of the child sprite\n * @param {boolean} [stageOptions.baseTexture=false] - Only used for child Sprites if stageOptions.children is set\n * to true. Should it destroy the base texture of the child sprite\n */\n Application.prototype.destroy = function (removeView, stageOptions) {\n var _this = this;\n // Destroy plugins in the opposite order\n // which they were constructed\n var plugins = Application._plugins.slice(0);\n plugins.reverse();\n plugins.forEach(function (plugin) {\n plugin.destroy.call(_this);\n });\n this.stage.destroy(stageOptions);\n this.stage = null;\n this.renderer.destroy(removeView);\n this.renderer = null;\n };\n /** Collection of installed plugins. */\n Application._plugins = [];\n return Application;\n}());\nextensions.handleByList(ExtensionType.Application, Application._plugins);\n\nextensions.add(ResizePlugin);\n\nexport { Application, ResizePlugin };\n//# sourceMappingURL=app.mjs.map\n","/*!\n * @pixi/mesh-extras - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/mesh-extras is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { MeshGeometry, Mesh, MeshMaterial } from '@pixi/mesh';\nimport { WRAP_MODES } from '@pixi/constants';\nimport { Texture } from '@pixi/core';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * @memberof PIXI\n */\nvar PlaneGeometry = /** @class */ (function (_super) {\n __extends(PlaneGeometry, _super);\n /**\n * @param width - The width of the plane.\n * @param height - The height of the plane.\n * @param segWidth - Number of horizontal segments.\n * @param segHeight - Number of vertical segments.\n */\n function PlaneGeometry(width, height, segWidth, segHeight) {\n if (width === void 0) { width = 100; }\n if (height === void 0) { height = 100; }\n if (segWidth === void 0) { segWidth = 10; }\n if (segHeight === void 0) { segHeight = 10; }\n var _this = _super.call(this) || this;\n _this.segWidth = segWidth;\n _this.segHeight = segHeight;\n _this.width = width;\n _this.height = height;\n _this.build();\n return _this;\n }\n /**\n * Refreshes plane coordinates\n * @private\n */\n PlaneGeometry.prototype.build = function () {\n var total = this.segWidth * this.segHeight;\n var verts = [];\n var uvs = [];\n var indices = [];\n var segmentsX = this.segWidth - 1;\n var segmentsY = this.segHeight - 1;\n var sizeX = (this.width) / segmentsX;\n var sizeY = (this.height) / segmentsY;\n for (var i = 0; i < total; i++) {\n var x = (i % this.segWidth);\n var y = ((i / this.segWidth) | 0);\n verts.push(x * sizeX, y * sizeY);\n uvs.push(x / segmentsX, y / segmentsY);\n }\n var totalSub = segmentsX * segmentsY;\n for (var i = 0; i < totalSub; i++) {\n var xpos = i % segmentsX;\n var ypos = (i / segmentsX) | 0;\n var value = (ypos * this.segWidth) + xpos;\n var value2 = (ypos * this.segWidth) + xpos + 1;\n var value3 = ((ypos + 1) * this.segWidth) + xpos;\n var value4 = ((ypos + 1) * this.segWidth) + xpos + 1;\n indices.push(value, value2, value3, value2, value4, value3);\n }\n this.buffers[0].data = new Float32Array(verts);\n this.buffers[1].data = new Float32Array(uvs);\n this.indexBuffer.data = new Uint16Array(indices);\n // ensure that the changes are uploaded\n this.buffers[0].update();\n this.buffers[1].update();\n this.indexBuffer.update();\n };\n return PlaneGeometry;\n}(MeshGeometry));\n\n/**\n * RopeGeometry allows you to draw a geometry across several points and then manipulate these points.\n *\n * ```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * const rope = new PIXI.RopeGeometry(100, points);\n * ```\n * @memberof PIXI\n */\nvar RopeGeometry = /** @class */ (function (_super) {\n __extends(RopeGeometry, _super);\n /**\n * @param width - The width (i.e., thickness) of the rope.\n * @param points - An array of {@link PIXI.Point} objects to construct this rope.\n * @param textureScale - By default the rope texture will be stretched to match\n * rope length. If textureScale is positive this value will be treated as a scaling\n * factor and the texture will preserve its aspect ratio instead. To create a tiling rope\n * set baseTexture.wrapMode to {@link PIXI.WRAP_MODES.REPEAT} and use a power of two texture,\n * then set textureScale=1 to keep the original texture pixel size.\n * In order to reduce alpha channel artifacts provide a larger texture and downsample -\n * i.e. set textureScale=0.5 to scale it down twice.\n */\n function RopeGeometry(width, points, textureScale) {\n if (width === void 0) { width = 200; }\n if (textureScale === void 0) { textureScale = 0; }\n var _this = _super.call(this, new Float32Array(points.length * 4), new Float32Array(points.length * 4), new Uint16Array((points.length - 1) * 6)) || this;\n _this.points = points;\n _this._width = width;\n _this.textureScale = textureScale;\n _this.build();\n return _this;\n }\n Object.defineProperty(RopeGeometry.prototype, \"width\", {\n /**\n * The width (i.e., thickness) of the rope.\n * @readonly\n */\n get: function () {\n return this._width;\n },\n enumerable: false,\n configurable: true\n });\n /** Refreshes Rope indices and uvs */\n RopeGeometry.prototype.build = function () {\n var points = this.points;\n if (!points)\n { return; }\n var vertexBuffer = this.getBuffer('aVertexPosition');\n var uvBuffer = this.getBuffer('aTextureCoord');\n var indexBuffer = this.getIndex();\n // if too little points, or texture hasn't got UVs set yet just move on.\n if (points.length < 1) {\n return;\n }\n // if the number of points has changed we will need to recreate the arraybuffers\n if (vertexBuffer.data.length / 4 !== points.length) {\n vertexBuffer.data = new Float32Array(points.length * 4);\n uvBuffer.data = new Float32Array(points.length * 4);\n indexBuffer.data = new Uint16Array((points.length - 1) * 6);\n }\n var uvs = uvBuffer.data;\n var indices = indexBuffer.data;\n uvs[0] = 0;\n uvs[1] = 0;\n uvs[2] = 0;\n uvs[3] = 1;\n var amount = 0;\n var prev = points[0];\n var textureWidth = this._width * this.textureScale;\n var total = points.length; // - 1;\n for (var i = 0; i < total; i++) {\n // time to do some smart drawing!\n var index = i * 4;\n if (this.textureScale > 0) {\n // calculate pixel distance from previous point\n var dx = prev.x - points[i].x;\n var dy = prev.y - points[i].y;\n var distance = Math.sqrt((dx * dx) + (dy * dy));\n prev = points[i];\n amount += distance / textureWidth;\n }\n else {\n // stretch texture\n amount = i / (total - 1);\n }\n uvs[index] = amount;\n uvs[index + 1] = 0;\n uvs[index + 2] = amount;\n uvs[index + 3] = 1;\n }\n var indexCount = 0;\n for (var i = 0; i < total - 1; i++) {\n var index = i * 2;\n indices[indexCount++] = index;\n indices[indexCount++] = index + 1;\n indices[indexCount++] = index + 2;\n indices[indexCount++] = index + 2;\n indices[indexCount++] = index + 1;\n indices[indexCount++] = index + 3;\n }\n // ensure that the changes are uploaded\n uvBuffer.update();\n indexBuffer.update();\n this.updateVertices();\n };\n /** refreshes vertices of Rope mesh */\n RopeGeometry.prototype.updateVertices = function () {\n var points = this.points;\n if (points.length < 1) {\n return;\n }\n var lastPoint = points[0];\n var nextPoint;\n var perpX = 0;\n var perpY = 0;\n var vertices = this.buffers[0].data;\n var total = points.length;\n for (var i = 0; i < total; i++) {\n var point = points[i];\n var index = i * 4;\n if (i < points.length - 1) {\n nextPoint = points[i + 1];\n }\n else {\n nextPoint = point;\n }\n perpY = -(nextPoint.x - lastPoint.x);\n perpX = nextPoint.y - lastPoint.y;\n var perpLength = Math.sqrt((perpX * perpX) + (perpY * perpY));\n var num = this.textureScale > 0 ? this.textureScale * this._width / 2 : this._width / 2;\n perpX /= perpLength;\n perpY /= perpLength;\n perpX *= num;\n perpY *= num;\n vertices[index] = point.x + perpX;\n vertices[index + 1] = point.y + perpY;\n vertices[index + 2] = point.x - perpX;\n vertices[index + 3] = point.y - perpY;\n lastPoint = point;\n }\n this.buffers[0].update();\n };\n RopeGeometry.prototype.update = function () {\n if (this.textureScale > 0) {\n this.build(); // we need to update UVs\n }\n else {\n this.updateVertices();\n }\n };\n return RopeGeometry;\n}(MeshGeometry));\n\n/**\n * The rope allows you to draw a texture across several points and then manipulate these points\n *\n *```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * let rope = new PIXI.SimpleRope(PIXI.Texture.from(\"snake.png\"), points);\n * ```\n * @memberof PIXI\n */\nvar SimpleRope = /** @class */ (function (_super) {\n __extends(SimpleRope, _super);\n /**\n * @param texture - The texture to use on the rope.\n * @param points - An array of {@link PIXI.Point} objects to construct this rope.\n * @param {number} textureScale - Optional. Positive values scale rope texture\n * keeping its aspect ratio. You can reduce alpha channel artifacts by providing a larger texture\n * and downsampling here. If set to zero, texture will be stretched instead.\n */\n function SimpleRope(texture, points, textureScale) {\n if (textureScale === void 0) { textureScale = 0; }\n var _this = this;\n var ropeGeometry = new RopeGeometry(texture.height, points, textureScale);\n var meshMaterial = new MeshMaterial(texture);\n if (textureScale > 0) {\n // attempt to set UV wrapping, will fail on non-power of two textures\n texture.baseTexture.wrapMode = WRAP_MODES.REPEAT;\n }\n _this = _super.call(this, ropeGeometry, meshMaterial) || this;\n /**\n * re-calculate vertices by rope points each frame\n * @member {boolean}\n */\n _this.autoUpdate = true;\n return _this;\n }\n SimpleRope.prototype._render = function (renderer) {\n var geometry = this.geometry;\n if (this.autoUpdate || geometry._width !== this.shader.texture.height) {\n geometry._width = this.shader.texture.height;\n geometry.update();\n }\n _super.prototype._render.call(this, renderer);\n };\n return SimpleRope;\n}(Mesh));\n\n/**\n * The SimplePlane allows you to draw a texture across several points and then manipulate these points\n *\n *```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * let SimplePlane = new PIXI.SimplePlane(PIXI.Texture.from(\"snake.png\"), points);\n * ```\n * @memberof PIXI\n */\nvar SimplePlane = /** @class */ (function (_super) {\n __extends(SimplePlane, _super);\n /**\n * @param texture - The texture to use on the SimplePlane.\n * @param verticesX - The number of vertices in the x-axis\n * @param verticesY - The number of vertices in the y-axis\n */\n function SimplePlane(texture, verticesX, verticesY) {\n var _this = this;\n var planeGeometry = new PlaneGeometry(texture.width, texture.height, verticesX, verticesY);\n var meshMaterial = new MeshMaterial(Texture.WHITE);\n _this = _super.call(this, planeGeometry, meshMaterial) || this;\n // lets call the setter to ensure all necessary updates are performed\n _this.texture = texture;\n _this.autoResize = true;\n return _this;\n }\n /**\n * Method used for overrides, to do something in case texture frame was changed.\n * Meshes based on plane can override it and change more details based on texture.\n */\n SimplePlane.prototype.textureUpdated = function () {\n this._textureID = this.shader.texture._updateID;\n var geometry = this.geometry;\n var _a = this.shader.texture, width = _a.width, height = _a.height;\n if (this.autoResize && (geometry.width !== width || geometry.height !== height)) {\n geometry.width = this.shader.texture.width;\n geometry.height = this.shader.texture.height;\n geometry.build();\n }\n };\n Object.defineProperty(SimplePlane.prototype, \"texture\", {\n get: function () {\n return this.shader.texture;\n },\n set: function (value) {\n // Track texture same way sprite does.\n // For generated meshes like NineSlicePlane it can change the geometry.\n // Unfortunately, this method might not work if you directly change texture in material.\n if (this.shader.texture === value) {\n return;\n }\n this.shader.texture = value;\n this._textureID = -1;\n if (value.baseTexture.valid) {\n this.textureUpdated();\n }\n else {\n value.once('update', this.textureUpdated, this);\n }\n },\n enumerable: false,\n configurable: true\n });\n SimplePlane.prototype._render = function (renderer) {\n if (this._textureID !== this.shader.texture._updateID) {\n this.textureUpdated();\n }\n _super.prototype._render.call(this, renderer);\n };\n SimplePlane.prototype.destroy = function (options) {\n this.shader.texture.off('update', this.textureUpdated, this);\n _super.prototype.destroy.call(this, options);\n };\n return SimplePlane;\n}(Mesh));\n\n/**\n * The Simple Mesh class mimics Mesh in PixiJS v4, providing easy-to-use constructor arguments.\n * For more robust customization, use {@link PIXI.Mesh}.\n * @memberof PIXI\n */\nvar SimpleMesh = /** @class */ (function (_super) {\n __extends(SimpleMesh, _super);\n /**\n * @param texture - The texture to use\n * @param {Float32Array} [vertices] - if you want to specify the vertices\n * @param {Float32Array} [uvs] - if you want to specify the uvs\n * @param {Uint16Array} [indices] - if you want to specify the indices\n * @param drawMode - the drawMode, can be any of the Mesh.DRAW_MODES consts\n */\n function SimpleMesh(texture, vertices, uvs, indices, drawMode) {\n if (texture === void 0) { texture = Texture.EMPTY; }\n var _this = this;\n var geometry = new MeshGeometry(vertices, uvs, indices);\n geometry.getBuffer('aVertexPosition').static = false;\n var meshMaterial = new MeshMaterial(texture);\n _this = _super.call(this, geometry, meshMaterial, null, drawMode) || this;\n _this.autoUpdate = true;\n return _this;\n }\n Object.defineProperty(SimpleMesh.prototype, \"vertices\", {\n /**\n * Collection of vertices data.\n * @type {Float32Array}\n */\n get: function () {\n return this.geometry.getBuffer('aVertexPosition').data;\n },\n set: function (value) {\n this.geometry.getBuffer('aVertexPosition').data = value;\n },\n enumerable: false,\n configurable: true\n });\n SimpleMesh.prototype._render = function (renderer) {\n if (this.autoUpdate) {\n this.geometry.getBuffer('aVertexPosition').update();\n }\n _super.prototype._render.call(this, renderer);\n };\n return SimpleMesh;\n}(Mesh));\n\nvar DEFAULT_BORDER_SIZE = 10;\n/**\n * The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful\n * for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically\n *\n *```js\n * let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.from('BoxWithRoundedCorners.png'), 15, 15, 15, 15);\n * ```\n *
                                                                        \n *      A                          B\n *    +---+----------------------+---+\n *  C | 1 |          2           | 3 |\n *    +---+----------------------+---+\n *    |   |                      |   |\n *    | 4 |          5           | 6 |\n *    |   |                      |   |\n *    +---+----------------------+---+\n *  D | 7 |          8           | 9 |\n *    +---+----------------------+---+\n *  When changing this objects width and/or height:\n *     areas 1 3 7 and 9 will remain unscaled.\n *     areas 2 and 8 will be stretched horizontally\n *     areas 4 and 6 will be stretched vertically\n *     area 5 will be stretched both horizontally and vertically\n * 
                                                                        \n * @memberof PIXI\n */\nvar NineSlicePlane = /** @class */ (function (_super) {\n __extends(NineSlicePlane, _super);\n /**\n * @param texture - The texture to use on the NineSlicePlane.\n * @param {number} [leftWidth=10] - size of the left vertical bar (A)\n * @param {number} [topHeight=10] - size of the top horizontal bar (C)\n * @param {number} [rightWidth=10] - size of the right vertical bar (B)\n * @param {number} [bottomHeight=10] - size of the bottom horizontal bar (D)\n */\n function NineSlicePlane(texture, leftWidth, topHeight, rightWidth, bottomHeight) {\n if (leftWidth === void 0) { leftWidth = DEFAULT_BORDER_SIZE; }\n if (topHeight === void 0) { topHeight = DEFAULT_BORDER_SIZE; }\n if (rightWidth === void 0) { rightWidth = DEFAULT_BORDER_SIZE; }\n if (bottomHeight === void 0) { bottomHeight = DEFAULT_BORDER_SIZE; }\n var _this = _super.call(this, Texture.WHITE, 4, 4) || this;\n _this._origWidth = texture.orig.width;\n _this._origHeight = texture.orig.height;\n /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */\n _this._width = _this._origWidth;\n /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */\n _this._height = _this._origHeight;\n _this._leftWidth = leftWidth;\n _this._rightWidth = rightWidth;\n _this._topHeight = topHeight;\n _this._bottomHeight = bottomHeight;\n // lets call the setter to ensure all necessary updates are performed\n _this.texture = texture;\n return _this;\n }\n NineSlicePlane.prototype.textureUpdated = function () {\n this._textureID = this.shader.texture._updateID;\n this._refresh();\n };\n Object.defineProperty(NineSlicePlane.prototype, \"vertices\", {\n get: function () {\n return this.geometry.getBuffer('aVertexPosition').data;\n },\n set: function (value) {\n this.geometry.getBuffer('aVertexPosition').data = value;\n },\n enumerable: false,\n configurable: true\n });\n /** Updates the horizontal vertices. */\n NineSlicePlane.prototype.updateHorizontalVertices = function () {\n var vertices = this.vertices;\n var scale = this._getMinScale();\n vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight * scale;\n vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - (this._bottomHeight * scale);\n vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height;\n };\n /** Updates the vertical vertices. */\n NineSlicePlane.prototype.updateVerticalVertices = function () {\n var vertices = this.vertices;\n var scale = this._getMinScale();\n vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth * scale;\n vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - (this._rightWidth * scale);\n vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width;\n };\n /**\n * Returns the smaller of a set of vertical and horizontal scale of nine slice corners.\n * @returns Smaller number of vertical and horizontal scale.\n */\n NineSlicePlane.prototype._getMinScale = function () {\n var w = this._leftWidth + this._rightWidth;\n var scaleW = this._width > w ? 1.0 : this._width / w;\n var h = this._topHeight + this._bottomHeight;\n var scaleH = this._height > h ? 1.0 : this._height / h;\n var scale = Math.min(scaleW, scaleH);\n return scale;\n };\n Object.defineProperty(NineSlicePlane.prototype, \"width\", {\n /** The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */\n get: function () {\n return this._width;\n },\n set: function (value) {\n this._width = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"height\", {\n /** The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane. */\n get: function () {\n return this._height;\n },\n set: function (value) {\n this._height = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"leftWidth\", {\n /** The width of the left column. */\n get: function () {\n return this._leftWidth;\n },\n set: function (value) {\n this._leftWidth = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"rightWidth\", {\n /** The width of the right column. */\n get: function () {\n return this._rightWidth;\n },\n set: function (value) {\n this._rightWidth = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"topHeight\", {\n /** The height of the top row. */\n get: function () {\n return this._topHeight;\n },\n set: function (value) {\n this._topHeight = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(NineSlicePlane.prototype, \"bottomHeight\", {\n /** The height of the bottom row. */\n get: function () {\n return this._bottomHeight;\n },\n set: function (value) {\n this._bottomHeight = value;\n this._refresh();\n },\n enumerable: false,\n configurable: true\n });\n /** Refreshes NineSlicePlane coords. All of them. */\n NineSlicePlane.prototype._refresh = function () {\n var texture = this.texture;\n var uvs = this.geometry.buffers[1].data;\n this._origWidth = texture.orig.width;\n this._origHeight = texture.orig.height;\n var _uvw = 1.0 / this._origWidth;\n var _uvh = 1.0 / this._origHeight;\n uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0;\n uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0;\n uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1;\n uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1;\n uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth;\n uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - (_uvw * this._rightWidth);\n uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight;\n uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - (_uvh * this._bottomHeight);\n this.updateHorizontalVertices();\n this.updateVerticalVertices();\n this.geometry.buffers[0].update();\n this.geometry.buffers[1].update();\n };\n return NineSlicePlane;\n}(SimplePlane));\n\nexport { NineSlicePlane, PlaneGeometry, RopeGeometry, SimpleMesh, SimplePlane, SimpleRope };\n//# sourceMappingURL=mesh-extras.mjs.map\n","/*!\n * @pixi/sprite-animated - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/sprite-animated is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport { Texture } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * An AnimatedSprite is a simple way to display an animation depicted by a list of textures.\n *\n * ```js\n * let alienImages = [\"image_sequence_01.png\",\"image_sequence_02.png\",\"image_sequence_03.png\",\"image_sequence_04.png\"];\n * let textureArray = [];\n *\n * for (let i=0; i < 4; i++)\n * {\n * let texture = PIXI.Texture.from(alienImages[i]);\n * textureArray.push(texture);\n * };\n *\n * let animatedSprite = new PIXI.AnimatedSprite(textureArray);\n * ```\n *\n * The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet}\n * containing the animation definitions:\n *\n * ```js\n * PIXI.Loader.shared.add(\"assets/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"assets/spritesheet.json\"].spritesheet;\n * animatedSprite = new PIXI.AnimatedSprite(sheet.animations[\"image_sequence\"]);\n * ...\n * }\n * ```\n * @memberof PIXI\n */\nvar AnimatedSprite = /** @class */ (function (_super) {\n __extends(AnimatedSprite, _super);\n /**\n * @param textures - An array of {@link PIXI.Texture} or frame\n * objects that make up the animation.\n * @param {boolean} [autoUpdate=true] - Whether to use PIXI.Ticker.shared to auto update animation time.\n */\n function AnimatedSprite(textures, autoUpdate) {\n if (autoUpdate === void 0) { autoUpdate = true; }\n var _this = _super.call(this, textures[0] instanceof Texture ? textures[0] : textures[0].texture) || this;\n _this._textures = null;\n _this._durations = null;\n _this._autoUpdate = autoUpdate;\n _this._isConnectedToTicker = false;\n _this.animationSpeed = 1;\n _this.loop = true;\n _this.updateAnchor = false;\n _this.onComplete = null;\n _this.onFrameChange = null;\n _this.onLoop = null;\n _this._currentTime = 0;\n _this._playing = false;\n _this._previousFrame = null;\n _this.textures = textures;\n return _this;\n }\n /** Stops the AnimatedSprite. */\n AnimatedSprite.prototype.stop = function () {\n if (!this._playing) {\n return;\n }\n this._playing = false;\n if (this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n };\n /** Plays the AnimatedSprite. */\n AnimatedSprite.prototype.play = function () {\n if (this._playing) {\n return;\n }\n this._playing = true;\n if (this._autoUpdate && !this._isConnectedToTicker) {\n Ticker.shared.add(this.update, this, UPDATE_PRIORITY.HIGH);\n this._isConnectedToTicker = true;\n }\n };\n /**\n * Stops the AnimatedSprite and goes to a specific frame.\n * @param frameNumber - Frame index to stop at.\n */\n AnimatedSprite.prototype.gotoAndStop = function (frameNumber) {\n this.stop();\n var previousFrame = this.currentFrame;\n this._currentTime = frameNumber;\n if (previousFrame !== this.currentFrame) {\n this.updateTexture();\n }\n };\n /**\n * Goes to a specific frame and begins playing the AnimatedSprite.\n * @param frameNumber - Frame index to start at.\n */\n AnimatedSprite.prototype.gotoAndPlay = function (frameNumber) {\n var previousFrame = this.currentFrame;\n this._currentTime = frameNumber;\n if (previousFrame !== this.currentFrame) {\n this.updateTexture();\n }\n this.play();\n };\n /**\n * Updates the object transform for rendering.\n * @param deltaTime - Time since last tick.\n */\n AnimatedSprite.prototype.update = function (deltaTime) {\n if (!this._playing) {\n return;\n }\n var elapsed = this.animationSpeed * deltaTime;\n var previousFrame = this.currentFrame;\n if (this._durations !== null) {\n var lag = this._currentTime % 1 * this._durations[this.currentFrame];\n lag += elapsed / 60 * 1000;\n while (lag < 0) {\n this._currentTime--;\n lag += this._durations[this.currentFrame];\n }\n var sign = Math.sign(this.animationSpeed * deltaTime);\n this._currentTime = Math.floor(this._currentTime);\n while (lag >= this._durations[this.currentFrame]) {\n lag -= this._durations[this.currentFrame] * sign;\n this._currentTime += sign;\n }\n this._currentTime += lag / this._durations[this.currentFrame];\n }\n else {\n this._currentTime += elapsed;\n }\n if (this._currentTime < 0 && !this.loop) {\n this.gotoAndStop(0);\n if (this.onComplete) {\n this.onComplete();\n }\n }\n else if (this._currentTime >= this._textures.length && !this.loop) {\n this.gotoAndStop(this._textures.length - 1);\n if (this.onComplete) {\n this.onComplete();\n }\n }\n else if (previousFrame !== this.currentFrame) {\n if (this.loop && this.onLoop) {\n if (this.animationSpeed > 0 && this.currentFrame < previousFrame) {\n this.onLoop();\n }\n else if (this.animationSpeed < 0 && this.currentFrame > previousFrame) {\n this.onLoop();\n }\n }\n this.updateTexture();\n }\n };\n /** Updates the displayed texture to match the current frame index. */\n AnimatedSprite.prototype.updateTexture = function () {\n var currentFrame = this.currentFrame;\n if (this._previousFrame === currentFrame) {\n return;\n }\n this._previousFrame = currentFrame;\n this._texture = this._textures[currentFrame];\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this._cachedTint = 0xFFFFFF;\n this.uvs = this._texture._uvs.uvsFloat32;\n if (this.updateAnchor) {\n this._anchor.copyFrom(this._texture.defaultAnchor);\n }\n if (this.onFrameChange) {\n this.onFrameChange(this.currentFrame);\n }\n };\n /**\n * Stops the AnimatedSprite and destroys it.\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value.\n * @param {boolean} [options.children=false] - If set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well.\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well.\n */\n AnimatedSprite.prototype.destroy = function (options) {\n this.stop();\n _super.prototype.destroy.call(this, options);\n this.onComplete = null;\n this.onFrameChange = null;\n this.onLoop = null;\n };\n /**\n * A short hand way of creating an AnimatedSprite from an array of frame ids.\n * @param frames - The array of frames ids the AnimatedSprite will use as its texture frames.\n * @returns - The new animated sprite with the specified frames.\n */\n AnimatedSprite.fromFrames = function (frames) {\n var textures = [];\n for (var i = 0; i < frames.length; ++i) {\n textures.push(Texture.from(frames[i]));\n }\n return new AnimatedSprite(textures);\n };\n /**\n * A short hand way of creating an AnimatedSprite from an array of image ids.\n * @param images - The array of image urls the AnimatedSprite will use as its texture frames.\n * @returns The new animate sprite with the specified images as frames.\n */\n AnimatedSprite.fromImages = function (images) {\n var textures = [];\n for (var i = 0; i < images.length; ++i) {\n textures.push(Texture.from(images[i]));\n }\n return new AnimatedSprite(textures);\n };\n Object.defineProperty(AnimatedSprite.prototype, \"totalFrames\", {\n /**\n * The total number of frames in the AnimatedSprite. This is the same as number of textures\n * assigned to the AnimatedSprite.\n * @readonly\n * @default 0\n */\n get: function () {\n return this._textures.length;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AnimatedSprite.prototype, \"textures\", {\n /** The array of textures used for this AnimatedSprite. */\n get: function () {\n return this._textures;\n },\n set: function (value) {\n if (value[0] instanceof Texture) {\n this._textures = value;\n this._durations = null;\n }\n else {\n this._textures = [];\n this._durations = [];\n for (var i = 0; i < value.length; i++) {\n this._textures.push(value[i].texture);\n this._durations.push(value[i].time);\n }\n }\n this._previousFrame = null;\n this.gotoAndStop(0);\n this.updateTexture();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AnimatedSprite.prototype, \"currentFrame\", {\n /**\n * The AnimatedSprites current frame index.\n * @readonly\n */\n get: function () {\n var currentFrame = Math.floor(this._currentTime) % this._textures.length;\n if (currentFrame < 0) {\n currentFrame += this._textures.length;\n }\n return currentFrame;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AnimatedSprite.prototype, \"playing\", {\n /**\n * Indicates if the AnimatedSprite is currently playing.\n * @readonly\n */\n get: function () {\n return this._playing;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(AnimatedSprite.prototype, \"autoUpdate\", {\n /** Whether to use PIXI.Ticker.shared to auto update animation time. */\n get: function () {\n return this._autoUpdate;\n },\n set: function (value) {\n if (value !== this._autoUpdate) {\n this._autoUpdate = value;\n if (!this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n else if (this._autoUpdate && !this._isConnectedToTicker && this._playing) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return AnimatedSprite;\n}(Sprite));\n\nexport { AnimatedSprite };\n//# sourceMappingURL=sprite-animated.mjs.map\n","/*!\n * pixi.js - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * pixi.js is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport '@pixi/polyfill';\nimport * as utils from '@pixi/utils';\nexport { utils };\nimport { AccessibilityManager } from '@pixi/accessibility';\nexport * from '@pixi/accessibility';\nimport { InteractionManager } from '@pixi/interaction';\nexport * from '@pixi/interaction';\nimport { extensions, BatchRenderer } from '@pixi/core';\nexport * from '@pixi/core';\nimport { Extract } from '@pixi/extract';\nexport * from '@pixi/extract';\nimport { AppLoaderPlugin } from '@pixi/loaders';\nexport * from '@pixi/loaders';\nimport { CompressedTextureLoader, DDSLoader, KTXLoader } from '@pixi/compressed-textures';\nexport * from '@pixi/compressed-textures';\nimport { ParticleRenderer } from '@pixi/particle-container';\nexport * from '@pixi/particle-container';\nimport { Prepare } from '@pixi/prepare';\nexport * from '@pixi/prepare';\nimport { SpritesheetLoader } from '@pixi/spritesheet';\nexport * from '@pixi/spritesheet';\nimport { TilingSpriteRenderer } from '@pixi/sprite-tiling';\nexport * from '@pixi/sprite-tiling';\nimport { BitmapFontLoader } from '@pixi/text-bitmap';\nexport * from '@pixi/text-bitmap';\nimport { TickerPlugin } from '@pixi/ticker';\nexport * from '@pixi/ticker';\nimport { AlphaFilter } from '@pixi/filter-alpha';\nimport { BlurFilter, BlurFilterPass } from '@pixi/filter-blur';\nimport { ColorMatrixFilter } from '@pixi/filter-color-matrix';\nimport { DisplacementFilter } from '@pixi/filter-displacement';\nimport { FXAAFilter } from '@pixi/filter-fxaa';\nimport { NoiseFilter } from '@pixi/filter-noise';\nimport '@pixi/mixin-cache-as-bitmap';\nimport '@pixi/mixin-get-child-by-name';\nimport '@pixi/mixin-get-global-position';\nexport * from '@pixi/app';\nexport * from '@pixi/constants';\nexport * from '@pixi/display';\nexport * from '@pixi/graphics';\nexport * from '@pixi/math';\nexport * from '@pixi/mesh';\nexport * from '@pixi/mesh-extras';\nexport * from '@pixi/runner';\nexport * from '@pixi/sprite';\nexport * from '@pixi/sprite-animated';\nexport * from '@pixi/text';\nexport * from '@pixi/settings';\n\nextensions.add(\n// Install renderer plugins\nAccessibilityManager, Extract, InteractionManager, ParticleRenderer, Prepare, BatchRenderer, TilingSpriteRenderer, \n// Install loader plugins\nBitmapFontLoader, CompressedTextureLoader, DDSLoader, KTXLoader, SpritesheetLoader, \n// Install application plugins\nTickerPlugin, AppLoaderPlugin);\n/**\n * This namespace contains WebGL-only display filters that can be applied\n * to DisplayObjects using the {@link PIXI.DisplayObject#filters filters} property.\n *\n * Since PixiJS only had a handful of built-in filters, additional filters\n * can be downloaded {@link https://github.com/pixijs/pixi-filters here} from the\n * PixiJS Filters repository.\n *\n * All filters must extend {@link PIXI.Filter}.\n * @example\n * // Create a new application\n * const app = new PIXI.Application();\n *\n * // Draw a green rectangle\n * const rect = new PIXI.Graphics()\n * .beginFill(0x00ff00)\n * .drawRect(40, 40, 200, 200);\n *\n * // Add a blur filter\n * rect.filters = [new PIXI.filters.BlurFilter()];\n *\n * // Display rectangle\n * app.stage.addChild(rect);\n * document.body.appendChild(app.view);\n * @namespace PIXI.filters\n */\nvar filters = {\n AlphaFilter: AlphaFilter,\n BlurFilter: BlurFilter,\n BlurFilterPass: BlurFilterPass,\n ColorMatrixFilter: ColorMatrixFilter,\n DisplacementFilter: DisplacementFilter,\n FXAAFilter: FXAAFilter,\n NoiseFilter: NoiseFilter,\n};\n\nexport { filters };\n//# sourceMappingURL=pixi.mjs.map\n","var commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {};\n\nfunction createCommonjsModule(fn, module) {\n\treturn module = { exports: {} }, fn(module, module.exports), module.exports;\n}\n\nvar penner = createCommonjsModule(function (module, exports) {\n/*\n\tCopyright © 2001 Robert Penner\n\tAll rights reserved.\n\n\tRedistribution and use in source and binary forms, with or without modification, \n\tare permitted provided that the following conditions are met:\n\n\tRedistributions of source code must retain the above copyright notice, this list of \n\tconditions and the following disclaimer.\n\tRedistributions in binary form must reproduce the above copyright notice, this list \n\tof conditions and the following disclaimer in the documentation and/or other materials \n\tprovided with the distribution.\n\n\tNeither the name of the author nor the names of contributors may be used to endorse \n\tor promote products derived from this software without specific prior written permission.\n\n\tTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY \n\tEXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n\tMERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n\tCOPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n\tEXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n\tGOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED \n\tAND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n\tNEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED \n\tOF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n(function() {\n var penner, umd;\n\n umd = function(factory) {\n {\n return module.exports = factory;\n }\n };\n\n penner = {\n linear: function(t, b, c, d) {\n return c * t / d + b;\n },\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n easeInOutQuad: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t + b;\n } else {\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n }\n },\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n easeOutCubic: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n },\n easeInOutCubic: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n },\n easeInQuart: function(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n },\n easeOutQuart: function(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n },\n easeInOutQuart: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t + b;\n } else {\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n },\n easeInQuint: function(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n },\n easeOutQuint: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n },\n easeInOutQuint: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n },\n easeInSine: function(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n },\n easeOutSine: function(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n },\n easeInOutSine: function(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n },\n easeInExpo: function(t, b, c, d) {\n if (t === 0) {\n return b;\n } else {\n return c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n },\n easeOutExpo: function(t, b, c, d) {\n if (t === d) {\n return b + c;\n } else {\n return c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n },\n easeInOutExpo: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n } else {\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n },\n easeInCirc: function(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n },\n easeOutCirc: function(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n },\n easeInOutCirc: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n } else {\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n },\n easeInElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) ; else if ((t /= d) === 1) ;\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n },\n easeOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) ; else if ((t /= d) === 1) ;\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b;\n },\n easeInOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) ; else if ((t /= d / 2) === 2) ;\n if (!p) {\n p = d * (.3 * 1.5);\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n if (t < 1) {\n return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n } else {\n return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;\n }\n },\n easeInBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n },\n easeOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n },\n easeInOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b;\n } else {\n return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b;\n }\n },\n easeInBounce: function(t, b, c, d) {\n var v;\n v = penner.easeOutBounce(d - t, 0, c, d);\n return c - v + b;\n },\n easeOutBounce: function(t, b, c, d) {\n if ((t /= d) < 1 / 2.75) {\n return c * (7.5625 * t * t) + b;\n } else if (t < 2 / 2.75) {\n return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b;\n } else if (t < 2.5 / 2.75) {\n return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b;\n } else {\n return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b;\n }\n },\n easeInOutBounce: function(t, b, c, d) {\n var v;\n if (t < d / 2) {\n v = penner.easeInBounce(t * 2, 0, c, d);\n return v * .5 + b;\n } else {\n v = penner.easeOutBounce(t * 2 - d, 0, c, d);\n return v * .5 + c * .5 + b;\n }\n }\n };\n\n umd(penner);\n\n}).call(commonjsGlobal);\n});\n\nvar eventemitter3 = createCommonjsModule(function (module) {\n\nvar has = Object.prototype.hasOwnProperty\n , prefix = '~';\n\n/**\n * Constructor to create a storage for our `EE` objects.\n * An `Events` instance is a plain object whose properties are event names.\n *\n * @constructor\n * @private\n */\nfunction Events() {}\n\n//\n// We try to not inherit from `Object.prototype`. In some engines creating an\n// instance in this way is faster than calling `Object.create(null)` directly.\n// If `Object.create(null)` is not supported we prefix the event names with a\n// character to make sure that the built-in object properties are not\n// overridden or used as an attack vector.\n//\nif (Object.create) {\n Events.prototype = Object.create(null);\n\n //\n // This hack is needed because the `__proto__` property is still inherited in\n // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.\n //\n if (!new Events().__proto__) prefix = false;\n}\n\n/**\n * Representation of a single event listener.\n *\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} [once=false] Specify if the listener is a one-time listener.\n * @constructor\n * @private\n */\nfunction EE(fn, context, once) {\n this.fn = fn;\n this.context = context;\n this.once = once || false;\n}\n\n/**\n * Add a listener for a given event.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} once Specify if the listener is a one-time listener.\n * @returns {EventEmitter}\n * @private\n */\nfunction addListener(emitter, event, fn, context, once) {\n if (typeof fn !== 'function') {\n throw new TypeError('The listener must be a function');\n }\n\n var listener = new EE(fn, context || emitter, once)\n , evt = prefix ? prefix + event : event;\n\n if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++;\n else if (!emitter._events[evt].fn) emitter._events[evt].push(listener);\n else emitter._events[evt] = [emitter._events[evt], listener];\n\n return emitter;\n}\n\n/**\n * Clear event by name.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} evt The Event name.\n * @private\n */\nfunction clearEvent(emitter, evt) {\n if (--emitter._eventsCount === 0) emitter._events = new Events();\n else delete emitter._events[evt];\n}\n\n/**\n * Minimal `EventEmitter` interface that is molded against the Node.js\n * `EventEmitter` interface.\n *\n * @constructor\n * @public\n */\nfunction EventEmitter() {\n this._events = new Events();\n this._eventsCount = 0;\n}\n\n/**\n * Return an array listing the events for which the emitter has registered\n * listeners.\n *\n * @returns {Array}\n * @public\n */\nEventEmitter.prototype.eventNames = function eventNames() {\n var names = []\n , events\n , name;\n\n if (this._eventsCount === 0) return names;\n\n for (name in (events = this._events)) {\n if (has.call(events, name)) names.push(prefix ? name.slice(1) : name);\n }\n\n if (Object.getOwnPropertySymbols) {\n return names.concat(Object.getOwnPropertySymbols(events));\n }\n\n return names;\n};\n\n/**\n * Return the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Array} The registered listeners.\n * @public\n */\nEventEmitter.prototype.listeners = function listeners(event) {\n var evt = prefix ? prefix + event : event\n , handlers = this._events[evt];\n\n if (!handlers) return [];\n if (handlers.fn) return [handlers.fn];\n\n for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) {\n ee[i] = handlers[i].fn;\n }\n\n return ee;\n};\n\n/**\n * Return the number of listeners listening to a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Number} The number of listeners.\n * @public\n */\nEventEmitter.prototype.listenerCount = function listenerCount(event) {\n var evt = prefix ? prefix + event : event\n , listeners = this._events[evt];\n\n if (!listeners) return 0;\n if (listeners.fn) return 1;\n return listeners.length;\n};\n\n/**\n * Calls each of the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Boolean} `true` if the event had listeners, else `false`.\n * @public\n */\nEventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return false;\n\n var listeners = this._events[evt]\n , len = arguments.length\n , args\n , i;\n\n if (listeners.fn) {\n if (listeners.once) this.removeListener(event, listeners.fn, undefined, true);\n\n switch (len) {\n case 1: return listeners.fn.call(listeners.context), true;\n case 2: return listeners.fn.call(listeners.context, a1), true;\n case 3: return listeners.fn.call(listeners.context, a1, a2), true;\n case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;\n case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;\n case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;\n }\n\n for (i = 1, args = new Array(len -1); i < len; i++) {\n args[i - 1] = arguments[i];\n }\n\n listeners.fn.apply(listeners.context, args);\n } else {\n var length = listeners.length\n , j;\n\n for (i = 0; i < length; i++) {\n if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true);\n\n switch (len) {\n case 1: listeners[i].fn.call(listeners[i].context); break;\n case 2: listeners[i].fn.call(listeners[i].context, a1); break;\n case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;\n case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;\n default:\n if (!args) for (j = 1, args = new Array(len -1); j < len; j++) {\n args[j - 1] = arguments[j];\n }\n\n listeners[i].fn.apply(listeners[i].context, args);\n }\n }\n }\n\n return true;\n};\n\n/**\n * Add a listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.on = function on(event, fn, context) {\n return addListener(this, event, fn, context, false);\n};\n\n/**\n * Add a one-time listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.once = function once(event, fn, context) {\n return addListener(this, event, fn, context, true);\n};\n\n/**\n * Remove the listeners of a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn Only remove the listeners that match this function.\n * @param {*} context Only remove the listeners that have this context.\n * @param {Boolean} once Only remove one-time listeners.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return this;\n if (!fn) {\n clearEvent(this, evt);\n return this;\n }\n\n var listeners = this._events[evt];\n\n if (listeners.fn) {\n if (\n listeners.fn === fn &&\n (!once || listeners.once) &&\n (!context || listeners.context === context)\n ) {\n clearEvent(this, evt);\n }\n } else {\n for (var i = 0, events = [], length = listeners.length; i < length; i++) {\n if (\n listeners[i].fn !== fn ||\n (once && !listeners[i].once) ||\n (context && listeners[i].context !== context)\n ) {\n events.push(listeners[i]);\n }\n }\n\n //\n // Reset the array, or remove it completely if we have no more listeners.\n //\n if (events.length) this._events[evt] = events.length === 1 ? events[0] : events;\n else clearEvent(this, evt);\n }\n\n return this;\n};\n\n/**\n * Remove all listeners, or those of the specified event.\n *\n * @param {(String|Symbol)} [event] The event name.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {\n var evt;\n\n if (event) {\n evt = prefix ? prefix + event : event;\n if (this._events[evt]) clearEvent(this, evt);\n } else {\n this._events = new Events();\n this._eventsCount = 0;\n }\n\n return this;\n};\n\n//\n// Alias methods names because people roll like that.\n//\nEventEmitter.prototype.off = EventEmitter.prototype.removeListener;\nEventEmitter.prototype.addListener = EventEmitter.prototype.on;\n\n//\n// Expose the prefix.\n//\nEventEmitter.prefixed = prefix;\n\n//\n// Allow `EventEmitter` to be imported as module namespace.\n//\nEventEmitter.EventEmitter = EventEmitter;\n\n//\n// Expose the module.\n//\n{\n module.exports = EventEmitter;\n}\n});\n\n/**\r\n * Controls a group of easings added by Ease.add()\r\n * @extends EventEmitter\r\n */\r\nclass Easing extends eventemitter3\r\n{\r\n /**\r\n * an easing that acts on an element or an array of elements\r\n * @param {(PIXI.DisplayObject|PIXI.DisplayObject[])} element\r\n * @param {object} params\r\n * @param {object} options\r\n * @extends EventEmitter\r\n * @fires EaseElement#complete\r\n * @fires EaseElement#each\r\n * @fires EaseElement#complete\r\n * @fires EaseElement#reverse\r\n * @fires EaseElement#repeat\r\n * @fires EaseElement#wait\r\n * @fires EaseElement#wait-end\r\n */\r\n constructor(element, params, options)\r\n {\r\n super();\r\n\r\n /**\r\n * element(s) being eased\r\n * @member {(PIXI.DisplayObject|PIXI.DisplayObject[])}\r\n */\r\n this.elements = Array.isArray(element) ? element : [element];\r\n this.eases = [];\r\n this.options = options || {};\r\n this.time = 0;\r\n for (let param in params)\r\n {\r\n for (let element of this.elements)\r\n {\r\n this.addParam(element, param, params[param]);\r\n }\r\n }\r\n }\r\n\r\n addParam(element, entry, param)\r\n {\r\n let start, to, delta, update, name = entry;\r\n switch (entry)\r\n {\r\n case 'scaleX':\r\n case 'skewX':\r\n name = entry.substr(0, entry.length - 1);\r\n start = element[name].x;\r\n to = param;\r\n delta = param - start;\r\n update = ease => this.updateCoord(ease, name, 'x');\r\n break\r\n\r\n case 'scaleY':\r\n case 'skewY':\r\n name = entry.substr(0, entry.length - 1);\r\n start = element[name].y;\r\n to = param;\r\n delta = param - start;\r\n update = ease => this.updateCoord(ease, name, 'y');\r\n break\r\n\r\n case 'tint':\r\n case 'blend':\r\n const colors = Array.isArray(param) ? param : [element.tint, param];\r\n start = 0;\r\n to = colors.length;\r\n delta = to;\r\n update = (entry === 'tint') ? ease => this.updateTint(ease, colors) : ease => this.updateBlend(ease, colors);\r\n break\r\n\r\n case 'shake':\r\n start = { x: element.x, y: element.y };\r\n to = param;\r\n update = ease => this.updateShake(ease);\r\n break\r\n\r\n case 'position':\r\n start = { x: element.x, y: element.y };\r\n to = { x: param.x, y: param.y };\r\n delta = { x: to.x - start.x, y: to.y - start.y };\r\n update = ease => this.updatePosition(ease);\r\n break\r\n\r\n case 'skew':\r\n case 'scale':\r\n start = element[entry].x;\r\n to = param;\r\n delta = param - start;\r\n update = ease => this.updatePoint(ease, entry);\r\n break\r\n\r\n case 'face':\r\n start = element.rotation;\r\n to = Easing.shortestAngle(start, Math.atan2(param.y - element.y, param.x - element.x));\r\n delta = to - start;\r\n update = ease => this.updateOne(ease, 'rotation');\r\n break\r\n\r\n default:\r\n start = element[entry];\r\n to = param;\r\n delta = param - start;\r\n update = ease => this.updateOne(ease, entry);\r\n }\r\n this.eases.push({ element, entry, update, start, to, delta });\r\n }\r\n\r\n /**\r\n * helper function to find closest angle to change between angle start and angle finish (used by face)\r\n * @param {number} start angle\r\n * @param {number} finish angle\r\n * @private\r\n */\r\n static shortestAngle(start, finish)\r\n {\r\n function mod(a, n)\r\n {\r\n return (a % n + n) % n\r\n }\r\n\r\n const PI_2 = Math.PI * 2;\r\n let diff = Math.abs(start - finish) % PI_2;\r\n diff = diff > Math.PI ? (PI_2 - diff) : diff;\r\n\r\n const simple = finish - start;\r\n const sign = mod((simple + Math.PI), PI_2) - Math.PI > 0 ? 1 : -1;\r\n\r\n return diff * sign\r\n }\r\n\r\n /**\r\n * remove all easings with matching element and params\r\n * @param {PIXI.DisplayObject} [element] if not set, removes all elements in this easing\r\n * @param {(string|string[])} [params] if not set, removes all params for each element\r\n */\r\n remove(element, params)\r\n {\r\n if (arguments.length === 0)\r\n {\r\n this.eases = [];\r\n }\r\n else\r\n {\r\n if (typeof params === 'string')\r\n {\r\n params = [params];\r\n }\r\n for (let i = 0; i < this.eases.length; i++)\r\n {\r\n const ease = this.eases[i];\r\n if ((!element || ease.element === element) && (!params || params.indexOf(ease.entry) !== -1))\r\n {\r\n this.eases.splice(i, 1);\r\n i--;\r\n }\r\n }\r\n }\r\n if (this.eases.length === 0)\r\n {\r\n return true\r\n }\r\n }\r\n\r\n updateOne(ease, entry)\r\n {\r\n ease.element[entry] = this.options.ease(this.time, ease.start, ease.delta, this.options.duration);\r\n }\r\n\r\n updatePoint(ease, entry)\r\n {\r\n ease.element[entry].x = ease.element[entry].y = this.options.ease(this.time, ease.start, ease.delta, this.options.duration);\r\n }\r\n\r\n updatePosition(ease)\r\n {\r\n ease.element.x = this.options.ease(this.time, ease.start.x, ease.delta.x, this.options.duration);\r\n ease.element.y = this.options.ease(this.time, ease.start.y, ease.delta.y, this.options.duration);\r\n }\r\n\r\n updateCoord(ease, name, coord)\r\n {\r\n ease.element[name][coord] = this.options.ease(this.time, ease.start, ease.delta, this.options.duration);\r\n }\r\n\r\n updateTint(ease, colors)\r\n {\r\n let index = Math.floor(this.options.ease(this.time, ease.start, ease.delta, this.options.duration));\r\n if (index === colors.length)\r\n {\r\n index = colors.length - 1;\r\n }\r\n ease.element.tint = colors[index];\r\n }\r\n\r\n updateBlend(ease, colors)\r\n {\r\n const calc = this.options.ease(this.time, ease.start, ease.delta, this.options.duration);\r\n let index = Math.floor(calc);\r\n if (index === colors.length)\r\n {\r\n index = colors.length - 1;\r\n }\r\n let next = index + 1;\r\n if (next === colors.length)\r\n {\r\n next = this.options.reverse ? index - 1 : this.options.repeat ? 0 : index;\r\n }\r\n const percent = calc - index;\r\n const color1 = colors[index];\r\n const color2 = colors[next];\r\n const r1 = color1 >> 16;\r\n const g1 = color1 >> 8 & 0x0000ff;\r\n const b1 = color1 & 0x0000ff;\r\n const r2 = color2 >> 16;\r\n const g2 = color2 >> 8 & 0x0000ff;\r\n const b2 = color2 & 0x0000ff;\r\n const percent1 = 1 - percent;\r\n const r = percent1 * r1 + percent * r2;\r\n const g = percent1 * g1 + percent * g2;\r\n const b = percent1 * b1 + percent * b2;\r\n ease.element.tint = r << 16 | g << 8 | b;\r\n }\r\n\r\n updateShake(ease)\r\n {\r\n function random(n)\r\n {\r\n return Math.floor(Math.random() * n) - Math.floor(n / 2)\r\n }\r\n ease.element.x = ease.start.x + random(ease.to);\r\n ease.element.y = ease.start.y + random(ease.to);\r\n }\r\n\r\n complete(ease)\r\n {\r\n if (ease.entry === 'shake')\r\n {\r\n ease.element.x = ease.start.x;\r\n ease.element.y = ease.start.y;\r\n }\r\n }\r\n\r\n reverse(ease)\r\n {\r\n if (ease.entry === 'position')\r\n {\r\n const swapX = ease.to.x;\r\n const swapY = ease.to.y;\r\n ease.to.x = ease.start.x;\r\n ease.to.y = ease.start.y;\r\n ease.start.x = swapX;\r\n ease.start.y = swapY;\r\n ease.delta.x = -ease.delta.x;\r\n ease.delta.y = -ease.delta.y;\r\n }\r\n else\r\n {\r\n const swap = ease.to;\r\n ease.to = ease.start;\r\n ease.start = swap;\r\n ease.delta = -ease.delta;\r\n }\r\n }\r\n\r\n repeat(ease)\r\n {\r\n switch (ease.entry)\r\n {\r\n case 'skewX':\r\n ease.element.skew.x = ease.start;\r\n break\r\n\r\n case 'skewY':\r\n ease.element.skew.y = ease.start;\r\n break\r\n\r\n case 'skew':\r\n ease.element.skew.x = ease.start;\r\n ease.element.skew.y = ease.start;\r\n break\r\n\r\n case 'scaleX':\r\n ease.element.scale.x = ease.start;\r\n break\r\n\r\n case 'scaleY':\r\n ease.element.scale.y = ease.start;\r\n break\r\n\r\n case 'scale':\r\n ease.element.scale.x = ease.start;\r\n ease.element.scale.y = ease.start;\r\n break\r\n\r\n case 'position':\r\n ease.element.x = ease.start.x;\r\n ease.element.y = ease.start.y;\r\n break\r\n\r\n default:\r\n ease.element[ease.entry] = ease.start;\r\n }\r\n }\r\n\r\n update(elapsed)\r\n {\r\n if (this.eases.length === 0)\r\n {\r\n return true\r\n }\r\n if (this.options.wait)\r\n {\r\n this.options.wait -= elapsed;\r\n if (this.options.wait > 0)\r\n {\r\n this.emit('wait', this);\r\n return\r\n }\r\n else\r\n {\r\n elapsed = -this.options.wait;\r\n this.options.wait = 0;\r\n this.emit('wait-end', this);\r\n }\r\n }\r\n this.time += elapsed;\r\n let leftover = 0;\r\n if (this.time >= this.options.duration)\r\n {\r\n leftover = this.time - this.options.duration;\r\n this.time = this.options.duration;\r\n }\r\n for (let i = 0; i < this.eases.length; i++)\r\n {\r\n const ease = this.eases[i];\r\n if (ease.element._destroyed)\r\n {\r\n this.eases.splice(i, 1);\r\n i--;\r\n }\r\n else\r\n {\r\n ease.update(ease);\r\n }\r\n }\r\n this.emit('each', this);\r\n if (this.time >= this.options.duration)\r\n {\r\n if (this.options.reverse)\r\n {\r\n this.eases.forEach(ease => this.reverse(ease));\r\n this.time = leftover;\r\n if (leftover)\r\n {\r\n this.eases.forEach(ease => ease.update(ease));\r\n }\r\n this.emit('reverse', this);\r\n if (!this.options.repeat)\r\n {\r\n this.options.reverse = false;\r\n }\r\n else if (this.options.repeat !== true)\r\n {\r\n this.options.repeat--;\r\n }\r\n }\r\n else if (this.options.repeat)\r\n {\r\n this.eases.forEach(ease => this.repeat(ease));\r\n this.time = leftover;\r\n if (leftover)\r\n {\r\n this.eases.forEach(ease => ease.update(ease));\r\n }\r\n if (this.options.repeat !== true)\r\n {\r\n this.options.repeat--;\r\n }\r\n this.emit('repeat', this);\r\n }\r\n else\r\n {\r\n this.eases.forEach(ease => this.complete(ease));\r\n this.emit('complete', this);\r\n return true\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * number of parameters being eased\r\n * @returns {number}\r\n */\r\n get count()\r\n {\r\n return this.eases.length\r\n }\r\n}\r\n\r\n/**\r\n * fires when easings are finished\r\n * @event EaseElement#complete\r\n * @type {EaseElement}\r\n */\r\n\r\n/**\r\n * fires on each loop where there are easings\r\n * @event EaseElement#each\r\n * @type {EaseElement}\r\n */\r\n\r\n/**\r\n * fires when easings repeats\r\n * @event EaseElement#repeat\r\n * @type {EaseElement}\r\n */\r\n\r\n /**\r\n * fires when easings reverse\r\n * @event EaseElement#reverse\r\n * @type {EaseElement}\r\n */\r\n\r\n/**\r\n * fires on each frame while a wait is counting down\r\n * @event EaseElement#wait\r\n * @type {object}\r\n * @property {EaseElement} element\r\n * @property {number} wait\r\n */\r\n\r\n/**\r\n * fires after a wait expires\r\n * @event EaseElement#wait-end\r\n * @type { EaseElement }\r\n */\n\nconst easeOptions = {\r\n duration: 1000,\r\n ease: penner.easeInOutSine,\r\n maxFrame: 1000 / 60,\r\n ticker: null,\r\n useRAF: true\r\n};\r\n\r\n/**\r\n * Manages a group of eases\r\n * @extends EventEmitter\r\n * @example\r\n * import * as PIXI from 'pixi.js'\r\n * import { Ease, ease } from 'pixi-ease'\r\n *\r\n * const app = new PIXI.Application()\r\n * const test = app.stage.addChild(new PIXI.Sprite(PIXI.Texture.WHITE))\r\n *\r\n * const move = ease.add(test, { x: 20, y: 15, alpha: 0.25 }, { reverse: true })\r\n * move.once('complete', () => console.log('move ease complete.'))\r\n *\r\n * test.generic = 25\r\n * const generic = ease.add(test, { generic: 0 }, { duration: 1500, ease: 'easeOutQuad' })\r\n * generic.on('each', () => console.log(test.generic))\r\n *\r\n * const secondEase = new Ease({ duration: 3000, ease: 'easeInBack' })\r\n * const test2 = app.stage.addChild(new PIXI.Sprite(PIXI.Texture.WHITE))\r\n * test2.tint = 0x0000ff\r\n * secondEase.add(test2, { blend: [0xff0000, 0x00ff00], scale: 2 })\r\n */\r\nclass Ease extends eventemitter3\r\n{\r\n /**\r\n * @param {object} [options]\r\n * @param {number} [options.duration=1000] default duration if not set\r\n * @param {(string|function)} [options.ease=Penner.easeInOutSine] default ease function if not set (see {@link https://www.npmjs.com/package/penner} for names of easing functions)\r\n * @param {boolean} [option.useRAF=true] attach to a requestAnimationFrame listener\r\n * @param {PIXI.Ticker} [options.ticker] attach to a PIXI.Ticker instead of RAF\r\n * @param {number} [options.maxFrame=1000/60] maximum frame time (set to Infinity to ignore); only used if useTicker = true\r\n * @fires Ease#complete\r\n * @fires Ease#each\r\n */\r\n constructor(options)\r\n {\r\n super();\r\n this.options = Object.assign({}, easeOptions, options);\r\n this.easings = [];\r\n this.empty = true;\r\n if (this.options.ticker)\r\n {\r\n this.options.ticker.add(this.update, this);\r\n }\r\n }\r\n\r\n /**\r\n * removes all eases and tickers\r\n */\r\n destroy()\r\n {\r\n this.removeAll();\r\n if (this.options.useTicker)\r\n {\r\n this.ticker.remove(this.update, this);\r\n }\r\n else if (this.options.useRAF)\r\n {\r\n cancelAnimationFrame(this.handleRAF);\r\n this.handleRAF = null;\r\n }\r\n }\r\n\r\n /**\r\n * add ease(s) to a PIXI.DisplayObject element\r\n * @param {(PIXI.DisplayObject|PIXI.DisplayObject[])} element\r\n *\r\n * @param {object} params\r\n * @param {number} [params.x]\r\n * @param {number} [params.y]\r\n * @param {(PIXI.DisplayObject|PIXI.Point)} [params.position] changes both x and y\r\n * @param {number} [params.width]\r\n * @param {number} [params.height]\r\n * @param {number} [params.scale] changes both scale.x and scale.y\r\n * @param {number} [params.scaleX]\r\n * @param {number} [params.scaleY]\r\n * @param {number} [params.alpha]\r\n * @param {number} [params.rotation]\r\n * @param {(PIXI.DisplayObject|PIXI.Point)} [params.face] rotate the element to face a DisplayObject using the closest angle\r\n * @param {number} [params.skew] changes both skew.x and skew.y\r\n * @param {number} [params.skewX]\r\n * @param {number} [params.skewY]\r\n * @param {(number|number[])} [params.tint] cycle through colors - if number is provided then it cycles between current tint and number; if number[] is provided is cycles only between tints in the number[]\r\n * @param {(number|number[])} [params.blend] blend between colors - if number is provided then it blends current tint to number; if number[] is provided then it blends between the tints in the number[]\r\n * @param {number} [params.shake] shakes the object by this number (randomly placing the element +/-shake pixels away from starting point)\r\n * @param {number} [params.*] generic number parameter\r\n *\r\n * @param {object} [options]\r\n * @param {number} [options.duration]\r\n * @param {(string|function)} [options.ease]\r\n * @param {(boolean|number)} [options.repeat]\r\n * @param {boolean} [options.reverse]\r\n * @param {number} [options.wait] wait this number of milliseconds before ease starts\r\n *\r\n * @returns {Easing}\r\n */\r\n add(element, params, options)\r\n {\r\n options = options || {};\r\n options.duration = typeof options.duration !== 'undefined' ? options.duration : this.options.duration;\r\n options.ease = options.ease || this.options.ease;\r\n if (typeof options.ease === 'string')\r\n {\r\n options.ease = penner[options.ease];\r\n }\r\n const easing = new Easing(element, params, options);\r\n this.easings.push(easing);\r\n if (this.empty && this.options.useRAF)\r\n {\r\n this.handleRAF = requestAnimationFrame(() => this.update());\r\n this.lastTime = Date.now();\r\n }\r\n this.empty = false;\r\n return easing\r\n }\r\n\r\n /**\r\n * create an ease that changes position (x, y) of the element by moving to the target at the speed\r\n * NOTE: under the hood this calls add(element, { x, y }, { duration: })\r\n * @param {PIXI.DisplayObject} element\r\n * @param {(PIXI.DisplayObject|PIXI.Point)} target\r\n * @param {number} speed in pixels / ms\r\n *\r\n * @param {object} [options]\r\n * @param {(string|function)} [options.ease]\r\n * @param {(boolean|number)} [options.repeat]\r\n * @param {boolean} [options.reverse]\r\n * @param {number} [options.wait] wait this number of milliseconds before ease starts\r\n * @param {boolean} [options.removeExisting] removes existing eases on the element of the same type (including x,y/position, skewX,skewY/skew, scaleX,scaleY/scale)\r\n *\r\n * @returns {Easing}\r\n */\r\n target(element, target, speed, options)\r\n {\r\n const duration = Math.sqrt(Math.pow(element.x - target.x, 2) + Math.pow(element.y - target.y, 2)) / speed;\r\n options = options || {};\r\n options.duration = duration;\r\n return this.add(element, { x: target.x, y: target.y }, options)\r\n }\r\n\r\n /**\r\n * helper function to add an ease that changes rotation to face the element at the desired target using the speed\r\n * NOTE: under the hood this calls add(element {x, y }, { duration: })\r\n * @param {PIXI.DisplayObject} element\r\n * @param {(PIXI.DisplayObject|PIXI.Point)} target\r\n * @param {number} speed in radians / ms\r\n *\r\n * @param {object} [options]\r\n * @param {(string|function)} [options.ease]\r\n * @param {(boolean|number)} [options.repeat]\r\n * @param {boolean} [options.reverse]\r\n * @param {number} [options.wait] wait this number of milliseconds before ease starts\r\n *\r\n * @returns {Easing}\r\n */\r\n face(element, target, speed, options)\r\n {\r\n const shortestAngle = Easing.shortestAngle(element.rotation, Math.atan2(target.y - element.y, target.x - element.x));\r\n const duration = Math.abs(shortestAngle - element.rotation) / speed;\r\n options = options || {};\r\n options.duration = duration;\r\n return this.add(element, { rotation: shortestAngle }, options)\r\n }\r\n\r\n /**\r\n * removes one or more eases from a DisplayObject\r\n * WARNING: 'complete' events will not fire for these removals\r\n * @param {PIXI.DisplayObject} element\r\n * @param {(string|string[])} [param] omit to remove all easings for an element\r\n */\r\n removeEase(element, param)\r\n {\r\n for (let i = 0; i < this.easings.length; i++)\r\n {\r\n if (this.easings[i].remove(element, param))\r\n {\r\n this.easings.splice(i, 1);\r\n i--;\r\n }\r\n }\r\n if (this.easings.length === 0)\r\n {\r\n this.empty = true;\r\n if (this.options.useRAF && this.handleRAF)\r\n {\r\n cancelAnimationFrame(this.handleRAF);\r\n this.handleRAF = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * remove all easings\r\n * WARNING: 'complete' events will not fire for these removals\r\n */\r\n removeAll()\r\n {\r\n this.easings = [];\r\n this.empty = true;\r\n if (this.options.useRAF && this.handleRAF)\r\n {\r\n cancelAnimationFrame(this.handleRAF);\r\n this.handleRAF = null;\r\n }\r\n}\r\n\r\n /**\r\n * update frame; this is called automatically if options.useTicker !== false\r\n * @param {number} elapsed time in ms since last frame\r\n */\r\n update(elapsed)\r\n {\r\n if (this.options.useTicker)\r\n {\r\n elapsed = this.ticker.elapsedMS;\r\n }\r\n else if (this.options.useRAF)\r\n {\r\n const now = Date.now();\r\n elapsed = now - this.lastTime;\r\n this.lastTime = now;\r\n }\r\n elapsed = Math.min(elapsed, this.options.maxFrame);\r\n if (!this.empty)\r\n {\r\n const list = this.easings.slice(0);\r\n for (let easing of list)\r\n {\r\n if (easing.update(elapsed))\r\n {\r\n this.easings.splice(this.easings.indexOf(easing), 1);\r\n }\r\n }\r\n this.emit('each', this);\r\n if (this.easings.length === 0)\r\n {\r\n this.empty = true;\r\n this.emit('complete', this);\r\n }\r\n }\r\n if (this.options.useRAF && this.easings.length)\r\n {\r\n this.handleRAF = requestAnimationFrame(() => this.update());\r\n }\r\n else\r\n {\r\n this.handleRAF = null;\r\n }\r\n }\r\n\r\n /**\r\n * number of easings\r\n * @type {number}\r\n */\r\n get count()\r\n {\r\n return this.easings.length\r\n }\r\n\r\n /**\r\n * number of active easings across all elements\r\n * @returns {number}\r\n */\r\n countRunning()\r\n {\r\n let count = 0;\r\n for (let entry of this.easings)\r\n {\r\n count += entry.count;\r\n }\r\n return count\r\n }\r\n\r\n /**\r\n * default duration for eases.add() (only applies to newly added eases)\r\n * @type {number}\r\n */\r\n set duration(duration)\r\n {\r\n this.options.duration = duration;\r\n }\r\n get duration()\r\n {\r\n return this.options.duration\r\n }\r\n\r\n /**\r\n * default ease for eases.add() (only applies to newly added eases)\r\n * @type {(string|Function)}\r\n */\r\n set ease(ease)\r\n {\r\n this.options.ease = ease;\r\n }\r\n get ease()\r\n {\r\n return this.options.ease\r\n }\r\n}\r\n\r\n// manages the ids used to define the DisplayObject ease variable (enabled multiple eases attached to the same object)\r\nEase.id = 0;\r\n\r\n/**\r\n * default instantiated Ease class\r\n * @type {Ease}\r\n */\r\nlet ease = new Ease();\r\n\r\nEase.ease = ease;\r\n\r\nclass List\r\n{\r\n constructor()\r\n {\r\n console.warn('Ease.List was deprecated. Use new Ease() instead.');\r\n }\r\n}\r\n\r\n/**\r\n * fires when there are no more eases\r\n * @event Ease#complete\r\n * @type {Ease}\r\n */\r\n\r\n /**\r\n * fires on each loop when there are eases running\r\n * @event Ease#each\r\n * @type {Ease}\r\n */\n\nexport { Ease, List, ease };\n//# sourceMappingURL=ease.es.js.map\n","// A port of an algorithm by Johannes Baagøe , 2010\n// http://baagoe.com/en/RandomMusings/javascript/\n// https://github.com/nquinlan/better-random-numbers-for-javascript-mirror\n// Original work is under MIT license -\n\n// Copyright (C) 2010 by Johannes Baagøe \n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\n\n\n(function(global, module, define) {\n\nfunction Alea(seed) {\n var me = this, mash = Mash();\n\n me.next = function() {\n var t = 2091639 * me.s0 + me.c * 2.3283064365386963e-10; // 2^-32\n me.s0 = me.s1;\n me.s1 = me.s2;\n return me.s2 = t - (me.c = t | 0);\n };\n\n // Apply the seeding algorithm from Baagoe.\n me.c = 1;\n me.s0 = mash(' ');\n me.s1 = mash(' ');\n me.s2 = mash(' ');\n me.s0 -= mash(seed);\n if (me.s0 < 0) { me.s0 += 1; }\n me.s1 -= mash(seed);\n if (me.s1 < 0) { me.s1 += 1; }\n me.s2 -= mash(seed);\n if (me.s2 < 0) { me.s2 += 1; }\n mash = null;\n}\n\nfunction copy(f, t) {\n t.c = f.c;\n t.s0 = f.s0;\n t.s1 = f.s1;\n t.s2 = f.s2;\n return t;\n}\n\nfunction impl(seed, opts) {\n var xg = new Alea(seed),\n state = opts && opts.state,\n prng = xg.next;\n prng.int32 = function() { return (xg.next() * 0x100000000) | 0; }\n prng.double = function() {\n return prng() + (prng() * 0x200000 | 0) * 1.1102230246251565e-16; // 2^-53\n };\n prng.quick = prng;\n if (state) {\n if (typeof(state) == 'object') copy(state, xg);\n prng.state = function() { return copy(xg, {}); }\n }\n return prng;\n}\n\nfunction Mash() {\n var n = 0xefc8249d;\n\n var mash = function(data) {\n data = String(data);\n for (var i = 0; i < data.length; i++) {\n n += data.charCodeAt(i);\n var h = 0.02519603282416938 * n;\n n = h >>> 0;\n h -= n;\n h *= n;\n n = h >>> 0;\n h -= n;\n n += h * 0x100000000; // 2^32\n }\n return (n >>> 0) * 2.3283064365386963e-10; // 2^-32\n };\n\n return mash;\n}\n\n\nif (module && module.exports) {\n module.exports = impl;\n} else if (define && define.amd) {\n define(function() { return impl; });\n} else {\n this.alea = impl;\n}\n\n})(\n this,\n (typeof module) == 'object' && module, // present in node.js\n (typeof define) == 'function' && define // present with an AMD loader\n);\n\n\n","// A Javascript implementaion of the \"xor128\" prng algorithm by\n// George Marsaglia. See http://www.jstatsoft.org/v08/i14/paper\n\n(function(global, module, define) {\n\nfunction XorGen(seed) {\n var me = this, strseed = '';\n\n me.x = 0;\n me.y = 0;\n me.z = 0;\n me.w = 0;\n\n // Set up generator function.\n me.next = function() {\n var t = me.x ^ (me.x << 11);\n me.x = me.y;\n me.y = me.z;\n me.z = me.w;\n return me.w ^= (me.w >>> 19) ^ t ^ (t >>> 8);\n };\n\n if (seed === (seed | 0)) {\n // Integer seed.\n me.x = seed;\n } else {\n // String seed.\n strseed += seed;\n }\n\n // Mix in string seed, then discard an initial batch of 64 values.\n for (var k = 0; k < strseed.length + 64; k++) {\n me.x ^= strseed.charCodeAt(k) | 0;\n me.next();\n }\n}\n\nfunction copy(f, t) {\n t.x = f.x;\n t.y = f.y;\n t.z = f.z;\n t.w = f.w;\n return t;\n}\n\nfunction impl(seed, opts) {\n var xg = new XorGen(seed),\n state = opts && opts.state,\n prng = function() { return (xg.next() >>> 0) / 0x100000000; };\n prng.double = function() {\n do {\n var top = xg.next() >>> 11,\n bot = (xg.next() >>> 0) / 0x100000000,\n result = (top + bot) / (1 << 21);\n } while (result === 0);\n return result;\n };\n prng.int32 = xg.next;\n prng.quick = prng;\n if (state) {\n if (typeof(state) == 'object') copy(state, xg);\n prng.state = function() { return copy(xg, {}); }\n }\n return prng;\n}\n\nif (module && module.exports) {\n module.exports = impl;\n} else if (define && define.amd) {\n define(function() { return impl; });\n} else {\n this.xor128 = impl;\n}\n\n})(\n this,\n (typeof module) == 'object' && module, // present in node.js\n (typeof define) == 'function' && define // present with an AMD loader\n);\n\n\n","// A Javascript implementaion of the \"xorwow\" prng algorithm by\n// George Marsaglia. See http://www.jstatsoft.org/v08/i14/paper\n\n(function(global, module, define) {\n\nfunction XorGen(seed) {\n var me = this, strseed = '';\n\n // Set up generator function.\n me.next = function() {\n var t = (me.x ^ (me.x >>> 2));\n me.x = me.y; me.y = me.z; me.z = me.w; me.w = me.v;\n return (me.d = (me.d + 362437 | 0)) +\n (me.v = (me.v ^ (me.v << 4)) ^ (t ^ (t << 1))) | 0;\n };\n\n me.x = 0;\n me.y = 0;\n me.z = 0;\n me.w = 0;\n me.v = 0;\n\n if (seed === (seed | 0)) {\n // Integer seed.\n me.x = seed;\n } else {\n // String seed.\n strseed += seed;\n }\n\n // Mix in string seed, then discard an initial batch of 64 values.\n for (var k = 0; k < strseed.length + 64; k++) {\n me.x ^= strseed.charCodeAt(k) | 0;\n if (k == strseed.length) {\n me.d = me.x << 10 ^ me.x >>> 4;\n }\n me.next();\n }\n}\n\nfunction copy(f, t) {\n t.x = f.x;\n t.y = f.y;\n t.z = f.z;\n t.w = f.w;\n t.v = f.v;\n t.d = f.d;\n return t;\n}\n\nfunction impl(seed, opts) {\n var xg = new XorGen(seed),\n state = opts && opts.state,\n prng = function() { return (xg.next() >>> 0) / 0x100000000; };\n prng.double = function() {\n do {\n var top = xg.next() >>> 11,\n bot = (xg.next() >>> 0) / 0x100000000,\n result = (top + bot) / (1 << 21);\n } while (result === 0);\n return result;\n };\n prng.int32 = xg.next;\n prng.quick = prng;\n if (state) {\n if (typeof(state) == 'object') copy(state, xg);\n prng.state = function() { return copy(xg, {}); }\n }\n return prng;\n}\n\nif (module && module.exports) {\n module.exports = impl;\n} else if (define && define.amd) {\n define(function() { return impl; });\n} else {\n this.xorwow = impl;\n}\n\n})(\n this,\n (typeof module) == 'object' && module, // present in node.js\n (typeof define) == 'function' && define // present with an AMD loader\n);\n\n\n","// A Javascript implementaion of the \"xorshift7\" algorithm by\n// François Panneton and Pierre L'ecuyer:\n// \"On the Xorgshift Random Number Generators\"\n// http://saluc.engr.uconn.edu/refs/crypto/rng/panneton05onthexorshift.pdf\n\n(function(global, module, define) {\n\nfunction XorGen(seed) {\n var me = this;\n\n // Set up generator function.\n me.next = function() {\n // Update xor generator.\n var X = me.x, i = me.i, t, v, w;\n t = X[i]; t ^= (t >>> 7); v = t ^ (t << 24);\n t = X[(i + 1) & 7]; v ^= t ^ (t >>> 10);\n t = X[(i + 3) & 7]; v ^= t ^ (t >>> 3);\n t = X[(i + 4) & 7]; v ^= t ^ (t << 7);\n t = X[(i + 7) & 7]; t = t ^ (t << 13); v ^= t ^ (t << 9);\n X[i] = v;\n me.i = (i + 1) & 7;\n return v;\n };\n\n function init(me, seed) {\n var j, w, X = [];\n\n if (seed === (seed | 0)) {\n // Seed state array using a 32-bit integer.\n w = X[0] = seed;\n } else {\n // Seed state using a string.\n seed = '' + seed;\n for (j = 0; j < seed.length; ++j) {\n X[j & 7] = (X[j & 7] << 15) ^\n (seed.charCodeAt(j) + X[(j + 1) & 7] << 13);\n }\n }\n // Enforce an array length of 8, not all zeroes.\n while (X.length < 8) X.push(0);\n for (j = 0; j < 8 && X[j] === 0; ++j);\n if (j == 8) w = X[7] = -1; else w = X[j];\n\n me.x = X;\n me.i = 0;\n\n // Discard an initial 256 values.\n for (j = 256; j > 0; --j) {\n me.next();\n }\n }\n\n init(me, seed);\n}\n\nfunction copy(f, t) {\n t.x = f.x.slice();\n t.i = f.i;\n return t;\n}\n\nfunction impl(seed, opts) {\n if (seed == null) seed = +(new Date);\n var xg = new XorGen(seed),\n state = opts && opts.state,\n prng = function() { return (xg.next() >>> 0) / 0x100000000; };\n prng.double = function() {\n do {\n var top = xg.next() >>> 11,\n bot = (xg.next() >>> 0) / 0x100000000,\n result = (top + bot) / (1 << 21);\n } while (result === 0);\n return result;\n };\n prng.int32 = xg.next;\n prng.quick = prng;\n if (state) {\n if (state.x) copy(state, xg);\n prng.state = function() { return copy(xg, {}); }\n }\n return prng;\n}\n\nif (module && module.exports) {\n module.exports = impl;\n} else if (define && define.amd) {\n define(function() { return impl; });\n} else {\n this.xorshift7 = impl;\n}\n\n})(\n this,\n (typeof module) == 'object' && module, // present in node.js\n (typeof define) == 'function' && define // present with an AMD loader\n);\n\n","// A Javascript implementaion of Richard Brent's Xorgens xor4096 algorithm.\n//\n// This fast non-cryptographic random number generator is designed for\n// use in Monte-Carlo algorithms. It combines a long-period xorshift\n// generator with a Weyl generator, and it passes all common batteries\n// of stasticial tests for randomness while consuming only a few nanoseconds\n// for each prng generated. For background on the generator, see Brent's\n// paper: \"Some long-period random number generators using shifts and xors.\"\n// http://arxiv.org/pdf/1004.3115v1.pdf\n//\n// Usage:\n//\n// var xor4096 = require('xor4096');\n// random = xor4096(1); // Seed with int32 or string.\n// assert.equal(random(), 0.1520436450538547); // (0, 1) range, 53 bits.\n// assert.equal(random.int32(), 1806534897); // signed int32, 32 bits.\n//\n// For nonzero numeric keys, this impelementation provides a sequence\n// identical to that by Brent's xorgens 3 implementaion in C. This\n// implementation also provides for initalizing the generator with\n// string seeds, or for saving and restoring the state of the generator.\n//\n// On Chrome, this prng benchmarks about 2.1 times slower than\n// Javascript's built-in Math.random().\n\n(function(global, module, define) {\n\nfunction XorGen(seed) {\n var me = this;\n\n // Set up generator function.\n me.next = function() {\n var w = me.w,\n X = me.X, i = me.i, t, v;\n // Update Weyl generator.\n me.w = w = (w + 0x61c88647) | 0;\n // Update xor generator.\n v = X[(i + 34) & 127];\n t = X[i = ((i + 1) & 127)];\n v ^= v << 13;\n t ^= t << 17;\n v ^= v >>> 15;\n t ^= t >>> 12;\n // Update Xor generator array state.\n v = X[i] = v ^ t;\n me.i = i;\n // Result is the combination.\n return (v + (w ^ (w >>> 16))) | 0;\n };\n\n function init(me, seed) {\n var t, v, i, j, w, X = [], limit = 128;\n if (seed === (seed | 0)) {\n // Numeric seeds initialize v, which is used to generates X.\n v = seed;\n seed = null;\n } else {\n // String seeds are mixed into v and X one character at a time.\n seed = seed + '\\0';\n v = 0;\n limit = Math.max(limit, seed.length);\n }\n // Initialize circular array and weyl value.\n for (i = 0, j = -32; j < limit; ++j) {\n // Put the unicode characters into the array, and shuffle them.\n if (seed) v ^= seed.charCodeAt((j + 32) % seed.length);\n // After 32 shuffles, take v as the starting w value.\n if (j === 0) w = v;\n v ^= v << 10;\n v ^= v >>> 15;\n v ^= v << 4;\n v ^= v >>> 13;\n if (j >= 0) {\n w = (w + 0x61c88647) | 0; // Weyl.\n t = (X[j & 127] ^= (v + w)); // Combine xor and weyl to init array.\n i = (0 == t) ? i + 1 : 0; // Count zeroes.\n }\n }\n // We have detected all zeroes; make the key nonzero.\n if (i >= 128) {\n X[(seed && seed.length || 0) & 127] = -1;\n }\n // Run the generator 512 times to further mix the state before using it.\n // Factoring this as a function slows the main generator, so it is just\n // unrolled here. The weyl generator is not advanced while warming up.\n i = 127;\n for (j = 4 * 128; j > 0; --j) {\n v = X[(i + 34) & 127];\n t = X[i = ((i + 1) & 127)];\n v ^= v << 13;\n t ^= t << 17;\n v ^= v >>> 15;\n t ^= t >>> 12;\n X[i] = v ^ t;\n }\n // Storing state as object members is faster than using closure variables.\n me.w = w;\n me.X = X;\n me.i = i;\n }\n\n init(me, seed);\n}\n\nfunction copy(f, t) {\n t.i = f.i;\n t.w = f.w;\n t.X = f.X.slice();\n return t;\n};\n\nfunction impl(seed, opts) {\n if (seed == null) seed = +(new Date);\n var xg = new XorGen(seed),\n state = opts && opts.state,\n prng = function() { return (xg.next() >>> 0) / 0x100000000; };\n prng.double = function() {\n do {\n var top = xg.next() >>> 11,\n bot = (xg.next() >>> 0) / 0x100000000,\n result = (top + bot) / (1 << 21);\n } while (result === 0);\n return result;\n };\n prng.int32 = xg.next;\n prng.quick = prng;\n if (state) {\n if (state.X) copy(state, xg);\n prng.state = function() { return copy(xg, {}); }\n }\n return prng;\n}\n\nif (module && module.exports) {\n module.exports = impl;\n} else if (define && define.amd) {\n define(function() { return impl; });\n} else {\n this.xor4096 = impl;\n}\n\n})(\n this, // window object or global\n (typeof module) == 'object' && module, // present in node.js\n (typeof define) == 'function' && define // present with an AMD loader\n);\n","// A Javascript implementaion of the \"Tyche-i\" prng algorithm by\n// Samuel Neves and Filipe Araujo.\n// See https://eden.dei.uc.pt/~sneves/pubs/2011-snfa2.pdf\n\n(function(global, module, define) {\n\nfunction XorGen(seed) {\n var me = this, strseed = '';\n\n // Set up generator function.\n me.next = function() {\n var b = me.b, c = me.c, d = me.d, a = me.a;\n b = (b << 25) ^ (b >>> 7) ^ c;\n c = (c - d) | 0;\n d = (d << 24) ^ (d >>> 8) ^ a;\n a = (a - b) | 0;\n me.b = b = (b << 20) ^ (b >>> 12) ^ c;\n me.c = c = (c - d) | 0;\n me.d = (d << 16) ^ (c >>> 16) ^ a;\n return me.a = (a - b) | 0;\n };\n\n /* The following is non-inverted tyche, which has better internal\n * bit diffusion, but which is about 25% slower than tyche-i in JS.\n me.next = function() {\n var a = me.a, b = me.b, c = me.c, d = me.d;\n a = (me.a + me.b | 0) >>> 0;\n d = me.d ^ a; d = d << 16 ^ d >>> 16;\n c = me.c + d | 0;\n b = me.b ^ c; b = b << 12 ^ d >>> 20;\n me.a = a = a + b | 0;\n d = d ^ a; me.d = d = d << 8 ^ d >>> 24;\n me.c = c = c + d | 0;\n b = b ^ c;\n return me.b = (b << 7 ^ b >>> 25);\n }\n */\n\n me.a = 0;\n me.b = 0;\n me.c = 2654435769 | 0;\n me.d = 1367130551;\n\n if (seed === Math.floor(seed)) {\n // Integer seed.\n me.a = (seed / 0x100000000) | 0;\n me.b = seed | 0;\n } else {\n // String seed.\n strseed += seed;\n }\n\n // Mix in string seed, then discard an initial batch of 64 values.\n for (var k = 0; k < strseed.length + 20; k++) {\n me.b ^= strseed.charCodeAt(k) | 0;\n me.next();\n }\n}\n\nfunction copy(f, t) {\n t.a = f.a;\n t.b = f.b;\n t.c = f.c;\n t.d = f.d;\n return t;\n};\n\nfunction impl(seed, opts) {\n var xg = new XorGen(seed),\n state = opts && opts.state,\n prng = function() { return (xg.next() >>> 0) / 0x100000000; };\n prng.double = function() {\n do {\n var top = xg.next() >>> 11,\n bot = (xg.next() >>> 0) / 0x100000000,\n result = (top + bot) / (1 << 21);\n } while (result === 0);\n return result;\n };\n prng.int32 = xg.next;\n prng.quick = prng;\n if (state) {\n if (typeof(state) == 'object') copy(state, xg);\n prng.state = function() { return copy(xg, {}); }\n }\n return prng;\n}\n\nif (module && module.exports) {\n module.exports = impl;\n} else if (define && define.amd) {\n define(function() { return impl; });\n} else {\n this.tychei = impl;\n}\n\n})(\n this,\n (typeof module) == 'object' && module, // present in node.js\n (typeof define) == 'function' && define // present with an AMD loader\n);\n\n\n","export default {};\n","/*\nCopyright 2019 David Bau.\n\nPermission is hereby granted, free of charge, to any person obtaining\na copy of this software and associated documentation files (the\n\"Software\"), to deal in the Software without restriction, including\nwithout limitation the rights to use, copy, modify, merge, publish,\ndistribute, sublicense, and/or sell copies of the Software, and to\npermit persons to whom the Software is furnished to do so, subject to\nthe following conditions:\n\nThe above copyright notice and this permission notice shall be\nincluded in all copies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\nEXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\nMERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.\nIN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY\nCLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,\nTORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE\nSOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n*/\n\n(function (global, pool, math) {\n//\n// The following constants are related to IEEE 754 limits.\n//\n\nvar width = 256, // each RC4 output is 0 <= x < 256\n chunks = 6, // at least six RC4 outputs for each double\n digits = 52, // there are 52 significant digits in a double\n rngname = 'random', // rngname: name for Math.random and Math.seedrandom\n startdenom = math.pow(width, chunks),\n significance = math.pow(2, digits),\n overflow = significance * 2,\n mask = width - 1,\n nodecrypto; // node.js crypto module, initialized at the bottom.\n\n//\n// seedrandom()\n// This is the seedrandom function described above.\n//\nfunction seedrandom(seed, options, callback) {\n var key = [];\n options = (options == true) ? { entropy: true } : (options || {});\n\n // Flatten the seed string or build one from local entropy if needed.\n var shortseed = mixkey(flatten(\n options.entropy ? [seed, tostring(pool)] :\n (seed == null) ? autoseed() : seed, 3), key);\n\n // Use the seed to initialize an ARC4 generator.\n var arc4 = new ARC4(key);\n\n // This function returns a random double in [0, 1) that contains\n // randomness in every bit of the mantissa of the IEEE 754 value.\n var prng = function() {\n var n = arc4.g(chunks), // Start with a numerator n < 2 ^ 48\n d = startdenom, // and denominator d = 2 ^ 48.\n x = 0; // and no 'extra last byte'.\n while (n < significance) { // Fill up all significant digits by\n n = (n + x) * width; // shifting numerator and\n d *= width; // denominator and generating a\n x = arc4.g(1); // new least-significant-byte.\n }\n while (n >= overflow) { // To avoid rounding up, before adding\n n /= 2; // last byte, shift everything\n d /= 2; // right using integer math until\n x >>>= 1; // we have exactly the desired bits.\n }\n return (n + x) / d; // Form the number within [0, 1).\n };\n\n prng.int32 = function() { return arc4.g(4) | 0; }\n prng.quick = function() { return arc4.g(4) / 0x100000000; }\n prng.double = prng;\n\n // Mix the randomness into accumulated entropy.\n mixkey(tostring(arc4.S), pool);\n\n // Calling convention: what to return as a function of prng, seed, is_math.\n return (options.pass || callback ||\n function(prng, seed, is_math_call, state) {\n if (state) {\n // Load the arc4 state from the given state if it has an S array.\n if (state.S) { copy(state, arc4); }\n // Only provide the .state method if requested via options.state.\n prng.state = function() { return copy(arc4, {}); }\n }\n\n // If called as a method of Math (Math.seedrandom()), mutate\n // Math.random because that is how seedrandom.js has worked since v1.0.\n if (is_math_call) { math[rngname] = prng; return seed; }\n\n // Otherwise, it is a newer calling convention, so return the\n // prng directly.\n else return prng;\n })(\n prng,\n shortseed,\n 'global' in options ? options.global : (this == math),\n options.state);\n}\n\n//\n// ARC4\n//\n// An ARC4 implementation. The constructor takes a key in the form of\n// an array of at most (width) integers that should be 0 <= x < (width).\n//\n// The g(count) method returns a pseudorandom integer that concatenates\n// the next (count) outputs from ARC4. Its return value is a number x\n// that is in the range 0 <= x < (width ^ count).\n//\nfunction ARC4(key) {\n var t, keylen = key.length,\n me = this, i = 0, j = me.i = me.j = 0, s = me.S = [];\n\n // The empty key [] is treated as [0].\n if (!keylen) { key = [keylen++]; }\n\n // Set up S using the standard key scheduling algorithm.\n while (i < width) {\n s[i] = i++;\n }\n for (i = 0; i < width; i++) {\n s[i] = s[j = mask & (j + key[i % keylen] + (t = s[i]))];\n s[j] = t;\n }\n\n // The \"g\" method returns the next (count) outputs as one number.\n (me.g = function(count) {\n // Using instance members instead of closure state nearly doubles speed.\n var t, r = 0,\n i = me.i, j = me.j, s = me.S;\n while (count--) {\n t = s[i = mask & (i + 1)];\n r = r * width + s[mask & ((s[i] = s[j = mask & (j + t)]) + (s[j] = t))];\n }\n me.i = i; me.j = j;\n return r;\n // For robust unpredictability, the function call below automatically\n // discards an initial batch of values. This is called RC4-drop[256].\n // See http://google.com/search?q=rsa+fluhrer+response&btnI\n })(width);\n}\n\n//\n// copy()\n// Copies internal state of ARC4 to or from a plain object.\n//\nfunction copy(f, t) {\n t.i = f.i;\n t.j = f.j;\n t.S = f.S.slice();\n return t;\n};\n\n//\n// flatten()\n// Converts an object tree to nested arrays of strings.\n//\nfunction flatten(obj, depth) {\n var result = [], typ = (typeof obj), prop;\n if (depth && typ == 'object') {\n for (prop in obj) {\n try { result.push(flatten(obj[prop], depth - 1)); } catch (e) {}\n }\n }\n return (result.length ? result : typ == 'string' ? obj : obj + '\\0');\n}\n\n//\n// mixkey()\n// Mixes a string seed into a key that is an array of integers, and\n// returns a shortened string seed that is equivalent to the result key.\n//\nfunction mixkey(seed, key) {\n var stringseed = seed + '', smear, j = 0;\n while (j < stringseed.length) {\n key[mask & j] =\n mask & ((smear ^= key[mask & j] * 19) + stringseed.charCodeAt(j++));\n }\n return tostring(key);\n}\n\n//\n// autoseed()\n// Returns an object for autoseeding, using window.crypto and Node crypto\n// module if available.\n//\nfunction autoseed() {\n try {\n var out;\n if (nodecrypto && (out = nodecrypto.randomBytes)) {\n // The use of 'out' to remember randomBytes makes tight minified code.\n out = out(width);\n } else {\n out = new Uint8Array(width);\n (global.crypto || global.msCrypto).getRandomValues(out);\n }\n return tostring(out);\n } catch (e) {\n var browser = global.navigator,\n plugins = browser && browser.plugins;\n return [+new Date, global, plugins, global.screen, tostring(pool)];\n }\n}\n\n//\n// tostring()\n// Converts an array of charcodes to a string\n//\nfunction tostring(a) {\n return String.fromCharCode.apply(0, a);\n}\n\n//\n// When seedrandom.js is loaded, we immediately mix a few bits\n// from the built-in RNG into the entropy pool. Because we do\n// not want to interfere with deterministic PRNG state later,\n// seedrandom will not call math.random on its own again after\n// initialization.\n//\nmixkey(math.random(), pool);\n\n//\n// Nodejs and AMD support: export the implementation as a module using\n// either convention.\n//\nif ((typeof module) == 'object' && module.exports) {\n module.exports = seedrandom;\n // When in node.js, try using crypto package for autoseeding.\n try {\n nodecrypto = require('crypto');\n } catch (ex) {}\n} else if ((typeof define) == 'function' && define.amd) {\n define(function() { return seedrandom; });\n} else {\n // When included as a plain script, set up Math.seedrandom global.\n math['seed' + rngname] = seedrandom;\n}\n\n\n// End anonymous scope, and pass initial values.\n})(\n // global: `self` in browsers (including strict mode and web workers),\n // otherwise `this` in Node and other environments\n (typeof self !== 'undefined') ? self : this,\n [], // pool: entropy pool starts empty\n Math // math: package containing random, pow, and seedrandom\n);\n","// A library of seedable RNGs implemented in Javascript.\n//\n// Usage:\n//\n// var seedrandom = require('seedrandom');\n// var random = seedrandom(1); // or any seed.\n// var x = random(); // 0 <= x < 1. Every bit is random.\n// var x = random.quick(); // 0 <= x < 1. 32 bits of randomness.\n\n// alea, a 53-bit multiply-with-carry generator by Johannes Baagøe.\n// Period: ~2^116\n// Reported to pass all BigCrush tests.\nvar alea = require('./lib/alea');\n\n// xor128, a pure xor-shift generator by George Marsaglia.\n// Period: 2^128-1.\n// Reported to fail: MatrixRank and LinearComp.\nvar xor128 = require('./lib/xor128');\n\n// xorwow, George Marsaglia's 160-bit xor-shift combined plus weyl.\n// Period: 2^192-2^32\n// Reported to fail: CollisionOver, SimpPoker, and LinearComp.\nvar xorwow = require('./lib/xorwow');\n\n// xorshift7, by François Panneton and Pierre L'ecuyer, takes\n// a different approach: it adds robustness by allowing more shifts\n// than Marsaglia's original three. It is a 7-shift generator\n// with 256 bits, that passes BigCrush with no systmatic failures.\n// Period 2^256-1.\n// No systematic BigCrush failures reported.\nvar xorshift7 = require('./lib/xorshift7');\n\n// xor4096, by Richard Brent, is a 4096-bit xor-shift with a\n// very long period that also adds a Weyl generator. It also passes\n// BigCrush with no systematic failures. Its long period may\n// be useful if you have many generators and need to avoid\n// collisions.\n// Period: 2^4128-2^32.\n// No systematic BigCrush failures reported.\nvar xor4096 = require('./lib/xor4096');\n\n// Tyche-i, by Samuel Neves and Filipe Araujo, is a bit-shifting random\n// number generator derived from ChaCha, a modern stream cipher.\n// https://eden.dei.uc.pt/~sneves/pubs/2011-snfa2.pdf\n// Period: ~2^127\n// No systematic BigCrush failures reported.\nvar tychei = require('./lib/tychei');\n\n// The original ARC4-based prng included in this library.\n// Period: ~2^1600\nvar sr = require('./seedrandom');\n\nsr.alea = alea;\nsr.xor128 = xor128;\nsr.xorwow = xorwow;\nsr.xorshift7 = xorshift7;\nsr.xor4096 = xor4096;\nsr.tychei = tychei;\n\nmodule.exports = sr;\n","'use strict';\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _toConsumableArray(arr) { if (Array.isArray(arr)) { for (var i = 0, arr2 = Array(arr.length); i < arr.length; i++) { arr2[i] = arr[i]; } return arr2; } else { return Array.from(arr); } }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n// yy-random\n// by David Figatner\n// MIT license\n// copyright YOPEY YOPEY LLC 2016-17\n// https://github.com/davidfig/random\n\nvar seedrandom = require('seedrandom');\n\nvar Random = function () {\n function Random() {\n _classCallCheck(this, Random);\n\n this.generator = Math.random;\n }\n\n /**\n * generates a seeded number\n * @param {number} seed\n * @param {object} [options]\n * @param {string} [PRNG=\"alea\"] - name of algorithm, see https://github.com/davidbau/seedrandom\n * @param {(boolean|string)} [state] - can include the state returned from save()\n */\n\n\n _createClass(Random, [{\n key: 'seed',\n value: function seed(_seed, options) {\n options = options || {};\n this.generator = seedrandom[options.PRNG || 'alea'](_seed, { state: options.state });\n this.options = options;\n }\n\n /**\n * saves the state of the random generator\n * can only be used after Random.seed() is called with options.state = true\n * @returns {number} state\n */\n\n }, {\n key: 'save',\n value: function save() {\n if (this.generator !== Math.random) {\n return this.generator.state();\n }\n }\n\n /**\n * restores the state of the random generator\n * @param {number} state\n */\n\n }, {\n key: 'restore',\n value: function restore(state) {\n this.generator = seedrandom[this.options.PRNG || 'alea']('', { state: state });\n }\n\n /**\n * changes the generator to use the old Math.sin-based random function\n * based on : http://stackoverflow.com/questions/521295/javascript-random-seeds\n * (deprecated) Use only for compatibility purposes\n * @param {number} seed\n */\n\n }, {\n key: 'seedOld',\n value: function seedOld(seed) {\n this.generator = function () {\n var x = Math.sin(seed++) * 10000;\n return x - Math.floor(x);\n };\n }\n\n /**\n * create a separate random generator using the seed\n * @param {number} seed\n * @return {object}\n */\n\n }, {\n key: 'separateSeed',\n value: function separateSeed(seed) {\n var random = new Random();\n random.seed(seed);\n return random;\n }\n\n /**\n * resets the random number this.generator to Math.random()\n */\n\n }, {\n key: 'reset',\n value: function reset() {\n this.generator = Math.random;\n }\n\n /**\n * returns a random number using the this.generator between [0, ceiling - 1]\n * @param {number} ceiling\n * @param {boolean} [useFloat=false]\n * @return {number}\n */\n\n }, {\n key: 'get',\n value: function get(ceiling, useFloat) {\n var negative = ceiling < 0 ? -1 : 1;\n ceiling *= negative;\n var result = void 0;\n if (useFloat) {\n result = this.generator() * ceiling;\n } else {\n result = Math.floor(this.generator() * ceiling);\n }\n return result * negative;\n }\n\n /**\n * returns a random integer between 0 - Number.MAX_SAFE_INTEGER\n * @return {number}\n */\n\n }, {\n key: 'getHuge',\n value: function getHuge() {\n return this.get(Number.MAX_SAFE_INTEGER);\n }\n\n /**\n * random number [middle - range, middle + range]\n * @param {number} middle\n * @param {number} delta\n * @param {boolean} [useFloat=false]\n * @return {number}\n */\n\n }, {\n key: 'middle',\n value: function middle(_middle, delta, useFloat) {\n var half = delta / 2;\n return this.range(_middle - half, _middle + half, useFloat);\n }\n\n /**\n * random number [start, end]\n * @param {number} start\n * @param {number} end\n * @param {boolean} [useFloat=false] if true, then range is (start, end)--i.e., not inclusive to start and end\n * @return {number}\n */\n\n }, {\n key: 'range',\n value: function range(start, end, useFloat) {\n // case where there is no range\n if (end === start) {\n return end;\n }\n\n if (useFloat) {\n return this.get(end - start, true) + start;\n } else {\n var range = void 0;\n if (start < 0 && end > 0) {\n range = -start + end + 1;\n } else if (start === 0 && end > 0) {\n range = end + 1;\n } else if (start < 0 && end === 0) {\n range = start - 1;\n start = 1;\n } else if (start < 0 && end < 0) {\n range = end - start - 1;\n } else {\n range = end - start + 1;\n }\n return Math.floor(this.generator() * range) + start;\n }\n }\n\n /**\n * an array of random numbers between [start, end]\n * @param {number} start\n * @param {number} end\n * @param {number} count\n * @param {boolean} [useFloat=false]\n * @return {number[]}\n */\n\n }, {\n key: 'rangeMultiple',\n value: function rangeMultiple(start, end, count, useFloat) {\n var array = [];\n for (var i = 0; i < count; i++) {\n array.push(this.range(start, end, useFloat));\n }\n return array;\n }\n\n /**\n * an array of random numbers between [middle - range, middle + range]\n * @param {number} middle\n * @param {number} range\n * @param {number} count\n * @param {boolean} [useFloat=false]\n * @return {number[]}\n */\n\n }, {\n key: 'middleMultiple',\n value: function middleMultiple(middle, range, count, useFloat) {\n var array = [];\n for (var i = 0; i < count; i++) {\n array.push(middle(middle, range, useFloat));\n }\n return array;\n }\n\n /**\n * @param {number} [chance=0.5]\n * returns random sign (either +1 or -1)\n * @return {number}\n */\n\n }, {\n key: 'sign',\n value: function sign(chance) {\n chance = chance || 0.5;\n return this.generator() < chance ? 1 : -1;\n }\n\n /**\n * tells you whether a random chance was achieved\n * @param {number} [percent=0.5]\n * @return {boolean}\n */\n\n }, {\n key: 'chance',\n value: function chance(percent) {\n return this.generator() < (percent || 0.5);\n }\n\n /**\n * returns a random angle in radians [0 - 2 * Math.PI)\n */\n\n }, {\n key: 'angle',\n value: function angle() {\n return this.get(Math.PI * 2, true);\n }\n\n /**\n * Shuffle array (either in place or copied)\n * from http://stackoverflow.com/questions/2450954/how-to-randomize-shuffle-a-javascript-array\n * @param {Array} array\n * @param {boolean} [copy=false] whether to shuffle in place (default) or return a new shuffled array\n * @return {Array} a shuffled array\n */\n\n }, {\n key: 'shuffle',\n value: function shuffle(array, copy) {\n if (copy) {\n array = array.slice();\n }\n if (array.length === 0) {\n return array;\n }\n\n var currentIndex = array.length,\n temporaryValue = void 0,\n randomIndex = void 0;\n\n // While there remain elements to shuffle...\n while (0 !== currentIndex) {\n // Pick a remaining element...\n randomIndex = this.get(currentIndex);\n currentIndex -= 1;\n\n // And swap it with the current element.\n temporaryValue = array[currentIndex];\n array[currentIndex] = array[randomIndex];\n array[randomIndex] = temporaryValue;\n }\n return array;\n }\n\n /**\n * picks a random element from an array\n * @param {Array} array\n * @return {*}\n */\n\n }, {\n key: 'pick',\n value: function pick(array, remove) {\n if (!remove) {\n return array[this.get(array.length)];\n } else {\n var pick = this.get(array.length);\n var temp = array[pick];\n array.splice(pick, 1);\n return temp;\n }\n }\n\n /**\n * select a random collection of elements from an array\n * @param {Array} array\n * @param {number} count\n * @param {Array} array of selected items\n */\n\n }, {\n key: 'select',\n value: function select(array, count) {\n var select = [].concat(_toConsumableArray(array));\n var selected = [];\n for (var i = 0; i < count; i++) {\n var index = this.get(select.length);\n selected.push.apply(selected, _toConsumableArray(select.splice(index, 1)));\n }\n return selected;\n }\n\n /**\n * returns a random property from an object\n * from http://stackoverflow.com/questions/2532218/pick-random-property-from-a-javascript-object\n * @param {object} obj\n * @return {*}\n */\n\n }, {\n key: 'property',\n value: function property(obj) {\n var result;\n var count = 0;\n for (var prop in obj) {\n if (this.chance(1 / ++count)) {\n result = prop;\n }\n }\n return result;\n }\n\n /**\n * creates a random set where each entry is a value between [min, max]\n * @param {number} min\n * @param {number} max\n * @param {number} amount of numbers in set\n * @param {number[]}\n */\n\n }, {\n key: 'set',\n value: function set(min, max, amount) {\n var set = [],\n all = [],\n i;\n for (i = min; i < max; i++) {\n all.push(i);\n }\n\n for (i = 0; i < amount; i++) {\n var found = this.get(all.length);\n set.push(all[found]);\n all.splice(found, 1);\n }\n return set;\n }\n\n /**\n * returns a set of numbers with a randomly even distribution (i.e., no overlapping and filling the space)\n * @param {number} start position\n * @param {number} end position\n * @param {number} count of non-start/end points\n * @param {boolean} [includeStart=false] includes start point (count++)\n * @param {boolean} [includeEnd=false] includes end point (count++)\n * @param {boolean} [useFloat=false]\n * @param {number[]}\n */\n\n }, {\n key: 'distribution',\n value: function distribution(start, end, count, includeStart, includeEnd, useFloat) {\n var interval = Math.floor((end - start) / count);\n var halfInterval = interval / 2;\n var quarterInterval = interval / 4;\n var set = [];\n if (includeStart) {\n set.push(start);\n }\n for (var i = 0; i < count; i++) {\n set.push(start + i * interval + halfInterval + this.range(-quarterInterval, quarterInterval, useFloat));\n }\n if (includeEnd) {\n set.push(end);\n }\n return set;\n }\n\n /**\n * returns a random number based on weighted probability between [min, max]\n * from http://stackoverflow.com/questions/22656126/javascript-random-number-with-weighted-probability\n * @param {number} min value\n * @param {number} max value\n * @param {number} target for average value\n * @param {number} stddev - standard deviation\n */\n\n }, {\n key: 'weightedProbabilityInt',\n value: function weightedProbabilityInt(min, max, target, stddev) {\n function normRand() {\n var x1 = void 0,\n x2 = void 0,\n rad = void 0;\n do {\n x1 = 2 * this.get(1, true) - 1;\n x2 = 2 * this.get(1, true) - 1;\n rad = x1 * x1 + x2 * x2;\n } while (rad >= 1 || rad === 0);\n var c = Math.sqrt(-2 * Math.log(rad) / rad);\n return x1 * c;\n }\n\n stddev = stddev || 1;\n if (Math.random() < 0.81546) {\n while (true) {\n var sample = normRand() * stddev + target;\n if (sample >= min && sample <= max) {\n return sample;\n }\n }\n } else {\n return this.range(min, max);\n }\n }\n\n /**\n * returns a random number within a circle with a normal distribution\n * from https://stackoverflow.com/a/5838055/1955997\n * @param {number} x\n * @param {number} y\n * @param {number} radius\n * @param {bool} [float]\n * @returns {number[]} [x, y]\n */\n\n }, {\n key: 'circle',\n value: function circle(x, y, radius, float) {\n var t = this.angle();\n var u = this.get(1, true) + this.get(1, true);\n var r = u > 1 ? 2 - u : u;\n if (float) {\n return [x + r * Math.cos(t) * radius, y + r * Math.sin(t) * radius];\n } else {\n return [Math.round(x + r * Math.cos(t) * radius), Math.round(y + r * Math.sin(t) * radius)];\n }\n }\n\n /*\n * returns a random hex color (0 - 0xffffff)\n * @return {number}\n */\n\n }, {\n key: 'color',\n value: function color() {\n return this.get(0xffffff);\n }\n }]);\n\n return Random;\n}();\n\nmodule.exports = new Random();\n\n//# 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yy-random\n// by David Figatner\n// MIT license\n// copyright YOPEY YOPEY LLC 2016-17\n// https://github.com/davidfig/random\n\nconst seedrandom = require('seedrandom')\n\nclass Random {\n    constructor() {\n        this.generator = Math.random\n    }\n\n    /**\n     * generates a seeded number\n     * @param {number} seed\n     * @param {object} [options]\n     * @param {string} [PRNG=\"alea\"] - name of algorithm, see https://github.com/davidbau/seedrandom\n     * @param {(boolean|string)} [state] - can include the state returned from save()\n     */\n    seed(seed, options) {\n        options = options || {}\n        this.generator = seedrandom[options.PRNG || 'alea'](seed, { state: options.state })\n        this.options = options\n    }\n\n    /**\n     * saves the state of the random generator\n     * can only be used after Random.seed() is called with options.state = true\n     * @returns {number} state\n     */\n    save() {\n        if (this.generator !== Math.random) {\n            return this.generator.state()\n        }\n    }\n\n    /**\n     * restores the state of the random generator\n     * @param {number} state\n     */\n    restore(state) {\n        this.generator = seedrandom[this.options.PRNG || 'alea']('', { state })\n    }\n\n    /**\n     * changes the generator to use the old Math.sin-based random function\n     * based on : http://stackoverflow.com/questions/521295/javascript-random-seeds\n     * (deprecated) Use only for compatibility purposes\n     * @param {number} seed\n     */\n    seedOld(seed) {\n        this.generator = function() {\n            const x = Math.sin(seed++) * 10000\n            return x - Math.floor(x)\n        }\n    }\n\n    /**\n     * create a separate random generator using the seed\n     * @param {number} seed\n     * @return {object}\n     */\n    separateSeed(seed) {\n        const random = new Random()\n        random.seed(seed)\n        return random\n    }\n\n    /**\n     * resets the random number this.generator to Math.random()\n     */\n    reset() {\n        this.generator = Math.random\n    }\n\n    /**\n     * returns a random number using the this.generator between [0, ceiling - 1]\n     * @param {number} ceiling\n     * @param {boolean} [useFloat=false]\n     * @return {number}\n     */\n    get(ceiling, useFloat) {\n        const negative = ceiling < 0 ? -1 : 1\n        ceiling *= negative\n        let result\n        if (useFloat) {\n            result = this.generator() * ceiling\n        } else {\n            result = Math.floor(this.generator() * ceiling)\n        }\n        return result * negative\n    }\n\n    /**\n     * returns a random integer between 0 - Number.MAX_SAFE_INTEGER\n     * @return {number}\n     */\n    getHuge() {\n        return this.get(Number.MAX_SAFE_INTEGER)\n    }\n\n    /**\n     * random number [middle - range, middle + range]\n     * @param {number} middle\n     * @param {number} delta\n     * @param {boolean} [useFloat=false]\n     * @return {number}\n     */\n    middle(middle, delta, useFloat) {\n        const half = delta / 2\n        return this.range(middle - half, middle + half, useFloat)\n    }\n\n    /**\n     * random number [start, end]\n     * @param {number} start\n     * @param {number} end\n     * @param {boolean} [useFloat=false] if true, then range is (start, end)--i.e., not inclusive to start and end\n     * @return {number}\n     */\n    range(start, end, useFloat) {\n        // case where there is no range\n        if (end === start) {\n            return end\n        }\n\n        if (useFloat) {\n            return this.get(end - start, true) + start\n        } else {\n            let range\n            if (start < 0 && end > 0) {\n                range = -start + end + 1\n            } else if (start === 0 && end > 0) {\n                range = end + 1\n            } else if (start < 0 && end === 0) {\n                range = start - 1\n                start = 1\n            } else if (start < 0 && end < 0) {\n                range = end - start - 1\n            } else {\n                range = end - start + 1\n            }\n            return Math.floor(this.generator() * range) + start\n        }\n    }\n\n    /**\n     * an array of random numbers between [start, end]\n     * @param {number} start\n     * @param {number} end\n     * @param {number} count\n     * @param {boolean} [useFloat=false]\n     * @return {number[]}\n     */\n    rangeMultiple(start, end, count, useFloat) {\n        var array = []\n        for (let i = 0; i < count; i++) {\n            array.push(this.range(start, end, useFloat))\n        }\n        return array\n    }\n\n    /**\n     * an array of random numbers between [middle - range, middle + range]\n     * @param {number} middle\n     * @param {number} range\n     * @param {number} count\n     * @param {boolean} [useFloat=false]\n     * @return {number[]}\n     */\n    middleMultiple(middle, range, count, useFloat) {\n        const array = []\n        for (let i = 0; i < count; i++) {\n            array.push(middle(middle, range, useFloat))\n        }\n        return array\n    }\n\n    /**\n     * @param {number} [chance=0.5]\n     * returns random sign (either +1 or -1)\n     * @return {number}\n     */\n    sign(chance) {\n        chance = chance || 0.5\n        return this.generator() < chance ? 1 : -1\n    }\n\n    /**\n     * tells you whether a random chance was achieved\n     * @param {number} [percent=0.5]\n     * @return {boolean}\n     */\n    chance(percent) {\n        return this.generator() < (percent || 0.5)\n    }\n\n    /**\n     * returns a random angle in radians [0 - 2 * Math.PI)\n     */\n    angle() {\n        return this.get(Math.PI * 2, true)\n    }\n\n    /**\n     * Shuffle array (either in place or copied)\n     * from http://stackoverflow.com/questions/2450954/how-to-randomize-shuffle-a-javascript-array\n     * @param {Array} array\n     * @param {boolean} [copy=false] whether to shuffle in place (default) or return a new shuffled array\n     * @return {Array} a shuffled array\n     */\n    shuffle(array, copy) {\n        if (copy) {\n            array = array.slice()\n        }\n        if (array.length === 0) {\n            return array\n        }\n\n        let currentIndex = array.length, temporaryValue, randomIndex\n\n        // While there remain elements to shuffle...\n        while (0 !== currentIndex) {\n            // Pick a remaining element...\n            randomIndex = this.get(currentIndex)\n            currentIndex -= 1\n\n            // And swap it with the current element.\n            temporaryValue = array[currentIndex]\n            array[currentIndex] = array[randomIndex]\n            array[randomIndex] = temporaryValue\n        }\n        return array\n    }\n\n    /**\n     * picks a random element from an array\n     * @param {Array} array\n     * @return {*}\n     */\n    pick(array, remove) {\n        if (!remove) {\n            return array[this.get(array.length)]\n        } else {\n            const pick = this.get(array.length)\n            const temp = array[pick]\n            array.splice(pick, 1)\n            return temp\n        }\n    }\n\n    /**\n     * select a random collection of elements from an array\n     * @param {Array} array\n     * @param {number} count\n     * @param {Array} array of selected items\n     */\n    select(array, count) {\n        const select = [...array]\n        const selected = []\n        for (let i = 0; i < count; i++) {\n            const index = this.get(select.length)\n            selected.push(...select.splice(index, 1))\n        }\n        return selected\n    }\n\n    /**\n     * returns a random property from an object\n     * from http://stackoverflow.com/questions/2532218/pick-random-property-from-a-javascript-object\n     * @param {object} obj\n     * @return {*}\n     */\n    property(obj) {\n        var result\n        var count = 0\n        for (var prop in obj) {\n            if (this.chance(1 / ++count)) {\n                result = prop\n            }\n        }\n        return result\n    }\n\n    /**\n     * creates a random set where each entry is a value between [min, max]\n     * @param {number} min\n     * @param {number} max\n     * @param {number} amount of numbers in set\n     * @param {number[]}\n     */\n    set(min, max, amount) {\n        var set = [], all = [], i\n        for (i = min; i < max; i++) {\n            all.push(i)\n        }\n\n        for (i = 0; i < amount; i++) {\n            var found = this.get(all.length)\n            set.push(all[found])\n            all.splice(found, 1)\n        }\n        return set\n    }\n\n\n    /**\n     * returns a set of numbers with a randomly even distribution (i.e., no overlapping and filling the space)\n     * @param {number} start position\n     * @param {number} end position\n     * @param {number} count of non-start/end points\n     * @param {boolean} [includeStart=false] includes start point (count++)\n     * @param {boolean} [includeEnd=false] includes end point (count++)\n     * @param {boolean} [useFloat=false]\n     * @param {number[]}\n     */\n    distribution(start, end, count, includeStart, includeEnd, useFloat) {\n        var interval = Math.floor((end - start) / count)\n        var halfInterval = interval / 2\n        var quarterInterval = interval / 4\n        var set = []\n        if (includeStart) {\n            set.push(start)\n        }\n        for (var i = 0; i < count; i++) {\n            set.push(start + i * interval + halfInterval + this.range(-quarterInterval, quarterInterval, useFloat))\n        }\n        if (includeEnd) {\n            set.push(end)\n        }\n        return set\n    }\n\n    /**\n     * returns a random number based on weighted probability between [min, max]\n     * from http://stackoverflow.com/questions/22656126/javascript-random-number-with-weighted-probability\n     * @param {number} min value\n     * @param {number} max value\n     * @param {number} target for average value\n     * @param {number} stddev - standard deviation\n     */\n    weightedProbabilityInt(min, max, target, stddev) {\n        function normRand() {\n            let x1, x2, rad\n            do {\n                x1 = 2 * this.get(1, true) - 1\n                x2 = 2 * this.get(1, true) - 1\n                rad = x1 * x1 + x2 * x2\n            } while (rad >= 1 || rad === 0)\n            const c = Math.sqrt(-2 * Math.log(rad) / rad)\n            return x1 * c\n        }\n\n        stddev = stddev || 1\n        if (Math.random() < 0.81546) {\n            while (true) {\n                const sample = ((normRand() * stddev) + target)\n                if (sample >= min && sample <= max) {\n                    return sample\n                }\n            }\n        } else {\n            return this.range(min, max)\n        }\n    }\n\n    /**\n     * returns a random number within a circle with a normal distribution\n     * from https://stackoverflow.com/a/5838055/1955997\n     * @param {number} x\n     * @param {number} y\n     * @param {number} radius\n     * @param {bool} [float]\n     * @returns {number[]} [x, y]\n     */\n    circle(x, y, radius, float) {\n        const t = this.angle()\n        const u = this.get(1, true) + this.get(1, true)\n        const r = u > 1 ? 2 - u : u\n        if (float) {\n            return [x + r * Math.cos(t) * radius, y + r * Math.sin(t) * radius]\n        } else {\n            return [Math.round(x + r * Math.cos(t) * radius), Math.round(y + r * Math.sin(t) * radius)]\n        }\n    }\n\n    /*\n     * returns a random hex color (0 - 0xffffff)\n     * @return {number}\n     */\n    color() {\n        return this.get(0xffffff)\n    }\n}\n\nmodule.exports = new Random()"]}","// yy-counter\n// In-browser counter to watch changeable values like counters or FPS\n// David Figatner\n// (c) YOPEY YOPEY LLC 2017\n// MIT License\n// https://github.com/davidfig/counter\n\nmodule.exports = class Counter\n{\n /**\n * @param {object} [options]\n * @param {string} [options.side=rightbottom] side to place the panel (combination of right/left and bottom/top)\n * @param {number} [options.padding=7px]\n * @param {string} [options.color=white]\n * @param {string} [options.background=rgba(0,0,0,0.5)]\n * @param {*} {options.xxx} where xxx is a CSS style for the div\n */\n constructor(options)\n {\n options = options || {}\n options.side = options.side || 'rightbottom'\n options.side.toLowerCase()\n options.padding = options.padding || '7px'\n options.color = options.color || 'white'\n options.background = options.background || 'rgba(0,0,0,0.5)'\n this.div = document.createElement('div')\n Counter.findParent(options.side).appendChild(this.div)\n for (let style in options)\n {\n if (style !== 'parent' && style !== 'side')\n {\n this.div.style[style] = options[style]\n }\n }\n }\n\n /**\n * find the parent div for one of the corners\n * @param {string} [options.side] side to place the panel (combination of right/left and bottom/top)\n * @return {HTMLElement}\n */\n static findParent(side)\n {\n const styles = []\n let name = 'yy-counter-'\n if (side.indexOf('left') !== -1)\n {\n name += 'left-'\n styles['left'] = 0\n }\n else\n {\n name += 'right-'\n styles['right'] = 0\n }\n if (side.indexOf('top') !== -1)\n {\n name += 'top'\n styles['top'] = 0\n }\n else\n {\n name += 'bottom'\n styles['bottom'] = 0\n }\n const test = document.getElementById(name)\n if (test)\n {\n return test\n }\n const container = document.createElement('div')\n container.id = name\n container.style.overflow = 'hidden'\n container.style.position = 'fixed'\n container.style.zIndex = 10000\n container.style.pointerEvents = 'none'\n container.style.userSelect = 'none'\n for (let style in styles)\n {\n container.style[style] = styles[style]\n }\n document.body.appendChild(container)\n return container\n }\n\n /**\n * replaces the innerHTML of the console\n * @param {string|number} text1\n * @param {string|number} [text2]\n * @param {string|number} [...textn] any number of arguments\n */\n log()\n {\n let s = ''\n for (let arg of arguments)\n {\n s += '
                                                                        ' + arg + '
                                                                        '\n }\n this.div.innerHTML = s\n }\n\n /**\n * appends to the innerHTML of the console\n * @param {string|number} text1\n * @param {string|number} [text2]\n * @param {string|number} [...textn] any number of arguments\n */\n append()\n {\n let s = this.div.innerHTML\n for (let arg of arguments)\n {\n s += '
                                                                        ' + arg + '
                                                                        '\n }\n this.div.innerHTML = s\n }\n}","/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n\r\nvar __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments[i];\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\r\n }\r\n return t;\r\n };\r\n return __assign.apply(this, arguments);\r\n};\n\nvar defaultFPSOptions = {\n meter: true,\n side: 'bottom-right',\n FPS: 60,\n tolerance: 1,\n meterWidth: 100,\n meterHeight: 25,\n meterLineHeight: 4,\n styles: {\n 'background': 'rgba(0, 0, 0, 0.5)',\n 'color': 'white',\n },\n stylesFPS: {\n 'padding': '0.1em 0.5em',\n },\n text: ' FPS',\n colorGreen: '#00ff00',\n colorOrange: '#ffa500',\n colorRed: '#ff0000',\n zIndex: 1000,\n};\nvar FPS = /** @class */ (function () {\n /**\n * @param [options]\n * @param [options.meter=true] - include a meter with the FPS\n * @param [options.side=bottom-right] - include any combination of left/right and top/bottom\n * @param [options.FPS=60] - desired FPS\n * @param [options.tolerance=1] - minimum tolerance for fluctuations in FPS number\n * @param [options.meterWidth=100] - width of meter div\n * @param [options.meterHeight=25] - height of meter div\n * @param [options.meterLineHeight=4] - height of meter line\n * @param [options.styles] - CSS styles to apply to the div (in javascript format)\n * @param [options.stylesFPS] - CSS styles to apply to the FPS text (in javascript format)\n * @param [options.stylesMeter] - CSS styles to apply to the FPS meter (in javascript format)\n * @param [options.text=\" FPS\"] - change the text to the right of the FPS\n * @param [options.colorGreen=#ffa500] green (good) color on meter\n * @param [options.colorRed = #ff0000] red (bad) color on meter\n * @param [options.zIndex = 1000] zIndex to assign to div\n */\n function FPS(options) {\n if (options === void 0) { options = {}; }\n this.lastTime = 0;\n this.frameNumber = 0;\n this.lastFPS = 0;\n this.options = __assign(__assign({}, defaultFPSOptions), options);\n this.div = document.createElement('div');\n this.findParent(this.options.side || 'bottom-right').appendChild(this.div);\n this.style(this.div, this.options.styles);\n this.createDivFPS();\n if (this.options.meter) {\n this.createDivMeter();\n }\n }\n Object.defineProperty(FPS.prototype, \"fps\", {\n /** desired FPS */\n get: function () {\n return this.options.FPS;\n },\n set: function (value) {\n this.options.FPS = value;\n },\n enumerable: false,\n configurable: true\n });\n /** remove meter from DOM */\n FPS.prototype.remove = function () {\n this.div.remove();\n };\n Object.defineProperty(FPS.prototype, \"meter\", {\n /** meter (the FPS graph) is on or off */\n get: function () {\n return this.options.meter;\n },\n set: function (value) {\n if (value) {\n this.createDivMeter();\n }\n else if (this.meterCanvas) {\n this.meterCanvas.style.display = 'none';\n }\n },\n enumerable: false,\n configurable: true\n });\n FPS.prototype.style = function (div, style) {\n for (var entry in style) {\n div.style[entry] = style[entry];\n }\n };\n FPS.prototype.createDivFPS = function () {\n var divFPS = document.createElement('div');\n this.style(divFPS, this.options.stylesFPS);\n this.div.appendChild(divFPS);\n this.fpsSpan = document.createElement('span');\n divFPS.appendChild(this.fpsSpan);\n var span = document.createElement('span');\n divFPS.appendChild(span);\n span.innerText = this.options.text;\n };\n FPS.prototype.createDivMeter = function () {\n if (!this.meterCanvas) {\n this.meterCanvas = document.createElement('canvas');\n this.div.appendChild(this.meterCanvas);\n this.meterCanvas.width = this.options.meterWidth;\n this.meterCanvas.height = this.options.meterHeight;\n this.meterCanvas.style.width = this.options.meterWidth + 'px';\n this.meterCanvas.style.height = this.options.meterHeight + 'px';\n this.style(this.meterCanvas, this.options.stylesMeter);\n this.meterContext = this.meterCanvas.getContext('2d');\n }\n else {\n this.meterCanvas.style.display = 'block';\n }\n };\n /** call this at the end of the frame to calculate FPS */\n FPS.prototype.frame = function () {\n this.frameNumber++;\n var currentTime = performance.now() - this.lastTime;\n // skip large differences to remove garbage\n if (currentTime > 500) {\n if (this.lastTime !== 0) {\n this.lastFPS = Math.floor(this.frameNumber / (currentTime / 1000));\n if (this.lastFPS > this.options.FPS ||\n (this.lastFPS >= this.options.FPS - this.options.tolerance &&\n this.lastFPS <= this.options.FPS + this.options.tolerance)) {\n this.lastFPS = this.options.FPS;\n }\n }\n this.lastTime = performance.now();\n this.frameNumber = 0;\n }\n this.fpsSpan.innerText = this.lastFPS === 0 ? '--' : this.lastFPS + '';\n if (this.options.meter && this.lastFPS !== 0) {\n this.meterUpdate(this.lastFPS / this.options.FPS);\n }\n };\n /**\n * From https://github.com/bgrins/TinyColor#readme\n * Mix two RGP colors\n * @param color1 - first color\n * @param color2 - second color\n * @param percent - percent to mix\n */\n FPS.prototype.mix = function (color1, color2, percent) {\n var rgb = function (color) {\n return {\n r: parseInt(color.substr(1, 2), 16),\n g: parseInt(color.substr(3, 2), 16),\n b: parseInt(color.substr(5, 2), 16),\n };\n };\n var digit2 = function (n) {\n n = Math.floor(n);\n if (n.toString().length === 1) {\n return '0' + n.toString(16);\n }\n else {\n return n.toString(16);\n }\n };\n var rgb1 = rgb(color1);\n var rgb2 = rgb(color2);\n var r = digit2(rgb1.r * percent + rgb2.r * (1 - percent));\n var g = digit2(rgb1.g * percent + rgb2.g * (1 - percent));\n var b = digit2(rgb1.b * percent + rgb2.b * (1 - percent));\n return \"#\" + r + g + b;\n };\n FPS.prototype.meterUpdate = function (percent) {\n var data = this.meterContext.getImageData(0, 0, this.meterCanvas.width, this.meterCanvas.height);\n this.meterContext.putImageData(data, -1, 0);\n this.meterContext.clearRect(this.meterCanvas.width - 1, 0, 1, this.meterCanvas.height);\n if (percent <= 0.5) {\n this.meterContext.fillStyle = this.mix(this.options.colorRed, this.options.colorOrange, 1 - percent * 2);\n }\n else {\n this.meterContext.fillStyle = this.mix(this.options.colorGreen, this.options.colorOrange, (percent - 0.5) * 2);\n }\n var height = (this.meterCanvas.height - this.options.meterLineHeight) * (1 - percent);\n this.meterContext.fillRect(this.meterCanvas.width - 1, height, 1, this.options.meterLineHeight);\n };\n /**\n * find the parent div for one of the corners\n * @param side side to place the panel (combination of right/left and bottom/top)\n * @return {HTMLElement}\n */\n FPS.prototype.findParent = function (side) {\n var styles = [];\n var name = 'yy-counter-';\n if (side.indexOf('left') !== -1) {\n name += 'left-';\n styles['left'] = 0;\n }\n else {\n name += 'right-';\n styles['right'] = 0;\n }\n if (side.indexOf('top') !== -1) {\n name += 'top';\n styles['top'] = 0;\n }\n else {\n name += 'bottom';\n styles['bottom'] = 0;\n }\n var test = document.getElementById(name);\n if (test) {\n return test;\n }\n var container = document.createElement('div');\n container.id = name;\n container.style.overflow = 'hidden';\n container.style.position = 'fixed';\n container.style.zIndex = this.options.zIndex.toString();\n container.style.pointerEvents = 'none';\n container.style.userSelect = 'none';\n for (var style in styles) {\n container.style[style] = styles[style];\n }\n document.body.appendChild(container);\n return container;\n };\n return FPS;\n}());\n\nexport { FPS, defaultFPSOptions };\n//# sourceMappingURL=fps.es.js.map\n","const defaultOptions = {\n threshold: 10,\n clicked: true,\n mouse: true,\n touch: 1,\n doubleClicked: false,\n doubleClickedTime: 300,\n longClicked: false,\n longClickedTime: 500,\n capture: false,\n clickDown: false\n};\nexport function clicked(element, callback, options) {\n return new Clicked(element, callback, options);\n}\nexport class Clicked {\n constructor(element, callback, options) {\n if (typeof element === 'string') {\n element = document.querySelector(element);\n if (!element) {\n console.warn(`Unknown element: document.querySelector(${element}) in clicked()`);\n return;\n }\n }\n this.element = element;\n this.callback = callback;\n this.options = Object.assign(Object.assign({}, defaultOptions), options);\n this.createListeners();\n }\n createListeners() {\n this.events = {\n mousedown: (e) => this.mousedown(e),\n mouseup: (e) => this.mouseup(e),\n mousemove: (e) => this.mousemove(e),\n touchstart: (e) => this.touchstart(e),\n touchmove: (e) => this.touchmove(e),\n touchcancel: () => this.cancel(),\n touchend: (e) => this.touchend(e)\n };\n this.element.addEventListener('mousedown', this.events.mousedown, { capture: this.options.capture });\n this.element.addEventListener('mouseup', this.events.mouseup, { capture: this.options.capture });\n this.element.addEventListener('mousemove', this.events.mousemove, { capture: this.options.capture });\n this.element.addEventListener('touchstart', this.events.touchstart, { passive: true, capture: this.options.capture });\n this.element.addEventListener('touchmove', this.events.touchmove, { passive: true, capture: this.options.capture });\n this.element.addEventListener('touchcancel', this.events.touchcancel, { capture: this.options.capture });\n this.element.addEventListener('touchend', this.events.touchend, { capture: this.options.capture });\n }\n destroy() {\n this.element.removeEventListener('mousedown', this.events.mousedown);\n this.element.removeEventListener('mouseup', this.events.mouseup);\n this.element.removeEventListener('mousemove', this.events.mousemove);\n this.element.removeEventListener('touchstart', this.events.touchstart);\n this.element.removeEventListener('touchmove', this.events.touchmove);\n this.element.removeEventListener('touchcancel', this.events.touchcancel);\n this.element.removeEventListener('touchend', this.events.touchend);\n }\n touchstart(e) {\n if (this.options.touch) {\n if (this.down === true) {\n this.cancel();\n }\n else {\n if (this.options.touch === true || e.touches.length <= this.options.touch) {\n this.handleDown(e, e.changedTouches[0].screenX, e.changedTouches[0].screenY);\n }\n }\n }\n }\n pastThreshold(x, y) {\n return Math.abs(this.lastX - x) > this.options.threshold || Math.abs(this.lastY - y) > this.options.threshold;\n }\n touchmove(e) {\n if (this.down) {\n if (e.touches.length !== 1) {\n this.cancel();\n }\n else {\n const x = e.changedTouches[0].screenX;\n const y = e.changedTouches[0].screenY;\n if (this.pastThreshold(x, y)) {\n this.cancel();\n }\n }\n }\n }\n cancel() {\n this.down = false;\n if (this.doubleClickedTimeout) {\n clearTimeout(this.doubleClickedTimeout);\n this.doubleClickedTimeout = null;\n }\n if (this.longClickedTimeout) {\n clearTimeout(this.longClickedTimeout);\n this.longClickedTimeout = null;\n }\n }\n touchend(e) {\n if (this.down) {\n e.preventDefault();\n this.handleClicks(e);\n }\n }\n handleClicks(e) {\n if (this.options.doubleClicked) {\n this.doubleClickedTimeout = this.setTimeout(() => this.doubleClickedCancel(e), this.options.doubleClickedTime);\n }\n else if (this.options.clicked) {\n this.callback({ event: e, type: 'clicked' });\n }\n if (this.longClickedTimeout) {\n clearTimeout(this.longClickedTimeout);\n this.longClickedTimeout = null;\n }\n this.down = false;\n }\n handleDown(e, x, y) {\n if (this.doubleClickedTimeout) {\n if (this.pastThreshold(x, y)) {\n if (this.options.clicked) {\n this.callback({ event: e, type: 'clicked' });\n }\n this.cancel();\n }\n else {\n this.callback({ event: e, type: 'double-clicked' });\n this.cancel();\n }\n }\n else {\n this.lastX = x;\n this.lastY = y;\n this.down = true;\n if (this.options.longClicked) {\n this.longClickedTimeout = this.setTimeout(() => this.longClicked(e), this.options.longClickedTime);\n }\n if (this.options.clickDown) {\n this.callback({ event: e, type: 'click-down' });\n }\n }\n }\n longClicked(e) {\n this.longClickedTimeout = null;\n this.down = false;\n this.callback({ event: e, type: 'long-clicked' });\n }\n doubleClickedCancel(e) {\n this.doubleClickedTimeout = null;\n if (this.options.clicked) {\n this.callback({ event: e, type: 'clicked' });\n }\n }\n checkMouseButtons(e) {\n if (this.options.mouse === false) {\n return false;\n }\n else if (this.options.mouse === true) {\n return true;\n }\n else if (e.button === 0) {\n return this.options.mouse.indexOf('left') !== -1;\n }\n else if (e.button === 1) {\n return this.options.mouse.indexOf('middle') !== -1;\n }\n else if (e.button === 2) {\n return this.options.mouse.indexOf('right') !== -1;\n }\n }\n mousedown(e) {\n if (this.checkMouseButtons(e)) {\n if (this.down === true) {\n this.down = false;\n }\n else {\n this.handleDown(e, e.screenX, e.screenY);\n }\n }\n }\n mousemove(e) {\n if (this.down) {\n const x = e.screenX;\n const y = e.screenY;\n if (this.pastThreshold(x, y)) {\n this.cancel();\n }\n }\n }\n mouseup(e) {\n if (this.down) {\n e.preventDefault();\n this.handleClicks(e);\n }\n }\n setTimeout(callback, time) {\n return setTimeout(callback, time);\n }\n}\n//# sourceMappingURL=clicked.js.map","\n/*\n\tCopyright © 2001 Robert Penner\n\tAll rights reserved.\n\n\tRedistribution and use in source and binary forms, with or without modification, \n\tare permitted provided that the following conditions are met:\n\n\tRedistributions of source code must retain the above copyright notice, this list of \n\tconditions and the following disclaimer.\n\tRedistributions in binary form must reproduce the above copyright notice, this list \n\tof conditions and the following disclaimer in the documentation and/or other materials \n\tprovided with the distribution.\n\n\tNeither the name of the author nor the names of contributors may be used to endorse \n\tor promote products derived from this software without specific prior written permission.\n\n\tTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY \n\tEXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n\tMERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n\tCOPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n\tEXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n\tGOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED \n\tAND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n\tNEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED \n\tOF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n(function() {\n var penner, umd;\n\n umd = function(factory) {\n if (typeof exports === 'object') {\n return module.exports = factory;\n } else if (typeof define === 'function' && define.amd) {\n return define([], factory);\n } else {\n return this.penner = factory;\n }\n };\n\n penner = {\n linear: function(t, b, c, d) {\n return c * t / d + b;\n },\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n easeInOutQuad: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t + b;\n } else {\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n }\n },\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n easeOutCubic: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n },\n easeInOutCubic: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n },\n easeInQuart: function(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n },\n easeOutQuart: function(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n },\n easeInOutQuart: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t + b;\n } else {\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n },\n easeInQuint: function(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n },\n easeOutQuint: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n },\n easeInOutQuint: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n },\n easeInSine: function(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n },\n easeOutSine: function(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n },\n easeInOutSine: function(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n },\n easeInExpo: function(t, b, c, d) {\n if (t === 0) {\n return b;\n } else {\n return c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n },\n easeOutExpo: function(t, b, c, d) {\n if (t === d) {\n return b + c;\n } else {\n return c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n },\n easeInOutExpo: function(t, b, c, d) {\n if (t === 0) {\n b;\n }\n if (t === d) {\n b + c;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n } else {\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n },\n easeInCirc: function(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n },\n easeOutCirc: function(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n },\n easeInOutCirc: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n } else {\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n },\n easeInElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n },\n easeOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b;\n },\n easeInOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d / 2) === 2) {\n b + c;\n }\n if (!p) {\n p = d * (.3 * 1.5);\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n if (t < 1) {\n return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n } else {\n return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;\n }\n },\n easeInBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n },\n easeOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n },\n easeInOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b;\n } else {\n return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b;\n }\n },\n easeInBounce: function(t, b, c, d) {\n var v;\n v = penner.easeOutBounce(d - t, 0, c, d);\n return c - v + b;\n },\n easeOutBounce: function(t, b, c, d) {\n if ((t /= d) < 1 / 2.75) {\n return c * (7.5625 * t * t) + b;\n } else if (t < 2 / 2.75) {\n return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b;\n } else if (t < 2.5 / 2.75) {\n return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b;\n } else {\n return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b;\n }\n },\n easeInOutBounce: function(t, b, c, d) {\n var v;\n if (t < d / 2) {\n v = penner.easeInBounce(t * 2, 0, c, d);\n return v * .5 + b;\n } else {\n v = penner.easeOutBounce(t * 2 - d, 0, c, d);\n return v * .5 + c * .5 + b;\n }\n }\n };\n\n umd(penner);\n\n}).call(this);\n","'use strict';\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\r\n * create number entry\r\n * @private\r\n * @param {string} entry\r\n * @param {number} start\r\n * @param {number} to\r\n * @param {string} [units]\r\n */\nmodule.exports = function () {\n function Number(element, entry, start, to, units) {\n _classCallCheck(this, Number);\n\n this.element = element;\n this.entry = entry;\n this.to = to;\n this.start = start;\n this.delta = to - start;\n this.units = units || '';\n }\n\n _createClass(Number, [{\n key: 'update',\n value: function update(percent) {\n this.element.style[this.entry] = this.start + this.delta * percent + this.units;\n }\n }, {\n key: 'reverse',\n value: function reverse() {\n var swap = this.to;\n this.to = this.start;\n this.start = swap;\n this.delta = -this.delta;\n }\n }]);\n\n return Number;\n}();\n//# sourceMappingURL=data:application/json;charset=utf-8;base64,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","\"use 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[colors];\n }\n this.colors.push(element.style[style]);\n this.interval = interval;\n }\n\n _createClass(Color, [{\n key: \"update\",\n value: function update(percent, time) {\n var elementStyle = this.element.style;\n var style = this.style;\n var colors = this.colors;\n var i = Math.floor(time / this.interval);\n var color = colors[i];\n if (elementStyle[style] !== color) {\n elementStyle[style] = colors[i];\n }\n }\n }, {\n key: \"reverse\",\n value: function reverse() {\n var reverse = [];\n var colors = this.colors;\n for (var color in colors) {\n reverse.unshift(colors[color]);\n }\n reverse.push(reverse.shift());\n this.colors = reverse;\n }\n }]);\n\n return Color;\n}();\n//# 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strict';\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nmodule.exports = function () {\n function Transform(element, entry, to) {\n _classCallCheck(this, Transform);\n\n this.element = element;\n this.transforms = [];\n var transform = element.style.transform;\n var inside = void 0,\n name = '',\n values = void 0;\n for (var i = 0, _i = transform.length; i < _i; i++) {\n var letter = transform[i];\n if (inside) {\n if (letter === ')') {\n inside = false;\n this.transforms.push({ name: name, values: values });\n name = '';\n } else {\n values += letter;\n }\n } else {\n if (letter === '(') {\n values = '';\n inside = true;\n } else if (letter !== ' ') {\n name += letter;\n }\n }\n }\n this.add(entry, to);\n }\n\n _createClass(Transform, [{\n key: 'add',\n value: function add(entry, to) {\n var _iteratorNormalCompletion = true;\n var _didIteratorError = false;\n var _iteratorError = undefined;\n\n try {\n for (var _iterator = this.transforms[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true) {\n var _transform = _step.value;\n\n if (_transform.name === entry) {\n _transform.start = parseFloat(_transform.values);\n _transform.to = to;\n _transform.delta = _transform.to - _transform.start;\n return;\n }\n }\n } catch (err) {\n _didIteratorError = true;\n _iteratorError = err;\n } finally {\n try {\n if (!_iteratorNormalCompletion && _iterator.return) {\n _iterator.return();\n }\n } finally {\n if (_didIteratorError) {\n throw _iteratorError;\n }\n }\n }\n\n this.transforms.push({ name: entry, start: 1, to: to, delta: to - 1 });\n }\n }, {\n key: 'update',\n value: function update(percent) {\n var _iteratorNormalCompletion2 = true;\n var _didIteratorError2 = false;\n var _iteratorError2 = undefined;\n\n try {\n for (var _iterator2 = this.transforms[Symbol.iterator](), _step2; !(_iteratorNormalCompletion2 = (_step2 = _iterator2.next()).done); _iteratorNormalCompletion2 = true) {\n var _transform2 = _step2.value;\n\n _transform2.values = _transform2.start + _transform2.delta * percent;\n }\n } catch (err) {\n _didIteratorError2 = true;\n _iteratorError2 = err;\n } finally {\n try {\n if (!_iteratorNormalCompletion2 && _iterator2.return) {\n _iterator2.return();\n }\n } finally {\n if (_didIteratorError2) {\n throw _iteratorError2;\n }\n }\n }\n\n var s = '';\n var _iteratorNormalCompletion3 = true;\n var _didIteratorError3 = false;\n var _iteratorError3 = undefined;\n\n try {\n for (var _iterator3 = this.transforms[Symbol.iterator](), _step3; !(_iteratorNormalCompletion3 = (_step3 = _iterator3.next()).done); _iteratorNormalCompletion3 = true) {\n var _transform3 = _step3.value;\n\n s += _transform3.name + '(' + _transform3.values + ') ';\n }\n } catch (err) {\n _didIteratorError3 = true;\n _iteratorError3 = err;\n } finally {\n try {\n if (!_iteratorNormalCompletion3 && _iterator3.return) {\n _iterator3.return();\n }\n } finally {\n if (_didIteratorError3) {\n throw _iteratorError3;\n }\n }\n }\n\n this.element.style.transform = s;\n }\n }, {\n key: 'reverse',\n value: function reverse() {\n var _iteratorNormalCompletion4 = true;\n var _didIteratorError4 = false;\n var _iteratorError4 = undefined;\n\n try {\n for (var _iterator4 = this.transforms[Symbol.iterator](), _step4; !(_iteratorNormalCompletion4 = (_step4 = _iterator4.next()).done); _iteratorNormalCompletion4 = true) {\n var _transform4 = _step4.value;\n\n var swap = _transform4.to;\n _transform4.to = _transform4.start;\n _transform4.start = swap;\n _transform4.delta = -_transform4.delta;\n }\n } catch (err) {\n _didIteratorError4 = true;\n _iteratorError4 = err;\n } finally {\n try {\n if (!_iteratorNormalCompletion4 && _iterator4.return) {\n _iterator4.return();\n }\n } finally {\n if (_didIteratorError4) {\n throw _iteratorError4;\n }\n }\n }\n }\n }]);\n\n return Transform;\n}();\n//# 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strict';\n\nfunction getComputed(el, style) {\n return document.defaultView.getComputedStyle(el, '').getPropertyValue(style);\n}\n\nmodule.exports = {\n getComputed: getComputed\n};\n//# sourceMappingURL=data:application/json;charset=utf-8;base64,eyJ2ZXJzaW9uIjozLCJzb3VyY2VzIjpbIi4uL3NyYy91dGlscy5qcyJdLCJuYW1lcyI6WyJnZXRDb21wdXRlZCIsImVsIiwic3R5bGUiLCJkb2N1bWVudCIsImRlZmF1bHRWaWV3IiwiZ2V0Q29tcHV0ZWRTdHlsZSIsImdldFByb3BlcnR5VmFsdWUiLCJtb2R1bGUiLCJleHBvcnRzIl0sIm1hcHBpbmdzIjoiOztBQUFBLFNBQVNBLFdBQVQsQ0FBcUJDLEVBQXJCLEVBQXlCQyxLQUF6QixFQUNBO0FBQ0ksV0FBT0MsU0FBU0MsV0FBVCxDQUFxQkMsZ0JBQXJCLENBQXNDSixFQUF0QyxFQUEwQyxFQUExQyxFQUE4Q0ssZ0JBQTlDLENBQStESixLQUEvRCxDQUFQO0FBQ0g7O0FBRURLLE9BQU9DLE9BQVAsR0FBaUI7QUFDYlI7QUFEYSxDQUFqQiIsImZpbGUiOiJ1dGlscy5qcyIsInNvdXJjZXNDb250ZW50IjpbImZ1bmN0aW9uIGdldENvbXB1dGVkKGVsLCBzdHlsZSlcclxue1xyXG4gICAgcmV0dXJuIGRvY3VtZW50LmRlZmF1bHRWaWV3LmdldENvbXB1dGVkU3R5bGUoZWwsICcnKS5nZXRQcm9wZXJ0eVZhbHVlKHN0eWxlKVxyXG59XHJcblxyXG5tb2R1bGUuZXhwb3J0cyA9IHtcclxuICAgIGdldENvbXB1dGVkXHJcbn0iXX0=","'use strict';\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nvar utils = require('./utils');\n\nvar ORDER = ['marginTop', 'marginRight', 'marginBottom', 'marginLeft'];\n\nmodule.exports = function () {\n function Margin(element, entry, to) {\n _classCallCheck(this, Margin);\n\n this.element = element;\n this.margins = {\n marginTop: { start: parseInt(utils.getComputed(element, 'margin-top')) },\n marginRight: { start: parseInt(utils.getComputed(element, 'margin-right')) },\n marginBottom: { start: parseInt(utils.getComputed(element, 'margin-bottom')) },\n marginLeft: { start: parseInt(utils.getComputed(element, 'margin-left')) }\n };\n this.add(entry, to);\n }\n\n _createClass(Margin, [{\n key: 'add',\n value: function add(entry, to) {\n var margin = this.margins[entry];\n margin.animate = true;\n margin.to = to;\n margin.delta = to - margin.start;\n }\n }, {\n key: 'update',\n value: function update(percent) {\n var value = '';\n var _iteratorNormalCompletion = true;\n var _didIteratorError = false;\n var _iteratorError = undefined;\n\n try {\n for (var _iterator = ORDER[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true) {\n var key = _step.value;\n\n var margin = this.margins[key];\n if (margin.animate) {\n value += Math.round(margin.start + margin.delta * percent) + 'px ';\n } else {\n value += margin.start + 'px ';\n }\n }\n } catch (err) {\n _didIteratorError = true;\n _iteratorError = err;\n } finally {\n try {\n if (!_iteratorNormalCompletion && _iterator.return) {\n _iterator.return();\n }\n } finally {\n if (_didIteratorError) {\n throw _iteratorError;\n }\n }\n }\n\n this.element.style.margin = value;\n }\n }, {\n key: 'reverse',\n value: function reverse() {\n var _iteratorNormalCompletion2 = true;\n var _didIteratorError2 = false;\n var _iteratorError2 = undefined;\n\n try {\n for (var _iterator2 = ORDER[Symbol.iterator](), _step2; !(_iteratorNormalCompletion2 = (_step2 = _iterator2.next()).done); _iteratorNormalCompletion2 = true) {\n var order = _step2.value;\n\n var margin = this.margins[order];\n if (margin.animate) {\n var swap = margin.to;\n margin.to = margin.start;\n margin.start = swap;\n margin.delta = -margin.delta;\n }\n }\n } catch (err) {\n _didIteratorError2 = true;\n _iteratorError2 = err;\n } finally {\n try {\n if (!_iteratorNormalCompletion2 && _iterator2.return) {\n _iterator2.return();\n }\n } finally {\n if (_didIteratorError2) {\n throw _iteratorError2;\n }\n }\n }\n }\n }]);\n\n return Margin;\n}();\n//# 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strict';\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nvar EventEmitter = require('eventemitter3');\n\nvar Number = require('./number');\nvar Color = require('./color');\nvar Transform = require('./transform');\nvar Margin = require('./margin');\nvar utils = require('./utils');\n\nvar Ease = function (_EventEmitter) {\n _inherits(Ease, _EventEmitter);\n\n /**\r\n * Ease class returned by DomEase.add()\r\n * @extends EventEmitter\r\n * @param {HTMLElement} element\r\n * @param {object} params\r\n * @param {number} [params.left] in px\r\n * @param {number} [params.right] in px\r\n * @param {number} [params.top] in px\r\n * @param {number} [params.bottom] in px\r\n * @param {number} [params.width] in px\r\n * @param {number} [params.height] in px\r\n * @param {number} [params.scale]\r\n * @param {number} [params.scaleX]\r\n * @param {number} [params.scaleY]\r\n * @param {number} [params.opacity]\r\n * @param {number} [params.marginLeft] in px\r\n * @param {number} [params.marginRight] in px\r\n * @param {number} [params.marginTop] in px\r\n * @param {number} [params.marginBottom] in px\r\n * @param {(color|color[])} [params.color]\r\n * @param {(color|color[])} [params.backgroundColor]\r\n * @param {object} [options]\r\n * @param {number} [options.start] use this as the starting value\r\n * @param {number} [options.duration]\r\n * @param {(string|function)} [options.ease]\r\n * @param {(boolean|number)} [options.repeat]\r\n * @param {boolean} [options.reverse]\r\n * @param {number} [options.wait]\r\n * @returns {Ease}\r\n * @fires Ease#each\r\n * @fires Ease#complete\r\n * @fires Ease#loop\r\n * @hideconstructor\r\n */\n function Ease(element, params, options) {\n _classCallCheck(this, Ease);\n\n var _this = _possibleConstructorReturn(this, (Ease.__proto__ || Object.getPrototypeOf(Ease)).call(this));\n\n _this.element = element;\n _this.list = [];\n _this.time = 0;\n _this.duration = options.duration;\n _this.ease = options.ease;\n _this.repeat = options.repeat;\n _this.reverse = options.reverse;\n _this.wait = options.wait || 0;\n for (var entry in params) {\n switch (entry) {\n case 'left':\n _this.list.push(new Number(element, entry, element.offsetLeft, params[entry], 'px'));\n break;\n\n case 'top':\n _this.list.push(new Number(element, entry, element.offsetTop, params[entry], 'px'));\n break;\n\n case 'bottom':\n _this.list.push(new Number(element, entry, element.parentNode.offsetHeight - (element.offsetTop + element.offsetHeight), params[entry], 'px'));\n break;\n\n case 'right':\n _this.list.push(new Number(element, entry, element.parentNode.offsetWidth - (element.offsetLeft + element.offsetWidth), params[entry], 'px'));\n break;\n\n case 'color':\n _this.list.push(new Color(element, 'color', params[entry], _this.duration / (1 + params[entry].length)));\n break;\n\n case 'backgroundColor':\n _this.list.push(new Color(element, 'backgroundColor', _this.duration / (1 + params[entry].length)));\n break;\n\n case 'scale':\n if (_this.transform) {\n _this.transform.add('scaleX', params[entry]);\n } else {\n _this.transform = new Transform(element, 'scaleX', params[entry]);\n _this.list.push(_this.transform);\n }\n _this.transform.add('scaleY', params[entry]);\n break;\n\n case 'scaleX':\n case 'scaleY':\n if (_this.transform) {\n _this.transform.add(entry, params[entry]);\n } else {\n _this.transform = new Transform(element, entry, params[entry]);\n _this.list.push(_this.transform);\n }\n break;\n\n case 'opacity':\n _this.list.push(new Number(element, entry, parseFloat(utils.getComputed(element, 'opacity')), params[entry]));\n break;\n\n case 'width':\n _this.list.push(new Number(element, entry, element.offsetWidth, params[entry], 'px'));\n break;\n\n case 'height':\n _this.list.push(new Number(element, entry, element.offsetHeight, params[entry], 'px'));\n break;\n\n case 'marginLeft':\n case 'marginRight':\n case 'marginTop':\n case 'marginBottom':\n if (_this.margin) {\n _this.margin.add(entry, params[entry]);\n } else {\n _this.margin = new Margin(element, entry, params[entry]);\n _this.list.push(_this.margin);\n }\n break;\n\n default:\n console.warn(entry + ' not setup for animation in dom-ease.');\n }\n }\n return _this;\n }\n\n _createClass(Ease, [{\n key: 'update',\n value: function update(elapsed) {\n if (this.wait) {\n this.wait -= elapsed;\n if (this.wait < 0) {\n elapsed = -this.wait;\n this.wait = 0;\n } else {\n return;\n }\n }\n var list = this.list;\n var leftover = null;\n this.time += elapsed;\n if (this.time >= this.duration) {\n leftover = this.time - this.duration;\n this.time -= leftover;\n }\n var percent = this.ease(this.time, 0, 1, this.duration);\n for (var i = 0, _i = list.length; i < _i; i++) {\n list[i].update(percent, this.time);\n }\n this.emit('each', this);\n\n // handle end of duration\n if (leftover !== null) {\n if (this.reverse) {\n this.reverseEases();\n this.time = leftover;\n this.emit('loop', this);\n if (!this.repeat) {\n this.reverse = false;\n } else if (this.repeat !== true) {\n this.repeat--;\n }\n } else if (this.repeat) {\n this.emit('loop', this);\n this.time = leftover;\n if (this.repeat !== true) {\n this.repeat--;\n }\n } else {\n this.emit('complete', this);\n return true;\n }\n }\n }\n }, {\n key: 'reverseEases',\n value: function reverseEases() {\n var list = this.list;\n for (var i = 0, _i = list.length; i < _i; i++) {\n var ease = list[i];\n ease.reverse();\n }\n }\n }]);\n\n return Ease;\n}(EventEmitter);\n\n/**\r\n * fires when eases are complete\r\n * @event Ease#complete\r\n * @type {Ease}\r\n */\n\n/**\r\n * fires on each loop while eases are running\r\n * @event Ease#each\r\n * @type {Ease}\r\n */\n\n/**\r\n * fires when eases repeat or reverse\r\n * @event Ease#loop\r\n * @type {Ease}\r\n */\n\nmodule.exports = Ease;\n//# 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EventEmitter = require('eventemitter3')\r\n\r\nconst Number = require('./number')\r\nconst Color = require('./color')\r\nconst Transform = require('./transform')\r\nconst Margin = require('./margin')\r\nconst utils = require('./utils')\r\n\r\nclass Ease extends EventEmitter\r\n{\r\n    /**\r\n     * Ease class returned by DomEase.add()\r\n     * @extends EventEmitter\r\n     * @param {HTMLElement} element\r\n     * @param {object} params\r\n     * @param {number} [params.left] in px\r\n     * @param {number} [params.right] in px\r\n     * @param {number} [params.top] in px\r\n     * @param {number} [params.bottom] in px\r\n     * @param {number} [params.width] in px\r\n     * @param {number} [params.height] in px\r\n     * @param {number} [params.scale]\r\n     * @param {number} [params.scaleX]\r\n     * @param {number} [params.scaleY]\r\n     * @param {number} [params.opacity]\r\n     * @param {number} [params.marginLeft] in px\r\n     * @param {number} [params.marginRight] in px\r\n     * @param {number} [params.marginTop] in px\r\n     * @param {number} [params.marginBottom] in px\r\n     * @param {(color|color[])} [params.color]\r\n     * @param {(color|color[])} [params.backgroundColor]\r\n     * @param {object} [options]\r\n     * @param {number} [options.start] use this as the starting value\r\n     * @param {number} [options.duration]\r\n     * @param {(string|function)} [options.ease]\r\n     * @param {(boolean|number)} [options.repeat]\r\n     * @param {boolean} [options.reverse]\r\n     * @param {number} [options.wait]\r\n     * @returns {Ease}\r\n     * @fires Ease#each\r\n     * @fires Ease#complete\r\n     * @fires Ease#loop\r\n     * @hideconstructor\r\n     */\r\n    constructor(element, params, options)\r\n    {\r\n        super()\r\n        this.element = element\r\n        this.list = []\r\n        this.time = 0\r\n        this.duration = options.duration\r\n        this.ease = options.ease\r\n        this.repeat = options.repeat\r\n        this.reverse = options.reverse\r\n        this.wait = options.wait || 0\r\n        for (let entry in params)\r\n        {\r\n            switch (entry)\r\n            {\r\n                case 'left':\r\n                    this.list.push(new Number(element, entry, element.offsetLeft, params[entry], 'px'))\r\n                    break\r\n\r\n                case 'top':\r\n                    this.list.push(new Number(element, entry, element.offsetTop, params[entry], 'px'))\r\n                    break\r\n\r\n                case 'bottom':\r\n                    this.list.push(new Number(element, entry, element.parentNode.offsetHeight - (element.offsetTop + element.offsetHeight), params[entry], 'px'))\r\n                    break\r\n\r\n                case 'right':\r\n                    this.list.push(new Number(element, entry, element.parentNode.offsetWidth - (element.offsetLeft + element.offsetWidth), params[entry], 'px'))\r\n                    break\r\n\r\n                case 'color':\r\n                    this.list.push(new Color(element, 'color', params[entry], this.duration / (1 + params[entry].length)))\r\n                    break\r\n\r\n                case 'backgroundColor':\r\n                    this.list.push(new Color(element, 'backgroundColor', this.duration / (1 + params[entry].length)))\r\n                    break\r\n\r\n                case 'scale':\r\n                    if (this.transform)\r\n                    {\r\n                        this.transform.add('scaleX', params[entry])\r\n                    }\r\n                    else\r\n                    {\r\n                        this.transform = new Transform(element, 'scaleX', params[entry])\r\n                        this.list.push(this.transform)\r\n                    }\r\n                    this.transform.add('scaleY', params[entry])\r\n                    break\r\n\r\n                case 'scaleX':\r\n                case 'scaleY':\r\n                    if (this.transform)\r\n                    {\r\n                        this.transform.add(entry, params[entry])\r\n                    }\r\n                    else\r\n                    {\r\n                        this.transform = new Transform(element, entry, params[entry])\r\n                        this.list.push(this.transform)\r\n                    }\r\n                    break\r\n\r\n                case 'opacity':\r\n                    this.list.push(new Number(element, entry, parseFloat(utils.getComputed(element, 'opacity')), params[entry]))\r\n                    break\r\n\r\n                case 'width':\r\n                    this.list.push(new Number(element, entry, element.offsetWidth, params[entry], 'px'))\r\n                    break\r\n\r\n                case 'height':\r\n                    this.list.push(new Number(element, entry, element.offsetHeight, params[entry], 'px'))\r\n                    break\r\n\r\n                case 'marginLeft':\r\n                case 'marginRight':\r\n                case 'marginTop':\r\n                case 'marginBottom':\r\n                    if (this.margin)\r\n                    {\r\n                        this.margin.add(entry, params[entry])\r\n                    }\r\n                    else\r\n                    {\r\n                        this.margin = new Margin(element, entry, params[entry])\r\n                        this.list.push(this.margin)\r\n                    }\r\n                    break\r\n\r\n                default:\r\n                    console.warn(entry + ' not setup for animation in dom-ease.')\r\n            }\r\n        }\r\n    }\r\n\r\n    update(elapsed)\r\n    {\r\n        if (this.wait)\r\n        {\r\n            this.wait -= elapsed\r\n            if (this.wait < 0)\r\n            {\r\n                elapsed = -this.wait\r\n                this.wait = 0\r\n            }\r\n            else\r\n            {\r\n                return\r\n            }\r\n        }\r\n        const list = this.list\r\n        let leftover = null\r\n        this.time += elapsed\r\n        if (this.time >= this.duration)\r\n        {\r\n            leftover = this.time - this.duration\r\n            this.time -= leftover\r\n        }\r\n        const percent = this.ease(this.time, 0, 1, this.duration)\r\n        for (let i = 0, _i = list.length; i < _i; i++)\r\n        {\r\n            list[i].update(percent, this.time)\r\n        }\r\n        this.emit('each', this)\r\n\r\n        // handle end of duration\r\n        if (leftover !== null)\r\n        {\r\n            if (this.reverse)\r\n            {\r\n                this.reverseEases()\r\n                this.time = leftover\r\n                this.emit('loop', this)\r\n                if (!this.repeat)\r\n                {\r\n                    this.reverse = false\r\n                }\r\n                else if (this.repeat !== true)\r\n                {\r\n                    this.repeat--\r\n                }\r\n            }\r\n            else if (this.repeat)\r\n            {\r\n                this.emit('loop', this)\r\n                this.time = leftover\r\n                if (this.repeat !== true)\r\n                {\r\n                    this.repeat--\r\n                }\r\n            }\r\n            else\r\n            {\r\n                this.emit('complete', this)\r\n                return true\r\n            }\r\n        }\r\n    }\r\n\r\n    reverseEases()\r\n    {\r\n        const list = this.list\r\n        for (let i = 0, _i = list.length; i < _i; i++)\r\n        {\r\n            const ease = list[i]\r\n            ease.reverse()\r\n        }\r\n    }\r\n}\r\n\r\n/**\r\n * fires when eases are complete\r\n * @event Ease#complete\r\n * @type {Ease}\r\n */\r\n\r\n/**\r\n * fires on each loop while eases are running\r\n * @event Ease#each\r\n * @type {Ease}\r\n */\r\n\r\n/**\r\n * fires when eases repeat or reverse\r\n * @event Ease#loop\r\n * @type {Ease}\r\n */\r\n\r\nmodule.exports = Ease"]}","'use strict';\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nvar EventEmitter = require('eventemitter3');\nvar Penner = require('penner');\n\nvar Ease = require('./ease');\n\n/**\r\n * Manages all eases\r\n * @extends EventEmitter\r\n * @example\r\n * var Ease = require('dom-ease');\r\n * var ease = new Ease({ duration: 3000, ease: 'easeInOutSine' });\r\n *\r\n * var test = document.getElementById('test')\r\n * ease.add(test, { left: 20, top: 15, opacity: 0.25 }, { repeat: true, reverse: true })\r\n */\n\nvar DomEase = function (_EventEmitter) {\n _inherits(DomEase, _EventEmitter);\n\n /**\r\n * @param {object} [options]\r\n * @param {number} [options.duration=1000] default duration\r\n * @param {(string|function)} [options.ease=penner.linear] default ease\r\n * @param {(string|function)} [options.autostart=true]\r\n * @param {number} [options.maximumFrameRate=16.667]\r\n * @param {boolean} [options.pauseOnBlur] pause timer on blur, resume on focus\r\n * @fires DomEase#each\r\n * @fires DomEase#complete\r\n */\n function DomEase(options) {\n _classCallCheck(this, DomEase);\n\n var _this = _possibleConstructorReturn(this, (DomEase.__proto__ || Object.getPrototypeOf(DomEase)).call(this));\n\n _this.options = options || {};\n _this.options.duration = _this.options.duration || 1000;\n _this.options.ease = _this.options.ease || Penner.linear;\n _this.options.maximumFrameRate = _this.options.maximumFrameRate || 16.667;\n _this.list = [];\n _this.empty = true;\n if (!_this.options.autostart) {\n _this.start();\n }\n if (_this.options.pauseOnBlur) {\n window.addEventListener('blur', function () {\n return _this.blur();\n });\n window.addEventListener('focus', function () {\n return _this.focus();\n });\n }\n return _this;\n }\n\n /**\r\n * start animation loop (automatically called unless options.autostart=false)\r\n */\n\n\n _createClass(DomEase, [{\n key: 'start',\n value: function start() {\n if (!this._requested) {\n this._requested = true;\n this.loop();\n this.running = true;\n }\n }\n }, {\n key: 'blur',\n value: function blur() {\n if (this.running) {\n this.stop();\n this.running = true;\n }\n }\n }, {\n key: 'focus',\n value: function focus() {\n if (this.running) {\n this.start();\n }\n }\n }, {\n key: 'loop',\n value: function loop(time) {\n var _this2 = this;\n\n if (time) {\n var elapsed = this._last ? time - this._last : 0;\n elapsed = elapsed > this.options.maximumFrameRate ? this.options.maximumFrameRate : elapsed;\n this.update(elapsed);\n }\n this._last = time;\n this._requestId = window.requestAnimationFrame(function (time) {\n return _this2.loop(time);\n });\n }\n\n /**\r\n * stop animation loop\r\n */\n\n }, {\n key: 'stop',\n value: function stop() {\n if (this._requested) {\n window.cancelAnimationFrame(this._requestId);\n this._requested = false;\n this.running = false;\n }\n }\n\n /**\r\n * add ease(s) to one or more elements\r\n * @param {(HTMLElement|HTMLElement[])} element(s)\r\n * @param {object} params\r\n * @param {number} [params.left] in px\r\n * @param {number} [params.top] in px\r\n * @param {number} [params.width] in px\r\n * @param {number} [params.height] in px\r\n * @param {number} [params.scale]\r\n * @param {number} [params.scaleX]\r\n * @param {number} [params.scaleY]\r\n * @param {number} [params.opacity]\r\n * @param {number} [params.marginTop] in px\r\n * @param {number} [params.marginRight] in px\r\n * @param {number} [params.marginBottom] in px\r\n * @param {number} [params.marginLeft] in px\r\n * @param {(color|color[])} [params.color]\r\n * @param {(color|color[])} [params.backgroundColor]\r\n * @param {object} [options]\r\n * @param {number} [options.duration]\r\n * @param {(string|function)} [options.ease]\r\n * @param {(boolean|number)} [options.repeat]\r\n * @param {boolean} [options.reverse]\r\n * @returns {(Ease|Ease[])} ease(s) for each element\r\n */\n\n }, {\n key: 'add',\n value: function add(element, params, options) {\n // set up default options\n options = options || {};\n options.duration = typeof options.duration !== 'undefined' ? options.duration : this.options.duration;\n options.ease = options.ease || this.options.ease;\n if (typeof options.ease === 'string') {\n options.ease = Penner[options.ease];\n }\n if (Array.isArray(element)) {\n var eases = [];\n var _iteratorNormalCompletion = true;\n var _didIteratorError = false;\n var _iteratorError = undefined;\n\n try {\n for (var _iterator = element[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true) {\n var el = _step.value;\n\n var ease = new Ease(el, params, options);\n this.list.push(ease);\n eases.push(ease);\n }\n } catch (err) {\n _didIteratorError = true;\n _iteratorError = err;\n } finally {\n try {\n if (!_iteratorNormalCompletion && _iterator.return) {\n _iterator.return();\n }\n } finally {\n if (_didIteratorError) {\n throw _iteratorError;\n }\n }\n }\n\n return eases;\n } else 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EventEmitter = require('eventemitter3')\r\nconst Penner = require('penner')\r\n\r\nconst Ease = require('./ease')\r\n\r\n/**\r\n * Manages all eases\r\n * @extends EventEmitter\r\n * @example\r\n * var Ease = require('dom-ease');\r\n * var ease = new Ease({ duration: 3000, ease: 'easeInOutSine' });\r\n *\r\n * var test = document.getElementById('test')\r\n * ease.add(test, { left: 20, top: 15, opacity: 0.25 }, { repeat: true, reverse: true })\r\n */\r\nclass DomEase extends EventEmitter\r\n{\r\n    /**\r\n     * @param {object} [options]\r\n     * @param {number} [options.duration=1000] default duration\r\n     * @param {(string|function)} [options.ease=penner.linear] default ease\r\n     * @param {(string|function)} [options.autostart=true]\r\n     * @param {number} [options.maximumFrameRate=16.667]\r\n     * @param {boolean} [options.pauseOnBlur] pause timer on blur, resume on focus\r\n     * @fires DomEase#each\r\n     * @fires DomEase#complete\r\n     */\r\n    constructor(options)\r\n    {\r\n        super()\r\n        this.options = options || {}\r\n        this.options.duration = this.options.duration || 1000\r\n        this.options.ease = this.options.ease || Penner.linear\r\n        this.options.maximumFrameRate = this.options.maximumFrameRate || 16.667\r\n        this.list = []\r\n        this.empty = true\r\n        if (!this.options.autostart)\r\n        {\r\n            this.start()\r\n        }\r\n        if (this.options.pauseOnBlur)\r\n        {\r\n            window.addEventListener('blur', () => this.blur())\r\n            window.addEventListener('focus', () => this.focus())\r\n        }\r\n    }\r\n\r\n    /**\r\n     * start animation loop (automatically called unless options.autostart=false)\r\n     */\r\n    start()\r\n    {\r\n        if (!this._requested)\r\n        {\r\n            this._requested = true\r\n            this.loop()\r\n            this.running = true\r\n        }\r\n    }\r\n\r\n    blur()\r\n    {\r\n        if (this.running)\r\n        {\r\n            this.stop()\r\n            this.running = true\r\n        }\r\n    }\r\n\r\n    focus()\r\n    {\r\n        if (this.running)\r\n        {\r\n            this.start()\r\n        }\r\n    }\r\n\r\n    loop(time)\r\n    {\r\n        if (time)\r\n        {\r\n            let elapsed = this._last ? time - this._last : 0\r\n            elapsed = elapsed > this.options.maximumFrameRate ? this.options.maximumFrameRate : elapsed\r\n            this.update(elapsed)\r\n        }\r\n        this._last = time\r\n        this._requestId = window.requestAnimationFrame((time) => this.loop(time))\r\n    }\r\n\r\n    /**\r\n     * stop animation loop\r\n     */\r\n    stop()\r\n    {\r\n        if (this._requested)\r\n        {\r\n            window.cancelAnimationFrame(this._requestId)\r\n            this._requested = false\r\n            this.running = false\r\n        }\r\n    }\r\n\r\n    /**\r\n     * add ease(s) to one or more elements\r\n     * @param {(HTMLElement|HTMLElement[])} element(s)\r\n     * @param {object} params\r\n     * @param {number} [params.left] in px\r\n     * @param {number} [params.top] in px\r\n     * @param {number} [params.width] in px\r\n     * @param {number} [params.height] in px\r\n     * @param {number} [params.scale]\r\n     * @param {number} [params.scaleX]\r\n     * @param {number} [params.scaleY]\r\n     * @param {number} [params.opacity]\r\n     * @param {number} [params.marginTop] in px\r\n     * @param {number} [params.marginRight] in px\r\n     * @param {number} [params.marginBottom] in px\r\n     * @param {number} [params.marginLeft] in px\r\n     * @param {(color|color[])} [params.color]\r\n     * @param {(color|color[])} [params.backgroundColor]\r\n     * @param {object} [options]\r\n     * @param {number} [options.duration]\r\n     * @param {(string|function)} [options.ease]\r\n     * @param {(boolean|number)} [options.repeat]\r\n     * @param {boolean} [options.reverse]\r\n     * @returns {(Ease|Ease[])} ease(s) for each element\r\n     */\r\n    add(element, params, options)\r\n    {\r\n        // set up default options\r\n        options = options || {}\r\n        options.duration = typeof options.duration !== 'undefined' ? options.duration : this.options.duration\r\n        options.ease = options.ease || this.options.ease\r\n        if (typeof options.ease === 'string')\r\n        {\r\n            options.ease = Penner[options.ease]\r\n        }\r\n        if (Array.isArray(element))\r\n        {\r\n            const eases = []\r\n            for (let el of element)\r\n            {\r\n                const ease = new Ease(el, params, options)\r\n                this.list.push(ease)\r\n                eases.push(ease)\r\n            }\r\n            return eases\r\n        }\r\n        else\r\n        {\r\n            const ease = new Ease(element, params, options)\r\n            this.list.push(ease)\r\n            return ease\r\n        }\r\n    }\r\n\r\n    /**\r\n     * remove all eases on element\r\n     * @param {HTMLElement} element\r\n     */\r\n    removeObjectEases(element)\r\n    {\r\n        const list = this.list\r\n        for (let i = 0, _i = list.length; i < _i; i++)\r\n        {\r\n            const ease = list[i]\r\n            if (ease.element === element)\r\n            {\r\n                list.splice(i, 1)\r\n                i--\r\n                _i--\r\n            }\r\n        }\r\n    }\r\n\r\n    /**\r\n     * remove eases using Ease object returned by add()\r\n     * @param {Ease} ease\r\n     */\r\n    remove(ease)\r\n    {\r\n        const list = this.list\r\n        for (let i = 0, _i = list.length; i < _i; i++)\r\n        {\r\n            if (list[i] === ease)\r\n            {\r\n                list.splice(i, 1)\r\n                return\r\n            }\r\n        }\r\n    }\r\n\r\n    /**\r\n     * remove all eases\r\n     */\r\n    removeAll()\r\n    {\r\n        this.list = []\r\n    }\r\n\r\n    /**\r\n     * update frame; this is called automatically if start() is used\r\n     * @param {number} elapsed time in ms\r\n     */\r\n    update(elapsed)\r\n    {\r\n        for (let i = 0, _i = this.list.length; i < _i; i++)\r\n        {\r\n            if (this.list[i].update(elapsed))\r\n            {\r\n                this.list.splice(i, 1)\r\n                i--\r\n                _i--\r\n            }\r\n        }\r\n        this.emit('each', this)\r\n        if (!this.empty && this.list.length === 0)\r\n        {\r\n            this.emit('complete', this)\r\n            this.empty = true\r\n        }\r\n    }\r\n\r\n    /**\r\n     * number of eases\r\n     * @returns {number}\r\n     */\r\n    getCount()\r\n    {\r\n        return this.list.length\r\n    }\r\n}\r\n\r\n/**\r\n * fires when there are no more animations for a DOM element\r\n * @event DomEase#complete\r\n * @type {DomEase}\r\n */\r\n\r\n/**\r\n * fires on each loop for a DOM element where there are animations\r\n * @event DomEase#each\r\n * @type {DomEase}\r\n */\r\n\r\nmodule.exports = DomEase"]}","/*!\n * @pixi/math - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/math is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n'use strict';\n\nObject.defineProperty(exports, '__esModule', { value: true });\n\n/**\n * Two Pi.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar PI_2 = Math.PI * 2;\n/**\n * Conversion factor for converting radians to degrees.\n * @static\n * @member {number} RAD_TO_DEG\n * @memberof PIXI\n */\nvar RAD_TO_DEG = 180 / Math.PI;\n/**\n * Conversion factor for converting degrees to radians.\n * @static\n * @member {number}\n * @memberof PIXI\n */\nvar DEG_TO_RAD = Math.PI / 180;\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n * @static\n * @memberof PIXI\n * @enum {number}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n */\nexports.SHAPES = void 0;\n(function (SHAPES) {\n SHAPES[SHAPES[\"POLY\"] = 0] = \"POLY\";\n SHAPES[SHAPES[\"RECT\"] = 1] = \"RECT\";\n SHAPES[SHAPES[\"CIRC\"] = 2] = \"CIRC\";\n SHAPES[SHAPES[\"ELIP\"] = 3] = \"ELIP\";\n SHAPES[SHAPES[\"RREC\"] = 4] = \"RREC\";\n})(exports.SHAPES || (exports.SHAPES = {}));\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis\n * @class\n * @memberof PIXI\n * @implements {IPoint}\n */\nvar Point = /** @class */ (function () {\n /**\n * Creates a new `Point`\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function Point(x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n /** Position of the point on the x axis */\n this.x = 0;\n /** Position of the point on the y axis */\n this.y = 0;\n this.x = x;\n this.y = y;\n }\n /**\n * Creates a clone of this point\n * @returns A clone of this point\n */\n Point.prototype.clone = function () {\n return new Point(this.x, this.y);\n };\n /**\n * Copies `x` and `y` from the given point into this point\n * @param p - The point to copy from\n * @returns The point instance itself\n */\n Point.prototype.copyFrom = function (p) {\n this.set(p.x, p.y);\n return this;\n };\n /**\n * Copies this point's x and y into the given point (`p`).\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n Point.prototype.copyTo = function (p) {\n p.set(this.x, this.y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n Point.prototype.equals = function (p) {\n return (p.x === this.x) && (p.y === this.y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the `x` axis\n * @param {number} [y=x] - position of the point on the `y` axis\n * @returns The point instance itself\n */\n Point.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n this.x = x;\n this.y = y;\n return this;\n };\n Point.prototype.toString = function () {\n return \"[@pixi/math:Point x=\" + this.x + \" y=\" + this.y + \"]\";\n };\n return Point;\n}());\n\nvar tempPoints = [new Point(), new Point(), new Point(), new Point()];\n/**\n * Size object, contains width and height\n * @memberof PIXI\n * @typedef {object} ISize\n * @property {number} width - Width component\n * @property {number} height - Height component\n */\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n * @memberof PIXI\n */\nvar Rectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rectangle\n * @param y - The Y coordinate of the upper-left corner of the rectangle\n * @param width - The overall width of the rectangle\n * @param height - The overall height of the rectangle\n */\n function Rectangle(x, y, width, height) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n this.x = Number(x);\n this.y = Number(y);\n this.width = Number(width);\n this.height = Number(height);\n this.type = exports.SHAPES.RECT;\n }\n Object.defineProperty(Rectangle.prototype, \"left\", {\n /** Returns the left edge of the rectangle. */\n get: function () {\n return this.x;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"right\", {\n /** Returns the right edge of the rectangle. */\n get: function () {\n return this.x + this.width;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"top\", {\n /** Returns the top edge of the rectangle. */\n get: function () {\n return this.y;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle.prototype, \"bottom\", {\n /** Returns the bottom edge of the rectangle. */\n get: function () {\n return this.y + this.height;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Rectangle, \"EMPTY\", {\n /** A constant empty rectangle. */\n get: function () {\n return new Rectangle(0, 0, 0, 0);\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Creates a clone of this Rectangle\n * @returns a copy of the rectangle\n */\n Rectangle.prototype.clone = function () {\n return new Rectangle(this.x, this.y, this.width, this.height);\n };\n /**\n * Copies another rectangle to this one.\n * @param rectangle - The rectangle to copy from.\n * @returns Returns itself.\n */\n Rectangle.prototype.copyFrom = function (rectangle) {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n return this;\n };\n /**\n * Copies this rectangle to another one.\n * @param rectangle - The rectangle to copy to.\n * @returns Returns given parameter.\n */\n Rectangle.prototype.copyTo = function (rectangle) {\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n return rectangle;\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Rectangle\n */\n Rectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x < this.x + this.width) {\n if (y >= this.y && y < this.y + this.height) {\n return true;\n }\n }\n return false;\n };\n /**\n * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object.\n * Returns true only if the area of the intersection is >0, this means that Rectangles\n * sharing a side are not overlapping. Another side effect is that an arealess rectangle\n * (width or height equal to zero) can't intersect any other rectangle.\n * @param {Rectangle} other - The Rectangle to intersect with `this`.\n * @param {Matrix} transform - The transformation matrix of `other`.\n * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`.\n */\n Rectangle.prototype.intersects = function (other, transform) {\n if (!transform) {\n var x0_1 = this.x < other.x ? other.x : this.x;\n var x1_1 = this.right > other.right ? other.right : this.right;\n if (x1_1 <= x0_1) {\n return false;\n }\n var y0_1 = this.y < other.y ? other.y : this.y;\n var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom;\n return y1_1 > y0_1;\n }\n var x0 = this.left;\n var x1 = this.right;\n var y0 = this.top;\n var y1 = this.bottom;\n if (x1 <= x0 || y1 <= y0) {\n return false;\n }\n var lt = tempPoints[0].set(other.left, other.top);\n var lb = tempPoints[1].set(other.left, other.bottom);\n var rt = tempPoints[2].set(other.right, other.top);\n var rb = tempPoints[3].set(other.right, other.bottom);\n if (rt.x <= lt.x || lb.y <= lt.y) {\n return false;\n }\n var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c));\n if (s === 0) {\n return false;\n }\n transform.apply(lt, lt);\n transform.apply(lb, lb);\n transform.apply(rt, rt);\n transform.apply(rb, rb);\n if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0\n || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1\n || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0\n || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) {\n return false;\n }\n var nx = s * (lb.y - lt.y);\n var ny = s * (lt.x - lb.x);\n var n00 = (nx * x0) + (ny * y0);\n var n10 = (nx * x1) + (ny * y0);\n var n01 = (nx * x0) + (ny * y1);\n var n11 = (nx * x1) + (ny * y1);\n if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y)\n || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) {\n return false;\n }\n var mx = s * (lt.y - rt.y);\n var my = s * (rt.x - lt.x);\n var m00 = (mx * x0) + (my * y0);\n var m10 = (mx * x1) + (my * y0);\n var m01 = (mx * x0) + (my * y1);\n var m11 = (mx * x1) + (my * y1);\n if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y)\n || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) {\n return false;\n }\n return true;\n };\n /**\n * Pads the rectangle making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n * @returns Returns itself.\n */\n Rectangle.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n this.x -= paddingX;\n this.y -= paddingY;\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n return this;\n };\n /**\n * Fits this rectangle around the passed one.\n * @param rectangle - The rectangle to fit.\n * @returns Returns itself.\n */\n Rectangle.prototype.fit = function (rectangle) {\n var x1 = Math.max(this.x, rectangle.x);\n var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.max(this.y, rectangle.y);\n var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = Math.max(x2 - x1, 0);\n this.y = y1;\n this.height = Math.max(y2 - y1, 0);\n return this;\n };\n /**\n * Enlarges rectangle that way its corners lie on grid\n * @param resolution - resolution\n * @param eps - precision\n * @returns Returns itself.\n */\n Rectangle.prototype.ceil = function (resolution, eps) {\n if (resolution === void 0) { resolution = 1; }\n if (eps === void 0) { eps = 0.001; }\n var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n return this;\n };\n /**\n * Enlarges this rectangle to include the passed rectangle.\n * @param rectangle - The rectangle to include.\n * @returns Returns itself.\n */\n Rectangle.prototype.enlarge = function (rectangle) {\n var x1 = Math.min(this.x, rectangle.x);\n var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.min(this.y, rectangle.y);\n var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n return this;\n };\n Rectangle.prototype.toString = function () {\n return \"[@pixi/math:Rectangle x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Rectangle;\n}());\n\n/**\n * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Circle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this circle\n * @param y - The Y coordinate of the center of this circle\n * @param radius - The radius of the circle\n */\n function Circle(x, y, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (radius === void 0) { radius = 0; }\n this.x = x;\n this.y = y;\n this.radius = radius;\n this.type = exports.SHAPES.CIRC;\n }\n /**\n * Creates a clone of this Circle instance\n * @returns A copy of the Circle\n */\n Circle.prototype.clone = function () {\n return new Circle(this.x, this.y, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this circle\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coordinates are within this Circle\n */\n Circle.prototype.contains = function (x, y) {\n if (this.radius <= 0) {\n return false;\n }\n var r2 = this.radius * this.radius;\n var dx = (this.x - x);\n var dy = (this.y - y);\n dx *= dx;\n dy *= dy;\n return (dx + dy <= r2);\n };\n /**\n * Returns the framing rectangle of the circle as a Rectangle object\n * @returns The framing rectangle\n */\n Circle.prototype.getBounds = function () {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n };\n Circle.prototype.toString = function () {\n return \"[@pixi/math:Circle x=\" + this.x + \" y=\" + this.y + \" radius=\" + this.radius + \"]\";\n };\n return Circle;\n}());\n\n/**\n * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n * @memberof PIXI\n */\nvar Ellipse = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the center of this ellipse\n * @param y - The Y coordinate of the center of this ellipse\n * @param halfWidth - The half width of this ellipse\n * @param halfHeight - The half height of this ellipse\n */\n function Ellipse(x, y, halfWidth, halfHeight) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (halfWidth === void 0) { halfWidth = 0; }\n if (halfHeight === void 0) { halfHeight = 0; }\n this.x = x;\n this.y = y;\n this.width = halfWidth;\n this.height = halfHeight;\n this.type = exports.SHAPES.ELIP;\n }\n /**\n * Creates a clone of this Ellipse instance\n * @returns {PIXI.Ellipse} A copy of the ellipse\n */\n Ellipse.prototype.clone = function () {\n return new Ellipse(this.x, this.y, this.width, this.height);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this ellipse\n * @param x - The X coordinate of the point to test\n * @param y - The Y coordinate of the point to test\n * @returns Whether the x/y coords are within this ellipse\n */\n Ellipse.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n // normalize the coords to an ellipse with center 0,0\n var normx = ((x - this.x) / this.width);\n var normy = ((y - this.y) / this.height);\n normx *= normx;\n normy *= normy;\n return (normx + normy <= 1);\n };\n /**\n * Returns the framing rectangle of the ellipse as a Rectangle object\n * @returns The framing rectangle\n */\n Ellipse.prototype.getBounds = function () {\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n };\n Ellipse.prototype.toString = function () {\n return \"[@pixi/math:Ellipse x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \"]\";\n };\n return Ellipse;\n}());\n\n/**\n * A class to define a shape via user defined coordinates.\n * @memberof PIXI\n */\nvar Polygon = /** @class */ (function () {\n /**\n * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points\n * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or\n * the arguments passed can be all the points of the polygon e.g.\n * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat\n * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.\n */\n function Polygon() {\n var arguments$1 = arguments;\n\n var points = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n points[_i] = arguments$1[_i];\n }\n var flat = Array.isArray(points[0]) ? points[0] : points;\n // if this is an array of points, convert it to a flat array of numbers\n if (typeof flat[0] !== 'number') {\n var p = [];\n for (var i = 0, il = flat.length; i < il; i++) {\n p.push(flat[i].x, flat[i].y);\n }\n flat = p;\n }\n this.points = flat;\n this.type = exports.SHAPES.POLY;\n this.closeStroke = true;\n }\n /**\n * Creates a clone of this polygon.\n * @returns - A copy of the polygon.\n */\n Polygon.prototype.clone = function () {\n var points = this.points.slice();\n var polygon = new Polygon(points);\n polygon.closeStroke = this.closeStroke;\n return polygon;\n };\n /**\n * Checks whether the x and y coordinates passed to this function are contained within this polygon.\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this polygon.\n */\n Polygon.prototype.contains = function (x, y) {\n var inside = false;\n // use some raycasting to test hits\n // https://github.com/substack/point-in-polygon/blob/master/index.js\n var length = this.points.length / 2;\n for (var i = 0, j = length - 1; i < length; j = i++) {\n var xi = this.points[i * 2];\n var yi = this.points[(i * 2) + 1];\n var xj = this.points[j * 2];\n var yj = this.points[(j * 2) + 1];\n var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);\n if (intersect) {\n inside = !inside;\n }\n }\n return inside;\n };\n Polygon.prototype.toString = function () {\n return \"[@pixi/math:Polygon\"\n + (\"closeStroke=\" + this.closeStroke)\n + (\"points=\" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + \", \" + currentPoint; }, '') + \"]\");\n };\n return Polygon;\n}());\n\n/**\n * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its\n * top-left corner point (x, y) and by its width and its height and its radius.\n * @memberof PIXI\n */\nvar RoundedRectangle = /** @class */ (function () {\n /**\n * @param x - The X coordinate of the upper-left corner of the rounded rectangle\n * @param y - The Y coordinate of the upper-left corner of the rounded rectangle\n * @param width - The overall width of this rounded rectangle\n * @param height - The overall height of this rounded rectangle\n * @param radius - Controls the radius of the rounded corners\n */\n function RoundedRectangle(x, y, width, height, radius) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (width === void 0) { width = 0; }\n if (height === void 0) { height = 0; }\n if (radius === void 0) { radius = 20; }\n this.x = x;\n this.y = y;\n this.width = width;\n this.height = height;\n this.radius = radius;\n this.type = exports.SHAPES.RREC;\n }\n /**\n * Creates a clone of this Rounded Rectangle.\n * @returns - A copy of the rounded rectangle.\n */\n RoundedRectangle.prototype.clone = function () {\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n };\n /**\n * Checks whether the x and y coordinates given are contained within this Rounded Rectangle\n * @param x - The X coordinate of the point to test.\n * @param y - The Y coordinate of the point to test.\n * @returns - Whether the x/y coordinates are within this Rounded Rectangle.\n */\n RoundedRectangle.prototype.contains = function (x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width) {\n if (y >= this.y && y <= this.y + this.height) {\n var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2));\n if ((y >= this.y + radius && y <= this.y + this.height - radius)\n || (x >= this.x + radius && x <= this.x + this.width - radius)) {\n return true;\n }\n var dx = x - (this.x + radius);\n var dy = y - (this.y + radius);\n var radius2 = radius * radius;\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + this.width - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dy = y - (this.y + this.height - radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n dx = x - (this.x + radius);\n if ((dx * dx) + (dy * dy) <= radius2) {\n return true;\n }\n }\n }\n return false;\n };\n RoundedRectangle.prototype.toString = function () {\n return \"[@pixi/math:RoundedRectangle x=\" + this.x + \" y=\" + this.y\n + (\"width=\" + this.width + \" height=\" + this.height + \" radius=\" + this.radius + \"]\");\n };\n return RoundedRectangle;\n}());\n\n/**\n * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents\n * the position on the horizontal axis and `y` represents the position on the vertical axis.\n *\n * An `ObservablePoint` is a point that triggers a callback when the point's position is changed.\n * @memberof PIXI\n */\nvar ObservablePoint = /** @class */ (function () {\n /**\n * Creates a new `ObservablePoint`\n * @param cb - callback function triggered when `x` and/or `y` are changed\n * @param scope - owner of callback\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n function ObservablePoint(cb, scope, x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n this._x = x;\n this._y = y;\n this.cb = cb;\n this.scope = scope;\n }\n /**\n * Creates a clone of this point.\n * The callback and scope params can be overridden otherwise they will default\n * to the clone object's values.\n * @override\n * @param cb - The callback function triggered when `x` and/or `y` are changed\n * @param scope - The owner of the callback\n * @returns a copy of this observable point\n */\n ObservablePoint.prototype.clone = function (cb, scope) {\n if (cb === void 0) { cb = this.cb; }\n if (scope === void 0) { scope = this.scope; }\n return new ObservablePoint(cb, scope, this._x, this._y);\n };\n /**\n * Sets the point to a new `x` and `y` position.\n * If `y` is omitted, both `x` and `y` will be set to `x`.\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.set = function (x, y) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = x; }\n if (this._x !== x || this._y !== y) {\n this._x = x;\n this._y = y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies x and y from the given point (`p`)\n * @param p - The point to copy from. Can be any of type that is or extends `IPointData`\n * @returns The observable point instance itself\n */\n ObservablePoint.prototype.copyFrom = function (p) {\n if (this._x !== p.x || this._y !== p.y) {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n return this;\n };\n /**\n * Copies this point's x and y into that of the given point (`p`)\n * @param p - The point to copy to. Can be any of type that is or extends `IPointData`\n * @returns The point (`p`) with values updated\n */\n ObservablePoint.prototype.copyTo = function (p) {\n p.set(this._x, this._y);\n return p;\n };\n /**\n * Accepts another point (`p`) and returns `true` if the given point is equal to this point\n * @param p - The point to check\n * @returns Returns `true` if both `x` and `y` are equal\n */\n ObservablePoint.prototype.equals = function (p) {\n return (p.x === this._x) && (p.y === this._y);\n };\n ObservablePoint.prototype.toString = function () {\n return \"[@pixi/math:ObservablePoint x=\" + 0 + \" y=\" + 0 + \" scope=\" + this.scope + \"]\";\n };\n Object.defineProperty(ObservablePoint.prototype, \"x\", {\n /** Position of the observable point on the x axis. */\n get: function () {\n return this._x;\n },\n set: function (value) {\n if (this._x !== value) {\n this._x = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(ObservablePoint.prototype, \"y\", {\n /** Position of the observable point on the y axis. */\n get: function () {\n return this._y;\n },\n set: function (value) {\n if (this._y !== value) {\n this._y = value;\n this.cb.call(this.scope);\n }\n },\n enumerable: false,\n configurable: true\n });\n return ObservablePoint;\n}());\n\n/**\n * The PixiJS Matrix as a class makes it a lot faster.\n *\n * Here is a representation of it:\n * ```js\n * | a | c | tx|\n * | b | d | ty|\n * | 0 | 0 | 1 |\n * ```\n * @memberof PIXI\n */\nvar Matrix = /** @class */ (function () {\n /**\n * @param a - x scale\n * @param b - y skew\n * @param c - x skew\n * @param d - y scale\n * @param tx - x translation\n * @param ty - y translation\n */\n function Matrix(a, b, c, d, tx, ty) {\n if (a === void 0) { a = 1; }\n if (b === void 0) { b = 0; }\n if (c === void 0) { c = 0; }\n if (d === void 0) { d = 1; }\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n this.array = null;\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n }\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n * @param array - The array that the matrix will be populated from.\n */\n Matrix.prototype.fromArray = function (array) {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n };\n /**\n * Sets the matrix properties.\n * @param a - Matrix component\n * @param b - Matrix component\n * @param c - Matrix component\n * @param d - Matrix component\n * @param tx - Matrix component\n * @param ty - Matrix component\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.set = function (a, b, c, d, tx, ty) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n return this;\n };\n /**\n * Creates an array from the current Matrix object.\n * @param transpose - Whether we need to transpose the matrix or not\n * @param [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @returns The newly created array which contains the matrix\n */\n Matrix.prototype.toArray = function (transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n var array = out || this.array;\n if (transpose) {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n }\n else {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n return array;\n };\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, transformed through this matrix\n */\n Matrix.prototype.apply = function (pos, newPos) {\n newPos = (newPos || new Point());\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.a * x) + (this.c * y) + this.tx;\n newPos.y = (this.b * x) + (this.d * y) + this.ty;\n return newPos;\n };\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n * @param pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @returns {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n Matrix.prototype.applyInverse = function (pos, newPos) {\n newPos = (newPos || new Point());\n var id = 1 / ((this.a * this.d) + (this.c * -this.b));\n var x = pos.x;\n var y = pos.y;\n newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);\n newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);\n return newPos;\n };\n /**\n * Translates the matrix on the x and y.\n * @param x - How much to translate x by\n * @param y - How much to translate y by\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.translate = function (x, y) {\n this.tx += x;\n this.ty += y;\n return this;\n };\n /**\n * Applies a scale transformation to the matrix.\n * @param x - The amount to scale horizontally\n * @param y - The amount to scale vertically\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.scale = function (x, y) {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n return this;\n };\n /**\n * Applies a rotation transformation to the matrix.\n * @param angle - The angle in radians.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.rotate = function (angle) {\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n var a1 = this.a;\n var c1 = this.c;\n var tx1 = this.tx;\n this.a = (a1 * cos) - (this.b * sin);\n this.b = (a1 * sin) + (this.b * cos);\n this.c = (c1 * cos) - (this.d * sin);\n this.d = (c1 * sin) + (this.d * cos);\n this.tx = (tx1 * cos) - (this.ty * sin);\n this.ty = (tx1 * sin) + (this.ty * cos);\n return this;\n };\n /**\n * Appends the given Matrix to this Matrix.\n * @param matrix - The matrix to append.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.append = function (matrix) {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n this.a = (matrix.a * a1) + (matrix.b * c1);\n this.b = (matrix.a * b1) + (matrix.b * d1);\n this.c = (matrix.c * a1) + (matrix.d * c1);\n this.d = (matrix.c * b1) + (matrix.d * d1);\n this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;\n this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;\n return this;\n };\n /**\n * Sets the matrix based on all the available properties\n * @param x - Position on the x axis\n * @param y - Position on the y axis\n * @param pivotX - Pivot on the x axis\n * @param pivotY - Pivot on the y axis\n * @param scaleX - Scale on the x axis\n * @param scaleY - Scale on the y axis\n * @param rotation - Rotation in radians\n * @param skewX - Skew on the x axis\n * @param skewY - Skew on the y axis\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n this.a = Math.cos(rotation + skewY) * scaleX;\n this.b = Math.sin(rotation + skewY) * scaleX;\n this.c = -Math.sin(rotation - skewX) * scaleY;\n this.d = Math.cos(rotation - skewX) * scaleY;\n this.tx = x - ((pivotX * this.a) + (pivotY * this.c));\n this.ty = y - ((pivotX * this.b) + (pivotY * this.d));\n return this;\n };\n /**\n * Prepends the given Matrix to this Matrix.\n * @param matrix - The matrix to prepend\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.prepend = function (matrix) {\n var tx1 = this.tx;\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n var a1 = this.a;\n var c1 = this.c;\n this.a = (a1 * matrix.a) + (this.b * matrix.c);\n this.b = (a1 * matrix.b) + (this.b * matrix.d);\n this.c = (c1 * matrix.a) + (this.d * matrix.c);\n this.d = (c1 * matrix.b) + (this.d * matrix.d);\n }\n this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;\n this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;\n return this;\n };\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n * @param transform - The transform to apply the properties to.\n * @returns The transform with the newly applied properties\n */\n Matrix.prototype.decompose = function (transform) {\n // sort out rotation / skew..\n var a = this.a;\n var b = this.b;\n var c = this.c;\n var d = this.d;\n var pivot = transform.pivot;\n var skewX = -Math.atan2(-c, d);\n var skewY = Math.atan2(b, a);\n var delta = Math.abs(skewX + skewY);\n if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n }\n else {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n // next set scale\n transform.scale.x = Math.sqrt((a * a) + (b * b));\n transform.scale.y = Math.sqrt((c * c) + (d * d));\n // next set position\n transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c));\n transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d));\n return transform;\n };\n /**\n * Inverts this matrix\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.invert = function () {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n var tx1 = this.tx;\n var n = (a1 * d1) - (b1 * c1);\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;\n this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;\n return this;\n };\n /**\n * Resets this Matrix to an identity (default) matrix.\n * @returns This matrix. Good for chaining method calls.\n */\n Matrix.prototype.identity = function () {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n return this;\n };\n /**\n * Creates a new Matrix object with the same values as this one.\n * @returns A copy of this matrix. Good for chaining method calls.\n */\n Matrix.prototype.clone = function () {\n var matrix = new Matrix();\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n * @param matrix - The matrix to copy to.\n * @returns The matrix given in parameter with its values updated.\n */\n Matrix.prototype.copyTo = function (matrix) {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n };\n /**\n * Changes the values of the matrix to be the same as the ones in given matrix\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @returns {PIXI.Matrix} this\n */\n Matrix.prototype.copyFrom = function (matrix) {\n this.a = matrix.a;\n this.b = matrix.b;\n this.c = matrix.c;\n this.d = matrix.d;\n this.tx = matrix.tx;\n this.ty = matrix.ty;\n return this;\n };\n Matrix.prototype.toString = function () {\n return \"[@pixi/math:Matrix a=\" + this.a + \" b=\" + this.b + \" c=\" + this.c + \" d=\" + this.d + \" tx=\" + this.tx + \" ty=\" + this.ty + \"]\";\n };\n Object.defineProperty(Matrix, \"IDENTITY\", {\n /**\n * A default (identity) matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Matrix, \"TEMP_MATRIX\", {\n /**\n * A temp matrix\n * @readonly\n */\n get: function () {\n return new Matrix();\n },\n enumerable: false,\n configurable: true\n });\n return Matrix;\n}());\n\n// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group\n/*\n * Transform matrix for operation n is:\n * | ux | vx |\n * | uy | vy |\n */\nvar ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nvar uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nvar vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\n/**\n * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * for the composition of each rotation in the dihederal group D8.\n * @type {number[][]}\n * @private\n */\nvar rotationCayley = [];\n/**\n * Matrices for each `GD8Symmetry` rotation.\n * @type {PIXI.Matrix[]}\n * @private\n */\nvar rotationMatrices = [];\n/*\n * Alias for {@code Math.sign}.\n */\nvar signum = Math.sign;\n/*\n * Initializes `rotationCayley` and `rotationMatrices`. It is called\n * only once below.\n */\nfunction init() {\n for (var i = 0; i < 16; i++) {\n var row = [];\n rotationCayley.push(row);\n for (var j = 0; j < 16; j++) {\n /* Multiplies rotation matrices i and j. */\n var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));\n var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));\n var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));\n var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));\n /* Finds rotation matrix matching the product and pushes it. */\n for (var k = 0; k < 16; k++) {\n if (ux[k] === _ux && uy[k] === _uy\n && vx[k] === _vx && vy[k] === _vy) {\n row.push(k);\n break;\n }\n }\n }\n }\n for (var i = 0; i < 16; i++) {\n var mat = new Matrix();\n mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);\n rotationMatrices.push(mat);\n }\n}\ninit();\n/**\n * @memberof PIXI\n * @typedef {number} GD8Symmetry\n * @see PIXI.groupD8\n */\n/**\n * Implements the dihedral group D8, which is similar to\n * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};\n * D8 is the same but with diagonals, and it is used for texture\n * rotations.\n *\n * The directions the U- and V- axes after rotation\n * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`\n * and `(vX(a), vY(a))`. These aren't necessarily unit vectors.\n *\n * **Origin:**
                                                                        \n * This is the small part of gameofbombs.com portal system. It works.\n * @see PIXI.groupD8.E\n * @see PIXI.groupD8.SE\n * @see PIXI.groupD8.S\n * @see PIXI.groupD8.SW\n * @see PIXI.groupD8.W\n * @see PIXI.groupD8.NW\n * @see PIXI.groupD8.N\n * @see PIXI.groupD8.NE\n * @author Ivan @ivanpopelyshev\n * @namespace PIXI.groupD8\n * @memberof PIXI\n */\nvar groupD8 = {\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 0° | East |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n E: 0,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 45°↻ | Southeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SE: 1,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 90°↻ | South |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n S: 2,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 135°↻ | Southwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SW: 3,\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 180° | West |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n W: 4,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -135°/225°↻ | Northwest |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NW: 5,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -90°/270°↻ | North |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n N: 6,\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -45°/315°↻ | Northeast |\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NE: 7,\n /**\n * Reflection about Y-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_VERTICAL: 8,\n /**\n * Reflection about the main diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MAIN_DIAGONAL: 10,\n /**\n * Reflection about X-axis.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_HORIZONTAL: 12,\n /**\n * Reflection about reverse diagonal.\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n REVERSE_DIAGONAL: 14,\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the U-axis\n * after rotating the axes.\n */\n uX: function (ind) { return ux[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis\n * after rotating the axes.\n */\n uY: function (ind) { return uy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The X-component of the V-axis\n * after rotating the axes.\n */\n vX: function (ind) { return vx[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis\n * after rotating the axes.\n */\n vY: function (ind) { return vy[ind]; },\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite\n * is needed. Only rotations have opposite symmetries while\n * reflections don't.\n * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation`\n */\n inv: function (rotation) {\n if (rotation & 8) // true only if between 8 & 15 (reflections)\n {\n return rotation & 15; // or rotation % 16\n }\n return (-rotation) & 7; // or (8 - rotation) % 8\n },\n /**\n * Composes the two D8 operations.\n *\n * Taking `^` as reflection:\n *\n * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |\n * |-------|-----|-----|-----|-----|------|-------|-------|-------|\n * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |\n * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |\n * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |\n * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |\n * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |\n * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |\n * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |\n * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |\n *\n * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which\n * is the row in the above cayley table.\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which\n * is the column in the above cayley table.\n * @returns {PIXI.GD8Symmetry} Composed operation\n */\n add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); },\n /**\n * Reverse of `add`.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation\n * @returns {PIXI.GD8Symmetry} Result\n */\n sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); },\n /**\n * Adds 180 degrees to rotation, which is a commutative\n * operation.\n * @memberof PIXI.groupD8\n * @param {number} rotation - The number to rotate.\n * @returns {number} Rotated number\n */\n rotate180: function (rotation) { return rotation ^ 4; },\n /**\n * Checks if the rotation angle is vertical, i.e. south\n * or north. It doesn't work for reflections.\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - The number to check.\n * @returns {boolean} Whether or not the direction is vertical\n */\n isVertical: function (rotation) { return (rotation & 3) === 2; },\n /**\n * Approximates the vector `V(dx,dy)` into one of the\n * eight directions provided by `groupD8`.\n * @memberof PIXI.groupD8\n * @param {number} dx - X-component of the vector\n * @param {number} dy - Y-component of the vector\n * @returns {PIXI.GD8Symmetry} Approximation of the vector into\n * one of the eight symmetries.\n */\n byDirection: function (dx, dy) {\n if (Math.abs(dx) * 2 <= Math.abs(dy)) {\n if (dy >= 0) {\n return groupD8.S;\n }\n return groupD8.N;\n }\n else if (Math.abs(dy) * 2 <= Math.abs(dx)) {\n if (dx > 0) {\n return groupD8.E;\n }\n return groupD8.W;\n }\n else if (dy > 0) {\n if (dx > 0) {\n return groupD8.SE;\n }\n return groupD8.SW;\n }\n else if (dx > 0) {\n return groupD8.NE;\n }\n return groupD8.NW;\n },\n /**\n * Helps sprite to compensate texture packer rotation.\n * @memberof PIXI.groupD8\n * @param {PIXI.Matrix} matrix - sprite world matrix\n * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.\n * @param {number} tx - sprite anchoring\n * @param {number} ty - sprite anchoring\n */\n matrixAppendRotationInv: function (matrix, rotation, tx, ty) {\n if (tx === void 0) { tx = 0; }\n if (ty === void 0) { ty = 0; }\n // Packer used \"rotation\", we use \"inv(rotation)\"\n var mat = rotationMatrices[groupD8.inv(rotation)];\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n },\n};\n\n/**\n * Transform that takes care about its versions.\n * @memberof PIXI\n */\nvar Transform = /** @class */ (function () {\n function Transform() {\n this.worldTransform = new Matrix();\n this.localTransform = new Matrix();\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n this._rotation = 0;\n this._cx = 1;\n this._sx = 0;\n this._cy = 0;\n this._sy = 1;\n this._localID = 0;\n this._currentLocalID = 0;\n this._worldID = 0;\n this._parentID = 0;\n }\n /** Called when a value changes. */\n Transform.prototype.onChange = function () {\n this._localID++;\n };\n /** Called when the skew or the rotation changes. */\n Transform.prototype.updateSkew = function () {\n this._cx = Math.cos(this._rotation + this.skew.y);\n this._sx = Math.sin(this._rotation + this.skew.y);\n this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2\n this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2\n this._localID++;\n };\n Transform.prototype.toString = function () {\n return \"[@pixi/math:Transform \"\n + (\"position=(\" + this.position.x + \", \" + this.position.y + \") \")\n + (\"rotation=\" + this.rotation + \" \")\n + (\"scale=(\" + this.scale.x + \", \" + this.scale.y + \") \")\n + (\"skew=(\" + this.skew.x + \", \" + this.skew.y + \") \")\n + \"]\";\n };\n /** Updates the local transformation matrix. */\n Transform.prototype.updateLocalTransform = function () {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n };\n /**\n * Updates the local and the world transformation matrices.\n * @param parentTransform - The parent transform\n */\n Transform.prototype.updateTransform = function (parentTransform) {\n var lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n // force an update..\n this._parentID = -1;\n }\n if (this._parentID !== parentTransform._worldID) {\n // concat the parent matrix with the objects transform.\n var pt = parentTransform.worldTransform;\n var wt = this.worldTransform;\n wt.a = (lt.a * pt.a) + (lt.b * pt.c);\n wt.b = (lt.a * pt.b) + (lt.b * pt.d);\n wt.c = (lt.c * pt.a) + (lt.d * pt.c);\n wt.d = (lt.c * pt.b) + (lt.d * pt.d);\n wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;\n wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;\n this._parentID = parentTransform._worldID;\n // update the id of the transform..\n this._worldID++;\n }\n };\n /**\n * Decomposes a matrix and sets the transforms properties based on it.\n * @param matrix - The matrix to decompose\n */\n Transform.prototype.setFromMatrix = function (matrix) {\n matrix.decompose(this);\n this._localID++;\n };\n Object.defineProperty(Transform.prototype, \"rotation\", {\n /** The rotation of the object in radians. */\n get: function () {\n return this._rotation;\n },\n set: function (value) {\n if (this._rotation !== value) {\n this._rotation = value;\n this.updateSkew();\n }\n },\n enumerable: false,\n configurable: true\n });\n /** A default (identity) transform. */\n Transform.IDENTITY = new Transform();\n return Transform;\n}());\n\nexports.Circle = Circle;\nexports.DEG_TO_RAD = DEG_TO_RAD;\nexports.Ellipse = Ellipse;\nexports.Matrix = Matrix;\nexports.ObservablePoint = ObservablePoint;\nexports.PI_2 = PI_2;\nexports.Point = Point;\nexports.Polygon = Polygon;\nexports.RAD_TO_DEG = RAD_TO_DEG;\nexports.Rectangle = Rectangle;\nexports.RoundedRectangle = RoundedRectangle;\nexports.Transform = Transform;\nexports.groupD8 = groupD8;\n//# sourceMappingURL=math.js.map\n","/*!\n * @pixi/constants - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/constants is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n'use strict';\n\nObject.defineProperty(exports, '__esModule', { value: true });\n\n/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nexports.ENV = void 0;\n(function (ENV) {\n ENV[ENV[\"WEBGL_LEGACY\"] = 0] = \"WEBGL_LEGACY\";\n ENV[ENV[\"WEBGL\"] = 1] = \"WEBGL\";\n ENV[ENV[\"WEBGL2\"] = 2] = \"WEBGL2\";\n})(exports.ENV || (exports.ENV = {}));\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nexports.RENDERER_TYPE = void 0;\n(function (RENDERER_TYPE) {\n RENDERER_TYPE[RENDERER_TYPE[\"UNKNOWN\"] = 0] = \"UNKNOWN\";\n RENDERER_TYPE[RENDERER_TYPE[\"WEBGL\"] = 1] = \"WEBGL\";\n RENDERER_TYPE[RENDERER_TYPE[\"CANVAS\"] = 2] = \"CANVAS\";\n})(exports.RENDERER_TYPE || (exports.RENDERER_TYPE = {}));\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nexports.BUFFER_BITS = void 0;\n(function (BUFFER_BITS) {\n BUFFER_BITS[BUFFER_BITS[\"COLOR\"] = 16384] = \"COLOR\";\n BUFFER_BITS[BUFFER_BITS[\"DEPTH\"] = 256] = \"DEPTH\";\n BUFFER_BITS[BUFFER_BITS[\"STENCIL\"] = 1024] = \"STENCIL\";\n})(exports.BUFFER_BITS || (exports.BUFFER_BITS = {}));\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL -\n * @property {number} ADD -\n * @property {number} MULTIPLY -\n * @property {number} SCREEN -\n * @property {number} OVERLAY -\n * @property {number} DARKEN -\n * @property {number} LIGHTEN -\n * @property {number} COLOR_DODGE -\n * @property {number} COLOR_BURN -\n * @property {number} HARD_LIGHT -\n * @property {number} SOFT_LIGHT -\n * @property {number} DIFFERENCE -\n * @property {number} EXCLUSION -\n * @property {number} HUE -\n * @property {number} SATURATION -\n * @property {number} COLOR -\n * @property {number} LUMINOSITY -\n * @property {number} NORMAL_NPM -\n * @property {number} ADD_NPM -\n * @property {number} SCREEN_NPM -\n * @property {number} NONE -\n * @property {number} SRC_IN -\n * @property {number} SRC_OUT -\n * @property {number} SRC_ATOP -\n * @property {number} DST_OVER -\n * @property {number} DST_IN -\n * @property {number} DST_OUT -\n * @property {number} DST_ATOP -\n * @property {number} SUBTRACT -\n * @property {number} SRC_OVER -\n * @property {number} ERASE -\n * @property {number} XOR -\n */\nexports.BLEND_MODES = void 0;\n(function (BLEND_MODES) {\n BLEND_MODES[BLEND_MODES[\"NORMAL\"] = 0] = \"NORMAL\";\n BLEND_MODES[BLEND_MODES[\"ADD\"] = 1] = \"ADD\";\n BLEND_MODES[BLEND_MODES[\"MULTIPLY\"] = 2] = \"MULTIPLY\";\n BLEND_MODES[BLEND_MODES[\"SCREEN\"] = 3] = \"SCREEN\";\n BLEND_MODES[BLEND_MODES[\"OVERLAY\"] = 4] = \"OVERLAY\";\n BLEND_MODES[BLEND_MODES[\"DARKEN\"] = 5] = \"DARKEN\";\n BLEND_MODES[BLEND_MODES[\"LIGHTEN\"] = 6] = \"LIGHTEN\";\n BLEND_MODES[BLEND_MODES[\"COLOR_DODGE\"] = 7] = \"COLOR_DODGE\";\n BLEND_MODES[BLEND_MODES[\"COLOR_BURN\"] = 8] = \"COLOR_BURN\";\n BLEND_MODES[BLEND_MODES[\"HARD_LIGHT\"] = 9] = \"HARD_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"SOFT_LIGHT\"] = 10] = \"SOFT_LIGHT\";\n BLEND_MODES[BLEND_MODES[\"DIFFERENCE\"] = 11] = \"DIFFERENCE\";\n BLEND_MODES[BLEND_MODES[\"EXCLUSION\"] = 12] = \"EXCLUSION\";\n BLEND_MODES[BLEND_MODES[\"HUE\"] = 13] = \"HUE\";\n BLEND_MODES[BLEND_MODES[\"SATURATION\"] = 14] = \"SATURATION\";\n BLEND_MODES[BLEND_MODES[\"COLOR\"] = 15] = \"COLOR\";\n BLEND_MODES[BLEND_MODES[\"LUMINOSITY\"] = 16] = \"LUMINOSITY\";\n BLEND_MODES[BLEND_MODES[\"NORMAL_NPM\"] = 17] = \"NORMAL_NPM\";\n BLEND_MODES[BLEND_MODES[\"ADD_NPM\"] = 18] = \"ADD_NPM\";\n BLEND_MODES[BLEND_MODES[\"SCREEN_NPM\"] = 19] = \"SCREEN_NPM\";\n BLEND_MODES[BLEND_MODES[\"NONE\"] = 20] = \"NONE\";\n BLEND_MODES[BLEND_MODES[\"SRC_OVER\"] = 0] = \"SRC_OVER\";\n BLEND_MODES[BLEND_MODES[\"SRC_IN\"] = 21] = \"SRC_IN\";\n BLEND_MODES[BLEND_MODES[\"SRC_OUT\"] = 22] = \"SRC_OUT\";\n BLEND_MODES[BLEND_MODES[\"SRC_ATOP\"] = 23] = \"SRC_ATOP\";\n BLEND_MODES[BLEND_MODES[\"DST_OVER\"] = 24] = \"DST_OVER\";\n BLEND_MODES[BLEND_MODES[\"DST_IN\"] = 25] = \"DST_IN\";\n BLEND_MODES[BLEND_MODES[\"DST_OUT\"] = 26] = \"DST_OUT\";\n BLEND_MODES[BLEND_MODES[\"DST_ATOP\"] = 27] = \"DST_ATOP\";\n BLEND_MODES[BLEND_MODES[\"ERASE\"] = 26] = \"ERASE\";\n BLEND_MODES[BLEND_MODES[\"SUBTRACT\"] = 28] = \"SUBTRACT\";\n BLEND_MODES[BLEND_MODES[\"XOR\"] = 29] = \"XOR\";\n})(exports.BLEND_MODES || (exports.BLEND_MODES = {}));\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS -\n * @property {number} LINES -\n * @property {number} LINE_LOOP -\n * @property {number} LINE_STRIP -\n * @property {number} TRIANGLES -\n * @property {number} TRIANGLE_STRIP -\n * @property {number} TRIANGLE_FAN -\n */\nexports.DRAW_MODES = void 0;\n(function (DRAW_MODES) {\n DRAW_MODES[DRAW_MODES[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES[DRAW_MODES[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES[DRAW_MODES[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES[DRAW_MODES[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES[DRAW_MODES[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(exports.DRAW_MODES || (exports.DRAW_MODES = {}));\n/**\n * Various GL texture/resources formats.\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} [RGBA=6408] -\n * @property {number} [RGB=6407] -\n * @property {number} [RG=33319] -\n * @property {number} [RED=6403] -\n * @property {number} [RGBA_INTEGER=36249] -\n * @property {number} [RGB_INTEGER=36248] -\n * @property {number} [RG_INTEGER=33320] -\n * @property {number} [RED_INTEGER=36244] -\n * @property {number} [ALPHA=6406] -\n * @property {number} [LUMINANCE=6409] -\n * @property {number} [LUMINANCE_ALPHA=6410] -\n * @property {number} [DEPTH_COMPONENT=6402] -\n * @property {number} [DEPTH_STENCIL=34041] -\n */\nexports.FORMATS = void 0;\n(function (FORMATS) {\n FORMATS[FORMATS[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS[FORMATS[\"RGB\"] = 6407] = \"RGB\";\n FORMATS[FORMATS[\"RG\"] = 33319] = \"RG\";\n FORMATS[FORMATS[\"RED\"] = 6403] = \"RED\";\n FORMATS[FORMATS[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS[FORMATS[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS[FORMATS[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS[FORMATS[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS[FORMATS[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS[FORMATS[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS[FORMATS[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS[FORMATS[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS[FORMATS[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n})(exports.FORMATS || (exports.FORMATS = {}));\n/**\n * Various GL target types.\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} [TEXTURE_2D=3553] -\n * @property {number} [TEXTURE_CUBE_MAP=34067] -\n * @property {number} [TEXTURE_2D_ARRAY=35866] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -\n * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -\n * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -\n */\nexports.TARGETS = void 0;\n(function (TARGETS) {\n TARGETS[TARGETS[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS[TARGETS[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS[TARGETS[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n})(exports.TARGETS || (exports.TARGETS = {}));\n/**\n * Various GL data format types.\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} [UNSIGNED_BYTE=5121] -\n * @property {number} [UNSIGNED_SHORT=5123] -\n * @property {number} [UNSIGNED_SHORT_5_6_5=33635] -\n * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -\n * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -\n * @property {number} [UNSIGNED_INT=5125] -\n * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -\n * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -\n * @property {number} [UNSIGNED_INT_24_8=34042] -\n * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -\n * @property {number} [BYTE=5120] -\n * @property {number} [SHORT=5122] -\n * @property {number} [INT=5124] -\n * @property {number} [FLOAT=5126] -\n * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -\n * @property {number} [HALF_FLOAT=36193] -\n */\nexports.TYPES = void 0;\n(function (TYPES) {\n TYPES[TYPES[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES[TYPES[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES[TYPES[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES[TYPES[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES[TYPES[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES[TYPES[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES[TYPES[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES[TYPES[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES[TYPES[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES[TYPES[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES[TYPES[\"INT\"] = 5124] = \"INT\";\n TYPES[TYPES[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES[TYPES[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES[TYPES[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n})(exports.TYPES || (exports.TYPES = {}));\n/**\n * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.\n * WebGL1 works only with FLOAT.\n * @memberof PIXI\n * @static\n * @name SAMPLER_TYPES\n * @enum {number}\n * @property {number} [FLOAT=0] -\n * @property {number} [INT=1] -\n * @property {number} [UINT=2] -\n */\nexports.SAMPLER_TYPES = void 0;\n(function (SAMPLER_TYPES) {\n SAMPLER_TYPES[SAMPLER_TYPES[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES[SAMPLER_TYPES[\"UINT\"] = 2] = \"UINT\";\n})(exports.SAMPLER_TYPES || (exports.SAMPLER_TYPES = {}));\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nexports.SCALE_MODES = void 0;\n(function (SCALE_MODES) {\n SCALE_MODES[SCALE_MODES[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES[SCALE_MODES[\"LINEAR\"] = 1] = \"LINEAR\";\n})(exports.SCALE_MODES || (exports.SCALE_MODES = {}));\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nexports.WRAP_MODES = void 0;\n(function (WRAP_MODES) {\n WRAP_MODES[WRAP_MODES[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES[WRAP_MODES[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES[WRAP_MODES[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n})(exports.WRAP_MODES || (exports.WRAP_MODES = {}));\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource\n * that supports buffering each level-of-detail.\n */\nexports.MIPMAP_MODES = void 0;\n(function (MIPMAP_MODES) {\n MIPMAP_MODES[MIPMAP_MODES[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES[MIPMAP_MODES[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES[MIPMAP_MODES[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n})(exports.MIPMAP_MODES || (exports.MIPMAP_MODES = {}));\n/**\n * How to treat textures with premultiplied alpha\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nexports.ALPHA_MODES = void 0;\n(function (ALPHA_MODES) {\n ALPHA_MODES[ALPHA_MODES[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES[ALPHA_MODES[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES[ALPHA_MODES[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES[ALPHA_MODES[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLY_ALPHA\"] = 2] = \"PREMULTIPLY_ALPHA\";\n ALPHA_MODES[ALPHA_MODES[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n})(exports.ALPHA_MODES || (exports.ALPHA_MODES = {}));\n/**\n * Configure whether filter textures are cleared after binding.\n *\n * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect\n * this and skip clearing as an optimization.\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.\n * @property {number} CLEAR - Always clear the filter texture.\n * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending.\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nexports.CLEAR_MODES = void 0;\n(function (CLEAR_MODES) {\n CLEAR_MODES[CLEAR_MODES[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES[CLEAR_MODES[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES[CLEAR_MODES[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES[CLEAR_MODES[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES[CLEAR_MODES[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES[CLEAR_MODES[\"BLIT\"] = 2] = \"BLIT\";\n})(exports.CLEAR_MODES || (exports.CLEAR_MODES = {}));\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nexports.GC_MODES = void 0;\n(function (GC_MODES) {\n GC_MODES[GC_MODES[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES[GC_MODES[\"MANUAL\"] = 1] = \"MANUAL\";\n})(exports.GC_MODES || (exports.GC_MODES = {}));\n/**\n * Constants that specify float precision in shaders.\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} [LOW='lowp'] -\n * @property {string} [MEDIUM='mediump'] -\n * @property {string} [HIGH='highp'] -\n */\nexports.PRECISION = void 0;\n(function (PRECISION) {\n PRECISION[\"LOW\"] = \"lowp\";\n PRECISION[\"MEDIUM\"] = \"mediump\";\n PRECISION[\"HIGH\"] = \"highp\";\n})(exports.PRECISION || (exports.PRECISION = {}));\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n * @property {number} COLOR - Color mask (RGBA)\n */\nexports.MASK_TYPES = void 0;\n(function (MASK_TYPES) {\n MASK_TYPES[MASK_TYPES[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES[MASK_TYPES[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES[MASK_TYPES[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES[MASK_TYPES[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES[MASK_TYPES[\"COLOR\"] = 4] = \"COLOR\";\n})(exports.MASK_TYPES || (exports.MASK_TYPES = {}));\n/**\n * Bitwise OR of masks that indicate the color channels that are rendered to.\n * @static\n * @memberof PIXI\n * @name COLOR_MASK_BITS\n * @enum {number}\n * @property {number} RED - Red channel.\n * @property {number} GREEN - Green channel\n * @property {number} BLUE - Blue channel.\n * @property {number} ALPHA - Alpha channel.\n */\nexports.COLOR_MASK_BITS = void 0;\n(function (COLOR_MASK_BITS) {\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS[COLOR_MASK_BITS[\"ALPHA\"] = 8] = \"ALPHA\";\n})(exports.COLOR_MASK_BITS || (exports.COLOR_MASK_BITS = {}));\n/**\n * Constants for multi-sampling antialiasing.\n * @see PIXI.Framebuffer#multisample\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nexports.MSAA_QUALITY = void 0;\n(function (MSAA_QUALITY) {\n MSAA_QUALITY[MSAA_QUALITY[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY[MSAA_QUALITY[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY[MSAA_QUALITY[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY[MSAA_QUALITY[\"HIGH\"] = 8] = \"HIGH\";\n})(exports.MSAA_QUALITY || (exports.MSAA_QUALITY = {}));\n/**\n * Constants for various buffer types in Pixi\n * @see PIXI.BUFFER_TYPE\n * @name BUFFER_TYPE\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer\n * @property {number} ARRAY_BUFFER - buffer type for using attribute data\n * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects\n */\nexports.BUFFER_TYPE = void 0;\n(function (BUFFER_TYPE) {\n BUFFER_TYPE[BUFFER_TYPE[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE[BUFFER_TYPE[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n // NOT YET SUPPORTED\n BUFFER_TYPE[BUFFER_TYPE[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n})(exports.BUFFER_TYPE || (exports.BUFFER_TYPE = {}));\n//# sourceMappingURL=constants.js.map\n","/*!\n * @pixi/settings - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/settings is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n'use strict';\n\nObject.defineProperty(exports, '__esModule', { value: true });\n\nvar constants = require('@pixi/constants');\n\nvar BrowserAdapter = {\n /**\n * Creates a canvas element of the given size.\n * This canvas is created using the browser's native canvas element.\n * @param width - width of the canvas\n * @param height - height of the canvas\n */\n createCanvas: function (width, height) {\n var canvas = document.createElement('canvas');\n canvas.width = width;\n canvas.height = height;\n return canvas;\n },\n getWebGLRenderingContext: function () { return WebGLRenderingContext; },\n getNavigator: function () { return navigator; },\n getBaseUrl: function () { var _a; return ((_a = document.baseURI) !== null && _a !== void 0 ? _a : window.location.href); },\n fetch: function (url, options) { return fetch(url, options); },\n};\n\nvar appleIphone = /iPhone/i;\nvar appleIpod = /iPod/i;\nvar appleTablet = /iPad/i;\nvar appleUniversal = /\\biOS-universal(?:.+)Mac\\b/i;\nvar androidPhone = /\\bAndroid(?:.+)Mobile\\b/i;\nvar androidTablet = /Android/i;\nvar amazonPhone = /(?:SD4930UR|\\bSilk(?:.+)Mobile\\b)/i;\nvar amazonTablet = /Silk/i;\nvar windowsPhone = /Windows Phone/i;\nvar windowsTablet = /\\bWindows(?:.+)ARM\\b/i;\nvar otherBlackBerry = /BlackBerry/i;\nvar otherBlackBerry10 = /BB10/i;\nvar otherOpera = /Opera Mini/i;\nvar otherChrome = /\\b(CriOS|Chrome)(?:.+)Mobile/i;\nvar otherFirefox = /Mobile(?:.+)Firefox\\b/i;\nvar isAppleTabletOnIos13 = function (navigator) {\n return (typeof navigator !== 'undefined' &&\n navigator.platform === 'MacIntel' &&\n typeof navigator.maxTouchPoints === 'number' &&\n navigator.maxTouchPoints > 1 &&\n typeof MSStream === 'undefined');\n};\nfunction createMatch(userAgent) {\n return function (regex) { return regex.test(userAgent); };\n}\nfunction isMobile$1(param) {\n var nav = {\n userAgent: '',\n platform: '',\n maxTouchPoints: 0\n };\n if (!param && typeof navigator !== 'undefined') {\n nav = {\n userAgent: navigator.userAgent,\n platform: navigator.platform,\n maxTouchPoints: navigator.maxTouchPoints || 0\n };\n }\n else if (typeof param === 'string') {\n nav.userAgent = param;\n }\n else if (param && param.userAgent) {\n nav = {\n userAgent: param.userAgent,\n platform: param.platform,\n maxTouchPoints: param.maxTouchPoints || 0\n };\n }\n var userAgent = nav.userAgent;\n var tmp = userAgent.split('[FBAN');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n tmp = userAgent.split('Twitter');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n var match = createMatch(userAgent);\n var result = {\n apple: {\n phone: match(appleIphone) && !match(windowsPhone),\n ipod: match(appleIpod),\n tablet: !match(appleIphone) &&\n (match(appleTablet) || isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone),\n universal: match(appleUniversal),\n device: (match(appleIphone) ||\n match(appleIpod) ||\n match(appleTablet) ||\n match(appleUniversal) ||\n isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone)\n },\n amazon: {\n phone: match(amazonPhone),\n tablet: !match(amazonPhone) && match(amazonTablet),\n device: match(amazonPhone) || match(amazonTablet)\n },\n android: {\n phone: (!match(windowsPhone) && match(amazonPhone)) ||\n (!match(windowsPhone) && match(androidPhone)),\n tablet: !match(windowsPhone) &&\n !match(amazonPhone) &&\n !match(androidPhone) &&\n (match(amazonTablet) || match(androidTablet)),\n device: (!match(windowsPhone) &&\n (match(amazonPhone) ||\n match(amazonTablet) ||\n match(androidPhone) ||\n match(androidTablet))) ||\n match(/\\bokhttp\\b/i)\n },\n windows: {\n phone: match(windowsPhone),\n tablet: match(windowsTablet),\n device: match(windowsPhone) || match(windowsTablet)\n },\n other: {\n blackberry: match(otherBlackBerry),\n blackberry10: match(otherBlackBerry10),\n opera: match(otherOpera),\n firefox: match(otherFirefox),\n chrome: match(otherChrome),\n device: match(otherBlackBerry) ||\n match(otherBlackBerry10) ||\n match(otherOpera) ||\n match(otherFirefox) ||\n match(otherChrome)\n },\n any: false,\n phone: false,\n tablet: false\n };\n result.any =\n result.apple.device ||\n result.android.device ||\n result.windows.device ||\n result.other.device;\n result.phone =\n result.apple.phone || result.android.phone || result.windows.phone;\n result.tablet =\n result.apple.tablet || result.android.tablet || result.windows.tablet;\n return result;\n}\n\nvar isMobile = isMobile$1(globalThis.navigator);\n\n/**\n * Uploading the same buffer multiple times in a single frame can cause performance issues.\n * Apparent on iOS so only check for that at the moment\n * This check may become more complex if this issue pops up elsewhere.\n * @private\n * @returns {boolean} `true` if the same buffer may be uploaded more than once.\n */\nfunction canUploadSameBuffer() {\n return !isMobile.apple.device;\n}\n\n/**\n * The maximum recommended texture units to use.\n * In theory the bigger the better, and for desktop we'll use as many as we can.\n * But some mobile devices slow down if there is to many branches in the shader.\n * So in practice there seems to be a sweet spot size that varies depending on the device.\n *\n * In v4, all mobile devices were limited to 4 texture units because for this.\n * In v5, we allow all texture units to be used on modern Apple or Android devices.\n * @private\n * @param {number} max\n * @returns {number} The maximum recommended texture units to use.\n */\nfunction maxRecommendedTextures(max) {\n var allowMax = true;\n if (isMobile.tablet || isMobile.phone) {\n if (isMobile.apple.device) {\n var match = (navigator.userAgent).match(/OS (\\d+)_(\\d+)?/);\n if (match) {\n var majorVersion = parseInt(match[1], 10);\n // Limit texture units on devices below iOS 11, which will be older hardware\n if (majorVersion < 11) {\n allowMax = false;\n }\n }\n }\n if (isMobile.android.device) {\n var match = (navigator.userAgent).match(/Android\\s([0-9.]*)/);\n if (match) {\n var majorVersion = parseInt(match[1], 10);\n // Limit texture units on devices below Android 7 (Nougat), which will be older hardware\n if (majorVersion < 7) {\n allowMax = false;\n }\n }\n }\n }\n return allowMax ? max : 4;\n}\n\n/**\n * User's customizable globals for overriding the default PIXI settings, such\n * as a renderer's default resolution, framerate, float precision, etc.\n * @example\n * // Use the native window resolution as the default resolution\n * // will support high-density displays when rendering\n * PIXI.settings.RESOLUTION = window.devicePixelRatio;\n *\n * // Disable interpolation when scaling, will make texture be pixelated\n * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST;\n * @namespace PIXI.settings\n */\nvar settings = {\n /**\n * This adapter is used to call methods that are platform dependent.\n * For example `document.createElement` only runs on the web but fails in node environments.\n * This allows us to support more platforms by abstracting away specific implementations per platform.\n *\n * By default the adapter is set to work in the browser. However you can create your own\n * by implementing the `IAdapter` interface. See `IAdapter` for more information.\n * @name ADAPTER\n * @memberof PIXI.settings\n * @type {PIXI.IAdapter}\n * @default PIXI.BrowserAdapter\n */\n ADAPTER: BrowserAdapter,\n /**\n * If set to true WebGL will attempt make textures mimpaped by default.\n * Mipmapping will only succeed if the base texture uploaded has power of two dimensions.\n * @static\n * @name MIPMAP_TEXTURES\n * @memberof PIXI.settings\n * @type {PIXI.MIPMAP_MODES}\n * @default PIXI.MIPMAP_MODES.POW2\n */\n MIPMAP_TEXTURES: constants.MIPMAP_MODES.POW2,\n /**\n * Default anisotropic filtering level of textures.\n * Usually from 0 to 16\n * @static\n * @name ANISOTROPIC_LEVEL\n * @memberof PIXI.settings\n * @type {number}\n * @default 0\n */\n ANISOTROPIC_LEVEL: 0,\n /**\n * Default resolution / device pixel ratio of the renderer.\n * @static\n * @name RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n RESOLUTION: 1,\n /**\n * Default filter resolution.\n * @static\n * @name FILTER_RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n FILTER_RESOLUTION: 1,\n /**\n * Default filter samples.\n * @static\n * @name FILTER_MULTISAMPLE\n * @memberof PIXI.settings\n * @type {PIXI.MSAA_QUALITY}\n * @default PIXI.MSAA_QUALITY.NONE\n */\n FILTER_MULTISAMPLE: constants.MSAA_QUALITY.NONE,\n /**\n * The maximum textures that this device supports.\n * @static\n * @name SPRITE_MAX_TEXTURES\n * @memberof PIXI.settings\n * @type {number}\n * @default 32\n */\n SPRITE_MAX_TEXTURES: maxRecommendedTextures(32),\n // TODO: maybe change to SPRITE.BATCH_SIZE: 2000\n // TODO: maybe add PARTICLE.BATCH_SIZE: 15000\n /**\n * The default sprite batch size.\n *\n * The default aims to balance desktop and mobile devices.\n * @static\n * @name SPRITE_BATCH_SIZE\n * @memberof PIXI.settings\n * @type {number}\n * @default 4096\n */\n SPRITE_BATCH_SIZE: 4096,\n /**\n * The default render options if none are supplied to {@link PIXI.Renderer}\n * or {@link PIXI.CanvasRenderer}.\n * @static\n * @name RENDER_OPTIONS\n * @memberof PIXI.settings\n * @type {object}\n * @property {HTMLCanvasElement} [view=null] -\n * @property {boolean} [antialias=false] -\n * @property {boolean} [autoDensity=false] -\n * @property {boolean} [useContextAlpha=true] -\n * @property {number} [backgroundColor=0x000000] -\n * @property {number} [backgroundAlpha=1] -\n * @property {boolean} [clearBeforeRender=true] -\n * @property {boolean} [preserveDrawingBuffer=false] -\n * @property {number} [width=800] -\n * @property {number} [height=600] -\n * @property {boolean} [legacy=false] -\n */\n RENDER_OPTIONS: {\n view: null,\n antialias: false,\n autoDensity: false,\n backgroundColor: 0x000000,\n backgroundAlpha: 1,\n useContextAlpha: true,\n clearBeforeRender: true,\n preserveDrawingBuffer: false,\n width: 800,\n height: 600,\n legacy: false,\n },\n /**\n * Default Garbage Collection mode.\n * @static\n * @name GC_MODE\n * @memberof PIXI.settings\n * @type {PIXI.GC_MODES}\n * @default PIXI.GC_MODES.AUTO\n */\n GC_MODE: constants.GC_MODES.AUTO,\n /**\n * Default Garbage Collection max idle.\n * @static\n * @name GC_MAX_IDLE\n * @memberof PIXI.settings\n * @type {number}\n * @default 3600\n */\n GC_MAX_IDLE: 60 * 60,\n /**\n * Default Garbage Collection maximum check count.\n * @static\n * @name GC_MAX_CHECK_COUNT\n * @memberof PIXI.settings\n * @type {number}\n * @default 600\n */\n GC_MAX_CHECK_COUNT: 60 * 10,\n /**\n * Default wrap modes that are supported by pixi.\n * @static\n * @name WRAP_MODE\n * @memberof PIXI.settings\n * @type {PIXI.WRAP_MODES}\n * @default PIXI.WRAP_MODES.CLAMP\n */\n WRAP_MODE: constants.WRAP_MODES.CLAMP,\n /**\n * Default scale mode for textures.\n * @static\n * @name SCALE_MODE\n * @memberof PIXI.settings\n * @type {PIXI.SCALE_MODES}\n * @default PIXI.SCALE_MODES.LINEAR\n */\n SCALE_MODE: constants.SCALE_MODES.LINEAR,\n /**\n * Default specify float precision in vertex shader.\n * @static\n * @name PRECISION_VERTEX\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.HIGH\n */\n PRECISION_VERTEX: constants.PRECISION.HIGH,\n /**\n * Default specify float precision in fragment shader.\n * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742\n * @static\n * @name PRECISION_FRAGMENT\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.MEDIUM\n */\n PRECISION_FRAGMENT: isMobile.apple.device ? constants.PRECISION.HIGH : constants.PRECISION.MEDIUM,\n /**\n * Can we upload the same buffer in a single frame?\n * @static\n * @name CAN_UPLOAD_SAME_BUFFER\n * @memberof PIXI.settings\n * @type {boolean}\n */\n CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(),\n /**\n * Enables bitmap creation before image load. This feature is experimental.\n * @static\n * @name CREATE_IMAGE_BITMAP\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n CREATE_IMAGE_BITMAP: false,\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * @static\n * @constant\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n ROUND_PIXELS: false,\n};\n\nexports.BrowserAdapter = BrowserAdapter;\nexports.isMobile = isMobile;\nexports.settings = settings;\n//# sourceMappingURL=settings.js.map\n","/*!\n * @pixi/utils - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/utils is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n'use strict';\n\nObject.defineProperty(exports, '__esModule', { value: true });\n\nvar settings = require('@pixi/settings');\nvar eventemitter3 = require('eventemitter3');\nvar earcut = require('earcut');\nvar url$1 = require('url');\nvar constants = require('@pixi/constants');\n\nfunction _interopDefaultLegacy (e) { return e && typeof e === 'object' && 'default' in e ? e : { 'default': e }; }\n\nvar eventemitter3__default = /*#__PURE__*/_interopDefaultLegacy(eventemitter3);\nvar earcut__default = /*#__PURE__*/_interopDefaultLegacy(earcut);\n\n/**\n * This file contains redeclared types for Node `url` and `querystring` modules. These modules\n * don't provide their own typings but instead are a part of the full Node typings. The purpose of\n * this file is to redeclare the required types to avoid having the whole Node types as a\n * dependency.\n */\nvar url = {\n parse: url$1.parse,\n format: url$1.format,\n resolve: url$1.resolve,\n};\n\nfunction assertPath(path) {\n if (typeof path !== 'string') {\n throw new TypeError(\"Path must be a string. Received \" + JSON.stringify(path));\n }\n}\nfunction removeUrlParams(url) {\n var re = url.split('?')[0];\n return re.split('#')[0];\n}\nfunction escapeRegExp(string) {\n return string.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\$&'); // $& means the whole matched string\n}\nfunction replaceAll(str, find, replace) {\n return str.replace(new RegExp(escapeRegExp(find), 'g'), replace);\n}\n// Resolves . and .. elements in a path with directory names\nfunction normalizeStringPosix(path, allowAboveRoot) {\n var res = '';\n var lastSegmentLength = 0;\n var lastSlash = -1;\n var dots = 0;\n var code;\n for (var i = 0; i <= path.length; ++i) {\n if (i < path.length) {\n code = path.charCodeAt(i);\n }\n else if (code === 47) {\n break;\n }\n else {\n code = 47;\n }\n if (code === 47) {\n if (lastSlash === i - 1 || dots === 1) ;\n else if (lastSlash !== i - 1 && dots === 2) {\n if (res.length < 2\n || lastSegmentLength !== 2\n || res.charCodeAt(res.length - 1) !== 46\n || res.charCodeAt(res.length - 2) !== 46) {\n if (res.length > 2) {\n var lastSlashIndex = res.lastIndexOf('/');\n if (lastSlashIndex !== res.length - 1) {\n if (lastSlashIndex === -1) {\n res = '';\n lastSegmentLength = 0;\n }\n else {\n res = res.slice(0, lastSlashIndex);\n lastSegmentLength = res.length - 1 - res.lastIndexOf('/');\n }\n lastSlash = i;\n dots = 0;\n continue;\n }\n }\n else if (res.length === 2 || res.length === 1) {\n res = '';\n lastSegmentLength = 0;\n lastSlash = i;\n dots = 0;\n continue;\n }\n }\n if (allowAboveRoot) {\n if (res.length > 0) {\n res += '/..';\n }\n else {\n res = '..';\n }\n lastSegmentLength = 2;\n }\n }\n else {\n if (res.length > 0) {\n res += \"/\" + path.slice(lastSlash + 1, i);\n }\n else {\n res = path.slice(lastSlash + 1, i);\n }\n lastSegmentLength = i - lastSlash - 1;\n }\n lastSlash = i;\n dots = 0;\n }\n else if (code === 46 && dots !== -1) {\n ++dots;\n }\n else {\n dots = -1;\n }\n }\n return res;\n}\nvar path = {\n /**\n * Converts a path to posix format.\n * @param path - The path to convert to posix\n */\n toPosix: function (path) { return replaceAll(path, '\\\\', '/'); },\n /**\n * Checks if the path is a URL\n * @param path - The path to check\n */\n isUrl: function (path) { return (/^https?:/).test(this.toPosix(path)); },\n /**\n * Checks if the path is a data URL\n * @param path - The path to check\n */\n isDataUrl: function (path) {\n // eslint-disable-next-line max-len\n return (/^data:([a-z]+\\/[a-z0-9-+.]+(;[a-z0-9-.!#$%*+.{}|~`]+=[a-z0-9-.!#$%*+.{}()_|~`]+)*)?(;base64)?,([a-z0-9!$&',()*+;=\\-._~:@\\/?%\\s<>]*?)$/i)\n .test(path);\n },\n /**\n * Checks if the path has a protocol e.g. http://\n * This will return true for windows file paths\n * @param path - The path to check\n */\n hasProtocol: function (path) { return (/^[^/:]+:\\//).test(this.toPosix(path)); },\n /**\n * Returns the protocol of the path e.g. http://, C:/, file:///\n * @param path - The path to get the protocol from\n */\n getProtocol: function (path) {\n assertPath(path);\n path = this.toPosix(path);\n var protocol = '';\n var isFile = (/^file:\\/\\/\\//).exec(path);\n var isHttp = (/^[^/:]+:\\/\\//).exec(path);\n var isWindows = (/^[^/:]+:\\//).exec(path);\n if (isFile || isHttp || isWindows) {\n var arr = (isFile === null || isFile === void 0 ? void 0 : isFile[0]) || (isHttp === null || isHttp === void 0 ? void 0 : isHttp[0]) || (isWindows === null || isWindows === void 0 ? void 0 : isWindows[0]);\n protocol = arr;\n path = path.slice(arr.length);\n }\n return protocol;\n },\n /**\n * Converts URL to an absolute path.\n * When loading from a Web Worker, we must use absolute paths.\n * If the URL is already absolute we return it as is\n * If it's not, we convert it\n * @param url - The URL to test\n * @param customBaseUrl - The base URL to use\n * @param customRootUrl - The root URL to use\n */\n toAbsolute: function (url, customBaseUrl, customRootUrl) {\n if (this.isDataUrl(url))\n { return url; }\n var baseUrl = removeUrlParams(this.toPosix(customBaseUrl !== null && customBaseUrl !== void 0 ? customBaseUrl : settings.settings.ADAPTER.getBaseUrl()));\n var rootUrl = removeUrlParams(this.toPosix(customRootUrl !== null && customRootUrl !== void 0 ? customRootUrl : this.rootname(baseUrl)));\n assertPath(url);\n url = this.toPosix(url);\n // root relative url\n if (url.startsWith('/')) {\n return path.join(rootUrl, url.slice(1));\n }\n var absolutePath = this.isAbsolute(url) ? url : this.join(baseUrl, url);\n return absolutePath;\n },\n /**\n * Normalizes the given path, resolving '..' and '.' segments\n * @param path - The path to normalize\n */\n normalize: function (path) {\n path = this.toPosix(path);\n assertPath(path);\n if (path.length === 0)\n { return '.'; }\n var protocol = '';\n var isAbsolute = path.startsWith('/');\n if (this.hasProtocol(path)) {\n protocol = this.rootname(path);\n path = path.slice(protocol.length);\n }\n var trailingSeparator = path.endsWith('/');\n // Normalize the path\n path = normalizeStringPosix(path, false);\n if (path.length > 0 && trailingSeparator)\n { path += '/'; }\n if (isAbsolute)\n { return \"/\" + path; }\n return protocol + path;\n },\n /**\n * Determines if path is an absolute path.\n * Absolute paths can be urls, data urls, or paths on disk\n * @param path - The path to test\n */\n isAbsolute: function (path) {\n assertPath(path);\n path = this.toPosix(path);\n if (this.hasProtocol(path))\n { return true; }\n return path.startsWith('/');\n },\n /**\n * Joins all given path segments together using the platform-specific separator as a delimiter,\n * then normalizes the resulting path\n * @param segments - The segments of the path to join\n */\n join: function () {\n var arguments$1 = arguments;\n\n var _a;\n var segments = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n segments[_i] = arguments$1[_i];\n }\n if (segments.length === 0) {\n return '.';\n }\n var joined;\n for (var i = 0; i < segments.length; ++i) {\n var arg = segments[i];\n assertPath(arg);\n if (arg.length > 0) {\n if (joined === undefined)\n { joined = arg; }\n else {\n var prevArg = (_a = segments[i - 1]) !== null && _a !== void 0 ? _a : '';\n if (this.extname(prevArg)) {\n joined += \"/../\" + arg;\n }\n else {\n joined += \"/\" + arg;\n }\n }\n }\n }\n if (joined === undefined) {\n return '.';\n }\n return this.normalize(joined);\n },\n /**\n * Returns the directory name of a path\n * @param path - The path to parse\n */\n dirname: function (path) {\n assertPath(path);\n if (path.length === 0)\n { return '.'; }\n path = this.toPosix(path);\n var code = path.charCodeAt(0);\n var hasRoot = code === 47;\n var end = -1;\n var matchedSlash = true;\n var proto = this.getProtocol(path);\n var origpath = path;\n path = path.slice(proto.length);\n for (var i = path.length - 1; i >= 1; --i) {\n code = path.charCodeAt(i);\n if (code === 47) {\n if (!matchedSlash) {\n end = i;\n break;\n }\n }\n else {\n // We saw the first non-path separator\n matchedSlash = false;\n }\n }\n // if end is -1 and its a url then we need to add the path back\n // eslint-disable-next-line no-nested-ternary\n if (end === -1)\n { return hasRoot ? '/' : this.isUrl(origpath) ? proto + path : proto; }\n if (hasRoot && end === 1)\n { return '//'; }\n return proto + path.slice(0, end);\n },\n /**\n * Returns the root of the path e.g. /, C:/, file:///, http://domain.com/\n * @param path - The path to parse\n */\n rootname: function (path) {\n assertPath(path);\n path = this.toPosix(path);\n var root = '';\n if (path.startsWith('/'))\n { root = '/'; }\n else {\n root = this.getProtocol(path);\n }\n if (this.isUrl(path)) {\n // need to find the first path separator\n var index = path.indexOf('/', root.length);\n if (index !== -1) {\n root = path.slice(0, index);\n }\n else\n { root = path; }\n if (!root.endsWith('/'))\n { root += '/'; }\n }\n return root;\n },\n /**\n * Returns the last portion of a path\n * @param path - The path to test\n * @param ext - Optional extension to remove\n */\n basename: function (path, ext) {\n assertPath(path);\n if (ext)\n { assertPath(ext); }\n path = this.toPosix(path);\n var start = 0;\n var end = -1;\n var matchedSlash = true;\n var i;\n if (ext !== undefined && ext.length > 0 && ext.length <= path.length) {\n if (ext.length === path.length && ext === path)\n { return ''; }\n var extIdx = ext.length - 1;\n var firstNonSlashEnd = -1;\n for (i = path.length - 1; i >= 0; --i) {\n var code = path.charCodeAt(i);\n if (code === 47) {\n // If we reached a path separator that was not part of a set of path\n // separators at the end of the string, stop now\n if (!matchedSlash) {\n start = i + 1;\n break;\n }\n }\n else {\n if (firstNonSlashEnd === -1) {\n // We saw the first non-path separator, remember this index in case\n // we need it if the extension ends up not matching\n matchedSlash = false;\n firstNonSlashEnd = i + 1;\n }\n if (extIdx >= 0) {\n // Try to match the explicit extension\n if (code === ext.charCodeAt(extIdx)) {\n if (--extIdx === -1) {\n // We matched the extension, so mark this as the end of our path\n // component\n end = i;\n }\n }\n else {\n // Extension does not match, so our result is the entire path\n // component\n extIdx = -1;\n end = firstNonSlashEnd;\n }\n }\n }\n }\n if (start === end)\n { end = firstNonSlashEnd; }\n else if (end === -1)\n { end = path.length; }\n return path.slice(start, end);\n }\n for (i = path.length - 1; i >= 0; --i) {\n if (path.charCodeAt(i) === 47) {\n // If we reached a path separator that was not part of a set of path\n // separators at the end of the string, stop now\n if (!matchedSlash) {\n start = i + 1;\n break;\n }\n }\n else if (end === -1) {\n // We saw the first non-path separator, mark this as the end of our\n // path component\n matchedSlash = false;\n end = i + 1;\n }\n }\n if (end === -1)\n { return ''; }\n return path.slice(start, end);\n },\n /**\n * Returns the extension of the path, from the last occurrence of the . (period) character to end of string in the last\n * portion of the path. If there is no . in the last portion of the path, or if there are no . characters other than\n * the first character of the basename of path, an empty string is returned.\n * @param path - The path to parse\n */\n extname: function (path) {\n assertPath(path);\n path = this.toPosix(path);\n var startDot = -1;\n var startPart = 0;\n var end = -1;\n var matchedSlash = true;\n // Track the state of characters (if any) we see before our first dot and\n // after any path separator we find\n var preDotState = 0;\n for (var i = path.length - 1; i >= 0; --i) {\n var code = path.charCodeAt(i);\n if (code === 47) {\n // If we reached a path separator that was not part of a set of path\n // separators at the end of the string, stop now\n if (!matchedSlash) {\n startPart = i + 1;\n break;\n }\n continue;\n }\n if (end === -1) {\n // We saw the first non-path separator, mark this as the end of our\n // extension\n matchedSlash = false;\n end = i + 1;\n }\n if (code === 46) {\n // If this is our first dot, mark it as the start of our extension\n if (startDot === -1)\n { startDot = i; }\n else if (preDotState !== 1)\n { preDotState = 1; }\n }\n else if (startDot !== -1) {\n // We saw a non-dot and non-path separator before our dot, so we should\n // have a good chance at having a non-empty extension\n preDotState = -1;\n }\n }\n if (startDot === -1 || end === -1\n // We saw a non-dot character immediately before the dot\n || preDotState === 0\n // The (right-most) trimmed path component is exactly '..'\n // eslint-disable-next-line no-mixed-operators\n || preDotState === 1 && startDot === end - 1 && startDot === startPart + 1) {\n return '';\n }\n return path.slice(startDot, end);\n },\n /**\n * Parses a path into an object containing the 'root', `dir`, `base`, `ext`, and `name` properties.\n * @param path - The path to parse\n */\n parse: function (path) {\n assertPath(path);\n var ret = { root: '', dir: '', base: '', ext: '', name: '' };\n if (path.length === 0)\n { return ret; }\n path = this.toPosix(path);\n var code = path.charCodeAt(0);\n var isAbsolute = this.isAbsolute(path);\n var start;\n ret.root = this.rootname(path);\n if (isAbsolute || this.hasProtocol(path)) {\n start = 1;\n }\n else {\n start = 0;\n }\n var startDot = -1;\n var startPart = 0;\n var end = -1;\n var matchedSlash = true;\n var i = path.length - 1;\n // Track the state of characters (if any) we see before our first dot and\n // after any path separator we find\n var preDotState = 0;\n // Get non-dir info\n for (; i >= start; --i) {\n code = path.charCodeAt(i);\n if (code === 47) {\n // If we reached a path separator that was not part of a set of path\n // separators at the end of the string, stop now\n if (!matchedSlash) {\n startPart = i + 1;\n break;\n }\n continue;\n }\n if (end === -1) {\n // We saw the first non-path separator, mark this as the end of our\n // extension\n matchedSlash = false;\n end = i + 1;\n }\n if (code === 46) {\n // If this is our first dot, mark it as the start of our extension\n if (startDot === -1)\n { startDot = i; }\n else if (preDotState !== 1)\n { preDotState = 1; }\n }\n else if (startDot !== -1) {\n // We saw a non-dot and non-path separator before our dot, so we should\n // have a good chance at having a non-empty extension\n preDotState = -1;\n }\n }\n if (startDot === -1 || end === -1\n // We saw a non-dot character immediately before the dot\n || preDotState === 0\n // The (right-most) trimmed path component is exactly '..'\n // eslint-disable-next-line no-mixed-operators\n || preDotState === 1 && startDot === end - 1 && startDot === startPart + 1) {\n if (end !== -1) {\n if (startPart === 0 && isAbsolute)\n { ret.base = ret.name = path.slice(1, end); }\n else\n { ret.base = ret.name = path.slice(startPart, end); }\n }\n }\n else {\n if (startPart === 0 && isAbsolute) {\n ret.name = path.slice(1, startDot);\n ret.base = path.slice(1, end);\n }\n else {\n ret.name = path.slice(startPart, startDot);\n ret.base = path.slice(startPart, end);\n }\n ret.ext = path.slice(startDot, end);\n }\n ret.dir = this.dirname(path);\n return ret;\n },\n sep: '/',\n delimiter: ':'\n};\n\n/**\n * The prefix that denotes a URL is for a retina asset.\n * @static\n * @name RETINA_PREFIX\n * @memberof PIXI.settings\n * @type {RegExp}\n * @default /@([0-9\\.]+)x/\n * @example `@2x`\n */\nsettings.settings.RETINA_PREFIX = /@([0-9\\.]+)x/;\n/**\n * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function.\n * If set to true, a WebGL renderer can fail to be created if the browser thinks there could be performance issues when\n * using WebGL.\n *\n * In PixiJS v6 this has changed from true to false by default, to allow WebGL to work in as many scenarios as possible.\n * However, some users may have a poor experience, for example, if a user has a gpu or driver version blacklisted by the\n * browser.\n *\n * If your application requires high performance rendering, you may wish to set this to false.\n * We recommend one of two options if you decide to set this flag to false:\n *\n * 1: Use the `pixi.js-legacy` package, which includes a Canvas renderer as a fallback in case high performance WebGL is\n * not supported.\n *\n * 2: Call `isWebGLSupported` (which if found in the PIXI.utils package) in your code before attempting to create a PixiJS\n * renderer, and show an error message to the user if the function returns false, explaining that their device & browser\n * combination does not support high performance WebGL.\n * This is a much better strategy than trying to create a PixiJS renderer and finding it then fails.\n * @static\n * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false;\n\nvar saidHello = false;\nvar VERSION = '6.5.8';\n/**\n * Skips the hello message of renderers that are created after this is run.\n * @function skipHello\n * @memberof PIXI.utils\n */\nfunction skipHello() {\n saidHello = true;\n}\n/**\n * Logs out the version and renderer information for this running instance of PIXI.\n * If you don't want to see this message you can run `PIXI.utils.skipHello()` before\n * creating your renderer. Keep in mind that doing that will forever make you a jerk face.\n * @static\n * @function sayHello\n * @memberof PIXI.utils\n * @param {string} type - The string renderer type to log.\n */\nfunction sayHello(type) {\n var _a;\n if (saidHello) {\n return;\n }\n if (settings.settings.ADAPTER.getNavigator().userAgent.toLowerCase().indexOf('chrome') > -1) {\n var args = [\n \"\\n %c %c %c PixiJS \" + VERSION + \" - \\u2730 \" + type + \" \\u2730 %c %c http://www.pixijs.com/ %c %c \\u2665%c\\u2665%c\\u2665 \\n\\n\",\n 'background: #ff66a5; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'color: #ff66a5; background: #030307; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'background: #ffc3dc; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;' ];\n (_a = globalThis.console).log.apply(_a, args);\n }\n else if (globalThis.console) {\n globalThis.console.log(\"PixiJS \" + VERSION + \" - \" + type + \" - http://www.pixijs.com/\");\n }\n saidHello = true;\n}\n\nvar supported;\n/**\n * Helper for checking for WebGL support.\n * @memberof PIXI.utils\n * @function isWebGLSupported\n * @returns {boolean} Is WebGL supported.\n */\nfunction isWebGLSupported() {\n if (typeof supported === 'undefined') {\n supported = (function supported() {\n var contextOptions = {\n stencil: true,\n failIfMajorPerformanceCaveat: settings.settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT,\n };\n try {\n if (!settings.settings.ADAPTER.getWebGLRenderingContext()) {\n return false;\n }\n var canvas = settings.settings.ADAPTER.createCanvas();\n var gl = (canvas.getContext('webgl', contextOptions)\n || canvas.getContext('experimental-webgl', contextOptions));\n var success = !!(gl && gl.getContextAttributes().stencil);\n if (gl) {\n var loseContext = gl.getExtension('WEBGL_lose_context');\n if (loseContext) {\n loseContext.loseContext();\n }\n }\n gl = null;\n return success;\n }\n catch (e) {\n return false;\n }\n })();\n }\n return supported;\n}\n\nvar aliceblue = \"#f0f8ff\";\nvar antiquewhite = \"#faebd7\";\nvar aqua = \"#00ffff\";\nvar aquamarine = \"#7fffd4\";\nvar azure = \"#f0ffff\";\nvar beige = \"#f5f5dc\";\nvar bisque = \"#ffe4c4\";\nvar black = \"#000000\";\nvar blanchedalmond = \"#ffebcd\";\nvar blue = \"#0000ff\";\nvar blueviolet = \"#8a2be2\";\nvar brown = \"#a52a2a\";\nvar burlywood = \"#deb887\";\nvar cadetblue = \"#5f9ea0\";\nvar chartreuse = \"#7fff00\";\nvar chocolate = \"#d2691e\";\nvar coral = \"#ff7f50\";\nvar cornflowerblue = \"#6495ed\";\nvar cornsilk = \"#fff8dc\";\nvar crimson = \"#dc143c\";\nvar cyan = \"#00ffff\";\nvar darkblue = \"#00008b\";\nvar darkcyan = \"#008b8b\";\nvar darkgoldenrod = \"#b8860b\";\nvar darkgray = \"#a9a9a9\";\nvar darkgreen = \"#006400\";\nvar darkgrey = \"#a9a9a9\";\nvar darkkhaki = \"#bdb76b\";\nvar darkmagenta = \"#8b008b\";\nvar darkolivegreen = \"#556b2f\";\nvar darkorange = \"#ff8c00\";\nvar darkorchid = \"#9932cc\";\nvar darkred = \"#8b0000\";\nvar darksalmon = \"#e9967a\";\nvar darkseagreen = \"#8fbc8f\";\nvar darkslateblue = \"#483d8b\";\nvar darkslategray = \"#2f4f4f\";\nvar darkslategrey = \"#2f4f4f\";\nvar darkturquoise = \"#00ced1\";\nvar darkviolet = \"#9400d3\";\nvar deeppink = \"#ff1493\";\nvar deepskyblue = \"#00bfff\";\nvar dimgray = \"#696969\";\nvar dimgrey = \"#696969\";\nvar dodgerblue = \"#1e90ff\";\nvar firebrick = \"#b22222\";\nvar floralwhite = \"#fffaf0\";\nvar forestgreen = \"#228b22\";\nvar fuchsia = \"#ff00ff\";\nvar gainsboro = \"#dcdcdc\";\nvar ghostwhite = \"#f8f8ff\";\nvar goldenrod = \"#daa520\";\nvar gold = \"#ffd700\";\nvar gray = \"#808080\";\nvar green = \"#008000\";\nvar greenyellow = \"#adff2f\";\nvar grey = \"#808080\";\nvar honeydew = \"#f0fff0\";\nvar hotpink = \"#ff69b4\";\nvar indianred = \"#cd5c5c\";\nvar indigo = \"#4b0082\";\nvar ivory = \"#fffff0\";\nvar khaki = \"#f0e68c\";\nvar lavenderblush = \"#fff0f5\";\nvar lavender = \"#e6e6fa\";\nvar lawngreen = \"#7cfc00\";\nvar lemonchiffon = \"#fffacd\";\nvar lightblue = \"#add8e6\";\nvar lightcoral = \"#f08080\";\nvar lightcyan = \"#e0ffff\";\nvar lightgoldenrodyellow = \"#fafad2\";\nvar lightgray = \"#d3d3d3\";\nvar lightgreen = \"#90ee90\";\nvar lightgrey = \"#d3d3d3\";\nvar lightpink = \"#ffb6c1\";\nvar lightsalmon = \"#ffa07a\";\nvar lightseagreen = \"#20b2aa\";\nvar lightskyblue = \"#87cefa\";\nvar lightslategray = \"#778899\";\nvar lightslategrey = \"#778899\";\nvar lightsteelblue = \"#b0c4de\";\nvar lightyellow = \"#ffffe0\";\nvar lime = \"#00ff00\";\nvar limegreen = \"#32cd32\";\nvar linen = \"#faf0e6\";\nvar magenta = \"#ff00ff\";\nvar maroon = \"#800000\";\nvar mediumaquamarine = \"#66cdaa\";\nvar mediumblue = \"#0000cd\";\nvar mediumorchid = \"#ba55d3\";\nvar mediumpurple = \"#9370db\";\nvar mediumseagreen = \"#3cb371\";\nvar mediumslateblue = \"#7b68ee\";\nvar mediumspringgreen = \"#00fa9a\";\nvar mediumturquoise = \"#48d1cc\";\nvar mediumvioletred = \"#c71585\";\nvar midnightblue = \"#191970\";\nvar mintcream = \"#f5fffa\";\nvar mistyrose = \"#ffe4e1\";\nvar moccasin = \"#ffe4b5\";\nvar navajowhite = \"#ffdead\";\nvar navy = \"#000080\";\nvar oldlace = \"#fdf5e6\";\nvar olive = \"#808000\";\nvar olivedrab = \"#6b8e23\";\nvar orange = \"#ffa500\";\nvar orangered = \"#ff4500\";\nvar orchid = \"#da70d6\";\nvar palegoldenrod = \"#eee8aa\";\nvar palegreen = \"#98fb98\";\nvar paleturquoise = \"#afeeee\";\nvar palevioletred = \"#db7093\";\nvar papayawhip = \"#ffefd5\";\nvar peachpuff = \"#ffdab9\";\nvar peru = \"#cd853f\";\nvar pink = \"#ffc0cb\";\nvar plum = \"#dda0dd\";\nvar powderblue = \"#b0e0e6\";\nvar purple = \"#800080\";\nvar rebeccapurple = \"#663399\";\nvar red = \"#ff0000\";\nvar rosybrown = \"#bc8f8f\";\nvar royalblue = \"#4169e1\";\nvar saddlebrown = \"#8b4513\";\nvar salmon = \"#fa8072\";\nvar sandybrown = \"#f4a460\";\nvar seagreen = \"#2e8b57\";\nvar seashell = \"#fff5ee\";\nvar sienna = \"#a0522d\";\nvar silver = \"#c0c0c0\";\nvar skyblue = \"#87ceeb\";\nvar slateblue = \"#6a5acd\";\nvar slategray = \"#708090\";\nvar slategrey = \"#708090\";\nvar snow = \"#fffafa\";\nvar springgreen = \"#00ff7f\";\nvar steelblue = \"#4682b4\";\nvar tan = \"#d2b48c\";\nvar teal = \"#008080\";\nvar thistle = \"#d8bfd8\";\nvar tomato = \"#ff6347\";\nvar turquoise = \"#40e0d0\";\nvar violet = \"#ee82ee\";\nvar wheat = \"#f5deb3\";\nvar white = \"#ffffff\";\nvar whitesmoke = \"#f5f5f5\";\nvar yellow = \"#ffff00\";\nvar yellowgreen = \"#9acd32\";\nvar cssColorNames = {\n\taliceblue: aliceblue,\n\tantiquewhite: antiquewhite,\n\taqua: aqua,\n\taquamarine: aquamarine,\n\tazure: azure,\n\tbeige: beige,\n\tbisque: bisque,\n\tblack: black,\n\tblanchedalmond: blanchedalmond,\n\tblue: blue,\n\tblueviolet: blueviolet,\n\tbrown: brown,\n\tburlywood: burlywood,\n\tcadetblue: cadetblue,\n\tchartreuse: chartreuse,\n\tchocolate: chocolate,\n\tcoral: coral,\n\tcornflowerblue: cornflowerblue,\n\tcornsilk: cornsilk,\n\tcrimson: crimson,\n\tcyan: cyan,\n\tdarkblue: darkblue,\n\tdarkcyan: darkcyan,\n\tdarkgoldenrod: darkgoldenrod,\n\tdarkgray: darkgray,\n\tdarkgreen: darkgreen,\n\tdarkgrey: darkgrey,\n\tdarkkhaki: darkkhaki,\n\tdarkmagenta: darkmagenta,\n\tdarkolivegreen: darkolivegreen,\n\tdarkorange: darkorange,\n\tdarkorchid: darkorchid,\n\tdarkred: darkred,\n\tdarksalmon: darksalmon,\n\tdarkseagreen: darkseagreen,\n\tdarkslateblue: darkslateblue,\n\tdarkslategray: darkslategray,\n\tdarkslategrey: darkslategrey,\n\tdarkturquoise: darkturquoise,\n\tdarkviolet: darkviolet,\n\tdeeppink: deeppink,\n\tdeepskyblue: deepskyblue,\n\tdimgray: dimgray,\n\tdimgrey: dimgrey,\n\tdodgerblue: dodgerblue,\n\tfirebrick: firebrick,\n\tfloralwhite: floralwhite,\n\tforestgreen: forestgreen,\n\tfuchsia: fuchsia,\n\tgainsboro: gainsboro,\n\tghostwhite: ghostwhite,\n\tgoldenrod: goldenrod,\n\tgold: gold,\n\tgray: gray,\n\tgreen: green,\n\tgreenyellow: greenyellow,\n\tgrey: grey,\n\thoneydew: honeydew,\n\thotpink: hotpink,\n\tindianred: indianred,\n\tindigo: indigo,\n\tivory: ivory,\n\tkhaki: khaki,\n\tlavenderblush: lavenderblush,\n\tlavender: lavender,\n\tlawngreen: lawngreen,\n\tlemonchiffon: lemonchiffon,\n\tlightblue: lightblue,\n\tlightcoral: lightcoral,\n\tlightcyan: lightcyan,\n\tlightgoldenrodyellow: lightgoldenrodyellow,\n\tlightgray: lightgray,\n\tlightgreen: lightgreen,\n\tlightgrey: lightgrey,\n\tlightpink: lightpink,\n\tlightsalmon: lightsalmon,\n\tlightseagreen: lightseagreen,\n\tlightskyblue: lightskyblue,\n\tlightslategray: lightslategray,\n\tlightslategrey: lightslategrey,\n\tlightsteelblue: lightsteelblue,\n\tlightyellow: lightyellow,\n\tlime: lime,\n\tlimegreen: limegreen,\n\tlinen: linen,\n\tmagenta: magenta,\n\tmaroon: maroon,\n\tmediumaquamarine: mediumaquamarine,\n\tmediumblue: mediumblue,\n\tmediumorchid: mediumorchid,\n\tmediumpurple: mediumpurple,\n\tmediumseagreen: mediumseagreen,\n\tmediumslateblue: mediumslateblue,\n\tmediumspringgreen: mediumspringgreen,\n\tmediumturquoise: mediumturquoise,\n\tmediumvioletred: mediumvioletred,\n\tmidnightblue: midnightblue,\n\tmintcream: mintcream,\n\tmistyrose: mistyrose,\n\tmoccasin: moccasin,\n\tnavajowhite: navajowhite,\n\tnavy: navy,\n\toldlace: oldlace,\n\tolive: olive,\n\tolivedrab: olivedrab,\n\torange: orange,\n\torangered: orangered,\n\torchid: orchid,\n\tpalegoldenrod: palegoldenrod,\n\tpalegreen: palegreen,\n\tpaleturquoise: paleturquoise,\n\tpalevioletred: palevioletred,\n\tpapayawhip: papayawhip,\n\tpeachpuff: peachpuff,\n\tperu: peru,\n\tpink: pink,\n\tplum: plum,\n\tpowderblue: powderblue,\n\tpurple: purple,\n\trebeccapurple: rebeccapurple,\n\tred: red,\n\trosybrown: rosybrown,\n\troyalblue: royalblue,\n\tsaddlebrown: saddlebrown,\n\tsalmon: salmon,\n\tsandybrown: sandybrown,\n\tseagreen: seagreen,\n\tseashell: seashell,\n\tsienna: sienna,\n\tsilver: silver,\n\tskyblue: skyblue,\n\tslateblue: slateblue,\n\tslategray: slategray,\n\tslategrey: slategrey,\n\tsnow: snow,\n\tspringgreen: springgreen,\n\tsteelblue: steelblue,\n\ttan: tan,\n\tteal: teal,\n\tthistle: thistle,\n\ttomato: tomato,\n\tturquoise: turquoise,\n\tviolet: violet,\n\twheat: wheat,\n\twhite: white,\n\twhitesmoke: whitesmoke,\n\tyellow: yellow,\n\tyellowgreen: yellowgreen\n};\n\n/**\n * Converts a hexadecimal color number to an [R, G, B] array of normalized floats (numbers from 0.0 to 1.0).\n * @example\n * PIXI.utils.hex2rgb(0xffffff); // returns [1, 1, 1]\n * @memberof PIXI.utils\n * @function hex2rgb\n * @param {number} hex - The hexadecimal number to convert\n * @param {number[]} [out=[]] - If supplied, this array will be used rather than returning a new one\n * @returns {number[]} An array representing the [R, G, B] of the color where all values are floats.\n */\nfunction hex2rgb(hex, out) {\n if (out === void 0) { out = []; }\n out[0] = ((hex >> 16) & 0xFF) / 255;\n out[1] = ((hex >> 8) & 0xFF) / 255;\n out[2] = (hex & 0xFF) / 255;\n return out;\n}\n/**\n * Converts a hexadecimal color number to a string.\n * @example\n * PIXI.utils.hex2string(0xffffff); // returns \"#ffffff\"\n * @memberof PIXI.utils\n * @function hex2string\n * @param {number} hex - Number in hex (e.g., `0xffffff`)\n * @returns {string} The string color (e.g., `\"#ffffff\"`).\n */\nfunction hex2string(hex) {\n var hexString = hex.toString(16);\n hexString = '000000'.substring(0, 6 - hexString.length) + hexString;\n return \"#\" + hexString;\n}\n/**\n * Converts a string to a hexadecimal color number.\n * It can handle:\n * hex strings starting with #: \"#ffffff\"\n * hex strings starting with 0x: \"0xffffff\"\n * hex strings without prefix: \"ffffff\"\n * css colors: \"black\"\n * @example\n * PIXI.utils.string2hex(\"#ffffff\"); // returns 0xffffff, which is 16777215 as an integer\n * @memberof PIXI.utils\n * @function string2hex\n * @param {string} string - The string color (e.g., `\"#ffffff\"`)\n * @returns {number} Number in hexadecimal.\n */\nfunction string2hex(string) {\n if (typeof string === 'string') {\n string = cssColorNames[string.toLowerCase()] || string;\n if (string[0] === '#') {\n string = string.slice(1);\n }\n }\n return parseInt(string, 16);\n}\n/**\n * Converts a color as an [R, G, B] array of normalized floats to a hexadecimal number.\n * @example\n * PIXI.utils.rgb2hex([1, 1, 1]); // returns 0xffffff, which is 16777215 as an integer\n * @memberof PIXI.utils\n * @function rgb2hex\n * @param {number[]} rgb - Array of numbers where all values are normalized floats from 0.0 to 1.0.\n * @returns {number} Number in hexadecimal.\n */\nfunction rgb2hex(rgb) {\n return (((rgb[0] * 255) << 16) + ((rgb[1] * 255) << 8) + (rgb[2] * 255 | 0));\n}\n\n/**\n * Corrects PixiJS blend, takes premultiplied alpha into account\n * @memberof PIXI.utils\n * @function mapPremultipliedBlendModes\n * @private\n * @returns {Array} Mapped modes.\n */\nfunction mapPremultipliedBlendModes() {\n var pm = [];\n var npm = [];\n for (var i = 0; i < 32; i++) {\n pm[i] = i;\n npm[i] = i;\n }\n pm[constants.BLEND_MODES.NORMAL_NPM] = constants.BLEND_MODES.NORMAL;\n pm[constants.BLEND_MODES.ADD_NPM] = constants.BLEND_MODES.ADD;\n pm[constants.BLEND_MODES.SCREEN_NPM] = constants.BLEND_MODES.SCREEN;\n npm[constants.BLEND_MODES.NORMAL] = constants.BLEND_MODES.NORMAL_NPM;\n npm[constants.BLEND_MODES.ADD] = constants.BLEND_MODES.ADD_NPM;\n npm[constants.BLEND_MODES.SCREEN] = constants.BLEND_MODES.SCREEN_NPM;\n var array = [];\n array.push(npm);\n array.push(pm);\n return array;\n}\n/**\n * maps premultiply flag and blendMode to adjusted blendMode\n * @memberof PIXI.utils\n * @constant premultiplyBlendMode\n * @type {Array}\n */\nvar premultiplyBlendMode = mapPremultipliedBlendModes();\n/**\n * changes blendMode according to texture format\n * @memberof PIXI.utils\n * @function correctBlendMode\n * @param {number} blendMode - supposed blend mode\n * @param {boolean} premultiplied - whether source is premultiplied\n * @returns {number} true blend mode for this texture\n */\nfunction correctBlendMode(blendMode, premultiplied) {\n return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode];\n}\n/**\n * combines rgb and alpha to out array\n * @memberof PIXI.utils\n * @function premultiplyRgba\n * @param {Float32Array|number[]} rgb - input rgb\n * @param {number} alpha - alpha param\n * @param {Float32Array} [out] - output\n * @param {boolean} [premultiply=true] - do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nfunction premultiplyRgba(rgb, alpha, out, premultiply) {\n out = out || new Float32Array(4);\n if (premultiply || premultiply === undefined) {\n out[0] = rgb[0] * alpha;\n out[1] = rgb[1] * alpha;\n out[2] = rgb[2] * alpha;\n }\n else {\n out[0] = rgb[0];\n out[1] = rgb[1];\n out[2] = rgb[2];\n }\n out[3] = alpha;\n return out;\n}\n/**\n * premultiplies tint\n * @memberof PIXI.utils\n * @function premultiplyTint\n * @param {number} tint - integer RGB\n * @param {number} alpha - floating point alpha (0.0-1.0)\n * @returns {number} tint multiplied by alpha\n */\nfunction premultiplyTint(tint, alpha) {\n if (alpha === 1.0) {\n return (alpha * 255 << 24) + tint;\n }\n if (alpha === 0.0) {\n return 0;\n }\n var R = ((tint >> 16) & 0xFF);\n var G = ((tint >> 8) & 0xFF);\n var B = (tint & 0xFF);\n R = ((R * alpha) + 0.5) | 0;\n G = ((G * alpha) + 0.5) | 0;\n B = ((B * alpha) + 0.5) | 0;\n return (alpha * 255 << 24) + (R << 16) + (G << 8) + B;\n}\n/**\n * converts integer tint and float alpha to vec4 form, premultiplies by default\n * @memberof PIXI.utils\n * @function premultiplyTintToRgba\n * @param {number} tint - input tint\n * @param {number} alpha - alpha param\n * @param {Float32Array} [out] - output\n * @param {boolean} [premultiply=true] - do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nfunction premultiplyTintToRgba(tint, alpha, out, premultiply) {\n out = out || new Float32Array(4);\n out[0] = ((tint >> 16) & 0xFF) / 255.0;\n out[1] = ((tint >> 8) & 0xFF) / 255.0;\n out[2] = (tint & 0xFF) / 255.0;\n if (premultiply || premultiply === undefined) {\n out[0] *= alpha;\n out[1] *= alpha;\n out[2] *= alpha;\n }\n out[3] = alpha;\n return out;\n}\n\n/**\n * Generic Mask Stack data structure\n * @memberof PIXI.utils\n * @function createIndicesForQuads\n * @param {number} size - Number of quads\n * @param {Uint16Array|Uint32Array} [outBuffer] - Buffer for output, length has to be `6 * size`\n * @returns {Uint16Array|Uint32Array} - Resulting index buffer\n */\nfunction createIndicesForQuads(size, outBuffer) {\n if (outBuffer === void 0) { outBuffer = null; }\n // the total number of indices in our array, there are 6 points per quad.\n var totalIndices = size * 6;\n outBuffer = outBuffer || new Uint16Array(totalIndices);\n if (outBuffer.length !== totalIndices) {\n throw new Error(\"Out buffer length is incorrect, got \" + outBuffer.length + \" and expected \" + totalIndices);\n }\n // fill the indices with the quads to draw\n for (var i = 0, j = 0; i < totalIndices; i += 6, j += 4) {\n outBuffer[i + 0] = j + 0;\n outBuffer[i + 1] = j + 1;\n outBuffer[i + 2] = j + 2;\n outBuffer[i + 3] = j + 0;\n outBuffer[i + 4] = j + 2;\n outBuffer[i + 5] = j + 3;\n }\n return outBuffer;\n}\n\nfunction getBufferType(array) {\n if (array.BYTES_PER_ELEMENT === 4) {\n if (array instanceof Float32Array) {\n return 'Float32Array';\n }\n else if (array instanceof Uint32Array) {\n return 'Uint32Array';\n }\n return 'Int32Array';\n }\n else if (array.BYTES_PER_ELEMENT === 2) {\n if (array instanceof Uint16Array) {\n return 'Uint16Array';\n }\n }\n else if (array.BYTES_PER_ELEMENT === 1) {\n if (array instanceof Uint8Array) {\n return 'Uint8Array';\n }\n }\n // TODO map out the rest of the array elements!\n return null;\n}\n\n/* eslint-disable object-shorthand */\nvar map = { Float32Array: Float32Array, Uint32Array: Uint32Array, Int32Array: Int32Array, Uint8Array: Uint8Array };\nfunction interleaveTypedArrays(arrays, sizes) {\n var outSize = 0;\n var stride = 0;\n var views = {};\n for (var i = 0; i < arrays.length; i++) {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n var buffer = new ArrayBuffer(outSize * 4);\n var out = null;\n var littleOffset = 0;\n for (var i = 0; i < arrays.length; i++) {\n var size = sizes[i];\n var array = arrays[i];\n /*\n @todo This is unsafe casting but consistent with how the code worked previously. Should it stay this way\n or should and `getBufferTypeUnsafe` function be exposed that throws an Error if unsupported type is passed?\n */\n var type = getBufferType(array);\n if (!views[type]) {\n views[type] = new map[type](buffer);\n }\n out = views[type];\n for (var j = 0; j < array.length; j++) {\n var indexStart = ((j / size | 0) * stride) + littleOffset;\n var index = j % size;\n out[indexStart + index] = array[j];\n }\n littleOffset += size;\n }\n return new Float32Array(buffer);\n}\n\n// Taken from the bit-twiddle package\n/**\n * Rounds to next power of two.\n * @function nextPow2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @returns {number} - next rounded power of two\n */\nfunction nextPow2(v) {\n v += v === 0 ? 1 : 0;\n --v;\n v |= v >>> 1;\n v |= v >>> 2;\n v |= v >>> 4;\n v |= v >>> 8;\n v |= v >>> 16;\n return v + 1;\n}\n/**\n * Checks if a number is a power of two.\n * @function isPow2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @returns {boolean} `true` if value is power of two\n */\nfunction isPow2(v) {\n return !(v & (v - 1)) && (!!v);\n}\n/**\n * Computes ceil of log base 2\n * @function log2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @returns {number} logarithm base 2\n */\nfunction log2(v) {\n var r = (v > 0xFFFF ? 1 : 0) << 4;\n v >>>= r;\n var shift = (v > 0xFF ? 1 : 0) << 3;\n v >>>= shift;\n r |= shift;\n shift = (v > 0xF ? 1 : 0) << 2;\n v >>>= shift;\n r |= shift;\n shift = (v > 0x3 ? 1 : 0) << 1;\n v >>>= shift;\n r |= shift;\n return r | (v >> 1);\n}\n\n/**\n * Remove items from a javascript array without generating garbage\n * @function removeItems\n * @memberof PIXI.utils\n * @param {Array} arr - Array to remove elements from\n * @param {number} startIdx - starting index\n * @param {number} removeCount - how many to remove\n */\nfunction removeItems(arr, startIdx, removeCount) {\n var length = arr.length;\n var i;\n if (startIdx >= length || removeCount === 0) {\n return;\n }\n removeCount = (startIdx + removeCount > length ? length - startIdx : removeCount);\n var len = length - removeCount;\n for (i = startIdx; i < len; ++i) {\n arr[i] = arr[i + removeCount];\n }\n arr.length = len;\n}\n\n/**\n * Returns sign of number\n * @memberof PIXI.utils\n * @function sign\n * @param {number} n - the number to check the sign of\n * @returns {number} 0 if `n` is 0, -1 if `n` is negative, 1 if `n` is positive\n */\nfunction sign(n) {\n if (n === 0)\n { return 0; }\n return n < 0 ? -1 : 1;\n}\n\nvar nextUid = 0;\n/**\n * Gets the next unique identifier\n * @memberof PIXI.utils\n * @function uid\n * @returns {number} The next unique identifier to use.\n */\nfunction uid() {\n return ++nextUid;\n}\n\n// A map of warning messages already fired\nvar warnings = {};\n/**\n * Helper for warning developers about deprecated features & settings.\n * A stack track for warnings is given; useful for tracking-down where\n * deprecated methods/properties/classes are being used within the code.\n * @memberof PIXI.utils\n * @function deprecation\n * @param {string} version - The version where the feature became deprecated\n * @param {string} message - Message should include what is deprecated, where, and the new solution\n * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack\n * this is mostly to ignore internal deprecation calls.\n */\nfunction deprecation(version, message, ignoreDepth) {\n if (ignoreDepth === void 0) { ignoreDepth = 3; }\n // Ignore duplicat\n if (warnings[message]) {\n return;\n }\n /* eslint-disable no-console */\n var stack = new Error().stack;\n // Handle IE < 10 and Safari < 6\n if (typeof stack === 'undefined') {\n console.warn('PixiJS Deprecation Warning: ', message + \"\\nDeprecated since v\" + version);\n }\n else {\n // chop off the stack trace which includes PixiJS internal calls\n stack = stack.split('\\n').splice(ignoreDepth).join('\\n');\n if (console.groupCollapsed) {\n console.groupCollapsed('%cPixiJS Deprecation Warning: %c%s', 'color:#614108;background:#fffbe6', 'font-weight:normal;color:#614108;background:#fffbe6', message + \"\\nDeprecated since v\" + version);\n console.warn(stack);\n console.groupEnd();\n }\n else {\n console.warn('PixiJS Deprecation Warning: ', message + \"\\nDeprecated since v\" + version);\n console.warn(stack);\n }\n }\n /* eslint-enable no-console */\n warnings[message] = true;\n}\n\n/**\n * @todo Describe property usage\n * @static\n * @name ProgramCache\n * @memberof PIXI.utils\n * @type {object}\n */\nvar ProgramCache = {};\n/**\n * @todo Describe property usage\n * @static\n * @name TextureCache\n * @memberof PIXI.utils\n * @type {object}\n */\nvar TextureCache = Object.create(null);\n/**\n * @todo Describe property usage\n * @static\n * @name BaseTextureCache\n * @memberof PIXI.utils\n * @type {object}\n */\nvar BaseTextureCache = Object.create(null);\n/**\n * Destroys all texture in the cache\n * @memberof PIXI.utils\n * @function destroyTextureCache\n */\nfunction destroyTextureCache() {\n var key;\n for (key in TextureCache) {\n TextureCache[key].destroy();\n }\n for (key in BaseTextureCache) {\n BaseTextureCache[key].destroy();\n }\n}\n/**\n * Removes all textures from cache, but does not destroy them\n * @memberof PIXI.utils\n * @function clearTextureCache\n */\nfunction clearTextureCache() {\n var key;\n for (key in TextureCache) {\n delete TextureCache[key];\n }\n for (key in BaseTextureCache) {\n delete BaseTextureCache[key];\n }\n}\n\n/**\n * Creates a Canvas element of the given size to be used as a target for rendering to.\n * @class\n * @memberof PIXI.utils\n */\nvar CanvasRenderTarget = /** @class */ (function () {\n /**\n * @param width - the width for the newly created canvas\n * @param height - the height for the newly created canvas\n * @param {number} [resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the canvas\n */\n function CanvasRenderTarget(width, height, resolution) {\n this.canvas = settings.settings.ADAPTER.createCanvas();\n this.context = this.canvas.getContext('2d');\n this.resolution = resolution || settings.settings.RESOLUTION;\n this.resize(width, height);\n }\n /**\n * Clears the canvas that was created by the CanvasRenderTarget class.\n * @private\n */\n CanvasRenderTarget.prototype.clear = function () {\n this.context.setTransform(1, 0, 0, 1, 0, 0);\n this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n };\n /**\n * Resizes the canvas to the specified width and height.\n * @param desiredWidth - the desired width of the canvas\n * @param desiredHeight - the desired height of the canvas\n */\n CanvasRenderTarget.prototype.resize = function (desiredWidth, desiredHeight) {\n this.canvas.width = Math.round(desiredWidth * this.resolution);\n this.canvas.height = Math.round(desiredHeight * this.resolution);\n };\n /** Destroys this canvas. */\n CanvasRenderTarget.prototype.destroy = function () {\n this.context = null;\n this.canvas = null;\n };\n Object.defineProperty(CanvasRenderTarget.prototype, \"width\", {\n /**\n * The width of the canvas buffer in pixels.\n * @member {number}\n */\n get: function () {\n return this.canvas.width;\n },\n set: function (val) {\n this.canvas.width = Math.round(val);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(CanvasRenderTarget.prototype, \"height\", {\n /**\n * The height of the canvas buffer in pixels.\n * @member {number}\n */\n get: function () {\n return this.canvas.height;\n },\n set: function (val) {\n this.canvas.height = Math.round(val);\n },\n enumerable: false,\n configurable: true\n });\n return CanvasRenderTarget;\n}());\n\n/**\n * Trim transparent borders from a canvas\n * @memberof PIXI.utils\n * @function trimCanvas\n * @param {HTMLCanvasElement} canvas - the canvas to trim\n * @returns {object} Trim data\n */\nfunction trimCanvas(canvas) {\n // https://gist.github.com/remy/784508\n var width = canvas.width;\n var height = canvas.height;\n var context = canvas.getContext('2d', {\n willReadFrequently: true,\n });\n var imageData = context.getImageData(0, 0, width, height);\n var pixels = imageData.data;\n var len = pixels.length;\n var bound = {\n top: null,\n left: null,\n right: null,\n bottom: null,\n };\n var data = null;\n var i;\n var x;\n var y;\n for (i = 0; i < len; i += 4) {\n if (pixels[i + 3] !== 0) {\n x = (i / 4) % width;\n y = ~~((i / 4) / width);\n if (bound.top === null) {\n bound.top = y;\n }\n if (bound.left === null) {\n bound.left = x;\n }\n else if (x < bound.left) {\n bound.left = x;\n }\n if (bound.right === null) {\n bound.right = x + 1;\n }\n else if (bound.right < x) {\n bound.right = x + 1;\n }\n if (bound.bottom === null) {\n bound.bottom = y;\n }\n else if (bound.bottom < y) {\n bound.bottom = y;\n }\n }\n }\n if (bound.top !== null) {\n width = bound.right - bound.left;\n height = bound.bottom - bound.top + 1;\n data = context.getImageData(bound.left, bound.top, width, height);\n }\n return {\n height: height,\n width: width,\n data: data,\n };\n}\n\n/**\n * Regexp for data URI.\n * Based on: {@link https://github.com/ragingwind/data-uri-regex}\n * @static\n * @constant {RegExp|string} DATA_URI\n * @memberof PIXI\n * @example data:image/png;base64\n */\nvar DATA_URI = /^\\s*data:(?:([\\w-]+)\\/([\\w+.-]+))?(?:;charset=([\\w-]+))?(?:;(base64))?,(.*)/i;\n\n/**\n * @memberof PIXI.utils\n * @interface DecomposedDataUri\n */\n/**\n * type, eg. `image`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} mediaType\n */\n/**\n * Sub type, eg. `png`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} subType\n */\n/**\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} charset\n */\n/**\n * Data encoding, eg. `base64`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} encoding\n */\n/**\n * The actual data\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} data\n */\n/**\n * Split a data URI into components. Returns undefined if\n * parameter `dataUri` is not a valid data URI.\n * @memberof PIXI.utils\n * @function decomposeDataUri\n * @param {string} dataUri - the data URI to check\n * @returns {PIXI.utils.DecomposedDataUri|undefined} The decomposed data uri or undefined\n */\nfunction decomposeDataUri(dataUri) {\n var dataUriMatch = DATA_URI.exec(dataUri);\n if (dataUriMatch) {\n return {\n mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : undefined,\n subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : undefined,\n charset: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : undefined,\n encoding: dataUriMatch[4] ? dataUriMatch[4].toLowerCase() : undefined,\n data: dataUriMatch[5],\n };\n }\n return undefined;\n}\n\nvar tempAnchor;\n/**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n * Nipped from the resource loader!\n * @ignore\n * @param {string} url - The url to test.\n * @param {object} [loc=window.location] - The location object to test against.\n * @returns {string} The crossOrigin value to use (or empty string for none).\n */\nfunction determineCrossOrigin(url$1, loc) {\n if (loc === void 0) { loc = globalThis.location; }\n // data: and javascript: urls are considered same-origin\n if (url$1.indexOf('data:') === 0) {\n return '';\n }\n // default is window.location\n loc = loc || globalThis.location;\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url$1;\n var parsedUrl = url.parse(tempAnchor.href);\n var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port);\n // if cross origin\n if (parsedUrl.hostname !== loc.hostname || !samePort || parsedUrl.protocol !== loc.protocol) {\n return 'anonymous';\n }\n return '';\n}\n\n/**\n * get the resolution / device pixel ratio of an asset by looking for the prefix\n * used by spritesheets and image urls\n * @memberof PIXI.utils\n * @function getResolutionOfUrl\n * @param {string} url - the image path\n * @param {number} [defaultValue=1] - the defaultValue if no filename prefix is set.\n * @returns {number} resolution / device pixel ratio of an asset\n */\nfunction getResolutionOfUrl(url, defaultValue) {\n var resolution = settings.settings.RETINA_PREFIX.exec(url);\n if (resolution) {\n return parseFloat(resolution[1]);\n }\n return defaultValue !== undefined ? defaultValue : 1;\n}\n\nObject.defineProperty(exports, 'isMobile', {\n enumerable: true,\n get: function () { return settings.isMobile; }\n});\nObject.defineProperty(exports, 'EventEmitter', {\n enumerable: true,\n get: function () { return eventemitter3__default[\"default\"]; }\n});\nObject.defineProperty(exports, 'earcut', {\n enumerable: true,\n get: function () { return earcut__default[\"default\"]; }\n});\nexports.BaseTextureCache = BaseTextureCache;\nexports.CanvasRenderTarget = CanvasRenderTarget;\nexports.DATA_URI = DATA_URI;\nexports.ProgramCache = ProgramCache;\nexports.TextureCache = TextureCache;\nexports.clearTextureCache = clearTextureCache;\nexports.correctBlendMode = correctBlendMode;\nexports.createIndicesForQuads = createIndicesForQuads;\nexports.decomposeDataUri = decomposeDataUri;\nexports.deprecation = deprecation;\nexports.destroyTextureCache = destroyTextureCache;\nexports.determineCrossOrigin = determineCrossOrigin;\nexports.getBufferType = getBufferType;\nexports.getResolutionOfUrl = getResolutionOfUrl;\nexports.hex2rgb = hex2rgb;\nexports.hex2string = hex2string;\nexports.interleaveTypedArrays = interleaveTypedArrays;\nexports.isPow2 = isPow2;\nexports.isWebGLSupported = isWebGLSupported;\nexports.log2 = log2;\nexports.nextPow2 = nextPow2;\nexports.path = path;\nexports.premultiplyBlendMode = premultiplyBlendMode;\nexports.premultiplyRgba = premultiplyRgba;\nexports.premultiplyTint = premultiplyTint;\nexports.premultiplyTintToRgba = premultiplyTintToRgba;\nexports.removeItems = removeItems;\nexports.rgb2hex = rgb2hex;\nexports.sayHello = sayHello;\nexports.sign = sign;\nexports.skipHello = skipHello;\nexports.string2hex = string2hex;\nexports.trimCanvas = trimCanvas;\nexports.uid = uid;\nexports.url = url;\n//# sourceMappingURL=utils.js.map\n","/*!\n * @pixi/display - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/display is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n'use strict';\n\nObject.defineProperty(exports, '__esModule', { value: true });\n\nvar settings = require('@pixi/settings');\nvar math = require('@pixi/math');\nvar utils = require('@pixi/utils');\nvar constants = require('@pixi/constants');\n\n/**\n * Sets the default value for the container property 'sortableChildren'.\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n * @static\n * @constant\n * @name SORTABLE_CHILDREN\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.settings.SORTABLE_CHILDREN = false;\n\n/**\n * 'Builder' pattern for bounds rectangles.\n *\n * This could be called an Axis-Aligned Bounding Box.\n * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems.\n * @memberof PIXI\n */\nvar Bounds = /** @class */ (function () {\n function Bounds() {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n this.rect = null;\n this.updateID = -1;\n }\n /**\n * Checks if bounds are empty.\n * @returns - True if empty.\n */\n Bounds.prototype.isEmpty = function () {\n return this.minX > this.maxX || this.minY > this.maxY;\n };\n /** Clears the bounds and resets. */\n Bounds.prototype.clear = function () {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n };\n /**\n * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n * It is not guaranteed that it will return tempRect\n * @param rect - Temporary object will be used if AABB is not empty\n * @returns - A rectangle of the bounds\n */\n Bounds.prototype.getRectangle = function (rect) {\n if (this.minX > this.maxX || this.minY > this.maxY) {\n return math.Rectangle.EMPTY;\n }\n rect = rect || new math.Rectangle(0, 0, 1, 1);\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n return rect;\n };\n /**\n * This function should be inlined when its possible.\n * @param point - The point to add.\n */\n Bounds.prototype.addPoint = function (point) {\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n };\n /**\n * Adds a point, after transformed. This should be inlined when its possible.\n * @param matrix\n * @param point\n */\n Bounds.prototype.addPointMatrix = function (matrix, point) {\n var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty;\n var x = (a * point.x) + (c * point.y) + tx;\n var y = (b * point.x) + (d * point.y) + ty;\n this.minX = Math.min(this.minX, x);\n this.maxX = Math.max(this.maxX, x);\n this.minY = Math.min(this.minY, y);\n this.maxY = Math.max(this.maxY, y);\n };\n /**\n * Adds a quad, not transformed\n * @param vertices - The verts to add.\n */\n Bounds.prototype.addQuad = function (vertices) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = vertices[0];\n var y = vertices[1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds sprite frame, transformed.\n * @param transform - transform to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) {\n this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1);\n };\n /**\n * Adds sprite frame, multiplied by matrix\n * @param matrix - matrix to apply\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n */\n Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) {\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n var x = (a * x0) + (c * y0) + tx;\n var y = (b * x0) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y0) + tx;\n y = (b * x1) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x0) + (c * y1) + tx;\n y = (b * x0) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = (a * x1) + (c * y1) + tx;\n y = (b * x1) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds screen vertices from array\n * @param vertexData - calculated vertices\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var x = vertexData[i];\n var y = vertexData[i + 1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Add an array of mesh vertices\n * @param transform - mesh transform\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n */\n Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) {\n this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset);\n };\n /**\n * Add an array of mesh vertices.\n * @param matrix - mesh matrix\n * @param vertices - mesh coordinates in array\n * @param beginOffset - begin offset\n * @param endOffset - end offset, excluded\n * @param padX - x padding\n * @param padY - y padding\n */\n Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) {\n if (padX === void 0) { padX = 0; }\n if (padY === void 0) { padY = padX; }\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n for (var i = beginOffset; i < endOffset; i += 2) {\n var rawX = vertices[i];\n var rawY = vertices[i + 1];\n var x = (a * rawX) + (c * rawY) + tx;\n var y = (d * rawY) + (b * rawX) + ty;\n minX = Math.min(minX, x - padX);\n maxX = Math.max(maxX, x + padX);\n minY = Math.min(minY, y - padY);\n maxY = Math.max(maxY, y + padY);\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n /**\n * Adds other {@link Bounds}.\n * @param bounds - The Bounds to be added\n */\n Bounds.prototype.addBounds = function (bounds) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = bounds.minX < minX ? bounds.minX : minX;\n this.minY = bounds.minY < minY ? bounds.minY : minY;\n this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX;\n this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY;\n };\n /**\n * Adds other Bounds, masked with Bounds.\n * @param bounds - The Bounds to be added.\n * @param mask - TODO\n */\n Bounds.prototype.addBoundsMask = function (bounds, mask) {\n var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX;\n var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY;\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty.\n * @param bounds - other bounds\n * @param matrix - multiplicator\n */\n Bounds.prototype.addBoundsMatrix = function (bounds, matrix) {\n this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY);\n };\n /**\n * Adds other Bounds, masked with Rectangle.\n * @param bounds - TODO\n * @param area - TODO\n */\n Bounds.prototype.addBoundsArea = function (bounds, area) {\n var _minX = bounds.minX > area.x ? bounds.minX : area.x;\n var _minY = bounds.minY > area.y ? bounds.minY : area.y;\n var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width);\n var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height);\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n /**\n * Pads bounds object, making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n * @param paddingX - The horizontal padding amount.\n * @param paddingY - The vertical padding amount.\n */\n Bounds.prototype.pad = function (paddingX, paddingY) {\n if (paddingX === void 0) { paddingX = 0; }\n if (paddingY === void 0) { paddingY = paddingX; }\n if (!this.isEmpty()) {\n this.minX -= paddingX;\n this.maxX += paddingX;\n this.minY -= paddingY;\n this.maxY += paddingY;\n }\n };\n /**\n * Adds padded frame. (x0, y0) should be strictly less than (x1, y1)\n * @param x0 - left X of frame\n * @param y0 - top Y of frame\n * @param x1 - right X of frame\n * @param y1 - bottom Y of frame\n * @param padX - padding X\n * @param padY - padding Y\n */\n Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) {\n x0 -= padX;\n y0 -= padY;\n x1 += padX;\n y1 += padY;\n this.minX = this.minX < x0 ? this.minX : x0;\n this.maxX = this.maxX > x1 ? this.maxX : x1;\n this.minY = this.minY < y0 ? this.minY : y0;\n this.maxY = this.maxY > y1 ? this.maxY : y1;\n };\n return Bounds;\n}());\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\n\n/**\n * The base class for all objects that are rendered on the screen.\n *\n * This is an abstract class and can not be used on its own; rather it should be extended.\n *\n * ## Display objects implemented in PixiJS\n *\n * | Display Object | Description |\n * | ------------------------------- | --------------------------------------------------------------------- |\n * | {@link PIXI.Container} | Adds support for `children` to DisplayObject |\n * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API |\n * | {@link PIXI.Sprite} | Draws textures (i.e. images) |\n * | {@link PIXI.Text} | Draws text using the Canvas API internally |\n * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures |\n * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion |\n * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images |\n * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data |\n * | {@link PIXI.NineSlicePlane} | Mesh-related |\n * | {@link PIXI.SimpleMesh} | v4-compatible mesh |\n * | {@link PIXI.SimplePlane} | Mesh-related |\n * | {@link PIXI.SimpleRope} | Mesh-related |\n *\n * ## Transforms\n *\n * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its\n * local coordinate space to its parent's local coordinate space. The following properties are derived\n * from the transform:\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n *
                                                                        PropertyDescription
                                                                        [pivot]{@link PIXI.DisplayObject#pivot}\n * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot\n * is equal to position, regardless of the other three transformations. In other words, It is the center of\n * rotation, scaling, and skewing.\n *
                                                                        [position]{@link PIXI.DisplayObject#position}\n * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local\n * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object\n * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space.\n *
                                                                        [scale]{@link PIXI.DisplayObject#scale}\n * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the\n * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center\n * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}.\n *
                                                                        [rotation]{@link PIXI.DisplayObject#rotation}\n * Rotation. This will rotate the display object's projection by this angle (in radians).\n *
                                                                        [skew]{@link PIXI.DisplayObject#skew}\n *

                                                                        Skewing. This can be used to deform a rectangular display object into a parallelogram.

                                                                        \n *

                                                                        \n * In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be\n * thought of the net rotation applied to the coordinate axes (separately). For example, if \"skew.x\" is\n * ⍺ and \"skew.y\" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be\n * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will\n * be rotated by an angle between ⍺ and β.\n *

                                                                        \n *

                                                                        \n * It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying\n * a rotation. Indeed, if \"skew.x\" = -ϴ and \"skew.y\" = ϴ, it will produce an equivalent of \"rotation\" = ϴ.\n *

                                                                        \n *

                                                                        \n * Another quite interesting observation is that \"skew.x\", \"skew.y\", rotation are communtative operations. Indeed,\n * because rotation is essentially a careful combination of the two.\n *

                                                                        \n *
                                                                        angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
                                                                        xTranslation. This is an alias for position.x!
                                                                        yTranslation. This is an alias for position.y!
                                                                        width\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing\n * the \"requested\" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there\n * is no concept of user-defined width.\n *
                                                                        height\n * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing\n * the \"requested\" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there\n * is no concept of user-defined height.\n *
                                                                        \n *\n * ## Bounds\n *\n * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit\n * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the\n * `worldTransform` to calculate in world space).\n *\n * There are a few additional types of bounding boxes:\n *\n * | Bounds | Description |\n * | --------------------- | ---------------------------------------------------------------------------------------- |\n * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. |\n * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. |\n * | Render Bounds | The bounds, but including extra rendering effects like filter padding. |\n * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. |\n * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. |\n * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)|\n * | Content Bounds | The natural bounds when excluding all children of a `Container`. |\n *\n * ### calculateBounds\n *\n * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children.\n *\n * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and\n * `getLocalBounds` to work. This method must write the bounds into `this._bounds`.\n *\n * Generally, the following technique works for most simple cases: take the list of points\n * forming the \"hull\" of the object (i.e. outline of the object's shape), and then add them\n * using {@link PIXI.Bounds#addPointMatrix}.\n *\n * ```js\n * calculateBounds(): void\n * {\n * const points = [...];\n *\n * for (let i = 0, j = points.length; i < j; i++)\n * {\n * this._bounds.addPointMatrix(this.worldTransform, points[i]);\n * }\n * }\n * ```\n *\n * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them\n * in one array together.\n *\n * ## Alpha\n *\n * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display\n * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not\n * applied on any ancestor further up the chain).\n *\n * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}.\n *\n * ## Renderable vs Visible\n *\n * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the\n * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display\n * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not\n * be calculated.\n *\n * It is recommended that applications use the `renderable` property for culling. See\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details.\n *\n * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This\n * one is also better in terms of performance.\n * @memberof PIXI\n */\nvar DisplayObject = /** @class */ (function (_super) {\n __extends(DisplayObject, _super);\n function DisplayObject() {\n var _this = _super.call(this) || this;\n _this.tempDisplayObjectParent = null;\n // TODO: need to create Transform from factory\n _this.transform = new math.Transform();\n _this.alpha = 1;\n _this.visible = true;\n _this.renderable = true;\n _this.cullable = false;\n _this.cullArea = null;\n _this.parent = null;\n _this.worldAlpha = 1;\n _this._lastSortedIndex = 0;\n _this._zIndex = 0;\n _this.filterArea = null;\n _this.filters = null;\n _this._enabledFilters = null;\n _this._bounds = new Bounds();\n _this._localBounds = null;\n _this._boundsID = 0;\n _this._boundsRect = null;\n _this._localBoundsRect = null;\n _this._mask = null;\n _this._maskRefCount = 0;\n _this._destroyed = false;\n _this.isSprite = false;\n _this.isMask = false;\n return _this;\n }\n /**\n * Mixes all enumerable properties and methods from a source object to DisplayObject.\n * @param source - The source of properties and methods to mix in.\n */\n DisplayObject.mixin = function (source) {\n // in ES8/ES2017, this would be really easy:\n // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source));\n // get all the enumerable property keys\n var keys = Object.keys(source);\n // loop through properties\n for (var i = 0; i < keys.length; ++i) {\n var propertyName = keys[i];\n // Set the property using the property descriptor - this works for accessors and normal value properties\n Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName));\n }\n };\n Object.defineProperty(DisplayObject.prototype, \"destroyed\", {\n /**\n * Fired when this DisplayObject is added to a Container.\n * @instance\n * @event added\n * @param {PIXI.Container} container - The container added to.\n */\n /**\n * Fired when this DisplayObject is removed from a Container.\n * @instance\n * @event removed\n * @param {PIXI.Container} container - The container removed from.\n */\n /**\n * Fired when this DisplayObject is destroyed. This event is emitted once\n * destroy is finished.\n * @instance\n * @event destroyed\n */\n /** Readonly flag for destroyed display objects. */\n get: function () {\n return this._destroyed;\n },\n enumerable: false,\n configurable: true\n });\n /** Recursively updates transform of all objects from the root to this one internal function for toLocal() */\n DisplayObject.prototype._recursivePostUpdateTransform = function () {\n if (this.parent) {\n this.parent._recursivePostUpdateTransform();\n this.transform.updateTransform(this.parent.transform);\n }\n else {\n this.transform.updateTransform(this._tempDisplayObjectParent.transform);\n }\n };\n /** Updates the object transform for rendering. TODO - Optimization pass! */\n DisplayObject.prototype.updateTransform = function () {\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // multiply the alphas..\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n };\n /**\n * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}.\n *\n * This method is expensive on containers with a large subtree (like the stage). This is because the bounds\n * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to\n * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update\n * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using\n * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise,\n * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as\n * its height increases.\n *\n * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated.\n * The world bounds of all display objects in a container's **subtree** will also be recalculated.\n *\n * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds\n * calculation if needed.\n *\n * ```js\n * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect);\n * ```\n *\n * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This\n * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more\n * details.\n *\n * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms\n * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain\n * cases.\n * @param skipUpdate - Setting to `true` will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The minimum axis-aligned rectangle in world space that fits around this object.\n */\n DisplayObject.prototype.getBounds = function (skipUpdate, rect) {\n if (!skipUpdate) {\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else {\n this._recursivePostUpdateTransform();\n this.updateTransform();\n }\n }\n if (this._bounds.updateID !== this._boundsID) {\n this.calculateBounds();\n this._bounds.updateID = this._boundsID;\n }\n if (!rect) {\n if (!this._boundsRect) {\n this._boundsRect = new math.Rectangle();\n }\n rect = this._boundsRect;\n }\n return this._bounds.getRectangle(rect);\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @returns - The rectangular bounding area.\n */\n DisplayObject.prototype.getLocalBounds = function (rect) {\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new math.Rectangle();\n }\n rect = this._localBoundsRect;\n }\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n var transformRef = this.transform;\n var parentRef = this.parent;\n this.parent = null;\n this.transform = this._tempDisplayObjectParent.transform;\n var worldBounds = this._bounds;\n var worldBoundsID = this._boundsID;\n this._bounds = this._localBounds;\n var bounds = this.getBounds(false, rect);\n this.parent = parentRef;\n this.transform = transformRef;\n this._bounds = worldBounds;\n this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects\n return bounds;\n };\n /**\n * Calculates the global position of the display object.\n * @param position - The world origin to calculate from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform.\n * @returns - A point object representing the position of this object.\n */\n DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) {\n if (skipUpdate === void 0) { skipUpdate = false; }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // don't need to update the lot\n return this.worldTransform.apply(position, point);\n };\n /**\n * Calculates the local position of the display object relative to another point.\n * @param position - The world origin to calculate from.\n * @param from - The DisplayObject to calculate the global position from.\n * @param point - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param skipUpdate - Should we skip the update transform\n * @returns - A point object representing the position of this object\n */\n DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) {\n if (from) {\n position = from.toGlobal(position, point, skipUpdate);\n }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else {\n this.displayObjectUpdateTransform();\n }\n }\n // simply apply the matrix..\n return this.worldTransform.applyInverse(position, point);\n };\n /**\n * Set the parent Container of this DisplayObject.\n * @param container - The Container to add this DisplayObject to.\n * @returns - The Container that this DisplayObject was added to.\n */\n DisplayObject.prototype.setParent = function (container) {\n if (!container || !container.addChild) {\n throw new Error('setParent: Argument must be a Container');\n }\n container.addChild(this);\n return container;\n };\n /**\n * Convenience function to set the position, scale, skew and pivot at once.\n * @param x - The X position\n * @param y - The Y position\n * @param scaleX - The X scale value\n * @param scaleY - The Y scale value\n * @param rotation - The rotation\n * @param skewX - The X skew value\n * @param skewY - The Y skew value\n * @param pivotX - The X pivot value\n * @param pivotY - The Y pivot value\n * @returns - The DisplayObject instance\n */\n DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) {\n if (x === void 0) { x = 0; }\n if (y === void 0) { y = 0; }\n if (scaleX === void 0) { scaleX = 1; }\n if (scaleY === void 0) { scaleY = 1; }\n if (rotation === void 0) { rotation = 0; }\n if (skewX === void 0) { skewX = 0; }\n if (skewY === void 0) { skewY = 0; }\n if (pivotX === void 0) { pivotX = 0; }\n if (pivotY === void 0) { pivotY = 0; }\n this.position.x = x;\n this.position.y = y;\n this.scale.x = !scaleX ? 1 : scaleX;\n this.scale.y = !scaleY ? 1 : scaleY;\n this.rotation = rotation;\n this.skew.x = skewX;\n this.skew.y = skewY;\n this.pivot.x = pivotX;\n this.pivot.y = pivotY;\n return this;\n };\n /**\n * Base destroy method for generic display objects. This will automatically\n * remove the display object from its parent Container as well as remove\n * all current event listeners and internal references. Do not use a DisplayObject\n * after calling `destroy()`.\n * @param _options\n */\n DisplayObject.prototype.destroy = function (_options) {\n if (this.parent) {\n this.parent.removeChild(this);\n }\n this._destroyed = true;\n this.transform = null;\n this.parent = null;\n this._bounds = null;\n this.mask = null;\n this.cullArea = null;\n this.filters = null;\n this.filterArea = null;\n this.hitArea = null;\n this.interactive = false;\n this.interactiveChildren = false;\n this.emit('destroyed');\n this.removeAllListeners();\n };\n Object.defineProperty(DisplayObject.prototype, \"_tempDisplayObjectParent\", {\n /**\n * @protected\n * @member {PIXI.Container}\n */\n get: function () {\n if (this.tempDisplayObjectParent === null) {\n // eslint-disable-next-line @typescript-eslint/no-use-before-define\n this.tempDisplayObjectParent = new TemporaryDisplayObject();\n }\n return this.tempDisplayObjectParent;\n },\n enumerable: false,\n configurable: true\n });\n /**\n * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root\n *\n * ```\n * const cacheParent = elem.enableTempParent();\n * elem.updateTransform();\n * elem.disableTempParent(cacheParent);\n * ```\n * @returns - current parent\n */\n DisplayObject.prototype.enableTempParent = function () {\n var myParent = this.parent;\n this.parent = this._tempDisplayObjectParent;\n return myParent;\n };\n /**\n * Pair method for `enableTempParent`\n * @param cacheParent - Actual parent of element\n */\n DisplayObject.prototype.disableTempParent = function (cacheParent) {\n this.parent = cacheParent;\n };\n Object.defineProperty(DisplayObject.prototype, \"x\", {\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n * An alias to position.x\n */\n get: function () {\n return this.position.x;\n },\n set: function (value) {\n this.transform.position.x = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"y\", {\n /**\n * The position of the displayObject on the y axis relative to the local coordinates of the parent.\n * An alias to position.y\n */\n get: function () {\n return this.position.y;\n },\n set: function (value) {\n this.transform.position.y = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldTransform\", {\n /**\n * Current transform of the object based on world (parent) factors.\n * @readonly\n */\n get: function () {\n return this.transform.worldTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"localTransform\", {\n /**\n * Current transform of the object based on local factors: position, scale, other stuff.\n * @readonly\n */\n get: function () {\n return this.transform.localTransform;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"position\", {\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.position;\n },\n set: function (value) {\n this.transform.position.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"scale\", {\n /**\n * The scale factors of this object along the local coordinate axes.\n *\n * The default scale is (1, 1).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.scale;\n },\n set: function (value) {\n this.transform.scale.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"pivot\", {\n /**\n * The center of rotation, scaling, and skewing for this display object in its local space. The `position`\n * is the projection of `pivot` in the parent's local space.\n *\n * By default, the pivot is the origin (0, 0).\n * @since 4.0.0\n */\n get: function () {\n return this.transform.pivot;\n },\n set: function (value) {\n this.transform.pivot.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"skew\", {\n /**\n * The skew factor for the object in radians.\n * @since 4.0.0\n */\n get: function () {\n return this.transform.skew;\n },\n set: function (value) {\n this.transform.skew.copyFrom(value);\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"rotation\", {\n /**\n * The rotation of the object in radians.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation;\n },\n set: function (value) {\n this.transform.rotation = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"angle\", {\n /**\n * The angle of the object in degrees.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n */\n get: function () {\n return this.transform.rotation * math.RAD_TO_DEG;\n },\n set: function (value) {\n this.transform.rotation = value * math.DEG_TO_RAD;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"zIndex\", {\n /**\n * The zIndex of the displayObject.\n *\n * If a container has the sortableChildren property set to true, children will be automatically\n * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array,\n * and thus rendered on top of other display objects within the same container.\n * @see PIXI.Container#sortableChildren\n */\n get: function () {\n return this._zIndex;\n },\n set: function (value) {\n this._zIndex = value;\n if (this.parent) {\n this.parent.sortDirty = true;\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"worldVisible\", {\n /**\n * Indicates if the object is globally visible.\n * @readonly\n */\n get: function () {\n var item = this;\n do {\n if (!item.visible) {\n return false;\n }\n item = item.parent;\n } while (item);\n return true;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(DisplayObject.prototype, \"mask\", {\n /**\n * Sets a mask for the displayObject. A mask is an object that limits the visibility of an\n * object to the shape of the mask applied to it. In PixiJS a regular mask must be a\n * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it\n * utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent.\n * Otherwise, `getLocalBounds` may calculate incorrect bounds, which makes the container's width and height wrong.\n * To remove a mask, set this property to `null`.\n *\n * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.\n * @example\n * const graphics = new PIXI.Graphics();\n * graphics.beginFill(0xFF3300);\n * graphics.drawRect(50, 250, 100, 100);\n * graphics.endFill();\n *\n * const sprite = new PIXI.Sprite(texture);\n * sprite.mask = graphics;\n * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.\n */\n get: function () {\n return this._mask;\n },\n set: function (value) {\n if (this._mask === value) {\n return;\n }\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n maskObject._maskRefCount--;\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = true;\n maskObject.isMask = false;\n }\n }\n }\n this._mask = value;\n if (this._mask) {\n var maskObject = (this._mask.isMaskData\n ? this._mask.maskObject : this._mask);\n if (maskObject) {\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = false;\n maskObject.isMask = true;\n }\n maskObject._maskRefCount++;\n }\n }\n },\n enumerable: false,\n configurable: true\n });\n return DisplayObject;\n}(utils.EventEmitter));\n/**\n * @private\n */\nvar TemporaryDisplayObject = /** @class */ (function (_super) {\n __extends(TemporaryDisplayObject, _super);\n function TemporaryDisplayObject() {\n var _this = _super !== null && _super.apply(this, arguments) || this;\n _this.sortDirty = null;\n return _this;\n }\n return TemporaryDisplayObject;\n}(DisplayObject));\n/**\n * DisplayObject default updateTransform, does not update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.DisplayObject#\n * @method displayObjectUpdateTransform\n */\nDisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;\n\nfunction sortChildren(a, b) {\n if (a.zIndex === b.zIndex) {\n return a._lastSortedIndex - b._lastSortedIndex;\n }\n return a.zIndex - b.zIndex;\n}\n/**\n * Container is a general-purpose display object that holds children. It also adds built-in support for advanced\n * rendering features like masking and filtering.\n *\n * It is the base class of all display objects that act as a container for other objects, including Graphics\n * and Sprite.\n *\n * ```js\n * import { BlurFilter } from '@pixi/filter-blur';\n * import { Container } from '@pixi/display';\n * import { Graphics } from '@pixi/graphics';\n * import { Sprite } from '@pixi/sprite';\n *\n * let container = new Container();\n * let sprite = Sprite.from(\"https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png\");\n *\n * sprite.width = 512;\n * sprite.height = 512;\n *\n * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container\n * // is rendered.\n * container.addChild(sprite);\n *\n * // Blurs whatever is rendered by the container\n * container.filters = [new BlurFilter()];\n *\n * // Only the contents within a circle at the center should be rendered onto the screen.\n * container.mask = new Graphics()\n * .beginFill(0xffffff)\n * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2)\n * .endFill();\n * ```\n * @memberof PIXI\n */\nvar Container = /** @class */ (function (_super) {\n __extends(Container, _super);\n function Container() {\n var _this = _super.call(this) || this;\n _this.children = [];\n _this.sortableChildren = settings.settings.SORTABLE_CHILDREN;\n _this.sortDirty = false;\n return _this;\n /**\n * Fired when a DisplayObject is added to this Container.\n * @event PIXI.Container#childAdded\n * @param {PIXI.DisplayObject} child - The child added to the Container.\n * @param {PIXI.Container} container - The container that added the child.\n * @param {number} index - The children's index of the added child.\n */\n /**\n * Fired when a DisplayObject is removed from this Container.\n * @event PIXI.DisplayObject#childRemoved\n * @param {PIXI.DisplayObject} child - The child removed from the Container.\n * @param {PIXI.Container} container - The container that removed the child.\n * @param {number} index - The former children's index of the removed child\n */\n }\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified.\n * @param _length\n */\n Container.prototype.onChildrenChange = function (_length) {\n /* empty */\n };\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container\n * @returns {PIXI.DisplayObject} - The first child that was added.\n */\n Container.prototype.addChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the array and add all children\n for (var i = 0; i < children.length; i++) {\n // eslint-disable-next-line prefer-rest-params\n this.addChild(children[i]);\n }\n }\n else {\n var child = children[0];\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.push(child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n this.emit('childAdded', child, this, this.children.length - 1);\n child.emit('added', this);\n }\n return children[0];\n };\n /**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n * @param {PIXI.DisplayObject} child - The child to add\n * @param {number} index - The index to place the child in\n * @returns {PIXI.DisplayObject} The child that was added.\n */\n Container.prototype.addChildAt = function (child, index) {\n if (index < 0 || index > this.children.length) {\n throw new Error(child + \"addChildAt: The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n this.children.splice(index, 0, child);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('added', this);\n this.emit('childAdded', child, this, index);\n return child;\n };\n /**\n * Swaps the position of 2 Display Objects within this container.\n * @param child - First display object to swap\n * @param child2 - Second display object to swap\n */\n Container.prototype.swapChildren = function (child, child2) {\n if (child === child2) {\n return;\n }\n var index1 = this.getChildIndex(child);\n var index2 = this.getChildIndex(child2);\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n };\n /**\n * Returns the index position of a child DisplayObject instance\n * @param child - The DisplayObject instance to identify\n * @returns - The index position of the child display object to identify\n */\n Container.prototype.getChildIndex = function (child) {\n var index = this.children.indexOf(child);\n if (index === -1) {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n return index;\n };\n /**\n * Changes the position of an existing child in the display object container\n * @param child - The child DisplayObject instance for which you want to change the index number\n * @param index - The resulting index number for the child display object\n */\n Container.prototype.setChildIndex = function (child, index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"The index \" + index + \" supplied is out of bounds \" + this.children.length);\n }\n var currentIndex = this.getChildIndex(child);\n utils.removeItems(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n this.onChildrenChange(index);\n };\n /**\n * Returns the child at the specified index\n * @param index - The index to get the child at\n * @returns - The child at the given index, if any.\n */\n Container.prototype.getChildAt = function (index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(\"getChildAt: Index (\" + index + \") does not exist.\");\n }\n return this.children[index];\n };\n /**\n * Removes one or more children from the container.\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove\n * @returns {PIXI.DisplayObject} The first child that was removed.\n */\n Container.prototype.removeChild = function () {\n var arguments$1 = arguments;\n\n var children = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n children[_i] = arguments$1[_i];\n }\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1) {\n // loop through the arguments property and remove all children\n for (var i = 0; i < children.length; i++) {\n this.removeChild(children[i]);\n }\n }\n else {\n var child = children[0];\n var index = this.children.indexOf(child);\n if (index === -1)\n { return null; }\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n utils.removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n }\n return children[0];\n };\n /**\n * Removes a child from the specified index position.\n * @param index - The index to get the child from\n * @returns The child that was removed.\n */\n Container.prototype.removeChildAt = function (index) {\n var child = this.getChildAt(index);\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n utils.removeItems(this.children, index, 1);\n // ensure bounds will be recalculated\n this._boundsID++;\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n return child;\n };\n /**\n * Removes all children from this container that are within the begin and end indexes.\n * @param beginIndex - The beginning position.\n * @param endIndex - The ending position. Default value is size of the container.\n * @returns - List of removed children\n */\n Container.prototype.removeChildren = function (beginIndex, endIndex) {\n if (beginIndex === void 0) { beginIndex = 0; }\n if (endIndex === void 0) { endIndex = this.children.length; }\n var begin = beginIndex;\n var end = endIndex;\n var range = end - begin;\n var removed;\n if (range > 0 && range <= end) {\n removed = this.children.splice(begin, range);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].parent = null;\n if (removed[i].transform) {\n removed[i].transform._parentID = -1;\n }\n }\n this._boundsID++;\n this.onChildrenChange(beginIndex);\n for (var i = 0; i < removed.length; ++i) {\n removed[i].emit('removed', this);\n this.emit('childRemoved', removed[i], this, i);\n }\n return removed;\n }\n else if (range === 0 && this.children.length === 0) {\n return [];\n }\n throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n };\n /** Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */\n Container.prototype.sortChildren = function () {\n var sortRequired = false;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n child._lastSortedIndex = i;\n if (!sortRequired && child.zIndex !== 0) {\n sortRequired = true;\n }\n }\n if (sortRequired && this.children.length > 1) {\n this.children.sort(sortChildren);\n }\n this.sortDirty = false;\n };\n /** Updates the transform on all children of this container for rendering. */\n Container.prototype.updateTransform = function () {\n if (this.sortableChildren && this.sortDirty) {\n this.sortChildren();\n }\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n // TODO: check render flags, how to process stuff here\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n };\n /**\n * Recalculates the bounds of the container.\n *\n * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds\n * is limited to its mask's bounds or filterArea, if any is applied.\n */\n Container.prototype.calculateBounds = function () {\n this._bounds.clear();\n this._calculateBounds();\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n if (!child.visible || !child.renderable) {\n continue;\n }\n child.calculateBounds();\n // TODO: filter+mask, need to mask both somehow\n if (child._mask) {\n var maskObject = (child._mask.isMaskData\n ? child._mask.maskObject : child._mask);\n if (maskObject) {\n maskObject.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, maskObject._bounds);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n else if (child.filterArea) {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n }\n else {\n this._bounds.addBounds(child._bounds);\n }\n }\n this._bounds.updateID = this._boundsID;\n };\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n *\n * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render()\n * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree.\n * @param rect - Optional rectangle to store the result of the bounds calculation.\n * @param skipChildrenUpdate - Setting to `true` will stop re-calculation of children transforms,\n * it was default behaviour of pixi 4.0-5.2 and caused many problems to users.\n * @returns - The rectangular bounding area.\n */\n Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) {\n if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; }\n var result = _super.prototype.getLocalBounds.call(this, rect);\n if (!skipChildrenUpdate) {\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n }\n return result;\n };\n /**\n * Recalculates the content bounds of this object. This should be overriden to\n * calculate the bounds of this specific object (not including children).\n * @protected\n */\n Container.prototype._calculateBounds = function () {\n // FILL IN//\n };\n /**\n * Renders this object and its children with culling.\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n Container.prototype._renderWithCulling = function (renderer) {\n var sourceFrame = renderer.renderTexture.sourceFrame;\n // If the source frame is empty, stop rendering.\n if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) {\n return;\n }\n // Render the content of the container only if its bounds intersect with the source frame.\n // All filters are on the stack at this point, and the filter source frame is bound:\n // therefore, even if the bounds to non intersect the filter frame, the filter\n // is still applied and any filter padding that is in the frame is rendered correctly.\n var bounds;\n var transform;\n // If cullArea is set, we use this rectangle instead of the bounds of the object. The cullArea\n // rectangle must completely contain the container and its children including filter padding.\n if (this.cullArea) {\n bounds = this.cullArea;\n transform = this.worldTransform;\n }\n // If the container doesn't override _render, we can skip the bounds calculation and intersection test.\n else if (this._render !== Container.prototype._render) {\n bounds = this.getBounds(true);\n }\n // Render the container if the source frame intersects the bounds.\n if (bounds && sourceFrame.intersects(bounds, transform)) {\n this._render(renderer);\n }\n // If the bounds are defined by cullArea and do not intersect with the source frame, stop rendering.\n else if (this.cullArea) {\n return;\n }\n // Unless cullArea is set, we cannot skip the children if the bounds of the container do not intersect\n // the source frame, because the children might have filters with nonzero padding, which may intersect\n // with the source frame while the bounds do not: filter padding is not included in the bounds.\n // If cullArea is not set, render the children with culling temporarily enabled so that they are not rendered\n // if they are out of frame; otherwise, render the children normally.\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n var childCullable = child.cullable;\n child.cullable = childCullable || !this.cullArea;\n child.render(renderer);\n child.cullable = childCullable;\n }\n };\n /**\n * Renders the object using the WebGL renderer.\n *\n * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the\n * container itself. This `render` method will invoke it, and also invoke the `render` methods of all\n * children afterward.\n *\n * If `renderable` or `visible` is false or if `worldAlpha` is not positive or if `cullable` is true and\n * the bounds of this object are out of frame, this implementation will entirely skip rendering.\n * See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally,\n * setting alpha to zero is not recommended for purely skipping rendering.\n *\n * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is\n * advised to employ **culling** to automatically skip rendering objects outside of the current screen.\n * See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}.\n * Other culling methods might be better suited for a large number static objects; see\n * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and\n * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull}.\n *\n * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or\n * filtering is applied on a container. This does, however, break batching and can affect performance when\n * masking and filtering is applied extensively throughout the scene graph.\n * @param renderer - The renderer\n */\n Container.prototype.render = function (renderer) {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || (this.filters && this.filters.length)) {\n this.renderAdvanced(renderer);\n }\n else if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n };\n /**\n * Render the object using the WebGL renderer and advanced features.\n * @param renderer - The renderer\n */\n Container.prototype.renderAdvanced = function (renderer) {\n var filters = this.filters;\n var mask = this._mask;\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters) {\n if (!this._enabledFilters) {\n this._enabledFilters = [];\n }\n this._enabledFilters.length = 0;\n for (var i = 0; i < filters.length; i++) {\n if (filters[i].enabled) {\n this._enabledFilters.push(filters[i]);\n }\n }\n }\n var flush = (filters && this._enabledFilters && this._enabledFilters.length)\n || (mask && (!mask.isMaskData\n || (mask.enabled && (mask.autoDetect || mask.type !== constants.MASK_TYPES.NONE))));\n if (flush) {\n renderer.batch.flush();\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.push(this, this._enabledFilters);\n }\n if (mask) {\n renderer.mask.push(this, this._mask);\n }\n if (this.cullable) {\n this._renderWithCulling(renderer);\n }\n else {\n this._render(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n if (flush) {\n renderer.batch.flush();\n }\n if (mask) {\n renderer.mask.pop(this);\n }\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filter.pop();\n }\n };\n /**\n * To be overridden by the subclasses.\n * @param _renderer - The renderer\n */\n Container.prototype._render = function (_renderer) {\n // this is where content itself gets rendered...\n };\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n Container.prototype.destroy = function (options) {\n _super.prototype.destroy.call(this);\n this.sortDirty = false;\n var destroyChildren = typeof options === 'boolean' ? options : options && options.children;\n var oldChildren = this.removeChildren(0, this.children.length);\n if (destroyChildren) {\n for (var i = 0; i < oldChildren.length; ++i) {\n oldChildren[i].destroy(options);\n }\n }\n };\n Object.defineProperty(Container.prototype, \"width\", {\n /** The width of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.x * this.getLocalBounds().width;\n },\n set: function (value) {\n var width = this.getLocalBounds().width;\n if (width !== 0) {\n this.scale.x = value / width;\n }\n else {\n this.scale.x = 1;\n }\n this._width = value;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Container.prototype, \"height\", {\n /** The height of the Container, setting this will actually modify the scale to achieve the value set. */\n get: function () {\n return this.scale.y * this.getLocalBounds().height;\n },\n set: function (value) {\n var height = this.getLocalBounds().height;\n if (height !== 0) {\n this.scale.y = value / height;\n }\n else {\n this.scale.y = 1;\n }\n this._height = value;\n },\n enumerable: false,\n configurable: true\n });\n return Container;\n}(DisplayObject));\n/**\n * Container default updateTransform, does update children of container.\n * Will crash if there's no parent element.\n * @memberof PIXI.Container#\n * @method containerUpdateTransform\n */\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n\nexports.Bounds = Bounds;\nexports.Container = Container;\nexports.DisplayObject = DisplayObject;\nexports.TemporaryDisplayObject = TemporaryDisplayObject;\n//# sourceMappingURL=display.js.map\n","/*!\n * @pixi/extensions - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/extensions is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n'use strict';\n\nObject.defineProperty(exports, '__esModule', { value: true });\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n\r\nvar __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\n var arguments$1 = arguments;\n\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments$1[i];\r\n for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } }\r\n }\r\n return t;\r\n };\r\n return __assign.apply(this, arguments);\r\n};\n\n/**\n * Collection of valid extension types.\n * @memberof PIXI\n * @property {string} Application - Application plugins\n * @property {string} RendererPlugin - Plugins for Renderer\n * @property {string} CanvasRendererPlugin - Plugins for CanvasRenderer\n * @property {string} Loader - Plugins to use with Loader\n * @property {string} LoadParser - Parsers for Assets loader.\n * @property {string} ResolveParser - Parsers for Assets resolvers.\n * @property {string} CacheParser - Parsers for Assets cache.\n */\nexports.ExtensionType = void 0;\n(function (ExtensionType) {\n ExtensionType[\"Application\"] = \"application\";\n ExtensionType[\"RendererPlugin\"] = \"renderer-webgl-plugin\";\n ExtensionType[\"CanvasRendererPlugin\"] = \"renderer-canvas-plugin\";\n ExtensionType[\"Loader\"] = \"loader\";\n ExtensionType[\"LoadParser\"] = \"load-parser\";\n ExtensionType[\"ResolveParser\"] = \"resolve-parser\";\n ExtensionType[\"CacheParser\"] = \"cache-parser\";\n ExtensionType[\"DetectionParser\"] = \"detection-parser\";\n})(exports.ExtensionType || (exports.ExtensionType = {}));\n/**\n * Convert input into extension format data.\n * @ignore\n */\nvar normalizeExtension = function (ext) {\n // Class/Object submission, use extension object\n if (typeof ext === 'function' || (typeof ext === 'object' && ext.extension)) {\n if (!ext.extension) {\n throw new Error('Extension class must have an extension object');\n }\n var metadata = (typeof ext.extension !== 'object')\n ? { type: ext.extension }\n : ext.extension;\n ext = __assign(__assign({}, metadata), { ref: ext });\n }\n if (typeof ext === 'object') {\n ext = __assign({}, ext);\n }\n else {\n throw new Error('Invalid extension type');\n }\n if (typeof ext.type === 'string') {\n ext.type = [ext.type];\n }\n return ext;\n};\n/**\n * Global registration of all PixiJS extensions. One-stop-shop for extensibility.\n * @memberof PIXI\n * @namespace extensions\n */\nvar extensions = {\n /** @ignore */\n _addHandlers: null,\n /** @ignore */\n _removeHandlers: null,\n /** @ignore */\n _queue: {},\n /**\n * Remove extensions from PixiJS.\n * @param extensions - Extensions to be removed.\n * @returns {PIXI.extensions} For chaining.\n */\n remove: function () {\n var arguments$1 = arguments;\n\n var _this = this;\n var extensions = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n extensions[_i] = arguments$1[_i];\n }\n extensions.map(normalizeExtension).forEach(function (ext) {\n ext.type.forEach(function (type) { var _a, _b; return (_b = (_a = _this._removeHandlers)[type]) === null || _b === void 0 ? void 0 : _b.call(_a, ext); });\n });\n return this;\n },\n /**\n * Register new extensions with PixiJS.\n * @param extensions - The spread of extensions to add to PixiJS.\n * @returns {PIXI.extensions} For chaining.\n */\n add: function () {\n var arguments$1 = arguments;\n\n var _this = this;\n var extensions = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n extensions[_i] = arguments$1[_i];\n }\n // Handle any extensions either passed as class w/ data or as data\n extensions.map(normalizeExtension).forEach(function (ext) {\n ext.type.forEach(function (type) {\n var handlers = _this._addHandlers;\n var queue = _this._queue;\n if (!handlers[type]) {\n queue[type] = queue[type] || [];\n queue[type].push(ext);\n }\n else {\n handlers[type](ext);\n }\n });\n });\n return this;\n },\n /**\n * Internal method to handle extensions by name.\n * @param type - The extension type.\n * @param onAdd - Function for handling when extensions are added/registered passes {@link PIXI.ExtensionFormat}.\n * @param onRemove - Function for handling when extensions are removed/unregistered passes {@link PIXI.ExtensionFormat}.\n * @returns {PIXI.extensions} For chaining.\n */\n handle: function (type, onAdd, onRemove) {\n var addHandlers = this._addHandlers = this._addHandlers || {};\n var removeHandlers = this._removeHandlers = this._removeHandlers || {};\n if (addHandlers[type] || removeHandlers[type]) {\n throw new Error(\"Extension type \" + type + \" already has a handler\");\n }\n addHandlers[type] = onAdd;\n removeHandlers[type] = onRemove;\n // Process the queue\n var queue = this._queue;\n // Process any plugins that have been registered before the handler\n if (queue[type]) {\n queue[type].forEach(function (ext) { return onAdd(ext); });\n delete queue[type];\n }\n return this;\n },\n /**\n * Handle a type, but using a map by `name` property.\n * @param type - Type of extension to handle.\n * @param map - The object map of named extensions.\n * @returns {PIXI.extensions} For chaining.\n */\n handleByMap: function (type, map) {\n return this.handle(type, function (extension) {\n map[extension.name] = extension.ref;\n }, function (extension) {\n delete map[extension.name];\n });\n },\n /**\n * Handle a type, but using a list of extensions.\n * @param type - Type of extension to handle.\n * @param list - The list of extensions.\n * @returns {PIXI.extensions} For chaining.\n */\n handleByList: function (type, list) {\n return this.handle(type, function (extension) {\n var _a, _b;\n list.push(extension.ref);\n // TODO: remove me later, only added for @pixi/loaders\n if (type === exports.ExtensionType.Loader) {\n (_b = (_a = extension.ref).add) === null || _b === void 0 ? void 0 : _b.call(_a);\n }\n }, function (extension) {\n var index = list.indexOf(extension.ref);\n if (index !== -1) {\n list.splice(index, 1);\n }\n });\n },\n};\n\nexports.extensions = extensions;\n//# sourceMappingURL=extensions.js.map\n","/*!\n * @pixi/ticker - v6.5.8\n * Compiled Sun, 23 Oct 2022 23:01:45 UTC\n *\n * @pixi/ticker is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\n'use strict';\n\nObject.defineProperty(exports, '__esModule', { value: true });\n\nvar settings = require('@pixi/settings');\nvar extensions = require('@pixi/extensions');\n\n/**\n * Target frames per millisecond.\n * @static\n * @name TARGET_FPMS\n * @memberof PIXI.settings\n * @type {number}\n * @default 0.06\n */\nsettings.settings.TARGET_FPMS = 0.06;\n\n/**\n * Represents the update priorities used by internal PIXI classes when registered with\n * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower\n * priority items, such as render, should go later.\n * @static\n * @constant\n * @name UPDATE_PRIORITY\n * @memberof PIXI\n * @enum {number}\n * @property {number} [INTERACTION=50] Highest priority, used for {@link PIXI.InteractionManager}\n * @property {number} [HIGH=25] High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite}\n * @property {number} [NORMAL=0] Default priority for ticker events, see {@link PIXI.Ticker#add}.\n * @property {number} [LOW=-25] Low priority used for {@link PIXI.Application} rendering.\n * @property {number} [UTILITY=-50] Lowest priority used for {@link PIXI.BasePrepare} utility.\n */\nexports.UPDATE_PRIORITY = void 0;\n(function (UPDATE_PRIORITY) {\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"INTERACTION\"] = 50] = \"INTERACTION\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"HIGH\"] = 25] = \"HIGH\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"NORMAL\"] = 0] = \"NORMAL\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"LOW\"] = -25] = \"LOW\";\n UPDATE_PRIORITY[UPDATE_PRIORITY[\"UTILITY\"] = -50] = \"UTILITY\";\n})(exports.UPDATE_PRIORITY || (exports.UPDATE_PRIORITY = {}));\n\n/**\n * Internal class for handling the priority sorting of ticker handlers.\n * @private\n * @class\n * @memberof PIXI\n */\nvar TickerListener = /** @class */ (function () {\n /**\n * Constructor\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param priority - The priority for emitting\n * @param once - If the handler should fire once\n */\n function TickerListener(fn, context, priority, once) {\n if (context === void 0) { context = null; }\n if (priority === void 0) { priority = 0; }\n if (once === void 0) { once = false; }\n /** The next item in chain. */\n this.next = null;\n /** The previous item in chain. */\n this.previous = null;\n /** `true` if this listener has been destroyed already. */\n this._destroyed = false;\n this.fn = fn;\n this.context = context;\n this.priority = priority;\n this.once = once;\n }\n /**\n * Simple compare function to figure out if a function and context match.\n * @private\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @returns `true` if the listener match the arguments\n */\n TickerListener.prototype.match = function (fn, context) {\n if (context === void 0) { context = null; }\n return this.fn === fn && this.context === context;\n };\n /**\n * Emit by calling the current function.\n * @private\n * @param deltaTime - time since the last emit.\n * @returns Next ticker\n */\n TickerListener.prototype.emit = function (deltaTime) {\n if (this.fn) {\n if (this.context) {\n this.fn.call(this.context, deltaTime);\n }\n else {\n this.fn(deltaTime);\n }\n }\n var redirect = this.next;\n if (this.once) {\n this.destroy(true);\n }\n // Soft-destroying should remove\n // the next reference\n if (this._destroyed) {\n this.next = null;\n }\n return redirect;\n };\n /**\n * Connect to the list.\n * @private\n * @param previous - Input node, previous listener\n */\n TickerListener.prototype.connect = function (previous) {\n this.previous = previous;\n if (previous.next) {\n previous.next.previous = this;\n }\n this.next = previous.next;\n previous.next = this;\n };\n /**\n * Destroy and don't use after this.\n * @private\n * @param hard - `true` to remove the `next` reference, this\n * is considered a hard destroy. Soft destroy maintains the next reference.\n * @returns The listener to redirect while emitting or removing.\n */\n TickerListener.prototype.destroy = function (hard) {\n if (hard === void 0) { hard = false; }\n this._destroyed = true;\n this.fn = null;\n this.context = null;\n // Disconnect, hook up next and previous\n if (this.previous) {\n this.previous.next = this.next;\n }\n if (this.next) {\n this.next.previous = this.previous;\n }\n // Redirect to the next item\n var redirect = this.next;\n // Remove references\n this.next = hard ? null : redirect;\n this.previous = null;\n return redirect;\n };\n return TickerListener;\n}());\n\n/**\n * A Ticker class that runs an update loop that other objects listen to.\n *\n * This class is composed around listeners meant for execution on the next requested animation frame.\n * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners.\n * @class\n * @memberof PIXI\n */\nvar Ticker = /** @class */ (function () {\n function Ticker() {\n var _this = this;\n /**\n * Whether or not this ticker should invoke the method\n * {@link PIXI.Ticker#start} automatically\n * when a listener is added.\n */\n this.autoStart = false;\n /**\n * Scalar time value from last frame to this frame.\n * This value is capped by setting {@link PIXI.Ticker#minFPS}\n * and is scaled with {@link PIXI.Ticker#speed}.\n * **Note:** The cap may be exceeded by scaling.\n */\n this.deltaTime = 1;\n /**\n * The last time {@link PIXI.Ticker#update} was invoked.\n * This value is also reset internally outside of invoking\n * update, but only when a new animation frame is requested.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n */\n this.lastTime = -1;\n /**\n * Factor of current {@link PIXI.Ticker#deltaTime}.\n * @example\n * // Scales ticker.deltaTime to what would be\n * // the equivalent of approximately 120 FPS\n * ticker.speed = 2;\n */\n this.speed = 1;\n /**\n * Whether or not this ticker has been started.\n * `true` if {@link PIXI.Ticker#start} has been called.\n * `false` if {@link PIXI.Ticker#stop} has been called.\n * While `false`, this value may change to `true` in the\n * event of {@link PIXI.Ticker#autoStart} being `true`\n * and a listener is added.\n */\n this.started = false;\n /** Internal current frame request ID */\n this._requestId = null;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the maximum allowed milliseconds between updates.\n */\n this._maxElapsedMS = 100;\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the minimum allowed milliseconds between updates.\n */\n this._minElapsedMS = 0;\n /** If enabled, deleting is disabled.*/\n this._protected = false;\n /** The last time keyframe was executed. Maintains a relatively fixed interval with the previous value. */\n this._lastFrame = -1;\n this._head = new TickerListener(null, null, Infinity);\n this.deltaMS = 1 / settings.settings.TARGET_FPMS;\n this.elapsedMS = 1 / settings.settings.TARGET_FPMS;\n this._tick = function (time) {\n _this._requestId = null;\n if (_this.started) {\n // Invoke listeners now\n _this.update(time);\n // Listener side effects may have modified ticker state.\n if (_this.started && _this._requestId === null && _this._head.next) {\n _this._requestId = requestAnimationFrame(_this._tick);\n }\n }\n };\n }\n /**\n * Conditionally requests a new animation frame.\n * If a frame has not already been requested, and if the internal\n * emitter has listeners, a new frame is requested.\n * @private\n */\n Ticker.prototype._requestIfNeeded = function () {\n if (this._requestId === null && this._head.next) {\n // ensure callbacks get correct delta\n this.lastTime = performance.now();\n this._lastFrame = this.lastTime;\n this._requestId = requestAnimationFrame(this._tick);\n }\n };\n /**\n * Conditionally cancels a pending animation frame.\n * @private\n */\n Ticker.prototype._cancelIfNeeded = function () {\n if (this._requestId !== null) {\n cancelAnimationFrame(this._requestId);\n this._requestId = null;\n }\n };\n /**\n * Conditionally requests a new animation frame.\n * If the ticker has been started it checks if a frame has not already\n * been requested, and if the internal emitter has listeners. If these\n * conditions are met, a new frame is requested. If the ticker has not\n * been started, but autoStart is `true`, then the ticker starts now,\n * and continues with the previous conditions to request a new frame.\n * @private\n */\n Ticker.prototype._startIfPossible = function () {\n if (this.started) {\n this._requestIfNeeded();\n }\n else if (this.autoStart) {\n this.start();\n }\n };\n /**\n * Register a handler for tick events. Calls continuously unless\n * it is removed or the ticker is stopped.\n * @param fn - The listener function to be added for updates\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.add = function (fn, context, priority) {\n if (priority === void 0) { priority = exports.UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority));\n };\n /**\n * Add a handler for the tick event which is only execute once.\n * @param fn - The listener function to be added for one update\n * @param context - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns This instance of a ticker\n */\n Ticker.prototype.addOnce = function (fn, context, priority) {\n if (priority === void 0) { priority = exports.UPDATE_PRIORITY.NORMAL; }\n return this._addListener(new TickerListener(fn, context, priority, true));\n };\n /**\n * Internally adds the event handler so that it can be sorted by priority.\n * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run\n * before the rendering.\n * @private\n * @param listener - Current listener being added.\n * @returns This instance of a ticker\n */\n Ticker.prototype._addListener = function (listener) {\n // For attaching to head\n var current = this._head.next;\n var previous = this._head;\n // Add the first item\n if (!current) {\n listener.connect(previous);\n }\n else {\n // Go from highest to lowest priority\n while (current) {\n if (listener.priority > current.priority) {\n listener.connect(previous);\n break;\n }\n previous = current;\n current = current.next;\n }\n // Not yet connected\n if (!listener.previous) {\n listener.connect(previous);\n }\n }\n this._startIfPossible();\n return this;\n };\n /**\n * Removes any handlers matching the function and context parameters.\n * If no handlers are left after removing, then it cancels the animation frame.\n * @param fn - The listener function to be removed\n * @param context - The listener context to be removed\n * @returns This instance of a ticker\n */\n Ticker.prototype.remove = function (fn, context) {\n var listener = this._head.next;\n while (listener) {\n // We found a match, lets remove it\n // no break to delete all possible matches\n // incase a listener was added 2+ times\n if (listener.match(fn, context)) {\n listener = listener.destroy();\n }\n else {\n listener = listener.next;\n }\n }\n if (!this._head.next) {\n this._cancelIfNeeded();\n }\n return this;\n };\n Object.defineProperty(Ticker.prototype, \"count\", {\n /**\n * The number of listeners on this ticker, calculated by walking through linked list\n * @readonly\n * @member {number}\n */\n get: function () {\n if (!this._head) {\n return 0;\n }\n var count = 0;\n var current = this._head;\n while ((current = current.next)) {\n count++;\n }\n return count;\n },\n enumerable: false,\n configurable: true\n });\n /** Starts the ticker. If the ticker has listeners a new animation frame is requested at this point. */\n Ticker.prototype.start = function () {\n if (!this.started) {\n this.started = true;\n this._requestIfNeeded();\n }\n };\n /** Stops the ticker. If the ticker has requested an animation frame it is canceled at this point. */\n Ticker.prototype.stop = function () {\n if (this.started) {\n this.started = false;\n this._cancelIfNeeded();\n }\n };\n /** Destroy the ticker and don't use after this. Calling this method removes all references to internal events. */\n Ticker.prototype.destroy = function () {\n if (!this._protected) {\n this.stop();\n var listener = this._head.next;\n while (listener) {\n listener = listener.destroy(true);\n }\n this._head.destroy();\n this._head = null;\n }\n };\n /**\n * Triggers an update. An update entails setting the\n * current {@link PIXI.Ticker#elapsedMS},\n * the current {@link PIXI.Ticker#deltaTime},\n * invoking all listeners with current deltaTime,\n * and then finally setting {@link PIXI.Ticker#lastTime}\n * with the value of currentTime that was provided.\n * This method will be called automatically by animation\n * frame callbacks if the ticker instance has been started\n * and listeners are added.\n * @param {number} [currentTime=performance.now()] - the current time of execution\n */\n Ticker.prototype.update = function (currentTime) {\n if (currentTime === void 0) { currentTime = performance.now(); }\n var elapsedMS;\n // If the difference in time is zero or negative, we ignore most of the work done here.\n // If there is no valid difference, then should be no reason to let anyone know about it.\n // A zero delta, is exactly that, nothing should update.\n //\n // The difference in time can be negative, and no this does not mean time traveling.\n // This can be the result of a race condition between when an animation frame is requested\n // on the current JavaScript engine event loop, and when the ticker's start method is invoked\n // (which invokes the internal _requestIfNeeded method). If a frame is requested before\n // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests,\n // can receive a time argument that can be less than the lastTime value that was set within\n // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems.\n //\n // This check covers this browser engine timing issue, as well as if consumers pass an invalid\n // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves.\n if (currentTime > this.lastTime) {\n // Save uncapped elapsedMS for measurement\n elapsedMS = this.elapsedMS = currentTime - this.lastTime;\n // cap the milliseconds elapsed used for deltaTime\n if (elapsedMS > this._maxElapsedMS) {\n elapsedMS = this._maxElapsedMS;\n }\n elapsedMS *= this.speed;\n // If not enough time has passed, exit the function.\n // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS\n // adjustment to ensure a relatively stable interval.\n if (this._minElapsedMS) {\n var delta = currentTime - this._lastFrame | 0;\n if (delta < this._minElapsedMS) {\n return;\n }\n this._lastFrame = currentTime - (delta % this._minElapsedMS);\n }\n this.deltaMS = elapsedMS;\n this.deltaTime = this.deltaMS * settings.settings.TARGET_FPMS;\n // Cache a local reference, in-case ticker is destroyed\n // during the emit, we can still check for head.next\n var head = this._head;\n // Invoke listeners added to internal emitter\n var listener = head.next;\n while (listener) {\n listener = listener.emit(this.deltaTime);\n }\n if (!head.next) {\n this._cancelIfNeeded();\n }\n }\n else {\n this.deltaTime = this.deltaMS = this.elapsedMS = 0;\n }\n this.lastTime = currentTime;\n };\n Object.defineProperty(Ticker.prototype, \"FPS\", {\n /**\n * The frames per second at which this ticker is running.\n * The default is approximately 60 in most modern browsers.\n * **Note:** This does not factor in the value of\n * {@link PIXI.Ticker#speed}, which is specific\n * to scaling {@link PIXI.Ticker#deltaTime}.\n * @member {number}\n * @readonly\n */\n get: function () {\n return 1000 / this.elapsedMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"minFPS\", {\n /**\n * Manages the maximum amount of milliseconds allowed to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This value is used to cap {@link PIXI.Ticker#deltaTime},\n * but does not effect the measured value of {@link PIXI.Ticker#FPS}.\n * When setting this property it is clamped to a value between\n * `0` and `PIXI.settings.TARGET_FPMS * 1000`.\n * @member {number}\n * @default 10\n */\n get: function () {\n return 1000 / this._maxElapsedMS;\n },\n set: function (fps) {\n // Minimum must be below the maxFPS\n var minFPS = Math.min(this.maxFPS, fps);\n // Must be at least 0, but below 1 / settings.TARGET_FPMS\n var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.settings.TARGET_FPMS);\n this._maxElapsedMS = 1 / minFPMS;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker.prototype, \"maxFPS\", {\n /**\n * Manages the minimum amount of milliseconds required to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This will effect the measured value of {@link PIXI.Ticker#FPS}.\n * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can.\n * Otherwise it will be at least `minFPS`\n * @member {number}\n * @default 0\n */\n get: function () {\n if (this._minElapsedMS) {\n return Math.round(1000 / this._minElapsedMS);\n }\n return 0;\n },\n set: function (fps) {\n if (fps === 0) {\n this._minElapsedMS = 0;\n }\n else {\n // Max must be at least the minFPS\n var maxFPS = Math.max(this.minFPS, fps);\n this._minElapsedMS = 1 / (maxFPS / 1000);\n }\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"shared\", {\n /**\n * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by\n * {@link PIXI.VideoResource} to update animation frames / video textures.\n *\n * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker.\n * @example\n * let ticker = PIXI.Ticker.shared;\n * // Set this to prevent starting this ticker when listeners are added.\n * // By default this is true only for the PIXI.Ticker.shared instance.\n * ticker.autoStart = false;\n * // FYI, call this to ensure the ticker is stopped. It should be stopped\n * // if you have not attempted to render anything yet.\n * ticker.stop();\n * // Call this when you are ready for a running shared ticker.\n * ticker.start();\n * @example\n * // You may use the shared ticker to render...\n * let renderer = PIXI.autoDetectRenderer();\n * let stage = new PIXI.Container();\n * document.body.appendChild(renderer.view);\n * ticker.add(function (time) {\n * renderer.render(stage);\n * });\n * @example\n * // Or you can just update it manually.\n * ticker.autoStart = false;\n * ticker.stop();\n * function animate(time) {\n * ticker.update(time);\n * renderer.render(stage);\n * requestAnimationFrame(animate);\n * }\n * animate(performance.now());\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._shared) {\n var shared = Ticker._shared = new Ticker();\n shared.autoStart = true;\n shared._protected = true;\n }\n return Ticker._shared;\n },\n enumerable: false,\n configurable: true\n });\n Object.defineProperty(Ticker, \"system\", {\n /**\n * The system ticker instance used by {@link PIXI.InteractionManager} and by\n * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused,\n * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * @member {PIXI.Ticker}\n * @static\n */\n get: function () {\n if (!Ticker._system) {\n var system = Ticker._system = new Ticker();\n system.autoStart = true;\n system._protected = true;\n }\n return Ticker._system;\n },\n enumerable: false,\n configurable: true\n });\n return Ticker;\n}());\n\n/**\n * Middleware for for Application Ticker.\n * @example\n * import {TickerPlugin} from '@pixi/ticker';\n * import {Application} from '@pixi/app';\n * import {extensions} from '@pixi/extensions';\n * extensions.add(TickerPlugin);\n * @class\n * @memberof PIXI\n */\nvar TickerPlugin = /** @class */ (function () {\n function TickerPlugin() {\n }\n /**\n * Initialize the plugin with scope of application instance\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n TickerPlugin.init = function (options) {\n var _this = this;\n // Set default\n options = Object.assign({\n autoStart: true,\n sharedTicker: false,\n }, options);\n // Create ticker setter\n Object.defineProperty(this, 'ticker', {\n set: function (ticker) {\n if (this._ticker) {\n this._ticker.remove(this.render, this);\n }\n this._ticker = ticker;\n if (ticker) {\n ticker.add(this.render, this, exports.UPDATE_PRIORITY.LOW);\n }\n },\n get: function () {\n return this._ticker;\n },\n });\n /**\n * Convenience method for stopping the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.stop = function () {\n _this._ticker.stop();\n };\n /**\n * Convenience method for starting the render.\n * @method\n * @memberof PIXI.Application\n * @instance\n */\n this.start = function () {\n _this._ticker.start();\n };\n /**\n * Internal reference to the ticker.\n * @type {PIXI.Ticker}\n * @name _ticker\n * @memberof PIXI.Application#\n * @private\n */\n this._ticker = null;\n /**\n * Ticker for doing render updates.\n * @type {PIXI.Ticker}\n * @name ticker\n * @memberof PIXI.Application#\n * @default PIXI.Ticker.shared\n */\n this.ticker = options.sharedTicker ? Ticker.shared : new Ticker();\n // Start the rendering\n if (options.autoStart) {\n this.start();\n }\n };\n /**\n * Clean up the ticker, scoped to application.\n * @static\n * @private\n */\n TickerPlugin.destroy = function () {\n if (this._ticker) {\n var oldTicker = this._ticker;\n this.ticker = null;\n oldTicker.destroy();\n }\n };\n /** @ignore */\n TickerPlugin.extension = extensions.ExtensionType.Application;\n return TickerPlugin;\n}());\n\nexports.Ticker = Ticker;\nexports.TickerPlugin = TickerPlugin;\n//# sourceMappingURL=ticker.js.map\n","/* eslint-disable */\n \n/*!\n * pixi-viewport - v4.38.0\n * Compiled Sun, 27 Nov 2022 13:43:58 UTC\n *\n * pixi-viewport is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n * \n * Copyright 2019-2020, David Figatner, All Rights Reserved\n */\nthis.PIXI = this.PIXI || {};\n(function (global, factory) {\n typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports, require('@pixi/math'), require('@pixi/display'), require('@pixi/ticker')) :\n typeof define === 'function' && define.amd ? define(['exports', '@pixi/math', '@pixi/display', '@pixi/ticker'], factory) :\n (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.pixi_viewport = {}, global.PIXI, global.PIXI, global.PIXI));\n})(this, (function (exports, math, display, ticker) { 'use strict';\n\n /**\n * Derive this class to create user-defined plugins\n *\n * @public\n */\n class Plugin\n {\n /** The viewport to which this plugin is attached. */\n \n\n /**\n * Flags whether this plugin has been \"paused\".\n *\n * @see Plugin#pause\n * @see Plugin#resume\n */\n \n\n /** @param {Viewport} parent */\n constructor(parent)\n {\n this.parent = parent;\n this.paused = false;\n }\n\n /** Called when plugin is removed */\n destroy()\n {\n // Override for implementation\n }\n\n /** Handler for pointerdown PIXI event */\n down(_e)\n {\n return false;\n }\n\n /** Handler for pointermove PIXI event */\n move(_e)\n {\n return false;\n }\n\n /** Handler for pointerup PIXI event */\n up(_e)\n {\n return false;\n }\n\n /** Handler for wheel event on div */\n wheel(_e)\n {\n return false;\n }\n\n /**\n * Called on each tick\n * @param {number} elapsed time in millisecond since last update\n */\n update(_delta)\n {\n // Override for implementation\n }\n\n /** Called when the viewport is resized */\n resize()\n {\n // Override for implementation\n }\n\n /** Called when the viewport is manually moved */\n reset()\n {\n // Override for implementation\n }\n\n /** Pause the plugin */\n pause()\n {\n this.paused = true;\n }\n\n /** Un-pause the plugin */\n resume()\n {\n this.paused = false;\n }\n }\n\n var commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {};\n\n function getDefaultExportFromCjs (x) {\n \treturn x && x.__esModule && Object.prototype.hasOwnProperty.call(x, 'default') ? x['default'] : x;\n }\n\n function createCommonjsModule(fn, basedir, module) {\n \treturn module = {\n \t path: basedir,\n \t exports: {},\n \t require: function (path, base) {\n return commonjsRequire(path, (base === undefined || base === null) ? module.path : base);\n }\n \t}, fn(module, module.exports), module.exports;\n }\n\n function getDefaultExportFromNamespaceIfPresent (n) {\n \treturn n && Object.prototype.hasOwnProperty.call(n, 'default') ? n['default'] : n;\n }\n\n function getDefaultExportFromNamespaceIfNotNamed (n) {\n \treturn n && Object.prototype.hasOwnProperty.call(n, 'default') && Object.keys(n).length === 1 ? n['default'] : n;\n }\n\n function commonjsRequire () {\n \tthrow new Error('Dynamic requires are not currently supported by @rollup/plugin-commonjs');\n }\n\n var penner = createCommonjsModule(function (module, exports) {\n /*\n \tCopyright © 2001 Robert Penner\n \tAll rights reserved.\n\n \tRedistribution and use in source and binary forms, with or without modification, \n \tare permitted provided that the following conditions are met:\n\n \tRedistributions of source code must retain the above copyright notice, this list of \n \tconditions and the following disclaimer.\n \tRedistributions in binary form must reproduce the above copyright notice, this list \n \tof conditions and the following disclaimer in the documentation and/or other materials \n \tprovided with the distribution.\n\n \tNeither the name of the author nor the names of contributors may be used to endorse \n \tor promote products derived from this software without specific prior written permission.\n\n \tTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY \n \tEXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n \tMERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n \tCOPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n \tEXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n \tGOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED \n \tAND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n \tNEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED \n \tOF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n (function() {\n var penner, umd;\n\n umd = function(factory) {\n if ('object' === 'object') {\n return module.exports = factory;\n } else if (typeof undefined === 'function' && undefined.amd) {\n return undefined([], factory);\n } else {\n return this.penner = factory;\n }\n };\n\n penner = {\n linear: function(t, b, c, d) {\n return c * t / d + b;\n },\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n easeInOutQuad: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t + b;\n } else {\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n }\n },\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n easeOutCubic: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n },\n easeInOutCubic: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n },\n easeInQuart: function(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n },\n easeOutQuart: function(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n },\n easeInOutQuart: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t + b;\n } else {\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n },\n easeInQuint: function(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n },\n easeOutQuint: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n },\n easeInOutQuint: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n },\n easeInSine: function(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n },\n easeOutSine: function(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n },\n easeInOutSine: function(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n },\n easeInExpo: function(t, b, c, d) {\n if (t === 0) {\n return b;\n } else {\n return c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n },\n easeOutExpo: function(t, b, c, d) {\n if (t === d) {\n return b + c;\n } else {\n return c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n },\n easeInOutExpo: function(t, b, c, d) {\n if (t === 0) {\n b;\n }\n if (t === d) {\n b + c;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n } else {\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n },\n easeInCirc: function(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n },\n easeOutCirc: function(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n },\n easeInOutCirc: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n } else {\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n },\n easeInElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n },\n easeOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b;\n },\n easeInOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d / 2) === 2) {\n b + c;\n }\n if (!p) {\n p = d * (.3 * 1.5);\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n if (t < 1) {\n return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n } else {\n return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;\n }\n },\n easeInBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n },\n easeOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n },\n easeInOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b;\n } else {\n return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b;\n }\n },\n easeInBounce: function(t, b, c, d) {\n var v;\n v = penner.easeOutBounce(d - t, 0, c, d);\n return c - v + b;\n },\n easeOutBounce: function(t, b, c, d) {\n if ((t /= d) < 1 / 2.75) {\n return c * (7.5625 * t * t) + b;\n } else if (t < 2 / 2.75) {\n return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b;\n } else if (t < 2.5 / 2.75) {\n return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b;\n } else {\n return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b;\n }\n },\n easeInOutBounce: function(t, b, c, d) {\n var v;\n if (t < d / 2) {\n v = penner.easeInBounce(t * 2, 0, c, d);\n return v * .5 + b;\n } else {\n v = penner.easeOutBounce(t * 2 - d, 0, c, d);\n return v * .5 + c * .5 + b;\n }\n }\n };\n\n umd(penner);\n\n }).call(commonjsGlobal);\n });\n\n // eslint-disable-next-line\n\n /**\n * Returns correct Penner equation using string or Function.\n *\n * @internal\n * @ignore\n * @param {(function|string)} [ease]\n * @param {defaults} default penner equation to use if none is provided\n */\n // eslint-disable-next-line consistent-return\n function ease(ease, defaults)\n {\n if (!ease)\n {\n return penner[defaults];\n }\n else if (typeof ease === 'function')\n {\n return ease;\n }\n else if (typeof ease === 'string')\n {\n return penner[ease];\n }\n }\n\n /** Options for {@link Animate}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n const DEFAULT_ANIMATE_OPTIONS = {\n removeOnInterrupt: false,\n ease: 'linear',\n time: 1000,\n };\n\n /**\n * Animation plugin.\n *\n * @see Viewport#animate\n * @fires animate-end\n */\n class Animate extends Plugin\n {\n \n\n /** The starting x-coordinate of the viewport. */\n \n\n /** The starting y-coordinate of the viewport. */\n \n\n /** The change in the x-coordinate of the viewport through the animation.*/\n \n\n /** The change in the y-coordinate of the viewport through the animation. */\n \n\n /** Marks whether the center of the viewport is preserved in the animation. */\n \n\n /** The starting viewport width. */\n __init() {this.startWidth = null;}\n\n /** The starting viewport height. */\n __init2() {this.startHeight = null;}\n\n /** The change in the viewport's width through the animation. */\n __init3() {this.deltaWidth = null;}\n\n /** The change in the viewport's height through the animation. */\n __init4() {this.deltaHeight = null;}\n\n /** The viewport's width post-animation. */\n __init5() {this.width = null;}\n\n /** The viewport's height post-animation. */\n __init6() {this.height = null;}\n\n /** The time since the animation started. */\n __init7() {this.time = 0;}\n\n /**\n * This is called by {@link Viewport.animate}.\n *\n * @param parent\n * @param options\n */\n constructor(parent, options = {})\n {\n super(parent);Animate.prototype.__init.call(this);Animate.prototype.__init2.call(this);Animate.prototype.__init3.call(this);Animate.prototype.__init4.call(this);Animate.prototype.__init5.call(this);Animate.prototype.__init6.call(this);Animate.prototype.__init7.call(this);;\n\n this.options = Object.assign({}, DEFAULT_ANIMATE_OPTIONS, options);\n this.options.ease = ease(this.options.ease);\n\n this.setupPosition();\n this.setupZoom();\n\n this.time = 0;\n }\n\n /**\n * Setup `startX`, `startY`, `deltaX`, `deltaY`, `keepCenter`.\n *\n * This is called during construction.\n */\n setupPosition()\n {\n if (typeof this.options.position !== 'undefined')\n {\n this.startX = this.parent.center.x;\n this.startY = this.parent.center.y;\n this.deltaX = this.options.position.x - this.parent.center.x;\n this.deltaY = this.options.position.y - this.parent.center.y;\n this.keepCenter = false;\n }\n else\n {\n this.keepCenter = true;\n }\n }\n\n /**\n * Setup `startWidth, `startHeight`, `deltaWidth, `deltaHeight, `width`, `height`.\n *\n * This is called during construction.\n */\n setupZoom()\n {\n this.width = null;\n this.height = null;\n\n if (typeof this.options.scale !== 'undefined')\n {\n this.width = this.parent.screenWidth / this.options.scale;\n }\n else if (typeof this.options.scaleX !== 'undefined' || typeof this.options.scaleY !== 'undefined')\n {\n if (typeof this.options.scaleX !== 'undefined')\n {\n // screenSizeInWorldPixels = screenWidth / scale\n this.width = this.parent.screenWidth / this.options.scaleX;\n }\n if (typeof this.options.scaleY !== 'undefined')\n {\n this.height = this.parent.screenHeight / this.options.scaleY;\n }\n }\n else\n {\n if (typeof this.options.width !== 'undefined')\n {\n this.width = this.options.width;\n }\n if (typeof this.options.height !== 'undefined')\n {\n this.height = this.options.height;\n }\n }\n\n if (this.width !== null)\n {\n this.startWidth = this.parent.screenWidthInWorldPixels;\n this.deltaWidth = this.width - this.startWidth;\n }\n if (this.height !== null)\n {\n this.startHeight = this.parent.screenHeightInWorldPixels;\n this.deltaHeight = this.height - this.startHeight;\n }\n }\n\n down()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('animate');\n }\n\n return false;\n }\n\n complete()\n {\n this.parent.plugins.remove('animate');\n if (this.width !== null)\n {\n this.parent.fitWidth(this.width, this.keepCenter, this.height === null);\n }\n if (this.height !== null)\n {\n this.parent.fitHeight(this.height, this.keepCenter, this.width === null);\n }\n if (!this.keepCenter && this.options.position)\n {\n this.parent.moveCenter(this.options.position);\n }\n\n this.parent.emit('animate-end', this.parent);\n\n if (this.options.callbackOnComplete)\n {\n this.options.callbackOnComplete(this.parent);\n }\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n this.time += elapsed;\n\n const originalZoom = new math.Point(this.parent.scale.x, this.parent.scale.y);\n\n if (this.time >= this.options.time)\n {\n const originalWidth = this.parent.width;\n const originalHeight = this.parent.height;\n\n this.complete();\n if (originalWidth !== this.parent.width || originalHeight !== this.parent.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n else\n {\n const percent = this.options.ease(this.time, 0, 1, this.options.time);\n\n if (this.width !== null)\n {\n const startWidth = this.startWidth ;\n const deltaWidth = this.deltaWidth ;\n\n this.parent.fitWidth(\n startWidth + (deltaWidth * percent),\n this.keepCenter,\n this.height === null);\n }\n if (this.height !== null)\n {\n const startHeight = this.startHeight ;\n const deltaHeight = this.deltaHeight ;\n\n this.parent.fitHeight(\n startHeight + (deltaHeight * percent),\n this.keepCenter,\n this.width === null);\n }\n if (this.width === null)\n {\n this.parent.scale.x = this.parent.scale.y;\n }\n else if (this.height === null)\n {\n this.parent.scale.y = this.parent.scale.x;\n }\n if (!this.keepCenter)\n {\n const startX = this.startX ;\n const startY = this.startY ;\n const deltaX = this.deltaX ;\n const deltaY = this.deltaY ;\n const original = new math.Point(this.parent.x, this.parent.y);\n\n this.parent.moveCenter(startX + (deltaX * percent), startY + (deltaY * percent));\n this.parent.emit('moved', { viewport: this.parent, original, type: 'animate' });\n }\n if (this.width || this.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n }\n }\n\n function _optionalChain$1(ops) { let lastAccessLHS = undefined; let value = ops[0]; let i = 1; while (i < ops.length) { const op = ops[i]; const fn = ops[i + 1]; i += 2; if ((op === 'optionalAccess' || op === 'optionalCall') && value == null) { return undefined; } if (op === 'access' || op === 'optionalAccess') { lastAccessLHS = value; value = fn(value); } else if (op === 'call' || op === 'optionalCall') { value = fn((...args) => value.call(lastAccessLHS, ...args)); lastAccessLHS = undefined; } } return value; }\n\n\n\n\n\n /** Options for {@link Bounce}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n const DEFAULT_BOUNCE_OPTIONS = {\n sides: 'all',\n friction: 0.5,\n time: 150,\n ease: 'easeInOutSine',\n underflow: 'center',\n bounceBox: null\n };\n\n /**\n * @fires bounce-start-x\n * @fires bounce.end-x\n * @fires bounce-start-y\n * @fires bounce-end-y\n * @public\n */\n class Bounce extends Plugin\n {\n /** The options passed to initialize this plugin, cannot be modified again. */\n \n\n /** Holds whether to bounce from left side. */\n \n\n /** Holds whether to bounce from top side. */\n \n\n /** Holds whether to bounce from right side. */\n \n\n /** Holds whether to bounce from bottom side. */\n \n\n /** Direction of underflow along x-axis. */\n \n\n /** Direction of underflow along y-axis. */\n \n\n /** Easing */\n \n\n /** Bounce state along x-axis */\n \n\n /** Bounce state along y-axis */\n \n\n /**\n * This is called by {@link Viewport.bounce}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_BOUNCE_OPTIONS, options);\n this.ease = ease(this.options.ease, 'easeInOutSine');\n\n if (this.options.sides)\n {\n if (this.options.sides === 'all')\n {\n this.top = this.bottom = this.left = this.right = true;\n }\n else if (this.options.sides === 'horizontal')\n {\n this.right = this.left = true;\n this.top = this.bottom = false;\n }\n else if (this.options.sides === 'vertical')\n {\n this.left = this.right = false;\n this.top = this.bottom = true;\n }\n else\n {\n this.top = this.options.sides.indexOf('top') !== -1;\n this.bottom = this.options.sides.indexOf('bottom') !== -1;\n this.left = this.options.sides.indexOf('left') !== -1;\n this.right = this.options.sides.indexOf('right') !== -1;\n }\n }\n else\n {\n this.left = this.top = this.right = this.bottom = false;\n }\n\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n // eslint-disable-next-line no-nested-ternary\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n // eslint-disable-next-line no-nested-ternary\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n }\n\n this.reset();\n }\n\n isActive()\n {\n return this.toX !== null || this.toY !== null;\n }\n\n down()\n {\n this.toX = this.toY = null;\n\n return false;\n }\n\n up()\n {\n this.bounce();\n\n return false;\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n\n this.bounce();\n\n if (this.toX)\n {\n const toX = this.toX;\n\n toX.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-x' });\n\n if (toX.time >= this.options.time)\n {\n this.parent.x = toX.end;\n this.toX = null;\n this.parent.emit('bounce-x-end', this.parent);\n }\n else\n {\n this.parent.x = this.ease(toX.time, toX.start, toX.delta, this.options.time);\n }\n }\n\n if (this.toY)\n {\n const toY = this.toY;\n\n toY.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-y' });\n\n if (toY.time >= this.options.time)\n {\n this.parent.y = toY.end;\n this.toY = null;\n this.parent.emit('bounce-y-end', this.parent);\n }\n else\n {\n this.parent.y = this.ease(toY.time, toY.start, toY.delta, this.options.time);\n }\n }\n }\n\n /** @internal */\n calcUnderflowX()\n {\n let x;\n\n switch (this.underflowX)\n {\n case -1:\n x = 0;\n break;\n case 1:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n\n return x;\n }\n\n /** @internal */\n calcUnderflowY()\n {\n let y;\n\n switch (this.underflowY)\n {\n case -1:\n y = 0;\n break;\n case 1:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n\n return y;\n }\n\n oob()\n {\n const box = this.options.bounceBox;\n\n if (box)\n {\n const x1 = typeof box.x === 'undefined' ? 0 : box.x;\n const y1 = typeof box.y === 'undefined' ? 0 : box.y;\n const width = typeof box.width === 'undefined' ? this.parent.worldWidth : box.width;\n const height = typeof box.height === 'undefined' ? this.parent.worldHeight : box.height;\n\n return {\n left: this.parent.left < x1,\n right: this.parent.right > width,\n top: this.parent.top < y1,\n bottom: this.parent.bottom > height,\n topLeft: new math.Point(\n x1 * this.parent.scale.x,\n y1 * this.parent.scale.y\n ),\n bottomRight: new math.Point(\n (width * this.parent.scale.x) - this.parent.screenWidth,\n (height * this.parent.scale.y) - this.parent.screenHeight\n )\n };\n }\n\n return {\n left: this.parent.left < 0,\n right: this.parent.right > this.parent.worldWidth,\n top: this.parent.top < 0,\n bottom: this.parent.bottom > this.parent.worldHeight,\n topLeft: new math.Point(0, 0),\n bottomRight: new math.Point(\n (this.parent.worldWidth * this.parent.scale.x) - this.parent.screenWidth,\n (this.parent.worldHeight * this.parent.scale.y) - this.parent.screenHeight\n )\n };\n }\n\n bounce()\n {\n if (this.paused)\n {\n return;\n }\n\n let oob;\n let decelerate\n\n\n\n\n\n = this.parent.plugins.get('decelerate', true) ;\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n if ((decelerate.x && decelerate.percentChangeX === _optionalChain$1([decelerate, 'access', _ => _.options, 'optionalAccess', _2 => _2.friction]))\n || (decelerate.y && decelerate.percentChangeY === _optionalChain$1([decelerate, 'access', _3 => _3.options, 'optionalAccess', _4 => _4.friction])))\n {\n oob = this.oob();\n if ((oob.left && this.left) || (oob.right && this.right))\n {\n decelerate.percentChangeX = this.options.friction;\n }\n if ((oob.top && this.top) || (oob.bottom && this.bottom))\n {\n decelerate.percentChangeY = this.options.friction;\n }\n }\n }\n const drag = this.parent.plugins.get('drag', true) || {};\n const pinch = this.parent.plugins.get('pinch', true) || {};\n\n decelerate = decelerate || {};\n\n if (!_optionalChain$1([drag, 'optionalAccess', _5 => _5.active]) && !_optionalChain$1([pinch, 'optionalAccess', _6 => _6.active]) && ((!this.toX || !this.toY) && (!decelerate.x || !decelerate.y)))\n {\n oob = oob || this.oob();\n const topLeft = oob.topLeft;\n const bottomRight = oob.bottomRight;\n\n if (!this.toX && !decelerate.x)\n {\n let x = null;\n\n if (oob.left && this.left)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -topLeft.x;\n }\n else if (oob.right && this.right)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -bottomRight.x;\n }\n if (x !== null && this.parent.x !== x)\n {\n this.toX = { time: 0, start: this.parent.x, delta: x - this.parent.x, end: x };\n this.parent.emit('bounce-x-start', this.parent);\n }\n }\n if (!this.toY && !decelerate.y)\n {\n let y = null;\n\n if (oob.top && this.top)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -topLeft.y;\n }\n else if (oob.bottom && this.bottom)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -bottomRight.y;\n }\n if (y !== null && this.parent.y !== y)\n {\n this.toY = { time: 0, start: this.parent.y, delta: y - this.parent.y, end: y };\n this.parent.emit('bounce-y-start', this.parent);\n }\n }\n }\n }\n\n reset()\n {\n this.toX = this.toY = null;\n this.bounce();\n }\n }\n\n /**\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of the world offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight]\n * eg: to allow the world to be completely dragged offscreen, set\n * [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) =\n * the world is stuck to the appropriate boundaries\n *\n */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n const DEFAULT_CLAMP_OPTIONS = {\n left: false,\n right: false,\n top: false,\n bottom: false,\n direction: null,\n underflow: 'center'\n };\n\n /**\n * Plugin to clamp the viewport to a specific world bounding box.\n *\n * @public\n */\n class Clamp extends Plugin\n {\n /** Options used to initialize this plugin, cannot be modified later. */\n \n\n /** Last state of viewport */\n \n\n\n\n\n\n\n \n \n \n\n /**\n * This is called by {@link Viewport.clamp}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_OPTIONS, options);\n\n if (this.options.direction)\n {\n this.options.left = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.right = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.top = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n this.options.bottom = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n }\n\n this.parseUnderflow();\n this.last = { x: null, y: null, scaleX: null, scaleY: null };\n this.update();\n }\n\n parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'none')\n {\n this.noUnderflow = true;\n }\n else if (clamp === 'center')\n {\n this.underflowX = this.underflowY = 0;\n this.noUnderflow = false;\n }\n else\n {\n // eslint-disable-next-line no-nested-ternary\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n // eslint-disable-next-line no-nested-ternary\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n this.noUnderflow = false;\n }\n }\n\n move()\n {\n this.update();\n\n return false;\n }\n\n update()\n {\n if (this.paused)\n {\n return;\n }\n\n // only clamp on change\n if (this.parent.x === this.last.x\n && this.parent.y === this.last.y\n && this.parent.scale.x === this.last.scaleX\n && this.parent.scale.y === this.last.scaleY)\n {\n return;\n }\n const original = { x: this.parent.x, y: this.parent.y };\n // TODO: Fix\n const decelerate = (this.parent.plugins ).decelerate || {};\n\n if (this.options.left !== null || this.options.right !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n if (this.parent.x !== 0)\n {\n this.parent.x = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.x !== this.parent.screenWidth - this.parent.screenWorldWidth)\n {\n this.parent.x = this.parent.screenWidth - this.parent.screenWorldWidth;\n moved = true;\n }\n break;\n default:\n if (this.parent.x !== (this.parent.screenWidth - this.parent.screenWorldWidth) / 2)\n {\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.left !== null)\n {\n if (this.parent.left < (this.options.left === true ? 0 : this.options.left))\n {\n this.parent.x = -(this.options.left === true ? 0 : this.options.left) * this.parent.scale.x;\n decelerate.x = 0;\n moved = true;\n }\n }\n if (this.options.right !== null)\n {\n if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right))\n {\n this.parent.x = (-(this.options.right === true ? this.parent.worldWidth : this.options.right)\n * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-x' });\n }\n }\n if (this.options.top !== null || this.options.bottom !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n if (this.parent.y !== 0)\n {\n this.parent.y = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.y !== this.parent.screenHeight - this.parent.screenWorldHeight)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n moved = true;\n }\n break;\n default:\n if (this.parent.y !== (this.parent.screenHeight - this.parent.screenWorldHeight) / 2)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.top !== null)\n {\n if (this.parent.top < (this.options.top === true ? 0 : this.options.top))\n {\n this.parent.y = -(this.options.top === true ? 0 : this.options.top)\n * this.parent.scale.y;\n decelerate.y = 0;\n moved = true;\n }\n }\n if (this.options.bottom !== null)\n {\n if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom))\n {\n this.parent.y = (-(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)\n * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-y' });\n }\n }\n this.last.x = this.parent.x;\n this.last.y = this.parent.y;\n this.last.scaleX = this.parent.scale.x;\n this.last.scaleY = this.parent.scale.y;\n }\n\n reset()\n {\n this.update();\n }\n }\n\n /**\n * Options for {@link ClampZoom}.\n *\n * Use either minimum width/height or minimum scale\n */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n const DEFAULT_CLAMP_ZOOM_OPTIONS = {\n minWidth: null,\n minHeight: null,\n maxWidth: null,\n maxHeight: null,\n minScale: null,\n maxScale: null\n };\n\n /**\n * Plugin to clamp the viewport's zoom to a specific range.\n *\n * @public\n */\n class ClampZoom extends Plugin\n {\n \n\n /**\n * This is called by {@link Viewport.clampZoom}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_ZOOM_OPTIONS, options);\n\n this.clamp();\n }\n\n resize()\n {\n this.clamp();\n }\n\n /** Clamp the viewport scale zoom) */\n clamp()\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.options.minWidth || this.options.minHeight || this.options.maxWidth || this.options.maxHeight)\n {\n let width = this.parent.worldScreenWidth;\n let height = this.parent.worldScreenHeight;\n\n if (this.options.minWidth !== null && width < this.options.minWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.minWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxWidth !== null && width > this.options.maxWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.maxWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.minHeight !== null && height < this.options.minHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.minHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxHeight !== null && height > this.options.maxHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.maxHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n else\n if (this.options.minScale || this.options.maxScale)\n {\n const minScale = { x: null, y: null };\n const maxScale = { x: null, y: null };\n\n if (typeof this.options.minScale === 'number')\n {\n minScale.x = this.options.minScale;\n minScale.y = this.options.minScale;\n }\n else if (this.options.minScale !== null)\n {\n const optsMinScale = this.options.minScale ;\n\n minScale.x = typeof optsMinScale.x === 'undefined' ? null : optsMinScale.x;\n minScale.y = typeof optsMinScale.y === 'undefined' ? null : optsMinScale.y;\n }\n\n if (typeof this.options.maxScale === 'number')\n {\n maxScale.x = this.options.maxScale;\n maxScale.y = this.options.maxScale;\n }\n else if (this.options.maxScale !== null)\n {\n const optsMaxScale = this.options.maxScale ;\n\n maxScale.x = typeof optsMaxScale.x === 'undefined' ? null : optsMaxScale.x;\n maxScale.y = typeof optsMaxScale.y === 'undefined' ? null : optsMaxScale.y;\n }\n\n let scaleX = this.parent.scale.x;\n let scaleY = this.parent.scale.y;\n\n if (minScale.x !== null && scaleX < minScale.x)\n {\n scaleX = minScale.x;\n }\n if (maxScale.x !== null && scaleX > maxScale.x)\n {\n scaleX = maxScale.x;\n }\n if (minScale.y !== null && scaleY < minScale.y)\n {\n scaleY = minScale.y;\n }\n if (maxScale.y !== null && scaleY > maxScale.y)\n {\n scaleY = maxScale.y;\n }\n if (scaleX !== this.parent.scale.x || scaleY !== this.parent.scale.y)\n {\n this.parent.scale.set(scaleX, scaleY);\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n }\n\n reset()\n {\n this.clamp();\n }\n }\n\n /** This allows independent x and y values for min/maxScale */\n\n const DEFAULT_DECELERATE_OPTIONS = {\n friction: 0.98,\n bounce: 0.8,\n minSpeed: 0.01\n };\n\n /**\n * Time period of decay (1 frame)\n *\n * @internal\n * @ignore\n */\n const TP = 16;\n\n /**\n * Plugin to decelerate viewport velocity smoothly after panning ends.\n *\n * @public\n */\n class Decelerate extends Plugin\n {\n /** Options used to initialize this plugin. */\n \n\n /**\n * x-component of the velocity of viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n \n\n /**\n * y-component of the velocity of the viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n \n\n /**\n * The decay factor for the x-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n \n\n /**\n * The decay factor for the y-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n \n\n /** Saved list of recent viewport position snapshots, to estimate velocity. */\n \n\n /** The time since the user released panning of the viewport. */\n \n\n /**\n * This is called by {@link Viewport.decelerate}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DECELERATE_OPTIONS, options);\n this.saved = [];\n this.timeSinceRelease = 0;\n\n this.reset();\n this.parent.on('moved', (data) => this.moved(data));\n }\n\n down()\n {\n this.saved = [];\n this.x = this.y = null;\n\n return false;\n }\n\n isActive()\n {\n return !!(this.x || this.y);\n }\n\n move()\n {\n if (this.paused)\n {\n return false;\n }\n\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n this.saved.push({ x: this.parent.x, y: this.parent.y, time: performance.now() });\n\n if (this.saved.length > 60)\n {\n this.saved.splice(0, 30);\n }\n }\n\n // Silently recording viewport positions\n return false;\n }\n\n /** Listener to viewport's \"moved\" event. */\n moved(data)\n {\n if (this.saved.length)\n {\n const last = this.saved[this.saved.length - 1];\n\n if (data.type === 'clamp-x')\n {\n if (last.x === data.original.x)\n {\n last.x = this.parent.x;\n }\n }\n else if (data.type === 'clamp-y')\n {\n if (last.y === data.original.y)\n {\n last.y = this.parent.y;\n }\n }\n }\n }\n\n up()\n {\n if (this.parent.input.count() === 0 && this.saved.length)\n {\n const now = performance.now();\n\n for (const save of this.saved)\n {\n if (save.time >= now - 100)\n {\n const time = now - save.time;\n\n this.x = (this.parent.x - save.x) / time;\n this.y = (this.parent.y - save.y) / time;\n this.percentChangeX = this.percentChangeY = this.options.friction;\n this.timeSinceRelease = 0;\n break;\n }\n }\n }\n\n return false;\n }\n\n /**\n * Manually activate deceleration, starting from the (x, y) velocity components passed in the options.\n *\n * @param {object} options\n * @param {number} [options.x] - Specify x-component of initial velocity.\n * @param {number} [options.y] - Specify y-component of initial velocity.\n */\n activate(options)\n {\n options = options || {};\n\n if (typeof options.x !== 'undefined')\n {\n this.x = options.x;\n this.percentChangeX = this.options.friction;\n }\n if (typeof options.y !== 'undefined')\n {\n this.y = options.y;\n this.percentChangeY = this.options.friction;\n }\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n\n /*\n * See https://github.com/davidfig/pixi-viewport/issues/271 for math.\n *\n * The viewport velocity (this.x, this.y) decays exponentially by the the decay factor\n * (this.percentChangeX, this.percentChangeY) each frame. This velocity function is integrated\n * to calculate the displacement.\n */\n\n const moved = this.x || this.y;\n\n const ti = this.timeSinceRelease;\n const tf = this.timeSinceRelease + elapsed;\n\n if (this.x)\n {\n const k = this.percentChangeX;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport x-coordinate.\n this.parent.x += ((this.x * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on x-component of velocity\n this.x *= Math.pow(this.percentChangeX, elapsed / TP);\n }\n if (this.y)\n {\n const k = this.percentChangeY;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport y-coordinate.\n this.parent.y += ((this.y * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on y-component of velocity\n this.y *= Math.pow(this.percentChangeY, elapsed / TP);\n }\n\n this.timeSinceRelease += elapsed;\n\n // End decelerate velocity once it goes under a certain amount of precision.\n if (this.x && this.y)\n {\n if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed)\n {\n this.x = 0;\n this.y = 0;\n }\n }\n else\n {\n if (Math.abs(this.x || 0) < this.options.minSpeed)\n {\n this.x = 0;\n }\n if (Math.abs(this.y || 0) < this.options.minSpeed)\n {\n this.y = 0;\n }\n }\n\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, type: 'decelerate' });\n }\n }\n\n reset()\n {\n this.x = this.y = null;\n }\n }\n\n /** Options for {@link Drag}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n const DEFAULT_DRAG_OPTIONS = {\n direction: 'all',\n pressDrag: true,\n wheel: true,\n wheelScroll: 1,\n reverse: false,\n clampWheel: false,\n underflow: 'center',\n factor: 1,\n mouseButtons: 'all',\n keyToPress: null,\n ignoreKeyToPressOnTouch: false,\n lineHeight: 20,\n wheelSwapAxes: false,\n };\n\n /**\n * Plugin to enable panning/dragging of the viewport to move around.\n *\n * @public\n */\n class Drag extends Plugin\n {\n /** Options used to initialize this plugin, cannot be modified later. */\n \n\n /** Flags when viewport is moving. */\n \n\n /** Factor to apply from {@link IDecelerateOptions}'s reverse. */\n \n\n /** Holds whether dragging is enabled along the x-axis. */\n \n\n /** Holds whether dragging is enabled along the y-axis. */\n \n\n /** Flags whether the keys required to drag are pressed currently. */\n \n\n /** Holds whether the left, center, and right buttons are required to pan. */\n \n\n /** Underflow factor along x-axis */\n \n\n /** Underflow factor along y-axis */\n \n\n /** Last pointer position while panning. */\n \n\n /** The ID of the pointer currently panning the viewport. */\n \n\n /** Array of event-handlers for window */\n __init() {this.windowEventHandlers = new Array();}\n\n /**\n * This is called by {@link Viewport.drag}.\n */\n constructor(parent, options = {})\n {\n super(parent);Drag.prototype.__init.call(this);;\n\n this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options);\n this.moved = false;\n this.reverse = this.options.reverse ? 1 : -1;\n this.xDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'x';\n this.yDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'y';\n this.keyIsPressed = false;\n\n this.parseUnderflow();\n this.mouseButtons(this.options.mouseButtons);\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger drag event\n */\n handleKeyPresses(codes)\n {\n const keydownHandler = (e) => {\n if (codes.includes(e.code))\n { this.keyIsPressed = true; }\n };\n\n const keyupHandler = (e) => {\n if (codes.includes(e.code))\n { this.keyIsPressed = false; }\n };\n\n this.addWindowEventHandler(\"keyup\", keyupHandler);\n this.addWindowEventHandler(\"keydown\", keydownHandler);\n }\n\n addWindowEventHandler(event, handler)\n {\n window.addEventListener(event, handler);\n this.windowEventHandlers.push({event, handler});\n }\n\n destroy()\n {\n this.windowEventHandlers.forEach(({event, handler}) => {\n window.removeEventListener(event, handler);\n });\n }\n\n /**\n * initialize mousebuttons array\n * @param {string} buttons\n */\n mouseButtons(buttons)\n {\n if (!buttons || buttons === 'all')\n {\n this.mouse = [true, true, true];\n }\n else\n {\n this.mouse = [\n buttons.indexOf('left') !== -1,\n buttons.indexOf('middle') !== -1,\n buttons.indexOf('right') !== -1\n ];\n }\n }\n\n parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n if (clamp.includes('left'))\n {\n this.underflowX = -1;\n }\n else if (clamp.includes('right'))\n {\n this.underflowX = 1;\n }\n else\n {\n this.underflowX = 0;\n }\n if (clamp.includes('top'))\n {\n this.underflowY = -1;\n }\n else if (clamp.includes('bottom'))\n {\n this.underflowY = 1;\n }\n else\n {\n this.underflowY = 0;\n }\n }\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n checkButtons(event)\n {\n const isMouse = event.data.pointerType === 'mouse';\n const count = this.parent.input.count();\n\n if ((count === 1) || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n if (!isMouse || this.mouse[event.data.button])\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n checkKeyPress(event)\n {\n return (!this.options.keyToPress\n || this.keyIsPressed\n || (this.options.ignoreKeyToPressOnTouch && event.data.pointerType === 'touch'));\n }\n\n down(event)\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.checkButtons(event) && this.checkKeyPress(event))\n {\n this.last = { x: event.data.global.x, y: event.data.global.y };\n this.current = event.data.pointerId;\n\n return true;\n }\n this.last = null;\n\n return false;\n }\n\n get active()\n {\n return this.moved;\n }\n\n move(event)\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.last && this.current === event.data.pointerId)\n {\n const x = event.data.global.x;\n const y = event.data.global.y;\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n const distX = x - this.last.x;\n const distY = y - this.last.y;\n\n if (this.moved\n || ((this.xDirection && this.parent.input.checkThreshold(distX))\n || (this.yDirection && this.parent.input.checkThreshold(distY))))\n {\n const newPoint = { x, y };\n\n if (this.xDirection)\n {\n this.parent.x += (newPoint.x - this.last.x) * this.options.factor;\n }\n if (this.yDirection)\n {\n this.parent.y += (newPoint.y - this.last.y) * this.options.factor;\n }\n this.last = newPoint;\n if (!this.moved)\n {\n this.parent.emit('drag-start', {\n event,\n screen: new math.Point(this.last.x, this.last.y),\n world: this.parent.toWorld(new math.Point(this.last.x, this.last.y)),\n viewport: this.parent\n });\n }\n this.moved = true;\n this.parent.emit('moved', { viewport: this.parent, type: 'drag' });\n\n return true;\n }\n }\n else\n {\n this.moved = false;\n }\n }\n\n return false;\n }\n\n up(event)\n {\n if (this.paused)\n {\n return false;\n }\n\n const touches = this.parent.input.touches;\n\n if (touches.length === 1)\n {\n const pointer = touches[0];\n\n if (pointer.last)\n {\n this.last = { x: pointer.last.x, y: pointer.last.y };\n this.current = pointer.id;\n }\n this.moved = false;\n\n return true;\n }\n else if (this.last)\n {\n if (this.moved)\n {\n const screen = new math.Point(this.last.x, this.last.y);\n\n this.parent.emit('drag-end', {\n event, screen,\n world: this.parent.toWorld(screen),\n viewport: this.parent,\n });\n this.last = null;\n this.moved = false;\n\n return true;\n }\n }\n\n return false;\n }\n\n wheel(event)\n {\n if (this.paused)\n {\n return false;\n }\n\n if (this.options.wheel)\n {\n const wheel = this.parent.plugins.get('wheel', true);\n\n if (!wheel || (!wheel.options.wheelZoom && !event.ctrlKey))\n {\n const step = event.deltaMode ? this.options.lineHeight : 1;\n\n const deltas = [event.deltaX, event.deltaY];\n const [deltaX, deltaY] = this.options.wheelSwapAxes ? deltas.reverse() : deltas;\n\n if (this.xDirection)\n {\n this.parent.x += deltaX * step * this.options.wheelScroll * this.reverse;\n }\n if (this.yDirection)\n {\n this.parent.y += deltaY * step * this.options.wheelScroll * this.reverse;\n }\n if (this.options.clampWheel)\n {\n this.clamp();\n }\n this.parent.emit('wheel-scroll', this.parent);\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n if (!this.parent.options.passiveWheel)\n {\n event.preventDefault();\n }\n if (this.parent.options.stopPropagation)\n {\n event.stopPropagation();\n }\n\n return true;\n }\n }\n\n return false;\n }\n\n resume()\n {\n this.last = null;\n this.paused = false;\n }\n\n clamp()\n {\n const decelerate = this.parent.plugins.get('decelerate', true) || {};\n\n if (this.options.clampWheel !== 'y')\n {\n if (this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n this.parent.x = 0;\n break;\n case 1:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n }\n else\n if (this.parent.left < 0)\n {\n this.parent.x = 0;\n decelerate.x = 0;\n }\n else if (this.parent.right > this.parent.worldWidth)\n {\n this.parent.x = (-this.parent.worldWidth * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n }\n }\n if (this.options.clampWheel !== 'x')\n {\n if (this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n this.parent.y = 0;\n break;\n case 1:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n }\n else\n {\n if (this.parent.top < 0)\n {\n this.parent.y = 0;\n decelerate.y = 0;\n }\n if (this.parent.bottom > this.parent.worldHeight)\n {\n this.parent.y = (-this.parent.worldHeight * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n }\n }\n }\n }\n }\n\n /** Options for {@link Follow}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n const DEFAULT_FOLLOW_OPTIONS = {\n speed: 0,\n acceleration: null,\n radius: null\n };\n\n /**\n * Plugin to follow a display-object.\n *\n * @see Viewport.follow\n * @public\n */\n class Follow extends Plugin\n {\n /** The options used to initialize this plugin. */\n \n\n /** The target this plugin will make the viewport follow. */\n \n\n /** The velocity provided the viewport by following, at the current time. */\n \n\n /**\n * This is called by {@link Viewport.follow}.\n *\n * @param parent\n * @param target - target to follow\n * @param options\n */\n constructor(parent, target, options = {})\n {\n super(parent);\n\n this.target = target;\n this.options = Object.assign({}, DEFAULT_FOLLOW_OPTIONS, options);\n this.velocity = { x: 0, y: 0 };\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n\n const center = this.parent.center;\n let toX = this.target.x;\n let toY = this.target.y;\n\n if (this.options.radius)\n {\n const distance = Math.sqrt(Math.pow(this.target.y - center.y, 2) + Math.pow(this.target.x - center.x, 2));\n\n if (distance > this.options.radius)\n {\n const angle = Math.atan2(this.target.y - center.y, this.target.x - center.x);\n\n toX = this.target.x - (Math.cos(angle) * this.options.radius);\n toY = this.target.y - (Math.sin(angle) * this.options.radius);\n }\n else\n {\n return;\n }\n }\n\n const deltaX = toX - center.x;\n const deltaY = toY - center.y;\n\n if (deltaX || deltaY)\n {\n if (this.options.speed)\n {\n if (this.options.acceleration)\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const distance = Math.sqrt(Math.pow(deltaX, 2) + Math.pow(deltaY, 2));\n\n if (distance)\n {\n const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2))\n / (2 * this.options.acceleration);\n\n if (distance > decelerationDistance)\n {\n this.velocity = {\n x: Math.min(this.velocity.x + (this.options.acceleration * elapsed, this.options.speed)),\n y: Math.min(this.velocity.y + (this.options.acceleration * elapsed, this.options.speed))\n };\n }\n else\n {\n this.velocity = {\n x: Math.max(this.velocity.x - (this.options.acceleration * this.options.speed), 0),\n y: Math.max(this.velocity.y - (this.options.acceleration * this.options.speed), 0)\n };\n }\n const changeX = Math.cos(angle) * this.velocity.x;\n const changeY = Math.sin(angle) * this.velocity.y;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const changeX = Math.cos(angle) * this.options.speed;\n const changeY = Math.sin(angle) * this.options.speed;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n this.parent.moveCenter(toX, toY);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n }\n }\n\n /** Insets for mouse edges scrolling regions */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n const MOUSE_EDGES_OPTIONS = {\n radius: null,\n distance: null,\n top: null,\n bottom: null,\n left: null,\n right: null,\n speed: 8,\n reverse: false,\n noDecelerate: false,\n linear: false,\n allowButtons: false,\n };\n\n /**\n * Scroll viewport when mouse hovers near one of the edges.\n *\n * @event mouse-edge-start(Viewport) emitted when mouse-edge starts\n * @event mouse-edge-end(Viewport) emitted when mouse-edge ends\n */\n class MouseEdges extends Plugin\n {\n /** Options used to initialize this plugin, cannot be modified later. */\n \n\n /** Factor from reverse option. */\n \n\n /** Radius squared */\n \n\n /** Scroll region size on the left side. */\n \n\n /** Scroll region size on the top size. */\n \n\n /** Scroll region size on the right side. */\n \n\n /** Scroll region size on the bottom side. */\n \n\n \n\n \n\n /**\n * This is called by {@link Viewport.mouseEdges}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, MOUSE_EDGES_OPTIONS, options);\n this.reverse = this.options.reverse ? 1 : -1;\n this.radiusSquared = typeof this.options.radius === 'number' ? Math.pow(this.options.radius, 2) : null;\n\n this.resize();\n }\n\n resize()\n {\n const distance = this.options.distance;\n\n if (distance !== null)\n {\n this.left = distance;\n this.top = distance;\n this.right = this.parent.screenWidth - distance;\n this.bottom = this.parent.screenHeight - distance;\n }\n else if (!this.options.radius)\n {\n this.left = this.options.left;\n this.top = this.options.top;\n this.right = this.options.right === null ? null : this.parent.screenWidth - this.options.right;\n this.bottom = this.options.bottom === null ? null : this.parent.screenHeight - this.options.bottom;\n }\n }\n\n down()\n {\n if (this.paused)\n {\n return false;\n }\n if (!this.options.allowButtons)\n {\n this.horizontal = this.vertical = null;\n }\n\n return false;\n }\n\n move(event)\n {\n if (this.paused)\n {\n return false;\n }\n if ((event.data.pointerType !== 'mouse' && event.data.identifier !== 1)\n || (!this.options.allowButtons && event.data.buttons !== 0))\n {\n return false;\n }\n\n const x = event.data.global.x;\n const y = event.data.global.y;\n\n if (this.radiusSquared)\n {\n const center = this.parent.toScreen(this.parent.center);\n const distance = Math.pow(center.x - x, 2) + Math.pow(center.y - y, 2);\n\n if (distance >= this.radiusSquared)\n {\n const angle = Math.atan2(center.y - y, center.x - x);\n\n if (this.options.linear)\n {\n this.horizontal = Math.round(Math.cos(angle)) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.round(Math.sin(angle)) * this.options.speed * this.reverse * (60 / 1000);\n }\n else\n {\n this.horizontal = Math.cos(angle) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.sin(angle) * this.options.speed * this.reverse * (60 / 1000);\n }\n }\n else\n {\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n\n this.horizontal = this.vertical = 0;\n }\n }\n else\n {\n if (this.left !== null && x < this.left)\n {\n this.horizontal = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.right !== null && x > this.right)\n {\n this.horizontal = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateHorizontal();\n this.horizontal = 0;\n }\n if (this.top !== null && y < this.top)\n {\n this.vertical = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.bottom !== null && y > this.bottom)\n {\n this.vertical = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateVertical();\n this.vertical = 0;\n }\n }\n\n return false;\n }\n\n decelerateHorizontal()\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.horizontal && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ x: (this.horizontal * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n decelerateVertical()\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.vertical && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ y: (this.vertical * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n up()\n {\n if (this.paused)\n {\n return false;\n }\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n this.horizontal = this.vertical = null;\n\n return false;\n }\n\n update()\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.horizontal || this.vertical)\n {\n const center = this.parent.center;\n\n if (this.horizontal)\n {\n center.x += this.horizontal * this.options.speed;\n }\n if (this.vertical)\n {\n center.y += this.vertical * this.options.speed;\n }\n\n this.parent.moveCenter(center);\n this.parent.emit('moved', { viewport: this.parent, type: 'mouse-edges' });\n }\n }\n }\n\n /** Options for {@link Pinch}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n const DEFAULT_PINCH_OPTIONS = {\n noDrag: false,\n percent: 1,\n center: null,\n factor: 1,\n axis: 'all',\n };\n\n /**\n * Plugin for enabling two-finger pinching (or dragging).\n *\n * @public\n */\n class Pinch extends Plugin\n {\n /** Options used to initialize this plugin. */\n \n\n /** Flags whether this plugin is active, i.e. a pointer is down on the viewport. */\n __init() {this.active = false;}\n\n /** Flags whether the viewport is being pinched. */\n __init2() {this.pinching = false;}\n\n __init3() {this.moved = false;}\n \n\n /**\n * This is called by {@link Viewport.pinch}.\n */\n constructor(parent, options = {})\n {\n super(parent);Pinch.prototype.__init.call(this);Pinch.prototype.__init2.call(this);Pinch.prototype.__init3.call(this);;\n this.options = Object.assign({}, DEFAULT_PINCH_OPTIONS, options);\n }\n\n down()\n {\n if (this.parent.input.count() >= 2)\n {\n this.active = true;\n\n return true;\n }\n\n return false;\n }\n\n isAxisX()\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n isAxisY()\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n move(e)\n {\n if (this.paused || !this.active)\n {\n return false;\n }\n\n const x = e.data.global.x;\n const y = e.data.global.y;\n\n const pointers = this.parent.input.touches;\n\n if (pointers.length >= 2)\n {\n const first = pointers[0] ;\n const second = pointers[1] ;\n const last = (first.last && second.last)\n ? Math.sqrt(Math.pow(second.last.x - first.last.x, 2) + Math.pow(second.last.y - first.last.y, 2))\n : null;\n\n if (first.id === e.data.pointerId)\n {\n first.last = { x, y, data: e.data } ;\n }\n else if (second.id === e.data.pointerId)\n {\n second.last = { x, y, data: e.data } ;\n }\n if (last)\n {\n let oldPoint;\n\n const point = {\n x: (first.last ).x\n + (((second.last ).x - (first.last ).x) / 2),\n y: (first.last ).y\n + (((second.last ).y - (first.last ).y) / 2),\n };\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n let dist = Math.sqrt(Math.pow(\n (second.last ).x - (first.last ).x, 2)\n + Math.pow((second.last ).y - (first.last ).y, 2));\n\n dist = dist === 0 ? dist = 0.0000000001 : dist;\n\n const change = (1 - (last / dist)) * this.options.percent\n * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y);\n\n if (this.isAxisX())\n {\n this.parent.scale.x += change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'pinch', center: point });\n\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += (point.x - newPoint.x) * this.options.factor;\n this.parent.y += (point.y - newPoint.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n if (!this.options.noDrag && this.lastCenter)\n {\n this.parent.x += (point.x - this.lastCenter.x) * this.options.factor;\n this.parent.y += (point.y - this.lastCenter.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n\n this.lastCenter = point;\n this.moved = true;\n }\n else if (!this.pinching)\n {\n this.parent.emit('pinch-start', this.parent);\n this.pinching = true;\n }\n\n return true;\n }\n\n return false;\n }\n\n up()\n {\n if (this.pinching)\n {\n if (this.parent.input.touches.length <= 1)\n {\n this.active = false;\n this.lastCenter = null;\n this.pinching = false;\n this.moved = false;\n this.parent.emit('pinch-end', this.parent);\n\n return true;\n }\n }\n\n return false;\n }\n }\n\n const DEFAULT_SNAP_OPTIONS = {\n topLeft: false,\n friction: 0.8,\n time: 1000,\n ease: 'easeInOutSine',\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false\n };\n\n /**\n * @event snap-start(Viewport) emitted each time a snap animation starts\n * @event snap-restart(Viewport) emitted each time a snap resets because of a change in viewport size\n * @event snap-end(Viewport) emitted each time snap reaches its target\n * @event snap-remove(Viewport) emitted if snap plugin is removed\n */\n class Snap extends Plugin\n {\n \n \n \n \n\n \n \n \n \n \n \n\n /**\n * This is called by {@link Viewport.snap}.\n */\n constructor(parent, x, y, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_SNAP_OPTIONS, options);\n this.ease = ease(options.ease, 'easeInOutSine');\n this.x = x;\n this.y = y;\n\n if (this.options.forceStart)\n {\n this.snapStart();\n }\n }\n\n snapStart()\n {\n this.percent = 0;\n this.snapping = { time: 0 };\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n this.deltaX = this.x - current.x;\n this.deltaY = this.y - current.y;\n this.startX = current.x;\n this.startY = current.y;\n this.parent.emit('snap-start', this.parent);\n }\n\n wheel()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n\n return false;\n }\n\n down()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n up()\n {\n if (this.parent.input.count() === 0)\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n decelerate.percentChangeX = decelerate.percentChangeY = this.options.friction;\n }\n }\n\n return false;\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n if (!this.snapping)\n {\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n if (current.x !== this.x || current.y !== this.y)\n {\n this.snapStart();\n }\n }\n else\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n let finished;\n let x;\n let y;\n\n const startX = this.startX ;\n const startY = this.startY ;\n const deltaX = this.deltaX ;\n const deltaY = this.deltaY ;\n\n if (snapping.time > this.options.time)\n {\n finished = true;\n x = startX + deltaX;\n y = startY + deltaY;\n }\n else\n {\n const percent = this.ease(snapping.time, 0, 1, this.options.time);\n\n x = startX + (deltaX * percent);\n y = startY + (deltaY * percent);\n }\n if (this.options.topLeft)\n {\n this.parent.moveCorner(x, y);\n }\n else\n {\n this.parent.moveCenter(x, y);\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'snap' });\n\n if (finished)\n {\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap');\n }\n this.parent.emit('snap-end', this.parent);\n this.snapping = null;\n }\n }\n }\n }\n\n /** Options for {@link SnapZoom}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n const DEFAULT_SNAP_ZOOM_OPTIONS = {\n width: 0,\n height: 0,\n time: 1000,\n ease: 'easeInOutSine',\n center: null,\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false,\n noMove: false\n };\n\n /**\n * @event snap-zoom-start(Viewport) emitted each time a fit animation starts\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n */\n class SnapZoom extends Plugin\n {\n \n\n \n \n \n \n \n \n\n\n\n\n\n\n\n /**\n * This is called by {@link Viewport.snapZoom}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_SNAP_ZOOM_OPTIONS, options);\n this.ease = ease(this.options.ease);\n\n // Assign defaults for typescript.\n this.xIndependent = false;\n this.yIndependent = false;\n this.xScale = 0;\n this.yScale = 0;\n\n if (this.options.width > 0)\n {\n this.xScale = parent.screenWidth / this.options.width;\n this.xIndependent = true;\n }\n if (this.options.height > 0)\n {\n this.yScale = parent.screenHeight / this.options.height;\n this.yIndependent = true;\n }\n\n this.xScale = this.xIndependent ? (this.xScale ) : (this.yScale );\n this.yScale = this.yIndependent ? (this.yScale ) : this.xScale;\n\n if (this.options.time === 0)\n {\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.x = this.xScale;\n\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.y = this.yScale;\n\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n }\n else if (options.forceStart)\n {\n this.createSnapping();\n }\n }\n\n createSnapping()\n {\n const startWorldScreenWidth = this.parent.worldScreenWidth;\n const startWorldScreenHeight = this.parent.worldScreenHeight;\n const endWorldScreenWidth = this.parent.screenWidth / this.xScale;\n const endWorldScreenHeight = this.parent.screenHeight / this.yScale;\n\n this.snapping = {\n time: 0,\n startX: startWorldScreenWidth,\n startY: startWorldScreenHeight,\n deltaX: endWorldScreenWidth - startWorldScreenWidth,\n deltaY: endWorldScreenHeight - startWorldScreenHeight\n };\n\n this.parent.emit('snap-zoom-start', this.parent);\n }\n\n resize()\n {\n this.snapping = null;\n\n if (this.options.width > 0)\n {\n this.xScale = this.parent.screenWidth / this.options.width;\n }\n if (this.options.height > 0)\n {\n this.yScale = this.parent.screenHeight / this.options.height;\n }\n this.xScale = this.xIndependent ? this.xScale : this.yScale;\n this.yScale = this.yIndependent ? this.yScale : this.xScale;\n }\n\n wheel()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n\n return false;\n }\n\n down()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n\n let oldCenter;\n\n if (!this.options.center && !this.options.noMove)\n {\n oldCenter = this.parent.center;\n }\n if (!this.snapping)\n {\n if (this.parent.scale.x !== this.xScale || this.parent.scale.y !== this.yScale)\n {\n this.createSnapping();\n }\n }\n else if (this.snapping)\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n\n if (snapping.time >= this.options.time)\n {\n this.parent.scale.set(this.xScale, this.yScale);\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n this.parent.emit('snap-zoom-end', this.parent);\n this.snapping = null;\n }\n else\n {\n const snapping = this.snapping;\n const worldScreenWidth = this.ease(snapping.time, snapping.startX, snapping.deltaX, this.options.time);\n const worldScreenHeight = this.ease(snapping.time, snapping.startY, snapping.deltaY, this.options.time);\n\n this.parent.scale.x = this.parent.screenWidth / worldScreenWidth;\n this.parent.scale.y = this.parent.screenHeight / worldScreenHeight;\n }\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (!this.options.noMove)\n {\n if (!this.options.center)\n {\n this.parent.moveCenter(oldCenter );\n }\n else\n {\n this.parent.moveCenter(this.options.center);\n }\n }\n }\n }\n\n resume()\n {\n this.snapping = null;\n super.resume();\n }\n }\n\n /** Options for {@link Wheel}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n const DEFAULT_WHEEL_OPTIONS = {\n percent: 0.1,\n smooth: false,\n interrupt: true,\n reverse: false,\n center: null,\n lineHeight: 20,\n axis: 'all',\n keyToPress: null,\n trackpadPinch: false,\n wheelZoom: true,\n };\n\n /**\n * Plugin for handling wheel scrolling for viewport zoom.\n *\n * @event wheel({wheel: {dx, dy, dz}, event, viewport})\n */\n class Wheel extends Plugin\n {\n \n\n \n \n \n\n /** Flags whether the keys required to zoom are pressed currently. */\n \n\n /**\n * This is called by {@link Viewport.wheel}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_WHEEL_OPTIONS, options);\n this.keyIsPressed = false;\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger zoom event\n */\n handleKeyPresses(codes)\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = true;\n }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = false;\n }\n });\n }\n\n checkKeyPress()\n {\n return !this.options.keyToPress || this.keyIsPressed;\n }\n\n down()\n {\n if (this.options.interrupt)\n {\n this.smoothing = null;\n }\n\n return false;\n }\n\n isAxisX()\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n isAxisY()\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n update()\n {\n if (this.smoothing)\n {\n const point = this.smoothingCenter;\n const change = this.smoothing;\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point );\n }\n if (this.isAxisX())\n {\n this.parent.scale.x += change.x;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change.y;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += (point ).x - newPoint.x;\n this.parent.y += (point ).y - newPoint.y;\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n (this.smoothingCount )++;\n\n if ((this.smoothingCount ) >= this.options.smooth)\n {\n this.smoothing = null;\n }\n }\n }\n\n pinch(e)\n {\n if (this.paused)\n {\n return;\n }\n\n const point = this.parent.input.getPointerPosition(e);\n const step = -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 200;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n wheel(e)\n {\n if (this.paused)\n {\n return false;\n }\n\n if (!this.checkKeyPress())\n {\n return false;\n }\n\n if (e.ctrlKey && this.options.trackpadPinch)\n {\n this.pinch(e);\n }\n else if (this.options.wheelZoom)\n {\n const point = this.parent.input.getPointerPosition(e);\n const sign = this.options.reverse ? -1 : 1;\n const step = sign * -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 500;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n if (this.options.smooth)\n {\n const original = {\n x: this.smoothing ? this.smoothing.x * (this.options.smooth - (this.smoothingCount )) : 0,\n y: this.smoothing ? this.smoothing.y * (this.options.smooth - (this.smoothingCount )) : 0\n };\n\n this.smoothing = {\n x: (((this.parent.scale.x + original.x) * change) - this.parent.scale.x) / this.options.smooth,\n y: (((this.parent.scale.y + original.y) * change) - this.parent.scale.y) / this.options.smooth,\n };\n this.smoothingCount = 0;\n this.smoothingCenter = point;\n }\n else\n {\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n return !this.parent.options.passiveWheel;\n }\n }\n\n /**\n * Handles all input for Viewport\n *\n * @internal\n * @ignore\n * @private\n */\n class InputManager\n {\n \n\n \n \n \n \n /** List of active touches on viewport */\n \n\n constructor(viewport)\n {\n this.viewport = viewport;\n this.touches = [];\n\n this.addListeners();\n }\n\n /** Add input listeners */\n addListeners()\n {\n this.viewport.interactive = true;\n if (!this.viewport.forceHitArea)\n {\n this.viewport.hitArea = new math.Rectangle(0, 0, this.viewport.worldWidth, this.viewport.worldHeight);\n }\n this.viewport.on('pointerdown', this.down, this);\n this.viewport.on('pointermove', this.move, this);\n this.viewport.on('pointerup', this.up, this);\n this.viewport.on('pointerupoutside', this.up, this);\n this.viewport.on('pointercancel', this.up, this);\n this.viewport.on('pointerout', this.up, this);\n this.wheelFunction = (e) => this.handleWheel(e);\n this.viewport.options.divWheel.addEventListener(\n 'wheel',\n this.wheelFunction ,\n { passive: this.viewport.options.passiveWheel });\n this.isMouseDown = false;\n }\n\n /**\n * Removes all event listeners from viewport\n * (useful for cleanup of wheel when removing viewport)\n */\n destroy()\n {\n this.viewport.options.divWheel.removeEventListener('wheel', this.wheelFunction );\n }\n\n /**\n * handle down events for viewport\n *\n * @param {PIXI.InteractionEvent} event\n */\n down(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = true;\n }\n else if (!this.get(event.data.pointerId))\n {\n this.touches.push({ id: event.data.pointerId, last: null });\n }\n if (this.count() === 1)\n {\n this.last = event.data.global.clone();\n\n // clicked event does not fire if viewport is decelerating or bouncing\n const decelerate = this.viewport.plugins.get('decelerate', true);\n const bounce = this.viewport.plugins.get('bounce', true);\n\n if ((!decelerate || !decelerate.isActive()) && (!bounce || !bounce.isActive()))\n {\n this.clickedAvailable = true;\n }\n else\n {\n this.clickedAvailable = false;\n }\n }\n else\n {\n this.clickedAvailable = false;\n }\n\n const stop = this.viewport.plugins.down(event);\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Clears all pointer events */\n clear()\n {\n this.isMouseDown = false;\n this.touches = [];\n this.last = null;\n }\n\n /**\n * @param {number} change\n * @returns whether change exceeds threshold\n */\n checkThreshold(change)\n {\n if (Math.abs(change) >= this.viewport.threshold)\n {\n return true;\n }\n\n return false;\n }\n\n /** Handle move events for viewport */\n move(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n const stop = this.viewport.plugins.move(event);\n\n if (this.clickedAvailable && this.last)\n {\n const distX = event.data.global.x - this.last.x;\n const distY = event.data.global.y - this.last.y;\n\n if (this.checkThreshold(distX) || this.checkThreshold(distY))\n {\n this.clickedAvailable = false;\n }\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Handle up events for viewport */\n up(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = false;\n }\n\n if (event.data.pointerType !== 'mouse')\n {\n this.remove(event.data.pointerId);\n }\n\n const stop = this.viewport.plugins.up(event);\n\n if (this.clickedAvailable && this.count() === 0 && this.last)\n {\n this.viewport.emit('clicked', {\n event,\n screen: this.last,\n world: this.viewport.toWorld(this.last),\n viewport: this\n });\n this.clickedAvailable = false;\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Gets pointer position if this.interaction is set */\n getPointerPosition(event)\n {\n const point = new math.Point();\n\n if (this.viewport.options.interaction)\n {\n this.viewport.options.interaction.mapPositionToPoint(point, event.clientX, event.clientY);\n }\n else if (this.viewport.options.useDivWheelForInputManager && this.viewport.options.divWheel)\n {\n const rect = this.viewport.options.divWheel.getBoundingClientRect();\n\n point.x = event.clientX - rect.left;\n point.y = event.clientY - rect.top;\n }\n else\n {\n point.x = event.clientX;\n point.y = event.clientY;\n }\n\n return point;\n }\n\n /** Handle wheel events */\n handleWheel(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n // do not handle events coming from other elements\n if (this.viewport.options.interaction\n && (this.viewport.options.interaction ).interactionDOMElement !== event.target)\n {\n return;\n }\n\n // only handle wheel events where the mouse is over the viewport\n const point = this.viewport.toLocal(this.getPointerPosition(event));\n\n if (this.viewport.left <= point.x\n && point.x <= this.viewport.right\n && this.viewport.top <= point.y\n && point.y <= this.viewport.bottom)\n {\n const stop = this.viewport.plugins.wheel(event);\n\n if (stop && !this.viewport.options.passiveWheel)\n {\n event.preventDefault();\n }\n }\n }\n\n pause()\n {\n this.touches = [];\n this.isMouseDown = false;\n }\n\n /** Get touch by id */\n get(id)\n {\n for (const touch of this.touches)\n {\n if (touch.id === id)\n {\n return touch;\n }\n }\n\n return null;\n }\n\n /** Remove touch by number */\n remove(id)\n {\n for (let i = 0; i < this.touches.length; i++)\n {\n if (this.touches[i].id === id)\n {\n this.touches.splice(i, 1);\n\n return;\n }\n }\n }\n\n /**\n * @returns {number} count of mouse/touch pointers that are down on the viewport\n */\n count()\n {\n return (this.isMouseDown ? 1 : 0) + this.touches.length;\n }\n }\n\n function _optionalChain(ops) { let lastAccessLHS = undefined; let value = ops[0]; let i = 1; while (i < ops.length) { const op = ops[i]; const fn = ops[i + 1]; i += 2; if ((op === 'optionalAccess' || op === 'optionalCall') && value == null) { return undefined; } if (op === 'access' || op === 'optionalAccess') { lastAccessLHS = value; value = fn(value); } else if (op === 'call' || op === 'optionalCall') { value = fn((...args) => value.call(lastAccessLHS, ...args)); lastAccessLHS = undefined; } } return value; }\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n const PLUGIN_ORDER = [\n 'drag',\n 'pinch',\n 'wheel',\n 'follow',\n 'mouse-edges',\n 'decelerate',\n 'animate',\n 'bounce',\n 'snap-zoom',\n 'clamp-zoom',\n 'snap',\n 'clamp',\n ];\n\n /**\n * Use this to access current plugins or add user-defined plugins\n *\n * @public\n */\n class PluginManager\n {\n /** Maps mounted plugins by their type */\n \n\n /**\n * List of plugins mounted\n *\n * This list is kept sorted by the internal priority of plugins (hard-coded).\n */\n \n\n /** The viewport using the plugins managed by `this`. */\n \n\n /** This is called by {@link Viewport} to initialize the {@link Viewport.plugins plugins}. */\n constructor(viewport)\n {\n this.viewport = viewport;\n this.list = [];\n this.plugins = {};\n }\n\n /**\n * Inserts a named plugin or a user plugin into the viewport\n * default plugin order: 'drag', 'pinch', 'wheel', 'follow', 'mouse-edges', 'decelerate', 'bounce',\n * 'snap-zoom', 'clamp-zoom', 'snap', 'clamp'\n *\n * @param {string} name of plugin\n * @param {Plugin} plugin - instantiated Plugin class\n * @param {number} index to insert userPlugin (otherwise inserts it at the end)\n */\n add(name, plugin, index = PLUGIN_ORDER.length)\n {\n\n const oldPlugin = this.plugins[name];\n\n if (oldPlugin)\n {\n oldPlugin.destroy();\n }\n\n this.plugins[name] = plugin;\n\n const current = PLUGIN_ORDER.indexOf(name);\n\n if (current !== -1)\n {\n PLUGIN_ORDER.splice(current, 1);\n }\n\n PLUGIN_ORDER.splice(index, 0, name);\n this.sort();\n }\n\n \n\n\n\n\n\n\n\n\n\n\n\n\n\n /**\n * Get plugin\n *\n * @param {string} name of plugin\n * @param {boolean} [ignorePaused] return null if plugin is paused\n */\n get(name, ignorePaused)\n {\n if (ignorePaused)\n {\n if (_optionalChain([this, 'access', _ => _.plugins, 'access', _2 => _2[name], 'optionalAccess', _3 => _3.paused]))\n {\n return null;\n }\n }\n\n return this.plugins[name] ;\n }\n\n /**\n * Update all active plugins\n *\n * @internal\n * @ignore\n * @param {number} elapsed type in milliseconds since last update\n */\n update(elapsed)\n {\n for (const plugin of this.list)\n {\n plugin.update(elapsed);\n }\n }\n\n /**\n * Resize all active plugins\n *\n * @internal\n * @ignore\n */\n resize()\n {\n for (const plugin of this.list)\n {\n plugin.resize();\n }\n }\n\n /** Clamps and resets bounce and decelerate (as needed) after manually moving viewport */\n reset()\n {\n for (const plugin of this.list)\n {\n plugin.reset();\n }\n }\n\n /** removes all installed plugins */\n removeAll()\n {\n this.list.forEach((plugin) => {\n plugin.destroy();\n });\n this.plugins = {};\n this.sort();\n }\n\n /**\n * Removes installed plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n remove(name)\n {\n if (this.plugins[name])\n {\n _optionalChain([this, 'access', _4 => _4.plugins, 'access', _5 => _5[name], 'optionalAccess', _6 => _6.destroy, 'call', _7 => _7()]);\n delete this.plugins[name];\n this.viewport.emit(`${name}-remove`);\n this.sort();\n }\n }\n\n /**\n * Pause plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n pause(name)\n {\n _optionalChain([this, 'access', _8 => _8.plugins, 'access', _9 => _9[name], 'optionalAccess', _10 => _10.pause, 'call', _11 => _11()]);\n }\n\n /**\n * Resume plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n resume(name)\n {\n _optionalChain([this, 'access', _12 => _12.plugins, 'access', _13 => _13[name], 'optionalAccess', _14 => _14.resume, 'call', _15 => _15()]);\n }\n\n /**\n * Sort plugins according to PLUGIN_ORDER\n *\n * @internal\n * @ignore\n */\n sort()\n {\n this.list = [];\n\n for (const plugin of PLUGIN_ORDER)\n {\n if (this.plugins[plugin])\n {\n this.list.push(this.plugins[plugin] );\n }\n }\n }\n\n /**\n * Handle down for all plugins\n *\n * @internal\n * @ignore\n */\n down(event)\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.down(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle move for all plugins\n *\n * @internal\n * @ignore\n */\n move(event)\n {\n let stop = false;\n\n for (const plugin of this.viewport.plugins.list)\n {\n if (plugin.move(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle up for all plugins\n *\n * @internal\n * @ignore\n */\n up(event)\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.up(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle wheel event for all plugins\n *\n * @internal\n * @ignore\n */\n wheel(e)\n {\n let result = false;\n\n for (const plugin of this.list)\n {\n if (plugin.wheel(e))\n {\n result = true;\n }\n }\n\n return result;\n }\n }\n\n /** Options for {@link Viewport}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n const DEFAULT_VIEWPORT_OPTIONS = {\n screenWidth: window.innerWidth,\n screenHeight: window.innerHeight,\n worldWidth: null,\n worldHeight: null,\n threshold: 5,\n passiveWheel: true,\n stopPropagation: false,\n forceHitArea: null,\n noTicker: false,\n interaction: null,\n disableOnContextMenu: false,\n ticker: ticker.Ticker.shared,\n };\n\n /**\n * Main class to use when creating a Viewport\n *\n * @public\n * @fires clicked\n * @fires drag-start\n * @fires drag-end\n * @fires drag-remove\n * @fires pinch-start\n * @fires pinch-end\n * @fires pinch-remove\n * @fires snap-start\n * @fires snap-end\n * @fires snap-remove\n * @fires snap-zoom-start\n * @fires snap-zoom-end\n * @fires snap-zoom-remove\n * @fires bounce-x-start\n * @fires bounce-x-end\n * @fires bounce-y-start\n * @fires bounce-y-end\n * @fires bounce-remove\n * @fires wheel\n * @fires wheel-remove\n * @fires wheel-scroll\n * @fires wheel-scroll-remove\n * @fires mouse-edge-start\n * @fires mouse-edge-end\n * @fires mouse-edge-remove\n * @fires moved\n * @fires moved-end\n * @fires zoomed\n * @fires zoomed-end\n * @fires frame-end\n */\n class Viewport extends display.Container\n {\n /** Flags whether the viewport is being panned */\n \n\n \n \n\n /** Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event */\n \n\n \n\n /** Use this to add user plugins or access existing plugins (e.g., to pause, resume, or remove them) */\n \n\n /** Flags whether the viewport zoom is being changed. */\n \n\n \n\n /** The options passed when creating this viewport, merged with the default values */\n \n\n \n \n \n \n \n \n \n __init() {this._disableOnContextMenu = (e) => e.preventDefault();}\n\n /**\n * @param {IViewportOptions} ViewportOptions\n * @param {number} [options.screenWidth=window.innerWidth]\n * @param {number} [options.screenHeight=window.innerHeight]\n * @param {number} [options.worldWidth=this.width]\n * @param {number} [options.worldHeight=this.height]\n * @param {number} [options.threshold=5] number of pixels to move to trigger an input event (e.g., drag, pinch)\n * or disable a clicked event\n * @param {boolean} [options.passiveWheel=true] whether the 'wheel' event is set to passive (note: if false,\n * e.preventDefault() will be called when wheel is used over the viewport)\n * @param {boolean} [options.stopPropagation=false] whether to stopPropagation of events that impact the viewport\n * (except wheel events, see options.passiveWheel)\n * @param {HitArea} [options.forceHitArea] change the default hitArea from world size to a new value\n * @param {boolean} [options.noTicker] set this if you want to manually call update() function on each frame\n * @param {PIXI.Ticker} [options.ticker=PIXI.Ticker.shared] use this PIXI.ticker for updates\n * @param {PIXI.InteractionManager} [options.interaction=null] InteractionManager, available from instantiated\n * WebGLRenderer/CanvasRenderer.plugins.interaction - used to calculate pointer position relative to canvas\n * location on screen\n * @param {HTMLElement} [options.divWheel=document.body] div to attach the wheel event\n * @param {boolean} [options.disableOnContextMenu] remove oncontextmenu=() => {} from the divWheel element\n */\n constructor(options = {})\n {\n super();Viewport.prototype.__init.call(this);;\n this.options = Object.assign(\n {},\n { divWheel: document.body },\n DEFAULT_VIEWPORT_OPTIONS,\n options\n );\n\n this.screenWidth = this.options.screenWidth;\n this.screenHeight = this.options.screenHeight;\n\n this._worldWidth = this.options.worldWidth;\n this._worldHeight = this.options.worldHeight;\n this.forceHitArea = this.options.forceHitArea;\n this.threshold = this.options.threshold;\n\n this.options.divWheel = this.options.divWheel || document.body;\n\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.addEventListener('contextmenu', this._disableOnContextMenu);\n }\n if (!this.options.noTicker)\n {\n this.tickerFunction = () => this.update(this.options.ticker.elapsedMS);\n this.options.ticker.add(this.tickerFunction);\n }\n\n this.input = new InputManager(this);\n this.plugins = new PluginManager(this);\n }\n\n /** Overrides PIXI.Container's destroy to also remove the 'wheel' and PIXI.Ticker listeners */\n destroy(options)\n {\n if (!this.options.noTicker && this.tickerFunction)\n {\n this.options.ticker.remove(this.tickerFunction);\n }\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.removeEventListener('contextmenu', this._disableOnContextMenu);\n }\n\n this.input.destroy();\n super.destroy(options);\n }\n\n /**\n * Update viewport on each frame.\n *\n * By default, you do not need to call this unless you set `options.noTicker=true`.\n *\n * @param {number} elapsed time in milliseconds since last update\n */\n update(elapsed)\n {\n if (!this.pause)\n {\n this.plugins.update(elapsed);\n\n if (this.lastViewport)\n {\n // Check for moved-end event\n if (this.lastViewport.x !== this.x || this.lastViewport.y !== this.y)\n {\n this.moving = true;\n }\n else if (this.moving)\n {\n this.emit('moved-end', this);\n this.moving = false;\n }\n\n // Check for zoomed-end event\n if (this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y)\n {\n this.zooming = true;\n }\n else if (this.zooming)\n {\n this.emit('zoomed-end', this);\n this.zooming = false;\n }\n }\n\n if (!this.forceHitArea)\n {\n this._hitAreaDefault = new math.Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n this.hitArea = this._hitAreaDefault;\n }\n\n this._dirty = this._dirty || !this.lastViewport\n || this.lastViewport.x !== this.x || this.lastViewport.y !== this.y\n || this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y;\n\n this.lastViewport = {\n x: this.x,\n y: this.y,\n scaleX: this.scale.x,\n scaleY: this.scale.y\n };\n this.emit('frame-end', this);\n }\n }\n\n /**\n * Use this to set screen and world sizes, needed for pinch/wheel/clamp/bounce.\n * @param {number} screenWidth=window.innerWidth\n * @param {number} screenHeight=window.innerHeight\n * @param {number} [worldWidth]\n * @param {number} [worldHeight]\n */\n resize(\n screenWidth = window.innerWidth,\n screenHeight = window.innerHeight,\n worldWidth,\n worldHeight\n )\n {\n this.screenWidth = screenWidth;\n this.screenHeight = screenHeight;\n\n if (typeof worldWidth !== 'undefined')\n {\n this._worldWidth = worldWidth;\n }\n if (typeof worldHeight !== 'undefined')\n {\n this._worldHeight = worldHeight;\n }\n\n this.plugins.resize();\n this.dirty = true;\n }\n\n /** World width, in pixels */\n get worldWidth()\n {\n if (this._worldWidth)\n {\n return this._worldWidth;\n }\n\n return this.width / this.scale.x;\n }\n set worldWidth(value)\n {\n this._worldWidth = value;\n this.plugins.resize();\n }\n\n /** World height, in pixels */\n get worldHeight()\n {\n if (this._worldHeight)\n {\n return this._worldHeight;\n }\n\n return this.height / this.scale.y;\n }\n set worldHeight(value)\n {\n this._worldHeight = value;\n this.plugins.resize();\n }\n\n /** Get visible world bounds of viewport */\n getVisibleBounds()\n {\n return new math.Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n }\n\n /** Change coordinates from screen to world */\n \n\n\n\n /**\n * Changes coordinate from screen to world\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n toWorld(x, y)\n {\n if (arguments.length === 2)\n {\n return this.toLocal(new math.Point(x , y));\n }\n\n return this.toLocal(x );\n }\n\n /** Change coordinates from world to screen */\n \n\n\n\n /**\n * Changes coordinate from world to screen\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n toScreen(x, y)\n {\n if (arguments.length === 2)\n {\n return this.toGlobal(new math.Point(x , y));\n }\n\n return this.toGlobal(x );\n }\n\n /** Screen width in world coordinates */\n get worldScreenWidth()\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Screen height in world coordinates */\n get worldScreenHeight()\n {\n return this.screenHeight / this.scale.y;\n }\n\n /** World width in screen coordinates */\n get screenWorldWidth()\n {\n return this.worldWidth * this.scale.x;\n }\n\n /** World height in screen coordinates */\n get screenWorldHeight()\n {\n return this.worldHeight * this.scale.y;\n }\n\n /** Center of screen in world coordinates */\n get center()\n {\n return new math.Point(\n (this.worldScreenWidth / 2) - (this.x / this.scale.x),\n (this.worldScreenHeight / 2) - (this.y / this.scale.y),\n );\n }\n set center(value)\n {\n this.moveCenter(value);\n }\n\n \n\n\n\n\n /**\n * Move center of viewport to (x, y)\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @return {Viewport}\n */\n moveCenter(...args)\n {\n let x;\n let y;\n\n if (typeof args[0] === 'number')\n {\n x = args[0];\n y = args[1] ;\n }\n else\n {\n x = args[0].x;\n y = args[0].y;\n }\n\n const newX = ((this.worldScreenWidth / 2) - x) * this.scale.x;\n const newY = ((this.worldScreenHeight / 2) - y) * this.scale.y;\n\n if (this.x !== newX || this.y !== newY)\n {\n this.position.set(newX, newY);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Top-left corner of Viewport */\n get corner()\n {\n return new math.Point(-this.x / this.scale.x, -this.y / this.scale.y);\n }\n set corner(value)\n {\n this.moveCorner(value);\n }\n\n /** Move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n \n\n\n\n\n /**\n * MoveCorner\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @returns {Viewport}\n */\n moveCorner(...args)\n {\n let x;\n let y;\n\n if (args.length === 1)\n {\n x = -args[0].x * this.scale.x;\n y = -args[0].y * this.scale.y;\n }\n else\n {\n x = -args[0] * this.scale.x;\n y = -args[1] * this.scale.y;\n }\n\n if (x !== this.x || y !== this.y)\n {\n this.position.set(x, y);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Get how many world pixels fit in screen's width */\n get screenWidthInWorldPixels()\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Get how many world pixels fit on screen's height */\n get screenHeightInWorldPixels()\n {\n return this.screenHeight / this.scale.y;\n }\n\n /**\n * Find the scale value that fits a world width on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param width - Width in world pixels\n * @return - scale\n */\n findFitWidth(width)\n {\n return this.screenWidth / width;\n }\n\n /**\n * Finds the scale value that fits a world height on the screens\n * does not change the viewport (use fit... to change)\n *\n * @param height - Height in world pixels\n * @return - scale\n */\n findFitHeight(height)\n {\n return this.screenHeight / height;\n }\n\n /**\n * Finds the scale value that fits the smaller of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findFit(width, height)\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.min(scaleX, scaleY);\n }\n\n /**\n * Finds the scale value that fits the larger of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findCover(width, height)\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.max(scaleX, scaleY);\n }\n\n /**\n * Change zoom so the width fits in the viewport\n *\n * @param width - width in world coordinates\n * @param center - maintain the same center\n * @param scaleY - whether to set scaleY=scaleX\n * @param noClamp - whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitWidth(width = this.worldWidth, center, scaleY = true, noClamp)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.x = this.screenWidth / width;\n\n if (scaleY)\n {\n this.scale.y = this.scale.x;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so the height fits in the viewport\n *\n * @param {number} [height=this.worldHeight] in world coordinates\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {boolean} [scaleX=true] whether to set scaleX = scaleY\n * @param {boolean} [noClamp] whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitHeight(height = this.worldHeight, center, scaleX = true, noClamp)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.y = this.screenHeight / height;\n\n if (scaleX)\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the entire world in the viewport\n *\n * @param {boolean} center maintain the same center of the screen after zoom\n * @returns {Viewport} this\n */\n fitWorld(center)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / this.worldWidth;\n this.scale.y = this.screenHeight / this.worldHeight;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the size or the entire world in the viewport\n *\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {number} [width=this.worldWidth] desired width\n * @param {number} [height=this.worldHeight] desired height\n * @returns {Viewport} this\n */\n fit(center, width = this.worldWidth, height = this.worldHeight)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / width;\n this.scale.y = this.screenHeight / height;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport to specific value.\n *\n * @param {number} scale value (e.g., 1 would be 100%, 0.25 would be 25%)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n setZoom(scale, center)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.set(scale);\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport by a certain percent (in both x and y direction).\n *\n * @param {number} percent change (e.g., 0.25 would increase a starting scale of 1.0 to 1.25)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoomPercent(percent, center)\n {\n return this.setZoom(this.scale.x + (this.scale.x * percent), center);\n }\n\n /**\n * Zoom viewport by increasing/decreasing width by a certain number of pixels.\n *\n * @param {number} change in pixels\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoom(change, center)\n {\n this.fitWidth(change + this.worldScreenWidth, center);\n\n return this;\n }\n\n /** Changes scale of viewport and maintains center of viewport */\n get scaled()\n {\n return this.scale.x;\n }\n set scaled(scale)\n {\n this.setZoom(scale, true);\n }\n\n /**\n * Returns zoom to the desired scale\n *\n * @param {ISnapZoomOptions} options\n * @param {number} [options.width=0] - the desired width to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.height=0] - the desired height to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.time=1000] - time for snapping in ms\n * @param {(string|function)} [options.ease=easeInOutSine] ease function or name (see http://easings.net/\n * for supported names)\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of the viewport\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at the\n * desired zoom\n * @param {boolean} [options.noMove] - zoom but do not move\n */\n snapZoom(options)\n {\n this.plugins.add('snap-zoom', new SnapZoom(this, options));\n\n return this;\n }\n\n /** Is container out of world bounds */\n OOB()\n\n\n\n\n\n\n {\n return {\n left: this.left < 0,\n right: this.right > this.worldWidth,\n top: this.top < 0,\n bottom: this.bottom > this.worldHeight,\n cornerPoint: new math.Point(\n (this.worldWidth * this.scale.x) - this.screenWidth,\n (this.worldHeight * this.scale.y) - this.screenHeight\n )\n };\n }\n\n /** World coordinates of the right edge of the screen */\n get right()\n {\n return (-this.x / this.scale.x) + this.worldScreenWidth;\n }\n set right(value)\n {\n this.x = (-value * this.scale.x) + this.screenWidth;\n this.plugins.reset();\n }\n\n /** World coordinates of the left edge of the screen */\n get left()\n {\n return -this.x / this.scale.x;\n }\n set left(value)\n {\n this.x = -value * this.scale.x;\n this.plugins.reset();\n }\n\n /** World coordinates of the top edge of the screen */\n get top()\n {\n return -this.y / this.scale.y;\n }\n set top(value)\n {\n this.y = -value * this.scale.y;\n this.plugins.reset();\n }\n\n /** World coordinates of the bottom edge of the screen */\n get bottom()\n {\n return (-this.y / this.scale.y) + this.worldScreenHeight;\n }\n set bottom(value)\n {\n this.y = (-value * this.scale.y) + this.screenHeight;\n this.plugins.reset();\n }\n\n /**\n * Determines whether the viewport is dirty (i.e., needs to be rendered to the screen because of a change)\n */\n get dirty()\n {\n return !!this._dirty;\n }\n set dirty(value)\n {\n this._dirty = value;\n }\n\n /**\n * Permanently changes the Viewport's hitArea\n *\n * NOTE: if not set then hitArea = PIXI.Rectangle(Viewport.left, Viewport.top, Viewport.worldScreenWidth,\n * Viewport.worldScreenHeight)\n */\n get forceHitArea()\n {\n return this._forceHitArea;\n }\n set forceHitArea(value)\n {\n if (value)\n {\n this._forceHitArea = value;\n this.hitArea = value;\n }\n else\n {\n this._forceHitArea = null;\n this.hitArea = new math.Rectangle(0, 0, this.worldWidth, this.worldHeight);\n }\n }\n\n /**\n * Enable one-finger touch to drag\n *\n * NOTE: if you expect users to use right-click dragging, you should enable `viewport.options.disableOnContextMenu`\n * to avoid the context menu popping up on each right-click drag.\n *\n * @param {IDragOptions} [options]\n * @param {string} [options.direction=all] direction to drag\n * @param {boolean} [options.pressDrag=true] whether click to drag is active\n * @param {boolean} [options.wheel=true] use wheel to scroll in direction (unless wheel plugin is active)\n * @param {number} [options.wheelScroll=1] number of pixels to scroll with each wheel spin\n * @param {boolean} [options.reverse] reverse the direction of the wheel scroll\n * @param {(boolean|string)} [options.clampWheel=false] clamp wheel(to avoid weird bounce with mouse wheel)\n * @param {string} [options.underflow=center] where to place world if too small for screen\n * @param {number} [options.factor=1] factor to multiply drag to increase the speed of movement\n * @param {string} [options.mouseButtons=all] changes which mouse buttons trigger drag, use: 'all', 'left',\n * 'right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * viewport.options.disableOnContextMenu if you want to use right-click dragging\n * @param {string[]} [options.keyToPress=null] - array containing\n * {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of keys that can be\n * pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n * @param {boolean} [options.ignoreKeyToPressOnTouch=false] - ignore keyToPress for touch events\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @returns {Viewport} this\n */\n drag(options)\n {\n this.plugins.add('drag', new Drag(this, options));\n\n return this;\n }\n\n /**\n * Clamp to world boundaries or other provided boundaries\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary\n * [0, viewport.worldWidth/viewport.worldHeight], eg: to allow the world to be completely dragged offscreen,\n * set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the\n * appropriate boundaries\n *\n * NOTES:\n * clamp is disabled if called with no options; use { direction: 'all' } for all edge clamping\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n *\n * @param {object} [options]\n * @param {(number|boolean)} [options.left=false] - clamp left; true = 0\n * @param {(number|boolean)} [options.right=false] - clamp right; true = viewport.worldWidth\n * @param {(number|boolean)} [options.top=false] - clamp top; true = 0\n * @param {(number|boolean)} [options.bottom=false] - clamp bottom; true = viewport.worldHeight\n * @param {string} [direction] - (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight];\n * replaces left/right/top/bottom if set\n * @param {string} [underflow=center] - where to place world if too small for screen (e.g., top-right, center,\n * none, bottomLeft) * @returns {Viewport} this\n */\n clamp(options)\n {\n this.plugins.add('clamp', new Clamp(this, options));\n\n return this;\n }\n\n /**\n * Decelerate after a move\n *\n * NOTE: this fires 'moved' event during deceleration\n *\n * @param {IDecelerateOptions} [options]\n * @param {number} [options.friction=0.95] - percent to decelerate after movement\n * @param {number} [options.bounce=0.8] - percent to decelerate when past boundaries (only applicable when\n * viewport.bounce() is active)\n * @param {number} [options.minSpeed=0.01] - minimum velocity before stopping/reversing acceleration\n * @return {Viewport} this\n */\n decelerate(options)\n {\n this.plugins.add('decelerate', new Decelerate(this, options));\n\n return this;\n }\n\n /**\n * Bounce on borders\n * NOTES:\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n * fires 'moved', 'bounce-x-start', 'bounce-y-start', 'bounce-x-end', and 'bounce-y-end' events\n * @param {object} [options]\n * @param {string} [options.sides=all] - all, horizontal, vertical, or combination of top, bottom, right, left\n * (e.g., 'top-bottom-right')\n * @param {number} [options.friction=0.5] - friction to apply to decelerate if active\n * @param {number} [options.time=150] - time in ms to finish bounce\n * @param {object} [options.bounceBox] - use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight)\n * @param {number} [options.bounceBox.x=0]\n * @param {number} [options.bounceBox.y=0]\n * @param {number} [options.bounceBox.width=viewport.worldWidth]\n * @param {number} [options.bounceBox.height=viewport.worldHeight]\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name\n * (see http://easings.net/ for supported names)\n * @param {string} [options.underflow=center] - (top/bottom/center and left/right/center, or center)\n * where to place world if too small for screen\n * @return {Viewport} this\n */\n bounce(options)\n {\n this.plugins.add('bounce', new Bounce(this, options));\n\n return this;\n }\n\n /**\n * Enable pinch to zoom and two-finger touch to drag\n *\n * @param {PinchOptions} [options]\n * @param {boolean} [options.noDrag] - disable two-finger dragging\n * @param {number} [options.percent=1] - percent to modify pinch speed\n * @param {number} [options.factor=1] - factor to multiply two-finger drag to increase the speed of movement\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of two fingers\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n pinch(options)\n {\n this.plugins.add('pinch', new Pinch(this, options));\n\n return this;\n }\n\n /**\n * Snap to a point\n *\n * @param {number} x\n * @param {number} y\n * @param {ISnapOptions} [options]\n * @param {boolean} [options.topLeft] - snap to the top-left of viewport instead of center\n * @param {number} [options.friction=0.8] - friction/frame to apply if decelerate is active\n * @param {number} [options.time=1000] - time in ms to snap\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name (see http://easings.net/\n * for supported names)\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at\n * the desired location\n * @return {Viewport} this\n */\n snap(x, y, options)\n {\n this.plugins.add('snap', new Snap(this, x, y, options));\n\n return this;\n }\n\n /**\n * Follow a target\n *\n * NOTES:\n * uses the (x, y) as the center to follow; for PIXI.Sprite to work properly, use sprite.anchor.set(0.5)\n * options.acceleration is not perfect as it doesn't know the velocity of the target. It adds acceleration\n * to the start of movement and deceleration to the end of movement when the target is stopped.\n * To cancel the follow, use: `viewport.plugins.remove('follow')`\n *\n * @fires 'moved' event\n *\n * @param {PIXI.DisplayObject} target to follow\n * @param {IFollowOptions} [options]\n * @param {number} [options.speed=0] - to follow in pixels/frame (0=teleport to location)\n * @param {number} [options.acceleration] - set acceleration to accelerate and decelerate at this rate; speed\n * cannot be 0 to use acceleration\n * @param {number} [options.radius] - radius (in world coordinates) of center circle where movement is allowed\n * without moving the viewport * @returns {Viewport} this\n * @returns {Viewport} this\n */\n follow(target, options)\n {\n this.plugins.add('follow', new Follow(this, target, options));\n\n return this;\n }\n\n /**\n * Zoom using mouse wheel\n *\n * NOTE: the default event listener for 'wheel' event is document.body. Use `Viewport.options.divWheel` to\n * change this default\n *\n * @param {IWheelOptions} [options]\n * @param {number} [options.percent=0.1] - percent to scroll with each spin\n * @param {number} [options.smooth] - smooth the zooming by providing the number of frames to zoom between wheel spins\n * @param {boolean} [options.interrupt=true] - stop smoothing with any user input on the viewport\n * @param {boolean} [options.reverse] - reverse the direction of the scroll\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of current mouse position\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n wheel(options)\n {\n this.plugins.add('wheel', new Wheel(this, options));\n\n return this;\n }\n\n /**\n * Animate the position and/or scale of the viewport\n * To set the zoom level, use: (1) scale, (2) scaleX and scaleY, or (3) width and/or height\n * @param {object} options\n * @param {number} [options.time=1000] - time to animate\n * @param {PIXI.Point} [options.position=viewport.center] - position to move viewport\n * @param {number} [options.width] - desired viewport width in world pixels (use instead of scale;\n * aspect ratio is maintained if height is not provided)\n * @param {number} [options.height] - desired viewport height in world pixels (use instead of scale;\n * aspect ratio is maintained if width is not provided)\n * @param {number} [options.scale] - scale to change zoom (scale.x = scale.y)\n * @param {number} [options.scaleX] - independently change zoom in x-direction\n * @param {number} [options.scaleY] - independently change zoom in y-direction\n * @param {(function|string)} [options.ease=linear] - easing function to use\n * @param {function} [options.callbackOnComplete]\n * @param {boolean} [options.removeOnInterrupt] removes this plugin if interrupted by any user input\n * @returns {Viewport} this\n */\n animate(options)\n {\n this.plugins.add('animate', new Animate(this, options));\n\n return this;\n }\n\n /**\n * Enable clamping of zoom to constraints\n *\n * The minWidth/Height settings are how small the world can get (as it would appear on the screen)\n * before clamping. The maxWidth/maxHeight is how larger the world can scale (as it would appear on\n * the screen) before clamping.\n *\n * For example, if you have a world size of 1000 x 1000 and a screen size of 100 x 100, if you set\n * minWidth/Height = 100 then the world will not be able to zoom smaller than the screen size (ie,\n * zooming out so it appears smaller than the screen). Similarly, if you set maxWidth/Height = 100\n * the world will not be able to zoom larger than the screen size (ie, zooming in so it appears\n * larger than the screen).\n *\n * @param {object} [options]\n * @param {number} [options.minWidth] - minimum width\n * @param {number} [options.minHeight] - minimum height\n * @param {number} [options.maxWidth] - maximum width\n * @param {number} [options.maxHeight] - maximum height\n * @param {number} [options.minScale] - minimum scale\n * @param {number} [options.maxScale] - minimum scale\n * @return {Viewport} this\n */\n clampZoom(options)\n {\n this.plugins.add('clamp-zoom', new ClampZoom(this, options));\n\n return this;\n }\n\n /**\n * Scroll viewport when mouse hovers near one of the edges or radius-distance from center of screen.\n *\n * NOTES: fires 'moved' event; there's a known bug where the mouseEdges does not work properly with \"windowed\" viewports\n *\n * @param {IMouseEdgesOptions} [options]\n * @param {number} [options.radius] - distance from center of screen in screen pixels\n * @param {number} [options.distance] - distance from all sides in screen pixels\n * @param {number} [options.top] - alternatively, set top distance (leave unset for no top scroll)\n * @param {number} [options.bottom] - alternatively, set bottom distance (leave unset for no top scroll)\n * @param {number} [options.left] - alternatively, set left distance (leave unset for no top scroll)\n * @param {number} [options.right] - alternatively, set right distance (leave unset for no top scroll)\n * @param {number} [options.speed=8] - speed in pixels/frame to scroll viewport\n * @param {boolean} [options.reverse] - reverse direction of scroll\n * @param {boolean} [options.noDecelerate] - don't use decelerate plugin even if it's installed\n * @param {boolean} [options.linear] - if using radius, use linear movement (+/- 1, +/- 1) instead of angled\n * movement (Math.cos(angle from center), Math.sin(angle from center))\n * @param {boolean} [options.allowButtons] allows plugin to continue working even when there's a mousedown event\n */\n mouseEdges(options)\n {\n this.plugins.add('mouse-edges', new MouseEdges(this, options));\n\n return this;\n }\n\n /** Pause viewport (including animation updates such as decelerate) */\n get pause()\n {\n return !!this._pause;\n }\n set pause(value)\n {\n this._pause = value;\n\n this.lastViewport = null;\n this.moving = false;\n this.zooming = false;\n\n if (value)\n {\n this.input.pause();\n }\n }\n\n /**\n * Move the viewport so the bounding box is visible\n *\n * @param x - left\n * @param y - top\n * @param width\n * @param height\n * @param resizeToFit - Resize the viewport so the box fits within the viewport\n */\n ensureVisible(x, y, width, height, resizeToFit)\n {\n if (resizeToFit && (width > this.worldScreenWidth || height > this.worldScreenHeight))\n {\n this.fit(true, width, height);\n this.emit('zoomed', { viewport: this, type: 'ensureVisible' });\n }\n let moved = false;\n\n if (x < this.left)\n {\n this.left = x;\n moved = true;\n }\n else if (x + width > this.right)\n {\n this.right = x + width;\n moved = true;\n }\n if (y < this.top)\n {\n this.top = y;\n moved = true;\n }\n else if (y + height > this.bottom)\n {\n this.bottom = y + height;\n moved = true;\n }\n if (moved)\n {\n this.emit('moved', { viewport: this, type: 'ensureVisible' });\n }\n }\n }\n\n /**\n * Fires after a mouse or touch click\n * @event Viewport#clicked\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n /**\n * Fires when a drag starts\n * @event Viewport#drag-start\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n /**\n * Fires when a drag ends\n * @event Viewport#drag-end\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n /**\n * Fires when a pinch starts\n * @event Viewport#pinch-start\n * @type {Viewport}\n */\n\n /**\n * Fires when a pinch end\n * @event Viewport#pinch-end\n * @type {Viewport}\n */\n\n /**\n * Fires when a snap starts\n * @event Viewport#snap-start\n * @type {Viewport}\n */\n\n /**\n * Fires when a snap ends\n * @event Viewport#snap-end\n * @type {Viewport}\n */\n\n /**\n * Fires when a snap-zoom starts\n * @event Viewport#snap-zoom-start\n * @type {Viewport}\n */\n\n /**\n * Fires when a snap-zoom ends\n * @event Viewport#snap-zoom-end\n * @type {Viewport}\n */\n\n /**\n * Fires when a bounce starts in the x direction\n * @event Viewport#bounce-x-start\n * @type {Viewport}\n */\n\n /**\n * Fires when a bounce ends in the x direction\n * @event Viewport#bounce-x-end\n * @type {Viewport}\n */\n\n /**\n * Fires when a bounce starts in the y direction\n * @event Viewport#bounce-y-start\n * @type {Viewport}\n */\n\n /**\n * Fires when a bounce ends in the y direction\n * @event Viewport#bounce-y-end\n * @type {Viewport}\n */\n\n /**\n * Fires when for a mouse wheel event\n * @event Viewport#wheel\n * @type {object}\n * @property {object} wheel\n * @property {number} wheel.dx\n * @property {number} wheel.dy\n * @property {number} wheel.dz\n * @property {Viewport} viewport\n */\n\n /**\n * Fires when a wheel-scroll occurs\n * @event Viewport#wheel-scroll\n * @type {Viewport}\n */\n\n /**\n * Fires when a mouse-edge starts to scroll\n * @event Viewport#mouse-edge-start\n * @type {Viewport}\n */\n\n /**\n * Fires when the mouse-edge scrolling ends\n * @event Viewport#mouse-edge-end\n * @type {Viewport}\n */\n\n /**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#moved\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type - (drag, snap, pinch, follow, bounce-x, bounce-y,\n * clamp-x, clamp-y, decelerate, mouse-edges, wheel, ensureVisible)\n */\n\n /**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#zoomed\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type (drag-zoom, pinch, wheel, clamp-zoom, ensureVisible)\n */\n\n /**\n * Fires when viewport stops moving\n * @event Viewport#moved-end\n * @type {Viewport}\n */\n\n /**\n * Fires when viewport stops zooming\n * @event Viewport#zoomed-end\n * @type {Viewport}\n */\n\n /**\n * Fires at the end of an update frame\n * @event Viewport#frame-end\n * @type {Viewport}\n */\n\n exports.Animate = Animate;\n exports.Bounce = Bounce;\n exports.Clamp = Clamp;\n exports.ClampZoom = ClampZoom;\n exports.Decelerate = Decelerate;\n exports.Drag = Drag;\n exports.Follow = Follow;\n exports.InputManager = InputManager;\n exports.MouseEdges = MouseEdges;\n exports.Pinch = Pinch;\n exports.Plugin = Plugin;\n exports.PluginManager = PluginManager;\n exports.Snap = Snap;\n exports.SnapZoom = SnapZoom;\n exports.Viewport = Viewport;\n exports.Wheel = Wheel;\n\n Object.defineProperty(exports, '__esModule', { value: true });\n\n}));\nif (typeof pixi_viewport !== 'undefined') { Object.assign(this.PIXI, pixi_viewport); }\n//# sourceMappingURL=viewport.min.js.map\n","/* eslint-disable */\n \n/*!\n * pixi-viewport - v4.38.0\n * Compiled Sun, 27 Nov 2022 13:43:58 UTC\n *\n * pixi-viewport is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n * \n * Copyright 2019-2020, David Figatner, All Rights Reserved\n */\nimport { Point, Rectangle } from '@pixi/math';\nimport { Container } from '@pixi/display';\nimport { Ticker } from '@pixi/ticker';\n\n/**\n * Derive this class to create user-defined plugins\n *\n * @public\n */\nclass Plugin\n{\n /** The viewport to which this plugin is attached. */\n \n\n /**\n * Flags whether this plugin has been \"paused\".\n *\n * @see Plugin#pause\n * @see Plugin#resume\n */\n \n\n /** @param {Viewport} parent */\n constructor(parent)\n {\n this.parent = parent;\n this.paused = false;\n }\n\n /** Called when plugin is removed */\n destroy()\n {\n // Override for implementation\n }\n\n /** Handler for pointerdown PIXI event */\n down(_e)\n {\n return false;\n }\n\n /** Handler for pointermove PIXI event */\n move(_e)\n {\n return false;\n }\n\n /** Handler for pointerup PIXI event */\n up(_e)\n {\n return false;\n }\n\n /** Handler for wheel event on div */\n wheel(_e)\n {\n return false;\n }\n\n /**\n * Called on each tick\n * @param {number} elapsed time in millisecond since last update\n */\n update(_delta)\n {\n // Override for implementation\n }\n\n /** Called when the viewport is resized */\n resize()\n {\n // Override for implementation\n }\n\n /** Called when the viewport is manually moved */\n reset()\n {\n // Override for implementation\n }\n\n /** Pause the plugin */\n pause()\n {\n this.paused = true;\n }\n\n /** Un-pause the plugin */\n resume()\n {\n this.paused = false;\n }\n}\n\nvar commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {};\n\nfunction createCommonjsModule(fn, basedir, module) {\n\treturn module = {\n\t path: basedir,\n\t exports: {},\n\t require: function (path, base) {\n return commonjsRequire(path, (base === undefined || base === null) ? module.path : base);\n }\n\t}, fn(module, module.exports), module.exports;\n}\n\nfunction commonjsRequire () {\n\tthrow new Error('Dynamic requires are not currently supported by @rollup/plugin-commonjs');\n}\n\nvar penner = createCommonjsModule(function (module, exports) {\n/*\n\tCopyright © 2001 Robert Penner\n\tAll rights reserved.\n\n\tRedistribution and use in source and binary forms, with or without modification, \n\tare permitted provided that the following conditions are met:\n\n\tRedistributions of source code must retain the above copyright notice, this list of \n\tconditions and the following disclaimer.\n\tRedistributions in binary form must reproduce the above copyright notice, this list \n\tof conditions and the following disclaimer in the documentation and/or other materials \n\tprovided with the distribution.\n\n\tNeither the name of the author nor the names of contributors may be used to endorse \n\tor promote products derived from this software without specific prior written permission.\n\n\tTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY \n\tEXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n\tMERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n\tCOPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n\tEXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n\tGOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED \n\tAND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n\tNEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED \n\tOF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n(function() {\n var penner, umd;\n\n umd = function(factory) {\n {\n return module.exports = factory;\n }\n };\n\n penner = {\n linear: function(t, b, c, d) {\n return c * t / d + b;\n },\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n easeInOutQuad: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t + b;\n } else {\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n }\n },\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n easeOutCubic: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n },\n easeInOutCubic: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n },\n easeInQuart: function(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n },\n easeOutQuart: function(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n },\n easeInOutQuart: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t + b;\n } else {\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n },\n easeInQuint: function(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n },\n easeOutQuint: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n },\n easeInOutQuint: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n },\n easeInSine: function(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n },\n easeOutSine: function(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n },\n easeInOutSine: function(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n },\n easeInExpo: function(t, b, c, d) {\n if (t === 0) {\n return b;\n } else {\n return c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n },\n easeOutExpo: function(t, b, c, d) {\n if (t === d) {\n return b + c;\n } else {\n return c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n },\n easeInOutExpo: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n } else {\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n },\n easeInCirc: function(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n },\n easeOutCirc: function(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n },\n easeInOutCirc: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n } else {\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n },\n easeInElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) ; else if ((t /= d) === 1) ;\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n },\n easeOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) ; else if ((t /= d) === 1) ;\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b;\n },\n easeInOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) ; else if ((t /= d / 2) === 2) ;\n if (!p) {\n p = d * (.3 * 1.5);\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n if (t < 1) {\n return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n } else {\n return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;\n }\n },\n easeInBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n },\n easeOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n },\n easeInOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b;\n } else {\n return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b;\n }\n },\n easeInBounce: function(t, b, c, d) {\n var v;\n v = penner.easeOutBounce(d - t, 0, c, d);\n return c - v + b;\n },\n easeOutBounce: function(t, b, c, d) {\n if ((t /= d) < 1 / 2.75) {\n return c * (7.5625 * t * t) + b;\n } else if (t < 2 / 2.75) {\n return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b;\n } else if (t < 2.5 / 2.75) {\n return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b;\n } else {\n return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b;\n }\n },\n easeInOutBounce: function(t, b, c, d) {\n var v;\n if (t < d / 2) {\n v = penner.easeInBounce(t * 2, 0, c, d);\n return v * .5 + b;\n } else {\n v = penner.easeOutBounce(t * 2 - d, 0, c, d);\n return v * .5 + c * .5 + b;\n }\n }\n };\n\n umd(penner);\n\n}).call(commonjsGlobal);\n});\n\n// eslint-disable-next-line\n\n/**\n * Returns correct Penner equation using string or Function.\n *\n * @internal\n * @ignore\n * @param {(function|string)} [ease]\n * @param {defaults} default penner equation to use if none is provided\n */\n// eslint-disable-next-line consistent-return\nfunction ease(ease, defaults)\n{\n if (!ease)\n {\n return penner[defaults];\n }\n else if (typeof ease === 'function')\n {\n return ease;\n }\n else if (typeof ease === 'string')\n {\n return penner[ease];\n }\n}\n\n/** Options for {@link Animate}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_ANIMATE_OPTIONS = {\n removeOnInterrupt: false,\n ease: 'linear',\n time: 1000,\n};\n\n/**\n * Animation plugin.\n *\n * @see Viewport#animate\n * @fires animate-end\n */\nclass Animate extends Plugin\n{\n \n\n /** The starting x-coordinate of the viewport. */\n \n\n /** The starting y-coordinate of the viewport. */\n \n\n /** The change in the x-coordinate of the viewport through the animation.*/\n \n\n /** The change in the y-coordinate of the viewport through the animation. */\n \n\n /** Marks whether the center of the viewport is preserved in the animation. */\n \n\n /** The starting viewport width. */\n __init() {this.startWidth = null;}\n\n /** The starting viewport height. */\n __init2() {this.startHeight = null;}\n\n /** The change in the viewport's width through the animation. */\n __init3() {this.deltaWidth = null;}\n\n /** The change in the viewport's height through the animation. */\n __init4() {this.deltaHeight = null;}\n\n /** The viewport's width post-animation. */\n __init5() {this.width = null;}\n\n /** The viewport's height post-animation. */\n __init6() {this.height = null;}\n\n /** The time since the animation started. */\n __init7() {this.time = 0;}\n\n /**\n * This is called by {@link Viewport.animate}.\n *\n * @param parent\n * @param options\n */\n constructor(parent, options = {})\n {\n super(parent);Animate.prototype.__init.call(this);Animate.prototype.__init2.call(this);Animate.prototype.__init3.call(this);Animate.prototype.__init4.call(this);Animate.prototype.__init5.call(this);Animate.prototype.__init6.call(this);Animate.prototype.__init7.call(this);\n this.options = Object.assign({}, DEFAULT_ANIMATE_OPTIONS, options);\n this.options.ease = ease(this.options.ease);\n\n this.setupPosition();\n this.setupZoom();\n\n this.time = 0;\n }\n\n /**\n * Setup `startX`, `startY`, `deltaX`, `deltaY`, `keepCenter`.\n *\n * This is called during construction.\n */\n setupPosition()\n {\n if (typeof this.options.position !== 'undefined')\n {\n this.startX = this.parent.center.x;\n this.startY = this.parent.center.y;\n this.deltaX = this.options.position.x - this.parent.center.x;\n this.deltaY = this.options.position.y - this.parent.center.y;\n this.keepCenter = false;\n }\n else\n {\n this.keepCenter = true;\n }\n }\n\n /**\n * Setup `startWidth, `startHeight`, `deltaWidth, `deltaHeight, `width`, `height`.\n *\n * This is called during construction.\n */\n setupZoom()\n {\n this.width = null;\n this.height = null;\n\n if (typeof this.options.scale !== 'undefined')\n {\n this.width = this.parent.screenWidth / this.options.scale;\n }\n else if (typeof this.options.scaleX !== 'undefined' || typeof this.options.scaleY !== 'undefined')\n {\n if (typeof this.options.scaleX !== 'undefined')\n {\n // screenSizeInWorldPixels = screenWidth / scale\n this.width = this.parent.screenWidth / this.options.scaleX;\n }\n if (typeof this.options.scaleY !== 'undefined')\n {\n this.height = this.parent.screenHeight / this.options.scaleY;\n }\n }\n else\n {\n if (typeof this.options.width !== 'undefined')\n {\n this.width = this.options.width;\n }\n if (typeof this.options.height !== 'undefined')\n {\n this.height = this.options.height;\n }\n }\n\n if (this.width !== null)\n {\n this.startWidth = this.parent.screenWidthInWorldPixels;\n this.deltaWidth = this.width - this.startWidth;\n }\n if (this.height !== null)\n {\n this.startHeight = this.parent.screenHeightInWorldPixels;\n this.deltaHeight = this.height - this.startHeight;\n }\n }\n\n down()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('animate');\n }\n\n return false;\n }\n\n complete()\n {\n this.parent.plugins.remove('animate');\n if (this.width !== null)\n {\n this.parent.fitWidth(this.width, this.keepCenter, this.height === null);\n }\n if (this.height !== null)\n {\n this.parent.fitHeight(this.height, this.keepCenter, this.width === null);\n }\n if (!this.keepCenter && this.options.position)\n {\n this.parent.moveCenter(this.options.position);\n }\n\n this.parent.emit('animate-end', this.parent);\n\n if (this.options.callbackOnComplete)\n {\n this.options.callbackOnComplete(this.parent);\n }\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n this.time += elapsed;\n\n const originalZoom = new Point(this.parent.scale.x, this.parent.scale.y);\n\n if (this.time >= this.options.time)\n {\n const originalWidth = this.parent.width;\n const originalHeight = this.parent.height;\n\n this.complete();\n if (originalWidth !== this.parent.width || originalHeight !== this.parent.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n else\n {\n const percent = this.options.ease(this.time, 0, 1, this.options.time);\n\n if (this.width !== null)\n {\n const startWidth = this.startWidth ;\n const deltaWidth = this.deltaWidth ;\n\n this.parent.fitWidth(\n startWidth + (deltaWidth * percent),\n this.keepCenter,\n this.height === null);\n }\n if (this.height !== null)\n {\n const startHeight = this.startHeight ;\n const deltaHeight = this.deltaHeight ;\n\n this.parent.fitHeight(\n startHeight + (deltaHeight * percent),\n this.keepCenter,\n this.width === null);\n }\n if (this.width === null)\n {\n this.parent.scale.x = this.parent.scale.y;\n }\n else if (this.height === null)\n {\n this.parent.scale.y = this.parent.scale.x;\n }\n if (!this.keepCenter)\n {\n const startX = this.startX ;\n const startY = this.startY ;\n const deltaX = this.deltaX ;\n const deltaY = this.deltaY ;\n const original = new Point(this.parent.x, this.parent.y);\n\n this.parent.moveCenter(startX + (deltaX * percent), startY + (deltaY * percent));\n this.parent.emit('moved', { viewport: this.parent, original, type: 'animate' });\n }\n if (this.width || this.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n }\n}\n\nfunction _optionalChain$1(ops) { let lastAccessLHS = undefined; let value = ops[0]; let i = 1; while (i < ops.length) { const op = ops[i]; const fn = ops[i + 1]; i += 2; if ((op === 'optionalAccess' || op === 'optionalCall') && value == null) { return undefined; } if (op === 'access' || op === 'optionalAccess') { lastAccessLHS = value; value = fn(value); } else if (op === 'call' || op === 'optionalCall') { value = fn((...args) => value.call(lastAccessLHS, ...args)); lastAccessLHS = undefined; } } return value; }\n\n\n\n\n\n/** Options for {@link Bounce}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_BOUNCE_OPTIONS = {\n sides: 'all',\n friction: 0.5,\n time: 150,\n ease: 'easeInOutSine',\n underflow: 'center',\n bounceBox: null\n};\n\n/**\n * @fires bounce-start-x\n * @fires bounce.end-x\n * @fires bounce-start-y\n * @fires bounce-end-y\n * @public\n */\nclass Bounce extends Plugin\n{\n /** The options passed to initialize this plugin, cannot be modified again. */\n \n\n /** Holds whether to bounce from left side. */\n \n\n /** Holds whether to bounce from top side. */\n \n\n /** Holds whether to bounce from right side. */\n \n\n /** Holds whether to bounce from bottom side. */\n \n\n /** Direction of underflow along x-axis. */\n \n\n /** Direction of underflow along y-axis. */\n \n\n /** Easing */\n \n\n /** Bounce state along x-axis */\n \n\n /** Bounce state along y-axis */\n \n\n /**\n * This is called by {@link Viewport.bounce}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_BOUNCE_OPTIONS, options);\n this.ease = ease(this.options.ease, 'easeInOutSine');\n\n if (this.options.sides)\n {\n if (this.options.sides === 'all')\n {\n this.top = this.bottom = this.left = this.right = true;\n }\n else if (this.options.sides === 'horizontal')\n {\n this.right = this.left = true;\n this.top = this.bottom = false;\n }\n else if (this.options.sides === 'vertical')\n {\n this.left = this.right = false;\n this.top = this.bottom = true;\n }\n else\n {\n this.top = this.options.sides.indexOf('top') !== -1;\n this.bottom = this.options.sides.indexOf('bottom') !== -1;\n this.left = this.options.sides.indexOf('left') !== -1;\n this.right = this.options.sides.indexOf('right') !== -1;\n }\n }\n else\n {\n this.left = this.top = this.right = this.bottom = false;\n }\n\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n // eslint-disable-next-line no-nested-ternary\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n // eslint-disable-next-line no-nested-ternary\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n }\n\n this.reset();\n }\n\n isActive()\n {\n return this.toX !== null || this.toY !== null;\n }\n\n down()\n {\n this.toX = this.toY = null;\n\n return false;\n }\n\n up()\n {\n this.bounce();\n\n return false;\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n\n this.bounce();\n\n if (this.toX)\n {\n const toX = this.toX;\n\n toX.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-x' });\n\n if (toX.time >= this.options.time)\n {\n this.parent.x = toX.end;\n this.toX = null;\n this.parent.emit('bounce-x-end', this.parent);\n }\n else\n {\n this.parent.x = this.ease(toX.time, toX.start, toX.delta, this.options.time);\n }\n }\n\n if (this.toY)\n {\n const toY = this.toY;\n\n toY.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-y' });\n\n if (toY.time >= this.options.time)\n {\n this.parent.y = toY.end;\n this.toY = null;\n this.parent.emit('bounce-y-end', this.parent);\n }\n else\n {\n this.parent.y = this.ease(toY.time, toY.start, toY.delta, this.options.time);\n }\n }\n }\n\n /** @internal */\n calcUnderflowX()\n {\n let x;\n\n switch (this.underflowX)\n {\n case -1:\n x = 0;\n break;\n case 1:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n\n return x;\n }\n\n /** @internal */\n calcUnderflowY()\n {\n let y;\n\n switch (this.underflowY)\n {\n case -1:\n y = 0;\n break;\n case 1:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n\n return y;\n }\n\n oob()\n {\n const box = this.options.bounceBox;\n\n if (box)\n {\n const x1 = typeof box.x === 'undefined' ? 0 : box.x;\n const y1 = typeof box.y === 'undefined' ? 0 : box.y;\n const width = typeof box.width === 'undefined' ? this.parent.worldWidth : box.width;\n const height = typeof box.height === 'undefined' ? this.parent.worldHeight : box.height;\n\n return {\n left: this.parent.left < x1,\n right: this.parent.right > width,\n top: this.parent.top < y1,\n bottom: this.parent.bottom > height,\n topLeft: new Point(\n x1 * this.parent.scale.x,\n y1 * this.parent.scale.y\n ),\n bottomRight: new Point(\n (width * this.parent.scale.x) - this.parent.screenWidth,\n (height * this.parent.scale.y) - this.parent.screenHeight\n )\n };\n }\n\n return {\n left: this.parent.left < 0,\n right: this.parent.right > this.parent.worldWidth,\n top: this.parent.top < 0,\n bottom: this.parent.bottom > this.parent.worldHeight,\n topLeft: new Point(0, 0),\n bottomRight: new Point(\n (this.parent.worldWidth * this.parent.scale.x) - this.parent.screenWidth,\n (this.parent.worldHeight * this.parent.scale.y) - this.parent.screenHeight\n )\n };\n }\n\n bounce()\n {\n if (this.paused)\n {\n return;\n }\n\n let oob;\n let decelerate\n\n\n\n\n\n = this.parent.plugins.get('decelerate', true) ;\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n if ((decelerate.x && decelerate.percentChangeX === _optionalChain$1([decelerate, 'access', _ => _.options, 'optionalAccess', _2 => _2.friction]))\n || (decelerate.y && decelerate.percentChangeY === _optionalChain$1([decelerate, 'access', _3 => _3.options, 'optionalAccess', _4 => _4.friction])))\n {\n oob = this.oob();\n if ((oob.left && this.left) || (oob.right && this.right))\n {\n decelerate.percentChangeX = this.options.friction;\n }\n if ((oob.top && this.top) || (oob.bottom && this.bottom))\n {\n decelerate.percentChangeY = this.options.friction;\n }\n }\n }\n const drag = this.parent.plugins.get('drag', true) || {};\n const pinch = this.parent.plugins.get('pinch', true) || {};\n\n decelerate = decelerate || {};\n\n if (!_optionalChain$1([drag, 'optionalAccess', _5 => _5.active]) && !_optionalChain$1([pinch, 'optionalAccess', _6 => _6.active]) && ((!this.toX || !this.toY) && (!decelerate.x || !decelerate.y)))\n {\n oob = oob || this.oob();\n const topLeft = oob.topLeft;\n const bottomRight = oob.bottomRight;\n\n if (!this.toX && !decelerate.x)\n {\n let x = null;\n\n if (oob.left && this.left)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -topLeft.x;\n }\n else if (oob.right && this.right)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -bottomRight.x;\n }\n if (x !== null && this.parent.x !== x)\n {\n this.toX = { time: 0, start: this.parent.x, delta: x - this.parent.x, end: x };\n this.parent.emit('bounce-x-start', this.parent);\n }\n }\n if (!this.toY && !decelerate.y)\n {\n let y = null;\n\n if (oob.top && this.top)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -topLeft.y;\n }\n else if (oob.bottom && this.bottom)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -bottomRight.y;\n }\n if (y !== null && this.parent.y !== y)\n {\n this.toY = { time: 0, start: this.parent.y, delta: y - this.parent.y, end: y };\n this.parent.emit('bounce-y-start', this.parent);\n }\n }\n }\n }\n\n reset()\n {\n this.toX = this.toY = null;\n this.bounce();\n }\n}\n\n/**\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of the world offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight]\n * eg: to allow the world to be completely dragged offscreen, set\n * [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) =\n * the world is stuck to the appropriate boundaries\n *\n */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_CLAMP_OPTIONS = {\n left: false,\n right: false,\n top: false,\n bottom: false,\n direction: null,\n underflow: 'center'\n};\n\n/**\n * Plugin to clamp the viewport to a specific world bounding box.\n *\n * @public\n */\nclass Clamp extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n \n\n /** Last state of viewport */\n \n\n\n\n\n\n\n \n \n \n\n /**\n * This is called by {@link Viewport.clamp}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_OPTIONS, options);\n\n if (this.options.direction)\n {\n this.options.left = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.right = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.top = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n this.options.bottom = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n }\n\n this.parseUnderflow();\n this.last = { x: null, y: null, scaleX: null, scaleY: null };\n this.update();\n }\n\n parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'none')\n {\n this.noUnderflow = true;\n }\n else if (clamp === 'center')\n {\n this.underflowX = this.underflowY = 0;\n this.noUnderflow = false;\n }\n else\n {\n // eslint-disable-next-line no-nested-ternary\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n // eslint-disable-next-line no-nested-ternary\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n this.noUnderflow = false;\n }\n }\n\n move()\n {\n this.update();\n\n return false;\n }\n\n update()\n {\n if (this.paused)\n {\n return;\n }\n\n // only clamp on change\n if (this.parent.x === this.last.x\n && this.parent.y === this.last.y\n && this.parent.scale.x === this.last.scaleX\n && this.parent.scale.y === this.last.scaleY)\n {\n return;\n }\n const original = { x: this.parent.x, y: this.parent.y };\n // TODO: Fix\n const decelerate = (this.parent.plugins ).decelerate || {};\n\n if (this.options.left !== null || this.options.right !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n if (this.parent.x !== 0)\n {\n this.parent.x = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.x !== this.parent.screenWidth - this.parent.screenWorldWidth)\n {\n this.parent.x = this.parent.screenWidth - this.parent.screenWorldWidth;\n moved = true;\n }\n break;\n default:\n if (this.parent.x !== (this.parent.screenWidth - this.parent.screenWorldWidth) / 2)\n {\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.left !== null)\n {\n if (this.parent.left < (this.options.left === true ? 0 : this.options.left))\n {\n this.parent.x = -(this.options.left === true ? 0 : this.options.left) * this.parent.scale.x;\n decelerate.x = 0;\n moved = true;\n }\n }\n if (this.options.right !== null)\n {\n if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right))\n {\n this.parent.x = (-(this.options.right === true ? this.parent.worldWidth : this.options.right)\n * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-x' });\n }\n }\n if (this.options.top !== null || this.options.bottom !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n if (this.parent.y !== 0)\n {\n this.parent.y = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.y !== this.parent.screenHeight - this.parent.screenWorldHeight)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n moved = true;\n }\n break;\n default:\n if (this.parent.y !== (this.parent.screenHeight - this.parent.screenWorldHeight) / 2)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.top !== null)\n {\n if (this.parent.top < (this.options.top === true ? 0 : this.options.top))\n {\n this.parent.y = -(this.options.top === true ? 0 : this.options.top)\n * this.parent.scale.y;\n decelerate.y = 0;\n moved = true;\n }\n }\n if (this.options.bottom !== null)\n {\n if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom))\n {\n this.parent.y = (-(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)\n * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-y' });\n }\n }\n this.last.x = this.parent.x;\n this.last.y = this.parent.y;\n this.last.scaleX = this.parent.scale.x;\n this.last.scaleY = this.parent.scale.y;\n }\n\n reset()\n {\n this.update();\n }\n}\n\n/**\n * Options for {@link ClampZoom}.\n *\n * Use either minimum width/height or minimum scale\n */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_CLAMP_ZOOM_OPTIONS = {\n minWidth: null,\n minHeight: null,\n maxWidth: null,\n maxHeight: null,\n minScale: null,\n maxScale: null\n};\n\n/**\n * Plugin to clamp the viewport's zoom to a specific range.\n *\n * @public\n */\nclass ClampZoom extends Plugin\n{\n \n\n /**\n * This is called by {@link Viewport.clampZoom}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_ZOOM_OPTIONS, options);\n\n this.clamp();\n }\n\n resize()\n {\n this.clamp();\n }\n\n /** Clamp the viewport scale zoom) */\n clamp()\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.options.minWidth || this.options.minHeight || this.options.maxWidth || this.options.maxHeight)\n {\n let width = this.parent.worldScreenWidth;\n let height = this.parent.worldScreenHeight;\n\n if (this.options.minWidth !== null && width < this.options.minWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.minWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxWidth !== null && width > this.options.maxWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.maxWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.minHeight !== null && height < this.options.minHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.minHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxHeight !== null && height > this.options.maxHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.maxHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n else\n if (this.options.minScale || this.options.maxScale)\n {\n const minScale = { x: null, y: null };\n const maxScale = { x: null, y: null };\n\n if (typeof this.options.minScale === 'number')\n {\n minScale.x = this.options.minScale;\n minScale.y = this.options.minScale;\n }\n else if (this.options.minScale !== null)\n {\n const optsMinScale = this.options.minScale ;\n\n minScale.x = typeof optsMinScale.x === 'undefined' ? null : optsMinScale.x;\n minScale.y = typeof optsMinScale.y === 'undefined' ? null : optsMinScale.y;\n }\n\n if (typeof this.options.maxScale === 'number')\n {\n maxScale.x = this.options.maxScale;\n maxScale.y = this.options.maxScale;\n }\n else if (this.options.maxScale !== null)\n {\n const optsMaxScale = this.options.maxScale ;\n\n maxScale.x = typeof optsMaxScale.x === 'undefined' ? null : optsMaxScale.x;\n maxScale.y = typeof optsMaxScale.y === 'undefined' ? null : optsMaxScale.y;\n }\n\n let scaleX = this.parent.scale.x;\n let scaleY = this.parent.scale.y;\n\n if (minScale.x !== null && scaleX < minScale.x)\n {\n scaleX = minScale.x;\n }\n if (maxScale.x !== null && scaleX > maxScale.x)\n {\n scaleX = maxScale.x;\n }\n if (minScale.y !== null && scaleY < minScale.y)\n {\n scaleY = minScale.y;\n }\n if (maxScale.y !== null && scaleY > maxScale.y)\n {\n scaleY = maxScale.y;\n }\n if (scaleX !== this.parent.scale.x || scaleY !== this.parent.scale.y)\n {\n this.parent.scale.set(scaleX, scaleY);\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n }\n\n reset()\n {\n this.clamp();\n }\n}\n\n/** This allows independent x and y values for min/maxScale */\n\nconst DEFAULT_DECELERATE_OPTIONS = {\n friction: 0.98,\n bounce: 0.8,\n minSpeed: 0.01\n};\n\n/**\n * Time period of decay (1 frame)\n *\n * @internal\n * @ignore\n */\nconst TP = 16;\n\n/**\n * Plugin to decelerate viewport velocity smoothly after panning ends.\n *\n * @public\n */\nclass Decelerate extends Plugin\n{\n /** Options used to initialize this plugin. */\n \n\n /**\n * x-component of the velocity of viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n \n\n /**\n * y-component of the velocity of the viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n \n\n /**\n * The decay factor for the x-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n \n\n /**\n * The decay factor for the y-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n \n\n /** Saved list of recent viewport position snapshots, to estimate velocity. */\n \n\n /** The time since the user released panning of the viewport. */\n \n\n /**\n * This is called by {@link Viewport.decelerate}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DECELERATE_OPTIONS, options);\n this.saved = [];\n this.timeSinceRelease = 0;\n\n this.reset();\n this.parent.on('moved', (data) => this.moved(data));\n }\n\n down()\n {\n this.saved = [];\n this.x = this.y = null;\n\n return false;\n }\n\n isActive()\n {\n return !!(this.x || this.y);\n }\n\n move()\n {\n if (this.paused)\n {\n return false;\n }\n\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n this.saved.push({ x: this.parent.x, y: this.parent.y, time: performance.now() });\n\n if (this.saved.length > 60)\n {\n this.saved.splice(0, 30);\n }\n }\n\n // Silently recording viewport positions\n return false;\n }\n\n /** Listener to viewport's \"moved\" event. */\n moved(data)\n {\n if (this.saved.length)\n {\n const last = this.saved[this.saved.length - 1];\n\n if (data.type === 'clamp-x')\n {\n if (last.x === data.original.x)\n {\n last.x = this.parent.x;\n }\n }\n else if (data.type === 'clamp-y')\n {\n if (last.y === data.original.y)\n {\n last.y = this.parent.y;\n }\n }\n }\n }\n\n up()\n {\n if (this.parent.input.count() === 0 && this.saved.length)\n {\n const now = performance.now();\n\n for (const save of this.saved)\n {\n if (save.time >= now - 100)\n {\n const time = now - save.time;\n\n this.x = (this.parent.x - save.x) / time;\n this.y = (this.parent.y - save.y) / time;\n this.percentChangeX = this.percentChangeY = this.options.friction;\n this.timeSinceRelease = 0;\n break;\n }\n }\n }\n\n return false;\n }\n\n /**\n * Manually activate deceleration, starting from the (x, y) velocity components passed in the options.\n *\n * @param {object} options\n * @param {number} [options.x] - Specify x-component of initial velocity.\n * @param {number} [options.y] - Specify y-component of initial velocity.\n */\n activate(options)\n {\n options = options || {};\n\n if (typeof options.x !== 'undefined')\n {\n this.x = options.x;\n this.percentChangeX = this.options.friction;\n }\n if (typeof options.y !== 'undefined')\n {\n this.y = options.y;\n this.percentChangeY = this.options.friction;\n }\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n\n /*\n * See https://github.com/davidfig/pixi-viewport/issues/271 for math.\n *\n * The viewport velocity (this.x, this.y) decays exponentially by the the decay factor\n * (this.percentChangeX, this.percentChangeY) each frame. This velocity function is integrated\n * to calculate the displacement.\n */\n\n const moved = this.x || this.y;\n\n const ti = this.timeSinceRelease;\n const tf = this.timeSinceRelease + elapsed;\n\n if (this.x)\n {\n const k = this.percentChangeX;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport x-coordinate.\n this.parent.x += ((this.x * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on x-component of velocity\n this.x *= Math.pow(this.percentChangeX, elapsed / TP);\n }\n if (this.y)\n {\n const k = this.percentChangeY;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport y-coordinate.\n this.parent.y += ((this.y * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on y-component of velocity\n this.y *= Math.pow(this.percentChangeY, elapsed / TP);\n }\n\n this.timeSinceRelease += elapsed;\n\n // End decelerate velocity once it goes under a certain amount of precision.\n if (this.x && this.y)\n {\n if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed)\n {\n this.x = 0;\n this.y = 0;\n }\n }\n else\n {\n if (Math.abs(this.x || 0) < this.options.minSpeed)\n {\n this.x = 0;\n }\n if (Math.abs(this.y || 0) < this.options.minSpeed)\n {\n this.y = 0;\n }\n }\n\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, type: 'decelerate' });\n }\n }\n\n reset()\n {\n this.x = this.y = null;\n }\n}\n\n/** Options for {@link Drag}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_DRAG_OPTIONS = {\n direction: 'all',\n pressDrag: true,\n wheel: true,\n wheelScroll: 1,\n reverse: false,\n clampWheel: false,\n underflow: 'center',\n factor: 1,\n mouseButtons: 'all',\n keyToPress: null,\n ignoreKeyToPressOnTouch: false,\n lineHeight: 20,\n wheelSwapAxes: false,\n};\n\n/**\n * Plugin to enable panning/dragging of the viewport to move around.\n *\n * @public\n */\nclass Drag extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n \n\n /** Flags when viewport is moving. */\n \n\n /** Factor to apply from {@link IDecelerateOptions}'s reverse. */\n \n\n /** Holds whether dragging is enabled along the x-axis. */\n \n\n /** Holds whether dragging is enabled along the y-axis. */\n \n\n /** Flags whether the keys required to drag are pressed currently. */\n \n\n /** Holds whether the left, center, and right buttons are required to pan. */\n \n\n /** Underflow factor along x-axis */\n \n\n /** Underflow factor along y-axis */\n \n\n /** Last pointer position while panning. */\n \n\n /** The ID of the pointer currently panning the viewport. */\n \n\n /** Array of event-handlers for window */\n __init() {this.windowEventHandlers = new Array();}\n\n /**\n * This is called by {@link Viewport.drag}.\n */\n constructor(parent, options = {})\n {\n super(parent);Drag.prototype.__init.call(this);\n this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options);\n this.moved = false;\n this.reverse = this.options.reverse ? 1 : -1;\n this.xDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'x';\n this.yDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'y';\n this.keyIsPressed = false;\n\n this.parseUnderflow();\n this.mouseButtons(this.options.mouseButtons);\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger drag event\n */\n handleKeyPresses(codes)\n {\n const keydownHandler = (e) => {\n if (codes.includes(e.code))\n { this.keyIsPressed = true; }\n };\n\n const keyupHandler = (e) => {\n if (codes.includes(e.code))\n { this.keyIsPressed = false; }\n };\n\n this.addWindowEventHandler(\"keyup\", keyupHandler);\n this.addWindowEventHandler(\"keydown\", keydownHandler);\n }\n\n addWindowEventHandler(event, handler)\n {\n window.addEventListener(event, handler);\n this.windowEventHandlers.push({event, handler});\n }\n\n destroy()\n {\n this.windowEventHandlers.forEach(({event, handler}) => {\n window.removeEventListener(event, handler);\n });\n }\n\n /**\n * initialize mousebuttons array\n * @param {string} buttons\n */\n mouseButtons(buttons)\n {\n if (!buttons || buttons === 'all')\n {\n this.mouse = [true, true, true];\n }\n else\n {\n this.mouse = [\n buttons.indexOf('left') !== -1,\n buttons.indexOf('middle') !== -1,\n buttons.indexOf('right') !== -1\n ];\n }\n }\n\n parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n if (clamp.includes('left'))\n {\n this.underflowX = -1;\n }\n else if (clamp.includes('right'))\n {\n this.underflowX = 1;\n }\n else\n {\n this.underflowX = 0;\n }\n if (clamp.includes('top'))\n {\n this.underflowY = -1;\n }\n else if (clamp.includes('bottom'))\n {\n this.underflowY = 1;\n }\n else\n {\n this.underflowY = 0;\n }\n }\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n checkButtons(event)\n {\n const isMouse = event.data.pointerType === 'mouse';\n const count = this.parent.input.count();\n\n if ((count === 1) || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n if (!isMouse || this.mouse[event.data.button])\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n checkKeyPress(event)\n {\n return (!this.options.keyToPress\n || this.keyIsPressed\n || (this.options.ignoreKeyToPressOnTouch && event.data.pointerType === 'touch'));\n }\n\n down(event)\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.checkButtons(event) && this.checkKeyPress(event))\n {\n this.last = { x: event.data.global.x, y: event.data.global.y };\n this.current = event.data.pointerId;\n\n return true;\n }\n this.last = null;\n\n return false;\n }\n\n get active()\n {\n return this.moved;\n }\n\n move(event)\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.last && this.current === event.data.pointerId)\n {\n const x = event.data.global.x;\n const y = event.data.global.y;\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n const distX = x - this.last.x;\n const distY = y - this.last.y;\n\n if (this.moved\n || ((this.xDirection && this.parent.input.checkThreshold(distX))\n || (this.yDirection && this.parent.input.checkThreshold(distY))))\n {\n const newPoint = { x, y };\n\n if (this.xDirection)\n {\n this.parent.x += (newPoint.x - this.last.x) * this.options.factor;\n }\n if (this.yDirection)\n {\n this.parent.y += (newPoint.y - this.last.y) * this.options.factor;\n }\n this.last = newPoint;\n if (!this.moved)\n {\n this.parent.emit('drag-start', {\n event,\n screen: new Point(this.last.x, this.last.y),\n world: this.parent.toWorld(new Point(this.last.x, this.last.y)),\n viewport: this.parent\n });\n }\n this.moved = true;\n this.parent.emit('moved', { viewport: this.parent, type: 'drag' });\n\n return true;\n }\n }\n else\n {\n this.moved = false;\n }\n }\n\n return false;\n }\n\n up(event)\n {\n if (this.paused)\n {\n return false;\n }\n\n const touches = this.parent.input.touches;\n\n if (touches.length === 1)\n {\n const pointer = touches[0];\n\n if (pointer.last)\n {\n this.last = { x: pointer.last.x, y: pointer.last.y };\n this.current = pointer.id;\n }\n this.moved = false;\n\n return true;\n }\n else if (this.last)\n {\n if (this.moved)\n {\n const screen = new Point(this.last.x, this.last.y);\n\n this.parent.emit('drag-end', {\n event, screen,\n world: this.parent.toWorld(screen),\n viewport: this.parent,\n });\n this.last = null;\n this.moved = false;\n\n return true;\n }\n }\n\n return false;\n }\n\n wheel(event)\n {\n if (this.paused)\n {\n return false;\n }\n\n if (this.options.wheel)\n {\n const wheel = this.parent.plugins.get('wheel', true);\n\n if (!wheel || (!wheel.options.wheelZoom && !event.ctrlKey))\n {\n const step = event.deltaMode ? this.options.lineHeight : 1;\n\n const deltas = [event.deltaX, event.deltaY];\n const [deltaX, deltaY] = this.options.wheelSwapAxes ? deltas.reverse() : deltas;\n\n if (this.xDirection)\n {\n this.parent.x += deltaX * step * this.options.wheelScroll * this.reverse;\n }\n if (this.yDirection)\n {\n this.parent.y += deltaY * step * this.options.wheelScroll * this.reverse;\n }\n if (this.options.clampWheel)\n {\n this.clamp();\n }\n this.parent.emit('wheel-scroll', this.parent);\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n if (!this.parent.options.passiveWheel)\n {\n event.preventDefault();\n }\n if (this.parent.options.stopPropagation)\n {\n event.stopPropagation();\n }\n\n return true;\n }\n }\n\n return false;\n }\n\n resume()\n {\n this.last = null;\n this.paused = false;\n }\n\n clamp()\n {\n const decelerate = this.parent.plugins.get('decelerate', true) || {};\n\n if (this.options.clampWheel !== 'y')\n {\n if (this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n this.parent.x = 0;\n break;\n case 1:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n }\n else\n if (this.parent.left < 0)\n {\n this.parent.x = 0;\n decelerate.x = 0;\n }\n else if (this.parent.right > this.parent.worldWidth)\n {\n this.parent.x = (-this.parent.worldWidth * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n }\n }\n if (this.options.clampWheel !== 'x')\n {\n if (this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n this.parent.y = 0;\n break;\n case 1:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n }\n else\n {\n if (this.parent.top < 0)\n {\n this.parent.y = 0;\n decelerate.y = 0;\n }\n if (this.parent.bottom > this.parent.worldHeight)\n {\n this.parent.y = (-this.parent.worldHeight * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n }\n }\n }\n }\n}\n\n/** Options for {@link Follow}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_FOLLOW_OPTIONS = {\n speed: 0,\n acceleration: null,\n radius: null\n};\n\n/**\n * Plugin to follow a display-object.\n *\n * @see Viewport.follow\n * @public\n */\nclass Follow extends Plugin\n{\n /** The options used to initialize this plugin. */\n \n\n /** The target this plugin will make the viewport follow. */\n \n\n /** The velocity provided the viewport by following, at the current time. */\n \n\n /**\n * This is called by {@link Viewport.follow}.\n *\n * @param parent\n * @param target - target to follow\n * @param options\n */\n constructor(parent, target, options = {})\n {\n super(parent);\n\n this.target = target;\n this.options = Object.assign({}, DEFAULT_FOLLOW_OPTIONS, options);\n this.velocity = { x: 0, y: 0 };\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n\n const center = this.parent.center;\n let toX = this.target.x;\n let toY = this.target.y;\n\n if (this.options.radius)\n {\n const distance = Math.sqrt(Math.pow(this.target.y - center.y, 2) + Math.pow(this.target.x - center.x, 2));\n\n if (distance > this.options.radius)\n {\n const angle = Math.atan2(this.target.y - center.y, this.target.x - center.x);\n\n toX = this.target.x - (Math.cos(angle) * this.options.radius);\n toY = this.target.y - (Math.sin(angle) * this.options.radius);\n }\n else\n {\n return;\n }\n }\n\n const deltaX = toX - center.x;\n const deltaY = toY - center.y;\n\n if (deltaX || deltaY)\n {\n if (this.options.speed)\n {\n if (this.options.acceleration)\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const distance = Math.sqrt(Math.pow(deltaX, 2) + Math.pow(deltaY, 2));\n\n if (distance)\n {\n const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2))\n / (2 * this.options.acceleration);\n\n if (distance > decelerationDistance)\n {\n this.velocity = {\n x: Math.min(this.velocity.x + (this.options.acceleration * elapsed, this.options.speed)),\n y: Math.min(this.velocity.y + (this.options.acceleration * elapsed, this.options.speed))\n };\n }\n else\n {\n this.velocity = {\n x: Math.max(this.velocity.x - (this.options.acceleration * this.options.speed), 0),\n y: Math.max(this.velocity.y - (this.options.acceleration * this.options.speed), 0)\n };\n }\n const changeX = Math.cos(angle) * this.velocity.x;\n const changeY = Math.sin(angle) * this.velocity.y;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const changeX = Math.cos(angle) * this.options.speed;\n const changeY = Math.sin(angle) * this.options.speed;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n this.parent.moveCenter(toX, toY);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n }\n}\n\n/** Insets for mouse edges scrolling regions */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst MOUSE_EDGES_OPTIONS = {\n radius: null,\n distance: null,\n top: null,\n bottom: null,\n left: null,\n right: null,\n speed: 8,\n reverse: false,\n noDecelerate: false,\n linear: false,\n allowButtons: false,\n};\n\n/**\n * Scroll viewport when mouse hovers near one of the edges.\n *\n * @event mouse-edge-start(Viewport) emitted when mouse-edge starts\n * @event mouse-edge-end(Viewport) emitted when mouse-edge ends\n */\nclass MouseEdges extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n \n\n /** Factor from reverse option. */\n \n\n /** Radius squared */\n \n\n /** Scroll region size on the left side. */\n \n\n /** Scroll region size on the top size. */\n \n\n /** Scroll region size on the right side. */\n \n\n /** Scroll region size on the bottom side. */\n \n\n \n\n \n\n /**\n * This is called by {@link Viewport.mouseEdges}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, MOUSE_EDGES_OPTIONS, options);\n this.reverse = this.options.reverse ? 1 : -1;\n this.radiusSquared = typeof this.options.radius === 'number' ? Math.pow(this.options.radius, 2) : null;\n\n this.resize();\n }\n\n resize()\n {\n const distance = this.options.distance;\n\n if (distance !== null)\n {\n this.left = distance;\n this.top = distance;\n this.right = this.parent.screenWidth - distance;\n this.bottom = this.parent.screenHeight - distance;\n }\n else if (!this.options.radius)\n {\n this.left = this.options.left;\n this.top = this.options.top;\n this.right = this.options.right === null ? null : this.parent.screenWidth - this.options.right;\n this.bottom = this.options.bottom === null ? null : this.parent.screenHeight - this.options.bottom;\n }\n }\n\n down()\n {\n if (this.paused)\n {\n return false;\n }\n if (!this.options.allowButtons)\n {\n this.horizontal = this.vertical = null;\n }\n\n return false;\n }\n\n move(event)\n {\n if (this.paused)\n {\n return false;\n }\n if ((event.data.pointerType !== 'mouse' && event.data.identifier !== 1)\n || (!this.options.allowButtons && event.data.buttons !== 0))\n {\n return false;\n }\n\n const x = event.data.global.x;\n const y = event.data.global.y;\n\n if (this.radiusSquared)\n {\n const center = this.parent.toScreen(this.parent.center);\n const distance = Math.pow(center.x - x, 2) + Math.pow(center.y - y, 2);\n\n if (distance >= this.radiusSquared)\n {\n const angle = Math.atan2(center.y - y, center.x - x);\n\n if (this.options.linear)\n {\n this.horizontal = Math.round(Math.cos(angle)) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.round(Math.sin(angle)) * this.options.speed * this.reverse * (60 / 1000);\n }\n else\n {\n this.horizontal = Math.cos(angle) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.sin(angle) * this.options.speed * this.reverse * (60 / 1000);\n }\n }\n else\n {\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n\n this.horizontal = this.vertical = 0;\n }\n }\n else\n {\n if (this.left !== null && x < this.left)\n {\n this.horizontal = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.right !== null && x > this.right)\n {\n this.horizontal = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateHorizontal();\n this.horizontal = 0;\n }\n if (this.top !== null && y < this.top)\n {\n this.vertical = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.bottom !== null && y > this.bottom)\n {\n this.vertical = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateVertical();\n this.vertical = 0;\n }\n }\n\n return false;\n }\n\n decelerateHorizontal()\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.horizontal && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ x: (this.horizontal * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n decelerateVertical()\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.vertical && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ y: (this.vertical * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n up()\n {\n if (this.paused)\n {\n return false;\n }\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n this.horizontal = this.vertical = null;\n\n return false;\n }\n\n update()\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.horizontal || this.vertical)\n {\n const center = this.parent.center;\n\n if (this.horizontal)\n {\n center.x += this.horizontal * this.options.speed;\n }\n if (this.vertical)\n {\n center.y += this.vertical * this.options.speed;\n }\n\n this.parent.moveCenter(center);\n this.parent.emit('moved', { viewport: this.parent, type: 'mouse-edges' });\n }\n }\n}\n\n/** Options for {@link Pinch}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_PINCH_OPTIONS = {\n noDrag: false,\n percent: 1,\n center: null,\n factor: 1,\n axis: 'all',\n};\n\n/**\n * Plugin for enabling two-finger pinching (or dragging).\n *\n * @public\n */\nclass Pinch extends Plugin\n{\n /** Options used to initialize this plugin. */\n \n\n /** Flags whether this plugin is active, i.e. a pointer is down on the viewport. */\n __init() {this.active = false;}\n\n /** Flags whether the viewport is being pinched. */\n __init2() {this.pinching = false;}\n\n __init3() {this.moved = false;}\n \n\n /**\n * This is called by {@link Viewport.pinch}.\n */\n constructor(parent, options = {})\n {\n super(parent);Pinch.prototype.__init.call(this);Pinch.prototype.__init2.call(this);Pinch.prototype.__init3.call(this); this.options = Object.assign({}, DEFAULT_PINCH_OPTIONS, options);\n }\n\n down()\n {\n if (this.parent.input.count() >= 2)\n {\n this.active = true;\n\n return true;\n }\n\n return false;\n }\n\n isAxisX()\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n isAxisY()\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n move(e)\n {\n if (this.paused || !this.active)\n {\n return false;\n }\n\n const x = e.data.global.x;\n const y = e.data.global.y;\n\n const pointers = this.parent.input.touches;\n\n if (pointers.length >= 2)\n {\n const first = pointers[0] ;\n const second = pointers[1] ;\n const last = (first.last && second.last)\n ? Math.sqrt(Math.pow(second.last.x - first.last.x, 2) + Math.pow(second.last.y - first.last.y, 2))\n : null;\n\n if (first.id === e.data.pointerId)\n {\n first.last = { x, y, data: e.data } ;\n }\n else if (second.id === e.data.pointerId)\n {\n second.last = { x, y, data: e.data } ;\n }\n if (last)\n {\n let oldPoint;\n\n const point = {\n x: (first.last ).x\n + (((second.last ).x - (first.last ).x) / 2),\n y: (first.last ).y\n + (((second.last ).y - (first.last ).y) / 2),\n };\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n let dist = Math.sqrt(Math.pow(\n (second.last ).x - (first.last ).x, 2)\n + Math.pow((second.last ).y - (first.last ).y, 2));\n\n dist = dist === 0 ? dist = 0.0000000001 : dist;\n\n const change = (1 - (last / dist)) * this.options.percent\n * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y);\n\n if (this.isAxisX())\n {\n this.parent.scale.x += change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'pinch', center: point });\n\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += (point.x - newPoint.x) * this.options.factor;\n this.parent.y += (point.y - newPoint.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n if (!this.options.noDrag && this.lastCenter)\n {\n this.parent.x += (point.x - this.lastCenter.x) * this.options.factor;\n this.parent.y += (point.y - this.lastCenter.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n\n this.lastCenter = point;\n this.moved = true;\n }\n else if (!this.pinching)\n {\n this.parent.emit('pinch-start', this.parent);\n this.pinching = true;\n }\n\n return true;\n }\n\n return false;\n }\n\n up()\n {\n if (this.pinching)\n {\n if (this.parent.input.touches.length <= 1)\n {\n this.active = false;\n this.lastCenter = null;\n this.pinching = false;\n this.moved = false;\n this.parent.emit('pinch-end', this.parent);\n\n return true;\n }\n }\n\n return false;\n }\n}\n\nconst DEFAULT_SNAP_OPTIONS = {\n topLeft: false,\n friction: 0.8,\n time: 1000,\n ease: 'easeInOutSine',\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false\n};\n\n/**\n * @event snap-start(Viewport) emitted each time a snap animation starts\n * @event snap-restart(Viewport) emitted each time a snap resets because of a change in viewport size\n * @event snap-end(Viewport) emitted each time snap reaches its target\n * @event snap-remove(Viewport) emitted if snap plugin is removed\n */\nclass Snap extends Plugin\n{\n \n \n \n \n\n \n \n \n \n \n \n\n /**\n * This is called by {@link Viewport.snap}.\n */\n constructor(parent, x, y, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_SNAP_OPTIONS, options);\n this.ease = ease(options.ease, 'easeInOutSine');\n this.x = x;\n this.y = y;\n\n if (this.options.forceStart)\n {\n this.snapStart();\n }\n }\n\n snapStart()\n {\n this.percent = 0;\n this.snapping = { time: 0 };\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n this.deltaX = this.x - current.x;\n this.deltaY = this.y - current.y;\n this.startX = current.x;\n this.startY = current.y;\n this.parent.emit('snap-start', this.parent);\n }\n\n wheel()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n\n return false;\n }\n\n down()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n up()\n {\n if (this.parent.input.count() === 0)\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n decelerate.percentChangeX = decelerate.percentChangeY = this.options.friction;\n }\n }\n\n return false;\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n if (!this.snapping)\n {\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n if (current.x !== this.x || current.y !== this.y)\n {\n this.snapStart();\n }\n }\n else\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n let finished;\n let x;\n let y;\n\n const startX = this.startX ;\n const startY = this.startY ;\n const deltaX = this.deltaX ;\n const deltaY = this.deltaY ;\n\n if (snapping.time > this.options.time)\n {\n finished = true;\n x = startX + deltaX;\n y = startY + deltaY;\n }\n else\n {\n const percent = this.ease(snapping.time, 0, 1, this.options.time);\n\n x = startX + (deltaX * percent);\n y = startY + (deltaY * percent);\n }\n if (this.options.topLeft)\n {\n this.parent.moveCorner(x, y);\n }\n else\n {\n this.parent.moveCenter(x, y);\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'snap' });\n\n if (finished)\n {\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap');\n }\n this.parent.emit('snap-end', this.parent);\n this.snapping = null;\n }\n }\n }\n}\n\n/** Options for {@link SnapZoom}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_SNAP_ZOOM_OPTIONS = {\n width: 0,\n height: 0,\n time: 1000,\n ease: 'easeInOutSine',\n center: null,\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false,\n noMove: false\n};\n\n/**\n * @event snap-zoom-start(Viewport) emitted each time a fit animation starts\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n */\nclass SnapZoom extends Plugin\n{\n \n\n \n \n \n \n \n \n\n\n\n\n\n\n\n /**\n * This is called by {@link Viewport.snapZoom}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_SNAP_ZOOM_OPTIONS, options);\n this.ease = ease(this.options.ease);\n\n // Assign defaults for typescript.\n this.xIndependent = false;\n this.yIndependent = false;\n this.xScale = 0;\n this.yScale = 0;\n\n if (this.options.width > 0)\n {\n this.xScale = parent.screenWidth / this.options.width;\n this.xIndependent = true;\n }\n if (this.options.height > 0)\n {\n this.yScale = parent.screenHeight / this.options.height;\n this.yIndependent = true;\n }\n\n this.xScale = this.xIndependent ? (this.xScale ) : (this.yScale );\n this.yScale = this.yIndependent ? (this.yScale ) : this.xScale;\n\n if (this.options.time === 0)\n {\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.x = this.xScale;\n\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.y = this.yScale;\n\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n }\n else if (options.forceStart)\n {\n this.createSnapping();\n }\n }\n\n createSnapping()\n {\n const startWorldScreenWidth = this.parent.worldScreenWidth;\n const startWorldScreenHeight = this.parent.worldScreenHeight;\n const endWorldScreenWidth = this.parent.screenWidth / this.xScale;\n const endWorldScreenHeight = this.parent.screenHeight / this.yScale;\n\n this.snapping = {\n time: 0,\n startX: startWorldScreenWidth,\n startY: startWorldScreenHeight,\n deltaX: endWorldScreenWidth - startWorldScreenWidth,\n deltaY: endWorldScreenHeight - startWorldScreenHeight\n };\n\n this.parent.emit('snap-zoom-start', this.parent);\n }\n\n resize()\n {\n this.snapping = null;\n\n if (this.options.width > 0)\n {\n this.xScale = this.parent.screenWidth / this.options.width;\n }\n if (this.options.height > 0)\n {\n this.yScale = this.parent.screenHeight / this.options.height;\n }\n this.xScale = this.xIndependent ? this.xScale : this.yScale;\n this.yScale = this.yIndependent ? this.yScale : this.xScale;\n }\n\n wheel()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n\n return false;\n }\n\n down()\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n update(elapsed)\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n\n let oldCenter;\n\n if (!this.options.center && !this.options.noMove)\n {\n oldCenter = this.parent.center;\n }\n if (!this.snapping)\n {\n if (this.parent.scale.x !== this.xScale || this.parent.scale.y !== this.yScale)\n {\n this.createSnapping();\n }\n }\n else if (this.snapping)\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n\n if (snapping.time >= this.options.time)\n {\n this.parent.scale.set(this.xScale, this.yScale);\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n this.parent.emit('snap-zoom-end', this.parent);\n this.snapping = null;\n }\n else\n {\n const snapping = this.snapping;\n const worldScreenWidth = this.ease(snapping.time, snapping.startX, snapping.deltaX, this.options.time);\n const worldScreenHeight = this.ease(snapping.time, snapping.startY, snapping.deltaY, this.options.time);\n\n this.parent.scale.x = this.parent.screenWidth / worldScreenWidth;\n this.parent.scale.y = this.parent.screenHeight / worldScreenHeight;\n }\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (!this.options.noMove)\n {\n if (!this.options.center)\n {\n this.parent.moveCenter(oldCenter );\n }\n else\n {\n this.parent.moveCenter(this.options.center);\n }\n }\n }\n }\n\n resume()\n {\n this.snapping = null;\n super.resume();\n }\n}\n\n/** Options for {@link Wheel}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_WHEEL_OPTIONS = {\n percent: 0.1,\n smooth: false,\n interrupt: true,\n reverse: false,\n center: null,\n lineHeight: 20,\n axis: 'all',\n keyToPress: null,\n trackpadPinch: false,\n wheelZoom: true,\n};\n\n/**\n * Plugin for handling wheel scrolling for viewport zoom.\n *\n * @event wheel({wheel: {dx, dy, dz}, event, viewport})\n */\nclass Wheel extends Plugin\n{\n \n\n \n \n \n\n /** Flags whether the keys required to zoom are pressed currently. */\n \n\n /**\n * This is called by {@link Viewport.wheel}.\n */\n constructor(parent, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_WHEEL_OPTIONS, options);\n this.keyIsPressed = false;\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger zoom event\n */\n handleKeyPresses(codes)\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = true;\n }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = false;\n }\n });\n }\n\n checkKeyPress()\n {\n return !this.options.keyToPress || this.keyIsPressed;\n }\n\n down()\n {\n if (this.options.interrupt)\n {\n this.smoothing = null;\n }\n\n return false;\n }\n\n isAxisX()\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n isAxisY()\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n update()\n {\n if (this.smoothing)\n {\n const point = this.smoothingCenter;\n const change = this.smoothing;\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point );\n }\n if (this.isAxisX())\n {\n this.parent.scale.x += change.x;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change.y;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += (point ).x - newPoint.x;\n this.parent.y += (point ).y - newPoint.y;\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n (this.smoothingCount )++;\n\n if ((this.smoothingCount ) >= this.options.smooth)\n {\n this.smoothing = null;\n }\n }\n }\n\n pinch(e)\n {\n if (this.paused)\n {\n return;\n }\n\n const point = this.parent.input.getPointerPosition(e);\n const step = -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 200;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n wheel(e)\n {\n if (this.paused)\n {\n return false;\n }\n\n if (!this.checkKeyPress())\n {\n return false;\n }\n\n if (e.ctrlKey && this.options.trackpadPinch)\n {\n this.pinch(e);\n }\n else if (this.options.wheelZoom)\n {\n const point = this.parent.input.getPointerPosition(e);\n const sign = this.options.reverse ? -1 : 1;\n const step = sign * -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 500;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n if (this.options.smooth)\n {\n const original = {\n x: this.smoothing ? this.smoothing.x * (this.options.smooth - (this.smoothingCount )) : 0,\n y: this.smoothing ? this.smoothing.y * (this.options.smooth - (this.smoothingCount )) : 0\n };\n\n this.smoothing = {\n x: (((this.parent.scale.x + original.x) * change) - this.parent.scale.x) / this.options.smooth,\n y: (((this.parent.scale.y + original.y) * change) - this.parent.scale.y) / this.options.smooth,\n };\n this.smoothingCount = 0;\n this.smoothingCenter = point;\n }\n else\n {\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint );\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n return !this.parent.options.passiveWheel;\n }\n}\n\n/**\n * Handles all input for Viewport\n *\n * @internal\n * @ignore\n * @private\n */\nclass InputManager\n{\n \n\n \n \n \n \n /** List of active touches on viewport */\n \n\n constructor(viewport)\n {\n this.viewport = viewport;\n this.touches = [];\n\n this.addListeners();\n }\n\n /** Add input listeners */\n addListeners()\n {\n this.viewport.interactive = true;\n if (!this.viewport.forceHitArea)\n {\n this.viewport.hitArea = new Rectangle(0, 0, this.viewport.worldWidth, this.viewport.worldHeight);\n }\n this.viewport.on('pointerdown', this.down, this);\n this.viewport.on('pointermove', this.move, this);\n this.viewport.on('pointerup', this.up, this);\n this.viewport.on('pointerupoutside', this.up, this);\n this.viewport.on('pointercancel', this.up, this);\n this.viewport.on('pointerout', this.up, this);\n this.wheelFunction = (e) => this.handleWheel(e);\n this.viewport.options.divWheel.addEventListener(\n 'wheel',\n this.wheelFunction ,\n { passive: this.viewport.options.passiveWheel });\n this.isMouseDown = false;\n }\n\n /**\n * Removes all event listeners from viewport\n * (useful for cleanup of wheel when removing viewport)\n */\n destroy()\n {\n this.viewport.options.divWheel.removeEventListener('wheel', this.wheelFunction );\n }\n\n /**\n * handle down events for viewport\n *\n * @param {PIXI.InteractionEvent} event\n */\n down(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = true;\n }\n else if (!this.get(event.data.pointerId))\n {\n this.touches.push({ id: event.data.pointerId, last: null });\n }\n if (this.count() === 1)\n {\n this.last = event.data.global.clone();\n\n // clicked event does not fire if viewport is decelerating or bouncing\n const decelerate = this.viewport.plugins.get('decelerate', true);\n const bounce = this.viewport.plugins.get('bounce', true);\n\n if ((!decelerate || !decelerate.isActive()) && (!bounce || !bounce.isActive()))\n {\n this.clickedAvailable = true;\n }\n else\n {\n this.clickedAvailable = false;\n }\n }\n else\n {\n this.clickedAvailable = false;\n }\n\n const stop = this.viewport.plugins.down(event);\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Clears all pointer events */\n clear()\n {\n this.isMouseDown = false;\n this.touches = [];\n this.last = null;\n }\n\n /**\n * @param {number} change\n * @returns whether change exceeds threshold\n */\n checkThreshold(change)\n {\n if (Math.abs(change) >= this.viewport.threshold)\n {\n return true;\n }\n\n return false;\n }\n\n /** Handle move events for viewport */\n move(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n const stop = this.viewport.plugins.move(event);\n\n if (this.clickedAvailable && this.last)\n {\n const distX = event.data.global.x - this.last.x;\n const distY = event.data.global.y - this.last.y;\n\n if (this.checkThreshold(distX) || this.checkThreshold(distY))\n {\n this.clickedAvailable = false;\n }\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Handle up events for viewport */\n up(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = false;\n }\n\n if (event.data.pointerType !== 'mouse')\n {\n this.remove(event.data.pointerId);\n }\n\n const stop = this.viewport.plugins.up(event);\n\n if (this.clickedAvailable && this.count() === 0 && this.last)\n {\n this.viewport.emit('clicked', {\n event,\n screen: this.last,\n world: this.viewport.toWorld(this.last),\n viewport: this\n });\n this.clickedAvailable = false;\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Gets pointer position if this.interaction is set */\n getPointerPosition(event)\n {\n const point = new Point();\n\n if (this.viewport.options.interaction)\n {\n this.viewport.options.interaction.mapPositionToPoint(point, event.clientX, event.clientY);\n }\n else if (this.viewport.options.useDivWheelForInputManager && this.viewport.options.divWheel)\n {\n const rect = this.viewport.options.divWheel.getBoundingClientRect();\n\n point.x = event.clientX - rect.left;\n point.y = event.clientY - rect.top;\n }\n else\n {\n point.x = event.clientX;\n point.y = event.clientY;\n }\n\n return point;\n }\n\n /** Handle wheel events */\n handleWheel(event)\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n // do not handle events coming from other elements\n if (this.viewport.options.interaction\n && (this.viewport.options.interaction ).interactionDOMElement !== event.target)\n {\n return;\n }\n\n // only handle wheel events where the mouse is over the viewport\n const point = this.viewport.toLocal(this.getPointerPosition(event));\n\n if (this.viewport.left <= point.x\n && point.x <= this.viewport.right\n && this.viewport.top <= point.y\n && point.y <= this.viewport.bottom)\n {\n const stop = this.viewport.plugins.wheel(event);\n\n if (stop && !this.viewport.options.passiveWheel)\n {\n event.preventDefault();\n }\n }\n }\n\n pause()\n {\n this.touches = [];\n this.isMouseDown = false;\n }\n\n /** Get touch by id */\n get(id)\n {\n for (const touch of this.touches)\n {\n if (touch.id === id)\n {\n return touch;\n }\n }\n\n return null;\n }\n\n /** Remove touch by number */\n remove(id)\n {\n for (let i = 0; i < this.touches.length; i++)\n {\n if (this.touches[i].id === id)\n {\n this.touches.splice(i, 1);\n\n return;\n }\n }\n }\n\n /**\n * @returns {number} count of mouse/touch pointers that are down on the viewport\n */\n count()\n {\n return (this.isMouseDown ? 1 : 0) + this.touches.length;\n }\n}\n\nfunction _optionalChain(ops) { let lastAccessLHS = undefined; let value = ops[0]; let i = 1; while (i < ops.length) { const op = ops[i]; const fn = ops[i + 1]; i += 2; if ((op === 'optionalAccess' || op === 'optionalCall') && value == null) { return undefined; } if (op === 'access' || op === 'optionalAccess') { lastAccessLHS = value; value = fn(value); } else if (op === 'call' || op === 'optionalCall') { value = fn((...args) => value.call(lastAccessLHS, ...args)); lastAccessLHS = undefined; } } return value; }\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst PLUGIN_ORDER = [\n 'drag',\n 'pinch',\n 'wheel',\n 'follow',\n 'mouse-edges',\n 'decelerate',\n 'animate',\n 'bounce',\n 'snap-zoom',\n 'clamp-zoom',\n 'snap',\n 'clamp',\n];\n\n/**\n * Use this to access current plugins or add user-defined plugins\n *\n * @public\n */\nclass PluginManager\n{\n /** Maps mounted plugins by their type */\n \n\n /**\n * List of plugins mounted\n *\n * This list is kept sorted by the internal priority of plugins (hard-coded).\n */\n \n\n /** The viewport using the plugins managed by `this`. */\n \n\n /** This is called by {@link Viewport} to initialize the {@link Viewport.plugins plugins}. */\n constructor(viewport)\n {\n this.viewport = viewport;\n this.list = [];\n this.plugins = {};\n }\n\n /**\n * Inserts a named plugin or a user plugin into the viewport\n * default plugin order: 'drag', 'pinch', 'wheel', 'follow', 'mouse-edges', 'decelerate', 'bounce',\n * 'snap-zoom', 'clamp-zoom', 'snap', 'clamp'\n *\n * @param {string} name of plugin\n * @param {Plugin} plugin - instantiated Plugin class\n * @param {number} index to insert userPlugin (otherwise inserts it at the end)\n */\n add(name, plugin, index = PLUGIN_ORDER.length)\n {\n\n const oldPlugin = this.plugins[name];\n\n if (oldPlugin)\n {\n oldPlugin.destroy();\n }\n\n this.plugins[name] = plugin;\n\n const current = PLUGIN_ORDER.indexOf(name);\n\n if (current !== -1)\n {\n PLUGIN_ORDER.splice(current, 1);\n }\n\n PLUGIN_ORDER.splice(index, 0, name);\n this.sort();\n }\n\n \n\n\n\n\n\n\n\n\n\n\n\n\n\n /**\n * Get plugin\n *\n * @param {string} name of plugin\n * @param {boolean} [ignorePaused] return null if plugin is paused\n */\n get(name, ignorePaused)\n {\n if (ignorePaused)\n {\n if (_optionalChain([this, 'access', _ => _.plugins, 'access', _2 => _2[name], 'optionalAccess', _3 => _3.paused]))\n {\n return null;\n }\n }\n\n return this.plugins[name] ;\n }\n\n /**\n * Update all active plugins\n *\n * @internal\n * @ignore\n * @param {number} elapsed type in milliseconds since last update\n */\n update(elapsed)\n {\n for (const plugin of this.list)\n {\n plugin.update(elapsed);\n }\n }\n\n /**\n * Resize all active plugins\n *\n * @internal\n * @ignore\n */\n resize()\n {\n for (const plugin of this.list)\n {\n plugin.resize();\n }\n }\n\n /** Clamps and resets bounce and decelerate (as needed) after manually moving viewport */\n reset()\n {\n for (const plugin of this.list)\n {\n plugin.reset();\n }\n }\n\n /** removes all installed plugins */\n removeAll()\n {\n this.list.forEach((plugin) => {\n plugin.destroy();\n });\n this.plugins = {};\n this.sort();\n }\n\n /**\n * Removes installed plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n remove(name)\n {\n if (this.plugins[name])\n {\n _optionalChain([this, 'access', _4 => _4.plugins, 'access', _5 => _5[name], 'optionalAccess', _6 => _6.destroy, 'call', _7 => _7()]);\n delete this.plugins[name];\n this.viewport.emit(`${name}-remove`);\n this.sort();\n }\n }\n\n /**\n * Pause plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n pause(name)\n {\n _optionalChain([this, 'access', _8 => _8.plugins, 'access', _9 => _9[name], 'optionalAccess', _10 => _10.pause, 'call', _11 => _11()]);\n }\n\n /**\n * Resume plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n resume(name)\n {\n _optionalChain([this, 'access', _12 => _12.plugins, 'access', _13 => _13[name], 'optionalAccess', _14 => _14.resume, 'call', _15 => _15()]);\n }\n\n /**\n * Sort plugins according to PLUGIN_ORDER\n *\n * @internal\n * @ignore\n */\n sort()\n {\n this.list = [];\n\n for (const plugin of PLUGIN_ORDER)\n {\n if (this.plugins[plugin])\n {\n this.list.push(this.plugins[plugin] );\n }\n }\n }\n\n /**\n * Handle down for all plugins\n *\n * @internal\n * @ignore\n */\n down(event)\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.down(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle move for all plugins\n *\n * @internal\n * @ignore\n */\n move(event)\n {\n let stop = false;\n\n for (const plugin of this.viewport.plugins.list)\n {\n if (plugin.move(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle up for all plugins\n *\n * @internal\n * @ignore\n */\n up(event)\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.up(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle wheel event for all plugins\n *\n * @internal\n * @ignore\n */\n wheel(e)\n {\n let result = false;\n\n for (const plugin of this.list)\n {\n if (plugin.wheel(e))\n {\n result = true;\n }\n }\n\n return result;\n }\n}\n\n/** Options for {@link Viewport}. */\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nconst DEFAULT_VIEWPORT_OPTIONS = {\n screenWidth: window.innerWidth,\n screenHeight: window.innerHeight,\n worldWidth: null,\n worldHeight: null,\n threshold: 5,\n passiveWheel: true,\n stopPropagation: false,\n forceHitArea: null,\n noTicker: false,\n interaction: null,\n disableOnContextMenu: false,\n ticker: Ticker.shared,\n};\n\n/**\n * Main class to use when creating a Viewport\n *\n * @public\n * @fires clicked\n * @fires drag-start\n * @fires drag-end\n * @fires drag-remove\n * @fires pinch-start\n * @fires pinch-end\n * @fires pinch-remove\n * @fires snap-start\n * @fires snap-end\n * @fires snap-remove\n * @fires snap-zoom-start\n * @fires snap-zoom-end\n * @fires snap-zoom-remove\n * @fires bounce-x-start\n * @fires bounce-x-end\n * @fires bounce-y-start\n * @fires bounce-y-end\n * @fires bounce-remove\n * @fires wheel\n * @fires wheel-remove\n * @fires wheel-scroll\n * @fires wheel-scroll-remove\n * @fires mouse-edge-start\n * @fires mouse-edge-end\n * @fires mouse-edge-remove\n * @fires moved\n * @fires moved-end\n * @fires zoomed\n * @fires zoomed-end\n * @fires frame-end\n */\nclass Viewport extends Container\n{\n /** Flags whether the viewport is being panned */\n \n\n \n \n\n /** Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event */\n \n\n \n\n /** Use this to add user plugins or access existing plugins (e.g., to pause, resume, or remove them) */\n \n\n /** Flags whether the viewport zoom is being changed. */\n \n\n \n\n /** The options passed when creating this viewport, merged with the default values */\n \n\n \n \n \n \n \n \n \n __init() {this._disableOnContextMenu = (e) => e.preventDefault();}\n\n /**\n * @param {IViewportOptions} ViewportOptions\n * @param {number} [options.screenWidth=window.innerWidth]\n * @param {number} [options.screenHeight=window.innerHeight]\n * @param {number} [options.worldWidth=this.width]\n * @param {number} [options.worldHeight=this.height]\n * @param {number} [options.threshold=5] number of pixels to move to trigger an input event (e.g., drag, pinch)\n * or disable a clicked event\n * @param {boolean} [options.passiveWheel=true] whether the 'wheel' event is set to passive (note: if false,\n * e.preventDefault() will be called when wheel is used over the viewport)\n * @param {boolean} [options.stopPropagation=false] whether to stopPropagation of events that impact the viewport\n * (except wheel events, see options.passiveWheel)\n * @param {HitArea} [options.forceHitArea] change the default hitArea from world size to a new value\n * @param {boolean} [options.noTicker] set this if you want to manually call update() function on each frame\n * @param {PIXI.Ticker} [options.ticker=PIXI.Ticker.shared] use this PIXI.ticker for updates\n * @param {PIXI.InteractionManager} [options.interaction=null] InteractionManager, available from instantiated\n * WebGLRenderer/CanvasRenderer.plugins.interaction - used to calculate pointer position relative to canvas\n * location on screen\n * @param {HTMLElement} [options.divWheel=document.body] div to attach the wheel event\n * @param {boolean} [options.disableOnContextMenu] remove oncontextmenu=() => {} from the divWheel element\n */\n constructor(options = {})\n {\n super();Viewport.prototype.__init.call(this); this.options = Object.assign(\n {},\n { divWheel: document.body },\n DEFAULT_VIEWPORT_OPTIONS,\n options\n );\n\n this.screenWidth = this.options.screenWidth;\n this.screenHeight = this.options.screenHeight;\n\n this._worldWidth = this.options.worldWidth;\n this._worldHeight = this.options.worldHeight;\n this.forceHitArea = this.options.forceHitArea;\n this.threshold = this.options.threshold;\n\n this.options.divWheel = this.options.divWheel || document.body;\n\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.addEventListener('contextmenu', this._disableOnContextMenu);\n }\n if (!this.options.noTicker)\n {\n this.tickerFunction = () => this.update(this.options.ticker.elapsedMS);\n this.options.ticker.add(this.tickerFunction);\n }\n\n this.input = new InputManager(this);\n this.plugins = new PluginManager(this);\n }\n\n /** Overrides PIXI.Container's destroy to also remove the 'wheel' and PIXI.Ticker listeners */\n destroy(options)\n {\n if (!this.options.noTicker && this.tickerFunction)\n {\n this.options.ticker.remove(this.tickerFunction);\n }\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.removeEventListener('contextmenu', this._disableOnContextMenu);\n }\n\n this.input.destroy();\n super.destroy(options);\n }\n\n /**\n * Update viewport on each frame.\n *\n * By default, you do not need to call this unless you set `options.noTicker=true`.\n *\n * @param {number} elapsed time in milliseconds since last update\n */\n update(elapsed)\n {\n if (!this.pause)\n {\n this.plugins.update(elapsed);\n\n if (this.lastViewport)\n {\n // Check for moved-end event\n if (this.lastViewport.x !== this.x || this.lastViewport.y !== this.y)\n {\n this.moving = true;\n }\n else if (this.moving)\n {\n this.emit('moved-end', this);\n this.moving = false;\n }\n\n // Check for zoomed-end event\n if (this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y)\n {\n this.zooming = true;\n }\n else if (this.zooming)\n {\n this.emit('zoomed-end', this);\n this.zooming = false;\n }\n }\n\n if (!this.forceHitArea)\n {\n this._hitAreaDefault = new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n this.hitArea = this._hitAreaDefault;\n }\n\n this._dirty = this._dirty || !this.lastViewport\n || this.lastViewport.x !== this.x || this.lastViewport.y !== this.y\n || this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y;\n\n this.lastViewport = {\n x: this.x,\n y: this.y,\n scaleX: this.scale.x,\n scaleY: this.scale.y\n };\n this.emit('frame-end', this);\n }\n }\n\n /**\n * Use this to set screen and world sizes, needed for pinch/wheel/clamp/bounce.\n * @param {number} screenWidth=window.innerWidth\n * @param {number} screenHeight=window.innerHeight\n * @param {number} [worldWidth]\n * @param {number} [worldHeight]\n */\n resize(\n screenWidth = window.innerWidth,\n screenHeight = window.innerHeight,\n worldWidth,\n worldHeight\n )\n {\n this.screenWidth = screenWidth;\n this.screenHeight = screenHeight;\n\n if (typeof worldWidth !== 'undefined')\n {\n this._worldWidth = worldWidth;\n }\n if (typeof worldHeight !== 'undefined')\n {\n this._worldHeight = worldHeight;\n }\n\n this.plugins.resize();\n this.dirty = true;\n }\n\n /** World width, in pixels */\n get worldWidth()\n {\n if (this._worldWidth)\n {\n return this._worldWidth;\n }\n\n return this.width / this.scale.x;\n }\n set worldWidth(value)\n {\n this._worldWidth = value;\n this.plugins.resize();\n }\n\n /** World height, in pixels */\n get worldHeight()\n {\n if (this._worldHeight)\n {\n return this._worldHeight;\n }\n\n return this.height / this.scale.y;\n }\n set worldHeight(value)\n {\n this._worldHeight = value;\n this.plugins.resize();\n }\n\n /** Get visible world bounds of viewport */\n getVisibleBounds()\n {\n return new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n }\n\n /** Change coordinates from screen to world */\n \n\n\n\n /**\n * Changes coordinate from screen to world\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n toWorld(x, y)\n {\n if (arguments.length === 2)\n {\n return this.toLocal(new Point(x , y));\n }\n\n return this.toLocal(x );\n }\n\n /** Change coordinates from world to screen */\n \n\n\n\n /**\n * Changes coordinate from world to screen\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n toScreen(x, y)\n {\n if (arguments.length === 2)\n {\n return this.toGlobal(new Point(x , y));\n }\n\n return this.toGlobal(x );\n }\n\n /** Screen width in world coordinates */\n get worldScreenWidth()\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Screen height in world coordinates */\n get worldScreenHeight()\n {\n return this.screenHeight / this.scale.y;\n }\n\n /** World width in screen coordinates */\n get screenWorldWidth()\n {\n return this.worldWidth * this.scale.x;\n }\n\n /** World height in screen coordinates */\n get screenWorldHeight()\n {\n return this.worldHeight * this.scale.y;\n }\n\n /** Center of screen in world coordinates */\n get center()\n {\n return new Point(\n (this.worldScreenWidth / 2) - (this.x / this.scale.x),\n (this.worldScreenHeight / 2) - (this.y / this.scale.y),\n );\n }\n set center(value)\n {\n this.moveCenter(value);\n }\n\n \n\n\n\n\n /**\n * Move center of viewport to (x, y)\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @return {Viewport}\n */\n moveCenter(...args)\n {\n let x;\n let y;\n\n if (typeof args[0] === 'number')\n {\n x = args[0];\n y = args[1] ;\n }\n else\n {\n x = args[0].x;\n y = args[0].y;\n }\n\n const newX = ((this.worldScreenWidth / 2) - x) * this.scale.x;\n const newY = ((this.worldScreenHeight / 2) - y) * this.scale.y;\n\n if (this.x !== newX || this.y !== newY)\n {\n this.position.set(newX, newY);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Top-left corner of Viewport */\n get corner()\n {\n return new Point(-this.x / this.scale.x, -this.y / this.scale.y);\n }\n set corner(value)\n {\n this.moveCorner(value);\n }\n\n /** Move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n \n\n\n\n\n /**\n * MoveCorner\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @returns {Viewport}\n */\n moveCorner(...args)\n {\n let x;\n let y;\n\n if (args.length === 1)\n {\n x = -args[0].x * this.scale.x;\n y = -args[0].y * this.scale.y;\n }\n else\n {\n x = -args[0] * this.scale.x;\n y = -args[1] * this.scale.y;\n }\n\n if (x !== this.x || y !== this.y)\n {\n this.position.set(x, y);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Get how many world pixels fit in screen's width */\n get screenWidthInWorldPixels()\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Get how many world pixels fit on screen's height */\n get screenHeightInWorldPixels()\n {\n return this.screenHeight / this.scale.y;\n }\n\n /**\n * Find the scale value that fits a world width on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param width - Width in world pixels\n * @return - scale\n */\n findFitWidth(width)\n {\n return this.screenWidth / width;\n }\n\n /**\n * Finds the scale value that fits a world height on the screens\n * does not change the viewport (use fit... to change)\n *\n * @param height - Height in world pixels\n * @return - scale\n */\n findFitHeight(height)\n {\n return this.screenHeight / height;\n }\n\n /**\n * Finds the scale value that fits the smaller of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findFit(width, height)\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.min(scaleX, scaleY);\n }\n\n /**\n * Finds the scale value that fits the larger of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findCover(width, height)\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.max(scaleX, scaleY);\n }\n\n /**\n * Change zoom so the width fits in the viewport\n *\n * @param width - width in world coordinates\n * @param center - maintain the same center\n * @param scaleY - whether to set scaleY=scaleX\n * @param noClamp - whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitWidth(width = this.worldWidth, center, scaleY = true, noClamp)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.x = this.screenWidth / width;\n\n if (scaleY)\n {\n this.scale.y = this.scale.x;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so the height fits in the viewport\n *\n * @param {number} [height=this.worldHeight] in world coordinates\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {boolean} [scaleX=true] whether to set scaleX = scaleY\n * @param {boolean} [noClamp] whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitHeight(height = this.worldHeight, center, scaleX = true, noClamp)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.y = this.screenHeight / height;\n\n if (scaleX)\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the entire world in the viewport\n *\n * @param {boolean} center maintain the same center of the screen after zoom\n * @returns {Viewport} this\n */\n fitWorld(center)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / this.worldWidth;\n this.scale.y = this.screenHeight / this.worldHeight;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the size or the entire world in the viewport\n *\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {number} [width=this.worldWidth] desired width\n * @param {number} [height=this.worldHeight] desired height\n * @returns {Viewport} this\n */\n fit(center, width = this.worldWidth, height = this.worldHeight)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / width;\n this.scale.y = this.screenHeight / height;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport to specific value.\n *\n * @param {number} scale value (e.g., 1 would be 100%, 0.25 would be 25%)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n setZoom(scale, center)\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.set(scale);\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport by a certain percent (in both x and y direction).\n *\n * @param {number} percent change (e.g., 0.25 would increase a starting scale of 1.0 to 1.25)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoomPercent(percent, center)\n {\n return this.setZoom(this.scale.x + (this.scale.x * percent), center);\n }\n\n /**\n * Zoom viewport by increasing/decreasing width by a certain number of pixels.\n *\n * @param {number} change in pixels\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoom(change, center)\n {\n this.fitWidth(change + this.worldScreenWidth, center);\n\n return this;\n }\n\n /** Changes scale of viewport and maintains center of viewport */\n get scaled()\n {\n return this.scale.x;\n }\n set scaled(scale)\n {\n this.setZoom(scale, true);\n }\n\n /**\n * Returns zoom to the desired scale\n *\n * @param {ISnapZoomOptions} options\n * @param {number} [options.width=0] - the desired width to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.height=0] - the desired height to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.time=1000] - time for snapping in ms\n * @param {(string|function)} [options.ease=easeInOutSine] ease function or name (see http://easings.net/\n * for supported names)\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of the viewport\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at the\n * desired zoom\n * @param {boolean} [options.noMove] - zoom but do not move\n */\n snapZoom(options)\n {\n this.plugins.add('snap-zoom', new SnapZoom(this, options));\n\n return this;\n }\n\n /** Is container out of world bounds */\n OOB()\n\n\n\n\n\n\n {\n return {\n left: this.left < 0,\n right: this.right > this.worldWidth,\n top: this.top < 0,\n bottom: this.bottom > this.worldHeight,\n cornerPoint: new Point(\n (this.worldWidth * this.scale.x) - this.screenWidth,\n (this.worldHeight * this.scale.y) - this.screenHeight\n )\n };\n }\n\n /** World coordinates of the right edge of the screen */\n get right()\n {\n return (-this.x / this.scale.x) + this.worldScreenWidth;\n }\n set right(value)\n {\n this.x = (-value * this.scale.x) + this.screenWidth;\n this.plugins.reset();\n }\n\n /** World coordinates of the left edge of the screen */\n get left()\n {\n return -this.x / this.scale.x;\n }\n set left(value)\n {\n this.x = -value * this.scale.x;\n this.plugins.reset();\n }\n\n /** World coordinates of the top edge of the screen */\n get top()\n {\n return -this.y / this.scale.y;\n }\n set top(value)\n {\n this.y = -value * this.scale.y;\n this.plugins.reset();\n }\n\n /** World coordinates of the bottom edge of the screen */\n get bottom()\n {\n return (-this.y / this.scale.y) + this.worldScreenHeight;\n }\n set bottom(value)\n {\n this.y = (-value * this.scale.y) + this.screenHeight;\n this.plugins.reset();\n }\n\n /**\n * Determines whether the viewport is dirty (i.e., needs to be rendered to the screen because of a change)\n */\n get dirty()\n {\n return !!this._dirty;\n }\n set dirty(value)\n {\n this._dirty = value;\n }\n\n /**\n * Permanently changes the Viewport's hitArea\n *\n * NOTE: if not set then hitArea = PIXI.Rectangle(Viewport.left, Viewport.top, Viewport.worldScreenWidth,\n * Viewport.worldScreenHeight)\n */\n get forceHitArea()\n {\n return this._forceHitArea;\n }\n set forceHitArea(value)\n {\n if (value)\n {\n this._forceHitArea = value;\n this.hitArea = value;\n }\n else\n {\n this._forceHitArea = null;\n this.hitArea = new Rectangle(0, 0, this.worldWidth, this.worldHeight);\n }\n }\n\n /**\n * Enable one-finger touch to drag\n *\n * NOTE: if you expect users to use right-click dragging, you should enable `viewport.options.disableOnContextMenu`\n * to avoid the context menu popping up on each right-click drag.\n *\n * @param {IDragOptions} [options]\n * @param {string} [options.direction=all] direction to drag\n * @param {boolean} [options.pressDrag=true] whether click to drag is active\n * @param {boolean} [options.wheel=true] use wheel to scroll in direction (unless wheel plugin is active)\n * @param {number} [options.wheelScroll=1] number of pixels to scroll with each wheel spin\n * @param {boolean} [options.reverse] reverse the direction of the wheel scroll\n * @param {(boolean|string)} [options.clampWheel=false] clamp wheel(to avoid weird bounce with mouse wheel)\n * @param {string} [options.underflow=center] where to place world if too small for screen\n * @param {number} [options.factor=1] factor to multiply drag to increase the speed of movement\n * @param {string} [options.mouseButtons=all] changes which mouse buttons trigger drag, use: 'all', 'left',\n * 'right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * viewport.options.disableOnContextMenu if you want to use right-click dragging\n * @param {string[]} [options.keyToPress=null] - array containing\n * {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of keys that can be\n * pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n * @param {boolean} [options.ignoreKeyToPressOnTouch=false] - ignore keyToPress for touch events\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @returns {Viewport} this\n */\n drag(options)\n {\n this.plugins.add('drag', new Drag(this, options));\n\n return this;\n }\n\n /**\n * Clamp to world boundaries or other provided boundaries\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary\n * [0, viewport.worldWidth/viewport.worldHeight], eg: to allow the world to be completely dragged offscreen,\n * set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the\n * appropriate boundaries\n *\n * NOTES:\n * clamp is disabled if called with no options; use { direction: 'all' } for all edge clamping\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n *\n * @param {object} [options]\n * @param {(number|boolean)} [options.left=false] - clamp left; true = 0\n * @param {(number|boolean)} [options.right=false] - clamp right; true = viewport.worldWidth\n * @param {(number|boolean)} [options.top=false] - clamp top; true = 0\n * @param {(number|boolean)} [options.bottom=false] - clamp bottom; true = viewport.worldHeight\n * @param {string} [direction] - (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight];\n * replaces left/right/top/bottom if set\n * @param {string} [underflow=center] - where to place world if too small for screen (e.g., top-right, center,\n * none, bottomLeft) * @returns {Viewport} this\n */\n clamp(options)\n {\n this.plugins.add('clamp', new Clamp(this, options));\n\n return this;\n }\n\n /**\n * Decelerate after a move\n *\n * NOTE: this fires 'moved' event during deceleration\n *\n * @param {IDecelerateOptions} [options]\n * @param {number} [options.friction=0.95] - percent to decelerate after movement\n * @param {number} [options.bounce=0.8] - percent to decelerate when past boundaries (only applicable when\n * viewport.bounce() is active)\n * @param {number} [options.minSpeed=0.01] - minimum velocity before stopping/reversing acceleration\n * @return {Viewport} this\n */\n decelerate(options)\n {\n this.plugins.add('decelerate', new Decelerate(this, options));\n\n return this;\n }\n\n /**\n * Bounce on borders\n * NOTES:\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n * fires 'moved', 'bounce-x-start', 'bounce-y-start', 'bounce-x-end', and 'bounce-y-end' events\n * @param {object} [options]\n * @param {string} [options.sides=all] - all, horizontal, vertical, or combination of top, bottom, right, left\n * (e.g., 'top-bottom-right')\n * @param {number} [options.friction=0.5] - friction to apply to decelerate if active\n * @param {number} [options.time=150] - time in ms to finish bounce\n * @param {object} [options.bounceBox] - use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight)\n * @param {number} [options.bounceBox.x=0]\n * @param {number} [options.bounceBox.y=0]\n * @param {number} [options.bounceBox.width=viewport.worldWidth]\n * @param {number} [options.bounceBox.height=viewport.worldHeight]\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name\n * (see http://easings.net/ for supported names)\n * @param {string} [options.underflow=center] - (top/bottom/center and left/right/center, or center)\n * where to place world if too small for screen\n * @return {Viewport} this\n */\n bounce(options)\n {\n this.plugins.add('bounce', new Bounce(this, options));\n\n return this;\n }\n\n /**\n * Enable pinch to zoom and two-finger touch to drag\n *\n * @param {PinchOptions} [options]\n * @param {boolean} [options.noDrag] - disable two-finger dragging\n * @param {number} [options.percent=1] - percent to modify pinch speed\n * @param {number} [options.factor=1] - factor to multiply two-finger drag to increase the speed of movement\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of two fingers\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n pinch(options)\n {\n this.plugins.add('pinch', new Pinch(this, options));\n\n return this;\n }\n\n /**\n * Snap to a point\n *\n * @param {number} x\n * @param {number} y\n * @param {ISnapOptions} [options]\n * @param {boolean} [options.topLeft] - snap to the top-left of viewport instead of center\n * @param {number} [options.friction=0.8] - friction/frame to apply if decelerate is active\n * @param {number} [options.time=1000] - time in ms to snap\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name (see http://easings.net/\n * for supported names)\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at\n * the desired location\n * @return {Viewport} this\n */\n snap(x, y, options)\n {\n this.plugins.add('snap', new Snap(this, x, y, options));\n\n return this;\n }\n\n /**\n * Follow a target\n *\n * NOTES:\n * uses the (x, y) as the center to follow; for PIXI.Sprite to work properly, use sprite.anchor.set(0.5)\n * options.acceleration is not perfect as it doesn't know the velocity of the target. It adds acceleration\n * to the start of movement and deceleration to the end of movement when the target is stopped.\n * To cancel the follow, use: `viewport.plugins.remove('follow')`\n *\n * @fires 'moved' event\n *\n * @param {PIXI.DisplayObject} target to follow\n * @param {IFollowOptions} [options]\n * @param {number} [options.speed=0] - to follow in pixels/frame (0=teleport to location)\n * @param {number} [options.acceleration] - set acceleration to accelerate and decelerate at this rate; speed\n * cannot be 0 to use acceleration\n * @param {number} [options.radius] - radius (in world coordinates) of center circle where movement is allowed\n * without moving the viewport * @returns {Viewport} this\n * @returns {Viewport} this\n */\n follow(target, options)\n {\n this.plugins.add('follow', new Follow(this, target, options));\n\n return this;\n }\n\n /**\n * Zoom using mouse wheel\n *\n * NOTE: the default event listener for 'wheel' event is document.body. Use `Viewport.options.divWheel` to\n * change this default\n *\n * @param {IWheelOptions} [options]\n * @param {number} [options.percent=0.1] - percent to scroll with each spin\n * @param {number} [options.smooth] - smooth the zooming by providing the number of frames to zoom between wheel spins\n * @param {boolean} [options.interrupt=true] - stop smoothing with any user input on the viewport\n * @param {boolean} [options.reverse] - reverse the direction of the scroll\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of current mouse position\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n wheel(options)\n {\n this.plugins.add('wheel', new Wheel(this, options));\n\n return this;\n }\n\n /**\n * Animate the position and/or scale of the viewport\n * To set the zoom level, use: (1) scale, (2) scaleX and scaleY, or (3) width and/or height\n * @param {object} options\n * @param {number} [options.time=1000] - time to animate\n * @param {PIXI.Point} [options.position=viewport.center] - position to move viewport\n * @param {number} [options.width] - desired viewport width in world pixels (use instead of scale;\n * aspect ratio is maintained if height is not provided)\n * @param {number} [options.height] - desired viewport height in world pixels (use instead of scale;\n * aspect ratio is maintained if width is not provided)\n * @param {number} [options.scale] - scale to change zoom (scale.x = scale.y)\n * @param {number} [options.scaleX] - independently change zoom in x-direction\n * @param {number} [options.scaleY] - independently change zoom in y-direction\n * @param {(function|string)} [options.ease=linear] - easing function to use\n * @param {function} [options.callbackOnComplete]\n * @param {boolean} [options.removeOnInterrupt] removes this plugin if interrupted by any user input\n * @returns {Viewport} this\n */\n animate(options)\n {\n this.plugins.add('animate', new Animate(this, options));\n\n return this;\n }\n\n /**\n * Enable clamping of zoom to constraints\n *\n * The minWidth/Height settings are how small the world can get (as it would appear on the screen)\n * before clamping. The maxWidth/maxHeight is how larger the world can scale (as it would appear on\n * the screen) before clamping.\n *\n * For example, if you have a world size of 1000 x 1000 and a screen size of 100 x 100, if you set\n * minWidth/Height = 100 then the world will not be able to zoom smaller than the screen size (ie,\n * zooming out so it appears smaller than the screen). Similarly, if you set maxWidth/Height = 100\n * the world will not be able to zoom larger than the screen size (ie, zooming in so it appears\n * larger than the screen).\n *\n * @param {object} [options]\n * @param {number} [options.minWidth] - minimum width\n * @param {number} [options.minHeight] - minimum height\n * @param {number} [options.maxWidth] - maximum width\n * @param {number} [options.maxHeight] - maximum height\n * @param {number} [options.minScale] - minimum scale\n * @param {number} [options.maxScale] - minimum scale\n * @return {Viewport} this\n */\n clampZoom(options)\n {\n this.plugins.add('clamp-zoom', new ClampZoom(this, options));\n\n return this;\n }\n\n /**\n * Scroll viewport when mouse hovers near one of the edges or radius-distance from center of screen.\n *\n * NOTES: fires 'moved' event; there's a known bug where the mouseEdges does not work properly with \"windowed\" viewports\n *\n * @param {IMouseEdgesOptions} [options]\n * @param {number} [options.radius] - distance from center of screen in screen pixels\n * @param {number} [options.distance] - distance from all sides in screen pixels\n * @param {number} [options.top] - alternatively, set top distance (leave unset for no top scroll)\n * @param {number} [options.bottom] - alternatively, set bottom distance (leave unset for no top scroll)\n * @param {number} [options.left] - alternatively, set left distance (leave unset for no top scroll)\n * @param {number} [options.right] - alternatively, set right distance (leave unset for no top scroll)\n * @param {number} [options.speed=8] - speed in pixels/frame to scroll viewport\n * @param {boolean} [options.reverse] - reverse direction of scroll\n * @param {boolean} [options.noDecelerate] - don't use decelerate plugin even if it's installed\n * @param {boolean} [options.linear] - if using radius, use linear movement (+/- 1, +/- 1) instead of angled\n * movement (Math.cos(angle from center), Math.sin(angle from center))\n * @param {boolean} [options.allowButtons] allows plugin to continue working even when there's a mousedown event\n */\n mouseEdges(options)\n {\n this.plugins.add('mouse-edges', new MouseEdges(this, options));\n\n return this;\n }\n\n /** Pause viewport (including animation updates such as decelerate) */\n get pause()\n {\n return !!this._pause;\n }\n set pause(value)\n {\n this._pause = value;\n\n this.lastViewport = null;\n this.moving = false;\n this.zooming = false;\n\n if (value)\n {\n this.input.pause();\n }\n }\n\n /**\n * Move the viewport so the bounding box is visible\n *\n * @param x - left\n * @param y - top\n * @param width\n * @param height\n * @param resizeToFit - Resize the viewport so the box fits within the viewport\n */\n ensureVisible(x, y, width, height, resizeToFit)\n {\n if (resizeToFit && (width > this.worldScreenWidth || height > this.worldScreenHeight))\n {\n this.fit(true, width, height);\n this.emit('zoomed', { viewport: this, type: 'ensureVisible' });\n }\n let moved = false;\n\n if (x < this.left)\n {\n this.left = x;\n moved = true;\n }\n else if (x + width > this.right)\n {\n this.right = x + width;\n moved = true;\n }\n if (y < this.top)\n {\n this.top = y;\n moved = true;\n }\n else if (y + height > this.bottom)\n {\n this.bottom = y + height;\n moved = true;\n }\n if (moved)\n {\n this.emit('moved', { viewport: this, type: 'ensureVisible' });\n }\n }\n}\n\n/**\n * Fires after a mouse or touch click\n * @event Viewport#clicked\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag starts\n * @event Viewport#drag-start\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag ends\n * @event Viewport#drag-end\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a pinch starts\n * @event Viewport#pinch-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a pinch end\n * @event Viewport#pinch-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap starts\n * @event Viewport#snap-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap ends\n * @event Viewport#snap-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom starts\n * @event Viewport#snap-zoom-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom ends\n * @event Viewport#snap-zoom-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the x direction\n * @event Viewport#bounce-x-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the x direction\n * @event Viewport#bounce-x-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the y direction\n * @event Viewport#bounce-y-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the y direction\n * @event Viewport#bounce-y-end\n * @type {Viewport}\n */\n\n/**\n * Fires when for a mouse wheel event\n * @event Viewport#wheel\n * @type {object}\n * @property {object} wheel\n * @property {number} wheel.dx\n * @property {number} wheel.dy\n * @property {number} wheel.dz\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a wheel-scroll occurs\n * @event Viewport#wheel-scroll\n * @type {Viewport}\n */\n\n/**\n * Fires when a mouse-edge starts to scroll\n * @event Viewport#mouse-edge-start\n * @type {Viewport}\n */\n\n/**\n * Fires when the mouse-edge scrolling ends\n * @event Viewport#mouse-edge-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#moved\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type - (drag, snap, pinch, follow, bounce-x, bounce-y,\n * clamp-x, clamp-y, decelerate, mouse-edges, wheel, ensureVisible)\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#zoomed\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type (drag-zoom, pinch, wheel, clamp-zoom, ensureVisible)\n */\n\n/**\n * Fires when viewport stops moving\n * @event Viewport#moved-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport stops zooming\n * @event Viewport#zoomed-end\n * @type {Viewport}\n */\n\n/**\n* Fires at the end of an update frame\n* @event Viewport#frame-end\n* @type {Viewport}\n*/\n\nexport { Animate, Bounce, Clamp, ClampZoom, Decelerate, Drag, Follow, InputManager, MouseEdges, Pinch, Plugin, PluginManager, Snap, SnapZoom, Viewport, Wheel };\n//# sourceMappingURL=viewport.es.js.map\n","import { Plugin } from '../../dist/esm/viewport.es'\n\nexport class UserPlugin extends Plugin {\n constructor(parent) {\n super(parent)\n }\n}","let _viewport, _drawWorld, _gui, _world\n\nexport let options\n\nconst TEST = false\n\nexport function gui(viewport, drawWorld, target) {\n _viewport = viewport\n _drawWorld = drawWorld\n _gui = new dat.GUI({ autoPlace: false })\n if (TEST) _gui.close()\n document.body.appendChild(_gui.domElement)\n _gui.domElement.style.bottom = '2em'\n _gui.domElement.style.right = 0\n _gui.domElement.style.position = 'fixed'\n _gui.domElement.style.opacity = 0.95\n _world = _gui.addFolder('world')\n options = {\n testDirty: false,\n drag: true,\n clampZoom: {\n clampZoom: false,\n minWidth: 1000,\n minHeight: 1000,\n maxWidth: 2000,\n maxHeight: 2000\n },\n pinch: {\n pinch: true,\n percent: 1,\n noDrag: false,\n centerX: 0,\n centerY: 0\n },\n clamp: {\n clamp: false,\n x: true,\n y: true,\n underflow: 'center'\n },\n bounce: {\n bounce: false,\n sides: 'all',\n friction: 0.5,\n time: 150,\n ease: 'easeInOutSine',\n underflow: 'center'\n },\n decelerate: {\n decelerate: true,\n friction: 0.95,\n minSpeed: 0.01\n },\n snap: {\n snap: false,\n x: 0,\n y: 0,\n friction: 0.8,\n topLeft: false,\n interrupt: true,\n time: 1000,\n ease: 'easeInOutSine'\n },\n follow: {\n follow: false,\n speed: 0,\n radius: 0,\n acceleration: 0\n },\n wheel: {\n wheel: true,\n percent: 0.1,\n centerX: 0,\n centerY: 0,\n lineHeight: 20\n },\n snapZoom: {\n snapZoom: false,\n width: 2000,\n height: 0,\n time: 1000,\n ease: 'easeInOutSine',\n removeOnComplete: false,\n centerX: 0,\n centerY: 0,\n interrupt: true\n },\n mouseEdges: {\n mouseEdges: false,\n radius: 300,\n distance: 0,\n top: 0,\n left: 0,\n right: 0,\n bottom: 0,\n speed: 8,\n reverse: false,\n noDecelerate: false,\n linear: false\n }\n }\n guiWorld()\n guiDrag()\n guiPinch()\n guiWheel()\n guiClamp()\n guiClampZoom()\n guiBounce()\n guiDecelerate()\n guiSnap()\n guiFollow(target)\n guiSnapZoom()\n guiMouseEdges()\n}\n\nfunction guiWorld() {\n _world.add(_viewport, 'worldWidth').onChange(_drawWorld)\n _world.add(_viewport, 'worldHeight').onChange(_drawWorld)\n}\n\nfunction guiDrag() {\n _gui.add(options, 'drag').onChange(\n function (value) {\n if (value) {\n _viewport.drag({ clampWheel: true })\n }\n else {\n _viewport.plugins.remove('drag')\n }\n })\n}\n\nfunction guiClamp() {\n function change() {\n _viewport.clamp({ direction: options.clamp.x && options.clamp.y ? 'all' : options.clamp.x ? 'x' : 'y', underflow: options.clamp.underflow })\n }\n\n function add() {\n clampX = clamp.add(options.clamp, 'x').onChange(change)\n clampY = clamp.add(options.clamp, 'y').onChange(change)\n underflow = clamp.add(options.clamp, 'underflow').onChange(change)\n }\n\n let clampX, clampY, underflow\n const clamp = _gui.addFolder('clamp')\n clamp.add(options.clamp, 'clamp').onChange(\n function (value) {\n if (value) {\n change()\n add()\n }\n else {\n _viewport.plugins.remove('clamp')\n clamp.remove(clampX)\n clamp.remove(clampY)\n clamp.remove(underflow)\n }\n })\n if (options.clamp.clamp) {\n clamp.open()\n }\n}\n\nfunction guiPinch() {\n function change() {\n const center = (options.pinch.centerX || options.pinch.centerY) ? { x: options.pinch.centerX, y: options.pinch.centerY } : null\n _viewport.pinch({ noDrag: options.pinch.noDrag, center, percent: options.pinch.percent })\n }\n\n function add() {\n noDrag = pinch.add(options.pinch, 'noDrag').onChange(change)\n centerX = pinch.add(options.pinch, 'centerX').onChange(change)\n centerY = pinch.add(options.pinch, 'centerY').onChange(change)\n percent = pinch.add(options.pinch, 'percent').onChange(change)\n }\n\n const pinch = _gui.addFolder('pinch')\n pinch.add(options.pinch, 'pinch').onChange(\n function (value) {\n if (value) {\n change()\n add()\n }\n else {\n _viewport.plugins.remove('pinch')\n pinch.remove(noDrag)\n pinch.remove(centerX)\n pinch.remove(centerY)\n pinch.remove(percent)\n }\n })\n let noDrag, centerX, centerY, percent\n if (options.pinch) {\n add()\n }\n if (options.pinch.pinch) {\n pinch.open()\n }\n}\n\nfunction guiBounce() {\n function change() {\n _viewport.bounce({ sides: options.bounce.sides, time: options.bounce.time, ease: options.bounce.ease, friction: options.bounce.friction, underflow: options.bounce.underflow })\n }\n\n function add() {\n sides = bounce.add(options.bounce, 'sides').onChange(change)\n time = bounce.add(options.bounce, 'time', 0, 2000).step(50).onChange(change)\n ease = bounce.add(options.bounce, 'ease').onChange(change)\n underflow = bounce.add(options.bounce, 'underflow').onChange(change)\n }\n\n let time, ease, underflow, sides\n const bounce = _gui.addFolder('bounce')\n bounce.add(options.bounce, 'bounce').onChange(\n function (value) {\n if (value) {\n change()\n if (!time) {\n add()\n }\n }\n else {\n _viewport.plugins.remove('bounce')\n if (time) {\n bounce.remove(sides)\n bounce.remove(time)\n time = null\n bounce.remove(ease)\n bounce.remove(underflow)\n }\n }\n }\n )\n if (options.bounce) {\n add()\n }\n if (options.bounce.bounce) {\n bounce.open()\n }\n}\n\nfunction guiDecelerate() {\n function change() {\n _viewport.decelerate({ friction: options.decelerate.friction, minSpeed: options.decelerate.minSpeed })\n }\n\n function add() {\n friction = decelerate.add(options.decelerate, 'friction', 0, 1)\n minSpeed = decelerate.add(options.decelerate, 'minSpeed')\n }\n\n let friction, minSpeed\n\n const decelerate = _gui.addFolder('decelerate')\n decelerate.add(options.decelerate, 'decelerate').onChange(\n function (value) {\n if (value) {\n change()\n if (!friction) {\n add()\n }\n }\n else {\n if (friction) {\n decelerate.remove(friction)\n decelerate.remove(minSpeed)\n friction = null\n }\n }\n }\n )\n if (options.decelerate) {\n add()\n }\n if (options.decelerate.decelerate) {\n decelerate.open()\n }\n}\n\nfunction guiSnap() {\n function change() {\n _viewport.snap(options.snap.x, options.snap.y, { interrupt: options.snap.interrupt, time: options.snap.time, ease: options.snap.ease, friction: options.snap.friction, topLeft: options.snap.topLeft })\n }\n\n function add() {\n x = snap.add(options.snap, 'x').onChange(change)\n y = snap.add(options.snap, 'y').onChange(change)\n friction = snap.add(options.snap, 'friction').onChange(change)\n topLeft = snap.add(options.snap, 'topLeft').onChange(change)\n interrupt = snap.add(options.snap, 'interrupt').onChange(change)\n time = snap.add(options.snap, 'time').onChange(change)\n ease = snap.add(options.snap, 'ease').onChange(change)\n }\n\n let x, y, time, ease, friction, interrupt, topLeft\n\n const snap = _gui.addFolder('snap')\n snap.add(options.snap, 'snap').onChange(\n function (value) {\n if (value) {\n change()\n add()\n }\n else {\n snap.remove(x)\n snap.remove(y)\n snap.remove(time)\n snap.remove(ease)\n snap.remove(friction)\n snap.remove(interrupt)\n snap.remove(topLeft)\n _viewport.plugins.remove('snap')\n }\n }\n )\n if (options.snap.snap) {\n add()\n }\n if (options.snap.snap) {\n snap.open()\n }\n}\n\nfunction guiFollow(target) {\n function change() {\n _viewport.follow(target, { speed: options.follow.speed, radius: options.follow.radius, acceleration: options.follow.acceleration })\n }\n\n function add() {\n speed = follow.add(options.follow, 'speed').onChange(change)\n radius = follow.add(options.follow, 'radius').onChange(change)\n acceleration = follow.add(options.follow, 'acceleration').onChange(change)\n }\n\n let speed, radius, acceleration\n const follow = _gui.addFolder('follow')\n follow.add(options.follow, 'follow').onChange(\n function (value) {\n if (value) {\n change()\n add()\n }\n else {\n follow.remove(speed)\n follow.remove(radius)\n follow.remove(acceleration)\n _viewport.plugins.remove('follow')\n }\n }\n )\n if (options.follow.follow) {\n add()\n }\n if (options.follow.follow) {\n follow.open()\n }\n}\n\nfunction guiWheel() {\n function change() {\n const center = (options.wheel.centerX || options.wheel.centerY) ? { x: options.wheel.centerX, y: options.wheel.centerY } : null\n _viewport.wheel({ percent: options.wheel.percent, minWidth: options.wheel.minWidth, maxWidth: options.wheel.maxWidth, minHeight: options.wheel.minHeight, maxHeight: options.wheel.maxHeight, center, lineHeight: options.wheel.lineHeight })\n }\n\n function add() {\n percent = wheel.add(options.wheel, 'percent').onChange(change)\n centerX = wheel.add(options.wheel, 'centerX').onChange(change)\n centerY = wheel.add(options.wheel, 'centerY').onChange(change)\n lineHeight = wheel.add(options.wheel, 'lineHeight').onChange(change)\n }\n\n const wheel = _gui.addFolder('wheel')\n wheel.add(options.wheel, 'wheel').onChange(\n function (value) {\n if (value) {\n change()\n add()\n }\n else {\n _viewport.plugins.remove('wheel')\n wheel.remove(percent)\n wheel.remove(centerX)\n wheel.remove(centerY)\n wheel.remove(lineHeight)\n }\n })\n let percent, centerX, centerY, lineHeight\n if (options.wheel) {\n add()\n }\n if (options.wheel.wheel) {\n wheel.open()\n }\n}\n\nfunction guiClampZoom() {\n function change() {\n _viewport.clampZoom({ minWidth: options.clampZoom.minWidth, maxWidth: options.clampZoom.maxWidth, minHeight: options.clampZoom.minHeight, maxHeight: options.clampZoom.maxHeight })\n }\n\n function add() {\n minWidth = clampZoom.add(options.clampZoom, 'minWidth').onChange(change)\n maxWidth = clampZoom.add(options.clampZoom, 'maxWidth').onChange(change)\n minHeight = clampZoom.add(options.clampZoom, 'minHeight').onChange(change)\n maxHeight = clampZoom.add(options.clampZoom, 'maxHeight').onChange(change)\n }\n\n const clampZoom = _gui.addFolder('clamp-zoom')\n clampZoom.add(options.clampZoom, 'clampZoom').onChange(\n function (value) {\n if (value) {\n change()\n add()\n }\n else {\n _viewport.plugins.remove('clamp-zoom')\n clampZoom.remove(minWidth)\n clampZoom.remove(maxWidth)\n clampZoom.remove(minHeight)\n clampZoom.remove(maxHeight)\n }\n })\n let minWidth, maxWidth, minHeight, maxHeight\n if (options.clampZoom.clampZoom) {\n add()\n }\n if (options.clampZoom.clampZoom) {\n clampZoom.open()\n }\n}\n\nfunction guiSnapZoom() {\n function change() {\n options.snapZoom.center = (options.snapZoom.centerX || options.snapZoom.centerY) ? { x: options.snapZoom.centerX, y: options.snapZoom.centerY } : null\n _viewport.snapZoom(options.snapZoom)\n }\n\n function add() {\n width = snapZoom.add(options.snapZoom, 'width').onChange(change)\n height = snapZoom.add(options.snapZoom, 'height').onChange(change)\n time = snapZoom.add(options.snapZoom, 'time').onChange(change)\n ease = snapZoom.add(options.snapZoom, 'ease').onChange(change)\n removeOnComplete = snapZoom.add(options.snapZoom, 'removeOnComplete').onChange(change)\n centerX = snapZoom.add(options.snapZoom, 'centerX').onChange(change)\n centerY = snapZoom.add(options.snapZoom, 'centerY').onChange(change)\n interrupt = snapZoom.add(options.snapZoom, 'interrupt').onChange(change)\n }\n\n const snapZoom = _gui.addFolder('snap-zoom')\n snapZoom.add(options.snapZoom, 'snapZoom').onChange(\n function (value) {\n if (value) {\n change()\n add()\n }\n else {\n _viewport.plugins.remove('snap-zoom')\n snapZoom.remove(width)\n snapZoom.remove(height)\n snapZoom.remove(time)\n snapZoom.remove(ease)\n snapZoom.remove(removeOnComplete)\n snapZoom.remove(centerX)\n snapZoom.remove(centerY)\n snapZoom.remove(interrupt)\n }\n })\n let width, height, time, ease, removeOnComplete, centerX, centerY, interrupt\n if (options.snapZoom.snapZoom) {\n add()\n }\n if (options.snapZoom.snapZoom) {\n snapZoom.open()\n }\n}\n\nfunction guiMouseEdges() {\n function change() {\n const me = options.mouseEdges\n _viewport.mouseEdges({ radius: me.radius !== 0 ? me.radius : null, distance: me.distance !== 0 ? me.distance : null, top: me.top !== 0 ? me.top : null, bottom: me.bottom !== 0 ? me.bottom : null, left: me.left !== 0 ? me.left : null, right: me.right !== 0 ? me.right : null, speed: me.speed, reverse: me.reverse, noDecelerate: me.noDecelerate, linear: me.linear })\n }\n\n function add() {\n radius = mouseEdges.add(options.mouseEdges, 'radius').onChange(change)\n distance = mouseEdges.add(options.mouseEdges, 'distance').onChange(change)\n top = mouseEdges.add(options.mouseEdges, 'top').onChange(change)\n left = mouseEdges.add(options.mouseEdges, 'left').onChange(change)\n right = mouseEdges.add(options.mouseEdges, 'right').onChange(change)\n bottom = mouseEdges.add(options.mouseEdges, 'bottom').onChange(change)\n speed = mouseEdges.add(options.mouseEdges, 'speed').onChange(change)\n reverse = mouseEdges.add(options.mouseEdges, 'reverse').onChange(change)\n noDecelerate = mouseEdges.add(options.mouseEdges, 'noDecelerate').onChange(change)\n linear = mouseEdges.add(options.mouseEdges, 'linear').onChange(change)\n }\n\n const mouseEdges = _gui.addFolder('mouseEdges')\n mouseEdges.add(options.mouseEdges, 'mouseEdges').onChange(\n function (value) {\n if (value) {\n change()\n add()\n }\n else {\n _viewport.plugins.remove('mouse-edges')\n mouseEdges.remove(radius)\n mouseEdges.remove(distance)\n mouseEdges.remove(top)\n mouseEdges.remove(left)\n mouseEdges.remove(right)\n mouseEdges.remove(bottom)\n mouseEdges.remove(speed)\n mouseEdges.remove(reverse)\n mouseEdges.remove(noDecelerate)\n mouseEdges.remove(linear)\n }\n })\n let radius, distance, top, left, right, bottom, speed, reverse, noDecelerate, linear\n if (options.mouseEdges.mouseEdges) {\n add()\n }\n if (options.mouseEdges.mouseEdges) {\n mouseEdges.open()\n }\n}\n\n/* global dat */","import * as PIXI from 'pixi.js'\nimport { ease } from 'pixi-ease'\nimport Random from 'yy-random'\nimport Counter from 'yy-counter'\nimport { FPS } from 'yy-fps'\nimport { clicked } from 'clicked'\nimport DomEase from 'dom-ease'\n\nimport { Viewport } from '../../dist/viewport.min.js'\nimport { UserPlugin } from './user-plugin'\n\nimport { gui } from './gui'\n\nconst BORDER = 10\nconst WIDTH = 2000\nconst HEIGHT = 2000\nconst STAR_SIZE = 30\nconst OBJECT_SIZE = 50\nconst OBJECT_ROTATION_TIME = 1000\nconst OBJECT_SPEED = 0.25\nconst FADE_TIME = 2000\n\nlet _fps, _application, _viewport, _object, _stars = [], domEase\n\nfunction viewport() {\n _viewport = _application.stage.addChild(new Viewport(\n {\n interaction: _application.renderer.plugins.interaction,\n passiveWheel: false,\n stopPropagation: true\n }))\n _viewport\n .drag({ clampWheel: false })\n .wheel({ smooth: 3, trackpadPinch: true, wheelZoom: false, })\n .pinch()\n .decelerate()\n .on('clicked', click)\n resize()\n\n domEase = new DomEase({ duration: FADE_TIME })\n ease.duration = FADE_TIME\n\n // test for x/y independent scaling\n // _viewport.scale.y = 1.5\n\n // test for removeListeners()\n // _viewport.removeListeners()\n\n // _viewport.clampZoom({ minWidth: 1000 })\n\n _viewport.plugins.add('test', new UserPlugin(_viewport))\n\n // _viewport.ensureVisible(0, 0, 5000, 5000, true)\n\n // _viewport.clampZoom({ minScale: 0.2, maxScale: 2.5 })\n // _viewport.clampZoom({ minWidth: 1000, minHeight: 1000, maxWidth: 5000, maxHeight: 5000 })\n\n // _viewport.drag({ pressDrag: false })\n\n _viewport.setZoom(0.5, { x: 500, y: 500 })\n // const animate1 = () => _viewport.animate({ scale: 3, ease: 'easeInOutSine', callbackOnComplete: animate2 })\n // const animate2 = () => _viewport.animate({ scale: 1, ease: 'easeInOutSine', callbackOnComplete: animate1 })\n // const animate1 = () => _viewport.animate({ position: { x: 1000, y: 1000 }, scale: 3, time: 3000, ease: 'linear', callbackOnComplete: animate2 })\n // const animate2 = () => _viewport.animate({ position: { x: 500, y: 500 }, scale: 1, time: 3000, ease: 'linear', callbackOnComplete: animate3 })\n // const animate3 = () => _viewport.animate({ position: { x: 0, y: 0 }, scale: 5, time: 3000, ease: 'linear', callbackOnComplete: animate1 })\n // animate1()\n _viewport.input.clear()\n}\n\nfunction resize() {\n _application.renderer.resize(window.innerWidth, window.innerHeight)\n _viewport.resize(window.innerWidth, window.innerHeight, WIDTH, HEIGHT)\n}\n\nfunction addCounter(name) {\n const counter = new Counter({ side: 'top-left' })\n counter.log(name)\n const e = domEase.add(counter.div, { opacity: 0 })\n e.once('complete', () => counter.div.remove())\n}\n\nfunction events() {\n _viewport.on('clicked', () => addCounter('clicked'))\n _viewport.on('drag-start', () => addCounter('drag-start'))\n 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star.position.set(x, y)\n _viewport.addChild(star)\n _stars.push(star)\n }\n}\n\nfunction createTarget() {\n const x = Random.range(OBJECT_SIZE / 2 + BORDER, _viewport.worldWidth - OBJECT_SIZE / 2 - BORDER)\n const y = Random.range(OBJECT_SIZE / 2 + BORDER, _viewport.worldHeight - OBJECT_SIZE / 2 - BORDER)\n const target = ease.target(_object, { x, y }, OBJECT_SPEED, { wait: Random.chance(0.75) ? 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\ No newline at end of file diff --git a/docs/viewport.min.js b/docs/viewport.min.js index e0df5183..55facc82 100644 --- a/docs/viewport.min.js +++ b/docs/viewport.min.js @@ -1,8 +1,8 @@ /* eslint-disable */ /*! - * pixi-viewport - v4.37.0 - * Compiled Sun, 23 Oct 2022 14:02:15 UTC + * pixi-viewport - v4.38.0 + * Compiled Sun, 27 Nov 2022 13:43:58 UTC * * pixi-viewport is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license @@ -411,19 +411,20 @@ this.PIXI = this.PIXI || {}; * @param {(function|string)} [ease] * @param {defaults} default penner equation to use if none is provided */ + // eslint-disable-next-line consistent-return function ease(ease, defaults) { if (!ease) { - return penner[defaults] + return penner[defaults]; } else if (typeof ease === 'function') { - return ease + return ease; } else if (typeof ease === 'string') { - return penner[ease] + return penner[ease]; } } @@ -632,7 +633,7 @@ this.PIXI = this.PIXI || {}; { this.parent.fitHeight(this.height, this.keepCenter, this.width === null); } - if (!this.keepCenter) + if (!this.keepCenter && this.options.position) { this.parent.moveCenter(this.options.position); } @@ -760,6 +761,8 @@ this.PIXI = this.PIXI || {}; + + @@ -785,7 +788,7 @@ this.PIXI = this.PIXI || {}; /** Holds whether to bounce from left side. */ - + /** Holds whether to bounce from top side. */ @@ -844,7 +847,9 @@ this.PIXI = this.PIXI || {}; this.left = this.options.sides.indexOf('left') !== -1; this.right = this.options.sides.indexOf('right') !== -1; } - } else { + } + else + { this.left = this.top = this.right = this.bottom = false; } @@ -857,7 +862,9 @@ this.PIXI = this.PIXI || {}; } else { + // eslint-disable-next-line no-nested-ternary this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0; + // eslint-disable-next-line no-nested-ternary this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0; } @@ -992,8 +999,8 @@ this.PIXI = this.PIXI || {}; y1 * this.parent.scale.y ), bottomRight: new math.Point( - width * this.parent.scale.x - this.parent.screenWidth, - height * this.parent.scale.y - this.parent.screenHeight + (width * this.parent.scale.x) - this.parent.screenWidth, + (height * this.parent.scale.y) - this.parent.screenHeight ) }; } @@ -1005,8 +1012,8 @@ this.PIXI = this.PIXI || {}; bottom: this.parent.bottom > this.parent.worldHeight, topLeft: new math.Point(0, 0), bottomRight: new math.Point( - this.parent.worldWidth * this.parent.scale.x - this.parent.screenWidth, - this.parent.worldHeight * this.parent.scale.y - this.parent.screenHeight + (this.parent.worldWidth * this.parent.scale.x) - this.parent.screenWidth, + (this.parent.worldHeight * this.parent.scale.y) - this.parent.screenHeight ) }; } @@ -1029,7 +1036,8 @@ this.PIXI = this.PIXI || {}; if (decelerate && (decelerate.x || decelerate.y)) { - if ((decelerate.x && decelerate.percentChangeX === _optionalChain$1([decelerate, 'access', _ => _.options, 'optionalAccess', _2 => _2.friction])) || (decelerate.y && decelerate.percentChangeY === _optionalChain$1([decelerate, 'access', _3 => _3.options, 'optionalAccess', _4 => _4.friction]))) + if ((decelerate.x && decelerate.percentChangeX === _optionalChain$1([decelerate, 'access', _ => _.options, 'optionalAccess', _2 => _2.friction])) + || (decelerate.y && decelerate.percentChangeY === _optionalChain$1([decelerate, 'access', _3 => _3.options, 'optionalAccess', _4 => _4.friction]))) { oob = this.oob(); if ((oob.left && this.left) || (oob.right && this.right)) @@ -1105,12 +1113,14 @@ this.PIXI = this.PIXI || {}; * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side; * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight] - * eg: to allow the world to be completely dragged offscreen, set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2] + * eg: to allow the world to be completely dragged offscreen, set + * [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2] * * Underflow determines what happens when the world is smaller than the viewport * 1. none = the world is clamped but there is no special behavior * 2. center = the world is centered on the viewport - * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the appropriate boundaries + * 3. combination of top/bottom/center and left/right/center (case insensitive) = + * the world is stuck to the appropriate boundaries * */ @@ -1225,7 +1235,9 @@ this.PIXI = this.PIXI || {}; } else { + // eslint-disable-next-line no-nested-ternary this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0; + // eslint-disable-next-line no-nested-ternary this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0; this.noUnderflow = false; } @@ -1302,7 +1314,8 @@ this.PIXI = this.PIXI || {}; { if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right)) { - this.parent.x = -(this.options.right === true ? this.parent.worldWidth : this.options.right) * this.parent.scale.x + this.parent.screenWidth; + this.parent.x = (-(this.options.right === true ? this.parent.worldWidth : this.options.right) + * this.parent.scale.x) + this.parent.screenWidth; decelerate.x = 0; moved = true; } @@ -1359,8 +1372,8 @@ this.PIXI = this.PIXI || {}; { if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)) { - this.parent.y = -(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom) - * this.parent.scale.y + this.parent.screenHeight; + this.parent.y = (-(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom) + * this.parent.scale.y) + this.parent.screenHeight; decelerate.y = 0; moved = true; } @@ -1788,16 +1801,22 @@ this.PIXI = this.PIXI || {}; this.timeSinceRelease += elapsed; // End decelerate velocity once it goes under a certain amount of precision. - if (this.x && this.y) { - if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) { - this.x = 0; - this.y = 0; + if (this.x && this.y) + { + if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) + { + this.x = 0; + this.y = 0; } - } else { - if (Math.abs(this.x || 0) < this.options.minSpeed) { + } + else + { + if (Math.abs(this.x || 0) < this.options.minSpeed) + { this.x = 0; } - if (Math.abs(this.y || 0) < this.options.minSpeed) { + if (Math.abs(this.y || 0) < this.options.minSpeed) + { this.y = 0; } } @@ -1910,6 +1929,7 @@ this.PIXI = this.PIXI || {}; + const DEFAULT_DRAG_OPTIONS = { @@ -1968,12 +1988,15 @@ this.PIXI = this.PIXI || {}; /** The ID of the pointer currently panning the viewport. */ + /** Array of event-handlers for window */ + __init() {this.windowEventHandlers = new Array();} + /** * This is called by {@link Viewport.drag}. */ constructor(parent, options = {}) { - super(parent); + super(parent);Drag.prototype.__init.call(this);; this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options); this.moved = false; @@ -1998,16 +2021,30 @@ this.PIXI = this.PIXI || {}; */ handleKeyPresses(codes) { - window.addEventListener('keydown', (e) => - { + const keydownHandler = (e) => { if (codes.includes(e.code)) { this.keyIsPressed = true; } - }); + }; - window.addEventListener('keyup', (e) => - { + const keyupHandler = (e) => { if (codes.includes(e.code)) { this.keyIsPressed = false; } + }; + + this.addWindowEventHandler("keyup", keyupHandler); + this.addWindowEventHandler("keydown", keydownHandler); + } + + addWindowEventHandler(event, handler) + { + window.addEventListener(event, handler); + this.windowEventHandlers.push({event, handler}); + } + + destroy() + { + this.windowEventHandlers.forEach(({event, handler}) => { + window.removeEventListener(event, handler); }); } @@ -2447,20 +2484,21 @@ this.PIXI = this.PIXI || {}; if (distance) { - const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) / (2 * this.options.acceleration); + const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) + / (2 * this.options.acceleration); if (distance > decelerationDistance) { this.velocity = { - x: Math.min(this.velocity.x + this.options.acceleration * elapsed, this.options.speed), - y: Math.min(this.velocity.y + this.options.acceleration * elapsed, this.options.speed) + x: Math.min(this.velocity.x + (this.options.acceleration * elapsed, this.options.speed)), + y: Math.min(this.velocity.y + (this.options.acceleration * elapsed, this.options.speed)) }; } else { this.velocity = { - x: Math.max(this.velocity.x - this.options.acceleration * this.options.speed, 0), - y: Math.max(this.velocity.y - this.options.acceleration * this.options.speed, 0) + x: Math.max(this.velocity.x - (this.options.acceleration * this.options.speed), 0), + y: Math.max(this.velocity.y - (this.options.acceleration * this.options.speed), 0) }; } const changeX = Math.cos(angle) * this.velocity.x; @@ -2533,6 +2571,8 @@ this.PIXI = this.PIXI || {}; + + @@ -2897,9 +2937,9 @@ this.PIXI = this.PIXI || {}; const point = { x: (first.last ).x - + ((second.last ).x - (first.last ).x) / 2, + + (((second.last ).x - (first.last ).x) / 2), y: (first.last ).y - + ((second.last ).y - (first.last ).y) / 2, + + (((second.last ).y - (first.last ).y) / 2), }; if (!this.options.center) @@ -2912,7 +2952,7 @@ this.PIXI = this.PIXI || {}; dist = dist === 0 ? dist = 0.0000000001 : dist; - const change = (1 - last / dist) * this.options.percent + const change = (1 - (last / dist)) * this.options.percent * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y); if (this.isAxisX()) @@ -3727,8 +3767,8 @@ this.PIXI = this.PIXI || {}; }; this.smoothing = { - x: ((this.parent.scale.x + original.x) * change - this.parent.scale.x) / this.options.smooth, - y: ((this.parent.scale.y + original.y) * change - this.parent.scale.y) / this.options.smooth, + x: (((this.parent.scale.x + original.x) * change) - this.parent.scale.x) / this.options.smooth, + y: (((this.parent.scale.y + original.y) * change) - this.parent.scale.y) / this.options.smooth, }; this.smoothingCount = 0; this.smoothingCenter = point; @@ -4142,6 +4182,14 @@ this.PIXI = this.PIXI || {}; */ add(name, plugin, index = PLUGIN_ORDER.length) { + + const oldPlugin = this.plugins[name]; + + if (oldPlugin) + { + oldPlugin.destroy(); + } + this.plugins[name] = plugin; const current = PLUGIN_ORDER.indexOf(name); @@ -4229,6 +4277,9 @@ this.PIXI = this.PIXI || {}; /** removes all installed plugins */ removeAll() { + this.list.forEach((plugin) => { + plugin.destroy(); + }); this.plugins = {}; this.sort(); } @@ -4242,6 +4293,7 @@ this.PIXI = this.PIXI || {}; { if (this.plugins[name]) { + _optionalChain([this, 'access', _4 => _4.plugins, 'access', _5 => _5[name], 'optionalAccess', _6 => _6.destroy, 'call', _7 => _7()]); delete this.plugins[name]; this.viewport.emit(`${name}-remove`); this.sort(); @@ -4255,7 +4307,7 @@ this.PIXI = this.PIXI || {}; */ pause(name) { - _optionalChain([this, 'access', _4 => _4.plugins, 'access', _5 => _5[name], 'optionalAccess', _6 => _6.pause, 'call', _7 => _7()]); + _optionalChain([this, 'access', _8 => _8.plugins, 'access', _9 => _9[name], 'optionalAccess', _10 => _10.pause, 'call', _11 => _11()]); } /** @@ -4265,7 +4317,7 @@ this.PIXI = this.PIXI || {}; */ resume(name) { - _optionalChain([this, 'access', _8 => _8.plugins, 'access', _9 => _9[name], 'optionalAccess', _10 => _10.resume, 'call', _11 => _11()]); + _optionalChain([this, 'access', _12 => _12.plugins, 'access', _13 => _13[name], 'optionalAccess', _14 => _14.resume, 'call', _15 => _15()]); } /** diff --git a/docs/viewport.min.js.map b/docs/viewport.min.js.map index 341790a8..b02bcd90 100644 --- a/docs/viewport.min.js.map +++ b/docs/viewport.min.js.map @@ -1 +1 @@ -{"version":3,"file":"viewport.min.js","sources":["../src/plugins/Plugin.ts","../node_modules/penner/penner.js","../src/ease.ts","../src/plugins/Animate.ts","../src/plugins/Bounce.ts","../src/plugins/Clamp.ts","../src/plugins/ClampZoom.ts","../src/plugins/Decelerate.ts","../src/plugins/Drag.ts","../src/plugins/Follow.ts","../src/plugins/MouseEdges.ts","../src/plugins/Pinch.ts","../src/plugins/Snap.ts","../src/plugins/SnapZoom.ts","../src/plugins/Wheel.ts","../src/InputManager.ts","../src/PluginManager.ts","../src/Viewport.ts"],"sourcesContent":["import type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from '../Viewport';\n\n/**\n * Derive this class to create user-defined plugins\n *\n * @public\n */\nexport class Plugin\n{\n /** The viewport to which this plugin is attached. */\n public readonly parent: Viewport;\n\n /**\n * Flags whether this plugin has been \"paused\".\n *\n * @see Plugin#pause\n * @see Plugin#resume\n */\n public paused: boolean;\n\n /** @param {Viewport} parent */\n constructor(parent: Viewport)\n {\n this.parent = parent;\n this.paused = false;\n }\n\n /** Called when plugin is removed */\n public destroy()\n {\n // Override for implementation\n }\n\n /** Handler for pointerdown PIXI event */\n public down(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for pointermove PIXI event */\n public move(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for pointerup PIXI event */\n public up(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for wheel event on div */\n public wheel(_e: WheelEvent): boolean | undefined\n {\n return false;\n }\n\n /**\n * Called on each tick\n * @param {number} elapsed time in millisecond since last update\n */\n public update(_delta: number): void\n {\n // Override for implementation\n }\n\n /** Called when the viewport is resized */\n public resize()\n {\n // Override for implementation\n }\n\n /** Called when the viewport is manually moved */\n public reset(): void\n {\n // Override for implementation\n }\n\n /** Pause the plugin */\n public pause(): void\n {\n this.paused = true;\n }\n\n /** Un-pause the plugin */\n public resume(): void\n {\n this.paused = false;\n }\n}\n","\n/*\n\tCopyright © 2001 Robert Penner\n\tAll rights reserved.\n\n\tRedistribution and use in source and binary forms, with or without modification, \n\tare permitted provided that the following conditions are met:\n\n\tRedistributions of source code must retain the above copyright notice, this list of \n\tconditions and the following disclaimer.\n\tRedistributions in binary form must reproduce the above copyright notice, this list \n\tof conditions and the following disclaimer in the documentation and/or other materials \n\tprovided with the distribution.\n\n\tNeither the name of the author nor the names of contributors may be used to endorse \n\tor promote products derived from this software without specific prior written permission.\n\n\tTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY \n\tEXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n\tMERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n\tCOPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n\tEXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n\tGOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED \n\tAND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n\tNEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED \n\tOF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n(function() {\n var penner, umd;\n\n umd = function(factory) {\n if (typeof exports === 'object') {\n return module.exports = factory;\n } else if (typeof define === 'function' && define.amd) {\n return define([], factory);\n } else {\n return this.penner = factory;\n }\n };\n\n penner = {\n linear: function(t, b, c, d) {\n return c * t / d + b;\n },\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n easeInOutQuad: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t + b;\n } else {\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n }\n },\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n easeOutCubic: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n },\n easeInOutCubic: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n },\n easeInQuart: function(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n },\n easeOutQuart: function(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n },\n easeInOutQuart: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t + b;\n } else {\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n },\n easeInQuint: function(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n },\n easeOutQuint: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n },\n easeInOutQuint: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n },\n easeInSine: function(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n },\n easeOutSine: function(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n },\n easeInOutSine: function(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n },\n easeInExpo: function(t, b, c, d) {\n if (t === 0) {\n return b;\n } else {\n return c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n },\n easeOutExpo: function(t, b, c, d) {\n if (t === d) {\n return b + c;\n } else {\n return c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n },\n easeInOutExpo: function(t, b, c, d) {\n if (t === 0) {\n b;\n }\n if (t === d) {\n b + c;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n } else {\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n },\n easeInCirc: function(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n },\n easeOutCirc: function(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n },\n easeInOutCirc: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n } else {\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n },\n easeInElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n },\n easeOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b;\n },\n easeInOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d / 2) === 2) {\n b + c;\n }\n if (!p) {\n p = d * (.3 * 1.5);\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n if (t < 1) {\n return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n } else {\n return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;\n }\n },\n easeInBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n },\n easeOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n },\n easeInOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b;\n } else {\n return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b;\n }\n },\n easeInBounce: function(t, b, c, d) {\n var v;\n v = penner.easeOutBounce(d - t, 0, c, d);\n return c - v + b;\n },\n easeOutBounce: function(t, b, c, d) {\n if ((t /= d) < 1 / 2.75) {\n return c * (7.5625 * t * t) + b;\n } else if (t < 2 / 2.75) {\n return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b;\n } else if (t < 2.5 / 2.75) {\n return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b;\n } else {\n return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b;\n }\n },\n easeInOutBounce: function(t, b, c, d) {\n var v;\n if (t < d / 2) {\n v = penner.easeInBounce(t * 2, 0, c, d);\n return v * .5 + b;\n } else {\n v = penner.easeOutBounce(t * 2 - d, 0, c, d);\n return v * .5 + c * .5 + b;\n }\n }\n };\n\n umd(penner);\n\n}).call(this);\n","// eslint-disable-next-line\n// @ts-expect-error Penner seems to have no typings.\nimport Penner from 'penner';\n\n/**\n * Returns correct Penner equation using string or Function.\n *\n * @internal\n * @ignore\n * @param {(function|string)} [ease]\n * @param {defaults} default penner equation to use if none is provided\n */\nexport default function ease(ease: any, defaults?: any): any\n{\n if (!ease)\n {\n return Penner[defaults]\n }\n else if (typeof ease === 'function')\n {\n return ease\n }\n else if (typeof ease === 'string')\n {\n return Penner[ease]\n }\n}","import { IPointData, Point } from '@pixi/math';\nimport { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Animate}. */\nexport interface IAnimateOptions\n{\n /** Time to animate */\n time?: number;\n\n /** Position to move the viewport to */\n position?: IPointData;\n\n /**\n * Desired viewport width in world pixels\n *\n * (use instead of scale; aspect ratio is maintained if height is not provided)\n */\n width?: number;\n\n /**\n * Desired viewport height in world pixels\n *\n * (use instead of scale; aspect ratio is maintained if width is not provided)\n */\n height?: number;\n\n /** Scale to change zoom (scale.x = scale.y) */\n scale?: number;\n\n /** Independently change zoom in x-direction */\n scaleX?: number;\n\n /** Independently change zoom in y-direction */\n scaleY?: number;\n\n /** Easing function to use */\n ease?: any;\n\n /** Callback to invoke when the animation completes */\n callbackOnComplete?: (viewport: Viewport) => void;\n\n /** Removes this plugin if interrupted by any user input */\n removeOnInterrupt?: boolean;\n}\n\nconst DEFAULT_ANIMATE_OPTIONS = {\n removeOnInterrupt: false,\n ease: 'linear',\n time: 1000,\n};\n\n/**\n * Animation plugin.\n *\n * @see Viewport#animate\n * @fires animate-end\n */\nexport class Animate extends Plugin\n{\n public readonly options: IAnimateOptions & { ease: any; time: number };\n\n /** The starting x-coordinate of the viewport. */\n protected startX?: number;\n\n /** The starting y-coordinate of the viewport. */\n protected startY?: number;\n\n /** The change in the x-coordinate of the viewport through the animation.*/\n protected deltaX?: number;\n\n /** The change in the y-coordinate of the viewport through the animation. */\n protected deltaY?: number;\n\n /** Marks whether the center of the viewport is preserved in the animation. */\n protected keepCenter!: boolean;\n\n /** The starting viewport width. */\n protected startWidth: number | null = null;\n\n /** The starting viewport height. */\n protected startHeight: number | null = null;\n\n /** The change in the viewport's width through the animation. */\n protected deltaWidth: number | null = null;\n\n /** The change in the viewport's height through the animation. */\n protected deltaHeight: number | null = null;\n\n /** The viewport's width post-animation. */\n protected width: number | null = null;\n\n /** The viewport's height post-animation. */\n protected height: number | null = null;\n\n /** The time since the animation started. */\n protected time = 0;\n\n /**\n * This is called by {@link Viewport.animate}.\n *\n * @param parent\n * @param options\n */\n constructor(parent: Viewport, options: IAnimateOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_ANIMATE_OPTIONS, options);\n this.options.ease = ease(this.options.ease);\n\n this.setupPosition();\n this.setupZoom();\n\n this.time = 0;\n }\n\n /**\n * Setup `startX`, `startY`, `deltaX`, `deltaY`, `keepCenter`.\n *\n * This is called during construction.\n */\n protected setupPosition(): void\n {\n if (typeof this.options.position !== 'undefined')\n {\n this.startX = this.parent.center.x;\n this.startY = this.parent.center.y;\n this.deltaX = this.options.position.x - this.parent.center.x;\n this.deltaY = this.options.position.y - this.parent.center.y;\n this.keepCenter = false;\n }\n else\n {\n this.keepCenter = true;\n }\n }\n\n /**\n * Setup `startWidth, `startHeight`, `deltaWidth, `deltaHeight, `width`, `height`.\n *\n * This is called during construction.\n */\n protected setupZoom(): void\n {\n this.width = null;\n this.height = null;\n\n if (typeof this.options.scale !== 'undefined')\n {\n this.width = this.parent.screenWidth / this.options.scale;\n }\n else if (typeof this.options.scaleX !== 'undefined' || typeof this.options.scaleY !== 'undefined')\n {\n if (typeof this.options.scaleX !== 'undefined')\n {\n // screenSizeInWorldPixels = screenWidth / scale\n this.width = this.parent.screenWidth / this.options.scaleX;\n }\n if (typeof this.options.scaleY !== 'undefined')\n {\n this.height = this.parent.screenHeight / this.options.scaleY;\n }\n }\n else\n {\n if (typeof this.options.width !== 'undefined')\n {\n this.width = this.options.width;\n }\n if (typeof this.options.height !== 'undefined')\n {\n this.height = this.options.height;\n }\n }\n\n if (this.width !== null)\n {\n this.startWidth = this.parent.screenWidthInWorldPixels;\n this.deltaWidth = this.width - this.startWidth;\n }\n if (this.height !== null)\n {\n this.startHeight = this.parent.screenHeightInWorldPixels;\n this.deltaHeight = this.height - this.startHeight;\n }\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('animate');\n }\n\n return false;\n }\n\n public complete(): void\n {\n this.parent.plugins.remove('animate');\n if (this.width !== null)\n {\n this.parent.fitWidth(this.width, this.keepCenter, this.height === null);\n }\n if (this.height !== null)\n {\n this.parent.fitHeight(this.height, this.keepCenter, this.width === null);\n }\n if (!this.keepCenter)\n {\n this.parent.moveCenter(this.options.position!);\n }\n\n this.parent.emit('animate-end', this.parent);\n\n if (this.options.callbackOnComplete)\n {\n this.options.callbackOnComplete(this.parent);\n }\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n this.time += elapsed;\n\n const originalZoom = new Point(this.parent.scale.x, this.parent.scale.y);\n\n if (this.time >= this.options.time)\n {\n const originalWidth = this.parent.width;\n const originalHeight = this.parent.height;\n\n this.complete();\n if (originalWidth !== this.parent.width || originalHeight !== this.parent.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n else\n {\n const percent = this.options.ease(this.time, 0, 1, this.options.time);\n\n if (this.width !== null)\n {\n const startWidth = this.startWidth as number;\n const deltaWidth = this.deltaWidth as number;\n\n this.parent.fitWidth(\n startWidth + (deltaWidth * percent),\n this.keepCenter,\n this.height === null);\n }\n if (this.height !== null)\n {\n const startHeight = this.startHeight as number;\n const deltaHeight = this.deltaHeight as number;\n\n this.parent.fitHeight(\n startHeight + (deltaHeight * percent),\n this.keepCenter,\n this.width === null);\n }\n if (this.width === null)\n {\n this.parent.scale.x = this.parent.scale.y;\n }\n else if (this.height === null)\n {\n this.parent.scale.y = this.parent.scale.x;\n }\n if (!this.keepCenter)\n {\n const startX = this.startX as number;\n const startY = this.startY as number;\n const deltaX = this.deltaX as number;\n const deltaY = this.deltaY as number;\n const original = new Point(this.parent.x, this.parent.y);\n\n this.parent.moveCenter(startX + (deltaX * percent), startY + (deltaY * percent));\n this.parent.emit('moved', { viewport: this.parent, original, type: 'animate' });\n }\n if (this.width || this.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n }\n}\n","import { Point, Rectangle } from '@pixi/math';\nimport { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Drag } from './Drag';\nimport type { IDecelerateOptions } from './Decelerate';\nimport type { Pinch } from './Pinch';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Bounce}. */\nexport interface IBounceOptions {\n /** \"all\", \"horizontal\", \"vertical\", or combination of \"top\", \"bottom\", \"right\", \"left\" (e.g., 'top-bottom-right') */\n sides?:\n 'all'\n | 'horizontal'\n | 'vertical'\n | string;\n\n /** Friction to apply to decelerate if active */\n friction?: number;\n\n /** Time in ms to finish bounce */\n time?: number;\n\n /** Use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight) */\n bounceBox?: Rectangle | null;\n\n /** Ease function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /** (top/bottom/center and left/right/center, or center) where to place world if too small for screen */\n underflow?: 'center' | string;\n}\n\n/** Bounce state along an axis */\nexport interface IBounceState {\n /** Elapsed time since bounce started */\n time: number;\n\n /** Starting coordinate */\n start: number;\n\n /** Change in coordinate through bounce */\n delta: number;\n\n /** Ending coordinate */\n end: number;\n}\n\nconst DEFAULT_BOUNCE_OPTIONS: Required = {\n sides: 'all',\n friction: 0.5,\n time: 150,\n ease: 'easeInOutSine',\n underflow: 'center',\n bounceBox: null\n};\n\n/**\n * @fires bounce-start-x\n * @fires bounce.end-x\n * @fires bounce-start-y\n * @fires bounce-end-y\n * @public\n */\nexport class Bounce extends Plugin\n{\n /** The options passed to initialize this plugin, cannot be modified again. */\n public readonly options: Readonly>;\n\n /** Holds whether to bounce from left side. */\n public readonly left: boolean ;\n\n /** Holds whether to bounce from top side. */\n public readonly top: boolean;\n\n /** Holds whether to bounce from right side. */\n public readonly right: boolean;\n\n /** Holds whether to bounce from bottom side. */\n public readonly bottom: boolean;\n\n /** Direction of underflow along x-axis. */\n public readonly underflowX: -1 | 0 | 1;\n\n /** Direction of underflow along y-axis. */\n public readonly underflowY: -1 | 0 | 1;\n\n /** Easing */\n protected ease: any;\n\n /** Bounce state along x-axis */\n protected toX!: IBounceState | null;\n\n /** Bounce state along y-axis */\n protected toY!: IBounceState | null;\n\n /**\n * This is called by {@link Viewport.bounce}.\n */\n constructor(parent: Viewport, options: IBounceOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_BOUNCE_OPTIONS, options);\n this.ease = ease(this.options.ease, 'easeInOutSine');\n\n if (this.options.sides)\n {\n if (this.options.sides === 'all')\n {\n this.top = this.bottom = this.left = this.right = true;\n }\n else if (this.options.sides === 'horizontal')\n {\n this.right = this.left = true;\n this.top = this.bottom = false;\n }\n else if (this.options.sides === 'vertical')\n {\n this.left = this.right = false;\n this.top = this.bottom = true;\n }\n else\n {\n this.top = this.options.sides.indexOf('top') !== -1;\n this.bottom = this.options.sides.indexOf('bottom') !== -1;\n this.left = this.options.sides.indexOf('left') !== -1;\n this.right = this.options.sides.indexOf('right') !== -1;\n }\n } else {\n this.left = this.top = this.right = this.bottom = false;\n }\n\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n }\n\n this.reset();\n }\n\n public isActive(): boolean\n {\n return this.toX !== null || this.toY !== null;\n }\n\n public down(): boolean\n {\n this.toX = this.toY = null;\n\n return false;\n }\n\n public up(): boolean\n {\n this.bounce();\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n this.bounce();\n\n if (this.toX)\n {\n const toX = this.toX;\n\n toX.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-x' });\n\n if (toX.time >= this.options.time)\n {\n this.parent.x = toX.end;\n this.toX = null;\n this.parent.emit('bounce-x-end', this.parent);\n }\n else\n {\n this.parent.x = this.ease(toX.time, toX.start, toX.delta, this.options.time);\n }\n }\n\n if (this.toY)\n {\n const toY = this.toY;\n\n toY.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-y' });\n\n if (toY.time >= this.options.time)\n {\n this.parent.y = toY.end;\n this.toY = null;\n this.parent.emit('bounce-y-end', this.parent);\n }\n else\n {\n this.parent.y = this.ease(toY.time, toY.start, toY.delta, this.options.time);\n }\n }\n }\n\n /** @internal */\n protected calcUnderflowX(): number\n {\n let x: number;\n\n switch (this.underflowX)\n {\n case -1:\n x = 0;\n break;\n case 1:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n\n return x;\n }\n\n /** @internal */\n protected calcUnderflowY(): number\n {\n let y: number;\n\n switch (this.underflowY)\n {\n case -1:\n y = 0;\n break;\n case 1:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n\n return y;\n }\n\n private oob(): Record<'left' | 'right' | 'top' | 'bottom', boolean> & Record<'topLeft' | 'bottomRight', Point>\n {\n const box = this.options.bounceBox;\n\n if (box)\n {\n const x1 = typeof box.x === 'undefined' ? 0 : box.x;\n const y1 = typeof box.y === 'undefined' ? 0 : box.y;\n const width = typeof box.width === 'undefined' ? this.parent.worldWidth : box.width;\n const height = typeof box.height === 'undefined' ? this.parent.worldHeight : box.height;\n\n return {\n left: this.parent.left < x1,\n right: this.parent.right > width,\n top: this.parent.top < y1,\n bottom: this.parent.bottom > height,\n topLeft: new Point(\n x1 * this.parent.scale.x,\n y1 * this.parent.scale.y\n ),\n bottomRight: new Point(\n width * this.parent.scale.x - this.parent.screenWidth,\n height * this.parent.scale.y - this.parent.screenHeight\n )\n };\n }\n\n return {\n left: this.parent.left < 0,\n right: this.parent.right > this.parent.worldWidth,\n top: this.parent.top < 0,\n bottom: this.parent.bottom > this.parent.worldHeight,\n topLeft: new Point(0, 0),\n bottomRight: new Point(\n this.parent.worldWidth * this.parent.scale.x - this.parent.screenWidth,\n this.parent.worldHeight * this.parent.scale.y - this.parent.screenHeight\n )\n };\n }\n\n public bounce(): void\n {\n if (this.paused)\n {\n return;\n }\n\n let oob;\n let decelerate: undefined | null | {\n percentChangeX?: number;\n percentChangeY?: number;\n x?: number;\n y?: number;\n options?: IDecelerateOptions\n } = this.parent.plugins.get('decelerate', true) as any;\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n if ((decelerate.x && decelerate.percentChangeX === decelerate.options?.friction) || (decelerate.y && decelerate.percentChangeY === decelerate.options?.friction))\n {\n oob = this.oob();\n if ((oob.left && this.left) || (oob.right && this.right))\n {\n decelerate.percentChangeX = this.options.friction;\n }\n if ((oob.top && this.top) || (oob.bottom && this.bottom))\n {\n decelerate.percentChangeY = this.options.friction;\n }\n }\n }\n const drag: Partial = this.parent.plugins.get('drag', true) || {};\n const pinch: Partial = this.parent.plugins.get('pinch', true) || {};\n\n decelerate = decelerate || {};\n\n if (!drag?.active && !pinch?.active && ((!this.toX || !this.toY) && (!decelerate.x || !decelerate.y)))\n {\n oob = oob || this.oob();\n const topLeft = oob.topLeft;\n const bottomRight = oob.bottomRight;\n\n if (!this.toX && !decelerate.x)\n {\n let x = null;\n\n if (oob.left && this.left)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -topLeft.x;\n }\n else if (oob.right && this.right)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -bottomRight.x;\n }\n if (x !== null && this.parent.x !== x)\n {\n this.toX = { time: 0, start: this.parent.x, delta: x - this.parent.x, end: x };\n this.parent.emit('bounce-x-start', this.parent);\n }\n }\n if (!this.toY && !decelerate.y)\n {\n let y = null;\n\n if (oob.top && this.top)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -topLeft.y;\n }\n else if (oob.bottom && this.bottom)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -bottomRight.y;\n }\n if (y !== null && this.parent.y !== y)\n {\n this.toY = { time: 0, start: this.parent.y, delta: y - this.parent.y, end: y };\n this.parent.emit('bounce-y-start', this.parent);\n }\n }\n }\n }\n\n public reset(): void\n {\n this.toX = this.toY = null;\n this.bounce();\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\n\n/**\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of the world offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight]\n * eg: to allow the world to be completely dragged offscreen, set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the appropriate boundaries\n *\n */\nexport interface IClampOptions\n{\n /**\n * Clamp left; true = 0\n *\n * @default false\n */\n left?: number | boolean | null;\n\n /**\n * Clamp top; true = 0\n *\n * @default false\n */\n top?: number | boolean | null;\n\n /**\n * Clamp right; true = viewport.worldWidth\n *\n * @default false\n */\n right?: number | boolean | null;\n\n /**\n * Clamp bottom; true = viewport.worldHeight\n *\n * @default false\n */\n bottom?: number | boolean | null;\n\n /**\n * (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight]; replaces left/right/top/bottom if set\n *\n * @default null\n */\n direction?: 'all' | 'x' | 'y' | null;\n\n /**\n * Where to place world if too small for screen (e.g., top-right, center, none, bottomleft)\n *\n * @default 'center'\n */\n underflow?: 'center' | string;\n}\n\nconst DEFAULT_CLAMP_OPTIONS: Required = {\n left: false,\n right: false,\n top: false,\n bottom: false,\n direction: null,\n underflow: 'center'\n};\n\n/**\n * Plugin to clamp the viewport to a specific world bounding box.\n *\n * @public\n */\nexport class Clamp extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Required;\n\n /** Last state of viewport */\n protected last: {\n x: number | null;\n y: number | null;\n scaleX: number | null;\n scaleY: number | null;\n };\n\n protected noUnderflow!: boolean;\n protected underflowX!: -1 | 0 | 1;\n protected underflowY!: -1 | 0 | 1;\n\n /**\n * This is called by {@link Viewport.clamp}.\n */\n constructor(parent: Viewport, options : IClampOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_OPTIONS, options);\n\n if (this.options.direction)\n {\n this.options.left = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.right = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.top = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n this.options.bottom = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n }\n\n this.parseUnderflow();\n this.last = { x: null, y: null, scaleX: null, scaleY: null };\n this.update();\n }\n\n private parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'none')\n {\n this.noUnderflow = true;\n }\n else if (clamp === 'center')\n {\n this.underflowX = this.underflowY = 0;\n this.noUnderflow = false;\n }\n else\n {\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n this.noUnderflow = false;\n }\n }\n\n public move(): boolean\n {\n this.update();\n\n return false;\n }\n\n public update(): void\n {\n if (this.paused)\n {\n return;\n }\n\n // only clamp on change\n if (this.parent.x === this.last.x\n && this.parent.y === this.last.y\n && this.parent.scale.x === this.last.scaleX\n && this.parent.scale.y === this.last.scaleY)\n {\n return;\n }\n const original = { x: this.parent.x, y: this.parent.y };\n // TODO: Fix\n const decelerate: any = (this.parent.plugins as any).decelerate || {};\n\n if (this.options.left !== null || this.options.right !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n if (this.parent.x !== 0)\n {\n this.parent.x = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.x !== this.parent.screenWidth - this.parent.screenWorldWidth)\n {\n this.parent.x = this.parent.screenWidth - this.parent.screenWorldWidth;\n moved = true;\n }\n break;\n default:\n if (this.parent.x !== (this.parent.screenWidth - this.parent.screenWorldWidth) / 2)\n {\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.left !== null)\n {\n if (this.parent.left < (this.options.left === true ? 0 : this.options.left))\n {\n this.parent.x = -(this.options.left === true ? 0 : this.options.left) * this.parent.scale.x;\n decelerate.x = 0;\n moved = true;\n }\n }\n if (this.options.right !== null)\n {\n if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right))\n {\n this.parent.x = -(this.options.right === true ? this.parent.worldWidth : this.options.right) * this.parent.scale.x + this.parent.screenWidth;\n decelerate.x = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-x' });\n }\n }\n if (this.options.top !== null || this.options.bottom !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n if (this.parent.y !== 0)\n {\n this.parent.y = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.y !== this.parent.screenHeight - this.parent.screenWorldHeight)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n moved = true;\n }\n break;\n default:\n if (this.parent.y !== (this.parent.screenHeight - this.parent.screenWorldHeight) / 2)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.top !== null)\n {\n if (this.parent.top < (this.options.top === true ? 0 : this.options.top))\n {\n this.parent.y = -(this.options.top === true ? 0 : this.options.top)\n * this.parent.scale.y;\n decelerate.y = 0;\n moved = true;\n }\n }\n if (this.options.bottom !== null)\n {\n if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom))\n {\n this.parent.y = -(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)\n * this.parent.scale.y + this.parent.screenHeight;\n decelerate.y = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-y' });\n }\n }\n this.last.x = this.parent.x;\n this.last.y = this.parent.y;\n this.last.scaleX = this.parent.scale.x;\n this.last.scaleY = this.parent.scale.y;\n }\n\n public reset(): void\n {\n this.update();\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\n\n/**\n * Options for {@link ClampZoom}.\n *\n * Use either minimum width/height or minimum scale\n */\nexport interface IClampZoomOptions\n{\n /** Minimum width */\n minWidth?: number | null;\n\n /** Minimum height */\n minHeight?: number | null;\n\n /** Maximum width */\n maxWidth?: number | null;\n\n /** Maximum height */\n maxHeight?: number | null;\n\n /** Minimum scale */\n minScale?: number | null | IScale;\n\n /** Maximum scale */\n maxScale?: number | null | IScale;\n}\n\nconst DEFAULT_CLAMP_ZOOM_OPTIONS: Required = {\n minWidth: null,\n minHeight: null,\n maxWidth: null,\n maxHeight: null,\n minScale: null,\n maxScale: null\n};\n\n/**\n * Plugin to clamp the viewport's zoom to a specific range.\n *\n * @public\n */\nexport class ClampZoom extends Plugin\n{\n public readonly options: Required;\n\n /**\n * This is called by {@link Viewport.clampZoom}.\n */\n constructor(parent: Viewport, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_ZOOM_OPTIONS, options);\n\n this.clamp();\n }\n\n public resize(): void\n {\n this.clamp();\n }\n\n /** Clamp the viewport scale zoom) */\n public clamp(): void\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.options.minWidth || this.options.minHeight || this.options.maxWidth || this.options.maxHeight)\n {\n let width = this.parent.worldScreenWidth;\n let height = this.parent.worldScreenHeight;\n\n if (this.options.minWidth !== null && width < this.options.minWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.minWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxWidth !== null && width > this.options.maxWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.maxWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.minHeight !== null && height < this.options.minHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.minHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxHeight !== null && height > this.options.maxHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.maxHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n else\n if (this.options.minScale || this.options.maxScale)\n {\n const minScale: IScale = { x: null, y: null };\n const maxScale: IScale = { x: null, y: null };\n\n if (typeof this.options.minScale === 'number')\n {\n minScale.x = this.options.minScale;\n minScale.y = this.options.minScale;\n }\n else if (this.options.minScale !== null)\n {\n const optsMinScale = this.options.minScale as IScale;\n\n minScale.x = typeof optsMinScale.x === 'undefined' ? null : optsMinScale.x;\n minScale.y = typeof optsMinScale.y === 'undefined' ? null : optsMinScale.y;\n }\n\n if (typeof this.options.maxScale === 'number')\n {\n maxScale.x = this.options.maxScale;\n maxScale.y = this.options.maxScale;\n }\n else if (this.options.maxScale !== null)\n {\n const optsMaxScale = this.options.maxScale as IScale;\n\n maxScale.x = typeof optsMaxScale.x === 'undefined' ? null : optsMaxScale.x;\n maxScale.y = typeof optsMaxScale.y === 'undefined' ? null : optsMaxScale.y;\n }\n\n let scaleX = this.parent.scale.x;\n let scaleY = this.parent.scale.y;\n\n if (minScale.x !== null && scaleX < minScale.x)\n {\n scaleX = minScale.x;\n }\n if (maxScale.x !== null && scaleX > maxScale.x)\n {\n scaleX = maxScale.x;\n }\n if (minScale.y !== null && scaleY < minScale.y)\n {\n scaleY = minScale.y;\n }\n if (maxScale.y !== null && scaleY > maxScale.y)\n {\n scaleY = maxScale.y;\n }\n if (scaleX !== this.parent.scale.x || scaleY !== this.parent.scale.y)\n {\n this.parent.scale.set(scaleX, scaleY);\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n }\n\n public reset(): void\n {\n this.clamp();\n }\n}\n\n/** This allows independent x and y values for min/maxScale */\nexport interface IScale {\n x: null | number\n y: null | number\n}\n","import { Plugin } from './Plugin';\n\nimport type { Point } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\nexport interface IDecelerateOptions {\n /**\n * Percent to decelerate after movement. This should be between 0 and 1, exclusive.\n *\n * @default 0.95\n */\n friction?: number;\n\n /**\n * Percent to decelerate when past boundaries (only applicable when viewport.bounce() is active)\n *\n * @default 0.8\n */\n bounce?: number;\n\n /**\n * Minimum velocity before stopping/reversing acceleration\n *\n * @default 0.01\n */\n minSpeed?: number;\n}\n\n/** Viewport position snapshot that's saved by {@link DeceleratePlugin} to estimate panning velocity. */\nexport interface IDecelerateSnapshot {\n /** x-coordinate of the viewport. */\n x: number;\n\n /** y-coordinate of the viewport. */\n y: number;\n\n /** Time at which this snapshot was taken. */\n time: number;\n}\n\nconst DEFAULT_DECELERATE_OPTIONS: Required = {\n friction: 0.98,\n bounce: 0.8,\n minSpeed: 0.01\n};\n\n/**\n * Time period of decay (1 frame)\n *\n * @internal\n * @ignore\n */\nconst TP = 16;\n\n/**\n * Plugin to decelerate viewport velocity smoothly after panning ends.\n *\n * @public\n */\nexport class Decelerate extends Plugin\n{\n /** Options used to initialize this plugin. */\n public readonly options: Required;\n\n /**\n * x-component of the velocity of viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n public x!: number | null;\n\n /**\n * y-component of the velocity of the viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n public y!: number | null;\n\n /**\n * The decay factor for the x-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n public percentChangeX!: number;\n\n /**\n * The decay factor for the y-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n public percentChangeY!: number;\n\n /** Saved list of recent viewport position snapshots, to estimate velocity. */\n protected saved: Array;\n\n /** The time since the user released panning of the viewport. */\n protected timeSinceRelease: number;\n\n /**\n * This is called by {@link Viewport.decelerate}.\n */\n constructor(parent: Viewport, options: IDecelerateOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DECELERATE_OPTIONS, options);\n this.saved = [];\n this.timeSinceRelease = 0;\n\n this.reset();\n this.parent.on('moved', (data) => this.moved(data));\n }\n\n public down(): boolean\n {\n this.saved = [];\n this.x = this.y = null;\n\n return false;\n }\n\n public isActive(): boolean\n {\n return !!(this.x || this.y);\n }\n\n public move(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n this.saved.push({ x: this.parent.x, y: this.parent.y, time: performance.now() });\n\n if (this.saved.length > 60)\n {\n this.saved.splice(0, 30);\n }\n }\n\n // Silently recording viewport positions\n return false;\n }\n\n /** Listener to viewport's \"moved\" event. */\n protected moved(data: { type: 'clamp-x' | 'clamp-y'; original: Point }): void\n {\n if (this.saved.length)\n {\n const last = this.saved[this.saved.length - 1];\n\n if (data.type === 'clamp-x')\n {\n if (last.x === data.original.x)\n {\n last.x = this.parent.x;\n }\n }\n else if (data.type === 'clamp-y')\n {\n if (last.y === data.original.y)\n {\n last.y = this.parent.y;\n }\n }\n }\n }\n\n public up(): boolean\n {\n if (this.parent.input.count() === 0 && this.saved.length)\n {\n const now = performance.now();\n\n for (const save of this.saved)\n {\n if (save.time >= now - 100)\n {\n const time = now - save.time;\n\n this.x = (this.parent.x - save.x) / time;\n this.y = (this.parent.y - save.y) / time;\n this.percentChangeX = this.percentChangeY = this.options.friction;\n this.timeSinceRelease = 0;\n break;\n }\n }\n }\n\n return false;\n }\n\n /**\n * Manually activate deceleration, starting from the (x, y) velocity components passed in the options.\n *\n * @param {object} options\n * @param {number} [options.x] - Specify x-component of initial velocity.\n * @param {number} [options.y] - Specify y-component of initial velocity.\n */\n public activate(options: { x?: number; y?: number; }): void\n {\n options = options || {};\n\n if (typeof options.x !== 'undefined')\n {\n this.x = options.x;\n this.percentChangeX = this.options.friction;\n }\n if (typeof options.y !== 'undefined')\n {\n this.y = options.y;\n this.percentChangeY = this.options.friction;\n }\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n /*\n * See https://github.com/davidfig/pixi-viewport/issues/271 for math.\n *\n * The viewport velocity (this.x, this.y) decays exponentially by the the decay factor\n * (this.percentChangeX, this.percentChangeY) each frame. This velocity function is integrated\n * to calculate the displacement.\n */\n\n const moved = this.x || this.y;\n\n const ti = this.timeSinceRelease;\n const tf = this.timeSinceRelease + elapsed;\n\n if (this.x)\n {\n const k = this.percentChangeX;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport x-coordinate.\n this.parent.x += ((this.x * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on x-component of velocity\n this.x *= Math.pow(this.percentChangeX, elapsed / TP);\n }\n if (this.y)\n {\n const k = this.percentChangeY;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport y-coordinate.\n this.parent.y += ((this.y * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on y-component of velocity\n this.y *= Math.pow(this.percentChangeY, elapsed / TP);\n }\n\n this.timeSinceRelease += elapsed;\n\n // End decelerate velocity once it goes under a certain amount of precision.\n if (this.x && this.y) {\n if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed) {\n this.x = 0;\n this.y = 0;\n }\n } else {\n if (Math.abs(this.x || 0) < this.options.minSpeed) {\n this.x = 0;\n }\n if (Math.abs(this.y || 0) < this.options.minSpeed) {\n this.y = 0;\n }\n }\n\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, type: 'decelerate' });\n }\n }\n\n public reset(): void\n {\n this.x = this.y = null;\n }\n}\n","import { Point } from '@pixi/math';\nimport { Plugin } from './Plugin';\n\nimport type { Decelerate } from './Decelerate';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { IPointData } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Drag}. */\nexport interface IDragOptions {\n /**\n * direction to drag\n *\n * @default \"all\"\n */\n direction?: string;\n\n /**\n * whether click to drag is active\n *\n * @default true\n */\n pressDrag?: boolean;\n\n /**\n * Use wheel to scroll in direction (unless wheel plugin is active)\n *\n * @default true\n */\n wheel?: boolean;\n\n /**\n * number of pixels to scroll with each wheel spin\n *\n * @default 1\n */\n wheelScroll?: number;\n\n /**\n * reverse the direction of the wheel scroll\n *\n * @default false\n */\n reverse?: boolean;\n\n /**\n * clamp wheel(to avoid weird bounce with mouse wheel). Can be 'x' or 'y' or `true`.\n *\n * @default false\n */\n clampWheel?: boolean | string;\n\n /**\n * where to place world if too small for screen\n *\n * @default \"center\"\n */\n underflow?: string;\n\n /**\n * factor to multiply drag to increase the speed of movement\n *\n * @default 1\n */\n factor?: number;\n\n /**\n * Changes which mouse buttons trigger drag.\n *\n * Use: 'all', 'left', right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * `viewport.options.disableOnContextMenu` if you want to use right-click dragging.\n *\n * @default \"all\"\n */\n mouseButtons?: 'all' | string;\n\n /**\n * Array containing {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of\n * keys that can be pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n *\n * @default null\n */\n keyToPress?: string[] | null;\n\n /**\n * Ignore keyToPress for touch events.\n *\n * @default false\n */\n ignoreKeyToPressOnTouch?: boolean;\n\n /**\n * Scaling factor for non-DOM_DELTA_PIXEL scrolling events.\n *\n * @default 20\n */\n lineHeight?: number;\n\n /**\n * Swap x and y axes when scrolling.\n *\n * @default false\n */\n wheelSwapAxes?: boolean;\n}\n\nconst DEFAULT_DRAG_OPTIONS: Required = {\n direction: 'all',\n pressDrag: true,\n wheel: true,\n wheelScroll: 1,\n reverse: false,\n clampWheel: false,\n underflow: 'center',\n factor: 1,\n mouseButtons: 'all',\n keyToPress: null,\n ignoreKeyToPressOnTouch: false,\n lineHeight: 20,\n wheelSwapAxes: false,\n};\n\n/**\n * Plugin to enable panning/dragging of the viewport to move around.\n *\n * @public\n */\nexport class Drag extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Readonly>;\n\n /** Flags when viewport is moving. */\n protected moved: boolean;\n\n /** Factor to apply from {@link IDecelerateOptions}'s reverse. */\n protected reverse: 1 | -1;\n\n /** Holds whether dragging is enabled along the x-axis. */\n protected xDirection: boolean;\n\n /** Holds whether dragging is enabled along the y-axis. */\n protected yDirection: boolean;\n\n /** Flags whether the keys required to drag are pressed currently. */\n protected keyIsPressed: boolean;\n\n /** Holds whether the left, center, and right buttons are required to pan. */\n protected mouse!: [boolean, boolean, boolean];\n\n /** Underflow factor along x-axis */\n protected underflowX!: -1 | 0 | 1;\n\n /** Underflow factor along y-axis */\n protected underflowY!: -1 | 0 | 1;\n\n /** Last pointer position while panning. */\n protected last?: IPointData | null;\n\n /** The ID of the pointer currently panning the viewport. */\n protected current?: number;\n\n /**\n * This is called by {@link Viewport.drag}.\n */\n constructor(parent: Viewport, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options);\n this.moved = false;\n this.reverse = this.options.reverse ? 1 : -1;\n this.xDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'x';\n this.yDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'y';\n this.keyIsPressed = false;\n\n this.parseUnderflow();\n this.mouseButtons(this.options.mouseButtons);\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger drag event\n */\n protected handleKeyPresses(codes: string[]): void\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n { this.keyIsPressed = true; }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n { this.keyIsPressed = false; }\n });\n }\n\n /**\n * initialize mousebuttons array\n * @param {string} buttons\n */\n protected mouseButtons(buttons: string): void\n {\n if (!buttons || buttons === 'all')\n {\n this.mouse = [true, true, true];\n }\n else\n {\n this.mouse = [\n buttons.indexOf('left') !== -1,\n buttons.indexOf('middle') !== -1,\n buttons.indexOf('right') !== -1\n ];\n }\n }\n\n protected parseUnderflow(): void\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n if (clamp.includes('left'))\n {\n this.underflowX = -1;\n }\n else if (clamp.includes('right'))\n {\n this.underflowX = 1;\n }\n else\n {\n this.underflowX = 0;\n }\n if (clamp.includes('top'))\n {\n this.underflowY = -1;\n }\n else if (clamp.includes('bottom'))\n {\n this.underflowY = 1;\n }\n else\n {\n this.underflowY = 0;\n }\n }\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n protected checkButtons(event: InteractionEvent): boolean\n {\n const isMouse = event.data.pointerType === 'mouse';\n const count = this.parent.input.count();\n\n if ((count === 1) || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n if (!isMouse || this.mouse[event.data.button])\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n protected checkKeyPress(event: InteractionEvent): boolean\n {\n return (!this.options.keyToPress\n || this.keyIsPressed\n || (this.options.ignoreKeyToPressOnTouch && event.data.pointerType === 'touch'));\n }\n\n public down(event: InteractionEvent): boolean\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.checkButtons(event) && this.checkKeyPress(event))\n {\n this.last = { x: event.data.global.x, y: event.data.global.y };\n this.current = event.data.pointerId;\n\n return true;\n }\n this.last = null;\n\n return false;\n }\n\n get active(): boolean\n {\n return this.moved;\n }\n\n public move(event: InteractionEvent): boolean\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.last && this.current === event.data.pointerId)\n {\n const x = event.data.global.x;\n const y = event.data.global.y;\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n const distX = x - this.last.x;\n const distY = y - this.last.y;\n\n if (this.moved\n || ((this.xDirection && this.parent.input.checkThreshold(distX))\n || (this.yDirection && this.parent.input.checkThreshold(distY))))\n {\n const newPoint = { x, y };\n\n if (this.xDirection)\n {\n this.parent.x += (newPoint.x - this.last.x) * this.options.factor;\n }\n if (this.yDirection)\n {\n this.parent.y += (newPoint.y - this.last.y) * this.options.factor;\n }\n this.last = newPoint;\n if (!this.moved)\n {\n this.parent.emit('drag-start', {\n event,\n screen: new Point(this.last.x, this.last.y),\n world: this.parent.toWorld(new Point(this.last.x, this.last.y)),\n viewport: this.parent\n });\n }\n this.moved = true;\n this.parent.emit('moved', { viewport: this.parent, type: 'drag' });\n\n return true;\n }\n }\n else\n {\n this.moved = false;\n }\n }\n\n return false;\n }\n\n public up(event: InteractionEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n const touches = this.parent.input.touches;\n\n if (touches.length === 1)\n {\n const pointer = touches[0];\n\n if (pointer.last)\n {\n this.last = { x: pointer.last.x, y: pointer.last.y };\n this.current = pointer.id;\n }\n this.moved = false;\n\n return true;\n }\n else if (this.last)\n {\n if (this.moved)\n {\n const screen = new Point(this.last.x, this.last.y);\n\n this.parent.emit('drag-end', {\n event, screen,\n world: this.parent.toWorld(screen),\n viewport: this.parent,\n });\n this.last = null;\n this.moved = false;\n\n return true;\n }\n }\n\n return false;\n }\n\n public wheel(event: WheelEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n if (this.options.wheel)\n {\n const wheel = this.parent.plugins.get('wheel', true);\n\n if (!wheel || (!wheel.options.wheelZoom && !event.ctrlKey))\n {\n const step = event.deltaMode ? this.options.lineHeight : 1;\n\n const deltas = [event.deltaX, event.deltaY];\n const [deltaX, deltaY] = this.options.wheelSwapAxes ? deltas.reverse() : deltas;\n\n if (this.xDirection)\n {\n this.parent.x += deltaX * step * this.options.wheelScroll * this.reverse;\n }\n if (this.yDirection)\n {\n this.parent.y += deltaY * step * this.options.wheelScroll * this.reverse;\n }\n if (this.options.clampWheel)\n {\n this.clamp();\n }\n this.parent.emit('wheel-scroll', this.parent);\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n if (!this.parent.options.passiveWheel)\n {\n event.preventDefault();\n }\n if (this.parent.options.stopPropagation)\n {\n event.stopPropagation();\n }\n\n return true;\n }\n }\n\n return false;\n }\n\n public resume(): void\n {\n this.last = null;\n this.paused = false;\n }\n\n public clamp(): void\n {\n const decelerate: Partial = this.parent.plugins.get('decelerate', true) || {};\n\n if (this.options.clampWheel !== 'y')\n {\n if (this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n this.parent.x = 0;\n break;\n case 1:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n }\n else\n if (this.parent.left < 0)\n {\n this.parent.x = 0;\n decelerate.x = 0;\n }\n else if (this.parent.right > this.parent.worldWidth)\n {\n this.parent.x = (-this.parent.worldWidth * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n }\n }\n if (this.options.clampWheel !== 'x')\n {\n if (this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n this.parent.y = 0;\n break;\n case 1:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n }\n else\n {\n if (this.parent.top < 0)\n {\n this.parent.y = 0;\n decelerate.y = 0;\n }\n if (this.parent.bottom > this.parent.worldHeight)\n {\n this.parent.y = (-this.parent.worldHeight * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n }\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { DisplayObject } from '@pixi/display';\nimport type { IPointData } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Follow}. */\nexport interface IFollowOptions\n{\n /**\n * Speed to follow in px/frame (0 = teleport to location)\n *\n * @default 9\n */\n speed?: number;\n\n /**\n * Set acceleration to accelerate and decelerate at this rate; speed cannot be 0 to use acceleration\n *\n * @default null\n */\n acceleration?: number | null;\n\n /**\n * Radius (in world coordinates) of center circle where movement is allowed without moving the viewport\n *\n * @default null\n */\n radius?: number | null;\n}\n\nconst DEFAULT_FOLLOW_OPTIONS: Required = {\n speed: 0,\n acceleration: null,\n radius: null\n};\n\n/**\n * Plugin to follow a display-object.\n *\n * @see Viewport.follow\n * @public\n */\nexport class Follow extends Plugin\n{\n /** The options used to initialize this plugin. */\n public readonly options: Required;\n\n /** The target this plugin will make the viewport follow. */\n public target: DisplayObject;\n\n /** The velocity provided the viewport by following, at the current time. */\n protected velocity: IPointData;\n\n /**\n * This is called by {@link Viewport.follow}.\n *\n * @param parent\n * @param target - target to follow\n * @param options\n */\n constructor(parent: Viewport, target: DisplayObject, options: IFollowOptions = {})\n {\n super(parent);\n\n this.target = target;\n this.options = Object.assign({}, DEFAULT_FOLLOW_OPTIONS, options);\n this.velocity = { x: 0, y: 0 };\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n const center = this.parent.center;\n let toX = this.target.x;\n let toY = this.target.y;\n\n if (this.options.radius)\n {\n const distance = Math.sqrt(Math.pow(this.target.y - center.y, 2) + Math.pow(this.target.x - center.x, 2));\n\n if (distance > this.options.radius)\n {\n const angle = Math.atan2(this.target.y - center.y, this.target.x - center.x);\n\n toX = this.target.x - (Math.cos(angle) * this.options.radius);\n toY = this.target.y - (Math.sin(angle) * this.options.radius);\n }\n else\n {\n return;\n }\n }\n\n const deltaX = toX - center.x;\n const deltaY = toY - center.y;\n\n if (deltaX || deltaY)\n {\n if (this.options.speed)\n {\n if (this.options.acceleration)\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const distance = Math.sqrt(Math.pow(deltaX, 2) + Math.pow(deltaY, 2));\n\n if (distance)\n {\n const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2)) / (2 * this.options.acceleration);\n\n if (distance > decelerationDistance)\n {\n this.velocity = {\n x: Math.min(this.velocity.x + this.options.acceleration * elapsed, this.options.speed),\n y: Math.min(this.velocity.y + this.options.acceleration * elapsed, this.options.speed)\n };\n }\n else\n {\n this.velocity = {\n x: Math.max(this.velocity.x - this.options.acceleration * this.options.speed, 0),\n y: Math.max(this.velocity.y - this.options.acceleration * this.options.speed, 0)\n };\n }\n const changeX = Math.cos(angle) * this.velocity.x;\n const changeY = Math.sin(angle) * this.velocity.y;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const changeX = Math.cos(angle) * this.options.speed;\n const changeY = Math.sin(angle) * this.options.speed;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n this.parent.moveCenter(toX, toY);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\nimport type { InteractionEvent } from '@pixi/interaction';\n\n/** Insets for mouse edges scrolling regions */\nexport interface IMouseEdgesInsets {\n /** Distance from center of screen in screen pixels */\n radius?: number | null;\n\n /** Distance from all sides in screen pixels */\n distance?: number | null;\n\n /** Alternatively, set top distance (leave unset for no top scroll) */\n top?: number | null;\n\n /** Alternatively, set bottom distance (leave unset for no top scroll) */\n bottom?: number | null;\n\n /** Alternatively, set left distance (leave unset for no top scroll) */\n left?: number | null;\n\n /** Alternatively, set right distance (leave unset for no top scroll) */\n right?: number | null;\n}\n\n/** Options for {@link MouseEdges}. */\nexport interface IMouseEdgesOptions extends IMouseEdgesInsets {\n /** Speed in pixels/frame to scroll viewport */\n speed?: number;\n\n /** Reverse direction of scroll */\n reverse?: boolean;\n\n /** Don't use decelerate plugin even if it's installed */\n noDecelerate?: boolean;\n\n /**\n * If using radius, use linear movement (+/- 1, +/- 1) instead of angled movement.\n *\n * (Math.cos(angle from center), Math.sin(angle from center))\n */\n linear?: boolean;\n\n /** Allows plugin to continue working even when there's a `mousedown` event. */\n allowButtons?: boolean;\n}\n\nconst MOUSE_EDGES_OPTIONS: Required = {\n radius: null,\n distance: null,\n top: null,\n bottom: null,\n left: null,\n right: null,\n speed: 8,\n reverse: false,\n noDecelerate: false,\n linear: false,\n allowButtons: false,\n};\n\n/**\n * Scroll viewport when mouse hovers near one of the edges.\n *\n * @event mouse-edge-start(Viewport) emitted when mouse-edge starts\n * @event mouse-edge-end(Viewport) emitted when mouse-edge ends\n */\nexport class MouseEdges extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Readonly>;\n\n /** Factor from reverse option. */\n protected readonly reverse: -1 | 1;\n\n /** Radius squared */\n protected readonly radiusSquared: number | null;\n\n /** Scroll region size on the left side. */\n protected left!: number | null;\n\n /** Scroll region size on the top size. */\n protected top!: number | null;\n\n /** Scroll region size on the right side. */\n protected right!: number | null;\n\n /** Scroll region size on the bottom side. */\n protected bottom!: number | null;\n\n protected horizontal?: number | null;\n\n protected vertical?: number | null;\n\n /**\n * This is called by {@link Viewport.mouseEdges}.\n */\n constructor(parent: Viewport, options: IMouseEdgesOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, MOUSE_EDGES_OPTIONS, options);\n this.reverse = this.options.reverse ? 1 : -1;\n this.radiusSquared = typeof this.options.radius === 'number' ? Math.pow(this.options.radius, 2) : null;\n\n this.resize();\n }\n\n public resize(): void\n {\n const distance = this.options.distance;\n\n if (distance !== null)\n {\n this.left = distance;\n this.top = distance;\n this.right = this.parent.screenWidth - distance;\n this.bottom = this.parent.screenHeight - distance;\n }\n else if (!this.options.radius)\n {\n this.left = this.options.left;\n this.top = this.options.top;\n this.right = this.options.right === null ? null : this.parent.screenWidth - this.options.right;\n this.bottom = this.options.bottom === null ? null : this.parent.screenHeight - this.options.bottom;\n }\n }\n\n public down(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if (!this.options.allowButtons)\n {\n this.horizontal = this.vertical = null;\n }\n\n return false;\n }\n\n public move(event: InteractionEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if ((event.data.pointerType !== 'mouse' && event.data.identifier !== 1)\n || (!this.options.allowButtons && event.data.buttons !== 0))\n {\n return false;\n }\n\n const x = event.data.global.x;\n const y = event.data.global.y;\n\n if (this.radiusSquared)\n {\n const center = this.parent.toScreen(this.parent.center);\n const distance = Math.pow(center.x - x, 2) + Math.pow(center.y - y, 2);\n\n if (distance >= this.radiusSquared)\n {\n const angle = Math.atan2(center.y - y, center.x - x);\n\n if (this.options.linear)\n {\n this.horizontal = Math.round(Math.cos(angle)) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.round(Math.sin(angle)) * this.options.speed * this.reverse * (60 / 1000);\n }\n else\n {\n this.horizontal = Math.cos(angle) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.sin(angle) * this.options.speed * this.reverse * (60 / 1000);\n }\n }\n else\n {\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n\n this.horizontal = this.vertical = 0;\n }\n }\n else\n {\n if (this.left !== null && x < this.left)\n {\n this.horizontal = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.right !== null && x > this.right)\n {\n this.horizontal = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateHorizontal();\n this.horizontal = 0;\n }\n if (this.top !== null && y < this.top)\n {\n this.vertical = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.bottom !== null && y > this.bottom)\n {\n this.vertical = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateVertical();\n this.vertical = 0;\n }\n }\n\n return false;\n }\n\n private decelerateHorizontal(): void\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.horizontal && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ x: (this.horizontal * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n private decelerateVertical(): void\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.vertical && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ y: (this.vertical * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n public up(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n this.horizontal = this.vertical = null;\n\n return false;\n }\n\n public update(): void\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.horizontal || this.vertical)\n {\n const center = this.parent.center;\n\n if (this.horizontal)\n {\n center.x += this.horizontal * this.options.speed;\n }\n if (this.vertical)\n {\n center.y += this.vertical * this.options.speed;\n }\n\n this.parent.moveCenter(center);\n this.parent.emit('moved', { viewport: this.parent, type: 'mouse-edges' });\n }\n }\n}\n","import { Plugin } from './Plugin';\nimport { Point } from '@pixi/math';\n\nimport type { IPointData } from '@pixi/math';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { IViewportTouch } from '../InputManager';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Pinch}. */\nexport interface IPinchOptions\n{\n /** Disable two-finger dragging. */\n noDrag?: boolean;\n\n /**\n * Percent to modify pinch speed.\n *\n * @default 1\n */\n percent?: number;\n\n /**\n * Factor to multiply two-finger drag to increase speed of movement\n *\n * @default 1\n */\n factor?: number;\n\n /** Place this point at center during zoom instead of center of two fingers */\n center?: Point | null;\n\n /** Axis to zoom */\n axis?: 'all' | 'x' | 'y';\n}\n\nconst DEFAULT_PINCH_OPTIONS: Required = {\n noDrag: false,\n percent: 1,\n center: null,\n factor: 1,\n axis: 'all',\n};\n\n/**\n * Plugin for enabling two-finger pinching (or dragging).\n *\n * @public\n */\nexport class Pinch extends Plugin\n{\n /** Options used to initialize this plugin. */\n public readonly options: Required;\n\n /** Flags whether this plugin is active, i.e. a pointer is down on the viewport. */\n public active = false;\n\n /** Flags whether the viewport is being pinched. */\n public pinching = false;\n\n protected moved = false;\n protected lastCenter?: IPointData | null;\n\n /**\n * This is called by {@link Viewport.pinch}.\n */\n constructor(parent: Viewport, options: IPinchOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_PINCH_OPTIONS, options);\n }\n\n public down(): boolean\n {\n if (this.parent.input.count() >= 2)\n {\n this.active = true;\n\n return true;\n }\n\n return false;\n }\n\n public isAxisX(): boolean\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n public isAxisY(): boolean\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n public move(e: InteractionEvent): boolean\n {\n if (this.paused || !this.active)\n {\n return false;\n }\n\n const x = e.data.global.x;\n const y = e.data.global.y;\n\n const pointers = this.parent.input.touches;\n\n if (pointers.length >= 2)\n {\n const first = pointers[0] as IViewportTouch;\n const second = pointers[1] as IViewportTouch;\n const last = (first.last && second.last)\n ? Math.sqrt(Math.pow(second.last.x - first.last.x, 2) + Math.pow(second.last.y - first.last.y, 2))\n : null;\n\n if (first.id === e.data.pointerId)\n {\n first.last = { x, y, data: e.data } as IPointData;\n }\n else if (second.id === e.data.pointerId)\n {\n second.last = { x, y, data: e.data } as IPointData;\n }\n if (last)\n {\n let oldPoint: IPointData | undefined;\n\n const point = {\n x: (first.last as IPointData).x\n + ((second.last as IPointData).x - (first.last as IPointData).x) / 2,\n y: (first.last as IPointData).y\n + ((second.last as IPointData).y - (first.last as IPointData).y) / 2,\n };\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n let dist = Math.sqrt(Math.pow(\n (second.last as IPointData).x - (first.last as IPointData).x, 2)\n + Math.pow((second.last as IPointData).y - (first.last as IPointData).y, 2));\n\n dist = dist === 0 ? dist = 0.0000000001 : dist;\n\n const change = (1 - last / dist) * this.options.percent\n * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y);\n\n if (this.isAxisX())\n {\n this.parent.scale.x += change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'pinch', center: point });\n\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += (point.x - newPoint.x) * this.options.factor;\n this.parent.y += (point.y - newPoint.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n if (!this.options.noDrag && this.lastCenter)\n {\n this.parent.x += (point.x - this.lastCenter.x) * this.options.factor;\n this.parent.y += (point.y - this.lastCenter.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n\n this.lastCenter = point;\n this.moved = true;\n }\n else if (!this.pinching)\n {\n this.parent.emit('pinch-start', this.parent);\n this.pinching = true;\n }\n\n return true;\n }\n\n return false;\n }\n\n public up(): boolean\n {\n if (this.pinching)\n {\n if (this.parent.input.touches.length <= 1)\n {\n this.active = false;\n this.lastCenter = null;\n this.pinching = false;\n this.moved = false;\n this.parent.emit('pinch-end', this.parent);\n\n return true;\n }\n }\n\n return false;\n }\n}\n","import { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Viewport } from '../Viewport';\n\nexport interface ISnapOptions\n{\n /** snap to the top-left of viewport instead of center */\n topLeft?: boolean;\n\n /**\n * Friction/frame to apply if decelerate is active\n *\n * @default 0.8\n */\n friction?: number;\n\n /**\n * @default 1000\n */\n time?: number;\n\n /** Easing function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /**\n * Pause snapping with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Removes this plugin after snapping is complete\n *\n * @default false\n */\n removeOnComplete?: boolean;\n\n /**\n * Removes this plugin if interrupted by any user input\n *\n * @default false\n */\n removeOnInterrupt?: boolean;\n\n /**\n * Starts the snap immediately regardless of whether the viewport is at the desired location\n *\n * @default false\n */\n forceStart?: boolean;\n}\n\nconst DEFAULT_SNAP_OPTIONS: Required = {\n topLeft: false,\n friction: 0.8,\n time: 1000,\n ease: 'easeInOutSine',\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false\n};\n\n/**\n * @event snap-start(Viewport) emitted each time a snap animation starts\n * @event snap-restart(Viewport) emitted each time a snap resets because of a change in viewport size\n * @event snap-end(Viewport) emitted each time snap reaches its target\n * @event snap-remove(Viewport) emitted if snap plugin is removed\n */\nexport class Snap extends Plugin\n{\n public readonly options: Required;\n public ease?: any;\n public x: number;\n public y: number;\n\n protected percent?: number;\n protected snapping?: { time: number } | null;\n protected deltaX?: number;\n protected deltaY?: number;\n protected startX?: number;\n protected startY?: number;\n\n /**\n * This is called by {@link Viewport.snap}.\n */\n constructor(parent: Viewport, x: number, y: number, options: ISnapOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_SNAP_OPTIONS, options);\n this.ease = ease(options.ease, 'easeInOutSine');\n this.x = x;\n this.y = y;\n\n if (this.options.forceStart)\n {\n this.snapStart();\n }\n }\n\n public snapStart(): void\n {\n this.percent = 0;\n this.snapping = { time: 0 };\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n this.deltaX = this.x - current.x;\n this.deltaY = this.y - current.y;\n this.startX = current.x;\n this.startY = current.y;\n this.parent.emit('snap-start', this.parent);\n }\n\n public wheel(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n\n return false;\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n public up(): boolean\n {\n if (this.parent.input.count() === 0)\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n decelerate.percentChangeX = decelerate.percentChangeY = this.options.friction;\n }\n }\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n if (!this.snapping)\n {\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n if (current.x !== this.x || current.y !== this.y)\n {\n this.snapStart();\n }\n }\n else\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n let finished;\n let x;\n let y;\n\n const startX = this.startX as number;\n const startY = this.startY as number;\n const deltaX = this.deltaX as number;\n const deltaY = this.deltaY as number;\n\n if (snapping.time > this.options.time)\n {\n finished = true;\n x = startX + deltaX;\n y = startY + deltaY;\n }\n else\n {\n const percent = this.ease(snapping.time, 0, 1, this.options.time);\n\n x = startX + (deltaX * percent);\n y = startY + (deltaY * percent);\n }\n if (this.options.topLeft)\n {\n this.parent.moveCorner(x, y);\n }\n else\n {\n this.parent.moveCenter(x, y);\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'snap' });\n\n if (finished)\n {\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap');\n }\n this.parent.emit('snap-end', this.parent);\n this.snapping = null;\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Point } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link SnapZoom}. */\nexport interface ISnapZoomOptions\n{\n /** the desired width to snap (to maintain aspect ratio, choose only width or height) */\n width?: number;\n\n /** the desired height to snap (to maintain aspect ratio, choose only width or height) */\n height?: number;\n\n /**\n * time for snapping in ms\n *\n * @default 1000\n */\n time?: number;\n\n /** ease function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /** Place this point at center during zoom instead of center of the viewport */\n center?: Point | null;\n\n /**\n * Pause snapping with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Removes this plugin after snapping is complete\n *\n * @default false\n */\n removeOnComplete?: boolean;\n\n /**\n * Removes this plugin if interrupted by any user input\n *\n * @default false\n */\n removeOnInterrupt?: boolean;\n\n /**\n * Starts the snap immediately regardless of whether the viewport is at the desired zoom\n *\n * @default false\n */\n forceStart?: boolean;\n\n /**\n * Zoom but do not move\n *\n * @default false\n */\n noMove?: boolean;\n}\n\nconst DEFAULT_SNAP_ZOOM_OPTIONS: Required = {\n width: 0,\n height: 0,\n time: 1000,\n ease: 'easeInOutSine',\n center: null,\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false,\n noMove: false\n};\n\n/**\n * @event snap-zoom-start(Viewport) emitted each time a fit animation starts\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n */\nexport class SnapZoom extends Plugin\n{\n public readonly options: Required;\n\n protected ease: any;\n protected xScale: number;\n protected yScale: number;\n protected xIndependent: boolean;\n protected yIndependent: boolean;\n protected snapping?: {\n time: number;\n startX: number;\n startY: number;\n deltaX: number;\n deltaY: number;\n } | null;\n\n /**\n * This is called by {@link Viewport.snapZoom}.\n */\n constructor(parent: Viewport, options: ISnapZoomOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_SNAP_ZOOM_OPTIONS, options);\n this.ease = ease(this.options.ease);\n\n // Assign defaults for typescript.\n this.xIndependent = false;\n this.yIndependent = false;\n this.xScale = 0;\n this.yScale = 0;\n\n if (this.options.width > 0)\n {\n this.xScale = parent.screenWidth / this.options.width;\n this.xIndependent = true;\n }\n if (this.options.height > 0)\n {\n this.yScale = parent.screenHeight / this.options.height;\n this.yIndependent = true;\n }\n\n this.xScale = this.xIndependent ? (this.xScale as number) : (this.yScale as number);\n this.yScale = this.yIndependent ? (this.yScale as number) : this.xScale;\n\n if (this.options.time === 0)\n {\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.x = this.xScale;\n\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.y = this.yScale;\n\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n }\n else if (options.forceStart)\n {\n this.createSnapping();\n }\n }\n\n private createSnapping(): void\n {\n const startWorldScreenWidth = this.parent.worldScreenWidth;\n const startWorldScreenHeight = this.parent.worldScreenHeight;\n const endWorldScreenWidth = this.parent.screenWidth / this.xScale;\n const endWorldScreenHeight = this.parent.screenHeight / this.yScale;\n\n this.snapping = {\n time: 0,\n startX: startWorldScreenWidth,\n startY: startWorldScreenHeight,\n deltaX: endWorldScreenWidth - startWorldScreenWidth,\n deltaY: endWorldScreenHeight - startWorldScreenHeight\n };\n\n this.parent.emit('snap-zoom-start', this.parent);\n }\n\n public resize(): void\n {\n this.snapping = null;\n\n if (this.options.width > 0)\n {\n this.xScale = this.parent.screenWidth / this.options.width;\n }\n if (this.options.height > 0)\n {\n this.yScale = this.parent.screenHeight / this.options.height;\n }\n this.xScale = this.xIndependent ? this.xScale : this.yScale;\n this.yScale = this.yIndependent ? this.yScale : this.xScale;\n }\n\n public wheel(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n\n return false;\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n\n let oldCenter: Point | undefined;\n\n if (!this.options.center && !this.options.noMove)\n {\n oldCenter = this.parent.center;\n }\n if (!this.snapping)\n {\n if (this.parent.scale.x !== this.xScale || this.parent.scale.y !== this.yScale)\n {\n this.createSnapping();\n }\n }\n else if (this.snapping)\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n\n if (snapping.time >= this.options.time)\n {\n this.parent.scale.set(this.xScale, this.yScale);\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n this.parent.emit('snap-zoom-end', this.parent);\n this.snapping = null;\n }\n else\n {\n const snapping = this.snapping;\n const worldScreenWidth = this.ease(snapping.time, snapping.startX, snapping.deltaX, this.options.time);\n const worldScreenHeight = this.ease(snapping.time, snapping.startY, snapping.deltaY, this.options.time);\n\n this.parent.scale.x = this.parent.screenWidth / worldScreenWidth;\n this.parent.scale.y = this.parent.screenHeight / worldScreenHeight;\n }\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (!this.options.noMove)\n {\n if (!this.options.center)\n {\n this.parent.moveCenter(oldCenter as Point);\n }\n else\n {\n this.parent.moveCenter(this.options.center);\n }\n }\n }\n }\n\n public resume(): void\n {\n this.snapping = null;\n super.resume();\n }\n}\n","import { Plugin } from './Plugin';\nimport { IPointData, Point } from '@pixi/math';\n\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Wheel}. */\nexport interface IWheelOptions\n{\n /**\n * Percent to scroll with each spin\n *\n * @default 0.1\n */\n percent?: number;\n\n /**\n * smooth the zooming by providing the number of frames to zoom between wheel spins\n *\n * @default false\n */\n smooth?: false | number;\n\n /**\n * Stop smoothing with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Reverse the direction of the scroll\n *\n * @default false\n */\n reverse?: boolean;\n\n /**\n * Place this point at center during zoom instead of current mouse position\n *\n * @default null\n */\n center?: Point | null;\n\n /**\n * Scaling factor for non-DOM_DELTA_PIXEL scrolling events\n *\n * @default 20\n */\n lineHeight?: number;\n\n /**\n * Axis to zoom\n *\n * @default 'all'\n */\n axis?: 'all' | 'x' | 'y';\n\n /**\n * Array containing {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of\n * keys that can be pressed for the zoom to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n *\n * @default null\n */\n keyToPress?: string[] | null;\n\n /**\n * pinch the trackpad to zoom\n */\n trackpadPinch?: boolean;\n\n /**\n * zooms on wheel spin (use this as an alternative to drag.options.wheel)\n */\n wheelZoom?: boolean;\n}\n\nconst DEFAULT_WHEEL_OPTIONS: Required = {\n percent: 0.1,\n smooth: false,\n interrupt: true,\n reverse: false,\n center: null,\n lineHeight: 20,\n axis: 'all',\n keyToPress: null,\n trackpadPinch: false,\n wheelZoom: true,\n};\n\n/**\n * Plugin for handling wheel scrolling for viewport zoom.\n *\n * @event wheel({wheel: {dx, dy, dz}, event, viewport})\n */\nexport class Wheel extends Plugin\n{\n public readonly options: Required;\n\n protected smoothing?: IPointData | null;\n protected smoothingCenter?: Point | null;\n protected smoothingCount?: number;\n\n /** Flags whether the keys required to zoom are pressed currently. */\n protected keyIsPressed: boolean;\n\n /**\n * This is called by {@link Viewport.wheel}.\n */\n constructor(parent: Viewport, options: IWheelOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_WHEEL_OPTIONS, options);\n this.keyIsPressed = false;\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger zoom event\n */\n protected handleKeyPresses(codes: string[]): void\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = true;\n }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = false;\n }\n });\n }\n\n protected checkKeyPress(): boolean\n {\n return !this.options.keyToPress || this.keyIsPressed;\n }\n\n public down(): boolean\n {\n if (this.options.interrupt)\n {\n this.smoothing = null;\n }\n\n return false;\n }\n\n protected isAxisX(): boolean\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n protected isAxisY(): boolean\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n public update(): void\n {\n if (this.smoothing)\n {\n const point = this.smoothingCenter;\n const change = this.smoothing;\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point as IPointData);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x += change.x;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change.y;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += (point as IPointData).x - newPoint.x;\n this.parent.y += (point as IPointData).y - newPoint.y;\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n (this.smoothingCount as number)++;\n\n if ((this.smoothingCount as number) >= this.options.smooth)\n {\n this.smoothing = null;\n }\n }\n }\n\n private pinch(e: WheelEvent)\n {\n if (this.paused)\n {\n return;\n }\n\n const point = this.parent.input.getPointerPosition(e);\n const step = -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 200;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n let oldPoint: IPointData | undefined;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n public wheel(e: WheelEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n if (!this.checkKeyPress())\n {\n return false;\n }\n\n if (e.ctrlKey && this.options.trackpadPinch)\n {\n this.pinch(e);\n }\n else if (this.options.wheelZoom)\n {\n const point = this.parent.input.getPointerPosition(e);\n const sign = this.options.reverse ? -1 : 1;\n const step = sign * -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 500;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n if (this.options.smooth)\n {\n const original = {\n x: this.smoothing ? this.smoothing.x * (this.options.smooth - (this.smoothingCount as number)) : 0,\n y: this.smoothing ? this.smoothing.y * (this.options.smooth - (this.smoothingCount as number)) : 0\n };\n\n this.smoothing = {\n x: ((this.parent.scale.x + original.x) * change - this.parent.scale.x) / this.options.smooth,\n y: ((this.parent.scale.y + original.y) * change - this.parent.scale.y) / this.options.smooth,\n };\n this.smoothingCount = 0;\n this.smoothingCenter = point;\n }\n else\n {\n let oldPoint: IPointData | undefined;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n return !this.parent.options.passiveWheel;\n }\n}\n","import { Point, Rectangle } from '@pixi/math';\n\nimport type { IPointData } from '@pixi/math';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from './Viewport';\n\nexport interface IViewportTouch\n{\n id: number;\n last: IPointData | null;\n}\n\n/**\n * Handles all input for Viewport\n *\n * @internal\n * @ignore\n * @private\n */\nexport class InputManager\n{\n public readonly viewport: Viewport;\n\n public clickedAvailable?: boolean;\n public isMouseDown?: boolean;\n public last?: Point | null;\n public wheelFunction?: (e: WheelEvent) => void;\n /** List of active touches on viewport */\n public touches: IViewportTouch[];\n\n constructor(viewport: Viewport)\n {\n this.viewport = viewport;\n this.touches = [];\n\n this.addListeners();\n }\n\n /** Add input listeners */\n private addListeners()\n {\n this.viewport.interactive = true;\n if (!this.viewport.forceHitArea)\n {\n this.viewport.hitArea = new Rectangle(0, 0, this.viewport.worldWidth, this.viewport.worldHeight);\n }\n this.viewport.on('pointerdown', this.down, this);\n this.viewport.on('pointermove', this.move, this);\n this.viewport.on('pointerup', this.up, this);\n this.viewport.on('pointerupoutside', this.up, this);\n this.viewport.on('pointercancel', this.up, this);\n this.viewport.on('pointerout', this.up, this);\n this.wheelFunction = (e) => this.handleWheel(e);\n this.viewport.options.divWheel.addEventListener(\n 'wheel',\n this.wheelFunction as any,\n { passive: this.viewport.options.passiveWheel });\n this.isMouseDown = false;\n }\n\n /**\n * Removes all event listeners from viewport\n * (useful for cleanup of wheel when removing viewport)\n */\n public destroy(): void\n {\n this.viewport.options.divWheel.removeEventListener('wheel', this.wheelFunction as any);\n }\n\n /**\n * handle down events for viewport\n *\n * @param {PIXI.InteractionEvent} event\n */\n public down(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = true;\n }\n else if (!this.get(event.data.pointerId))\n {\n this.touches.push({ id: event.data.pointerId, last: null });\n }\n if (this.count() === 1)\n {\n this.last = event.data.global.clone();\n\n // clicked event does not fire if viewport is decelerating or bouncing\n const decelerate = this.viewport.plugins.get('decelerate', true);\n const bounce = this.viewport.plugins.get('bounce', true);\n\n if ((!decelerate || !decelerate.isActive()) && (!bounce || !bounce.isActive()))\n {\n this.clickedAvailable = true;\n }\n else\n {\n this.clickedAvailable = false;\n }\n }\n else\n {\n this.clickedAvailable = false;\n }\n\n const stop = this.viewport.plugins.down(event);\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Clears all pointer events */\n public clear(): void\n {\n this.isMouseDown = false;\n this.touches = [];\n this.last = null;\n }\n\n /**\n * @param {number} change\n * @returns whether change exceeds threshold\n */\n public checkThreshold(change: number): boolean\n {\n if (Math.abs(change) >= this.viewport.threshold)\n {\n return true;\n }\n\n return false;\n }\n\n /** Handle move events for viewport */\n public move(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n const stop = this.viewport.plugins.move(event);\n\n if (this.clickedAvailable && this.last)\n {\n const distX = event.data.global.x - this.last.x;\n const distY = event.data.global.y - this.last.y;\n\n if (this.checkThreshold(distX) || this.checkThreshold(distY))\n {\n this.clickedAvailable = false;\n }\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Handle up events for viewport */\n public up(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = false;\n }\n\n if (event.data.pointerType !== 'mouse')\n {\n this.remove(event.data.pointerId);\n }\n\n const stop = this.viewport.plugins.up(event);\n\n if (this.clickedAvailable && this.count() === 0 && this.last)\n {\n this.viewport.emit('clicked', {\n event,\n screen: this.last,\n world: this.viewport.toWorld(this.last),\n viewport: this\n });\n this.clickedAvailable = false;\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Gets pointer position if this.interaction is set */\n public getPointerPosition(event: WheelEvent): Point\n {\n const point = new Point();\n\n if (this.viewport.options.interaction)\n {\n this.viewport.options.interaction.mapPositionToPoint(point, event.clientX, event.clientY);\n }\n else if (this.viewport.options.useDivWheelForInputManager && this.viewport.options.divWheel)\n {\n const rect = this.viewport.options.divWheel.getBoundingClientRect();\n\n point.x = event.clientX - rect.left;\n point.y = event.clientY - rect.top;\n }\n else\n {\n point.x = event.clientX;\n point.y = event.clientY;\n }\n\n return point;\n }\n\n /** Handle wheel events */\n public handleWheel(event: WheelEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n // do not handle events coming from other elements\n if (this.viewport.options.interaction\n && (this.viewport.options.interaction as any).interactionDOMElement !== event.target)\n {\n return;\n }\n\n // only handle wheel events where the mouse is over the viewport\n const point = this.viewport.toLocal(this.getPointerPosition(event));\n\n if (this.viewport.left <= point.x\n && point.x <= this.viewport.right\n && this.viewport.top <= point.y\n && point.y <= this.viewport.bottom)\n {\n const stop = this.viewport.plugins.wheel(event);\n\n if (stop && !this.viewport.options.passiveWheel)\n {\n event.preventDefault();\n }\n }\n }\n\n public pause(): void\n {\n this.touches = [];\n this.isMouseDown = false;\n }\n\n /** Get touch by id */\n public get(id: number): IViewportTouch | null\n {\n for (const touch of this.touches)\n {\n if (touch.id === id)\n {\n return touch;\n }\n }\n\n return null;\n }\n\n /** Remove touch by number */\n remove(id: number): void\n {\n for (let i = 0; i < this.touches.length; i++)\n {\n if (this.touches[i].id === id)\n {\n this.touches.splice(i, 1);\n\n return;\n }\n }\n }\n\n /**\n * @returns {number} count of mouse/touch pointers that are down on the viewport\n */\n count(): number\n {\n return (this.isMouseDown ? 1 : 0) + this.touches.length;\n }\n}\n","import type {\n Animate,\n Bounce,\n Clamp,\n ClampZoom,\n Decelerate,\n Drag,\n Follow,\n MouseEdges,\n Pinch,\n Plugin,\n Snap,\n SnapZoom,\n Wheel,\n} from './plugins';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from './Viewport';\n\nconst PLUGIN_ORDER = [\n 'drag',\n 'pinch',\n 'wheel',\n 'follow',\n 'mouse-edges',\n 'decelerate',\n 'animate',\n 'bounce',\n 'snap-zoom',\n 'clamp-zoom',\n 'snap',\n 'clamp',\n];\n\n/**\n * Use this to access current plugins or add user-defined plugins\n *\n * @public\n */\nexport class PluginManager\n{\n /** Maps mounted plugins by their type */\n public plugins: Partial>;\n\n /**\n * List of plugins mounted\n *\n * This list is kept sorted by the internal priority of plugins (hard-coded).\n */\n public list: Array;\n\n /** The viewport using the plugins managed by `this`. */\n public readonly viewport: Viewport;\n\n /** This is called by {@link Viewport} to initialize the {@link Viewport.plugins plugins}. */\n constructor(viewport: Viewport)\n {\n this.viewport = viewport;\n this.list = [];\n this.plugins = {};\n }\n\n /**\n * Inserts a named plugin or a user plugin into the viewport\n * default plugin order: 'drag', 'pinch', 'wheel', 'follow', 'mouse-edges', 'decelerate', 'bounce',\n * 'snap-zoom', 'clamp-zoom', 'snap', 'clamp'\n *\n * @param {string} name of plugin\n * @param {Plugin} plugin - instantiated Plugin class\n * @param {number} index to insert userPlugin (otherwise inserts it at the end)\n */\n public add(name: string, plugin: Plugin, index: number = PLUGIN_ORDER.length)\n {\n this.plugins[name] = plugin;\n\n const current = PLUGIN_ORDER.indexOf(name);\n\n if (current !== -1)\n {\n PLUGIN_ORDER.splice(current, 1);\n }\n\n PLUGIN_ORDER.splice(index, 0, name);\n this.sort();\n }\n\n public get(name: 'animate', ignorePaused?: boolean): Animate | undefined | null;\n public get(name: 'bounce', ignorePaused?: boolean): Bounce | undefined | null;\n public get(name: 'clamp', ignorePaused?: boolean): Clamp | undefined | null;\n public get(name: 'clamp-zoom', ignorePaused?: boolean): ClampZoom | undefined | null;\n public get(name: 'decelerate', ignorePaused?: boolean): Decelerate | undefined | null;\n public get(name: 'drag', ignorePaused?: boolean): Drag | undefined | null;\n public get(name: 'follow', ignorePaused?: boolean): Follow | undefined | null;\n public get(name: 'mouse-edges', ignorePaused?: boolean): MouseEdges | undefined | null;\n public get(name: 'pinch', ignorePaused?: boolean): Pinch | undefined | null;\n public get(name: 'snap', ignorePaused?: boolean): Snap | undefined | null;\n public get(name: 'snap-zoom', ignorePaused?: boolean): SnapZoom | undefined | null;\n public get(name: 'wheel', ignorePaused?: boolean): Wheel | undefined | null;\n public get(name: string, ignorePaused?: boolean): T | undefined | null;\n\n /**\n * Get plugin\n *\n * @param {string} name of plugin\n * @param {boolean} [ignorePaused] return null if plugin is paused\n */\n public get(name: string, ignorePaused?: boolean): T | undefined | null\n {\n if (ignorePaused)\n {\n if (this.plugins[name]?.paused)\n {\n return null;\n }\n }\n\n return this.plugins[name] as T;\n }\n\n /**\n * Update all active plugins\n *\n * @internal\n * @ignore\n * @param {number} elapsed type in milliseconds since last update\n */\n public update(elapsed: number): void\n {\n for (const plugin of this.list)\n {\n plugin.update(elapsed);\n }\n }\n\n /**\n * Resize all active plugins\n *\n * @internal\n * @ignore\n */\n public resize(): void\n {\n for (const plugin of this.list)\n {\n plugin.resize();\n }\n }\n\n /** Clamps and resets bounce and decelerate (as needed) after manually moving viewport */\n public reset(): void\n {\n for (const plugin of this.list)\n {\n plugin.reset();\n }\n }\n\n /** removes all installed plugins */\n public removeAll(): void\n {\n this.plugins = {};\n this.sort();\n }\n\n /**\n * Removes installed plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public remove(name: string): void\n {\n if (this.plugins[name])\n {\n delete this.plugins[name];\n this.viewport.emit(`${name}-remove`);\n this.sort();\n }\n }\n\n /**\n * Pause plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public pause(name: string): void\n {\n this.plugins[name]?.pause();\n }\n\n /**\n * Resume plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public resume(name: string): void\n {\n this.plugins[name]?.resume();\n }\n\n /**\n * Sort plugins according to PLUGIN_ORDER\n *\n * @internal\n * @ignore\n */\n public sort()\n {\n this.list = [];\n\n for (const plugin of PLUGIN_ORDER)\n {\n if (this.plugins[plugin])\n {\n this.list.push(this.plugins[plugin] as Plugin);\n }\n }\n }\n\n /**\n * Handle down for all plugins\n *\n * @internal\n * @ignore\n */\n public down(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.down(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle move for all plugins\n *\n * @internal\n * @ignore\n */\n public move(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.viewport.plugins.list)\n {\n if (plugin.move(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle up for all plugins\n *\n * @internal\n * @ignore\n */\n public up(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.up(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle wheel event for all plugins\n *\n * @internal\n * @ignore\n */\n public wheel(e: WheelEvent): boolean\n {\n let result = false;\n\n for (const plugin of this.list)\n {\n if (plugin.wheel(e))\n {\n result = true;\n }\n }\n\n return result;\n }\n}\n","import { Container } from '@pixi/display';\nimport { IPointData, Point, Rectangle } from '@pixi/math';\nimport { Ticker } from '@pixi/ticker';\n\nimport { InputManager } from './InputManager';\nimport { PluginManager } from './PluginManager';\nimport {\n Animate, IAnimateOptions,\n Bounce, IBounceOptions,\n Clamp, IClampOptions,\n ClampZoom, IClampZoomOptions,\n Decelerate, IDecelerateOptions,\n Drag, IDragOptions,\n Follow, IFollowOptions,\n MouseEdges, IMouseEdgesOptions,\n Pinch, IPinchOptions,\n Snap, ISnapOptions,\n SnapZoom, ISnapZoomOptions,\n Wheel, IWheelOptions,\n} from './plugins';\n\nimport type { DisplayObject, IDestroyOptions } from '@pixi/display';\nimport type { IHitArea, InteractionManager } from '@pixi/interaction';\n\n/** Options for {@link Viewport}. */\nexport interface IViewportOptions\n{\n /** @default window.innerWidth */\n screenWidth?: number;\n\n /** @default window.innerHeight */\n screenHeight?: number;\n\n /** @default this.width */\n worldWidth?: number | null;\n\n /** @default this.height */\n worldHeight?: number | null;\n\n /**\n * Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event\n *\n * @default 5\n */\n threshold?: number;\n\n /**\n * Whether the 'wheel' event is set to passive (note: if false, e.preventDefault() will be called when wheel\n * is used over the viewport)\n *\n * @default true\n */\n passiveWheel?: boolean;\n\n /**\n * Whether to stopPropagation of events that impact the viewport (except wheel events, see options.passiveWheel)\n */\n stopPropagation?: boolean;\n\n /**\n * Change the default hitArea from world size to a new value\n */\n forceHitArea?: Rectangle | null;\n\n /**\n * Set this if you want to manually call update() function on each frame\n *\n * @default false\n */\n noTicker?: boolean;\n\n /**\n * InteractionManager, available from instantiated `WebGLRenderer/CanvasRenderer.plugins.interaction`\n *\n * It's used to calculate pointer postion relative to canvas location on screen\n */\n interaction?: InteractionManager | null;\n\n /**\n * Remove oncontextmenu=() => {} from the divWheel element\n */\n disableOnContextMenu?: boolean;\n\n /**\n * div to attach the wheel event\n *\n * @default document.body\n */\n divWheel?: HTMLElement;\n\n /**\n * Use this PIXI.ticker for updates\n *\n * @default PIXI.Ticker.shared\n */\n ticker?: Ticker;\n\n /**\n * Uses divWheel definition for InputManager to calculate positioning relative to containing div\n * this is used only if options.interaction is not defined\n */\n useDivWheelForInputManager?: boolean;\n}\n\nexport interface ICompleteViewportOptions extends IViewportOptions\n{\n screenWidth: number;\n screenHeight: number;\n threshold: number;\n passiveWheel: boolean;\n stopPropagation: boolean;\n noTicker: boolean;\n ticker: Ticker;\n}\n\nexport interface IViewportTransformState\n{\n x: number;\n y: number;\n scaleX: number;\n scaleY: number;\n}\n\nconst DEFAULT_VIEWPORT_OPTIONS: ICompleteViewportOptions = {\n screenWidth: window.innerWidth,\n screenHeight: window.innerHeight,\n worldWidth: null,\n worldHeight: null,\n threshold: 5,\n passiveWheel: true,\n stopPropagation: false,\n forceHitArea: null,\n noTicker: false,\n interaction: null,\n disableOnContextMenu: false,\n ticker: Ticker.shared,\n};\n\n/**\n * Main class to use when creating a Viewport\n *\n * @public\n * @fires clicked\n * @fires drag-start\n * @fires drag-end\n * @fires drag-remove\n * @fires pinch-start\n * @fires pinch-end\n * @fires pinch-remove\n * @fires snap-start\n * @fires snap-end\n * @fires snap-remove\n * @fires snap-zoom-start\n * @fires snap-zoom-end\n * @fires snap-zoom-remove\n * @fires bounce-x-start\n * @fires bounce-x-end\n * @fires bounce-y-start\n * @fires bounce-y-end\n * @fires bounce-remove\n * @fires wheel\n * @fires wheel-remove\n * @fires wheel-scroll\n * @fires wheel-scroll-remove\n * @fires mouse-edge-start\n * @fires mouse-edge-end\n * @fires mouse-edge-remove\n * @fires moved\n * @fires moved-end\n * @fires zoomed\n * @fires zoomed-end\n * @fires frame-end\n */\nexport class Viewport extends Container\n{\n /** Flags whether the viewport is being panned */\n public moving?: boolean;\n\n public screenWidth: number;\n public screenHeight: number;\n\n /** Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event */\n public threshold: number;\n\n public readonly input: InputManager;\n\n /** Use this to add user plugins or access existing plugins (e.g., to pause, resume, or remove them) */\n public readonly plugins: PluginManager;\n\n /** Flags whether the viewport zoom is being changed. */\n public zooming?: boolean;\n\n public lastViewport?: IViewportTransformState | null;\n\n /** The options passed when creating this viewport, merged with the default values */\n public readonly options: ICompleteViewportOptions & { divWheel: HTMLElement };\n\n private _dirty?: boolean;\n private _forceHitArea?: IHitArea | null;\n private _hitAreaDefault?: Rectangle;\n private _pause?: boolean;\n private readonly tickerFunction?: () => void;\n private _worldWidth?: number | null;\n private _worldHeight?: number | null;\n private _disableOnContextMenu = (e: MouseEvent) => e.preventDefault();\n\n /**\n * @param {IViewportOptions} ViewportOptions\n * @param {number} [options.screenWidth=window.innerWidth]\n * @param {number} [options.screenHeight=window.innerHeight]\n * @param {number} [options.worldWidth=this.width]\n * @param {number} [options.worldHeight=this.height]\n * @param {number} [options.threshold=5] number of pixels to move to trigger an input event (e.g., drag, pinch)\n * or disable a clicked event\n * @param {boolean} [options.passiveWheel=true] whether the 'wheel' event is set to passive (note: if false,\n * e.preventDefault() will be called when wheel is used over the viewport)\n * @param {boolean} [options.stopPropagation=false] whether to stopPropagation of events that impact the viewport\n * (except wheel events, see options.passiveWheel)\n * @param {HitArea} [options.forceHitArea] change the default hitArea from world size to a new value\n * @param {boolean} [options.noTicker] set this if you want to manually call update() function on each frame\n * @param {PIXI.Ticker} [options.ticker=PIXI.Ticker.shared] use this PIXI.ticker for updates\n * @param {PIXI.InteractionManager} [options.interaction=null] InteractionManager, available from instantiated\n * WebGLRenderer/CanvasRenderer.plugins.interaction - used to calculate pointer position relative to canvas\n * location on screen\n * @param {HTMLElement} [options.divWheel=document.body] div to attach the wheel event\n * @param {boolean} [options.disableOnContextMenu] remove oncontextmenu=() => {} from the divWheel element\n */\n constructor(options: IViewportOptions = {})\n {\n super();\n this.options = Object.assign(\n {},\n { divWheel: document.body },\n DEFAULT_VIEWPORT_OPTIONS,\n options\n );\n\n this.screenWidth = this.options.screenWidth;\n this.screenHeight = this.options.screenHeight;\n\n this._worldWidth = this.options.worldWidth;\n this._worldHeight = this.options.worldHeight;\n this.forceHitArea = this.options.forceHitArea;\n this.threshold = this.options.threshold;\n\n this.options.divWheel = this.options.divWheel || document.body;\n\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.addEventListener('contextmenu', this._disableOnContextMenu);\n }\n if (!this.options.noTicker)\n {\n this.tickerFunction = () => this.update(this.options.ticker.elapsedMS);\n this.options.ticker.add(this.tickerFunction);\n }\n\n this.input = new InputManager(this);\n this.plugins = new PluginManager(this);\n }\n\n /** Overrides PIXI.Container's destroy to also remove the 'wheel' and PIXI.Ticker listeners */\n destroy(options?: IDestroyOptions): void\n {\n if (!this.options.noTicker && this.tickerFunction)\n {\n this.options.ticker.remove(this.tickerFunction);\n }\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.removeEventListener('contextmenu', this._disableOnContextMenu);\n }\n\n this.input.destroy();\n super.destroy(options);\n }\n\n /**\n * Update viewport on each frame.\n *\n * By default, you do not need to call this unless you set `options.noTicker=true`.\n *\n * @param {number} elapsed time in milliseconds since last update\n */\n update(elapsed: number): void\n {\n if (!this.pause)\n {\n this.plugins.update(elapsed);\n\n if (this.lastViewport)\n {\n // Check for moved-end event\n if (this.lastViewport.x !== this.x || this.lastViewport.y !== this.y)\n {\n this.moving = true;\n }\n else if (this.moving)\n {\n this.emit('moved-end', this);\n this.moving = false;\n }\n\n // Check for zoomed-end event\n if (this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y)\n {\n this.zooming = true;\n }\n else if (this.zooming)\n {\n this.emit('zoomed-end', this);\n this.zooming = false;\n }\n }\n\n if (!this.forceHitArea)\n {\n this._hitAreaDefault = new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n this.hitArea = this._hitAreaDefault;\n }\n\n this._dirty = this._dirty || !this.lastViewport\n || this.lastViewport.x !== this.x || this.lastViewport.y !== this.y\n || this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y;\n\n this.lastViewport = {\n x: this.x,\n y: this.y,\n scaleX: this.scale.x,\n scaleY: this.scale.y\n };\n this.emit('frame-end', this);\n }\n }\n\n /**\n * Use this to set screen and world sizes, needed for pinch/wheel/clamp/bounce.\n * @param {number} screenWidth=window.innerWidth\n * @param {number} screenHeight=window.innerHeight\n * @param {number} [worldWidth]\n * @param {number} [worldHeight]\n */\n resize(\n screenWidth: number = window.innerWidth,\n screenHeight: number = window.innerHeight,\n worldWidth?: number,\n worldHeight?: number\n ): void\n {\n this.screenWidth = screenWidth;\n this.screenHeight = screenHeight;\n\n if (typeof worldWidth !== 'undefined')\n {\n this._worldWidth = worldWidth;\n }\n if (typeof worldHeight !== 'undefined')\n {\n this._worldHeight = worldHeight;\n }\n\n this.plugins.resize();\n this.dirty = true;\n }\n\n /** World width, in pixels */\n get worldWidth(): number\n {\n if (this._worldWidth)\n {\n return this._worldWidth;\n }\n\n return this.width / this.scale.x;\n }\n set worldWidth(value: number)\n {\n this._worldWidth = value;\n this.plugins.resize();\n }\n\n /** World height, in pixels */\n get worldHeight(): number\n {\n if (this._worldHeight)\n {\n return this._worldHeight;\n }\n\n return this.height / this.scale.y;\n }\n set worldHeight(value: number)\n {\n this._worldHeight = value;\n this.plugins.resize();\n }\n\n /** Get visible world bounds of viewport */\n public getVisibleBounds(): Rectangle\n {\n return new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n }\n\n /** Change coordinates from screen to world */\n public toWorld

                                                                        (x: number, y: number): P;\n /** Change coordinates from screen to world */\n public toWorld

                                                                        (screenPoint: IPointData): P;\n\n /**\n * Changes coordinate from screen to world\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n public toWorld

                                                                        (x: number | IPointData, y?: number): P\n {\n if (arguments.length === 2)\n {\n return this.toLocal

                                                                        (new Point(x as number, y));\n }\n\n return this.toLocal

                                                                        (x as IPointData);\n }\n\n /** Change coordinates from world to screen */\n public toScreen

                                                                        (x: number, y: number): P\n /** Change coordinates from world to screen */\n public toScreen

                                                                        (worldPoint: IPointData): P\n\n /**\n * Changes coordinate from world to screen\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n public toScreen

                                                                        (x: number | IPointData, y?: number): P\n {\n if (arguments.length === 2)\n {\n return this.toGlobal

                                                                        (new Point(x as number, y));\n }\n\n return this.toGlobal

                                                                        (x as IPointData);\n }\n\n /** Screen width in world coordinates */\n get worldScreenWidth(): number\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Screen height in world coordinates */\n get worldScreenHeight(): number\n {\n return this.screenHeight / this.scale.y;\n }\n\n /** World width in screen coordinates */\n get screenWorldWidth(): number\n {\n return this.worldWidth * this.scale.x;\n }\n\n /** World height in screen coordinates */\n get screenWorldHeight(): number\n {\n return this.worldHeight * this.scale.y;\n }\n\n /** Center of screen in world coordinates */\n get center(): Point\n {\n return new Point(\n (this.worldScreenWidth / 2) - (this.x / this.scale.x),\n (this.worldScreenHeight / 2) - (this.y / this.scale.y),\n );\n }\n set center(value: Point)\n {\n this.moveCenter(value);\n }\n\n public moveCenter(x: number, y: number): Viewport;\n\n /** Move center of viewport to {@code center}. */\n public moveCenter(center: IPointData): Viewport;\n\n /**\n * Move center of viewport to (x, y)\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @return {Viewport}\n */\n public moveCenter(...args: [number, number] | [IPointData]): Viewport\n {\n let x: number;\n let y: number;\n\n if (typeof args[0] === 'number')\n {\n x = args[0];\n y = args[1] as number;\n }\n else\n {\n x = args[0].x;\n y = args[0].y;\n }\n\n const newX = ((this.worldScreenWidth / 2) - x) * this.scale.x;\n const newY = ((this.worldScreenHeight / 2) - y) * this.scale.y;\n\n if (this.x !== newX || this.y !== newY)\n {\n this.position.set(newX, newY);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Top-left corner of Viewport */\n get corner(): Point\n {\n return new Point(-this.x / this.scale.x, -this.y / this.scale.y);\n }\n set corner(value: Point)\n {\n this.moveCorner(value);\n }\n\n /** Move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n public moveCorner(x: number, y: number): Viewport;\n\n /** move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n public moveCorner(center: Point): Viewport;\n\n /**\n * MoveCorner\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @returns {Viewport}\n */\n public moveCorner(...args: [number, number] | [Point]): Viewport\n {\n let x;\n let y;\n\n if (args.length === 1)\n {\n x = -args[0].x * this.scale.x;\n y = -args[0].y * this.scale.y;\n }\n else\n {\n x = -args[0] * this.scale.x;\n y = -args[1] * this.scale.y;\n }\n\n if (x !== this.x || y !== this.y)\n {\n this.position.set(x, y);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Get how many world pixels fit in screen's width */\n get screenWidthInWorldPixels(): number\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Get how many world pixels fit on screen's height */\n get screenHeightInWorldPixels(): number\n {\n return this.screenHeight / this.scale.y;\n }\n\n /**\n * Find the scale value that fits a world width on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param width - Width in world pixels\n * @return - scale\n */\n findFitWidth(width: number): number\n {\n return this.screenWidth / width;\n }\n\n /**\n * Finds the scale value that fits a world height on the screens\n * does not change the viewport (use fit... to change)\n *\n * @param height - Height in world pixels\n * @return - scale\n */\n findFitHeight(height: number): number\n {\n return this.screenHeight / height;\n }\n\n /**\n * Finds the scale value that fits the smaller of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findFit(width: number, height: number): number\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.min(scaleX, scaleY);\n }\n\n /**\n * Finds the scale value that fits the larger of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findCover(width: number, height: number): number\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.max(scaleX, scaleY);\n }\n\n /**\n * Change zoom so the width fits in the viewport\n *\n * @param width - width in world coordinates\n * @param center - maintain the same center\n * @param scaleY - whether to set scaleY=scaleX\n * @param noClamp - whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitWidth(width = this.worldWidth, center?: boolean, scaleY = true, noClamp?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.x = this.screenWidth / width;\n\n if (scaleY)\n {\n this.scale.y = this.scale.x;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so the height fits in the viewport\n *\n * @param {number} [height=this.worldHeight] in world coordinates\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {boolean} [scaleX=true] whether to set scaleX = scaleY\n * @param {boolean} [noClamp] whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitHeight(height = this.worldHeight, center?: boolean, scaleX = true, noClamp?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.y = this.screenHeight / height;\n\n if (scaleX)\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the entire world in the viewport\n *\n * @param {boolean} center maintain the same center of the screen after zoom\n * @returns {Viewport} this\n */\n fitWorld(center?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / this.worldWidth;\n this.scale.y = this.screenHeight / this.worldHeight;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the size or the entire world in the viewport\n *\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {number} [width=this.worldWidth] desired width\n * @param {number} [height=this.worldHeight] desired height\n * @returns {Viewport} this\n */\n fit(center?: boolean, width = this.worldWidth, height = this.worldHeight): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / width;\n this.scale.y = this.screenHeight / height;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport to specific value.\n *\n * @param {number} scale value (e.g., 1 would be 100%, 0.25 would be 25%)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n setZoom(scale: number, center?: boolean): Viewport\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.set(scale);\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport by a certain percent (in both x and y direction).\n *\n * @param {number} percent change (e.g., 0.25 would increase a starting scale of 1.0 to 1.25)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoomPercent(percent: number, center?: boolean): Viewport\n {\n return this.setZoom(this.scale.x + (this.scale.x * percent), center);\n }\n\n /**\n * Zoom viewport by increasing/decreasing width by a certain number of pixels.\n *\n * @param {number} change in pixels\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoom(change: number, center?: boolean): Viewport\n {\n this.fitWidth(change + this.worldScreenWidth, center);\n\n return this;\n }\n\n /** Changes scale of viewport and maintains center of viewport */\n get scaled(): number\n {\n return this.scale.x;\n }\n set scaled(scale: number)\n {\n this.setZoom(scale, true);\n }\n\n /**\n * Returns zoom to the desired scale\n *\n * @param {ISnapZoomOptions} options\n * @param {number} [options.width=0] - the desired width to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.height=0] - the desired height to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.time=1000] - time for snapping in ms\n * @param {(string|function)} [options.ease=easeInOutSine] ease function or name (see http://easings.net/\n * for supported names)\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of the viewport\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at the\n * desired zoom\n * @param {boolean} [options.noMove] - zoom but do not move\n */\n snapZoom(options?: ISnapZoomOptions): Viewport\n {\n this.plugins.add('snap-zoom', new SnapZoom(this, options));\n\n return this;\n }\n\n /** Is container out of world bounds */\n OOB(): {\n left: boolean;\n right: boolean;\n top: boolean;\n bottom: boolean;\n cornerPoint: Point;\n }\n {\n return {\n left: this.left < 0,\n right: this.right > this.worldWidth,\n top: this.top < 0,\n bottom: this.bottom > this.worldHeight,\n cornerPoint: new Point(\n (this.worldWidth * this.scale.x) - this.screenWidth,\n (this.worldHeight * this.scale.y) - this.screenHeight\n )\n };\n }\n\n /** World coordinates of the right edge of the screen */\n get right(): number\n {\n return (-this.x / this.scale.x) + this.worldScreenWidth;\n }\n set right(value: number)\n {\n this.x = (-value * this.scale.x) + this.screenWidth;\n this.plugins.reset();\n }\n\n /** World coordinates of the left edge of the screen */\n get left(): number\n {\n return -this.x / this.scale.x;\n }\n set left(value: number)\n {\n this.x = -value * this.scale.x;\n this.plugins.reset();\n }\n\n /** World coordinates of the top edge of the screen */\n get top(): number\n {\n return -this.y / this.scale.y;\n }\n set top(value: number)\n {\n this.y = -value * this.scale.y;\n this.plugins.reset();\n }\n\n /** World coordinates of the bottom edge of the screen */\n get bottom(): number\n {\n return (-this.y / this.scale.y) + this.worldScreenHeight;\n }\n set bottom(value: number)\n {\n this.y = (-value * this.scale.y) + this.screenHeight;\n this.plugins.reset();\n }\n\n /**\n * Determines whether the viewport is dirty (i.e., needs to be rendered to the screen because of a change)\n */\n get dirty(): boolean\n {\n return !!this._dirty;\n }\n set dirty(value: boolean)\n {\n this._dirty = value;\n }\n\n /**\n * Permanently changes the Viewport's hitArea\n *\n * NOTE: if not set then hitArea = PIXI.Rectangle(Viewport.left, Viewport.top, Viewport.worldScreenWidth,\n * Viewport.worldScreenHeight)\n */\n get forceHitArea(): IHitArea | null | undefined\n {\n return this._forceHitArea;\n }\n set forceHitArea(value: IHitArea | null | undefined)\n {\n if (value)\n {\n this._forceHitArea = value;\n this.hitArea = value;\n }\n else\n {\n this._forceHitArea = null;\n this.hitArea = new Rectangle(0, 0, this.worldWidth, this.worldHeight);\n }\n }\n\n /**\n * Enable one-finger touch to drag\n *\n * NOTE: if you expect users to use right-click dragging, you should enable `viewport.options.disableOnContextMenu`\n * to avoid the context menu popping up on each right-click drag.\n *\n * @param {IDragOptions} [options]\n * @param {string} [options.direction=all] direction to drag\n * @param {boolean} [options.pressDrag=true] whether click to drag is active\n * @param {boolean} [options.wheel=true] use wheel to scroll in direction (unless wheel plugin is active)\n * @param {number} [options.wheelScroll=1] number of pixels to scroll with each wheel spin\n * @param {boolean} [options.reverse] reverse the direction of the wheel scroll\n * @param {(boolean|string)} [options.clampWheel=false] clamp wheel(to avoid weird bounce with mouse wheel)\n * @param {string} [options.underflow=center] where to place world if too small for screen\n * @param {number} [options.factor=1] factor to multiply drag to increase the speed of movement\n * @param {string} [options.mouseButtons=all] changes which mouse buttons trigger drag, use: 'all', 'left',\n * 'right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * viewport.options.disableOnContextMenu if you want to use right-click dragging\n * @param {string[]} [options.keyToPress=null] - array containing\n * {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of keys that can be\n * pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n * @param {boolean} [options.ignoreKeyToPressOnTouch=false] - ignore keyToPress for touch events\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @returns {Viewport} this\n */\n public drag(options?: IDragOptions): Viewport\n {\n this.plugins.add('drag', new Drag(this, options));\n\n return this;\n }\n\n /**\n * Clamp to world boundaries or other provided boundaries\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary\n * [0, viewport.worldWidth/viewport.worldHeight], eg: to allow the world to be completely dragged offscreen,\n * set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the\n * appropriate boundaries\n *\n * NOTES:\n * clamp is disabled if called with no options; use { direction: 'all' } for all edge clamping\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n *\n * @param {object} [options]\n * @param {(number|boolean)} [options.left=false] - clamp left; true = 0\n * @param {(number|boolean)} [options.right=false] - clamp right; true = viewport.worldWidth\n * @param {(number|boolean)} [options.top=false] - clamp top; true = 0\n * @param {(number|boolean)} [options.bottom=false] - clamp bottom; true = viewport.worldHeight\n * @param {string} [direction] - (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight];\n * replaces left/right/top/bottom if set\n * @param {string} [underflow=center] - where to place world if too small for screen (e.g., top-right, center,\n * none, bottomLeft) * @returns {Viewport} this\n */\n public clamp(options?: IClampOptions): Viewport\n {\n this.plugins.add('clamp', new Clamp(this, options));\n\n return this;\n }\n\n /**\n * Decelerate after a move\n *\n * NOTE: this fires 'moved' event during deceleration\n *\n * @param {IDecelerateOptions} [options]\n * @param {number} [options.friction=0.95] - percent to decelerate after movement\n * @param {number} [options.bounce=0.8] - percent to decelerate when past boundaries (only applicable when\n * viewport.bounce() is active)\n * @param {number} [options.minSpeed=0.01] - minimum velocity before stopping/reversing acceleration\n * @return {Viewport} this\n */\n public decelerate(options?: IDecelerateOptions): Viewport\n {\n this.plugins.add('decelerate', new Decelerate(this, options));\n\n return this;\n }\n\n /**\n * Bounce on borders\n * NOTES:\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n * fires 'moved', 'bounce-x-start', 'bounce-y-start', 'bounce-x-end', and 'bounce-y-end' events\n * @param {object} [options]\n * @param {string} [options.sides=all] - all, horizontal, vertical, or combination of top, bottom, right, left\n * (e.g., 'top-bottom-right')\n * @param {number} [options.friction=0.5] - friction to apply to decelerate if active\n * @param {number} [options.time=150] - time in ms to finish bounce\n * @param {object} [options.bounceBox] - use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight)\n * @param {number} [options.bounceBox.x=0]\n * @param {number} [options.bounceBox.y=0]\n * @param {number} [options.bounceBox.width=viewport.worldWidth]\n * @param {number} [options.bounceBox.height=viewport.worldHeight]\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name\n * (see http://easings.net/ for supported names)\n * @param {string} [options.underflow=center] - (top/bottom/center and left/right/center, or center)\n * where to place world if too small for screen\n * @return {Viewport} this\n */\n public bounce(options?: IBounceOptions): Viewport\n {\n this.plugins.add('bounce', new Bounce(this, options));\n\n return this;\n }\n\n /**\n * Enable pinch to zoom and two-finger touch to drag\n *\n * @param {PinchOptions} [options]\n * @param {boolean} [options.noDrag] - disable two-finger dragging\n * @param {number} [options.percent=1] - percent to modify pinch speed\n * @param {number} [options.factor=1] - factor to multiply two-finger drag to increase the speed of movement\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of two fingers\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n public pinch(options?: IPinchOptions): Viewport\n {\n this.plugins.add('pinch', new Pinch(this, options));\n\n return this;\n }\n\n /**\n * Snap to a point\n *\n * @param {number} x\n * @param {number} y\n * @param {ISnapOptions} [options]\n * @param {boolean} [options.topLeft] - snap to the top-left of viewport instead of center\n * @param {number} [options.friction=0.8] - friction/frame to apply if decelerate is active\n * @param {number} [options.time=1000] - time in ms to snap\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name (see http://easings.net/\n * for supported names)\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at\n * the desired location\n * @return {Viewport} this\n */\n public snap(x: number, y: number, options?: ISnapOptions): Viewport\n {\n this.plugins.add('snap', new Snap(this, x, y, options));\n\n return this;\n }\n\n /**\n * Follow a target\n *\n * NOTES:\n * uses the (x, y) as the center to follow; for PIXI.Sprite to work properly, use sprite.anchor.set(0.5)\n * options.acceleration is not perfect as it doesn't know the velocity of the target. It adds acceleration\n * to the start of movement and deceleration to the end of movement when the target is stopped.\n * To cancel the follow, use: `viewport.plugins.remove('follow')`\n *\n * @fires 'moved' event\n *\n * @param {PIXI.DisplayObject} target to follow\n * @param {IFollowOptions} [options]\n * @param {number} [options.speed=0] - to follow in pixels/frame (0=teleport to location)\n * @param {number} [options.acceleration] - set acceleration to accelerate and decelerate at this rate; speed\n * cannot be 0 to use acceleration\n * @param {number} [options.radius] - radius (in world coordinates) of center circle where movement is allowed\n * without moving the viewport * @returns {Viewport} this\n * @returns {Viewport} this\n */\n public follow(target: DisplayObject, options?: IFollowOptions): Viewport\n {\n this.plugins.add('follow', new Follow(this, target, options));\n\n return this;\n }\n\n /**\n * Zoom using mouse wheel\n *\n * NOTE: the default event listener for 'wheel' event is document.body. Use `Viewport.options.divWheel` to\n * change this default\n *\n * @param {IWheelOptions} [options]\n * @param {number} [options.percent=0.1] - percent to scroll with each spin\n * @param {number} [options.smooth] - smooth the zooming by providing the number of frames to zoom between wheel spins\n * @param {boolean} [options.interrupt=true] - stop smoothing with any user input on the viewport\n * @param {boolean} [options.reverse] - reverse the direction of the scroll\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of current mouse position\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n public wheel(options?: IWheelOptions): Viewport\n {\n this.plugins.add('wheel', new Wheel(this, options));\n\n return this;\n }\n\n /**\n * Animate the position and/or scale of the viewport\n * To set the zoom level, use: (1) scale, (2) scaleX and scaleY, or (3) width and/or height\n * @param {object} options\n * @param {number} [options.time=1000] - time to animate\n * @param {PIXI.Point} [options.position=viewport.center] - position to move viewport\n * @param {number} [options.width] - desired viewport width in world pixels (use instead of scale;\n * aspect ratio is maintained if height is not provided)\n * @param {number} [options.height] - desired viewport height in world pixels (use instead of scale;\n * aspect ratio is maintained if width is not provided)\n * @param {number} [options.scale] - scale to change zoom (scale.x = scale.y)\n * @param {number} [options.scaleX] - independently change zoom in x-direction\n * @param {number} [options.scaleY] - independently change zoom in y-direction\n * @param {(function|string)} [options.ease=linear] - easing function to use\n * @param {function} [options.callbackOnComplete]\n * @param {boolean} [options.removeOnInterrupt] removes this plugin if interrupted by any user input\n * @returns {Viewport} this\n */\n public animate(options: IAnimateOptions): Viewport\n {\n this.plugins.add('animate', new Animate(this, options));\n\n return this;\n }\n\n /**\n * Enable clamping of zoom to constraints\n *\n * The minWidth/Height settings are how small the world can get (as it would appear on the screen)\n * before clamping. The maxWidth/maxHeight is how larger the world can scale (as it would appear on\n * the screen) before clamping.\n *\n * For example, if you have a world size of 1000 x 1000 and a screen size of 100 x 100, if you set\n * minWidth/Height = 100 then the world will not be able to zoom smaller than the screen size (ie,\n * zooming out so it appears smaller than the screen). Similarly, if you set maxWidth/Height = 100\n * the world will not be able to zoom larger than the screen size (ie, zooming in so it appears\n * larger than the screen).\n *\n * @param {object} [options]\n * @param {number} [options.minWidth] - minimum width\n * @param {number} [options.minHeight] - minimum height\n * @param {number} [options.maxWidth] - maximum width\n * @param {number} [options.maxHeight] - maximum height\n * @param {number} [options.minScale] - minimum scale\n * @param {number} [options.maxScale] - minimum scale\n * @return {Viewport} this\n */\n public clampZoom(options: IClampZoomOptions): Viewport\n {\n this.plugins.add('clamp-zoom', new ClampZoom(this, options));\n\n return this;\n }\n\n /**\n * Scroll viewport when mouse hovers near one of the edges or radius-distance from center of screen.\n *\n * NOTES: fires 'moved' event; there's a known bug where the mouseEdges does not work properly with \"windowed\" viewports\n *\n * @param {IMouseEdgesOptions} [options]\n * @param {number} [options.radius] - distance from center of screen in screen pixels\n * @param {number} [options.distance] - distance from all sides in screen pixels\n * @param {number} [options.top] - alternatively, set top distance (leave unset for no top scroll)\n * @param {number} [options.bottom] - alternatively, set bottom distance (leave unset for no top scroll)\n * @param {number} [options.left] - alternatively, set left distance (leave unset for no top scroll)\n * @param {number} [options.right] - alternatively, set right distance (leave unset for no top scroll)\n * @param {number} [options.speed=8] - speed in pixels/frame to scroll viewport\n * @param {boolean} [options.reverse] - reverse direction of scroll\n * @param {boolean} [options.noDecelerate] - don't use decelerate plugin even if it's installed\n * @param {boolean} [options.linear] - if using radius, use linear movement (+/- 1, +/- 1) instead of angled\n * movement (Math.cos(angle from center), Math.sin(angle from center))\n * @param {boolean} [options.allowButtons] allows plugin to continue working even when there's a mousedown event\n */\n public mouseEdges(options: IMouseEdgesOptions): Viewport\n {\n this.plugins.add('mouse-edges', new MouseEdges(this, options));\n\n return this;\n }\n\n /** Pause viewport (including animation updates such as decelerate) */\n get pause(): boolean\n {\n return !!this._pause;\n }\n set pause(value: boolean)\n {\n this._pause = value;\n\n this.lastViewport = null;\n this.moving = false;\n this.zooming = false;\n\n if (value)\n {\n this.input.pause();\n }\n }\n\n /**\n * Move the viewport so the bounding box is visible\n *\n * @param x - left\n * @param y - top\n * @param width\n * @param height\n * @param resizeToFit - Resize the viewport so the box fits within the viewport\n */\n public ensureVisible(x: number, y: number, width: number, height: number, resizeToFit?: boolean): void\n {\n if (resizeToFit && (width > this.worldScreenWidth || height > this.worldScreenHeight))\n {\n this.fit(true, width, height);\n this.emit('zoomed', { viewport: this, type: 'ensureVisible' });\n }\n let moved = false;\n\n if (x < this.left)\n {\n this.left = x;\n moved = true;\n }\n else if (x + width > this.right)\n {\n this.right = x + width;\n moved = true;\n }\n if (y < this.top)\n {\n this.top = y;\n moved = true;\n }\n else if (y + height > this.bottom)\n {\n this.bottom = y + height;\n moved = true;\n }\n if (moved)\n {\n this.emit('moved', { viewport: this, type: 'ensureVisible' });\n }\n }\n}\n\n/**\n * Fires after a mouse or touch click\n * @event Viewport#clicked\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag starts\n * @event Viewport#drag-start\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag ends\n * @event Viewport#drag-end\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a pinch starts\n * @event Viewport#pinch-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a pinch end\n * @event Viewport#pinch-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap starts\n * @event Viewport#snap-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap ends\n * @event Viewport#snap-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom starts\n * @event Viewport#snap-zoom-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom ends\n * @event Viewport#snap-zoom-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the x direction\n * @event Viewport#bounce-x-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the x direction\n * @event Viewport#bounce-x-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the y direction\n * @event Viewport#bounce-y-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the y direction\n * @event Viewport#bounce-y-end\n * @type {Viewport}\n */\n\n/**\n * Fires when for a mouse wheel event\n * @event Viewport#wheel\n * @type {object}\n * @property {object} wheel\n * @property {number} wheel.dx\n * @property {number} wheel.dy\n * @property {number} wheel.dz\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a wheel-scroll occurs\n * @event Viewport#wheel-scroll\n * @type {Viewport}\n */\n\n/**\n * Fires when a mouse-edge starts to scroll\n * @event Viewport#mouse-edge-start\n * @type {Viewport}\n */\n\n/**\n * Fires when the mouse-edge scrolling ends\n * @event Viewport#mouse-edge-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#moved\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type - (drag, snap, pinch, follow, bounce-x, bounce-y,\n * clamp-x, clamp-y, decelerate, mouse-edges, wheel, ensureVisible)\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#zoomed\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type (drag-zoom, pinch, wheel, clamp-zoom, ensureVisible)\n */\n\n/**\n * Fires when viewport stops moving\n * @event Viewport#moved-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport stops zooming\n * @event Viewport#zoomed-end\n * @type {Viewport}\n */\n\n/**\n* Fires at the end of an update frame\n* @event Viewport#frame-end\n* @type 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\ No newline at end of file +{"version":3,"file":"viewport.min.js","sources":["../src/plugins/Plugin.ts","../node_modules/penner/penner.js","../src/ease.ts","../src/plugins/Animate.ts","../src/plugins/Bounce.ts","../src/plugins/Clamp.ts","../src/plugins/ClampZoom.ts","../src/plugins/Decelerate.ts","../src/plugins/Drag.ts","../src/plugins/Follow.ts","../src/plugins/MouseEdges.ts","../src/plugins/Pinch.ts","../src/plugins/Snap.ts","../src/plugins/SnapZoom.ts","../src/plugins/Wheel.ts","../src/InputManager.ts","../src/PluginManager.ts","../src/Viewport.ts"],"sourcesContent":["import type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from '../Viewport';\n\n/**\n * Derive this class to create user-defined plugins\n *\n * @public\n */\nexport class Plugin\n{\n /** The viewport to which this plugin is attached. */\n public readonly parent: Viewport;\n\n /**\n * Flags whether this plugin has been \"paused\".\n *\n * @see Plugin#pause\n * @see Plugin#resume\n */\n public paused: boolean;\n\n /** @param {Viewport} parent */\n constructor(parent: Viewport)\n {\n this.parent = parent;\n this.paused = false;\n }\n\n /** Called when plugin is removed */\n public destroy()\n {\n // Override for implementation\n }\n\n /** Handler for pointerdown PIXI event */\n public down(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for pointermove PIXI event */\n public move(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for pointerup PIXI event */\n public up(_e: InteractionEvent): boolean\n {\n return false;\n }\n\n /** Handler for wheel event on div */\n public wheel(_e: WheelEvent): boolean | undefined\n {\n return false;\n }\n\n /**\n * Called on each tick\n * @param {number} elapsed time in millisecond since last update\n */\n public update(_delta: number): void\n {\n // Override for implementation\n }\n\n /** Called when the viewport is resized */\n public resize()\n {\n // Override for implementation\n }\n\n /** Called when the viewport is manually moved */\n public reset(): void\n {\n // Override for implementation\n }\n\n /** Pause the plugin */\n public pause(): void\n {\n this.paused = true;\n }\n\n /** Un-pause the plugin */\n public resume(): void\n {\n this.paused = false;\n }\n}\n","\n/*\n\tCopyright © 2001 Robert Penner\n\tAll rights reserved.\n\n\tRedistribution and use in source and binary forms, with or without modification, \n\tare permitted provided that the following conditions are met:\n\n\tRedistributions of source code must retain the above copyright notice, this list of \n\tconditions and the following disclaimer.\n\tRedistributions in binary form must reproduce the above copyright notice, this list \n\tof conditions and the following disclaimer in the documentation and/or other materials \n\tprovided with the distribution.\n\n\tNeither the name of the author nor the names of contributors may be used to endorse \n\tor promote products derived from this software without specific prior written permission.\n\n\tTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY \n\tEXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n\tMERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n\tCOPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n\tEXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n\tGOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED \n\tAND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n\tNEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED \n\tOF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n(function() {\n var penner, umd;\n\n umd = function(factory) {\n if (typeof exports === 'object') {\n return module.exports = factory;\n } else if (typeof define === 'function' && define.amd) {\n return define([], factory);\n } else {\n return this.penner = factory;\n }\n };\n\n penner = {\n linear: function(t, b, c, d) {\n return c * t / d + b;\n },\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n easeInOutQuad: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t + b;\n } else {\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n }\n },\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n easeOutCubic: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n },\n easeInOutCubic: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n },\n easeInQuart: function(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n },\n easeOutQuart: function(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n },\n easeInOutQuart: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t + b;\n } else {\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n },\n easeInQuint: function(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n },\n easeOutQuint: function(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n },\n easeInOutQuint: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return c / 2 * t * t * t * t * t + b;\n } else {\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n },\n easeInSine: function(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n },\n easeOutSine: function(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n },\n easeInOutSine: function(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n },\n easeInExpo: function(t, b, c, d) {\n if (t === 0) {\n return b;\n } else {\n return c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n },\n easeOutExpo: function(t, b, c, d) {\n if (t === d) {\n return b + c;\n } else {\n return c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n },\n easeInOutExpo: function(t, b, c, d) {\n if (t === 0) {\n b;\n }\n if (t === d) {\n b + c;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n } else {\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n },\n easeInCirc: function(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n },\n easeOutCirc: function(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n },\n easeInOutCirc: function(t, b, c, d) {\n if ((t /= d / 2) < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n } else {\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n },\n easeInElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n },\n easeOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d) === 1) {\n b + c;\n }\n if (!p) {\n p = d * .3;\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b;\n },\n easeInOutElastic: function(t, b, c, d) {\n var a, p, s;\n s = 1.70158;\n p = 0;\n a = c;\n if (t === 0) {\n b;\n } else if ((t /= d / 2) === 2) {\n b + c;\n }\n if (!p) {\n p = d * (.3 * 1.5);\n }\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n } else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n if (t < 1) {\n return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;\n } else {\n return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;\n }\n },\n easeInBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n },\n easeOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n },\n easeInOutBack: function(t, b, c, d, s) {\n if (s === void 0) {\n s = 1.70158;\n }\n if ((t /= d / 2) < 1) {\n return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b;\n } else {\n return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b;\n }\n },\n easeInBounce: function(t, b, c, d) {\n var v;\n v = penner.easeOutBounce(d - t, 0, c, d);\n return c - v + b;\n },\n easeOutBounce: function(t, b, c, d) {\n if ((t /= d) < 1 / 2.75) {\n return c * (7.5625 * t * t) + b;\n } else if (t < 2 / 2.75) {\n return c * (7.5625 * (t -= 1.5 / 2.75) * t + .75) + b;\n } else if (t < 2.5 / 2.75) {\n return c * (7.5625 * (t -= 2.25 / 2.75) * t + .9375) + b;\n } else {\n return c * (7.5625 * (t -= 2.625 / 2.75) * t + .984375) + b;\n }\n },\n easeInOutBounce: function(t, b, c, d) {\n var v;\n if (t < d / 2) {\n v = penner.easeInBounce(t * 2, 0, c, d);\n return v * .5 + b;\n } else {\n v = penner.easeOutBounce(t * 2 - d, 0, c, d);\n return v * .5 + c * .5 + b;\n }\n }\n };\n\n umd(penner);\n\n}).call(this);\n","// eslint-disable-next-line\n// @ts-expect-error Penner seems to have no typings.\nimport Penner from 'penner';\n\n/**\n * Returns correct Penner equation using string or Function.\n *\n * @internal\n * @ignore\n * @param {(function|string)} [ease]\n * @param {defaults} default penner equation to use if none is provided\n */\n// eslint-disable-next-line consistent-return\nexport default function ease(ease: any, defaults?: any): any\n{\n if (!ease)\n {\n return Penner[defaults];\n }\n else if (typeof ease === 'function')\n {\n return ease;\n }\n else if (typeof ease === 'string')\n {\n return Penner[ease];\n }\n}\n","import { IPointData, Point } from '@pixi/math';\nimport { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Animate}. */\nexport interface IAnimateOptions\n{\n /** Time to animate */\n time?: number;\n\n /** Position to move the viewport to */\n position?: IPointData;\n\n /**\n * Desired viewport width in world pixels\n *\n * (use instead of scale; aspect ratio is maintained if height is not provided)\n */\n width?: number;\n\n /**\n * Desired viewport height in world pixels\n *\n * (use instead of scale; aspect ratio is maintained if width is not provided)\n */\n height?: number;\n\n /** Scale to change zoom (scale.x = scale.y) */\n scale?: number;\n\n /** Independently change zoom in x-direction */\n scaleX?: number;\n\n /** Independently change zoom in y-direction */\n scaleY?: number;\n\n /** Easing function to use */\n ease?: any;\n\n /** Callback to invoke when the animation completes */\n callbackOnComplete?: (viewport: Viewport) => void;\n\n /** Removes this plugin if interrupted by any user input */\n removeOnInterrupt?: boolean;\n}\n\nconst DEFAULT_ANIMATE_OPTIONS = {\n removeOnInterrupt: false,\n ease: 'linear',\n time: 1000,\n};\n\n/**\n * Animation plugin.\n *\n * @see Viewport#animate\n * @fires animate-end\n */\nexport class Animate extends Plugin\n{\n public readonly options: IAnimateOptions & { ease: any; time: number };\n\n /** The starting x-coordinate of the viewport. */\n protected startX?: number;\n\n /** The starting y-coordinate of the viewport. */\n protected startY?: number;\n\n /** The change in the x-coordinate of the viewport through the animation.*/\n protected deltaX?: number;\n\n /** The change in the y-coordinate of the viewport through the animation. */\n protected deltaY?: number;\n\n /** Marks whether the center of the viewport is preserved in the animation. */\n protected keepCenter!: boolean;\n\n /** The starting viewport width. */\n protected startWidth: number | null = null;\n\n /** The starting viewport height. */\n protected startHeight: number | null = null;\n\n /** The change in the viewport's width through the animation. */\n protected deltaWidth: number | null = null;\n\n /** The change in the viewport's height through the animation. */\n protected deltaHeight: number | null = null;\n\n /** The viewport's width post-animation. */\n protected width: number | null = null;\n\n /** The viewport's height post-animation. */\n protected height: number | null = null;\n\n /** The time since the animation started. */\n protected time = 0;\n\n /**\n * This is called by {@link Viewport.animate}.\n *\n * @param parent\n * @param options\n */\n constructor(parent: Viewport, options: IAnimateOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_ANIMATE_OPTIONS, options);\n this.options.ease = ease(this.options.ease);\n\n this.setupPosition();\n this.setupZoom();\n\n this.time = 0;\n }\n\n /**\n * Setup `startX`, `startY`, `deltaX`, `deltaY`, `keepCenter`.\n *\n * This is called during construction.\n */\n protected setupPosition(): void\n {\n if (typeof this.options.position !== 'undefined')\n {\n this.startX = this.parent.center.x;\n this.startY = this.parent.center.y;\n this.deltaX = this.options.position.x - this.parent.center.x;\n this.deltaY = this.options.position.y - this.parent.center.y;\n this.keepCenter = false;\n }\n else\n {\n this.keepCenter = true;\n }\n }\n\n /**\n * Setup `startWidth, `startHeight`, `deltaWidth, `deltaHeight, `width`, `height`.\n *\n * This is called during construction.\n */\n protected setupZoom(): void\n {\n this.width = null;\n this.height = null;\n\n if (typeof this.options.scale !== 'undefined')\n {\n this.width = this.parent.screenWidth / this.options.scale;\n }\n else if (typeof this.options.scaleX !== 'undefined' || typeof this.options.scaleY !== 'undefined')\n {\n if (typeof this.options.scaleX !== 'undefined')\n {\n // screenSizeInWorldPixels = screenWidth / scale\n this.width = this.parent.screenWidth / this.options.scaleX;\n }\n if (typeof this.options.scaleY !== 'undefined')\n {\n this.height = this.parent.screenHeight / this.options.scaleY;\n }\n }\n else\n {\n if (typeof this.options.width !== 'undefined')\n {\n this.width = this.options.width;\n }\n if (typeof this.options.height !== 'undefined')\n {\n this.height = this.options.height;\n }\n }\n\n if (this.width !== null)\n {\n this.startWidth = this.parent.screenWidthInWorldPixels;\n this.deltaWidth = this.width - this.startWidth;\n }\n if (this.height !== null)\n {\n this.startHeight = this.parent.screenHeightInWorldPixels;\n this.deltaHeight = this.height - this.startHeight;\n }\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('animate');\n }\n\n return false;\n }\n\n public complete(): void\n {\n this.parent.plugins.remove('animate');\n if (this.width !== null)\n {\n this.parent.fitWidth(this.width, this.keepCenter, this.height === null);\n }\n if (this.height !== null)\n {\n this.parent.fitHeight(this.height, this.keepCenter, this.width === null);\n }\n if (!this.keepCenter && this.options.position)\n {\n this.parent.moveCenter(this.options.position);\n }\n\n this.parent.emit('animate-end', this.parent);\n\n if (this.options.callbackOnComplete)\n {\n this.options.callbackOnComplete(this.parent);\n }\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n this.time += elapsed;\n\n const originalZoom = new Point(this.parent.scale.x, this.parent.scale.y);\n\n if (this.time >= this.options.time)\n {\n const originalWidth = this.parent.width;\n const originalHeight = this.parent.height;\n\n this.complete();\n if (originalWidth !== this.parent.width || originalHeight !== this.parent.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n else\n {\n const percent = this.options.ease(this.time, 0, 1, this.options.time);\n\n if (this.width !== null)\n {\n const startWidth = this.startWidth as number;\n const deltaWidth = this.deltaWidth as number;\n\n this.parent.fitWidth(\n startWidth + (deltaWidth * percent),\n this.keepCenter,\n this.height === null);\n }\n if (this.height !== null)\n {\n const startHeight = this.startHeight as number;\n const deltaHeight = this.deltaHeight as number;\n\n this.parent.fitHeight(\n startHeight + (deltaHeight * percent),\n this.keepCenter,\n this.width === null);\n }\n if (this.width === null)\n {\n this.parent.scale.x = this.parent.scale.y;\n }\n else if (this.height === null)\n {\n this.parent.scale.y = this.parent.scale.x;\n }\n if (!this.keepCenter)\n {\n const startX = this.startX as number;\n const startY = this.startY as number;\n const deltaX = this.deltaX as number;\n const deltaY = this.deltaY as number;\n const original = new Point(this.parent.x, this.parent.y);\n\n this.parent.moveCenter(startX + (deltaX * percent), startY + (deltaY * percent));\n this.parent.emit('moved', { viewport: this.parent, original, type: 'animate' });\n }\n if (this.width || this.height)\n {\n this.parent.emit('zoomed', { viewport: this.parent, original: originalZoom, type: 'animate' });\n }\n }\n }\n}\n","import { Point, Rectangle } from '@pixi/math';\nimport { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Drag } from './Drag';\nimport type { IDecelerateOptions } from './Decelerate';\nimport type { Pinch } from './Pinch';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Bounce}. */\nexport interface IBounceOptions\n{\n /** \"all\", \"horizontal\", \"vertical\", or combination of \"top\", \"bottom\", \"right\", \"left\" (e.g., 'top-bottom-right') */\n sides?:\n 'all'\n | 'horizontal'\n | 'vertical'\n | string;\n\n /** Friction to apply to decelerate if active */\n friction?: number;\n\n /** Time in ms to finish bounce */\n time?: number;\n\n /** Use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight) */\n bounceBox?: Rectangle | null;\n\n /** Ease function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /** (top/bottom/center and left/right/center, or center) where to place world if too small for screen */\n underflow?: 'center' | string;\n}\n\n/** Bounce state along an axis */\nexport interface IBounceState\n{\n /** Elapsed time since bounce started */\n time: number;\n\n /** Starting coordinate */\n start: number;\n\n /** Change in coordinate through bounce */\n delta: number;\n\n /** Ending coordinate */\n end: number;\n}\n\nconst DEFAULT_BOUNCE_OPTIONS: Required = {\n sides: 'all',\n friction: 0.5,\n time: 150,\n ease: 'easeInOutSine',\n underflow: 'center',\n bounceBox: null\n};\n\n/**\n * @fires bounce-start-x\n * @fires bounce.end-x\n * @fires bounce-start-y\n * @fires bounce-end-y\n * @public\n */\nexport class Bounce extends Plugin\n{\n /** The options passed to initialize this plugin, cannot be modified again. */\n public readonly options: Readonly>;\n\n /** Holds whether to bounce from left side. */\n public readonly left: boolean;\n\n /** Holds whether to bounce from top side. */\n public readonly top: boolean;\n\n /** Holds whether to bounce from right side. */\n public readonly right: boolean;\n\n /** Holds whether to bounce from bottom side. */\n public readonly bottom: boolean;\n\n /** Direction of underflow along x-axis. */\n public readonly underflowX: -1 | 0 | 1;\n\n /** Direction of underflow along y-axis. */\n public readonly underflowY: -1 | 0 | 1;\n\n /** Easing */\n protected ease: any;\n\n /** Bounce state along x-axis */\n protected toX!: IBounceState | null;\n\n /** Bounce state along y-axis */\n protected toY!: IBounceState | null;\n\n /**\n * This is called by {@link Viewport.bounce}.\n */\n constructor(parent: Viewport, options: IBounceOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_BOUNCE_OPTIONS, options);\n this.ease = ease(this.options.ease, 'easeInOutSine');\n\n if (this.options.sides)\n {\n if (this.options.sides === 'all')\n {\n this.top = this.bottom = this.left = this.right = true;\n }\n else if (this.options.sides === 'horizontal')\n {\n this.right = this.left = true;\n this.top = this.bottom = false;\n }\n else if (this.options.sides === 'vertical')\n {\n this.left = this.right = false;\n this.top = this.bottom = true;\n }\n else\n {\n this.top = this.options.sides.indexOf('top') !== -1;\n this.bottom = this.options.sides.indexOf('bottom') !== -1;\n this.left = this.options.sides.indexOf('left') !== -1;\n this.right = this.options.sides.indexOf('right') !== -1;\n }\n }\n else\n {\n this.left = this.top = this.right = this.bottom = false;\n }\n\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n // eslint-disable-next-line no-nested-ternary\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n // eslint-disable-next-line no-nested-ternary\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n }\n\n this.reset();\n }\n\n public isActive(): boolean\n {\n return this.toX !== null || this.toY !== null;\n }\n\n public down(): boolean\n {\n this.toX = this.toY = null;\n\n return false;\n }\n\n public up(): boolean\n {\n this.bounce();\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n this.bounce();\n\n if (this.toX)\n {\n const toX = this.toX;\n\n toX.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-x' });\n\n if (toX.time >= this.options.time)\n {\n this.parent.x = toX.end;\n this.toX = null;\n this.parent.emit('bounce-x-end', this.parent);\n }\n else\n {\n this.parent.x = this.ease(toX.time, toX.start, toX.delta, this.options.time);\n }\n }\n\n if (this.toY)\n {\n const toY = this.toY;\n\n toY.time += elapsed;\n this.parent.emit('moved', { viewport: this.parent, type: 'bounce-y' });\n\n if (toY.time >= this.options.time)\n {\n this.parent.y = toY.end;\n this.toY = null;\n this.parent.emit('bounce-y-end', this.parent);\n }\n else\n {\n this.parent.y = this.ease(toY.time, toY.start, toY.delta, this.options.time);\n }\n }\n }\n\n /** @internal */\n protected calcUnderflowX(): number\n {\n let x: number;\n\n switch (this.underflowX)\n {\n case -1:\n x = 0;\n break;\n case 1:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n\n return x;\n }\n\n /** @internal */\n protected calcUnderflowY(): number\n {\n let y: number;\n\n switch (this.underflowY)\n {\n case -1:\n y = 0;\n break;\n case 1:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n\n return y;\n }\n\n private oob(): Record<'left' | 'right' | 'top' | 'bottom', boolean> & Record<'topLeft' | 'bottomRight', Point>\n {\n const box = this.options.bounceBox;\n\n if (box)\n {\n const x1 = typeof box.x === 'undefined' ? 0 : box.x;\n const y1 = typeof box.y === 'undefined' ? 0 : box.y;\n const width = typeof box.width === 'undefined' ? this.parent.worldWidth : box.width;\n const height = typeof box.height === 'undefined' ? this.parent.worldHeight : box.height;\n\n return {\n left: this.parent.left < x1,\n right: this.parent.right > width,\n top: this.parent.top < y1,\n bottom: this.parent.bottom > height,\n topLeft: new Point(\n x1 * this.parent.scale.x,\n y1 * this.parent.scale.y\n ),\n bottomRight: new Point(\n (width * this.parent.scale.x) - this.parent.screenWidth,\n (height * this.parent.scale.y) - this.parent.screenHeight\n )\n };\n }\n\n return {\n left: this.parent.left < 0,\n right: this.parent.right > this.parent.worldWidth,\n top: this.parent.top < 0,\n bottom: this.parent.bottom > this.parent.worldHeight,\n topLeft: new Point(0, 0),\n bottomRight: new Point(\n (this.parent.worldWidth * this.parent.scale.x) - this.parent.screenWidth,\n (this.parent.worldHeight * this.parent.scale.y) - this.parent.screenHeight\n )\n };\n }\n\n public bounce(): void\n {\n if (this.paused)\n {\n return;\n }\n\n let oob;\n let decelerate: undefined | null | {\n percentChangeX?: number;\n percentChangeY?: number;\n x?: number;\n y?: number;\n options?: IDecelerateOptions\n } = this.parent.plugins.get('decelerate', true) as any;\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n if ((decelerate.x && decelerate.percentChangeX === decelerate.options?.friction)\n || (decelerate.y && decelerate.percentChangeY === decelerate.options?.friction))\n {\n oob = this.oob();\n if ((oob.left && this.left) || (oob.right && this.right))\n {\n decelerate.percentChangeX = this.options.friction;\n }\n if ((oob.top && this.top) || (oob.bottom && this.bottom))\n {\n decelerate.percentChangeY = this.options.friction;\n }\n }\n }\n const drag: Partial = this.parent.plugins.get('drag', true) || {};\n const pinch: Partial = this.parent.plugins.get('pinch', true) || {};\n\n decelerate = decelerate || {};\n\n if (!drag?.active && !pinch?.active && ((!this.toX || !this.toY) && (!decelerate.x || !decelerate.y)))\n {\n oob = oob || this.oob();\n const topLeft = oob.topLeft;\n const bottomRight = oob.bottomRight;\n\n if (!this.toX && !decelerate.x)\n {\n let x = null;\n\n if (oob.left && this.left)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -topLeft.x;\n }\n else if (oob.right && this.right)\n {\n x = (this.parent.screenWorldWidth < this.parent.screenWidth) ? this.calcUnderflowX() : -bottomRight.x;\n }\n if (x !== null && this.parent.x !== x)\n {\n this.toX = { time: 0, start: this.parent.x, delta: x - this.parent.x, end: x };\n this.parent.emit('bounce-x-start', this.parent);\n }\n }\n if (!this.toY && !decelerate.y)\n {\n let y = null;\n\n if (oob.top && this.top)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -topLeft.y;\n }\n else if (oob.bottom && this.bottom)\n {\n y = (this.parent.screenWorldHeight < this.parent.screenHeight) ? this.calcUnderflowY() : -bottomRight.y;\n }\n if (y !== null && this.parent.y !== y)\n {\n this.toY = { time: 0, start: this.parent.y, delta: y - this.parent.y, end: y };\n this.parent.emit('bounce-y-start', this.parent);\n }\n }\n }\n }\n\n public reset(): void\n {\n this.toX = this.toY = null;\n this.bounce();\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\n\n/**\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of the world offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary [0, viewport.worldWidth/viewport.worldHeight]\n * eg: to allow the world to be completely dragged offscreen, set\n * [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) =\n * the world is stuck to the appropriate boundaries\n *\n */\nexport interface IClampOptions\n{\n /**\n * Clamp left; true = 0\n *\n * @default false\n */\n left?: number | boolean | null;\n\n /**\n * Clamp top; true = 0\n *\n * @default false\n */\n top?: number | boolean | null;\n\n /**\n * Clamp right; true = viewport.worldWidth\n *\n * @default false\n */\n right?: number | boolean | null;\n\n /**\n * Clamp bottom; true = viewport.worldHeight\n *\n * @default false\n */\n bottom?: number | boolean | null;\n\n /**\n * (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight]; replaces left/right/top/bottom if set\n *\n * @default null\n */\n direction?: 'all' | 'x' | 'y' | null;\n\n /**\n * Where to place world if too small for screen (e.g., top-right, center, none, bottomleft)\n *\n * @default 'center'\n */\n underflow?: 'center' | string;\n}\n\nconst DEFAULT_CLAMP_OPTIONS: Required = {\n left: false,\n right: false,\n top: false,\n bottom: false,\n direction: null,\n underflow: 'center'\n};\n\n/**\n * Plugin to clamp the viewport to a specific world bounding box.\n *\n * @public\n */\nexport class Clamp extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Required;\n\n /** Last state of viewport */\n protected last: {\n x: number | null;\n y: number | null;\n scaleX: number | null;\n scaleY: number | null;\n };\n\n protected noUnderflow!: boolean;\n protected underflowX!: -1 | 0 | 1;\n protected underflowY!: -1 | 0 | 1;\n\n /**\n * This is called by {@link Viewport.clamp}.\n */\n constructor(parent: Viewport, options : IClampOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_OPTIONS, options);\n\n if (this.options.direction)\n {\n this.options.left = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.right = this.options.direction === 'x' || this.options.direction === 'all' ? true : null;\n this.options.top = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n this.options.bottom = this.options.direction === 'y' || this.options.direction === 'all' ? true : null;\n }\n\n this.parseUnderflow();\n this.last = { x: null, y: null, scaleX: null, scaleY: null };\n this.update();\n }\n\n private parseUnderflow()\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'none')\n {\n this.noUnderflow = true;\n }\n else if (clamp === 'center')\n {\n this.underflowX = this.underflowY = 0;\n this.noUnderflow = false;\n }\n else\n {\n // eslint-disable-next-line no-nested-ternary\n this.underflowX = (clamp.indexOf('left') !== -1) ? -1 : (clamp.indexOf('right') !== -1) ? 1 : 0;\n // eslint-disable-next-line no-nested-ternary\n this.underflowY = (clamp.indexOf('top') !== -1) ? -1 : (clamp.indexOf('bottom') !== -1) ? 1 : 0;\n this.noUnderflow = false;\n }\n }\n\n public move(): boolean\n {\n this.update();\n\n return false;\n }\n\n public update(): void\n {\n if (this.paused)\n {\n return;\n }\n\n // only clamp on change\n if (this.parent.x === this.last.x\n && this.parent.y === this.last.y\n && this.parent.scale.x === this.last.scaleX\n && this.parent.scale.y === this.last.scaleY)\n {\n return;\n }\n const original = { x: this.parent.x, y: this.parent.y };\n // TODO: Fix\n const decelerate: any = (this.parent.plugins as any).decelerate || {};\n\n if (this.options.left !== null || this.options.right !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n if (this.parent.x !== 0)\n {\n this.parent.x = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.x !== this.parent.screenWidth - this.parent.screenWorldWidth)\n {\n this.parent.x = this.parent.screenWidth - this.parent.screenWorldWidth;\n moved = true;\n }\n break;\n default:\n if (this.parent.x !== (this.parent.screenWidth - this.parent.screenWorldWidth) / 2)\n {\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.left !== null)\n {\n if (this.parent.left < (this.options.left === true ? 0 : this.options.left))\n {\n this.parent.x = -(this.options.left === true ? 0 : this.options.left) * this.parent.scale.x;\n decelerate.x = 0;\n moved = true;\n }\n }\n if (this.options.right !== null)\n {\n if (this.parent.right > (this.options.right === true ? this.parent.worldWidth : this.options.right))\n {\n this.parent.x = (-(this.options.right === true ? this.parent.worldWidth : this.options.right)\n * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-x' });\n }\n }\n if (this.options.top !== null || this.options.bottom !== null)\n {\n let moved = false;\n\n if (!this.noUnderflow && this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n if (this.parent.y !== 0)\n {\n this.parent.y = 0;\n moved = true;\n }\n break;\n case 1:\n if (this.parent.y !== this.parent.screenHeight - this.parent.screenWorldHeight)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n moved = true;\n }\n break;\n default:\n if (this.parent.y !== (this.parent.screenHeight - this.parent.screenWorldHeight) / 2)\n {\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n moved = true;\n }\n }\n }\n else\n {\n if (this.options.top !== null)\n {\n if (this.parent.top < (this.options.top === true ? 0 : this.options.top))\n {\n this.parent.y = -(this.options.top === true ? 0 : this.options.top)\n * this.parent.scale.y;\n decelerate.y = 0;\n moved = true;\n }\n }\n if (this.options.bottom !== null)\n {\n if (this.parent.bottom > (this.options.bottom === true ? this.parent.worldHeight : this.options.bottom))\n {\n this.parent.y = (-(this.options.bottom === true ? this.parent.worldHeight : this.options.bottom)\n * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n moved = true;\n }\n }\n }\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, original, type: 'clamp-y' });\n }\n }\n this.last.x = this.parent.x;\n this.last.y = this.parent.y;\n this.last.scaleX = this.parent.scale.x;\n this.last.scaleY = this.parent.scale.y;\n }\n\n public reset(): void\n {\n this.update();\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\n\n/**\n * Options for {@link ClampZoom}.\n *\n * Use either minimum width/height or minimum scale\n */\nexport interface IClampZoomOptions\n{\n /** Minimum width */\n minWidth?: number | null;\n\n /** Minimum height */\n minHeight?: number | null;\n\n /** Maximum width */\n maxWidth?: number | null;\n\n /** Maximum height */\n maxHeight?: number | null;\n\n /** Minimum scale */\n minScale?: number | null | IScale;\n\n /** Maximum scale */\n maxScale?: number | null | IScale;\n}\n\nconst DEFAULT_CLAMP_ZOOM_OPTIONS: Required = {\n minWidth: null,\n minHeight: null,\n maxWidth: null,\n maxHeight: null,\n minScale: null,\n maxScale: null\n};\n\n/**\n * Plugin to clamp the viewport's zoom to a specific range.\n *\n * @public\n */\nexport class ClampZoom extends Plugin\n{\n public readonly options: Required;\n\n /**\n * This is called by {@link Viewport.clampZoom}.\n */\n constructor(parent: Viewport, options = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_CLAMP_ZOOM_OPTIONS, options);\n\n this.clamp();\n }\n\n public resize(): void\n {\n this.clamp();\n }\n\n /** Clamp the viewport scale zoom) */\n public clamp(): void\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.options.minWidth || this.options.minHeight || this.options.maxWidth || this.options.maxHeight)\n {\n let width = this.parent.worldScreenWidth;\n let height = this.parent.worldScreenHeight;\n\n if (this.options.minWidth !== null && width < this.options.minWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.minWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxWidth !== null && width > this.options.maxWidth)\n {\n const original = this.parent.scale.x;\n\n this.parent.fitWidth(this.options.maxWidth, false, false, true);\n this.parent.scale.y *= this.parent.scale.x / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.minHeight !== null && height < this.options.minHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.minHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n width = this.parent.worldScreenWidth;\n height = this.parent.worldScreenHeight;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n if (this.options.maxHeight !== null && height > this.options.maxHeight)\n {\n const original = this.parent.scale.y;\n\n this.parent.fitHeight(this.options.maxHeight, false, false, true);\n this.parent.scale.x *= this.parent.scale.y / original;\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n else\n if (this.options.minScale || this.options.maxScale)\n {\n const minScale: IScale = { x: null, y: null };\n const maxScale: IScale = { x: null, y: null };\n\n if (typeof this.options.minScale === 'number')\n {\n minScale.x = this.options.minScale;\n minScale.y = this.options.minScale;\n }\n else if (this.options.minScale !== null)\n {\n const optsMinScale = this.options.minScale as IScale;\n\n minScale.x = typeof optsMinScale.x === 'undefined' ? null : optsMinScale.x;\n minScale.y = typeof optsMinScale.y === 'undefined' ? null : optsMinScale.y;\n }\n\n if (typeof this.options.maxScale === 'number')\n {\n maxScale.x = this.options.maxScale;\n maxScale.y = this.options.maxScale;\n }\n else if (this.options.maxScale !== null)\n {\n const optsMaxScale = this.options.maxScale as IScale;\n\n maxScale.x = typeof optsMaxScale.x === 'undefined' ? null : optsMaxScale.x;\n maxScale.y = typeof optsMaxScale.y === 'undefined' ? null : optsMaxScale.y;\n }\n\n let scaleX = this.parent.scale.x;\n let scaleY = this.parent.scale.y;\n\n if (minScale.x !== null && scaleX < minScale.x)\n {\n scaleX = minScale.x;\n }\n if (maxScale.x !== null && scaleX > maxScale.x)\n {\n scaleX = maxScale.x;\n }\n if (minScale.y !== null && scaleY < minScale.y)\n {\n scaleY = minScale.y;\n }\n if (maxScale.y !== null && scaleY > maxScale.y)\n {\n scaleY = maxScale.y;\n }\n if (scaleX !== this.parent.scale.x || scaleY !== this.parent.scale.y)\n {\n this.parent.scale.set(scaleX, scaleY);\n this.parent.emit('zoomed', { viewport: this.parent, type: 'clamp-zoom' });\n }\n }\n }\n\n public reset(): void\n {\n this.clamp();\n }\n}\n\n/** This allows independent x and y values for min/maxScale */\nexport interface IScale\n{\n x: null | number\n y: null | number\n}\n","import { Plugin } from './Plugin';\n\nimport type { Point } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\nexport interface IDecelerateOptions\n{\n /**\n * Percent to decelerate after movement. This should be between 0 and 1, exclusive.\n *\n * @default 0.95\n */\n friction?: number;\n\n /**\n * Percent to decelerate when past boundaries (only applicable when viewport.bounce() is active)\n *\n * @default 0.8\n */\n bounce?: number;\n\n /**\n * Minimum velocity before stopping/reversing acceleration\n *\n * @default 0.01\n */\n minSpeed?: number;\n}\n\n/** Viewport position snapshot that's saved by {@link DeceleratePlugin} to estimate panning velocity. */\nexport interface IDecelerateSnapshot\n{\n /** x-coordinate of the viewport. */\n x: number;\n\n /** y-coordinate of the viewport. */\n y: number;\n\n /** Time at which this snapshot was taken. */\n time: number;\n}\n\nconst DEFAULT_DECELERATE_OPTIONS: Required = {\n friction: 0.98,\n bounce: 0.8,\n minSpeed: 0.01\n};\n\n/**\n * Time period of decay (1 frame)\n *\n * @internal\n * @ignore\n */\nconst TP = 16;\n\n/**\n * Plugin to decelerate viewport velocity smoothly after panning ends.\n *\n * @public\n */\nexport class Decelerate extends Plugin\n{\n /** Options used to initialize this plugin. */\n public readonly options: Required;\n\n /**\n * x-component of the velocity of viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n public x!: number | null;\n\n /**\n * y-component of the velocity of the viewport provided by this plugin, at the current time.\n *\n * This is measured in px/frame, where a frame is normalized to 16 milliseconds.\n */\n public y!: number | null;\n\n /**\n * The decay factor for the x-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n public percentChangeX!: number;\n\n /**\n * The decay factor for the y-component of the viewport.\n *\n * The viewport's velocity decreased by this amount each 16 milliseconds.\n */\n public percentChangeY!: number;\n\n /** Saved list of recent viewport position snapshots, to estimate velocity. */\n protected saved: Array;\n\n /** The time since the user released panning of the viewport. */\n protected timeSinceRelease: number;\n\n /**\n * This is called by {@link Viewport.decelerate}.\n */\n constructor(parent: Viewport, options: IDecelerateOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DECELERATE_OPTIONS, options);\n this.saved = [];\n this.timeSinceRelease = 0;\n\n this.reset();\n this.parent.on('moved', (data) => this.moved(data));\n }\n\n public down(): boolean\n {\n this.saved = [];\n this.x = this.y = null;\n\n return false;\n }\n\n public isActive(): boolean\n {\n return !!(this.x || this.y);\n }\n\n public move(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n this.saved.push({ x: this.parent.x, y: this.parent.y, time: performance.now() });\n\n if (this.saved.length > 60)\n {\n this.saved.splice(0, 30);\n }\n }\n\n // Silently recording viewport positions\n return false;\n }\n\n /** Listener to viewport's \"moved\" event. */\n protected moved(data: { type: 'clamp-x' | 'clamp-y'; original: Point }): void\n {\n if (this.saved.length)\n {\n const last = this.saved[this.saved.length - 1];\n\n if (data.type === 'clamp-x')\n {\n if (last.x === data.original.x)\n {\n last.x = this.parent.x;\n }\n }\n else if (data.type === 'clamp-y')\n {\n if (last.y === data.original.y)\n {\n last.y = this.parent.y;\n }\n }\n }\n }\n\n public up(): boolean\n {\n if (this.parent.input.count() === 0 && this.saved.length)\n {\n const now = performance.now();\n\n for (const save of this.saved)\n {\n if (save.time >= now - 100)\n {\n const time = now - save.time;\n\n this.x = (this.parent.x - save.x) / time;\n this.y = (this.parent.y - save.y) / time;\n this.percentChangeX = this.percentChangeY = this.options.friction;\n this.timeSinceRelease = 0;\n break;\n }\n }\n }\n\n return false;\n }\n\n /**\n * Manually activate deceleration, starting from the (x, y) velocity components passed in the options.\n *\n * @param {object} options\n * @param {number} [options.x] - Specify x-component of initial velocity.\n * @param {number} [options.y] - Specify y-component of initial velocity.\n */\n public activate(options: { x?: number; y?: number; }): void\n {\n options = options || {};\n\n if (typeof options.x !== 'undefined')\n {\n this.x = options.x;\n this.percentChangeX = this.options.friction;\n }\n if (typeof options.y !== 'undefined')\n {\n this.y = options.y;\n this.percentChangeY = this.options.friction;\n }\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n /*\n * See https://github.com/davidfig/pixi-viewport/issues/271 for math.\n *\n * The viewport velocity (this.x, this.y) decays exponentially by the the decay factor\n * (this.percentChangeX, this.percentChangeY) each frame. This velocity function is integrated\n * to calculate the displacement.\n */\n\n const moved = this.x || this.y;\n\n const ti = this.timeSinceRelease;\n const tf = this.timeSinceRelease + elapsed;\n\n if (this.x)\n {\n const k = this.percentChangeX;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport x-coordinate.\n this.parent.x += ((this.x * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on x-component of velocity\n this.x *= Math.pow(this.percentChangeX, elapsed / TP);\n }\n if (this.y)\n {\n const k = this.percentChangeY;\n const lnk = Math.log(k);\n\n // Apply velocity delta on the viewport y-coordinate.\n this.parent.y += ((this.y * TP) / lnk) * (Math.pow(k, tf / TP) - Math.pow(k, ti / TP));\n\n // Apply decay on y-component of velocity\n this.y *= Math.pow(this.percentChangeY, elapsed / TP);\n }\n\n this.timeSinceRelease += elapsed;\n\n // End decelerate velocity once it goes under a certain amount of precision.\n if (this.x && this.y)\n {\n if (Math.abs(this.x) < this.options.minSpeed && Math.abs(this.y) < this.options.minSpeed)\n {\n this.x = 0;\n this.y = 0;\n }\n }\n else\n {\n if (Math.abs(this.x || 0) < this.options.minSpeed)\n {\n this.x = 0;\n }\n if (Math.abs(this.y || 0) < this.options.minSpeed)\n {\n this.y = 0;\n }\n }\n\n if (moved)\n {\n this.parent.emit('moved', { viewport: this.parent, type: 'decelerate' });\n }\n }\n\n public reset(): void\n {\n this.x = this.y = null;\n }\n}\n","import { Point } from '@pixi/math';\nimport { Plugin } from './Plugin';\n\nimport type { Decelerate } from './Decelerate';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { IPointData } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Drag}. */\nexport interface IDragOptions\n{\n /**\n * direction to drag\n *\n * @default \"all\"\n */\n direction?: string;\n\n /**\n * whether click to drag is active\n *\n * @default true\n */\n pressDrag?: boolean;\n\n /**\n * Use wheel to scroll in direction (unless wheel plugin is active)\n *\n * @default true\n */\n wheel?: boolean;\n\n /**\n * number of pixels to scroll with each wheel spin\n *\n * @default 1\n */\n wheelScroll?: number;\n\n /**\n * reverse the direction of the wheel scroll\n *\n * @default false\n */\n reverse?: boolean;\n\n /**\n * clamp wheel(to avoid weird bounce with mouse wheel). Can be 'x' or 'y' or `true`.\n *\n * @default false\n */\n clampWheel?: boolean | string;\n\n /**\n * where to place world if too small for screen\n *\n * @default \"center\"\n */\n underflow?: string;\n\n /**\n * factor to multiply drag to increase the speed of movement\n *\n * @default 1\n */\n factor?: number;\n\n /**\n * Changes which mouse buttons trigger drag.\n *\n * Use: 'all', 'left', right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * `viewport.options.disableOnContextMenu` if you want to use right-click dragging.\n *\n * @default \"all\"\n */\n mouseButtons?: 'all' | string;\n\n /**\n * Array containing {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of\n * keys that can be pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n *\n * @default null\n */\n keyToPress?: string[] | null;\n\n /**\n * Ignore keyToPress for touch events.\n *\n * @default false\n */\n ignoreKeyToPressOnTouch?: boolean;\n\n /**\n * Scaling factor for non-DOM_DELTA_PIXEL scrolling events.\n *\n * @default 20\n */\n lineHeight?: number;\n\n /**\n * Swap x and y axes when scrolling.\n *\n * @default false\n */\n wheelSwapAxes?: boolean;\n}\n\nconst DEFAULT_DRAG_OPTIONS: Required = {\n direction: 'all',\n pressDrag: true,\n wheel: true,\n wheelScroll: 1,\n reverse: false,\n clampWheel: false,\n underflow: 'center',\n factor: 1,\n mouseButtons: 'all',\n keyToPress: null,\n ignoreKeyToPressOnTouch: false,\n lineHeight: 20,\n wheelSwapAxes: false,\n};\n\n/**\n * Plugin to enable panning/dragging of the viewport to move around.\n *\n * @public\n */\nexport class Drag extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Readonly>;\n\n /** Flags when viewport is moving. */\n protected moved: boolean;\n\n /** Factor to apply from {@link IDecelerateOptions}'s reverse. */\n protected reverse: 1 | -1;\n\n /** Holds whether dragging is enabled along the x-axis. */\n protected xDirection: boolean;\n\n /** Holds whether dragging is enabled along the y-axis. */\n protected yDirection: boolean;\n\n /** Flags whether the keys required to drag are pressed currently. */\n protected keyIsPressed: boolean;\n\n /** Holds whether the left, center, and right buttons are required to pan. */\n protected mouse!: [boolean, boolean, boolean];\n\n /** Underflow factor along x-axis */\n protected underflowX!: -1 | 0 | 1;\n\n /** Underflow factor along y-axis */\n protected underflowY!: -1 | 0 | 1;\n\n /** Last pointer position while panning. */\n protected last?: IPointData | null;\n\n /** The ID of the pointer currently panning the viewport. */\n protected current?: number;\n\n /** Array of event-handlers for window */\n private windowEventHandlers: Array<{event: string, handler: (e: any) => void}> = new Array();\n\n /**\n * This is called by {@link Viewport.drag}.\n */\n constructor(parent: Viewport, options = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_DRAG_OPTIONS, options);\n this.moved = false;\n this.reverse = this.options.reverse ? 1 : -1;\n this.xDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'x';\n this.yDirection = !this.options.direction || this.options.direction === 'all' || this.options.direction === 'y';\n this.keyIsPressed = false;\n\n this.parseUnderflow();\n this.mouseButtons(this.options.mouseButtons);\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger drag event\n */\n protected handleKeyPresses(codes: string[]): void\n {\n const keydownHandler = (e: KeyboardEvent) => {\n if (codes.includes(e.code))\n { this.keyIsPressed = true; }\n }\n\n const keyupHandler = (e: KeyboardEvent) => {\n if (codes.includes(e.code))\n { this.keyIsPressed = false; }\n }\n\n this.addWindowEventHandler(\"keyup\", keyupHandler);\n this.addWindowEventHandler(\"keydown\", keydownHandler);\n }\n\n private addWindowEventHandler(event: string, handler: (e: any) => void): void\n {\n window.addEventListener(event, handler);\n this.windowEventHandlers.push({event, handler});\n }\n\n public override destroy(): void\n {\n this.windowEventHandlers.forEach(({event, handler}) => {\n window.removeEventListener(event, handler);\n })\n }\n\n /**\n * initialize mousebuttons array\n * @param {string} buttons\n */\n protected mouseButtons(buttons: string): void\n {\n if (!buttons || buttons === 'all')\n {\n this.mouse = [true, true, true];\n }\n else\n {\n this.mouse = [\n buttons.indexOf('left') !== -1,\n buttons.indexOf('middle') !== -1,\n buttons.indexOf('right') !== -1\n ];\n }\n }\n\n protected parseUnderflow(): void\n {\n const clamp = this.options.underflow.toLowerCase();\n\n if (clamp === 'center')\n {\n this.underflowX = 0;\n this.underflowY = 0;\n }\n else\n {\n if (clamp.includes('left'))\n {\n this.underflowX = -1;\n }\n else if (clamp.includes('right'))\n {\n this.underflowX = 1;\n }\n else\n {\n this.underflowX = 0;\n }\n if (clamp.includes('top'))\n {\n this.underflowY = -1;\n }\n else if (clamp.includes('bottom'))\n {\n this.underflowY = 1;\n }\n else\n {\n this.underflowY = 0;\n }\n }\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n protected checkButtons(event: InteractionEvent): boolean\n {\n const isMouse = event.data.pointerType === 'mouse';\n const count = this.parent.input.count();\n\n if ((count === 1) || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n if (!isMouse || this.mouse[event.data.button])\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * @param {PIXI.InteractionEvent} event\n * @returns {boolean}\n */\n protected checkKeyPress(event: InteractionEvent): boolean\n {\n return (!this.options.keyToPress\n || this.keyIsPressed\n || (this.options.ignoreKeyToPressOnTouch && event.data.pointerType === 'touch'));\n }\n\n public down(event: InteractionEvent): boolean\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.checkButtons(event) && this.checkKeyPress(event))\n {\n this.last = { x: event.data.global.x, y: event.data.global.y };\n this.current = event.data.pointerId;\n\n return true;\n }\n this.last = null;\n\n return false;\n }\n\n get active(): boolean\n {\n return this.moved;\n }\n\n public move(event: InteractionEvent): boolean\n {\n if (this.paused || !this.options.pressDrag)\n {\n return false;\n }\n if (this.last && this.current === event.data.pointerId)\n {\n const x = event.data.global.x;\n const y = event.data.global.y;\n const count = this.parent.input.count();\n\n if (count === 1 || (count > 1 && !this.parent.plugins.get('pinch', true)))\n {\n const distX = x - this.last.x;\n const distY = y - this.last.y;\n\n if (this.moved\n || ((this.xDirection && this.parent.input.checkThreshold(distX))\n || (this.yDirection && this.parent.input.checkThreshold(distY))))\n {\n const newPoint = { x, y };\n\n if (this.xDirection)\n {\n this.parent.x += (newPoint.x - this.last.x) * this.options.factor;\n }\n if (this.yDirection)\n {\n this.parent.y += (newPoint.y - this.last.y) * this.options.factor;\n }\n this.last = newPoint;\n if (!this.moved)\n {\n this.parent.emit('drag-start', {\n event,\n screen: new Point(this.last.x, this.last.y),\n world: this.parent.toWorld(new Point(this.last.x, this.last.y)),\n viewport: this.parent\n });\n }\n this.moved = true;\n this.parent.emit('moved', { viewport: this.parent, type: 'drag' });\n\n return true;\n }\n }\n else\n {\n this.moved = false;\n }\n }\n\n return false;\n }\n\n public up(event: InteractionEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n const touches = this.parent.input.touches;\n\n if (touches.length === 1)\n {\n const pointer = touches[0];\n\n if (pointer.last)\n {\n this.last = { x: pointer.last.x, y: pointer.last.y };\n this.current = pointer.id;\n }\n this.moved = false;\n\n return true;\n }\n else if (this.last)\n {\n if (this.moved)\n {\n const screen = new Point(this.last.x, this.last.y);\n\n this.parent.emit('drag-end', {\n event, screen,\n world: this.parent.toWorld(screen),\n viewport: this.parent,\n });\n this.last = null;\n this.moved = false;\n\n return true;\n }\n }\n\n return false;\n }\n\n public wheel(event: WheelEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n if (this.options.wheel)\n {\n const wheel = this.parent.plugins.get('wheel', true);\n\n if (!wheel || (!wheel.options.wheelZoom && !event.ctrlKey))\n {\n const step = event.deltaMode ? this.options.lineHeight : 1;\n\n const deltas = [event.deltaX, event.deltaY];\n const [deltaX, deltaY] = this.options.wheelSwapAxes ? deltas.reverse() : deltas;\n\n if (this.xDirection)\n {\n this.parent.x += deltaX * step * this.options.wheelScroll * this.reverse;\n }\n if (this.yDirection)\n {\n this.parent.y += deltaY * step * this.options.wheelScroll * this.reverse;\n }\n if (this.options.clampWheel)\n {\n this.clamp();\n }\n this.parent.emit('wheel-scroll', this.parent);\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n if (!this.parent.options.passiveWheel)\n {\n event.preventDefault();\n }\n if (this.parent.options.stopPropagation)\n {\n event.stopPropagation();\n }\n\n return true;\n }\n }\n\n return false;\n }\n\n public resume(): void\n {\n this.last = null;\n this.paused = false;\n }\n\n public clamp(): void\n {\n const decelerate: Partial = this.parent.plugins.get('decelerate', true) || {};\n\n if (this.options.clampWheel !== 'y')\n {\n if (this.parent.screenWorldWidth < this.parent.screenWidth)\n {\n switch (this.underflowX)\n {\n case -1:\n this.parent.x = 0;\n break;\n case 1:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth);\n break;\n default:\n this.parent.x = (this.parent.screenWidth - this.parent.screenWorldWidth) / 2;\n }\n }\n else\n if (this.parent.left < 0)\n {\n this.parent.x = 0;\n decelerate.x = 0;\n }\n else if (this.parent.right > this.parent.worldWidth)\n {\n this.parent.x = (-this.parent.worldWidth * this.parent.scale.x) + this.parent.screenWidth;\n decelerate.x = 0;\n }\n }\n if (this.options.clampWheel !== 'x')\n {\n if (this.parent.screenWorldHeight < this.parent.screenHeight)\n {\n switch (this.underflowY)\n {\n case -1:\n this.parent.y = 0;\n break;\n case 1:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight);\n break;\n default:\n this.parent.y = (this.parent.screenHeight - this.parent.screenWorldHeight) / 2;\n }\n }\n else\n {\n if (this.parent.top < 0)\n {\n this.parent.y = 0;\n decelerate.y = 0;\n }\n if (this.parent.bottom > this.parent.worldHeight)\n {\n this.parent.y = (-this.parent.worldHeight * this.parent.scale.y) + this.parent.screenHeight;\n decelerate.y = 0;\n }\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { DisplayObject } from '@pixi/display';\nimport type { IPointData } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Follow}. */\nexport interface IFollowOptions\n{\n /**\n * Speed to follow in px/frame (0 = teleport to location)\n *\n * @default 9\n */\n speed?: number;\n\n /**\n * Set acceleration to accelerate and decelerate at this rate; speed cannot be 0 to use acceleration\n *\n * @default null\n */\n acceleration?: number | null;\n\n /**\n * Radius (in world coordinates) of center circle where movement is allowed without moving the viewport\n *\n * @default null\n */\n radius?: number | null;\n}\n\nconst DEFAULT_FOLLOW_OPTIONS: Required = {\n speed: 0,\n acceleration: null,\n radius: null\n};\n\n/**\n * Plugin to follow a display-object.\n *\n * @see Viewport.follow\n * @public\n */\nexport class Follow extends Plugin\n{\n /** The options used to initialize this plugin. */\n public readonly options: Required;\n\n /** The target this plugin will make the viewport follow. */\n public target: DisplayObject;\n\n /** The velocity provided the viewport by following, at the current time. */\n protected velocity: IPointData;\n\n /**\n * This is called by {@link Viewport.follow}.\n *\n * @param parent\n * @param target - target to follow\n * @param options\n */\n constructor(parent: Viewport, target: DisplayObject, options: IFollowOptions = {})\n {\n super(parent);\n\n this.target = target;\n this.options = Object.assign({}, DEFAULT_FOLLOW_OPTIONS, options);\n this.velocity = { x: 0, y: 0 };\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n\n const center = this.parent.center;\n let toX = this.target.x;\n let toY = this.target.y;\n\n if (this.options.radius)\n {\n const distance = Math.sqrt(Math.pow(this.target.y - center.y, 2) + Math.pow(this.target.x - center.x, 2));\n\n if (distance > this.options.radius)\n {\n const angle = Math.atan2(this.target.y - center.y, this.target.x - center.x);\n\n toX = this.target.x - (Math.cos(angle) * this.options.radius);\n toY = this.target.y - (Math.sin(angle) * this.options.radius);\n }\n else\n {\n return;\n }\n }\n\n const deltaX = toX - center.x;\n const deltaY = toY - center.y;\n\n if (deltaX || deltaY)\n {\n if (this.options.speed)\n {\n if (this.options.acceleration)\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const distance = Math.sqrt(Math.pow(deltaX, 2) + Math.pow(deltaY, 2));\n\n if (distance)\n {\n const decelerationDistance = (Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.y, 2))\n / (2 * this.options.acceleration);\n\n if (distance > decelerationDistance)\n {\n this.velocity = {\n x: Math.min(this.velocity.x + (this.options.acceleration * elapsed, this.options.speed)),\n y: Math.min(this.velocity.y + (this.options.acceleration * elapsed, this.options.speed))\n };\n }\n else\n {\n this.velocity = {\n x: Math.max(this.velocity.x - (this.options.acceleration * this.options.speed), 0),\n y: Math.max(this.velocity.y - (this.options.acceleration * this.options.speed), 0)\n };\n }\n const changeX = Math.cos(angle) * this.velocity.x;\n const changeY = Math.sin(angle) * this.velocity.y;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n const angle = Math.atan2(toY - center.y, toX - center.x);\n const changeX = Math.cos(angle) * this.options.speed;\n const changeY = Math.sin(angle) * this.options.speed;\n const x = Math.abs(changeX) > Math.abs(deltaX) ? toX : center.x + changeX;\n const y = Math.abs(changeY) > Math.abs(deltaY) ? toY : center.y + changeY;\n\n this.parent.moveCenter(x, y);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n else\n {\n this.parent.moveCenter(toX, toY);\n this.parent.emit('moved', { viewport: this.parent, type: 'follow' });\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\n\nimport type { Viewport } from '../Viewport';\nimport type { InteractionEvent } from '@pixi/interaction';\n\n/** Insets for mouse edges scrolling regions */\nexport interface IMouseEdgesInsets\n{\n /** Distance from center of screen in screen pixels */\n radius?: number | null;\n\n /** Distance from all sides in screen pixels */\n distance?: number | null;\n\n /** Alternatively, set top distance (leave unset for no top scroll) */\n top?: number | null;\n\n /** Alternatively, set bottom distance (leave unset for no top scroll) */\n bottom?: number | null;\n\n /** Alternatively, set left distance (leave unset for no top scroll) */\n left?: number | null;\n\n /** Alternatively, set right distance (leave unset for no top scroll) */\n right?: number | null;\n}\n\n/** Options for {@link MouseEdges}. */\nexport interface IMouseEdgesOptions extends IMouseEdgesInsets\n{\n /** Speed in pixels/frame to scroll viewport */\n speed?: number;\n\n /** Reverse direction of scroll */\n reverse?: boolean;\n\n /** Don't use decelerate plugin even if it's installed */\n noDecelerate?: boolean;\n\n /**\n * If using radius, use linear movement (+/- 1, +/- 1) instead of angled movement.\n *\n * (Math.cos(angle from center), Math.sin(angle from center))\n */\n linear?: boolean;\n\n /** Allows plugin to continue working even when there's a `mousedown` event. */\n allowButtons?: boolean;\n}\n\nconst MOUSE_EDGES_OPTIONS: Required = {\n radius: null,\n distance: null,\n top: null,\n bottom: null,\n left: null,\n right: null,\n speed: 8,\n reverse: false,\n noDecelerate: false,\n linear: false,\n allowButtons: false,\n};\n\n/**\n * Scroll viewport when mouse hovers near one of the edges.\n *\n * @event mouse-edge-start(Viewport) emitted when mouse-edge starts\n * @event mouse-edge-end(Viewport) emitted when mouse-edge ends\n */\nexport class MouseEdges extends Plugin\n{\n /** Options used to initialize this plugin, cannot be modified later. */\n public readonly options: Readonly>;\n\n /** Factor from reverse option. */\n protected readonly reverse: -1 | 1;\n\n /** Radius squared */\n protected readonly radiusSquared: number | null;\n\n /** Scroll region size on the left side. */\n protected left!: number | null;\n\n /** Scroll region size on the top size. */\n protected top!: number | null;\n\n /** Scroll region size on the right side. */\n protected right!: number | null;\n\n /** Scroll region size on the bottom side. */\n protected bottom!: number | null;\n\n protected horizontal?: number | null;\n\n protected vertical?: number | null;\n\n /**\n * This is called by {@link Viewport.mouseEdges}.\n */\n constructor(parent: Viewport, options: IMouseEdgesOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, MOUSE_EDGES_OPTIONS, options);\n this.reverse = this.options.reverse ? 1 : -1;\n this.radiusSquared = typeof this.options.radius === 'number' ? Math.pow(this.options.radius, 2) : null;\n\n this.resize();\n }\n\n public resize(): void\n {\n const distance = this.options.distance;\n\n if (distance !== null)\n {\n this.left = distance;\n this.top = distance;\n this.right = this.parent.screenWidth - distance;\n this.bottom = this.parent.screenHeight - distance;\n }\n else if (!this.options.radius)\n {\n this.left = this.options.left;\n this.top = this.options.top;\n this.right = this.options.right === null ? null : this.parent.screenWidth - this.options.right;\n this.bottom = this.options.bottom === null ? null : this.parent.screenHeight - this.options.bottom;\n }\n }\n\n public down(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if (!this.options.allowButtons)\n {\n this.horizontal = this.vertical = null;\n }\n\n return false;\n }\n\n public move(event: InteractionEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if ((event.data.pointerType !== 'mouse' && event.data.identifier !== 1)\n || (!this.options.allowButtons && event.data.buttons !== 0))\n {\n return false;\n }\n\n const x = event.data.global.x;\n const y = event.data.global.y;\n\n if (this.radiusSquared)\n {\n const center = this.parent.toScreen(this.parent.center);\n const distance = Math.pow(center.x - x, 2) + Math.pow(center.y - y, 2);\n\n if (distance >= this.radiusSquared)\n {\n const angle = Math.atan2(center.y - y, center.x - x);\n\n if (this.options.linear)\n {\n this.horizontal = Math.round(Math.cos(angle)) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.round(Math.sin(angle)) * this.options.speed * this.reverse * (60 / 1000);\n }\n else\n {\n this.horizontal = Math.cos(angle) * this.options.speed * this.reverse * (60 / 1000);\n this.vertical = Math.sin(angle) * this.options.speed * this.reverse * (60 / 1000);\n }\n }\n else\n {\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n\n this.horizontal = this.vertical = 0;\n }\n }\n else\n {\n if (this.left !== null && x < this.left)\n {\n this.horizontal = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.right !== null && x > this.right)\n {\n this.horizontal = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateHorizontal();\n this.horizontal = 0;\n }\n if (this.top !== null && y < this.top)\n {\n this.vertical = Number(this.reverse) * this.options.speed * (60 / 1000);\n }\n else if (this.bottom !== null && y > this.bottom)\n {\n this.vertical = -1 * this.reverse * this.options.speed * (60 / 1000);\n }\n else\n {\n this.decelerateVertical();\n this.vertical = 0;\n }\n }\n\n return false;\n }\n\n private decelerateHorizontal(): void\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.horizontal && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ x: (this.horizontal * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n private decelerateVertical(): void\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (this.vertical && decelerate && !this.options.noDecelerate)\n {\n decelerate.activate({ y: (this.vertical * this.options.speed * this.reverse) / (1000 / 60) });\n }\n }\n\n public up(): boolean\n {\n if (this.paused)\n {\n return false;\n }\n if (this.horizontal)\n {\n this.decelerateHorizontal();\n }\n if (this.vertical)\n {\n this.decelerateVertical();\n }\n this.horizontal = this.vertical = null;\n\n return false;\n }\n\n public update(): void\n {\n if (this.paused)\n {\n return;\n }\n\n if (this.horizontal || this.vertical)\n {\n const center = this.parent.center;\n\n if (this.horizontal)\n {\n center.x += this.horizontal * this.options.speed;\n }\n if (this.vertical)\n {\n center.y += this.vertical * this.options.speed;\n }\n\n this.parent.moveCenter(center);\n this.parent.emit('moved', { viewport: this.parent, type: 'mouse-edges' });\n }\n }\n}\n","import { Plugin } from './Plugin';\nimport { Point } from '@pixi/math';\n\nimport type { IPointData } from '@pixi/math';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { IViewportTouch } from '../InputManager';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Pinch}. */\nexport interface IPinchOptions\n{\n /** Disable two-finger dragging. */\n noDrag?: boolean;\n\n /**\n * Percent to modify pinch speed.\n *\n * @default 1\n */\n percent?: number;\n\n /**\n * Factor to multiply two-finger drag to increase speed of movement\n *\n * @default 1\n */\n factor?: number;\n\n /** Place this point at center during zoom instead of center of two fingers */\n center?: Point | null;\n\n /** Axis to zoom */\n axis?: 'all' | 'x' | 'y';\n}\n\nconst DEFAULT_PINCH_OPTIONS: Required = {\n noDrag: false,\n percent: 1,\n center: null,\n factor: 1,\n axis: 'all',\n};\n\n/**\n * Plugin for enabling two-finger pinching (or dragging).\n *\n * @public\n */\nexport class Pinch extends Plugin\n{\n /** Options used to initialize this plugin. */\n public readonly options: Required;\n\n /** Flags whether this plugin is active, i.e. a pointer is down on the viewport. */\n public active = false;\n\n /** Flags whether the viewport is being pinched. */\n public pinching = false;\n\n protected moved = false;\n protected lastCenter?: IPointData | null;\n\n /**\n * This is called by {@link Viewport.pinch}.\n */\n constructor(parent: Viewport, options: IPinchOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_PINCH_OPTIONS, options);\n }\n\n public down(): boolean\n {\n if (this.parent.input.count() >= 2)\n {\n this.active = true;\n\n return true;\n }\n\n return false;\n }\n\n public isAxisX(): boolean\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n public isAxisY(): boolean\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n public move(e: InteractionEvent): boolean\n {\n if (this.paused || !this.active)\n {\n return false;\n }\n\n const x = e.data.global.x;\n const y = e.data.global.y;\n\n const pointers = this.parent.input.touches;\n\n if (pointers.length >= 2)\n {\n const first = pointers[0] as IViewportTouch;\n const second = pointers[1] as IViewportTouch;\n const last = (first.last && second.last)\n ? Math.sqrt(Math.pow(second.last.x - first.last.x, 2) + Math.pow(second.last.y - first.last.y, 2))\n : null;\n\n if (first.id === e.data.pointerId)\n {\n first.last = { x, y, data: e.data } as IPointData;\n }\n else if (second.id === e.data.pointerId)\n {\n second.last = { x, y, data: e.data } as IPointData;\n }\n if (last)\n {\n let oldPoint: IPointData | undefined;\n\n const point = {\n x: (first.last as IPointData).x\n + (((second.last as IPointData).x - (first.last as IPointData).x) / 2),\n y: (first.last as IPointData).y\n + (((second.last as IPointData).y - (first.last as IPointData).y) / 2),\n };\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n let dist = Math.sqrt(Math.pow(\n (second.last as IPointData).x - (first.last as IPointData).x, 2)\n + Math.pow((second.last as IPointData).y - (first.last as IPointData).y, 2));\n\n dist = dist === 0 ? dist = 0.0000000001 : dist;\n\n const change = (1 - (last / dist)) * this.options.percent\n * (this.isAxisX() ? this.parent.scale.x : this.parent.scale.y);\n\n if (this.isAxisX())\n {\n this.parent.scale.x += change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'pinch', center: point });\n\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += (point.x - newPoint.x) * this.options.factor;\n this.parent.y += (point.y - newPoint.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n if (!this.options.noDrag && this.lastCenter)\n {\n this.parent.x += (point.x - this.lastCenter.x) * this.options.factor;\n this.parent.y += (point.y - this.lastCenter.y) * this.options.factor;\n this.parent.emit('moved', { viewport: this.parent, type: 'pinch' });\n }\n\n this.lastCenter = point;\n this.moved = true;\n }\n else if (!this.pinching)\n {\n this.parent.emit('pinch-start', this.parent);\n this.pinching = true;\n }\n\n return true;\n }\n\n return false;\n }\n\n public up(): boolean\n {\n if (this.pinching)\n {\n if (this.parent.input.touches.length <= 1)\n {\n this.active = false;\n this.lastCenter = null;\n this.pinching = false;\n this.moved = false;\n this.parent.emit('pinch-end', this.parent);\n\n return true;\n }\n }\n\n return false;\n }\n}\n","import { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Viewport } from '../Viewport';\n\nexport interface ISnapOptions\n{\n /** snap to the top-left of viewport instead of center */\n topLeft?: boolean;\n\n /**\n * Friction/frame to apply if decelerate is active\n *\n * @default 0.8\n */\n friction?: number;\n\n /**\n * @default 1000\n */\n time?: number;\n\n /** Easing function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /**\n * Pause snapping with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Removes this plugin after snapping is complete\n *\n * @default false\n */\n removeOnComplete?: boolean;\n\n /**\n * Removes this plugin if interrupted by any user input\n *\n * @default false\n */\n removeOnInterrupt?: boolean;\n\n /**\n * Starts the snap immediately regardless of whether the viewport is at the desired location\n *\n * @default false\n */\n forceStart?: boolean;\n}\n\nconst DEFAULT_SNAP_OPTIONS: Required = {\n topLeft: false,\n friction: 0.8,\n time: 1000,\n ease: 'easeInOutSine',\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false\n};\n\n/**\n * @event snap-start(Viewport) emitted each time a snap animation starts\n * @event snap-restart(Viewport) emitted each time a snap resets because of a change in viewport size\n * @event snap-end(Viewport) emitted each time snap reaches its target\n * @event snap-remove(Viewport) emitted if snap plugin is removed\n */\nexport class Snap extends Plugin\n{\n public readonly options: Required;\n public ease?: any;\n public x: number;\n public y: number;\n\n protected percent?: number;\n protected snapping?: { time: number } | null;\n protected deltaX?: number;\n protected deltaY?: number;\n protected startX?: number;\n protected startY?: number;\n\n /**\n * This is called by {@link Viewport.snap}.\n */\n constructor(parent: Viewport, x: number, y: number, options: ISnapOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_SNAP_OPTIONS, options);\n this.ease = ease(options.ease, 'easeInOutSine');\n this.x = x;\n this.y = y;\n\n if (this.options.forceStart)\n {\n this.snapStart();\n }\n }\n\n public snapStart(): void\n {\n this.percent = 0;\n this.snapping = { time: 0 };\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n this.deltaX = this.x - current.x;\n this.deltaY = this.y - current.y;\n this.startX = current.x;\n this.startY = current.y;\n this.parent.emit('snap-start', this.parent);\n }\n\n public wheel(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n\n return false;\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n public up(): boolean\n {\n if (this.parent.input.count() === 0)\n {\n const decelerate = this.parent.plugins.get('decelerate', true);\n\n if (decelerate && (decelerate.x || decelerate.y))\n {\n decelerate.percentChangeX = decelerate.percentChangeY = this.options.friction;\n }\n }\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n if (!this.snapping)\n {\n const current = this.options.topLeft ? this.parent.corner : this.parent.center;\n\n if (current.x !== this.x || current.y !== this.y)\n {\n this.snapStart();\n }\n }\n else\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n let finished;\n let x;\n let y;\n\n const startX = this.startX as number;\n const startY = this.startY as number;\n const deltaX = this.deltaX as number;\n const deltaY = this.deltaY as number;\n\n if (snapping.time > this.options.time)\n {\n finished = true;\n x = startX + deltaX;\n y = startY + deltaY;\n }\n else\n {\n const percent = this.ease(snapping.time, 0, 1, this.options.time);\n\n x = startX + (deltaX * percent);\n y = startY + (deltaY * percent);\n }\n if (this.options.topLeft)\n {\n this.parent.moveCorner(x, y);\n }\n else\n {\n this.parent.moveCenter(x, y);\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'snap' });\n\n if (finished)\n {\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap');\n }\n this.parent.emit('snap-end', this.parent);\n this.snapping = null;\n }\n }\n }\n}\n","import { Plugin } from './Plugin';\nimport ease from '../ease';\n\nimport type { Point } from '@pixi/math';\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link SnapZoom}. */\nexport interface ISnapZoomOptions\n{\n /** the desired width to snap (to maintain aspect ratio, choose only width or height) */\n width?: number;\n\n /** the desired height to snap (to maintain aspect ratio, choose only width or height) */\n height?: number;\n\n /**\n * time for snapping in ms\n *\n * @default 1000\n */\n time?: number;\n\n /** ease function or name (see http://easings.net/ for supported names) */\n ease?: any;\n\n /** Place this point at center during zoom instead of center of the viewport */\n center?: Point | null;\n\n /**\n * Pause snapping with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Removes this plugin after snapping is complete\n *\n * @default false\n */\n removeOnComplete?: boolean;\n\n /**\n * Removes this plugin if interrupted by any user input\n *\n * @default false\n */\n removeOnInterrupt?: boolean;\n\n /**\n * Starts the snap immediately regardless of whether the viewport is at the desired zoom\n *\n * @default false\n */\n forceStart?: boolean;\n\n /**\n * Zoom but do not move\n *\n * @default false\n */\n noMove?: boolean;\n}\n\nconst DEFAULT_SNAP_ZOOM_OPTIONS: Required = {\n width: 0,\n height: 0,\n time: 1000,\n ease: 'easeInOutSine',\n center: null,\n interrupt: true,\n removeOnComplete: false,\n removeOnInterrupt: false,\n forceStart: false,\n noMove: false\n};\n\n/**\n * @event snap-zoom-start(Viewport) emitted each time a fit animation starts\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n * @event snap-zoom-end(Viewport) emitted each time fit reaches its target\n */\nexport class SnapZoom extends Plugin\n{\n public readonly options: Required;\n\n protected ease: any;\n protected xScale: number;\n protected yScale: number;\n protected xIndependent: boolean;\n protected yIndependent: boolean;\n protected snapping?: {\n time: number;\n startX: number;\n startY: number;\n deltaX: number;\n deltaY: number;\n } | null;\n\n /**\n * This is called by {@link Viewport.snapZoom}.\n */\n constructor(parent: Viewport, options: ISnapZoomOptions = {})\n {\n super(parent);\n\n this.options = Object.assign({}, DEFAULT_SNAP_ZOOM_OPTIONS, options);\n this.ease = ease(this.options.ease);\n\n // Assign defaults for typescript.\n this.xIndependent = false;\n this.yIndependent = false;\n this.xScale = 0;\n this.yScale = 0;\n\n if (this.options.width > 0)\n {\n this.xScale = parent.screenWidth / this.options.width;\n this.xIndependent = true;\n }\n if (this.options.height > 0)\n {\n this.yScale = parent.screenHeight / this.options.height;\n this.yIndependent = true;\n }\n\n this.xScale = this.xIndependent ? (this.xScale as number) : (this.yScale as number);\n this.yScale = this.yIndependent ? (this.yScale as number) : this.xScale;\n\n if (this.options.time === 0)\n {\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.x = this.xScale;\n\n // TODO: Fix this\n // @ts-expect-error todo\n parent.container.scale.y = this.yScale;\n\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n }\n else if (options.forceStart)\n {\n this.createSnapping();\n }\n }\n\n private createSnapping(): void\n {\n const startWorldScreenWidth = this.parent.worldScreenWidth;\n const startWorldScreenHeight = this.parent.worldScreenHeight;\n const endWorldScreenWidth = this.parent.screenWidth / this.xScale;\n const endWorldScreenHeight = this.parent.screenHeight / this.yScale;\n\n this.snapping = {\n time: 0,\n startX: startWorldScreenWidth,\n startY: startWorldScreenHeight,\n deltaX: endWorldScreenWidth - startWorldScreenWidth,\n deltaY: endWorldScreenHeight - startWorldScreenHeight\n };\n\n this.parent.emit('snap-zoom-start', this.parent);\n }\n\n public resize(): void\n {\n this.snapping = null;\n\n if (this.options.width > 0)\n {\n this.xScale = this.parent.screenWidth / this.options.width;\n }\n if (this.options.height > 0)\n {\n this.yScale = this.parent.screenHeight / this.options.height;\n }\n this.xScale = this.xIndependent ? this.xScale : this.yScale;\n this.yScale = this.yIndependent ? this.yScale : this.xScale;\n }\n\n public wheel(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n\n return false;\n }\n\n public down(): boolean\n {\n if (this.options.removeOnInterrupt)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n else if (this.options.interrupt)\n {\n this.snapping = null;\n }\n\n return false;\n }\n\n public update(elapsed: number): void\n {\n if (this.paused)\n {\n return;\n }\n if (this.options.interrupt && this.parent.input.count() !== 0)\n {\n return;\n }\n\n let oldCenter: Point | undefined;\n\n if (!this.options.center && !this.options.noMove)\n {\n oldCenter = this.parent.center;\n }\n if (!this.snapping)\n {\n if (this.parent.scale.x !== this.xScale || this.parent.scale.y !== this.yScale)\n {\n this.createSnapping();\n }\n }\n else if (this.snapping)\n {\n const snapping = this.snapping;\n\n snapping.time += elapsed;\n\n if (snapping.time >= this.options.time)\n {\n this.parent.scale.set(this.xScale, this.yScale);\n if (this.options.removeOnComplete)\n {\n this.parent.plugins.remove('snap-zoom');\n }\n this.parent.emit('snap-zoom-end', this.parent);\n this.snapping = null;\n }\n else\n {\n const snapping = this.snapping;\n const worldScreenWidth = this.ease(snapping.time, snapping.startX, snapping.deltaX, this.options.time);\n const worldScreenHeight = this.ease(snapping.time, snapping.startY, snapping.deltaY, this.options.time);\n\n this.parent.scale.x = this.parent.screenWidth / worldScreenWidth;\n this.parent.scale.y = this.parent.screenHeight / worldScreenHeight;\n }\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (!this.options.noMove)\n {\n if (!this.options.center)\n {\n this.parent.moveCenter(oldCenter as Point);\n }\n else\n {\n this.parent.moveCenter(this.options.center);\n }\n }\n }\n }\n\n public resume(): void\n {\n this.snapping = null;\n super.resume();\n }\n}\n","import { Plugin } from './Plugin';\nimport { IPointData, Point } from '@pixi/math';\n\nimport type { Viewport } from '../Viewport';\n\n/** Options for {@link Wheel}. */\nexport interface IWheelOptions\n{\n /**\n * Percent to scroll with each spin\n *\n * @default 0.1\n */\n percent?: number;\n\n /**\n * smooth the zooming by providing the number of frames to zoom between wheel spins\n *\n * @default false\n */\n smooth?: false | number;\n\n /**\n * Stop smoothing with any user input on the viewport\n *\n * @default true\n */\n interrupt?: boolean;\n\n /**\n * Reverse the direction of the scroll\n *\n * @default false\n */\n reverse?: boolean;\n\n /**\n * Place this point at center during zoom instead of current mouse position\n *\n * @default null\n */\n center?: Point | null;\n\n /**\n * Scaling factor for non-DOM_DELTA_PIXEL scrolling events\n *\n * @default 20\n */\n lineHeight?: number;\n\n /**\n * Axis to zoom\n *\n * @default 'all'\n */\n axis?: 'all' | 'x' | 'y';\n\n /**\n * Array containing {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of\n * keys that can be pressed for the zoom to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n *\n * @default null\n */\n keyToPress?: string[] | null;\n\n /**\n * pinch the trackpad to zoom\n */\n trackpadPinch?: boolean;\n\n /**\n * zooms on wheel spin (use this as an alternative to drag.options.wheel)\n */\n wheelZoom?: boolean;\n}\n\nconst DEFAULT_WHEEL_OPTIONS: Required = {\n percent: 0.1,\n smooth: false,\n interrupt: true,\n reverse: false,\n center: null,\n lineHeight: 20,\n axis: 'all',\n keyToPress: null,\n trackpadPinch: false,\n wheelZoom: true,\n};\n\n/**\n * Plugin for handling wheel scrolling for viewport zoom.\n *\n * @event wheel({wheel: {dx, dy, dz}, event, viewport})\n */\nexport class Wheel extends Plugin\n{\n public readonly options: Required;\n\n protected smoothing?: IPointData | null;\n protected smoothingCenter?: Point | null;\n protected smoothingCount?: number;\n\n /** Flags whether the keys required to zoom are pressed currently. */\n protected keyIsPressed: boolean;\n\n /**\n * This is called by {@link Viewport.wheel}.\n */\n constructor(parent: Viewport, options: IWheelOptions = {})\n {\n super(parent);\n this.options = Object.assign({}, DEFAULT_WHEEL_OPTIONS, options);\n this.keyIsPressed = false;\n\n if (this.options.keyToPress)\n {\n this.handleKeyPresses(this.options.keyToPress);\n }\n }\n\n /**\n * Handles keypress events and set the keyIsPressed boolean accordingly\n *\n * @param {array} codes - key codes that can be used to trigger zoom event\n */\n protected handleKeyPresses(codes: string[]): void\n {\n window.addEventListener('keydown', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = true;\n }\n });\n\n window.addEventListener('keyup', (e) =>\n {\n if (codes.includes(e.code))\n {\n this.keyIsPressed = false;\n }\n });\n }\n\n protected checkKeyPress(): boolean\n {\n return !this.options.keyToPress || this.keyIsPressed;\n }\n\n public down(): boolean\n {\n if (this.options.interrupt)\n {\n this.smoothing = null;\n }\n\n return false;\n }\n\n protected isAxisX(): boolean\n {\n return ['all', 'x'].includes(this.options.axis);\n }\n\n protected isAxisY(): boolean\n {\n return ['all', 'y'].includes(this.options.axis);\n }\n\n public update(): void\n {\n if (this.smoothing)\n {\n const point = this.smoothingCenter;\n const change = this.smoothing;\n let oldPoint;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point as IPointData);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x += change.x;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y += change.y;\n }\n\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += (point as IPointData).x - newPoint.x;\n this.parent.y += (point as IPointData).y - newPoint.y;\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n (this.smoothingCount as number)++;\n\n if ((this.smoothingCount as number) >= this.options.smooth)\n {\n this.smoothing = null;\n }\n }\n }\n\n private pinch(e: WheelEvent)\n {\n if (this.paused)\n {\n return;\n }\n\n const point = this.parent.input.getPointerPosition(e);\n const step = -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 200;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n let oldPoint: IPointData | undefined;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n public wheel(e: WheelEvent): boolean\n {\n if (this.paused)\n {\n return false;\n }\n\n if (!this.checkKeyPress())\n {\n return false;\n }\n\n if (e.ctrlKey && this.options.trackpadPinch)\n {\n this.pinch(e);\n }\n else if (this.options.wheelZoom)\n {\n const point = this.parent.input.getPointerPosition(e);\n const sign = this.options.reverse ? -1 : 1;\n const step = sign * -e.deltaY * (e.deltaMode ? this.options.lineHeight : 1) / 500;\n const change = Math.pow(2, (1 + this.options.percent) * step);\n\n if (this.options.smooth)\n {\n const original = {\n x: this.smoothing ? this.smoothing.x * (this.options.smooth - (this.smoothingCount as number)) : 0,\n y: this.smoothing ? this.smoothing.y * (this.options.smooth - (this.smoothingCount as number)) : 0\n };\n\n this.smoothing = {\n x: (((this.parent.scale.x + original.x) * change) - this.parent.scale.x) / this.options.smooth,\n y: (((this.parent.scale.y + original.y) * change) - this.parent.scale.y) / this.options.smooth,\n };\n this.smoothingCount = 0;\n this.smoothingCenter = point;\n }\n else\n {\n let oldPoint: IPointData | undefined;\n\n if (!this.options.center)\n {\n oldPoint = this.parent.toLocal(point);\n }\n if (this.isAxisX())\n {\n this.parent.scale.x *= change;\n }\n if (this.isAxisY())\n {\n this.parent.scale.y *= change;\n }\n this.parent.emit('zoomed', { viewport: this.parent, type: 'wheel' });\n const clamp = this.parent.plugins.get('clamp-zoom', true);\n\n if (clamp)\n {\n clamp.clamp();\n }\n if (this.options.center)\n {\n this.parent.moveCenter(this.options.center);\n }\n else\n {\n const newPoint = this.parent.toGlobal(oldPoint as IPointData);\n\n this.parent.x += point.x - newPoint.x;\n this.parent.y += point.y - newPoint.y;\n }\n }\n\n this.parent.emit('moved', { viewport: this.parent, type: 'wheel' });\n this.parent.emit('wheel',\n { wheel: { dx: e.deltaX, dy: e.deltaY, dz: e.deltaZ }, event: e, viewport: this.parent });\n }\n\n return !this.parent.options.passiveWheel;\n }\n}\n","import { Point, Rectangle } from '@pixi/math';\n\nimport type { IPointData } from '@pixi/math';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from './Viewport';\n\nexport interface IViewportTouch\n{\n id: number;\n last: IPointData | null;\n}\n\n/**\n * Handles all input for Viewport\n *\n * @internal\n * @ignore\n * @private\n */\nexport class InputManager\n{\n public readonly viewport: Viewport;\n\n public clickedAvailable?: boolean;\n public isMouseDown?: boolean;\n public last?: Point | null;\n public wheelFunction?: (e: WheelEvent) => void;\n /** List of active touches on viewport */\n public touches: IViewportTouch[];\n\n constructor(viewport: Viewport)\n {\n this.viewport = viewport;\n this.touches = [];\n\n this.addListeners();\n }\n\n /** Add input listeners */\n private addListeners()\n {\n this.viewport.interactive = true;\n if (!this.viewport.forceHitArea)\n {\n this.viewport.hitArea = new Rectangle(0, 0, this.viewport.worldWidth, this.viewport.worldHeight);\n }\n this.viewport.on('pointerdown', this.down, this);\n this.viewport.on('pointermove', this.move, this);\n this.viewport.on('pointerup', this.up, this);\n this.viewport.on('pointerupoutside', this.up, this);\n this.viewport.on('pointercancel', this.up, this);\n this.viewport.on('pointerout', this.up, this);\n this.wheelFunction = (e) => this.handleWheel(e);\n this.viewport.options.divWheel.addEventListener(\n 'wheel',\n this.wheelFunction as any,\n { passive: this.viewport.options.passiveWheel });\n this.isMouseDown = false;\n }\n\n /**\n * Removes all event listeners from viewport\n * (useful for cleanup of wheel when removing viewport)\n */\n public destroy(): void\n {\n this.viewport.options.divWheel.removeEventListener('wheel', this.wheelFunction as any);\n }\n\n /**\n * handle down events for viewport\n *\n * @param {PIXI.InteractionEvent} event\n */\n public down(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = true;\n }\n else if (!this.get(event.data.pointerId))\n {\n this.touches.push({ id: event.data.pointerId, last: null });\n }\n if (this.count() === 1)\n {\n this.last = event.data.global.clone();\n\n // clicked event does not fire if viewport is decelerating or bouncing\n const decelerate = this.viewport.plugins.get('decelerate', true);\n const bounce = this.viewport.plugins.get('bounce', true);\n\n if ((!decelerate || !decelerate.isActive()) && (!bounce || !bounce.isActive()))\n {\n this.clickedAvailable = true;\n }\n else\n {\n this.clickedAvailable = false;\n }\n }\n else\n {\n this.clickedAvailable = false;\n }\n\n const stop = this.viewport.plugins.down(event);\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Clears all pointer events */\n public clear(): void\n {\n this.isMouseDown = false;\n this.touches = [];\n this.last = null;\n }\n\n /**\n * @param {number} change\n * @returns whether change exceeds threshold\n */\n public checkThreshold(change: number): boolean\n {\n if (Math.abs(change) >= this.viewport.threshold)\n {\n return true;\n }\n\n return false;\n }\n\n /** Handle move events for viewport */\n public move(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n const stop = this.viewport.plugins.move(event);\n\n if (this.clickedAvailable && this.last)\n {\n const distX = event.data.global.x - this.last.x;\n const distY = event.data.global.y - this.last.y;\n\n if (this.checkThreshold(distX) || this.checkThreshold(distY))\n {\n this.clickedAvailable = false;\n }\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Handle up events for viewport */\n public up(event: InteractionEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n if (event.data.pointerType === 'mouse')\n {\n this.isMouseDown = false;\n }\n\n if (event.data.pointerType !== 'mouse')\n {\n this.remove(event.data.pointerId);\n }\n\n const stop = this.viewport.plugins.up(event);\n\n if (this.clickedAvailable && this.count() === 0 && this.last)\n {\n this.viewport.emit('clicked', {\n event,\n screen: this.last,\n world: this.viewport.toWorld(this.last),\n viewport: this\n });\n this.clickedAvailable = false;\n }\n\n if (stop && this.viewport.options.stopPropagation)\n {\n event.stopPropagation();\n }\n }\n\n /** Gets pointer position if this.interaction is set */\n public getPointerPosition(event: WheelEvent): Point\n {\n const point = new Point();\n\n if (this.viewport.options.interaction)\n {\n this.viewport.options.interaction.mapPositionToPoint(point, event.clientX, event.clientY);\n }\n else if (this.viewport.options.useDivWheelForInputManager && this.viewport.options.divWheel)\n {\n const rect = this.viewport.options.divWheel.getBoundingClientRect();\n\n point.x = event.clientX - rect.left;\n point.y = event.clientY - rect.top;\n }\n else\n {\n point.x = event.clientX;\n point.y = event.clientY;\n }\n\n return point;\n }\n\n /** Handle wheel events */\n public handleWheel(event: WheelEvent): void\n {\n if (this.viewport.pause || !this.viewport.worldVisible)\n {\n return;\n }\n\n // do not handle events coming from other elements\n if (this.viewport.options.interaction\n && (this.viewport.options.interaction as any).interactionDOMElement !== event.target)\n {\n return;\n }\n\n // only handle wheel events where the mouse is over the viewport\n const point = this.viewport.toLocal(this.getPointerPosition(event));\n\n if (this.viewport.left <= point.x\n && point.x <= this.viewport.right\n && this.viewport.top <= point.y\n && point.y <= this.viewport.bottom)\n {\n const stop = this.viewport.plugins.wheel(event);\n\n if (stop && !this.viewport.options.passiveWheel)\n {\n event.preventDefault();\n }\n }\n }\n\n public pause(): void\n {\n this.touches = [];\n this.isMouseDown = false;\n }\n\n /** Get touch by id */\n public get(id: number): IViewportTouch | null\n {\n for (const touch of this.touches)\n {\n if (touch.id === id)\n {\n return touch;\n }\n }\n\n return null;\n }\n\n /** Remove touch by number */\n remove(id: number): void\n {\n for (let i = 0; i < this.touches.length; i++)\n {\n if (this.touches[i].id === id)\n {\n this.touches.splice(i, 1);\n\n return;\n }\n }\n }\n\n /**\n * @returns {number} count of mouse/touch pointers that are down on the viewport\n */\n count(): number\n {\n return (this.isMouseDown ? 1 : 0) + this.touches.length;\n }\n}\n","import type {\n Animate,\n Bounce,\n Clamp,\n ClampZoom,\n Decelerate,\n Drag,\n Follow,\n MouseEdges,\n Pinch,\n Plugin,\n Snap,\n SnapZoom,\n Wheel,\n} from './plugins';\nimport type { InteractionEvent } from '@pixi/interaction';\nimport type { Viewport } from './Viewport';\n\nconst PLUGIN_ORDER = [\n 'drag',\n 'pinch',\n 'wheel',\n 'follow',\n 'mouse-edges',\n 'decelerate',\n 'animate',\n 'bounce',\n 'snap-zoom',\n 'clamp-zoom',\n 'snap',\n 'clamp',\n];\n\n/**\n * Use this to access current plugins or add user-defined plugins\n *\n * @public\n */\nexport class PluginManager\n{\n /** Maps mounted plugins by their type */\n public plugins: Partial>;\n\n /**\n * List of plugins mounted\n *\n * This list is kept sorted by the internal priority of plugins (hard-coded).\n */\n public list: Array;\n\n /** The viewport using the plugins managed by `this`. */\n public readonly viewport: Viewport;\n\n /** This is called by {@link Viewport} to initialize the {@link Viewport.plugins plugins}. */\n constructor(viewport: Viewport)\n {\n this.viewport = viewport;\n this.list = [];\n this.plugins = {};\n }\n\n /**\n * Inserts a named plugin or a user plugin into the viewport\n * default plugin order: 'drag', 'pinch', 'wheel', 'follow', 'mouse-edges', 'decelerate', 'bounce',\n * 'snap-zoom', 'clamp-zoom', 'snap', 'clamp'\n *\n * @param {string} name of plugin\n * @param {Plugin} plugin - instantiated Plugin class\n * @param {number} index to insert userPlugin (otherwise inserts it at the end)\n */\n public add(name: string, plugin: Plugin, index: number = PLUGIN_ORDER.length)\n {\n\n const oldPlugin = this.plugins[name];\n\n if (oldPlugin)\n {\n oldPlugin.destroy();\n }\n\n this.plugins[name] = plugin;\n\n const current = PLUGIN_ORDER.indexOf(name);\n\n if (current !== -1)\n {\n PLUGIN_ORDER.splice(current, 1);\n }\n\n PLUGIN_ORDER.splice(index, 0, name);\n this.sort();\n }\n\n public get(name: 'animate', ignorePaused?: boolean): Animate | undefined | null;\n public get(name: 'bounce', ignorePaused?: boolean): Bounce | undefined | null;\n public get(name: 'clamp', ignorePaused?: boolean): Clamp | undefined | null;\n public get(name: 'clamp-zoom', ignorePaused?: boolean): ClampZoom | undefined | null;\n public get(name: 'decelerate', ignorePaused?: boolean): Decelerate | undefined | null;\n public get(name: 'drag', ignorePaused?: boolean): Drag | undefined | null;\n public get(name: 'follow', ignorePaused?: boolean): Follow | undefined | null;\n public get(name: 'mouse-edges', ignorePaused?: boolean): MouseEdges | undefined | null;\n public get(name: 'pinch', ignorePaused?: boolean): Pinch | undefined | null;\n public get(name: 'snap', ignorePaused?: boolean): Snap | undefined | null;\n public get(name: 'snap-zoom', ignorePaused?: boolean): SnapZoom | undefined | null;\n public get(name: 'wheel', ignorePaused?: boolean): Wheel | undefined | null;\n public get(name: string, ignorePaused?: boolean): T | undefined | null;\n\n /**\n * Get plugin\n *\n * @param {string} name of plugin\n * @param {boolean} [ignorePaused] return null if plugin is paused\n */\n public get(name: string, ignorePaused?: boolean): T | undefined | null\n {\n if (ignorePaused)\n {\n if (this.plugins[name]?.paused)\n {\n return null;\n }\n }\n\n return this.plugins[name] as T;\n }\n\n /**\n * Update all active plugins\n *\n * @internal\n * @ignore\n * @param {number} elapsed type in milliseconds since last update\n */\n public update(elapsed: number): void\n {\n for (const plugin of this.list)\n {\n plugin.update(elapsed);\n }\n }\n\n /**\n * Resize all active plugins\n *\n * @internal\n * @ignore\n */\n public resize(): void\n {\n for (const plugin of this.list)\n {\n plugin.resize();\n }\n }\n\n /** Clamps and resets bounce and decelerate (as needed) after manually moving viewport */\n public reset(): void\n {\n for (const plugin of this.list)\n {\n plugin.reset();\n }\n }\n\n /** removes all installed plugins */\n public removeAll(): void\n {\n this.list.forEach((plugin) => {\n plugin.destroy();\n })\n this.plugins = {};\n this.sort();\n }\n\n /**\n * Removes installed plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public remove(name: string): void\n {\n if (this.plugins[name])\n {\n this.plugins[name]?.destroy();\n delete this.plugins[name];\n this.viewport.emit(`${name}-remove`);\n this.sort();\n }\n }\n\n /**\n * Pause plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public pause(name: string): void\n {\n this.plugins[name]?.pause();\n }\n\n /**\n * Resume plugin\n *\n * @param {string} name of plugin (e.g., 'drag', 'pinch')\n */\n public resume(name: string): void\n {\n this.plugins[name]?.resume();\n }\n\n /**\n * Sort plugins according to PLUGIN_ORDER\n *\n * @internal\n * @ignore\n */\n public sort()\n {\n this.list = [];\n\n for (const plugin of PLUGIN_ORDER)\n {\n if (this.plugins[plugin])\n {\n this.list.push(this.plugins[plugin] as Plugin);\n }\n }\n }\n\n /**\n * Handle down for all plugins\n *\n * @internal\n * @ignore\n */\n public down(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.down(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle move for all plugins\n *\n * @internal\n * @ignore\n */\n public move(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.viewport.plugins.list)\n {\n if (plugin.move(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle up for all plugins\n *\n * @internal\n * @ignore\n */\n public up(event: InteractionEvent): boolean\n {\n let stop = false;\n\n for (const plugin of this.list)\n {\n if (plugin.up(event))\n {\n stop = true;\n }\n }\n\n return stop;\n }\n\n /**\n * Handle wheel event for all plugins\n *\n * @internal\n * @ignore\n */\n public wheel(e: WheelEvent): boolean\n {\n let result = false;\n\n for (const plugin of this.list)\n {\n if (plugin.wheel(e))\n {\n result = true;\n }\n }\n\n return result;\n }\n}\n","import { Container } from '@pixi/display';\nimport { IPointData, Point, Rectangle } from '@pixi/math';\nimport { Ticker } from '@pixi/ticker';\n\nimport { InputManager } from './InputManager';\nimport { PluginManager } from './PluginManager';\nimport {\n Animate, IAnimateOptions,\n Bounce, IBounceOptions,\n Clamp, IClampOptions,\n ClampZoom, IClampZoomOptions,\n Decelerate, IDecelerateOptions,\n Drag, IDragOptions,\n Follow, IFollowOptions,\n MouseEdges, IMouseEdgesOptions,\n Pinch, IPinchOptions,\n Snap, ISnapOptions,\n SnapZoom, ISnapZoomOptions,\n Wheel, IWheelOptions,\n} from './plugins';\n\nimport type { DisplayObject, IDestroyOptions } from '@pixi/display';\nimport type { IHitArea, InteractionManager } from '@pixi/interaction';\n\n/** Options for {@link Viewport}. */\nexport interface IViewportOptions\n{\n /** @default window.innerWidth */\n screenWidth?: number;\n\n /** @default window.innerHeight */\n screenHeight?: number;\n\n /** @default this.width */\n worldWidth?: number | null;\n\n /** @default this.height */\n worldHeight?: number | null;\n\n /**\n * Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event\n *\n * @default 5\n */\n threshold?: number;\n\n /**\n * Whether the 'wheel' event is set to passive (note: if false, e.preventDefault() will be called when wheel\n * is used over the viewport)\n *\n * @default true\n */\n passiveWheel?: boolean;\n\n /**\n * Whether to stopPropagation of events that impact the viewport (except wheel events, see options.passiveWheel)\n */\n stopPropagation?: boolean;\n\n /**\n * Change the default hitArea from world size to a new value\n */\n forceHitArea?: Rectangle | null;\n\n /**\n * Set this if you want to manually call update() function on each frame\n *\n * @default false\n */\n noTicker?: boolean;\n\n /**\n * InteractionManager, available from instantiated `WebGLRenderer/CanvasRenderer.plugins.interaction`\n *\n * It's used to calculate pointer postion relative to canvas location on screen\n */\n interaction?: InteractionManager | null;\n\n /**\n * Remove oncontextmenu=() => {} from the divWheel element\n */\n disableOnContextMenu?: boolean;\n\n /**\n * div to attach the wheel event\n *\n * @default document.body\n */\n divWheel?: HTMLElement;\n\n /**\n * Use this PIXI.ticker for updates\n *\n * @default PIXI.Ticker.shared\n */\n ticker?: Ticker;\n\n /**\n * Uses divWheel definition for InputManager to calculate positioning relative to containing div\n * this is used only if options.interaction is not defined\n */\n useDivWheelForInputManager?: boolean;\n}\n\nexport interface ICompleteViewportOptions extends IViewportOptions\n{\n screenWidth: number;\n screenHeight: number;\n threshold: number;\n passiveWheel: boolean;\n stopPropagation: boolean;\n noTicker: boolean;\n ticker: Ticker;\n}\n\nexport interface IViewportTransformState\n{\n x: number;\n y: number;\n scaleX: number;\n scaleY: number;\n}\n\nconst DEFAULT_VIEWPORT_OPTIONS: ICompleteViewportOptions = {\n screenWidth: window.innerWidth,\n screenHeight: window.innerHeight,\n worldWidth: null,\n worldHeight: null,\n threshold: 5,\n passiveWheel: true,\n stopPropagation: false,\n forceHitArea: null,\n noTicker: false,\n interaction: null,\n disableOnContextMenu: false,\n ticker: Ticker.shared,\n};\n\n/**\n * Main class to use when creating a Viewport\n *\n * @public\n * @fires clicked\n * @fires drag-start\n * @fires drag-end\n * @fires drag-remove\n * @fires pinch-start\n * @fires pinch-end\n * @fires pinch-remove\n * @fires snap-start\n * @fires snap-end\n * @fires snap-remove\n * @fires snap-zoom-start\n * @fires snap-zoom-end\n * @fires snap-zoom-remove\n * @fires bounce-x-start\n * @fires bounce-x-end\n * @fires bounce-y-start\n * @fires bounce-y-end\n * @fires bounce-remove\n * @fires wheel\n * @fires wheel-remove\n * @fires wheel-scroll\n * @fires wheel-scroll-remove\n * @fires mouse-edge-start\n * @fires mouse-edge-end\n * @fires mouse-edge-remove\n * @fires moved\n * @fires moved-end\n * @fires zoomed\n * @fires zoomed-end\n * @fires frame-end\n */\nexport class Viewport extends Container\n{\n /** Flags whether the viewport is being panned */\n public moving?: boolean;\n\n public screenWidth: number;\n public screenHeight: number;\n\n /** Number of pixels to move to trigger an input event (e.g., drag, pinch) or disable a clicked event */\n public threshold: number;\n\n public readonly input: InputManager;\n\n /** Use this to add user plugins or access existing plugins (e.g., to pause, resume, or remove them) */\n public readonly plugins: PluginManager;\n\n /** Flags whether the viewport zoom is being changed. */\n public zooming?: boolean;\n\n public lastViewport?: IViewportTransformState | null;\n\n /** The options passed when creating this viewport, merged with the default values */\n public readonly options: ICompleteViewportOptions & { divWheel: HTMLElement };\n\n private _dirty?: boolean;\n private _forceHitArea?: IHitArea | null;\n private _hitAreaDefault?: Rectangle;\n private _pause?: boolean;\n private readonly tickerFunction?: () => void;\n private _worldWidth?: number | null;\n private _worldHeight?: number | null;\n private _disableOnContextMenu = (e: MouseEvent) => e.preventDefault();\n\n /**\n * @param {IViewportOptions} ViewportOptions\n * @param {number} [options.screenWidth=window.innerWidth]\n * @param {number} [options.screenHeight=window.innerHeight]\n * @param {number} [options.worldWidth=this.width]\n * @param {number} [options.worldHeight=this.height]\n * @param {number} [options.threshold=5] number of pixels to move to trigger an input event (e.g., drag, pinch)\n * or disable a clicked event\n * @param {boolean} [options.passiveWheel=true] whether the 'wheel' event is set to passive (note: if false,\n * e.preventDefault() will be called when wheel is used over the viewport)\n * @param {boolean} [options.stopPropagation=false] whether to stopPropagation of events that impact the viewport\n * (except wheel events, see options.passiveWheel)\n * @param {HitArea} [options.forceHitArea] change the default hitArea from world size to a new value\n * @param {boolean} [options.noTicker] set this if you want to manually call update() function on each frame\n * @param {PIXI.Ticker} [options.ticker=PIXI.Ticker.shared] use this PIXI.ticker for updates\n * @param {PIXI.InteractionManager} [options.interaction=null] InteractionManager, available from instantiated\n * WebGLRenderer/CanvasRenderer.plugins.interaction - used to calculate pointer position relative to canvas\n * location on screen\n * @param {HTMLElement} [options.divWheel=document.body] div to attach the wheel event\n * @param {boolean} [options.disableOnContextMenu] remove oncontextmenu=() => {} from the divWheel element\n */\n constructor(options: IViewportOptions = {})\n {\n super();\n this.options = Object.assign(\n {},\n { divWheel: document.body },\n DEFAULT_VIEWPORT_OPTIONS,\n options\n );\n\n this.screenWidth = this.options.screenWidth;\n this.screenHeight = this.options.screenHeight;\n\n this._worldWidth = this.options.worldWidth;\n this._worldHeight = this.options.worldHeight;\n this.forceHitArea = this.options.forceHitArea;\n this.threshold = this.options.threshold;\n\n this.options.divWheel = this.options.divWheel || document.body;\n\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.addEventListener('contextmenu', this._disableOnContextMenu);\n }\n if (!this.options.noTicker)\n {\n this.tickerFunction = () => this.update(this.options.ticker.elapsedMS);\n this.options.ticker.add(this.tickerFunction);\n }\n\n this.input = new InputManager(this);\n this.plugins = new PluginManager(this);\n }\n\n /** Overrides PIXI.Container's destroy to also remove the 'wheel' and PIXI.Ticker listeners */\n destroy(options?: IDestroyOptions): void\n {\n if (!this.options.noTicker && this.tickerFunction)\n {\n this.options.ticker.remove(this.tickerFunction);\n }\n if (this.options.disableOnContextMenu)\n {\n this.options.divWheel.removeEventListener('contextmenu', this._disableOnContextMenu);\n }\n\n this.input.destroy();\n super.destroy(options);\n }\n\n /**\n * Update viewport on each frame.\n *\n * By default, you do not need to call this unless you set `options.noTicker=true`.\n *\n * @param {number} elapsed time in milliseconds since last update\n */\n update(elapsed: number): void\n {\n if (!this.pause)\n {\n this.plugins.update(elapsed);\n\n if (this.lastViewport)\n {\n // Check for moved-end event\n if (this.lastViewport.x !== this.x || this.lastViewport.y !== this.y)\n {\n this.moving = true;\n }\n else if (this.moving)\n {\n this.emit('moved-end', this);\n this.moving = false;\n }\n\n // Check for zoomed-end event\n if (this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y)\n {\n this.zooming = true;\n }\n else if (this.zooming)\n {\n this.emit('zoomed-end', this);\n this.zooming = false;\n }\n }\n\n if (!this.forceHitArea)\n {\n this._hitAreaDefault = new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n this.hitArea = this._hitAreaDefault;\n }\n\n this._dirty = this._dirty || !this.lastViewport\n || this.lastViewport.x !== this.x || this.lastViewport.y !== this.y\n || this.lastViewport.scaleX !== this.scale.x || this.lastViewport.scaleY !== this.scale.y;\n\n this.lastViewport = {\n x: this.x,\n y: this.y,\n scaleX: this.scale.x,\n scaleY: this.scale.y\n };\n this.emit('frame-end', this);\n }\n }\n\n /**\n * Use this to set screen and world sizes, needed for pinch/wheel/clamp/bounce.\n * @param {number} screenWidth=window.innerWidth\n * @param {number} screenHeight=window.innerHeight\n * @param {number} [worldWidth]\n * @param {number} [worldHeight]\n */\n resize(\n screenWidth: number = window.innerWidth,\n screenHeight: number = window.innerHeight,\n worldWidth?: number,\n worldHeight?: number\n ): void\n {\n this.screenWidth = screenWidth;\n this.screenHeight = screenHeight;\n\n if (typeof worldWidth !== 'undefined')\n {\n this._worldWidth = worldWidth;\n }\n if (typeof worldHeight !== 'undefined')\n {\n this._worldHeight = worldHeight;\n }\n\n this.plugins.resize();\n this.dirty = true;\n }\n\n /** World width, in pixels */\n get worldWidth(): number\n {\n if (this._worldWidth)\n {\n return this._worldWidth;\n }\n\n return this.width / this.scale.x;\n }\n set worldWidth(value: number)\n {\n this._worldWidth = value;\n this.plugins.resize();\n }\n\n /** World height, in pixels */\n get worldHeight(): number\n {\n if (this._worldHeight)\n {\n return this._worldHeight;\n }\n\n return this.height / this.scale.y;\n }\n set worldHeight(value: number)\n {\n this._worldHeight = value;\n this.plugins.resize();\n }\n\n /** Get visible world bounds of viewport */\n public getVisibleBounds(): Rectangle\n {\n return new Rectangle(this.left, this.top, this.worldScreenWidth, this.worldScreenHeight);\n }\n\n /** Change coordinates from screen to world */\n public toWorld

                                                                        (x: number, y: number): P;\n /** Change coordinates from screen to world */\n public toWorld

                                                                        (screenPoint: IPointData): P;\n\n /**\n * Changes coordinate from screen to world\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n public toWorld

                                                                        (x: number | IPointData, y?: number): P\n {\n if (arguments.length === 2)\n {\n return this.toLocal

                                                                        (new Point(x as number, y));\n }\n\n return this.toLocal

                                                                        (x as IPointData);\n }\n\n /** Change coordinates from world to screen */\n public toScreen

                                                                        (x: number, y: number): P;\n /** Change coordinates from world to screen */\n public toScreen

                                                                        (worldPoint: IPointData): P;\n\n /**\n * Changes coordinate from world to screen\n * @param {number|PIXI.Point} x\n * @param {number} y\n * @returns {PIXI.Point}\n */\n public toScreen

                                                                        (x: number | IPointData, y?: number): P\n {\n if (arguments.length === 2)\n {\n return this.toGlobal

                                                                        (new Point(x as number, y));\n }\n\n return this.toGlobal

                                                                        (x as IPointData);\n }\n\n /** Screen width in world coordinates */\n get worldScreenWidth(): number\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Screen height in world coordinates */\n get worldScreenHeight(): number\n {\n return this.screenHeight / this.scale.y;\n }\n\n /** World width in screen coordinates */\n get screenWorldWidth(): number\n {\n return this.worldWidth * this.scale.x;\n }\n\n /** World height in screen coordinates */\n get screenWorldHeight(): number\n {\n return this.worldHeight * this.scale.y;\n }\n\n /** Center of screen in world coordinates */\n get center(): Point\n {\n return new Point(\n (this.worldScreenWidth / 2) - (this.x / this.scale.x),\n (this.worldScreenHeight / 2) - (this.y / this.scale.y),\n );\n }\n set center(value: Point)\n {\n this.moveCenter(value);\n }\n\n public moveCenter(x: number, y: number): Viewport;\n\n /** Move center of viewport to {@code center}. */\n public moveCenter(center: IPointData): Viewport;\n\n /**\n * Move center of viewport to (x, y)\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @return {Viewport}\n */\n public moveCenter(...args: [number, number] | [IPointData]): Viewport\n {\n let x: number;\n let y: number;\n\n if (typeof args[0] === 'number')\n {\n x = args[0];\n y = args[1] as number;\n }\n else\n {\n x = args[0].x;\n y = args[0].y;\n }\n\n const newX = ((this.worldScreenWidth / 2) - x) * this.scale.x;\n const newY = ((this.worldScreenHeight / 2) - y) * this.scale.y;\n\n if (this.x !== newX || this.y !== newY)\n {\n this.position.set(newX, newY);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Top-left corner of Viewport */\n get corner(): Point\n {\n return new Point(-this.x / this.scale.x, -this.y / this.scale.y);\n }\n set corner(value: Point)\n {\n this.moveCorner(value);\n }\n\n /** Move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n public moveCorner(x: number, y: number): Viewport;\n\n /** move Viewport's top-left corner; also clamps and resets decelerate and bounce (as needed) */\n public moveCorner(center: Point): Viewport;\n\n /**\n * MoveCorner\n * @param {number|PIXI.Point} x\n * @param {number} [y]\n * @returns {Viewport}\n */\n public moveCorner(...args: [number, number] | [Point]): Viewport\n {\n let x;\n let y;\n\n if (args.length === 1)\n {\n x = -args[0].x * this.scale.x;\n y = -args[0].y * this.scale.y;\n }\n else\n {\n x = -args[0] * this.scale.x;\n y = -args[1] * this.scale.y;\n }\n\n if (x !== this.x || y !== this.y)\n {\n this.position.set(x, y);\n this.plugins.reset();\n this.dirty = true;\n }\n\n return this;\n }\n\n /** Get how many world pixels fit in screen's width */\n get screenWidthInWorldPixels(): number\n {\n return this.screenWidth / this.scale.x;\n }\n\n /** Get how many world pixels fit on screen's height */\n get screenHeightInWorldPixels(): number\n {\n return this.screenHeight / this.scale.y;\n }\n\n /**\n * Find the scale value that fits a world width on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param width - Width in world pixels\n * @return - scale\n */\n findFitWidth(width: number): number\n {\n return this.screenWidth / width;\n }\n\n /**\n * Finds the scale value that fits a world height on the screens\n * does not change the viewport (use fit... to change)\n *\n * @param height - Height in world pixels\n * @return - scale\n */\n findFitHeight(height: number): number\n {\n return this.screenHeight / height;\n }\n\n /**\n * Finds the scale value that fits the smaller of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findFit(width: number, height: number): number\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.min(scaleX, scaleY);\n }\n\n /**\n * Finds the scale value that fits the larger of a world width and world height on the screen\n * does not change the viewport (use fit... to change)\n *\n * @param {number} width in world pixels\n * @param {number} height in world pixels\n * @returns {number} scale\n */\n findCover(width: number, height: number): number\n {\n const scaleX = this.screenWidth / width;\n const scaleY = this.screenHeight / height;\n\n return Math.max(scaleX, scaleY);\n }\n\n /**\n * Change zoom so the width fits in the viewport\n *\n * @param width - width in world coordinates\n * @param center - maintain the same center\n * @param scaleY - whether to set scaleY=scaleX\n * @param noClamp - whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitWidth(width = this.worldWidth, center?: boolean, scaleY = true, noClamp?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.x = this.screenWidth / width;\n\n if (scaleY)\n {\n this.scale.y = this.scale.x;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so the height fits in the viewport\n *\n * @param {number} [height=this.worldHeight] in world coordinates\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {boolean} [scaleX=true] whether to set scaleX = scaleY\n * @param {boolean} [noClamp] whether to disable clamp-zoom\n * @returns {Viewport} this\n */\n fitHeight(height = this.worldHeight, center?: boolean, scaleX = true, noClamp?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.y = this.screenHeight / height;\n\n if (scaleX)\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (!noClamp && clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the entire world in the viewport\n *\n * @param {boolean} center maintain the same center of the screen after zoom\n * @returns {Viewport} this\n */\n fitWorld(center?: boolean): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / this.worldWidth;\n this.scale.y = this.screenHeight / this.worldHeight;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Change zoom so it fits the size or the entire world in the viewport\n *\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @param {number} [width=this.worldWidth] desired width\n * @param {number} [height=this.worldHeight] desired height\n * @returns {Viewport} this\n */\n fit(center?: boolean, width = this.worldWidth, height = this.worldHeight): Viewport\n {\n let save: Point | undefined;\n\n if (center)\n {\n save = this.center;\n }\n\n this.scale.x = this.screenWidth / width;\n this.scale.y = this.screenHeight / height;\n\n if (this.scale.x < this.scale.y)\n {\n this.scale.y = this.scale.x;\n }\n else\n {\n this.scale.x = this.scale.y;\n }\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport to specific value.\n *\n * @param {number} scale value (e.g., 1 would be 100%, 0.25 would be 25%)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n setZoom(scale: number, center?: boolean): Viewport\n {\n let save;\n\n if (center)\n {\n save = this.center;\n }\n this.scale.set(scale);\n const clampZoom = this.plugins.get('clamp-zoom', true);\n\n if (clampZoom)\n {\n clampZoom.clamp();\n }\n if (center && save)\n {\n this.moveCenter(save);\n }\n\n return this;\n }\n\n /**\n * Zoom viewport by a certain percent (in both x and y direction).\n *\n * @param {number} percent change (e.g., 0.25 would increase a starting scale of 1.0 to 1.25)\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoomPercent(percent: number, center?: boolean): Viewport\n {\n return this.setZoom(this.scale.x + (this.scale.x * percent), center);\n }\n\n /**\n * Zoom viewport by increasing/decreasing width by a certain number of pixels.\n *\n * @param {number} change in pixels\n * @param {boolean} [center] maintain the same center of the screen after zoom\n * @return {Viewport} this\n */\n zoom(change: number, center?: boolean): Viewport\n {\n this.fitWidth(change + this.worldScreenWidth, center);\n\n return this;\n }\n\n /** Changes scale of viewport and maintains center of viewport */\n get scaled(): number\n {\n return this.scale.x;\n }\n set scaled(scale: number)\n {\n this.setZoom(scale, true);\n }\n\n /**\n * Returns zoom to the desired scale\n *\n * @param {ISnapZoomOptions} options\n * @param {number} [options.width=0] - the desired width to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.height=0] - the desired height to snap (to maintain aspect ratio, choose width or height)\n * @param {number} [options.time=1000] - time for snapping in ms\n * @param {(string|function)} [options.ease=easeInOutSine] ease function or name (see http://easings.net/\n * for supported names)\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of the viewport\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at the\n * desired zoom\n * @param {boolean} [options.noMove] - zoom but do not move\n */\n snapZoom(options?: ISnapZoomOptions): Viewport\n {\n this.plugins.add('snap-zoom', new SnapZoom(this, options));\n\n return this;\n }\n\n /** Is container out of world bounds */\n OOB(): {\n left: boolean;\n right: boolean;\n top: boolean;\n bottom: boolean;\n cornerPoint: Point;\n }\n {\n return {\n left: this.left < 0,\n right: this.right > this.worldWidth,\n top: this.top < 0,\n bottom: this.bottom > this.worldHeight,\n cornerPoint: new Point(\n (this.worldWidth * this.scale.x) - this.screenWidth,\n (this.worldHeight * this.scale.y) - this.screenHeight\n )\n };\n }\n\n /** World coordinates of the right edge of the screen */\n get right(): number\n {\n return (-this.x / this.scale.x) + this.worldScreenWidth;\n }\n set right(value: number)\n {\n this.x = (-value * this.scale.x) + this.screenWidth;\n this.plugins.reset();\n }\n\n /** World coordinates of the left edge of the screen */\n get left(): number\n {\n return -this.x / this.scale.x;\n }\n set left(value: number)\n {\n this.x = -value * this.scale.x;\n this.plugins.reset();\n }\n\n /** World coordinates of the top edge of the screen */\n get top(): number\n {\n return -this.y / this.scale.y;\n }\n set top(value: number)\n {\n this.y = -value * this.scale.y;\n this.plugins.reset();\n }\n\n /** World coordinates of the bottom edge of the screen */\n get bottom(): number\n {\n return (-this.y / this.scale.y) + this.worldScreenHeight;\n }\n set bottom(value: number)\n {\n this.y = (-value * this.scale.y) + this.screenHeight;\n this.plugins.reset();\n }\n\n /**\n * Determines whether the viewport is dirty (i.e., needs to be rendered to the screen because of a change)\n */\n get dirty(): boolean\n {\n return !!this._dirty;\n }\n set dirty(value: boolean)\n {\n this._dirty = value;\n }\n\n /**\n * Permanently changes the Viewport's hitArea\n *\n * NOTE: if not set then hitArea = PIXI.Rectangle(Viewport.left, Viewport.top, Viewport.worldScreenWidth,\n * Viewport.worldScreenHeight)\n */\n get forceHitArea(): IHitArea | null | undefined\n {\n return this._forceHitArea;\n }\n set forceHitArea(value: IHitArea | null | undefined)\n {\n if (value)\n {\n this._forceHitArea = value;\n this.hitArea = value;\n }\n else\n {\n this._forceHitArea = null;\n this.hitArea = new Rectangle(0, 0, this.worldWidth, this.worldHeight);\n }\n }\n\n /**\n * Enable one-finger touch to drag\n *\n * NOTE: if you expect users to use right-click dragging, you should enable `viewport.options.disableOnContextMenu`\n * to avoid the context menu popping up on each right-click drag.\n *\n * @param {IDragOptions} [options]\n * @param {string} [options.direction=all] direction to drag\n * @param {boolean} [options.pressDrag=true] whether click to drag is active\n * @param {boolean} [options.wheel=true] use wheel to scroll in direction (unless wheel plugin is active)\n * @param {number} [options.wheelScroll=1] number of pixels to scroll with each wheel spin\n * @param {boolean} [options.reverse] reverse the direction of the wheel scroll\n * @param {(boolean|string)} [options.clampWheel=false] clamp wheel(to avoid weird bounce with mouse wheel)\n * @param {string} [options.underflow=center] where to place world if too small for screen\n * @param {number} [options.factor=1] factor to multiply drag to increase the speed of movement\n * @param {string} [options.mouseButtons=all] changes which mouse buttons trigger drag, use: 'all', 'left',\n * 'right' 'middle', or some combination, like, 'middle-right'; you may want to set\n * viewport.options.disableOnContextMenu if you want to use right-click dragging\n * @param {string[]} [options.keyToPress=null] - array containing\n * {@link key|https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code} codes of keys that can be\n * pressed for the drag to be triggered, e.g.: ['ShiftLeft', 'ShiftRight'}.\n * @param {boolean} [options.ignoreKeyToPressOnTouch=false] - ignore keyToPress for touch events\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @returns {Viewport} this\n */\n public drag(options?: IDragOptions): Viewport\n {\n this.plugins.add('drag', new Drag(this, options));\n\n return this;\n }\n\n /**\n * Clamp to world boundaries or other provided boundaries\n * There are three ways to clamp:\n * 1. direction: 'all' = the world is clamped to its world boundaries, ie, you cannot drag any part of offscreen\n * direction: 'x' | 'y' = only the x or y direction is clamped to its world boundary\n * 2. left, right, top, bottom = true | number = the world is clamped to the world's pixel location for each side;\n * if any of these are set to true, then the location is set to the boundary\n * [0, viewport.worldWidth/viewport.worldHeight], eg: to allow the world to be completely dragged offscreen,\n * set [-viewport.worldWidth, -viewport.worldHeight, viewport.worldWidth * 2, viewport.worldHeight * 2]\n *\n * Underflow determines what happens when the world is smaller than the viewport\n * 1. none = the world is clamped but there is no special behavior\n * 2. center = the world is centered on the viewport\n * 3. combination of top/bottom/center and left/right/center (case insensitive) = the world is stuck to the\n * appropriate boundaries\n *\n * NOTES:\n * clamp is disabled if called with no options; use { direction: 'all' } for all edge clamping\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n *\n * @param {object} [options]\n * @param {(number|boolean)} [options.left=false] - clamp left; true = 0\n * @param {(number|boolean)} [options.right=false] - clamp right; true = viewport.worldWidth\n * @param {(number|boolean)} [options.top=false] - clamp top; true = 0\n * @param {(number|boolean)} [options.bottom=false] - clamp bottom; true = viewport.worldHeight\n * @param {string} [direction] - (all, x, or y) using clamps of [0, viewport.worldWidth/viewport.worldHeight];\n * replaces left/right/top/bottom if set\n * @param {string} [underflow=center] - where to place world if too small for screen (e.g., top-right, center,\n * none, bottomLeft) * @returns {Viewport} this\n */\n public clamp(options?: IClampOptions): Viewport\n {\n this.plugins.add('clamp', new Clamp(this, options));\n\n return this;\n }\n\n /**\n * Decelerate after a move\n *\n * NOTE: this fires 'moved' event during deceleration\n *\n * @param {IDecelerateOptions} [options]\n * @param {number} [options.friction=0.95] - percent to decelerate after movement\n * @param {number} [options.bounce=0.8] - percent to decelerate when past boundaries (only applicable when\n * viewport.bounce() is active)\n * @param {number} [options.minSpeed=0.01] - minimum velocity before stopping/reversing acceleration\n * @return {Viewport} this\n */\n public decelerate(options?: IDecelerateOptions): Viewport\n {\n this.plugins.add('decelerate', new Decelerate(this, options));\n\n return this;\n }\n\n /**\n * Bounce on borders\n * NOTES:\n * screenWidth, screenHeight, worldWidth, and worldHeight needs to be set for this to work properly\n * fires 'moved', 'bounce-x-start', 'bounce-y-start', 'bounce-x-end', and 'bounce-y-end' events\n * @param {object} [options]\n * @param {string} [options.sides=all] - all, horizontal, vertical, or combination of top, bottom, right, left\n * (e.g., 'top-bottom-right')\n * @param {number} [options.friction=0.5] - friction to apply to decelerate if active\n * @param {number} [options.time=150] - time in ms to finish bounce\n * @param {object} [options.bounceBox] - use this bounceBox instead of (0, 0, viewport.worldWidth, viewport.worldHeight)\n * @param {number} [options.bounceBox.x=0]\n * @param {number} [options.bounceBox.y=0]\n * @param {number} [options.bounceBox.width=viewport.worldWidth]\n * @param {number} [options.bounceBox.height=viewport.worldHeight]\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name\n * (see http://easings.net/ for supported names)\n * @param {string} [options.underflow=center] - (top/bottom/center and left/right/center, or center)\n * where to place world if too small for screen\n * @return {Viewport} this\n */\n public bounce(options?: IBounceOptions): Viewport\n {\n this.plugins.add('bounce', new Bounce(this, options));\n\n return this;\n }\n\n /**\n * Enable pinch to zoom and two-finger touch to drag\n *\n * @param {PinchOptions} [options]\n * @param {boolean} [options.noDrag] - disable two-finger dragging\n * @param {number} [options.percent=1] - percent to modify pinch speed\n * @param {number} [options.factor=1] - factor to multiply two-finger drag to increase the speed of movement\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of center of two fingers\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n public pinch(options?: IPinchOptions): Viewport\n {\n this.plugins.add('pinch', new Pinch(this, options));\n\n return this;\n }\n\n /**\n * Snap to a point\n *\n * @param {number} x\n * @param {number} y\n * @param {ISnapOptions} [options]\n * @param {boolean} [options.topLeft] - snap to the top-left of viewport instead of center\n * @param {number} [options.friction=0.8] - friction/frame to apply if decelerate is active\n * @param {number} [options.time=1000] - time in ms to snap\n * @param {string|function} [options.ease=easeInOutSine] - ease function or name (see http://easings.net/\n * for supported names)\n * @param {boolean} [options.interrupt=true] - pause snapping with any user input on the viewport\n * @param {boolean} [options.removeOnComplete] - removes this plugin after snapping is complete\n * @param {boolean} [options.removeOnInterrupt] - removes this plugin if interrupted by any user input\n * @param {boolean} [options.forceStart] - starts the snap immediately regardless of whether the viewport is at\n * the desired location\n * @return {Viewport} this\n */\n public snap(x: number, y: number, options?: ISnapOptions): Viewport\n {\n this.plugins.add('snap', new Snap(this, x, y, options));\n\n return this;\n }\n\n /**\n * Follow a target\n *\n * NOTES:\n * uses the (x, y) as the center to follow; for PIXI.Sprite to work properly, use sprite.anchor.set(0.5)\n * options.acceleration is not perfect as it doesn't know the velocity of the target. It adds acceleration\n * to the start of movement and deceleration to the end of movement when the target is stopped.\n * To cancel the follow, use: `viewport.plugins.remove('follow')`\n *\n * @fires 'moved' event\n *\n * @param {PIXI.DisplayObject} target to follow\n * @param {IFollowOptions} [options]\n * @param {number} [options.speed=0] - to follow in pixels/frame (0=teleport to location)\n * @param {number} [options.acceleration] - set acceleration to accelerate and decelerate at this rate; speed\n * cannot be 0 to use acceleration\n * @param {number} [options.radius] - radius (in world coordinates) of center circle where movement is allowed\n * without moving the viewport * @returns {Viewport} this\n * @returns {Viewport} this\n */\n public follow(target: DisplayObject, options?: IFollowOptions): Viewport\n {\n this.plugins.add('follow', new Follow(this, target, options));\n\n return this;\n }\n\n /**\n * Zoom using mouse wheel\n *\n * NOTE: the default event listener for 'wheel' event is document.body. Use `Viewport.options.divWheel` to\n * change this default\n *\n * @param {IWheelOptions} [options]\n * @param {number} [options.percent=0.1] - percent to scroll with each spin\n * @param {number} [options.smooth] - smooth the zooming by providing the number of frames to zoom between wheel spins\n * @param {boolean} [options.interrupt=true] - stop smoothing with any user input on the viewport\n * @param {boolean} [options.reverse] - reverse the direction of the scroll\n * @param {PIXI.Point} [options.center] - place this point at center during zoom instead of current mouse position\n * @param {number} [options.lineHeight=20] - scaling factor for non-DOM_DELTA_PIXEL scrolling events\n * @param {('all'|'x'|'y')} [options.axis=all] - axis to zoom\n * @return {Viewport} this\n */\n public wheel(options?: IWheelOptions): Viewport\n {\n this.plugins.add('wheel', new Wheel(this, options));\n\n return this;\n }\n\n /**\n * Animate the position and/or scale of the viewport\n * To set the zoom level, use: (1) scale, (2) scaleX and scaleY, or (3) width and/or height\n * @param {object} options\n * @param {number} [options.time=1000] - time to animate\n * @param {PIXI.Point} [options.position=viewport.center] - position to move viewport\n * @param {number} [options.width] - desired viewport width in world pixels (use instead of scale;\n * aspect ratio is maintained if height is not provided)\n * @param {number} [options.height] - desired viewport height in world pixels (use instead of scale;\n * aspect ratio is maintained if width is not provided)\n * @param {number} [options.scale] - scale to change zoom (scale.x = scale.y)\n * @param {number} [options.scaleX] - independently change zoom in x-direction\n * @param {number} [options.scaleY] - independently change zoom in y-direction\n * @param {(function|string)} [options.ease=linear] - easing function to use\n * @param {function} [options.callbackOnComplete]\n * @param {boolean} [options.removeOnInterrupt] removes this plugin if interrupted by any user input\n * @returns {Viewport} this\n */\n public animate(options: IAnimateOptions): Viewport\n {\n this.plugins.add('animate', new Animate(this, options));\n\n return this;\n }\n\n /**\n * Enable clamping of zoom to constraints\n *\n * The minWidth/Height settings are how small the world can get (as it would appear on the screen)\n * before clamping. The maxWidth/maxHeight is how larger the world can scale (as it would appear on\n * the screen) before clamping.\n *\n * For example, if you have a world size of 1000 x 1000 and a screen size of 100 x 100, if you set\n * minWidth/Height = 100 then the world will not be able to zoom smaller than the screen size (ie,\n * zooming out so it appears smaller than the screen). Similarly, if you set maxWidth/Height = 100\n * the world will not be able to zoom larger than the screen size (ie, zooming in so it appears\n * larger than the screen).\n *\n * @param {object} [options]\n * @param {number} [options.minWidth] - minimum width\n * @param {number} [options.minHeight] - minimum height\n * @param {number} [options.maxWidth] - maximum width\n * @param {number} [options.maxHeight] - maximum height\n * @param {number} [options.minScale] - minimum scale\n * @param {number} [options.maxScale] - minimum scale\n * @return {Viewport} this\n */\n public clampZoom(options: IClampZoomOptions): Viewport\n {\n this.plugins.add('clamp-zoom', new ClampZoom(this, options));\n\n return this;\n }\n\n /**\n * Scroll viewport when mouse hovers near one of the edges or radius-distance from center of screen.\n *\n * NOTES: fires 'moved' event; there's a known bug where the mouseEdges does not work properly with \"windowed\" viewports\n *\n * @param {IMouseEdgesOptions} [options]\n * @param {number} [options.radius] - distance from center of screen in screen pixels\n * @param {number} [options.distance] - distance from all sides in screen pixels\n * @param {number} [options.top] - alternatively, set top distance (leave unset for no top scroll)\n * @param {number} [options.bottom] - alternatively, set bottom distance (leave unset for no top scroll)\n * @param {number} [options.left] - alternatively, set left distance (leave unset for no top scroll)\n * @param {number} [options.right] - alternatively, set right distance (leave unset for no top scroll)\n * @param {number} [options.speed=8] - speed in pixels/frame to scroll viewport\n * @param {boolean} [options.reverse] - reverse direction of scroll\n * @param {boolean} [options.noDecelerate] - don't use decelerate plugin even if it's installed\n * @param {boolean} [options.linear] - if using radius, use linear movement (+/- 1, +/- 1) instead of angled\n * movement (Math.cos(angle from center), Math.sin(angle from center))\n * @param {boolean} [options.allowButtons] allows plugin to continue working even when there's a mousedown event\n */\n public mouseEdges(options: IMouseEdgesOptions): Viewport\n {\n this.plugins.add('mouse-edges', new MouseEdges(this, options));\n\n return this;\n }\n\n /** Pause viewport (including animation updates such as decelerate) */\n get pause(): boolean\n {\n return !!this._pause;\n }\n set pause(value: boolean)\n {\n this._pause = value;\n\n this.lastViewport = null;\n this.moving = false;\n this.zooming = false;\n\n if (value)\n {\n this.input.pause();\n }\n }\n\n /**\n * Move the viewport so the bounding box is visible\n *\n * @param x - left\n * @param y - top\n * @param width\n * @param height\n * @param resizeToFit - Resize the viewport so the box fits within the viewport\n */\n public ensureVisible(x: number, y: number, width: number, height: number, resizeToFit?: boolean): void\n {\n if (resizeToFit && (width > this.worldScreenWidth || height > this.worldScreenHeight))\n {\n this.fit(true, width, height);\n this.emit('zoomed', { viewport: this, type: 'ensureVisible' });\n }\n let moved = false;\n\n if (x < this.left)\n {\n this.left = x;\n moved = true;\n }\n else if (x + width > this.right)\n {\n this.right = x + width;\n moved = true;\n }\n if (y < this.top)\n {\n this.top = y;\n moved = true;\n }\n else if (y + height > this.bottom)\n {\n this.bottom = y + height;\n moved = true;\n }\n if (moved)\n {\n this.emit('moved', { viewport: this, type: 'ensureVisible' });\n }\n }\n}\n\n/**\n * Fires after a mouse or touch click\n * @event Viewport#clicked\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag starts\n * @event Viewport#drag-start\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a drag ends\n * @event Viewport#drag-end\n * @type {object}\n * @property {PIXI.Point} screen\n * @property {PIXI.Point} world\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a pinch starts\n * @event Viewport#pinch-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a pinch end\n * @event Viewport#pinch-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap starts\n * @event Viewport#snap-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap ends\n * @event Viewport#snap-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom starts\n * @event Viewport#snap-zoom-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a snap-zoom ends\n * @event Viewport#snap-zoom-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the x direction\n * @event Viewport#bounce-x-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the x direction\n * @event Viewport#bounce-x-end\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce starts in the y direction\n * @event Viewport#bounce-y-start\n * @type {Viewport}\n */\n\n/**\n * Fires when a bounce ends in the y direction\n * @event Viewport#bounce-y-end\n * @type {Viewport}\n */\n\n/**\n * Fires when for a mouse wheel event\n * @event Viewport#wheel\n * @type {object}\n * @property {object} wheel\n * @property {number} wheel.dx\n * @property {number} wheel.dy\n * @property {number} wheel.dz\n * @property {Viewport} viewport\n */\n\n/**\n * Fires when a wheel-scroll occurs\n * @event Viewport#wheel-scroll\n * @type {Viewport}\n */\n\n/**\n * Fires when a mouse-edge starts to scroll\n * @event Viewport#mouse-edge-start\n * @type {Viewport}\n */\n\n/**\n * Fires when the mouse-edge scrolling ends\n * @event Viewport#mouse-edge-end\n * @type {Viewport}\n */\n\n/**\n * Fires when viewport moves through UI interaction, deceleration, ensureVisible, or follow\n * @event Viewport#moved\n * @type {object}\n * @property {Viewport} viewport\n * @property {string} type - (drag, snap, pinch, 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\ No newline at end of file diff --git a/index.d.ts b/index.d.ts index 1572f7db..eed726b6 100644 --- a/index.d.ts +++ b/index.d.ts @@ -120,8 +120,11 @@ export declare class Drag extends Plugin_2 { protected underflowY: -1 | 0 | 1; protected last?: IPointData | null; protected current?: number; + private windowEventHandlers; constructor(parent: Viewport, options?: {}); protected handleKeyPresses(codes: string[]): void; + private addWindowEventHandler; + destroy(): void; protected mouseButtons(buttons: string): void; protected parseUnderflow(): void; protected checkButtons(event: InteractionEvent): boolean; diff --git a/package.json b/package.json index 0ecc5cf6..fd8fa1a4 100644 --- a/package.json +++ b/package.json @@ -1,6 +1,6 @@ { "name": "pixi-viewport", - "version": "4.37.0", + "version": "4.38.0", "description": "A highly configurable viewport/2D camera designed to work with pixi.js. Features include dragging, pinch-to-zoom, mouse wheel zooming, decelerated dragging, follow target, snap to point, snap to zoom, clamping, bouncing on edges, and move on mouse edges.", "main": "dist/cjs/viewport.js", "module": "dist/esm/viewport.es.js",